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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_PAINTTHREAD_H
#define MOZILLA_LAYERS_PAINTTHREAD_H
#include "base/platform_thread.h"
#include "mozilla/RefPtr.h"
#include "mozilla/StaticPtr.h"
#include "mozilla/UniquePtr.h"
#include "mozilla/layers/TextureClient.h"
#include "RotatedBuffer.h"
#include "nsThreadUtils.h"
class nsIThreadPool;
namespace mozilla {
namespace gfx {
class DrawTarget;
class DrawTargetCapture;
}; // namespace gfx
namespace layers {
// A paint task contains a description of a rasterization work to be done
// on the paint thread or paint worker pool.
//
// More specifically it contains:
// 1. A capture command list of drawing commands
// 2. A destination draw target to replay the draw commands upon
// 3. A list of dependent texture clients that must be kept alive for the
// task's duration, and then destroyed on the main thread
class PaintTask {
public:
PaintTask() = default;
~PaintTask() = default;
void DropTextureClients();
RefPtr<gfx::DrawTarget> mTarget;
RefPtr<gfx::DrawTargetCapture> mCapture;
AutoTArray<RefPtr<TextureClient>, 4> mClients;
};
class CompositorBridgeChild;
class PaintThread final {
friend void DestroyPaintThread(UniquePtr<PaintThread>&& aPaintThread);
public:
static void Start();
static void Shutdown();
static PaintThread* Get();
// Helper for asserts.
static bool IsOnPaintThread();
bool IsOnPaintWorkerThread();
// This allows external users to run code on the paint thread.
void Dispatch(RefPtr<Runnable>& aRunnable);
// This allows the paint thread to dynamically toggle between a paint worker
// thread pool used with tiling, and a single paint thread used with rotated
// buffer.
void UpdateRenderMode();
// Must be called on the main thread. Queues an async paint
// task to be completed on the paint thread.
void QueuePaintTask(UniquePtr<PaintTask>&& aTask);
// Must be called on the main thread. Signifies that the current
// layer tree transaction has been finished and any async paints
// for it have been queued on the paint thread. This MUST be called
// at the end of a layer transaction as it will be used to do an optional
// texture sync and then unblock the main thread if it is waiting to paint
// a new frame.
void QueueEndLayerTransaction(SyncObjectClient* aSyncObject);
// Sync Runnables need threads to be ref counted,
// But this thread lives through the whole process.
// We're only temporarily using sync runnables so
// Override release/addref but don't do anything.
void Release();
void AddRef();
static int32_t CalculatePaintWorkerCount();
private:
PaintThread();
bool Init();
void ShutdownOnPaintThread();
void InitOnPaintThread();
void InitPaintWorkers();
void AsyncPaintTask(CompositorBridgeChild* aBridge, PaintTask* aTask);
void AsyncEndLayerTransaction(CompositorBridgeChild* aBridge);
static StaticAutoPtr<PaintThread> sSingleton;
static StaticRefPtr<nsIThread> sThread;
static PlatformThreadId sThreadId;
RefPtr<nsIThreadPool> mPaintWorkers;
};
} // namespace layers
} // namespace mozilla
#endif
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