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, |
19 }; | 44 }; |
20 | 45 |
21 // Exposes the protected state fields of the SchedulerStateMachine for testing | 46 // Exposes the protected state fields of the SchedulerStateMachine for testing |
22 class StateMachine : public SchedulerStateMachine { | 47 class StateMachine : public SchedulerStateMachine { |
23 public: | 48 public: |
24 explicit StateMachine(const SchedulerSettings& scheduler_settings) | 49 explicit StateMachine(const SchedulerSettings& scheduler_settings) |
25 : SchedulerStateMachine(scheduler_settings) {} | 50 : SchedulerStateMachine(scheduler_settings) {} |
26 void SetCommitState(CommitState cs) { commit_state_ = cs; } | 51 void SetCommitState(CommitState cs) { commit_state_ = cs; } |
27 CommitState CommitState() const { return commit_state_; } | 52 CommitState CommitState() const { return commit_state_; } |
28 | 53 |
| 54 void SetBeginFrameState(BeginFrameState bfs) { begin_frame_state_ = bfs; } |
| 55 BeginFrameState begin_frame_state() const { return begin_frame_state_; } |
| 56 |
| 57 OutputSurfaceState output_surface_state() { |
| 58 return output_surface_state_; |
| 59 } |
| 60 |
29 bool NeedsCommit() const { return needs_commit_; } | 61 bool NeedsCommit() const { return needs_commit_; } |
30 | 62 |
31 void SetNeedsRedraw(bool b) { needs_redraw_ = b; } | 63 void SetNeedsRedraw(bool b) { needs_redraw_ = b; } |
32 bool NeedsRedraw() const { return needs_redraw_; } | 64 bool NeedsRedraw() const { return needs_redraw_; } |
33 | 65 |
34 void SetNeedsForcedRedraw(bool b) { needs_forced_redraw_ = b; } | 66 void SetNeedsForcedRedrawForTimeout(bool b) { |
35 bool NeedsForcedRedraw() const { return needs_forced_redraw_; } | 67 forced_redraw_state_ = FORCED_REDRAW_STATE_WAITING_FOR_COMMIT; |
| 68 } |
| 69 bool NeedsForcedRedrawForTimeout() const { |
| 70 return forced_redraw_state_ != FORCED_REDRAW_STATE_IDLE; |
| 71 } |
| 72 |
| 73 void SetNeedsForcedRedrawForReadback() { |
| 74 readback_state_ = READBACK_STATE_WAITING_FOR_DRAW_AND_READBACK; |
| 75 } |
| 76 |
| 77 bool NeedsForcedRedrawForReadback() const { |
| 78 return readback_state_ != READBACK_STATE_IDLE; |
| 79 } |
36 | 80 |
37 bool CanDraw() const { return can_draw_; } | 81 bool CanDraw() const { return can_draw_; } |
38 bool Visible() const { return visible_; } | 82 bool Visible() const { return visible_; } |
39 }; | 83 }; |
40 | 84 |
41 TEST(SchedulerStateMachineTest, TestNextActionBeginsMainFrameIfNeeded) { | 85 TEST(SchedulerStateMachineTest, TestNextActionBeginsMainFrameIfNeeded) { |
42 SchedulerSettings default_scheduler_settings; | 86 SchedulerSettings default_scheduler_settings; |
43 | 87 |
44 // If no commit needed, do nothing. | 88 // If no commit needed, do nothing. |
45 { | 89 { |
46 StateMachine state(default_scheduler_settings); | 90 StateMachine state(default_scheduler_settings); |
47 state.SetCanStart(); | 91 state.SetCanStart(); |
48 state.UpdateState(state.NextAction()); | 92 state.UpdateState(state.NextAction()); |
49 state.DidCreateAndInitializeOutputSurface(); | 93 state.DidCreateAndInitializeOutputSurface(); |
50 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE); | 94 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE); |
51 state.SetNeedsRedraw(false); | 95 state.SetNeedsRedraw(false); |
52 state.SetVisible(true); | 96 state.SetVisible(true); |
53 | 97 |
54 EXPECT_FALSE(state.BeginFrameNeededToDrawByImplThread()); | 98 EXPECT_FALSE(state.BeginFrameNeededByImplThread()); |
55 | 99 |
56 state.DidLeaveBeginFrame(); | 100 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
57 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 101 EXPECT_FALSE(state.BeginFrameNeededByImplThread()); |
58 EXPECT_FALSE(state.BeginFrameNeededToDrawByImplThread()); | 102 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
59 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 103 |
60 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 104 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
| 105 state.OnBeginFrameDeadline(); |
61 } | 106 } |
62 | 107 |
63 // If commit requested but can_start is still false, do nothing. | 108 // If commit requested but can_start is still false, do nothing. |
64 { | 109 { |
65 StateMachine state(default_scheduler_settings); | 110 StateMachine state(default_scheduler_settings); |
66 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE); | 111 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE); |
67 state.SetNeedsRedraw(false); | 112 state.SetNeedsRedraw(false); |
68 state.SetVisible(true); | 113 state.SetVisible(true); |
69 | 114 |
70 EXPECT_FALSE(state.BeginFrameNeededToDrawByImplThread()); | 115 EXPECT_FALSE(state.BeginFrameNeededByImplThread()); |
71 | 116 |
72 state.DidLeaveBeginFrame(); | 117 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
73 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 118 EXPECT_FALSE(state.BeginFrameNeededByImplThread()); |
74 EXPECT_FALSE(state.BeginFrameNeededToDrawByImplThread()); | 119 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
75 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 120 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
76 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 121 state.OnBeginFrameDeadline(); |
77 } | 122 } |
78 | 123 |
79 // If commit requested, begin a main frame. | 124 // If commit requested, begin a main frame. |
80 { | 125 { |
81 StateMachine state(default_scheduler_settings); | 126 StateMachine state(default_scheduler_settings); |
82 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE); | 127 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE); |
83 state.SetCanStart(); | 128 state.SetCanStart(); |
84 state.SetNeedsRedraw(false); | 129 state.SetNeedsRedraw(false); |
85 state.SetVisible(true); | 130 state.SetVisible(true); |
86 EXPECT_FALSE(state.BeginFrameNeededToDrawByImplThread()); | 131 EXPECT_FALSE(state.BeginFrameNeededByImplThread()); |
87 } | 132 } |
88 | 133 |
89 // Begin the frame, make sure needs_commit and commit_state update correctly. | 134 // Begin the frame, make sure needs_commit and commit_state update correctly. |
90 { | 135 { |
91 StateMachine state(default_scheduler_settings); | 136 StateMachine state(default_scheduler_settings); |
92 state.SetCanStart(); | 137 state.SetCanStart(); |
93 state.UpdateState(state.NextAction()); | 138 state.UpdateState(state.NextAction()); |
94 state.DidCreateAndInitializeOutputSurface(); | 139 state.DidCreateAndInitializeOutputSurface(); |
95 state.SetVisible(true); | 140 state.SetVisible(true); |
96 state.UpdateState( | 141 state.UpdateState( |
97 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); | 142 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
98 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 143 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
99 state.CommitState()); | 144 state.CommitState()); |
100 EXPECT_FALSE(state.NeedsCommit()); | 145 EXPECT_FALSE(state.NeedsCommit()); |
101 EXPECT_FALSE(state.BeginFrameNeededToDrawByImplThread()); | 146 EXPECT_FALSE(state.BeginFrameNeededToDrawByImplThread()); |
102 } | 147 } |
103 } | 148 } |
104 | 149 |
105 TEST(SchedulerStateMachineTest, TestSetForcedRedrawDoesNotSetsNormalRedraw) { | 150 TEST(SchedulerStateMachineTest, TestSetForcedRedrawDoesNotSetsNormalRedraw) { |
106 SchedulerSettings default_scheduler_settings; | 151 SchedulerSettings default_scheduler_settings; |
107 SchedulerStateMachine state(default_scheduler_settings); | 152 StateMachine state(default_scheduler_settings); |
108 state.SetCanDraw(true); | 153 state.SetCanDraw(true); |
109 state.SetNeedsForcedRedraw(); | 154 state.SetNeedsForcedRedrawForReadback(); |
110 EXPECT_FALSE(state.RedrawPending()); | 155 EXPECT_FALSE(state.RedrawPending()); |
111 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 156 EXPECT_FALSE(state.BeginFrameNeededByImplThread()); |
112 } | 157 } |
113 | 158 |
114 TEST(SchedulerStateMachineTest, | 159 TEST(SchedulerStateMachineTest, |
115 TestFailedDrawSetsNeedsCommitAndDoesNotDrawAgain) { | 160 TestFailedDrawSetsNeedsCommitAndDoesNotDrawAgain) { |
116 SchedulerSettings default_scheduler_settings; | 161 SchedulerSettings default_scheduler_settings; |
117 SchedulerStateMachine state(default_scheduler_settings); | 162 StateMachine state(default_scheduler_settings); |
118 state.SetCanStart(); | 163 state.SetCanStart(); |
119 state.UpdateState(state.NextAction()); | 164 state.UpdateState(state.NextAction()); |
120 state.DidCreateAndInitializeOutputSurface(); | 165 state.DidCreateAndInitializeOutputSurface(); |
121 state.SetVisible(true); | 166 state.SetVisible(true); |
122 state.SetCanDraw(true); | 167 state.SetCanDraw(true); |
123 state.SetNeedsRedraw(); | 168 state.SetNeedsRedraw(true); |
124 EXPECT_TRUE(state.RedrawPending()); | 169 EXPECT_TRUE(state.RedrawPending()); |
125 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 170 EXPECT_TRUE(state.BeginFrameNeededByImplThread()); |
126 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 171 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 172 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
| 173 state.OnBeginFrameDeadline(); |
127 | 174 |
128 // We're drawing now. | 175 // We're drawing now. |
129 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 176 EXPECT_ACTION_UPDATE_STATE( |
130 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 177 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
131 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 178 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
| 179 |
132 EXPECT_FALSE(state.RedrawPending()); | 180 EXPECT_FALSE(state.RedrawPending()); |
133 EXPECT_FALSE(state.CommitPending()); | 181 EXPECT_FALSE(state.CommitPending()); |
134 | 182 |
135 // Failing the draw makes us require a commit. | 183 // Failing the draw makes us require a commit. |
136 state.DidDrawIfPossibleCompleted(false); | 184 state.DidDrawIfPossibleCompleted(false); |
137 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 185 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
138 state.NextAction()); | 186 EXPECT_ACTION_UPDATE_STATE( |
139 state.UpdateState( | |
140 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); | 187 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
141 EXPECT_TRUE(state.RedrawPending()); | 188 EXPECT_TRUE(state.RedrawPending()); |
142 EXPECT_TRUE(state.CommitPending()); | 189 EXPECT_TRUE(state.CommitPending()); |
143 } | 190 } |
144 | 191 |
145 TEST(SchedulerStateMachineTest, | 192 TEST(SchedulerStateMachineTest, |
146 TestsetNeedsRedrawDuringFailedDrawDoesNotRemoveNeedsRedraw) { | 193 TestsetNeedsRedrawDuringFailedDrawDoesNotRemoveNeedsRedraw) { |
147 SchedulerSettings default_scheduler_settings; | 194 SchedulerSettings default_scheduler_settings; |
148 SchedulerStateMachine state(default_scheduler_settings); | 195 StateMachine state(default_scheduler_settings); |
149 state.SetCanStart(); | 196 state.SetCanStart(); |
150 state.UpdateState(state.NextAction()); | 197 state.UpdateState(state.NextAction()); |
151 state.DidCreateAndInitializeOutputSurface(); | 198 state.DidCreateAndInitializeOutputSurface(); |
152 | 199 |
153 state.SetVisible(true); | 200 state.SetVisible(true); |
154 state.SetCanDraw(true); | 201 state.SetCanDraw(true); |
155 state.SetNeedsRedraw(); | 202 state.SetNeedsRedraw(true); |
156 EXPECT_TRUE(state.RedrawPending()); | 203 EXPECT_TRUE(state.RedrawPending()); |
157 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 204 EXPECT_TRUE(state.BeginFrameNeededByImplThread()); |
158 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 205 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 206 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
| 207 state.OnBeginFrameDeadline(); |
159 | 208 |
160 // We're drawing now. | 209 // We're drawing now. |
161 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 210 EXPECT_ACTION_UPDATE_STATE( |
162 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 211 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
