// 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. #include "cc/scheduler/scheduler.h" #include #include "base/auto_reset.h" #include "base/logging.h" #include "base/single_thread_task_runner.h" #include "base/trace_event/trace_event.h" #include "base/trace_event/trace_event_argument.h" #include "cc/base/devtools_instrumentation.h" #include "cc/scheduler/compositor_timing_history.h" #include "components/viz/common/frame_sinks/delay_based_time_source.h" namespace cc { namespace { // This is a fudge factor we subtract from the deadline to account // for message latency and kernel scheduling variability. const base::TimeDelta kDeadlineFudgeFactor = base::TimeDelta::FromMicroseconds(1000); } // namespace Scheduler::Scheduler( SchedulerClient* client, const SchedulerSettings& settings, int layer_tree_host_id, base::SingleThreadTaskRunner* task_runner, std::unique_ptr compositor_timing_history) : settings_(settings), client_(client), layer_tree_host_id_(layer_tree_host_id), task_runner_(task_runner), compositor_timing_history_(std::move(compositor_timing_history)), begin_impl_frame_tracker_(BEGINFRAMETRACKER_FROM_HERE), state_machine_(settings), weak_factory_(this) { TRACE_EVENT1("cc", "Scheduler::Scheduler", "settings", settings_.AsValue()); DCHECK(client_); DCHECK(!state_machine_.BeginFrameNeeded()); begin_impl_frame_deadline_closure_ = base::Bind( &Scheduler::OnBeginImplFrameDeadline, weak_factory_.GetWeakPtr()); // We want to handle animate_only BeginFrames. wants_animate_only_begin_frames_ = true; ProcessScheduledActions(); } Scheduler::~Scheduler() { SetBeginFrameSource(nullptr); } void Scheduler::Stop() { stopped_ = true; } void Scheduler::SetNeedsImplSideInvalidation( bool needs_first_draw_on_activation) { TRACE_EVENT1(TRACE_DISABLED_BY_DEFAULT("cc.debug.scheduler"), "Scheduler::SetNeedsImplSideInvalidation", "needs_first_draw_on_activation", needs_first_draw_on_activation); state_machine_.SetNeedsImplSideInvalidation(needs_first_draw_on_activation); ProcessScheduledActions(); } base::TimeTicks Scheduler::Now() const { base::TimeTicks now = base::TimeTicks::Now(); TRACE_EVENT1(TRACE_DISABLED_BY_DEFAULT("cc.debug.scheduler.now"), "Scheduler::Now", "now", now); return now; } void Scheduler::SetVisible(bool visible) { state_machine_.SetVisible(visible); UpdateCompositorTimingHistoryRecordingEnabled(); ProcessScheduledActions(); } void Scheduler::SetCanDraw(bool can_draw) { state_machine_.SetCanDraw(can_draw); ProcessScheduledActions(); } void Scheduler::NotifyReadyToActivate() { if (state_machine_.NotifyReadyToActivate()) compositor_timing_history_->ReadyToActivate(); ProcessScheduledActions(); } void Scheduler::NotifyReadyToDraw() { // Future work might still needed for crbug.com/352894. state_machine_.NotifyReadyToDraw(); ProcessScheduledActions(); } void Scheduler::SetBeginFrameSource(viz::BeginFrameSource* source) { if (source == begin_frame_source_) return; if (begin_frame_source_ && observing_begin_frame_source_) begin_frame_source_->RemoveObserver(this); begin_frame_source_ = source; if (!begin_frame_source_) return; if (observing_begin_frame_source_) begin_frame_source_->AddObserver(this); } void Scheduler::SetNeedsBeginMainFrame() { state_machine_.SetNeedsBeginMainFrame(); ProcessScheduledActions(); } void Scheduler::SetNeedsOneBeginImplFrame() { state_machine_.SetNeedsOneBeginImplFrame(); ProcessScheduledActions(); } void Scheduler::SetNeedsRedraw() { state_machine_.SetNeedsRedraw(); ProcessScheduledActions(); } void Scheduler::SetNeedsPrepareTiles() { DCHECK(!IsInsideAction(SchedulerStateMachine::Action::PREPARE_TILES)); state_machine_.SetNeedsPrepareTiles(); ProcessScheduledActions(); } void Scheduler::DidSubmitCompositorFrame() { compositor_timing_history_->DidSubmitCompositorFrame(); state_machine_.DidSubmitCompositorFrame(); // There is no need to call ProcessScheduledActions here because // submitting a CompositorFrame should not trigger any new actions. if (!inside_process_scheduled_actions_) { DCHECK_EQ(state_machine_.NextAction(), SchedulerStateMachine::Action::NONE); } } void Scheduler::DidReceiveCompositorFrameAck() { DCHECK_GT(state_machine_.pending_submit_frames(), 0) << AsValue()->ToString(); compositor_timing_history_->DidReceiveCompositorFrameAck(); state_machine_.DidReceiveCompositorFrameAck(); ProcessScheduledActions(); } void Scheduler::SetTreePrioritiesAndScrollState( TreePriority