[Audio Player] Cleanup the code along with closure compiler
[chromium-blink-merge.git] / cc / scheduler / scheduler_state_machine.cc
blob189387cf12856f1fc348c605a976d1422aaf705c
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(), gfx::FrameTime::Now());
155 return state;
158 void SchedulerStateMachine::AsValueInto(base::trace_event::TracedValue* state,
159 base::TimeTicks now) 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("major_timestamps_in_ms");
172 state->SetDouble("0_interval",
173 begin_impl_frame_args_.interval.InMicroseconds() / 1000.0L);
174 state->SetDouble(
175 "1_now_to_deadline",
176 (begin_impl_frame_args_.deadline - now).InMicroseconds() / 1000.0L);
177 state->SetDouble(
178 "2_frame_time_to_now",
179 (now - begin_impl_frame_args_.frame_time).InMicroseconds() / 1000.0L);
180 state->SetDouble("3_frame_time_to_deadline",
181 (begin_impl_frame_args_.deadline -
182 begin_impl_frame_args_.frame_time).InMicroseconds() /
183 1000.0L);
184 state->SetDouble("4_now",
185 (now - base::TimeTicks()).InMicroseconds() / 1000.0L);
186 state->SetDouble(
187 "5_frame_time",
188 (begin_impl_frame_args_.frame_time - base::TimeTicks()).InMicroseconds() /
189 1000.0L);
190 state->SetDouble(
191 "6_deadline",
192 (begin_impl_frame_args_.deadline - base::TimeTicks()).InMicroseconds() /
193 1000.0L);
194 state->EndDictionary();
196 state->BeginDictionary("minor_state");
197 state->SetInteger("commit_count", commit_count_);
198 state->SetInteger("current_frame_number", current_frame_number_);
200 state->SetInteger("last_frame_number_animate_performed",
201 last_frame_number_animate_performed_);
202 state->SetInteger("last_frame_number_swap_performed",
203 last_frame_number_swap_performed_);
204 state->SetInteger("last_frame_number_swap_requested",
205 last_frame_number_swap_requested_);
206 state->SetInteger("last_frame_number_begin_main_frame_sent",
207 last_frame_number_begin_main_frame_sent_);
209 state->SetInteger("prepare_tiles_funnel", prepare_tiles_funnel_);
210 state->SetInteger("consecutive_checkerboard_animations",
211 consecutive_checkerboard_animations_);
212 state->SetInteger("max_pending_swaps_", max_pending_swaps_);
213 state->SetInteger("pending_swaps_", pending_swaps_);
214 state->SetBoolean("needs_redraw", needs_redraw_);
215 state->SetBoolean("needs_animate_", needs_animate_);
216 state->SetBoolean("needs_prepare_tiles", needs_prepare_tiles_);
217 state->SetBoolean("needs_commit", needs_commit_);
218 state->SetBoolean("visible", visible_);
219 state->SetBoolean("can_start", can_start_);
220 state->SetBoolean("can_draw", can_draw_);
221 state->SetBoolean("has_pending_tree", has_pending_tree_);
222 state->SetBoolean("pending_tree_is_ready_for_activation",
223 pending_tree_is_ready_for_activation_);
224 state->SetBoolean("active_tree_needs_first_draw",
225 active_tree_needs_first_draw_);
226 state->SetBoolean("did_commit_after_animating", did_commit_after_animating_);
227 state->SetBoolean("did_create_and_initialize_first_output_surface",
228 did_create_and_initialize_first_output_surface_);
229 state->SetBoolean("impl_latency_takes_priority",
230 impl_latency_takes_priority_);
231 state->SetBoolean("main_thread_is_in_high_latency_mode",
232 MainThreadIsInHighLatencyMode());
233 state->SetBoolean("skip_begin_main_frame_to_reduce_latency",
234 skip_begin_main_frame_to_reduce_latency_);
235 state->SetBoolean("skip_next_begin_main_frame_to_reduce_latency",
236 skip_next_begin_main_frame_to_reduce_latency_);
237 state->SetBoolean("continuous_painting", continuous_painting_);
238 state->SetBoolean("children_need_begin_frames", children_need_begin_frames_);
239 state->SetBoolean("defer_commits", defer_commits_);
240 state->EndDictionary();
243 void SchedulerStateMachine::AdvanceCurrentFrameNumber() {
244 current_frame_number_++;
246 // "Drain" the PrepareTiles funnel.
