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// 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.
#include "content/renderer/scheduler/renderer_scheduler_impl.h"
#include "base/bind.h"
#include "base/message_loop/message_loop_proxy.h"
#include "base/trace_event/trace_event.h"
#include "base/trace_event/trace_event_argument.h"
#include "cc/output/begin_frame_args.h"
#include "content/child/scheduler/nestable_single_thread_task_runner.h"
#include "content/child/scheduler/prioritizing_task_queue_selector.h"
#include "ui/gfx/frame_time.h"
namespace content {
RendererSchedulerImpl::RendererSchedulerImpl(
scoped_refptr<NestableSingleThreadTaskRunner> main_task_runner)
: helper_(main_task_runner,
this,
"renderer.scheduler",
TRACE_DISABLED_BY_DEFAULT("renderer.scheduler"),
"RendererSchedulerIdlePeriod",
TASK_QUEUE_COUNT,
base::TimeDelta()),
control_task_runner_(helper_.ControlTaskRunner()),
compositor_task_runner_(
helper_.TaskRunnerForQueue(COMPOSITOR_TASK_QUEUE)),
loading_task_runner_(helper_.TaskRunnerForQueue(LOADING_TASK_QUEUE)),
timer_task_runner_(helper_.TaskRunnerForQueue(TIMER_TASK_QUEUE)),
delayed_update_policy_runner_(
base::Bind(&RendererSchedulerImpl::UpdatePolicy,
base::Unretained(this)),
helper_.ControlTaskRunner()),
current_policy_(Policy::NORMAL),
renderer_hidden_(false),
last_input_type_(blink::WebInputEvent::Undefined),
input_stream_state_(InputStreamState::INACTIVE),
policy_may_need_update_(&incoming_signals_lock_),
timer_queue_suspend_count_(0),
weak_factory_(this) {
update_policy_closure_ = base::Bind(&RendererSchedulerImpl::UpdatePolicy,
weak_factory_.GetWeakPtr());
end_renderer_hidden_idle_period_closure_.Reset(base::Bind(
&RendererSchedulerImpl::EndIdlePeriod, weak_factory_.GetWeakPtr()));
for (size_t i = SchedulerHelper::TASK_QUEUE_COUNT;
i < TASK_QUEUE_COUNT;
i++) {
helper_.SetQueueName(i, TaskQueueIdToString(static_cast<QueueId>(i)));
}
TRACE_EVENT_OBJECT_CREATED_WITH_ID(
TRACE_DISABLED_BY_DEFAULT("renderer.scheduler"), "RendererScheduler",
this);
}
RendererSchedulerImpl::~RendererSchedulerImpl() {
TRACE_EVENT_OBJECT_DELETED_WITH_ID(
TRACE_DISABLED_BY_DEFAULT("renderer.scheduler"), "RendererScheduler",
this);
}
void RendererSchedulerImpl::Shutdown() {
helper_.Shutdown();
}
scoped_refptr<base::SingleThreadTaskRunner>
RendererSchedulerImpl::DefaultTaskRunner() {
return helper_.DefaultTaskRunner();
}
scoped_refptr<base::SingleThreadTaskRunner>
RendererSchedulerImpl::CompositorTaskRunner() {
helper_.CheckOnValidThread();
return compositor_task_runner_;
}
scoped_refptr<SingleThreadIdleTaskRunner>
RendererSchedulerImpl::IdleTaskRunner() {
return helper_.IdleTaskRunner();
}
scoped_refptr<base::SingleThreadTaskRunner>
RendererSchedulerImpl::LoadingTaskRunner() {
helper_.CheckOnValidThread();
return loading_task_runner_;
}
scoped_refptr<base::SingleThreadTaskRunner>
RendererSchedulerImpl::TimerTaskRunner() {
helper_.CheckOnValidThread();
return timer_task_runner_;
}
bool RendererSchedulerImpl::CanExceedIdleDeadlineIfRequired() const {
return helper_.CanExceedIdleDeadlineIfRequired();
}
void RendererSchedulerImpl::AddTaskObserver(
base::MessageLoop::TaskObserver* task_observer) {
helper_.AddTaskObserver(task_observer);
}
void RendererSchedulerImpl::RemoveTaskObserver(
base::MessageLoop::TaskObserver* task_observer) {
helper_.RemoveTaskObserver(task_observer);
}
void RendererSchedulerImpl::WillBeginFrame(const cc::BeginFrameArgs& args) {
TRACE_EVENT1(TRACE_DISABLED_BY_DEFAULT("renderer.scheduler"),
"RendererSchedulerImpl::WillBeginFrame", "args", args.AsValue());
helper_.CheckOnValidThread();
if (helper_.IsShutdown())
return;
EndIdlePeriod();
estimated_next_frame_begin_ = args.frame_time + args.interval;
// TODO(skyostil): Wire up real notification of input events processing
// instead of this approximation.
