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authorbrianderson@chromium.org <brianderson@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2013-09-07 01:47:29 +0000
committerbrianderson@chromium.org <brianderson@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2013-09-07 01:47:29 +0000
commit63e6189504912d3059a0f22fc2bffec778422269 (patch)
tree6764f8e6fb73ef375ebdc6312a317a3984bf83fd /cc/test/layer_tree_test.h
parentad06cdecb39543a2ad4489ea4fddbe6c3a244775 (diff)
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cc: Add readback and forced draw states to the Scheduler.
Readback doesn't have all its steps synchronized properly with impl side painting enabled. This patch prevents the readback commit from being swapped to screen and avoids using non-readback commits for readback by adding a SynchronousReadbackState. This patch also gives forced draws due to checkerboarding its own ForcedReadback state that behaves independently of readback. Previously readback and forced draws shared drawing mechanisms, but we want readbacks to occur ASAP while we want forced draws to occur inline with the normal frame scheduling. BUG=276082 Review URL: https://chromiumcodereview.appspot.com/23503003 git-svn-id: svn://svn.chromium.org/chrome/trunk/src@221854 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'cc/test/layer_tree_test.h')
-rw-r--r--cc/test/layer_tree_test.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/cc/test/layer_tree_test.h b/cc/test/layer_tree_test.h
index c6a3f4d..5ac3f85 100644
--- a/cc/test/layer_tree_test.h
+++ b/cc/test/layer_tree_test.h
@@ -112,6 +112,7 @@ class LayerTreeTest : public testing::Test, public TestHooks {
void PostAddAnimationToMainThread(Layer* layer_to_receive_animation);
void PostAddInstantAnimationToMainThread(Layer* layer_to_receive_animation);
void PostSetNeedsCommitToMainThread();
+ void PostReadbackToMainThread();
void PostAcquireLayerTextures();
void PostSetNeedsRedrawToMainThread();
void PostSetNeedsRedrawRectToMainThread(gfx::Rect damage_rect);
@@ -132,6 +133,7 @@ class LayerTreeTest : public testing::Test, public TestHooks {
virtual void DispatchAddInstantAnimation(Layer* layer_to_receive_animation);
virtual void DispatchAddAnimation(Layer* layer_to_receive_animation);
void DispatchSetNeedsCommit();
+ void DispatchReadback();
void DispatchAcquireLayerTextures();
void DispatchSetNeedsRedraw();
void DispatchSetNeedsRedrawRect(gfx::Rect damage_rect);