Chromium Code Reviews
chromiumcodereview-hr@appspot.gserviceaccount.com (chromiumcodereview-hr) | Please choose your nickname with Settings | Help | Chromium Project | Gerrit Changes | Sign out
(3441)

Unified Diff: cc/scheduler/scheduler_state_machine_unittest.cc

Issue 1265023005: cc: Add SchedulerStateMachine::DidDraw and use for forced draws (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@WillDidAction0
Patch Set: Sunny's comments Created 5 years, 1 month ago
Use n/p to move between diff chunks; N/P to move between comments. Draft comments are only viewable by you.
Jump to:
View side-by-side diff with in-line comments
Download patch
« no previous file with comments | « cc/scheduler/scheduler_state_machine.cc ('k') | no next file » | no next file with comments »
Expand Comments ('e') | Collapse Comments ('c') | Show Comments Hide Comments ('s')
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 90c126a42becf09797517414f12ef1ba504c218e..e6adbc6e8c97cb7a63fc38038724eee82919a890 100644
--- a/cc/scheduler/scheduler_state_machine_unittest.cc
+++ b/cc/scheduler/scheduler_state_machine_unittest.cc
@@ -40,7 +40,7 @@
EXPECT_IMPL_FRAME_STATE( \
SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE); \
} \
- WillPerformAction(&state, action); \
+ PerformAction(&state, action); \
if (action == SchedulerStateMachine::ACTION_NONE) { \
if (state.begin_impl_frame_state() == \
SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING) \
@@ -62,57 +62,6 @@ namespace cc {
namespace {
-void WillPerformAction(SchedulerStateMachine* sm,
- SchedulerStateMachine::Action action) {
- switch (action) {
- case SchedulerStateMachine::ACTION_NONE:
- return;
-
- case SchedulerStateMachine::ACTION_ACTIVATE_SYNC_TREE:
- sm->WillActivate();
- return;
-
- case SchedulerStateMachine::ACTION_ANIMATE:
- sm->WillAnimate();
- return;
-
- case SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME:
- sm->WillSendBeginMainFrame();
- return;
-
- case SchedulerStateMachine::ACTION_COMMIT: {
- bool commit_has_no_updates = false;
- sm->WillCommit(commit_has_no_updates);
- return;
- }
-
- case SchedulerStateMachine::ACTION_DRAW_AND_SWAP_FORCED:
- case SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE: {
- bool did_request_swap = true;
- sm->WillDraw(did_request_swap);
- return;
- }
-
- case SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT: {
- bool did_request_swap = false;
- sm->WillDraw(did_request_swap);
- return;
- }
-
- case SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION:
- sm->WillBeginOutputSurfaceCreation();
- return;
-
- case SchedulerStateMachine::ACTION_PREPARE_TILES:
- sm->WillPrepareTiles();
- return;
-
- case SchedulerStateMachine::ACTION_INVALIDATE_OUTPUT_SURFACE:
- sm->WillInvalidateOutputSurface();
- return;
- }
-}
-
const SchedulerStateMachine::BeginImplFrameState all_begin_impl_frame_states[] =
{SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_IDLE,
SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING,
@@ -131,7 +80,8 @@ const SchedulerStateMachine::BeginMainFrameState begin_main_frame_states[] = {
class StateMachine : public SchedulerStateMachine {
public:
explicit StateMachine(const SchedulerSettings& scheduler_settings)
- : SchedulerStateMachine(scheduler_settings) {}
+ : SchedulerStateMachine(scheduler_settings),
+ draw_result_for_test_(DRAW_SUCCESS) {}
void CreateAndInitializeOutputSurfaceWithActivatedCommit() {
DidCreateAndInitializeOutputSurface();
@@ -173,6 +123,11 @@ class StateMachine : public SchedulerStateMachine {
void SetNeedsRedraw(bool needs_redraw) { needs_redraw_ = needs_redraw; }
+ void SetDrawResultForTest(DrawResult draw_result) {
+ draw_result_for_test_ = draw_result;
+ }
+ DrawResult draw_result_for_test() { return draw_result_for_test_; }
+
void SetNeedsForcedRedrawForTimeout(bool b) {
forced_redraw_state_ = FORCED_REDRAW_STATE_WAITING_FOR_COMMIT;
active_tree_needs_first_draw_ = true;
@@ -199,8 +154,60 @@ class StateMachine : public SchedulerStateMachine {
using SchedulerStateMachine::ShouldTriggerBeginImplFrameDeadlineImmediately;
using SchedulerStateMachine::ProactiveBeginFrameWanted;
using SchedulerStateMachine::WillCommit;
+
+ protected:
+ DrawResult draw_result_for_test_;
};
+void PerformAction(StateMachine* sm, SchedulerStateMachine::Action action) {
+ switch (action) {
+ case SchedulerStateMachine::ACTION_NONE:
