gecko-dev/xpcom/threads/PrioritizedEventQueue.cpp
Nicholas Nethercote 18fae65f38 Bug 1563139 - Remove StaticPrefs.h. r=glandium
This requires replacing inclusions of it with inclusions of more specific prefs
files.

The exception is that StaticPrefsAll.h, which is equivalent to StaticPrefs.h,
and is used in `Codegen.py` because doing something smarter is tricky and
suitable for a follow-up. As a result, any change to StaticPrefList.yaml will
still trigger recompilation of all the generated DOM bindings files, but that's
still a big improvement over trigger recompilation of every file that uses
static prefs.

Most of the changes in this commit are very boring. The only changes that are
not boring are modules/libpref/*, Codegen.py, and ServoBindings.toml.

Differential Revision: https://phabricator.services.mozilla.com/D39138

--HG--
extra : moz-landing-system : lando
2019-07-26 01:10:23 +00:00

340 lines
12 KiB
C++

/* -*- 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/. */
#include "PrioritizedEventQueue.h"
#include "mozilla/EventQueue.h"
#include "mozilla/ScopeExit.h"
#include "mozilla/StaticPrefs_threads.h"
#include "nsThreadManager.h"
#include "nsXPCOMPrivate.h" // for gXPCOMThreadsShutDown
#include "InputEventStatistics.h"
using namespace mozilla;
void PrioritizedEventQueue::PutEvent(already_AddRefed<nsIRunnable>&& aEvent,
EventQueuePriority aPriority,
const MutexAutoLock& aProofOfLock) {
// Double check the priority with a QI.
RefPtr<nsIRunnable> event(aEvent);
EventQueuePriority priority = aPriority;
if (priority == EventQueuePriority::Input &&
mInputQueueState == STATE_DISABLED) {
priority = EventQueuePriority::Normal;
} else if (priority == EventQueuePriority::MediumHigh &&
!StaticPrefs::threads_medium_high_event_queue_enabled()) {
priority = EventQueuePriority::Normal;
}
switch (priority) {
case EventQueuePriority::High:
mHighQueue->PutEvent(event.forget(), priority, aProofOfLock);
break;
case EventQueuePriority::Input:
mInputQueue->PutEvent(event.forget(), priority, aProofOfLock);
break;
case EventQueuePriority::MediumHigh:
mMediumHighQueue->PutEvent(event.forget(), priority, aProofOfLock);
break;
case EventQueuePriority::Normal:
mNormalQueue->PutEvent(event.forget(), priority, aProofOfLock);
break;
case EventQueuePriority::DeferredTimers:
mDeferredTimersQueue->PutEvent(event.forget(), priority, aProofOfLock);
break;
case EventQueuePriority::Idle:
mIdleQueue->PutEvent(event.forget(), priority, aProofOfLock);
break;
case EventQueuePriority::Count:
MOZ_CRASH("EventQueuePriority::Count isn't a valid priority");
break;
}
}
TimeStamp PrioritizedEventQueue::GetIdleDeadline() {
// If we are shutting down, we won't honor the idle period, and we will
// always process idle runnables. This will ensure that the idle queue
// gets exhausted at shutdown time to prevent intermittently leaking
// some runnables inside that queue and even worse potentially leaving
// some important cleanup work unfinished.
if (gXPCOMThreadsShutDown ||
nsThreadManager::get().GetCurrentThread()->ShuttingDown()) {
return TimeStamp::Now();
}
TimeStamp idleDeadline;
{
// Releasing the lock temporarily since getting the idle period
// might need to lock the timer thread. Unlocking here might make
// us receive an event on the main queue, but we've committed to
// run an idle event anyhow.
MutexAutoUnlock unlock(*mMutex);
mIdlePeriod->GetIdlePeriodHint(&idleDeadline);
}
// If HasPendingEvents() has been called and it has returned true because of
// pending idle events, there is a risk that we may decide here that we aren't
// idle and return null, in which case HasPendingEvents() has effectively
// lied. Since we can't go back and fix the past, we have to adjust what we
// do here and forcefully pick the idle queue task here. Note that this means
// that we are choosing to run a task from the idle queue when we would
// normally decide that we aren't in an idle period, but this can only happen
// if we fall out of the idle period in between the call to HasPendingEvents()
