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1 // Copyright 2011 The Chromium Authors. All rights reserved. | 1 // Copyright 2011 The Chromium Authors. All rights reserved. |
2 // Use of this source code is governed by a BSD-style license that can be | 2 // Use of this source code is governed by a BSD-style license that can be |
3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
4 | 4 |
5 #include "cc/scheduler/scheduler_state_machine.h" | 5 #include "cc/scheduler/scheduler_state_machine.h" |
6 | 6 |
7 #include "cc/scheduler/scheduler.h" | 7 #include "cc/scheduler/scheduler.h" |
8 #include "testing/gtest/include/gtest/gtest.h" | 8 #include "testing/gtest/include/gtest/gtest.h" |
9 | 9 |
10 #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 }; |
20 | 24 |
21 // Exposes the protected state fields of the SchedulerStateMachine for testing | 25 // Exposes the protected state fields of the SchedulerStateMachine for testing |
22 class StateMachine : public SchedulerStateMachine { | 26 class StateMachine : public SchedulerStateMachine { |
23 public: | 27 public: |
24 explicit StateMachine(const SchedulerSettings& scheduler_settings) | 28 explicit StateMachine(const SchedulerSettings& scheduler_settings) |
25 : SchedulerStateMachine(scheduler_settings) {} | 29 : SchedulerStateMachine(scheduler_settings) {} |
26 | 30 |
27 void CreateAndInitializeOutputSurfaceWithActivatedCommit() { | 31 void CreateAndInitializeOutputSurfaceWithActivatedCommit() { |
28 DidCreateAndInitializeOutputSurface(); | 32 DidCreateAndInitializeOutputSurface(); |
29 output_surface_state_ = OUTPUT_SURFACE_ACTIVE; | 33 output_surface_state_ = OUTPUT_SURFACE_ACTIVE; |
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 |
39 OutputSurfaceState output_surface_state() { return output_surface_state_; } | |
40 | |
35 bool NeedsCommit() const { return needs_commit_; } | 41 bool NeedsCommit() const { return needs_commit_; } |
36 | 42 |
37 void SetNeedsRedraw(bool b) { needs_redraw_ = b; } | 43 void SetNeedsRedraw(bool b) { needs_redraw_ = b; } |
38 bool NeedsRedraw() const { return needs_redraw_; } | 44 bool NeedsRedraw() const { return needs_redraw_; } |
39 | 45 |
40 void SetNeedsForcedRedraw(bool b) { needs_forced_redraw_ = b; } | 46 void SetNeedsForcedRedrawForTimeout(bool b) { |
41 bool NeedsForcedRedraw() const { return needs_forced_redraw_; } | 47 forced_redraw_state_ = FORCED_REDRAW_STATE_WAITING_FOR_COMMIT; |
48 commit_state_ = COMMIT_STATE_WAITING_FOR_FIRST_DRAW; | |
49 } | |
50 bool NeedsForcedRedrawForTimeout() const { | |
51 return forced_redraw_state_ != FORCED_REDRAW_STATE_IDLE; | |
52 } | |
53 | |
54 void SetNeedsForcedRedrawForReadback() { | |
55 readback_state_ = READBACK_STATE_WAITING_FOR_DRAW_AND_READBACK; | |
56 commit_state_ = COMMIT_STATE_WAITING_FOR_FIRST_DRAW; | |
57 } | |
58 | |
59 bool NeedsForcedRedrawForReadback() const { | |
60 return readback_state_ != READBACK_STATE_IDLE; | |
61 } | |
42 | 62 |
43 bool CanDraw() const { return can_draw_; } | 63 bool CanDraw() const { return can_draw_; } |
44 bool Visible() const { return visible_; } | 64 bool Visible() const { return visible_; } |
45 }; | 65 }; |
46 | 66 |
47 TEST(SchedulerStateMachineTest, TestNextActionBeginsMainFrameIfNeeded) { | 67 TEST(SchedulerStateMachineTest, TestNextActionBeginsMainFrameIfNeeded) { |
48 SchedulerSettings default_scheduler_settings; | 68 SchedulerSettings default_scheduler_settings; |
49 | 69 |
50 // If no commit needed, do nothing. | 70 // If no commit needed, do nothing. |
51 { | 71 { |
(...skipping 49 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... | |
101 state.SetVisible(true); | 121 state.SetVisible(true); |
102 state.UpdateState( | 122 state.UpdateState( |
103 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); | 123 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
104 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 124 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
105 state.CommitState()); | 125 state.CommitState()); |
106 EXPECT_FALSE(state.NeedsCommit()); | 126 EXPECT_FALSE(state.NeedsCommit()); |
107 EXPECT_FALSE(state.BeginFrameNeededToDrawByImplThread()); | 127 EXPECT_FALSE(state.BeginFrameNeededToDrawByImplThread()); |
108 } | 128 } |
109 } | 129 } |
110 | 130 |
111 TEST(SchedulerStateMachineTest, TestSetForcedRedrawDoesNotSetsNormalRedraw) { | |
brianderson
2013/08/29 19:23:10
I removed this test because ToT has been setting n
| |
112 SchedulerSettings default_scheduler_settings; | |
113 SchedulerStateMachine state(default_scheduler_settings); | |
114 state.SetCanDraw(true); | |
115 state.SetNeedsForcedRedraw(); | |
116 EXPECT_FALSE(state.RedrawPending()); | |
117 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | |
118 } | |
119 | |
120 TEST(SchedulerStateMachineTest, | 131 TEST(SchedulerStateMachineTest, |
121 TestFailedDrawSetsNeedsCommitAndDoesNotDrawAgain) { | 132 TestFailedDrawSetsNeedsCommitAndDoesNotDrawAgain) { |
122 SchedulerSettings default_scheduler_settings; | 133 SchedulerSettings default_scheduler_settings; |
123 StateMachine state(default_scheduler_settings); | 134 StateMachine state(default_scheduler_settings); |
124 state.SetCanStart(); | 135 state.SetCanStart(); |
125 state.UpdateState(state.NextAction()); | 136 state.UpdateState(state.NextAction()); |
126 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); | 137 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); |
127 state.SetVisible(true); | 138 state.SetVisible(true); |
128 state.SetCanDraw(true); | 139 state.SetCanDraw(true); |
129 state.SetNeedsRedraw(true); | 140 state.SetNeedsRedraw(true); |
130 EXPECT_TRUE(state.RedrawPending()); | 141 EXPECT_TRUE(state.RedrawPending()); |
131 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 142 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); |
132 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 143 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
133 | 144 |
134 // We're drawing now. | 145 // We're drawing now. |
135 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 146 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
136 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 147 state.NextAction()); |
148 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); | |
137 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 149 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
138 EXPECT_FALSE(state.RedrawPending()); | 150 EXPECT_FALSE(state.RedrawPending()); |
139 EXPECT_FALSE(state.CommitPending()); | 151 EXPECT_FALSE(state.CommitPending()); |
140 | 152 |
141 // Failing the draw makes us require a commit. | 153 // Failing the draw makes us require a commit. |
142 state.DidDrawIfPossibleCompleted(false); | 154 state.DidDrawIfPossibleCompleted(false); |
143 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 155 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
144 state.NextAction()); | 156 state.NextAction()); |
145 state.UpdateState( | 157 state.UpdateState( |
146 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); | 158 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
(...skipping 10 matching lines...) Expand all Loading... | |
157 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); | 169 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); |
158 | 170 |
159 state.SetVisible(true); | 171 state.SetVisible(true); |
160 state.SetCanDraw(true); | 172 state.SetCanDraw(true); |
161 state.SetNeedsRedraw(true); | 173 state.SetNeedsRedraw(true); |
162 EXPECT_TRUE(state.RedrawPending()); | 174 EXPECT_TRUE(state.RedrawPending()); |
163 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 175 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); |
164 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 176 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
165 | 177 |
166 // We're drawing now. | 178 // We're drawing now. |
167 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 179 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
168 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 180 state.NextAction()); |
181 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); | |
169 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 182 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
170 EXPECT_FALSE(state.RedrawPending()); | 183 EXPECT_FALSE(state.RedrawPending()); |
171 EXPECT_FALSE(state.CommitPending()); | 184 EXPECT_FALSE(state.CommitPending()); |
172 | 185 |
173 // While still in the same begin frame callback on the main thread, | 186 // While still in the same begin frame callback on the main thread, |
174 // set needs redraw again. This should not redraw. | 187 // set needs redraw again. This should not redraw. |
175 state.SetNeedsRedraw(true); | 188 state.SetNeedsRedraw(true); |
176 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 189 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
177 | 190 |
178 // Failing the draw makes us require a commit. | 191 // Failing the draw makes us require a commit. |
