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Unified Diff: ppapi/proxy/gamepad_resource.cc

Issue 10912062: Implement the gamepad API in the IPC proxy (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: Created 8 years, 3 months ago
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Index: ppapi/proxy/gamepad_resource.cc
diff --git a/ppapi/proxy/gamepad_resource.cc b/ppapi/proxy/gamepad_resource.cc
index 21ee02d9de9fa1cce6f3dc6b4ce99885691e4a7d..446c11c9f79a372d0e7ed8d878c7e2fa32224ab5 100644
--- a/ppapi/proxy/gamepad_resource.cc
+++ b/ppapi/proxy/gamepad_resource.cc
@@ -6,16 +6,47 @@
#include <string.h>
-#include "ppapi/c/ppb_gamepad.h"
+#include "base/threading/platform_thread.h"
#include "ppapi/proxy/dispatch_reply_message.h"
#include "ppapi/proxy/ppapi_messages.h"
+#include "ppapi/shared_impl/ppb_gamepad_shared.h"
namespace ppapi {
namespace proxy {
+namespace {
+
+// This is the read logic from content/common/gamepad_seqlock.h
+base::subtle::Atomic32 ReadBegin(const base::subtle::Atomic32* sequence) {
+ base::subtle::Atomic32 version;
+ for (;;) {
+ version = base::subtle::NoBarrier_Load(sequence);
+
+ // If the counter is even, then the associated data might be in a
+ // consistent state, so we can try to read.
+ if ((version & 1) == 0)
+ break;
+
+ // Otherwise, the writer is in the middle of an update. Retry the read.
+ base::PlatformThread::YieldCurrentThread();
+ }
+ return version;
+}
+
+bool ReadRetry(const base::subtle::Atomic32* sequence,
+ base::subtle::Atomic32 version) {
+ // If the sequence number was updated then a read should be re-attempted.
+ // -- Load fence, read membarrier
+ return base::subtle::Release_Load(sequence) != version;
+}
+
+} // namespace
+
GamepadResource::GamepadResource(Connection connection, PP_Instance instance)
: PluginResource(connection, instance),
buffer_(NULL) {
+ memset(&last_read_, 0, sizeof(last_read_));
+
SendCreateToBrowser(PpapiHostMsg_Gamepad_Create());
CallBrowser(PpapiHostMsg_Gamepad_RequestMemory());
}
@@ -28,30 +59,56 @@ void GamepadResource::Sample(PP_GamepadsSampleData* data) {
// Browser hasn't sent back our shared memory, give the plugin gamepad
// data corresponding to "not connected".
memset(data, 0, sizeof(PP_GamepadsSampleData));
- } else {
- memcpy(data, buffer_, sizeof(PP_GamepadsSampleData));
+ return;
}
+
+ // ==========
+ // DANGER
+ // ==========
+ //
+ // This logic is duplicated in the renderer as well. If you change it, that
+ // also needs to be in sync. See gamepad_shared_memory_reader.cc.
+
+ // Only try to read this many times before failing to avoid waiting here
+ // very long in case of contention with the writer.
+ const int kMaximumContentionCount = 10;
+ int contention_count = -1;
+ base::subtle::Atomic32 version;
+ WebKitGamepads read_into;
+ do {
+ version = ReadBegin(&buffer_->sequence);
+ memcpy(&read_into, &buffer_->buffer, sizeof(read_into));
+ ++contention_count;
+ if (contention_count == kMaximumContentionCount)
+ break;
+ } while (ReadRetry(&buffer_->sequence, version));
+
+ // In the event of a read failure, just leave the last read data as-is (the
+ // hardware thread is taking unusally long).
+ if (contention_count < kMaximumContentionCount)
+ ConvertWebKitGamepadData(read_into, &last_read_);
+
+ memcpy(data, &last_read_, sizeof(PP_GamepadsSampleData));
}
void GamepadResource::OnReplyReceived(const ResourceMessageReplyParams& params,
const IPC::Message& msg) {
IPC_BEGIN_MESSAGE_MAP(GamepadResource, msg)
- PPAPI_DISPATCH_RESOURCE_REPLY(PpapiPluginMsg_Gamepad_SendMemory,
- OnPluginMsgSendMemory)
+ PPAPI_DISPATCH_RESOURCE_REPLY_0(PpapiPluginMsg_Gamepad_SendMemory,
+ OnPluginMsgSendMemory)
IPC_END_MESSAGE_MAP()
}
void GamepadResource::OnPluginMsgSendMemory(
- const ResourceMessageReplyParams& params,
- base::SharedMemoryHandle shared_memory_handle) {
- /* TODO(brettw) implement this when we have shared gamepad code. It would be
- something like this:
- shared_memory_.reset(
- new base::SharedMemory(shared_memory_handle, true));
- CHECK(shared_memory_->Map(sizeof(GamepadHardwareBuffer)));
- void *memory = shared_memory_->memory();
- // Use the memory...
- */
+ const ResourceMessageReplyParams& params) {
+ // On failure, the handle will be null and the CHECK below will be tripped.
+ base::SharedMemoryHandle handle;
+ params.GetSharedMemoryHandleAtIndex(0, &handle);
+
+ shared_memory_.reset(new base::SharedMemory(handle, true));
+ CHECK(shared_memory_->Map(sizeof(ContentGamepadHardwareBuffer)));
+ buffer_ = static_cast<const ContentGamepadHardwareBuffer*>(
+ shared_memory_->memory());
}
} // namespace proxy
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