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Unified Diff: ui/cc/test/CCSchedulerStateMachineTest.cpp

Issue 10701016: Initial import attempt, just to play with. Many things disabled/removed (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: Created 8 years, 6 months ago
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Index: ui/cc/test/CCSchedulerStateMachineTest.cpp
diff --git a/ui/cc/test/CCSchedulerStateMachineTest.cpp b/ui/cc/test/CCSchedulerStateMachineTest.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..2e31d44d03afc0ae17c325a41b97d45b8640b044
--- /dev/null
+++ b/ui/cc/test/CCSchedulerStateMachineTest.cpp
@@ -0,0 +1,1065 @@
+/*
+ * Copyright (C) 2011 Google Inc. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions
+ * are met:
+ * 1. Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * 2. Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ *
+ * THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
+ * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+#include "config.h"
+
+#include "cc/CCSchedulerStateMachine.h"
+
+#include <gtest/gtest.h>
+#include <wtf/text/CString.h>
+#include <wtf/text/WTFString.h>
+
+using namespace WTF;
+using namespace WebCore;
+
+namespace {
+
+const CCSchedulerStateMachine::CommitState allCommitStates[] = {
+ CCSchedulerStateMachine::COMMIT_STATE_IDLE,
+ CCSchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS,
+ CCSchedulerStateMachine::COMMIT_STATE_UPDATING_RESOURCES,
+ CCSchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT,
+ CCSchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW
+};
+
+// Exposes the protected state fields of the CCSchedulerStateMachine for testing
+class StateMachine : public CCSchedulerStateMachine {
+public:
+ void setCommitState(CommitState cs) { m_commitState = cs; }
+ CommitState commitState() const { return m_commitState; }
+
+ void setNeedsCommit(bool b) { m_needsCommit = b; }
+ bool needsCommit() const { return m_needsCommit; }
+
+ void setNeedsForcedCommit(bool b) { m_needsForcedCommit = b; }
+ bool needsForcedCommit() const { return m_needsForcedCommit; }
+
+ void setNeedsRedraw(bool b) { m_needsRedraw = b; }
+ bool needsRedraw() const { return m_needsRedraw; }
+
+ void setNeedsForcedRedraw(bool b) { m_needsForcedRedraw = b; }
+ bool needsForcedRedraw() const { return m_needsForcedRedraw; }
+
+ bool canDraw() const { return m_canDraw; }
+ bool insideVSync() const { return m_insideVSync; }
+ bool visible() const { return m_visible; }
+
+ void setUpdateMoreResourcesPending(bool b) { m_updateMoreResourcesPending = b; }
+ bool updateMoreResourcesPending() const { return m_updateMoreResourcesPending; }
+};
+
+TEST(CCSchedulerStateMachineTest, TestNextActionBeginsFrameIfNeeded)
+{
+ // If no commit needed, do nothing
+ {
+ StateMachine state;
+ state.setCommitState(CCSchedulerStateMachine::COMMIT_STATE_IDLE);
+ state.setCanBeginFrame(true);
+ state.setNeedsRedraw(false);
+ state.setNeedsCommit(false);
+ state.setUpdateMoreResourcesPending(false);
+ state.setVisible(true);
+
+ EXPECT_FALSE(state.vsyncCallbackNeeded());
+
+ state.didLeaveVSync();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
+ EXPECT_FALSE(state.vsyncCallbackNeeded());
+ state.didEnterVSync();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
+ }
+
+ // If commit requested but canBeginFrame is still false, do nothing.
+ {
+ StateMachine state;
+ state.setCommitState(CCSchedulerStateMachine::COMMIT_STATE_IDLE);
+ state.setNeedsRedraw(false);
+ state.setNeedsCommit(false);
+ state.setUpdateMoreResourcesPending(false);
+ state.setVisible(true);
+
+ EXPECT_FALSE(state.vsyncCallbackNeeded());
+
+ state.didLeaveVSync();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
+ EXPECT_FALSE(state.vsyncCallbackNeeded());
+ state.didEnterVSync();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
+ }
+
+
+ // If commit requested, begin a frame
+ {
+ StateMachine state;
+ state.setCommitState(CCSchedulerStateMachine::COMMIT_STATE_IDLE);
+ state.setCanBeginFrame(true);
+ state.setNeedsRedraw(false);
+ state.setNeedsCommit(true);
+ state.setUpdateMoreResourcesPending(false);
+ state.setVisible(true);
+ EXPECT_FALSE(state.vsyncCallbackNeeded());
+ }
+
+ // Begin the frame, make sure needsCommit and commitState update correctly.