(...skipping 18 matching lines...) Expand all Loading... | |
197 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 210 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
198 state.NextAction()); | 211 state.NextAction()); |
199 state.UpdateState( | 212 state.UpdateState( |
200 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); | 213 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
201 EXPECT_TRUE(state.CommitPending()); | 214 EXPECT_TRUE(state.CommitPending()); |
202 | 215 |
203 // Then initiate a draw. | 216 // Then initiate a draw. |
204 state.SetNeedsRedraw(true); | 217 state.SetNeedsRedraw(true); |
205 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 218 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); |
206 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 219 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
207 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 220 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
221 state.NextAction()); | |
208 EXPECT_TRUE(state.RedrawPending()); | 222 EXPECT_TRUE(state.RedrawPending()); |
209 | 223 |
210 // Fail the draw. | 224 // Fail the draw. |
211 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 225 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
212 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 226 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
213 state.DidDrawIfPossibleCompleted(false); | 227 state.DidDrawIfPossibleCompleted(false); |
214 EXPECT_TRUE(state.RedrawPending()); | 228 EXPECT_TRUE(state.RedrawPending()); |
215 // But the commit is ongoing. | 229 // But the commit is ongoing. |
216 EXPECT_TRUE(state.CommitPending()); | 230 EXPECT_TRUE(state.CommitPending()); |
217 | 231 |
218 // Finish the commit. | 232 // Finish the commit. |
219 state.FinishCommit(); | 233 state.FinishCommit(); |
220 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 234 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
221 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); | 235 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); |
222 EXPECT_TRUE(state.RedrawPending()); | 236 EXPECT_TRUE(state.RedrawPending()); |
223 | 237 |
224 // And we should be allowed to draw again. | 238 // And we should be allowed to draw again. |
225 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 239 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
240 state.NextAction()); | |
226 } | 241 } |
227 | 242 |
228 TEST(SchedulerStateMachineTest, | 243 TEST(SchedulerStateMachineTest, |
229 TestCommitAfterFailedAndSuccessfulDrawDoesNotAllowDrawInSameFrame) { | |
230 SchedulerSettings default_scheduler_settings; | |
231 StateMachine state(default_scheduler_settings); | |
232 state.SetCanStart(); | |
233 state.UpdateState(state.NextAction()); | |
234 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); | |
235 state.SetVisible(true); | |
236 state.SetCanDraw(true); | |
237 | |
238 // Start a commit. | |
239 state.SetNeedsCommit(); | |
240 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | |
241 state.NextAction()); | |
242 state.UpdateState( | |
243 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); | |
244 EXPECT_TRUE(state.CommitPending()); | |
245 | |
246 // Then initiate a draw. | |
247 state.SetNeedsRedraw(true); | |
248 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | |
249 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | |
250 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | |
251 EXPECT_TRUE(state.RedrawPending()); | |
252 | |
253 // Fail the draw. | |
254 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | |
255 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | |
256 state.DidDrawIfPossibleCompleted(false); | |
257 EXPECT_TRUE(state.RedrawPending()); | |
258 // But the commit is ongoing. | |
259 EXPECT_TRUE(state.CommitPending()); | |
260 | |
261 // Force a draw. | |
262 state.SetNeedsForcedRedraw(true); | |
263 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | |
264 | |
265 // Do the forced draw. | |
266 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_FORCED); | |
267 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | |
268 EXPECT_FALSE(state.RedrawPending()); | |
269 // And the commit is still ongoing. | |
270 EXPECT_TRUE(state.CommitPending()); | |
271 | |
272 // Finish the commit. | |
273 state.FinishCommit(); | |
274 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | |
275 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); | |
276 EXPECT_TRUE(state.RedrawPending()); | |
277 | |
278 // And we should not be allowed to draw again in the same frame.. | |
279 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | |
280 } | |
281 | |
282 TEST(SchedulerStateMachineTest, | |
283 TestFailedDrawsWillEventuallyForceADrawAfterTheNextCommit) { | 244 TestFailedDrawsWillEventuallyForceADrawAfterTheNextCommit) { |
284 SchedulerSettings default_scheduler_settings; | 245 SchedulerSettings default_scheduler_settings; |
285 StateMachine state(default_scheduler_settings); | 246 StateMachine state(default_scheduler_settings); |
286 state.SetCanStart(); | 247 state.SetCanStart(); |
287 state.UpdateState(state.NextAction()); | 248 state.UpdateState(state.NextAction()); |
288 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); | 249 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); |
289 state.SetVisible(true); | 250 state.SetVisible(true); |
290 state.SetCanDraw(true); | 251 state.SetCanDraw(true); |
291 state.SetMaximumNumberOfFailedDrawsBeforeDrawIsForced(1); | 252 state.SetMaximumNumberOfFailedDrawsBeforeDrawIsForced(1); |
292 | 253 |
293 // Start a commit. | 254 // Start a commit. |
294 state.SetNeedsCommit(); | 255 state.SetNeedsCommit(); |
295 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 256 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
296 state.NextAction()); | 257 state.NextAction()); |
297 state.UpdateState( | 258 state.UpdateState( |
298 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); | 259 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
299 EXPECT_TRUE(state.CommitPending()); | 260 EXPECT_TRUE(state.CommitPending()); |
300 | 261 |
301 // Then initiate a draw. | 262 // Then initiate a draw. |
302 state.SetNeedsRedraw(true); | 263 state.SetNeedsRedraw(true); |
303 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 264 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); |
304 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 265 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
305 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 266 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
267 state.NextAction()); | |
306 EXPECT_TRUE(state.RedrawPending()); | 268 EXPECT_TRUE(state.RedrawPending()); |
307 | 269 |
308 // Fail the draw. | 270 // Fail the draw. |
309 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 271 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
310 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 272 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
311 state.DidDrawIfPossibleCompleted(false); | 273 state.DidDrawIfPossibleCompleted(false); |
312 EXPECT_TRUE(state.RedrawPending()); | 274 EXPECT_TRUE(state.RedrawPending()); |
313 // But the commit is ongoing. | 275 // But the commit is ongoing. |
314 EXPECT_TRUE(state.CommitPending()); | 276 EXPECT_TRUE(state.CommitPending()); |
315 | 277 |
316 // Finish the commit. Note, we should not yet be forcing a draw, but should | 278 // Finish the commit. Note, we should not yet be forcing a draw, but should |
317 // continue the commit as usual. | 279 // continue the commit as usual. |
318 state.FinishCommit(); | 280 state.FinishCommit(); |
319 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 281 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
320 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); | 282 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); |
321 EXPECT_TRUE(state.RedrawPending()); | 283 EXPECT_TRUE(state.RedrawPending()); |
322 | 284 |
323 // The redraw should be forced in this case. | 285 // The redraw should be forced in this case. |
324 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 286 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_FORCED, |
287 state.NextAction()); | |
325 } | 288 } |
326 | 289 |
327 TEST(SchedulerStateMachineTest, | 290 TEST(SchedulerStateMachineTest, |
328 TestFailedDrawIsRetriedInNextBeginFrameForImplThread) { | 291 TestFailedDrawIsRetriedInNextBeginFrameForImplThread) { |
329 SchedulerSettings default_scheduler_settings; | 292 SchedulerSettings default_scheduler_settings; |
330 StateMachine state(default_scheduler_settings); | 293 StateMachine state(default_scheduler_settings); |
331 state.SetCanStart(); | 294 state.SetCanStart(); |
332 state.UpdateState(state.NextAction()); | 295 state.UpdateState(state.NextAction()); |
333 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); | 296 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); |
