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gpu / command_buffer / service / scheduler_sequence.h [blame]
// Copyright 2019 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef GPU_COMMAND_BUFFER_SERVICE_SCHEDULER_SEQUENCE_H_
#define GPU_COMMAND_BUFFER_SERVICE_SCHEDULER_SEQUENCE_H_
#include <memory>
#include <vector>
#include "base/auto_reset.h"
#include "base/check_op.h"
#include "base/functional/callback.h"
#include "base/memory/raw_ptr.h"
#include "base/task/single_thread_task_runner.h"
#include "gpu/command_buffer/common/sync_token.h"
#include "gpu/command_buffer/service/scheduler.h"
#include "gpu/command_buffer/service/sequence_id.h"
#include "gpu/command_buffer/service/single_task_sequence.h"
#include "gpu/gpu_gles2_export.h"
namespace viz {
class Display;
class DisplayCompositorMemoryAndTaskController;
class ScopedAllowGpuAccessForDisplayResourceProvider;
class OutputSurfaceProviderImpl;
class OverlayProcessorAndroid;
} // namespace viz
namespace gpu {
// Selectively allow ScheduleTask if DefaultDisallowScheduleTaskOnCurrentThread
// is used for a thread.
class GPU_GLES2_EXPORT [[maybe_unused, nodiscard]] ScopedAllowScheduleGpuTask {
public:
ScopedAllowScheduleGpuTask(const ScopedAllowScheduleGpuTask&) = delete;
ScopedAllowScheduleGpuTask& operator=(const ScopedAllowScheduleGpuTask&) =
delete;
~ScopedAllowScheduleGpuTask();
private:
// Only add more friend declarations for classes that Android WebView is
// guaranteed to be able to support. Talk to boliu@ if in doubt.
friend class viz::Display;
friend class viz::DisplayCompositorMemoryAndTaskController;
friend class viz::ScopedAllowGpuAccessForDisplayResourceProvider;
friend class viz::OutputSurfaceProviderImpl;
// Overlay is not supported for WebView. However the initialization and
// destruction of OverlayProcessor requires posting task to gpu thread, which
// would trigger DCHECK, even though the task posting would not run on
// WebView.
friend class viz::OverlayProcessorAndroid;
ScopedAllowScheduleGpuTask();
#if DCHECK_IS_ON()
const base::AutoReset<bool> resetter_;
#endif
};
// SingleTaskSequence implementation that uses gpu scheduler sequences.
class GPU_GLES2_EXPORT SchedulerSequence : public SingleTaskSequence {
public:
// Enable DCHECKs for Android WebView restrictions for ScheduleTask for
// current thread. Then use ScopedAllowScheduleGpuTask to selectively
// allow ScheduleTask.
//
// Context: in WebView, display compositor tasks are scheduled on thread
// created by Android framework, so we cannot post tasks to it at arbitrary
// times. Calling this function signifies that by default, we should only
// allow |ScheduleTask()| calls during specific moments (namely, when an
// instance of `ScopedAllowScheduleGpuTask` is alive). If you are creating a
// `SchedulerSequence` using a task runner that does not have any posting
// restrictions, you can suppress the DCHECK by setting the
// |target_thread_is_always_available| to `true` in the constructor.
static void DefaultDisallowScheduleTaskOnCurrentThread();
// Set |target_thread_is_always_available| to true to communicate that
// ScheduleTask is always possible. This will suppress the DCHECKs enabled by
// |DefaultDisallowScheduleTaskOnCurrentThread()|.
SchedulerSequence(Scheduler* scheduler,
scoped_refptr<base::SingleThreadTaskRunner> task_runner,
bool target_thread_is_always_available = false);
SchedulerSequence(const SchedulerSequence&) = delete;
SchedulerSequence& operator=(const SchedulerSequence&) = delete;
// Note: this drops tasks not executed yet.
~SchedulerSequence() override;
// SingleTaskSequence implementation.
SequenceId GetSequenceId() override;
bool ShouldYield() override;
void ScheduleTask(
gpu::TaskCallback task,
std::vector<SyncToken> sync_token_fences,
const SyncToken& release,
ReportingCallback report_callback = ReportingCallback()) override;
void ScheduleTask(
base::OnceClosure task,
std::vector<SyncToken> sync_token_fences,
const SyncToken& release,
ReportingCallback report_callback = ReportingCallback()) override;
void ScheduleOrRetainTask(
base::OnceClosure task,
std::vector<SyncToken> sync_token_fences,
const SyncToken& release,
ReportingCallback report_callback = ReportingCallback()) override;
void ContinueTask(gpu::TaskCallback task) override;
void ContinueTask(base::OnceClosure task) override;
[[nodiscard]] ScopedSyncPointClientState CreateSyncPointClientState(
CommandBufferNamespace namespace_id,
CommandBufferId command_buffer_id) override;
private:
void ScheduleTaskImpl(Scheduler::Task task);
const raw_ptr<Scheduler> scheduler_;
const SequenceId sequence_id_;
const bool target_thread_is_always_available_;
};
} // namespace gpu
#endif // GPU_COMMAND_BUFFER_SERVICE_SCHEDULER_SEQUENCE_H_