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.BeginMainFrameCallbackNeeded()); |
56 | 55 |
57 state.DidLeaveVSync(); | 56 state.DidLeaveBeginImplFrame(); |
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.BeginMainFrameCallbackNeeded()); |
60 state.DidEnterVSync(); | 59 state.DidEnterBeginImplFrame(); |
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.BeginMainFrameCallbackNeeded()); |
72 | 71 |
73 state.DidLeaveVSync(); | 72 state.DidLeaveBeginImplFrame(); |
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.BeginMainFrameCallbackNeeded()); |
76 state.DidEnterVSync(); | 75 state.DidEnterBeginImplFrame(); |
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.BeginMainFrameCallbackNeeded()); |
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(SchedulerStateMachine::ACTION_BEGIN_MAIN_FRAME); |
98 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 97 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
99 state.CommitState()); | 98 state.CommitState()); |
100 EXPECT_FALSE(state.NeedsCommit()); | 99 EXPECT_FALSE(state.NeedsCommit()); |
101 EXPECT_FALSE(state.VSyncCallbackNeeded()); | 100 EXPECT_FALSE(state.BeginMainFrameCallbackNeeded()); |
102 } | 101 } |
103 } | 102 } |
104 | 103 |
105 TEST(SchedulerStateMachineTest, TestSetForcedRedrawDoesNotSetsNormalRedraw) { | 104 TEST(SchedulerStateMachineTest, TestSetForcedRedrawDoesNotSetsNormalRedraw) { |
106 SchedulerSettings default_scheduler_settings; | 105 SchedulerSettings default_scheduler_settings; |
107 SchedulerStateMachine state(default_scheduler_settings); | 106 SchedulerStateMachine state(default_scheduler_settings); |
108 state.SetCanDraw(true); | 107 state.SetCanDraw(true); |
109 state.SetNeedsForcedRedraw(); | 108 state.SetNeedsForcedRedraw(); |
110 EXPECT_FALSE(state.RedrawPending()); | 109 EXPECT_FALSE(state.RedrawPending()); |
111 EXPECT_TRUE(state.VSyncCallbackNeeded()); | 110 EXPECT_TRUE(state.BeginMainFrameCallbackNeeded()); |
112 } | 111 } |
113 | 112 |
114 TEST(SchedulerStateMachineTest, | 113 TEST(SchedulerStateMachineTest, |
115 TestFailedDrawSetsNeedsCommitAndDoesNotDrawAgain) { | 114 TestFailedDrawSetsNeedsCommitAndDoesNotDrawAgain) { |
116 SchedulerSettings default_scheduler_settings; | 115 SchedulerSettings default_scheduler_settings; |
117 SchedulerStateMachine state(default_scheduler_settings); | 116 SchedulerStateMachine state(default_scheduler_settings); |
118 state.SetCanStart(); | 117 state.SetCanStart(); |
119 state.UpdateState(state.NextAction()); | 118 state.UpdateState(state.NextAction()); |
120 state.DidCreateAndInitializeOutputSurface(); | 119 state.DidCreateAndInitializeOutputSurface(); |
121 state.SetVisible(true); | 120 state.SetVisible(true); |
122 state.SetCanDraw(true); | 121 state.SetCanDraw(true); |
123 state.SetNeedsRedraw(); | 122 state.SetNeedsRedraw(); |
124 EXPECT_TRUE(state.RedrawPending()); | 123 EXPECT_TRUE(state.RedrawPending()); |
125 EXPECT_TRUE(state.VSyncCallbackNeeded()); | 124 EXPECT_TRUE(state.BeginMainFrameCallbackNeeded()); |
126 state.DidEnterVSync(); | 125 state.DidEnterBeginImplFrame(); |
127 | 126 |
128 // We're drawing now. | 127 // We're drawing now. |
129 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 128 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
130 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 129 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
131 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 130 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
132 EXPECT_FALSE(state.RedrawPending()); | 131 EXPECT_FALSE(state.RedrawPending()); |
133 EXPECT_FALSE(state.CommitPending()); | 132 EXPECT_FALSE(state.CommitPending()); |
134 | 133 |
135 // Failing the draw makes us require a commit. | 134 // Failing the draw makes us require a commit. |
136 state.DidDrawIfPossibleCompleted(false); | 135 state.DidDrawIfPossibleCompleted(false); |
137 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 136 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_MAIN_FRAME, state.NextAction()); |
138 state.UpdateState(SchedulerStateMachine::ACTION_BEGIN_FRAME); | 137 state.UpdateState(SchedulerStateMachine::ACTION_BEGIN_MAIN_FRAME); |
139 EXPECT_TRUE(state.RedrawPending()); | 138 EXPECT_TRUE(state.RedrawPending()); |
140 EXPECT_TRUE(state.CommitPending()); | 139 EXPECT_TRUE(state.CommitPending()); |
141 } | 140 } |
142 | 141 |
143 TEST(SchedulerStateMachineTest, | 142 TEST(SchedulerStateMachineTest, |
144 TestsetNeedsRedrawDuringFailedDrawDoesNotRemoveNeedsRedraw) { | 143 TestsetNeedsRedrawDuringFailedDrawDoesNotRemoveNeedsRedraw) { |
145 SchedulerSettings default_scheduler_settings; | 144 SchedulerSettings default_scheduler_settings; |
146 SchedulerStateMachine state(default_scheduler_settings); | 145 SchedulerStateMachine state(default_scheduler_settings); |
147 state.SetCanStart(); | 146 state.SetCanStart(); |
148 state.UpdateState(state.NextAction()); | 147 state.UpdateState(state.NextAction()); |
149 state.DidCreateAndInitializeOutputSurface(); | 148 state.DidCreateAndInitializeOutputSurface(); |
150 | 149 |
151 state.SetVisible(true); | 150 state.SetVisible(true); |
152 state.SetCanDraw(true); | 151 state.SetCanDraw(true); |
153 state.SetNeedsRedraw(); | 152 state.SetNeedsRedraw(); |
154 EXPECT_TRUE(state.RedrawPending()); | 153 EXPECT_TRUE(state.RedrawPending()); |
155 EXPECT_TRUE(state.VSyncCallbackNeeded()); | 154 EXPECT_TRUE(state.BeginMainFrameCallbackNeeded()); |
156 state.DidEnterVSync(); | 155 state.DidEnterBeginImplFrame(); |
157 | 156 |
158 // We're drawing now. | 157 // We're drawing now. |
159 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 158 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
160 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 159 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
161 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 160 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
162 EXPECT_FALSE(state.RedrawPending()); | 161 EXPECT_FALSE(state.RedrawPending()); |
163 EXPECT_FALSE(state.CommitPending()); | 162 EXPECT_FALSE(state.CommitPending()); |
164 | 163 |
165 // While still in the same vsync callback, set needs redraw again. | 164 // While still in the same BeginMainFrame callback, set needs redraw again. |
166 // This should not redraw. | 165 // This should not redraw. |
167 state.SetNeedsRedraw(); | 166 state.SetNeedsRedraw(); |
168 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 167 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
169 | 168 |
170 // Failing the draw makes us require a commit. | 169 // Failing the draw makes us require a commit. |
171 state.DidDrawIfPossibleCompleted(false); | 170 state.DidDrawIfPossibleCompleted(false); |
172 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 171 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_MAIN_FRAME, state.NextAction()); |
173 EXPECT_TRUE(state.RedrawPending()); | 172 EXPECT_TRUE(state.RedrawPending()); |
174 } | 173 } |
175 | 174 |
176 TEST(SchedulerStateMachineTest, | 175 TEST(SchedulerStateMachineTest, |
177 TestCommitAfterFailedDrawAllowsDrawInSameFrame) { | 176 TestCommitAfterFailedDrawAllowsDrawInSameFrame) { |
178 SchedulerSettings default_scheduler_settings; | 177 SchedulerSettings default_scheduler_settings; |
179 SchedulerStateMachine state(default_scheduler_settings); | 178 SchedulerStateMachine state(default_scheduler_settings); |
180 state.SetCanStart(); | 179 state.SetCanStart(); |
181 state.UpdateState(state.NextAction()); | 180 state.UpdateState(state.NextAction()); |
182 state.DidCreateAndInitializeOutputSurface(); | 181 state.DidCreateAndInitializeOutputSurface(); |
183 state.SetVisible(true); | 182 state.SetVisible(true); |
184 state.SetCanDraw(true); | 183 state.SetCanDraw(true); |
185 | 184 |
186 // Start a commit. | 185 // Start a commit. |
187 state.SetNeedsCommit(); | 186 state.SetNeedsCommit(); |
188 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 187 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_MAIN_FRAME, state.NextAction()); |
189 state.UpdateState(SchedulerStateMachine::ACTION_BEGIN_FRAME); | 188 state.UpdateState(SchedulerStateMachine::ACTION_BEGIN_MAIN_FRAME); |
190 EXPECT_TRUE(state.CommitPending()); | 189 EXPECT_TRUE(state.CommitPending()); |
191 | 190 |
192 // Then initiate a draw. | 191 // Then initiate a draw. |
193 state.SetNeedsRedraw(); | 192 state.SetNeedsRedraw(); |
194 EXPECT_TRUE(state.VSyncCallbackNeeded()); | 193 EXPECT_TRUE(state.BeginMainFrameCallbackNeeded()); |
195 state.DidEnterVSync(); | 194 state.DidEnterBeginImplFrame(); |
196 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 195 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
197 EXPECT_TRUE(state.RedrawPending()); | 196 EXPECT_TRUE(state.RedrawPending()); |
198 | 197 |
199 // Fail the draw. | 198 // Fail the draw. |
200 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 199 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
201 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 200 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
202 state.DidDrawIfPossibleCompleted(false); | 201 state.DidDrawIfPossibleCompleted(false); |
203 EXPECT_TRUE(state.RedrawPending()); | 202 EXPECT_TRUE(state.RedrawPending()); |
204 // But the commit is ongoing. | 203 // But the commit is ongoing. |
205 EXPECT_TRUE(state.CommitPending()); | 204 EXPECT_TRUE(state.CommitPending()); |
206 | 205 |
207 // Finish the commit. | 206 // Finish the commit. |
208 state.BeginFrameComplete(); | 207 state.BeginMainFrameComplete(); |
209 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 208 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
210 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); | 209 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); |
211 EXPECT_TRUE(state.RedrawPending()); | 210 EXPECT_TRUE(state.RedrawPending()); |
212 | 211 |
213 // And we should be allowed to draw again. | 212 // And we should be allowed to draw again. |
214 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 213 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
215 } | 214 } |
216 | 215 |
217 TEST(SchedulerStateMachineTest, | 216 TEST(SchedulerStateMachineTest, |
218 TestCommitAfterFailedAndSuccessfulDrawDoesNotAllowDrawInSameFrame) { | 217 TestCommitAfterFailedAndSuccessfulDrawDoesNotAllowDrawInSameFrame) { |
219 SchedulerSettings default_scheduler_settings; | 218 SchedulerSettings default_scheduler_settings; |
220 SchedulerStateMachine state(default_scheduler_settings); | 219 SchedulerStateMachine state(default_scheduler_settings); |
