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// 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_H_
#define CC_SCHEDULER_H_
#include "base/basictypes.h"
#include "base/memory/scoped_ptr.h"
#include "base/time.h"
#include "cc/cc_export.h"
#include "cc/frame_rate_controller.h"
#include "cc/layer_tree_host.h"
#include "cc/scheduler_settings.h"
#include "cc/scheduler_state_machine.h"
namespace cc {
class Thread;
struct ScheduledActionDrawAndSwapResult {
ScheduledActionDrawAndSwapResult()
: didDraw(false)
, didSwap(false)
{
}
ScheduledActionDrawAndSwapResult(bool didDraw, bool didSwap)
: didDraw(didDraw)
, didSwap(didSwap)
{
}
bool didDraw;
bool didSwap;
};
class SchedulerClient {
public:
virtual void scheduledActionBeginFrame() = 0;
virtual ScheduledActionDrawAndSwapResult scheduledActionDrawAndSwapIfPossible() = 0;
virtual ScheduledActionDrawAndSwapResult scheduledActionDrawAndSwapForced() = 0;
virtual void scheduledActionCommit() = 0;
virtual void scheduledActionCheckForCompletedTileUploads() = 0;
virtual void scheduledActionActivatePendingTreeIfNeeded() = 0;
virtual void scheduledActionBeginContextRecreation() = 0;
virtual void scheduledActionAcquireLayerTexturesForMainThread() = 0;
virtual void didAnticipatedDrawTimeChange(base::TimeTicks) = 0;
protected:
virtual ~SchedulerClient() { }
};
class CC_EXPORT Scheduler : FrameRateControllerClient {
public:
static scoped_ptr<Scheduler> create(SchedulerClient* client,
scoped_ptr<FrameRateController> frameRateController,
const SchedulerSettings& schedulerSettings)
{
return make_scoped_ptr(new Scheduler(client, frameRateController.Pass(), schedulerSettings));
}
virtual ~Scheduler();
void setCanBeginFrame(bool);
void setVisible(bool);
void setCanDraw(bool);
void setHasPendingTree(bool);
void setNeedsCommit();
// Like setNeedsCommit(), but ensures a commit will definitely happen even if we are not visible.
void setNeedsForcedCommit();
void setNeedsRedraw();
void setMainThreadNeedsLayerTextures();
// Like setNeedsRedraw(), but ensures the draw will definitely happen even if we are not visible.
void setNeedsForcedRedraw();
void didSwapUseIncompleteTile();
void beginFrameComplete();
void beginFrameAborted();
void setMaxFramesPending(int);
int maxFramesPending() const;
void setSwapBuffersCompleteSupported(bool);
void didSwapBuffersComplete();
void didLoseOutputSurface();
void didRecreateOutputSurface();
bool commitPending() const { return m_stateMachine.commitPending(); }
bool redrawPending() const { return m_stateMachine.redrawPending(); }
void setTimebaseAndInterval(base::TimeTicks timebase, base::TimeDelta interval);
base::TimeTicks anticipatedDrawTime();
// FrameRateControllerClient implementation
virtual void vsyncTick(bool throttled) OVERRIDE;
private:
Scheduler(SchedulerClient*, scoped_ptr<FrameRateController>,
const SchedulerSettings& schedulerSettings);
void processScheduledActions();
const SchedulerSettings m_settings;
SchedulerClient* m_client;
scoped_ptr<FrameRateController> m_frameRateController;
SchedulerStateMachine m_stateMachine;
bool m_insideProcessScheduledActions;
DISALLOW_COPY_AND_ASSIGN(Scheduler);
};
} // namespace cc
#endif // CC_SCHEDULER_H_
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