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 #define EXPECT_ACTION_UPDATE_STATE(action) \ |
| 11 EXPECT_EQ(action, state.NextAction()) << state.ToString(); \ |
| 12 if (action == SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE || \ |
| 13 action == SchedulerStateMachine::ACTION_DRAW_AND_SWAP_FORCED) { \ |
| 14 if (SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW == \ |
| 15 state.CommitState() && \ |
| 16 SchedulerStateMachine::OUTPUT_SURFACE_ACTIVE != \ |
| 17 state.output_surface_state()) \ |
| 18 return; \ |
| 19 EXPECT_EQ(SchedulerStateMachine::BEGIN_FRAME_STATE_INSIDE_DEADLINE, \ |
| 20 state.begin_frame_state()) << state.ToString(); \ |
| 21 } \ |
| 22 state.UpdateState(action); \ |
| 23 if (action == SchedulerStateMachine::ACTION_NONE) { \ |
| 24 state.AdvanceBeginFrameStateWhenNoActionsRemain(); \ |
| 25 } |
| 26 |
10 namespace cc { | 27 namespace cc { |
11 | 28 |
12 namespace { | 29 namespace { |
13 | 30 |
| 31 const SchedulerStateMachine::BeginFrameState all_begin_frame_states[] = { |
| 32 SchedulerStateMachine::BEGIN_FRAME_STATE_IDLE, |
| 33 SchedulerStateMachine::BEGIN_FRAME_STATE_INSIDE_BEGIN_FRAME, |
| 34 SchedulerStateMachine::BEGIN_FRAME_STATE_DEADLINE_PENDING, |
| 35 SchedulerStateMachine::BEGIN_FRAME_STATE_INSIDE_DEADLINE, |
| 36 }; |
| 37 |
14 const SchedulerStateMachine::CommitState all_commit_states[] = { | 38 const SchedulerStateMachine::CommitState all_commit_states[] = { |
15 SchedulerStateMachine::COMMIT_STATE_IDLE, | 39 SchedulerStateMachine::COMMIT_STATE_IDLE, |
16 SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 40 SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
17 SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 41 SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
18 SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW | 42 SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_ACTIVATION, |
| 43 SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
| 44 SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, |
19 }; | 45 }; |
20 | 46 |
21 // Exposes the protected state fields of the SchedulerStateMachine for testing | 47 // Exposes the protected state fields of the SchedulerStateMachine for testing |
22 class StateMachine : public SchedulerStateMachine { | 48 class StateMachine : public SchedulerStateMachine { |
23 public: | 49 public: |
24 explicit StateMachine(const SchedulerSettings& scheduler_settings) | 50 explicit StateMachine(const SchedulerSettings& scheduler_settings) |
25 : SchedulerStateMachine(scheduler_settings) {} | 51 : SchedulerStateMachine(scheduler_settings) {} |
26 void SetCommitState(CommitState cs) { commit_state_ = cs; } | 52 void SetCommitState(CommitState cs) { commit_state_ = cs; } |
27 CommitState CommitState() const { return commit_state_; } | 53 CommitState CommitState() const { return commit_state_; } |
28 | 54 |
| 55 void SetBeginFrameState(BeginFrameState bfs) { begin_frame_state_ = bfs; } |
| 56 BeginFrameState begin_frame_state() const { return begin_frame_state_; } |
| 57 |
| 58 OutputSurfaceState output_surface_state() { |
| 59 return output_surface_state_; |
| 60 } |
| 61 |
29 bool NeedsCommit() const { return needs_commit_; } | 62 bool NeedsCommit() const { return needs_commit_; } |
30 | 63 |
31 void SetNeedsRedraw(bool b) { needs_redraw_ = b; } | 64 void SetNeedsRedraw(bool b) { needs_redraw_ = b; } |
32 bool NeedsRedraw() const { return needs_redraw_; } | 65 bool NeedsRedraw() const { return needs_redraw_; } |
33 | 66 |
34 void SetNeedsForcedRedraw(bool b) { needs_forced_redraw_ = b; } | 67 void SetNeedsForcedRedrawForTimeout(bool b) { |
35 bool NeedsForcedRedraw() const { return needs_forced_redraw_; } | 68 forced_redraw_state_ = FORCED_REDRAW_STATE_WAITING_FOR_COMMIT; |
| 69 } |
| 70 bool NeedsForcedRedrawForTimeout() const { |
| 71 return forced_redraw_state_ != FORCED_REDRAW_STATE_IDLE; |
| 72 } |
| 73 |
| 74 void SetNeedsForcedRedrawForReadback() { |
| 75 readback_state_ = READBACK_STATE_WAITING_FOR_DRAW_AND_READBACK; |
| 76 } |
| 77 |
| 78 bool NeedsForcedRedrawForReadback() const { |
| 79 return readback_state_ != READBACK_STATE_IDLE; |
| 80 } |
36 | 81 |
37 bool CanDraw() const { return can_draw_; } | 82 bool CanDraw() const { return can_draw_; } |
38 bool Visible() const { return visible_; } | 83 bool Visible() const { return visible_; } |
39 }; | 84 }; |
40 | 85 |
41 TEST(SchedulerStateMachineTest, TestNextActionBeginsMainFrameIfNeeded) { | 86 TEST(SchedulerStateMachineTest, TestNextActionBeginsMainFrameIfNeeded) { |
42 SchedulerSettings default_scheduler_settings; | 87 SchedulerSettings default_scheduler_settings; |
43 | 88 |
44 // If no commit needed, do nothing. | 89 // If no commit needed, do nothing. |
45 { | 90 { |
46 StateMachine state(default_scheduler_settings); | 91 StateMachine state(default_scheduler_settings); |
47 state.SetCanStart(); | 92 state.SetCanStart(); |
48 state.UpdateState(state.NextAction()); | 93 state.UpdateState(state.NextAction()); |
49 state.DidCreateAndInitializeOutputSurface(); | 94 state.DidCreateAndInitializeOutputSurface(); |
50 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE); | 95 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE); |
51 state.SetNeedsRedraw(false); | 96 state.SetNeedsRedraw(false); |
52 state.SetVisible(true); | 97 state.SetVisible(true); |
53 | 98 |
54 EXPECT_FALSE(state.BeginFrameNeededToDrawByImplThread()); | 99 EXPECT_FALSE(state.BeginFrameNeededByImplThread()); |
55 | 100 |
56 state.DidLeaveBeginFrame(); | 101 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
57 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 102 EXPECT_FALSE(state.BeginFrameNeededByImplThread()); |
58 EXPECT_FALSE(state.BeginFrameNeededToDrawByImplThread()); | 103 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
59 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 104 |
60 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 105 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
| 106 state.OnBeginFrameDeadline(); |
61 } | 107 } |
62 | 108 |
63 // If commit requested but can_start is still false, do nothing. | 109 // If commit requested but can_start is still false, do nothing. |
64 { | 110 { |
65 StateMachine state(default_scheduler_settings); | 111 StateMachine state(default_scheduler_settings); |
66 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE); | 112 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE); |
67 state.SetNeedsRedraw(false); | 113 state.SetNeedsRedraw(false); |
68 state.SetVisible(true); | 114 state.SetVisible(true); |
69 | 115 |
70 EXPECT_FALSE(state.BeginFrameNeededToDrawByImplThread()); | 116 EXPECT_FALSE(state.BeginFrameNeededByImplThread()); |
71 | 117 |
72 state.DidLeaveBeginFrame(); | 118 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
73 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 119 EXPECT_FALSE(state.BeginFrameNeededByImplThread()); |
74 EXPECT_FALSE(state.BeginFrameNeededToDrawByImplThread()); | 120 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
75 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 121 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
76 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 122 state.OnBeginFrameDeadline(); |
77 } | 123 } |
78 | 124 |
79 // If commit requested, begin a main frame. | 125 // If commit requested, begin a main frame. |
80 { | 126 { |
81 StateMachine state(default_scheduler_settings); | 127 StateMachine state(default_scheduler_settings); |
82 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE); | 128 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE); |
83 state.SetCanStart(); | 129 state.SetCanStart(); |
84 state.SetNeedsRedraw(false); | 130 state.SetNeedsRedraw(false); |
85 state.SetVisible(true); | 131 state.SetVisible(true); |
86 EXPECT_FALSE(state.BeginFrameNeededToDrawByImplThread()); | 132 EXPECT_FALSE(state.BeginFrameNeededByImplThread()); |
87 } | 133 } |
88 | 134 |
89 // Begin the frame, make sure needs_commit and commit_state update correctly. | 135 // Begin the frame, make sure needs_commit and commit_state update correctly. |
90 { | 136 { |
91 StateMachine state(default_scheduler_settings); | 137 StateMachine state(default_scheduler_settings); |
92 state.SetCanStart(); | 138 state.SetCanStart(); |
93 state.UpdateState(state.NextAction()); | 139 state.UpdateState(state.NextAction()); |
94 state.DidCreateAndInitializeOutputSurface(); | 140 state.DidCreateAndInitializeOutputSurface(); |
95 state.SetVisible(true); | 141 state.SetVisible(true); |
96 state.UpdateState( | 142 state.UpdateState( |
97 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); | 143 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
98 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 144 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
99 state.CommitState()); | 145 state.CommitState()); |
100 EXPECT_FALSE(state.NeedsCommit()); | 146 EXPECT_FALSE(state.NeedsCommit()); |
101 EXPECT_FALSE(state.BeginFrameNeededToDrawByImplThread()); | 147 EXPECT_FALSE(state.BeginFrameNeededToDrawByImplThread()); |
102 } | 148 } |
103 } | 149 } |
104 | 150 |
105 TEST(SchedulerStateMachineTest, TestSetForcedRedrawDoesNotSetsNormalRedraw) { | 151 TEST(SchedulerStateMachineTest, TestSetForcedRedrawDoesNotSetsNormalRedraw) { |
106 SchedulerSettings default_scheduler_settings; | 152 SchedulerSettings default_scheduler_settings; |
107 SchedulerStateMachine state(default_scheduler_settings); | 153 StateMachine state(default_scheduler_settings); |
108 state.SetCanDraw(true); | 154 state.SetCanDraw(true); |
109 state.SetNeedsForcedRedraw(); | 155 state.SetNeedsForcedRedrawForReadback(); |
110 EXPECT_FALSE(state.RedrawPending()); | 156 EXPECT_FALSE(state.RedrawPending()); |
111 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 157 EXPECT_FALSE(state.BeginFrameNeededByImplThread()); |
112 } | 158 } |
113 | 159 |
114 TEST(SchedulerStateMachineTest, | 160 TEST(SchedulerStateMachineTest, |
115 TestFailedDrawSetsNeedsCommitAndDoesNotDrawAgain) { | 161 TestFailedDrawSetsNeedsCommitAndDoesNotDrawAgain) { |
116 SchedulerSettings default_scheduler_settings; | 162 SchedulerSettings default_scheduler_settings; |
117 SchedulerStateMachine state(default_scheduler_settings); | 163 StateMachine state(default_scheduler_settings); |
118 state.SetCanStart(); | 164 state.SetCanStart(); |
119 state.UpdateState(state.NextAction()); | 165 state.UpdateState(state.NextAction()); |
120 state.DidCreateAndInitializeOutputSurface(); | 166 state.DidCreateAndInitializeOutputSurface(); |
121 state.SetVisible(true); | 167 state.SetVisible(true); |
122 state.SetCanDraw(true); | 168 state.SetCanDraw(true); |
123 state.SetNeedsRedraw(); | 169 state.SetNeedsRedraw(true); |
124 EXPECT_TRUE(state.RedrawPending()); | 170 EXPECT_TRUE(state.RedrawPending()); |
125 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 171 EXPECT_TRUE(state.BeginFrameNeededByImplThread()); |
126 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 172 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 173 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
| 174 state.OnBeginFrameDeadline(); |
127 | 175 |
128 // We're drawing now. | 176 // We're drawing now. |
129 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 177 EXPECT_ACTION_UPDATE_STATE( |
130 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 178 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
131 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 179 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
| 180 |
132 EXPECT_FALSE(state.RedrawPending()); | 181 EXPECT_FALSE(state.RedrawPending()); |
133 EXPECT_FALSE(state.CommitPending()); | 182 EXPECT_FALSE(state.CommitPending()); |
134 | 183 |
135 // Failing the draw makes us require a commit. | 184 // Failing the draw makes us require a commit. |
136 state.DidDrawIfPossibleCompleted(false); | 185 state.DidDrawIfPossibleCompleted(false); |
137 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 186 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
138 state.NextAction()); | 187 EXPECT_ACTION_UPDATE_STATE( |
139 state.UpdateState( | |
140 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); | 188 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
141 EXPECT_TRUE(state.RedrawPending()); | 189 EXPECT_TRUE(state.RedrawPending()); |
142 EXPECT_TRUE(state.CommitPending()); | 190 EXPECT_TRUE(state.CommitPending()); |
143 } | 191 } |
144 | 192 |
145 TEST(SchedulerStateMachineTest, | 193 TEST(SchedulerStateMachineTest, |
146 TestsetNeedsRedrawDuringFailedDrawDoesNotRemoveNeedsRedraw) { | 194 TestsetNeedsRedrawDuringFailedDrawDoesNotRemoveNeedsRedraw) { |
147 SchedulerSettings default_scheduler_settings; | 195 SchedulerSettings default_scheduler_settings; |
148 SchedulerStateMachine state(default_scheduler_settings); | 196 StateMachine state(default_scheduler_settings); |