163 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 212 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
164 EXPECT_FALSE(state.RedrawPending()); | 213 EXPECT_FALSE(state.RedrawPending()); |
165 EXPECT_FALSE(state.CommitPending()); | 214 EXPECT_FALSE(state.CommitPending()); |
166 | 215 |
167 // While still in the same begin frame callback on the main thread, | 216 // While still in the same begin frame callback on the main thread, |
168 // set needs redraw again. This should not redraw. | 217 // set needs redraw again. This should not redraw. |
169 state.SetNeedsRedraw(); | 218 state.SetNeedsRedraw(true); |
170 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 219 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
171 | 220 |
172 // Failing the draw makes us require a commit. | 221 // Failing the draw makes us require a commit. |
173 state.DidDrawIfPossibleCompleted(false); | 222 state.DidDrawIfPossibleCompleted(false); |
174 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 223 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
175 state.NextAction()); | 224 EXPECT_ACTION_UPDATE_STATE( |
| 225 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
176 EXPECT_TRUE(state.RedrawPending()); | 226 EXPECT_TRUE(state.RedrawPending()); |
177 } | 227 } |
178 | 228 |
179 TEST(SchedulerStateMachineTest, | 229 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) { | 230 TestFailedDrawsWillEventuallyForceADrawAfterTheNextCommit) { |
278 SchedulerSettings default_scheduler_settings; | 231 SchedulerSettings default_scheduler_settings; |
279 SchedulerStateMachine state(default_scheduler_settings); | 232 StateMachine state(default_scheduler_settings); |
280 state.SetCanStart(); | 233 state.SetCanStart(); |
281 state.UpdateState(state.NextAction()); | 234 state.UpdateState(state.NextAction()); |
282 state.DidCreateAndInitializeOutputSurface(); | 235 state.DidCreateAndInitializeOutputSurface(); |
283 state.SetVisible(true); | 236 state.SetVisible(true); |
284 state.SetCanDraw(true); | 237 state.SetCanDraw(true); |
285 state.SetMaximumNumberOfFailedDrawsBeforeDrawIsForced(1); | 238 state.SetMaximumNumberOfFailedDrawsBeforeDrawIsForced(1); |
286 | 239 |
287 // Start a commit. | 240 // Start a commit. |
288 state.SetNeedsCommit(); | 241 state.SetNeedsCommit(); |
289 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 242 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
290 state.NextAction()); | 243 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
291 state.UpdateState( | 244 EXPECT_ACTION_UPDATE_STATE( |
292 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); | 245 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
| 246 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
293 EXPECT_TRUE(state.CommitPending()); | 247 EXPECT_TRUE(state.CommitPending()); |
294 | 248 |
295 // Then initiate a draw. | 249 // Then initiate a draw. |
296 state.SetNeedsRedraw(); | 250 state.SetNeedsRedraw(true); |
297 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 251 state.OnBeginFrameDeadline(); |
298 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 252 EXPECT_ACTION_UPDATE_STATE( |
299 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 253 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
300 EXPECT_TRUE(state.RedrawPending()); | |
301 | 254 |
302 // Fail the draw. | 255 // Fail the draw. |
303 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | |
304 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | |
305 state.DidDrawIfPossibleCompleted(false); | 256 state.DidDrawIfPossibleCompleted(false); |
| 257 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
| 258 EXPECT_TRUE(state.BeginFrameNeededByImplThread()); |
306 EXPECT_TRUE(state.RedrawPending()); | 259 EXPECT_TRUE(state.RedrawPending()); |
307 // But the commit is ongoing. | 260 // But the commit is ongoing. |
308 EXPECT_TRUE(state.CommitPending()); | 261 EXPECT_TRUE(state.CommitPending()); |
309 | 262 |
310 // Finish the commit. Note, we should not yet be forcing a draw, but should | 263 // Finish the commit. Note, we should not yet be forcing a draw, but should |
311 // continue the commit as usual. | 264 // continue the commit as usual. |
312 state.FinishCommit(); | 265 state.FinishCommit(); |
313 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 266 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
314 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); | 267 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
315 EXPECT_TRUE(state.RedrawPending()); | 268 EXPECT_TRUE(state.RedrawPending()); |
316 | 269 |
317 // The redraw should be forced in this case. | 270 // The redraw should be forced at the end of the next BeginFrame. |
318 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 271 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 272 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
| 273 state.OnBeginFrameDeadline(); |
| 274 EXPECT_ACTION_UPDATE_STATE( |
| 275 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_FORCED); |
319 } | 276 } |
320 | 277 |
321 TEST(SchedulerStateMachineTest, | 278 TEST(SchedulerStateMachineTest, |
322 TestFailedDrawIsRetriedInNextBeginFrameForImplThread) { | 279 TestFailedDrawIsRetriedInNextBeginFrameForImplThread) { |
323 SchedulerSettings default_scheduler_settings; | 280 SchedulerSettings default_scheduler_settings; |
324 SchedulerStateMachine state(default_scheduler_settings); | 281 StateMachine state(default_scheduler_settings); |
325 state.SetCanStart(); | 282 state.SetCanStart(); |
326 state.UpdateState(state.NextAction()); | 283 state.UpdateState(state.NextAction()); |
327 state.DidCreateAndInitializeOutputSurface(); | 284 state.DidCreateAndInitializeOutputSurface(); |
328 state.SetVisible(true); | 285 state.SetVisible(true); |
329 state.SetCanDraw(true); | 286 state.SetCanDraw(true); |
330 | 287 |
331 // Start a draw. | 288 // Start a draw. |
332 state.SetNeedsRedraw(); | 289 state.SetNeedsRedraw(true); |
333 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 290 EXPECT_TRUE(state.BeginFrameNeededByImplThread()); |
334 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 291 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
335 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 292 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
| 293 state.OnBeginFrameDeadline(); |
336 EXPECT_TRUE(state.RedrawPending()); | 294 EXPECT_TRUE(state.RedrawPending()); |
| 295 EXPECT_ACTION_UPDATE_STATE( |
| 296 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
337 | 297 |
338 // Fail the draw. | 298 // Fail the draw |
339 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | |
340 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | |
341 state.DidDrawIfPossibleCompleted(false); | 299 state.DidDrawIfPossibleCompleted(false); |
| 300 EXPECT_ACTION_UPDATE_STATE( |
| 301 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
| 302 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
342 EXPECT_TRUE(state.RedrawPending()); | 303 EXPECT_TRUE(state.RedrawPending()); |
343 | 304 |
344 // We should not be trying to draw again now, but we have a commit pending. | 305 // 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, | 306 EXPECT_TRUE(state.BeginFrameNeededByImplThread()); |
346 state.NextAction()); | 307 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 308 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
347 | 309 |
348 state.DidLeaveBeginFrame(); | 310 // We should try to draw again at the end of the next BeginFrame on |
349 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 311 // the impl thread. |
350 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 312 state.OnBeginFrameDeadline(); |
351 | 313 EXPECT_ACTION_UPDATE_STATE( |
352 // We should try to draw again in the next begin frame on the impl thread. | 314 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
353 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 315 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
354 } | 316 } |
355 | 317 |
356 TEST(SchedulerStateMachineTest, TestDoestDrawTwiceInSameFrame) { | 318 TEST(SchedulerStateMachineTest, TestDoestDrawTwiceInSameFrame) { |
357 SchedulerSettings default_scheduler_settings; | 319 SchedulerSettings default_scheduler_settings; |
358 SchedulerStateMachine state(default_scheduler_settings); | 320 StateMachine state(default_scheduler_settings); |
359 state.SetCanStart(); | 321 state.SetCanStart(); |
360 state.UpdateState(state.NextAction()); | 322 state.UpdateState(state.NextAction()); |
361 state.DidCreateAndInitializeOutputSurface(); | 323 state.DidCreateAndInitializeOutputSurface(); |
362 state.SetVisible(true); | 324 state.SetVisible(true); |
363 state.SetCanDraw(true); | 325 state.SetCanDraw(true); |
364 state.SetNeedsRedraw(); | 326 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 | 327 |
370 // While still in the same begin frame for the impl thread, set needs redraw | 328 // Draw the first frame. |
371 // again. This should not redraw. | 329 EXPECT_TRUE(state.BeginFrameNeededByImplThread()); |
372 state.SetNeedsRedraw(); | 330 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
373 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 331 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
| 332 |
| 333 state.OnBeginFrameDeadline(); |
| 334 EXPECT_ACTION_UPDATE_STATE( |
| 335 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
| 336 state.DidDrawIfPossibleCompleted(true); |
| 337 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
| 338 |
| 339 // Before the next begin frame for the impl thread, set needs redraw |
| 340 // again. This should not redraw until the next begin frame. |
| 341 state.SetNeedsRedraw(true); |
| 342 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
374 | 343 |
375 // Move to another frame. This should now draw. | 344 // Move to another frame. This should now draw. |
| 345 EXPECT_TRUE(state.BeginFrameNeededByImplThread()); |
| 346 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 347 |
| 348 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
| 349 |
| 350 state.OnBeginFrameDeadline(); |
| 351 EXPECT_ACTION_UPDATE_STATE( |
| 352 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
376 state.DidDrawIfPossibleCompleted(true); | 353 state.DidDrawIfPossibleCompleted(true); |
377 state.DidLeaveBeginFrame(); | 354 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
378 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 355 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 } | 356 } |
386 | 357 |
387 TEST(SchedulerStateMachineTest, TestNextActionDrawsOnBeginFrame) { | 358 TEST(SchedulerStateMachineTest, TestNextActionDrawsOnBeginFrame) { |
388 SchedulerSettings default_scheduler_settings; | 359 SchedulerSettings default_scheduler_settings; |
389 | 360 |
390 // When not in BeginFrame, or in BeginFrame but not visible, | 361 // When not in BeginFrame deadline, or in BeginFrame deadline but not visible, |
391 // don't draw. | 362 // don't draw. |
392 size_t num_commit_states = | 363 size_t num_commit_states = sizeof(all_commit_states) / |
393 sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState); | 364 sizeof(SchedulerStateMachine::CommitState); |
| 365 size_t num_begin_frame_states = sizeof(all_begin_frame_states) / |
| 366 sizeof(SchedulerStateMachine::BeginFrameState); |
394 for (size_t i = 0; i < num_commit_states; ++i) { | 367 for (size_t i = 0; i < num_commit_states; ++i) { |
395 for (size_t j = 0; j < 2; ++j) { | 368 for (size_t j = 0; j < num_begin_frame_states; ++j) { |
396 StateMachine state(default_scheduler_settings); | 369 StateMachine state(default_scheduler_settings); |
397 state.SetCanStart(); | 370 state.SetCanStart(); |
398 state.UpdateState(state.NextAction()); | 371 state.UpdateState(state.NextAction()); |
399 state.DidCreateAndInitializeOutputSurface(); | 372 state.DidCreateAndInitializeOutputSurface(); |
400 state.SetCommitState(all_commit_states[i]); | 373 state.SetCommitState(all_commit_states[i]); |
