| OLD | NEW |
| 1 // Copyright 2011 The Chromium Authors. All rights reserved. | 1 // Copyright 2011 The Chromium Authors. All rights reserved. |
| 2 // Use of this source code is governed by a BSD-style license that can be | 2 // Use of this source code is governed by a BSD-style license that can be |
| 3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
| 4 | 4 |
| 5 #include "cc/scheduler/scheduler_state_machine.h" | 5 #include "cc/scheduler/scheduler_state_machine.h" |
| 6 | 6 |
| 7 #include "cc/scheduler/scheduler.h" | 7 #include "cc/scheduler/scheduler.h" |
| 8 #include "testing/gtest/include/gtest/gtest.h" | 8 #include "testing/gtest/include/gtest/gtest.h" |
| 9 | 9 |
| 10 namespace cc { | 10 namespace cc { |
| (...skipping 17 matching lines...) Expand all Loading... |
| 28 | 28 |
| 29 bool NeedsCommit() const { return needs_commit_; } | 29 bool NeedsCommit() const { return needs_commit_; } |
| 30 | 30 |
| 31 void SetNeedsRedraw(bool b) { needs_redraw_ = b; } | 31 void SetNeedsRedraw(bool b) { needs_redraw_ = b; } |
| 32 bool NeedsRedraw() const { return needs_redraw_; } | 32 bool NeedsRedraw() const { return needs_redraw_; } |
| 33 | 33 |
| 34 void SetNeedsForcedRedraw(bool b) { needs_forced_redraw_ = b; } | 34 void SetNeedsForcedRedraw(bool b) { needs_forced_redraw_ = b; } |
| 35 bool NeedsForcedRedraw() const { return needs_forced_redraw_; } | 35 bool NeedsForcedRedraw() const { return needs_forced_redraw_; } |
| 36 | 36 |
| 37 bool CanDraw() const { return can_draw_; } | 37 bool CanDraw() const { return can_draw_; } |
| 38 bool InsideVSync() const { return inside_vsync_; } | |
| 39 bool Visible() const { return visible_; } | 38 bool Visible() const { return visible_; } |
| 40 }; | 39 }; |
| 41 | 40 |
| 42 TEST(SchedulerStateMachineTest, TestNextActionBeginsFrameIfNeeded) { | 41 TEST(SchedulerStateMachineTest, TestNextActionBeginsMainFrameIfNeeded) { |
| 43 SchedulerSettings default_scheduler_settings; | 42 SchedulerSettings default_scheduler_settings; |
| 44 | 43 |
| 45 // If no commit needed, do nothing. | 44 // If no commit needed, do nothing. |
| 46 { | 45 { |
| 47 StateMachine state(default_scheduler_settings); | 46 StateMachine state(default_scheduler_settings); |
| 48 state.SetCanStart(); | 47 state.SetCanStart(); |
| 49 state.UpdateState(state.NextAction()); | 48 state.UpdateState(state.NextAction()); |
| 50 state.DidCreateAndInitializeOutputSurface(); | 49 state.DidCreateAndInitializeOutputSurface(); |
| 51 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE); | 50 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE); |
| 52 state.SetNeedsRedraw(false); | 51 state.SetNeedsRedraw(false); |
| 53 state.SetVisible(true); | 52 state.SetVisible(true); |
| 54 | 53 |
| 55 EXPECT_FALSE(state.VSyncCallbackNeeded()); | 54 EXPECT_FALSE(state.BeginFrameNeededByImplThread()); |
| 56 | 55 |
| 57 state.DidLeaveVSync(); | 56 state.DidLeaveBeginFrame(); |
| 58 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 57 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 59 EXPECT_FALSE(state.VSyncCallbackNeeded()); | 58 EXPECT_FALSE(state.BeginFrameNeededByImplThread()); |
| 60 state.DidEnterVSync(); | 59 state.DidEnterBeginFrame(); |
| 61 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 60 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 62 } | 61 } |
| 63 | 62 |
| 64 // If commit requested but can_begin_frame is still false, do nothing. | 63 // If commit requested but can_start is still false, do nothing. |
| 65 { | 64 { |
| 66 StateMachine state(default_scheduler_settings); | 65 StateMachine state(default_scheduler_settings); |
| 67 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE); | 66 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE); |
| 68 state.SetNeedsRedraw(false); | 67 state.SetNeedsRedraw(false); |
| 69 state.SetVisible(true); | 68 state.SetVisible(true); |
| 70 | 69 |
| 71 EXPECT_FALSE(state.VSyncCallbackNeeded()); | 70 EXPECT_FALSE(state.BeginFrameNeededByImplThread()); |
| 72 | 71 |
| 73 state.DidLeaveVSync(); | 72 state.DidLeaveBeginFrame(); |
| 74 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 73 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 75 EXPECT_FALSE(state.VSyncCallbackNeeded()); | 74 EXPECT_FALSE(state.BeginFrameNeededByImplThread()); |
| 76 state.DidEnterVSync(); | 75 state.DidEnterBeginFrame(); |
| 77 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 76 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 78 } | 77 } |
| 79 | 78 |
| 80 // If commit requested, begin a frame. | 79 // If commit requested, begin a main frame. |
| 81 { | 80 { |
| 82 StateMachine state(default_scheduler_settings); | 81 StateMachine state(default_scheduler_settings); |
| 83 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE); | 82 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE); |
| 84 state.SetCanStart(); | 83 state.SetCanStart(); |
| 85 state.SetNeedsRedraw(false); | 84 state.SetNeedsRedraw(false); |
| 86 state.SetVisible(true); | 85 state.SetVisible(true); |
| 87 EXPECT_FALSE(state.VSyncCallbackNeeded()); | 86 EXPECT_FALSE(state.BeginFrameNeededByImplThread()); |
| 88 } | 87 } |
| 89 | 88 |
| 90 // Begin the frame, make sure needs_commit and commit_state update correctly. | 89 // Begin the frame, make sure needs_commit and commit_state update correctly. |
| 91 { | 90 { |
| 92 StateMachine state(default_scheduler_settings); | 91 StateMachine state(default_scheduler_settings); |
| 93 state.SetCanStart(); | 92 state.SetCanStart(); |
| 94 state.UpdateState(state.NextAction()); | 93 state.UpdateState(state.NextAction()); |
| 95 state.DidCreateAndInitializeOutputSurface(); | 94 state.DidCreateAndInitializeOutputSurface(); |
| 96 state.SetVisible(true); | 95 state.SetVisible(true); |
| 97 state.UpdateState(SchedulerStateMachine::ACTION_BEGIN_FRAME); | 96 state.UpdateState( |
| 97 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
| 98 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 98 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
| 99 state.CommitState()); | 99 state.CommitState()); |
| 100 EXPECT_FALSE(state.NeedsCommit()); | 100 EXPECT_FALSE(state.NeedsCommit()); |
| 101 EXPECT_FALSE(state.VSyncCallbackNeeded()); | 101 EXPECT_FALSE(state.BeginFrameNeededByImplThread()); |
| 102 } | 102 } |
| 103 } | 103 } |
| 104 | 104 |
| 105 TEST(SchedulerStateMachineTest, TestSetForcedRedrawDoesNotSetsNormalRedraw) { | 105 TEST(SchedulerStateMachineTest, TestSetForcedRedrawDoesNotSetsNormalRedraw) { |
| 106 SchedulerSettings default_scheduler_settings; | 106 SchedulerSettings default_scheduler_settings; |
| 107 SchedulerStateMachine state(default_scheduler_settings); | 107 SchedulerStateMachine state(default_scheduler_settings); |
| 108 state.SetCanDraw(true); | 108 state.SetCanDraw(true); |
| 109 state.SetNeedsForcedRedraw(); | 109 state.SetNeedsForcedRedraw(); |
| 110 EXPECT_FALSE(state.RedrawPending()); | 110 EXPECT_FALSE(state.RedrawPending()); |
| 111 EXPECT_TRUE(state.VSyncCallbackNeeded()); | 111 EXPECT_TRUE(state.BeginFrameNeededByImplThread()); |
| 112 } | 112 } |
| 113 | 113 |
| 114 TEST(SchedulerStateMachineTest, | 114 TEST(SchedulerStateMachineTest, |
| 115 TestFailedDrawSetsNeedsCommitAndDoesNotDrawAgain) { | 115 TestFailedDrawSetsNeedsCommitAndDoesNotDrawAgain) { |
| 116 SchedulerSettings default_scheduler_settings; | 116 SchedulerSettings default_scheduler_settings; |
| 117 SchedulerStateMachine state(default_scheduler_settings); | 117 SchedulerStateMachine state(default_scheduler_settings); |
| 118 state.SetCanStart(); | 118 state.SetCanStart(); |
| 119 state.UpdateState(state.NextAction()); | 119 state.UpdateState(state.NextAction()); |
| 120 state.DidCreateAndInitializeOutputSurface(); | 120 state.DidCreateAndInitializeOutputSurface(); |
| 121 state.SetVisible(true); | 121 state.SetVisible(true); |
| 122 state.SetCanDraw(true); | 122 state.SetCanDraw(true); |
| 123 state.SetNeedsRedraw(); | 123 state.SetNeedsRedraw(); |
| 124 EXPECT_TRUE(state.RedrawPending()); | 124 EXPECT_TRUE(state.RedrawPending()); |
| 125 EXPECT_TRUE(state.VSyncCallbackNeeded()); | 125 EXPECT_TRUE(state.BeginFrameNeededByImplThread()); |
| 126 state.DidEnterVSync(); | 126 state.DidEnterBeginFrame(); |
| 127 | 127 |
| 128 // We're drawing now. | 128 // We're drawing now. |
| 129 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 129 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
| 130 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 130 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
| 131 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 131 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 132 EXPECT_FALSE(state.RedrawPending()); | 132 EXPECT_FALSE(state.RedrawPending()); |
| 133 EXPECT_FALSE(state.CommitPending()); | 133 EXPECT_FALSE(state.CommitPending()); |
| 134 | 134 |
| 135 // Failing the draw makes us require a commit. | 135 // Failing the draw makes us require a commit. |
| 136 state.DidDrawIfPossibleCompleted(false); | 136 state.DidDrawIfPossibleCompleted(false); |
| 137 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 137 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 138 state.UpdateState(SchedulerStateMachine::ACTION_BEGIN_FRAME); | 138 state.NextAction()); |
| 139 state.UpdateState( |
| 140 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
| 139 EXPECT_TRUE(state.RedrawPending()); | 141 EXPECT_TRUE(state.RedrawPending()); |
| 140 EXPECT_TRUE(state.CommitPending()); | 142 EXPECT_TRUE(state.CommitPending()); |
| 141 } | 143 } |
| 142 | 144 |
| 143 TEST(SchedulerStateMachineTest, | 145 TEST(SchedulerStateMachineTest, |
| 144 TestsetNeedsRedrawDuringFailedDrawDoesNotRemoveNeedsRedraw) { | 146 TestsetNeedsRedrawDuringFailedDrawDoesNotRemoveNeedsRedraw) { |
| 145 SchedulerSettings default_scheduler_settings; | 147 SchedulerSettings default_scheduler_settings; |
| 146 SchedulerStateMachine state(default_scheduler_settings); | 148 SchedulerStateMachine state(default_scheduler_settings); |
| 147 state.SetCanStart(); | 149 state.SetCanStart(); |
| 148 state.UpdateState(state.NextAction()); | 150 state.UpdateState(state.NextAction()); |
| 149 state.DidCreateAndInitializeOutputSurface(); | 151 state.DidCreateAndInitializeOutputSurface(); |
| 150 | 152 |
| 151 state.SetVisible(true); | 153 state.SetVisible(true); |
| 152 state.SetCanDraw(true); | 154 state.SetCanDraw(true); |
| 153 state.SetNeedsRedraw(); | 155 state.SetNeedsRedraw(); |
| 154 EXPECT_TRUE(state.RedrawPending()); | 156 EXPECT_TRUE(state.RedrawPending()); |
| 155 EXPECT_TRUE(state.VSyncCallbackNeeded()); | 157 EXPECT_TRUE(state.BeginFrameNeededByImplThread()); |
| 156 state.DidEnterVSync(); | 158 state.DidEnterBeginFrame(); |
| 157 | 159 |
| 158 // We're drawing now. | 160 // We're drawing now. |
| 159 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 161 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
| 160 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 162 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
| 161 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 163 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 162 EXPECT_FALSE(state.RedrawPending()); | 164 EXPECT_FALSE(state.RedrawPending()); |
| 163 EXPECT_FALSE(state.CommitPending()); | 165 EXPECT_FALSE(state.CommitPending()); |
| 164 | 166 |
| 165 // While still in the same vsync callback, set needs redraw again. | 167 // While still in the same begin frame callback on the main thread, |
