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Unified Diff: trunk/src/cc/scheduler/scheduler_state_machine_unittest.cc

Issue 254883004: Revert 266624 "cc: Split animating and drawing into separate act..." (Closed) Base URL: svn://svn.chromium.org/chrome/
Patch Set: Created 6 years, 8 months ago
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Index: trunk/src/cc/scheduler/scheduler_state_machine_unittest.cc
===================================================================
--- trunk/src/cc/scheduler/scheduler_state_machine_unittest.cc (revision 266894)
+++ trunk/src/cc/scheduler/scheduler_state_machine_unittest.cc (working copy)
@@ -237,7 +237,6 @@
EXPECT_TRUE(state.ShouldTriggerBeginImplFrameDeadlineEarly());
state.OnBeginImplFrameDeadline();
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
EXPECT_EQ(state.CommitState(), SchedulerStateMachine::COMMIT_STATE_IDLE);
@@ -309,7 +308,6 @@
EXPECT_TRUE(state.ShouldTriggerBeginImplFrameDeadlineEarly());
state.OnBeginImplFrameDeadline();
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
@@ -330,7 +328,6 @@
EXPECT_TRUE(state.RedrawPending());
EXPECT_TRUE(state.BeginFrameNeeded());
state.OnBeginImplFrame(BeginFrameArgs::CreateForTesting());
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.OnBeginImplFrameDeadline();
@@ -346,7 +343,6 @@
state.DidDrawIfPossibleCompleted(
DrawSwapReadbackResult::DRAW_ABORTED_CHECKERBOARD_ANIMATIONS);
state.OnBeginImplFrame(BeginFrameArgs::CreateForTesting());
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
EXPECT_TRUE(state.RedrawPending());
@@ -366,7 +362,6 @@
EXPECT_TRUE(state.BeginFrameNeeded());
state.OnBeginImplFrame(BeginFrameArgs::CreateForTesting());
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(
@@ -399,7 +394,6 @@
EXPECT_TRUE(state.RedrawPending());
EXPECT_TRUE(state.BeginFrameNeeded());
state.OnBeginImplFrame(BeginFrameArgs::CreateForTesting());
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.OnBeginImplFrameDeadline();
@@ -419,7 +413,6 @@
state.DidDrawIfPossibleCompleted(
DrawSwapReadbackResult::DRAW_ABORTED_CHECKERBOARD_ANIMATIONS);
state.OnBeginImplFrame(BeginFrameArgs::CreateForTesting());
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
EXPECT_TRUE(state.RedrawPending());
@@ -450,7 +443,6 @@
// Then initiate a draw.
state.SetNeedsRedraw(true);
state.OnBeginImplFrameDeadline();
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
@@ -473,7 +465,6 @@
// The redraw should be forced at the end of the next BeginImplFrame.
state.OnBeginImplFrame(BeginFrameArgs::CreateForTesting());
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
if (main_frame_before_draw_enabled) {
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
@@ -523,7 +514,6 @@
// Then initiate a draw.
state.SetNeedsRedraw(true);
state.OnBeginImplFrameDeadline();
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
@@ -576,7 +566,6 @@
state.SetNeedsRedraw(true);
EXPECT_TRUE(state.BeginFrameNeeded());
state.OnBeginImplFrame(BeginFrameArgs::CreateForTesting());
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.OnBeginImplFrameDeadline();
EXPECT_TRUE(state.RedrawPending());
@@ -594,7 +583,6 @@
// We should not be trying to draw again now, but we have a commit pending.
EXPECT_TRUE(state.BeginFrameNeeded());
state.OnBeginImplFrame(BeginFrameArgs::CreateForTesting());
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
// We should try to draw again at the end of the next BeginImplFrame on
@@ -618,7 +606,6 @@
// Draw the first frame.
EXPECT_TRUE(state.BeginFrameNeeded());
state.OnBeginImplFrame(BeginFrameArgs::CreateForTesting());
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.OnBeginImplFrameDeadline();
@@ -636,7 +623,6 @@
EXPECT_TRUE(state.BeginFrameNeeded());
state.OnBeginImplFrame(BeginFrameArgs::CreateForTesting());
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.OnBeginImplFrameDeadline();
@@ -700,7 +686,6 @@
state.SetCommitState(all_commit_states[i]);
state.SetBeginImplFrameState(
SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE);
-
if (request_readback) {
state.SetNeedsForcedRedrawForReadback();
} else {
@@ -717,9 +702,6 @@
} else {
expected_action =
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE;
- EXPECT_EQ(state.NextAction(), SchedulerStateMachine::ACTION_ANIMATE)
- << *state.AsValue();
- state.UpdateState(state.NextAction());
}
// Case 1: needs_commit=false.
@@ -877,7 +859,6 @@
// Finish the commit, then make sure we start the next commit immediately
// and draw on the next BeginImplFrame.
