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// Copyright (c) 2012 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef GPU_IPC_SERVICE_GPU_CHANNEL_MANAGER_H_
#define GPU_IPC_SERVICE_GPU_CHANNEL_MANAGER_H_
#include <stdint.h>
#include <memory>
#include <string>
#include <unordered_map>
#include <vector>
#include "base/macros.h"
#include "base/memory/memory_pressure_listener.h"
#include "base/memory/ref_counted.h"
#include "base/memory/weak_ptr.h"
#include "base/optional.h"
#include "base/single_thread_task_runner.h"
#include "build/build_config.h"
#include "gpu/command_buffer/common/activity_flags.h"
#include "gpu/command_buffer/common/constants.h"
#include "gpu/command_buffer/service/gr_cache_controller.h"
#include "gpu/command_buffer/service/gr_shader_cache.h"
#include "gpu/command_buffer/service/passthrough_discardable_manager.h"
#include "gpu/command_buffer/service/raster_decoder_context_state.h"
#include "gpu/command_buffer/service/service_discardable_manager.h"
#include "gpu/command_buffer/service/shader_translator_cache.h"
#include "gpu/command_buffer/service/shared_image_manager.h"
#include "gpu/config/gpu_driver_bug_workarounds.h"
#include "gpu/config/gpu_feature_info.h"
#include "gpu/config/gpu_preferences.h"
#include "gpu/ipc/service/gpu_ipc_service_export.h"
#include "ui/gfx/gpu_memory_buffer.h"
#include "ui/gfx/native_widget_types.h"
#include "ui/gl/gl_surface.h"
#include "url/gurl.h"
class GrContext;
namespace gl {
class GLShareGroup;
}
namespace gpu {
class SharedImageManager;
struct GpuPreferences;
struct SyncToken;
class GpuChannel;
class GpuChannelManagerDelegate;
class GpuMemoryBufferFactory;
class GpuWatchdogThread;
class MailboxManager;
class Scheduler;
class SyncPointManager;
struct VideoMemoryUsageStats;
namespace gles2 {
class Outputter;
class ProgramCache;
} // namespace gles2
// A GpuChannelManager is a thread responsible for issuing rendering commands
// managing the lifetimes of GPU channels and forwarding IPC requests from the
// browser process to them based on the corresponding renderer ID.
class GPU_IPC_SERVICE_EXPORT GpuChannelManager
: public raster::GrShaderCache::Client {
public:
GpuChannelManager(const GpuPreferences& gpu_preferences,
GpuChannelManagerDelegate* delegate,
GpuWatchdogThread* watchdog,
scoped_refptr<base::SingleThreadTaskRunner> task_runner,
scoped_refptr<base::SingleThreadTaskRunner> io_task_runner,
Scheduler* scheduler,
SyncPointManager* sync_point_manager,
GpuMemoryBufferFactory* gpu_memory_buffer_factory,
const GpuFeatureInfo& gpu_feature_info,
GpuProcessActivityFlags activity_flags,
scoped_refptr<gl::GLSurface> default_offscreen_surface,
GrContext* vulkan_gr_context = nullptr);
~GpuChannelManager() override;
GpuChannelManagerDelegate* delegate() const { return delegate_; }
GpuWatchdogThread* watchdog() const { return watchdog_; }
GpuChannel* EstablishChannel(int client_id,
uint64_t client_tracing_id,
bool is_gpu_host,
bool cache_shaders_on_disk);
void PopulateShaderCache(int32_t client_id,
const std::string& key,
const std::string& program);
void DestroyGpuMemoryBuffer(gfx::GpuMemoryBufferId id,
int client_id,
const SyncToken& sync_token);
#if defined(OS_ANDROID)
void WakeUpGpu();
#endif
void DestroyAllChannels();
// Remove the channel for a particular renderer.
void RemoveChannel(int client_id);
void LoseAllContexts();
void MaybeExitOnContextLost();
const GpuPreferences& gpu_preferences() const { return gpu_preferences_; }
const GpuDriverBugWorkarounds& gpu_driver_bug_workarounds() const {
return gpu_driver_bug_workarounds_;
}
const GpuFeatureInfo& gpu_feature_info() const { return gpu_feature_info_; }
ServiceDiscardableManager* discardable_manager() {
return &discardable_manager_;
}
PassthroughDiscardableManager* passthrough_discardable_manager() {
return &passthrough_discardable_manager_;
}
gles2::Outputter* outputter();
gles2::ProgramCache* program_cache();
gles2::ShaderTranslatorCache* shader_translator_cache() {
return &shader_translator_cache_;
}
gles2::FramebufferCompletenessCache* framebuffer_completeness_cache() {
return &framebuffer_completeness_cache_;
}
GpuChannel* LookupChannel(int32_t client_id) const;
gl::GLSurface* default_offscreen_surface() const {
return default_offscreen_surface_.get();
}
GpuMemoryBufferFactory* gpu_memory_buffer_factory() {
return gpu_memory_buffer_factory_;
}
#if defined(OS_ANDROID)
void DidAccessGpu();
void OnBackgroundCleanup();
#endif
void OnApplicationBackgrounded();
bool is_exiting_for_lost_context() { return exiting_for_lost_context_; }
MailboxManager* mailbox_manager() { return mailbox_manager_.get(); }
gl::GLShareGroup* share_group() const { return share_group_.get(); }
SyncPointManager* sync_point_manager() const { return sync_point_manager_; }
SharedImageManager* shared_image_manager() { return &shared_image_manager_; }
// Retrieve GPU Resource consumption statistics for the task manager
void GetVideoMemoryUsageStats(
VideoMemoryUsageStats* video_memory_usage_stats) const;
scoped_refptr<raster::RasterDecoderContextState> GetRasterDecoderContextState(
ContextResult* result);
void ScheduleGrContextCleanup();
raster::GrShaderCache* gr_shader_cache() {
return gr_shader_cache_ ? &*gr_shader_cache_ : nullptr;
}
// raster::GrShaderCache::Client implementation.
