fune/gfx/webrender_bindings/RenderThread.h
Gabriele Svelto aa43fa218e Bug 1831092 - Use the new pull-based API for all crash annotations and remove the global annotations table r=jgilbert,necko-reviewers,media-playback-reviewers,profiler-reviewers,win-reviewers,padenot,handyman,afranchuk,valentin,alwu,sotaro
This changes comes with several different refactorings all rolled into one,
unfotunately I couldn't find a way to pull them apart:
- First of all annotations now can either recorded (that is, we copy the value
  and have the crash reporting code own the copy) or registered. Several
  annotations are changed to use this functionality so that we don't need to
  update them as their value change.
- The code in the exception handler is modified to read the annotations from
  the mozannotation_client crate. This has the unfortunate side-effect that
  we need three different bits of code to serialize them: one for annotations
  read from a child process, one for reading annotations from the main process
  outside of the exception handler and one for reading annotations from the
  main process within the exception handler. As we move to fully
  out-of-process crash reporting the last two methods will go away.
- The mozannotation_client crate now doesn't record annotation types anymore.
  I realized as I was working on this that storing types at runtime has two
  issues: the first one is that buggy code might change the type of an
  annotation (that is record it under two different types at two different
  moments), the second issue is that types might become corrupt during a
  crash, so better enforce them at annotation-writing time. The end result is
  that the mozannotation_* crates now only store byte buffers, track the
  format the data is stored in (null-terminated string, fixed size buffer,
  etc...) but not the type of data each annotation is supposed to contain.
- Which brings us to the next change: concrete types for annotations are now
  enforced when they're written out. If an annotation doesn't match the
  expected type it's skipped. Storing an annotation with the wrong type will
  also trigger an assertion in debug builds.

Differential Revision: https://phabricator.services.mozilla.com/D195248
2024-03-04 10:24:43 +00:00

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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/Hal.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 { return sActiveRendererCount; };
void UpdateActiveRendererCount();
void BeginRecordingForWindow(wr::WindowId aWindowId,
const TimeStamp& aRecordingStart,
wr::PipelineId aRootPipelineId);
Maybe<layers::FrameRecording> EndRecordingForWindow(wr::WindowId aWindowId);
static void MaybeEnableGLDebugMessage(gl::GLContext* aGLContext);
void SetBatteryInfo(const hal::BatteryInformation& aBatteryInfo);
bool GetPowerIsCharging();
private:
static size_t sRendererCount;
static size_t sActiveRendererCount;
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;
DataMutex<Maybe<hal::BatteryInformation>> mBatteryInfo;
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;
std::unordered_map<wr::ExternalImageId, RefPtr<RenderTextureHost>,
ExternalImageIdHashFn>
mRenderTextures MOZ_GUARDED_BY(mRenderTextureMapLock);
std::unordered_map<wr::ExternalImageId, RefPtr<RenderTextureHost>,
ExternalImageIdHashFn>
mSyncObjectNeededRenderTextures MOZ_GUARDED_BY(mRenderTextureMapLock);
std::list<std::pair<RenderTextureOp, RefPtr<RenderTextureHost>>>
mRenderTextureOps MOZ_GUARDED_BY(mRenderTextureMapLock);
// 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
MOZ_GUARDED_BY(mRenderTextureMapLock);
RefPtr<nsIRunnable> mRenderTextureOpsRunnable
MOZ_GUARDED_BY(mRenderTextureMapLock);
// Set from MainThread, read from either MainThread or RenderThread
bool mHasShutdown;
// Only accessed from the RenderThread
bool mHandlingDeviceReset;
bool mHandlingWebRenderError;
};
} // namespace wr
} // namespace mozilla
#endif