This patch removes no longer needed WorkerPrivate* parameters from the
runnable constructors. It also converts some instances of using
WorkerThreadRunnable as a base class when MainThreadWorkerRunnable is
more suitable.
Differential Revision: https://phabricator.services.mozilla.com/D222735
WorkerRunnable no longer keeps a raw pointer(mWorkerPrivate) for the associated WorkerPrivate in this patch.
Removing the WorkerRunnable::mWorkerPrivate needs to fix the following problems.
1. Thread assertions in WorkerRunnable::Dispatch()
To fix this problem, the associated WorkerPrivate is as a parameter and passed to WorkerRunnable::Dispatch() for the dispatching thread assertions. This associated WorkerPrivate is also propagated to PreDispatch() and PostDispatch() for the children classes of WorkerRunnable()
2. Get the associated WorkerPrivate in WorkerRunnable::Run() for environment setup(GlobabObject, JSContext setting for the runnable)
- For WorkerThreadRunnable
Since WorkerThreadRunnable is supposed to run on the worker thread, it does not need to keep a raw pointer to WorkerPrivate as its class member. GetCurrentThreadWorkerPrivate() should always get the correct WorkerPrivate for WorkerThreadRunnable.
- For WorkerParentThreadRunnable
WorkerParentRef is introduced to keep a RefPtr<WorkerPrivate> for WorkerParentThreadRunnable instead of using a raw pointer.
Checking the associated WorkerPrivate existence by WorkerParentRef at the beginning of WorkerParentThreadRunnable::Run(). If the Worker has already shut down, WorkerParentThreadRunnable cannot do anything with the associated WorkerPrivate, so WorkerParentThreadRunnable::Run() will return NS_OK directly but with a warning.
The associated WorkerPrivate is also passed into WorkerRun(), PreRun(), and PostRun(), so the majority of implementations of child classes of WorkerRunnable do not need to be changed.
If there are any cases in which the child classes of WorkerThreadRunnable/WorkerParentThreadRunnable want to keep the associated WorkerPrivate, they should use WorkerRefs instead of raw pointers.
Depends on D205679
Differential Revision: https://phabricator.services.mozilla.com/D207039
This is the first step in splitting the parent thread runnable out of WorkerRunnable.
To reuse the runnable dispatching codes in Worker, we still need a base class for runnable on the worker thread and the parent thread.
In this patch, we rename the original WorkerRunnable to WorkerThreadRunnable and make WorkerRunnable to be WorkerThreadRunnable's parent class.
In the second patch, we will create WorkerParentThreadRunnable and its sub-classes, split from WorkerThreadRunnable for runnable on the Worker's parent thread.
And in the third patch, we will re-structure the content of WorkerParentThreadRunnable to remove unnecessary members.
Differential Revision: https://phabricator.services.mozilla.com/D205178
GPUVideoImage::GetAsSourceSurface() is heavy weight. It seems better to prevent to call it if possible.
The change handles only a case that CanvasTranslator is used, SurfaceDescriptor is RemoteDecoderVideoSubDescriptor::Tnull_t and OptimizeShadow is not used.
DrawTargetRecording::DrawSurfaceDescriptor() also holds layers::Image of SurfaceDescriptor. It is necessary to keep the Image alive in CanvasDrawEventRecorder until end of its usage in CanvasTranslator.
Differential Revision: https://phabricator.services.mozilla.com/D205677
ImageBridgeChild::GetSingleton returns null in the GPU process. This causes
DrawTargetWebgl::CopyToSwapChain to use an incorrect texture type for WebGL
canvases when in the GPU process. To work around this, determine the texture
type for WebGL in the content process and send it to CanvasTranslator for
later usage.
Differential Revision: https://phabricator.services.mozilla.com/D202292
This patch makes it so that we always shutdown gracefully by making
us flush the event queue for CanvasRenderThread, after blocking on the
task queues draining. This allows our dependencies like RemoteTextureMap
to shutdown successfully.
