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Now, when Skia backend context is available by the time backing stores are allocated, there is no need to have a separate BackingStore class. This allows us to get rid of BackingStore -> PaintingSurface cache.
80 lines
2.6 KiB
C++
80 lines
2.6 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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#include <LibCore/EventLoop.h>
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#include <LibWeb/HTML/RenderingThread.h>
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#include <LibWeb/HTML/TraversableNavigable.h>
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namespace Web::HTML {
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RenderingThread::RenderingThread()
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: m_main_thread_event_loop(Core::EventLoop::current())
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, m_main_thread_exit_promise(Core::Promise<NonnullRefPtr<Core::EventReceiver>>::construct())
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{
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// FIXME: Come up with a better "event loop exited" notification mechanism.
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m_main_thread_exit_promise->on_rejection = [this](Error const&) -> void {
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Threading::MutexLocker const locker { m_rendering_task_mutex };
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m_exit = true;
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m_rendering_task_ready_wake_condition.signal();
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};
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m_main_thread_event_loop.add_job(m_main_thread_exit_promise);
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}
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RenderingThread::~RenderingThread()
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{
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// Note: Promise rejection is expected to signal the thread to exit.
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m_main_thread_exit_promise->reject(Error::from_errno(ECANCELED));
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if (m_thread) {
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(void)m_thread->join();
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}
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}
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void RenderingThread::start(DisplayListPlayerType display_list_player_type)
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{
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m_display_list_player_type = display_list_player_type;
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VERIFY(m_skia_player);
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m_thread = Threading::Thread::construct([this] {
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rendering_thread_loop();
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return static_cast<intptr_t>(0);
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});
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m_thread->start();
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}
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void RenderingThread::rendering_thread_loop()
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{
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while (true) {
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auto task = [this]() -> Optional<Task> {
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Threading::MutexLocker const locker { m_rendering_task_mutex };
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while (m_rendering_tasks.is_empty() && !m_exit) {
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m_rendering_task_ready_wake_condition.wait();
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}
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if (m_exit)
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return {};
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return m_rendering_tasks.dequeue();
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}();
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if (!task.has_value()) {
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VERIFY(m_exit);
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break;
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}
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m_skia_player->execute(*task->display_list, task->scroll_state_snapshot, task->painting_surface);
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if (m_exit)
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break;
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m_main_thread_event_loop.deferred_invoke([callback = move(task->callback)] {
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callback();
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});
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}
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}
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void RenderingThread::enqueue_rendering_task(NonnullRefPtr<Painting::DisplayList> display_list, Painting::ScrollStateSnapshot&& scroll_state_snapshot, NonnullRefPtr<Gfx::PaintingSurface> painting_surface, Function<void()>&& callback)
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{
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Threading::MutexLocker const locker { m_rendering_task_mutex };
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m_rendering_tasks.enqueue(Task { move(display_list), move(scroll_state_snapshot), move(painting_surface), move(callback) });
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m_rendering_task_ready_wake_condition.signal();
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}
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}
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