| // 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_state_machine.h" |
| |
| #include "base/debug/trace_event.h" |
| #include "base/debug/trace_event_argument.h" |
| #include "base/format_macros.h" |
| #include "base/logging.h" |
| #include "base/strings/stringprintf.h" |
| #include "base/values.h" |
| #include "ui/gfx/frame_time.h" |
| |
| namespace cc { |
| |
| SchedulerStateMachine::SchedulerStateMachine(const SchedulerSettings& settings) |
| : settings_(settings), |
| output_surface_state_(OUTPUT_SURFACE_LOST), |
| begin_impl_frame_state_(BEGIN_IMPL_FRAME_STATE_IDLE), |
| commit_state_(COMMIT_STATE_IDLE), |
| forced_redraw_state_(FORCED_REDRAW_STATE_IDLE), |
| commit_count_(0), |
| current_frame_number_(0), |
| last_frame_number_animate_performed_(-1), |
| last_frame_number_swap_performed_(-1), |
| last_frame_number_swap_requested_(-1), |
| last_frame_number_begin_main_frame_sent_(-1), |
| prepare_tiles_funnel_(0), |
| consecutive_checkerboard_animations_(0), |
| max_pending_swaps_(1), |
| pending_swaps_(0), |
| needs_redraw_(false), |
| needs_animate_(false), |
| needs_prepare_tiles_(false), |
| needs_commit_(false), |
| inside_poll_for_anticipated_draw_triggers_(false), |
| visible_(false), |
| can_start_(false), |
| can_draw_(false), |
| has_pending_tree_(false), |
| pending_tree_is_ready_for_activation_(false), |
| active_tree_needs_first_draw_(false), |
| did_commit_after_animating_(false), |
| did_create_and_initialize_first_output_surface_(false), |
| impl_latency_takes_priority_(false), |
| skip_next_begin_main_frame_to_reduce_latency_(false), |
| skip_begin_main_frame_to_reduce_latency_(false), |
| continuous_painting_(false), |
| impl_latency_takes_priority_on_battery_(false), |
| children_need_begin_frames_(false) { |
| } |
| |
| const char* SchedulerStateMachine::OutputSurfaceStateToString( |
| OutputSurfaceState state) { |
| switch (state) { |
| case OUTPUT_SURFACE_ACTIVE: |
| return "OUTPUT_SURFACE_ACTIVE"; |
| case OUTPUT_SURFACE_LOST: |
| return "OUTPUT_SURFACE_LOST"; |
| case OUTPUT_SURFACE_CREATING: |
| return "OUTPUT_SURFACE_CREATING"; |
| case OUTPUT_SURFACE_WAITING_FOR_FIRST_COMMIT: |
| return "OUTPUT_SURFACE_WAITING_FOR_FIRST_COMMIT"; |
| case OUTPUT_SURFACE_WAITING_FOR_FIRST_ACTIVATION: |
| return "OUTPUT_SURFACE_WAITING_FOR_FIRST_ACTIVATION"; |
| } |
| NOTREACHED(); |
| return "???"; |
| } |
| |
| const char* SchedulerStateMachine::BeginImplFrameStateToString( |
| BeginImplFrameState state) { |
| switch (state) { |
| case BEGIN_IMPL_FRAME_STATE_IDLE: |
| return "BEGIN_IMPL_FRAME_STATE_IDLE"; |
| case BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING: |
| return "BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING"; |
| case BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME: |
| return "BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME"; |
| case BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE: |
| return "BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE"; |
| } |
| NOTREACHED(); |
| return "???"; |
| } |
| |
| const char* SchedulerStateMachine::CommitStateToString(CommitState state) { |
| switch (state) { |
| case COMMIT_STATE_IDLE: |
| return "COMMIT_STATE_IDLE"; |
| case COMMIT_STATE_BEGIN_MAIN_FRAME_SENT: |
| return "COMMIT_STATE_BEGIN_MAIN_FRAME_SENT"; |
| case COMMIT_STATE_BEGIN_MAIN_FRAME_STARTED: |
| return "COMMIT_STATE_BEGIN_MAIN_FRAME_STARTED"; |
| case COMMIT_STATE_READY_TO_COMMIT: |
| return "COMMIT_STATE_READY_TO_COMMIT"; |
| case COMMIT_STATE_WAITING_FOR_ACTIVATION: |
| return "COMMIT_STATE_WAITING_FOR_ACTIVATION"; |
| case COMMIT_STATE_WAITING_FOR_DRAW: |
| return "COMMIT_STATE_WAITING_FOR_DRAW"; |
| } |
| NOTREACHED(); |
| return "???"; |
| } |
| |
| const char* SchedulerStateMachine::ForcedRedrawOnTimeoutStateToString( |
| ForcedRedrawOnTimeoutState state) { |
| switch (state) { |
| case FORCED_REDRAW_STATE_IDLE: |
| return "FORCED_REDRAW_STATE_IDLE"; |
| case FORCED_REDRAW_STATE_WAITING_FOR_COMMIT: |
| return "FORCED_REDRAW_STATE_WAITING_FOR_COMMIT"; |
| case FORCED_REDRAW_STATE_WAITING_FOR_ACTIVATION: |
| return "FORCED_REDRAW_STATE_WAITING_FOR_ACTIVATION"; |
| case FORCED_REDRAW_STATE_WAITING_FOR_DRAW: |
| return "FORCED_REDRAW_STATE_WAITING_FOR_DRAW"; |
| } |
| NOTREACHED(); |
| return "???"; |
| } |
| |
| const char* SchedulerStateMachine::ActionToString(Action action) { |
| switch (action) { |
| case ACTION_NONE: |
| return "ACTION_NONE"; |
| case ACTION_ANIMATE: |
| return "ACTION_ANIMATE"; |
| case ACTION_SEND_BEGIN_MAIN_FRAME: |
| return "ACTION_SEND_BEGIN_MAIN_FRAME"; |
| case ACTION_COMMIT: |
| return "ACTION_COMMIT"; |
| case ACTION_ACTIVATE_SYNC_TREE: |
| return "ACTION_ACTIVATE_SYNC_TREE"; |
| case ACTION_DRAW_AND_SWAP_IF_POSSIBLE: |
| return "ACTION_DRAW_AND_SWAP_IF_POSSIBLE"; |
| case ACTION_DRAW_AND_SWAP_FORCED: |
| return "ACTION_DRAW_AND_SWAP_FORCED"; |