DidProcessInputEvent(args.frame_time);
}
void RendererSchedulerImpl::DidCommitFrameToCompositor() {
TRACE_EVENT0(TRACE_DISABLED_BY_DEFAULT("renderer.scheduler"),
"RendererSchedulerImpl::DidCommitFrameToCompositor");
helper_.CheckOnValidThread();
if (helper_.IsShutdown())
return;
base::TimeTicks now(helper_.Now());
if (now < estimated_next_frame_begin_) {
// TODO(rmcilroy): Consider reducing the idle period based on the runtime of
// the next pending delayed tasks (as currently done in for long idle times)
helper_.StartIdlePeriod(
SchedulerHelper::IdlePeriodState::IN_SHORT_IDLE_PERIOD,
now,
estimated_next_frame_begin_,
true);
}
}
void RendererSchedulerImpl::BeginFrameNotExpectedSoon() {
TRACE_EVENT0(TRACE_DISABLED_BY_DEFAULT("renderer.scheduler"),
"RendererSchedulerImpl::BeginFrameNotExpectedSoon");
helper_.CheckOnValidThread();
if (helper_.IsShutdown())
return;
// TODO(skyostil): Wire up real notification of input events processing
// instead of this approximation.
DidProcessInputEvent(base::TimeTicks());
helper_.EnableLongIdlePeriod();
}
void RendererSchedulerImpl::OnRendererHidden() {
TRACE_EVENT0(TRACE_DISABLED_BY_DEFAULT("renderer.scheduler"),
"RendererSchedulerImpl::OnRendererHidden");
helper_.CheckOnValidThread();
if (helper_.IsShutdown() || renderer_hidden_)
return;
helper_.EnableLongIdlePeriod();
// Ensure that we stop running idle tasks after a few seconds of being hidden.
end_renderer_hidden_idle_period_closure_.Cancel();
base::TimeDelta end_idle_when_hidden_delay =
base::TimeDelta::FromMilliseconds(kEndIdleWhenHiddenDelayMillis);
control_task_runner_->PostDelayedTask(
FROM_HERE,
end_renderer_hidden_idle_period_closure_.callback(),
end_idle_when_hidden_delay);
renderer_hidden_ = true;
TRACE_EVENT_OBJECT_SNAPSHOT_WITH_ID(
TRACE_DISABLED_BY_DEFAULT("renderer.scheduler"), "RendererScheduler",
this, AsValueLocked(helper_.Now()));
}
void RendererSchedulerImpl::OnRendererVisible() {
TRACE_EVENT0(TRACE_DISABLED_BY_DEFAULT("renderer.scheduler"),
"RendererSchedulerImpl::OnRendererVisible");
helper_.CheckOnValidThread();
if (helper_.IsShutdown() || !renderer_hidden_)
return;
end_renderer_hidden_idle_period_closure_.Cancel();
renderer_hidden_ = false;
EndIdlePeriod();
TRACE_EVENT_OBJECT_SNAPSHOT_WITH_ID(
TRACE_DISABLED_BY_DEFAULT("renderer.scheduler"), "RendererScheduler",
this, AsValueLocked(helper_.Now()));
}
void RendererSchedulerImpl::EndIdlePeriod() {
TRACE_EVENT0(TRACE_DISABLED_BY_DEFAULT("renderer.scheduler"),
"RendererSchedulerImpl::EndIdlePeriod");
helper_.CheckOnValidThread();
helper_.EndIdlePeriod();
}
void RendererSchedulerImpl::DidReceiveInputEventOnCompositorThread(
const blink::WebInputEvent& web_input_event) {
TRACE_EVENT0(TRACE_DISABLED_BY_DEFAULT("renderer.scheduler"),
"RendererSchedulerImpl::DidReceiveInputEventOnCompositorThread");
// We regard MouseMove events with the left mouse button down as a signal
// that the user is doing something requiring a smooth frame rate.
if (web_input_event.type == blink::WebInputEvent::MouseMove &&
(web_input_event.modifiers & blink::WebInputEvent::LeftButtonDown)) {
UpdateForInputEvent(web_input_event.type);
return;
}
// Ignore all other mouse events because they probably don't signal user
// interaction needing a smooth framerate. NOTE isMouseEventType returns false
// for mouse wheel events, hence we regard them as user input.
