cc: Do not pass BeginFrameArgs to state machine.
[chromium-blink-merge.git] / cc / scheduler / scheduler_state_machine.cc
blobf6b438f4af2192ee1d4a6abb17dd720ae1c8064f
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/format_macros.h"
8 #include "base/logging.h"
9 #include "base/strings/stringprintf.h"
10 #include "base/trace_event/trace_event.h"
11 #include "base/trace_event/trace_event_argument.h"
12 #include "base/values.h"
13 #include "ui/gfx/frame_time.h"
15 namespace cc {
17 SchedulerStateMachine::SchedulerStateMachine(const SchedulerSettings& settings)
18 : settings_(settings),
19 output_surface_state_(OUTPUT_SURFACE_LOST),
20 begin_impl_frame_state_(BEGIN_IMPL_FRAME_STATE_IDLE),
21 commit_state_(COMMIT_STATE_IDLE),
22 forced_redraw_state_(FORCED_REDRAW_STATE_IDLE),
23 commit_count_(0),
24 current_frame_number_(0),
25 last_frame_number_animate_performed_(-1),
26 last_frame_number_swap_performed_(-1),
27 last_frame_number_swap_requested_(-1),
28 last_frame_number_begin_main_frame_sent_(-1),
29 prepare_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_prepare_tiles_(false),
36 needs_commit_(false),
37 inside_poll_for_anticipated_draw_triggers_(false),
38 visible_(false),
39 can_start_(false),
40 can_draw_(false),
41 has_pending_tree_(false),
42 pending_tree_is_ready_for_activation_(false),
43 active_tree_needs_first_draw_(false),
44 did_commit_after_animating_(false),
45 did_create_and_initialize_first_output_surface_(false),
46 impl_latency_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),
50 children_need_begin_frames_(false),
51 defer_commits_(false) {
54 const char* SchedulerStateMachine::OutputSurfaceStateToString(
55 OutputSurfaceState state) {
56 switch (state) {
57 case OUTPUT_SURFACE_ACTIVE:
58 return "OUTPUT_SURFACE_ACTIVE";
59 case OUTPUT_SURFACE_LOST:
60 return "OUTPUT_SURFACE_LOST";
61 case OUTPUT_SURFACE_CREATING:
62 return "OUTPUT_SURFACE_CREATING";
63 case OUTPUT_SURFACE_WAITING_FOR_FIRST_COMMIT:
64 return "OUTPUT_SURFACE_WAITING_FOR_FIRST_COMMIT";
65 case OUTPUT_SURFACE_WAITING_FOR_FIRST_ACTIVATION:
66 return "OUTPUT_SURFACE_WAITING_FOR_FIRST_ACTIVATION";
68 NOTREACHED();
69 return "???";
72 const char* SchedulerStateMachine::BeginImplFrameStateToString(
73 BeginImplFrameState state) {
74 switch (state) {
75 case BEGIN_IMPL_FRAME_STATE_IDLE:
76 return "BEGIN_IMPL_FRAME_STATE_IDLE";
77 case BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING:
78 return "BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING";
79 case BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME:
80 return "BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME";
81 case BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE:
82 return "BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE";
84 NOTREACHED();
85 return "???";
88 const char* SchedulerStateMachine::CommitStateToString(CommitState state) {
89 switch (state) {
90 case COMMIT_STATE_IDLE:
91 return "COMMIT_STATE_IDLE";
92 case COMMIT_STATE_BEGIN_MAIN_FRAME_SENT:
93 return "COMMIT_STATE_BEGIN_MAIN_FRAME_SENT";
94 case COMMIT_STATE_BEGIN_MAIN_FRAME_STARTED:
95 return "COMMIT_STATE_BEGIN_MAIN_FRAME_STARTED";
96 case COMMIT_STATE_READY_TO_COMMIT:
97 return "COMMIT_STATE_READY_TO_COMMIT";
98 case COMMIT_STATE_WAITING_FOR_ACTIVATION:
99 return "COMMIT_STATE_WAITING_FOR_ACTIVATION";
100 case COMMIT_STATE_WAITING_FOR_DRAW:
101 return "COMMIT_STATE_WAITING_FOR_DRAW";
103 NOTREACHED();
104 return "???";
107 const char* SchedulerStateMachine::ForcedRedrawOnTimeoutStateToString(
108 ForcedRedrawOnTimeoutState state) {
109 switch (state) {
110 case FORCED_REDRAW_STATE_IDLE:
111 return "FORCED_REDRAW_STATE_IDLE";
112 case FORCED_REDRAW_STATE_WAITING_FOR_COMMIT:
113 return "FORCED_REDRAW_STATE_WAITING_FOR_COMMIT";
114 case FORCED_REDRAW_STATE_WAITING_FOR_ACTIVATION:
115 return "FORCED_REDRAW_STATE_WAITING_FOR_ACTIVATION";
116 case FORCED_REDRAW_STATE_WAITING_FOR_DRAW:
117 return "FORCED_REDRAW_STATE_WAITING_FOR_DRAW";
119 NOTREACHED();
120 return "???";
123 const char* SchedulerStateMachine::ActionToString(Action action) {
124 switch (action) {
125 case ACTION_NONE:
126 return "ACTION_NONE";
127 case ACTION_ANIMATE:
128 return "ACTION_ANIMATE";
129 case ACTION_SEND_BEGIN_MAIN_FRAME:
130 return "ACTION_SEND_BEGIN_MAIN_FRAME";
131 case ACTION_COMMIT:
132 return "ACTION_COMMIT";
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_PREPARE_TILES:
144 return "ACTION_PREPARE_TILES";
146 NOTREACHED();
147 return "???";
150 scoped_refptr<base::trace_event::ConvertableToTraceFormat>
151 SchedulerStateMachine::AsValue() const {
152 scoped_refptr<base::trace_event::TracedValue> state =
