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Issue 2061993003: Pass responsibility for IOSurface-texture reuse to the gpu process. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@temp85_query_in_use
Patch Set: Rebase. Created 4 years, 6 months ago
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1 // Copyright 2010 The Chromium Authors. All rights reserved. 1 // Copyright 2010 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 "cc/output/gl_renderer.h" 5 #include "cc/output/gl_renderer.h"
6 6
7 #include <stddef.h> 7 #include <stddef.h>
8 #include <stdint.h> 8 #include <stdint.h>
9 9
10 #include <algorithm> 10 #include <algorithm>
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2778 swap_buffer_rect_ = gfx::Rect(surface_size); 2778 swap_buffer_rect_ = gfx::Rect(surface_size);
2779 } 2779 }
2780 compositor_frame.gl_frame_data->sub_buffer_rect = swap_buffer_rect_; 2780 compositor_frame.gl_frame_data->sub_buffer_rect = swap_buffer_rect_;
2781 } 2781 }
2782 2782
2783 swapping_overlay_resources_.push_back(std::move(pending_overlay_resources_)); 2783 swapping_overlay_resources_.push_back(std::move(pending_overlay_resources_));
2784 pending_overlay_resources_.clear(); 2784 pending_overlay_resources_.clear();
2785 2785
2786 // We always hold onto resources until an extra frame has swapped, to make 2786 // We always hold onto resources until an extra frame has swapped, to make
2787 // sure we don't update the buffer while it's being scanned out. 2787 // sure we don't update the buffer while it's being scanned out.
2788 if (!settings_->release_overlay_resources_on_swap_complete && 2788 if (!settings_->release_overlay_resources_after_gpu_query &&
2789 swapping_overlay_resources_.size() > 2) { 2789 swapping_overlay_resources_.size() > 2) {
2790 swapping_overlay_resources_.pop_front(); 2790 swapping_overlay_resources_.pop_front();
2791 } 2791 }
2792 2792
2793 output_surface_->SwapBuffers(&compositor_frame); 2793 output_surface_->SwapBuffers(&compositor_frame);
2794 2794
2795 swap_buffer_rect_ = gfx::Rect(); 2795 swap_buffer_rect_ = gfx::Rect();
2796 } 2796 }
2797 2797
2798 void GLRenderer::SwapBuffersComplete() { 2798 void GLRenderer::SwapBuffersComplete() {
2799 // On OS X, the logic in this block moves resources into 2799 // Once a resouce has been swap-ACKed, send a query to the GPU process to ask
2800 // |swapped_and_acked_overlay_resources_|, and then erases resources from 2800 // if the resource is no longer being consumed by the system compositor. The
2801 // |swapped_and_acked_overlay_resources_| that are no longer in use by the 2801 // response will come with the next swap-ACK.
2802 // Window Server. On other platforms, since resources are never in use by the 2802 if (settings_->release_overlay_resources_after_gpu_query) {
2803 // Window Server, this is equivalent to just erasing all resources from the
2804 // first element of |swapping_overlay_resources_|.
2805 if (settings_->release_overlay_resources_on_swap_complete) {
2806 // Move resources known to be acked into
2807 // |swapped_and_acked_overlay_resources_|.
2808 if (!swapping_overlay_resources_.empty()) { 2803 if (!swapping_overlay_resources_.empty()) {
2809 for (OverlayResourceLock& lock : swapping_overlay_resources_.front()) { 2804 for (OverlayResourceLock& lock : swapping_overlay_resources_.front()) {
2810 swapped_and_acked_overlay_resources_[lock->resource_id()] = 2805 unsigned texture = lock->texture_id();
2811 std::move(lock); 2806 if (swapped_and_acked_overlay_resources_.find(texture) ==
2807 swapped_and_acked_overlay_resources_.end()) {
2808 swapped_and_acked_overlay_resources_[texture] = std::move(lock);
2809 }
2812 } 2810 }
2813 swapping_overlay_resources_.pop_front(); 2811 swapping_overlay_resources_.pop_front();
2814 } 2812 }
2815 2813
2816 // Release resources that are no longer in use by the Window Server. 2814 if (!swapped_and_acked_overlay_resources_.empty()) {
2817 auto it = swapped_and_acked_overlay_resources_.begin(); 2815 std::vector<unsigned> textures;
2818 while (it != swapped_and_acked_overlay_resources_.end()) { 2816 textures.reserve(swapped_and_acked_overlay_resources_.size());
2819 if (it->second->gpu_memory_buffer() && 2817 for (auto& pair : swapped_and_acked_overlay_resources_) {
2820 it->second->gpu_memory_buffer()->IsInUseByMacOSWindowServer()) { 2818 textures.push_back(pair.first);
2821 ++it;
2822 continue;
2823 } 2819 }
2824 2820 gl_->ScheduleCALayerInUseQueryCHROMIUM(textures.size(), textures.data());
2825 it = swapped_and_acked_overlay_resources_.erase(it);
2826 } 2821 }
2827 } 2822 }
2828 } 2823 }
2824
2825 void GLRenderer::DidReceiveTextureInUseResponses(
2826 const gpu::TextureInUseResponses& responses) {
2827 DCHECK(settings_->release_overlay_resources_after_gpu_query);
2828 for (const gpu::TextureInUseResponse& response : responses) {
2829 if (!response.in_use) {
2830 swapped_and_acked_overlay_resources_.erase(response.texture);
2831 }
2832 }
2833 }
2829 2834
2830 void GLRenderer::EnforceMemoryPolicy() { 2835 void GLRenderer::EnforceMemoryPolicy() {
2831 if (!visible()) { 2836 if (!visible()) {
2832 TRACE_EVENT0("cc", "GLRenderer::EnforceMemoryPolicy dropping resources"); 2837 TRACE_EVENT0("cc", "GLRenderer::EnforceMemoryPolicy dropping resources");
2833 ReleaseRenderPassTextures(); 2838 ReleaseRenderPassTextures();
2834 DiscardBackbuffer(); 2839 DiscardBackbuffer();
2835 output_surface_->context_provider()->DeleteCachedResources(); 2840 output_surface_->context_provider()->DeleteCachedResources();
2836 gl_->Flush(); 2841 gl_->Flush();
2837 } 2842 }
2838 PrepareGeometry(NO_BINDING); 2843 PrepareGeometry(NO_BINDING);
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3728 texture_id = pending_overlay_resources_.back()->texture_id(); 3733 texture_id = pending_overlay_resources_.back()->texture_id();
3729 } 3734 }
3730 3735
3731 context_support_->ScheduleOverlayPlane( 3736 context_support_->ScheduleOverlayPlane(
3732 overlay.plane_z_order, overlay.transform, texture_id, 3737 overlay.plane_z_order, overlay.transform, texture_id,
3733 ToNearestRect(overlay.display_rect), overlay.uv_rect); 3738 ToNearestRect(overlay.display_rect), overlay.uv_rect);
3734 } 3739 }
3735 } 3740 }
3736 3741
3737 } // namespace cc 3742 } // namespace cc
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