Lots of random cleanups, mostly for native_theme_win.cc:
[chromium-blink-merge.git] / cc / scheduler / scheduler_state_machine.cc
blob7070c7a1e30d92ca2bf8fd4577e7653c1a46153e
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"
14 namespace cc {
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 forced_redraw_state_(FORCED_REDRAW_STATE_IDLE),
22 commit_count_(0),
23 current_frame_number_(0),
24 last_frame_number_animate_performed_(-1),
25 last_frame_number_swap_performed_(-1),
26 last_frame_number_swap_requested_(-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),
31 max_pending_swaps_(1),
32 pending_swaps_(0),
33 needs_redraw_(false),
34 needs_animate_(false),
35 needs_manage_tiles_(false),
36 swap_used_incomplete_tile_(false),
37 needs_commit_(false),
38 inside_poll_for_anticipated_draw_triggers_(false),
39 visible_(false),
40 can_start_(false),
41 can_draw_(false),
42 has_pending_tree_(false),
43 pending_tree_is_ready_for_activation_(false),
44 active_tree_needs_first_draw_(false),
45 did_create_and_initialize_first_output_surface_(false),
46 smoothness_takes_priority_(false),
47 skip_next_begin_main_frame_to_reduce_latency_(false),
48 skip_begin_main_frame_to_reduce_latency_(false),
49 continuous_painting_(false) {
52 const char* SchedulerStateMachine::OutputSurfaceStateToString(
53 OutputSurfaceState state) {
54 switch (state) {
55 case OUTPUT_SURFACE_ACTIVE:
56 return "OUTPUT_SURFACE_ACTIVE";
57 case OUTPUT_SURFACE_LOST:
58 return "OUTPUT_SURFACE_LOST";
59 case OUTPUT_SURFACE_CREATING:
60 return "OUTPUT_SURFACE_CREATING";
61 case OUTPUT_SURFACE_WAITING_FOR_FIRST_COMMIT:
62 return "OUTPUT_SURFACE_WAITING_FOR_FIRST_COMMIT";
63 case OUTPUT_SURFACE_WAITING_FOR_FIRST_ACTIVATION:
64 return "OUTPUT_SURFACE_WAITING_FOR_FIRST_ACTIVATION";
66 NOTREACHED();
67 return "???";
70 const char* SchedulerStateMachine::BeginImplFrameStateToString(
71 BeginImplFrameState state) {
72 switch (state) {
73 case BEGIN_IMPL_FRAME_STATE_IDLE:
74 return "BEGIN_IMPL_FRAME_STATE_IDLE";
75 case BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING:
76 return "BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING";
77 case BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME:
78 return "BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME";
79 case BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE:
80 return "BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE";
82 NOTREACHED();
83 return "???";
86 const char* SchedulerStateMachine::CommitStateToString(CommitState state) {
87 switch (state) {
88 case COMMIT_STATE_IDLE:
89 return "COMMIT_STATE_IDLE";
90 case COMMIT_STATE_BEGIN_MAIN_FRAME_SENT:
91 return "COMMIT_STATE_BEGIN_MAIN_FRAME_SENT";
92 case COMMIT_STATE_BEGIN_MAIN_FRAME_STARTED:
93 return "COMMIT_STATE_BEGIN_MAIN_FRAME_STARTED";
94 case COMMIT_STATE_READY_TO_COMMIT:
95 return "COMMIT_STATE_READY_TO_COMMIT";
96 case COMMIT_STATE_WAITING_FOR_ACTIVATION:
97 return "COMMIT_STATE_WAITING_FOR_ACTIVATION";
98 case COMMIT_STATE_WAITING_FOR_FIRST_DRAW:
99 return "COMMIT_STATE_WAITING_FOR_FIRST_DRAW";
101 NOTREACHED();
102 return "???";
105 const char* SchedulerStateMachine::ForcedRedrawOnTimeoutStateToString(
106 ForcedRedrawOnTimeoutState state) {
107 switch (state) {
108 case FORCED_REDRAW_STATE_IDLE:
109 return "FORCED_REDRAW_STATE_IDLE";
110 case FORCED_REDRAW_STATE_WAITING_FOR_COMMIT:
111 return "FORCED_REDRAW_STATE_WAITING_FOR_COMMIT";
112 case FORCED_REDRAW_STATE_WAITING_FOR_ACTIVATION:
113 return "FORCED_REDRAW_STATE_WAITING_FOR_ACTIVATION";
114 case FORCED_REDRAW_STATE_WAITING_FOR_DRAW:
115 return "FORCED_REDRAW_STATE_WAITING_FOR_DRAW";
117 NOTREACHED();
118 return "???";
121 const char* SchedulerStateMachine::ActionToString(Action action) {
122 switch (action) {
123 case ACTION_NONE:
124 return "ACTION_NONE";
125 case ACTION_ANIMATE:
126 return "ACTION_ANIMATE";
127 case ACTION_SEND_BEGIN_MAIN_FRAME:
128 return "ACTION_SEND_BEGIN_MAIN_FRAME";
129 case ACTION_COMMIT:
130 return "ACTION_COMMIT";
131 case ACTION_UPDATE_VISIBLE_TILES:
132 return "ACTION_UPDATE_VISIBLE_TILES";
133 case ACTION_ACTIVATE_SYNC_TREE:
134 return "ACTION_ACTIVATE_SYNC_TREE";
135 case ACTION_DRAW_AND_SWAP_IF_POSSIBLE:
136 return "ACTION_DRAW_AND_SWAP_IF_POSSIBLE";
137 case ACTION_DRAW_AND_SWAP_FORCED:
138 return "ACTION_DRAW_AND_SWAP_FORCED";
139 case ACTION_DRAW_AND_SWAP_ABORT:
140 return "ACTION_DRAW_AND_SWAP_ABORT";
141 case ACTION_BEGIN_OUTPUT_SURFACE_CREATION:
142 return "ACTION_BEGIN_OUTPUT_SURFACE_CREATION";
143 case ACTION_MANAGE_TILES:
144 return "ACTION_MANAGE_TILES";
146 NOTREACHED();
147 return "???";
150 scoped_ptr<base::Value> SchedulerStateMachine::AsValue() const {
