зеркало из https://github.com/mozilla/gecko-dev.git
883 строки
27 KiB
C++
883 строки
27 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "base/task.h"
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#include "GeckoProfiler.h"
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#include "RenderThread.h"
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#include "nsThreadUtils.h"
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#include "mtransport/runnable_utils.h"
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#include "mozilla/layers/AsyncImagePipelineManager.h"
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#include "mozilla/gfx/GPUParent.h"
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#include "mozilla/layers/CompositorThread.h"
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#include "mozilla/layers/CompositorBridgeParent.h"
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#include "mozilla/layers/WebRenderBridgeParent.h"
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#include "mozilla/layers/SharedSurfacesParent.h"
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#include "mozilla/StaticPtr.h"
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#include "mozilla/Telemetry.h"
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#include "mozilla/webrender/RendererOGL.h"
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#include "mozilla/webrender/RenderTextureHost.h"
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#include "mozilla/widget/CompositorWidget.h"
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#ifdef XP_WIN
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#include "GLLibraryEGL.h"
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#include "mozilla/widget/WinCompositorWindowThread.h"
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#endif
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using namespace mozilla;
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static already_AddRefed<gl::GLContext> CreateGLContext();
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MOZ_DEFINE_MALLOC_SIZE_OF(WebRenderRendererMallocSizeOf)
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namespace mozilla {
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namespace wr {
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static StaticRefPtr<RenderThread> sRenderThread;
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RenderThread::RenderThread(base::Thread* aThread)
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: mThread(aThread),
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mFrameCountMapLock("RenderThread.mFrameCountMapLock"),
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mRenderTextureMapLock("RenderThread.mRenderTextureMapLock"),
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mHasShutdown(false),
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mHandlingDeviceReset(false) {}
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RenderThread::~RenderThread() {
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MOZ_ASSERT(mRenderTexturesDeferred.empty());
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delete mThread;
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}
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// static
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RenderThread* RenderThread::Get() { return sRenderThread; }
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// static
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void RenderThread::Start() {
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MOZ_ASSERT(NS_IsMainThread());
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MOZ_ASSERT(!sRenderThread);
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base::Thread* thread = new base::Thread("Renderer");
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base::Thread::Options options;
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// TODO(nical): The compositor thread has a bunch of specific options, see
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// which ones make sense here.
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if (!thread->StartWithOptions(options)) {
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delete thread;
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return;
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}
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sRenderThread = new RenderThread(thread);
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#ifdef XP_WIN
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widget::WinCompositorWindowThread::Start();
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#endif
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layers::SharedSurfacesParent::Initialize();
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RefPtr<Runnable> runnable = WrapRunnable(
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RefPtr<RenderThread>(sRenderThread.get()), &RenderThread::InitDeviceTask);
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sRenderThread->Loop()->PostTask(runnable.forget());
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}
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// static
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void RenderThread::ShutDown() {
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MOZ_ASSERT(NS_IsMainThread());
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MOZ_ASSERT(sRenderThread);
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{
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MutexAutoLock lock(sRenderThread->mRenderTextureMapLock);
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sRenderThread->mHasShutdown = true;
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}
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layers::SynchronousTask task("RenderThread");
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RefPtr<Runnable> runnable =
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WrapRunnable(RefPtr<RenderThread>(sRenderThread.get()),
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&RenderThread::ShutDownTask, &task);
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sRenderThread->Loop()->PostTask(runnable.forget());
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task.Wait();
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sRenderThread = nullptr;
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#ifdef XP_WIN
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widget::WinCompositorWindowThread::ShutDown();
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#endif
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}
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extern void ClearAllBlobImageResources();
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void RenderThread::ShutDownTask(layers::SynchronousTask* aTask) {
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layers::AutoCompleteTask complete(aTask);
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MOZ_ASSERT(IsInRenderThread());
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// Releasing on the render thread will allow us to avoid dispatching to remove
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// remaining textures from the texture map.
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layers::SharedSurfacesParent::Shutdown();
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ClearAllBlobImageResources();
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ClearSharedGL();
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}
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// static
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MessageLoop* RenderThread::Loop() {
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return sRenderThread ? sRenderThread->mThread->message_loop() : nullptr;
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}
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// static
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bool RenderThread::IsInRenderThread() {
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return sRenderThread &&
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sRenderThread->mThread->thread_id() == PlatformThread::CurrentId();
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}
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void RenderThread::DoAccumulateMemoryReport(
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MemoryReport aReport,
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const RefPtr<MemoryReportPromise::Private>& aPromise) {
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MOZ_ASSERT(IsInRenderThread());
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for (auto& r : mRenderers) {
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r.second->AccumulateMemoryReport(&aReport);
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}
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// Note memory used by the shader cache, which is shared across all WR
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// instances.