149 state.SetCanStart(); | 197 state.SetCanStart(); |
150 state.UpdateState(state.NextAction()); | 198 state.UpdateState(state.NextAction()); |
151 state.DidCreateAndInitializeOutputSurface(); | 199 state.DidCreateAndInitializeOutputSurface(); |
152 | 200 |
153 state.SetVisible(true); | 201 state.SetVisible(true); |
154 state.SetCanDraw(true); | 202 state.SetCanDraw(true); |
155 state.SetNeedsRedraw(); | 203 state.SetNeedsRedraw(true); |
156 EXPECT_TRUE(state.RedrawPending()); | 204 EXPECT_TRUE(state.RedrawPending()); |
157 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 205 EXPECT_TRUE(state.BeginFrameNeededByImplThread()); |
158 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 206 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 207 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
| 208 state.OnBeginFrameDeadline(); |
159 | 209 |
160 // We're drawing now. | 210 // We're drawing now. |
161 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 211 EXPECT_ACTION_UPDATE_STATE( |
162 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 212 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
163 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 213 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
164 EXPECT_FALSE(state.RedrawPending()); | 214 EXPECT_FALSE(state.RedrawPending()); |
165 EXPECT_FALSE(state.CommitPending()); | 215 EXPECT_FALSE(state.CommitPending()); |
166 | 216 |
167 // While still in the same begin frame callback on the main thread, | 217 // While still in the same begin frame callback on the main thread, |
168 // set needs redraw again. This should not redraw. | 218 // set needs redraw again. This should not redraw. |
169 state.SetNeedsRedraw(); | 219 state.SetNeedsRedraw(true); |
170 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 220 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
171 | 221 |
172 // Failing the draw makes us require a commit. | 222 // Failing the draw makes us require a commit. |
173 state.DidDrawIfPossibleCompleted(false); | 223 state.DidDrawIfPossibleCompleted(false); |
174 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 224 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
175 state.NextAction()); | 225 EXPECT_ACTION_UPDATE_STATE( |
| 226 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
176 EXPECT_TRUE(state.RedrawPending()); | 227 EXPECT_TRUE(state.RedrawPending()); |
177 } | 228 } |
178 | 229 |
179 TEST(SchedulerStateMachineTest, | 230 TEST(SchedulerStateMachineTest, |
180 TestCommitAfterFailedDrawAllowsDrawInSameFrame) { | |
181 SchedulerSettings default_scheduler_settings; | |
182 SchedulerStateMachine state(default_scheduler_settings); | |
183 state.SetCanStart(); | |
184 state.UpdateState(state.NextAction()); | |
185 state.DidCreateAndInitializeOutputSurface(); | |
186 state.SetVisible(true); | |
187 state.SetCanDraw(true); | |
188 | |
189 // Start a commit. | |
190 state.SetNeedsCommit(); | |
191 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | |
192 state.NextAction()); | |
193 state.UpdateState( | |
194 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); | |
195 EXPECT_TRUE(state.CommitPending()); | |
196 | |
197 // Then initiate a draw. | |
198 state.SetNeedsRedraw(); | |
199 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | |
200 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | |
201 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | |
202 EXPECT_TRUE(state.RedrawPending()); | |
203 | |
204 // Fail the draw. | |
205 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | |
206 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | |
207 state.DidDrawIfPossibleCompleted(false); | |
208 EXPECT_TRUE(state.RedrawPending()); | |
209 // But the commit is ongoing. | |
210 EXPECT_TRUE(state.CommitPending()); | |
211 | |
212 // Finish the commit. | |
213 state.FinishCommit(); | |
214 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | |
215 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); | |
216 EXPECT_TRUE(state.RedrawPending()); | |
217 | |
218 // And we should be allowed to draw again. | |
219 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | |
220 } | |
221 | |
222 TEST(SchedulerStateMachineTest, | |
223 TestCommitAfterFailedAndSuccessfulDrawDoesNotAllowDrawInSameFrame) { | |
224 SchedulerSettings default_scheduler_settings; | |
225 SchedulerStateMachine state(default_scheduler_settings); | |
226 state.SetCanStart(); | |
227 state.UpdateState(state.NextAction()); | |
228 state.DidCreateAndInitializeOutputSurface(); | |
229 state.SetVisible(true); | |
230 state.SetCanDraw(true); | |
231 | |
232 // Start a commit. | |
233 state.SetNeedsCommit(); | |
234 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | |
235 state.NextAction()); | |
236 state.UpdateState( | |
237 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); | |
238 EXPECT_TRUE(state.CommitPending()); | |
239 | |
240 // Then initiate a draw. | |
241 state.SetNeedsRedraw(); | |
242 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | |
243 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | |
244 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | |
245 EXPECT_TRUE(state.RedrawPending()); | |
246 | |
247 // Fail the draw. | |
248 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | |
249 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | |
250 state.DidDrawIfPossibleCompleted(false); | |
251 EXPECT_TRUE(state.RedrawPending()); | |
252 // But the commit is ongoing. | |
253 EXPECT_TRUE(state.CommitPending()); | |
254 | |
255 // Force a draw. | |
256 state.SetNeedsForcedRedraw(); | |
257 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | |
258 | |
259 // Do the forced draw. | |
260 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_FORCED); | |
261 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | |
262 EXPECT_FALSE(state.RedrawPending()); | |
263 // And the commit is still ongoing. | |
264 EXPECT_TRUE(state.CommitPending()); | |
265 | |
266 // Finish the commit. | |
267 state.FinishCommit(); | |
268 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | |
269 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); | |
270 EXPECT_TRUE(state.RedrawPending()); | |
271 | |
272 // And we should not be allowed to draw again in the same frame.. | |
273 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | |
274 } | |
275 | |
276 TEST(SchedulerStateMachineTest, | |
277 TestFailedDrawsWillEventuallyForceADrawAfterTheNextCommit) { | 231 TestFailedDrawsWillEventuallyForceADrawAfterTheNextCommit) { |
278 SchedulerSettings default_scheduler_settings; | 232 SchedulerSettings default_scheduler_settings; |
279 SchedulerStateMachine state(default_scheduler_settings); | 233 StateMachine state(default_scheduler_settings); |
280 state.SetCanStart(); | 234 state.SetCanStart(); |
281 state.UpdateState(state.NextAction()); | 235 state.UpdateState(state.NextAction()); |
282 state.DidCreateAndInitializeOutputSurface(); | 236 state.DidCreateAndInitializeOutputSurface(); |
283 state.SetVisible(true); | 237 state.SetVisible(true); |
284 state.SetCanDraw(true); | 238 state.SetCanDraw(true); |
285 state.SetMaximumNumberOfFailedDrawsBeforeDrawIsForced(1); | 239 state.SetMaximumNumberOfFailedDrawsBeforeDrawIsForced(1); |
286 | 240 |
287 // Start a commit. | 241 // Start a commit. |
288 state.SetNeedsCommit(); | 242 state.SetNeedsCommit(); |
289 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 243 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
290 state.NextAction()); | 244 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
291 state.UpdateState( | 245 EXPECT_ACTION_UPDATE_STATE( |
292 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); | 246 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
| 247 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
293 EXPECT_TRUE(state.CommitPending()); | 248 EXPECT_TRUE(state.CommitPending()); |
294 | 249 |
295 // Then initiate a draw. | 250 // Then initiate a draw. |
296 state.SetNeedsRedraw(); | 251 state.SetNeedsRedraw(true); |
297 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 252 state.OnBeginFrameDeadline(); |
298 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 253 EXPECT_ACTION_UPDATE_STATE( |
299 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 254 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
300 EXPECT_TRUE(state.RedrawPending()); | |
301 | 255 |
302 // Fail the draw. | 256 // Fail the draw. |
303 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | |
304 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | |
305 state.DidDrawIfPossibleCompleted(false); | 257 state.DidDrawIfPossibleCompleted(false); |
| 258 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
| 259 EXPECT_TRUE(state.BeginFrameNeededByImplThread()); |
306 EXPECT_TRUE(state.RedrawPending()); | 260 EXPECT_TRUE(state.RedrawPending()); |
307 // But the commit is ongoing. | 261 // But the commit is ongoing. |
308 EXPECT_TRUE(state.CommitPending()); | 262 EXPECT_TRUE(state.CommitPending()); |
309 | 263 |
310 // Finish the commit. Note, we should not yet be forcing a draw, but should | 264 // Finish the commit. Note, we should not yet be forcing a draw, but should |
311 // continue the commit as usual. | 265 // continue the commit as usual. |
312 state.FinishCommit(); | 266 state.FinishCommit(); |
313 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 267 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
314 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); | 268 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
315 EXPECT_TRUE(state.RedrawPending()); | 269 EXPECT_TRUE(state.RedrawPending()); |
316 | 270 |
317 // The redraw should be forced in this case. | 271 // The redraw should be forced at the end of the next BeginFrame. |
318 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 272 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 273 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
| 274 state.OnBeginFrameDeadline(); |
| 275 EXPECT_ACTION_UPDATE_STATE( |
| 276 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_FORCED); |
319 } | 277 } |
320 | 278 |
321 TEST(SchedulerStateMachineTest, | 279 TEST(SchedulerStateMachineTest, |
322 TestFailedDrawIsRetriedInNextBeginFrameForImplThread) { | 280 TestFailedDrawIsRetriedInNextBeginFrameForImplThread) { |
323 SchedulerSettings default_scheduler_settings; | 281 SchedulerSettings default_scheduler_settings; |
324 SchedulerStateMachine state(default_scheduler_settings); | 282 StateMachine state(default_scheduler_settings); |
325 state.SetCanStart(); | 283 state.SetCanStart(); |
326 state.UpdateState(state.NextAction()); | 284 state.UpdateState(state.NextAction()); |
327 state.DidCreateAndInitializeOutputSurface(); | 285 state.DidCreateAndInitializeOutputSurface(); |
328 state.SetVisible(true); | 286 state.SetVisible(true); |
329 state.SetCanDraw(true); | 287 state.SetCanDraw(true); |
330 | 288 |
331 // Start a draw. | 289 // Start a draw. |
332 state.SetNeedsRedraw(); | 290 state.SetNeedsRedraw(true); |
333 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 291 EXPECT_TRUE(state.BeginFrameNeededByImplThread()); |
334 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 292 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
335 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 293 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
| 294 state.OnBeginFrameDeadline(); |
336 EXPECT_TRUE(state.RedrawPending()); | 295 EXPECT_TRUE(state.RedrawPending()); |
| 296 EXPECT_ACTION_UPDATE_STATE( |
| 297 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
337 | 298 |
338 // Fail the draw. | 299 // Fail the draw |
339 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | |
340 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | |
341 state.DidDrawIfPossibleCompleted(false); | 300 state.DidDrawIfPossibleCompleted(false); |
| 301 EXPECT_ACTION_UPDATE_STATE( |
| 302 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
| 303 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
342 EXPECT_TRUE(state.RedrawPending()); | 304 EXPECT_TRUE(state.RedrawPending()); |
343 | 305 |
344 // We should not be trying to draw again now, but we have a commit pending. | 306 // 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, | 307 EXPECT_TRUE(state.BeginFrameNeededByImplThread()); |
346 state.NextAction()); | 308 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 309 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
347 | 310 |
348 state.DidLeaveBeginFrame(); | 311 // We should try to draw again at the end of the next BeginFrame on |
349 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 312 // the impl thread. |
350 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 313 state.OnBeginFrameDeadline(); |
351 | 314 EXPECT_ACTION_UPDATE_STATE( |
352 // We should try to draw again in the next begin frame on the impl thread. | 315 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
