blob: cc2325711107299339a39ccd190d0f6cf55cf154 [file] [log] [blame]
// Copyright 2011 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "cc/scheduler/scheduler.h"
#include <algorithm>
#include "base/auto_reset.h"
#include "base/debug/trace_event.h"
#include "base/logging.h"
#include "cc/debug/traced_value.h"
namespace cc {
Scheduler::Scheduler(SchedulerClient* client,
const SchedulerSettings& scheduler_settings)
: settings_(scheduler_settings),
client_(client),
last_set_needs_begin_frame_(false),
state_machine_(scheduler_settings),
inside_process_scheduled_actions_(false),
inside_action_(SchedulerStateMachine::ACTION_NONE),
weak_factory_(this) {
DCHECK(client_);
DCHECK(!state_machine_.BeginFrameNeededByImplThread());
}
Scheduler::~Scheduler() {}
void Scheduler::SetCanStart() {
state_machine_.SetCanStart();
ProcessScheduledActions();
}
void Scheduler::SetVisible(bool visible) {
state_machine_.SetVisible(visible);
ProcessScheduledActions();
}
void Scheduler::SetCanDraw(bool can_draw) {
state_machine_.SetCanDraw(can_draw);
ProcessScheduledActions();
}
void Scheduler::NotifyReadyToActivate() {
state_machine_.NotifyReadyToActivate();
ProcessScheduledActions();
}
void Scheduler::ActivatePendingTree() {
client_->ScheduledActionActivatePendingTree();
if (state_machine_.ShouldTriggerBeginFrameDeadlineEarly())
PostBeginFrameDeadline(base::TimeTicks());
}
void Scheduler::SetNeedsCommit() {
state_machine_.SetNeedsCommit();
ProcessScheduledActions();
}
void Scheduler::SetNeedsForcedCommitForReadback() {
state_machine_.SetNeedsCommit();
state_machine_.SetNeedsForcedCommitForReadback();
ProcessScheduledActions();
}
void Scheduler::SetNeedsRedraw() {
state_machine_.SetNeedsRedraw();
ProcessScheduledActions();
}
void Scheduler::SetNeedsManageTiles() {
DCHECK(!IsInsideAction(SchedulerStateMachine::ACTION_MANAGE_TILES));
state_machine_.SetNeedsManageTiles();
ProcessScheduledActions();
}
void Scheduler::SetSwapUsedIncompleteTile(bool used_incomplete_tile) {
state_machine_.SetSwapUsedIncompleteTile(used_incomplete_tile);
ProcessScheduledActions();
}
void Scheduler::SetMainThreadNeedsLayerTextures() {
state_machine_.SetMainThreadNeedsLayerTextures();
ProcessScheduledActions();
}
void Scheduler::FinishCommit() {
TRACE_EVENT0("cc", "Scheduler::FinishCommit");
state_machine_.FinishCommit();
ProcessScheduledActions();
if (state_machine_.ShouldTriggerBeginFrameDeadlineEarly())
PostBeginFrameDeadline(base::TimeTicks());
}
void Scheduler::BeginFrameAbortedByMainThread(bool did_handle) {
TRACE_EVENT0("cc", "Scheduler::BeginFrameAbortedByMainThread");
state_machine_.BeginFrameAbortedByMainThread(did_handle);
ProcessScheduledActions();
}
void Scheduler::DidLoseOutputSurface() {
TRACE_EVENT0("cc", "Scheduler::DidLoseOutputSurface");
last_set_needs_begin_frame_ = false;
begin_frame_deadline_closure_.Cancel();
state_machine_.DidLoseOutputSurface();
ProcessScheduledActions();
}
void Scheduler::DidCreateAndInitializeOutputSurface() {
TRACE_EVENT0("cc", "Scheduler::DidCreateAndInitializeOutputSurface");
DCHECK(!last_set_needs_begin_frame_);
DCHECK(begin_frame_deadline_closure_.IsCancelled());
state_machine_.DidCreateAndInitializeOutputSurface();
ProcessScheduledActions();
}
base::TimeTicks Scheduler::AnticipatedDrawTime() {
TRACE_EVENT0("cc", "Scheduler::AnticipatedDrawTime");
if (!last_set_needs_begin_frame_ ||
last_begin_frame_args_.interval <= base::TimeDelta())
return base::TimeTicks();
base::TimeTicks now = base::TimeTicks::Now();
base::TimeTicks timebase = std::max(last_begin_frame_args_.frame_time,
last_begin_frame_args_.deadline);
int64 intervals = 1 + ((now - timebase) / last_begin_frame_args_.interval);
return timebase + (last_begin_frame_args_.interval * intervals);
}
base::TimeTicks Scheduler::LastBeginFrameOnImplThreadTime() {
return last_begin_frame_args_.frame_time;
}
void Scheduler::SetupNextBeginFrameIfNeeded() {
bool needs_begin_frame =
state_machine_.BeginFrameNeededByImplThread();
bool at_end_of_deadline =
state_machine_.begin_frame_state() ==
SchedulerStateMachine::BEGIN_FRAME_STATE_INSIDE_DEADLINE;
bool should_call_set_needs_begin_frame =
// Always request the BeginFrame immediately if it wasn't needed before.