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MOZ_ASSERT(aReport.shader_cache == 0);
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if (mProgramCache) {
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aReport.shader_cache = wr_program_cache_report_memory(
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mProgramCache->Raw(), &WebRenderRendererMallocSizeOf);
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}
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aPromise->Resolve(aReport, __func__);
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}
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// static
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RefPtr<MemoryReportPromise> RenderThread::AccumulateMemoryReport(
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MemoryReport aInitial) {
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RefPtr<MemoryReportPromise::Private> p =
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new MemoryReportPromise::Private(__func__);
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MOZ_ASSERT(!IsInRenderThread());
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if (!Get() || !Get()->Loop()) {
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// This happens when the GPU process fails to start and we fall back to the
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// basic compositor in the parent process. We could assert against this if
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// we made the webrender detection code in gfxPlatform.cpp smarter. See bug
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// 1494430 comment 12.
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NS_WARNING("No render thread, returning empty memory report");
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p->Resolve(aInitial, __func__);
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return p;
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}
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Get()->Loop()->PostTask(
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NewRunnableMethod<MemoryReport, RefPtr<MemoryReportPromise::Private>>(
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"wr::RenderThread::DoAccumulateMemoryReport", Get(),
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&RenderThread::DoAccumulateMemoryReport, aInitial, p));
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return p;
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}
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void RenderThread::AddRenderer(wr::WindowId aWindowId,
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UniquePtr<RendererOGL> aRenderer) {
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MOZ_ASSERT(IsInRenderThread());
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if (mHasShutdown) {
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return;
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}
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mRenderers[aWindowId] = std::move(aRenderer);
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MutexAutoLock lock(mFrameCountMapLock);
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mWindowInfos.emplace(AsUint64(aWindowId), new WindowInfo());
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}
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void RenderThread::RemoveRenderer(wr::WindowId aWindowId) {
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MOZ_ASSERT(IsInRenderThread());
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if (mHasShutdown) {
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return;
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}
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mRenderers.erase(aWindowId);
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if (mRenderers.size() == 0 && mHandlingDeviceReset) {
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mHandlingDeviceReset = false;
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}
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MutexAutoLock lock(mFrameCountMapLock);
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auto it = mWindowInfos.find(AsUint64(aWindowId));
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MOZ_ASSERT(it != mWindowInfos.end());
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WindowInfo* toDelete = it->second;
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mWindowInfos.erase(it);
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delete toDelete;
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}
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RendererOGL* RenderThread::GetRenderer(wr::WindowId aWindowId) {
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MOZ_ASSERT(IsInRenderThread());
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auto it = mRenderers.find(aWindowId);
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MOZ_ASSERT(it != mRenderers.end());
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if (it == mRenderers.end()) {
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return nullptr;
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}
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return it->second.get();
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}
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size_t RenderThread::RendererCount() {
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MOZ_ASSERT(IsInRenderThread());
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return mRenderers.size();
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}
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void RenderThread::HandleFrame(wr::WindowId aWindowId, bool aRender) {
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if (mHasShutdown) {
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return;
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}
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if (!IsInRenderThread()) {
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Loop()->PostTask(NewRunnableMethod<wr::WindowId, bool>(
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"wr::RenderThread::NewFrameReady", this, &RenderThread::HandleFrame,
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aWindowId, aRender));
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return;
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}
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if (IsDestroyed(aWindowId)) {
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return;
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}
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if (mHandlingDeviceReset) {
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return;
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}
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TimeStamp startTime;
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VsyncId startId;
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bool hadSlowFrame;
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{ // scope lock
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MutexAutoLock lock(mFrameCountMapLock);
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auto it = mWindowInfos.find(AsUint64(aWindowId));
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MOZ_ASSERT(it != mWindowInfos.end());
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WindowInfo* info = it->second;
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MOZ_ASSERT(info->mPendingCount > 0);
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startTime = info->mStartTimes.front();
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startId = info->mStartIds.front();
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hadSlowFrame = info->mHadSlowFrame;
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info->mHadSlowFrame = false;
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}
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UpdateAndRender(aWindowId, startId, startTime, aRender,
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/* aReadbackSize */ Nothing(),
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/* aReadbackBuffer */ Nothing(), hadSlowFrame);
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FrameRenderingComplete(aWindowId);
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}
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void RenderThread::WakeUp(wr::WindowId aWindowId) {
