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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_SCHEDULER_H_
#define CC_SCHEDULER_SCHEDULER_H_
#include "base/basictypes.h"
#include "base/memory/scoped_ptr.h"
#include "base/time.h"
#include "cc/base/cc_export.h"
#include "cc/scheduler/frame_rate_controller.h"
#include "cc/scheduler/scheduler_settings.h"
#include "cc/scheduler/scheduler_state_machine.h"
#include "cc/trees/layer_tree_host.h"
namespace cc {
class Thread;
struct ScheduledActionDrawAndSwapResult {
ScheduledActionDrawAndSwapResult()
: did_draw(false),
did_swap(false) {}
ScheduledActionDrawAndSwapResult(bool did_draw, bool did_swap)
: did_draw(did_draw),
did_swap(did_swap) {}
bool did_draw;
bool did_swap;
};
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 time) = 0;
protected:
virtual ~SchedulerClient() {}
};
class CC_EXPORT Scheduler : FrameRateControllerClient {
public:
static scoped_ptr<Scheduler> Create(
SchedulerClient* client,
scoped_ptr<FrameRateController> frame_rate_controller,
const SchedulerSettings& scheduler_settings) {
return make_scoped_ptr(new Scheduler(
client, frame_rate_controller.Pass(), scheduler_settings));
}
virtual ~Scheduler();
void SetCanBeginFrame(bool can);
void SetVisible(bool visible);
void SetCanDraw(bool can_draw);
void SetHasPendingTree(bool has_pending_tree);
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 max);
int MaxFramesPending() const;
void SetSwapBuffersCompleteSupported(bool supported);
void DidSwapBuffersComplete();
void DidLoseOutputSurface();
void DidRecreateOutputSurface();
bool CommitPending() const { return state_machine_.CommitPending(); }
bool RedrawPending() const { return state_machine_.RedrawPending(); }
bool WillDrawIfNeeded() const;
void SetTimebaseAndInterval(base::TimeTicks timebase,
base::TimeDelta interval);
base::TimeTicks AnticipatedDrawTime();
base::TimeTicks LastVSyncTime();
// FrameRateControllerClient implementation
virtual void VSyncTick(bool throttled) OVERRIDE;
private:
Scheduler(SchedulerClient* client,
scoped_ptr<FrameRateController> frame_rate_controller,
const SchedulerSettings& scheduler_settings);
void ProcessScheduledActions();
const SchedulerSettings settings_;
SchedulerClient* client_;
scoped_ptr<FrameRateController> frame_rate_controller_;
SchedulerStateMachine state_machine_;
bool inside_process_scheduled_actions_;
DISALLOW_COPY_AND_ASSIGN(Scheduler);
};
} // namespace cc
#endif // CC_SCHEDULER_SCHEDULER_H_
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