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.AsValue(); \ |
| 12 state.UpdateState(action); |
| 13 |
10 namespace cc { | 14 namespace cc { |
11 | 15 |
12 namespace { | 16 namespace { |
13 | 17 |
14 const SchedulerStateMachine::CommitState all_commit_states[] = { | 18 const SchedulerStateMachine::CommitState all_commit_states[] = { |
15 SchedulerStateMachine::COMMIT_STATE_IDLE, | 19 SchedulerStateMachine::COMMIT_STATE_IDLE, |
16 SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 20 SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
17 SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 21 SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
18 SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW | 22 SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW |
19 }; | 23 }; |
(...skipping 10 matching lines...) Expand all Loading... |
30 } | 34 } |
31 | 35 |
32 void SetCommitState(CommitState cs) { commit_state_ = cs; } | 36 void SetCommitState(CommitState cs) { commit_state_ = cs; } |
33 CommitState CommitState() const { return commit_state_; } | 37 CommitState CommitState() const { return commit_state_; } |
34 | 38 |
35 bool NeedsCommit() const { return needs_commit_; } | 39 bool NeedsCommit() const { return needs_commit_; } |
36 | 40 |
37 void SetNeedsRedraw(bool b) { needs_redraw_ = b; } | 41 void SetNeedsRedraw(bool b) { needs_redraw_ = b; } |
38 bool NeedsRedraw() const { return needs_redraw_; } | 42 bool NeedsRedraw() const { return needs_redraw_; } |
39 | 43 |
40 void SetNeedsForcedRedraw(bool b) { needs_forced_redraw_ = b; } | 44 void SetNeedsForcedRedrawForTimeout(bool b) { |
41 bool NeedsForcedRedraw() const { return needs_forced_redraw_; } | 45 forced_redraw_state_ = FORCED_REDRAW_STATE_WAITING_FOR_COMMIT; |
| 46 commit_state_ = COMMIT_STATE_WAITING_FOR_FIRST_DRAW; |
| 47 } |
| 48 bool NeedsForcedRedrawForTimeout() const { |
| 49 return forced_redraw_state_ != FORCED_REDRAW_STATE_IDLE; |
| 50 } |
| 51 |
| 52 void SetNeedsForcedRedrawForReadback() { |
| 53 readback_state_ = READBACK_STATE_WAITING_FOR_DRAW_AND_READBACK; |
| 54 commit_state_ = COMMIT_STATE_WAITING_FOR_FIRST_DRAW; |
| 55 } |
| 56 |
| 57 bool NeedsForcedRedrawForReadback() const { |
| 58 return readback_state_ != READBACK_STATE_IDLE; |
| 59 } |
42 | 60 |
43 bool CanDraw() const { return can_draw_; } | 61 bool CanDraw() const { return can_draw_; } |
44 bool Visible() const { return visible_; } | 62 bool Visible() const { return visible_; } |
45 }; | 63 }; |
46 | 64 |
47 TEST(SchedulerStateMachineTest, TestNextActionBeginsMainFrameIfNeeded) { | 65 TEST(SchedulerStateMachineTest, TestNextActionBeginsMainFrameIfNeeded) { |
48 SchedulerSettings default_scheduler_settings; | 66 SchedulerSettings default_scheduler_settings; |
49 | 67 |
50 // If no commit needed, do nothing. | 68 // If no commit needed, do nothing. |
51 { | 69 { |
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103 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); | 121 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
104 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 122 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
105 state.CommitState()); | 123 state.CommitState()); |
106 EXPECT_FALSE(state.NeedsCommit()); | 124 EXPECT_FALSE(state.NeedsCommit()); |
107 EXPECT_FALSE(state.BeginFrameNeededToDrawByImplThread()); | 125 EXPECT_FALSE(state.BeginFrameNeededToDrawByImplThread()); |
108 } | 126 } |
109 } | 127 } |
110 | 128 |
111 TEST(SchedulerStateMachineTest, TestSetForcedRedrawDoesNotSetsNormalRedraw) { | 129 TEST(SchedulerStateMachineTest, TestSetForcedRedrawDoesNotSetsNormalRedraw) { |
112 SchedulerSettings default_scheduler_settings; | 130 SchedulerSettings default_scheduler_settings; |
113 SchedulerStateMachine state(default_scheduler_settings); | 131 StateMachine state(default_scheduler_settings); |
114 state.SetCanDraw(true); | 132 state.SetCanDraw(true); |
115 state.SetNeedsForcedRedraw(); | 133 state.SetNeedsForcedRedrawForReadback(); |
116 EXPECT_FALSE(state.RedrawPending()); | 134 EXPECT_FALSE(state.RedrawPending()); |
117 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 135 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); |
118 } | 136 } |
119 | 137 |
120 TEST(SchedulerStateMachineTest, | 138 TEST(SchedulerStateMachineTest, |
121 TestFailedDrawSetsNeedsCommitAndDoesNotDrawAgain) { | 139 TestFailedDrawSetsNeedsCommitAndDoesNotDrawAgain) { |
122 SchedulerSettings default_scheduler_settings; | 140 SchedulerSettings default_scheduler_settings; |
123 StateMachine state(default_scheduler_settings); | 141 StateMachine state(default_scheduler_settings); |
124 state.SetCanStart(); | 142 state.SetCanStart(); |
125 state.UpdateState(state.NextAction()); | 143 state.UpdateState(state.NextAction()); |
126 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); | 144 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); |
127 state.SetVisible(true); | 145 state.SetVisible(true); |
128 state.SetCanDraw(true); | 146 state.SetCanDraw(true); |
129 state.SetNeedsRedraw(true); | 147 state.SetNeedsRedraw(true); |
130 EXPECT_TRUE(state.RedrawPending()); | 148 EXPECT_TRUE(state.RedrawPending()); |
131 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 149 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); |
132 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 150 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
133 | 151 |
134 // We're drawing now. | 152 // We're drawing now. |
135 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 153 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
136 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 154 state.NextAction()); |
| 155 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
137 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 156 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
138 EXPECT_FALSE(state.RedrawPending()); | 157 EXPECT_FALSE(state.RedrawPending()); |
139 EXPECT_FALSE(state.CommitPending()); | 158 EXPECT_FALSE(state.CommitPending()); |
140 | 159 |
141 // Failing the draw makes us require a commit. | 160 // Failing the draw makes us require a commit. |
142 state.DidDrawIfPossibleCompleted(false); | 161 state.DidDrawIfPossibleCompleted(false); |
143 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 162 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
144 state.NextAction()); | 163 state.NextAction()); |
145 state.UpdateState( | 164 state.UpdateState( |
146 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); | 165 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
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157 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); | 176 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); |
158 | 177 |
159 state.SetVisible(true); | 178 state.SetVisible(true); |
160 state.SetCanDraw(true); | 179 state.SetCanDraw(true); |
161 state.SetNeedsRedraw(true); | 180 state.SetNeedsRedraw(true); |
162 EXPECT_TRUE(state.RedrawPending()); | 181 EXPECT_TRUE(state.RedrawPending()); |
163 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 182 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); |
164 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 183 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
165 | 184 |
166 // We're drawing now. | 185 // We're drawing now. |
167 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 186 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
168 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 187 state.NextAction()); |
| 188 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
169 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 189 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
170 EXPECT_FALSE(state.RedrawPending()); | 190 EXPECT_FALSE(state.RedrawPending()); |
171 EXPECT_FALSE(state.CommitPending()); | 191 EXPECT_FALSE(state.CommitPending()); |
172 | 192 |
173 // While still in the same begin frame callback on the main thread, | 193 // While still in the same begin frame callback on the main thread, |
174 // set needs redraw again. This should not redraw. | 194 // set needs redraw again. This should not redraw. |
175 state.SetNeedsRedraw(true); | 195 state.SetNeedsRedraw(true); |
176 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 196 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
177 | 197 |
178 // Failing the draw makes us require a commit. | 198 // Failing the draw makes us require a commit. |
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197 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 217 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
