Index: cc/scheduler/scheduler_state_machine.cc |
diff --git a/cc/scheduler/scheduler_state_machine.cc b/cc/scheduler/scheduler_state_machine.cc |
new file mode 100644 |
index 0000000000000000000000000000000000000000..c512987bd23f501abdaf1fceab783945f8dc1ae4 |
--- /dev/null |
+++ b/cc/scheduler/scheduler_state_machine.cc |
@@ -0,0 +1,1089 @@ |
+// Copyright 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. |
+ |
+#include "cc/scheduler/scheduler_state_machine.h" |
+ |
+#include "base/format_macros.h" |
+#include "base/logging.h" |
+#include "base/strings/stringprintf.h" |
+#include "base/trace_event/trace_event.h" |
+#include "base/trace_event/trace_event_argument.h" |
+#include "base/values.h" |
+#include "ui/gfx/frame_time.h" |
+ |
+namespace cc { |
+ |
+SchedulerStateMachine::SchedulerStateMachine(const SchedulerSettings& settings) |
+ : settings_(settings), |
+ output_surface_state_(OUTPUT_SURFACE_LOST), |
+ begin_impl_frame_state_(BEGIN_IMPL_FRAME_STATE_IDLE), |
+ commit_state_(COMMIT_STATE_IDLE), |
+ forced_redraw_state_(FORCED_REDRAW_STATE_IDLE), |
+ commit_count_(0), |
+ current_frame_number_(0), |
+ last_frame_number_animate_performed_(-1), |
+ last_frame_number_swap_performed_(-1), |
+ last_frame_number_swap_requested_(-1), |
+ last_frame_number_begin_main_frame_sent_(-1), |
+ animate_funnel_(false), |
+ perform_swap_funnel_(false), |
+ request_swap_funnel_(false), |
+ send_begin_main_frame_funnel_(false), |
+ prepare_tiles_funnel_(0), |
+ consecutive_checkerboard_animations_(0), |
+ max_pending_swaps_(1), |
+ pending_swaps_(0), |
+ needs_redraw_(false), |
+ needs_animate_(false), |
+ needs_prepare_tiles_(false), |
+ needs_commit_(false), |
+ inside_poll_for_anticipated_draw_triggers_(false), |
+ visible_(false), |
+ can_start_(false), |
+ can_draw_(false), |
+ has_pending_tree_(false), |
+ pending_tree_is_ready_for_activation_(false), |
+ active_tree_needs_first_draw_(false), |
+ did_create_and_initialize_first_output_surface_(false), |
+ impl_latency_takes_priority_(false), |
+ skip_next_begin_main_frame_to_reduce_latency_(false), |
+ skip_begin_main_frame_to_reduce_latency_(false), |
+ continuous_painting_(false), |
+ children_need_begin_frames_(false), |
+ defer_commits_(false), |
+ last_commit_had_no_updates_(false) { |
+} |
+ |
+const char* SchedulerStateMachine::OutputSurfaceStateToString( |
+ OutputSurfaceState state) { |
+ switch (state) { |
+ case OUTPUT_SURFACE_ACTIVE: |
+ return "OUTPUT_SURFACE_ACTIVE"; |
+ case OUTPUT_SURFACE_LOST: |
+ return "OUTPUT_SURFACE_LOST"; |
+ case OUTPUT_SURFACE_CREATING: |
+ return "OUTPUT_SURFACE_CREATING"; |
+ case OUTPUT_SURFACE_WAITING_FOR_FIRST_COMMIT: |
+ return "OUTPUT_SURFACE_WAITING_FOR_FIRST_COMMIT"; |
+ case OUTPUT_SURFACE_WAITING_FOR_FIRST_ACTIVATION: |
+ return "OUTPUT_SURFACE_WAITING_FOR_FIRST_ACTIVATION"; |
+ } |
+ NOTREACHED(); |
+ return "???"; |
+} |
+ |
+const char* SchedulerStateMachine::BeginImplFrameStateToString( |
+ BeginImplFrameState state) { |
+ switch (state) { |
+ case BEGIN_IMPL_FRAME_STATE_IDLE: |
+ return "BEGIN_IMPL_FRAME_STATE_IDLE"; |
+ case BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING: |
+ return "BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING"; |
+ case BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME: |
+ return "BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME"; |
+ case BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE: |
+ return "BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE"; |
+ } |
+ NOTREACHED(); |
+ return "???"; |
+} |
+ |
+const char* SchedulerStateMachine::CommitStateToString(CommitState state) { |
+ switch (state) { |
+ case COMMIT_STATE_IDLE: |
+ return "COMMIT_STATE_IDLE"; |
+ case COMMIT_STATE_BEGIN_MAIN_FRAME_SENT: |
+ return "COMMIT_STATE_BEGIN_MAIN_FRAME_SENT"; |
+ case COMMIT_STATE_BEGIN_MAIN_FRAME_STARTED: |
+ return "COMMIT_STATE_BEGIN_MAIN_FRAME_STARTED"; |
+ case COMMIT_STATE_READY_TO_COMMIT: |
+ return "COMMIT_STATE_READY_TO_COMMIT"; |
+ case COMMIT_STATE_WAITING_FOR_ACTIVATION: |
+ return "COMMIT_STATE_WAITING_FOR_ACTIVATION"; |
+ case COMMIT_STATE_WAITING_FOR_DRAW: |
+ return "COMMIT_STATE_WAITING_FOR_DRAW"; |
+ } |
+ NOTREACHED(); |
+ return "???"; |
+} |
+ |
+const char* SchedulerStateMachine::ForcedRedrawOnTimeoutStateToString( |
+ ForcedRedrawOnTimeoutState state) { |
+ switch (state) { |
+ case FORCED_REDRAW_STATE_IDLE: |
+ return "FORCED_REDRAW_STATE_IDLE"; |
+ case FORCED_REDRAW_STATE_WAITING_FOR_COMMIT: |
+ return "FORCED_REDRAW_STATE_WAITING_FOR_COMMIT"; |
+ case FORCED_REDRAW_STATE_WAITING_FOR_ACTIVATION: |
+ return "FORCED_REDRAW_STATE_WAITING_FOR_ACTIVATION"; |
+ case FORCED_REDRAW_STATE_WAITING_FOR_DRAW: |
+ return "FORCED_REDRAW_STATE_WAITING_FOR_DRAW"; |
+ } |
+ NOTREACHED(); |
+ return "???"; |
+} |
+ |
+const char* SchedulerStateMachine::ActionToString(Action action) { |
+ switch (action) { |
+ case ACTION_NONE: |
+ return "ACTION_NONE"; |
+ case ACTION_ANIMATE: |
+ return "ACTION_ANIMATE"; |
+ case ACTION_SEND_BEGIN_MAIN_FRAME: |
+ return "ACTION_SEND_BEGIN_MAIN_FRAME"; |
+ case ACTION_COMMIT: |
+ return "ACTION_COMMIT"; |
