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ladybird/Libraries/LibWeb/HTML/RenderingThread.cpp
Aliaksandr Kalenik ed1337add1 LibJS: Don't start rendering thread for a navigable created for SVG
Traversable navigable created for rendering svg element doesn't perform
any actual rendering, so there is no need to spawn a rendering thread.
2025-06-06 03:56:57 +02:00

123 lines
4.6 KiB
C++

/*
* Copyright (c) 2025, Aliaksandr Kalenik <kalenik.aliaksandr@gmail.com>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <LibCore/EventLoop.h>
#include <LibWeb/HTML/RenderingThread.h>
#include <LibWeb/HTML/TraversableNavigable.h>
#include <LibWeb/Painting/BackingStore.h>
namespace Web::HTML {
RenderingThread::RenderingThread()
: m_main_thread_event_loop(Core::EventLoop::current())
, 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 = [this](Error const&) -> void {
Threading::MutexLocker const locker { m_rendering_task_mutex };
m_exit = true;
m_rendering_task_ready_wake_condition.signal();
};
m_main_thread_event_loop.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 display_list_player_type)
{
m_display_list_player_type = display_list_player_type;
VERIFY(m_skia_player);
m_thread = Threading::Thread::construct([this] {
rendering_thread_loop();
return static_cast<intptr_t>(0);
});
m_thread->start();
}
void RenderingThread::rendering_thread_loop()
{
while (true) {
auto task = [this]() -> Optional<Task> {
Threading::MutexLocker const locker { m_rendering_task_mutex };
if (m_needs_to_clear_bitmap_to_surface_cache) {
m_bitmap_to_surface.clear();
m_needs_to_clear_bitmap_to_surface_cache = false;
}
while (m_rendering_tasks.is_empty() && !m_exit) {
m_rendering_task_ready_wake_condition.wait();
}
if (m_exit)
return {};
return m_rendering_tasks.dequeue();
}();
if (!task.has_value()) {
VERIFY(m_exit);
break;
}
auto painting_surface = painting_surface_for_backing_store(task->backing_store);
m_skia_player->execute(*task->display_list, task->scroll_state_snapshot, painting_surface);
if (m_exit)
break;
m_main_thread_event_loop.deferred_invoke([callback = move(task->callback)] {
callback();
});
}
}
void RenderingThread::enqueue_rendering_task(NonnullRefPtr<Painting::DisplayList> display_list, Painting::ScrollStateSnapshot&& scroll_state_snapshot, NonnullRefPtr<Painting::BackingStore> backing_store, Function<void()>&& callback)
{
Threading::MutexLocker const locker { m_rendering_task_mutex };
m_rendering_tasks.enqueue(Task { move(display_list), move(scroll_state_snapshot), move(backing_store), move(callback) });
m_rendering_task_ready_wake_condition.signal();
}
NonnullRefPtr<Gfx::PaintingSurface> RenderingThread::painting_surface_for_backing_store(Painting::BackingStore& backing_store)
{
auto& bitmap = backing_store.bitmap();
auto cached_surface = m_bitmap_to_surface.find(&bitmap);
if (cached_surface != m_bitmap_to_surface.end())
return cached_surface->value;
RefPtr<Gfx::PaintingSurface> new_surface;
if (m_display_list_player_type == DisplayListPlayerType::SkiaGPUIfAvailable && m_skia_backend_context) {
#ifdef USE_VULKAN
// Vulkan: Try to create an accelerated surface.
new_surface = Gfx::PaintingSurface::create_with_size(m_skia_backend_context, backing_store.size(), Gfx::BitmapFormat::BGRA8888, Gfx::AlphaType::Premultiplied);
new_surface->on_flush = [backing_store = static_cast<NonnullRefPtr<Painting::BackingStore>>(backing_store)](auto& surface) { surface.read_into_bitmap(backing_store->bitmap()); };
#endif
#ifdef AK_OS_MACOS
// macOS: Wrap an IOSurface if available.
if (is<Painting::IOSurfaceBackingStore>(backing_store)) {
auto& iosurface_backing_store = static_cast<Painting::IOSurfaceBackingStore&>(backing_store);
new_surface = Gfx::PaintingSurface::wrap_iosurface(iosurface_backing_store.iosurface_handle(), *m_skia_backend_context);
}
#endif
}
// CPU and fallback: wrap the backing store bitmap directly.
if (!new_surface)
new_surface = Gfx::PaintingSurface::wrap_bitmap(bitmap);
m_bitmap_to_surface.set(&bitmap, *new_surface);
return *new_surface;
}
void RenderingThread::clear_bitmap_to_surface_cache()
{
Threading::MutexLocker const locker { m_rendering_task_mutex };
m_needs_to_clear_bitmap_to_surface_cache = true;
}
}