// 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. #ifndef CC_SCHEDULER_SCHEDULER_STATE_MACHINE_H_ #define CC_SCHEDULER_SCHEDULER_STATE_MACHINE_H_ #include #include "base/basictypes.h" #include "base/memory/scoped_ptr.h" #include "base/time/time.h" #include "cc/base/cc_export.h" #include "cc/output/begin_frame_args.h" #include "cc/scheduler/scheduler_settings.h" namespace base { class Value; } namespace cc { // The SchedulerStateMachine decides how to coordinate main thread activites // like painting/running javascript with rendering and input activities on the // impl thread. // // The state machine tracks internal state but is also influenced by external // state. Internal state includes things like whether a frame has been // requested, while external state includes things like the current time being // near to the vblank time. // // The scheduler seperates "what to do next" from the updating of its internal // state to make testing cleaner. class CC_EXPORT SchedulerStateMachine { public: // settings must be valid for the lifetime of this class. explicit SchedulerStateMachine(const SchedulerSettings& settings); enum OutputSurfaceState { OUTPUT_SURFACE_ACTIVE, OUTPUT_SURFACE_LOST, OUTPUT_SURFACE_CREATING, OUTPUT_SURFACE_WAITING_FOR_FIRST_COMMIT, OUTPUT_SURFACE_WAITING_FOR_FIRST_ACTIVATION, }; static const char* OutputSurfaceStateToString(OutputSurfaceState state); // Note: BeginImplFrameState will always cycle through all the states in // order. Whether or not it actually waits or draws, it will at least try to // wait in BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME and try to draw in // BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE enum BeginImplFrameState { BEGIN_IMPL_FRAME_STATE_IDLE, BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING, BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME, BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE, }; static const char* BeginImplFrameStateToString(BeginImplFrameState state); enum CommitState { COMMIT_STATE_IDLE, COMMIT_STATE_FRAME_IN_PROGRESS, COMMIT_STATE_READY_TO_COMMIT, COMMIT_STATE_WAITING_FOR_FIRST_DRAW, }; static const char* CommitStateToString(CommitState state); enum TextureState { LAYER_TEXTURE_STATE_UNLOCKED, LAYER_TEXTURE_STATE_ACQUIRED_BY_MAIN_THREAD, LAYER_TEXTURE_STATE_ACQUIRED_BY_IMPL_THREAD, }; static const char* TextureStateToString(TextureState state); enum SynchronousReadbackState { READBACK_STATE_IDLE, READBACK_STATE_NEEDS_BEGIN_MAIN_FRAME, READBACK_STATE_WAITING_FOR_COMMIT, READBACK_STATE_WAITING_FOR_ACTIVATION, READBACK_STATE_WAITING_FOR_DRAW_AND_READBACK, READBACK_STATE_WAITING_FOR_REPLACEMENT_COMMIT, READBACK_STATE_WAITING_FOR_REPLACEMENT_ACTIVATION, }; static const char* SynchronousReadbackStateToString( SynchronousReadbackState state); enum ForcedRedrawOnTimeoutState { FORCED_REDRAW_STATE_IDLE, FORCED_REDRAW_STATE_WAITING_FOR_COMMIT, FORCED_REDRAW_STATE_WAITING_FOR_ACTIVATION, FORCED_REDRAW_STATE_WAITING_FOR_DRAW, }; static const char* ForcedRedrawOnTimeoutStateToString( ForcedRedrawOnTimeoutState state); bool CommitPending() const { return commit_state_ == COMMIT_STATE_FRAME_IN_PROGRESS || commit_state_ == COMMIT_STATE_READY_TO_COMMIT; } bool RedrawPending() const { return needs_redraw_; } bool ManageTilesPending() const { return needs_manage_tiles_; } enum Action { ACTION_NONE, ACTION_SEND_BEGIN_MAIN_FRAME, ACTION_COMMIT, ACTION_UPDATE_VISIBLE_TILES, ACTION_ACTIVATE_PENDING_TREE, ACTION_DRAW_AND_SWAP_IF_POSSIBLE, ACTION_DRAW_AND_SWAP_FORCED, ACTION_DRAW_AND_SWAP_ABORT, ACTION_DRAW_AND_READBACK, ACTION_BEGIN_OUTPUT_SURFACE_CREATION, ACTION_ACQUIRE_LAYER_TEXTURES_FOR_MAIN_THREAD, ACTION_MANAGE_TILES, }; static const char* ActionToString(Action action); scoped_ptr AsValue() const; Action NextAction() const; void UpdateState(Action action); void CheckInvariants(); // Indicates whether the impl thread needs a BeginImplFrame callback in order // to make progress. bool BeginImplFrameNeeded() const; // Indicates that we need to independently poll for new state and actions // because we can't expect a BeginImplFrame. This is mostly used to avoid // drawing repeat frames with the synchronous compositor without dropping // necessary actions on the floor. bool ShouldPollForAnticipatedDrawTriggers() const; // Indicates that the system has entered and left a BeginImplFrame callback. // The scheduler will not draw more than once in a given BeginImplFrame // callback nor send more than one BeginMainFrame message. void OnBeginImplFrame(const BeginFrameArgs& args); void OnBeginImplFrameDeadlinePending(); void OnBeginImplFrameDeadline(); void OnBeginImplFrameIdle(); bool ShouldTriggerBeginImplFrameDeadlineEarly() const; BeginImplFrameState begin_impl_frame_state() const { return begin_impl_frame_state_; } // If the main thread didn't manage to produce a new frame in time for the // impl thread to draw, it is in a high latency mode. bool MainThreadIsInHighLatencyMode() const; // PollForAnticipatedDrawTriggers is used by the synchronous compositor to // avoid requesting BeginImplFrames when we won't actually draw but still // need to advance our state at vsync intervals. void DidEnterPollForAnticipatedDrawTriggers(); void DidLeavePollForAnticipatedDrawTriggers(); bool inside_poll_for_anticipated_draw_triggers() const { return