151 scoped_ptr<base::DictionaryValue> state(new base::DictionaryValue);
153 scoped_ptr<base::DictionaryValue> major_state(new base::DictionaryValue);
154 major_state->SetString("next_action", ActionToString(NextAction()));
155 major_state->SetString("begin_impl_frame_state",
156 BeginImplFrameStateToString(begin_impl_frame_state_));
157 major_state->SetString("commit_state", CommitStateToString(commit_state_));
158 major_state->SetString("output_surface_state_",
159 OutputSurfaceStateToString(output_surface_state_));
160 major_state->SetString(
161 "forced_redraw_state",
162 ForcedRedrawOnTimeoutStateToString(forced_redraw_state_));
163 state->Set("major_state", major_state.release());
165 scoped_ptr<base::DictionaryValue> timestamps_state(new base::DictionaryValue);
166 base::TimeTicks now = gfx::FrameTime::Now();
167 timestamps_state->SetDouble(
168 "0_interval", begin_impl_frame_args_.interval.InMicroseconds() / 1000.0L);
169 timestamps_state->SetDouble(
170 "1_now_to_deadline",
171 (begin_impl_frame_args_.deadline - now).InMicroseconds() / 1000.0L);
172 timestamps_state->SetDouble(
173 "2_frame_time_to_now",
174 (now - begin_impl_frame_args_.frame_time).InMicroseconds() / 1000.0L);
175 timestamps_state->SetDouble(
176 "3_frame_time_to_deadline",
177 (begin_impl_frame_args_.deadline - begin_impl_frame_args_.frame_time)
178 .InMicroseconds() /
179 1000.0L);
180 timestamps_state->SetDouble(
181 "4_now", (now - base::TimeTicks()).InMicroseconds() / 1000.0L);
182 timestamps_state->SetDouble(
183 "5_frame_time",
184 (begin_impl_frame_args_.frame_time - base::TimeTicks()).InMicroseconds() /
185 1000.0L);
186 timestamps_state->SetDouble(
187 "6_deadline",
188 (begin_impl_frame_args_.deadline - base::TimeTicks()).InMicroseconds() /
189 1000.0L);
190 state->Set("major_timestamps_in_ms", timestamps_state.release());
192 scoped_ptr<base::DictionaryValue> minor_state(new base::DictionaryValue);
193 minor_state->SetInteger("commit_count", commit_count_);
194 minor_state->SetInteger("current_frame_number", current_frame_number_);
196 minor_state->SetInteger("last_frame_number_animate_performed",
197 last_frame_number_animate_performed_);
198 minor_state->SetInteger("last_frame_number_swap_performed",
199 last_frame_number_swap_performed_);
200 minor_state->SetInteger("last_frame_number_swap_requested",
201 last_frame_number_swap_requested_);
202 minor_state->SetInteger(
203 "last_frame_number_begin_main_frame_sent",
204 last_frame_number_begin_main_frame_sent_);
205 minor_state->SetInteger(
206 "last_frame_number_update_visible_tiles_was_called",
207 last_frame_number_update_visible_tiles_was_called_);
209 minor_state->SetInteger("manage_tiles_funnel", manage_tiles_funnel_);
210 minor_state->SetInteger("consecutive_checkerboard_animations",
211 consecutive_checkerboard_animations_);
212 minor_state->SetInteger("max_pending_swaps_", max_pending_swaps_);
213 minor_state->SetInteger("pending_swaps_", pending_swaps_);
214 minor_state->SetBoolean("needs_redraw", needs_redraw_);
215 minor_state->SetBoolean("needs_animate_", needs_animate_);
216 minor_state->SetBoolean("needs_manage_tiles", needs_manage_tiles_);
217 minor_state->SetBoolean("swap_used_incomplete_tile",
218 swap_used_incomplete_tile_);
219 minor_state->SetBoolean("needs_commit", needs_commit_);
220 minor_state->SetBoolean("visible", visible_);
221 minor_state->SetBoolean("can_start", can_start_);
222 minor_state->SetBoolean("can_draw", can_draw_);
223 minor_state->SetBoolean("has_pending_tree", has_pending_tree_);
224 minor_state->SetBoolean("pending_tree_is_ready_for_activation",
225 pending_tree_is_ready_for_activation_);
226 minor_state->SetBoolean("active_tree_needs_first_draw",
227 active_tree_needs_first_draw_);
228 minor_state->SetBoolean("did_create_and_initialize_first_output_surface",
229 did_create_and_initialize_first_output_surface_);
230 minor_state->SetBoolean("smoothness_takes_priority",
231 smoothness_takes_priority_);
232 minor_state->SetBoolean("main_thread_is_in_high_latency_mode",
233 MainThreadIsInHighLatencyMode());
234 minor_state->SetBoolean("skip_begin_main_frame_to_reduce_latency",
235 skip_begin_main_frame_to_reduce_latency_);
236 minor_state->SetBoolean("skip_next_begin_main_frame_to_reduce_latency",
237 skip_next_begin_main_frame_to_reduce_latency_);
238 minor_state->SetBoolean("continuous_painting", continuous_painting_);
239 state->Set("minor_state", minor_state.release());
241 return state.PassAs<base::Value>();
244 void SchedulerStateMachine::AdvanceCurrentFrameNumber() {
245 current_frame_number_++;
247 // "Drain" the ManageTiles funnel.
