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
3 // found in the LICENSE file.
5 #include "cc/scheduler/scheduler_state_machine.h"
7 #include "base/debug/trace_event.h"
8 #include "base/format_macros.h"
9 #include "base/logging.h"
10 #include "base/strings/stringprintf.h"
11 #include "base/values.h"
12 #include "ui/gfx/frame_time.h"
16 SchedulerStateMachine::SchedulerStateMachine(const SchedulerSettings
& settings
)
17 : settings_(settings
),
18 output_surface_state_(OUTPUT_SURFACE_LOST
),
19 begin_impl_frame_state_(BEGIN_IMPL_FRAME_STATE_IDLE
),
20 commit_state_(COMMIT_STATE_IDLE
),
21 texture_state_(LAYER_TEXTURE_STATE_UNLOCKED
),
22 forced_redraw_state_(FORCED_REDRAW_STATE_IDLE
),
23 readback_state_(READBACK_STATE_IDLE
),
25 current_frame_number_(0),
26 last_frame_number_swap_performed_(-1),
27 last_frame_number_begin_main_frame_sent_(-1),
28 last_frame_number_update_visible_tiles_was_called_(-1),
29 manage_tiles_funnel_(0),
30 consecutive_checkerboard_animations_(0),
32 needs_manage_tiles_(false),
33 swap_used_incomplete_tile_(false),
35 main_thread_needs_layer_textures_(false),
36 inside_poll_for_anticipated_draw_triggers_(false),
40 has_pending_tree_(false),
41 pending_tree_is_ready_for_activation_(false),
42 active_tree_needs_first_draw_(false),
43 draw_if_possible_failed_(false),
44 did_create_and_initialize_first_output_surface_(false),
45 smoothness_takes_priority_(false),
46 skip_next_begin_main_frame_to_reduce_latency_(false),
47 skip_begin_main_frame_to_reduce_latency_(false),
48 continuous_painting_(false),
49 needs_back_to_back_readback_(false) {}
51 const char* SchedulerStateMachine::OutputSurfaceStateToString(
52 OutputSurfaceState state
) {
54 case OUTPUT_SURFACE_ACTIVE
:
55 return "OUTPUT_SURFACE_ACTIVE";
56 case OUTPUT_SURFACE_LOST
:
57 return "OUTPUT_SURFACE_LOST";
58 case OUTPUT_SURFACE_CREATING
:
59 return "OUTPUT_SURFACE_CREATING";
60 case OUTPUT_SURFACE_WAITING_FOR_FIRST_COMMIT
:
61 return "OUTPUT_SURFACE_WAITING_FOR_FIRST_COMMIT";
62 case OUTPUT_SURFACE_WAITING_FOR_FIRST_ACTIVATION
:
63 return "OUTPUT_SURFACE_WAITING_FOR_FIRST_ACTIVATION";
69 const char* SchedulerStateMachine::BeginImplFrameStateToString(
70 BeginImplFrameState state
) {
72 case BEGIN_IMPL_FRAME_STATE_IDLE
:
73 return "BEGIN_IMPL_FRAME_STATE_IDLE";
74 case BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING
:
75 return "BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING";
76 case BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME
:
77 return "BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME";
78 case BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE
:
79 return "BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE";
85 const char* SchedulerStateMachine::CommitStateToString(CommitState state
) {
87 case COMMIT_STATE_IDLE
:
88 return "COMMIT_STATE_IDLE";
89 case COMMIT_STATE_BEGIN_MAIN_FRAME_SENT
:
90 return "COMMIT_STATE_BEGIN_MAIN_FRAME_SENT";
91 case COMMIT_STATE_BEGIN_MAIN_FRAME_STARTED
:
92 return "COMMIT_STATE_BEGIN_MAIN_FRAME_STARTED";
93 case COMMIT_STATE_READY_TO_COMMIT
:
94 return "COMMIT_STATE_READY_TO_COMMIT";
95 case COMMIT_STATE_WAITING_FOR_ACTIVATION
:
96 return "COMMIT_STATE_WAITING_FOR_ACTIVATION";
97 case COMMIT_STATE_WAITING_FOR_FIRST_DRAW
:
98 return "COMMIT_STATE_WAITING_FOR_FIRST_DRAW";
104 const char* SchedulerStateMachine::TextureStateToString(TextureState state
) {
106 case LAYER_TEXTURE_STATE_UNLOCKED
:
107 return "LAYER_TEXTURE_STATE_UNLOCKED";
108 case LAYER_TEXTURE_STATE_ACQUIRED_BY_MAIN_THREAD
:
109 return "LAYER_TEXTURE_STATE_ACQUIRED_BY_MAIN_THREAD";
110 case LAYER_TEXTURE_STATE_ACQUIRED_BY_IMPL_THREAD
:
111 return "LAYER_TEXTURE_STATE_ACQUIRED_BY_IMPL_THREAD";
117 const char* SchedulerStateMachine::SynchronousReadbackStateToString(
118 SynchronousReadbackState state
) {
120 case READBACK_STATE_IDLE
:
121 return "READBACK_STATE_IDLE";
122 case READBACK_STATE_NEEDS_BEGIN_MAIN_FRAME
:
123 return "READBACK_STATE_NEEDS_BEGIN_MAIN_FRAME";
124 case READBACK_STATE_WAITING_FOR_COMMIT
:
125 return "READBACK_STATE_WAITING_FOR_COMMIT";
126 case READBACK_STATE_WAITING_FOR_ACTIVATION
:
127 return "READBACK_STATE_WAITING_FOR_ACTIVATION";
128 case READBACK_STATE_WAITING_FOR_DRAW_AND_READBACK
:
129 return "READBACK_STATE_WAITING_FOR_DRAW_AND_READBACK";
130 case READBACK_STATE_WAITING_FOR_REPLACEMENT_COMMIT
:
131 return "READBACK_STATE_WAITING_FOR_REPLACEMENT_COMMIT";
132 case READBACK_STATE_WAITING_FOR_REPLACEMENT_ACTIVATION
:
133 return "READBACK_STATE_WAITING_FOR_REPLACEMENT_ACTIVATION";
139 const char* SchedulerStateMachine::ForcedRedrawOnTimeoutStateToString(
140 ForcedRedrawOnTimeoutState state
) {
142 case FORCED_REDRAW_STATE_IDLE
:
143 return "FORCED_REDRAW_STATE_IDLE";
144 case FORCED_REDRAW_STATE_WAITING_FOR_COMMIT
:
145 return "FORCED_REDRAW_STATE_WAITING_FOR_COMMIT";
146 case FORCED_REDRAW_STATE_WAITING_FOR_ACTIVATION
:
147 return "FORCED_REDRAW_STATE_WAITING_FOR_ACTIVATION";
148 case FORCED_REDRAW_STATE_WAITING_FOR_DRAW
:
149 return "FORCED_REDRAW_STATE_WAITING_FOR_DRAW";
155 const char* SchedulerStateMachine::ActionToString(Action action
) {
158 return "ACTION_NONE";
159 case ACTION_SEND_BEGIN_MAIN_FRAME
:
160 return "ACTION_SEND_BEGIN_MAIN_FRAME";
162 return "ACTION_COMMIT";
163 case ACTION_UPDATE_VISIBLE_TILES
:
164 return "ACTION_UPDATE_VISIBLE_TILES";