+ return;
+
+ case SchedulerStateMachine::ACTION_ACTIVATE_SYNC_TREE:
+ sm->WillActivate();
+ return;
+
+ case SchedulerStateMachine::ACTION_ANIMATE:
+ sm->WillAnimate();
+ return;
+
+ case SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME:
+ sm->WillSendBeginMainFrame();
+ return;
+
+ case SchedulerStateMachine::ACTION_COMMIT: {
+ bool commit_has_no_updates = false;
+ sm->WillCommit(commit_has_no_updates);
+ return;
+ }
+
+ case SchedulerStateMachine::ACTION_DRAW_AND_SWAP_FORCED:
+ case SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE: {
+ sm->WillDraw();
+ sm->DidDraw(sm->draw_result_for_test());
+ return;
+ }
+
+ case SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT: {
+ sm->AbortDrawAndSwap();
+ return;
+ }
+
+ case SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION:
+ sm->WillBeginOutputSurfaceCreation();
+ return;
+
+ case SchedulerStateMachine::ACTION_PREPARE_TILES:
+ sm->WillPrepareTiles();
+ return;
+
+ case SchedulerStateMachine::ACTION_INVALIDATE_OUTPUT_SURFACE:
+ sm->WillInvalidateOutputSurface();
+ return;
+ }
+}
+
TEST(SchedulerStateMachineTest, BeginFrameNeeded) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
@@ -406,39 +413,52 @@ TEST(SchedulerStateMachineTest, MainFrameBeforeActivationEnabled) {
}
TEST(SchedulerStateMachineTest,
- TestFailedDrawForAnimationCheckerboardSetsNeedsCommitAndDoesNotDrawAgain) {
+ FailedDrawForAnimationCheckerboardSetsNeedsCommitAndRetriesDraw) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
SET_UP_STATE(state)
state.SetNeedsRedraw(true);
EXPECT_TRUE(state.RedrawPending());
EXPECT_TRUE(state.BeginFrameNeeded());
+
+ // Start a frame.
state.OnBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
- state.OnBeginImplFrameDeadline();
+ state.OnBeginImplFrameDeadlinePending();
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
+ EXPECT_FALSE(state.CommitPending());
- // We're drawing now.
+ // Failing a draw triggers request for a new BeginMainFrame.
+ state.OnBeginImplFrameDeadline();
+ state.SetDrawResultForTest(DRAW_ABORTED_CHECKERBOARD_ANIMATIONS);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
- state.DidSwapBuffers();
- state.DidSwapBuffersComplete();
+ EXPECT_ACTION_UPDATE_STATE(
+ SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
+ state.OnBeginImplFrameIdle();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
- EXPECT_FALSE(state.RedrawPending());
- EXPECT_FALSE(state.CommitPending());
-
- // Failing the draw makes us require a commit.
- state.DidDrawIfPossibleCompleted(DRAW_ABORTED_CHECKERBOARD_ANIMATIONS);
+ // It's okay to attempt more draws just in case additional raster
+ // finishes and the requested commit wasn't actually necessary.
+ EXPECT_TRUE(state.CommitPending());
+ EXPECT_TRUE(state.RedrawPending());
state.OnBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
+ state.OnBeginImplFrameDeadlinePending();
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
+ state.OnBeginImplFrameDeadline();
+ state.SetDrawResultForTest(DRAW_ABORTED_CHECKERBOARD_ANIMATIONS);
EXPECT_ACTION_UPDATE_STATE(
- SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
- EXPECT_TRUE(state.RedrawPending());
- EXPECT_TRUE(state.CommitPending());
+ SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
+ state.OnBeginImplFrameIdle();
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
}
-TEST(SchedulerStateMachineTest, TestFailedDrawForMissingHighResNeedsCommit) {
+TEST(SchedulerStateMachineTest, FailedDrawForMissingHighResNeedsCommit) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
SET_UP_STATE(state)
@@ -446,61 +466,62 @@ TEST(SchedulerStateMachineTest, TestFailedDrawForMissingHighResNeedsCommit) {
EXPECT_TRUE(state.RedrawPending());
EXPECT_TRUE(state.BeginFrameNeeded());
+ // Start a frame.
state.OnBeginImplFrame();
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);
- state.DidSwapBuffers();
- state.DidSwapBuffersComplete();
+ state.OnBeginImplFrameDeadlinePending();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
- EXPECT_FALSE(state.RedrawPending());
EXPECT_FALSE(state.CommitPending());
- // Missing high res content requires a commit (but not a redraw)
- state.DidDrawIfPossibleCompleted(DRAW_ABORTED_MISSING_HIGH_RES_CONTENT);
- state.OnBeginImplFrame();
+ // Failing a draw triggers because of high res tiles missing
+ // request for a new BeginMainFrame.
