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GPUProcessManager.cpp
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GPUProcessManager.cpp
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/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "GPUProcessManager.h"
#include "gfxConfig.h"
#include "gfxPlatform.h"
#include "GPUProcessHost.h"
#include "GPUProcessListener.h"
#include "mozilla/AppShutdown.h"
#include "mozilla/MemoryReportingProcess.h"
#include "mozilla/Preferences.h"
#include "mozilla/Sprintf.h"
#include "mozilla/StaticPtr.h"
#include "mozilla/StaticPrefs_gfx.h"
#include "mozilla/StaticPrefs_layers.h"
#include "mozilla/StaticPrefs_media.h"
#include "mozilla/RemoteDecoderManagerChild.h"
#include "mozilla/RemoteDecoderManagerParent.h"
#include "mozilla/Telemetry.h"
#include "mozilla/dom/ContentParent.h"
#include "mozilla/gfx/gfxVars.h"
#include "mozilla/gfx/GPUChild.h"
#include "mozilla/ipc/Endpoint.h"
#include "mozilla/ipc/ProcessChild.h"
#include "mozilla/layers/APZCTreeManagerChild.h"
#include "mozilla/layers/APZInputBridgeChild.h"
#include "mozilla/layers/CompositorBridgeChild.h"
#include "mozilla/layers/CompositorBridgeParent.h"
#include "mozilla/layers/CompositorManagerChild.h"
#include "mozilla/layers/CompositorManagerParent.h"
#include "mozilla/layers/CompositorOptions.h"
#include "mozilla/layers/ImageBridgeChild.h"
#include "mozilla/layers/ImageBridgeParent.h"
#include "mozilla/layers/InProcessCompositorSession.h"
#include "mozilla/layers/LayerTreeOwnerTracker.h"
#include "mozilla/layers/RemoteCompositorSession.h"
#include "mozilla/webrender/RenderThread.h"
#include "mozilla/widget/PlatformWidgetTypes.h"
#include "nsAppRunner.h"
#include "mozilla/widget/CompositorWidget.h"
#ifdef MOZ_WIDGET_SUPPORTS_OOP_COMPOSITING
# include "mozilla/widget/CompositorWidgetChild.h"
#endif
#include "nsBaseWidget.h"
#include "nsContentUtils.h"
#include "VRManagerChild.h"
#include "VRManagerParent.h"
#include "VsyncBridgeChild.h"
#include "VsyncIOThreadHolder.h"
#include "VsyncSource.h"
#include "nsExceptionHandler.h"
#include "nsPrintfCString.h"
#if defined(MOZ_WIDGET_ANDROID)
# include "mozilla/java/SurfaceControlManagerWrappers.h"
# include "mozilla/widget/AndroidUiThread.h"
# include "mozilla/layers/UiCompositorControllerChild.h"
#endif // defined(MOZ_WIDGET_ANDROID)
#if defined(XP_WIN)
# include "gfxWindowsPlatform.h"
#endif
namespace mozilla {
namespace gfx {
using namespace mozilla::layers;
enum class FallbackType : uint32_t {
NONE = 0,
DECODINGDISABLED,
DISABLED,
};
static StaticAutoPtr<GPUProcessManager> sSingleton;
GPUProcessManager* GPUProcessManager::Get() { return sSingleton; }
void GPUProcessManager::Initialize() {
MOZ_ASSERT(XRE_IsParentProcess());
sSingleton = new GPUProcessManager();
}
void GPUProcessManager::Shutdown() { sSingleton = nullptr; }
GPUProcessManager::GPUProcessManager()
: mTaskFactory(this),
mNextNamespace(0),
mIdNamespace(0),
mResourceId(0),
mUnstableProcessAttempts(0),
mTotalProcessAttempts(0),
mDeviceResetCount(0),
mAppInForeground(true),
mProcess(nullptr),
mProcessToken(0),
mProcessStable(true),
mGPUChild(nullptr) {
MOZ_COUNT_CTOR(GPUProcessManager);
mIdNamespace = AllocateNamespace();
mDeviceResetLastTime = TimeStamp::Now();
LayerTreeOwnerTracker::Initialize();
CompositorBridgeParent::InitializeStatics();
}
GPUProcessManager::~GPUProcessManager() {
MOZ_COUNT_DTOR(GPUProcessManager);
LayerTreeOwnerTracker::Shutdown();
// The GPU process should have already been shut down.
MOZ_ASSERT(!mProcess && !mGPUChild);
// We should have already removed observers.