165 case ACTION_ACTIVATE_PENDING_TREE
:
166 return "ACTION_ACTIVATE_PENDING_TREE";
167 case ACTION_DRAW_AND_SWAP_IF_POSSIBLE
:
168 return "ACTION_DRAW_AND_SWAP_IF_POSSIBLE";
169 case ACTION_DRAW_AND_SWAP_FORCED
:
170 return "ACTION_DRAW_AND_SWAP_FORCED";
171 case ACTION_DRAW_AND_SWAP_ABORT
:
172 return "ACTION_DRAW_AND_SWAP_ABORT";
173 case ACTION_DRAW_AND_READBACK
:
174 return "ACTION_DRAW_AND_READBACK";
175 case ACTION_BEGIN_OUTPUT_SURFACE_CREATION
:
176 return "ACTION_BEGIN_OUTPUT_SURFACE_CREATION";
177 case ACTION_ACQUIRE_LAYER_TEXTURES_FOR_MAIN_THREAD
:
178 return "ACTION_ACQUIRE_LAYER_TEXTURES_FOR_MAIN_THREAD";
179 case ACTION_MANAGE_TILES
:
180 return "ACTION_MANAGE_TILES";
186 scoped_ptr
<base::Value
> SchedulerStateMachine::AsValue() const {
187 scoped_ptr
<base::DictionaryValue
> state(new base::DictionaryValue
);
189 scoped_ptr
<base::DictionaryValue
> major_state(new base::DictionaryValue
);
190 major_state
->SetString("next_action", ActionToString(NextAction()));
191 major_state
->SetString("begin_impl_frame_state",
192 BeginImplFrameStateToString(begin_impl_frame_state_
));
193 major_state
->SetString("commit_state", CommitStateToString(commit_state_
));
194 major_state
->SetString("texture_state_",
195 TextureStateToString(texture_state_
));
196 major_state
->SetString("output_surface_state_",
197 OutputSurfaceStateToString(output_surface_state_
));
198 major_state
->SetString(
199 "forced_redraw_state",
200 ForcedRedrawOnTimeoutStateToString(forced_redraw_state_
));
201 major_state
->SetString("readback_state",
202 SynchronousReadbackStateToString(readback_state_
));
203 state
->Set("major_state", major_state
.release());
205 scoped_ptr
<base::DictionaryValue
> timestamps_state(new base::DictionaryValue
);
206 base::TimeTicks now
= gfx::FrameTime::Now();
207 timestamps_state
->SetDouble(
209 last_begin_impl_frame_args_
.interval
.InMicroseconds() / 1000.0L);
210 timestamps_state
->SetDouble(
212 (last_begin_impl_frame_args_
.deadline
- now
).InMicroseconds() / 1000.0L);
213 timestamps_state
->SetDouble(
214 "2_frame_time_to_now",
215 (now
- last_begin_impl_frame_args_
.frame_time
).InMicroseconds() /
217 timestamps_state
->SetDouble(
218 "3_frame_time_to_deadline",
219 (last_begin_impl_frame_args_
.deadline
-
220 last_begin_impl_frame_args_
.frame_time
).InMicroseconds() /
222 timestamps_state
->SetDouble(
223 "4_now", (now
- base::TimeTicks()).InMicroseconds() / 1000.0L);
224 timestamps_state
->SetDouble(
226 (last_begin_impl_frame_args_
.frame_time
- base::TimeTicks())
229 timestamps_state
->SetDouble(
231 (last_begin_impl_frame_args_
.deadline
- base::TimeTicks())
234 state
->Set("major_timestamps_in_ms", timestamps_state
.release());
236 scoped_ptr
<base::DictionaryValue
> minor_state(new base::DictionaryValue
);
237 minor_state
->SetInteger("commit_count", commit_count_
);
238 minor_state
->SetInteger("current_frame_number", current_frame_number_
);
240 minor_state
->SetInteger("last_frame_number_swap_performed",
241 last_frame_number_swap_performed_
);
242 minor_state
->SetInteger(
243 "last_frame_number_begin_main_frame_sent",
244 last_frame_number_begin_main_frame_sent_
);
245 minor_state
->SetInteger(
246 "last_frame_number_update_visible_tiles_was_called",
247 last_frame_number_update_visible_tiles_was_called_
);
249 minor_state
->SetInteger("manage_tiles_funnel", manage_tiles_funnel_
);
250 minor_state
->SetInteger("consecutive_checkerboard_animations",
251 consecutive_checkerboard_animations_
);
252 minor_state
->SetBoolean("needs_redraw", needs_redraw_
);
253 minor_state
->SetBoolean("needs_manage_tiles", needs_manage_tiles_
);
254 minor_state
->SetBoolean("swap_used_incomplete_tile",
255 swap_used_incomplete_tile_
);
256 minor_state
->SetBoolean("needs_commit", needs_commit_
);
257 minor_state
->SetBoolean("main_thread_needs_layer_textures",
258 main_thread_needs_layer_textures_
);
259 minor_state
->SetBoolean("visible", visible_
);
260 minor_state
->SetBoolean("can_start", can_start_
);
261 minor_state
->SetBoolean("can_draw", can_draw_
);
262 minor_state
->SetBoolean("has_pending_tree", has_pending_tree_
);
263 minor_state
->SetBoolean("pending_tree_is_ready_for_activation",
264 pending_tree_is_ready_for_activation_
);
265 minor_state
->SetBoolean("active_tree_needs_first_draw",
266 active_tree_needs_first_draw_
);
267 minor_state
->SetBoolean("draw_if_possible_failed", draw_if_possible_failed_
);
268 minor_state
->SetBoolean("did_create_and_initialize_first_output_surface",
269 did_create_and_initialize_first_output_surface_
);
270 minor_state
->SetBoolean("smoothness_takes_priority",
271 smoothness_takes_priority_
);
272 minor_state
->SetBoolean("main_thread_is_in_high_latency_mode",
273 MainThreadIsInHighLatencyMode());
274 minor_state
->SetBoolean("skip_begin_main_frame_to_reduce_latency",
275 skip_begin_main_frame_to_reduce_latency_
);
276 minor_state
->SetBoolean("skip_next_begin_main_frame_to_reduce_latency",
277 skip_next_begin_main_frame_to_reduce_latency_
);
278 minor_state
->SetBoolean("continuous_painting", continuous_painting_
);
279 state
->Set("minor_state", minor_state
.release());
281 return state
.PassAs
<base::Value
>();
284 void SchedulerStateMachine::AdvanceCurrentFrameNumber() {
285 current_frame_number_
++;
287 // "Drain" the ManageTiles funnel.
