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Unified Diff: services/ui/ws/window_server.cc

Issue 2539893002: Mus: Implement GpuMain mojo interface (Closed)
Patch Set: Addressed Sadrul's comments Created 4 years ago
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Index: services/ui/ws/window_server.cc
diff --git a/services/ui/ws/window_server.cc b/services/ui/ws/window_server.cc
index f4d960a65c3c858f7f588d525afbef07bb726961..794f258a32f92758fcf0eab22311cbb54257a581 100644
--- a/services/ui/ws/window_server.cc
+++ b/services/ui/ws/window_server.cc
@@ -59,7 +59,9 @@ WindowServer::WindowServer(WindowServerDelegate* delegate)
display_compositor_client_binding_(this) {
user_id_tracker_.AddObserver(this);
OnUserIdAdded(user_id_tracker_.active_id());
- display_compositor_request_ = mojo::GetProxy(&display_compositor_);
+ gpu_proxy_->CreateDisplayCompositor(
+ mojo::GetProxy(&display_compositor_),
+ display_compositor_client_binding_.CreateInterfacePtrAndBind());
}
WindowServer::~WindowServer() {
@@ -743,21 +745,6 @@ void WindowServer::OnTransientWindowRemoved(ServerWindow* window,
}
void WindowServer::OnGpuServiceInitialized() {
- // TODO(fsamuel): Currently we: 1. create the gpu service, 2. we initialize
- // GL and then 3. we request a display compositor interface after
- // initialization. A display compositor interface can be created at any time,
- // even prior to completing initialization. If initialization crashes the GPU
- // process, then we will still get a connection error on the
- // |display_compositor_client_binding_| binding. We should investigate doing
- // this in parallel with initialization in the future.
- // The display compositor gets its own thread in mus-gpu. The gpu service,
- // where GL commands are processed resides on its own thread. Various
- // components of the display compositor such as Display, ResourceProvider,
- // and GLRenderer block on sync tokens from other command buffers. Thus,
- // the gpu service must live on a separate thread.
- gpu_proxy_->CreateDisplayCompositor(
- std::move(display_compositor_request_),
- display_compositor_client_binding_.CreateInterfacePtrAndBind());
// TODO(kylechar): When gpu channel is removed, this can instead happen
// earlier, after GpuServiceProxy::OnInitialized().
delegate_->StartDisplayInit();
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