OLD | NEW |
1 // Copyright 2011 The Chromium Authors. All rights reserved. | 1 // Copyright 2011 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/scheduler/scheduler_state_machine.h" | 5 #include "cc/scheduler/scheduler_state_machine.h" |
6 | 6 |
7 #include "cc/scheduler/scheduler.h" | 7 #include "cc/scheduler/scheduler.h" |
8 #include "testing/gtest/include/gtest/gtest.h" | 8 #include "testing/gtest/include/gtest/gtest.h" |
9 | 9 |
10 namespace cc { | 10 namespace cc { |
(...skipping 17 matching lines...) Expand all Loading... |
28 | 28 |
29 bool NeedsCommit() const { return needs_commit_; } | 29 bool NeedsCommit() const { return needs_commit_; } |
30 | 30 |
31 void SetNeedsRedraw(bool b) { needs_redraw_ = b; } | 31 void SetNeedsRedraw(bool b) { needs_redraw_ = b; } |
32 bool NeedsRedraw() const { return needs_redraw_; } | 32 bool NeedsRedraw() const { return needs_redraw_; } |
33 | 33 |
34 void SetNeedsForcedRedraw(bool b) { needs_forced_redraw_ = b; } | 34 void SetNeedsForcedRedraw(bool b) { needs_forced_redraw_ = b; } |
35 bool NeedsForcedRedraw() const { return needs_forced_redraw_; } | 35 bool NeedsForcedRedraw() const { return needs_forced_redraw_; } |
36 | 36 |
37 bool CanDraw() const { return can_draw_; } | 37 bool CanDraw() const { return can_draw_; } |
38 bool InsideVSync() const { return inside_vsync_; } | |
39 bool Visible() const { return visible_; } | 38 bool Visible() const { return visible_; } |
40 }; | 39 }; |
41 | 40 |
42 TEST(SchedulerStateMachineTest, TestNextActionBeginsFrameIfNeeded) { | 41 TEST(SchedulerStateMachineTest, TestNextActionBeginsMainFrameIfNeeded) { |
43 SchedulerSettings default_scheduler_settings; | 42 SchedulerSettings default_scheduler_settings; |
44 | 43 |
45 // If no commit needed, do nothing. | 44 // If no commit needed, do nothing. |
46 { | 45 { |
47 StateMachine state(default_scheduler_settings); | 46 StateMachine state(default_scheduler_settings); |
48 state.SetCanStart(); | 47 state.SetCanStart(); |
49 state.UpdateState(state.NextAction()); | 48 state.UpdateState(state.NextAction()); |
50 state.DidCreateAndInitializeOutputSurface(); | 49 state.DidCreateAndInitializeOutputSurface(); |
51 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE); | 50 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE); |
52 state.SetNeedsRedraw(false); | 51 state.SetNeedsRedraw(false); |
53 state.SetVisible(true); | 52 state.SetVisible(true); |
54 | 53 |
55 EXPECT_FALSE(state.VSyncCallbackNeeded()); | 54 EXPECT_FALSE(state.BeginFrameNeededByImplThread()); |
56 | 55 |
57 state.DidLeaveVSync(); | 56 state.DidLeaveBeginFrame(); |
58 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 57 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
59 EXPECT_FALSE(state.VSyncCallbackNeeded()); | 58 EXPECT_FALSE(state.BeginFrameNeededByImplThread()); |
60 state.DidEnterVSync(); | 59 state.DidEnterBeginFrame(); |
61 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 60 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
62 } | 61 } |
63 | 62 |
64 // If commit requested but can_begin_frame is still false, do nothing. | 63 // If commit requested but can_start is still false, do nothing. |
65 { | 64 { |
66 StateMachine state(default_scheduler_settings); | 65 StateMachine state(default_scheduler_settings); |
67 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE); | 66 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE); |
68 state.SetNeedsRedraw(false); | 67 state.SetNeedsRedraw(false); |
69 state.SetVisible(true); | 68 state.SetVisible(true); |
70 | 69 |
71 EXPECT_FALSE(state.VSyncCallbackNeeded()); | 70 EXPECT_FALSE(state.BeginFrameNeededByImplThread()); |
72 | 71 |
73 state.DidLeaveVSync(); | 72 state.DidLeaveBeginFrame(); |
74 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 73 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
75 EXPECT_FALSE(state.VSyncCallbackNeeded()); | 74 EXPECT_FALSE(state.BeginFrameNeededByImplThread()); |
76 state.DidEnterVSync(); | 75 state.DidEnterBeginFrame(); |
77 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 76 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
78 } | 77 } |
79 | 78 |
80 // If commit requested, begin a frame. | 79 // If commit requested, begin a main frame. |
81 { | 80 { |
82 StateMachine state(default_scheduler_settings); | 81 StateMachine state(default_scheduler_settings); |
83 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE); | 82 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE); |
84 state.SetCanStart(); | 83 state.SetCanStart(); |
85 state.SetNeedsRedraw(false); | 84 state.SetNeedsRedraw(false); |
86 state.SetVisible(true); | 85 state.SetVisible(true); |
87 EXPECT_FALSE(state.VSyncCallbackNeeded()); | 86 EXPECT_FALSE(state.BeginFrameNeededByImplThread()); |
88 } | 87 } |
89 | 88 |
90 // Begin the frame, make sure needs_commit and commit_state update correctly. | 89 // Begin the frame, make sure needs_commit and commit_state update correctly. |
91 { | 90 { |
92 StateMachine state(default_scheduler_settings); | 91 StateMachine state(default_scheduler_settings); |
93 state.SetCanStart(); | 92 state.SetCanStart(); |
94 state.UpdateState(state.NextAction()); | 93 state.UpdateState(state.NextAction()); |
95 state.DidCreateAndInitializeOutputSurface(); | 94 state.DidCreateAndInitializeOutputSurface(); |
96 state.SetVisible(true); | 95 state.SetVisible(true); |
97 state.UpdateState(SchedulerStateMachine::ACTION_BEGIN_FRAME); | 96 state.UpdateState( |
| 97 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
98 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 98 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
99 state.CommitState()); | 99 state.CommitState()); |
100 EXPECT_FALSE(state.NeedsCommit()); | 100 EXPECT_FALSE(state.NeedsCommit()); |
101 EXPECT_FALSE(state.VSyncCallbackNeeded()); | 101 EXPECT_FALSE(state.BeginFrameNeededByImplThread()); |
102 } | 102 } |
103 } | 103 } |
104 | 104 |
105 TEST(SchedulerStateMachineTest, TestSetForcedRedrawDoesNotSetsNormalRedraw) { | 105 TEST(SchedulerStateMachineTest, TestSetForcedRedrawDoesNotSetsNormalRedraw) { |
106 SchedulerSettings default_scheduler_settings; | 106 SchedulerSettings default_scheduler_settings; |
107 SchedulerStateMachine state(default_scheduler_settings); | 107 SchedulerStateMachine state(default_scheduler_settings); |
108 state.SetCanDraw(true); | 108 state.SetCanDraw(true); |
109 state.SetNeedsForcedRedraw(); | 109 state.SetNeedsForcedRedraw(); |
110 EXPECT_FALSE(state.RedrawPending()); | 110 EXPECT_FALSE(state.RedrawPending()); |
111 EXPECT_TRUE(state.VSyncCallbackNeeded()); | 111 EXPECT_TRUE(state.BeginFrameNeededByImplThread()); |
112 } | 112 } |
113 | 113 |
114 TEST(SchedulerStateMachineTest, | 114 TEST(SchedulerStateMachineTest, |
115 TestFailedDrawSetsNeedsCommitAndDoesNotDrawAgain) { | 115 TestFailedDrawSetsNeedsCommitAndDoesNotDrawAgain) { |
116 SchedulerSettings default_scheduler_settings; | 116 SchedulerSettings default_scheduler_settings; |
117 SchedulerStateMachine state(default_scheduler_settings); | 117 SchedulerStateMachine state(default_scheduler_settings); |
118 state.SetCanStart(); | 118 state.SetCanStart(); |
119 state.UpdateState(state.NextAction()); | 119 state.UpdateState(state.NextAction()); |
120 state.DidCreateAndInitializeOutputSurface(); | 120 state.DidCreateAndInitializeOutputSurface(); |
121 state.SetVisible(true); | 121 state.SetVisible(true); |
122 state.SetCanDraw(true); | 122 state.SetCanDraw(true); |
123 state.SetNeedsRedraw(); | 123 state.SetNeedsRedraw(); |
124 EXPECT_TRUE(state.RedrawPending()); | 124 EXPECT_TRUE(state.RedrawPending()); |
125 EXPECT_TRUE(state.VSyncCallbackNeeded()); | 125 EXPECT_TRUE(state.BeginFrameNeededByImplThread()); |
126 state.DidEnterVSync(); | 126 state.DidEnterBeginFrame(); |