153 new base::trace_event::TracedValue();
154 AsValueInto(state.get());
155 return state;
158 void SchedulerStateMachine::AsValueInto(
159 base::trace_event::TracedValue* state) const {
160 state->BeginDictionary("major_state");
161 state->SetString("next_action", ActionToString(NextAction()));
162 state->SetString("begin_impl_frame_state",
163 BeginImplFrameStateToString(begin_impl_frame_state_));
164 state->SetString("commit_state", CommitStateToString(commit_state_));
165 state->SetString("output_surface_state_",
166 OutputSurfaceStateToString(output_surface_state_));
167 state->SetString("forced_redraw_state",
168 ForcedRedrawOnTimeoutStateToString(forced_redraw_state_));
169 state->EndDictionary();
171 state->BeginDictionary("minor_state");
172 state->SetInteger("commit_count", commit_count_);
173 state->SetInteger("current_frame_number", current_frame_number_);
175 state->SetInteger("last_frame_number_animate_performed",
176 last_frame_number_animate_performed_);
177 state->SetInteger("last_frame_number_swap_performed",
178 last_frame_number_swap_performed_);
179 state->SetInteger("last_frame_number_swap_requested",
180 last_frame_number_swap_requested_);
181 state->SetInteger("last_frame_number_begin_main_frame_sent",
182 last_frame_number_begin_main_frame_sent_);
184 state->SetInteger("prepare_tiles_funnel", prepare_tiles_funnel_);
185 state->SetInteger("consecutive_checkerboard_animations",
186 consecutive_checkerboard_animations_);
187 state->SetInteger("max_pending_swaps_", max_pending_swaps_);
188 state->SetInteger("pending_swaps_", pending_swaps_);
189 state->SetBoolean("needs_redraw", needs_redraw_);
190 state->SetBoolean("needs_animate_", needs_animate_);
191 state->SetBoolean("needs_prepare_tiles", needs_prepare_tiles_);
192 state->SetBoolean("needs_commit", needs_commit_);
193 state->SetBoolean("visible", visible_);
194 state->SetBoolean("can_start", can_start_);
195 state->SetBoolean("can_draw", can_draw_);
196 state->SetBoolean("has_pending_tree", has_pending_tree_);
197 state->SetBoolean("pending_tree_is_ready_for_activation",
198 pending_tree_is_ready_for_activation_);
199 state->SetBoolean("active_tree_needs_first_draw",
200 active_tree_needs_first_draw_);
201 state->SetBoolean("did_commit_after_animating", did_commit_after_animating_);
202 state->SetBoolean("did_create_and_initialize_first_output_surface",
203 did_create_and_initialize_first_output_surface_);
204 state->SetBoolean("impl_latency_takes_priority",
205 impl_latency_takes_priority_);
206 state->SetBoolean("main_thread_is_in_high_latency_mode",
207 MainThreadIsInHighLatencyMode());
208 state->SetBoolean("skip_begin_main_frame_to_reduce_latency",
209 skip_begin_main_frame_to_reduce_latency_);
210 state->SetBoolean("skip_next_begin_main_frame_to_reduce_latency",
211 skip_next_begin_main_frame_to_reduce_latency_);
212 state->SetBoolean("continuous_painting", continuous_painting_);
213 state->SetBoolean("children_need_begin_frames", children_need_begin_frames_);
214 state->SetBoolean("defer_commits", defer_commits_);
215 state->EndDictionary();
218 void SchedulerStateMachine::AdvanceCurrentFrameNumber() {
219 current_frame_number_++;
221 // "Drain" the PrepareTiles funnel.
222 if (prepare_tiles_funnel_ > 0)
223 prepare_tiles_funnel_--;
225 skip_begin_main_frame_to_reduce_latency_ =
226 skip_next_begin_main_frame_to_reduce_latency_;
227 skip_next_begin_main_frame_to_reduce_latency_ = false;
230 bool SchedulerStateMachine::HasAnimatedThisFrame() const {
231 return last_frame_number_animate_performed_ == current_frame_number_;
234 bool SchedulerStateMachine::HasSentBeginMainFrameThisFrame() const {
235 return current_frame_number_ ==
236 last_frame_number_begin_main_frame_sent_;
239 bool SchedulerStateMachine::HasSwappedThisFrame() const {
240 return current_frame_number_ == last_frame_number_swap_performed_;
243 bool SchedulerStateMachine::HasRequestedSwapThisFrame() const {
244 return current_frame_number_ == last_frame_number_swap_requested_;
247 bool SchedulerStateMachine::PendingDrawsShouldBeAborted() const {
248 // These are all the cases where we normally cannot or do not want to draw
249 // but, if needs_redraw_ is true and we do not draw to make forward progress,
250 // we might deadlock with the main thread.
251 // This should be a superset of PendingActivationsShouldBeForced() since
252 // activation of the pending tree is blocked by drawing of the active tree and
253 // the main thread might be blocked on activation of the most recent commit.
254 if (PendingActivationsShouldBeForced())
255 return true;
257 // Additional states where we should abort draws.
