Example #1
0
void CCThreadProxy::setVisible(bool visible)
{
    ASSERT(isMainThread());
    CCCompletionEvent completion;
    CCProxy::implThread()->postTask(createCCThreadTask(this, &CCThreadProxy::setVisibleOnImplThread, AllowCrossThreadAccess(&completion), visible));
    completion.wait();
}
Example #2
0
bool CCThreadProxy::recreateContext()
{
    TRACE_EVENT0("cc", "CCThreadProxy::recreateContext");
    ASSERT(isMainThread());

    // Try to create the context.
    OwnPtr<CCGraphicsContext> context = m_layerTreeHost->createContext();
    if (!context)
        return false;
    if (m_layerTreeHost->needsSharedContext() && !m_layerTreeHost->settings().forceSoftwareCompositing)
        if (!SharedGraphicsContext3D::createForImplThread())
            return false;

    // Make a blocking call to recreateContextOnImplThread. The results of that
    // call are pushed into the recreateSucceeded and capabilities local
    // variables.
    CCCompletionEvent completion;
    bool recreateSucceeded = false;
    LayerRendererCapabilities capabilities;
    CCProxy::implThread()->postTask(createCCThreadTask(this, &CCThreadProxy::recreateContextOnImplThread,
                                                       AllowCrossThreadAccess(&completion),
                                                       AllowCrossThreadAccess(context.leakPtr()),
                                                       AllowCrossThreadAccess(&recreateSucceeded),
                                                       AllowCrossThreadAccess(&capabilities)));
    completion.wait();

    if (recreateSucceeded)
        m_layerRendererCapabilitiesMainThreadCopy = capabilities;
    return recreateSucceeded;
}
Example #3
0
void CCThreadProxy::forceSerializeOnSwapBuffers()
{
    DebugScopedSetMainThreadBlocked mainThreadBlocked;
    CCCompletionEvent completion;
    CCProxy::implThread()->postTask(createCCThreadTask(this, &CCThreadProxy::forceSerializeOnSwapBuffersOnImplThread, &completion));
    completion.wait();
}
Example #4
0
void CCThreadProxy::start()
{
    // Create LayerTreeHostImpl.
    CCCompletionEvent completion;
    ccThread->postTask(createCCThreadTask(this, &CCThreadProxy::initializeImplOnCCThread, AllowCrossThreadAccess(&completion)));
    completion.wait();
}
Example #5
0
bool CCThreadProxy::compositeAndReadback(void *pixels, const IntRect& rect)
{
    TRACE_EVENT0("cc", "CCThreadPRoxy::compositeAndReadback");
    ASSERT(isMainThread());
    ASSERT(m_layerTreeHost);

    if (!m_layerTreeHost->initializeRendererIfNeeded()) {
        TRACE_EVENT0("cc", "compositeAndReadback_EarlyOut_LR_Uninitialized");
        return false;
    }


    // Perform a synchronous commit.
    {
        DebugScopedSetMainThreadBlocked mainThreadBlocked;
        CCCompletionEvent beginFrameCompletion;
        CCProxy::implThread()->postTask(createCCThreadTask(this, &CCThreadProxy::forceBeginFrameOnImplThread, &beginFrameCompletion));
        beginFrameCompletion.wait();
    }
    m_inCompositeAndReadback = true;
    beginFrame();
    m_inCompositeAndReadback = false;

    // Perform a synchronous readback.
    ReadbackRequest request;
    request.rect = rect;
    request.pixels = pixels;
    {
        DebugScopedSetMainThreadBlocked mainThreadBlocked;
        CCProxy::implThread()->postTask(createCCThreadTask(this, &CCThreadProxy::requestReadbackOnImplThread, &request));
        request.completion.wait();
    }
    return request.success;
}
Example #6
0
void CCThreadProxy::setVisible(bool visible)
{
    TRACE_EVENT0("cc", "CCThreadProxy::setVisible");
    CCCompletionEvent completion;
    CCProxy::implThread()->postTask(createCCThreadTask(this, &CCThreadProxy::setVisibleOnImplThread, &completion, visible));
    completion.wait();
}
Example #7
0
bool CCThreadProxy::compositeAndReadback(void *pixels, const IntRect& rect)
{
    TRACE_EVENT("CCThreadPRoxy::compositeAndReadback", this, 0);
    ASSERT(isMainThread());
    ASSERT(m_layerTreeHost);

    if (!m_layerRendererInitialized) {
        TRACE_EVENT("compositeAndReadback_EarlyOut_LR_Uninitialized", this, 0);
        return false;
    }


