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/*
* Copyright (C) 2014 Igalia S.L.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS''
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
* THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS
* BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
* THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "config.h"
#include "CompositingRunLoop.h"
#if USE(COORDINATED_GRAPHICS)
#include <wtf/HashMap.h>
#include <wtf/MainThread.h>
#include <wtf/Threading.h>
#include <wtf/threads/BinarySemaphore.h>
#if USE(GLIB_EVENT_LOOP)
#include <wtf/glib/RunLoopSourcePriority.h>
#endif
namespace WebKit {
static RunLoop* createRunLoop()
{
RunLoop* runLoop = nullptr;
BinarySemaphore semaphore;
Thread::create("org.webkit.ThreadedCompositor", [&] {
runLoop = &RunLoop::current();
semaphore.signal();
runLoop->run();
}, ThreadType::Graphics)->detach();
semaphore.wait();
return runLoop;
}
CompositingRunLoop::CompositingRunLoop(Function<void ()>&& updateFunction)
: m_runLoop(createRunLoop())
, m_updateTimer(*m_runLoop, this, &CompositingRunLoop::updateTimerFired)
, m_updateFunction(WTFMove(updateFunction))
{
#if USE(GLIB_EVENT_LOOP)
m_updateTimer.setPriority(RunLoopSourcePriority::CompositingThreadUpdateTimer);
m_updateTimer.setName("[WebKit] CompositingRunLoop");
#endif
}
CompositingRunLoop::~CompositingRunLoop()
{
ASSERT(RunLoop::isMain());
// Make sure the RunLoop is stopped after the CompositingRunLoop, because m_updateTimer has a reference.
RunLoop::main().dispatch([runLoop = Ref { *m_runLoop }] {
runLoop->stop();
runLoop->dispatch([] {
RunLoop::current().stop();
});
});
}
void CompositingRunLoop::performTask(Function<void ()>&& function)
{
ASSERT(RunLoop::isMain());
m_runLoop->dispatch(WTFMove(function));
}
void CompositingRunLoop::performTaskSync(Function<void ()>&& function)
{
ASSERT(RunLoop::isMain());
Locker locker { m_dispatchSyncConditionLock };
m_runLoop->dispatch([this, function = WTFMove(function)] {
function();
Locker locker { m_dispatchSyncConditionLock };
m_dispatchSyncCondition.notifyOne();
});
m_dispatchSyncCondition.wait(m_dispatchSyncConditionLock);
}
void CompositingRunLoop::suspend()
{
Locker stateLocker { m_state.lock };
m_state.isSuspended = true;
m_updateTimer.stop();
}
void CompositingRunLoop::resume()
{
Locker stateLocker { m_state.lock };
m_state.isSuspended = false;
if (m_state.update == UpdateState::Scheduled)
m_updateTimer.startOneShot(0_s);
}
void CompositingRunLoop::scheduleUpdate()
{
Locker stateLocker { m_state.lock };
scheduleUpdate(stateLocker);
}
void CompositingRunLoop::scheduleUpdate(LockHolder& stateLocker)
{
// An update was requested. Depending on the state:
// - if Idle, enter the Scheduled state and start the update timer,
// - if Scheduled, do nothing,
// - if InProgress mark an update as pending, meaning another update will be
// scheduled as soon as the current one is completed.
UNUSED_PARAM(stateLocker);
switch (m_state.update) {
case UpdateState::Idle:
m_state.update = UpdateState::Scheduled;
if (!m_state.isSuspended)
m_updateTimer.startOneShot(0_s);
return;
case UpdateState::Scheduled:
return;
case UpdateState::InProgress:
m_state.pendingUpdate = true;
return;
}
}
void CompositingRunLoop::stopUpdates()
{
// Stop everything.
Locker locker { m_state.lock };
m_updateTimer.stop();
m_state.update = UpdateState::Idle;
m_state.pendingUpdate = false;
}
void CompositingRunLoop::updateCompleted(LockHolder& stateLocker)
{
// Scene update has been signaled as completed. Depending on the state:
// - if Idle, Scheduled or InProgress, do nothing,
// - if InProgress, schedule a new update in case a pending update was marked,
// otherwise push the scene update state into Idle.
UNUSED_PARAM(stateLocker);
switch (m_state.update) {
case UpdateState::Idle:
case UpdateState::Scheduled:
return;
case UpdateState::InProgress:
if (m_state.pendingUpdate) {
m_state.pendingUpdate = false;
m_state.update = UpdateState::Scheduled;
if (!m_state.isSuspended)
m_updateTimer.startOneShot(0_s);
return;
}
m_state.update = UpdateState::Idle;
return;
}
}
void CompositingRunLoop::updateTimerFired()
{
{
// Scene update is now in progress.
Locker locker { m_state.lock };
if (m_state.isSuspended)
return;
m_state.update = UpdateState::InProgress;
}
m_updateFunction();
}
} // namespace WebKit
#endif // USE(COORDINATED_GRAPHICS)