// 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 #include #include #include "base/macros.h" #include "cc/cc_export.h" #include "cc/scheduler/commit_earlyout_reason.h" #include "cc/scheduler/draw_result.h" #include "cc/scheduler/scheduler_settings.h" #include "cc/tiles/tile_priority.h" #include "components/viz/common/frame_sinks/begin_frame_args.h" namespace base { namespace trace_event { class ConvertableToTraceFormat; class TracedValue; } } namespace cc { enum class ScrollHandlerState { SCROLL_AFFECTS_SCROLL_HANDLER, SCROLL_DOES_NOT_AFFECT_SCROLL_HANDLER, }; const char* ScrollHandlerStateToString(ScrollHandlerState state); // 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); ~SchedulerStateMachine(); enum class LayerTreeFrameSinkState { NONE, ACTIVE, CREATING, WAITING_FOR_FIRST_COMMIT, WAITING_FOR_FIRST_ACTIVATION, }; static const char* LayerTreeFrameSinkStateToString( LayerTreeFrameSinkState state); // Note: BeginImplFrameState does not cycle through these states in a fixed // order on all platforms. It's up to the scheduler to set these correctly. enum class BeginImplFrameState { IDLE, INSIDE_BEGIN_FRAME, INSIDE_DEADLINE, }; static const char* BeginImplFrameStateToString(BeginImplFrameState state); enum class BeginImplFrameDeadlineMode { NONE, IMMEDIATE, REGULAR, LATE, BLOCKED, }; static const char* BeginImplFrameDeadlineModeToString( BeginImplFrameDeadlineMode mode); enum class BeginMainFrameState { IDLE, SENT, STARTED, READY_TO_COMMIT, }; static const char* BeginMainFrameStateToString(BeginMainFrameState state); enum class ForcedRedrawOnTimeoutState { IDLE, WAITING_FOR_COMMIT, WAITING_FOR_ACTIVATION, WAITING_FOR_DRAW, }; static const char* ForcedRedrawOnTimeoutStateToString( ForcedRedrawOnTimeoutState state); BeginMainFrameState begin_main_frame_state() const { return begin_main_frame_state_; } bool CommitPending() const { return begin_main_frame_state_ == BeginMainFrameState::SENT || begin_main_frame_state_ == BeginMainFrameState::STARTED || begin_main_frame_state_ == BeginMainFrameState::READY_TO_COMMIT; } bool NewActiveTreeLikely() const { return needs_begin_main_frame_ || CommitPending() || has_pending_tree_; } bool RedrawPending() const { return needs_redraw_; } bool PrepareTilesPending() const { return needs_prepare_tiles_; } enum class Action { NONE, SEND_BEGIN_MAIN_FRAME, COMMIT, ACTIVATE_SYNC_TREE, PERFORM_IMPL_SIDE_INVALIDATION, DRAW_IF_POSSIBLE, DRAW_FORCED, DRAW_ABORT, BEGIN_LAYER_TREE_FRAME_SINK_CREATION, PREPARE_TILES, INVALIDATE_LAYER_TREE_FRAME_SINK, NOTIFY_BEGIN_MAIN_FRAME_NOT_SENT, }; static const char* ActionToString(Action action); std::unique_ptr AsValue() const; void AsValueInto(base::trace_event::TracedValue* dict) const; Action NextAction() const; void WillSendBeginMainFrame(); void WillNotifyBeginMainFrameNotSent(); void WillCommit(bool commit_had_no_updates); void WillActivate(); void WillDraw(); void WillBeginLayerTreeFrameSinkCreation(); void WillPrepareTiles(); void WillInvalidateLayerTreeFrameSink(); void WillPerformImplSideInvalidation(); void DidDraw(DrawResult draw_result); void AbortDraw(); // Indicates whether the impl thread needs a BeginImplFrame callback in order // to make progress. bool BeginFrameNeeded() const; // Indicates that the system has entered and left a BeginImplFrame callback. // The scheduler will not draw more than once in a given BeginImplFrame // callback nor send more than one BeginMainFrame message. void OnBeginImplFrame(uint64_t source_id, uint64_t sequence_number, bool animate_only); // Indicates that the scheduler has entered the draw phase. The scheduler // will not draw more than once in a single draw phase. // TODO(sunnyps): Rename OnBeginImplFrameDeadline to OnDraw or similar. void OnBeginImplFrameDeadline(); void OnBeginImplFrameIdle(); int current_frame_number() const { return current_frame_number_; } BeginImplFrameState begin_impl_frame_state() const { return begin_impl_frame_state_; } BeginImplFrameDeadlineMode CurrentBeginImplFrameDeadlineMode() const; // If the main thread didn't manage to produce a new frame in time for the // impl thread to draw, it is in a high latency mode. bool main_thread_missed_last_deadline() const { return main_thread_missed_last_deadline_; } bool IsDrawThrottled() const; // Indicates whether the LayerTreeHostImpl is visible. void SetVisible(bool visible); bool visible() const { return visible_; } void SetBeginFrameSourcePaused(bool paused); bool