    // Perform a synchronous commit.
    CCCompletionEvent beginFrameCompletion;
    CCProxy::implThread()->postTask(createCCThreadTask(this, &CCThreadProxy::forceBeginFrameOnImplThread, AllowCrossThreadAccess(&beginFrameCompletion)));
    beginFrameCompletion.wait();
    beginFrame();

    // Perform a synchronous readback.
    ReadbackRequest request;
    request.rect = rect;
    request.pixels = pixels;
    CCProxy::implThread()->postTask(createCCThreadTask(this, &CCThreadProxy::requestReadbackOnImplThread, AllowCrossThreadAccess(&request)));
    request.completion.wait();
    return request.success;
}
Example #8
0
bool CCThreadProxy::compositeAndReadback(void *pixels, const IntRect& rect)
{
    TRACE_EVENT("CCThreadPRoxy::compositeAndReadback", this, 0);
    ASSERT(isMainThread());
    ASSERT(m_layerTreeHost);

    // If a commit is pending, perform the commit first.
    if (m_commitRequested)  {
        // This bit of code is uglier than it should be because returning
        // pointers via the CCThread task model is really messy. Effectively, we
        // are making a blocking call to createBeginFrameAndCommitTaskOnImplThread,
        // and trying to get the CCMainThread::Task it returns so we can run it.
        OwnPtr<CCMainThread::Task> beginFrameAndCommitTask;
        {
            CCMainThread::Task* taskPtr = 0;
            CCCompletionEvent completion;
            s_ccThread->postTask(createCCThreadTask(this, &CCThreadProxy::obtainBeginFrameAndCommitTaskFromCCThread, AllowCrossThreadAccess(&completion), AllowCrossThreadAccess(&taskPtr)));
            completion.wait();
            beginFrameAndCommitTask = adoptPtr(taskPtr);
        }

        beginFrameAndCommitTask->performTask();
    }

    // Draw using the new tree and read back the results.
    bool success = false;
    CCCompletionEvent completion;
    s_ccThread->postTask(createCCThreadTask(this, &CCThreadProxy::drawLayersAndReadbackOnImplThread, AllowCrossThreadAccess(&completion), AllowCrossThreadAccess(&success), AllowCrossThreadAccess(pixels), rect));
    completion.wait();
    return success;
}
Example #9
0
bool CCThreadProxy::recreateContext()
{
    TRACE_EVENT0("cc", "CCThreadProxy::recreateContext");
    ASSERT(isMainThread());

    // Try to create the context.
    OwnPtr<CCGraphicsContext> context = m_layerTreeHost->createContext();
    if (!context)
        return false;
    if (m_layerTreeHost->needsSharedContext())
        if (!WebSharedGraphicsContext3D::createCompositorThreadContext())
            return false;

    // Make a blocking call to recreateContextOnImplThread. The results of that
    // call are pushed into the recreateSucceeded and capabilities local
    // variables.
    CCCompletionEvent completion;
    bool recreateSucceeded = false;
    RendererCapabilities capabilities;
    DebugScopedSetMainThreadBlocked mainThreadBlocked;
    CCProxy::implThread()->postTask(createCCThreadTask(this, &CCThreadProxy::recreateContextOnImplThread,
                                                       &completion,
                                                       context.leakPtr(),
                                                       &recreateSucceeded,
                                                       &capabilities));
    completion.wait();

    if (recreateSucceeded)
        m_RendererCapabilitiesMainThreadCopy = capabilities;
    return recreateSucceeded;
}
Example #10
0
bool CCThreadProxy::recreateContext()
{
    TRACE_EVENT0("cc", "CCThreadProxy::recreateContext");
    ASSERT(isMainThread());

