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// Copyright 2016 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "third_party/blink/renderer/platform/graphics/gpu/shared_gpu_context.h"
#include "base/synchronization/waitable_event.h"
#include "base/task/single_thread_task_runner.h"
#include "build/build_config.h"
#include "gpu/command_buffer/client/gles2_interface.h"
#include "gpu/command_buffer/client/raster_interface.h"
#include "gpu/config/gpu_driver_bug_workaround_type.h"
#include "gpu/config/gpu_feature_info.h"
#include "gpu/ipc/client/client_shared_image_interface.h"
#include "gpu/ipc/client/gpu_channel_host.h"
#include "third_party/blink/public/common/features.h"
#include "third_party/blink/public/platform/platform.h"
#include "third_party/blink/public/platform/web_graphics_context_3d_provider.h"
#include "third_party/blink/public/platform/web_url.h"
#include "third_party/blink/renderer/platform/graphics/gpu/webgraphics_shared_image_interface_provider_impl.h"
#include "third_party/blink/renderer/platform/scheduler/public/main_thread.h"
#include "third_party/blink/renderer/platform/scheduler/public/post_cross_thread_task.h"
#include "third_party/blink/renderer/platform/wtf/cross_thread_functional.h"
namespace blink {
SharedGpuContext* SharedGpuContext::GetInstanceForCurrentThread() {
DEFINE_THREAD_SAFE_STATIC_LOCAL(ThreadSpecific<SharedGpuContext>,
thread_specific_instance, ());
return thread_specific_instance;
}
SharedGpuContext::SharedGpuContext() = default;
// static
bool SharedGpuContext::IsGpuCompositingEnabled() {
SharedGpuContext* this_ptr = GetInstanceForCurrentThread();
if (IsMainThread()) {
// On the main thread we have the opportunity to keep
// is_gpu_compositing_disabled_ up to date continuously without locking
// up the thread, so we do it. This allows user code to adapt immediately
// when there is a fallback to software compositing.
this_ptr->is_gpu_compositing_disabled_ =
Platform::Current()->IsGpuCompositingDisabled();
} else {
// The check for gpu compositing enabled implies a context will be
// desired, so we combine them into a single trip to the main thread.
//
// TODO(crbug.com/1486981): It is possible for the value of
// this_ptr->is_gpu_compositing_disabled_ to become stale without notice
// if the compositor falls back to software compositing after this
// initialization. There are currently no known observable bugs caused by
// this, but in theory, we'd need a mechanism for propagating changes in
// GPU compositing availability to worker threads.
this_ptr->CreateContextProviderIfNeeded(/*only_if_gpu_compositing=*/true);
}
return !this_ptr->is_gpu_compositing_disabled_;
}
base::WeakPtr<WebGraphicsContext3DProviderWrapper>
SharedGpuContext::ContextProviderWrapper() {
SharedGpuContext* this_ptr = GetInstanceForCurrentThread();
bool only_if_gpu_compositing = false;
this_ptr->CreateContextProviderIfNeeded(only_if_gpu_compositing);
if (!this_ptr->context_provider_wrapper_)
return nullptr;
return this_ptr->context_provider_wrapper_->GetWeakPtr();
}
base::WeakPtr<WebGraphicsContext3DProviderWrapper>
SharedGpuContext::GetExistingContextProviderWrapper() {
SharedGpuContext* this_ptr = GetInstanceForCurrentThread();
if (!this_ptr->context_provider_wrapper_) {
return nullptr;
}
return this_ptr->context_provider_wrapper_->GetWeakPtr();
}
// static
WebGraphicsSharedImageInterfaceProvider*
SharedGpuContext::SharedImageInterfaceProvider() {
SharedGpuContext* this_ptr = GetInstanceForCurrentThread();
this_ptr->CreateSharedImageInterfaceProviderIfNeeded();
if (!this_ptr->shared_image_interface_provider_) {
return nullptr;
}
return this_ptr->shared_image_interface_provider_.get();
}
static void CreateContextProviderOnMainThread(
bool only_if_gpu_compositing,
bool* gpu_compositing_disabled,
std::unique_ptr<WebGraphicsContext3DProviderWrapper>* wrapper,
base::WaitableEvent* waitable_event) {
DCHECK(IsMainThread());
Platform::ContextAttributes context_attributes;
context_attributes.enable_raster_interface = true;
context_attributes.support_grcontext = true;
// The shared GPU context should not trigger a switch to the high-performance
// GPU.
