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1e19379853
This patch wants to solve several quirks around the shutdown terminator. - Use the same shutdown phase definitions in AppShutdown and nsTerminator. This touches quite a few files. - Ensure that the terminator phase shift is handled before any shutdown observer notifications are sent and reduce its heartbeat duration. - Add missing phases to the shutdown telemetry. Please note that this changes the unit of "tick" to 100ms rather than 1s. As a side effect, we also remove the obsolete "shutdown-persist" context. While the existing test coverage continues to prove the most important functions, we acknowledge the wish for better test coverage with [[ https://bugzilla.mozilla.org/show_bug.cgi?id=1693966 | bug 1693966 ]]. Differential Revision: https://phabricator.services.mozilla.com/D103626
329 lines
9.3 KiB
C++
329 lines
9.3 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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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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#include "VRServiceHost.h"
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#include "VRGPUChild.h"
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#include "VRPuppetCommandBuffer.h"
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#include "mozilla/ClearOnShutdown.h"
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#include "mozilla/gfx/GPUParent.h"
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#include "service/VRService.h"
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#include "VRManager.h"
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namespace mozilla {
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namespace gfx {
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static StaticRefPtr<VRServiceHost> sVRServiceHostSingleton;
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/* static */
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void VRServiceHost::Init(bool aEnableVRProcess) {
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MOZ_ASSERT(NS_IsMainThread());
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if (sVRServiceHostSingleton == nullptr) {
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sVRServiceHostSingleton = new VRServiceHost(aEnableVRProcess);
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ClearOnShutdown(&sVRServiceHostSingleton);
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}
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}
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/* static */
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VRServiceHost* VRServiceHost::Get() {
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MOZ_ASSERT(sVRServiceHostSingleton != nullptr);
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return sVRServiceHostSingleton;
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}
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VRServiceHost::VRServiceHost(bool aEnableVRProcess)
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: mVRService(nullptr),
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mVRProcessEnabled(aEnableVRProcess),
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mVRProcessStarted(false),
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mVRServiceReadyInVRProcess(false),
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mVRServiceRequested(false)
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{
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MOZ_COUNT_CTOR(VRServiceHost);
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}
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VRServiceHost::~VRServiceHost() {
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MOZ_ASSERT(NS_IsMainThread());
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MOZ_COUNT_DTOR(VRServiceHost);
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}
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void VRServiceHost::StartService() {
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mVRServiceRequested = true;
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if (mVRProcessEnabled) {
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// VRService in the VR process
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RefreshVRProcess();
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} else if (mVRService) {
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// VRService in the GPU process if enabled, or
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// the parent process if the GPU process is not enabled.
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mVRService->Start();
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}
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}
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void VRServiceHost::StopService() {
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mVRServiceRequested = false;
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if (mVRProcessEnabled) {
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// VRService in the VR process
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RefreshVRProcess();
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} else if (mVRService) {
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// VRService in the GPU process if enabled, or
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// the parent process if the GPU process is not enabled.
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mVRService->Stop();
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}
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}
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void VRServiceHost::Shutdown() {
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PuppetReset();
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StopService();
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mVRService = nullptr;
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}
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void VRServiceHost::Refresh() {
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if (mVRService) {
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mVRService->Refresh();
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}
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}
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void VRServiceHost::CreateService(volatile VRExternalShmem* aShmem) {
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MOZ_ASSERT(!mVRProcessEnabled);
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mVRService = VRService::Create(aShmem);
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}
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bool VRServiceHost::NeedVRProcess() {
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if (!mVRProcessEnabled) {
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return false;
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}
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return mVRServiceRequested;
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}
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void VRServiceHost::RefreshVRProcess() {
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// Start or stop the VR process if needed
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if (NeedVRProcess()) {
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if (!mVRProcessStarted) {
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CreateVRProcess();
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}
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} else {
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if (mVRProcessStarted) {
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ShutdownVRProcess();
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}
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}
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}
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void VRServiceHost::CreateVRProcess() {
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// This is only allowed to run in the main thread of the GPU process
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if (!XRE_IsGPUProcess()) {
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return;
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}
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// Forward this to the main thread if not already there
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if (!NS_IsMainThread()) {
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RefPtr<Runnable> task = NS_NewRunnableFunction(
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"VRServiceHost::CreateVRProcess",
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[]() -> void { VRServiceHost::Get()->CreateVRProcess(); });
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NS_DispatchToMainThread(task.forget());
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return;
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}
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if (mVRProcessStarted) {
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return;
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}
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mVRProcessStarted = true;
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// Using PGPU channel to tell the main process
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// to create the VR process.