401 bool visible = j; | 374 state.SetBeginFrameState(all_begin_frame_states[j]); |
402 if (!visible) { | 375 bool visible = (all_begin_frame_states[j] != |
403 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 376 SchedulerStateMachine::BEGIN_FRAME_STATE_INSIDE_DEADLINE); |
404 state.SetVisible(false); | 377 state.SetVisible(visible); |
405 } else { | |
406 state.SetVisible(true); | |
407 } | |
408 | 378 |
409 // Case 1: needs_commit=false | 379 // Case 1: needs_commit=false |
410 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, | 380 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
411 state.NextAction()); | 381 state.NextAction()); |
412 | 382 |
413 // Case 2: needs_commit=true | 383 // Case 2: needs_commit=true |
414 state.SetNeedsCommit(); | 384 state.SetNeedsCommit(); |
415 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, | 385 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
416 state.NextAction()); | 386 state.NextAction()) << state.ToString(); |
417 } | 387 } |
418 } | 388 } |
419 | 389 |
420 // When in BeginFrame, or not in BeginFrame but needs_forced_dedraw | 390 // 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 | 391 // SetNeedsForcedRedrawForReadback have been called... except if we're |
422 // commit. | 392 // ready to commit, in which case we expect a commit first. |
423 for (size_t i = 0; i < num_commit_states; ++i) { | 393 for (size_t i = 0; i < num_commit_states; ++i) { |
424 for (size_t j = 0; j < 2; ++j) { | 394 for (size_t j = 0; j < 2; ++j) { |
| 395 bool request_readback = j; |
| 396 |
| 397 // Skip invalid states |
| 398 if (request_readback && |
| 399 (SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW != |
| 400 all_commit_states[i])) |
| 401 continue; |
| 402 |
425 StateMachine state(default_scheduler_settings); | 403 StateMachine state(default_scheduler_settings); |
426 state.SetCanStart(); | 404 state.SetCanStart(); |
427 state.UpdateState(state.NextAction()); | 405 state.UpdateState(state.NextAction()); |
428 state.DidCreateAndInitializeOutputSurface(); | 406 state.DidCreateAndInitializeOutputSurface(); |
429 state.SetCanDraw(true); | 407 state.SetCanDraw(true); |
430 state.SetCommitState(all_commit_states[i]); | 408 state.SetCommitState(all_commit_states[i]); |
431 bool forced_draw = j; | 409 state.SetBeginFrameState( |
432 if (!forced_draw) { | 410 SchedulerStateMachine::BEGIN_FRAME_STATE_INSIDE_DEADLINE); |
433 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 411 if (request_readback) { |
| 412 state.SetNeedsForcedRedrawForReadback(); |
| 413 } else { |
434 state.SetNeedsRedraw(true); | 414 state.SetNeedsRedraw(true); |
435 state.SetVisible(true); | 415 state.SetVisible(true); |
436 } else { | |
437 state.SetNeedsForcedRedraw(true); | |
438 } | 416 } |
439 | 417 |
440 SchedulerStateMachine::Action expected_action; | 418 SchedulerStateMachine::Action expected_action; |
441 if (all_commit_states[i] != | 419 if (all_commit_states[i] == |
442 SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT) { | 420 SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT) { |
| 421 expected_action = SchedulerStateMachine::ACTION_COMMIT; |
| 422 } else if (request_readback) { |
| 423 if (all_commit_states[i] == |
| 424 SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW) |
| 425 expected_action = SchedulerStateMachine::ACTION_DRAW_AND_READBACK; |
| 426 else |
| 427 expected_action = SchedulerStateMachine::ACTION_NONE; |
| 428 } else { |
443 expected_action = | 429 expected_action = |
444 forced_draw ? SchedulerStateMachine::ACTION_DRAW_FORCED | 430 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE; |
445 : SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE; | |
446 } else { | |
447 expected_action = SchedulerStateMachine::ACTION_COMMIT; | |
448 } | 431 } |
449 | 432 |
450 // Case 1: needs_commit=false. | 433 // Case 1: needs_commit=false. |
451 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 434 EXPECT_EQ(state.BeginFrameNeededByImplThread(), |
452 EXPECT_EQ(expected_action, state.NextAction()); | 435 !request_readback); |
| 436 EXPECT_EQ(expected_action, state.NextAction()) << state.ToString(); |
453 | 437 |
454 // Case 2: needs_commit=true. | 438 // Case 2: needs_commit=true. |
455 state.SetNeedsCommit(); | 439 state.SetNeedsCommit(); |
456 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 440 EXPECT_EQ(state.BeginFrameNeededByImplThread(), |
457 EXPECT_EQ(expected_action, state.NextAction()); | 441 !request_readback); |
| 442 EXPECT_EQ(expected_action, state.NextAction()) << state.ToString(); |
458 } | 443 } |
459 } | 444 } |
460 } | 445 } |
461 | 446 |
462 TEST(SchedulerStateMachineTest, TestNoCommitStatesRedrawWhenInvisible) { | 447 TEST(SchedulerStateMachineTest, TestNoCommitStatesRedrawWhenInvisible) { |
463 SchedulerSettings default_scheduler_settings; | 448 SchedulerSettings default_scheduler_settings; |
464 | 449 |
465 size_t num_commit_states = | 450 size_t num_commit_states = |
466 sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState); | 451 sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState); |
467 for (size_t i = 0; i < num_commit_states; ++i) { | 452 for (size_t i = 0; i < num_commit_states; ++i) { |
468 // There shouldn't be any drawing regardless of BeginFrame. | 453 // There shouldn't be any drawing regardless of BeginFrame. |
469 for (size_t j = 0; j < 2; ++j) { | 454 for (size_t j = 0; j < 2; ++j) { |
470 StateMachine state(default_scheduler_settings); | 455 StateMachine state(default_scheduler_settings); |
471 state.SetCanStart(); | 456 state.SetCanStart(); |
472 state.UpdateState(state.NextAction()); | 457 state.UpdateState(state.NextAction()); |
473 state.DidCreateAndInitializeOutputSurface(); | 458 state.DidCreateAndInitializeOutputSurface(); |
474 state.SetCommitState(all_commit_states[i]); | 459 state.SetCommitState(all_commit_states[i]); |
475 state.SetVisible(false); | 460 state.SetVisible(false); |
476 state.SetNeedsRedraw(true); | 461 state.SetNeedsRedraw(true); |
477 state.SetNeedsForcedRedraw(false); | 462 if (j == 1) { |
478 if (j == 1) | 463 state.SetBeginFrameState( |
479 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 464 SchedulerStateMachine::BEGIN_FRAME_STATE_INSIDE_DEADLINE); |
| 465 } |
480 | 466 |
481 // Case 1: needs_commit=false. | 467 // Case 1: needs_commit=false. |
482 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, | 468 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
483 state.NextAction()); | 469 state.NextAction()); |
484 | 470 |
485 // Case 2: needs_commit=true. | 471 // Case 2: needs_commit=true. |
486 state.SetNeedsCommit(); | 472 state.SetNeedsCommit(); |
487 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, | 473 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
488 state.NextAction()); | 474 state.NextAction()) << state.ToString(); |
489 } | 475 } |
490 } | 476 } |
491 } | 477 } |
492 | 478 |
493 TEST(SchedulerStateMachineTest, TestCanRedraw_StopsDraw) { | 479 TEST(SchedulerStateMachineTest, TestCanRedraw_StopsDraw) { |
494 SchedulerSettings default_scheduler_settings; | 480 SchedulerSettings default_scheduler_settings; |
495 | 481 |
496 size_t num_commit_states = | 482 size_t num_commit_states = |
497 sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState); | 483 sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState); |
498 for (size_t i = 0; i < num_commit_states; ++i) { | 484 for (size_t i = 0; i < num_commit_states; ++i) { |
499 // There shouldn't be any drawing regardless of BeginFrame. | 485 // There shouldn't be any drawing regardless of BeginFrame. |
500 for (size_t j = 0; j < 2; ++j) { | 486 for (size_t j = 0; j < 2; ++j) { |
501 StateMachine state(default_scheduler_settings); | 487 StateMachine state(default_scheduler_settings); |
502 state.SetCanStart(); | 488 state.SetCanStart(); |
503 state.UpdateState(state.NextAction()); | 489 state.UpdateState(state.NextAction()); |
504 state.DidCreateAndInitializeOutputSurface(); | 490 state.DidCreateAndInitializeOutputSurface(); |
505 state.SetCommitState(all_commit_states[i]); | 491 state.SetCommitState(all_commit_states[i]); |
506 state.SetVisible(false); | 492 state.SetVisible(false); |
507 state.SetNeedsRedraw(true); | 493 state.SetNeedsRedraw(true); |
508 state.SetNeedsForcedRedraw(false); | |
509 if (j == 1) | 494 if (j == 1) |
510 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 495 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
511 | 496 |
512 state.SetCanDraw(false); | 497 state.SetCanDraw(false); |
513 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, | 498 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
514 state.NextAction()); | 499 state.NextAction()); |
515 } | 500 } |
516 } | 501 } |
517 } | 502 } |
518 | 503 |
519 TEST(SchedulerStateMachineTest, | 504 TEST(SchedulerStateMachineTest, |
520 TestCanRedrawWithWaitingForFirstDrawMakesProgress) { | 505 TestCanRedrawWithWaitingForFirstDrawMakesProgress) { |
521 SchedulerSettings default_scheduler_settings; | 506 SchedulerSettings default_scheduler_settings; |
522 StateMachine state(default_scheduler_settings); | 507 StateMachine state(default_scheduler_settings); |
523 state.SetCanStart(); | 508 state.SetCanStart(); |
524 state.UpdateState(state.NextAction()); | 509 state.UpdateState(state.NextAction()); |
525 state.DidCreateAndInitializeOutputSurface(); | 510 state.DidCreateAndInitializeOutputSurface(); |
526 state.SetCommitState( | 511 state.SetCommitState( |
527 SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW); | 512 SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW); |
528 state.SetNeedsCommit(); | 513 state.SetNeedsCommit(); |
529 state.SetNeedsRedraw(true); | 514 state.SetNeedsRedraw(true); |
530 state.SetVisible(true); | 515 state.SetVisible(true); |
531 state.SetCanDraw(false); | 516 state.SetCanDraw(false); |
532 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 517 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
533 state.NextAction()); | 518 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT); |
| 519 EXPECT_ACTION_UPDATE_STATE( |
| 520 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
| 521 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
| 522 state.FinishCommit(); |
| 523 EXPECT_ACTION_UPDATE_STATE( |
| 524 SchedulerStateMachine::ACTION_COMMIT); |
| 525 state.OnBeginFrameDeadline(); |
| 526 EXPECT_ACTION_UPDATE_STATE( |
| 527 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT); |
| 528 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
534 } | 529 } |
535 | 530 |
536 TEST(SchedulerStateMachineTest, TestsetNeedsCommitIsNotLost) { | 531 TEST(SchedulerStateMachineTest, TestsetNeedsCommitIsNotLost) { |
537 SchedulerSettings default_scheduler_settings; | 532 SchedulerSettings default_scheduler_settings; |
538 StateMachine state(default_scheduler_settings); | 533 StateMachine state(default_scheduler_settings); |
539 state.SetCanStart(); | 534 state.SetCanStart(); |
540 state.UpdateState(state.NextAction()); | 535 state.UpdateState(state.NextAction()); |
541 state.DidCreateAndInitializeOutputSurface(); | 536 state.DidCreateAndInitializeOutputSurface(); |
542 state.SetNeedsCommit(); | 537 state.SetNeedsCommit(); |
543 state.SetVisible(true); | 538 state.SetVisible(true); |
544 state.SetCanDraw(true); | 539 state.SetCanDraw(true); |
545 | 540 |
| 541 EXPECT_TRUE(state.BeginFrameNeededByImplThread()); |
| 542 |
546 // Begin the frame. | 543 // Begin the frame. |
547 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 544 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
548 state.NextAction()); | 545 EXPECT_ACTION_UPDATE_STATE( |
549 state.UpdateState(state.NextAction()); | 546 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
550 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 547 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
551 state.CommitState()); | 548 state.CommitState()); |
552 | 549 |
553 // Now, while the frame is in progress, set another commit. | 550 // Now, while the frame is in progress, set another commit. |
