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 |
new file mode 100644 |
index 0000000000000000000000000000000000000000..4c2c267a5a493ebbbe734017265f2af8b8f7325b |
--- /dev/null |
+++ b/cc/scheduler/scheduler_state_machine_unittest.cc |
@@ -0,0 +1,1850 @@ |
+// Copyright 2011 The Chromium Authors. All rights reserved. |
+// Use of this source code is governed by a BSD-style license that can be |
+// found in the LICENSE file. |
+ |
+#include "cc/scheduler/scheduler_state_machine.h" |
+ |
+#include "base/trace_event/trace_event.h" |
+#include "cc/scheduler/scheduler.h" |
+#include "cc/test/begin_frame_args_test.h" |
+#include "testing/gtest/include/gtest/gtest.h" |
+ |
+// Macro to compare two enum values and get nice output. |
+// Without: |
+// Value of: actual() Actual: 7 |
+// Expected: expected() Which is: 0 |
+// With: |
+// Value of: actual() Actual: "ACTION_ANIMATE" |
+// Expected: expected() Which is: "ACTION_NONE" |
+#define EXPECT_ENUM_EQ(enum_tostring, expected, actual) \ |
+ EXPECT_STREQ(SchedulerStateMachine::enum_tostring(expected), \ |
+ SchedulerStateMachine::enum_tostring(actual)) |
+ |
+#define EXPECT_IMPL_FRAME_STATE(expected) \ |
+ EXPECT_ENUM_EQ(BeginImplFrameStateToString, expected, \ |
+ state.begin_impl_frame_state()) \ |
+ << state.AsValue()->ToString() |
+ |
+#define EXPECT_COMMIT_STATE(expected) \ |
+ EXPECT_ENUM_EQ(CommitStateToString, expected, state.CommitState()) |
+ |
+#define EXPECT_ACTION(expected) \ |
+ EXPECT_ENUM_EQ(ActionToString, expected, state.NextAction()) \ |
+ << state.AsValue()->ToString() |
+ |
+#define EXPECT_ACTION_UPDATE_STATE(action) \ |
+ EXPECT_ACTION(action); \ |
+ if (action == SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE || \ |
+ action == SchedulerStateMachine::ACTION_DRAW_AND_SWAP_FORCED) { \ |
+ EXPECT_IMPL_FRAME_STATE( \ |
+ SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE); \ |
+ } \ |
+ state.UpdateState(action); \ |
+ if (action == SchedulerStateMachine::ACTION_NONE) { \ |
+ if (state.begin_impl_frame_state() == \ |
+ SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING) \ |
+ state.OnBeginImplFrameDeadlinePending(); \ |
+ if (state.begin_impl_frame_state() == \ |
+ SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE) \ |
+ state.OnBeginImplFrameIdle(); \ |
+ } |
+ |
+#define SET_UP_STATE(state) \ |
+ state.SetCanStart(); \ |
+ state.UpdateState(state.NextAction()); \ |
+ state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); \ |
+ state.SetVisible(true); \ |
+ state.SetCanDraw(true); |
+ |
+namespace cc { |
+ |
+namespace { |
+ |
+const SchedulerStateMachine::BeginImplFrameState all_begin_impl_frame_states[] = |
+ {SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_IDLE, |
+ SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING, |
+ SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME, |
+ SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE, }; |
+ |
+const SchedulerStateMachine::CommitState all_commit_states[] = { |
+ SchedulerStateMachine::COMMIT_STATE_IDLE, |
+ SchedulerStateMachine::COMMIT_STATE_BEGIN_MAIN_FRAME_SENT, |
+ SchedulerStateMachine::COMMIT_STATE_BEGIN_MAIN_FRAME_STARTED, |
+ SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
+ SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_ACTIVATION, |
+ SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_DRAW}; |
+ |
+// Exposes the protected state fields of the SchedulerStateMachine for testing |
+class StateMachine : public SchedulerStateMachine { |
+ public: |
+ explicit StateMachine(const SchedulerSettings& scheduler_settings) |
+ : SchedulerStateMachine(scheduler_settings) {} |
+ |
+ void CreateAndInitializeOutputSurfaceWithActivatedCommit() { |
+ DidCreateAndInitializeOutputSurface(); |
+ output_surface_state_ = OUTPUT_SURFACE_ACTIVE; |
+ } |
+ |
+ void SetCommitState(CommitState cs) { commit_state_ = cs; } |
+ CommitState CommitState() const { return commit_state_; } |
+ |
+ ForcedRedrawOnTimeoutState ForcedRedrawState() const { |
+ return forced_redraw_state_; |
+ } |
+ |
+ void SetBeginImplFrameState(BeginImplFrameState bifs) { |
+ begin_impl_frame_state_ = bifs; |
+ } |
+ |
+ BeginImplFrameState begin_impl_frame_state() const { |
+ return begin_impl_frame_state_; |
+ } |
+ |
+ OutputSurfaceState output_surface_state() const { |
+ return output_surface_state_; |
+ } |
+ |
+ bool NeedsCommit() const { return needs_commit_; } |
+ |
+ void SetNeedsRedraw(bool b) { needs_redraw_ = b; } |
+ |
+ void SetNeedsForcedRedrawForTimeout(bool b) { |
+ forced_redraw_state_ = FORCED_REDRAW_STATE_WAITING_FOR_COMMIT; |
+ active_tree_needs_first_draw_ = true; |
+ } |
+ bool NeedsForcedRedrawForTimeout() const { |
+ return forced_redraw_state_ != FORCED_REDRAW_STATE_IDLE; |
+ } |
+ |
+ void SetActiveTreeNeedsFirstDraw(bool needs_first_draw) { |
+ active_tree_needs_first_draw_ = needs_first_draw; |
+ } |
+ |
+ bool CanDraw() const { return can_draw_; } |
+ bool Visible() const { return visible_; } |
+ |
+ bool PendingActivationsShouldBeForced() const { |
+ return SchedulerStateMachine::PendingActivationsShouldBeForced(); |
+ } |
+ |
+ void SetHasPendingTree(bool has_pending_tree) { |
+ has_pending_tree_ = has_pending_tree; |
+ } |
+ |
+ using SchedulerStateMachine::ShouldTriggerBeginImplFrameDeadlineImmediately; |
+ using SchedulerStateMachine::ProactiveBeginFrameWanted; |
+ using SchedulerStateMachine::UpdateStateOnCommit; |
+}; |
+ |
+TEST(SchedulerStateMachineTest, TestNextActionBeginsMainFrameIfNeeded) { |
+ SchedulerSettings default_scheduler_settings; |
+ |
+ // If no commit needed, do nothing. |
+ { |
+ StateMachine state(default_scheduler_settings); |
+ state.SetCanStart(); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION) |
+ state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); |
+ state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE); |
+ state.SetNeedsRedraw(false); |
+ state.SetVisible(true); |
+ |
+ EXPECT_FALSE(state.BeginFrameNeeded()); |
+ |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ EXPECT_FALSE(state.BeginFrameNeeded()); |
+ state.OnBeginImplFrame(); |
+ |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ state.OnBeginImplFrameDeadline(); |
+ } |
+ |
+ // If commit requested but can_start is still false, do nothing. |
+ { |
+ StateMachine state(default_scheduler_settings); |
+ state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE); |
+ state.SetNeedsRedraw(false); |
+ state.SetVisible(true); |
+ state.SetNeedsCommit(); |
+ |
+ EXPECT_FALSE(state.BeginFrameNeeded()); |
+ |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ EXPECT_FALSE(state.BeginFrameNeeded()); |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ state.OnBeginImplFrameDeadline(); |
+ } |
+ |
+ // If commit requested, begin a main frame. |
+ { |
+ StateMachine state(default_scheduler_settings); |
+ state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE); |
+ state.SetCanStart(); |
+ state.UpdateState(state.NextAction()); |
+ state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); |
+ state.SetNeedsRedraw(false); |
+ state.SetVisible(true); |
+ state.SetNeedsCommit(); |
+ |
+ EXPECT_TRUE(state.BeginFrameNeeded()); |
+ |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); |
+ } |
+ |
+ // Begin the frame, make sure needs_commit and commit_state update correctly. |
+ { |
+ StateMachine state(default_scheduler_settings); |
+ state.SetCanStart(); |
+ state.UpdateState(state.NextAction()); |
+ state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); |
+ state.SetVisible(true); |
+ state.UpdateState(SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); |
+ EXPECT_COMMIT_STATE( |
