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Side by Side Diff: content/common/gpu/client/context_provider_command_buffer.cc

Issue 1317743002: cc: Implement shared worker contexts. (v1) (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: invalidate weak ptrs when detaching context from thread Created 5 years, 3 months ago
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1 // Copyright (c) 2013 The Chromium Authors. All rights reserved. 1 // Copyright (c) 2013 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be 2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file. 3 // found in the LICENSE file.
4 4
5 #include "content/common/gpu/client/context_provider_command_buffer.h" 5 #include "content/common/gpu/client/context_provider_command_buffer.h"
6 6
7 #include <set> 7 #include <set>
8 #include <vector> 8 #include <vector>
9 9
10 #include "base/callback_helpers.h" 10 #include "base/callback_helpers.h"
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102 102
103 std::string unique_context_name = 103 std::string unique_context_name =
104 base::StringPrintf("%s-%p", debug_name_.c_str(), context3d_.get()); 104 base::StringPrintf("%s-%p", debug_name_.c_str(), context3d_.get());
105 context3d_->traceBeginCHROMIUM("gpu_toplevel", unique_context_name.c_str()); 105 context3d_->traceBeginCHROMIUM("gpu_toplevel", unique_context_name.c_str());
106 106
107 lost_context_callback_proxy_.reset(new LostContextCallbackProxy(this)); 107 lost_context_callback_proxy_.reset(new LostContextCallbackProxy(this));
108 return true; 108 return true;
109 } 109 }
110 110
111 void ContextProviderCommandBuffer::DetachFromThread() { 111 void ContextProviderCommandBuffer::DetachFromThread() {
112 DCHECK(context3d_);
113 // Invalidate any weak pointers used by the context3d_ to ensure that it's
114 // safe to use and destroy it on a different thread. There's no guarantee
115 // that callbacks such as ContextLost will be delivered after this has been
danakj 2015/09/03 18:09:58 Can you add this to the ContextProvider::DetachFro
116 // called.
117 context3d_->InvalidateWeakPtrsOnCurrentThread();
112 context_thread_checker_.DetachFromThread(); 118 context_thread_checker_.DetachFromThread();
113 } 119 }
114 120
115 gpu::gles2::GLES2Interface* ContextProviderCommandBuffer::ContextGL() { 121 gpu::gles2::GLES2Interface* ContextProviderCommandBuffer::ContextGL() {
116 DCHECK(context3d_); 122 DCHECK(context3d_);
117 DCHECK(lost_context_callback_proxy_); // Is bound to thread. 123 DCHECK(lost_context_callback_proxy_); // Is bound to thread.
118 DCHECK(context_thread_checker_.CalledOnValidThread()); 124 DCHECK(context_thread_checker_.CalledOnValidThread());
119 125
120 return context3d_->GetImplementation(); 126 return context3d_->GetImplementation();
121 } 127 }
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175 } 181 }
176 182
177 void ContextProviderCommandBuffer::DeleteCachedResources() { 183 void ContextProviderCommandBuffer::DeleteCachedResources() {
178 DCHECK(context_thread_checker_.CalledOnValidThread()); 184 DCHECK(context_thread_checker_.CalledOnValidThread());
179 185
180 if (gr_context_) 186 if (gr_context_)
181 gr_context_->FreeGpuResources(); 187 gr_context_->FreeGpuResources();
182 } 188 }
183 189
184 void ContextProviderCommandBuffer::OnLostContext() { 190 void ContextProviderCommandBuffer::OnLostContext() {
185 DCHECK(context_thread_checker_.CalledOnValidThread()); 191 // Note: no thread check here as this should not change the thread for which
192 // this context is currently bound. e.g. a worker context might be unbound
193 // and this should not result in it being bound to the current thread.
186 { 194 {
187 base::AutoLock lock(main_thread_lock_); 195 base::AutoLock lock(main_thread_lock_);
188 if (destroyed_) 196 if (destroyed_)
189 return; 197 return;
190 destroyed_ = true; 198 destroyed_ = true;
191 } 199 }
192 if (!lost_context_callback_.is_null()) 200 if (!lost_context_callback_.is_null())
193 base::ResetAndReturn(&lost_context_callback_).Run(); 201 base::ResetAndReturn(&lost_context_callback_).Run();
194 if (gr_context_) 202 if (gr_context_)
195 gr_context_->OnLostContext(); 203 gr_context_->OnLostContext();
196 } 204 }
197 205
198 void ContextProviderCommandBuffer::OnMemoryAllocationChanged( 206 void ContextProviderCommandBuffer::OnMemoryAllocationChanged(
199 const gpu::MemoryAllocation& allocation) { 207 const gpu::MemoryAllocation& allocation) {
200 DCHECK(context_thread_checker_.CalledOnValidThread()); 208 // Note: no thread check here as this should not change the thread for which
201 209 // this context is currently bound. e.g. a worker context might be unbound
210 // and this should not result in it being bound to the current thread.
202 if (memory_policy_changed_callback_.is_null()) 211 if (memory_policy_changed_callback_.is_null())
203 return; 212 return;
204 213
205 memory_policy_changed_callback_.Run(cc::ManagedMemoryPolicy(allocation)); 214 memory_policy_changed_callback_.Run(cc::ManagedMemoryPolicy(allocation));
206 } 215 }
207 216
208 void ContextProviderCommandBuffer::InitializeCapabilities() { 217 void ContextProviderCommandBuffer::InitializeCapabilities() {
209 Capabilities caps; 218 Capabilities caps;
210 caps.gpu = context3d_->GetImplementation()->capabilities(); 219 caps.gpu = context3d_->GetImplementation()->capabilities();
211 220
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241 250
242 if (!memory_policy_changed_callback_.is_null()) { 251 if (!memory_policy_changed_callback_.is_null()) {
243 DCHECK(context3d_->GetCommandBufferProxy()); 252 DCHECK(context3d_->GetCommandBufferProxy());
244 context3d_->GetCommandBufferProxy()->SetMemoryAllocationChangedCallback( 253 context3d_->GetCommandBufferProxy()->SetMemoryAllocationChangedCallback(
245 base::Bind(&ContextProviderCommandBuffer::OnMemoryAllocationChanged, 254 base::Bind(&ContextProviderCommandBuffer::OnMemoryAllocationChanged,
246 base::Unretained(this))); 255 base::Unretained(this)));
247 } 256 }
248 } 257 }
249 258
250 } // namespace content 259 } // namespace content
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