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// Copyright 2011 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "cc/scheduler/scheduler_state_machine.h"
#include <algorithm>
#include "base/check_op.h"
#include "base/format_macros.h"
#include "base/notreached.h"
#include "base/time/time.h"
#include "base/trace_event/trace_event.h"
#include "base/trace_event/traced_value.h"
#include "base/values.h"
#include "cc/base/features.h"
#include "components/viz/common/frame_sinks/begin_frame_args.h"
namespace cc {
namespace {
// Surfaces and CompositorTimingHistory don't support more than 1 pending swap.
const int kMaxPendingSubmitFrames = 1;
} // namespace
SchedulerStateMachine::SchedulerStateMachine(const SchedulerSettings& settings)
: settings_(settings) {}
SchedulerStateMachine::~SchedulerStateMachine() = default;
perfetto::protos::pbzero::ChromeCompositorStateMachineV2::MajorStateV2::
LayerTreeFrameSinkState
SchedulerStateMachine::LayerTreeFrameSinkStateToProtozeroEnum(
LayerTreeFrameSinkState state) {
using pbzeroMajorStateV2 =
perfetto::protos::pbzero::ChromeCompositorStateMachineV2::MajorStateV2;
switch (state) {
case LayerTreeFrameSinkState::NONE:
return pbzeroMajorStateV2::LAYER_TREE_FRAME_NONE;
case LayerTreeFrameSinkState::ACTIVE:
return pbzeroMajorStateV2::LAYER_TREE_FRAME_ACTIVE;
case LayerTreeFrameSinkState::CREATING:
return pbzeroMajorStateV2::LAYER_TREE_FRAME_CREATING;
case LayerTreeFrameSinkState::WAITING_FOR_FIRST_COMMIT:
return pbzeroMajorStateV2::LAYER_TREE_FRAME_WAITING_FOR_FIRST_COMMIT;
case LayerTreeFrameSinkState::WAITING_FOR_FIRST_ACTIVATION:
return pbzeroMajorStateV2::LAYER_TREE_FRAME_WAITING_FOR_FIRST_ACTIVATION;
}
NOTREACHED();
}
perfetto::protos::pbzero::ChromeCompositorStateMachineV2::MajorStateV2::
BeginImplFrameState
SchedulerStateMachine::BeginImplFrameStateToProtozeroEnum(
BeginImplFrameState state) {
using pbzeroMajorStateV2 =
perfetto::protos::pbzero::ChromeCompositorStateMachineV2::MajorStateV2;
switch (state) {
case BeginImplFrameState::IDLE:
return pbzeroMajorStateV2::BEGIN_IMPL_FRAME_IDLE;
case BeginImplFrameState::INSIDE_BEGIN_FRAME:
return pbzeroMajorStateV2::BEGIN_IMPL_FRAME_INSIDE_BEGIN_FRAME;
case BeginImplFrameState::INSIDE_DEADLINE:
return pbzeroMajorStateV2::BEGIN_IMPL_FRAME_INSIDE_DEADLINE;
}
NOTREACHED();
}
const char* SchedulerStateMachine::BeginImplFrameDeadlineModeToString(
BeginImplFrameDeadlineMode mode) {
switch (mode) {
case BeginImplFrameDeadlineMode::NONE:
return "BeginImplFrameDeadlineMode::NONE";
case BeginImplFrameDeadlineMode::IMMEDIATE:
return "BeginImplFrameDeadlineMode::IMMEDIATE";
case BeginImplFrameDeadlineMode::WAIT_FOR_SCROLL:
return "BeginImplFrameDeadlineMode::WAIT_FOR_SCROLL";
case BeginImplFrameDeadlineMode::REGULAR:
return "BeginImplFrameDeadlineMode::REGULAR";
case BeginImplFrameDeadlineMode::LATE:
return "BeginImplFrameDeadlineMode::LATE";
case BeginImplFrameDeadlineMode::BLOCKED:
return "BeginImplFrameDeadlineMode::BLOCKED";
}
NOTREACHED();
}
perfetto::protos::pbzero::ChromeCompositorSchedulerStateV2::
BeginImplFrameDeadlineMode
SchedulerStateMachine::BeginImplFrameDeadlineModeToProtozeroEnum(
BeginImplFrameDeadlineMode mode) {
using pbzeroSchedulerState =
perfetto::protos::pbzero::ChromeCompositorSchedulerStateV2;
switch (mode) {
case BeginImplFrameDeadlineMode::NONE:
return pbzeroSchedulerState::DEADLINE_MODE_NONE;
case BeginImplFrameDeadlineMode::IMMEDIATE:
return pbzeroSchedulerState::DEADLINE_MODE_IMMEDIATE;
case BeginImplFrameDeadlineMode::WAIT_FOR_SCROLL:
return pbzeroSchedulerState::DEADLINE_MODE_WAIT_FOR_SCROLL;
case BeginImplFrameDeadlineMode::REGULAR:
return pbzeroSchedulerState::DEADLINE_MODE_REGULAR;
case BeginImplFrameDeadlineMode::LATE:
return pbzeroSchedulerState::DEADLINE_MODE_LATE;
case BeginImplFrameDeadlineMode::BLOCKED:
return pbzeroSchedulerState::DEADLINE_MODE_BLOCKED;
}
NOTREACHED();
}
perfetto::protos::pbzero::ChromeCompositorStateMachineV2::MajorStateV2::
BeginMainFrameState
SchedulerStateMachine::BeginMainFrameStateToProtozeroEnum(
BeginMainFrameState state) {
using pbzeroMajorStateV2 =
perfetto::protos::pbzero::ChromeCompositorStateMachineV2::MajorStateV2;
switch (state) {
case BeginMainFrameState::IDLE:
return pbzeroMajorStateV2::BEGIN_MAIN_FRAME_IDLE;
case BeginMainFrameState::SENT:
return pbzeroMajorStateV2::BEGIN_MAIN_FRAME_SENT;
case BeginMainFrameState::READY_TO_COMMIT:
return pbzeroMajorStateV2::BEGIN_MAIN_FRAME_READY_TO_COMMIT;
}
NOTREACHED();
}
perfetto::protos::pbzero::ChromeCompositorStateMachineV2::MajorStateV2::
ForcedRedrawOnTimeoutState
SchedulerStateMachine::ForcedRedrawOnTimeoutStateToProtozeroEnum(
ForcedRedrawOnTimeoutState state) {
using pbzeroMajorStateV2 =
perfetto::protos::pbzero::ChromeCompositorStateMachineV2::MajorStateV2;
switch (state) {
case ForcedRedrawOnTimeoutState::IDLE:
return pbzeroMajorStateV2::FORCED_REDRAW_IDLE;
case ForcedRedrawOnTimeoutState::WAITING_FOR_COMMIT:
return pbzeroMajorStateV2::FORCED_REDRAW_WAITING_FOR_COMMIT;
case ForcedRedrawOnTimeoutState::WAITING_FOR_ACTIVATION:
return pbzeroMajorStateV2::FORCED_REDRAW_WAITING_FOR_ACTIVATION;
case ForcedRedrawOnTimeoutState::WAITING_FOR_DRAW:
return pbzeroMajorStateV2::FORCED_REDRAW_WAITING_FOR_DRAW;
}
NOTREACHED();
}
perfetto::protos::pbzero::ChromeCompositorStateMachineV2::MinorStateV2::
ScrollHandlerState
ScrollHandlerStateToProtozeroEnum(ScrollHandlerState state) {
using pbzeroMinorStateV2 =
perfetto::protos::pbzero::ChromeCompositorStateMachineV2::MinorStateV2;
switch (state) {
case ScrollHandlerState::SCROLL_AFFECTS_SCROLL_HANDLER:
return pbzeroMinorStateV2::SCROLL_AFFECTS_SCROLL_HANDLER;
case ScrollHandlerState::SCROLL_DOES_NOT_AFFECT_SCROLL_HANDLER:
return pbzeroMinorStateV2::SCROLL_DOES_NOT_AFFECT_SCROLL_HANDLER;
}
NOTREACHED();
}
perfetto::protos::pbzero::ChromeCompositorSchedulerActionV2
SchedulerStateMachine::ActionToProtozeroEnum(Action action) {
using pbzeroSchedulerAction =
perfetto::protos::pbzero::ChromeCompositorSchedulerActionV2;
switch (action) {
case Action::NONE:
return pbzeroSchedulerAction::CC_SCHEDULER_ACTION_V2_NONE;
case Action::SEND_BEGIN_MAIN_FRAME:
return pbzeroSchedulerAction::
CC_SCHEDULER_ACTION_V2_SEND_BEGIN_MAIN_FRAME;
case Action::COMMIT:
return pbzeroSchedulerAction::CC_SCHEDULER_ACTION_V2_COMMIT;
case Action::POST_COMMIT:
return pbzeroSchedulerAction::CC_SCHEDULER_ACTION_V2_POST_COMMIT;
case Action::ACTIVATE_SYNC_TREE:
return pbzeroSchedulerAction::CC_SCHEDULER_ACTION_V2_ACTIVATE_SYNC_TREE;
case Action::DRAW_IF_POSSIBLE:
return pbzeroSchedulerAction::CC_SCHEDULER_ACTION_V2_DRAW_IF_POSSIBLE;
case Action::DRAW_FORCED:
return pbzeroSchedulerAction::CC_SCHEDULER_ACTION_V2_DRAW_FORCED;
case Action::DRAW_ABORT:
return pbzeroSchedulerAction::CC_SCHEDULER_ACTION_V2_DRAW_ABORT;
case Action::BEGIN_LAYER_TREE_FRAME_SINK_CREATION:
return pbzeroSchedulerAction::
CC_SCHEDULER_ACTION_V2_BEGIN_LAYER_TREE_FRAME_SINK_CREATION;
case Action::PREPARE_TILES:
return pbzeroSchedulerAction::CC_SCHEDULER_ACTION_V2_PREPARE_TILES;
case Action::INVALIDATE_LAYER_TREE_FRAME_SINK:
return pbzeroSchedulerAction::
CC_SCHEDULER_ACTION_V2_INVALIDATE_LAYER_TREE_FRAME_SINK;
case Action::PERFORM_IMPL_SIDE_INVALIDATION:
return pbzeroSchedulerAction::
CC_SCHEDULER_ACTION_V2_PERFORM_IMPL_SIDE_INVALIDATION;
case Action::NOTIFY_BEGIN_MAIN_FRAME_NOT_EXPECTED_UNTIL:
return pbzeroSchedulerAction::
CC_SCHEDULER_ACTION_V2_NOTIFY_BEGIN_MAIN_FRAME_NOT_EXPECTED_UNTIL;
case Action::NOTIFY_BEGIN_MAIN_FRAME_NOT_EXPECTED_SOON:
return pbzeroSchedulerAction::
CC_SCHEDULER_ACTION_V2_NOTIFY_BEGIN_MAIN_FRAME_NOT_EXPECTED_SOON;
}
NOTREACHED();
}
void SchedulerStateMachine::AsProtozeroInto(
perfetto::protos::pbzero::ChromeCompositorStateMachineV2* state) const {
auto* major_state = state->set_major_state();
major_state->set_next_action(ActionToProtozeroEnum(NextAction()));
major_state->set_begin_impl_frame_state(
BeginImplFrameStateToProtozeroEnum(begin_impl_frame_state_));
major_state->set_begin_main_frame_state(
BeginMainFrameStateToProtozeroEnum(begin_main_frame_state_));
major_state->set_layer_tree_frame_sink_state(
LayerTreeFrameSinkStateToProtozeroEnum(layer_tree_frame_sink_state_));
major_state->set_forced_redraw_state(
ForcedRedrawOnTimeoutStateToProtozeroEnum(forced_redraw_state_));
auto* minor_state = state->set_minor_state();
minor_state->set_commit_count(commit_count_);
minor_state->set_current_frame_number(current_frame_number_);
minor_state->set_last_frame_number_submit_performed(
last_frame_number_submit_performed_);
minor_state->set_last_frame_number_draw_performed(
last_frame_number_draw_performed_);
minor_state->set_last_frame_number_begin_main_frame_sent(
last_frame_number_begin_main_frame_sent_);
minor_state->set_did_draw(did_draw_);
minor_state->set_did_send_begin_main_frame_for_current_frame(
did_send_begin_main_frame_for_current_frame_);
minor_state->set_did_notify_begin_main_frame_not_expected_until(
did_notify_begin_main_frame_not_expected_until_);
minor_state->set_did_notify_begin_main_frame_not_expected_soon(
did_notify_begin_main_frame_not_expected_soon_);
minor_state->set_wants_begin_main_frame_not_expected(
wants_begin_main_frame_not_expected_);
minor_state->set_did_commit_during_frame(did_commit_during_frame_);
minor_state->set_did_invalidate_layer_tree_frame_sink(
did_invalidate_layer_tree_frame_sink_);
minor_state->set_did_perform_impl_side_invalidaion(
did_perform_impl_side_invalidation_);
minor_state->set_did_prepare_tiles(did_prepare_tiles_);
minor_state->set_consecutive_checkerboard_animations(
consecutive_checkerboard_animations_);
minor_state->set_pending_submit_frames(pending_submit_frames_);
minor_state->set_submit_frames_with_current_layer_tree_frame_sink(
submit_frames_with_current_layer_tree_frame_sink_);
minor_state->set_needs_redraw(needs_redraw_);
minor_state->set_needs_prepare_tiles(needs_prepare_tiles_);
minor_state->set_needs_begin_main_frame(needs_begin_main_frame_);
minor_state->set_needs_one_begin_impl_frame(needs_one_begin_impl_frame_);
minor_state->set_visible(visible_);
minor_state->set_begin_frame_source_paused(begin_frame_source_paused_);
minor_state->set_can_draw(can_draw_);
minor_state->set_resourceless_draw(resourceless_draw_);
minor_state->set_has_pending_tree(has_pending_tree_);
minor_state->set_pending_tree_is_ready_for_activation(
pending_tree_is_ready_for_activation_);
minor_state->set_active_tree_needs_first_draw(active_tree_needs_first_draw_);
minor_state->set_active_tree_is_ready_to_draw(active_tree_is_ready_to_draw_);
minor_state->set_did_create_and_initialize_first_layer_tree_frame_sink(
did_create_and_initialize_first_layer_tree_frame_sink_);
minor_state->set_tree_priority(TreePriorityToProtozeroEnum(tree_priority_));
minor_state->set_scroll_handler_state(
ScrollHandlerStateToProtozeroEnum(scroll_handler_state_));
minor_state->set_critical_begin_main_frame_to_activate_is_fast(
critical_begin_main_frame_to_activate_is_fast_);
minor_state->set_main_thread_missed_last_deadline(
main_thread_missed_last_deadline_);
minor_state->set_video_needs_begin_frames(video_needs_begin_frames_);
minor_state->set_defer_begin_main_frame(defer_begin_main_frame_);
minor_state->set_last_commit_had_no_updates(last_commit_had_no_updates_);
minor_state->set_did_draw_in_last_frame(did_attempt_draw_in_last_frame_);
minor_state->set_did_submit_in_last_frame(did_submit_in_last_frame_);
minor_state->set_needs_impl_side_invalidation(needs_impl_side_invalidation_);
minor_state->set_current_pending_tree_is_impl_side(
current_pending_tree_is_impl_side_);
minor_state->set_previous_pending_tree_was_impl_side(
previous_pending_tree_was_impl_side_);
minor_state->set_processing_animation_worklets_for_active_tree(
processing_animation_worklets_for_active_tree_);
minor_state->set_processing_animation_worklets_for_pending_tree(
processing_animation_worklets_for_pending_tree_);
minor_state->set_processing_paint_worklets_for_pending_tree(
processing_paint_worklets_for_pending_tree_);
minor_state->set_processing_paint_worklets_for_pending_tree(should_warm_up_);
}
bool SchedulerStateMachine::PendingDrawsShouldBeAborted() const {
// Normally when |visible_| is false or |begin_frame_source_paused_| is true,
// pending activations will be forced and draws will be aborted. However,
// when the embedder is Android WebView, software draws could be scheduled by
// the Android OS at any time and draws should not be aborted in this case.
bool is_layer_tree_frame_sink_lost =
(layer_tree_frame_sink_state_ == LayerTreeFrameSinkState::NONE);
if (resourceless_draw_)
return is_layer_tree_frame_sink_lost || !can_draw_;
// These are all the cases where we normally cannot or do not want
// to draw but, if |needs_redraw_| is true and we do not draw to
// make forward progress, we might deadlock with the main
// thread. This should be a superset of ShouldAbortCurrentFrame()
// since activation of the pending tree is blocked by drawing of the
// active tree and the main thread might be blocked on activation of
// the most recent commit.
return is_layer_tree_frame_sink_lost || !can_draw_ || !visible_ ||
begin_frame_source_paused_ ||
waiting_for_activation_after_rendering_resumed_;
}
bool SchedulerStateMachine::ShouldAbortCurrentFrame() const {
// Abort the frame if there is no output surface to trigger our
// activations, avoiding deadlock with the main thread.
if (layer_tree_frame_sink_state_ == LayerTreeFrameSinkState::NONE)
return true;
// If we're not visible, we should just abort the frame. Since we
// set RequiresHighResToDraw when becoming visible, we ensure that
// we don't checkerboard until all visible resources are
// done. Furthermore, if we do keep the pending tree around, when
// becoming visible we might activate prematurely causing
// RequiresHighResToDraw flag to be reset. In all cases, we can
// simply activate on becoming invisible since we don't need to draw
// the active tree when we're in this state.
if (!visible_)
return true;
// Abort the frame when viz::BeginFrameSource is paused to avoid
// deadlocking the main thread.
if (begin_frame_source_paused_)
return true;
return false;
}
bool SchedulerStateMachine::ShouldBeginLayerTreeFrameSinkCreation() const {
if (!should_warm_up_ && !visible_) {
return false;
}
// We only want to start output surface initialization after the
// previous commit is complete.
if (begin_main_frame_state_ != BeginMainFrameState::IDLE ||
next_begin_main_frame_state_ != BeginMainFrameState::IDLE) {
return false;
}
// Make sure the BeginImplFrame from any previous LayerTreeFrameSinks
// are complete before creating the new LayerTreeFrameSink.
if (begin_impl_frame_state_ != BeginImplFrameState::IDLE)
return false;
// We want to clear the pipeline of any pending draws and activations
// before starting output surface initialization. This allows us to avoid
// weird corner cases where we abort draws or force activation while we
// are initializing the output surface.