| 166 // This should not redraw. | 168 // set needs redraw again. This should not redraw. |
| 167 state.SetNeedsRedraw(); | 169 state.SetNeedsRedraw(); |
| 168 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 170 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 169 | 171 |
| 170 // Failing the draw makes us require a commit. | 172 // Failing the draw makes us require a commit. |
| 171 state.DidDrawIfPossibleCompleted(false); | 173 state.DidDrawIfPossibleCompleted(false); |
| 172 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 174 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 175 state.NextAction()); |
| 173 EXPECT_TRUE(state.RedrawPending()); | 176 EXPECT_TRUE(state.RedrawPending()); |
| 174 } | 177 } |
| 175 | 178 |
| 176 TEST(SchedulerStateMachineTest, | 179 TEST(SchedulerStateMachineTest, |
| 177 TestCommitAfterFailedDrawAllowsDrawInSameFrame) { | 180 TestCommitAfterFailedDrawAllowsDrawInSameFrame) { |
| 178 SchedulerSettings default_scheduler_settings; | 181 SchedulerSettings default_scheduler_settings; |
| 179 SchedulerStateMachine state(default_scheduler_settings); | 182 SchedulerStateMachine state(default_scheduler_settings); |
| 180 state.SetCanStart(); | 183 state.SetCanStart(); |
| 181 state.UpdateState(state.NextAction()); | 184 state.UpdateState(state.NextAction()); |
| 182 state.DidCreateAndInitializeOutputSurface(); | 185 state.DidCreateAndInitializeOutputSurface(); |
| 183 state.SetVisible(true); | 186 state.SetVisible(true); |
| 184 state.SetCanDraw(true); | 187 state.SetCanDraw(true); |
| 185 | 188 |
| 186 // Start a commit. | 189 // Start a commit. |
| 187 state.SetNeedsCommit(); | 190 state.SetNeedsCommit(); |
| 188 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 191 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 189 state.UpdateState(SchedulerStateMachine::ACTION_BEGIN_FRAME); | 192 state.NextAction()); |
| 193 state.UpdateState( |
| 194 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
| 190 EXPECT_TRUE(state.CommitPending()); | 195 EXPECT_TRUE(state.CommitPending()); |
| 191 | 196 |
| 192 // Then initiate a draw. | 197 // Then initiate a draw. |
| 193 state.SetNeedsRedraw(); | 198 state.SetNeedsRedraw(); |
| 194 EXPECT_TRUE(state.VSyncCallbackNeeded()); | 199 EXPECT_TRUE(state.BeginFrameNeededByImplThread()); |
| 195 state.DidEnterVSync(); | 200 state.DidEnterBeginFrame(); |
| 196 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 201 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
| 197 EXPECT_TRUE(state.RedrawPending()); | 202 EXPECT_TRUE(state.RedrawPending()); |
| 198 | 203 |
| 199 // Fail the draw. | 204 // Fail the draw. |
| 200 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 205 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
| 201 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 206 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 202 state.DidDrawIfPossibleCompleted(false); | 207 state.DidDrawIfPossibleCompleted(false); |
| 203 EXPECT_TRUE(state.RedrawPending()); | 208 EXPECT_TRUE(state.RedrawPending()); |
| 204 // But the commit is ongoing. | 209 // But the commit is ongoing. |
| 205 EXPECT_TRUE(state.CommitPending()); | 210 EXPECT_TRUE(state.CommitPending()); |
| 206 | 211 |
| 207 // Finish the commit. | 212 // Finish the commit. |
| 208 state.BeginFrameComplete(); | 213 state.FinishCommit(); |
| 209 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 214 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
| 210 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); | 215 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); |
| 211 EXPECT_TRUE(state.RedrawPending()); | 216 EXPECT_TRUE(state.RedrawPending()); |
| 212 | 217 |
| 213 // And we should be allowed to draw again. | 218 // And we should be allowed to draw again. |
| 214 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 219 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
| 215 } | 220 } |
| 216 | 221 |
| 217 TEST(SchedulerStateMachineTest, | 222 TEST(SchedulerStateMachineTest, |
| 218 TestCommitAfterFailedAndSuccessfulDrawDoesNotAllowDrawInSameFrame) { | 223 TestCommitAfterFailedAndSuccessfulDrawDoesNotAllowDrawInSameFrame) { |
| 219 SchedulerSettings default_scheduler_settings; | 224 SchedulerSettings default_scheduler_settings; |
| 220 SchedulerStateMachine state(default_scheduler_settings); | 225 SchedulerStateMachine state(default_scheduler_settings); |
| 221 state.SetCanStart(); | 226 state.SetCanStart(); |
| 222 state.UpdateState(state.NextAction()); | 227 state.UpdateState(state.NextAction()); |
| 223 state.DidCreateAndInitializeOutputSurface(); | 228 state.DidCreateAndInitializeOutputSurface(); |
| 224 state.SetVisible(true); | 229 state.SetVisible(true); |
| 225 state.SetCanDraw(true); | 230 state.SetCanDraw(true); |
| 226 | 231 |
| 227 // Start a commit. | 232 // Start a commit. |
| 228 state.SetNeedsCommit(); | 233 state.SetNeedsCommit(); |
| 229 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 234 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 230 state.UpdateState(SchedulerStateMachine::ACTION_BEGIN_FRAME); | 235 state.NextAction()); |
| 236 state.UpdateState( |
| 237 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
| 231 EXPECT_TRUE(state.CommitPending()); | 238 EXPECT_TRUE(state.CommitPending()); |
| 232 | 239 |
| 233 // Then initiate a draw. | 240 // Then initiate a draw. |
| 234 state.SetNeedsRedraw(); | 241 state.SetNeedsRedraw(); |
| 235 EXPECT_TRUE(state.VSyncCallbackNeeded()); | 242 EXPECT_TRUE(state.BeginFrameNeededByImplThread()); |
| 236 state.DidEnterVSync(); | 243 state.DidEnterBeginFrame(); |
| 237 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 244 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
| 238 EXPECT_TRUE(state.RedrawPending()); | 245 EXPECT_TRUE(state.RedrawPending()); |
| 239 | 246 |
| 240 // Fail the draw. | 247 // Fail the draw. |
| 241 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 248 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
| 242 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 249 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 243 state.DidDrawIfPossibleCompleted(false); | 250 state.DidDrawIfPossibleCompleted(false); |
| 244 EXPECT_TRUE(state.RedrawPending()); | 251 EXPECT_TRUE(state.RedrawPending()); |
| 245 // But the commit is ongoing. | 252 // But the commit is ongoing. |
| 246 EXPECT_TRUE(state.CommitPending()); | 253 EXPECT_TRUE(state.CommitPending()); |
| 247 | 254 |
| 248 // Force a draw. | 255 // Force a draw. |
| 249 state.SetNeedsForcedRedraw(); | 256 state.SetNeedsForcedRedraw(); |
| 250 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 257 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); |
| 251 | 258 |
| 252 // Do the forced draw. | 259 // Do the forced draw. |
| 253 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_FORCED); | 260 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_FORCED); |
| 254 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 261 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 255 EXPECT_FALSE(state.RedrawPending()); | 262 EXPECT_FALSE(state.RedrawPending()); |
| 256 // And the commit is still ongoing. | 263 // And the commit is still ongoing. |
| 257 EXPECT_TRUE(state.CommitPending()); | 264 EXPECT_TRUE(state.CommitPending()); |
| 258 | 265 |
| 259 // Finish the commit. | 266 // Finish the commit. |
| 260 state.BeginFrameComplete(); | 267 state.FinishCommit(); |
| 261 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 268 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
| 262 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); | 269 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); |
| 263 EXPECT_TRUE(state.RedrawPending()); | 270 EXPECT_TRUE(state.RedrawPending()); |
| 264 | 271 |
| 265 // And we should not be allowed to draw again in the same frame.. | 272 // And we should not be allowed to draw again in the same frame.. |
| 266 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 273 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 267 } | 274 } |
| 268 | 275 |
| 269 TEST(SchedulerStateMachineTest, | 276 TEST(SchedulerStateMachineTest, |
| 270 TestFailedDrawsWillEventuallyForceADrawAfterTheNextCommit) { | 277 TestFailedDrawsWillEventuallyForceADrawAfterTheNextCommit) { |
| 271 SchedulerSettings default_scheduler_settings; | 278 SchedulerSettings default_scheduler_settings; |
| 272 SchedulerStateMachine state(default_scheduler_settings); | 279 SchedulerStateMachine state(default_scheduler_settings); |
| 273 state.SetCanStart(); | 280 state.SetCanStart(); |
| 274 state.UpdateState(state.NextAction()); | 281 state.UpdateState(state.NextAction()); |
| 275 state.DidCreateAndInitializeOutputSurface(); | 282 state.DidCreateAndInitializeOutputSurface(); |
| 276 state.SetVisible(true); | 283 state.SetVisible(true); |
| 277 state.SetCanDraw(true); | 284 state.SetCanDraw(true); |
| 278 state.SetMaximumNumberOfFailedDrawsBeforeDrawIsForced(1); | 285 state.SetMaximumNumberOfFailedDrawsBeforeDrawIsForced(1); |
| 279 | 286 |
| 280 // Start a commit. | 287 // Start a commit. |
| 281 state.SetNeedsCommit(); | 288 state.SetNeedsCommit(); |
| 282 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 289 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 283 state.UpdateState(SchedulerStateMachine::ACTION_BEGIN_FRAME); | 290 state.NextAction()); |
| 291 state.UpdateState( |
| 292 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
| 284 EXPECT_TRUE(state.CommitPending()); | 293 EXPECT_TRUE(state.CommitPending()); |
| 285 | 294 |
| 286 // Then initiate a draw. | 295 // Then initiate a draw. |
| 287 state.SetNeedsRedraw(); | 296 state.SetNeedsRedraw(); |
| 288 EXPECT_TRUE(state.VSyncCallbackNeeded()); | 297 EXPECT_TRUE(state.BeginFrameNeededByImplThread()); |
| 289 state.DidEnterVSync(); | 298 state.DidEnterBeginFrame(); |
| 290 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 299 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
| 291 EXPECT_TRUE(state.RedrawPending()); | 300 EXPECT_TRUE(state.RedrawPending()); |
| 292 | 301 |
| 293 // Fail the draw. | 302 // Fail the draw. |
| 294 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 303 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
| 295 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 304 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 296 state.DidDrawIfPossibleCompleted(false); | 305 state.DidDrawIfPossibleCompleted(false); |
| 297 EXPECT_TRUE(state.RedrawPending()); | 306 EXPECT_TRUE(state.RedrawPending()); |
| 298 // But the commit is ongoing. | 307 // But the commit is ongoing. |
| 299 EXPECT_TRUE(state.CommitPending()); | 308 EXPECT_TRUE(state.CommitPending()); |
| 300 | 309 |
| 301 // Finish the commit. Note, we should not yet be forcing a draw, but should | 310 // Finish the commit. Note, we should not yet be forcing a draw, but should |
| 302 // continue the commit as usual. | 311 // continue the commit as usual. |
| 303 state.BeginFrameComplete(); | 312 state.FinishCommit(); |
| 304 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 313 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
| 305 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); | 314 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); |
| 306 EXPECT_TRUE(state.RedrawPending()); | 315 EXPECT_TRUE(state.RedrawPending()); |
| 307 | 316 |
| 308 // The redraw should be forced in this case. | 317 // The redraw should be forced in this case. |
