KillTimer in MessagePumpForUI is called far more often than SetTimer |
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Issue descriptionAccording to my instrumentation of MessagePumpForUI there is a flaw in SetTimer / KillTimer logic that results in KillTimer being called up to 5 times more often than SetTimer. Basically KillTimer would be called every time when any work was done - either regular or delayed - and there is no more delayed work. A better implementation would be to keep track of SetTimer calls and only call KillTimer if there is an active one. Considering about 2-8% of GPU process hangs (depending on build number) are deadlocks with KillTimer call on the top it would be good to fix this.
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Jun 6 2016
This bug is fixed in MessagePumpForGpu version of message pump, but not fixed in MessagePumpForUI version. The fix idea: add a flag that is set to true when timer is created and KillTimer only when the flag is true.
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Jul 12 2016
Fixed on the GPU side, can't repro in the browser side |
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Comment 1 by stanisc@chromium.org
, May 24 2016