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if (mHasShutdown) {
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return;
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}
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if (!IsInRenderThread()) {
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Loop()->PostTask(NewRunnableMethod<wr::WindowId>(
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"wr::RenderThread::WakeUp", this, &RenderThread::WakeUp, aWindowId));
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return;
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}
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if (IsDestroyed(aWindowId)) {
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return;
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}
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if (mHandlingDeviceReset) {
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return;
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}
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auto it = mRenderers.find(aWindowId);
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MOZ_ASSERT(it != mRenderers.end());
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if (it != mRenderers.end()) {
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it->second->Update();
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}
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}
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void RenderThread::RunEvent(wr::WindowId aWindowId,
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UniquePtr<RendererEvent> aEvent) {
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if (!IsInRenderThread()) {
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Loop()->PostTask(
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NewRunnableMethod<wr::WindowId, UniquePtr<RendererEvent>&&>(
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"wr::RenderThread::RunEvent", this, &RenderThread::RunEvent,
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aWindowId, std::move(aEvent)));
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return;
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}
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aEvent->Run(*this, aWindowId);
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aEvent = nullptr;
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}
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static void NotifyDidRender(layers::CompositorBridgeParent* aBridge,
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RefPtr<WebRenderPipelineInfo> aInfo,
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VsyncId aCompositeStartId,
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TimeStamp aCompositeStart, TimeStamp aRenderStart,
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TimeStamp aEnd, bool aRender,
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RendererStats aStats) {
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if (aRender && aBridge->GetWrBridge()) {
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// We call this here to mimic the behavior in LayerManagerComposite, as to
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// not change what Talos measures. That is, we do not record an empty frame
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// as a frame.
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aBridge->GetWrBridge()->RecordFrame();
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}
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auto info = aInfo->Raw();
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for (uintptr_t i = 0; i < info.epochs.length; i++) {
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aBridge->NotifyPipelineRendered(
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info.epochs.data[i].pipeline_id, info.epochs.data[i].epoch,
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aCompositeStartId, aCompositeStart, aRenderStart, aEnd, &aStats);
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}
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if (aBridge->GetWrBridge()) {
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aBridge->GetWrBridge()->CompositeIfNeeded();
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}
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}
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static void NotifyDidStartRender(layers::CompositorBridgeParent* aBridge) {
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// Starting a render will change increment mRenderingCount, and potentially
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// change whether we can allow the bridge to intiate another frame.
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if (aBridge->GetWrBridge()) {
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aBridge->GetWrBridge()->CompositeIfNeeded();
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}
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}
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void RenderThread::UpdateAndRender(wr::WindowId aWindowId,
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const VsyncId& aStartId,
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const TimeStamp& aStartTime, bool aRender,
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const Maybe<gfx::IntSize>& aReadbackSize,
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const Maybe<Range<uint8_t>>& aReadbackBuffer,
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bool aHadSlowFrame) {
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AUTO_PROFILER_TRACING("Paint", "Composite");
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MOZ_ASSERT(IsInRenderThread());
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MOZ_ASSERT(aRender || aReadbackBuffer.isNothing());
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auto it = mRenderers.find(aWindowId);
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MOZ_ASSERT(it != mRenderers.end());
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if (it == mRenderers.end()) {
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return;
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}
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TimeStamp start = TimeStamp::Now();
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auto& renderer = it->second;
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layers::CompositorThreadHolder::Loop()->PostTask(
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NewRunnableFunction("NotifyDidStartRenderRunnable", &NotifyDidStartRender,
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renderer->GetCompositorBridge()));
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bool rendered = false;
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RendererStats stats = {0};
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if (aRender) {
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rendered = renderer->UpdateAndRender(aReadbackSize, aReadbackBuffer,
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aHadSlowFrame, &stats);
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} else {
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renderer->Update();
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}
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// Check graphics reset status even when rendering is skipped.
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renderer->CheckGraphicsResetStatus();
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TimeStamp end = TimeStamp::Now();
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auto info = renderer->FlushPipelineInfo();
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layers::CompositorThreadHolder::Loop()->PostTask(
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NewRunnableFunction("NotifyDidRenderRunnable", &NotifyDidRender,
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renderer->GetCompositorBridge(), info, aStartId,
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aStartTime, start, end, aRender, stats));
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if (rendered) {
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// Wait for GPU after posting NotifyDidRender, since the wait is not
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// necessary for the NotifyDidRender.
