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Issue 16871016: cc: Use BeginFrameArgs (Closed) Base URL: http://git.chromium.org/chromium/src.git@bfargs2
Patch Set: Many optimizations. Address comments. 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 <algorithm>
7 #include "base/auto_reset.h" 8 #include "base/auto_reset.h"
8 #include "base/debug/trace_event.h" 9 #include "base/debug/trace_event.h"
9 #include "base/logging.h" 10 #include "base/logging.h"
10 #include "cc/base/thread.h" 11 #include "cc/base/thread.h"
11 12
12 namespace cc { 13 namespace cc {
13 14
14 Scheduler::Scheduler(SchedulerClient* client, 15 Scheduler::Scheduler(SchedulerClient* client,
15 const SchedulerSettings& scheduler_settings) 16 const SchedulerSettings& scheduler_settings)
16 : settings_(scheduler_settings), 17 : settings_(scheduler_settings),
(...skipping 22 matching lines...) Expand all
39 } 40 }
40 41
41 void Scheduler::SetCanDraw(bool can_draw) { 42 void Scheduler::SetCanDraw(bool can_draw) {
42 state_machine_.SetCanDraw(can_draw); 43 state_machine_.SetCanDraw(can_draw);
43 ProcessScheduledActions(); 44 ProcessScheduledActions();
44 } 45 }
45 46
46 void Scheduler::SetHasPendingTree(bool has_pending_tree) { 47 void Scheduler::SetHasPendingTree(bool has_pending_tree) {
47 state_machine_.SetHasPendingTree(has_pending_tree); 48 state_machine_.SetHasPendingTree(has_pending_tree);
48 ProcessScheduledActions(); 49 ProcessScheduledActions();
50
51 if (state_machine_.ShouldTriggerBeginFrameDeadlineEarly())
52 OnBeginFrameDeadline();
49 } 53 }
50 54
51 void Scheduler::SetNeedsCommit() { 55 void Scheduler::SetNeedsCommit() {
52 state_machine_.SetNeedsCommit(); 56 state_machine_.SetNeedsCommit();
53 ProcessScheduledActions(); 57 ProcessScheduledActions();
54 } 58 }
55 59
56 void Scheduler::SetNeedsForcedCommit() { 60 void Scheduler::SetNeedsForcedCommit() {
57 state_machine_.SetNeedsCommit(); 61 state_machine_.SetNeedsCommit();
58 state_machine_.SetNeedsForcedCommit(); 62 state_machine_.SetNeedsForcedCommit();
(...skipping 17 matching lines...) Expand all
76 80
77 void Scheduler::SetMainThreadNeedsLayerTextures() { 81 void Scheduler::SetMainThreadNeedsLayerTextures() {
78 state_machine_.SetMainThreadNeedsLayerTextures(); 82 state_machine_.SetMainThreadNeedsLayerTextures();
79 ProcessScheduledActions(); 83 ProcessScheduledActions();
80 } 84 }
81 85
82 void Scheduler::FinishCommit() { 86 void Scheduler::FinishCommit() {
83 TRACE_EVENT0("cc", "Scheduler::FinishCommit"); 87 TRACE_EVENT0("cc", "Scheduler::FinishCommit");
84 state_machine_.FinishCommit(); 88 state_machine_.FinishCommit();
85 ProcessScheduledActions(); 89 ProcessScheduledActions();
90
91 if (state_machine_.ShouldTriggerBeginFrameDeadlineEarly())
92 OnBeginFrameDeadline();
86 } 93 }
87 94
88 void Scheduler::BeginFrameAbortedByMainThread() { 95 void Scheduler::BeginFrameAbortedByMainThread() {
89 TRACE_EVENT0("cc", "Scheduler::BeginFrameAbortedByMainThread"); 96 TRACE_EVENT0("cc", "Scheduler::BeginFrameAbortedByMainThread");
90 state_machine_.BeginFrameAbortedByMainThread(); 97 state_machine_.BeginFrameAbortedByMainThread();
91 ProcessScheduledActions(); 98 ProcessScheduledActions();
92 } 99 }
93 100
94 void Scheduler::DidLoseOutputSurface() { 101 void Scheduler::DidLoseOutputSurface() {
95 TRACE_EVENT0("cc", "Scheduler::DidLoseOutputSurface"); 102 TRACE_EVENT0("cc", "Scheduler::DidLoseOutputSurface");
(...skipping 10 matching lines...) Expand all
106 ProcessScheduledActions(); 113 ProcessScheduledActions();
107 } 114 }
108 115
109 base::TimeTicks Scheduler::AnticipatedDrawTime() { 116 base::TimeTicks Scheduler::AnticipatedDrawTime() {
110 TRACE_EVENT0("cc", "Scheduler::AnticipatedDrawTime"); 117 TRACE_EVENT0("cc", "Scheduler::AnticipatedDrawTime");
111 118
112 if (!last_set_needs_begin_frame_ || 119 if (!last_set_needs_begin_frame_ ||
113 last_begin_frame_args_.interval <= base::TimeDelta()) 120 last_begin_frame_args_.interval <= base::TimeDelta())
114 return base::TimeTicks(); 121 return base::TimeTicks();
115 122
116 // TODO(brianderson): Express this in terms of the deadline.
