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-rw-r--r--cc/scheduler_state_machine.cc317
1 files changed, 317 insertions, 0 deletions
diff --git a/cc/scheduler_state_machine.cc b/cc/scheduler_state_machine.cc
new file mode 100644
index 0000000..3eaf5cd
--- /dev/null
+++ b/cc/scheduler_state_machine.cc
@@ -0,0 +1,317 @@
+// 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 "config.h"
+
+#include "CCSchedulerStateMachine.h"
+#include "base/stringprintf.h"
+
+
+namespace cc {
+
+CCSchedulerStateMachine::CCSchedulerStateMachine()
+ : m_commitState(COMMIT_STATE_IDLE)
+ , m_currentFrameNumber(0)
+ , m_lastFrameNumberWhereDrawWasCalled(-1)
+ , m_consecutiveFailedDraws(0)
+ , m_maximumNumberOfFailedDrawsBeforeDrawIsForced(3)
+ , m_needsRedraw(false)
+ , m_needsForcedRedraw(false)
+ , m_needsForcedRedrawAfterNextCommit(false)
+ , m_needsCommit(false)
+ , m_needsForcedCommit(false)
+ , m_mainThreadNeedsLayerTextures(false)
+ , m_insideVSync(false)
+ , m_visible(false)
+ , m_canBeginFrame(false)
+ , m_canDraw(false)
+ , m_drawIfPossibleFailed(false)
+ , m_textureState(LAYER_TEXTURE_STATE_UNLOCKED)
+ , m_contextState(CONTEXT_ACTIVE)
+{
+}
+
+std::string CCSchedulerStateMachine::toString()
+{
+ std::string str;
+ base::StringAppendF(&str, "m_commitState = %d; ", m_commitState);
+ base::StringAppendF(&str, "m_currentFrameNumber = %d; ", m_currentFrameNumber);
+ base::StringAppendF(&str, "m_lastFrameNumberWhereDrawWasCalled = %d; ", m_lastFrameNumberWhereDrawWasCalled);
+ base::StringAppendF(&str, "m_consecutiveFailedDraws = %d; ", m_consecutiveFailedDraws);
+ base::StringAppendF(&str, "m_maximumNumberOfFailedDrawsBeforeDrawIsForced = %d; ", m_maximumNumberOfFailedDrawsBeforeDrawIsForced);
+ base::StringAppendF(&str, "m_needsRedraw = %d; ", m_needsRedraw);
+ base::StringAppendF(&str, "m_needsForcedRedraw = %d; ", m_needsForcedRedraw);
+ base::StringAppendF(&str, "m_needsForcedRedrawAfterNextCommit = %d; ", m_needsForcedRedrawAfterNextCommit);
+ base::StringAppendF(&str, "m_needsCommit = %d; ", m_needsCommit);
+ base::StringAppendF(&str, "m_needsForcedCommit = %d; ", m_needsForcedCommit);
+ base::StringAppendF(&str, "m_mainThreadNeedsLayerTextures = %d; ", m_mainThreadNeedsLayerTextures);
+ base::StringAppendF(&str, "m_insideVSync = %d; ", m_insideVSync);
+ base::StringAppendF(&str, "m_visible = %d; ", m_visible);
+ base::StringAppendF(&str, "m_canBeginFrame = %d; ", m_canBeginFrame);
+ base::StringAppendF(&str, "m_canDraw = %d; ", m_canDraw);
+ base::StringAppendF(&str, "m_drawIfPossibleFailed = %d; ", m_drawIfPossibleFailed);
+ base::StringAppendF(&str, "m_textureState = %d; ", m_textureState);
+ base::StringAppendF(&str, "m_contextState = %d; ", m_contextState);
+ return str;
+}
+
+bool CCSchedulerStateMachine::hasDrawnThisFrame() const
+{
+ return m_currentFrameNumber == m_lastFrameNumberWhereDrawWasCalled;
+}
+
+bool CCSchedulerStateMachine::drawSuspendedUntilCommit() const
+{
+ if (!m_canDraw)
+ return true;
+ if (!m_visible)
+ return true;
+ if (m_textureState == LAYER_TEXTURE_STATE_ACQUIRED_BY_MAIN_THREAD)
+ return true;
+ return false;
+}
+
+bool CCSchedulerStateMachine::scheduledToDraw() const
+{
+ if (!m_needsRedraw)
+ return false;
+ if (drawSuspendedUntilCommit())
+ return false;
+ return true;
+}
+
+bool CCSchedulerStateMachine::shouldDraw() const
+{
+ if (m_needsForcedRedraw)
+ return true;
+
+ if (!scheduledToDraw())
+ return false;
+ if (!m_insideVSync)
+ return false;
+ if (hasDrawnThisFrame())
+ return false;
+ if (m_contextState != CONTEXT_ACTIVE)
+ return false;
+ return true;
+}
+
+bool CCSchedulerStateMachine::shouldAcquireLayerTexturesForMainThread() const
+{
+ if (!m_mainThreadNeedsLayerTextures)
+ return false;
+ if (m_textureState == LAYER_TEXTURE_STATE_UNLOCKED)
+ return true;
+ ASSERT(m_textureState == LAYER_TEXTURE_STATE_ACQUIRED_BY_IMPL_THREAD);
+ // Transfer the lock from impl thread to main thread immediately if the
+ // impl thread is not even scheduled to draw. Guards against deadlocking.