247 if (prepare_tiles_funnel_ > 0)
248 prepare_tiles_funnel_--;
250 skip_begin_main_frame_to_reduce_latency_ =
251 skip_next_begin_main_frame_to_reduce_latency_;
252 skip_next_begin_main_frame_to_reduce_latency_ = false;
255 bool SchedulerStateMachine::HasAnimatedThisFrame() const {
256 return last_frame_number_animate_performed_ == current_frame_number_;
259 bool SchedulerStateMachine::HasSentBeginMainFrameThisFrame() const {
260 return current_frame_number_ ==
261 last_frame_number_begin_main_frame_sent_;
264 bool SchedulerStateMachine::HasSwappedThisFrame() const {
265 return current_frame_number_ == last_frame_number_swap_performed_;
268 bool SchedulerStateMachine::HasRequestedSwapThisFrame() const {
269 return current_frame_number_ == last_frame_number_swap_requested_;
272 bool SchedulerStateMachine::PendingDrawsShouldBeAborted() const {
273 // These are all the cases where we normally cannot or do not want to draw
274 // but, if needs_redraw_ is true and we do not draw to make forward progress,
275 // we might deadlock with the main thread.
276 // This should be a superset of PendingActivationsShouldBeForced() since
277 // activation of the pending tree is blocked by drawing of the active tree and
278 // the main thread might be blocked on activation of the most recent commit.
279 if (PendingActivationsShouldBeForced())
280 return true;
282 // Additional states where we should abort draws.
283 if (!can_draw_)
284 return true;
285 return false;
288 bool SchedulerStateMachine::PendingActivationsShouldBeForced() const {
289 // There is no output surface to trigger our activations.
290 // If we do not force activations to make forward progress, we might deadlock
291 // with the main thread.
292 if (output_surface_state_ == OUTPUT_SURFACE_LOST)
293 return true;
295 // If we're not visible, we should force activation.
296 // Since we set RequiresHighResToDraw when becoming visible, we ensure that we
297 // don't checkerboard until all visible resources are done. Furthermore, if we
298 // do keep the pending tree around, when becoming visible we might activate
299 // prematurely causing RequiresHighResToDraw flag to be reset. In all cases,
300 // we can simply activate on becoming invisible since we don't need to draw
301 // the active tree when we're in this state.
302 if (!visible_)
303 return true;
305 return false;
308 bool SchedulerStateMachine::ShouldBeginOutputSurfaceCreation() const {
309 // Don't try to initialize too early.
310 if (!can_start_)
311 return false;
313 // We only want to start output surface initialization after the
314 // previous commit is complete.
315 if (commit_state_ != COMMIT_STATE_IDLE)
316 return false;
318 // Make sure the BeginImplFrame from any previous OutputSurfaces
319 // are complete before creating the new OutputSurface.
320 if (begin_impl_frame_state_ != BEGIN_IMPL_FRAME_STATE_IDLE)
321 return false;
323 // We want to clear the pipline of any pending draws and activations
324 // before starting output surface initialization. This allows us to avoid
325 // weird corner cases where we abort draws or force activation while we
326 // are initializing the output surface.
327 if (active_tree_needs_first_draw_ || has_pending_tree_)
328 return false;
330 // We need to create the output surface if we don't have one and we haven't
331 // started creating one yet.
332 return output_surface_state_ == OUTPUT_SURFACE_LOST;
335 bool SchedulerStateMachine::ShouldDraw() const {
336 // If we need to abort draws, we should do so ASAP since the draw could
337 // be blocking other important actions (like output surface initialization),
338 // from occuring. If we are waiting for the first draw, then perfom the
339 // aborted draw to keep things moving. If we are not waiting for the first
340 // draw however, we don't want to abort for no reason.
341 if (PendingDrawsShouldBeAborted())
342 return active_tree_needs_first_draw_;
344 // Don't draw if we are waiting on the first commit after a surface.
345 if (output_surface_state_ != OUTPUT_SURFACE_ACTIVE)
346 return false;
348 // If a commit has occurred after the animate call, we need to call animate
349 // again before we should draw.
350 if (did_commit_after_animating_)
351 return false;
353 // After this line, we only want to send a swap request once per frame.
354 if (HasRequestedSwapThisFrame())
355 return false;
357 // Do not queue too many swaps.
358 if (pending_swaps_ >= max_pending_swaps_)
359 return false;
361 // Except for the cases above, do not draw outside of the BeginImplFrame
362 // deadline.
363 if (begin_impl_frame_state_ != BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE)
364 return false;
366 // Only handle forced redraws due to timeouts on the regular deadline.
367 if (forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_DRAW)
368 return true;
370 return needs_redraw_;
373 bool SchedulerStateMachine::ShouldActivatePendingTree() const {
374 // There is nothing to activate.
375 if (!has_pending_tree_)
376 return false;
378 // We should not activate a second tree before drawing the first one.
379 // Even if we need to force activation of the pending tree, we should abort
380 // drawing the active tree first.
381 if (active_tree_needs_first_draw_)
382 return false;
384 // If we want to force activation, do so ASAP.
385 if (PendingActivationsShouldBeForced())
386 return true;
388 // At this point, only activate if we are ready to activate.
389 return pending_tree_is_ready_for_activation_;
392 bool SchedulerStateMachine::ShouldAnimate() const {
393 // Don't animate if we are waiting on the first commit after a surface.
394 if (output_surface_state_ != OUTPUT_SURFACE_ACTIVE)
395 return false;
397 // If a commit occurred after our last call, we need to do animation again.