inside_poll_for_anticipated_draw_triggers_; } // Indicates whether the LayerTreeHostImpl is visible. void SetVisible(bool visible); // Indicates that a redraw is required, either due to the impl tree changing // or the screen being damaged and simply needing redisplay. void SetNeedsRedraw(); bool needs_redraw() const { return needs_redraw_; } // Indicates that manage-tiles is required. This guarantees another // ManageTiles will occur shortly (even if no redraw is required). void SetNeedsManageTiles(); // Indicates whether a redraw is required because we are currently rendering // with a low resolution or checkerboarded tile. void SetSwapUsedIncompleteTile(bool used_incomplete_tile); // Indicates whether to prioritize animation smoothness over new content // activation. void SetSmoothnessTakesPriority(bool smoothness_takes_priority); // Indicates whether ACTION_DRAW_AND_SWAP_IF_POSSIBLE drew to the screen. void DidDrawIfPossibleCompleted(bool success); // Indicates that a new commit flow needs to be performed, either to pull // updates from the main thread to the impl, or to push deltas from the impl // thread to main. void SetNeedsCommit(); // As SetNeedsCommit(), but ensures the BeginMainFrame will be sent even // if we are not visible. After this call we expect to go through // the forced commit flow and then return to waiting for a non-forced // BeginMainFrame to finish. void SetNeedsForcedCommitForReadback(); // Call this only in response to receiving an ACTION_SEND_BEGIN_MAIN_FRAME // from NextAction. // Indicates that all painting is complete. void FinishCommit(); // Call this only in response to receiving an ACTION_SEND_BEGIN_MAIN_FRAME // from NextAction if the client rejects the BeginMainFrame message. // If did_handle is false, then another commit will be retried soon. void BeginMainFrameAborted(bool did_handle); // Request exclusive access to the textures that back single buffered // layers on behalf of the main thread. Upon acquisition, // ACTION_DRAW_AND_SWAP_IF_POSSIBLE will not draw until the main thread // releases the // textures to the impl thread by committing the layers. void SetMainThreadNeedsLayerTextures(); // Set that we can create the first OutputSurface and start the scheduler. void SetCanStart() { can_start_ = true; } void SetSkipBeginMainFrameToReduceLatency(bool skip); // Indicates whether drawing would, at this time, make sense. // CanDraw can be used to suppress flashes or checkerboarding // when such behavior would be undesirable. void SetCanDraw(bool can); // Indicates that the pending tree is ready for activation. void NotifyReadyToActivate(); bool has_pending_tree() const { return has_pending_tree_; } void DidManageTiles(); void DidLoseOutputSurface(); void DidCreateAndInitializeOutputSurface(); bool HasInitializedOutputSurface() const; // True if we need to abort draws to make forward progress. bool PendingDrawsShouldBeAborted() const; bool SupportsProactiveBeginImplFrame() const; bool IsCommitStateWaiting() const; protected: bool BeginImplFrameNeededToDraw() const; bool ProactiveBeginImplFrameWanted() const; // True if we need to force activations to make forward progress. bool PendingActivationsShouldBeForced() const; bool ShouldBeginOutputSurfaceCreation() const; bool ShouldDrawForced() const; bool ShouldDraw() const; bool ShouldActivatePendingTree() const; bool ShouldAcquireLayerTexturesForMainThread() const; bool ShouldUpdateVisibleTiles() const; bool ShouldSendBeginMainFrame() const; bool ShouldCommit() const; bool ShouldManageTiles() const; void AdvanceCurrentFrameNumber(); bool HasSentBeginMainFrameThisFrame() const; bool HasScheduledManageTilesThisFrame() const; bool HasUpdatedVisibleTilesThisFrame() const; bool HasSwappedThisFrame() const; void UpdateStateOnCommit(bool commit_was_aborted); void UpdateStateOnActivation(); void UpdateStateOnDraw(bool did_swap); void UpdateStateOnManageTiles(); const SchedulerSettings settings_; OutputSurfaceState output_surface_state_; BeginImplFrameState begin_impl_frame_state_; CommitState commit_state_; TextureState texture_state_; ForcedRedrawOnTimeoutState forced_redraw_state_; SynchronousReadbackState readback_state_; BeginFrameArgs last_begin_impl_frame_args_; int commit_count_; int current_frame_number_; int last_frame_number_swap_performed_; int last_frame_number_begin_main_frame_sent_; int last_frame_number_update_visible_tiles_was_called_; // manage_tiles_funnel_ is "filled" each time ManageTiles is called // and "drained" on each BeginImplFrame. If the funnel gets too full, // we start throttling ACTION_MANAGE_TILES such that we average one // ManageTile per BeginImplFrame. int manage_tiles_funnel_; int consecutive_failed_draws_; bool needs_redraw_; bool needs_manage_tiles_; bool swap_used_incomplete_tile_; bool needs_commit_; bool main_thread_needs_layer_textures_; bool inside_poll_for_anticipated_draw_triggers_; bool visible_; bool can_start_; bool can_draw_; bool has_pending_tree_; bool pending_tree_is_ready_for_activation_; bool active_tree_needs_first_draw_; bool draw_if_possible_failed_; bool did_create_and_initialize_first_output_surface_; bool smoothness_takes_priority_; bool skip_begin_main_frame_to_reduce_latency_; private: DISALLOW_COPY_AND_ASSIGN(SchedulerStateMachine); }; } // namespace cc #endif // CC_SCHEDULER_SCHEDULER_STATE_MACHINE_H_