tree_priority, ScrollHandlerState scroll_handler_state) { compositor_timing_history_->SetTreePriority(tree_priority); state_machine_.SetTreePrioritiesAndScrollState(tree_priority, scroll_handler_state); ProcessScheduledActions(); } void Scheduler::NotifyReadyToCommit() { TRACE_EVENT0("cc", "Scheduler::NotifyReadyToCommit"); compositor_timing_history_->NotifyReadyToCommit(); state_machine_.NotifyReadyToCommit(); ProcessScheduledActions(); } void Scheduler::DidCommit() { compositor_timing_history_->DidCommit(); } void Scheduler::BeginMainFrameAborted(CommitEarlyOutReason reason) { TRACE_EVENT1("cc", "Scheduler::BeginMainFrameAborted", "reason", CommitEarlyOutReasonToString(reason)); compositor_timing_history_->BeginMainFrameAborted(); state_machine_.BeginMainFrameAborted(reason); ProcessScheduledActions(); } void Scheduler::WillPrepareTiles() { compositor_timing_history_->WillPrepareTiles(); } void Scheduler::DidPrepareTiles() { compositor_timing_history_->DidPrepareTiles(); state_machine_.DidPrepareTiles(); } void Scheduler::DidLoseLayerTreeFrameSink() { TRACE_EVENT0("cc", "Scheduler::DidLoseLayerTreeFrameSink"); state_machine_.DidLoseLayerTreeFrameSink(); UpdateCompositorTimingHistoryRecordingEnabled(); ProcessScheduledActions(); } void Scheduler::DidCreateAndInitializeLayerTreeFrameSink() { TRACE_EVENT0("cc", "Scheduler::DidCreateAndInitializeLayerTreeFrameSink"); DCHECK(!observing_begin_frame_source_); DCHECK(begin_impl_frame_deadline_task_.IsCancelled()); state_machine_.DidCreateAndInitializeLayerTreeFrameSink(); compositor_timing_history_->DidCreateAndInitializeLayerTreeFrameSink(); UpdateCompositorTimingHistoryRecordingEnabled(); ProcessScheduledActions(); } void Scheduler::NotifyBeginMainFrameStarted( base::TimeTicks main_thread_start_time) { TRACE_EVENT0("cc", "Scheduler::NotifyBeginMainFrameStarted"); state_machine_.NotifyBeginMainFrameStarted(); compositor_timing_history_->BeginMainFrameStarted(main_thread_start_time); } base::TimeTicks Scheduler::LastBeginImplFrameTime() { return begin_impl_frame_tracker_.Current().frame_time; } void Scheduler::BeginMainFrameNotExpectedUntil(base::TimeTicks time) { TRACE_EVENT1("cc", "Scheduler::BeginMainFrameNotExpectedUntil", "remaining_time", (time - Now()).InMillisecondsF()); DCHECK(!inside_scheduled_action_); base::AutoReset mark_inside(&inside_scheduled_action_, true); client_->ScheduledActionBeginMainFrameNotExpectedUntil(time); } void Scheduler::BeginImplFrameNotExpectedSoon() { compositor_timing_history_->BeginImplFrameNotExpectedSoon(); // Tying this to SendBeginMainFrameNotExpectedSoon will have some // false negatives, but we want to avoid running long idle tasks when // we are actually active. if (state_machine_.wants_begin_main_frame_not_expected_messages()) { DCHECK(!inside_scheduled_action_); base::AutoReset mark_inside(&inside_scheduled_action_, true); client_->SendBeginMainFrameNotExpectedSoon(); } } void Scheduler::SetupNextBeginFrameIfNeeded() { if (state_machine_.begin_impl_frame_state() != SchedulerStateMachine::BeginImplFrameState::IDLE) { return; } bool needs_begin_frames = state_machine_.BeginFrameNeeded(); if (needs_begin_frames && !observing_begin_frame_source_) { observing_begin_frame_source_ = true; if (begin_frame_source_) begin_frame_source_->AddObserver(this); devtools_instrumentation::NeedsBeginFrameChanged(layer_tree_host_id_, true); } else if (!needs_begin_frames && observing_begin_frame_source_) { observing_begin_frame_source_ = false; if (begin_frame_source_) begin_frame_source_->RemoveObserver(this); missed_begin_frame_task_.Cancel(); BeginImplFrameNotExpectedSoon(); devtools_instrumentation::NeedsBeginFrameChanged(layer_tree_host_id_, false); } } void Scheduler::OnBeginFrameSourcePausedChanged(bool paused) { if (state_machine_.begin_frame_source_paused() == paused) return; TRACE_EVENT_INSTANT1("cc", "Scheduler::SetBeginFrameSourcePaused", TRACE_EVENT_SCOPE_THREAD, "paused", paused); state_machine_.SetBeginFrameSourcePaused(paused); ProcessScheduledActions(); } // BeginFrame is the mechanism that tells us that now is a good time to start // making a frame. Usually this means that user input for the frame is complete. // If the scheduler is busy, we queue the BeginFrame to be handled later as // a BeginRetroFrame. bool Scheduler::OnBeginFrameDerivedImpl(const viz::BeginFrameArgs& args) { TRACE_EVENT1("cc,benchmark", "Scheduler::BeginFrame", "args", args.AsValue()); if (ShouldDropBeginFrame(args)) { TRACE_EVENT_INSTANT0("cc", "Scheduler::BeginFrameDropped", TRACE_EVENT_SCOPE_THREAD); // Since we don't use the BeginFrame, we may later receive the same // BeginFrame again. Thus, we can't confirm it at this point, even though we // don't have any updates right now. SendBeginFrameAck(args, kBeginFrameSkipped); return false; } // Trace this begin frame time through the Chrome stack TRACE_EVENT_FLOW_BEGIN0( TRACE_DISABLED_BY_DEFAULT("cc.debug.scheduler.frames"), "viz::BeginFrameArgs", args.frame_time.since_origin().InMicroseconds()); if (settings_.using_synchronous_renderer_compositor) { BeginImplFrameSynchronous(args); return true; } if (inside_process_scheduled_actions_) { // The BFS can send a missed begin frame inside AddObserver. We can't handle // a begin frame inside ProcessScheduledActions so post a task. DCHECK_EQ(args.type, viz::BeginFrameArgs::MISSED); DCHECK(missed_begin_frame_task_.IsCancelled()); missed_begin_frame_task_.Reset(base::Bind( &Scheduler::BeginImplFrameWithDeadline, base::Unretained(this), args)); task_runner_->PostTask(FROM_HERE, missed_begin_frame_task_.callback()); return true; } BeginImplFrameWithDeadline(args); return true; } void Scheduler::SetVideoNeedsBeginFrames(bool video_needs_begin_frames) { state_machine_.SetVideoNeedsBeginFrames(video_needs_begin_frames); ProcessScheduledActions(); } void Scheduler::OnDrawForLayerTreeFrameSink(bool resourceless_software_draw) { DCHECK(settings_.using_synchronous_renderer_compositor); DCHECK_EQ(state_machine_.begin_impl_frame_state(), SchedulerStateMachine::BeginImplFrameState::IDLE); DCHECK(begin_impl_frame_deadline_task_.IsCancelled()); state_machine_.SetResourcelessSoftwareDraw(resourceless_software_draw); state_machine_.OnBeginImplFrameDeadline(); ProcessScheduledActions(); state_machine_.OnBeginImplFrameIdle(); ProcessScheduledActions(); state_machine_.SetResourcelessSoftwareDraw(false); } void Scheduler::BeginImplFrameWithDeadline(const viz::BeginFrameArgs& args) { // The storage for |args| is owned by the missed begin frame task. Therefore // save |args| before cancelling the task either here or in the deadline. viz::BeginFrameArgs adjusted_args = args; // Cancel the missed begin frame task in case the BFS sends a begin frame // before the missed frame task runs. missed_begin_frame_task_.Cancel(); base::TimeTicks now = Now(); // Discard missed begin frames if they are too late. In full-pipe mode, we // ignore BeginFrame deadlines. if (adjusted_args.type == viz::BeginFrameArgs::MISSED && now > adjusted_args.deadline && !settings_.wait_for_all_pipeline_stages_before_draw) { skipped_last_frame_missed_exceeded_deadline_ = true; SendBeginFrameAck(adjusted_args, kBeginFrameSkipped); return; } skipped_last_frame_missed_exceeded_deadline_ = false; // Run the previous deadline if any. if (state_machine_.begin_impl_frame_state() == SchedulerStateMachine::BeginImplFrameState::INSIDE_BEGIN_FRAME) { OnBeginImplFrameDeadline(); // We may not need begin frames any longer. if (!observing_begin_frame_source_) { // We need to confirm the ignored BeginFrame, since we don't have updates. SendBeginFrameAck(adjusted_args, kBeginFrameSkipped); return; } } DCHECK_EQ(state_machine_.begin_impl_frame_state(), SchedulerStateMachine::BeginImplFrameState::IDLE); bool main_thread_is_in_high_latency_mode = state_machine_.main_thread_missed_last_deadline(); TRACE_EVENT2("cc,benchmark", "Scheduler::BeginImplFrame", "args", adjusted_args.AsValue(), "main_thread_missed_last_deadline", main_thread_is_in_high_latency_mode); TRACE_COUNTER1(TRACE_DISABLED_BY_DEFAULT("cc.debug.scheduler"), "MainThreadLatency", main_thread_is_in_high_latency_mode); DCHECK_EQ(state_machine_.begin_impl_frame_state(), SchedulerStateMachine::BeginImplFrameState::IDLE); adjusted_args.deadline -= compositor_timing_history_->DrawDurationEstimate(); adjusted_args.deadline -= kDeadlineFudgeFactor; // TODO(khushalsagar): We need to consider the deadline fudge factor here to // match the deadline used in BeginImplFrameDeadlineMode::REGULAR mode // (used in the case where the impl thread needs to redraw). In the case where // main_frame_to_active is fast, we should consider using // BeginImplFrameDeadlineMode::LATE instead to avoid putting the main // thread in high latency mode. See crbug.com/753146. base::TimeDelta bmf_to_activate_threshold = adjusted_args.interval - compositor_timing_history_->DrawDurationEstimate() - kDeadlineFudgeFactor; // An estimate of time from starting the main frame on the main thread to when // the resulting pending tree is activated. Note that this excludes the // durations where progress is blocked due to back pressure in the pipeline // (ready to commit to commit, ready to activate to activate, etc.) base::TimeDelta bmf_start_to_activate = compositor_timing_history_ ->BeginMainFrameStartToReadyToCommitDurationEstimate() + compositor_timing_history_->CommitDurationEstimate() + compositor_timing_history_->CommitToReadyToActivateDurationEstimate() + compositor_timing_history_->ActivateDurationEstimate(); base::TimeDelta bmf_to_activate_estimate_critical = bmf_start_to_activate + compositor_timing_history_->BeginMainFrameQueueDurationCriticalEstimate(); state_machine_.SetCriticalBeginMainFrameToActivateIsFast( bmf_to_activate_estimate_critical < bmf_to_activate_threshold); // Update the BeginMainFrame args now that we know whether the main // thread will be on the critical path or not. begin_main_frame_args_ = adjusted_args; begin_main_frame_args_.on_critical_path = !ImplLatencyTakesPriority(); // If we expect the main thread to respond within this frame, defer the // invalidation to merge it with the incoming main frame. Even if the response // is delayed such that the raster can not be completed within this frame's // draw, its better to delay the invalidation than blocking the pipeline with // an extra pending tree update to be flushed. base::TimeDelta time_since_main_frame_sent; if (compositor_timing_history_->begin_main_frame_sent_time() != base::TimeTicks()) { time_since_main_frame_sent = now - compositor_timing_history_->begin_main_frame_sent_time(); } base::TimeDelta bmf_sent_to_ready_to_commit_estimate = compositor_timing_history_ ->BeginMainFrameStartToReadyToCommitDurationEstimate(); if (begin_main_frame_args_.on_critical_path) { bmf_sent_to_ready_to_commit_estimate += compositor_timing_history_ ->BeginMainFrameQueueDurationCriticalEstimate(); } else { bmf_sent_to_ready_to_commit_estimate += compositor_timing_history_ ->BeginMainFrameQueueDurationNotCriticalEstimate(); } // We defer the invalidation if we expect the main thread to respond within // this frame, and our prediction in the last frame was correct. That // is, if we predicted the main thread to be fast and it fails to respond // before the deadline in the previous frame, we don't defer the invalidation // in the next frame. const bool main_thread_response_expected_before_deadline = bmf_sent_to_ready_to_commit_estimate - time_since_main_frame_sent < bmf_to_activate_threshold; const bool previous_invalidation_maybe_skipped_for_main_frame = state_machine_.should_defer_invalidation_for_fast_main_frame() && state_machine_.main_thread_failed_to_respond_last_deadline(); state_machine_.set_should_defer_invalidation_for_fast_main_frame( main_thread_response_expected_before_deadline && !previous_invalidation_maybe_skipped_for_main_frame); base::TimeDelta bmf_to_activate_estimate = bmf_to_activate_estimate_critical; if (!begin_main_frame_args_.on_critical_path) { bmf_to_activate_estimate = bmf_start_to_activate + compositor_timing_history_ ->BeginMainFrameQueueDurationNotCriticalEstimate(); } bool can_activate_before_deadline = CanBeginMainFrameAndActivateBeforeDeadline(adjusted_args, bmf_to_activate_estimate, now); if (ShouldRecoverMainLatency(adjusted_args, can_activate_before_deadline)) { TRACE_EVENT_INSTANT0("cc", "SkipBeginMainFrameToReduceLatency", TRACE_EVENT_SCOPE_THREAD); state_machine_.SetSkipNextBeginMainFrameToReduceLatency(true); } else if (ShouldRecoverImplLatency(adjusted_args, can_activate_before_deadline)) { TRACE_EVENT_INSTANT0("cc", "SkipBeginImplFrameToReduceLatency", TRACE_EVENT_SCOPE_THREAD); skipped_last_frame_to_reduce_latency_ = true; SendBeginFrameAck(begin_main_frame_args_, kBeginFrameSkipped); return; } skipped_last_frame_to_reduce_latency_ = false; BeginImplFrame(adjusted_args, now); } void Scheduler::BeginImplFrameSynchronous(const viz::BeginFrameArgs& args) { TRACE_EVENT1("cc,benchmark", "Scheduler::BeginImplFrame", "args", args.AsValue()); // The main thread currently can't commit before we draw with the // synchronous compositor, so never consider the BeginMainFrame fast. state_machine_.SetCriticalBeginMainFrameToActivateIsFast(false); begin_main_frame_args_ = args; begin_main_frame_args_.on_critical_path = !ImplLatencyTakesPriority(); BeginImplFrame(args, Now()); compositor_timing_history_->WillFinishImplFrame( state_machine_.needs_redraw()); FinishImplFrame(); } void Scheduler::FinishImplFrame() { state_machine_.OnBeginImplFrameIdle(); ProcessScheduledActions(); DCHECK(!inside_scheduled_action_); { base::AutoReset mark_inside(&inside_scheduled_action_, true); client_->DidFinishImplFrame(); } SendBeginFrameAck(begin_main_frame_args_, kBeginFrameFinished); begin_impl_frame_tracker_.Finish(); } void Scheduler::SendBeginFrameAck(const viz::BeginFrameArgs& args, BeginFrameResult result) { bool did_submit = false; if (result == kBeginFrameFinished) did_submit = state_machine_.did_submit_in_last_frame(); if (!did_submit) { DCHECK(!inside_scheduled_action_); base::AutoReset mark_inside(&inside_scheduled_action_, true); client_->DidNotProduceFrame( viz::BeginFrameAck(args.source_id, args.sequence_number, did_submit)); } if (begin_frame_source_) begin_frame_source_->DidFinishFrame(this); } // BeginImplFrame starts a compositor frame that will wait up until a deadline // for a BeginMainFrame+activation to complete before it times out and draws // any asynchronous animation and scroll/pinch updates. void Scheduler::BeginImplFrame(const viz::BeginFrameArgs& args, base::TimeTicks now) { DCHECK_EQ(state_machine_.begin_impl_frame_state(), SchedulerStateMachine::BeginImplFrameState::IDLE); DCHECK(begin_impl_frame_deadline_task_.IsCancelled()); DCHECK(state_machine_.HasInitializedLayerTreeFrameSink()); { DCHECK(!inside_scheduled_action_); base::AutoReset mark_inside(&inside_scheduled_action_, true); begin_impl_frame_tracker_.Start(args); state_machine_.OnBeginImplFrame(args.source_id, args.sequence_number, args.animate_only); devtools_instrumentation::DidBeginFrame(layer_tree_host_id_); compositor_timing_history_->WillBeginImplFrame( state_machine_.NewActiveTreeLikely(), args.frame_time, args.type, now); bool has_damage = client_->WillBeginImplFrame(begin_impl_frame_tracker_.Current()); if (!has_damage) { state_machine_.AbortDraw(); compositor_timing_history_->DrawAborted(); } } ProcessScheduledActions(); } void Scheduler::ScheduleBeginImplFrameDeadline() { // The synchronous compositor does not post a deadline task. DCHECK(!settings_.using_synchronous_renderer_compositor); begin_impl_frame_deadline_task_.Cancel(); begin_impl_frame_deadline_task_.Reset(begin_impl_frame_deadline_closure_); begin_impl_frame_deadline_mode_ = state_machine_.CurrentBeginImplFrameDeadlineMode(); switch (begin_impl_frame_deadline_mode_) { case SchedulerStateMachine::BeginImplFrameDeadlineMode::NONE: // No deadline. return; case SchedulerStateMachine::BeginImplFrameDeadlineMode::IMMEDIATE: // We are ready to draw a new active tree immediately. // We don't use Now() here because it's somewhat expensive to call. deadline_ = base::TimeTicks(); break; case SchedulerStateMachine::BeginImplFrameDeadlineMode::REGULAR: // We are animating on the impl thread but we can wait for some time. deadline_ = begin_impl_frame_tracker_.Current().deadline; break; case SchedulerStateMachine::BeginImplFrameDeadlineMode::LATE: // We are blocked for one reason or another and we should wait. // TODO(brianderson): Handle long deadlines (that are past the next // frame's frame time) properly instead of using this hack. deadline_ = begin_impl_frame_tracker_.Current().frame_time + begin_impl_frame_tracker_.Current().interval; break; case SchedulerStateMachine::BeginImplFrameDeadlineMode::BLOCKED: // We are blocked because we are waiting for ReadyToDraw signal. We would // post deadline after we received ReadyToDraw singal. TRACE_EVENT1("cc", "Scheduler::ScheduleBeginImplFrameDeadline", "deadline_mode", "blocked"); return; } TRACE_EVENT2("cc", "Scheduler::ScheduleBeginImplFrameDeadline", "mode", SchedulerStateMachine::BeginImplFrameDeadlineModeToString( begin_impl_frame_deadline_mode_), "deadline", deadline_); deadline_scheduled_at_ = Now(); base::TimeDelta delta = std::max(deadline_ - deadline_scheduled_at_, base::TimeDelta()); task_runner_->PostDelayedTask( FROM_HERE, begin_impl_frame_deadline_task_.callback(), delta); } void Scheduler::ScheduleBeginImplFrameDeadlineIfNeeded() { if (settings_.using_synchronous_renderer_compositor) return; if (state_machine_.begin_impl_frame_state() != SchedulerStateMachine::BeginImplFrameState::INSIDE_BEGIN_FRAME) return; if (begin_impl_frame_deadline_mode_ == state_machine_.CurrentBeginImplFrameDeadlineMode() && !begin_impl_frame_deadline_task_.IsCancelled()) { return; } ScheduleBeginImplFrameDeadline(); } void Scheduler::OnBeginImplFrameDeadline() { TRACE_EVENT0("cc,benchmark", "Scheduler::OnBeginImplFrameDeadline"); begin_impl_frame_deadline_task_.Cancel(); // We split the deadline actions up into two phases so the state machine // has a chance to trigger actions that should occur durring and after // the deadline separately. For example: // * Sending the BeginMainFrame will not occur after the deadline in // order to wait for more user-input before starting the next commit. // * Creating a new OuputSurface will not occur during the deadline in // order to allow the state machine to "settle" first. compositor_timing_history_->WillFinishImplFrame( state_machine_.needs_redraw()); state_machine_.OnBeginImplFrameDeadline(); ProcessScheduledActions(); FinishImplFrame(); } void Scheduler::DrawIfPossible() { DCHECK(!inside_scheduled_action_); base::AutoReset mark_inside(&inside_scheduled_action_, true); bool drawing_with_new_active_tree = state_machine_.active_tree_needs_first_draw() && !state_machine_.previous_pending_tree_was_impl_side(); compositor_timing_history_->WillDraw(); state_machine_.WillDraw(); DrawResult result = client_->ScheduledActionDrawIfPossible(); state_machine_.DidDraw(result); compositor_timing_history_->DidDraw( drawing_with_new_active_tree, begin_impl_frame_tracker_.DangerousMethodCurrentOrLast().frame_time, client_->CompositedAnimationsCount(), client_->MainThreadAnimationsCount(), client_->MainThreadCompositableAnimationsCount(), client_->CurrentFrameHadRAF(), client_->NextFrameHasPendingRAF()); } void Scheduler::DrawForced() { DCHECK(!inside_scheduled_action_); base::AutoReset mark_inside(&inside_scheduled_action_, true); bool drawing_with_new_active_tree = state_machine_.active_tree_needs_first_draw() && !state_machine_.previous_pending_tree_was_impl_side(); compositor_timing_history_->WillDraw(); state_machine_.WillDraw(); DrawResult result = client_->ScheduledActionDrawForced(); state_machine_.DidDraw(result); compositor_timing_history_->DidDraw( drawing_with_new_active_tree, begin_impl_frame_tracker_.DangerousMethodCurrentOrLast().frame_time, client_->CompositedAnimationsCount(), client_->MainThreadAnimationsCount(), client_->MainThreadCompositableAnimationsCount(), client_->CurrentFrameHadRAF(), client_->NextFrameHasPendingRAF()); } void Scheduler::SetDeferCommits(bool defer_commits) { TRACE_EVENT1("cc", "Scheduler::SetDeferCommits", "defer_commits", defer_commits); state_machine_.SetDeferCommits(defer_commits); ProcessScheduledActions(); } void Scheduler::SetMainThreadWantsBeginMainFrameNotExpected(bool new_state) { state_machine_.SetMainThreadWantsBeginMainFrameNotExpectedMessages(new_state); ProcessScheduledActions(); } void Scheduler::ProcessScheduledActions() { // Do not perform actions during compositor shutdown. if (stopped_) return; // We do not allow ProcessScheduledActions to be recursive. // The top-level call will iteratively execute the next action for us anyway. if (inside_process_scheduled_actions_ || inside_scheduled_action_) return; base::AutoReset mark_inside(&inside_process_scheduled_actions_, true); SchedulerStateMachine::Action action; do { action = state_machine_.NextAction(); TRACE_EVENT1(TRACE_DISABLED_BY_DEFAULT("cc.debug.scheduler"), "SchedulerStateMachine", "state", AsValue()); base::AutoReset mark_inside_action( &inside_action_, action); switch (action) { case SchedulerStateMachine::Action::NONE: break; case SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME: compositor_timing_history_->WillBeginMainFrame( begin_main_frame_args_.on_critical_path, begin_main_frame_args_.frame_time); state_machine_.WillSendBeginMainFrame(); // TODO(brianderson): Pass begin_main_frame_args_ directly to client. client_->ScheduledActionSendBeginMainFrame(begin_main_frame_args_); break; case SchedulerStateMachine::Action::NOTIFY_BEGIN_MAIN_FRAME_NOT_SENT: state_machine_.WillNotifyBeginMainFrameNotSent(); // If SendBeginMainFrameNotExpectedSoon was not previously sent by // BeginImplFrameNotExpectedSoon (because the messages were not required // at that time), then send it now. if (!observing_begin_frame_source_) { client_->SendBeginMainFrameNotExpectedSoon(); } else { BeginMainFrameNotExpectedUntil(begin_main_frame_args_.frame_time + begin_main_frame_args_.interval); } break; case SchedulerStateMachine::Action::COMMIT: { bool commit_has_no_updates = false; state_machine_.WillCommit(commit_has_no_updates); compositor_timing_history_->WillCommit(); client_->ScheduledActionCommit(); break; } case SchedulerStateMachine::Action::ACTIVATE_SYNC_TREE: compositor_timing_history_->WillActivate(); state_machine_.WillActivate(); client_->ScheduledActionActivateSyncTree(); compositor_timing_history_->DidActivate(); break; case SchedulerStateMachine::Action::PERFORM_IMPL_SIDE_INVALIDATION: state_machine_.WillPerformImplSideInvalidation(); compositor_timing_history_->WillInvalidateOnImplSide(); client_->ScheduledActionPerformImplSideInvalidation(); break; case SchedulerStateMachine::Action::DRAW_IF_POSSIBLE: DrawIfPossible(); break; case SchedulerStateMachine::Action::DRAW_FORCED: DrawForced(); break; case SchedulerStateMachine::Action::DRAW_ABORT: { // No action is actually performed, but this allows the state machine to // drain the pipeline without actually drawing. state_machine_.AbortDraw(); compositor_timing_history_->DrawAborted(); break; } case SchedulerStateMachine::Action::BEGIN_LAYER_TREE_FRAME_SINK_CREATION: state_machine_.WillBeginLayerTreeFrameSinkCreation(); client_->ScheduledActionBeginLayerTreeFrameSinkCreation(); break; case SchedulerStateMachine::Action::PREPARE_TILES: state_machine_.WillPrepareTiles(); client_->ScheduledActionPrepareTiles(); break; case SchedulerStateMachine::Action::INVALIDATE_LAYER_TREE_FRAME_SINK: { state_machine_.WillInvalidateLayerTreeFrameSink(); client_->ScheduledActionInvalidateLayerTreeFrameSink(); break; } } } while (action != SchedulerStateMachine::Action::NONE); ScheduleBeginImplFrameDeadlineIfNeeded(); SetupNextBeginFrameIfNeeded(); } std::unique_ptr Scheduler::AsValue() const { auto state = std::make_unique(); AsValueInto(state.get()); return std::move(state); } void Scheduler::AsValueInto(base::trace_event::TracedValue* state) const { base::TimeTicks now = Now(); state->BeginDictionary("state_machine"); state_machine_.AsValueInto(state); state->EndDictionary(); state->SetBoolean("observing_begin_frame_source", observing_begin_frame_source_); state->SetBoolean("begin_impl_frame_deadline_task", !begin_impl_frame_deadline_task_.IsCancelled()); state->SetBoolean("missed_begin_frame_task", !missed_begin_frame_task_.IsCancelled()); state->SetBoolean("skipped_last_frame_missed_exceeded_deadline", skipped_last_frame_missed_exceeded_deadline_); state->SetBoolean("skipped_last_frame_to_reduce_latency", skipped_last_frame_to_reduce_latency_); state->SetString("inside_action", SchedulerStateMachine::ActionToString(inside_action_)); state->SetString("begin_impl_frame_deadline_mode", SchedulerStateMachine::BeginImplFrameDeadlineModeToString( begin_impl_frame_deadline_mode_)); state->SetDouble("deadline_ms", deadline_.since_origin().InMillisecondsF()); state->SetDouble("deadline_scheduled_at_ms", deadline_scheduled_at_.since_origin().InMillisecondsF()); state->SetDouble("now_ms", Now().since_origin().InMillisecondsF()); state->SetDouble("now_to_deadline_ms", (deadline_ - Now()).InMillisecondsF()); state->SetDouble("now_to_deadline_scheduled_at_ms", (deadline_scheduled_at_ - Now()).InMillisecondsF()); state->BeginDictionary("begin_impl_frame_args"); begin_impl_frame_tracker_.AsValueInto(now, state); state->EndDictionary(); state->BeginDictionary("begin_frame_observer_state"); BeginFrameObserverBase::AsValueInto(state); state->EndDictionary(); if (begin_frame_source_) { state->BeginDictionary("begin_frame_source_state"); begin_frame_source_->AsValueInto(state); state->EndDictionary(); } state->BeginDictionary("compositor_timing_history"); compositor_timing_history_->AsValueInto(state); state->EndDictionary(); } void Scheduler::UpdateCompositorTimingHistoryRecordingEnabled() { compositor_timing_history_->SetRecordingEnabled( state_machine_.HasInitializedLayerTreeFrameSink() && state_machine_.visible()); } bool Scheduler::ShouldDropBeginFrame(const viz::BeginFrameArgs& args) const { // Drop the BeginFrame if we don't need one. if (!state_machine_.BeginFrameNeeded()) return true; // Also ignore MISSED args in full-pipe mode, because a missed BeginFrame may // have already been completed by the DisplayScheduler. In such a