// Copyright 2011 The Chromium Authors
// 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 <algorithm>

#include "base/check_op.h"
#include "base/format_macros.h"
#include "base/metrics/histogram_macros.h"
#include "base/notreached.h"
#include "base/rand_util.h"
#include "base/time/time.h"
#include "base/trace_event/trace_event.h"
#include "base/trace_event/traced_value.h"
#include "base/values.h"
#include "build/build_config.h"
#include "cc/base/features.h"
#include "cc/scheduler/commit_earlyout_reason.h"
#include "cc/trees/proxy_common.h"
#include "components/viz/common/features.h"
#include "components/viz/common/frame_sinks/begin_frame_args.h"
#include "third_party/perfetto/include/perfetto/tracing/track.h"

#if BUILDFLAG(IS_ANDROID)
#include "base/android/device_info.h"
#endif

namespace cc {

namespace {
// Surfaces and CompositorTimingHistory don't support more than 1 pending swap.
constexpr int kMaxPendingSubmitFrames = 1;

constexpr float kFrameThrottlingSlackFactor = 0.9;

bool IsEligibleToThrottleMainFrameRate() {
#if BUILDFLAG(IS_ANDROID)
  // Still requires balancing tradeoffs for desktop Android, not enabled
  // unconditionally yet.
  return !base::android::device_info::is_desktop() ||
         base::FeatureList::IsEnabled(
             features::kThrottleMainFrameTo60HzDesktopAndroid);
#else
  return true;
#endif
}

bool ShouldThrottleMainFrameRate(const SchedulerSettings& settings) {
  if (!features::IsEligibleForThrottleMainFrameTo60Hz()) {
    return false;
  }
#if BUILDFLAG(IS_ANDROID)
  bool is_webview = settings.using_synchronous_renderer_compositor;
  return is_webview
             ? base::FeatureList::IsEnabled(
                   features::kThrottleMainFrameTo60HzWebView)
             : base::FeatureList::IsEnabled(features::kThrottleMainFrameTo60Hz);
#else
  // The browser compositor drives the application UI animations, which we want
  // to be running at the nominal framerate.
  bool is_browser_compositor =
      settings.commit_to_active_tree || settings.single_threaded_proxy;
  if (is_browser_compositor) {
    return false;
  }

  return base::FeatureList::IsEnabled(features::kThrottleMainFrameTo60Hz);
#endif  // BUILDFLAG(IS_ANDROID)
}

base::TimeDelta ThrottledFrameRateWithSlack(base::TimeDelta frame_interval,
                                            int factor) {
  return kFrameThrottlingSlackFactor * frame_interval * factor;
}

perfetto::NamedTrack GetTracingTrack(
    const SchedulerStateMachine* state_machine) {
  return perfetto::NamedTrack::FromPointer("cc::SchedulerStateMachine",
                                           state_machine);
}

}  // namespace

SchedulerStateMachine::SchedulerStateMachine(const SchedulerSettings& settings)
    : settings_(settings),
      repeated_no_damage_frame_throttling_threshold1_(
          std::max(1,
                   features::kThrottleRepeatedNoDamageFramesThreshold1.Get())),
      repeated_no_damage_frame_throttling_threshold2_(
          std::max(1,
                   features::kThrottleRepeatedNoDamageFramesThreshold2.Get())),
      repeated_no_damage_frame_throttling_factor1_(std::max(
          1,
          features::kThrottleRepeatedNoDamageFramesIntervalFactor1.Get())),
      repeated_no_damage_frame_throttling_factor2_(std::max(
          1,
          features::kThrottleRepeatedNoDamageFramesIntervalFactor2.Get())) {}

SchedulerStateMachine::~SchedulerStateMachine() = default;

perfetto::protos::pbzero::ChromeCompositorStateMachineV2::MajorStateV2::
    LayerTreeFrameSinkState
    SchedulerStateMachine::LayerTreeFrameSinkStateToProtozeroEnum(
        LayerTreeFrameSinkState state) {
  using pbzeroMajorStateV2 =
      perfetto::protos::pbzero::ChromeCompositorStateMachineV2::MajorStateV2;
  switch (state) {
    case LayerTreeFrameSinkState::NONE:
      return pbzeroMajorStateV2::LAYER_TREE_FRAME_NONE;
    case LayerTreeFrameSinkState::ACTIVE:
      return pbzeroMajorStateV2::LAYER_TREE_FRAME_ACTIVE;
    case LayerTreeFrameSinkState::CREATING:
      return pbzeroMajorStateV2::LAYER_TREE_FRAME_CREATING;
    case LayerTreeFrameSinkState::WAITING_FOR_FIRST_COMMIT:
      return pbzeroMajorStateV2::LAYER_TREE_FRAME_WAITING_FOR_FIRST_COMMIT;
    case LayerTreeFrameSinkState::WAITING_FOR_FIRST_ACTIVATION:
      return pbzeroMajorStateV2::LAYER_TREE_FRAME_WAITING_FOR_FIRST_ACTIVATION;
  }
  NOTREACHED();
}

perfetto::protos::pbzero::ChromeCompositorStateMachineV2::MajorStateV2::
    BeginImplFrameState
    SchedulerStateMachine::BeginImplFrameStateToProtozeroEnum(
        BeginImplFrameState state) {
  using pbzeroMajorStateV2 =
      perfetto::protos::pbzero::ChromeCompositorStateMachineV2::MajorStateV2;
  switch (state) {
    case BeginImplFrameState::IDLE:
      return pbzeroMajorStateV2::BEGIN_IMPL_FRAME_IDLE;
    case BeginImplFrameState::INSIDE_BEGIN_FRAME:
      return pbzeroMajorStateV2::BEGIN_IMPL_FRAME_INSIDE_BEGIN_FRAME;
    case BeginImplFrameState::INSIDE_DEADLINE:
      return pbzeroMajorStateV2::BEGIN_IMPL_FRAME_INSIDE_DEADLINE;
  }
  NOTREACHED();
}

const char* SchedulerStateMachine::BeginImplFrameDeadlineModeToString(
    BeginImplFrameDeadlineMode mode) {
  switch (mode) {
    case BeginImplFrameDeadlineMode::NONE:
      return "BeginImplFrameDeadlineMode::NONE";
    case BeginImplFrameDeadlineMode::IMMEDIATE:
      return "BeginImplFrameDeadlineMode::IMMEDIATE";
    case BeginImplFrameDeadlineMode::WAIT_FOR_SCROLL:
      return "BeginImplFrameDeadlineMode::WAIT_FOR_SCROLL";
    case BeginImplFrameDeadlineMode::REGULAR:
      return "BeginImplFrameDeadlineMode::REGULAR";
    case BeginImplFrameDeadlineMode::LATE:
      return "BeginImplFrameDeadlineMode::LATE";
    case BeginImplFrameDeadlineMode::BLOCKED:
      return "BeginImplFrameDeadlineMode::BLOCKED";
  }
  NOTREACHED();
}

perfetto::protos::pbzero::ChromeCompositorSchedulerStateV2::
    BeginImplFrameDeadlineMode
    SchedulerStateMachine::BeginImplFrameDeadlineModeToProtozeroEnum(
        BeginImplFrameDeadlineMode mode) {
  using pbzeroSchedulerState =
      perfetto::protos::pbzero::ChromeCompositorSchedulerStateV2;
  switch (mode) {
    case BeginImplFrameDeadlineMode::NONE:
      return pbzeroSchedulerState::DEADLINE_MODE_NONE;
    case BeginImplFrameDeadlineMode::IMMEDIATE:
      return pbzeroSchedulerState::DEADLINE_MODE_IMMEDIATE;
    case BeginImplFrameDeadlineMode::WAIT_FOR_SCROLL:
      return pbzeroSchedulerState::DEADLINE_MODE_WAIT_FOR_SCROLL;
    case BeginImplFrameDeadlineMode::REGULAR:
      return pbzeroSchedulerState::DEADLINE_MODE_REGULAR;
    case BeginImplFrameDeadlineMode::LATE:
      return pbzeroSchedulerState::DEADLINE_MODE_LATE;
    case BeginImplFrameDeadlineMode::BLOCKED:
      return pbzeroSchedulerState::DEADLINE_MODE_BLOCKED;
  }
  NOTREACHED();
}

perfetto::protos::pbzero::ChromeCompositorStateMachineV2::MajorStateV2::
    BeginMainFrameState
    SchedulerStateMachine::BeginMainFrameStateToProtozeroEnum(
        BeginMainFrameState state) {
  using pbzeroMajorStateV2 =
      perfetto::protos::pbzero::ChromeCompositorStateMachineV2::MajorStateV2;
  switch (state) {
    case BeginMainFrameState::IDLE:
      return pbzeroMajorStateV2::BEGIN_MAIN_FRAME_IDLE;
    case BeginMainFrameState::SENT:
      return pbzeroMajorStateV2::BEGIN_MAIN_FRAME_SENT;
    case BeginMainFrameState::READY_TO_COMMIT:
      return pbzeroMajorStateV2::BEGIN_MAIN_FRAME_READY_TO_COMMIT;
  }
  NOTREACHED();
}

