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// Copyright (c) 2012 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "content/gpu/gpu_child_thread.h"
#include "base/bind.h"
#include "base/lazy_instance.h"
#include "base/threading/worker_pool.h"
#include "build/build_config.h"
#include "content/child/child_process.h"
#include "content/child/thread_safe_sender.h"
#include "content/common/gpu/gpu_messages.h"
#include "content/gpu/gpu_watchdog_thread.h"
#include "content/public/common/content_client.h"
#include "content/public/common/content_switches.h"
#include "gpu/config/gpu_info_collector.h"
#include "ipc/ipc_channel_handle.h"
#include "ipc/ipc_sync_message_filter.h"
#include "ui/gl/gl_implementation.h"
#include "ui/gl/gpu_switching_manager.h"
#if defined(USE_OZONE)
#include "ui/ozone/public/gpu_platform_support.h"
#include "ui/ozone/public/ozone_platform.h"
#endif
namespace content {
namespace {
static base::LazyInstance<scoped_refptr<ThreadSafeSender> >
g_thread_safe_sender = LAZY_INSTANCE_INITIALIZER;
bool GpuProcessLogMessageHandler(int severity,
const char* file, int line,
size_t message_start,
const std::string& str) {
std::string header = str.substr(0, message_start);
std::string message = str.substr(message_start);
g_thread_safe_sender.Get()->Send(new GpuHostMsg_OnLogMessage(
severity, header, message));
return false;
}
} // namespace
GpuChildThread::GpuChildThread(GpuWatchdogThread* watchdog_thread,
bool dead_on_arrival,
const gpu::GPUInfo& gpu_info,
const DeferredMessages& deferred_messages)
: dead_on_arrival_(dead_on_arrival),
gpu_info_(gpu_info),
deferred_messages_(deferred_messages),
in_browser_process_(false) {
watchdog_thread_ = watchdog_thread;
#if defined(OS_WIN)
target_services_ = NULL;
#endif
g_thread_safe_sender.Get() = thread_safe_sender();
}
GpuChildThread::GpuChildThread(const std::string& channel_id)
: ChildThread(Options(channel_id, false)),
dead_on_arrival_(false),
in_browser_process_(true) {
#if defined(OS_WIN)
target_services_ = NULL;
#endif
DCHECK(base::CommandLine::ForCurrentProcess()->HasSwitch(
switches::kSingleProcess) ||
base::CommandLine::ForCurrentProcess()->HasSwitch(
switches::kInProcessGPU));
#if !defined(OS_ANDROID)
// For single process and in-process GPU mode, we need to load and
// initialize the GL implementation and locate the GL entry points here.
// On Android, GLSurface::InitializeOneOff() is called from BrowserMainLoop
// before getting here. crbug.com/326295
if (!gfx::GLSurface::InitializeOneOff())
VLOG(1) << "gfx::GLSurface::InitializeOneOff failed";
#endif
g_thread_safe_sender.Get() = thread_safe_sender();
}
GpuChildThread::~GpuChildThread() {
}
void GpuChildThread::Shutdown() {
ChildThread::Shutdown();
logging::SetLogMessageHandler(NULL);
}
void GpuChildThread::Init(const base::Time& process_start_time) {
process_start_time_ = process_start_time;
}
bool GpuChildThread::Send(IPC::Message* msg) {
// The GPU process must never send a synchronous IPC message to the browser
// process. This could result in deadlock.
DCHECK(!msg->is_sync());
return ChildThread::Send(msg);
}
bool GpuChildThread::OnControlMessageReceived(const IPC::Message& msg) {
bool handled = true;
IPC_BEGIN_MESSAGE_MAP(GpuChildThread, msg)
IPC_MESSAGE_HANDLER(GpuMsg_Initialize, OnInitialize)
IPC_MESSAGE_HANDLER(GpuMsg_CollectGraphicsInfo, OnCollectGraphicsInfo)
IPC_MESSAGE_HANDLER(GpuMsg_GetVideoMemoryUsageStats,
OnGetVideoMemoryUsageStats)
IPC_MESSAGE_HANDLER(GpuMsg_Clean, OnClean)
IPC_MESSAGE_HANDLER(GpuMsg_Crash, OnCrash)
IPC_MESSAGE_HANDLER(GpuMsg_Hang, OnHang)
IPC_MESSAGE_HANDLER(GpuMsg_DisableWatchdog, OnDisableWatchdog)
IPC_MESSAGE_HANDLER(GpuMsg_GpuSwitched, OnGpuSwitched)
IPC_MESSAGE_UNHANDLED(handled = false)
IPC_END_MESSAGE_MAP()
if (handled)
return true;
#if defined(USE_OZONE)
if (ui::OzonePlatform::GetInstance()
->GetGpuPlatformSupport()
->OnMessageReceived(msg))
return true;
#endif
return gpu_channel_manager_.get() &&
gpu_channel_manager_->OnMessageReceived(msg);
}
void GpuChildThread::OnInitialize() {
// Record initialization only after collecting the GPU info because that can
// take a significant amount of time.