| case ACTION_DRAW_AND_SWAP_ABORT: |
| return "ACTION_DRAW_AND_SWAP_ABORT"; |
| case ACTION_BEGIN_OUTPUT_SURFACE_CREATION: |
| return "ACTION_BEGIN_OUTPUT_SURFACE_CREATION"; |
| case ACTION_PREPARE_TILES: |
| return "ACTION_PREPARE_TILES"; |
| } |
| NOTREACHED(); |
| return "???"; |
| } |
| |
| scoped_refptr<base::debug::ConvertableToTraceFormat> |
| SchedulerStateMachine::AsValue() const { |
| scoped_refptr<base::debug::TracedValue> state = |
| new base::debug::TracedValue(); |
| AsValueInto(state.get(), gfx::FrameTime::Now()); |
| return state; |
| } |
| |
| void SchedulerStateMachine::AsValueInto(base::debug::TracedValue* state, |
| base::TimeTicks now) const { |
| state->BeginDictionary("major_state"); |
| state->SetString("next_action", ActionToString(NextAction())); |
| state->SetString("begin_impl_frame_state", |
| BeginImplFrameStateToString(begin_impl_frame_state_)); |
| state->SetString("commit_state", CommitStateToString(commit_state_)); |
| state->SetString("output_surface_state_", |
| OutputSurfaceStateToString(output_surface_state_)); |
| state->SetString("forced_redraw_state", |
| ForcedRedrawOnTimeoutStateToString(forced_redraw_state_)); |
| state->EndDictionary(); |
| |
| state->BeginDictionary("major_timestamps_in_ms"); |
| state->SetDouble("0_interval", |
| begin_impl_frame_args_.interval.InMicroseconds() / 1000.0L); |
| state->SetDouble( |
| "1_now_to_deadline", |
| (begin_impl_frame_args_.deadline - now).InMicroseconds() / 1000.0L); |
| state->SetDouble( |
| "2_frame_time_to_now", |
| (now - begin_impl_frame_args_.frame_time).InMicroseconds() / 1000.0L); |
| state->SetDouble("3_frame_time_to_deadline", |
| (begin_impl_frame_args_.deadline - |
| begin_impl_frame_args_.frame_time).InMicroseconds() / |
| 1000.0L); |
| state->SetDouble("4_now", |
| (now - base::TimeTicks()).InMicroseconds() / 1000.0L); |
| state->SetDouble( |
| "5_frame_time", |
| (begin_impl_frame_args_.frame_time - base::TimeTicks()).InMicroseconds() / |
| 1000.0L); |
| state->SetDouble( |
| "6_deadline", |
| (begin_impl_frame_args_.deadline - base::TimeTicks()).InMicroseconds() / |
| 1000.0L); |
| state->EndDictionary(); |
| |
| state->BeginDictionary("minor_state"); |
| state->SetInteger("commit_count", commit_count_); |
| state->SetInteger("current_frame_number", current_frame_number_); |
| |
| state->SetInteger("last_frame_number_animate_performed", |
| last_frame_number_animate_performed_); |
| state->SetInteger("last_frame_number_swap_performed", |
| last_frame_number_swap_performed_); |
| state->SetInteger("last_frame_number_swap_requested", |
| last_frame_number_swap_requested_); |
| state->SetInteger("last_frame_number_begin_main_frame_sent", |
| last_frame_number_begin_main_frame_sent_); |
| |
| state->SetInteger("prepare_tiles_funnel", prepare_tiles_funnel_); |
| state->SetInteger("consecutive_checkerboard_animations", |
| consecutive_checkerboard_animations_); |
| state->SetInteger("max_pending_swaps_", max_pending_swaps_); |
| state->SetInteger("pending_swaps_", pending_swaps_); |
| state->SetBoolean("needs_redraw", needs_redraw_); |
| state->SetBoolean("needs_animate_", needs_animate_); |
| state->SetBoolean("needs_prepare_tiles", needs_prepare_tiles_); |
| state->SetBoolean("needs_commit", needs_commit_); |
| state->SetBoolean("visible", visible_); |
| state->SetBoolean("can_start", can_start_); |
| state->SetBoolean("can_draw", can_draw_); |
| state->SetBoolean("has_pending_tree", has_pending_tree_); |
| state->SetBoolean("pending_tree_is_ready_for_activation", |
| pending_tree_is_ready_for_activation_); |
| state->SetBoolean("active_tree_needs_first_draw", |
| active_tree_needs_first_draw_); |
| state->SetBoolean("did_commit_after_animating", did_commit_after_animating_); |
| state->SetBoolean("did_create_and_initialize_first_output_surface", |
| did_create_and_initialize_first_output_surface_); |
| state->SetBoolean("impl_latency_takes_priority", |
| impl_latency_takes_priority_); |
| state->SetBoolean("main_thread_is_in_high_latency_mode", |
| MainThreadIsInHighLatencyMode()); |
| state->SetBoolean("skip_begin_main_frame_to_reduce_latency", |
| skip_begin_main_frame_to_reduce_latency_); |
| state->SetBoolean("skip_next_begin_main_frame_to_reduce_latency", |
| skip_next_begin_main_frame_to_reduce_latency_); |
| state->SetBoolean("continuous_painting", continuous_painting_); |
| state->SetBoolean("impl_latency_takes_priority_on_battery", |
| impl_latency_takes_priority_on_battery_); |
| state->SetBoolean("children_need_begin_frames", children_need_begin_frames_); |
| state->EndDictionary(); |
| } |
| |
| void SchedulerStateMachine::AdvanceCurrentFrameNumber() { |
| current_frame_number_++; |
| |
| // "Drain" the PrepareTiles funnel. |
| if (prepare_tiles_funnel_ > 0) |
| prepare_tiles_funnel_--; |
| |
| skip_begin_main_frame_to_reduce_latency_ = |
