mirror of
https://github.com/mozilla/gecko-dev.git
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c70ca80cfd
Original work by Nika Layzell and Ted Mielczarek. Of note: - GLdouble and GLclampd are not defined in the iPhoneOS SDK opengl headers. - GL_CONTEXT_PROVIDER_DEFAULT was defined too early for GLContextProviderEAGL to be used as intended. - GLContextProviderEAGL::CreateForCompositorWidget was aligned with GLContextProviderCGL::CreateForCompositorWidget. There is a ton of overlap between both, but sharing more code was left out of scope. - MacIOSurface::BindTexImage and SurfacePoolCA::LockedPool::GetFramebufferForSurface were left unimplemented. - RootSnapshotter is disabled. Differential Revision: https://phabricator.services.mozilla.com/D204323
289 lines
13 KiB
C++
289 lines
13 KiB
C++
/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef mozilla_layers_SurfacePoolCA_h
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#define mozilla_layers_SurfacePoolCA_h
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#include <IOSurface/IOSurfaceRef.h>
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#include <deque>
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#include <unordered_map>
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#include "mozilla/Atomics.h"
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#include "mozilla/DataMutex.h"
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#include "mozilla/layers/SurfacePool.h"
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#include "CFTypeRefPtr.h"
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#include "MozFramebuffer.h"
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#include "nsISupportsImpl.h"
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namespace mozilla {
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namespace gl {
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class MozFramebuffer;
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} // namespace gl
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namespace layers {
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class SurfacePoolHandleCA;
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struct SurfacePoolCAWrapperForGL;
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// An implementation of SurfacePool for IOSurfaces and GL framebuffers.
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// The goal of having this pool is to avoid creating and destroying IOSurfaces
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// and framebuffers frequently, because doing so is expensive.
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// SurfacePoolCA is threadsafe. All its data is wrapped inside LockedPool, and
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// each access to LockedPool is guarded with a lock through DataMutex.
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//
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// The pool satisfies the following requirements:
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// - It can be shared across windows, even across windows with different
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// GLContexts.
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// - The number of unused surfaces that are available for recycling is capped
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// to a fixed value per pool, regardless of how many windows use that pool.
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// - When all windows are closed (all handles are gone), no surfaces are kept
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// alive (the pool is destroyed).
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// - There is an explicit way of deleting GL resources for a GLContext so that
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// it can happen at a deterministic time on the right thread.
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// - Additionally, once a GLContext is no longer being used in any window
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// (really: any pool handle), all surface-associated GL resources of that
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// context are destroyed.
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// - For every IOSurface, only one set of GL resources is in existence at any
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// given time. We don't want there to be framebuffers in two different
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// GLContexts for one surface.
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// - We do not want to recycle an IOSurface that currently has GL resources of
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// context A for a pool handle that uses context B.
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// - We need to delay IOSurface recycling until the window server is done with
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// the surface (`!IOSurfaceIsInUse(surf)`)
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class SurfacePoolCA final : public SurfacePool {
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public:
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// Get a handle for a new window. aGL can be nullptr.
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RefPtr<SurfacePoolHandle> GetHandleForGL(gl::GLContext* aGL) override;
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// Destroy all GL resources associated with aGL managed by this pool.
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void DestroyGLResourcesForContext(gl::GLContext* aGL) override;
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private:
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friend struct SurfacePoolCAWrapperForGL;
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friend class SurfacePoolHandleCA;
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friend RefPtr<SurfacePool> SurfacePool::Create(size_t aPoolSizeLimit);
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explicit SurfacePoolCA(size_t aPoolSizeLimit);
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~SurfacePoolCA() override;
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// Get an existing surface of aSize from the pool or create a new surface.
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// The returned surface is guaranteed not to be in use by the window server.
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CFTypeRefPtr<IOSurfaceRef> ObtainSurfaceFromPool(const gfx::IntSize& aSize,
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gl::GLContext* aGL);
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// Place a surface that was previously obtained from this pool back into the
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// pool. aSurface may or may not be in use by the window server.
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void ReturnSurfaceToPool(CFTypeRefPtr<IOSurfaceRef> aSurface);
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// Re-run checks whether the window server still uses IOSurfaces which are
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// eligible for recycling. The purpose of the "generation" counter is to
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// reduce the number of calls to IOSurfaceIsInUse in a scenario where many
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// windows / handles are calling CollectPendingSurfaces in the same frame
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// (i.e. multiple simultaneously-animating windows).
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uint64_t CollectPendingSurfaces(uint64_t aCheckGenerationsUpTo);
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// Enforce the pool size limit by evicting surfaces as necessary. This should
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// happen at the end of the frame so that we can temporarily exceed the limit
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// within a frame.