perfetto::protos::pbzero::ChromeCompositorStateMachineV2::MajorStateV2::
    ForcedRedrawOnTimeoutState
    SchedulerStateMachine::ForcedRedrawOnTimeoutStateToProtozeroEnum(
        ForcedRedrawOnTimeoutState state) {
  using pbzeroMajorStateV2 =
      perfetto::protos::pbzero::ChromeCompositorStateMachineV2::MajorStateV2;
  switch (state) {
    case ForcedRedrawOnTimeoutState::IDLE:
      return pbzeroMajorStateV2::FORCED_REDRAW_IDLE;
    case ForcedRedrawOnTimeoutState::WAITING_FOR_COMMIT:
      return pbzeroMajorStateV2::FORCED_REDRAW_WAITING_FOR_COMMIT;
    case ForcedRedrawOnTimeoutState::WAITING_FOR_ACTIVATION:
      return pbzeroMajorStateV2::FORCED_REDRAW_WAITING_FOR_ACTIVATION;
    case ForcedRedrawOnTimeoutState::WAITING_FOR_DRAW:
      return pbzeroMajorStateV2::FORCED_REDRAW_WAITING_FOR_DRAW;
  }
  NOTREACHED();
}

perfetto::protos::pbzero::ChromeCompositorSchedulerActionV2
SchedulerStateMachine::ActionToProtozeroEnum(Action action) {
  using pbzeroSchedulerAction =
      perfetto::protos::pbzero::ChromeCompositorSchedulerActionV2;
  switch (action) {
    case Action::NONE:
      return pbzeroSchedulerAction::CC_SCHEDULER_ACTION_V2_NONE;
    case Action::SEND_BEGIN_MAIN_FRAME:
      return pbzeroSchedulerAction::
          CC_SCHEDULER_ACTION_V2_SEND_BEGIN_MAIN_FRAME;
    case Action::COMMIT:
      return pbzeroSchedulerAction::CC_SCHEDULER_ACTION_V2_COMMIT;
    case Action::POST_COMMIT:
      return pbzeroSchedulerAction::CC_SCHEDULER_ACTION_V2_POST_COMMIT;
    case Action::ACTIVATE_SYNC_TREE:
      return pbzeroSchedulerAction::CC_SCHEDULER_ACTION_V2_ACTIVATE_SYNC_TREE;
    case Action::DRAW_IF_POSSIBLE:
      return pbzeroSchedulerAction::CC_SCHEDULER_ACTION_V2_DRAW_IF_POSSIBLE;
    case Action::DRAW_FORCED:
      return pbzeroSchedulerAction::CC_SCHEDULER_ACTION_V2_DRAW_FORCED;
    case Action::DRAW_ABORT:
      return pbzeroSchedulerAction::CC_SCHEDULER_ACTION_V2_DRAW_ABORT;
    case Action::BEGIN_LAYER_TREE_FRAME_SINK_CREATION:
      return pbzeroSchedulerAction::
          CC_SCHEDULER_ACTION_V2_BEGIN_LAYER_TREE_FRAME_SINK_CREATION;
    case Action::PREPARE_TILES:
      return pbzeroSchedulerAction::CC_SCHEDULER_ACTION_V2_PREPARE_TILES;
    case Action::INVALIDATE_LAYER_TREE_FRAME_SINK:
      return pbzeroSchedulerAction::
          CC_SCHEDULER_ACTION_V2_INVALIDATE_LAYER_TREE_FRAME_SINK;
    case Action::PERFORM_IMPL_SIDE_INVALIDATION:
      return pbzeroSchedulerAction::
          CC_SCHEDULER_ACTION_V2_PERFORM_IMPL_SIDE_INVALIDATION;
  }
  NOTREACHED();
}

void SchedulerStateMachine::AsProtozeroInto(
    perfetto::protos::pbzero::ChromeCompositorStateMachineV2* state) const {
  auto* major_state = state->set_major_state();
  major_state->set_next_action(ActionToProtozeroEnum(NextAction()));
  major_state->set_begin_impl_frame_state(
      BeginImplFrameStateToProtozeroEnum(begin_impl_frame_state_));
  major_state->set_begin_main_frame_state(
      BeginMainFrameStateToProtozeroEnum(begin_main_frame_state_));
  major_state->set_layer_tree_frame_sink_state(
      LayerTreeFrameSinkStateToProtozeroEnum(layer_tree_frame_sink_state_));
  major_state->set_forced_redraw_state(
      ForcedRedrawOnTimeoutStateToProtozeroEnum(forced_redraw_state_));

  auto* minor_state = state->set_minor_state();
  minor_state->set_commit_count(commit_count_);
  minor_state->set_current_frame_number(current_frame_number_);
  minor_state->set_last_frame_number_submit_performed(
      last_frame_number_submit_performed_);
  minor_state->set_last_frame_number_draw_performed(
      last_frame_number_draw_performed_);
  minor_state->set_last_frame_number_begin_main_frame_sent(
      last_frame_number_begin_main_frame_sent_);
  minor_state->set_did_draw(did_draw_);
  minor_state->set_did_send_begin_main_frame_for_current_frame(
      did_send_begin_main_frame_for_current_frame_);
  minor_state->set_did_commit_during_frame(did_commit_during_frame_);
  minor_state->set_did_invalidate_layer_tree_frame_sink(
      did_invalidate_layer_tree_frame_sink_);
  minor_state->set_did_perform_impl_side_invalidaion(
      did_perform_impl_side_invalidation_);
  minor_state->set_did_prepare_tiles(did_prepare_tiles_);
  minor_state->set_consecutive_checkerboard_animations(
      consecutive_checkerboard_animations_);
  minor_state->set_pending_submit_frames(pending_submit_frames_);
  minor_state->set_submit_frames_with_current_layer_tree_frame_sink(
      submit_frames_with_current_layer_tree_frame_sink_);
  minor_state->set_needs_redraw(needs_redraw_);
  minor_state->set_needs_prepare_tiles(needs_prepare_tiles_);
  minor_state->set_needs_begin_main_frame(needs_begin_main_frame_);
  minor_state->set_needs_one_begin_impl_frame(needs_one_begin_impl_frame_);
  minor_state->set_visible(visible_);
  minor_state->set_begin_frame_source_paused(begin_frame_source_paused_);
  minor_state->set_can_draw(can_draw_);
  minor_state->set_resourceless_draw(resourceless_draw_);
  minor_state->set_has_pending_tree(has_pending_tree_);
  minor_state->set_pending_tree_is_ready_for_activation(
      pending_tree_is_ready_for_activation_);
  minor_state->set_active_tree_needs_first_draw(active_tree_needs_first_draw_);
  minor_state->set_active_tree_is_ready_to_draw(active_tree_is_ready_to_draw_);
  minor_state->set_did_create_and_initialize_first_layer_tree_frame_sink(
      did_create_and_initialize_first_layer_tree_frame_sink_);
  minor_state->set_tree_priority(TreePriorityToProtozeroEnum(tree_priority_));
  minor_state->set_critical_begin_main_frame_to_activate_is_fast(
      critical_begin_main_frame_to_activate_is_fast_);
  minor_state->set_main_thread_missed_last_deadline(
      main_thread_missed_last_deadline_);
  minor_state->set_video_needs_begin_frames(video_needs_begin_frames_);
  minor_state->set_defer_begin_main_frame(defer_begin_main_frame_);
  minor_state->set_last_commit_had_no_updates(last_commit_had_no_updates_);
  minor_state->set_did_draw_in_last_frame(did_attempt_draw_in_last_frame_);
  minor_state->set_did_submit_in_last_frame(did_submit_in_last_frame_);
  minor_state->set_needs_impl_side_invalidation(needs_impl_side_invalidation_);
  minor_state->set_current_pending_tree_is_impl_side(
      current_pending_tree_is_impl_side_);
  minor_state->set_previous_pending_tree_was_impl_side(
      previous_pending_tree_was_impl_side_);
  minor_state->set_processing_animation_worklets_for_active_tree(
      processing_animation_worklets_for_active_tree_);
  minor_state->set_processing_animation_worklets_for_pending_tree(
      processing_animation_worklets_for_pending_tree_);
  minor_state->set_processing_paint_worklets_for_pending_tree(
      processing_paint_worklets_for_pending_tree_);
  minor_state->set_should_warm_up(should_warm_up_);
}

bool SchedulerStateMachine::PendingDrawsShouldBeAborted() const {
  // Normally when |visible_| is false or |begin_frame_source_paused_| is true,
  // pending activations will be forced and draws will be aborted. However,
  // when the embedder is Android WebView, software draws could be scheduled by
  // the Android OS at any time and draws should not be aborted in this case.
  bool is_layer_tree_frame_sink_lost =
      (layer_tree_frame_sink_state_ == LayerTreeFrameSinkState::NONE);
  if (resourceless_draw_)
    return is_layer_tree_frame_sink_lost || !can_draw_;

  // 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 ShouldAbortCurrentFrame()
  // 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.
  return is_layer_tree_frame_sink_lost || !can_draw_ || !visible_ ||
         begin_frame_source_paused_ ||
         waiting_for_activation_after_rendering_resumed_;
}

bool SchedulerStateMachine::ShouldAbortCurrentFrame() const {
  // Abort the frame if there is no output surface to trigger our
  // activations, avoiding deadlock with the main thread.
  if (layer_tree_frame_sink_state_ == LayerTreeFrameSinkState::NONE)
    return true;