| skip_next_begin_main_frame_to_reduce_latency_; |
| skip_next_begin_main_frame_to_reduce_latency_ = false; |
| } |
| |
| bool SchedulerStateMachine::HasAnimatedThisFrame() const { |
| return last_frame_number_animate_performed_ == current_frame_number_; |
| } |
| |
| bool SchedulerStateMachine::HasSentBeginMainFrameThisFrame() const { |
| return current_frame_number_ == |
| last_frame_number_begin_main_frame_sent_; |
| } |
| |
| bool SchedulerStateMachine::HasSwappedThisFrame() const { |
| return current_frame_number_ == last_frame_number_swap_performed_; |
| } |
| |
| bool SchedulerStateMachine::HasRequestedSwapThisFrame() const { |
| return current_frame_number_ == last_frame_number_swap_requested_; |
| } |
| |
| bool SchedulerStateMachine::PendingDrawsShouldBeAborted() const { |
| // 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 PendingActivationsShouldBeForced() 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. |
| if (PendingActivationsShouldBeForced()) |
| return true; |
| |
| // Additional states where we should abort draws. |
| if (!can_draw_) |
| return true; |
| return false; |
| } |
| |
| bool SchedulerStateMachine::PendingActivationsShouldBeForced() const { |
| // There is no output surface to trigger our activations. |
| // If we do not force activations to make forward progress, we might deadlock |
| // with the main thread. |
| if (output_surface_state_ == OUTPUT_SURFACE_LOST) |
| return true; |
| |
| // If we're not visible, we should force activation. |
| // 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; |
| |
| return false; |
| } |
| |
| bool SchedulerStateMachine::ShouldBeginOutputSurfaceCreation() const { |
| // Don't try to initialize too early. |
| if (!can_start_) |
| return false; |
| |
| // We only want to start output surface initialization after the |
| // previous commit is complete. |
| if (commit_state_ != COMMIT_STATE_IDLE) |
| return false; |
| |
| // Make sure the BeginImplFrame from any previous OutputSurfaces |
| // are complete before creating the new OutputSurface. |
| if (begin_impl_frame_state_ != BEGIN_IMPL_FRAME_STATE_IDLE) |
| return false; |
| |
| // We want to clear the pipline 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 output_surface_state_ == OUTPUT_SURFACE_LOST; |
| } |
| |
| 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 occuring. If we are waiting for the first draw, then perfom 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_; |
| |
| // Don't draw if we are waiting on the first commit after a surface. |
| if (output_surface_state_ != OUTPUT_SURFACE_ACTIVE) |
| return false; |
| |
| // If a commit has occurred after the animate call, we need to call animate |
| // again before we should draw. |
| if (did_commit_after_animating_) |
| return false; |
| |
| // After this line, we only want to send a swap request once per frame. |
| if (HasRequestedSwapThisFrame()) |
| return false; |
| |
| // Do not queue too many swaps. |
| if (pending_swaps_ >= max_pending_swaps_) |
| return false; |
| |
| // Except for the cases above, do not draw outside of the BeginImplFrame |
| // deadline. |
| if (begin_impl_frame_state_ != BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE) |
| return false; |
| |
| // Only handle forced redraws due to timeouts on the regular deadline. |
| if (forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_DRAW) |
| return true; |
| |
| return needs_redraw_; |
| } |
| |
| bool SchedulerStateMachine::ShouldActivatePendingTree() const { |
| // There is nothing to activate. |
| if (!has_pending_tree_) |
| 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. |
| if (active_tree_needs_first_draw_) |
| return false; |
| |
| // If we want to force activation, do so ASAP. |
| if (PendingActivationsShouldBeForced()) |
| return true; |
| |
| // At this point, only activate if we are ready to activate. |
| return pending_tree_is_ready_for_activation_; |
| } |
| |
| bool SchedulerStateMachine::ShouldAnimate() const { |
| // Don't animate if we are waiting on the first commit after a surface. |
| if (output_surface_state_ != OUTPUT_SURFACE_ACTIVE) |
| return false; |
| |
| // If a commit occurred after our last call, we need to do animation again. |
| if (HasAnimatedThisFrame() && !did_commit_after_animating_) |
| return false; |
| |
| if (begin_impl_frame_state_ != BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING && |
| begin_impl_frame_state_ != BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE) |
| return false; |
| |
| return needs_redraw_ || needs_animate_; |
| } |
| |
| bool SchedulerStateMachine::CouldSendBeginMainFrame() const { |
| if (!needs_commit_) |
| return false; |
| |
| // We can not perform commits if we are not visible. |
| if (!visible_) |
| return false; |
| |
| return true; |
| } |
| |