void StoreShader(const std::string& key, const std::string& shader) override;
void InternalDestroyGpuMemoryBuffer(gfx::GpuMemoryBufferId id, int client_id);
void InternalDestroyGpuMemoryBufferOnIO(gfx::GpuMemoryBufferId id,
int client_id);
#if defined(OS_ANDROID)
void ScheduleWakeUpGpu();
void DoWakeUpGpu();
#endif
void HandleMemoryPressure(
base::MemoryPressureListener::MemoryPressureLevel memory_pressure_level);
// These objects manage channels to individual renderer processes. There is
// one channel for each renderer process that has connected to this GPU
// process.
std::unordered_map<int32_t, std::unique_ptr<GpuChannel>> gpu_channels_;
scoped_refptr<base::SingleThreadTaskRunner> task_runner_;
scoped_refptr<base::SingleThreadTaskRunner> io_task_runner_;
const GpuPreferences gpu_preferences_;
const GpuDriverBugWorkarounds gpu_driver_bug_workarounds_;
GpuChannelManagerDelegate* const delegate_;
GpuWatchdogThread* watchdog_;
scoped_refptr<gl::GLShareGroup> share_group_;
std::unique_ptr<MailboxManager> mailbox_manager_;
std::unique_ptr<gles2::Outputter> outputter_;
Scheduler* scheduler_;
// SyncPointManager guaranteed to outlive running MessageLoop.
SyncPointManager* sync_point_manager_;
std::unique_ptr<gles2::ProgramCache> program_cache_;
gles2::ShaderTranslatorCache shader_translator_cache_;
gles2::FramebufferCompletenessCache framebuffer_completeness_cache_;
scoped_refptr<gl::GLSurface> default_offscreen_surface_;
GpuMemoryBufferFactory* const gpu_memory_buffer_factory_;
GpuFeatureInfo gpu_feature_info_;
ServiceDiscardableManager discardable_manager_;
PassthroughDiscardableManager passthrough_discardable_manager_;
SharedImageManager shared_image_manager_;
#if defined(OS_ANDROID)
// Last time we know the GPU was powered on. Global for tracking across all
// transport surfaces.
base::TimeTicks last_gpu_access_time_;
base::TimeTicks begin_wake_up_time_;
#endif
// Set during intentional GPU process shutdown.
bool exiting_for_lost_context_;
// Flags which indicate GPU process activity. Read by the browser process
// on GPU process crash.
GpuProcessActivityFlags activity_flags_;
base::MemoryPressureListener memory_pressure_listener_;
// The RasterDecoderContextState is shared across all RasterDecoders. Note
// that this class needs to be ref-counted to conveniently manage the lifetime
// of the shared context in the case of a context loss. While the
// GpuChannelManager strictly outlives the RasterDecoders, in the event of a
// context loss the clients need to re-create the GpuChannel and command
// buffers once notified. In this interim state we can have multiple instances
// of the RasterDecoderContextState, for the lost and recovered clients. In
// order to avoid having the GpuChannelManager keep the lost context state
// alive until all clients have recovered, we use a ref-counted object and
// allow the decoders to manage its lifetime.
base::Optional<raster::GrShaderCache> gr_shader_cache_;
base::Optional<raster::GrCacheController> gr_cache_controller_;
scoped_refptr<raster::RasterDecoderContextState>
raster_decoder_context_state_;
// With --enable-vulkan, the vulkan_gr_context_ will be set from
// viz::GpuServiceImpl. The raster decoders will use it for rasterization.
GrContext* vulkan_gr_context_;
// Member variables should appear before the WeakPtrFactory, to ensure
// that any WeakPtrs to Controller are invalidated before its members
// variable's destructors are executed, rendering them invalid.
base::WeakPtrFactory<GpuChannelManager> weak_factory_;
DISALLOW_COPY_AND_ASSIGN(GpuChannelManager);
};
} // namespace gpu
#endif // GPU_IPC_SERVICE_GPU_CHANNEL_MANAGER_H_