compositing: Record the reason for each composite, for debugging.

This commit is contained in:
Patrick Walton 2015-04-10 10:27:39 -07:00
parent d7b6961104
commit 9e3e361b84

View file

@ -140,7 +140,7 @@ pub struct ScrollEvent {
enum CompositionRequest {
NoCompositingNecessary,
CompositeOnScrollTimeout(u64),
CompositeNow,
CompositeNow(CompositingReason),
}
#[derive(Copy, PartialEq, Debug)]
@ -338,7 +338,7 @@ impl<Window: WindowMethods> IOCompositor<Window> {
// If we're painting in headless mode, schedule a recomposite.
if opts::get().output_file.is_some() {
self.composite_if_necessary();
self.composite_if_necessary(CompositingReason::Headless);
}
// Inform the embedder that the load has finished.
@ -352,7 +352,8 @@ impl<Window: WindowMethods> IOCompositor<Window> {
match self.composition_request {
CompositionRequest::CompositeOnScrollTimeout(this_timestamp) => {
if timestamp == this_timestamp {
self.composition_request = CompositionRequest::CompositeNow
self.composition_request = CompositionRequest::CompositeNow(
CompositingReason::HitScrollTimeout)
}
}
_ => {}
@ -390,7 +391,7 @@ impl<Window: WindowMethods> IOCompositor<Window> {
// If we're painting in headless mode, schedule a recomposite.
if opts::get().output_file.is_some() {
self.composite_if_necessary()
self.composite_if_necessary(CompositingReason::Headless)
}
}
@ -417,7 +418,7 @@ impl<Window: WindowMethods> IOCompositor<Window> {
self.get_or_create_pipeline_details(pipeline_id).animations_running = animations_running;
if animations_running {
self.composite_if_necessary();
self.composite_if_necessary(CompositingReason::Animation);
}
}
@ -526,7 +527,7 @@ impl<Window: WindowMethods> IOCompositor<Window> {
self.send_window_size();
self.got_set_frame_tree_message = true;
self.composite_if_necessary();
self.composite_if_necessary(CompositingReason::NewFrameTree);
}
fn create_root_layer_for_pipeline_and_rect(&mut self,
@ -746,7 +747,7 @@ impl<Window: WindowMethods> IOCompositor<Window> {
// FIXME(pcwalton): This is going to cause problems with inconsistent frames since
// we only composite one layer at a time.
assert!(layer.add_buffers(self, new_layer_buffer_set, epoch));
self.composite_if_necessary();
self.composite_if_necessary(CompositingReason::NewPaintedBuffers);
}
fn scroll_fragment_to_point(&mut self,
@ -884,7 +885,7 @@ impl<Window: WindowMethods> IOCompositor<Window> {
cursor: cursor,
});
self.composite_if_necessary();
self.composite_if_necessary(CompositingReason::Scroll);
}
fn process_pending_scroll_events(&mut self) {
@ -972,7 +973,7 @@ impl<Window: WindowMethods> IOCompositor<Window> {
}
self.send_viewport_rects_for_all_layers();
self.composite_if_necessary();
self.composite_if_necessary(CompositingReason::Zoom);
}
fn on_navigation_window_event(&self, direction: WindowNavigateMsg) {
@ -1206,9 +1207,9 @@ impl<Window: WindowMethods> IOCompositor<Window> {
self.process_animations();
}
fn composite_if_necessary(&mut self) {
fn composite_if_necessary(&mut self, reason: CompositingReason) {
if self.composition_request == CompositionRequest::NoCompositingNecessary {
self.composition_request = CompositionRequest::CompositeNow
self.composition_request = CompositionRequest::CompositeNow(reason)
}
}
@ -1343,8 +1344,11 @@ impl<Window> CompositorEventListener for IOCompositor<Window> where Window: Wind
}
match self.composition_request {
CompositionRequest::NoCompositingNecessary | CompositionRequest::CompositeOnScrollTimeout(_) => {}
CompositionRequest::CompositeNow => self.composite(),
CompositionRequest::NoCompositingNecessary |
CompositionRequest::CompositeOnScrollTimeout(_) => {}
CompositionRequest::CompositeNow(_) => {
self.composite()
}
}
self.shutdown_state != ShutdownState::FinishedShuttingDown
@ -1402,3 +1406,25 @@ impl<Window> CompositorEventListener for IOCompositor<Window> where Window: Wind
chan.send(ConstellationMsg::GetPipelineTitle(root_pipeline_id)).unwrap();
}
}
/// Why we performed a composite. This is used for debugging.
#[derive(Copy, Clone, PartialEq)]
pub enum CompositingReason {
/// We hit the scroll timeout and are therefore drawing unrendered content.
HitScrollTimeout,
/// The window has been scrolled and we're starting the first recomposite.
Scroll,
/// A scroll has continued and we need to recomposite again.
ContinueScroll,
/// We're performing the single composite in headless mode.
Headless,
/// We're performing a composite to run an animation.
Animation,
/// A new frame tree has been loaded.
NewFrameTree,
/// New painted buffers have been received.
NewPaintedBuffers,
/// The window has been zoomed.
Zoom,
}