MOZ_ASSERT(!mObserver);
}
NS_IMPL_ISUPPORTS(GPUProcessManager::Observer, nsIObserver);
GPUProcessManager::Observer::Observer(GPUProcessManager* aManager)
: mManager(aManager) {}
NS_IMETHODIMP
GPUProcessManager::Observer::Observe(nsISupports* aSubject, const char* aTopic,
const char16_t* aData) {
if (!strcmp(aTopic, NS_XPCOM_SHUTDOWN_OBSERVER_ID)) {
mManager->OnXPCOMShutdown();
} else if (!strcmp(aTopic, "nsPref:changed")) {
mManager->OnPreferenceChange(aData);
} else if (!strcmp(aTopic, "application-foreground")) {
mManager->mAppInForeground = true;
if (!mManager->mProcess && gfxConfig::IsEnabled(Feature::GPU_PROCESS)) {
Unused << mManager->LaunchGPUProcess();
}
} else if (!strcmp(aTopic, "application-background")) {
mManager->mAppInForeground = false;
}
return NS_OK;
}
void GPUProcessManager::OnXPCOMShutdown() {
if (mObserver) {
nsContentUtils::UnregisterShutdownObserver(mObserver);
Preferences::RemoveObserver(mObserver, "");
nsCOMPtr<nsIObserverService> obsServ = services::GetObserverService();
if (obsServ) {
obsServ->RemoveObserver(mObserver, "application-foreground");
obsServ->RemoveObserver(mObserver, "application-background");
}
mObserver = nullptr;
}
CleanShutdown();
}
void GPUProcessManager::OnPreferenceChange(const char16_t* aData) {
// We know prefs are ASCII here.
NS_LossyConvertUTF16toASCII strData(aData);
mozilla::dom::Pref pref(strData, /* isLocked */ false,
/* isSanitized */ false, Nothing(), Nothing());
Preferences::GetPreference(&pref, GeckoProcessType_GPU,
/* remoteType */ ""_ns);
if (!!mGPUChild) {
MOZ_ASSERT(mQueuedPrefs.IsEmpty());
mGPUChild->SendPreferenceUpdate(pref);
} else if (IsGPUProcessLaunching()) {
mQueuedPrefs.AppendElement(pref);
}
}
void GPUProcessManager::ResetProcessStable() {
mTotalProcessAttempts++;
mProcessStable = false;
mProcessAttemptLastTime = TimeStamp::Now();
}
bool GPUProcessManager::IsProcessStable(const TimeStamp& aNow) {
if (mTotalProcessAttempts > 0) {
auto delta = (int32_t)(aNow - mProcessAttemptLastTime).ToMilliseconds();
if (delta < StaticPrefs::layers_gpu_process_stable_min_uptime_ms()) {
return false;
}
}
return mProcessStable;
}
bool GPUProcessManager::LaunchGPUProcess() {
if (mProcess) {
return true;
}
if (AppShutdown::IsInOrBeyond(ShutdownPhase::XPCOMShutdown)) {
return false;
}
// Start listening for pref changes so we can
// forward them to the process once it is running.
if (!mObserver) {
mObserver = new Observer(this);
nsContentUtils::RegisterShutdownObserver(mObserver);
Preferences::AddStrongObserver(mObserver, "");
nsCOMPtr<nsIObserverService> obsServ = services::GetObserverService();
if (obsServ) {
obsServ->AddObserver(mObserver, "application-foreground", false);
obsServ->AddObserver(mObserver, "application-background", false);
}
}
// Start the Vsync I/O thread so can use it as soon as the process launches.
EnsureVsyncIOThread();
// If the process didn't live long enough, reset the stable flag so that we
// don't end up in a restart loop.
auto newTime = TimeStamp::Now();
if (!IsProcessStable(newTime)) {
mUnstableProcessAttempts++;
}
mTotalProcessAttempts++;
mProcessAttemptLastTime = newTime;
mProcessStable = false;
std::vector<std::string> extraArgs;
ipc::ProcessChild::AddPlatformBuildID(extraArgs);
// The subprocess is launched asynchronously, so we wait for a callback to
// acquire the IPDL actor.
mProcess = new GPUProcessHost(this);
if (!mProcess->Launch(extraArgs)) {
DisableGPUProcess("Failed to launch GPU process");
}
return true;
}
bool GPUProcessManager::IsGPUProcessLaunching() {
MOZ_ASSERT(NS_IsMainThread());
return !!mProcess && !mGPUChild;
}
void GPUProcessManager::DisableGPUProcess(const char* aMessage) {
MaybeDisableGPUProcess(aMessage, /* aAllowRestart */ false);
}
bool GPUProcessManager::MaybeDisableGPUProcess(const char* aMessage,
bool aAllowRestart) {
if (!gfxConfig::IsEnabled(Feature::GPU_PROCESS)) {
return true;
}
if (!aAllowRestart) {
gfxConfig::SetFailed(Feature::GPU_PROCESS, FeatureStatus::Failed, aMessage);
}
bool wantRestart;
if (mLastError) {
wantRestart =
FallbackFromAcceleration(mLastError.value(), mLastErrorMsg.ref());
mLastError.reset();
mLastErrorMsg.reset();
} else {
wantRestart = gfxPlatform::FallbackFromAcceleration(
FeatureStatus::Unavailable, "GPU Process is disabled",
"FEATURE_FAILURE_GPU_PROCESS_DISABLED"_ns);
}
if (aAllowRestart && wantRestart) {
// The fallback method can make use of the GPU process.
