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Unified Diff: cc/scheduler/scheduler_state_machine.h

Issue 15058004: cc: Rename VSync to BeginFrame (Closed) Base URL: http://git.chromium.org/chromium/src.git@master
Patch Set: Fix Android Created 7 years, 7 months ago
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Index: cc/scheduler/scheduler_state_machine.h
diff --git a/cc/scheduler/scheduler_state_machine.h b/cc/scheduler/scheduler_state_machine.h
index fb3908b71ced9af5ad0bcfe58e360e75377a3abf..fdde7bf344285c83a6108d7ec53f248ce0d30acc 100644
--- a/cc/scheduler/scheduler_state_machine.h
+++ b/cc/scheduler/scheduler_state_machine.h
@@ -58,7 +58,7 @@ class CC_EXPORT SchedulerStateMachine {
enum Action {
ACTION_NONE,
- ACTION_BEGIN_FRAME,
+ ACTION_BEGIN_MAIN_FRAME,
ACTION_COMMIT,
ACTION_CHECK_FOR_COMPLETED_TILE_UPLOADS,
ACTION_ACTIVATE_PENDING_TREE_IF_NEEDED,
@@ -70,14 +70,15 @@ class CC_EXPORT SchedulerStateMachine {
Action NextAction() const;
void UpdateState(Action action);
- // Indicates whether the scheduler needs a vsync callback in order to make
- // progress.
- bool VSyncCallbackNeeded() const;
+ // Indicates whether the scheduler needs a BeginMainFrame callback in order to
+ // make progress.
+ bool BeginMainFrameCallbackNeeded() const;
- // Indicates that the system has entered and left a vsync callback.
- // The scheduler will not draw more than once in a given vsync callback.
- void DidEnterVSync();
- void DidLeaveVSync();
+ // Indicates that the system has entered and left a BeginImplFrame callback.
+ // The scheduler will not draw more than once in a given BeginImplFrame
+ // callback.
+ void DidEnterBeginImplFrame();
+ void DidLeaveBeginImplFrame();
// Indicates whether the LayerTreeHostImpl is visible.
void SetVisible(bool visible);
@@ -102,19 +103,19 @@ class CC_EXPORT SchedulerStateMachine {
// thread to main.
void SetNeedsCommit();
- // As SetNeedsCommit(), but ensures the BeginFrame will definitely happen even
- // if we are not visible. After this call we expect to go through the forced
- // commit flow and then return to waiting for a non-forced BeginFrame to
- // finish.
+ // As SetNeedsCommit(), but ensures the BeginMainFrame will definitely happen
+ // even if we are not visible. After this call we expect to go through the
+ // forced commit flow and then return to waiting for a non-forced
+ // BeginMainFrame to finish.
void SetNeedsForcedCommit();
- // Call this only in response to receiving an ACTION_BEGIN_FRAME
+ // Call this only in response to receiving an ACTION_BEGIN_MAIN_FRAME
// from NextAction. Indicates that all painting is complete.
- void BeginFrameComplete();
+ void BeginMainFrameComplete();
- // Call this only in response to receiving an ACTION_BEGIN_FRAME
- // from NextAction if the client rejects the BeginFrame message.
- void BeginFrameAborted();
+ // Call this only in response to receiving an ACTION_BEGIN_MAIN_FRAME
+ // from NextAction if the client rejects the BeginMainFrame message.
+ void BeginMainFrameAborted();
// Request exclusive access to the textures that back single buffered
// layers on behalf of the main thread. Upon acquisition,
@@ -178,9 +179,9 @@ class CC_EXPORT SchedulerStateMachine {
bool needs_forced_redraw_after_next_commit_;
bool needs_commit_;
bool needs_forced_commit_;
- bool expect_immediate_begin_frame_;
+ bool expect_immediate_begin_main_fame_;
bool main_thread_needs_layer_textures_;
- bool inside_vsync_;
+ bool inside_begin_impl_frame_;
bool visible_;
bool can_start_;
bool can_draw_;

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