// 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 "cc/scheduler/scheduler.h" #include #include "base/auto_reset.h" #include "base/debug/trace_event.h" #include "base/logging.h" #include "cc/debug/traced_value.h" namespace cc { Scheduler::Scheduler(SchedulerClient* client, const SchedulerSettings& scheduler_settings) : settings_(scheduler_settings), client_(client), weak_factory_(this), last_set_needs_begin_frame_(false), state_machine_(scheduler_settings), inside_process_scheduled_actions_(false), inside_action_(SchedulerStateMachine::ACTION_NONE) { DCHECK(client_); DCHECK(!state_machine_.BeginFrameNeededByImplThread()); } Scheduler::~Scheduler() {} void Scheduler::SetCanStart() { state_machine_.SetCanStart(); ProcessScheduledActions(); } void Scheduler::SetVisible(bool visible) { state_machine_.SetVisible(visible); ProcessScheduledActions(); } void Scheduler::SetCanDraw(bool can_draw) { state_machine_.SetCanDraw(can_draw); ProcessScheduledActions(); } void Scheduler::NotifyReadyToActivate() { state_machine_.NotifyReadyToActivate(); ProcessScheduledActions(); } void Scheduler::ActivatePendingTree() { client_->ScheduledActionActivatePendingTree(); if (state_machine_.ShouldTriggerBeginFrameDeadlineEarly()) PostBeginFrameDeadline(base::TimeTicks()); } void Scheduler::SetNeedsCommit() { state_machine_.SetNeedsCommit(); ProcessScheduledActions(); } void Scheduler::SetNeedsForcedCommitForReadback() { state_machine_.SetNeedsCommit(); state_machine_.SetNeedsForcedCommitForReadback(); ProcessScheduledActions(); } void Scheduler::SetNeedsRedraw() { state_machine_.SetNeedsRedraw(); ProcessScheduledActions(); } void Scheduler::SetNeedsManageTiles() { DCHECK(!IsInsideAction(SchedulerStateMachine::ACTION_MANAGE_TILES)); state_machine_.SetNeedsManageTiles(); ProcessScheduledActions(); } void Scheduler::SetSwapUsedIncompleteTile(bool used_incomplete_tile) { state_machine_.SetSwapUsedIncompleteTile(used_incomplete_tile); ProcessScheduledActions(); } void Scheduler::SetMainThreadNeedsLayerTextures() { state_machine_.SetMainThreadNeedsLayerTextures(); ProcessScheduledActions(); } void Scheduler::FinishCommit() { TRACE_EVENT0("cc", "Scheduler::FinishCommit"); state_machine_.FinishCommit(); ProcessScheduledActions(); if (state_machine_.ShouldTriggerBeginFrameDeadlineEarly()) PostBeginFrameDeadline(base::TimeTicks()); } void Scheduler::BeginFrameAbortedByMainThread(bool did_handle) { TRACE_EVENT0("cc", "Scheduler::BeginFrameAbortedByMainThread"); state_machine_.BeginFrameAbortedByMainThread(did_handle); ProcessScheduledActions(); } void Scheduler::DidLoseOutputSurface() { TRACE_EVENT0("cc", "Scheduler::DidLoseOutputSurface"); last_set_needs_begin_frame_ = false; begin_frame_deadline_closure_.Cancel(); state_machine_.DidLoseOutputSurface(); ProcessScheduledActions(); } void Scheduler::DidCreateAndInitializeOutputSurface() { TRACE_EVENT0("cc", "Scheduler::DidCreateAndInitializeOutputSurface"); DCHECK(!last_set_needs_begin_frame_); DCHECK(begin_frame_deadline_closure_.IsCancelled()); state_machine_.DidCreateAndInitializeOutputSurface(); ProcessScheduledActions(); } base::TimeTicks Scheduler::AnticipatedDrawTime() { TRACE_EVENT0("cc", "Scheduler::AnticipatedDrawTime"); if (!last_set_needs_begin_frame_ || last_begin_frame_args_.interval <= base::TimeDelta()) return base::TimeTicks(); base::TimeTicks now = base::TimeTicks::Now(); base::TimeTicks timebase = std::max(last_begin_frame_args_.frame_time, last_begin_frame_args_.deadline); int64 intervals = 1 + ((now - timebase) / last_begin_frame_args_.interval); return timebase + (last_begin_frame_args_.interval * intervals); } base::TimeTicks Scheduler::LastBeginFrameOnImplThreadTime() { return