127 | 127 |
128 // We're drawing now. | 128 // We're drawing now. |
129 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 129 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
130 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 130 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
131 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 131 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
132 EXPECT_FALSE(state.RedrawPending()); | 132 EXPECT_FALSE(state.RedrawPending()); |
133 EXPECT_FALSE(state.CommitPending()); | 133 EXPECT_FALSE(state.CommitPending()); |
134 | 134 |
135 // Failing the draw makes us require a commit. | 135 // Failing the draw makes us require a commit. |
136 state.DidDrawIfPossibleCompleted(false); | 136 state.DidDrawIfPossibleCompleted(false); |
137 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 137 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
138 state.UpdateState(SchedulerStateMachine::ACTION_BEGIN_FRAME); | 138 state.NextAction()); |
| 139 state.UpdateState( |
| 140 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
139 EXPECT_TRUE(state.RedrawPending()); | 141 EXPECT_TRUE(state.RedrawPending()); |
140 EXPECT_TRUE(state.CommitPending()); | 142 EXPECT_TRUE(state.CommitPending()); |
141 } | 143 } |
142 | 144 |
143 TEST(SchedulerStateMachineTest, | 145 TEST(SchedulerStateMachineTest, |
144 TestsetNeedsRedrawDuringFailedDrawDoesNotRemoveNeedsRedraw) { | 146 TestsetNeedsRedrawDuringFailedDrawDoesNotRemoveNeedsRedraw) { |
145 SchedulerSettings default_scheduler_settings; | 147 SchedulerSettings default_scheduler_settings; |
146 SchedulerStateMachine state(default_scheduler_settings); | 148 SchedulerStateMachine state(default_scheduler_settings); |
147 state.SetCanStart(); | 149 state.SetCanStart(); |
148 state.UpdateState(state.NextAction()); | 150 state.UpdateState(state.NextAction()); |
149 state.DidCreateAndInitializeOutputSurface(); | 151 state.DidCreateAndInitializeOutputSurface(); |
150 | 152 |
151 state.SetVisible(true); | 153 state.SetVisible(true); |
152 state.SetCanDraw(true); | 154 state.SetCanDraw(true); |
153 state.SetNeedsRedraw(); | 155 state.SetNeedsRedraw(); |
154 EXPECT_TRUE(state.RedrawPending()); | 156 EXPECT_TRUE(state.RedrawPending()); |
155 EXPECT_TRUE(state.VSyncCallbackNeeded()); | 157 EXPECT_TRUE(state.BeginFrameNeededByImplThread()); |
156 state.DidEnterVSync(); | 158 state.DidEnterBeginFrame(); |
157 | 159 |
158 // We're drawing now. | 160 // We're drawing now. |
159 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 161 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
160 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 162 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
161 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 163 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
162 EXPECT_FALSE(state.RedrawPending()); | 164 EXPECT_FALSE(state.RedrawPending()); |
163 EXPECT_FALSE(state.CommitPending()); | 165 EXPECT_FALSE(state.CommitPending()); |
164 | 166 |
165 // While still in the same vsync callback, set needs redraw again. | 167 // While still in the same begin frame callback on the main thread, |
166 // This should not redraw. | 168 // set needs redraw again. This should not redraw. |
167 state.SetNeedsRedraw(); | 169 state.SetNeedsRedraw(); |
168 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 170 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
169 | 171 |
170 // Failing the draw makes us require a commit. | 172 // Failing the draw makes us require a commit. |
171 state.DidDrawIfPossibleCompleted(false); | 173 state.DidDrawIfPossibleCompleted(false); |
172 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 174 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 175 state.NextAction()); |
173 EXPECT_TRUE(state.RedrawPending()); | 176 EXPECT_TRUE(state.RedrawPending()); |
174 } | 177 } |
175 | 178 |
176 TEST(SchedulerStateMachineTest, | 179 TEST(SchedulerStateMachineTest, |
177 TestCommitAfterFailedDrawAllowsDrawInSameFrame) { | 180 TestCommitAfterFailedDrawAllowsDrawInSameFrame) { |
178 SchedulerSettings default_scheduler_settings; | 181 SchedulerSettings default_scheduler_settings; |
179 SchedulerStateMachine state(default_scheduler_settings); | 182 SchedulerStateMachine state(default_scheduler_settings); |
180 state.SetCanStart(); | 183 state.SetCanStart(); |
181 state.UpdateState(state.NextAction()); | 184 state.UpdateState(state.NextAction()); |
182 state.DidCreateAndInitializeOutputSurface(); | 185 state.DidCreateAndInitializeOutputSurface(); |
183 state.SetVisible(true); | 186 state.SetVisible(true); |
184 state.SetCanDraw(true); | 187 state.SetCanDraw(true); |
185 | 188 |
186 // Start a commit. | 189 // Start a commit. |
187 state.SetNeedsCommit(); | 190 state.SetNeedsCommit(); |
188 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 191 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
189 state.UpdateState(SchedulerStateMachine::ACTION_BEGIN_FRAME); | 192 state.NextAction()); |
| 193 state.UpdateState( |
| 194 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
190 EXPECT_TRUE(state.CommitPending()); | 195 EXPECT_TRUE(state.CommitPending()); |
191 | 196 |
192 // Then initiate a draw. | 197 // Then initiate a draw. |
193 state.SetNeedsRedraw(); | 198 state.SetNeedsRedraw(); |
194 EXPECT_TRUE(state.VSyncCallbackNeeded()); | 199 EXPECT_TRUE(state.BeginFrameNeededByImplThread()); |
195 state.DidEnterVSync(); | 200 state.DidEnterBeginFrame(); |
196 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 201 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
197 EXPECT_TRUE(state.RedrawPending()); | 202 EXPECT_TRUE(state.RedrawPending()); |
198 | 203 |
199 // Fail the draw. | 204 // Fail the draw. |
200 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 205 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
201 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 206 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
202 state.DidDrawIfPossibleCompleted(false); | 207 state.DidDrawIfPossibleCompleted(false); |
203 EXPECT_TRUE(state.RedrawPending()); | 208 EXPECT_TRUE(state.RedrawPending()); |
204 // But the commit is ongoing. | 209 // But the commit is ongoing. |
205 EXPECT_TRUE(state.CommitPending()); | 210 EXPECT_TRUE(state.CommitPending()); |
206 | 211 |
207 // Finish the commit. | 212 // Finish the commit. |
208 state.BeginFrameComplete(); | 213 state.FinishCommit(); |
209 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 214 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
210 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); | 215 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); |
211 EXPECT_TRUE(state.RedrawPending()); | 216 EXPECT_TRUE(state.RedrawPending()); |
212 | 217 |
213 // And we should be allowed to draw again. | 218 // And we should be allowed to draw again. |
214 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 219 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
215 } | 220 } |
216 | 221 |
217 TEST(SchedulerStateMachineTest, | 222 TEST(SchedulerStateMachineTest, |
218 TestCommitAfterFailedAndSuccessfulDrawDoesNotAllowDrawInSameFrame) { | 223 TestCommitAfterFailedAndSuccessfulDrawDoesNotAllowDrawInSameFrame) { |
219 SchedulerSettings default_scheduler_settings; | 224 SchedulerSettings default_scheduler_settings; |
220 SchedulerStateMachine state(default_scheduler_settings); | 225 SchedulerStateMachine state(default_scheduler_settings); |
221 state.SetCanStart(); | 226 state.SetCanStart(); |
222 state.UpdateState(state.NextAction()); | 227 state.UpdateState(state.NextAction()); |
223 state.DidCreateAndInitializeOutputSurface(); | 228 state.DidCreateAndInitializeOutputSurface(); |
224 state.SetVisible(true); | 229 state.SetVisible(true); |