if (active_tree_needs_first_draw_ || has_pending_tree_)
return false;
// We need to create the output surface if we don't have one and we haven't
// started creating one yet.
return layer_tree_frame_sink_state_ == LayerTreeFrameSinkState::NONE;
}
bool SchedulerStateMachine::ShouldDraw() const {
// If we need to abort draws, we should do so ASAP since the draw could
// be blocking other important actions (like output surface initialization),
// from occurring. If we are waiting for the first draw, then perform the
// aborted draw to keep things moving. If we are not waiting for the first
// draw however, we don't want to abort for no reason.
if (PendingDrawsShouldBeAborted())
return active_tree_needs_first_draw_;
// Do not draw more than once in the deadline. Aborted draws are ok because
// those are effectively nops.
if (did_draw_)
return false;
// Don't draw if an early check determined the frame does not have damage.
if (skip_draw_)
return false;
// Don't draw if we are waiting on the first commit after a surface.
if (layer_tree_frame_sink_state_ != LayerTreeFrameSinkState::ACTIVE)
return false;
// Do not queue too many draws.
if (IsDrawThrottled())
return false;
// Except for the cases above, do not draw outside of the BeginImplFrame
// deadline.
if (begin_impl_frame_state_ != BeginImplFrameState::INSIDE_DEADLINE)
return false;
// Wait for ready to draw in full-pipeline mode or the browser compositor's
// commit-to-active-tree mode.
if ((settings_.wait_for_all_pipeline_stages_before_draw ||
settings_.commit_to_active_tree) &&
!active_tree_is_ready_to_draw_) {
return false;
}
// Browser compositor commit steals any resources submitted in draw. Therefore
// drawing while a commit is pending is wasteful.
if (settings_.commit_to_active_tree && CommitPending())
return false;
// Only handle forced redraws due to timeouts on the regular deadline.
if (forced_redraw_state_ == ForcedRedrawOnTimeoutState::WAITING_FOR_DRAW)
return true;
return needs_redraw_;
}
bool SchedulerStateMachine::ShouldActivateSyncTree() const {
// There is nothing to activate.
if (!has_pending_tree_) {
TRACE_EVENT_INSTANT0(TRACE_DISABLED_BY_DEFAULT("cc.debug"),
"Not activating sync tree due to no pending tree",
TRACE_EVENT_SCOPE_THREAD);
return false;
}
// We should not activate a second tree before drawing the first one.
// Even if we need to force activation of the pending tree, we should abort
// drawing the active tree first. Relax this requirement for synchronous
// compositor where scheduler does not control draw, and blocking commit
// may lead to bad scheduling.
if (!settings_.using_synchronous_renderer_compositor &&
active_tree_needs_first_draw_) {
TRACE_EVENT_INSTANT0(TRACE_DISABLED_BY_DEFAULT("cc.debug"),
"Not activating before drawing active first",
TRACE_EVENT_SCOPE_THREAD);
return false;
}
// Delay pending tree activation until paint worklets have completed painting
// the pending tree. This must occur before the |ShouldAbortCurrentFrame|
// check as we cannot have an unpainted active tree.
//
// Note that paint worklets continue to paint when the page is not visible, so
// any abort will eventually happen when they complete.
if (processing_paint_worklets_for_pending_tree_) {
TRACE_EVENT_INSTANT0(TRACE_DISABLED_BY_DEFAULT("cc.debug"),
"Not activating due to processing paint worklets",
TRACE_EVENT_SCOPE_THREAD);
return false;
}
if (ShouldAbortCurrentFrame())
return true;
// Delay pending tree activation until animation worklets have completed
// their asynchronous updates to pick up initial values.
if (processing_animation_worklets_for_pending_tree_) {
TRACE_EVENT_INSTANT0(TRACE_DISABLED_BY_DEFAULT("cc.debug"),
"Not activating due to processing animation worklets",
TRACE_EVENT_SCOPE_THREAD);
return false;
}
// At this point, only activate if we are ready to activate.
if (!pending_tree_is_ready_for_activation_) {
TRACE_EVENT_INSTANT0(TRACE_DISABLED_BY_DEFAULT("cc.debug"),
"Not activating because pending tree not ready",
TRACE_EVENT_SCOPE_THREAD);
return false;
}
return true;
}
bool SchedulerStateMachine::ShouldNotifyBeginMainFrameNotExpectedUntil() const {
// This method returns true if most of the conditions for sending a
// BeginMainFrame are met, but one is not actually requested. This gives the
// main thread the chance to do something else.
if (!wants_begin_main_frame_not_expected_)
return false;
// Don't notify if a BeginMainFrame has already been requested or is in
// progress.
if (needs_begin_main_frame_ ||
begin_main_frame_state_ != BeginMainFrameState::IDLE ||
next_begin_main_frame_state_ != BeginMainFrameState::IDLE) {
return false;
}
// Only notify when we're visible.
if (!visible_)
return false;
// There are no BeginImplFrames while viz::BeginFrameSource is paused, meaning
// the scheduler should send SendBeginMainFrameNotExpectedSoon instead,
// indicating a longer period of inactivity.
if (begin_frame_source_paused_)
return false;
// If we've gone idle and have stopped getting BeginFrames, we should send
// SendBeginMainFrameNotExpectedSoon instead.
if (!BeginFrameNeeded() &&
begin_impl_frame_state_ == BeginImplFrameState::IDLE) {
return false;
}
// Do not notify that no BeginMainFrame was sent too many times in a single
// frame.
if (did_notify_begin_main_frame_not_expected_until_)
return false;
// Do not notify if a commit happened during this frame as the main thread
// will already be active and does not need to be woken up to make further
// actions. (This occurs if the main frame was scheduled but didn't complete
// before the vsync deadline).
if (did_commit_during_frame_)
return false;
return true;
}
bool SchedulerStateMachine::ShouldNotifyBeginMainFrameNotExpectedSoon() const {
if (!wants_begin_main_frame_not_expected_)
return false;
// Don't notify if a BeginMainFrame has already been requested or is in
// progress.
if (needs_begin_main_frame_ ||
begin_main_frame_state_ != BeginMainFrameState::IDLE ||
next_begin_main_frame_state_ != BeginMainFrameState::IDLE) {
return false;
}
// Only send this when we've stopped getting BeginFrames and have gone idle.
if (BeginFrameNeeded() ||
begin_impl_frame_state_ != BeginImplFrameState::IDLE) {
return false;
}
// Do not notify that we're not expecting frames more than once per frame.
if (did_notify_begin_main_frame_not_expected_soon_)
return false;
return true;
}
bool SchedulerStateMachine::CouldSendBeginMainFrame() const {
if (!needs_begin_main_frame_)
return false;
// We can not perform commits if we are not visible.
if (!visible_)
return false;
// There are no BeginImplFrames while viz::BeginFrameSource is paused,
// so should also stop BeginMainFrames.
if (begin_frame_source_paused_)
return false;
// Do not send begin main frame when it is deferred.
if (defer_begin_main_frame_)
return false;
// Do not send begin main frames if we want to pause rendering.
if (pause_rendering_)
return false;
return true;
}
bool SchedulerStateMachine::ShouldSendBeginMainFrame() const {
if (!CouldSendBeginMainFrame())
return false;
// Do not send more than one begin main frame in a begin frame.
if (did_send_begin_main_frame_for_current_frame_)
return false;
// Only send BeginMainFrame when there isn't another commit pending already.
// Other parts of the state machine indirectly defer the BeginMainFrame
// by transitioning to WAITING commit states rather than going
// immediately to IDLE.
switch (begin_main_frame_state_) {
case BeginMainFrameState::IDLE:
break;
case BeginMainFrameState::SENT:
return false;
case BeginMainFrameState::READY_TO_COMMIT:
if (!settings_.main_frame_before_commit_enabled ||
next_begin_main_frame_state_ != BeginMainFrameState::IDLE) {
return false;
}
break;
}
// MFBA is disabled and we are waiting for previous activation, or the current
// pending tree is impl-side.
bool can_send_main_frame_with_pending_tree =
settings_.main_frame_before_activation_enabled ||
current_pending_tree_is_impl_side_;
if (has_pending_tree_ && !can_send_main_frame_with_pending_tree)
return false;
// We are waiting for previous frame to be drawn, submitted and acked.
if (settings_.commit_to_active_tree &&
(active_tree_needs_first_draw_ || IsDrawThrottled())) {
return false;
}
// Don't send BeginMainFrame early if we are prioritizing a committed
// active tree because of ImplLatencyTakesPriority.
if (ImplLatencyTakesPriority() &&
((has_pending_tree_ && !current_pending_tree_is_impl_side_) ||
(active_tree_needs_first_draw_ &&
!previous_pending_tree_was_impl_side_))) {
return false;
}
// We should not send BeginMainFrame while we are in the idle state since we
// might have new user input arriving soon. It's okay to send BeginMainFrame
// for the synchronous compositor because the main thread is always high
// latency in that case.
// TODO(brianderson): Allow sending BeginMainFrame while idle when the main
// thread isn't consuming user input for non-synchronous compositor.
if (!settings_.using_synchronous_renderer_compositor &&
begin_impl_frame_state_ == BeginImplFrameState::IDLE) {
return false;
}
// We need a new commit for the forced redraw. This honors the
// single commit per interval because the result will be swapped to screen.
if (forced_redraw_state_ == ForcedRedrawOnTimeoutState::WAITING_FOR_COMMIT)
return true;
// We shouldn't normally accept commits if there isn't a LayerTreeFrameSink.
if (!HasInitializedLayerTreeFrameSink())
return false;
// Throttle the BeginMainFrames on CompositorFrameAck unless we just
// submitted a frame to potentially improve impl-thread latency over
// main-thread throughput.