return false;
}
if (aAllowRestart) {
gfxConfig::SetFailed(Feature::GPU_PROCESS, FeatureStatus::Failed, aMessage);
}
gfxCriticalNote << aMessage;
gfxPlatform::DisableGPUProcess();
Telemetry::Accumulate(Telemetry::GPU_PROCESS_CRASH_FALLBACKS,
uint32_t(FallbackType::DISABLED));
DestroyProcess();
ShutdownVsyncIOThread();
// Now the stability state is based upon the in process compositor session.
ResetProcessStable();
// We may have been in the middle of guaranteeing our various services are
// available when one failed. Some callers may fallback to using the same
// process equivalent, and we need to make sure those services are setup
// correctly. We cannot re-enter DisableGPUProcess from this call because we
// know that it is disabled in the config above.
EnsureProtocolsReady();
// If we disable the GPU process during reinitialization after a previous
// crash, then we need to tell the content processes again, because they
// need to rebind to the UI process.
HandleProcessLost();
return true;
}
bool GPUProcessManager::EnsureGPUReady() {
MOZ_ASSERT(NS_IsMainThread());
// Launch the GPU process if it is enabled but hasn't been (re-)launched yet.
if (!mProcess && gfxConfig::IsEnabled(Feature::GPU_PROCESS)) {
if (!LaunchGPUProcess()) {
return false;
}
}
if (mProcess && !mProcess->IsConnected()) {
if (!mProcess->WaitForLaunch()) {
// If this fails, we should have fired OnProcessLaunchComplete and
// removed the process.
MOZ_ASSERT(!mProcess && !mGPUChild);
return false;
}
}
if (mGPUChild) {
if (mGPUChild->EnsureGPUReady()) {
return true;
}
// If the initialization above fails, we likely have a GPU process teardown
// waiting in our message queue (or will soon). We need to ensure we don't
// restart it later because if we fail here, our callers assume they should
// fall back to a combined UI/GPU process. This also ensures our internal
// state is consistent (e.g. process token is reset).
DisableGPUProcess("Failed to initialize GPU process");
}
// This is the first time we are trying to use the in-process compositor.
if (mTotalProcessAttempts == 0) {
ResetProcessStable();
}
return false;
}
void GPUProcessManager::EnsureProtocolsReady() {
EnsureCompositorManagerChild();
EnsureImageBridgeChild();
EnsureVRManager();
}
void GPUProcessManager::EnsureCompositorManagerChild() {
bool gpuReady = EnsureGPUReady();
if (CompositorManagerChild::IsInitialized(mProcessToken)) {
return;
}
if (!gpuReady) {
CompositorManagerChild::InitSameProcess(AllocateNamespace(), mProcessToken);
return;
}
ipc::Endpoint<PCompositorManagerParent> parentPipe;
ipc::Endpoint<PCompositorManagerChild> childPipe;
nsresult rv = PCompositorManager::CreateEndpoints(
mGPUChild->OtherPid(), base::GetCurrentProcId(), &parentPipe, &childPipe);
if (NS_FAILED(rv)) {
DisableGPUProcess("Failed to create PCompositorManager endpoints");
return;
}
mGPUChild->SendInitCompositorManager(std::move(parentPipe));
CompositorManagerChild::Init(std::move(childPipe), AllocateNamespace(),
mProcessToken);
}
void GPUProcessManager::EnsureImageBridgeChild() {
if (ImageBridgeChild::GetSingleton()) {
return;
}
if (!EnsureGPUReady()) {
ImageBridgeChild::InitSameProcess(AllocateNamespace());
return;
}
ipc::Endpoint<PImageBridgeParent> parentPipe;
ipc::Endpoint<PImageBridgeChild> childPipe;
nsresult rv = PImageBridge::CreateEndpoints(
mGPUChild->OtherPid(), base::GetCurrentProcId(), &parentPipe, &childPipe);
if (NS_FAILED(rv)) {
DisableGPUProcess("Failed to create PImageBridge endpoints");
return;
}
mGPUChild->SendInitImageBridge(std::move(parentPipe));
ImageBridgeChild::InitWithGPUProcess(std::move(childPipe),
AllocateNamespace());
}
void GPUProcessManager::EnsureVRManager() {
if (VRManagerChild::IsCreated()) {
return;
}
if (!EnsureGPUReady()) {
VRManagerChild::InitSameProcess();
return;
}
