Pin Chrome's shortcut to the Win10 Start menu on install and OS upgrade.
[chromium-blink-merge.git] / ppapi / proxy / gamepad_resource.cc
blob1cfc0419705d0acc62efb3a4a5a5c7211def6ba0
1 // Copyright (c) 2012 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
5 #include "ppapi/proxy/gamepad_resource.h"
7 #include <string.h>
9 #include "base/bind.h"
10 #include "base/threading/platform_thread.h"
11 #include "ppapi/proxy/dispatch_reply_message.h"
12 #include "ppapi/proxy/ppapi_messages.h"
13 #include "ppapi/shared_impl/ppb_gamepad_shared.h"
15 namespace ppapi {
16 namespace proxy {
18 namespace {
20 // This is the read logic from content/common/gamepad_seqlock.h
21 base::subtle::Atomic32 ReadBegin(const base::subtle::Atomic32* sequence) {
22 base::subtle::Atomic32 version;
23 for (;;) {
24 version = base::subtle::NoBarrier_Load(sequence);
26 // If the counter is even, then the associated data might be in a
27 // consistent state, so we can try to read.
28 if ((version & 1) == 0)
29 break;
31 // Otherwise, the writer is in the middle of an update. Retry the read.
32 base::PlatformThread::YieldCurrentThread();
34 return version;
37 bool ReadRetry(const base::subtle::Atomic32* sequence,
38 base::subtle::Atomic32 version) {
39 // If the sequence number was updated then a read should be re-attempted.
40 // -- Load fence, read membarrier
41 return base::subtle::Release_Load(sequence) != version;
44 } // namespace
46 GamepadResource::GamepadResource(Connection connection, PP_Instance instance)
47 : PluginResource(connection, instance),
48 buffer_(NULL) {
49 memset(&last_read_, 0, sizeof(last_read_));
51 SendCreate(BROWSER, PpapiHostMsg_Gamepad_Create());
52 Call<PpapiPluginMsg_Gamepad_SendMemory>(
53 BROWSER,
54 PpapiHostMsg_Gamepad_RequestMemory(),
55 base::Bind(&GamepadResource::OnPluginMsgSendMemory, this));
58 GamepadResource::~GamepadResource() {
61 thunk::PPB_Gamepad_API* GamepadResource::AsPPB_Gamepad_API() {
62 return this;
65 void GamepadResource::Sample(PP_Instance /* instance */,
66 PP_GamepadsSampleData* data) {
67 if (!buffer_) {
68 // Browser hasn't sent back our shared memory, give the plugin gamepad
69 // data corresponding to "not connected".
70 memset(data, 0, sizeof(PP_GamepadsSampleData));
71 return;
74 // ==========
75 // DANGER
76 // ==========
78 // This logic is duplicated in the renderer as well. If you change it, that
79 // also needs to be in sync. See gamepad_shared_memory_reader.cc.
81 // Only try to read this many times before failing to avoid waiting here
82 // very long in case of contention with the writer.
83 const int kMaximumContentionCount = 10;
84 int contention_count = -1;
85 base::subtle::Atomic32 version;
86 WebKitGamepads read_into;
87 do {
88 version = ReadBegin(&buffer_->sequence);
89 memcpy(&read_into, &buffer_->buffer, sizeof(read_into));
90 ++contention_count;
91 if (contention_count == kMaximumContentionCount)
92 break;
93 } while (ReadRetry(&buffer_->sequence, version));
95 // In the event of a read failure, just leave the last read data as-is (the
96 // hardware thread is taking unusally long).
97 if (contention_count < kMaximumContentionCount)
98 ConvertWebKitGamepadData(read_into, &last_read_);
100 memcpy(data, &last_read_, sizeof(PP_GamepadsSampleData));
103 void GamepadResource::OnPluginMsgSendMemory(
104 const ResourceMessageReplyParams& params) {
105 // On failure, the handle will be null and the CHECK below will be tripped.
106 base::SharedMemoryHandle handle = base::SharedMemory::NULLHandle();
107 params.TakeSharedMemoryHandleAtIndex(0, &handle);
109 shared_memory_.reset(new base::SharedMemory(handle, true));
110 CHECK(shared_memory_->Map(sizeof(ContentGamepadHardwareBuffer)));
111 buffer_ = static_cast<const ContentGamepadHardwareBuffer*>(
112 shared_memory_->memory());
115 } // namespace proxy
116 } // namespace ppapi