1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
|
/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* 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_SurfacePoolCA_h
#define mozilla_layers_SurfacePoolCA_h
#include <IOSurface/IOSurfaceRef.h>
#include <deque>
#include <unordered_map>
#include "mozilla/Atomics.h"
#include "mozilla/DataMutex.h"
#include "mozilla/layers/SurfacePool.h"
#include "CFTypeRefPtr.h"
#include "MozFramebuffer.h"
#include "nsISupportsImpl.h"
namespace mozilla {
namespace gl {
class MozFramebuffer;
} // namespace gl
namespace layers {
class SurfacePoolHandleCA;
struct SurfacePoolCAWrapperForGL;
// An implementation of SurfacePool for IOSurfaces and GL framebuffers.
// The goal of having this pool is to avoid creating and destroying IOSurfaces
// and framebuffers frequently, because doing so is expensive.
// SurfacePoolCA is threadsafe. All its data is wrapped inside LockedPool, and
// each access to LockedPool is guarded with a lock through DataMutex.
//
// The pool satisfies the following requirements:
// - It can be shared across windows, even across windows with different
// GLContexts.
// - The number of unused surfaces that are available for recycling is capped
// to a fixed value per pool, regardless of how many windows use that pool.
// - When all windows are closed (all handles are gone), no surfaces are kept
// alive (the pool is destroyed).
// - There is an explicit way of deleting GL resources for a GLContext so that
// it can happen at a deterministic time on the right thread.
// - Additionally, once a GLContext is no longer being used in any window
// (really: any pool handle), all surface-associated GL resources of that
// context are destroyed.
// - For every IOSurface, only one set of GL resources is in existence at any
// given time. We don't want there to be framebuffers in two different
// GLContexts for one surface.
// - We do not want to recycle an IOSurface that currently has GL resources of
// context A for a pool handle that uses context B.
// - We need to delay IOSurface recycling until the window server is done with
// the surface (`!IOSurfaceIsInUse(surf)`)
class SurfacePoolCA final : public SurfacePool {
public:
// Get a handle for a new window. aGL can be nullptr.
RefPtr<SurfacePoolHandle> GetHandleForGL(gl::GLContext* aGL) override;
// Destroy all GL resources associated with aGL managed by this pool.
void DestroyGLResourcesForContext(gl::GLContext* aGL) override;
private:
friend struct SurfacePoolCAWrapperForGL;
friend class SurfacePoolHandleCA;
friend RefPtr<SurfacePool> SurfacePool::Create(size_t aPoolSizeLimit);
explicit SurfacePoolCA(size_t aPoolSizeLimit);
~SurfacePoolCA() override;
// Get an existing surface of aSize from the pool or create a new surface.
// The returned surface is guaranteed not to be in use by the window server.
CFTypeRefPtr<IOSurfaceRef> ObtainSurfaceFromPool(const gfx::IntSize& aSize,
gl::GLContext* aGL);
// Place a surface that was previously obtained from this pool back into the
// pool. aSurface may or may not be in use by the window server.
void ReturnSurfaceToPool(CFTypeRefPtr<IOSurfaceRef> aSurface);
// Re-run checks whether the window server still uses IOSurfaces which are
// eligible for recycling. The purpose of the "generation" counter is to
// reduce the number of calls to IOSurfaceIsInUse in a scenario where many
// windows / handles are calling CollectPendingSurfaces in the same frame
// (i.e. multiple simultaneously-animating windows).
uint64_t CollectPendingSurfaces(uint64_t aCheckGenerationsUpTo);
// Enforce the pool size limit by evicting surfaces as necessary. This should
// happen at the end of the frame so that we can temporarily exceed the limit
// within a frame.
void EnforcePoolSizeLimit();
// Get or create the framebuffer for the given surface and GL context.
// The returned framebuffer handle will become invalid once
// DestroyGLResourcesForContext or DecrementGLContextHandleCount are called.
// The framebuffer's depth buffer (if present) may be shared between multiple
// framebuffers! Do not assume anything about the depth buffer's existing
// contents (i.e. clear it at the beginning of the draw), and do not
// interleave drawing commands to different framebuffers in such a way that
// the shared depth buffer could cause trouble.