+ {
+ StateMachine state;
+ state.setCanBeginFrame(true);
+ state.setVisible(true);
+ state.updateState(CCSchedulerStateMachine::ACTION_BEGIN_FRAME);
+ EXPECT_EQ(CCSchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, state.commitState());
+ EXPECT_FALSE(state.needsCommit());
+ EXPECT_FALSE(state.vsyncCallbackNeeded());
+ }
+}
+
+TEST(CCSchedulerStateMachineTest, TestSetForcedRedrawDoesNotSetsNormalRedraw)
+{
+ CCSchedulerStateMachine state;
+ state.setNeedsForcedRedraw();
+ EXPECT_FALSE(state.redrawPending());
+ EXPECT_TRUE(state.vsyncCallbackNeeded());
+}
+
+TEST(CCSchedulerStateMachineTest, TestFailedDrawSetsNeedsCommitAndDoesNotDrawAgain)
+{
+ CCSchedulerStateMachine state;
+ state.setCanBeginFrame(true);
+ state.setVisible(true);
+ state.setNeedsRedraw();
+ EXPECT_TRUE(state.redrawPending());
+ EXPECT_TRUE(state.vsyncCallbackNeeded());
+ state.didEnterVSync();
+
+ // We're drawing now.
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.nextAction());
+ state.updateState(CCSchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE);
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
+ EXPECT_FALSE(state.redrawPending());
+ EXPECT_FALSE(state.commitPending());
+
+ // Failing the draw makes us require a commit.
+ state.didDrawIfPossibleCompleted(false);
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_FRAME, state.nextAction());
+ state.updateState(CCSchedulerStateMachine::ACTION_BEGIN_FRAME);
+ EXPECT_TRUE(state.redrawPending());
+ EXPECT_TRUE(state.commitPending());
+}
+
+TEST(CCSchedulerStateMachineTest, TestSetNeedsRedrawDuringFailedDrawDoesNotRemoveNeedsRedraw)
+{
+ CCSchedulerStateMachine state;
+ state.setCanBeginFrame(true);
+ state.setVisible(true);
+ state.setNeedsRedraw();
+ EXPECT_TRUE(state.redrawPending());
+ EXPECT_TRUE(state.vsyncCallbackNeeded());
+ state.didEnterVSync();
+
+ // We're drawing now.
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.nextAction());
+ state.updateState(CCSchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE);
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
+ EXPECT_FALSE(state.redrawPending());
+ EXPECT_FALSE(state.commitPending());
+
+ // While still in the same vsync callback, set needs redraw again.
+ // This should not redraw.
+ state.setNeedsRedraw();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
+
+ // Failing the draw makes us require a commit.
+ state.didDrawIfPossibleCompleted(false);
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_FRAME, state.nextAction());
+ EXPECT_TRUE(state.redrawPending());
+}
+
+TEST(CCSchedulerStateMachineTest, TestCommitAfterFailedDrawAllowsDrawInSameFrame)
+{
+ CCSchedulerStateMachine state;
+ state.setCanBeginFrame(true);
+ state.setVisible(true);
+
+ // Start a commit.
+ state.setNeedsCommit();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_FRAME, state.nextAction());
+ state.updateState(CCSchedulerStateMachine::ACTION_BEGIN_FRAME);
+ EXPECT_TRUE(state.commitPending());
+
+ // Then initiate a draw.
+ state.setNeedsRedraw();
+ EXPECT_TRUE(state.vsyncCallbackNeeded());
+ state.didEnterVSync();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.nextAction());
+ EXPECT_TRUE(state.redrawPending());
+
+ // Fail the draw.
+ state.updateState(CCSchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE);
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
+ state.didDrawIfPossibleCompleted(false);
+ EXPECT_TRUE(state.redrawPending());
+ // But the commit is ongoing.
+ EXPECT_TRUE(state.commitPending());
+
+ // Finish the commit.
+ state.beginFrameComplete();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES, state.nextAction());
+ state.updateState(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES);
+ state.beginUpdateMoreResourcesComplete(false);
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_COMMIT, state.nextAction());
+ state.updateState(CCSchedulerStateMachine::ACTION_COMMIT);
+ EXPECT_TRUE(state.redrawPending());
+
+ // And we should be allowed to draw again.
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.nextAction());
+}
+
+TEST(CCSchedulerStateMachineTest, TestCommitAfterFailedAndSuccessfulDrawDoesNotAllowDrawInSameFrame)
+{
+ CCSchedulerStateMachine state;
+ state.setCanBeginFrame(true);
+ state.setVisible(true);
+
+ // Start a commit.
+ state.setNeedsCommit();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_FRAME, state.nextAction());
+ state.updateState(CCSchedulerStateMachine::ACTION_BEGIN_FRAME);
+ EXPECT_TRUE(state.commitPending());
+
+ // Then initiate a draw.
+ state.setNeedsRedraw();
+ EXPECT_TRUE(state.vsyncCallbackNeeded());
+ state.didEnterVSync();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.nextAction());
+ EXPECT_TRUE(state.redrawPending());
+
+ // Fail the draw.
+ state.updateState(CCSchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE);
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
+ state.didDrawIfPossibleCompleted(false);
+ EXPECT_TRUE(state.redrawPending());
+ // But the commit is ongoing.
