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// Copyright 2012 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef CONTENT_GPU_GPU_CHILD_THREAD_H_
#define CONTENT_GPU_GPU_CHILD_THREAD_H_
#include <stdint.h>
#include <memory>
#include <queue>
#include <vector>
#include "base/command_line.h"
#include "base/functional/callback.h"
#include "base/memory/ref_counted.h"
#include "base/memory/weak_ptr.h"
#include "base/task/single_thread_task_runner.h"
#include "base/time/time.h"
#include "build/build_config.h"
#include "components/viz/service/gl/gpu_service_impl.h"
#include "components/viz/service/main/viz_main_impl.h"
#include "content/child/child_thread_impl.h"
#include "gpu/config/gpu_feature_info.h"
#include "gpu/config/gpu_info.h"
#include "gpu/config/gpu_preferences.h"
#include "gpu/ipc/service/gpu_channel.h"
#include "gpu/ipc/service/gpu_channel_manager.h"
#include "gpu/ipc/service/gpu_channel_manager_delegate.h"
#include "gpu/ipc/service/gpu_config.h"
#include "gpu/ipc/service/x_util.h"
#include "media/base/android_overlay_mojo_factory.h"
#include "ui/gfx/gpu_extra_info.h"
#include "ui/gfx/native_widget_types.h"
namespace content {
class GpuServiceFactory;
// The main thread of the GPU child process. There will only ever be one of
// these per process. It does process initialization and shutdown. It forwards
// IPC messages to gpu::GpuChannelManager, which is responsible for issuing
// rendering commands to the GPU.
class GpuChildThread : public ChildThreadImpl,
public viz::VizMainImpl::Delegate {
public:
GpuChildThread(base::RepeatingClosure quit_closure,
std::unique_ptr<gpu::GpuInit> gpu_init);
GpuChildThread(const InProcessChildThreadParams& params,
std::unique_ptr<gpu::GpuInit> gpu_init);
GpuChildThread(const GpuChildThread&) = delete;
GpuChildThread& operator=(const GpuChildThread&) = delete;
~GpuChildThread() override;
void Init(const base::TimeTicks& process_start_time);
private:
GpuChildThread(base::RepeatingClosure quit_closure,
ChildThreadImpl::Options options,
std::unique_ptr<gpu::GpuInit> gpu_init);
bool in_process_gpu() const;
// ChildThreadImpl:
void BindServiceInterface(mojo::GenericPendingReceiver receiver) override;
// viz::VizMainImpl::Delegate:
void OnInitializationFailed() override;
void OnGpuServiceConnection(viz::GpuServiceImpl* gpu_service) override;
void PostCompositorThreadCreated(
base::SingleThreadTaskRunner* task_runner) override;
void QuitMainMessageLoop() override;
void OnMemoryPressure(
base::MemoryPressureListener::MemoryPressureLevel level);
// Returns a closure which calls into the VizMainImpl to perform shutdown
// before quitting the main message loop. Must be called on the main thread.
static base::RepeatingClosure MakeQuitSafelyClosure();
static void QuitSafelyHelper(
scoped_refptr<base::SingleThreadTaskRunner> task_runner);
#if BUILDFLAG(IS_ANDROID)
static std::unique_ptr<media::AndroidOverlay> CreateAndroidOverlay(
scoped_refptr<base::SingleThreadTaskRunner> main_task_runner,
const base::UnguessableToken& routing_token,
media::AndroidOverlayConfig);
#endif
viz::VizMainImpl viz_main_;
// ServiceFactory for Mojo service hosting.
std::unique_ptr<GpuServiceFactory> service_factory_;
// A queue of incoming service interface requests received prior to
// |service_factory_| initialization.
std::vector<mojo::GenericPendingReceiver> pending_service_receivers_;
// A closure which quits the main message loop.
base::RepeatingClosure quit_closure_;
std::unique_ptr<base::MemoryPressureListener> memory_pressure_listener_;
base::WeakPtrFactory<GpuChildThread> weak_factory_{this};
};
} // namespace content
#endif // CONTENT_GPU_GPU_CHILD_THREAD_H_