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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 <stddef.h> | 7 #include <stddef.h> |
8 | 8 |
9 #include "base/trace_event/trace_event.h" | 9 #include "base/trace_event/trace_event.h" |
10 #include "cc/scheduler/scheduler.h" | 10 #include "cc/scheduler/scheduler.h" |
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28 << state.AsValue()->ToString() | 28 << state.AsValue()->ToString() |
29 | 29 |
30 #define EXPECT_MAIN_FRAME_STATE(expected) \ | 30 #define EXPECT_MAIN_FRAME_STATE(expected) \ |
31 EXPECT_ENUM_EQ(BeginMainFrameStateToString, expected, \ | 31 EXPECT_ENUM_EQ(BeginMainFrameStateToString, expected, \ |
32 state.BeginMainFrameState()) | 32 state.BeginMainFrameState()) |
33 | 33 |
34 #define EXPECT_ACTION(expected) \ | 34 #define EXPECT_ACTION(expected) \ |
35 EXPECT_ENUM_EQ(ActionToString, expected, state.NextAction()) \ | 35 EXPECT_ENUM_EQ(ActionToString, expected, state.NextAction()) \ |
36 << state.AsValue()->ToString() | 36 << state.AsValue()->ToString() |
37 | 37 |
38 #define EXPECT_ACTION_UPDATE_STATE(action) \ | 38 #define EXPECT_ACTION_UPDATE_STATE(action) \ |
39 EXPECT_ACTION(action); \ | 39 EXPECT_ACTION(action); \ |
40 if (action == SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE || \ | 40 if (action == SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE || \ |
41 action == SchedulerStateMachine::ACTION_DRAW_AND_SWAP_FORCED) { \ | 41 action == SchedulerStateMachine::ACTION_DRAW_AND_SWAP_FORCED) { \ |
42 EXPECT_IMPL_FRAME_STATE( \ | 42 EXPECT_IMPL_FRAME_STATE( \ |
43 SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE); \ | 43 SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE); \ |
44 } \ | 44 } \ |
45 PerformAction(&state, action); \ | 45 PerformAction(&state, action); \ |
46 if (action == SchedulerStateMachine::ACTION_NONE) { \ | 46 if (action == SchedulerStateMachine::ACTION_NONE) { \ |
47 if (state.begin_impl_frame_state() == \ | 47 if (state.begin_impl_frame_state() == \ |
48 SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE) \ | 48 SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE) \ |
49 state.OnBeginImplFrameIdle(); \ | 49 state.OnBeginImplFrameIdle(); \ |
50 } | 50 } |
51 | 51 |
52 #define SET_UP_STATE(state) \ | 52 #define SET_UP_STATE(state) \ |
53 state.SetVisible(true); \ | 53 state.SetVisible(true); \ |
54 EXPECT_ACTION_UPDATE_STATE( \ | 54 EXPECT_ACTION_UPDATE_STATE( \ |
55 SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION); \ | 55 SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION); \ |
56 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); \ | 56 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); \ |
57 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); \ | 57 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); \ |
58 state.SetCanDraw(true); | 58 state.SetCanDraw(true); |
59 | 59 |
60 namespace cc { | 60 namespace cc { |
61 | 61 |
62 namespace { | 62 namespace { |
63 | 63 |
64 const SchedulerStateMachine::BeginImplFrameState all_begin_impl_frame_states[] = | 64 const SchedulerStateMachine::BeginImplFrameState all_begin_impl_frame_states[] = |
65 { | 65 {SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_IDLE, |
66 SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_IDLE, | 66 SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME, |
67 SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME, | 67 SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE, }; |
68 SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE, | |
69 }; | |
70 | 68 |
71 const SchedulerStateMachine::BeginMainFrameState begin_main_frame_states[] = { | 69 const SchedulerStateMachine::BeginMainFrameState begin_main_frame_states[] = { |
72 SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_IDLE, | 70 SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_IDLE, |
73 SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_SENT, | 71 SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_SENT, |
74 SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_STARTED, | 72 SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_STARTED, |