begin_frame_source_paused() const { return begin_frame_source_paused_; } // Indicates that a redraw is required, either due to the impl tree changing // or the screen being damaged and simply needing redisplay. void SetNeedsRedraw(); bool needs_redraw() const { return needs_redraw_; } bool OnlyImplSideUpdatesExpected() const; // Indicates that prepare-tiles is required. This guarantees another // PrepareTiles will occur shortly (even if no redraw is required). void SetNeedsPrepareTiles(); // If the scheduler attempted to draw, this provides feedback regarding // whether or not a CompositorFrame was actually submitted. We might skip the // submitting anything when there is not damage, for example. void DidSubmitCompositorFrame(); // Notification from the LayerTreeFrameSink that a submitted frame has been // consumed and it is ready for the next one. void DidReceiveCompositorFrameAck(); int pending_submit_frames() const { return pending_submit_frames_; } // Indicates whether to prioritize impl thread latency (i.e., animation // smoothness) over new content activation. void SetTreePrioritiesAndScrollState(TreePriority tree_priority, ScrollHandlerState scroll_handler_state); // Indicates if the main thread will likely respond within 1 vsync. void SetCriticalBeginMainFrameToActivateIsFast(bool is_fast); // A function of SetTreePrioritiesAndScrollState and // SetCriticalBeginMainFrameToActivateIsFast. bool ImplLatencyTakesPriority() const; // Indicates that a new begin main frame 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 SetNeedsBeginMainFrame(); bool needs_begin_main_frame() const { return needs_begin_main_frame_; } void SetMainThreadWantsBeginMainFrameNotExpectedMessages(bool new_state); bool wants_begin_main_frame_not_expected_messages() const { return wants_begin_main_frame_not_expected_; } // Requests a single impl frame (after the current frame if there is one // active). void SetNeedsOneBeginImplFrame(); // Call this only in response to receiving an Action::SEND_BEGIN_MAIN_FRAME // from NextAction. // Indicates that all painting is complete. void NotifyReadyToCommit(); // Call this only in response to receiving an Action::SEND_BEGIN_MAIN_FRAME // from NextAction if the client rejects the BeginMainFrame message. void BeginMainFrameAborted(CommitEarlyOutReason reason); // Indicates production should be skipped to recover latency. void SetSkipNextBeginMainFrameToReduceLatency(bool skip); // Resourceless software draws are allowed even when invisible. void SetResourcelessSoftwareDraw(bool resourceless_draw); // Indicates whether drawing would, at this time, make sense. // CanDraw can be used to suppress flashes or checkerboarding // when such behavior would be undesirable. void SetCanDraw(bool can); // Indicates that scheduled BeginMainFrame is started. void NotifyBeginMainFrameStarted(); // Indicates that the pending tree is ready for activation. Returns whether // the notification received updated the state for the current pending tree, // if any. bool NotifyReadyToActivate(); // Indicates the active tree's visible tiles are ready to be drawn. void NotifyReadyToDraw(); void SetNeedsImplSideInvalidation(bool needs_first_draw_on_activation); bool has_pending_tree() const { return has_pending_tree_; } bool active_tree_needs_first_draw() const { return active_tree_needs_first_draw_; } void DidPrepareTiles(); void DidLoseLayerTreeFrameSink(); void DidCreateAndInitializeLayerTreeFrameSink(); bool HasInitializedLayerTreeFrameSink() const; // True if we need to abort draws to make forward progress. bool PendingDrawsShouldBeAborted() const; bool CouldSendBeginMainFrame() const; void SetDeferCommits(bool defer_commits); void SetVideoNeedsBeginFrames(bool video_needs_begin_frames); bool video_needs_begin_frames() const { return video_needs_begin_frames_; } bool did_submit_in_last_frame() const { return did_submit_in_last_frame_; } bool needs_impl_side_invalidation() const { return needs_impl_side_invalidation_; } bool previous_pending_tree_was_impl_side() const { return previous_pending_tree_was_impl_side_; } bool critical_begin_main_frame_to_activate_is_fast() const { return critical_begin_main_frame_to_activate_is_fast_; } void set_should_defer_invalidation_for_fast_main_frame(bool defer) { should_defer_invalidation_for_fast_main_frame_ = defer; } bool should_defer_invalidation_for_fast_main_frame() const { return should_defer_invalidation_for_fast_main_frame_; } bool