(needs_begin_frame && !last_set_needs_begin_frame_) ||
// We always need to explicitly request our next BeginFrame.
at_end_of_deadline;
if (should_call_set_needs_begin_frame) {
client_->SetNeedsBeginFrameOnImplThread(needs_begin_frame);
last_set_needs_begin_frame_ = needs_begin_frame;
}
// Setup PollForAnticipatedDrawTriggers if we need to monitor state but
// aren't expecting any more BeginFrames. This should only be needed by the
// synchronous compositor when BeginFrameNeededByImplThread is false.
if (state_machine_.ShouldPollForAnticipatedDrawTriggers()) {
DCHECK(!state_machine_.SupportsProactiveBeginFrame());
DCHECK(!needs_begin_frame);
if (poll_for_draw_triggers_closure_.IsCancelled()) {
poll_for_draw_triggers_closure_.Reset(
base::Bind(&Scheduler::PollForAnticipatedDrawTriggers,
weak_factory_.GetWeakPtr()));
base::MessageLoop::current()->PostDelayedTask(
FROM_HERE,
poll_for_draw_triggers_closure_.callback(),
last_begin_frame_args_.interval);
}
} else {
poll_for_draw_triggers_closure_.Cancel();
}
}
void Scheduler::BeginFrame(const BeginFrameArgs& args) {
TRACE_EVENT0("cc", "Scheduler::BeginFrame");
DCHECK(state_machine_.begin_frame_state() ==
SchedulerStateMachine::BEGIN_FRAME_STATE_IDLE);
DCHECK(state_machine_.HasInitializedOutputSurface());
last_begin_frame_args_ = args;
last_begin_frame_args_.deadline -= client_->DrawDurationEstimate();
state_machine_.OnBeginFrame(last_begin_frame_args_);
ProcessScheduledActions();
if (!state_machine_.HasInitializedOutputSurface())
return;
state_machine_.OnBeginFrameDeadlinePending();
if (settings_.using_synchronous_renderer_compositor) {
// The synchronous renderer compositor has to make its GL calls
// within this call to BeginFrame.
// TODO(brianderson): Have the OutputSurface initiate the deadline tasks
// so the sychronous renderer compoistor can take advantage of splitting
// up the BeginFrame and deadline as well.
OnBeginFrameDeadline();
} else if (!settings_.deadline_scheduling_enabled) {
// We emulate the old non-deadline scheduler here by posting the
// deadline task without any delay.
PostBeginFrameDeadline(base::TimeTicks());
} else if (state_machine_.ShouldTriggerBeginFrameDeadlineEarly()) {
// We are ready to draw a new active tree immediately.
PostBeginFrameDeadline(base::TimeTicks());
} else if (state_machine_.needs_redraw()) {
// We have an animation or fast input path on the impl thread that wants
// to draw, so don't wait too long for a new active tree.
PostBeginFrameDeadline(last_begin_frame_args_.deadline);
} else {
// The impl thread doesn't have anything it wants to draw and we are just
// waiting for a new active tree, so post the deadline for the next
// expected BeginFrame start. This allows us to draw immediately when
// there is a new active tree, instead of waiting for the next BeginFrame.
// TODO(brianderson): Handle long deadlines (that are past the next frame's
// frame time) properly instead of using this hack.
