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