398 if (HasAnimatedThisFrame() && !did_commit_after_animating_)
399 return false;
401 if (begin_impl_frame_state_ != BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING &&
402 begin_impl_frame_state_ != BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE)
403 return false;
405 return needs_redraw_ || needs_animate_;
408 bool SchedulerStateMachine::CouldSendBeginMainFrame() const {
409 if (!needs_commit_)
410 return false;
412 // We can not perform commits if we are not visible.
413 if (!visible_)
414 return false;
416 // Do not make a new commits when it is deferred.
417 if (defer_commits_)
418 return false;
420 return true;
423 bool SchedulerStateMachine::ShouldSendBeginMainFrame() const {
424 if (!CouldSendBeginMainFrame())
425 return false;
427 // Only send BeginMainFrame when there isn't another commit pending already.
428 if (commit_state_ != COMMIT_STATE_IDLE)
429 return false;
431 // Don't send BeginMainFrame early if we are prioritizing the active tree
432 // because of impl_latency_takes_priority_.
433 if (impl_latency_takes_priority_ &&
434 (has_pending_tree_ || active_tree_needs_first_draw_)) {
435 return false;
438 // We should not send BeginMainFrame while we are in
439 // BEGIN_IMPL_FRAME_STATE_IDLE since we might have new
440 // user input arriving soon.
441 // TODO(brianderson): Allow sending BeginMainFrame while idle when the main
442 // thread isn't consuming user input.
443 if (begin_impl_frame_state_ == BEGIN_IMPL_FRAME_STATE_IDLE &&
444 BeginFrameNeeded())
445 return false;
447 // We need a new commit for the forced redraw. This honors the
448 // single commit per interval because the result will be swapped to screen.
449 if (forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_COMMIT)
450 return true;
452 // After this point, we only start a commit once per frame.
453 if (HasSentBeginMainFrameThisFrame())
454 return false;
456 // We shouldn't normally accept commits if there isn't an OutputSurface.
457 if (!HasInitializedOutputSurface())
458 return false;
460 // SwapAck throttle the BeginMainFrames unless we just swapped.
461 // TODO(brianderson): Remove this restriction to improve throughput.
462 bool just_swapped_in_deadline =
463 begin_impl_frame_state_ == BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE &&
464 HasSwappedThisFrame();
465 if (pending_swaps_ >= max_pending_swaps_ && !just_swapped_in_deadline)
466 return false;
468 if (skip_begin_main_frame_to_reduce_latency_)
469 return false;
471 return true;
474 bool SchedulerStateMachine::ShouldCommit() const {
475 if (commit_state_ != COMMIT_STATE_READY_TO_COMMIT)
476 return false;
478 // We must not finish the commit until the pending tree is free.
479 if (has_pending_tree_) {
480 DCHECK(settings_.main_frame_before_activation_enabled);
481 return false;
484 // Prioritize drawing the previous commit before finishing the next commit.
485 if (active_tree_needs_first_draw_)
486 return false;
488 return true;
491 bool SchedulerStateMachine::ShouldPrepareTiles() const {
492 // PrepareTiles only really needs to be called immediately after commit
493 // and then periodically after that. Use a funnel to make sure we average
494 // one PrepareTiles per BeginImplFrame in the long run.
495 if (prepare_tiles_funnel_ > 0)
496 return false;
498 // Limiting to once per-frame is not enough, since we only want to
499 // prepare tiles _after_ draws. Polling for draw triggers and
500 // begin-frame are mutually exclusive, so we limit to these two cases.
501 if (begin_impl_frame_state_ != BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE &&
502 !inside_poll_for_anticipated_draw_triggers_)
503 return false;
504 return needs_prepare_tiles_;
507 SchedulerStateMachine::Action SchedulerStateMachine::NextAction() const {
508 if (ShouldActivatePendingTree())
509 return ACTION_ACTIVATE_SYNC_TREE;
510 if (ShouldCommit())
511 return ACTION_COMMIT;
512 if (ShouldAnimate())
513 return ACTION_ANIMATE;
514 if (ShouldDraw()) {
515 if (PendingDrawsShouldBeAborted())
516 return ACTION_DRAW_AND_SWAP_ABORT;
517 else if (forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_DRAW)
518 return ACTION_DRAW_AND_SWAP_FORCED;
519 else
520 return ACTION_DRAW_AND_SWAP_IF_POSSIBLE;
522 if (ShouldPrepareTiles())
523 return ACTION_PREPARE_TILES;
524 if (ShouldSendBeginMainFrame())
525 return ACTION_SEND_BEGIN_MAIN_FRAME;
526 if (ShouldBeginOutputSurfaceCreation())
527 return ACTION_BEGIN_OUTPUT_SURFACE_CREATION;
528 return ACTION_NONE;
531 void SchedulerStateMachine::UpdateState(Action action) {
532 switch (action) {
533 case ACTION_NONE:
534 return;
536 case ACTION_ACTIVATE_SYNC_TREE:
537 UpdateStateOnActivation();
538 return;
540 case ACTION_ANIMATE:
541 last_frame_number_animate_performed_ = current_frame_number_;
542 needs_animate_ = false;
543 did_commit_after_animating_ = false;
544 // TODO(skyostil): Instead of assuming this, require the client to tell
545 // us.
