ozone: evdev: Sync caps lock LED state to evdev
[chromium-blink-merge.git] / cc / scheduler / scheduler_state_machine.cc
blob4e6509f527ddc35ac7be8b8355b85111f3cbbfa7
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 impl_latency_takes_priority_on_battery_(false),
51 children_need_begin_frames_(false),
52 defer_commits_(false) {
55 const char* SchedulerStateMachine::OutputSurfaceStateToString(
56 OutputSurfaceState state) {
57 switch (state) {
58 case OUTPUT_SURFACE_ACTIVE:
59 return "OUTPUT_SURFACE_ACTIVE";
60 case OUTPUT_SURFACE_LOST:
61 return "OUTPUT_SURFACE_LOST";
62 case OUTPUT_SURFACE_CREATING:
63 return "OUTPUT_SURFACE_CREATING";
64 case OUTPUT_SURFACE_WAITING_FOR_FIRST_COMMIT:
65 return "OUTPUT_SURFACE_WAITING_FOR_FIRST_COMMIT";
66 case OUTPUT_SURFACE_WAITING_FOR_FIRST_ACTIVATION:
67 return "OUTPUT_SURFACE_WAITING_FOR_FIRST_ACTIVATION";
69 NOTREACHED();
70 return "???";
73 const char* SchedulerStateMachine::BeginImplFrameStateToString(
74 BeginImplFrameState state) {
75 switch (state) {
76 case BEGIN_IMPL_FRAME_STATE_IDLE:
77 return "BEGIN_IMPL_FRAME_STATE_IDLE";
78 case BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING:
79 return "BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING";
80 case BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME:
81 return "BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME";
82 case BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE:
83 return "BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE";
85 NOTREACHED();
86 return "???";
89 const char* SchedulerStateMachine::CommitStateToString(CommitState state) {
90 switch (state) {
91 case COMMIT_STATE_IDLE:
92 return "COMMIT_STATE_IDLE";
93 case COMMIT_STATE_BEGIN_MAIN_FRAME_SENT:
94 return "COMMIT_STATE_BEGIN_MAIN_FRAME_SENT";
95 case COMMIT_STATE_BEGIN_MAIN_FRAME_STARTED:
96 return "COMMIT_STATE_BEGIN_MAIN_FRAME_STARTED";
97 case COMMIT_STATE_READY_TO_COMMIT:
98 return "COMMIT_STATE_READY_TO_COMMIT";
99 case COMMIT_STATE_WAITING_FOR_ACTIVATION:
100 return "COMMIT_STATE_WAITING_FOR_ACTIVATION";
101 case COMMIT_STATE_WAITING_FOR_DRAW:
102 return "COMMIT_STATE_WAITING_FOR_DRAW";
104 NOTREACHED();
105 return "???";
108 const char* SchedulerStateMachine::ForcedRedrawOnTimeoutStateToString(
109 ForcedRedrawOnTimeoutState state) {
110 switch (state) {
111 case FORCED_REDRAW_STATE_IDLE:
112 return "FORCED_REDRAW_STATE_IDLE";
113 case FORCED_REDRAW_STATE_WAITING_FOR_COMMIT:
114 return "FORCED_REDRAW_STATE_WAITING_FOR_COMMIT";
115 case FORCED_REDRAW_STATE_WAITING_FOR_ACTIVATION:
116 return "FORCED_REDRAW_STATE_WAITING_FOR_ACTIVATION";
117 case FORCED_REDRAW_STATE_WAITING_FOR_DRAW:
118 return "FORCED_REDRAW_STATE_WAITING_FOR_DRAW";
120 NOTREACHED();
121 return "???";
124 const char* SchedulerStateMachine::ActionToString(Action action) {
125 switch (action) {
126 case ACTION_NONE:
127 return "ACTION_NONE";
128 case ACTION_ANIMATE:
129 return "ACTION_ANIMATE";
130 case ACTION_SEND_BEGIN_MAIN_FRAME:
131 return "ACTION_SEND_BEGIN_MAIN_FRAME";
132 case ACTION_COMMIT:
133 return "ACTION_COMMIT";
134 case ACTION_ACTIVATE_SYNC_TREE:
135 return "ACTION_ACTIVATE_SYNC_TREE";
136 case ACTION_DRAW_AND_SWAP_IF_POSSIBLE:
137 return "ACTION_DRAW_AND_SWAP_IF_POSSIBLE";
138 case ACTION_DRAW_AND_SWAP_FORCED:
139 return "ACTION_DRAW_AND_SWAP_FORCED";
140 case ACTION_DRAW_AND_SWAP_ABORT:
141 return "ACTION_DRAW_AND_SWAP_ABORT";
142 case ACTION_BEGIN_OUTPUT_SURFACE_CREATION:
143 return "ACTION_BEGIN_OUTPUT_SURFACE_CREATION";
144 case ACTION_PREPARE_TILES:
145 return "ACTION_PREPARE_TILES";
147 NOTREACHED();
148 return "???";
151 scoped_refptr<base::trace_event::ConvertableToTraceFormat>
152 SchedulerStateMachine::AsValue() const {
153 scoped_refptr<base::trace_event::TracedValue> state =
154 new base::trace_event::TracedValue();
155 AsValueInto(state.get(), gfx::FrameTime::Now());
156 return state;
159 void SchedulerStateMachine::AsValueInto(base::trace_event::TracedValue* state,
160 base::TimeTicks now) const {
161 state->BeginDictionary("major_state");
162 state->SetString("next_action", ActionToString(NextAction()));
163 state->SetString("begin_impl_frame_state",
164 BeginImplFrameStateToString(begin_impl_frame_state_));
165 state->SetString("commit_state", CommitStateToString(commit_state_));
166 state->SetString("output_surface_state_",
167 OutputSurfaceStateToString(output_surface_state_));
168 state->SetString("forced_redraw_state",
169 ForcedRedrawOnTimeoutStateToString(forced_redraw_state_));
170 state->EndDictionary();
172 state->BeginDictionary("major_timestamps_in_ms");