225 state.SetCanDraw(true); | 230 state.SetCanDraw(true); |
226 | 231 |
227 // Start a commit. | 232 // Start a commit. |
228 state.SetNeedsCommit(); | 233 state.SetNeedsCommit(); |
229 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 234 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
230 state.UpdateState(SchedulerStateMachine::ACTION_BEGIN_FRAME); | 235 state.NextAction()); |
| 236 state.UpdateState( |
| 237 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
231 EXPECT_TRUE(state.CommitPending()); | 238 EXPECT_TRUE(state.CommitPending()); |
232 | 239 |
233 // Then initiate a draw. | 240 // Then initiate a draw. |
234 state.SetNeedsRedraw(); | 241 state.SetNeedsRedraw(); |
235 EXPECT_TRUE(state.VSyncCallbackNeeded()); | 242 EXPECT_TRUE(state.BeginFrameNeededByImplThread()); |
236 state.DidEnterVSync(); | 243 state.DidEnterBeginFrame(); |
237 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 244 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
238 EXPECT_TRUE(state.RedrawPending()); | 245 EXPECT_TRUE(state.RedrawPending()); |
239 | 246 |
240 // Fail the draw. | 247 // Fail the draw. |
241 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 248 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
242 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 249 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
243 state.DidDrawIfPossibleCompleted(false); | 250 state.DidDrawIfPossibleCompleted(false); |
244 EXPECT_TRUE(state.RedrawPending()); | 251 EXPECT_TRUE(state.RedrawPending()); |
245 // But the commit is ongoing. | 252 // But the commit is ongoing. |
246 EXPECT_TRUE(state.CommitPending()); | 253 EXPECT_TRUE(state.CommitPending()); |
247 | 254 |
248 // Force a draw. | 255 // Force a draw. |
249 state.SetNeedsForcedRedraw(); | 256 state.SetNeedsForcedRedraw(); |
250 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 257 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); |
251 | 258 |
252 // Do the forced draw. | 259 // Do the forced draw. |
253 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_FORCED); | 260 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_FORCED); |
254 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 261 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
255 EXPECT_FALSE(state.RedrawPending()); | 262 EXPECT_FALSE(state.RedrawPending()); |
256 // And the commit is still ongoing. | 263 // And the commit is still ongoing. |
257 EXPECT_TRUE(state.CommitPending()); | 264 EXPECT_TRUE(state.CommitPending()); |
258 | 265 |
259 // Finish the commit. | 266 // Finish the commit. |
260 state.BeginFrameComplete(); | 267 state.FinishCommit(); |
261 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 268 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
262 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); | 269 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); |
263 EXPECT_TRUE(state.RedrawPending()); | 270 EXPECT_TRUE(state.RedrawPending()); |
264 | 271 |
265 // And we should not be allowed to draw again in the same frame.. | 272 // And we should not be allowed to draw again in the same frame.. |
266 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 273 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
267 } | 274 } |
268 | 275 |
269 TEST(SchedulerStateMachineTest, | 276 TEST(SchedulerStateMachineTest, |
270 TestFailedDrawsWillEventuallyForceADrawAfterTheNextCommit) { | 277 TestFailedDrawsWillEventuallyForceADrawAfterTheNextCommit) { |
271 SchedulerSettings default_scheduler_settings; | 278 SchedulerSettings default_scheduler_settings; |
272 SchedulerStateMachine state(default_scheduler_settings); | 279 SchedulerStateMachine state(default_scheduler_settings); |
273 state.SetCanStart(); | 280 state.SetCanStart(); |
274 state.UpdateState(state.NextAction()); | 281 state.UpdateState(state.NextAction()); |
275 state.DidCreateAndInitializeOutputSurface(); | 282 state.DidCreateAndInitializeOutputSurface(); |
276 state.SetVisible(true); | 283 state.SetVisible(true); |
277 state.SetCanDraw(true); | 284 state.SetCanDraw(true); |
278 state.SetMaximumNumberOfFailedDrawsBeforeDrawIsForced(1); | 285 state.SetMaximumNumberOfFailedDrawsBeforeDrawIsForced(1); |
279 | 286 |
280 // Start a commit. | 287 // Start a commit. |
281 state.SetNeedsCommit(); | 288 state.SetNeedsCommit(); |
282 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 289 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
283 state.UpdateState(SchedulerStateMachine::ACTION_BEGIN_FRAME); | 290 state.NextAction()); |
| 291 state.UpdateState( |
| 292 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
284 EXPECT_TRUE(state.CommitPending()); | 293 EXPECT_TRUE(state.CommitPending()); |
285 | 294 |
286 // Then initiate a draw. | 295 // Then initiate a draw. |
287 state.SetNeedsRedraw(); | 296 state.SetNeedsRedraw(); |
288 EXPECT_TRUE(state.VSyncCallbackNeeded()); | 297 EXPECT_TRUE(state.BeginFrameNeededByImplThread()); |
289 state.DidEnterVSync(); | 298 state.DidEnterBeginFrame(); |
290 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 299 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
291 EXPECT_TRUE(state.RedrawPending()); | 300 EXPECT_TRUE(state.RedrawPending()); |
292 | 301 |
293 // Fail the draw. | 302 // Fail the draw. |
294 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 303 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
295 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 304 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
296 state.DidDrawIfPossibleCompleted(false); | 305 state.DidDrawIfPossibleCompleted(false); |
297 EXPECT_TRUE(state.RedrawPending()); | 306 EXPECT_TRUE(state.RedrawPending()); |
298 // But the commit is ongoing. | 307 // But the commit is ongoing. |
299 EXPECT_TRUE(state.CommitPending()); | 308 EXPECT_TRUE(state.CommitPending()); |
300 | 309 |
301 // Finish the commit. Note, we should not yet be forcing a draw, but should | 310 // Finish the commit. Note, we should not yet be forcing a draw, but should |
302 // continue the commit as usual. | 311 // continue the commit as usual. |
303 state.BeginFrameComplete(); | 312 state.FinishCommit(); |
304 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 313 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
305 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); | 314 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); |
306 EXPECT_TRUE(state.RedrawPending()); | 315 EXPECT_TRUE(state.RedrawPending()); |
307 | 316 |
308 // The redraw should be forced in this case. | 317 // The redraw should be forced in this case. |
309 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 318 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); |
310 } | 319 } |
311 | 320 |
312 TEST(SchedulerStateMachineTest, TestFailedDrawIsRetriedNextVSync) { | 321 TEST(SchedulerStateMachineTest, |
| 322 TestFailedDrawIsRetriedInNextBeginFrameForImplThread) { |
313 SchedulerSettings default_scheduler_settings; | 323 SchedulerSettings default_scheduler_settings; |
314 SchedulerStateMachine state(default_scheduler_settings); | 324 SchedulerStateMachine state(default_scheduler_settings); |
315 state.SetCanStart(); | 325 state.SetCanStart(); |
316 state.UpdateState(state.NextAction()); | 326 state.UpdateState(state.NextAction()); |
317 state.DidCreateAndInitializeOutputSurface(); | 327 state.DidCreateAndInitializeOutputSurface(); |
318 state.SetVisible(true); | 328 state.SetVisible(true); |
319 state.SetCanDraw(true); | 329 state.SetCanDraw(true); |
320 | 330 |
321 // Start a draw. | 331 // Start a draw. |
322 state.SetNeedsRedraw(); | 332 state.SetNeedsRedraw(); |
323 EXPECT_TRUE(state.VSyncCallbackNeeded()); | 333 EXPECT_TRUE(state.BeginFrameNeededByImplThread()); |