// Ignore keyboard events because it doesn't really make sense to enter
// compositor priority for them.
if (blink::WebInputEvent::isMouseEventType(web_input_event.type) ||
blink::WebInputEvent::isKeyboardEventType(web_input_event.type)) {
return;
}
UpdateForInputEvent(web_input_event.type);
}
void RendererSchedulerImpl::DidAnimateForInputOnCompositorThread() {
UpdateForInputEvent(blink::WebInputEvent::Undefined);
}
void RendererSchedulerImpl::UpdateForInputEvent(
blink::WebInputEvent::Type type) {
base::AutoLock lock(incoming_signals_lock_);
InputStreamState new_input_stream_state =
ComputeNewInputStreamState(input_stream_state_, type, last_input_type_);
if (input_stream_state_ != new_input_stream_state) {
// Update scheduler policy if we should start a new policy mode.
input_stream_state_ = new_input_stream_state;
EnsureUrgentPolicyUpdatePostedOnMainThread(FROM_HERE);
}
last_input_receipt_time_on_compositor_ = helper_.Now();
// Clear the last known input processing time so that we know an input event
// is still queued up. This timestamp will be updated the next time the
// compositor commits or becomes quiescent. Note that this function is always
// called before the input event is processed either on the compositor or
// main threads.
last_input_process_time_on_main_ = base::TimeTicks();
last_input_type_ = type;
}
void RendererSchedulerImpl::DidProcessInputEvent(
base::TimeTicks begin_frame_time) {
helper_.CheckOnValidThread();
base::AutoLock lock(incoming_signals_lock_);
if (input_stream_state_ == InputStreamState::INACTIVE)
return;
// Avoid marking input that arrived after the BeginFrame as processed.
if (!begin_frame_time.is_null() &&
begin_frame_time < last_input_receipt_time_on_compositor_)
return;
last_input_process_time_on_main_ = helper_.Now();
UpdatePolicyLocked(UpdateType::MAY_EARLY_OUT_IF_POLICY_UNCHANGED);
}
bool RendererSchedulerImpl::IsHighPriorityWorkAnticipated() {
helper_.CheckOnValidThread();
if (helper_.IsShutdown())
return false;
MaybeUpdatePolicy();
// The touchstart and compositor policies indicate a strong likelihood of
// high-priority work in the near future.
return SchedulerPolicy() == Policy::COMPOSITOR_PRIORITY ||
SchedulerPolicy() == Policy::TOUCHSTART_PRIORITY;
}
bool RendererSchedulerImpl::ShouldYieldForHighPriorityWork() {
helper_.CheckOnValidThread();
if (helper_.IsShutdown())
return false;
MaybeUpdatePolicy();
// We only yield if we are in the compositor priority and there is compositor
// work outstanding, or if we are in the touchstart response priority.
// Note: even though the control queue is higher priority we don't yield for
// it since these tasks are not user-provided work and they are only intended
// to run before the next task, not interrupt the tasks.
switch (SchedulerPolicy()) {
case Policy::NORMAL:
return false;
case Policy::COMPOSITOR_PRIORITY:
return !helper_.IsQueueEmpty(COMPOSITOR_TASK_QUEUE);
case Policy::TOUCHSTART_PRIORITY:
return true;
default:
NOTREACHED();
return false;
}
}
base::TimeTicks
RendererSchedulerImpl::CurrentIdleTaskDeadlineForTesting() const {
base::TimeTicks deadline;
helper_.CurrentIdleTaskDeadlineCallback(&deadline);
return deadline;
}
RendererSchedulerImpl::Policy RendererSchedulerImpl::SchedulerPolicy() const {
helper_.CheckOnValidThread();
return current_policy_;
}
void RendererSchedulerImpl::MaybeUpdatePolicy() {
helper_.CheckOnValidThread();
if (policy_may_need_update_.IsSet()) {
UpdatePolicy();
}
}
void RendererSchedulerImpl::EnsureUrgentPolicyUpdatePostedOnMainThread(
const tracked_objects::Location& from_here) {
// TODO(scheduler-dev): Check that this method isn't called from the main
// thread.
