зеркало из https://github.com/mozilla/gecko-dev.git
434 строки
11 KiB
C++
434 строки
11 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/CompositorThread.h"
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#include "mozilla/layers/CompositorBridgeParent.h"
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#include "mozilla/StaticPtr.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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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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{
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}
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RenderThread::~RenderThread()
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{
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delete mThread;
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}
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// static
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RenderThread*
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RenderThread::Get()
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{
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return sRenderThread;
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}
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// static
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void
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RenderThread::Start()
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{
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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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}
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// static
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void
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RenderThread::ShutDown()
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{
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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 = WrapRunnable(
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RefPtr<RenderThread>(sRenderThread.get()),
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&RenderThread::ShutDownTask,
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&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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}
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void
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RenderThread::ShutDownTask(layers::SynchronousTask* aTask)
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{
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layers::AutoCompleteTask complete(aTask);
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MOZ_ASSERT(IsInRenderThread());
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}
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// static
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MessageLoop*
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RenderThread::Loop()
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{
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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
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RenderThread::IsInRenderThread()
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{
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return sRenderThread && sRenderThread->mThread->thread_id() == PlatformThread::CurrentId();
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}
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void
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RenderThread::AddRenderer(wr::WindowId aWindowId, UniquePtr<RendererOGL> aRenderer)
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{
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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] = Move(aRenderer);
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MutexAutoLock lock(mFrameCountMapLock);
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mPendingFrameCounts.Put(AsUint64(aWindowId), FrameCount());
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}
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void
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RenderThread::RemoveRenderer(wr::WindowId aWindowId)
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{
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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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MutexAutoLock lock(mFrameCountMapLock);
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mPendingFrameCounts.Remove(AsUint64(aWindowId));
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}
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RendererOGL*
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RenderThread::GetRenderer(wr::WindowId aWindowId)
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{
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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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void
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RenderThread::NewFrameReady(wr::WindowId aWindowId)
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{
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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(
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NewRunnableMethod<wr::WindowId>("wr::RenderThread::NewFrameReady",
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this,
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&RenderThread::NewFrameReady,
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aWindowId));
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return;
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}
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UpdateAndRender(aWindowId);
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DecPendingFrameCount(aWindowId);
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}
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void
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RenderThread::RunEvent(wr::WindowId aWindowId, UniquePtr<RendererEvent> aEvent)
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{
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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",
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this,
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&RenderThread::RunEvent,
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aWindowId,
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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
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NotifyDidRender(layers::CompositorBridgeParentBase* aBridge,
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wr::WrRenderedEpochs* aEpochs,
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TimeStamp aStart,
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TimeStamp aEnd)
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{
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wr::WrPipelineId pipeline;
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wr::WrEpoch epoch;
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while (wr_rendered_epochs_next(aEpochs, &pipeline, &epoch)) {
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aBridge->NotifyDidCompositeToPipeline(pipeline, epoch, aStart, aEnd);
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}
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wr_rendered_epochs_delete(aEpochs);
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}
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void
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RenderThread::UpdateAndRender(wr::WindowId aWindowId)
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{
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AUTO_PROFILER_TRACING("Paint", "Composite");
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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->Update();
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TimeStamp start = TimeStamp::Now();
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bool ret = renderer->Render();
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if (!ret) {
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// Render did not happen, do not call NotifyDidRender.
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return;
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}
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TimeStamp end = TimeStamp::Now();
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auto epochs = renderer->FlushRenderedEpochs();
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layers::CompositorThreadHolder::Loop()->PostTask(NewRunnableFunction(
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&NotifyDidRender,
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renderer->GetCompositorBridge(),
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epochs,
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start, end
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));
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}
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void
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RenderThread::Pause(wr::WindowId aWindowId)
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{
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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
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RenderThread::Resume(wr::WindowId aWindowId)
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{
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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
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RenderThread::TooManyPendingFrames(wr::WindowId aWindowId)
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{
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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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FrameCount count;
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if (!mPendingFrameCounts.Get(AsUint64(aWindowId), &count)) {
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MOZ_ASSERT(false);
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return true;
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}
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if (count.mPendingCount > maxFrameCount) {
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return true;
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}
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MOZ_ASSERT(count.mPendingCount >= count.mRenderingCount);
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return count.mPendingCount > count.mRenderingCount;
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}
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void
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RenderThread::IncPendingFrameCount(wr::WindowId aWindowId)
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{
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MutexAutoLock lock(mFrameCountMapLock);
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// Get the old count.
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FrameCount count;
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if (!mPendingFrameCounts.Get(AsUint64(aWindowId), &count)) {
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MOZ_ASSERT(false);
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return;
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}
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// Update pending frame count.
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count.mPendingCount = count.mPendingCount + 1;
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mPendingFrameCounts.Put(AsUint64(aWindowId), count);
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}
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void
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RenderThread::IncRenderingFrameCount(wr::WindowId aWindowId)
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{
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MutexAutoLock lock(mFrameCountMapLock);
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// Get the old count.