+ EXPECT_TRUE(state.commitPending());
+
+ // Force a draw.
+ state.setNeedsForcedRedraw();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_DRAW_FORCED, state.nextAction());
+
+ // Do the forced draw.
+ state.updateState(CCSchedulerStateMachine::ACTION_DRAW_FORCED);
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
+ EXPECT_FALSE(state.redrawPending());
+ // And the commit is still ongoing.
+ EXPECT_TRUE(state.commitPending());
+
+ // Finish the commit.
+ state.beginFrameComplete();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES, state.nextAction());
+ state.updateState(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES);
+ state.beginUpdateMoreResourcesComplete(false);
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_COMMIT, state.nextAction());
+ state.updateState(CCSchedulerStateMachine::ACTION_COMMIT);
+ EXPECT_TRUE(state.redrawPending());
+
+ // And we should not be allowed to draw again in the same frame..
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
+}
+
+TEST(CCSchedulerStateMachineTest, TestFailedDrawsWillEventuallyForceADrawAfterTheNextCommit)
+{
+ CCSchedulerStateMachine state;
+ state.setCanBeginFrame(true);
+ state.setVisible(true);
+ state.setMaximumNumberOfFailedDrawsBeforeDrawIsForced(1);
+
+ // Start a commit.
+ state.setNeedsCommit();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_FRAME, state.nextAction());
+ state.updateState(CCSchedulerStateMachine::ACTION_BEGIN_FRAME);
+ EXPECT_TRUE(state.commitPending());
+
+ // Then initiate a draw.
+ state.setNeedsRedraw();
+ EXPECT_TRUE(state.vsyncCallbackNeeded());
+ state.didEnterVSync();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.nextAction());
+ EXPECT_TRUE(state.redrawPending());
+
+ // Fail the draw.
+ state.updateState(CCSchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE);
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
+ state.didDrawIfPossibleCompleted(false);
+ EXPECT_TRUE(state.redrawPending());
+ // But the commit is ongoing.
+ EXPECT_TRUE(state.commitPending());
+
+ // Finish the commit. Note, we should not yet be forcing a draw, but should
+ // continue the commit as usual.
+ state.beginFrameComplete();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES, state.nextAction());
+ state.updateState(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES);
+ state.beginUpdateMoreResourcesComplete(false);
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_COMMIT, state.nextAction());
+ state.updateState(CCSchedulerStateMachine::ACTION_COMMIT);
+ EXPECT_TRUE(state.redrawPending());
+
+ // The redraw should be forced in this case.
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_DRAW_FORCED, state.nextAction());
+}
+
+TEST(CCSchedulerStateMachineTest, TestFailedDrawIsRetriedNextVSync)
+{
+ CCSchedulerStateMachine state;
+ state.setCanBeginFrame(true);
+ state.setVisible(true);
+
+ // Start a draw.
+ state.setNeedsRedraw();
+ EXPECT_TRUE(state.vsyncCallbackNeeded());
+ state.didEnterVSync();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.nextAction());
+ EXPECT_TRUE(state.redrawPending());
+
+ // Fail the draw.
+ state.updateState(CCSchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE);
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
+ state.didDrawIfPossibleCompleted(false);
+ EXPECT_TRUE(state.redrawPending());
+
+ // We should not be trying to draw again now, but we have a commit pending.
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_FRAME, state.nextAction());
+
+ state.didLeaveVSync();
+ EXPECT_TRUE(state.vsyncCallbackNeeded());
+ state.didEnterVSync();
+
+ // We should try draw again in the next vsync.
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.nextAction());
+}
+
+TEST(CCSchedulerStateMachineTest, TestDoestDrawTwiceInSameFrame)
+{
+ CCSchedulerStateMachine state;
+ state.setVisible(true);
+ state.setNeedsRedraw();
+ EXPECT_TRUE(state.vsyncCallbackNeeded());
+ state.didEnterVSync();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.nextAction());
+ state.updateState(CCSchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE);
+
+ // While still in the same vsync callback, set needs redraw again.
+ // This should not redraw.
+ state.setNeedsRedraw();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
+
+ // Move to another frame. This should now draw.
+ state.didDrawIfPossibleCompleted(true);
+ state.didLeaveVSync();
+ EXPECT_TRUE(state.vsyncCallbackNeeded());
+ state.didEnterVSync();
+
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.nextAction());
+ state.updateState(CCSchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE);
+ state.didDrawIfPossibleCompleted(true);
+ EXPECT_FALSE(state.vsyncCallbackNeeded());
+}
+
+TEST(CCSchedulerStateMachineTest, TestNextActionDrawsOnVSync)
+{
+ // When not on vsync, or on vsync but not visible, don't draw.