+ SchedulerStateMachine::COMMIT_STATE_BEGIN_MAIN_FRAME_SENT); |
+ EXPECT_FALSE(state.NeedsCommit()); |
+ } |
+} |
+ |
+// Explicitly test main_frame_before_activation_enabled = true |
+TEST(SchedulerStateMachineTest, MainFrameBeforeActivationEnabled) { |
+ SchedulerSettings scheduler_settings; |
+ scheduler_settings.impl_side_painting = true; |
+ scheduler_settings.main_frame_before_activation_enabled = true; |
+ StateMachine state(scheduler_settings); |
+ state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE); |
+ SET_UP_STATE(state) |
+ state.SetNeedsRedraw(false); |
+ state.SetNeedsCommit(); |
+ |
+ EXPECT_TRUE(state.BeginFrameNeeded()); |
+ |
+ // Commit to the pending tree. |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ state.NotifyBeginMainFrameStarted(); |
+ state.NotifyReadyToCommit(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ EXPECT_COMMIT_STATE(SchedulerStateMachine::COMMIT_STATE_IDLE); |
+ |
+ state.OnBeginImplFrameDeadline(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ // Verify that the next commit starts while there is still a pending tree. |
+ state.SetNeedsCommit(); |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ // Verify the pending commit doesn't overwrite the pending |
+ // tree until the pending tree has been activated. |
+ state.NotifyBeginMainFrameStarted(); |
+ state.NotifyReadyToCommit(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ // Verify NotifyReadyToActivate unblocks activation, draw, and |
+ // commit in that order. |
+ state.NotifyReadyToActivate(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ACTIVATE_SYNC_TREE); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ EXPECT_TRUE(state.ShouldTriggerBeginImplFrameDeadlineImmediately()); |
+ state.OnBeginImplFrameDeadline(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
+ state.DidSwapBuffers(); |
+ state.DidSwapBuffersComplete(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ EXPECT_COMMIT_STATE(SchedulerStateMachine::COMMIT_STATE_IDLE); |
+} |
+ |
+TEST(SchedulerStateMachineTest, |
+ TestFailedDrawForAnimationCheckerboardSetsNeedsCommitAndDoesNotDrawAgain) { |
+ SchedulerSettings default_scheduler_settings; |
+ StateMachine state(default_scheduler_settings); |
+ SET_UP_STATE(state) |
+ state.SetNeedsRedraw(true); |
+ EXPECT_TRUE(state.RedrawPending()); |
+ EXPECT_TRUE(state.BeginFrameNeeded()); |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ state.OnBeginImplFrameDeadline(); |
+ |
+ // We're drawing now. |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
+ state.DidSwapBuffers(); |
+ state.DidSwapBuffersComplete(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ EXPECT_FALSE(state.RedrawPending()); |
+ EXPECT_FALSE(state.CommitPending()); |
+ |
+ // Failing the draw makes us require a commit. |
+ state.DidDrawIfPossibleCompleted(DRAW_ABORTED_CHECKERBOARD_ANIMATIONS); |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); |
+ EXPECT_TRUE(state.RedrawPending()); |
+ EXPECT_TRUE(state.CommitPending()); |
+} |
+ |
+TEST(SchedulerStateMachineTest, TestFailedDrawForMissingHighResNeedsCommit) { |
+ SchedulerSettings default_scheduler_settings; |
+ StateMachine state(default_scheduler_settings); |
+ SET_UP_STATE(state) |
+ state.SetNeedsRedraw(true); |
+ EXPECT_TRUE(state.RedrawPending()); |
+ EXPECT_TRUE(state.BeginFrameNeeded()); |
+ |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ state.OnBeginImplFrameDeadline(); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
+ state.DidSwapBuffers(); |
+ state.DidSwapBuffersComplete(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ EXPECT_FALSE(state.RedrawPending()); |
+ EXPECT_FALSE(state.CommitPending()); |
+ |
+ // Missing high res content requires a commit (but not a redraw) |
+ state.DidDrawIfPossibleCompleted(DRAW_ABORTED_MISSING_HIGH_RES_CONTENT); |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); |
+ EXPECT_FALSE(state.RedrawPending()); |
+ EXPECT_TRUE(state.CommitPending()); |
+} |
+ |
+TEST(SchedulerStateMachineTest, |
+ TestsetNeedsRedrawDuringFailedDrawDoesNotRemoveNeedsRedraw) { |
+ SchedulerSettings default_scheduler_settings; |
+ StateMachine state(default_scheduler_settings); |
+ SET_UP_STATE(state) |
+ state.SetNeedsRedraw(true); |
+ EXPECT_TRUE(state.RedrawPending()); |
+ EXPECT_TRUE(state.BeginFrameNeeded()); |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ state.OnBeginImplFrameDeadline(); |
+ |
+ // We're drawing now. |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
+ state.DidSwapBuffers(); |
+ state.DidSwapBuffersComplete(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ EXPECT_FALSE(state.RedrawPending()); |
+ EXPECT_FALSE(state.CommitPending()); |
+ |
+ // While still in the same BeginMainFrame callback on the main thread, |
+ // set needs redraw again. This should not redraw. |
+ state.SetNeedsRedraw(true); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ // Failing the draw for animation checkerboards makes us require a commit. |
+ state.DidDrawIfPossibleCompleted(DRAW_ABORTED_CHECKERBOARD_ANIMATIONS); |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); |
+ EXPECT_TRUE(state.RedrawPending()); |
+} |
+ |
+TEST(SchedulerStateMachineTest, |
+ TestFailedDrawsEventuallyForceDrawAfterNextCommit) { |
+ SchedulerSettings scheduler_settings; |
+ scheduler_settings.maximum_number_of_failed_draws_before_draw_is_forced_ = 1; |
+ StateMachine state(scheduler_settings); |
+ SET_UP_STATE(state) |
+ |
+ // Start a commit. |
+ state.SetNeedsCommit(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ EXPECT_TRUE(state.CommitPending()); |
+ |
+ // Then initiate a draw. |
+ state.SetNeedsRedraw(true); |
+ state.OnBeginImplFrameDeadline(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
+ |
+ // Fail the draw. |
+ state.DidDrawIfPossibleCompleted(DRAW_ABORTED_CHECKERBOARD_ANIMATIONS); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ EXPECT_TRUE(state.BeginFrameNeeded()); |
+ EXPECT_TRUE(state.RedrawPending()); |
+ // But the commit is ongoing. |
+ EXPECT_TRUE(state.CommitPending()); |
+ |
+ // Finish the commit. Note, we should not yet be forcing a draw, but should |
+ // continue the commit as usual. |
+ state.NotifyBeginMainFrameStarted(); |
+ state.NotifyReadyToCommit(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ EXPECT_TRUE(state.RedrawPending()); |
+ |
+ // The redraw should be forced at the end of the next BeginImplFrame. |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ state.OnBeginImplFrameDeadline(); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_DRAW_AND_SWAP_FORCED); |
+ state.DidSwapBuffers(); |
+ state.DidSwapBuffersComplete(); |
+} |
+ |
+TEST(SchedulerStateMachineTest, TestFailedDrawsDoNotRestartForcedDraw) { |
+ SchedulerSettings scheduler_settings; |
+ int draw_limit = 1; |
+ scheduler_settings.maximum_number_of_failed_draws_before_draw_is_forced_ = |
+ draw_limit; |
+ scheduler_settings.impl_side_painting = true; |
+ StateMachine state(scheduler_settings); |
+ SET_UP_STATE(state) |
+ |
+ // Start a commit. |
+ state.SetNeedsCommit(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ EXPECT_TRUE(state.CommitPending()); |
+ |
+ // Then initiate a draw. |
+ state.SetNeedsRedraw(true); |
+ state.OnBeginImplFrameDeadline(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
+ |
+ // Fail the draw enough times to force a redraw, |
+ // then once more for good measure. |
+ for (int i = 0; i < draw_limit + 1; ++i) |
+ state.DidDrawIfPossibleCompleted(DRAW_ABORTED_CHECKERBOARD_ANIMATIONS); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ EXPECT_TRUE(state.BeginFrameNeeded()); |
+ EXPECT_TRUE(state.RedrawPending()); |
+ // But the commit is ongoing. |