75 SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_READY_TO_COMMIT, | 73 SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_READY_TO_COMMIT, |
76 SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_WAITING_FOR_ACTIVATION, | 74 SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_WAITING_FOR_ACTIVATION, |
77 SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_WAITING_FOR_DRAW}; | 75 SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_WAITING_FOR_DRAW}; |
78 | 76 |
79 // Exposes the protected state fields of the SchedulerStateMachine for testing | 77 // Exposes the protected state fields of the SchedulerStateMachine for testing |
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1110 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); | 1108 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
1111 | 1109 |
1112 // Tell the scheduler the frame finished. | 1110 // Tell the scheduler the frame finished. |
1113 state.NotifyBeginMainFrameStarted(); | 1111 state.NotifyBeginMainFrameStarted(); |
1114 state.NotifyReadyToCommit(); | 1112 state.NotifyReadyToCommit(); |
1115 EXPECT_MAIN_FRAME_STATE( | 1113 EXPECT_MAIN_FRAME_STATE( |
1116 SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_READY_TO_COMMIT); | 1114 SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_READY_TO_COMMIT); |
1117 | 1115 |
1118 // Commit. | 1116 // Commit. |
1119 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); | 1117 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
1120 // Now commit should wait for activation but only momentarily. | 1118 |
| 1119 // Now commit should wait for activation. |
1121 EXPECT_MAIN_FRAME_STATE( | 1120 EXPECT_MAIN_FRAME_STATE( |
1122 SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_WAITING_FOR_ACTIVATION); | 1121 SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_WAITING_FOR_ACTIVATION); |
1123 | 1122 |
1124 // Commit always calls NotifyReadyToActivate in this mode. | 1123 // No activation yet, so this commit is not drawn yet. Force to draw this |
| 1124 // frame, and still block BeginMainFrame. |
| 1125 state.SetNeedsRedraw(true); |
| 1126 state.SetNeedsBeginMainFrame(); |
| 1127 state.OnBeginImplFrameDeadline(); |
| 1128 EXPECT_ACTION_UPDATE_STATE( |
| 1129 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
| 1130 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
| 1131 |
| 1132 // Cannot BeginMainFrame yet since last commit is not yet activated and drawn. |
| 1133 state.OnBeginImplFrame(); |
| 1134 EXPECT_MAIN_FRAME_STATE( |
| 1135 SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_WAITING_FOR_ACTIVATION); |
| 1136 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
| 1137 |
| 1138 // Now activate sync tree. |
1125 state.NotifyReadyToActivate(); | 1139 state.NotifyReadyToActivate(); |
1126 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ACTIVATE_SYNC_TREE); | 1140 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ACTIVATE_SYNC_TREE); |
| 1141 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
| 1142 EXPECT_TRUE(state.active_tree_needs_first_draw()); |
| 1143 EXPECT_TRUE(state.needs_redraw()); |
1127 EXPECT_MAIN_FRAME_STATE( | 1144 EXPECT_MAIN_FRAME_STATE( |
1128 SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_WAITING_FOR_DRAW); | 1145 SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_WAITING_FOR_DRAW); |
1129 | 1146 |
1130 // No draw because we haven't received NotifyReadyToDraw yet. | 1147 // Swap throttled. Do not draw. |
| 1148 state.DidSwapBuffers(); |
1131 state.OnBeginImplFrameDeadline(); | 1149 state.OnBeginImplFrameDeadline(); |
1132 EXPECT_TRUE(state.active_tree_needs_first_draw()); | 1150 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
1133 EXPECT_TRUE(state.needs_redraw()); | 1151 state.DidSwapBuffersComplete(); |
| 1152 |
| 1153 // Haven't draw since last commit, do not begin new main frame. |
| 1154 state.OnBeginImplFrame(); |
1134 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); | 1155 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
1135 | 1156 |