last_begin_frame_args_.frame_time; } void Scheduler::SetupNextBeginFrameIfNeeded() { bool needs_begin_frame = state_machine_.BeginFrameNeededByImplThread(); bool at_end_of_deadline = state_machine_.begin_frame_state() == SchedulerStateMachine::BEGIN_FRAME_STATE_INSIDE_DEADLINE; bool should_call_set_needs_begin_frame = // Always request the BeginFrame immediately if it wasn't needed before. (needs_begin_frame && !last_set_needs_begin_frame_) || // We always need to explicitly request our next BeginFrame. at_end_of_deadline; if (should_call_set_needs_begin_frame) { client_->SetNeedsBeginFrameOnImplThread(needs_begin_frame); last_set_needs_begin_frame_ = needs_begin_frame; } // Setup PollForAnticipatedDrawTriggers if we need to monitor state but // aren't expecting any more BeginFrames. This should only be needed by the // synchronous compositor when BeginFrameNeededByImplThread is false. if (state_machine_.ShouldPollForAnticipatedDrawTriggers()) { DCHECK(!state_machine_.SupportsProactiveBeginFrame()); DCHECK(!needs_begin_frame); if (poll_for_draw_triggers_closure_.IsCancelled()) { poll_for_draw_triggers_closure_.Reset( base::Bind(&Scheduler::PollForAnticipatedDrawTriggers, weak_factory_.GetWeakPtr())); base::MessageLoop::current()->PostDelayedTask( FROM_HERE, poll_for_draw_triggers_closure_.callback(), last_begin_frame_args_.interval); } } else { poll_for_draw_triggers_closure_.Cancel(); } } void Scheduler::BeginFrame(const BeginFrameArgs& args) { TRACE_EVENT0("cc", "Scheduler::BeginFrame"); DCHECK(state_machine_.begin_frame_state() == SchedulerStateMachine::BEGIN_FRAME_STATE_IDLE); DCHECK(state_machine_.HasInitializedOutputSurface()); last_begin_frame_args_ = args; last_begin_frame_args_.deadline -= client_->DrawDurationEstimate(); state_machine_.OnBeginFrame(last_begin_frame_args_); ProcessScheduledActions(); if (!state_machine_.HasInitializedOutputSurface()) return; state_machine_.OnBeginFrameDeadlinePending(); if (settings_.using_synchronous_renderer_compositor) { // The synchronous renderer compositor has to make its GL calls // within this call to BeginFrame. // TODO(brianderson): Have the OutputSurface initiate the deadline tasks // so the sychronous renderer compoistor can take advantage of splitting // up the BeginFrame and deadline as well. OnBeginFrameDeadline(); } else if (!settings_.deadline_scheduling_enabled) { // We emulate the old non-deadline scheduler here by posting the // deadline task without any delay. PostBeginFrameDeadline(base::TimeTicks()); } else if (state_machine_.ShouldTriggerBeginFrameDeadlineEarly()) { // We are ready to draw a new active tree immediately. PostBeginFrameDeadline(base::TimeTicks()); } else if (state_machine_.needs_redraw()) { // We have an animation or fast input path on the impl thread that wants // to draw, so don't wait too long for a new active tree. PostBeginFrameDeadline(last_begin_frame_args_.deadline); } else { // The impl thread doesn't have anything it wants to draw and we are just // waiting for a new active tree, so post the deadline for the next // expected BeginFrame start. This allows us to draw immediately when // there is a new active tree, instead of waiting for the next BeginFrame. // TODO(brianderson): Handle long deadlines (that are past the next frame's // frame time) properly instead of using this hack. PostBeginFrameDeadline(last_begin_frame_args_.frame_time + last_begin_frame_args_.interval); } } void Scheduler::PostBeginFrameDeadline(base::TimeTicks deadline) { begin_frame_deadline_closure_.Cancel(); begin_frame_deadline_closure_.Reset( base::Bind(&Scheduler::OnBeginFrameDeadline, weak_factory_.GetWeakPtr())); client_->PostBeginFrameDeadline(begin_frame_deadline_closure_.callback(), deadline); } void