258 if (!can_draw_)
259 return true;
260 return false;
263 bool SchedulerStateMachine::PendingActivationsShouldBeForced() const {
264 // There is no output surface to trigger our activations.
265 // If we do not force activations to make forward progress, we might deadlock
266 // with the main thread.
267 if (output_surface_state_ == OUTPUT_SURFACE_LOST)
268 return true;
270 // If we're not visible, we should force activation.
271 // Since we set RequiresHighResToDraw when becoming visible, we ensure that we
272 // don't checkerboard until all visible resources are done. Furthermore, if we
273 // do keep the pending tree around, when becoming visible we might activate
274 // prematurely causing RequiresHighResToDraw flag to be reset. In all cases,
275 // we can simply activate on becoming invisible since we don't need to draw
276 // the active tree when we're in this state.
277 if (!visible_)
278 return true;
280 return false;
283 bool SchedulerStateMachine::ShouldBeginOutputSurfaceCreation() const {
284 // Don't try to initialize too early.
285 if (!can_start_)
286 return false;
288 // We only want to start output surface initialization after the
289 // previous commit is complete.
290 if (commit_state_ != COMMIT_STATE_IDLE)
291 return false;
293 // Make sure the BeginImplFrame from any previous OutputSurfaces
294 // are complete before creating the new OutputSurface.
295 if (begin_impl_frame_state_ != BEGIN_IMPL_FRAME_STATE_IDLE)
296 return false;
298 // We want to clear the pipline of any pending draws and activations
299 // before starting output surface initialization. This allows us to avoid
300 // weird corner cases where we abort draws or force activation while we
301 // are initializing the output surface.
302 if (active_tree_needs_first_draw_ || has_pending_tree_)
303 return false;
305 // We need to create the output surface if we don't have one and we haven't
306 // started creating one yet.
307 return output_surface_state_ == OUTPUT_SURFACE_LOST;
310 bool SchedulerStateMachine::ShouldDraw() const {
311 // If we need to abort draws, we should do so ASAP since the draw could
312 // be blocking other important actions (like output surface initialization),
313 // from occuring. If we are waiting for the first draw, then perfom the
314 // aborted draw to keep things moving. If we are not waiting for the first
315 // draw however, we don't want to abort for no reason.
316 if (PendingDrawsShouldBeAborted())
317 return active_tree_needs_first_draw_;
319 // Don't draw if we are waiting on the first commit after a surface.
320 if (output_surface_state_ != OUTPUT_SURFACE_ACTIVE)
321 return false;
323 // If a commit has occurred after the animate call, we need to call animate
324 // again before we should draw.
325 if (did_commit_after_animating_)
326 return false;
328 // After this line, we only want to send a swap request once per frame.
329 if (HasRequestedSwapThisFrame())
330 return false;
332 // Do not queue too many swaps.
333 if (pending_swaps_ >= max_pending_swaps_)
334 return false;
336 // Except for the cases above, do not draw outside of the BeginImplFrame
337 // deadline.
338 if (begin_impl_frame_state_ != BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE)
339 return false;
341 // Only handle forced redraws due to timeouts on the regular deadline.
342 if (forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_DRAW)
343 return true;
345 return needs_redraw_;
348 bool SchedulerStateMachine::ShouldActivatePendingTree() const {
349 // There is nothing to activate.
350 if (!has_pending_tree_)
351 return false;
353 // We should not activate a second tree before drawing the first one.
354 // Even if we need to force activation of the pending tree, we should abort
355 // drawing the active tree first.
356 if (active_tree_needs_first_draw_)
357 return false;
359 // If we want to force activation, do so ASAP.
360 if (PendingActivationsShouldBeForced())
361 return true;
363 // At this point, only activate if we are ready to activate.
364 return pending_tree_is_ready_for_activation_;
367 bool SchedulerStateMachine::ShouldAnimate() const {
368 // Don't animate if we are waiting on the first commit after a surface.
369 if (output_surface_state_ != OUTPUT_SURFACE_ACTIVE)
370 return false;
372 // If a commit occurred after our last call, we need to do animation again.
373 if (HasAnimatedThisFrame() && !did_commit_after_animating_)
374 return false;
376 if (begin_impl_frame_state_ != BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING &&
377 begin_impl_frame_state_ != BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE)
378 return false;
380 return needs_redraw_ || needs_animate_;
383 bool SchedulerStateMachine::CouldSendBeginMainFrame() const {
384 if (!needs_commit_)
385 return false;
387 // We can not perform commits if we are not visible.
388 if (!visible_)
389 return false;
391 // Do not make a new commits when it is deferred.
392 if (defer_commits_)
393 return false;
395 return true;
398 bool SchedulerStateMachine::ShouldSendBeginMainFrame() const {
399 if (!CouldSendBeginMainFrame())
400 return false;
402 // Only send BeginMainFrame when there isn't another commit pending already.
403 if (commit_state_ != COMMIT_STATE_IDLE)
404 return false;
406 // Don't send BeginMainFrame early if we are prioritizing the active tree
407 // because of impl_latency_takes_priority_.
408 if (impl_latency_takes_priority_ &&
409 (has_pending_tree_ || active_tree_needs_first_draw_)) {
410 return false;
413 // We should not send BeginMainFrame while we are in
414 // BEGIN_IMPL_FRAME_STATE_IDLE since we might have new
415 // user input arriving soon.
