Team Fortress 2 Source Code as on 22/4/2020
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// Copyright 2013 the V8 project authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef V8_V8_PLATFORM_H_
#define V8_V8_PLATFORM_H_
namespace v8 {
class Isolate;
/**
* A Task represents a unit of work. */ class Task { public: virtual ~Task() {}
virtual void Run() = 0; };
/**
* V8 Platform abstraction layer. * * The embedder has to provide an implementation of this interface before * initializing the rest of V8. */ class Platform { public: /**
* This enum is used to indicate whether a task is potentially long running, * or causes a long wait. The embedder might want to use this hint to decide * whether to execute the task on a dedicated thread. */ enum ExpectedRuntime { kShortRunningTask, kLongRunningTask };
virtual ~Platform() {}
/**
* Schedules a task to be invoked on a background thread. |expected_runtime| * indicates that the task will run a long time. The Platform implementation * takes ownership of |task|. There is no guarantee about order of execution * of tasks wrt order of scheduling, nor is there a guarantee about the * thread the task will be run on. */ virtual void CallOnBackgroundThread(Task* task, ExpectedRuntime expected_runtime) = 0;
/**
* Schedules a task to be invoked on a foreground thread wrt a specific * |isolate|. Tasks posted for the same isolate should be execute in order of * scheduling. The definition of "foreground" is opaque to V8. */ virtual void CallOnForegroundThread(Isolate* isolate, Task* task) = 0;
/**
* Monotonically increasing time in seconds from an arbitrary fixed point in * the past. This function is expected to return at least * millisecond-precision values. For this reason, * it is recommended that the fixed point be no further in the past than * the epoch. **/ virtual double MonotonicallyIncreasingTime() = 0; };
} // namespace v8
#endif // V8_V8_PLATFORM_H_
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