зеркало из https://github.com/mozilla/gecko-dev.git
340 строки
11 KiB
C++
340 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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#ifndef MOZILLA_LAYERS_RENDERTHREAD_H
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#define MOZILLA_LAYERS_RENDERTHREAD_H
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#include "base/basictypes.h" // for DISALLOW_EVIL_CONSTRUCTORS
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#include "base/platform_thread.h" // for PlatformThreadId
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#include "base/thread.h" // for Thread
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#include "base/message_loop.h"
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#include "nsISupportsImpl.h"
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#include "ThreadSafeRefcountingWithMainThreadDestruction.h"
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#include "mozilla/gfx/Point.h"
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#include "mozilla/MozPromise.h"
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#include "mozilla/DataMutex.h"
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#include "mozilla/webrender/webrender_ffi.h"
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#include "mozilla/UniquePtr.h"
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#include "mozilla/webrender/WebRenderTypes.h"
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#include "mozilla/layers/SynchronousTask.h"
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#include "mozilla/layers/WebRenderCompositionRecorder.h"
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#include "mozilla/VsyncDispatcher.h"
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#include <list>
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#include <queue>
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#include <unordered_map>
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namespace mozilla {
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namespace gl {
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class GLContext;
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} // namespace gl
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namespace wr {
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typedef MozPromise<MemoryReport, bool, true> MemoryReportPromise;
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class RendererOGL;
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class RenderTextureHost;
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class RenderThread;
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/// A rayon thread pool that is shared by all WebRender instances within a
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/// process.
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class WebRenderThreadPool {
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public:
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WebRenderThreadPool();
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~WebRenderThreadPool();
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wr::WrThreadPool* Raw() {
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// If this pointer is null we are likely at some late shutdown stage,
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// when threads are no longer safe to interact with.
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MOZ_RELEASE_ASSERT(mThreadPool);
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return mThreadPool;
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}
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/// Prematurely destroys this handle to the thread pool.
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/// After calling this the object is useless.
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void Release();
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protected:
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wr::WrThreadPool* mThreadPool;
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};
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class WebRenderProgramCache final {
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public:
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explicit WebRenderProgramCache(wr::WrThreadPool* aThreadPool);
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~WebRenderProgramCache();
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wr::WrProgramCache* Raw() { return mProgramCache; }
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protected:
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wr::WrProgramCache* mProgramCache;
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};
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class WebRenderShaders final {
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public:
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WebRenderShaders(gl::GLContext* gl, WebRenderProgramCache* programCache);
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~WebRenderShaders();
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wr::WrShaders* RawShaders() { return mShaders; }
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protected:
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RefPtr<gl::GLContext> mGL;
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wr::WrShaders* mShaders;
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};
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class WebRenderPipelineInfo final {
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NS_INLINE_DECL_THREADSAFE_REFCOUNTING(WebRenderPipelineInfo);
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public:
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explicit WebRenderPipelineInfo(wr::WrPipelineInfo aPipelineInfo);
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const wr::WrPipelineInfo& Raw() { return mPipelineInfo; }
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protected:
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~WebRenderPipelineInfo();
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const wr::WrPipelineInfo mPipelineInfo;
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};
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/// Base class for an event that can be scheduled to run on the render thread.
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///
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/// The event can be passed through the same channels as regular WebRender
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/// messages to preserve ordering.
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class RendererEvent {
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public:
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virtual ~RendererEvent() = default;
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virtual void Run(RenderThread& aRenderThread, wr::WindowId aWindow) = 0;
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};
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/// The render thread is where WebRender issues all of its GPU work, and as much
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/// as possible this thread should only serve this purpose.
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///
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/// The render thread owns the different RendererOGLs (one per window) and
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/// implements the RenderNotifier api exposed by the WebRender bindings.
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///
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/// We should generally avoid posting tasks to the render thread's event loop
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/// directly and instead use the RendererEvent mechanism which avoids races
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/// between the events and WebRender's own messages.
