| Index: cc/scheduler/scheduler_state_machine_unittest.cc
|
| diff --git a/cc/scheduler/scheduler_state_machine_unittest.cc b/cc/scheduler/scheduler_state_machine_unittest.cc
|
| index 117c7788e54e9436fe3ac4ab7e0bb5890cc07de5..dcb53952442f9dab833b2fe906f7c1b872f5bb0f 100644
|
| --- a/cc/scheduler/scheduler_state_machine_unittest.cc
|
| +++ b/cc/scheduler/scheduler_state_machine_unittest.cc
|
| @@ -35,7 +35,7 @@ class StateMachine : public SchedulerStateMachine {
|
| bool NeedsForcedRedraw() const { return needs_forced_redraw_; }
|
|
|
| bool CanDraw() const { return can_draw_; }
|
| - bool InsideVSync() const { return inside_vsync_; }
|
| + bool InsideBeginFrame() const { return inside_begin_frame_; }
|
| bool Visible() const { return visible_; }
|
| };
|
|
|
| @@ -52,12 +52,12 @@ TEST(SchedulerStateMachineTest, TestNextActionBeginsFrameIfNeeded) {
|
| state.SetNeedsRedraw(false);
|
| state.SetVisible(true);
|
|
|
| - EXPECT_FALSE(state.VSyncCallbackNeeded());
|
| + EXPECT_FALSE(state.BeginFrameCallbackNeeded());
|
|
|
| - state.DidLeaveVSync();
|
| + state.DidLeaveBeginFrame();
|
| EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
|
| - EXPECT_FALSE(state.VSyncCallbackNeeded());
|
| - state.DidEnterVSync();
|
| + EXPECT_FALSE(state.BeginFrameCallbackNeeded());
|
| + state.DidEnterBeginFrame();
|
| EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
|
| }
|
|
|
| @@ -68,12 +68,12 @@ TEST(SchedulerStateMachineTest, TestNextActionBeginsFrameIfNeeded) {
|
| state.SetNeedsRedraw(false);
|
| state.SetVisible(true);
|
|
|
| - EXPECT_FALSE(state.VSyncCallbackNeeded());
|
| + EXPECT_FALSE(state.BeginFrameCallbackNeeded());
|
|
|
| - state.DidLeaveVSync();
|
| + state.DidLeaveBeginFrame();
|
| EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
|
| - EXPECT_FALSE(state.VSyncCallbackNeeded());
|
| - state.DidEnterVSync();
|
| + EXPECT_FALSE(state.BeginFrameCallbackNeeded());
|
| + state.DidEnterBeginFrame();
|
| EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
|
| }
|
|
|
| @@ -84,7 +84,7 @@ TEST(SchedulerStateMachineTest, TestNextActionBeginsFrameIfNeeded) {
|
| state.SetCanStart();
|
| state.SetNeedsRedraw(false);
|
| state.SetVisible(true);
|
| - EXPECT_FALSE(state.VSyncCallbackNeeded());
|
| + EXPECT_FALSE(state.BeginFrameCallbackNeeded());
|
| }
|
|
|
| // Begin the frame, make sure needs_commit and commit_state update correctly.
|
| @@ -98,7 +98,7 @@ TEST(SchedulerStateMachineTest, TestNextActionBeginsFrameIfNeeded) {
|
| EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS,
|
| state.CommitState());
|
| EXPECT_FALSE(state.NeedsCommit());
|
| - EXPECT_FALSE(state.VSyncCallbackNeeded());
|
| + EXPECT_FALSE(state.BeginFrameCallbackNeeded());
|
| }
|
| }
|
|
|
| @@ -108,7 +108,7 @@ TEST(SchedulerStateMachineTest, TestSetForcedRedrawDoesNotSetsNormalRedraw) {
|
| state.SetCanDraw(true);
|
| state.SetNeedsForcedRedraw();
|
| EXPECT_FALSE(state.RedrawPending());
|
| - EXPECT_TRUE(state.VSyncCallbackNeeded());
|
| + EXPECT_TRUE(state.BeginFrameCallbackNeeded());
|
| }
|
|
|
| TEST(SchedulerStateMachineTest,
|
| @@ -122,8 +122,8 @@ TEST(SchedulerStateMachineTest,
|
| state.SetCanDraw(true);
|
| state.SetNeedsRedraw();
|
| EXPECT_TRUE(state.RedrawPending());
|
| - EXPECT_TRUE(state.VSyncCallbackNeeded());
|
| - state.DidEnterVSync();
|
| + EXPECT_TRUE(state.BeginFrameCallbackNeeded());
|
| + state.DidEnterBeginFrame();
|
|
|
| // We're drawing now.