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// The wait is necessary for Textures recycling of AsyncImagePipelineManager
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// and for avoiding GPU queue is filled with too much tasks.
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// WaitForGPU's implementation is different for each platform.
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renderer->WaitForGPU();
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}
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RefPtr<layers::AsyncImagePipelineManager> pipelineMgr =
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renderer->GetCompositorBridge()->GetAsyncImagePipelineManager();
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// pipelineMgr should always be non-null here because it is only nulled out
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// after the WebRenderAPI instance for the CompositorBridgeParent is
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// destroyed, and that destruction blocks until the renderer thread has
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// removed the relevant renderer. And after that happens we should never reach
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// this code at all; it would bail out at the mRenderers.find check above.
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MOZ_ASSERT(pipelineMgr);
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pipelineMgr->NotifyPipelinesUpdated(info, aRender);
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}
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void RenderThread::Pause(wr::WindowId aWindowId) {
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MOZ_ASSERT(IsInRenderThread());
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auto it = mRenderers.find(aWindowId);
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MOZ_ASSERT(it != mRenderers.end());
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if (it == mRenderers.end()) {
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return;
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}
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auto& renderer = it->second;
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renderer->Pause();
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}
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bool RenderThread::Resume(wr::WindowId aWindowId) {
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MOZ_ASSERT(IsInRenderThread());
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auto it = mRenderers.find(aWindowId);
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MOZ_ASSERT(it != mRenderers.end());
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if (it == mRenderers.end()) {
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return false;
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}
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auto& renderer = it->second;
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return renderer->Resume();
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}
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bool RenderThread::TooManyPendingFrames(wr::WindowId aWindowId) {
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const int64_t maxFrameCount = 1;
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// Too many pending frames if pending frames exit more than maxFrameCount
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// or if RenderBackend is still processing a frame.
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MutexAutoLock lock(mFrameCountMapLock);
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auto it = mWindowInfos.find(AsUint64(aWindowId));
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if (it == mWindowInfos.end()) {
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MOZ_ASSERT(false);
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return true;
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}
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WindowInfo* info = it->second;
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if (info->mPendingCount > maxFrameCount) {
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return true;
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}
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MOZ_ASSERT(info->mPendingCount >= info->mRenderingCount);
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return info->mPendingCount > info->mRenderingCount;
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}
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bool RenderThread::IsDestroyed(wr::WindowId aWindowId) {
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MutexAutoLock lock(mFrameCountMapLock);
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auto it = mWindowInfos.find(AsUint64(aWindowId));
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if (it == mWindowInfos.end()) {
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return true;
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}
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return it->second->mIsDestroyed;
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}
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void RenderThread::SetDestroyed(wr::WindowId aWindowId) {
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MutexAutoLock lock(mFrameCountMapLock);
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auto it = mWindowInfos.find(AsUint64(aWindowId));
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if (it == mWindowInfos.end()) {
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MOZ_ASSERT(false);
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return;
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}
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it->second->mIsDestroyed = true;
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}
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void RenderThread::IncPendingFrameCount(wr::WindowId aWindowId,
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const VsyncId& aStartId,
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const TimeStamp& aStartTime) {
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MutexAutoLock lock(mFrameCountMapLock);
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auto it = mWindowInfos.find(AsUint64(aWindowId));
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if (it == mWindowInfos.end()) {
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MOZ_ASSERT(false);
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return;
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}
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it->second->mPendingCount++;
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it->second->mStartTimes.push(aStartTime);
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it->second->mStartIds.push(aStartId);
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}
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void RenderThread::DecPendingFrameCount(wr::WindowId aWindowId) {
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MutexAutoLock lock(mFrameCountMapLock);
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auto it = mWindowInfos.find(AsUint64(aWindowId));
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if (it == mWindowInfos.end()) {
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MOZ_ASSERT(false);
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return;
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}
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WindowInfo* info = it->second;
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MOZ_ASSERT(info->mPendingCount > 0);
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if (info->mPendingCount <= 0) {
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return;
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}
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info->mPendingCount--;
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// This function gets called for "nop frames" where nothing was rendered or
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// composited. But we count this time because the non-WR codepath equivalent
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// in CompositorBridgeParent::ComposeToTarget also counts such frames. And
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// anyway this should be relatively infrequent so it shouldn't skew the
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// numbers much.
