Index: cc/scheduler/scheduler_state_machine.h |
diff --git a/cc/scheduler/scheduler_state_machine.h b/cc/scheduler/scheduler_state_machine.h |
index 325ac1cd35a264a392ef802fb491fac0932135b6..da3f8c14f07a7ac2ce5220080e1bd71cbd8458c4 100644 |
--- a/cc/scheduler/scheduler_state_machine.h |
+++ b/cc/scheduler/scheduler_state_machine.h |
@@ -31,12 +31,29 @@ class CC_EXPORT SchedulerStateMachine { |
// settings must be valid for the lifetime of this class. |
explicit SchedulerStateMachine(const SchedulerSettings& settings); |
+ enum OutputSurfaceState { |
+ OUTPUT_SURFACE_ACTIVE, |
+ OUTPUT_SURFACE_LOST, |
+ OUTPUT_SURFACE_CREATING, |
+ }; |
+ |
+ // Note: BeginFrameState will always cycle through all the states in order. |
+ // Whether or not it actually waits or draws, it will at least try to wait in |
+ // BEGIN_FRAME_STATE_DEADLINE_PENDING and try to draw in |
+ // BEGIN_FRAME_STATE_INSIDE_DEADLINE |
+ enum BeginFrameState { |
+ BEGIN_FRAME_STATE_IDLE, |
+ BEGIN_FRAME_STATE_INSIDE_BEGIN_FRAME, |
+ BEGIN_FRAME_STATE_DEADLINE_PENDING, |
+ BEGIN_FRAME_STATE_INSIDE_DEADLINE, |
+ }; |
+ |
enum CommitState { |
COMMIT_STATE_IDLE, |
COMMIT_STATE_FRAME_IN_PROGRESS, |
COMMIT_STATE_READY_TO_COMMIT, |
+ COMMIT_STATE_WAITING_FOR_ACTIVATION, |
COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
brianderson
2013/07/24 00:06:32
The SynchronousReadbackState and ForcedRedrawOnTim
|
- COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, |
}; |
enum TextureState { |
@@ -45,15 +62,25 @@ class CC_EXPORT SchedulerStateMachine { |
LAYER_TEXTURE_STATE_ACQUIRED_BY_IMPL_THREAD, |
}; |
- enum OutputSurfaceState { |
- OUTPUT_SURFACE_ACTIVE, |
- OUTPUT_SURFACE_LOST, |
- OUTPUT_SURFACE_CREATING, |
+ enum SynchronousReadbackState { |
+ READBACK_STATE_IDLE, |
+ READBACK_STATE_FORCED_COMMIT_REQUESTED, |
+ READBACK_STATE_FORCED_COMMIT_PENDING, |
+ READBACK_STATE_WAITING_FOR_ACTIVATION, |
+ READBACK_STATE_WAITING_FOR_DRAW_AND_READBACK, |
+ READBACK_STATE_REPLACEMENT_COMMIT_PENDING, |
+ READBACK_STATE_REPLACEMENT_COMMIT_ACTIVATING, |
+ }; |
+ |
+ enum ForcedRedrawOnTimeoutState { |
+ FORCED_REDRAW_STATE_IDLE, |
+ FORCED_REDRAW_STATE_WAITING_FOR_COMMIT, |
+ FORCED_REDRAW_STATE_WAITING_FOR_ACTIVATION, |
+ FORCED_REDRAW_STATE_WAITING_FOR_DRAW, |
}; |
bool CommitPending() const { |
- return commit_state_ == COMMIT_STATE_FRAME_IN_PROGRESS || |
- commit_state_ == COMMIT_STATE_READY_TO_COMMIT; |
+ return commit_state_ == COMMIT_STATE_FRAME_IN_PROGRESS; |
} |
bool RedrawPending() const { return needs_redraw_; } |
@@ -64,25 +91,30 @@ class CC_EXPORT SchedulerStateMachine { |
ACTION_COMMIT, |
ACTION_CHECK_FOR_COMPLETED_TILE_UPLOADS, |
ACTION_ACTIVATE_PENDING_TREE_IF_NEEDED, |
- ACTION_DRAW_IF_POSSIBLE, |
- ACTION_DRAW_FORCED, |
+ ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
+ ACTION_DRAW_AND_SWAP_FORCED, |
+ ACTION_DRAW_AND_SWAP_ABORT, |
brianderson
2013/07/24 00:06:32
I've added an explicit action to abort the draw an
|
+ ACTION_DRAW_AND_READBACK, |
ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
ACTION_ACQUIRE_LAYER_TEXTURES_FOR_MAIN_THREAD, |
}; |
Action NextAction() const; |
void UpdateState(Action action); |
