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Render in parallel
This commit is contained in:
parent
bace9fb485
commit
95a57dfced
2 changed files with 238 additions and 146 deletions
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@ -105,7 +105,6 @@ pub struct RenderTask<C> {
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port: Receiver<Msg>,
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compositor: C,
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constellation_chan: ConstellationChan,
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font_ctx: Box<FontContext>,
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opts: Opts,
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/// A channel to the profiler.
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@ -114,9 +113,6 @@ pub struct RenderTask<C> {
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/// The graphics context to use.
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graphics_context: GraphicsContext,
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/// The native graphics context.
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native_graphics_context: Option<NativePaintingGraphicsContext>,
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/// The layers to be rendered.
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render_layers: SmallVec1<RenderLayer>,
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@ -126,8 +122,11 @@ pub struct RenderTask<C> {
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/// A counter for epoch messages
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epoch: Epoch,
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/// A data structure to store unused LayerBuffers
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buffer_map: BufferMap<Box<LayerBuffer>>,
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/// Renderer workers
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worker_txs: Vec<Sender<WorkerMsg>>,
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/// The receiver on which we recieve rendered buffers from the workesr
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worker_result_rx: Receiver<Box<LayerBuffer>>
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}
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// If we implement this as a function, we get borrowck errors from borrowing
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@ -138,6 +137,13 @@ macro_rules! native_graphics_context(
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)
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)
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enum WorkerMsg {
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// This is tupled so all the data can be pulled out of the message as one variable
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WorkerRender((BufferRequest, Arc<DisplayList>, uint, uint, f32)),
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WorkerUnusedBuffer(Box<LayerBuffer>),
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WorkerExit(Sender<()>)
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}
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fn initialize_layers<C:RenderListener>(
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compositor: &mut C,
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pipeline_id: PipelineId,
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@ -168,22 +174,17 @@ impl<C:RenderListener + Send> RenderTask<C> {
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send_on_failure(&mut builder, FailureMsg(failure_msg), c);
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builder.spawn(proc() {
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{ // Ensures RenderTask and graphics context are destroyed before shutdown msg
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let native_graphics_context = compositor.get_graphics_metadata().map(
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|md| NativePaintingGraphicsContext::from_metadata(&md));
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{
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let cpu_painting = opts.cpu_painting;
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let (worker_result_tx, worker_result_rx) = channel();
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// FIXME: rust/#5967
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let mut render_task = RenderTask {
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id: id,
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port: port,
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compositor: compositor,
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constellation_chan: constellation_chan,
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font_ctx: box FontContext::new(FontContextInfo {
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backend: opts.render_backend.clone(),
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needs_font_list: false,
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profiler_chan: profiler_chan.clone(),
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}),
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opts: opts,
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profiler_chan: profiler_chan,
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@ -193,22 +194,21 @@ impl<C:RenderListener + Send> RenderTask<C> {
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GpuGraphicsContext
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},
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native_graphics_context: native_graphics_context,
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render_layers: SmallVec1::new(),
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paint_permission: false,
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epoch: Epoch(0),
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buffer_map: BufferMap::new(10000000),
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worker_txs: vec![],
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worker_result_rx: worker_result_rx
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};
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render_task.start();
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// Now spawn the workers. We're only doing this after creating
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// the RenderTask object because spawn_workers was originally
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// written to be run afterward, and was refactored like so.
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let worker_txs = render_task.spawn_workers(worker_result_tx);
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render_task.worker_txs = worker_txs;
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// Destroy all the buffers.
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match render_task.native_graphics_context.as_ref() {
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Some(ctx) => render_task.buffer_map.clear(ctx),
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None => (),
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}
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render_task.start();
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}
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debug!("render_task: shutdown_chan send");
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@ -246,7 +246,7 @@ impl<C:RenderListener + Send> RenderTask<C> {
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}
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UnusedBufferMsg(unused_buffers) => {
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for buffer in unused_buffers.move_iter().rev() {
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self.buffer_map.insert(native_graphics_context!(self), buffer);
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self.worker_txs.get(buffer.render_idx).send(WorkerUnusedBuffer(buffer));
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}
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}
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PaintPermissionGranted => {
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@ -267,6 +267,11 @@ impl<C:RenderListener + Send> RenderTask<C> {
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self.paint_permission = false;
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}
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ExitMsg(response_ch) => {
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for worker_tx in self.worker_txs.iter() {
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let (tx, rx) = channel();
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worker_tx.send(WorkerExit(tx));
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rx.recv();
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}
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debug!("render_task: exitmsg response send");
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response_ch.map(|ch| ch.send(()));
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break;
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@ -275,12 +280,205 @@ impl<C:RenderListener + Send> RenderTask<C> {
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}
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}
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fn spawn_workers(&mut self, result_tx: Sender<Box<LayerBuffer>>) -> Vec<Sender<WorkerMsg>> {
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// FIXME (rust/14707): This still isn't exposed publicly via std::rt??