  // If we're not visible, we should just abort the frame. 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;

  // Abort the frame when viz::BeginFrameSource is paused to avoid
  // deadlocking the main thread.
  if (begin_frame_source_paused_)
    return true;

  return false;
}

bool SchedulerStateMachine::ShouldBeginLayerTreeFrameSinkCreation() const {
  if (!should_warm_up_ && !visible_) {
    return false;
  }

  // We only want to start output surface initialization after the
  // previous commit is complete.
  if (begin_main_frame_state_ != BeginMainFrameState::IDLE ||
      next_begin_main_frame_state_ != BeginMainFrameState::IDLE) {
    return false;
  }

  // Make sure the BeginImplFrame from any previous LayerTreeFrameSinks
  // are complete before creating the new LayerTreeFrameSink.
  if (begin_impl_frame_state_ != BeginImplFrameState::IDLE)
    return false;

  // We want to clear the pipeline 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 layer_tree_frame_sink_state_ == LayerTreeFrameSinkState::NONE;
}

bool SchedulerStateMachine::CheckShouldDraw() const {
  // Wait for ready to draw in full-pipeline mode or the browser compositor's
  // commit-to-active-tree mode.
  // When
  return (settings_.commit_to_active_tree && !active_tree_is_ready_to_draw_);
}

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 occurring. If we are waiting for the first draw, then perform 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_;

  // Do not draw more than once in the deadline. Aborted draws are ok because
  // those are effectively nops.
  if (did_draw_)
    return false;

  // Don't draw if an early check determined the frame does not have damage.
  if (skip_draw_)
    return false;

  // Don't draw if we are waiting on the first commit after a surface.
  if (layer_tree_frame_sink_state_ != LayerTreeFrameSinkState::ACTIVE)
    return false;

  // Do not queue too many draws.
  if (IsDrawThrottled())
    return false;

  // Except for the cases above, do not draw outside of the BeginImplFrame
  // deadline.
  if (begin_impl_frame_state_ != BeginImplFrameState::INSIDE_DEADLINE)
    return false;

  if (CheckShouldDraw()) {
    return false;
  }

  // Browser compositor commit steals any resources submitted in draw. Therefore
  // drawing while a commit is pending is wasteful.
  if (settings_.commit_to_active_tree && CommitPending())
    return false;

  // Only handle forced redraws due to timeouts on the regular deadline.
  if (forced_redraw_state_ == ForcedRedrawOnTimeoutState::WAITING_FOR_DRAW)
    return true;

  return needs_redraw_;
}

bool SchedulerStateMachine::ShouldActivateSyncTreeBeforeDraw() const {
  return (!settings_.using_synchronous_renderer_compositor &&
          active_tree_needs_first_draw_);
}

bool SchedulerStateMachine::ShouldActivateSyncTree() const {
  // There is nothing to activate.
  if (!has_pending_tree_) {
    TRACE_EVENT_INSTANT(TRACE_DISABLED_BY_DEFAULT("cc.debug"),
                        "Not activating sync tree due to no 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 (ShouldActivateSyncTreeBeforeDraw()) {
    TRACE_EVENT_INSTANT(TRACE_DISABLED_BY_DEFAULT("cc.debug"),
                        "Not activating before drawing active first");
    return false;
  }

  // Delay pending tree activation until paint worklets have completed painting
  // the pending tree. This must occur before the |ShouldAbortCurrentFrame|
  // check as we cannot have an unpainted active tree.
  //
  // Note that paint worklets continue to paint when the page is not visible, so
  // any abort will eventually happen when they complete.
  if (processing_paint_worklets_for_pending_tree_) {
    TRACE_EVENT_INSTANT(TRACE_DISABLED_BY_DEFAULT("cc.debug"),
                        "Not activating due to processing paint worklets");
    return false;
  }

  if (ShouldAbortCurrentFrame())
    return true;

  // Delay pending tree activation until animation worklets have completed
  // their asynchronous updates to pick up initial values.
  if (processing_animation_worklets_for_pending_tree_) {
    TRACE_EVENT_INSTANT(TRACE_DISABLED_BY_DEFAULT("cc.debug"),
                        "Not activating due to processing animation worklets");
    return false;
  }

  // At this point, only activate if we are ready to activate.
  if (!pending_tree_is_ready_for_activation_) {
    TRACE_EVENT_INSTANT(TRACE_DISABLED_BY_DEFAULT("cc.debug"),
                        "Not activating because pending tree not ready");
    return false;
  }
  return true;
}

bool SchedulerStateMachine::CouldSendBeginMainFrame() const {
  if (!needs_begin_main_frame_)
    return false;

  // We can not perform commits if we are not visible.
  if (!visible_)
    return false;

  // There are no BeginImplFrames while viz::BeginFrameSource is paused,
  // so should also stop BeginMainFrames.
  if (begin_frame_source_paused_)
    return false;

  // Do not send begin main frame when it is deferred.
  if (defer_begin_main_frame_)
    return false;

  // Do not send begin main frames if we want to pause rendering.
  if (pause_rendering_)
    return false;

  return true;
}

bool SchedulerStateMachine::ShouldBlockBeginMainFrameWhenIdle() const {
  return (!settings_.using_synchronous_renderer_compositor &&
          begin_impl_frame_state_ == BeginImplFrameState::IDLE);
}

bool SchedulerStateMachine::ShouldSendBeginMainFrame() const {
  if (!CouldSendBeginMainFrame())
    return false;

  // Do not send more than one begin main frame in a begin frame.
  if (did_send_begin_main_frame_for_current_frame_ &&
      !urgent_begin_main_frame_pending_) {
    return false;
  }

  // Only send BeginMainFrame when there isn't another commit pending already.
  // Other parts of the state machine indirectly defer the BeginMainFrame
  // by transitioning to WAITING commit states rather than going
  // immediately to IDLE.
  switch (begin_main_frame_state_) {
    case BeginMainFrameState::IDLE:
      break;
    case BeginMainFrameState::SENT:
      return false;
    case BeginMainFrameState::READY_TO_COMMIT:
      if (!settings_.main_frame_before_commit_enabled ||
          next_begin_main_frame_state_ != BeginMainFrameState::IDLE) {
        return false;
      }
      break;
  }

  // MFBA is disabled and we are waiting for previous activation, or the current
  // pending tree is impl-side.
  bool can_send_main_frame_with_pending_tree =
      settings_.main_frame_before_activation_enabled ||
      current_pending_tree_is_impl_side_;
  if (has_pending_tree_ && !can_send_main_frame_with_pending_tree)
    return false;

  // We are waiting for previous frame to be drawn, submitted and acked.
  if (settings_.commit_to_active_tree &&
      (active_tree_needs_first_draw_ || IsDrawThrottled())) {
    return false;
  }

  // Don't send BeginMainFrame early if we are prioritizing a committed
  // active tree because of ImplLatencyTakesPriority.
  if (ImplLatencyTakesPriority() &&
      ((has_pending_tree_ && !current_pending_tree_is_impl_side_) ||
       (active_tree_needs_first_draw_ &&
        !previous_pending_tree_was_impl_side_))) {
    return false;
  }

  // We should not send BeginMainFrame while we are in the idle state 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 for non-synchronous compositor.
  if (ShouldBlockBeginMainFrameWhenIdle() &&
      !urgent_begin_main_frame_pending_) {
    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_ == ForcedRedrawOnTimeoutState::WAITING_FOR_COMMIT)
    return true;

  // We shouldn't normally accept commits if there isn't a LayerTreeFrameSink.
  if (!HasInitializedLayerTreeFrameSink())
    return false;

  // Throttle the BeginMainFrames on CompositorFrameAck unless we just
  // submitted a frame to potentially improve impl-thread latency over
  // main-thread throughput.
  // TODO(brianderson): Remove this restriction to improve throughput or
  // make it conditional on ImplLatencyTakesPriority.
  bool just_submitted_in_deadline =
      begin_impl_frame_state_ == BeginImplFrameState::INSIDE_DEADLINE &&
      did_submit_in_last_frame_;
  if (IsDrawThrottled() && !just_submitted_in_deadline)
    return false;

  // We should wait for scroll events to arrive before sending the
  // BeginMainFrame. So that the most up to date scroll positions are available
  // for main-thread effects.
  if (ShouldWaitForScrollEvent()) {
    return false;
  }

  // This comes last, because we only want to throttle main frame that would
  // otherwise actually be sent, and we do not want to throttle forced redraws.
  if (ShouldThrottleSendBeginMainFrame()) {
    return false;
  }

  return true;
}

bool SchedulerStateMachine::ShouldThrottleSendBeginMainFrame() const {
  bool result = false;
  auto throttled_interval = MainFrameThrottledInterval();

  if (base::FeatureList::IsEnabled(features::kThrottleRepeatedNoDamageFrames)) {
    throttled_interval =
        std::max(throttled_interval,
                 main_frame_consecutive_no_damage_throttled_interval_);
  }

  if (throttled_interval.is_positive() &&
      last_begin_impl_frame_time_ - last_sent_begin_main_frame_time_ <
          throttled_interval) {
    result = true;
  }