334 state.SetVisible(true); | 297 state.SetVisible(true); |
335 state.SetCanDraw(true); | 298 state.SetCanDraw(true); |
336 | 299 |
337 // Start a draw. | 300 // Start a draw. |
338 state.SetNeedsRedraw(true); | 301 state.SetNeedsRedraw(true); |
339 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 302 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); |
340 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 303 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
341 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 304 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
305 state.NextAction()); | |
342 EXPECT_TRUE(state.RedrawPending()); | 306 EXPECT_TRUE(state.RedrawPending()); |
343 | 307 |
344 // Fail the draw. | 308 // Fail the draw. |
345 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 309 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
346 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 310 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
347 state.DidDrawIfPossibleCompleted(false); | 311 state.DidDrawIfPossibleCompleted(false); |
348 EXPECT_TRUE(state.RedrawPending()); | 312 EXPECT_TRUE(state.RedrawPending()); |
349 | 313 |
350 // We should not be trying to draw again now, but we have a commit pending. | 314 // 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, | 315 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
352 state.NextAction()); | 316 state.NextAction()); |
353 | 317 |
354 state.DidLeaveBeginFrame(); | 318 state.DidLeaveBeginFrame(); |
355 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 319 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); |
356 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 320 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
357 | 321 |
358 // We should try to draw again in the next begin frame on the impl thread. | 322 // 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()); | 323 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
324 state.NextAction()); | |
360 } | 325 } |
361 | 326 |
362 TEST(SchedulerStateMachineTest, TestDoestDrawTwiceInSameFrame) { | 327 TEST(SchedulerStateMachineTest, TestDoestDrawTwiceInSameFrame) { |
363 SchedulerSettings default_scheduler_settings; | 328 SchedulerSettings default_scheduler_settings; |
364 StateMachine state(default_scheduler_settings); | 329 StateMachine state(default_scheduler_settings); |
365 state.SetCanStart(); | 330 state.SetCanStart(); |
366 state.UpdateState(state.NextAction()); | 331 state.UpdateState(state.NextAction()); |
367 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); | 332 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); |
368 state.SetVisible(true); | 333 state.SetVisible(true); |
369 state.SetCanDraw(true); | 334 state.SetCanDraw(true); |
370 state.SetNeedsRedraw(true); | 335 state.SetNeedsRedraw(true); |
371 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 336 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); |
372 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 337 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
373 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 338 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
374 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 339 state.NextAction()); |
340 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); | |
375 | 341 |
376 // While still in the same begin frame for the impl thread, set needs redraw | 342 // While still in the same begin frame for the impl thread, set needs redraw |
377 // again. This should not redraw. | 343 // again. This should not redraw. |
378 state.SetNeedsRedraw(true); | 344 state.SetNeedsRedraw(true); |
379 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 345 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
380 | 346 |
381 // Move to another frame. This should now draw. | 347 // Move to another frame. This should now draw. |
382 state.DidDrawIfPossibleCompleted(true); | 348 state.DidDrawIfPossibleCompleted(true); |
383 state.DidLeaveBeginFrame(); | 349 state.DidLeaveBeginFrame(); |
384 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 350 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); |
385 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 351 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
386 | 352 |
387 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 353 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
388 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 354 state.NextAction()); |
355 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); | |
389 state.DidDrawIfPossibleCompleted(true); | 356 state.DidDrawIfPossibleCompleted(true); |
390 EXPECT_FALSE(state.BeginFrameNeededToDrawByImplThread()); | 357 EXPECT_FALSE(state.BeginFrameNeededToDrawByImplThread()); |
391 } | 358 } |
392 | 359 |
393 TEST(SchedulerStateMachineTest, TestNextActionDrawsOnBeginFrame) { | 360 TEST(SchedulerStateMachineTest, TestNextActionDrawsOnBeginFrame) { |
394 SchedulerSettings default_scheduler_settings; | 361 SchedulerSettings default_scheduler_settings; |
395 | 362 |
396 // When not in BeginFrame, or in BeginFrame but not visible, | 363 // When not in BeginFrame, or in BeginFrame but not visible, |
397 // don't draw. | 364 // don't draw. |
398 size_t num_commit_states = | 365 size_t num_commit_states = |
399 sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState); | 366 sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState); |
400 for (size_t i = 0; i < num_commit_states; ++i) { | 367 for (size_t i = 0; i < num_commit_states; ++i) { |
401 for (size_t j = 0; j < 2; ++j) { | 368 for (size_t j = 0; j < 2; ++j) { |
402 StateMachine state(default_scheduler_settings); | 369 StateMachine state(default_scheduler_settings); |
403 state.SetCanStart(); | 370 state.SetCanStart(); |
404 state.UpdateState(state.NextAction()); | 371 state.UpdateState(state.NextAction()); |
405 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); | 372 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); |
406 state.SetCommitState(all_commit_states[i]); | 373 state.SetCommitState(all_commit_states[i]); |
407 bool visible = j; | 374 bool visible = j; |
408 if (!visible) { | 375 if (!visible) { |
409 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 376 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
410 state.SetVisible(false); | 377 state.SetVisible(false); |
411 } else { | 378 } else { |
412 state.SetVisible(true); | 379 state.SetVisible(true); |
413 } | 380 } |
414 | 381 |
415 // Case 1: needs_commit=false | 382 // Case 1: needs_commit=false |
416 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, | 383 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
417 state.NextAction()); | 384 state.NextAction()); |
418 | 385 |
419 // Case 2: needs_commit=true | 386 // Case 2: needs_commit=true |
420 state.SetNeedsCommit(); | 387 state.SetNeedsCommit(); |
421 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, | 388 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
422 state.NextAction()); | 389 state.NextAction()); |
423 } | 390 } |
424 } | 391 } |
425 | 392 |
426 // When in BeginFrame, or not in BeginFrame but needs_forced_dedraw | 393 // 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 | 394 // set, should always draw except if you're ready to commit, in which case |
428 // commit. | 395 // commit. |
429 for (size_t i = 0; i < num_commit_states; ++i) { | 396 for (size_t i = 0; i < num_commit_states; ++i) { |
430 for (size_t j = 0; j < 2; ++j) { | 397 for (size_t j = 0; j < 2; ++j) { |
398 bool request_readback = j; | |
399 | |
400 // Skip invalid states | |
401 if (request_readback && | |
402 (SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW != | |
403 all_commit_states[i])) | |
404 continue; | |
405 | |
431 StateMachine state(default_scheduler_settings); | 406 StateMachine state(default_scheduler_settings); |
432 state.SetCanStart(); | 407 state.SetCanStart(); |
433 state.UpdateState(state.NextAction()); | 408 state.UpdateState(state.NextAction()); |
434 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); | 409 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); |
435 state.SetCanDraw(true); | 410 state.SetCanDraw(true); |
436 state.SetCommitState(all_commit_states[i]); | 411 state.SetCommitState(all_commit_states[i]); |
437 bool forced_draw = j; | 412 if (!request_readback) { |
438 if (!forced_draw) { | |
439 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 413 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
440 state.SetNeedsRedraw(true); | 414 state.SetNeedsRedraw(true); |
441 state.SetVisible(true); | 415 state.SetVisible(true); |
442 } else { | 416 } else { |
443 state.SetNeedsForcedRedraw(true); | 417 state.SetNeedsForcedRedrawForReadback(); |
444 } | 418 } |
445 | 419 |
446 SchedulerStateMachine::Action expected_action; | 420 SchedulerStateMachine::Action expected_action; |
447 if (all_commit_states[i] != | 421 if (all_commit_states[i] != |