ipc::Endpoint<PVRManagerParent> parentPipe;
ipc::Endpoint<PVRManagerChild> childPipe;
nsresult rv = PVRManager::CreateEndpoints(
mGPUChild->OtherPid(), base::GetCurrentProcId(), &parentPipe, &childPipe);
if (NS_FAILED(rv)) {
DisableGPUProcess("Failed to create PVRManager endpoints");
return;
}
mGPUChild->SendInitVRManager(std::move(parentPipe));
VRManagerChild::InitWithGPUProcess(std::move(childPipe));
}
#if defined(MOZ_WIDGET_ANDROID)
already_AddRefed<UiCompositorControllerChild>
GPUProcessManager::CreateUiCompositorController(nsBaseWidget* aWidget,
const LayersId aId) {
RefPtr<UiCompositorControllerChild> result;
if (!EnsureGPUReady()) {
result = UiCompositorControllerChild::CreateForSameProcess(aId, aWidget);
} else {
ipc::Endpoint<PUiCompositorControllerParent> parentPipe;
ipc::Endpoint<PUiCompositorControllerChild> childPipe;
nsresult rv = PUiCompositorController::CreateEndpoints(
mGPUChild->OtherPid(), base::GetCurrentProcId(), &parentPipe,
&childPipe);
if (NS_FAILED(rv)) {
DisableGPUProcess("Failed to create PUiCompositorController endpoints");
return nullptr;
}
mGPUChild->SendInitUiCompositorController(aId, std::move(parentPipe));
result = UiCompositorControllerChild::CreateForGPUProcess(
mProcessToken, std::move(childPipe), aWidget);
if (result) {
result->SetCompositorSurfaceManager(
mProcess->GetCompositorSurfaceManager());
}
}
return result.forget();
}
#endif // defined(MOZ_WIDGET_ANDROID)
void GPUProcessManager::OnProcessLaunchComplete(GPUProcessHost* aHost) {
MOZ_ASSERT(mProcess && mProcess == aHost);
if (!mProcess->IsConnected()) {
DisableGPUProcess("Failed to connect GPU process");
return;
}
mGPUChild = mProcess->GetActor();
mProcessToken = mProcess->GetProcessToken();
#if defined(XP_WIN)
if (mAppInForeground) {
SetProcessIsForeground();
}
#endif
ipc::Endpoint<PVsyncBridgeParent> vsyncParent;
ipc::Endpoint<PVsyncBridgeChild> vsyncChild;
nsresult rv = PVsyncBridge::CreateEndpoints(mGPUChild->OtherPid(),
base::GetCurrentProcId(),
&vsyncParent, &vsyncChild);
if (NS_FAILED(rv)) {
DisableGPUProcess("Failed to create PVsyncBridge endpoints");
return;
}
mVsyncBridge = VsyncBridgeChild::Create(mVsyncIOThread, mProcessToken,
std::move(vsyncChild));
mGPUChild->SendInitVsyncBridge(std::move(vsyncParent));
// Flush any pref updates that happened during launch and weren't
// included in the blobs set up in LaunchGPUProcess.
for (const mozilla::dom::Pref& pref : mQueuedPrefs) {
Unused << NS_WARN_IF(!mGPUChild->SendPreferenceUpdate(pref));
}
mQueuedPrefs.Clear();
CrashReporter::AnnotateCrashReport(
CrashReporter::Annotation::GPUProcessStatus, "Running"_ns);
CrashReporter::AnnotateCrashReport(
CrashReporter::Annotation::GPUProcessLaunchCount,
static_cast<int>(mTotalProcessAttempts));
ReinitializeRendering();
}
void GPUProcessManager::OnProcessDeclaredStable() { mProcessStable = true; }
static bool ShouldLimitDeviceResets(uint32_t count, int32_t deltaMilliseconds) {
// We decide to limit by comparing the amount of resets that have happened
// and time since the last reset to two prefs.
int32_t timeLimit = StaticPrefs::gfx_device_reset_threshold_ms_AtStartup();
int32_t countLimit = StaticPrefs::gfx_device_reset_limit_AtStartup();
bool hasTimeLimit = timeLimit >= 0;
bool hasCountLimit = countLimit >= 0;
bool triggeredTime = deltaMilliseconds < timeLimit;
bool triggeredCount = count > (uint32_t)countLimit;
// If we have both prefs set then it needs to trigger both limits,
// otherwise we only test the pref that is set or none
if (hasTimeLimit && hasCountLimit) {
return triggeredTime && triggeredCount;
} else if (hasTimeLimit) {
return triggeredTime;
} else if (hasCountLimit) {
return triggeredCount;
}
return false;
}
void GPUProcessManager::ResetCompositors() {
// Note: this will recreate devices in addition to recreating compositors.
