ladybird/Libraries/LibWeb/HTML/RenderingThread.h
Aliaksandr Kalenik c18314b942 LibWeb+LibGfx: Replace BackingStore with PaintingSurface
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.
2025-07-04 16:12:47 +02:00

60 lines
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 <LibCore/Promise.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<Gfx::PaintingSurface>, Function<void()>&& callback);
private:
void rendering_thread_loop();
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 };
NonnullRefPtr<Core::Promise<NonnullRefPtr<Core::EventReceiver>>> m_main_thread_exit_promise;
struct Task {
NonnullRefPtr<Painting::DisplayList> display_list;
Painting::ScrollStateSnapshot scroll_state_snapshot;
NonnullRefPtr<Gfx::PaintingSurface> painting_surface;
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 };
};
}