|
| EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
|
| @@ -152,8 +152,8 @@ TEST(SchedulerStateMachineTest,
|
| state.SetCanDraw(true);
|
| state.SetNeedsRedraw();
|
| EXPECT_TRUE(state.RedrawPending());
|
| - EXPECT_TRUE(state.VSyncCallbackNeeded());
|
| - state.DidEnterVSync();
|
| + EXPECT_TRUE(state.BeginFrameCallbackNeeded());
|
| + state.DidEnterBeginFrame();
|
|
|
| // We're drawing now.
|
| EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
|
| @@ -162,7 +162,7 @@ TEST(SchedulerStateMachineTest,
|
| EXPECT_FALSE(state.RedrawPending());
|
| EXPECT_FALSE(state.CommitPending());
|
|
|
| - // While still in the same vsync callback, set needs redraw again.
|
| + // While still in the same BeginFrame callback, set needs redraw again.
|
| // This should not redraw.
|
| state.SetNeedsRedraw();
|
| EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
|
| @@ -191,8 +191,8 @@ TEST(SchedulerStateMachineTest,
|
|
|
| // Then initiate a draw.
|
| state.SetNeedsRedraw();
|
| - EXPECT_TRUE(state.VSyncCallbackNeeded());
|
| - state.DidEnterVSync();
|
| + EXPECT_TRUE(state.BeginFrameCallbackNeeded());
|
| + state.DidEnterBeginFrame();
|
| EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
|
| EXPECT_TRUE(state.RedrawPending());
|
|
|
| @@ -232,8 +232,8 @@ TEST(SchedulerStateMachineTest,
|
|
|
| // Then initiate a draw.
|
| state.SetNeedsRedraw();
|
| - EXPECT_TRUE(state.VSyncCallbackNeeded());
|
| - state.DidEnterVSync();
|
| + EXPECT_TRUE(state.BeginFrameCallbackNeeded());
|
| + state.DidEnterBeginFrame();
|
| EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
|
| EXPECT_TRUE(state.RedrawPending());
|
|
|
| @@ -285,8 +285,8 @@ TEST(SchedulerStateMachineTest,
|
|
|
| // Then initiate a draw.
|
| state.SetNeedsRedraw();
|
| - EXPECT_TRUE(state.VSyncCallbackNeeded());
|
| - state.DidEnterVSync();
|
| + EXPECT_TRUE(state.BeginFrameCallbackNeeded());
|
| + state.DidEnterBeginFrame();
|
| EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
|
| EXPECT_TRUE(state.RedrawPending());
|
|
|
| @@ -309,7 +309,7 @@ TEST(SchedulerStateMachineTest,
|
| EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction());
|
| }
|
|
|
| -TEST(SchedulerStateMachineTest, TestFailedDrawIsRetriedNextVSync) {
|
| +TEST(SchedulerStateMachineTest, TestFailedDrawIsRetriedNextBeginFrame) {
|
| SchedulerSettings default_scheduler_settings;
|
| SchedulerStateMachine state(default_scheduler_settings);
|
| state.SetCanStart();
|
| @@ -320,8 +320,8 @@ TEST(SchedulerStateMachineTest, TestFailedDrawIsRetriedNextVSync) {
|
|
|
| // Start a draw.
|
| state.SetNeedsRedraw();
|
| - EXPECT_TRUE(state.VSyncCallbackNeeded());
|
| - state.DidEnterVSync();
|
| + EXPECT_TRUE(state.BeginFrameCallbackNeeded());
|
| + state.DidEnterBeginFrame();
|
| EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
|
| EXPECT_TRUE(state.RedrawPending());
|
|
|
| @@ -334,11 +334,11 @@ TEST(SchedulerStateMachineTest, TestFailedDrawIsRetriedNextVSync) {
|
| // We should not be trying to draw again now, but we have a commit pending.