288 if (manage_tiles_funnel_
> 0)
289 manage_tiles_funnel_
--;
291 skip_begin_main_frame_to_reduce_latency_
=
292 skip_next_begin_main_frame_to_reduce_latency_
;
293 skip_next_begin_main_frame_to_reduce_latency_
= false;
296 bool SchedulerStateMachine::HasSentBeginMainFrameThisFrame() const {
297 return current_frame_number_
==
298 last_frame_number_begin_main_frame_sent_
;
301 bool SchedulerStateMachine::HasUpdatedVisibleTilesThisFrame() const {
302 return current_frame_number_
==
303 last_frame_number_update_visible_tiles_was_called_
;
306 bool SchedulerStateMachine::HasSwappedThisFrame() const {
307 return current_frame_number_
== last_frame_number_swap_performed_
;
310 bool SchedulerStateMachine::PendingDrawsShouldBeAborted() const {
311 // These are all the cases where we normally cannot or do not want to draw
312 // but, if needs_redraw_ is true and we do not draw to make forward progress,
313 // we might deadlock with the main thread.
314 // This should be a superset of PendingActivationsShouldBeForced() since
315 // activation of the pending tree is blocked by drawing of the active tree and
316 // the main thread might be blocked on activation of the most recent commit.
317 if (PendingActivationsShouldBeForced())
320 // Impl thread should not draw anymore when texture is acquired by main thread
321 // because texture is controlled under main thread.
322 if (texture_state_
== LAYER_TEXTURE_STATE_ACQUIRED_BY_MAIN_THREAD
)
325 // Additional states where we should abort draws.
326 // Note: We don't force activation in these cases because doing so would
327 // result in checkerboarding on resize, becoming visible, etc.
335 bool SchedulerStateMachine::PendingActivationsShouldBeForced() const {
336 // These are all the cases where, if we do not force activations to make
337 // forward progress, we might deadlock with the main thread.
339 // There is no output surface to trigger our activations.
340 if (output_surface_state_
== OUTPUT_SURFACE_LOST
)
346 bool SchedulerStateMachine::ShouldBeginOutputSurfaceCreation() const {
347 // Don't try to initialize too early.
351 // We only want to start output surface initialization after the
352 // previous commit is complete.
353 if (commit_state_
!= COMMIT_STATE_IDLE
)
356 // Make sure the BeginImplFrame from any previous OutputSurfaces
357 // are complete before creating the new OutputSurface.
358 if (begin_impl_frame_state_
!= BEGIN_IMPL_FRAME_STATE_IDLE
)
361 // We want to clear the pipline of any pending draws and activations
362 // before starting output surface initialization. This allows us to avoid
363 // weird corner cases where we abort draws or force activation while we
364 // are initializing the output surface and can potentially have a pending
366 if (active_tree_needs_first_draw_
|| has_pending_tree_
)
369 // We need to create the output surface if we don't have one and we haven't
370 // started creating one yet.
371 return output_surface_state_
== OUTPUT_SURFACE_LOST
;
374 bool SchedulerStateMachine::ShouldDraw() const {
375 // After a readback, make sure not to draw again until we've replaced the
376 // readback commit with a real one.
377 if (readback_state_
== READBACK_STATE_WAITING_FOR_REPLACEMENT_COMMIT
||
378 readback_state_
== READBACK_STATE_WAITING_FOR_REPLACEMENT_ACTIVATION
)
381 // Draw immediately for readbacks to unblock the main thread quickly.
382 if (readback_state_
== READBACK_STATE_WAITING_FOR_DRAW_AND_READBACK
)
385 // If we need to abort draws, we should do so ASAP since the draw could
386 // be blocking other important actions (like output surface initialization),
387 // from occuring. If we are waiting for the first draw, then perfom the
388 // aborted draw to keep things moving. If we are not waiting for the first
389 // draw however, we don't want to abort for no reason.
390 if (PendingDrawsShouldBeAborted())
391 return active_tree_needs_first_draw_
;
393 // After this line, we only want to swap once per frame.
394 if (HasSwappedThisFrame())
397 // Except for the cases above, do not draw outside of the BeginImplFrame
399 if (begin_impl_frame_state_
!= BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE
)
402 // Only handle forced redraws due to timeouts on the regular deadline.
403 if (forced_redraw_state_
== FORCED_REDRAW_STATE_WAITING_FOR_DRAW
)
406 return needs_redraw_
;
409 bool SchedulerStateMachine::ShouldAcquireLayerTexturesForMainThread() const {
410 if (!main_thread_needs_layer_textures_
)
412 if (texture_state_
== LAYER_TEXTURE_STATE_UNLOCKED
)
414 DCHECK_EQ(texture_state_
, LAYER_TEXTURE_STATE_ACQUIRED_BY_IMPL_THREAD
);
418 bool SchedulerStateMachine::ShouldActivatePendingTree() const {
419 // There is nothing to activate.
420 if (!has_pending_tree_
)
423 // We should not activate a second tree before drawing the first one.
424 // Even if we need to force activation of the pending tree, we should abort
425 // drawing the active tree first.
426 if (active_tree_needs_first_draw_
)
429 // If we want to force activation, do so ASAP.
430 if (PendingActivationsShouldBeForced())
433 // At this point, only activate if we are ready to activate.
434 return pending_tree_is_ready_for_activation_
;
437 bool SchedulerStateMachine::ShouldUpdateVisibleTiles() const {
438 if (!settings_
.impl_side_painting
)
440 if (HasUpdatedVisibleTilesThisFrame())
443 // There's no reason to check for tiles if we don't have an output surface.
444 if (!HasInitializedOutputSurface())
447 // We should not check for visible tiles until we've entered the deadline so
448 // we check as late as possible and give the tiles more time to initialize.
449 if (begin_impl_frame_state_
!= BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE
)
452 // If the last swap drew with checkerboard or missing tiles, we should
453 // poll for any new visible tiles so we can be notified to draw again
455 if (swap_used_incomplete_tile_
)
461 bool SchedulerStateMachine::ShouldSendBeginMainFrame() const {
465 // Only send BeginMainFrame when there isn't another commit pending already.