+ EXPECT_TRUE(state.CommitPending()); |
+ EXPECT_TRUE(state.ForcedRedrawState() == |
+ SchedulerStateMachine::FORCED_REDRAW_STATE_WAITING_FOR_COMMIT); |
+ |
+ state.NotifyBeginMainFrameStarted(); |
+ state.NotifyReadyToCommit(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ EXPECT_TRUE(state.RedrawPending()); |
+ EXPECT_FALSE(state.CommitPending()); |
+ |
+ // Now force redraw should be in waiting for activation |
+ EXPECT_TRUE(state.ForcedRedrawState() == |
+ SchedulerStateMachine::FORCED_REDRAW_STATE_WAITING_FOR_ACTIVATION); |
+ |
+ // After failing additional draws, we should still be in a forced |
+ // redraw, but not back in WAITING_FOR_COMMIT. |
+ for (int i = 0; i < draw_limit + 1; ++i) |
+ state.DidDrawIfPossibleCompleted(DRAW_ABORTED_CHECKERBOARD_ANIMATIONS); |
+ EXPECT_TRUE(state.RedrawPending()); |
+ EXPECT_TRUE(state.ForcedRedrawState() == |
+ SchedulerStateMachine::FORCED_REDRAW_STATE_WAITING_FOR_ACTIVATION); |
+} |
+ |
+TEST(SchedulerStateMachineTest, TestFailedDrawIsRetriedInNextBeginImplFrame) { |
+ SchedulerSettings default_scheduler_settings; |
+ StateMachine state(default_scheduler_settings); |
+ SET_UP_STATE(state) |
+ |
+ // Start a draw. |
+ state.SetNeedsRedraw(true); |
+ EXPECT_TRUE(state.BeginFrameNeeded()); |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ state.OnBeginImplFrameDeadline(); |
+ EXPECT_TRUE(state.RedrawPending()); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
+ |
+ // Failing the draw for animation checkerboards makes us require a commit. |
+ state.DidDrawIfPossibleCompleted(DRAW_ABORTED_CHECKERBOARD_ANIMATIONS); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ EXPECT_TRUE(state.RedrawPending()); |
+ |
+ // We should not be trying to draw again now, but we have a commit pending. |
+ EXPECT_TRUE(state.BeginFrameNeeded()); |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ // We should try to draw again at the end of the next BeginImplFrame on |
+ // the impl thread. |
+ state.OnBeginImplFrameDeadline(); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
+ state.DidSwapBuffers(); |
+ state.DidSwapBuffersComplete(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+} |
+ |
+TEST(SchedulerStateMachineTest, TestDoestDrawTwiceInSameFrame) { |
+ SchedulerSettings default_scheduler_settings; |
+ StateMachine state(default_scheduler_settings); |
+ SET_UP_STATE(state) |
+ state.SetNeedsRedraw(true); |
+ |
+ // Draw the first frame. |
+ EXPECT_TRUE(state.BeginFrameNeeded()); |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ state.OnBeginImplFrameDeadline(); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
+ state.DidSwapBuffers(); |
+ state.DidDrawIfPossibleCompleted(DRAW_SUCCESS); |
+ state.DidSwapBuffersComplete(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ // Before the next BeginImplFrame, set needs redraw again. |
+ // This should not redraw until the next BeginImplFrame. |
+ state.SetNeedsRedraw(true); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ // Move to another frame. This should now draw. |
+ EXPECT_TRUE(state.BeginFrameNeeded()); |
+ state.OnBeginImplFrame(); |
+ |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ state.OnBeginImplFrameDeadline(); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
+ state.DidSwapBuffers(); |
+ state.DidDrawIfPossibleCompleted(DRAW_SUCCESS); |
+ state.DidSwapBuffersComplete(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ // We just swapped, so we should proactively request another BeginImplFrame. |
+ EXPECT_TRUE(state.BeginFrameNeeded()); |
+} |
+ |
+TEST(SchedulerStateMachineTest, TestNextActionDrawsOnBeginImplFrame) { |
+ SchedulerSettings default_scheduler_settings; |
+ |
+ // When not in BeginImplFrame deadline, or in BeginImplFrame deadline |
+ // but not visible, don't draw. |
+ size_t num_commit_states = |
+ sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState); |
+ size_t num_begin_impl_frame_states = |
+ sizeof(all_begin_impl_frame_states) / |
+ sizeof(SchedulerStateMachine::BeginImplFrameState); |
+ for (size_t i = 0; i < num_commit_states; ++i) { |
+ for (size_t j = 0; j < num_begin_impl_frame_states; ++j) { |
+ StateMachine state(default_scheduler_settings); |
+ state.SetCanStart(); |
+ state.UpdateState(state.NextAction()); |
+ state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); |
+ state.SetCommitState(all_commit_states[i]); |
+ state.SetBeginImplFrameState(all_begin_impl_frame_states[j]); |
+ bool visible = |
+ (all_begin_impl_frame_states[j] != |
+ SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE); |
+ state.SetVisible(visible); |
+ |
+ // Case 1: needs_commit=false |
+ EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
+ state.NextAction()); |
+ |
+ // Case 2: needs_commit=true |
+ state.SetNeedsCommit(); |
+ EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
+ state.NextAction()) |
+ << state.AsValue()->ToString(); |
+ } |
+ } |
+ |
+ // When in BeginImplFrame deadline we should always draw for SetNeedsRedraw |
+ // except if we're ready to commit, in which case we expect a commit first. |
+ for (size_t i = 0; i < num_commit_states; ++i) { |
+ StateMachine state(default_scheduler_settings); |
+ state.SetCanStart(); |
+ state.UpdateState(state.NextAction()); |
+ state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); |
+ state.SetCanDraw(true); |
+ state.SetCommitState(all_commit_states[i]); |
+ state.SetBeginImplFrameState( |
+ SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE); |
+ |
+ state.SetNeedsRedraw(true); |
+ state.SetVisible(true); |
+ |
+ SchedulerStateMachine::Action expected_action; |
+ if (all_commit_states[i] == |
+ SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT) { |
+ expected_action = SchedulerStateMachine::ACTION_COMMIT; |
+ } else { |
+ expected_action = SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE; |
+ EXPECT_ACTION(SchedulerStateMachine::ACTION_ANIMATE); |
+ state.UpdateState(state.NextAction()); |
+ } |
+ |
+ // Case 1: needs_commit=false. |
+ EXPECT_ACTION(expected_action); |
+ |
+ // Case 2: needs_commit=true. |
+ state.SetNeedsCommit(); |
+ EXPECT_ACTION(expected_action); |
+ } |
+} |
+ |
+TEST(SchedulerStateMachineTest, TestNoCommitStatesRedrawWhenInvisible) { |
+ SchedulerSettings default_scheduler_settings; |
+ |
+ 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 BeginImplFrame. |
+ for (size_t j = 0; j < 2; ++j) { |
+ StateMachine state(default_scheduler_settings); |
+ state.SetCanStart(); |
+ state.UpdateState(state.NextAction()); |
+ state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); |
+ state.SetCommitState(all_commit_states[i]); |
+ state.SetVisible(false); |
+ state.SetNeedsRedraw(true); |
+ if (j == 1) { |
+ state.SetBeginImplFrameState( |
+ SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE); |
+ } |
+ |
+ // Case 1: needs_commit=false. |
+ EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
+ state.NextAction()); |
+ |
+ // Case 2: needs_commit=true. |
+ state.SetNeedsCommit(); |
+ EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
+ state.NextAction()) |
+ << state.AsValue()->ToString(); |
+ } |
+ } |
+} |
+ |
+TEST(SchedulerStateMachineTest, TestCanRedraw_StopsDraw) { |
+ SchedulerSettings default_scheduler_settings; |
+ |
+ 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 BeginImplFrame. |
+ for (size_t j = 0; j < 2; ++j) { |
+ StateMachine state(default_scheduler_settings); |
+ state.SetCanStart(); |
+ state.UpdateState(state.NextAction()); |
+ state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); |
+ state.SetCommitState(all_commit_states[i]); |
+ state.SetVisible(false); |
+ state.SetNeedsRedraw(true); |
+ if (j == 1) |
