OLD | NEW |
1 // Copyright 2011 The Chromium Authors. All rights reserved. | 1 // Copyright 2011 The Chromium Authors. All rights reserved. |
2 // Use of this source code is governed by a BSD-style license that can be | 2 // Use of this source code is governed by a BSD-style license that can be |
3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
4 | 4 |
5 #include "cc/scheduler/scheduler_state_machine.h" | 5 #include "cc/scheduler/scheduler_state_machine.h" |
6 | 6 |
7 #include "cc/scheduler/scheduler.h" | 7 #include "cc/scheduler/scheduler.h" |
8 #include "testing/gtest/include/gtest/gtest.h" | 8 #include "testing/gtest/include/gtest/gtest.h" |
9 | 9 |
10 namespace cc { | 10 namespace cc { |
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49 state.DidCreateAndInitializeOutputSurface(); | 49 state.DidCreateAndInitializeOutputSurface(); |
50 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE); | 50 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE); |
51 state.SetNeedsRedraw(false); | 51 state.SetNeedsRedraw(false); |
52 state.SetVisible(true); | 52 state.SetVisible(true); |
53 | 53 |
54 EXPECT_FALSE(state.BeginFrameNeededToDrawByImplThread()); | 54 EXPECT_FALSE(state.BeginFrameNeededToDrawByImplThread()); |
55 | 55 |
56 state.DidLeaveBeginFrame(); | 56 state.DidLeaveBeginFrame(); |
57 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 57 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
58 EXPECT_FALSE(state.BeginFrameNeededToDrawByImplThread()); | 58 EXPECT_FALSE(state.BeginFrameNeededToDrawByImplThread()); |
59 state.DidEnterBeginFrame(); | 59 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
60 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 60 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
61 } | 61 } |
62 | 62 |
63 // If commit requested but can_start is still false, do nothing. | 63 // If commit requested but can_start is still false, do nothing. |
64 { | 64 { |
65 StateMachine state(default_scheduler_settings); | 65 StateMachine state(default_scheduler_settings); |
66 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE); | 66 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE); |
67 state.SetNeedsRedraw(false); | 67 state.SetNeedsRedraw(false); |
68 state.SetVisible(true); | 68 state.SetVisible(true); |
69 | 69 |
70 EXPECT_FALSE(state.BeginFrameNeededToDrawByImplThread()); | 70 EXPECT_FALSE(state.BeginFrameNeededToDrawByImplThread()); |
71 | 71 |
72 state.DidLeaveBeginFrame(); | 72 state.DidLeaveBeginFrame(); |
73 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 73 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
74 EXPECT_FALSE(state.BeginFrameNeededToDrawByImplThread()); | 74 EXPECT_FALSE(state.BeginFrameNeededToDrawByImplThread()); |
75 state.DidEnterBeginFrame(); | 75 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
76 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 76 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
77 } | 77 } |
78 | 78 |
79 // If commit requested, begin a main frame. | 79 // If commit requested, begin a main frame. |
80 { | 80 { |
81 StateMachine state(default_scheduler_settings); | 81 StateMachine state(default_scheduler_settings); |
82 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE); | 82 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE); |
83 state.SetCanStart(); | 83 state.SetCanStart(); |
84 state.SetNeedsRedraw(false); | 84 state.SetNeedsRedraw(false); |
85 state.SetVisible(true); | 85 state.SetVisible(true); |
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116 SchedulerSettings default_scheduler_settings; | 116 SchedulerSettings default_scheduler_settings; |
117 SchedulerStateMachine state(default_scheduler_settings); | 117 SchedulerStateMachine state(default_scheduler_settings); |
118 state.SetCanStart(); | 118 state.SetCanStart(); |
119 state.UpdateState(state.NextAction()); | 119 state.UpdateState(state.NextAction()); |
120 state.DidCreateAndInitializeOutputSurface(); | 120 state.DidCreateAndInitializeOutputSurface(); |
121 state.SetVisible(true); | 121 state.SetVisible(true); |
122 state.SetCanDraw(true); | 122 state.SetCanDraw(true); |
123 state.SetNeedsRedraw(); | 123 state.SetNeedsRedraw(); |
124 EXPECT_TRUE(state.RedrawPending()); | 124 EXPECT_TRUE(state.RedrawPending()); |
125 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 125 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); |
126 state.DidEnterBeginFrame(); | 126 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
127 | 127 |
128 // We're drawing now. | 128 // We're drawing now. |
129 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 129 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
130 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 130 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
131 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 131 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
132 EXPECT_FALSE(state.RedrawPending()); | 132 EXPECT_FALSE(state.RedrawPending()); |
133 EXPECT_FALSE(state.CommitPending()); | 133 EXPECT_FALSE(state.CommitPending()); |
134 | 134 |
135 // Failing the draw makes us require a commit. | 135 // Failing the draw makes us require a commit. |
136 state.DidDrawIfPossibleCompleted(false); | 136 state.DidDrawIfPossibleCompleted(false); |
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148 SchedulerStateMachine state(default_scheduler_settings); | 148 SchedulerStateMachine state(default_scheduler_settings); |
149 state.SetCanStart(); | 149 state.SetCanStart(); |
150 state.UpdateState(state.NextAction()); | 150 state.UpdateState(state.NextAction()); |
151 state.DidCreateAndInitializeOutputSurface(); | 151 state.DidCreateAndInitializeOutputSurface(); |
152 | 152 |
153 state.SetVisible(true); | 153 state.SetVisible(true); |
154 state.SetCanDraw(true); | 154 state.SetCanDraw(true); |
155 state.SetNeedsRedraw(); | 155 state.SetNeedsRedraw(); |
156 EXPECT_TRUE(state.RedrawPending()); | 156 EXPECT_TRUE(state.RedrawPending()); |
157 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 157 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); |
158 state.DidEnterBeginFrame(); | 158 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