  // Throttling main frame production when the current scroll is blocked on it
  // is visually bad, as it loses the benefit of high refresh rate. Don't
  // throttle. This is more expensive, but is required to reach perceptual
  // visual parity between throttled and non-throttled scrolling.
  if (is_current_scroll_main_painted_) {
    result = false;
  }

  TRACE_EVENT_INSTANT("cc", __PRETTY_FUNCTION__, "result", result);
  return result;
}

bool SchedulerStateMachine::ShouldCommit() const {
  if (begin_main_frame_state_ != BeginMainFrameState::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 ||
           settings_.main_frame_before_commit_enabled ||
           current_pending_tree_is_impl_side_);
    return false;
  }

  // If we only have an active tree, it is incorrect to replace it before we've
  // drawn it.
  DCHECK(!settings_.commit_to_active_tree || !active_tree_needs_first_draw_);

  // In browser compositor commit reclaims any resources submitted during draw.
  DCHECK(!settings_.commit_to_active_tree || !IsDrawThrottled());

  return true;
}

void SchedulerStateMachine::DidCommit() {
  DCHECK(!needs_post_commit_);
  needs_post_commit_ = true;
}

bool SchedulerStateMachine::ShouldRunPostCommit() const {
  return needs_post_commit_;
}

void SchedulerStateMachine::DidPostCommit() {
  DCHECK(needs_post_commit_);
  needs_post_commit_ = false;
}

bool SchedulerStateMachine::ShouldPrepareTiles() const {
  // Do not prepare tiles if we've already done so in commit or impl side
  // invalidation.
  if (did_prepare_tiles_)
    return false;

  // Limiting to once per-frame is not enough, since we only want to prepare
  // tiles _after_ draws.
  if (begin_impl_frame_state_ != BeginImplFrameState::INSIDE_DEADLINE)
    return false;

  return needs_prepare_tiles_;
}

bool SchedulerStateMachine::ShouldInvalidateLayerTreeFrameSink() const {
  // Do not invalidate more than once per begin frame.
  if (did_invalidate_layer_tree_frame_sink_)
    return false;

  // Only the synchronous compositor requires invalidations.
  if (!settings_.using_synchronous_renderer_compositor)
    return false;

  // Invalidations are only performed inside a BeginFrame.
  if (begin_impl_frame_state_ != BeginImplFrameState::INSIDE_BEGIN_FRAME)
    return false;

  // Don't invalidate for draw if we cannnot draw.
  // TODO(sunnyps): needs_prepare_tiles_ is needed here because PrepareTiles is
  // called only inside the deadline / draw phase. We could remove this if we
  // allowed PrepareTiles to happen in OnBeginImplFrame.
  return (needs_redraw_ && !PendingDrawsShouldBeAborted()) ||
         needs_prepare_tiles_;
}

SchedulerStateMachine::Action SchedulerStateMachine::NextAction() const {
  if (ShouldSendBeginMainFrame())
    return Action::SEND_BEGIN_MAIN_FRAME;
  if (ShouldRunPostCommit())
    return Action::POST_COMMIT;
  if (ShouldActivateSyncTree())
    return Action::ACTIVATE_SYNC_TREE;
  if (ShouldCommit())
    return Action::COMMIT;
  if (ShouldDraw()) {
    if (PendingDrawsShouldBeAborted())
      return Action::DRAW_ABORT;
    else if (forced_redraw_state_ ==
             ForcedRedrawOnTimeoutState::WAITING_FOR_DRAW)
      return Action::DRAW_FORCED;
    else
      return Action::DRAW_IF_POSSIBLE;
  }
  if (ShouldPerformImplSideInvalidation())
    return Action::PERFORM_IMPL_SIDE_INVALIDATION;
  if (ShouldPrepareTiles())
    return Action::PREPARE_TILES;
  if (ShouldInvalidateLayerTreeFrameSink())
    return Action::INVALIDATE_LAYER_TREE_FRAME_SINK;
  if (ShouldBeginLayerTreeFrameSinkCreation())
    return Action::BEGIN_LAYER_TREE_FRAME_SINK_CREATION;
  return Action::NONE;
}

bool SchedulerStateMachine::ShouldPerformImplSideInvalidation() const {
  if (pause_rendering_)
    return false;

  if (begin_frame_is_animate_only_)
    return false;

  if (!needs_impl_side_invalidation_)
    return false;

  // Don't invalidate if we've already done so either from the scheduler or as
  // part of commit.
  if (did_perform_impl_side_invalidation_)
    return false;

  // No invalidations should be done outside the impl frame.
  if (begin_impl_frame_state_ == BeginImplFrameState::IDLE)
    return false;

  // We need to be able to create a pending tree to perform an invalidation.
  if (!CouldCreatePendingTree())
    return false;

  // Check if we should defer invalidating so we can merge these invalidations
  // with the main frame.
  if (ShouldDeferInvalidatingForMainFrame())
    return false;

  // If invalidations go to the active tree and we are waiting for the previous
  // frame to be drawn, submitted and acked.
  if (settings_.commit_to_active_tree &&
      (active_tree_needs_first_draw_ || IsDrawThrottled())) {
    return false;
  }

  return true;
}

bool SchedulerStateMachine::ShouldDeferInvalidatingForMainFrame() const {
  DCHECK_NE(begin_impl_frame_state_, BeginImplFrameState::IDLE);

  // If the main thread is ready to commit, the impl-side invalidations will be
  // merged with the incoming main frame.
  if (begin_main_frame_state_ == BeginMainFrameState::READY_TO_COMMIT)
    return true;

  // If commits are being aborted (which would be the common case for a
  // compositor scroll), don't defer the invalidation.
  if (last_frame_events_.commit_had_no_updates || last_commit_had_no_updates_)
    return false;

  // If we prefer to invalidate over waiting on the main frame, do the
  // invalidation now.
  if (!should_defer_invalidation_for_fast_main_frame_)
    return false;

  // If there is a request for a main frame, then this could either be a
  // request that we need to respond to in this impl frame or its possible the
  // request is for the next frame (a rAF issued at the beginning of the current
  // main frame). In either case, defer invalidating so we can merge it with the
  // main frame.
  if (needs_begin_main_frame_)
    return true;

  // If the main frame was already sent, wait for the main thread to respond.
  if (begin_main_frame_state_ == BeginMainFrameState::SENT)
    return true;

  // If the main thread committed during the last frame, i.e. it was not
  // aborted, then we might get another main frame request later in the impl
  // frame. This could be the case for a timer based animation running on the
  // main thread which doesn't align with our vsync. For such cases,
  // conservatively defer invalidating until the deadline.
  if (last_frame_events_.did_commit_during_frame)
    return true;

  // If the main thread is not requesting any frames, perform the invalidation
  // at the beginning of the impl frame.
  return false;
}

void SchedulerStateMachine::WillPerformImplSideInvalidation() {
  current_pending_tree_is_impl_side_ = true;
  WillPerformImplSideInvalidationInternal();
}

void SchedulerStateMachine::WillPerformImplSideInvalidationInternal() {
  DCHECK(needs_impl_side_invalidation_);
  DCHECK(!has_pending_tree_);

  needs_impl_side_invalidation_ = false;
  has_pending_tree_ = true;
  did_perform_impl_side_invalidation_ = true;
  pending_tree_needs_first_draw_on_activation_ =
      next_invalidation_needs_first_draw_on_activation_;
  next_invalidation_needs_first_draw_on_activation_ = false;
  // TODO(eseckler): Track impl-side invalidations for pending/active tree and
  // CompositorFrame freshness computation.
}

bool SchedulerStateMachine::CouldCreatePendingTree() const {
  // Can't create a new pending tree till the current one is activated.
  if (has_pending_tree_)
    return false;

  // Can't make frames while we're invisible.
  if (!visible_)
    return false;

  // If the viz::BeginFrameSource is paused, we will not be able to make any
  // impl frames.
  if (begin_frame_source_paused_)
    return false;