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mozilla::Telemetry::AccumulateTimeDelta(mozilla::Telemetry::COMPOSITE_TIME,
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info->mStartTimes.front());
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info->mStartTimes.pop();
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info->mStartIds.pop();
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}
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void RenderThread::IncRenderingFrameCount(wr::WindowId aWindowId) {
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MutexAutoLock lock(mFrameCountMapLock);
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auto it = mWindowInfos.find(AsUint64(aWindowId));
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if (it == mWindowInfos.end()) {
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MOZ_ASSERT(false);
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return;
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}
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it->second->mRenderingCount++;
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}
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void RenderThread::FrameRenderingComplete(wr::WindowId aWindowId) {
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|
MutexAutoLock lock(mFrameCountMapLock);
|
|
auto it = mWindowInfos.find(AsUint64(aWindowId));
|
|
if (it == mWindowInfos.end()) {
|
|
MOZ_ASSERT(false);
|
|
return;
|
|
}
|
|
WindowInfo* info = it->second;
|
|
MOZ_ASSERT(info->mPendingCount > 0);
|
|
MOZ_ASSERT(info->mRenderingCount > 0);
|
|
if (info->mPendingCount <= 0) {
|
|
return;
|
|
}
|
|
info->mPendingCount--;
|
|
info->mRenderingCount--;
|
|
|
|
// The start time is from WebRenderBridgeParent::CompositeToTarget. From that
|
|
// point until now (when the frame is finally pushed to the screen) is
|
|
// equivalent to the COMPOSITE_TIME metric in the non-WR codepath.
|
|
mozilla::Telemetry::AccumulateTimeDelta(mozilla::Telemetry::COMPOSITE_TIME,
|
|
info->mStartTimes.front());
|
|
info->mStartTimes.pop();
|
|
info->mStartIds.pop();
|
|
}
|
|
|
|
void RenderThread::NotifySlowFrame(wr::WindowId aWindowId) {
|
|
MutexAutoLock lock(mFrameCountMapLock);
|
|
auto it = mWindowInfos.find(AsUint64(aWindowId));
|
|
if (it == mWindowInfos.end()) {
|
|
MOZ_ASSERT(false);
|
|
return;
|
|
}
|
|
WindowInfo* info = it->second;
|
|
info->mHadSlowFrame = true;
|
|
}
|
|
|
|
void RenderThread::RegisterExternalImage(
|
|
uint64_t aExternalImageId, already_AddRefed<RenderTextureHost> aTexture) {
|
|
MutexAutoLock lock(mRenderTextureMapLock);
|
|
|
|
if (mHasShutdown) {
|
|
return;
|
|
}
|
|
MOZ_ASSERT(mRenderTextures.find(aExternalImageId) == mRenderTextures.end());
|
|
mRenderTextures.emplace(aExternalImageId, std::move(aTexture));
|
|
}
|
|
|
|
void RenderThread::UnregisterExternalImage(uint64_t aExternalImageId) {
|
|
MutexAutoLock lock(mRenderTextureMapLock);
|
|
if (mHasShutdown) {
|
|
return;
|
|
}
|
|
auto it = mRenderTextures.find(aExternalImageId);
|
|
MOZ_ASSERT(it != mRenderTextures.end());
|
|
if (it == mRenderTextures.end()) {
|
|
return;
|
|
}
|
|
if (!IsInRenderThread()) {
|
|
// The RenderTextureHost should be released in render thread. So, post the
|
|
// deletion task here.
|
|
// The shmem and raw buffer are owned by compositor ipc channel. It's
|
|
// possible that RenderTextureHost is still exist after the shmem/raw buffer
|
|
// deletion. Then the buffer in RenderTextureHost becomes invalid. It's fine
|
|
// for this situation. Gecko will only release the buffer if WR doesn't need
|
|
// it. So, no one will access the invalid buffer in RenderTextureHost.
