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Unified Diff: cc/scheduler/scheduler_state_machine.cc

Issue 1531403002: Revert "Delete CC." (Closed) Base URL: https://github.com/domokit/mojo.git@master
Patch Set: Created 5 years ago
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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
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