LibWeb+WebContent: Move display list rasterization off the main thread

The display list is an immutable data structure, so once it's created,
rasterization can be moved to a separate thread. This allows more room
for performing other tasks between processing HTML rendering tasks.

This change makes PaintingSurface, ImmutableBitmap, and GlyphRun atomic
ref-counted, as they are shared between the main and rendering threads
by being included in the display list.
This commit is contained in:
Aliaksandr Kalenik 2025-02-25 04:07:53 +01:00 committed by Alexander Kalenik
parent 86b831750d
commit 24e2c402f5
Notes: github-actions[bot] 2025-03-31 14:59:11 +00:00
16 changed files with 180 additions and 42 deletions

View file

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/*
* Copyright (c) 2025, Aliaksandr Kalenik <kalenik.aliaksandr@gmail.com>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <LibCore/EventLoop.h>
#include <LibWeb/HTML/RenderingThread.h>
namespace Web::HTML {
RenderingThread::RenderingThread()
: m_main_thread_event_loop(Core::EventLoop::current())
{
}
RenderingThread::~RenderingThread()
{
m_exit = true;
m_rendering_task_ready_wake_condition.signal();
(void)m_thread->join();
}
void RenderingThread::start()
{
VERIFY(m_skia_player);
m_thread = Threading::Thread::construct([this] {
rendering_thread_loop();
return static_cast<intptr_t>(0);
});
m_thread->start();
}
void RenderingThread::rendering_thread_loop()
{
while (true) {
auto task = [this]() -> Optional<Task> {
Threading::MutexLocker const locker { m_rendering_task_mutex };
while (m_rendering_tasks.is_empty() && !m_exit) {
m_rendering_task_ready_wake_condition.wait();
}
if (m_exit)
return {};
return m_rendering_tasks.dequeue();
}();
if (!task.has_value()) {
VERIFY(m_exit);
break;
}
m_skia_player->set_surface(task->painting_surface);
m_skia_player->execute(*task->display_list);
m_main_thread_event_loop.deferred_invoke([callback = move(task->callback)] {
callback();
});
}
}
void RenderingThread::enqueue_rendering_task(RefPtr<Painting::DisplayList> display_list, NonnullRefPtr<Gfx::PaintingSurface> painting_surface, Function<void()>&& callback)
{
Threading::MutexLocker const locker { m_rendering_task_mutex };
m_rendering_tasks.enqueue(Task { move(display_list), move(painting_surface), move(callback) });
m_rendering_task_ready_wake_condition.signal();
}
}