Scheduler::OnBeginFrameDeadline() { TRACE_EVENT0("cc", "Scheduler::OnBeginFrameDeadline"); DCHECK(state_machine_.HasInitializedOutputSurface()); begin_frame_deadline_closure_.Cancel(); state_machine_.OnBeginFrameDeadline(); ProcessScheduledActions(); if (state_machine_.HasInitializedOutputSurface()) { // We only transition out of BEGIN_FRAME_STATE_INSIDE_DEADLINE when all // actions that occur back-to-back in response to entering // BEGIN_FRAME_STATE_INSIDE_DEADLINE have completed. This is important // because sending the BeginFrame to the main thread will not occur if // we transition to BEGIN_FRAME_STATE_IDLE too early. state_machine_.OnBeginFrameIdle(); } client_->DidBeginFrameDeadlineOnImplThread(); } void Scheduler::PollForAnticipatedDrawTriggers() { TRACE_EVENT0("cc", "Scheduler::PollForAnticipatedDrawTriggers"); state_machine_.DidEnterPollForAnticipatedDrawTriggers(); ProcessScheduledActions(); state_machine_.DidLeavePollForAnticipatedDrawTriggers(); poll_for_draw_triggers_closure_.Cancel(); } void Scheduler::DrawAndSwapIfPossible() { DrawSwapReadbackResult result = client_->ScheduledActionDrawAndSwapIfPossible(); state_machine_.DidDrawIfPossibleCompleted(result.did_draw); } void Scheduler::DrawAndSwapForced() { client_->ScheduledActionDrawAndSwapForced(); } void Scheduler::DrawAndReadback() { DrawSwapReadbackResult result = client_->ScheduledActionDrawAndReadback(); DCHECK(!result.did_swap); } void Scheduler::ProcessScheduledActions() { // We do not allow ProcessScheduledActions to be recursive. // The top-level call will iteratively execute the next action for us anyway. if (inside_process_scheduled_actions_) return; base::AutoReset mark_inside(&inside_process_scheduled_actions_, true); SchedulerStateMachine::Action action; do { state_machine_.CheckInvariants(); action = state_machine_.NextAction(); TRACE_EVENT1(TRACE_DISABLED_BY_DEFAULT("cc.debug.scheduler"), "SchedulerStateMachine", "state", TracedValue::FromValue(state_machine_.AsValue().release())); state_machine_.UpdateState(action); base::AutoReset mark_inside_action(&inside_action_, action); switch (action) { case SchedulerStateMachine::ACTION_NONE: break; case SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD: client_->ScheduledActionSendBeginFrameToMainThread(); break; case SchedulerStateMachine::ACTION_COMMIT: client_->ScheduledActionCommit(); break; case SchedulerStateMachine::ACTION_UPDATE_VISIBLE_TILES: client_->ScheduledActionUpdateVisibleTiles(); break; case SchedulerStateMachine::ACTION_ACTIVATE_PENDING_TREE: ActivatePendingTree(); break; case SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE: DrawAndSwapIfPossible(); break; case SchedulerStateMachine::ACTION_DRAW_AND_SWAP_FORCED: DrawAndSwapForced(); break; case SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT: // No action is actually performed, but this allows the state machine to // advance out of its waiting to draw state without actually drawing. break; case SchedulerStateMachine::ACTION_DRAW_AND_READBACK: DrawAndReadback(); break; case SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION: client_->ScheduledActionBeginOutputSurfaceCreation(); break; case SchedulerStateMachine::ACTION_ACQUIRE_LAYER_TEXTURES_FOR_MAIN_THREAD: client_->ScheduledActionAcquireLayerTexturesForMainThread(); break; case SchedulerStateMachine::ACTION_MANAGE_TILES: client_->ScheduledActionManageTiles(); break; } } while (action != SchedulerStateMachine::ACTION_NONE); SetupNextBeginFrameIfNeeded(); client_->DidAnticipatedDrawTimeChange(AnticipatedDrawTime()); } bool Scheduler::WillDrawIfNeeded() const { return !state_machine_.PendingDrawsShouldBeAborted(); } } // namespace cc