221 state.SetCanStart(); | 220 state.SetCanStart(); |
222 state.UpdateState(state.NextAction()); | 221 state.UpdateState(state.NextAction()); |
223 state.DidCreateAndInitializeOutputSurface(); | 222 state.DidCreateAndInitializeOutputSurface(); |
224 state.SetVisible(true); | 223 state.SetVisible(true); |
225 state.SetCanDraw(true); | 224 state.SetCanDraw(true); |
226 | 225 |
227 // Start a commit. | 226 // Start a commit. |
228 state.SetNeedsCommit(); | 227 state.SetNeedsCommit(); |
229 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 228 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_MAIN_FRAME, state.NextAction()); |
230 state.UpdateState(SchedulerStateMachine::ACTION_BEGIN_FRAME); | 229 state.UpdateState(SchedulerStateMachine::ACTION_BEGIN_MAIN_FRAME); |
231 EXPECT_TRUE(state.CommitPending()); | 230 EXPECT_TRUE(state.CommitPending()); |
232 | 231 |
233 // Then initiate a draw. | 232 // Then initiate a draw. |
234 state.SetNeedsRedraw(); | 233 state.SetNeedsRedraw(); |
235 EXPECT_TRUE(state.VSyncCallbackNeeded()); | 234 EXPECT_TRUE(state.BeginMainFrameCallbackNeeded()); |
236 state.DidEnterVSync(); | 235 state.DidEnterBeginImplFrame(); |
237 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 236 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
238 EXPECT_TRUE(state.RedrawPending()); | 237 EXPECT_TRUE(state.RedrawPending()); |
239 | 238 |
240 // Fail the draw. | 239 // Fail the draw. |
241 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 240 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
242 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 241 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
243 state.DidDrawIfPossibleCompleted(false); | 242 state.DidDrawIfPossibleCompleted(false); |
244 EXPECT_TRUE(state.RedrawPending()); | 243 EXPECT_TRUE(state.RedrawPending()); |
245 // But the commit is ongoing. | 244 // But the commit is ongoing. |
246 EXPECT_TRUE(state.CommitPending()); | 245 EXPECT_TRUE(state.CommitPending()); |
247 | 246 |
248 // Force a draw. | 247 // Force a draw. |
249 state.SetNeedsForcedRedraw(); | 248 state.SetNeedsForcedRedraw(); |
250 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 249 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); |
251 | 250 |
252 // Do the forced draw. | 251 // Do the forced draw. |
253 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_FORCED); | 252 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_FORCED); |
254 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 253 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
255 EXPECT_FALSE(state.RedrawPending()); | 254 EXPECT_FALSE(state.RedrawPending()); |
256 // And the commit is still ongoing. | 255 // And the commit is still ongoing. |
257 EXPECT_TRUE(state.CommitPending()); | 256 EXPECT_TRUE(state.CommitPending()); |
258 | 257 |
259 // Finish the commit. | 258 // Finish the commit. |
260 state.BeginFrameComplete(); | 259 state.BeginMainFrameComplete(); |
261 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 260 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
262 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); | 261 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); |
263 EXPECT_TRUE(state.RedrawPending()); | 262 EXPECT_TRUE(state.RedrawPending()); |
264 | 263 |
265 // And we should not be allowed to draw again in the same frame.. | 264 // And we should not be allowed to draw again in the same frame.. |
266 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 265 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
267 } | 266 } |
268 | 267 |
269 TEST(SchedulerStateMachineTest, | 268 TEST(SchedulerStateMachineTest, |
270 TestFailedDrawsWillEventuallyForceADrawAfterTheNextCommit) { | 269 TestFailedDrawsWillEventuallyForceADrawAfterTheNextCommit) { |
271 SchedulerSettings default_scheduler_settings; | 270 SchedulerSettings default_scheduler_settings; |
272 SchedulerStateMachine state(default_scheduler_settings); | 271 SchedulerStateMachine state(default_scheduler_settings); |
273 state.SetCanStart(); | 272 state.SetCanStart(); |
274 state.UpdateState(state.NextAction()); | 273 state.UpdateState(state.NextAction()); |
275 state.DidCreateAndInitializeOutputSurface(); | 274 state.DidCreateAndInitializeOutputSurface(); |
276 state.SetVisible(true); | 275 state.SetVisible(true); |
277 state.SetCanDraw(true); | 276 state.SetCanDraw(true); |
278 state.SetMaximumNumberOfFailedDrawsBeforeDrawIsForced(1); | 277 state.SetMaximumNumberOfFailedDrawsBeforeDrawIsForced(1); |
279 | 278 |
280 // Start a commit. | 279 // Start a commit. |
281 state.SetNeedsCommit(); | 280 state.SetNeedsCommit(); |
282 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 281 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_MAIN_FRAME, state.NextAction()); |
283 state.UpdateState(SchedulerStateMachine::ACTION_BEGIN_FRAME); | 282 state.UpdateState(SchedulerStateMachine::ACTION_BEGIN_MAIN_FRAME); |
284 EXPECT_TRUE(state.CommitPending()); | 283 EXPECT_TRUE(state.CommitPending()); |
285 | 284 |
286 // Then initiate a draw. | 285 // Then initiate a draw. |
287 state.SetNeedsRedraw(); | 286 state.SetNeedsRedraw(); |
288 EXPECT_TRUE(state.VSyncCallbackNeeded()); | 287 EXPECT_TRUE(state.BeginMainFrameCallbackNeeded()); |
289 state.DidEnterVSync(); | 288 state.DidEnterBeginImplFrame(); |
290 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 289 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
291 EXPECT_TRUE(state.RedrawPending()); | 290 EXPECT_TRUE(state.RedrawPending()); |
292 | 291 |
293 // Fail the draw. | 292 // Fail the draw. |
294 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 293 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
295 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 294 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
296 state.DidDrawIfPossibleCompleted(false); | 295 state.DidDrawIfPossibleCompleted(false); |
297 EXPECT_TRUE(state.RedrawPending()); | 296 EXPECT_TRUE(state.RedrawPending()); |
298 // But the commit is ongoing. | 297 // But the commit is ongoing. |
299 EXPECT_TRUE(state.CommitPending()); | 298 EXPECT_TRUE(state.CommitPending()); |
300 | 299 |
301 // Finish the commit. Note, we should not yet be forcing a draw, but should | 300 // Finish the commit. Note, we should not yet be forcing a draw, but should |
302 // continue the commit as usual. | 301 // continue the commit as usual. |
303 state.BeginFrameComplete(); | 302 state.BeginMainFrameComplete(); |
304 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 303 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
305 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); | 304 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); |
306 EXPECT_TRUE(state.RedrawPending()); | 305 EXPECT_TRUE(state.RedrawPending()); |
307 | 306 |
308 // The redraw should be forced in this case. | 307 // The redraw should be forced in this case. |
309 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 308 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); |
310 } | 309 } |
311 | 310 |
312 TEST(SchedulerStateMachineTest, TestFailedDrawIsRetriedNextVSync) { | 311 TEST(SchedulerStateMachineTest, TestFailedDrawIsRetriedNextBeginMainFrame) { |
313 SchedulerSettings default_scheduler_settings; | 312 SchedulerSettings default_scheduler_settings; |
314 SchedulerStateMachine state(default_scheduler_settings); | 313 SchedulerStateMachine state(default_scheduler_settings); |
315 state.SetCanStart(); | 314 state.SetCanStart(); |
316 state.UpdateState(state.NextAction()); | 315 state.UpdateState(state.NextAction()); |
317 state.DidCreateAndInitializeOutputSurface(); | 316 state.DidCreateAndInitializeOutputSurface(); |
318 state.SetVisible(true); | 317 state.SetVisible(true); |
319 state.SetCanDraw(true); | 318 state.SetCanDraw(true); |
320 | 319 |
321 // Start a draw. | 320 // Start a draw. |
322 state.SetNeedsRedraw(); | 321 state.SetNeedsRedraw(); |
323 EXPECT_TRUE(state.VSyncCallbackNeeded()); | 322 EXPECT_TRUE(state.BeginMainFrameCallbackNeeded()); |
324 state.DidEnterVSync(); | 323 state.DidEnterBeginImplFrame(); |
325 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 324 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
326 EXPECT_TRUE(state.RedrawPending()); | 325 EXPECT_TRUE(state.RedrawPending()); |
327 | 326 |
328 // Fail the draw. | 327 // Fail the draw. |
329 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 328 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
330 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 329 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
331 state.DidDrawIfPossibleCompleted(false); | 330 state.DidDrawIfPossibleCompleted(false); |
332 EXPECT_TRUE(state.RedrawPending()); | 331 EXPECT_TRUE(state.RedrawPending()); |
333 | 332 |
334 // We should not be trying to draw again now, but we have a commit pending. | 333 // We should not be trying to draw again now, but we have a commit pending. |
335 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 334 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_MAIN_FRAME, state.NextAction()); |
336 | 335 |
337 state.DidLeaveVSync(); | 336 state.DidLeaveBeginImplFrame(); |
338 EXPECT_TRUE(state.VSyncCallbackNeeded()); | 337 EXPECT_TRUE(state.BeginMainFrameCallbackNeeded()); |
339 state.DidEnterVSync(); | 338 state.DidEnterBeginImplFrame(); |
340 | 339 |
341 // We should try draw again in the next vsync. | 340 // We should try draw again in the next BeginMainFrame. |
342 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 341 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
343 } | 342 } |
344 | 343 |
345 TEST(SchedulerStateMachineTest, TestDoestDrawTwiceInSameFrame) { | 344 TEST(SchedulerStateMachineTest, TestDoestDrawTwiceInSameFrame) { |
346 SchedulerSettings default_scheduler_settings; | 345 SchedulerSettings default_scheduler_settings; |
347 SchedulerStateMachine state(default_scheduler_settings); | 346 SchedulerStateMachine state(default_scheduler_settings); |
348 state.SetCanStart(); | 347 state.SetCanStart(); |
349 state.UpdateState(state.NextAction()); | 348 state.UpdateState(state.NextAction()); |
350 state.DidCreateAndInitializeOutputSurface(); | 349 state.DidCreateAndInitializeOutputSurface(); |
351 state.SetVisible(true); | 350 state.SetVisible(true); |
352 state.SetCanDraw(true); | 351 state.SetCanDraw(true); |
353 state.SetNeedsRedraw(); | 352 state.SetNeedsRedraw(); |
354 EXPECT_TRUE(state.VSyncCallbackNeeded()); | 353 EXPECT_TRUE(state.BeginMainFrameCallbackNeeded()); |
355 state.DidEnterVSync(); | 354 state.DidEnterBeginImplFrame(); |