+ if (!scheduledToDraw())
+ return true;
+ if (!vsyncCallbackNeeded())
+ return true;
+ return false;
+}
+
+CCSchedulerStateMachine::Action CCSchedulerStateMachine::nextAction() const
+{
+ if (shouldAcquireLayerTexturesForMainThread())
+ return ACTION_ACQUIRE_LAYER_TEXTURES_FOR_MAIN_THREAD;
+ switch (m_commitState) {
+ case COMMIT_STATE_IDLE:
+ if (m_contextState != CONTEXT_ACTIVE && m_needsForcedRedraw)
+ return ACTION_DRAW_FORCED;
+ if (m_contextState != CONTEXT_ACTIVE && m_needsForcedCommit)
+ return ACTION_BEGIN_FRAME;
+ if (m_contextState == CONTEXT_LOST)
+ return ACTION_BEGIN_CONTEXT_RECREATION;
+ if (m_contextState == CONTEXT_RECREATING)
+ return ACTION_NONE;
+ if (shouldDraw())
+ return m_needsForcedRedraw ? ACTION_DRAW_FORCED : ACTION_DRAW_IF_POSSIBLE;
+ if (m_needsCommit && ((m_visible && m_canBeginFrame) || m_needsForcedCommit))
+ return ACTION_BEGIN_FRAME;
+ return ACTION_NONE;
+
+ case COMMIT_STATE_FRAME_IN_PROGRESS:
+ if (shouldDraw())
+ return m_needsForcedRedraw ? ACTION_DRAW_FORCED : ACTION_DRAW_IF_POSSIBLE;
+ return ACTION_NONE;
+
+ case COMMIT_STATE_READY_TO_COMMIT:
+ return ACTION_COMMIT;
+
+ case COMMIT_STATE_WAITING_FOR_FIRST_DRAW:
+ if (shouldDraw() || m_contextState == CONTEXT_LOST)
+ return m_needsForcedRedraw ? ACTION_DRAW_FORCED : ACTION_DRAW_IF_POSSIBLE;
+ // COMMIT_STATE_WAITING_FOR_FIRST_DRAW wants to enforce a draw. If m_canDraw is false
+ // or textures are not available, proceed to the next step (similar as in COMMIT_STATE_IDLE).
+ bool canCommit = m_visible || m_needsForcedCommit;
+ if (m_needsCommit && canCommit && drawSuspendedUntilCommit())
+ return ACTION_BEGIN_FRAME;
+ return ACTION_NONE;
+ }
+ ASSERT_NOT_REACHED();
+ return ACTION_NONE;
+}
+
+void CCSchedulerStateMachine::updateState(Action action)
+{
+ switch (action) {
+ case ACTION_NONE:
+ return;
+
+ case ACTION_BEGIN_FRAME:
+ ASSERT(m_visible || m_needsForcedCommit);
+ m_commitState = COMMIT_STATE_FRAME_IN_PROGRESS;
+ m_needsCommit = false;
+ m_needsForcedCommit = false;
+ return;
+
+ case ACTION_COMMIT:
+ m_commitState = COMMIT_STATE_WAITING_FOR_FIRST_DRAW;
+ m_needsRedraw = true;
+ if (m_drawIfPossibleFailed)
+ m_lastFrameNumberWhereDrawWasCalled = -1;
+
+ if (m_needsForcedRedrawAfterNextCommit) {
+ m_needsForcedRedrawAfterNextCommit = false;
+ m_needsForcedRedraw = true;
+ }
+
+ m_textureState = LAYER_TEXTURE_STATE_ACQUIRED_BY_IMPL_THREAD;
+ return;
+
+ case ACTION_DRAW_FORCED:
+ case ACTION_DRAW_IF_POSSIBLE:
+ m_needsRedraw = false;
+ m_needsForcedRedraw = false;
+ m_drawIfPossibleFailed = false;
+ if (m_insideVSync)
+ m_lastFrameNumberWhereDrawWasCalled = m_currentFrameNumber;
+ if (m_commitState == COMMIT_STATE_WAITING_FOR_FIRST_DRAW)
+ m_commitState = COMMIT_STATE_IDLE;
+ if (m_textureState == LAYER_TEXTURE_STATE_ACQUIRED_BY_IMPL_THREAD)
+ m_textureState = LAYER_TEXTURE_STATE_UNLOCKED;
+ return;
+
+ case ACTION_BEGIN_CONTEXT_RECREATION:
+ ASSERT(m_commitState == COMMIT_STATE_IDLE);