546 SetNeedsRedraw();
547 return;
549 case ACTION_SEND_BEGIN_MAIN_FRAME:
550 DCHECK(!has_pending_tree_ ||
551 settings_.main_frame_before_activation_enabled);
552 DCHECK(visible_);
553 commit_state_ = COMMIT_STATE_BEGIN_MAIN_FRAME_SENT;
554 needs_commit_ = false;
555 last_frame_number_begin_main_frame_sent_ =
556 current_frame_number_;
557 return;
559 case ACTION_COMMIT: {
560 bool commit_has_no_updates = false;
561 UpdateStateOnCommit(commit_has_no_updates);
562 return;
565 case ACTION_DRAW_AND_SWAP_FORCED:
566 case ACTION_DRAW_AND_SWAP_IF_POSSIBLE: {
567 bool did_request_swap = true;
568 UpdateStateOnDraw(did_request_swap);
569 return;
572 case ACTION_DRAW_AND_SWAP_ABORT: {
573 bool did_request_swap = false;
574 UpdateStateOnDraw(did_request_swap);
575 return;
578 case ACTION_BEGIN_OUTPUT_SURFACE_CREATION:
579 DCHECK_EQ(output_surface_state_, OUTPUT_SURFACE_LOST);
580 output_surface_state_ = OUTPUT_SURFACE_CREATING;
582 // The following DCHECKs make sure we are in the proper quiescent state.
583 // The pipeline should be flushed entirely before we start output
584 // surface creation to avoid complicated corner cases.
585 DCHECK_EQ(commit_state_, COMMIT_STATE_IDLE);
586 DCHECK(!has_pending_tree_);
587 DCHECK(!active_tree_needs_first_draw_);
588 return;
590 case ACTION_PREPARE_TILES:
591 UpdateStateOnPrepareTiles();
592 return;
596 void SchedulerStateMachine::UpdateStateOnCommit(bool commit_has_no_updates) {
597 commit_count_++;
599 if (!commit_has_no_updates && HasAnimatedThisFrame())
600 did_commit_after_animating_ = true;
602 if (commit_has_no_updates || settings_.main_frame_before_activation_enabled) {
603 commit_state_ = COMMIT_STATE_IDLE;
604 } else if (settings_.impl_side_painting) {
605 commit_state_ = COMMIT_STATE_WAITING_FOR_ACTIVATION;
606 } else {
607 commit_state_ = settings_.main_thread_should_always_be_low_latency
608 ? COMMIT_STATE_WAITING_FOR_DRAW
609 : COMMIT_STATE_IDLE;
612 // If we are impl-side-painting but the commit was aborted, then we behave
613 // mostly as if we are not impl-side-painting since there is no pending tree.
614 has_pending_tree_ = settings_.impl_side_painting && !commit_has_no_updates;
616 // Update state related to forced draws.
617 if (forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_COMMIT) {
618 forced_redraw_state_ = has_pending_tree_
619 ? FORCED_REDRAW_STATE_WAITING_FOR_ACTIVATION
620 : FORCED_REDRAW_STATE_WAITING_FOR_DRAW;
623 // Update the output surface state.
624 DCHECK_NE(output_surface_state_, OUTPUT_SURFACE_WAITING_FOR_FIRST_ACTIVATION);
625 if (output_surface_state_ == OUTPUT_SURFACE_WAITING_FOR_FIRST_COMMIT) {
626 if (has_pending_tree_) {
627 output_surface_state_ = OUTPUT_SURFACE_WAITING_FOR_FIRST_ACTIVATION;
628 } else {
629 output_surface_state_ = OUTPUT_SURFACE_ACTIVE;
630 needs_redraw_ = true;
634 // Update state if we have a new active tree to draw, or if the active tree
635 // was unchanged but we need to do a forced draw.
636 if (!has_pending_tree_ &&
637 (!commit_has_no_updates ||
638 forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_DRAW)) {
639 needs_redraw_ = true;
640 active_tree_needs_first_draw_ = true;
643 // This post-commit work is common to both completed and aborted commits.