// This isn't optimal, but this is only used on linux where acceleration
// isn't enabled by default, and this way we don't need a new code path.
SimulateDeviceReset();
}
void GPUProcessManager::SimulateDeviceReset() {
// Make sure we rebuild environment and configuration for accelerated
// features.
gfxPlatform::GetPlatform()->CompositorUpdated();
if (mProcess) {
if (mGPUChild) {
mGPUChild->SendSimulateDeviceReset();
}
} else {
wr::RenderThread::Get()->SimulateDeviceReset();
}
}
bool GPUProcessManager::FallbackFromAcceleration(wr::WebRenderError aError,
const nsCString& aMsg) {
if (aError == wr::WebRenderError::INITIALIZE) {
return gfxPlatform::FallbackFromAcceleration(
gfx::FeatureStatus::Unavailable, "WebRender initialization failed",
aMsg);
} else if (aError == wr::WebRenderError::MAKE_CURRENT) {
return gfxPlatform::FallbackFromAcceleration(
gfx::FeatureStatus::Unavailable,
"Failed to make render context current",
"FEATURE_FAILURE_WEBRENDER_MAKE_CURRENT"_ns);
} else if (aError == wr::WebRenderError::RENDER) {
return gfxPlatform::FallbackFromAcceleration(
gfx::FeatureStatus::Unavailable, "Failed to render WebRender",
"FEATURE_FAILURE_WEBRENDER_RENDER"_ns);
} else if (aError == wr::WebRenderError::NEW_SURFACE) {
// If we cannot create a new Surface even in the final fallback
// configuration then force a crash.
return gfxPlatform::FallbackFromAcceleration(
gfx::FeatureStatus::Unavailable, "Failed to create new surface",
"FEATURE_FAILURE_WEBRENDER_NEW_SURFACE"_ns,
/* aCrashAfterFinalFallback */ true);
} else if (aError == wr::WebRenderError::BEGIN_DRAW) {
return gfxPlatform::FallbackFromAcceleration(
gfx::FeatureStatus::Unavailable, "BeginDraw() failed",
"FEATURE_FAILURE_WEBRENDER_BEGIN_DRAW"_ns);
} else if (aError == wr::WebRenderError::EXCESSIVE_RESETS) {
return gfxPlatform::FallbackFromAcceleration(
gfx::FeatureStatus::Unavailable, "Device resets exceeded threshold",
"FEATURE_FAILURE_WEBRENDER_EXCESSIVE_RESETS"_ns);
} else {
MOZ_ASSERT_UNREACHABLE("Invalid value");
return gfxPlatform::FallbackFromAcceleration(
gfx::FeatureStatus::Unavailable, "Unhandled failure reason",
"FEATURE_FAILURE_WEBRENDER_UNHANDLED"_ns);
}
}
bool GPUProcessManager::DisableWebRenderConfig(wr::WebRenderError aError,
const nsCString& aMsg) {
// If we have a stable compositor process, this may just be due to an OOM or
// bad driver state. In that case, we should consider restarting the GPU
// process, or simulating a device reset to teardown the compositors to
// hopefully alleviate the situation.
if (IsProcessStable(TimeStamp::Now())) {
if (mProcess) {
mProcess->KillProcess();
} else {
SimulateDeviceReset();
}
mLastError = Some(aError);
mLastErrorMsg = Some(aMsg);
return false;
}
mLastError.reset();
mLastErrorMsg.reset();
// Disable WebRender
bool wantRestart = FallbackFromAcceleration(aError, aMsg);
gfx::gfxVars::SetUseWebRenderDCompVideoOverlayWin(false);
// If we still have the GPU process, and we fallback to a new configuration
// that prefers to have the GPU process, reset the counter. Because we
// updated the gfxVars, we want to flag the GPUChild to wait for the update
// to be processed before creating new compositor sessions, otherwise we risk
// them being out of sync with the content/parent processes.
