blob: 7b2ce7b5be7111d48594b507264dbf92a3d84441 [file] [log] [blame]
// 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_state_machine.h"
#include "base/logging.h"
#include "base/stringprintf.h"
namespace cc {
SchedulerStateMachine::SchedulerStateMachine()
: m_commitState(COMMIT_STATE_IDLE)
, m_currentFrameNumber(0)
, m_lastFrameNumberWhereDrawWasCalled(-1)
, m_consecutiveFailedDraws(0)
, m_maximumNumberOfFailedDrawsBeforeDrawIsForced(3)
, m_needsRedraw(false)
, m_needsForcedRedraw(false)
, m_needsForcedRedrawAfterNextCommit(false)
, m_needsCommit(false)
, m_needsForcedCommit(false)
, m_expectImmediateBeginFrame(false)
, m_mainThreadNeedsLayerTextures(false)
, m_insideVSync(false)
, m_visible(false)
, m_canBeginFrame(false)
, m_canDraw(false)
, m_drawIfPossibleFailed(false)
, m_textureState(LAYER_TEXTURE_STATE_UNLOCKED)
, m_contextState(CONTEXT_ACTIVE)
{
}
std::string SchedulerStateMachine::toString()
{
std::string str;
base::StringAppendF(&str, "m_commitState = %d; ", m_commitState);
base::StringAppendF(&str, "m_currentFrameNumber = %d; ", m_currentFrameNumber);
base::StringAppendF(&str, "m_lastFrameNumberWhereDrawWasCalled = %d; ", m_lastFrameNumberWhereDrawWasCalled);
base::StringAppendF(&str, "m_consecutiveFailedDraws = %d; ", m_consecutiveFailedDraws);
base::StringAppendF(&str, "m_maximumNumberOfFailedDrawsBeforeDrawIsForced = %d; ", m_maximumNumberOfFailedDrawsBeforeDrawIsForced);
base::StringAppendF(&str, "m_needsRedraw = %d; ", m_needsRedraw);
base::StringAppendF(&str, "m_needsForcedRedraw = %d; ", m_needsForcedRedraw);
base::StringAppendF(&str, "m_needsForcedRedrawAfterNextCommit = %d; ", m_needsForcedRedrawAfterNextCommit);
base::StringAppendF(&str, "m_needsCommit = %d; ", m_needsCommit);
base::StringAppendF(&str, "m_needsForcedCommit = %d; ", m_needsForcedCommit);
base::StringAppendF(&str, "m_expectImmediateBeginFrame = %d; ", m_expectImmediateBeginFrame);
base::StringAppendF(&str, "m_mainThreadNeedsLayerTextures = %d; ", m_mainThreadNeedsLayerTextures);
base::StringAppendF(&str, "m_insideVSync = %d; ", m_insideVSync);
base::StringAppendF(&str, "m_visible = %d; ", m_visible);
base::StringAppendF(&str, "m_canBeginFrame = %d; ", m_canBeginFrame);
base::StringAppendF(&str, "m_canDraw = %d; ", m_canDraw);
base::StringAppendF(&str, "m_drawIfPossibleFailed = %d; ", m_drawIfPossibleFailed);
base::StringAppendF(&str, "m_textureState = %d; ", m_textureState);
base::StringAppendF(&str, "m_contextState = %d; ", m_contextState);
return str;
}
bool SchedulerStateMachine::hasDrawnThisFrame() const
{
return m_currentFrameNumber == m_lastFrameNumberWhereDrawWasCalled;
}
bool SchedulerStateMachine::drawSuspendedUntilCommit() const
{
if (!m_canDraw)
return true;
if (!m_visible)
return true;
if (m_textureState == LAYER_TEXTURE_STATE_ACQUIRED_BY_MAIN_THREAD)
return true;
return false;
}
bool SchedulerStateMachine::scheduledToDraw() const
{
if (!m_needsRedraw)
return false;
if (drawSuspendedUntilCommit())
return false;
return true;
}
bool SchedulerStateMachine::shouldDraw() const
{
if (m_needsForcedRedraw)
return true;
if (!scheduledToDraw())
return false;
if (!m_insideVSync)
return false;
if (hasDrawnThisFrame())
return false;
if (m_contextState != CONTEXT_ACTIVE)
return false;
return true;
}
bool SchedulerStateMachine::shouldAcquireLayerTexturesForMainThread() const
{
if (!m_mainThreadNeedsLayerTextures)
return false;
if (m_textureState == LAYER_TEXTURE_STATE_UNLOCKED)
return true;
DCHECK(m_textureState == LAYER_TEXTURE_STATE_ACQUIRED_BY_IMPL_THREAD);
// Transfer the lock from impl thread to main thread immediately if the
// impl thread is not even scheduled to draw. Guards against deadlocking.