incoming_signals_lock_.AssertAcquired();
if (!policy_may_need_update_.IsSet()) {
policy_may_need_update_.SetWhileLocked(true);
control_task_runner_->PostTask(from_here, update_policy_closure_);
}
}
void RendererSchedulerImpl::UpdatePolicy() {
base::AutoLock lock(incoming_signals_lock_);
UpdatePolicyLocked(UpdateType::MAY_EARLY_OUT_IF_POLICY_UNCHANGED);
}
void RendererSchedulerImpl::ForceUpdatePolicy() {
base::AutoLock lock(incoming_signals_lock_);
UpdatePolicyLocked(UpdateType::FORCE_UPDATE);
}
void RendererSchedulerImpl::UpdatePolicyLocked(UpdateType update_type) {
helper_.CheckOnValidThread();
incoming_signals_lock_.AssertAcquired();
if (helper_.IsShutdown())
return;
base::TimeTicks now = helper_.Now();
policy_may_need_update_.SetWhileLocked(false);
base::TimeDelta new_policy_duration;
Policy new_policy = ComputeNewPolicy(now, &new_policy_duration);
if (new_policy_duration > base::TimeDelta()) {
current_policy_expiration_time_ = now + new_policy_duration;
delayed_update_policy_runner_.SetDeadline(FROM_HERE, new_policy_duration,
now);
} else {
current_policy_expiration_time_ = base::TimeTicks();
}
if (update_type == UpdateType::MAY_EARLY_OUT_IF_POLICY_UNCHANGED &&
new_policy == current_policy_)
return;
PrioritizingTaskQueueSelector* task_queue_selector =
helper_.SchedulerTaskQueueSelector();
bool policy_disables_timers = false;
switch (new_policy) {
case Policy::COMPOSITOR_PRIORITY:
task_queue_selector->SetQueuePriority(
COMPOSITOR_TASK_QUEUE, PrioritizingTaskQueueSelector::HIGH_PRIORITY);
// TODO(scheduler-dev): Add a task priority between HIGH and BEST_EFFORT
// that still has some guarantee of running.
task_queue_selector->SetQueuePriority(
LOADING_TASK_QUEUE,
PrioritizingTaskQueueSelector::BEST_EFFORT_PRIORITY);
break;
case Policy::TOUCHSTART_PRIORITY:
task_queue_selector->SetQueuePriority(
COMPOSITOR_TASK_QUEUE, PrioritizingTaskQueueSelector::HIGH_PRIORITY);
task_queue_selector->DisableQueue(LOADING_TASK_QUEUE);
// TODO(alexclarke): Set policy_disables_timers once the blink TimerBase
// refactor is safely landed.
break;
case Policy::NORMAL:
task_queue_selector->SetQueuePriority(
COMPOSITOR_TASK_QUEUE,
PrioritizingTaskQueueSelector::NORMAL_PRIORITY);
task_queue_selector->SetQueuePriority(
LOADING_TASK_QUEUE, PrioritizingTaskQueueSelector::NORMAL_PRIORITY);
break;
}
if (timer_queue_suspend_count_ != 0 || policy_disables_timers) {
task_queue_selector->DisableQueue(TIMER_TASK_QUEUE);
} else {
helper_.SchedulerTaskQueueSelector()->SetQueuePriority(
TIMER_TASK_QUEUE, PrioritizingTaskQueueSelector::NORMAL_PRIORITY);
}
DCHECK(task_queue_selector->IsQueueEnabled(COMPOSITOR_TASK_QUEUE));
if (new_policy != Policy::TOUCHSTART_PRIORITY)
DCHECK(task_queue_selector->IsQueueEnabled(LOADING_TASK_QUEUE));
current_policy_ = new_policy;
TRACE_EVENT_OBJECT_SNAPSHOT_WITH_ID(
TRACE_DISABLED_BY_DEFAULT("renderer.scheduler"), "RendererScheduler",
this, AsValueLocked(now));
TRACE_COUNTER1(TRACE_DISABLED_BY_DEFAULT("renderer.scheduler"),
"RendererScheduler.policy", current_policy_);
}
RendererSchedulerImpl::Policy RendererSchedulerImpl::ComputeNewPolicy(
base::TimeTicks now,
base::TimeDelta* new_policy_duration) {
helper_.CheckOnValidThread();
incoming_signals_lock_.AssertAcquired();
Policy new_policy = Policy::NORMAL;
*new_policy_duration = base::TimeDelta();
if (input_stream_state_ == InputStreamState::INACTIVE)
return new_policy;
Policy input_priority_policy =
input_stream_state_ ==
InputStreamState::ACTIVE_AND_AWAITING_TOUCHSTART_RESPONSE
? Policy::TOUCHSTART_PRIORITY
: Policy::COMPOSITOR_PRIORITY;
base::TimeDelta time_left_in_policy = TimeLeftInInputEscalatedPolicy(now);
if (time_left_in_policy > base::TimeDelta()) {
new_policy = input_priority_policy;
*new_policy_duration = time_left_in_policy;
} else {
// Reset |input_stream_state_| to ensure
// DidReceiveInputEventOnCompositorThread will post an UpdatePolicy task
// when it's next called.
