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Using mmap-allocated memory for backing stores does not allow us to benefit from using GPU-accelerated painting, because all the performance increase we get is mostly negated by reading the GPU-allocated texture back into RAM, so it can be shared with the browser process. With IOSurface, we get a framebuffer that is both shareable between processes and can be used as underlying memory for an OpenGL/Metal texture. This change does not yet benefit from using IOSurface and merely wraps them into Gfx::Bitmap to be used by the CPU painter.
59 lines
1.3 KiB
C++
59 lines
1.3 KiB
C++
/*
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* Copyright (c) 2024, Andrew Kaster <akaster@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <AK/Platform.h>
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#if !defined(AK_OS_MACH)
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# error "This file is only for Mach kernel-based OS's"
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#endif
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#include <AK/Atomic.h>
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#include <AK/String.h>
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#include <LibCore/MachPort.h>
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#include <LibThreading/Thread.h>
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namespace Ladybird {
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class MachPortServer {
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public:
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MachPortServer();
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~MachPortServer();
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void start();
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void stop();
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bool is_initialized();
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Function<void(pid_t, Core::MachPort)> on_receive_child_mach_port;
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struct BackingStoresMessage {
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pid_t pid { -1 };
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u64 page_id { 0 };
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i32 front_backing_store_id { 0 };
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i32 back_backing_store_id { 0 };
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Core::MachPort front_backing_store_port;
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Core::MachPort back_backing_store_port;
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};
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Function<void(BackingStoresMessage)> on_receive_backing_stores;
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ByteString const& server_port_name() const { return m_server_port_name; }
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private:
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void thread_loop();
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ErrorOr<void> allocate_server_port();
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NonnullRefPtr<Threading::Thread> m_thread;
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ByteString const m_server_port_name;
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Core::MachPort m_server_port_recv_right;
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Core::MachPort m_server_port_send_right;
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Atomic<bool> m_should_stop { false };
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};
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}
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