gecko-dev/gfx/webrender_bindings/RenderThread.cpp

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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 "RenderThread.h"
#include "nsThreadUtils.h"
#include "mtransport/runnable_utils.h"
#include "mozilla/layers/CompositorThread.h"
#include "mozilla/layers/CompositorBridgeParent.h"
#include "mozilla/StaticPtr.h"
#include "mozilla/webrender/RendererOGL.h"
#include "mozilla/webrender/RenderTextureHost.h"
#include "mozilla/widget/CompositorWidget.h"
namespace mozilla {
namespace wr {
static StaticRefPtr<RenderThread> sRenderThread;
RenderThread::RenderThread(base::Thread* aThread)
: mThread(aThread)
, mFrameCountMapLock("RenderThread.mFrameCountMapLock")
, mRenderTextureMapLock("RenderThread.mRenderTextureMapLock")
, mHasShutdown(false)
{
}
RenderThread::~RenderThread()
{
delete mThread;
}
// static
RenderThread*
RenderThread::Get()
{
return sRenderThread;
}
// static
void
RenderThread::Start()
{
MOZ_ASSERT(NS_IsMainThread());
MOZ_ASSERT(!sRenderThread);
base::Thread* thread = new base::Thread("Renderer");
base::Thread::Options options;
// TODO(nical): The compositor thread has a bunch of specific options, see
// which ones make sense here.
if (!thread->StartWithOptions(options)) {
delete thread;
return;
}
sRenderThread = new RenderThread(thread);
}
// 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->Loop()->PostTask(runnable.forget());
task.Wait();
sRenderThread = nullptr;
}
void
RenderThread::ShutDownTask(layers::SynchronousTask* aTask)
{
layers::AutoCompleteTask complete(aTask);
MOZ_ASSERT(IsInRenderThread());
}
// static
MessageLoop*
RenderThread::Loop()
{
return sRenderThread ? sRenderThread->mThread->message_loop() : nullptr;
}
// static
bool
RenderThread::IsInRenderThread()
{
return sRenderThread && sRenderThread->mThread->thread_id() == PlatformThread::CurrentId();
}
void
RenderThread::AddRenderer(wr::WindowId aWindowId, UniquePtr<RendererOGL> aRenderer)
{
MOZ_ASSERT(IsInRenderThread());
if (mHasShutdown) {
return;
}
mRenderers[aWindowId] = Move(aRenderer);
MutexAutoLock lock(mFrameCountMapLock);
mWindowInfos.Put(AsUint64(aWindowId), WindowInfo());
}
void
RenderThread::RemoveRenderer(wr::WindowId aWindowId)
{
MOZ_ASSERT(IsInRenderThread());
if (mHasShutdown) {
return;
}
mRenderers.erase(aWindowId);
MutexAutoLock lock(mFrameCountMapLock);
mWindowInfos.Remove(AsUint64(aWindowId));
}
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();
}
void
RenderThread::NewFrameReady(wr::WindowId aWindowId)
{
if (mHasShutdown) {
return;
}
if (!IsInRenderThread()) {
Loop()->PostTask(
NewRunnableMethod<wr::WindowId>("wr::RenderThread::NewFrameReady",
this,
&RenderThread::NewFrameReady,
aWindowId));
return;
}
if (IsDestroyed(aWindowId)) {
return;
}
UpdateAndRender(aWindowId);
DecPendingFrameCount(aWindowId);
}
void
RenderThread::WakeUp(wr::WindowId aWindowId)
{
if (mHasShutdown) {
return;
}
if (!IsInRenderThread()) {
Loop()->PostTask(
NewRunnableMethod<wr::WindowId>("wr::RenderThread::WakeUp",
this,
&RenderThread::WakeUp,
aWindowId));
return;
}
if (IsDestroyed(aWindowId)) {
return;
}
auto it = mRenderers.find(aWindowId);
MOZ_ASSERT(it != mRenderers.end());
if (it != mRenderers.end()) {
it->second->Update();
}
}
void
RenderThread::RunEvent(wr::WindowId aWindowId, UniquePtr<RendererEvent> aEvent)
