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/*
* Copyright 2014 Google Inc. All Rights Reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "cobalt/renderer/pipeline.h"
#include "base/bind.h"
#include "base/debug/trace_event.h"
#include "base/file_path.h"
#include "base/file_util.h"
#include "base/path_service.h"
#include "cobalt/base/address_sanitizer.h"
#include "cobalt/base/cobalt_paths.h"
#include "cobalt/base/polymorphic_downcast.h"
#include "cobalt/render_tree/dump_render_tree_to_string.h"
using cobalt::render_tree::Node;
using cobalt::render_tree::animations::AnimateNode;
namespace cobalt {
namespace renderer {
namespace {
// In order to put a bound on memory we set a maximum submission queue size that
// is empirically found to be a nice balance between animation smoothing and
// memory usage.
const size_t kMaxSubmissionQueueSize = 4u;
// How quickly the renderer time adjusts to changing submission times.
// 500ms is chosen as a default because it is fast enough that the user will not
// usually notice input lag from a slow timeline renderer, but slow enough that
// quick updates while a quick animation is playing should not jank.
const double kTimeToConvergeInMS = 500.0;
// The stack size to be used for the renderer thread. This is must be large
// enough to support recursing on the render tree.
const int kRendererThreadStackSize =
128 * 1024 + base::kAsanAdditionalStackSize;
// How frequently the CVal stats for rasterize current tree timing should
// update. The time interval is in milliseconds.
const int64 kRasterizeCurrentTreeTimerTimeIntervalInMs = 1000;
void DestructSubmissionOnMessageLoop(MessageLoop* message_loop,
scoped_ptr<Submission> submission) {
TRACE_EVENT0("cobalt::renderer", "DestructSubmissionOnMessageLoop()");
if (MessageLoop::current() != message_loop) {
message_loop->DeleteSoon(FROM_HERE, submission.release());
}
}
} // namespace
Pipeline::Pipeline(const CreateRasterizerFunction& create_rasterizer_function,
const scoped_refptr<backend::RenderTarget>& render_target,
backend::GraphicsContext* graphics_context,
bool submit_even_if_render_tree_is_unchanged)
: rasterizer_created_event_(true, false),
render_target_(render_target),
graphics_context_(graphics_context),
rasterizer_thread_("Rasterizer"),
submission_disposal_thread_("Rasterizer Submission Disposal"),
submit_even_if_render_tree_is_unchanged_(
submit_even_if_render_tree_is_unchanged),
rasterize_current_tree_timer_("Renderer.Rasterize.Duration",
kRasterizeCurrentTreeTimerTimeIntervalInMs)
#if defined(ENABLE_DEBUG_CONSOLE)
,
ALLOW_THIS_IN_INITIALIZER_LIST(dump_current_render_tree_command_handler_(
"dump_render_tree", base::Bind(&Pipeline::OnDumpCurrentRenderTree,
base::Unretained(this)),
"Dumps the current render tree to text.",
"Dumps the current render tree either to the console if no parameter "
"is specified, or to a file with the specified filename relative to "
"the debug output folder."))
#endif
{
TRACE_EVENT0("cobalt::renderer", "Pipeline::Pipeline()");
// The actual Pipeline can be constructed from any thread, but we want
// rasterizer_thread_checker_ to be associated with the rasterizer thread,
// so we detach it here and let it reattach itself to the rasterizer thread
// when CalledOnValidThread() is called on rasterizer_thread_checker_ below.
rasterizer_thread_checker_.DetachFromThread();
rasterizer_thread_.StartWithOptions(
base::Thread::Options(MessageLoop::TYPE_DEFAULT, kRendererThreadStackSize,
base::kThreadPriority_Highest));
rasterizer_thread_.message_loop()->PostTask(
FROM_HERE,
base::Bind(&Pipeline::InitializeRasterizerThread, base::Unretained(this),
create_rasterizer_function));
}
Pipeline::~Pipeline() {
TRACE_EVENT0("cobalt::renderer", "Pipeline::~Pipeline()");
// First we shutdown the submission queue. We do this as a separate step from
// rasterizer shutdown because it may post messages back to the rasterizer
// thread as it clears itself out (e.g. it may ask the rasterizer thread to
// delete textures). We wait for this shutdown to complete before proceeding
// to shutdown the rasterizer thread.