448 SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT) { | 422 SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT) { |
449 expected_action = | 423 expected_action = |
450 forced_draw ? SchedulerStateMachine::ACTION_DRAW_FORCED | 424 request_readback |
451 : SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE; | 425 ? SchedulerStateMachine::ACTION_DRAW_AND_READBACK |
426 : SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE; | |
452 } else { | 427 } else { |
453 expected_action = SchedulerStateMachine::ACTION_COMMIT; | 428 expected_action = SchedulerStateMachine::ACTION_COMMIT; |
454 } | 429 } |
455 | 430 |
456 // Case 1: needs_commit=false. | 431 // Case 1: needs_commit=false. |
457 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 432 EXPECT_NE(state.BeginFrameNeededToDrawByImplThread(), request_readback) |
433 << *state.AsValue(); | |
458 EXPECT_EQ(expected_action, state.NextAction()) << *state.AsValue(); | 434 EXPECT_EQ(expected_action, state.NextAction()) << *state.AsValue(); |
459 | 435 |
460 // Case 2: needs_commit=true. | 436 // Case 2: needs_commit=true. |
461 state.SetNeedsCommit(); | 437 state.SetNeedsCommit(); |
462 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 438 EXPECT_NE(state.BeginFrameNeededToDrawByImplThread(), request_readback) |
439 << *state.AsValue(); | |
463 EXPECT_EQ(expected_action, state.NextAction()) << *state.AsValue(); | 440 EXPECT_EQ(expected_action, state.NextAction()) << *state.AsValue(); |
464 } | 441 } |
465 } | 442 } |
466 } | 443 } |
467 | 444 |
468 TEST(SchedulerStateMachineTest, TestNoCommitStatesRedrawWhenInvisible) { | 445 TEST(SchedulerStateMachineTest, TestNoCommitStatesRedrawWhenInvisible) { |
469 SchedulerSettings default_scheduler_settings; | 446 SchedulerSettings default_scheduler_settings; |
470 | 447 |
471 size_t num_commit_states = | 448 size_t num_commit_states = |
472 sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState); | 449 sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState); |
473 for (size_t i = 0; i < num_commit_states; ++i) { | 450 for (size_t i = 0; i < num_commit_states; ++i) { |
474 // There shouldn't be any drawing regardless of BeginFrame. | 451 // There shouldn't be any drawing regardless of BeginFrame. |
475 for (size_t j = 0; j < 2; ++j) { | 452 for (size_t j = 0; j < 2; ++j) { |
476 StateMachine state(default_scheduler_settings); | 453 StateMachine state(default_scheduler_settings); |
477 state.SetCanStart(); | 454 state.SetCanStart(); |
478 state.UpdateState(state.NextAction()); | 455 state.UpdateState(state.NextAction()); |
479 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); | 456 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); |
480 state.SetCommitState(all_commit_states[i]); | 457 state.SetCommitState(all_commit_states[i]); |
481 state.SetVisible(false); | 458 state.SetVisible(false); |
482 state.SetNeedsRedraw(true); | 459 state.SetNeedsRedraw(true); |
483 state.SetNeedsForcedRedraw(false); | |
484 if (j == 1) | 460 if (j == 1) |
485 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 461 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
486 | 462 |
487 // Case 1: needs_commit=false. | 463 // Case 1: needs_commit=false. |
488 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, | 464 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
489 state.NextAction()); | 465 state.NextAction()); |
490 | 466 |
491 // Case 2: needs_commit=true. | 467 // Case 2: needs_commit=true. |
492 state.SetNeedsCommit(); | 468 state.SetNeedsCommit(); |
493 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, | 469 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
494 state.NextAction()); | 470 state.NextAction()); |
495 } | 471 } |
496 } | 472 } |
497 } | 473 } |
498 | 474 |
499 TEST(SchedulerStateMachineTest, TestCanRedraw_StopsDraw) { | 475 TEST(SchedulerStateMachineTest, TestCanRedraw_StopsDraw) { |
500 SchedulerSettings default_scheduler_settings; | 476 SchedulerSettings default_scheduler_settings; |
501 | 477 |
502 size_t num_commit_states = | 478 size_t num_commit_states = |
503 sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState); | 479 sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState); |
504 for (size_t i = 0; i < num_commit_states; ++i) { | 480 for (size_t i = 0; i < num_commit_states; ++i) { |
505 // There shouldn't be any drawing regardless of BeginFrame. | 481 // There shouldn't be any drawing regardless of BeginFrame. |
506 for (size_t j = 0; j < 2; ++j) { | 482 for (size_t j = 0; j < 2; ++j) { |
507 StateMachine state(default_scheduler_settings); | 483 StateMachine state(default_scheduler_settings); |
508 state.SetCanStart(); | 484 state.SetCanStart(); |
509 state.UpdateState(state.NextAction()); | 485 state.UpdateState(state.NextAction()); |
510 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); | 486 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); |
511 state.SetCommitState(all_commit_states[i]); | 487 state.SetCommitState(all_commit_states[i]); |
512 state.SetVisible(false); | 488 state.SetVisible(false); |
513 state.SetNeedsRedraw(true); | 489 state.SetNeedsRedraw(true); |
514 state.SetNeedsForcedRedraw(false); | |
515 if (j == 1) | 490 if (j == 1) |
516 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 491 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
517 | 492 |
518 state.SetCanDraw(false); | 493 state.SetCanDraw(false); |
519 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, | 494 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
520 state.NextAction()); | 495 state.NextAction()); |
521 } | 496 } |
522 } | 497 } |
523 } | 498 } |
524 | 499 |
525 TEST(SchedulerStateMachineTest, | 500 TEST(SchedulerStateMachineTest, |
526 TestCanRedrawWithWaitingForFirstDrawMakesProgress) { | 501 TestCanRedrawWithWaitingForFirstDrawMakesProgress) { |
527 SchedulerSettings default_scheduler_settings; | 502 SchedulerSettings default_scheduler_settings; |
528 StateMachine state(default_scheduler_settings); | 503 StateMachine state(default_scheduler_settings); |
529 state.SetCanStart(); | 504 state.SetCanStart(); |
530 state.UpdateState(state.NextAction()); | 505 state.UpdateState(state.NextAction()); |
531 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); | 506 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); |
532 state.SetCommitState( | 507 |
533 SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW); | 508 state.SetVisible(true); |
509 state.SetNeedsCommit(); | |
510 EXPECT_ACTION_UPDATE_STATE( | |
511 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); | |
512 state.FinishCommit(); | |
513 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); | |
514 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, | |
515 state.CommitState()); | |
516 | |
534 state.SetNeedsCommit(); | 517 state.SetNeedsCommit(); |
535 state.SetNeedsRedraw(true); | 518 state.SetNeedsRedraw(true); |
536 state.SetVisible(true); | 519 state.SetVisible(true); |
537 state.SetCanDraw(false); | 520 state.SetCanDraw(false); |
538 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT, | 521 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT) |
539 state.NextAction()); | 522 |
540 state.UpdateState(state.NextAction()); | 523 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
541 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 524 EXPECT_ACTION_UPDATE_STATE( |
542 state.NextAction()); | 525 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
526 state.DidLeaveBeginFrame(); | |
527 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); | |
543 } | 528 } |
544 | 529 |
545 TEST(SchedulerStateMachineTest, TestsetNeedsCommitIsNotLost) { | 530 TEST(SchedulerStateMachineTest, TestsetNeedsCommitIsNotLost) { |
546 SchedulerSettings default_scheduler_settings; | 531 SchedulerSettings default_scheduler_settings; |
547 StateMachine state(default_scheduler_settings); | 532 StateMachine state(default_scheduler_settings); |
548 state.SetCanStart(); | 533 state.SetCanStart(); |
549 state.UpdateState(state.NextAction()); | 534 state.UpdateState(state.NextAction()); |
550 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); | 535 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); |
551 state.SetNeedsCommit(); | 536 state.SetNeedsCommit(); |
552 state.SetVisible(true); | 537 state.SetVisible(true); |
(...skipping 16 matching lines...) Expand all Loading... | |
569 state.CommitState()); | 554 state.CommitState()); |
570 | 555 |
571 // Expect to commit regardless of BeginFrame state. | 556 // Expect to commit regardless of BeginFrame state. |
572 state.DidLeaveBeginFrame(); | 557 state.DidLeaveBeginFrame(); |
573 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 558 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
574 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 559 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
575 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 560 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
576 | 561 |