+ case ACTION_ACTIVATE_SYNC_TREE: |
+ return "ACTION_ACTIVATE_SYNC_TREE"; |
+ case ACTION_DRAW_AND_SWAP_IF_POSSIBLE: |
+ return "ACTION_DRAW_AND_SWAP_IF_POSSIBLE"; |
+ case ACTION_DRAW_AND_SWAP_FORCED: |
+ return "ACTION_DRAW_AND_SWAP_FORCED"; |
+ case ACTION_DRAW_AND_SWAP_ABORT: |
+ return "ACTION_DRAW_AND_SWAP_ABORT"; |
+ case ACTION_BEGIN_OUTPUT_SURFACE_CREATION: |
+ return "ACTION_BEGIN_OUTPUT_SURFACE_CREATION"; |
+ case ACTION_PREPARE_TILES: |
+ return "ACTION_PREPARE_TILES"; |
+ } |
+ NOTREACHED(); |
+ return "???"; |
+} |
+ |
+scoped_refptr<base::trace_event::ConvertableToTraceFormat> |
+SchedulerStateMachine::AsValue() const { |
+ scoped_refptr<base::trace_event::TracedValue> state = |
+ new base::trace_event::TracedValue(); |
+ AsValueInto(state.get()); |
+ return state; |
+} |
+ |
+void SchedulerStateMachine::AsValueInto( |
+ base::trace_event::TracedValue* state) const { |
+ state->BeginDictionary("major_state"); |
+ state->SetString("next_action", ActionToString(NextAction())); |
+ state->SetString("begin_impl_frame_state", |
+ BeginImplFrameStateToString(begin_impl_frame_state_)); |
+ state->SetString("commit_state", CommitStateToString(commit_state_)); |
+ state->SetString("output_surface_state_", |
+ OutputSurfaceStateToString(output_surface_state_)); |
+ state->SetString("forced_redraw_state", |
+ ForcedRedrawOnTimeoutStateToString(forced_redraw_state_)); |
+ state->EndDictionary(); |
+ |
+ state->BeginDictionary("minor_state"); |
+ state->SetInteger("commit_count", commit_count_); |
+ state->SetInteger("current_frame_number", current_frame_number_); |
+ state->SetInteger("last_frame_number_animate_performed", |
+ last_frame_number_animate_performed_); |
+ state->SetInteger("last_frame_number_swap_performed", |
+ last_frame_number_swap_performed_); |
+ state->SetInteger("last_frame_number_swap_requested", |
+ last_frame_number_swap_requested_); |
+ state->SetInteger("last_frame_number_begin_main_frame_sent", |
+ last_frame_number_begin_main_frame_sent_); |
+ state->SetBoolean("funnel: animate_funnel", animate_funnel_); |
+ state->SetBoolean("funnel: perform_swap_funnel", perform_swap_funnel_); |
+ state->SetBoolean("funnel: request_swap_funnel", request_swap_funnel_); |
+ state->SetBoolean("funnel: send_begin_main_frame_funnel", |
+ send_begin_main_frame_funnel_); |
+ state->SetInteger("funnel: prepare_tiles_funnel", prepare_tiles_funnel_); |
+ state->SetInteger("consecutive_checkerboard_animations", |
+ consecutive_checkerboard_animations_); |
+ state->SetInteger("max_pending_swaps_", max_pending_swaps_); |
+ state->SetInteger("pending_swaps_", pending_swaps_); |
+ state->SetBoolean("needs_redraw", needs_redraw_); |
+ state->SetBoolean("needs_animate_", needs_animate_); |
+ state->SetBoolean("needs_prepare_tiles", needs_prepare_tiles_); |
+ state->SetBoolean("needs_commit", needs_commit_); |
+ state->SetBoolean("visible", visible_); |
+ state->SetBoolean("can_start", can_start_); |
+ state->SetBoolean("can_draw", can_draw_); |
+ state->SetBoolean("has_pending_tree", has_pending_tree_); |
+ state->SetBoolean("pending_tree_is_ready_for_activation", |
+ pending_tree_is_ready_for_activation_); |
+ state->SetBoolean("active_tree_needs_first_draw", |
+ active_tree_needs_first_draw_); |
+ state->SetBoolean("did_create_and_initialize_first_output_surface", |
+ did_create_and_initialize_first_output_surface_); |
+ state->SetBoolean("impl_latency_takes_priority", |
+ impl_latency_takes_priority_); |
+ state->SetBoolean("main_thread_is_in_high_latency_mode", |
+ MainThreadIsInHighLatencyMode()); |
+ state->SetBoolean("skip_begin_main_frame_to_reduce_latency", |
+ skip_begin_main_frame_to_reduce_latency_); |
+ state->SetBoolean("skip_next_begin_main_frame_to_reduce_latency", |
+ skip_next_begin_main_frame_to_reduce_latency_); |
+ state->SetBoolean("continuous_painting", continuous_painting_); |
+ state->SetBoolean("children_need_begin_frames", children_need_begin_frames_); |
+ state->SetBoolean("defer_commits", defer_commits_); |
+ state->EndDictionary(); |
+} |
+ |
+void SchedulerStateMachine::AdvanceCurrentFrameNumber() { |
+ current_frame_number_++; |
+ |
+ animate_funnel_ = false; |
+ perform_swap_funnel_ = false; |
+ request_swap_funnel_ = false; |
+ send_begin_main_frame_funnel_ = false; |
+ |
+ // "Drain" the PrepareTiles funnel. |
+ if (prepare_tiles_funnel_ > 0) |
+ prepare_tiles_funnel_--; |
+ |
+ skip_begin_main_frame_to_reduce_latency_ = |
+ skip_next_begin_main_frame_to_reduce_latency_; |
+ skip_next_begin_main_frame_to_reduce_latency_ = false; |
+} |
+ |
+bool SchedulerStateMachine::PendingDrawsShouldBeAborted() const { |
+ // These are all the cases where we normally cannot or do not want to draw |
+ // but, if needs_redraw_ is true and we do not draw to make forward progress, |
+ // we might deadlock with the main thread. |
+ // This should be a superset of PendingActivationsShouldBeForced() since |
+ // activation of the pending tree is blocked by drawing of the active tree and |
+ // the main thread might be blocked on activation of the most recent commit. |
+ if (PendingActivationsShouldBeForced()) |
+ return true; |