356 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 355 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
357 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 356 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
358 | 357 |
359 // While still in the same vsync callback, set needs redraw again. | 358 // While still in the same BeginMainFrame callback, set needs redraw again. |
360 // This should not redraw. | 359 // This should not redraw. |
361 state.SetNeedsRedraw(); | 360 state.SetNeedsRedraw(); |
362 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 361 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
363 | 362 |
364 // Move to another frame. This should now draw. | 363 // Move to another frame. This should now draw. |
365 state.DidDrawIfPossibleCompleted(true); | 364 state.DidDrawIfPossibleCompleted(true); |
366 state.DidLeaveVSync(); | 365 state.DidLeaveBeginImplFrame(); |
367 EXPECT_TRUE(state.VSyncCallbackNeeded()); | 366 EXPECT_TRUE(state.BeginMainFrameCallbackNeeded()); |
368 state.DidEnterVSync(); | 367 state.DidEnterBeginImplFrame(); |
369 | 368 |
370 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 369 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
371 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 370 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
372 state.DidDrawIfPossibleCompleted(true); | 371 state.DidDrawIfPossibleCompleted(true); |
373 EXPECT_FALSE(state.VSyncCallbackNeeded()); | 372 EXPECT_FALSE(state.BeginMainFrameCallbackNeeded()); |
374 } | 373 } |
375 | 374 |
376 TEST(SchedulerStateMachineTest, TestNextActionDrawsOnVSync) { | 375 TEST(SchedulerStateMachineTest, TestNextActionDrawsOnBeginImplFrame) { |
377 SchedulerSettings default_scheduler_settings; | 376 SchedulerSettings default_scheduler_settings; |
378 | 377 |
379 // When not on vsync, or on vsync but not visible, don't draw. | 378 // When not in BeginImplFrame, or in BeginImplFrame but not visible, |
| 379 // don't draw. |
380 size_t num_commit_states = | 380 size_t num_commit_states = |
381 sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState); | 381 sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState); |
382 for (size_t i = 0; i < num_commit_states; ++i) { | 382 for (size_t i = 0; i < num_commit_states; ++i) { |
383 for (size_t j = 0; j < 2; ++j) { | 383 for (size_t j = 0; j < 2; ++j) { |
384 StateMachine state(default_scheduler_settings); | 384 StateMachine state(default_scheduler_settings); |
385 state.SetCanStart(); | 385 state.SetCanStart(); |
386 state.UpdateState(state.NextAction()); | 386 state.UpdateState(state.NextAction()); |
387 state.DidCreateAndInitializeOutputSurface(); | 387 state.DidCreateAndInitializeOutputSurface(); |
388 state.SetCommitState(all_commit_states[i]); | 388 state.SetCommitState(all_commit_states[i]); |
389 bool visible = j; | 389 bool visible = j; |
390 if (!visible) { | 390 if (!visible) { |
391 state.DidEnterVSync(); | 391 state.DidEnterBeginImplFrame(); |
392 state.SetVisible(false); | 392 state.SetVisible(false); |
393 } else { | 393 } else { |
394 state.SetVisible(true); | 394 state.SetVisible(true); |
395 } | 395 } |
396 | 396 |
397 // Case 1: needs_commit=false | 397 // Case 1: needs_commit=false |
398 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, | 398 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, |
399 state.NextAction()); | 399 state.NextAction()); |
400 | 400 |
401 // Case 2: needs_commit=true | 401 // Case 2: needs_commit=true |
402 state.SetNeedsCommit(); | 402 state.SetNeedsCommit(); |
403 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, | 403 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, |
404 state.NextAction()); | 404 state.NextAction()); |
405 } | 405 } |
406 } | 406 } |
407 | 407 |
408 // When on vsync, or not on vsync but needs_forced_dedraw set, should always | 408 // When in BeginImplFrame, or not in BeginImplFrame but needs_forced_dedraw |
409 // draw except if you're ready to commit, in which case commit. | 409 // set, should always draw except if you're ready to commit, in which case |
| 410 // commit. |
410 for (size_t i = 0; i < num_commit_states; ++i) { | 411 for (size_t i = 0; i < num_commit_states; ++i) { |
411 for (size_t j = 0; j < 2; ++j) { | 412 for (size_t j = 0; j < 2; ++j) { |
412 StateMachine state(default_scheduler_settings); | 413 StateMachine state(default_scheduler_settings); |
413 state.SetCanStart(); | 414 state.SetCanStart(); |
414 state.UpdateState(state.NextAction()); | 415 state.UpdateState(state.NextAction()); |
415 state.DidCreateAndInitializeOutputSurface(); | 416 state.DidCreateAndInitializeOutputSurface(); |
416 state.SetCanDraw(true); | 417 state.SetCanDraw(true); |
417 state.SetCommitState(all_commit_states[i]); | 418 state.SetCommitState(all_commit_states[i]); |
418 bool forced_draw = j; | 419 bool forced_draw = j; |
419 if (!forced_draw) { | 420 if (!forced_draw) { |
420 state.DidEnterVSync(); | 421 state.DidEnterBeginImplFrame(); |
421 state.SetNeedsRedraw(true); | 422 state.SetNeedsRedraw(true); |
422 state.SetVisible(true); | 423 state.SetVisible(true); |
423 } else { | 424 } else { |
424 state.SetNeedsForcedRedraw(true); | 425 state.SetNeedsForcedRedraw(true); |
425 } | 426 } |
426 | 427 |
427 SchedulerStateMachine::Action expected_action; | 428 SchedulerStateMachine::Action expected_action; |
428 if (all_commit_states[i] != | 429 if (all_commit_states[i] != |
429 SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT) { | 430 SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT) { |
430 expected_action = | 431 expected_action = |
431 forced_draw ? SchedulerStateMachine::ACTION_DRAW_FORCED | 432 forced_draw ? SchedulerStateMachine::ACTION_DRAW_FORCED |
432 : SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE; | 433 : SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE; |
433 } else { | 434 } else { |
434 expected_action = SchedulerStateMachine::ACTION_COMMIT; | 435 expected_action = SchedulerStateMachine::ACTION_COMMIT; |
435 } | 436 } |
436 | 437 |
437 // Case 1: needs_commit=false. | 438 // Case 1: needs_commit=false. |
438 EXPECT_TRUE(state.VSyncCallbackNeeded()); | 439 EXPECT_TRUE(state.BeginMainFrameCallbackNeeded()); |
439 EXPECT_EQ(expected_action, state.NextAction()); | 440 EXPECT_EQ(expected_action, state.NextAction()); |
440 | 441 |
441 // Case 2: needs_commit=true. | 442 // Case 2: needs_commit=true. |
442 state.SetNeedsCommit(); | 443 state.SetNeedsCommit(); |
443 EXPECT_TRUE(state.VSyncCallbackNeeded()); | 444 EXPECT_TRUE(state.BeginMainFrameCallbackNeeded()); |
444 EXPECT_EQ(expected_action, state.NextAction()); | 445 EXPECT_EQ(expected_action, state.NextAction()); |
445 } | 446 } |
446 } | 447 } |
447 } | 448 } |
448 | 449 |
449 TEST(SchedulerStateMachineTest, TestNoCommitStatesRedrawWhenInvisible) { | 450 TEST(SchedulerStateMachineTest, TestNoCommitStatesRedrawWhenInvisible) { |
450 SchedulerSettings default_scheduler_settings; | 451 SchedulerSettings default_scheduler_settings; |
451 | 452 |
452 size_t num_commit_states = | 453 size_t num_commit_states = |
453 sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState); | 454 sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState); |
454 for (size_t i = 0; i < num_commit_states; ++i) { | 455 for (size_t i = 0; i < num_commit_states; ++i) { |
455 // There shouldn't be any drawing regardless of vsync. | 456 // There shouldn't be any drawing regardless of BeginImplFrame. |
456 for (size_t j = 0; j < 2; ++j) { | 457 for (size_t j = 0; j < 2; ++j) { |
457 StateMachine state(default_scheduler_settings); | 458 StateMachine state(default_scheduler_settings); |
458 state.SetCanStart(); | 459 state.SetCanStart(); |
459 state.UpdateState(state.NextAction()); | 460 state.UpdateState(state.NextAction()); |
460 state.DidCreateAndInitializeOutputSurface(); | 461 state.DidCreateAndInitializeOutputSurface(); |
461 state.SetCommitState(all_commit_states[i]); | 462 state.SetCommitState(all_commit_states[i]); |
462 state.SetVisible(false); | 463 state.SetVisible(false); |
463 state.SetNeedsRedraw(true); | 464 state.SetNeedsRedraw(true); |
464 state.SetNeedsForcedRedraw(false); | 465 state.SetNeedsForcedRedraw(false); |
465 if (j == 1) | 466 if (j == 1) |
466 state.DidEnterVSync(); | 467 state.DidEnterBeginImplFrame(); |
467 | 468 |
468 // Case 1: needs_commit=false. | 469 // Case 1: needs_commit=false. |
469 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, | 470 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, |
470 state.NextAction()); | 471 state.NextAction()); |
471 | 472 |
472 // Case 2: needs_commit=true. | 473 // Case 2: needs_commit=true. |
473 state.SetNeedsCommit(); | 474 state.SetNeedsCommit(); |
474 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, | 475 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, |
475 state.NextAction()); | 476 state.NextAction()); |
476 } | 477 } |
477 } | 478 } |
478 } | 479 } |
479 | 480 |
480 TEST(SchedulerStateMachineTest, TestCanRedraw_StopsDraw) { | 481 TEST(SchedulerStateMachineTest, TestCanRedraw_StopsDraw) { |
481 SchedulerSettings default_scheduler_settings; | 482 SchedulerSettings default_scheduler_settings; |
482 | 483 |
483 size_t num_commit_states = | 484 size_t num_commit_states = |
484 sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState); | 485 sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState); |
485 for (size_t i = 0; i < num_commit_states; ++i) { | 486 for (size_t i = 0; i < num_commit_states; ++i) { |
486 // There shouldn't be any drawing regardless of vsync. | 487 // There shouldn't be any drawing regardless of BeginImplFrame. |
487 for (size_t j = 0; j < 2; ++j) { | 488 for (size_t j = 0; j < 2; ++j) { |
488 StateMachine state(default_scheduler_settings); | 489 StateMachine state(default_scheduler_settings); |
489 state.SetCanStart(); | 490 state.SetCanStart(); |
490 state.UpdateState(state.NextAction()); | 491 state.UpdateState(state.NextAction()); |
491 state.DidCreateAndInitializeOutputSurface(); | 492 state.DidCreateAndInitializeOutputSurface(); |
492 state.SetCommitState(all_commit_states[i]); | 493 state.SetCommitState(all_commit_states[i]); |
493 state.SetVisible(false); | 494 state.SetVisible(false); |
494 state.SetNeedsRedraw(true); | 495 state.SetNeedsRedraw(true); |
495 state.SetNeedsForcedRedraw(false); | 496 state.SetNeedsForcedRedraw(false); |
496 if (j == 1) | 497 if (j == 1) |
497 state.DidEnterVSync(); | 498 state.DidEnterBeginImplFrame(); |
498 | 499 |
499 state.SetCanDraw(false); | 500 state.SetCanDraw(false); |