466 if (commit_state_
!= COMMIT_STATE_IDLE
)
469 // Don't send BeginMainFrame early if we are prioritizing the active tree
470 // because of smoothness_takes_priority.
471 if (smoothness_takes_priority_
&&
472 (has_pending_tree_
|| active_tree_needs_first_draw_
)) {
476 // We want to handle readback commits immediately to unblock the main thread.
477 // Note: This BeginMainFrame will correspond to the replacement commit that
478 // comes after the readback commit itself, so we only send the BeginMainFrame
479 // if a commit isn't already pending behind the readback.
480 if (readback_state_
== READBACK_STATE_NEEDS_BEGIN_MAIN_FRAME
)
481 return !CommitPending();
483 // We do not need commits if we are not visible, unless there's a
484 // request for a readback.
488 // We want to start the first commit after we get a new output surface ASAP.
489 if (output_surface_state_
== OUTPUT_SURFACE_WAITING_FOR_FIRST_COMMIT
)
492 // We should not send BeginMainFrame while we are in
493 // BEGIN_IMPL_FRAME_STATE_IDLE since we might have new
494 // user input arriving soon.
495 // TODO(brianderson): Allow sending BeginMainFrame while idle when the main
496 // thread isn't consuming user input.
497 if (begin_impl_frame_state_
== BEGIN_IMPL_FRAME_STATE_IDLE
&&
498 BeginImplFrameNeeded())
501 // We need a new commit for the forced redraw. This honors the
502 // single commit per interval because the result will be swapped to screen.
503 if (forced_redraw_state_
== FORCED_REDRAW_STATE_WAITING_FOR_COMMIT
)
506 // After this point, we only start a commit once per frame.
507 if (HasSentBeginMainFrameThisFrame())
510 // We shouldn't normally accept commits if there isn't an OutputSurface.
511 if (!HasInitializedOutputSurface())
514 if (skip_begin_main_frame_to_reduce_latency_
)
520 bool SchedulerStateMachine::ShouldCommit() const {
521 if (commit_state_
!= COMMIT_STATE_READY_TO_COMMIT
)
524 // We must not finish the commit until the pending tree is free.
525 if (has_pending_tree_
) {
526 DCHECK(settings_
.main_frame_before_activation_enabled
);
530 // Prioritize drawing the previous commit before finishing the next commit.
531 if (active_tree_needs_first_draw_
)
537 bool SchedulerStateMachine::ShouldManageTiles() const {
538 // ManageTiles only really needs to be called immediately after commit
539 // and then periodically after that. Use a funnel to make sure we average
540 // one ManageTiles per BeginImplFrame in the long run.
541 if (manage_tiles_funnel_
> 0)
544 // Limiting to once per-frame is not enough, since we only want to
545 // manage tiles _after_ draws. Polling for draw triggers and
546 // begin-frame are mutually exclusive, so we limit to these two cases.
547 if (begin_impl_frame_state_
!= BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE
&&
548 !inside_poll_for_anticipated_draw_triggers_
)
550 return needs_manage_tiles_
;
553 SchedulerStateMachine::Action
SchedulerStateMachine::NextAction() const {
554 if (ShouldAcquireLayerTexturesForMainThread())
555 return ACTION_ACQUIRE_LAYER_TEXTURES_FOR_MAIN_THREAD
;
556 if (ShouldUpdateVisibleTiles())
557 return ACTION_UPDATE_VISIBLE_TILES
;
558 if (ShouldActivatePendingTree())
559 return ACTION_ACTIVATE_PENDING_TREE
;
561 return ACTION_COMMIT
;
563 if (readback_state_
== READBACK_STATE_WAITING_FOR_DRAW_AND_READBACK
)
564 return ACTION_DRAW_AND_READBACK
;
565 else if (PendingDrawsShouldBeAborted())
566 return ACTION_DRAW_AND_SWAP_ABORT
;
567 else if (forced_redraw_state_
== FORCED_REDRAW_STATE_WAITING_FOR_DRAW
)
568 return ACTION_DRAW_AND_SWAP_FORCED
;
570 return ACTION_DRAW_AND_SWAP_IF_POSSIBLE
;
572 if (ShouldManageTiles())
573 return ACTION_MANAGE_TILES
;
574 if (ShouldSendBeginMainFrame())
575 return ACTION_SEND_BEGIN_MAIN_FRAME
;
576 if (ShouldBeginOutputSurfaceCreation())
577 return ACTION_BEGIN_OUTPUT_SURFACE_CREATION
;
581 void SchedulerStateMachine::CheckInvariants() {
582 // We should never try to perform a draw for readback and forced draw due to
583 // timeout simultaneously.
584 DCHECK(!(forced_redraw_state_
== FORCED_REDRAW_STATE_WAITING_FOR_DRAW
&&
585 readback_state_
== READBACK_STATE_WAITING_FOR_DRAW_AND_READBACK
));
587 // Main thread should never have the texture locked when there is a pending
588 // tree or active tree is not drawn for the first time.
589 if (has_pending_tree_
|| active_tree_needs_first_draw_
)
590 DCHECK(texture_state_
!= LAYER_TEXTURE_STATE_ACQUIRED_BY_MAIN_THREAD
);
593 void SchedulerStateMachine::UpdateState(Action action
) {
598 case ACTION_UPDATE_VISIBLE_TILES
:
599 last_frame_number_update_visible_tiles_was_called_
=
600 current_frame_number_
;
603 case ACTION_ACTIVATE_PENDING_TREE
:
604 UpdateStateOnActivation();
607 case ACTION_SEND_BEGIN_MAIN_FRAME
:
608 DCHECK(!has_pending_tree_
||
609 settings_
.main_frame_before_activation_enabled
);
610 DCHECK(!active_tree_needs_first_draw_
||
611 settings_
.main_frame_before_draw_enabled
);
613 readback_state_
== READBACK_STATE_NEEDS_BEGIN_MAIN_FRAME
);
614 commit_state_
= COMMIT_STATE_BEGIN_MAIN_FRAME_SENT
;
615 needs_commit_
= false;
616 if (readback_state_
== READBACK_STATE_NEEDS_BEGIN_MAIN_FRAME
)
617 readback_state_
= READBACK_STATE_WAITING_FOR_COMMIT
;
618 last_frame_number_begin_main_frame_sent_
=
619 current_frame_number_
;
622 case ACTION_COMMIT
: {
623 bool commit_was_aborted
= false;
624 UpdateStateOnCommit(commit_was_aborted
);
628 case ACTION_DRAW_AND_SWAP_FORCED
:
629 case ACTION_DRAW_AND_SWAP_IF_POSSIBLE
: {
630 bool did_swap
= true;
631 UpdateStateOnDraw(did_swap
);
635 case ACTION_DRAW_AND_SWAP_ABORT
:
636 case ACTION_DRAW_AND_READBACK
: {
637 bool did_swap
= false;
638 UpdateStateOnDraw(did_swap
);
642 case ACTION_BEGIN_OUTPUT_SURFACE_CREATION
:
643 DCHECK_EQ(output_surface_state_
, OUTPUT_SURFACE_LOST
);
644 output_surface_state_
= OUTPUT_SURFACE_CREATING
;
646 // The following DCHECKs make sure we are in the proper quiescent state.
