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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.
#include "cc/scheduler/scheduler.h"
#include "base/auto_reset.h"
#include "base/debug/trace_event.h"
#include "base/logging.h"
namespace cc {
Scheduler::Scheduler(SchedulerClient* client,
scoped_ptr<FrameRateController> frame_rate_controller,
const SchedulerSettings& scheduler_settings)
: settings_(scheduler_settings),
client_(client),
frame_rate_controller_(frame_rate_controller.Pass()),
state_machine_(scheduler_settings),
inside_process_scheduled_actions_(false) {
DCHECK(client_);
frame_rate_controller_->SetClient(this);
DCHECK(!state_machine_.VSyncCallbackNeeded());
}
Scheduler::~Scheduler() { frame_rate_controller_->SetActive(false); }
void Scheduler::SetCanStart() {
state_machine_.SetCanStart();
ProcessScheduledActions();
}
void Scheduler::SetVisible(bool visible) {
state_machine_.SetVisible(visible);
ProcessScheduledActions();
}
void Scheduler::SetCanDraw(bool can_draw) {
state_machine_.SetCanDraw(can_draw);
ProcessScheduledActions();
}
void Scheduler::SetHasPendingTree(bool has_pending_tree) {
state_machine_.SetHasPendingTree(has_pending_tree);
ProcessScheduledActions();
}
void Scheduler::SetNeedsCommit() {
state_machine_.SetNeedsCommit();
ProcessScheduledActions();
}
void Scheduler::SetNeedsForcedCommit() {
state_machine_.SetNeedsCommit();
state_machine_.SetNeedsForcedCommit();
ProcessScheduledActions();
}
void Scheduler::SetNeedsRedraw() {
state_machine_.SetNeedsRedraw();
ProcessScheduledActions();
}
void Scheduler::DidSwapUseIncompleteTile() {
state_machine_.DidSwapUseIncompleteTile();
ProcessScheduledActions();
}
void Scheduler::SetNeedsForcedRedraw() {
state_machine_.SetNeedsForcedRedraw();
ProcessScheduledActions();
}
void Scheduler::SetMainThreadNeedsLayerTextures() {
state_machine_.SetMainThreadNeedsLayerTextures();
ProcessScheduledActions();
}
void Scheduler::BeginFrameComplete() {
TRACE_EVENT0("cc", "Scheduler::BeginFrameComplete");
state_machine_.BeginFrameComplete();
ProcessScheduledActions();
}
void Scheduler::BeginFrameAborted() {
TRACE_EVENT0("cc", "Scheduler::BeginFrameAborted");
state_machine_.BeginFrameAborted();
ProcessScheduledActions();
}
void Scheduler::SetMaxFramesPending(int max_frames_pending) {
frame_rate_controller_->SetMaxFramesPending(max_frames_pending);
}
int Scheduler::MaxFramesPending() const {
return frame_rate_controller_->MaxFramesPending();
}
int Scheduler::NumFramesPendingForTesting() const {
return frame_rate_controller_->NumFramesPendingForTesting();
}
void Scheduler::SetSwapBuffersCompleteSupported(bool supported) {
frame_rate_controller_->SetSwapBuffersCompleteSupported(supported);
}
void Scheduler::DidSwapBuffersComplete() {
TRACE_EVENT0("cc", "Scheduler::DidSwapBuffersComplete");
frame_rate_controller_->DidFinishFrame();
}
void Scheduler::DidLoseOutputSurface() {
TRACE_EVENT0("cc", "Scheduler::DidLoseOutputSurface");
state_machine_.DidLoseOutputSurface();
ProcessScheduledActions();
}
void Scheduler::DidCreateAndInitializeOutputSurface() {
TRACE_EVENT0("cc", "Scheduler::DidCreateAndInitializeOutputSurface");
frame_rate_controller_->DidAbortAllPendingFrames();
state_machine_.DidCreateAndInitializeOutputSurface();
ProcessScheduledActions();
}
void Scheduler::SetTimebaseAndInterval(base::TimeTicks timebase,
base::TimeDelta interval) {
frame_rate_controller_->SetTimebaseAndInterval(timebase, interval);
}
base::TimeTicks Scheduler::AnticipatedDrawTime() {
return frame_rate_controller_->NextTickTime();
}
base::TimeTicks Scheduler::LastVSyncTime() {
return frame_rate_controller_->LastTickTime();
}
void Scheduler::VSyncTick(bool throttled) {
TRACE_EVENT1("cc", "Scheduler::VSyncTick", "throttled", throttled);
if (!throttled)
state_machine_.DidEnterVSync();
ProcessScheduledActions();
if (!throttled)
state_machine_.DidLeaveVSync();
}
void Scheduler::ProcessScheduledActions() {
// 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_)
return;
base::AutoReset<bool> mark_inside(&inside_process_scheduled_actions_, true);
SchedulerStateMachine::Action action = state_machine_.NextAction();
while (action != SchedulerStateMachine::ACTION_NONE) {
state_machine_.UpdateState(action);
TRACE_EVENT1(
"cc", "Scheduler::ProcessScheduledActions()", "action", action);
switch (action) {
case SchedulerStateMachine::ACTION_NONE:
break;
case SchedulerStateMachine::ACTION_BEGIN_FRAME:
client_->ScheduledActionBeginFrame();
break;
case SchedulerStateMachine::ACTION_COMMIT:
client_->ScheduledActionCommit();
break;
case SchedulerStateMachine::ACTION_CHECK_FOR_COMPLETED_TILE_UPLOADS:
client_->ScheduledActionCheckForCompletedTileUploads();
break;
case SchedulerStateMachine::ACTION_ACTIVATE_PENDING_TREE_IF_NEEDED:
client_->ScheduledActionActivatePendingTreeIfNeeded();
break;
case SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE: {
ScheduledActionDrawAndSwapResult result =
client_->ScheduledActionDrawAndSwapIfPossible();
state_machine_.DidDrawIfPossibleCompleted(result.did_draw);
if (result.did_swap)
frame_rate_controller_->DidBeginFrame();
break;
}
case SchedulerStateMachine::ACTION_DRAW_FORCED: {
ScheduledActionDrawAndSwapResult result =
client_->ScheduledActionDrawAndSwapForced();
if (result.did_swap)
frame_rate_controller_->DidBeginFrame();
break;
}
case SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION:
client_->ScheduledActionBeginOutputSurfaceCreation();
break;
case SchedulerStateMachine::ACTION_ACQUIRE_LAYER_TEXTURES_FOR_MAIN_THREAD:
client_->ScheduledActionAcquireLayerTexturesForMainThread();
break;
}
action = state_machine_.NextAction();
}
// Activate or deactivate the frame rate controller.
frame_rate_controller_->SetActive(state_machine_.VSyncCallbackNeeded());
client_->DidAnticipatedDrawTimeChange(frame_rate_controller_->NextTickTime());
}
bool Scheduler::WillDrawIfNeeded() const {
return !state_machine_.DrawSuspendedUntilCommit();
}
} // namespace cc