500 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, | 501 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, |
501 state.NextAction()); | 502 state.NextAction()); |
502 } | 503 } |
503 } | 504 } |
504 } | 505 } |
505 | 506 |
506 TEST(SchedulerStateMachineTest, | 507 TEST(SchedulerStateMachineTest, |
507 TestCanRedrawWithWaitingForFirstDrawMakesProgress) { | 508 TestCanRedrawWithWaitingForFirstDrawMakesProgress) { |
508 SchedulerSettings default_scheduler_settings; | 509 SchedulerSettings default_scheduler_settings; |
509 StateMachine state(default_scheduler_settings); | 510 StateMachine state(default_scheduler_settings); |
510 state.SetCanStart(); | 511 state.SetCanStart(); |
511 state.UpdateState(state.NextAction()); | 512 state.UpdateState(state.NextAction()); |
512 state.DidCreateAndInitializeOutputSurface(); | 513 state.DidCreateAndInitializeOutputSurface(); |
513 state.SetCommitState( | 514 state.SetCommitState( |
514 SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW); | 515 SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW); |
515 state.SetNeedsCommit(); | 516 state.SetNeedsCommit(); |
516 state.SetNeedsRedraw(true); | 517 state.SetNeedsRedraw(true); |
517 state.SetVisible(true); | 518 state.SetVisible(true); |
518 state.SetCanDraw(false); | 519 state.SetCanDraw(false); |
519 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 520 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_MAIN_FRAME, state.NextAction()); |
520 } | 521 } |
521 | 522 |
522 TEST(SchedulerStateMachineTest, TestsetNeedsCommitIsNotLost) { | 523 TEST(SchedulerStateMachineTest, TestsetNeedsCommitIsNotLost) { |
523 SchedulerSettings default_scheduler_settings; | 524 SchedulerSettings default_scheduler_settings; |
524 StateMachine state(default_scheduler_settings); | 525 StateMachine state(default_scheduler_settings); |
525 state.SetCanStart(); | 526 state.SetCanStart(); |
526 state.UpdateState(state.NextAction()); | 527 state.UpdateState(state.NextAction()); |
527 state.DidCreateAndInitializeOutputSurface(); | 528 state.DidCreateAndInitializeOutputSurface(); |
528 state.SetNeedsCommit(); | 529 state.SetNeedsCommit(); |
529 state.SetVisible(true); | 530 state.SetVisible(true); |
530 state.SetCanDraw(true); | 531 state.SetCanDraw(true); |
531 | 532 |
532 // Begin the frame. | 533 // Begin the frame. |
533 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 534 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_MAIN_FRAME, state.NextAction()); |
534 state.UpdateState(state.NextAction()); | 535 state.UpdateState(state.NextAction()); |
535 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 536 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
536 state.CommitState()); | 537 state.CommitState()); |
537 | 538 |
538 // Now, while the frame is in progress, set another commit. | 539 // Now, while the frame is in progress, set another commit. |
539 state.SetNeedsCommit(); | 540 state.SetNeedsCommit(); |
540 EXPECT_TRUE(state.NeedsCommit()); | 541 EXPECT_TRUE(state.NeedsCommit()); |
541 | 542 |
542 // Let the frame finish. | 543 // Let the frame finish. |
543 state.BeginFrameComplete(); | 544 state.BeginMainFrameComplete(); |
544 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 545 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
545 state.CommitState()); | 546 state.CommitState()); |
546 | 547 |
547 // Expect to commit regardless of vsync state. | 548 // Expect to commit regardless of BeginImplFrame state. |
548 state.DidLeaveVSync(); | 549 state.DidLeaveBeginImplFrame(); |
549 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 550 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
550 state.DidEnterVSync(); | 551 state.DidEnterBeginImplFrame(); |
551 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 552 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
552 | 553 |
553 // Commit and make sure we draw on next vsync | 554 // Commit and make sure we draw on next BeginImplFrame |
554 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); | 555 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); |
555 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 556 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
556 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, | 557 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
557 state.CommitState()); | 558 state.CommitState()); |
558 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 559 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
559 state.DidDrawIfPossibleCompleted(true); | 560 state.DidDrawIfPossibleCompleted(true); |
560 | 561 |
561 // Verify that another commit will begin. | 562 // Verify that another commit will begin. |
562 state.DidLeaveVSync(); | 563 state.DidLeaveBeginImplFrame(); |
563 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 564 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_MAIN_FRAME, state.NextAction()); |
564 } | 565 } |
565 | 566 |
566 TEST(SchedulerStateMachineTest, TestFullCycle) { | 567 TEST(SchedulerStateMachineTest, TestFullCycle) { |
567 SchedulerSettings default_scheduler_settings; | 568 SchedulerSettings default_scheduler_settings; |
568 StateMachine state(default_scheduler_settings); | 569 StateMachine state(default_scheduler_settings); |
569 state.SetCanStart(); | 570 state.SetCanStart(); |
570 state.UpdateState(state.NextAction()); | 571 state.UpdateState(state.NextAction()); |
571 state.DidCreateAndInitializeOutputSurface(); | 572 state.DidCreateAndInitializeOutputSurface(); |
572 state.SetVisible(true); | 573 state.SetVisible(true); |
573 state.SetCanDraw(true); | 574 state.SetCanDraw(true); |
574 | 575 |
575 // Start clean and set commit. | 576 // Start clean and set commit. |
576 state.SetNeedsCommit(); | 577 state.SetNeedsCommit(); |
577 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 578 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_MAIN_FRAME, state.NextAction()); |
578 | 579 |
579 // Begin the frame. | 580 // Begin the frame. |
580 state.UpdateState(SchedulerStateMachine::ACTION_BEGIN_FRAME); | 581 state.UpdateState(SchedulerStateMachine::ACTION_BEGIN_MAIN_FRAME); |
581 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 582 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
582 state.CommitState()); | 583 state.CommitState()); |
583 EXPECT_FALSE(state.NeedsCommit()); | 584 EXPECT_FALSE(state.NeedsCommit()); |
584 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 585 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
585 | 586 |
586 // Tell the scheduler the frame finished. | 587 // Tell the scheduler the frame finished. |
587 state.BeginFrameComplete(); | 588 state.BeginMainFrameComplete(); |
588 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 589 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
589 state.CommitState()); | 590 state.CommitState()); |
590 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 591 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
591 | 592 |
592 // Commit. | 593 // Commit. |
593 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); | 594 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); |
594 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, | 595 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
595 state.CommitState()); | 596 state.CommitState()); |
596 EXPECT_TRUE(state.NeedsRedraw()); | 597 EXPECT_TRUE(state.NeedsRedraw()); |
597 | 598 |
598 // Expect to do nothing until vsync. | 599 // Expect to do nothing until BeginImplFrame. |
599 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 600 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
600 | 601 |
601 // At vsync, draw. | 602 // At BeginImplFrame, draw. |
602 state.DidEnterVSync(); | 603 state.DidEnterBeginImplFrame(); |
603 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 604 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
604 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 605 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
605 state.DidDrawIfPossibleCompleted(true); | 606 state.DidDrawIfPossibleCompleted(true); |
606 state.DidLeaveVSync(); | 607 state.DidLeaveBeginImplFrame(); |
607 | 608 |
608 // Should be synchronized, no draw needed, no action needed. | 609 // Should be synchronized, no draw needed, no action needed. |
609 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); | 610 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
610 EXPECT_FALSE(state.NeedsRedraw()); | 611 EXPECT_FALSE(state.NeedsRedraw()); |
611 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 612 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
612 } | 613 } |
613 | 614 |
614 TEST(SchedulerStateMachineTest, TestFullCycleWithCommitRequestInbetween) { | 615 TEST(SchedulerStateMachineTest, TestFullCycleWithCommitRequestInbetween) { |
615 SchedulerSettings default_scheduler_settings; | 616 SchedulerSettings default_scheduler_settings; |
616 StateMachine state(default_scheduler_settings); | 617 StateMachine state(default_scheduler_settings); |
617 state.SetCanStart(); | 618 state.SetCanStart(); |
618 state.UpdateState(state.NextAction()); | 619 state.UpdateState(state.NextAction()); |
619 state.DidCreateAndInitializeOutputSurface(); | 620 state.DidCreateAndInitializeOutputSurface(); |
620 state.SetVisible(true); | 621 state.SetVisible(true); |
621 state.SetCanDraw(true); | 622 state.SetCanDraw(true); |
622 | 623 |
623 // Start clean and set commit. | 624 // Start clean and set commit. |
624 state.SetNeedsCommit(); | 625 state.SetNeedsCommit(); |
625 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 626 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_MAIN_FRAME, state.NextAction()); |
626 | 627 |
627 // Begin the frame. | 628 // Begin the frame. |
628 state.UpdateState(SchedulerStateMachine::ACTION_BEGIN_FRAME); | 629 state.UpdateState(SchedulerStateMachine::ACTION_BEGIN_MAIN_FRAME); |
629 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 630 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
630 state.CommitState()); | 631 state.CommitState()); |
631 EXPECT_FALSE(state.NeedsCommit()); | 632 EXPECT_FALSE(state.NeedsCommit()); |
632 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 633 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
633 | 634 |
634 // Request another commit while the commit is in flight. | 635 // Request another commit while the commit is in flight. |
635 state.SetNeedsCommit(); | 636 state.SetNeedsCommit(); |
636 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 637 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
637 | 638 |
