| Index: cc/scheduler/scheduler_state_machine.cc
|
| diff --git a/cc/scheduler/scheduler_state_machine.cc b/cc/scheduler/scheduler_state_machine.cc
|
| index e89eff4fcdcb261a43dd35cc7e7642d318613d9b..23d27b9a7523bfaeb18c80f5ea1fdf1ad3584aca 100644
|
| --- a/cc/scheduler/scheduler_state_machine.cc
|
| +++ b/cc/scheduler/scheduler_state_machine.cc
|
| @@ -310,6 +310,11 @@ bool SchedulerStateMachine::PendingDrawsShouldBeAborted() const {
|
| if (PendingActivationsShouldBeForced())
|
| return true;
|
|
|
| + // Impl thread should not draw anymore when texture is acquired by main thread
|
| + // because texture is controlled under main thread.
|
| + if (texture_state_ == LAYER_TEXTURE_STATE_ACQUIRED_BY_MAIN_THREAD)
|
| + return true;
|
| +
|
| // Additional states where we should abort draws.
|
| // Note: We don't force activation in these cases because doing so would
|
| // result in checkerboarding on resize, becoming visible, etc.
|
| @@ -324,11 +329,6 @@ bool SchedulerStateMachine::PendingActivationsShouldBeForced() const {
|
| // These are all the cases where, if we do not force activations to make
|
| // forward progress, we might deadlock with the main thread.
|
|
|
| - // The impl thread cannot lock layer textures unless the pending
|
| - // tree can be activated to unblock the commit.
|
| - if (texture_state_ == LAYER_TEXTURE_STATE_ACQUIRED_BY_MAIN_THREAD)
|
| - return true;
|
| -
|
| // There is no output surface to trigger our activations.
|
| if (output_surface_state_ == OUTPUT_SURFACE_LOST)
|
| return true;
|
| @@ -568,6 +568,11 @@ void SchedulerStateMachine::CheckInvariants() {
|
| // timeout simultaneously.
|
| DCHECK(!(forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_DRAW &&
|
| readback_state_ == READBACK_STATE_WAITING_FOR_DRAW_AND_READBACK));
|
| +
|
| + // Main thread should never have the texture locked when there is a pending
|
| + // tree or active tree is not drawn for the first time.
|
| + if (has_pending_tree_ || active_tree_needs_first_draw_)
|
| + DCHECK(texture_state_ != LAYER_TEXTURE_STATE_ACQUIRED_BY_MAIN_THREAD);
|
| }
|
|
|
| void SchedulerStateMachine::UpdateState(Action action) {
|
|
|