+ |
+ // Additional states where we should abort draws. |
+ if (!can_draw_) |
+ return true; |
+ return false; |
+} |
+ |
+bool SchedulerStateMachine::PendingActivationsShouldBeForced() const { |
+ // There is no output surface to trigger our activations. |
+ // If we do not force activations to make forward progress, we might deadlock |
+ // with the main thread. |
+ if (output_surface_state_ == OUTPUT_SURFACE_LOST) |
+ return true; |
+ |
+ // If we're not visible, we should force activation. |
+ // Since we set RequiresHighResToDraw when becoming visible, we ensure that we |
+ // don't checkerboard until all visible resources are done. Furthermore, if we |
+ // do keep the pending tree around, when becoming visible we might activate |
+ // prematurely causing RequiresHighResToDraw flag to be reset. In all cases, |
+ // we can simply activate on becoming invisible since we don't need to draw |
+ // the active tree when we're in this state. |
+ if (!visible_) |
+ return true; |
+ |
+ return false; |
+} |
+ |
+bool SchedulerStateMachine::ShouldBeginOutputSurfaceCreation() const { |
+ // Don't try to initialize too early. |
+ if (!can_start_) |
+ return false; |
+ |
+ // We only want to start output surface initialization after the |
+ // previous commit is complete. |
+ if (commit_state_ != COMMIT_STATE_IDLE) |
+ return false; |
+ |
+ // Make sure the BeginImplFrame from any previous OutputSurfaces |
+ // are complete before creating the new OutputSurface. |
+ if (begin_impl_frame_state_ != BEGIN_IMPL_FRAME_STATE_IDLE) |
+ return false; |
+ |
+ // We want to clear the pipline of any pending draws and activations |
+ // before starting output surface initialization. This allows us to avoid |
+ // weird corner cases where we abort draws or force activation while we |
+ // are initializing the output surface. |
+ if (active_tree_needs_first_draw_ || has_pending_tree_) |
+ return false; |
+ |
+ // We need to create the output surface if we don't have one and we haven't |
+ // started creating one yet. |
+ return output_surface_state_ == OUTPUT_SURFACE_LOST; |
+} |
+ |
+bool SchedulerStateMachine::ShouldDraw() const { |
+ // If we need to abort draws, we should do so ASAP since the draw could |
+ // be blocking other important actions (like output surface initialization), |
+ // from occuring. If we are waiting for the first draw, then perfom the |
+ // aborted draw to keep things moving. If we are not waiting for the first |
+ // draw however, we don't want to abort for no reason. |
+ if (PendingDrawsShouldBeAborted()) |
+ return active_tree_needs_first_draw_; |
+ |
+ // Do not draw too many times in a single frame. It's okay that we don't check |
+ // this before checking for aborted draws because aborted draws do not request |
+ // a swap. |
+ if (request_swap_funnel_) |
+ return false; |
+ |
+ // Don't draw if we are waiting on the first commit after a surface. |
+ if (output_surface_state_ != OUTPUT_SURFACE_ACTIVE) |
+ return false; |
+ |
+ // Do not queue too many swaps. |
+ if (pending_swaps_ >= max_pending_swaps_) |
+ return false; |
+ |
+ // Except for the cases above, do not draw outside of the BeginImplFrame |
+ // deadline. |
+ if (begin_impl_frame_state_ != BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE) |
+ return false; |
+ |
+ // Only handle forced redraws due to timeouts on the regular deadline. |
+ if (forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_DRAW) |
+ return true; |
+ |
+ return needs_redraw_; |
+} |
+ |
+bool SchedulerStateMachine::ShouldActivatePendingTree() const { |
+ // There is nothing to activate. |
+ if (!has_pending_tree_) |
+ return false; |
+ |
+ // We should not activate a second tree before drawing the first one. |
+ // Even if we need to force activation of the pending tree, we should abort |
+ // drawing the active tree first. |
+ if (active_tree_needs_first_draw_) |
+ return false; |
+ |
+ // If we want to force activation, do so ASAP. |
+ if (PendingActivationsShouldBeForced()) |
+ return true; |
+ |
+ // At this point, only activate if we are ready to activate. |
+ return pending_tree_is_ready_for_activation_; |
+} |
+ |
+bool SchedulerStateMachine::ShouldAnimate() const { |
+ // Do not animate too many times in a single frame. |
+ if (animate_funnel_) |
+ return false; |
+ |
+ // Don't animate if we are waiting on the first commit after a surface. |
+ if (output_surface_state_ != OUTPUT_SURFACE_ACTIVE) |
+ return false; |
+ |
+ if (begin_impl_frame_state_ != BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING && |
+ begin_impl_frame_state_ != BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE) |
+ return false; |
+ |
+ return needs_redraw_ || needs_animate_; |
+} |
+ |
+bool SchedulerStateMachine::CouldSendBeginMainFrame() const { |
+ // Do not send begin main frame too many times in a single frame. |
+ if (send_begin_main_frame_funnel_) |
+ return false; |
+ |
+ if (!needs_commit_) |
+ return false; |
+ |
+ // We can not perform commits if we are not visible. |
+ if (!visible_) |
+ return false; |
+ |
+ // Do not make a new commits when it is deferred. |