  // Don't create a pending tree till a frame sink is fully initialized.  Check
  // for the ACTIVE state explicitly instead of calling
  // HasInitializedLayerTreeFrameSink() because that only checks if frame sink
  // has been recreated, but doesn't check if we're waiting for first commit or
  // activation.
  if (layer_tree_frame_sink_state_ != LayerTreeFrameSinkState::ACTIVE)
    return false;

  return true;
}

void SchedulerStateMachine::WillSendBeginMainFrame() {
  DCHECK(!has_pending_tree_ || settings_.main_frame_before_activation_enabled ||
         current_pending_tree_is_impl_side_);
  DCHECK(visible_);
  DCHECK(!begin_frame_source_paused_);
  DCHECK(!did_send_begin_main_frame_for_current_frame_ ||
         urgent_begin_main_frame_pending_);
  if (begin_main_frame_state_ == BeginMainFrameState::IDLE) {
    begin_main_frame_state_ = BeginMainFrameState::SENT;
  } else {
    // We are sending BMF to the main thread while the previous BMF has not yet
    // finished commit on the impl thread.
    DCHECK(settings_.main_frame_before_commit_enabled);
    DCHECK_EQ(begin_main_frame_state_, BeginMainFrameState::READY_TO_COMMIT);
    DCHECK_EQ(next_begin_main_frame_state_, BeginMainFrameState::IDLE);
    next_begin_main_frame_state_ = BeginMainFrameState::SENT;
  }
  needs_begin_main_frame_ = false;
  did_send_begin_main_frame_for_current_frame_ = true;
  // TODO(szager): Make sure this doesn't break perfetto
  last_frame_number_begin_main_frame_sent_ = current_frame_number_;
  // Not setting this to Now(), as we align everything on the last impl frame,
  // in order to avoid the effects of delay in-between BeginImplFrame and
  // SendBeginMainFrame(), that might lead to frame pacing issues.
  last_sent_begin_main_frame_time_ = last_begin_impl_frame_time_;
  urgent_begin_main_frame_pending_ = false;
}

bool SchedulerStateMachine::CheckWillCommit() const {
  return true;
}

void SchedulerStateMachine::WillCommit(bool commit_has_no_updates) {
  if (commit_has_no_updates) {
    consecutive_no_damage_main_frames_++;
  } else {
    consecutive_no_damage_main_frames_ = 0;
  }
  UpdateConsecutiveNoDamageThrottlingInterval();

  bool can_have_pending_tree =
      commit_has_no_updates &&
      (settings_.main_frame_before_activation_enabled ||
       settings_.main_frame_before_commit_enabled ||
       current_pending_tree_is_impl_side_);
  DCHECK(!has_pending_tree_ || can_have_pending_tree);
  DCHECK(settings_.main_frame_before_commit_enabled ||
         next_begin_main_frame_state_ == BeginMainFrameState::IDLE);
  DCHECK_LT(next_begin_main_frame_state_, BeginMainFrameState::READY_TO_COMMIT);
  commit_count_++;
  if (commit_has_no_updates) {
    // Primary BMF was aborted, cannot have a pipelined BMF
    DCHECK_EQ(next_begin_main_frame_state_, BeginMainFrameState::IDLE);
    begin_main_frame_state_ = BeginMainFrameState::IDLE;
  } else {
    // Move the pipelined BMF state into the primary slot being vacated.
    DCHECK(settings_.main_frame_before_commit_enabled ||
           next_begin_main_frame_state_ == BeginMainFrameState::IDLE);
    DCHECK_NE(next_begin_main_frame_state_,
              BeginMainFrameState::READY_TO_COMMIT);
    begin_main_frame_state_ = next_begin_main_frame_state_;
    next_begin_main_frame_state_ = BeginMainFrameState::IDLE;
  }
  last_commit_had_no_updates_ = commit_has_no_updates;
  did_commit_during_frame_ = true;

  if (!commit_has_no_updates) {
    // If there was a commit, the impl-side invalidations will be merged with
    // it. We always fill the impl-side invalidation funnel here, even if no
    // request was currently pending, to defer creating another pending tree and
    // performing PrepareTiles until the next frame, in case the invalidation
    // request is received after the commit.
    if (needs_impl_side_invalidation_)
      WillPerformImplSideInvalidationInternal();
    did_perform_impl_side_invalidation_ = true;

    // We have a new pending tree.
    has_pending_tree_ = true;
    pending_tree_needs_first_draw_on_activation_ = true;
    pending_tree_is_ready_for_activation_ = false;
    if (CheckWillCommit()) {
      // Wait for the new pending tree to become ready to draw, which may happen
      // before or after activation.
      active_tree_is_ready_to_draw_ = false;
    }
  }

  // Update state related to forced draws.
  if (forced_redraw_state_ == ForcedRedrawOnTimeoutState::WAITING_FOR_COMMIT) {
    forced_redraw_state_ =
        has_pending_tree_ ? ForcedRedrawOnTimeoutState::WAITING_FOR_ACTIVATION
                          : ForcedRedrawOnTimeoutState::WAITING_FOR_DRAW;
  }

  // Update the output surface state.
  if (layer_tree_frame_sink_state_ ==
      LayerTreeFrameSinkState::WAITING_FOR_FIRST_COMMIT) {
    layer_tree_frame_sink_state_ =
        has_pending_tree_
            ? LayerTreeFrameSinkState::WAITING_FOR_FIRST_ACTIVATION
            : LayerTreeFrameSinkState::ACTIVE;
  }
}

void SchedulerStateMachine::WillActivate() {
  // We cannot activate the pending tree while paint worklets are still being
  // processed; the pending tree *must* be fully painted before it can ever be
  // activated because we cannot paint the active tree.
  DCHECK(!processing_paint_worklets_for_pending_tree_);

  if (layer_tree_frame_sink_state_ ==
      LayerTreeFrameSinkState::WAITING_FOR_FIRST_ACTIVATION)
    layer_tree_frame_sink_state_ = LayerTreeFrameSinkState::ACTIVE;

  if (forced_redraw_state_ ==
      ForcedRedrawOnTimeoutState::WAITING_FOR_ACTIVATION)
    forced_redraw_state_ = ForcedRedrawOnTimeoutState::WAITING_FOR_DRAW;

  has_pending_tree_ = false;
  pending_tree_is_ready_for_activation_ = false;
  needs_redraw_ = true;
  active_tree_needs_first_draw_ = pending_tree_needs_first_draw_on_activation_;
  pending_tree_needs_first_draw_on_activation_ = false;
  waiting_for_activation_after_rendering_resumed_ = false;

  previous_pending_tree_was_impl_side_ = current_pending_tree_is_impl_side_;
  current_pending_tree_is_impl_side_ = false;
}

void SchedulerStateMachine::WillDrawInternal() {
  // If a new active tree is pending after the one we are about to draw,
  // the main thread is in a high latency mode.
  // main_thread_missed_last_deadline_ is here in addition to
  // OnBeginImplFrameIdle for cases where the scheduler aborts draws outside
  // of the deadline.
  main_thread_missed_last_deadline_ =
      CommitPending() ||
      (has_pending_tree_ && !current_pending_tree_is_impl_side_);

  // We need to reset needs_redraw_ before we draw since the
  // draw itself might request another draw.
  needs_redraw_ = false;

  did_draw_ = true;
  active_tree_needs_first_draw_ = false;
  last_frame_number_draw_performed_ = current_frame_number_;

  if (forced_redraw_state_ == ForcedRedrawOnTimeoutState::WAITING_FOR_DRAW)
    forced_redraw_state_ = ForcedRedrawOnTimeoutState::IDLE;
}

void SchedulerStateMachine::DidDrawInternal(DrawResult draw_result) {
  switch (draw_result) {
    case DrawResult::kInvalidResult:
      NOTREACHED() << "Invalid return DrawResult:"
                   << static_cast<int>(DrawResult::kInvalidResult);
    case DrawResult::kAbortedCantDraw:
      if (consecutive_cant_draw_count_++ < 3u) {
        needs_redraw_ = true;
      } else if (!settings_.using_synchronous_renderer_compositor) {
        // We cannot enforce this for WebView, as we cannot prevent the
        // application from attempting to force draws when we are unable to.
        DUMP_WILL_BE_NOTREACHED()
            << consecutive_cant_draw_count_ << " consecutve draws"
            << " with DrawResult::kAbortedCantDraw result";
      }
      break;
    case DrawResult::kAbortedDrainingPipeline:
    case DrawResult::kSuccess:
      consecutive_checkerboard_animations_ = 0;
      consecutive_cant_draw_count_ = 0;
      forced_redraw_state_ = ForcedRedrawOnTimeoutState::IDLE;
      break;
    case DrawResult::kAbortedCheckerboardAnimations:
      DCHECK(!did_submit_in_last_frame_);
      needs_begin_main_frame_ = true;
      needs_redraw_ = true;
      consecutive_checkerboard_animations_++;
      consecutive_cant_draw_count_ = 0;

      if (consecutive_checkerboard_animations_ >=
              settings_.maximum_number_of_failed_draws_before_draw_is_forced &&
          forced_redraw_state_ == ForcedRedrawOnTimeoutState::IDLE) {
        // 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_ = ForcedRedrawOnTimeoutState::WAITING_FOR_COMMIT;
      }
      break;
    case DrawResult::kAbortedMissingHighResContent:
      DCHECK(!did_submit_in_last_frame_);
      // 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_begin_main_frame_ = true;
      consecutive_cant_draw_count_ = 0;
      break;
  }
}

void SchedulerStateMachine::WillDraw() {
  DCHECK(!did_draw_);
  WillDrawInternal();
  // Set this to true to proactively request a new BeginFrame. We can't set this
  // in WillDrawInternal because AbortDraw calls WillDrawInternal but shouldn't
  // request another frame.
  did_attempt_draw_in_last_frame_ = true;
}

void SchedulerStateMachine::DidDraw(DrawResult draw_result) {
  draw_succeeded_in_last_frame_ = draw_result == DrawResult::kSuccess;
  DidDrawInternal(draw_result);
}

void SchedulerStateMachine::SetNeedsImplSideInvalidation(
    bool needs_first_draw_on_activation) {
  needs_impl_side_invalidation_ = true;
  next_invalidation_needs_first_draw_on_activation_ |=
      needs_first_draw_on_activation;
}