644 pending_tree_is_ready_for_activation_ = false;
646 if (continuous_painting_)
647 needs_commit_ = true;
650 void SchedulerStateMachine::UpdateStateOnActivation() {
651 if (commit_state_ == COMMIT_STATE_WAITING_FOR_ACTIVATION) {
652 commit_state_ = settings_.main_thread_should_always_be_low_latency
653 ? COMMIT_STATE_WAITING_FOR_DRAW
654 : COMMIT_STATE_IDLE;
657 if (output_surface_state_ == OUTPUT_SURFACE_WAITING_FOR_FIRST_ACTIVATION)
658 output_surface_state_ = OUTPUT_SURFACE_ACTIVE;
660 if (forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_ACTIVATION)
661 forced_redraw_state_ = FORCED_REDRAW_STATE_WAITING_FOR_DRAW;
663 has_pending_tree_ = false;
664 pending_tree_is_ready_for_activation_ = false;
665 active_tree_needs_first_draw_ = true;
666 needs_redraw_ = true;
669 void SchedulerStateMachine::UpdateStateOnDraw(bool did_request_swap) {
670 if (forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_DRAW)
671 forced_redraw_state_ = FORCED_REDRAW_STATE_IDLE;
673 if (commit_state_ == COMMIT_STATE_WAITING_FOR_DRAW)
674 commit_state_ = COMMIT_STATE_IDLE;
676 needs_redraw_ = false;
677 active_tree_needs_first_draw_ = false;
679 if (did_request_swap)
680 last_frame_number_swap_requested_ = current_frame_number_;
683 void SchedulerStateMachine::UpdateStateOnPrepareTiles() {
684 needs_prepare_tiles_ = false;
687 void SchedulerStateMachine::SetSkipNextBeginMainFrameToReduceLatency() {
688 TRACE_EVENT_INSTANT0("cc",
689 "Scheduler: SkipNextBeginMainFrameToReduceLatency",
690 TRACE_EVENT_SCOPE_THREAD);
691 skip_next_begin_main_frame_to_reduce_latency_ = true;
694 bool SchedulerStateMachine::BeginFrameNeededForChildren() const {
695 if (HasInitializedOutputSurface())
696 return children_need_begin_frames_;
698 return false;
701 bool SchedulerStateMachine::BeginFrameNeeded() const {
702 // We can't handle BeginFrames when output surface isn't initialized.
703 // TODO(brianderson): Support output surface creation inside a BeginFrame.
704 if (!HasInitializedOutputSurface())
705 return false;
707 if (SupportsProactiveBeginFrame()) {
708 return (BeginFrameNeededToAnimateOrDraw() ||
709 BeginFrameNeededForChildren() ||
710 ProactiveBeginFrameWanted());
713 // Proactive BeginFrames are bad for the synchronous compositor because we
714 // have to draw when we get the BeginFrame and could end up drawing many
715 // duplicate frames if our new frame isn't ready in time.
716 // To poll for state with the synchronous compositor without having to draw,
717 // we rely on ShouldPollForAnticipatedDrawTriggers instead.
718 // Synchronous compositor doesn't have a browser.
719 DCHECK(!children_need_begin_frames_);
720 return BeginFrameNeededToAnimateOrDraw();
723 bool SchedulerStateMachine::ShouldSetNeedsBeginFrames(
724 bool frame_source_needs_begin_frames) const {
725 bool needs_begin_frame = BeginFrameNeeded();
727 // Never call SetNeedsBeginFrames if the frame source has the right value.
728 if (needs_begin_frame == frame_source_needs_begin_frames)
729 return false;
731 // Always request the BeginFrame immediately if it's needed.
732 if (needs_begin_frame)
733 return true;
735 // Stop requesting BeginFrames after a deadline.
736 if (begin_impl_frame_state_ == BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE)
737 return true;
739 // Stop requesting BeginFrames immediately when output surface is lost.
740 if (!HasInitializedOutputSurface())
741 return true;
743 return false;
746 bool SchedulerStateMachine::ShouldPollForAnticipatedDrawTriggers() const {
747 // ShouldPollForAnticipatedDrawTriggers is what we use in place of
748 // ProactiveBeginFrameWanted when we are using the synchronous
749 // compositor.
750 if (!SupportsProactiveBeginFrame()) {
751 return !BeginFrameNeededToAnimateOrDraw() && ProactiveBeginFrameWanted();
754 // Non synchronous compositors should rely on
755 // ProactiveBeginFrameWanted to poll for state instead.
756 return false;
759 // Note: If SupportsProactiveBeginFrame is false, the scheduler should poll
760 // for changes in it's draw state so it can request a BeginFrame when it's
761 // actually ready.
762 bool SchedulerStateMachine::SupportsProactiveBeginFrame() const {
763 // It is undesirable to proactively request BeginFrames if we are
764 // using a synchronous compositor because we *must* draw for every
765 // BeginFrame, which could cause duplicate draws.
766 return !settings_.using_synchronous_renderer_compositor;
769 void SchedulerStateMachine::SetChildrenNeedBeginFrames(
770 bool children_need_begin_frames) {
771 children_need_begin_frames_ = children_need_begin_frames;
774 void SchedulerStateMachine::SetDeferCommits(bool defer_commits) {
775 defer_commits_ = defer_commits;
778 // These are the cases where we definitely (or almost definitely) have a
779 // new frame to animate and/or draw and can draw.