base::WaitableEvent submission_queue_shutdown(true, false);
rasterizer_thread_.message_loop()->PostTask(
FROM_HERE,
base::Bind(&Pipeline::ShutdownSubmissionQueue, base::Unretained(this)));
rasterizer_thread_.message_loop()->PostTask(
FROM_HERE, base::Bind(&base::WaitableEvent::Signal,
base::Unretained(&submission_queue_shutdown)));
submission_queue_shutdown.Wait();
// This potential reference to a render tree whose animations may have ended
// must be destroyed before we shutdown the rasterizer thread since it may
// contain references to render tree nodes and resources.
last_rendered_expired_render_tree_ = NULL;
last_render_tree_ = NULL;
// Submit a shutdown task to the rasterizer thread so that it can shutdown
// anything that must be shutdown from that thread.
rasterizer_thread_.message_loop()->PostTask(
FROM_HERE,
base::Bind(&Pipeline::ShutdownRasterizerThread, base::Unretained(this)));
rasterizer_thread_.Stop();
}
render_tree::ResourceProvider* Pipeline::GetResourceProvider() {
rasterizer_created_event_.Wait();
return rasterizer_->GetResourceProvider();
}
void Pipeline::Submit(const Submission& render_tree_submission) {
TRACE_EVENT0("cobalt::renderer", "Pipeline::Submit()");
// Execute the actual set of the new render tree on the rasterizer tree.
rasterizer_thread_.message_loop()->PostTask(
FROM_HERE, base::Bind(&Pipeline::SetNewRenderTree, base::Unretained(this),
CollectAnimations(render_tree_submission)));
}
void Pipeline::Clear() {
TRACE_EVENT0("cobalt::renderer", "Pipeline::Clear()");
base::WaitableEvent wait_event(true, false);
rasterizer_thread_.message_loop()->PostTask(
FROM_HERE,
base::Bind(&Pipeline::ClearCurrentRenderTree, base::Unretained(this),
base::Bind(&base::WaitableEvent::Signal,
base::Unretained(&wait_event))));
wait_event.Wait();
}
void Pipeline::RasterizeToRGBAPixels(
const Submission& render_tree_submission,
const RasterizationCompleteCallback& complete) {
TRACE_EVENT0("cobalt::renderer", "Pipeline::RasterizeToRGBAPixels()");
if (MessageLoop::current() != rasterizer_thread_.message_loop()) {
rasterizer_thread_.message_loop()->PostTask(
FROM_HERE,
base::Bind(&Pipeline::RasterizeToRGBAPixels, base::Unretained(this),
CollectAnimations(render_tree_submission), complete));
return;
}
// Create a new target that is the same dimensions as the display target.
scoped_refptr<backend::RenderTarget> offscreen_target =
graphics_context_->CreateOffscreenRenderTarget(render_target_->GetSize());
// Rasterize this submission into the newly created target.
RasterizeSubmissionToRenderTarget(render_tree_submission, offscreen_target);
// Load the texture's pixel data into a CPU memory buffer and return it.
complete.Run(graphics_context_->DownloadPixelDataAsRGBA(offscreen_target),
render_target_->GetSize());
}
void Pipeline::SetNewRenderTree(const Submission& render_tree_submission) {
DCHECK(rasterizer_thread_checker_.CalledOnValidThread());
DCHECK(render_tree_submission.render_tree.get());
TRACE_EVENT0("cobalt::renderer", "Pipeline::SetNewRenderTree()");
submission_queue_->PushSubmission(render_tree_submission,
base::TimeTicks::Now());
// Start the rasterization timer if it is not yet started.
if (!rasterize_timer_) {
// We artificially limit the period between submissions to 15ms, in case
// a platform does not rate limit itself during swaps. This limit may need
// to be reduced if we wish to support 120 FPS animations.
