| 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 |