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1 // Copyright 2011 The Chromium Authors. All rights reserved. | 1 // Copyright 2011 The Chromium Authors. All rights reserved. |
2 // Use of this source code is governed by a BSD-style license that can be | 2 // Use of this source code is governed by a BSD-style license that can be |
3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
4 | 4 |
5 #include "cc/scheduler/scheduler_state_machine.h" | 5 #include "cc/scheduler/scheduler_state_machine.h" |
6 | 6 |
7 #include "cc/scheduler/scheduler.h" | 7 #include "cc/scheduler/scheduler.h" |
8 #include "testing/gtest/include/gtest/gtest.h" | 8 #include "testing/gtest/include/gtest/gtest.h" |
9 | 9 |
10 namespace cc { | 10 namespace cc { |
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711 // Begin the frame while visible. | 711 // Begin the frame while visible. |
712 state.UpdateState( | 712 state.UpdateState( |
713 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); | 713 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
714 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 714 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
715 state.CommitState()); | 715 state.CommitState()); |
716 EXPECT_FALSE(state.NeedsCommit()); | 716 EXPECT_FALSE(state.NeedsCommit()); |
717 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 717 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
718 | 718 |
719 // Become invisible and abort the main thread's begin frame. | 719 // Become invisible and abort the main thread's begin frame. |
720 state.SetVisible(false); | 720 state.SetVisible(false); |
721 state.BeginFrameAbortedByMainThread(); | 721 state.BeginFrameAbortedByMainThread(false); |
722 | 722 |
723 // We should now be back in the idle state as if we didn't start a frame at | 723 // We should now be back in the idle state as if we didn't start a frame at |
724 // all. | 724 // all. |
725 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); | 725 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
726 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 726 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
727 | 727 |
728 // Become visible again. | 728 // Become visible again. |
729 state.SetVisible(true); | 729 state.SetVisible(true); |
730 | 730 |
731 // Because we have aborted on this frame, don't start another frame yet. | |
732 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); | |
733 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | |
734 | |
735 // Start a new frame. | |
736 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | |
737 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | |
738 state.DidLeaveBeginFrame(); | |
739 | |
731 // We should be beginning a frame now. | 740 // We should be beginning a frame now. |
732 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); | 741 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
733 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 742 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
734 state.NextAction()); | 743 state.NextAction()); |
735 | 744 |
736 // Begin the frame. | 745 // Begin the frame. |
737 state.UpdateState(state.NextAction()); | 746 state.UpdateState(state.NextAction()); |
738 | 747 |
739 // We should be starting the commit now. | 748 // We should be starting the commit now. |
740 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 749 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
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1185 state.UpdateState(state.NextAction()); | 1194 state.UpdateState(state.NextAction()); |
1186 state.DidDrawIfPossibleCompleted(true); | 1195 state.DidDrawIfPossibleCompleted(true); |
1187 state.DidLeaveBeginFrame(); | 1196 state.DidLeaveBeginFrame(); |
1188 | 1197 |
1189 // Should be waiting for the main thread's begin frame. | 1198 // Should be waiting for the main thread's begin frame. |
1190 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 1199 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
1191 state.CommitState()) << state.ToString(); | 1200 state.CommitState()) << state.ToString(); |
1192 | 1201 |
1193 // Become invisible and abort the main thread's begin frame. | 1202 // Become invisible and abort the main thread's begin frame. |
1194 state.SetVisible(false); | 1203 state.SetVisible(false); |
1195 state.BeginFrameAbortedByMainThread(); | 1204 state.BeginFrameAbortedByMainThread(false); |
brianderson
2013/07/13 01:26:42
Should we add a test for BeginFrameAbortedByMainTh
enne (OOO)
2013/07/15 22:23:28
Oh, quite right, done.
| |
1196 | 1205 |
1197 // Should be back in the idle state, but needing a commit. | 1206 // Should be back in the idle state, but needing a commit. |
1198 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); | 1207 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
1199 EXPECT_TRUE(state.NeedsCommit()); | 1208 EXPECT_TRUE(state.NeedsCommit()); |
1200 } | 1209 } |
1201 | 1210 |
1202 TEST(SchedulerStateMachineTest, ImmediateFinishCommitWhileCantDraw) { | 1211 TEST(SchedulerStateMachineTest, ImmediateFinishCommitWhileCantDraw) { |
1203 SchedulerSettings default_scheduler_settings; | 1212 SchedulerSettings default_scheduler_settings; |
1204 StateMachine state(default_scheduler_settings); | 1213 StateMachine state(default_scheduler_settings); |
1205 state.SetCanStart(); | 1214 state.SetCanStart(); |
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1290 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); | 1299 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); |
1291 | 1300 |
1292 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 1301 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
1293 | 1302 |
1294 state.UpdateState(state.NextAction()); | 1303 state.UpdateState(state.NextAction()); |
1295 EXPECT_FALSE(state.DrawSuspendedUntilCommit()); | 1304 EXPECT_FALSE(state.DrawSuspendedUntilCommit()); |
1296 } | 1305 } |
1297 | 1306 |
1298 } // namespace | 1307 } // namespace |
1299 } // namespace cc | 1308 } // namespace cc |
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