647 // The pipeline should be flushed entirely before we start output
648 // surface creation to avoid complicated corner cases.
649 DCHECK_EQ(commit_state_
, COMMIT_STATE_IDLE
);
650 DCHECK(!has_pending_tree_
);
651 DCHECK(!active_tree_needs_first_draw_
);
654 case ACTION_ACQUIRE_LAYER_TEXTURES_FOR_MAIN_THREAD
:
655 texture_state_
= LAYER_TEXTURE_STATE_ACQUIRED_BY_MAIN_THREAD
;
656 main_thread_needs_layer_textures_
= false;
659 case ACTION_MANAGE_TILES
:
660 UpdateStateOnManageTiles();
665 void SchedulerStateMachine::UpdateStateOnCommit(bool commit_was_aborted
) {
668 if (commit_was_aborted
|| settings_
.main_frame_before_activation_enabled
) {
669 commit_state_
= COMMIT_STATE_IDLE
;
670 } else if (settings_
.main_frame_before_draw_enabled
) {
671 commit_state_
= settings_
.impl_side_painting
672 ? COMMIT_STATE_WAITING_FOR_ACTIVATION
675 commit_state_
= COMMIT_STATE_WAITING_FOR_FIRST_DRAW
;
678 // If we are impl-side-painting but the commit was aborted, then we behave
679 // mostly as if we are not impl-side-painting since there is no pending tree.
680 has_pending_tree_
= settings_
.impl_side_painting
&& !commit_was_aborted
;
682 // Update state related to readbacks.
683 if (readback_state_
== READBACK_STATE_WAITING_FOR_COMMIT
) {
684 // Update the state if this is the readback commit.
685 readback_state_
= has_pending_tree_
686 ? READBACK_STATE_WAITING_FOR_ACTIVATION
687 : READBACK_STATE_WAITING_FOR_DRAW_AND_READBACK
;
688 } else if (readback_state_
== READBACK_STATE_WAITING_FOR_REPLACEMENT_COMMIT
) {
689 // Update the state if this is the commit replacing the readback commit.
690 readback_state_
= has_pending_tree_
691 ? READBACK_STATE_WAITING_FOR_REPLACEMENT_ACTIVATION
692 : READBACK_STATE_IDLE
;
694 DCHECK(readback_state_
== READBACK_STATE_IDLE
);
697 // Readbacks can interrupt output surface initialization and forced draws,
698 // so we do not want to advance those states if we are in the middle of a
699 // readback. Note: It is possible for the readback's replacement commit to
700 // be the output surface's first commit and/or the forced redraw's commit.
701 if (readback_state_
== READBACK_STATE_IDLE
||
702 readback_state_
== READBACK_STATE_WAITING_FOR_REPLACEMENT_ACTIVATION
) {
703 // Update state related to forced draws.
704 if (forced_redraw_state_
== FORCED_REDRAW_STATE_WAITING_FOR_COMMIT
) {
705 forced_redraw_state_
= has_pending_tree_
706 ? FORCED_REDRAW_STATE_WAITING_FOR_ACTIVATION
707 : FORCED_REDRAW_STATE_WAITING_FOR_DRAW
;
710 // Update the output surface state.
711 DCHECK_NE(output_surface_state_
,
712 OUTPUT_SURFACE_WAITING_FOR_FIRST_ACTIVATION
);
713 if (output_surface_state_
== OUTPUT_SURFACE_WAITING_FOR_FIRST_COMMIT
) {
714 if (has_pending_tree_
) {
715 output_surface_state_
= OUTPUT_SURFACE_WAITING_FOR_FIRST_ACTIVATION
;
717 output_surface_state_
= OUTPUT_SURFACE_ACTIVE
;
718 needs_redraw_
= true;
723 // Update state if we have a new active tree to draw, or if the active tree
724 // was unchanged but we need to do a readback or forced draw.
725 if (!has_pending_tree_
&&
726 (!commit_was_aborted
||
727 readback_state_
== READBACK_STATE_WAITING_FOR_DRAW_AND_READBACK
||
728 forced_redraw_state_
== FORCED_REDRAW_STATE_WAITING_FOR_DRAW
)) {
729 needs_redraw_
= true;
730 active_tree_needs_first_draw_
= true;
733 // This post-commit work is common to both completed and aborted commits.
734 pending_tree_is_ready_for_activation_
= false;
736 if (draw_if_possible_failed_
)
737 last_frame_number_swap_performed_
= -1;
739 // If we are planing to draw with the new commit, lock the layer textures for
740 // use on the impl thread. Otherwise, leave them unlocked.
741 if (has_pending_tree_
|| needs_redraw_
)
742 texture_state_
= LAYER_TEXTURE_STATE_ACQUIRED_BY_IMPL_THREAD
;
744 texture_state_
= LAYER_TEXTURE_STATE_UNLOCKED
;
746 if (continuous_painting_
)
747 needs_commit_
= true;
750 void SchedulerStateMachine::UpdateStateOnActivation() {
751 if (commit_state_
== COMMIT_STATE_WAITING_FOR_ACTIVATION
)
752 commit_state_
= COMMIT_STATE_IDLE
;
754 if (output_surface_state_
== OUTPUT_SURFACE_WAITING_FOR_FIRST_ACTIVATION
)
755 output_surface_state_
= OUTPUT_SURFACE_ACTIVE
;
757 if (forced_redraw_state_
== FORCED_REDRAW_STATE_WAITING_FOR_ACTIVATION
)
758 forced_redraw_state_
= FORCED_REDRAW_STATE_WAITING_FOR_DRAW
;
760 if (readback_state_
== READBACK_STATE_WAITING_FOR_ACTIVATION
) {
761 readback_state_
= READBACK_STATE_WAITING_FOR_DRAW_AND_READBACK
;
762 } else if (readback_state_
==
763 READBACK_STATE_WAITING_FOR_REPLACEMENT_ACTIVATION
) {
764 if (needs_back_to_back_readback_
) {
765 if (commit_state_
== COMMIT_STATE_BEGIN_MAIN_FRAME_SENT
) {
766 // If main_frame_before_activation_enabled is true, it is possible that
767 // we will have already sent the BeginMainFrame here.