577 // Commit and make sure we draw on next BeginFrame | 562 // Commit and make sure we draw on next BeginFrame |
578 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); | 563 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); |
579 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 564 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
565 state.NextAction()); | |
580 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, | 566 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
581 state.CommitState()); | 567 state.CommitState()); |
582 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 568 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); |
583 state.DidDrawIfPossibleCompleted(true); | 569 state.DidDrawIfPossibleCompleted(true); |
584 | 570 |
585 // Verify that another commit will begin. | 571 // Verify that another commit will begin. |
586 state.DidLeaveBeginFrame(); | 572 state.DidLeaveBeginFrame(); |
587 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 573 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
588 state.NextAction()); | 574 state.NextAction()); |
589 } | 575 } |
590 | 576 |
591 TEST(SchedulerStateMachineTest, TestFullCycle) { | 577 TEST(SchedulerStateMachineTest, TestFullCycle) { |
592 SchedulerSettings default_scheduler_settings; | 578 SchedulerSettings default_scheduler_settings; |
(...skipping 27 matching lines...) Expand all Loading... | |
620 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); | 606 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); |
621 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, | 607 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
622 state.CommitState()); | 608 state.CommitState()); |
623 EXPECT_TRUE(state.NeedsRedraw()); | 609 EXPECT_TRUE(state.NeedsRedraw()); |
624 | 610 |
625 // Expect to do nothing until BeginFrame. | 611 // Expect to do nothing until BeginFrame. |
626 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 612 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
627 | 613 |
628 // At BeginFrame, draw. | 614 // At BeginFrame, draw. |
629 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 615 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
630 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 616 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
631 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 617 state.NextAction()); |
618 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); | |
632 state.DidDrawIfPossibleCompleted(true); | 619 state.DidDrawIfPossibleCompleted(true); |
633 state.DidLeaveBeginFrame(); | 620 state.DidLeaveBeginFrame(); |
634 | 621 |
635 // Should be synchronized, no draw needed, no action needed. | 622 // Should be synchronized, no draw needed, no action needed. |
636 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); | 623 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
637 EXPECT_FALSE(state.NeedsRedraw()); | 624 EXPECT_FALSE(state.NeedsRedraw()); |
638 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 625 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
639 } | 626 } |
640 | 627 |
641 TEST(SchedulerStateMachineTest, TestFullCycleWithCommitRequestInbetween) { | 628 TEST(SchedulerStateMachineTest, TestFullCycleWithCommitRequestInbetween) { |
(...skipping 32 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... | |
674 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); | 661 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); |
675 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, | 662 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
676 state.CommitState()); | 663 state.CommitState()); |
677 EXPECT_TRUE(state.NeedsRedraw()); | 664 EXPECT_TRUE(state.NeedsRedraw()); |
678 | 665 |
679 // Expect to do nothing until BeginFrame. | 666 // Expect to do nothing until BeginFrame. |
680 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 667 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
681 | 668 |
682 // At BeginFrame, draw. | 669 // At BeginFrame, draw. |
683 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 670 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
684 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 671 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
685 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 672 state.NextAction()); |
673 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); | |
686 state.DidDrawIfPossibleCompleted(true); | 674 state.DidDrawIfPossibleCompleted(true); |
687 state.DidLeaveBeginFrame(); | 675 state.DidLeaveBeginFrame(); |
688 | 676 |
689 // Should be synchronized, no draw needed, no action needed. | 677 // Should be synchronized, no draw needed, no action needed. |
690 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); | 678 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
691 EXPECT_FALSE(state.NeedsRedraw()); | 679 EXPECT_FALSE(state.NeedsRedraw()); |
692 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 680 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
693 state.NextAction()); | 681 state.NextAction()); |
694 } | 682 } |
695 | 683 |
(...skipping 84 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... | |
780 state.BeginFrameAbortedByMainThread(true); | 768 state.BeginFrameAbortedByMainThread(true); |
781 | 769 |
782 // Verify that another commit doesn't start on the same frame. | 770 // Verify that another commit doesn't start on the same frame. |
783 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); | 771 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
784 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 772 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
785 EXPECT_FALSE(state.NeedsCommit()); | 773 EXPECT_FALSE(state.NeedsCommit()); |
786 | 774 |
787 // Start a new frame; draw because this is the first frame since output | 775 // Start a new frame; draw because this is the first frame since output |
788 // surface init'd. | 776 // surface init'd. |
789 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 777 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
790 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()) | 778 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
779 state.NextAction()) | |
791 << *state.AsValue(); | 780 << *state.AsValue(); |
792 state.DidLeaveBeginFrame(); | 781 state.DidLeaveBeginFrame(); |
793 | 782 |
794 // Verify another commit doesn't start on another frame either. | 783 // Verify another commit doesn't start on another frame either. |
795 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); | 784 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
796 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 785 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
797 EXPECT_FALSE(state.NeedsCommit()); | 786 EXPECT_FALSE(state.NeedsCommit()); |
798 | 787 |
799 // Verify another commit can start if requested, though. | 788 // Verify another commit can start if requested, though. |
800 state.SetNeedsCommit(); | 789 state.SetNeedsCommit(); |
(...skipping 88 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... | |
889 state.FinishCommit(); | 878 state.FinishCommit(); |
890 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 879 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
891 state.UpdateState(state.NextAction()); | 880 state.UpdateState(state.NextAction()); |
892 // Finishing the first commit after initializing an output surface should | 881 // Finishing the first commit after initializing an output surface should |
893 // automatically cause a redraw. | 882 // automatically cause a redraw. |
894 EXPECT_TRUE(state.RedrawPending()); | 883 EXPECT_TRUE(state.RedrawPending()); |
895 | 884 |
896 // Once the context is recreated, whether we draw should be based on | 885 // Once the context is recreated, whether we draw should be based on |
897 // SetCanDraw. | 886 // SetCanDraw. |
898 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 887 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
899 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 888 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
889 state.NextAction()); | |
900 state.SetCanDraw(false); | 890 state.SetCanDraw(false); |
901 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT, | 891 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT, |
902 state.NextAction()); | 892 state.NextAction()); |
903 state.SetCanDraw(true); | 893 state.SetCanDraw(true); |
904 state.DidLeaveBeginFrame(); | 894 state.DidLeaveBeginFrame(); |
905 } | 895 } |
906 | 896 |
907 TEST(SchedulerStateMachineTest, TestContextLostWhileCommitInProgress) { | 897 TEST(SchedulerStateMachineTest, TestContextLostWhileCommitInProgress) { |
908 SchedulerSettings default_scheduler_settings; | 898 SchedulerSettings default_scheduler_settings; |
909 StateMachine state(default_scheduler_settings); | 899 StateMachine state(default_scheduler_settings); |
910 state.SetCanStart(); | 900 state.SetCanStart(); |
