There's a lot going on here, but it all fits under the idea of
being able to communicate about texture locking statuses
without spinning on IsReadLocked. This is a bit of a trade -
we could just always allocate/grab a texture from the pool,
which would put a smaller cap on the amount of time we can
possibly spend when a texture is locked. However, this eats
up more CPU and memory than waiting on the textures to unlock,
and could take longer, especially if there were a large number
of textures which we just need to wait for for a short amount
of time. In any case, we very rarely hit the case where we
actually need to wait on the sync IPC to the compositor - most
of the time the textures are already unlocked.
There is also an async IPC call in here, which we make before
flushing async paints. This just causes the compositor to
check whether the GPU is done with its textures or not and
unlock them if it is. This helps us avoid the case where we
take a long time painting asynchronously, turn IPC back on at
the end of that, and then have to wait for the compositor
to to get into TiledLayerBufferComposite::UseTiles before
getting a response. Specifically this eliminates several talos
regressions which use ASAP mode.
Lastly, there seem to be no other cases of static Monitors
being used. This seems like it falls under similar use cases
as StaticMutexes, so I added it in. I can move it into its own
file if we think it might be generally useful in the future.
MozReview-Commit-ID: IYQLwUqMxg2
--HG--
extra : rebase_source : 3624ad04aa01dac1cd38efb47764dc3a8fbd5fbd
The DirectMapTextureSource could let the compositor to read the buffer directly.
That could get rid of some memory copy operations during texture uploading.
MozReview-Commit-ID: CHhoR96P7VG
--HG--
extra : rebase_source : fbca3bd3b8af29939626e697909cc67e9a5b34cc
The "mExternallyOwned" is used for gralloc buffer. We don't use the gralloc buffer now.
MozReview-Commit-ID: 7Gurpa3kdp0
--HG--
extra : rebase_source : 00d74c0bc8e8e164571e05942768cf18d9cbce4d
Add a new TextureClientData type, AndroidNativeWindowTextureData,
backed by a SurfaceTexture in single-buffer mode. It uses the
NativeWindow API, which provides producer-side access to the buffer.
This provides a DrawTarget which can be used to paint directly in to
the SurfaceTexture, which can then be composited using a SurfaceTextureHost.
Due to API restrictions it is not possible to read from a NativeWindow
while the corresponding SurfaceTexture has ownership of the
buffer. TiledContentClient now handles that by painting the additional
region that it cannot copy from the front buffer, if required.
MozReview-Commit-ID: 1NZq6MQqwFq
--HG--
extra : rebase_source : 9d1db721d4892f3df033d43127489a85421e8863
This patch was generated automatically by the "modeline.py" script, available
here: https://github.com/amccreight/moz-source-tools/blob/master/modeline.py
For every file that is modified in this patch, the changes are as follows:
(1) The patch changes the file to use the exact C++ mode lines from the
Mozilla coding style guide, available here:
https://developer.mozilla.org/en-US/docs/Mozilla/Developer_guide/Coding_Style#Mode_Line
(2) The patch deletes any blank lines between the mode line & the MPL
boilerplate comment.
(3) If the file previously had the mode lines and MPL boilerplate in a
single contiguous C++ comment, then the patch splits them into
separate C++ comments, to match the boilerplate in the coding style.
MozReview-Commit-ID: 77D61xpSmIl
--HG--
extra : rebase_source : c6162fa3cf539a07177a19838324bf368faa162b
This patch was automatically generated. I found the files to be fixed in this
patch with the following command:
grep -r "^\* This Source Code" gfx
...and then I modified each of these files with the following script
(where $1 is the filename to be modified):
###
line1="\* This Source Code Form is subject to the terms of the Mozilla Public"
line2="\* License, v\. 2\.0\. If a copy of the MPL was not distributed with this"
line3="\* file, You can obtain one at http://mozilla\.org/MPL/2\.0/\. \*/"
# Insert 1 space at beginning:
sed -i s%"^$line1"%" $line1"% $1
sed -i s%"^$line2"%" $line2"% $1
sed -i s%"^$line3"%" $line3"% $1
###
MozReview-Commit-ID: HXBMrfnhlVr
--HG--
extra : rebase_source : de4c78563711f8366e2978c5199a5041875fbe38
Only DirectUpdate was actually being used, so remove the dead
code. TextureImageCGL does't do anything over BasicTextureImage any more
so remove it too.
MozReview-Commit-ID: D7jpC9M7aTT
--HG--
extra : rebase_source : 7846439aa5cb320704b8f811f3203fe7fd31c51e
The bulk of this commit was generated with a script, executed at the top
level of a typical source code checkout. The only non-machine-generated
part was modifying MFBT's moz.build to reflect the new naming.
CLOSED TREE makes big refactorings like this a piece of cake.
# The main substitution.
find . -name '*.cpp' -o -name '*.cc' -o -name '*.h' -o -name '*.mm' -o -name '*.idl'| \
xargs perl -p -i -e '
s/nsRefPtr\.h/RefPtr\.h/g; # handle includes
s/nsRefPtr ?</RefPtr</g; # handle declarations and variables
'
# Handle a special friend declaration in gfx/layers/AtomicRefCountedWithFinalize.h.
perl -p -i -e 's/::nsRefPtr;/::RefPtr;/' gfx/layers/AtomicRefCountedWithFinalize.h
# Handle nsRefPtr.h itself, a couple places that define constructors
# from nsRefPtr, and code generators specially. We do this here, rather
# than indiscriminantly s/nsRefPtr/RefPtr/, because that would rename
# things like nsRefPtrHashtable.
perl -p -i -e 's/nsRefPtr/RefPtr/g' \
mfbt/nsRefPtr.h \
xpcom/glue/nsCOMPtr.h \
xpcom/base/OwningNonNull.h \
ipc/ipdl/ipdl/lower.py \
ipc/ipdl/ipdl/builtin.py \
dom/bindings/Codegen.py \
python/lldbutils/lldbutils/utils.py
# In our indiscriminate substitution above, we renamed
# nsRefPtrGetterAddRefs, the class behind getter_AddRefs. Fix that up.
find . -name '*.cpp' -o -name '*.h' -o -name '*.idl' | \
xargs perl -p -i -e 's/nsRefPtrGetterAddRefs/RefPtrGetterAddRefs/g'
if [ -d .git ]; then
git mv mfbt/nsRefPtr.h mfbt/RefPtr.h
else
hg mv mfbt/nsRefPtr.h mfbt/RefPtr.h
fi
--HG--
rename : mfbt/nsRefPtr.h => mfbt/RefPtr.h