416 // TODO(brianderson): Allow sending BeginMainFrame while idle when the main
417 // thread isn't consuming user input.
418 if (begin_impl_frame_state_ == BEGIN_IMPL_FRAME_STATE_IDLE &&
419 BeginFrameNeeded())
420 return false;
422 // We need a new commit for the forced redraw. This honors the
423 // single commit per interval because the result will be swapped to screen.
424 if (forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_COMMIT)
425 return true;
427 // After this point, we only start a commit once per frame.
428 if (HasSentBeginMainFrameThisFrame())
429 return false;
431 // We shouldn't normally accept commits if there isn't an OutputSurface.
432 if (!HasInitializedOutputSurface())
433 return false;
435 // SwapAck throttle the BeginMainFrames unless we just swapped.
436 // TODO(brianderson): Remove this restriction to improve throughput.
437 bool just_swapped_in_deadline =
438 begin_impl_frame_state_ == BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE &&
439 HasSwappedThisFrame();
440 if (pending_swaps_ >= max_pending_swaps_ && !just_swapped_in_deadline)
441 return false;
443 if (skip_begin_main_frame_to_reduce_latency_)
444 return false;
446 return true;
449 bool SchedulerStateMachine::ShouldCommit() const {
450 if (commit_state_ != COMMIT_STATE_READY_TO_COMMIT)
451 return false;
453 // We must not finish the commit until the pending tree is free.
454 if (has_pending_tree_) {
455 DCHECK(settings_.main_frame_before_activation_enabled);
456 return false;
459 // Prioritize drawing the previous commit before finishing the next commit.
460 if (active_tree_needs_first_draw_)
461 return false;
463 return true;
466 bool SchedulerStateMachine::ShouldPrepareTiles() const {
467 // PrepareTiles only really needs to be called immediately after commit
468 // and then periodically after that. Use a funnel to make sure we average
469 // one PrepareTiles per BeginImplFrame in the long run.
470 if (prepare_tiles_funnel_ > 0)
471 return false;
473 // Limiting to once per-frame is not enough, since we only want to
474 // prepare tiles _after_ draws. Polling for draw triggers and
475 // begin-frame are mutually exclusive, so we limit to these two cases.
476 if (begin_impl_frame_state_ != BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE &&
477 !inside_poll_for_anticipated_draw_triggers_)
478 return false;
479 return needs_prepare_tiles_;
482 SchedulerStateMachine::Action SchedulerStateMachine::NextAction() const {
483 if (ShouldActivatePendingTree())
484 return ACTION_ACTIVATE_SYNC_TREE;
485 if (ShouldCommit())
486 return ACTION_COMMIT;
487 if (ShouldAnimate())
488 return ACTION_ANIMATE;
489 if (ShouldDraw()) {
490 if (PendingDrawsShouldBeAborted())
491 return ACTION_DRAW_AND_SWAP_ABORT;
492 else if (forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_DRAW)
493 return ACTION_DRAW_AND_SWAP_FORCED;
494 else
495 return ACTION_DRAW_AND_SWAP_IF_POSSIBLE;
497 if (ShouldPrepareTiles())
498 return ACTION_PREPARE_TILES;
499 if (ShouldSendBeginMainFrame())
500 return ACTION_SEND_BEGIN_MAIN_FRAME;
501 if (ShouldBeginOutputSurfaceCreation())
502 return ACTION_BEGIN_OUTPUT_SURFACE_CREATION;
503 return ACTION_NONE;
506 void SchedulerStateMachine::UpdateState(Action action) {
507 switch (action) {
508 case ACTION_NONE:
509 return;
511 case ACTION_ACTIVATE_SYNC_TREE:
512 UpdateStateOnActivation();
513 return;
515 case ACTION_ANIMATE:
516 last_frame_number_animate_performed_ = current_frame_number_;
517 needs_animate_ = false;
518 did_commit_after_animating_ = false;
519 // TODO(skyostil): Instead of assuming this, require the client to tell
520 // us.
521 SetNeedsRedraw();
522 return;
524 case ACTION_SEND_BEGIN_MAIN_FRAME:
525 DCHECK(!has_pending_tree_ ||
526 settings_.main_frame_before_activation_enabled);
527 DCHECK(visible_);
528 commit_state_ = COMMIT_STATE_BEGIN_MAIN_FRAME_SENT;
529 needs_commit_ = false;
530 last_frame_number_begin_main_frame_sent_ =
531 current_frame_number_;
532 return;
534 case ACTION_COMMIT: {
535 bool commit_has_no_updates = false;
536 UpdateStateOnCommit(commit_has_no_updates);
537 return;
540 case ACTION_DRAW_AND_SWAP_FORCED:
541 case ACTION_DRAW_AND_SWAP_IF_POSSIBLE: {
542 bool did_request_swap = true;
543 UpdateStateOnDraw(did_request_swap);
544 return;
547 case ACTION_DRAW_AND_SWAP_ABORT: {
548 bool did_request_swap = false;
549 UpdateStateOnDraw(did_request_swap);
550 return;
553 case ACTION_BEGIN_OUTPUT_SURFACE_CREATION:
554 DCHECK_EQ(output_surface_state_, OUTPUT_SURFACE_LOST);
555 output_surface_state_ = OUTPUT_SURFACE_CREATING;
557 // The following DCHECKs make sure we are in the proper quiescent state.
558 // The pipeline should be flushed entirely before we start output
559 // surface creation to avoid complicated corner cases.
