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1 // Copyright (c) 2013 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. | |
4 | |
5 #ifndef CONTENT_COMMON_DEVICE_MOTION_HARDWARE_BUFFER_H_ | |
6 #define CONTENT_COMMON_DEVICE_MOTION_HARDWARE_BUFFER_H_ | |
7 | |
8 #include "content/common/gamepad_seqlock.h" | |
9 #include "third_party/WebKit/Source/Platform/chromium/public/WebDeviceMotionData .h" | |
10 | |
11 namespace content { | |
12 | |
13 /* | |
jamesr
2013/05/16 19:53:05
we pretty much never use /* style comments in chro
timvolodine
2013/05/20 18:18:48
it is actually used in gamepad_hardware_buffer, on
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14 This structure is stored in shared memory that's shared between the browser | |
15 which does the hardware polling, and the consumers of the device motion | |
16 data, i.e. the renderers. The performance characteristics are that | |
17 we want low latency (so would like to avoid explicit communication via IPC | |
18 between producer and consumer) and relatively large data size. | |
19 | |
20 Writer and reader operate on the same buffer assuming contention is low, and | |
21 contention is detected by using the associated SeqLock. | |
22 */ | |
23 | |
24 struct DeviceMotionHardwareBuffer { | |
25 GamepadSeqLock sequence; | |
jamesr
2013/05/16 19:53:06
Gamepad? What does this have to do with game pad?
timvolodine
2013/05/20 18:18:48
As a first step the GamepadLock can be used for sh
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26 WebKit::WebDeviceMotionData buffer; | |
27 | |
28 // This boolean flag indicates that the values in the buffer are reliable and | |
29 // ready for reading. This is needed in cases where no motion information is | |
30 // available, but the event should be fired anyway (with null values) | |
31 // according to spec: http://dev.w3.org/geo/api/spec-source-orientation.html. | |
32 bool is_ready_for_read; | |
33 }; | |
34 | |
35 } // namespace content | |
36 | |
37 #endif // CONTENT_COMMON_DEVICE_MOTION_HARDWARE_BUFFER_H_ | |
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