* HandleAllocator::deallocate() was unsafe It needs to know the concrete type to call the proper destructor, so if it was given a base type handle (e.g. Handle<HwFoo>) it would not destroy it properly. * add AsyncJobQueue::cancelAll() * Fix a race condition when tearing down FrameInfo It is actually invalid to destroy a Handle<HwFence> while inside fenceWait(). Updated the HwFence implementations so that they don't pretend they can handle being destroyed during fenceWait(), they can't. FrameInfo now cancels all the pending callbacks and waits for the currently executing one to terminate, *before* destroying the handles. Reenable the gpuFrameComplete metric, as it should be working now.
110 lines
3.2 KiB
C++
110 lines
3.2 KiB
C++
/*
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* Copyright (C) 2025 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include <utils/AsyncJobQueue.h>
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#include <utils/compiler.h>
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#include <utils/JobSystem.h>
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#include <utils/debug.h>
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#include <utils/Logger.h>
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#include <mutex>
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#include <utility>
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namespace utils {
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AsyncJobQueue::AsyncJobQueue(const char* name, Priority priority) {
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#if !defined(__EMSCRIPTEN__)
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mQueue.reserve(2);
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mThread = std::thread([this, name, priority]() {
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JobSystem::setThreadName(name);
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JobSystem::setThreadPriority(priority);
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bool exitRequested;
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do {
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std::unique_lock lock(mLock);
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// wait until we get a job, or we're asked to exit
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mCondition.wait(lock, [this]() -> bool {
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return mExitRequested || !mQueue.empty();
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});
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exitRequested = mExitRequested;
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auto const queue = std::move(mQueue);
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// here we have drained the whole queue, and if exitRequested is set, we're guaranteed
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// no more job will be added after we unlock.
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lock.unlock();
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// execute the jobs without holding a lock. These jobs must be executed in order,
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// front to back, and are allowed to be long-running (like waiting on a fence).
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for (auto& job : queue) {
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job();
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}
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} while (!exitRequested);
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});
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#endif
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}
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AsyncJobQueue::~AsyncJobQueue() noexcept {
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#if !defined(__EMSCRIPTEN__)
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assert_invariant(mQueue.empty());
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#endif
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}
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void AsyncJobQueue::cancelAll() noexcept {
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#if !defined(__EMSCRIPTEN__)
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std::unique_lock const lock(mLock);
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mQueue.clear();
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#endif
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}
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void AsyncJobQueue::push(Job&& job) {
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#if !defined(__EMSCRIPTEN__)
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std::unique_lock lock(mLock);
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if (UTILS_UNLIKELY(mExitRequested)) {
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LOG(WARNING) << "AsyncJobQueue::push() called after drainAndExit()";
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}
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assert_invariant(!mExitRequested);
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if (UTILS_LIKELY(!mExitRequested)) {
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mQueue.push_back(std::move(job));
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lock.unlock();
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mCondition.notify_one();
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}
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#endif
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}
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bool AsyncJobQueue::isValid() const noexcept {
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#if !defined(__EMSCRIPTEN__)
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return mThread.joinable();
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#else
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return false;
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#endif
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}
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void AsyncJobQueue::drainAndExit() {
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#if !defined(__EMSCRIPTEN__)
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std::unique_lock lock(mLock);
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// we request the service thread to exit, but we're guaranteed that it'll only exit
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// after all current callbacks are processed. In addition, once mExitRequested is set,
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// no new jobs can be added, so we can join the thread.
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mExitRequested = true;
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lock.unlock();
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mCondition.notify_one();
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if (mThread.joinable()) {
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mThread.join();
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}
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#endif
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}
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} // namespace utils
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