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// FIXME (rust/14704): Terrible name for this lint, which here is allowing
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// Rust types, not C types
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#[allow(ctypes)]
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extern {
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fn rust_get_num_cpus() -> uint;
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}
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let num_workers = unsafe { rust_get_num_cpus() as uint };
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let mut worker_chans = vec![];
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for render_idx in range(0, num_workers) {
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let (tx, rx) = channel();
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let result_tx = result_tx.clone();
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let opts = self.opts.clone();
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let graphics_context = self.graphics_context;
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let render_backend = self.opts.render_backend;
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let native_graphics_context = self.compositor.get_graphics_metadata().map(
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|md| NativePaintingGraphicsContext::from_metadata(&md));
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let native_graphics_context = native_graphics_context.expect("need native graphics context");
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let native_graphics_context = Some(native_graphics_context);
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let font_ctx_info = FontContextInfo {
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backend: self.opts.render_backend,
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needs_font_list: false,
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profiler_chan: self.profiler_chan.clone(),
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};
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let profiler_chan = self.profiler_chan.clone();
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let buffer_map: BufferMap<Box<LayerBuffer>> = BufferMap::new(10000000);
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spawn(proc() {
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let mut buffer_map = buffer_map;
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let mut native_graphics_context = native_graphics_context;
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loop {
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let render_msg: WorkerMsg = rx.recv();
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let render_data = match render_msg {
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WorkerRender(render_data) => render_data,
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WorkerUnusedBuffer(buffer) => {
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buffer_map.insert(native_graphics_context.get_ref(), buffer);
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continue
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}
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WorkerExit(tx) => {
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// Cleanup and tell the RenderTask we're done
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buffer_map.clear(native_graphics_context.get_ref());
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drop(native_graphics_context.take_unwrap());
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tx.send(());
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break
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}
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};
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let (tile,
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display_list,
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layer_position_x,
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layer_position_y,
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scale) = render_data;
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// Optimize the display list for this tile.
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let page_rect_au = geometry::f32_rect_to_au_rect(tile.page_rect);
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let optimizer = DisplayListOptimizer::new(display_list,
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page_rect_au);
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let display_list = optimizer.optimize();
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let width = tile.screen_rect.size.width;
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let height = tile.screen_rect.size.height;
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let size = Size2D(width as i32, height as i32);
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let draw_target = match graphics_context {
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CpuGraphicsContext => {
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DrawTarget::new(render_backend, size, B8G8R8A8)
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}
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GpuGraphicsContext => {
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// FIXME(pcwalton): Cache the components of draw targets
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// (texture color buffer, renderbuffers) instead of recreating them.
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let draw_target =
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DrawTarget::new_with_fbo(render_backend,
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native_graphics_context.get_ref(),
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size,
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B8G8R8A8);
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draw_target.make_current();
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draw_target
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}
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};
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{
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let mut font_ctx = box FontContext::new(font_ctx_info.clone());
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// Build the render context.
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let mut ctx = RenderContext {
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draw_target: &draw_target,
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font_ctx: &mut font_ctx,
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opts: &opts,
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page_rect: tile.page_rect,
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screen_rect: tile.screen_rect,
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};
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// Apply the translation to render the tile we want.
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let matrix: Matrix2D<AzFloat> = Matrix2D::identity();
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let matrix = matrix.scale(scale as AzFloat, scale as AzFloat);
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let matrix = matrix.translate(-(tile.page_rect.origin.x) as AzFloat,
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-(tile.page_rect.origin.y) as AzFloat);
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let matrix = matrix.translate(-(layer_position_x as AzFloat),
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-(layer_position_y as AzFloat));
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ctx.draw_target.set_transform(&matrix);
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// Clear the buffer.
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ctx.clear();
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// Draw the display list.