198 state.NextAction()); | 218 state.NextAction()); |
199 state.UpdateState( | 219 state.UpdateState( |
200 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); | 220 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
201 EXPECT_TRUE(state.CommitPending()); | 221 EXPECT_TRUE(state.CommitPending()); |
202 | 222 |
203 // Then initiate a draw. | 223 // Then initiate a draw. |
204 state.SetNeedsRedraw(true); | 224 state.SetNeedsRedraw(true); |
205 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 225 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); |
206 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 226 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
207 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 227 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
| 228 state.NextAction()); |
208 EXPECT_TRUE(state.RedrawPending()); | 229 EXPECT_TRUE(state.RedrawPending()); |
209 | 230 |
210 // Fail the draw. | 231 // Fail the draw. |
211 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 232 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
212 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 233 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
213 state.DidDrawIfPossibleCompleted(false); | 234 state.DidDrawIfPossibleCompleted(false); |
214 EXPECT_TRUE(state.RedrawPending()); | 235 EXPECT_TRUE(state.RedrawPending()); |
215 // But the commit is ongoing. | 236 // But the commit is ongoing. |
216 EXPECT_TRUE(state.CommitPending()); | 237 EXPECT_TRUE(state.CommitPending()); |
217 | 238 |
218 // Finish the commit. | 239 // Finish the commit. |
219 state.FinishCommit(); | 240 state.FinishCommit(); |
220 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 241 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
221 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); | 242 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); |
222 EXPECT_TRUE(state.RedrawPending()); | 243 EXPECT_TRUE(state.RedrawPending()); |
223 | 244 |
224 // And we should be allowed to draw again. | 245 // And we should be allowed to draw again. |
225 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 246 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
| 247 state.NextAction()); |
226 } | 248 } |
227 | 249 |
228 TEST(SchedulerStateMachineTest, | 250 TEST(SchedulerStateMachineTest, |
229 TestCommitAfterFailedAndSuccessfulDrawDoesNotAllowDrawInSameFrame) { | 251 TestCommitAfterFailedAndSuccessfulDrawDoesNotAllowDrawInSameFrame) { |
230 SchedulerSettings default_scheduler_settings; | 252 SchedulerSettings default_scheduler_settings; |
231 StateMachine state(default_scheduler_settings); | 253 StateMachine state(default_scheduler_settings); |
232 state.SetCanStart(); | 254 state.SetCanStart(); |
233 state.UpdateState(state.NextAction()); | 255 state.UpdateState(state.NextAction()); |
234 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); | 256 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); |
235 state.SetVisible(true); | 257 state.SetVisible(true); |
236 state.SetCanDraw(true); | 258 state.SetCanDraw(true); |
237 | 259 |
238 // Start a commit. | 260 // Start a commit. |
239 state.SetNeedsCommit(); | 261 state.SetNeedsCommit(); |
240 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 262 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
241 state.NextAction()); | 263 state.NextAction()); |
242 state.UpdateState( | 264 state.UpdateState( |
243 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); | 265 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
244 EXPECT_TRUE(state.CommitPending()); | 266 EXPECT_TRUE(state.CommitPending()); |
245 | 267 |
246 // Then initiate a draw. | 268 // Then initiate a draw. |
247 state.SetNeedsRedraw(true); | 269 state.SetNeedsRedraw(true); |
248 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 270 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); |
249 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 271 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
250 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 272 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
| 273 state.NextAction()); |
251 EXPECT_TRUE(state.RedrawPending()); | 274 EXPECT_TRUE(state.RedrawPending()); |
252 | 275 |
253 // Fail the draw. | 276 // Fail the draw. |
254 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 277 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
255 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 278 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
256 state.DidDrawIfPossibleCompleted(false); | 279 state.DidDrawIfPossibleCompleted(false); |
257 EXPECT_TRUE(state.RedrawPending()); | 280 EXPECT_TRUE(state.RedrawPending()); |
258 // But the commit is ongoing. | 281 // But the commit is ongoing. |
259 EXPECT_TRUE(state.CommitPending()); | 282 EXPECT_TRUE(state.CommitPending()); |
260 | 283 |
261 // Force a draw. | 284 // Force a draw. |
262 state.SetNeedsForcedRedraw(true); | 285 state.SetNeedsForcedRedrawForTimeout(true); |
263 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 286 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_FORCED, |
| 287 state.NextAction()); |
264 | 288 |
265 // Do the forced draw. | 289 // Do the forced draw. |
266 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_FORCED); | 290 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_FORCED); |
267 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 291 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
268 EXPECT_FALSE(state.RedrawPending()); | 292 EXPECT_FALSE(state.RedrawPending()); |
269 // And the commit is still ongoing. | 293 // And the commit is still ongoing. |
270 EXPECT_TRUE(state.CommitPending()); | 294 EXPECT_TRUE(state.CommitPending()); |
271 | 295 |
272 // Finish the commit. | 296 // Finish the commit. |
273 state.FinishCommit(); | 297 state.FinishCommit(); |
274 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 298 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
275 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); | 299 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); |
276 EXPECT_TRUE(state.RedrawPending()); | 300 EXPECT_TRUE(state.RedrawPending()); |
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295 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 319 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
296 state.NextAction()); | 320 state.NextAction()); |
297 state.UpdateState( | 321 state.UpdateState( |
298 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); | 322 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
299 EXPECT_TRUE(state.CommitPending()); | 323 EXPECT_TRUE(state.CommitPending()); |
300 | 324 |
301 // Then initiate a draw. | 325 // Then initiate a draw. |
302 state.SetNeedsRedraw(true); | 326 state.SetNeedsRedraw(true); |
303 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 327 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); |
304 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 328 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
305 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 329 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
| 330 state.NextAction()); |
306 EXPECT_TRUE(state.RedrawPending()); | 331 EXPECT_TRUE(state.RedrawPending()); |
307 | 332 |
308 // Fail the draw. | 333 // Fail the draw. |
309 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 334 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
310 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 335 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
311 state.DidDrawIfPossibleCompleted(false); | 336 state.DidDrawIfPossibleCompleted(false); |
312 EXPECT_TRUE(state.RedrawPending()); | 337 EXPECT_TRUE(state.RedrawPending()); |
313 // But the commit is ongoing. | 338 // But the commit is ongoing. |
314 EXPECT_TRUE(state.CommitPending()); | 339 EXPECT_TRUE(state.CommitPending()); |
315 | 340 |
316 // Finish the commit. Note, we should not yet be forcing a draw, but should | 341 // Finish the commit. Note, we should not yet be forcing a draw, but should |
317 // continue the commit as usual. | 342 // continue the commit as usual. |
318 state.FinishCommit(); | 343 state.FinishCommit(); |
319 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 344 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
320 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); | 345 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); |
321 EXPECT_TRUE(state.RedrawPending()); | 346 EXPECT_TRUE(state.RedrawPending()); |
322 | 347 |
323 // The redraw should be forced in this case. | 348 // The redraw should be forced in this case. |
