// 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. #ifndef COMPONENTS_SCHEDULER_RENDERER_RENDERER_SCHEDULER_H_ #define COMPONENTS_SCHEDULER_RENDERER_RENDERER_SCHEDULER_H_ #include "base/message_loop/message_loop.h" #include "components/scheduler/child/child_scheduler.h" #include "components/scheduler/child/single_thread_idle_task_runner.h" #include "components/scheduler/scheduler_export.h" #include "third_party/WebKit/public/web/WebInputEvent.h" namespace cc { struct BeginFrameArgs; } namespace scheduler { class SCHEDULER_EXPORT RendererScheduler : public ChildScheduler { public: ~RendererScheduler() override; static scoped_ptr Create(); // Returns the compositor task runner. virtual scoped_refptr CompositorTaskRunner() = 0; // Returns the loading task runner. This queue is intended for tasks related // to resource dispatch, foreground HTML parsing, etc... virtual scoped_refptr LoadingTaskRunner() = 0; // Returns the timer task runner. This queue is intended for DOM Timers. virtual scoped_refptr TimerTaskRunner() = 0; // Called to notify about the start of an extended period where no frames // need to be drawn. Must be called from the main thread. virtual void BeginFrameNotExpectedSoon() = 0; // Called to notify about the start of a new frame. Must be called from the // main thread. virtual void WillBeginFrame(const cc::BeginFrameArgs& args) = 0; // Called to notify that a previously begun frame was committed. Must be // called from the main thread. virtual void DidCommitFrameToCompositor() = 0; enum class InputEventState { EVENT_CONSUMED_BY_COMPOSITOR, EVENT_FORWARDED_TO_MAIN_THREAD, }; // Tells the scheduler that the system processed an input event. Called by the // compositor (impl) thread. Note it's expected that every call to // DidHandleInputEventOnCompositorThread where |event_state| is // EVENT_FORWARDED_TO_MAIN_THREAD will be followed by a corresponding call // to DidHandleInputEventOnMainThread. virtual void DidHandleInputEventOnCompositorThread( const blink::WebInputEvent& web_input_event, InputEventState event_state) = 0; // Tells the scheduler that the system processed an input event. Must be // called from the main thread. virtual void DidHandleInputEventOnMainThread( const blink::WebInputEvent& web_input_event) = 0; // Tells the scheduler that the system is displaying an input animation (e.g. // a fling). Called by the compositor (impl) thread. virtual void DidAnimateForInputOnCompositorThread() = 0; // Tells the scheduler that all render widgets managed by this renderer // process have been hidden. The renderer is assumed to be visible when the // scheduler is constructed. Must be called on the main thread. virtual void OnRendererHidden() = 0; // Tells the scheduler that at least one render widget managed by this // renderer process has become visible and the renderer is no longer hidden. // The renderer is assumed to be visible when the scheduler is constructed. // Must be called on the main thread. virtual void OnRendererVisible() = 0; // Returns true if the scheduler has reason to believe that high priority work // may soon arrive on the main thread, e.g., if gesture events were observed // recently. // Must be called from the main thread. virtual bool IsHighPriorityWorkAnticipated() = 0; // Suspends the timer queue and increments the timer queue suspension count. // May only be called from the main thread. virtual void SuspendTimerQueue() = 0; // Decrements the timer queue suspension count and re-enables the timer queue // if the suspension count is zero and the current schduler policy allows it. virtual void ResumeTimerQueue() = 0; protected: RendererScheduler(); DISALLOW_COPY_AND_ASSIGN(RendererScheduler); }; } // namespace scheduler #endif // COMPONENTS_SCHEDULER_RENDERER_RENDERER_SCHEDULER_H_