+ if (defer_commits_) |
+ return false; |
+ |
+ return true; |
+} |
+ |
+bool SchedulerStateMachine::ShouldSendBeginMainFrame() const { |
+ if (!CouldSendBeginMainFrame()) |
+ return false; |
+ |
+ // Only send BeginMainFrame when there isn't another commit pending already. |
+ if (commit_state_ != COMMIT_STATE_IDLE) |
+ return false; |
+ |
+ // Don't send BeginMainFrame early if we are prioritizing the active tree |
+ // because of impl_latency_takes_priority_. |
+ if (impl_latency_takes_priority_ && |
+ (has_pending_tree_ || active_tree_needs_first_draw_)) { |
+ return false; |
+ } |
+ |
+ // We should not send BeginMainFrame while we are in |
+ // BEGIN_IMPL_FRAME_STATE_IDLE since we might have new |
+ // user input arriving soon. |
+ // TODO(brianderson): Allow sending BeginMainFrame while idle when the main |
+ // thread isn't consuming user input. |
+ if (begin_impl_frame_state_ == BEGIN_IMPL_FRAME_STATE_IDLE && |
+ BeginFrameNeeded()) |
+ return false; |
+ |
+ // We need a new commit for the forced redraw. This honors the |
+ // single commit per interval because the result will be swapped to screen. |
+ if (forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_COMMIT) |
+ return true; |
+ |
+ // We shouldn't normally accept commits if there isn't an OutputSurface. |
+ if (!HasInitializedOutputSurface()) |
+ return false; |
+ |
+ // SwapAck throttle the BeginMainFrames unless we just swapped. |
+ // TODO(brianderson): Remove this restriction to improve throughput. |
+ bool just_swapped_in_deadline = |
+ begin_impl_frame_state_ == BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE && |
+ perform_swap_funnel_; |
+ if (pending_swaps_ >= max_pending_swaps_ && !just_swapped_in_deadline) |
+ return false; |
+ |
+ if (skip_begin_main_frame_to_reduce_latency_) |
+ return false; |
+ |
+ return true; |
+} |
+ |
+bool SchedulerStateMachine::ShouldCommit() const { |
+ if (commit_state_ != COMMIT_STATE_READY_TO_COMMIT) |
+ return false; |
+ |
+ // We must not finish the commit until the pending tree is free. |
+ if (has_pending_tree_) { |
+ DCHECK(settings_.main_frame_before_activation_enabled); |
+ return false; |
+ } |
+ |
+ // Prioritize drawing the previous commit before finishing the next commit. |
+ if (active_tree_needs_first_draw_) |
+ return false; |
+ |
+ return true; |
+} |
+ |
+bool SchedulerStateMachine::ShouldPrepareTiles() const { |
+ // PrepareTiles only really needs to be called immediately after commit |
+ // and then periodically after that. Use a funnel to make sure we average |
+ // one PrepareTiles per BeginImplFrame in the long run. |
+ if (prepare_tiles_funnel_ > 0) |
+ return false; |
+ |
+ // Limiting to once per-frame is not enough, since we only want to |
+ // prepare tiles _after_ draws. Polling for draw triggers and |
+ // begin-frame are mutually exclusive, so we limit to these two cases. |
+ if (begin_impl_frame_state_ != BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE && |
+ !inside_poll_for_anticipated_draw_triggers_) |
+ return false; |
+ return needs_prepare_tiles_; |
+} |
+ |
+SchedulerStateMachine::Action SchedulerStateMachine::NextAction() const { |
+ if (ShouldActivatePendingTree()) |
+ return ACTION_ACTIVATE_SYNC_TREE; |
+ if (ShouldCommit()) |
+ return ACTION_COMMIT; |
+ if (ShouldAnimate()) |
+ return ACTION_ANIMATE; |
+ if (ShouldDraw()) { |
+ if (PendingDrawsShouldBeAborted()) |
+ return ACTION_DRAW_AND_SWAP_ABORT; |
+ else if (forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_DRAW) |
+ return ACTION_DRAW_AND_SWAP_FORCED; |
+ else |
+ return ACTION_DRAW_AND_SWAP_IF_POSSIBLE; |
+ } |
+ if (ShouldPrepareTiles()) |
+ return ACTION_PREPARE_TILES; |
+ if (ShouldSendBeginMainFrame()) |
+ return ACTION_SEND_BEGIN_MAIN_FRAME; |
+ if (ShouldBeginOutputSurfaceCreation()) |
+ return ACTION_BEGIN_OUTPUT_SURFACE_CREATION; |
+ return ACTION_NONE; |
+} |
+ |
+void SchedulerStateMachine::UpdateState(Action action) { |
+ switch (action) { |
+ case ACTION_NONE: |
+ return; |
+ |
+ case ACTION_ACTIVATE_SYNC_TREE: |
+ UpdateStateOnActivation(); |
+ return; |
+ |
+ case ACTION_ANIMATE: |
+ DCHECK(!animate_funnel_); |
+ last_frame_number_animate_performed_ = current_frame_number_; |
+ animate_funnel_ = true; |
+ needs_animate_ = false; |
+ // TODO(skyostil): Instead of assuming this, require the client to tell |
+ // us. |
+ SetNeedsRedraw(); |
+ return; |
+ |
+ case ACTION_SEND_BEGIN_MAIN_FRAME: |
+ DCHECK(!has_pending_tree_ || |
+ settings_.main_frame_before_activation_enabled); |
+ DCHECK(visible_); |
+ DCHECK(!send_begin_main_frame_funnel_); |
+ commit_state_ = COMMIT_STATE_BEGIN_MAIN_FRAME_SENT; |
+ needs_commit_ = false; |
+ send_begin_main_frame_funnel_ = true; |
+ last_frame_number_begin_main_frame_sent_ = |
+ current_frame_number_; |
+ return; |
+ |
+ case ACTION_COMMIT: { |
+ bool commit_has_no_updates = false; |
+ UpdateStateOnCommit(commit_has_no_updates); |
+ return; |
+ } |
+ |
+ case ACTION_DRAW_AND_SWAP_FORCED: |
+ case ACTION_DRAW_AND_SWAP_IF_POSSIBLE: { |
+ bool did_request_swap = true; |
+ UpdateStateOnDraw(did_request_swap); |
+ return; |
+ } |
+ |
