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Unified Diff: cc/scheduler/scheduler_state_machine_unittest.cc

Issue 23503003: cc: Add readback and forced draw states to the Scheduler (Closed) Base URL: http://git.chromium.org/chromium/src.git@schedReorg3
Patch Set: Fix all the tests Created 7 years, 4 months ago
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Index: cc/scheduler/scheduler_state_machine_unittest.cc
diff --git a/cc/scheduler/scheduler_state_machine_unittest.cc b/cc/scheduler/scheduler_state_machine_unittest.cc
index 458428463ffaf4f6e46e6768fff9404a16ffda67..9e37c9f9f04ca4fbc849b505daf0b446f2034d5f 100644
--- a/cc/scheduler/scheduler_state_machine_unittest.cc
+++ b/cc/scheduler/scheduler_state_machine_unittest.cc
@@ -7,6 +7,10 @@
#include "cc/scheduler/scheduler.h"
#include "testing/gtest/include/gtest/gtest.h"
+#define EXPECT_ACTION_UPDATE_STATE(action) \
+ EXPECT_EQ(action, state.NextAction()) << *state.AsValue(); \
+ state.UpdateState(action);
+
namespace cc {
namespace {
@@ -32,13 +36,29 @@ class StateMachine : public SchedulerStateMachine {
void SetCommitState(CommitState cs) { commit_state_ = cs; }
CommitState CommitState() const { return commit_state_; }
+ OutputSurfaceState output_surface_state() { return output_surface_state_; }
+
bool NeedsCommit() const { return needs_commit_; }
void SetNeedsRedraw(bool b) { needs_redraw_ = b; }
bool NeedsRedraw() const { return needs_redraw_; }
- void SetNeedsForcedRedraw(bool b) { needs_forced_redraw_ = b; }
- bool NeedsForcedRedraw() const { return needs_forced_redraw_; }
+ void SetNeedsForcedRedrawForTimeout(bool b) {
+ forced_redraw_state_ = FORCED_REDRAW_STATE_WAITING_FOR_COMMIT;
+ commit_state_ = COMMIT_STATE_WAITING_FOR_FIRST_DRAW;
+ }
+ bool NeedsForcedRedrawForTimeout() const {
+ return forced_redraw_state_ != FORCED_REDRAW_STATE_IDLE;
+ }
+
+ void SetNeedsForcedRedrawForReadback() {
+ readback_state_ = READBACK_STATE_WAITING_FOR_DRAW_AND_READBACK;
+ commit_state_ = COMMIT_STATE_WAITING_FOR_FIRST_DRAW;
+ }
+
+ bool NeedsForcedRedrawForReadback() const {
+ return readback_state_ != READBACK_STATE_IDLE;
+ }
bool CanDraw() const { return can_draw_; }
bool Visible() const { return visible_; }
@@ -108,15 +128,6 @@ TEST(SchedulerStateMachineTest, TestNextActionBeginsMainFrameIfNeeded) {
}
}
-TEST(SchedulerStateMachineTest, TestSetForcedRedrawDoesNotSetsNormalRedraw) {
brianderson 2013/08/29 19:23:10 I removed this test because ToT has been setting n
- SchedulerSettings default_scheduler_settings;
- SchedulerStateMachine state(default_scheduler_settings);
- state.SetCanDraw(true);
- state.SetNeedsForcedRedraw();
- EXPECT_FALSE(state.RedrawPending());
- EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread());
-}
-
TEST(SchedulerStateMachineTest,
TestFailedDrawSetsNeedsCommitAndDoesNotDrawAgain) {
SchedulerSettings default_scheduler_settings;
@@ -132,8 +143,9 @@ TEST(SchedulerStateMachineTest,
state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting());
// We're drawing now.
- EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
- state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE);
+ EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE,
+ state.NextAction());
+ state.UpdateState(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
EXPECT_FALSE(state.RedrawPending());
EXPECT_FALSE(state.CommitPending());
@@ -164,8 +176,9 @@ TEST(SchedulerStateMachineTest,
state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting());
// We're drawing now.
- EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
- state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE);
+ EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE,
+ state.NextAction());
+ state.UpdateState(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
EXPECT_FALSE(state.RedrawPending());
EXPECT_FALSE(state.CommitPending());
@@ -204,11 +217,12 @@ TEST(SchedulerStateMachineTest,
state.SetNeedsRedraw(true);
EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread());
state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting());
- EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
+ EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE,
+ state.NextAction());
EXPECT_TRUE(state.RedrawPending());
// Fail the draw.
- state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE);
+ state.UpdateState(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
state.DidDrawIfPossibleCompleted(false);
EXPECT_TRUE(state.RedrawPending());
@@ -222,61 +236,8 @@ TEST(SchedulerStateMachineTest,
EXPECT_TRUE(state.RedrawPending());
// And we should be allowed to draw again.
- EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
-}
-
-TEST(SchedulerStateMachineTest,
- TestCommitAfterFailedAndSuccessfulDrawDoesNotAllowDrawInSameFrame) {
- SchedulerSettings default_scheduler_settings;
- StateMachine state(default_scheduler_settings);
- state.SetCanStart();
- state.UpdateState(state.NextAction());
- state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
- state.SetVisible(true);
- state.SetCanDraw(true);
-
- // Start a commit.
- state.SetNeedsCommit();
- EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD,
+ EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE,
state.NextAction());
- state.UpdateState(
- SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD);
- EXPECT_TRUE(state.CommitPending());
-
- // Then initiate a draw.
- state.SetNeedsRedraw(true);
- EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread());
- state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting());
- EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
- EXPECT_TRUE(state.RedrawPending());
-
- // Fail the draw.
- state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE);
- EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
- state.DidDrawIfPossibleCompleted(false);
- EXPECT_TRUE(state.RedrawPending());
- // But the commit is ongoing.
- EXPECT_TRUE(state.CommitPending());
-
- // Force a draw.
- state.SetNeedsForcedRedraw(true);
- EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction());
-
- // Do the forced draw.
- state.UpdateState(SchedulerStateMachine::ACTION_DRAW_FORCED);
- EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
- EXPECT_FALSE(state.RedrawPending());
- // And the commit is still ongoing.
- EXPECT_TRUE(state.CommitPending());
-
- // Finish the commit.
- state.FinishCommit();
- EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction());
- state.UpdateState(SchedulerStateMachine::ACTION_COMMIT);
- EXPECT_TRUE(state.RedrawPending());
-
- // And we should not be allowed to draw again in the same frame..
- EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
}
TEST(SchedulerStateMachineTest,
@@ -302,11 +263,12 @@ TEST(SchedulerStateMachineTest,
state.SetNeedsRedraw(true);
EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread());
state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting());
- EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
+ EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE,
+ state.NextAction());
EXPECT_TRUE(state.RedrawPending());
// Fail the draw.
- state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE);
+ state.UpdateState(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
state.DidDrawIfPossibleCompleted(false);
EXPECT_TRUE(state.RedrawPending());
@@ -321,7 +283,8 @@ TEST(SchedulerStateMachineTest,
EXPECT_TRUE(state.RedrawPending());
// The redraw should be forced in this case.
- EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction());
+ EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_FORCED,
+ state.NextAction());
}
TEST(SchedulerStateMachineTest,
@@ -338,11 +301,12 @@ TEST(SchedulerStateMachineTest,
state.SetNeedsRedraw(true);
EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread());
state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting());
- EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
+ EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE,
+ state.NextAction());
EXPECT_TRUE(state.RedrawPending());
// Fail the draw.
- state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE);
+ state.UpdateState(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
state.DidDrawIfPossibleCompleted(false);
EXPECT_TRUE(state.RedrawPending());
@@ -356,7 +320,8 @@ TEST(SchedulerStateMachineTest,
state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting());
// We should try to draw again in the next begin frame on the impl thread.
- EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
+ EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE,
+ state.NextAction());
}
TEST(SchedulerStateMachineTest, TestDoestDrawTwiceInSameFrame) {
@@ -370,8 +335,9 @@ TEST(SchedulerStateMachineTest, TestDoestDrawTwiceInSameFrame) {
state.SetNeedsRedraw(true);
EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread());
state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting());
- EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
- state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE);
+ EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE,
+ state.NextAction());
+ state.UpdateState(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
// While still in the same begin frame for the impl thread, set needs redraw
// again. This should not redraw.
