gecko-dev/gfx/webrender_bindings/RenderThread.cpp

1328 строки
41 KiB
C++

/* -*- 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/. */
#include "base/task.h"
#include "GeckoProfiler.h"
#include "gfxPlatform.h"
#include "GLContext.h"
#include "RenderThread.h"
#include "nsThread.h"
#include "nsThreadUtils.h"
#include "transport/runnable_utils.h"
#include "mozilla/BackgroundHangMonitor.h"
#include "mozilla/layers/AsyncImagePipelineManager.h"
#include "mozilla/gfx/gfxVars.h"
#include "mozilla/gfx/GPUParent.h"
#include "mozilla/gfx/GPUProcessManager.h"
#include "mozilla/layers/CompositorThread.h"
#include "mozilla/layers/CompositorBridgeParent.h"
#include "mozilla/layers/CompositorManagerParent.h"
#include "mozilla/layers/WebRenderBridgeParent.h"
#include "mozilla/layers/SharedSurfacesParent.h"
#include "mozilla/layers/SurfacePool.h"
#include "mozilla/StaticPtr.h"
#include "mozilla/Telemetry.h"
#include "mozilla/webrender/RendererOGL.h"
#include "mozilla/webrender/RenderTextureHost.h"
#include "mozilla/widget/CompositorWidget.h"
#include "OGLShaderProgram.h"
#ifdef XP_WIN
# include "GLContextEGL.h"
# include "GLLibraryEGL.h"
# include "mozilla/widget/WinCompositorWindowThread.h"
# include "mozilla/gfx/DeviceManagerDx.h"
# include "mozilla/webrender/DCLayerTree.h"
//# include "nsWindowsHelpers.h"
//# include <d3d11.h>
#endif
#ifdef MOZ_WIDGET_ANDROID
# include "GLLibraryEGL.h"
# include "mozilla/webrender/RenderAndroidSurfaceTextureHost.h"
#endif
#ifdef MOZ_WIDGET_GTK
# include "mozilla/WidgetUtilsGtk.h"
#endif
#ifdef MOZ_WAYLAND
# include "GLLibraryEGL.h"
#endif
using namespace mozilla;
static already_AddRefed<gl::GLContext> CreateGLContext(nsACString& aError);
MOZ_DEFINE_MALLOC_SIZE_OF(WebRenderRendererMallocSizeOf)
namespace mozilla::wr {
LazyLogModule gRenderThreadLog("RenderThread");
// Should be called only on RenderThread, since LazyLogModule is not thread safe
#define LOG(...) MOZ_LOG(gRenderThreadLog, LogLevel::Debug, (__VA_ARGS__))
static StaticRefPtr<RenderThread> sRenderThread;
static mozilla::BackgroundHangMonitor* sBackgroundHangMonitor;
RenderThread::RenderThread(RefPtr<nsIThread> aThread)
: mThread(std::move(aThread)),
mThreadPool(false),
mThreadPoolLP(true),
mSingletonGLIsForHardwareWebRender(true),
mWindowInfos("RenderThread.mWindowInfos"),
mRenderTextureMapLock("RenderThread.mRenderTextureMapLock"),
mHasShutdown(false),
mHandlingDeviceReset(false),
mHandlingWebRenderError(false) {}
RenderThread::~RenderThread() { MOZ_ASSERT(mRenderTexturesDeferred.empty()); }
// static
RenderThread* RenderThread::Get() { return sRenderThread; }
// static
void RenderThread::Start() {
MOZ_ASSERT(NS_IsMainThread());
MOZ_ASSERT(!sRenderThread);
RefPtr<nsIThread> thread;
nsresult rv = NS_NewNamedThread(
"Renderer", getter_AddRefs(thread),
NS_NewRunnableFunction("Renderer::BackgroundHanSetup", []() {
sBackgroundHangMonitor = new mozilla::BackgroundHangMonitor(
"Render",
/* Timeout values are powers-of-two to enable us get better
data. 128ms is chosen for transient hangs because 8Hz should
be the minimally acceptable goal for Render
responsiveness (normal goal is 60Hz). */
128,
/* 2048ms is chosen for permanent hangs because it's longer than
* most Render hangs seen in the wild, but is short enough
* to not miss getting native hang stacks. */
2048);
nsCOMPtr<nsIThread> thread = NS_GetCurrentThread();
static_cast<nsThread*>(thread.get())->SetUseHangMonitor(true);
}));
if (NS_FAILED(rv)) {
return;
}
sRenderThread = new RenderThread(thread);
#ifdef XP_WIN
widget::WinCompositorWindowThread::Start();
#endif
layers::SharedSurfacesParent::Initialize();
RefPtr<Runnable> runnable = WrapRunnable(
RefPtr<RenderThread>(sRenderThread.get()), &RenderThread::InitDeviceTask);
sRenderThread->PostRunnable(runnable.forget());
}
// static
void RenderThread::ShutDown() {
MOZ_ASSERT(NS_IsMainThread());
MOZ_ASSERT(sRenderThread);
{
MutexAutoLock lock(sRenderThread->mRenderTextureMapLock);
sRenderThread->mHasShutdown = true;
}
layers::SynchronousTask task("RenderThread");
RefPtr<Runnable> runnable =
WrapRunnable(RefPtr<RenderThread>(sRenderThread.get()),
&RenderThread::ShutDownTask, &task);
sRenderThread->PostRunnable(runnable.forget());
task.Wait();
layers::SharedSurfacesParent::Shutdown();
sRenderThread = nullptr;
#ifdef XP_WIN
if (widget::WinCompositorWindowThread::Get()) {
widget::WinCompositorWindowThread::ShutDown();
}
#endif
}
extern void ClearAllBlobImageResources();
void RenderThread::ShutDownTask(layers::SynchronousTask* aTask) {
layers::AutoCompleteTask complete(aTask);
MOZ_ASSERT(IsInRenderThread());
LOG("RenderThread::ShutDownTask()");
{
// Clear RenderTextureHosts
MutexAutoLock lock(mRenderTextureMapLock);
mRenderTexturesDeferred.clear();
mRenderTextures.clear();
mSyncObjectNeededRenderTextures.clear();
mRenderTextureOps.clear();
}
// Let go of our handle to the (internally ref-counted) thread pool.