324 state.DidEnterVSync(); | 334 state.DidEnterBeginFrame(); |
325 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 335 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
326 EXPECT_TRUE(state.RedrawPending()); | 336 EXPECT_TRUE(state.RedrawPending()); |
327 | 337 |
328 // Fail the draw. | 338 // Fail the draw. |
329 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 339 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
330 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 340 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
331 state.DidDrawIfPossibleCompleted(false); | 341 state.DidDrawIfPossibleCompleted(false); |
332 EXPECT_TRUE(state.RedrawPending()); | 342 EXPECT_TRUE(state.RedrawPending()); |
333 | 343 |
334 // We should not be trying to draw again now, but we have a commit pending. | 344 // We should not be trying to draw again now, but we have a commit pending. |
335 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 345 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 346 state.NextAction()); |
336 | 347 |
337 state.DidLeaveVSync(); | 348 state.DidLeaveBeginFrame(); |
338 EXPECT_TRUE(state.VSyncCallbackNeeded()); | 349 EXPECT_TRUE(state.BeginFrameNeededByImplThread()); |
339 state.DidEnterVSync(); | 350 state.DidEnterBeginFrame(); |
340 | 351 |
341 // We should try draw again in the next vsync. | 352 // We should try to draw again in the next begin frame on the impl thread. |
342 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 353 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
343 } | 354 } |
344 | 355 |
345 TEST(SchedulerStateMachineTest, TestDoestDrawTwiceInSameFrame) { | 356 TEST(SchedulerStateMachineTest, TestDoestDrawTwiceInSameFrame) { |
346 SchedulerSettings default_scheduler_settings; | 357 SchedulerSettings default_scheduler_settings; |
347 SchedulerStateMachine state(default_scheduler_settings); | 358 SchedulerStateMachine state(default_scheduler_settings); |
348 state.SetCanStart(); | 359 state.SetCanStart(); |
349 state.UpdateState(state.NextAction()); | 360 state.UpdateState(state.NextAction()); |
350 state.DidCreateAndInitializeOutputSurface(); | 361 state.DidCreateAndInitializeOutputSurface(); |
351 state.SetVisible(true); | 362 state.SetVisible(true); |
352 state.SetCanDraw(true); | 363 state.SetCanDraw(true); |
353 state.SetNeedsRedraw(); | 364 state.SetNeedsRedraw(); |
354 EXPECT_TRUE(state.VSyncCallbackNeeded()); | 365 EXPECT_TRUE(state.BeginFrameNeededByImplThread()); |
355 state.DidEnterVSync(); | 366 state.DidEnterBeginFrame(); |
356 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 367 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
357 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 368 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
358 | 369 |
359 // While still in the same vsync callback, set needs redraw again. | 370 // While still in the same begin frame for the impl thread, set needs redraw |
360 // This should not redraw. | 371 // again. This should not redraw. |
361 state.SetNeedsRedraw(); | 372 state.SetNeedsRedraw(); |
362 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 373 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
363 | 374 |
364 // Move to another frame. This should now draw. | 375 // Move to another frame. This should now draw. |
365 state.DidDrawIfPossibleCompleted(true); | 376 state.DidDrawIfPossibleCompleted(true); |
366 state.DidLeaveVSync(); | 377 state.DidLeaveBeginFrame(); |
367 EXPECT_TRUE(state.VSyncCallbackNeeded()); | 378 EXPECT_TRUE(state.BeginFrameNeededByImplThread()); |
368 state.DidEnterVSync(); | 379 state.DidEnterBeginFrame(); |
369 | 380 |
370 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 381 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
371 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 382 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
372 state.DidDrawIfPossibleCompleted(true); | 383 state.DidDrawIfPossibleCompleted(true); |
373 EXPECT_FALSE(state.VSyncCallbackNeeded()); | 384 EXPECT_FALSE(state.BeginFrameNeededByImplThread()); |
374 } | 385 } |
375 | 386 |
376 TEST(SchedulerStateMachineTest, TestNextActionDrawsOnVSync) { | 387 TEST(SchedulerStateMachineTest, TestNextActionDrawsOnBeginFrame) { |
377 SchedulerSettings default_scheduler_settings; | 388 SchedulerSettings default_scheduler_settings; |
378 | 389 |
379 // When not on vsync, or on vsync but not visible, don't draw. | 390 // When not in BeginFrame, or in BeginFrame but not visible, |
| 391 // don't draw. |
380 size_t num_commit_states = | 392 size_t num_commit_states = |
381 sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState); | 393 sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState); |
382 for (size_t i = 0; i < num_commit_states; ++i) { | 394 for (size_t i = 0; i < num_commit_states; ++i) { |
383 for (size_t j = 0; j < 2; ++j) { | 395 for (size_t j = 0; j < 2; ++j) { |
384 StateMachine state(default_scheduler_settings); | 396 StateMachine state(default_scheduler_settings); |
385 state.SetCanStart(); | 397 state.SetCanStart(); |
386 state.UpdateState(state.NextAction()); | 398 state.UpdateState(state.NextAction()); |
387 state.DidCreateAndInitializeOutputSurface(); | 399 state.DidCreateAndInitializeOutputSurface(); |
388 state.SetCommitState(all_commit_states[i]); | 400 state.SetCommitState(all_commit_states[i]); |
389 bool visible = j; | 401 bool visible = j; |
390 if (!visible) { | 402 if (!visible) { |
391 state.DidEnterVSync(); | 403 state.DidEnterBeginFrame(); |
392 state.SetVisible(false); | 404 state.SetVisible(false); |
393 } else { | 405 } else { |
394 state.SetVisible(true); | 406 state.SetVisible(true); |
395 } | 407 } |
396 | 408 |
397 // Case 1: needs_commit=false | 409 // Case 1: needs_commit=false |
398 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, | 410 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, |
399 state.NextAction()); | 411 state.NextAction()); |
400 | 412 |
401 // Case 2: needs_commit=true | 413 // Case 2: needs_commit=true |
402 state.SetNeedsCommit(); | 414 state.SetNeedsCommit(); |
403 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, | 415 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, |
404 state.NextAction()); | 416 state.NextAction()); |
405 } | 417 } |
406 } | 418 } |
407 | 419 |
408 // When on vsync, or not on vsync but needs_forced_dedraw set, should always | 420 // When in BeginFrame, or not in BeginFrame but needs_forced_dedraw |
409 // draw except if you're ready to commit, in which case commit. | 421 // set, should always draw except if you're ready to commit, in which case |
| 422 // commit. |
410 for (size_t i = 0; i < num_commit_states; ++i) { | 423 for (size_t i = 0; i < num_commit_states; ++i) { |
411 for (size_t j = 0; j < 2; ++j) { | 424 for (size_t j = 0; j < 2; ++j) { |
412 StateMachine state(default_scheduler_settings); | 425 StateMachine state(default_scheduler_settings); |
413 state.SetCanStart(); | 426 state.SetCanStart(); |
414 state.UpdateState(state.NextAction()); | 427 state.UpdateState(state.NextAction()); |
415 state.DidCreateAndInitializeOutputSurface(); | 428 state.DidCreateAndInitializeOutputSurface(); |
416 state.SetCanDraw(true); | 429 state.SetCanDraw(true); |
417 state.SetCommitState(all_commit_states[i]); | 430 state.SetCommitState(all_commit_states[i]); |
418 bool forced_draw = j; | 431 bool forced_draw = j; |
419 if (!forced_draw) { | 432 if (!forced_draw) { |
420 state.DidEnterVSync(); | 433 state.DidEnterBeginFrame(); |
421 state.SetNeedsRedraw(true); | 434 state.SetNeedsRedraw(true); |
422 state.SetVisible(true); | 435 state.SetVisible(true); |
423 } else { | 436 } else { |
424 state.SetNeedsForcedRedraw(true); | 437 state.SetNeedsForcedRedraw(true); |
425 } | 438 } |