@@ -384,8 +350,9 @@ TEST(SchedulerStateMachineTest, TestDoestDrawTwiceInSameFrame) {
EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread());
state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting());
- EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
- state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE);
+ EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE,
+ state.NextAction());
+ state.UpdateState(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
state.DidDrawIfPossibleCompleted(true);
EXPECT_FALSE(state.BeginFrameNeededToDrawByImplThread());
}
@@ -413,12 +380,12 @@ TEST(SchedulerStateMachineTest, TestNextActionDrawsOnBeginFrame) {
}
// Case 1: needs_commit=false
- EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE,
+ EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE,
state.NextAction());
// Case 2: needs_commit=true
state.SetNeedsCommit();
- EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE,
+ EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE,
state.NextAction());
}
}
@@ -428,38 +395,48 @@ TEST(SchedulerStateMachineTest, TestNextActionDrawsOnBeginFrame) {
// commit.
for (size_t i = 0; i < num_commit_states; ++i) {
for (size_t j = 0; j < 2; ++j) {
+ bool request_readback = j;
+
+ // Skip invalid states
+ if (request_readback &&
+ (SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW !=
+ all_commit_states[i]))
+ continue;
+
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
state.SetCanDraw(true);
state.SetCommitState(all_commit_states[i]);
- bool forced_draw = j;
- if (!forced_draw) {
+ if (!request_readback) {
state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting());
state.SetNeedsRedraw(true);
state.SetVisible(true);
} else {
- state.SetNeedsForcedRedraw(true);
+ state.SetNeedsForcedRedrawForReadback();
}
SchedulerStateMachine::Action expected_action;
if (all_commit_states[i] !=
SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT) {
expected_action =
- forced_draw ? SchedulerStateMachine::ACTION_DRAW_FORCED
- : SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE;
+ request_readback
+ ? SchedulerStateMachine::ACTION_DRAW_AND_READBACK
+ : SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE;
} else {
expected_action = SchedulerStateMachine::ACTION_COMMIT;
}
// Case 1: needs_commit=false.
- EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread());
+ EXPECT_NE(state.BeginFrameNeededToDrawByImplThread(), request_readback)
+ << *state.AsValue();
EXPECT_EQ(expected_action, state.NextAction()) << *state.AsValue();
// Case 2: needs_commit=true.
state.SetNeedsCommit();
- EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread());
+ EXPECT_NE(state.BeginFrameNeededToDrawByImplThread(), request_readback)
+ << *state.AsValue();
EXPECT_EQ(expected_action, state.NextAction()) << *state.AsValue();
}
}
@@ -480,17 +457,16 @@ TEST(SchedulerStateMachineTest, TestNoCommitStatesRedrawWhenInvisible) {
state.SetCommitState(all_commit_states[i]);
state.SetVisible(false);
state.SetNeedsRedraw(true);
- state.SetNeedsForcedRedraw(false);
if (j == 1)
state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting());
// Case 1: needs_commit=false.
- EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE,
+ EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE,
state.NextAction());
// Case 2: needs_commit=true.