+ state.OnBeginImplFrame(); |
+ |
+ state.SetCanDraw(false); |
+ EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
+ state.NextAction()); |
+ } |
+ } |
+} |
+ |
+TEST(SchedulerStateMachineTest, |
+ TestCanRedrawWithWaitingForFirstDrawMakesProgress) { |
+ SchedulerSettings default_scheduler_settings; |
+ StateMachine state(default_scheduler_settings); |
+ state.SetCanStart(); |
+ state.UpdateState(state.NextAction()); |
+ state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); |
+ |
+ state.SetActiveTreeNeedsFirstDraw(true); |
+ state.SetNeedsCommit(); |
+ state.SetNeedsRedraw(true); |
+ state.SetVisible(true); |
+ state.SetCanDraw(false); |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ state.NotifyBeginMainFrameStarted(); |
+ state.NotifyReadyToCommit(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
+ state.OnBeginImplFrameDeadline(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+} |
+ |
+TEST(SchedulerStateMachineTest, TestSetNeedsCommitIsNotLost) { |
+ SchedulerSettings scheduler_settings; |
+ StateMachine state(scheduler_settings); |
+ SET_UP_STATE(state) |
+ state.SetNeedsCommit(); |
+ |
+ EXPECT_TRUE(state.BeginFrameNeeded()); |
+ |
+ // Begin the frame. |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); |
+ EXPECT_COMMIT_STATE( |
+ SchedulerStateMachine::COMMIT_STATE_BEGIN_MAIN_FRAME_SENT); |
+ |
+ // Now, while the frame is in progress, set another commit. |
+ state.SetNeedsCommit(); |
+ EXPECT_TRUE(state.NeedsCommit()); |
+ |
+ // Let the frame finish. |
+ state.NotifyBeginMainFrameStarted(); |
+ state.NotifyReadyToCommit(); |
+ EXPECT_COMMIT_STATE(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT); |
+ |
+ // Expect to commit regardless of BeginImplFrame state. |
+ EXPECT_IMPL_FRAME_STATE( |
+ SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING); |
+ EXPECT_ACTION(SchedulerStateMachine::ACTION_COMMIT); |
+ |
+ state.OnBeginImplFrameDeadlinePending(); |
+ EXPECT_IMPL_FRAME_STATE( |
+ SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME); |
+ EXPECT_ACTION(SchedulerStateMachine::ACTION_COMMIT); |
+ |
+ state.OnBeginImplFrameDeadline(); |
+ EXPECT_IMPL_FRAME_STATE( |
+ SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE); |
+ EXPECT_ACTION(SchedulerStateMachine::ACTION_COMMIT); |
+ |
+ state.OnBeginImplFrameIdle(); |
+ EXPECT_IMPL_FRAME_STATE(SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_IDLE); |
+ EXPECT_ACTION(SchedulerStateMachine::ACTION_COMMIT); |
+ |
+ state.OnBeginImplFrame(); |
+ EXPECT_IMPL_FRAME_STATE( |
+ SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING); |
+ EXPECT_ACTION(SchedulerStateMachine::ACTION_COMMIT); |
+ |
+ // Finish the commit, then make sure we start the next commit immediately |
+ // and draw on the next BeginImplFrame. |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ state.OnBeginImplFrameDeadline(); |
+ |
+ EXPECT_TRUE(state.active_tree_needs_first_draw()); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
+ state.DidSwapBuffers(); |
+ state.DidDrawIfPossibleCompleted(DRAW_SUCCESS); |
+ state.DidSwapBuffersComplete(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+} |
+ |
+TEST(SchedulerStateMachineTest, TestFullCycle) { |
+ SchedulerSettings default_scheduler_settings; |
+ StateMachine state(default_scheduler_settings); |
+ SET_UP_STATE(state) |
+ |
+ // Start clean and set commit. |
+ state.SetNeedsCommit(); |
+ |
+ // Begin the frame. |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); |
+ EXPECT_COMMIT_STATE( |
+ SchedulerStateMachine::COMMIT_STATE_BEGIN_MAIN_FRAME_SENT); |
+ EXPECT_FALSE(state.NeedsCommit()); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ // Tell the scheduler the frame finished. |
+ state.NotifyBeginMainFrameStarted(); |
+ state.NotifyReadyToCommit(); |
+ EXPECT_COMMIT_STATE(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT); |
+ |
+ // Commit. |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
+ EXPECT_TRUE(state.active_tree_needs_first_draw()); |
+ EXPECT_TRUE(state.needs_redraw()); |
+ |
+ // Expect to do nothing until BeginImplFrame deadline |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ // At BeginImplFrame deadline, draw. |
+ state.OnBeginImplFrameDeadline(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
+ state.DidSwapBuffers(); |
+ state.DidDrawIfPossibleCompleted(DRAW_SUCCESS); |
+ state.DidSwapBuffersComplete(); |
+ |
+ // Should be synchronized, no draw needed, no action needed. |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ EXPECT_COMMIT_STATE(SchedulerStateMachine::COMMIT_STATE_IDLE); |
+ EXPECT_FALSE(state.needs_redraw()); |
+} |
+ |
+TEST(SchedulerStateMachineTest, TestFullCycleWithMainThreadLowLatencyMode) { |
+ SchedulerSettings scheduler_settings; |
+ scheduler_settings.main_thread_should_always_be_low_latency = true; |
+ StateMachine state(scheduler_settings); |
+ SET_UP_STATE(state) |
+ |
+ // Start clean and set commit. |
+ state.SetNeedsCommit(); |
+ |
+ // Begin the frame. |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); |
+ EXPECT_COMMIT_STATE( |
+ SchedulerStateMachine::COMMIT_STATE_BEGIN_MAIN_FRAME_SENT); |
+ EXPECT_FALSE(state.NeedsCommit()); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ // Tell the scheduler the frame finished. |
+ state.NotifyBeginMainFrameStarted(); |
+ state.NotifyReadyToCommit(); |
+ EXPECT_COMMIT_STATE(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT); |
+ |
+ // Commit. |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
+ EXPECT_TRUE(state.active_tree_needs_first_draw()); |
+ EXPECT_TRUE(state.needs_redraw()); |
+ |
+ // Now commit should wait for draw. |
+ EXPECT_COMMIT_STATE(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_DRAW); |
+ |
+ // Swap throttled. Do not draw. |
+ state.DidSwapBuffers(); |
+ state.OnBeginImplFrameDeadline(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ state.DidSwapBuffersComplete(); |
+ |
+ // Haven't draw since last commit, do not begin new main frame. |
+ state.SetNeedsCommit(); |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ // At BeginImplFrame deadline, draw. |
+ state.OnBeginImplFrameDeadline(); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
+ state.DidSwapBuffers(); |
+ state.DidDrawIfPossibleCompleted(DRAW_SUCCESS); |
+ state.DidSwapBuffersComplete(); |
+ |
+ // Now will be able to start main frame. |
+ EXPECT_COMMIT_STATE(SchedulerStateMachine::COMMIT_STATE_IDLE); |
+ EXPECT_FALSE(state.needs_redraw()); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); |
+} |
+ |
+TEST(SchedulerStateMachineTest, |
+ TestFullCycleWithMainThreadLowLatencyMode_ImplSidePaint) { |
+ SchedulerSettings scheduler_settings; |
+ scheduler_settings.main_thread_should_always_be_low_latency = true; |
+ scheduler_settings.impl_side_painting = true; |
+ StateMachine state(scheduler_settings); |
+ SET_UP_STATE(state) |
+ |
+ // Start clean and set commit. |
+ state.SetNeedsCommit(); |
+ |
+ // Begin the frame. |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); |
+ EXPECT_COMMIT_STATE( |
+ SchedulerStateMachine::COMMIT_STATE_BEGIN_MAIN_FRAME_SENT); |
+ EXPECT_FALSE(state.NeedsCommit()); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ // Tell the scheduler the frame finished. |
+ state.NotifyBeginMainFrameStarted(); |
+ state.NotifyReadyToCommit(); |
+ EXPECT_COMMIT_STATE(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT); |
+ |
+ // Commit. |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
+ |
+ // Now commit should wait for activation. |
+ EXPECT_COMMIT_STATE( |
+ SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_ACTIVATION); |
+ |
+ // No activation yet, so this commit is not drawn yet. Force to draw this |