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profile(time::RenderingDrawingCategory, profiler_chan.clone(), || {
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display_list.draw_into_context(&mut ctx);
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ctx.draw_target.flush();
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});
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}
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// Extract the texture from the draw target and place it into its slot in the
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// buffer. If using CPU rendering, upload it first.
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//
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// FIXME(pcwalton): We should supply the texture and native surface *to* the
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// draw target in GPU rendering mode, so that it doesn't have to recreate it.
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let buffer = match graphics_context {
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CpuGraphicsContext => {
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let maybe_buffer = buffer_map.find(tile.screen_rect.size);
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let buffer = match maybe_buffer {
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Some(buffer) => {
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let mut buffer = buffer;
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buffer.rect = tile.page_rect;
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buffer.screen_pos = tile.screen_rect;
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buffer.resolution = scale;
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buffer.native_surface.mark_wont_leak();
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buffer
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}
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None => {
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// Create an empty native surface. We mark it as not leaking
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// in case it dies in transit to the compositor task.
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let mut native_surface: NativeSurface =
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layers::platform::surface::NativeSurfaceMethods::new(
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native_graphics_context.get_ref(),
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Size2D(width as i32, height as i32),
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width as i32 * 4);
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native_surface.mark_wont_leak();
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box LayerBuffer {
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native_surface: native_surface,
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rect: tile.page_rect,
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screen_pos: tile.screen_rect,
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resolution: scale,
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stride: (width * 4) as uint,
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render_idx: render_idx
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}
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}
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};
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draw_target.snapshot().get_data_surface().with_data(|data| {
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buffer.native_surface.upload(native_graphics_context.get_ref(), data);
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debug!("RENDERER uploading to native surface {:d}",
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buffer.native_surface.get_id() as int);
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});
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buffer
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}
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GpuGraphicsContext => {
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draw_target.make_current();
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let StolenGLResources {
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surface: native_surface
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} = draw_target.steal_gl_resources().unwrap();
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// We mark the native surface as not leaking in case the surfaces
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// die on their way to the compositor task.
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let mut native_surface: NativeSurface =
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NativeSurfaceAzureMethods::from_azure_surface(native_surface);
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native_surface.mark_wont_leak();
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box LayerBuffer {
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native_surface: native_surface,
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rect: tile.page_rect,
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screen_pos: tile.screen_rect,
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resolution: scale,
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stride: (width * 4) as uint,
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render_idx: render_idx
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}
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}
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};
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result_tx.send(buffer);
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}
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});
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worker_chans.push(tx)
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}
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return worker_chans;
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}
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/// Renders one layer and sends the tiles back to the layer.
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///
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/// FIXME(pcwalton): We will probably want to eventually send all layers belonging to a page in
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/// one transaction, to avoid the user seeing inconsistent states.
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fn render(&mut self, tiles: Vec<BufferRequest>, scale: f32, layer_id: LayerId) {
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let mut tiles = Some(tiles);
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time::profile(time::RenderingCategory, self.profiler_chan.clone(), || {
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let tiles = tiles.take_unwrap();
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// FIXME: Try not to create a new array here.
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let mut new_buffers = vec!();
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@ -292,132 +490,24 @@ impl<C:RenderListener + Send> RenderTask<C> {
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self.compositor.set_render_state(RenderingRenderState);
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// Divide up the layer into tiles.
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for tile in tiles.iter() {
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// Optimize the display list for this tile.
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let page_rect_au = geometry::f32_rect_to_au_rect(tile.page_rect);
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let optimizer = DisplayListOptimizer::new(render_layer.display_list.clone(),
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page_rect_au);
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let display_list = optimizer.optimize();
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// Distribute the tiles to the workers
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let num_tiles = tiles.len();
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let mut worker_idx = 0;
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let width = tile.screen_rect.size.width;
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let height = tile.screen_rect.size.height;
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for tile in tiles.move_iter() {
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let size = Size2D(width as i32, height as i32);
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let draw_target = match self.graphics_context {
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CpuGraphicsContext => {
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DrawTarget::new(self.opts.render_backend, size, B8G8R8A8)
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}
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GpuGraphicsContext => {
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// FIXME(pcwalton): Cache the components of draw targets
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// (texture color buffer, renderbuffers) instead of recreating them.
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let draw_target =
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DrawTarget::new_with_fbo(self.opts.render_backend,
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native_graphics_context!(self),
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size,
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B8G8R8A8);
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draw_target.make_current();
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draw_target
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}
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};
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let display_list = render_layer.display_list.clone();
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let layer_position_x = render_layer.position.origin.x;
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let layer_position_y = render_layer.position.origin.y;
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{
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// Build the render context.