if (wantRestart && mProcess && mGPUChild) {
mUnstableProcessAttempts = 1;
mGPUChild->MarkWaitForVarUpdate();
}
return true;
}
void GPUProcessManager::DisableWebRender(wr::WebRenderError aError,
const nsCString& aMsg) {
if (DisableWebRenderConfig(aError, aMsg)) {
if (mProcess) {
DestroyRemoteCompositorSessions();
} else {
DestroyInProcessCompositorSessions();
}
NotifyListenersOnCompositeDeviceReset();
}
}
void GPUProcessManager::NotifyWebRenderError(wr::WebRenderError aError) {
gfxCriticalNote << "Handling webrender error " << (unsigned int)aError;
if (aError == wr::WebRenderError::VIDEO_OVERLAY) {
#ifdef XP_WIN
gfxVars::SetUseWebRenderDCompVideoOverlayWin(false);
#else
MOZ_ASSERT_UNREACHABLE("unexpected to be called");
#endif
return;
}
DisableWebRender(aError, nsCString());
}
/* static */ void GPUProcessManager::RecordDeviceReset(
DeviceResetReason aReason) {
if (aReason != DeviceResetReason::FORCED_RESET) {
Telemetry::Accumulate(Telemetry::DEVICE_RESET_REASON, uint32_t(aReason));
}
CrashReporter::AnnotateCrashReport(
CrashReporter::Annotation::DeviceResetReason, int(aReason));
}
bool GPUProcessManager::OnDeviceReset(bool aTrackThreshold) {
// Ignore resets for thresholding if requested.
if (!aTrackThreshold) {
return false;
}
// Detect whether the device is resetting too quickly or too much
// indicating that we should give up and use software
mDeviceResetCount++;
auto newTime = TimeStamp::Now();
auto delta = (int32_t)(newTime - mDeviceResetLastTime).ToMilliseconds();
mDeviceResetLastTime = newTime;
// Returns true if we should disable acceleration due to the reset.
return ShouldLimitDeviceResets(mDeviceResetCount, delta);
}
void GPUProcessManager::OnInProcessDeviceReset(bool aTrackThreshold) {
if (OnDeviceReset(aTrackThreshold)) {
gfxCriticalNoteOnce << "In-process device reset threshold exceeded";
#ifdef MOZ_WIDGET_GTK
// FIXME(aosmond): Should we disable WebRender on other platforms?
DisableWebRenderConfig(wr::WebRenderError::EXCESSIVE_RESETS, nsCString());
#endif
}
#ifdef XP_WIN
// Ensure device reset handling before re-creating in process sessions.
// Normally nsWindow::OnPaint() already handled it.
gfxWindowsPlatform::GetPlatform()->HandleDeviceReset();
#endif
DestroyInProcessCompositorSessions();
NotifyListenersOnCompositeDeviceReset();
}
void GPUProcessManager::OnRemoteProcessDeviceReset(GPUProcessHost* aHost) {
if (OnDeviceReset(/* aTrackThreshold */ true)) {
DestroyProcess();
DisableGPUProcess("GPU processed experienced too many device resets");
HandleProcessLost();
return;
}
DestroyRemoteCompositorSessions();
NotifyListenersOnCompositeDeviceReset();
}
void GPUProcessManager::NotifyListenersOnCompositeDeviceReset() {
for (const auto& listener : mListeners) {
listener->OnCompositorDeviceReset();
}
}
void GPUProcessManager::OnProcessUnexpectedShutdown(GPUProcessHost* aHost) {
MOZ_ASSERT(mProcess && mProcess == aHost);
if (StaticPrefs::layers_gpu_process_crash_also_crashes_browser()) {
MOZ_CRASH("GPU process crashed and pref is set to crash the browser.");
}
CompositorManagerChild::OnGPUProcessLost(aHost->GetProcessToken());
DestroyProcess(/* aUnexpectedShutdown */ true);
if (mUnstableProcessAttempts >
uint32_t(StaticPrefs::layers_gpu_process_max_restarts())) {
char disableMessage[64];
SprintfLiteral(disableMessage, "GPU process disabled after %d attempts",
mTotalProcessAttempts);
if (!MaybeDisableGPUProcess(disableMessage, /* aAllowRestart */ true)) {
// Fallback wants the GPU process. Reset our counter.
mUnstableProcessAttempts = 0;
HandleProcessLost();
}
} else if (mUnstableProcessAttempts >
uint32_t(StaticPrefs::
layers_gpu_process_max_restarts_with_decoder()) &&
mDecodeVideoOnGpuProcess) {
mDecodeVideoOnGpuProcess = false;
Telemetry::Accumulate(Telemetry::GPU_PROCESS_CRASH_FALLBACKS,
uint32_t(FallbackType::DECODINGDISABLED));
HandleProcessLost();
} else {
Telemetry::Accumulate(Telemetry::GPU_PROCESS_CRASH_FALLBACKS,
uint32_t(FallbackType::NONE));
HandleProcessLost();
}
}
void GPUProcessManager::HandleProcessLost() {
MOZ_ASSERT(NS_IsMainThread());
// The shutdown and restart sequence for the GPU process is as follows:
//
// (1) The GPU process dies. IPDL will enqueue an ActorDestroy message on
// each channel owning a bridge to the GPU process, on the thread owning
// that channel.
