// 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/macros.h" #include "base/memory/scoped_ptr.h" #include "cc/base/cc_export.h" #include "cc/output/begin_frame_args.h" #include "cc/scheduler/commit_earlyout_reason.h" #include "cc/scheduler/draw_result.h" #include "cc/scheduler/scheduler_settings.h" #include "cc/tiles/tile_priority.h" namespace base { namespace trace_event { class ConvertableToTraceFormat; class TracedValue; } class Value; } namespace cc { enum class ScrollHandlerState { SCROLL_AFFECTS_SCROLL_HANDLER, SCROLL_DOES_NOT_AFFECT_SCROLL_HANDLER, }; const char* ScrollHandlerStateToString(ScrollHandlerState state); // 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_NONE, OUTPUT_SURFACE_ACTIVE, OUTPUT_SURFACE_CREATING, OUTPUT_SURFACE_WAITING_FOR_FIRST_COMMIT, OUTPUT_SURFACE_WAITING_FOR_FIRST_ACTIVATION, }; static const char* OutputSurfaceStateToString(OutputSurfaceState state); // Note: BeginImplFrameState does not cycle through these states in a fixed // order on all platforms. It's up to the scheduler to set these correctly. // TODO(sunnyps): Rename the states to IDLE, ANIMATE, WAITING_FOR_DEADLINE and // DRAW. 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 BeginImplFrameDeadlineMode { BEGIN_IMPL_FRAME_DEADLINE_MODE_NONE, BEGIN_IMPL_FRAME_DEADLINE_MODE_IMMEDIATE, BEGIN_IMPL_FRAME_DEADLINE_MODE_REGULAR, BEGIN_IMPL_FRAME_DEADLINE_MODE_LATE, BEGIN_IMPL_FRAME_DEADLINE_MODE_BLOCKED_ON_READY_TO_DRAW, }; static const char* BeginImplFrameDeadlineModeToString( BeginImplFrameDeadlineMode mode); enum BeginMainFrameState { BEGIN_MAIN_FRAME_STATE_IDLE, BEGIN_MAIN_FRAME_STATE_SENT, BEGIN_MAIN_FRAME_STATE_STARTED, BEGIN_MAIN_FRAME_STATE_READY_TO_COMMIT, BEGIN_MAIN_FRAME_STATE_WAITING_FOR_ACTIVATION, BEGIN_MAIN_FRAME_STATE_WAITING_FOR_DRAW, }; static const char* BeginMainFrameStateToString(BeginMainFrameState 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); BeginMainFrameState begin_main_frame_state() const { return begin_main_frame_state_; } bool CommitPending() const { return begin_main_frame_state_ == BEGIN_MAIN_FRAME_STATE_SENT || begin_main_frame_state_ == BEGIN_MAIN_FRAME_STATE_STARTED || begin_main_frame_state_ == BEGIN_MAIN_FRAME_STATE_READY_TO_COMMIT; } bool NewActiveTreeLikely() const { return needs_begin_main_frame_ || CommitPending() || has_pending_tree_; } bool RedrawPending() const { return needs_redraw_; } bool PrepareTilesPending() const { return needs_prepare_tiles_; } enum Action { ACTION_NONE, ACTION_SEND_BEGIN_MAIN_FRAME, ACTION_COMMIT, ACTION_ACTIVATE_SYNC_TREE, ACTION_DRAW_AND_SWAP_IF_POSSIBLE, ACTION_DRAW_AND_SWAP_FORCED, ACTION_DRAW_AND_SWAP_ABORT, ACTION_BEGIN_OUTPUT_SURFACE_CREATION, ACTION_PREPARE_TILES, ACTION_INVALIDATE_OUTPUT_SURFACE, }; static const char* ActionToString(Action action); scoped_refptr AsValue() const; void AsValueInto(base::trace_event::TracedValue* dict) const; Action NextAction() const; void WillSendBeginMainFrame(); void WillCommit(bool commit_had_no_updates); void WillActivate(); void WillDraw(); void WillBeginOutputSurfaceCreation(); void WillPrepareTiles(); void WillInvalidateOutputSurface(); void DidDraw(DrawResult draw_result); void AbortDrawAndSwap(); // Indicates whether the impl thread needs a BeginImplFrame callback in order // to make progress. bool BeginFrameNeeded() 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(); void OnBeginImplFrameDeadlinePending(); // Indicates that the scheduler has entered the draw phase. The scheduler // will not draw more than once in a single draw phase. // TODO(sunnyps): Rename OnBeginImplFrameDeadline to OnDraw or similar. void OnBeginImplFrameDeadline(); void OnBeginImplFrameIdle(); BeginImplFrameState begin_impl_frame_state() const { return begin_impl_frame_state_; } BeginImplFrameDeadlineMode CurrentBeginImplFrameDeadlineMode() const; // 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 main_thread_missed_last_deadline() const; bool SwapThrottled() const; // Indicates whether the LayerTreeHostImpl is visible. void SetVisible(bool visible); bool visible() const { return visible_; } void SetBeginFrameSourcePaused(bool paused); bool begin_frame_source_paused() const { return begin_frame_source_paused_; } // 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_; } bool OnlyImplSideUpdatesExpected() const; // Indicates that prepare-tiles is required. This guarantees another // PrepareTiles will occur shortly (even if no redraw is required). void SetNeedsPrepareTiles(); // If the scheduler attempted to draw and swap, this provides feedback // regarding whether or not the swap actually occured. We might skip the // swap when there is not damage, for example. void DidSwapBuffers(); // Indicates whether a redraw is required because we are currently rendering // with a low resolution or checkerboarded tile. void SetSwapUsedIncompleteTile(bool used_incomplete_tile); // Notification from the OutputSurface that a swap has been consumed. void DidSwapBuffersComplete(); int pending_swaps() const { return pending_swaps_; } // Indicates whether to prioritize impl thread latency (i.e., animation // smoothness) over new content activation. void