+ state.OnBeginImplFrameDeadline();
+ state.SetDrawResultForTest(DRAW_ABORTED_MISSING_HIGH_RES_CONTENT);
+ EXPECT_ACTION_UPDATE_STATE(
+ SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
- EXPECT_FALSE(state.RedrawPending());
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
+ state.OnBeginImplFrameIdle();
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
+
+ // It doesn't request a draw until we get a new commit though.
EXPECT_TRUE(state.CommitPending());
-}
+ EXPECT_FALSE(state.RedrawPending());
+ state.OnBeginImplFrame();
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
+ state.OnBeginImplFrameDeadlinePending();
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
+ state.OnBeginImplFrameDeadline();
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
+ state.OnBeginImplFrameIdle();
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
-TEST(SchedulerStateMachineTest,
- TestsetNeedsRedrawDuringFailedDrawDoesNotRemoveNeedsRedraw) {
- SchedulerSettings default_scheduler_settings;
- StateMachine state(default_scheduler_settings);
- SET_UP_STATE(state)
- state.SetNeedsRedraw(true);
+ // Finish the commit and activation.
+ state.NotifyBeginMainFrameStarted();
+ state.NotifyReadyToCommit();
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
+ state.NotifyReadyToActivate();
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ACTIVATE_SYNC_TREE);
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
EXPECT_TRUE(state.RedrawPending());
- EXPECT_TRUE(state.BeginFrameNeeded());
+
+ // Verify we draw with the new frame.
state.OnBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
+ state.OnBeginImplFrameDeadlinePending();
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.OnBeginImplFrameDeadline();
-
- // We're drawing now.
+ state.SetDrawResultForTest(DRAW_SUCCESS);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
state.DidSwapBuffers();
- state.DidSwapBuffersComplete();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
- EXPECT_FALSE(state.RedrawPending());
- EXPECT_FALSE(state.CommitPending());
-
- // While still in the same BeginMainFrame callback on the main thread,
- // set needs redraw again. This should not redraw.
- state.SetNeedsRedraw(true);
+ state.OnBeginImplFrameIdle();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
-
- // Failing the draw for animation checkerboards makes us require a commit.
- state.DidDrawIfPossibleCompleted(DRAW_ABORTED_CHECKERBOARD_ANIMATIONS);
- state.OnBeginImplFrame();
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
- EXPECT_ACTION_UPDATE_STATE(
- SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
- EXPECT_TRUE(state.RedrawPending());
}
TEST(SchedulerStateMachineTest,
@@ -519,19 +540,16 @@ TEST(SchedulerStateMachineTest,
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
EXPECT_TRUE(state.CommitPending());
- // Then initiate a draw.
+ // Then initiate a draw that fails.
state.SetNeedsRedraw(true);
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
+ state.SetDrawResultForTest(DRAW_ABORTED_CHECKERBOARD_ANIMATIONS);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
-
- // Fail the draw.
- state.DidDrawIfPossibleCompleted(DRAW_ABORTED_CHECKERBOARD_ANIMATIONS);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
EXPECT_TRUE(state.BeginFrameNeeded());
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
@@ -555,15 +573,18 @@ TEST(SchedulerStateMachineTest,
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.OnBeginImplFrameDeadline();
+ state.SetDrawResultForTest(DRAW_SUCCESS);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_FORCED);
state.DidSwapBuffers();
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.DidSwapBuffersComplete();
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
}
TEST(SchedulerStateMachineTest, TestFailedDrawsDoNotRestartForcedDraw) {
SchedulerSettings scheduler_settings;
- int draw_limit = 1;
+ int draw_limit = 2;
scheduler_settings.maximum_number_of_failed_draws_before_draw_is_forced =
draw_limit;
StateMachine state(scheduler_settings);
@@ -585,11 +606,23 @@ TEST(SchedulerStateMachineTest, TestFailedDrawsDoNotRestartForcedDraw) {
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
- // Fail the draw enough times to force a redraw,
- // then once more for good measure.
- for (int i = 0; i < draw_limit + 1; ++i)
- state.DidDrawIfPossibleCompleted(DRAW_ABORTED_CHECKERBOARD_ANIMATIONS);
- EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
+ // Fail the draw enough times to force a redraw.