560 DCHECK_EQ(commit_state_, COMMIT_STATE_IDLE);
561 DCHECK(!has_pending_tree_);
562 DCHECK(!active_tree_needs_first_draw_);
563 return;
565 case ACTION_PREPARE_TILES:
566 UpdateStateOnPrepareTiles();
567 return;
571 void SchedulerStateMachine::UpdateStateOnCommit(bool commit_has_no_updates) {
572 commit_count_++;
574 if (!commit_has_no_updates && HasAnimatedThisFrame())
575 did_commit_after_animating_ = true;
577 if (commit_has_no_updates || settings_.main_frame_before_activation_enabled) {
578 commit_state_ = COMMIT_STATE_IDLE;
579 } else if (settings_.impl_side_painting) {
580 commit_state_ = COMMIT_STATE_WAITING_FOR_ACTIVATION;
581 } else {
582 commit_state_ = settings_.main_thread_should_always_be_low_latency
583 ? COMMIT_STATE_WAITING_FOR_DRAW
584 : COMMIT_STATE_IDLE;
587 // If we are impl-side-painting but the commit was aborted, then we behave
588 // mostly as if we are not impl-side-painting since there is no pending tree.
589 has_pending_tree_ = settings_.impl_side_painting && !commit_has_no_updates;
591 // Update state related to forced draws.
592 if (forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_COMMIT) {
593 forced_redraw_state_ = has_pending_tree_
594 ? FORCED_REDRAW_STATE_WAITING_FOR_ACTIVATION
595 : FORCED_REDRAW_STATE_WAITING_FOR_DRAW;
598 // Update the output surface state.
599 DCHECK_NE(output_surface_state_, OUTPUT_SURFACE_WAITING_FOR_FIRST_ACTIVATION);
600 if (output_surface_state_ == OUTPUT_SURFACE_WAITING_FOR_FIRST_COMMIT) {
601 if (has_pending_tree_) {
602 output_surface_state_ = OUTPUT_SURFACE_WAITING_FOR_FIRST_ACTIVATION;
603 } else {
604 output_surface_state_ = OUTPUT_SURFACE_ACTIVE;
605 needs_redraw_ = true;
609 // Update state if we have a new active tree to draw, or if the active tree
610 // was unchanged but we need to do a forced draw.
611 if (!has_pending_tree_ &&
612 (!commit_has_no_updates ||
613 forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_DRAW)) {
614 needs_redraw_ = true;
615 active_tree_needs_first_draw_ = true;
618 // This post-commit work is common to both completed and aborted commits.
619 pending_tree_is_ready_for_activation_ = false;
621 if (continuous_painting_)
622 needs_commit_ = true;
625 void SchedulerStateMachine::UpdateStateOnActivation() {
626 if (commit_state_ == COMMIT_STATE_WAITING_FOR_ACTIVATION) {
627 commit_state_ = settings_.main_thread_should_always_be_low_latency
628 ? COMMIT_STATE_WAITING_FOR_DRAW
629 : COMMIT_STATE_IDLE;
632 if (output_surface_state_ == OUTPUT_SURFACE_WAITING_FOR_FIRST_ACTIVATION)
633 output_surface_state_ = OUTPUT_SURFACE_ACTIVE;
635 if (forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_ACTIVATION)
636 forced_redraw_state_ = FORCED_REDRAW_STATE_WAITING_FOR_DRAW;
638 has_pending_tree_ = false;
639 pending_tree_is_ready_for_activation_ = false;
640 active_tree_needs_first_draw_ = true;
641 needs_redraw_ = true;
644 void SchedulerStateMachine::UpdateStateOnDraw(bool did_request_swap) {
645 if (forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_DRAW)
646 forced_redraw_state_ = FORCED_REDRAW_STATE_IDLE;
648 if (commit_state_ == COMMIT_STATE_WAITING_FOR_DRAW)
649 commit_state_ = COMMIT_STATE_IDLE;
651 needs_redraw_ = false;
652 active_tree_needs_first_draw_ = false;
654 if (did_request_swap)
655 last_frame_number_swap_requested_ = current_frame_number_;
658 void SchedulerStateMachine::UpdateStateOnPrepareTiles() {
659 needs_prepare_tiles_ = false;
662 void SchedulerStateMachine::SetSkipNextBeginMainFrameToReduceLatency() {
663 TRACE_EVENT_INSTANT0("cc",
664 "Scheduler: SkipNextBeginMainFrameToReduceLatency",
665 TRACE_EVENT_SCOPE_THREAD);
666 skip_next_begin_main_frame_to_reduce_latency_ = true;
669 bool SchedulerStateMachine::BeginFrameNeededForChildren() const {
670 if (HasInitializedOutputSurface())
671 return children_need_begin_frames_;
673 return false;
676 bool SchedulerStateMachine::BeginFrameNeeded() const {
677 // We can't handle BeginFrames when output surface isn't initialized.
678 // TODO(brianderson): Support output surface creation inside a BeginFrame.
679 if (!HasInitializedOutputSurface())
680 return false;
682 if (SupportsProactiveBeginFrame()) {
683 return (BeginFrameNeededToAnimateOrDraw() ||
684 BeginFrameNeededForChildren() ||
685 ProactiveBeginFrameWanted());
688 // Proactive BeginFrames are bad for the synchronous compositor because we
689 // have to draw when we get the BeginFrame and could end up drawing many
690 // duplicate frames if our new frame isn't ready in time.