353 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 316 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
354 } | 317 } |
355 | 318 |
356 TEST(SchedulerStateMachineTest, TestDoestDrawTwiceInSameFrame) { | 319 TEST(SchedulerStateMachineTest, TestDoestDrawTwiceInSameFrame) { |
357 SchedulerSettings default_scheduler_settings; | 320 SchedulerSettings default_scheduler_settings; |
358 SchedulerStateMachine state(default_scheduler_settings); | 321 StateMachine state(default_scheduler_settings); |
359 state.SetCanStart(); | 322 state.SetCanStart(); |
360 state.UpdateState(state.NextAction()); | 323 state.UpdateState(state.NextAction()); |
361 state.DidCreateAndInitializeOutputSurface(); | 324 state.DidCreateAndInitializeOutputSurface(); |
362 state.SetVisible(true); | 325 state.SetVisible(true); |
363 state.SetCanDraw(true); | 326 state.SetCanDraw(true); |
364 state.SetNeedsRedraw(); | 327 state.SetNeedsRedraw(true); |
365 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | |
366 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | |
367 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | |
368 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | |
369 | 328 |
370 // While still in the same begin frame for the impl thread, set needs redraw | 329 // Draw the first frame. |
371 // again. This should not redraw. | 330 EXPECT_TRUE(state.BeginFrameNeededByImplThread()); |
372 state.SetNeedsRedraw(); | 331 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
373 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 332 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
| 333 |
| 334 state.OnBeginFrameDeadline(); |
| 335 EXPECT_ACTION_UPDATE_STATE( |
| 336 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
| 337 state.DidDrawIfPossibleCompleted(true); |
| 338 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
| 339 |
| 340 // Before the next begin frame for the impl thread, set needs redraw |
| 341 // again. This should not redraw until the next begin frame. |
| 342 state.SetNeedsRedraw(true); |
| 343 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
374 | 344 |
375 // Move to another frame. This should now draw. | 345 // Move to another frame. This should now draw. |
| 346 EXPECT_TRUE(state.BeginFrameNeededByImplThread()); |
| 347 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 348 |
| 349 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
| 350 |
| 351 state.OnBeginFrameDeadline(); |
| 352 EXPECT_ACTION_UPDATE_STATE( |
| 353 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
376 state.DidDrawIfPossibleCompleted(true); | 354 state.DidDrawIfPossibleCompleted(true); |
377 state.DidLeaveBeginFrame(); | 355 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
378 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 356 EXPECT_FALSE(state.BeginFrameNeededByImplThread()); |
379 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | |
380 | |
381 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | |
382 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | |
383 state.DidDrawIfPossibleCompleted(true); | |
384 EXPECT_FALSE(state.BeginFrameNeededToDrawByImplThread()); | |
385 } | 357 } |
386 | 358 |
387 TEST(SchedulerStateMachineTest, TestNextActionDrawsOnBeginFrame) { | 359 TEST(SchedulerStateMachineTest, TestNextActionDrawsOnBeginFrame) { |
388 SchedulerSettings default_scheduler_settings; | 360 SchedulerSettings default_scheduler_settings; |
389 | 361 |
390 // When not in BeginFrame, or in BeginFrame but not visible, | 362 // When not in BeginFrame deadline, or in BeginFrame deadline but not visible, |
391 // don't draw. | 363 // don't draw. |
392 size_t num_commit_states = | 364 size_t num_commit_states = sizeof(all_commit_states) / |
393 sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState); | 365 sizeof(SchedulerStateMachine::CommitState); |
| 366 size_t num_begin_frame_states = sizeof(all_begin_frame_states) / |
| 367 sizeof(SchedulerStateMachine::BeginFrameState); |
394 for (size_t i = 0; i < num_commit_states; ++i) { | 368 for (size_t i = 0; i < num_commit_states; ++i) { |
395 for (size_t j = 0; j < 2; ++j) { | 369 for (size_t j = 0; j < num_begin_frame_states; ++j) { |
| 370 // We aren't testing forced draws here. |
| 371 if (SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW == |
| 372 all_commit_states[i]) |
| 373 continue; |
| 374 |
396 StateMachine state(default_scheduler_settings); | 375 StateMachine state(default_scheduler_settings); |
397 state.SetCanStart(); | 376 state.SetCanStart(); |
398 state.UpdateState(state.NextAction()); | 377 state.UpdateState(state.NextAction()); |
399 state.DidCreateAndInitializeOutputSurface(); | 378 state.DidCreateAndInitializeOutputSurface(); |
400 state.SetCommitState(all_commit_states[i]); | 379 state.SetCommitState(all_commit_states[i]); |
401 bool visible = j; | 380 state.SetBeginFrameState(all_begin_frame_states[j]); |
402 if (!visible) { | 381 bool visible = (all_begin_frame_states[j] == |
403 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 382 SchedulerStateMachine::BEGIN_FRAME_STATE_INSIDE_DEADLINE); |
404 state.SetVisible(false); | 383 state.SetVisible(visible); |
405 } else { | |
406 state.SetVisible(true); | |
407 } | |
408 | 384 |
409 // Case 1: needs_commit=false | 385 // Case 1: needs_commit=false |
410 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, | 386 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
411 state.NextAction()); | 387 state.NextAction()); |
412 | 388 |
413 // Case 2: needs_commit=true | 389 // Case 2: needs_commit=true |
414 state.SetNeedsCommit(); | 390 state.SetNeedsCommit(); |
415 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, | 391 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
416 state.NextAction()); | 392 state.NextAction()); |
417 } | 393 } |
418 } | 394 } |
419 | 395 |
420 // When in BeginFrame, or not in BeginFrame but needs_forced_dedraw | 396 // When in BeginFrame deadline we should always draw for SetNeedsRedraw or |
421 // set, should always draw except if you're ready to commit, in which case | 397 // SetNeedsForcedRedrawForReadback have been called... except if we're |
422 // commit. | 398 // ready to commit, in which case we expect a commit first. |
423 for (size_t i = 0; i < num_commit_states; ++i) { | 399 for (size_t i = 0; i < num_commit_states; ++i) { |
424 for (size_t j = 0; j < 2; ++j) { | 400 for (size_t j = 0; j < 2; ++j) { |
| 401 bool forced_draw_for_readback = j; |
| 402 // Skip invalid states |
| 403 if ((SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW == |
| 404 all_commit_states[i]) && |
| 405 !forced_draw_for_readback) |
| 406 continue; |
| 407 |
425 StateMachine state(default_scheduler_settings); | 408 StateMachine state(default_scheduler_settings); |
426 state.SetCanStart(); | 409 state.SetCanStart(); |
427 state.UpdateState(state.NextAction()); | 410 state.UpdateState(state.NextAction()); |
428 state.DidCreateAndInitializeOutputSurface(); | 411 state.DidCreateAndInitializeOutputSurface(); |
429 state.SetCanDraw(true); | 412 state.SetCanDraw(true); |
430 state.SetCommitState(all_commit_states[i]); | 413 state.SetCommitState(all_commit_states[i]); |
431 bool forced_draw = j; | 414 state.SetBeginFrameState( |
432 if (!forced_draw) { | 415 SchedulerStateMachine::BEGIN_FRAME_STATE_INSIDE_DEADLINE); |
433 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 416 if (!forced_draw_for_readback) { |
434 state.SetNeedsRedraw(true); | 417 state.SetNeedsRedraw(true); |
435 state.SetVisible(true); | 418 state.SetVisible(true); |
436 } else { | 419 } else { |
437 state.SetNeedsForcedRedraw(true); | 420 state.SetNeedsForcedRedrawForReadback(); |
438 } | 421 } |
439 | 422 |
440 SchedulerStateMachine::Action expected_action; | 423 SchedulerStateMachine::Action expected_action; |
441 if (all_commit_states[i] != | 424 if (all_commit_states[i] == |
442 SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT) { | 425 SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT) { |
| 426 expected_action = SchedulerStateMachine::ACTION_COMMIT; |
| 427 } else if (forced_draw_for_readback) { |
| 428 if (all_commit_states[i] == |
| 429 SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW) |
| 430 expected_action = SchedulerStateMachine::ACTION_DRAW_AND_READBACK; |
| 431 else |
| 432 expected_action = SchedulerStateMachine::ACTION_NONE; |
| 433 } else { |
443 expected_action = | 434 expected_action = |
444 forced_draw ? SchedulerStateMachine::ACTION_DRAW_FORCED | 435 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE; |
445 : SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE; | |
446 } else { | |
447 expected_action = SchedulerStateMachine::ACTION_COMMIT; | |
448 } | 436 } |
449 | 437 |
450 // Case 1: needs_commit=false. | 438 // Case 1: needs_commit=false. |
451 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 439 EXPECT_EQ(state.BeginFrameNeededByImplThread(), |
| 440 !forced_draw_for_readback); |
452 EXPECT_EQ(expected_action, state.NextAction()); | 441 EXPECT_EQ(expected_action, state.NextAction()); |
453 | 442 |
454 // Case 2: needs_commit=true. | 443 // Case 2: needs_commit=true. |
455 state.SetNeedsCommit(); | 444 state.SetNeedsCommit(); |
456 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 445 EXPECT_EQ(state.BeginFrameNeededByImplThread(), |
| 446 !forced_draw_for_readback); |
457 EXPECT_EQ(expected_action, state.NextAction()); | 447 EXPECT_EQ(expected_action, state.NextAction()); |
458 } | 448 } |
459 } | 449 } |
460 } | 450 } |
461 | 451 |
462 TEST(SchedulerStateMachineTest, TestNoCommitStatesRedrawWhenInvisible) { | 452 TEST(SchedulerStateMachineTest, TestNoCommitStatesRedrawWhenInvisible) { |
463 SchedulerSettings default_scheduler_settings; | 453 SchedulerSettings default_scheduler_settings; |
464 | 454 |
465 size_t num_commit_states = | 455 size_t num_commit_states = |
466 sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState); | 456 sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState); |
467 for (size_t i = 0; i < num_commit_states; ++i) { | 457 for (size_t i = 0; i < num_commit_states; ++i) { |
468 // There shouldn't be any drawing regardless of BeginFrame. | 458 // There shouldn't be any drawing regardless of BeginFrame. |
469 for (size_t j = 0; j < 2; ++j) { | 459 for (size_t j = 0; j < 2; ++j) { |
470 StateMachine state(default_scheduler_settings); | 460 StateMachine state(default_scheduler_settings); |
471 state.SetCanStart(); | 461 state.SetCanStart(); |
472 state.UpdateState(state.NextAction()); | 462 state.UpdateState(state.NextAction()); |
473 state.DidCreateAndInitializeOutputSurface(); | 463 state.DidCreateAndInitializeOutputSurface(); |
474 state.SetCommitState(all_commit_states[i]); | 464 state.SetCommitState(all_commit_states[i]); |
475 state.SetVisible(false); | 465 state.SetVisible(false); |
476 state.SetNeedsRedraw(true); | 466 state.SetNeedsRedraw(true); |
477 state.SetNeedsForcedRedraw(false); | 467 state.SetNeedsForcedRedrawForReadback(); |
478 if (j == 1) | 468 if (j == 1) { |
479 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 469 state.SetBeginFrameState( |
| 470 SchedulerStateMachine::BEGIN_FRAME_STATE_INSIDE_DEADLINE); |
| 471 } |
480 | 472 |
481 // Case 1: needs_commit=false. | 473 // Case 1: needs_commit=false. |
482 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, | 474 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
483 state.NextAction()); | 475 state.NextAction()); |
484 | 476 |
485 // Case 2: needs_commit=true. | 477 // Case 2: needs_commit=true. |
486 state.SetNeedsCommit(); | 478 state.SetNeedsCommit(); |
487 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, | 479 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
488 state.NextAction()); | 480 state.NextAction()); |
489 } | 481 } |
490 } | 482 } |
491 } | 483 } |
492 | 484 |
493 TEST(SchedulerStateMachineTest, TestCanRedraw_StopsDraw) { | 485 TEST(SchedulerStateMachineTest, TestCanRedraw_StopsDraw) { |
494 SchedulerSettings default_scheduler_settings; | 486 SchedulerSettings default_scheduler_settings; |
495 | 487 |
496 size_t num_commit_states = | 488 size_t num_commit_states = |
497 sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState); | 489 sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState); |
498 for (size_t i = 0; i < num_commit_states; ++i) { | 490 for (size_t i = 0; i < num_commit_states; ++i) { |
499 // There shouldn't be any drawing regardless of BeginFrame. | 491 // There shouldn't be any drawing regardless of BeginFrame. |
500 for (size_t j = 0; j < 2; ++j) { | 492 for (size_t j = 0; j < 2; ++j) { |
501 StateMachine state(default_scheduler_settings); | 493 StateMachine state(default_scheduler_settings); |
502 state.SetCanStart(); | 494 state.SetCanStart(); |
503 state.UpdateState(state.NextAction()); | 495 state.UpdateState(state.NextAction()); |