Maybe<GLuint> GetFramebufferForSurface(CFTypeRefPtr<IOSurfaceRef> aSurface,
gl::GLContext* aGL,
bool aNeedsDepthBuffer);
// Called by the destructor of SurfacePoolCAWrapperForGL so that we can clear
// our weak reference to it and delete GL resources.
void OnWrapperDestroyed(gl::GLContext* aGL,
SurfacePoolCAWrapperForGL* aWrapper);
// The actual pool implementation lives in LockedPool, which is accessed in
// a thread-safe manner.
struct LockedPool {
explicit LockedPool(size_t aPoolSizeLimit);
LockedPool(LockedPool&&) = default;
~LockedPool();
RefPtr<SurfacePoolCAWrapperForGL> GetWrapperForGL(SurfacePoolCA* aPool,
gl::GLContext* aGL);
void DestroyGLResourcesForContext(gl::GLContext* aGL);
CFTypeRefPtr<IOSurfaceRef> ObtainSurfaceFromPool(const gfx::IntSize& aSize,
gl::GLContext* aGL);
void ReturnSurfaceToPool(CFTypeRefPtr<IOSurfaceRef> aSurface);
uint64_t CollectPendingSurfaces(uint64_t aCheckGenerationsUpTo);
void EnforcePoolSizeLimit();
Maybe<GLuint> GetFramebufferForSurface(CFTypeRefPtr<IOSurfaceRef> aSurface,
gl::GLContext* aGL,
bool aNeedsDepthBuffer);
void OnWrapperDestroyed(gl::GLContext* aGL,
SurfacePoolCAWrapperForGL* aWrapper);
uint64_t EstimateTotalMemory();
uint64_t mCollectionGeneration = 0;
protected:
struct GLResourcesForSurface {
RefPtr<gl::GLContext> mGLContext; // non-null
UniquePtr<gl::MozFramebuffer> mFramebuffer; // non-null
};
struct SurfacePoolEntry {
gfx::IntSize mSize;
CFTypeRefPtr<IOSurfaceRef> mIOSurface; // non-null
Maybe<GLResourcesForSurface> mGLResources;
};
struct PendingSurfaceEntry {
SurfacePoolEntry mEntry;
// The value of LockedPool::mCollectionGeneration at the time
// IOSurfaceIsInUse was last called for mEntry.mIOSurface.
uint64_t mPreviousCheckGeneration;
// The number of times an IOSurfaceIsInUse check has been performed.
uint64_t mCheckCount;
};
template <typename F>
void MutateEntryStorage(const char* aMutationType,
const gfx::IntSize& aSize, F aFn);
template <typename F>
void ForEachEntry(F aFn);
bool CanRecycleSurfaceForRequest(const SurfacePoolEntry& aEntry,
const gfx::IntSize& aSize,
gl::GLContext* aGL);
RefPtr<gl::DepthAndStencilBuffer> GetDepthBufferForSharing(
gl::GLContext* aGL, const gfx::IntSize& aSize);
UniquePtr<gl::MozFramebuffer> CreateFramebufferForTexture(
gl::GLContext* aGL, const gfx::IntSize& aSize, GLuint aTexture,
bool aNeedsDepthBuffer);
// Every IOSurface that is managed by the pool is wrapped in a
// SurfacePoolEntry object. Every entry is stored in one of three buckets at
// any given time: mInUseEntries, mPendingEntries, or mAvailableEntries. All
// mutations to these buckets are performed via calls to
// MutateEntryStorage(). Entries can move between the buckets in the
// following ways:
//
// [new]
// | Create
// v
// +----------------------------------------------------------------+
// | mInUseEntries |
// +------+------------------------------+--------------------------+
// | ^ | Start waiting for
// | | Recycle v
// | | +-----------------------------+
// | | | mPendingEntries |
// | | +--+--------------------+-----+
// | Retain | | Stop waiting for |
// v | v |
// +-------------------+-------------------------+ |
// | mAvailableEntries | |
// +-----------------------------+---------------+ |
// | Evict | Eject
// v v
// [destroyed] [destroyed]
//
// Each arrow corresponds to one invocation of MutateEntryStorage() with the
// arrow's label passed as the aMutationType string parameter.
