gecko-dev/gfx/webrender_bindings/RenderCompositorOGL.h
Markus Stange daf06d791b Bug 1565668 - Add back-pressure to WebRender+OGL by implementing RenderCompositorOGL::WaitForGPU(). r=sotaro
Without CoreAnimation, back-pressure was applied by SwapBuffers: On a
double-buffered NSOpenGLContext which is bound to an NSView, [context flushBuffer]
waits for the previous frame to be finished. With CoreAnimation, the context
is no longer bound to an NSView, and SwapBuffers acts as a regular glFlush.
glFlush on its own does not prevent overproduction.

If we submit GPU work at a faster rate than the GPU can handle, we end up
delaying the window server's GPU work. This can cause the window server to skip
frames. So even if Gecko can produce frames at 60FPS, the window server might
only present those frames at 30FPS, skipping every second frame.

Differential Revision: https://phabricator.services.mozilla.com/D26412

--HG--
extra : moz-landing-system : lando
2019-07-17 20:46:39 +00:00

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1.3 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/. */
#ifndef MOZILLA_GFX_RENDERCOMPOSITOR_OGL_H
#define MOZILLA_GFX_RENDERCOMPOSITOR_OGL_H
#include "mozilla/webrender/RenderCompositor.h"
namespace mozilla {
namespace wr {
class RenderCompositorOGL : public RenderCompositor {
public:
static UniquePtr<RenderCompositor> Create(
RefPtr<widget::CompositorWidget>&& aWidget);
RenderCompositorOGL(RefPtr<gl::GLContext>&& aGL,
RefPtr<widget::CompositorWidget>&& aWidget);
virtual ~RenderCompositorOGL();
bool BeginFrame() override;
void EndFrame() override;
bool WaitForGPU() override;
void Pause() override;
bool Resume() override;
gl::GLContext* gl() const override { return mGL; }
bool UseANGLE() const override { return false; }
LayoutDeviceIntSize GetBufferSize() override;
protected:
void InsertFrameDoneSync();
RefPtr<gl::GLContext> mGL;
// Used to apply back-pressure in WaitForGPU().
GLsync mPreviousFrameDoneSync;
GLsync mThisFrameDoneSync;
};
} // namespace wr
} // namespace mozilla
#endif