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