// TODO(brianderson): Remove this restriction to improve throughput or
// make it conditional on ImplLatencyTakesPriority.
bool just_submitted_in_deadline =
begin_impl_frame_state_ == BeginImplFrameState::INSIDE_DEADLINE &&
did_submit_in_last_frame_;
if (IsDrawThrottled() && !just_submitted_in_deadline)
return false;
// We should wait for scroll events to arrive before sending the
// BeginMainFrame. So that the most up to date scroll positions are available
// for main-thread effects.
if (ShouldWaitForScrollEvent()) {
return false;
}
// This comes last, because we only want to throttle main frame that would
// otherwise actually be sent, and we do not want to throttle forced redraws.
if (ShouldThrottleSendBeginMainFrame()) {
return false;
}
return true;
}
bool SchedulerStateMachine::ShouldThrottleSendBeginMainFrame() const {
bool result = false;
auto throttled_interval = MainFrameThrottledInterval();
if (throttled_interval.is_positive() &&
last_begin_impl_frame_time_ - last_sent_begin_main_frame_time_ <
throttled_interval) {
result = true;
}
TRACE_EVENT_INSTANT("cc", __PRETTY_FUNCTION__, "result", result);
return result;
}
bool SchedulerStateMachine::ShouldCommit() const {
if (begin_main_frame_state_ != BeginMainFrameState::READY_TO_COMMIT)
return false;
// We must not finish the commit until the pending tree is free.
if (has_pending_tree_) {
DCHECK(settings_.main_frame_before_activation_enabled ||
settings_.main_frame_before_commit_enabled ||
current_pending_tree_is_impl_side_);
return false;
}
// If we only have an active tree, it is incorrect to replace it before we've
// drawn it.
DCHECK(!settings_.commit_to_active_tree || !active_tree_needs_first_draw_);
// In browser compositor commit reclaims any resources submitted during draw.
DCHECK(!settings_.commit_to_active_tree || !IsDrawThrottled());
return true;
}
void SchedulerStateMachine::DidCommit() {
DCHECK(!needs_post_commit_);
needs_post_commit_ = true;
}
bool SchedulerStateMachine::ShouldRunPostCommit() const {
return needs_post_commit_;
}
void SchedulerStateMachine::DidPostCommit() {
DCHECK(needs_post_commit_);
needs_post_commit_ = false;
}
bool SchedulerStateMachine::ShouldPrepareTiles() const {
// In full-pipeline mode, we need to prepare tiles ASAP to ensure that we
// don't get stuck.
if (settings_.wait_for_all_pipeline_stages_before_draw)
return needs_prepare_tiles_;
// Do not prepare tiles if we've already done so in commit or impl side
// invalidation.
if (did_prepare_tiles_)
return false;
// Limiting to once per-frame is not enough, since we only want to prepare
// tiles _after_ draws.
if (begin_impl_frame_state_ != BeginImplFrameState::INSIDE_DEADLINE)
return false;
return needs_prepare_tiles_;
}
bool SchedulerStateMachine::ShouldInvalidateLayerTreeFrameSink() const {
// Do not invalidate more than once per begin frame.
if (did_invalidate_layer_tree_frame_sink_)
return false;
// Only the synchronous compositor requires invalidations.
if (!settings_.using_synchronous_renderer_compositor)
return false;
// Invalidations are only performed inside a BeginFrame.
if (begin_impl_frame_state_ != BeginImplFrameState::INSIDE_BEGIN_FRAME)
return false;
// Don't invalidate for draw if we cannnot draw.
// TODO(sunnyps): needs_prepare_tiles_ is needed here because PrepareTiles is
// called only inside the deadline / draw phase. We could remove this if we
// allowed PrepareTiles to happen in OnBeginImplFrame.
return (needs_redraw_ && !PendingDrawsShouldBeAborted()) ||
needs_prepare_tiles_;
}
SchedulerStateMachine::Action SchedulerStateMachine::NextAction() const {
if (ShouldSendBeginMainFrame())
return Action::SEND_BEGIN_MAIN_FRAME;
if (ShouldRunPostCommit())
return Action::POST_COMMIT;
if (ShouldActivateSyncTree())
return Action::ACTIVATE_SYNC_TREE;
if (ShouldCommit())
return Action::COMMIT;
if (ShouldDraw()) {
if (PendingDrawsShouldBeAborted())
return Action::DRAW_ABORT;
else if (forced_redraw_state_ ==
ForcedRedrawOnTimeoutState::WAITING_FOR_DRAW)
return Action::DRAW_FORCED;
else
return Action::DRAW_IF_POSSIBLE;
}
if (ShouldPerformImplSideInvalidation())
return Action::PERFORM_IMPL_SIDE_INVALIDATION;
if (ShouldPrepareTiles())
return Action::PREPARE_TILES;
if (ShouldInvalidateLayerTreeFrameSink())
return Action::INVALIDATE_LAYER_TREE_FRAME_SINK;
if (ShouldBeginLayerTreeFrameSinkCreation())
return Action::BEGIN_LAYER_TREE_FRAME_SINK_CREATION;
if (ShouldNotifyBeginMainFrameNotExpectedUntil())
return Action::NOTIFY_BEGIN_MAIN_FRAME_NOT_EXPECTED_UNTIL;
if (ShouldNotifyBeginMainFrameNotExpectedSoon())
return Action::NOTIFY_BEGIN_MAIN_FRAME_NOT_EXPECTED_SOON;
return Action::NONE;
}
bool SchedulerStateMachine::ShouldPerformImplSideInvalidation() const {
if (pause_rendering_)
return false;
if (begin_frame_is_animate_only_)
return false;
if (!needs_impl_side_invalidation_)
return false;
// Don't invalidate if we've already done so either from the scheduler or as
// part of commit.
if (did_perform_impl_side_invalidation_)
return false;
// No invalidations should be done outside the impl frame.
if (begin_impl_frame_state_ == BeginImplFrameState::IDLE)
return false;
// We need to be able to create a pending tree to perform an invalidation.
if (!CouldCreatePendingTree())
return false;
// Check if we should defer invalidating so we can merge these invalidations
// with the main frame.
if (ShouldDeferInvalidatingForMainFrame())
return false;
// If invalidations go to the active tree and we are waiting for the previous
// frame to be drawn, submitted and acked.
if (settings_.commit_to_active_tree &&
(active_tree_needs_first_draw_ || IsDrawThrottled())) {
return false;
}
return true;
}
bool SchedulerStateMachine::ShouldDeferInvalidatingForMainFrame() const {
DCHECK_NE(begin_impl_frame_state_, BeginImplFrameState::IDLE);
// If the main thread is ready to commit, the impl-side invalidations will be
// merged with the incoming main frame.
if (begin_main_frame_state_ == BeginMainFrameState::READY_TO_COMMIT)
return true;
// If commits are being aborted (which would be the common case for a
// compositor scroll), don't defer the invalidation.
if (last_frame_events_.commit_had_no_updates || last_commit_had_no_updates_)
return false;
// If we prefer to invalidate over waiting on the main frame, do the
// invalidation now.
if (!should_defer_invalidation_for_fast_main_frame_)
return false;
// If there is a request for a main frame, then this could either be a
// request that we need to respond to in this impl frame or its possible the
// request is for the next frame (a rAF issued at the beginning of the current
// main frame). In either case, defer invalidating so we can merge it with the
// main frame.
if (needs_begin_main_frame_)
return true;
// If the main frame was already sent, wait for the main thread to respond.
if (begin_main_frame_state_ == BeginMainFrameState::SENT)
return true;
// If the main thread committed during the last frame, i.e. it was not
// aborted, then we might get another main frame request later in the impl
// frame. This could be the case for a timer based animation running on the
// main thread which doesn't align with our vsync. For such cases,
// conservatively defer invalidating until the deadline.
if (last_frame_events_.did_commit_during_frame)
return true;
// If the main thread is not requesting any frames, perform the invalidation
// at the beginning of the impl frame.
return false;
}
void SchedulerStateMachine::WillPerformImplSideInvalidation() {
current_pending_tree_is_impl_side_ = true;
WillPerformImplSideInvalidationInternal();
}
void SchedulerStateMachine::WillPerformImplSideInvalidationInternal() {
DCHECK(needs_impl_side_invalidation_);
DCHECK(!has_pending_tree_);
needs_impl_side_invalidation_ = false;
has_pending_tree_ = true;
did_perform_impl_side_invalidation_ = true;
pending_tree_needs_first_draw_on_activation_ =
next_invalidation_needs_first_draw_on_activation_;
next_invalidation_needs_first_draw_on_activation_ = false;
// TODO(eseckler): Track impl-side invalidations for pending/active tree and
// CompositorFrame freshness computation.
