CompositingRunLoop.cpp   [plain text]


/*
 * 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();
    })->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 = makeRef(*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());
    LockHolder locker(m_dispatchSyncConditionMutex);
    m_runLoop->dispatch([this, function = WTFMove(function)] {
        function();
        LockHolder locker(m_dispatchSyncConditionMutex);
        m_dispatchSyncCondition.notifyOne();
    });
    m_dispatchSyncCondition.wait(m_dispatchSyncConditionMutex);
}

void CompositingRunLoop::suspend()
{
    LockHolder stateLocker(m_state.lock);
    m_state.isSuspended = true;
    m_updateTimer.stop();
}

void CompositingRunLoop::resume()
{
    LockHolder stateLocker(m_state.lock);
    m_state.isSuspended = false;
    if (m_state.update == UpdateState::Scheduled)
        m_updateTimer.startOneShot(0_s);
}

void CompositingRunLoop::scheduleUpdate()
{
    LockHolder 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.

    LockHolder 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.
        LockHolder locker(m_state.lock);
        if (m_state.isSuspended)
            return;
        m_state.update = UpdateState::InProgress;
    }
    m_updateFunction();
}

} // namespace WebKit

#endif // USE(COORDINATED_GRAPHICS)