324 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 349 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_FORCED, |
| 350 state.NextAction()); |
325 } | 351 } |
326 | 352 |
327 TEST(SchedulerStateMachineTest, | 353 TEST(SchedulerStateMachineTest, |
328 TestFailedDrawIsRetriedInNextBeginFrameForImplThread) { | 354 TestFailedDrawIsRetriedInNextBeginFrameForImplThread) { |
329 SchedulerSettings default_scheduler_settings; | 355 SchedulerSettings default_scheduler_settings; |
330 StateMachine state(default_scheduler_settings); | 356 StateMachine state(default_scheduler_settings); |
331 state.SetCanStart(); | 357 state.SetCanStart(); |
332 state.UpdateState(state.NextAction()); | 358 state.UpdateState(state.NextAction()); |
333 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); | 359 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); |
334 state.SetVisible(true); | 360 state.SetVisible(true); |
335 state.SetCanDraw(true); | 361 state.SetCanDraw(true); |
336 | 362 |
337 // Start a draw. | 363 // Start a draw. |
338 state.SetNeedsRedraw(true); | 364 state.SetNeedsRedraw(true); |
339 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 365 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); |
340 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 366 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
341 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 367 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
| 368 state.NextAction()); |
342 EXPECT_TRUE(state.RedrawPending()); | 369 EXPECT_TRUE(state.RedrawPending()); |
343 | 370 |
344 // Fail the draw. | 371 // Fail the draw. |
345 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 372 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
346 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 373 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
347 state.DidDrawIfPossibleCompleted(false); | 374 state.DidDrawIfPossibleCompleted(false); |
348 EXPECT_TRUE(state.RedrawPending()); | 375 EXPECT_TRUE(state.RedrawPending()); |
349 | 376 |
350 // We should not be trying to draw again now, but we have a commit pending. | 377 // We should not be trying to draw again now, but we have a commit pending. |
351 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 378 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
352 state.NextAction()); | 379 state.NextAction()); |
353 | 380 |
354 state.DidLeaveBeginFrame(); | 381 state.DidLeaveBeginFrame(); |
355 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 382 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); |
356 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 383 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
357 | 384 |
358 // We should try to draw again in the next begin frame on the impl thread. | 385 // We should try to draw again in the next begin frame on the impl thread. |
359 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 386 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
| 387 state.NextAction()); |
360 } | 388 } |
361 | 389 |
362 TEST(SchedulerStateMachineTest, TestDoestDrawTwiceInSameFrame) { | 390 TEST(SchedulerStateMachineTest, TestDoestDrawTwiceInSameFrame) { |
363 SchedulerSettings default_scheduler_settings; | 391 SchedulerSettings default_scheduler_settings; |
364 StateMachine state(default_scheduler_settings); | 392 StateMachine state(default_scheduler_settings); |
365 state.SetCanStart(); | 393 state.SetCanStart(); |
366 state.UpdateState(state.NextAction()); | 394 state.UpdateState(state.NextAction()); |
367 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); | 395 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); |
368 state.SetVisible(true); | 396 state.SetVisible(true); |
369 state.SetCanDraw(true); | 397 state.SetCanDraw(true); |
370 state.SetNeedsRedraw(true); | 398 state.SetNeedsRedraw(true); |
371 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 399 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); |
372 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 400 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
373 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 401 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
374 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 402 state.NextAction()); |
| 403 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
375 | 404 |
376 // While still in the same begin frame for the impl thread, set needs redraw | 405 // While still in the same begin frame for the impl thread, set needs redraw |
377 // again. This should not redraw. | 406 // again. This should not redraw. |
378 state.SetNeedsRedraw(true); | 407 state.SetNeedsRedraw(true); |
379 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 408 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
380 | 409 |
381 // Move to another frame. This should now draw. | 410 // Move to another frame. This should now draw. |
382 state.DidDrawIfPossibleCompleted(true); | 411 state.DidDrawIfPossibleCompleted(true); |
383 state.DidLeaveBeginFrame(); | 412 state.DidLeaveBeginFrame(); |
384 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 413 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); |
385 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 414 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
386 | 415 |
387 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 416 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
388 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 417 state.NextAction()); |
| 418 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
389 state.DidDrawIfPossibleCompleted(true); | 419 state.DidDrawIfPossibleCompleted(true); |
390 EXPECT_FALSE(state.BeginFrameNeededToDrawByImplThread()); | 420 EXPECT_FALSE(state.BeginFrameNeededToDrawByImplThread()); |
391 } | 421 } |
392 | 422 |
393 TEST(SchedulerStateMachineTest, TestNextActionDrawsOnBeginFrame) { | 423 TEST(SchedulerStateMachineTest, TestNextActionDrawsOnBeginFrame) { |
394 SchedulerSettings default_scheduler_settings; | 424 SchedulerSettings default_scheduler_settings; |
395 | 425 |
396 // When not in BeginFrame, or in BeginFrame but not visible, | 426 // When not in BeginFrame, or in BeginFrame but not visible, |
397 // don't draw. | 427 // don't draw. |
398 size_t num_commit_states = | 428 size_t num_commit_states = |
399 sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState); | 429 sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState); |
400 for (size_t i = 0; i < num_commit_states; ++i) { | 430 for (size_t i = 0; i < num_commit_states; ++i) { |
401 for (size_t j = 0; j < 2; ++j) { | 431 for (size_t j = 0; j < 2; ++j) { |
402 StateMachine state(default_scheduler_settings); | 432 StateMachine state(default_scheduler_settings); |
403 state.SetCanStart(); | 433 state.SetCanStart(); |
404 state.UpdateState(state.NextAction()); | 434 state.UpdateState(state.NextAction()); |
405 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); | 435 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); |
406 state.SetCommitState(all_commit_states[i]); | 436 state.SetCommitState(all_commit_states[i]); |
407 bool visible = j; | 437 bool visible = j; |
408 if (!visible) { | 438 if (!visible) { |
409 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 439 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
410 state.SetVisible(false); | 440 state.SetVisible(false); |
411 } else { | 441 } else { |
412 state.SetVisible(true); | 442 state.SetVisible(true); |
413 } | 443 } |
414 | 444 |
415 // Case 1: needs_commit=false | 445 // Case 1: needs_commit=false |
416 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, | 446 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
417 state.NextAction()); | 447 state.NextAction()); |
418 | 448 |
419 // Case 2: needs_commit=true | 449 // Case 2: needs_commit=true |
420 state.SetNeedsCommit(); | 450 state.SetNeedsCommit(); |
421 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, | 451 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
422 state.NextAction()); | 452 state.NextAction()); |
423 } | 453 } |
424 } | 454 } |
425 | 455 |
426 // When in BeginFrame, or not in BeginFrame but needs_forced_dedraw | 456 // When in BeginFrame, or not in BeginFrame but needs_forced_dedraw |
427 // set, should always draw except if you're ready to commit, in which case | 457 // set, should always draw except if you're ready to commit, in which case |
428 // commit. | 458 // commit. |
429 for (size_t i = 0; i < num_commit_states; ++i) { | 459 for (size_t i = 0; i < num_commit_states; ++i) { |