426 | 439 |
427 SchedulerStateMachine::Action expected_action; | 440 SchedulerStateMachine::Action expected_action; |
428 if (all_commit_states[i] != | 441 if (all_commit_states[i] != |
429 SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT) { | 442 SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT) { |
430 expected_action = | 443 expected_action = |
431 forced_draw ? SchedulerStateMachine::ACTION_DRAW_FORCED | 444 forced_draw ? SchedulerStateMachine::ACTION_DRAW_FORCED |
432 : SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE; | 445 : SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE; |
433 } else { | 446 } else { |
434 expected_action = SchedulerStateMachine::ACTION_COMMIT; | 447 expected_action = SchedulerStateMachine::ACTION_COMMIT; |
435 } | 448 } |
436 | 449 |
437 // Case 1: needs_commit=false. | 450 // Case 1: needs_commit=false. |
438 EXPECT_TRUE(state.VSyncCallbackNeeded()); | 451 EXPECT_TRUE(state.BeginFrameNeededByImplThread()); |
439 EXPECT_EQ(expected_action, state.NextAction()); | 452 EXPECT_EQ(expected_action, state.NextAction()); |
440 | 453 |
441 // Case 2: needs_commit=true. | 454 // Case 2: needs_commit=true. |
442 state.SetNeedsCommit(); | 455 state.SetNeedsCommit(); |
443 EXPECT_TRUE(state.VSyncCallbackNeeded()); | 456 EXPECT_TRUE(state.BeginFrameNeededByImplThread()); |
444 EXPECT_EQ(expected_action, state.NextAction()); | 457 EXPECT_EQ(expected_action, state.NextAction()); |
445 } | 458 } |
446 } | 459 } |
447 } | 460 } |
448 | 461 |
449 TEST(SchedulerStateMachineTest, TestNoCommitStatesRedrawWhenInvisible) { | 462 TEST(SchedulerStateMachineTest, TestNoCommitStatesRedrawWhenInvisible) { |
450 SchedulerSettings default_scheduler_settings; | 463 SchedulerSettings default_scheduler_settings; |
451 | 464 |
452 size_t num_commit_states = | 465 size_t num_commit_states = |
453 sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState); | 466 sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState); |
454 for (size_t i = 0; i < num_commit_states; ++i) { | 467 for (size_t i = 0; i < num_commit_states; ++i) { |
455 // There shouldn't be any drawing regardless of vsync. | 468 // There shouldn't be any drawing regardless of BeginFrame. |
456 for (size_t j = 0; j < 2; ++j) { | 469 for (size_t j = 0; j < 2; ++j) { |
457 StateMachine state(default_scheduler_settings); | 470 StateMachine state(default_scheduler_settings); |
458 state.SetCanStart(); | 471 state.SetCanStart(); |
459 state.UpdateState(state.NextAction()); | 472 state.UpdateState(state.NextAction()); |
460 state.DidCreateAndInitializeOutputSurface(); | 473 state.DidCreateAndInitializeOutputSurface(); |
461 state.SetCommitState(all_commit_states[i]); | 474 state.SetCommitState(all_commit_states[i]); |
462 state.SetVisible(false); | 475 state.SetVisible(false); |
463 state.SetNeedsRedraw(true); | 476 state.SetNeedsRedraw(true); |
464 state.SetNeedsForcedRedraw(false); | 477 state.SetNeedsForcedRedraw(false); |
465 if (j == 1) | 478 if (j == 1) |
466 state.DidEnterVSync(); | 479 state.DidEnterBeginFrame(); |
467 | 480 |
468 // Case 1: needs_commit=false. | 481 // Case 1: needs_commit=false. |
469 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, | 482 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, |
470 state.NextAction()); | 483 state.NextAction()); |
471 | 484 |
472 // Case 2: needs_commit=true. | 485 // Case 2: needs_commit=true. |
473 state.SetNeedsCommit(); | 486 state.SetNeedsCommit(); |
474 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, | 487 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, |
475 state.NextAction()); | 488 state.NextAction()); |
476 } | 489 } |
477 } | 490 } |
478 } | 491 } |
479 | 492 |
480 TEST(SchedulerStateMachineTest, TestCanRedraw_StopsDraw) { | 493 TEST(SchedulerStateMachineTest, TestCanRedraw_StopsDraw) { |
481 SchedulerSettings default_scheduler_settings; | 494 SchedulerSettings default_scheduler_settings; |
482 | 495 |
483 size_t num_commit_states = | 496 size_t num_commit_states = |
484 sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState); | 497 sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState); |
485 for (size_t i = 0; i < num_commit_states; ++i) { | 498 for (size_t i = 0; i < num_commit_states; ++i) { |
486 // There shouldn't be any drawing regardless of vsync. | 499 // There shouldn't be any drawing regardless of BeginFrame. |
487 for (size_t j = 0; j < 2; ++j) { | 500 for (size_t j = 0; j < 2; ++j) { |
488 StateMachine state(default_scheduler_settings); | 501 StateMachine state(default_scheduler_settings); |
489 state.SetCanStart(); | 502 state.SetCanStart(); |
490 state.UpdateState(state.NextAction()); | 503 state.UpdateState(state.NextAction()); |
491 state.DidCreateAndInitializeOutputSurface(); | 504 state.DidCreateAndInitializeOutputSurface(); |
492 state.SetCommitState(all_commit_states[i]); | 505 state.SetCommitState(all_commit_states[i]); |
493 state.SetVisible(false); | 506 state.SetVisible(false); |
494 state.SetNeedsRedraw(true); | 507 state.SetNeedsRedraw(true); |
495 state.SetNeedsForcedRedraw(false); | 508 state.SetNeedsForcedRedraw(false); |
496 if (j == 1) | 509 if (j == 1) |
497 state.DidEnterVSync(); | 510 state.DidEnterBeginFrame(); |
498 | 511 |
499 state.SetCanDraw(false); | 512 state.SetCanDraw(false); |
500 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, | 513 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, |
501 state.NextAction()); | 514 state.NextAction()); |
502 } | 515 } |
503 } | 516 } |
504 } | 517 } |
505 | 518 |
506 TEST(SchedulerStateMachineTest, | 519 TEST(SchedulerStateMachineTest, |
507 TestCanRedrawWithWaitingForFirstDrawMakesProgress) { | 520 TestCanRedrawWithWaitingForFirstDrawMakesProgress) { |
508 SchedulerSettings default_scheduler_settings; | 521 SchedulerSettings default_scheduler_settings; |
509 StateMachine state(default_scheduler_settings); | 522 StateMachine state(default_scheduler_settings); |
510 state.SetCanStart(); | 523 state.SetCanStart(); |
511 state.UpdateState(state.NextAction()); | 524 state.UpdateState(state.NextAction()); |
512 state.DidCreateAndInitializeOutputSurface(); | 525 state.DidCreateAndInitializeOutputSurface(); |
513 state.SetCommitState( | 526 state.SetCommitState( |
514 SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW); | 527 SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW); |
515 state.SetNeedsCommit(); | 528 state.SetNeedsCommit(); |
516 state.SetNeedsRedraw(true); | 529 state.SetNeedsRedraw(true); |
517 state.SetVisible(true); | 530 state.SetVisible(true); |
518 state.SetCanDraw(false); | 531 state.SetCanDraw(false); |
519 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 532 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 533 state.NextAction()); |
520 } | 534 } |
521 | 535 |
522 TEST(SchedulerStateMachineTest, TestsetNeedsCommitIsNotLost) { | 536 TEST(SchedulerStateMachineTest, TestsetNeedsCommitIsNotLost) { |
523 SchedulerSettings default_scheduler_settings; | 537 SchedulerSettings default_scheduler_settings; |
524 StateMachine state(default_scheduler_settings); | 538 StateMachine state(default_scheduler_settings); |
525 state.SetCanStart(); | 539 state.SetCanStart(); |
526 state.UpdateState(state.NextAction()); | 540 state.UpdateState(state.NextAction()); |
527 state.DidCreateAndInitializeOutputSurface(); | 541 state.DidCreateAndInitializeOutputSurface(); |
528 state.SetNeedsCommit(); | 542 state.SetNeedsCommit(); |
529 state.SetVisible(true); | 543 state.SetVisible(true); |
530 state.SetCanDraw(true); | 544 state.SetCanDraw(true); |
531 | 545 |
532 // Begin the frame. | 546 // Begin the frame. |
533 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 547 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 548 state.NextAction()); |