554 state.SetNeedsCommit(); | 551 state.SetNeedsCommit(); |
555 EXPECT_TRUE(state.NeedsCommit()); | 552 EXPECT_TRUE(state.NeedsCommit()); |
556 | 553 |
557 // Let the frame finish. | 554 // Let the frame finish. |
558 state.FinishCommit(); | 555 state.FinishCommit(); |
559 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 556 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
560 state.CommitState()); | 557 state.CommitState()); |
561 | 558 |
562 // Expect to commit regardless of BeginFrame state. | 559 // Expect to commit regardless of BeginFrame state. |
563 state.DidLeaveBeginFrame(); | 560 EXPECT_EQ(SchedulerStateMachine::BEGIN_FRAME_STATE_INSIDE_BEGIN_FRAME, |
| 561 state.begin_frame_state()); |
564 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 562 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
565 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 563 |
| 564 state.AdvanceBeginFrameStateWhenNoActionsRemain(); |
| 565 EXPECT_EQ(SchedulerStateMachine::BEGIN_FRAME_STATE_DEADLINE_PENDING, |
| 566 state.begin_frame_state()); |
| 567 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
| 568 |
| 569 state.OnBeginFrameDeadline(); |
| 570 EXPECT_EQ(SchedulerStateMachine::BEGIN_FRAME_STATE_INSIDE_DEADLINE, |
| 571 state.begin_frame_state()); |
| 572 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
| 573 |
| 574 state.AdvanceBeginFrameStateWhenNoActionsRemain(); |
| 575 EXPECT_EQ(SchedulerStateMachine::BEGIN_FRAME_STATE_IDLE, |
| 576 state.begin_frame_state()); |
| 577 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
| 578 |
| 579 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 580 EXPECT_EQ(SchedulerStateMachine::BEGIN_FRAME_STATE_INSIDE_BEGIN_FRAME, |
| 581 state.begin_frame_state()); |
566 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 582 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
567 | 583 |
568 // Commit and make sure we draw on next BeginFrame | 584 // Commit and make sure we draw on next BeginFrame |
569 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); | 585 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
570 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 586 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
| 587 state.OnBeginFrameDeadline(); |
571 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, | 588 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
572 state.CommitState()); | 589 state.CommitState()); |
573 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 590 EXPECT_ACTION_UPDATE_STATE( |
| 591 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
574 state.DidDrawIfPossibleCompleted(true); | 592 state.DidDrawIfPossibleCompleted(true); |
575 | 593 |
576 // Verify that another commit will begin. | 594 // Verify that another commit will start immediately after draw. |
577 state.DidLeaveBeginFrame(); | 595 EXPECT_ACTION_UPDATE_STATE( |
578 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 596 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
579 state.NextAction()); | 597 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
580 } | 598 } |
581 | 599 |
582 TEST(SchedulerStateMachineTest, TestFullCycle) { | 600 TEST(SchedulerStateMachineTest, TestFullCycle) { |
583 SchedulerSettings default_scheduler_settings; | 601 SchedulerSettings default_scheduler_settings; |
584 StateMachine state(default_scheduler_settings); | 602 StateMachine state(default_scheduler_settings); |
585 state.SetCanStart(); | 603 state.SetCanStart(); |
586 state.UpdateState(state.NextAction()); | 604 state.UpdateState(state.NextAction()); |
587 state.DidCreateAndInitializeOutputSurface(); | 605 state.DidCreateAndInitializeOutputSurface(); |
588 state.SetVisible(true); | 606 state.SetVisible(true); |
589 state.SetCanDraw(true); | 607 state.SetCanDraw(true); |
590 | 608 |
591 // Start clean and set commit. | 609 // Start clean and set commit. |
592 state.SetNeedsCommit(); | 610 state.SetNeedsCommit(); |
593 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | |
594 state.NextAction()); | |
595 | 611 |
596 // Begin the frame. | 612 // Begin the frame. |
597 state.UpdateState( | 613 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 614 EXPECT_ACTION_UPDATE_STATE( |
598 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); | 615 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
599 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 616 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
600 state.CommitState()); | 617 state.CommitState()); |
601 EXPECT_FALSE(state.NeedsCommit()); | 618 EXPECT_FALSE(state.NeedsCommit()); |
602 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 619 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
603 | 620 |
604 // Tell the scheduler the frame finished. | 621 // Tell the scheduler the frame finished. |
605 state.FinishCommit(); | 622 state.FinishCommit(); |
606 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 623 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
607 state.CommitState()); | 624 state.CommitState()); |
608 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | |
609 | 625 |
610 // Commit. | 626 // Commit. |
611 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); | 627 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
612 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, | 628 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
613 state.CommitState()); | 629 state.CommitState()); |
614 EXPECT_TRUE(state.NeedsRedraw()); | 630 EXPECT_TRUE(state.NeedsRedraw()); |
615 | 631 |
616 // Expect to do nothing until BeginFrame. | 632 // Expect to do nothing until BeginFrame deadline |
617 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 633 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
618 | 634 |
619 // At BeginFrame, draw. | 635 // At BeginFrame deadline, draw. |
620 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 636 state.OnBeginFrameDeadline(); |
621 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 637 EXPECT_ACTION_UPDATE_STATE( |
622 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 638 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
623 state.DidDrawIfPossibleCompleted(true); | 639 state.DidDrawIfPossibleCompleted(true); |
624 state.DidLeaveBeginFrame(); | |
625 | 640 |
626 // Should be synchronized, no draw needed, no action needed. | 641 // Should be synchronized, no draw needed, no action needed. |
| 642 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
627 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); | 643 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
628 EXPECT_FALSE(state.NeedsRedraw()); | 644 EXPECT_FALSE(state.NeedsRedraw()); |
629 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | |
630 } | 645 } |
631 | 646 |
632 TEST(SchedulerStateMachineTest, TestFullCycleWithCommitRequestInbetween) { | 647 TEST(SchedulerStateMachineTest, TestFullCycleWithCommitRequestInbetween) { |
633 SchedulerSettings default_scheduler_settings; | 648 SchedulerSettings default_scheduler_settings; |
634 StateMachine state(default_scheduler_settings); | 649 StateMachine state(default_scheduler_settings); |
635 state.SetCanStart(); | 650 state.SetCanStart(); |
636 state.UpdateState(state.NextAction()); | 651 state.UpdateState(state.NextAction()); |
637 state.DidCreateAndInitializeOutputSurface(); | 652 state.DidCreateAndInitializeOutputSurface(); |
638 state.SetVisible(true); | 653 state.SetVisible(true); |
639 state.SetCanDraw(true); | 654 state.SetCanDraw(true); |
640 | 655 |
641 // Start clean and set commit. | 656 // Start clean and set commit. |
642 state.SetNeedsCommit(); | 657 state.SetNeedsCommit(); |
643 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | |
644 state.NextAction()); | |
645 | 658 |
646 // Begin the frame. | 659 // Begin the frame. |
647 state.UpdateState( | 660 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 661 EXPECT_ACTION_UPDATE_STATE( |
648 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); | 662 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
649 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 663 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
650 state.CommitState()); | 664 state.CommitState()); |
651 EXPECT_FALSE(state.NeedsCommit()); | 665 EXPECT_FALSE(state.NeedsCommit()); |
652 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 666 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
653 | 667 |
654 // Request another commit while the commit is in flight. | 668 // Request another commit while the commit is in flight. |
655 state.SetNeedsCommit(); | 669 state.SetNeedsCommit(); |
656 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 670 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
657 | 671 |
658 // Tell the scheduler the frame finished. | 672 // Tell the scheduler the frame finished. |
659 state.FinishCommit(); | 673 state.FinishCommit(); |
660 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 674 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
661 state.CommitState()); | 675 state.CommitState()); |
662 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | |
663 | 676 |
664 // Commit. | 677 // First commit. |
665 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); | 678 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
666 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, | 679 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
667 state.CommitState()); | 680 state.CommitState()); |
668 EXPECT_TRUE(state.NeedsRedraw()); | 681 EXPECT_TRUE(state.NeedsRedraw()); |
669 | 682 |
670 // Expect to do nothing until BeginFrame. | 683 // Expect to do nothing until BeginFrame deadline. |
671 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 684 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
672 | 685 |
673 // At BeginFrame, draw. | 686 // At BeginFrame deadline, draw. |
674 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 687 state.OnBeginFrameDeadline(); |
675 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 688 EXPECT_ACTION_UPDATE_STATE( |
676 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 689 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
677 state.DidDrawIfPossibleCompleted(true); | 690 state.DidDrawIfPossibleCompleted(true); |
678 state.DidLeaveBeginFrame(); | |
679 | 691 |
680 // Should be synchronized, no draw needed, no action needed. | 692 // Should be synchronized, no draw needed, no action needed. |
| 693 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
681 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); | 694 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
682 EXPECT_FALSE(state.NeedsRedraw()); | 695 EXPECT_FALSE(state.NeedsRedraw()); |
683 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 696 |
684 state.NextAction()); | 697 // Next BeginFrame should initiate second commit. |
| 698 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 699 EXPECT_ACTION_UPDATE_STATE( |
| 700 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
685 } | 701 } |
686 | 702 |
687 TEST(SchedulerStateMachineTest, TestRequestCommitInvisible) { | 703 TEST(SchedulerStateMachineTest, TestRequestCommitInvisible) { |
688 SchedulerSettings default_scheduler_settings; | 704 SchedulerSettings default_scheduler_settings; |
689 StateMachine state(default_scheduler_settings); | 705 StateMachine state(default_scheduler_settings); |
690 state.SetCanStart(); | 706 state.SetCanStart(); |
691 state.UpdateState(state.NextAction()); | 707 state.UpdateState(state.NextAction()); |
692 state.DidCreateAndInitializeOutputSurface(); | 708 state.DidCreateAndInitializeOutputSurface(); |
693 state.SetNeedsCommit(); | 709 state.SetNeedsCommit(); |
694 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 710 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
695 } | 711 } |
696 | 712 |
697 TEST(SchedulerStateMachineTest, TestGoesInvisibleBeforeFinishCommit) { | 713 TEST(SchedulerStateMachineTest, TestGoesInvisibleBeforeFinishCommit) { |
698 SchedulerSettings default_scheduler_settings; | 714 SchedulerSettings default_scheduler_settings; |