}
bool SchedulerStateMachine::CouldCreatePendingTree() const {
// Can't create a new pending tree till the current one is activated.
if (has_pending_tree_)
return false;
// Can't make frames while we're invisible.
if (!visible_)
return false;
// If the viz::BeginFrameSource is paused, we will not be able to make any
// impl frames.
if (begin_frame_source_paused_)
return false;
// Don't create a pending tree till a frame sink is fully initialized. Check
// for the ACTIVE state explicitly instead of calling
// HasInitializedLayerTreeFrameSink() because that only checks if frame sink
// has been recreated, but doesn't check if we're waiting for first commit or
// activation.
if (layer_tree_frame_sink_state_ != LayerTreeFrameSinkState::ACTIVE)
return false;
return true;
}
void SchedulerStateMachine::WillSendBeginMainFrame() {
DCHECK(!has_pending_tree_ || settings_.main_frame_before_activation_enabled ||
current_pending_tree_is_impl_side_);
DCHECK(visible_);
DCHECK(!begin_frame_source_paused_);
DCHECK(!did_send_begin_main_frame_for_current_frame_);
if (begin_main_frame_state_ == BeginMainFrameState::IDLE) {
begin_main_frame_state_ = BeginMainFrameState::SENT;
} else {
// We are sending BMF to the main thread while the previous BMF has not yet
// finished commit on the impl thread.
DCHECK(settings_.main_frame_before_commit_enabled);
DCHECK_EQ(begin_main_frame_state_, BeginMainFrameState::READY_TO_COMMIT);
DCHECK_EQ(next_begin_main_frame_state_, BeginMainFrameState::IDLE);
next_begin_main_frame_state_ = BeginMainFrameState::SENT;
}
needs_begin_main_frame_ = false;
did_send_begin_main_frame_for_current_frame_ = true;
// TODO(szager): Make sure this doesn't break perfetto
last_frame_number_begin_main_frame_sent_ = current_frame_number_;
// Not setting this to Now(), as we align everything on the last impl frame,
// in order to avoid the effects of delay in-between BeginImplFrame and
// SendBeginMainFrame(), that might lead to frame pacing issues.
last_sent_begin_main_frame_time_ = last_begin_impl_frame_time_;
}
void SchedulerStateMachine::WillNotifyBeginMainFrameNotExpectedUntil() {
DCHECK(visible_);
DCHECK(!begin_frame_source_paused_);
DCHECK(BeginFrameNeeded() ||
begin_impl_frame_state_ != BeginImplFrameState::IDLE);
DCHECK(!did_notify_begin_main_frame_not_expected_until_);
did_notify_begin_main_frame_not_expected_until_ = true;
}
void SchedulerStateMachine::WillNotifyBeginMainFrameNotExpectedSoon() {
DCHECK(!BeginFrameNeeded());
DCHECK(begin_impl_frame_state_ == BeginImplFrameState::IDLE);
DCHECK(!did_notify_begin_main_frame_not_expected_soon_);
did_notify_begin_main_frame_not_expected_soon_ = true;
}
void SchedulerStateMachine::WillCommit(bool commit_has_no_updates) {
bool can_have_pending_tree =
commit_has_no_updates &&
(settings_.main_frame_before_activation_enabled ||
settings_.main_frame_before_commit_enabled ||
current_pending_tree_is_impl_side_);
DCHECK(!has_pending_tree_ || can_have_pending_tree);
DCHECK(settings_.main_frame_before_commit_enabled ||
next_begin_main_frame_state_ == BeginMainFrameState::IDLE);
DCHECK_LT(next_begin_main_frame_state_, BeginMainFrameState::READY_TO_COMMIT);
commit_count_++;
if (commit_has_no_updates) {
// Primary BMF was aborted, cannot have a pipelined BMF
DCHECK_EQ(next_begin_main_frame_state_, BeginMainFrameState::IDLE);
begin_main_frame_state_ = BeginMainFrameState::IDLE;
} else {
// Move the pipelined BMF state into the primary slot being vacated.
DCHECK(settings_.main_frame_before_commit_enabled ||
next_begin_main_frame_state_ == BeginMainFrameState::IDLE);
DCHECK_NE(next_begin_main_frame_state_,
BeginMainFrameState::READY_TO_COMMIT);
begin_main_frame_state_ = next_begin_main_frame_state_;
next_begin_main_frame_state_ = BeginMainFrameState::IDLE;
}
last_commit_had_no_updates_ = commit_has_no_updates;
did_commit_during_frame_ = true;
if (!commit_has_no_updates) {
// If there was a commit, the impl-side invalidations will be merged with
// it. We always fill the impl-side invalidation funnel here, even if no
// request was currently pending, to defer creating another pending tree and
// performing PrepareTiles until the next frame, in case the invalidation
// request is received after the commit.
if (needs_impl_side_invalidation_)
WillPerformImplSideInvalidationInternal();
did_perform_impl_side_invalidation_ = true;
// We have a new pending tree.
has_pending_tree_ = true;
pending_tree_needs_first_draw_on_activation_ = true;
pending_tree_is_ready_for_activation_ = false;
if (!active_tree_needs_first_draw_ ||
!settings_.wait_for_all_pipeline_stages_before_draw) {
// Wait for the new pending tree to become ready to draw, which may happen
// before or after activation (unless we're in full-pipeline mode and
// need first draw to come through).
active_tree_is_ready_to_draw_ = false;
}
}
// Update state related to forced draws.
if (forced_redraw_state_ == ForcedRedrawOnTimeoutState::WAITING_FOR_COMMIT) {
forced_redraw_state_ =
has_pending_tree_ ? ForcedRedrawOnTimeoutState::WAITING_FOR_ACTIVATION
: ForcedRedrawOnTimeoutState::WAITING_FOR_DRAW;
}
// Update the output surface state.
if (layer_tree_frame_sink_state_ ==
LayerTreeFrameSinkState::WAITING_FOR_FIRST_COMMIT) {
layer_tree_frame_sink_state_ =
has_pending_tree_
? LayerTreeFrameSinkState::WAITING_FOR_FIRST_ACTIVATION
: LayerTreeFrameSinkState::ACTIVE;
}
}
void SchedulerStateMachine::WillActivate() {
// We cannot activate the pending tree while paint worklets are still being
// processed; the pending tree *must* be fully painted before it can ever be
// activated because we cannot paint the active tree.
DCHECK(!processing_paint_worklets_for_pending_tree_);
if (layer_tree_frame_sink_state_ ==
LayerTreeFrameSinkState::WAITING_FOR_FIRST_ACTIVATION)
layer_tree_frame_sink_state_ = LayerTreeFrameSinkState::ACTIVE;
if (forced_redraw_state_ ==
ForcedRedrawOnTimeoutState::WAITING_FOR_ACTIVATION)
forced_redraw_state_ = ForcedRedrawOnTimeoutState::WAITING_FOR_DRAW;
has_pending_tree_ = false;
pending_tree_is_ready_for_activation_ = false;
needs_redraw_ = true;
active_tree_needs_first_draw_ = pending_tree_needs_first_draw_on_activation_;
pending_tree_needs_first_draw_on_activation_ = false;
waiting_for_activation_after_rendering_resumed_ = false;
previous_pending_tree_was_impl_side_ = current_pending_tree_is_impl_side_;
current_pending_tree_is_impl_side_ = false;
}
void SchedulerStateMachine::WillDrawInternal() {
// If a new active tree is pending after the one we are about to draw,
// the main thread is in a high latency mode.
// main_thread_missed_last_deadline_ is here in addition to
// OnBeginImplFrameIdle for cases where the scheduler aborts draws outside
// of the deadline.
main_thread_missed_last_deadline_ =
CommitPending() ||
(has_pending_tree_ && !current_pending_tree_is_impl_side_);
// We need to reset needs_redraw_ before we draw since the
// draw itself might request another draw.
needs_redraw_ = false;
did_draw_ = true;
active_tree_needs_first_draw_ = false;
last_frame_number_draw_performed_ = current_frame_number_;
if (forced_redraw_state_ == ForcedRedrawOnTimeoutState::WAITING_FOR_DRAW)
forced_redraw_state_ = ForcedRedrawOnTimeoutState::IDLE;
}
void SchedulerStateMachine::DidDrawInternal(DrawResult draw_result) {
switch (draw_result) {
case DrawResult::kInvalidResult:
NOTREACHED() << "Invalid return DrawResult:"
<< static_cast<int>(DrawResult::kInvalidResult);
case DrawResult::kAbortedCantDraw:
if (consecutive_cant_draw_count_++ < 3u) {
needs_redraw_ = true;
} else if (!settings_.using_synchronous_renderer_compositor) {
// We cannot enforce this for WebView, as we cannot prevent the
// application from attempting to force draws when we are unable to.