173 state->SetDouble("0_interval",
174 begin_impl_frame_args_.interval.InMicroseconds() / 1000.0L);
175 state->SetDouble(
176 "1_now_to_deadline",
177 (begin_impl_frame_args_.deadline - now).InMicroseconds() / 1000.0L);
178 state->SetDouble(
179 "2_frame_time_to_now",
180 (now - begin_impl_frame_args_.frame_time).InMicroseconds() / 1000.0L);
181 state->SetDouble("3_frame_time_to_deadline",
182 (begin_impl_frame_args_.deadline -
183 begin_impl_frame_args_.frame_time).InMicroseconds() /
184 1000.0L);
185 state->SetDouble("4_now",
186 (now - base::TimeTicks()).InMicroseconds() / 1000.0L);
187 state->SetDouble(
188 "5_frame_time",
189 (begin_impl_frame_args_.frame_time - base::TimeTicks()).InMicroseconds() /
190 1000.0L);
191 state->SetDouble(
192 "6_deadline",
193 (begin_impl_frame_args_.deadline - base::TimeTicks()).InMicroseconds() /
194 1000.0L);
195 state->EndDictionary();
197 state->BeginDictionary("minor_state");
198 state->SetInteger("commit_count", commit_count_);
199 state->SetInteger("current_frame_number", current_frame_number_);
201 state->SetInteger("last_frame_number_animate_performed",
202 last_frame_number_animate_performed_);
203 state->SetInteger("last_frame_number_swap_performed",
204 last_frame_number_swap_performed_);
205 state->SetInteger("last_frame_number_swap_requested",
206 last_frame_number_swap_requested_);
207 state->SetInteger("last_frame_number_begin_main_frame_sent",
208 last_frame_number_begin_main_frame_sent_);
210 state->SetInteger("prepare_tiles_funnel", prepare_tiles_funnel_);
211 state->SetInteger("consecutive_checkerboard_animations",
212 consecutive_checkerboard_animations_);
213 state->SetInteger("max_pending_swaps_", max_pending_swaps_);
214 state->SetInteger("pending_swaps_", pending_swaps_);
215 state->SetBoolean("needs_redraw", needs_redraw_);
216 state->SetBoolean("needs_animate_", needs_animate_);
217 state->SetBoolean("needs_prepare_tiles", needs_prepare_tiles_);
218 state->SetBoolean("needs_commit", needs_commit_);
219 state->SetBoolean("visible", visible_);
220 state->SetBoolean("can_start", can_start_);
221 state->SetBoolean("can_draw", can_draw_);
222 state->SetBoolean("has_pending_tree", has_pending_tree_);
223 state->SetBoolean("pending_tree_is_ready_for_activation",
224 pending_tree_is_ready_for_activation_);
225 state->SetBoolean("active_tree_needs_first_draw",
226 active_tree_needs_first_draw_);
227 state->SetBoolean("did_commit_after_animating", did_commit_after_animating_);
228 state->SetBoolean("did_create_and_initialize_first_output_surface",
229 did_create_and_initialize_first_output_surface_);
230 state->SetBoolean("impl_latency_takes_priority",
231 impl_latency_takes_priority_);
232 state->SetBoolean("main_thread_is_in_high_latency_mode",
233 MainThreadIsInHighLatencyMode());
234 state->SetBoolean("skip_begin_main_frame_to_reduce_latency",
235 skip_begin_main_frame_to_reduce_latency_);
236 state->SetBoolean("skip_next_begin_main_frame_to_reduce_latency",
237 skip_next_begin_main_frame_to_reduce_latency_);
238 state->SetBoolean("continuous_painting", continuous_painting_);
239 state->SetBoolean("impl_latency_takes_priority_on_battery",
240 impl_latency_takes_priority_on_battery_);
241 state->SetBoolean("children_need_begin_frames", children_need_begin_frames_);
242 state->SetBoolean("defer_commits", defer_commits_);
243 state->EndDictionary();
246 void SchedulerStateMachine::AdvanceCurrentFrameNumber() {
247 current_frame_number_++;
249 // "Drain" the PrepareTiles funnel.
250 if (prepare_tiles_funnel_ > 0)
251 prepare_tiles_funnel_--;
253 skip_begin_main_frame_to_reduce_latency_ =
254 skip_next_begin_main_frame_to_reduce_latency_;
255 skip_next_begin_main_frame_to_reduce_latency_ = false;
258 bool SchedulerStateMachine::HasAnimatedThisFrame() const {
259 return last_frame_number_animate_performed_ == current_frame_number_;
262 bool SchedulerStateMachine::HasSentBeginMainFrameThisFrame() const {
263 return current_frame_number_ ==
264 last_frame_number_begin_main_frame_sent_;
267 bool SchedulerStateMachine::HasSwappedThisFrame() const {
268 return current_frame_number_ == last_frame_number_swap_performed_;
271 bool SchedulerStateMachine::HasRequestedSwapThisFrame() const {
272 return current_frame_number_ == last_frame_number_swap_requested_;
275 bool SchedulerStateMachine::PendingDrawsShouldBeAborted() const {
276 // These are all the cases where we normally cannot or do not want to draw
277 // but, if needs_redraw_ is true and we do not draw to make forward progress,
278 // we might deadlock with the main thread.
