// Copyright (c) 2010 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 #endif #include "chrome/gpu/gpu_watchdog_thread.h" #include "base/compiler_specific.h" #include "build/build_config.h" namespace { const int64 kCheckPeriod = 2000; void DoNothing() { } } GpuWatchdogThread::GpuWatchdogThread(MessageLoop* watched_message_loop, int timeout) : base::Thread("Watchdog"), watched_message_loop_(watched_message_loop), timeout_(timeout), armed_(false), ALLOW_THIS_IN_INITIALIZER_LIST(task_observer_(this)) { DCHECK(watched_message_loop); DCHECK(timeout >= 0); 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()); 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(); // Prevent any more delayed tasks from being posted. watched_message_loop_ = NULL; } 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 OnExit. method_factory_->RevokeAll(); armed_ = false; // The monitored thread has responded. Post a task to check it again. if (watched_message_loop_) { message_loop()->PostDelayedTask( FROM_HERE, method_factory_->NewRunnableMethod(&GpuWatchdogThread::OnCheck), kCheckPeriod); } } void GpuWatchdogThread::OnCheck() { if (watched_message_loop_) { // 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; // 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::OnExit), timeout_); } } // Use the --disable-gpu-watchdog command line switch to disable this. void GpuWatchdogThread::OnExit() { // 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. Restarting after " << timeout_ << " seconds."; volatile int* null_pointer = NULL; *null_pointer = timeout; crashed = true; }