| bool SchedulerStateMachine::ShouldSendBeginMainFrame() const { |
| if (!CouldSendBeginMainFrame()) |
| return false; |
| |
| // Only send BeginMainFrame when there isn't another commit pending already. |
| if (commit_state_ != COMMIT_STATE_IDLE) |
| return false; |
| |
| // Don't send BeginMainFrame early if we are prioritizing the active tree |
| // because of impl_latency_takes_priority_. |
| if (impl_latency_takes_priority_ && |
| (has_pending_tree_ || active_tree_needs_first_draw_)) { |
| return false; |
| } |
| |
| // We should not send BeginMainFrame while we are in |
| // BEGIN_IMPL_FRAME_STATE_IDLE since we might have new |
| // user input arriving soon. |
| // TODO(brianderson): Allow sending BeginMainFrame while idle when the main |
| // thread isn't consuming user input. |
| if (begin_impl_frame_state_ == BEGIN_IMPL_FRAME_STATE_IDLE && |
| BeginFrameNeeded()) |
| 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_ == FORCED_REDRAW_STATE_WAITING_FOR_COMMIT) |
| return true; |
| |
| // After this point, we only start a commit once per frame. |
| if (HasSentBeginMainFrameThisFrame()) |
| return false; |
| |
| // We shouldn't normally accept commits if there isn't an OutputSurface. |
| if (!HasInitializedOutputSurface()) |
| return false; |
| |
| // SwapAck throttle the BeginMainFrames unless we just swapped. |
| // TODO(brianderson): Remove this restriction to improve throughput. |
| bool just_swapped_in_deadline = |
| begin_impl_frame_state_ == BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE && |
| HasSwappedThisFrame(); |
| if (pending_swaps_ >= max_pending_swaps_ && !just_swapped_in_deadline) |
| return false; |
| |
| if (skip_begin_main_frame_to_reduce_latency_) |
| return false; |
| |
| return true; |
| } |
| |
| bool SchedulerStateMachine::ShouldCommit() const { |
| if (commit_state_ != COMMIT_STATE_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); |
| return false; |
| } |
| |
| // Prioritize drawing the previous commit before finishing the next commit. |
| if (active_tree_needs_first_draw_) |
| return false; |
| |
| return true; |
| } |
| |
| bool SchedulerStateMachine::ShouldPrepareTiles() const { |
| // PrepareTiles only really needs to be called immediately after commit |
| // and then periodically after that. Use a funnel to make sure we average |
| // one PrepareTiles per BeginImplFrame in the long run. |
| if (prepare_tiles_funnel_ > 0) |
| return false; |
| |
| // Limiting to once per-frame is not enough, since we only want to |
| // prepare tiles _after_ draws. Polling for draw triggers and |
| // begin-frame are mutually exclusive, so we limit to these two cases. |
| if (begin_impl_frame_state_ != BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE && |
| !inside_poll_for_anticipated_draw_triggers_) |
| return false; |
| return needs_prepare_tiles_; |
| } |
| |
| SchedulerStateMachine::Action SchedulerStateMachine::NextAction() const { |
| if (ShouldActivatePendingTree()) |
| return ACTION_ACTIVATE_SYNC_TREE; |
| if (ShouldCommit()) |
| return ACTION_COMMIT; |
| if (ShouldAnimate()) |
| return ACTION_ANIMATE; |
| if (ShouldDraw()) { |
| if (PendingDrawsShouldBeAborted()) |
| return ACTION_DRAW_AND_SWAP_ABORT; |
| else if (forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_DRAW) |
| return ACTION_DRAW_AND_SWAP_FORCED; |
| else |
| return ACTION_DRAW_AND_SWAP_IF_POSSIBLE; |
| } |
| if (ShouldPrepareTiles()) |
| return ACTION_PREPARE_TILES; |
| if (ShouldSendBeginMainFrame()) |
| return ACTION_SEND_BEGIN_MAIN_FRAME; |
| if (ShouldBeginOutputSurfaceCreation()) |
| return ACTION_BEGIN_OUTPUT_SURFACE_CREATION; |
| return ACTION_NONE; |
| } |
| |
| void SchedulerStateMachine::UpdateState(Action action) { |
| switch (action) { |
| case ACTION_NONE: |
| return; |
| |
| case ACTION_ACTIVATE_SYNC_TREE: |
| UpdateStateOnActivation(); |
| return; |
| |
| case ACTION_ANIMATE: |
| last_frame_number_animate_performed_ = current_frame_number_; |
| needs_animate_ = false; |
| did_commit_after_animating_ = false; |
| // TODO(skyostil): Instead of assuming this, require the client to tell |
| // us. |
| SetNeedsRedraw(); |
| return; |
| |
| case ACTION_SEND_BEGIN_MAIN_FRAME: |
| DCHECK(!has_pending_tree_ || |
| settings_.main_frame_before_activation_enabled); |
| DCHECK(visible_); |
| commit_state_ = COMMIT_STATE_BEGIN_MAIN_FRAME_SENT; |
| needs_commit_ = false; |
| last_frame_number_begin_main_frame_sent_ = |
| current_frame_number_; |
| return; |
| |
| case ACTION_COMMIT: { |
| bool commit_has_no_updates = false; |
| UpdateStateOnCommit(commit_has_no_updates); |
| return; |
| } |
| |
| case ACTION_DRAW_AND_SWAP_FORCED: |
| case ACTION_DRAW_AND_SWAP_IF_POSSIBLE: { |
| bool did_request_swap = true; |
| UpdateStateOnDraw(did_request_swap); |
| return; |
| } |
| |
| case ACTION_DRAW_AND_SWAP_ABORT: { |
| bool did_request_swap = false; |