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void EnforcePoolSizeLimit();
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// Get or create the framebuffer for the given surface and GL context.
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// The returned framebuffer handle will become invalid once
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// DestroyGLResourcesForContext or DecrementGLContextHandleCount are called.
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// The framebuffer's depth buffer (if present) may be shared between multiple
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// framebuffers! Do not assume anything about the depth buffer's existing
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// contents (i.e. clear it at the beginning of the draw), and do not
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// interleave drawing commands to different framebuffers in such a way that
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// the shared depth buffer could cause trouble.
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Maybe<GLuint> GetFramebufferForSurface(CFTypeRefPtr<IOSurfaceRef> aSurface,
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gl::GLContext* aGL,
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bool aNeedsDepthBuffer);
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// Called by the destructor of SurfacePoolCAWrapperForGL so that we can clear
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// our weak reference to it and delete GL resources.
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void OnWrapperDestroyed(gl::GLContext* aGL,
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SurfacePoolCAWrapperForGL* aWrapper);
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// The actual pool implementation lives in LockedPool, which is accessed in
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// a thread-safe manner.
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struct LockedPool {
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explicit LockedPool(size_t aPoolSizeLimit);
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LockedPool(LockedPool&&) = default;
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~LockedPool();
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RefPtr<SurfacePoolCAWrapperForGL> GetWrapperForGL(SurfacePoolCA* aPool,
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gl::GLContext* aGL);
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void DestroyGLResourcesForContext(gl::GLContext* aGL);
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CFTypeRefPtr<IOSurfaceRef> ObtainSurfaceFromPool(const gfx::IntSize& aSize,
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gl::GLContext* aGL);
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void ReturnSurfaceToPool(CFTypeRefPtr<IOSurfaceRef> aSurface);
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uint64_t CollectPendingSurfaces(uint64_t aCheckGenerationsUpTo);
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void EnforcePoolSizeLimit();
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Maybe<GLuint> GetFramebufferForSurface(CFTypeRefPtr<IOSurfaceRef> aSurface,
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gl::GLContext* aGL,
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bool aNeedsDepthBuffer);
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void OnWrapperDestroyed(gl::GLContext* aGL,
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SurfacePoolCAWrapperForGL* aWrapper);
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uint64_t EstimateTotalMemory();
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uint64_t mCollectionGeneration = 0;
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protected:
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struct GLResourcesForSurface {
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RefPtr<gl::GLContext> mGLContext; // non-null
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UniquePtr<gl::MozFramebuffer> mFramebuffer; // non-null
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};
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struct SurfacePoolEntry {
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gfx::IntSize mSize;
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CFTypeRefPtr<IOSurfaceRef> mIOSurface; // non-null
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Maybe<GLResourcesForSurface> mGLResources;
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};
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struct PendingSurfaceEntry {
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SurfacePoolEntry mEntry;
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// The value of LockedPool::mCollectionGeneration at the time
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// IOSurfaceIsInUse was last called for mEntry.mIOSurface.
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uint64_t mPreviousCheckGeneration;
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// The number of times an IOSurfaceIsInUse check has been performed.
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uint64_t mCheckCount;
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};
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template <typename F>
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void MutateEntryStorage(const char* aMutationType,
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const gfx::IntSize& aSize, F aFn);
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template <typename F>
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void ForEachEntry(F aFn);
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bool CanRecycleSurfaceForRequest(const SurfacePoolEntry& aEntry,
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const gfx::IntSize& aSize,
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gl::GLContext* aGL);
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RefPtr<gl::DepthAndStencilBuffer> GetDepthBufferForSharing(
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gl::GLContext* aGL, const gfx::IntSize& aSize);
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UniquePtr<gl::MozFramebuffer> CreateFramebufferForTexture(
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gl::GLContext* aGL, const gfx::IntSize& aSize, GLuint aTexture,
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bool aNeedsDepthBuffer);
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// Every IOSurface that is managed by the pool is wrapped in a
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// SurfacePoolEntry object. Every entry is stored in one of three buckets at
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// any given time: mInUseEntries, mPendingEntries, or mAvailableEntries. All
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// mutations to these buckets are performed via calls to
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// MutateEntryStorage(). Entries can move between the buckets in the
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// following ways:
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//
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// [new]
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// | Create
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// v
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// +----------------------------------------------------------------+
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// | mInUseEntries |
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// +------+------------------------------+--------------------------+
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// | ^ | Start waiting for
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// | | Recycle v
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// | | +-----------------------------+
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// | | | mPendingEntries |
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// | | +--+--------------------+-----+
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// | Retain | | Stop waiting for |
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// v | v |
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// +-------------------+-------------------------+ |
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// | mAvailableEntries | |
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// +-----------------------------+---------------+ |
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// | Evict | Eject
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// v v
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// [destroyed] [destroyed]
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//
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// Each arrow corresponds to one invocation of MutateEntryStorage() with the
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// arrow's label passed as the aMutationType string parameter.