SetTreePrioritiesAndScrollState(TreePriority tree_priority, ScrollHandlerState scroll_handler_state); // Indicates if the main thread will likely respond within 1 vsync. void SetCriticalBeginMainFrameToActivateIsFast(bool is_fast); // A function of SetTreePrioritiesAndScrollState and // SetCriticalBeginMainFrameToActivateIsFast. bool ImplLatencyTakesPriority() const; // Indicates that a new begin main frame 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 SetNeedsBeginMainFrame(); bool needs_begin_main_frame() const { return needs_begin_main_frame_; } // Requests a single impl frame (after the current frame if there is one // active). void SetNeedsOneBeginImplFrame(); // Call this only in response to receiving an ACTION_SEND_BEGIN_MAIN_FRAME // from NextAction. // Indicates that all painting is complete. void NotifyReadyToCommit(); // Call this only in response to receiving an ACTION_SEND_BEGIN_MAIN_FRAME // from NextAction if the client rejects the BeginMainFrame message. void BeginMainFrameAborted(CommitEarlyOutReason reason); // Indicates production should be skipped to recover latency. void SetSkipNextBeginMainFrameToReduceLatency(); // Resourceless software draws are allowed even when invisible. void SetResourcelessSoftareDraw(bool resourceless_draw); // 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 scheduled BeginMainFrame is started. void NotifyBeginMainFrameStarted(); // Indicates that the pending tree is ready for activation. void NotifyReadyToActivate(); // Indicates the active tree's visible tiles are ready to be drawn. void NotifyReadyToDraw(); bool has_pending_tree() const { return has_pending_tree_; } bool active_tree_needs_first_draw() const { return active_tree_needs_first_draw_; } void DidPrepareTiles(); void DidLoseOutputSurface(); void DidCreateAndInitializeOutputSurface(); bool HasInitializedOutputSurface() const; // True if we need to abort draws to make forward progress. bool PendingDrawsShouldBeAborted() const; bool CouldSendBeginMainFrame() const; void SetDeferCommits(bool defer_commits); void SetChildrenNeedBeginFrames(bool children_need_begin_frames); bool children_need_begin_frames() const { return children_need_begin_frames_; } void SetVideoNeedsBeginFrames(bool video_needs_begin_frames); bool video_needs_begin_frames() const { return video_needs_begin_frames_; } protected: bool BeginFrameRequiredForAction() const; bool BeginFrameRequiredForChildren() const; bool BeginFrameNeededForVideo() const; bool ProactiveBeginFrameWanted() const; bool ShouldTriggerBeginImplFrameDeadlineImmediately() const; // True if we need to force activations to make forward progress. // TODO(sunnyps): Rename this to ShouldAbortCurrentFrame or similar. bool PendingActivationsShouldBeForced() const; // TODO(brianderson): Remove this once NPAPI support is removed. bool SendingBeginMainFrameMightCauseDeadlock() const; bool ShouldBeginOutputSurfaceCreation() const; bool ShouldDraw() const; bool ShouldActivatePendingTree() const; bool ShouldSendBeginMainFrame() const; bool ShouldCommit() const; bool ShouldPrepareTiles() const; bool ShouldInvalidateOutputSurface() const; void WillDrawInternal(); void DidDrawInternal(DrawResult draw_result); const SchedulerSettings settings_; OutputSurfaceState output_surface_state_; BeginImplFrameState begin_impl_frame_state_; BeginMainFrameState begin_main_frame_state_; ForcedRedrawOnTimeoutState forced_redraw_state_; // These are used for tracing only. int commit_count_; int current_frame_number_; int last_frame_number_swap_performed_; int last_frame_number_draw_performed_; int last_frame_number_begin_main_frame_sent_; int last_frame_number_invalidate_output_surface_performed_; // These are used to ensure that an action only happens once per frame, // deadline, etc. bool draw_funnel_; bool send_begin_main_frame_funnel_; bool invalidate_output_surface_funnel_; // prepare_tiles_funnel_ is "filled" each time PrepareTiles is called // and "drained" on each BeginImplFrame. If the funnel gets too full, // we start throttling ACTION_PREPARE_TILES such that we average one // PrepareTiles per BeginImplFrame. int prepare_tiles_funnel_; int consecutive_checkerboard_animations_; int max_pending_swaps_; int pending_swaps_; int swaps_with_current_output_surface_; bool needs_redraw_; bool needs_prepare_tiles_; bool needs_begin_main_frame_; bool needs_one_begin_impl_frame_; bool visible_; bool begin_frame_source_paused_; bool resourceless_draw_; bool can_draw_; bool has_pending_tree_; bool pending_tree_is_ready_for_activation_; bool active_tree_needs_first_draw_; bool did_create_and_initialize_first_output_surface_; TreePriority tree_priority_; ScrollHandlerState scroll_handler_state_; bool critical_begin_main_frame_to_activate_is_fast_; bool main_thread_missed_last_deadline_; bool skip_next_begin_main_frame_to_reduce_latency_; bool children_need_begin_frames_; bool defer_commits_; bool video_needs_begin_frames_; bool last_commit_had_no_updates_; bool wait_for_ready_to_draw_; bool did_draw_in_last_frame_; bool did_swap_in_last_frame_; private: DISALLOW_COPY_AND_ASSIGN(SchedulerStateMachine); }; } // namespace cc #endif // CC_SCHEDULER_SCHEDULER_STATE_MACHINE_H_