It also fixes a bug where CanvasTranslator::CanSend would still return
true on Windows, while blocked on in CanvasTranslator::ActorDestroy
waiting for the task queue to shutdown. The CanSend status is only
updated after ActorDestroy is called from IProtocol::DestroySubtree.
Differential Revision: https://phabricator.services.mozilla.com/D199186
This patch makes it so that we always shutdown gracefully by making
accelerated canvas also use a TaskQueue, albeit one that just uses the
CanvasRenderThread directly. This allows us to block shutdown on the
task queues draining before advancing to shutting down other
dependencies like RemoteTextureMap.
It also fixes a bug where CanvasTranslator::CanSend would still return
true on Windows, while blocked on in CanvasTranslator::ActorDestroy
waiting for the task queue to shutdown. The CanSend status is only
updated after ActorDestroy is called from IProtocol::DestroySubtree.
Differential Revision: https://phabricator.services.mozilla.com/D199186
This patch makes CanvasDrawEventRecorder track what eventCount we
recorded an external surface reference. When the reader has increment
its processedCount above that, we will release our reference as it
should have acquired a strong reference to the data. This was previously
done when we forwarded the texture, but with remote textures, we no
longer have this event. Now we check when we start a new recording, or
attempt to clear cached resources.
Differential Revision: https://phabricator.services.mozilla.com/D197216
This patch adds/updates the thread assertion plumbing for CanvasChild
and DrawEventRecorder to ensure that we are always accessing them on the
owning thread. It also now makes these checks compatible with running in
a DOM worker context for OffscreenCanvas using recordings.
Differential Revision: https://phabricator.services.mozilla.com/D189526
This patch adds/updates the thread assertion plumbing for CanvasChild
and DrawEventRecorder to ensure that we are always accessing them on the
owning thread. It also now makes these checks compatible with running in
a DOM worker context for OffscreenCanvas using recordings.
Differential Revision: https://phabricator.services.mozilla.com/D189526
This adds the necessary infrastructure for CanvasTranslator to allocate DrawTargetWebgl
instead of just allocating TextureData, and to use RemoteTextureMap to handle sending
the DrawTargetWebgl frames to the compositor.
This optimizes snapshot transport to use fewer copies to and from shmems when we know
the snapshot contents can be sourced from a shmem.
This adds a blocking mechanism separate from deactivation so that existing DrawTargetWebgls
can continue processing events while denying further ones from being created in the event
that allocating further DrawTargetWebgls might cause problems, but so that we don't disrupt
canvases that are already in flight.
PersistentBufferProviderAccelerated still remains the buffer provider for the new setup,
but just allocates a single RecordedTextureData internally. Since DrawTargetWebgl already
does its own swap chain management internally, we do not want to use the multiple texture
client strategy that PersistentBufferProviderShared does.
This adds a fallback mechanism such that if DrawTargetWebgl allocation fails, a TextureData
is allocated instead that still sends results to RemoteTextureMap. This has the advantage
that we don't need to synchronously block in the content process to verify if acceleration
succeeded, as the costs of such blocking are rather extreme and we must still produce the
rendered frame to ensure the user sees the correct result if the speculative acceleration
failed. It then notifies the content process asynchronously via the refresh mechanism to
try to recreate a non-accelerated buffer provider when it is ready.
There is one additional hitch in RemoteTextureMap that we need to add a mechanism to deal
with the setup of the RemoteTextureOwner. When display list building initially needs to get
the remote texture, the RemoteTextureOwner might not exist yet. In this case, we need to add
a block to ensure we wait for that to occur so that we do not render an erroneous result.
Previously, this block was handled in ClientWebGLContext. Since that is no longer used,
the block must be reinstated somewhere else until a non-blocking mechanism for display list
building to proceed with a stub texture host wrapper can be implemented.