|
| EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction());
|
|
|
| - state.DidLeaveVSync();
|
| - EXPECT_TRUE(state.VSyncCallbackNeeded());
|
| - state.DidEnterVSync();
|
| + state.DidLeaveBeginFrame();
|
| + EXPECT_TRUE(state.BeginFrameCallbackNeeded());
|
| + state.DidEnterBeginFrame();
|
|
|
| - // We should try draw again in the next vsync.
|
| + // We should try draw again in the next BeginFrame.
|
| EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
|
| }
|
|
|
| @@ -351,32 +351,32 @@ TEST(SchedulerStateMachineTest, TestDoestDrawTwiceInSameFrame) {
|
| state.SetVisible(true);
|
| state.SetCanDraw(true);
|
| state.SetNeedsRedraw();
|
| - EXPECT_TRUE(state.VSyncCallbackNeeded());
|
| - state.DidEnterVSync();
|
| + EXPECT_TRUE(state.BeginFrameCallbackNeeded());
|
| + state.DidEnterBeginFrame();
|
| EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
|
| state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE);
|
|
|
| - // While still in the same vsync callback, set needs redraw again.
|
| + // While still in the same BeginFrame callback, set needs redraw again.
|
| // This should not redraw.
|
| state.SetNeedsRedraw();
|
| EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
|
|
|
| // Move to another frame. This should now draw.
|
| state.DidDrawIfPossibleCompleted(true);
|
| - state.DidLeaveVSync();
|
| - EXPECT_TRUE(state.VSyncCallbackNeeded());
|
| - state.DidEnterVSync();
|
| + state.DidLeaveBeginFrame();
|
| + EXPECT_TRUE(state.BeginFrameCallbackNeeded());
|
| + state.DidEnterBeginFrame();
|
|
|
| EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
|
| state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE);
|
| state.DidDrawIfPossibleCompleted(true);
|
| - EXPECT_FALSE(state.VSyncCallbackNeeded());
|
| + EXPECT_FALSE(state.BeginFrameCallbackNeeded());
|
| }
|
|
|
| -TEST(SchedulerStateMachineTest, TestNextActionDrawsOnVSync) {
|
| +TEST(SchedulerStateMachineTest, TestNextActionDrawsOnBeginFrame) {
|
| SchedulerSettings default_scheduler_settings;
|
|
|
| - // When not on vsync, or on vsync but not visible, don't draw.
|
| + // When not in BeginFrame, or in BeginFrame but not visible, don't draw.
|
| size_t num_commit_states =
|
| sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState);
|
| for (size_t i = 0; i < num_commit_states; ++i) {
|
| @@ -388,7 +388,7 @@ TEST(SchedulerStateMachineTest, TestNextActionDrawsOnVSync) {
|
| state.SetCommitState(all_commit_states[i]);
|
| bool visible = j;
|
| if (!visible) {
|
| - state.DidEnterVSync();
|
| + state.DidEnterBeginFrame();
|
| state.SetVisible(false);
|
| } else {
|
| state.SetVisible(true);
|
| @@ -405,8 +405,8 @@ TEST(SchedulerStateMachineTest, TestNextActionDrawsOnVSync) {
|
| }
|
| }
|
|
|
| - // When on vsync, or not on vsync but needs_forced_dedraw set, should always
|
| - // draw except if you're ready to commit, in which case commit.
|
| + // When in BeginFrame, or not in BeginFrame but needs_forced_dedraw set,
|
| + // should always draw except if you're ready to commit, in which case commit.
|
| for (size_t i = 0; i < num_commit_states; ++i) {
|
| for (size_t j = 0; j < 2; ++j) {
|
| StateMachine state(default_scheduler_settings);
|
| @@ -417,7 +417,7 @@ TEST(SchedulerStateMachineTest, TestNextActionDrawsOnVSync) {
|
| state.SetCommitState(all_commit_states[i]);
|
| bool forced_draw = j;
|
| if (!forced_draw) {
|
| - state.DidEnterVSync();
|
| + state.DidEnterBeginFrame();
|
| state.SetNeedsRedraw(true);
|
| state.SetVisible(true);
|
| } else {
|
| @@ -435,12 +435,12 @@ TEST(SchedulerStateMachineTest, TestNextActionDrawsOnVSync) {
|
| }
|
|
|
| // Case 1: needs_commit=false.
