#ifndef UI_GL_VSYNC_THREAD_WIN_H_
#define UI_GL_VSYNC_THREAD_WIN_H_
#include <d3d11.h>
#include <windows.h>
#include <wrl/client.h>
#include "base/containers/flat_set.h"
#include "base/power_monitor/power_observer.h"
#include "base/threading/thread.h"
#include "ui/gl/gl_export.h"
#include "ui/gl/vsync_provider_win.h"
namespace base {
template <typename T>
struct DefaultSingletonTraits;
}
namespace gl {
class VSyncObserver;
class GL_EXPORT VSyncThreadWin final : public base::PowerSuspendObserver {
public:
static VSyncThreadWin* GetInstance();
VSyncThreadWin(const VSyncThreadWin&) = delete;
VSyncThreadWin& operator=(const VSyncThreadWin&) = delete;
void OnSuspend() final;
void OnResume() final;
void AddObserver(VSyncObserver* obs);
void RemoveObserver(VSyncObserver* obs);
gfx::VSyncProvider* vsync_provider() { return &vsync_provider_; }
private:
friend struct base::DefaultSingletonTraits<VSyncThreadWin>;
VSyncThreadWin();
~VSyncThreadWin() final;
void PostTaskIfNeeded();
void WaitForVSync();
base::Thread vsync_thread_;
VSyncProviderWin vsync_provider_;
const Microsoft::WRL::ComPtr<ID3D11Device> d3d11_device_;
HMONITOR primary_monitor_ = nullptr;
Microsoft::WRL::ComPtr<IDXGIOutput> primary_output_;
base::Lock lock_;
bool GUARDED_BY(lock_) is_vsync_task_posted_ = false;
bool GUARDED_BY(lock_) is_suspended_ = false;
base::flat_set<VSyncObserver*> GUARDED_BY(lock_) observers_;
};
}
#endif