+ case ACTION_DRAW_AND_SWAP_ABORT: { |
+ bool did_request_swap = false; |
+ UpdateStateOnDraw(did_request_swap); |
+ return; |
+ } |
+ |
+ case ACTION_BEGIN_OUTPUT_SURFACE_CREATION: |
+ DCHECK_EQ(output_surface_state_, OUTPUT_SURFACE_LOST); |
+ output_surface_state_ = OUTPUT_SURFACE_CREATING; |
+ |
+ // The following DCHECKs make sure we are in the proper quiescent state. |
+ // The pipeline should be flushed entirely before we start output |
+ // surface creation to avoid complicated corner cases. |
+ DCHECK_EQ(commit_state_, COMMIT_STATE_IDLE); |
+ DCHECK(!has_pending_tree_); |
+ DCHECK(!active_tree_needs_first_draw_); |
+ return; |
+ |
+ case ACTION_PREPARE_TILES: |
+ UpdateStateOnPrepareTiles(); |
+ return; |
+ } |
+} |
+ |
+void SchedulerStateMachine::UpdateStateOnCommit(bool commit_has_no_updates) { |
+ commit_count_++; |
+ |
+ if (!commit_has_no_updates) |
+ animate_funnel_ = false; |
+ |
+ if (commit_has_no_updates || settings_.main_frame_before_activation_enabled) { |
+ commit_state_ = COMMIT_STATE_IDLE; |
+ } else if (settings_.impl_side_painting) { |
+ commit_state_ = COMMIT_STATE_WAITING_FOR_ACTIVATION; |
+ } else { |
+ commit_state_ = settings_.main_thread_should_always_be_low_latency |
+ ? COMMIT_STATE_WAITING_FOR_DRAW |
+ : COMMIT_STATE_IDLE; |
+ } |
+ |
+ // If we are impl-side-painting but the commit was aborted, then we behave |
+ // mostly as if we are not impl-side-painting since there is no pending tree. |
+ has_pending_tree_ = settings_.impl_side_painting && !commit_has_no_updates; |
+ |
+ // Update state related to forced draws. |
+ if (forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_COMMIT) { |
+ forced_redraw_state_ = has_pending_tree_ |
+ ? FORCED_REDRAW_STATE_WAITING_FOR_ACTIVATION |
+ : FORCED_REDRAW_STATE_WAITING_FOR_DRAW; |
+ } |
+ |
+ // Update the output surface state. |
+ DCHECK_NE(output_surface_state_, OUTPUT_SURFACE_WAITING_FOR_FIRST_ACTIVATION); |
+ if (output_surface_state_ == OUTPUT_SURFACE_WAITING_FOR_FIRST_COMMIT) { |
+ if (has_pending_tree_) { |
+ output_surface_state_ = OUTPUT_SURFACE_WAITING_FOR_FIRST_ACTIVATION; |
+ } else { |
+ output_surface_state_ = OUTPUT_SURFACE_ACTIVE; |
+ needs_redraw_ = true; |
+ } |
+ } |
+ |
+ // Update state if we have a new active tree to draw, or if the active tree |
+ // was unchanged but we need to do a forced draw. |
+ if (!has_pending_tree_ && |
+ (!commit_has_no_updates || |
+ forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_DRAW)) { |
+ needs_redraw_ = true; |
+ active_tree_needs_first_draw_ = true; |
+ } |
+ |
+ // This post-commit work is common to both completed and aborted commits. |
+ pending_tree_is_ready_for_activation_ = false; |
+ |
+ if (continuous_painting_) |
+ needs_commit_ = true; |
+ last_commit_had_no_updates_ = commit_has_no_updates; |
+} |
+ |
+void SchedulerStateMachine::UpdateStateOnActivation() { |
+ if (commit_state_ == COMMIT_STATE_WAITING_FOR_ACTIVATION) { |
+ commit_state_ = settings_.main_thread_should_always_be_low_latency |
+ ? COMMIT_STATE_WAITING_FOR_DRAW |
+ : COMMIT_STATE_IDLE; |
+ } |
+ |
+ if (output_surface_state_ == OUTPUT_SURFACE_WAITING_FOR_FIRST_ACTIVATION) |
+ output_surface_state_ = OUTPUT_SURFACE_ACTIVE; |
+ |
+ if (forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_ACTIVATION) |
+ forced_redraw_state_ = FORCED_REDRAW_STATE_WAITING_FOR_DRAW; |
+ |
+ has_pending_tree_ = false; |
+ pending_tree_is_ready_for_activation_ = false; |
+ active_tree_needs_first_draw_ = true; |
+ needs_redraw_ = true; |
+} |
+ |
+void SchedulerStateMachine::UpdateStateOnDraw(bool did_request_swap) { |
+ if (forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_DRAW) |
+ forced_redraw_state_ = FORCED_REDRAW_STATE_IDLE; |
+ |
+ if (commit_state_ == COMMIT_STATE_WAITING_FOR_DRAW) |
+ commit_state_ = COMMIT_STATE_IDLE; |
+ |
+ needs_redraw_ = false; |
+ active_tree_needs_first_draw_ = false; |
+ |
+ if (did_request_swap) { |
+ DCHECK(!request_swap_funnel_); |
+ request_swap_funnel_ = true; |
+ last_frame_number_swap_requested_ = current_frame_number_; |
+ } |
+} |
+ |
+void SchedulerStateMachine::UpdateStateOnPrepareTiles() { |
+ needs_prepare_tiles_ = false; |
+} |
+ |
+void SchedulerStateMachine::SetSkipNextBeginMainFrameToReduceLatency() { |
+ TRACE_EVENT_INSTANT0("cc", |
+ "Scheduler: SkipNextBeginMainFrameToReduceLatency", |
+ TRACE_EVENT_SCOPE_THREAD); |
+ skip_next_begin_main_frame_to_reduce_latency_ = true; |
+} |
+ |
+bool SchedulerStateMachine::BeginFrameNeededForChildren() const { |
+ if (HasInitializedOutputSurface()) |
+ return children_need_begin_frames_; |
+ |
+ return false; |
+} |
+ |
+bool SchedulerStateMachine::BeginFrameNeeded() const { |
+ // We can't handle BeginFrames when output surface isn't initialized. |
+ // TODO(brianderson): Support output surface creation inside a BeginFrame. |
+ if (!HasInitializedOutputSurface()) |
+ return false; |
+ |
+ if (SupportsProactiveBeginFrame()) { |
+ return (BeginFrameNeededToAnimateOrDraw() || |
+ BeginFrameNeededForChildren() || |
+ ProactiveBeginFrameWanted()); |
+ } |
+ |
+ // Proactive BeginFrames are bad for the synchronous compositor because we |
