ladybird/Libraries/LibWeb/HTML/RenderingThread.cpp

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/*
* Copyright (c) 2025-2026, Aliaksandr Kalenik <kalenik.aliaksandr@gmail.com>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <LibCore/EventLoop.h>
#include <LibGfx/ImmutableBitmap.h>
#include <LibGfx/PaintingSurface.h>
#include <LibThreading/Thread.h>
#include <LibWeb/HTML/RenderingThread.h>
#include <LibWeb/HTML/TraversableNavigable.h>
#include <LibWeb/Painting/DisplayListPlayerSkia.h>
#include <LibWeb/Painting/ExternalContentSource.h>
#include <core/SkCanvas.h>
#include <core/SkColor.h>
#include <LibCore/Platform/ScopedAutoreleasePool.h>
namespace Web::HTML {
struct BackingStoreState {
RefPtr<Gfx::PaintingSurface> front_store;
RefPtr<Gfx::PaintingSurface> back_store;
i32 front_bitmap_id { -1 };
i32 back_bitmap_id { -1 };
void swap()
{
AK::swap(front_store, back_store);
AK::swap(front_bitmap_id, back_bitmap_id);
}
bool is_valid() const { return front_store && back_store; }
};
struct UpdateDisplayListCommand {
NonnullRefPtr<Painting::DisplayList> display_list;
Painting::ScrollStateSnapshot scroll_state_snapshot;
};
struct UpdateBackingStoresCommand {
RefPtr<Gfx::PaintingSurface> front_store;
RefPtr<Gfx::PaintingSurface> back_store;
i32 front_bitmap_id;
i32 back_bitmap_id;
};
struct ScreenshotCommand {
NonnullRefPtr<Gfx::PaintingSurface> target_surface;
Function<void()> callback;
};
using CompositorCommand = Variant<UpdateDisplayListCommand, UpdateBackingStoresCommand, ScreenshotCommand>;
class RenderingThread::ThreadData final : public AtomicRefCounted<ThreadData> {
public:
ThreadData(NonnullRefPtr<Core::WeakEventLoopReference>&& main_thread_event_loop, RenderingThread::PresentationCallback presentation_callback)
: m_main_thread_event_loop(move(main_thread_event_loop))
, m_presentation_callback(move(presentation_callback))
{
}
~ThreadData() = default;
void set_skia_player(OwnPtr<Painting::DisplayListPlayerSkia>&& player)
{
m_skia_player = move(player);
}
bool has_skia_player() const { return m_skia_player != nullptr; }
void set_presentation_mode(RenderingThread::PresentationMode mode)
{
Threading::MutexLocker const locker { m_mutex };
m_presentation_mode = move(mode);
}
void exit()
{
Threading::MutexLocker const locker { m_mutex };
m_exit = true;
m_command_ready.signal();
m_ready_to_paint.signal();
m_frame_completed.broadcast();
}
void enqueue_command(CompositorCommand&& command)
{
Threading::MutexLocker const locker { m_mutex };
m_command_queue.enqueue(move(command));
m_command_ready.signal();
}
u64 set_needs_present(Gfx::IntRect viewport_rect)
{
Threading::MutexLocker const locker { m_mutex };
m_needs_present = true;
m_pending_viewport_rect = viewport_rect;
m_submitted_frame_id++;
m_command_ready.signal();
return m_submitted_frame_id;
}
void mark_frame_complete(u64 frame_id)
{
Threading::MutexLocker const locker { m_mutex };
m_completed_frame_id = frame_id;
m_frame_completed.broadcast();
}
void wait_for_frame(u64 frame_id)
{
Threading::MutexLocker const locker { m_mutex };
while (m_completed_frame_id < frame_id && !m_exit)
m_frame_completed.wait();
}
void compositor_loop()
{
while (true) {
{
Threading::MutexLocker const locker { m_mutex };
while (m_command_queue.is_empty() && !m_needs_present && !m_exit) {
m_command_ready.wait();
}
if (m_exit)
break;
}
// Drain autoreleased Objective-C objects created by Metal/Skia each iteration,
// since this background thread has no autorelease pool.
Core::ScopedAutoreleasePool autorelease_pool;
while (true) {
auto command = [this]() -> Optional<CompositorCommand> {
Threading::MutexLocker const locker { m_mutex };
if (m_command_queue.is_empty())
return {};
return m_command_queue.dequeue();
}();
if (!command.has_value())
break;
command->visit(
[this](UpdateDisplayListCommand& cmd) {
m_cached_display_list = move(cmd.display_list);
m_cached_scroll_state_snapshot = move(cmd.scroll_state_snapshot);
},
[this](UpdateBackingStoresCommand& cmd) {
m_backing_stores.front_store = move(cmd.front_store);
m_backing_stores.back_store = move(cmd.back_store);
m_backing_stores.front_bitmap_id = cmd.front_bitmap_id;
m_backing_stores.back_bitmap_id = cmd.back_bitmap_id;
},
[this](ScreenshotCommand& cmd) {
if (!m_cached_display_list)
return;
m_skia_player->execute(*m_cached_display_list, m_cached_scroll_state_snapshot, *cmd.target_surface);
if (cmd.callback) {
invoke_on_main_thread([callback = move(cmd.callback)]() mutable {
callback();
});
}
});
if (m_exit)
break;
}
if (m_exit)
break;
bool should_present = false;
Gfx::IntRect viewport_rect;
u64 presenting_frame_id = 0;
{
Threading::MutexLocker const locker { m_mutex };
if (m_needs_present) {
should_present = true;
viewport_rect = m_pending_viewport_rect;
presenting_frame_id = m_submitted_frame_id;
m_needs_present = false;
}
}
if (should_present) {
// Block if we already have a frame queued (back pressure)
{
Threading::MutexLocker const locker { m_mutex };
while (m_queued_rasterization_tasks > 1 && !m_exit) {
m_ready_to_paint.wait();
}
if (m_exit)
break;
}
auto presentation_mode = [this] {
Threading::MutexLocker const locker { m_mutex };
return m_presentation_mode;
}();
if (m_cached_display_list && m_backing_stores.is_valid()) {
auto should_clear_back_store = presentation_mode.visit(
[](RenderingThread::PresentToUI) { return false; },
[](RenderingThread::PublishToExternalContent const&) { return true; });
if (should_clear_back_store) {
// Embedded navigables leave their PaintConfig canvas unfilled, so double-buffered back stores
// must be cleared before repainting.