|
| - EXPECT_TRUE(state.VSyncCallbackNeeded());
|
| + EXPECT_TRUE(state.BeginFrameCallbackNeeded());
|
| EXPECT_EQ(expected_action, state.NextAction());
|
|
|
| // Case 2: needs_commit=true.
|
| state.SetNeedsCommit();
|
| - EXPECT_TRUE(state.VSyncCallbackNeeded());
|
| + EXPECT_TRUE(state.BeginFrameCallbackNeeded());
|
| EXPECT_EQ(expected_action, state.NextAction());
|
| }
|
| }
|
| @@ -452,7 +452,7 @@ TEST(SchedulerStateMachineTest, TestNoCommitStatesRedrawWhenInvisible) {
|
| size_t num_commit_states =
|
| sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState);
|
| for (size_t i = 0; i < num_commit_states; ++i) {
|
| - // There shouldn't be any drawing regardless of vsync.
|
| + // There shouldn't be any drawing regardless of BeginFrame.
|
| for (size_t j = 0; j < 2; ++j) {
|
| StateMachine state(default_scheduler_settings);
|
| state.SetCanStart();
|
| @@ -463,7 +463,7 @@ TEST(SchedulerStateMachineTest, TestNoCommitStatesRedrawWhenInvisible) {
|
| state.SetNeedsRedraw(true);
|
| state.SetNeedsForcedRedraw(false);
|
| if (j == 1)
|
| - state.DidEnterVSync();
|
| + state.DidEnterBeginFrame();
|
|
|
| // Case 1: needs_commit=false.
|
| EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE,
|
| @@ -483,7 +483,7 @@ TEST(SchedulerStateMachineTest, TestCanRedraw_StopsDraw) {
|
| size_t num_commit_states =
|
| sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState);
|
| for (size_t i = 0; i < num_commit_states; ++i) {
|
| - // There shouldn't be any drawing regardless of vsync.
|
| + // There shouldn't be any drawing regardless of BeginFrame.
|
| for (size_t j = 0; j < 2; ++j) {
|
| StateMachine state(default_scheduler_settings);
|
| state.SetCanStart();
|
| @@ -494,7 +494,7 @@ TEST(SchedulerStateMachineTest, TestCanRedraw_StopsDraw) {
|
| state.SetNeedsRedraw(true);
|
| state.SetNeedsForcedRedraw(false);
|
| if (j == 1)
|
| - state.DidEnterVSync();
|
| + state.DidEnterBeginFrame();
|
|
|
| state.SetCanDraw(false);
|
| EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE,
|
| @@ -544,13 +544,13 @@ TEST(SchedulerStateMachineTest, TestsetNeedsCommitIsNotLost) {
|
| EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT,
|
| state.CommitState());
|
|
|
| - // Expect to commit regardless of vsync state.
|
| - state.DidLeaveVSync();
|
| + // Expect to commit regardless of BeginFrame state.
|
| + state.DidLeaveBeginFrame();
|
| EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction());
|
| - state.DidEnterVSync();
|
| + state.DidEnterBeginFrame();
|
| EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction());
|
|
|
| - // Commit and make sure we draw on next vsync
|
| + // Commit and make sure we draw on next BeginFrame
|
| state.UpdateState(SchedulerStateMachine::ACTION_COMMIT);
|
| EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
|
| EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW,
|
| @@ -559,7 +559,7 @@ TEST(SchedulerStateMachineTest, TestsetNeedsCommitIsNotLost) {
|
| state.DidDrawIfPossibleCompleted(true);
|
|
|
| // Verify that another commit will begin.
|
| - state.DidLeaveVSync();
|
| + state.DidLeaveBeginFrame();
|
| EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction());
|
| }
|
|
|
| @@ -595,15 +595,15 @@ TEST(SchedulerStateMachineTest, TestFullCycle) {
|
| state.CommitState());
|
| EXPECT_TRUE(state.NeedsRedraw());
|
|
|
| - // Expect to do nothing until vsync.