+ // have to draw when we get the BeginFrame and could end up drawing many |
+ // duplicate frames if our new frame isn't ready in time. |
+ // To poll for state with the synchronous compositor without having to draw, |
+ // we rely on ShouldPollForAnticipatedDrawTriggers instead. |
+ // Synchronous compositor doesn't have a browser. |
+ DCHECK(!children_need_begin_frames_); |
+ return BeginFrameNeededToAnimateOrDraw(); |
+} |
+ |
+bool SchedulerStateMachine::ShouldPollForAnticipatedDrawTriggers() const { |
+ // ShouldPollForAnticipatedDrawTriggers is what we use in place of |
+ // ProactiveBeginFrameWanted when we are using the synchronous |
+ // compositor. |
+ if (!SupportsProactiveBeginFrame()) { |
+ return !BeginFrameNeededToAnimateOrDraw() && ProactiveBeginFrameWanted(); |
+ } |
+ |
+ // Non synchronous compositors should rely on |
+ // ProactiveBeginFrameWanted to poll for state instead. |
+ return false; |
+} |
+ |
+// Note: If SupportsProactiveBeginFrame is false, the scheduler should poll |
+// for changes in it's draw state so it can request a BeginFrame when it's |
+// actually ready. |
+bool SchedulerStateMachine::SupportsProactiveBeginFrame() const { |
+ // It is undesirable to proactively request BeginFrames if we are |
+ // using a synchronous compositor because we *must* draw for every |
+ // BeginFrame, which could cause duplicate draws. |
+ return !settings_.using_synchronous_renderer_compositor; |
+} |
+ |
+void SchedulerStateMachine::SetChildrenNeedBeginFrames( |
+ bool children_need_begin_frames) { |
+ children_need_begin_frames_ = children_need_begin_frames; |
+} |
+ |
+void SchedulerStateMachine::SetDeferCommits(bool defer_commits) { |
+ defer_commits_ = defer_commits; |
+} |
+ |
+// These are the cases where we definitely (or almost definitely) have a |
+// new frame to animate and/or draw and can draw. |
+bool SchedulerStateMachine::BeginFrameNeededToAnimateOrDraw() const { |
+ // The forced draw respects our normal draw scheduling, so we need to |
+ // request a BeginImplFrame for it. |
+ if (forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_DRAW) |
+ return true; |
+ |
+ return needs_animate_ || needs_redraw_; |
+} |
+ |
+// These are cases where we are very likely to draw soon, but might not |
+// actually have a new frame to draw when we receive the next BeginImplFrame. |
+// Proactively requesting the BeginImplFrame helps hide the round trip latency |
+// of the SetNeedsBeginFrame request that has to go to the Browser. |
+bool SchedulerStateMachine::ProactiveBeginFrameWanted() const { |
+ // Do not be proactive when invisible. |
+ if (!visible_) |
+ return false; |
+ |
+ // We should proactively request a BeginImplFrame if a commit is pending |
+ // because we will want to draw if the commit completes quickly. |
+ if (needs_commit_ || commit_state_ != COMMIT_STATE_IDLE) |
+ return true; |
+ |
+ // If the pending tree activates quickly, we'll want a BeginImplFrame soon |
+ // to draw the new active tree. |
+ if (has_pending_tree_) |
+ return true; |
+ |
+ // Changing priorities may allow us to activate (given the new priorities), |
+ // which may result in a new frame. |
+ if (needs_prepare_tiles_) |
+ return true; |
+ |
+ // If we just sent a swap request, it's likely that we are going to produce |
+ // another frame soon. This helps avoid negative glitches in our |
+ // SetNeedsBeginFrame requests, which may propagate to the BeginImplFrame |
+ // provider and get sampled at an inopportune time, delaying the next |
+ // BeginImplFrame. |
+ if (request_swap_funnel_) |
+ return true; |
+ |
+ // If the last commit was aborted because of early out (no updates), we should |
+ // still want a begin frame in case there is a commit coming again. |
+ if (last_commit_had_no_updates_) |
+ return true; |
+ |
+ return false; |
+} |
+ |
+void SchedulerStateMachine::OnBeginImplFrame() { |
+ AdvanceCurrentFrameNumber(); |
+ DCHECK_EQ(begin_impl_frame_state_, BEGIN_IMPL_FRAME_STATE_IDLE) |
+ << AsValue()->ToString(); |
+ begin_impl_frame_state_ = BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING; |
+ last_commit_had_no_updates_ = false; |
+} |
+ |
+void SchedulerStateMachine::OnBeginImplFrameDeadlinePending() { |
+ DCHECK_EQ(begin_impl_frame_state_, |
+ BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING) |
+ << AsValue()->ToString(); |
+ begin_impl_frame_state_ = BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME; |
+} |
+ |
+void SchedulerStateMachine::OnBeginImplFrameDeadline() { |
+ DCHECK_EQ(begin_impl_frame_state_, BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME) |
+ << AsValue()->ToString(); |
+ begin_impl_frame_state_ = BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE; |
+} |
+ |
+void SchedulerStateMachine::OnBeginImplFrameIdle() { |
+ DCHECK_EQ(begin_impl_frame_state_, BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE) |
+ << AsValue()->ToString(); |
+ begin_impl_frame_state_ = BEGIN_IMPL_FRAME_STATE_IDLE; |
+} |
+ |
+SchedulerStateMachine::BeginImplFrameDeadlineMode |
+SchedulerStateMachine::CurrentBeginImplFrameDeadlineMode() const { |