Currently this leaves the gfx.canvas.remote and gfx.canvas.accelerated prefs as separate
toggles rather than trying to lump everything into one mechanism. While this may be desirable
in the future, currently Direct2D remote canvas is a separate acceleration mechanism that
needs to co-exist with the WebGL acceleration, and so being able to toggle both on or off
for testing is desirable.
Differential Revision: https://phabricator.services.mozilla.com/D194352
This adds the necessary infrastructure for CanvasTranslator to allocate DrawTargetWebgl
instead of just allocating TextureData, and to use RemoteTextureMap to handle sending
the DrawTargetWebgl frames to the compositor.
This optimizes snapshot transport to use fewer copies to and from shmems when we know
the snapshot contents can be sourced from a shmem.
This adds a blocking mechanism separate from deactivation so that existing DrawTargetWebgls
can continue processing events while denying further ones from being created in the event
that allocating further DrawTargetWebgls might cause problems, but so that we don't disrupt
canvases that are already in flight.
PersistentBufferProviderAccelerated still remains the buffer provider for the new setup,
but just allocates a single RecordedTextureData internally. Since DrawTargetWebgl already
does its own swap chain management internally, we do not want to use the multiple texture
client strategy that PersistentBufferProviderShared does.
This adds a fallback mechanism such that if DrawTargetWebgl allocation fails, a TextureData
is allocated instead that still sends results to RemoteTextureMap. This has the advantage
that we don't need to synchronously block in the content process to verify if acceleration
succeeded, as the costs of such blocking are rather extreme and we must still produce the
rendered frame to ensure the user sees the correct result if the speculative acceleration
failed. It then notifies the content process asynchronously via the refresh mechanism to
try to recreate a non-accelerated buffer provider when it is ready.
There is one additional hitch in RemoteTextureMap that we need to add a mechanism to deal
with the setup of the RemoteTextureOwner. When display list building initially needs to get
the remote texture, the RemoteTextureOwner might not exist yet. In this case, we need to add
a block to ensure we wait for that to occur so that we do not render an erroneous result.
Previously, this block was handled in ClientWebGLContext. Since that is no longer used,
the block must be reinstated somewhere else until a non-blocking mechanism for display list
building to proceed with a stub texture host wrapper can be implemented.
Currently this leaves the gfx.canvas.remote and gfx.canvas.accelerated prefs as separate
toggles rather than trying to lump everything into one mechanism. While this may be desirable
in the future, currently Direct2D remote canvas is a separate acceleration mechanism that
needs to co-exist with the WebGL acceleration, and so being able to toggle both on or off
for testing is desirable.
Differential Revision: https://phabricator.services.mozilla.com/D194352
This replaces the use of a single large ring buffer.
The buffers are still processed in parallel and are recycled to reduce
allocation. Events that do not fit in the default sized buffer have a separate
buffer created to fit them. These large buffers are not recycled.
Separate shared memory is used for readback, with a single shmem cached for this
purpose. Generally only one cached shmem should be required, because the
operations that usually readback the data do it straight away.
Differential Revision: https://phabricator.services.mozilla.com/D193207
This replaces the use of a single large ring buffer.
The buffers are still processed in parallel and are recycled to reduce
allocation. Events that do not fit in the default sized buffer have a separate
buffer created to fit them. These large buffers are not recycled.
Separate shared memory is used for readback, with a single shmem cached for this
purpose. Generally only one cached shmem should be required, because the
operations that usually readback the data do it straight away.
Differential Revision: https://phabricator.services.mozilla.com/D193207
This adds the necessary infrastructure for CanvasTranslator to allocate DrawTargetWebgl
instead of just allocating TextureData, and to use RemoteTextureMap to handle sending
the DrawTargetWebgl frames to the compositor.
This optimizes snapshot transport to use fewer copies to and from shmems when we know
the snapshot contents can be sourced from a shmem.