    // Try to create the context.
    RefPtr<GraphicsContext3D> context = m_layerTreeHost->createContext();
    if (!context)
        return false;
    ASSERT(context->hasOneRef());

    // Leak the context pointer so we can transfer ownership of it to the other side...
    GraphicsContext3D* contextPtr = context.release().leakRef();
    ASSERT(contextPtr->hasOneRef());

    // Make a blocking call to recreateContextOnImplThread. The results of that
    // call are pushed into the recreateSucceeded and capabilities local
    // variables.
    CCCompletionEvent completion;
    bool recreateSucceeded = false;
    LayerRendererCapabilities capabilities;
    CCProxy::implThread()->postTask(createCCThreadTask(this, &CCThreadProxy::recreateContextOnImplThread,
                                                       AllowCrossThreadAccess(&completion),
                                                       AllowCrossThreadAccess(contextPtr),
                                                       AllowCrossThreadAccess(&recreateSucceeded),
                                                       AllowCrossThreadAccess(&capabilities)));
    completion.wait();

    if (recreateSucceeded)
        m_layerRendererCapabilitiesMainThreadCopy = capabilities;
    return recreateSucceeded;
}
Example #11
0
bool CCThreadProxy::initializeLayerRenderer()
{
    TRACE_EVENT("CCThreadProxy::initializeLayerRenderer", this, 0);
    RefPtr<GraphicsContext3D> context = m_layerTreeHost->createLayerTreeHostContext3D();
    if (!context)
        return false;
    ASSERT(context->hasOneRef());

    // Leak the context pointer so we can transfer ownership of it to the other side...
    GraphicsContext3D* contextPtr = context.release().leakRef();
    ASSERT(contextPtr->hasOneRef());

    // Make a blocking call to initializeLayerRendererOnImplThread. The results of that call
    // are pushed into the initializeSucceeded and capabilities local variables.
    CCCompletionEvent completion;
    bool initializeSucceeded = false;
    LayerRendererCapabilities capabilities;
    s_ccThread->postTask(createCCThreadTask(this, &CCThreadProxy::initializeLayerRendererOnImplThread,
                                          AllowCrossThreadAccess(contextPtr), AllowCrossThreadAccess(&completion),
                                          AllowCrossThreadAccess(&initializeSucceeded), AllowCrossThreadAccess(&capabilities),
                                          AllowCrossThreadAccess(&m_compositorIdentifier)));
    completion.wait();

    if (initializeSucceeded)
        m_layerRendererCapabilitiesMainThreadCopy = capabilities;
    return initializeSucceeded;
}
Example #12
0
void CCThreadProxy::finishAllRendering()
{
    ASSERT(CCProxy::isMainThread());

    // Make sure all GL drawing is finished on the impl thread.
    CCCompletionEvent completion;
    s_ccThread->postTask(createCCThreadTask(this, &CCThreadProxy::finishAllRenderingOnImplThread, AllowCrossThreadAccess(&completion)));
    completion.wait();
}
Example #13
0
void CCThreadProxy::finishAllRendering()
{
    ASSERT(CCProxy::isMainThread());

    // Make sure all GL drawing is finished on the impl thread.
    DebugScopedSetMainThreadBlocked mainThreadBlocked;
    CCCompletionEvent completion;
    CCProxy::implThread()->postTask(createCCThreadTask(this, &CCThreadProxy::finishAllRenderingOnImplThread, &completion));
    completion.wait();
}
Example #14
0
void CCThreadProxy::implSideRenderingStats(CCRenderingStats& stats)
{
    ASSERT(isMainThread());

    CCCompletionEvent completion;
    CCProxy::implThread()->postTask(createCCThreadTask(this, &CCThreadProxy::implSideRenderingStatsOnImplThread,
                                    &completion,
                                    &stats));
    completion.wait();
}
Example #15
0
CCThreadImpl::CCThreadImpl(WebThread* thread)
    : m_thread(thread)
{
    // Get the threadId for the newly-created thread by running a task
    // on that thread, blocking on the result.
    m_threadID = currentThread();
    CCCompletionEvent completion;
    m_thread->postTask(new GetThreadIDTask(&m_threadID, &completion));
    completion.wait();
}
Example #16
0
void CCThreadProxy::start()
{
    ASSERT(isMainThread());
    ASSERT(CCProxy::implThread());
    // Create LayerTreeHostImpl.
    CCCompletionEvent completion;
    CCProxy::implThread()->postTask(createCCThreadTask(this, &CCThreadProxy::initializeImplOnImplThread, &completion));
    completion.wait();