159 | 159 |
160 // We're drawing now. | 160 // We're drawing now. |
161 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 161 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
162 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 162 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
163 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 163 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
164 EXPECT_FALSE(state.RedrawPending()); | 164 EXPECT_FALSE(state.RedrawPending()); |
165 EXPECT_FALSE(state.CommitPending()); | 165 EXPECT_FALSE(state.CommitPending()); |
166 | 166 |
167 // While still in the same begin frame callback on the main thread, | 167 // While still in the same begin frame callback on the main thread, |
168 // set needs redraw again. This should not redraw. | 168 // set needs redraw again. This should not redraw. |
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190 state.SetNeedsCommit(); | 190 state.SetNeedsCommit(); |
191 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 191 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
192 state.NextAction()); | 192 state.NextAction()); |
193 state.UpdateState( | 193 state.UpdateState( |
194 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); | 194 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
195 EXPECT_TRUE(state.CommitPending()); | 195 EXPECT_TRUE(state.CommitPending()); |
196 | 196 |
197 // Then initiate a draw. | 197 // Then initiate a draw. |
198 state.SetNeedsRedraw(); | 198 state.SetNeedsRedraw(); |
199 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 199 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); |
200 state.DidEnterBeginFrame(); | 200 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
201 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 201 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
202 EXPECT_TRUE(state.RedrawPending()); | 202 EXPECT_TRUE(state.RedrawPending()); |
203 | 203 |
204 // Fail the draw. | 204 // Fail the draw. |
205 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 205 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
206 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 206 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
207 state.DidDrawIfPossibleCompleted(false); | 207 state.DidDrawIfPossibleCompleted(false); |
208 EXPECT_TRUE(state.RedrawPending()); | 208 EXPECT_TRUE(state.RedrawPending()); |
209 // But the commit is ongoing. | 209 // But the commit is ongoing. |
210 EXPECT_TRUE(state.CommitPending()); | 210 EXPECT_TRUE(state.CommitPending()); |
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233 state.SetNeedsCommit(); | 233 state.SetNeedsCommit(); |
234 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 234 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
235 state.NextAction()); | 235 state.NextAction()); |
236 state.UpdateState( | 236 state.UpdateState( |
237 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); | 237 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
238 EXPECT_TRUE(state.CommitPending()); | 238 EXPECT_TRUE(state.CommitPending()); |
239 | 239 |
240 // Then initiate a draw. | 240 // Then initiate a draw. |
241 state.SetNeedsRedraw(); | 241 state.SetNeedsRedraw(); |
242 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 242 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); |
243 state.DidEnterBeginFrame(); | 243 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
244 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 244 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
245 EXPECT_TRUE(state.RedrawPending()); | 245 EXPECT_TRUE(state.RedrawPending()); |
246 | 246 |
247 // Fail the draw. | 247 // Fail the draw. |
248 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 248 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
249 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 249 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
250 state.DidDrawIfPossibleCompleted(false); | 250 state.DidDrawIfPossibleCompleted(false); |
251 EXPECT_TRUE(state.RedrawPending()); | 251 EXPECT_TRUE(state.RedrawPending()); |
252 // But the commit is ongoing. | 252 // But the commit is ongoing. |
253 EXPECT_TRUE(state.CommitPending()); | 253 EXPECT_TRUE(state.CommitPending()); |
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288 state.SetNeedsCommit(); | 288 state.SetNeedsCommit(); |
289 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 289 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
290 state.NextAction()); | 290 state.NextAction()); |
291 state.UpdateState( | 291 state.UpdateState( |
292 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); | 292 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
293 EXPECT_TRUE(state.CommitPending()); | 293 EXPECT_TRUE(state.CommitPending()); |
294 | 294 |
295 // Then initiate a draw. | 295 // Then initiate a draw. |
296 state.SetNeedsRedraw(); | 296 state.SetNeedsRedraw(); |
297 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 297 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); |
298 state.DidEnterBeginFrame(); | 298 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
299 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 299 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
300 EXPECT_TRUE(state.RedrawPending()); | 300 EXPECT_TRUE(state.RedrawPending()); |
301 | 301 |
302 // Fail the draw. | 302 // Fail the draw. |
303 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 303 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
304 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 304 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
305 state.DidDrawIfPossibleCompleted(false); | 305 state.DidDrawIfPossibleCompleted(false); |
306 EXPECT_TRUE(state.RedrawPending()); | 306 EXPECT_TRUE(state.RedrawPending()); |
307 // But the commit is ongoing. | 307 // But the commit is ongoing. |
308 EXPECT_TRUE(state.CommitPending()); | 308 EXPECT_TRUE(state.CommitPending()); |
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324 SchedulerStateMachine state(default_scheduler_settings); | 324 SchedulerStateMachine state(default_scheduler_settings); |