248 if (manage_tiles_funnel_ > 0)
249 manage_tiles_funnel_--;
251 skip_begin_main_frame_to_reduce_latency_ =
252 skip_next_begin_main_frame_to_reduce_latency_;
253 skip_next_begin_main_frame_to_reduce_latency_ = false;
256 bool SchedulerStateMachine::HasSentBeginMainFrameThisFrame() const {
257 return current_frame_number_ ==
258 last_frame_number_begin_main_frame_sent_;
261 bool SchedulerStateMachine::HasUpdatedVisibleTilesThisFrame() const {
262 return current_frame_number_ ==
263 last_frame_number_update_visible_tiles_was_called_;
266 bool SchedulerStateMachine::HasSwappedThisFrame() const {
267 return current_frame_number_ == last_frame_number_swap_performed_;
270 bool SchedulerStateMachine::HasRequestedSwapThisFrame() const {
271 return current_frame_number_ == last_frame_number_swap_requested_;
274 bool SchedulerStateMachine::PendingDrawsShouldBeAborted() const {
275 // These are all the cases where we normally cannot or do not want to draw
276 // but, if needs_redraw_ is true and we do not draw to make forward progress,
277 // we might deadlock with the main thread.
278 // This should be a superset of PendingActivationsShouldBeForced() since
279 // activation of the pending tree is blocked by drawing of the active tree and
280 // the main thread might be blocked on activation of the most recent commit.
281 if (PendingActivationsShouldBeForced())
282 return true;
284 // Additional states where we should abort draws.
285 // Note: We don't force activation in these cases because doing so would
286 // result in checkerboarding on resize, becoming visible, etc.
287 if (!can_draw_)
288 return true;
289 if (!visible_)
290 return true;
291 return false;
294 bool SchedulerStateMachine::PendingActivationsShouldBeForced() const {
295 // These are all the cases where, if we do not force activations to make
296 // forward progress, we might deadlock with the main thread.
298 // There is no output surface to trigger our activations.
299 if (output_surface_state_ == OUTPUT_SURFACE_LOST)
300 return true;
302 return false;
305 bool SchedulerStateMachine::ShouldBeginOutputSurfaceCreation() const {
306 // Don't try to initialize too early.
307 if (!can_start_)
308 return false;
310 // We only want to start output surface initialization after the
311 // previous commit is complete.
312 if (commit_state_ != COMMIT_STATE_IDLE)
313 return false;
315 // Make sure the BeginImplFrame from any previous OutputSurfaces
316 // are complete before creating the new OutputSurface.
317 if (begin_impl_frame_state_ != BEGIN_IMPL_FRAME_STATE_IDLE)
318 return false;
320 // We want to clear the pipline of any pending draws and activations
321 // before starting output surface initialization. This allows us to avoid
322 // weird corner cases where we abort draws or force activation while we
323 // are initializing the output surface.
324 if (active_tree_needs_first_draw_ || has_pending_tree_)
325 return false;
327 // We need to create the output surface if we don't have one and we haven't
328 // started creating one yet.
329 return output_surface_state_ == OUTPUT_SURFACE_LOST;
332 bool SchedulerStateMachine::ShouldDraw() const {
333 // If we need to abort draws, we should do so ASAP since the draw could
334 // be blocking other important actions (like output surface initialization),
335 // from occuring. If we are waiting for the first draw, then perfom the
336 // aborted draw to keep things moving. If we are not waiting for the first
337 // draw however, we don't want to abort for no reason.
338 if (PendingDrawsShouldBeAborted())
339 return active_tree_needs_first_draw_;
341 // After this line, we only want to send a swap request once per frame.
342 if (HasRequestedSwapThisFrame())
343 return false;
345 // Do not queue too many swaps.
346 if (pending_swaps_ >= max_pending_swaps_)
347 return false;
349 // Except for the cases above, do not draw outside of the BeginImplFrame
350 // deadline.
351 if (begin_impl_frame_state_ != BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE)
352 return false;
354 // Only handle forced redraws due to timeouts on the regular deadline.
355 if (forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_DRAW)
356 return true;
358 return needs_redraw_;
361 bool SchedulerStateMachine::ShouldActivatePendingTree() const {
362 // There is nothing to activate.
363 if (!has_pending_tree_)
364 return false;
366 // We should not activate a second tree before drawing the first one.
367 // Even if we need to force activation of the pending tree, we should abort
368 // drawing the active tree first.
369 if (active_tree_needs_first_draw_)
370 return false;
372 // If we want to force activation, do so ASAP.
373 if (PendingActivationsShouldBeForced())
374 return true;
376 // At this point, only activate if we are ready to activate.