638 // Tell the scheduler the frame finished. | 639 // Tell the scheduler the frame finished. |
639 state.BeginFrameComplete(); | 640 state.BeginMainFrameComplete(); |
640 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 641 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
641 state.CommitState()); | 642 state.CommitState()); |
642 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 643 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
643 | 644 |
644 // Commit. | 645 // Commit. |
645 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); | 646 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); |
646 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, | 647 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
647 state.CommitState()); | 648 state.CommitState()); |
648 EXPECT_TRUE(state.NeedsRedraw()); | 649 EXPECT_TRUE(state.NeedsRedraw()); |
649 | 650 |
650 // Expect to do nothing until vsync. | 651 // Expect to do nothing until BeginImplFrame. |
651 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 652 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
652 | 653 |
653 // At vsync, draw. | 654 // At BeginImplFrame, draw. |
654 state.DidEnterVSync(); | 655 state.DidEnterBeginImplFrame(); |
655 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 656 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
656 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 657 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
657 state.DidDrawIfPossibleCompleted(true); | 658 state.DidDrawIfPossibleCompleted(true); |
658 state.DidLeaveVSync(); | 659 state.DidLeaveBeginImplFrame(); |
659 | 660 |
660 // Should be synchronized, no draw needed, no action needed. | 661 // Should be synchronized, no draw needed, no action needed. |
661 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); | 662 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
662 EXPECT_FALSE(state.NeedsRedraw()); | 663 EXPECT_FALSE(state.NeedsRedraw()); |
663 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 664 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_MAIN_FRAME, state.NextAction()); |
664 } | 665 } |
665 | 666 |
666 TEST(SchedulerStateMachineTest, TestRequestCommitInvisible) { | 667 TEST(SchedulerStateMachineTest, TestRequestCommitInvisible) { |
667 SchedulerSettings default_scheduler_settings; | 668 SchedulerSettings default_scheduler_settings; |
668 StateMachine state(default_scheduler_settings); | 669 StateMachine state(default_scheduler_settings); |
669 state.SetCanStart(); | 670 state.SetCanStart(); |
670 state.UpdateState(state.NextAction()); | 671 state.UpdateState(state.NextAction()); |
671 state.DidCreateAndInitializeOutputSurface(); | 672 state.DidCreateAndInitializeOutputSurface(); |
672 state.SetNeedsCommit(); | 673 state.SetNeedsCommit(); |
673 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 674 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
674 } | 675 } |
675 | 676 |
676 TEST(SchedulerStateMachineTest, TestGoesInvisibleBeforeBeginFrameCompletes) { | 677 TEST(SchedulerStateMachineTest, |
| 678 TestGoesInvisibleBeforeBeginMainFrameCompletes) { |
677 SchedulerSettings default_scheduler_settings; | 679 SchedulerSettings default_scheduler_settings; |
678 StateMachine state(default_scheduler_settings); | 680 StateMachine state(default_scheduler_settings); |
679 state.SetCanStart(); | 681 state.SetCanStart(); |
680 state.UpdateState(state.NextAction()); | 682 state.UpdateState(state.NextAction()); |
681 state.DidCreateAndInitializeOutputSurface(); | 683 state.DidCreateAndInitializeOutputSurface(); |
682 state.SetVisible(true); | 684 state.SetVisible(true); |
683 state.SetCanDraw(true); | 685 state.SetCanDraw(true); |
684 | 686 |
685 // Start clean and set commit. | 687 // Start clean and set commit. |
686 state.SetNeedsCommit(); | 688 state.SetNeedsCommit(); |
687 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 689 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_MAIN_FRAME, state.NextAction()); |
688 | 690 |
689 // Begin the frame while visible. | 691 // Begin the frame while visible. |
690 state.UpdateState(SchedulerStateMachine::ACTION_BEGIN_FRAME); | 692 state.UpdateState(SchedulerStateMachine::ACTION_BEGIN_MAIN_FRAME); |
691 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 693 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
692 state.CommitState()); | 694 state.CommitState()); |
693 EXPECT_FALSE(state.NeedsCommit()); | 695 EXPECT_FALSE(state.NeedsCommit()); |
694 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 696 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
695 | 697 |
696 // Become invisible and abort the BeginFrame. | 698 // Become invisible and abort the BeginMainFrame. |
697 state.SetVisible(false); | 699 state.SetVisible(false); |
698 state.BeginFrameAborted(); | 700 state.BeginMainFrameAborted(); |
699 | 701 |
700 // We should now be back in the idle state as if we didn't start a frame at | 702 // We should now be back in the idle state as if we didn't start a frame at |
701 // all. | 703 // all. |
702 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); | 704 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
703 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 705 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
704 | 706 |
705 // Become visible again. | 707 // Become visible again. |
706 state.SetVisible(true); | 708 state.SetVisible(true); |
707 | 709 |
708 // We should be beginning a frame now. | 710 // We should be beginning a frame now. |
709 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); | 711 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
710 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 712 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_MAIN_FRAME, state.NextAction()); |
711 | 713 |
712 // Begin the frame. | 714 // Begin the frame. |
713 state.UpdateState(state.NextAction()); | 715 state.UpdateState(state.NextAction()); |
714 | 716 |
715 // We should be starting the commit now. | 717 // We should be starting the commit now. |
716 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 718 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
717 state.CommitState()); | 719 state.CommitState()); |
718 } | 720 } |
719 | 721 |
720 TEST(SchedulerStateMachineTest, TestFirstContextCreation) { | 722 TEST(SchedulerStateMachineTest, TestFirstContextCreation) { |
(...skipping 32 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
753 state.NextAction()); | 755 state.NextAction()); |
754 state.UpdateState(state.NextAction()); | 756 state.UpdateState(state.NextAction()); |
755 | 757 |
756 // Once context recreation begins, nothing should happen. | 758 // Once context recreation begins, nothing should happen. |
757 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 759 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
758 | 760 |
759 // Recreate the context. | 761 // Recreate the context. |
760 state.DidCreateAndInitializeOutputSurface(); | 762 state.DidCreateAndInitializeOutputSurface(); |
761 | 763 |
762 // When the context is recreated, we should begin a commit. | 764 // When the context is recreated, we should begin a commit. |
763 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 765 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_MAIN_FRAME, state.NextAction()); |
764 state.UpdateState(state.NextAction()); | 766 state.UpdateState(state.NextAction()); |
765 } | 767 } |
766 | 768 |
767 TEST(SchedulerStateMachineTest, | 769 TEST(SchedulerStateMachineTest, |
768 TestContextLostWhenIdleAndCommitRequestedWhileRecreating) { | 770 TestContextLostWhenIdleAndCommitRequestedWhileRecreating) { |
769 SchedulerSettings default_scheduler_settings; | 771 SchedulerSettings default_scheduler_settings; |
770 StateMachine state(default_scheduler_settings); | 772 StateMachine state(default_scheduler_settings); |
771 state.SetCanStart(); | 773 state.SetCanStart(); |
772 state.UpdateState(state.NextAction()); | 774 state.UpdateState(state.NextAction()); |
773 state.DidCreateAndInitializeOutputSurface(); | 775 state.DidCreateAndInitializeOutputSurface(); |
(...skipping 12 matching lines...) Expand all Loading... |
786 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 788 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
787 | 789 |
788 // While context is recreating, commits shouldn't begin. | 790 // While context is recreating, commits shouldn't begin. |
789 state.SetNeedsCommit(); | 791 state.SetNeedsCommit(); |
790 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 792 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
791 | 793 |
792 // Recreate the context | 794 // Recreate the context |
793 state.DidCreateAndInitializeOutputSurface(); | 795 state.DidCreateAndInitializeOutputSurface(); |
794 | 796 |
795 // When the context is recreated, we should begin a commit | 797 // When the context is recreated, we should begin a commit |
796 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 798 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_MAIN_FRAME, state.NextAction()); |
797 state.UpdateState(state.NextAction()); | 799 state.UpdateState(state.NextAction()); |
798 | 800 |
799 // Once the context is recreated, whether we draw should be based on | 801 // Once the context is recreated, whether we draw should be based on |
800 // SetCanDraw. | 802 // SetCanDraw. |
801 state.SetNeedsRedraw(true); | 803 state.SetNeedsRedraw(true); |
802 state.DidEnterVSync(); | 804 state.DidEnterBeginImplFrame(); |
803 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 805 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
804 state.SetCanDraw(false); | 806 state.SetCanDraw(false); |
805 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 807 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
806 state.SetCanDraw(true); | 808 state.SetCanDraw(true); |
807 state.DidLeaveVSync(); | 809 state.DidLeaveBeginImplFrame(); |
808 } | 810 } |
809 | 811 |
810 TEST(SchedulerStateMachineTest, TestContextLostWhileCommitInProgress) { | 812 TEST(SchedulerStateMachineTest, TestContextLostWhileCommitInProgress) { |
811 SchedulerSettings default_scheduler_settings; | 813 SchedulerSettings default_scheduler_settings; |
812 StateMachine state(default_scheduler_settings); | 814 StateMachine state(default_scheduler_settings); |
813 state.SetCanStart(); | 815 state.SetCanStart(); |
814 state.UpdateState(state.NextAction()); | 816 state.UpdateState(state.NextAction()); |
815 state.DidCreateAndInitializeOutputSurface(); | 817 state.DidCreateAndInitializeOutputSurface(); |