| UpdateStateOnDraw(did_request_swap); |
| return; |
| } |
| |
| case ACTION_BEGIN_OUTPUT_SURFACE_CREATION: |
| DCHECK_EQ(output_surface_state_, OUTPUT_SURFACE_LOST); |
| output_surface_state_ = OUTPUT_SURFACE_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_EQ(commit_state_, COMMIT_STATE_IDLE); |
| DCHECK(!has_pending_tree_); |
| DCHECK(!active_tree_needs_first_draw_); |
| return; |
| |
| case ACTION_PREPARE_TILES: |
| UpdateStateOnPrepareTiles(); |
| return; |
| } |
| } |
| |
| void SchedulerStateMachine::UpdateStateOnCommit(bool commit_has_no_updates) { |
| commit_count_++; |
| |
| if (!commit_has_no_updates && HasAnimatedThisFrame()) |
| did_commit_after_animating_ = true; |
| |
| if (commit_has_no_updates || settings_.main_frame_before_activation_enabled) { |
| commit_state_ = COMMIT_STATE_IDLE; |
| } else if (settings_.impl_side_painting) { |
| commit_state_ = COMMIT_STATE_WAITING_FOR_ACTIVATION; |
| } else { |
| commit_state_ = settings_.main_thread_should_always_be_low_latency |
| ? COMMIT_STATE_WAITING_FOR_DRAW |
| : COMMIT_STATE_IDLE; |
| } |
| |
| // If we are impl-side-painting but the commit was aborted, then we behave |
| // mostly as if we are not impl-side-painting since there is no pending tree. |
| has_pending_tree_ = settings_.impl_side_painting && !commit_has_no_updates; |
| |
| // Update state related to forced draws. |
| if (forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_COMMIT) { |
| forced_redraw_state_ = has_pending_tree_ |
| ? FORCED_REDRAW_STATE_WAITING_FOR_ACTIVATION |
| : FORCED_REDRAW_STATE_WAITING_FOR_DRAW; |
| } |
| |
| // Update the output surface state. |
| DCHECK_NE(output_surface_state_, OUTPUT_SURFACE_WAITING_FOR_FIRST_ACTIVATION); |
| if (output_surface_state_ == OUTPUT_SURFACE_WAITING_FOR_FIRST_COMMIT) { |
| if (has_pending_tree_) { |
| output_surface_state_ = OUTPUT_SURFACE_WAITING_FOR_FIRST_ACTIVATION; |
| } else { |
| output_surface_state_ = OUTPUT_SURFACE_ACTIVE; |
| needs_redraw_ = true; |
| } |
| } |
| |
| // Update state if we have a new active tree to draw, or if the active tree |
| // was unchanged but we need to do a forced draw. |
| if (!has_pending_tree_ && |
| (!commit_has_no_updates || |
| forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_DRAW)) { |
| needs_redraw_ = true; |
| active_tree_needs_first_draw_ = true; |
| } |
| |
| // This post-commit work is common to both completed and aborted commits. |
| pending_tree_is_ready_for_activation_ = false; |
| |
| if (continuous_painting_) |
| needs_commit_ = true; |
| } |
| |
| void SchedulerStateMachine::UpdateStateOnActivation() { |
| if (commit_state_ == COMMIT_STATE_WAITING_FOR_ACTIVATION) { |
| commit_state_ = settings_.main_thread_should_always_be_low_latency |
| ? COMMIT_STATE_WAITING_FOR_DRAW |
| : COMMIT_STATE_IDLE; |
| } |
| |
| if (output_surface_state_ == OUTPUT_SURFACE_WAITING_FOR_FIRST_ACTIVATION) |
| output_surface_state_ = OUTPUT_SURFACE_ACTIVE; |
| |
| if (forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_ACTIVATION) |
| forced_redraw_state_ = FORCED_REDRAW_STATE_WAITING_FOR_DRAW; |
| |
| has_pending_tree_ = false; |
| pending_tree_is_ready_for_activation_ = false; |
| active_tree_needs_first_draw_ = true; |
| needs_redraw_ = true; |
| } |
| |
| void SchedulerStateMachine::UpdateStateOnDraw(bool did_request_swap) { |
| if (forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_DRAW) |
| forced_redraw_state_ = FORCED_REDRAW_STATE_IDLE; |
| |
| if (commit_state_ == COMMIT_STATE_WAITING_FOR_DRAW) |
| commit_state_ = COMMIT_STATE_IDLE; |
| |
| needs_redraw_ = false; |
| active_tree_needs_first_draw_ = false; |
| |
| if (did_request_swap) |
| last_frame_number_swap_requested_ = current_frame_number_; |
| } |
| |
| void SchedulerStateMachine::UpdateStateOnPrepareTiles() { |
| needs_prepare_tiles_ = false; |
| } |
| |
| void SchedulerStateMachine::SetSkipNextBeginMainFrameToReduceLatency() { |
| TRACE_EVENT_INSTANT0("cc", |
| "Scheduler: SkipNextBeginMainFrameToReduceLatency", |
| TRACE_EVENT_SCOPE_THREAD); |
| skip_next_begin_main_frame_to_reduce_latency_ = true; |
| } |
| |
| bool SchedulerStateMachine::BeginFrameNeededForChildren() const { |
| if (HasInitializedOutputSurface()) |
| return children_need_begin_frames_; |
| |
| return false; |
| } |
| |
| bool SchedulerStateMachine::BeginFrameNeeded() const { |
| // We can't handle BeginFrames when output surface isn't initialized. |
| // TODO(brianderson): Support output surface creation inside a BeginFrame. |
| if (!HasInitializedOutputSurface()) |
| return false; |
| |
| if (SupportsProactiveBeginFrame()) { |
| return (BeginFrameNeededToAnimateOrDraw() || |
| BeginFrameNeededForChildren() || |
| ProactiveBeginFrameWanted()); |
| } |
| |
| // Proactive BeginFrames are bad for the synchronous compositor because we |