|
|
RefPtr<RenderTextureHost> texture = it->second;
|
|
mRenderTextures.erase(it);
|
|
mRenderTexturesDeferred.emplace_back(std::move(texture));
|
|
Loop()->PostTask(NewRunnableMethod(
|
|
"RenderThread::DeferredRenderTextureHostDestroy", this,
|
|
&RenderThread::DeferredRenderTextureHostDestroy));
|
|
} else {
|
|
mRenderTextures.erase(it);
|
|
}
|
|
}
|
|
|
|
void RenderThread::UpdateRenderTextureHost(uint64_t aSrcExternalImageId,
|
|
uint64_t aWrappedExternalImageId) {
|
|
MOZ_ASSERT(aSrcExternalImageId != aWrappedExternalImageId);
|
|
|
|
MutexAutoLock lock(mRenderTextureMapLock);
|
|
if (mHasShutdown) {
|
|
return;
|
|
}
|
|
auto src = mRenderTextures.find(aSrcExternalImageId);
|
|
auto wrapped = mRenderTextures.find(aWrappedExternalImageId);
|
|
if (src == mRenderTextures.end() || wrapped == mRenderTextures.end()) {
|
|
return;
|
|
}
|
|
MOZ_ASSERT(src->second->AsRenderTextureHostWrapper());
|
|
MOZ_ASSERT(!wrapped->second->AsRenderTextureHostWrapper());
|
|
RenderTextureHostWrapper* wrapper = src->second->AsRenderTextureHostWrapper();
|
|
if (!wrapper) {
|
|
MOZ_ASSERT_UNREACHABLE("unexpected to happen");
|
|
return;
|
|
}
|
|
if (!wrapper->IsInited()) {
|
|
wrapper->UpdateRenderTextureHost(wrapped->second);
|
|
MOZ_ASSERT(wrapper->IsInited());
|
|
} else {
|
|
Loop()->PostTask(NewRunnableMethod<RenderTextureHost*>(
|
|
"RenderTextureHostWrapper::UpdateRenderTextureHost", wrapper,
|
|
&RenderTextureHostWrapper::UpdateRenderTextureHost, wrapped->second));
|
|
}
|
|
}
|
|
|
|
void RenderThread::UnregisterExternalImageDuringShutdown(
|
|
uint64_t aExternalImageId) {
|
|
MOZ_ASSERT(IsInRenderThread());
|
|
MutexAutoLock lock(mRenderTextureMapLock);
|
|
MOZ_ASSERT(mHasShutdown);
|
|
MOZ_ASSERT(mRenderTextures.find(aExternalImageId) != mRenderTextures.end());
|
|
mRenderTextures.erase(aExternalImageId);
|
|
}
|
|
|
|
void RenderThread::DeferredRenderTextureHostDestroy() {
|
|
MutexAutoLock lock(mRenderTextureMapLock);
|
|
mRenderTexturesDeferred.clear();
|
|
}
|
|
|
|
RenderTextureHost* RenderThread::GetRenderTexture(
|
|
wr::WrExternalImageId aExternalImageId) {
|
|
MOZ_ASSERT(IsInRenderThread());
|
|
|
|
MutexAutoLock lock(mRenderTextureMapLock);
|
|
auto it = mRenderTextures.find(aExternalImageId.mHandle);
|
|
MOZ_ASSERT(it != mRenderTextures.end());
|
|
if (it == mRenderTextures.end()) {
|
|
return nullptr;
|
|
}
|
|
return it->second;
|
|
}
|
|
|
|
void RenderThread::InitDeviceTask() {
|
|
MOZ_ASSERT(IsInRenderThread());
|
|
MOZ_ASSERT(!mSharedGL);
|
|
|
|
mSharedGL = CreateGLContext();
|
|
if (XRE_IsGPUProcess() && gfx::gfxVars::UseWebRenderProgramBinary()) {
|
|
ProgramCache();
|
|
}
|
|
// Query the shared GL context to force the
|
|
// lazy initialization to happen now.
|
|
SharedGL();
|
|
}
|
|
|
|
void RenderThread::HandleDeviceReset(const char* aWhere, bool aNotify) {
|
|
MOZ_ASSERT(IsInRenderThread());
|
|
|
|
if (mHandlingDeviceReset) {
|
|
return;
|
|
}
|
|
|
|
if (aNotify) {
|
|
gfxCriticalNote << "GFX: RenderThread detected a device reset in "
|
|
<< aWhere;
|
|
if (XRE_IsGPUProcess()) {
|
|
gfx::GPUParent::GetSingleton()->NotifyDeviceReset();
|
|
}
|
|
}
|
|
|
|
{
|
|
MutexAutoLock lock(mRenderTextureMapLock);
|
|
mRenderTexturesDeferred.clear();
|
|
for (const auto& entry : mRenderTextures) {
|
|
entry.second->ClearCachedResources();
|
|
}
|
|
}
|
|
|
|
mHandlingDeviceReset = true;
|
|
// All RenderCompositors will be destroyed by
|
|
// GPUChild::RecvNotifyDeviceReset()
|
|
}
|
|
|
|
bool RenderThread::IsHandlingDeviceReset() {
|
|
MOZ_ASSERT(IsInRenderThread());
|
|
return mHandlingDeviceReset;
|
|
}
|
|
|
|
void RenderThread::SimulateDeviceReset() {
|
|
if (!IsInRenderThread()) {
|
|
Loop()->PostTask(NewRunnableMethod("RenderThread::SimulateDeviceReset",
|
|
this,
|
|
&RenderThread::SimulateDeviceReset));
|
|
} else {
|
|
// When this function is called GPUProcessManager::SimulateDeviceReset()
|
|
// already triggers destroying all CompositorSessions before re-creating
|
|
// them.