    m_started = true;
}
Example #17
0
void CCThreadProxy::start()
{
    ASSERT(isMainThread());
    ASSERT(s_ccThread);
    // Create LayerTreeHostImpl.
    CCCompletionEvent completion;
    s_ccThread->postTask(createCCThreadTask(this, &CCThreadProxy::initializeImplOnImplThread, AllowCrossThreadAccess(&completion)));
    completion.wait();

    m_started = true;
}
Example #18
0
void CCThreadProxy::stop()
{
    TRACE_EVENT("CCThreadProxy::stop", this, 0);
    ASSERT(isMainThread());
    // Synchronously deletes the impl.
    CCCompletionEvent completion;
    ccThread->postTask(createCCThreadTask(this, &CCThreadProxy::layerTreeHostClosedOnCCThread, AllowCrossThreadAccess(&completion)));
    completion.wait();

    ASSERT(!m_layerTreeHostImpl); // verify that the impl deleted.
    m_layerTreeHost = 0;
}
Example #19
0
void CCThreadProxy::start()
{
    ASSERT(isMainThread());
    ASSERT(CCProxy::implThread());
    // Create LayerTreeHostImpl.
    DebugScopedSetMainThreadBlocked mainThreadBlocked;
    CCCompletionEvent completion;
    OwnPtr<CCInputHandler> handler = m_layerTreeHost->createInputHandler();
    CCProxy::implThread()->postTask(createCCThreadTask(this, &CCThreadProxy::initializeImplOnImplThread, &completion, handler.release()));
    completion.wait();

    m_started = true;
}
Example #20
0
void CCThreadProxy::renderingStats(CCRenderingStats* stats)
{
    ASSERT(isMainThread());

    DebugScopedSetMainThreadBlocked mainThreadBlocked;
    CCCompletionEvent completion;
    CCProxy::implThread()->postTask(createCCThreadTask(this, &CCThreadProxy::renderingStatsOnImplThread,
                                                       &completion,
                                                       stats));
    stats->totalCommitTimeInSeconds = m_totalCommitTime.InSecondsF();
    stats->totalCommitCount = m_totalCommitCount;

    completion.wait();
}
Example #21
0
void CCThreadProxy::beginFrameAndCommit(int sequenceNumber, double frameBeginTime, PassOwnPtr<CCScrollUpdateSet> scrollInfo)
{
    TRACE_EVENT("CCThreadProxy::beginFrameAndCommit", this, 0);
    ASSERT(isMainThread());
    if (!m_layerTreeHost)
        return;

    // Scroll deltas need to be applied even if the commit will be dropped.
    m_layerTreeHost->applyScrollDeltas(*scrollInfo.get());

    // Drop beginFrameAndCommit calls that occur out of sequence. See createBeginFrameAndCommitTaskOnImplThread for
    // an explanation of how out-of-sequence beginFrameAndCommit tasks can occur.
    if (sequenceNumber < m_lastExecutedBeginFrameAndCommitSequenceNumber) {
        TRACE_EVENT("EarlyOut_StaleBeginFrameAndCommit", this, 0);
        return;
    }
    m_lastExecutedBeginFrameAndCommitSequenceNumber = sequenceNumber;

    // FIXME: recreate the context if it was requested by the impl thread
    {
        TRACE_EVENT("CCLayerTreeHost::animateAndLayout", this, 0);
        m_layerTreeHost->animateAndLayout(frameBeginTime);
    }

    ASSERT(m_lastExecutedBeginFrameAndCommitSequenceNumber == sequenceNumber);

    // Clear the commit flag after animateAndLayout here --- objects that only
    // layout when painted will trigger another setNeedsCommit inside
    // updateLayers.
    m_commitRequested = false;

    m_layerTreeHost->updateLayers();