DUMP_WILL_BE_NOTREACHED()
<< consecutive_cant_draw_count_ << " consecutve draws"
<< " with DrawResult::kAbortedCantDraw result";
}
break;
case DrawResult::kAbortedDrainingPipeline:
case DrawResult::kSuccess:
consecutive_checkerboard_animations_ = 0;
consecutive_cant_draw_count_ = 0;
forced_redraw_state_ = ForcedRedrawOnTimeoutState::IDLE;
break;
case DrawResult::kAbortedCheckerboardAnimations:
DCHECK(!did_submit_in_last_frame_);
needs_begin_main_frame_ = true;
needs_redraw_ = true;
consecutive_checkerboard_animations_++;
consecutive_cant_draw_count_ = 0;
if (consecutive_checkerboard_animations_ >=
settings_.maximum_number_of_failed_draws_before_draw_is_forced &&
forced_redraw_state_ == ForcedRedrawOnTimeoutState::IDLE) {
// We need to force a draw, but it doesn't make sense to do this until
// we've committed and have new textures.
forced_redraw_state_ = ForcedRedrawOnTimeoutState::WAITING_FOR_COMMIT;
}
break;
case DrawResult::kAbortedMissingHighResContent:
DCHECK(!did_submit_in_last_frame_);
// It's not clear whether this missing content is because of missing
// pictures (which requires a commit) or because of memory pressure
// removing textures (which might not). To be safe, request a commit
// anyway.
needs_begin_main_frame_ = true;
consecutive_cant_draw_count_ = 0;
break;
}
}
void SchedulerStateMachine::WillDraw() {
DCHECK(!did_draw_);
WillDrawInternal();
// Set this to true to proactively request a new BeginFrame. We can't set this
// in WillDrawInternal because AbortDraw calls WillDrawInternal but shouldn't
// request another frame.
did_attempt_draw_in_last_frame_ = true;
}
void SchedulerStateMachine::DidDraw(DrawResult draw_result) {
draw_succeeded_in_last_frame_ = draw_result == DrawResult::kSuccess;
DidDrawInternal(draw_result);
}
void SchedulerStateMachine::SetNeedsImplSideInvalidation(
bool needs_first_draw_on_activation) {
needs_impl_side_invalidation_ = true;
next_invalidation_needs_first_draw_on_activation_ |=
needs_first_draw_on_activation;
}
void SchedulerStateMachine::SetMainThreadWantsBeginMainFrameNotExpectedMessages(
bool new_state) {
wants_begin_main_frame_not_expected_ = new_state;
}
void SchedulerStateMachine::AbortDraw() {
if (begin_frame_source_paused_) {
draw_aborted_for_paused_begin_frame_ = true;
}
// Pretend like the draw was successful.
// Note: We may abort at any time and cannot DCHECK that
// we haven't drawn in or swapped in the last frame here.
WillDrawInternal();
DidDrawInternal(DrawResult::kAbortedDrainingPipeline);
}
void SchedulerStateMachine::WillPrepareTiles() {
needs_prepare_tiles_ = false;
}
void SchedulerStateMachine::WillBeginLayerTreeFrameSinkCreation() {
DCHECK_EQ(layer_tree_frame_sink_state_, LayerTreeFrameSinkState::NONE);
layer_tree_frame_sink_state_ = LayerTreeFrameSinkState::CREATING;
// The following DCHECKs make sure we are in the proper quiescent state.
// The pipeline should be flushed entirely before we start output
// surface creation to avoid complicated corner cases.
DCHECK(begin_main_frame_state_ == BeginMainFrameState::IDLE);
DCHECK(next_begin_main_frame_state_ == BeginMainFrameState::IDLE);
DCHECK(!has_pending_tree_);
DCHECK(!active_tree_needs_first_draw_);
should_warm_up_ = false;
}
void SchedulerStateMachine::WillInvalidateLayerTreeFrameSink() {
DCHECK(!did_invalidate_layer_tree_frame_sink_);
did_invalidate_layer_tree_frame_sink_ = true;
last_frame_number_invalidate_layer_tree_frame_sink_performed_ =
current_frame_number_;
}
bool SchedulerStateMachine::BeginFrameNeededForVideo() const {
return video_needs_begin_frames_;
}
bool SchedulerStateMachine::BeginFrameNeeded() const {
// If we shouldn't subscribe to BeginFrames it implies BeginFrames are not
// needed.
if (!ShouldSubscribeToBeginFrames())
return false;
if (!pause_rendering_)
return true;
// Drain any in-flight main frame updates before pausing impl frames.
if (begin_main_frame_state_ != BeginMainFrameState::IDLE)
return true;
// If a pending tree exists, activate and draw before pausing impl frames.
if (has_pending_tree_)
return true;
// If a newly activated tree hasn't been drawn yet, draw it before pausing
// impl frames.
if (active_tree_needs_first_draw_)
return true;
return false;
}
bool SchedulerStateMachine::ShouldSubscribeToBeginFrames() const {
// We can't handle BeginFrames when output surface isn't initialized.
// TODO(brianderson): Support output surface creation inside a BeginFrame.
if (!HasInitializedLayerTreeFrameSink())
return false;
// The propagation of the needsBeginFrame signal to viz is inherently racy
// with issuing the next BeginFrame. In full-pipe mode, it is important we
// don't miss a BeginFrame because our needsBeginFrames signal propagated to
// viz too slowly. To avoid the race, we simply always request BeginFrames
// from viz.
if (settings_.wait_for_all_pipeline_stages_before_draw)
return true;
// If we are not visible, we don't need BeginFrame messages.
if (!visible_)
return false;
return BeginFrameRequiredForAction() || BeginFrameNeededForVideo() ||
ProactiveBeginFrameWanted();
}
void SchedulerStateMachine::SetVideoNeedsBeginFrames(
bool video_needs_begin_frames) {
video_needs_begin_frames_ = video_needs_begin_frames;
}
void SchedulerStateMachine::SetDeferBeginMainFrame(
bool defer_begin_main_frame) {
defer_begin_main_frame_ = defer_begin_main_frame;
}
void SchedulerStateMachine::SetPauseRendering(bool pause_rendering) {
if (pause_rendering_ == pause_rendering) {
return;
}
pause_rendering_ = pause_rendering;
// When resuming rendering, main thread always commits at least one frame.
// Dont draw any impl frames until this commit is activated.
waiting_for_activation_after_rendering_resumed_ = !pause_rendering_;
}
// These are the cases where we require a BeginFrame message to make progress
// on requested actions.
bool SchedulerStateMachine::BeginFrameRequiredForAction() const {
// The forced draw respects our normal draw scheduling, so we need to
// request a BeginImplFrame for it.
if (forced_redraw_state_ == ForcedRedrawOnTimeoutState::WAITING_FOR_DRAW)
return true;
return needs_redraw_ || needs_one_begin_impl_frame_ ||
(needs_begin_main_frame_ && !defer_begin_main_frame_) ||
needs_impl_side_invalidation_;
}
// These are cases where we are very likely want a BeginFrame message in the
// near future. Proactively requesting the BeginImplFrame helps hide the round
// trip latency of the SetNeedsBeginFrame request that has to go to the
// Browser.
// This includes things like drawing soon, but might not actually have a new
// frame to draw when we receive the next BeginImplFrame.
bool SchedulerStateMachine::ProactiveBeginFrameWanted() const {
// Do not be proactive when invisible.
if (!visible_)
return false;
// We should proactively request a BeginImplFrame if a commit is pending
// because we will want to draw if the commit completes quickly. Do not
// request frames when commits are disabled, because the frame requests will
// not provide the needed commit (and will wake up the process when it could
// stay idle).
if ((begin_main_frame_state_ != BeginMainFrameState::IDLE) &&
!defer_begin_main_frame_)
return true;
// If the pending tree activates quickly, we'll want a BeginImplFrame soon
// to draw the new active tree.
if (has_pending_tree_)
return true;
// Changing priorities may allow us to activate (given the new priorities),
// which may result in a new frame.
if (needs_prepare_tiles_)
return true;
// If we just tried to draw, it's likely that we are going to produce another
// frame soon. This helps avoid negative glitches in our SetNeedsBeginFrame
// requests, which may propagate to the BeginImplFrame provider and get
// sampled at an inopportune time, delaying the next BeginImplFrame.
if (did_attempt_draw_in_last_frame_)
return true;
// If the last commit was aborted because of early out (no updates), we should
// still want a begin frame in case there is a commit coming again.
if (last_commit_had_no_updates_)
return true;
// If there is active interaction happening (e.g. scroll/pinch), then keep
// reqeusting frames.
if (tree_priority_ == SMOOTHNESS_TAKES_PRIORITY)
return true;
return false;
}
void SchedulerStateMachine::OnBeginImplFrame(const viz::BeginFrameArgs& args) {
begin_impl_frame_state_ = BeginImplFrameState::INSIDE_BEGIN_FRAME;
current_frame_number_++;
begin_frame_is_animate_only_ = args.animate_only;
// Pin the timestamp as passed from the caller. This makes timestamps more
// consistent, and insensitive to e.g. descheduling between receiving a
// BeginFrame() call, and actually getting to BeginImplFrame().
last_begin_impl_frame_time_ = args.frame_time;
// Cache the values from the previous impl frame before reseting them for this
// frame.
last_frame_events_.commit_had_no_updates = last_commit_had_no_updates_;
last_frame_events_.did_commit_during_frame = did_commit_during_frame_;
last_commit_had_no_updates_ = false;
did_attempt_draw_in_last_frame_ = false;
draw_succeeded_in_last_frame_ = false;
did_submit_in_last_frame_ = false;
needs_one_begin_impl_frame_ = false;
did_notify_begin_main_frame_not_expected_until_ = false;
did_notify_begin_main_frame_not_expected_soon_ = false;
did_send_begin_main_frame_for_current_frame_ = false;
did_commit_during_frame_ = false;
did_invalidate_layer_tree_frame_sink_ = false;
did_perform_impl_side_invalidation_ = false;
waiting_for_scroll_event_ = false;
}
void SchedulerStateMachine::OnBeginImplFrameDeadline() {
begin_impl_frame_state_ = BeginImplFrameState::INSIDE_DEADLINE;
// Clear funnels for any actions we perform during the deadline.
did_draw_ = false;
}
void SchedulerStateMachine::OnBeginImplFrameIdle() {
begin_impl_frame_state_ = BeginImplFrameState::IDLE;
// Count any prepare tiles that happens in commits in between frames. We want
// to prevent a prepare tiles during the next frame's deadline in that case.