| 309 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 318 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); |
| 310 } | 319 } |
| 311 | 320 |
| 312 TEST(SchedulerStateMachineTest, TestFailedDrawIsRetriedNextVSync) { | 321 TEST(SchedulerStateMachineTest, |
| 322 TestFailedDrawIsRetriedInNextBeginFrameForImplThread) { |
| 313 SchedulerSettings default_scheduler_settings; | 323 SchedulerSettings default_scheduler_settings; |
| 314 SchedulerStateMachine state(default_scheduler_settings); | 324 SchedulerStateMachine state(default_scheduler_settings); |
| 315 state.SetCanStart(); | 325 state.SetCanStart(); |
| 316 state.UpdateState(state.NextAction()); | 326 state.UpdateState(state.NextAction()); |
| 317 state.DidCreateAndInitializeOutputSurface(); | 327 state.DidCreateAndInitializeOutputSurface(); |
| 318 state.SetVisible(true); | 328 state.SetVisible(true); |
| 319 state.SetCanDraw(true); | 329 state.SetCanDraw(true); |
| 320 | 330 |
| 321 // Start a draw. | 331 // Start a draw. |
| 322 state.SetNeedsRedraw(); | 332 state.SetNeedsRedraw(); |
| 323 EXPECT_TRUE(state.VSyncCallbackNeeded()); | 333 EXPECT_TRUE(state.BeginFrameNeededByImplThread()); |
| 324 state.DidEnterVSync(); | 334 state.DidEnterBeginFrame(); |
| 325 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 335 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
| 326 EXPECT_TRUE(state.RedrawPending()); | 336 EXPECT_TRUE(state.RedrawPending()); |
| 327 | 337 |
| 328 // Fail the draw. | 338 // Fail the draw. |
| 329 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 339 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
| 330 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 340 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 331 state.DidDrawIfPossibleCompleted(false); | 341 state.DidDrawIfPossibleCompleted(false); |
| 332 EXPECT_TRUE(state.RedrawPending()); | 342 EXPECT_TRUE(state.RedrawPending()); |
| 333 | 343 |
| 334 // We should not be trying to draw again now, but we have a commit pending. | 344 // We should not be trying to draw again now, but we have a commit pending. |
| 335 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 345 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 346 state.NextAction()); |
| 336 | 347 |
| 337 state.DidLeaveVSync(); | 348 state.DidLeaveBeginFrame(); |
| 338 EXPECT_TRUE(state.VSyncCallbackNeeded()); | 349 EXPECT_TRUE(state.BeginFrameNeededByImplThread()); |
| 339 state.DidEnterVSync(); | 350 state.DidEnterBeginFrame(); |
| 340 | 351 |
| 341 // We should try draw again in the next vsync. | 352 // We should try to draw again in the next begin frame on the impl thread. |
| 342 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 353 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
| 343 } | 354 } |
| 344 | 355 |
| 345 TEST(SchedulerStateMachineTest, TestDoestDrawTwiceInSameFrame) { | 356 TEST(SchedulerStateMachineTest, TestDoestDrawTwiceInSameFrame) { |
| 346 SchedulerSettings default_scheduler_settings; | 357 SchedulerSettings default_scheduler_settings; |
| 347 SchedulerStateMachine state(default_scheduler_settings); | 358 SchedulerStateMachine state(default_scheduler_settings); |
| 348 state.SetCanStart(); | 359 state.SetCanStart(); |
| 349 state.UpdateState(state.NextAction()); | 360 state.UpdateState(state.NextAction()); |
| 350 state.DidCreateAndInitializeOutputSurface(); | 361 state.DidCreateAndInitializeOutputSurface(); |
| 351 state.SetVisible(true); | 362 state.SetVisible(true); |
| 352 state.SetCanDraw(true); | 363 state.SetCanDraw(true); |
| 353 state.SetNeedsRedraw(); | 364 state.SetNeedsRedraw(); |
| 354 EXPECT_TRUE(state.VSyncCallbackNeeded()); | 365 EXPECT_TRUE(state.BeginFrameNeededByImplThread()); |
| 355 state.DidEnterVSync(); | 366 state.DidEnterBeginFrame(); |
| 356 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 367 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
| 357 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 368 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
| 358 | 369 |
| 359 // While still in the same vsync callback, set needs redraw again. | 370 // While still in the same begin frame for the impl thread, set needs redraw |
| 360 // This should not redraw. | 371 // again. This should not redraw. |
| 361 state.SetNeedsRedraw(); | 372 state.SetNeedsRedraw(); |
| 362 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 373 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 363 | 374 |
| 364 // Move to another frame. This should now draw. | 375 // Move to another frame. This should now draw. |
| 365 state.DidDrawIfPossibleCompleted(true); | 376 state.DidDrawIfPossibleCompleted(true); |
| 366 state.DidLeaveVSync(); | 377 state.DidLeaveBeginFrame(); |
| 367 EXPECT_TRUE(state.VSyncCallbackNeeded()); | 378 EXPECT_TRUE(state.BeginFrameNeededByImplThread()); |
| 368 state.DidEnterVSync(); | 379 state.DidEnterBeginFrame(); |
| 369 | 380 |
| 370 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 381 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
| 371 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 382 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
| 372 state.DidDrawIfPossibleCompleted(true); | 383 state.DidDrawIfPossibleCompleted(true); |
| 373 EXPECT_FALSE(state.VSyncCallbackNeeded()); | 384 EXPECT_FALSE(state.BeginFrameNeededByImplThread()); |
| 374 } | 385 } |
| 375 | 386 |
| 376 TEST(SchedulerStateMachineTest, TestNextActionDrawsOnVSync) { | 387 TEST(SchedulerStateMachineTest, TestNextActionDrawsOnBeginFrame) { |
| 377 SchedulerSettings default_scheduler_settings; | 388 SchedulerSettings default_scheduler_settings; |
| 378 | 389 |
| 379 // When not on vsync, or on vsync but not visible, don't draw. | 390 // When not in BeginFrame, or in BeginFrame but not visible, |
| 391 // don't draw. |
| 380 size_t num_commit_states = | 392 size_t num_commit_states = |
| 381 sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState); | 393 sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState); |
| 382 for (size_t i = 0; i < num_commit_states; ++i) { | 394 for (size_t i = 0; i < num_commit_states; ++i) { |
| 383 for (size_t j = 0; j < 2; ++j) { | 395 for (size_t j = 0; j < 2; ++j) { |
| 384 StateMachine state(default_scheduler_settings); | 396 StateMachine state(default_scheduler_settings); |
| 385 state.SetCanStart(); | 397 state.SetCanStart(); |
| 386 state.UpdateState(state.NextAction()); | 398 state.UpdateState(state.NextAction()); |
| 387 state.DidCreateAndInitializeOutputSurface(); | 399 state.DidCreateAndInitializeOutputSurface(); |
| 388 state.SetCommitState(all_commit_states[i]); | 400 state.SetCommitState(all_commit_states[i]); |
| 389 bool visible = j; | 401 bool visible = j; |
| 390 if (!visible) { | 402 if (!visible) { |
| 391 state.DidEnterVSync(); | 403 state.DidEnterBeginFrame(); |
| 392 state.SetVisible(false); | 404 state.SetVisible(false); |
| 393 } else { | 405 } else { |
| 394 state.SetVisible(true); | 406 state.SetVisible(true); |
| 395 } | 407 } |
| 396 | 408 |
| 397 // Case 1: needs_commit=false | 409 // Case 1: needs_commit=false |
| 398 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, | 410 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, |
| 399 state.NextAction()); | 411 state.NextAction()); |
| 400 | 412 |
| 401 // Case 2: needs_commit=true | 413 // Case 2: needs_commit=true |
| 402 state.SetNeedsCommit(); | 414 state.SetNeedsCommit(); |
| 403 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, | 415 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, |
| 404 state.NextAction()); | 416 state.NextAction()); |
| 405 } | 417 } |
| 406 } | 418 } |
| 407 | 419 |
| 408 // When on vsync, or not on vsync but needs_forced_dedraw set, should always | 420 // When in BeginFrame, or not in BeginFrame but needs_forced_dedraw |
| 409 // draw except if you're ready to commit, in which case commit. | 421 // set, should always draw except if you're ready to commit, in which case |
| 422 // commit. |
| 410 for (size_t i = 0; i < num_commit_states; ++i) { | 423 for (size_t i = 0; i < num_commit_states; ++i) { |
| 411 for (size_t j = 0; j < 2; ++j) { | 424 for (size_t j = 0; j < 2; ++j) { |
| 412 StateMachine state(default_scheduler_settings); | 425 StateMachine state(default_scheduler_settings); |
| 413 state.SetCanStart(); | 426 state.SetCanStart(); |
| 414 state.UpdateState(state.NextAction()); | 427 state.UpdateState(state.NextAction()); |
| 415 state.DidCreateAndInitializeOutputSurface(); | 428 state.DidCreateAndInitializeOutputSurface(); |
| 416 state.SetCanDraw(true); | 429 state.SetCanDraw(true); |
| 417 state.SetCommitState(all_commit_states[i]); | 430 state.SetCommitState(all_commit_states[i]); |
| 418 bool forced_draw = j; | 431 bool forced_draw = j; |
| 419 if (!forced_draw) { | 432 if (!forced_draw) { |
| 420 state.DidEnterVSync(); | 433 state.DidEnterBeginFrame(); |
| 421 state.SetNeedsRedraw(true); | 434 state.SetNeedsRedraw(true); |
| 422 state.SetVisible(true); | 435 state.SetVisible(true); |
| 423 } else { | 436 } else { |
| 424 state.SetNeedsForcedRedraw(true); | 437 state.SetNeedsForcedRedraw(true); |
| 425 } | 438 } |
| 426 | 439 |
| 427 SchedulerStateMachine::Action expected_action; | 440 SchedulerStateMachine::Action expected_action; |
| 428 if (all_commit_states[i] != | 441 if (all_commit_states[i] != |
| 429 SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT) { | 442 SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT) { |
| 430 expected_action = | 443 expected_action = |
| 431 forced_draw ? SchedulerStateMachine::ACTION_DRAW_FORCED | 444 forced_draw ? SchedulerStateMachine::ACTION_DRAW_FORCED |
| 432 : SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE; | 445 : SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE; |
| 433 } else { | 446 } else { |
| 434 expected_action = SchedulerStateMachine::ACTION_COMMIT; | 447 expected_action = SchedulerStateMachine::ACTION_COMMIT; |
| 435 } | 448 } |
| 436 | 449 |
| 437 // Case 1: needs_commit=false. | 450 // Case 1: needs_commit=false. |
| 438 EXPECT_TRUE(state.VSyncCallbackNeeded()); | 451 EXPECT_TRUE(state.BeginFrameNeededByImplThread()); |
| 439 EXPECT_EQ(expected_action, state.NextAction()); | 452 EXPECT_EQ(expected_action, state.NextAction()); |
| 440 | 453 |
| 441 // Case 2: needs_commit=true. | 454 // Case 2: needs_commit=true. |
| 442 state.SetNeedsCommit(); | 455 state.SetNeedsCommit(); |
| 443 EXPECT_TRUE(state.VSyncCallbackNeeded()); | 456 EXPECT_TRUE(state.BeginFrameNeededByImplThread()); |
| 444 EXPECT_EQ(expected_action, state.NextAction()); | 457 EXPECT_EQ(expected_action, state.NextAction()); |
| 445 } | 458 } |
| 446 } | 459 } |
| 447 } | 460 } |
| 448 | 461 |
| 449 TEST(SchedulerStateMachineTest, TestNoCommitStatesRedrawWhenInvisible) { | 462 TEST(SchedulerStateMachineTest, TestNoCommitStatesRedrawWhenInvisible) { |
| 450 SchedulerSettings default_scheduler_settings; | 463 SchedulerSettings default_scheduler_settings; |
| 451 | 464 |
| 452 size_t num_commit_states = | 465 size_t num_commit_states = |
| 453 sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState); | 466 sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState); |
| 454 for (size_t i = 0; i < num_commit_states; ++i) { | 467 for (size_t i = 0; i < num_commit_states; ++i) { |
| 455 // There shouldn't be any drawing regardless of vsync. | 468 // There shouldn't be any drawing regardless of BeginFrame. |