mThreadPool.Release();
mThreadPoolLP.Release();
// Releasing on the render thread will allow us to avoid dispatching to remove
// remaining textures from the texture map.
layers::SharedSurfacesParent::ShutdownRenderThread();
#ifdef XP_WIN
DCLayerTree::Shutdown();
#endif
ClearAllBlobImageResources();
ClearSingletonGL();
ClearSharedSurfacePool();
}
// static
bool RenderThread::IsInRenderThread() {
return sRenderThread && sRenderThread->mThread == NS_GetCurrentThread();
}
// static
already_AddRefed<nsIThread> RenderThread::GetRenderThread() {
nsCOMPtr<nsIThread> thread;
if (sRenderThread) {
thread = sRenderThread->mThread;
}
return thread.forget();
}
void RenderThread::DoAccumulateMemoryReport(
MemoryReport aReport,
const RefPtr<MemoryReportPromise::Private>& aPromise) {
MOZ_ASSERT(IsInRenderThread());
for (auto& r : mRenderers) {
r.second->AccumulateMemoryReport(&aReport);
}
// Note memory used by the shader cache, which is shared across all WR
// instances.
MOZ_ASSERT(aReport.shader_cache == 0);
if (mProgramCache) {
aReport.shader_cache = wr_program_cache_report_memory(
mProgramCache->Raw(), &WebRenderRendererMallocSizeOf);
}
size_t renderTextureMemory = 0;
{
MutexAutoLock lock(mRenderTextureMapLock);
for (const auto& entry : mRenderTextures) {
renderTextureMemory += entry.second->Bytes();
}
}
aReport.render_texture_hosts = renderTextureMemory;
aPromise->Resolve(aReport, __func__);
}
// static
RefPtr<MemoryReportPromise> RenderThread::AccumulateMemoryReport(
MemoryReport aInitial) {
RefPtr<MemoryReportPromise::Private> p =
new MemoryReportPromise::Private(__func__);
MOZ_ASSERT(!IsInRenderThread());
if (!Get()) {
// This happens when the GPU process fails to start and we fall back to the
// basic compositor in the parent process. We could assert against this if
// we made the webrender detection code in gfxPlatform.cpp smarter. See bug
// 1494430 comment 12.
NS_WARNING("No render thread, returning empty memory report");
p->Resolve(aInitial, __func__);
return p;
}
Get()->PostRunnable(
NewRunnableMethod<MemoryReport, RefPtr<MemoryReportPromise::Private>>(
"wr::RenderThread::DoAccumulateMemoryReport", Get(),
&RenderThread::DoAccumulateMemoryReport, aInitial, p));
return p;
}
void RenderThread::AddRenderer(wr::WindowId aWindowId,
UniquePtr<RendererOGL> aRenderer) {
MOZ_ASSERT(IsInRenderThread());
LOG("RenderThread::AddRenderer() aWindowId %" PRIx64 "", AsUint64(aWindowId));
if (mHasShutdown) {
return;
}
mRenderers[aWindowId] = std::move(aRenderer);
auto windows = mWindowInfos.Lock();
windows->emplace(AsUint64(aWindowId), new WindowInfo());
}
void RenderThread::RemoveRenderer(wr::WindowId aWindowId) {
MOZ_ASSERT(IsInRenderThread());
LOG("RenderThread::RemoveRenderer() aWindowId %" PRIx64 "",
AsUint64(aWindowId));
if (mHasShutdown) {
return;
}
mRenderers.erase(aWindowId);
if (mRenderers.empty()) {
if (mHandlingDeviceReset) {
ClearSingletonGL();
}
mHandlingDeviceReset = false;
mHandlingWebRenderError = false;
}
auto windows = mWindowInfos.Lock();
auto it = windows->find(AsUint64(aWindowId));
MOZ_ASSERT(it != windows->end());
WindowInfo* toDelete = it->second;
windows->erase(it);
delete toDelete;
}
RendererOGL* RenderThread::GetRenderer(wr::WindowId aWindowId) {
MOZ_ASSERT(IsInRenderThread());
auto it = mRenderers.find(aWindowId);
MOZ_ASSERT(it != mRenderers.end());
if (it == mRenderers.end()) {
return nullptr;
}
return it->second.get();
}
size_t RenderThread::RendererCount() {
MOZ_ASSERT(IsInRenderThread());
return mRenderers.size();
}
void RenderThread::BeginRecordingForWindow(wr::WindowId aWindowId,
const TimeStamp& aRecordingStart,
wr::PipelineId aRootPipelineId) {
MOZ_ASSERT(IsInRenderThread());
RendererOGL* renderer = GetRenderer(aWindowId);
MOZ_ASSERT(renderer);
renderer->BeginRecording(aRecordingStart, aRootPipelineId);
}
void RenderThread::WriteCollectedFramesForWindow(wr::WindowId aWindowId) {
MOZ_ASSERT(IsInRenderThread());
RendererOGL* renderer = GetRenderer(aWindowId);
MOZ_ASSERT(renderer);
renderer->WriteCollectedFrames();
}
Maybe<layers::CollectedFrames> RenderThread::GetCollectedFramesForWindow(
wr::WindowId aWindowId) {
MOZ_ASSERT(IsInRenderThread());
RendererOGL* renderer = GetRenderer(aWindowId);
MOZ_ASSERT(renderer);
return renderer->GetCollectedFrames();
}
void RenderThread::HandleFrameOneDoc(wr::WindowId aWindowId, bool aRender) {
if (mHasShutdown) {
return;
}
if (!IsInRenderThread()) {
PostRunnable(NewRunnableMethod<wr::WindowId, bool>(
"wr::RenderThread::HandleFrameOneDoc", this,
&RenderThread::HandleFrameOneDoc, aWindowId, aRender));
return;
}
if (IsDestroyed(aWindowId)) {
return;
}
if (mHandlingDeviceReset) {
return;
}
bool render = false;
PendingFrameInfo frame;
{ // scope lock
auto windows = mWindowInfos.Lock();
auto it = windows->find(AsUint64(aWindowId));
if (it == windows->end()) {
MOZ_ASSERT(false);
return;
}
WindowInfo* info = it->second;
PendingFrameInfo& frameInfo = info->mPendingFrames.front();
frameInfo.mFrameNeedsRender |= aRender;
render = frameInfo.mFrameNeedsRender;
frame = frameInfo;
}
// It is for ensuring that PrepareForUse() is called before
// RenderTextureHost::Lock().