279 // This should be a superset of PendingActivationsShouldBeForced() since
280 // activation of the pending tree is blocked by drawing of the active tree and
281 // the main thread might be blocked on activation of the most recent commit.
282 if (PendingActivationsShouldBeForced())
283 return true;
285 // Additional states where we should abort draws.
286 if (!can_draw_)
287 return true;
288 return false;
291 bool SchedulerStateMachine::PendingActivationsShouldBeForced() const {
292 // There is no output surface to trigger our activations.
293 // If we do not force activations to make forward progress, we might deadlock
294 // with the main thread.
295 if (output_surface_state_ == OUTPUT_SURFACE_LOST)
296 return true;
298 // If we're not visible, we should force activation.
299 // Since we set RequiresHighResToDraw when becoming visible, we ensure that we
300 // don't checkerboard until all visible resources are done. Furthermore, if we
301 // do keep the pending tree around, when becoming visible we might activate
302 // prematurely causing RequiresHighResToDraw flag to be reset. In all cases,
303 // we can simply activate on becoming invisible since we don't need to draw
304 // the active tree when we're in this state.
305 if (!visible_)
306 return true;
308 return false;
311 bool SchedulerStateMachine::ShouldBeginOutputSurfaceCreation() const {
312 // Don't try to initialize too early.
313 if (!can_start_)
314 return false;
316 // We only want to start output surface initialization after the
317 // previous commit is complete.
318 if (commit_state_ != COMMIT_STATE_IDLE)
319 return false;
321 // Make sure the BeginImplFrame from any previous OutputSurfaces
322 // are complete before creating the new OutputSurface.
323 if (begin_impl_frame_state_ != BEGIN_IMPL_FRAME_STATE_IDLE)
324 return false;
326 // We want to clear the pipline of any pending draws and activations
327 // before starting output surface initialization. This allows us to avoid
328 // weird corner cases where we abort draws or force activation while we
329 // are initializing the output surface.
330 if (active_tree_needs_first_draw_ || has_pending_tree_)
331 return false;
333 // We need to create the output surface if we don't have one and we haven't
334 // started creating one yet.
335 return output_surface_state_ == OUTPUT_SURFACE_LOST;
338 bool SchedulerStateMachine::ShouldDraw() const {
339 // If we need to abort draws, we should do so ASAP since the draw could
340 // be blocking other important actions (like output surface initialization),
341 // from occuring. If we are waiting for the first draw, then perfom the
342 // aborted draw to keep things moving. If we are not waiting for the first
343 // draw however, we don't want to abort for no reason.
344 if (PendingDrawsShouldBeAborted())
345 return active_tree_needs_first_draw_;
347 // Don't draw if we are waiting on the first commit after a surface.
348 if (output_surface_state_ != OUTPUT_SURFACE_ACTIVE)
349 return false;
351 // If a commit has occurred after the animate call, we need to call animate
352 // again before we should draw.
353 if (did_commit_after_animating_)
354 return false;
356 // After this line, we only want to send a swap request once per frame.
357 if (HasRequestedSwapThisFrame())
358 return false;
360 // Do not queue too many swaps.
361 if (pending_swaps_ >= max_pending_swaps_)
362 return false;
364 // Except for the cases above, do not draw outside of the BeginImplFrame
365 // deadline.
366 if (begin_impl_frame_state_ != BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE)
367 return false;
369 // Only handle forced redraws due to timeouts on the regular deadline.
370 if (forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_DRAW)
371 return true;
373 return needs_redraw_;
376 bool SchedulerStateMachine::ShouldActivatePendingTree() const {
377 // There is nothing to activate.
378 if (!has_pending_tree_)
379 return false;
381 // We should not activate a second tree before drawing the first one.
382 // Even if we need to force activation of the pending tree, we should abort
383 // drawing the active tree first.
384 if (active_tree_needs_first_draw_)
385 return false;
387 // If we want to force activation, do so ASAP.
388 if (PendingActivationsShouldBeForced())
389 return true;
391 // At this point, only activate if we are ready to activate.
392 return pending_tree_is_ready_for_activation_;
395 bool SchedulerStateMachine::ShouldAnimate() const {
396 // Don't animate if we are waiting on the first commit after a surface.
397 if (output_surface_state_ != OUTPUT_SURFACE_ACTIVE)
398 return false;
400 // If a commit occurred after our last call, we need to do animation again.
401 if (HasAnimatedThisFrame() && !did_commit_after_animating_)
402 return false;
404 if (begin_impl_frame_state_ != BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING &&
405 begin_impl_frame_state_ != BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE)
406 return false;
408 return needs_redraw_ || needs_animate_;
411 bool SchedulerStateMachine::CouldSendBeginMainFrame() const {
412 if (!needs_commit_)
413 return false;
415 // We can not perform commits if we are not visible.
416 if (!visible_)
417 return false;
419 // Do not make a new commits when it is deferred.
420 if (defer_commits_)
421 return false;
423 return true;
426 bool SchedulerStateMachine::ShouldSendBeginMainFrame() const {
427 if (!CouldSendBeginMainFrame())
428 return false;
430 // Only send BeginMainFrame when there isn't another commit pending already.
431 if (commit_state_ != COMMIT_STATE_IDLE)
432 return false;
434 // Don't send BeginMainFrame early if we are prioritizing the active tree
435 // because of impl_latency_takes_priority_.
436 if (impl_latency_takes_priority_ &&
437 (has_pending_tree_ || active_tree_needs_first_draw_)) {
438 return false;
441 // We should not send BeginMainFrame while we are in
442 // BEGIN_IMPL_FRAME_STATE_IDLE since we might have new
443 // user input arriving soon.
444 // TODO(brianderson): Allow sending BeginMainFrame while idle when the main
445 // thread isn't consuming user input.