    {
        // Blocking call to CCThreadProxy::commitOnImplThread
        TRACE_EVENT("commit", this, 0);
        CCCompletionEvent completion;
        s_ccThread->postTask(createCCThreadTask(this, &CCThreadProxy::commitOnImplThread, AllowCrossThreadAccess(&completion)));
        completion.wait();
    }

    m_layerTreeHost->commitComplete();

    if (m_redrawAfterCommit)
        setNeedsRedraw();
    m_redrawAfterCommit = false;

    ASSERT(m_lastExecutedBeginFrameAndCommitSequenceNumber == sequenceNumber);
}
Example #22
0
CCThreadImpl::CCThreadImpl(WebThread* thread)
    : m_thread(thread)
{
    if (thread == webKitPlatformSupport()->currentThread()) {
        m_threadID = currentThread();
        return;
    }

    // Get the threadId for the newly-created thread by running a task
    // on that thread, blocking on the result.
    m_threadID = currentThread();
    CCCompletionEvent completion;
    m_thread->postTask(new GetThreadIDTask(&m_threadID, &completion));
    completion.wait();
}
Example #23
0
void CCThreadProxy::stop()
{
    TRACE_EVENT("CCThreadProxy::stop", this, 0);
    ASSERT(isMainThread());
    ASSERT(m_started);

    // Synchronously deletes the impl.
    CCCompletionEvent completion;
    s_ccThread->postTask(createCCThreadTask(this, &CCThreadProxy::layerTreeHostClosedOnImplThread, AllowCrossThreadAccess(&completion)));
    completion.wait();

    m_mainThreadProxy->shutdown(); // Stop running tasks posted to us.

    ASSERT(!m_layerTreeHostImpl); // verify that the impl deleted.
    m_layerTreeHost = 0;
    m_started = false;
}
Example #24
0
void CCThreadProxy::beginFrameAndCommit(double frameBeginTime)
{
    ASSERT(isMainThread());
    if (!m_layerTreeHost)
        return;

    TRACE_EVENT("CCThreadProxy::requestFrameAndCommit", this, 0);
    {
        TRACE_EVENT("CCLayerTreeHost::animateAndLayout", this, 0);
        m_layerTreeHost->animateAndLayout(frameBeginTime);
    }

    m_commitPending = false;

    // Blocking call to CCThreadProxy::performCommit
    CCCompletionEvent completion;
    ccThread->postTask(createCCThreadTask(this, &CCThreadProxy::commitOnCCThread, AllowCrossThreadAccess(&completion)));
    completion.wait();
}
Example #25
0
void CCThreadProxy::acquireLayerTextures()
{
    // Called when the main thread needs to modify a layer texture that is used
    // directly by the compositor.
    // This method will block until the next compositor draw if there is a
    // previously committed frame that is still undrawn. This is necessary to
    // ensure that the main thread does not monopolize access to the textures.
    ASSERT(isMainThread());

    if (m_texturesAcquired)
        return;

    TRACE_EVENT0("cc", "CCThreadProxy::acquireLayerTextures");
    CCCompletionEvent completion;
    CCProxy::implThread()->postTask(createCCThreadTask(this, &CCThreadProxy::acquireLayerTexturesForMainThreadOnImplThread, &completion));
    completion.wait(); // Block until it is safe to write to layer textures from the main thread.

    m_texturesAcquired = true;
}
Example #26
0
bool CCThreadProxy::initializeLayerRenderer()
{
    TRACE_EVENT("CCThreadProxy::initializeLayerRenderer", this, 0);
    // Make a blocking call to initializeLayerRendererOnImplThread. The results of that call
    // are pushed into the initializeSucceeded and capabilities local variables.
    CCCompletionEvent completion;
    bool initializeSucceeded = false;
    LayerRendererCapabilities capabilities;
    CCProxy::implThread()->postTask(createCCThreadTask(this, &CCThreadProxy::initializeLayerRendererOnImplThread,
                                                       AllowCrossThreadAccess(&completion),
                                                       AllowCrossThreadAccess(&initializeSucceeded),
                                                       AllowCrossThreadAccess(&capabilities)));
    completion.wait();

    if (initializeSucceeded) {
        m_layerRendererInitialized = true;
        m_layerRendererCapabilitiesMainThreadCopy = capabilities;
    }
    return initializeSucceeded;
}
Example #27
0
void CCThreadProxy::stop()
{
    TRACE_EVENT0("cc", "CCThreadProxy::stop");
    ASSERT(isMainThread());
    ASSERT(m_started);