| 456 for (size_t j = 0; j < 2; ++j) { | 469 for (size_t j = 0; j < 2; ++j) { |
| 457 StateMachine state(default_scheduler_settings); | 470 StateMachine state(default_scheduler_settings); |
| 458 state.SetCanStart(); | 471 state.SetCanStart(); |
| 459 state.UpdateState(state.NextAction()); | 472 state.UpdateState(state.NextAction()); |
| 460 state.DidCreateAndInitializeOutputSurface(); | 473 state.DidCreateAndInitializeOutputSurface(); |
| 461 state.SetCommitState(all_commit_states[i]); | 474 state.SetCommitState(all_commit_states[i]); |
| 462 state.SetVisible(false); | 475 state.SetVisible(false); |
| 463 state.SetNeedsRedraw(true); | 476 state.SetNeedsRedraw(true); |
| 464 state.SetNeedsForcedRedraw(false); | 477 state.SetNeedsForcedRedraw(false); |
| 465 if (j == 1) | 478 if (j == 1) |
| 466 state.DidEnterVSync(); | 479 state.DidEnterBeginFrame(); |
| 467 | 480 |
| 468 // Case 1: needs_commit=false. | 481 // Case 1: needs_commit=false. |
| 469 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, | 482 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, |
| 470 state.NextAction()); | 483 state.NextAction()); |
| 471 | 484 |
| 472 // Case 2: needs_commit=true. | 485 // Case 2: needs_commit=true. |
| 473 state.SetNeedsCommit(); | 486 state.SetNeedsCommit(); |
| 474 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, | 487 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, |
| 475 state.NextAction()); | 488 state.NextAction()); |
| 476 } | 489 } |
| 477 } | 490 } |
| 478 } | 491 } |
| 479 | 492 |
| 480 TEST(SchedulerStateMachineTest, TestCanRedraw_StopsDraw) { | 493 TEST(SchedulerStateMachineTest, TestCanRedraw_StopsDraw) { |
| 481 SchedulerSettings default_scheduler_settings; | 494 SchedulerSettings default_scheduler_settings; |
| 482 | 495 |
| 483 size_t num_commit_states = | 496 size_t num_commit_states = |
| 484 sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState); | 497 sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState); |
| 485 for (size_t i = 0; i < num_commit_states; ++i) { | 498 for (size_t i = 0; i < num_commit_states; ++i) { |
| 486 // There shouldn't be any drawing regardless of vsync. | 499 // There shouldn't be any drawing regardless of BeginFrame. |
| 487 for (size_t j = 0; j < 2; ++j) { | 500 for (size_t j = 0; j < 2; ++j) { |
| 488 StateMachine state(default_scheduler_settings); | 501 StateMachine state(default_scheduler_settings); |
| 489 state.SetCanStart(); | 502 state.SetCanStart(); |
| 490 state.UpdateState(state.NextAction()); | 503 state.UpdateState(state.NextAction()); |
| 491 state.DidCreateAndInitializeOutputSurface(); | 504 state.DidCreateAndInitializeOutputSurface(); |
| 492 state.SetCommitState(all_commit_states[i]); | 505 state.SetCommitState(all_commit_states[i]); |
| 493 state.SetVisible(false); | 506 state.SetVisible(false); |
| 494 state.SetNeedsRedraw(true); | 507 state.SetNeedsRedraw(true); |
| 495 state.SetNeedsForcedRedraw(false); | 508 state.SetNeedsForcedRedraw(false); |
| 496 if (j == 1) | 509 if (j == 1) |
| 497 state.DidEnterVSync(); | 510 state.DidEnterBeginFrame(); |
| 498 | 511 |
| 499 state.SetCanDraw(false); | 512 state.SetCanDraw(false); |
| 500 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, | 513 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, |
| 501 state.NextAction()); | 514 state.NextAction()); |
| 502 } | 515 } |
| 503 } | 516 } |
| 504 } | 517 } |
| 505 | 518 |
| 506 TEST(SchedulerStateMachineTest, | 519 TEST(SchedulerStateMachineTest, |
| 507 TestCanRedrawWithWaitingForFirstDrawMakesProgress) { | 520 TestCanRedrawWithWaitingForFirstDrawMakesProgress) { |
| 508 SchedulerSettings default_scheduler_settings; | 521 SchedulerSettings default_scheduler_settings; |
| 509 StateMachine state(default_scheduler_settings); | 522 StateMachine state(default_scheduler_settings); |
| 510 state.SetCanStart(); | 523 state.SetCanStart(); |
| 511 state.UpdateState(state.NextAction()); | 524 state.UpdateState(state.NextAction()); |
| 512 state.DidCreateAndInitializeOutputSurface(); | 525 state.DidCreateAndInitializeOutputSurface(); |
| 513 state.SetCommitState( | 526 state.SetCommitState( |
| 514 SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW); | 527 SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW); |
| 515 state.SetNeedsCommit(); | 528 state.SetNeedsCommit(); |
| 516 state.SetNeedsRedraw(true); | 529 state.SetNeedsRedraw(true); |
| 517 state.SetVisible(true); | 530 state.SetVisible(true); |
| 518 state.SetCanDraw(false); | 531 state.SetCanDraw(false); |
| 519 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 532 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 533 state.NextAction()); |
| 520 } | 534 } |
| 521 | 535 |
| 522 TEST(SchedulerStateMachineTest, TestsetNeedsCommitIsNotLost) { | 536 TEST(SchedulerStateMachineTest, TestsetNeedsCommitIsNotLost) { |
| 523 SchedulerSettings default_scheduler_settings; | 537 SchedulerSettings default_scheduler_settings; |
| 524 StateMachine state(default_scheduler_settings); | 538 StateMachine state(default_scheduler_settings); |
| 525 state.SetCanStart(); | 539 state.SetCanStart(); |
| 526 state.UpdateState(state.NextAction()); | 540 state.UpdateState(state.NextAction()); |
| 527 state.DidCreateAndInitializeOutputSurface(); | 541 state.DidCreateAndInitializeOutputSurface(); |
| 528 state.SetNeedsCommit(); | 542 state.SetNeedsCommit(); |
| 529 state.SetVisible(true); | 543 state.SetVisible(true); |
| 530 state.SetCanDraw(true); | 544 state.SetCanDraw(true); |
| 531 | 545 |
| 532 // Begin the frame. | 546 // Begin the frame. |
| 533 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 547 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 548 state.NextAction()); |
| 534 state.UpdateState(state.NextAction()); | 549 state.UpdateState(state.NextAction()); |
| 535 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 550 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
| 536 state.CommitState()); | 551 state.CommitState()); |
| 537 | 552 |
| 538 // Now, while the frame is in progress, set another commit. | 553 // Now, while the frame is in progress, set another commit. |
| 539 state.SetNeedsCommit(); | 554 state.SetNeedsCommit(); |
| 540 EXPECT_TRUE(state.NeedsCommit()); | 555 EXPECT_TRUE(state.NeedsCommit()); |
| 541 | 556 |
| 542 // Let the frame finish. | 557 // Let the frame finish. |
| 543 state.BeginFrameComplete(); | 558 state.FinishCommit(); |
| 544 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 559 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
| 545 state.CommitState()); | 560 state.CommitState()); |
| 546 | 561 |
| 547 // Expect to commit regardless of vsync state. | 562 // Expect to commit regardless of BeginFrame state. |
| 548 state.DidLeaveVSync(); | 563 state.DidLeaveBeginFrame(); |
| 549 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 564 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
| 550 state.DidEnterVSync(); | 565 state.DidEnterBeginFrame(); |
| 551 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 566 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
| 552 | 567 |
| 553 // Commit and make sure we draw on next vsync | 568 // Commit and make sure we draw on next BeginFrame |
| 554 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); | 569 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); |
| 555 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 570 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
| 556 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, | 571 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
| 557 state.CommitState()); | 572 state.CommitState()); |
| 558 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 573 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
| 559 state.DidDrawIfPossibleCompleted(true); | 574 state.DidDrawIfPossibleCompleted(true); |
| 560 | 575 |
| 561 // Verify that another commit will begin. | 576 // Verify that another commit will begin. |
| 562 state.DidLeaveVSync(); | 577 state.DidLeaveBeginFrame(); |
| 563 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 578 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 579 state.NextAction()); |
| 564 } | 580 } |
| 565 | 581 |
| 566 TEST(SchedulerStateMachineTest, TestFullCycle) { | 582 TEST(SchedulerStateMachineTest, TestFullCycle) { |
| 567 SchedulerSettings default_scheduler_settings; | 583 SchedulerSettings default_scheduler_settings; |
| 568 StateMachine state(default_scheduler_settings); | 584 StateMachine state(default_scheduler_settings); |
| 569 state.SetCanStart(); | 585 state.SetCanStart(); |
| 570 state.UpdateState(state.NextAction()); | 586 state.UpdateState(state.NextAction()); |
| 571 state.DidCreateAndInitializeOutputSurface(); | 587 state.DidCreateAndInitializeOutputSurface(); |
| 572 state.SetVisible(true); | 588 state.SetVisible(true); |
| 573 state.SetCanDraw(true); | 589 state.SetCanDraw(true); |
| 574 | 590 |
| 575 // Start clean and set commit. | 591 // Start clean and set commit. |
| 576 state.SetNeedsCommit(); | 592 state.SetNeedsCommit(); |
| 577 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 593 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 594 state.NextAction()); |
| 578 | 595 |
| 579 // Begin the frame. | 596 // Begin the frame. |
| 580 state.UpdateState(SchedulerStateMachine::ACTION_BEGIN_FRAME); | 597 state.UpdateState( |
| 598 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
| 581 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 599 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
| 582 state.CommitState()); | 600 state.CommitState()); |
| 583 EXPECT_FALSE(state.NeedsCommit()); | 601 EXPECT_FALSE(state.NeedsCommit()); |
| 584 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 602 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 585 | 603 |
| 586 // Tell the scheduler the frame finished. | 604 // Tell the scheduler the frame finished. |
| 587 state.BeginFrameComplete(); | 605 state.FinishCommit(); |
| 588 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 606 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
| 589 state.CommitState()); | 607 state.CommitState()); |
| 590 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 608 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
| 591 | 609 |
| 592 // Commit. | 610 // Commit. |
| 593 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); | 611 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); |
| 594 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, | 612 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
| 595 state.CommitState()); | 613 state.CommitState()); |
| 596 EXPECT_TRUE(state.NeedsRedraw()); | 614 EXPECT_TRUE(state.NeedsRedraw()); |
| 597 | 615 |
| 598 // Expect to do nothing until vsync. | 616 // Expect to do nothing until BeginFrame. |
| 599 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 617 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 600 | 618 |
| 601 // At vsync, draw. | 619 // At BeginFrame, draw. |
| 602 state.DidEnterVSync(); | 620 state.DidEnterBeginFrame(); |
| 603 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 621 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
| 604 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 622 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
| 605 state.DidDrawIfPossibleCompleted(true); | 623 state.DidDrawIfPossibleCompleted(true); |
| 606 state.DidLeaveVSync(); | 624 state.DidLeaveBeginFrame(); |