377 return pending_tree_is_ready_for_activation_;
380 bool SchedulerStateMachine::ShouldUpdateVisibleTiles() const {
381 if (!settings_.impl_side_painting)
382 return false;
383 if (HasUpdatedVisibleTilesThisFrame())
384 return false;
386 // We don't want to update visible tiles right after drawing.
387 if (HasRequestedSwapThisFrame())
388 return false;
390 // There's no reason to check for tiles if we don't have an output surface.
391 if (!HasInitializedOutputSurface())
392 return false;
394 // We should not check for visible tiles until we've entered the deadline so
395 // we check as late as possible and give the tiles more time to initialize.
396 if (begin_impl_frame_state_ != BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE)
397 return false;
399 // If the last swap drew with checkerboard or missing tiles, we should
400 // poll for any new visible tiles so we can be notified to draw again
401 // when there are.
402 if (swap_used_incomplete_tile_)
403 return true;
405 return false;
408 bool SchedulerStateMachine::ShouldAnimate() const {
409 if (!can_draw_)
410 return false;
412 if (last_frame_number_animate_performed_ == current_frame_number_)
413 return false;
415 if (begin_impl_frame_state_ != BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING &&
416 begin_impl_frame_state_ != BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE)
417 return false;
419 return needs_redraw_ || needs_animate_;
422 bool SchedulerStateMachine::ShouldSendBeginMainFrame() const {
423 if (!needs_commit_)
424 return false;
426 // Only send BeginMainFrame when there isn't another commit pending already.
427 if (commit_state_ != COMMIT_STATE_IDLE)
428 return false;
430 // Don't send BeginMainFrame early if we are prioritizing the active tree
431 // because of smoothness_takes_priority.
432 if (smoothness_takes_priority_ &&
433 (has_pending_tree_ || active_tree_needs_first_draw_)) {
434 return false;
437 // We do not need commits if we are not visible.
438 if (!visible_)
439 return false;
441 // We want to start the first commit after we get a new output surface ASAP.
442 if (output_surface_state_ == OUTPUT_SURFACE_WAITING_FOR_FIRST_COMMIT)
443 return true;
445 // We should not send BeginMainFrame while we are in
446 // BEGIN_IMPL_FRAME_STATE_IDLE since we might have new
447 // user input arriving soon.
448 // TODO(brianderson): Allow sending BeginMainFrame while idle when the main
449 // thread isn't consuming user input.
450 if (begin_impl_frame_state_ == BEGIN_IMPL_FRAME_STATE_IDLE &&
451 BeginFrameNeeded())
452 return false;
454 // We need a new commit for the forced redraw. This honors the
455 // single commit per interval because the result will be swapped to screen.
456 if (forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_COMMIT)
457 return true;
459 // After this point, we only start a commit once per frame.
460 if (HasSentBeginMainFrameThisFrame())
461 return false;
463 // We shouldn't normally accept commits if there isn't an OutputSurface.
464 if (!HasInitializedOutputSurface())
465 return false;
467 // SwapAck throttle the BeginMainFrames unless we just swapped.
468 // TODO(brianderson): Remove this restriction to improve throughput.
469 bool just_swapped_in_deadline =
470 begin_impl_frame_state_ == BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE &&
471 HasSwappedThisFrame();
472 if (pending_swaps_ >= max_pending_swaps_ && !just_swapped_in_deadline)
473 return false;
475 if (skip_begin_main_frame_to_reduce_latency_)
476 return false;
478 return true;
481 bool SchedulerStateMachine::ShouldCommit() const {
482 if (commit_state_ != COMMIT_STATE_READY_TO_COMMIT)
483 return false;
485 // We must not finish the commit until the pending tree is free.
486 if (has_pending_tree_) {
487 DCHECK(settings_.main_frame_before_activation_enabled);
488 return false;
491 // Prioritize drawing the previous commit before finishing the next commit.
492 if (active_tree_needs_first_draw_)
493 return false;
495 return true;
498 bool SchedulerStateMachine::ShouldManageTiles() const {
499 // ManageTiles only really needs to be called immediately after commit
500 // and then periodically after that. Use a funnel to make sure we average
501 // one ManageTiles per BeginImplFrame in the long run.
502 if (manage_tiles_funnel_ > 0)
503 return false;
505 // Limiting to once per-frame is not enough, since we only want to
506 // manage tiles _after_ draws. Polling for draw triggers and
507 // begin-frame are mutually exclusive, so we limit to these two cases.
508 if (begin_impl_frame_state_ != BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE &&
509 !inside_poll_for_anticipated_draw_triggers_)
510 return false;
511 return needs_manage_tiles_;
514 SchedulerStateMachine::Action SchedulerStateMachine::NextAction() const {
515 if (ShouldUpdateVisibleTiles())
516 return ACTION_UPDATE_VISIBLE_TILES;
517 if (ShouldActivatePendingTree())
518 return ACTION_ACTIVATE_SYNC_TREE;
519 if (ShouldCommit())
520 return ACTION_COMMIT;
521 if (ShouldAnimate())
522 return ACTION_ANIMATE;
523 if (ShouldDraw()) {
524 if (PendingDrawsShouldBeAborted())
525 return ACTION_DRAW_AND_SWAP_ABORT;
526 else if (forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_DRAW)
527 return ACTION_DRAW_AND_SWAP_FORCED;
528 else
529 return ACTION_DRAW_AND_SWAP_IF_POSSIBLE;
531 if (ShouldManageTiles())
532 return ACTION_MANAGE_TILES;
533 if (ShouldSendBeginMainFrame())
534 return ACTION_SEND_BEGIN_MAIN_FRAME;
535 if (ShouldBeginOutputSurfaceCreation())
536 return ACTION_BEGIN_OUTPUT_SURFACE_CREATION;
537 return ACTION_NONE;
540 void SchedulerStateMachine::UpdateState(Action action) {
541 switch (action) {
542 case ACTION_NONE:
543 return;
545 case ACTION_UPDATE_VISIBLE_TILES:
546 last_frame_number_update_visible_tiles_was_called_ =
547 current_frame_number_;
548 return;
550 case ACTION_ACTIVATE_SYNC_TREE:
551 UpdateStateOnActivation();
552 return;
554 case ACTION_ANIMATE:
555 last_frame_number_animate_performed_ = current_frame_number_;
556 needs_animate_ = false;
557 // TODO(skyostil): Instead of assuming this, require the client to tell
558 // us.