if (!scheduledToDraw())
return true;
if (!vsyncCallbackNeeded())
return true;
return false;
}
SchedulerStateMachine::Action SchedulerStateMachine::nextAction() const
{
if (shouldAcquireLayerTexturesForMainThread())
return ACTION_ACQUIRE_LAYER_TEXTURES_FOR_MAIN_THREAD;
switch (m_commitState) {
case COMMIT_STATE_IDLE:
if (m_contextState != CONTEXT_ACTIVE && m_needsForcedRedraw)
return ACTION_DRAW_FORCED;
if (m_contextState != CONTEXT_ACTIVE && m_needsForcedCommit)
return ACTION_BEGIN_FRAME;
if (m_contextState == CONTEXT_LOST)
return ACTION_BEGIN_CONTEXT_RECREATION;
if (m_contextState == CONTEXT_RECREATING)
return ACTION_NONE;
if (shouldDraw())
return m_needsForcedRedraw ? ACTION_DRAW_FORCED : ACTION_DRAW_IF_POSSIBLE;
if (m_needsCommit && ((m_visible && m_canBeginFrame) || m_needsForcedCommit))
return ACTION_BEGIN_FRAME;
return ACTION_NONE;
case COMMIT_STATE_FRAME_IN_PROGRESS:
if (shouldDraw())
return m_needsForcedRedraw ? ACTION_DRAW_FORCED : ACTION_DRAW_IF_POSSIBLE;
return ACTION_NONE;
case COMMIT_STATE_READY_TO_COMMIT:
return ACTION_COMMIT;
case COMMIT_STATE_WAITING_FOR_FIRST_DRAW:
if (shouldDraw() || m_contextState == CONTEXT_LOST)
return m_needsForcedRedraw ? ACTION_DRAW_FORCED : ACTION_DRAW_IF_POSSIBLE;
// COMMIT_STATE_WAITING_FOR_FIRST_DRAW wants to enforce a draw. If m_canDraw is false
// or textures are not available, proceed to the next step (similar as in COMMIT_STATE_IDLE).
bool canCommit = m_visible || m_needsForcedCommit;
if (m_needsCommit && canCommit && drawSuspendedUntilCommit())
return ACTION_BEGIN_FRAME;
return ACTION_NONE;
}
NOTREACHED();
return ACTION_NONE;
}
void SchedulerStateMachine::updateState(Action action)
{
switch (action) {
case ACTION_NONE:
return;
case ACTION_BEGIN_FRAME:
DCHECK(m_visible || m_needsForcedCommit);
m_commitState = COMMIT_STATE_FRAME_IN_PROGRESS;
m_needsCommit = false;
m_needsForcedCommit = false;
return;
case ACTION_COMMIT:
m_commitState = COMMIT_STATE_WAITING_FOR_FIRST_DRAW;
m_needsRedraw = true;
if (m_drawIfPossibleFailed)
m_lastFrameNumberWhereDrawWasCalled = -1;
if (m_needsForcedRedrawAfterNextCommit) {
m_needsForcedRedrawAfterNextCommit = false;
m_needsForcedRedraw = true;
}
m_textureState = LAYER_TEXTURE_STATE_ACQUIRED_BY_IMPL_THREAD;
return;
case ACTION_DRAW_FORCED:
case ACTION_DRAW_IF_POSSIBLE:
m_needsRedraw = false;
m_needsForcedRedraw = false;
m_drawIfPossibleFailed = false;
if (m_insideVSync)
m_lastFrameNumberWhereDrawWasCalled = m_currentFrameNumber;
if (m_commitState == COMMIT_STATE_WAITING_FOR_FIRST_DRAW) {
if (m_expectImmediateBeginFrame) {
m_commitState = COMMIT_STATE_FRAME_IN_PROGRESS;
m_expectImmediateBeginFrame = false;
} else
m_commitState = COMMIT_STATE_IDLE;
}
if (m_textureState == LAYER_TEXTURE_STATE_ACQUIRED_BY_IMPL_THREAD)
m_textureState = LAYER_TEXTURE_STATE_UNLOCKED;
return;
case ACTION_BEGIN_CONTEXT_RECREATION:
DCHECK(m_commitState == COMMIT_STATE_IDLE);