+ for (int i = 0; i < draw_limit; ++i) {
+ state.SetNeedsRedraw(true);
+ state.OnBeginImplFrame();
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
+ state.OnBeginImplFrameDeadlinePending();
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
+ state.OnBeginImplFrameDeadline();
+ state.SetDrawResultForTest(DRAW_ABORTED_CHECKERBOARD_ANIMATIONS);
+ EXPECT_ACTION_UPDATE_STATE(
+ SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
+ state.OnBeginImplFrameIdle();
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
+ }
+
EXPECT_TRUE(state.BeginFrameNeeded());
EXPECT_TRUE(state.RedrawPending());
// But the commit is ongoing.
@@ -610,8 +643,21 @@ TEST(SchedulerStateMachineTest, TestFailedDrawsDoNotRestartForcedDraw) {
// After failing additional draws, we should still be in a forced
// redraw, but not back in WAITING_FOR_COMMIT.
- for (int i = 0; i < draw_limit + 1; ++i)
- state.DidDrawIfPossibleCompleted(DRAW_ABORTED_CHECKERBOARD_ANIMATIONS);
+ for (int i = 0; i < draw_limit; ++i) {
+ state.SetNeedsRedraw(true);
+ state.OnBeginImplFrame();
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
+ state.OnBeginImplFrameDeadlinePending();
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
+ state.OnBeginImplFrameDeadline();
+ state.SetDrawResultForTest(DRAW_ABORTED_CHECKERBOARD_ANIMATIONS);
+ EXPECT_ACTION_UPDATE_STATE(
+ SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
+ state.OnBeginImplFrameIdle();
+ EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
+ }
EXPECT_TRUE(state.RedrawPending());
EXPECT_TRUE(state.ForcedRedrawState() ==
SchedulerStateMachine::FORCED_REDRAW_STATE_WAITING_FOR_ACTIVATION);
@@ -630,11 +676,11 @@ TEST(SchedulerStateMachineTest, TestFailedDrawIsRetriedInNextBeginImplFrame) {
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.OnBeginImplFrameDeadline();
EXPECT_TRUE(state.RedrawPending());
+ state.SetDrawResultForTest(DRAW_ABORTED_CHECKERBOARD_ANIMATIONS);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
// Failing the draw for animation checkerboards makes us require a commit.
- state.DidDrawIfPossibleCompleted(DRAW_ABORTED_CHECKERBOARD_ANIMATIONS);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
@@ -649,6 +695,7 @@ TEST(SchedulerStateMachineTest, TestFailedDrawIsRetriedInNextBeginImplFrame) {
// We should try to draw again at the end of the next BeginImplFrame on
// the impl thread.
state.OnBeginImplFrameDeadline();
+ state.SetDrawResultForTest(DRAW_SUCCESS);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
state.DidSwapBuffers();
@@ -672,7 +719,6 @@ TEST(SchedulerStateMachineTest, TestDoestDrawTwiceInSameFrame) {
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
state.DidSwapBuffers();
- state.DidDrawIfPossibleCompleted(DRAW_SUCCESS);
state.DidSwapBuffersComplete();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
@@ -692,7 +738,6 @@ TEST(SchedulerStateMachineTest, TestDoestDrawTwiceInSameFrame) {
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
state.DidSwapBuffers();
- state.DidDrawIfPossibleCompleted(DRAW_SUCCESS);
state.DidSwapBuffersComplete();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
@@ -931,7 +976,6 @@ TEST(SchedulerStateMachineTest, TestSetNeedsBeginMainFrameIsNotLost) {
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
state.DidSwapBuffers();
- state.DidDrawIfPossibleCompleted(DRAW_SUCCESS);
state.DidSwapBuffersComplete();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
}
@@ -976,7 +1020,6 @@ TEST(SchedulerStateMachineTest, TestFullCycle) {
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
state.DidSwapBuffers();
- state.DidDrawIfPossibleCompleted(DRAW_SUCCESS);
state.DidSwapBuffersComplete();
// Should be synchronized, no draw needed, no action needed.
@@ -1115,7 +1158,6 @@ TEST(SchedulerStateMachineTest, TestFullCycleWithCommitToActive) {
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
state.DidSwapBuffers();
- state.DidDrawIfPossibleCompleted(DRAW_SUCCESS);
state.DidSwapBuffersComplete();
// Now will be able to start main frame.
@@ -1167,7 +1209,6 @@ TEST(SchedulerStateMachineTest, TestFullCycleWithCommitRequestInbetween) {
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
state.DidSwapBuffers();
- state.DidDrawIfPossibleCompleted(DRAW_SUCCESS);
state.DidSwapBuffersComplete();
// Should be synchronized, no draw needed, no action needed.
« no previous file with comments | « cc/scheduler/scheduler_state_machine.cc ('k') | no next file » | no next file with comments »

Powered by Google App Engine
This is Rietveld 408576698