911 state.UpdateState(state.NextAction()); | 901 state.UpdateState(state.NextAction()); |
912 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); | 902 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); |
913 state.SetVisible(true); | 903 state.SetVisible(true); |
914 state.SetCanDraw(true); | 904 state.SetCanDraw(true); |
915 | 905 |
916 // Get a commit in flight. | 906 // Get a commit in flight. |
917 state.SetNeedsCommit(); | 907 state.SetNeedsCommit(); |
918 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 908 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
919 state.NextAction()); | 909 state.NextAction()); |
920 state.UpdateState(state.NextAction()); | 910 state.UpdateState(state.NextAction()); |
921 | 911 |
922 // Set damage and expect a draw. | 912 // Set damage and expect a draw. |
923 state.SetNeedsRedraw(true); | 913 state.SetNeedsRedraw(true); |
924 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 914 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
925 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 915 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
916 state.NextAction()); | |
926 state.UpdateState(state.NextAction()); | 917 state.UpdateState(state.NextAction()); |
927 state.DidLeaveBeginFrame(); | 918 state.DidLeaveBeginFrame(); |
928 | 919 |
929 // Cause a lost context while the begin frame is in flight | 920 // Cause a lost context while the begin frame is in flight |
930 // for the main thread. | 921 // for the main thread. |
931 state.DidLoseOutputSurface(); | 922 state.DidLoseOutputSurface(); |
932 | 923 |
933 // Ask for another draw. Expect nothing happens. | 924 // Ask for another draw. Expect nothing happens. |
934 state.SetNeedsRedraw(true); | 925 state.SetNeedsRedraw(true); |
935 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 926 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
(...skipping 32 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... | |
968 | 959 |
969 // Get a commit in flight. | 960 // Get a commit in flight. |
970 state.SetNeedsCommit(); | 961 state.SetNeedsCommit(); |
971 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 962 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
972 state.NextAction()); | 963 state.NextAction()); |
973 state.UpdateState(state.NextAction()); | 964 state.UpdateState(state.NextAction()); |
974 | 965 |
975 // Set damage and expect a draw. | 966 // Set damage and expect a draw. |
976 state.SetNeedsRedraw(true); | 967 state.SetNeedsRedraw(true); |
977 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 968 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
978 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 969 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, |
970 state.NextAction()); | |
979 state.UpdateState(state.NextAction()); | 971 state.UpdateState(state.NextAction()); |
980 state.DidLeaveBeginFrame(); | 972 state.DidLeaveBeginFrame(); |
981 | 973 |
982 // Cause a lost context while the begin frame is in flight | 974 // Cause a lost context while the begin frame is in flight |
983 // for the main thread. | 975 // for the main thread. |
984 state.DidLoseOutputSurface(); | 976 state.DidLoseOutputSurface(); |
985 | 977 |
986 // Ask for another draw and also set needs commit. Expect nothing happens. | 978 // Ask for another draw and also set needs commit. Expect nothing happens. |
987 state.SetNeedsRedraw(true); | 979 state.SetNeedsRedraw(true); |
988 state.SetNeedsCommit(); | 980 state.SetNeedsCommit(); |
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1015 StateMachine state(default_scheduler_settings); | 1007 StateMachine state(default_scheduler_settings); |
1016 state.SetCanStart(); | 1008 state.SetCanStart(); |
1017 state.UpdateState(state.NextAction()); | 1009 state.UpdateState(state.NextAction()); |
1018 state.DidCreateAndInitializeOutputSurface(); | 1010 state.DidCreateAndInitializeOutputSurface(); |
1019 state.SetVisible(true); | 1011 state.SetVisible(true); |
1020 state.SetCanDraw(true); | 1012 state.SetCanDraw(true); |
1021 | 1013 |
1022 // Cause a lost context lost. | 1014 // Cause a lost context lost. |
1023 state.DidLoseOutputSurface(); | 1015 state.DidLoseOutputSurface(); |
1024 | 1016 |
1025 // Ask a forced redraw and verify it ocurrs. | 1017 // Ask a forced redraw and verify it ocurrs, even with a lost context, |
1026 state.SetNeedsForcedRedraw(true); | 1018 // independent of the BeginFrame stae. |
1027 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 1019 state.SetNeedsForcedRedrawForReadback(); |
1028 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 1020 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_DRAW_AND_READBACK); |
1029 state.DidLeaveBeginFrame(); | |
1030 | 1021 |
1031 // Clear the forced redraw bit. | 1022 // Forced redraws for readbacks need to be followed by a new commit |
1032 state.SetNeedsForcedRedraw(false); | 1023 // to replace the readback commit. |
1024 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | |
1025 state.CommitState()); | |
1026 state.FinishCommit(); | |
1027 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); | |
1028 | |
1029 // We don't yet have an output surface, so we the draw and swap should abort. | |
1030 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT); | |
1033 | 1031 |
1034 // Expect to be told to begin context recreation, independent of | 1032 // Expect to be told to begin context recreation, independent of |
1035 // BeginFrame state | 1033 // BeginFrame state. |
1036 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 1034 EXPECT_ACTION_UPDATE_STATE( |
1035 SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION); | |
1036 | |
1037 // Ask a readback and verify it ocurrs. | |
1038 state.SetNeedsForcedRedrawForReadback(); | |
1039 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_READBACK, | |
1037 state.NextAction()); | 1040 state.NextAction()); |
1038 state.UpdateState(state.NextAction()); | |
1039 | |
1040 // Ask a forced redraw and verify it ocurrs. | |
1041 state.SetNeedsForcedRedraw(true); | |
1042 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | |
1043 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | |
1044 state.DidLeaveBeginFrame(); | |
1045 } | 1041 } |
1046 | 1042 |
1047 TEST(SchedulerStateMachineTest, DontDrawBeforeCommitAfterLostOutputSurface) { | 1043 TEST(SchedulerStateMachineTest, DontDrawBeforeCommitAfterLostOutputSurface) { |
1048 SchedulerSettings default_scheduler_settings; | 1044 SchedulerSettings default_scheduler_settings; |
1049 StateMachine state(default_scheduler_settings); | 1045 StateMachine state(default_scheduler_settings); |
1050 state.SetCanStart(); | 1046 state.SetCanStart(); |
1051 state.UpdateState(state.NextAction()); | 1047 state.UpdateState(state.NextAction()); |
1052 state.DidCreateAndInitializeOutputSurface(); | 1048 state.DidCreateAndInitializeOutputSurface(); |
1053 state.SetVisible(true); | 1049 state.SetVisible(true); |
1054 state.SetCanDraw(true); | 1050 state.SetCanDraw(true); |
(...skipping 14 matching lines...) Expand all Loading... | |
1069 | 1065 |
1070 TEST(SchedulerStateMachineTest, | 1066 TEST(SchedulerStateMachineTest, |
1071 TestSendBeginFrameToMainThreadWhenInvisibleAndForceCommit) { | 1067 TestSendBeginFrameToMainThreadWhenInvisibleAndForceCommit) { |
1072 SchedulerSettings default_scheduler_settings; | 1068 SchedulerSettings default_scheduler_settings; |
1073 StateMachine state(default_scheduler_settings); | 1069 StateMachine state(default_scheduler_settings); |
1074 state.SetCanStart(); | 1070 state.SetCanStart(); |
1075 state.UpdateState(state.NextAction()); | 1071 state.UpdateState(state.NextAction()); |
1076 state.DidCreateAndInitializeOutputSurface(); | 1072 state.DidCreateAndInitializeOutputSurface(); |
1077 state.SetVisible(false); | 1073 state.SetVisible(false); |
1078 state.SetNeedsCommit(); | 1074 state.SetNeedsCommit(); |
1079 state.SetNeedsForcedCommit(); | 1075 state.SetNeedsForcedCommitForReadback(); |
1080 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 1076 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
1081 state.NextAction()); | 1077 state.NextAction()); |
1082 } | 1078 } |
1083 | 1079 |
1084 TEST(SchedulerStateMachineTest, | 1080 TEST(SchedulerStateMachineTest, |
1085 TestSendBeginFrameToMainThreadWhenCanStartFalseAndForceCommit) { | 1081 TestSendBeginFrameToMainThreadWhenCanStartFalseAndForceCommit) { |
1086 SchedulerSettings default_scheduler_settings; | 1082 SchedulerSettings default_scheduler_settings; |
1087 StateMachine state(default_scheduler_settings); | 1083 StateMachine state(default_scheduler_settings); |
1088 state.SetVisible(true); | 1084 state.SetVisible(true); |
1089 state.SetCanDraw(true); | 1085 state.SetCanDraw(true); |
1090 state.SetNeedsCommit(); | 1086 state.SetNeedsCommit(); |
1091 state.SetNeedsForcedCommit(); | 1087 state.SetNeedsForcedCommitForReadback(); |
1092 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 1088 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