816 state.SetVisible(true); | 818 state.SetVisible(true); |
817 state.SetCanDraw(true); | 819 state.SetCanDraw(true); |
818 | 820 |
819 // Get a commit in flight. | 821 // Get a commit in flight. |
820 state.SetNeedsCommit(); | 822 state.SetNeedsCommit(); |
821 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 823 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_MAIN_FRAME, state.NextAction()); |
822 state.UpdateState(state.NextAction()); | 824 state.UpdateState(state.NextAction()); |
823 | 825 |
824 // Set damage and expect a draw. | 826 // Set damage and expect a draw. |
825 state.SetNeedsRedraw(true); | 827 state.SetNeedsRedraw(true); |
826 state.DidEnterVSync(); | 828 state.DidEnterBeginImplFrame(); |
827 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 829 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
828 state.UpdateState(state.NextAction()); | 830 state.UpdateState(state.NextAction()); |
829 state.DidLeaveVSync(); | 831 state.DidLeaveBeginImplFrame(); |
830 | 832 |
831 // Cause a lost context while the begin frame is in flight. | 833 // Cause a lost context while the BeginMainFrame is in flight. |
832 state.DidLoseOutputSurface(); | 834 state.DidLoseOutputSurface(); |
833 | 835 |
834 // Ask for another draw. Expect nothing happens. | 836 // Ask for another draw. Expect nothing happens. |
835 state.SetNeedsRedraw(true); | 837 state.SetNeedsRedraw(true); |
836 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 838 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
837 | 839 |
838 // Finish the frame, and commit. | 840 // Finish the frame, and commit. |
839 state.BeginFrameComplete(); | 841 state.BeginMainFrameComplete(); |
840 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 842 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
841 state.UpdateState(state.NextAction()); | 843 state.UpdateState(state.NextAction()); |
842 | 844 |
843 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, | 845 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
844 state.CommitState()); | 846 state.CommitState()); |
845 | 847 |
846 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 848 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
847 state.UpdateState(state.NextAction()); | 849 state.UpdateState(state.NextAction()); |
848 | 850 |
849 // Expect to be told to begin context recreation, independent of vsync state. | 851 // Expect to be told to begin context recreation, independent of |
850 state.DidEnterVSync(); | 852 // BeginImplFrame state. |
| 853 state.DidEnterBeginImplFrame(); |
851 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 854 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
852 state.NextAction()); | 855 state.NextAction()); |
853 state.DidLeaveVSync(); | 856 state.DidLeaveBeginImplFrame(); |
854 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 857 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
855 state.NextAction()); | 858 state.NextAction()); |
856 } | 859 } |
857 | 860 |
858 TEST(SchedulerStateMachineTest, | 861 TEST(SchedulerStateMachineTest, |
859 TestContextLostWhileCommitInProgressAndAnotherCommitRequested) { | 862 TestContextLostWhileCommitInProgressAndAnotherCommitRequested) { |
860 SchedulerSettings default_scheduler_settings; | 863 SchedulerSettings default_scheduler_settings; |
861 StateMachine state(default_scheduler_settings); | 864 StateMachine state(default_scheduler_settings); |
862 state.SetCanStart(); | 865 state.SetCanStart(); |
863 state.UpdateState(state.NextAction()); | 866 state.UpdateState(state.NextAction()); |
864 state.DidCreateAndInitializeOutputSurface(); | 867 state.DidCreateAndInitializeOutputSurface(); |
865 state.SetVisible(true); | 868 state.SetVisible(true); |
866 state.SetCanDraw(true); | 869 state.SetCanDraw(true); |
867 | 870 |
868 // Get a commit in flight. | 871 // Get a commit in flight. |
869 state.SetNeedsCommit(); | 872 state.SetNeedsCommit(); |
870 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 873 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_MAIN_FRAME, state.NextAction()); |
871 state.UpdateState(state.NextAction()); | 874 state.UpdateState(state.NextAction()); |
872 | 875 |
873 // Set damage and expect a draw. | 876 // Set damage and expect a draw. |
874 state.SetNeedsRedraw(true); | 877 state.SetNeedsRedraw(true); |
875 state.DidEnterVSync(); | 878 state.DidEnterBeginImplFrame(); |
876 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 879 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
877 state.UpdateState(state.NextAction()); | 880 state.UpdateState(state.NextAction()); |
878 state.DidLeaveVSync(); | 881 state.DidLeaveBeginImplFrame(); |
879 | 882 |
880 // Cause a lost context while the begin frame is in flight. | 883 // Cause a lost context while the BeginMainFrame is in flight. |
881 state.DidLoseOutputSurface(); | 884 state.DidLoseOutputSurface(); |
882 | 885 |
883 // Ask for another draw and also set needs commit. Expect nothing happens. | 886 // Ask for another draw and also set needs commit. Expect nothing happens. |
884 state.SetNeedsRedraw(true); | 887 state.SetNeedsRedraw(true); |
885 state.SetNeedsCommit(); | 888 state.SetNeedsCommit(); |
886 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 889 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
887 | 890 |
888 // Finish the frame, and commit. | 891 // Finish the frame, and commit. |
889 state.BeginFrameComplete(); | 892 state.BeginMainFrameComplete(); |
890 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 893 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
891 state.UpdateState(state.NextAction()); | 894 state.UpdateState(state.NextAction()); |
892 | 895 |
893 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, | 896 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
894 state.CommitState()); | 897 state.CommitState()); |
895 | 898 |
896 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 899 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
897 state.UpdateState(state.NextAction()); | 900 state.UpdateState(state.NextAction()); |
898 | 901 |
899 // Expect to be told to begin context recreation, independent of vsync state | 902 // Expect to be told to begin context recreation, independent of |
900 state.DidEnterVSync(); | 903 // BeginImplFrame state |
| 904 state.DidEnterBeginImplFrame(); |
901 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 905 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
902 state.NextAction()); | 906 state.NextAction()); |
903 state.DidLeaveVSync(); | 907 state.DidLeaveBeginImplFrame(); |
904 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 908 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
905 state.NextAction()); | 909 state.NextAction()); |
906 } | 910 } |
907 | 911 |
908 TEST(SchedulerStateMachineTest, TestFinishAllRenderingWhileContextLost) { | 912 TEST(SchedulerStateMachineTest, TestFinishAllRenderingWhileContextLost) { |
909 SchedulerSettings default_scheduler_settings; | 913 SchedulerSettings default_scheduler_settings; |
910 StateMachine state(default_scheduler_settings); | 914 StateMachine state(default_scheduler_settings); |
911 state.SetCanStart(); | 915 state.SetCanStart(); |
912 state.UpdateState(state.NextAction()); | 916 state.UpdateState(state.NextAction()); |
913 state.DidCreateAndInitializeOutputSurface(); | 917 state.DidCreateAndInitializeOutputSurface(); |
914 state.SetVisible(true); | 918 state.SetVisible(true); |
915 state.SetCanDraw(true); | 919 state.SetCanDraw(true); |
916 | 920 |
917 // Cause a lost context lost. | 921 // Cause a lost context lost. |
918 state.DidLoseOutputSurface(); | 922 state.DidLoseOutputSurface(); |
919 | 923 |
920 // Ask a forced redraw and verify it ocurrs. | 924 // Ask a forced redraw and verify it ocurrs. |
921 state.SetNeedsForcedRedraw(true); | 925 state.SetNeedsForcedRedraw(true); |
922 state.DidEnterVSync(); | 926 state.DidEnterBeginImplFrame(); |
923 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 927 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); |
924 state.DidLeaveVSync(); | 928 state.DidLeaveBeginImplFrame(); |
925 | 929 |
926 // Clear the forced redraw bit. | 930 // Clear the forced redraw bit. |
927 state.SetNeedsForcedRedraw(false); | 931 state.SetNeedsForcedRedraw(false); |
928 | 932 |
929 // Expect to be told to begin context recreation, independent of vsync state | 933 // Expect to be told to begin context recreation, independent of |
| 934 // BeginImplFrame state |
930 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 935 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
931 state.NextAction()); | 936 state.NextAction()); |
932 state.UpdateState(state.NextAction()); | 937 state.UpdateState(state.NextAction()); |
933 | 938 |
934 // Ask a forced redraw and verify it ocurrs. | 939 // Ask a forced redraw and verify it ocurrs. |
935 state.SetNeedsForcedRedraw(true); | 940 state.SetNeedsForcedRedraw(true); |
936 state.DidEnterVSync(); | 941 state.DidEnterBeginImplFrame(); |
937 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 942 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); |
938 state.DidLeaveVSync(); | 943 state.DidLeaveBeginImplFrame(); |
939 } | 944 } |
940 | 945 |
941 TEST(SchedulerStateMachineTest, DontDrawBeforeCommitAfterLostOutputSurface) { | 946 TEST(SchedulerStateMachineTest, DontDrawBeforeCommitAfterLostOutputSurface) { |
942 SchedulerSettings default_scheduler_settings; | 947 SchedulerSettings default_scheduler_settings; |
943 StateMachine state(default_scheduler_settings); | 948 StateMachine state(default_scheduler_settings); |
944 state.SetCanStart(); | 949 state.SetCanStart(); |
945 state.UpdateState(state.NextAction()); | 950 state.UpdateState(state.NextAction()); |
946 state.DidCreateAndInitializeOutputSurface(); | 951 state.DidCreateAndInitializeOutputSurface(); |
947 state.SetVisible(true); | 952 state.SetVisible(true); |
948 state.SetCanDraw(true); | 953 state.SetCanDraw(true); |
949 | 954 |
950 state.SetNeedsRedraw(true); | 955 state.SetNeedsRedraw(true); |
951 | 956 |
952 // Cause a lost output surface, and restore it. | 957 // Cause a lost output surface, and restore it. |
953 state.DidLoseOutputSurface(); | 958 state.DidLoseOutputSurface(); |
954 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 959 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
955 state.NextAction()); | 960 state.NextAction()); |
956 state.UpdateState(state.NextAction()); | 961 state.UpdateState(state.NextAction()); |
957 state.DidCreateAndInitializeOutputSurface(); | 962 state.DidCreateAndInitializeOutputSurface(); |