+ size_t numCommitStates = sizeof(allCommitStates) / sizeof(CCSchedulerStateMachine::CommitState);
+ for (size_t i = 0; i < numCommitStates; ++i) {
+ for (unsigned j = 0; j < 2; ++j) {
+ StateMachine state;
+ state.setCommitState(allCommitStates[i]);
+ bool visible = j;
+ if (!visible) {
+ state.didEnterVSync();
+ state.setVisible(false);
+ } else
+ state.setVisible(true);
+
+ // Case 1: needsCommit=false
+ state.setNeedsCommit(false);
+ EXPECT_NE(CCSchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.nextAction());
+
+ // Case 2: needsCommit=true
+ state.setNeedsCommit(true);
+ EXPECT_NE(CCSchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.nextAction());
+ }
+ }
+
+ // When on vsync, or not on vsync but needsForcedRedraw set, should always draw except if you're ready to commit, in which case commit.
+ for (size_t i = 0; i < numCommitStates; ++i) {
+ for (unsigned j = 0; j < 2; ++j) {
+ StateMachine state;
+ state.setCommitState(allCommitStates[i]);
+ bool forcedDraw = j;
+ if (!forcedDraw) {
+ state.didEnterVSync();
+ state.setNeedsRedraw(true);
+ state.setVisible(true);
+ } else
+ state.setNeedsForcedRedraw(true);
+
+ CCSchedulerStateMachine::Action expectedAction;
+ if (allCommitStates[i] != CCSchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT)
+ expectedAction = forcedDraw ? CCSchedulerStateMachine::ACTION_DRAW_FORCED : CCSchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE;
+ else
+ expectedAction = CCSchedulerStateMachine::ACTION_COMMIT;
+
+ // Case 1: needsCommit=false updateMoreResourcesPending=false.
+ state.setNeedsCommit(false);
+ state.setUpdateMoreResourcesPending(false);
+ EXPECT_TRUE(state.vsyncCallbackNeeded());
+ EXPECT_EQ(expectedAction, state.nextAction());
+
+ // Case 2: needsCommit=false updateMoreResourcesPending=true.
+ state.setNeedsCommit(false);
+ state.setUpdateMoreResourcesPending(true);
+ EXPECT_TRUE(state.vsyncCallbackNeeded());
+ EXPECT_EQ(expectedAction, state.nextAction());
+
+ // Case 3: needsCommit=true updateMoreResourcesPending=false.
+ state.setNeedsCommit(true);
+ state.setUpdateMoreResourcesPending(false);
+ EXPECT_TRUE(state.vsyncCallbackNeeded());
+ EXPECT_EQ(expectedAction, state.nextAction());
+
+ // Case 4: needsCommit=true updateMoreResourcesPending=true.
+ state.setNeedsCommit(true);
+ state.setUpdateMoreResourcesPending(true);
+ EXPECT_TRUE(state.vsyncCallbackNeeded());
+ EXPECT_EQ(expectedAction, state.nextAction());
+ }
+ }
+}
+
+TEST(CCSchedulerStateMachineTest, TestNoCommitStatesRedrawWhenInvisible)
+{
+ size_t numCommitStates = sizeof(allCommitStates) / sizeof(CCSchedulerStateMachine::CommitState);
+ for (size_t i = 0; i < numCommitStates; ++i) {
+ // There shouldn't be any drawing regardless of vsync.
+ for (unsigned j = 0; j < 2; ++j) {
+ StateMachine state;
+ state.setCommitState(allCommitStates[i]);
+ state.setVisible(false);
+ state.setNeedsRedraw(true);
+ state.setNeedsForcedRedraw(false);
+ if (j == 1)
+ state.didEnterVSync();
+
+ // Case 1: needsCommit=false updateMoreResourcesPending=false.
+ state.setNeedsCommit(false);
+ state.setUpdateMoreResourcesPending(false);
+ EXPECT_NE(CCSchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.nextAction());
+
+ // Case 2: needsCommit=false updateMoreResourcesPending=true.
+ state.setNeedsCommit(false);
+ state.setUpdateMoreResourcesPending(true);
+ EXPECT_NE(CCSchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.nextAction());
+
+ // Case 3: needsCommit=true updateMoreResourcesPending=false.
+ state.setNeedsCommit(true);
+ state.setUpdateMoreResourcesPending(false);
+ EXPECT_NE(CCSchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.nextAction());
+
+ // Case 4: needsCommit=true updateMoreResourcesPending=true.
+ state.setNeedsCommit(true);
+ state.setUpdateMoreResourcesPending(true);
+ EXPECT_NE(CCSchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.nextAction());
+ }
+ }
+}
+
+TEST(CCSchedulerStateMachineTest, TestCanRedraw_StopsDraw)
+{
+ size_t numCommitStates = sizeof(allCommitStates) / sizeof(CCSchedulerStateMachine::CommitState);
+ for (size_t i = 0; i < numCommitStates; ++i) {
+ // There shouldn't be any drawing regardless of vsync.