// and here, which should hopefully be quite rare. We are effectively
// choosing to prioritize the sanity of our API semantics over the optimal
// scheduling.
if (!mHasPendingEventsPromisedIdleEvent &&
(!idleDeadline || idleDeadline < TimeStamp::Now())) {
return TimeStamp();
}
if (mHasPendingEventsPromisedIdleEvent && !idleDeadline) {
// If HasPendingEvents() has been called and it has returned true, but we're
// no longer in the idle period, we must return a valid timestamp to pretend
// that we are still in the idle period.
return TimeStamp::Now();
}
return idleDeadline;
}
EventQueuePriority PrioritizedEventQueue::SelectQueue(
bool aUpdateState, const MutexAutoLock& aProofOfLock) {
size_t inputCount = mInputQueue->Count(aProofOfLock);
if (aUpdateState && mInputQueueState == STATE_ENABLED &&
mInputHandlingStartTime.IsNull() && inputCount > 0) {
mInputHandlingStartTime =
InputEventStatistics::Get().GetInputHandlingStartTime(inputCount);
}
// We check the different queues in the following order. The conditions we use
// are meant to avoid starvation and to ensure that we don't process an event
// at the wrong time.
//
// HIGH: if mProcessHighPriorityQueue
// INPUT: if inputCount > 0 && TimeStamp::Now() > mInputHandlingStartTime
// MEDIUMHIGH: if medium high pending
// NORMAL: if normal pending
//
// If we still don't have an event, then we take events from the queues
// in the following order:
//
// HIGH
// INPUT
// DEFERREDTIMERS: if GetIdleDeadline()
// IDLE: if GetIdleDeadline()
//
// If we don't get an event in this pass, then we return null since no events
// are ready.
// This variable determines which queue we will take an event from.
EventQueuePriority queue;
bool highPending = !mHighQueue->IsEmpty(aProofOfLock);
if (mProcessHighPriorityQueue) {
queue = EventQueuePriority::High;
} else if (inputCount > 0 && (mInputQueueState == STATE_FLUSHING ||
(mInputQueueState == STATE_ENABLED &&
!mInputHandlingStartTime.IsNull() &&
TimeStamp::Now() > mInputHandlingStartTime))) {
queue = EventQueuePriority::Input;
} else if (!mMediumHighQueue->IsEmpty(aProofOfLock)) {
MOZ_ASSERT(
mInputQueueState != STATE_FLUSHING,
"Shouldn't consume medium high event when flushing input events");
queue = EventQueuePriority::MediumHigh;
} else if (!mNormalQueue->IsEmpty(aProofOfLock)) {
MOZ_ASSERT(mInputQueueState != STATE_FLUSHING,
"Shouldn't consume normal event when flushing input events");
queue = EventQueuePriority::Normal;
} else if (highPending) {
queue = EventQueuePriority::High;
} else if (inputCount > 0 && mInputQueueState != STATE_SUSPEND) {
MOZ_ASSERT(
mInputQueueState != STATE_DISABLED,
"Shouldn't consume input events when the input queue is disabled");
queue = EventQueuePriority::Input;
} else if (!mDeferredTimersQueue->IsEmpty(aProofOfLock)) {
// We may not actually return an idle event in this case.
queue = EventQueuePriority::DeferredTimers;
} else {
// We may not actually return an idle event in this case.
queue = EventQueuePriority::Idle;
}
MOZ_ASSERT_IF(
queue == EventQueuePriority::Input,
mInputQueueState != STATE_DISABLED && mInputQueueState != STATE_SUSPEND);
if (aUpdateState) {
mProcessHighPriorityQueue = highPending;
}
return queue;
}
already_AddRefed<nsIRunnable> PrioritizedEventQueue::GetEvent(
EventQueuePriority* aPriority, const MutexAutoLock& aProofOfLock) {
auto guard =
MakeScopeExit([&] { mHasPendingEventsPromisedIdleEvent = false; });
#ifndef RELEASE_OR_BETA
// Clear mNextIdleDeadline so that it is possible to determine that
// we're running an idle runnable in ProcessNextEvent.
*mNextIdleDeadline = TimeStamp();
#endif
EventQueuePriority queue = SelectQueue(true, aProofOfLock);
if (aPriority) {
*aPriority = queue;
}
if (queue == EventQueuePriority::High) {
nsCOMPtr<nsIRunnable> event = mHighQueue->GetEvent(aPriority, aProofOfLock);
MOZ_ASSERT(event);
mInputHandlingStartTime = TimeStamp();
mProcessHighPriorityQueue = false;
return event.forget();
}
if (queue == EventQueuePriority::Input) {