|
|
HandleDeviceReset("SimulateDeviceReset", /* aNotify */ false);
|
|
}
|
|
}
|
|
|
|
WebRenderProgramCache* RenderThread::ProgramCache() {
|
|
MOZ_ASSERT(IsInRenderThread());
|
|
|
|
if (!mProgramCache) {
|
|
mProgramCache = MakeUnique<WebRenderProgramCache>(ThreadPool().Raw());
|
|
}
|
|
return mProgramCache.get();
|
|
}
|
|
|
|
gl::GLContext* RenderThread::SharedGL() {
|
|
MOZ_ASSERT(IsInRenderThread());
|
|
if (!mSharedGL) {
|
|
mSharedGL = CreateGLContext();
|
|
mShaders = nullptr;
|
|
}
|
|
if (mSharedGL && !mShaders) {
|
|
mShaders = MakeUnique<WebRenderShaders>(mSharedGL, mProgramCache.get());
|
|
}
|
|
|
|
return mSharedGL.get();
|
|
}
|
|
|
|
void RenderThread::ClearSharedGL() {
|
|
MOZ_ASSERT(IsInRenderThread());
|
|
mShaders = nullptr;
|
|
mSharedGL = nullptr;
|
|
}
|
|
|
|
WebRenderShaders::WebRenderShaders(gl::GLContext* gl,
|
|
WebRenderProgramCache* programCache) {
|
|
mGL = gl;
|
|
mShaders = wr_shaders_new(gl, programCache ? programCache->Raw() : nullptr);
|
|
}
|
|
|
|
WebRenderShaders::~WebRenderShaders() {
|
|
wr_shaders_delete(mShaders, mGL.get());
|
|
}
|
|
|
|
WebRenderPipelineInfo::WebRenderPipelineInfo(wr::WrPipelineInfo aPipelineInfo)
|
|
: mPipelineInfo(aPipelineInfo) {}
|
|
|
|
WebRenderPipelineInfo::~WebRenderPipelineInfo() {
|
|
wr_pipeline_info_delete(mPipelineInfo);
|
|
}
|
|
|
|
WebRenderThreadPool::WebRenderThreadPool() {
|
|
mThreadPool = wr_thread_pool_new();
|
|
}
|
|
|
|
WebRenderThreadPool::~WebRenderThreadPool() {
|
|
wr_thread_pool_delete(mThreadPool);
|
|
}
|
|
|
|
WebRenderProgramCache::WebRenderProgramCache(wr::WrThreadPool* aThreadPool) {
|
|
MOZ_ASSERT(aThreadPool);
|
|
|
|
nsAutoString path;
|
|
if (gfxVars::UseWebRenderProgramBinaryDisk()) {
|
|
path.Append(gfx::gfxVars::ProfDirectory());
|
|
}
|
|
mProgramCache = wr_program_cache_new(&path, aThreadPool);
|
|
if (gfxVars::UseWebRenderProgramBinaryDisk()) {
|
|
wr_try_load_shader_from_disk(mProgramCache);
|
|
}
|
|
}
|
|
|
|
WebRenderProgramCache::~WebRenderProgramCache() {
|
|
wr_program_cache_delete(mProgramCache);
|
|
}
|
|
|
|
} // namespace wr
|
|
} // namespace mozilla
|
|
|
|
#ifdef XP_WIN
|
|
static already_AddRefed<gl::GLContext> CreateGLContextANGLE() {
|
|
nsCString discardFailureId;
|
|
if (!gl::GLLibraryEGL::EnsureInitialized(/* forceAccel */ true,
|
|
&discardFailureId)) {
|
|
gfxCriticalNote << "Failed to load EGL library: " << discardFailureId.get();
|
|
return nullptr;
|
|
}
|
|
|
|
auto* egl = gl::GLLibraryEGL::Get();
|
|
auto flags = gl::CreateContextFlags::PREFER_ES3;
|
|
|
|
if (egl->IsExtensionSupported(
|
|
gl::GLLibraryEGL::MOZ_create_context_provoking_vertex_dont_care)) {
|
|
flags |= gl::CreateContextFlags::PROVOKING_VERTEX_DONT_CARE;
|
|
}
|
|
|
|
// Create GLContext with dummy EGLSurface, the EGLSurface is not used.
