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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 */
#ifndef mozilla_layers_APZUpdater_h
#define mozilla_layers_APZUpdater_h
#include <deque>
#include <unordered_map>
#include "base/platform_thread.h" // for PlatformThreadId
#include "LayersTypes.h"
#include "mozilla/layers/APZTestData.h"
#include "mozilla/layers/WebRenderScrollData.h"
#include "mozilla/StaticMutex.h"
#include "mozilla/StaticPtr.h"
#include "mozilla/webrender/WebRenderTypes.h"
#include "nsThreadUtils.h"
#include "Units.h"
namespace mozilla {
namespace layers {
class APZCTreeManager;
class FocusTarget;
class WebRenderScrollData;
* This interface is used to send updates or otherwise mutate APZ internal
* state. These functions is usually called from the compositor thread in
* response to IPC messages. The method implementations internally redispatch
* themselves to the updater thread in the case where the compositor thread
* is not the updater thread.
class APZUpdater {
APZUpdater(const RefPtr<APZCTreeManager>& aApz, bool aConnectedToWebRender);
bool HasTreeManager(const RefPtr<APZCTreeManager>& aApz);
void SetWebRenderWindowId(const wr::WindowId& aWindowId);
* This function is invoked from rust on the scene builder thread when it
* is created. It effectively tells the APZUpdater "the current thread is
* the updater thread for this window id" and allows APZUpdater to remember
* which thread it is.
static void SetUpdaterThread(const wr::WrWindowId& aWindowId);
static void PrepareForSceneSwap(const wr::WrWindowId& aWindowId);
static void CompleteSceneSwap(const wr::WrWindowId& aWindowId,
const wr::WrPipelineInfo& aInfo);
static void ProcessPendingTasks(const wr::WrWindowId& aWindowId);
void ClearTree(LayersId aRootLayersId);
void UpdateFocusState(LayersId aRootLayerTreeId,
LayersId aOriginatingLayersId,
const FocusTarget& aFocusTarget);
* This should be called (in the WR-enabled case) when the compositor receives
* a new WebRenderScrollData for a layers id. The |aScrollData| parameter is
* the scroll data for |aOriginatingLayersId| and |aEpoch| is the
* corresponding epoch for the transaction that transferred the scroll data.
* This function will store the new scroll data and update the focus state and
* hit-testing tree.
void UpdateScrollDataAndTreeState(LayersId aRootLayerTreeId,
LayersId aOriginatingLayersId,
const wr::Epoch& aEpoch,
WebRenderScrollData&& aScrollData);
* This is called in the WR-enabled case when we get an empty transaction that
* has some scroll offset updates (from paint-skipped scrolling on the content
* side). This function will update the stored scroll offsets and the
* hit-testing tree.
void UpdateScrollOffsets(LayersId aRootLayerTreeId,
LayersId aOriginatingLayersId,
ScrollUpdatesMap&& aUpdates,
uint32_t aPaintSequenceNumber);
void NotifyLayerTreeAdopted(LayersId aLayersId,
const RefPtr<APZUpdater>& aOldUpdater);
void NotifyLayerTreeRemoved(LayersId aLayersId);
bool GetAPZTestData(LayersId aLayersId, APZTestData* aOutData);
void SetTestAsyncScrollOffset(LayersId aLayersId,
const ScrollableLayerGuid::ViewID& aScrollId,
const CSSPoint& aOffset);
void SetTestAsyncZoom(LayersId aLayersId,
const ScrollableLayerGuid::ViewID& aScrollId,
const LayerToParentLayerScale& aZoom);
// This can only be called on the updater thread.
const WebRenderScrollData* GetScrollData(LayersId aLayersId) const;
* This can be used to assert that the current thread is the
* updater thread (which samples the async transform).
* This does nothing if thread assertions are disabled.
void AssertOnUpdaterThread() const;
* Runs the given task on the APZ "updater thread" for this APZUpdater. If
* this function is called from the updater thread itself then the task is
* run immediately without getting queued.
