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Diffstat (limited to 'content/gpu/gpu_watchdog_thread.cc')
-rw-r--r-- | content/gpu/gpu_watchdog_thread.cc | 243 |
1 files changed, 243 insertions, 0 deletions
diff --git a/content/gpu/gpu_watchdog_thread.cc b/content/gpu/gpu_watchdog_thread.cc new file mode 100644 index 0000000..a7d723c --- /dev/null +++ b/content/gpu/gpu_watchdog_thread.cc @@ -0,0 +1,243 @@ +// Copyright (c) 2011 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. + +#if defined(OS_WIN) +#include <windows.h> +#endif + +#include "content/gpu/gpu_watchdog_thread.h" + +#include "base/compiler_specific.h" +#include "build/build_config.h" + +namespace { +const int64 kCheckPeriod = 2000; + +void DoNothing() { +} +} + +GpuWatchdogThread::GpuWatchdogThread(int timeout) + : base::Thread("Watchdog"), + watched_message_loop_(MessageLoop::current()), + timeout_(timeout), + armed_(false), +#if defined(OS_WIN) + watched_thread_handle_(0), + arm_cpu_time_(0), +#endif + ALLOW_THIS_IN_INITIALIZER_LIST(task_observer_(this)) { + DCHECK(timeout >= 0); + +#if defined(OS_WIN) + // GetCurrentThread returns a pseudo-handle that cannot be used by one thread + // to identify another. DuplicateHandle creates a "real" handle that can be + // used for this purpose. + BOOL result = DuplicateHandle(GetCurrentProcess(), + GetCurrentThread(), + GetCurrentProcess(), + &watched_thread_handle_, + THREAD_QUERY_INFORMATION, + FALSE, + 0); + DCHECK(result); +#endif + + watched_message_loop_->AddTaskObserver(&task_observer_); +} + +GpuWatchdogThread::~GpuWatchdogThread() { + // Verify that the thread was explicitly stopped. If the thread is stopped + // implicitly by the destructor, CleanUp() will not be called. + DCHECK(!method_factory_.get()); + +#if defined(OS_WIN) + CloseHandle(watched_thread_handle_); +#endif + + watched_message_loop_->RemoveTaskObserver(&task_observer_); +} + +void GpuWatchdogThread::PostAcknowledge() { + // Called on the monitored thread. Responds with OnAcknowledge. Cannot use + // the method factory. Rely on reference counting instead. + message_loop()->PostTask( + FROM_HERE, + NewRunnableMethod(this, &GpuWatchdogThread::OnAcknowledge)); +} + +void GpuWatchdogThread::Init() { + // The method factory must be created on the watchdog thread. + method_factory_.reset(new MethodFactory(this)); + + // Schedule the first check. + OnCheck(); +} + +void GpuWatchdogThread::CleanUp() { + // The method factory must be destroyed on the watchdog thread. + method_factory_->RevokeAll(); + method_factory_.reset(); +} + +GpuWatchdogThread::GpuWatchdogTaskObserver::GpuWatchdogTaskObserver( + GpuWatchdogThread* watchdog) + : watchdog_(watchdog) { +} + +GpuWatchdogThread::GpuWatchdogTaskObserver::~GpuWatchdogTaskObserver() { +} + +void GpuWatchdogThread::GpuWatchdogTaskObserver::WillProcessTask( + const Task* task) +{ + CheckArmed(); +} + +void GpuWatchdogThread::GpuWatchdogTaskObserver::DidProcessTask( + const Task* task) +{ + CheckArmed(); +} + +void GpuWatchdogThread::GpuWatchdogTaskObserver::CheckArmed() +{ + // Acknowledge the watchdog if it has armed itself. The watchdog will not + // change its armed state until it is acknowledged. + if (watchdog_->armed()) { + watchdog_->PostAcknowledge(); + } +} + +void GpuWatchdogThread::OnAcknowledge() { + // The check has already been acknowledged and another has already been + // scheduled by a previous call to OnAcknowledge. It is normal for a + // watched thread to see armed_ being true multiple times before + // the OnAcknowledge task is run on the watchdog thread. + if (!armed_) + return; + + // Revoke any pending hang termination. + method_factory_->RevokeAll(); + armed_ = false; + + // The monitored thread has responded. Post