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authorapatrick@chromium.org <apatrick@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2010-10-21 18:43:22 +0000
committerapatrick@chromium.org <apatrick@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2010-10-21 18:43:22 +0000
commitdcc7b326b585c5de60590cd808aed91342311d05 (patch)
tree3743f9a91ccbbffb0961b6569622ac8d10867f75 /chrome/renderer/render_thread.cc
parent155e86ad19e6b938796ceeffcf2c6143b78614d1 (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. 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.cc8
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();