325 state.SetCanStart(); | 325 state.SetCanStart(); |
326 state.UpdateState(state.NextAction()); | 326 state.UpdateState(state.NextAction()); |
327 state.DidCreateAndInitializeOutputSurface(); | 327 state.DidCreateAndInitializeOutputSurface(); |
328 state.SetVisible(true); | 328 state.SetVisible(true); |
329 state.SetCanDraw(true); | 329 state.SetCanDraw(true); |
330 | 330 |
331 // Start a draw. | 331 // Start a draw. |
332 state.SetNeedsRedraw(); | 332 state.SetNeedsRedraw(); |
333 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 333 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); |
334 state.DidEnterBeginFrame(); | 334 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
335 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 335 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
336 EXPECT_TRUE(state.RedrawPending()); | 336 EXPECT_TRUE(state.RedrawPending()); |
337 | 337 |
338 // Fail the draw. | 338 // Fail the draw. |
339 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 339 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
340 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 340 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
341 state.DidDrawIfPossibleCompleted(false); | 341 state.DidDrawIfPossibleCompleted(false); |
342 EXPECT_TRUE(state.RedrawPending()); | 342 EXPECT_TRUE(state.RedrawPending()); |
343 | 343 |
344 // We should not be trying to draw again now, but we have a commit pending. | 344 // We should not be trying to draw again now, but we have a commit pending. |
345 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 345 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
346 state.NextAction()); | 346 state.NextAction()); |
347 | 347 |
348 state.DidLeaveBeginFrame(); | 348 state.DidLeaveBeginFrame(); |
349 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 349 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); |
350 state.DidEnterBeginFrame(); | 350 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
351 | 351 |
352 // We should try to draw again in the next begin frame on the impl thread. | 352 // We should try to draw again in the next begin frame on the impl thread. |
353 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 353 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
354 } | 354 } |
355 | 355 |
356 TEST(SchedulerStateMachineTest, TestDoestDrawTwiceInSameFrame) { | 356 TEST(SchedulerStateMachineTest, TestDoestDrawTwiceInSameFrame) { |
357 SchedulerSettings default_scheduler_settings; | 357 SchedulerSettings default_scheduler_settings; |
358 SchedulerStateMachine state(default_scheduler_settings); | 358 SchedulerStateMachine state(default_scheduler_settings); |
359 state.SetCanStart(); | 359 state.SetCanStart(); |
360 state.UpdateState(state.NextAction()); | 360 state.UpdateState(state.NextAction()); |
361 state.DidCreateAndInitializeOutputSurface(); | 361 state.DidCreateAndInitializeOutputSurface(); |
362 state.SetVisible(true); | 362 state.SetVisible(true); |
363 state.SetCanDraw(true); | 363 state.SetCanDraw(true); |
364 state.SetNeedsRedraw(); | 364 state.SetNeedsRedraw(); |
365 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 365 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); |
366 state.DidEnterBeginFrame(); | 366 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
367 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 367 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
368 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 368 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
369 | 369 |
370 // While still in the same begin frame for the impl thread, set needs redraw | 370 // While still in the same begin frame for the impl thread, set needs redraw |
371 // again. This should not redraw. | 371 // again. This should not redraw. |
372 state.SetNeedsRedraw(); | 372 state.SetNeedsRedraw(); |
373 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 373 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
374 | 374 |
375 // Move to another frame. This should now draw. | 375 // Move to another frame. This should now draw. |
376 state.DidDrawIfPossibleCompleted(true); | 376 state.DidDrawIfPossibleCompleted(true); |
377 state.DidLeaveBeginFrame(); | 377 state.DidLeaveBeginFrame(); |
378 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 378 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); |
379 state.DidEnterBeginFrame(); | 379 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
380 | 380 |
381 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 381 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
382 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 382 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
383 state.DidDrawIfPossibleCompleted(true); | 383 state.DidDrawIfPossibleCompleted(true); |
384 EXPECT_FALSE(state.BeginFrameNeededToDrawByImplThread()); | 384 EXPECT_FALSE(state.BeginFrameNeededToDrawByImplThread()); |
385 } | 385 } |
386 | 386 |
387 TEST(SchedulerStateMachineTest, TestNextActionDrawsOnBeginFrame) { | 387 TEST(SchedulerStateMachineTest, TestNextActionDrawsOnBeginFrame) { |
388 SchedulerSettings default_scheduler_settings; | 388 SchedulerSettings default_scheduler_settings; |
389 | 389 |
390 // When not in BeginFrame, or in BeginFrame but not visible, | 390 // When not in BeginFrame, or in BeginFrame but not visible, |
391 // don't draw. | 391 // don't draw. |
392 size_t num_commit_states = | 392 size_t num_commit_states = |
393 sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState); | 393 sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState); |
394 for (size_t i = 0; i < num_commit_states; ++i) { | 394 for (size_t i = 0; i < num_commit_states; ++i) { |
395 for (size_t j = 0; j < 2; ++j) { | 395 for (size_t j = 0; j < 2; ++j) { |
396 StateMachine state(default_scheduler_settings); | 396 StateMachine state(default_scheduler_settings); |
397 state.SetCanStart(); | 397 state.SetCanStart(); |
398 state.UpdateState(state.NextAction()); | 398 state.UpdateState(state.NextAction()); |
399 state.DidCreateAndInitializeOutputSurface(); | 399 state.DidCreateAndInitializeOutputSurface(); |
