
bind.h, callback.h, callback_forward.h, and callback_helpers.h moved into /base/functional/. Update the include paths to directly include them in their new location. Bug: 1364441 Change-Id: I36784c7cc322001d0b0ec2590c3847f4298033ad Reviewed-on: https://chromium-review.googlesource.com/c/chromium/src/+/4157596 Owners-Override: Avi Drissman <avi@chromium.org> Reviewed-by: Daniel Cheng <dcheng@chromium.org> Commit-Queue: Daniel Cheng <dcheng@chromium.org> Owners-Override: Daniel Cheng <dcheng@chromium.org> Auto-Submit: Avi Drissman <avi@chromium.org> Cr-Commit-Position: refs/heads/main@{#1091526}
90 lines
2.9 KiB
C++
90 lines
2.9 KiB
C++
// Copyright 2012 The Chromium Authors
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#include "ppapi/proxy/gamepad_resource.h"
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#include <string.h>
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#include "base/functional/bind.h"
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#include "base/memory/read_only_shared_memory_region.h"
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#include "base/threading/platform_thread.h"
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#include "device/gamepad/public/cpp/gamepads.h"
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#include "ppapi/proxy/dispatch_reply_message.h"
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#include "ppapi/proxy/ppapi_messages.h"
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#include "ppapi/shared_impl/ppb_gamepad_shared.h"
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namespace ppapi {
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namespace proxy {
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GamepadResource::GamepadResource(Connection connection, PP_Instance instance)
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: PluginResource(connection, instance),
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buffer_(NULL) {
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memset(&last_read_, 0, sizeof(last_read_));
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SendCreate(BROWSER, PpapiHostMsg_Gamepad_Create());
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Call<PpapiPluginMsg_Gamepad_SendMemory>(
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BROWSER, PpapiHostMsg_Gamepad_RequestMemory(),
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base::BindOnce(&GamepadResource::OnPluginMsgSendMemory, this));
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}
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GamepadResource::~GamepadResource() {
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}
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thunk::PPB_Gamepad_API* GamepadResource::AsPPB_Gamepad_API() {
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return this;
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}
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void GamepadResource::Sample(PP_Instance /* instance */,
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PP_GamepadsSampleData* data) {
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if (!buffer_) {
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// Browser hasn't sent back our shared memory, give the plugin gamepad
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// data corresponding to "not connected".
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memset(data, 0, sizeof(PP_GamepadsSampleData));
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return;
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}
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// ==========
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// DANGER
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// ==========
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//
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// This logic is duplicated in the renderer as well. If you change it, that
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// also needs to be in sync. See gamepad_shared_memory_reader.cc.
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// Only try to read this many times before failing to avoid waiting here
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// very long in case of contention with the writer.
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const int kMaximumContentionCount = 10;
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int contention_count = -1;
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base::subtle::Atomic32 version;
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device::Gamepads read_into;
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do {
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version = buffer_->seqlock.ReadBegin();
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memcpy(&read_into, &buffer_->data, sizeof(read_into));
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++contention_count;
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if (contention_count == kMaximumContentionCount)
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break;
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} while (buffer_->seqlock.ReadRetry(version));
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// In the event of a read failure, just leave the last read data as-is (the
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// hardware thread is taking unusally long).
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if (contention_count < kMaximumContentionCount)
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ConvertDeviceGamepadData(read_into, &last_read_);
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memcpy(data, &last_read_, sizeof(PP_GamepadsSampleData));
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}
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void GamepadResource::OnPluginMsgSendMemory(
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const ResourceMessageReplyParams& params) {
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// On failure, the handle will be null and the CHECK below will be tripped.
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base::ReadOnlySharedMemoryRegion region;
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params.TakeReadOnlySharedMemoryRegionAtIndex(0, ®ion);
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shared_memory_mapping_ = region.Map();
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CHECK(shared_memory_mapping_.IsValid());
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buffer_ = static_cast<const device::GamepadHardwareBuffer*>(
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shared_memory_mapping_.memory());
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}
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} // namespace proxy
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} // namespace ppapi
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