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
if (main_frame_before_draw_enabled) {
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
@@ -944,7 +925,6 @@
// At BeginImplFrame deadline, draw.
state.OnBeginImplFrameDeadline();
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
state.DidDrawIfPossibleCompleted(DrawSwapReadbackResult::DRAW_SUCCESS);
@@ -996,7 +976,6 @@
// At BeginImplFrame deadline, draw.
state.OnBeginImplFrameDeadline();
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
state.DidDrawIfPossibleCompleted(DrawSwapReadbackResult::DRAW_SUCCESS);
@@ -1105,7 +1084,6 @@
// Start a new frame; draw because this is the first frame since output
// surface init'd.
state.OnBeginImplFrame(BeginFrameArgs::CreateForTesting());
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(
@@ -1231,7 +1209,6 @@
// Once the context is recreated, whether we draw should be based on
// SetCanDraw.
state.OnBeginImplFrame(BeginFrameArgs::CreateForTesting());
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.OnBeginImplFrameDeadline();
EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE,
@@ -1259,7 +1236,6 @@
// Set damage and expect a draw.
state.SetNeedsRedraw(true);
state.OnBeginImplFrame(BeginFrameArgs::CreateForTesting());
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
@@ -1324,7 +1300,6 @@
// Set damage and expect a draw.
state.SetNeedsRedraw(true);
state.OnBeginImplFrame(BeginFrameArgs::CreateForTesting());
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
@@ -1386,7 +1361,6 @@
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.OnBeginImplFrameDeadline();
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
@@ -1550,7 +1524,6 @@
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
state.OnBeginImplFrame(BeginFrameArgs::CreateForTesting());
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(
@@ -1655,7 +1628,6 @@
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.OnBeginImplFrame(BeginFrameArgs::CreateForTesting());
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
// Perform the draw & swap of replacement commit.
state.OnBeginImplFrameDeadline();
@@ -1695,7 +1667,6 @@
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_ACTIVATE_PENDING_TREE);
state.OnBeginImplFrame(BeginFrameArgs::CreateForTesting());
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(
@@ -1766,7 +1737,6 @@
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.OnBeginImplFrame(BeginFrameArgs::CreateForTesting());
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
// Perform the draw & swap of replacement commit.
state.OnBeginImplFrameDeadline();
@@ -2004,7 +1974,6 @@
state.SetNeedsCommit();
// We should start the commit normally.
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
@@ -2033,7 +2002,6 @@
state.OnBeginImplFrame(BeginFrameArgs::CreateForTesting());
state.SetNeedsRedraw(true);
state.SetNeedsCommit();
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
@@ -2044,84 +2012,5 @@
EXPECT_TRUE(state.ShouldTriggerBeginImplFrameDeadlineEarly());
}
-TEST(SchedulerStateMachineTest, TestSetNeedsAnimate) {
- SchedulerSettings settings;
- settings.impl_side_painting = true;
- StateMachine state(settings);
- state.SetCanStart();
- state.UpdateState(state.NextAction());
- state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
- state.SetVisible(true);
- state.SetCanDraw(true);
-
- // Test requesting an animation that, when run, causes us to draw.
- state.SetNeedsAnimate();
- EXPECT_TRUE(state.BeginFrameNeeded());
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
-
- state.OnBeginImplFrame(BeginFrameArgs::CreateForTesting());
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
-
- state.OnBeginImplFrameDeadlinePending();
- state.OnBeginImplFrameDeadline();
- EXPECT_ACTION_UPDATE_STATE(
- SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
-}
-
-TEST(SchedulerStateMachineTest, TestAnimateBeforeCommit) {
- SchedulerSettings settings;
- settings.impl_side_painting = true;
- StateMachine state(settings);
- state.SetCanStart();
- state.UpdateState(state.NextAction());
- state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
- state.SetVisible(true);
- state.SetCanDraw(true);
-
- // Check that animations are updated before we start a commit.
- state.SetNeedsAnimate();
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
- state.SetNeedsCommit();
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
- EXPECT_TRUE(state.BeginFrameNeeded());
-
- state.OnBeginImplFrame(BeginFrameArgs::CreateForTesting());
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
- EXPECT_ACTION_UPDATE_STATE(
- SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
-
- state.OnBeginImplFrameDeadlinePending();
- state.OnBeginImplFrameDeadline();
- EXPECT_ACTION_UPDATE_STATE(
- SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
-}
-
-TEST(SchedulerStateMachineTest, TestSetNeedsAnimateAfterAnimate) {
- SchedulerSettings settings;
- settings.impl_side_painting = true;
- StateMachine state(settings);
- state.SetCanStart();
- state.UpdateState(state.NextAction());
- state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
- state.SetVisible(true);
- state.SetCanDraw(true);
-
- // Test requesting an animation after we have already animated during this
- // frame.
- state.SetNeedsRedraw(true);
- EXPECT_TRUE(state.BeginFrameNeeded());
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
-
- state.OnBeginImplFrame(BeginFrameArgs::CreateForTesting());
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
-
- state.SetNeedsAnimate();
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
-
- state.OnBeginImplFrameDeadline();
- EXPECT_ACTION_UPDATE_STATE(
- SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
-}
-
} // namespace
} // namespace cc
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