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gpu / command_buffer / service / retaining_one_shot_timer_holder.cc [blame]
// Copyright 2024 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "gpu/command_buffer/service/retaining_one_shot_timer_holder.h"
#include "base/check.h"
#include "base/functional/bind.h"
#include "base/task/single_thread_task_runner.h"
namespace gpu {
RetainingOneShotTimerHolder::RetainingOneShotTimerHolder(
base::TimeDelta max_delay,
base::TimeDelta min_delay,
scoped_refptr<base::SingleThreadTaskRunner> task_runner,
base::RepeatingClosure user_task)
: min_delay_(min_delay),
task_runner_(std::move(task_runner)),
user_task_(std::move(user_task)),
timer_(std::make_unique<base::RetainingOneShotTimer>(
FROM_HERE,
max_delay,
base::BindRepeating(&RetainingOneShotTimerHolder::OnTimerFired,
base::RetainedRef(this)))) {}
void RetainingOneShotTimerHolder::ResetTimerIfNecessary() {
if (!task_runner_->BelongsToCurrentThread()) {
task_runner_->PostTask(
FROM_HERE,
base::BindOnce(&RetainingOneShotTimerHolder::ResetTimerIfNecessary,
base::RetainedRef(this)));
return;
}
if (timer_ &&
(!timer_->IsRunning() ||
timer_->desired_run_time() - base::TimeTicks::Now() < min_delay_)) {
timer_->Reset();
}
}
void RetainingOneShotTimerHolder::DestroyTimer() {
{
base::AutoLock auto_lock(lock_);
user_task_.Reset();
}
if (task_runner_->BelongsToCurrentThread()) {
DestroyTimerOnTaskRunner();
return;
}
task_runner_->PostTask(
FROM_HERE,
base::BindOnce(&RetainingOneShotTimerHolder::DestroyTimerOnTaskRunner,
base::RetainedRef(this)));
}
RetainingOneShotTimerHolder::~RetainingOneShotTimerHolder() {
// DestroyTimer() must have been called to clean up.
CHECK(user_task_.is_null());
}
void RetainingOneShotTimerHolder::DestroyTimerOnTaskRunner() {
timer_ = nullptr;
}
void RetainingOneShotTimerHolder::OnTimerFired() {
base::AutoLock auto_lock(lock_);
if (user_task_.is_null()) {
return;
}
// Note: `user_task_` is run while holding `lock_` in order to guarantee that
// once DestroyTimer() returns, `user_task_` definitely won't be called
// afterwards. Please also see the comment of constructor and DestroyTimer()
// for more details.
user_task_.Run();
}
} // namespace gpu