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Side by Side Diff: content/common/gamepad_hardware_buffer.h

Issue 14678012: Implement the content/renderer and content/browser part of the Device Motion API. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: fix compilation: peer_handle -> PeerHandle() Created 7 years, 5 months ago
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1 // Copyright (c) 2011 The Chromium Authors. All rights reserved. 1 // Copyright (c) 2011 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be 2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file. 3 // found in the LICENSE file.
4 4
5 #ifndef CONTENT_COMMON_GAMEPAD_HARDWARE_BUFFER_H_ 5 #ifndef CONTENT_COMMON_GAMEPAD_HARDWARE_BUFFER_H_
6 #define CONTENT_COMMON_GAMEPAD_HARDWARE_BUFFER_H_ 6 #define CONTENT_COMMON_GAMEPAD_HARDWARE_BUFFER_H_
7 7
8 #include "content/common/gamepad_seqlock.h" 8 #include "content/common/one_writer_seqlock.h"
9 #include "third_party/WebKit/public/platform/WebGamepads.h" 9 #include "third_party/WebKit/public/platform/WebGamepads.h"
10 10
11 namespace content { 11 namespace content {
12 12
13 /* 13 /*
14 14
15 This structure is stored in shared memory that's shared between the browser 15 This structure is stored in shared memory that's shared between the browser
16 which does the hardware polling, and the various consumers of the gamepad 16 which does the hardware polling, and the various consumers of the gamepad
17 state (renderers and NaCl plugins). The performance characteristics are that 17 state (renderers and NaCl plugins). The performance characteristics are that
18 we want low latency (so would like to avoid explicit communication via IPC 18 we want low latency (so would like to avoid explicit communication via IPC
19 between producer and consumer) and relatively large data size. 19 between producer and consumer) and relatively large data size.
20 20
21 Writer and reader operate on the same buffer assuming contention is low, and 21 Writer and reader operate on the same buffer assuming contention is low, and
22 contention is detected by using the associated SeqLock. 22 contention is detected by using the associated SeqLock.
23 23
24 */ 24 */
25 25
26 struct GamepadHardwareBuffer { 26 struct GamepadHardwareBuffer {
27 GamepadSeqLock sequence; 27 // FIXME: Use the generic SharedMemorySeqLockBuffer<WebKit::WebGamepads>.
28 OneWriterSeqLock sequence;
28 WebKit::WebGamepads buffer; 29 WebKit::WebGamepads buffer;
29 }; 30 };
30 31
31 } // namespace content 32 } // namespace content
32 33
33 #endif // CONTENT_COMMON_GAMEPAD_HARDWARE_BUFFER_H_ 34 #endif // CONTENT_COMMON_GAMEPAD_HARDWARE_BUFFER_H_
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