699 StateMachine state(default_scheduler_settings); | 715 StateMachine state(default_scheduler_settings); |
700 state.SetCanStart(); | 716 state.SetCanStart(); |
701 state.UpdateState(state.NextAction()); | 717 state.UpdateState(state.NextAction()); |
702 state.DidCreateAndInitializeOutputSurface(); | 718 state.DidCreateAndInitializeOutputSurface(); |
703 state.SetVisible(true); | 719 state.SetVisible(true); |
704 state.SetCanDraw(true); | 720 state.SetCanDraw(true); |
705 | 721 |
706 // Start clean and set commit. | 722 // Start clean and set commit. |
707 state.SetNeedsCommit(); | 723 state.SetNeedsCommit(); |
708 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | |
709 state.NextAction()); | |
710 | 724 |
711 // Begin the frame while visible. | 725 // Begin the frame while visible. |
712 state.UpdateState( | 726 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 727 EXPECT_ACTION_UPDATE_STATE( |
713 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); | 728 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
714 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 729 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
715 state.CommitState()); | 730 state.CommitState()); |
716 EXPECT_FALSE(state.NeedsCommit()); | 731 EXPECT_FALSE(state.NeedsCommit()); |
717 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 732 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
718 | 733 |
719 // Become invisible and abort the main thread's begin frame. | 734 // Become invisible and abort the main thread's begin frame. |
720 state.SetVisible(false); | 735 state.SetVisible(false); |
721 state.BeginFrameAbortedByMainThread(); | 736 state.BeginFrameAbortedByMainThread(); |
722 | 737 |
723 // We should now be back in the idle state as if we didn't start a frame at | 738 // 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()); | 739 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
726 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 740 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
| 741 |
| 742 // We shouldn't do anything on the BeginFrame deadline. |
| 743 state.OnBeginFrameDeadline(); |
| 744 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
727 | 745 |
728 // Become visible again. | 746 // Become visible again. |
729 state.SetVisible(true); | 747 state.SetVisible(true); |
730 | 748 |
731 // We should be beginning a frame now. | 749 // We should handle the aborted commit on the next BeginFrame. |
| 750 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
732 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); | 751 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
733 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 752 EXPECT_ACTION_UPDATE_STATE( |
734 state.NextAction()); | 753 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
735 | |
736 // Begin the frame. | |
737 state.UpdateState(state.NextAction()); | |
738 | 754 |
739 // We should be starting the commit now. | 755 // We should be starting the commit now. |
740 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 756 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
741 state.CommitState()); | 757 state.CommitState()); |
| 758 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
742 } | 759 } |
743 | 760 |
744 TEST(SchedulerStateMachineTest, TestFirstContextCreation) { | 761 TEST(SchedulerStateMachineTest, TestFirstContextCreation) { |
745 SchedulerSettings default_scheduler_settings; | 762 SchedulerSettings default_scheduler_settings; |
746 StateMachine state(default_scheduler_settings); | 763 StateMachine state(default_scheduler_settings); |
747 state.SetCanStart(); | 764 state.SetCanStart(); |
748 state.SetVisible(true); | 765 state.SetVisible(true); |
749 state.SetCanDraw(true); | 766 state.SetCanDraw(true); |
750 | 767 |
751 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 768 EXPECT_ACTION_UPDATE_STATE( |
752 state.NextAction()); | 769 SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION); |
753 state.UpdateState(state.NextAction()); | |
754 state.DidCreateAndInitializeOutputSurface(); | 770 state.DidCreateAndInitializeOutputSurface(); |
755 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 771 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
756 | 772 |
757 // Check that the first init does not SetNeedsCommit. | 773 // Check that the first init does not SetNeedsCommit. |
| 774 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 775 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
| 776 state.OnBeginFrameDeadline(); |
| 777 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
| 778 |
| 779 // Check that a needs commit initiates a BeginFrame to the main thread. |
758 state.SetNeedsCommit(); | 780 state.SetNeedsCommit(); |
759 EXPECT_NE(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 781 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 782 EXPECT_ACTION_UPDATE_STATE( |
| 783 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
760 } | 784 } |
761 | 785 |
762 TEST(SchedulerStateMachineTest, TestContextLostWhenCompletelyIdle) { | 786 TEST(SchedulerStateMachineTest, TestContextLostWhenCompletelyIdle) { |
763 SchedulerSettings default_scheduler_settings; | 787 SchedulerSettings default_scheduler_settings; |
764 StateMachine state(default_scheduler_settings); | 788 StateMachine state(default_scheduler_settings); |
765 state.SetCanStart(); | 789 state.SetCanStart(); |
766 state.UpdateState(state.NextAction()); | 790 state.UpdateState(state.NextAction()); |
767 state.DidCreateAndInitializeOutputSurface(); | 791 state.DidCreateAndInitializeOutputSurface(); |
768 | 792 |
769 state.SetVisible(true); | 793 state.SetVisible(true); |
770 state.SetCanDraw(true); | 794 state.SetCanDraw(true); |
771 | 795 |
772 EXPECT_NE(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 796 EXPECT_NE(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
773 state.NextAction()); | 797 state.NextAction()); |
774 state.DidLoseOutputSurface(); | 798 state.DidLoseOutputSurface(); |
775 | 799 |
776 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 800 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
777 state.NextAction()); | 801 state.NextAction()); |
778 state.UpdateState(state.NextAction()); | 802 state.UpdateState(state.NextAction()); |
779 | 803 |
780 // Once context recreation begins, nothing should happen. | 804 // Once context recreation begins, nothing should happen. |
781 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 805 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
782 | 806 |
783 // Recreate the context. | 807 // Recreate the context. |
784 state.DidCreateAndInitializeOutputSurface(); | 808 state.DidCreateAndInitializeOutputSurface(); |
785 | 809 |
786 // When the context is recreated, we should begin a commit. | 810 // When the context is recreated, we should begin a commit. |
787 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 811 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
788 state.NextAction()); | 812 EXPECT_ACTION_UPDATE_STATE( |
789 state.UpdateState(state.NextAction()); | 813 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
790 } | 814 } |
791 | 815 |
792 TEST(SchedulerStateMachineTest, | 816 TEST(SchedulerStateMachineTest, |
793 TestContextLostWhenIdleAndCommitRequestedWhileRecreating) { | 817 TestContextLostWhenIdleAndCommitRequestedWhileRecreating) { |
794 SchedulerSettings default_scheduler_settings; | 818 SchedulerSettings default_scheduler_settings; |
795 StateMachine state(default_scheduler_settings); | 819 StateMachine state(default_scheduler_settings); |
796 state.SetCanStart(); | 820 state.SetCanStart(); |
797 state.UpdateState(state.NextAction()); | 821 state.UpdateState(state.NextAction()); |
798 state.DidCreateAndInitializeOutputSurface(); | 822 state.DidCreateAndInitializeOutputSurface(); |
799 state.SetVisible(true); | 823 state.SetVisible(true); |
800 state.SetCanDraw(true); | 824 state.SetCanDraw(true); |
801 | 825 |
802 EXPECT_NE(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 826 EXPECT_NE(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
803 state.NextAction()); | 827 state.NextAction()); |
804 state.DidLoseOutputSurface(); | 828 state.DidLoseOutputSurface(); |
805 | 829 |
806 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 830 EXPECT_ACTION_UPDATE_STATE( |
807 state.NextAction()); | 831 SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION); |
808 state.UpdateState(state.NextAction()); | |
809 | 832 |
810 // Once context recreation begins, nothing should happen. | 833 // Once context recreation begins, nothing should happen. |
811 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 834 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 835 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
| 836 state.OnBeginFrameDeadline(); |
| 837 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
812 | 838 |
813 // While context is recreating, commits shouldn't begin. | 839 // While context is recreating, commits shouldn't begin. |
814 state.SetNeedsCommit(); | 840 state.SetNeedsCommit(); |
815 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 841 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 842 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
| 843 state.OnBeginFrameDeadline(); |
| 844 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
816 | 845 |
817 // Recreate the context | 846 // Recreate the context |
818 state.DidCreateAndInitializeOutputSurface(); | 847 state.DidCreateAndInitializeOutputSurface(); |
819 | 848 |
820 // When the context is recreated, we should begin a commit | 849 // When the context is recreated, we should begin a commit |
821 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 850 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
822 state.NextAction()); | 851 EXPECT_ACTION_UPDATE_STATE( |
823 state.UpdateState(state.NextAction()); | 852 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
| 853 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
| 854 state.FinishCommit(); |
| 855 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
| 856 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
824 | 857 |
825 // Once the context is recreated, whether we draw should be based on | 858 // Once the context is recreated, whether we draw should be based on |
826 // SetCanDraw. | 859 // SetCanDraw. |
| 860 state.OnBeginFrameDeadline(); |
827 state.SetNeedsRedraw(true); | 861 state.SetNeedsRedraw(true); |
828 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 862 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
829 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 863 state.NextAction()); |
830 state.SetCanDraw(false); | 864 state.SetCanDraw(false); |
831 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 865 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT, |
| 866 state.NextAction()); |
832 state.SetCanDraw(true); | 867 state.SetCanDraw(true); |
833 state.DidLeaveBeginFrame(); | 868 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
| 869 state.NextAction()); |
834 } | 870 } |
835 | 871 |
836 TEST(SchedulerStateMachineTest, TestContextLostWhileCommitInProgress) { | 872 TEST(SchedulerStateMachineTest, TestContextLostWhileCommitInProgress) { |
837 SchedulerSettings default_scheduler_settings; | 873 SchedulerSettings default_scheduler_settings; |
838 StateMachine state(default_scheduler_settings); | 874 StateMachine state(default_scheduler_settings); |
839 state.SetCanStart(); | 875 state.SetCanStart(); |
840 state.UpdateState(state.NextAction()); | 876 state.UpdateState(state.NextAction()); |
841 state.DidCreateAndInitializeOutputSurface(); | 877 state.DidCreateAndInitializeOutputSurface(); |
842 state.SetVisible(true); | 878 state.SetVisible(true); |
843 state.SetCanDraw(true); | 879 state.SetCanDraw(true); |
844 | 880 |
845 // Get a commit in flight. | 881 // Get a commit in flight. |
846 state.SetNeedsCommit(); | 882 state.SetNeedsCommit(); |