input_stream_state_ = InputStreamState::INACTIVE;
}
return new_policy;
}
base::TimeDelta RendererSchedulerImpl::TimeLeftInInputEscalatedPolicy(
base::TimeTicks now) const {
helper_.CheckOnValidThread();
// TODO(rmcilroy): Change this to DCHECK_EQ when crbug.com/463869 is fixed.
DCHECK(input_stream_state_ != InputStreamState::INACTIVE);
incoming_signals_lock_.AssertAcquired();
base::TimeDelta escalated_priority_duration =
base::TimeDelta::FromMilliseconds(kPriorityEscalationAfterInputMillis);
base::TimeDelta time_left_in_policy;
if (last_input_process_time_on_main_.is_null() &&
!helper_.IsQueueEmpty(COMPOSITOR_TASK_QUEUE)) {
// If the input event is still pending, go into input prioritized policy
// and check again later.
time_left_in_policy = escalated_priority_duration;
} else {
// Otherwise make sure the input prioritization policy ends on time.
base::TimeTicks new_priority_end(
std::max(last_input_receipt_time_on_compositor_,
last_input_process_time_on_main_) +
escalated_priority_duration);
time_left_in_policy = new_priority_end - now;
}
return time_left_in_policy;
}
bool RendererSchedulerImpl::CanEnterLongIdlePeriod(
base::TimeTicks now,
base::TimeDelta* next_long_idle_period_delay_out) {
helper_.CheckOnValidThread();
MaybeUpdatePolicy();
if (SchedulerPolicy() == Policy::TOUCHSTART_PRIORITY) {
// Don't start a long idle task in touch start priority, try again when
// the policy is scheduled to end.
*next_long_idle_period_delay_out = current_policy_expiration_time_ - now;
return false;
}
return true;
}
SchedulerHelper* RendererSchedulerImpl::GetSchedulerHelperForTesting() {
return &helper_;
}
void RendererSchedulerImpl::SetWorkBatchSizeForTesting(size_t work_batch_size) {
helper_.SetWorkBatchSizeForTesting(work_batch_size);
}
RendererSchedulerImpl::PollableNeedsUpdateFlag::PollableNeedsUpdateFlag(
base::Lock* write_lock_)
: flag_(false), write_lock_(write_lock_) {
}
RendererSchedulerImpl::PollableNeedsUpdateFlag::~PollableNeedsUpdateFlag() {
}
void RendererSchedulerImpl::PollableNeedsUpdateFlag::SetWhileLocked(
bool value) {
write_lock_->AssertAcquired();
base::subtle::Release_Store(&flag_, value);
}
bool RendererSchedulerImpl::PollableNeedsUpdateFlag::IsSet() const {
return base::subtle::Acquire_Load(&flag_) != 0;
}
void RendererSchedulerImpl::SuspendTimerQueue() {
helper_.CheckOnValidThread();
timer_queue_suspend_count_++;
ForceUpdatePolicy();
DCHECK(!helper_.SchedulerTaskQueueSelector()->IsQueueEnabled(
TIMER_TASK_QUEUE));
}
void RendererSchedulerImpl::ResumeTimerQueue() {
helper_.CheckOnValidThread();
timer_queue_suspend_count_--;
DCHECK_GE(timer_queue_suspend_count_, 0);
ForceUpdatePolicy();
}
// static
const char* RendererSchedulerImpl::TaskQueueIdToString(QueueId queue_id) {
switch (queue_id) {
case COMPOSITOR_TASK_QUEUE:
return "compositor_tq";
case LOADING_TASK_QUEUE:
return "loading_tq";
case TIMER_TASK_QUEUE:
return "timer_tq";
default:
return SchedulerHelper::TaskQueueIdToString(
static_cast<SchedulerHelper::QueueId>(queue_id));
}
}
// static
const char* RendererSchedulerImpl::PolicyToString(Policy policy) {
switch (policy) {
case Policy::NORMAL:
return "normal";
case Policy::COMPOSITOR_PRIORITY:
return "compositor";
case Policy::TOUCHSTART_PRIORITY:
return "touchstart";
default:
NOTREACHED();
return nullptr;
}
}
const char* RendererSchedulerImpl::InputStreamStateToString(
InputStreamState state) {
switch (state) {
case InputStreamState::INACTIVE:
return "inactive";
case InputStreamState::ACTIVE:
return "active";
case InputStreamState::ACTIVE_AND_AWAITING_TOUCHSTART_RESPONSE:
return "active_and_awaiting_touchstart_response";
default:
NOTREACHED();
return nullptr;
}
}
scoped_refptr<base::trace_event::ConvertableToTraceFormat>
RendererSchedulerImpl::AsValueLocked(base::TimeTicks optional_now) const {
helper_.CheckOnValidThread();
incoming_signals_lock_.AssertAcquired();
if (optional_now.is_null())
optional_now = helper_.Now();
scoped_refptr<base::trace_event::TracedValue> state =
new base::trace_event::TracedValue();
state->SetString("current_policy", PolicyToString(current_policy_));
state->SetString("idle_period_state",
SchedulerHelper::IdlePeriodStateToString(
helper_.SchedulerIdlePeriodState()));
state->SetBoolean("renderer_hidden_", renderer_hidden_);
state->SetString("input_stream_state",
InputStreamStateToString(input_stream_state_));
state->SetDouble("now", (optional_now - base::TimeTicks()).InMillisecondsF());
state->SetDouble("last_input_receipt_time_on_compositor_",
(last_input_receipt_time_on_compositor_ - base::TimeTicks())
.InMillisecondsF());
state->SetDouble(
"last_input_process_time_on_main_",
(last_input_process_time_on_main_ - base::TimeTicks()).InMillisecondsF());
state->SetDouble(
"estimated_next_frame_begin",
(estimated_next_frame_begin_ - base::TimeTicks()).InMillisecondsF());
return state;
}
RendererSchedulerImpl::InputStreamState
RendererSchedulerImpl::ComputeNewInputStreamState(
InputStreamState current_state,
blink::WebInputEvent::Type new_input_type,
blink::WebInputEvent::Type last_input_type) {
switch (new_input_type) {
case blink::WebInputEvent::TouchStart:
return InputStreamState::ACTIVE_AND_AWAITING_TOUCHSTART_RESPONSE;
case blink::WebInputEvent::TouchMove:
// Observation of consecutive touchmoves is a strong signal that the page
// is consuming the touch sequence, in which case touchstart response
// prioritization is no longer necessary. Otherwise, the initial touchmove
// should preserve the touchstart response pending state.
if (current_state ==
InputStreamState::ACTIVE_AND_AWAITING_TOUCHSTART_RESPONSE) {
return last_input_type == blink::WebInputEvent::TouchMove
? InputStreamState::ACTIVE
: InputStreamState::ACTIVE_AND_AWAITING_TOUCHSTART_RESPONSE;
}
break;
case blink::WebInputEvent::GestureTapDown:
case blink::WebInputEvent::GestureShowPress:
case blink::WebInputEvent::GestureFlingCancel:
case blink::WebInputEvent::GestureScrollEnd:
// With no observable effect, these meta events do not indicate a
// meaningful touchstart response and should not impact task priority.
return current_state;
default:
break;
}
return InputStreamState::ACTIVE;
}
} // namespace content
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