691 // To poll for state with the synchronous compositor without having to draw,
692 // we rely on ShouldPollForAnticipatedDrawTriggers instead.
693 // Synchronous compositor doesn't have a browser.
694 DCHECK(!children_need_begin_frames_);
695 return BeginFrameNeededToAnimateOrDraw();
698 bool SchedulerStateMachine::ShouldPollForAnticipatedDrawTriggers() const {
699 // ShouldPollForAnticipatedDrawTriggers is what we use in place of
700 // ProactiveBeginFrameWanted when we are using the synchronous
701 // compositor.
702 if (!SupportsProactiveBeginFrame()) {
703 return !BeginFrameNeededToAnimateOrDraw() && ProactiveBeginFrameWanted();
706 // Non synchronous compositors should rely on
707 // ProactiveBeginFrameWanted to poll for state instead.
708 return false;
711 // Note: If SupportsProactiveBeginFrame is false, the scheduler should poll
712 // for changes in it's draw state so it can request a BeginFrame when it's
713 // actually ready.
714 bool SchedulerStateMachine::SupportsProactiveBeginFrame() const {
715 // It is undesirable to proactively request BeginFrames if we are
716 // using a synchronous compositor because we *must* draw for every
717 // BeginFrame, which could cause duplicate draws.
718 return !settings_.using_synchronous_renderer_compositor;
721 void SchedulerStateMachine::SetChildrenNeedBeginFrames(
722 bool children_need_begin_frames) {
723 children_need_begin_frames_ = children_need_begin_frames;
726 void SchedulerStateMachine::SetDeferCommits(bool defer_commits) {
727 defer_commits_ = defer_commits;
730 // These are the cases where we definitely (or almost definitely) have a
731 // new frame to animate and/or draw and can draw.
732 bool SchedulerStateMachine::BeginFrameNeededToAnimateOrDraw() const {
733 // The forced draw respects our normal draw scheduling, so we need to
734 // request a BeginImplFrame for it.
735 if (forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_DRAW)
736 return true;
738 return needs_animate_ || needs_redraw_;
741 // These are cases where we are very likely to draw soon, but might not
742 // actually have a new frame to draw when we receive the next BeginImplFrame.
743 // Proactively requesting the BeginImplFrame helps hide the round trip latency
744 // of the SetNeedsBeginFrame request that has to go to the Browser.
745 bool SchedulerStateMachine::ProactiveBeginFrameWanted() const {
746 // Do not be proactive when invisible.
747 if (!visible_)
748 return false;
750 // We should proactively request a BeginImplFrame if a commit is pending
751 // because we will want to draw if the commit completes quickly.
752 if (needs_commit_ || commit_state_ != COMMIT_STATE_IDLE)
753 return true;
755 // If the pending tree activates quickly, we'll want a BeginImplFrame soon
756 // to draw the new active tree.
757 if (has_pending_tree_)
758 return true;
760 // Changing priorities may allow us to activate (given the new priorities),
761 // which may result in a new frame.
762 if (needs_prepare_tiles_)
763 return true;
765 // If we just sent a swap request, it's likely that we are going to produce
766 // another frame soon. This helps avoid negative glitches in our
767 // SetNeedsBeginFrame requests, which may propagate to the BeginImplFrame
768 // provider and get sampled at an inopportune time, delaying the next
769 // BeginImplFrame.
770 if (HasRequestedSwapThisFrame())
771 return true;
773 return false;
776 void SchedulerStateMachine::OnBeginImplFrame() {
777 AdvanceCurrentFrameNumber();
778 DCHECK_EQ(begin_impl_frame_state_, BEGIN_IMPL_FRAME_STATE_IDLE)
779 << AsValue()->ToString();
780 begin_impl_frame_state_ = BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING;
783 void SchedulerStateMachine::OnBeginImplFrameDeadlinePending() {
784 DCHECK_EQ(begin_impl_frame_state_,
785 BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING)
786 << AsValue()->ToString();
787 begin_impl_frame_state_ = BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME;
790 void SchedulerStateMachine::OnBeginImplFrameDeadline() {
791 DCHECK_EQ(begin_impl_frame_state_, BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME)
792 << AsValue()->ToString();
793 begin_impl_frame_state_ = BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE;
796 void SchedulerStateMachine::OnBeginImplFrameIdle() {
797 DCHECK_EQ(begin_impl_frame_state_, BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE)
798 << AsValue()->ToString();
799 begin_impl_frame_state_ = BEGIN_IMPL_FRAME_STATE_IDLE;
802 SchedulerStateMachine::BeginImplFrameDeadlineMode
803 SchedulerStateMachine::CurrentBeginImplFrameDeadlineMode() const {
804 if (ShouldTriggerBeginImplFrameDeadlineImmediately()) {
805 return BEGIN_IMPL_FRAME_DEADLINE_MODE_IMMEDIATE;
806 } else if (needs_redraw_ && pending_swaps_ < max_pending_swaps_) {
807 // We have an animation or fast input path on the impl thread that wants
808 // to draw, so don't wait too long for a new active tree.
809 // If we are swap throttled we should wait until we are unblocked.
810 return BEGIN_IMPL_FRAME_DEADLINE_MODE_REGULAR;
811 } else {
812 // The impl thread doesn't have anything it wants to draw and we are just
813 // waiting for a new active tree or we are swap throttled. In short we are
814 // blocked.