+ void AdvanceBeginFrameStateWhenNoActionsRemain(); |
// Indicates whether the main thread needs a begin frame callback in order to |
// make progress. |
+ bool BeginFrameNeededByImplThread() const; |
bool BeginFrameNeededToDrawByImplThread() const; |
- bool ProactiveBeginFrameWantedByImplThread() const; |
+ bool BeginFrameProactivelyNeededByImplThread() const; |
// Indicates that the system has entered and left a BeginFrame callback. |
// The scheduler will not draw more than once in a given BeginFrame |
// callback. |
- void DidEnterBeginFrame(const BeginFrameArgs& args); |
- void DidLeaveBeginFrame(); |
- bool inside_begin_frame() const { return inside_begin_frame_; } |
+ void OnBeginFrame(const BeginFrameArgs& args); |
+ void OnBeginFrameDeadline(); |
+ bool ShouldTriggerBeginFrameDeadlineEarly() const; |
+ bool InsideBeginFrame() const; |
// Indicates whether the LayerTreeHostImpl is visible. |
void SetVisible(bool visible); |
@@ -91,15 +123,11 @@ class CC_EXPORT SchedulerStateMachine { |
// or the screen being damaged and simply needing redisplay. |
void SetNeedsRedraw(); |
- // As SetNeedsRedraw(), but ensures the draw will definitely happen even if |
- // we are not visible. |
- void SetNeedsForcedRedraw(); |
- |
// Indicates that a redraw is required because we are currently rendering |
// with a low resolution or checkerboarded tile. |
void DidSwapUseIncompleteTile(); |
- // Indicates whether ACTION_DRAW_IF_POSSIBLE drew to the screen or not. |
+ // Indicates whether ACTION_DRAW_AND_SWAP_IF_POSSIBLE drew to the screen. |
void DidDrawIfPossibleCompleted(bool success); |
// Indicates that a new commit flow needs to be performed, either to pull |
@@ -111,7 +139,7 @@ class CC_EXPORT SchedulerStateMachine { |
// thread even if we are not visible. After this call we expect to go through |
// the forced commit flow and then return to waiting for a non-forced |
// begin frame to finish. |
- void SetNeedsForcedCommit(); |
+ void SetNeedsForcedCommitForReadback(); |
// Call this only in response to receiving an |
// ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD from NextAction. |
@@ -125,8 +153,8 @@ class CC_EXPORT SchedulerStateMachine { |
// Request exclusive access to the textures that back single buffered |
// layers on behalf of the main thread. Upon acquisition, |
- // ACTION_DRAW_IF_POSSIBLE will not draw until the main thread releases the |
- // textures to the impl thread by committing the layers. |
+ // ACTION_DRAW_AND_SWAP_IF_POSSIBLE will not draw until the main thread |
+ // releases the textures to the impl thread by committing the layers. |
void SetMainThreadNeedsLayerTextures(); |
// Set that we can create the first OutputSurface and start the scheduler. |
@@ -135,14 +163,15 @@ class CC_EXPORT SchedulerStateMachine { |
// Indicates whether drawing would, at this time, make sense. |
// CanDraw can be used to supress flashes or checkerboarding |
// when such behavior would be undesirable. |
- void SetCanDraw(bool can); |
+ void SetCanDraw(bool can_draw); |
- // Indicates whether or not there is a pending tree. This influences |
- // whether or not we can succesfully commit at this time. If the |