958 | 963 |
959 EXPECT_FALSE(state.RedrawPending()); | 964 EXPECT_FALSE(state.RedrawPending()); |
960 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 965 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_MAIN_FRAME, state.NextAction()); |
961 } | 966 } |
962 | 967 |
963 TEST(SchedulerStateMachineTest, TestBeginFrameWhenInvisibleAndForceCommit) { | 968 TEST(SchedulerStateMachineTest, TestBeginMainFrameWhenInvisibleAndForceCommit) { |
964 SchedulerSettings default_scheduler_settings; | 969 SchedulerSettings default_scheduler_settings; |
965 StateMachine state(default_scheduler_settings); | 970 StateMachine state(default_scheduler_settings); |
966 state.SetCanStart(); | 971 state.SetCanStart(); |
967 state.UpdateState(state.NextAction()); | 972 state.UpdateState(state.NextAction()); |
968 state.DidCreateAndInitializeOutputSurface(); | 973 state.DidCreateAndInitializeOutputSurface(); |
969 state.SetVisible(false); | 974 state.SetVisible(false); |
970 state.SetNeedsCommit(); | 975 state.SetNeedsCommit(); |
971 state.SetNeedsForcedCommit(); | 976 state.SetNeedsForcedCommit(); |
972 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 977 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_MAIN_FRAME, state.NextAction()); |
973 } | 978 } |
974 | 979 |
975 TEST(SchedulerStateMachineTest, | 980 TEST(SchedulerStateMachineTest, |
976 TestBeginFrameWhenCanBeginFrameFalseAndForceCommit) { | 981 TestBeginMainFrameWhenCanStartFalseAndForceCommit) { |
977 SchedulerSettings default_scheduler_settings; | 982 SchedulerSettings default_scheduler_settings; |
978 StateMachine state(default_scheduler_settings); | 983 StateMachine state(default_scheduler_settings); |
979 state.SetCanStart(); | |
980 state.UpdateState(state.NextAction()); | |
981 state.DidCreateAndInitializeOutputSurface(); | |
982 state.SetVisible(true); | 984 state.SetVisible(true); |
983 state.SetCanDraw(true); | 985 state.SetCanDraw(true); |
984 state.SetNeedsCommit(); | 986 state.SetNeedsCommit(); |
985 state.SetNeedsForcedCommit(); | 987 state.SetNeedsForcedCommit(); |
986 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 988 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_MAIN_FRAME, state.NextAction()); |
987 } | 989 } |
988 | 990 |
989 TEST(SchedulerStateMachineTest, TestBeginFrameWhenCommitInProgress) { | 991 TEST(SchedulerStateMachineTest, TestBeginMainFrameWhenCommitInProgress) { |
990 SchedulerSettings default_scheduler_settings; | 992 SchedulerSettings default_scheduler_settings; |
991 StateMachine state(default_scheduler_settings); | 993 StateMachine state(default_scheduler_settings); |
992 state.SetCanStart(); | 994 state.SetCanStart(); |
993 state.UpdateState(state.NextAction()); | 995 state.UpdateState(state.NextAction()); |
994 state.DidCreateAndInitializeOutputSurface(); | 996 state.DidCreateAndInitializeOutputSurface(); |
995 state.SetVisible(false); | 997 state.SetVisible(false); |
996 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS); | 998 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS); |
997 state.SetNeedsCommit(); | 999 state.SetNeedsCommit(); |
998 | 1000 |
999 state.BeginFrameComplete(); | 1001 state.BeginMainFrameComplete(); |
1000 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 1002 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
1001 state.UpdateState(state.NextAction()); | 1003 state.UpdateState(state.NextAction()); |
1002 | 1004 |
1003 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, | 1005 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
1004 state.CommitState()); | 1006 state.CommitState()); |
1005 | 1007 |
1006 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 1008 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
1007 } | 1009 } |
1008 | 1010 |
1009 TEST(SchedulerStateMachineTest, TestBeginFrameWhenForcedCommitInProgress) { | 1011 TEST(SchedulerStateMachineTest, TestBeginMainFrameWhenForcedCommitInProgress) { |
1010 SchedulerSettings default_scheduler_settings; | 1012 SchedulerSettings default_scheduler_settings; |
1011 StateMachine state(default_scheduler_settings); | 1013 StateMachine state(default_scheduler_settings); |
1012 state.SetCanStart(); | 1014 state.SetCanStart(); |
1013 state.UpdateState(state.NextAction()); | 1015 state.UpdateState(state.NextAction()); |
1014 state.DidCreateAndInitializeOutputSurface(); | 1016 state.DidCreateAndInitializeOutputSurface(); |
1015 state.SetVisible(false); | 1017 state.SetVisible(false); |
1016 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS); | 1018 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS); |
1017 state.SetNeedsCommit(); | 1019 state.SetNeedsCommit(); |
1018 state.SetNeedsForcedCommit(); | 1020 state.SetNeedsForcedCommit(); |
1019 | 1021 |
1020 state.BeginFrameComplete(); | 1022 state.BeginMainFrameComplete(); |
1021 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 1023 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
1022 state.UpdateState(state.NextAction()); | 1024 state.UpdateState(state.NextAction()); |
1023 | 1025 |
1024 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, | 1026 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, |
1025 state.CommitState()); | 1027 state.CommitState()); |
1026 | 1028 |
1027 // If we are waiting for forced draw then we know a begin frame is already in | 1029 // If we are waiting for forced draw then we know a BeginMainFrame is already |
1028 // flight. | 1030 // in flight. |
1029 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 1031 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
1030 } | 1032 } |
1031 | 1033 |
1032 TEST(SchedulerStateMachineTest, TestBeginFrameWhenContextLost) { | 1034 TEST(SchedulerStateMachineTest, TestBeginMainFrameWhenContextLost) { |
1033 SchedulerSettings default_scheduler_settings; | 1035 SchedulerSettings default_scheduler_settings; |
1034 StateMachine state(default_scheduler_settings); | 1036 StateMachine state(default_scheduler_settings); |
1035 state.SetCanStart(); | 1037 state.SetCanStart(); |
1036 state.UpdateState(state.NextAction()); | 1038 state.UpdateState(state.NextAction()); |
1037 state.DidCreateAndInitializeOutputSurface(); | 1039 state.DidCreateAndInitializeOutputSurface(); |
1038 state.SetVisible(true); | 1040 state.SetVisible(true); |
1039 state.SetCanDraw(true); | 1041 state.SetCanDraw(true); |
1040 state.SetNeedsCommit(); | 1042 state.SetNeedsCommit(); |
1041 state.SetNeedsForcedCommit(); | 1043 state.SetNeedsForcedCommit(); |
1042 state.DidLoseOutputSurface(); | 1044 state.DidLoseOutputSurface(); |
1043 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 1045 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_MAIN_FRAME, state.NextAction()); |
1044 } | 1046 } |
1045 | 1047 |
1046 TEST(SchedulerStateMachineTest, TestImmediateBeginFrame) { | 1048 TEST(SchedulerStateMachineTest, TestImmediateBeginMainFrame) { |
1047 SchedulerSettings default_scheduler_settings; | 1049 SchedulerSettings default_scheduler_settings; |
1048 StateMachine state(default_scheduler_settings); | 1050 StateMachine state(default_scheduler_settings); |
1049 state.SetCanStart(); | 1051 state.SetCanStart(); |
1050 state.UpdateState(state.NextAction()); | 1052 state.UpdateState(state.NextAction()); |
1051 state.DidCreateAndInitializeOutputSurface(); | 1053 state.DidCreateAndInitializeOutputSurface(); |
1052 state.SetVisible(true); | 1054 state.SetVisible(true); |
1053 state.SetCanDraw(true); | 1055 state.SetCanDraw(true); |
1054 | 1056 |
1055 // Schedule a forced frame, commit it, draw it. | 1057 // Schedule a forced frame, commit it, draw it. |
1056 state.SetNeedsCommit(); | 1058 state.SetNeedsCommit(); |
1057 state.SetNeedsForcedCommit(); | 1059 state.SetNeedsForcedCommit(); |
1058 state.UpdateState(state.NextAction()); | 1060 state.UpdateState(state.NextAction()); |
1059 state.BeginFrameComplete(); | 1061 state.BeginMainFrameComplete(); |
1060 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 1062 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
1061 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 1063 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
1062 state.CommitState()); | 1064 state.CommitState()); |
1063 state.UpdateState(state.NextAction()); | 1065 state.UpdateState(state.NextAction()); |
1064 | 1066 |
1065 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, | 1067 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, |
1066 state.CommitState()); | 1068 state.CommitState()); |
1067 | 1069 |
1068 state.DidEnterVSync(); | 1070 state.DidEnterBeginImplFrame(); |
1069 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 1071 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
1070 state.SetNeedsForcedRedraw(true); | 1072 state.SetNeedsForcedRedraw(true); |
1071 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 1073 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); |
1072 state.UpdateState(state.NextAction()); | 1074 state.UpdateState(state.NextAction()); |
1073 state.DidDrawIfPossibleCompleted(true); | 1075 state.DidDrawIfPossibleCompleted(true); |
1074 state.DidLeaveVSync(); | 1076 state.DidLeaveBeginImplFrame(); |
1075 | 1077 |
1076 // Should be waiting for the normal begin frame. | 1078 // Should be waiting for the normal BeginMainFrame. |
1077 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 1079 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
1078 state.CommitState()); | 1080 state.CommitState()); |
1079 } | 1081 } |
1080 | 1082 |
1081 TEST(SchedulerStateMachineTest, TestImmediateBeginFrameDuringCommit) { | 1083 TEST(SchedulerStateMachineTest, TestImmediateBeginMainFrameDuringCommit) { |
1082 SchedulerSettings default_scheduler_settings; | 1084 SchedulerSettings default_scheduler_settings; |
1083 StateMachine state(default_scheduler_settings); | 1085 StateMachine state(default_scheduler_settings); |
1084 state.SetCanStart(); | 1086 state.SetCanStart(); |
1085 state.UpdateState(state.NextAction()); | 1087 state.UpdateState(state.NextAction()); |
1086 state.DidCreateAndInitializeOutputSurface(); | 1088 state.DidCreateAndInitializeOutputSurface(); |
1087 state.SetVisible(true); | 1089 state.SetVisible(true); |
1088 state.SetCanDraw(true); | 1090 state.SetCanDraw(true); |
1089 | 1091 |
1090 // Start a normal commit. | 1092 // Start a normal commit. |
1091 state.SetNeedsCommit(); | 1093 state.SetNeedsCommit(); |
1092 state.UpdateState(state.NextAction()); | 1094 state.UpdateState(state.NextAction()); |
1093 | 1095 |
1094 // Schedule a forced frame, commit it, draw it. | 1096 // Schedule a forced frame, commit it, draw it. |
