mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
synced 2024-09-13 09:24:08 -07:00
f846c84cec
* * * Bug 1219494: Part 3. gfx/thebes, gfx/src and gfxCrash
281 lines
6.7 KiB
C++
281 lines
6.7 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "JobScheduler.h"
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#include "Logging.h"
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namespace mozilla {
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namespace gfx {
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JobScheduler* JobScheduler::sSingleton = nullptr;
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bool JobScheduler::Init(uint32_t aNumThreads, uint32_t aNumQueues)
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{
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MOZ_ASSERT(!sSingleton);
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MOZ_ASSERT(aNumThreads >= aNumQueues);
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sSingleton = new JobScheduler();
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sSingleton->mNextQueue = 0;
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for (uint32_t i = 0; i < aNumQueues; ++i) {
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sSingleton->mDrawingQueues.push_back(new MultiThreadedJobQueue());
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}
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for (uint32_t i = 0; i < aNumThreads; ++i) {
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sSingleton->mWorkerThreads.push_back(WorkerThread::Create(sSingleton->mDrawingQueues[i%aNumQueues]));
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}
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return true;
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}
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void JobScheduler::ShutDown()
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{
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MOZ_ASSERT(IsEnabled());
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if (!IsEnabled()) {
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return;
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}
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for (auto queue : sSingleton->mDrawingQueues) {
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queue->ShutDown();
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delete queue;
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}
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for (WorkerThread* thread : sSingleton->mWorkerThreads) {
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// this will block until the thread is joined.
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delete thread;
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}
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sSingleton->mWorkerThreads.clear();
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delete sSingleton;
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sSingleton = nullptr;
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}
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JobStatus
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JobScheduler::ProcessJob(Job* aJob)
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{
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MOZ_ASSERT(aJob);
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auto status = aJob->Run();
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if (status == JobStatus::Error || status == JobStatus::Complete) {
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delete aJob;
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}
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return status;
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}
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void
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JobScheduler::SubmitJob(Job* aJob)
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{
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MOZ_ASSERT(aJob);
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RefPtr<SyncObject> start = aJob->GetStartSync();
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if (start && start->Register(aJob)) {
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// The Job buffer starts with a non-signaled sync object, it
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// is now registered in the list of task buffers waiting on the
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// sync object, so we should not place it in the queue.
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return;
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}
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GetQueueForJob(aJob)->SubmitJob(aJob);
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}
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MultiThreadedJobQueue*
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JobScheduler::GetQueueForJob(Job* aJob)
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{
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return aJob->IsPinnedToAThread() ? aJob->GetWorkerThread()->GetJobQueue()
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: GetDrawingQueue();
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}
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Job::Job(SyncObject* aStart, SyncObject* aCompletion, WorkerThread* aThread)
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: mNextWaitingJob(nullptr)
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, mStartSync(aStart)
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, mCompletionSync(aCompletion)
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, mPinToThread(aThread)
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{
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if (mStartSync) {
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mStartSync->AddSubsequent(this);
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}
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if (mCompletionSync) {
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mCompletionSync->AddPrerequisite(this);
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}
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}
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Job::~Job()
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{
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if (mCompletionSync) {
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//printf(" -- Job %p dtor completion %p\n", this, mCompletionSync);
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mCompletionSync->Signal();
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mCompletionSync = nullptr;
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}
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}
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JobStatus
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SetEventJob::Run()
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{
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mEvent->Set();
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return JobStatus::Complete;
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}
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SetEventJob::SetEventJob(EventObject* aEvent,
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SyncObject* aStart, SyncObject* aCompletion,
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WorkerThread* aWorker)
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: Job(aStart, aCompletion, aWorker)
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, mEvent(aEvent)
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{}
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SetEventJob::~SetEventJob()
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{}
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SyncObject::SyncObject(uint32_t aNumPrerequisites)
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: mSignals(aNumPrerequisites)
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, mFirstWaitingJob(nullptr)
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#ifdef DEBUG
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, mNumPrerequisites(aNumPrerequisites)
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, mAddedPrerequisites(0)
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#endif
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{}
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SyncObject::~SyncObject()
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{
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MOZ_ASSERT(mFirstWaitingJob == nullptr);
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}
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bool
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SyncObject::Register(Job* aJob)
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{
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MOZ_ASSERT(aJob);
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// For now, ensure that when we schedule the first subsequent, we have already
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// created all of the prerequisites. This is an arbitrary restriction because
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// we specify the number of prerequisites in the constructor, but in the typical
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// scenario, if the assertion FreezePrerequisite blows up here it probably means
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// we got the initial nmber of prerequisites wrong. We can decide to remove
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// this restriction if needed.