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///
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/// The GL context(s) should be created and used on this thread only.
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/// XXX - I've tried to organize code so that we can potentially avoid making
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/// this a singleton since this bad habit has a tendency to bite us later, but
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/// I haven't gotten all the way there either, in order to focus on the more
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/// important pieces first. So we are a bit in-between (this is totally a
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/// singleton but in some places we pretend it's not). Hopefully we can evolve
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/// this in a way that keeps the door open to removing the singleton bits.
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class RenderThread final {
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NS_INLINE_DECL_THREADSAFE_REFCOUNTING_WITH_MAIN_THREAD_DESTRUCTION(
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RenderThread)
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public:
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/// Can be called from any thread.
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static RenderThread* Get();
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/// Can only be called from the main thread.
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static void Start();
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/// Can only be called from the main thread.
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static void ShutDown();
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/// Can be called from any thread.
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/// In most cases it is best to post RendererEvents through WebRenderAPI
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/// instead of scheduling directly to this message loop (so as to preserve the
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/// ordering of the messages).
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static MessageLoop* Loop();
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/// Can be called from any thread.
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static bool IsInRenderThread();
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// Can be called from any thread. Dispatches an event to the Renderer thread
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// to iterate over all Renderers, accumulates memory statistics, and resolves
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// the return promise.
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static RefPtr<MemoryReportPromise> AccumulateMemoryReport(
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MemoryReport aInitial);
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/// Can only be called from the render thread.
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void AddRenderer(wr::WindowId aWindowId, UniquePtr<RendererOGL> aRenderer);
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/// Can only be called from the render thread.
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void RemoveRenderer(wr::WindowId aWindowId);
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/// Can only be called from the render thread.
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RendererOGL* GetRenderer(wr::WindowId aWindowId);
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// RenderNotifier implementation
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/// Automatically forwarded to the render thread. Will trigger a render for
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/// the current pending frame once one call per document in that pending
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// frame has been received.
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void HandleFrameOneDoc(wr::WindowId aWindowId, bool aRender);
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/// Automatically forwarded to the render thread.
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void WakeUp(wr::WindowId aWindowId);
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/// Automatically forwarded to the render thread.
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void PipelineSizeChanged(wr::WindowId aWindowId, uint64_t aPipelineId,
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float aWidth, float aHeight);
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/// Automatically forwarded to the render thread.
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void RunEvent(wr::WindowId aWindowId, UniquePtr<RendererEvent> aCallBack);
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/// Can only be called from the render thread.
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void UpdateAndRender(wr::WindowId aWindowId, 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<wr::ImageFormat>& aReadbackFormat,
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const Maybe<Range<uint8_t>>& aReadbackBuffer,
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bool aHadSlowFrame);
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void Pause(wr::WindowId aWindowId);
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bool Resume(wr::WindowId aWindowId);
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/// Can be called from any thread.
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void RegisterExternalImage(uint64_t aExternalImageId,
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already_AddRefed<RenderTextureHost> aTexture);
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/// Can be called from any thread.
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void UnregisterExternalImage(uint64_t aExternalImageId);
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/// Can be called from any thread.
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void PrepareForUse(uint64_t aExternalImageId);
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/// Can be called from any thread.
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void NotifyNotUsed(uint64_t aExternalImageId);
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/// Can only be called from the render thread.
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void NofityForUse(uint64_t aExternalImageId);
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/// Can only be called from the render thread.
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void UnregisterExternalImageDuringShutdown(uint64_t aExternalImageId);
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/// Can only be called from the render thread.
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RenderTextureHost* GetRenderTexture(ExternalImageId aExternalImageId);
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/// Can be called from any thread.
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bool IsDestroyed(wr::WindowId aWindowId);
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/// Can be called from any thread.
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void SetDestroyed(wr::WindowId aWindowId);
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/// Can be called from any thread.
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bool TooManyPendingFrames(wr::WindowId aWindowId);
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/// Can be called from any thread.
