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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-28 14:29:10 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-28 14:29:10 +0000 |
commit | 2aa4a82499d4becd2284cdb482213d541b8804dd (patch) | |
tree | b80bf8bf13c3766139fbacc530efd0dd9d54394c /gfx/webrender_bindings/RenderThread.cpp | |
parent | Initial commit. (diff) | |
download | firefox-2aa4a82499d4becd2284cdb482213d541b8804dd.tar.xz firefox-2aa4a82499d4becd2284cdb482213d541b8804dd.zip |
Adding upstream version 86.0.1.upstream/86.0.1upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'gfx/webrender_bindings/RenderThread.cpp')
-rw-r--r-- | gfx/webrender_bindings/RenderThread.cpp | 1194 |
1 files changed, 1194 insertions, 0 deletions
diff --git a/gfx/webrender_bindings/RenderThread.cpp b/gfx/webrender_bindings/RenderThread.cpp new file mode 100644 index 0000000000..5b4dc3676e --- /dev/null +++ b/gfx/webrender_bindings/RenderThread.cpp @@ -0,0 +1,1194 @@ +/* -*- 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 "nsThreadUtils.h" +#include "transport/runnable_utils.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/StaticPtr.h" +#include "mozilla/Telemetry.h" +#include "mozilla/webrender/RendererOGL.h" +#include "mozilla/webrender/RenderTextureHost.h" +#include "mozilla/widget/CompositorWidget.h" + +#ifdef XP_WIN +# include "GLContextEGL.h" +# include "GLLibraryEGL.h" +# include "mozilla/widget/WinCompositorWindowThread.h" +# include "mozilla/gfx/DeviceManagerDx.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 <gdk/gdkx.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 { +namespace wr { + +static StaticRefPtr<RenderThread> sRenderThread; + +RenderThread::RenderThread(base::Thread* aThread) + : mThread(aThread), + mThreadPool(false), + mThreadPoolLP(true), + mWindowInfos("RenderThread.mWindowInfos"), + mRenderTextureMapLock("RenderThread.mRenderTextureMapLock"), + mHasShutdown(false), + mHandlingDeviceReset(false), + mHandlingWebRenderError(false) {} + +RenderThread::~RenderThread() { + MOZ_ASSERT(mRenderTexturesDeferred.empty()); + 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); +#ifdef XP_WIN + widget::WinCompositorWindowThread::Start(); +#endif + layers::SharedSurfacesParent::Initialize(); + + RefPtr<Runnable> runnable = WrapRunnable( + RefPtr<RenderThread>(sRenderThread.get()), &RenderThread::InitDeviceTask); + sRenderThread->Loop()->PostTask(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->Loop()->PostTask(runnable.forget()); + task.Wait(); + + 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()); + + // 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::Shutdown(); + + ClearAllBlobImageResources(); + ClearSharedGL(); + ClearSharedSurfacePool(); +} + +// 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::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() || !Get()->Loop()) { + // 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()->Loop()->PostTask( + 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()); + + 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()); + + if (mHasShutdown) { + return; + } + + mRenderers.erase(aWindowId); + + if (mRenderers.size() == 0 && mHandlingDeviceReset) { + mHandlingDeviceReset = 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()) { + Loop()->PostTask(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()) { + Loop()->PostTask(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, nsCString aUI) { + if (mHasShutdown) { + return; + } + + if (!IsInRenderThread()) { + Loop()->PostTask(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()) { + Loop()->PostTask( + 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, + 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) { + AUTO_PROFILER_TRACING_MARKER("Paint", "Composite", 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; + } + + 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()); + + 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. + + 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( + uint64_t 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(uint64_t 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)); + Loop()->PostTask(NewRunnableMethod( + "RenderThread::DeferredRenderTextureHostDestroy", this, + &RenderThread::DeferredRenderTextureHostDestroy)); + } else { + mRenderTextures.erase(it); + } +} + +void RenderThread::PrepareForUse(uint64_t aExternalImageId) { + AddRenderTextureOp(RenderTextureOp::PrepareForUse, aExternalImageId); +} + +void RenderThread::NotifyNotUsed(uint64_t aExternalImageId) { + AddRenderTextureOp(RenderTextureOp::NotifyNotUsed, aExternalImageId); +} + +void RenderThread::NotifyForUse(uint64_t aExternalImageId) { + AddRenderTextureOp(RenderTextureOp::NotifyForUse, aExternalImageId); +} + +void RenderThread::AddRenderTextureOp(RenderTextureOp aOp, + uint64_t 