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authorapatrick@chromium.org <apatrick@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2010-11-09 01:50:08 +0000
committerapatrick@chromium.org <apatrick@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2010-11-09 01:50:08 +0000
commite09cee46b136f877390960323c84ef935ce5b7df (patch)
treedd1429752417d269b5b252bb3baea676e427cb05 /chrome/renderer/gpu_channel_host.h
parent04b7a5a3bcfe08aa22c33e341184dfbbd3c00646 (diff)
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- Relanding 61718.
I disabled the GPU watchdog in three new cases: - If the OSMesa software renderer is in use. This will disable it on bots. - When running on valgrind, whether on a bot or locally. - In debug builds I added a GPU process initialization time to the GPU info. I moved the GPU initialization code outside the watchdog protection because it can take a long time and trigger the watchdog. I increased the timeout. I set up a field trial with different timeouts to see the rate of failure for each period. Original CL description: I added a watchdog thread that intermitently checks the main thread can respond to tasks posted on its message queue. I fixed some bugs that prevented GGL from failing when the GPU channel was lost. Added a command line swith to disable the watchdog thread for debugging purposes. TEST=try, local testing of all features BUG=none git-svn-id: svn://svn.chromium.org/chrome/trunk/src@65461 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'chrome/renderer/gpu_channel_host.h')
-rw-r--r--chrome/renderer/gpu_channel_host.h6
1 files changed, 3 insertions, 3 deletions
diff --git a/chrome/renderer/gpu_channel_host.h b/chrome/renderer/gpu_channel_host.h
index dc738bd..818202e 100644
--- a/chrome/renderer/gpu_channel_host.h
+++ b/chrome/renderer/gpu_channel_host.h
@@ -30,12 +30,12 @@ class GpuChannelHost : public IPC::Channel::Listener,
public:
enum State {
// Not yet connected.
- UNCONNECTED,
+ kUnconnected,
// Ready to use.
- CONNECTED,
+ kConnected,
// An error caused the host to become disconnected. Recreate channel to
// reestablish connection.
- LOST
+ kLost
};
// Called on the render thread