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gfx::GPUParent* gpu = GPUParent::GetSingleton();
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MOZ_ASSERT(gpu);
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Unused << gpu->SendCreateVRProcess();
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}
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void VRServiceHost::NotifyVRProcessStarted() {
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MOZ_ASSERT(NS_IsMainThread());
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MOZ_ASSERT(mVRProcessEnabled);
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if (!mVRProcessStarted) {
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// We have received this after the VR process
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// has been stopped; the VR service is no
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// longer running in the VR process.
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return;
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}
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if (!VRGPUChild::IsCreated()) {
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return;
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}
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VRGPUChild* vrGPUChild = VRGPUChild::Get();
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// The VR service has started in the VR process
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// If there were pending puppet commands, we
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// can send them now.
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// This must occur before the VRService
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// is started so the buffer can be seen
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// by VRPuppetSession::Initialize().
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if (!mPuppetPendingCommands.IsEmpty()) {
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vrGPUChild->SendPuppetSubmit(mPuppetPendingCommands);
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mPuppetPendingCommands.Clear();
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}
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vrGPUChild->SendStartVRService();
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mVRServiceReadyInVRProcess = true;
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}
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void VRServiceHost::ShutdownVRProcess() {
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// This is only allowed to run in the main thread of the GPU process
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if (!XRE_IsGPUProcess()) {
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return;
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}
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// Forward this to the main thread if not already there
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if (!NS_IsMainThread()) {
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RefPtr<Runnable> task = NS_NewRunnableFunction(
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"VRServiceHost::ShutdownVRProcess",
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[]() -> void { VRServiceHost::Get()->ShutdownVRProcess(); });
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NS_DispatchToMainThread(task.forget());
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return;
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}
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if (VRGPUChild::IsCreated()) {
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VRGPUChild* vrGPUChild = VRGPUChild::Get();
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vrGPUChild->SendStopVRService();
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if (!vrGPUChild->IsClosed()) {
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vrGPUChild->Close();
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}
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VRGPUChild::Shutdown();
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}
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if (!mVRProcessStarted) {
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return;
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}
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// Using PGPU channel to tell the main process
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// to shutdown VR process.
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gfx::GPUParent* gpu = GPUParent::GetSingleton();
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MOZ_ASSERT(gpu);
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Unused << gpu->SendShutdownVRProcess();
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mVRProcessStarted = false;
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mVRServiceReadyInVRProcess = false;
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}
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void VRServiceHost::PuppetSubmit(const nsTArray<uint64_t>& aBuffer) {
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if (!mVRProcessEnabled) {
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// Puppet is running in this process, submit commands directly
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VRPuppetCommandBuffer::Get().Submit(aBuffer);
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return;
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}
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// We need to send the buffer to the VR process
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SendPuppetSubmitToVRProcess(aBuffer);
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}
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void VRServiceHost::SendPuppetSubmitToVRProcess(
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const nsTArray<uint64_t>& aBuffer) {
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// This is only allowed to run in the main thread of the GPU process
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if (!XRE_IsGPUProcess()) {
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return;
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}
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// Forward this to the main thread if not already there
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if (!NS_IsMainThread()) {
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RefPtr<Runnable> task = NS_NewRunnableFunction(
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"VRServiceHost::SendPuppetSubmitToVRProcess",
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[buffer{aBuffer.Clone()}]() -> void {
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VRServiceHost::Get()->SendPuppetSubmitToVRProcess(buffer);
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});
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NS_DispatchToMainThread(task.forget());
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return;
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}
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if (!mVRServiceReadyInVRProcess) {
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// Queue the commands to be sent to the VR process once it is started
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mPuppetPendingCommands.AppendElements(aBuffer);
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return;
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}
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if (VRGPUChild::IsCreated()) {
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VRGPUChild* vrGPUChild = VRGPUChild::Get();
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vrGPUChild->SendPuppetSubmit(aBuffer);
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}
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}
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void VRServiceHost::PuppetReset() {
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// If we're already into ShutdownFinal, the VRPuppetCommandBuffer instance
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// will have been cleared, so don't try to access it after that point.