+ if (ShouldTriggerBeginImplFrameDeadlineImmediately()) { |
+ return BEGIN_IMPL_FRAME_DEADLINE_MODE_IMMEDIATE; |
+ } else if (needs_redraw_ && pending_swaps_ < max_pending_swaps_) { |
+ // We have an animation or fast input path on the impl thread that wants |
+ // to draw, so don't wait too long for a new active tree. |
+ // If we are swap throttled we should wait until we are unblocked. |
+ return BEGIN_IMPL_FRAME_DEADLINE_MODE_REGULAR; |
+ } else { |
+ // The impl thread doesn't have anything it wants to draw and we are just |
+ // waiting for a new active tree or we are swap throttled. In short we are |
+ // blocked. |
+ return BEGIN_IMPL_FRAME_DEADLINE_MODE_LATE; |
+ } |
+} |
+ |
+bool SchedulerStateMachine::ShouldTriggerBeginImplFrameDeadlineImmediately() |
+ const { |
+ // TODO(brianderson): This should take into account multiple commit sources. |
+ |
+ if (begin_impl_frame_state_ != BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME) |
+ return false; |
+ |
+ // If we've lost the output surface, end the current BeginImplFrame ASAP |
+ // so we can start creating the next output surface. |
+ if (output_surface_state_ == OUTPUT_SURFACE_LOST) |
+ return true; |
+ |
+ // SwapAck throttle the deadline since we wont draw and swap anyway. |
+ if (pending_swaps_ >= max_pending_swaps_) |
+ return false; |
+ |
+ if (active_tree_needs_first_draw_) |
+ return true; |
+ |
+ if (!needs_redraw_) |
+ return false; |
+ |
+ // This is used to prioritize impl-thread draws when the main thread isn't |
+ // producing anything, e.g., after an aborted commit. We also check that we |
+ // don't have a pending tree -- otherwise we should give it a chance to |
+ // activate. |
+ // TODO(skyostil): Revisit this when we have more accurate deadline estimates. |
+ if (commit_state_ == COMMIT_STATE_IDLE && !has_pending_tree_) |
+ return true; |
+ |
+ // Prioritize impl-thread draws in impl_latency_takes_priority_ mode. |
+ if (impl_latency_takes_priority_) |
+ return true; |
+ |
+ return false; |
+} |
+ |
+bool SchedulerStateMachine::MainThreadIsInHighLatencyMode() const { |
+ // If a commit is pending before the previous commit has been drawn, we |
+ // are definitely in a high latency mode. |
+ if (CommitPending() && (active_tree_needs_first_draw_ || has_pending_tree_)) |
+ return true; |
+ |
+ // If we just sent a BeginMainFrame and haven't hit the deadline yet, the main |
+ // thread is in a low latency mode. |
+ if (send_begin_main_frame_funnel_ && |
+ (begin_impl_frame_state_ == BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING || |
+ begin_impl_frame_state_ == BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME)) |
+ return false; |
+ |
+ // If there's a commit in progress it must either be from the previous frame |
+ // or it started after the impl thread's deadline. In either case the main |
+ // thread is in high latency mode. |
+ if (CommitPending()) |
+ return true; |
+ |
+ // Similarly, if there's a pending tree the main thread is in high latency |
+ // mode, because either |
+ // it's from the previous frame |
+ // or |
+ // we're currently drawing the active tree and the pending tree will thus |
+ // only be drawn in the next frame. |
+ if (has_pending_tree_) |
+ return true; |
+ |
+ if (begin_impl_frame_state_ == BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE) { |
+ // Even if there's a new active tree to draw at the deadline or we've just |
+ // swapped it, it may have been triggered by a previous BeginImplFrame, in |
+ // which case the main thread is in a high latency mode. |
+ return (active_tree_needs_first_draw_ || perform_swap_funnel_) && |
+ !send_begin_main_frame_funnel_; |
+ } |
+ |
+ // If the active tree needs its first draw in any other state, we know the |
+ // main thread is in a high latency mode. |
+ return active_tree_needs_first_draw_; |
+} |
+ |
+void SchedulerStateMachine::DidEnterPollForAnticipatedDrawTriggers() { |
+ AdvanceCurrentFrameNumber(); |
+ inside_poll_for_anticipated_draw_triggers_ = true; |
+} |
+ |
+void SchedulerStateMachine::DidLeavePollForAnticipatedDrawTriggers() { |
+ inside_poll_for_anticipated_draw_triggers_ = false; |
+} |
+ |
+void SchedulerStateMachine::SetVisible(bool visible) { visible_ = visible; } |
+ |
+void SchedulerStateMachine::SetCanDraw(bool can_draw) { can_draw_ = can_draw; } |
+ |
+void SchedulerStateMachine::SetNeedsRedraw() { needs_redraw_ = true; } |
+ |
+void SchedulerStateMachine::SetNeedsAnimate() { |
+ needs_animate_ = true; |
+} |
+ |
+void SchedulerStateMachine::SetNeedsPrepareTiles() { |
+ if (!needs_prepare_tiles_) { |
+ TRACE_EVENT0("cc", "SchedulerStateMachine::SetNeedsPrepareTiles"); |
+ needs_prepare_tiles_ = true; |
+ } |
+} |
+ |
+void SchedulerStateMachine::SetMaxSwapsPending(int max) { |
+ max_pending_swaps_ = max; |
+} |
+ |
+void SchedulerStateMachine::DidSwapBuffers() { |
+ pending_swaps_++; |
+ DCHECK_LE(pending_swaps_, max_pending_swaps_); |
+ DCHECK(!perform_swap_funnel_); |
+ |
+ perform_swap_funnel_ = true; |
+ last_frame_number_swap_performed_ = current_frame_number_; |
+} |
+ |
+void SchedulerStateMachine::DidSwapBuffersComplete() { |
