Index: blimp/engine/renderer/frame_scheduler.cc |
diff --git a/blimp/engine/renderer/frame_scheduler.cc b/blimp/engine/renderer/frame_scheduler.cc |
new file mode 100644 |
index 0000000000000000000000000000000000000000..1a74860e1757e412b7df2e7e906e2cec8f620d59 |
--- /dev/null |
+++ b/blimp/engine/renderer/frame_scheduler.cc |
@@ -0,0 +1,99 @@ |
+// Copyright 2016 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 "base/auto_reset.h" |
+#include "base/logging.h" |
+#include "blimp/engine/renderer/frame_scheduler.h" |
+ |
+namespace blimp { |
+namespace engine { |
+namespace { |
+// This is the temporary frame delay to keep pages which make animation requests |
+// but don't mutate the state on the engine from running main frames |
+// back-to-back. We need smarter throttling of engine updates. See |
+// crbug.com/597829. |
+constexpr base::TimeDelta kDefaultFrameDelay = |
+ base::TimeDelta::FromMilliseconds(30); |
+} // namespace |
+ |
+FrameScheduler::FrameScheduler( |
+ scoped_refptr<base::SingleThreadTaskRunner> task_runner, |
+ FrameSchedulerClient* client) |
+ : FrameScheduler(kDefaultFrameDelay, std::move(task_runner), client) {} |
+ |
+FrameScheduler::FrameScheduler( |
+ base::TimeDelta frame_delay, |
+ scoped_refptr<base::SingleThreadTaskRunner> task_runner, |
+ FrameSchedulerClient* client) |
+ : next_frame_time_(base::TimeTicks::Now()), |
+ frame_delay_(frame_delay), |
+ client_(client) { |
+ DCHECK(client_); |
+ frame_tick_timer_.SetTaskRunner(std::move(task_runner)); |
+} |
+ |
+FrameScheduler::~FrameScheduler() = default; |
+ |
+void FrameScheduler::ScheduleFrameUpdate() { |
+ if (needs_frame_update_) |
+ return; |
+ |
+ needs_frame_update_ = true; |
+ ScheduleFrameUpdateIfNecessary(); |
+} |
+ |
+void FrameScheduler::DidSendFrameUpdateToClient() { |
+ DCHECK(in_frame_update_); |
+ DCHECK(!frame_ack_pending_) << "We can have only frame update in flight"; |
+ |
+ frame_ack_pending_ = true; |
+} |
+ |
+void FrameScheduler::DidReceiveFrameUpdateAck() { |
+ DCHECK(frame_ack_pending_); |
+ |
+ frame_ack_pending_ = false; |
+ ScheduleFrameUpdateIfNecessary(); |
+} |
+ |
+void FrameScheduler::ScheduleFrameUpdateIfNecessary() { |
+ // If we can't produce main frame updates right now, don't schedule a task. |
+ if (!ShouldProduceFrameUpdates()) { |
+ return; |
+ } |
+ |
+ // If a task has already been scheduled, we don't need to schedule again. |
+ if (frame_tick_timer_.IsRunning()) |
+ return; |
+ |
+ base::TimeDelta delay = next_frame_time_ - base::TimeTicks::Now(); |
+ frame_tick_timer_.Start( |
+ FROM_HERE, delay, |
+ base::Bind(&FrameScheduler::StartFrameUpdate, base::Unretained(this))); |
+} |
+ |
+bool FrameScheduler::ShouldProduceFrameUpdates() const { |
+ return needs_frame_update_ && !frame_ack_pending_; |
+} |
+ |
+void FrameScheduler::StartFrameUpdate() { |
+ DCHECK(!in_frame_update_); |
+ DCHECK(needs_frame_update_); |
+ |
+ // If an update was sent to the client since this request, we can not start |
+ // another frame. Early out here, we'll come back when an Ack is received from |
+ // the client. |
+ if (frame_ack_pending_) |
+ return; |
+ |
+ needs_frame_update_ = false; |
+ next_frame_time_ = base::TimeTicks::Now() + frame_delay_; |
+ { |
+ base::AutoReset<bool> in_frame_update(&in_frame_update_, true); |
+ client_->StartFrameUpdate(); |
+ } |
+} |
+ |
+} // namespace engine |
+} // namespace blimp |