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Unified Diff: cc/scheduler/scheduler_state_machine_unittest.cc

Issue 2158023005: cc: Remove retro frame logic from scheduler. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Created 4 years, 5 months ago
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Index: cc/scheduler/scheduler_state_machine_unittest.cc
diff --git a/cc/scheduler/scheduler_state_machine_unittest.cc b/cc/scheduler/scheduler_state_machine_unittest.cc
index c433bba9951ce35093a2a08d1ea0bd314c6081cb..db0a93b7308eb24140576731d0c0a90cc9190ee6 100644
--- a/cc/scheduler/scheduler_state_machine_unittest.cc
+++ b/cc/scheduler/scheduler_state_machine_unittest.cc
@@ -35,18 +35,18 @@
EXPECT_ENUM_EQ(ActionToString, expected, state.NextAction()) \
<< state.AsValue()->ToString()
-#define EXPECT_ACTION_UPDATE_STATE(action) \
- EXPECT_ACTION(action); \
- if (action == SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE || \
- action == SchedulerStateMachine::ACTION_DRAW_AND_SWAP_FORCED) { \
- EXPECT_IMPL_FRAME_STATE( \
- SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE); \
- } \
- PerformAction(&state, action); \
- if (action == SchedulerStateMachine::ACTION_NONE) { \
- if (state.begin_impl_frame_state() == \
- SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE) \
- state.OnBeginImplFrameIdle(); \
+#define EXPECT_ACTION_UPDATE_STATE(action) \
+ EXPECT_ACTION(action); \
+ if (action == SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE || \
+ action == SchedulerStateMachine::ACTION_DRAW_AND_SWAP_FORCED) { \
+ EXPECT_IMPL_FRAME_STATE( \
+ SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE); \
+ } \
+ PerformAction(&state, action); \
+ if (action == SchedulerStateMachine::ACTION_NONE) { \
+ if (state.begin_impl_frame_state() == \
+ SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE) \
+ state.OnBeginImplFrameIdle(); \
}
#define SET_UP_STATE(state) \
@@ -62,9 +62,11 @@ namespace cc {
namespace {
const SchedulerStateMachine::BeginImplFrameState all_begin_impl_frame_states[] =
- {SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_IDLE,
- SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME,
- SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE, };
+ {
+ SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_IDLE,
+ SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME,
+ SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE,
+};
const SchedulerStateMachine::BeginMainFrameState begin_main_frame_states[] = {
SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_IDLE,
@@ -1101,6 +1103,7 @@ TEST(SchedulerStateMachineTest, TestFullCycleWithCommitToActive) {
// Begin the frame.
state.OnBeginImplFrame();
+ EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_IDLE);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_SENT);
@@ -1125,8 +1128,6 @@ TEST(SchedulerStateMachineTest, TestFullCycleWithCommitToActive) {
state.SetNeedsRedraw(true);
state.SetNeedsBeginMainFrame();
state.OnBeginImplFrameDeadline();
- EXPECT_ACTION_UPDATE_STATE(
- SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
// Cannot BeginMainFrame yet since last commit is not yet activated and drawn.
@@ -1144,28 +1145,41 @@ TEST(SchedulerStateMachineTest, TestFullCycleWithCommitToActive) {
EXPECT_MAIN_FRAME_STATE(
SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_WAITING_FOR_DRAW);
- // Swap throttled. Do not draw.
- state.DidSwapBuffers();
+ // Draw only after ready to draw.
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
- state.DidSwapBuffersComplete();
// Haven't draw since last commit, do not begin new main frame.
state.OnBeginImplFrame();
+ EXPECT_MAIN_FRAME_STATE(
+ SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_WAITING_FOR_DRAW);
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
+
+ state.NotifyReadyToDraw();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
- // At BeginImplFrame deadline, draw. This draws unblocks BeginMainFrame.
+ // We can draw now. This draw unblocks BeginMainFrame.
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
- state.DidSwapBuffers();
- state.DidSwapBuffersComplete();
- // Now will be able to start main frame.
EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_IDLE);
- EXPECT_FALSE(state.needs_redraw());
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
+ EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_SENT);
+
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
+
+ state.OnBeginImplFrame();
+ EXPECT_FALSE(state.needs_redraw());
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
+
+ // Swap throttled. Do not draw.
+ state.DidSwapBuffers();
+ state.SetNeedsRedraw(true);
+ state.OnBeginImplFrameDeadline();
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
+ state.DidSwapBuffersComplete();
}
TEST(SchedulerStateMachineTest, TestFullCycleWithCommitRequestInbetween) {

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