+ for (unsigned j = 0; j < 2; ++j) {
+ StateMachine state;
+ state.setCommitState(allCommitStates[i]);
+ state.setVisible(false);
+ state.setNeedsRedraw(true);
+ state.setNeedsForcedRedraw(false);
+ if (j == 1)
+ state.didEnterVSync();
+
+ state.setCanDraw(false);
+ EXPECT_NE(CCSchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.nextAction());
+ }
+ }
+}
+
+TEST(CCSchedulerStateMachineTest, TestCanRedrawWithWaitingForFirstDrawMakesProgress)
+{
+ StateMachine state;
+ state.setCommitState(CCSchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW);
+ state.setCanBeginFrame(true);
+ state.setNeedsCommit(true);
+ state.setNeedsRedraw(true);
+ state.setUpdateMoreResourcesPending(false);
+ state.setVisible(true);
+ state.setCanDraw(false);
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_FRAME, state.nextAction());
+}
+
+TEST(CCSchedulerStateMachineTest, TestUpdates_NoRedraw_OneRoundOfUpdates)
+{
+ StateMachine state;
+ state.setCommitState(CCSchedulerStateMachine::COMMIT_STATE_UPDATING_RESOURCES);
+ state.setNeedsRedraw(false);
+ state.setUpdateMoreResourcesPending(false);
+ state.setVisible(true);
+
+ // Verify we begin update, both for vsync and not vsync.
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES, state.nextAction());
+ state.didEnterVSync();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES, state.nextAction());
+
+ // Begin an update.
+ state.updateState(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES);
+
+ // Verify we don't do anything, both for vsync and not vsync.
+ state.didLeaveVSync();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
+ state.didEnterVSync();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
+
+ // End update with no more updates pending.
+ state.beginUpdateMoreResourcesComplete(false);
+ state.didLeaveVSync();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_COMMIT, state.nextAction());
+}
+
+TEST(CCSchedulerStateMachineTest, TestUpdates_NoRedraw_TwoRoundsOfUpdates)
+{
+ StateMachine state;
+ state.setCommitState(CCSchedulerStateMachine::COMMIT_STATE_UPDATING_RESOURCES);
+ state.setNeedsRedraw(false);
+ state.setUpdateMoreResourcesPending(false);
+ state.setVisible(true);
+
+ // Verify the update begins, both for vsync and not vsync.
+ state.didEnterVSync();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES, state.nextAction());
+ state.didLeaveVSync();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES, state.nextAction());
+
+ // Begin an update.
+ state.updateState(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES);
+
+ // Verify we do nothing, both for vsync and not vsync.
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
+ state.didEnterVSync();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
+
+ // Ack the update with more pending.
+ state.beginUpdateMoreResourcesComplete(true);
+
+ // Verify we update more, both for vsync and not vsync.
+ state.didLeaveVSync();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES, state.nextAction());
+ state.didEnterVSync();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES, state.nextAction());
+
+ // Begin another update, while inside vsync. And, it updating.
+ state.updateState(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES);
+ state.beginUpdateMoreResourcesComplete(false);
+
+ // Make sure we commit, independent of vsync.
+ state.didLeaveVSync();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_COMMIT, state.nextAction());
+ state.didEnterVSync();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_COMMIT, state.nextAction());
+}
+
+
+TEST(CCSchedulerStateMachineTest, TestVSyncNeededWhenUpdatesPendingButInvisible)
+{
+ StateMachine state;
+ state.setCommitState(CCSchedulerStateMachine::COMMIT_STATE_UPDATING_RESOURCES);
+ state.setNeedsRedraw(false);
+ state.setVisible(false);
+ state.setUpdateMoreResourcesPending(true);
+ EXPECT_TRUE(state.vsyncCallbackNeeded());
+
+ state.setUpdateMoreResourcesPending(false);
+ EXPECT_TRUE(state.vsyncCallbackNeeded());
+}
+
+TEST(CCSchedulerStateMachineTest, TestUpdates_WithRedraw_OneRoundOfUpdates)
+{
+ StateMachine state;
+ state.setCommitState(CCSchedulerStateMachine::COMMIT_STATE_UPDATING_RESOURCES);
+ state.setNeedsRedraw(true);
+ state.setUpdateMoreResourcesPending(false);
+ state.setVisible(true);
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES, state.nextAction());
+
+ // Begin an update.
+ state.updateState(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES);
+
+ // Ensure we draw on the next vsync even though an update is in-progress.
+ state.didEnterVSync();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.nextAction());
+ state.updateState(CCSchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE);
+ state.didDrawIfPossibleCompleted(true);
+
+ // Ensure that we once we have drawn, we dont do anything else.
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
+
+ // Leave the vsync before we finish the update.
+ state.didLeaveVSync();
+
+ // Finish update but leave more resources pending.