This adds a blocking mechanism separate from deactivation so that existing DrawTargetWebgls
can continue processing events while denying further ones from being created in the event
that allocating further DrawTargetWebgls might cause problems, but so that we don't disrupt
canvases that are already in flight.
PersistentBufferProviderAccelerated still remains the buffer provider for the new setup,
but just allocates a single RecordedTextureData internally. Since DrawTargetWebgl already
does its own swap chain management internally, we do not want to use the multiple texture
client strategy that PersistentBufferProviderShared does.
This adds a fallback mechanism such that if DrawTargetWebgl allocation fails, a TextureData
is allocated instead that still sends results to RemoteTextureMap. This has the advantage
that we don't need to synchronously block in the content process to verify if acceleration
succeeded, as the costs of such blocking are rather extreme and we must still produce the
rendered frame to ensure the user sees the correct result if the speculative acceleration
failed. It then notifies the content process asynchronously via the refresh mechanism to
try to recreate a non-accelerated buffer provider when it is ready.
There is one additional hitch in RemoteTextureMap that we need to add a mechanism to deal
with the setup of the RemoteTextureOwner. When display list building initially needs to get
the remote texture, the RemoteTextureOwner might not exist yet. In this case, we need to add
a block to ensure we wait for that to occur so that we do not render an erroneous result.
Previously, this block was handled in ClientWebGLContext. Since that is no longer used,
the block must be reinstated somewhere else until a non-blocking mechanism for display list
building to proceed with a stub texture host wrapper can be implemented.
Currently this leaves the gfx.canvas.remote and gfx.canvas.accelerated prefs as separate
toggles rather than trying to lump everything into one mechanism. While this may be desirable
in the future, currently Direct2D remote canvas is a separate acceleration mechanism that
needs to co-exist with the WebGL acceleration, and so being able to toggle both on or off
for testing is desirable.
Differential Revision: https://phabricator.services.mozilla.com/D194352
This replaces the use of a single large ring buffer.
The buffers are still processed in parallel and are recycled to reduce
allocation. Events that do not fit in the default sized buffer have a separate
buffer created to fit them. These large buffers are not recycled.
Separate shared memory is used for readback, with a single shmem cached for this
purpose. Generally only one cached shmem should be required, because the
operations that usually readback the data do it straight away.
Differential Revision: https://phabricator.services.mozilla.com/D193207
This is not the ideal form of this API, but avoids unnecessary handle
cloning and the corresponding fallible calls in some situations. In the
future we still want to do something more like bug 1797039, which will
provide a proper separation of handles from mappings for shared memory
regions.
Differential Revision: https://phabricator.services.mozilla.com/D187682
This is useful for the following parts, as UniqueFileHandle is a cross-platform
type which can also be used to support transferring HANDLEs between processes.
This change requires fairly sweeping changes to existing callsites, which
previously did not require owning access to the handle types when transferring.
For the most part these changes were straightforward, but manual.
Differential Revision: https://phabricator.services.mozilla.com/D126564
This is useful for the following parts, as UniqueFileHandle is a cross-platform
type which can also be used to support transferring HANDLEs between processes.
This change requires fairly sweeping changes to existing callsites, which
previously did not require owning access to the handle types when transferring.
For the most part these changes were straightforward, but manual.
Differential Revision: https://phabricator.services.mozilla.com/D126564
This also removes the gfxDevCrashes when an invalid enum is read, because we
suspect these are mainly due to the writer shutting down mid event.
We could only crash when the writer hasn't failed, but because these reads are
in templated code it would mean updating the different event streams with a new
function. If we are still getting high numbers in the deactivation telemetry we
will need to do this to try and track down the problem.
Differential Revision: https://phabricator.services.mozilla.com/D82493
This also adds telemetry probes to track:
* number of times remote canvas 2D is activated
* number of times remote canvas 2D is deactivated due to device creation failure
* number of times remote canvas 2D is deactivated due to a stream read error.
Differential Revision: https://phabricator.services.mozilla.com/D81032