state.SetNeedsCommit();
- EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE,
+ EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE,
state.NextAction());
}
}
@@ -511,12 +487,11 @@ TEST(SchedulerStateMachineTest, TestCanRedraw_StopsDraw) {
state.SetCommitState(all_commit_states[i]);
state.SetVisible(false);
state.SetNeedsRedraw(true);
- state.SetNeedsForcedRedraw(false);
if (j == 1)
state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting());
state.SetCanDraw(false);
- EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE,
+ EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE,
state.NextAction());
}
}
@@ -529,17 +504,27 @@ TEST(SchedulerStateMachineTest,
state.SetCanStart();
state.UpdateState(state.NextAction());
state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
- state.SetCommitState(
- SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW);
+
+ state.SetVisible(true);
+ state.SetNeedsCommit();
+ EXPECT_ACTION_UPDATE_STATE(
+ SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD);
+ state.FinishCommit();
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
+ EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW,
+ state.CommitState());
+
state.SetNeedsCommit();
state.SetNeedsRedraw(true);
state.SetVisible(true);
state.SetCanDraw(false);
- EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT,
- state.NextAction());
- state.UpdateState(state.NextAction());
- EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD,
- state.NextAction());
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT)
+
+ state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting());
+ EXPECT_ACTION_UPDATE_STATE(
+ SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD);
+ state.DidLeaveBeginFrame();
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
}
TEST(SchedulerStateMachineTest, TestsetNeedsCommitIsNotLost) {
@@ -576,10 +561,11 @@ TEST(SchedulerStateMachineTest, TestsetNeedsCommitIsNotLost) {
// Commit and make sure we draw on next BeginFrame
state.UpdateState(SchedulerStateMachine::ACTION_COMMIT);
- EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
+ EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE,
+ state.NextAction());
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW,
state.CommitState());
- state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE);
+ state.UpdateState(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
state.DidDrawIfPossibleCompleted(true);
// Verify that another commit will begin.
@@ -627,8 +613,9 @@ TEST(SchedulerStateMachineTest, TestFullCycle) {
// At BeginFrame, draw.
state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting());
- EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
- state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE);
+ EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE,
+ state.NextAction());
+ state.UpdateState(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
state.DidDrawIfPossibleCompleted(true);
state.DidLeaveBeginFrame();
@@ -681,8 +668,9 @@ TEST(SchedulerStateMachineTest, TestFullCycleWithCommitRequestInbetween) {
// At BeginFrame, draw.
state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting());
- EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
- state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE);
+ EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE,
+ state.NextAction());
+ state.UpdateState(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
state.DidDrawIfPossibleCompleted(true);
state.DidLeaveBeginFrame();
@@ -787,7 +775,8 @@ TEST(SchedulerStateMachineTest, AbortBeginFrameAndCancelCommit) {
// Start a new frame; draw because this is the first frame since output
// surface init'd.
state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting());
- EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction())
+ EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE,
+ state.NextAction())
<< *state.AsValue();
state.DidLeaveBeginFrame();
@@ -896,7 +885,8 @@ TEST(SchedulerStateMachineTest,
// Once the context is recreated, whether we draw should be based on
// SetCanDraw.
state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting());
- EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
+ EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE,
+ state.NextAction());
state.SetCanDraw(false);
EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT,
state.NextAction());
@@ -922,7 +912,8 @@ TEST(SchedulerStateMachineTest, TestContextLostWhileCommitInProgress) {
// Set damage and expect a draw.
state.SetNeedsRedraw(true);
state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting());
- EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
+ EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE,
+ state.NextAction());
state.UpdateState(state.NextAction());
state.DidLeaveBeginFrame();
@@ -975,7 +966,8 @@ TEST(SchedulerStateMachineTest,
// Set damage and expect a draw.
state.SetNeedsRedraw(true);
state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting());
- EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
+ EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE,
+ state.NextAction());
state.UpdateState(state.NextAction());
state.DidLeaveBeginFrame();
@@ -1022,26 +1014,30 @@ TEST(SchedulerStateMachineTest, TestFinishAllRenderingWhileContextLost) {
// Cause a lost context lost.
state.DidLoseOutputSurface();
- // Ask a forced redraw and verify it ocurrs.
- state.SetNeedsForcedRedraw(true);
- state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting());
- EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction());
- state.DidLeaveBeginFrame();
+ // Ask a forced redraw and verify it ocurrs, even with a lost context,
+ // independent of the BeginFrame stae.
+ state.SetNeedsForcedRedrawForReadback();
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_DRAW_AND_READBACK);
+
+ // Forced redraws for readbacks need to be followed by a new commit
+ // to replace the readback commit.
+ EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS,
+ state.CommitState());
+ state.FinishCommit();
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
- // Clear the forced redraw bit.
- state.SetNeedsForcedRedraw(false);
+ // We don't yet have an output surface, so we the draw and swap should abort.
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT);
// Expect to be told to begin context recreation, independent of
- // BeginFrame state
- EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION,
- state.NextAction());
- state.UpdateState(state.NextAction());
+ // BeginFrame state.