| 607 | 625 |
| 608 // Should be synchronized, no draw needed, no action needed. | 626 // Should be synchronized, no draw needed, no action needed. |
| 609 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); | 627 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
| 610 EXPECT_FALSE(state.NeedsRedraw()); | 628 EXPECT_FALSE(state.NeedsRedraw()); |
| 611 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 629 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 612 } | 630 } |
| 613 | 631 |
| 614 TEST(SchedulerStateMachineTest, TestFullCycleWithCommitRequestInbetween) { | 632 TEST(SchedulerStateMachineTest, TestFullCycleWithCommitRequestInbetween) { |
| 615 SchedulerSettings default_scheduler_settings; | 633 SchedulerSettings default_scheduler_settings; |
| 616 StateMachine state(default_scheduler_settings); | 634 StateMachine state(default_scheduler_settings); |
| 617 state.SetCanStart(); | 635 state.SetCanStart(); |
| 618 state.UpdateState(state.NextAction()); | 636 state.UpdateState(state.NextAction()); |
| 619 state.DidCreateAndInitializeOutputSurface(); | 637 state.DidCreateAndInitializeOutputSurface(); |
| 620 state.SetVisible(true); | 638 state.SetVisible(true); |
| 621 state.SetCanDraw(true); | 639 state.SetCanDraw(true); |
| 622 | 640 |
| 623 // Start clean and set commit. | 641 // Start clean and set commit. |
| 624 state.SetNeedsCommit(); | 642 state.SetNeedsCommit(); |
| 625 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 643 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 644 state.NextAction()); |
| 626 | 645 |
| 627 // Begin the frame. | 646 // Begin the frame. |
| 628 state.UpdateState(SchedulerStateMachine::ACTION_BEGIN_FRAME); | 647 state.UpdateState( |
| 648 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
| 629 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 649 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
| 630 state.CommitState()); | 650 state.CommitState()); |
| 631 EXPECT_FALSE(state.NeedsCommit()); | 651 EXPECT_FALSE(state.NeedsCommit()); |
| 632 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 652 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 633 | 653 |
| 634 // Request another commit while the commit is in flight. | 654 // Request another commit while the commit is in flight. |
| 635 state.SetNeedsCommit(); | 655 state.SetNeedsCommit(); |
| 636 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 656 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 637 | 657 |
| 638 // Tell the scheduler the frame finished. | 658 // Tell the scheduler the frame finished. |
| 639 state.BeginFrameComplete(); | 659 state.FinishCommit(); |
| 640 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 660 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
| 641 state.CommitState()); | 661 state.CommitState()); |
| 642 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 662 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
| 643 | 663 |
| 644 // Commit. | 664 // Commit. |
| 645 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); | 665 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); |
| 646 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, | 666 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
| 647 state.CommitState()); | 667 state.CommitState()); |
| 648 EXPECT_TRUE(state.NeedsRedraw()); | 668 EXPECT_TRUE(state.NeedsRedraw()); |
| 649 | 669 |
| 650 // Expect to do nothing until vsync. | 670 // Expect to do nothing until BeginFrame. |
| 651 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 671 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 652 | 672 |
| 653 // At vsync, draw. | 673 // At BeginFrame, draw. |
| 654 state.DidEnterVSync(); | 674 state.DidEnterBeginFrame(); |
| 655 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 675 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
| 656 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 676 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
| 657 state.DidDrawIfPossibleCompleted(true); | 677 state.DidDrawIfPossibleCompleted(true); |
| 658 state.DidLeaveVSync(); | 678 state.DidLeaveBeginFrame(); |
| 659 | 679 |
| 660 // Should be synchronized, no draw needed, no action needed. | 680 // Should be synchronized, no draw needed, no action needed. |
| 661 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); | 681 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
| 662 EXPECT_FALSE(state.NeedsRedraw()); | 682 EXPECT_FALSE(state.NeedsRedraw()); |
| 663 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 683 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 684 state.NextAction()); |
| 664 } | 685 } |
| 665 | 686 |
| 666 TEST(SchedulerStateMachineTest, TestRequestCommitInvisible) { | 687 TEST(SchedulerStateMachineTest, TestRequestCommitInvisible) { |
| 667 SchedulerSettings default_scheduler_settings; | 688 SchedulerSettings default_scheduler_settings; |
| 668 StateMachine state(default_scheduler_settings); | 689 StateMachine state(default_scheduler_settings); |
| 669 state.SetCanStart(); | 690 state.SetCanStart(); |
| 670 state.UpdateState(state.NextAction()); | 691 state.UpdateState(state.NextAction()); |
| 671 state.DidCreateAndInitializeOutputSurface(); | 692 state.DidCreateAndInitializeOutputSurface(); |
| 672 state.SetNeedsCommit(); | 693 state.SetNeedsCommit(); |
| 673 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 694 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 674 } | 695 } |
| 675 | 696 |
| 676 TEST(SchedulerStateMachineTest, TestGoesInvisibleBeforeBeginFrameCompletes) { | 697 TEST(SchedulerStateMachineTest, TestGoesInvisibleBeforeFinishCommit) { |
| 677 SchedulerSettings default_scheduler_settings; | 698 SchedulerSettings default_scheduler_settings; |
| 678 StateMachine state(default_scheduler_settings); | 699 StateMachine state(default_scheduler_settings); |
| 679 state.SetCanStart(); | 700 state.SetCanStart(); |
| 680 state.UpdateState(state.NextAction()); | 701 state.UpdateState(state.NextAction()); |
| 681 state.DidCreateAndInitializeOutputSurface(); | 702 state.DidCreateAndInitializeOutputSurface(); |
| 682 state.SetVisible(true); | 703 state.SetVisible(true); |
| 683 state.SetCanDraw(true); | 704 state.SetCanDraw(true); |
| 684 | 705 |
| 685 // Start clean and set commit. | 706 // Start clean and set commit. |
| 686 state.SetNeedsCommit(); | 707 state.SetNeedsCommit(); |
| 687 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 708 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 709 state.NextAction()); |
| 688 | 710 |
| 689 // Begin the frame while visible. | 711 // Begin the frame while visible. |
| 690 state.UpdateState(SchedulerStateMachine::ACTION_BEGIN_FRAME); | 712 state.UpdateState( |
| 713 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
| 691 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 714 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
| 692 state.CommitState()); | 715 state.CommitState()); |
| 693 EXPECT_FALSE(state.NeedsCommit()); | 716 EXPECT_FALSE(state.NeedsCommit()); |
| 694 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 717 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 695 | 718 |
| 696 // Become invisible and abort the BeginFrame. | 719 // Become invisible and abort the main thread's begin frame. |
| 697 state.SetVisible(false); | 720 state.SetVisible(false); |
| 698 state.BeginFrameAborted(); | 721 state.BeginFrameAbortedByMainThread(); |
| 699 | 722 |
| 700 // We should now be back in the idle state as if we didn't start a frame at | 723 // We should now be back in the idle state as if we didn't start a frame at |
| 701 // all. | 724 // all. |
| 702 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); | 725 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
| 703 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 726 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 704 | 727 |
| 705 // Become visible again. | 728 // Become visible again. |
| 706 state.SetVisible(true); | 729 state.SetVisible(true); |
| 707 | 730 |
| 708 // We should be beginning a frame now. | 731 // We should be beginning a frame now. |
| 709 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); | 732 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
| 710 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 733 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 734 state.NextAction()); |
| 711 | 735 |
| 712 // Begin the frame. | 736 // Begin the frame. |
| 713 state.UpdateState(state.NextAction()); | 737 state.UpdateState(state.NextAction()); |
| 714 | 738 |
| 715 // We should be starting the commit now. | 739 // We should be starting the commit now. |
| 716 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 740 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
| 717 state.CommitState()); | 741 state.CommitState()); |
| 718 } | 742 } |
| 719 | 743 |
| 720 TEST(SchedulerStateMachineTest, TestFirstContextCreation) { | 744 TEST(SchedulerStateMachineTest, TestFirstContextCreation) { |
| (...skipping 32 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 753 state.NextAction()); | 777 state.NextAction()); |
| 754 state.UpdateState(state.NextAction()); | 778 state.UpdateState(state.NextAction()); |
| 755 | 779 |
| 756 // Once context recreation begins, nothing should happen. | 780 // Once context recreation begins, nothing should happen. |
| 757 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 781 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 758 | 782 |
| 759 // Recreate the context. | 783 // Recreate the context. |
| 760 state.DidCreateAndInitializeOutputSurface(); | 784 state.DidCreateAndInitializeOutputSurface(); |
| 761 | 785 |
| 762 // When the context is recreated, we should begin a commit. | 786 // When the context is recreated, we should begin a commit. |
| 763 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 787 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 788 state.NextAction()); |
| 764 state.UpdateState(state.NextAction()); | 789 state.UpdateState(state.NextAction()); |
| 765 } | 790 } |
| 766 | 791 |
| 767 TEST(SchedulerStateMachineTest, | 792 TEST(SchedulerStateMachineTest, |
| 768 TestContextLostWhenIdleAndCommitRequestedWhileRecreating) { | 793 TestContextLostWhenIdleAndCommitRequestedWhileRecreating) { |
| 769 SchedulerSettings default_scheduler_settings; | 794 SchedulerSettings default_scheduler_settings; |
| 770 StateMachine state(default_scheduler_settings); | 795 StateMachine state(default_scheduler_settings); |
| 771 state.SetCanStart(); | 796 state.SetCanStart(); |
| 772 state.UpdateState(state.NextAction()); | 797 state.UpdateState(state.NextAction()); |
| 773 state.DidCreateAndInitializeOutputSurface(); | 798 state.DidCreateAndInitializeOutputSurface(); |
| (...skipping 12 matching lines...) Expand all Loading... |
| 786 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 811 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 787 | 812 |
| 788 // While context is recreating, commits shouldn't begin. | 813 // While context is recreating, commits shouldn't begin. |
| 789 state.SetNeedsCommit(); | 814 state.SetNeedsCommit(); |
| 790 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 815 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 791 | 816 |
| 792 // Recreate the context | 817 // Recreate the context |
| 793 state.DidCreateAndInitializeOutputSurface(); | 818 state.DidCreateAndInitializeOutputSurface(); |
| 794 | 819 |
