LCOV - code coverage report
Current view: top level - gfx/webrender_bindings - RenderThread.h (source / functions) Hit Total Coverage
Test: output.info Lines: 0 5 0.0 %
Date: 2017-07-14 16:53:18 Functions: 0 8 0.0 %
Legend: Lines: hit not hit

          Line data    Source code
       1             : /* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
       2             : /* vim: set sw=2 sts=2 ts=8 et tw=99 : */
       3             : /* This Source Code Form is subject to the terms of the Mozilla Public
       4             :  * License, v. 2.0. If a copy of the MPL was not distributed with this
       5             :  * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
       6             : 
       7             : #ifndef MOZILLA_LAYERS_RENDERTHREAD_H
       8             : #define MOZILLA_LAYERS_RENDERTHREAD_H
       9             : 
      10             : #include "base/basictypes.h"            // for DISALLOW_EVIL_CONSTRUCTORS
      11             : #include "base/platform_thread.h"       // for PlatformThreadId
      12             : #include "base/thread.h"                // for Thread
      13             : #include "base/message_loop.h"
      14             : #include "nsISupportsImpl.h"
      15             : #include "nsRefPtrHashtable.h"
      16             : #include "ThreadSafeRefcountingWithMainThreadDestruction.h"
      17             : #include "mozilla/Mutex.h"
      18             : #include "mozilla/webrender/webrender_ffi.h"
      19             : #include "mozilla/UniquePtr.h"
      20             : #include "mozilla/webrender/WebRenderTypes.h"
      21             : #include "mozilla/layers/SynchronousTask.h"
      22             : 
      23             : namespace mozilla {
      24             : namespace wr {
      25             : 
      26             : class RendererOGL;
      27             : class RenderTextureHost;
      28             : class RenderThread;
      29             : 
      30             : /// A rayon thread pool that is shared by all WebRender instances within a process.
      31             : class WebRenderThreadPool {
      32             : public:
      33             :   WebRenderThreadPool();
      34             : 
      35             :   ~WebRenderThreadPool();
      36             : 
      37           0 :   WrThreadPool* Raw() { return mThreadPool; }
      38             : 
      39             : protected:
      40             :   WrThreadPool* mThreadPool;
      41             : };
      42             : 
      43             : 
      44             : /// Base class for an event that can be scheduled to run on the render thread.
      45             : ///
      46             : /// The event can be passed through the same channels as regular WebRender messages
      47             : /// to preserve ordering.
      48           0 : class RendererEvent
      49             : {
      50             : public:
      51           0 :   virtual ~RendererEvent() {}
      52             :   virtual void Run(RenderThread& aRenderThread, wr::WindowId aWindow) = 0;
      53             : };
      54             : 
      55             : /// The render thread is where WebRender issues all of its GPU work, and as much
      56             : /// as possible this thread should only serve this purpose.
      57             : ///
      58             : /// The render thread owns the different RendererOGLs (one per window) and implements
      59             : /// the RenderNotifier api exposed by the WebRender bindings.
      60             : ///
      61             : /// We should generally avoid posting tasks to the render thread's event loop directly
      62             : /// and instead use the RendererEvent mechanism which avoids races between the events
      63             : /// and WebRender's own messages.
      64             : ///
      65             : /// The GL context(s) should be created and used on this thread only.
      66             : /// XXX - I've tried to organize code so that we can potentially avoid making
      67             : /// this a singleton since this bad habit has a tendency to bite us later, but
      68             : /// I haven't gotten all the way there either, in order to focus on the more
      69             : /// important pieces first. So we are a bit in-between (this is totally a singleton
      70             : /// but in some places we pretend it's not). Hopefully we can evolve this in a way
      71             : /// that keeps the door open to removing the singleton bits.
      72             : class RenderThread final
      73             : {
      74           0 :   NS_INLINE_DECL_THREADSAFE_REFCOUNTING_WITH_MAIN_THREAD_DESTRUCTION(RenderThread)
      75             : 
      76             : public:
      77             :   /// Can be called from any thread.
      78             :   static RenderThread* Get();
      79             : 
      80             :   /// Can only be called from the main thread.