+ // frame, and still block BeginMainFrame. |
+ state.SetNeedsRedraw(true); |
+ state.SetNeedsCommit(); |
+ state.OnBeginImplFrameDeadline(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ // Cannot BeginMainFrame yet since last commit is not yet activated and drawn. |
+ state.OnBeginImplFrame(); |
+ EXPECT_COMMIT_STATE( |
+ SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_ACTIVATION); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ // Now activate sync tree. |
+ state.NotifyReadyToActivate(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ACTIVATE_SYNC_TREE); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ EXPECT_TRUE(state.active_tree_needs_first_draw()); |
+ EXPECT_TRUE(state.needs_redraw()); |
+ EXPECT_COMMIT_STATE(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_DRAW); |
+ |
+ // Swap throttled. Do not draw. |
+ state.DidSwapBuffers(); |
+ state.OnBeginImplFrameDeadline(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ state.DidSwapBuffersComplete(); |
+ |
+ // Haven't draw since last commit, do not begin new main frame. |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ // At BeginImplFrame deadline, draw. This draws unblocks BeginMainFrame. |
+ state.OnBeginImplFrameDeadline(); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
+ state.DidSwapBuffers(); |
+ state.DidDrawIfPossibleCompleted(DRAW_SUCCESS); |
+ state.DidSwapBuffersComplete(); |
+ |
+ // Now will be able to start main frame. |
+ EXPECT_COMMIT_STATE(SchedulerStateMachine::COMMIT_STATE_IDLE); |
+ EXPECT_FALSE(state.needs_redraw()); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); |
+} |
+ |
+TEST(SchedulerStateMachineTest, TestFullCycleWithCommitRequestInbetween) { |
+ SchedulerSettings default_scheduler_settings; |
+ StateMachine state(default_scheduler_settings); |
+ SET_UP_STATE(state) |
+ |
+ // Start clean and set commit. |
+ state.SetNeedsCommit(); |
+ |
+ // Begin the frame. |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); |
+ EXPECT_COMMIT_STATE( |
+ SchedulerStateMachine::COMMIT_STATE_BEGIN_MAIN_FRAME_SENT); |
+ EXPECT_FALSE(state.NeedsCommit()); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ // Request another commit while the commit is in flight. |
+ state.SetNeedsCommit(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ // Tell the scheduler the frame finished. |
+ state.NotifyBeginMainFrameStarted(); |
+ state.NotifyReadyToCommit(); |
+ EXPECT_COMMIT_STATE(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT); |
+ |
+ // First commit. |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
+ EXPECT_TRUE(state.active_tree_needs_first_draw()); |
+ EXPECT_TRUE(state.needs_redraw()); |
+ |
+ // Expect to do nothing until BeginImplFrame deadline. |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ // At BeginImplFrame deadline, draw. |
+ state.OnBeginImplFrameDeadline(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
+ state.DidSwapBuffers(); |
+ state.DidDrawIfPossibleCompleted(DRAW_SUCCESS); |
+ state.DidSwapBuffersComplete(); |
+ |
+ // Should be synchronized, no draw needed, no action needed. |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ EXPECT_COMMIT_STATE(SchedulerStateMachine::COMMIT_STATE_IDLE); |
+ EXPECT_FALSE(state.needs_redraw()); |
+ |
+ // Next BeginImplFrame should initiate second commit. |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); |
+} |
+ |
+TEST(SchedulerStateMachineTest, TestRequestCommitInvisible) { |
+ SchedulerSettings default_scheduler_settings; |
+ StateMachine state(default_scheduler_settings); |
+ state.SetCanStart(); |
+ state.UpdateState(state.NextAction()); |
+ state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); |
+ state.SetNeedsCommit(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+} |
+ |
+// See ThreadProxy::BeginMainFrame "EarlyOut_NotVisible" / |
+// "EarlyOut_OutputSurfaceLost" cases. |
+TEST(SchedulerStateMachineTest, TestAbortBeginMainFrameBecauseInvisible) { |
+ SchedulerSettings default_scheduler_settings; |
+ StateMachine state(default_scheduler_settings); |
+ SET_UP_STATE(state) |
+ |
+ // Start clean and set commit. |
+ state.SetNeedsCommit(); |
+ |
+ // Begin the frame while visible. |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); |
+ EXPECT_COMMIT_STATE( |
+ SchedulerStateMachine::COMMIT_STATE_BEGIN_MAIN_FRAME_SENT); |
+ EXPECT_FALSE(state.NeedsCommit()); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ // Become invisible and abort BeginMainFrame. |
+ state.SetVisible(false); |
+ state.BeginMainFrameAborted(CommitEarlyOutReason::ABORTED_NOT_VISIBLE); |
+ |
+ // NeedsCommit should now be true again because we never actually did a |
+ // commit. |
+ EXPECT_TRUE(state.NeedsCommit()); |
+ |
+ // We should now be back in the idle state as if we never started the frame. |
+ EXPECT_COMMIT_STATE(SchedulerStateMachine::COMMIT_STATE_IDLE); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ // We shouldn't do anything on the BeginImplFrame deadline. |
+ state.OnBeginImplFrameDeadline(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ // Become visible again. |
+ state.SetVisible(true); |
+ |
+ // Although we have aborted on this frame and haven't cancelled the commit |
+ // (i.e. need another), don't send another BeginMainFrame yet. |
+ EXPECT_COMMIT_STATE(SchedulerStateMachine::COMMIT_STATE_IDLE); |
+ EXPECT_ACTION(SchedulerStateMachine::ACTION_NONE); |
+ EXPECT_TRUE(state.NeedsCommit()); |
+ |
+ // Start a new frame. |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); |
+ |
+ // We should be starting the commit now. |
+ EXPECT_COMMIT_STATE( |
+ SchedulerStateMachine::COMMIT_STATE_BEGIN_MAIN_FRAME_SENT); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+} |
+ |
+// See ThreadProxy::BeginMainFrame "EarlyOut_NoUpdates" case. |
+TEST(SchedulerStateMachineTest, TestAbortBeginMainFrameBecauseCommitNotNeeded) { |
+ SchedulerSettings default_scheduler_settings; |
+ StateMachine state(default_scheduler_settings); |
+ state.SetCanStart(); |
+ state.UpdateState(state.NextAction()); |
+ state.DidCreateAndInitializeOutputSurface(); |
+ state.SetVisible(true); |
+ state.SetCanDraw(true); |
+ |
+ // Get into a begin frame / commit state. |
+ state.SetNeedsCommit(); |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); |
+ EXPECT_COMMIT_STATE( |
+ SchedulerStateMachine::COMMIT_STATE_BEGIN_MAIN_FRAME_SENT); |
+ EXPECT_FALSE(state.NeedsCommit()); |
+ EXPECT_ACTION(SchedulerStateMachine::ACTION_NONE); |
+ |
+ // Abort the commit, true means that the BeginMainFrame was sent but there |
+ // was no work to do on the main thread. |
+ state.BeginMainFrameAborted(CommitEarlyOutReason::FINISHED_NO_UPDATES); |
+ |
+ // NeedsCommit should now be false because the commit was actually handled. |
+ EXPECT_FALSE(state.NeedsCommit()); |
+ |
+ // Even though the commit was aborted, we still expect to draw the new frame. |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ state.OnBeginImplFrameDeadline(); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
+ state.DidSwapBuffers(); |
+ state.DidSwapBuffersComplete(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ // Verify another commit doesn't start on another frame either. |
+ EXPECT_FALSE(state.NeedsCommit()); |
+ EXPECT_COMMIT_STATE(SchedulerStateMachine::COMMIT_STATE_IDLE); |
+ |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ state.OnBeginImplFrameDeadline(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ // Verify another commit can start if requested, though. |
+ state.SetNeedsCommit(); |
+ EXPECT_COMMIT_STATE(SchedulerStateMachine::COMMIT_STATE_IDLE); |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION(SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); |