117 base::TimeTicks now = base::TimeTicks::Now(); 123 base::TimeTicks now = base::TimeTicks::Now();
118 int64 intervals = 1 + ((now - last_begin_frame_args_.frame_time) / 124 base::TimeTicks timebase = std::max(last_begin_frame_args_.frame_time,
119 last_begin_frame_args_.interval); 125 last_begin_frame_args_.deadline);
120 return last_begin_frame_args_.frame_time + 126 int64 intervals = 1 + ((now - timebase) / last_begin_frame_args_.interval);
121 (last_begin_frame_args_.interval * intervals); 127 return timebase + (last_begin_frame_args_.interval * intervals);
122 } 128 }
123 129
124 base::TimeTicks Scheduler::LastBeginFrameOnImplThreadTime() { 130 base::TimeTicks Scheduler::LastBeginFrameOnImplThreadTime() {
125 return last_begin_frame_args_.frame_time; 131 return last_begin_frame_args_.frame_time;
126 } 132 }
127 133
128 void Scheduler::SetupNextBeginFrameIfNeeded() { 134 void Scheduler::SetupNextBeginFrameIfNeeded() {
129 bool needs_begin_frame_to_draw = 135 bool needs_begin_frame_to_draw =
130 state_machine_.BeginFrameNeededToDrawByImplThread(); 136 state_machine_.BeginFrameNeededToDrawByImplThread();
131 // We want to avoid proactive begin frames with the synchronous compositor
132 // because every SetNeedsBeginFrame will force a redraw.
133 bool proactive_begin_frame_wanted = 137 bool proactive_begin_frame_wanted =
134 state_machine_.ProactiveBeginFrameWantedByImplThread() && 138 state_machine_.ProactiveBeginFrameWantedByImplThread();
135 !settings_.using_synchronous_renderer_compositor; 139
140 // We want to avoid proactive begin frames with the synchronous
141 // compositor because every SetNeedsBeginFrame will force a redraw.s
136 bool needs_begin_frame = needs_begin_frame_to_draw || 142 bool needs_begin_frame = needs_begin_frame_to_draw ||
137 proactive_begin_frame_wanted; 143 (proactive_begin_frame_wanted &&
138 bool immediate_disables_needed = 144 !settings_.using_synchronous_renderer_compositor);
139 settings_.using_synchronous_renderer_compositor; 145
146 bool should_call_set_needs_begin_frame =
147 // The synchronous renderer compositor needs immediate enables/disables.
148 (settings_.using_synchronous_renderer_compositor &&
149 needs_begin_frame != last_set_needs_begin_frame_) ||
150 // Always request the BeginFrame immediately if it wasn't needed before.
151 (needs_begin_frame && !last_set_needs_begin_frame_) ||
152 // Only disable the BeginFrame after a BeginFrame where we didn't swap.
153 (!needs_begin_frame && last_set_needs_begin_frame_ &&
154 has_pending_begin_frame_ && !state_machine_.InsideBeginFrame()) ||
155 // We did not draw and swap this BeginFrame,
156 // so we need to explicitly request another BeginFrame.
157 (needs_begin_frame && has_pending_begin_frame_ &&
158 state_machine_.InsideBeginFrame());
140 159
141 if (needs_begin_frame_to_draw) 160 if (needs_begin_frame_to_draw)
142 safe_to_expect_begin_frame_ = true; 161 safe_to_expect_begin_frame_ = true;
143 162
144 // Determine if we need BeginFrame notifications. 163 if (should_call_set_needs_begin_frame) {
145 // If we do, always request the BeginFrame immediately.
146 // If not, only disable on the next BeginFrame to avoid unnecessary toggles.