430 for (size_t j = 0; j < 2; ++j) { | 460 for (size_t j = 0; j < 2; ++j) { |
431 StateMachine state(default_scheduler_settings); | 461 StateMachine state(default_scheduler_settings); |
432 state.SetCanStart(); | 462 state.SetCanStart(); |
433 state.UpdateState(state.NextAction()); | 463 state.UpdateState(state.NextAction()); |
434 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); | 464 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); |
435 state.SetCanDraw(true); | 465 state.SetCanDraw(true); |
436 state.SetCommitState(all_commit_states[i]); | 466 state.SetCommitState(all_commit_states[i]); |
437 bool forced_draw = j; | 467 bool forced_draw = j; |
438 if (!forced_draw) { | 468 if (!forced_draw) { |
439 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 469 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
440 state.SetNeedsRedraw(true); | 470 state.SetNeedsRedraw(true); |
441 state.SetVisible(true); | 471 state.SetVisible(true); |
442 } else { | 472 } else { |
443 state.SetNeedsForcedRedraw(true); | 473 state.SetNeedsForcedRedrawForReadback(); |
444 } | 474 } |
445 | 475 |
446 SchedulerStateMachine::Action expected_action; | 476 SchedulerStateMachine::Action expected_action; |
447 if (all_commit_states[i] != | 477 if (all_commit_states[i] != |
448 SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT) { | 478 SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT) { |
449 expected_action = | 479 expected_action = |
450 forced_draw ? SchedulerStateMachine::ACTION_DRAW_FORCED | 480 forced_draw |
451 : SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE; | 481 ? SchedulerStateMachine::ACTION_DRAW_AND_SWAP_FORCED |
| 482 : SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE; |
452 } else { | 483 } else { |
453 expected_action = SchedulerStateMachine::ACTION_COMMIT; | 484 expected_action = SchedulerStateMachine::ACTION_COMMIT; |
454 } | 485 } |
455 | 486 |
456 // Case 1: needs_commit=false. | 487 // Case 1: needs_commit=false. |
457 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 488 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); |
458 EXPECT_EQ(expected_action, state.NextAction()) << *state.AsValue(); | 489 EXPECT_EQ(expected_action, state.NextAction()) << *state.AsValue(); |
459 | 490 |
460 // Case 2: needs_commit=true. | 491 // Case 2: needs_commit=true. |
461 state.SetNeedsCommit(); | 492 state.SetNeedsCommit(); |
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473 for (size_t i = 0; i < num_commit_states; ++i) { | 504 for (size_t i = 0; i < num_commit_states; ++i) { |
474 // There shouldn't be any drawing regardless of BeginFrame. | 505 // There shouldn't be any drawing regardless of BeginFrame. |
475 for (size_t j = 0; j < 2; ++j) { | 506 for (size_t j = 0; j < 2; ++j) { |
476 StateMachine state(default_scheduler_settings); | 507 StateMachine state(default_scheduler_settings); |
477 state.SetCanStart(); | 508 state.SetCanStart(); |
478 state.UpdateState(state.NextAction()); | 509 state.UpdateState(state.NextAction()); |
479 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); | 510 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); |
480 state.SetCommitState(all_commit_states[i]); | 511 state.SetCommitState(all_commit_states[i]); |
481 state.SetVisible(false); | 512 state.SetVisible(false); |
482 state.SetNeedsRedraw(true); | 513 state.SetNeedsRedraw(true); |
483 state.SetNeedsForcedRedraw(false); | |
484 if (j == 1) | 514 if (j == 1) |
485 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 515 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
486 | 516 |
487 // Case 1: needs_commit=false. | 517 // Case 1: needs_commit=false. |
488 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, | 518 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
489 state.NextAction()); | 519 state.NextAction()); |
490 | 520 |
491 // Case 2: needs_commit=true. | 521 // Case 2: needs_commit=true. |
492 state.SetNeedsCommit(); | 522 state.SetNeedsCommit(); |
493 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, | 523 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
494 state.NextAction()); | 524 state.NextAction()); |
495 } | 525 } |
496 } | 526 } |
497 } | 527 } |
498 | 528 |
499 TEST(SchedulerStateMachineTest, TestCanRedraw_StopsDraw) { | 529 TEST(SchedulerStateMachineTest, TestCanRedraw_StopsDraw) { |
500 SchedulerSettings default_scheduler_settings; | 530 SchedulerSettings default_scheduler_settings; |
501 | 531 |
502 size_t num_commit_states = | 532 size_t num_commit_states = |
503 sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState); | 533 sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState); |
504 for (size_t i = 0; i < num_commit_states; ++i) { | 534 for (size_t i = 0; i < num_commit_states; ++i) { |
505 // There shouldn't be any drawing regardless of BeginFrame. | 535 // There shouldn't be any drawing regardless of BeginFrame. |
506 for (size_t j = 0; j < 2; ++j) { | 536 for (size_t j = 0; j < 2; ++j) { |
507 StateMachine state(default_scheduler_settings); | 537 StateMachine state(default_scheduler_settings); |
508 state.SetCanStart(); | 538 state.SetCanStart(); |
509 state.UpdateState(state.NextAction()); | 539 state.UpdateState(state.NextAction()); |
510 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); | 540 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); |
511 state.SetCommitState(all_commit_states[i]); | 541 state.SetCommitState(all_commit_states[i]); |
512 state.SetVisible(false); | 542 state.SetVisible(false); |
513 state.SetNeedsRedraw(true); | 543 state.SetNeedsRedraw(true); |
514 state.SetNeedsForcedRedraw(false); | |
515 if (j == 1) | 544 if (j == 1) |
516 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 545 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
517 | 546 |
518 state.SetCanDraw(false); | 547 state.SetCanDraw(false); |
519 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, | 548 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
520 state.NextAction()); | 549 state.NextAction()); |
521 } | 550 } |
522 } | 551 } |
523 } | 552 } |
524 | 553 |
525 TEST(SchedulerStateMachineTest, | 554 TEST(SchedulerStateMachineTest, |
526 TestCanRedrawWithWaitingForFirstDrawMakesProgress) { | 555 TestCanRedrawWithWaitingForFirstDrawMakesProgress) { |
527 SchedulerSettings default_scheduler_settings; | 556 SchedulerSettings default_scheduler_settings; |
528 StateMachine state(default_scheduler_settings); | 557 StateMachine state(default_scheduler_settings); |
529 state.SetCanStart(); | 558 state.SetCanStart(); |
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569 state.CommitState()); | 598 state.CommitState()); |
570 | 599 |
571 // Expect to commit regardless of BeginFrame state. | 600 // Expect to commit regardless of BeginFrame state. |
572 state.DidLeaveBeginFrame(); | 601 state.DidLeaveBeginFrame(); |
573 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 602 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
574 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 603 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
575 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 604 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
576 | 605 |
577 // Commit and make sure we draw on next BeginFrame | 606 // Commit and make sure we draw on next BeginFrame |
578 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); | 607 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); |
579 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 608 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
| 609 state.NextAction()); |
580 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, | 610 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
581 state.CommitState()); | 611 state.CommitState()); |
582 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 612 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
583 state.DidDrawIfPossibleCompleted(true); | 613 state.DidDrawIfPossibleCompleted(true); |
584 | 614 |
585 // Verify that another commit will begin. | 615 // Verify that another commit will begin. |
586 state.DidLeaveBeginFrame(); | 616 state.DidLeaveBeginFrame(); |
587 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 617 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
588 state.NextAction()); | 618 state.NextAction()); |
589 } | 619 } |
590 | 620 |
591 TEST(SchedulerStateMachineTest, TestFullCycle) { | 621 TEST(SchedulerStateMachineTest, TestFullCycle) { |
592 SchedulerSettings default_scheduler_settings; | 622 SchedulerSettings default_scheduler_settings; |
(...skipping 27 matching lines...) Expand all Loading... |