780 bool SchedulerStateMachine::BeginFrameNeededToAnimateOrDraw() const {
781 // The forced draw respects our normal draw scheduling, so we need to
782 // request a BeginImplFrame for it.
783 if (forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_DRAW)
784 return true;
786 return needs_animate_ || needs_redraw_;
789 // These are cases where we are very likely to draw soon, but might not
790 // actually have a new frame to draw when we receive the next BeginImplFrame.
791 // Proactively requesting the BeginImplFrame helps hide the round trip latency
792 // of the SetNeedsBeginFrame request that has to go to the Browser.
793 bool SchedulerStateMachine::ProactiveBeginFrameWanted() const {
794 // Do not be proactive when invisible.
795 if (!visible_)
796 return false;
798 // We should proactively request a BeginImplFrame if a commit is pending
799 // because we will want to draw if the commit completes quickly.
800 if (needs_commit_ || commit_state_ != COMMIT_STATE_IDLE)
801 return true;
803 // If the pending tree activates quickly, we'll want a BeginImplFrame soon
804 // to draw the new active tree.
805 if (has_pending_tree_)
806 return true;
808 // Changing priorities may allow us to activate (given the new priorities),
809 // which may result in a new frame.
810 if (needs_prepare_tiles_)
811 return true;
813 // If we just sent a swap request, it's likely that we are going to produce
814 // another frame soon. This helps avoid negative glitches in our
815 // SetNeedsBeginFrame requests, which may propagate to the BeginImplFrame
816 // provider and get sampled at an inopportune time, delaying the next
817 // BeginImplFrame.
818 if (HasRequestedSwapThisFrame())
819 return true;
821 return false;
824 void SchedulerStateMachine::OnBeginImplFrame(const BeginFrameArgs& args) {
825 AdvanceCurrentFrameNumber();
826 begin_impl_frame_args_ = args;
827 DCHECK_EQ(begin_impl_frame_state_, BEGIN_IMPL_FRAME_STATE_IDLE)
828 << AsValue()->ToString();
829 begin_impl_frame_state_ = BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING;
832 void SchedulerStateMachine::OnBeginImplFrameDeadlinePending() {
833 DCHECK_EQ(begin_impl_frame_state_,
834 BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING)
835 << AsValue()->ToString();
836 begin_impl_frame_state_ = BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME;
839 void SchedulerStateMachine::OnBeginImplFrameDeadline() {
840 DCHECK_EQ(begin_impl_frame_state_, BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME)
841 << AsValue()->ToString();
842 begin_impl_frame_state_ = BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE;
845 void SchedulerStateMachine::OnBeginImplFrameIdle() {
846 DCHECK_EQ(begin_impl_frame_state_, BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE)
847 << AsValue()->ToString();
848 begin_impl_frame_state_ = BEGIN_IMPL_FRAME_STATE_IDLE;
851 SchedulerStateMachine::BeginImplFrameDeadlineMode
852 SchedulerStateMachine::CurrentBeginImplFrameDeadlineMode() const {
853 if (ShouldTriggerBeginImplFrameDeadlineImmediately()) {
854 return BEGIN_IMPL_FRAME_DEADLINE_MODE_IMMEDIATE;
855 } else if (needs_redraw_ && pending_swaps_ < max_pending_swaps_) {
856 // We have an animation or fast input path on the impl thread that wants
857 // to draw, so don't wait too long for a new active tree.
858 // If we are swap throttled we should wait until we are unblocked.
859 return BEGIN_IMPL_FRAME_DEADLINE_MODE_REGULAR;
860 } else {
861 // The impl thread doesn't have anything it wants to draw and we are just
862 // waiting for a new active tree or we are swap throttled. In short we are
863 // blocked.
864 return BEGIN_IMPL_FRAME_DEADLINE_MODE_LATE;
868 bool SchedulerStateMachine::ShouldTriggerBeginImplFrameDeadlineImmediately()
869 const {
870 // TODO(brianderson): This should take into account multiple commit sources.
872 if (begin_impl_frame_state_ != BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME)
873 return false;
875 // If we've lost the output surface, end the current BeginImplFrame ASAP
876 // so we can start creating the next output surface.
877 if (output_surface_state_ == OUTPUT_SURFACE_LOST)
878 return true;
880 // SwapAck throttle the deadline since we wont draw and swap anyway.
881 if (pending_swaps_ >= max_pending_swaps_)
882 return false;
884 if (active_tree_needs_first_draw_)
885 return true;
887 if (!needs_redraw_)
888 return false;
890 // This is used to prioritize impl-thread draws when the main thread isn't
891 // producing anything, e.g., after an aborted commit. We also check that we
892 // don't have a pending tree -- otherwise we should give it a chance to
893 // activate.
894 // TODO(skyostil): Revisit this when we have more accurate deadline estimates.
895 if (commit_state_ == COMMIT_STATE_IDLE && !has_pending_tree_)
896 return true;
898 // Prioritize impl-thread draws in impl_latency_takes_priority_ mode.