446 if (begin_impl_frame_state_ == BEGIN_IMPL_FRAME_STATE_IDLE &&
447 BeginFrameNeeded())
448 return false;
450 // We need a new commit for the forced redraw. This honors the
451 // single commit per interval because the result will be swapped to screen.
452 if (forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_COMMIT)
453 return true;
455 // After this point, we only start a commit once per frame.
456 if (HasSentBeginMainFrameThisFrame())
457 return false;
459 // We shouldn't normally accept commits if there isn't an OutputSurface.
460 if (!HasInitializedOutputSurface())
461 return false;
463 // SwapAck throttle the BeginMainFrames unless we just swapped.
464 // TODO(brianderson): Remove this restriction to improve throughput.
465 bool just_swapped_in_deadline =
466 begin_impl_frame_state_ == BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE &&
467 HasSwappedThisFrame();
468 if (pending_swaps_ >= max_pending_swaps_ && !just_swapped_in_deadline)
469 return false;
471 if (skip_begin_main_frame_to_reduce_latency_)
472 return false;
474 return true;
477 bool SchedulerStateMachine::ShouldCommit() const {
478 if (commit_state_ != COMMIT_STATE_READY_TO_COMMIT)
479 return false;
481 // We must not finish the commit until the pending tree is free.
482 if (has_pending_tree_) {
483 DCHECK(settings_.main_frame_before_activation_enabled);
484 return false;
487 // Prioritize drawing the previous commit before finishing the next commit.
488 if (active_tree_needs_first_draw_)
489 return false;
491 return true;
494 bool SchedulerStateMachine::ShouldPrepareTiles() const {
495 // PrepareTiles only really needs to be called immediately after commit
496 // and then periodically after that. Use a funnel to make sure we average
497 // one PrepareTiles per BeginImplFrame in the long run.
498 if (prepare_tiles_funnel_ > 0)
499 return false;
501 // Limiting to once per-frame is not enough, since we only want to
502 // prepare tiles _after_ draws. Polling for draw triggers and
503 // begin-frame are mutually exclusive, so we limit to these two cases.
504 if (begin_impl_frame_state_ != BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE &&
505 !inside_poll_for_anticipated_draw_triggers_)
506 return false;
507 return needs_prepare_tiles_;
510 SchedulerStateMachine::Action SchedulerStateMachine::NextAction() const {
511 if (ShouldActivatePendingTree())
512 return ACTION_ACTIVATE_SYNC_TREE;
513 if (ShouldCommit())
514 return ACTION_COMMIT;
515 if (ShouldAnimate())
516 return ACTION_ANIMATE;
517 if (ShouldDraw()) {
518 if (PendingDrawsShouldBeAborted())
519 return ACTION_DRAW_AND_SWAP_ABORT;
520 else if (forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_DRAW)
521 return ACTION_DRAW_AND_SWAP_FORCED;
522 else
523 return ACTION_DRAW_AND_SWAP_IF_POSSIBLE;
525 if (ShouldPrepareTiles())
526 return ACTION_PREPARE_TILES;
527 if (ShouldSendBeginMainFrame())
528 return ACTION_SEND_BEGIN_MAIN_FRAME;
529 if (ShouldBeginOutputSurfaceCreation())
530 return ACTION_BEGIN_OUTPUT_SURFACE_CREATION;
531 return ACTION_NONE;
534 void SchedulerStateMachine::UpdateState(Action action) {
535 switch (action) {
536 case ACTION_NONE:
537 return;
539 case ACTION_ACTIVATE_SYNC_TREE:
540 UpdateStateOnActivation();
541 return;
543 case ACTION_ANIMATE:
544 last_frame_number_animate_performed_ = current_frame_number_;
545 needs_animate_ = false;
546 did_commit_after_animating_ = false;
547 // TODO(skyostil): Instead of assuming this, require the client to tell
548 // us.
549 SetNeedsRedraw();
550 return;
552 case ACTION_SEND_BEGIN_MAIN_FRAME:
553 DCHECK(!has_pending_tree_ ||
554 settings_.main_frame_before_activation_enabled);
555 DCHECK(visible_);
556 commit_state_ = COMMIT_STATE_BEGIN_MAIN_FRAME_SENT;
557 needs_commit_ = false;
558 last_frame_number_begin_main_frame_sent_ =
559 current_frame_number_;
560 return;
562 case ACTION_COMMIT: {
563 bool commit_has_no_updates = false;
564 UpdateStateOnCommit(commit_has_no_updates);
565 return;
568 case ACTION_DRAW_AND_SWAP_FORCED:
569 case ACTION_DRAW_AND_SWAP_IF_POSSIBLE: {
570 bool did_request_swap = true;
571 UpdateStateOnDraw(did_request_swap);
572 return;
575 case ACTION_DRAW_AND_SWAP_ABORT: {
576 bool did_request_swap = false;
577 UpdateStateOnDraw(did_request_swap);
578 return;
581 case ACTION_BEGIN_OUTPUT_SURFACE_CREATION:
582 DCHECK_EQ(output_surface_state_, OUTPUT_SURFACE_LOST);
583 output_surface_state_ = OUTPUT_SURFACE_CREATING;
585 // The following DCHECKs make sure we are in the proper quiescent state.
586 // The pipeline should be flushed entirely before we start output
587 // surface creation to avoid complicated corner cases.
