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Issue 2544203003: Delete old RenderPassId mappings in SurfaceAggregator. (Closed)
Patch Set: minor change Created 4 years ago
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1 // Copyright 2014 The Chromium Authors. All rights reserved. 1 // Copyright 2014 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/surfaces/surface_aggregator.h" 5 #include "cc/surfaces/surface_aggregator.h"
6 6
7 #include <stddef.h> 7 #include <stddef.h>
8 #include <stdint.h> 8 #include <stdint.h>
9 9
10 #include <utility> 10 #include <utility>
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253 253
254 SubmitCompositorFrame(&factory_, passes, arraysize(passes), 254 SubmitCompositorFrame(&factory_, passes, arraysize(passes),
255 root_local_frame_id_); 255 root_local_frame_id_);
256 256
257 SurfaceId root_surface_id(factory_.frame_sink_id(), root_local_frame_id_); 257 SurfaceId root_surface_id(factory_.frame_sink_id(), root_local_frame_id_);
258 SurfaceId ids[] = {root_surface_id}; 258 SurfaceId ids[] = {root_surface_id};
259 259
260 AggregateAndVerify(passes, arraysize(passes), ids, arraysize(ids)); 260 AggregateAndVerify(passes, arraysize(passes), ids, arraysize(ids));
261 } 261 }
262 262
263 // Ensure that the render pass ID map properly keeps and deletes entries.
264 TEST_F(SurfaceAggregatorValidSurfaceTest, MultiPassDeallocation) {
265 test::Quad quads[][2] = {{test::Quad::SolidColorQuad(SK_ColorWHITE),
266 test::Quad::SolidColorQuad(SK_ColorLTGRAY)},
267 {test::Quad::SolidColorQuad(SK_ColorGRAY),
268 test::Quad::SolidColorQuad(SK_ColorDKGRAY)}};
269 test::Pass passes[] = {
270 test::Pass(quads[0], arraysize(quads[0]), RenderPassId(1, 2)),
271 test::Pass(quads[1], arraysize(quads[1]), RenderPassId(1, 1))};
272
273 SubmitCompositorFrame(&factory_, passes, arraysize(passes),
274 root_local_frame_id_);
275
276 SurfaceId surface_id(factory_.frame_sink_id(), root_local_frame_id_);
277
278 CompositorFrame aggregated_frame;
279 aggregated_frame = aggregator_.Aggregate(surface_id);
280 EXPECT_EQ(RenderPassId(1, 2), aggregated_frame.render_pass_list[0]->id);
danakj 2016/12/02 22:17:53 instead of hardcoding the result can u just store
281 EXPECT_EQ(RenderPassId(1, 1), aggregated_frame.render_pass_list[1]->id);
282
283 // Aggregated RenderPassIds should remain the same between frames.
284 aggregated_frame = aggregator_.Aggregate(surface_id);
285 EXPECT_EQ(RenderPassId(1, 2), aggregated_frame.render_pass_list[0]->id);
286 EXPECT_EQ(RenderPassId(1, 1), aggregated_frame.render_pass_list[1]->id);
287
288 test::Pass passes2[] = {
289 test::Pass(quads[0], arraysize(quads[0]), RenderPassId(1, 3)),
290 test::Pass(quads[1], arraysize(quads[1]), RenderPassId(1, 1))};
291
292 SubmitCompositorFrame(&factory_, passes2, arraysize(passes2),
293 root_local_frame_id_);
294
295 // The RenderPass that still exists should keep the same ID.
296 aggregated_frame = aggregator_.Aggregate(surface_id);
297 EXPECT_EQ(RenderPassId(1, 3), aggregated_frame.render_pass_list[0]->id);
danakj 2016/12/02 22:17:53 and then check this is a new thing with NE compare
298 EXPECT_EQ(RenderPassId(1, 1), aggregated_frame.render_pass_list[1]->id);
299
300 SubmitCompositorFrame(&factory_, passes, arraysize(passes),
301 root_local_frame_id_);
302
303 // RenderPassId(1, 2) didn't exist in the previous frame, so it should be
304 // mapped to a new ID.
305 aggregated_frame = aggregator_.Aggregate(surface_id);
306 EXPECT_EQ(RenderPassId(1, 4), aggregated_frame.render_pass_list[0]->id);
danakj 2016/12/02 22:17:53 same same?
307 EXPECT_EQ(RenderPassId(1, 1), aggregated_frame.render_pass_list[1]->id);
308 }
309
263 // This tests very simple embedding. root_surface has a frame containing a few 310 // This tests very simple embedding. root_surface has a frame containing a few
264 // solid color quads and a surface quad referencing embedded_surface. 311 // solid color quads and a surface quad referencing embedded_surface.
265 // embedded_surface has a frame containing only a solid color quad. The solid 312 // embedded_surface has a frame containing only a solid color quad. The solid
266 // color quad should be aggregated into the final frame. 313 // color quad should be aggregated into the final frame.
267 TEST_F(SurfaceAggregatorValidSurfaceTest, SimpleSurfaceReference) { 314 TEST_F(SurfaceAggregatorValidSurfaceTest, SimpleSurfaceReference) {
268 SurfaceFactory embedded_factory(kArbitraryChildFrameSinkId, &manager_, 315 SurfaceFactory embedded_factory(kArbitraryChildFrameSinkId, &manager_,
269 &empty_client_); 316 &empty_client_);
270 LocalFrameId embedded_local_frame_id = allocator_.GenerateId(); 317 LocalFrameId embedded_local_frame_id = allocator_.GenerateId();
271 SurfaceId embedded_surface_id(embedded_factory.frame_sink_id(), 318 SurfaceId embedded_surface_id(embedded_factory.frame_sink_id(),
272 embedded_local_frame_id); 319 embedded_local_frame_id);
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2034 // Output is insecure, so texture should be drawn. 2081 // Output is insecure, so texture should be drawn.
2035 EXPECT_EQ(DrawQuad::SOLID_COLOR, render_pass->quad_list.back()->material); 2082 EXPECT_EQ(DrawQuad::SOLID_COLOR, render_pass->quad_list.back()->material);
2036 2083
2037 factory1.EvictSurface(); 2084 factory1.EvictSurface();
2038 factory2.EvictSurface(); 2085 factory2.EvictSurface();
2039 } 2086 }
2040 2087
2041 } // namespace 2088 } // namespace
2042 } // namespace cc 2089 } // namespace cc
2043 2090
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