PostBeginFrameDeadline(last_begin_frame_args_.frame_time +
last_begin_frame_args_.interval);
}
}
void Scheduler::PostBeginFrameDeadline(base::TimeTicks deadline) {
begin_frame_deadline_closure_.Cancel();
begin_frame_deadline_closure_.Reset(
base::Bind(&Scheduler::OnBeginFrameDeadline, weak_factory_.GetWeakPtr()));
client_->PostBeginFrameDeadline(begin_frame_deadline_closure_.callback(),
deadline);
}
void Scheduler::OnBeginFrameDeadline() {
TRACE_EVENT0("cc", "Scheduler::OnBeginFrameDeadline");
DCHECK(state_machine_.HasInitializedOutputSurface());
begin_frame_deadline_closure_.Cancel();
state_machine_.OnBeginFrameDeadline();
ProcessScheduledActions();
if (state_machine_.HasInitializedOutputSurface()) {
// We only transition out of BEGIN_FRAME_STATE_INSIDE_DEADLINE when all
// actions that occur back-to-back in response to entering
// BEGIN_FRAME_STATE_INSIDE_DEADLINE have completed. This is important
// because sending the BeginFrame to the main thread will not occur if
// we transition to BEGIN_FRAME_STATE_IDLE too early.
state_machine_.OnBeginFrameIdle();
}
client_->DidBeginFrameDeadlineOnImplThread();
}
void Scheduler::PollForAnticipatedDrawTriggers() {
TRACE_EVENT0("cc", "Scheduler::PollForAnticipatedDrawTriggers");
state_machine_.DidEnterPollForAnticipatedDrawTriggers();
ProcessScheduledActions();
state_machine_.DidLeavePollForAnticipatedDrawTriggers();
poll_for_draw_triggers_closure_.Cancel();
}
void Scheduler::DrawAndSwapIfPossible() {
DrawSwapReadbackResult result =
client_->ScheduledActionDrawAndSwapIfPossible();
state_machine_.DidDrawIfPossibleCompleted(result.did_draw);
}
void Scheduler::DrawAndSwapForced() {
client_->ScheduledActionDrawAndSwapForced();
}
void Scheduler::DrawAndReadback() {
DrawSwapReadbackResult result = client_->ScheduledActionDrawAndReadback();
DCHECK(!result.did_swap);
}
void Scheduler::ProcessScheduledActions() {
// We do not allow ProcessScheduledActions to be recursive.
// The top-level call will iteratively execute the next action for us anyway.
if (inside_process_scheduled_actions_)
return;
base::AutoReset<bool> mark_inside(&inside_process_scheduled_actions_, true);
SchedulerStateMachine::Action action;
do {
state_machine_.CheckInvariants();
action = state_machine_.NextAction();
TRACE_EVENT1(TRACE_DISABLED_BY_DEFAULT("cc.debug.scheduler"),
"SchedulerStateMachine",
"state",
TracedValue::FromValue(state_machine_.AsValue().release()));
state_machine_.UpdateState(action);
base::AutoReset<SchedulerStateMachine::Action>
mark_inside_action(&inside_action_, action);
switch (action) {
case SchedulerStateMachine::ACTION_NONE:
break;
case SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD:
client_->ScheduledActionSendBeginFrameToMainThread();
break;
case SchedulerStateMachine::ACTION_COMMIT:
client_->ScheduledActionCommit();
break;
case SchedulerStateMachine::ACTION_UPDATE_VISIBLE_TILES:
client_->ScheduledActionUpdateVisibleTiles();
break;
case SchedulerStateMachine::ACTION_ACTIVATE_PENDING_TREE:
ActivatePendingTree();
break;
case SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE:
DrawAndSwapIfPossible();
break;
case SchedulerStateMachine::ACTION_DRAW_AND_SWAP_FORCED:
DrawAndSwapForced();
break;
case SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT:
// No action is actually performed, but this allows the state machine to
// advance out of its waiting to draw state without actually drawing.
break;
case SchedulerStateMachine::ACTION_DRAW_AND_READBACK:
DrawAndReadback();
break;
case SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION:
client_->ScheduledActionBeginOutputSurfaceCreation();
break;
case SchedulerStateMachine::ACTION_ACQUIRE_LAYER_TEXTURES_FOR_MAIN_THREAD:
client_->ScheduledActionAcquireLayerTexturesForMainThread();
break;
case SchedulerStateMachine::ACTION_MANAGE_TILES:
client_->ScheduledActionManageTiles();
break;
}
} while (action != SchedulerStateMachine::ACTION_NONE);
SetupNextBeginFrameIfNeeded();
client_->DidAnticipatedDrawTimeChange(AnticipatedDrawTime());
}
bool Scheduler::WillDrawIfNeeded() const {
return !state_machine_.PendingDrawsShouldBeAborted();
}
} // namespace cc