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Now we actually use the vsync signal to trigger work. Previously, we'd hit the pipeline depth limit too early and fall back to swap buffers-triggered rendering. Also, rename Vsync to VSync on recommendation from jamesr.
51 lines
1.1 KiB
C++
51 lines
1.1 KiB
C++
// Copyright 2015 The Chromium Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#ifndef SKY_SHELL_UI_ANIMATOR_H_
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#define SKY_SHELL_UI_ANIMATOR_H_
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#include "base/memory/weak_ptr.h"
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#include "sky/services/vsync/vsync.mojom.h"
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#include "sky/shell/ui/engine.h"
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namespace sky {
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namespace shell {
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class Animator {
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public:
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explicit Animator(const Engine::Config& config, Engine* engine);
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~Animator();
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void RequestFrame();
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void Start();
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void Stop();
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void set_vsync_provider(vsync::VSyncProviderPtr vsync_provider) {
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vsync_provider_ = vsync_provider.Pass();
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}
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private:
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void BeginFrame(int64_t time_stamp);
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void OnFrameComplete();
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bool AwaitVSync();
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Engine::Config config_;
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Engine* engine_;
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vsync::VSyncProviderPtr vsync_provider_;
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int outstanding_requests_;
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bool did_defer_frame_request_;
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bool engine_requested_frame_;
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bool paused_;
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base::WeakPtrFactory<Animator> weak_factory_;
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DISALLOW_COPY_AND_ASSIGN(Animator);
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};
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} // namespace shell
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} // namespace sky
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#endif // SKY_SHELL_UI_ANIMATOR_H_
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