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Unified Diff: cc/scheduler/scheduler_state_machine_unittest.cc

Issue 15058004: cc: Rename VSync to BeginFrame (Closed) Base URL: http://git.chromium.org/chromium/src.git@master
Patch Set: Fix test compiler errors Created 7 years, 7 months ago
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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) {

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