HandleRenderTextureOps();
UpdateAndRender(aWindowId, frame.mStartId, frame.mStartTime, render,
/* aReadbackSize */ Nothing(),
/* aReadbackFormat */ Nothing(),
/* aReadbackBuffer */ Nothing());
{ // scope lock
auto windows = mWindowInfos.Lock();
auto it = windows->find(AsUint64(aWindowId));
if (it == windows->end()) {
MOZ_ASSERT(false);
return;
}
WindowInfo* info = it->second;
info->mPendingFrames.pop();
}
// 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,
frame.mStartTime);
}
void RenderThread::SetClearColor(wr::WindowId aWindowId, wr::ColorF aColor) {
if (mHasShutdown) {
return;
}
if (!IsInRenderThread()) {
PostRunnable(NewRunnableMethod<wr::WindowId, wr::ColorF>(
"wr::RenderThread::SetClearColor", this, &RenderThread::SetClearColor,
aWindowId, aColor));
return;
}
if (IsDestroyed(aWindowId)) {
return;
}
auto it = mRenderers.find(aWindowId);
MOZ_ASSERT(it != mRenderers.end());
if (it != mRenderers.end()) {
wr_renderer_set_clear_color(it->second->GetRenderer(), aColor);
}
}
void RenderThread::SetProfilerUI(wr::WindowId aWindowId, const nsCString& aUI) {
if (mHasShutdown) {
return;
}
if (!IsInRenderThread()) {
PostRunnable(NewRunnableMethod<wr::WindowId, nsCString>(
"wr::RenderThread::SetProfilerUI", this, &RenderThread::SetProfilerUI,
aWindowId, aUI));
return;
}
auto it = mRenderers.find(aWindowId);
if (it != mRenderers.end()) {
it->second->SetProfilerUI(aUI);
}
}
void RenderThread::RunEvent(wr::WindowId aWindowId,
UniquePtr<RendererEvent> aEvent) {
if (!IsInRenderThread()) {
PostRunnable(NewRunnableMethod<wr::WindowId, UniquePtr<RendererEvent>&&>(
"wr::RenderThread::RunEvent", this, &RenderThread::RunEvent, aWindowId,
std::move(aEvent)));
return;
}
aEvent->Run(*this, aWindowId);
aEvent = nullptr;
}
static void NotifyDidRender(layers::CompositorBridgeParent* aBridge,
const RefPtr<const WebRenderPipelineInfo>& aInfo,
VsyncId aCompositeStartId,
TimeStamp aCompositeStart, TimeStamp aRenderStart,
TimeStamp aEnd, bool aRender,
RendererStats aStats) {
if (aRender && aBridge->GetWrBridge()) {
// We call this here to mimic the behavior in LayerManagerComposite, as to
// not change what Talos measures. That is, we do not record an empty frame
// as a frame.
aBridge->GetWrBridge()->RecordFrame();
}
aBridge->NotifyDidRender(aCompositeStartId, aCompositeStart, aRenderStart,
aEnd, &aStats);
for (const auto& epoch : aInfo->Raw().epochs) {
aBridge->NotifyPipelineRendered(epoch.pipeline_id, epoch.epoch,
aCompositeStartId, aCompositeStart,
aRenderStart, aEnd, &aStats);
}
if (aBridge->GetWrBridge()) {
aBridge->GetWrBridge()->CompositeIfNeeded();
}
}
static void NotifyDidStartRender(layers::CompositorBridgeParent* aBridge) {
// Starting a render will change mIsRendering, and potentially
// change whether we can allow the bridge to intiate another frame.
if (aBridge->GetWrBridge()) {
aBridge->GetWrBridge()->CompositeIfNeeded();
}
}
void RenderThread::UpdateAndRender(
wr::WindowId aWindowId, const VsyncId& aStartId,
const TimeStamp& aStartTime, bool aRender,
const Maybe<gfx::IntSize>& aReadbackSize,
const Maybe<wr::ImageFormat>& aReadbackFormat,
const Maybe<Range<uint8_t>>& aReadbackBuffer, bool* aNeedsYFlip) {
std::string markerName = "Composite #" + std::to_string(AsUint64(aWindowId));
AUTO_PROFILER_TRACING_MARKER("Paint", markerName.c_str(), GRAPHICS);
AUTO_PROFILER_LABEL("RenderThread::UpdateAndRender", GRAPHICS);
MOZ_ASSERT(IsInRenderThread());
MOZ_ASSERT(aRender || aReadbackBuffer.isNothing());
auto it = mRenderers.find(aWindowId);
MOZ_ASSERT(it != mRenderers.end());
if (it == mRenderers.end()) {
return;
}
TimeStamp start = TimeStamp::Now();
auto& renderer = it->second;
if (renderer->IsPaused()) {
aRender = false;
}
LOG("RenderThread::UpdateAndRender() aWindowId %" PRIx64 " aRender %d",
AsUint64(aWindowId), aRender);
layers::CompositorThread()->Dispatch(
NewRunnableFunction("NotifyDidStartRenderRunnable", &NotifyDidStartRender,
renderer->GetCompositorBridge()));
wr::RenderedFrameId latestFrameId;
RendererStats stats = {0};
if (aRender) {
latestFrameId = renderer->UpdateAndRender(
aReadbackSize, aReadbackFormat, aReadbackBuffer, aNeedsYFlip, &stats);
} else {
renderer->Update();
}
// Check graphics reset status even when rendering is skipped.