768 readback_state_
= READBACK_STATE_WAITING_FOR_COMMIT
;
770 // Replacement commit for incoming forced commit should be scheduled
771 // after current commit's draw & swap is finished.
772 needs_commit_
= true;
773 readback_state_
= READBACK_STATE_NEEDS_BEGIN_MAIN_FRAME
;
775 needs_back_to_back_readback_
= false;
777 readback_state_
= READBACK_STATE_IDLE
;
781 has_pending_tree_
= false;
782 pending_tree_is_ready_for_activation_
= false;
783 active_tree_needs_first_draw_
= true;
784 needs_redraw_
= true;
787 void SchedulerStateMachine::UpdateStateOnDraw(bool did_swap
) {
788 DCHECK(readback_state_
!= READBACK_STATE_WAITING_FOR_REPLACEMENT_COMMIT
&&
789 readback_state_
!= READBACK_STATE_WAITING_FOR_REPLACEMENT_ACTIVATION
)
792 if (readback_state_
== READBACK_STATE_WAITING_FOR_DRAW_AND_READBACK
) {
793 // The draw corresponds to a readback commit.
794 // We are blocking commits from the main thread until after this draw, so
795 // we should not have a pending tree.
796 DCHECK(!has_pending_tree_
);
797 // We transition to COMMIT_STATE_BEGIN_MAIN_FRAME_SENT because there is a
798 // pending BeginMainFrame behind the readback request.
799 commit_state_
= COMMIT_STATE_BEGIN_MAIN_FRAME_SENT
;
800 readback_state_
= READBACK_STATE_WAITING_FOR_REPLACEMENT_COMMIT
;
801 } else if (forced_redraw_state_
== FORCED_REDRAW_STATE_WAITING_FOR_DRAW
) {
802 forced_redraw_state_
= FORCED_REDRAW_STATE_IDLE
;
805 if (commit_state_
== COMMIT_STATE_WAITING_FOR_FIRST_DRAW
)
806 commit_state_
= COMMIT_STATE_IDLE
;
808 if (texture_state_
== LAYER_TEXTURE_STATE_ACQUIRED_BY_IMPL_THREAD
)
809 texture_state_
= LAYER_TEXTURE_STATE_UNLOCKED
;
811 needs_redraw_
= false;
812 draw_if_possible_failed_
= false;
813 active_tree_needs_first_draw_
= false;
816 last_frame_number_swap_performed_
= current_frame_number_
;
819 void SchedulerStateMachine::UpdateStateOnManageTiles() {
820 needs_manage_tiles_
= false;
823 void SchedulerStateMachine::SetMainThreadNeedsLayerTextures() {
824 DCHECK(!main_thread_needs_layer_textures_
);
825 DCHECK_NE(texture_state_
, LAYER_TEXTURE_STATE_ACQUIRED_BY_MAIN_THREAD
);
826 main_thread_needs_layer_textures_
= true;
829 void SchedulerStateMachine::SetSkipNextBeginMainFrameToReduceLatency() {
830 skip_next_begin_main_frame_to_reduce_latency_
= true;
833 bool SchedulerStateMachine::BeginImplFrameNeeded() const {
834 // Proactive BeginImplFrames are bad for the synchronous compositor because we
835 // have to draw when we get the BeginImplFrame and could end up drawing many
836 // duplicate frames if our new frame isn't ready in time.
837 // To poll for state with the synchronous compositor without having to draw,
838 // we rely on ShouldPollForAnticipatedDrawTriggers instead.
839 if (!SupportsProactiveBeginImplFrame())
840 return BeginImplFrameNeededToDraw();
842 return BeginImplFrameNeededToDraw() ||
843 ProactiveBeginImplFrameWanted();
846 bool SchedulerStateMachine::ShouldPollForAnticipatedDrawTriggers() const {
847 // ShouldPollForAnticipatedDrawTriggers is what we use in place of
848 // ProactiveBeginImplFrameWanted when we are using the synchronous
850 if (!SupportsProactiveBeginImplFrame()) {
851 return !BeginImplFrameNeededToDraw() &&
852 ProactiveBeginImplFrameWanted();
855 // Non synchronous compositors should rely on
856 // ProactiveBeginImplFrameWanted to poll for state instead.
860 bool SchedulerStateMachine::SupportsProactiveBeginImplFrame() const {
861 // Both the synchronous compositor and disabled vsync settings
862 // make it undesirable to proactively request BeginImplFrames.
863 // If this is true, the scheduler should poll.
864 return !settings_
.using_synchronous_renderer_compositor
&&
865 settings_
.throttle_frame_production
;
868 // These are the cases where we definitely (or almost definitely) have a
869 // new frame to draw and can draw.
870 bool SchedulerStateMachine::BeginImplFrameNeededToDraw() const {
871 // The output surface is the provider of BeginImplFrames, so we are not going
872 // to get them even if we ask for them.
873 if (!HasInitializedOutputSurface())
876 // If we can't draw, don't tick until we are notified that we can draw again.
880 // The forced draw respects our normal draw scheduling, so we need to
881 // request a BeginImplFrame for it.
882 if (forced_redraw_state_
== FORCED_REDRAW_STATE_WAITING_FOR_DRAW
)
885 // There's no need to produce frames if we are not visible.
889 // We need to draw a more complete frame than we did the last BeginImplFrame,
890 // so request another BeginImplFrame in anticipation that we will have
891 // additional visible tiles.
892 if (swap_used_incomplete_tile_
)
895 return needs_redraw_
;
898 // These are cases where we are very likely to draw soon, but might not
899 // actually have a new frame to draw when we receive the next BeginImplFrame.
900 // Proactively requesting the BeginImplFrame helps hide the round trip latency
901 // of the SetNeedsBeginImplFrame request that has to go to the Browser.
902 bool SchedulerStateMachine::ProactiveBeginImplFrameWanted() const {
903 // The output surface is the provider of BeginImplFrames,
904 // so we are not going to get them even if we ask for them.
905 if (!HasInitializedOutputSurface())
908 // Do not be proactive when invisible.
912 // We should proactively request a BeginImplFrame if a commit is pending
913 // because we will want to draw if the commit completes quickly.
914 if (needs_commit_
|| commit_state_
!= COMMIT_STATE_IDLE
)
917 // If the pending tree activates quickly, we'll want a BeginImplFrame soon
918 // to draw the new active tree.
919 if (has_pending_tree_
)
922 // Changing priorities may allow us to activate (given the new priorities),
923 // which may result in a new frame.