nsCOMPtr<nsIRunnable> event =
mInputQueue->GetEvent(aPriority, aProofOfLock);
MOZ_ASSERT(event);
return event.forget();
}
if (queue == EventQueuePriority::MediumHigh) {
nsCOMPtr<nsIRunnable> event =
mMediumHighQueue->GetEvent(aPriority, aProofOfLock);
return event.forget();
}
if (queue == EventQueuePriority::Normal) {
nsCOMPtr<nsIRunnable> event =
mNormalQueue->GetEvent(aPriority, aProofOfLock);
return event.forget();
}
// If we get here, then all queues except deferredtimers and idle are empty.
MOZ_ASSERT(queue == EventQueuePriority::Idle ||
queue == EventQueuePriority::DeferredTimers);
if (mIdleQueue->IsEmpty(aProofOfLock) &&
mDeferredTimersQueue->IsEmpty(aProofOfLock)) {
MOZ_ASSERT(!mHasPendingEventsPromisedIdleEvent);
return nullptr;
}
TimeStamp idleDeadline = GetIdleDeadline();
if (!idleDeadline) {
return nullptr;
}
nsCOMPtr<nsIRunnable> event =
mDeferredTimersQueue->GetEvent(aPriority, aProofOfLock);
if (!event) {
event = mIdleQueue->GetEvent(aPriority, aProofOfLock);
}
if (event) {
nsCOMPtr<nsIIdleRunnable> idleEvent = do_QueryInterface(event);
if (idleEvent) {
idleEvent->SetDeadline(idleDeadline);
}
#ifndef RELEASE_OR_BETA
// Store the next idle deadline to be able to determine budget use
// in ProcessNextEvent.
*mNextIdleDeadline = idleDeadline;
#endif
}
return event.forget();
}
bool PrioritizedEventQueue::IsEmpty(const MutexAutoLock& aProofOfLock) {
// Just check IsEmpty() on the sub-queues. Don't bother checking the idle
// deadline since that only determines whether an idle event is ready or not.
return mHighQueue->IsEmpty(aProofOfLock) &&
mInputQueue->IsEmpty(aProofOfLock) &&
mMediumHighQueue->IsEmpty(aProofOfLock) &&
mNormalQueue->IsEmpty(aProofOfLock) &&
mDeferredTimersQueue->IsEmpty(aProofOfLock) &&
mIdleQueue->IsEmpty(aProofOfLock);
}
bool PrioritizedEventQueue::HasReadyEvent(const MutexAutoLock& aProofOfLock) {
mHasPendingEventsPromisedIdleEvent = false;
EventQueuePriority queue = SelectQueue(false, aProofOfLock);
if (queue == EventQueuePriority::High) {
return mHighQueue->HasReadyEvent(aProofOfLock);
} else if (queue == EventQueuePriority::Input) {
return mInputQueue->HasReadyEvent(aProofOfLock);
} else if (queue == EventQueuePriority::MediumHigh) {
return mMediumHighQueue->HasReadyEvent(aProofOfLock);
} else if (queue == EventQueuePriority::Normal) {
return mNormalQueue->HasReadyEvent(aProofOfLock);
}
MOZ_ASSERT(queue == EventQueuePriority::Idle ||
queue == EventQueuePriority::DeferredTimers);
// If we get here, then both the high and normal queues are empty.
if (mDeferredTimersQueue->IsEmpty(aProofOfLock) &&
mIdleQueue->IsEmpty(aProofOfLock)) {
return false;
}
TimeStamp idleDeadline = GetIdleDeadline();
if (idleDeadline && (mDeferredTimersQueue->HasReadyEvent(aProofOfLock) ||
mIdleQueue->HasReadyEvent(aProofOfLock))) {
mHasPendingEventsPromisedIdleEvent = true;
return true;
}
return false;
}
bool PrioritizedEventQueue::HasPendingHighPriorityEvents(
const MutexAutoLock& aProofOfLock) {
return !mHighQueue->IsEmpty(aProofOfLock);
}
size_t PrioritizedEventQueue::Count(const MutexAutoLock& aProofOfLock) const {
MOZ_CRASH("unimplemented");
}
void PrioritizedEventQueue::EnableInputEventPrioritization(
const MutexAutoLock& aProofOfLock) {
MOZ_ASSERT(mInputQueueState == STATE_DISABLED);
mInputQueueState = STATE_ENABLED;
mInputHandlingStartTime = TimeStamp();
}
void PrioritizedEventQueue::FlushInputEventPrioritization(
const MutexAutoLock& aProofOfLock) {
MOZ_ASSERT(mInputQueueState == STATE_ENABLED ||
mInputQueueState == STATE_SUSPEND);
mInputQueueState =
mInputQueueState == STATE_ENABLED ? STATE_FLUSHING : STATE_SUSPEND;
}
void PrioritizedEventQueue::SuspendInputEventPrioritization(
const MutexAutoLock& aProofOfLock) {
MOZ_ASSERT(mInputQueueState == STATE_ENABLED ||
mInputQueueState == STATE_FLUSHING);
mInputQueueState = STATE_SUSPEND;
}
void PrioritizedEventQueue::ResumeInputEventPrioritization(
const MutexAutoLock& aProofOfLock) {
MOZ_ASSERT(mInputQueueState == STATE_SUSPEND);
mInputQueueState = STATE_ENABLED;
}