504 state.DidCreateAndInitializeOutputSurface(); | 496 state.DidCreateAndInitializeOutputSurface(); |
505 state.SetCommitState(all_commit_states[i]); | 497 state.SetCommitState(all_commit_states[i]); |
506 state.SetVisible(false); | 498 state.SetVisible(false); |
507 state.SetNeedsRedraw(true); | 499 state.SetNeedsRedraw(true); |
508 state.SetNeedsForcedRedraw(false); | 500 state.SetNeedsForcedRedrawForReadback(); |
509 if (j == 1) | 501 if (j == 1) |
510 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 502 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
511 | 503 |
512 state.SetCanDraw(false); | 504 state.SetCanDraw(false); |
513 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, | 505 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
514 state.NextAction()); | 506 state.NextAction()); |
515 } | 507 } |
516 } | 508 } |
517 } | 509 } |
518 | 510 |
519 TEST(SchedulerStateMachineTest, | 511 TEST(SchedulerStateMachineTest, |
520 TestCanRedrawWithWaitingForFirstDrawMakesProgress) { | 512 TestCanRedrawWithWaitingForFirstDrawMakesProgress) { |
521 SchedulerSettings default_scheduler_settings; | 513 SchedulerSettings default_scheduler_settings; |
522 StateMachine state(default_scheduler_settings); | 514 StateMachine state(default_scheduler_settings); |
523 state.SetCanStart(); | 515 state.SetCanStart(); |
524 state.UpdateState(state.NextAction()); | 516 state.UpdateState(state.NextAction()); |
525 state.DidCreateAndInitializeOutputSurface(); | 517 state.DidCreateAndInitializeOutputSurface(); |
526 state.SetCommitState( | 518 state.SetCommitState( |
527 SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW); | 519 SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW); |
528 state.SetNeedsCommit(); | 520 state.SetNeedsCommit(); |
529 state.SetNeedsRedraw(true); | 521 state.SetNeedsRedraw(true); |
530 state.SetVisible(true); | 522 state.SetVisible(true); |
531 state.SetCanDraw(false); | 523 state.SetCanDraw(false); |
532 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 524 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
533 state.NextAction()); | 525 EXPECT_ACTION_UPDATE_STATE( |
| 526 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
| 527 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
534 } | 528 } |
535 | 529 |
536 TEST(SchedulerStateMachineTest, TestsetNeedsCommitIsNotLost) { | 530 TEST(SchedulerStateMachineTest, TestsetNeedsCommitIsNotLost) { |
537 SchedulerSettings default_scheduler_settings; | 531 SchedulerSettings default_scheduler_settings; |
538 StateMachine state(default_scheduler_settings); | 532 StateMachine state(default_scheduler_settings); |
539 state.SetCanStart(); | 533 state.SetCanStart(); |
540 state.UpdateState(state.NextAction()); | 534 state.UpdateState(state.NextAction()); |
541 state.DidCreateAndInitializeOutputSurface(); | 535 state.DidCreateAndInitializeOutputSurface(); |
542 state.SetNeedsCommit(); | 536 state.SetNeedsCommit(); |
543 state.SetVisible(true); | 537 state.SetVisible(true); |
544 state.SetCanDraw(true); | 538 state.SetCanDraw(true); |
545 | 539 |
| 540 EXPECT_TRUE(state.BeginFrameNeededByImplThread()); |
| 541 |
546 // Begin the frame. | 542 // Begin the frame. |
547 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 543 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
548 state.NextAction()); | 544 EXPECT_ACTION_UPDATE_STATE( |
549 state.UpdateState(state.NextAction()); | 545 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
550 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 546 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
551 state.CommitState()); | 547 state.CommitState()); |
552 | 548 |
553 // Now, while the frame is in progress, set another commit. | 549 // Now, while the frame is in progress, set another commit. |
554 state.SetNeedsCommit(); | 550 state.SetNeedsCommit(); |
555 EXPECT_TRUE(state.NeedsCommit()); | 551 EXPECT_TRUE(state.NeedsCommit()); |
556 | 552 |
557 // Let the frame finish. | 553 // Let the frame finish. |
558 state.FinishCommit(); | 554 state.FinishCommit(); |
559 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 555 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
560 state.CommitState()); | 556 state.CommitState()); |
561 | 557 |
562 // Expect to commit regardless of BeginFrame state. | 558 // Expect to commit regardless of BeginFrame state. |
563 state.DidLeaveBeginFrame(); | 559 EXPECT_EQ(SchedulerStateMachine::BEGIN_FRAME_STATE_INSIDE_BEGIN_FRAME, |
| 560 state.begin_frame_state()); |
564 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 561 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
565 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 562 |
| 563 state.AdvanceBeginFrameStateWhenNoActionsRemain(); |
| 564 EXPECT_EQ(SchedulerStateMachine::BEGIN_FRAME_STATE_DEADLINE_PENDING, |
| 565 state.begin_frame_state()); |
| 566 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
| 567 |
| 568 state.OnBeginFrameDeadline(); |
| 569 EXPECT_EQ(SchedulerStateMachine::BEGIN_FRAME_STATE_INSIDE_DEADLINE, |
| 570 state.begin_frame_state()); |
| 571 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
| 572 |
| 573 state.AdvanceBeginFrameStateWhenNoActionsRemain(); |
| 574 EXPECT_EQ(SchedulerStateMachine::BEGIN_FRAME_STATE_IDLE, |
| 575 state.begin_frame_state()); |
| 576 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
| 577 |
| 578 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 579 EXPECT_EQ(SchedulerStateMachine::BEGIN_FRAME_STATE_INSIDE_BEGIN_FRAME, |
| 580 state.begin_frame_state()); |
566 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 581 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
567 | 582 |
568 // Commit and make sure we draw on next BeginFrame | 583 // Commit and make sure we draw on next BeginFrame |
569 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); | 584 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
570 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 585 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
| 586 state.OnBeginFrameDeadline(); |
571 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, | 587 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
572 state.CommitState()); | 588 state.CommitState()); |
573 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 589 EXPECT_ACTION_UPDATE_STATE( |
| 590 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
574 state.DidDrawIfPossibleCompleted(true); | 591 state.DidDrawIfPossibleCompleted(true); |
575 | 592 |
576 // Verify that another commit will begin. | 593 // Verify that another commit will start immediately after draw. |
577 state.DidLeaveBeginFrame(); | 594 EXPECT_ACTION_UPDATE_STATE( |
578 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 595 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
579 state.NextAction()); | 596 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
580 } | 597 } |
581 | 598 |
582 TEST(SchedulerStateMachineTest, TestFullCycle) { | 599 TEST(SchedulerStateMachineTest, TestFullCycle) { |
583 SchedulerSettings default_scheduler_settings; | 600 SchedulerSettings default_scheduler_settings; |
584 StateMachine state(default_scheduler_settings); | 601 StateMachine state(default_scheduler_settings); |
585 state.SetCanStart(); | 602 state.SetCanStart(); |
586 state.UpdateState(state.NextAction()); | 603 state.UpdateState(state.NextAction()); |
587 state.DidCreateAndInitializeOutputSurface(); | 604 state.DidCreateAndInitializeOutputSurface(); |
588 state.SetVisible(true); | 605 state.SetVisible(true); |
589 state.SetCanDraw(true); | 606 state.SetCanDraw(true); |
590 | 607 |
591 // Start clean and set commit. | 608 // Start clean and set commit. |
592 state.SetNeedsCommit(); | 609 state.SetNeedsCommit(); |
593 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | |
594 state.NextAction()); | |
595 | 610 |
596 // Begin the frame. | 611 // Begin the frame. |
597 state.UpdateState( | 612 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 613 EXPECT_ACTION_UPDATE_STATE( |
598 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); | 614 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
599 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 615 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
600 state.CommitState()); | 616 state.CommitState()); |
601 EXPECT_FALSE(state.NeedsCommit()); | 617 EXPECT_FALSE(state.NeedsCommit()); |
602 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 618 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
603 | 619 |
604 // Tell the scheduler the frame finished. | 620 // Tell the scheduler the frame finished. |
605 state.FinishCommit(); | 621 state.FinishCommit(); |
606 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 622 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
607 state.CommitState()); | 623 state.CommitState()); |
608 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | |
609 | 624 |
610 // Commit. | 625 // Commit. |
611 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); | 626 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
612 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, | 627 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
613 state.CommitState()); | 628 state.CommitState()); |
614 EXPECT_TRUE(state.NeedsRedraw()); | 629 EXPECT_TRUE(state.NeedsRedraw()); |
615 | 630 |
616 // Expect to do nothing until BeginFrame. | 631 // Expect to do nothing until BeginFrame deadline |
617 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 632 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
618 | 633 |
619 // At BeginFrame, draw. | 634 // At BeginFrame deadline, draw. |
620 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 635 state.OnBeginFrameDeadline(); |
621 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 636 EXPECT_ACTION_UPDATE_STATE( |
622 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 637 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
623 state.DidDrawIfPossibleCompleted(true); | 638 state.DidDrawIfPossibleCompleted(true); |
624 state.DidLeaveBeginFrame(); | |
625 | 639 |
626 // Should be synchronized, no draw needed, no action needed. | 640 // Should be synchronized, no draw needed, no action needed. |
| 641 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
627 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); | 642 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
628 EXPECT_FALSE(state.NeedsRedraw()); | 643 EXPECT_FALSE(state.NeedsRedraw()); |
629 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | |
630 } | 644 } |
631 | 645 |
632 TEST(SchedulerStateMachineTest, TestFullCycleWithCommitRequestInbetween) { | 646 TEST(SchedulerStateMachineTest, TestFullCycleWithCommitRequestInbetween) { |
633 SchedulerSettings default_scheduler_settings; | 647 SchedulerSettings default_scheduler_settings; |
634 StateMachine state(default_scheduler_settings); | 648 StateMachine state(default_scheduler_settings); |
635 state.SetCanStart(); | 649 state.SetCanStart(); |
636 state.UpdateState(state.NextAction()); | 650 state.UpdateState(state.NextAction()); |
637 state.DidCreateAndInitializeOutputSurface(); | 651 state.DidCreateAndInitializeOutputSurface(); |
638 state.SetVisible(true); | 652 state.SetVisible(true); |
639 state.SetCanDraw(true); | 653 state.SetCanDraw(true); |
640 | 654 |
641 // Start clean and set commit. | 655 // Start clean and set commit. |
642 state.SetNeedsCommit(); | 656 state.SetNeedsCommit(); |
643 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | |
644 state.NextAction()); | |
645 | 657 |
646 // Begin the frame. | 658 // Begin the frame. |
647 state.UpdateState( | 659 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 660 EXPECT_ACTION_UPDATE_STATE( |
648 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); | 661 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
649 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 662 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
650 state.CommitState()); | 663 state.CommitState()); |
651 EXPECT_FALSE(state.NeedsCommit()); | 664 EXPECT_FALSE(state.NeedsCommit()); |
652 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 665 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
653 | 666 |
654 // Request another commit while the commit is in flight. | 667 // Request another commit while the commit is in flight. |
655 state.SetNeedsCommit(); | 668 state.SetNeedsCommit(); |
656 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 669 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
657 | 670 |
658 // Tell the scheduler the frame finished. | 671 // Tell the scheduler the frame finished. |
659 state.FinishCommit(); | 672 state.FinishCommit(); |
660 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 673 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
661 state.CommitState()); | 674 state.CommitState()); |
662 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | |
663 | 675 |
664 // Commit. | 676 // First commit. |
665 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); | 677 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
666 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, | 678 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
667 state.CommitState()); | 679 state.CommitState()); |
668 EXPECT_TRUE(state.NeedsRedraw()); | 680 EXPECT_TRUE(state.NeedsRedraw()); |
669 | 681 |
670 // Expect to do nothing until BeginFrame. | 682 // Expect to do nothing until BeginFrame deadline. |
671 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 683 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
672 | 684 |
673 // At BeginFrame, draw. | 685 // At BeginFrame deadline, draw. |
674 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 686 state.OnBeginFrameDeadline(); |
675 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 687 EXPECT_ACTION_UPDATE_STATE( |
676 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 688 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
677 state.DidDrawIfPossibleCompleted(true); | 689 state.DidDrawIfPossibleCompleted(true); |
678 state.DidLeaveBeginFrame(); | |
679 | 690 |
680 // Should be synchronized, no draw needed, no action needed. | 691 // Should be synchronized, no draw needed, no action needed. |
| 692 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
681 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); | 693 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
682 EXPECT_FALSE(state.NeedsRedraw()); | 694 EXPECT_FALSE(state.NeedsRedraw()); |
683 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 695 |
684 state.NextAction()); | 696 // Next BeginFrame should initiate second commit. |
| 697 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 698 EXPECT_ACTION_UPDATE_STATE( |
| 699 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
685 } | 700 } |
686 | 701 |
687 TEST(SchedulerStateMachineTest, TestRequestCommitInvisible) { | 702 TEST(SchedulerStateMachineTest, TestRequestCommitInvisible) { |
688 SchedulerSettings default_scheduler_settings; | 703 SchedulerSettings default_scheduler_settings; |
689 StateMachine state(default_scheduler_settings); | 704 StateMachine state(default_scheduler_settings); |
690 state.SetCanStart(); | 705 state.SetCanStart(); |
691 state.UpdateState(state.NextAction()); | 706 state.UpdateState(state.NextAction()); |
692 state.DidCreateAndInitializeOutputSurface(); | 707 state.DidCreateAndInitializeOutputSurface(); |
693 state.SetNeedsCommit(); | 708 state.SetNeedsCommit(); |
694 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 709 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
695 } | 710 } |
696 | 711 |
697 TEST(SchedulerStateMachineTest, TestGoesInvisibleBeforeFinishCommit) { | 712 TEST(SchedulerStateMachineTest, TestGoesInvisibleBeforeFinishCommit) { |
698 SchedulerSettings default_scheduler_settings; | 713 SchedulerSettings default_scheduler_settings; |
699 StateMachine state(default_scheduler_settings); | 714 StateMachine state(default_scheduler_settings); |
700 state.SetCanStart(); | 715 state.SetCanStart(); |
701 state.UpdateState(state.NextAction()); | 716 state.UpdateState(state.NextAction()); |
702 state.DidCreateAndInitializeOutputSurface(); | 717 state.DidCreateAndInitializeOutputSurface(); |
703 state.SetVisible(true); | 718 state.SetVisible(true); |
704 state.SetCanDraw(true); | 719 state.SetCanDraw(true); |
705 | 720 |
706 // Start clean and set commit. | 721 // Start clean and set commit. |
707 state.SetNeedsCommit(); | 722 state.SetNeedsCommit(); |
708 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | |
709 state.NextAction()); | |
710 | 723 |
711 // Begin the frame while visible. | 724 // Begin the frame while visible. |
712 state.UpdateState( | 725 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 726 EXPECT_ACTION_UPDATE_STATE( |
713 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); | 727 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
714 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 728 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
715 state.CommitState()); | 729 state.CommitState()); |
716 EXPECT_FALSE(state.NeedsCommit()); | 730 EXPECT_FALSE(state.NeedsCommit()); |
717 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 731 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
718 | 732 |
719 // Become invisible and abort the main thread's begin frame. | 733 // Become invisible and abort the main thread's begin frame. |
720 state.SetVisible(false); | 734 state.SetVisible(false); |
721 state.BeginFrameAbortedByMainThread(); | 735 state.BeginFrameAbortedByMainThread(); |
722 | 736 |
723 // We should now be back in the idle state as if we didn't start a frame at | 737 // We should now be back in the idle state as if we never started the frame. |
724 // all. | |
725 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); | 738 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
726 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 739 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
| 740 |
| 741 // We shouldn't do anything on the BeginFrame deadline. |
| 742 state.OnBeginFrameDeadline(); |
| 743 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
727 | 744 |
728 // Become visible again. | 745 // Become visible again. |
729 state.SetVisible(true); | 746 state.SetVisible(true); |
730 | 747 |
731 // We should be beginning a frame now. | 748 // We should handle the aborted commit on the next BeginFrame. |
| 749 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
732 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); | 750 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
733 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 751 EXPECT_ACTION_UPDATE_STATE( |
734 state.NextAction()); | 752 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
735 | |
736 // Begin the frame. | |
737 state.UpdateState(state.NextAction()); | |
738 | 753 |
739 // We should be starting the commit now. | 754 // We should be starting the commit now. |
740 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 755 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
741 state.CommitState()); | 756 state.CommitState()); |
| 757 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
742 } | 758 } |
743 | 759 |
744 TEST(SchedulerStateMachineTest, TestFirstContextCreation) { | 760 TEST(SchedulerStateMachineTest, TestFirstContextCreation) { |
745 SchedulerSettings default_scheduler_settings; | 761 SchedulerSettings default_scheduler_settings; |
746 StateMachine state(default_scheduler_settings); | 762 StateMachine state(default_scheduler_settings); |
747 state.SetCanStart(); | 763 state.SetCanStart(); |
748 state.SetVisible(true); | 764 state.SetVisible(true); |
749 state.SetCanDraw(true); | 765 state.SetCanDraw(true); |
750 | 766 |
751 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 767 EXPECT_ACTION_UPDATE_STATE( |
752 state.NextAction()); | 768 SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION); |
753 state.UpdateState(state.NextAction()); | |
754 state.DidCreateAndInitializeOutputSurface(); | 769 state.DidCreateAndInitializeOutputSurface(); |
755 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 770 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
756 | 771 |
757 // Check that the first init does not SetNeedsCommit. | 772 // Check that the first init does not SetNeedsCommit. |
| 773 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 774 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
| 775 state.OnBeginFrameDeadline(); |
| 776 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
| 777 |
| 778 // Check that a needs commit initiates a BeginFrame to the main thread. |
758 state.SetNeedsCommit(); | 779 state.SetNeedsCommit(); |
759 EXPECT_NE(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 780 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 781 EXPECT_ACTION_UPDATE_STATE( |
| 782 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
760 } | 783 } |
761 | 784 |
762 TEST(SchedulerStateMachineTest, TestContextLostWhenCompletelyIdle) { | 785 TEST(SchedulerStateMachineTest, TestContextLostWhenCompletelyIdle) { |
763 SchedulerSettings default_scheduler_settings; | 786 SchedulerSettings default_scheduler_settings; |
764 StateMachine state(default_scheduler_settings); | 787 StateMachine state(default_scheduler_settings); |
765 state.SetCanStart(); | 788 state.SetCanStart(); |
766 state.UpdateState(state.NextAction()); | 789 state.UpdateState(state.NextAction()); |
767 state.DidCreateAndInitializeOutputSurface(); | 790 state.DidCreateAndInitializeOutputSurface(); |
768 | 791 |
769 state.SetVisible(true); | 792 state.SetVisible(true); |
770 state.SetCanDraw(true); | 793 state.SetCanDraw(true); |
771 | 794 |
772 EXPECT_NE(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 795 EXPECT_NE(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
773 state.NextAction()); | 796 state.NextAction()); |
774 state.DidLoseOutputSurface(); | 797 state.DidLoseOutputSurface(); |
775 | 798 |
776 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 799 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
777 state.NextAction()); | 800 state.NextAction()); |
778 state.UpdateState(state.NextAction()); | 801 state.UpdateState(state.NextAction()); |
779 | 802 |
780 // Once context recreation begins, nothing should happen. | 803 // Once context recreation begins, nothing should happen. |
781 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 804 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
782 | 805 |
783 // Recreate the context. | 806 // Recreate the context. |
784 state.DidCreateAndInitializeOutputSurface(); | 807 state.DidCreateAndInitializeOutputSurface(); |
785 | 808 |
786 // When the context is recreated, we should begin a commit. | 809 // When the context is recreated, we should begin a commit. |
787 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 810 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
788 state.NextAction()); | 811 EXPECT_ACTION_UPDATE_STATE( |
789 state.UpdateState(state.NextAction()); | 812 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
790 } | 813 } |
791 | 814 |
792 TEST(SchedulerStateMachineTest, | 815 TEST(SchedulerStateMachineTest, |
793 TestContextLostWhenIdleAndCommitRequestedWhileRecreating) { | 816 TestContextLostWhenIdleAndCommitRequestedWhileRecreating) { |
794 SchedulerSettings default_scheduler_settings; | 817 SchedulerSettings default_scheduler_settings; |
795 StateMachine state(default_scheduler_settings); | 818 StateMachine state(default_scheduler_settings); |
796 state.SetCanStart(); | 819 state.SetCanStart(); |
797 state.UpdateState(state.NextAction()); | 820 state.UpdateState(state.NextAction()); |
798 state.DidCreateAndInitializeOutputSurface(); | 821 state.DidCreateAndInitializeOutputSurface(); |
799 state.SetVisible(true); | 822 state.SetVisible(true); |
800 state.SetCanDraw(true); | 823 state.SetCanDraw(true); |
801 | 824 |
802 EXPECT_NE(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 825 EXPECT_NE(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
803 state.NextAction()); | 826 state.NextAction()); |
804 state.DidLoseOutputSurface(); | 827 state.DidLoseOutputSurface(); |
805 | 828 |
806 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 829 EXPECT_ACTION_UPDATE_STATE( |
807 state.NextAction()); | 830 SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION); |
808 state.UpdateState(state.NextAction()); | |
809 | 831 |
810 // Once context recreation begins, nothing should happen. | 832 // Once context recreation begins, nothing should happen. |
811 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 833 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 834 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
| 835 state.OnBeginFrameDeadline(); |
| 836 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
812 | 837 |
813 // While context is recreating, commits shouldn't begin. | 838 // While context is recreating, commits shouldn't begin. |
814 state.SetNeedsCommit(); | 839 state.SetNeedsCommit(); |
815 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 840 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 841 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
| 842 state.OnBeginFrameDeadline(); |
| 843 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
816 | 844 |
817 // Recreate the context | 845 // Recreate the context |
818 state.DidCreateAndInitializeOutputSurface(); | 846 state.DidCreateAndInitializeOutputSurface(); |
819 | 847 |
820 // When the context is recreated, we should begin a commit | 848 // When the context is recreated, we should begin a commit |
821 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 849 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
822 state.NextAction()); | 850 EXPECT_ACTION_UPDATE_STATE( |