main_thread_failed_to_respond_last_deadline() const { return main_thread_failed_to_respond_last_deadline_; } protected: bool BeginFrameRequiredForAction() const; bool BeginFrameNeededForVideo() const; bool ProactiveBeginFrameWanted() const; bool ShouldPerformImplSideInvalidation() const; bool CouldCreatePendingTree() const; bool ShouldDeferInvalidatingForMainFrame() const; bool ShouldTriggerBeginImplFrameDeadlineImmediately() const; bool ShouldBlockDeadlineIndefinitely() const; bool ShouldAbortCurrentFrame() const; bool ShouldBeginLayerTreeFrameSinkCreation() const; bool ShouldDraw() const; bool ShouldActivateSyncTree() const; bool ShouldSendBeginMainFrame() const; bool ShouldCommit() const; bool ShouldPrepareTiles() const; bool ShouldInvalidateLayerTreeFrameSink() const; bool ShouldNotifyBeginMainFrameNotSent() const; void WillDrawInternal(); void WillPerformImplSideInvalidationInternal(); void DidDrawInternal(DrawResult draw_result); const SchedulerSettings settings_; LayerTreeFrameSinkState layer_tree_frame_sink_state_ = LayerTreeFrameSinkState::NONE; BeginImplFrameState begin_impl_frame_state_ = BeginImplFrameState::IDLE; BeginMainFrameState begin_main_frame_state_ = BeginMainFrameState::IDLE; ForcedRedrawOnTimeoutState forced_redraw_state_ = ForcedRedrawOnTimeoutState::IDLE; // These are used for tracing only. int commit_count_ = 0; int current_frame_number_ = 0; int last_frame_number_submit_performed_ = -1; int last_frame_number_draw_performed_ = -1; int last_frame_number_begin_main_frame_sent_ = -1; int last_frame_number_invalidate_layer_tree_frame_sink_performed_ = -1; // Inputs from the last impl frame that are required for decisions made in // this impl frame. The values from the last frame are cached before being // reset in OnBeginImplFrame. struct FrameEvents { bool commit_had_no_updates = false; bool did_commit_during_frame = false; }; FrameEvents last_frame_events_; // These are used to ensure that an action only happens once per frame, // deadline, etc. bool did_draw_ = false; bool did_send_begin_main_frame_for_current_frame_ = true; // Initialized to true to prevent begin main frame before begin frames have // started. Reset to true when we stop asking for begin frames. bool did_notify_begin_main_frame_not_sent_ = true; bool did_commit_during_frame_ = false; bool did_invalidate_layer_tree_frame_sink_ = false; bool did_perform_impl_side_invalidation_ = false; bool did_prepare_tiles_ = false; int consecutive_checkerboard_animations_ = 0; int pending_submit_frames_ = 0; int submit_frames_with_current_layer_tree_frame_sink_ = 0; bool needs_redraw_ = false; bool needs_prepare_tiles_ = false; bool needs_begin_main_frame_ = false; bool needs_one_begin_impl_frame_ = false; bool visible_ = false; bool begin_frame_source_paused_ = false; bool resourceless_draw_ = false; bool can_draw_ = false; bool has_pending_tree_ = false; bool pending_tree_is_ready_for_activation_ = false; bool active_tree_needs_first_draw_ = false; bool did_create_and_initialize_first_layer_tree_frame_sink_ = false; TreePriority tree_priority_ = NEW_CONTENT_TAKES_PRIORITY; ScrollHandlerState scroll_handler_state_ = ScrollHandlerState::SCROLL_DOES_NOT_AFFECT_SCROLL_HANDLER; bool critical_begin_main_frame_to_activate_is_fast_ = true; bool main_thread_missed_last_deadline_ = false; bool skip_next_begin_main_frame_to_reduce_latency_ = false; bool defer_commits_ = false; bool video_needs_begin_frames_ = false; bool last_commit_had_no_updates_ = false; bool active_tree_is_ready_to_draw_ = true; bool did_draw_in_last_frame_ = false; bool did_submit_in_last_frame_ = false; bool needs_impl_side_invalidation_ = false; bool next_invalidation_needs_first_draw_on_activation_ = false; bool should_defer_invalidation_for_fast_main_frame_ = true; bool begin_frame_is_animate_only_ = false; // Set to true if the main thread fails to respond with a commit or abort the // main frame before the draw deadline on the previous impl frame. bool main_thread_failed_to_respond_last_deadline_ = false; bool previous_pending_tree_was_impl_side_ = false; bool current_pending_tree_is_impl_side_ = false; bool wants_begin_main_frame_not_expected_ = false; // If set to true, the pending tree must be drawn at least once after // activation before a new tree can be activated. bool pending_tree_needs_first_draw_on_activation_ = false; private: DISALLOW_COPY_AND_ASSIGN(SchedulerStateMachine); }; } // namespace cc #endif // CC_SCHEDULER_SCHEDULER_STATE_MACHINE_H_