899 if (impl_latency_takes_priority_)
900 return true;
902 return false;
905 bool SchedulerStateMachine::MainThreadIsInHighLatencyMode() const {
906 // If a commit is pending before the previous commit has been drawn, we
907 // are definitely in a high latency mode.
908 if (CommitPending() && (active_tree_needs_first_draw_ || has_pending_tree_))
909 return true;
911 // If we just sent a BeginMainFrame and haven't hit the deadline yet, the main
912 // thread is in a low latency mode.
913 if (HasSentBeginMainFrameThisFrame() &&
914 (begin_impl_frame_state_ == BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING ||
915 begin_impl_frame_state_ == BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME))
916 return false;
918 // If there's a commit in progress it must either be from the previous frame
919 // or it started after the impl thread's deadline. In either case the main
920 // thread is in high latency mode.
921 if (CommitPending())
922 return true;
924 // Similarly, if there's a pending tree the main thread is in high latency
925 // mode, because either
926 // it's from the previous frame
927 // or
928 // we're currently drawing the active tree and the pending tree will thus
929 // only be drawn in the next frame.
930 if (has_pending_tree_)
931 return true;
933 if (begin_impl_frame_state_ == BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE) {
934 // Even if there's a new active tree to draw at the deadline or we've just
935 // swapped it, it may have been triggered by a previous BeginImplFrame, in
936 // which case the main thread is in a high latency mode.
937 return (active_tree_needs_first_draw_ || HasSwappedThisFrame()) &&
938 !HasSentBeginMainFrameThisFrame();
941 // If the active tree needs its first draw in any other state, we know the
942 // main thread is in a high latency mode.
943 return active_tree_needs_first_draw_;
946 void SchedulerStateMachine::DidEnterPollForAnticipatedDrawTriggers() {
947 AdvanceCurrentFrameNumber();
948 inside_poll_for_anticipated_draw_triggers_ = true;
951 void SchedulerStateMachine::DidLeavePollForAnticipatedDrawTriggers() {
952 inside_poll_for_anticipated_draw_triggers_ = false;
955 void SchedulerStateMachine::SetVisible(bool visible) { visible_ = visible; }
957 void SchedulerStateMachine::SetCanDraw(bool can_draw) { can_draw_ = can_draw; }
959 void SchedulerStateMachine::SetNeedsRedraw() { needs_redraw_ = true; }
961 void SchedulerStateMachine::SetNeedsAnimate() {
962 needs_animate_ = true;
965 void SchedulerStateMachine::SetNeedsPrepareTiles() {
966 if (!needs_prepare_tiles_) {
967 TRACE_EVENT0("cc", "SchedulerStateMachine::SetNeedsPrepareTiles");
968 needs_prepare_tiles_ = true;
972 void SchedulerStateMachine::SetMaxSwapsPending(int max) {
973 max_pending_swaps_ = max;
976 void SchedulerStateMachine::DidSwapBuffers() {
977 pending_swaps_++;
978 DCHECK_LE(pending_swaps_, max_pending_swaps_);
980 last_frame_number_swap_performed_ = current_frame_number_;
983 void SchedulerStateMachine::DidSwapBuffersComplete() {
984 DCHECK_GT(pending_swaps_, 0);
985 pending_swaps_--;
988 void SchedulerStateMachine::SetImplLatencyTakesPriority(
989 bool impl_latency_takes_priority) {
990 impl_latency_takes_priority_ = impl_latency_takes_priority;
993 void SchedulerStateMachine::DidDrawIfPossibleCompleted(DrawResult result) {
994 switch (result) {
995 case INVALID_RESULT:
996 NOTREACHED() << "Uninitialized DrawResult.";
997 break;
998 case DRAW_ABORTED_CANT_DRAW:
999 case DRAW_ABORTED_CONTEXT_LOST:
1000 NOTREACHED() << "Invalid return value from DrawAndSwapIfPossible:"
1001 << result;
1002 break;
1003 case DRAW_SUCCESS:
1004 consecutive_checkerboard_animations_ = 0;
1005 forced_redraw_state_ = FORCED_REDRAW_STATE_IDLE;
1006 break;
1007 case DRAW_ABORTED_CHECKERBOARD_ANIMATIONS:
1008 needs_redraw_ = true;
1010 // If we're already in the middle of a redraw, we don't need to
1011 // restart it.
1012 if (forced_redraw_state_ != FORCED_REDRAW_STATE_IDLE)
1013 return;
1015 needs_commit_ = true;
1016 consecutive_checkerboard_animations_++;
1017 if (settings_.timeout_and_draw_when_animation_checkerboards &&
1018 consecutive_checkerboard_animations_ >=
1019 settings_.maximum_number_of_failed_draws_before_draw_is_forced_) {
1020 consecutive_checkerboard_animations_ = 0;
1021 // We need to force a draw, but it doesn't make sense to do this until
1022 // we've committed and have new textures.