588 DCHECK_EQ(commit_state_, COMMIT_STATE_IDLE);
589 DCHECK(!has_pending_tree_);
590 DCHECK(!active_tree_needs_first_draw_);
591 return;
593 case ACTION_PREPARE_TILES:
594 UpdateStateOnPrepareTiles();
595 return;
599 void SchedulerStateMachine::UpdateStateOnCommit(bool commit_has_no_updates) {
600 commit_count_++;
602 if (!commit_has_no_updates && HasAnimatedThisFrame())
603 did_commit_after_animating_ = true;
605 if (commit_has_no_updates || settings_.main_frame_before_activation_enabled) {
606 commit_state_ = COMMIT_STATE_IDLE;
607 } else if (settings_.impl_side_painting) {
608 commit_state_ = COMMIT_STATE_WAITING_FOR_ACTIVATION;
609 } else {
610 commit_state_ = settings_.main_thread_should_always_be_low_latency
611 ? COMMIT_STATE_WAITING_FOR_DRAW
612 : COMMIT_STATE_IDLE;
615 // If we are impl-side-painting but the commit was aborted, then we behave
616 // mostly as if we are not impl-side-painting since there is no pending tree.
617 has_pending_tree_ = settings_.impl_side_painting && !commit_has_no_updates;
619 // Update state related to forced draws.
620 if (forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_COMMIT) {
621 forced_redraw_state_ = has_pending_tree_
622 ? FORCED_REDRAW_STATE_WAITING_FOR_ACTIVATION
623 : FORCED_REDRAW_STATE_WAITING_FOR_DRAW;
626 // Update the output surface state.
627 DCHECK_NE(output_surface_state_, OUTPUT_SURFACE_WAITING_FOR_FIRST_ACTIVATION);
628 if (output_surface_state_ == OUTPUT_SURFACE_WAITING_FOR_FIRST_COMMIT) {
629 if (has_pending_tree_) {
630 output_surface_state_ = OUTPUT_SURFACE_WAITING_FOR_FIRST_ACTIVATION;
631 } else {
632 output_surface_state_ = OUTPUT_SURFACE_ACTIVE;
633 needs_redraw_ = true;
637 // Update state if we have a new active tree to draw, or if the active tree
638 // was unchanged but we need to do a forced draw.
639 if (!has_pending_tree_ &&
640 (!commit_has_no_updates ||
641 forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_DRAW)) {
642 needs_redraw_ = true;
643 active_tree_needs_first_draw_ = true;
646 // This post-commit work is common to both completed and aborted commits.
647 pending_tree_is_ready_for_activation_ = false;
649 if (continuous_painting_)
650 needs_commit_ = true;
653 void SchedulerStateMachine::UpdateStateOnActivation() {
654 if (commit_state_ == COMMIT_STATE_WAITING_FOR_ACTIVATION) {
655 commit_state_ = settings_.main_thread_should_always_be_low_latency
656 ? COMMIT_STATE_WAITING_FOR_DRAW
657 : COMMIT_STATE_IDLE;
660 if (output_surface_state_ == OUTPUT_SURFACE_WAITING_FOR_FIRST_ACTIVATION)
661 output_surface_state_ = OUTPUT_SURFACE_ACTIVE;
663 if (forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_ACTIVATION)
664 forced_redraw_state_ = FORCED_REDRAW_STATE_WAITING_FOR_DRAW;
666 has_pending_tree_ = false;
667 pending_tree_is_ready_for_activation_ = false;
668 active_tree_needs_first_draw_ = true;
669 needs_redraw_ = true;
672 void SchedulerStateMachine::UpdateStateOnDraw(bool did_request_swap) {
673 if (forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_DRAW)
674 forced_redraw_state_ = FORCED_REDRAW_STATE_IDLE;
676 if (commit_state_ == COMMIT_STATE_WAITING_FOR_DRAW)
677 commit_state_ = COMMIT_STATE_IDLE;
679 needs_redraw_ = false;
680 active_tree_needs_first_draw_ = false;
682 if (did_request_swap)
683 last_frame_number_swap_requested_ = current_frame_number_;
686 void SchedulerStateMachine::UpdateStateOnPrepareTiles() {
687 needs_prepare_tiles_ = false;
690 void SchedulerStateMachine::SetSkipNextBeginMainFrameToReduceLatency() {
691 TRACE_EVENT_INSTANT0("cc",
692 "Scheduler: SkipNextBeginMainFrameToReduceLatency",
693 TRACE_EVENT_SCOPE_THREAD);
694 skip_next_begin_main_frame_to_reduce_latency_ = true;
697 bool SchedulerStateMachine::BeginFrameNeededForChildren() const {
698 if (HasInitializedOutputSurface())
699 return children_need_begin_frames_;
701 return false;
704 bool SchedulerStateMachine::BeginFrameNeeded() const {
705 // We can't handle BeginFrames when output surface isn't initialized.
706 // TODO(brianderson): Support output surface creation inside a BeginFrame.
707 if (!HasInitializedOutputSurface())
708 return false;
710 if (SupportsProactiveBeginFrame()) {
711 return (BeginFrameNeededToAnimateOrDraw() ||
712 BeginFrameNeededForChildren() ||
713 ProactiveBeginFrameWanted());
716 // Proactive BeginFrames are bad for the synchronous compositor because we
717 // have to draw when we get the BeginFrame and could end up drawing many
718 // duplicate frames if our new frame isn't ready in time.
719 // To poll for state with the synchronous compositor without having to draw,
720 // we rely on ShouldPollForAnticipatedDrawTriggers instead.
721 // Synchronous compositor doesn't have a browser.
722 DCHECK(!children_need_begin_frames_);
723 return BeginFrameNeededToAnimateOrDraw();
726 bool SchedulerStateMachine::ShouldSetNeedsBeginFrames(
727 bool frame_source_needs_begin_frames) const {
728 bool needs_begin_frame = BeginFrameNeeded();
730 // Never call SetNeedsBeginFrames if the frame source has the right value.
