Index: components/scheduler/renderer/renderer_scheduler_impl.cc |
diff --git a/components/scheduler/renderer/renderer_scheduler_impl.cc b/components/scheduler/renderer/renderer_scheduler_impl.cc |
index 5ed3d6d12d91062b9579ad61cefc601a04eec780..4ca86ecf75ed873f8882be9a0b299203e6d2cd9b 100644 |
--- a/components/scheduler/renderer/renderer_scheduler_impl.cc |
+++ b/components/scheduler/renderer/renderer_scheduler_impl.cc |
@@ -362,44 +362,41 @@ void RendererSchedulerImpl::UpdatePolicyLocked(UpdateType update_type) { |
new_policy == current_policy_) |
return; |
- PrioritizingTaskQueueSelector* task_queue_selector = |
- helper_.SchedulerTaskQueueSelector(); |
bool policy_disables_timers = false; |
switch (new_policy) { |
case Policy::COMPOSITOR_PRIORITY: |
- task_queue_selector->SetQueuePriority( |
- COMPOSITOR_TASK_QUEUE, PrioritizingTaskQueueSelector::HIGH_PRIORITY); |
+ helper_.SetQueuePriority(COMPOSITOR_TASK_QUEUE, |
+ PrioritizingTaskQueueSelector::HIGH_PRIORITY); |
// TODO(scheduler-dev): Add a task priority between HIGH and BEST_EFFORT |
// that still has some guarantee of running. |
- task_queue_selector->SetQueuePriority( |
+ helper_.SetQueuePriority( |
LOADING_TASK_QUEUE, |
PrioritizingTaskQueueSelector::BEST_EFFORT_PRIORITY); |
break; |
case Policy::TOUCHSTART_PRIORITY: |
- task_queue_selector->SetQueuePriority( |
- COMPOSITOR_TASK_QUEUE, PrioritizingTaskQueueSelector::HIGH_PRIORITY); |
- task_queue_selector->DisableQueue(LOADING_TASK_QUEUE); |
+ helper_.SetQueuePriority(COMPOSITOR_TASK_QUEUE, |
+ PrioritizingTaskQueueSelector::HIGH_PRIORITY); |
+ helper_.DisableQueue(LOADING_TASK_QUEUE); |
// TODO(alexclarke): Set policy_disables_timers once the blink TimerBase |
// refactor is safely landed. |
break; |
case Policy::NORMAL: |
- task_queue_selector->SetQueuePriority( |
- COMPOSITOR_TASK_QUEUE, |
- PrioritizingTaskQueueSelector::NORMAL_PRIORITY); |
- task_queue_selector->SetQueuePriority( |
- LOADING_TASK_QUEUE, PrioritizingTaskQueueSelector::NORMAL_PRIORITY); |
+ helper_.SetQueuePriority(COMPOSITOR_TASK_QUEUE, |
+ PrioritizingTaskQueueSelector::NORMAL_PRIORITY); |
+ helper_.SetQueuePriority(LOADING_TASK_QUEUE, |
+ PrioritizingTaskQueueSelector::NORMAL_PRIORITY); |
break; |
} |
if (timer_queue_suspend_count_ != 0 || policy_disables_timers) { |
- task_queue_selector->DisableQueue(TIMER_TASK_QUEUE); |
+ helper_.DisableQueue(TIMER_TASK_QUEUE); |
} else { |
- helper_.SchedulerTaskQueueSelector()->SetQueuePriority( |
- TIMER_TASK_QUEUE, PrioritizingTaskQueueSelector::NORMAL_PRIORITY); |
+ helper_.SetQueuePriority(TIMER_TASK_QUEUE, |
+ PrioritizingTaskQueueSelector::NORMAL_PRIORITY); |
} |
- DCHECK(task_queue_selector->IsQueueEnabled(COMPOSITOR_TASK_QUEUE)); |
+ DCHECK(helper_.IsQueueEnabled(COMPOSITOR_TASK_QUEUE)); |
if (new_policy != Policy::TOUCHSTART_PRIORITY) |
- DCHECK(task_queue_selector->IsQueueEnabled(LOADING_TASK_QUEUE)); |
+ DCHECK(helper_.IsQueueEnabled(LOADING_TASK_QUEUE)); |
current_policy_ = new_policy; |
@@ -507,8 +504,7 @@ void RendererSchedulerImpl::SuspendTimerQueue() { |
helper_.CheckOnValidThread(); |
timer_queue_suspend_count_++; |
ForceUpdatePolicy(); |
- DCHECK( |
- !helper_.SchedulerTaskQueueSelector()->IsQueueEnabled(TIMER_TASK_QUEUE)); |
+ DCHECK(!helper_.IsQueueEnabled(TIMER_TASK_QUEUE)); |
} |
void RendererSchedulerImpl::ResumeTimerQueue() { |