      81             :   static void Start();
      82             : 
      83             :   /// Can only be called from the main thread.
      84             :   static void ShutDown();
      85             : 
      86             :   /// Can be called from any thread.
      87             :   /// In most cases it is best to post RendererEvents through WebRenderAPI instead
      88             :   /// of scheduling directly to this message loop (so as to preserve the ordering
      89             :   /// of the messages).
      90             :   static MessageLoop* Loop();
      91             : 
      92             :   /// Can be called from any thread.
      93             :   static bool IsInRenderThread();
      94             : 
      95             :   /// Can only be called from the render thread.
      96             :   void AddRenderer(wr::WindowId aWindowId, UniquePtr<RendererOGL> aRenderer);
      97             : 
      98             :   /// Can only be called from the render thread.
      99             :   void RemoveRenderer(wr::WindowId aWindowId);
     100             : 
     101             :   /// Can only be called from the render thread.
     102             :   RendererOGL* GetRenderer(wr::WindowId aWindowId);
     103             : 
     104             :   // RenderNotifier implementation
     105             : 
     106             :   /// Automatically forwarded to the render thread.
     107             :   void NewFrameReady(wr::WindowId aWindowId);
     108             : 
     109             :   /// Automatically forwarded to the render thread.
     110             :   void PipelineSizeChanged(wr::WindowId aWindowId, uint64_t aPipelineId, float aWidth, float aHeight);
     111             : 
     112             :   /// Automatically forwarded to the render thread.
     113             :   void RunEvent(wr::WindowId aWindowId, UniquePtr<RendererEvent> aCallBack);
     114             : 
     115             :   /// Can only be called from the render thread.
     116             :   void UpdateAndRender(wr::WindowId aWindowId);
     117             : 
     118             :   void Pause(wr::WindowId aWindowId);
     119             :   bool Resume(wr::WindowId aWindowId);
     120             : 
     121             :   /// Can be called from any thread.
     122             :   void RegisterExternalImage(uint64_t aExternalImageId, already_AddRefed<RenderTextureHost> aTexture);
     123             : 
     124             :   /// Can be called from any thread.
     125             :   void UnregisterExternalImage(uint64_t aExternalImageId);
     126             : 
     127             :   /// Can only be called from the render thread.
     128             :   RenderTextureHost* GetRenderTexture(WrExternalImageId aExternalImageId);
     129             : 
     130             :   /// Can be called from any thread.
     131             :   uint32_t GetPendingFrameCount(wr::WindowId aWindowId);
     132             :   /// Can be called from any thread.
     133             :   void IncPendingFrameCount(wr::WindowId aWindowId);
     134             :   /// Can be called from any thread.
     135             :   void DecPendingFrameCount(wr::WindowId aWindowId);
     136             : 
     137             :   /// Can be called from any thread.
     138           0 :   WebRenderThreadPool& ThreadPool() { return mThreadPool; }
     139             : 
     140             : private:
     141             :   explicit RenderThread(base::Thread* aThread);
     142             : 
     143             :   void DeferredRenderTextureHostDestroy(RefPtr<RenderTextureHost> aTexture);
     144             :   void ShutDownTask(layers::SynchronousTask* aTask);
     145             : 
     146             :   ~RenderThread();
     147             : 
     148             :   base::Thread* const mThread;
     149             : 
     150             :   WebRenderThreadPool mThreadPool;
     151             : 
     152             :   std::map<wr::WindowId, UniquePtr<RendererOGL>> mRenderers;
     153             : 
     154             :   Mutex mPendingFrameCountMapLock;
     155             :   nsDataHashtable<nsUint64HashKey, uint32_t> mPendingFrameCounts;
     156             : 
     157             :   Mutex mRenderTextureMapLock;
     158             :   nsRefPtrHashtable<nsUint64HashKey, RenderTextureHost> mRenderTextures;
     159             :   bool mHasShutdown;
     160             : };
     161             : 
     162             : } // namespace wr
     163             : } // namespace mozilla
     164             : 
     165             : #endif

Generated by: LCOV version 1.13