147 // The synchronous renderer compositor requires immediate disables though.
148 if ((needs_begin_frame ||
149 state_machine_.inside_begin_frame() ||
150 immediate_disables_needed) &&
151 (needs_begin_frame != last_set_needs_begin_frame_)) {
152 has_pending_begin_frame_ = false; 164 has_pending_begin_frame_ = false;
153 client_->SetNeedsBeginFrameOnImplThread(needs_begin_frame); 165 client_->SetNeedsBeginFrameOnImplThread(needs_begin_frame);
154 if (safe_to_expect_begin_frame_) 166 if (safe_to_expect_begin_frame_)
155 last_set_needs_begin_frame_ = needs_begin_frame; 167 last_set_needs_begin_frame_ = needs_begin_frame;
156 } 168 }
157
158 // Request another BeginFrame if we haven't drawn for now until we have
159 // deadlines implemented.
160 if (state_machine_.inside_begin_frame() && has_pending_begin_frame_) {
161 has_pending_begin_frame_ = false;
162 client_->SetNeedsBeginFrameOnImplThread(true);
163 return;
164 }
165 } 169 }
166 170
167 void Scheduler::BeginFrame(const BeginFrameArgs& args) { 171 void Scheduler::BeginFrame(const BeginFrameArgs& args) {
168 TRACE_EVENT0("cc", "Scheduler::BeginFrame"); 172 TRACE_EVENT0("cc", "Scheduler::BeginFrame");
169 DCHECK(!has_pending_begin_frame_); 173 DCHECK(!has_pending_begin_frame_);
170 has_pending_begin_frame_ = true; 174 has_pending_begin_frame_ = true;
171 safe_to_expect_begin_frame_ = true; 175 safe_to_expect_begin_frame_ = true;
172 last_begin_frame_args_ = args; 176 last_begin_frame_args_ = args;
173 state_machine_.DidEnterBeginFrame(args); 177 last_begin_frame_args_.deadline +=
178 BeginFrameArgs::DefaultDeadlineAdjustment();
179 state_machine_.OnBeginFrame(last_begin_frame_args_);
174 ProcessScheduledActions(); 180 ProcessScheduledActions();
175 state_machine_.DidLeaveBeginFrame(); 181
182 if (state_machine_.ShouldTriggerBeginFrameDeadlineEarly()) {
183 OnBeginFrameDeadline();
184 } else {
185 begin_frame_deadline_closure_.Reset(
186 base::Bind(&Scheduler::OnBeginFrameDeadline,
187 weak_factory_.GetWeakPtr()));
188 client_->PostBeginFrameDeadline(
189 begin_frame_deadline_closure_.callback(),
190 last_begin_frame_args_.deadline);
191 }
192 }
193
194 void Scheduler::OnBeginFrameDeadline() {
195 TRACE_EVENT0("cc", "Scheduler::OnBeginFrameDeadline");
196 begin_frame_deadline_closure_.Cancel();
197 state_machine_.OnBeginFrameDeadline();
198 ProcessScheduledActions();
176 } 199 }
177 200
178 void Scheduler::DrawAndSwapIfPossible() { 201 void Scheduler::DrawAndSwapIfPossible() {
179 ScheduledActionDrawAndSwapResult result = 202 ScheduledActionDrawAndSwapResult result =
180 client_->ScheduledActionDrawAndSwapIfPossible(); 203 client_->ScheduledActionDrawAndSwapIfPossible();
181 state_machine_.DidDrawIfPossibleCompleted(result.did_draw); 204 state_machine_.DidDrawIfPossibleCompleted(result.did_draw);
182 if (result.did_swap) 205 if (result.did_swap)
183 has_pending_begin_frame_ = false; 206 has_pending_begin_frame_ = false;
184 } 207 }
185 208
186 void Scheduler::DrawAndSwapForced() { 209 void Scheduler::DrawAndSwapForced() {
187 ScheduledActionDrawAndSwapResult result = 210 ScheduledActionDrawAndSwapResult result =
188 client_->ScheduledActionDrawAndSwapForced(); 211 client_->ScheduledActionDrawAndSwapForced();
189 if (result.did_swap) 212 if (result.did_swap)
190 has_pending_begin_frame_ = false; 213 has_pending_begin_frame_ = false;
191 } 214 }
192 215
193 void Scheduler::ProcessScheduledActions() { 216 void Scheduler::ProcessScheduledActions() {
194 // We do not allow ProcessScheduledActions to be recursive. 217 // We do not allow ProcessScheduledActions to be recursive.