DCHECK(m_contextState == CONTEXT_LOST);
m_contextState = CONTEXT_RECREATING;
return;
case ACTION_ACQUIRE_LAYER_TEXTURES_FOR_MAIN_THREAD:
m_textureState = LAYER_TEXTURE_STATE_ACQUIRED_BY_MAIN_THREAD;
m_mainThreadNeedsLayerTextures = false;
if (m_commitState != COMMIT_STATE_FRAME_IN_PROGRESS)
m_needsCommit = true;
return;
}
}
void SchedulerStateMachine::setMainThreadNeedsLayerTextures()
{
DCHECK(!m_mainThreadNeedsLayerTextures);
DCHECK(m_textureState != LAYER_TEXTURE_STATE_ACQUIRED_BY_MAIN_THREAD);
m_mainThreadNeedsLayerTextures = true;
}
bool SchedulerStateMachine::vsyncCallbackNeeded() const
{
// If we can't draw, don't tick until we are notified that we can draw again.
if (!m_canDraw)
return false;
if (m_needsForcedRedraw)
return true;
return m_needsRedraw && m_visible && m_contextState == CONTEXT_ACTIVE;
}
void SchedulerStateMachine::didEnterVSync()
{
m_insideVSync = true;
}
void SchedulerStateMachine::didLeaveVSync()
{
m_currentFrameNumber++;
m_insideVSync = false;
}
void SchedulerStateMachine::setVisible(bool visible)
{
m_visible = visible;
}
void SchedulerStateMachine::setNeedsRedraw()
{
m_needsRedraw = true;
}
void SchedulerStateMachine::setNeedsForcedRedraw()
{
m_needsForcedRedraw = true;
}
void SchedulerStateMachine::didDrawIfPossibleCompleted(bool success)
{
m_drawIfPossibleFailed = !success;
if (m_drawIfPossibleFailed) {
m_needsRedraw = true;
m_needsCommit = true;
m_consecutiveFailedDraws++;
if (m_consecutiveFailedDraws >= m_maximumNumberOfFailedDrawsBeforeDrawIsForced) {
m_consecutiveFailedDraws = 0;
// We need to force a draw, but it doesn't make sense to do this until
// we've committed and have new textures.
m_needsForcedRedrawAfterNextCommit = true;
}
} else
m_consecutiveFailedDraws = 0;
}
void SchedulerStateMachine::setNeedsCommit()
{
m_needsCommit = true;
}
void SchedulerStateMachine::setNeedsForcedCommit()
{
m_needsForcedCommit = true;
m_expectImmediateBeginFrame = true;
}
void SchedulerStateMachine::beginFrameComplete()
{
DCHECK(m_commitState == COMMIT_STATE_FRAME_IN_PROGRESS ||
(m_expectImmediateBeginFrame && m_commitState != COMMIT_STATE_IDLE)) << toString();
m_commitState = COMMIT_STATE_READY_TO_COMMIT;
}
void SchedulerStateMachine::beginFrameAborted()
{
DCHECK(m_commitState == COMMIT_STATE_FRAME_IN_PROGRESS);
if (m_expectImmediateBeginFrame)
m_expectImmediateBeginFrame = false;
else {
m_commitState = COMMIT_STATE_IDLE;
setNeedsCommit();
}
}
void SchedulerStateMachine::didLoseContext()
{
if (m_contextState == CONTEXT_LOST || m_contextState == CONTEXT_RECREATING)
return;
m_contextState = CONTEXT_LOST;
}
void SchedulerStateMachine::didRecreateContext()
{
DCHECK(m_contextState == CONTEXT_RECREATING);
m_contextState = CONTEXT_ACTIVE;
setNeedsCommit();
}
void SchedulerStateMachine::setMaximumNumberOfFailedDrawsBeforeDrawIsForced(int numDraws)
{
m_maximumNumberOfFailedDrawsBeforeDrawIsForced = numDraws;
}
} // namespace cc