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FrameCount count;
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if (!mPendingFrameCounts.Get(AsUint64(aWindowId), &count)) {
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MOZ_ASSERT(false);
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return;
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}
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// Update rendering frame count.
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count.mRenderingCount = count.mRenderingCount + 1;
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mPendingFrameCounts.Put(AsUint64(aWindowId), count);
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}
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void
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RenderThread::DecPendingFrameCount(wr::WindowId aWindowId)
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{
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MutexAutoLock lock(mFrameCountMapLock);
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// Get the old count.
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FrameCount count;
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if (!mPendingFrameCounts.Get(AsUint64(aWindowId), &count)) {
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MOZ_ASSERT(false);
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return;
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}
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MOZ_ASSERT(count.mPendingCount > 0);
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MOZ_ASSERT(count.mRenderingCount > 0);
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if (count.mPendingCount <= 0) {
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return;
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}
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// Update frame counts.
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count.mPendingCount = count.mPendingCount - 1;
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count.mRenderingCount = count.mRenderingCount - 1;
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mPendingFrameCounts.Put(AsUint64(aWindowId), count);
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}
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void
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RenderThread::RegisterExternalImage(uint64_t aExternalImageId, already_AddRefed<RenderTextureHost> aTexture)
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{
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MutexAutoLock lock(mRenderTextureMapLock);
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if (mHasShutdown) {
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return;
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}
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MOZ_ASSERT(!mRenderTextures.GetWeak(aExternalImageId));
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mRenderTextures.Put(aExternalImageId, Move(aTexture));
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}
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void
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RenderThread::UnregisterExternalImage(uint64_t aExternalImageId)
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{
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MutexAutoLock lock(mRenderTextureMapLock);
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if (mHasShutdown) {
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return;
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}
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MOZ_ASSERT(mRenderTextures.GetWeak(aExternalImageId));
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if (!IsInRenderThread()) {
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// The RenderTextureHost should be released in render thread. So, post the
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// deletion task here.
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// The shmem and raw buffer are owned by compositor ipc channel. It's
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// possible that RenderTextureHost is still exist after the shmem/raw buffer
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// deletion. Then the buffer in RenderTextureHost becomes invalid. It's fine
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// for this situation. Gecko will only release the buffer if WR doesn't need
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// it. So, no one will access the invalid buffer in RenderTextureHost.
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RefPtr<RenderTextureHost> texture;
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mRenderTextures.Remove(aExternalImageId, getter_AddRefs(texture));
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Loop()->PostTask(NewRunnableMethod<RefPtr<RenderTextureHost>>(
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"RenderThread::DeferredRenderTextureHostDestroy",
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this, &RenderThread::DeferredRenderTextureHostDestroy, Move(texture)
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));
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} else {
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mRenderTextures.Remove(aExternalImageId);
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}
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}
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void
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RenderThread::DeferredRenderTextureHostDestroy(RefPtr<RenderTextureHost>)
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{
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// Do nothing. Just decrease the ref-count of RenderTextureHost.
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}
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RenderTextureHost*
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RenderThread::GetRenderTexture(wr::WrExternalImageId aExternalImageId)
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{
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MOZ_ASSERT(IsInRenderThread());
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MutexAutoLock lock(mRenderTextureMapLock);
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MOZ_ASSERT(mRenderTextures.GetWeak(aExternalImageId.mHandle));
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return mRenderTextures.GetWeak(aExternalImageId.mHandle);
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}
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WebRenderThreadPool::WebRenderThreadPool()
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{
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mThreadPool = wr_thread_pool_new();
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}
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WebRenderThreadPool::~WebRenderThreadPool()
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{
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wr_thread_pool_delete(mThreadPool);
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}
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} // namespace wr
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} // namespace mozilla
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extern "C" {
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void wr_notifier_new_frame_ready(mozilla::wr::WrWindowId aWindowId)
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{
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mozilla::wr::RenderThread::Get()->IncRenderingFrameCount(aWindowId);
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mozilla::wr::RenderThread::Get()->NewFrameReady(mozilla::wr::WindowId(aWindowId));
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}
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void wr_notifier_new_scroll_frame_ready(mozilla::wr::WrWindowId aWindowId, bool aCompositeNeeded)
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{
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// It is not necessary to update rendering with new_scroll_frame_ready.
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// WebRenderBridgeParent::CompositeToTarget() is implemented to call
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// WebRenderAPI::GenerateFrame() if it is necessary to trigger UpdateAndRender().
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// See Bug 1377688.
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}
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void wr_notifier_external_event(mozilla::wr::WrWindowId aWindowId, size_t aRawEvent)
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{
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mozilla::UniquePtr<mozilla::wr::RendererEvent> evt(
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reinterpret_cast<mozilla::wr::RendererEvent*>(aRawEvent));
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mozilla::wr::RenderThread::Get()->RunEvent(mozilla::wr::WindowId(aWindowId),
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mozilla::Move(evt));
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}
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} // extern C
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