Chromium源码由浅入深(三)

接前一篇文章:Chromium源码由浅入深(二)

上一回说到了关键的“钥匙”:browserBridge.gpuInfo,本文就针对其进行深入探究。

先来看前半部分,browserBridge。

在content/browser/resources/gpu/gpu_internals.js中有以下代码:

import './info_view.js';

import {BrowserBridge} from './browser_bridge.js';

// Injected script from C++ or test environments may reference `browserBridge`
// as a property of the global object.
window.browserBridge = new BrowserBridge();

/**
 * Main entry point. called once the page has loaded.
 */
function onLoad() {
  // Create the views.
  document.querySelector('info-view')
      .addBrowserBridgeListeners(window.browserBridge);

  // Because of inherent raciness (between the deprecated DevTools API which
  // telemtry uses to drive the relevant tests, and the asynchronous loading of
  // JS modules like this one) it's possible for telemetry tests to inject code
  // *before* `browserBridge` is set and the DOM is populated. This flag is used
  // to synchronize script injection by tests to prevent such races.
  window.gpuPagePopulated = true;
}

document.addEventListener('DOMContentLoaded', onLoad);

代码注释说得清楚:从C++或测试环境注入的脚本可能引用“browserBridge”作为全局对象的属性。

BrowserBridge类的定义在Cromium源码中一共有两处,一处在chrome/browser/resources/net_internals/browser_bridge.js中,另一处在content/browser/resources/gpu/browser_bridge.js中。由于上边代码中是“import {BrowserBridge} from './browser_bridge.js';”,也就是引用的是当前路径下的browser_bridge.js,即content/browser/resources/gpu/下的browser_bridge.js,也就是第二处定义。

代码如下:

/**
 * This class provides a 'bridge' for communicating between javascript and the
 * browser. When run outside of WebUI, e.g. as a regular webpage, it provides
 * synthetic data to assist in testing.
 */
export class BrowserBridge extends EventTarget {
  constructor() {
    super();
    this.nextRequestId_ = 0;
    this.pendingCallbacks_ = [];
    this.logMessages_ = [];

    // Tell c++ code that we are ready to receive GPU Info.
    chrome.send('browserBridgeInitialized');
    this.beginRequestClientInfo_();
    this.beginRequestLogMessages_();
  }

  dispatchEvent_(eventName) {
    this.dispatchEvent(
        new CustomEvent(eventName, {bubbles: true, composed: true}));
  }

  applySimulatedData_(data) {
    // set up things according to the simulated data
    this.gpuInfo_ = data.gpuInfo;
    this.clientInfo_ = data.clientInfo;
    this.logMessages_ = data.logMessages;
    this.dispatchEvent_('gpuInfoUpdate');
    this.dispatchEvent_('clientInfoChange');
    this.dispatchEvent_('logMessagesChange');
  }

  /**
   * Sends a message to the browser with specified args. The
   * browser will reply asynchronously via the provided callback.
   */
  callAsync(submessage, args, callback) {
    const requestId = this.nextRequestId_;
    this.nextRequestId_ += 1;
    this.pendingCallbacks_[requestId] = callback;
    if (!args) {
      chrome.send('callAsync', [requestId.toString(), submessage]);
    } else {
      const allArgs = [requestId.toString(), submessage].concat(args);
      chrome.send('callAsync', allArgs);
    }
  }

  /**
   * Called by gpu c++ code when client info is ready.
   */
  onCallAsyncReply(requestId, args) {
    if (this.pendingCallbacks_[requestId] === undefined) {
      throw new Error('requestId ' + requestId + ' is not pending');
    }
    const callback = this.pendingCallbacks_[requestId];
    callback(args);
    delete this.pendingCallbacks_[requestId];
  }

  /**
   * Get gpuInfo data.
   */
  get gpuInfo() {
    return this.gpuInfo_;
  }

  /**
   * Called from gpu c++ code when GPU Info is updated.
   */
  onGpuInfoUpdate(gpuInfo) {
    this.gpuInfo_ = gpuInfo;
    this.dispatchEvent_('gpuInfoUpdate');
  }

  /**
   * This function begins a request for the ClientInfo. If it comes back
   * as undefined, then we will issue the request again in 250ms.
   */
  beginRequestClientInfo_() {
    this.callAsync(
        'requestClientInfo', undefined,
        (function(data) {
          if (data === undefined) {  // try again in 250 ms
            window.setTimeout(this.beginRequestClientInfo_.bind(this), 250);
          } else {
            this.clientInfo_ = data;
            this.dispatchEvent_('clientInfoChange');
          }
        }).bind(this));
  }

  /**
   * Returns information about the currently running Chrome build.
   */
  get clientInfo() {
    return this.clientInfo_;
  }

  /**
   * This function checks for new GPU_LOG messages.
   * If any are found, a refresh is triggered.
   */
  beginRequestLogMessages_() {
    this.callAsync(
        'requestLogMessages', undefined,
        (function(messages) {
          if (messages.length !== this.logMessages_.length) {
            this.logMessages_ = messages;
            this.dispatchEvent_('logMessagesChange');
          }
          // check again in 250 ms
          window.setTimeout(this.beginRequestLogMessages_.bind(this), 250);
        }).bind(this));
  }

  /**
   * Returns an array of log messages issued by the GPU process, if any.
   */
  get logMessages() {
    return this.logMessages_;
  }