195 // The top-level call will iteratively execute the next action for us anyway. 218 // The top-level call will iteratively execute the next action for us anyway.
196 if (inside_process_scheduled_actions_) 219 if (inside_process_scheduled_actions_)
197 return; 220 return;
198 221
199 base::AutoReset<bool> mark_inside(&inside_process_scheduled_actions_, true); 222 base::AutoReset<bool> mark_inside(&inside_process_scheduled_actions_, true);
200 223
201 SchedulerStateMachine::Action action = state_machine_.NextAction(); 224 SchedulerStateMachine::Action action;
202 while (action != SchedulerStateMachine::ACTION_NONE) { 225 do {
226 TRACE_EVENT1("cc", "SchedulerStateMachine",
227 "state", state_machine_.ToString());
nduca 2013/06/21 01:21:40 medium term, might as well make StateMachine have
brianderson 2013/06/21 01:42:47 Ooh, neat. I wasn't planing to commit the TRACE_EV
228 action = state_machine_.NextAction();
203 state_machine_.UpdateState(action); 229 state_machine_.UpdateState(action);
204 switch (action) { 230 switch (action) {
205 case SchedulerStateMachine::ACTION_NONE: 231 case SchedulerStateMachine::ACTION_NONE:
206 break; 232 break;
207 case SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD: 233 case SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD:
208 client_->ScheduledActionSendBeginFrameToMainThread(); 234 client_->ScheduledActionSendBeginFrameToMainThread();
209 break; 235 break;
210 case SchedulerStateMachine::ACTION_COMMIT: 236 case SchedulerStateMachine::ACTION_COMMIT:
211 client_->ScheduledActionCommit(); 237 client_->ScheduledActionCommit();
212 break; 238 break;
213 case SchedulerStateMachine::ACTION_CHECK_FOR_COMPLETED_TILE_UPLOADS: 239 case SchedulerStateMachine::ACTION_CHECK_FOR_COMPLETED_TILE_UPLOADS:
214 client_->ScheduledActionCheckForCompletedTileUploads(); 240 client_->ScheduledActionCheckForCompletedTileUploads();
215 break; 241 break;
216 case SchedulerStateMachine::ACTION_ACTIVATE_PENDING_TREE_IF_NEEDED: 242 case SchedulerStateMachine::ACTION_ACTIVATE_PENDING_TREE_IF_NEEDED:
217 client_->ScheduledActionActivatePendingTreeIfNeeded(); 243 client_->ScheduledActionActivatePendingTreeIfNeeded();
218 break; 244 break;
219 case SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE: 245 case SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE:
220 DrawAndSwapIfPossible(); 246 DrawAndSwapIfPossible();
221 break; 247 break;
222 case SchedulerStateMachine::ACTION_DRAW_FORCED: 248 case SchedulerStateMachine::ACTION_DRAW_FORCED:
223 DrawAndSwapForced(); 249 DrawAndSwapForced();
224 break; 250 break;
225 case SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION: 251 case SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION:
226 client_->ScheduledActionBeginOutputSurfaceCreation(); 252 client_->ScheduledActionBeginOutputSurfaceCreation();
227 break; 253 break;
228 case SchedulerStateMachine::ACTION_ACQUIRE_LAYER_TEXTURES_FOR_MAIN_THREAD: 254 case SchedulerStateMachine::ACTION_ACQUIRE_LAYER_TEXTURES_FOR_MAIN_THREAD:
229 client_->ScheduledActionAcquireLayerTexturesForMainThread(); 255 client_->ScheduledActionAcquireLayerTexturesForMainThread();
230 break; 256 break;
231 } 257 }
232 action = state_machine_.NextAction(); 258 } while (action != SchedulerStateMachine::ACTION_NONE);
233 }
234 259
235 SetupNextBeginFrameIfNeeded(); 260 SetupNextBeginFrameIfNeeded();
236 client_->DidAnticipatedDrawTimeChange(AnticipatedDrawTime()); 261 client_->DidAnticipatedDrawTimeChange(AnticipatedDrawTime());
237 } 262 }
238 263
239 bool Scheduler::WillDrawIfNeeded() const { 264 bool Scheduler::WillDrawIfNeeded() const {
240 return !state_machine_.DrawSuspendedUntilCommit(); 265 return !state_machine_.DrawSuspendedUntilCommit();
241 } 266 }
242 267
243 } // namespace cc 268 } // namespace cc
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