case, // handling it now would be likely to mess up future full-pipe BeginFrames. // The only situation in which we can reasonably receive MISSED args is when // our frame sink hierarchy changes, since we always request BeginFrames in // full-pipe mode. If surface synchronization is also enabled, we can and // should use the MISSED args safely because the parent's latest // CompositorFrame will block its activation until we submit a new frame. if (args.type == viz::BeginFrameArgs::MISSED && settings_.wait_for_all_pipeline_stages_before_draw && !settings_.enable_surface_synchronization) { return true; } return false; } bool Scheduler::ShouldRecoverMainLatency( const viz::BeginFrameArgs& args, bool can_activate_before_deadline) const { DCHECK(!settings_.using_synchronous_renderer_compositor); if (!settings_.enable_latency_recovery) return false; // The main thread is in a low latency mode and there's no need to recover. if (!state_machine_.main_thread_missed_last_deadline()) return false; // When prioritizing impl thread latency, we currently put the // main thread in a high latency mode. Don't try to fight it. if (state_machine_.ImplLatencyTakesPriority()) return false; // Ensure that we have data from at least one frame before attempting latency // recovery. This prevents skipping of frames during loading where the main // thread is likely slow but we assume it to be fast since we have no history. static const int kMinNumberOfSamplesBeforeLatencyRecovery = 1; if (compositor_timing_history_ ->begin_main_frame_start_to_ready_to_commit_sample_count() < kMinNumberOfSamplesBeforeLatencyRecovery || compositor_timing_history_->commit_to_ready_to_activate_sample_count() < kMinNumberOfSamplesBeforeLatencyRecovery) { return false; } return can_activate_before_deadline; } bool Scheduler::ShouldRecoverImplLatency( const viz::BeginFrameArgs& args, bool can_activate_before_deadline) const { DCHECK(!settings_.using_synchronous_renderer_compositor); if (!settings_.enable_latency_recovery) return false; // Disable impl thread latency recovery when using the unthrottled // begin frame source since we will always get a BeginFrame before // the swap ack and our heuristics below will not work. if (begin_frame_source_ && !begin_frame_source_->IsThrottled()) return false; // If we are swap throttled at the BeginFrame, that means the impl thread is // very likely in a high latency mode. bool impl_thread_is_likely_high_latency = state_machine_.IsDrawThrottled(); if (!impl_thread_is_likely_high_latency) return false; // The deadline may be in the past if our draw time is too long. bool can_draw_before_deadline = args.frame_time < args.deadline; // When prioritizing impl thread latency, the deadline doesn't wait // for the main thread. if (state_machine_.ImplLatencyTakesPriority()) return can_draw_before_deadline; // If we only have impl-side updates, the deadline doesn't wait for // the main thread. if (state_machine_.OnlyImplSideUpdatesExpected()) return can_draw_before_deadline; // If we get here, we know the main thread is in a low-latency mode relative // to the impl thread. In this case, only try to also recover impl thread // latency if both the main and impl threads can run serially before the // deadline. return can_activate_before_deadline; } bool Scheduler::CanBeginMainFrameAndActivateBeforeDeadline( const viz::BeginFrameArgs& args, base::TimeDelta bmf_to_activate_estimate, base::TimeTicks now) const { // Check if the main thread computation and commit can be finished before the // impl thread's deadline. base::TimeTicks estimated_draw_time = now + bmf_to_activate_estimate; return estimated_draw_time < args.deadline; } bool Scheduler::IsBeginMainFrameSentOrStarted() const { return (state_machine_.begin_main_frame_state() == SchedulerStateMachine::BeginMainFrameState::SENT || state_machine_.begin_main_frame_state() == SchedulerStateMachine::BeginMainFrameState::STARTED); } viz::BeginFrameAck Scheduler::CurrentBeginFrameAckForActiveTree() const { return viz::BeginFrameAck(begin_main_frame_args_.source_id, begin_main_frame_args_.sequence_number, true); } void Scheduler::ClearHistoryOnNavigation() { // Ensure we reset decisions based on history from the previous navigation. state_machine_.SetSkipNextBeginMainFrameToReduceLatency(false); compositor_timing_history_->ClearHistoryOnNavigation(); ProcessScheduledActions(); } } // namespace cc