// Copyright 2013 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #include "content/gpu/in_process_gpu_thread.h" #include "base/command_line.h" #include "base/time/time.h" #include "build/build_config.h" #include "content/gpu/gpu_child_thread.h" #include "content/gpu/gpu_process.h" #include "content/public/common/content_client.h" #include "content/public/common/content_switches.h" #include "gpu/config/gpu_finch_features.h" #include "gpu/config/gpu_preferences.h" #include "gpu/ipc/service/gpu_init.h" #include "media/gpu/buildflags.h" #if BUILDFLAG(USE_VAAPI) #include "media/gpu/vaapi/vaapi_wrapper.h" #endif #if defined(OS_ANDROID) #include "base/android/jni_android.h" #endif namespace content { InProcessGpuThread::InProcessGpuThread( const InProcessChildThreadParams& params, const gpu::GpuPreferences& gpu_preferences) : base::Thread("Chrome_InProcGpuThread"), params_(params), gpu_process_(nullptr), gpu_preferences_(gpu_preferences) {} InProcessGpuThread::~InProcessGpuThread() { Stop(); } void InProcessGpuThread::Init() { base::ThreadPriority io_thread_priority = base::ThreadPriority::NORMAL; #if defined(OS_ANDROID) // Call AttachCurrentThreadWithName, before any other AttachCurrentThread() // calls. The latter causes Java VM to assign Thread-??? to the thread name. // Please note calls to AttachCurrentThreadWithName after AttachCurrentThread // will not change the thread name kept in Java VM. base::android::AttachCurrentThreadWithName(thread_name()); // Up the priority of the |io_thread_| on Android. io_thread_priority = base::ThreadPriority::DISPLAY; #endif gpu_process_ = new GpuProcess(io_thread_priority); auto gpu_init = std::make_unique(); gpu_init->InitializeInProcess(base::CommandLine::ForCurrentProcess(), gpu_preferences_); #if BUILDFLAG(USE_VAAPI) media::VaapiWrapper::PreSandboxInitialization(); #endif GetContentClient()->SetGpuInfo(gpu_init->gpu_info()); // The process object takes ownership of the thread object, so do not // save and delete the pointer. GpuChildThread* child_thread = new GpuChildThread(params_, std::move(gpu_init)); // Since we are in the browser process, use the thread start time as the // process start time. child_thread->Init(base::Time::Now()); gpu_process_->set_main_thread(child_thread); } void InProcessGpuThread::CleanUp() { SetThreadWasQuitProperly(true); delete gpu_process_; } namespace { class Controller final : public GpuThreadController { public: Controller(std::unique_ptr thread) : thread_(std::move(thread)) { base::Thread::Options options; #if (defined(OS_WIN) || defined(OS_MAC)) && !defined(TOOLKIT_QT) // WGL needs to create its own window and pump messages on it. options.message_loop_type = base::MessagePumpType::UI; #endif if (base::FeatureList::IsEnabled(features::kGpuUseDisplayThreadPriority)) options.priority = base::ThreadPriority::DISPLAY; thread_->StartWithOptions(options); } ~Controller() override { // Don't stop before starting. thread_->WaitUntilThreadStarted(); } private: std::unique_ptr thread_; }; } // namespace std::unique_ptr CreateInProcessGpuThread( const InProcessChildThreadParams& params, const gpu::GpuPreferences& gpu_preferences) { return std::make_unique(std::make_unique(params, gpu_preferences)); } } // namespace content