a task to check it again. + message_loop()->PostDelayedTask( + FROM_HERE, + method_factory_->NewRunnableMethod(&GpuWatchdogThread::OnCheck), + kCheckPeriod); +} + +#if defined(OS_WIN) +int64 GpuWatchdogThread::GetWatchedThreadTime() { + FILETIME creation_time; + FILETIME exit_time; + FILETIME user_time; + FILETIME kernel_time; + BOOL result = GetThreadTimes(watched_thread_handle_, + &creation_time, + &exit_time, + &kernel_time, + &user_time); + DCHECK(result); + + ULARGE_INTEGER user_time64; + user_time64.HighPart = user_time.dwHighDateTime; + user_time64.LowPart = user_time.dwLowDateTime; + + ULARGE_INTEGER kernel_time64; + kernel_time64.HighPart = kernel_time.dwHighDateTime; + kernel_time64.LowPart = kernel_time.dwLowDateTime; + + // Time is reported in units of 100 nanoseconds. Kernel and user time are + // summed to deal with to kinds of hangs. One is where the GPU process is + // stuck in user level, never calling into the kernel and kernel time is + // not increasing. The other is where either the kernel hangs and never + // returns to user level or where user level code + // calls into kernel level repeatedly, giving up its quanta before it is + // tracked, for example a loop that repeatedly Sleeps. + return static_cast<int64>( + (user_time64.QuadPart + kernel_time64.QuadPart) / 10000); +} +#endif + +void GpuWatchdogThread::OnCheck() { + if (armed_) + return; + + // Must set armed before posting the task. This task might be the only task + // that will activate the TaskObserver on the watched thread and it must not + // miss the false -> true transition. + armed_ = true; + +#if defined(OS_WIN) + arm_cpu_time_ = GetWatchedThreadTime(); +#endif + + arm_absolute_time_ = base::Time::Now(); + + // Post a task to the monitored thread that does nothing but wake up the + // TaskObserver. Any other tasks that are pending on the watched thread will + // also wake up the observer. This simply ensures there is at least one. + watched_message_loop_->PostTask( + FROM_HERE, + NewRunnableFunction(DoNothing)); + + // Post a task to the watchdog thread to exit if the monitored thread does + // not respond in time. + message_loop()->PostDelayedTask( + FROM_HERE, + method_factory_->NewRunnableMethod( + &GpuWatchdogThread::DeliberatelyCrashingToRecoverFromHang), + timeout_); +} + +// Use the --disable-gpu-watchdog command line switch to disable this. +void GpuWatchdogThread::DeliberatelyCrashingToRecoverFromHang() { +#if defined(OS_WIN) + // Defer termination until a certain amount of CPU time has elapsed on the + // watched thread. + int64 time_since_arm = GetWatchedThreadTime() - arm_cpu_time_; + if (time_since_arm < timeout_) { + message_loop()->PostDelayedTask( + FROM_HERE, + method_factory_->NewRunnableMethod( + &GpuWatchdogThread::DeliberatelyCrashingToRecoverFromHang), + timeout_ - time_since_arm); + return; + } +#endif + + // If the watchdog woke up significantly behind schedule, disarm and reset + // the watchdog check. This is to prevent the watchdog thread from terminating + // when a machine wakes up from sleep or hibernation, which would otherwise + // appear to be a hang. + if ((base::Time::Now() - arm_absolute_time_).InMilliseconds() > + timeout_ * 2) { + armed_ = false; + OnCheck(); + return; + } + + // Make sure the timeout period is on the stack before crashing. + volatile int timeout = timeout_; + + // For minimal developer annoyance, don't keep crashing. + static bool crashed = false; + if (crashed) + return; + +#if defined(OS_WIN) + if (IsDebuggerPresent()) + return; +#endif + + LOG(ERROR) << "The GPU process hung. Terminating after " + << timeout_ << " ms."; + + volatile int* null_pointer = NULL; + *null_pointer = timeout; + + crashed = true; +} |