renderer->CheckGraphicsResetStatus("PostUpdate", /* aForce */ false);
TimeStamp end = TimeStamp::Now();
RefPtr<const WebRenderPipelineInfo> info = renderer->FlushPipelineInfo();
layers::CompositorThread()->Dispatch(
NewRunnableFunction("NotifyDidRenderRunnable", &NotifyDidRender,
renderer->GetCompositorBridge(), info, aStartId,
aStartTime, start, end, aRender, stats));
if (latestFrameId.IsValid()) {
renderer->MaybeRecordFrame(info);
}
ipc::FileDescriptor fenceFd;
if (latestFrameId.IsValid()) {
fenceFd = renderer->GetAndResetReleaseFence();
// Wait for GPU after posting NotifyDidRender, since the wait is not
// necessary for the NotifyDidRender.
// The wait is necessary for Textures recycling of AsyncImagePipelineManager
// and for avoiding GPU queue is filled with too much tasks.
// WaitForGPU's implementation is different for each platform.
renderer->WaitForGPU();
} else {
// Update frame id for NotifyPipelinesUpdated() when rendering does not
// happen, either because rendering was not requested or the frame was
// canceled. Rendering can sometimes be canceled if UpdateAndRender is
// called when the window is not yet ready (not mapped or 0 size).
latestFrameId = renderer->UpdateFrameId();
}
RenderedFrameId lastCompletedFrameId = renderer->GetLastCompletedFrameId();
RefPtr<layers::AsyncImagePipelineManager> pipelineMgr =
renderer->GetCompositorBridge()->GetAsyncImagePipelineManager();
// pipelineMgr should always be non-null here because it is only nulled out
// after the WebRenderAPI instance for the CompositorBridgeParent is
// destroyed, and that destruction blocks until the renderer thread has
// removed the relevant renderer. And after that happens we should never reach
// this code at all; it would bail out at the mRenderers.find check above.
MOZ_ASSERT(pipelineMgr);
pipelineMgr->NotifyPipelinesUpdated(info, latestFrameId, lastCompletedFrameId,
std::move(fenceFd));
}
void RenderThread::Pause(wr::WindowId aWindowId) {
MOZ_ASSERT(IsInRenderThread());
LOG("RenderThread::Pause() aWindowId %" PRIx64 "", AsUint64(aWindowId));
auto it = mRenderers.find(aWindowId);
MOZ_ASSERT(it != mRenderers.end());
if (it == mRenderers.end()) {
return;
}
auto& renderer = it->second;
renderer->Pause();
}
bool RenderThread::Resume(wr::WindowId aWindowId) {
MOZ_ASSERT(IsInRenderThread());
LOG("enderThread::Resume() aWindowId %" PRIx64 "", AsUint64(aWindowId));
auto it = mRenderers.find(aWindowId);
MOZ_ASSERT(it != mRenderers.end());
if (it == mRenderers.end()) {
return false;
}
auto& renderer = it->second;
return renderer->Resume();
}
bool RenderThread::TooManyPendingFrames(wr::WindowId aWindowId) {
const int64_t maxFrameCount = 1;
// Too many pending frames if pending frames exit more than maxFrameCount
// or if RenderBackend is still processing a frame.
auto windows = mWindowInfos.Lock();
auto it = windows->find(AsUint64(aWindowId));
if (it == windows->end()) {
MOZ_ASSERT(false);
return true;
}
WindowInfo* info = it->second;
if (info->PendingCount() > maxFrameCount) {
return true;
}
// If there is no ongoing frame build, we accept a new frame.