400 state.SetCommitState(all_commit_states[i]); | 400 state.SetCommitState(all_commit_states[i]); |
401 bool visible = j; | 401 bool visible = j; |
402 if (!visible) { | 402 if (!visible) { |
403 state.DidEnterBeginFrame(); | 403 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
404 state.SetVisible(false); | 404 state.SetVisible(false); |
405 } else { | 405 } else { |
406 state.SetVisible(true); | 406 state.SetVisible(true); |
407 } | 407 } |
408 | 408 |
409 // Case 1: needs_commit=false | 409 // Case 1: needs_commit=false |
410 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, | 410 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, |
411 state.NextAction()); | 411 state.NextAction()); |
412 | 412 |
413 // Case 2: needs_commit=true | 413 // Case 2: needs_commit=true |
414 state.SetNeedsCommit(); | 414 state.SetNeedsCommit(); |
415 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, | 415 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, |
416 state.NextAction()); | 416 state.NextAction()); |
417 } | 417 } |
418 } | 418 } |
419 | 419 |
420 // When in BeginFrame, or not in BeginFrame but needs_forced_dedraw | 420 // When in BeginFrame, or not in BeginFrame but needs_forced_dedraw |
421 // set, should always draw except if you're ready to commit, in which case | 421 // set, should always draw except if you're ready to commit, in which case |
422 // commit. | 422 // commit. |
423 for (size_t i = 0; i < num_commit_states; ++i) { | 423 for (size_t i = 0; i < num_commit_states; ++i) { |
424 for (size_t j = 0; j < 2; ++j) { | 424 for (size_t j = 0; j < 2; ++j) { |
425 StateMachine state(default_scheduler_settings); | 425 StateMachine state(default_scheduler_settings); |
426 state.SetCanStart(); | 426 state.SetCanStart(); |
427 state.UpdateState(state.NextAction()); | 427 state.UpdateState(state.NextAction()); |
428 state.DidCreateAndInitializeOutputSurface(); | 428 state.DidCreateAndInitializeOutputSurface(); |
429 state.SetCanDraw(true); | 429 state.SetCanDraw(true); |
430 state.SetCommitState(all_commit_states[i]); | 430 state.SetCommitState(all_commit_states[i]); |
431 bool forced_draw = j; | 431 bool forced_draw = j; |
432 if (!forced_draw) { | 432 if (!forced_draw) { |
433 state.DidEnterBeginFrame(); | 433 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
434 state.SetNeedsRedraw(true); | 434 state.SetNeedsRedraw(true); |
435 state.SetVisible(true); | 435 state.SetVisible(true); |
436 } else { | 436 } else { |
437 state.SetNeedsForcedRedraw(true); | 437 state.SetNeedsForcedRedraw(true); |
438 } | 438 } |
439 | 439 |
440 SchedulerStateMachine::Action expected_action; | 440 SchedulerStateMachine::Action expected_action; |
441 if (all_commit_states[i] != | 441 if (all_commit_states[i] != |
442 SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT) { | 442 SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT) { |
443 expected_action = | 443 expected_action = |
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469 for (size_t j = 0; j < 2; ++j) { | 469 for (size_t j = 0; j < 2; ++j) { |
470 StateMachine state(default_scheduler_settings); | 470 StateMachine state(default_scheduler_settings); |
471 state.SetCanStart(); | 471 state.SetCanStart(); |
472 state.UpdateState(state.NextAction()); | 472 state.UpdateState(state.NextAction()); |
473 state.DidCreateAndInitializeOutputSurface(); | 473 state.DidCreateAndInitializeOutputSurface(); |
474 state.SetCommitState(all_commit_states[i]); | 474 state.SetCommitState(all_commit_states[i]); |
475 state.SetVisible(false); | 475 state.SetVisible(false); |
476 state.SetNeedsRedraw(true); | 476 state.SetNeedsRedraw(true); |
477 state.SetNeedsForcedRedraw(false); | 477 state.SetNeedsForcedRedraw(false); |
478 if (j == 1) | 478 if (j == 1) |
479 state.DidEnterBeginFrame(); | 479 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
480 | 480 |
481 // Case 1: needs_commit=false. | 481 // Case 1: needs_commit=false. |
482 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, | 482 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, |
483 state.NextAction()); | 483 state.NextAction()); |
484 | 484 |
485 // Case 2: needs_commit=true. | 485 // Case 2: needs_commit=true. |
486 state.SetNeedsCommit(); | 486 state.SetNeedsCommit(); |
487 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, | 487 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, |
488 state.NextAction()); | 488 state.NextAction()); |
489 } | 489 } |
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500 for (size_t j = 0; j < 2; ++j) { | 500 for (size_t j = 0; j < 2; ++j) { |
501 StateMachine state(default_scheduler_settings); | 501 StateMachine state(default_scheduler_settings); |
502 state.SetCanStart(); | 502 state.SetCanStart(); |
503 state.UpdateState(state.NextAction()); | 503 state.UpdateState(state.NextAction()); |
504 state.DidCreateAndInitializeOutputSurface(); | 504 state.DidCreateAndInitializeOutputSurface(); |
505 state.SetCommitState(all_commit_states[i]); | 505 state.SetCommitState(all_commit_states[i]); |
506 state.SetVisible(false); | 506 state.SetVisible(false); |
507 state.SetNeedsRedraw(true); | 507 state.SetNeedsRedraw(true); |
508 state.SetNeedsForcedRedraw(false); | 508 state.SetNeedsForcedRedraw(false); |
509 if (j == 1) | 509 if (j == 1) |
510 state.DidEnterBeginFrame(); | 510 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
511 | 511 |
512 state.SetCanDraw(false); | 512 state.SetCanDraw(false); |
513 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, | 513 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, |
514 state.NextAction()); | 514 state.NextAction()); |
515 } | 515 } |
516 } | 516 } |
517 } | 517 } |
518 | 518 |
519 TEST(SchedulerStateMachineTest, | 519 TEST(SchedulerStateMachineTest, |
520 TestCanRedrawWithWaitingForFirstDrawMakesProgress) { | 520 TestCanRedrawWithWaitingForFirstDrawMakesProgress) { |
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555 EXPECT_TRUE(state.NeedsCommit()); | 555 EXPECT_TRUE(state.NeedsCommit()); |
556 | 556 |
557 // Let the frame finish. | 557 // Let the frame finish. |
558 state.FinishCommit(); | 558 state.FinishCommit(); |
559 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 559 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
