ladybird/Libraries/LibWeb/HTML/RenderingThread.h
Aliaksandr Kalenik 6507d23e29
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LibWeb: Save ScrollState snapshot in DisplayList to avoid race condition
With this change we save a copy of of scroll state at the time of
recording a display list, instead of actual ScrollState pointer that
could be modifed by the main thread while display list is beings
rasterized on the rendering thread, which leads to a frame painted with
inconsistent scroll state.

Fixes https://github.com/LadybirdBrowser/ladybird/issues/4288
2025-04-12 02:55:18 +02:00

63 lines
2.2 KiB
C++

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