+ state.beginUpdateMoreResourcesComplete(true);
+
+ // Verify that regardless of vsync, we update some more.
+ state.didLeaveVSync();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES, state.nextAction());
+ state.didEnterVSync();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES, state.nextAction());
+ state.didEnterVSync();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES, state.nextAction());
+
+ // Begin another update. Finish it immediately. Inside the vsync.
+ state.didEnterVSync();
+ state.updateState(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES);
+ state.didLeaveVSync();
+ state.beginUpdateMoreResourcesComplete(false);
+
+ // Verify we commit regardless of vsync state
+ state.didLeaveVSync();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_COMMIT, state.nextAction());
+ state.didEnterVSync();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_COMMIT, state.nextAction());
+}
+
+TEST(CCSchedulerStateMachineTest, TestSetNeedsCommitIsNotLost)
+{
+ StateMachine state;
+ state.setCanBeginFrame(true);
+ state.setNeedsCommit(true);
+ state.setVisible(true);
+
+ // Begin the frame.
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_FRAME, state.nextAction());
+ state.updateState(state.nextAction());
+ EXPECT_EQ(CCSchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, state.commitState());
+
+ // Now, while the frame is in progress, set another commit.
+ state.setNeedsCommit(true);
+ EXPECT_TRUE(state.needsCommit());
+
+ // Let the frame finish.
+ state.beginFrameComplete();
+ EXPECT_EQ(CCSchedulerStateMachine::COMMIT_STATE_UPDATING_RESOURCES, state.commitState());
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES, state.nextAction());
+ state.updateState(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES);
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
+ state.beginUpdateMoreResourcesComplete(false);
+ EXPECT_EQ(CCSchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, state.commitState());
+
+ // Expect to commit regardless of vsync state.
+ state.didLeaveVSync();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_COMMIT, state.nextAction());
+ state.didEnterVSync();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_COMMIT, state.nextAction());
+
+ // Commit and make sure we draw on next vsync
+ state.updateState(CCSchedulerStateMachine::ACTION_COMMIT);
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.nextAction());
+ EXPECT_EQ(CCSchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, state.commitState());
+ state.updateState(CCSchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE);
+ state.didDrawIfPossibleCompleted(true);
+
+ // Verify that another commit will begin.
+ state.didLeaveVSync();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_FRAME, state.nextAction());
+}
+
+TEST(CCSchedulerStateMachineTest, TestFullCycle)
+{
+ StateMachine state;
+ state.setCanBeginFrame(true);
+ state.setVisible(true);
+
+ // Start clean and set commit.
+ state.setNeedsCommit(true);
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_FRAME, state.nextAction());
+
+ // Begin the frame.
+ state.updateState(CCSchedulerStateMachine::ACTION_BEGIN_FRAME);
+ EXPECT_EQ(CCSchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, state.commitState());
+ EXPECT_FALSE(state.needsCommit());
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
+
+ // Tell the scheduler the frame finished.
+ state.beginFrameComplete();
+ EXPECT_EQ(CCSchedulerStateMachine::COMMIT_STATE_UPDATING_RESOURCES, state.commitState());
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES, state.nextAction());
+
+ // Tell the scheduler the update began and finished
+ state.updateState(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES);
+ state.beginUpdateMoreResourcesComplete(false);
+ EXPECT_EQ(CCSchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, state.commitState());
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_COMMIT, state.nextAction());
+
+ // Commit.
+ state.updateState(CCSchedulerStateMachine::ACTION_COMMIT);
+ EXPECT_EQ(CCSchedulerStateMachine::COMMIT_STATE_IDLE, state.commitState());
+ EXPECT_TRUE(state.needsRedraw());
+
+ // Expect to do nothing until vsync.
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
+
+ // At vsync, draw.
+ state.didEnterVSync();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.nextAction());
+ state.updateState(CCSchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE);
+ state.didDrawIfPossibleCompleted(true);
+ state.didLeaveVSync();
+
+ // Should be synchronized, no draw needed, no action needed.
+ EXPECT_EQ(CCSchedulerStateMachine::COMMIT_STATE_IDLE, state.commitState());
+ EXPECT_FALSE(state.needsRedraw());
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
+}
+
+TEST(CCSchedulerStateMachineTest, TestFullCycleWithCommitRequestInbetween)
+{
+ StateMachine state;
+ state.setCanBeginFrame(true);
+ state.setVisible(true);
+
+ // Start clean and set commit.
+ state.setNeedsCommit(true);
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_FRAME, state.nextAction());
+
+ // Begin the frame.
+ state.updateState(CCSchedulerStateMachine::ACTION_BEGIN_FRAME);
+ EXPECT_EQ(CCSchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, state.commitState());
+ EXPECT_FALSE(state.needsCommit());
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
+
+ // Request another commit while the commit is in flight.
+ state.setNeedsCommit(true);
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
+
+ // Tell the scheduler the frame finished.