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if (!mVRProcessEnabled &&
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!(NS_IsMainThread() &&
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PastShutdownPhase(ShutdownPhase::XPCOMShutdownFinal))) {
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// Puppet is running in this process, tell it to reset directly.
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VRPuppetCommandBuffer::Get().Reset();
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}
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mPuppetPendingCommands.Clear();
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if (!mVRProcessStarted) {
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// Process is stopped, so puppet state is already clear
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return;
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}
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// We need to tell the VR process to reset the puppet
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SendPuppetResetToVRProcess();
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}
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void VRServiceHost::SendPuppetResetToVRProcess() {
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// This is only allowed to run in the main thread of the GPU process
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if (!XRE_IsGPUProcess()) {
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return;
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}
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// Forward this to the main thread if not already there
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if (!NS_IsMainThread()) {
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RefPtr<Runnable> task = NS_NewRunnableFunction(
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"VRServiceHost::SendPuppetResetToVRProcess",
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[]() -> void { VRServiceHost::Get()->SendPuppetResetToVRProcess(); });
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NS_DispatchToMainThread(task.forget());
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return;
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}
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if (VRGPUChild::IsCreated()) {
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VRGPUChild* vrGPUChild = VRGPUChild::Get();
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vrGPUChild->SendPuppetReset();
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}
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}
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void VRServiceHost::CheckForPuppetCompletion() {
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if (!mVRProcessEnabled) {
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// Puppet is running in this process, ask it directly
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if (VRPuppetCommandBuffer::Get().HasEnded()) {
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VRManager::Get()->NotifyPuppetComplete();
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}
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}
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if (!mPuppetPendingCommands.IsEmpty()) {
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// There are puppet commands pending to be sent to the
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// VR process once its started, thus it has not ended.
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return;
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}
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if (!mVRProcessStarted) {
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// The VR process will be kept alive as long
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// as there is a queue in the puppet command
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// buffer. If the process is stopped, we can
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// infer that the queue has been cleared and
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// puppet state is reset.
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VRManager::Get()->NotifyPuppetComplete();
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}
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// We need to ask the VR process if the puppet has ended
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SendPuppetCheckForCompletionToVRProcess();
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// VRGPUChild::RecvNotifyPuppetComplete will call
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// VRManager::NotifyPuppetComplete if the puppet has completed
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// in the VR Process.
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}
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void VRServiceHost::SendPuppetCheckForCompletionToVRProcess() {
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// This is only allowed to run in the main thread of the GPU process
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if (!XRE_IsGPUProcess()) {
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return;
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}
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// Forward this to the main thread if not already there
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if (!NS_IsMainThread()) {
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RefPtr<Runnable> task = NS_NewRunnableFunction(
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"VRServiceHost::SendPuppetCheckForCompletionToVRProcess", []() -> void {
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VRServiceHost::Get()->SendPuppetCheckForCompletionToVRProcess();
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});
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NS_DispatchToMainThread(task.forget());
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return;
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}
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if (VRGPUChild::IsCreated()) {
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VRGPUChild* vrGPUChild = VRGPUChild::Get();
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vrGPUChild->SendPuppetCheckForCompletion();
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}
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}
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} // namespace gfx
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} // namespace mozilla
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