// This also allows synchronous compositor to do one PrepareTiles per draw.
// This is same as the old prepare tiles funnel behavior.
did_prepare_tiles_ = false;
// If a new or undrawn active tree is pending after the deadline,
// then the main thread is in a high latency mode.
main_thread_missed_last_deadline_ =
CommitPending() || has_pending_tree_ || active_tree_needs_first_draw_;
// If we're entering a state where we won't get BeginFrames set all the
// funnels so that we don't perform any actions that we shouldn't.
if (!BeginFrameNeeded())
did_send_begin_main_frame_for_current_frame_ = true;
}
SchedulerStateMachine::BeginImplFrameDeadlineMode
SchedulerStateMachine::CurrentBeginImplFrameDeadlineMode() const {
const bool outside_begin_frame =
begin_impl_frame_state_ != BeginImplFrameState::INSIDE_BEGIN_FRAME;
if (settings_.using_synchronous_renderer_compositor || outside_begin_frame) {
// No deadline for synchronous compositor, or when outside the begin frame.
return BeginImplFrameDeadlineMode::NONE;
} else if (ShouldBlockDeadlineIndefinitely()) {
// We do not want to wait for a deadline because we're waiting for full
// pipeline to be flushed for headless.
return BeginImplFrameDeadlineMode::BLOCKED;
} else if (ShouldTriggerBeginImplFrameDeadlineImmediately()) {
if (ShouldWaitForScrollEvent()) {
// We are scrolling but have not received a scroll event for this begin
// frame. We want to wait before attempting to draw.
return BeginImplFrameDeadlineMode::WAIT_FOR_SCROLL;
}
// We are ready to draw a new active tree immediately because there's no
// commit expected or we're prioritizing active tree latency.
return BeginImplFrameDeadlineMode::IMMEDIATE;
} else if (needs_redraw_) {
// We have an animation or fast input path on the impl thread that wants
// to draw, so don't wait too long for a new active tree.
return BeginImplFrameDeadlineMode::REGULAR;
} else {
// The impl thread doesn't have anything it wants to draw and we are just
// waiting for a new active tree.
return BeginImplFrameDeadlineMode::LATE;
}
}
bool SchedulerStateMachine::ShouldWaitForScrollEvent() const {
// We only apply this mode during frame production
if (begin_impl_frame_state_ != BeginImplFrameState::INSIDE_BEGIN_FRAME) {
return false;
}
// Once the deadline has been triggered, we should stop waiting.
if (begin_impl_frame_state_ == BeginImplFrameState::INSIDE_DEADLINE) {
return false;
}
// We are scrolling but have not received a scroll event for this begin frame.
if (settings_.scroll_deadline_mode_enabled && is_scrolling_ &&
waiting_for_scroll_event_) {
return true;
}
return false;
}
bool SchedulerStateMachine::ShouldTriggerBeginImplFrameDeadlineImmediately()
const {
// If we aborted the current frame we should end the deadline right now.
if (ShouldAbortCurrentFrame() && !has_pending_tree_)
return true;
// Throttle the deadline on CompositorFrameAck since we wont draw and submit
// anyway.
if (IsDrawThrottled())
return false;
// Delay immediate draws when we have pending animation worklet updates to
// give them time to produce output before we draw.
if (processing_animation_worklets_for_active_tree_)
return false;
// In full-pipe mode, we just gave all pipeline stages a chance to contribute.
// We shouldn't wait any longer in any case - even if there are no updates.
if (settings_.wait_for_all_pipeline_stages_before_draw)
return true;
if (active_tree_needs_first_draw_)
return true;
// TODO(XXX): This condition should not need to be there. There was an attempt
// to remove it, which was reverted due to regressions (see
// https://chromium-review.googlesource.com/c/chromium/src/+/1211664).
// Investigate why this is the case.
if (!needs_redraw_)
return false;
// We did not send a BeginMainFrame() and main is not busy, we can trigger the
// deadline immediately.
bool wait_for_main = CommitPending() || has_pending_tree_;
if (last_begin_impl_frame_time_ != last_sent_begin_main_frame_time_ &&
!wait_for_main) {
TRACE_EVENT_INSTANT("cc", "TriggerDeadlineDueToThrottling");
return true;
}
// This is used to prioritize impl-thread draws when the main thread isn't
// producing anything, e.g., after an aborted commit. We also check that we
// don't have a pending tree -- otherwise we should give it a chance to
// activate.
// TODO(skyostil): Revisit this when we have more accurate deadline estimates.
if (!wait_for_main) {
return true;
}
// Prioritize impl-thread draws in ImplLatencyTakesPriority mode.
if (ImplLatencyTakesPriority())
return true;
return false;
}
bool SchedulerStateMachine::ShouldBlockDeadlineIndefinitely() const {
if (!settings_.wait_for_all_pipeline_stages_before_draw &&
!settings_.commit_to_active_tree) {
return false;
}
// Avoid blocking for any reason if we don't have a layer tree frame sink or
// are invisible.
if (layer_tree_frame_sink_state_ == LayerTreeFrameSinkState::NONE)
return false;
if (!visible_)
return false;
// Do not wait for main frame to be ready for commits if in full-pipe mode,
// if we're deferring commits, as the main thread may be blocked on paused
// virtual time, causing deadlock against external frame control.
if (defer_begin_main_frame_ &&
settings_.wait_for_all_pipeline_stages_before_draw) {
return false;
}
// Wait for main frame if one is in progress or about to be started.
if (ShouldSendBeginMainFrame())
return true;
if (begin_main_frame_state_ != BeginMainFrameState::IDLE)
return true;
// Wait for tiles and activation.
if (has_pending_tree_)
return true;
// Avoid blocking for draw when we can't draw. We block in the above cases
// even if we cannot draw, because we may still be waiting for the first
// active tree.
if (!can_draw_)
return false;
// Wait for remaining tiles and draw.
if (!active_tree_is_ready_to_draw_)
return true;
return false;
}
void SchedulerStateMachine::FrameIntervalUpdated(
base::TimeDelta frame_interval) {
unthrottled_frame_interval_ = frame_interval;
// We only want to evaluate the feature on clients that see short VSync
// intervals, to have the control and experiment only contain high refresh
// rate clients. This ignores 90Hz displays, on purpose, and adds some
// leeway.
//
// Apply some slack, so that if for some reason the interval is a bit larger
// than 8.33333333333333ms, then we catch it still.
constexpr float kSlackFactor = .9;
bool fast_vsync_interval =
frame_interval < base::Hertz(120) * (1 / kSlackFactor);
if (fast_vsync_interval) {
features::SetIsEligibleForThrottleMainFrameTo60Hz(true);
}
if (fast_vsync_interval &&
base::FeatureList::IsEnabled(features::kThrottleMainFrameTo60Hz)) {
// Here as well, use a slack factor, to make sure that small timing
// variations don't result in uneven pacing.
//
// Use interval / 2 rather than an actual interval as refresh rates are
// not necessarily 120: it could be something really close, or it could be
// 144Hz for instance.
main_frame_throttled_interval_ = kSlackFactor * frame_interval * 2;
TRACE_EVENT("cc", "ThrottleMainFrame", "interval",
main_frame_throttled_interval_);
} else {
main_frame_throttled_interval_ = base::TimeDelta();
}
}
bool SchedulerStateMachine::IsDrawThrottled() const {
return pending_submit_frames_ >= kMaxPendingSubmitFrames &&
!settings_.disable_frame_rate_limit;
}
void SchedulerStateMachine::SetVisible(bool visible) {
if (visible_ == visible)
return;
visible_ = visible;
if (visible) {
main_thread_missed_last_deadline_ = false;
should_warm_up_ = false;
}
did_prepare_tiles_ = false;
}
void SchedulerStateMachine::SetShouldWarmUp() {
should_warm_up_ = true;
}
void SchedulerStateMachine::SetBeginFrameSourcePaused(bool paused) {
begin_frame_source_paused_ = paused;
if (!paused) {
needs_redraw_ = draw_aborted_for_paused_begin_frame_;
draw_aborted_for_paused_begin_frame_ = false;
}
}
void SchedulerStateMachine::SetResourcelessSoftwareDraw(
bool resourceless_draw) {
resourceless_draw_ = resourceless_draw;
}
void SchedulerStateMachine::SetCanDraw(bool can_draw) {
can_draw_ = can_draw;
}
void SchedulerStateMachine::SetSkipDraw(bool skip_draw) {
skip_draw_ = skip_draw;
}
void SchedulerStateMachine::SetNeedsRedraw() {
needs_redraw_ = true;
}
void SchedulerStateMachine::SetNeedsPrepareTiles() {
if (!needs_prepare_tiles_) {
TRACE_EVENT0("cc", "SchedulerStateMachine::SetNeedsPrepareTiles");
needs_prepare_tiles_ = true;
}
}
void SchedulerStateMachine::DidSubmitCompositorFrame() {
TRACE_EVENT_NESTABLE_ASYNC_BEGIN1("cc", "Scheduler:pending_submit_frames",
TRACE_ID_LOCAL(this), "pending_frames",
pending_submit_frames_);
// If we are running with no frame rate limits, the GPU process can submit
// a new BeginFrame request if the deadline for the pending BeginFrame
// request expires. It will basically cause this DCHECK to fire as we may
// not have received acks for previously submitted requests.