+ // Indicates whether or not there is a pending tree (which may be null) |
+ // and whether the active tree is null or not. This |
+ // influences whether or not we can succesfully commit at this time. If the |
// last commit is still being processed (but not blocking), it may not |
// be possible to take another commit yet. This overrides force commit, |
// as a commit is already still in flight. |
- void SetHasPendingTree(bool has_pending_tree); |
+ void SetHasTrees(bool has_pending_tree, bool active_tree_is_null); |
bool has_pending_tree() const { return has_pending_tree_; } |
void DidLoseOutputSurface(); |
@@ -162,41 +191,49 @@ class CC_EXPORT SchedulerStateMachine { |
bool ShouldDrawForced() const; |
bool ScheduledToDraw() const; |
bool ShouldDraw() const; |
+ bool ShouldDrawInternal(BeginFrameState begin_frame_state) const; |
bool ShouldAttemptTreeActivation() const; |
bool ShouldAcquireLayerTexturesForMainThread() const; |
bool ShouldCheckForCompletedTileUploads() const; |
+ bool ShouldSendBeginFrameToMainThread() const; |
bool HasDrawnThisFrame() const; |
- bool HasAttemptedTreeActivationThisFrame() const; |
- bool HasCheckedForCompletedTileUploadsThisFrame() const; |
+ bool HasAttemptedTreeActivationThisDrawAttempt() const; |
+ bool HasCheckedForCompletedTileUploadsThisDrawAttempt() const; |
+ bool HasSentBeginFrameToMainThreadThisFrame() const; |
const SchedulerSettings settings_; |
+ OutputSurfaceState output_surface_state_; |
+ BeginFrameState begin_frame_state_; |
CommitState commit_state_; |
+ TextureState texture_state_; |
+ SynchronousReadbackState readback_state_; |
+ ForcedRedrawOnTimeoutState forced_redraw_state_; |
+ |
+ BeginFrameArgs last_begin_frame_args_; |
+ |
int commit_count_; |
+ int begin_frame_count_; |
+ int draw_attempt_count_; |
+ int last_begin_frame_count_draw_was_called_; |
+ int last_begin_frame_count_begin_frame_sent_to_main_thread_; |
+ int last_draw_attempt_count_tree_activation_attempted_; |
+ int last_draw_attempt_count_completed_tile_uploads_checked_; |
- int current_frame_number_; |
- int last_frame_number_where_draw_was_called_; |
- int last_frame_number_where_tree_activation_attempted_; |
- int last_frame_number_where_check_for_completed_tile_uploads_called_; |
int consecutive_failed_draws_; |
int maximum_number_of_failed_draws_before_draw_is_forced_; |
+ |
bool needs_redraw_; |
bool swap_used_incomplete_tile_; |
- bool needs_forced_redraw_; |
- bool needs_forced_redraw_after_next_commit_; |
bool needs_commit_; |
- bool needs_forced_commit_; |
- bool expect_immediate_begin_frame_for_main_thread_; |
bool main_thread_needs_layer_textures_; |
- bool inside_begin_frame_; |
- BeginFrameArgs last_begin_frame_args_; |
+ bool active_tree_has_been_drawn_; |
brianderson
2013/07/24 00:06:32
I've merged the functionality of commit_tree_has_b
|
+ bool active_tree_is_null_; |
bool visible_; |
bool can_start_; |
bool can_draw_; |
bool has_pending_tree_; |
bool draw_if_possible_failed_; |
- TextureState texture_state_; |
- OutputSurfaceState output_surface_state_; |
bool did_create_and_initialize_first_output_surface_; |
private: |