731 if (needs_begin_frame == frame_source_needs_begin_frames)
732 return false;
734 // Always request the BeginFrame immediately if it's needed.
735 if (needs_begin_frame)
736 return true;
738 // Stop requesting BeginFrames after a deadline.
739 if (begin_impl_frame_state_ == BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE)
740 return true;
742 // Stop requesting BeginFrames immediately when output surface is lost.
743 if (!HasInitializedOutputSurface())
744 return true;
746 return false;
749 bool SchedulerStateMachine::ShouldPollForAnticipatedDrawTriggers() const {
750 // ShouldPollForAnticipatedDrawTriggers is what we use in place of
751 // ProactiveBeginFrameWanted when we are using the synchronous
752 // compositor.
753 if (!SupportsProactiveBeginFrame()) {
754 return !BeginFrameNeededToAnimateOrDraw() && ProactiveBeginFrameWanted();
757 // Non synchronous compositors should rely on
758 // ProactiveBeginFrameWanted to poll for state instead.
759 return false;
762 // Note: If SupportsProactiveBeginFrame is false, the scheduler should poll
763 // for changes in it's draw state so it can request a BeginFrame when it's
764 // actually ready.
765 bool SchedulerStateMachine::SupportsProactiveBeginFrame() const {
766 // It is undesirable to proactively request BeginFrames if we are
767 // using a synchronous compositor because we *must* draw for every
768 // BeginFrame, which could cause duplicate draws.
769 return !settings_.using_synchronous_renderer_compositor;
772 void SchedulerStateMachine::SetChildrenNeedBeginFrames(
773 bool children_need_begin_frames) {
774 DCHECK(settings_.forward_begin_frames_to_children);
775 children_need_begin_frames_ = children_need_begin_frames;
778 void SchedulerStateMachine::SetDeferCommits(bool defer_commits) {
779 defer_commits_ = defer_commits;
782 // These are the cases where we definitely (or almost definitely) have a
783 // new frame to animate and/or draw and can draw.
784 bool SchedulerStateMachine::BeginFrameNeededToAnimateOrDraw() const {
785 // The forced draw respects our normal draw scheduling, so we need to
786 // request a BeginImplFrame for it.
787 if (forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_DRAW)
788 return true;
790 return needs_animate_ || needs_redraw_;
793 // These are cases where we are very likely to draw soon, but might not
794 // actually have a new frame to draw when we receive the next BeginImplFrame.
795 // Proactively requesting the BeginImplFrame helps hide the round trip latency
796 // of the SetNeedsBeginFrame request that has to go to the Browser.
797 bool SchedulerStateMachine::ProactiveBeginFrameWanted() const {
798 // Do not be proactive when invisible.
799 if (!visible_)
800 return false;
802 // We should proactively request a BeginImplFrame if a commit is pending
803 // because we will want to draw if the commit completes quickly.
804 if (needs_commit_ || commit_state_ != COMMIT_STATE_IDLE)
805 return true;
807 // If the pending tree activates quickly, we'll want a BeginImplFrame soon
808 // to draw the new active tree.
809 if (has_pending_tree_)
810 return true;
812 // Changing priorities may allow us to activate (given the new priorities),
813 // which may result in a new frame.
814 if (needs_prepare_tiles_)
815 return true;
817 // If we just sent a swap request, it's likely that we are going to produce
818 // another frame soon. This helps avoid negative glitches in our
819 // SetNeedsBeginFrame requests, which may propagate to the BeginImplFrame
820 // provider and get sampled at an inopportune time, delaying the next
821 // BeginImplFrame.
822 if (HasRequestedSwapThisFrame())
823 return true;
825 return false;
828 void SchedulerStateMachine::OnBeginImplFrame(const BeginFrameArgs& args) {
829 AdvanceCurrentFrameNumber();
830 begin_impl_frame_args_ = args;
831 DCHECK_EQ(begin_impl_frame_state_, BEGIN_IMPL_FRAME_STATE_IDLE)
832 << AsValue()->ToString();
833 begin_impl_frame_state_ = BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING;
836 void SchedulerStateMachine::OnBeginImplFrameDeadlinePending() {
837 DCHECK_EQ(begin_impl_frame_state_,
838 BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING)
839 << AsValue()->ToString();
840 begin_impl_frame_state_ = BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME;
843 void SchedulerStateMachine::OnBeginImplFrameDeadline() {
844 DCHECK_EQ(begin_impl_frame_state_, BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME)
845 << AsValue()->ToString();
846 begin_impl_frame_state_ = BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE;
849 void SchedulerStateMachine::OnBeginImplFrameIdle() {
850 DCHECK_EQ(begin_impl_frame_state_, BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE)
851 << AsValue()->ToString();
852 begin_impl_frame_state_ = BEGIN_IMPL_FRAME_STATE_IDLE;
855 SchedulerStateMachine::BeginImplFrameDeadlineMode
856 SchedulerStateMachine::CurrentBeginImplFrameDeadlineMode() const {
857 if (ShouldTriggerBeginImplFrameDeadlineImmediately()) {
858 return BEGIN_IMPL_FRAME_DEADLINE_MODE_IMMEDIATE;
859 } else if (needs_redraw_ && pending_swaps_ < max_pending_swaps_) {
860 // We have an animation or fast input path on the impl thread that wants
861 // to draw, so don't wait too long for a new active tree.
862 // If we are swap throttled we should wait until we are unblocked.
863 return BEGIN_IMPL_FRAME_DEADLINE_MODE_REGULAR;
864 } else {
865 // The impl thread doesn't have anything it wants to draw and we are just
866 // waiting for a new active tree or we are swap throttled. In short we are
867 // blocked.