847 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 883 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
848 state.NextAction()); | |
849 state.UpdateState(state.NextAction()); | |
850 | 884 |
851 // Set damage and expect a draw. | 885 // Set damage and expect a draw. |
852 state.SetNeedsRedraw(true); | 886 state.SetNeedsRedraw(true); |
853 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 887 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
854 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 888 EXPECT_ACTION_UPDATE_STATE( |
855 state.UpdateState(state.NextAction()); | 889 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
856 state.DidLeaveBeginFrame(); | 890 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
| 891 state.OnBeginFrameDeadline(); |
| 892 EXPECT_ACTION_UPDATE_STATE( |
| 893 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
| 894 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
857 | 895 |
858 // Cause a lost context while the begin frame is in flight | 896 // Cause a lost context while the begin frame is in flight |
859 // for the main thread. | 897 // for the main thread. |
860 state.DidLoseOutputSurface(); | 898 state.DidLoseOutputSurface(); |
861 | 899 |
862 // Ask for another draw. Expect nothing happens. | 900 // Ask for another draw. Expect nothing happens. |
863 state.SetNeedsRedraw(true); | 901 state.SetNeedsRedraw(true); |
864 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 902 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
865 | 903 |
866 // Finish the frame, and commit. | 904 // Finish the frame, and commit. |
867 state.FinishCommit(); | 905 state.FinishCommit(); |
868 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 906 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
869 state.UpdateState(state.NextAction()); | |
870 | 907 |
| 908 // We will abort the draw when the output surface is lost if we are |
| 909 // waiting for the first draw to unblock the main thread. |
871 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, | 910 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
872 state.CommitState()); | 911 state.CommitState()); |
873 | 912 EXPECT_ACTION_UPDATE_STATE( |
874 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 913 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT); |
875 state.UpdateState(state.NextAction()); | |
876 | 914 |
877 // Expect to be told to begin context recreation, independent of | 915 // Expect to be told to begin context recreation, independent of |
878 // BeginFrame state. | 916 // BeginFrame state. |
879 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 917 EXPECT_EQ(SchedulerStateMachine::BEGIN_FRAME_STATE_IDLE, |
| 918 state.begin_frame_state()); |
880 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 919 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
881 state.NextAction()); | 920 state.NextAction()); |
882 state.DidLeaveBeginFrame(); | 921 |
| 922 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 923 EXPECT_EQ(SchedulerStateMachine::BEGIN_FRAME_STATE_INSIDE_BEGIN_FRAME, |
| 924 state.begin_frame_state()); |
| 925 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
| 926 state.NextAction()); |
| 927 |
| 928 state.AdvanceBeginFrameStateWhenNoActionsRemain(); |
| 929 EXPECT_EQ(SchedulerStateMachine::BEGIN_FRAME_STATE_DEADLINE_PENDING, |
| 930 state.begin_frame_state()); |
| 931 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
| 932 state.NextAction()); |
| 933 |
| 934 state.OnBeginFrameDeadline(); |
| 935 EXPECT_EQ(SchedulerStateMachine::BEGIN_FRAME_STATE_INSIDE_DEADLINE, |
| 936 state.begin_frame_state()); |
883 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 937 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
884 state.NextAction()); | 938 state.NextAction()); |
885 } | 939 } |
886 | 940 |
887 TEST(SchedulerStateMachineTest, | 941 TEST(SchedulerStateMachineTest, |
888 TestContextLostWhileCommitInProgressAndAnotherCommitRequested) { | 942 TestContextLostWhileCommitInProgressAndAnotherCommitRequested) { |
889 SchedulerSettings default_scheduler_settings; | 943 SchedulerSettings default_scheduler_settings; |
890 StateMachine state(default_scheduler_settings); | 944 StateMachine state(default_scheduler_settings); |
891 state.SetCanStart(); | 945 state.SetCanStart(); |
892 state.UpdateState(state.NextAction()); | 946 state.UpdateState(state.NextAction()); |
893 state.DidCreateAndInitializeOutputSurface(); | 947 state.DidCreateAndInitializeOutputSurface(); |
894 state.SetVisible(true); | 948 state.SetVisible(true); |
895 state.SetCanDraw(true); | 949 state.SetCanDraw(true); |
896 | 950 |
897 // Get a commit in flight. | 951 // Get a commit in flight. |
898 state.SetNeedsCommit(); | 952 state.SetNeedsCommit(); |
899 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 953 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
900 state.NextAction()); | |
901 state.UpdateState(state.NextAction()); | |
902 | 954 |
903 // Set damage and expect a draw. | 955 // Set damage and expect a draw. |
904 state.SetNeedsRedraw(true); | 956 state.SetNeedsRedraw(true); |
905 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 957 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
906 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 958 EXPECT_ACTION_UPDATE_STATE( |
907 state.UpdateState(state.NextAction()); | 959 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
908 state.DidLeaveBeginFrame(); | 960 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
| 961 state.OnBeginFrameDeadline(); |
| 962 EXPECT_ACTION_UPDATE_STATE( |
| 963 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
| 964 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
909 | 965 |
910 // Cause a lost context while the begin frame is in flight | 966 // Cause a lost context while the begin frame is in flight |
911 // for the main thread. | 967 // for the main thread. |
912 state.DidLoseOutputSurface(); | 968 state.DidLoseOutputSurface(); |
913 | 969 |
914 // Ask for another draw and also set needs commit. Expect nothing happens. | 970 // Ask for another draw and also set needs commit. Expect nothing happens. |
915 state.SetNeedsRedraw(true); | 971 state.SetNeedsRedraw(true); |
916 state.SetNeedsCommit(); | 972 state.SetNeedsCommit(); |
917 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 973 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
918 | 974 |
919 // Finish the frame, and commit. | 975 // Finish the frame, and commit. |
920 state.FinishCommit(); | 976 state.FinishCommit(); |
921 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 977 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
922 state.UpdateState(state.NextAction()); | |
923 | |
924 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, | 978 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
925 state.CommitState()); | 979 state.CommitState()); |
926 | 980 |
927 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 981 // Because the output surface is missing, we expect the draw to abort. |
928 state.UpdateState(state.NextAction()); | 982 EXPECT_ACTION_UPDATE_STATE( |
| 983 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT); |
929 | 984 |
930 // Expect to be told to begin context recreation, independent of | 985 // Expect to be told to begin context recreation, independent of |
931 // BeginFrame state | 986 // BeginFrame state |
932 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 987 EXPECT_EQ(SchedulerStateMachine::BEGIN_FRAME_STATE_IDLE, |
| 988 state.begin_frame_state()); |
933 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 989 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
934 state.NextAction()); | 990 state.NextAction()); |
935 state.DidLeaveBeginFrame(); | 991 |
| 992 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 993 EXPECT_EQ(SchedulerStateMachine::BEGIN_FRAME_STATE_INSIDE_BEGIN_FRAME, |
| 994 state.begin_frame_state()); |
936 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 995 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
937 state.NextAction()); | 996 state.NextAction()); |
| 997 |
| 998 state.AdvanceBeginFrameStateWhenNoActionsRemain(); |
| 999 EXPECT_EQ(SchedulerStateMachine::BEGIN_FRAME_STATE_DEADLINE_PENDING, |
| 1000 state.begin_frame_state()); |
| 1001 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
| 1002 state.NextAction()); |
| 1003 |
| 1004 state.OnBeginFrameDeadline(); |
| 1005 EXPECT_EQ(SchedulerStateMachine::BEGIN_FRAME_STATE_INSIDE_DEADLINE, |
| 1006 state.begin_frame_state()); |
| 1007 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
| 1008 state.NextAction()); |
| 1009 |
| 1010 // After we get a new output surface, the commit flow should start. |
| 1011 EXPECT_ACTION_UPDATE_STATE( |
| 1012 SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION); |
| 1013 state.DidCreateAndInitializeOutputSurface(); |
| 1014 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 1015 EXPECT_ACTION_UPDATE_STATE( |
| 1016 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
| 1017 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
| 1018 state.FinishCommit(); |
| 1019 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
| 1020 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
| 1021 state.OnBeginFrameDeadline(); |
| 1022 EXPECT_ACTION_UPDATE_STATE( |
| 1023 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
| 1024 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
938 } | 1025 } |
939 | 1026 |
940 TEST(SchedulerStateMachineTest, TestFinishAllRenderingWhileContextLost) { | 1027 TEST(SchedulerStateMachineTest, TestFinishAllRenderingWhileContextLost) { |
941 SchedulerSettings default_scheduler_settings; | 1028 SchedulerSettings default_scheduler_settings; |
942 StateMachine state(default_scheduler_settings); | 1029 StateMachine state(default_scheduler_settings); |
943 state.SetCanStart(); | 1030 state.SetCanStart(); |
944 state.UpdateState(state.NextAction()); | 1031 state.UpdateState(state.NextAction()); |
945 state.DidCreateAndInitializeOutputSurface(); | 1032 state.DidCreateAndInitializeOutputSurface(); |
946 state.SetVisible(true); | 1033 state.SetVisible(true); |
947 state.SetCanDraw(true); | 1034 state.SetCanDraw(true); |
948 | 1035 |
949 // Cause a lost context lost. | 1036 // Cause a lost context lost. |
950 state.DidLoseOutputSurface(); | 1037 state.DidLoseOutputSurface(); |
951 | 1038 |
952 // Ask a forced redraw and verify it ocurrs. | 1039 // Ask a forced redraw for readback and verify it ocurrs. |
953 state.SetNeedsForcedRedraw(true); | 1040 state.SetCommitState( |
954 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 1041 SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW); |
955 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 1042 state.SetNeedsForcedRedrawForReadback(); |
956 state.DidLeaveBeginFrame(); | 1043 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 1044 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_DRAW_AND_READBACK); |
| 1045 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
957 | 1046 |
958 // Clear the forced redraw bit. | 1047 // Forced redraws for readbacks need to be followed by a new commit |
959 state.SetNeedsForcedRedraw(false); | 1048 // to replace the readback commit. |
| 1049 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
| 1050 state.CommitState()); |
| 1051 state.FinishCommit(); |
| 1052 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
| 1053 |
| 1054 // We don't yet have an output surface, so we the draw and swap should abort. |
| 1055 EXPECT_ACTION_UPDATE_STATE( |
| 1056 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT); |
960 | 1057 |
961 // Expect to be told to begin context recreation, independent of | 1058 // Expect to be told to begin context recreation, independent of |
962 // BeginFrame state | 1059 // BeginFrame state |
| 1060 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
963 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 1061 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
964 state.NextAction()); | 1062 state.NextAction()); |