1093 state.NextAction()); | 1089 state.NextAction()); |
1094 } | 1090 } |
1095 | 1091 |
1096 TEST(SchedulerStateMachineTest, TestFinishCommitWhenCommitInProgress) { | 1092 TEST(SchedulerStateMachineTest, TestFinishCommitWhenCommitInProgress) { |
1097 SchedulerSettings default_scheduler_settings; | 1093 SchedulerSettings default_scheduler_settings; |
1098 StateMachine state(default_scheduler_settings); | 1094 StateMachine state(default_scheduler_settings); |
1099 state.SetCanStart(); | 1095 state.SetCanStart(); |
1100 state.UpdateState(state.NextAction()); | 1096 state.UpdateState(state.NextAction()); |
1101 state.DidCreateAndInitializeOutputSurface(); | 1097 state.DidCreateAndInitializeOutputSurface(); |
(...skipping 12 matching lines...) Expand all Loading... | |
1114 state.UpdateState(state.NextAction()); | 1110 state.UpdateState(state.NextAction()); |
1115 | 1111 |
1116 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 1112 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
1117 } | 1113 } |
1118 | 1114 |
1119 TEST(SchedulerStateMachineTest, TestFinishCommitWhenForcedCommitInProgress) { | 1115 TEST(SchedulerStateMachineTest, TestFinishCommitWhenForcedCommitInProgress) { |
1120 SchedulerSettings default_scheduler_settings; | 1116 SchedulerSettings default_scheduler_settings; |
1121 StateMachine state(default_scheduler_settings); | 1117 StateMachine state(default_scheduler_settings); |
1122 state.SetCanStart(); | 1118 state.SetCanStart(); |
1123 state.UpdateState(state.NextAction()); | 1119 state.UpdateState(state.NextAction()); |
1124 state.DidCreateAndInitializeOutputSurface(); | 1120 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); |
1125 state.SetVisible(false); | 1121 state.SetVisible(false); |
1126 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS); | 1122 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS); |
1127 state.SetNeedsCommit(); | 1123 state.SetNeedsCommit(); |
1128 state.SetNeedsForcedCommit(); | 1124 state.SetNeedsForcedCommitForReadback(); |
1129 | 1125 |
1126 // The commit for readback interupts the normal commit. | |
1130 state.FinishCommit(); | 1127 state.FinishCommit(); |
1131 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 1128 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
1132 state.UpdateState(state.NextAction()); | |
1133 | 1129 |
1134 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, | 1130 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
1135 state.CommitState()); | 1131 state.CommitState()); |
1132 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_DRAW_AND_READBACK); | |
1136 | 1133 |
1137 // If we are waiting for forced draw then we know a begin frame is already | 1134 // When the readback interrupts the normal commit, we should not get |
1138 // in flight for the main thread. | 1135 // another BeginFrame on the impl thread when the readback completes. |
1139 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 1136 EXPECT_NE(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
1137 state.NextAction()); | |
1138 | |
1139 // The normal commit can then proceed. | |
1140 state.FinishCommit(); | |
1141 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); | |
1140 } | 1142 } |
1141 | 1143 |
1142 TEST(SchedulerStateMachineTest, TestInitialActionsWhenContextLost) { | 1144 TEST(SchedulerStateMachineTest, TestInitialActionsWhenContextLost) { |
1143 SchedulerSettings default_scheduler_settings; | 1145 SchedulerSettings default_scheduler_settings; |
1144 StateMachine state(default_scheduler_settings); | 1146 StateMachine state(default_scheduler_settings); |
1145 state.SetCanStart(); | 1147 state.SetCanStart(); |
1146 state.UpdateState(state.NextAction()); | 1148 state.UpdateState(state.NextAction()); |
1147 state.DidCreateAndInitializeOutputSurface(); | 1149 state.DidCreateAndInitializeOutputSurface(); |
1148 state.SetVisible(true); | 1150 state.SetVisible(true); |
1149 state.SetCanDraw(true); | 1151 state.SetCanDraw(true); |
1150 state.SetNeedsCommit(); | 1152 state.SetNeedsCommit(); |
1151 state.DidLoseOutputSurface(); | 1153 state.DidLoseOutputSurface(); |
1152 | 1154 |
1153 // When we are visible, we normally want to begin output surface creation | 1155 // When we are visible, we normally want to begin output surface creation |
1154 // as soon as possible. | 1156 // as soon as possible. |
1155 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 1157 EXPECT_ACTION_UPDATE_STATE( |
1156 state.NextAction()) << *state.AsValue(); | 1158 SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION); |
1157 | 1159 |
1160 state.DidCreateAndInitializeOutputSurface(); | |
1161 EXPECT_EQ(state.output_surface_state(), | |
1162 SchedulerStateMachine::OUTPUT_SURFACE_WAITING_FOR_FIRST_COMMIT); | |
1158 | 1163 |
1159 // We should not send a BeginFrame to them main thread when we are invisible | 1164 // 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 | 1165 // even if we've lost the output surface and are trying to get the first |
1161 // just abort anyway. | 1166 // commit, since the main thread will just abort anyway. |
1162 state.SetVisible(false); | 1167 state.SetVisible(false); |
1163 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, | 1168 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, |
1164 state.NextAction()) << *state.AsValue(); | 1169 state.NextAction()) << *state.AsValue(); |
1165 | 1170 |
1166 // If there is a forced commit, however, we could be blocking a readback | 1171 // 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 | 1172 // on the main thread, so we need to unblock it before we can get our |
1168 // output surface, even if we are not visible. | 1173 // output surface, even if we are not visible. |
1169 state.SetNeedsForcedCommit(); | 1174 state.SetNeedsForcedCommitForReadback(); |
1170 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 1175 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
1171 state.NextAction()) << *state.AsValue(); | 1176 state.NextAction()) |
1177 << *state.AsValue(); | |
1172 } | 1178 } |
1173 | 1179 |
1174 TEST(SchedulerStateMachineTest, TestImmediateFinishCommit) { | 1180 TEST(SchedulerStateMachineTest, TestImmediateFinishCommit) { |
1175 SchedulerSettings default_scheduler_settings; | 1181 SchedulerSettings default_scheduler_settings; |
1176 StateMachine state(default_scheduler_settings); | 1182 StateMachine state(default_scheduler_settings); |
1177 state.SetCanStart(); | 1183 state.SetCanStart(); |
1178 state.UpdateState(state.NextAction()); | 1184 state.UpdateState(state.NextAction()); |
1179 state.DidCreateAndInitializeOutputSurface(); | 1185 state.DidCreateAndInitializeOutputSurface(); |
1180 state.SetVisible(true); | 1186 state.SetVisible(true); |
1181 state.SetCanDraw(true); | 1187 state.SetCanDraw(true); |
1182 | 1188 |
1183 // Schedule a forced frame, commit it, draw it. | 1189 // Schedule a readback, commit it, draw it. |
1184 state.SetNeedsCommit(); | 1190 state.SetNeedsCommit(); |
1185 state.SetNeedsForcedCommit(); | 1191 state.SetNeedsForcedCommitForReadback(); |
1186 state.UpdateState(state.NextAction()); | 1192 EXPECT_ACTION_UPDATE_STATE( |
1193 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); | |
1187 state.FinishCommit(); | 1194 state.FinishCommit(); |
1188 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 1195 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
1189 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 1196 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
1190 state.CommitState()); | 1197 state.CommitState()); |
1191 state.UpdateState(state.NextAction()); | 1198 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
1192 | 1199 |
1193 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, | 1200 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
1194 state.CommitState()); | 1201 state.CommitState()); |
1195 | 1202 |
1196 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 1203 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); | 1204 state.DidDrawIfPossibleCompleted(true); |
1202 state.DidLeaveBeginFrame(); | 1205 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
1203 | 1206 |
1204 // Should be waiting for the normal begin frame from the main thread. | 1207 // Should be waiting for the normal begin frame from the main thread. |
1205 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 1208 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
1206 state.CommitState()); | 1209 state.CommitState()); |
1207 } | 1210 } |
1208 | 1211 |
1209 TEST(SchedulerStateMachineTest, TestImmediateFinishCommitDuringCommit) { | 1212 TEST(SchedulerStateMachineTest, TestImmediateFinishCommitDuringCommit) { |
1210 SchedulerSettings default_scheduler_settings; | 1213 SchedulerSettings default_scheduler_settings; |
1211 StateMachine state(default_scheduler_settings); | 1214 StateMachine state(default_scheduler_settings); |
1212 state.SetCanStart(); | 1215 state.SetCanStart(); |
1213 state.UpdateState(state.NextAction()); | 1216 state.UpdateState(state.NextAction()); |