868 return BEGIN_IMPL_FRAME_DEADLINE_MODE_LATE;
872 bool SchedulerStateMachine::ShouldTriggerBeginImplFrameDeadlineImmediately()
873 const {
874 // TODO(brianderson): This should take into account multiple commit sources.
876 if (begin_impl_frame_state_ != BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME)
877 return false;
879 // If we've lost the output surface, end the current BeginImplFrame ASAP
880 // so we can start creating the next output surface.
881 if (output_surface_state_ == OUTPUT_SURFACE_LOST)
882 return true;
884 // SwapAck throttle the deadline since we wont draw and swap anyway.
885 if (pending_swaps_ >= max_pending_swaps_)
886 return false;
888 if (active_tree_needs_first_draw_)
889 return true;
891 if (!needs_redraw_)
892 return false;
894 // This is used to prioritize impl-thread draws when the main thread isn't
895 // producing anything, e.g., after an aborted commit. We also check that we
896 // don't have a pending tree -- otherwise we should give it a chance to
897 // activate.
898 // TODO(skyostil): Revisit this when we have more accurate deadline estimates.
899 if (commit_state_ == COMMIT_STATE_IDLE && !has_pending_tree_)
900 return true;
902 // Prioritize impl-thread draws in impl_latency_takes_priority_ mode.
903 if (impl_latency_takes_priority_)
904 return true;
906 // If we are on battery power and want to prioritize impl latency because
907 // we don't trust deadline tasks to execute at the right time.
908 if (impl_latency_takes_priority_on_battery_)
909 return true;
911 return false;
914 bool SchedulerStateMachine::MainThreadIsInHighLatencyMode() const {
915 // If a commit is pending before the previous commit has been drawn, we
916 // are definitely in a high latency mode.
917 if (CommitPending() && (active_tree_needs_first_draw_ || has_pending_tree_))
918 return true;
920 // If we just sent a BeginMainFrame and haven't hit the deadline yet, the main
921 // thread is in a low latency mode.
922 if (HasSentBeginMainFrameThisFrame() &&
923 (begin_impl_frame_state_ == BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING ||
924 begin_impl_frame_state_ == BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME))
925 return false;
927 // If there's a commit in progress it must either be from the previous frame
928 // or it started after the impl thread's deadline. In either case the main
929 // thread is in high latency mode.
930 if (CommitPending())
931 return true;
933 // Similarly, if there's a pending tree the main thread is in high latency
934 // mode, because either
935 // it's from the previous frame
936 // or
937 // we're currently drawing the active tree and the pending tree will thus
938 // only be drawn in the next frame.
939 if (has_pending_tree_)
940 return true;
942 if (begin_impl_frame_state_ == BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE) {
943 // Even if there's a new active tree to draw at the deadline or we've just
944 // swapped it, it may have been triggered by a previous BeginImplFrame, in
945 // which case the main thread is in a high latency mode.
946 return (active_tree_needs_first_draw_ || HasSwappedThisFrame()) &&
947 !HasSentBeginMainFrameThisFrame();
950 // If the active tree needs its first draw in any other state, we know the
951 // main thread is in a high latency mode.
952 return active_tree_needs_first_draw_;
955 void SchedulerStateMachine::DidEnterPollForAnticipatedDrawTriggers() {
956 AdvanceCurrentFrameNumber();
957 inside_poll_for_anticipated_draw_triggers_ = true;
960 void SchedulerStateMachine::DidLeavePollForAnticipatedDrawTriggers() {
961 inside_poll_for_anticipated_draw_triggers_ = false;
964 void SchedulerStateMachine::SetVisible(bool visible) { visible_ = visible; }
966 void SchedulerStateMachine::SetCanDraw(bool can_draw) { can_draw_ = can_draw; }
968 void SchedulerStateMachine::SetNeedsRedraw() { needs_redraw_ = true; }
970 void SchedulerStateMachine::SetNeedsAnimate() {
971 needs_animate_ = true;
974 void SchedulerStateMachine::SetNeedsPrepareTiles() {
975 if (!needs_prepare_tiles_) {
976 TRACE_EVENT0("cc", "SchedulerStateMachine::SetNeedsPrepareTiles");
977 needs_prepare_tiles_ = true;
981 void SchedulerStateMachine::SetMaxSwapsPending(int max) {
982 max_pending_swaps_ = max;
985 void SchedulerStateMachine::DidSwapBuffers() {
986 pending_swaps_++;
987 DCHECK_LE(pending_swaps_, max_pending_swaps_);
989 last_frame_number_swap_performed_ = current_frame_number_;
992 void SchedulerStateMachine::DidSwapBuffersComplete() {
993 DCHECK_GT(pending_swaps_, 0);
994 pending_swaps_--;
997 void SchedulerStateMachine::SetImplLatencyTakesPriority(
998 bool impl_latency_takes_priority) {
999 impl_latency_takes_priority_ = impl_latency_takes_priority;
1002 void SchedulerStateMachine::DidDrawIfPossibleCompleted(DrawResult result) {
1003 switch (result) {
1004 case INVALID_RESULT:
1005 NOTREACHED() << "Uninitialized DrawResult.";
1006 break;
1007 case DRAW_ABORTED_CANT_DRAW:
1008 case DRAW_ABORTED_CONTEXT_LOST:
1009 NOTREACHED() << "Invalid return value from DrawAndSwapIfPossible:"
1010 << result;
1011 break;
1012 case DRAW_SUCCESS:
1013 consecutive_checkerboard_animations_ = 0;
1014 forced_redraw_state_ = FORCED_REDRAW_STATE_IDLE;
1015 break;
1016 case DRAW_ABORTED_CHECKERBOARD_ANIMATIONS:
1017 needs_redraw_ = true;
1019 // If we're already in the middle of a redraw, we don't need to
1020 // restart it.