return info->mPendingFrameBuild > 0;
}
bool RenderThread::IsDestroyed(wr::WindowId aWindowId) {
auto windows = mWindowInfos.Lock();
auto it = windows->find(AsUint64(aWindowId));
if (it == windows->end()) {
return true;
}
return it->second->mIsDestroyed;
}
void RenderThread::SetDestroyed(wr::WindowId aWindowId) {
auto windows = mWindowInfos.Lock();
auto it = windows->find(AsUint64(aWindowId));
if (it == windows->end()) {
MOZ_ASSERT(false);
return;
}
it->second->mIsDestroyed = true;
}
void RenderThread::IncPendingFrameCount(wr::WindowId aWindowId,
const VsyncId& aStartId,
const TimeStamp& aStartTime) {
auto windows = mWindowInfos.Lock();
auto it = windows->find(AsUint64(aWindowId));
if (it == windows->end()) {
MOZ_ASSERT(false);
return;
}
it->second->mPendingFrameBuild++;
it->second->mPendingFrames.push(
PendingFrameInfo{aStartTime, aStartId, false});
}
void RenderThread::DecPendingFrameBuildCount(wr::WindowId aWindowId) {
auto windows = mWindowInfos.Lock();
auto it = windows->find(AsUint64(aWindowId));
if (it == windows->end()) {
MOZ_ASSERT(false);
return;
}
WindowInfo* info = it->second;
MOZ_RELEASE_ASSERT(info->mPendingFrameBuild >= 1);
info->mPendingFrameBuild--;
}
void RenderThread::RegisterExternalImage(
const wr::ExternalImageId& aExternalImageId,
already_AddRefed<RenderTextureHost> aTexture) {
MutexAutoLock lock(mRenderTextureMapLock);
if (mHasShutdown) {
return;
}
MOZ_ASSERT(mRenderTextures.find(aExternalImageId) == mRenderTextures.end());
RefPtr<RenderTextureHost> texture = aTexture;
if (texture->SyncObjectNeeded()) {
mSyncObjectNeededRenderTextures.emplace(aExternalImageId, texture);
}
mRenderTextures.emplace(aExternalImageId, texture);
}
void RenderThread::UnregisterExternalImage(
const wr::ExternalImageId& aExternalImageId) {
MutexAutoLock lock(mRenderTextureMapLock);
if (mHasShutdown) {
return;
}
auto it = mRenderTextures.find(aExternalImageId);
if (it == mRenderTextures.end()) {
return;
}
auto& texture = it->second;
if (texture->SyncObjectNeeded()) {
MOZ_RELEASE_ASSERT(
mSyncObjectNeededRenderTextures.erase(aExternalImageId) == 1);
}
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));
PostRunnable(NewRunnableMethod(
"RenderThread::DeferredRenderTextureHostDestroy", this,
&RenderThread::DeferredRenderTextureHostDestroy));
} else {
mRenderTextures.erase(it);
}
}
void RenderThread::PrepareForUse(const wr::ExternalImageId& aExternalImageId) {
AddRenderTextureOp(RenderTextureOp::PrepareForUse, aExternalImageId);
}
void RenderThread::NotifyNotUsed(const wr::ExternalImageId& aExternalImageId) {
AddRenderTextureOp(RenderTextureOp::NotifyNotUsed, aExternalImageId);
}
void RenderThread::NotifyForUse(const wr::ExternalImageId& aExternalImageId) {
AddRenderTextureOp(RenderTextureOp::NotifyForUse, aExternalImageId);
}
void RenderThread::AddRenderTextureOp(
RenderTextureOp aOp, const wr::ExternalImageId& aExternalImageId) {
MOZ_ASSERT(!IsInRenderThread());
MutexAutoLock lock(mRenderTextureMapLock);
auto it = mRenderTextures.find(aExternalImageId);
MOZ_ASSERT(it != mRenderTextures.end());
if (it == mRenderTextures.end()) {
return;
}
RefPtr<RenderTextureHost> texture = it->second;
mRenderTextureOps.emplace_back(aOp, std::move(texture));
if (mRenderTextureOpsRunnable) {
// Runnable was already triggered
return;
}
RefPtr<nsIRunnable> runnable =
NewRunnableMethod("RenderThread::HandleRenderTextureOps", this,
&RenderThread::HandleRenderTextureOps);
mRenderTextureOpsRunnable = runnable;
PostRunnable(runnable.forget());
}
void RenderThread::HandleRenderTextureOps() {
MOZ_ASSERT(IsInRenderThread());
std::list<std::pair<RenderTextureOp, RefPtr<RenderTextureHost>>>
renderTextureOps;
{
MutexAutoLock lock(mRenderTextureMapLock);
mRenderTextureOps.swap(renderTextureOps);
mRenderTextureOpsRunnable = nullptr;
}
for (auto& it : renderTextureOps) {
switch (it.first) {
case RenderTextureOp::PrepareForUse:
it.second->PrepareForUse();
break;
case RenderTextureOp::NotifyForUse:
it.second->NotifyForUse();
break;
case RenderTextureOp::NotifyNotUsed:
it.second->NotifyNotUsed();
break;
}
}
}
void RenderThread::UnregisterExternalImageDuringShutdown(
const wr::ExternalImageId& aExternalImageId) {
MOZ_ASSERT(IsInRenderThread());
MutexAutoLock lock(mRenderTextureMapLock);
MOZ_ASSERT(mHasShutdown);
MOZ_ASSERT(mRenderTextures.find(aExternalImageId) != mRenderTextures.end());
mRenderTextures.erase(aExternalImageId);
}
bool RenderThread::SyncObjectNeeded() {
MOZ_ASSERT(IsInRenderThread());
MutexAutoLock lock(mRenderTextureMapLock);
return !mSyncObjectNeededRenderTextures.empty();
}
void RenderThread::DeferredRenderTextureHostDestroy() {
MutexAutoLock lock(mRenderTextureMapLock);
mRenderTexturesDeferred.clear();
}
RenderTextureHost* RenderThread::GetRenderTexture(
const wr::ExternalImageId& aExternalImageId) {
MutexAutoLock lock(mRenderTextureMapLock);
auto it = mRenderTextures.find(aExternalImageId);
MOZ_ASSERT(it != mRenderTextures.end());
if (it == mRenderTextures.end()) {
return nullptr;
}
return it->second;
}
void RenderThread::InitDeviceTask() {
MOZ_ASSERT(IsInRenderThread());
MOZ_ASSERT(!mSingletonGL);
LOG("RenderThread::InitDeviceTask()");
if (gfx::gfxVars::UseSoftwareWebRender()) {
// Ensure we don't instantiate any shared GL context when SW-WR is used.
return;
}
nsAutoCString err;
CreateSingletonGL(err);
if (gfx::gfxVars::UseWebRenderProgramBinaryDisk()) {
mProgramCache = MakeUnique<WebRenderProgramCache>(ThreadPool().Raw());
}
// Query the shared GL context to force the
// lazy initialization to happen now.