823 state.UpdateState(state.NextAction()); | 851 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
| 852 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
| 853 state.FinishCommit(); |
| 854 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
| 855 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
824 | 856 |
825 // Once the context is recreated, whether we draw should be based on | 857 // Once the context is recreated, whether we draw should be based on |
826 // SetCanDraw. | 858 // SetCanDraw. |
| 859 state.OnBeginFrameDeadline(); |
827 state.SetNeedsRedraw(true); | 860 state.SetNeedsRedraw(true); |
828 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 861 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
829 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 862 state.NextAction()); |
830 state.SetCanDraw(false); | 863 state.SetCanDraw(false); |
831 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 864 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
832 state.SetCanDraw(true); | 865 state.SetCanDraw(true); |
833 state.DidLeaveBeginFrame(); | 866 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
| 867 state.NextAction()); |
834 } | 868 } |
835 | 869 |
836 TEST(SchedulerStateMachineTest, TestContextLostWhileCommitInProgress) { | 870 TEST(SchedulerStateMachineTest, TestContextLostWhileCommitInProgress) { |
837 SchedulerSettings default_scheduler_settings; | 871 SchedulerSettings default_scheduler_settings; |
838 StateMachine state(default_scheduler_settings); | 872 StateMachine state(default_scheduler_settings); |
839 state.SetCanStart(); | 873 state.SetCanStart(); |
840 state.UpdateState(state.NextAction()); | 874 state.UpdateState(state.NextAction()); |
841 state.DidCreateAndInitializeOutputSurface(); | 875 state.DidCreateAndInitializeOutputSurface(); |
842 state.SetVisible(true); | 876 state.SetVisible(true); |
843 state.SetCanDraw(true); | 877 state.SetCanDraw(true); |
844 | 878 |
845 // Get a commit in flight. | 879 // Get a commit in flight. |
846 state.SetNeedsCommit(); | 880 state.SetNeedsCommit(); |
847 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 881 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
848 state.NextAction()); | |
849 state.UpdateState(state.NextAction()); | |
850 | 882 |
851 // Set damage and expect a draw. | 883 // Set damage and expect a draw. |
852 state.SetNeedsRedraw(true); | 884 state.SetNeedsRedraw(true); |
853 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 885 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
854 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 886 EXPECT_ACTION_UPDATE_STATE( |
855 state.UpdateState(state.NextAction()); | 887 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
856 state.DidLeaveBeginFrame(); | 888 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
| 889 state.OnBeginFrameDeadline(); |
| 890 EXPECT_ACTION_UPDATE_STATE( |
| 891 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
| 892 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
857 | 893 |
858 // Cause a lost context while the begin frame is in flight | 894 // Cause a lost context while the begin frame is in flight |
859 // for the main thread. | 895 // for the main thread. |
860 state.DidLoseOutputSurface(); | 896 state.DidLoseOutputSurface(); |
861 | 897 |
862 // Ask for another draw. Expect nothing happens. | 898 // Ask for another draw. Expect nothing happens. |
863 state.SetNeedsRedraw(true); | 899 state.SetNeedsRedraw(true); |
864 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 900 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
865 | 901 |
866 // Finish the frame, and commit. | 902 // Finish the frame, and commit. |
867 state.FinishCommit(); | 903 state.FinishCommit(); |
868 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 904 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
869 state.UpdateState(state.NextAction()); | |
870 | 905 |
| 906 // We still attempt to draw when output surface is lost if we are waiting |
| 907 // for the first draw to unblock the main thread. |
871 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, | 908 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
872 state.CommitState()); | 909 state.CommitState()); |
873 | 910 EXPECT_ACTION_UPDATE_STATE( |
874 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 911 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
875 state.UpdateState(state.NextAction()); | |
876 | 912 |
877 // Expect to be told to begin context recreation, independent of | 913 // Expect to be told to begin context recreation, independent of |
878 // BeginFrame state. | 914 // BeginFrame state. |
879 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 915 EXPECT_EQ(SchedulerStateMachine::BEGIN_FRAME_STATE_IDLE, |
| 916 state.begin_frame_state()); |
880 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 917 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
881 state.NextAction()); | 918 state.NextAction()); |
882 state.DidLeaveBeginFrame(); | 919 |
| 920 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 921 EXPECT_EQ(SchedulerStateMachine::BEGIN_FRAME_STATE_INSIDE_BEGIN_FRAME, |
| 922 state.begin_frame_state()); |
| 923 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
| 924 state.NextAction()); |
| 925 |
| 926 state.AdvanceBeginFrameStateWhenNoActionsRemain(); |
| 927 EXPECT_EQ(SchedulerStateMachine::BEGIN_FRAME_STATE_DEADLINE_PENDING, |
| 928 state.begin_frame_state()); |
| 929 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
| 930 state.NextAction()); |
| 931 |
| 932 state.OnBeginFrameDeadline(); |
| 933 EXPECT_EQ(SchedulerStateMachine::BEGIN_FRAME_STATE_INSIDE_DEADLINE, |
| 934 state.begin_frame_state()); |
883 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 935 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
884 state.NextAction()); | 936 state.NextAction()); |
885 } | 937 } |
886 | 938 |
887 TEST(SchedulerStateMachineTest, | 939 TEST(SchedulerStateMachineTest, |
888 TestContextLostWhileCommitInProgressAndAnotherCommitRequested) { | 940 TestContextLostWhileCommitInProgressAndAnotherCommitRequested) { |
889 SchedulerSettings default_scheduler_settings; | 941 SchedulerSettings default_scheduler_settings; |
890 StateMachine state(default_scheduler_settings); | 942 StateMachine state(default_scheduler_settings); |
891 state.SetCanStart(); | 943 state.SetCanStart(); |
892 state.UpdateState(state.NextAction()); | 944 state.UpdateState(state.NextAction()); |
893 state.DidCreateAndInitializeOutputSurface(); | 945 state.DidCreateAndInitializeOutputSurface(); |
894 state.SetVisible(true); | 946 state.SetVisible(true); |
895 state.SetCanDraw(true); | 947 state.SetCanDraw(true); |
896 | 948 |
897 // Get a commit in flight. | 949 // Get a commit in flight. |
898 state.SetNeedsCommit(); | 950 state.SetNeedsCommit(); |
899 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 951 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
900 state.NextAction()); | |
901 state.UpdateState(state.NextAction()); | |
902 | 952 |
903 // Set damage and expect a draw. | 953 // Set damage and expect a draw. |
904 state.SetNeedsRedraw(true); | 954 state.SetNeedsRedraw(true); |
905 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 955 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
906 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 956 EXPECT_ACTION_UPDATE_STATE( |
907 state.UpdateState(state.NextAction()); | 957 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
908 state.DidLeaveBeginFrame(); | 958 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
| 959 state.OnBeginFrameDeadline(); |
| 960 EXPECT_ACTION_UPDATE_STATE( |
| 961 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
| 962 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
909 | 963 |
910 // Cause a lost context while the begin frame is in flight | 964 // Cause a lost context while the begin frame is in flight |
911 // for the main thread. | 965 // for the main thread. |
912 state.DidLoseOutputSurface(); | 966 state.DidLoseOutputSurface(); |
913 | 967 |
914 // Ask for another draw and also set needs commit. Expect nothing happens. | 968 // Ask for another draw and also set needs commit. Expect nothing happens. |
915 state.SetNeedsRedraw(true); | 969 state.SetNeedsRedraw(true); |
916 state.SetNeedsCommit(); | 970 state.SetNeedsCommit(); |
917 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 971 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
918 | 972 |
919 // Finish the frame, and commit. | 973 // Finish the frame, and commit. |
920 state.FinishCommit(); | 974 state.FinishCommit(); |
921 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 975 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
922 state.UpdateState(state.NextAction()); | |
923 | |
924 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, | 976 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
925 state.CommitState()); | 977 state.CommitState()); |
926 | 978 EXPECT_ACTION_UPDATE_STATE( |
927 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 979 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
928 state.UpdateState(state.NextAction()); | |
929 | 980 |
930 // Expect to be told to begin context recreation, independent of | 981 // Expect to be told to begin context recreation, independent of |
931 // BeginFrame state | 982 // BeginFrame state |
932 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 983 EXPECT_EQ(SchedulerStateMachine::BEGIN_FRAME_STATE_IDLE, |
| 984 state.begin_frame_state()); |
933 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 985 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
934 state.NextAction()); | 986 state.NextAction()); |
935 state.DidLeaveBeginFrame(); | 987 |
| 988 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 989 EXPECT_EQ(SchedulerStateMachine::BEGIN_FRAME_STATE_INSIDE_BEGIN_FRAME, |
| 990 state.begin_frame_state()); |
936 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 991 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
937 state.NextAction()); | 992 state.NextAction()); |
| 993 |
| 994 state.AdvanceBeginFrameStateWhenNoActionsRemain(); |
| 995 EXPECT_EQ(SchedulerStateMachine::BEGIN_FRAME_STATE_DEADLINE_PENDING, |
| 996 state.begin_frame_state()); |
| 997 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
| 998 state.NextAction()); |
| 999 |
| 1000 state.OnBeginFrameDeadline(); |
| 1001 EXPECT_EQ(SchedulerStateMachine::BEGIN_FRAME_STATE_INSIDE_DEADLINE, |
| 1002 state.begin_frame_state()); |
| 1003 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
| 1004 state.NextAction()); |
| 1005 |
| 1006 // After we get a new output surface, the commit flow should start. |
| 1007 state.DidCreateAndInitializeOutputSurface(); |
| 1008 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 1009 EXPECT_ACTION_UPDATE_STATE( |
| 1010 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
| 1011 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
| 1012 state.FinishCommit(); |
| 1013 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
| 1014 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
| 1015 state.OnBeginFrameDeadline(); |
| 1016 EXPECT_ACTION_UPDATE_STATE( |
| 1017 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
| 1018 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
938 } | 1019 } |
939 | 1020 |
940 TEST(SchedulerStateMachineTest, TestFinishAllRenderingWhileContextLost) { | 1021 TEST(SchedulerStateMachineTest, TestFinishAllRenderingWhileContextLost) { |
941 SchedulerSettings default_scheduler_settings; | 1022 SchedulerSettings default_scheduler_settings; |
942 StateMachine state(default_scheduler_settings); | 1023 StateMachine state(default_scheduler_settings); |
943 state.SetCanStart(); | 1024 state.SetCanStart(); |
944 state.UpdateState(state.NextAction()); | 1025 state.UpdateState(state.NextAction()); |
945 state.DidCreateAndInitializeOutputSurface(); | 1026 state.DidCreateAndInitializeOutputSurface(); |
946 state.SetVisible(true); | 1027 state.SetVisible(true); |
947 state.SetCanDraw(true); | 1028 state.SetCanDraw(true); |
948 | 1029 |
949 // Cause a lost context lost. | 1030 // Cause a lost context lost. |
950 state.DidLoseOutputSurface(); | 1031 state.DidLoseOutputSurface(); |
951 | 1032 |
952 // Ask a forced redraw and verify it ocurrs. | 1033 // Ask a forced redraw for readback and verify it ocurrs. |
953 state.SetNeedsForcedRedraw(true); | 1034 state.SetCommitState( |
954 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 1035 SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW); |
955 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 1036 state.SetNeedsForcedRedrawForReadback(); |
956 state.DidLeaveBeginFrame(); | 1037 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 1038 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_DRAW_AND_READBACK); |