534 state.UpdateState(state.NextAction()); | 549 state.UpdateState(state.NextAction()); |
535 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 550 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
536 state.CommitState()); | 551 state.CommitState()); |
537 | 552 |
538 // Now, while the frame is in progress, set another commit. | 553 // Now, while the frame is in progress, set another commit. |
539 state.SetNeedsCommit(); | 554 state.SetNeedsCommit(); |
540 EXPECT_TRUE(state.NeedsCommit()); | 555 EXPECT_TRUE(state.NeedsCommit()); |
541 | 556 |
542 // Let the frame finish. | 557 // Let the frame finish. |
543 state.BeginFrameComplete(); | 558 state.FinishCommit(); |
544 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 559 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
545 state.CommitState()); | 560 state.CommitState()); |
546 | 561 |
547 // Expect to commit regardless of vsync state. | 562 // Expect to commit regardless of BeginFrame state. |
548 state.DidLeaveVSync(); | 563 state.DidLeaveBeginFrame(); |
549 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 564 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
550 state.DidEnterVSync(); | 565 state.DidEnterBeginFrame(); |
551 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 566 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
552 | 567 |
553 // Commit and make sure we draw on next vsync | 568 // Commit and make sure we draw on next BeginFrame |
554 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); | 569 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); |
555 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 570 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
556 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, | 571 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
557 state.CommitState()); | 572 state.CommitState()); |
558 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 573 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
559 state.DidDrawIfPossibleCompleted(true); | 574 state.DidDrawIfPossibleCompleted(true); |
560 | 575 |
561 // Verify that another commit will begin. | 576 // Verify that another commit will begin. |
562 state.DidLeaveVSync(); | 577 state.DidLeaveBeginFrame(); |
563 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 578 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 579 state.NextAction()); |
564 } | 580 } |
565 | 581 |
566 TEST(SchedulerStateMachineTest, TestFullCycle) { | 582 TEST(SchedulerStateMachineTest, TestFullCycle) { |
567 SchedulerSettings default_scheduler_settings; | 583 SchedulerSettings default_scheduler_settings; |
568 StateMachine state(default_scheduler_settings); | 584 StateMachine state(default_scheduler_settings); |
569 state.SetCanStart(); | 585 state.SetCanStart(); |
570 state.UpdateState(state.NextAction()); | 586 state.UpdateState(state.NextAction()); |
571 state.DidCreateAndInitializeOutputSurface(); | 587 state.DidCreateAndInitializeOutputSurface(); |
572 state.SetVisible(true); | 588 state.SetVisible(true); |
573 state.SetCanDraw(true); | 589 state.SetCanDraw(true); |
574 | 590 |
575 // Start clean and set commit. | 591 // Start clean and set commit. |
576 state.SetNeedsCommit(); | 592 state.SetNeedsCommit(); |
577 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 593 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 594 state.NextAction()); |
578 | 595 |
579 // Begin the frame. | 596 // Begin the frame. |
580 state.UpdateState(SchedulerStateMachine::ACTION_BEGIN_FRAME); | 597 state.UpdateState( |
| 598 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
581 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 599 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
582 state.CommitState()); | 600 state.CommitState()); |
583 EXPECT_FALSE(state.NeedsCommit()); | 601 EXPECT_FALSE(state.NeedsCommit()); |
584 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 602 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
585 | 603 |
586 // Tell the scheduler the frame finished. | 604 // Tell the scheduler the frame finished. |
587 state.BeginFrameComplete(); | 605 state.FinishCommit(); |
588 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 606 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
589 state.CommitState()); | 607 state.CommitState()); |
590 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 608 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
591 | 609 |
592 // Commit. | 610 // Commit. |
593 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); | 611 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); |
594 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, | 612 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
595 state.CommitState()); | 613 state.CommitState()); |
596 EXPECT_TRUE(state.NeedsRedraw()); | 614 EXPECT_TRUE(state.NeedsRedraw()); |
597 | 615 |
598 // Expect to do nothing until vsync. | 616 // Expect to do nothing until BeginFrame. |
599 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 617 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
600 | 618 |
601 // At vsync, draw. | 619 // At BeginFrame, draw. |
602 state.DidEnterVSync(); | 620 state.DidEnterBeginFrame(); |
603 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 621 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
604 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 622 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
605 state.DidDrawIfPossibleCompleted(true); | 623 state.DidDrawIfPossibleCompleted(true); |
606 state.DidLeaveVSync(); | 624 state.DidLeaveBeginFrame(); |
607 | 625 |
608 // Should be synchronized, no draw needed, no action needed. | 626 // Should be synchronized, no draw needed, no action needed. |
609 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); | 627 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
610 EXPECT_FALSE(state.NeedsRedraw()); | 628 EXPECT_FALSE(state.NeedsRedraw()); |
611 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 629 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
612 } | 630 } |
613 | 631 |
614 TEST(SchedulerStateMachineTest, TestFullCycleWithCommitRequestInbetween) { | 632 TEST(SchedulerStateMachineTest, TestFullCycleWithCommitRequestInbetween) { |
615 SchedulerSettings default_scheduler_settings; | 633 SchedulerSettings default_scheduler_settings; |
616 StateMachine state(default_scheduler_settings); | 634 StateMachine state(default_scheduler_settings); |
617 state.SetCanStart(); | 635 state.SetCanStart(); |
618 state.UpdateState(state.NextAction()); | 636 state.UpdateState(state.NextAction()); |
619 state.DidCreateAndInitializeOutputSurface(); | 637 state.DidCreateAndInitializeOutputSurface(); |
620 state.SetVisible(true); | 638 state.SetVisible(true); |
621 state.SetCanDraw(true); | 639 state.SetCanDraw(true); |
622 | 640 |
623 // Start clean and set commit. | 641 // Start clean and set commit. |
624 state.SetNeedsCommit(); | 642 state.SetNeedsCommit(); |
625 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 643 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 644 state.NextAction()); |
626 | 645 |
627 // Begin the frame. | 646 // Begin the frame. |
628 state.UpdateState(SchedulerStateMachine::ACTION_BEGIN_FRAME); | 647 state.UpdateState( |
| 648 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
629 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 649 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
630 state.CommitState()); | 650 state.CommitState()); |
631 EXPECT_FALSE(state.NeedsCommit()); | 651 EXPECT_FALSE(state.NeedsCommit()); |
632 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 652 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
633 | 653 |