| // have to draw when we get the BeginFrame and could end up drawing many |
| // duplicate frames if our new frame isn't ready in time. |
| // To poll for state with the synchronous compositor without having to draw, |
| // we rely on ShouldPollForAnticipatedDrawTriggers instead. |
| // Synchronous compositor doesn't have a browser. |
| DCHECK(!children_need_begin_frames_); |
| return BeginFrameNeededToAnimateOrDraw(); |
| } |
| |
| bool SchedulerStateMachine::ShouldSetNeedsBeginFrames( |
| bool frame_source_needs_begin_frames) const { |
| bool needs_begin_frame = BeginFrameNeeded(); |
| |
| // Never call SetNeedsBeginFrames if the frame source has the right value. |
| if (needs_begin_frame == frame_source_needs_begin_frames) |
| return false; |
| |
| // Always request the BeginFrame immediately if it's needed. |
| if (needs_begin_frame) |
| return true; |
| |
| // Stop requesting BeginFrames after a deadline. |
| if (begin_impl_frame_state_ == BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE) |
| return true; |
| |
| // Stop requesting BeginFrames immediately when output surface is lost. |
| if (!HasInitializedOutputSurface()) |
| return true; |
| |
| return false; |
| } |
| |
| bool SchedulerStateMachine::ShouldPollForAnticipatedDrawTriggers() const { |
| // ShouldPollForAnticipatedDrawTriggers is what we use in place of |
| // ProactiveBeginFrameWanted when we are using the synchronous |
| // compositor. |
| if (!SupportsProactiveBeginFrame()) { |
| return !BeginFrameNeededToAnimateOrDraw() && ProactiveBeginFrameWanted(); |
| } |
| |
| // Non synchronous compositors should rely on |
| // ProactiveBeginFrameWanted to poll for state instead. |
| return false; |
| } |
| |
| // Note: If SupportsProactiveBeginFrame is false, the scheduler should poll |
| // for changes in it's draw state so it can request a BeginFrame when it's |
| // actually ready. |
| bool SchedulerStateMachine::SupportsProactiveBeginFrame() const { |
| // It is undesirable to proactively request BeginFrames if we are |
| // using a synchronous compositor because we *must* draw for every |
| // BeginFrame, which could cause duplicate draws. |
| return !settings_.using_synchronous_renderer_compositor; |
| } |
| |
| void SchedulerStateMachine::SetChildrenNeedBeginFrames( |
| bool children_need_begin_frames) { |
| DCHECK(settings_.forward_begin_frames_to_children); |
| children_need_begin_frames_ = children_need_begin_frames; |
| } |
| |
| // These are the cases where we definitely (or almost definitely) have a |
| // new frame to animate and/or draw and can draw. |
| bool SchedulerStateMachine::BeginFrameNeededToAnimateOrDraw() const { |
| // The forced draw respects our normal draw scheduling, so we need to |
| // request a BeginImplFrame for it. |
| if (forced_redraw_state_ == FORCED_REDRAW_STATE_WAITING_FOR_DRAW) |
| return true; |
| |
| return needs_animate_ || needs_redraw_; |
| } |
| |
| // These are cases where we are very likely to draw soon, but might not |
| // actually have a new frame to draw when we receive the next BeginImplFrame. |
| // Proactively requesting the BeginImplFrame helps hide the round trip latency |
| // of the SetNeedsBeginFrame request that has to go to the Browser. |
| 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. |
| if (needs_commit_ || commit_state_ != COMMIT_STATE_IDLE) |
| 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 sent a swap request, 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 (HasRequestedSwapThisFrame()) |
| return true; |
| |
| return false; |
| } |
| |
| void SchedulerStateMachine::OnBeginImplFrame(const BeginFrameArgs& args) { |
| AdvanceCurrentFrameNumber(); |
| begin_impl_frame_args_ = args; |
| DCHECK_EQ(begin_impl_frame_state_, BEGIN_IMPL_FRAME_STATE_IDLE) |
| << AsValue()->ToString(); |
| begin_impl_frame_state_ = BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING; |
| } |
| |
| void SchedulerStateMachine::OnBeginImplFrameDeadlinePending() { |
| DCHECK_EQ(begin_impl_frame_state_, |
| BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING) |
| << AsValue()->ToString(); |
| begin_impl_frame_state_ = BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME; |
| } |
| |
| void SchedulerStateMachine::OnBeginImplFrameDeadline() { |
| DCHECK_EQ(begin_impl_frame_state_, BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME) |
| << AsValue()->ToString(); |
| begin_impl_frame_state_ = BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE; |
| } |
| |
| void SchedulerStateMachine::OnBeginImplFrameIdle() { |
| DCHECK_EQ(begin_impl_frame_state_, BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE) |
| << AsValue()->ToString(); |
| begin_impl_frame_state_ = BEGIN_IMPL_FRAME_STATE_IDLE; |
| } |
| |
| SchedulerStateMachine::BeginImplFrameDeadlineMode |
| SchedulerStateMachine::CurrentBeginImplFrameDeadlineMode() const { |