rasterize_timer_.emplace(
FROM_HERE, base::TimeDelta::FromMilliseconds(15),
base::Bind(&Pipeline::RasterizeCurrentTree, base::Unretained(this)),
true, true);
rasterize_timer_->Reset();
}
}
void Pipeline::ClearCurrentRenderTree(
const base::Closure& clear_complete_callback) {
DCHECK(rasterizer_thread_checker_.CalledOnValidThread());
TRACE_EVENT0("cobalt::renderer", "Pipeline::ClearCurrentRenderTree()");
submission_queue_->Reset();
rasterize_timer_ = base::nullopt;
if (!clear_complete_callback.is_null()) {
clear_complete_callback.Run();
}
}
void Pipeline::RasterizeCurrentTree() {
DCHECK(rasterizer_thread_checker_.CalledOnValidThread());
TRACE_EVENT0("cobalt::renderer", "Pipeline::RasterizeCurrentTree()");
base::TimeTicks now = base::TimeTicks::Now();
Submission submission = submission_queue_->GetCurrentSubmission(now);
// If our render tree hasn't changed from the one that was previously rendered
// and the animations on the previously rendered tree have expired, and it's
// okay on this system to not flip the display buffer frequently, then we
// can just not do anything here.
if (!submit_even_if_render_tree_is_unchanged_ &&
submission.render_tree == last_rendered_expired_render_tree_) {
return;
}
rasterize_current_tree_timer_.Start(now);
// Rasterize the last submitted render tree.
RasterizeSubmissionToRenderTarget(submission, render_target_);
rasterize_current_tree_timer_.Stop();
// Check whether the animations in the render tree that was just rasterized
// have expired or not, and if so, mark that down so that if we see it in
// the future we don't spend the time re-rendering it.
if (!submit_even_if_render_tree_is_unchanged_) {
render_tree::animations::AnimateNode* animate_node =
base::polymorphic_downcast<render_tree::animations::AnimateNode*>(
submission.render_tree.get());
last_rendered_expired_render_tree_ =
animate_node->expiry() <= submission.time_offset
? submission.render_tree
: NULL;
}
}
void Pipeline::RasterizeSubmissionToRenderTarget(
const Submission& submission,
const scoped_refptr<backend::RenderTarget>& render_target) {
TRACE_EVENT0("cobalt::renderer",
"Pipeline::RasterizeSubmissionToRenderTarget()");
// Keep track of the last render tree that we rendered so that we can watch
// if it changes, in which case we should reset our tracked
// |previous_animated_area_|.
if (submission.render_tree != last_render_tree_) {
last_render_tree_ = submission.render_tree;
previous_animated_area_ = base::nullopt;
last_render_time_ = base::nullopt;
}
// Animate the render tree using the submitted animations.
render_tree::animations::AnimateNode* animate_node =
base::polymorphic_downcast<render_tree::animations::AnimateNode*>(
submission.render_tree.get());
render_tree::animations::AnimateNode::AnimateResults results =
animate_node->Apply(submission.time_offset);
// Calculate a bounding box around the active animations. Union it with the
// bounding box around active animations from the previous frame, and we get
// a scissor rectangle marking the dirty regions of the screen.
math::RectF animated_bounds = results.get_animation_bounds_since.Run(
last_render_time_ ? *last_render_time_ : base::TimeDelta());
math::Rect rounded_bounds = math::RoundOut(animated_bounds);
base::optional<math::Rect> redraw_area;
if (previous_animated_area_) {
redraw_area = math::UnionRects(rounded_bounds, *previous_animated_area_);
}
previous_animated_area_ = rounded_bounds;
// Rasterize the animated render tree.
rasterizer::Rasterizer::Options rasterizer_options;
rasterizer_options.dirty = redraw_area;
rasterizer_->Submit(results.animated, render_target, rasterizer_options);
if (!submission.on_rasterized_callback.is_null()) {
submission.on_rasterized_callback.Run();
}
last_render_time_ = submission.time_offset;
}
void Pipeline::InitializeRasterizerThread(
const CreateRasterizerFunction& create_rasterizer_function) {
TRACE_EVENT0("cobalt::renderer", "Pipeline::InitializeRasterizerThread");
DCHECK(rasterizer_thread_checker_.CalledOnValidThread());
rasterizer_ = create_rasterizer_function.Run();
rasterizer_created_event_.Signal();
// Note that this is setup as high priority, but lower than the rasterizer
// thread's priority (kThreadPriority_Highest). This is to ensure that
// we never interrupt the rasterizer in order to dispose render trees, but
// at the same time we do want to prioritize cleaning them up to avoid
// large queues of pending render tree disposals.
