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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/UniquePtr.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 ShaderProgramOGLsHolder;
+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.
+///
+/// Callers are not allowed to post tasks to the render thread's event loop
+/// directly and must 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(uint32_t aNamespace);
+
+ /// Can only be called from the main thread.
+ static void ShutDown();
+
+ /// Can be called from any thread.
+ static bool IsInRenderThread();
+
+ /// Can be called from any thread.
+ static already_AddRefed<nsIThread> GetRenderThread();
+
+ // 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);
+
+ /// 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, const nsACString& aUI);
+
+ /// Automatically forwarded to the render thread.
+ void PipelineSizeChanged(wr::WindowId aWindowId, uint64_t aPipelineId,
+ float aWidth, float aHeight);
+
+ /// Post RendererEvent to the render thread.
+ void PostEvent(wr::WindowId aWindowId, UniquePtr<RendererEvent> aEvent);
+
+ /// Can only be called from the render thread.
+ void SetFramePublishId(wr::WindowId aWindowId, FramePublishId aPublishId);
+
+ /// 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(const wr::ExternalImageId& aExternalImageId,
+ already_AddRefed<RenderTextureHost> aTexture);
+
+ /// Can be called from any thread.
+ void UnregisterExternalImage(const wr::ExternalImageId& aExternalImageId);
+
+ /// Can be called from any thread.
+ void DestroyExternalImagesSyncWait(
+ const std::vector<wr::ExternalImageId>&& aIds);
+
+ /// Can be called from any thread.
+ void PrepareForUse(const wr::ExternalImageId& aExternalImageId);
+
+ /// Can be called from any thread.
+ void NotifyNotUsed(const wr::ExternalImageId& aExternalImageId);
+
+ /// Can be called from any thread.
+ void NotifyForUse(const wr::ExternalImageId& aExternalImageId);
+
+ void HandleRenderTextureOps();
+
+ /// Can only be called from the render thread.
+ void UnregisterExternalImageDuringShutdown(
+ const wr::ExternalImageId& aExternalImageId);
+
+ /// Can only be called from the render thread.
+ RenderTextureHost* GetRenderTexture(
+ const wr::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);
+ void DecPendingFrameCount(wr::WindowId aWindowId);
+
+ // RenderNotifier implementation
+ void WrNotifierEvent_WakeUp(WrWindowId aWindowId, bool aCompositeNeeded);
+ void WrNotifierEvent_NewFrameReady(WrWindowId aWindowId,
+ bool aCompositeNeeded,
+ FramePublishId aPublishId);
+ void WrNotifierEvent_ExternalEvent(WrWindowId aWindowId, size_t aRawEvent);
+
+ /// 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* SingletonGL(nsACString& aError);
+ gl::GLContext* SingletonGL();
+ gl::GLContext* SingletonGLForCompositorOGL();
+ void ClearSingletonGL();
+ RefPtr<layers::SurfacePool> SharedSurfacePool();
+ void ClearSharedSurfacePool();
+
+ RefPtr<layers::ShaderProgramOGLsHolder> GetProgramsForCompositorOGL();
+
+ /// Can only be called from the render thread.
+ void HandleDeviceReset(const char* aWhere, 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() const;
+ size_t ActiveRendererCount() const;
+
+ void BeginRecordingForWindow(wr::WindowId aWindowId,
+ const TimeStamp& aRecordingStart,
+ wr::PipelineId aRootPipelineId);
+
+ Maybe<layers::FrameRecording> EndRecordingForWindow(wr::WindowId aWindowId);
+
+ static void MaybeEnableGLDebugMessage(gl::GLContext* aGLContext);
+
+ private:
+ enum class RenderTextureOp {
+ PrepareForUse,
+ NotifyForUse,
+ NotifyNotUsed,
+ };
+ class WrNotifierEvent {
+ public:
+ enum class Tag {
+ WakeUp,
+ NewFrameReady,
+ ExternalEvent,
+ };
+ const Tag mTag;
+
+ private:
+ WrNotifierEvent(const Tag aTag, const bool aCompositeNeeded)
+ : mTag(aTag), mCompositeNeeded(aCompositeNeeded) {
+ MOZ_ASSERT(mTag == Tag::WakeUp);
+ }
+ WrNotifierEvent(const Tag aTag, bool aCompositeNeeded,
+ FramePublishId aPublishId)
+ : mTag(aTag),
+ mCompositeNeeded(aCompositeNeeded),
+ mPublishId(aPublishId) {
+ MOZ_ASSERT(mTag == Tag::NewFrameReady);
+ }
+ WrNotifierEvent(const Tag aTag, UniquePtr<RendererEvent>&& aRendererEvent)
+ : mTag(aTag), mRendererEvent(std::move(aRendererEvent)) {
+ MOZ_ASSERT(mTag == Tag::ExternalEvent);
+ }
+
+ const bool mCompositeNeeded = false;