    // Synchronously deletes the impl.
    {
        DebugScopedSetMainThreadBlocked mainThreadBlocked;

        CCCompletionEvent completion;
        CCProxy::implThread()->postTask(createCCThreadTask(this, &CCThreadProxy::layerTreeHostClosedOnImplThread, &completion));
        completion.wait();
    }

    m_mainThreadProxy->shutdown(); // Stop running tasks posted to us.

    ASSERT(!m_layerTreeHostImpl); // verify that the impl deleted.
    m_layerTreeHost = 0;
    m_started = false;
}
Example #28
0
bool CCThreadProxy::initializeRenderer()
{
    TRACE_EVENT0("cc", "CCThreadProxy::initializeRenderer");
    // Make a blocking call to initializeRendererOnImplThread. The results of that call
    // are pushed into the initializeSucceeded and capabilities local variables.
    CCCompletionEvent completion;
    bool initializeSucceeded = false;
    RendererCapabilities capabilities;
    DebugScopedSetMainThreadBlocked mainThreadBlocked;
    CCProxy::implThread()->postTask(createCCThreadTask(this, &CCThreadProxy::initializeRendererOnImplThread,
                                                       &completion,
                                                       &initializeSucceeded,
                                                       &capabilities));
    completion.wait();

    if (initializeSucceeded) {
        m_rendererInitialized = true;
        m_RendererCapabilitiesMainThreadCopy = capabilities;
    }
    return initializeSucceeded;
}
Example #29
0
void CCThreadProxy::beginFrame()
{
    TRACE_EVENT0("cc", "CCThreadProxy::beginFrame");
    ASSERT(isMainThread());
    if (!m_layerTreeHost)
        return;

    if (!m_pendingBeginFrameRequest) {
        TRACE_EVENT0("cc", "EarlyOut_StaleBeginFrameMessage");
        return;
    }

    if (m_layerTreeHost->needsSharedContext() && !WebSharedGraphicsContext3D::haveCompositorThreadContext())
        WebSharedGraphicsContext3D::createCompositorThreadContext();

    OwnPtr<BeginFrameAndCommitState> request(m_pendingBeginFrameRequest.release());

    // Do not notify the impl thread of commit requests that occur during
    // the apply/animate/layout part of the beginFrameAndCommit process since
    // those commit requests will get painted immediately. Once we have done
    // the paint, m_commitRequested will be set to false to allow new commit
    // requests to be scheduled.
    m_commitRequested = true;
    m_commitRequestSentToImplThread = true;

    // On the other hand, the animationRequested flag needs to be cleared
    // here so that any animation requests generated by the apply or animate
    // callbacks will trigger another frame.
    m_animateRequested = false;

    // FIXME: technically, scroll deltas need to be applied for dropped commits as well.
    // Re-do the commit flow so that we don't send the scrollInfo on the BFAC message.
    m_layerTreeHost->applyScrollAndScale(*request->scrollInfo);

    if (!m_inCompositeAndReadback && !m_layerTreeHost->visible()) {
        m_commitRequested = false;
        m_commitRequestSentToImplThread = false;
        m_forcedCommitRequested = false;

        TRACE_EVENT0("cc", "EarlyOut_NotVisible");
        CCProxy::implThread()->postTask(createCCThreadTask(this, &CCThreadProxy::beginFrameAbortedOnImplThread));
        return;
    }

    m_layerTreeHost->willBeginFrame();

    m_layerTreeHost->updateAnimations(request->monotonicFrameBeginTime);
    m_layerTreeHost->layout();

    // Clear the commit flag after updating animations and layout here --- objects that only
    // layout when painted will trigger another setNeedsCommit inside
    // updateLayers.
    m_commitRequested = false;
    m_commitRequestSentToImplThread = false;
    m_forcedCommitRequested = false;

    if (!m_layerTreeHost->initializeRendererIfNeeded()) {
        TRACE_EVENT0("cc", "EarlyOut_InitializeFailed");
        return;
    }

    if (request->contentsTexturesWereDeleted)
        m_layerTreeHost->evictAllContentTextures();