|
| + // Expect to do nothing until BeginFrame.
|
| EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
|
|
|
| - // At vsync, draw.
|
| - state.DidEnterVSync();
|
| + // At BeginFrame, draw.
|
| + state.DidEnterBeginFrame();
|
| EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
|
| state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE);
|
| state.DidDrawIfPossibleCompleted(true);
|
| - state.DidLeaveVSync();
|
| + state.DidLeaveBeginFrame();
|
|
|
| // Should be synchronized, no draw needed, no action needed.
|
| EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState());
|
| @@ -647,15 +647,15 @@ TEST(SchedulerStateMachineTest, TestFullCycleWithCommitRequestInbetween) {
|
| state.CommitState());
|
| EXPECT_TRUE(state.NeedsRedraw());
|
|
|
| - // Expect to do nothing until vsync.
|
| + // Expect to do nothing until BeginFrame.
|
| EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
|
|
|
| - // At vsync, draw.
|
| - state.DidEnterVSync();
|
| + // At BeginFrame, draw.
|
| + state.DidEnterBeginFrame();
|
| EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
|
| state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE);
|
| state.DidDrawIfPossibleCompleted(true);
|
| - state.DidLeaveVSync();
|
| + state.DidLeaveBeginFrame();
|
|
|
| // Should be synchronized, no draw needed, no action needed.
|
| EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState());
|
| @@ -799,12 +799,12 @@ TEST(SchedulerStateMachineTest,
|
| // Once the context is recreated, whether we draw should be based on
|
| // SetCanDraw.
|
| state.SetNeedsRedraw(true);
|
| - state.DidEnterVSync();
|
| + state.DidEnterBeginFrame();
|
| EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
|
| state.SetCanDraw(false);
|
| EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
|
| state.SetCanDraw(true);
|
| - state.DidLeaveVSync();
|
| + state.DidLeaveBeginFrame();
|
| }
|
|
|
| TEST(SchedulerStateMachineTest, TestContextLostWhileCommitInProgress) {
|
| @@ -823,10 +823,10 @@ TEST(SchedulerStateMachineTest, TestContextLostWhileCommitInProgress) {
|
|
|
| // Set damage and expect a draw.
|
| state.SetNeedsRedraw(true);
|
| - state.DidEnterVSync();
|
| + state.DidEnterBeginFrame();
|
| EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
|
| state.UpdateState(state.NextAction());
|
| - state.DidLeaveVSync();
|
| + state.DidLeaveBeginFrame();
|
|
|
| // Cause a lost context while the begin frame is in flight.
|
| state.DidLoseOutputSurface();
|
| @@ -846,11 +846,12 @@ TEST(SchedulerStateMachineTest, TestContextLostWhileCommitInProgress) {
|
| EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
|
| state.UpdateState(state.NextAction());
|
|
|
| - // Expect to be told to begin context recreation, independent of vsync state.
|
| - state.DidEnterVSync();
|
| + // Expect to be told to begin context recreation, independent of BeginFrame
|
| + // state.
|
| + state.DidEnterBeginFrame();
|
| EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION,
|
| state.NextAction());
|
| - state.DidLeaveVSync();
|
| + state.DidLeaveBeginFrame();
|
| EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION,
|
| state.NextAction());
|
| }
|
| @@ -872,10 +873,10 @@ TEST(SchedulerStateMachineTest,
|
|
|
| // Set damage and expect a draw.
|
| state.SetNeedsRedraw(true);
|
| - state.DidEnterVSync();
|
| + state.DidEnterBeginFrame();
|
| EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
|
| state.UpdateState(state.NextAction());
|
| - state.DidLeaveVSync();
|
| + state.DidLeaveBeginFrame();
|
|
|
| // Cause a lost context while the begin frame is in flight.
|
| state.DidLoseOutputSurface();
|
| @@ -896,11 +897,12 @@ TEST(SchedulerStateMachineTest,
|
| EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
|
| state.UpdateState(state.NextAction());
|
|
|
| - // Expect to be told to begin context recreation, independent of vsync state
|
| - state.DidEnterVSync();
|
| + // Expect to be told to begin context recreation, independent of BeginFrame
|
| + // state
|
| + state.DidEnterBeginFrame();
|
| EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION,
|
| state.NextAction());
|
| - state.DidLeaveVSync();
|
| + state.DidLeaveBeginFrame();
|
| EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION,
|
| state.NextAction());
|
| }
|
| @@ -919,23 +921,24 @@ TEST(SchedulerStateMachineTest, TestFinishAllRenderingWhileContextLost) {
|
|
|
| // Ask a forced redraw and verify it ocurrs.