{
if (!IsInRenderThread()) {
Loop()->PostTask(
NewRunnableMethod<wr::WindowId, UniquePtr<RendererEvent>&&>(
"wr::RenderThread::RunEvent",
this,
&RenderThread::RunEvent,
aWindowId,
Move(aEvent)));
return;
}
aEvent->Run(*this, aWindowId);
aEvent = nullptr;
}
static void
NotifyDidRender(layers::CompositorBridgeParentBase* aBridge,
wr::WrPipelineInfo* aInfo,
TimeStamp aStart,
TimeStamp aEnd)
{
wr::WrPipelineId pipeline;
wr::WrEpoch epoch;
while (wr_pipeline_info_next_epoch(aInfo, &pipeline, &epoch)) {
aBridge->NotifyDidCompositeToPipeline(pipeline, epoch, aStart, aEnd);
}
while (wr_pipeline_info_next_removed_pipeline(aInfo, &pipeline)) {
aBridge->NotifyPipelineRemoved(pipeline);
}
wr_pipeline_info_delete(aInfo);
}
void
RenderThread::UpdateAndRender(wr::WindowId aWindowId, bool aReadback)
{
AUTO_PROFILER_TRACING("Paint", "Composite");
MOZ_ASSERT(IsInRenderThread());
auto it = mRenderers.find(aWindowId);
MOZ_ASSERT(it != mRenderers.end());
if (it == mRenderers.end()) {
return;
}
auto& renderer = it->second;
TimeStamp start = TimeStamp::Now();
bool ret = renderer->UpdateAndRender(aReadback);
if (!ret) {
// Render did not happen, do not call NotifyDidRender.
return;
}
TimeStamp end = TimeStamp::Now();
auto info = renderer->FlushPipelineInfo();
layers::CompositorThreadHolder::Loop()->PostTask(NewRunnableFunction(
"NotifyDidRenderRunnable",
&NotifyDidRender,
renderer->GetCompositorBridge(),
info,
start, end
));
}
void
RenderThread::Pause(wr::WindowId aWindowId)
{
MOZ_ASSERT(IsInRenderThread());
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());
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.
MutexAutoLock lock(mFrameCountMapLock);
WindowInfo info;
if (!mWindowInfos.Get(AsUint64(aWindowId), &info)) {
MOZ_ASSERT(false);
return true;
}
if (info.mPendingCount > maxFrameCount) {
return true;
}
MOZ_ASSERT(info.mPendingCount >= info.mRenderingCount);
return info.mPendingCount > info.mRenderingCount;
}
bool
RenderThread::IsDestroyed(wr::WindowId aWindowId)
{
MutexAutoLock lock(mFrameCountMapLock);
WindowInfo info;
if (!mWindowInfos.Get(AsUint64(aWindowId), &info)) {
return true;
}
return info.mIsDestroyed;
}
void
RenderThread::SetDestroyed(wr::WindowId aWindowId)
{
MutexAutoLock lock(mFrameCountMapLock);
WindowInfo info;
if (!mWindowInfos.Get(AsUint64(aWindowId), &info)) {
MOZ_ASSERT(false);
return;
}
info.mIsDestroyed = true;
mWindowInfos.Put(AsUint64(aWindowId), info);
}
void
RenderThread::IncPendingFrameCount(wr::WindowId aWindowId)
{
MutexAutoLock lock(mFrameCountMapLock);
// Get the old count.
WindowInfo info;
if (!mWindowInfos.Get(AsUint64(aWindowId), &info)) {
MOZ_ASSERT(false);
return;
}
// Update pending frame count.
info.mPendingCount = info.mPendingCount + 1;
mWindowInfos.Put(AsUint64(aWindowId), info);
}
void
RenderThread::IncRenderingFrameCount(wr::WindowId aWindowId)
{
MutexAutoLock lock(mFrameCountMapLock);
// Get the old count.
WindowInfo info;
if (!mWindowInfos.Get(AsUint64(aWindowId), &info)) {
MOZ_ASSERT(false);
return;
}
// Update rendering frame count.
info.mRenderingCount = info.mRenderingCount + 1;
mWindowInfos.Put(AsUint64(aWindowId), info);
}
void
RenderThread::DecPendingFrameCount(wr::WindowId aWindowId)
{
MutexAutoLock lock(mFrameCountMapLock);
// Get the old count.
WindowInfo info;
if (!mWindowInfos.Get(AsUint64(aWindowId), &info)) {
MOZ_ASSERT(false);
return;
}
MOZ_ASSERT(info.mPendingCount > 0);
MOZ_ASSERT(info.mRenderingCount > 0);
if (info.mPendingCount <= 0) {
return;
}
// Update frame counts.
info.mPendingCount = info.mPendingCount - 1;
info.mRenderingCount = info.mRenderingCount - 1;
mWindowInfos.Put(AsUint64(aWindowId), info);
}
void
RenderThread::RegisterExternalImage(uint64_t aExternalImageId, already_AddRefed<RenderTextureHost> aTexture)
{
MutexAutoLock lock(mRenderTextureMapLock);
if (mHasShutdown) {
return;
}
MOZ_ASSERT(!mRenderTextures.GetWeak(aExternalImageId));
mRenderTextures.Put(aExternalImageId, Move(aTexture));
}
void
RenderThread::UnregisterExternalImage(uint64_t aExternalImageId)
{
MutexAutoLock lock(mRenderTextureMapLock);
if (mHasShutdown) {
return;
}
MOZ_ASSERT(mRenderTextures.GetWeak(aExternalImageId));
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;
mRenderTextures.Remove(aExternalImageId, getter_AddRefs(texture));
Loop()->PostTask(NewRunnableMethod<RefPtr<RenderTextureHost>>(
"RenderThread::DeferredRenderTextureHostDestroy",
this, &RenderThread::DeferredRenderTextureHostDestroy, Move(texture)
));
} else {
mRenderTextures.Remove(aExternalImageId);
}
}
void
RenderThread::DeferredRenderTextureHostDestroy(RefPtr<RenderTextureHost>)
{
// Do nothing. Just decrease the ref-count of RenderTextureHost.
}
RenderTextureHost*
RenderThread::GetRenderTexture(wr::WrExternalImageId aExternalImageId)
{
MOZ_ASSERT(IsInRenderThread());
MutexAutoLock lock(mRenderTextureMapLock);
MOZ_ASSERT(mRenderTextures.GetWeak(aExternalImageId.mHandle));
return mRenderTextures.GetWeak(aExternalImageId.mHandle);
}
WebRenderProgramCache*
RenderThread::ProgramCache()
{
MOZ_ASSERT(IsInRenderThread());
if (!mProgramCache) {
mProgramCache = MakeUnique<WebRenderProgramCache>();
}
return mProgramCache.get();
}
WebRenderThreadPool::WebRenderThreadPool()
{
mThreadPool = wr_thread_pool_new();
}
WebRenderThreadPool::~WebRenderThreadPool()
{
wr_thread_pool_delete(mThreadPool);
}
WebRenderProgramCache::WebRenderProgramCache()
{
mProgramCache = wr_program_cache_new();
}
WebRenderProgramCache::~WebRenderProgramCache()
{
wr_program_cache_delete(mProgramCache);
}
} // namespace wr
} // namespace mozilla
extern "C" {
static void NewFrameReady(mozilla::wr::WrWindowId aWindowId)
{
mozilla::wr::RenderThread::Get()->IncRenderingFrameCount(aWindowId);
mozilla::wr::RenderThread::Get()->NewFrameReady(mozilla::wr::WindowId(aWindowId));
}
void wr_notifier_wake_up(mozilla::wr::WrWindowId aWindowId)
{
mozilla::wr::RenderThread::Get()->WakeUp(mozilla::wr::WindowId(aWindowId));
}
void wr_notifier_new_frame_ready(mozilla::wr::WrWindowId aWindowId)
{
NewFrameReady(aWindowId);
}
void wr_notifier_new_scroll_frame_ready(mozilla::wr::WrWindowId aWindowId, bool aCompositeNeeded)
{
// If we sent a transaction that contained both scrolling updates and a
// GenerateFrame, we can get this function called with aCompositeNeeded=true
// instead of wr_notifier_new_frame_ready. In that case we want to update the
// rendering.
if (aCompositeNeeded) {
NewFrameReady(aWindowId);
}
}
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),
mozilla::Move(evt));
}
} // extern C