634 // Request another commit while the commit is in flight. | 654 // Request another commit while the commit is in flight. |
635 state.SetNeedsCommit(); | 655 state.SetNeedsCommit(); |
636 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 656 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
637 | 657 |
638 // Tell the scheduler the frame finished. | 658 // Tell the scheduler the frame finished. |
639 state.BeginFrameComplete(); | 659 state.FinishCommit(); |
640 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 660 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
641 state.CommitState()); | 661 state.CommitState()); |
642 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 662 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
643 | 663 |
644 // Commit. | 664 // Commit. |
645 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); | 665 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); |
646 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, | 666 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
647 state.CommitState()); | 667 state.CommitState()); |
648 EXPECT_TRUE(state.NeedsRedraw()); | 668 EXPECT_TRUE(state.NeedsRedraw()); |
649 | 669 |
650 // Expect to do nothing until vsync. | 670 // Expect to do nothing until BeginFrame. |
651 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 671 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
652 | 672 |
653 // At vsync, draw. | 673 // At BeginFrame, draw. |
654 state.DidEnterVSync(); | 674 state.DidEnterBeginFrame(); |
655 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 675 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
656 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 676 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
657 state.DidDrawIfPossibleCompleted(true); | 677 state.DidDrawIfPossibleCompleted(true); |
658 state.DidLeaveVSync(); | 678 state.DidLeaveBeginFrame(); |
659 | 679 |
660 // Should be synchronized, no draw needed, no action needed. | 680 // Should be synchronized, no draw needed, no action needed. |
661 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); | 681 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
662 EXPECT_FALSE(state.NeedsRedraw()); | 682 EXPECT_FALSE(state.NeedsRedraw()); |
663 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 683 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 684 state.NextAction()); |
664 } | 685 } |
665 | 686 |
666 TEST(SchedulerStateMachineTest, TestRequestCommitInvisible) { | 687 TEST(SchedulerStateMachineTest, TestRequestCommitInvisible) { |
667 SchedulerSettings default_scheduler_settings; | 688 SchedulerSettings default_scheduler_settings; |
668 StateMachine state(default_scheduler_settings); | 689 StateMachine state(default_scheduler_settings); |
669 state.SetCanStart(); | 690 state.SetCanStart(); |
670 state.UpdateState(state.NextAction()); | 691 state.UpdateState(state.NextAction()); |
671 state.DidCreateAndInitializeOutputSurface(); | 692 state.DidCreateAndInitializeOutputSurface(); |
672 state.SetNeedsCommit(); | 693 state.SetNeedsCommit(); |
673 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 694 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
674 } | 695 } |
675 | 696 |
676 TEST(SchedulerStateMachineTest, TestGoesInvisibleBeforeBeginFrameCompletes) { | 697 TEST(SchedulerStateMachineTest, TestGoesInvisibleBeforeFinishCommit) { |
677 SchedulerSettings default_scheduler_settings; | 698 SchedulerSettings default_scheduler_settings; |
678 StateMachine state(default_scheduler_settings); | 699 StateMachine state(default_scheduler_settings); |
679 state.SetCanStart(); | 700 state.SetCanStart(); |
680 state.UpdateState(state.NextAction()); | 701 state.UpdateState(state.NextAction()); |
681 state.DidCreateAndInitializeOutputSurface(); | 702 state.DidCreateAndInitializeOutputSurface(); |
682 state.SetVisible(true); | 703 state.SetVisible(true); |
683 state.SetCanDraw(true); | 704 state.SetCanDraw(true); |
684 | 705 |
685 // Start clean and set commit. | 706 // Start clean and set commit. |
686 state.SetNeedsCommit(); | 707 state.SetNeedsCommit(); |
687 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 708 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 709 state.NextAction()); |
688 | 710 |
689 // Begin the frame while visible. | 711 // Begin the frame while visible. |
690 state.UpdateState(SchedulerStateMachine::ACTION_BEGIN_FRAME); | 712 state.UpdateState( |
| 713 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
691 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 714 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
692 state.CommitState()); | 715 state.CommitState()); |
693 EXPECT_FALSE(state.NeedsCommit()); | 716 EXPECT_FALSE(state.NeedsCommit()); |
694 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 717 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
695 | 718 |
696 // Become invisible and abort the BeginFrame. | 719 // Become invisible and abort the main thread's begin frame. |
697 state.SetVisible(false); | 720 state.SetVisible(false); |
698 state.BeginFrameAborted(); | 721 state.BeginFrameAbortedByMainThread(); |
699 | 722 |
700 // We should now be back in the idle state as if we didn't start a frame at | 723 // We should now be back in the idle state as if we didn't start a frame at |
701 // all. | 724 // all. |
702 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); | 725 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
703 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 726 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
704 | 727 |
705 // Become visible again. | 728 // Become visible again. |
706 state.SetVisible(true); | 729 state.SetVisible(true); |
707 | 730 |
708 // We should be beginning a frame now. | 731 // We should be beginning a frame now. |
709 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); | 732 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
710 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 733 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 734 state.NextAction()); |
711 | 735 |
712 // Begin the frame. | 736 // Begin the frame. |
713 state.UpdateState(state.NextAction()); | 737 state.UpdateState(state.NextAction()); |
714 | 738 |
715 // We should be starting the commit now. | 739 // We should be starting the commit now. |
716 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 740 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
717 state.CommitState()); | 741 state.CommitState()); |
718 } | 742 } |
719 | 743 |
720 TEST(SchedulerStateMachineTest, TestFirstContextCreation) { | 744 TEST(SchedulerStateMachineTest, TestFirstContextCreation) { |
(...skipping 32 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
753 state.NextAction()); | 777 state.NextAction()); |
754 state.UpdateState(state.NextAction()); | 778 state.UpdateState(state.NextAction()); |
755 | 779 |
756 // Once context recreation begins, nothing should happen. | 780 // Once context recreation begins, nothing should happen. |
757 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 781 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
758 | 782 |
759 // Recreate the context. | 783 // Recreate the context. |
760 state.DidCreateAndInitializeOutputSurface(); | 784 state.DidCreateAndInitializeOutputSurface(); |
761 | 785 |
762 // When the context is recreated, we should begin a commit. | 786 // When the context is recreated, we should begin a commit. |
763 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 787 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 788 state.NextAction()); |
764 state.UpdateState(state.NextAction()); | 789 state.UpdateState(state.NextAction()); |
765 } | 790 } |
766 | 791 |
767 TEST(SchedulerStateMachineTest, | 792 TEST(SchedulerStateMachineTest, |