  /**
   * Returns the value of the "Sandboxed" row.
   */
  isSandboxedForTesting() {
    for (const info of this.gpuInfo_.basicInfo) {
      if (info.description === 'Sandboxed') {
        return info.value;
      }
    }
    return false;
  }
}

再来看后半部分,gpuInfo。

在上边content/browser/resources/gpu/gpu_internals.js的代码中有以下一段:

/**
 * Main entry point. called once the page has loaded.
 */
function onLoad() {
  // Create the views.
  document.querySelector('info-view')
      .addBrowserBridgeListeners(window.browserBridge);

addBrowserBridgeListeners函数在content/browser/resources/gpu/info_view.js中,代码如下:

addBrowserBridgeListeners(browserBridge) {
    browserBridge.addEventListener(
        'gpuInfoUpdate', this.refresh.bind(this, browserBridge));
    browserBridge.addEventListener(
        'logMessagesChange', this.refresh.bind(this, browserBridge));
    browserBridge.addEventListener(
        'clientInfoChange', this.refresh.bind(this, browserBridge));
    this.refresh(browserBridge);
  }

而'gpuInfoUpdate'这个关键字则有两处相关调用。一处在content/browser/resources/gpu/browser_bridge.js中,代码如下:

applySimulatedData_(data) {
    // set up things according to the simulated data
    this.gpuInfo_ = data.gpuInfo;
    this.clientInfo_ = data.clientInfo;
    this.logMessages_ = data.logMessages;
    this.dispatchEvent_('gpuInfoUpdate');
    this.dispatchEvent_('clientInfoChange');
    this.dispatchEvent_('logMessagesChange');
  }

另一处也是在同文件中,代码如下:

 /**
   * Called from gpu c++ code when GPU Info is updated.
   */
  onGpuInfoUpdate(gpuInfo) {
    this.gpuInfo_ = gpuInfo;
    this.dispatchEvent_('gpuInfoUpdate');
  }

显然后者更为关键和常用。再次查找调用onGpuInfoUpdate函数的地方,只有一处,在content/browser/gpu/gpu_internals_ui.cc中,代码如下:

void GpuMessageHandler::OnGpuInfoUpdate() {
  // Get GPU Info.
  const gpu::GPUInfo gpu_info = GpuDataManagerImpl::GetInstance()->GetGPUInfo();
  const gfx::GpuExtraInfo gpu_extra_info =
      GpuDataManagerImpl::GetInstance()->GetGpuExtraInfo();
  base::Value::Dict gpu_info_val = GetGpuInfo();

  // Add in blocklisting features
  base::Value::Dict feature_status;
  feature_status.Set("featureStatus", GetFeatureStatus());
  feature_status.Set("problems", GetProblems());
  base::Value::List workarounds;
  for (const auto& workaround : GetDriverBugWorkarounds())
    workarounds.Append(workaround);
  feature_status.Set("workarounds", std::move(workarounds));
  gpu_info_val.Set("featureStatus", std::move(feature_status));
  if (!GpuDataManagerImpl::GetInstance()->IsGpuProcessUsingHardwareGpu()) {
    const gpu::GPUInfo gpu_info_for_hardware_gpu =
        GpuDataManagerImpl::GetInstance()->GetGPUInfoForHardwareGpu();
    if (gpu_info_for_hardware_gpu.IsInitialized()) {
      base::Value::Dict feature_status_for_hardware_gpu;
      feature_status_for_hardware_gpu.Set("featureStatus",
                                          GetFeatureStatusForHardwareGpu());
      feature_status_for_hardware_gpu.Set("problems",
                                          GetProblemsForHardwareGpu());
      base::Value::List workarounds_for_hardware_gpu;
      for (const auto& workaround : GetDriverBugWorkaroundsForHardwareGpu())
        workarounds_for_hardware_gpu.Append(workaround);
      feature_status_for_hardware_gpu.Set(
          "workarounds", std::move(workarounds_for_hardware_gpu));
      gpu_info_val.Set("featureStatusForHardwareGpu",
                       std::move(feature_status_for_hardware_gpu));
      const gpu::GpuFeatureInfo gpu_feature_info_for_hardware_gpu =
          GpuDataManagerImpl::GetInstance()->GetGpuFeatureInfoForHardwareGpu();
      base::Value::List gpu_info_for_hardware_gpu_val = GetBasicGpuInfo(
          gpu_info_for_hardware_gpu, gpu_feature_info_for_hardware_gpu,
          gfx::GpuExtraInfo{});
      gpu_info_val.Set("basicInfoForHardwareGpu",
                       std::move(gpu_info_for_hardware_gpu_val));
    }
  }
  gpu_info_val.Set("compositorInfo", CompositorInfo());
  gpu_info_val.Set("gpuMemoryBufferInfo", GpuMemoryBufferInfo(gpu_extra_info));
  gpu_info_val.Set("displayInfo", GetDisplayInfo());
  gpu_info_val.Set("videoAcceleratorsInfo", GetVideoAcceleratorsInfo());
  gpu_info_val.Set("ANGLEFeatures", GetANGLEFeatures());
  gpu_info_val.Set("devicePerfInfo", GetDevicePerfInfo());
  gpu_info_val.Set("dawnInfo", GetDawnInfo());

  // Send GPU Info to javascript.
  web_ui()->CallJavascriptFunctionUnsafe("browserBridge.onGpuInfoUpdate",
                                         std::move(gpu_info_val));
}

这个函数就是接下来要花大力气探究的核心函数。

欲知后事如何,且看下回分解。

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