1023 forced_redraw_state_ = FORCED_REDRAW_STATE_WAITING_FOR_COMMIT;
1025 break;
1026 case DRAW_ABORTED_MISSING_HIGH_RES_CONTENT:
1027 // It's not clear whether this missing content is because of missing
1028 // pictures (which requires a commit) or because of memory pressure
1029 // removing textures (which might not). To be safe, request a commit
1030 // anyway.
1031 needs_commit_ = true;
1032 break;
1036 void SchedulerStateMachine::SetNeedsCommit() {
1037 needs_commit_ = true;
1040 void SchedulerStateMachine::NotifyReadyToCommit() {
1041 DCHECK(commit_state_ == COMMIT_STATE_BEGIN_MAIN_FRAME_STARTED)
1042 << AsValue()->ToString();
1043 commit_state_ = COMMIT_STATE_READY_TO_COMMIT;
1044 // In main thread low latency mode, commit should happen right after
1045 // BeginFrame, meaning when this function is called, next action should be
1046 // commit.
1047 if (settings_.main_thread_should_always_be_low_latency)
1048 DCHECK(ShouldCommit());
1051 void SchedulerStateMachine::BeginMainFrameAborted(CommitEarlyOutReason reason) {
1052 DCHECK_EQ(commit_state_, COMMIT_STATE_BEGIN_MAIN_FRAME_SENT);
1053 switch (reason) {
1054 case CommitEarlyOutReason::ABORTED_OUTPUT_SURFACE_LOST:
1055 case CommitEarlyOutReason::ABORTED_NOT_VISIBLE:
1056 case CommitEarlyOutReason::ABORTED_DEFERRED_COMMIT:
1057 commit_state_ = COMMIT_STATE_IDLE;
1058 SetNeedsCommit();
1059 return;
1060 case CommitEarlyOutReason::FINISHED_NO_UPDATES:
1061 bool commit_has_no_updates = true;
1062 UpdateStateOnCommit(commit_has_no_updates);
1063 return;
1067 void SchedulerStateMachine::DidPrepareTiles() {
1068 needs_prepare_tiles_ = false;
1069 // "Fill" the PrepareTiles funnel.
1070 prepare_tiles_funnel_++;
1073 void SchedulerStateMachine::DidLoseOutputSurface() {
1074 if (output_surface_state_ == OUTPUT_SURFACE_LOST ||
1075 output_surface_state_ == OUTPUT_SURFACE_CREATING)
1076 return;
1077 output_surface_state_ = OUTPUT_SURFACE_LOST;
1078 needs_redraw_ = false;
1081 void SchedulerStateMachine::NotifyReadyToActivate() {
1082 if (has_pending_tree_)
1083 pending_tree_is_ready_for_activation_ = true;
1086 void SchedulerStateMachine::DidCreateAndInitializeOutputSurface() {
1087 DCHECK_EQ(output_surface_state_, OUTPUT_SURFACE_CREATING);
1088 output_surface_state_ = OUTPUT_SURFACE_WAITING_FOR_FIRST_COMMIT;
1090 if (did_create_and_initialize_first_output_surface_) {
1091 // TODO(boliu): See if we can remove this when impl-side painting is always
1092 // on. Does anything on the main thread need to update after recreate?
1093 needs_commit_ = true;
1095 did_create_and_initialize_first_output_surface_ = true;
1096 pending_swaps_ = 0;
1099 void SchedulerStateMachine::NotifyBeginMainFrameStarted() {
1100 DCHECK_EQ(commit_state_, COMMIT_STATE_BEGIN_MAIN_FRAME_SENT);
1101 commit_state_ = COMMIT_STATE_BEGIN_MAIN_FRAME_STARTED;
1104 bool SchedulerStateMachine::HasInitializedOutputSurface() const {
1105 switch (output_surface_state_) {
1106 case OUTPUT_SURFACE_LOST:
1107 case OUTPUT_SURFACE_CREATING:
1108 return false;
1110 case OUTPUT_SURFACE_ACTIVE:
1111 case OUTPUT_SURFACE_WAITING_FOR_FIRST_COMMIT:
1112 case OUTPUT_SURFACE_WAITING_FOR_FIRST_ACTIVATION:
1113 return true;
1115 NOTREACHED();
1116 return false;
1119 std::string SchedulerStateMachine::GetStatesForDebugging() const {
1120 return base::StringPrintf("%c %d %d %d %c %c %c %d %d",
1121 needs_commit_ ? 'T' : 'F',
1122 static_cast<int>(output_surface_state_),
1123 static_cast<int>(begin_impl_frame_state_),
1124 static_cast<int>(commit_state_),
1125 has_pending_tree_ ? 'T' : 'F',
1126 pending_tree_is_ready_for_activation_ ? 'T' : 'F',
1127 active_tree_needs_first_draw_ ? 'T' : 'F',
1128 max_pending_swaps_,
1129 pending_swaps_);
1132 } // namespace cc