815 return BEGIN_IMPL_FRAME_DEADLINE_MODE_LATE;
819 bool SchedulerStateMachine::ShouldTriggerBeginImplFrameDeadlineImmediately()
820 const {
821 // TODO(brianderson): This should take into account multiple commit sources.
823 if (begin_impl_frame_state_ != BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME)
824 return false;
826 // If we've lost the output surface, end the current BeginImplFrame ASAP
827 // so we can start creating the next output surface.
828 if (output_surface_state_ == OUTPUT_SURFACE_LOST)
829 return true;
831 // SwapAck throttle the deadline since we wont draw and swap anyway.
832 if (pending_swaps_ >= max_pending_swaps_)
833 return false;
835 if (active_tree_needs_first_draw_)
836 return true;
838 if (!needs_redraw_)
839 return false;
841 // This is used to prioritize impl-thread draws when the main thread isn't
842 // producing anything, e.g., after an aborted commit. We also check that we
843 // don't have a pending tree -- otherwise we should give it a chance to
844 // activate.
845 // TODO(skyostil): Revisit this when we have more accurate deadline estimates.
846 if (commit_state_ == COMMIT_STATE_IDLE && !has_pending_tree_)
847 return true;
849 // Prioritize impl-thread draws in impl_latency_takes_priority_ mode.
850 if (impl_latency_takes_priority_)
851 return true;
853 return false;
856 bool SchedulerStateMachine::MainThreadIsInHighLatencyMode() const {
857 // If a commit is pending before the previous commit has been drawn, we
858 // are definitely in a high latency mode.
859 if (CommitPending() && (active_tree_needs_first_draw_ || has_pending_tree_))
860 return true;
862 // If we just sent a BeginMainFrame and haven't hit the deadline yet, the main
863 // thread is in a low latency mode.
864 if (HasSentBeginMainFrameThisFrame() &&
865 (begin_impl_frame_state_ == BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING ||
866 begin_impl_frame_state_ == BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME))
867 return false;
869 // If there's a commit in progress it must either be from the previous frame
870 // or it started after the impl thread's deadline. In either case the main
871 // thread is in high latency mode.
872 if (CommitPending())
873 return true;
875 // Similarly, if there's a pending tree the main thread is in high latency
876 // mode, because either
877 // it's from the previous frame
878 // or
879 // we're currently drawing the active tree and the pending tree will thus
880 // only be drawn in the next frame.
881 if (has_pending_tree_)
882 return true;
884 if (begin_impl_frame_state_ == BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE) {
885 // Even if there's a new active tree to draw at the deadline or we've just
886 // swapped it, it may have been triggered by a previous BeginImplFrame, in
887 // which case the main thread is in a high latency mode.
888 return (active_tree_needs_first_draw_ || HasSwappedThisFrame()) &&
889 !HasSentBeginMainFrameThisFrame();
892 // If the active tree needs its first draw in any other state, we know the
893 // main thread is in a high latency mode.
894 return active_tree_needs_first_draw_;
897 void SchedulerStateMachine::DidEnterPollForAnticipatedDrawTriggers() {
898 AdvanceCurrentFrameNumber();
899 inside_poll_for_anticipated_draw_triggers_ = true;
902 void SchedulerStateMachine::DidLeavePollForAnticipatedDrawTriggers() {
903 inside_poll_for_anticipated_draw_triggers_ = false;
906 void SchedulerStateMachine::SetVisible(bool visible) { visible_ = visible; }
908 void SchedulerStateMachine::SetCanDraw(bool can_draw) { can_draw_ = can_draw; }
910 void SchedulerStateMachine::SetNeedsRedraw() { needs_redraw_ = true; }
912 void SchedulerStateMachine::SetNeedsAnimate() {
913 needs_animate_ = true;
916 void SchedulerStateMachine::SetNeedsPrepareTiles() {
917 if (!needs_prepare_tiles_) {
918 TRACE_EVENT0("cc", "SchedulerStateMachine::SetNeedsPrepareTiles");
919 needs_prepare_tiles_ = true;
923 void SchedulerStateMachine::SetMaxSwapsPending(int max) {
924 max_pending_swaps_ = max;
927 void SchedulerStateMachine::DidSwapBuffers() {
928 pending_swaps_++;
929 DCHECK_LE(pending_swaps_, max_pending_swaps_);
931 last_frame_number_swap_performed_ = current_frame_number_;
934 void SchedulerStateMachine::DidSwapBuffersComplete() {
935 DCHECK_GT(pending_swaps_, 0);
936 pending_swaps_--;
939 void SchedulerStateMachine::SetImplLatencyTakesPriority(
940 bool impl_latency_takes_priority) {
941 impl_latency_takes_priority_ = impl_latency_takes_priority;
944 void SchedulerStateMachine::DidDrawIfPossibleCompleted(DrawResult result) {
945 switch (result) {
946 case INVALID_RESULT:
947 NOTREACHED() << "Uninitialized DrawResult.";
948 break;
949 case DRAW_ABORTED_CANT_DRAW:
950 case DRAW_ABORTED_CONTEXT_LOST:
951 NOTREACHED() << "Invalid return value from DrawAndSwapIfPossible:"
952 << result;
953 break;
954 case DRAW_SUCCESS:
955 consecutive_checkerboard_animations_ = 0;
956 forced_redraw_state_ = FORCED_REDRAW_STATE_IDLE;
957 break;
958 case DRAW_ABORTED_CHECKERBOARD_ANIMATIONS:
959 needs_redraw_ = true;
961 // If we're already in the middle of a redraw, we don't need to
962 // restart it.