560 state.CommitState()); | 560 state.CommitState()); |
561 | 561 |
562 // Expect to commit regardless of BeginFrame state. | 562 // Expect to commit regardless of BeginFrame state. |
563 state.DidLeaveBeginFrame(); | 563 state.DidLeaveBeginFrame(); |
564 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 564 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
565 state.DidEnterBeginFrame(); | 565 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
566 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 566 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
567 | 567 |
568 // Commit and make sure we draw on next BeginFrame | 568 // Commit and make sure we draw on next BeginFrame |
569 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); | 569 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); |
570 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 570 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
571 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, | 571 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
572 state.CommitState()); | 572 state.CommitState()); |
573 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 573 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
574 state.DidDrawIfPossibleCompleted(true); | 574 state.DidDrawIfPossibleCompleted(true); |
575 | 575 |
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610 // Commit. | 610 // Commit. |
611 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); | 611 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); |
612 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, | 612 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
613 state.CommitState()); | 613 state.CommitState()); |
614 EXPECT_TRUE(state.NeedsRedraw()); | 614 EXPECT_TRUE(state.NeedsRedraw()); |
615 | 615 |
616 // Expect to do nothing until BeginFrame. | 616 // Expect to do nothing until BeginFrame. |
617 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 617 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
618 | 618 |
619 // At BeginFrame, draw. | 619 // At BeginFrame, draw. |
620 state.DidEnterBeginFrame(); | 620 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
621 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 621 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
622 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 622 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
623 state.DidDrawIfPossibleCompleted(true); | 623 state.DidDrawIfPossibleCompleted(true); |
624 state.DidLeaveBeginFrame(); | 624 state.DidLeaveBeginFrame(); |
625 | 625 |
626 // Should be synchronized, no draw needed, no action needed. | 626 // Should be synchronized, no draw needed, no action needed. |
627 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); | 627 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
628 EXPECT_FALSE(state.NeedsRedraw()); | 628 EXPECT_FALSE(state.NeedsRedraw()); |
629 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 629 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
630 } | 630 } |
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664 // Commit. | 664 // Commit. |
665 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); | 665 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); |
666 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, | 666 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
667 state.CommitState()); | 667 state.CommitState()); |
668 EXPECT_TRUE(state.NeedsRedraw()); | 668 EXPECT_TRUE(state.NeedsRedraw()); |
669 | 669 |
670 // Expect to do nothing until BeginFrame. | 670 // Expect to do nothing until BeginFrame. |
671 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 671 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
672 | 672 |
673 // At BeginFrame, draw. | 673 // At BeginFrame, draw. |
674 state.DidEnterBeginFrame(); | 674 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
675 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 675 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
676 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 676 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
677 state.DidDrawIfPossibleCompleted(true); | 677 state.DidDrawIfPossibleCompleted(true); |
678 state.DidLeaveBeginFrame(); | 678 state.DidLeaveBeginFrame(); |
679 | 679 |
680 // Should be synchronized, no draw needed, no action needed. | 680 // Should be synchronized, no draw needed, no action needed. |
681 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); | 681 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
682 EXPECT_FALSE(state.NeedsRedraw()); | 682 EXPECT_FALSE(state.NeedsRedraw()); |
683 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 683 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
684 state.NextAction()); | 684 state.NextAction()); |
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818 state.DidCreateAndInitializeOutputSurface(); | 818 state.DidCreateAndInitializeOutputSurface(); |
819 | 819 |
820 // When the context is recreated, we should begin a commit | 820 // When the context is recreated, we should begin a commit |
821 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 821 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
822 state.NextAction()); | 822 state.NextAction()); |
823 state.UpdateState(state.NextAction()); | 823 state.UpdateState(state.NextAction()); |
824 | 824 |
825 // Once the context is recreated, whether we draw should be based on | 825 // Once the context is recreated, whether we draw should be based on |
826 // SetCanDraw. | 826 // SetCanDraw. |
827 state.SetNeedsRedraw(true); | 827 state.SetNeedsRedraw(true); |
828 state.DidEnterBeginFrame(); | 828 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
829 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 829 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
830 state.SetCanDraw(false); | 830 state.SetCanDraw(false); |
831 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 831 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
832 state.SetCanDraw(true); | 832 state.SetCanDraw(true); |
833 state.DidLeaveBeginFrame(); | 833 state.DidLeaveBeginFrame(); |