559 SetNeedsRedraw();
560 return;
562 case ACTION_SEND_BEGIN_MAIN_FRAME:
563 DCHECK(!has_pending_tree_ ||
564 settings_.main_frame_before_activation_enabled);
565 DCHECK(!active_tree_needs_first_draw_ ||
566 settings_.main_frame_before_draw_enabled);
567 DCHECK(visible_);
568 commit_state_ = COMMIT_STATE_BEGIN_MAIN_FRAME_SENT;
569 needs_commit_ = false;
570 last_frame_number_begin_main_frame_sent_ =
571 current_frame_number_;
572 return;
574 case ACTION_COMMIT: {
575 bool commit_was_aborted = false;
576 UpdateStateOnCommit(commit_was_aborted);
577 return;
580 case ACTION_DRAW_AND_SWAP_FORCED:
581 case ACTION_DRAW_AND_SWAP_IF_POSSIBLE: {
582 bool did_request_swap = true;
583 UpdateStateOnDraw(did_request_swap);
584 return;
587 case ACTION_DRAW_AND_SWAP_ABORT: {
588 bool did_request_swap = false;
589 UpdateStateOnDraw(did_request_swap);
590 return;
593 case ACTION_BEGIN_OUTPUT_SURFACE_CREATION:
594 DCHECK_EQ(output_surface_state_, OUTPUT_SURFACE_LOST);
595 output_surface_state_ = OUTPUT_SURFACE_CREATING;
597 // The following DCHECKs make sure we are in the proper quiescent state.
598 // The pipeline should be flushed entirely before we start output
599 // surface creation to avoid complicated corner cases.
600 DCHECK_EQ(commit_state_, COMMIT_STATE_IDLE);
601 DCHECK(!has_pending_tree_);
602 DCHECK(!active_tree_needs_first_draw_);
603 return;
605 case ACTION_MANAGE_TILES:
606 UpdateStateOnManageTiles();
607 return;
611 void SchedulerStateMachine::UpdateStateOnCommit(bool commit_was_aborted) {
612 commit_count_++;
614 if (commit_was_aborted || settings_.main_frame_before_activation_enabled) {
615 commit_state_ = COMMIT_STATE_IDLE;
616 } else if (settings_.main_frame_before_draw_enabled) {
617 commit_state_ = settings_.impl_side_painting
618 ? COMMIT_STATE_WAITING_FOR_ACTIVATION
619 : COMMIT_STATE_IDLE;
620 } else {
621 commit_state_ = COMMIT_STATE_WAITING_FOR_FIRST_DRAW;
624 // If we are impl-side-painting but the commit was aborted, then we behave
625 // mostly as if we are not impl-side-painting since there is no pending tree.
626 has_pending_tree_ = settings_.impl_side_painting && !commit_was_aborted;
628 // Update state related to forced draws.
629 if (forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_COMMIT) {
630 forced_redraw_state_ = has_pending_tree_
631 ? FORCED_REDRAW_STATE_WAITING_FOR_ACTIVATION
632 : FORCED_REDRAW_STATE_WAITING_FOR_DRAW;
635 // Update the output surface state.
636 DCHECK_NE(output_surface_state_, OUTPUT_SURFACE_WAITING_FOR_FIRST_ACTIVATION);
637 if (output_surface_state_ == OUTPUT_SURFACE_WAITING_FOR_FIRST_COMMIT) {
638 if (has_pending_tree_) {
639 output_surface_state_ = OUTPUT_SURFACE_WAITING_FOR_FIRST_ACTIVATION;
640 } else {
641 output_surface_state_ = OUTPUT_SURFACE_ACTIVE;
642 needs_redraw_ = true;
646 // Update state if we have a new active tree to draw, or if the active tree
647 // was unchanged but we need to do a forced draw.
648 if (!has_pending_tree_ &&
649 (!commit_was_aborted ||
650 forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_DRAW)) {
651 needs_redraw_ = true;
652 active_tree_needs_first_draw_ = true;
655 // This post-commit work is common to both completed and aborted commits.
