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Unified Diff: chrome/gpu/gpu_watchdog_thread.cc

Issue 6684015: Move chrome\gpu to content\gpu. (Closed) Base URL: svn://chrome-svn/chrome/trunk/src/
Patch Set: '' Created 9 years, 9 months ago
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Index: chrome/gpu/gpu_watchdog_thread.cc
===================================================================
--- chrome/gpu/gpu_watchdog_thread.cc (revision 77878)
+++ chrome/gpu/gpu_watchdog_thread.cc (working copy)
@@ -1,243 +0,0 @@
-// Copyright (c) 2010 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.
-
-#if defined(OS_WIN)
-#include <windows.h>
-#endif
-
-#include "chrome/gpu/gpu_watchdog_thread.h"
-
-#include "base/compiler_specific.h"
-#include "build/build_config.h"
-
-namespace {
-const int64 kCheckPeriod = 2000;
-
-void DoNothing() {
-}
-}
-
-GpuWatchdogThread::GpuWatchdogThread(int timeout)
- : base::Thread("Watchdog"),
- watched_message_loop_(MessageLoop::current()),
- timeout_(timeout),
- armed_(false),
-#if defined(OS_WIN)
- watched_thread_handle_(0),
- arm_cpu_time_(0),
-#endif
- ALLOW_THIS_IN_INITIALIZER_LIST(task_observer_(this)) {
- DCHECK(timeout >= 0);
-
-#if defined(OS_WIN)
- // GetCurrentThread returns a pseudo-handle that cannot be used by one thread
- // to identify another. DuplicateHandle creates a "real" handle that can be
- // used for this purpose.
- BOOL result = DuplicateHandle(GetCurrentProcess(),
- GetCurrentThread(),
- GetCurrentProcess(),
- &watched_thread_handle_,
- THREAD_QUERY_INFORMATION,
- FALSE,
- 0);
- DCHECK(result);
-#endif
-
- watched_message_loop_->AddTaskObserver(&task_observer_);
-}
-
-GpuWatchdogThread::~GpuWatchdogThread() {
- // Verify that the thread was explicitly stopped. If the thread is stopped
- // implicitly by the destructor, CleanUp() will not be called.
- DCHECK(!method_factory_.get());
-
-#if defined(OS_WIN)
- CloseHandle(watched_thread_handle_);
-#endif
-
- watched_message_loop_->RemoveTaskObserver(&task_observer_);
-}
-
-void GpuWatchdogThread::PostAcknowledge() {
- // Called on the monitored thread. Responds with OnAcknowledge. Cannot use
- // the method factory. Rely on reference counting instead.
- message_loop()->PostTask(
- FROM_HERE,
- NewRunnableMethod(this, &GpuWatchdogThread::OnAcknowledge));
-}
-
-void GpuWatchdogThread::Init() {
- // The method factory must be created on the watchdog thread.
- method_factory_.reset(new MethodFactory(this));
-
- // Schedule the first check.
- OnCheck();
-}
-
-void GpuWatchdogThread::CleanUp() {
- // The method factory must be destroyed on the watchdog thread.
- method_factory_->RevokeAll();
- method_factory_.reset();
-}
-
-GpuWatchdogThread::GpuWatchdogTaskObserver::GpuWatchdogTaskObserver(
- GpuWatchdogThread* watchdog)
- : watchdog_(watchdog) {
-}
-
-GpuWatchdogThread::GpuWatchdogTaskObserver::~GpuWatchdogTaskObserver() {
-}
-
-void GpuWatchdogThread::GpuWatchdogTaskObserver::WillProcessTask(
- const Task* task)
-{
- CheckArmed();
-}
-
-void GpuWatchdogThread::GpuWatchdogTaskObserver::DidProcessTask(
- const Task* task)
-{
- CheckArmed();
-}
-
-void GpuWatchdogThread::GpuWatchdogTaskObserver::CheckArmed()
-{
- // Acknowledge the watchdog if it has armed itself. The watchdog will not
- // change its armed state until it is acknowledged.
- if (watchdog_->armed()) {
- watchdog_->PostAcknowledge();
- }
-}
-
-void GpuWatchdogThread::OnAcknowledge() {
- // The check has already been acknowledged and another has already been
- // scheduled by a previous call to OnAcknowledge. It is normal for a
- // watched thread to see armed_ being true multiple times before
- // the OnAcknowledge task is run on the watchdog thread.