1095 state.SetNeedsCommit(); | 1097 state.SetNeedsCommit(); |
1096 state.SetNeedsForcedCommit(); | 1098 state.SetNeedsForcedCommit(); |
1097 state.UpdateState(state.NextAction()); | 1099 state.UpdateState(state.NextAction()); |
1098 state.BeginFrameComplete(); | 1100 state.BeginMainFrameComplete(); |
1099 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 1101 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
1100 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 1102 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
1101 state.CommitState()); | 1103 state.CommitState()); |
1102 state.UpdateState(state.NextAction()); | 1104 state.UpdateState(state.NextAction()); |
1103 | 1105 |
1104 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, | 1106 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, |
1105 state.CommitState()); | 1107 state.CommitState()); |
1106 | 1108 |
1107 state.DidEnterVSync(); | 1109 state.DidEnterBeginImplFrame(); |
1108 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 1110 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
1109 state.SetNeedsForcedRedraw(true); | 1111 state.SetNeedsForcedRedraw(true); |
1110 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 1112 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); |
1111 state.UpdateState(state.NextAction()); | 1113 state.UpdateState(state.NextAction()); |
1112 state.DidDrawIfPossibleCompleted(true); | 1114 state.DidDrawIfPossibleCompleted(true); |
1113 state.DidLeaveVSync(); | 1115 state.DidLeaveBeginImplFrame(); |
1114 | 1116 |
1115 // Should be waiting for the normal begin frame. | 1117 // Should be waiting for the normal BeginMainFrame. |
1116 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 1118 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
1117 state.CommitState()) << state.ToString(); | 1119 state.CommitState()) << state.ToString(); |
1118 } | 1120 } |
1119 | 1121 |
1120 TEST(SchedulerStateMachineTest, ImmediateBeginFrameWhileInvisible) { | 1122 TEST(SchedulerStateMachineTest, ImmediateBeginMainFrameWhileInvisible) { |
1121 SchedulerSettings default_scheduler_settings; | 1123 SchedulerSettings default_scheduler_settings; |
1122 StateMachine state(default_scheduler_settings); | 1124 StateMachine state(default_scheduler_settings); |
1123 state.SetCanStart(); | 1125 state.SetCanStart(); |
1124 state.UpdateState(state.NextAction()); | 1126 state.UpdateState(state.NextAction()); |
1125 state.DidCreateAndInitializeOutputSurface(); | 1127 state.DidCreateAndInitializeOutputSurface(); |
1126 state.SetVisible(true); | 1128 state.SetVisible(true); |
1127 state.SetCanDraw(true); | 1129 state.SetCanDraw(true); |
1128 | 1130 |
1129 state.SetNeedsCommit(); | 1131 state.SetNeedsCommit(); |
1130 state.UpdateState(state.NextAction()); | 1132 state.UpdateState(state.NextAction()); |
1131 | 1133 |
1132 state.SetNeedsCommit(); | 1134 state.SetNeedsCommit(); |
1133 state.SetNeedsForcedCommit(); | 1135 state.SetNeedsForcedCommit(); |
1134 state.UpdateState(state.NextAction()); | 1136 state.UpdateState(state.NextAction()); |
1135 state.BeginFrameComplete(); | 1137 state.BeginMainFrameComplete(); |
1136 | 1138 |
1137 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 1139 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
1138 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 1140 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
1139 state.CommitState()); | 1141 state.CommitState()); |
1140 state.UpdateState(state.NextAction()); | 1142 state.UpdateState(state.NextAction()); |
1141 | 1143 |
1142 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, | 1144 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, |
1143 state.CommitState()); | 1145 state.CommitState()); |
1144 | 1146 |
1145 state.DidEnterVSync(); | 1147 state.DidEnterBeginImplFrame(); |
1146 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 1148 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
1147 state.SetNeedsForcedRedraw(true); | 1149 state.SetNeedsForcedRedraw(true); |
1148 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 1150 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); |
1149 state.UpdateState(state.NextAction()); | 1151 state.UpdateState(state.NextAction()); |
1150 state.DidDrawIfPossibleCompleted(true); | 1152 state.DidDrawIfPossibleCompleted(true); |
1151 state.DidLeaveVSync(); | 1153 state.DidLeaveBeginImplFrame(); |
1152 | 1154 |
1153 // Should be waiting for the normal begin frame. | 1155 // Should be waiting for the normal BeginMainFrame. |
1154 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 1156 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
1155 state.CommitState()) << state.ToString(); | 1157 state.CommitState()) << state.ToString(); |
1156 | 1158 |
1157 // Become invisible and abort the "normal" begin frame. | 1159 // Become invisible and abort the "normal" BeginMainFrame. |
1158 state.SetVisible(false); | 1160 state.SetVisible(false); |
1159 state.BeginFrameAborted(); | 1161 state.BeginMainFrameAborted(); |
1160 | 1162 |
1161 // Should be back in the idle state, but needing a commit. | 1163 // Should be back in the idle state, but needing a commit. |
1162 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); | 1164 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
1163 EXPECT_TRUE(state.NeedsCommit()); | 1165 EXPECT_TRUE(state.NeedsCommit()); |
1164 } | 1166 } |
1165 | 1167 |
1166 TEST(SchedulerStateMachineTest, ImmediateBeginFrameWhileCantDraw) { | 1168 TEST(SchedulerStateMachineTest, ImmediateBeginMainFrameWhileCantDraw) { |
1167 SchedulerSettings default_scheduler_settings; | 1169 SchedulerSettings default_scheduler_settings; |
1168 StateMachine state(default_scheduler_settings); | 1170 StateMachine state(default_scheduler_settings); |
1169 state.SetCanStart(); | 1171 state.SetCanStart(); |
1170 state.UpdateState(state.NextAction()); | 1172 state.UpdateState(state.NextAction()); |
1171 state.DidCreateAndInitializeOutputSurface(); | 1173 state.DidCreateAndInitializeOutputSurface(); |
1172 state.SetVisible(true); | 1174 state.SetVisible(true); |
1173 state.SetCanDraw(false); | 1175 state.SetCanDraw(false); |
1174 | 1176 |
1175 state.SetNeedsCommit(); | 1177 state.SetNeedsCommit(); |
1176 state.UpdateState(state.NextAction()); | 1178 state.UpdateState(state.NextAction()); |
1177 | 1179 |
1178 state.SetNeedsCommit(); | 1180 state.SetNeedsCommit(); |
1179 state.SetNeedsForcedCommit(); | 1181 state.SetNeedsForcedCommit(); |
1180 state.UpdateState(state.NextAction()); | 1182 state.UpdateState(state.NextAction()); |
1181 state.BeginFrameComplete(); | 1183 state.BeginMainFrameComplete(); |
1182 | 1184 |
1183 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 1185 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
1184 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 1186 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
1185 state.CommitState()); | 1187 state.CommitState()); |
1186 state.UpdateState(state.NextAction()); | 1188 state.UpdateState(state.NextAction()); |
1187 | 1189 |
1188 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, | 1190 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, |
1189 state.CommitState()); | 1191 state.CommitState()); |
1190 | 1192 |
1191 state.DidEnterVSync(); | 1193 state.DidEnterBeginImplFrame(); |
1192 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 1194 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
1193 state.SetNeedsForcedRedraw(true); | 1195 state.SetNeedsForcedRedraw(true); |
1194 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 1196 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); |
1195 state.UpdateState(state.NextAction()); | 1197 state.UpdateState(state.NextAction()); |
1196 state.DidDrawIfPossibleCompleted(true); | 1198 state.DidDrawIfPossibleCompleted(true); |
1197 state.DidLeaveVSync(); | 1199 state.DidLeaveBeginImplFrame(); |
1198 } | 1200 } |
1199 | 1201 |
1200 TEST(SchedulerStateMachineTest, ReportIfNotDrawing) { | 1202 TEST(SchedulerStateMachineTest, ReportIfNotDrawing) { |
1201 SchedulerSettings default_scheduler_settings; | 1203 SchedulerSettings default_scheduler_settings; |
1202 SchedulerStateMachine state(default_scheduler_settings); | 1204 SchedulerStateMachine state(default_scheduler_settings); |
1203 | 1205 |
1204 state.SetCanDraw(true); | 1206 state.SetCanDraw(true); |
1205 state.SetVisible(true); | 1207 state.SetVisible(true); |
1206 EXPECT_FALSE(state.DrawSuspendedUntilCommit()); | 1208 EXPECT_FALSE(state.DrawSuspendedUntilCommit()); |
1207 | 1209 |
(...skipping 24 matching lines...) Expand all Loading... |
1232 state.SetVisible(true); | 1234 state.SetVisible(true); |
1233 EXPECT_FALSE(state.DrawSuspendedUntilCommit()); | 1235 EXPECT_FALSE(state.DrawSuspendedUntilCommit()); |
1234 | 1236 |
1235 state.SetMainThreadNeedsLayerTextures(); | 1237 state.SetMainThreadNeedsLayerTextures(); |
1236 EXPECT_EQ( | 1238 EXPECT_EQ( |
1237 SchedulerStateMachine::ACTION_ACQUIRE_LAYER_TEXTURES_FOR_MAIN_THREAD, | 1239 SchedulerStateMachine::ACTION_ACQUIRE_LAYER_TEXTURES_FOR_MAIN_THREAD, |
1238 state.NextAction()); | 1240 state.NextAction()); |
1239 state.UpdateState(state.NextAction()); | 1241 state.UpdateState(state.NextAction()); |
1240 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); | 1242 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); |
1241 | 1243 |
1242 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 1244 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_MAIN_FRAME, state.NextAction()); |
1243 | 1245 |
1244 state.UpdateState(state.NextAction()); | 1246 state.UpdateState(state.NextAction()); |
1245 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); | 1247 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); |
1246 | 1248 |
1247 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 1249 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
1248 | 1250 |
1249 state.BeginFrameComplete(); | 1251 state.BeginMainFrameComplete(); |
1250 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); | 1252 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); |
1251 | 1253 |
1252 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 1254 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
1253 | 1255 |
1254 state.UpdateState(state.NextAction()); | 1256 state.UpdateState(state.NextAction()); |
1255 EXPECT_FALSE(state.DrawSuspendedUntilCommit()); | 1257 EXPECT_FALSE(state.DrawSuspendedUntilCommit()); |
1256 } | 1258 } |
1257 | 1259 |
1258 } // namespace | 1260 } // namespace |
1259 } // namespace cc | 1261 } // namespace cc |
OLD | NEW |