965 state.UpdateState(state.NextAction()); | |
966 | 1063 |
967 // Ask a forced redraw and verify it ocurrs. | 1064 state.OnBeginFrameDeadline(); |
968 state.SetNeedsForcedRedraw(true); | 1065 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
969 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 1066 state.NextAction()); |
970 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 1067 |
971 state.DidLeaveBeginFrame(); | 1068 // Ask a readback and verify it occurs. |
| 1069 state.SetCommitState( |
| 1070 SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW); |
| 1071 state.SetNeedsForcedRedrawForReadback(); |
| 1072 EXPECT_ACTION_UPDATE_STATE( |
| 1073 SchedulerStateMachine::ACTION_DRAW_AND_READBACK); |
| 1074 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
972 } | 1075 } |
973 | 1076 |
974 TEST(SchedulerStateMachineTest, DontDrawBeforeCommitAfterLostOutputSurface) { | 1077 TEST(SchedulerStateMachineTest, DontDrawBeforeCommitAfterLostOutputSurface) { |
975 SchedulerSettings default_scheduler_settings; | 1078 SchedulerSettings default_scheduler_settings; |
976 StateMachine state(default_scheduler_settings); | 1079 StateMachine state(default_scheduler_settings); |
977 state.SetCanStart(); | 1080 state.SetCanStart(); |
978 state.UpdateState(state.NextAction()); | 1081 state.UpdateState(state.NextAction()); |
979 state.DidCreateAndInitializeOutputSurface(); | 1082 state.DidCreateAndInitializeOutputSurface(); |
980 state.SetVisible(true); | 1083 state.SetVisible(true); |
981 state.SetCanDraw(true); | 1084 state.SetCanDraw(true); |
982 | 1085 |
983 state.SetNeedsRedraw(true); | 1086 state.SetNeedsRedraw(true); |
984 | 1087 |
985 // Cause a lost output surface, and restore it. | 1088 // Cause a lost output surface, and restore it. |
986 state.DidLoseOutputSurface(); | 1089 state.DidLoseOutputSurface(); |
987 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 1090 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
988 state.NextAction()); | 1091 state.NextAction()); |
989 state.UpdateState(state.NextAction()); | 1092 state.UpdateState(state.NextAction()); |
990 state.DidCreateAndInitializeOutputSurface(); | 1093 state.DidCreateAndInitializeOutputSurface(); |
991 | 1094 |
992 EXPECT_FALSE(state.RedrawPending()); | 1095 EXPECT_FALSE(state.RedrawPending()); |
| 1096 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
993 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 1097 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
994 state.NextAction()); | 1098 state.NextAction()); |
995 } | 1099 } |
996 | 1100 |
997 TEST(SchedulerStateMachineTest, | 1101 TEST(SchedulerStateMachineTest, |
998 TestSendBeginFrameToMainThreadWhenInvisibleAndForceCommit) { | 1102 TestSendBeginFrameToMainThreadWhenInvisibleAndForceCommit) { |
999 SchedulerSettings default_scheduler_settings; | 1103 SchedulerSettings default_scheduler_settings; |
1000 StateMachine state(default_scheduler_settings); | 1104 StateMachine state(default_scheduler_settings); |
1001 state.SetCanStart(); | 1105 state.SetCanStart(); |
1002 state.UpdateState(state.NextAction()); | 1106 state.UpdateState(state.NextAction()); |
1003 state.DidCreateAndInitializeOutputSurface(); | 1107 state.DidCreateAndInitializeOutputSurface(); |
1004 state.SetVisible(false); | 1108 state.SetVisible(false); |
1005 state.SetNeedsCommit(); | 1109 state.SetNeedsCommit(); |
1006 state.SetNeedsForcedCommit(); | 1110 state.SetNeedsForcedCommitForReadback(); |
1007 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 1111 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
1008 state.NextAction()); | 1112 state.NextAction()); |
1009 } | 1113 } |
1010 | 1114 |
1011 TEST(SchedulerStateMachineTest, | 1115 TEST(SchedulerStateMachineTest, |
1012 TestSendBeginFrameToMainThreadWhenCanStartFalseAndForceCommit) { | 1116 TestSendBeginFrameToMainThreadWhenCanStartFalseAndForceCommit) { |
1013 SchedulerSettings default_scheduler_settings; | 1117 SchedulerSettings default_scheduler_settings; |
1014 StateMachine state(default_scheduler_settings); | 1118 StateMachine state(default_scheduler_settings); |
1015 state.SetVisible(true); | 1119 state.SetVisible(true); |
1016 state.SetCanDraw(true); | 1120 state.SetCanDraw(true); |
1017 state.SetNeedsCommit(); | 1121 state.SetNeedsCommit(); |
1018 state.SetNeedsForcedCommit(); | 1122 state.SetNeedsForcedCommitForReadback(); |
1019 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 1123 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
1020 state.NextAction()); | 1124 state.NextAction()); |
1021 } | 1125 } |
1022 | 1126 |
1023 TEST(SchedulerStateMachineTest, TestFinishCommitWhenCommitInProgress) { | 1127 TEST(SchedulerStateMachineTest, TestFinishCommitWhenCommitInProgress) { |
1024 SchedulerSettings default_scheduler_settings; | 1128 SchedulerSettings default_scheduler_settings; |
1025 StateMachine state(default_scheduler_settings); | 1129 StateMachine state(default_scheduler_settings); |
1026 state.SetCanStart(); | 1130 state.SetCanStart(); |
1027 state.UpdateState(state.NextAction()); | 1131 state.UpdateState(state.NextAction()); |
1028 state.DidCreateAndInitializeOutputSurface(); | 1132 state.DidCreateAndInitializeOutputSurface(); |
1029 state.SetVisible(false); | 1133 state.SetVisible(false); |
1030 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS); | 1134 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS); |
1031 state.SetNeedsCommit(); | 1135 state.SetNeedsCommit(); |
1032 | 1136 |
1033 state.FinishCommit(); | 1137 state.FinishCommit(); |
1034 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 1138 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
1035 state.UpdateState(state.NextAction()); | 1139 state.UpdateState(state.NextAction()); |
1036 | 1140 |
1037 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, | 1141 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
1038 state.CommitState()); | 1142 state.CommitState()); |
1039 | 1143 |
1040 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 1144 // We should abort the draw because we are not visible. |
| 1145 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT, |
| 1146 state.NextAction()); |
1041 } | 1147 } |
1042 | 1148 |
1043 TEST(SchedulerStateMachineTest, TestFinishCommitWhenForcedCommitInProgress) { | 1149 TEST(SchedulerStateMachineTest, TestFinishCommitWhenForcedCommitInProgress) { |
1044 SchedulerSettings default_scheduler_settings; | 1150 SchedulerSettings default_scheduler_settings; |
1045 StateMachine state(default_scheduler_settings); | 1151 StateMachine state(default_scheduler_settings); |
1046 state.SetCanStart(); | 1152 state.SetCanStart(); |
1047 state.UpdateState(state.NextAction()); | 1153 state.UpdateState(state.NextAction()); |
1048 state.DidCreateAndInitializeOutputSurface(); | 1154 state.DidCreateAndInitializeOutputSurface(); |
1049 state.SetVisible(false); | 1155 state.SetVisible(false); |
1050 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS); | 1156 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS); |
1051 state.SetNeedsCommit(); | 1157 state.SetNeedsCommit(); |
1052 state.SetNeedsForcedCommit(); | 1158 state.SetNeedsForcedCommitForReadback(); |
1053 | 1159 |
| 1160 // The commit for readback interupts the normal commit. |
1054 state.FinishCommit(); | 1161 state.FinishCommit(); |
1055 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 1162 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
1056 state.UpdateState(state.NextAction()); | |
1057 | 1163 |
1058 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, | 1164 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
1059 state.CommitState()); | 1165 state.CommitState()); |
| 1166 EXPECT_ACTION_UPDATE_STATE( |
| 1167 SchedulerStateMachine::ACTION_DRAW_AND_READBACK); |
1060 | 1168 |
1061 // If we are waiting for forced draw then we know a begin frame is already | 1169 // When the readback interrupts the normal commit, we should not get |
1062 // in flight for the main thread. | 1170 // another BeginFrame on the impl thread when the readback completes. |
1063 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 1171 EXPECT_NE(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 1172 state.NextAction()); |
| 1173 |
| 1174 // The normal commit can then proceed. |
| 1175 state.FinishCommit(); |
| 1176 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
1064 } | 1177 } |
1065 | 1178 |
1066 TEST(SchedulerStateMachineTest, TestSendBeginFrameToMainThreadWhenContextLost) { | 1179 TEST(SchedulerStateMachineTest, TestSendBeginFrameToMainThreadWhenContextLost) { |
1067 SchedulerSettings default_scheduler_settings; | 1180 SchedulerSettings default_scheduler_settings; |
1068 StateMachine state(default_scheduler_settings); | 1181 StateMachine state(default_scheduler_settings); |
1069 state.SetCanStart(); | 1182 state.SetCanStart(); |
1070 state.UpdateState(state.NextAction()); | 1183 state.UpdateState(state.NextAction()); |
1071 state.DidCreateAndInitializeOutputSurface(); | 1184 state.DidCreateAndInitializeOutputSurface(); |
1072 state.SetVisible(true); | 1185 state.SetVisible(true); |
1073 state.SetCanDraw(true); | 1186 state.SetCanDraw(true); |
1074 state.SetNeedsCommit(); | 1187 state.SetNeedsCommit(); |
1075 state.SetNeedsForcedCommit(); | 1188 state.SetNeedsForcedCommitForReadback(); |
1076 state.DidLoseOutputSurface(); | 1189 state.DidLoseOutputSurface(); |
1077 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 1190 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
1078 state.NextAction()); | 1191 state.NextAction()); |
1079 } | 1192 } |
1080 | 1193 |
1081 TEST(SchedulerStateMachineTest, TestImmediateFinishCommit) { | 1194 TEST(SchedulerStateMachineTest, TestImmediateFinishCommit) { |
1082 SchedulerSettings default_scheduler_settings; | 1195 SchedulerSettings default_scheduler_settings; |
1083 StateMachine state(default_scheduler_settings); | 1196 StateMachine state(default_scheduler_settings); |
1084 state.SetCanStart(); | 1197 state.SetCanStart(); |
1085 state.UpdateState(state.NextAction()); | 1198 state.UpdateState(state.NextAction()); |
1086 state.DidCreateAndInitializeOutputSurface(); | 1199 state.DidCreateAndInitializeOutputSurface(); |
1087 state.SetVisible(true); | 1200 state.SetVisible(true); |
1088 state.SetCanDraw(true); | 1201 state.SetCanDraw(true); |
1089 | 1202 |
1090 // Schedule a forced frame, commit it, draw it. | 1203 // Schedule a readback, commit it, draw it. |
1091 state.SetNeedsCommit(); | 1204 state.SetNeedsCommit(); |
1092 state.SetNeedsForcedCommit(); | 1205 state.SetNeedsForcedCommitForReadback(); |
1093 state.UpdateState(state.NextAction()); | 1206 EXPECT_ACTION_UPDATE_STATE( |
| 1207 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
1094 state.FinishCommit(); | 1208 state.FinishCommit(); |
1095 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 1209 |
1096 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 1210 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
1097 state.CommitState()); | 1211 state.CommitState()); |
1098 state.UpdateState(state.NextAction()); | 1212 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
1099 | 1213 |
1100 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, | 1214 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
1101 state.CommitState()); | 1215 state.CommitState()); |
1102 | 1216 |
1103 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 1217 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); | 1218 state.DidDrawIfPossibleCompleted(true); |
1109 state.DidLeaveBeginFrame(); | 1219 |
| 1220 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
1110 | 1221 |
1111 // Should be waiting for the normal begin frame from the main thread. | 1222 // Should be waiting for the normal begin frame from the main thread. |
1112 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 1223 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
1113 state.CommitState()); | 1224 state.CommitState()); |
1114 } | 1225 } |
1115 | 1226 |
