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Unified Diff: cc/output/gl_renderer.cc

Issue 1984873002: Add logic to ResourceProvider to correctly lock GpuMemoryBuffer Resources. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Created 4 years, 7 months ago
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Index: cc/output/gl_renderer.cc
diff --git a/cc/output/gl_renderer.cc b/cc/output/gl_renderer.cc
index 1c33fe663f15adfcab6193ea2b8b2809165fce21..6a996da78204782969a40dc986c18faebf623450 100644
--- a/cc/output/gl_renderer.cc
+++ b/cc/output/gl_renderer.cc
@@ -394,7 +394,6 @@ GLRenderer::~GLRenderer() {
pending_async_read_pixels_.pop_back();
}
- swapped_overlay_resources_.clear();
CleanupSharedObjects();
}
@@ -2717,24 +2716,34 @@ void GLRenderer::SwapBuffers(const CompositorFrameMetadata& metadata) {
}
compositor_frame.gl_frame_data->sub_buffer_rect = swap_buffer_rect_;
}
- output_surface_->SwapBuffers(&compositor_frame);
- // We always hold onto resources until an extra frame has swapped, to make
- // sure we don't update the buffer while it's being scanned out.
- swapped_overlay_resources_.push_back(std::move(pending_overlay_resources_));
+ swapping_overlay_resources_.push_back(std::move(pending_overlay_resources_));
pending_overlay_resources_.clear();
- if (!settings_->release_overlay_resources_on_swap_complete &&
ccameron 2016/05/17 22:40:25 This "!settings_->release_overlay_resources_on_swa
erikchen 2016/05/17 23:22:33 I get it. You wanted me to reuse the *overlay_reso
- swapped_overlay_resources_.size() > 2) {
- swapped_overlay_resources_.pop_front();
- }
+
+ output_surface_->SwapBuffers(&compositor_frame);
+
swap_buffer_rect_ = gfx::Rect();
}
void GLRenderer::SwapBuffersComplete() {
- if (settings_->release_overlay_resources_on_swap_complete &&
- !swapped_overlay_resources_.empty()) {
- swapped_overlay_resources_.pop_front();
+ if (swapping_overlay_resources_.empty()) {
+ ReleaseOverlayResources();
ccameron 2016/05/17 22:40:25 This is easier to read without the early-out.
erikchen 2016/05/17 23:22:33 Done.
+ return;
+ }
+
+ OverlayResourceLockList& list = swapping_overlay_resources_[0];
+ for (OverlayResourceLock& lock : list) {
+ ResourceId resource_id = lock->GetResourceId();
+
+ // Theoretically, there should be a DCHECK here that asserts that the
+ // resource is not already in swapped_and_acked_overlay_resources_. However,
+ // there are compositor consumers that reuse resources without waiting for
+ // them to be returned.
ccameron 2016/05/17 22:40:25 This comment isn't right -- the renderer is not al
erikchen 2016/05/17 23:22:33 got it.
+ swapped_and_acked_overlay_resources_[resource_id] = std::move(lock);
}
+ list.clear();
+ swapping_overlay_resources_.erase(swapping_overlay_resources_.begin());
+ ReleaseOverlayResources();
ccameron 2016/05/17 22:40:25 I'd just move the ReleaseOverlayResources code her
erikchen 2016/05/17 23:22:33 Done.
}
void GLRenderer::EnforceMemoryPolicy() {
@@ -3604,9 +3613,9 @@ void GLRenderer::ScheduleCALayers(DrawingFrame* frame) {
unsigned texture_id = 0;
if (ca_layer_overlay.contents_resource_id) {
pending_overlay_resources_.push_back(
- base::WrapUnique(new ResourceProvider::ScopedReadLockGL(
+ base::WrapUnique(new ResourceProvider::ScopedReadLockGpuMemoryBuffer(
resource_provider_, ca_layer_overlay.contents_resource_id)));
- texture_id = pending_overlay_resources_.back()->texture_id();
+ texture_id = pending_overlay_resources_.back()->GetTextureId();
}
GLfloat contents_rect[4] = {
ca_layer_overlay.contents_rect.x(), ca_layer_overlay.contents_rect.y(),
@@ -3647,9 +3656,9 @@ void GLRenderer::ScheduleOverlays(DrawingFrame* frame) {
DCHECK(texture_id || IsContextLost());
} else {
pending_overlay_resources_.push_back(
- base::WrapUnique(new ResourceProvider::ScopedReadLockGL(
+ base::WrapUnique(new ResourceProvider::ScopedReadLockGpuMemoryBuffer(
resource_provider_, overlay.resource_id)));
- texture_id = pending_overlay_resources_.back()->texture_id();
+ texture_id = pending_overlay_resources_.back()->GetTextureId();
}
context_support_->ScheduleOverlayPlane(
@@ -3658,4 +3667,17 @@ void GLRenderer::ScheduleOverlays(DrawingFrame* frame) {
}
}
+void GLRenderer::ReleaseOverlayResources() {
+ auto it = swapped_and_acked_overlay_resources_.begin();
+ while (it != swapped_and_acked_overlay_resources_.end()) {
+ if (it->second->GetGpuMemoryBuffer() &&
+ it->second->GetGpuMemoryBuffer()->IsInUseByMacOSWindowServer()) {
+ ++it;
+ continue;
+ }
+
+ it = swapped_and_acked_overlay_resources_.erase(it);
+ }
+}
+
} // namespace cc
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