SingletonGL();
}
void RenderThread::PostRunnable(already_AddRefed<nsIRunnable> aRunnable) {
nsCOMPtr<nsIRunnable> runnable = aRunnable;
mThread->Dispatch(runnable.forget());
}
#ifndef XP_WIN
static DeviceResetReason GLenumToResetReason(GLenum aReason) {
switch (aReason) {
case LOCAL_GL_NO_ERROR:
return DeviceResetReason::FORCED_RESET;
case LOCAL_GL_INNOCENT_CONTEXT_RESET_ARB:
return DeviceResetReason::DRIVER_ERROR;
case LOCAL_GL_PURGED_CONTEXT_RESET_NV:
return DeviceResetReason::NVIDIA_VIDEO;
case LOCAL_GL_GUILTY_CONTEXT_RESET_ARB:
return DeviceResetReason::RESET;
case LOCAL_GL_UNKNOWN_CONTEXT_RESET_ARB:
return DeviceResetReason::UNKNOWN;
case LOCAL_GL_OUT_OF_MEMORY:
return DeviceResetReason::OUT_OF_MEMORY;
default:
return DeviceResetReason::OTHER;
}
}
#endif
void RenderThread::HandleDeviceReset(const char* aWhere, GLenum aReason) {
MOZ_ASSERT(IsInRenderThread());
// This happens only on simulate device reset.
if (aReason == LOCAL_GL_NO_ERROR) {
MOZ_ASSERT(XRE_IsGPUProcess());
if (!mHandlingDeviceReset) {
mHandlingDeviceReset = true;
MutexAutoLock lock(mRenderTextureMapLock);
mRenderTexturesDeferred.clear();
for (const auto& entry : mRenderTextures) {
entry.second->ClearCachedResources();
}
// Simulate DeviceReset does not need to notify the device reset to
// GPUProcessManager. It is already done by
// GPUProcessManager::SimulateDeviceReset().
}
return;
}
if (mHandlingDeviceReset) {
return;
}
mHandlingDeviceReset = true;
#ifndef XP_WIN
// On Windows, see DeviceManagerDx::MaybeResetAndReacquireDevices.
gfx::GPUProcessManager::RecordDeviceReset(GLenumToResetReason(aReason));
#endif
{
MutexAutoLock lock(mRenderTextureMapLock);
mRenderTexturesDeferred.clear();
for (const auto& entry : mRenderTextures) {
entry.second->ClearCachedResources();
}
}
// All RenderCompositors will be destroyed by the GPUProcessManager in
// either OnRemoteProcessDeviceReset via the GPUChild, or
// OnInProcessDeviceReset here directly.
// On Windows, device will be re-created before sessions re-creation.
gfxCriticalNote << "GFX: RenderThread detected a device reset in " << aWhere;
if (XRE_IsGPUProcess()) {
gfx::GPUParent::GetSingleton()->NotifyDeviceReset();
} else {
#ifndef XP_WIN
// FIXME(aosmond): Do we need to do this on Windows? nsWindow::OnPaint
// seems to do its own detection for the parent process.
bool guilty = aReason == LOCAL_GL_GUILTY_CONTEXT_RESET_ARB;
NS_DispatchToMainThread(NS_NewRunnableFunction(
"gfx::GPUProcessManager::OnInProcessDeviceReset", [guilty]() -> void {
gfx::GPUProcessManager::Get()->OnInProcessDeviceReset(guilty);
}));
#endif
}
}
bool RenderThread::IsHandlingDeviceReset() {
MOZ_ASSERT(IsInRenderThread());
return mHandlingDeviceReset;
}
void RenderThread::SimulateDeviceReset() {
if (!IsInRenderThread()) {
PostRunnable(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", LOCAL_GL_NO_ERROR);
}
}
static void DoNotifyWebRenderError(WebRenderError aError) {
layers::CompositorManagerParent::NotifyWebRenderError(aError);
}
void RenderThread::NotifyWebRenderError(WebRenderError aError) {
MOZ_ASSERT(IsInRenderThread());
layers::CompositorThread()->Dispatch(NewRunnableFunction(
"DoNotifyWebRenderErrorRunnable", &DoNotifyWebRenderError, aError));
}
void RenderThread::HandleWebRenderError(WebRenderError aError) {
if (mHandlingWebRenderError) {
return;
}
NotifyWebRenderError(aError);
{
MutexAutoLock lock(mRenderTextureMapLock);
mRenderTexturesDeferred.clear();
for (const auto& entry : mRenderTextures) {
entry.second->ClearCachedResources();
}
}
mHandlingWebRenderError = true;
// WebRender is going to be disabled by
// GPUProcessManager::NotifyWebRenderError()
}
bool RenderThread::IsHandlingWebRenderError() {
MOZ_ASSERT(IsInRenderThread());
return mHandlingWebRenderError;
}
gl::GLContext* RenderThread::SingletonGL() {
nsAutoCString err;
auto* gl = SingletonGL(err);
if (!err.IsEmpty()) {
gfxCriticalNote << err.get();
}
return gl;
}
void RenderThread::CreateSingletonGL(nsACString& aError) {
MOZ_ASSERT(IsInRenderThread());
LOG("RenderThread::CreateSingletonGL()");
mSingletonGL = CreateGLContext(aError);
mSingletonGLIsForHardwareWebRender = !gfx::gfxVars::UseSoftwareWebRender();
}
gl::GLContext* RenderThread::SingletonGL(nsACString& aError) {
MOZ_ASSERT(IsInRenderThread());
if (!mSingletonGL) {
CreateSingletonGL(aError);
mShaders = nullptr;
}
if (mSingletonGL && mSingletonGLIsForHardwareWebRender && !mShaders) {
mShaders = MakeUnique<WebRenderShaders>(mSingletonGL, mProgramCache.get());
}
return mSingletonGL.get();
}
gl::GLContext* RenderThread::SingletonGLForCompositorOGL() {
MOZ_RELEASE_ASSERT(gfx::gfxVars::UseSoftwareWebRender());
if (mSingletonGLIsForHardwareWebRender) {
// Clear singleton GL, since GLContext is for hardware WebRender.
