// Copyright 2014 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 COMPONENTS_SCHEDULER_RENDERER_RENDERER_SCHEDULER_H_ #define COMPONENTS_SCHEDULER_RENDERER_RENDERER_SCHEDULER_H_ #include "base/macros.h" #include "base/message_loop/message_loop.h" #include "components/scheduler/child/child_scheduler.h" #include "components/scheduler/child/single_thread_idle_task_runner.h" #include "components/scheduler/renderer/render_widget_scheduling_state.h" #include "components/scheduler/scheduler_export.h" #include "third_party/WebKit/public/web/WebInputEvent.h" namespace cc { struct BeginFrameArgs; } namespace blink { class WebThread; } namespace scheduler { class RenderWidgetSchedulingState; class SCHEDULER_EXPORT RendererScheduler : public ChildScheduler { public: ~RendererScheduler() override; static scoped_ptr Create(); // Returns the compositor task runner. virtual scoped_refptr CompositorTaskRunner() = 0; // Keep RendererScheduler::UseCaseToString in sync with this enum. enum class UseCase { NONE, COMPOSITOR_GESTURE, MAIN_THREAD_GESTURE, SYNCHRONIZED_GESTURE, // Both threads in the critical path. TOUCHSTART, LOADING, // Must be the last entry. USE_CASE_COUNT, FIRST_USE_CASE = NONE, }; static const char* UseCaseToString(UseCase use_case); // Creates a WebThread implementation for the renderer main thread. virtual scoped_ptr CreateMainThread() = 0; // Returns the loading task runner. This queue is intended for tasks related // to resource dispatch, foreground HTML parsing, etc... virtual scoped_refptr LoadingTaskRunner() = 0; // Returns the timer task runner. This queue is intended for DOM Timers. // TODO(alexclarke): Get rid of this default timer queue. virtual scoped_refptr TimerTaskRunner() = 0; // Returns a new loading task runner. This queue is intended for tasks related // to resource dispatch, foreground HTML parsing, etc... virtual scoped_refptr NewLoadingTaskRunner(const char* name) = 0; // Returns a new timer task runner. This queue is intended for DOM Timers. virtual scoped_refptr NewTimerTaskRunner(const char* name) = 0; // Returns a new RenderWidgetSchedulingState. The signals from this will be // used to make scheduling decisions. virtual scoped_ptr NewRenderWidgetSchedulingState() = 0; // Called to notify about the start of an extended period where no frames // need to be drawn. Must be called from the main thread. virtual void BeginFrameNotExpectedSoon() = 0; // Called to notify about the start of a new frame. Must be called from the // main thread. virtual void WillBeginFrame(const cc::BeginFrameArgs& args) = 0; // Called to notify that a previously begun frame was committed. Must be // called from the main thread. virtual void DidCommitFrameToCompositor() = 0; // Keep RendererScheduler::InputEventStateToString in sync with this enum. enum class InputEventState { EVENT_CONSUMED_BY_COMPOSITOR, EVENT_FORWARDED_TO_MAIN_THREAD, }; static const char* InputEventStateToString(InputEventState input_event_state); // Tells the scheduler that the system processed an input event. Called by the // compositor (impl) thread. Note it's expected that every call to // DidHandleInputEventOnCompositorThread where |event_state| is // EVENT_FORWARDED_TO_MAIN_THREAD will be followed by a corresponding call // to DidHandleInputEventOnMainThread. virtual void DidHandleInputEventOnCompositorThread( const blink::WebInputEvent& web_input_event, InputEventState event_state) = 0; // Tells the scheduler that the system processed an input event. Must be // called from the main thread. virtual void DidHandleInputEventOnMainThread( const blink::WebInputEvent& web_input_event) = 0; // Tells the scheduler that the system is displaying an input animation (e.g. // a fling). Called by the compositor (impl) thread. virtual void DidAnimateForInputOnCompositorThread() = 0; // Tells the scheduler that the renderer process has been backgrounded, i.e., // there are no critical, user facing activities (visual, audio, etc...) // driven by this process. A stricter condition than |OnRendererHidden()|, the // process is assumed to be foregrounded when the scheduler is constructed. // Must be called on the main thread. virtual void OnRendererBackgrounded() = 0; // Tells the scheduler that the renderer process has been foregrounded. // This is the assumed state when the scheduler is constructed. // Must be called on the main thread. virtual void OnRendererForegrounded() = 0; // Tells the scheduler that a navigation task is pending. While any navigation // tasks are pending, the scheduler will ensure that loading tasks are not // blocked even if they are expensive. Must be called on the main thread. virtual void AddPendingNavigation() = 0; // Tells the scheduler that a navigation task is no longer pending. // Must be called on the main thread. virtual void RemovePendingNavigation() = 0; // Tells the scheduler that a navigation has started. The scheduler will // prioritize loading tasks for a short duration afterwards. // Must be called from the main thread. virtual void OnNavigationStarted() = 0; // Returns true if the scheduler has reason to believe that high priority work // may soon arrive on the main thread, e.g., if gesture events were observed // recently. // Must be called from the main thread. virtual bool IsHighPriorityWorkAnticipated() = 0; // Suspends the timer queue and increments the timer queue suspension count. // May only be called from the main thread. virtual void SuspendTimerQueue() = 0; // Decrements the timer queue suspension count and re-enables the timer queue // if the suspension count is zero and the current schduler policy allows it. virtual void ResumeTimerQueue() = 0; // Sets whether to allow suspension of timers after the backgrounded signal is // received via OnRendererBackgrounded. Defaults to disabled. virtual void SetTimerQueueSuspensionWhenBackgroundedEnabled(bool enabled) = 0; protected: RendererScheduler(); DISALLOW_COPY_AND_ASSIGN(RendererScheduler); }; } // namespace scheduler #endif // COMPONENTS_SCHEDULER_RENDERER_RENDERER_SCHEDULER_H_