//
// (2) The first channel to process its ActorDestroy message will post a
// message to the main thread to call NotifyRemoteActorDestroyed on the
// GPUProcessManager, which calls OnProcessUnexpectedShutdown if it has
// not handled shutdown for this process yet. OnProcessUnexpectedShutdown
// is responsible for tearing down the old process and deciding whether
// or not to disable the GPU process. It then calls this function,
// HandleProcessLost.
//
// (3) We then notify each widget that its session with the compositor is now
// invalid. The widget is responsible for destroying its layer manager
// and CompositorBridgeChild. Note that at this stage, not all actors may
// have received ActorDestroy yet. CompositorBridgeChild may attempt to
// send messages, and if this happens, it will probably report a
// MsgDropped error. This is okay.
//
// (4) At this point, the UI process has a clean slate: no layers should
// exist for the old compositor. We may make a decision on whether or not
// to re-launch the GPU process. Or, on Android if the app is in the
// background we may decide to wait until it comes to the foreground
// before re-launching.
//
// (5) When we do decide to re-launch, or continue without a GPU process, we
// notify each ContentParent of the lost connection. It will request new
// endpoints from the GPUProcessManager and forward them to its
// ContentChild. The parent-side of these endpoints may come from the
// compositor thread of the UI process, or the compositor thread of the
// GPU process. However, no actual compositors should exist yet.
//
// (6) Each ContentChild will receive new endpoints. It will destroy its
// Compositor/ImageBridgeChild singletons and recreate them, as well
// as invalidate all retained layers.
//
// (7) In addition, each ContentChild will ask each of its BrowserChildren
// to re-request association with the compositor for the window
// owning the tab. The sequence of calls looks like:
// (a) [CONTENT] ContentChild::RecvReinitRendering
// (b) [CONTENT] BrowserChild::ReinitRendering
// (c) [CONTENT] BrowserChild::SendEnsureLayersConnected
// (d) [UI] BrowserParent::RecvEnsureLayersConnected
// (e) [UI] RemoteLayerTreeOwner::EnsureLayersConnected
// (f) [UI] CompositorBridgeChild::SendNotifyChildRecreated
//
// Note that at step (e), RemoteLayerTreeOwner will call
// GetWindowRenderer on the nsIWidget owning the tab. This step ensures
// that a compositor exists for the window. If we decided to launch a new
// GPU Process, at this point we block until the process has launched and
// we're able to create a new window compositor. Otherwise, if
// compositing is now in-process, this will simply create a new
// CompositorBridgeParent in the UI process. If there are multiple tabs
// in the same window, additional tabs will simply return the already-
// established compositor.
//
// Finally, this step serves one other crucial function: tabs must be
// associated with a window compositor or else they can't forward
// layer transactions. So this step both ensures that a compositor
// exists, and that the tab can forward layers.
//
// (8) Last, if the window had no remote tabs, step (7) will not have
// applied, and the window will not have a new compositor just yet. The
// next refresh tick and paint will ensure that one exists, again via
// nsIWidget::GetWindowRenderer. On Android, we called
// nsIWidgetListener::RequestRepaint back in step (3) to ensure this
// tick occurs, but on other platforms this is not necessary.
DestroyRemoteCompositorSessions();
#ifdef MOZ_WIDGET_ANDROID
java::SurfaceControlManager::GetInstance()->OnGpuProcessLoss();
#endif
// Re-launch the process if immediately if the GPU process is still enabled.
// Except on Android if the app is in the background, where we want to wait
// until the app is in the foreground again.
if (gfxConfig::IsEnabled(Feature::GPU_PROCESS)) {
#ifdef MOZ_WIDGET_ANDROID
if (mAppInForeground) {
#else
{
#endif
Unused << LaunchGPUProcess();
}
} else {
// If the GPU process is disabled we can reinitialize rendering immediately.
// This will be handled in OnProcessLaunchComplete() if the GPU process is
// enabled.