    OwnPtr<CCTextureUpdateQueue> queue = adoptPtr(new CCTextureUpdateQueue);
    m_layerTreeHost->updateLayers(*(queue.get()), request->memoryAllocationLimitBytes);

    // Once single buffered layers are committed, they cannot be modified until
    // they are drawn by the impl thread.
    m_texturesAcquired = false;

    m_layerTreeHost->willCommit();
    // Before applying scrolls and calling animate, we set m_animateRequested to
    // false. If it is true now, it means setNeedAnimate was called again, but
    // during a state when m_commitRequestSentToImplThread = true. We need to
    // force that call to happen again now so that the commit request is sent to
    // the impl thread.
    if (m_animateRequested) {
        // Forces setNeedsAnimate to consider posting a commit task.
        m_animateRequested = false;
        setNeedsAnimate();
    }

    // Notify the impl thread that the beginFrame has completed. This will
    // begin the commit process, which is blocking from the main thread's
    // point of view, but asynchronously performed on the impl thread,
    // coordinated by the CCScheduler.
    {
        TRACE_EVENT0("cc", "commit");
        DebugScopedSetMainThreadBlocked mainThreadBlocked;

        CCCompletionEvent completion;
        CCProxy::implThread()->postTask(createCCThreadTask(this, &CCThreadProxy::beginFrameCompleteOnImplThread, &completion, queue.release(), request->contentsTexturesWereDeleted));
        completion.wait();
    }

    m_layerTreeHost->commitComplete();
    m_layerTreeHost->didBeginFrame();
}
Example #30
0
void CCThreadProxy::beginFrame()
{
    TRACE_EVENT0("cc", "CCThreadProxy::beginFrame");
    ASSERT(isMainThread());
    if (!m_layerTreeHost)
        return;

    if (!m_pendingBeginFrameRequest) {
        TRACE_EVENT0("cc", "EarlyOut_StaleBeginFrameMessage");
        return;
    }

    OwnPtr<BeginFrameAndCommitState> request(m_pendingBeginFrameRequest.release());

    // Do not notify the impl thread of commit requests that occur during
    // the apply/animate/layout part of the beginFrameAndCommit process since
    // those commit requests will get painted immediately. Once we have done
    // the paint, m_commitRequested will be set to false to allow new commit
    // requests to be scheduled.
    m_commitRequested = true;

    // On the other hand, the animationRequested flag needs to be cleared
    // here so that any animation requests generated by the apply or animate
    // callbacks will trigger another frame.
    m_animateRequested = false;

    // FIXME: technically, scroll deltas need to be applied for dropped commits as well.
    // Re-do the commit flow so that we don't send the scrollInfo on the BFAC message.
    m_layerTreeHost->applyScrollAndScale(*request->scrollInfo);

    // FIXME: recreate the context if it was requested by the impl thread.
    m_layerTreeHost->updateAnimations(request->frameBeginTime);
    m_layerTreeHost->layout();

    // Clear the commit flag after updating animations and layout here --- objects that only
    // layout when painted will trigger another setNeedsCommit inside
    // updateLayers.
    m_commitRequested = false;

    if (!m_layerTreeHost->updateLayers())
        return;

    // Before applying scrolls and calling animate, we set m_animateRequested to false.
    // If it is true now, it means setNeedAnimate was called again. Call setNeedsCommit
    // now so that we get begin frame when this one is done.
    if (m_animateRequested)
        setNeedsCommit();

    // Notify the impl thread that the beginFrame has completed. This will
    // begin the commit process, which is blocking from the main thread's
    // point of view, but asynchronously performed on the impl thread,
    // coordinated by the CCScheduler.
    {
        TRACE_EVENT("commit", this, 0);
        CCCompletionEvent completion;
        CCProxy::implThread()->postTask(createCCThreadTask(this, &CCThreadProxy::beginFrameCompleteOnImplThread, AllowCrossThreadAccess(&completion)));
        completion.wait();
    }

    m_layerTreeHost->commitComplete();
}