/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ /* vim: set ts=8 sts=2 et sw=2 tw=80: */ /* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #ifndef MOZILLA_LAYERS_RENDERTHREAD_H #define MOZILLA_LAYERS_RENDERTHREAD_H #include "base/basictypes.h" // for DISALLOW_EVIL_CONSTRUCTORS #include "base/platform_thread.h" // for PlatformThreadId #include "base/thread.h" // for Thread #include "base/message_loop.h" #include "nsISupportsImpl.h" #include "ThreadSafeRefcountingWithMainThreadDestruction.h" #include "mozilla/gfx/Point.h" #include "mozilla/MozPromise.h" #include "mozilla/DataMutex.h" #include "mozilla/webrender/webrender_ffi.h" #include "mozilla/UniquePtr.h" #include "mozilla/webrender/WebRenderTypes.h" #include "mozilla/layers/SynchronousTask.h" #include "mozilla/VsyncDispatcher.h" #include #include #include namespace mozilla { namespace gl { class GLContext; } // namespace gl namespace wr { typedef MozPromise MemoryReportPromise; class RendererOGL; class RenderTextureHost; class RenderThread; /// A rayon thread pool that is shared by all WebRender instances within a /// process. class WebRenderThreadPool { public: WebRenderThreadPool(); ~WebRenderThreadPool(); wr::WrThreadPool* Raw() { return mThreadPool; } protected: wr::WrThreadPool* mThreadPool; }; class WebRenderProgramCache { public: explicit WebRenderProgramCache(wr::WrThreadPool* aThreadPool); ~WebRenderProgramCache(); wr::WrProgramCache* Raw() { return mProgramCache; } protected: wr::WrProgramCache* mProgramCache; }; class WebRenderShaders { public: WebRenderShaders(gl::GLContext* gl, WebRenderProgramCache* programCache); ~WebRenderShaders(); wr::WrShaders* RawShaders() { return mShaders; } protected: RefPtr mGL; wr::WrShaders* mShaders; }; class WebRenderPipelineInfo { NS_INLINE_DECL_THREADSAFE_REFCOUNTING(WebRenderPipelineInfo); public: explicit WebRenderPipelineInfo(wr::WrPipelineInfo aPipelineInfo); const wr::WrPipelineInfo& Raw() { return mPipelineInfo; } protected: ~WebRenderPipelineInfo(); const wr::WrPipelineInfo mPipelineInfo; }; /// Base class for an event that can be scheduled to run on the render thread. /// /// The event can be passed through the same channels as regular WebRender /// messages to preserve ordering. class RendererEvent { public: virtual ~RendererEvent() {} virtual void Run(RenderThread& aRenderThread, wr::WindowId aWindow) = 0; }; /// The render thread is where WebRender issues all of its GPU work, and as much /// as possible this thread should only serve this purpose. /// /// The render thread owns the different RendererOGLs (one per window) and /// implements the RenderNotifier api exposed by the WebRender bindings. /// /// We should generally avoid posting tasks to the render thread's event loop /// directly and instead use the RendererEvent mechanism which avoids races /// between the events and WebRender's own messages. /// /// The GL context(s) should be created and used on this thread only. /// XXX - I've tried to organize code so that we can potentially avoid making /// this a singleton since this bad habit has a tendency to bite us later, but /// I haven't gotten all the way there either, in order to focus on the more /// important pieces first. So we are a bit in-between (this is totally a /// singleton but in some places we pretend it's not). Hopefully we can evolve /// this in a way that keeps the door open to removing the singleton bits. class RenderThread final { NS_INLINE_DECL_THREADSAFE_REFCOUNTING_WITH_MAIN_THREAD_DESTRUCTION( RenderThread) public: /// Can be called from any thread. static RenderThread* Get(); /// Can only be called from the main thread. static void Start(); /// Can only be called from the main thread. static void ShutDown(); /// Can be called from any thread. /// In most cases it is best to post RendererEvents through WebRenderAPI /// instead of scheduling directly to this message loop (so as to preserve the /// ordering of the messages). static MessageLoop* Loop(); /// Can be called from any thread. static bool IsInRenderThread(); // Can be called from any thread. Dispatches an event to the Renderer thread // to iterate over all Renderers, accumulates memory statistics, and resolves // the return promise. static RefPtr