submission_disposal_thread_.StartWithOptions(
base::Thread::Options(MessageLoop::TYPE_DEFAULT, kRendererThreadStackSize,
base::kThreadPriority_High));
submission_queue_.emplace(
kMaxSubmissionQueueSize,
base::TimeDelta::FromMillisecondsD(kTimeToConvergeInMS),
base::Bind(&DestructSubmissionOnMessageLoop,
submission_disposal_thread_.message_loop()));
}
void Pipeline::ShutdownSubmissionQueue() {
TRACE_EVENT0("cobalt::renderer", "Pipeline::ShutdownSubmissionQueue()");
DCHECK(rasterizer_thread_checker_.CalledOnValidThread());
// Stop and shutdown the raterizer timer. If we won't have a submission
// queue anymore, we won't be able to rasterize anymore.
rasterize_timer_ = base::nullopt;
// Do not retain any more references to the current render tree (which
// may refer to rasterizer resources) or animations which may refer to
// render trees.
submission_queue_ = base::nullopt;
// Shut down our submission disposer thread. This needs to happen now to
// ensure that any pending "dispose" messages are processed. Each disposal
// may result in new messages being posted to this rasterizer thread's message
// loop, and so we want to make sure these are all queued up before
// proceeding.
submission_disposal_thread_.Stop();
}
void Pipeline::ShutdownRasterizerThread() {
TRACE_EVENT0("cobalt::renderer", "Pipeline::ShutdownRasterizerThread()");
DCHECK(rasterizer_thread_checker_.CalledOnValidThread());
// Finally, destroy the rasterizer.
rasterizer_.reset();
}
#if defined(ENABLE_DEBUG_CONSOLE)
void Pipeline::OnDumpCurrentRenderTree(const std::string& message) {
if (MessageLoop::current() != rasterizer_thread_.message_loop()) {
rasterizer_thread_.message_loop()->PostTask(
FROM_HERE, base::Bind(&Pipeline::OnDumpCurrentRenderTree,
base::Unretained(this), message));
return;
}
if (!rasterize_timer_) {
LOG(INFO) << "No render tree available yet.";
return;
}
// Grab the most recent submission, animate it, and then dump the results to
// text.
Submission submission =
submission_queue_->GetCurrentSubmission(base::TimeTicks::Now());
render_tree::animations::AnimateNode* animate_node =
base::polymorphic_downcast<render_tree::animations::AnimateNode*>(
submission.render_tree.get());
render_tree::animations::AnimateNode::AnimateResults results =
animate_node->Apply(submission.time_offset);
std::string tree_dump = render_tree::DumpRenderTreeToString(results.animated);
if (message.empty() || message == "undefined") {
// If no filename was specified, send output to the console.
LOG(INFO) << tree_dump.c_str();
} else {
// If a filename was specified, dump the output to that file.
FilePath out_dir;
PathService::Get(paths::DIR_COBALT_DEBUG_OUT, &out_dir);
file_util::WriteFile(out_dir.Append(message), tree_dump.c_str(),
tree_dump.length());
}
}
#endif // #if defined(ENABLE_DEBUG_CONSOLE)
Submission Pipeline::CollectAnimations(
const Submission& render_tree_submission) {
// Constructing an AnimateNode will result in the tree being traversed to
// collect all sub-AnimateNodes into the new one, in order to maintain the
// invariant that a sub-tree of an AnimateNode has no AnimateNodes.
Submission collected_submission = render_tree_submission;
collected_submission.render_tree = new render_tree::animations::AnimateNode(
render_tree_submission.render_tree);
return collected_submission;
}
} // namespace renderer
} // namespace cobalt