|
|
// Instread we override it with EGLSurface of SwapChain's back buffer.
|
|
RefPtr<gl::GLContext> gl =
|
|
gl::GLContextProviderEGL::CreateHeadless(flags, &discardFailureId);
|
|
if (!gl || !gl->IsANGLE()) {
|
|
gfxCriticalNote << "Failed ANGLE GL context creation for WebRender: "
|
|
<< gfx::hexa(gl.get());
|
|
return nullptr;
|
|
}
|
|
|
|
if (!gl->MakeCurrent()) {
|
|
gfxCriticalNote << "Failed GL context creation for WebRender: "
|
|
<< gfx::hexa(gl.get());
|
|
return nullptr;
|
|
}
|
|
|
|
return gl.forget();
|
|
}
|
|
#endif
|
|
|
|
static already_AddRefed<gl::GLContext> CreateGLContext() {
|
|
#ifdef XP_WIN
|
|
if (gfx::gfxVars::UseWebRenderANGLE()) {
|
|
return CreateGLContextANGLE();
|
|
}
|
|
#endif
|
|
// We currently only support a shared GLContext
|
|
// with ANGLE.
|
|
return nullptr;
|
|
}
|
|
|
|
extern "C" {
|
|
|
|
static void HandleFrame(mozilla::wr::WrWindowId aWindowId, bool aRender) {
|
|
mozilla::wr::RenderThread::Get()->IncRenderingFrameCount(aWindowId);
|
|
mozilla::wr::RenderThread::Get()->HandleFrame(aWindowId, aRender);
|
|
}
|
|
|
|
void wr_notifier_wake_up(mozilla::wr::WrWindowId aWindowId) {
|
|
mozilla::wr::RenderThread::Get()->WakeUp(aWindowId);
|
|
}
|
|
|
|
void wr_notifier_new_frame_ready(mozilla::wr::WrWindowId aWindowId) {
|
|
HandleFrame(aWindowId, /* aRender */ true);
|
|
}
|
|
|
|
void wr_notifier_nop_frame_done(mozilla::wr::WrWindowId aWindowId) {
|
|
HandleFrame(aWindowId, /* aRender */ false);
|
|
}
|
|
|
|
void wr_notifier_external_event(mozilla::wr::WrWindowId aWindowId,
|
|
size_t aRawEvent) {
|
|
mozilla::UniquePtr<mozilla::wr::RendererEvent> evt(
|
|
reinterpret_cast<mozilla::wr::RendererEvent*>(aRawEvent));
|
|
mozilla::wr::RenderThread::Get()->RunEvent(mozilla::wr::WindowId(aWindowId),
|
|
std::move(evt));
|
|
}
|
|
|
|
void wr_schedule_render(mozilla::wr::WrWindowId aWindowId) {
|
|
RefPtr<mozilla::layers::CompositorBridgeParent> cbp = mozilla::layers::
|
|
CompositorBridgeParent::GetCompositorBridgeParentFromWindowId(aWindowId);
|
|
if (cbp) {
|
|
cbp->ScheduleRenderOnCompositorThread();
|
|
}
|
|
}
|
|
|
|
static void NotifyDidSceneBuild(RefPtr<layers::CompositorBridgeParent> aBridge,
|
|
RefPtr<wr::WebRenderPipelineInfo> aInfo) {
|
|
aBridge->NotifyDidSceneBuild(aInfo);
|
|
}
|
|
|
|
void wr_finished_scene_build(mozilla::wr::WrWindowId aWindowId,
|
|
mozilla::wr::WrPipelineInfo aInfo) {
|
|
RefPtr<mozilla::layers::CompositorBridgeParent> cbp = mozilla::layers::
|
|
CompositorBridgeParent::GetCompositorBridgeParentFromWindowId(aWindowId);
|
|
RefPtr<wr::WebRenderPipelineInfo> info = new wr::WebRenderPipelineInfo(aInfo);
|
|
if (cbp) {
|
|
layers::CompositorThreadHolder::Loop()->PostTask(NewRunnableFunction(
|
|
"NotifyDidSceneBuild", &NotifyDidSceneBuild, cbp, info));
|
|
}
|
|
}
|
|
|
|
} // extern C
|