ladybird/Libraries/LibWeb/HTML/RenderingThread.cpp
Aliaksandr Kalenik b69ec8757f LibWeb: Store presentation callback in RenderingThread
This is preparation for future work where the rendering thread will
initiate rasterization independently and notify the UI process without
requiring coordination with the main thread.
2026-01-26 17:01:48 +01:00

222 lines
7.6 KiB
C++

/*
* Copyright (c) 2025-2026, Aliaksandr Kalenik <kalenik.aliaksandr@gmail.com>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <LibCore/EventLoop.h>
#include <LibThreading/Thread.h>
#include <LibWeb/HTML/RenderingThread.h>
#include <LibWeb/HTML/TraversableNavigable.h>
#include <LibWeb/Painting/DisplayListPlayerSkia.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::ScrollStateSnapshotByDisplayList scroll_state_snapshot;
};
struct UpdateBackingStoresCommand {
RefPtr<Gfx::PaintingSurface> front_store;
RefPtr<Gfx::PaintingSurface> back_store;
i32 front_bitmap_id;
i32 back_bitmap_id;
};
struct PresentFrameCommand {
Gfx::IntRect viewport_rect;
};
struct ScreenshotCommand {
NonnullRefPtr<Gfx::PaintingSurface> target_surface;
Function<void()> callback;
};
using CompositorCommand = Variant<UpdateDisplayListCommand, UpdateBackingStoresCommand, PresentFrameCommand, ScreenshotCommand>;
class RenderingThread::ThreadData final : public AtomicRefCounted<ThreadData> {
public:
ThreadData(Core::EventLoop& main_thread_event_loop, RenderingThread::PresentationCallback presentation_callback)
: m_main_thread_event_loop(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 exit()
{
Threading::MutexLocker const locker { m_mutex };
m_exit = true;
m_command_ready.signal();
}
void enqueue_command(CompositorCommand&& command)
{
Threading::MutexLocker const locker { m_mutex };
m_command_queue.enqueue(move(command));
m_command_ready.signal();
}
void compositor_loop()
{
while (true) {
auto command = [this]() -> Optional<CompositorCommand> {
Threading::MutexLocker const locker { m_mutex };
while (m_command_queue.is_empty() && !m_exit) {
m_command_ready.wait();
}
if (m_exit)
return {};
return m_command_queue.dequeue();
}();
if (!command.has_value()) {
VERIFY(m_exit);
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](PresentFrameCommand& cmd) {
if (!m_cached_display_list || !m_backing_stores.is_valid())
return;
m_skia_player->execute(*m_cached_display_list, Painting::ScrollStateSnapshotByDisplayList(m_cached_scroll_state_snapshot), *m_backing_stores.back_store);
i32 rendered_bitmap_id = m_backing_stores.back_bitmap_id;
m_backing_stores.swap();
invoke_on_main_thread([this, viewport_rect = cmd.viewport_rect, rendered_bitmap_id]() {
m_presentation_callback(viewport_rect, rendered_bitmap_id);
});
},
[this](ScreenshotCommand& cmd) {
if (!m_cached_display_list)
return;
m_skia_player->execute(*m_cached_display_list, Painting::ScrollStateSnapshotByDisplayList(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;
}
}
private:
template<typename Invokee>
void invoke_on_main_thread(Invokee invokee)
{
if (m_exit)
return;
m_main_thread_event_loop.deferred_invoke([self = NonnullRefPtr(*this), invokee = move(invokee)]() mutable {
invokee();
});
}
Core::EventLoop& 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::ScrollStateSnapshotByDisplayList m_cached_scroll_state_snapshot;
BackingStoreState m_backing_stores;
};
RenderingThread::RenderingThread(PresentationCallback presentation_callback)
: m_thread_data(adopt_ref(*new ThreadData(Core::EventLoop::current(), move(presentation_callback))))
, m_main_thread_exit_promise(Core::Promise<NonnullRefPtr<Core::EventReceiver>>::construct())
{
// FIXME: Come up with a better "event loop exited" notification mechanism.
m_main_thread_exit_promise->on_rejection = [thread_data = m_thread_data](Error const&) -> void {
thread_data->exit();
};
Core::EventLoop::current().add_job(m_main_thread_exit_promise);
}
RenderingThread::~RenderingThread()
{
// Note: Promise rejection is expected to signal the thread to exit.
m_main_thread_exit_promise->reject(Error::from_errno(ECANCELED));
if (m_thread) {
(void)m_thread->join();
}
}
void RenderingThread::start(DisplayListPlayerType)
{
VERIFY(m_thread_data->has_skia_player());
m_thread = Threading::Thread::construct([thread_data = m_thread_data] {
thread_data->compositor_loop();
return static_cast<intptr_t>(0);
});
m_thread->start();
}
void RenderingThread::set_skia_player(OwnPtr<Painting::DisplayListPlayerSkia>&& player)
{
m_thread_data->set_skia_player(move(player));
}
void RenderingThread::update_display_list(NonnullRefPtr<Painting::DisplayList> display_list, Painting::ScrollStateSnapshotByDisplayList&& 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 });
}
void RenderingThread::present_frame(Gfx::IntRect viewport_rect)
{
m_thread_data->enqueue_command(PresentFrameCommand { viewport_rect });
}
void RenderingThread::request_screenshot(NonnullRefPtr<Gfx::PaintingSurface> target_surface, Function<void()>&& callback)
{
m_thread_data->enqueue_command(ScreenshotCommand { move(target_surface), move(callback) });
}
}