656 pending_tree_is_ready_for_activation_ = false;
658 if (continuous_painting_)
659 needs_commit_ = true;
662 void SchedulerStateMachine::UpdateStateOnActivation() {
663 if (commit_state_ == COMMIT_STATE_WAITING_FOR_ACTIVATION)
664 commit_state_ = COMMIT_STATE_IDLE;
666 if (output_surface_state_ == OUTPUT_SURFACE_WAITING_FOR_FIRST_ACTIVATION)
667 output_surface_state_ = OUTPUT_SURFACE_ACTIVE;
669 if (forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_ACTIVATION)
670 forced_redraw_state_ = FORCED_REDRAW_STATE_WAITING_FOR_DRAW;
672 has_pending_tree_ = false;
673 pending_tree_is_ready_for_activation_ = false;
674 active_tree_needs_first_draw_ = true;
675 needs_redraw_ = true;
678 void SchedulerStateMachine::UpdateStateOnDraw(bool did_request_swap) {
679 if (forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_DRAW)
680 forced_redraw_state_ = FORCED_REDRAW_STATE_IDLE;
682 if (!has_pending_tree_ &&
683 commit_state_ == COMMIT_STATE_WAITING_FOR_FIRST_DRAW) {
684 commit_state_ = COMMIT_STATE_IDLE;
687 needs_redraw_ = false;
688 active_tree_needs_first_draw_ = false;
690 if (did_request_swap)
691 last_frame_number_swap_requested_ = current_frame_number_;
694 void SchedulerStateMachine::UpdateStateOnManageTiles() {
695 needs_manage_tiles_ = false;
698 void SchedulerStateMachine::SetSkipNextBeginMainFrameToReduceLatency() {
699 skip_next_begin_main_frame_to_reduce_latency_ = true;
702 bool SchedulerStateMachine::BeginFrameNeeded() const {
703 // Proactive BeginFrames are bad for the synchronous compositor because we
704 // have to draw when we get the BeginFrame and could end up drawing many
705 // duplicate frames if our new frame isn't ready in time.
706 // To poll for state with the synchronous compositor without having to draw,
707 // we rely on ShouldPollForAnticipatedDrawTriggers instead.
708 if (!SupportsProactiveBeginFrame())
709 return BeginFrameNeededToAnimateOrDraw();
711 return BeginFrameNeededToAnimateOrDraw() || ProactiveBeginFrameWanted();
714 bool SchedulerStateMachine::ShouldPollForAnticipatedDrawTriggers() const {
715 // ShouldPollForAnticipatedDrawTriggers is what we use in place of
716 // ProactiveBeginFrameWanted when we are using the synchronous
717 // compositor.
718 if (!SupportsProactiveBeginFrame()) {
719 return !BeginFrameNeededToAnimateOrDraw() && ProactiveBeginFrameWanted();
722 // Non synchronous compositors should rely on
723 // ProactiveBeginFrameWanted to poll for state instead.
724 return false;
727 // Note: If SupportsProactiveBeginFrame is false, the scheduler should poll
728 // for changes in it's draw state so it can request a BeginFrame when it's
729 // actually ready.
730 bool SchedulerStateMachine::SupportsProactiveBeginFrame() const {
731 // It is undesirable to proactively request BeginFrames if we are
732 // using a synchronous compositor because we *must* draw for every
733 // BeginFrame, which could cause duplicate draws.
734 return !settings_.using_synchronous_renderer_compositor;
737 // These are the cases where we definitely (or almost definitely) have a
738 // new frame to animate and/or draw and can draw.
739 bool SchedulerStateMachine::BeginFrameNeededToAnimateOrDraw() const {
740 // The output surface is the provider of BeginImplFrames, so we are not going
741 // to get them even if we ask for them.
742 if (!HasInitializedOutputSurface())
743 return false;
745 // If we can't draw, don't tick until we are notified that we can draw again.
746 if (!can_draw_)
747 return false;
749 // The forced draw respects our normal draw scheduling, so we need to
750 // request a BeginImplFrame for it.
751 if (forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_DRAW)
752 return true;
754 // There's no need to produce frames if we are not visible.
755 if (!visible_)
756 return false;
758 // We need to draw a more complete frame than we did the last BeginImplFrame,
759 // so request another BeginImplFrame in anticipation that we will have
760 // additional visible tiles.
761 if (swap_used_incomplete_tile_)
762 return true;
764 if (needs_animate_)
765 return true;
767 return needs_redraw_;
770 // These are cases where we are very likely to draw soon, but might not
771 // actually have a new frame to draw when we receive the next BeginImplFrame.
772 // Proactively requesting the BeginImplFrame helps hide the round trip latency
773 // of the SetNeedsBeginFrame request that has to go to the Browser.
774 bool SchedulerStateMachine::ProactiveBeginFrameWanted() const {
775 // The output surface is the provider of BeginImplFrames,
776 // so we are not going to get them even if we ask for them.
777 if (!HasInitializedOutputSurface())
778 return false;
780 // Do not be proactive when invisible.
781 if (!visible_)
782 return false;
784 // We should proactively request a BeginImplFrame if a commit is pending
785 // because we will want to draw if the commit completes quickly.
786 if (needs_commit_ || commit_state_ != COMMIT_STATE_IDLE)
787 return true;
789 // If the pending tree activates quickly, we'll want a BeginImplFrame soon
790 // to draw the new active tree.
791 if (has_pending_tree_)
792 return true;
794 // Changing priorities may allow us to activate (given the new priorities),
795 // which may result in a new frame.
796 if (needs_manage_tiles_)
797 return true;
799 // If we just sent a swap request, it's likely that we are going to produce
800 // another frame soon. This helps avoid negative glitches in our
801 // SetNeedsBeginFrame requests, which may propagate to the BeginImplFrame
802 // provider and get sampled at an inopportune time, delaying the next
803 // BeginImplFrame.
