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Unified Diff: cc/scheduler/scheduler_state_machine_unittest.cc

Issue 2386183003: Revert of cc: Remove frame queuing from the scheduler. (patchset #14 id:400001 of https://coderevie… (Closed)
Patch Set: fix revert Created 4 years, 2 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..e0f21f9444fd29197e89ba5fb277e52ba62e31ae 100644
--- a/cc/scheduler/scheduler_state_machine_unittest.cc
+++ b/cc/scheduler/scheduler_state_machine_unittest.cc
@@ -72,7 +72,9 @@ 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 +1114,60 @@ TEST(SchedulerStateMachineTest, TestFullCycleWithCommitToActive) {
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.
- 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);
+ // Now commit should wait for activation.
+ EXPECT_MAIN_FRAME_STATE(
+ SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_WAITING_FOR_ACTIVATION);
- // Can't BeginMainFrame yet since last commit hasn't been drawn yet.
+ // 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.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.
- state.DidSwapBuffers();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
- // Can't BeginMainFrame yet since we're swap throttled.
+ // 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);
- // Swap ack unblocks BeginMainFrame.
- state.DidSwapBuffersComplete();
- EXPECT_ACTION_UPDATE_STATE(
- SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
- state.NotifyBeginMainFrameStarted();
- state.NotifyReadyToCommit();
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
+ // Now activate sync tree.
state.NotifyReadyToActivate();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ACTIVATE_SYNC_TREE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
+ EXPECT_TRUE(state.active_tree_needs_first_draw());
+ EXPECT_TRUE(state.needs_redraw());
+ EXPECT_MAIN_FRAME_STATE(
+ SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_WAITING_FOR_DRAW);
+
+ // Swap throttled. Do not draw.
+ state.DidSwapBuffers();
+ state.OnBeginImplFrameDeadline();
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
+ state.DidSwapBuffersComplete();
+
+ // Haven't draw since last commit, do not begin new main frame.
+ state.OnBeginImplFrame();
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
- // Draw the newly activated tree.
- state.NotifyReadyToDraw();
+ // At BeginImplFrame deadline, draw. This draws unblocks BeginMainFrame.
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
+ 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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