+ const FramePublishId mPublishId = FramePublishId::INVALID;
+ UniquePtr<RendererEvent> mRendererEvent;
+
+ public:
+ static WrNotifierEvent WakeUp(const bool aCompositeNeeded) {
+ return WrNotifierEvent(Tag::WakeUp, aCompositeNeeded);
+ }
+
+ static WrNotifierEvent NewFrameReady(const bool aCompositeNeeded,
+ const FramePublishId aPublishId) {
+ return WrNotifierEvent(Tag::NewFrameReady, aCompositeNeeded, aPublishId);
+ }
+
+ static WrNotifierEvent ExternalEvent(
+ UniquePtr<RendererEvent>&& aRendererEvent) {
+ return WrNotifierEvent(Tag::ExternalEvent, std::move(aRendererEvent));
+ }
+
+ bool CompositeNeeded() {
+ if (mTag == Tag::WakeUp || mTag == Tag::NewFrameReady) {
+ return mCompositeNeeded;
+ }
+ MOZ_ASSERT_UNREACHABLE("unexpected to be called");
+ return false;
+ }
+ FramePublishId PublishId() {
+ if (mTag == Tag::NewFrameReady) {
+ return mPublishId;
+ }
+ MOZ_ASSERT_UNREACHABLE("unexpected to be called");
+ return FramePublishId::INVALID;
+ }
+ UniquePtr<RendererEvent> ExternalEvent() {
+ if (mTag == Tag::ExternalEvent) {
+ MOZ_ASSERT(mRendererEvent);
+ return std::move(mRendererEvent);
+ }
+ MOZ_ASSERT_UNREACHABLE("unexpected to be called");
+ return nullptr;
+ }
+ };
+
+ explicit RenderThread(RefPtr<nsIThread> aThread);
+
+ void HandleFrameOneDocInner(wr::WindowId aWindowId, bool aRender,
+ bool aTrackedFrame,
+ Maybe<FramePublishId> aPublishId);
+
+ void DeferredRenderTextureHostDestroy();
+ void ShutDownTask();
+ void InitDeviceTask();
+ void HandleFrameOneDoc(wr::WindowId aWindowId, bool aRender,
+ bool aTrackedFrame, Maybe<FramePublishId> aPublishId);
+ void RunEvent(wr::WindowId aWindowId, UniquePtr<RendererEvent> aEvent);
+ void PostRunnable(already_AddRefed<nsIRunnable> aRunnable);
+
+ void DoAccumulateMemoryReport(MemoryReport,
+ const RefPtr<MemoryReportPromise::Private>&);
+
+ void AddRenderTextureOp(RenderTextureOp aOp,
+ const wr::ExternalImageId& aExternalImageId);
+
+ void CreateSingletonGL(nsACString& aError);
+
+ void DestroyExternalImages(const std::vector<wr::ExternalImageId>&& aIds);
+
+ struct WindowInfo;
+
+ void PostWrNotifierEvents(WrWindowId aWindowId);
+ void PostWrNotifierEvents(WrWindowId aWindowId, WindowInfo* aInfo);
+ void HandleWrNotifierEvents(WrWindowId aWindowId);
+ void WrNotifierEvent_HandleWakeUp(wr::WindowId aWindowId,
+ bool aCompositeNeeded);
+ void WrNotifierEvent_HandleNewFrameReady(wr::WindowId aWindowId,
+ bool aCompositeNeeded,
+ FramePublishId aPublishId);
+ void WrNotifierEvent_HandleExternalEvent(
+ wr::WindowId aWindowId, UniquePtr<RendererEvent> aRendererEvent);
+
+ ~RenderThread();
+
+ RefPtr<nsIThread> const mThread;
+
+ WebRenderThreadPool mThreadPool;
+ WebRenderThreadPool mThreadPoolLP;
+
+ UniquePtr<WebRenderProgramCache> mProgramCache;
+ UniquePtr<WebRenderShaders> mShaders;
+ RefPtr<layers::ShaderProgramOGLsHolder> mProgramsForCompositorOGL;
+
+ // An optional shared GLContext to be used for all
+ // windows.
+ RefPtr<gl::GLContext> mSingletonGL;
+ bool mSingletonGLIsForHardwareWebRender;
+
+ RefPtr<layers::SurfacePool> mSurfacePool;
+
+ std::map<wr::WindowId, UniquePtr<RendererOGL>> mRenderers;
+
+ struct PendingFrameInfo {
+ TimeStamp mStartTime;
+ VsyncId mStartId;
+ };
+
+ struct WindowInfo {
+ int64_t PendingCount() { return mPendingFrames.size(); }
+ std::queue<PendingFrameInfo> mPendingFrames;
+ uint8_t mPendingFrameBuild = 0;
+ bool mIsDestroyed = false;
+ RefPtr<nsIRunnable> mWrNotifierEventsRunnable;
+ std::queue<WrNotifierEvent> mPendingWrNotifierEvents;
+ };
+
+ DataMutex<std::unordered_map<uint64_t, UniquePtr<WindowInfo>>> mWindowInfos;
+
+ std::unordered_map<uint64_t, UniquePtr<std::queue<WrNotifierEvent>>>
+ mWrNotifierEventsQueues;
+
+ struct ExternalImageIdHashFn {
+ std::size_t operator()(const wr::ExternalImageId& aId) const {
+ return HashGeneric(wr::AsUint64(aId));
+ }
+ };
+
+ Mutex mRenderTextureMapLock MOZ_UNANNOTATED;
+ std::unordered_map<wr::ExternalImageId, RefPtr<RenderTextureHost>,
+ ExternalImageIdHashFn>
+ mRenderTextures;
+ std::unordered_map<wr::ExternalImageId, RefPtr<RenderTextureHost>,
+ ExternalImageIdHashFn>
+ 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;
+
+ RefPtr<nsIRunnable> mRenderTextureOpsRunnable;
+
+ bool mHasShutdown;
+
+ bool mHandlingDeviceReset;
+ bool mHandlingWebRenderError;
+};
+
+} // namespace wr
+} // namespace mozilla
+
+#endif