1116 TEST(SchedulerStateMachineTest, TestImmediateFinishCommitDuringCommit) { | 1227 TEST(SchedulerStateMachineTest, TestImmediateFinishCommitDuringCommit) { |
1117 SchedulerSettings default_scheduler_settings; | 1228 SchedulerSettings default_scheduler_settings; |
1118 StateMachine state(default_scheduler_settings); | 1229 StateMachine state(default_scheduler_settings); |
1119 state.SetCanStart(); | 1230 state.SetCanStart(); |
1120 state.UpdateState(state.NextAction()); | 1231 state.UpdateState(state.NextAction()); |
1121 state.DidCreateAndInitializeOutputSurface(); | 1232 state.DidCreateAndInitializeOutputSurface(); |
1122 state.SetVisible(true); | 1233 state.SetVisible(true); |
1123 state.SetCanDraw(true); | 1234 state.SetCanDraw(true); |
1124 | 1235 |
1125 // Start a normal commit. | 1236 // Start a normal commit. |
1126 state.SetNeedsCommit(); | 1237 state.SetNeedsCommit(); |
1127 state.UpdateState(state.NextAction()); | 1238 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
1128 | 1239 |
1129 // Schedule a forced frame, commit it, draw it. | 1240 // Schedule a readback, commit it, draw it. |
1130 state.SetNeedsCommit(); | 1241 state.SetNeedsForcedCommitForReadback(); |
1131 state.SetNeedsForcedCommit(); | 1242 EXPECT_ACTION_UPDATE_STATE( |
1132 state.UpdateState(state.NextAction()); | 1243 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
1133 state.FinishCommit(); | 1244 state.FinishCommit(); |
1134 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | |
1135 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 1245 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
1136 state.CommitState()); | 1246 state.CommitState()); |
1137 state.UpdateState(state.NextAction()); | 1247 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
1138 | 1248 |
1139 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, | 1249 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
1140 state.CommitState()); | 1250 state.CommitState()); |
1141 | 1251 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); | 1252 state.DidDrawIfPossibleCompleted(true); |
1148 state.DidLeaveBeginFrame(); | 1253 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
1149 | 1254 |
1150 // Should be waiting for the normal begin frame from the main thread. | 1255 // Should be waiting for the normal begin frame from the main thread. |
1151 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 1256 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
1152 state.CommitState()) << state.ToString(); | 1257 state.CommitState()) << state.ToString(); |
1153 } | 1258 } |
1154 | 1259 |
1155 TEST(SchedulerStateMachineTest, | 1260 TEST(SchedulerStateMachineTest, |
1156 ImmediateBeginFrameAbortedByMainThreadWhileInvisible) { | 1261 ImmediateBeginFrameAbortedByMainThreadWhileInvisible) { |
1157 SchedulerSettings default_scheduler_settings; | 1262 SchedulerSettings default_scheduler_settings; |
1158 StateMachine state(default_scheduler_settings); | 1263 StateMachine state(default_scheduler_settings); |
1159 state.SetCanStart(); | 1264 state.SetCanStart(); |
1160 state.UpdateState(state.NextAction()); | 1265 state.UpdateState(state.NextAction()); |
1161 state.DidCreateAndInitializeOutputSurface(); | 1266 state.DidCreateAndInitializeOutputSurface(); |
1162 state.SetVisible(true); | 1267 state.SetVisible(true); |
1163 state.SetCanDraw(true); | 1268 state.SetCanDraw(true); |
1164 | 1269 |
1165 state.SetNeedsCommit(); | 1270 state.SetNeedsCommit(); |
1166 state.UpdateState(state.NextAction()); | 1271 state.UpdateState(state.NextAction()); |
1167 | 1272 |
1168 state.SetNeedsCommit(); | 1273 state.SetNeedsCommit(); |
1169 state.SetNeedsForcedCommit(); | 1274 state.SetNeedsForcedCommitForReadback(); |
1170 state.UpdateState(state.NextAction()); | 1275 EXPECT_ACTION_UPDATE_STATE( |
| 1276 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
1171 state.FinishCommit(); | 1277 state.FinishCommit(); |
1172 | 1278 |
1173 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | |
1174 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 1279 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
1175 state.CommitState()); | 1280 state.CommitState()); |
1176 state.UpdateState(state.NextAction()); | 1281 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
1177 | 1282 |
1178 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, | 1283 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
1179 state.CommitState()); | 1284 state.CommitState()); |
1180 | 1285 |
1181 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 1286 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); | 1287 state.DidDrawIfPossibleCompleted(true); |
1187 state.DidLeaveBeginFrame(); | 1288 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
1188 | 1289 |
1189 // Should be waiting for the main thread's begin frame. | 1290 // Should be waiting for the main thread's begin frame. |
1190 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 1291 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
1191 state.CommitState()) << state.ToString(); | 1292 state.CommitState()) << state.ToString(); |
1192 | 1293 |
1193 // Become invisible and abort the main thread's begin frame. | 1294 // Become invisible and abort the main thread's begin frame. |
1194 state.SetVisible(false); | 1295 state.SetVisible(false); |
1195 state.BeginFrameAbortedByMainThread(); | 1296 state.BeginFrameAbortedByMainThread(); |
1196 | 1297 |
1197 // Should be back in the idle state, but needing a commit. | 1298 // Should be back in the idle state, but needing a commit. |
1198 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); | 1299 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
1199 EXPECT_TRUE(state.NeedsCommit()); | 1300 EXPECT_TRUE(state.NeedsCommit()); |
1200 } | 1301 } |
1201 | 1302 |
1202 TEST(SchedulerStateMachineTest, ImmediateFinishCommitWhileCantDraw) { | 1303 TEST(SchedulerStateMachineTest, ImmediateFinishCommitWhileCantDraw) { |
1203 SchedulerSettings default_scheduler_settings; | 1304 SchedulerSettings default_scheduler_settings; |
1204 StateMachine state(default_scheduler_settings); | 1305 StateMachine state(default_scheduler_settings); |
1205 state.SetCanStart(); | 1306 state.SetCanStart(); |
1206 state.UpdateState(state.NextAction()); | 1307 state.UpdateState(state.NextAction()); |
1207 state.DidCreateAndInitializeOutputSurface(); | 1308 state.DidCreateAndInitializeOutputSurface(); |
1208 state.SetVisible(true); | 1309 state.SetVisible(true); |
1209 state.SetCanDraw(false); | 1310 state.SetCanDraw(false); |
1210 | 1311 |
1211 state.SetNeedsCommit(); | 1312 state.SetNeedsCommit(); |
1212 state.UpdateState(state.NextAction()); | 1313 state.UpdateState(state.NextAction()); |
1213 | 1314 |
1214 state.SetNeedsCommit(); | 1315 state.SetNeedsCommit(); |
1215 state.SetNeedsForcedCommit(); | 1316 state.SetNeedsForcedCommitForReadback(); |
1216 state.UpdateState(state.NextAction()); | 1317 state.UpdateState(state.NextAction()); |
1217 state.FinishCommit(); | 1318 state.FinishCommit(); |
1218 | 1319 |
1219 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 1320 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
1220 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 1321 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
1221 state.CommitState()); | 1322 state.CommitState()); |
1222 state.UpdateState(state.NextAction()); | 1323 state.UpdateState(state.NextAction()); |
1223 | 1324 |
1224 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, | 1325 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
1225 state.CommitState()); | 1326 state.CommitState()); |
1226 | 1327 |
1227 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 1328 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); | 1329 state.DidDrawIfPossibleCompleted(true); |
1233 state.DidLeaveBeginFrame(); | 1330 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
1234 } | 1331 } |
1235 | 1332 |
1236 TEST(SchedulerStateMachineTest, ReportIfNotDrawing) { | 1333 TEST(SchedulerStateMachineTest, ReportIfNotDrawing) { |
1237 SchedulerSettings default_scheduler_settings; | 1334 SchedulerSettings default_scheduler_settings; |
1238 SchedulerStateMachine state(default_scheduler_settings); | 1335 StateMachine state(default_scheduler_settings); |
1239 | 1336 |
1240 state.SetCanDraw(true); | 1337 state.SetCanDraw(true); |
1241 state.SetVisible(true); | 1338 state.SetVisible(true); |
1242 EXPECT_FALSE(state.DrawSuspendedUntilCommit()); | 1339 EXPECT_FALSE(state.DrawSuspendedUntilCommit()); |
1243 | 1340 |
1244 state.SetCanDraw(false); | 1341 state.SetCanDraw(false); |
1245 state.SetVisible(true); | 1342 state.SetVisible(true); |
1246 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); | 1343 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); |
1247 | 1344 |
1248 state.SetCanDraw(true); | 1345 state.SetCanDraw(true); |
1249 state.SetVisible(false); | 1346 state.SetVisible(false); |
1250 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); | 1347 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); |
1251 | 1348 |
1252 state.SetCanDraw(false); | 1349 state.SetCanDraw(false); |
1253 state.SetVisible(false); | 1350 state.SetVisible(false); |
1254 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); | 1351 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); |
1255 | 1352 |
1256 state.SetCanDraw(true); | 1353 state.SetCanDraw(true); |
1257 state.SetVisible(true); | 1354 state.SetVisible(true); |
1258 EXPECT_FALSE(state.DrawSuspendedUntilCommit()); | 1355 EXPECT_FALSE(state.DrawSuspendedUntilCommit()); |
1259 } | 1356 } |
1260 | 1357 |
1261 TEST(SchedulerStateMachineTest, ReportIfNotDrawingFromAcquiredTextures) { | 1358 TEST(SchedulerStateMachineTest, ReportIfNotDrawingFromAcquiredTextures) { |
1262 SchedulerSettings default_scheduler_settings; | 1359 SchedulerSettings default_scheduler_settings; |
1263 SchedulerStateMachine state(default_scheduler_settings); | 1360 StateMachine state(default_scheduler_settings); |
1264 state.SetCanStart(); | 1361 state.SetCanStart(); |
1265 state.UpdateState(state.NextAction()); | 1362 state.UpdateState(state.NextAction()); |
1266 state.DidCreateAndInitializeOutputSurface(); | 1363 state.DidCreateAndInitializeOutputSurface(); |
1267 state.SetCanDraw(true); | 1364 state.SetCanDraw(true); |
1268 state.SetVisible(true); | 1365 state.SetVisible(true); |
1269 EXPECT_FALSE(state.DrawSuspendedUntilCommit()); | 1366 EXPECT_FALSE(state.DrawSuspendedUntilCommit()); |
1270 | 1367 |
1271 state.SetMainThreadNeedsLayerTextures(); | 1368 state.SetMainThreadNeedsLayerTextures(); |
1272 EXPECT_EQ( | 1369 EXPECT_ACTION_UPDATE_STATE( |
1273 SchedulerStateMachine::ACTION_ACQUIRE_LAYER_TEXTURES_FOR_MAIN_THREAD, | 1370 SchedulerStateMachine::ACTION_ACQUIRE_LAYER_TEXTURES_FOR_MAIN_THREAD); |
1274 state.NextAction()); | 1371 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); |
1275 state.UpdateState(state.NextAction()); | 1372 |
| 1373 state.SetNeedsCommit(); |
| 1374 state.OnBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 1375 EXPECT_ACTION_UPDATE_STATE( |
| 1376 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
1276 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); | 1377 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); |
1277 | 1378 |
1278 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 1379 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 | 1380 |
1289 state.FinishCommit(); | 1381 state.FinishCommit(); |
1290 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); | 1382 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); |
1291 | 1383 |
1292 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 1384 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
1293 | 1385 |
1294 state.UpdateState(state.NextAction()); | 1386 state.UpdateState(state.NextAction()); |
1295 EXPECT_FALSE(state.DrawSuspendedUntilCommit()); | 1387 EXPECT_FALSE(state.DrawSuspendedUntilCommit()); |
1296 } | 1388 } |
1297 | 1389 |
1298 } // namespace | 1390 } // namespace |
1299 } // namespace cc | 1391 } // namespace cc |
OLD | NEW |