gpu_info_.initialization_time = base::Time::Now() - process_start_time_;
Send(new GpuHostMsg_Initialized(!dead_on_arrival_, gpu_info_));
while (!deferred_messages_.empty()) {
Send(deferred_messages_.front());
deferred_messages_.pop();
}
if (dead_on_arrival_) {
LOG(ERROR) << "Exiting GPU process due to errors during initialization";
base::MessageLoop::current()->Quit();
return;
}
#if defined(OS_ANDROID)
base::PlatformThread::SetThreadPriority(
base::PlatformThread::CurrentHandle(),
base::kThreadPriority_Display);
#endif
// We don't need to pipe log messages if we are running the GPU thread in
// the browser process.
if (!in_browser_process_)
logging::SetLogMessageHandler(GpuProcessLogMessageHandler);
// Defer creation of the render thread. This is to prevent it from handling
// IPC messages before the sandbox has been enabled and all other necessary
// initialization has succeeded.
gpu_channel_manager_.reset(
new GpuChannelManager(GetRouter(),
watchdog_thread_.get(),
ChildProcess::current()->io_message_loop_proxy(),
ChildProcess::current()->GetShutDownEvent(),
channel()));
#if defined(USE_OZONE)
ui::GpuPlatformSupport* gpu_platform_support =
ui::OzonePlatform::GetInstance()->GetGpuPlatformSupport();
gpu_platform_support->OnChannelEstablished(this);
IPC::MessageFilter* message_filter = gpu_platform_support->GetMessageFilter();
if (message_filter)
channel()->AddFilter(message_filter);
#endif
}
void GpuChildThread::StopWatchdog() {
if (watchdog_thread_.get()) {
watchdog_thread_->Stop();
}
}
void GpuChildThread::OnCollectGraphicsInfo() {
#if defined(OS_WIN)
// GPU full info collection should only happen on un-sandboxed GPU process
// or single process/in-process gpu mode on Windows.
base::CommandLine* command_line = base::CommandLine::ForCurrentProcess();
DCHECK(command_line->HasSwitch(switches::kDisableGpuSandbox) ||
in_browser_process_);
#endif // OS_WIN
gpu::CollectInfoResult result =
gpu::CollectContextGraphicsInfo(&gpu_info_);
switch (result) {
case gpu::kCollectInfoFatalFailure:
LOG(ERROR) << "gpu::CollectGraphicsInfo failed (fatal).";
// TODO(piman): can we signal overall failure?
break;
case gpu::kCollectInfoNonFatalFailure:
DVLOG(1) << "gpu::CollectGraphicsInfo failed (non-fatal).";
break;
case gpu::kCollectInfoNone:
NOTREACHED();
break;
case gpu::kCollectInfoSuccess:
break;
}
GetContentClient()->SetGpuInfo(gpu_info_);
#if defined(OS_WIN)
// This is slow, but it's the only thing the unsandboxed GPU process does,
// and GpuDataManager prevents us from sending multiple collecting requests,
// so it's OK to be blocking.
gpu::GetDxDiagnostics(&gpu_info_.dx_diagnostics);
gpu_info_.dx_diagnostics_info_state = gpu::kCollectInfoSuccess;
#endif // OS_WIN
Send(new GpuHostMsg_GraphicsInfoCollected(gpu_info_));
#if defined(OS_WIN)
if (!in_browser_process_) {
// The unsandboxed GPU process fulfilled its duty. Rest in peace.
base::MessageLoop::current()->Quit();
}
#endif // OS_WIN
}
void GpuChildThread::OnGetVideoMemoryUsageStats() {
GPUVideoMemoryUsageStats video_memory_usage_stats;
if (gpu_channel_manager_)
gpu_channel_manager_->gpu_memory_manager()->GetVideoMemoryUsageStats(
&video_memory_usage_stats);
Send(new GpuHostMsg_VideoMemoryUsageStats(video_memory_usage_stats));
}
void GpuChildThread::OnClean() {
DVLOG(1) << "GPU: Removing all contexts";
if (gpu_channel_manager_)
gpu_channel_manager_->LoseAllContexts();
}
void GpuChildThread::OnCrash() {
DVLOG(1) << "GPU: Simulating GPU crash";
// Good bye, cruel world.
volatile int* it_s_the_end_of_the_world_as_we_know_it = NULL;
*it_s_the_end_of_the_world_as_we_know_it = 0xdead;
}
void GpuChildThread::OnHang() {
DVLOG(1) << "GPU: Simulating GPU hang";
for (;;) {
// Do not sleep here. The GPU watchdog timer tracks the amount of user
// time this thread is using and it doesn't use much while calling Sleep.
}
}
void GpuChildThread::OnDisableWatchdog() {
DVLOG(1) << "GPU: Disabling watchdog thread";
if (watchdog_thread_.get()) {
// Disarm the watchdog before shutting down the message loop. This prevents
// the future posting of tasks to the message loop.
if (watchdog_thread_->message_loop())
watchdog_thread_->PostAcknowledge();
// Prevent rearming.
watchdog_thread_->Stop();
}
}
void GpuChildThread::OnGpuSwitched() {
DVLOG(1) << "GPU: GPU has switched";
// Notify observers in the GPU process.
ui::GpuSwitchingManager::GetInstance()->NotifyGpuSwitched();
}
} // namespace content
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