// Stores the entries for surfaces that are in use by NativeLayerCA, i.e. an
// entry is inside mInUseEntries between calls to ObtainSurfaceFromPool()
// and ReturnSurfaceToPool().
std::unordered_map<CFTypeRefPtr<IOSurfaceRef>, SurfacePoolEntry>
mInUseEntries;
// Stores entries which are no longer in use by NativeLayerCA but are still
// in use by the window server, i.e. for which
// IOSurfaceIsInUse(pendingSurfaceEntry.mEntry.mIOSurface.get()) still
// returns true. These entries are checked once per frame inside
// CollectPendingSurfaces(), and returned to mAvailableEntries once the
// window server is done.
nsTArray<PendingSurfaceEntry> mPendingEntries;
// Stores entries which are available for recycling. These entries are not
// in use by a NativeLayerCA or by the window server.
nsTArray<SurfacePoolEntry> mAvailableEntries;
// Keeps weak references to SurfacePoolCAWrapperForGL instances.
// For each GLContext* value (including nullptr), only one wrapper can
// exist at any time. The wrapper keeps a strong reference to us and
// notifies us when it gets destroyed. At that point we can call
// DestroyGLResourcesForContext because we know no other SurfaceHandles for
// that context exist.
std::unordered_map<gl::GLContext*, SurfacePoolCAWrapperForGL*> mWrappers;
size_t mPoolSizeLimit = 0;
struct DepthBufferEntry {
RefPtr<gl::GLContext> mGLContext;
gfx::IntSize mSize;
WeakPtr<gl::DepthAndStencilBuffer> mBuffer;
};
nsTArray<DepthBufferEntry> mDepthBuffers;
};
DataMutex<LockedPool> mPool;
};
// One process-wide instance per (SurfacePoolCA*, GLContext*) pair.
// Keeps the SurfacePool alive, and the SurfacePool has a weak reference to the
// wrapper so that it can ensure that there's only one wrapper for it per
// GLContext* at any time.
struct SurfacePoolCAWrapperForGL {
NS_INLINE_DECL_THREADSAFE_REFCOUNTING(SurfacePoolCAWrapperForGL);
const RefPtr<SurfacePoolCA> mPool; // non-null
const RefPtr<gl::GLContext> mGL; // can be null
SurfacePoolCAWrapperForGL(SurfacePoolCA* aPool, gl::GLContext* aGL)
: mPool(aPool), mGL(aGL) {}
protected:
~SurfacePoolCAWrapperForGL() { mPool->OnWrapperDestroyed(mGL, this); }
};
// A surface pool handle that is stored on NativeLayerCA and keeps the
// SurfacePool alive.
class SurfacePoolHandleCA final : public SurfacePoolHandle {
public:
SurfacePoolHandleCA* AsSurfacePoolHandleCA() override { return this; }
const auto& gl() { return mPoolWrapper->mGL; }
CFTypeRefPtr<IOSurfaceRef> ObtainSurfaceFromPool(const gfx::IntSize& aSize);
void ReturnSurfaceToPool(CFTypeRefPtr<IOSurfaceRef> aSurface);
Maybe<GLuint> GetFramebufferForSurface(CFTypeRefPtr<IOSurfaceRef> aSurface,
bool aNeedsDepthBuffer);
RefPtr<SurfacePool> Pool() override { return mPoolWrapper->mPool; }
void OnBeginFrame() override;
void OnEndFrame() override;
private:
friend class SurfacePoolCA;
SurfacePoolHandleCA(RefPtr<SurfacePoolCAWrapperForGL>&& aPoolWrapper,
uint64_t aCurrentCollectionGeneration);
~SurfacePoolHandleCA() override;
const RefPtr<SurfacePoolCAWrapperForGL> mPoolWrapper;
DataMutex<uint64_t> mPreviousFrameCollectionGeneration;
};
} // namespace layers
} // namespace mozilla
#endif // mozilla_layers_SurfacePoolCA_h
|