| 795 // When the context is recreated, we should begin a commit | 820 // When the context is recreated, we should begin a commit |
| 796 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 821 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 822 state.NextAction()); |
| 797 state.UpdateState(state.NextAction()); | 823 state.UpdateState(state.NextAction()); |
| 798 | 824 |
| 799 // Once the context is recreated, whether we draw should be based on | 825 // Once the context is recreated, whether we draw should be based on |
| 800 // SetCanDraw. | 826 // SetCanDraw. |
| 801 state.SetNeedsRedraw(true); | 827 state.SetNeedsRedraw(true); |
| 802 state.DidEnterVSync(); | 828 state.DidEnterBeginFrame(); |
| 803 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 829 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
| 804 state.SetCanDraw(false); | 830 state.SetCanDraw(false); |
| 805 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 831 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 806 state.SetCanDraw(true); | 832 state.SetCanDraw(true); |
| 807 state.DidLeaveVSync(); | 833 state.DidLeaveBeginFrame(); |
| 808 } | 834 } |
| 809 | 835 |
| 810 TEST(SchedulerStateMachineTest, TestContextLostWhileCommitInProgress) { | 836 TEST(SchedulerStateMachineTest, TestContextLostWhileCommitInProgress) { |
| 811 SchedulerSettings default_scheduler_settings; | 837 SchedulerSettings default_scheduler_settings; |
| 812 StateMachine state(default_scheduler_settings); | 838 StateMachine state(default_scheduler_settings); |
| 813 state.SetCanStart(); | 839 state.SetCanStart(); |
| 814 state.UpdateState(state.NextAction()); | 840 state.UpdateState(state.NextAction()); |
| 815 state.DidCreateAndInitializeOutputSurface(); | 841 state.DidCreateAndInitializeOutputSurface(); |
| 816 state.SetVisible(true); | 842 state.SetVisible(true); |
| 817 state.SetCanDraw(true); | 843 state.SetCanDraw(true); |
| 818 | 844 |
| 819 // Get a commit in flight. | 845 // Get a commit in flight. |
| 820 state.SetNeedsCommit(); | 846 state.SetNeedsCommit(); |
| 821 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 847 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 848 state.NextAction()); |
| 822 state.UpdateState(state.NextAction()); | 849 state.UpdateState(state.NextAction()); |
| 823 | 850 |
| 824 // Set damage and expect a draw. | 851 // Set damage and expect a draw. |
| 825 state.SetNeedsRedraw(true); | 852 state.SetNeedsRedraw(true); |
| 826 state.DidEnterVSync(); | 853 state.DidEnterBeginFrame(); |
| 827 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 854 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
| 828 state.UpdateState(state.NextAction()); | 855 state.UpdateState(state.NextAction()); |
| 829 state.DidLeaveVSync(); | 856 state.DidLeaveBeginFrame(); |
| 830 | 857 |
| 831 // Cause a lost context while the begin frame is in flight. | 858 // Cause a lost context while the begin frame is in flight |
| 859 // for the main thread. |
| 832 state.DidLoseOutputSurface(); | 860 state.DidLoseOutputSurface(); |
| 833 | 861 |
| 834 // Ask for another draw. Expect nothing happens. | 862 // Ask for another draw. Expect nothing happens. |
| 835 state.SetNeedsRedraw(true); | 863 state.SetNeedsRedraw(true); |
| 836 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 864 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 837 | 865 |
| 838 // Finish the frame, and commit. | 866 // Finish the frame, and commit. |
| 839 state.BeginFrameComplete(); | 867 state.FinishCommit(); |
| 840 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 868 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
| 841 state.UpdateState(state.NextAction()); | 869 state.UpdateState(state.NextAction()); |
| 842 | 870 |
| 843 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, | 871 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
| 844 state.CommitState()); | 872 state.CommitState()); |
| 845 | 873 |
| 846 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 874 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
| 847 state.UpdateState(state.NextAction()); | 875 state.UpdateState(state.NextAction()); |
| 848 | 876 |
| 849 // Expect to be told to begin context recreation, independent of vsync state. | 877 // Expect to be told to begin context recreation, independent of |
| 850 state.DidEnterVSync(); | 878 // BeginFrame state. |
| 879 state.DidEnterBeginFrame(); |
| 851 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 880 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
| 852 state.NextAction()); | 881 state.NextAction()); |
| 853 state.DidLeaveVSync(); | 882 state.DidLeaveBeginFrame(); |
| 854 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 883 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
| 855 state.NextAction()); | 884 state.NextAction()); |
| 856 } | 885 } |
| 857 | 886 |
| 858 TEST(SchedulerStateMachineTest, | 887 TEST(SchedulerStateMachineTest, |
| 859 TestContextLostWhileCommitInProgressAndAnotherCommitRequested) { | 888 TestContextLostWhileCommitInProgressAndAnotherCommitRequested) { |
| 860 SchedulerSettings default_scheduler_settings; | 889 SchedulerSettings default_scheduler_settings; |
| 861 StateMachine state(default_scheduler_settings); | 890 StateMachine state(default_scheduler_settings); |
| 862 state.SetCanStart(); | 891 state.SetCanStart(); |
| 863 state.UpdateState(state.NextAction()); | 892 state.UpdateState(state.NextAction()); |
| 864 state.DidCreateAndInitializeOutputSurface(); | 893 state.DidCreateAndInitializeOutputSurface(); |
| 865 state.SetVisible(true); | 894 state.SetVisible(true); |
| 866 state.SetCanDraw(true); | 895 state.SetCanDraw(true); |
| 867 | 896 |
| 868 // Get a commit in flight. | 897 // Get a commit in flight. |
| 869 state.SetNeedsCommit(); | 898 state.SetNeedsCommit(); |
| 870 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 899 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 900 state.NextAction()); |
| 871 state.UpdateState(state.NextAction()); | 901 state.UpdateState(state.NextAction()); |
| 872 | 902 |
| 873 // Set damage and expect a draw. | 903 // Set damage and expect a draw. |
| 874 state.SetNeedsRedraw(true); | 904 state.SetNeedsRedraw(true); |
| 875 state.DidEnterVSync(); | 905 state.DidEnterBeginFrame(); |
| 876 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 906 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
| 877 state.UpdateState(state.NextAction()); | 907 state.UpdateState(state.NextAction()); |
| 878 state.DidLeaveVSync(); | 908 state.DidLeaveBeginFrame(); |
| 879 | 909 |
| 880 // Cause a lost context while the begin frame is in flight. | 910 // Cause a lost context while the begin frame is in flight |
| 911 // for the main thread. |
| 881 state.DidLoseOutputSurface(); | 912 state.DidLoseOutputSurface(); |
| 882 | 913 |
| 883 // Ask for another draw and also set needs commit. Expect nothing happens. | 914 // Ask for another draw and also set needs commit. Expect nothing happens. |
| 884 state.SetNeedsRedraw(true); | 915 state.SetNeedsRedraw(true); |
| 885 state.SetNeedsCommit(); | 916 state.SetNeedsCommit(); |
| 886 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 917 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 887 | 918 |
| 888 // Finish the frame, and commit. | 919 // Finish the frame, and commit. |
| 889 state.BeginFrameComplete(); | 920 state.FinishCommit(); |
| 890 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 921 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
| 891 state.UpdateState(state.NextAction()); | 922 state.UpdateState(state.NextAction()); |
| 892 | 923 |
| 893 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, | 924 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
| 894 state.CommitState()); | 925 state.CommitState()); |
| 895 | 926 |
| 896 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 927 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
| 897 state.UpdateState(state.NextAction()); | 928 state.UpdateState(state.NextAction()); |
| 898 | 929 |
| 899 // Expect to be told to begin context recreation, independent of vsync state | 930 // Expect to be told to begin context recreation, independent of |
| 900 state.DidEnterVSync(); | 931 // BeginFrame state |
| 932 state.DidEnterBeginFrame(); |
| 901 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 933 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
| 902 state.NextAction()); | 934 state.NextAction()); |
| 903 state.DidLeaveVSync(); | 935 state.DidLeaveBeginFrame(); |
| 904 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 936 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
| 905 state.NextAction()); | 937 state.NextAction()); |
| 906 } | 938 } |
| 907 | 939 |
| 908 TEST(SchedulerStateMachineTest, TestFinishAllRenderingWhileContextLost) { | 940 TEST(SchedulerStateMachineTest, TestFinishAllRenderingWhileContextLost) { |
| 909 SchedulerSettings default_scheduler_settings; | 941 SchedulerSettings default_scheduler_settings; |
| 910 StateMachine state(default_scheduler_settings); | 942 StateMachine state(default_scheduler_settings); |
| 911 state.SetCanStart(); | 943 state.SetCanStart(); |
| 912 state.UpdateState(state.NextAction()); | 944 state.UpdateState(state.NextAction()); |
| 913 state.DidCreateAndInitializeOutputSurface(); | 945 state.DidCreateAndInitializeOutputSurface(); |
| 914 state.SetVisible(true); | 946 state.SetVisible(true); |
| 915 state.SetCanDraw(true); | 947 state.SetCanDraw(true); |
| 916 | 948 |
| 917 // Cause a lost context lost. | 949 // Cause a lost context lost. |
| 918 state.DidLoseOutputSurface(); | 950 state.DidLoseOutputSurface(); |
| 919 | 951 |
| 920 // Ask a forced redraw and verify it ocurrs. | 952 // Ask a forced redraw and verify it ocurrs. |
| 921 state.SetNeedsForcedRedraw(true); | 953 state.SetNeedsForcedRedraw(true); |
| 922 state.DidEnterVSync(); | 954 state.DidEnterBeginFrame(); |
| 923 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 955 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); |
| 924 state.DidLeaveVSync(); | 956 state.DidLeaveBeginFrame(); |
| 925 | 957 |
| 926 // Clear the forced redraw bit. | 958 // Clear the forced redraw bit. |
| 927 state.SetNeedsForcedRedraw(false); | 959 state.SetNeedsForcedRedraw(false); |
| 928 | 960 |
| 929 // Expect to be told to begin context recreation, independent of vsync state | 961 // Expect to be told to begin context recreation, independent of |
| 962 // BeginFrame state |
| 930 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 963 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
| 931 state.NextAction()); | 964 state.NextAction()); |
| 932 state.UpdateState(state.NextAction()); | 965 state.UpdateState(state.NextAction()); |
| 933 | 966 |
| 934 // Ask a forced redraw and verify it ocurrs. | 967 // Ask a forced redraw and verify it ocurrs. |
| 935 state.SetNeedsForcedRedraw(true); | 968 state.SetNeedsForcedRedraw(true); |
| 936 state.DidEnterVSync(); | 969 state.DidEnterBeginFrame(); |
| 937 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 970 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); |
| 938 state.DidLeaveVSync(); | 971 state.DidLeaveBeginFrame(); |
| 939 } | 972 } |
| 940 | 973 |
| 941 TEST(SchedulerStateMachineTest, DontDrawBeforeCommitAfterLostOutputSurface) { | 974 TEST(SchedulerStateMachineTest, DontDrawBeforeCommitAfterLostOutputSurface) { |