context_attributes.prefer_low_power_gpu = true;
*gpu_compositing_disabled = Platform::Current()->IsGpuCompositingDisabled();
if (*gpu_compositing_disabled && only_if_gpu_compositing) {
waitable_event->Signal();
return;
}
Platform::GraphicsInfo graphics_info;
auto context_provider =
Platform::Current()->CreateOffscreenGraphicsContext3DProvider(
context_attributes, WebURL(), &graphics_info);
if (context_provider) {
*wrapper = std::make_unique<WebGraphicsContext3DProviderWrapper>(
std::move(context_provider));
}
waitable_event->Signal();
}
void SharedGpuContext::CreateContextProviderIfNeeded(
bool only_if_gpu_compositing) {
// Once true, |is_gpu_compositing_disabled_| will always stay true.
if (is_gpu_compositing_disabled_ && only_if_gpu_compositing)
return;
// TODO(danakj): This needs to check that the context is being used on the
// thread it was made on, or else lock it.
if (context_provider_wrapper_ &&
!context_provider_wrapper_->ContextProvider().IsContextLost()) {
// If the context isn't lost then |is_gpu_compositing_disabled_| state
// hasn't changed yet. RenderThreadImpl::CompositingModeFallbackToSoftware()
// will lose the context to let us know if it changes.
return;
}
is_gpu_compositing_disabled_ = false;
context_provider_wrapper_ = nullptr;
if (context_provider_factory_) {
// This path should only be used in unit tests.
auto context_provider = context_provider_factory_.Run();
if (context_provider) {
context_provider_wrapper_ =
std::make_unique<WebGraphicsContext3DProviderWrapper>(
std::move(context_provider));
}
} else if (IsMainThread()) {
is_gpu_compositing_disabled_ =
Platform::Current()->IsGpuCompositingDisabled();
if (is_gpu_compositing_disabled_ && only_if_gpu_compositing)
return;
std::unique_ptr<blink::WebGraphicsContext3DProvider> context_provider;
context_provider =
Platform::Current()->CreateSharedOffscreenGraphicsContext3DProvider();
if (context_provider) {
context_provider_wrapper_ =
std::make_unique<WebGraphicsContext3DProviderWrapper>(
std::move(context_provider));
}
} else {
// This synchronous round-trip to the main thread is the reason why
// SharedGpuContext encasulates the context provider: so we only have to do
// this once per thread.
base::WaitableEvent waitable_event;
scoped_refptr<base::SingleThreadTaskRunner> task_runner =
Thread::MainThread()->GetTaskRunner(MainThreadTaskRunnerRestricted());
PostCrossThreadTask(
*task_runner, FROM_HERE,
CrossThreadBindOnce(
&CreateContextProviderOnMainThread, only_if_gpu_compositing,
CrossThreadUnretained(&is_gpu_compositing_disabled_),
CrossThreadUnretained(&context_provider_wrapper_),
CrossThreadUnretained(&waitable_event)));
waitable_event.Wait();
if (context_provider_wrapper_ &&
!context_provider_wrapper_->ContextProvider().BindToCurrentSequence()) {
context_provider_wrapper_ = nullptr;
}
}
}
static void CreateGpuChannelOnMainThread(
scoped_refptr<gpu::GpuChannelHost>* gpu_channel,
base::WaitableEvent* waitable_event) {
DCHECK(IsMainThread());
*gpu_channel = Platform::Current()->EstablishGpuChannelSync();
waitable_event->Signal();
}
void SharedGpuContext::CreateSharedImageInterfaceProviderIfNeeded() {
// Use the current |shared_image_interface_provider_|.