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let mut ctx = RenderContext {
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draw_target: &draw_target,
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font_ctx: &mut self.font_ctx,
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opts: &self.opts,
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page_rect: tile.page_rect,
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screen_rect: tile.screen_rect,
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};
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self.worker_txs.get(worker_idx).send(WorkerRender((tile, display_list, layer_position_x, layer_position_y, scale)));
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// Apply the translation to render the tile we want.
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let matrix: Matrix2D<AzFloat> = Matrix2D::identity();
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let matrix = matrix.scale(scale as AzFloat, scale as AzFloat);
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let matrix = matrix.translate(-(tile.page_rect.origin.x) as AzFloat,
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-(tile.page_rect.origin.y) as AzFloat);
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let matrix = matrix.translate(-(render_layer.position.origin.x as AzFloat),
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-(render_layer.position.origin.y as AzFloat));
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// Round-robin the work
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worker_idx = (worker_idx + 1) % self.worker_txs.len();
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}
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ctx.draw_target.set_transform(&matrix);
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// Clear the buffer.
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ctx.clear();
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// Draw the display list.
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profile(time::RenderingDrawingCategory, self.profiler_chan.clone(), || {
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display_list.draw_into_context(&mut ctx);
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ctx.draw_target.flush();
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});
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}
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// Extract the texture from the draw target and place it into its slot in the
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// buffer. If using CPU rendering, upload it first.
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//
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// FIXME(pcwalton): We should supply the texture and native surface *to* the
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// draw target in GPU rendering mode, so that it doesn't have to recreate it.
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let buffer = match self.graphics_context {
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CpuGraphicsContext => {
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let buffer = match self.buffer_map.find(tile.screen_rect.size) {
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Some(buffer) => {
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let mut buffer = buffer;
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buffer.rect = tile.page_rect;
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buffer.screen_pos = tile.screen_rect;
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buffer.resolution = scale;
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buffer.native_surface.mark_wont_leak();
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buffer
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}
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None => {
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// Create an empty native surface. We mark it as not leaking
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// in case it dies in transit to the compositor task.
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let mut native_surface: NativeSurface =
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layers::platform::surface::NativeSurfaceMethods::new(
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native_graphics_context!(self),
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Size2D(width as i32, height as i32),
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width as i32 * 4);
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native_surface.mark_wont_leak();
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box LayerBuffer {
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native_surface: native_surface,
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rect: tile.page_rect,
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screen_pos: tile.screen_rect,
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resolution: scale,
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stride: (width * 4) as uint
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}
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}
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};
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draw_target.snapshot().get_data_surface().with_data(|data| {
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buffer.native_surface.upload(native_graphics_context!(self), data);
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debug!("RENDERER uploading to native surface {:d}",
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buffer.native_surface.get_id() as int);
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});
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buffer
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}
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GpuGraphicsContext => {
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draw_target.make_current();
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let StolenGLResources {
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surface: native_surface
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} = draw_target.steal_gl_resources().unwrap();
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// We mark the native surface as not leaking in case the surfaces
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// die on their way to the compositor task.
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let mut native_surface: NativeSurface =
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NativeSurfaceAzureMethods::from_azure_surface(native_surface);
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native_surface.mark_wont_leak();
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box LayerBuffer {
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native_surface: native_surface,
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rect: tile.page_rect,
|
||||
screen_pos: tile.screen_rect,
|
||||
resolution: scale,
|
||||
stride: (width * 4) as uint
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
new_buffers.push(buffer);
|
||||
for _ in range(0, num_tiles) {
|
||||
new_buffers.push(self.worker_result_rx.recv());
|
||||
}
|
||||
|
||||
let layer_buffer_set = box LayerBufferSet {
|
||||
|
@ -436,4 +526,3 @@ impl<C:RenderListener + Send> RenderTask<C> {
|
|||
})
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -30,6 +30,9 @@ pub struct LayerBuffer {
|
|||
|
||||
/// NB: stride is in pixels, like OpenGL GL_UNPACK_ROW_LENGTH.
|
||||
pub stride: uint,
|
||||
|
||||
/// Used by the RenderTask to route buffers to the correct graphics context for recycling
|
||||
pub render_idx: uint
|
||||
}
|
||||
|
||||
/// A set of layer buffers. This is an atomic unit used to switch between the front and back
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue