gecko-dev/gfx/layers/SurfacePoolWayland.cpp
Robert Mader 7aea8e97e7 Bug 1720375 - Restructure surface pool into a buffer pool,r=stransky,gfx-reviewers,lsalzman
Note: Sorry in advance that this patch is so big. Unfortunately
splitting it up would create lots of redundant changes.
This should be the last big refactoring for the Wayland compositor
backend for now.

Up until now SurfacePoolWayland was a pool of actual `wl_surface`s,
as before bug 1718569 we had no direct access to `wl_buffer`s when
using EGL. However, the way `SurfacePoolCA` manages native surfaces
is closer to what in Wayland terminology would be a buffer pool:
buffers are heavy-weight and expansive to allocate, while
`wl_surface` objects are cheap to recreate.

So instead of having a pool of surfaces, each of them having its
own pool of buffers, make `wl_surface`s part of tiles and make
`SurfacePoolWayland` manage `wl_buffer`s (in the form of SHM- or
DMABuf buffers). This will allow us to share buffers (especially
depth buffers) more efficiently, reducing VRAM usage and allocation
times.
Apart from that it will also simplify our tile management logic.
Most importantly, we'll need to reorder `wl_surface`s less often and
less complex (no `place_below` the parent surface) and can also drop
reattaching subsurfaces to compositors. Especially the former will
likely decrease CPU time in compositors.

Overall this patch makes `NativeLayerWayland` behave more like
`NativeLayerCA` while taking in lessons learned from
`WindowSurfaceWaylandMB`.

Differential Revision: https://phabricator.services.mozilla.com/D119993
2021-08-04 12:43:21 +00:00