924 if (needs_manage_tiles_
)
927 // If we just swapped, it's likely that we are going to produce another
928 // frame soon. This helps avoid negative glitches in our
929 // SetNeedsBeginImplFrame requests, which may propagate to the BeginImplFrame
930 // provider and get sampled at an inopportune time, delaying the next
932 if (last_frame_number_swap_performed_
== current_frame_number_
)
938 void SchedulerStateMachine::OnBeginImplFrame(const BeginFrameArgs
& args
) {
939 AdvanceCurrentFrameNumber();
940 last_begin_impl_frame_args_
= args
;
941 DCHECK_EQ(begin_impl_frame_state_
, BEGIN_IMPL_FRAME_STATE_IDLE
) << *AsValue();
942 begin_impl_frame_state_
= BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING
;
945 void SchedulerStateMachine::OnBeginImplFrameDeadlinePending() {
946 DCHECK_EQ(begin_impl_frame_state_
,
947 BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING
)
949 begin_impl_frame_state_
= BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME
;
952 void SchedulerStateMachine::OnBeginImplFrameDeadline() {
953 DCHECK_EQ(begin_impl_frame_state_
, BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME
)
955 begin_impl_frame_state_
= BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE
;
958 void SchedulerStateMachine::OnBeginImplFrameIdle() {
959 DCHECK_EQ(begin_impl_frame_state_
, BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE
)
961 begin_impl_frame_state_
= BEGIN_IMPL_FRAME_STATE_IDLE
;
964 bool SchedulerStateMachine::ShouldTriggerBeginImplFrameDeadlineEarly() const {
965 // TODO(brianderson): This should take into account multiple commit sources.
967 // If we are in the middle of the readback, we won't swap, so there is
968 // no reason to trigger the deadline early.
969 if (readback_state_
!= READBACK_STATE_IDLE
)
972 if (begin_impl_frame_state_
!= BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME
)
975 // If we've lost the output surface, end the current BeginImplFrame ASAP
976 // so we can start creating the next output surface.
977 if (output_surface_state_
== OUTPUT_SURFACE_LOST
)
980 if (active_tree_needs_first_draw_
)
986 // This is used to prioritize impl-thread draws when the main thread isn't
987 // producing anything, e.g., after an aborted commit. We also check that we
988 // don't have a pending tree -- otherwise we should give it a chance to
990 // TODO(skyostil): Revisit this when we have more accurate deadline estimates.
991 if (commit_state_
== COMMIT_STATE_IDLE
&& !has_pending_tree_
)
994 // Prioritize impl-thread draws in smoothness mode.
995 if (smoothness_takes_priority_
)
1001 bool SchedulerStateMachine::MainThreadIsInHighLatencyMode() const {
1002 // If a commit is pending before the previous commit has been drawn, we
1003 // are definitely in a high latency mode.
1004 if (CommitPending() && (active_tree_needs_first_draw_
|| has_pending_tree_
))
1007 // If we just sent a BeginMainFrame and haven't hit the deadline yet, the main
1008 // thread is in a low latency mode.
1009 if (last_frame_number_begin_main_frame_sent_
== current_frame_number_
&&
1010 (begin_impl_frame_state_
== BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING
||
1011 begin_impl_frame_state_
== BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME
))
1014 // If there's a commit in progress it must either be from the previous frame
1015 // or it started after the impl thread's deadline. In either case the main
1016 // thread is in high latency mode.
1017 if (commit_state_
== COMMIT_STATE_BEGIN_MAIN_FRAME_SENT
||
1018 commit_state_
== COMMIT_STATE_BEGIN_MAIN_FRAME_STARTED
||
1019 commit_state_
== COMMIT_STATE_READY_TO_COMMIT
)
1022 // Similarly, if there's a pending tree the main thread is in high latency
1023 // mode, because either
1024 // it's from the previous frame
1026 // we're currently drawing the active tree and the pending tree will thus
1027 // only be drawn in the next frame.
1028 if (has_pending_tree_
)
1031 if (begin_impl_frame_state_
== BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE
) {
1032 // Even if there's a new active tree to draw at the deadline or we've just
1033 // drawn it, it may have been triggered by a previous BeginImplFrame, in
1034 // which case the main thread is in a high latency mode.
1035 return (active_tree_needs_first_draw_
||
1036 last_frame_number_swap_performed_
== current_frame_number_
) &&
1037 last_frame_number_begin_main_frame_sent_
!= current_frame_number_
;
1040 // If the active tree needs its first draw in any other state, we know the
1041 // main thread is in a high latency mode.
1042 return active_tree_needs_first_draw_
;
1045 void SchedulerStateMachine::DidEnterPollForAnticipatedDrawTriggers() {
1046 AdvanceCurrentFrameNumber();
1047 inside_poll_for_anticipated_draw_triggers_
= true;
1050 void SchedulerStateMachine::DidLeavePollForAnticipatedDrawTriggers() {
1051 inside_poll_for_anticipated_draw_triggers_
= false;
1054 void SchedulerStateMachine::SetVisible(bool visible
) { visible_
= visible
; }
1056 void SchedulerStateMachine::SetCanDraw(bool can_draw
) { can_draw_
= can_draw
; }
1058 void SchedulerStateMachine::SetNeedsRedraw() { needs_redraw_
= true; }
1060 void SchedulerStateMachine::SetNeedsManageTiles() {
1061 if (!needs_manage_tiles_
) {
1063 "SchedulerStateMachine::SetNeedsManageTiles");
1064 needs_manage_tiles_
= true;
1068 void SchedulerStateMachine::SetSwapUsedIncompleteTile(
1069 bool used_incomplete_tile
) {
1070 swap_used_incomplete_tile_
= used_incomplete_tile
;
1073 void SchedulerStateMachine::SetSmoothnessTakesPriority(
1074 bool smoothness_takes_priority
) {
1075 smoothness_takes_priority_
= smoothness_takes_priority
;
1078 void SchedulerStateMachine::DidDrawIfPossibleCompleted(
1079 DrawSwapReadbackResult::DrawResult result
) {
1081 case DrawSwapReadbackResult::INVALID_RESULT
:
1082 NOTREACHED() << "Uninitialized DrawSwapReadbackResult.";
1084 case DrawSwapReadbackResult::DRAW_ABORTED_CANT_DRAW
:
1085 case DrawSwapReadbackResult::DRAW_ABORTED_CANT_READBACK
:
1086 case DrawSwapReadbackResult::DRAW_ABORTED_CONTEXT_LOST
:
1087 NOTREACHED() << "Invalid return value from DrawAndSwapIfPossible:"
1090 case DrawSwapReadbackResult::DRAW_SUCCESS
:
1091 consecutive_checkerboard_animations_
= 0;
1092 forced_redraw_state_
= FORCED_REDRAW_STATE_IDLE
;
1094 case DrawSwapReadbackResult::DRAW_ABORTED_CHECKERBOARD_ANIMATIONS
:
1095 needs_redraw_
= true;
1097 // If we're already in the middle of a redraw, we don't need to
1099 if (forced_redraw_state_
!= FORCED_REDRAW_STATE_IDLE
)
1102 needs_commit_
= true;
1103 consecutive_checkerboard_animations_
++;
1104 if (settings_
.timeout_and_draw_when_animation_checkerboards
&&
1105 consecutive_checkerboard_animations_
>=
1106 settings_
.maximum_number_of_failed_draws_before_draw_is_forced_
) {
1107 consecutive_checkerboard_animations_
= 0;
1108 // We need to force a draw, but it doesn't make sense to do this until
1109 // we've committed and have new textures.