ClearSingletonGL();
}
return SingletonGL();
}
void RenderThread::ClearSingletonGL() {
MOZ_ASSERT(IsInRenderThread());
LOG("RenderThread::ClearSingletonGL()");
if (mSurfacePool) {
mSurfacePool->DestroyGLResourcesForContext(mSingletonGL);
}
if (mProgramsForCompositorOGL) {
mProgramsForCompositorOGL->Clear();
mProgramsForCompositorOGL = nullptr;
}
mShaders = nullptr;
mSingletonGL = nullptr;
}
RefPtr<layers::ShaderProgramOGLsHolder>
RenderThread::GetProgramsForCompositorOGL() {
if (!mSingletonGL) {
return nullptr;
}
if (!mProgramsForCompositorOGL) {
mProgramsForCompositorOGL =
MakeAndAddRef<layers::ShaderProgramOGLsHolder>(mSingletonGL);
}
return mProgramsForCompositorOGL;
}
RefPtr<layers::SurfacePool> RenderThread::SharedSurfacePool() {
#if defined(XP_MACOSX) || defined(MOZ_WAYLAND)
if (!mSurfacePool) {
size_t poolSizeLimit =
StaticPrefs::gfx_webrender_compositor_surface_pool_size_AtStartup();
mSurfacePool = layers::SurfacePool::Create(poolSizeLimit);
}
#endif
return mSurfacePool;
}
void RenderThread::ClearSharedSurfacePool() { mSurfacePool = nullptr; }
static void GLAPIENTRY DebugMessageCallback(GLenum aSource, GLenum aType,
GLuint aId, GLenum aSeverity,
GLsizei aLength,
const GLchar* aMessage,
const GLvoid* aUserParam) {
constexpr const char* kContextLost = "Context has been lost.";
if (StaticPrefs::gfx_webrender_gl_debug_message_critical_note_AtStartup() &&
aSeverity == LOCAL_GL_DEBUG_SEVERITY_HIGH) {
auto message = std::string(aMessage, aLength);
// When content lost happned, error messages are flooded by its message.
if (message != kContextLost) {
gfxCriticalNote << message;
} else {
gfxCriticalNoteOnce << message;
}
}
if (StaticPrefs::gfx_webrender_gl_debug_message_print_AtStartup()) {
gl::GLContext* gl = (gl::GLContext*)aUserParam;
gl->DebugCallback(aSource, aType, aId, aSeverity, aLength, aMessage);
}
}
// static
void RenderThread::MaybeEnableGLDebugMessage(gl::GLContext* aGLContext) {
if (!aGLContext) {
return;
}
bool enableDebugMessage =
StaticPrefs::gfx_webrender_gl_debug_message_critical_note_AtStartup() ||
StaticPrefs::gfx_webrender_gl_debug_message_print_AtStartup();
if (enableDebugMessage &&
aGLContext->IsExtensionSupported(gl::GLContext::KHR_debug)) {
aGLContext->fEnable(LOCAL_GL_DEBUG_OUTPUT);
aGLContext->fDisable(LOCAL_GL_DEBUG_OUTPUT_SYNCHRONOUS);
aGLContext->fDebugMessageCallback(&DebugMessageCallback, (void*)aGLContext);
aGLContext->fDebugMessageControl(LOCAL_GL_DONT_CARE, LOCAL_GL_DONT_CARE,
LOCAL_GL_DONT_CARE, 0, nullptr, true);
}
}
WebRenderShaders::WebRenderShaders(gl::GLContext* gl,
WebRenderProgramCache* programCache) {
mGL = gl;
mShaders =
wr_shaders_new(gl, programCache ? programCache->Raw() : nullptr,
StaticPrefs::gfx_webrender_precache_shaders_AtStartup());
}
WebRenderShaders::~WebRenderShaders() {
wr_shaders_delete(mShaders, mGL.get());
}
WebRenderThreadPool::WebRenderThreadPool(bool low_priority) {
mThreadPool = wr_thread_pool_new(low_priority);
}
WebRenderThreadPool::~WebRenderThreadPool() { Release(); }
void WebRenderThreadPool::Release() {
if (mThreadPool) {
wr_thread_pool_delete(mThreadPool);
mThreadPool = nullptr;
}
}
WebRenderProgramCache::WebRenderProgramCache(wr::WrThreadPool* aThreadPool) {
MOZ_ASSERT(aThreadPool);
nsAutoString path;
if (gfx::gfxVars::UseWebRenderProgramBinaryDisk()) {
path.Append(gfx::gfxVars::ProfDirectory());
}
mProgramCache = wr_program_cache_new(&path, aThreadPool);
if (gfx::gfxVars::UseWebRenderProgramBinaryDisk()) {
wr_try_load_startup_shaders_from_disk(mProgramCache);
}
}
WebRenderProgramCache::~WebRenderProgramCache() {
wr_program_cache_delete(mProgramCache);
}
} // namespace mozilla::wr
#ifdef XP_WIN
static already_AddRefed<gl::GLContext> CreateGLContextANGLE(
nsACString& aError) {
const RefPtr<ID3D11Device> d3d11Device =
gfx::DeviceManagerDx::Get()->GetCompositorDevice();
if (!d3d11Device) {
aError.Assign("RcANGLE(no compositor device for EGLDisplay)"_ns);
return nullptr;
}
nsCString failureId;
const auto lib = gl::DefaultEglLibrary(&failureId);
if (!lib) {
aError.Assign(
nsPrintfCString("RcANGLE(load EGL lib failed: %s)", failureId.get()));
return nullptr;
}
const auto egl = lib->CreateDisplay(d3d11Device.get());
if (!egl) {
aError.Assign(nsPrintfCString("RcANGLE(create EGLDisplay failed: %s)",
failureId.get()));
return nullptr;
}
gl::CreateContextFlags flags = gl::CreateContextFlags::PREFER_ES3;
if (StaticPrefs::gfx_webrender_prefer_robustness_AtStartup()) {
flags |= gl::CreateContextFlags::PREFER_ROBUSTNESS;
}
if (egl->IsExtensionSupported(
gl::EGLExtension::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.
const auto dummySize = mozilla::gfx::IntSize(16, 16);
auto gl = gl::GLContextEGL::CreateEGLPBufferOffscreenContext(
egl, {flags}, dummySize, &failureId);
if (!gl || !gl->IsANGLE()) {
aError.Assign(nsPrintfCString("RcANGLE(create GL context failed: %x, %s)",
gl.get(), failureId.get()));
return nullptr;
}
if (!gl->MakeCurrent()) {
aError.Assign(
nsPrintfCString("RcANGLE(make current GL context failed: %x, %x)",
gl.get(), gl->mEgl->mLib->fGetError()));
return nullptr;
}
return gl.forget();
}
#endif
#if defined(MOZ_WIDGET_ANDROID) || defined(MOZ_WAYLAND) || defined(MOZ_X11)
static already_AddRefed<gl::GLContext> CreateGLContextEGL() {
// Create GLContext with dummy EGLSurface.
bool forHardwareWebRender = true;
// SW-WR uses CompositorOGL in native compositor.
if (gfx::gfxVars::UseSoftwareWebRender()) {
forHardwareWebRender = false;
}
RefPtr<gl::GLContext> gl =
gl::GLContextProviderEGL::CreateForCompositorWidget(
nullptr, forHardwareWebRender, /* aForceAccelerated */ true);
if (!gl || !gl->MakeCurrent()) {
gfxCriticalNote << "Failed GL context creation for hardware WebRender: "
<< forHardwareWebRender;
return nullptr;
}
return gl.forget();
}
#endif
#ifdef XP_MACOSX
static already_AddRefed<gl::GLContext> CreateGLContextCGL() {
nsCString failureUnused;
return gl::GLContextProvider::CreateHeadless(
{gl::CreateContextFlags::ALLOW_OFFLINE_RENDERER |
gl::CreateContextFlags::FORCE_ENABLE_HARDWARE},
&failureUnused);
}
#endif
static already_AddRefed<gl::GLContext> CreateGLContext(nsACString& aError) {
RefPtr<gl::GLContext> gl;
#ifdef XP_WIN
if (gfx::gfxVars::UseWebRenderANGLE()) {
gl = CreateGLContextANGLE(aError);
}
#elif defined(MOZ_WIDGET_ANDROID)
gl = CreateGLContextEGL();
#elif defined(MOZ_WAYLAND) || defined(MOZ_X11)
if (gfx::gfxVars::UseEGL()) {
gl = CreateGLContextEGL();
}
#elif XP_MACOSX
gl = CreateGLContextCGL();
#endif
wr::RenderThread::MaybeEnableGLDebugMessage(gl);
return gl.forget();
}
extern "C" {
void wr_notifier_wake_up(mozilla::wr::WrWindowId aWindowId,
bool aCompositeNeeded) {
mozilla::wr::RenderThread::Get()->IncPendingFrameCount(aWindowId, VsyncId(),
TimeStamp::Now());
mozilla::wr::RenderThread::Get()->DecPendingFrameBuildCount(aWindowId);
mozilla::wr::RenderThread::Get()->HandleFrameOneDoc(aWindowId,
aCompositeNeeded);
}
void wr_notifier_new_frame_ready(mozilla::wr::WrWindowId aWindowId) {
mozilla::wr::RenderThread::Get()->DecPendingFrameBuildCount(aWindowId);
mozilla::wr::RenderThread::Get()->HandleFrameOneDoc(aWindowId,
/* aRender */ true);
}
void wr_notifier_nop_frame_done(mozilla::wr::WrWindowId aWindowId) {
mozilla::wr::RenderThread::Get()->DecPendingFrameBuildCount(aWindowId);
mozilla::wr::RenderThread::Get()->HandleFrameOneDoc(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));
}
static void NotifyScheduleRender(mozilla::wr::WrWindowId aWindowId,
wr::RenderReasons aReasons) {
RefPtr<mozilla::layers::CompositorBridgeParent> cbp = mozilla::layers::
CompositorBridgeParent::GetCompositorBridgeParentFromWindowId(aWindowId);
if (cbp) {
cbp->ScheduleComposition(aReasons);
}
}
void wr_schedule_render(mozilla::wr::WrWindowId aWindowId,
wr::RenderReasons aReasons) {
layers::CompositorThread()->Dispatch(NewRunnableFunction(
"NotifyScheduleRender", &NotifyScheduleRender, aWindowId, aReasons));
}
static void NotifyDidSceneBuild(
mozilla::wr::WrWindowId aWindowId,
const RefPtr<const wr::WebRenderPipelineInfo>& aInfo) {
RefPtr<mozilla::layers::CompositorBridgeParent> cbp = mozilla::layers::
CompositorBridgeParent::GetCompositorBridgeParentFromWindowId(aWindowId);
if (cbp) {
cbp->NotifyDidSceneBuild(aInfo);
}
}
void wr_finished_scene_build(mozilla::wr::WrWindowId aWindowId,
mozilla::wr::WrPipelineInfo* aPipelineInfo) {
RefPtr<wr::WebRenderPipelineInfo> info = new wr::WebRenderPipelineInfo();
info->Raw() = std::move(*aPipelineInfo);
layers::CompositorThread()->Dispatch(NewRunnableFunction(
"NotifyDidSceneBuild", &NotifyDidSceneBuild, aWindowId, info));
}
} // extern C