+ EXPECT_ACTION_UPDATE_STATE(
+ SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION);
- // Ask a forced redraw and verify it ocurrs.
- state.SetNeedsForcedRedraw(true);
- state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting());
- EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction());
- state.DidLeaveBeginFrame();
+ // Ask a readback and verify it ocurrs.
+ state.SetNeedsForcedRedrawForReadback();
+ EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_READBACK,
+ state.NextAction());
}
TEST(SchedulerStateMachineTest, DontDrawBeforeCommitAfterLostOutputSurface) {
@@ -1076,7 +1072,7 @@ TEST(SchedulerStateMachineTest,
state.DidCreateAndInitializeOutputSurface();
state.SetVisible(false);
state.SetNeedsCommit();
- state.SetNeedsForcedCommit();
+ state.SetNeedsForcedCommitForReadback();
EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD,
state.NextAction());
}
@@ -1088,7 +1084,7 @@ TEST(SchedulerStateMachineTest,
state.SetVisible(true);
state.SetCanDraw(true);
state.SetNeedsCommit();
- state.SetNeedsForcedCommit();
+ state.SetNeedsForcedCommitForReadback();
EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD,
state.NextAction());
}
@@ -1121,22 +1117,28 @@ TEST(SchedulerStateMachineTest, TestFinishCommitWhenForcedCommitInProgress) {
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
- state.DidCreateAndInitializeOutputSurface();
+ state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
state.SetVisible(false);
state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS);
state.SetNeedsCommit();
- state.SetNeedsForcedCommit();
+ state.SetNeedsForcedCommitForReadback();
+ // The commit for readback interupts the normal commit.
state.FinishCommit();
- EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction());
- state.UpdateState(state.NextAction());
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
- EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW,
+ EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW,
state.CommitState());
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_DRAW_AND_READBACK);
- // If we are waiting for forced draw then we know a begin frame is already
- // in flight for the main thread.
- EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
+ // When the readback interrupts the normal commit, we should not get
+ // another BeginFrame on the impl thread when the readback completes.
+ EXPECT_NE(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD,
+ state.NextAction());
+
+ // The normal commit can then proceed.
+ state.FinishCommit();
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
}
TEST(SchedulerStateMachineTest, TestInitialActionsWhenContextLost) {
@@ -1152,13 +1154,16 @@ TEST(SchedulerStateMachineTest, TestInitialActionsWhenContextLost) {
// When we are visible, we normally want to begin output surface creation
// as soon as possible.
- EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION,
- state.NextAction()) << *state.AsValue();
+ EXPECT_ACTION_UPDATE_STATE(
+ SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION);
+ state.DidCreateAndInitializeOutputSurface();
+ EXPECT_EQ(state.output_surface_state(),
+ SchedulerStateMachine::OUTPUT_SURFACE_WAITING_FOR_FIRST_COMMIT);
- // We should not send a BeginFrame to them main thread when we are invisible
- // even if we've lost the output surface since the main thread will
- // just abort anyway.
+ // We should not send a BeginFrame to them main thread when we are invisible,
+ // even if we've lost the output surface and are trying to get the first
+ // commit, since the main thread will just abort anyway.
state.SetVisible(false);
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE,
state.NextAction()) << *state.AsValue();
@@ -1166,9 +1171,10 @@ TEST(SchedulerStateMachineTest, TestInitialActionsWhenContextLost) {
// If there is a forced commit, however, we could be blocking a readback
// on the main thread, so we need to unblock it before we can get our
// output surface, even if we are not visible.
- state.SetNeedsForcedCommit();
+ state.SetNeedsForcedCommitForReadback();
EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD,
- state.NextAction()) << *state.AsValue();
+ state.NextAction())
+ << *state.AsValue();
}
TEST(SchedulerStateMachineTest, TestImmediateFinishCommit) {
@@ -1180,26 +1186,23 @@ TEST(SchedulerStateMachineTest, TestImmediateFinishCommit) {
state.SetVisible(true);
state.SetCanDraw(true);
- // Schedule a forced frame, commit it, draw it.