| 1039 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
957 | 1040 |
958 // Clear the forced redraw bit. | 1041 // Forced redraws for readbacks need to be followed by a new commit |
959 state.SetNeedsForcedRedraw(false); | 1042 // to replace the readback commit. |
| 1043 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
| 1044 state.CommitState()); |
| 1045 state.FinishCommit(); |
| 1046 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
| 1047 EXPECT_ACTION_UPDATE_STATE( |
| 1048 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
960 | 1049 |
961 // Expect to be told to begin context recreation, independent of | 1050 // Expect to be told to begin context recreation, independent of |
962 // BeginFrame state | 1051 // BeginFrame state |
963 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 1052 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
964 state.NextAction()); | 1053 EXPECT_ACTION_UPDATE_STATE( |
965 state.UpdateState(state.NextAction()); | 1054 SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION); |
| 1055 |
| 1056 state.OnBeginFrameDeadline(); |
| 1057 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
966 | 1058 |
967 // Ask a forced redraw and verify it ocurrs. | 1059 // Ask a forced redraw and verify it ocurrs. |
968 state.SetNeedsForcedRedraw(true); | 1060 state.SetCommitState( |
969 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 1061 SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW); |
970 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 1062 state.SetNeedsForcedRedrawForReadback(); |
971 state.DidLeaveBeginFrame(); | 1063 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 1064 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
| 1065 state.OnBeginFrameDeadline(); |
| 1066 EXPECT_ACTION_UPDATE_STATE( |
| 1067 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_FORCED); |
| 1068 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
972 } | 1069 } |
973 | 1070 |
974 TEST(SchedulerStateMachineTest, DontDrawBeforeCommitAfterLostOutputSurface) { | 1071 TEST(SchedulerStateMachineTest, DontDrawBeforeCommitAfterLostOutputSurface) { |
975 SchedulerSettings default_scheduler_settings; | 1072 SchedulerSettings default_scheduler_settings; |
976 StateMachine state(default_scheduler_settings); | 1073 StateMachine state(default_scheduler_settings); |
977 state.SetCanStart(); | 1074 state.SetCanStart(); |
978 state.UpdateState(state.NextAction()); | 1075 state.UpdateState(state.NextAction()); |
979 state.DidCreateAndInitializeOutputSurface(); | 1076 state.DidCreateAndInitializeOutputSurface(); |
980 state.SetVisible(true); | 1077 state.SetVisible(true); |
981 state.SetCanDraw(true); | 1078 state.SetCanDraw(true); |
982 | 1079 |
983 state.SetNeedsRedraw(true); | 1080 state.SetNeedsRedraw(true); |
984 | 1081 |
985 // Cause a lost output surface, and restore it. | 1082 // Cause a lost output surface, and restore it. |
986 state.DidLoseOutputSurface(); | 1083 state.DidLoseOutputSurface(); |
987 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 1084 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
988 state.NextAction()); | 1085 state.NextAction()); |
989 state.UpdateState(state.NextAction()); | 1086 state.UpdateState(state.NextAction()); |
990 state.DidCreateAndInitializeOutputSurface(); | 1087 state.DidCreateAndInitializeOutputSurface(); |
991 | 1088 |
992 EXPECT_FALSE(state.RedrawPending()); | 1089 EXPECT_FALSE(state.RedrawPending()); |
| 1090 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
993 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 1091 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
994 state.NextAction()); | 1092 state.NextAction()); |
995 } | 1093 } |
996 | 1094 |
997 TEST(SchedulerStateMachineTest, | 1095 TEST(SchedulerStateMachineTest, |
998 TestSendBeginFrameToMainThreadWhenInvisibleAndForceCommit) { | 1096 TestSendBeginFrameToMainThreadWhenInvisibleAndForceCommit) { |
999 SchedulerSettings default_scheduler_settings; | 1097 SchedulerSettings default_scheduler_settings; |
1000 StateMachine state(default_scheduler_settings); | 1098 StateMachine state(default_scheduler_settings); |
1001 state.SetCanStart(); | 1099 state.SetCanStart(); |
1002 state.UpdateState(state.NextAction()); | 1100 state.UpdateState(state.NextAction()); |
1003 state.DidCreateAndInitializeOutputSurface(); | 1101 state.DidCreateAndInitializeOutputSurface(); |
1004 state.SetVisible(false); | 1102 state.SetVisible(false); |
1005 state.SetNeedsCommit(); | 1103 state.SetNeedsCommit(); |
1006 state.SetNeedsForcedCommit(); | 1104 state.SetNeedsForcedCommitForReadback(); |
1007 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 1105 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
1008 state.NextAction()); | 1106 state.NextAction()); |
1009 } | 1107 } |
1010 | 1108 |
1011 TEST(SchedulerStateMachineTest, | 1109 TEST(SchedulerStateMachineTest, |
1012 TestSendBeginFrameToMainThreadWhenCanStartFalseAndForceCommit) { | 1110 TestSendBeginFrameToMainThreadWhenCanStartFalseAndForceCommit) { |
1013 SchedulerSettings default_scheduler_settings; | 1111 SchedulerSettings default_scheduler_settings; |
1014 StateMachine state(default_scheduler_settings); | 1112 StateMachine state(default_scheduler_settings); |
1015 state.SetVisible(true); | 1113 state.SetVisible(true); |
1016 state.SetCanDraw(true); | 1114 state.SetCanDraw(true); |
1017 state.SetNeedsCommit(); | 1115 state.SetNeedsCommit(); |
1018 state.SetNeedsForcedCommit(); | 1116 state.SetNeedsForcedCommitForReadback(); |
1019 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 1117 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
1020 state.NextAction()); | 1118 state.NextAction()); |
1021 } | 1119 } |
1022 | 1120 |
1023 TEST(SchedulerStateMachineTest, TestFinishCommitWhenCommitInProgress) { | 1121 TEST(SchedulerStateMachineTest, TestFinishCommitWhenCommitInProgress) { |
1024 SchedulerSettings default_scheduler_settings; | 1122 SchedulerSettings default_scheduler_settings; |
1025 StateMachine state(default_scheduler_settings); | 1123 StateMachine state(default_scheduler_settings); |
1026 state.SetCanStart(); | 1124 state.SetCanStart(); |
1027 state.UpdateState(state.NextAction()); | 1125 state.UpdateState(state.NextAction()); |
1028 state.DidCreateAndInitializeOutputSurface(); | 1126 state.DidCreateAndInitializeOutputSurface(); |
(...skipping 13 matching lines...) Expand all Loading... |
1042 | 1140 |
1043 TEST(SchedulerStateMachineTest, TestFinishCommitWhenForcedCommitInProgress) { | 1141 TEST(SchedulerStateMachineTest, TestFinishCommitWhenForcedCommitInProgress) { |
1044 SchedulerSettings default_scheduler_settings; | 1142 SchedulerSettings default_scheduler_settings; |
1045 StateMachine state(default_scheduler_settings); | 1143 StateMachine state(default_scheduler_settings); |
1046 state.SetCanStart(); | 1144 state.SetCanStart(); |
1047 state.UpdateState(state.NextAction()); | 1145 state.UpdateState(state.NextAction()); |
1048 state.DidCreateAndInitializeOutputSurface(); | 1146 state.DidCreateAndInitializeOutputSurface(); |
1049 state.SetVisible(false); | 1147 state.SetVisible(false); |
1050 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS); | 1148 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS); |
1051 state.SetNeedsCommit(); | 1149 state.SetNeedsCommit(); |
1052 state.SetNeedsForcedCommit(); | 1150 state.SetNeedsForcedCommitForReadback(); |
1053 | 1151 |
| 1152 // The commit for readback interupts the normal commit. |
1054 state.FinishCommit(); | 1153 state.FinishCommit(); |
1055 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 1154 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
1056 state.UpdateState(state.NextAction()); | |
1057 | 1155 |
1058 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, | 1156 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, |
1059 state.CommitState()); | 1157 state.CommitState()); |
| 1158 EXPECT_ACTION_UPDATE_STATE( |
| 1159 SchedulerStateMachine::ACTION_DRAW_AND_READBACK); |
1060 | 1160 |
1061 // If we are waiting for forced draw then we know a begin frame is already | 1161 // When the readback interrupts the normal commit, we should not get |
1062 // in flight for the main thread. | 1162 // another BeginFrame on the impl thread when the readback completes. |
1063 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 1163 EXPECT_NE(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 1164 state.NextAction()); |
| 1165 |
| 1166 // The normal commit can then proceed. |
| 1167 state.FinishCommit(); |
| 1168 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
1064 } | 1169 } |
1065 | 1170 |
1066 TEST(SchedulerStateMachineTest, TestSendBeginFrameToMainThreadWhenContextLost) { | 1171 TEST(SchedulerStateMachineTest, TestSendBeginFrameToMainThreadWhenContextLost) { |
1067 SchedulerSettings default_scheduler_settings; | 1172 SchedulerSettings default_scheduler_settings; |
1068 StateMachine state(default_scheduler_settings); | 1173 StateMachine state(default_scheduler_settings); |
1069 state.SetCanStart(); | 1174 state.SetCanStart(); |
1070 state.UpdateState(state.NextAction()); | 1175 state.UpdateState(state.NextAction()); |
1071 state.DidCreateAndInitializeOutputSurface(); | 1176 state.DidCreateAndInitializeOutputSurface(); |
1072 state.SetVisible(true); | 1177 state.SetVisible(true); |
1073 state.SetCanDraw(true); | 1178 state.SetCanDraw(true); |
1074 state.SetNeedsCommit(); | 1179 state.SetNeedsCommit(); |
1075 state.SetNeedsForcedCommit(); | 1180 state.SetNeedsForcedCommitForReadback(); |
1076 state.DidLoseOutputSurface(); | 1181 state.DidLoseOutputSurface(); |
1077 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 1182 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
1078 state.NextAction()); | 1183 state.NextAction()); |
1079 } | 1184 } |
1080 | 1185 |
1081 TEST(SchedulerStateMachineTest, TestImmediateFinishCommit) { | 1186 TEST(SchedulerStateMachineTest, TestImmediateFinishCommit) { |
1082 SchedulerSettings default_scheduler_settings; | 1187 SchedulerSettings default_scheduler_settings; |
1083 StateMachine state(default_scheduler_settings); | 1188 StateMachine state(default_scheduler_settings); |
1084 state.SetCanStart(); | 1189 state.SetCanStart(); |
1085 state.UpdateState(state.NextAction()); | 1190 state.UpdateState(state.NextAction()); |
1086 state.DidCreateAndInitializeOutputSurface(); | 1191 state.DidCreateAndInitializeOutputSurface(); |
1087 state.SetVisible(true); | 1192 state.SetVisible(true); |
1088 state.SetCanDraw(true); | 1193 state.SetCanDraw(true); |
1089 | 1194 |
1090 // Schedule a forced frame, commit it, draw it. | 1195 // Schedule a readback, commit it, draw it. |
1091 state.SetNeedsCommit(); | 1196 state.SetNeedsCommit(); |
1092 state.SetNeedsForcedCommit(); | 1197 state.SetNeedsForcedCommitForReadback(); |
1093 state.UpdateState(state.NextAction()); | 1198 EXPECT_ACTION_UPDATE_STATE( |
| 1199 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
1094 state.FinishCommit(); | 1200 state.FinishCommit(); |
1095 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 1201 |
1096 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 1202 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
1097 state.CommitState()); | 1203 state.CommitState()); |
1098 state.UpdateState(state.NextAction()); | 1204 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
1099 | 1205 |
1100 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, | 1206 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, |
1101 state.CommitState()); | 1207 state.CommitState()); |
1102 | 1208 |
1103 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 1209 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_DRAW_AND_READBACK); |
1104 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | |
1105 state.SetNeedsForcedRedraw(true); | |
1106 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | |
1107 state.UpdateState(state.NextAction()); | |
1108 state.DidDrawIfPossibleCompleted(true); | 1210 state.DidDrawIfPossibleCompleted(true); |
1109 state.DidLeaveBeginFrame(); | 1211 |
| 1212 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
1110 | 1213 |
1111 // Should be waiting for the normal begin frame from the main thread. | 1214 // Should be waiting for the normal begin frame from the main thread. |
1112 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 1215 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
1113 state.CommitState()); | 1216 state.CommitState()); |
1114 } | 1217 } |
1115 | 1218 |
1116 TEST(SchedulerStateMachineTest, TestImmediateFinishCommitDuringCommit) { | 1219 TEST(SchedulerStateMachineTest, TestImmediateFinishCommitDuringCommit) { |
1117 SchedulerSettings default_scheduler_settings; | 1220 SchedulerSettings default_scheduler_settings; |
1118 StateMachine state(default_scheduler_settings); | 1221 StateMachine state(default_scheduler_settings); |