* The layers id argument should be the id of the layer tree that is
* requesting this task to be run. Conceptually each layer tree has a separate
* task queue, so that if one layer tree is blocked waiting for a scene build
* then tasks for the other layer trees can still be processed.
void RunOnUpdaterThread(LayersId aLayersId, already_AddRefed<Runnable> aTask);
* Returns true if currently on the APZUpdater's "updater thread".
bool IsUpdaterThread() const;
* Dispatches the given task to the APZ "controller thread", but does it
* *from* the updater thread. That is, if the thread on which this function is
* called is not the updater thread, the task is first dispatched to the
* updater thread. When the updater thread runs it (or if this is called
* directly on the updater thread), that is when the task gets dispatched to
* the controller thread. The controller thread then actually runs the task.
* See the RunOnUpdaterThread method for details on the layers id argument.
void RunOnControllerThread(LayersId aLayersId,
already_AddRefed<Runnable> aTask);
void MarkAsDetached(LayersId aLayersId);
virtual ~APZUpdater();
// Return true if the APZUpdater is connected to WebRender and is
// using a WebRender scene builder thread as its updater thread.
// This is only false during GTests, and a shutdown codepath during
// which we create a dummy APZUpdater.
bool IsConnectedToWebRender() const;
static already_AddRefed<APZUpdater> GetUpdater(
const wr::WrWindowId& aWindowId);
void ProcessQueue();
RefPtr<APZCTreeManager> mApz;
bool mDestroyed;
bool mConnectedToWebRender;
// Map from layers id to WebRenderScrollData. This can only be touched on
// the updater thread.
std::unordered_map<LayersId, WebRenderScrollData, LayersId::HashFn>
// Stores epoch state for a particular layers id. This structure is only
// accessed on the updater thread.
struct EpochState {
// The epoch for the most recent scroll data sent from the content side.
wr::Epoch mRequired;
// The epoch for the most recent scene built and swapped in on the WR side.
Maybe<wr::Epoch> mBuilt;
// True if and only if the layers id is the root layers id for the
// compositor
bool mIsRoot;
// Whether or not the state for this layers id is such that it blocks
// processing of tasks for the layer tree. This happens if the root layers
// id or a "visible" layers id has scroll data for an epoch newer than what
// has been built. A "visible" layers id is one that is attached to the full
// layer tree (i.e. there is a chain of reflayer items from the root layer
// tree to the relevant layer subtree). This is not always the case; for
// instance a content process may send the compositor layers for a document
// before the chrome has attached the remote iframe to the root document.
// Since WR only builds pipelines for "visible" layers ids, |mBuilt| being
// populated means that the layers id is "visible".
bool IsBlocked() const;
// Map from layers id to epoch state.
// This data structure can only be touched on the updater thread.
std::unordered_map<LayersId, EpochState, LayersId::HashFn> mEpochData;
// Used to manage the mapping from a WR window id to APZUpdater. These are
// only used if WebRender is enabled. Both sWindowIdMap and mWindowId should
// only be used while holding the sWindowIdLock. Note that we use a
// StaticAutoPtr wrapper on sWindowIdMap to avoid a static initializer for the
// unordered_map. This also avoids the initializer/memory allocation in cases
// where we're not using WebRender.
static StaticMutex sWindowIdLock MOZ_UNANNOTATED;
static StaticAutoPtr<std::unordered_map<uint64_t, APZUpdater*>> sWindowIdMap;
Maybe<wr::WrWindowId> mWindowId;
// Lock used to protected mUpdaterThreadId;
mutable Mutex mThreadIdLock MOZ_UNANNOTATED;
// If WebRender and async scene building are enabled, this holds the thread id
// of the scene builder thread (which is the updater thread) for the
// compositor associated with this APZUpdater instance. It may be populated
// even if async scene building is not enabled, but in that case we don't
// care about the contents.
Maybe<PlatformThreadId> mUpdaterThreadId;
// Helper struct that pairs each queued runnable with the layers id that it is
// associated with. This allows us to easily implement the conceptual
// separation of mUpdaterQueue into independent queues per layers id.
struct QueuedTask {
LayersId mLayersId;
RefPtr<Runnable> mRunnable;
// Lock used to protect mUpdaterQueue
// Holds a queue of tasks to be run on the updater thread, when the updater
// thread is a WebRender thread, since it won't have a message loop we can
// dispatch to. Note that although this is a single queue it is conceptually
// separated into multiple ones, one per layers id. Tasks for a given layers
// id will always run in FIFO order, but there is no guaranteed ordering for
// tasks with different layers ids.
std::deque<QueuedTask> mUpdaterQueue;
} // namespace layers
} // namespace mozilla
#endif // mozilla_layers_APZUpdater_h