+ state.beginFrameComplete();
+ EXPECT_EQ(CCSchedulerStateMachine::COMMIT_STATE_UPDATING_RESOURCES, state.commitState());
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES, state.nextAction());
+
+ // Tell the scheduler the update began and finished
+ state.updateState(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES);
+ state.beginUpdateMoreResourcesComplete(false);
+ EXPECT_EQ(CCSchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, state.commitState());
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_COMMIT, state.nextAction());
+
+ // Commit.
+ state.updateState(CCSchedulerStateMachine::ACTION_COMMIT);
+ EXPECT_EQ(CCSchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, state.commitState());
+ EXPECT_TRUE(state.needsRedraw());
+
+ // Expect to do nothing until vsync.
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
+
+ // At vsync, draw.
+ state.didEnterVSync();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.nextAction());
+ state.updateState(CCSchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE);
+ state.didDrawIfPossibleCompleted(true);
+ state.didLeaveVSync();
+
+ // Should be synchronized, no draw needed, no action needed.
+ EXPECT_EQ(CCSchedulerStateMachine::COMMIT_STATE_IDLE, state.commitState());
+ EXPECT_FALSE(state.needsRedraw());
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_FRAME, state.nextAction());
+}
+
+TEST(CCSchedulerStateMachineTest, TestRequestCommitInvisible)
+{
+ StateMachine state;
+ state.setNeedsCommit(true);
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
+}
+
+TEST(CCSchedulerStateMachineTest, TestGoesInvisibleBeforeBeginFrameCompletes)
+{
+ StateMachine state;
+ state.setCanBeginFrame(true);
+ state.setVisible(true);
+
+ // Start clean and set commit.
+ state.setNeedsCommit(true);
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_FRAME, state.nextAction());
+
+ // Begin the frame while visible.
+ state.updateState(CCSchedulerStateMachine::ACTION_BEGIN_FRAME);
+ EXPECT_EQ(CCSchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, state.commitState());
+ EXPECT_FALSE(state.needsCommit());
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
+
+ // Become invisible and abort the beginFrame.
+ state.setVisible(false);
+ state.beginFrameAborted();
+
+ // We should now be back in the idle state as if we didn't start a frame at all.
+ EXPECT_EQ(CCSchedulerStateMachine::COMMIT_STATE_IDLE, state.commitState());
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
+}
+
+TEST(CCSchedulerStateMachineTest, TestContextLostWhenCompletelyIdle)
+{
+ StateMachine state;
+ state.setCanBeginFrame(true);
+ state.setVisible(true);
+
+ state.didLoseContext();
+
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_CONTEXT_RECREATION, state.nextAction());
+ state.updateState(state.nextAction());
+
+ // Once context recreation begins, nothing should happen.
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
+
+ // Recreate the context
+ state.didRecreateContext();
+
+ // When the context is recreated, we should begin a commit
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_FRAME, state.nextAction());
+ state.updateState(state.nextAction());
+}
+
+TEST(CCSchedulerStateMachineTest, TestContextLostWhenIdleAndCommitRequestedWhileRecreating)
+{
+ StateMachine state;
+ state.setCanBeginFrame(true);
+ state.setVisible(true);
+
+ state.didLoseContext();
+
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_CONTEXT_RECREATION, state.nextAction());
+ state.updateState(state.nextAction());
+
+ // Once context recreation begins, nothing should happen.
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
+
+ // While context is recreating, commits shouldn't begin.
+ state.setNeedsCommit(true);
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
+
+ // Recreate the context
+ state.didRecreateContext();
+
+ // When the context is recreated, we should begin a commit
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_FRAME, state.nextAction());
+ state.updateState(state.nextAction());
+
+ // Once the context is recreated, whether we draw should be based on
+ // setCanDraw.
+ state.setNeedsRedraw(true);
+ state.didEnterVSync();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.nextAction());
+ state.setCanDraw(false);
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
+ state.setCanDraw(true);
+ state.didLeaveVSync();
+}
+
+TEST(CCSchedulerStateMachineTest, TestContextLostWhileCommitInProgress)
+{
+ StateMachine state;
+ state.setCanBeginFrame(true);
+ state.setVisible(true);
+
+ // Get a commit in flight.
+ state.setNeedsCommit(true);
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_FRAME, state.nextAction());
+ state.updateState(state.nextAction());
+
+ // Set damage and expect a draw.
+ state.setNeedsRedraw(true);
+ state.didEnterVSync();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.nextAction());
+ state.updateState(state.nextAction());
+ state.didLeaveVSync();
+
+ // Cause a lost context while the begin frame is in flight.
+ state.didLoseContext();
+
+ // Ask for another draw. Expect nothing happens.
+ state.setNeedsRedraw(true);
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
+
+ // Finish the frame, update resources, and commit.