620 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); | 650 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); |
621 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, | 651 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
622 state.CommitState()); | 652 state.CommitState()); |
623 EXPECT_TRUE(state.NeedsRedraw()); | 653 EXPECT_TRUE(state.NeedsRedraw()); |
624 | 654 |
625 // Expect to do nothing until BeginFrame. | 655 // Expect to do nothing until BeginFrame. |
626 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 656 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
627 | 657 |
628 // At BeginFrame, draw. | 658 // At BeginFrame, draw. |
629 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 659 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
630 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 660 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
631 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 661 state.NextAction()); |
| 662 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
632 state.DidDrawIfPossibleCompleted(true); | 663 state.DidDrawIfPossibleCompleted(true); |
633 state.DidLeaveBeginFrame(); | 664 state.DidLeaveBeginFrame(); |
634 | 665 |
635 // Should be synchronized, no draw needed, no action needed. | 666 // Should be synchronized, no draw needed, no action needed. |
636 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); | 667 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
637 EXPECT_FALSE(state.NeedsRedraw()); | 668 EXPECT_FALSE(state.NeedsRedraw()); |
638 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 669 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
639 } | 670 } |
640 | 671 |
641 TEST(SchedulerStateMachineTest, TestFullCycleWithCommitRequestInbetween) { | 672 TEST(SchedulerStateMachineTest, TestFullCycleWithCommitRequestInbetween) { |
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674 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); | 705 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); |
675 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, | 706 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
676 state.CommitState()); | 707 state.CommitState()); |
677 EXPECT_TRUE(state.NeedsRedraw()); | 708 EXPECT_TRUE(state.NeedsRedraw()); |
678 | 709 |
679 // Expect to do nothing until BeginFrame. | 710 // Expect to do nothing until BeginFrame. |
680 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 711 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
681 | 712 |
682 // At BeginFrame, draw. | 713 // At BeginFrame, draw. |
683 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 714 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
684 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 715 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
685 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 716 state.NextAction()); |
| 717 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
686 state.DidDrawIfPossibleCompleted(true); | 718 state.DidDrawIfPossibleCompleted(true); |
687 state.DidLeaveBeginFrame(); | 719 state.DidLeaveBeginFrame(); |
688 | 720 |
689 // Should be synchronized, no draw needed, no action needed. | 721 // Should be synchronized, no draw needed, no action needed. |
690 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); | 722 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
691 EXPECT_FALSE(state.NeedsRedraw()); | 723 EXPECT_FALSE(state.NeedsRedraw()); |
692 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 724 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
693 state.NextAction()); | 725 state.NextAction()); |
694 } | 726 } |
695 | 727 |
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780 state.BeginFrameAbortedByMainThread(true); | 812 state.BeginFrameAbortedByMainThread(true); |
781 | 813 |
782 // Verify that another commit doesn't start on the same frame. | 814 // Verify that another commit doesn't start on the same frame. |
783 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); | 815 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
784 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 816 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
785 EXPECT_FALSE(state.NeedsCommit()); | 817 EXPECT_FALSE(state.NeedsCommit()); |
786 | 818 |
787 // Start a new frame; draw because this is the first frame since output | 819 // Start a new frame; draw because this is the first frame since output |
788 // surface init'd. | 820 // surface init'd. |
789 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 821 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
790 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()) | 822 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
| 823 state.NextAction()) |
791 << *state.AsValue(); | 824 << *state.AsValue(); |
792 state.DidLeaveBeginFrame(); | 825 state.DidLeaveBeginFrame(); |
793 | 826 |
794 // Verify another commit doesn't start on another frame either. | 827 // Verify another commit doesn't start on another frame either. |
795 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); | 828 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
796 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 829 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
797 EXPECT_FALSE(state.NeedsCommit()); | 830 EXPECT_FALSE(state.NeedsCommit()); |
798 | 831 |
799 // Verify another commit can start if requested, though. | 832 // Verify another commit can start if requested, though. |
800 state.SetNeedsCommit(); | 833 state.SetNeedsCommit(); |
(...skipping 88 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
889 state.FinishCommit(); | 922 state.FinishCommit(); |
890 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 923 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
891 state.UpdateState(state.NextAction()); | 924 state.UpdateState(state.NextAction()); |
892 // Finishing the first commit after initializing an output surface should | 925 // Finishing the first commit after initializing an output surface should |
893 // automatically cause a redraw. | 926 // automatically cause a redraw. |
894 EXPECT_TRUE(state.RedrawPending()); | 927 EXPECT_TRUE(state.RedrawPending()); |
895 | 928 |
896 // Once the context is recreated, whether we draw should be based on | 929 // Once the context is recreated, whether we draw should be based on |
897 // SetCanDraw. | 930 // SetCanDraw. |
898 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 931 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
899 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 932 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
| 933 state.NextAction()); |
900 state.SetCanDraw(false); | 934 state.SetCanDraw(false); |
901 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT, | 935 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT, |
902 state.NextAction()); | 936 state.NextAction()); |
903 state.SetCanDraw(true); | 937 state.SetCanDraw(true); |
904 state.DidLeaveBeginFrame(); | 938 state.DidLeaveBeginFrame(); |
905 } | 939 } |
906 | 940 |
907 TEST(SchedulerStateMachineTest, TestContextLostWhileCommitInProgress) { | 941 TEST(SchedulerStateMachineTest, TestContextLostWhileCommitInProgress) { |
908 SchedulerSettings default_scheduler_settings; | 942 SchedulerSettings default_scheduler_settings; |
909 StateMachine state(default_scheduler_settings); | 943 StateMachine state(default_scheduler_settings); |
910 state.SetCanStart(); | 944 state.SetCanStart(); |
911 state.UpdateState(state.NextAction()); | 945 state.UpdateState(state.NextAction()); |
912 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); | 946 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); |
913 state.SetVisible(true); | 947 state.SetVisible(true); |
914 state.SetCanDraw(true); | 948 state.SetCanDraw(true); |
915 | 949 |
916 // Get a commit in flight. | 950 // Get a commit in flight. |
917 state.SetNeedsCommit(); | 951 state.SetNeedsCommit(); |
918 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 952 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
919 state.NextAction()); | 953 state.NextAction()); |
920 state.UpdateState(state.NextAction()); | 954 state.UpdateState(state.NextAction()); |
921 | 955 |
922 // Set damage and expect a draw. | 956 // Set damage and expect a draw. |
923 state.SetNeedsRedraw(true); | 957 state.SetNeedsRedraw(true); |
924 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 958 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
925 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 959 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
| 960 state.NextAction()); |
