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Issue 15836005: cc: Emulate BeginFrame in OutputSurfaces that don't support it natively (Closed) Base URL: http://git.chromium.org/chromium/src.git@nofrc
Patch Set: Ignore last patch set: bad upload. Created 7 years, 6 months ago
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1 // Copyright 2011 The Chromium Authors. All rights reserved. 1 // Copyright 2011 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be 2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file. 3 // found in the LICENSE file.
4 4
5 #include "cc/scheduler/scheduler.h" 5 #include "cc/scheduler/scheduler.h"
6 6
7 #include "base/auto_reset.h" 7 #include "base/auto_reset.h"
8 #include "base/debug/trace_event.h" 8 #include "base/debug/trace_event.h"
9 #include "base/logging.h" 9 #include "base/logging.h"
10 #include "cc/base/thread.h"
10 11
11 namespace cc { 12 namespace cc {
12 13
13 Scheduler::Scheduler(SchedulerClient* client, 14 Scheduler::Scheduler(SchedulerClient* client,
14 scoped_ptr<FrameRateController> frame_rate_controller, 15 const SchedulerSettings& scheduler_settings,
15 const SchedulerSettings& scheduler_settings) 16 Thread *thread)
16 : settings_(scheduler_settings), 17 : settings_(scheduler_settings),
17 client_(client), 18 client_(client),
18 frame_rate_controller_(frame_rate_controller.Pass()), 19 weak_factory_(this),
20 last_set_needs_begin_frame_(false),
21 has_pending_begin_frame_(false),
22 last_begin_frame_time_(base::TimeTicks()),
23 // TODO(brianderson): Pass with BeginFrame in the near future.
24 interval_(base::TimeDelta::FromMicroseconds(16666)),
19 state_machine_(scheduler_settings), 25 state_machine_(scheduler_settings),
20 inside_process_scheduled_actions_(false) { 26 inside_process_scheduled_actions_(false) {
21 DCHECK(client_); 27 DCHECK(client_);
22 frame_rate_controller_->SetClient(this);
23 DCHECK(!state_machine_.BeginFrameNeededByImplThread()); 28 DCHECK(!state_machine_.BeginFrameNeededByImplThread());
24 } 29 }
25 30
26 Scheduler::~Scheduler() { frame_rate_controller_->SetActive(false); } 31 Scheduler::~Scheduler() {
32 client_->SetNeedsBeginFrameOnImplThread(false);
33 }
27 34
28 void Scheduler::SetCanStart() { 35 void Scheduler::SetCanStart() {
29 state_machine_.SetCanStart(); 36 state_machine_.SetCanStart();
30 ProcessScheduledActions(); 37 ProcessScheduledActions();
31 } 38 }
32 39
33 void Scheduler::SetVisible(bool visible) { 40 void Scheduler::SetVisible(bool visible) {
34 state_machine_.SetVisible(visible); 41 state_machine_.SetVisible(visible);
35 ProcessScheduledActions(); 42 ProcessScheduledActions();
36 } 43 }
(...skipping 44 matching lines...) Expand 10 before | Expand all | Expand 10 after
81 state_machine_.FinishCommit(); 88 state_machine_.FinishCommit();
82 ProcessScheduledActions(); 89 ProcessScheduledActions();
83 } 90 }
84 91
85 void Scheduler::BeginFrameAbortedByMainThread() { 92 void Scheduler::BeginFrameAbortedByMainThread() {
86 TRACE_EVENT0("cc", "Scheduler::BeginFrameAbortedByMainThread"); 93 TRACE_EVENT0("cc", "Scheduler::BeginFrameAbortedByMainThread");
87 state_machine_.BeginFrameAbortedByMainThread(); 94 state_machine_.BeginFrameAbortedByMainThread();
88 ProcessScheduledActions(); 95 ProcessScheduledActions();
89 } 96 }
90 97
91 void Scheduler::SetMaxFramesPending(int max_frames_pending) {
92 frame_rate_controller_->SetMaxFramesPending(max_frames_pending);
93 }
94
95 int Scheduler::MaxFramesPending() const {
96 return frame_rate_controller_->MaxFramesPending();
97 }
98
99 int Scheduler::NumFramesPendingForTesting() const {
100 return frame_rate_controller_->NumFramesPendingForTesting();
101 }
102
103 void Scheduler::SetSwapBuffersCompleteSupported(bool supported) {
104 frame_rate_controller_->SetSwapBuffersCompleteSupported(supported);
105 }
106
107 void Scheduler::DidSwapBuffersComplete() {
108 TRACE_EVENT0("cc", "Scheduler::DidSwapBuffersComplete");
109 frame_rate_controller_->DidSwapBuffersComplete();
110 }
111
112 void Scheduler::DidLoseOutputSurface() { 98 void Scheduler::DidLoseOutputSurface() {
