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author | apatrick@chromium.org <apatrick@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98> | 2010-10-21 18:43:22 +0000 |
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committer | apatrick@chromium.org <apatrick@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98> | 2010-10-21 18:43:22 +0000 |
commit | dcc7b326b585c5de60590cd808aed91342311d05 (patch) | |
tree | 3743f9a91ccbbffb0961b6569622ac8d10867f75 /chrome/renderer/render_thread.cc | |
parent | 155e86ad19e6b938796ceeffcf2c6143b78614d1 (diff) | |
download | chromium_src-dcc7b326b585c5de60590cd808aed91342311d05.zip chromium_src-dcc7b326b585c5de60590cd808aed91342311d05.tar.gz chromium_src-dcc7b326b585c5de60590cd808aed91342311d05.tar.bz2 |
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.
I made ui_tests always run with OSMesa, for consistent operation on bots and when run locally.
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 preventede 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
Review URL: http://codereview.chromium.org/3794011
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@63388 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'chrome/renderer/render_thread.cc')
-rw-r--r-- | chrome/renderer/render_thread.cc | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/chrome/renderer/render_thread.cc b/chrome/renderer/render_thread.cc index ebb8af7..3ab778d 100644 --- a/chrome/renderer/render_thread.cc +++ b/chrome/renderer/render_thread.cc @@ -772,12 +772,12 @@ void RenderThread::EstablishGpuChannel() { if (gpu_channel_.get()) { // Do nothing if we already have a GPU channel or are already // establishing one. - if (gpu_channel_->state() == GpuChannelHost::UNCONNECTED || - gpu_channel_->state() == GpuChannelHost::CONNECTED) + if (gpu_channel_->state() == GpuChannelHost::kUnconnected || + gpu_channel_->state() == GpuChannelHost::kConnected) return; // Recreate the channel if it has been lost. - if (gpu_channel_->state() == GpuChannelHost::LOST) + if (gpu_channel_->state() == GpuChannelHost::kLost) gpu_channel_ = NULL; } @@ -798,7 +798,7 @@ GpuChannelHost* RenderThread::GetGpuChannel() { if (!gpu_channel_.get()) return NULL; - if (gpu_channel_->state() != GpuChannelHost::CONNECTED) + if (gpu_channel_->state() != GpuChannelHost::kConnected) return NULL; return gpu_channel_.get(); |