804 if (HasRequestedSwapThisFrame())
805 return true;
807 return false;
810 void SchedulerStateMachine::OnBeginImplFrame(const BeginFrameArgs& args) {
811 AdvanceCurrentFrameNumber();
812 begin_impl_frame_args_ = args;
813 DCHECK_EQ(begin_impl_frame_state_, BEGIN_IMPL_FRAME_STATE_IDLE) << *AsValue();
814 begin_impl_frame_state_ = BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING;
817 void SchedulerStateMachine::OnBeginImplFrameDeadlinePending() {
818 DCHECK_EQ(begin_impl_frame_state_,
819 BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING)
820 << *AsValue();
821 begin_impl_frame_state_ = BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME;
824 void SchedulerStateMachine::OnBeginImplFrameDeadline() {
825 DCHECK_EQ(begin_impl_frame_state_, BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME)
826 << *AsValue();
827 begin_impl_frame_state_ = BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE;
830 void SchedulerStateMachine::OnBeginImplFrameIdle() {
831 DCHECK_EQ(begin_impl_frame_state_, BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE)
832 << *AsValue();
833 begin_impl_frame_state_ = BEGIN_IMPL_FRAME_STATE_IDLE;
836 bool SchedulerStateMachine::ShouldTriggerBeginImplFrameDeadlineEarly() const {
837 // TODO(brianderson): This should take into account multiple commit sources.
839 if (begin_impl_frame_state_ != BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME)
840 return false;
842 // If we've lost the output surface, end the current BeginImplFrame ASAP
843 // so we can start creating the next output surface.
844 if (output_surface_state_ == OUTPUT_SURFACE_LOST)
845 return true;
847 // SwapAck throttle the deadline since we wont draw and swap anyway.
848 if (pending_swaps_ >= max_pending_swaps_)
849 return false;
851 if (active_tree_needs_first_draw_)
852 return true;
854 if (!needs_redraw_)
855 return false;
857 // This is used to prioritize impl-thread draws when the main thread isn't
858 // producing anything, e.g., after an aborted commit. We also check that we
859 // don't have a pending tree -- otherwise we should give it a chance to
860 // activate.
861 // TODO(skyostil): Revisit this when we have more accurate deadline estimates.
862 if (commit_state_ == COMMIT_STATE_IDLE && !has_pending_tree_)
863 return true;
865 // Prioritize impl-thread draws in smoothness mode.
866 if (smoothness_takes_priority_)
867 return true;
869 return false;
872 bool SchedulerStateMachine::MainThreadIsInHighLatencyMode() const {
873 // If a commit is pending before the previous commit has been drawn, we
874 // are definitely in a high latency mode.
875 if (CommitPending() && (active_tree_needs_first_draw_ || has_pending_tree_))
876 return true;
878 // If we just sent a BeginMainFrame and haven't hit the deadline yet, the main
879 // thread is in a low latency mode.
880 if (HasSentBeginMainFrameThisFrame() &&
881 (begin_impl_frame_state_ == BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING ||
882 begin_impl_frame_state_ == BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME))
883 return false;
885 // If there's a commit in progress it must either be from the previous frame
886 // or it started after the impl thread's deadline. In either case the main
887 // thread is in high latency mode.
888 if (CommitPending())
889 return true;
891 // Similarly, if there's a pending tree the main thread is in high latency
892 // mode, because either
893 // it's from the previous frame
894 // or
895 // we're currently drawing the active tree and the pending tree will thus
896 // only be drawn in the next frame.
897 if (has_pending_tree_)
898 return true;
900 if (begin_impl_frame_state_ == BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE) {
901 // Even if there's a new active tree to draw at the deadline or we've just
902 // swapped it, it may have been triggered by a previous BeginImplFrame, in
903 // which case the main thread is in a high latency mode.
904 return (active_tree_needs_first_draw_ || HasSwappedThisFrame()) &&
905 !HasSentBeginMainFrameThisFrame();
908 // If the active tree needs its first draw in any other state, we know the
909 // main thread is in a high latency mode.
910 return active_tree_needs_first_draw_;
913 void SchedulerStateMachine::DidEnterPollForAnticipatedDrawTriggers() {
914 AdvanceCurrentFrameNumber();
915 inside_poll_for_anticipated_draw_triggers_ = true;
918 void SchedulerStateMachine::DidLeavePollForAnticipatedDrawTriggers() {
919 inside_poll_for_anticipated_draw_triggers_ = false;
922 void SchedulerStateMachine::SetVisible(bool visible) { visible_ = visible; }
924 void SchedulerStateMachine::SetCanDraw(bool can_draw) { can_draw_ = can_draw; }
926 void SchedulerStateMachine::SetNeedsRedraw() { needs_redraw_ = true; }
928 void SchedulerStateMachine::SetNeedsAnimate() {
929 needs_animate_ = true;
932 void SchedulerStateMachine::SetNeedsManageTiles() {
933 if (!needs_manage_tiles_) {
934 TRACE_EVENT0("cc",
935 "SchedulerStateMachine::SetNeedsManageTiles");
936 needs_manage_tiles_ = true;
940 void SchedulerStateMachine::SetMaxSwapsPending(int max) {
941 max_pending_swaps_ = max;
944 void SchedulerStateMachine::DidSwapBuffers() {
945 pending_swaps_++;
946 DCHECK_LE(pending_swaps_, max_pending_swaps_);
948 last_frame_number_swap_performed_ = current_frame_number_;
951 void SchedulerStateMachine::SetSwapUsedIncompleteTile(
952 bool used_incomplete_tile) {
953 swap_used_incomplete_tile_ = used_incomplete_tile;
956 void SchedulerStateMachine::DidSwapBuffersComplete() {
957 DCHECK_GT(pending_swaps_, 0);
958 pending_swaps_--;
961 void SchedulerStateMachine::SetSmoothnessTakesPriority(
962 bool smoothness_takes_priority) {
963 smoothness_takes_priority_ = smoothness_takes_priority;
966 void SchedulerStateMachine::DidDrawIfPossibleCompleted(DrawResult result) {
967 switch (result) {
968 case INVALID_RESULT:
969 NOTREACHED() << "Uninitialized DrawResult.";
970 break;
971 case DRAW_ABORTED_CANT_DRAW:
972 case DRAW_ABORTED_CONTEXT_LOST:
973 NOTREACHED() << "Invalid return value from DrawAndSwapIfPossible:"
974 << result;
975 break;
976 case DRAW_SUCCESS:
977 consecutive_checkerboard_animations_ = 0;
978 forced_redraw_state_ = FORCED_REDRAW_STATE_IDLE;
979 break;
980 case DRAW_ABORTED_CHECKERBOARD_ANIMATIONS:
981 needs_redraw_ = true;
983 // If we're already in the middle of a redraw, we don't need to
984 // restart it.