834 } | 834 } |
835 | 835 |
836 TEST(SchedulerStateMachineTest, TestContextLostWhileCommitInProgress) { | 836 TEST(SchedulerStateMachineTest, TestContextLostWhileCommitInProgress) { |
837 SchedulerSettings default_scheduler_settings; | 837 SchedulerSettings default_scheduler_settings; |
838 StateMachine state(default_scheduler_settings); | 838 StateMachine state(default_scheduler_settings); |
839 state.SetCanStart(); | 839 state.SetCanStart(); |
840 state.UpdateState(state.NextAction()); | 840 state.UpdateState(state.NextAction()); |
841 state.DidCreateAndInitializeOutputSurface(); | 841 state.DidCreateAndInitializeOutputSurface(); |
842 state.SetVisible(true); | 842 state.SetVisible(true); |
843 state.SetCanDraw(true); | 843 state.SetCanDraw(true); |
844 | 844 |
845 // Get a commit in flight. | 845 // Get a commit in flight. |
846 state.SetNeedsCommit(); | 846 state.SetNeedsCommit(); |
847 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 847 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
848 state.NextAction()); | 848 state.NextAction()); |
849 state.UpdateState(state.NextAction()); | 849 state.UpdateState(state.NextAction()); |
850 | 850 |
851 // Set damage and expect a draw. | 851 // Set damage and expect a draw. |
852 state.SetNeedsRedraw(true); | 852 state.SetNeedsRedraw(true); |
853 state.DidEnterBeginFrame(); | 853 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
854 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 854 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
855 state.UpdateState(state.NextAction()); | 855 state.UpdateState(state.NextAction()); |
856 state.DidLeaveBeginFrame(); | 856 state.DidLeaveBeginFrame(); |
857 | 857 |
858 // Cause a lost context while the begin frame is in flight | 858 // Cause a lost context while the begin frame is in flight |
859 // for the main thread. | 859 // for the main thread. |
860 state.DidLoseOutputSurface(); | 860 state.DidLoseOutputSurface(); |
861 | 861 |
862 // Ask for another draw. Expect nothing happens. | 862 // Ask for another draw. Expect nothing happens. |
863 state.SetNeedsRedraw(true); | 863 state.SetNeedsRedraw(true); |
864 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 864 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
865 | 865 |
866 // Finish the frame, and commit. | 866 // Finish the frame, and commit. |
867 state.FinishCommit(); | 867 state.FinishCommit(); |
868 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 868 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
869 state.UpdateState(state.NextAction()); | 869 state.UpdateState(state.NextAction()); |
870 | 870 |
871 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, | 871 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
872 state.CommitState()); | 872 state.CommitState()); |
873 | 873 |
874 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 874 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
875 state.UpdateState(state.NextAction()); | 875 state.UpdateState(state.NextAction()); |
876 | 876 |
877 // Expect to be told to begin context recreation, independent of | 877 // Expect to be told to begin context recreation, independent of |
878 // BeginFrame state. | 878 // BeginFrame state. |
879 state.DidEnterBeginFrame(); | 879 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
880 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 880 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
881 state.NextAction()); | 881 state.NextAction()); |
882 state.DidLeaveBeginFrame(); | 882 state.DidLeaveBeginFrame(); |
883 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 883 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
884 state.NextAction()); | 884 state.NextAction()); |
885 } | 885 } |
886 | 886 |
887 TEST(SchedulerStateMachineTest, | 887 TEST(SchedulerStateMachineTest, |
888 TestContextLostWhileCommitInProgressAndAnotherCommitRequested) { | 888 TestContextLostWhileCommitInProgressAndAnotherCommitRequested) { |
889 SchedulerSettings default_scheduler_settings; | 889 SchedulerSettings default_scheduler_settings; |
890 StateMachine state(default_scheduler_settings); | 890 StateMachine state(default_scheduler_settings); |
891 state.SetCanStart(); | 891 state.SetCanStart(); |
892 state.UpdateState(state.NextAction()); | 892 state.UpdateState(state.NextAction()); |
893 state.DidCreateAndInitializeOutputSurface(); | 893 state.DidCreateAndInitializeOutputSurface(); |
894 state.SetVisible(true); | 894 state.SetVisible(true); |
895 state.SetCanDraw(true); | 895 state.SetCanDraw(true); |
896 | 896 |
897 // Get a commit in flight. | 897 // Get a commit in flight. |
898 state.SetNeedsCommit(); | 898 state.SetNeedsCommit(); |
899 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 899 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
900 state.NextAction()); | 900 state.NextAction()); |
901 state.UpdateState(state.NextAction()); | 901 state.UpdateState(state.NextAction()); |
902 | 902 |
903 // Set damage and expect a draw. | 903 // Set damage and expect a draw. |
904 state.SetNeedsRedraw(true); | 904 state.SetNeedsRedraw(true); |
905 state.DidEnterBeginFrame(); | 905 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
906 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 906 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
907 state.UpdateState(state.NextAction()); | 907 state.UpdateState(state.NextAction()); |
908 state.DidLeaveBeginFrame(); | 908 state.DidLeaveBeginFrame(); |
909 | 909 |
910 // Cause a lost context while the begin frame is in flight | 910 // Cause a lost context while the begin frame is in flight |
911 // for the main thread. | 911 // for the main thread. |
912 state.DidLoseOutputSurface(); | 912 state.DidLoseOutputSurface(); |
913 | 913 |
914 // Ask for another draw and also set needs commit. Expect nothing happens. | 914 // Ask for another draw and also set needs commit. Expect nothing happens. |
915 state.SetNeedsRedraw(true); | 915 state.SetNeedsRedraw(true); |
916 state.SetNeedsCommit(); | 916 state.SetNeedsCommit(); |
917 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 917 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
