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| 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 | |
| 3 // found in the LICENSE file. | |
| 4 | |
| 5 #ifndef CONTENT_COMMON_GAMEPAD_HARDWARE_BUFFER_H_ | |
| 6 #define CONTENT_COMMON_GAMEPAD_HARDWARE_BUFFER_H_ | |
| 7 | |
| 8 #include "device/base/synchronization/one_writer_seqlock.h" | |
| 9 #include "third_party/WebKit/public/platform/WebGamepads.h" | |
| 10 | |
| 11 namespace content { | |
| 12 | |
| 13 /* | |
| 14 | |
| 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 | |
| 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 | |
| 19 between producer and consumer) and relatively large data size. | |
| 20 | |
| 21 Writer and reader operate on the same buffer assuming contention is low, and | |
| 22 contention is detected by using the associated SeqLock. | |
| 23 | |
| 24 */ | |
| 25 | |
| 26 struct GamepadHardwareBuffer { | |
| 27 // FIXME: Use the generic SharedMemorySeqLockBuffer<blink::WebGamepads>. | |
| 28 device::OneWriterSeqLock sequence; | |
| 29 blink::WebGamepads buffer; | |
| 30 }; | |
| 31 | |
| 32 } // namespace content | |
| 33 | |
| 34 #endif // CONTENT_COMMON_GAMEPAD_HARDWARE_BUFFER_H_ | |
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