113 TRACE_EVENT0("cc", "Scheduler::DidLoseOutputSurface"); 99 TRACE_EVENT0("cc", "Scheduler::DidLoseOutputSurface");
114 state_machine_.DidLoseOutputSurface(); 100 state_machine_.DidLoseOutputSurface();
115 ProcessScheduledActions(); 101 ProcessScheduledActions();
116 } 102 }
117 103
118 void Scheduler::DidCreateAndInitializeOutputSurface() { 104 void Scheduler::DidCreateAndInitializeOutputSurface() {
119 TRACE_EVENT0("cc", "Scheduler::DidCreateAndInitializeOutputSurface"); 105 TRACE_EVENT0("cc", "Scheduler::DidCreateAndInitializeOutputSurface");
120 frame_rate_controller_->DidAbortAllPendingFrames();
121 state_machine_.DidCreateAndInitializeOutputSurface(); 106 state_machine_.DidCreateAndInitializeOutputSurface();
107 last_set_needs_begin_frame_ = false;
122 ProcessScheduledActions(); 108 ProcessScheduledActions();
123 } 109 }
124 110
125 void Scheduler::SetTimebaseAndInterval(base::TimeTicks timebase,
126 base::TimeDelta interval) {
127 frame_rate_controller_->SetTimebaseAndInterval(timebase, interval);
128 }
129
130 base::TimeTicks Scheduler::AnticipatedDrawTime() { 111 base::TimeTicks Scheduler::AnticipatedDrawTime() {
131 return frame_rate_controller_->NextTickTime(); 112 TRACE_EVENT0("cc", "Scheduler::AnticipatedDrawTime");
113 base::TimeTicks now = base::TimeTicks::Now();
114 int64 intervals = ((now - last_begin_frame_time_) / interval_) + 1;
115 return last_begin_frame_time_ + (interval_ * intervals);
132 } 116 }
133 117
134 base::TimeTicks Scheduler::LastBeginFrameOnImplThreadTime() { 118 base::TimeTicks Scheduler::LastBeginFrameOnImplThreadTime() {
135 return frame_rate_controller_->LastTickTime(); 119 return last_begin_frame_time_;
136 } 120 }
137 121
138 void Scheduler::BeginFrame(bool throttled) { 122 void Scheduler::SetupNextBeginFrameIfNeeded() {
139 TRACE_EVENT1("cc", "Scheduler::BeginFrame", "throttled", throttled); 123 // Determine if we need BeginFrame notifications.
140 if (!throttled) 124 // If we do, always request the BeginFrame immediately.
141 state_machine_.DidEnterBeginFrame(); 125 // If not, only disable on the next BeginFrame to avoid unnecessary toggles.
126 // The synchronous renderer compositor requires immediate disables though.
127 bool needs_begin_frame = state_machine_.BeginFrameNeededByImplThread();
128 if ((needs_begin_frame ||
129 state_machine_.inside_begin_frame() ||
130 settings_.using_synchronous_renderer_compositor) &&
131 (needs_begin_frame != last_set_needs_begin_frame_)) {
132 client_->SetNeedsBeginFrameOnImplThread(needs_begin_frame);
133 last_set_needs_begin_frame_ = needs_begin_frame;
134 }
135
136 if (state_machine_.inside_begin_frame() && has_pending_begin_frame_) {
137 has_pending_begin_frame_ = false;
138 client_->SetNeedsBeginFrameOnImplThread(true);
139 }
140 }
141
142 void Scheduler::BeginFrame(base::TimeTicks frame_time) {
143 TRACE_EVENT0("cc", "Scheduler::BeginFrame");
144 DCHECK(!has_pending_begin_frame_);
145 has_pending_begin_frame_ = true;
146 last_begin_frame_time_ = frame_time;
147 state_machine_.DidEnterBeginFrame();
142 ProcessScheduledActions(); 148 ProcessScheduledActions();
143 if (!throttled) 149 state_machine_.DidLeaveBeginFrame();
144 state_machine_.DidLeaveBeginFrame(); 150 }
151
152 void Scheduler::DrawAndSwapIfPossible() {
153 DCHECK(has_pending_begin_frame_);
154 ScheduledActionDrawAndSwapResult result =
155 client_->ScheduledActionDrawAndSwapIfPossible();
156 state_machine_.DidDrawIfPossibleCompleted(result.did_draw);
157 if (result.did_swap)
158 has_pending_begin_frame_ = false;
159 }
160
161 void Scheduler::DrawAndSwapForced() {
162 DCHECK(has_pending_begin_frame_);
163 ScheduledActionDrawAndSwapResult result =
164 client_->ScheduledActionDrawAndSwapForced();
165 if (result.did_swap)
166 has_pending_begin_frame_ = false;
145 } 167 }
146 168
147 void Scheduler::ProcessScheduledActions() { 169 void Scheduler::ProcessScheduledActions() {
148 // We do not allow ProcessScheduledActions to be recursive. 170 // We do not allow ProcessScheduledActions to be recursive.
149 // The top-level call will iteratively execute the next action for us anyway. 171 // The top-level call will iteratively execute the next action for us anyway.