985 if (forced_redraw_state_ != FORCED_REDRAW_STATE_IDLE)
986 return;
988 needs_commit_ = true;
989 consecutive_checkerboard_animations_++;
990 if (settings_.timeout_and_draw_when_animation_checkerboards &&
991 consecutive_checkerboard_animations_ >=
992 settings_.maximum_number_of_failed_draws_before_draw_is_forced_) {
993 consecutive_checkerboard_animations_ = 0;
994 // We need to force a draw, but it doesn't make sense to do this until
995 // we've committed and have new textures.
996 forced_redraw_state_ = FORCED_REDRAW_STATE_WAITING_FOR_COMMIT;
998 break;
999 case DRAW_ABORTED_MISSING_HIGH_RES_CONTENT:
1000 // It's not clear whether this missing content is because of missing
1001 // pictures (which requires a commit) or because of memory pressure
1002 // removing textures (which might not). To be safe, request a commit
1003 // anyway.
1004 needs_commit_ = true;
1005 break;
1009 void SchedulerStateMachine::SetNeedsCommit() { needs_commit_ = true; }
1011 void SchedulerStateMachine::NotifyReadyToCommit() {
1012 DCHECK(commit_state_ == COMMIT_STATE_BEGIN_MAIN_FRAME_STARTED) << *AsValue();
1013 commit_state_ = COMMIT_STATE_READY_TO_COMMIT;
1016 void SchedulerStateMachine::BeginMainFrameAborted(bool did_handle) {
1017 DCHECK_EQ(commit_state_, COMMIT_STATE_BEGIN_MAIN_FRAME_SENT);
1018 if (did_handle) {
1019 bool commit_was_aborted = true;
1020 UpdateStateOnCommit(commit_was_aborted);
1021 } else {
1022 commit_state_ = COMMIT_STATE_IDLE;
1023 SetNeedsCommit();
1027 void SchedulerStateMachine::DidManageTiles() {
1028 needs_manage_tiles_ = false;
1029 // "Fill" the ManageTiles funnel.
1030 manage_tiles_funnel_++;
1033 void SchedulerStateMachine::DidLoseOutputSurface() {
1034 if (output_surface_state_ == OUTPUT_SURFACE_LOST ||
1035 output_surface_state_ == OUTPUT_SURFACE_CREATING)
1036 return;
1037 output_surface_state_ = OUTPUT_SURFACE_LOST;
1038 needs_redraw_ = false;
1041 void SchedulerStateMachine::NotifyReadyToActivate() {
1042 if (has_pending_tree_)
1043 pending_tree_is_ready_for_activation_ = true;
1046 void SchedulerStateMachine::DidCreateAndInitializeOutputSurface() {
1047 DCHECK_EQ(output_surface_state_, OUTPUT_SURFACE_CREATING);
1048 output_surface_state_ = OUTPUT_SURFACE_WAITING_FOR_FIRST_COMMIT;
1050 if (did_create_and_initialize_first_output_surface_) {
1051 // TODO(boliu): See if we can remove this when impl-side painting is always
1052 // on. Does anything on the main thread need to update after recreate?
1053 needs_commit_ = true;
1055 did_create_and_initialize_first_output_surface_ = true;
1056 pending_swaps_ = 0;
1059 void SchedulerStateMachine::NotifyBeginMainFrameStarted() {
1060 DCHECK_EQ(commit_state_, COMMIT_STATE_BEGIN_MAIN_FRAME_SENT);
1061 commit_state_ = COMMIT_STATE_BEGIN_MAIN_FRAME_STARTED;
1064 bool SchedulerStateMachine::HasInitializedOutputSurface() const {
1065 switch (output_surface_state_) {
1066 case OUTPUT_SURFACE_LOST:
1067 case OUTPUT_SURFACE_CREATING:
1068 return false;
1070 case OUTPUT_SURFACE_ACTIVE:
1071 case OUTPUT_SURFACE_WAITING_FOR_FIRST_COMMIT:
1072 case OUTPUT_SURFACE_WAITING_FOR_FIRST_ACTIVATION:
1073 return true;
1075 NOTREACHED();
1076 return false;
1079 } // namespace cc