AccumulateMemoryReport( MemoryReport aInitial); /// Can only be called from the render thread. void AddRenderer(wr::WindowId aWindowId, UniquePtr aRenderer); /// Can only be called from the render thread. void RemoveRenderer(wr::WindowId aWindowId); /// Can only be called from the render thread. RendererOGL* GetRenderer(wr::WindowId aWindowId); // RenderNotifier implementation /// Automatically forwarded to the render thread. void HandleFrame(wr::WindowId aWindowId, bool aRender); /// Automatically forwarded to the render thread. void WakeUp(wr::WindowId aWindowId); /// Automatically forwarded to the render thread. void PipelineSizeChanged(wr::WindowId aWindowId, uint64_t aPipelineId, float aWidth, float aHeight); /// Automatically forwarded to the render thread. void RunEvent(wr::WindowId aWindowId, UniquePtr aCallBack); /// Can only be called from the render thread. void UpdateAndRender(wr::WindowId aWindowId, const VsyncId& aStartId, const TimeStamp& aStartTime, bool aRender, const Maybe& aReadbackSize, const Maybe>& aReadbackBuffer, bool aHadSlowFrame); void Pause(wr::WindowId aWindowId); bool Resume(wr::WindowId aWindowId); /// Can be called from any thread. void RegisterExternalImage(uint64_t aExternalImageId, already_AddRefed aTexture); /// Can be called from any thread. void UnregisterExternalImage(uint64_t aExternalImageId); /// Can only be called from the render thread. void UpdateRenderTextureHost(uint64_t aSrcExternalImageId, uint64_t aWrappedExternalImageId); /// Can only be called from the render thread. void UnregisterExternalImageDuringShutdown(uint64_t aExternalImageId); /// Can only be called from the render thread. RenderTextureHost* GetRenderTexture(WrExternalImageId aExternalImageId); /// Can be called from any thread. bool IsDestroyed(wr::WindowId aWindowId); /// Can be called from any thread. void SetDestroyed(wr::WindowId aWindowId); /// Can be called from any thread. bool TooManyPendingFrames(wr::WindowId aWindowId); /// Can be called from any thread. void IncPendingFrameCount(wr::WindowId aWindowId, const VsyncId& aStartId, const TimeStamp& aStartTime); /// Can be called from any thread. void DecPendingFrameCount(wr::WindowId aWindowId); /// Can be called from any thread. void IncRenderingFrameCount(wr::WindowId aWindowId); /// Can be called from any thread. void FrameRenderingComplete(wr::WindowId aWindowId); void NotifySlowFrame(wr::WindowId aWindowId); /// Can be called from any thread. WebRenderThreadPool& ThreadPool() { return mThreadPool; } /// Can only be called from the render thread. WebRenderProgramCache* ProgramCache(); /// Can only be called from the render thread. WebRenderShaders* Shaders() { return mShaders.get(); } /// Can only be called from the render thread. gl::GLContext* SharedGL(); void ClearSharedGL(); /// Can only be called from the render thread. void HandleDeviceReset(const char* aWhere, bool aNotify); /// Can only be called from the render thread. bool IsHandlingDeviceReset(); /// Can be called from any thread. void SimulateDeviceReset(); size_t RendererCount(); private: explicit RenderThread(base::Thread* aThread); void DeferredRenderTextureHostDestroy(); void ShutDownTask(layers::SynchronousTask* aTask); void InitDeviceTask(); void DoAccumulateMemoryReport(MemoryReport, const RefPtr&); ~RenderThread(); base::Thread* const mThread; WebRenderThreadPool mThreadPool; UniquePtr mProgramCache; UniquePtr mShaders; // An optional shared GLContext to be used for all // windows. RefPtr mSharedGL; std::map> mRenderers; struct WindowInfo { bool mIsDestroyed = false; int64_t mPendingCount = 0; int64_t mRenderingCount = 0; // One entry in this queue for each pending frame, so the length // should always equal mPendingCount std::queue mStartTimes; std::queue mStartIds; bool mHadSlowFrame = false; }; DataMutex> mWindowInfos; Mutex mRenderTextureMapLock; std::unordered_map> mRenderTextures; // Used to remove all RenderTextureHost that are going to be removed by // a deferred callback and remove them right away without waiting for the // callback. On device reset we have to remove all GL related resources right // away. std::list> mRenderTexturesDeferred; bool mHasShutdown; bool mHandlingDeviceReset; }; } // namespace wr } // namespace mozilla #endif