+} |
+ |
+TEST(SchedulerStateMachineTest, TestFirstContextCreation) { |
+ SchedulerSettings default_scheduler_settings; |
+ StateMachine state(default_scheduler_settings); |
+ state.SetCanStart(); |
+ state.SetVisible(true); |
+ state.SetCanDraw(true); |
+ |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION); |
+ state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ // Check that the first init does not SetNeedsCommit. |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ state.OnBeginImplFrameDeadline(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ // Check that a needs commit initiates a BeginMainFrame. |
+ state.SetNeedsCommit(); |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); |
+} |
+ |
+TEST(SchedulerStateMachineTest, TestContextLostWhenCompletelyIdle) { |
+ SchedulerSettings default_scheduler_settings; |
+ StateMachine state(default_scheduler_settings); |
+ SET_UP_STATE(state) |
+ |
+ EXPECT_NE(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
+ state.NextAction()); |
+ state.DidLoseOutputSurface(); |
+ |
+ EXPECT_ACTION(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION); |
+ state.UpdateState(state.NextAction()); |
+ |
+ // Once context recreation begins, nothing should happen. |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ // Recreate the context. |
+ state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); |
+ |
+ // When the context is recreated, we should begin a commit. |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); |
+} |
+ |
+TEST(SchedulerStateMachineTest, |
+ TestContextLostWhenIdleAndCommitRequestedWhileRecreating) { |
+ SchedulerSettings default_scheduler_settings; |
+ // We use impl side painting because it's the more complicated version. |
+ default_scheduler_settings.impl_side_painting = true; |
+ StateMachine state(default_scheduler_settings); |
+ SET_UP_STATE(state) |
+ |
+ EXPECT_NE(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
+ state.NextAction()); |
+ state.DidLoseOutputSurface(); |
+ EXPECT_EQ(state.output_surface_state(), |
+ SchedulerStateMachine::OUTPUT_SURFACE_LOST); |
+ |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ // Once context recreation begins, nothing should happen. |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ state.OnBeginImplFrameDeadline(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ // While context is recreating, commits shouldn't begin. |
+ state.SetNeedsCommit(); |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ state.OnBeginImplFrameDeadline(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ // Recreate the context |
+ state.DidCreateAndInitializeOutputSurface(); |
+ EXPECT_EQ(state.output_surface_state(), |
+ SchedulerStateMachine::OUTPUT_SURFACE_WAITING_FOR_FIRST_COMMIT); |
+ EXPECT_FALSE(state.RedrawPending()); |
+ |
+ // When the context is recreated, we wait until the next BeginImplFrame |
+ // before starting. |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ // When the BeginFrame comes in we should begin a commit |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ EXPECT_COMMIT_STATE( |
+ SchedulerStateMachine::COMMIT_STATE_BEGIN_MAIN_FRAME_SENT); |
+ |
+ // Until that commit finishes, we shouldn't be drawing or animate. |
+ state.OnBeginImplFrameDeadline(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ // Finish the commit, which should make the surface active. |
+ state.NotifyBeginMainFrameStarted(); |
+ state.NotifyReadyToCommit(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
+ EXPECT_EQ(state.output_surface_state(), |
+ SchedulerStateMachine::OUTPUT_SURFACE_WAITING_FOR_FIRST_ACTIVATION); |
+ state.NotifyReadyToActivate(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ACTIVATE_SYNC_TREE); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ EXPECT_EQ(state.output_surface_state(), |
+ SchedulerStateMachine::OUTPUT_SURFACE_ACTIVE); |
+ |
+ // Finishing the first commit after initializing an output surface should |
+ // automatically cause a redraw. |
+ EXPECT_TRUE(state.RedrawPending()); |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ state.OnBeginImplFrameDeadline(); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ EXPECT_FALSE(state.RedrawPending()); |
+ |
+ // Next frame as no work to do. |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ state.OnBeginImplFrameDeadline(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ // Once the context is recreated, whether we draw should be based on |
+ // SetCanDraw if waiting on first draw after activate. |
+ state.SetNeedsRedraw(true); |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ state.OnBeginImplFrameDeadline(); |
+ EXPECT_ACTION(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
+ state.SetCanDraw(false); |
+ EXPECT_ACTION(SchedulerStateMachine::ACTION_NONE); |
+ state.SetCanDraw(true); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ // Once the context is recreated, whether we draw should be based on |
+ // SetCanDraw if waiting on first draw after activate. |
+ state.SetNeedsRedraw(true); |
+ state.SetNeedsCommit(); |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ // Activate so we need the first draw |
+ state.NotifyBeginMainFrameStarted(); |
+ state.NotifyReadyToCommit(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
+ state.NotifyReadyToActivate(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ACTIVATE_SYNC_TREE); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ EXPECT_TRUE(state.active_tree_needs_first_draw()); |
+ EXPECT_TRUE(state.needs_redraw()); |
+ |
+ state.OnBeginImplFrameDeadline(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); |
+ EXPECT_ACTION(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
+ state.SetCanDraw(false); |
+ EXPECT_ACTION(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT); |
+ state.SetCanDraw(true); |
+ EXPECT_ACTION(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
+} |
+ |
+TEST(SchedulerStateMachineTest, TestContextLostWhileCommitInProgress) { |
+ SchedulerSettings scheduler_settings; |
+ StateMachine state(scheduler_settings); |
+ SET_UP_STATE(state) |
+ |
+ // Get a commit in flight. |
+ state.SetNeedsCommit(); |
+ |
+ // Set damage and expect a draw. |
+ state.SetNeedsRedraw(true); |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ state.OnBeginImplFrameDeadline(); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
+ state.DidSwapBuffers(); |
+ state.DidSwapBuffersComplete(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ // Cause a lost context while the BeginMainFrame is in flight. |
+ state.DidLoseOutputSurface(); |
+ |
+ // Ask for another draw. Expect nothing happens. |
+ state.SetNeedsRedraw(true); |
+ EXPECT_ACTION(SchedulerStateMachine::ACTION_NONE); |
+ |
+ // Finish the frame, and commit. |
+ state.NotifyBeginMainFrameStarted(); |
+ state.NotifyReadyToCommit(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
+ |
+ // We will abort the draw when the output surface is lost if we are |
+ // waiting for the first draw to unblock the main thread. |
+ EXPECT_TRUE(state.active_tree_needs_first_draw()); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT); |
+ |
+ // Expect to begin context recreation only in BEGIN_IMPL_FRAME_STATE_IDLE |
+ EXPECT_IMPL_FRAME_STATE(SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_IDLE); |
+ EXPECT_ACTION(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION); |
+ |
+ state.OnBeginImplFrame(); |
+ EXPECT_IMPL_FRAME_STATE( |
+ SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING); |
+ EXPECT_ACTION(SchedulerStateMachine::ACTION_NONE); |
+ |
+ state.OnBeginImplFrameDeadlinePending(); |