| 942 SchedulerSettings default_scheduler_settings; | 975 SchedulerSettings default_scheduler_settings; |
| 943 StateMachine state(default_scheduler_settings); | 976 StateMachine state(default_scheduler_settings); |
| 944 state.SetCanStart(); | 977 state.SetCanStart(); |
| 945 state.UpdateState(state.NextAction()); | 978 state.UpdateState(state.NextAction()); |
| 946 state.DidCreateAndInitializeOutputSurface(); | 979 state.DidCreateAndInitializeOutputSurface(); |
| 947 state.SetVisible(true); | 980 state.SetVisible(true); |
| 948 state.SetCanDraw(true); | 981 state.SetCanDraw(true); |
| 949 | 982 |
| 950 state.SetNeedsRedraw(true); | 983 state.SetNeedsRedraw(true); |
| 951 | 984 |
| 952 // Cause a lost output surface, and restore it. | 985 // Cause a lost output surface, and restore it. |
| 953 state.DidLoseOutputSurface(); | 986 state.DidLoseOutputSurface(); |
| 954 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 987 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
| 955 state.NextAction()); | 988 state.NextAction()); |
| 956 state.UpdateState(state.NextAction()); | 989 state.UpdateState(state.NextAction()); |
| 957 state.DidCreateAndInitializeOutputSurface(); | 990 state.DidCreateAndInitializeOutputSurface(); |
| 958 | 991 |
| 959 EXPECT_FALSE(state.RedrawPending()); | 992 EXPECT_FALSE(state.RedrawPending()); |
| 960 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 993 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 994 state.NextAction()); |
| 961 } | 995 } |
| 962 | 996 |
| 963 TEST(SchedulerStateMachineTest, TestBeginFrameWhenInvisibleAndForceCommit) { | 997 TEST(SchedulerStateMachineTest, |
| 998 TestSendBeginFrameToMainThreadWhenInvisibleAndForceCommit) { |
| 964 SchedulerSettings default_scheduler_settings; | 999 SchedulerSettings default_scheduler_settings; |
| 965 StateMachine state(default_scheduler_settings); | 1000 StateMachine state(default_scheduler_settings); |
| 966 state.SetCanStart(); | 1001 state.SetCanStart(); |
| 967 state.UpdateState(state.NextAction()); | 1002 state.UpdateState(state.NextAction()); |
| 968 state.DidCreateAndInitializeOutputSurface(); | 1003 state.DidCreateAndInitializeOutputSurface(); |
| 969 state.SetVisible(false); | 1004 state.SetVisible(false); |
| 970 state.SetNeedsCommit(); | 1005 state.SetNeedsCommit(); |
| 971 state.SetNeedsForcedCommit(); | 1006 state.SetNeedsForcedCommit(); |
| 972 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 1007 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 1008 state.NextAction()); |
| 973 } | 1009 } |
| 974 | 1010 |
| 975 TEST(SchedulerStateMachineTest, | 1011 TEST(SchedulerStateMachineTest, |
| 976 TestBeginFrameWhenCanBeginFrameFalseAndForceCommit) { | 1012 TestSendBeginFrameToMainThreadWhenCanStartFalseAndForceCommit) { |
| 977 SchedulerSettings default_scheduler_settings; | 1013 SchedulerSettings default_scheduler_settings; |
| 978 StateMachine state(default_scheduler_settings); | 1014 StateMachine state(default_scheduler_settings); |
| 979 state.SetCanStart(); | |
| 980 state.UpdateState(state.NextAction()); | |
| 981 state.DidCreateAndInitializeOutputSurface(); | |
| 982 state.SetVisible(true); | 1015 state.SetVisible(true); |
| 983 state.SetCanDraw(true); | 1016 state.SetCanDraw(true); |
| 984 state.SetNeedsCommit(); | 1017 state.SetNeedsCommit(); |
| 985 state.SetNeedsForcedCommit(); | 1018 state.SetNeedsForcedCommit(); |
| 986 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 1019 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 1020 state.NextAction()); |
| 987 } | 1021 } |
| 988 | 1022 |
| 989 TEST(SchedulerStateMachineTest, TestBeginFrameWhenCommitInProgress) { | 1023 TEST(SchedulerStateMachineTest, TestFinishCommitWhenCommitInProgress) { |
| 990 SchedulerSettings default_scheduler_settings; | 1024 SchedulerSettings default_scheduler_settings; |
| 991 StateMachine state(default_scheduler_settings); | 1025 StateMachine state(default_scheduler_settings); |
| 992 state.SetCanStart(); | 1026 state.SetCanStart(); |
| 993 state.UpdateState(state.NextAction()); | 1027 state.UpdateState(state.NextAction()); |
| 994 state.DidCreateAndInitializeOutputSurface(); | 1028 state.DidCreateAndInitializeOutputSurface(); |
| 995 state.SetVisible(false); | 1029 state.SetVisible(false); |
| 996 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS); | 1030 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS); |
| 997 state.SetNeedsCommit(); | 1031 state.SetNeedsCommit(); |
| 998 | 1032 |
| 999 state.BeginFrameComplete(); | 1033 state.FinishCommit(); |
| 1000 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 1034 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
| 1001 state.UpdateState(state.NextAction()); | 1035 state.UpdateState(state.NextAction()); |
| 1002 | 1036 |
| 1003 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, | 1037 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
| 1004 state.CommitState()); | 1038 state.CommitState()); |
| 1005 | 1039 |
| 1006 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 1040 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 1007 } | 1041 } |
| 1008 | 1042 |
| 1009 TEST(SchedulerStateMachineTest, TestBeginFrameWhenForcedCommitInProgress) { | 1043 TEST(SchedulerStateMachineTest, TestFinishCommitWhenForcedCommitInProgress) { |
| 1010 SchedulerSettings default_scheduler_settings; | 1044 SchedulerSettings default_scheduler_settings; |
| 1011 StateMachine state(default_scheduler_settings); | 1045 StateMachine state(default_scheduler_settings); |
| 1012 state.SetCanStart(); | 1046 state.SetCanStart(); |
| 1013 state.UpdateState(state.NextAction()); | 1047 state.UpdateState(state.NextAction()); |
| 1014 state.DidCreateAndInitializeOutputSurface(); | 1048 state.DidCreateAndInitializeOutputSurface(); |
| 1015 state.SetVisible(false); | 1049 state.SetVisible(false); |
| 1016 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS); | 1050 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS); |
| 1017 state.SetNeedsCommit(); | 1051 state.SetNeedsCommit(); |
| 1018 state.SetNeedsForcedCommit(); | 1052 state.SetNeedsForcedCommit(); |
| 1019 | 1053 |
| 1020 state.BeginFrameComplete(); | 1054 state.FinishCommit(); |
| 1021 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 1055 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
| 1022 state.UpdateState(state.NextAction()); | 1056 state.UpdateState(state.NextAction()); |
| 1023 | 1057 |
| 1024 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, | 1058 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, |
| 1025 state.CommitState()); | 1059 state.CommitState()); |
| 1026 | 1060 |
| 1027 // If we are waiting for forced draw then we know a begin frame is already in | 1061 // If we are waiting for forced draw then we know a begin frame is already |
| 1028 // flight. | 1062 // in flight for the main thread. |
| 1029 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 1063 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 1030 } | 1064 } |
| 1031 | 1065 |
| 1032 TEST(SchedulerStateMachineTest, TestBeginFrameWhenContextLost) { | 1066 TEST(SchedulerStateMachineTest, TestSendBeginFrameToMainThreadWhenContextLost) { |
| 1033 SchedulerSettings default_scheduler_settings; | 1067 SchedulerSettings default_scheduler_settings; |
| 1034 StateMachine state(default_scheduler_settings); | 1068 StateMachine state(default_scheduler_settings); |
| 1035 state.SetCanStart(); | 1069 state.SetCanStart(); |
| 1036 state.UpdateState(state.NextAction()); | 1070 state.UpdateState(state.NextAction()); |
| 1037 state.DidCreateAndInitializeOutputSurface(); | 1071 state.DidCreateAndInitializeOutputSurface(); |
| 1038 state.SetVisible(true); | 1072 state.SetVisible(true); |
| 1039 state.SetCanDraw(true); | 1073 state.SetCanDraw(true); |
| 1040 state.SetNeedsCommit(); | 1074 state.SetNeedsCommit(); |
| 1041 state.SetNeedsForcedCommit(); | 1075 state.SetNeedsForcedCommit(); |
| 1042 state.DidLoseOutputSurface(); | 1076 state.DidLoseOutputSurface(); |
| 1043 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 1077 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 1078 state.NextAction()); |
| 1044 } | 1079 } |
| 1045 | 1080 |
| 1046 TEST(SchedulerStateMachineTest, TestImmediateBeginFrame) { | 1081 TEST(SchedulerStateMachineTest, TestImmediateFinishCommit) { |
| 1047 SchedulerSettings default_scheduler_settings; | 1082 SchedulerSettings default_scheduler_settings; |
| 1048 StateMachine state(default_scheduler_settings); | 1083 StateMachine state(default_scheduler_settings); |
| 1049 state.SetCanStart(); | 1084 state.SetCanStart(); |
| 1050 state.UpdateState(state.NextAction()); | 1085 state.UpdateState(state.NextAction()); |
| 1051 state.DidCreateAndInitializeOutputSurface(); | 1086 state.DidCreateAndInitializeOutputSurface(); |
| 1052 state.SetVisible(true); | 1087 state.SetVisible(true); |
| 1053 state.SetCanDraw(true); | 1088 state.SetCanDraw(true); |
| 1054 | 1089 |
| 1055 // Schedule a forced frame, commit it, draw it. | 1090 // Schedule a forced frame, commit it, draw it. |
| 1056 state.SetNeedsCommit(); | 1091 state.SetNeedsCommit(); |
| 1057 state.SetNeedsForcedCommit(); | 1092 state.SetNeedsForcedCommit(); |
| 1058 state.UpdateState(state.NextAction()); | 1093 state.UpdateState(state.NextAction()); |
| 1059 state.BeginFrameComplete(); | 1094 state.FinishCommit(); |
| 1060 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 1095 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
| 1061 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 1096 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
| 1062 state.CommitState()); | 1097 state.CommitState()); |
| 1063 state.UpdateState(state.NextAction()); | 1098 state.UpdateState(state.NextAction()); |
| 1064 | 1099 |
| 1065 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, | 1100 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, |
| 1066 state.CommitState()); | 1101 state.CommitState()); |
| 1067 | 1102 |
| 1068 state.DidEnterVSync(); | 1103 state.DidEnterBeginFrame(); |
| 1069 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 1104 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 1070 state.SetNeedsForcedRedraw(true); | 1105 state.SetNeedsForcedRedraw(true); |
| 1071 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 1106 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); |
| 1072 state.UpdateState(state.NextAction()); | 1107 state.UpdateState(state.NextAction()); |
| 1073 state.DidDrawIfPossibleCompleted(true); | 1108 state.DidDrawIfPossibleCompleted(true); |
| 1074 state.DidLeaveVSync(); | 1109 state.DidLeaveBeginFrame(); |
| 1075 | 1110 |
| 1076 // Should be waiting for the normal begin frame. | 1111 // Should be waiting for the normal begin frame from the main thread. |
| 1077 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 1112 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
| 1078 state.CommitState()); | 1113 state.CommitState()); |
| 1079 } | 1114 } |
| 1080 | 1115 |
| 1081 TEST(SchedulerStateMachineTest, TestImmediateBeginFrameDuringCommit) { | 1116 TEST(SchedulerStateMachineTest, TestImmediateFinishCommitDuringCommit) { |
| 1082 SchedulerSettings default_scheduler_settings; | 1117 SchedulerSettings default_scheduler_settings; |
| 1083 StateMachine state(default_scheduler_settings); | 1118 StateMachine state(default_scheduler_settings); |
| 1084 state.SetCanStart(); | 1119 state.SetCanStart(); |
| 1085 state.UpdateState(state.NextAction()); | 1120 state.UpdateState(state.NextAction()); |
