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Unified Diff: cc/scheduler/scheduler_state_machine_unittest.cc

Issue 798323003: cc: Only send a BeginMainFrame inside an BeginImplFrame. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Fixing for rename. Created 6 years 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 5a6027683539049090159f49ed76f401df814f06..1f377b5a1ca182404c3ca15aa90f604b024b96aa 100644
--- a/cc/scheduler/scheduler_state_machine_unittest.cc
+++ b/cc/scheduler/scheduler_state_machine_unittest.cc
@@ -1150,7 +1150,7 @@ TEST(SchedulerStateMachineTest, TestAbortBeginMainFrameBecauseCommitNotNeeded) {
// Get into a begin frame / commit state.
state.SetNeedsCommit();
-
+ state.OnBeginImplFrame(CreateBeginFrameArgsForTesting(BEGINFRAME_FROM_HERE));
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
EXPECT_COMMIT_STATE(
@@ -1164,12 +1164,8 @@ TEST(SchedulerStateMachineTest, TestAbortBeginMainFrameBecauseCommitNotNeeded) {
// NeedsCommit should now be false because the commit was actually handled.
EXPECT_FALSE(state.NeedsCommit());
- // Verify that another commit doesn't start on the same frame.
- EXPECT_COMMIT_STATE(SchedulerStateMachine::COMMIT_STATE_IDLE);
- EXPECT_ACTION(SchedulerStateMachine::ACTION_NONE);
// Even though the commit was aborted, we still expect to draw the new frame.
- state.OnBeginImplFrame(CreateBeginFrameArgsForTesting(BEGINFRAME_FROM_HERE));
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.OnBeginImplFrameDeadline();
@@ -1177,15 +1173,21 @@ TEST(SchedulerStateMachineTest, TestAbortBeginMainFrameBecauseCommitNotNeeded) {
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
state.DidSwapBuffers();
state.DidSwapBuffersComplete();
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
// Verify another commit doesn't start on another frame either.
- EXPECT_COMMIT_STATE(SchedulerStateMachine::COMMIT_STATE_IDLE);
- EXPECT_ACTION(SchedulerStateMachine::ACTION_NONE);
EXPECT_FALSE(state.NeedsCommit());
+ EXPECT_COMMIT_STATE(SchedulerStateMachine::COMMIT_STATE_IDLE);
+
+ state.OnBeginImplFrame(CreateBeginFrameArgsForTesting(BEGINFRAME_FROM_HERE));
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
+ state.OnBeginImplFrameDeadline();
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
// Verify another commit can start if requested, though.
state.SetNeedsCommit();
EXPECT_COMMIT_STATE(SchedulerStateMachine::COMMIT_STATE_IDLE);
+ state.OnBeginImplFrame(CreateBeginFrameArgsForTesting(BEGINFRAME_FROM_HERE));
EXPECT_ACTION(SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
}
@@ -1246,6 +1248,8 @@ TEST(SchedulerStateMachineTest, TestContextLostWhenCompletelyIdle) {
TEST(SchedulerStateMachineTest,
TestContextLostWhenIdleAndCommitRequestedWhileRecreating) {
SchedulerSettings default_scheduler_settings;
+ // We use impl side painting because it's the more complicated version.
+ default_scheduler_settings.impl_side_painting = true;
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
@@ -1256,6 +1260,8 @@ TEST(SchedulerStateMachineTest,
EXPECT_NE(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION,
state.NextAction());
state.DidLoseOutputSurface();
+ EXPECT_EQ(state.output_surface_state(),
+ SchedulerStateMachine::OUTPUT_SURFACE_LOST);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION);
@@ -1276,31 +1282,94 @@ TEST(SchedulerStateMachineTest,
// Recreate the context
state.DidCreateAndInitializeOutputSurface();
+ EXPECT_EQ(state.output_surface_state(),
+ SchedulerStateMachine::OUTPUT_SURFACE_WAITING_FOR_FIRST_COMMIT);
EXPECT_FALSE(state.RedrawPending());
- // When the context is recreated, we should begin a commit
+ // When the context is recreated, we wait until the next BeginImplFrame
+ // before starting.
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
+
+ // When the BeginFrame comes in we should begin a commit
+ state.OnBeginImplFrame(CreateBeginFrameArgsForTesting(BEGINFRAME_FROM_HERE));
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
EXPECT_COMMIT_STATE(
SchedulerStateMachine::COMMIT_STATE_BEGIN_MAIN_FRAME_SENT);
+ // Until that commit finishes, we shouldn't be drawing or animate.
+ state.OnBeginImplFrameDeadline();
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
+
+ // Finish the commit, which should make the surface active.
state.NotifyBeginMainFrameStarted();
state.NotifyReadyToCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
+ EXPECT_EQ(state.output_surface_state(),
+ SchedulerStateMachine::OUTPUT_SURFACE_WAITING_FOR_FIRST_ACTIVATION);
+ state.NotifyReadyToActivate();
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ACTIVATE_SYNC_TREE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
+ EXPECT_EQ(state.output_surface_state(),
+ SchedulerStateMachine::OUTPUT_SURFACE_ACTIVE);
+
// Finishing the first commit after initializing an output surface should
// automatically cause a redraw.
EXPECT_TRUE(state.RedrawPending());
+ state.OnBeginImplFrame(CreateBeginFrameArgsForTesting(BEGINFRAME_FROM_HERE));
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
+ state.OnBeginImplFrameDeadline();
+ EXPECT_ACTION_UPDATE_STATE(
+ SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
+ EXPECT_FALSE(state.RedrawPending());
+
+ // Next frame as no work to do.
+ state.OnBeginImplFrame(CreateBeginFrameArgsForTesting(BEGINFRAME_FROM_HERE));
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
+ state.OnBeginImplFrameDeadline();
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
// Once the context is recreated, whether we draw should be based on
- // SetCanDraw.
+ // SetCanDraw if waiting on first draw after activate.
+ state.SetNeedsRedraw(true);
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting(BEGINFRAME_FROM_HERE));
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.OnBeginImplFrameDeadline();
EXPECT_ACTION(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
state.SetCanDraw(false);
+ EXPECT_ACTION(SchedulerStateMachine::ACTION_NONE);
+ state.SetCanDraw(true);
+ EXPECT_ACTION_UPDATE_STATE(
+ SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
+
+ // Once the context is recreated, whether we draw should be based on
+ // SetCanDraw if waiting on first draw after activate.
+ state.SetNeedsRedraw(true);
+ state.SetNeedsCommit();
+ state.OnBeginImplFrame(CreateBeginFrameArgsForTesting(BEGINFRAME_FROM_HERE));
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
+ EXPECT_ACTION_UPDATE_STATE(
+ SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
+ // Activate so we need the first draw
+ 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);
+ EXPECT_TRUE(state.active_tree_needs_first_draw());
+ EXPECT_TRUE(state.needs_redraw());
+
+ state.OnBeginImplFrameDeadline();
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
+ EXPECT_ACTION(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
+ state.SetCanDraw(false);
EXPECT_ACTION(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT);
state.SetCanDraw(true);
EXPECT_ACTION(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
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