1136 // Cannot BeginMainFrame yet since last commit is not ready to draw. | 1157 // At BeginImplFrame deadline, draw. This draws unblocks BeginMainFrame. |
1137 state.SetNeedsBeginMainFrame(); | |
1138 state.OnBeginImplFrame(); | |
1139 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); | |
1140 EXPECT_MAIN_FRAME_STATE( | |
1141 SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_WAITING_FOR_DRAW); | |
1142 | |
1143 // Now call ready to draw which will allow the draw to happen and | |
1144 // BeginMainFrame to be sent. | |
1145 state.NotifyReadyToDraw(); | |
1146 state.OnBeginImplFrameDeadline(); | 1158 state.OnBeginImplFrameDeadline(); |
1147 EXPECT_ACTION_UPDATE_STATE( | 1159 EXPECT_ACTION_UPDATE_STATE( |
1148 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); | 1160 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
1149 EXPECT_ACTION_UPDATE_STATE( | |
1150 SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); | |
1151 state.DidSwapBuffers(); | 1161 state.DidSwapBuffers(); |
| 1162 state.DidSwapBuffersComplete(); |
1152 | 1163 |
1153 // Swap throttled from this point. | 1164 // Now will be able to start main frame. |
1154 state.OnBeginImplFrame(); | 1165 EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_IDLE); |
1155 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); | 1166 EXPECT_FALSE(state.needs_redraw()); |
1156 | |
1157 // Commit, activate and notify ready to draw. | |
1158 state.NotifyBeginMainFrameStarted(); | |
1159 state.NotifyReadyToCommit(); | |
1160 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); | |
1161 state.NotifyReadyToActivate(); | |
1162 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ACTIVATE_SYNC_TREE); | |
1163 state.NotifyReadyToDraw(); | |
1164 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); | |
1165 | |
1166 // Swap throttled. Do not draw. | |
1167 state.OnBeginImplFrameDeadline(); | |
1168 EXPECT_TRUE(state.active_tree_needs_first_draw()); | |
1169 EXPECT_TRUE(state.needs_redraw()); | |
1170 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); | |
1171 | |
1172 // Haven't drawn since last commit, do not begin new main frame. | |
1173 state.SetNeedsBeginMainFrame(); | |
1174 state.OnBeginImplFrame(); | |
1175 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); | |
1176 EXPECT_MAIN_FRAME_STATE( | |
1177 SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_WAITING_FOR_DRAW); | |
1178 | |
1179 // Swap ack and draw which also unblocks BeginMainFrame. | |
1180 state.DidSwapBuffersComplete(); | |
1181 state.OnBeginImplFrameDeadline(); | |
1182 EXPECT_ACTION_UPDATE_STATE( | |
1183 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); | |
1184 EXPECT_ACTION_UPDATE_STATE( | 1167 EXPECT_ACTION_UPDATE_STATE( |
1185 SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); | 1168 SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); |
1186 } | 1169 } |
1187 | 1170 |
1188 TEST(SchedulerStateMachineTest, TestFullCycleWithCommitRequestInbetween) { | 1171 TEST(SchedulerStateMachineTest, TestFullCycleWithCommitRequestInbetween) { |
1189 SchedulerSettings default_scheduler_settings; | 1172 SchedulerSettings default_scheduler_settings; |
1190 StateMachine state(default_scheduler_settings); | 1173 StateMachine state(default_scheduler_settings); |
1191 SET_UP_STATE(state) | 1174 SET_UP_STATE(state) |
1192 | 1175 |
1193 // Start clean and set commit. | 1176 // Start clean and set commit. |
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2184 state.OnBeginImplFrameDeadline(); | 2167 state.OnBeginImplFrameDeadline(); |
2185 state.OnBeginImplFrameIdle(); | 2168 state.OnBeginImplFrameIdle(); |
2186 | 2169 |
2187 // The scheduler should begin the output surface creation now. | 2170 // The scheduler should begin the output surface creation now. |
2188 EXPECT_ACTION_UPDATE_STATE( | 2171 EXPECT_ACTION_UPDATE_STATE( |
2189 SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION); | 2172 SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION); |
2190 } | 2173 } |
2191 | 2174 |
2192 } // namespace | 2175 } // namespace |
2193 } // namespace cc | 2176 } // namespace cc |
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