void SchedulerStateMachine::AbortDraw() {
  if (begin_frame_source_paused_) {
    draw_aborted_for_paused_begin_frame_ = true;
  }
  // Pretend like the draw was successful.
  // Note: We may abort at any time and cannot DCHECK that
  // we haven't drawn in or swapped in the last frame here.
  WillDrawInternal();
  DidDrawInternal(DrawResult::kAbortedDrainingPipeline);
}

void SchedulerStateMachine::WillPrepareTiles() {
  needs_prepare_tiles_ = false;
}

void SchedulerStateMachine::WillBeginLayerTreeFrameSinkCreation() {
  DCHECK_EQ(layer_tree_frame_sink_state_, LayerTreeFrameSinkState::NONE);
  layer_tree_frame_sink_state_ = LayerTreeFrameSinkState::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(begin_main_frame_state_ == BeginMainFrameState::IDLE);
  DCHECK(next_begin_main_frame_state_ == BeginMainFrameState::IDLE);
  DCHECK(!has_pending_tree_);
  DCHECK(!active_tree_needs_first_draw_);

  should_warm_up_ = false;
}

void SchedulerStateMachine::WillInvalidateLayerTreeFrameSink() {
  DCHECK(!did_invalidate_layer_tree_frame_sink_);
  did_invalidate_layer_tree_frame_sink_ = true;
  last_frame_number_invalidate_layer_tree_frame_sink_performed_ =
      current_frame_number_;
}

bool SchedulerStateMachine::BeginFrameNeededForVideo() const {
  return video_needs_begin_frames_;
}

bool SchedulerStateMachine::BeginFrameNeeded() const {
  // If we shouldn't subscribe to BeginFrames it implies BeginFrames are not
  // needed.
  if (!ShouldSubscribeToBeginFrames())
    return false;

  if (!pause_rendering_)
    return true;

  // Drain any in-flight main frame updates before pausing impl frames.
  if (begin_main_frame_state_ != BeginMainFrameState::IDLE)
    return true;

  // If a pending tree exists, activate and draw before pausing impl frames.
  if (has_pending_tree_)
    return true;

  // If a newly activated tree hasn't been drawn yet, draw it before pausing
  // impl frames.
  if (active_tree_needs_first_draw_)
    return true;

  return false;
}

bool SchedulerStateMachine::ShouldSubscribeToBeginFrames() const {
  // We can't handle BeginFrames when output surface isn't initialized.
  // TODO(brianderson): Support output surface creation inside a BeginFrame.
  if (!HasInitializedLayerTreeFrameSink())
    return false;

  // If we are not visible, we don't need BeginFrame messages.
  if (!visible_)
    return false;

  return BeginFrameRequiredForAction() || BeginFrameNeededForVideo() ||
         ProactiveBeginFrameWanted();
}

void SchedulerStateMachine::SetVideoNeedsBeginFrames(
    bool video_needs_begin_frames) {
  video_needs_begin_frames_ = video_needs_begin_frames;
}

void SchedulerStateMachine::SetDeferBeginMainFrame(
    bool defer_begin_main_frame) {
  defer_begin_main_frame_ = defer_begin_main_frame;
}

void SchedulerStateMachine::SetPauseRendering(bool pause_rendering) {
  if (pause_rendering_ == pause_rendering) {
    return;
  }

  pause_rendering_ = pause_rendering;
  // When resuming rendering, main thread always commits at least one frame.
  // Dont draw any impl frames until this commit is activated.
  waiting_for_activation_after_rendering_resumed_ = !pause_rendering_;
}

// These are the cases where we require a BeginFrame message to make progress
// on requested actions.
bool SchedulerStateMachine::BeginFrameRequiredForAction() const {
  // The forced draw respects our normal draw scheduling, so we need to
  // request a BeginImplFrame for it.
  if (forced_redraw_state_ == ForcedRedrawOnTimeoutState::WAITING_FOR_DRAW)
    return true;

  return needs_redraw_ || needs_one_begin_impl_frame_ ||
         (needs_begin_main_frame_ && !defer_begin_main_frame_) ||
         needs_impl_side_invalidation_;
}

// These are cases where we are very likely want a BeginFrame message in the
// near future. Proactively requesting the BeginImplFrame helps hide the round
// trip latency of the SetNeedsBeginFrame request that has to go to the
// Browser.
// This includes things like drawing soon, but might not actually have a new
// frame to draw when we receive the next BeginImplFrame.
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. Do not
  // request frames when commits are disabled, because the frame requests will
  // not provide the needed commit (and will wake up the process when it could
  // stay idle).
  if ((begin_main_frame_state_ != BeginMainFrameState::IDLE) &&
      !defer_begin_main_frame_)
    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 tried to draw, 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 (did_attempt_draw_in_last_frame_)
    return true;

  // If the last commit was aborted because of early out (no updates), we should
  // still want a begin frame in case there is a commit coming again.
  if (last_commit_had_no_updates_)
    return true;

  // If there is active interaction happening (e.g. scroll/pinch), then keep
  // reqeusting frames.
  if (tree_priority_ == SMOOTHNESS_TAKES_PRIORITY)
    return true;

  return false;
}

void SchedulerStateMachine::OnBeginImplFrame(const viz::BeginFrameArgs& args) {
  begin_impl_frame_state_ = BeginImplFrameState::INSIDE_BEGIN_FRAME;
  current_frame_number_++;
  begin_frame_is_animate_only_ = args.animate_only;
  // Pin the timestamp as passed from the caller. This makes timestamps more
  // consistent, and insensitive to e.g. descheduling between receiving a
  // BeginFrame() call, and actually getting to BeginImplFrame().
  last_begin_impl_frame_time_ = args.frame_time;

  // Cache the values from the previous impl frame before reseting them for this
  // frame.
  last_frame_events_.commit_had_no_updates = last_commit_had_no_updates_;
  last_frame_events_.did_commit_during_frame = did_commit_during_frame_;

  last_commit_had_no_updates_ = false;
  did_attempt_draw_in_last_frame_ = false;
  draw_succeeded_in_last_frame_ = false;
  did_submit_in_last_frame_ = false;
  needs_one_begin_impl_frame_ = false;

  did_send_begin_main_frame_for_current_frame_ = false;
  did_commit_during_frame_ = false;
  did_invalidate_layer_tree_frame_sink_ = false;
  did_perform_impl_side_invalidation_ = false;
  waiting_for_scroll_event_ = false;

  if (base::ShouldRecordSubsampledMetric(0.001)) {
    UMA_HISTOGRAM_BOOLEAN("Compositing.Scheduler.HighFramerateRequested",
                          high_framerate_requests_count_ > 0);
  }
}

void SchedulerStateMachine::OnBeginImplFrameDeadline() {
  begin_impl_frame_state_ = BeginImplFrameState::INSIDE_DEADLINE;

  // Clear funnels for any actions we perform during the deadline.
  did_draw_ = false;
}

void SchedulerStateMachine::OnBeginImplFrameIdle() {
  begin_impl_frame_state_ = BeginImplFrameState::IDLE;

  // Count any prepare tiles that happens in commits in between frames. We want
  // to prevent a prepare tiles during the next frame's deadline in that case.
  // This also allows synchronous compositor to do one PrepareTiles per draw.
  // This is same as the old prepare tiles funnel behavior.
  did_prepare_tiles_ = false;

  // If a new or undrawn active tree is pending after the deadline,
  // then the main thread is in a high latency mode.
  main_thread_missed_last_deadline_ =
      CommitPending() || has_pending_tree_ || active_tree_needs_first_draw_;

  // If we're entering a state where we won't get BeginFrames set all the
  // funnels so that we don't perform any actions that we shouldn't.
  if (!BeginFrameNeeded())
    did_send_begin_main_frame_for_current_frame_ = true;
}

SchedulerStateMachine::BeginImplFrameDeadlineMode
SchedulerStateMachine::CurrentBeginImplFrameDeadlineMode() const {
  const bool outside_begin_frame =
      begin_impl_frame_state_ != BeginImplFrameState::INSIDE_BEGIN_FRAME;
  if (settings_.using_synchronous_renderer_compositor || outside_begin_frame) {
    // No deadline for synchronous compositor, or when outside the begin frame.
    return BeginImplFrameDeadlineMode::NONE;
  } else if (ShouldBlockDeadlineIndefinitely()) {
    // We do not want to wait for a deadline because we're waiting for full
    // pipeline to be flushed for headless.
    return BeginImplFrameDeadlineMode::BLOCKED;
  } else if (ShouldTriggerBeginImplFrameDeadlineImmediately()) {
    if (ShouldWaitForScrollEvent()) {
      // We are scrolling but have not received a scroll event for this begin
      // frame. We want to wait before attempting to draw.
      return BeginImplFrameDeadlineMode::WAIT_FOR_SCROLL;
    }
    // We are ready to draw a new active tree immediately because there's no
    // commit expected or we're prioritizing active tree latency.
    return BeginImplFrameDeadlineMode::IMMEDIATE;
  } else if (needs_redraw_) {
    // 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.
    return BeginImplFrameDeadlineMode::REGULAR;
  } else {
    // The impl thread doesn't have anything it wants to draw and we are just
    // waiting for a new active tree.
    return BeginImplFrameDeadlineMode::LATE;
  }
}

bool SchedulerStateMachine::ShouldWaitForScrollEvent() const {
  // We only apply this mode during frame production
  if (begin_impl_frame_state_ != BeginImplFrameState::INSIDE_BEGIN_FRAME) {
    return false;
  }
  // Once the deadline has been triggered, we should stop waiting.
  if (begin_impl_frame_state_ == BeginImplFrameState::INSIDE_DEADLINE) {
    return false;
  }
  // We are scrolling but have not received a scroll event for this begin frame.
  if (settings_.scroll_deadline_mode_enabled && is_scrolling_ &&
      waiting_for_scroll_event_) {
    return true;
  }
  return false;
}

bool SchedulerStateMachine::ShouldTriggerBeginImplFrameDeadlineImmediately()
    const {
  // If we aborted the current frame we should end the deadline right now.
  if (ShouldAbortCurrentFrame() && !has_pending_tree_)
    return true;