|
| state.SetNeedsForcedRedraw(true);
|
| - state.DidEnterVSync();
|
| + state.DidEnterBeginFrame();
|
| EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction());
|
| - state.DidLeaveVSync();
|
| + state.DidLeaveBeginFrame();
|
|
|
| // Clear the forced redraw bit.
|
| state.SetNeedsForcedRedraw(false);
|
|
|
| - // Expect to be told to begin context recreation, independent of vsync state
|
| + // Expect to be told to begin context recreation, independent of BeginFrame
|
| + // state
|
| EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION,
|
| state.NextAction());
|
| state.UpdateState(state.NextAction());
|
|
|
| // Ask a forced redraw and verify it ocurrs.
|
| state.SetNeedsForcedRedraw(true);
|
| - state.DidEnterVSync();
|
| + state.DidEnterBeginFrame();
|
| EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction());
|
| - state.DidLeaveVSync();
|
| + state.DidLeaveBeginFrame();
|
| }
|
|
|
| TEST(SchedulerStateMachineTest, DontDrawBeforeCommitAfterLostOutputSurface) {
|
| @@ -1065,13 +1068,13 @@ TEST(SchedulerStateMachineTest, TestImmediateBeginFrame) {
|
| EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW,
|
| state.CommitState());
|
|
|
| - state.DidEnterVSync();
|
| + state.DidEnterBeginFrame();
|
| EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
|
| state.SetNeedsForcedRedraw(true);
|
| EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction());
|
| state.UpdateState(state.NextAction());
|
| state.DidDrawIfPossibleCompleted(true);
|
| - state.DidLeaveVSync();
|
| + state.DidLeaveBeginFrame();
|
|
|
| // Should be waiting for the normal begin frame.
|
| EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS,
|
| @@ -1104,13 +1107,13 @@ TEST(SchedulerStateMachineTest, TestImmediateBeginFrameDuringCommit) {
|
| EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW,
|
| state.CommitState());
|
|
|
| - state.DidEnterVSync();
|
| + state.DidEnterBeginFrame();
|
| EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
|
| state.SetNeedsForcedRedraw(true);
|
| EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction());
|
| state.UpdateState(state.NextAction());
|
| state.DidDrawIfPossibleCompleted(true);
|
| - state.DidLeaveVSync();
|
| + state.DidLeaveBeginFrame();
|
|
|
| // Should be waiting for the normal begin frame.
|
| EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS,
|
| @@ -1142,13 +1145,13 @@ TEST(SchedulerStateMachineTest, ImmediateBeginFrameWhileInvisible) {
|
| EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW,
|
| state.CommitState());
|
|
|
| - state.DidEnterVSync();
|
| + state.DidEnterBeginFrame();
|
| EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
|
| state.SetNeedsForcedRedraw(true);
|
| EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction());
|
| state.UpdateState(state.NextAction());
|
| state.DidDrawIfPossibleCompleted(true);
|
| - state.DidLeaveVSync();
|
| + state.DidLeaveBeginFrame();
|
|
|
| // Should be waiting for the normal begin frame.
|
| EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS,
|
| @@ -1188,13 +1191,13 @@ TEST(SchedulerStateMachineTest, ImmediateBeginFrameWhileCantDraw) {
|
| EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW,
|
| state.CommitState());
|
|
|
| - state.DidEnterVSync();
|
| + state.DidEnterBeginFrame();
|
| EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
|
| state.SetNeedsForcedRedraw(true);
|
| EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction());
|
| state.UpdateState(state.NextAction());
|
| state.DidDrawIfPossibleCompleted(true);
|
| - state.DidLeaveVSync();
|
| + state.DidLeaveBeginFrame();
|
| }
|
|
|
| TEST(SchedulerStateMachineTest, ReportIfNotDrawing) {
|
|
|