| if (ShouldTriggerBeginImplFrameDeadlineImmediately()) { |
| return BEGIN_IMPL_FRAME_DEADLINE_MODE_IMMEDIATE; |
| } else if (needs_redraw_ && pending_swaps_ < max_pending_swaps_) { |
| // 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. |
| // If we are swap throttled we should wait until we are unblocked. |
| return BEGIN_IMPL_FRAME_DEADLINE_MODE_REGULAR; |
| } else { |
| // The impl thread doesn't have anything it wants to draw and we are just |
| // waiting for a new active tree or we are swap throttled. In short we are |
| // blocked. |
| return BEGIN_IMPL_FRAME_DEADLINE_MODE_LATE; |
| } |
| } |
| |
| bool SchedulerStateMachine::ShouldTriggerBeginImplFrameDeadlineImmediately() |
| const { |
| // TODO(brianderson): This should take into account multiple commit sources. |
| |
| if (begin_impl_frame_state_ != BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME) |
| return false; |
| |
| // If we've lost the output surface, end the current BeginImplFrame ASAP |
| // so we can start creating the next output surface. |
| if (output_surface_state_ == OUTPUT_SURFACE_LOST) |
| return true; |
| |
| // SwapAck throttle the deadline since we wont draw and swap anyway. |
| if (pending_swaps_ >= max_pending_swaps_) |
| return false; |
| |
| // 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 (commit_state_ == COMMIT_STATE_IDLE && !has_pending_tree_) |
| return true; |
| |
| if (!needs_redraw_) |
| return false; |
| |
| if (active_tree_needs_first_draw_) |
| return true; |
| |
| // Prioritize impl-thread draws in impl_latency_takes_priority_ mode. |
| if (impl_latency_takes_priority_) |
| return true; |
| |
| // If we are on battery power and want to prioritize impl latency because |
| // we don't trust deadline tasks to execute at the right time. |
| if (impl_latency_takes_priority_on_battery_) |
| return true; |
| |
| return false; |
| } |
| |
| bool SchedulerStateMachine::MainThreadIsInHighLatencyMode() const { |
| // If a commit is pending before the previous commit has been drawn, we |
| // are definitely in a high latency mode. |
| if (CommitPending() && (active_tree_needs_first_draw_ || has_pending_tree_)) |
| return true; |
| |
| // If we just sent a BeginMainFrame and haven't hit the deadline yet, the main |
| // thread is in a low latency mode. |
| if (HasSentBeginMainFrameThisFrame() && |
| (begin_impl_frame_state_ == BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING || |
| begin_impl_frame_state_ == BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME)) |
| return false; |
| |
| // If there's a commit in progress it must either be from the previous frame |
| // or it started after the impl thread's deadline. In either case the main |
| // thread is in high latency mode. |
| if (CommitPending()) |
| return true; |
| |
| // Similarly, if there's a pending tree the main thread is in high latency |
| // mode, because either |
| // it's from the previous frame |
| // or |
| // we're currently drawing the active tree and the pending tree will thus |
| // only be drawn in the next frame. |
| if (has_pending_tree_) |
| return true; |
| |
| if (begin_impl_frame_state_ == BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE) { |
| // Even if there's a new active tree to draw at the deadline or we've just |
| // swapped it, it may have been triggered by a previous BeginImplFrame, in |
| // which case the main thread is in a high latency mode. |
| return (active_tree_needs_first_draw_ || HasSwappedThisFrame()) && |
| !HasSentBeginMainFrameThisFrame(); |
| } |
| |
| // If the active tree needs its first draw in any other state, we know the |
| // main thread is in a high latency mode. |
| return active_tree_needs_first_draw_; |
| } |
| |
| void SchedulerStateMachine::DidEnterPollForAnticipatedDrawTriggers() { |
| AdvanceCurrentFrameNumber(); |
| inside_poll_for_anticipated_draw_triggers_ = true; |
| } |
| |
| void SchedulerStateMachine::DidLeavePollForAnticipatedDrawTriggers() { |
| inside_poll_for_anticipated_draw_triggers_ = false; |
| } |
| |
| void SchedulerStateMachine::SetVisible(bool visible) { visible_ = visible; } |
| |
| void SchedulerStateMachine::SetCanDraw(bool can_draw) { can_draw_ = can_draw; } |
| |
| void SchedulerStateMachine::SetNeedsRedraw() { needs_redraw_ = true; } |
| |
| void SchedulerStateMachine::SetNeedsAnimate() { |
| needs_animate_ = true; |
| } |
| |
| void SchedulerStateMachine::SetNeedsPrepareTiles() { |
| if (!needs_prepare_tiles_) { |
| TRACE_EVENT0("cc", "SchedulerStateMachine::SetNeedsPrepareTiles"); |
| needs_prepare_tiles_ = true; |
| } |
| } |
| |
| void SchedulerStateMachine::SetMaxSwapsPending(int max) { |
| max_pending_swaps_ = max; |
| } |
| |
| void SchedulerStateMachine::DidSwapBuffers() { |
| pending_swaps_++; |
| DCHECK_LE(pending_swaps_, max_pending_swaps_); |
| |