1021 if (forced_redraw_state_ != FORCED_REDRAW_STATE_IDLE)
1022 return;
1024 needs_commit_ = true;
1025 consecutive_checkerboard_animations_++;
1026 if (settings_.timeout_and_draw_when_animation_checkerboards &&
1027 consecutive_checkerboard_animations_ >=
1028 settings_.maximum_number_of_failed_draws_before_draw_is_forced_) {
1029 consecutive_checkerboard_animations_ = 0;
1030 // We need to force a draw, but it doesn't make sense to do this until
1031 // we've committed and have new textures.
1032 forced_redraw_state_ = FORCED_REDRAW_STATE_WAITING_FOR_COMMIT;
1034 break;
1035 case DRAW_ABORTED_MISSING_HIGH_RES_CONTENT:
1036 // It's not clear whether this missing content is because of missing
1037 // pictures (which requires a commit) or because of memory pressure
1038 // removing textures (which might not). To be safe, request a commit
1039 // anyway.
1040 needs_commit_ = true;
1041 break;
1045 void SchedulerStateMachine::SetNeedsCommit() {
1046 needs_commit_ = true;
1049 void SchedulerStateMachine::NotifyReadyToCommit() {
1050 DCHECK(commit_state_ == COMMIT_STATE_BEGIN_MAIN_FRAME_STARTED)
1051 << AsValue()->ToString();
1052 commit_state_ = COMMIT_STATE_READY_TO_COMMIT;
1053 // In main thread low latency mode, commit should happen right after
1054 // BeginFrame, meaning when this function is called, next action should be
1055 // commit.
1056 if (settings_.main_thread_should_always_be_low_latency)
1057 DCHECK(ShouldCommit());
1060 void SchedulerStateMachine::BeginMainFrameAborted(CommitEarlyOutReason reason) {
1061 DCHECK_EQ(commit_state_, COMMIT_STATE_BEGIN_MAIN_FRAME_SENT);
1062 switch (reason) {
1063 case CommitEarlyOutReason::ABORTED_OUTPUT_SURFACE_LOST:
1064 case CommitEarlyOutReason::ABORTED_NOT_VISIBLE:
1065 case CommitEarlyOutReason::ABORTED_DEFERRED_COMMIT:
1066 commit_state_ = COMMIT_STATE_IDLE;
1067 SetNeedsCommit();
1068 return;
1069 case CommitEarlyOutReason::FINISHED_NO_UPDATES:
1070 bool commit_has_no_updates = true;
1071 UpdateStateOnCommit(commit_has_no_updates);
1072 return;
1076 void SchedulerStateMachine::DidPrepareTiles() {
1077 needs_prepare_tiles_ = false;
1078 // "Fill" the PrepareTiles funnel.
1079 prepare_tiles_funnel_++;
1082 void SchedulerStateMachine::DidLoseOutputSurface() {
1083 if (output_surface_state_ == OUTPUT_SURFACE_LOST ||
1084 output_surface_state_ == OUTPUT_SURFACE_CREATING)
1085 return;
1086 output_surface_state_ = OUTPUT_SURFACE_LOST;
1087 needs_redraw_ = false;
1090 void SchedulerStateMachine::NotifyReadyToActivate() {
1091 if (has_pending_tree_)
1092 pending_tree_is_ready_for_activation_ = true;
1095 void SchedulerStateMachine::DidCreateAndInitializeOutputSurface() {
1096 DCHECK_EQ(output_surface_state_, OUTPUT_SURFACE_CREATING);
1097 output_surface_state_ = OUTPUT_SURFACE_WAITING_FOR_FIRST_COMMIT;
1099 if (did_create_and_initialize_first_output_surface_) {
1100 // TODO(boliu): See if we can remove this when impl-side painting is always
1101 // on. Does anything on the main thread need to update after recreate?
1102 needs_commit_ = true;
1104 did_create_and_initialize_first_output_surface_ = true;
1105 pending_swaps_ = 0;
1108 void SchedulerStateMachine::NotifyBeginMainFrameStarted() {
1109 DCHECK_EQ(commit_state_, COMMIT_STATE_BEGIN_MAIN_FRAME_SENT);
1110 commit_state_ = COMMIT_STATE_BEGIN_MAIN_FRAME_STARTED;
1113 bool SchedulerStateMachine::HasInitializedOutputSurface() const {
1114 switch (output_surface_state_) {
1115 case OUTPUT_SURFACE_LOST:
1116 case OUTPUT_SURFACE_CREATING:
1117 return false;
1119 case OUTPUT_SURFACE_ACTIVE:
1120 case OUTPUT_SURFACE_WAITING_FOR_FIRST_COMMIT:
1121 case OUTPUT_SURFACE_WAITING_FOR_FIRST_ACTIVATION:
1122 return true;
1124 NOTREACHED();
1125 return false;
1128 std::string SchedulerStateMachine::GetStatesForDebugging() const {
1129 return base::StringPrintf("%c %d %d %d %c %c %c %d %d",
1130 needs_commit_ ? 'T' : 'F',
1131 static_cast<int>(output_surface_state_),
1132 static_cast<int>(begin_impl_frame_state_),
1133 static_cast<int>(commit_state_),
1134 has_pending_tree_ ? 'T' : 'F',
1135 pending_tree_is_ready_for_activation_ ? 'T' : 'F',
1136 active_tree_needs_first_draw_ ? 'T' : 'F',
1137 max_pending_swaps_,
1138 pending_swaps_);
1141 } // namespace cc