if (shared_image_interface_provider_ &&
shared_image_interface_provider_->SharedImageInterface()) {
return;
}
// Delete and recreate |shared_image_interface_provider_|.
shared_image_interface_provider_.reset();
scoped_refptr<gpu::GpuChannelHost> gpu_channel;
if (IsMainThread()) {
gpu_channel = Platform::Current()->EstablishGpuChannelSync();
} else {
base::WaitableEvent waitable_event;
scoped_refptr<base::SingleThreadTaskRunner> task_runner =
Thread::MainThread()->GetTaskRunner(MainThreadTaskRunnerRestricted());
PostCrossThreadTask(
*task_runner, FROM_HERE,
CrossThreadBindOnce(&CreateGpuChannelOnMainThread,
CrossThreadUnretained(&gpu_channel),
CrossThreadUnretained(&waitable_event)));
waitable_event.Wait();
}
if (!gpu_channel) {
return;
}
auto shared_image_interface = gpu_channel->CreateClientSharedImageInterface();
if (!shared_image_interface) {
return;
}
shared_image_interface_provider_ =
std::make_unique<WebGraphicsSharedImageInterfaceProviderImpl>(
std::move(shared_image_interface));
}
// static
void SharedGpuContext::SetContextProviderFactoryForTesting(
ContextProviderFactory factory) {
SharedGpuContext* this_ptr = GetInstanceForCurrentThread();
DCHECK(!this_ptr->context_provider_wrapper_)
<< this_ptr->context_provider_wrapper_.get();
this_ptr->context_provider_factory_ = std::move(factory);
}
// static
void SharedGpuContext::Reset() {
SharedGpuContext* this_ptr = GetInstanceForCurrentThread();
this_ptr->is_gpu_compositing_disabled_ = false;
this_ptr->shared_image_interface_provider_.reset();
this_ptr->context_provider_wrapper_.reset();
this_ptr->context_provider_factory_.Reset();
}
bool SharedGpuContext::IsValidWithoutRestoring() {
SharedGpuContext* this_ptr = GetInstanceForCurrentThread();
if (!this_ptr->context_provider_wrapper_)
return false;
return this_ptr->context_provider_wrapper_->ContextProvider()
.ContextGL()
->GetGraphicsResetStatusKHR() == GL_NO_ERROR;
}
bool SharedGpuContext::AllowSoftwareToAcceleratedCanvasUpgrade() {
SharedGpuContext* this_ptr = GetInstanceForCurrentThread();
bool only_if_gpu_compositing = false;
this_ptr->CreateContextProviderIfNeeded(only_if_gpu_compositing);
if (!this_ptr->context_provider_wrapper_)
return false;
return !this_ptr->context_provider_wrapper_->ContextProvider()
.GetGpuFeatureInfo()
.IsWorkaroundEnabled(
gpu::DISABLE_SOFTWARE_TO_ACCELERATED_CANVAS_UPGRADE);
}
#if BUILDFLAG(IS_ANDROID)
bool SharedGpuContext::MaySupportImageChromium() {
SharedGpuContext* this_ptr = GetInstanceForCurrentThread();
this_ptr->CreateContextProviderIfNeeded(/*only_if_gpu_compositing=*/true);
if (!this_ptr->context_provider_wrapper_) {
return false;
}
const gpu::GpuFeatureInfo& gpu_feature_info =
this_ptr->context_provider_wrapper_->ContextProvider()
.GetGpuFeatureInfo();
return gpu_feature_info
.status_values[gpu::GPU_FEATURE_TYPE_ANDROID_SURFACE_CONTROL] ==
gpu::kGpuFeatureStatusEnabled;
}
#endif // BUILDFLAG(IS_ANDROID)
} // blink
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