1214 state.DidCreateAndInitializeOutputSurface(); | 1217 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); |
1215 state.SetVisible(true); | 1218 state.SetVisible(true); |
1216 state.SetCanDraw(true); | 1219 state.SetCanDraw(true); |
1217 | 1220 |
1218 // Start a normal commit. | 1221 // Start a normal commit. |
1219 state.SetNeedsCommit(); | 1222 state.SetNeedsCommit(); |
1220 state.UpdateState(state.NextAction()); | 1223 EXPECT_ACTION_UPDATE_STATE( |
1224 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); | |
1221 | 1225 |
1222 // Schedule a forced frame, commit it, draw it. | 1226 // Schedule a readback, commit it, draw it. |
1223 state.SetNeedsCommit(); | 1227 state.SetNeedsCommit(); |
1224 state.SetNeedsForcedCommit(); | 1228 state.SetNeedsForcedCommitForReadback(); |
1225 state.UpdateState(state.NextAction()); | 1229 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
1226 state.FinishCommit(); | 1230 state.FinishCommit(); |
1227 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | |
1228 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 1231 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
1229 state.CommitState()); | 1232 state.CommitState()); |
1230 state.UpdateState(state.NextAction()); | 1233 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
1231 | 1234 |
1232 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, | 1235 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
1233 state.CommitState()); | 1236 state.CommitState()); |
1234 | 1237 |
1235 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 1238 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); | 1239 state.DidDrawIfPossibleCompleted(true); |
1241 state.DidLeaveBeginFrame(); | 1240 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
1242 | 1241 |
1243 // Should be waiting for the normal begin frame from the main thread. | 1242 // Should be waiting for the normal begin frame from the main thread. |
1244 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 1243 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
1245 state.CommitState()) | 1244 state.CommitState()) |
1246 << *state.AsValue(); | 1245 << *state.AsValue(); |
1247 } | 1246 } |
1248 | 1247 |
1249 TEST(SchedulerStateMachineTest, | 1248 TEST(SchedulerStateMachineTest, |
1250 ImmediateBeginFrameAbortedByMainThreadWhileInvisible) { | 1249 ImmediateBeginFrameAbortedByMainThreadWhileInvisible) { |
1251 SchedulerSettings default_scheduler_settings; | 1250 SchedulerSettings default_scheduler_settings; |
1252 StateMachine state(default_scheduler_settings); | 1251 StateMachine state(default_scheduler_settings); |
1253 state.SetCanStart(); | 1252 state.SetCanStart(); |
1254 state.UpdateState(state.NextAction()); | 1253 state.UpdateState(state.NextAction()); |
1255 state.DidCreateAndInitializeOutputSurface(); | 1254 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); |
1256 state.SetVisible(true); | 1255 state.SetVisible(true); |
1257 state.SetCanDraw(true); | 1256 state.SetCanDraw(true); |
1258 | 1257 |
1259 state.SetNeedsCommit(); | 1258 state.SetNeedsCommit(); |
1260 state.UpdateState(state.NextAction()); | 1259 EXPECT_ACTION_UPDATE_STATE( |
1260 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); | |
1261 | 1261 |
1262 state.SetNeedsCommit(); | 1262 state.SetNeedsCommit(); |
1263 state.SetNeedsForcedCommit(); | 1263 state.SetNeedsForcedCommitForReadback(); |
1264 state.UpdateState(state.NextAction()); | 1264 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
1265 state.FinishCommit(); | 1265 state.FinishCommit(); |
1266 | 1266 |
1267 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | |
1268 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 1267 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
1269 state.CommitState()); | 1268 state.CommitState()); |
1270 state.UpdateState(state.NextAction()); | 1269 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
1271 | 1270 |
1272 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, | 1271 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
1273 state.CommitState()); | 1272 state.CommitState()); |
1274 | 1273 |
1275 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 1274 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); | 1275 state.DidDrawIfPossibleCompleted(true); |
1281 state.DidLeaveBeginFrame(); | 1276 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
1282 | 1277 |
1283 // Should be waiting for the main thread's begin frame. | 1278 // Should be waiting for the main thread's begin frame. |
1284 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 1279 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
1285 state.CommitState()) | 1280 state.CommitState()) |
1286 << *state.AsValue(); | 1281 << *state.AsValue(); |
1287 | 1282 |
1288 // Become invisible and abort the main thread's begin frame. | 1283 // Become invisible and abort the main thread's begin frame. |
1289 state.SetVisible(false); | 1284 state.SetVisible(false); |
1290 state.BeginFrameAbortedByMainThread(false); | 1285 state.BeginFrameAbortedByMainThread(false); |
1291 | 1286 |
1292 // Should be back in the idle state, but needing a commit. | 1287 // Should be back in the idle state, but needing a commit. |
1293 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); | 1288 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
1294 EXPECT_TRUE(state.NeedsCommit()); | 1289 EXPECT_TRUE(state.NeedsCommit()); |
1295 } | 1290 } |
1296 | 1291 |
1297 TEST(SchedulerStateMachineTest, ImmediateFinishCommitWhileCantDraw) { | 1292 TEST(SchedulerStateMachineTest, ImmediateFinishCommitWhileCantDraw) { |
1298 SchedulerSettings default_scheduler_settings; | 1293 SchedulerSettings default_scheduler_settings; |
1299 StateMachine state(default_scheduler_settings); | 1294 StateMachine state(default_scheduler_settings); |
1300 state.SetCanStart(); | 1295 state.SetCanStart(); |
1301 state.UpdateState(state.NextAction()); | 1296 state.UpdateState(state.NextAction()); |
1302 state.DidCreateAndInitializeOutputSurface(); | 1297 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); |
1303 state.SetVisible(true); | 1298 state.SetVisible(true); |
1304 state.SetCanDraw(false); | 1299 state.SetCanDraw(false); |
1305 | 1300 |
1306 state.SetNeedsCommit(); | 1301 state.SetNeedsCommit(); |
1307 state.UpdateState(state.NextAction()); | 1302 state.UpdateState(state.NextAction()); |
1308 | 1303 |
1309 state.SetNeedsCommit(); | 1304 state.SetNeedsCommit(); |
1310 state.SetNeedsForcedCommit(); | 1305 state.SetNeedsForcedCommitForReadback(); |
1311 state.UpdateState(state.NextAction()); | 1306 state.UpdateState(state.NextAction()); |
1312 state.FinishCommit(); | 1307 state.FinishCommit(); |
1313 | 1308 |
1314 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | |
1315 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 1309 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
1316 state.CommitState()); | 1310 state.CommitState()); |
1317 state.UpdateState(state.NextAction()); | 1311 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); |
1318 | 1312 |
1319 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, | 1313 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
1320 state.CommitState()); | 1314 state.CommitState()); |
1321 | 1315 |
1322 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 1316 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); | 1317 state.DidDrawIfPossibleCompleted(true); |
1328 state.DidLeaveBeginFrame(); | 1318 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); |
1329 } | 1319 } |
1330 | 1320 |
1331 TEST(SchedulerStateMachineTest, ReportIfNotDrawing) { | 1321 TEST(SchedulerStateMachineTest, ReportIfNotDrawing) { |
1332 SchedulerSettings default_scheduler_settings; | 1322 SchedulerSettings default_scheduler_settings; |
1333 StateMachine state(default_scheduler_settings); | 1323 StateMachine state(default_scheduler_settings); |
1334 state.SetCanStart(); | 1324 state.SetCanStart(); |
1335 state.UpdateState(state.NextAction()); | 1325 state.UpdateState(state.NextAction()); |
1336 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); | 1326 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); |
1337 | 1327 |
1338 state.SetCanDraw(true); | 1328 state.SetCanDraw(true); |
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1420 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 1410 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
1421 | 1411 |
1422 state.BeginFrameAbortedByMainThread(true); | 1412 state.BeginFrameAbortedByMainThread(true); |
1423 | 1413 |
1424 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 1414 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
1425 EXPECT_FALSE(state.PendingDrawsShouldBeAborted()); | 1415 EXPECT_FALSE(state.PendingDrawsShouldBeAborted()); |
1426 } | 1416 } |
1427 | 1417 |
1428 } // namespace | 1418 } // namespace |
1429 } // namespace cc | 1419 } // namespace cc |
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