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Unified Diff: cc/scheduler/scheduler_state_machine.cc

Issue 1533773002: Delete CC. (Closed) Base URL: git@github.com:domokit/mojo.git@cl-2e
Patch Set: rebase 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
deleted file mode 100644
index c512987bd23f501abdaf1fceab783945f8dc1ae4..0000000000000000000000000000000000000000
--- a/cc/scheduler/scheduler_state_machine.cc
+++ /dev/null
@@ -1,1089 +0,0 @@
-// 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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