1119 state.SetCanStart(); | 1222 state.SetCanStart(); |
1120 state.UpdateState(state.NextAction()); | 1223 state.UpdateState(state.NextAction()); |
1121 state.DidCreateAndInitializeOutputSurface(); | 1224 state.DidCreateAndInitializeOutputSurface(); |
1122 state.SetVisible(true); | 1225 state.SetVisible(true); |
1123 state.SetCanDraw(true); | 1226 state.SetCanDraw(true); |
1124 | 1227 |
1125 // Start a normal commit. | 1228 // Start a normal commit. |
1126 state.SetNeedsCommit(); | 1229 state.SetNeedsCommit(); |
1127 state.UpdateState(state.NextAction()); | 1230 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
1128 | 1231 |
1129 // Schedule a forced frame, commit it, draw it. | 1232 // Schedule a readback, commit it, draw it. |
1130 state.SetNeedsCommit(); | 1233 state.SetNeedsForcedCommitForReadback(); |
1131 state.SetNeedsForcedCommit(); | 1234 EXPECT_ACTION_UPDATE_STATE( |
1132 state.UpdateState(state.NextAction()); | 1235 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
1133 state.FinishCommit(); | 1236 state.FinishCommit(); |
1134 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | |
1135 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 1237 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
1136 state.CommitState()); | 1238 state.CommitState()); |
1137 state.UpdateState(state.NextAction()); | 1239 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
1138 | 1240 |
1139 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, | 1241 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, |
1140 state.CommitState()); | 1242 state.CommitState()); |
1141 | 1243 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_DRAW_AND_READBACK); |
1142 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | |
1143 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | |
1144 state.SetNeedsForcedRedraw(true); | |
1145 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | |
1146 state.UpdateState(state.NextAction()); | |
1147 state.DidDrawIfPossibleCompleted(true); | 1244 state.DidDrawIfPossibleCompleted(true); |
1148 state.DidLeaveBeginFrame(); | 1245 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
1149 | 1246 |
1150 // Should be waiting for the normal begin frame from the main thread. | 1247 // Should be waiting for the normal begin frame from the main thread. |
1151 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 1248 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
1152 state.CommitState()) << state.ToString(); | 1249 state.CommitState()) << state.ToString(); |
1153 } | 1250 } |
1154 | 1251 |
1155 TEST(SchedulerStateMachineTest, | 1252 TEST(SchedulerStateMachineTest, |
1156 ImmediateBeginFrameAbortedByMainThreadWhileInvisible) { | 1253 ImmediateBeginFrameAbortedByMainThreadWhileInvisible) { |
1157 SchedulerSettings default_scheduler_settings; | 1254 SchedulerSettings default_scheduler_settings; |
1158 StateMachine state(default_scheduler_settings); | 1255 StateMachine state(default_scheduler_settings); |
1159 state.SetCanStart(); | 1256 state.SetCanStart(); |
1160 state.UpdateState(state.NextAction()); | 1257 state.UpdateState(state.NextAction()); |
1161 state.DidCreateAndInitializeOutputSurface(); | 1258 state.DidCreateAndInitializeOutputSurface(); |
1162 state.SetVisible(true); | 1259 state.SetVisible(true); |
1163 state.SetCanDraw(true); | 1260 state.SetCanDraw(true); |
1164 | 1261 |
1165 state.SetNeedsCommit(); | 1262 state.SetNeedsCommit(); |
1166 state.UpdateState(state.NextAction()); | 1263 state.UpdateState(state.NextAction()); |
1167 | 1264 |
1168 state.SetNeedsCommit(); | 1265 state.SetNeedsCommit(); |
1169 state.SetNeedsForcedCommit(); | 1266 state.SetNeedsForcedCommitForReadback(); |
1170 state.UpdateState(state.NextAction()); | 1267 EXPECT_ACTION_UPDATE_STATE( |
| 1268 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
1171 state.FinishCommit(); | 1269 state.FinishCommit(); |
1172 | 1270 |
1173 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | |
1174 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 1271 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
1175 state.CommitState()); | 1272 state.CommitState()); |
1176 state.UpdateState(state.NextAction()); | 1273 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
1177 | 1274 |
1178 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, | 1275 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, |
1179 state.CommitState()); | 1276 state.CommitState()); |
1180 | 1277 |
1181 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 1278 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_DRAW_AND_READBACK); |
1182 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | |
1183 state.SetNeedsForcedRedraw(true); | |
1184 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | |
1185 state.UpdateState(state.NextAction()); | |
1186 state.DidDrawIfPossibleCompleted(true); | 1279 state.DidDrawIfPossibleCompleted(true); |
1187 state.DidLeaveBeginFrame(); | 1280 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
1188 | 1281 |
1189 // Should be waiting for the main thread's begin frame. | 1282 // Should be waiting for the main thread's begin frame. |
1190 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 1283 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
1191 state.CommitState()) << state.ToString(); | 1284 state.CommitState()) << state.ToString(); |
1192 | 1285 |
1193 // Become invisible and abort the main thread's begin frame. | 1286 // Become invisible and abort the main thread's begin frame. |
1194 state.SetVisible(false); | 1287 state.SetVisible(false); |
1195 state.BeginFrameAbortedByMainThread(); | 1288 state.BeginFrameAbortedByMainThread(); |
1196 | 1289 |
1197 // Should be back in the idle state, but needing a commit. | 1290 // Should be back in the idle state, but needing a commit. |
1198 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); | 1291 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
1199 EXPECT_TRUE(state.NeedsCommit()); | 1292 EXPECT_TRUE(state.NeedsCommit()); |
1200 } | 1293 } |
1201 | 1294 |
1202 TEST(SchedulerStateMachineTest, ImmediateFinishCommitWhileCantDraw) { | 1295 TEST(SchedulerStateMachineTest, ImmediateFinishCommitWhileCantDraw) { |
1203 SchedulerSettings default_scheduler_settings; | 1296 SchedulerSettings default_scheduler_settings; |
1204 StateMachine state(default_scheduler_settings); | 1297 StateMachine state(default_scheduler_settings); |
1205 state.SetCanStart(); | 1298 state.SetCanStart(); |
1206 state.UpdateState(state.NextAction()); | 1299 state.UpdateState(state.NextAction()); |
1207 state.DidCreateAndInitializeOutputSurface(); | 1300 state.DidCreateAndInitializeOutputSurface(); |
1208 state.SetVisible(true); | 1301 state.SetVisible(true); |
1209 state.SetCanDraw(false); | 1302 state.SetCanDraw(false); |
1210 | 1303 |
1211 state.SetNeedsCommit(); | 1304 state.SetNeedsCommit(); |
1212 state.UpdateState(state.NextAction()); | 1305 state.UpdateState(state.NextAction()); |
1213 | 1306 |
1214 state.SetNeedsCommit(); | 1307 state.SetNeedsCommit(); |
1215 state.SetNeedsForcedCommit(); | 1308 state.SetNeedsForcedCommitForReadback(); |
1216 state.UpdateState(state.NextAction()); | 1309 state.UpdateState(state.NextAction()); |
1217 state.FinishCommit(); | 1310 state.FinishCommit(); |
1218 | 1311 |
1219 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 1312 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
1220 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 1313 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
1221 state.CommitState()); | 1314 state.CommitState()); |
1222 state.UpdateState(state.NextAction()); | 1315 state.UpdateState(state.NextAction()); |
1223 | 1316 |
1224 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, | 1317 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, |
1225 state.CommitState()); | 1318 state.CommitState()); |
1226 | 1319 |
1227 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 1320 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_DRAW_AND_READBACK); |
1228 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | |
1229 state.SetNeedsForcedRedraw(true); | |
1230 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | |
1231 state.UpdateState(state.NextAction()); | |
1232 state.DidDrawIfPossibleCompleted(true); | 1321 state.DidDrawIfPossibleCompleted(true); |
1233 state.DidLeaveBeginFrame(); | 1322 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
1234 } | 1323 } |
1235 | 1324 |
1236 TEST(SchedulerStateMachineTest, ReportIfNotDrawing) { | 1325 TEST(SchedulerStateMachineTest, ReportIfNotDrawing) { |
1237 SchedulerSettings default_scheduler_settings; | 1326 SchedulerSettings default_scheduler_settings; |
1238 SchedulerStateMachine state(default_scheduler_settings); | 1327 StateMachine state(default_scheduler_settings); |
1239 | 1328 |
1240 state.SetCanDraw(true); | 1329 state.SetCanDraw(true); |
1241 state.SetVisible(true); | 1330 state.SetVisible(true); |
1242 EXPECT_FALSE(state.DrawSuspendedUntilCommit()); | 1331 EXPECT_FALSE(state.DrawSuspendedUntilCommit()); |
1243 | 1332 |
1244 state.SetCanDraw(false); | 1333 state.SetCanDraw(false); |
1245 state.SetVisible(true); | 1334 state.SetVisible(true); |
1246 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); | 1335 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); |
1247 | 1336 |
1248 state.SetCanDraw(true); | 1337 state.SetCanDraw(true); |
1249 state.SetVisible(false); | 1338 state.SetVisible(false); |
1250 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); | 1339 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); |
1251 | 1340 |
1252 state.SetCanDraw(false); | 1341 state.SetCanDraw(false); |
1253 state.SetVisible(false); | 1342 state.SetVisible(false); |
1254 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); | 1343 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); |
1255 | 1344 |
1256 state.SetCanDraw(true); | 1345 state.SetCanDraw(true); |
1257 state.SetVisible(true); | 1346 state.SetVisible(true); |
1258 EXPECT_FALSE(state.DrawSuspendedUntilCommit()); | 1347 EXPECT_FALSE(state.DrawSuspendedUntilCommit()); |
1259 } | 1348 } |
1260 | 1349 |
1261 TEST(SchedulerStateMachineTest, ReportIfNotDrawingFromAcquiredTextures) { | 1350 TEST(SchedulerStateMachineTest, ReportIfNotDrawingFromAcquiredTextures) { |
1262 SchedulerSettings default_scheduler_settings; | 1351 SchedulerSettings default_scheduler_settings; |
1263 SchedulerStateMachine state(default_scheduler_settings); | 1352 StateMachine state(default_scheduler_settings); |
1264 state.SetCanStart(); | 1353 state.SetCanStart(); |
1265 state.UpdateState(state.NextAction()); | 1354 state.UpdateState(state.NextAction()); |
1266 state.DidCreateAndInitializeOutputSurface(); | 1355 state.DidCreateAndInitializeOutputSurface(); |
1267 state.SetCanDraw(true); | 1356 state.SetCanDraw(true); |
1268 state.SetVisible(true); | 1357 state.SetVisible(true); |
1269 EXPECT_FALSE(state.DrawSuspendedUntilCommit()); | 1358 EXPECT_FALSE(state.DrawSuspendedUntilCommit()); |
1270 | 1359 |
1271 state.SetMainThreadNeedsLayerTextures(); | 1360 state.SetMainThreadNeedsLayerTextures(); |
1272 EXPECT_EQ( | 1361 EXPECT_ACTION_UPDATE_STATE( |
1273 SchedulerStateMachine::ACTION_ACQUIRE_LAYER_TEXTURES_FOR_MAIN_THREAD, | 1362 SchedulerStateMachine::ACTION_ACQUIRE_LAYER_TEXTURES_FOR_MAIN_THREAD); |
1274 state.NextAction()); | 1363 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); |
1275 state.UpdateState(state.NextAction()); | 1364 |
| 1365 state.SetNeedsCommit(); |
| 1366 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 1367 EXPECT_ACTION_UPDATE_STATE( |
| 1368 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
1276 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); | 1369 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); |
1277 | 1370 |
1278 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 1371 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
1279 | |
1280 state.SetNeedsCommit(); | |
1281 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | |
1282 state.NextAction()); | |
1283 | |
1284 state.UpdateState(state.NextAction()); | |
1285 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); | |
1286 | |
1287 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | |
1288 | 1372 |
1289 state.FinishCommit(); | 1373 state.FinishCommit(); |
1290 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); | 1374 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); |
1291 | 1375 |
1292 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 1376 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
1293 | 1377 |
1294 state.UpdateState(state.NextAction()); | 1378 state.UpdateState(state.NextAction()); |
1295 EXPECT_FALSE(state.DrawSuspendedUntilCommit()); | 1379 EXPECT_FALSE(state.DrawSuspendedUntilCommit()); |
1296 } | 1380 } |
1297 | 1381 |
1298 } // namespace | 1382 } // namespace |
1299 } // namespace cc | 1383 } // namespace cc |
OLD | NEW |