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// Stores the entries for surfaces that are in use by NativeLayerCA, i.e. an
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// entry is inside mInUseEntries between calls to ObtainSurfaceFromPool()
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// and ReturnSurfaceToPool().
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std::unordered_map<CFTypeRefPtr<IOSurfaceRef>, SurfacePoolEntry>
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mInUseEntries;
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// Stores entries which are no longer in use by NativeLayerCA but are still
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// in use by the window server, i.e. for which
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// IOSurfaceIsInUse(pendingSurfaceEntry.mEntry.mIOSurface.get()) still
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// returns true. These entries are checked once per frame inside
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// CollectPendingSurfaces(), and returned to mAvailableEntries once the
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// window server is done.
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nsTArray<PendingSurfaceEntry> mPendingEntries;
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// Stores entries which are available for recycling. These entries are not
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// in use by a NativeLayerCA or by the window server.
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nsTArray<SurfacePoolEntry> mAvailableEntries;
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// Keeps weak references to SurfacePoolCAWrapperForGL instances.
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// For each GLContext* value (including nullptr), only one wrapper can
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// exist at any time. The wrapper keeps a strong reference to us and
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// notifies us when it gets destroyed. At that point we can call
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// DestroyGLResourcesForContext because we know no other SurfaceHandles for
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// that context exist.
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std::unordered_map<gl::GLContext*, SurfacePoolCAWrapperForGL*> mWrappers;
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size_t mPoolSizeLimit = 0;
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struct DepthBufferEntry {
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RefPtr<gl::GLContext> mGLContext;
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gfx::IntSize mSize;
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WeakPtr<gl::DepthAndStencilBuffer> mBuffer;
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};
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nsTArray<DepthBufferEntry> mDepthBuffers;
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};
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DataMutex<LockedPool> mPool;
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};
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// One process-wide instance per (SurfacePoolCA*, GLContext*) pair.
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// Keeps the SurfacePool alive, and the SurfacePool has a weak reference to the
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// wrapper so that it can ensure that there's only one wrapper for it per
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// GLContext* at any time.
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struct SurfacePoolCAWrapperForGL {
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NS_INLINE_DECL_THREADSAFE_REFCOUNTING(SurfacePoolCAWrapperForGL);
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const RefPtr<SurfacePoolCA> mPool; // non-null
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const RefPtr<gl::GLContext> mGL; // can be null
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SurfacePoolCAWrapperForGL(SurfacePoolCA* aPool, gl::GLContext* aGL)
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: mPool(aPool), mGL(aGL) {}
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protected:
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~SurfacePoolCAWrapperForGL() { mPool->OnWrapperDestroyed(mGL, this); }
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};
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// A surface pool handle that is stored on NativeLayerCA and keeps the
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// SurfacePool alive.
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class SurfacePoolHandleCA final : public SurfacePoolHandle {
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public:
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SurfacePoolHandleCA* AsSurfacePoolHandleCA() override { return this; }
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const auto& gl() { return mPoolWrapper->mGL; }
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CFTypeRefPtr<IOSurfaceRef> ObtainSurfaceFromPool(const gfx::IntSize& aSize);
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void ReturnSurfaceToPool(CFTypeRefPtr<IOSurfaceRef> aSurface);
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Maybe<GLuint> GetFramebufferForSurface(CFTypeRefPtr<IOSurfaceRef> aSurface,
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bool aNeedsDepthBuffer);
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RefPtr<SurfacePool> Pool() override { return mPoolWrapper->mPool; }
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void OnBeginFrame() override;
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void OnEndFrame() override;
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private:
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friend class SurfacePoolCA;
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SurfacePoolHandleCA(RefPtr<SurfacePoolCAWrapperForGL>&& aPoolWrapper,
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uint64_t aCurrentCollectionGeneration);
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~SurfacePoolHandleCA() override;
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const RefPtr<SurfacePoolCAWrapperForGL> mPoolWrapper;
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DataMutex<uint64_t> mPreviousFrameCollectionGeneration;
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};
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} // namespace layers
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} // namespace mozilla
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#endif // mozilla_layers_SurfacePoolCA_h
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