+ // Schedule a readback, commit it, draw it.
state.SetNeedsCommit();
- state.SetNeedsForcedCommit();
- state.UpdateState(state.NextAction());
+ state.SetNeedsForcedCommitForReadback();
+ EXPECT_ACTION_UPDATE_STATE(
+ SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD);
state.FinishCommit();
EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction());
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT,
state.CommitState());
- state.UpdateState(state.NextAction());
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
- EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW,
+ EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW,
state.CommitState());
- state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting());
- EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
- state.SetNeedsForcedRedraw(true);
- EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction());
- state.UpdateState(state.NextAction());
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_DRAW_AND_READBACK);
state.DidDrawIfPossibleCompleted(true);
- state.DidLeaveBeginFrame();
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
// Should be waiting for the normal begin frame from the main thread.
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS,
@@ -1211,34 +1214,30 @@ TEST(SchedulerStateMachineTest, TestImmediateFinishCommitDuringCommit) {
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
- state.DidCreateAndInitializeOutputSurface();
+ state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
state.SetVisible(true);
state.SetCanDraw(true);
// Start a normal commit.
state.SetNeedsCommit();
- state.UpdateState(state.NextAction());
+ EXPECT_ACTION_UPDATE_STATE(
+ SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD);
- // Schedule a forced frame, commit it, draw it.
+ // Schedule a readback, commit it, draw it.
state.SetNeedsCommit();
- state.SetNeedsForcedCommit();
- state.UpdateState(state.NextAction());
+ state.SetNeedsForcedCommitForReadback();
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.FinishCommit();
- EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction());
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT,
state.CommitState());
- state.UpdateState(state.NextAction());
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
- EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW,
+ EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW,
state.CommitState());
- state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting());
- EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
- state.SetNeedsForcedRedraw(true);
- EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction());
- state.UpdateState(state.NextAction());
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_DRAW_AND_READBACK);
state.DidDrawIfPossibleCompleted(true);
- state.DidLeaveBeginFrame();
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
// Should be waiting for the normal begin frame from the main thread.
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS,
@@ -1252,33 +1251,29 @@ TEST(SchedulerStateMachineTest,
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
- state.DidCreateAndInitializeOutputSurface();
+ state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
state.SetVisible(true);
state.SetCanDraw(true);
state.SetNeedsCommit();
- state.UpdateState(state.NextAction());
+ EXPECT_ACTION_UPDATE_STATE(
+ SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD);
state.SetNeedsCommit();
- state.SetNeedsForcedCommit();
- state.UpdateState(state.NextAction());
+ state.SetNeedsForcedCommitForReadback();
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.FinishCommit();
- EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction());
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT,
state.CommitState());
- state.UpdateState(state.NextAction());
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
- EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW,
+ EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW,
state.CommitState());
- state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting());
- EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
- state.SetNeedsForcedRedraw(true);
- EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction());
- state.UpdateState(state.NextAction());
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_DRAW_AND_READBACK);
state.DidDrawIfPossibleCompleted(true);
- state.DidLeaveBeginFrame();
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
// Should be waiting for the main thread's begin frame.
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS,
@@ -1299,7 +1294,7 @@ TEST(SchedulerStateMachineTest, ImmediateFinishCommitWhileCantDraw) {
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
- state.DidCreateAndInitializeOutputSurface();
+ state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
state.SetVisible(true);
state.SetCanDraw(false);
@@ -1307,25 +1302,20 @@ TEST(SchedulerStateMachineTest, ImmediateFinishCommitWhileCantDraw) {
state.UpdateState(state.NextAction());
state.SetNeedsCommit();
- state.SetNeedsForcedCommit();
+ state.SetNeedsForcedCommitForReadback();
state.UpdateState(state.NextAction());
state.FinishCommit();
- EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction());
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT,
state.CommitState());
- state.UpdateState(state.NextAction());
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
- EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW,
+ EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW,
state.CommitState());
- state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting());
- EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
- state.SetNeedsForcedRedraw(true);
- EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction());
- state.UpdateState(state.NextAction());
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_DRAW_AND_READBACK);
state.DidDrawIfPossibleCompleted(true);
- state.DidLeaveBeginFrame();
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
}
TEST(SchedulerStateMachineTest, ReportIfNotDrawing) {

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