918 | 918 |
919 // Finish the frame, and commit. | 919 // Finish the frame, and commit. |
920 state.FinishCommit(); | 920 state.FinishCommit(); |
921 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 921 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
922 state.UpdateState(state.NextAction()); | 922 state.UpdateState(state.NextAction()); |
923 | 923 |
924 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, | 924 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
925 state.CommitState()); | 925 state.CommitState()); |
926 | 926 |
927 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 927 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
928 state.UpdateState(state.NextAction()); | 928 state.UpdateState(state.NextAction()); |
929 | 929 |
930 // Expect to be told to begin context recreation, independent of | 930 // Expect to be told to begin context recreation, independent of |
931 // BeginFrame state | 931 // BeginFrame state |
932 state.DidEnterBeginFrame(); | 932 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
933 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 933 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
934 state.NextAction()); | 934 state.NextAction()); |
935 state.DidLeaveBeginFrame(); | 935 state.DidLeaveBeginFrame(); |
936 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 936 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
937 state.NextAction()); | 937 state.NextAction()); |
938 } | 938 } |
939 | 939 |
940 TEST(SchedulerStateMachineTest, TestFinishAllRenderingWhileContextLost) { | 940 TEST(SchedulerStateMachineTest, TestFinishAllRenderingWhileContextLost) { |
941 SchedulerSettings default_scheduler_settings; | 941 SchedulerSettings default_scheduler_settings; |
942 StateMachine state(default_scheduler_settings); | 942 StateMachine state(default_scheduler_settings); |
943 state.SetCanStart(); | 943 state.SetCanStart(); |
944 state.UpdateState(state.NextAction()); | 944 state.UpdateState(state.NextAction()); |
945 state.DidCreateAndInitializeOutputSurface(); | 945 state.DidCreateAndInitializeOutputSurface(); |
946 state.SetVisible(true); | 946 state.SetVisible(true); |
947 state.SetCanDraw(true); | 947 state.SetCanDraw(true); |
948 | 948 |
949 // Cause a lost context lost. | 949 // Cause a lost context lost. |
950 state.DidLoseOutputSurface(); | 950 state.DidLoseOutputSurface(); |
951 | 951 |
952 // Ask a forced redraw and verify it ocurrs. | 952 // Ask a forced redraw and verify it ocurrs. |
953 state.SetNeedsForcedRedraw(true); | 953 state.SetNeedsForcedRedraw(true); |
954 state.DidEnterBeginFrame(); | 954 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
955 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 955 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); |
956 state.DidLeaveBeginFrame(); | 956 state.DidLeaveBeginFrame(); |
957 | 957 |
958 // Clear the forced redraw bit. | 958 // Clear the forced redraw bit. |
959 state.SetNeedsForcedRedraw(false); | 959 state.SetNeedsForcedRedraw(false); |
960 | 960 |
961 // Expect to be told to begin context recreation, independent of | 961 // Expect to be told to begin context recreation, independent of |
962 // BeginFrame state | 962 // BeginFrame state |
963 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 963 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
964 state.NextAction()); | 964 state.NextAction()); |
965 state.UpdateState(state.NextAction()); | 965 state.UpdateState(state.NextAction()); |
966 | 966 |
967 // Ask a forced redraw and verify it ocurrs. | 967 // Ask a forced redraw and verify it ocurrs. |
968 state.SetNeedsForcedRedraw(true); | 968 state.SetNeedsForcedRedraw(true); |
969 state.DidEnterBeginFrame(); | 969 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
970 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 970 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); |
971 state.DidLeaveBeginFrame(); | 971 state.DidLeaveBeginFrame(); |
972 } | 972 } |
973 | 973 |
974 TEST(SchedulerStateMachineTest, DontDrawBeforeCommitAfterLostOutputSurface) { | 974 TEST(SchedulerStateMachineTest, DontDrawBeforeCommitAfterLostOutputSurface) { |
975 SchedulerSettings default_scheduler_settings; | 975 SchedulerSettings default_scheduler_settings; |
976 StateMachine state(default_scheduler_settings); | 976 StateMachine state(default_scheduler_settings); |
977 state.SetCanStart(); | 977 state.SetCanStart(); |
978 state.UpdateState(state.NextAction()); | 978 state.UpdateState(state.NextAction()); |
979 state.DidCreateAndInitializeOutputSurface(); | 979 state.DidCreateAndInitializeOutputSurface(); |
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1093 state.UpdateState(state.NextAction()); | 1093 state.UpdateState(state.NextAction()); |
1094 state.FinishCommit(); | 1094 state.FinishCommit(); |
1095 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 1095 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
1096 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 1096 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
1097 state.CommitState()); | 1097 state.CommitState()); |
1098 state.UpdateState(state.NextAction()); | 1098 state.UpdateState(state.NextAction()); |
1099 | 1099 |
1100 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, | 1100 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, |
1101 state.CommitState()); | 1101 state.CommitState()); |
1102 | 1102 |
1103 state.DidEnterBeginFrame(); | 1103 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
1104 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 1104 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
1105 state.SetNeedsForcedRedraw(true); | 1105 state.SetNeedsForcedRedraw(true); |
1106 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 1106 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); |
1107 state.UpdateState(state.NextAction()); | 1107 state.UpdateState(state.NextAction()); |
1108 state.DidDrawIfPossibleCompleted(true); | 1108 state.DidDrawIfPossibleCompleted(true); |
1109 state.DidLeaveBeginFrame(); | 1109 state.DidLeaveBeginFrame(); |
1110 | 1110 |
1111 // Should be waiting for the normal begin frame from the main thread. | 1111 // Should be waiting for the normal begin frame from the main thread. |