+ state.beginFrameComplete();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES, state.nextAction());
+ state.updateState(state.nextAction());
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
+ state.beginUpdateMoreResourcesComplete(false);
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_COMMIT, state.nextAction());
+ state.updateState(state.nextAction());
+
+ // Expect to be told to begin context recreation, independent of vsync state
+ state.didEnterVSync();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_CONTEXT_RECREATION, state.nextAction());
+ state.didLeaveVSync();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_CONTEXT_RECREATION, state.nextAction());
+}
+
+TEST(CCSchedulerStateMachineTest, TestContextLostWhileCommitInProgressAndAnotherCommitRequested)
+{
+ StateMachine state;
+ state.setCanBeginFrame(true);
+ state.setVisible(true);
+
+ // Get a commit in flight.
+ state.setNeedsCommit(true);
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_FRAME, state.nextAction());
+ state.updateState(state.nextAction());
+
+ // Set damage and expect a draw.
+ state.setNeedsRedraw(true);
+ state.didEnterVSync();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.nextAction());
+ state.updateState(state.nextAction());
+ state.didLeaveVSync();
+
+ // Cause a lost context while the begin frame is in flight.
+ state.didLoseContext();
+
+ // Ask for another draw and also set needs commit. Expect nothing happens.
+ // Setting another commit will put us into
+ // COMMIT_STATE_WAITING_FOR_FIRST_DRAW after we finish the frame on the main
+ // thread.
+ state.setNeedsRedraw(true);
+ state.setNeedsCommit(true);
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
+
+ // Finish the frame, update resources, and commit.
+ state.beginFrameComplete();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES, state.nextAction());
+ state.updateState(state.nextAction());
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
+ state.beginUpdateMoreResourcesComplete(false);
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_COMMIT, state.nextAction());
+ state.updateState(state.nextAction());
+
+ EXPECT_EQ(CCSchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, state.commitState());
+
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.nextAction());
+ state.updateState(state.nextAction());
+
+ // Expect to be told to begin context recreation, independent of vsync state
+ state.didEnterVSync();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_CONTEXT_RECREATION, state.nextAction());
+ state.didLeaveVSync();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_CONTEXT_RECREATION, state.nextAction());
+}
+
+
+TEST(CCSchedulerStateMachineTest, TestFinishAllRenderingWhileContextLost)
+{
+ StateMachine state;
+ state.setVisible(true);
+
+ // Cause a lost context lost.
+ state.didLoseContext();
+
+ // Ask a forced redraw and verify it ocurrs.
+ state.setNeedsForcedRedraw(true);
+ state.didEnterVSync();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_DRAW_FORCED, state.nextAction());
+ state.didLeaveVSync();
+
+ // Clear the forced redraw bit.
+ state.setNeedsForcedRedraw(false);
+
+ // Expect to be told to begin context recreation, independent of vsync state
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_CONTEXT_RECREATION, state.nextAction());
+ state.updateState(state.nextAction());
+
+ // Ask a forced redraw and verify it ocurrs.
+ state.setNeedsForcedRedraw(true);
+ state.didEnterVSync();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_DRAW_FORCED, state.nextAction());
+ state.didLeaveVSync();
+}
+
+TEST(CCSchedulerStateMachineTest, TestBeginFrameWhenInvisibleAndForceCommit)
+{
+ StateMachine state;
+ state.setCanBeginFrame(true);
+ state.setVisible(false);
+ state.setNeedsCommit(true);
+ state.setNeedsForcedCommit(true);
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_FRAME, state.nextAction());
+}
+
+TEST(CCSchedulerStateMachineTest, TestBeginFrameWhenCanBeginFrameFalseAndForceCommit)
+{
+ StateMachine state;
+ state.setVisible(true);
+ state.setNeedsCommit(true);
+ state.setNeedsForcedCommit(true);
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_FRAME, state.nextAction());
+}
+
+TEST(CCSchedulerStateMachineTest, TestBeginFrameWhenCommitInProgress)
+{
+ StateMachine state;
+ state.setCanBeginFrame(true);
+ state.setVisible(false);
+ state.setCommitState(CCSchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS);
+ state.setNeedsCommit(true);
+ state.setNeedsForcedCommit(true);
+
+ state.beginFrameComplete();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES, state.nextAction());
+ state.updateState(state.nextAction());
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
+ state.beginUpdateMoreResourcesComplete(false);
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_COMMIT, state.nextAction());
+ state.updateState(state.nextAction());
+
+ EXPECT_EQ(CCSchedulerStateMachine::COMMIT_STATE_IDLE, state.commitState());
+
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_FRAME, state.nextAction());
+}
+
+TEST(CCSchedulerStateMachineTest, TestBeginFrameWhenContextLost)
+{
+ StateMachine state;
+ state.setCanBeginFrame(true);
+ state.setVisible(true);
+ state.setNeedsCommit(true);
+ state.setNeedsForcedCommit(true);
+ state.didLoseContext();
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_FRAME, state.nextAction());
+}
+
+}
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