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Unified Diff: cc/scheduler/scheduler_state_machine_unittest.cc

Issue 2379343003: Revert of cc: Remove frame queuing from the scheduler. (Closed)
Patch Set: Created 4 years, 3 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 4a16da23a40bc0bf42e94325addd9a632880f7c6..7f28395a8310a657c04929e7df181c70831811b4 100644
--- a/cc/scheduler/scheduler_state_machine_unittest.cc
+++ b/cc/scheduler/scheduler_state_machine_unittest.cc
@@ -35,18 +35,18 @@
EXPECT_ENUM_EQ(ActionToString, expected, state.NextAction()) \
<< state.AsValue()->ToString()
-#define EXPECT_ACTION_UPDATE_STATE(action) \
- EXPECT_ACTION(action); \
- if (action == SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE || \
- action == SchedulerStateMachine::ACTION_DRAW_AND_SWAP_FORCED) { \
- EXPECT_IMPL_FRAME_STATE( \
- SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE); \
- } \
- PerformAction(&state, action); \
- if (action == SchedulerStateMachine::ACTION_NONE) { \
- if (state.begin_impl_frame_state() == \
- SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE) \
- state.OnBeginImplFrameIdle(); \
+#define EXPECT_ACTION_UPDATE_STATE(action) \
+ EXPECT_ACTION(action); \
+ if (action == SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE || \
+ action == SchedulerStateMachine::ACTION_DRAW_AND_SWAP_FORCED) { \
+ EXPECT_IMPL_FRAME_STATE( \
+ SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE); \
+ } \
+ PerformAction(&state, action); \
+ if (action == SchedulerStateMachine::ACTION_NONE) { \
+ if (state.begin_impl_frame_state() == \
+ SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE) \
+ state.OnBeginImplFrameIdle(); \
}
#define SET_UP_STATE(state) \
@@ -62,17 +62,17 @@
namespace {
const SchedulerStateMachine::BeginImplFrameState all_begin_impl_frame_states[] =
- {
- SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_IDLE,
- SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME,
- SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE,
-};
+ {SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_IDLE,
+ SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME,
+ SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE, };
const SchedulerStateMachine::BeginMainFrameState begin_main_frame_states[] = {
SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_IDLE,
SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_SENT,
SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_STARTED,
- SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_READY_TO_COMMIT};
+ SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_READY_TO_COMMIT,
+ SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_WAITING_FOR_ACTIVATION,
+ SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_WAITING_FOR_DRAW};
// Exposes the protected state fields of the SchedulerStateMachine for testing
class StateMachine : public SchedulerStateMachine {
@@ -1112,55 +1112,60 @@
state.NotifyReadyToCommit();
EXPECT_MAIN_FRAME_STATE(
SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_READY_TO_COMMIT);
+
// Commit.
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
- // Commit always calls NotifyReadyToActivate in this mode.
+
+ // Now commit should wait for activation.
+ EXPECT_MAIN_FRAME_STATE(
+ SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_WAITING_FOR_ACTIVATION);
+
+ // No activation yet, so this commit is not drawn yet. Force to draw this
+ // frame, and still block BeginMainFrame.
+ state.SetNeedsRedraw(true);
+ state.SetNeedsBeginMainFrame();
+ state.OnBeginImplFrameDeadline();
+ EXPECT_ACTION_UPDATE_STATE(
+ SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
+
+ // Cannot BeginMainFrame yet since last commit is not yet activated and drawn.
+ state.OnBeginImplFrame();
+ EXPECT_MAIN_FRAME_STATE(
+ SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_WAITING_FOR_ACTIVATION);
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
+
+ // Now activate sync tree.
state.NotifyReadyToActivate();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ACTIVATE_SYNC_TREE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
-
- // No draw because we haven't received NotifyReadyToDraw yet.
- state.OnBeginImplFrameDeadline();
EXPECT_TRUE(state.active_tree_needs_first_draw());
EXPECT_TRUE(state.needs_redraw());
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
-
- // Can't BeginMainFrame yet since last commit hasn't been drawn yet.
- state.SetNeedsBeginMainFrame();
- state.OnBeginImplFrame();
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
-
- // Now call ready to draw which will allow the draw to happen and
- // BeginMainFrame to be sent.
- state.NotifyReadyToDraw();
- state.OnBeginImplFrameDeadline();
- EXPECT_ACTION_UPDATE_STATE(
- SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
- // Swap throttled from this point.
+ EXPECT_MAIN_FRAME_STATE(
+ SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_WAITING_FOR_DRAW);
+
+ // Swap throttled. Do not draw.
state.DidSwapBuffers();
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
-
- // Can't BeginMainFrame yet since we're swap throttled.
- state.OnBeginImplFrame();
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
-
- // Swap ack unblocks BeginMainFrame.
+ state.OnBeginImplFrameDeadline();
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.DidSwapBuffersComplete();
- EXPECT_ACTION_UPDATE_STATE(
- SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
- state.NotifyBeginMainFrameStarted();
- state.NotifyReadyToCommit();
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
- state.NotifyReadyToActivate();
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ACTIVATE_SYNC_TREE);
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
-
- // Draw the newly activated tree.
- state.NotifyReadyToDraw();
- state.OnBeginImplFrameDeadline();
- EXPECT_ACTION_UPDATE_STATE(
- SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
+
+ // Haven't draw since last commit, do not begin new main frame.
+ state.OnBeginImplFrame();
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
+
+ // At BeginImplFrame deadline, draw. This draws unblocks BeginMainFrame.
+ state.OnBeginImplFrameDeadline();
+ EXPECT_ACTION_UPDATE_STATE(
+ SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
+ state.DidSwapBuffers();
+ state.DidSwapBuffersComplete();
+
+ // Now will be able to start main frame.
+ EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_IDLE);
+ EXPECT_FALSE(state.needs_redraw());
+ EXPECT_ACTION_UPDATE_STATE(
+ SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
}
TEST(SchedulerStateMachineTest, TestFullCycleWithCommitRequestInbetween) {
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