926 state.UpdateState(state.NextAction()); | 961 state.UpdateState(state.NextAction()); |
927 state.DidLeaveBeginFrame(); | 962 state.DidLeaveBeginFrame(); |
928 | 963 |
929 // Cause a lost context while the begin frame is in flight | 964 // Cause a lost context while the begin frame is in flight |
930 // for the main thread. | 965 // for the main thread. |
931 state.DidLoseOutputSurface(); | 966 state.DidLoseOutputSurface(); |
932 | 967 |
933 // Ask for another draw. Expect nothing happens. | 968 // Ask for another draw. Expect nothing happens. |
934 state.SetNeedsRedraw(true); | 969 state.SetNeedsRedraw(true); |
935 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 970 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
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968 | 1003 |
969 // Get a commit in flight. | 1004 // Get a commit in flight. |
970 state.SetNeedsCommit(); | 1005 state.SetNeedsCommit(); |
971 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 1006 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
972 state.NextAction()); | 1007 state.NextAction()); |
973 state.UpdateState(state.NextAction()); | 1008 state.UpdateState(state.NextAction()); |
974 | 1009 |
975 // Set damage and expect a draw. | 1010 // Set damage and expect a draw. |
976 state.SetNeedsRedraw(true); | 1011 state.SetNeedsRedraw(true); |
977 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 1012 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
978 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 1013 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
| 1014 state.NextAction()); |
979 state.UpdateState(state.NextAction()); | 1015 state.UpdateState(state.NextAction()); |
980 state.DidLeaveBeginFrame(); | 1016 state.DidLeaveBeginFrame(); |
981 | 1017 |
982 // Cause a lost context while the begin frame is in flight | 1018 // Cause a lost context while the begin frame is in flight |
983 // for the main thread. | 1019 // for the main thread. |
984 state.DidLoseOutputSurface(); | 1020 state.DidLoseOutputSurface(); |
985 | 1021 |
986 // Ask for another draw and also set needs commit. Expect nothing happens. | 1022 // Ask for another draw and also set needs commit. Expect nothing happens. |
987 state.SetNeedsRedraw(true); | 1023 state.SetNeedsRedraw(true); |
988 state.SetNeedsCommit(); | 1024 state.SetNeedsCommit(); |
(...skipping 26 matching lines...) Expand all Loading... |
1015 StateMachine state(default_scheduler_settings); | 1051 StateMachine state(default_scheduler_settings); |
1016 state.SetCanStart(); | 1052 state.SetCanStart(); |
1017 state.UpdateState(state.NextAction()); | 1053 state.UpdateState(state.NextAction()); |
1018 state.DidCreateAndInitializeOutputSurface(); | 1054 state.DidCreateAndInitializeOutputSurface(); |
1019 state.SetVisible(true); | 1055 state.SetVisible(true); |
1020 state.SetCanDraw(true); | 1056 state.SetCanDraw(true); |
1021 | 1057 |
1022 // Cause a lost context lost. | 1058 // Cause a lost context lost. |
1023 state.DidLoseOutputSurface(); | 1059 state.DidLoseOutputSurface(); |
1024 | 1060 |
1025 // Ask a forced redraw and verify it ocurrs. | 1061 // Ask a forced redraw and verify it ocurrs, even with a lost context. |
1026 state.SetNeedsForcedRedraw(true); | 1062 state.SetNeedsForcedRedrawForReadback(); |
1027 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 1063 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
1028 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 1064 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_FORCED, |
| 1065 state.NextAction()); |
1029 state.DidLeaveBeginFrame(); | 1066 state.DidLeaveBeginFrame(); |
1030 | 1067 |
1031 // Clear the forced redraw bit. | |
1032 state.SetNeedsForcedRedraw(false); | |
1033 | |
1034 // Expect to be told to begin context recreation, independent of | 1068 // Expect to be told to begin context recreation, independent of |
1035 // BeginFrame state | 1069 // BeginFrame state |
1036 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 1070 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
1037 state.NextAction()); | 1071 state.NextAction()); |
1038 state.UpdateState(state.NextAction()); | 1072 state.UpdateState(state.NextAction()); |
1039 | 1073 |
1040 // Ask a forced redraw and verify it ocurrs. | 1074 // Ask a forced redraw and verify it ocurrs. |
1041 state.SetNeedsForcedRedraw(true); | 1075 state.SetNeedsForcedRedrawForReadback(); |
1042 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 1076 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
1043 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 1077 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_FORCED, |
| 1078 state.NextAction()); |
1044 state.DidLeaveBeginFrame(); | 1079 state.DidLeaveBeginFrame(); |
1045 } | 1080 } |
1046 | 1081 |
1047 TEST(SchedulerStateMachineTest, DontDrawBeforeCommitAfterLostOutputSurface) { | 1082 TEST(SchedulerStateMachineTest, DontDrawBeforeCommitAfterLostOutputSurface) { |
1048 SchedulerSettings default_scheduler_settings; | 1083 SchedulerSettings default_scheduler_settings; |
1049 StateMachine state(default_scheduler_settings); | 1084 StateMachine state(default_scheduler_settings); |
1050 state.SetCanStart(); | 1085 state.SetCanStart(); |
1051 state.UpdateState(state.NextAction()); | 1086 state.UpdateState(state.NextAction()); |
1052 state.DidCreateAndInitializeOutputSurface(); | 1087 state.DidCreateAndInitializeOutputSurface(); |
1053 state.SetVisible(true); | 1088 state.SetVisible(true); |
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1069 | 1104 |
1070 TEST(SchedulerStateMachineTest, | 1105 TEST(SchedulerStateMachineTest, |
1071 TestSendBeginFrameToMainThreadWhenInvisibleAndForceCommit) { | 1106 TestSendBeginFrameToMainThreadWhenInvisibleAndForceCommit) { |
1072 SchedulerSettings default_scheduler_settings; | 1107 SchedulerSettings default_scheduler_settings; |
1073 StateMachine state(default_scheduler_settings); | 1108 StateMachine state(default_scheduler_settings); |
1074 state.SetCanStart(); | 1109 state.SetCanStart(); |
1075 state.UpdateState(state.NextAction()); | 1110 state.UpdateState(state.NextAction()); |
1076 state.DidCreateAndInitializeOutputSurface(); | 1111 state.DidCreateAndInitializeOutputSurface(); |
1077 state.SetVisible(false); | 1112 state.SetVisible(false); |
1078 state.SetNeedsCommit(); | 1113 state.SetNeedsCommit(); |
1079 state.SetNeedsForcedCommit(); | 1114 state.SetNeedsForcedCommitForReadback(); |
1080 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 1115 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
1081 state.NextAction()); | 1116 state.NextAction()); |
1082 } | 1117 } |
1083 | 1118 |
1084 TEST(SchedulerStateMachineTest, | 1119 TEST(SchedulerStateMachineTest, |
1085 TestSendBeginFrameToMainThreadWhenCanStartFalseAndForceCommit) { | 1120 TestSendBeginFrameToMainThreadWhenCanStartFalseAndForceCommit) { |
1086 SchedulerSettings default_scheduler_settings; | 1121 SchedulerSettings default_scheduler_settings; |
1087 StateMachine state(default_scheduler_settings); | 1122 StateMachine state(default_scheduler_settings); |
1088 state.SetVisible(true); | 1123 state.SetVisible(true); |
1089 state.SetCanDraw(true); | 1124 state.SetCanDraw(true); |
1090 state.SetNeedsCommit(); | 1125 state.SetNeedsCommit(); |
1091 state.SetNeedsForcedCommit(); | 1126 state.SetNeedsForcedCommitForReadback(); |
1092 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 1127 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
1093 state.NextAction()); | 1128 state.NextAction()); |
1094 } | 1129 } |
1095 | 1130 |
1096 TEST(SchedulerStateMachineTest, TestFinishCommitWhenCommitInProgress) { | 1131 TEST(SchedulerStateMachineTest, TestFinishCommitWhenCommitInProgress) { |
1097 SchedulerSettings default_scheduler_settings; | 1132 SchedulerSettings default_scheduler_settings; |
1098 StateMachine state(default_scheduler_settings); | 1133 StateMachine state(default_scheduler_settings); |
1099 state.SetCanStart(); | 1134 state.SetCanStart(); |
1100 state.UpdateState(state.NextAction()); | 1135 state.UpdateState(state.NextAction()); |
1101 state.DidCreateAndInitializeOutputSurface(); | 1136 state.DidCreateAndInitializeOutputSurface(); |
(...skipping 16 matching lines...) Expand all Loading... |
1118 | 1153 |
1119 TEST(SchedulerStateMachineTest, TestFinishCommitWhenForcedCommitInProgress) { | 1154 TEST(SchedulerStateMachineTest, TestFinishCommitWhenForcedCommitInProgress) { |
1120 SchedulerSettings default_scheduler_settings; | 1155 SchedulerSettings default_scheduler_settings; |
1121 StateMachine state(default_scheduler_settings); | 1156 StateMachine state(default_scheduler_settings); |