1110 forced_redraw_state_
= FORCED_REDRAW_STATE_WAITING_FOR_COMMIT
;
1113 case DrawSwapReadbackResult::DRAW_ABORTED_MISSING_HIGH_RES_CONTENT
:
1114 // It's not clear whether this missing content is because of missing
1115 // pictures (which requires a commit) or because of memory pressure
1116 // removing textures (which might not). To be safe, request a commit
1118 needs_commit_
= true;
1123 void SchedulerStateMachine::SetNeedsCommit() { needs_commit_
= true; }
1125 void SchedulerStateMachine::SetNeedsForcedCommitForReadback() {
1126 // If this is called in READBACK_STATE_IDLE, this is a "first" readback
1128 // If this is called in READBACK_STATE_WAITING_FOR_REPLACEMENT_COMMIT, this
1129 // is a back-to-back readback request that started before the replacement
1130 // commit had a chance to land.
1131 // If this is called in READBACK_STATE_WAITING_FOR_REPLACEMENT_ACTIVATION,
1132 // this is a readback-commit-readback request when replacement commit is in
1133 // impl-side painting.
1134 DCHECK(readback_state_
== READBACK_STATE_IDLE
||
1135 readback_state_
== READBACK_STATE_WAITING_FOR_REPLACEMENT_COMMIT
||
1136 readback_state_
== READBACK_STATE_WAITING_FOR_REPLACEMENT_ACTIVATION
);
1138 if (readback_state_
== READBACK_STATE_WAITING_FOR_REPLACEMENT_ACTIVATION
) {
1139 // If new forced commit is requested when impl-side painting of replacement
1140 // commit is in progress, it should not interrupt the draw & swap of current
1141 // commit(replacement commit). New commit(incoming forced commit) should be
1142 // started after current commit is finished.
1143 needs_back_to_back_readback_
= true;
1144 } else if (commit_state_
== COMMIT_STATE_BEGIN_MAIN_FRAME_SENT
) {
1145 // If there is already a commit in progress when we get the readback request
1146 // then we don't need to send a BeginMainFrame for the replacement commit,
1147 // since there's already a BeginMainFrame behind the readback request. In
1148 // that case, we can skip READBACK_STATE_NEEDS_BEGIN_MAIN_FRAME and go
1149 // directly to READBACK_STATE_WAITING_FOR_COMMIT.
1150 readback_state_
= READBACK_STATE_WAITING_FOR_COMMIT
;
1152 // Set needs_commit_ to true to trigger scheduling BeginMainFrame().
1153 needs_commit_
= true;
1154 readback_state_
= READBACK_STATE_NEEDS_BEGIN_MAIN_FRAME
;
1158 void SchedulerStateMachine::NotifyReadyToCommit() {
1159 DCHECK(commit_state_
== COMMIT_STATE_BEGIN_MAIN_FRAME_STARTED
) << *AsValue();
1160 commit_state_
= COMMIT_STATE_READY_TO_COMMIT
;
1163 void SchedulerStateMachine::BeginMainFrameAborted(bool did_handle
) {
1164 DCHECK_EQ(commit_state_
, COMMIT_STATE_BEGIN_MAIN_FRAME_SENT
);
1166 bool commit_was_aborted
= true;
1167 UpdateStateOnCommit(commit_was_aborted
);
1169 DCHECK_NE(readback_state_
, READBACK_STATE_WAITING_FOR_COMMIT
);
1170 commit_state_
= COMMIT_STATE_IDLE
;
1175 void SchedulerStateMachine::DidManageTiles() {
1176 needs_manage_tiles_
= false;
1177 // "Fill" the ManageTiles funnel.
1178 manage_tiles_funnel_
++;
1181 void SchedulerStateMachine::DidLoseOutputSurface() {
1182 if (output_surface_state_
== OUTPUT_SURFACE_LOST
||
1183 output_surface_state_
== OUTPUT_SURFACE_CREATING
)
1185 output_surface_state_
= OUTPUT_SURFACE_LOST
;
1186 needs_redraw_
= false;
1189 void SchedulerStateMachine::NotifyReadyToActivate() {
1190 if (has_pending_tree_
)
1191 pending_tree_is_ready_for_activation_
= true;
1194 void SchedulerStateMachine::DidCreateAndInitializeOutputSurface() {
1195 DCHECK_EQ(output_surface_state_
, OUTPUT_SURFACE_CREATING
);
1196 output_surface_state_
= OUTPUT_SURFACE_WAITING_FOR_FIRST_COMMIT
;
1198 if (did_create_and_initialize_first_output_surface_
) {
1199 // TODO(boliu): See if we can remove this when impl-side painting is always
1200 // on. Does anything on the main thread need to update after recreate?
1201 needs_commit_
= true;
1203 did_create_and_initialize_first_output_surface_
= true;
1206 void SchedulerStateMachine::NotifyBeginMainFrameStarted() {
1207 DCHECK_EQ(commit_state_
, COMMIT_STATE_BEGIN_MAIN_FRAME_SENT
);
1209 DCHECK(readback_state_
== READBACK_STATE_IDLE
||
1210 readback_state_
== READBACK_STATE_WAITING_FOR_COMMIT
||
1211 readback_state_
== READBACK_STATE_WAITING_FOR_REPLACEMENT_COMMIT
);
1213 commit_state_
= COMMIT_STATE_BEGIN_MAIN_FRAME_STARTED
;
1216 bool SchedulerStateMachine::HasInitializedOutputSurface() const {
1217 switch (output_surface_state_
) {
1218 case OUTPUT_SURFACE_LOST
:
1219 case OUTPUT_SURFACE_CREATING
:
1222 case OUTPUT_SURFACE_ACTIVE
:
1223 case OUTPUT_SURFACE_WAITING_FOR_FIRST_COMMIT
:
1224 case OUTPUT_SURFACE_WAITING_FOR_FIRST_ACTIVATION
: