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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_STATE_MACHINE_H_
+#define CC_SCHEDULER_SCHEDULER_STATE_MACHINE_H_
+
+#include <string>
+
+#include "base/basictypes.h"
+#include "base/time/time.h"
+#include "cc/base/cc_export.h"
+#include "cc/output/begin_frame_args.h"
+#include "cc/scheduler/scheduler_settings.h"
+
+namespace cc {
+
+// 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 CommitState {
+ COMMIT_STATE_IDLE,
+ COMMIT_STATE_FRAME_IN_PROGRESS,
+ COMMIT_STATE_READY_TO_COMMIT,
+ COMMIT_STATE_WAITING_FOR_FIRST_DRAW,
+ COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW,
+ };
+
+ enum TextureState {
+ LAYER_TEXTURE_STATE_UNLOCKED,
+ LAYER_TEXTURE_STATE_ACQUIRED_BY_MAIN_THREAD,
+ LAYER_TEXTURE_STATE_ACQUIRED_BY_IMPL_THREAD,
+ };
+
+ enum OutputSurfaceState {
+ OUTPUT_SURFACE_ACTIVE,
+ OUTPUT_SURFACE_LOST,
+ OUTPUT_SURFACE_CREATING,
+ };
+
+ bool CommitPending() const {
+ return commit_state_ == COMMIT_STATE_FRAME_IN_PROGRESS ||
+ commit_state_ == COMMIT_STATE_READY_TO_COMMIT;
+ }
+
+ bool RedrawPending() const { return needs_redraw_; }
+
+ enum Action {
+ ACTION_NONE,
+ ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD,
+ ACTION_COMMIT,
+ ACTION_UPDATE_VISIBLE_TILES,
+ ACTION_ACTIVATE_PENDING_TREE_IF_NEEDED,
+ ACTION_DRAW_IF_POSSIBLE,
+ ACTION_DRAW_FORCED,
+ ACTION_BEGIN_OUTPUT_SURFACE_CREATION,
+ ACTION_ACQUIRE_LAYER_TEXTURES_FOR_MAIN_THREAD,
+ };
+ Action NextAction() const;
+ void UpdateState(Action action);
+
+ // Indicates whether the main thread needs a begin frame callback in order to
+ // make progress.
+ bool BeginFrameNeededToDrawByImplThread() const;
+ bool ProactiveBeginFrameWantedByImplThread() const;
+
+ // Indicates that the system has entered and left a BeginFrame callback.
+ // The scheduler will not draw more than once in a given BeginFrame
+ // callback nor send more than one BeginFrame message.
+ void DidEnterBeginFrame(const BeginFrameArgs& args);
+ void DidLeaveBeginFrame();
+ bool inside_begin_frame() const { return inside_begin_frame_; }
+
+ // Indicates whether the LayerTreeHostImpl is visible.
+ void SetVisible(bool visible);
+
+ // Indicates that a redraw is required, either due to the impl tree changing
+ // or the screen being damaged and simply needing redisplay.
+ void SetNeedsRedraw();
+
+ // As SetNeedsRedraw(), but ensures the draw will definitely happen even if
+ // we are not visible.
+ void SetNeedsForcedRedraw();
+
+ // Indicates that a redraw is required because we are currently rendering
+ // with a low resolution or checkerboarded tile.
+ void DidSwapUseIncompleteTile();
+
+ // Indicates whether ACTION_DRAW_IF_POSSIBLE drew to the screen or not.
+ void DidDrawIfPossibleCompleted(bool success);
+
+ // Indicates that a new commit 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 SetNeedsCommit();
+
+ // As SetNeedsCommit(), but ensures the begin frame will be sent to the main
+ // thread even if we are not visible. After this call we expect to go through
+ // the forced commit flow and then return to waiting for a non-forced
+ // begin frame to finish.
+ void SetNeedsForcedCommit();
+
+ // Call this only in response to receiving an
+ // ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD from NextAction.
+ // Indicates that all painting is complete.
+ void FinishCommit();
+
+ // Call this only in response to receiving an
+ // ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD from NextAction if the client
+ // rejects the begin frame message. If did_handle is false, then
+ // another commit will be retried soon.
+ void BeginFrameAbortedByMainThread(bool did_handle);
+
+ // Request exclusive access to the textures that back single buffered
+ // layers on behalf of the main thread. Upon acquisition,
+ // ACTION_DRAW_IF_POSSIBLE will not draw until the main thread releases the
+ // textures to the impl thread by committing the layers.
+ void SetMainThreadNeedsLayerTextures();
+
+ // Set that we can create the first OutputSurface and start the scheduler.
+ void SetCanStart() { can_start_ = true; }
+
+ // Indicates whether drawing would, at this time, make sense.
+ // CanDraw can be used to supress flashes or checkerboarding
+ // when such behavior would be undesirable.
+ void SetCanDraw(bool can);
+
+ // Indicates whether or not there is a pending tree. This influences
+ // whether or not we can succesfully commit at this time. If the
+ // last commit is still being processed (but not blocking), it may not
+ // be possible to take another commit yet. This overrides force commit,
+ // as a commit is already still in flight.
+ void SetHasPendingTree(bool has_pending_tree);
+ bool has_pending_tree() const { return has_pending_tree_; }
+
+ void DidLoseOutputSurface();
+ void DidCreateAndInitializeOutputSurface();
+ bool HasInitializedOutputSurface() const;
+
+ // Exposed for testing purposes.
+ void SetMaximumNumberOfFailedDrawsBeforeDrawIsForced(int num_draws);
+
+ // False if drawing is not being prevented, true if drawing won't happen
+ // for some reason, such as not being visible.
+ bool DrawSuspendedUntilCommit() const;
+
+ std::string ToString();
+
+ protected:
+ bool ShouldDrawForced() const;
+ bool ScheduledToDraw() const;
+ bool ShouldDraw() const;
+ bool ShouldAttemptTreeActivation() const;
+ bool ShouldAcquireLayerTexturesForMainThread() const;
+ bool ShouldUpdateVisibleTiles() const;
+ bool HasDrawnThisFrame() const;
+ bool HasAttemptedTreeActivationThisFrame() const;
+ bool HasUpdatedVisibleTilesThisFrame() const;
+ void SetPostCommitFlags();
+
+ const SchedulerSettings settings_;
+
+ CommitState commit_state_;
+ int commit_count_;
+
+ int current_frame_number_;
+ int last_frame_number_where_begin_frame_sent_to_main_thread_;
+ int last_frame_number_where_draw_was_called_;
+ int last_frame_number_where_tree_activation_attempted_;
+ int last_frame_number_where_update_visible_tiles_was_called_;
+ int consecutive_failed_draws_;
+ int maximum_number_of_failed_draws_before_draw_is_forced_;
+ bool needs_redraw_;
+ bool swap_used_incomplete_tile_;
+ bool needs_forced_redraw_;
+ bool needs_forced_redraw_after_next_commit_;
+ bool needs_redraw_after_next_commit_;
+ bool needs_commit_;
+ bool needs_forced_commit_;
+ bool expect_immediate_begin_frame_for_main_thread_;
+ bool main_thread_needs_layer_textures_;
+ bool inside_begin_frame_;
+ BeginFrameArgs last_begin_frame_args_;
+ bool visible_;
+ bool can_start_;
+ bool can_draw_;
+ bool has_pending_tree_;
+ bool draw_if_possible_failed_;
+ TextureState texture_state_;
+ OutputSurfaceState output_surface_state_;
+ bool did_create_and_initialize_first_output_surface_;
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(SchedulerStateMachine);
+};
+
+} // namespace cc
+
+#endif // CC_SCHEDULER_SCHEDULER_STATE_MACHINE_H_