1112 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 1112 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
1113 state.CommitState()); | 1113 state.CommitState()); |
(...skipping 18 matching lines...) Expand all Loading... |
1132 state.UpdateState(state.NextAction()); | 1132 state.UpdateState(state.NextAction()); |
1133 state.FinishCommit(); | 1133 state.FinishCommit(); |
1134 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 1134 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
1135 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 1135 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
1136 state.CommitState()); | 1136 state.CommitState()); |
1137 state.UpdateState(state.NextAction()); | 1137 state.UpdateState(state.NextAction()); |
1138 | 1138 |
1139 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, | 1139 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, |
1140 state.CommitState()); | 1140 state.CommitState()); |
1141 | 1141 |
1142 state.DidEnterBeginFrame(); | 1142 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
1143 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 1143 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
1144 state.SetNeedsForcedRedraw(true); | 1144 state.SetNeedsForcedRedraw(true); |
1145 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 1145 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); |
1146 state.UpdateState(state.NextAction()); | 1146 state.UpdateState(state.NextAction()); |
1147 state.DidDrawIfPossibleCompleted(true); | 1147 state.DidDrawIfPossibleCompleted(true); |
1148 state.DidLeaveBeginFrame(); | 1148 state.DidLeaveBeginFrame(); |
1149 | 1149 |
1150 // Should be waiting for the normal begin frame from the main thread. | 1150 // Should be waiting for the normal begin frame from the main thread. |
1151 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 1151 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
1152 state.CommitState()) << state.ToString(); | 1152 state.CommitState()) << state.ToString(); |
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1171 state.FinishCommit(); | 1171 state.FinishCommit(); |
1172 | 1172 |
1173 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 1173 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
1174 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 1174 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
1175 state.CommitState()); | 1175 state.CommitState()); |
1176 state.UpdateState(state.NextAction()); | 1176 state.UpdateState(state.NextAction()); |
1177 | 1177 |
1178 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, | 1178 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, |
1179 state.CommitState()); | 1179 state.CommitState()); |
1180 | 1180 |
1181 state.DidEnterBeginFrame(); | 1181 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
1182 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 1182 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
1183 state.SetNeedsForcedRedraw(true); | 1183 state.SetNeedsForcedRedraw(true); |
1184 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 1184 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); |
1185 state.UpdateState(state.NextAction()); | 1185 state.UpdateState(state.NextAction()); |
1186 state.DidDrawIfPossibleCompleted(true); | 1186 state.DidDrawIfPossibleCompleted(true); |
1187 state.DidLeaveBeginFrame(); | 1187 state.DidLeaveBeginFrame(); |
1188 | 1188 |
1189 // Should be waiting for the main thread's begin frame. | 1189 // Should be waiting for the main thread's begin frame. |
1190 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 1190 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
1191 state.CommitState()) << state.ToString(); | 1191 state.CommitState()) << state.ToString(); |
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1217 state.FinishCommit(); | 1217 state.FinishCommit(); |
1218 | 1218 |
1219 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 1219 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
1220 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 1220 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
1221 state.CommitState()); | 1221 state.CommitState()); |
1222 state.UpdateState(state.NextAction()); | 1222 state.UpdateState(state.NextAction()); |
1223 | 1223 |
1224 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, | 1224 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, |
1225 state.CommitState()); | 1225 state.CommitState()); |
1226 | 1226 |
1227 state.DidEnterBeginFrame(); | 1227 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
1228 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 1228 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
1229 state.SetNeedsForcedRedraw(true); | 1229 state.SetNeedsForcedRedraw(true); |
1230 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 1230 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); |
1231 state.UpdateState(state.NextAction()); | 1231 state.UpdateState(state.NextAction()); |
1232 state.DidDrawIfPossibleCompleted(true); | 1232 state.DidDrawIfPossibleCompleted(true); |
1233 state.DidLeaveBeginFrame(); | 1233 state.DidLeaveBeginFrame(); |
1234 } | 1234 } |
1235 | 1235 |
1236 TEST(SchedulerStateMachineTest, ReportIfNotDrawing) { | 1236 TEST(SchedulerStateMachineTest, ReportIfNotDrawing) { |
1237 SchedulerSettings default_scheduler_settings; | 1237 SchedulerSettings default_scheduler_settings; |
(...skipping 49 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
1287 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); | 1287 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); |
1288 | 1288 |
1289 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 1289 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
1290 | 1290 |
1291 state.UpdateState(state.NextAction()); | 1291 state.UpdateState(state.NextAction()); |
1292 EXPECT_FALSE(state.DrawSuspendedUntilCommit()); | 1292 EXPECT_FALSE(state.DrawSuspendedUntilCommit()); |
1293 } | 1293 } |
1294 | 1294 |
1295 } // namespace | 1295 } // namespace |
1296 } // namespace cc | 1296 } // namespace cc |
OLD | NEW |