+ EXPECT_IMPL_FRAME_STATE( |
+ SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME); |
+ EXPECT_ACTION(SchedulerStateMachine::ACTION_NONE); |
+ |
+ state.OnBeginImplFrameDeadline(); |
+ EXPECT_IMPL_FRAME_STATE( |
+ SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE); |
+ EXPECT_ACTION(SchedulerStateMachine::ACTION_NONE); |
+} |
+ |
+TEST(SchedulerStateMachineTest, |
+ TestContextLostWhileCommitInProgressAndAnotherCommitRequested) { |
+ SchedulerSettings scheduler_settings; |
+ StateMachine state(scheduler_settings); |
+ SET_UP_STATE(state) |
+ |
+ // Get a commit in flight. |
+ state.SetNeedsCommit(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ // Set damage and expect a draw. |
+ state.SetNeedsRedraw(true); |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ state.OnBeginImplFrameDeadline(); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
+ state.DidSwapBuffers(); |
+ state.DidSwapBuffersComplete(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ // Cause a lost context while the BeginMainFrame is in flight. |
+ state.DidLoseOutputSurface(); |
+ |
+ // Ask for another draw and also set needs commit. Expect nothing happens. |
+ state.SetNeedsRedraw(true); |
+ state.SetNeedsCommit(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ // Finish the frame, and commit. |
+ state.NotifyBeginMainFrameStarted(); |
+ state.NotifyReadyToCommit(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
+ EXPECT_TRUE(state.active_tree_needs_first_draw()); |
+ |
+ // Because the output surface is missing, we expect the draw to abort. |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT); |
+ |
+ // Expect to begin context recreation only in BEGIN_IMPL_FRAME_STATE_IDLE |
+ EXPECT_IMPL_FRAME_STATE(SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_IDLE); |
+ EXPECT_ACTION(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION); |
+ |
+ state.OnBeginImplFrame(); |
+ EXPECT_IMPL_FRAME_STATE( |
+ SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING); |
+ EXPECT_ACTION(SchedulerStateMachine::ACTION_NONE); |
+ |
+ state.OnBeginImplFrameDeadlinePending(); |
+ EXPECT_IMPL_FRAME_STATE( |
+ SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME); |
+ EXPECT_ACTION(SchedulerStateMachine::ACTION_NONE); |
+ |
+ state.OnBeginImplFrameDeadline(); |
+ EXPECT_IMPL_FRAME_STATE( |
+ SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE); |
+ EXPECT_ACTION(SchedulerStateMachine::ACTION_NONE); |
+ |
+ state.OnBeginImplFrameIdle(); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION); |
+ |
+ // After we get a new output surface, the commit flow should start. |
+ state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ state.NotifyBeginMainFrameStarted(); |
+ state.NotifyReadyToCommit(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ state.OnBeginImplFrameDeadline(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
+ state.DidSwapBuffers(); |
+ state.DidSwapBuffersComplete(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+} |
+ |
+TEST(SchedulerStateMachineTest, DontDrawBeforeCommitAfterLostOutputSurface) { |
+ SchedulerSettings default_scheduler_settings; |
+ StateMachine state(default_scheduler_settings); |
+ SET_UP_STATE(state) |
+ |
+ state.SetNeedsRedraw(true); |
+ |
+ // Cause a lost output surface, and restore it. |
+ state.DidLoseOutputSurface(); |
+ EXPECT_ACTION(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION); |
+ state.UpdateState(state.NextAction()); |
+ state.DidCreateAndInitializeOutputSurface(); |
+ |
+ EXPECT_FALSE(state.RedrawPending()); |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION(SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); |
+} |
+ |
+TEST(SchedulerStateMachineTest, |
+ TestPendingActivationsShouldBeForcedAfterLostOutputSurface) { |
+ SchedulerSettings settings; |
+ settings.impl_side_painting = true; |
+ StateMachine state(settings); |
+ SET_UP_STATE(state) |
+ |
+ state.SetCommitState( |
+ SchedulerStateMachine::COMMIT_STATE_BEGIN_MAIN_FRAME_SENT); |
+ |
+ // Cause a lost context. |
+ state.DidLoseOutputSurface(); |
+ |
+ state.NotifyBeginMainFrameStarted(); |
+ state.NotifyReadyToCommit(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
+ |
+ EXPECT_TRUE(state.PendingActivationsShouldBeForced()); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ACTIVATE_SYNC_TREE); |
+ |
+ EXPECT_TRUE(state.PendingDrawsShouldBeAborted()); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT); |
+} |
+ |
+TEST(SchedulerStateMachineTest, TestNoBeginMainFrameWhenInvisible) { |
+ SchedulerSettings default_scheduler_settings; |
+ StateMachine state(default_scheduler_settings); |
+ state.SetCanStart(); |
+ state.UpdateState(state.NextAction()); |
+ state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); |
+ state.SetVisible(false); |
+ state.SetNeedsCommit(); |
+ EXPECT_ACTION(SchedulerStateMachine::ACTION_NONE); |
+} |
+ |
+TEST(SchedulerStateMachineTest, TestFinishCommitWhenCommitInProgress) { |
+ SchedulerSettings default_scheduler_settings; |
+ StateMachine state(default_scheduler_settings); |
+ state.SetCanStart(); |
+ state.UpdateState(state.NextAction()); |
+ state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); |
+ state.SetVisible(false); |
+ state.SetCommitState( |
+ SchedulerStateMachine::COMMIT_STATE_BEGIN_MAIN_FRAME_SENT); |
+ state.SetNeedsCommit(); |
+ |
+ state.NotifyBeginMainFrameStarted(); |
+ state.NotifyReadyToCommit(); |
+ EXPECT_ACTION(SchedulerStateMachine::ACTION_COMMIT); |
+ state.UpdateState(state.NextAction()); |
+ |
+ EXPECT_TRUE(state.active_tree_needs_first_draw()); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT); |
+} |
+ |
+TEST(SchedulerStateMachineTest, TestInitialActionsWhenContextLost) { |
+ SchedulerSettings default_scheduler_settings; |
+ StateMachine state(default_scheduler_settings); |
+ SET_UP_STATE(state) |
+ state.SetNeedsCommit(); |
+ state.DidLoseOutputSurface(); |
+ |
+ // When we are visible, we normally want to begin output surface creation |
+ // as soon as possible. |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION); |
+ |
+ state.DidCreateAndInitializeOutputSurface(); |
+ EXPECT_EQ(state.output_surface_state(), |
+ SchedulerStateMachine::OUTPUT_SURFACE_WAITING_FOR_FIRST_COMMIT); |
+ |
+ // We should not send a BeginMainFrame when we are invisible, even if we've |
+ // lost the output surface and are trying to get the first commit, since the |
+ // main thread will just abort anyway. |
+ state.SetVisible(false); |
+ EXPECT_ACTION(SchedulerStateMachine::ACTION_NONE); |
+} |
+ |
+TEST(SchedulerStateMachineTest, ReportIfNotDrawing) { |
+ SchedulerSettings default_scheduler_settings; |
+ StateMachine state(default_scheduler_settings); |
+ SET_UP_STATE(state) |
+ EXPECT_FALSE(state.PendingDrawsShouldBeAborted()); |
+ |
+ state.SetCanDraw(false); |
+ state.SetVisible(true); |
+ EXPECT_TRUE(state.PendingDrawsShouldBeAborted()); |
+ |
+ state.SetCanDraw(true); |
+ state.SetVisible(false); |
+ EXPECT_TRUE(state.PendingDrawsShouldBeAborted()); |
+ |
+ state.SetCanDraw(false); |
+ state.SetVisible(false); |
+ EXPECT_TRUE(state.PendingDrawsShouldBeAborted()); |
+ |
+ state.SetCanDraw(true); |
+ state.SetVisible(true); |
+ EXPECT_FALSE(state.PendingDrawsShouldBeAborted()); |
+} |
+ |
+TEST(SchedulerStateMachineTest, |
+ TestTriggerDeadlineImmediatelyAfterAbortedCommit) { |
+ SchedulerSettings settings; |
+ settings.impl_side_painting = true; |
+ StateMachine state(settings); |
+ SET_UP_STATE(state) |
+ |
+ // This test mirrors what happens during the first frame of a scroll gesture. |
+ // First we get the input event and a BeginFrame. |
+ state.OnBeginImplFrame(); |
+ |