+ DCHECK_GT(pending_swaps_, 0); |
+ pending_swaps_--; |
+} |
+ |
+void SchedulerStateMachine::SetImplLatencyTakesPriority( |
+ bool impl_latency_takes_priority) { |
+ impl_latency_takes_priority_ = impl_latency_takes_priority; |
+} |
+ |
+void SchedulerStateMachine::DidDrawIfPossibleCompleted(DrawResult result) { |
+ switch (result) { |
+ case INVALID_RESULT: |
+ NOTREACHED() << "Uninitialized DrawResult."; |
+ break; |
+ case DRAW_ABORTED_CANT_DRAW: |
+ case DRAW_ABORTED_CONTEXT_LOST: |
+ NOTREACHED() << "Invalid return value from DrawAndSwapIfPossible:" |
+ << result; |
+ break; |
+ case DRAW_SUCCESS: |
+ consecutive_checkerboard_animations_ = 0; |
+ forced_redraw_state_ = FORCED_REDRAW_STATE_IDLE; |
+ break; |
+ case DRAW_ABORTED_CHECKERBOARD_ANIMATIONS: |
+ needs_redraw_ = true; |
+ |
+ // If we're already in the middle of a redraw, we don't need to |
+ // restart it. |
+ if (forced_redraw_state_ != FORCED_REDRAW_STATE_IDLE) |
+ return; |
+ |
+ needs_commit_ = true; |
+ consecutive_checkerboard_animations_++; |
+ if (settings_.timeout_and_draw_when_animation_checkerboards && |
+ consecutive_checkerboard_animations_ >= |
+ settings_.maximum_number_of_failed_draws_before_draw_is_forced_) { |
+ consecutive_checkerboard_animations_ = 0; |
+ // We need to force a draw, but it doesn't make sense to do this until |
+ // we've committed and have new textures. |
+ forced_redraw_state_ = FORCED_REDRAW_STATE_WAITING_FOR_COMMIT; |
+ } |
+ break; |
+ case DRAW_ABORTED_MISSING_HIGH_RES_CONTENT: |
+ // It's not clear whether this missing content is because of missing |
+ // pictures (which requires a commit) or because of memory pressure |
+ // removing textures (which might not). To be safe, request a commit |
+ // anyway. |
+ needs_commit_ = true; |
+ break; |
+ } |
+} |
+ |
+void SchedulerStateMachine::SetNeedsCommit() { |
+ needs_commit_ = true; |
+} |
+ |
+void SchedulerStateMachine::NotifyReadyToCommit() { |
+ DCHECK(commit_state_ == COMMIT_STATE_BEGIN_MAIN_FRAME_STARTED) |
+ << AsValue()->ToString(); |
+ commit_state_ = COMMIT_STATE_READY_TO_COMMIT; |
+ // In main thread low latency mode, commit should happen right after |
+ // BeginFrame, meaning when this function is called, next action should be |
+ // commit. |
+ if (settings_.main_thread_should_always_be_low_latency) |
+ DCHECK(ShouldCommit()); |
+} |
+ |
+void SchedulerStateMachine::BeginMainFrameAborted(CommitEarlyOutReason reason) { |
+ DCHECK_EQ(commit_state_, COMMIT_STATE_BEGIN_MAIN_FRAME_SENT); |
+ switch (reason) { |
+ case CommitEarlyOutReason::ABORTED_OUTPUT_SURFACE_LOST: |
+ case CommitEarlyOutReason::ABORTED_NOT_VISIBLE: |
+ case CommitEarlyOutReason::ABORTED_DEFERRED_COMMIT: |
+ commit_state_ = COMMIT_STATE_IDLE; |
+ SetNeedsCommit(); |
+ return; |
+ case CommitEarlyOutReason::FINISHED_NO_UPDATES: |
+ bool commit_has_no_updates = true; |
+ UpdateStateOnCommit(commit_has_no_updates); |
+ return; |
+ } |
+} |
+ |
+void SchedulerStateMachine::DidPrepareTiles() { |
+ needs_prepare_tiles_ = false; |
+ // "Fill" the PrepareTiles funnel. |
+ prepare_tiles_funnel_++; |
+} |
+ |
+void SchedulerStateMachine::DidLoseOutputSurface() { |
+ if (output_surface_state_ == OUTPUT_SURFACE_LOST || |
+ output_surface_state_ == OUTPUT_SURFACE_CREATING) |
+ return; |
+ output_surface_state_ = OUTPUT_SURFACE_LOST; |
+ needs_redraw_ = false; |
+} |
+ |
+void SchedulerStateMachine::NotifyReadyToActivate() { |
+ if (has_pending_tree_) |
+ pending_tree_is_ready_for_activation_ = true; |
+} |
+ |
+void SchedulerStateMachine::DidCreateAndInitializeOutputSurface() { |
+ DCHECK_EQ(output_surface_state_, OUTPUT_SURFACE_CREATING); |
+ output_surface_state_ = OUTPUT_SURFACE_WAITING_FOR_FIRST_COMMIT; |
+ |
+ if (did_create_and_initialize_first_output_surface_) { |
+ // TODO(boliu): See if we can remove this when impl-side painting is always |
+ // on. Does anything on the main thread need to update after recreate? |
+ needs_commit_ = true; |
+ } |
+ did_create_and_initialize_first_output_surface_ = true; |
+ pending_swaps_ = 0; |
+} |
+ |
+void SchedulerStateMachine::NotifyBeginMainFrameStarted() { |
+ DCHECK_EQ(commit_state_, COMMIT_STATE_BEGIN_MAIN_FRAME_SENT); |
+ commit_state_ = COMMIT_STATE_BEGIN_MAIN_FRAME_STARTED; |
+} |
+ |
+bool SchedulerStateMachine::HasInitializedOutputSurface() const { |
+ switch (output_surface_state_) { |
+ case OUTPUT_SURFACE_LOST: |
+ case OUTPUT_SURFACE_CREATING: |
+ return false; |
+ |
+ case OUTPUT_SURFACE_ACTIVE: |
+ case OUTPUT_SURFACE_WAITING_FOR_FIRST_COMMIT: |
+ case OUTPUT_SURFACE_WAITING_FOR_FIRST_ACTIVATION: |
+ return true; |
+ } |
+ NOTREACHED(); |
+ return false; |
+} |
+ |
+std::string SchedulerStateMachine::GetStatesForDebugging() const { |
+ return base::StringPrintf("%c %d %d %d %c %c %c %d %d", |
+ needs_commit_ ? 'T' : 'F', |
+ static_cast<int>(output_surface_state_), |
+ static_cast<int>(begin_impl_frame_state_), |
+ static_cast<int>(commit_state_), |
+ has_pending_tree_ ? 'T' : 'F', |
+ pending_tree_is_ready_for_activation_ ? 'T' : 'F', |
+ active_tree_needs_first_draw_ ? 'T' : 'F', |
+ max_pending_swaps_, |
+ pending_swaps_); |
+} |
+ |
+} // namespace cc |