| 1086 state.DidCreateAndInitializeOutputSurface(); | 1121 state.DidCreateAndInitializeOutputSurface(); |
| 1087 state.SetVisible(true); | 1122 state.SetVisible(true); |
| 1088 state.SetCanDraw(true); | 1123 state.SetCanDraw(true); |
| 1089 | 1124 |
| 1090 // Start a normal commit. | 1125 // Start a normal commit. |
| 1091 state.SetNeedsCommit(); | 1126 state.SetNeedsCommit(); |
| 1092 state.UpdateState(state.NextAction()); | 1127 state.UpdateState(state.NextAction()); |
| 1093 | 1128 |
| 1094 // Schedule a forced frame, commit it, draw it. | 1129 // Schedule a forced frame, commit it, draw it. |
| 1095 state.SetNeedsCommit(); | 1130 state.SetNeedsCommit(); |
| 1096 state.SetNeedsForcedCommit(); | 1131 state.SetNeedsForcedCommit(); |
| 1097 state.UpdateState(state.NextAction()); | 1132 state.UpdateState(state.NextAction()); |
| 1098 state.BeginFrameComplete(); | 1133 state.FinishCommit(); |
| 1099 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 1134 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
| 1100 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 1135 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
| 1101 state.CommitState()); | 1136 state.CommitState()); |
| 1102 state.UpdateState(state.NextAction()); | 1137 state.UpdateState(state.NextAction()); |
| 1103 | 1138 |
| 1104 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, | 1139 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, |
| 1105 state.CommitState()); | 1140 state.CommitState()); |
| 1106 | 1141 |
| 1107 state.DidEnterVSync(); | 1142 state.DidEnterBeginFrame(); |
| 1108 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 1143 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 1109 state.SetNeedsForcedRedraw(true); | 1144 state.SetNeedsForcedRedraw(true); |
| 1110 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 1145 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); |
| 1111 state.UpdateState(state.NextAction()); | 1146 state.UpdateState(state.NextAction()); |
| 1112 state.DidDrawIfPossibleCompleted(true); | 1147 state.DidDrawIfPossibleCompleted(true); |
| 1113 state.DidLeaveVSync(); | 1148 state.DidLeaveBeginFrame(); |
| 1114 | 1149 |
| 1115 // Should be waiting for the normal begin frame. | 1150 // Should be waiting for the normal begin frame from the main thread. |
| 1116 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 1151 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
| 1117 state.CommitState()) << state.ToString(); | 1152 state.CommitState()) << state.ToString(); |
| 1118 } | 1153 } |
| 1119 | 1154 |
| 1120 TEST(SchedulerStateMachineTest, ImmediateBeginFrameWhileInvisible) { | 1155 TEST(SchedulerStateMachineTest, |
| 1156 ImmediateBeginFrameAbortedByMainThreadWhileInvisible) { |
| 1121 SchedulerSettings default_scheduler_settings; | 1157 SchedulerSettings default_scheduler_settings; |
| 1122 StateMachine state(default_scheduler_settings); | 1158 StateMachine state(default_scheduler_settings); |
| 1123 state.SetCanStart(); | 1159 state.SetCanStart(); |
| 1124 state.UpdateState(state.NextAction()); | 1160 state.UpdateState(state.NextAction()); |
| 1125 state.DidCreateAndInitializeOutputSurface(); | 1161 state.DidCreateAndInitializeOutputSurface(); |
| 1126 state.SetVisible(true); | 1162 state.SetVisible(true); |
| 1127 state.SetCanDraw(true); | 1163 state.SetCanDraw(true); |
| 1128 | 1164 |
| 1129 state.SetNeedsCommit(); | 1165 state.SetNeedsCommit(); |
| 1130 state.UpdateState(state.NextAction()); | 1166 state.UpdateState(state.NextAction()); |
| 1131 | 1167 |
| 1132 state.SetNeedsCommit(); | 1168 state.SetNeedsCommit(); |
| 1133 state.SetNeedsForcedCommit(); | 1169 state.SetNeedsForcedCommit(); |
| 1134 state.UpdateState(state.NextAction()); | 1170 state.UpdateState(state.NextAction()); |
| 1135 state.BeginFrameComplete(); | 1171 state.FinishCommit(); |
| 1136 | 1172 |
| 1137 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 1173 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
| 1138 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 1174 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
| 1139 state.CommitState()); | 1175 state.CommitState()); |
| 1140 state.UpdateState(state.NextAction()); | 1176 state.UpdateState(state.NextAction()); |
| 1141 | 1177 |
| 1142 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, | 1178 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, |
| 1143 state.CommitState()); | 1179 state.CommitState()); |
| 1144 | 1180 |
| 1145 state.DidEnterVSync(); | 1181 state.DidEnterBeginFrame(); |
| 1146 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 1182 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 1147 state.SetNeedsForcedRedraw(true); | 1183 state.SetNeedsForcedRedraw(true); |
| 1148 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 1184 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); |
| 1149 state.UpdateState(state.NextAction()); | 1185 state.UpdateState(state.NextAction()); |
| 1150 state.DidDrawIfPossibleCompleted(true); | 1186 state.DidDrawIfPossibleCompleted(true); |
| 1151 state.DidLeaveVSync(); | 1187 state.DidLeaveBeginFrame(); |
| 1152 | 1188 |
| 1153 // Should be waiting for the normal begin frame. | 1189 // Should be waiting for the main thread's begin frame. |
| 1154 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 1190 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
| 1155 state.CommitState()) << state.ToString(); | 1191 state.CommitState()) << state.ToString(); |
| 1156 | 1192 |
| 1157 // Become invisible and abort the "normal" begin frame. | 1193 // Become invisible and abort the main thread's begin frame. |
| 1158 state.SetVisible(false); | 1194 state.SetVisible(false); |
| 1159 state.BeginFrameAborted(); | 1195 state.BeginFrameAbortedByMainThread(); |
| 1160 | 1196 |
| 1161 // Should be back in the idle state, but needing a commit. | 1197 // Should be back in the idle state, but needing a commit. |
| 1162 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); | 1198 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
| 1163 EXPECT_TRUE(state.NeedsCommit()); | 1199 EXPECT_TRUE(state.NeedsCommit()); |
| 1164 } | 1200 } |
| 1165 | 1201 |
| 1166 TEST(SchedulerStateMachineTest, ImmediateBeginFrameWhileCantDraw) { | 1202 TEST(SchedulerStateMachineTest, ImmediateFinishCommitWhileCantDraw) { |
| 1167 SchedulerSettings default_scheduler_settings; | 1203 SchedulerSettings default_scheduler_settings; |
| 1168 StateMachine state(default_scheduler_settings); | 1204 StateMachine state(default_scheduler_settings); |
| 1169 state.SetCanStart(); | 1205 state.SetCanStart(); |
| 1170 state.UpdateState(state.NextAction()); | 1206 state.UpdateState(state.NextAction()); |
| 1171 state.DidCreateAndInitializeOutputSurface(); | 1207 state.DidCreateAndInitializeOutputSurface(); |
| 1172 state.SetVisible(true); | 1208 state.SetVisible(true); |
| 1173 state.SetCanDraw(false); | 1209 state.SetCanDraw(false); |
| 1174 | 1210 |
| 1175 state.SetNeedsCommit(); | 1211 state.SetNeedsCommit(); |
| 1176 state.UpdateState(state.NextAction()); | 1212 state.UpdateState(state.NextAction()); |
| 1177 | 1213 |
| 1178 state.SetNeedsCommit(); | 1214 state.SetNeedsCommit(); |
| 1179 state.SetNeedsForcedCommit(); | 1215 state.SetNeedsForcedCommit(); |
| 1180 state.UpdateState(state.NextAction()); | 1216 state.UpdateState(state.NextAction()); |
| 1181 state.BeginFrameComplete(); | 1217 state.FinishCommit(); |
| 1182 | 1218 |
| 1183 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 1219 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
| 1184 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 1220 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
| 1185 state.CommitState()); | 1221 state.CommitState()); |
| 1186 state.UpdateState(state.NextAction()); | 1222 state.UpdateState(state.NextAction()); |
| 1187 | 1223 |
| 1188 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, | 1224 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, |
| 1189 state.CommitState()); | 1225 state.CommitState()); |
| 1190 | 1226 |
| 1191 state.DidEnterVSync(); | 1227 state.DidEnterBeginFrame(); |
| 1192 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 1228 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 1193 state.SetNeedsForcedRedraw(true); | 1229 state.SetNeedsForcedRedraw(true); |
| 1194 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 1230 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); |
| 1195 state.UpdateState(state.NextAction()); | 1231 state.UpdateState(state.NextAction()); |
| 1196 state.DidDrawIfPossibleCompleted(true); | 1232 state.DidDrawIfPossibleCompleted(true); |
| 1197 state.DidLeaveVSync(); | 1233 state.DidLeaveBeginFrame(); |
| 1198 } | 1234 } |
| 1199 | 1235 |
| 1200 TEST(SchedulerStateMachineTest, ReportIfNotDrawing) { | 1236 TEST(SchedulerStateMachineTest, ReportIfNotDrawing) { |
| 1201 SchedulerSettings default_scheduler_settings; | 1237 SchedulerSettings default_scheduler_settings; |
| 1202 SchedulerStateMachine state(default_scheduler_settings); | 1238 SchedulerStateMachine state(default_scheduler_settings); |
| 1203 | 1239 |
| 1204 state.SetCanDraw(true); | 1240 state.SetCanDraw(true); |
| 1205 state.SetVisible(true); | 1241 state.SetVisible(true); |
| 1206 EXPECT_FALSE(state.DrawSuspendedUntilCommit()); | 1242 EXPECT_FALSE(state.DrawSuspendedUntilCommit()); |
| 1207 | 1243 |
| (...skipping 24 matching lines...) Expand all Loading... |
| 1232 state.SetVisible(true); | 1268 state.SetVisible(true); |
| 1233 EXPECT_FALSE(state.DrawSuspendedUntilCommit()); | 1269 EXPECT_FALSE(state.DrawSuspendedUntilCommit()); |
| 1234 | 1270 |
| 1235 state.SetMainThreadNeedsLayerTextures(); | 1271 state.SetMainThreadNeedsLayerTextures(); |
| 1236 EXPECT_EQ( | 1272 EXPECT_EQ( |
| 1237 SchedulerStateMachine::ACTION_ACQUIRE_LAYER_TEXTURES_FOR_MAIN_THREAD, | 1273 SchedulerStateMachine::ACTION_ACQUIRE_LAYER_TEXTURES_FOR_MAIN_THREAD, |
| 1238 state.NextAction()); | 1274 state.NextAction()); |
| 1239 state.UpdateState(state.NextAction()); | 1275 state.UpdateState(state.NextAction()); |
| 1240 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); | 1276 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); |
| 1241 | 1277 |
| 1242 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 1278 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 1279 state.NextAction()); |
| 1243 | 1280 |
| 1244 state.UpdateState(state.NextAction()); | 1281 state.UpdateState(state.NextAction()); |
| 1245 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); | 1282 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); |
| 1246 | 1283 |
| 1247 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 1284 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 1248 | 1285 |
| 1249 state.BeginFrameComplete(); | 1286 state.FinishCommit(); |
| 1250 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); | 1287 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); |
| 1251 | 1288 |
| 1252 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 1289 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
| 1253 | 1290 |
| 1254 state.UpdateState(state.NextAction()); | 1291 state.UpdateState(state.NextAction()); |
| 1255 EXPECT_FALSE(state.DrawSuspendedUntilCommit()); | 1292 EXPECT_FALSE(state.DrawSuspendedUntilCommit()); |
| 1256 } | 1293 } |
| 1257 | 1294 |
| 1258 } // namespace | 1295 } // namespace |
| 1259 } // namespace cc | 1296 } // namespace cc |
| OLD | NEW |