- if (!armed_)
- return;
-
- // Revoke any pending hang termination.
- method_factory_->RevokeAll();
- armed_ = false;
-
- // The monitored thread has responded. Post a task to check it again.
- message_loop()->PostDelayedTask(
- FROM_HERE,
- method_factory_->NewRunnableMethod(&GpuWatchdogThread::OnCheck),
- kCheckPeriod);
-}
-
-#if defined(OS_WIN)
-int64 GpuWatchdogThread::GetWatchedThreadTime() {
- FILETIME creation_time;
- FILETIME exit_time;
- FILETIME user_time;
- FILETIME kernel_time;
- BOOL result = GetThreadTimes(watched_thread_handle_,
- &creation_time,
- &exit_time,
- &kernel_time,
- &user_time);
- DCHECK(result);
-
- ULARGE_INTEGER user_time64;
- user_time64.HighPart = user_time.dwHighDateTime;
- user_time64.LowPart = user_time.dwLowDateTime;
-
- ULARGE_INTEGER kernel_time64;
- kernel_time64.HighPart = kernel_time.dwHighDateTime;
- kernel_time64.LowPart = kernel_time.dwLowDateTime;
-
- // Time is reported in units of 100 nanoseconds. Kernel and user time are
- // summed to deal with to kinds of hangs. One is where the GPU process is
- // stuck in user level, never calling into the kernel and kernel time is
- // not increasing. The other is where either the kernel hangs and never
- // returns to user level or where user level code
- // calls into kernel level repeatedly, giving up its quanta before it is
- // tracked, for example a loop that repeatedly Sleeps.
- return static_cast<int64>(
- (user_time64.QuadPart + kernel_time64.QuadPart) / 10000);
-}
-#endif
-
-void GpuWatchdogThread::OnCheck() {
- if (armed_)
- return;
-
- // Must set armed before posting the task. This task might be the only task
- // that will activate the TaskObserver on the watched thread and it must not
- // miss the false -> true transition.
- armed_ = true;
-
-#if defined(OS_WIN)
- arm_cpu_time_ = GetWatchedThreadTime();
-#endif
-
- arm_absolute_time_ = base::Time::Now();
-
- // Post a task to the monitored thread that does nothing but wake up the
- // TaskObserver. Any other tasks that are pending on the watched thread will
- // also wake up the observer. This simply ensures there is at least one.
- watched_message_loop_->PostTask(
- FROM_HERE,
- NewRunnableFunction(DoNothing));
-
- // Post a task to the watchdog thread to exit if the monitored thread does
- // not respond in time.
- message_loop()->PostDelayedTask(
- FROM_HERE,
- method_factory_->NewRunnableMethod(
- &GpuWatchdogThread::DeliberatelyCrashingToRecoverFromHang),
- timeout_);
-}
-
-// Use the --disable-gpu-watchdog command line switch to disable this.
-void GpuWatchdogThread::DeliberatelyCrashingToRecoverFromHang() {
-#if defined(OS_WIN)
- // Defer termination until a certain amount of CPU time has elapsed on the
- // watched thread.
- int64 time_since_arm = GetWatchedThreadTime() - arm_cpu_time_;
- if (time_since_arm < timeout_) {
- message_loop()->PostDelayedTask(
- FROM_HERE,
- method_factory_->NewRunnableMethod(
- &GpuWatchdogThread::DeliberatelyCrashingToRecoverFromHang),
- timeout_ - time_since_arm);
- return;
- }
-#endif
-
- // If the watchdog woke up significantly behind schedule, disarm and reset
- // the watchdog check. This is to prevent the watchdog thread from terminating
- // when a machine wakes up from sleep or hibernation, which would otherwise
- // appear to be a hang.
- if ((base::Time::Now() - arm_absolute_time_).InMilliseconds() >
- timeout_ * 2) {
- armed_ = false;
- OnCheck();
- return;
- }
-
- // Make sure the timeout period is on the stack before crashing.
- volatile int timeout = timeout_;
-
- // For minimal developer annoyance, don't keep crashing.
- static bool crashed = false;
- if (crashed)
- return;
-
-#if defined(OS_WIN)
- if (IsDebuggerPresent())
- return;
-#endif
-
- LOG(ERROR) << "The GPU process hung. Terminating after "
- << timeout_ << " ms.";
-
- volatile int* null_pointer = NULL;
- *null_pointer = timeout;
-
- crashed = true;
-}
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