| last_frame_number_swap_performed_ = current_frame_number_; |
| } |
| |
| void SchedulerStateMachine::DidSwapBuffersComplete() { |
| DCHECK_GT(pending_swaps_, 0); |
| pending_swaps_--; |
| } |
| |
| void SchedulerStateMachine::SetImplLatencyTakesPriority( |
| bool impl_latency_takes_priority) { |
| impl_latency_takes_priority_ = impl_latency_takes_priority; |
| } |
| |
| void SchedulerStateMachine::DidDrawIfPossibleCompleted(DrawResult result) { |
| switch (result) { |
| case INVALID_RESULT: |
| NOTREACHED() << "Uninitialized DrawResult."; |
| break; |
| case DRAW_ABORTED_CANT_DRAW: |
| case DRAW_ABORTED_CONTEXT_LOST: |
| NOTREACHED() << "Invalid return value from DrawAndSwapIfPossible:" |
| << result; |
| break; |
| case DRAW_SUCCESS: |
| consecutive_checkerboard_animations_ = 0; |
| forced_redraw_state_ = FORCED_REDRAW_STATE_IDLE; |
| break; |
| case DRAW_ABORTED_CHECKERBOARD_ANIMATIONS: |
| needs_redraw_ = true; |
| |
| // If we're already in the middle of a redraw, we don't need to |
| // restart it. |
| if (forced_redraw_state_ != FORCED_REDRAW_STATE_IDLE) |
| return; |
| |
| needs_commit_ = true; |
| consecutive_checkerboard_animations_++; |
| if (settings_.timeout_and_draw_when_animation_checkerboards && |
| consecutive_checkerboard_animations_ >= |
| settings_.maximum_number_of_failed_draws_before_draw_is_forced_) { |
| consecutive_checkerboard_animations_ = 0; |
| // 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_ = FORCED_REDRAW_STATE_WAITING_FOR_COMMIT; |
| } |
| break; |
| case DRAW_ABORTED_MISSING_HIGH_RES_CONTENT: |
| // 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_commit_ = true; |
| break; |
| } |
| } |
| |
| void SchedulerStateMachine::SetNeedsCommit() { |
| needs_commit_ = true; |
| } |
| |
| void SchedulerStateMachine::NotifyReadyToCommit() { |
| DCHECK(commit_state_ == COMMIT_STATE_BEGIN_MAIN_FRAME_STARTED) |
| << AsValue()->ToString(); |
| commit_state_ = COMMIT_STATE_READY_TO_COMMIT; |
| // In main thread low latency mode, commit should happen right after |
| // BeginFrame, meaning when this function is called, next action should be |
| // commit. |
| if (settings_.main_thread_should_always_be_low_latency) |
| DCHECK(ShouldCommit()); |
| } |
| |
| void SchedulerStateMachine::BeginMainFrameAborted(CommitEarlyOutReason reason) { |
| DCHECK_EQ(commit_state_, COMMIT_STATE_BEGIN_MAIN_FRAME_SENT); |
| switch (reason) { |
| case CommitEarlyOutReason::ABORTED_OUTPUT_SURFACE_LOST: |
| case CommitEarlyOutReason::ABORTED_NOT_VISIBLE: |
| commit_state_ = COMMIT_STATE_IDLE; |
| SetNeedsCommit(); |
| return; |
| case CommitEarlyOutReason::FINISHED_NO_UPDATES: |
| bool commit_has_no_updates = true; |
| UpdateStateOnCommit(commit_has_no_updates); |
| return; |
| } |
| } |
| |
| void SchedulerStateMachine::DidPrepareTiles() { |
| needs_prepare_tiles_ = false; |
| // "Fill" the PrepareTiles funnel. |
| prepare_tiles_funnel_++; |
| } |
| |
| void SchedulerStateMachine::DidLoseOutputSurface() { |
| if (output_surface_state_ == OUTPUT_SURFACE_LOST || |
| output_surface_state_ == OUTPUT_SURFACE_CREATING) |
| return; |
| output_surface_state_ = OUTPUT_SURFACE_LOST; |
| needs_redraw_ = false; |
| } |
| |
| void SchedulerStateMachine::NotifyReadyToActivate() { |
| if (has_pending_tree_) |
| pending_tree_is_ready_for_activation_ = true; |
| } |
| |
| void SchedulerStateMachine::DidCreateAndInitializeOutputSurface() { |
| DCHECK_EQ(output_surface_state_, OUTPUT_SURFACE_CREATING); |
| output_surface_state_ = OUTPUT_SURFACE_WAITING_FOR_FIRST_COMMIT; |
| |
| if (did_create_and_initialize_first_output_surface_) { |
| // 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_commit_ = true; |
| } |
| did_create_and_initialize_first_output_surface_ = true; |
| pending_swaps_ = 0; |
| } |
| |
| void SchedulerStateMachine::NotifyBeginMainFrameStarted() { |
| DCHECK_EQ(commit_state_, COMMIT_STATE_BEGIN_MAIN_FRAME_SENT); |
| commit_state_ = COMMIT_STATE_BEGIN_MAIN_FRAME_STARTED; |
| } |
| |
| bool SchedulerStateMachine::HasInitializedOutputSurface() const { |
| switch (output_surface_state_) { |
| case OUTPUT_SURFACE_LOST: |
| case OUTPUT_SURFACE_CREATING: |
| return false; |
| |
| case OUTPUT_SURFACE_ACTIVE: |
| case OUTPUT_SURFACE_WAITING_FOR_FIRST_COMMIT: |
| case OUTPUT_SURFACE_WAITING_FOR_FIRST_ACTIVATION: |
| return true; |
| } |
| NOTREACHED(); |
| return false; |
| } |
| |
| std::string SchedulerStateMachine::GetStatesForDebugging() const { |
| return base::StringPrintf("%c %d %d %d %c %c %c %d %d", |
| needs_commit_ ? 'T' : 'F', |
| static_cast<int>(output_surface_state_), |
| static_cast<int>(begin_impl_frame_state_), |
| static_cast<int>(commit_state_), |
| has_pending_tree_ ? 'T' : 'F', |
| pending_tree_is_ready_for_activation_ ? 'T' : 'F', |
| active_tree_needs_first_draw_ ? 'T' : 'F', |
| max_pending_swaps_, |
| pending_swaps_); |
| } |
| |
| } // namespace cc |