247 lines
7.8 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nullptr; c-basic-offset: 2
* -*- 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/. */
#include "mozilla/layers/SurfacePoolWayland.h"
#include "GLBlitHelper.h"
#include "mozilla/gfx/DataSurfaceHelpers.h"
namespace mozilla::layers {
using gfx::IntSize;
using gl::DepthAndStencilBuffer;
using gl::GLContext;
using gl::MozFramebuffer;
using widget::WaylandBuffer;
/* static */ RefPtr<SurfacePool> SurfacePool::Create(size_t aPoolSizeLimit) {
return new SurfacePoolWayland(aPoolSizeLimit);
}
SurfacePoolWayland::SurfacePoolWayland(size_t aPoolSizeLimit)
: mMutex("SurfacePoolWayland"), mPoolSizeLimit(aPoolSizeLimit) {}
RefPtr<SurfacePoolHandle> SurfacePoolWayland::GetHandleForGL(GLContext* aGL) {
return new SurfacePoolHandleWayland(this, aGL);
}
template <typename F>
void SurfacePoolWayland::ForEachEntry(F aFn) {
for (auto& iter : mInUseEntries) {
aFn(iter.second);
}
for (auto& entry : mPendingEntries) {
aFn(entry);
}
for (auto& entry : mAvailableEntries) {
aFn(entry);
}
}
void SurfacePoolWayland::DestroyGLResourcesForContext(GLContext* aGL) {
MutexAutoLock lock(mMutex);
ForEachEntry([&](SurfacePoolEntry& entry) {
if (entry.mGLResources && entry.mGLResources->mGL == aGL) {
entry.mGLResources = Nothing();
entry.mWaylandBuffer->DestroyGLResources();
}
});
mDepthBuffers.RemoveElementsBy(
[&](const DepthBufferEntry& entry) { return entry.mGL == aGL; });
}
bool SurfacePoolWayland::CanRecycleSurfaceForRequest(
const MutexAutoLock& aProofOfLock, const SurfacePoolEntry& aEntry,
const IntSize& aSize, GLContext* aGL) {
if (aEntry.mSize != aSize) {
return false;
}
if (aEntry.mGLResources) {
return aEntry.mGLResources->mGL == aGL;
}
return aGL == nullptr;
}
RefPtr<WaylandBuffer> SurfacePoolWayland::ObtainBufferFromPool(
const IntSize& aSize, GLContext* aGL) {
MutexAutoLock lock(mMutex);
auto iterToRecycle = std::find_if(
mAvailableEntries.begin(), mAvailableEntries.end(),
[&](const SurfacePoolEntry& aEntry) {
return CanRecycleSurfaceForRequest(lock, aEntry, aSize, aGL);
});
if (iterToRecycle != mAvailableEntries.end()) {
RefPtr<WaylandBuffer> buffer = iterToRecycle->mWaylandBuffer;
mInUseEntries.insert({buffer.get(), std::move(*iterToRecycle)});
mAvailableEntries.RemoveElementAt(iterToRecycle);
return buffer;
}
RefPtr<WaylandBuffer> buffer;
if (aGL) {
buffer = widget::WaylandBufferDMABUF::Create(
LayoutDeviceIntSize::FromUnknownSize(aSize), aGL);
} else {
buffer = widget::WaylandBufferSHM::Create(
LayoutDeviceIntSize::FromUnknownSize(aSize));
}
if (buffer) {
mInUseEntries.insert({buffer.get(), SurfacePoolEntry{aSize, buffer, {}}});
}
return buffer;
}
void SurfacePoolWayland::ReturnBufferToPool(
const RefPtr<WaylandBuffer>& aBuffer) {
MutexAutoLock lock(mMutex);
auto inUseEntryIter = mInUseEntries.find(aBuffer);
MOZ_RELEASE_ASSERT(inUseEntryIter != mInUseEntries.end());
if (aBuffer->IsAttached()) {
mPendingEntries.AppendElement(std::move(inUseEntryIter->second));
mInUseEntries.erase(inUseEntryIter);
} else {
mAvailableEntries.AppendElement(std::move(inUseEntryIter->second));
mInUseEntries.erase(inUseEntryIter);
}
}
void SurfacePoolWayland::EnforcePoolSizeLimit() {
MutexAutoLock lock(mMutex);
// Enforce the pool size limit, removing least-recently-used entries as
// necessary.
while (mAvailableEntries.Length() > mPoolSizeLimit) {
mAvailableEntries.RemoveElementAt(0);
}
NS_WARNING_ASSERTION(mPendingEntries.Length() < mPoolSizeLimit * 2,
"Are we leaking pending entries?");
NS_WARNING_ASSERTION(mInUseEntries.size() < mPoolSizeLimit * 2,
"Are we leaking in-use entries?");
}
void SurfacePoolWayland::CollectPendingSurfaces() {
MutexAutoLock lock(mMutex);
mPendingEntries.RemoveElementsBy([&](auto& entry) {
if (!entry.mWaylandBuffer->IsAttached()) {
mAvailableEntries.AppendElement(std::move(entry));
return true;
}
return false;
});
}
Maybe<GLuint> SurfacePoolWayland::GetFramebufferForBuffer(
const RefPtr<WaylandBuffer>& aBuffer, GLContext* aGL,
bool aNeedsDepthBuffer) {
MutexAutoLock lock(mMutex);
MOZ_RELEASE_ASSERT(aGL);
auto inUseEntryIter = mInUseEntries.find(aBuffer);
MOZ_RELEASE_ASSERT(inUseEntryIter != mInUseEntries.end());
SurfacePoolEntry& entry = inUseEntryIter->second;
if (entry.mGLResources) {
// We have an existing framebuffer.
MOZ_RELEASE_ASSERT(entry.mGLResources->mGL == aGL,
"Recycled surface that still had GL resources from a "
"different GL context. "
"This shouldn't happen.");
if (!aNeedsDepthBuffer || entry.mGLResources->mFramebuffer->HasDepth()) {
return Some(entry.mGLResources->mFramebuffer->mFB);
}
}
// No usable existing framebuffer, we need to create one.
if (!aGL->MakeCurrent()) {
// Context may have been destroyed.
return {};
}
const GLuint tex = aBuffer->GetTexture();
auto fb = CreateFramebufferForTexture(lock, aGL, entry.mSize, tex,
aNeedsDepthBuffer);
if (!fb) {
// Framebuffer completeness check may have failed.
return {};
}
GLuint fbo = fb->mFB;
entry.mGLResources = Some(GLResourcesForBuffer{aGL, std::move(fb)});
return Some(fbo);
}
RefPtr<gl::DepthAndStencilBuffer> SurfacePoolWayland::GetDepthBufferForSharing(
const MutexAutoLock& aProofOfLock, GLContext* aGL, const IntSize& aSize) {
// Clean out entries for which the weak pointer has become null.
mDepthBuffers.RemoveElementsBy(
[&](const DepthBufferEntry& entry) { return !entry.mBuffer; });
for (const auto& entry : mDepthBuffers) {
if (entry.mGL == aGL && entry.mSize == aSize) {
return entry.mBuffer.get();
}
}
return nullptr;
}
UniquePtr<MozFramebuffer> SurfacePoolWayland::CreateFramebufferForTexture(
const MutexAutoLock& aProofOfLock, GLContext* aGL, const IntSize& aSize,
GLuint aTexture, bool aNeedsDepthBuffer) {
if (aNeedsDepthBuffer) {
// Try to find an existing depth buffer of aSize in aGL and create a
// framebuffer that shares it.
if (auto buffer = GetDepthBufferForSharing(aProofOfLock, aGL, aSize)) {
return MozFramebuffer::CreateForBackingWithSharedDepthAndStencil(
aSize, 0, LOCAL_GL_TEXTURE_2D, aTexture, buffer);
}
}
// No depth buffer needed or we didn't find one. Create a framebuffer with a
// new depth buffer and store a weak pointer to the new depth buffer in
// mDepthBuffers.
UniquePtr<MozFramebuffer> fb = MozFramebuffer::CreateForBacking(
aGL, aSize, 0, aNeedsDepthBuffer, LOCAL_GL_TEXTURE_2D, aTexture);
if (fb && fb->GetDepthAndStencilBuffer()) {
mDepthBuffers.AppendElement(
DepthBufferEntry{aGL, aSize, fb->GetDepthAndStencilBuffer().get()});
}
return fb;
}
SurfacePoolHandleWayland::SurfacePoolHandleWayland(
RefPtr<SurfacePoolWayland> aPool, GLContext* aGL)
: mPool(std::move(aPool)), mGL(aGL) {}
void SurfacePoolHandleWayland::OnBeginFrame() {
mPool->CollectPendingSurfaces();
}
void SurfacePoolHandleWayland::OnEndFrame() { mPool->EnforcePoolSizeLimit(); }
RefPtr<WaylandBuffer> SurfacePoolHandleWayland::ObtainBufferFromPool(
const IntSize& aSize) {
return mPool->ObtainBufferFromPool(aSize, mGL);
}
void SurfacePoolHandleWayland::ReturnBufferToPool(
const RefPtr<WaylandBuffer>& aBuffer) {
mPool->ReturnBufferToPool(aBuffer);
}
Maybe<GLuint> SurfacePoolHandleWayland::GetFramebufferForBuffer(
const RefPtr<WaylandBuffer>& aBuffer, bool aNeedsDepthBuffer) {
return mPool->GetFramebufferForBuffer(aBuffer, mGL, aNeedsDepthBuffer);
}
} // namespace mozilla::layers