1122 state.SetCanStart(); | 1157 state.SetCanStart(); |
1123 state.UpdateState(state.NextAction()); | 1158 state.UpdateState(state.NextAction()); |
1124 state.DidCreateAndInitializeOutputSurface(); | 1159 state.DidCreateAndInitializeOutputSurface(); |
1125 state.SetVisible(false); | 1160 state.SetVisible(false); |
1126 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS); | 1161 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS); |
1127 state.SetNeedsCommit(); | 1162 state.SetNeedsCommit(); |
1128 state.SetNeedsForcedCommit(); | 1163 state.SetNeedsForcedCommitForReadback(); |
1129 | 1164 |
1130 state.FinishCommit(); | 1165 state.FinishCommit(); |
1131 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 1166 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
1132 state.UpdateState(state.NextAction()); | 1167 state.UpdateState(state.NextAction()); |
1133 | 1168 |
1134 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, | 1169 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
1135 state.CommitState()); | 1170 state.CommitState()); |
1136 | 1171 |
1137 // If we are waiting for forced draw then we know a begin frame is already | 1172 // If we are waiting for forced draw then we know a begin frame is already |
1138 // in flight for the main thread. | 1173 // in flight for the main thread. |
1139 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 1174 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
1140 } | 1175 } |
1141 | 1176 |
1142 TEST(SchedulerStateMachineTest, TestInitialActionsWhenContextLost) { | 1177 TEST(SchedulerStateMachineTest, TestInitialActionsWhenContextLost) { |
1143 SchedulerSettings default_scheduler_settings; | 1178 SchedulerSettings default_scheduler_settings; |
1144 StateMachine state(default_scheduler_settings); | 1179 StateMachine state(default_scheduler_settings); |
1145 state.SetCanStart(); | 1180 state.SetCanStart(); |
1146 state.UpdateState(state.NextAction()); | 1181 state.UpdateState(state.NextAction()); |
1147 state.DidCreateAndInitializeOutputSurface(); | 1182 state.DidCreateAndInitializeOutputSurface(); |
1148 state.SetVisible(true); | 1183 state.SetVisible(true); |
1149 state.SetCanDraw(true); | 1184 state.SetCanDraw(true); |
1150 state.SetNeedsCommit(); | 1185 state.SetNeedsCommit(); |
1151 state.DidLoseOutputSurface(); | 1186 state.DidLoseOutputSurface(); |
1152 | 1187 |
1153 // When we are visible, we normally want to begin output surface creation | 1188 // When we are visible, we normally want to begin output surface creation |
1154 // as soon as possible. | 1189 // as soon as possible. |
1155 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 1190 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
1156 state.NextAction()) << *state.AsValue(); | 1191 state.NextAction()) << *state.AsValue(); |
1157 | 1192 |
1158 | |
1159 // We should not send a BeginFrame to them main thread when we are invisible | 1193 // We should not send a BeginFrame to them main thread when we are invisible |
1160 // even if we've lost the output surface since the main thread will | 1194 // even if we've lost the output surface since the main thread will |
1161 // just abort anyway. | 1195 // just abort anyway. |
1162 state.SetVisible(false); | 1196 state.SetVisible(false); |
1163 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, | 1197 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, |
1164 state.NextAction()) << *state.AsValue(); | 1198 state.NextAction()) << *state.AsValue(); |
1165 | 1199 |
1166 // If there is a forced commit, however, we could be blocking a readback | 1200 // If there is a forced commit, however, we could be blocking a readback |
1167 // on the main thread, so we need to unblock it before we can get our | 1201 // on the main thread, so we need to unblock it before we can get our |
1168 // output surface, even if we are not visible. | 1202 // output surface, even if we are not visible. |
1169 state.SetNeedsForcedCommit(); | 1203 state.SetNeedsForcedCommitForReadback(); |
1170 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 1204 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
1171 state.NextAction()) << *state.AsValue(); | 1205 state.NextAction()) << *state.AsValue(); |
1172 } | 1206 } |
1173 | 1207 |
1174 TEST(SchedulerStateMachineTest, TestImmediateFinishCommit) { | 1208 TEST(SchedulerStateMachineTest, TestImmediateFinishCommit) { |
1175 SchedulerSettings default_scheduler_settings; | 1209 SchedulerSettings default_scheduler_settings; |
1176 StateMachine state(default_scheduler_settings); | 1210 StateMachine state(default_scheduler_settings); |
1177 state.SetCanStart(); | 1211 state.SetCanStart(); |
1178 state.UpdateState(state.NextAction()); | 1212 state.UpdateState(state.NextAction()); |
1179 state.DidCreateAndInitializeOutputSurface(); | 1213 state.DidCreateAndInitializeOutputSurface(); |
1180 state.SetVisible(true); | 1214 state.SetVisible(true); |
1181 state.SetCanDraw(true); | 1215 state.SetCanDraw(true); |
1182 | 1216 |
1183 // Schedule a forced frame, commit it, draw it. | 1217 // Schedule a readback, commit it, draw it. |
1184 state.SetNeedsCommit(); | 1218 state.SetNeedsCommit(); |
1185 state.SetNeedsForcedCommit(); | 1219 state.SetNeedsForcedCommitForReadback(); |
1186 state.UpdateState(state.NextAction()); | 1220 EXPECT_ACTION_UPDATE_STATE( |
| 1221 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
1187 state.FinishCommit(); | 1222 state.FinishCommit(); |
1188 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 1223 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
1189 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 1224 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
1190 state.CommitState()); | 1225 state.CommitState()); |
1191 state.UpdateState(state.NextAction()); | 1226 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
1192 | 1227 |
1193 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, | 1228 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
1194 state.CommitState()); | 1229 state.CommitState()); |
1195 | 1230 |
1196 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 1231 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_DRAW_AND_READBACK); |
1197 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | |
1198 state.SetNeedsForcedRedraw(true); | |
1199 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | |
1200 state.UpdateState(state.NextAction()); | |
1201 state.DidDrawIfPossibleCompleted(true); | 1232 state.DidDrawIfPossibleCompleted(true); |
1202 state.DidLeaveBeginFrame(); | 1233 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
1203 | 1234 |
1204 // Should be waiting for the normal begin frame from the main thread. | 1235 // Should be waiting for the normal begin frame from the main thread. |
1205 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 1236 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
1206 state.CommitState()); | 1237 state.CommitState()); |
1207 } | 1238 } |
1208 | 1239 |
1209 TEST(SchedulerStateMachineTest, TestImmediateFinishCommitDuringCommit) { | 1240 TEST(SchedulerStateMachineTest, TestImmediateFinishCommitDuringCommit) { |
1210 SchedulerSettings default_scheduler_settings; | 1241 SchedulerSettings default_scheduler_settings; |
1211 StateMachine state(default_scheduler_settings); | 1242 StateMachine state(default_scheduler_settings); |
1212 state.SetCanStart(); | 1243 state.SetCanStart(); |
1213 state.UpdateState(state.NextAction()); | 1244 state.UpdateState(state.NextAction()); |
1214 state.DidCreateAndInitializeOutputSurface(); | 1245 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); |
1215 state.SetVisible(true); | 1246 state.SetVisible(true); |
1216 state.SetCanDraw(true); | 1247 state.SetCanDraw(true); |
1217 | 1248 |
1218 // Start a normal commit. | 1249 // Start a normal commit. |
1219 state.SetNeedsCommit(); | 1250 state.SetNeedsCommit(); |
1220 state.UpdateState(state.NextAction()); | 1251 EXPECT_ACTION_UPDATE_STATE( |
| 1252 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
1221 | 1253 |
1222 // Schedule a forced frame, commit it, draw it. | 1254 // Schedule a readback, commit it, draw it. |
1223 state.SetNeedsCommit(); | 1255 state.SetNeedsCommit(); |
1224 state.SetNeedsForcedCommit(); | 1256 state.SetNeedsForcedCommitForReadback(); |
1225 state.UpdateState(state.NextAction()); | 1257 EXPECT_ACTION_UPDATE_STATE( |
| 1258 SchedulerStateMachine::ACTION_NONE); |
1226 state.FinishCommit(); | 1259 state.FinishCommit(); |
1227 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | |
1228 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 1260 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
