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// Copyright 2016 Google Inc. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#ifndef COBALT_RENDERER_SUBMISSION_H_
#define COBALT_RENDERER_SUBMISSION_H_
#include <vector>
#include "base/callback.h"
#include "base/debug/trace_event.h"
#include "base/memory/ref_counted.h"
#include "base/time.h"
#include "cobalt/render_tree/animations/animate_node.h"
#include "cobalt/render_tree/node.h"
namespace cobalt {
namespace renderer {
// A package of all information associated with a render tree submission.
struct Submission {
// Convenience constructor that assumes there are no animations and sets up
// an empty animation map.
explicit Submission(scoped_refptr<render_tree::Node> render_tree)
: render_tree(render_tree) {}
// Submit a render tree as well as associated animations. The
// time_offset parameter indicates a time that will be used to offset all
// times passed into animation functions.
Submission(scoped_refptr<render_tree::Node> render_tree,
base::TimeDelta time_offset)
: render_tree(render_tree), time_offset(time_offset) {}
~Submission() {
TRACE_EVENT0("cobalt::renderer", "~Submission()");
// Explicitly dereference the render tree and animation under the scope of
// the above trace event.
render_tree = NULL;
}
// Maintains the current render tree that is to be rendered next frame.
scoped_refptr<render_tree::Node> render_tree;
// The time from some origin that the associated render tree animations were
// created. This permits the render thread to compute times relative
// to the same origin when updating the animations, as well as hinting
// at the latency between animation creation and submission to render
// thread.
base::TimeDelta time_offset;
// All callbacks within the vector will be called every time this submission
// is rasterized.
std::vector<base::Closure> on_rasterized_callbacks;
// Information about the specific timeline that this submission is intended
// to run on. The most important part of TimelineInfo is TimelineInfo::id,
// which the renderer pipeline will check to see if it is equal to the
// submissions timeline, and if so assume animation continuity. If not, it
// will reset its submission queue, and possibly apply any animation playback
// configuration changes specified by the other fields in this structure.
struct TimelineInfo {
// An id of -1 is valid, and acts as the default id.
TimelineInfo()
: id(-1), allow_latency_reduction(true), max_submission_queue_size(4) {}
// A number identifying this timeline and used to check for timeline
// continuity between submissions. If this changes, the renderer pipeline
// will reset its submission queue.
int id;
// If true, allows the vector from renderer time to submission time to
// increase over time, in effect reducing latency between when a submission
// is submitted to when it appears on the screen. This is typically
// desirable for interactive applications, but not as necessary for
// non-interactive content (and in this case can result in some frames
// being skipped).
bool allow_latency_reduction;
// In order to put a bound on memory we set a maximum submission queue size.
// The queue size refers to how many submissions which the renderer has
// not caught up to rendering yet will be stored. If latency reduction
// is disallowed, this will likely need to be higher to accommodate for
// the larger latency between submission and render.
int max_submission_queue_size;
};
TimelineInfo timeline_info;
};
} // namespace renderer
} // namespace cobalt
#endif // COBALT_RENDERER_SUBMISSION_H_