+ ASSERT(m_contextState == CONTEXT_LOST);
+ m_contextState = CONTEXT_RECREATING;
+ return;
+
+ case ACTION_ACQUIRE_LAYER_TEXTURES_FOR_MAIN_THREAD:
+ m_textureState = LAYER_TEXTURE_STATE_ACQUIRED_BY_MAIN_THREAD;
+ m_mainThreadNeedsLayerTextures = false;
+ if (m_commitState != COMMIT_STATE_FRAME_IN_PROGRESS)
+ m_needsCommit = true;
+ return;
+ }
+}
+
+void CCSchedulerStateMachine::setMainThreadNeedsLayerTextures()
+{
+ ASSERT(!m_mainThreadNeedsLayerTextures);
+ ASSERT(m_textureState != LAYER_TEXTURE_STATE_ACQUIRED_BY_MAIN_THREAD);
+ m_mainThreadNeedsLayerTextures = true;
+}
+
+bool CCSchedulerStateMachine::vsyncCallbackNeeded() const
+{
+ // If we can't draw, don't tick until we are notified that we can draw again.
+ if (!m_canDraw)
+ return false;
+
+ if (m_needsForcedRedraw)
+ return true;
+
+ return m_needsRedraw && m_visible && m_contextState == CONTEXT_ACTIVE;
+}
+
+void CCSchedulerStateMachine::didEnterVSync()
+{
+ m_insideVSync = true;
+}
+
+void CCSchedulerStateMachine::didLeaveVSync()
+{
+ m_currentFrameNumber++;
+ m_insideVSync = false;
+}
+
+void CCSchedulerStateMachine::setVisible(bool visible)
+{
+ m_visible = visible;
+}
+
+void CCSchedulerStateMachine::setNeedsRedraw()
+{
+ m_needsRedraw = true;
+}
+
+void CCSchedulerStateMachine::setNeedsForcedRedraw()
+{
+ m_needsForcedRedraw = true;
+}
+
+void CCSchedulerStateMachine::didDrawIfPossibleCompleted(bool success)
+{
+ m_drawIfPossibleFailed = !success;
+ if (m_drawIfPossibleFailed) {
+ m_needsRedraw = true;
+ m_needsCommit = true;
+ m_consecutiveFailedDraws++;
+ if (m_consecutiveFailedDraws >= m_maximumNumberOfFailedDrawsBeforeDrawIsForced) {
+ m_consecutiveFailedDraws = 0;
+ // We need to force a draw, but it doesn't make sense to do this until
+ // we've committed and have new textures.
+ m_needsForcedRedrawAfterNextCommit = true;
+ }
+ } else
+ m_consecutiveFailedDraws = 0;
+}
+
+void CCSchedulerStateMachine::setNeedsCommit()
+{
+ m_needsCommit = true;
+}
+
+void CCSchedulerStateMachine::setNeedsForcedCommit()
+{
+ m_needsForcedCommit = true;
+}
+
+void CCSchedulerStateMachine::beginFrameComplete()
+{
+ ASSERT(m_commitState == COMMIT_STATE_FRAME_IN_PROGRESS);
+ m_commitState = COMMIT_STATE_READY_TO_COMMIT;
+}
+
+void CCSchedulerStateMachine::beginFrameAborted()
+{
+ ASSERT(m_commitState == COMMIT_STATE_FRAME_IN_PROGRESS);
+ m_commitState = COMMIT_STATE_IDLE;
+ setNeedsCommit();
+}
+
+void CCSchedulerStateMachine::didLoseContext()
+{
+ if (m_contextState == CONTEXT_LOST || m_contextState == CONTEXT_RECREATING)
+ return;
+ m_contextState = CONTEXT_LOST;
+}
+
+void CCSchedulerStateMachine::didRecreateContext()
+{
+ ASSERT(m_contextState == CONTEXT_RECREATING);
+ m_contextState = CONTEXT_ACTIVE;
+ setNeedsCommit();
+}
+
+void CCSchedulerStateMachine::setMaximumNumberOfFailedDrawsBeforeDrawIsForced(int numDraws)
+{
+ m_maximumNumberOfFailedDrawsBeforeDrawIsForced = numDraws;
+}
+
+}