m_backing_stores.back_store->lock_context();
m_backing_stores.back_store->canvas().clear(SK_ColorTRANSPARENT);
m_backing_stores.back_store->unlock_context();
}
m_skia_player->execute(*m_cached_display_list, m_cached_scroll_state_snapshot, *m_backing_stores.back_store);
i32 rendered_bitmap_id = m_backing_stores.back_bitmap_id;
m_backing_stores.swap();
presentation_mode.visit(
[this, viewport_rect, rendered_bitmap_id](RenderingThread::PresentToUI) {
m_queued_rasterization_tasks++;
invoke_on_main_thread([this, viewport_rect, rendered_bitmap_id]() {
m_presentation_callback(viewport_rect, rendered_bitmap_id);
});
},
[this](RenderingThread::PublishToExternalContent const& mode) {
auto snapshot = Gfx::ImmutableBitmap::create_snapshot_from_painting_surface(*m_backing_stores.front_store);
mode.source->update(move(snapshot));
});
}
mark_frame_complete(presenting_frame_id);
}
}
}
private:
template<typename Invokee>
void invoke_on_main_thread(Invokee invokee)
{
if (m_exit)
return;
auto event_loop = m_main_thread_event_loop->take();
if (!event_loop)
return;
event_loop->deferred_invoke([self = NonnullRefPtr(*this), invokee = move(invokee)]() mutable {
invokee();
});
}
NonnullRefPtr<Core::WeakEventLoopReference> m_main_thread_event_loop;
RenderingThread::PresentationCallback m_presentation_callback;
mutable Threading::Mutex m_mutex;
mutable Threading::ConditionVariable m_command_ready { m_mutex };
Atomic<bool> m_exit { false };
Queue<CompositorCommand> m_command_queue;
OwnPtr<Painting::DisplayListPlayerSkia> m_skia_player;
RefPtr<Painting::DisplayList> m_cached_display_list;
Painting::ScrollStateSnapshot m_cached_scroll_state_snapshot;
BackingStoreState m_backing_stores;
RenderingThread::PresentationMode m_presentation_mode { RenderingThread::PresentToUI {} };
Atomic<i32> m_queued_rasterization_tasks { 0 };
mutable Threading::ConditionVariable m_ready_to_paint { m_mutex };
bool m_needs_present { false };
Gfx::IntRect m_pending_viewport_rect;
u64 m_submitted_frame_id { 0 };
u64 m_completed_frame_id { 0 };
mutable Threading::ConditionVariable m_frame_completed { m_mutex };
public:
void decrement_queued_tasks()
{
Threading::MutexLocker const locker { m_mutex };
VERIFY(m_queued_rasterization_tasks >= 1 && m_queued_rasterization_tasks <= 2);
m_queued_rasterization_tasks--;
m_ready_to_paint.signal();
}
};
RenderingThread::RenderingThread(PresentationCallback presentation_callback)
: m_thread_data(adopt_ref(*new ThreadData(Core::EventLoop::current_weak(), move(presentation_callback))))
{
}
RenderingThread::~RenderingThread()
{
m_thread_data->exit();
}
void RenderingThread::start(DisplayListPlayerType)
{
VERIFY(m_thread_data->has_skia_player());
m_thread = Threading::Thread::construct("Renderer"sv, [thread_data = m_thread_data] {
thread_data->compositor_loop();
return static_cast<intptr_t>(0);
});
m_thread->start();
m_thread->detach();
}
void RenderingThread::set_skia_player(OwnPtr<Painting::DisplayListPlayerSkia>&& player)
{
m_thread_data->set_skia_player(move(player));
}
void RenderingThread::set_presentation_mode(PresentationMode mode)
{
m_thread_data->set_presentation_mode(move(mode));
}
void RenderingThread::update_display_list(NonnullRefPtr<Painting::DisplayList> display_list, Painting::ScrollStateSnapshot&& scroll_state_snapshot)
{
m_thread_data->enqueue_command(UpdateDisplayListCommand { move(display_list), move(scroll_state_snapshot) });
}
void RenderingThread::update_backing_stores(RefPtr<Gfx::PaintingSurface> front, RefPtr<Gfx::PaintingSurface> back, i32 front_id, i32 back_id)
{
m_thread_data->enqueue_command(UpdateBackingStoresCommand { move(front), move(back), front_id, back_id });
}
u64 RenderingThread::present_frame(Gfx::IntRect viewport_rect)
{
return m_thread_data->set_needs_present(viewport_rect);
}
void RenderingThread::wait_for_frame(u64 frame_id)
{
m_thread_data->wait_for_frame(frame_id);
}
void RenderingThread::request_screenshot(NonnullRefPtr<Gfx::PaintingSurface> target_surface, Function<void()>&& callback)
{
m_thread_data->enqueue_command(ScreenshotCommand { move(target_surface), move(callback) });
}
void RenderingThread::ready_to_paint()
{
m_thread_data->decrement_queued_tasks();
}
}