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)); + Loop()->PostTask(NewRunnableMethod("RenderThread::HandleRenderTextureOps", + this, + &RenderThread::HandleRenderTextureOps)); +} + +void RenderThread::HandleRenderTextureOps() { + MOZ_ASSERT(IsInRenderThread()); + + std::list<std::pair<RenderTextureOp, RefPtr<RenderTextureHost>>> + renderTextureOps; + { + MutexAutoLock lock(mRenderTextureMapLock); + mRenderTextureOps.swap(renderTextureOps); + } + + 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( + uint64_t 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( + wr::ExternalImageId aExternalImageId) { + MOZ_ASSERT(IsInRenderThread()); + + MutexAutoLock lock(mRenderTextureMapLock); + auto it = mRenderTextures.find(AsUint64(aExternalImageId)); + MOZ_ASSERT(it != mRenderTextures.end()); + if (it == mRenderTextures.end()) { + return nullptr; + } + return it->second; +} + +void RenderThread::InitDeviceTask() { + MOZ_ASSERT(IsInRenderThread()); + MOZ_ASSERT(!mSharedGL); + + if (gfx::gfxVars::UseSoftwareWebRender()) { + // Ensure we don't instantiate any shared GL context when SW-WR is used. + return; + } + + nsAutoCString err; + mSharedGL = CreateGLContext(err); + if (gfx::gfxVars::UseWebRenderProgramBinaryDisk()) { + mProgramCache = MakeUnique<WebRenderProgramCache>(ThreadPool().Raw()); + } + // Query the shared GL context to force the + // lazy initialization to happen now. + SharedGL(); +} + +#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, + layers::CompositorBridgeParent* aBridge, + GLenum aReason) { + MOZ_ASSERT(IsInRenderThread()); + + if (mHandlingDeviceReset) { + return; + } + +#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(); + } + } + + mHandlingDeviceReset = aReason != LOCAL_GL_NO_ERROR; + if (mHandlingDeviceReset) { + // All RenderCompositors will be destroyed by the GPUProcessManager in + // either OnRemoteProcessDeviceReset via the GPUChild, or + // OnInProcessDeviceReset here directly. + 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()) { + Loop()->PostTask(NewRunnableMethod("RenderThread::SimulateDeviceReset", + this, + &RenderThread::SimulateDeviceReset)); + } else { + // When this function is called GPUProcessManager::SimulateDeviceReset() + // already triggers destroying all CompositorSessions before re-creating + // them. + HandleDeviceReset("SimulateDeviceReset", nullptr, 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::SharedGL() { + nsAutoCString err; + auto gl = SharedGL(err); + if (!err.IsEmpty()) { + gfxCriticalNote << err.get(); + } + return gl; +} + +gl::GLContext* RenderThread::SharedGL(nsACString& aError) { + MOZ_ASSERT(IsInRenderThread()); + if (!mSharedGL) { + mSharedGL = CreateGLContext(aError); + mShaders = nullptr; + } + if (mSharedGL && !mShaders) { + mShaders = MakeUnique<WebRenderShaders>(mSharedGL, mProgramCache.get()); + } + + return mSharedGL.get(); +} + +void RenderThread::ClearSharedGL() { + MOZ_ASSERT(IsInRenderThread()); + if (mSurfacePool) { + mSurfacePool->DestroyGLResourcesForContext(mSharedGL); + } + mShaders = nullptr; + mSharedGL = nullptr; +} + +RefPtr<layers::SurfacePool> RenderThread::SharedSurfacePool() { +#ifdef XP_MACOSX + 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 wr +} // namespace mozilla + +#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 | + 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) +static already_AddRefed<gl::GLContext> CreateGLContextEGL() { + // Create GLContext with dummy EGLSurface. + RefPtr<gl::GLContext> gl = + gl::GLContextProviderEGL::CreateForCompositorWidget( + nullptr, /* aWebRender */ true, /* aForceAccelerated */ true); + if (!gl || !gl->MakeCurrent()) { + gfxCriticalNote << "Failed GL context creation for WebRender: " + << gfx::hexa(gl.get()); + 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) + if (gdk_display_get_default() && + !GDK_IS_X11_DISPLAY(gdk_display_get_default())) { + 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)); +} + +void wr_schedule_render(mozilla::wr::WrWindowId aWindowId) { + RefPtr<mozilla::layers::CompositorBridgeParent> cbp = mozilla::layers:: + CompositorBridgeParent::GetCompositorBridgeParentFromWindowId(aWindowId); + if (cbp) { + cbp->ScheduleRenderOnCompositorThread(); + } +} + +static void NotifyDidSceneBuild(RefPtr<layers::CompositorBridgeParent> aBridge, + RefPtr<const wr::WebRenderPipelineInfo> aInfo) { + aBridge->NotifyDidSceneBuild(aInfo); +} + +void wr_finished_scene_build(mozilla::wr::WrWindowId aWindowId, + mozilla::wr::WrPipelineInfo* aInfo) { + RefPtr<mozilla::layers::CompositorBridgeParent> cbp = mozilla::layers:: + CompositorBridgeParent::GetCompositorBridgeParentFromWindowId(aWindowId); + RefPtr<wr::WebRenderPipelineInfo> info = new wr::WebRenderPipelineInfo(); + info->Raw() = std::move(*aInfo); + if (cbp) { + layers::CompositorThread()->Dispatch(NewRunnableFunction( + "NotifyDidSceneBuild", &NotifyDidSceneBuild, cbp, info)); + } +} + +} // extern C |