  // Throttle the deadline on CompositorFrameAck since we wont draw and submit
  // anyway.
  if (IsDrawThrottled())
    return false;

  // Delay immediate draws when we have pending animation worklet updates to
  // give them time to produce output before we draw.
  if (processing_animation_worklets_for_active_tree_)
    return false;

  if (active_tree_needs_first_draw_)
    return true;

  // TODO(XXX): This condition should not need to be there. There was an attempt
  // to remove it, which was reverted due to regressions (see
  // https://chromium-review.googlesource.com/c/chromium/src/+/1211664).
  // Investigate why this is the case.
  if (!needs_redraw_)
    return false;

  // We did not send a BeginMainFrame() and main is not busy, we can trigger the
  // deadline immediately.
  bool wait_for_main = CommitPending() || has_pending_tree_;
  if (last_begin_impl_frame_time_ != last_sent_begin_main_frame_time_ &&
      !wait_for_main) {
    TRACE_EVENT_INSTANT("cc", "TriggerDeadlineDueToThrottling");
    return true;
  }

  // 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 (!wait_for_main) {
    return true;
  }

  // Prioritize impl-thread draws in ImplLatencyTakesPriority mode.
  if (ImplLatencyTakesPriority())
    return true;

  return false;
}

bool SchedulerStateMachine::CheckShouldBlockDeadlineIndefinitely() const {
  return !settings_.commit_to_active_tree;
}

bool SchedulerStateMachine::ShouldBlockDeadlineIndefinitely() const {
  if (CheckShouldBlockDeadlineIndefinitely()) {
    return false;
  }

  // Avoid blocking for any reason if we don't have a layer tree frame sink or
  // are invisible.
  if (layer_tree_frame_sink_state_ == LayerTreeFrameSinkState::NONE)
    return false;

  if (!visible_)
    return false;

  // Wait for main frame if one is in progress or about to be started.
  if (ShouldSendBeginMainFrame())
    return true;

  if (begin_main_frame_state_ != BeginMainFrameState::IDLE)
    return true;

  // Wait for tiles and activation.
  if (has_pending_tree_)
    return true;

  // Avoid blocking for draw when we can't draw. We block in the above cases
  // even if we cannot draw, because we may still be waiting for the first
  // active tree.
  if (!can_draw_)
    return false;

  // Wait for remaining tiles and draw.
  if (!active_tree_is_ready_to_draw_)
    return true;

  return false;
}

void SchedulerStateMachine::FrameIntervalUpdated(
    base::TimeDelta frame_interval) {
  unthrottled_frame_interval_ = frame_interval;
  // We only want to evaluate the feature on clients that see short VSync
  // intervals, to have the control and experiment only contain high refresh
  // rate clients. This ignores 90Hz displays, on purpose, and adds some
  // leeway.
  //
  // Apply some slack, so that if for some reason the interval is a bit larger
  // than 8.33333333333333ms, then we catch it still.
  bool fast_vsync_interval =
      frame_interval < base::Hertz(120) * (1 / kFrameThrottlingSlackFactor);
  if (fast_vsync_interval && IsEligibleToThrottleMainFrameRate()) {
    features::SetIsEligibleForThrottleMainFrameTo60Hz(true);
  }
  if (fast_vsync_interval && ShouldThrottleMainFrameRate(settings_)) {
    // Here as well, use a slack factor, to make sure that small timing
    // variations don't result in uneven pacing.
    //
    // Use interval / 2 rather than an actual interval as refresh rates are
    // not necessarily 120: it could be something really close, or it could be
    // 144Hz for instance.
    main_frame_throttled_interval_ =
        ThrottledFrameRateWithSlack(frame_interval, 2);
    TRACE_EVENT("cc", "ThrottleMainFrame", "interval",
                main_frame_throttled_interval_);
  } else {
    main_frame_throttled_interval_ = base::TimeDelta();
  }
}

bool SchedulerStateMachine::IsDrawThrottled() const {
  if (base::FeatureList::IsEnabled(features::kNoCompositorFrameAcks)) {
    return false;
  }
  return pending_submit_frames_ >= kMaxPendingSubmitFrames &&
         !settings_.disable_frame_rate_limit;
}

void SchedulerStateMachine::SetVisible(bool visible) {
  if (visible_ == visible)
    return;

  visible_ = visible;

  if (visible) {
    main_thread_missed_last_deadline_ = false;
    should_warm_up_ = false;
  }

  did_prepare_tiles_ = false;
}

void SchedulerStateMachine::SetShouldWarmUp() {
  should_warm_up_ = true;
}

void SchedulerStateMachine::SetBeginFrameSourcePaused(bool paused) {
  begin_frame_source_paused_ = paused;
  if (!paused) {
    needs_redraw_ = draw_aborted_for_paused_begin_frame_;
    draw_aborted_for_paused_begin_frame_ = false;
  }
}

void SchedulerStateMachine::SetResourcelessSoftwareDraw(
    bool resourceless_draw) {
  resourceless_draw_ = resourceless_draw;
}

void SchedulerStateMachine::SetCanDraw(bool can_draw) {
  can_draw_ = can_draw;
}

void SchedulerStateMachine::SetSkipDraw(bool skip_draw) {
  skip_draw_ = skip_draw;
}

void SchedulerStateMachine::SetNeedsRedraw() {
  needs_redraw_ = true;
}

void SchedulerStateMachine::SetNeedsPrepareTiles() {
  if (!needs_prepare_tiles_) {
    TRACE_EVENT0("cc", "SchedulerStateMachine::SetNeedsPrepareTiles");
    needs_prepare_tiles_ = true;
  }
}
void SchedulerStateMachine::DidSubmitCompositorFrame() {
  if (!base::FeatureList::IsEnabled(features::kNoCompositorFrameAcks)) {
    TRACE_EVENT_BEGIN("cc", "Scheduler:pending_submit_frames",
                      GetTracingTrack(this), "pending_frames",
                      pending_submit_frames_);

    // If we are running with no frame rate limits, the GPU process can submit
    // a new BeginFrame request if the deadline for the pending BeginFrame
    // request expires. It will basically cause this DCHECK to fire as we may
    // not have received acks for previously submitted requests.
    // Please see SchedulerStateMachine::IsDrawThrottled() where throttling
    // is disabled when the disable_frame_rate_limit setting is enabled.
    // TODO(ananta/jonross/sunnyps)
    // http://crbug.com/346931323
    // We should remove or change this once VRR support is implemented for
    // Windows and other platforms potentially.
    if (!settings_.disable_frame_rate_limit) {
      DCHECK_LT(pending_submit_frames_, kMaxPendingSubmitFrames);
    }

    pending_submit_frames_++;
  }
  submit_frames_with_current_layer_tree_frame_sink_++;

  did_submit_in_last_frame_ = true;
  last_frame_number_submit_performed_ = current_frame_number_;
}

void SchedulerStateMachine::DidReceiveCompositorFrameAck() {
  if (base::FeatureList::IsEnabled(features::kNoCompositorFrameAcks)) {
    NOTREACHED();
  } else {
    TRACE_EVENT_END("cc", /*"Scheduler:pending_submit_frames"*/
                    GetTracingTrack(this), "pending_frames",
                    pending_submit_frames_);
    pending_submit_frames_--;
  }
}

void SchedulerStateMachine::SetTreePrioritiesAndScrollState(
    TreePriority tree_priority,
    bool is_current_scroll_main_painted) {
  tree_priority_ = tree_priority;
  is_current_scroll_main_painted_ = is_current_scroll_main_painted;
}

void SchedulerStateMachine::SetCriticalBeginMainFrameToActivateIsFast(
    bool is_fast) {
  critical_begin_main_frame_to_activate_is_fast_ = is_fast;
}

bool SchedulerStateMachine::ImplLatencyTakesPriority() const {
  // Don't wait for the main thread if we are prioritizing smoothness.
  // We do not attempt to synchronize with the main thread for scroll handlers.
  // Even when `critical_begin_main_frame_to_activate_is_fast_` the threshold
  // for that calculation does not account for GPU process time required. Due to
  // this we end up having significant scroll jank when synchronizing.
  if (SMOOTHNESS_TAKES_PRIORITY == tree_priority_)
    return true;

