#include "config.h"
#if ENABLE(WEBGL)
#include "WebGLSync.h"
#include "HTMLCanvasElement.h"
#include "WebGLContextGroup.h"
#include "WebGLRenderingContextBase.h"
#include <wtf/Lock.h>
#include <wtf/Locker.h>
namespace WebCore {
Ref<WebGLSync> WebGLSync::create(WebGLRenderingContextBase& ctx)
{
return adoptRef(*new WebGLSync(ctx));
}
WebGLSync::~WebGLSync()
{
if (!hasGroupOrContext())
return;
runDestructor();
}
WebGLSync::WebGLSync(WebGLRenderingContextBase& ctx)
: WebGLSharedObject(ctx)
, m_sync(ctx.graphicsContextGL()->fenceSync(GraphicsContextGL::SYNC_GPU_COMMANDS_COMPLETE, 0))
{
setObject(-1);
}
void WebGLSync::deleteObjectImpl(const AbstractLocker&, GraphicsContextGL* context3d, PlatformGLObject object)
{
UNUSED_PARAM(object);
context3d->deleteSync(m_sync);
m_sync = nullptr;
}
void WebGLSync::updateCache(WebGLRenderingContextBase& context)
{
if (m_syncStatus == GraphicsContextGL::SIGNALED || !m_allowCacheUpdate)
return;
m_allowCacheUpdate = false;
m_syncStatus = context.graphicsContextGL()->getSynci(m_sync, GraphicsContextGL::SYNC_STATUS);
if (m_syncStatus == GraphicsContextGL::UNSIGNALED)
scheduleAllowCacheUpdate(context);
}
GCGLint WebGLSync::getCachedResult(GCGLenum pname) const
{
switch (pname) {
case GraphicsContextGL::OBJECT_TYPE:
return GraphicsContextGL::SYNC_FENCE;
case GraphicsContextGL::SYNC_STATUS:
return m_syncStatus;
case GraphicsContextGL::SYNC_CONDITION:
return GraphicsContextGL::SYNC_GPU_COMMANDS_COMPLETE;
case GraphicsContextGL::SYNC_FLAGS:
return 0;
}
ASSERT_NOT_REACHED();
return 0;
}
bool WebGLSync::isSignaled() const
{
return m_syncStatus == GraphicsContextGL::SIGNALED;
}
void WebGLSync::scheduleAllowCacheUpdate(WebGLRenderingContextBase& context)
{
auto* canvas = context.htmlCanvas();
if (!canvas)
return;
context.queueTaskKeepingObjectAlive(*canvas, TaskSource::WebGL, [protectedThis = makeRef(*this)]() {
protectedThis->m_allowCacheUpdate = true;
});
}
}
#endif // ENABLE(WEBGL)