1229 state.CommitState()); | 1261 state.CommitState()); |
1230 state.UpdateState(state.NextAction()); | 1262 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
1231 | 1263 |
1232 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, | 1264 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
1233 state.CommitState()); | 1265 state.CommitState()); |
1234 | 1266 |
1235 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 1267 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_DRAW_AND_READBACK); |
1236 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | |
1237 state.SetNeedsForcedRedraw(true); | |
1238 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | |
1239 state.UpdateState(state.NextAction()); | |
1240 state.DidDrawIfPossibleCompleted(true); | 1268 state.DidDrawIfPossibleCompleted(true); |
1241 state.DidLeaveBeginFrame(); | 1269 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
1242 | 1270 |
1243 // Should be waiting for the normal begin frame from the main thread. | 1271 // Should be waiting for the normal begin frame from the main thread. |
1244 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 1272 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
1245 state.CommitState()) | 1273 state.CommitState()) |
1246 << *state.AsValue(); | 1274 << *state.AsValue(); |
1247 } | 1275 } |
1248 | 1276 |
1249 TEST(SchedulerStateMachineTest, | 1277 TEST(SchedulerStateMachineTest, |
1250 ImmediateBeginFrameAbortedByMainThreadWhileInvisible) { | 1278 ImmediateBeginFrameAbortedByMainThreadWhileInvisible) { |
1251 SchedulerSettings default_scheduler_settings; | 1279 SchedulerSettings default_scheduler_settings; |
1252 StateMachine state(default_scheduler_settings); | 1280 StateMachine state(default_scheduler_settings); |
1253 state.SetCanStart(); | 1281 state.SetCanStart(); |
1254 state.UpdateState(state.NextAction()); | 1282 state.UpdateState(state.NextAction()); |
1255 state.DidCreateAndInitializeOutputSurface(); | 1283 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); |
1256 state.SetVisible(true); | 1284 state.SetVisible(true); |
1257 state.SetCanDraw(true); | 1285 state.SetCanDraw(true); |
1258 | 1286 |
1259 state.SetNeedsCommit(); | 1287 state.SetNeedsCommit(); |
1260 state.UpdateState(state.NextAction()); | 1288 EXPECT_ACTION_UPDATE_STATE( |
| 1289 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
1261 | 1290 |
1262 state.SetNeedsCommit(); | 1291 state.SetNeedsCommit(); |
1263 state.SetNeedsForcedCommit(); | 1292 state.SetNeedsForcedCommitForReadback(); |
1264 state.UpdateState(state.NextAction()); | 1293 EXPECT_ACTION_UPDATE_STATE( |
| 1294 SchedulerStateMachine::ACTION_NONE); |
1265 state.FinishCommit(); | 1295 state.FinishCommit(); |
1266 | 1296 |
1267 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | |
1268 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 1297 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
1269 state.CommitState()); | 1298 state.CommitState()); |
1270 state.UpdateState(state.NextAction()); | 1299 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
1271 | 1300 |
1272 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, | 1301 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
1273 state.CommitState()); | 1302 state.CommitState()); |
1274 | 1303 |
1275 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 1304 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_DRAW_AND_READBACK); |
1276 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | |
1277 state.SetNeedsForcedRedraw(true); | |
1278 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | |
1279 state.UpdateState(state.NextAction()); | |
1280 state.DidDrawIfPossibleCompleted(true); | 1305 state.DidDrawIfPossibleCompleted(true); |
1281 state.DidLeaveBeginFrame(); | 1306 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
1282 | 1307 |
1283 // Should be waiting for the main thread's begin frame. | 1308 // Should be waiting for the main thread's begin frame. |
1284 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 1309 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
1285 state.CommitState()) | 1310 state.CommitState()) |
1286 << *state.AsValue(); | 1311 << *state.AsValue(); |
1287 | 1312 |
1288 // Become invisible and abort the main thread's begin frame. | 1313 // Become invisible and abort the main thread's begin frame. |
1289 state.SetVisible(false); | 1314 state.SetVisible(false); |
1290 state.BeginFrameAbortedByMainThread(false); | 1315 state.BeginFrameAbortedByMainThread(false); |
1291 | 1316 |
1292 // Should be back in the idle state, but needing a commit. | 1317 // Should be back in the idle state, but needing a commit. |
1293 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); | 1318 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
1294 EXPECT_TRUE(state.NeedsCommit()); | 1319 EXPECT_TRUE(state.NeedsCommit()); |
1295 } | 1320 } |
1296 | 1321 |
1297 TEST(SchedulerStateMachineTest, ImmediateFinishCommitWhileCantDraw) { | 1322 TEST(SchedulerStateMachineTest, ImmediateFinishCommitWhileCantDraw) { |
1298 SchedulerSettings default_scheduler_settings; | 1323 SchedulerSettings default_scheduler_settings; |
1299 StateMachine state(default_scheduler_settings); | 1324 StateMachine state(default_scheduler_settings); |
1300 state.SetCanStart(); | 1325 state.SetCanStart(); |
1301 state.UpdateState(state.NextAction()); | 1326 state.UpdateState(state.NextAction()); |
1302 state.DidCreateAndInitializeOutputSurface(); | 1327 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); |
1303 state.SetVisible(true); | 1328 state.SetVisible(true); |
1304 state.SetCanDraw(false); | 1329 state.SetCanDraw(false); |
1305 | 1330 |
1306 state.SetNeedsCommit(); | 1331 state.SetNeedsCommit(); |
1307 state.UpdateState(state.NextAction()); | 1332 state.UpdateState(state.NextAction()); |
1308 | 1333 |
1309 state.SetNeedsCommit(); | 1334 state.SetNeedsCommit(); |
1310 state.SetNeedsForcedCommit(); | 1335 state.SetNeedsForcedCommitForReadback(); |
1311 state.UpdateState(state.NextAction()); | 1336 state.UpdateState(state.NextAction()); |
1312 state.FinishCommit(); | 1337 state.FinishCommit(); |
1313 | 1338 |
1314 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | |
1315 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 1339 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
1316 state.CommitState()); | 1340 state.CommitState()); |
1317 state.UpdateState(state.NextAction()); | 1341 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
1318 | 1342 |
1319 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, | 1343 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
1320 state.CommitState()); | 1344 state.CommitState()); |
1321 | 1345 |
1322 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 1346 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_DRAW_AND_READBACK); |
1323 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | |
1324 state.SetNeedsForcedRedraw(true); | |
1325 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | |
1326 state.UpdateState(state.NextAction()); | |
1327 state.DidDrawIfPossibleCompleted(true); | 1347 state.DidDrawIfPossibleCompleted(true); |
1328 state.DidLeaveBeginFrame(); | 1348 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
1329 } | 1349 } |
1330 | 1350 |
1331 TEST(SchedulerStateMachineTest, ReportIfNotDrawing) { | 1351 TEST(SchedulerStateMachineTest, ReportIfNotDrawing) { |
1332 SchedulerSettings default_scheduler_settings; | 1352 SchedulerSettings default_scheduler_settings; |
1333 StateMachine state(default_scheduler_settings); | 1353 StateMachine state(default_scheduler_settings); |
1334 state.SetCanStart(); | 1354 state.SetCanStart(); |
1335 state.UpdateState(state.NextAction()); | 1355 state.UpdateState(state.NextAction()); |
1336 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); | 1356 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); |
1337 | 1357 |
1338 state.SetCanDraw(true); | 1358 state.SetCanDraw(true); |
(...skipping 81 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
1420 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 1440 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
1421 | 1441 |
1422 state.BeginFrameAbortedByMainThread(true); | 1442 state.BeginFrameAbortedByMainThread(true); |
1423 | 1443 |
1424 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 1444 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
1425 EXPECT_FALSE(state.PendingDrawsShouldBeAborted()); | 1445 EXPECT_FALSE(state.PendingDrawsShouldBeAborted()); |
1426 } | 1446 } |
1427 | 1447 |
1428 } // namespace | 1448 } // namespace |
1429 } // namespace cc | 1449 } // namespace cc |
OLD | NEW |