963 if (forced_redraw_state_ != FORCED_REDRAW_STATE_IDLE)
964 return;
966 needs_commit_ = true;
967 consecutive_checkerboard_animations_++;
968 if (settings_.timeout_and_draw_when_animation_checkerboards &&
969 consecutive_checkerboard_animations_ >=
970 settings_.maximum_number_of_failed_draws_before_draw_is_forced_) {
971 consecutive_checkerboard_animations_ = 0;
972 // We need to force a draw, but it doesn't make sense to do this until
973 // we've committed and have new textures.
974 forced_redraw_state_ = FORCED_REDRAW_STATE_WAITING_FOR_COMMIT;
976 break;
977 case DRAW_ABORTED_MISSING_HIGH_RES_CONTENT:
978 // It's not clear whether this missing content is because of missing
979 // pictures (which requires a commit) or because of memory pressure
980 // removing textures (which might not). To be safe, request a commit
981 // anyway.
982 needs_commit_ = true;
983 break;
987 void SchedulerStateMachine::SetNeedsCommit() {
988 needs_commit_ = true;
991 void SchedulerStateMachine::NotifyReadyToCommit() {
992 DCHECK(commit_state_ == COMMIT_STATE_BEGIN_MAIN_FRAME_STARTED)
993 << AsValue()->ToString();
994 commit_state_ = COMMIT_STATE_READY_TO_COMMIT;
995 // In main thread low latency mode, commit should happen right after
996 // BeginFrame, meaning when this function is called, next action should be
997 // commit.
998 if (settings_.main_thread_should_always_be_low_latency)
999 DCHECK(ShouldCommit());
1002 void SchedulerStateMachine::BeginMainFrameAborted(CommitEarlyOutReason reason) {
1003 DCHECK_EQ(commit_state_, COMMIT_STATE_BEGIN_MAIN_FRAME_SENT);
1004 switch (reason) {
1005 case CommitEarlyOutReason::ABORTED_OUTPUT_SURFACE_LOST:
1006 case CommitEarlyOutReason::ABORTED_NOT_VISIBLE:
1007 case CommitEarlyOutReason::ABORTED_DEFERRED_COMMIT:
1008 commit_state_ = COMMIT_STATE_IDLE;
1009 SetNeedsCommit();
1010 return;
1011 case CommitEarlyOutReason::FINISHED_NO_UPDATES:
1012 bool commit_has_no_updates = true;
1013 UpdateStateOnCommit(commit_has_no_updates);
1014 return;
1018 void SchedulerStateMachine::DidPrepareTiles() {
1019 needs_prepare_tiles_ = false;
1020 // "Fill" the PrepareTiles funnel.
1021 prepare_tiles_funnel_++;
1024 void SchedulerStateMachine::DidLoseOutputSurface() {
1025 if (output_surface_state_ == OUTPUT_SURFACE_LOST ||
1026 output_surface_state_ == OUTPUT_SURFACE_CREATING)
1027 return;
1028 output_surface_state_ = OUTPUT_SURFACE_LOST;
1029 needs_redraw_ = false;
1032 void SchedulerStateMachine::NotifyReadyToActivate() {
1033 if (has_pending_tree_)
1034 pending_tree_is_ready_for_activation_ = true;
1037 void SchedulerStateMachine::DidCreateAndInitializeOutputSurface() {
1038 DCHECK_EQ(output_surface_state_, OUTPUT_SURFACE_CREATING);
1039 output_surface_state_ = OUTPUT_SURFACE_WAITING_FOR_FIRST_COMMIT;
1041 if (did_create_and_initialize_first_output_surface_) {
1042 // TODO(boliu): See if we can remove this when impl-side painting is always
1043 // on. Does anything on the main thread need to update after recreate?
1044 needs_commit_ = true;
1046 did_create_and_initialize_first_output_surface_ = true;
1047 pending_swaps_ = 0;
1050 void SchedulerStateMachine::NotifyBeginMainFrameStarted() {
1051 DCHECK_EQ(commit_state_, COMMIT_STATE_BEGIN_MAIN_FRAME_SENT);
1052 commit_state_ = COMMIT_STATE_BEGIN_MAIN_FRAME_STARTED;
1055 bool SchedulerStateMachine::HasInitializedOutputSurface() const {
1056 switch (output_surface_state_) {
1057 case OUTPUT_SURFACE_LOST:
1058 case OUTPUT_SURFACE_CREATING:
1059 return false;
1061 case OUTPUT_SURFACE_ACTIVE:
1062 case OUTPUT_SURFACE_WAITING_FOR_FIRST_COMMIT:
1063 case OUTPUT_SURFACE_WAITING_FOR_FIRST_ACTIVATION:
1064 return true;
1066 NOTREACHED();
1067 return false;
1070 std::string SchedulerStateMachine::GetStatesForDebugging() const {
1071 return base::StringPrintf("%c %d %d %d %c %c %c %d %d",
1072 needs_commit_ ? 'T' : 'F',
1073 static_cast<int>(output_surface_state_),
1074 static_cast<int>(begin_impl_frame_state_),
1075 static_cast<int>(commit_state_),
1076 has_pending_tree_ ? 'T' : 'F',
1077 pending_tree_is_ready_for_activation_ ? 'T' : 'F',
1078 active_tree_needs_first_draw_ ? 'T' : 'F',
1079 max_pending_swaps_,
1080 pending_swaps_);
1083 } // namespace cc