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void IncPendingFrameCount(wr::WindowId aWindowId, const VsyncId& aStartId,
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const TimeStamp& aStartTime,
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uint8_t aDocFrameCount);
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void NotifySlowFrame(wr::WindowId aWindowId);
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/// Can be called from any thread.
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WebRenderThreadPool& ThreadPool() { return mThreadPool; }
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/// Returns the cache used to serialize shader programs to disk, if enabled.
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///
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/// Can only be called from the render thread.
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WebRenderProgramCache* GetProgramCache() {
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MOZ_ASSERT(IsInRenderThread());
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return mProgramCache.get();
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}
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/// Can only be called from the render thread.
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WebRenderShaders* GetShaders() {
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MOZ_ASSERT(IsInRenderThread());
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return mShaders.get();
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}
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/// Can only be called from the render thread.
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gl::GLContext* SharedGL();
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void ClearSharedGL();
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/// Can only be called from the render thread.
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void HandleDeviceReset(const char* aWhere, bool aNotify);
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/// Can only be called from the render thread.
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bool IsHandlingDeviceReset();
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/// Can be called from any thread.
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void SimulateDeviceReset();
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/// Can only be called from the render thread.
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void HandleWebRenderError(WebRenderError aError);
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/// Can only be called from the render thread.
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bool IsHandlingWebRenderError();
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size_t RendererCount();
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void SetCompositionRecorderForWindow(
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wr::WindowId aWindowId,
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UniquePtr<layers::WebRenderCompositionRecorder> aCompositionRecorder);
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void WriteCollectedFramesForWindow(wr::WindowId aWindowId);
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private:
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explicit RenderThread(base::Thread* aThread);
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void DeferredRenderTextureHostDestroy();
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void ShutDownTask(layers::SynchronousTask* aTask);
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void InitDeviceTask();
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void DoAccumulateMemoryReport(MemoryReport,
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const RefPtr<MemoryReportPromise::Private>&);
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~RenderThread();
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base::Thread* const mThread;
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WebRenderThreadPool mThreadPool;
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UniquePtr<WebRenderProgramCache> mProgramCache;
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UniquePtr<WebRenderShaders> mShaders;
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// An optional shared GLContext to be used for all
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// windows.
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RefPtr<gl::GLContext> mSharedGL;
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std::map<wr::WindowId, UniquePtr<RendererOGL>> mRenderers;
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std::map<wr::WindowId, UniquePtr<layers::WebRenderCompositionRecorder>>
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mCompositionRecorders;
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struct PendingFrameInfo {
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TimeStamp mStartTime;
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VsyncId mStartId;
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uint8_t mDocFramesSeen = 0;
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uint8_t mDocFramesTotal = 0;
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bool mFrameNeedsRender = false;
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};
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struct WindowInfo {
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// PendingCount() >= RenderingCount() at all times.
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int64_t PendingCount() { return mPendingFrames.size(); }
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int64_t RenderingCount() { return mIsRendering ? 1 : 0; }
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// If mIsRendering is true, mPendingFrames.front() is currently being
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// rendered.
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std::queue<PendingFrameInfo> mPendingFrames;
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bool mIsRendering = false;
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bool mIsDestroyed = false;
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bool mHadSlowFrame = false;
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};
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DataMutex<std::unordered_map<uint64_t, WindowInfo*>> mWindowInfos;
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Mutex mRenderTextureMapLock;
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std::unordered_map<uint64_t, RefPtr<RenderTextureHost>> mRenderTextures;
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// Used to remove all RenderTextureHost that are going to be removed by
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// a deferred callback and remove them right away without waiting for the
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// callback. On device reset we have to remove all GL related resources right
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// away.
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std::list<RefPtr<RenderTextureHost>> mRenderTexturesDeferred;
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bool mHasShutdown;
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bool mHandlingDeviceReset;
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bool mHandlingWebRenderError;
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};
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} // namespace wr
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} // namespace mozilla
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#endif
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