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Issue 2682023005: cc: Use compositor context for signal sync token callback. (Closed)
Patch Set: Created 3 years, 10 months ago
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1 // Copyright 2014 The Chromium Authors. All rights reserved. 1 // Copyright 2014 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/raster/gpu_raster_buffer_provider.h" 5 #include "cc/raster/gpu_raster_buffer_provider.h"
6 6
7 #include <stdint.h> 7 #include <stdint.h>
8 8
9 #include <algorithm> 9 #include <algorithm>
10 10
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210 uint64_t pending_callback_id) const { 210 uint64_t pending_callback_id) const {
211 if (!async_worker_context_enabled_) 211 if (!async_worker_context_enabled_)
212 return 0; 212 return 0;
213 213
214 gpu::SyncToken sync_token = 214 gpu::SyncToken sync_token =
215 resource_provider_->GetSyncTokenForResources(resource_ids); 215 resource_provider_->GetSyncTokenForResources(resource_ids);
216 uint64_t callback_id = sync_token.release_count(); 216 uint64_t callback_id = sync_token.release_count();
217 DCHECK_NE(callback_id, 0u); 217 DCHECK_NE(callback_id, 0u);
218 218
219 // If the callback is different from the one the caller is already waiting on, 219 // If the callback is different from the one the caller is already waiting on,
220 // pass the callback through to SignalSinkToken. Otherwise the request is 220 // pass the callback through to SignalSyncToken. Otherwise the request is
221 // redundant. 221 // redundant.
222 if (callback_id != pending_callback_id) { 222 if (callback_id != pending_callback_id) {
223 // SignalSyncToken is threadsafe, no need for worker context lock. 223 // Use the compositor context because we want this callback on the impl
224 worker_context_provider_->ContextSupport()->SignalSyncToken(sync_token, 224 // thread.
225 callback); 225 compositor_context_provider_->ContextSupport()->SignalSyncToken(sync_token,
226 callback);
226 } 227 }
227 228
228 return callback_id; 229 return callback_id;
229 } 230 }
230 231
231 void GpuRasterBufferProvider::Shutdown() { 232 void GpuRasterBufferProvider::Shutdown() {
232 pending_raster_buffers_.clear(); 233 pending_raster_buffers_.clear();
233 } 234 }
234 235
235 void GpuRasterBufferProvider::PlaybackOnWorkerThread( 236 void GpuRasterBufferProvider::PlaybackOnWorkerThread(
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267 gl->OrderingBarrierCHROMIUM(); 268 gl->OrderingBarrierCHROMIUM();
268 269
269 // Generate sync token after the barrier for cross context synchronization. 270 // Generate sync token after the barrier for cross context synchronization.
270 gpu::SyncToken resource_sync_token; 271 gpu::SyncToken resource_sync_token;
271 gl->GenUnverifiedSyncTokenCHROMIUM(fence_sync, resource_sync_token.GetData()); 272 gl->GenUnverifiedSyncTokenCHROMIUM(fence_sync, resource_sync_token.GetData());
272 resource_lock->set_sync_token(resource_sync_token); 273 resource_lock->set_sync_token(resource_sync_token);
273 resource_lock->set_synchronized(!async_worker_context_enabled_); 274 resource_lock->set_synchronized(!async_worker_context_enabled_);
274 } 275 }
275 276
276 } // namespace cc 277 } // namespace cc
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