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// Copyright 2019 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include <d3d11.h>
#include <windows.h>
#include <wrl/client.h>
#include "base/containers/flat_set.h"
#include "base/threading/thread.h"
#include "ui/gl/gl_export.h"
namespace base {
template <typename T>
struct DefaultSingletonTraits;
} // namespace base
namespace gl {
class VSyncObserver;
// Helper singleton that wraps a thread for calling IDXGIOutput::WaitForVBlank()
// for the primary monitor, and notifies observers on the same thread. Observers
// can be added or removed on the main thread, and the vsync thread goes to
// sleep if there are no observers. This is used by DirectCompositionSurfaceWin
// to plumb vsync signal back to the display compositor's BeginFrameSource.
class GL_EXPORT VSyncThreadWin {
static VSyncThreadWin* GetInstance();
// These methods are not rentrancy safe, and shouldn't be called inside
// VSyncObserver::OnVSync. It's safe to assume that these can be called only
// from the main thread.
void AddObserver(VSyncObserver* obs);
void RemoveObserver(VSyncObserver* obs);
friend struct base::DefaultSingletonTraits<VSyncThreadWin>;
void WaitForVSync();
base::Thread vsync_thread_;
// Used on vsync thread only after initialization.
const Microsoft::WRL::ComPtr<ID3D11Device> d3d11_device_;
HMONITOR primary_monitor_ = nullptr;
Microsoft::WRL::ComPtr<IDXGIOutput> primary_output_;
base::Lock lock_;
bool GUARDED_BY(lock_) is_idle_ = true;
base::flat_set<VSyncObserver*> GUARDED_BY(lock_) observers_;
} // namespace gl