150 if (inside_process_scheduled_actions_) 172 if (inside_process_scheduled_actions_)
151 return; 173 return;
152 174
153 base::AutoReset<bool> mark_inside(&inside_process_scheduled_actions_, true); 175 base::AutoReset<bool> mark_inside(&inside_process_scheduled_actions_, true);
154 176
155 SchedulerStateMachine::Action action = state_machine_.NextAction(); 177 SchedulerStateMachine::Action action = state_machine_.NextAction();
156 while (action != SchedulerStateMachine::ACTION_NONE) { 178 while (action != SchedulerStateMachine::ACTION_NONE) {
157 state_machine_.UpdateState(action); 179 state_machine_.UpdateState(action);
158 TRACE_EVENT1( 180 TRACE_EVENT2(
159 "cc", "Scheduler::ProcessScheduledActions()", "action", action); 181 "cc", "Scheduler::ProcessScheduledActions()",
182 "action", action,
183 "state", state_machine_.ToString());
brianderson 2013/06/05 02:39:05 Need to remove this debug code.
160 184
161 switch (action) { 185 switch (action) {
162 case SchedulerStateMachine::ACTION_NONE: 186 case SchedulerStateMachine::ACTION_NONE:
163 break; 187 break;
164 case SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD: 188 case SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD:
165 client_->ScheduledActionSendBeginFrameToMainThread(); 189 client_->ScheduledActionSendBeginFrameToMainThread();
166 break; 190 break;
167 case SchedulerStateMachine::ACTION_COMMIT: 191 case SchedulerStateMachine::ACTION_COMMIT:
168 client_->ScheduledActionCommit(); 192 client_->ScheduledActionCommit();
169 break; 193 break;
170 case SchedulerStateMachine::ACTION_CHECK_FOR_COMPLETED_TILE_UPLOADS: 194 case SchedulerStateMachine::ACTION_CHECK_FOR_COMPLETED_TILE_UPLOADS:
171 client_->ScheduledActionCheckForCompletedTileUploads(); 195 client_->ScheduledActionCheckForCompletedTileUploads();
172 break; 196 break;
173 case SchedulerStateMachine::ACTION_ACTIVATE_PENDING_TREE_IF_NEEDED: 197 case SchedulerStateMachine::ACTION_ACTIVATE_PENDING_TREE_IF_NEEDED:
174 client_->ScheduledActionActivatePendingTreeIfNeeded(); 198 client_->ScheduledActionActivatePendingTreeIfNeeded();
175 break; 199 break;
176 case SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE: { 200 case SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE:
177 ScheduledActionDrawAndSwapResult result = 201 DrawAndSwapIfPossible();
178 client_->ScheduledActionDrawAndSwapIfPossible();
179 state_machine_.DidDrawIfPossibleCompleted(result.did_draw);
180 if (result.did_swap)
181 frame_rate_controller_->DidSwapBuffers();
182 break; 202 break;
183 } 203 case SchedulerStateMachine::ACTION_DRAW_FORCED:
184 case SchedulerStateMachine::ACTION_DRAW_FORCED: { 204 DrawAndSwapForced();
185 ScheduledActionDrawAndSwapResult result =
186 client_->ScheduledActionDrawAndSwapForced();
187 if (result.did_swap)
188 frame_rate_controller_->DidSwapBuffers();
189 break; 205 break;
190 }
191 case SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION: 206 case SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION:
192 client_->ScheduledActionBeginOutputSurfaceCreation(); 207 client_->ScheduledActionBeginOutputSurfaceCreation();
193 break; 208 break;
194 case SchedulerStateMachine::ACTION_ACQUIRE_LAYER_TEXTURES_FOR_MAIN_THREAD: 209 case SchedulerStateMachine::ACTION_ACQUIRE_LAYER_TEXTURES_FOR_MAIN_THREAD:
195 client_->ScheduledActionAcquireLayerTexturesForMainThread(); 210 client_->ScheduledActionAcquireLayerTexturesForMainThread();
196 break; 211 break;
197 } 212 }
198 action = state_machine_.NextAction(); 213 action = state_machine_.NextAction();
199 } 214 }
200 215
201 // Activate or deactivate the frame rate controller. 216 SetupNextBeginFrameIfNeeded();
202 frame_rate_controller_->SetActive( 217 client_->DidAnticipatedDrawTimeChange(AnticipatedDrawTime());
203 state_machine_.BeginFrameNeededByImplThread());
204 client_->DidAnticipatedDrawTimeChange(frame_rate_controller_->NextTickTime());
205 } 218 }
206 219
207 bool Scheduler::WillDrawIfNeeded() const { 220 bool Scheduler::WillDrawIfNeeded() const {
208 return !state_machine_.DrawSuspendedUntilCommit(); 221 return !state_machine_.DrawSuspendedUntilCommit();
209 } 222 }
210 223
211 } // namespace cc 224 } // namespace cc
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