  return false;
}

void SchedulerStateMachine::SetNeedsBeginMainFrame(bool now, bool unthrottled) {
  TRACE_EVENT("cc", __PRETTY_FUNCTION__, "now", now, "unthrottled",
              unthrottled);
  needs_begin_main_frame_ = true;

  if (unthrottled) {
    // Reset the throttling interval for the next frame only.
    main_frame_consecutive_no_damage_throttled_interval_ = base::TimeDelta();
  }

  if (now) {
    last_sent_begin_main_frame_time_ = base::TimeTicks();
  }
}

void SchedulerStateMachine::SetUrgentBeginMainFramePending() {
  urgent_begin_main_frame_pending_ = true;
  SetNeedsBeginMainFrame(true);
}

void SchedulerStateMachine::SetNeedsOneBeginImplFrame() {
  needs_one_begin_impl_frame_ = true;
}

void SchedulerStateMachine::NotifyReadyToCommit() {
  DCHECK_EQ(begin_main_frame_state_, BeginMainFrameState::SENT);
  begin_main_frame_state_ = BeginMainFrameState::READY_TO_COMMIT;
  // In commit_to_active_tree mode, commit should happen right after BeginFrame,
  // meaning when this function is called, next action should be commit.
  DCHECK(!settings_.commit_to_active_tree || ShouldCommit());
}

void SchedulerStateMachine::BeginMainFrameAborted(CommitEarlyOutReason reason) {
  if (begin_main_frame_state_ == BeginMainFrameState::SENT) {
    DCHECK_EQ(next_begin_main_frame_state_, BeginMainFrameState::IDLE);

    // If the main thread aborted, it doesn't matter if the  main thread missed
    // the last deadline since it didn't have an update anyway.
    main_thread_missed_last_deadline_ = false;

    switch (reason) {
      case CommitEarlyOutReason::kAbortedNotVisible:
      case CommitEarlyOutReason::kAbortedDeferredMainFrameUpdate:
      case CommitEarlyOutReason::kAbortedDeferredCommit:
        // TODO(rendering-core) For kAbortedDeferredCommit we may wish to do
        // something different because we have updated the main frame, but we
        // have not committed it. So we do not necessarily need a begin main
        // frame but we do need a commit for the frame we deferred. In practice
        // the next BeginMainFrame after the deferred commit timeout will cause
        // a commit, but it might come later than optimal.
        begin_main_frame_state_ = BeginMainFrameState::IDLE;
        SetNeedsBeginMainFrame(/* now = */ false);
        break;
      case CommitEarlyOutReason::kFinishedNoUpdates:
        WillCommit(/*commit_had_no_updates=*/true);
        break;
      case CommitEarlyOutReason::kNoEarlyOut:
        // Not a real case, only used for metrics.
        NOTREACHED();
    }
  } else {
    DCHECK(settings_.main_frame_before_commit_enabled);
    DCHECK_EQ(next_begin_main_frame_state_, BeginMainFrameState::SENT);
    DCHECK_EQ(begin_main_frame_state_, BeginMainFrameState::READY_TO_COMMIT);
    next_begin_main_frame_state_ = BeginMainFrameState::IDLE;
    switch (reason) {
      case CommitEarlyOutReason::kAbortedNotVisible:
      case CommitEarlyOutReason::kAbortedDeferredMainFrameUpdate:
      case CommitEarlyOutReason::kAbortedDeferredCommit:
        SetNeedsBeginMainFrame(/* now = */ false);
        break;
      case CommitEarlyOutReason::kFinishedNoUpdates:
        commit_count_++;
        break;
      case CommitEarlyOutReason::kNoEarlyOut:
        // Not a real case, only used for metrics.
        NOTREACHED();
    }
  }
}

void SchedulerStateMachine::DidPrepareTiles() {
  needs_prepare_tiles_ = false;
  did_prepare_tiles_ = true;
}

void SchedulerStateMachine::DidLoseLayerTreeFrameSink() {
  if (layer_tree_frame_sink_state_ == LayerTreeFrameSinkState::NONE ||
      layer_tree_frame_sink_state_ == LayerTreeFrameSinkState::CREATING)
    return;
  layer_tree_frame_sink_state_ = LayerTreeFrameSinkState::NONE;
  needs_redraw_ = false;
}

bool SchedulerStateMachine::NotifyReadyToActivate() {
  // It is not valid for clients to try and activate the pending tree whilst
  // paint worklets are still being processed; the pending tree *must* be fully
  // painted before it can ever be activated (even if e.g. it is not visible),
  // because we cannot paint the active tree.
  DCHECK(!processing_paint_worklets_for_pending_tree_);

  if (!has_pending_tree_ || pending_tree_is_ready_for_activation_)
    return false;

  pending_tree_is_ready_for_activation_ = true;
  return true;
}

bool SchedulerStateMachine::IsReadyToActivate() {
  return pending_tree_is_ready_for_activation_;
}

void SchedulerStateMachine::NotifyReadyToDraw() {
  active_tree_is_ready_to_draw_ = true;
}

void SchedulerStateMachine::NotifyAnimationWorkletStateChange(
    AnimationWorkletState state,
    TreeType tree) {
  if (tree == TreeType::ACTIVE) {
    switch (state) {
      case AnimationWorkletState::PROCESSING:
        DCHECK_GE(processing_animation_worklets_for_active_tree_, 0);
        DCHECK_LE(processing_animation_worklets_for_active_tree_, 1);
        processing_animation_worklets_for_active_tree_++;
        break;

      case AnimationWorkletState::IDLE:
        DCHECK_LE(processing_animation_worklets_for_active_tree_, 2);
        DCHECK_GE(processing_animation_worklets_for_active_tree_, 1);
        processing_animation_worklets_for_active_tree_--;
    }
  } else {
    processing_animation_worklets_for_pending_tree_ =
        (state == AnimationWorkletState::PROCESSING);
  }
}

void SchedulerStateMachine::NotifyPaintWorkletStateChange(
    PaintWorkletState state) {
  bool processing_paint_worklets_for_pending_tree =
      (state == PaintWorkletState::PROCESSING);
  DCHECK_NE(processing_paint_worklets_for_pending_tree,
            processing_paint_worklets_for_pending_tree_);
  processing_paint_worklets_for_pending_tree_ =
      processing_paint_worklets_for_pending_tree;
}

void SchedulerStateMachine::DidCreateAndInitializeLayerTreeFrameSink() {
  DCHECK_EQ(layer_tree_frame_sink_state_, LayerTreeFrameSinkState::CREATING);
  layer_tree_frame_sink_state_ =
      LayerTreeFrameSinkState::WAITING_FOR_FIRST_COMMIT;

  if (did_create_and_initialize_first_layer_tree_frame_sink_) {
    // 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_begin_main_frame_ = true;
  }
  did_create_and_initialize_first_layer_tree_frame_sink_ = true;
  pending_submit_frames_ = 0;
  submit_frames_with_current_layer_tree_frame_sink_ = 0;
  main_thread_missed_last_deadline_ = false;
}

bool SchedulerStateMachine::HasInitializedLayerTreeFrameSink() const {
  switch (layer_tree_frame_sink_state_) {
    case LayerTreeFrameSinkState::NONE:
    case LayerTreeFrameSinkState::CREATING:
      return false;

    case LayerTreeFrameSinkState::ACTIVE:
    case LayerTreeFrameSinkState::WAITING_FOR_FIRST_COMMIT:
    case LayerTreeFrameSinkState::WAITING_FOR_FIRST_ACTIVATION:
      return true;
  }
  NOTREACHED();
}


void SchedulerStateMachine::UpdateConsecutiveNoDamageThrottlingInterval() {
  if (!base::FeatureList::IsEnabled(
          features::kThrottleRepeatedNoDamageFrames)) {
    return;
  }

  if (DisableThrottlingDueToHighFramerateRequests()) {
    consecutive_no_damage_main_frames_ = 0;
    main_frame_consecutive_no_damage_throttled_interval_ = base::TimeDelta();
    return;
  }

  const int factor = GetThrottlingFactor(consecutive_no_damage_main_frames_);
  main_frame_consecutive_no_damage_throttled_interval_ =
      factor ? ThrottledFrameRateWithSlack(unthrottled_frame_interval_, factor)
             : base::TimeDelta();
}

void SchedulerStateMachine::SetRequestHighFramerate(bool flag) {
  TRACE_EVENT("blink", __PRETTY_FUNCTION__);
  if (flag) {
    high_framerate_requests_count_ += 1;
  } else {
    DCHECK_GE(high_framerate_requests_count_, 1u);
    high_framerate_requests_count_ =
        std::max(static_cast<uint64_t>(1), high_framerate_requests_count_) - 1;
  }
}

bool SchedulerStateMachine::DisableThrottlingDueToHighFramerateRequests()
    const {
  return high_framerate_requests_count_ > 0 &&
         base::FeatureList::IsEnabled(
             features::kHighFramerateRequestFromClient);
}

base::TimeDelta SchedulerStateMachine::MainFrameThrottledInterval() const {
  if (DisableThrottlingDueToHighFramerateRequests()) {
    return base::TimeDelta();
  } else {
    return main_frame_throttled_interval_;
  }
}

}  // namespace cc
