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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.
52 lines
1.5 KiB
C++
52 lines
1.5 KiB
C++
/*
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* Copyright (c) 2025, Aliaksandr Kalenik <kalenik.aliaksandr@gmail.com>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <AK/Noncopyable.h>
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#include <AK/Queue.h>
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#include <LibThreading/ConditionVariable.h>
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#include <LibThreading/Mutex.h>
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#include <LibThreading/Thread.h>
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#include <LibWeb/Painting/DisplayListPlayerSkia.h>
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namespace Web::HTML {
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class RenderingThread {
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AK_MAKE_NONCOPYABLE(RenderingThread);
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AK_MAKE_NONMOVABLE(RenderingThread);
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public:
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RenderingThread();
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~RenderingThread();
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void start();
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void set_skia_player(OwnPtr<Painting::DisplayListPlayerSkia>&& player) { m_skia_player = move(player); }
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void enqueue_rendering_task(RefPtr<Painting::DisplayList>, NonnullRefPtr<Gfx::PaintingSurface>, Function<void()>&& callback);
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private:
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void rendering_thread_loop();
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Core::EventLoop& m_main_thread_event_loop;
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OwnPtr<Painting::DisplayListPlayerSkia> m_skia_player;
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RefPtr<Threading::Thread> m_thread;
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Atomic<bool> m_exit { false };
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struct Task {
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RefPtr<Painting::DisplayList> display_list;
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NonnullRefPtr<Gfx::PaintingSurface> painting_surface;
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Function<void()> callback;
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};
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// NOTE: Queue will only contain multiple items in case tasks were scheduled by screenshot requests.
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// Otherwise, it will contain only one item at a time.
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Queue<Task> m_rendering_tasks;
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Threading::Mutex m_rendering_task_mutex;
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Threading::ConditionVariable m_rendering_task_ready_wake_condition { m_rendering_task_mutex };
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};
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}
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