// Please see SchedulerStateMachine::IsDrawThrottled() where throttling
// is disabled when the disable_frame_rate_limit setting is enabled.
// TODO(ananta/jonross/sunnyps)
// http://crbug.com/346931323
// We should remove or change this once VRR support is implemented for
// Windows and other platforms potentially.
if (!settings_.disable_frame_rate_limit) {
DCHECK_LT(pending_submit_frames_, kMaxPendingSubmitFrames);
}
pending_submit_frames_++;
submit_frames_with_current_layer_tree_frame_sink_++;
did_submit_in_last_frame_ = true;
last_frame_number_submit_performed_ = current_frame_number_;
}
void SchedulerStateMachine::DidReceiveCompositorFrameAck() {
TRACE_EVENT_NESTABLE_ASYNC_END1("cc", "Scheduler:pending_submit_frames",
TRACE_ID_LOCAL(this), "pending_frames",
pending_submit_frames_);
pending_submit_frames_--;
}
void SchedulerStateMachine::SetTreePrioritiesAndScrollState(
TreePriority tree_priority,
ScrollHandlerState scroll_handler_state) {
tree_priority_ = tree_priority;
scroll_handler_state_ = scroll_handler_state;
}
void SchedulerStateMachine::SetCriticalBeginMainFrameToActivateIsFast(
bool is_fast) {
critical_begin_main_frame_to_activate_is_fast_ = is_fast;
}
bool SchedulerStateMachine::ImplLatencyTakesPriority() const {
// Attempt to synchronize with the main thread if it has a scroll listener
// and is fast.
if (ScrollHandlerState::SCROLL_AFFECTS_SCROLL_HANDLER ==
scroll_handler_state_ &&
critical_begin_main_frame_to_activate_is_fast_)
return false;
// Don't wait for the main thread if we are prioritizing smoothness.
if (SMOOTHNESS_TAKES_PRIORITY == tree_priority_)
return true;
return false;
}
void SchedulerStateMachine::SetNeedsBeginMainFrame(bool now) {
TRACE_EVENT1("cc", __PRETTY_FUNCTION__, "now", now);
needs_begin_main_frame_ = true;
if (now) {
last_sent_begin_main_frame_time_ = base::TimeTicks();
}
}
void SchedulerStateMachine::SetNeedsOneBeginImplFrame() {
needs_one_begin_impl_frame_ = true;
}
void SchedulerStateMachine::NotifyReadyToCommit() {
DCHECK_EQ(begin_main_frame_state_, BeginMainFrameState::SENT);
begin_main_frame_state_ = BeginMainFrameState::READY_TO_COMMIT;
// In commit_to_active_tree mode, commit should happen right after BeginFrame,
// meaning when this function is called, next action should be commit.
DCHECK(!settings_.commit_to_active_tree || ShouldCommit());
}
void SchedulerStateMachine::BeginMainFrameAborted(CommitEarlyOutReason reason) {
if (begin_main_frame_state_ == BeginMainFrameState::SENT) {
DCHECK_EQ(next_begin_main_frame_state_, BeginMainFrameState::IDLE);
// If the main thread aborted, it doesn't matter if the main thread missed
// the last deadline since it didn't have an update anyway.
main_thread_missed_last_deadline_ = false;
switch (reason) {
case CommitEarlyOutReason::kAbortedNotVisible:
case CommitEarlyOutReason::kAbortedDeferredMainFrameUpdate:
case CommitEarlyOutReason::kAbortedDeferredCommit:
// TODO(rendering-core) For kAbortedDeferredCommit we may wish to do
// something different because we have updated the main frame, but we
// have not committed it. So we do not necessarily need a begin main
// frame but we do need a commit for the frame we deferred. In practice
// the next BeginMainFrame after the deferred commit timeout will cause
// a commit, but it might come later than optimal.
begin_main_frame_state_ = BeginMainFrameState::IDLE;
SetNeedsBeginMainFrame(/* now = */ false);
break;
case CommitEarlyOutReason::kFinishedNoUpdates:
WillCommit(/*commit_had_no_updates=*/true);
break;
}
} else {
DCHECK(settings_.main_frame_before_commit_enabled);
DCHECK_EQ(next_begin_main_frame_state_, BeginMainFrameState::SENT);
DCHECK_EQ(begin_main_frame_state_, BeginMainFrameState::READY_TO_COMMIT);
next_begin_main_frame_state_ = BeginMainFrameState::IDLE;
switch (reason) {
case CommitEarlyOutReason::kAbortedNotVisible:
case CommitEarlyOutReason::kAbortedDeferredMainFrameUpdate:
case CommitEarlyOutReason::kAbortedDeferredCommit:
SetNeedsBeginMainFrame(/* now = */ false);
break;
case CommitEarlyOutReason::kFinishedNoUpdates:
commit_count_++;
break;
}
}
}
void SchedulerStateMachine::DidPrepareTiles() {
needs_prepare_tiles_ = false;
did_prepare_tiles_ = true;
}
void SchedulerStateMachine::DidLoseLayerTreeFrameSink() {
if (layer_tree_frame_sink_state_ == LayerTreeFrameSinkState::NONE ||
layer_tree_frame_sink_state_ == LayerTreeFrameSinkState::CREATING)
return;
layer_tree_frame_sink_state_ = LayerTreeFrameSinkState::NONE;
needs_redraw_ = false;
}
bool SchedulerStateMachine::NotifyReadyToActivate() {
// It is not valid for clients to try and activate the pending tree whilst
// paint worklets are still being processed; the pending tree *must* be fully
// painted before it can ever be activated (even if e.g. it is not visible),
// because we cannot paint the active tree.
DCHECK(!processing_paint_worklets_for_pending_tree_);
if (!has_pending_tree_ || pending_tree_is_ready_for_activation_)
return false;
pending_tree_is_ready_for_activation_ = true;
return true;
}
bool SchedulerStateMachine::IsReadyToActivate() {
return pending_tree_is_ready_for_activation_;
}
void SchedulerStateMachine::NotifyReadyToDraw() {
active_tree_is_ready_to_draw_ = true;
}
void SchedulerStateMachine::NotifyAnimationWorkletStateChange(
AnimationWorkletState state,
TreeType tree) {
if (tree == TreeType::ACTIVE) {
switch (state) {
case AnimationWorkletState::PROCESSING:
DCHECK_GE(processing_animation_worklets_for_active_tree_, 0);
DCHECK_LE(processing_animation_worklets_for_active_tree_, 1);
processing_animation_worklets_for_active_tree_++;
break;
case AnimationWorkletState::IDLE:
DCHECK_LE(processing_animation_worklets_for_active_tree_, 2);
DCHECK_GE(processing_animation_worklets_for_active_tree_, 1);
processing_animation_worklets_for_active_tree_--;
}
} else {
processing_animation_worklets_for_pending_tree_ =
(state == AnimationWorkletState::PROCESSING);
}
}
void SchedulerStateMachine::NotifyPaintWorkletStateChange(
PaintWorkletState state) {
bool processing_paint_worklets_for_pending_tree =
(state == PaintWorkletState::PROCESSING);
DCHECK_NE(processing_paint_worklets_for_pending_tree,
processing_paint_worklets_for_pending_tree_);
processing_paint_worklets_for_pending_tree_ =
processing_paint_worklets_for_pending_tree;
}
void SchedulerStateMachine::DidCreateAndInitializeLayerTreeFrameSink() {
DCHECK_EQ(layer_tree_frame_sink_state_, LayerTreeFrameSinkState::CREATING);
layer_tree_frame_sink_state_ =
LayerTreeFrameSinkState::WAITING_FOR_FIRST_COMMIT;
if (did_create_and_initialize_first_layer_tree_frame_sink_) {
// TODO(boliu): See if we can remove this when impl-side painting is always
// on. Does anything on the main thread need to update after recreate?
needs_begin_main_frame_ = true;
}
did_create_and_initialize_first_layer_tree_frame_sink_ = true;
pending_submit_frames_ = 0;
submit_frames_with_current_layer_tree_frame_sink_ = 0;
main_thread_missed_last_deadline_ = false;
}
bool SchedulerStateMachine::HasInitializedLayerTreeFrameSink() const {
switch (layer_tree_frame_sink_state_) {
case LayerTreeFrameSinkState::NONE:
case LayerTreeFrameSinkState::CREATING:
return false;
case LayerTreeFrameSinkState::ACTIVE:
case LayerTreeFrameSinkState::WAITING_FOR_FIRST_COMMIT:
case LayerTreeFrameSinkState::WAITING_FOR_FIRST_ACTIVATION:
return true;
}
NOTREACHED();
}
void SchedulerStateMachine::SetShouldThrottleFrameRate(bool flag) {
if (base::FeatureList::IsEnabled(features::kRenderThrottleFrameRate)) {
throttle_frame_rate_ = flag;
}
}
base::TimeDelta SchedulerStateMachine::MainFrameThrottledInterval() const {
if (!throttle_frame_rate_) {
return main_frame_throttled_interval_;
} else {
auto throttled_interval =
std::max(base::Hertz(features::kRenderThrottledFrameIntervalHz.Get()),
main_frame_throttled_interval_);
if (throttled_interval < unthrottled_frame_interval_) {
return base::TimeDelta();
}
return throttled_interval;
}
}
} // namespace cc
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