+ // As a response the compositor requests a redraw and a commit to tell the |
+ // main thread about the new scroll offset. |
+ state.SetNeedsRedraw(true); |
+ state.SetNeedsCommit(); |
+ |
+ // We should start the commit normally. |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ // Since only the scroll offset changed, the main thread will abort the |
+ // commit. |
+ state.BeginMainFrameAborted(CommitEarlyOutReason::FINISHED_NO_UPDATES); |
+ |
+ // Since the commit was aborted, we should draw right away instead of waiting |
+ // for the deadline. |
+ EXPECT_TRUE(state.ShouldTriggerBeginImplFrameDeadlineImmediately()); |
+} |
+ |
+void FinishPreviousCommitAndDrawWithoutExitingDeadline( |
+ StateMachine* state_ptr) { |
+ // Gross, but allows us to use macros below. |
+ StateMachine& state = *state_ptr; |
+ |
+ state.NotifyBeginMainFrameStarted(); |
+ state.NotifyReadyToCommit(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ state.NotifyReadyToActivate(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ACTIVATE_SYNC_TREE); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ EXPECT_TRUE(state.ShouldTriggerBeginImplFrameDeadlineImmediately()); |
+ state.OnBeginImplFrameDeadline(); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
+ state.DidSwapBuffers(); |
+} |
+ |
+TEST(SchedulerStateMachineTest, TestImplLatencyTakesPriority) { |
+ SchedulerSettings settings; |
+ settings.impl_side_painting = true; |
+ StateMachine state(settings); |
+ SET_UP_STATE(state) |
+ |
+ // This test ensures that impl-draws are prioritized over main thread updates |
+ // in prefer impl latency mode. |
+ state.SetNeedsRedraw(true); |
+ state.SetNeedsCommit(); |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ // Verify the deadline is not triggered early until we enter |
+ // prefer impl latency mode. |
+ EXPECT_FALSE(state.ShouldTriggerBeginImplFrameDeadlineImmediately()); |
+ state.SetImplLatencyTakesPriority(true); |
+ EXPECT_TRUE(state.ShouldTriggerBeginImplFrameDeadlineImmediately()); |
+ |
+ // Trigger the deadline. |
+ state.OnBeginImplFrameDeadline(); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
+ state.DidSwapBuffers(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ state.DidSwapBuffersComplete(); |
+ |
+ // Request a new commit and finish the previous one. |
+ state.SetNeedsCommit(); |
+ FinishPreviousCommitAndDrawWithoutExitingDeadline(&state); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ state.DidSwapBuffersComplete(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ // Finish the previous commit and draw it. |
+ FinishPreviousCommitAndDrawWithoutExitingDeadline(&state); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ // Verify we do not send another BeginMainFrame if was are swap throttled |
+ // and did not just swap. |
+ state.SetNeedsCommit(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ EXPECT_FALSE(state.ShouldTriggerBeginImplFrameDeadlineImmediately()); |
+ state.OnBeginImplFrameDeadline(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+} |
+ |
+TEST(SchedulerStateMachineTest, |
+ TestTriggerDeadlineImmediatelyOnLostOutputSurface) { |
+ SchedulerSettings default_scheduler_settings; |
+ StateMachine state(default_scheduler_settings); |
+ SET_UP_STATE(state) |
+ |
+ state.SetNeedsCommit(); |
+ |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ EXPECT_FALSE(state.ShouldTriggerBeginImplFrameDeadlineImmediately()); |
+ |
+ state.DidLoseOutputSurface(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ // The deadline should be triggered immediately when output surface is lost. |
+ EXPECT_TRUE(state.ShouldTriggerBeginImplFrameDeadlineImmediately()); |
+} |
+ |
+TEST(SchedulerStateMachineTest, TestSetNeedsAnimate) { |
+ SchedulerSettings settings; |
+ settings.impl_side_painting = true; |
+ StateMachine state(settings); |
+ SET_UP_STATE(state) |
+ |
+ // Test requesting an animation that, when run, causes us to draw. |
+ state.SetNeedsAnimate(); |
+ EXPECT_TRUE(state.BeginFrameNeeded()); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); |
+ |
+ state.OnBeginImplFrameDeadlinePending(); |
+ state.OnBeginImplFrameDeadline(); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
+} |
+ |
+TEST(SchedulerStateMachineTest, TestAnimateBeforeCommit) { |
+ SchedulerSettings settings; |
+ settings.impl_side_painting = true; |
+ StateMachine state(settings); |
+ SET_UP_STATE(state) |
+ |
+ // Check that animations are updated before we start a commit. |
+ state.SetNeedsAnimate(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ state.SetNeedsCommit(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ EXPECT_TRUE(state.BeginFrameNeeded()); |
+ |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); |
+ |
+ state.OnBeginImplFrameDeadlinePending(); |
+ state.OnBeginImplFrameDeadline(); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
+} |
+ |
+TEST(SchedulerStateMachineTest, TestAnimateAfterCommitBeforeDraw) { |
+ SchedulerSettings settings; |
+ settings.impl_side_painting = true; |
+ StateMachine state(settings); |
+ SET_UP_STATE(state) |
+ |
+ // Check that animations are updated before we start a commit. |
+ state.SetNeedsAnimate(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ state.SetNeedsCommit(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ EXPECT_TRUE(state.BeginFrameNeeded()); |
+ |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); |
+ |
+ state.NotifyBeginMainFrameStarted(); |
+ state.NotifyReadyToCommit(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
+ |
+ state.OnBeginImplFrameDeadlinePending(); |
+ state.OnBeginImplFrameDeadline(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
+} |
+ |
+TEST(SchedulerStateMachineTest, TestSetNeedsAnimateAfterAnimate) { |
+ SchedulerSettings settings; |
+ settings.impl_side_painting = true; |
+ StateMachine state(settings); |
+ SET_UP_STATE(state) |
+ |
+ // Test requesting an animation after we have already animated during this |
+ // frame. |
+ state.SetNeedsRedraw(true); |
+ EXPECT_TRUE(state.BeginFrameNeeded()); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); |
+ |
+ state.SetNeedsAnimate(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ state.OnBeginImplFrameDeadline(); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
+} |
+ |
+TEST(SchedulerStateMachineTest, TestForwardBeginFramesToChildren) { |
+ SchedulerSettings settings; |
+ StateMachine state(settings); |
+ SET_UP_STATE(state) |
+ |
+ EXPECT_FALSE(state.BeginFrameNeeded()); |
+ state.SetChildrenNeedBeginFrames(true); |
+ EXPECT_TRUE(state.BeginFrameNeeded()); |
+} |
+ |
+TEST(SchedulerStateMachineTest, TestDeferCommit) { |
+ SchedulerSettings settings; |
+ StateMachine state(settings); |
+ SET_UP_STATE(state) |
+ |
+ state.SetDeferCommits(true); |
+ |
+ state.SetNeedsCommit(); |
+ EXPECT_TRUE(state.BeginFrameNeeded()); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ state.OnBeginImplFrameDeadline(); |
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
+ |
+ state.SetDeferCommits(false); |
+ state.OnBeginImplFrame(); |
+ EXPECT_ACTION_UPDATE_STATE( |
+ SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); |
+} |
+ |
+TEST(SchedulerStateMachineTest, EarlyOutCommitWantsProactiveBeginFrame) { |
+ SchedulerSettings settings; |
+ StateMachine state(settings); |
+ SET_UP_STATE(state); |
+ |
+ EXPECT_FALSE(state.ProactiveBeginFrameWanted()); |
+ bool commit_has_no_updates = true; |
+ state.UpdateStateOnCommit(commit_has_no_updates); |
+ EXPECT_TRUE(state.ProactiveBeginFrameWanted()); |
+ state.OnBeginImplFrame(); |
+ EXPECT_FALSE(state.ProactiveBeginFrameWanted()); |
+} |
+ |
+} // namespace |
+} // namespace cc |