ReinitializeRendering();
}
}
void GPUProcessManager::ReinitializeRendering() {
// Notify content. This will ensure that each content process re-establishes
// a connection to the compositor thread (whether it's in-process or in a
// newly launched GPU process).
for (const auto& listener : mListeners) {
listener->OnCompositorUnexpectedShutdown();
}
// Notify any observers that the compositor has been reinitialized,
// eg the ZoomConstraintsClients for parent process documents.
nsCOMPtr<nsIObserverService> observerService = services::GetObserverService();
if (observerService) {
observerService->NotifyObservers(nullptr, "compositor-reinitialized",
nullptr);
}
}
void GPUProcessManager::DestroyRemoteCompositorSessions() {
// Build a list of sessions to notify, since notification might delete
// entries from the list.
nsTArray<RefPtr<RemoteCompositorSession>> sessions;
for (auto& session : mRemoteSessions) {
sessions.AppendElement(session);
}
// Notify each widget that we have lost the GPU process. This will ensure
// that each widget destroys its layer manager and CompositorBridgeChild.
for (const auto& session : sessions) {
session->NotifySessionLost();
}
}
void GPUProcessManager::DestroyInProcessCompositorSessions() {
// Build a list of sessions to notify, since notification might delete
// entries from the list.
nsTArray<RefPtr<InProcessCompositorSession>> sessions;
for (auto& session : mInProcessSessions) {
sessions.AppendElement(session);
}
// Notify each widget that we have lost the GPU process. This will ensure
// that each widget destroys its layer manager and CompositorBridgeChild.
for (const auto& session : sessions) {
session->NotifySessionLost();
}
// Ensure our stablility state is reset so that we don't necessarily crash
// right away on some WebRender errors.
CompositorBridgeParent::ResetStable();
ResetProcessStable();
}
void GPUProcessManager::NotifyRemoteActorDestroyed(
const uint64_t& aProcessToken) {
if (!NS_IsMainThread()) {
RefPtr<Runnable> task = mTaskFactory.NewRunnableMethod(
&GPUProcessManager::NotifyRemoteActorDestroyed, aProcessToken);
NS_DispatchToMainThread(task.forget());
return;
}
if (mProcessToken != aProcessToken) {
// This token is for an older process; we can safely ignore it.
return;
}
// One of the bridged top-level actors for the GPU process has been
// prematurely terminated, and we're receiving a notification. This
// can happen if the ActorDestroy for a bridged protocol fires
// before the ActorDestroy for PGPUChild.
OnProcessUnexpectedShutdown(mProcess);
}
void GPUProcessManager::CleanShutdown() {
DestroyProcess();
mVsyncIOThread = nullptr;
}
void GPUProcessManager::KillProcess() {
if (!mProcess) {
return;
}
mProcess->KillProcess();
}
void GPUProcessManager::CrashProcess() {
if (!mProcess) {
return;
}
mProcess->CrashProcess();
}
void GPUProcessManager::DestroyProcess(bool aUnexpectedShutdown) {
if (!mProcess) {
return;
}
mProcess->Shutdown(aUnexpectedShutdown);
mProcessToken = 0;
mProcess = nullptr;
mGPUChild = nullptr;
mQueuedPrefs.Clear();
if (mVsyncBridge) {
mVsyncBridge->Close();
mVsyncBridge = nullptr;
}
CrashReporter::AnnotateCrashReport(
CrashReporter::Annotation::GPUProcessStatus, "Destroyed"_ns);
}
already_AddRefed<CompositorSession> GPUProcessManager::CreateTopLevelCompositor(
nsBaseWidget* aWidget, WebRenderLayerManager* aLayerManager,
CSSToLayoutDeviceScale aScale, const CompositorOptions& aOptions,
bool aUseExternalSurfaceSize, const gfx::IntSize& aSurfaceSize,
uint64_t aInnerWindowId, bool* aRetryOut) {
MOZ_ASSERT(aRetryOut);
LayersId layerTreeId = AllocateLayerTreeId();
EnsureProtocolsReady();
RefPtr<CompositorSession> session;
if (EnsureGPUReady()) {
session = CreateRemoteSession(aWidget, aLayerManager, layerTreeId, aScale,
aOptions, aUseExternalSurfaceSize,
aSurfaceSize, aInnerWindowId);
if (!session) {
// We couldn't create a remote compositor, so abort the process.
DisableGPUProcess("Failed to create remote compositor");
*aRetryOut = true;
return nullptr;
}
} else {
session = InProcessCompositorSession::Create(
aWidget, aLayerManager, layerTreeId, aScale, aOptions,
aUseExternalSurfaceSize, aSurfaceSize, AllocateNamespace(),
aInnerWindowId);
}
#if defined(MOZ_WIDGET_ANDROID)
if (session) {
// Nothing to do if controller gets a nullptr
RefPtr<UiCompositorControllerChild> controller =
CreateUiCompositorController(aWidget, session->RootLayerTreeId());
session->SetUiCompositorControllerChild(controller);
}