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FreezePrerequisites();
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int32_t signals = mSignals;
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if (signals > 0) {
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AddWaitingJob(aJob);
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// Since Register and Signal can be called concurrently, it can happen that
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// reading mSignals in Register happens before decrementing mSignals in Signal,
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// but SubmitWaitingJobs happens before AddWaitingJob. This ordering means
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// the SyncObject ends up in the signaled state with a task sitting in the
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// waiting list. To prevent that we check mSignals a second time and submit
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// again if signals reached zero in the mean time.
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// We do this instead of holding a mutex around mSignals+mJobs to reduce
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// lock contention.
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int32_t signals2 = mSignals;
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if (signals2 == 0) {
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SubmitWaitingJobs();
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}
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return true;
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}
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return false;
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}
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void
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SyncObject::Signal()
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{
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int32_t signals = --mSignals;
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MOZ_ASSERT(signals >= 0);
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if (signals == 0) {
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SubmitWaitingJobs();
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}
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}
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void
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SyncObject::AddWaitingJob(Job* aJob)
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{
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// Push (using atomics) the task into the list of waiting tasks.
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for (;;) {
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Job* first = mFirstWaitingJob;
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aJob->mNextWaitingJob = first;
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if (mFirstWaitingJob.compareExchange(first, aJob)) {
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break;
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}
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}
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}
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void SyncObject::SubmitWaitingJobs()
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{
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// Scheduling the tasks can cause code that modifies <this>'s reference
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// count to run concurrently, and cause the caller of this function to
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// be owned by another thread. We need to make sure the reference count
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// does not reach 0 on another thread before the end of this method, so
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// hold a strong ref to prevent that!
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RefPtr<SyncObject> kungFuDeathGrip(this);
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// First atomically swap mFirstWaitingJob and waitingJobs...
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Job* waitingJobs = nullptr;
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for (;;) {
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waitingJobs = mFirstWaitingJob;
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if (mFirstWaitingJob.compareExchange(waitingJobs, nullptr)) {
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break;
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}
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}
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// ... and submit all of the waiting tasks in waitingJob now that they belong
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// to this thread.
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while (waitingJobs) {
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Job* next = waitingJobs->mNextWaitingJob;
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waitingJobs->mNextWaitingJob = nullptr;
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JobScheduler::GetQueueForJob(waitingJobs)->SubmitJob(waitingJobs);
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waitingJobs = next;
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}
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}
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bool
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SyncObject::IsSignaled()
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{
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return mSignals == 0;
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}
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void
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SyncObject::FreezePrerequisites()
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{
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MOZ_ASSERT(mAddedPrerequisites == mNumPrerequisites);
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}
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void
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SyncObject::AddPrerequisite(Job* aJob)
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{
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MOZ_ASSERT(++mAddedPrerequisites <= mNumPrerequisites);
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}
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void
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SyncObject::AddSubsequent(Job* aJob)
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{
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}
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WorkerThread::WorkerThread(MultiThreadedJobQueue* aJobQueue)
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: mQueue(aJobQueue)
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{
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aJobQueue->RegisterThread();
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}
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void
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WorkerThread::Run()
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{
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SetName("gfx worker");
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for (;;) {
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Job* commands = nullptr;
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if (!mQueue->WaitForJob(commands)) {
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mQueue->UnregisterThread();
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return;
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}
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JobStatus status = JobScheduler::ProcessJob(commands);
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if (status == JobStatus::Error) {
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// Don't try to handle errors for now, but that's open to discussions.
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// I expect errors to be mostly OOM issues.
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gfxDevCrash(LogReason::JobStatusError) << "Invalid job status " << (int)status;
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}
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}
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}
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} //namespace
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} //namespace
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