768 TestContextLostWhenIdleAndCommitRequestedWhileRecreating) { | 793 TestContextLostWhenIdleAndCommitRequestedWhileRecreating) { |
769 SchedulerSettings default_scheduler_settings; | 794 SchedulerSettings default_scheduler_settings; |
770 StateMachine state(default_scheduler_settings); | 795 StateMachine state(default_scheduler_settings); |
771 state.SetCanStart(); | 796 state.SetCanStart(); |
772 state.UpdateState(state.NextAction()); | 797 state.UpdateState(state.NextAction()); |
773 state.DidCreateAndInitializeOutputSurface(); | 798 state.DidCreateAndInitializeOutputSurface(); |
(...skipping 12 matching lines...) Expand all Loading... |
786 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 811 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
787 | 812 |
788 // While context is recreating, commits shouldn't begin. | 813 // While context is recreating, commits shouldn't begin. |
789 state.SetNeedsCommit(); | 814 state.SetNeedsCommit(); |
790 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 815 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
791 | 816 |
792 // Recreate the context | 817 // Recreate the context |
793 state.DidCreateAndInitializeOutputSurface(); | 818 state.DidCreateAndInitializeOutputSurface(); |
794 | 819 |
795 // When the context is recreated, we should begin a commit | 820 // When the context is recreated, we should begin a commit |
796 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 821 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 822 state.NextAction()); |
797 state.UpdateState(state.NextAction()); | 823 state.UpdateState(state.NextAction()); |
798 | 824 |
799 // Once the context is recreated, whether we draw should be based on | 825 // Once the context is recreated, whether we draw should be based on |
800 // SetCanDraw. | 826 // SetCanDraw. |
801 state.SetNeedsRedraw(true); | 827 state.SetNeedsRedraw(true); |
802 state.DidEnterVSync(); | 828 state.DidEnterBeginFrame(); |
803 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 829 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
804 state.SetCanDraw(false); | 830 state.SetCanDraw(false); |
805 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 831 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
806 state.SetCanDraw(true); | 832 state.SetCanDraw(true); |
807 state.DidLeaveVSync(); | 833 state.DidLeaveBeginFrame(); |
808 } | 834 } |
809 | 835 |
810 TEST(SchedulerStateMachineTest, TestContextLostWhileCommitInProgress) { | 836 TEST(SchedulerStateMachineTest, TestContextLostWhileCommitInProgress) { |
811 SchedulerSettings default_scheduler_settings; | 837 SchedulerSettings default_scheduler_settings; |
812 StateMachine state(default_scheduler_settings); | 838 StateMachine state(default_scheduler_settings); |
813 state.SetCanStart(); | 839 state.SetCanStart(); |
814 state.UpdateState(state.NextAction()); | 840 state.UpdateState(state.NextAction()); |
815 state.DidCreateAndInitializeOutputSurface(); | 841 state.DidCreateAndInitializeOutputSurface(); |
816 state.SetVisible(true); | 842 state.SetVisible(true); |
817 state.SetCanDraw(true); | 843 state.SetCanDraw(true); |
818 | 844 |
819 // Get a commit in flight. | 845 // Get a commit in flight. |
820 state.SetNeedsCommit(); | 846 state.SetNeedsCommit(); |
821 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 847 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 848 state.NextAction()); |
822 state.UpdateState(state.NextAction()); | 849 state.UpdateState(state.NextAction()); |
823 | 850 |
824 // Set damage and expect a draw. | 851 // Set damage and expect a draw. |
825 state.SetNeedsRedraw(true); | 852 state.SetNeedsRedraw(true); |
826 state.DidEnterVSync(); | 853 state.DidEnterBeginFrame(); |
827 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 854 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
828 state.UpdateState(state.NextAction()); | 855 state.UpdateState(state.NextAction()); |
829 state.DidLeaveVSync(); | 856 state.DidLeaveBeginFrame(); |
830 | 857 |
831 // Cause a lost context while the begin frame is in flight. | 858 // Cause a lost context while the begin frame is in flight |
| 859 // for the main thread. |
832 state.DidLoseOutputSurface(); | 860 state.DidLoseOutputSurface(); |
833 | 861 |
834 // Ask for another draw. Expect nothing happens. | 862 // Ask for another draw. Expect nothing happens. |
835 state.SetNeedsRedraw(true); | 863 state.SetNeedsRedraw(true); |
836 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 864 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
837 | 865 |
838 // Finish the frame, and commit. | 866 // Finish the frame, and commit. |
839 state.BeginFrameComplete(); | 867 state.FinishCommit(); |
840 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 868 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
841 state.UpdateState(state.NextAction()); | 869 state.UpdateState(state.NextAction()); |
842 | 870 |
843 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, | 871 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
844 state.CommitState()); | 872 state.CommitState()); |
845 | 873 |
846 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 874 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
847 state.UpdateState(state.NextAction()); | 875 state.UpdateState(state.NextAction()); |
848 | 876 |
849 // Expect to be told to begin context recreation, independent of vsync state. | 877 // Expect to be told to begin context recreation, independent of |
850 state.DidEnterVSync(); | 878 // BeginFrame state. |
| 879 state.DidEnterBeginFrame(); |
851 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 880 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
852 state.NextAction()); | 881 state.NextAction()); |
853 state.DidLeaveVSync(); | 882 state.DidLeaveBeginFrame(); |
854 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 883 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
855 state.NextAction()); | 884 state.NextAction()); |
856 } | 885 } |
857 | 886 |
858 TEST(SchedulerStateMachineTest, | 887 TEST(SchedulerStateMachineTest, |
859 TestContextLostWhileCommitInProgressAndAnotherCommitRequested) { | 888 TestContextLostWhileCommitInProgressAndAnotherCommitRequested) { |
860 SchedulerSettings default_scheduler_settings; | 889 SchedulerSettings default_scheduler_settings; |
861 StateMachine state(default_scheduler_settings); | 890 StateMachine state(default_scheduler_settings); |
862 state.SetCanStart(); | 891 state.SetCanStart(); |
863 state.UpdateState(state.NextAction()); | 892 state.UpdateState(state.NextAction()); |
864 state.DidCreateAndInitializeOutputSurface(); | 893 state.DidCreateAndInitializeOutputSurface(); |
865 state.SetVisible(true); | 894 state.SetVisible(true); |
866 state.SetCanDraw(true); | 895 state.SetCanDraw(true); |
867 | 896 |
868 // Get a commit in flight. | 897 // Get a commit in flight. |
869 state.SetNeedsCommit(); | 898 state.SetNeedsCommit(); |
870 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 899 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 900 state.NextAction()); |
871 state.UpdateState(state.NextAction()); | 901 state.UpdateState(state.NextAction()); |
872 | 902 |
873 // Set damage and expect a draw. | 903 // Set damage and expect a draw. |
874 state.SetNeedsRedraw(true); | 904 state.SetNeedsRedraw(true); |
875 state.DidEnterVSync(); | 905 state.DidEnterBeginFrame(); |
876 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 906 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
877 state.UpdateState(state.NextAction()); | 907 state.UpdateState(state.NextAction()); |
878 state.DidLeaveVSync(); | 908 state.DidLeaveBeginFrame(); |
879 | 909 |
880 // Cause a lost context while the begin frame is in flight. | 910 // Cause a lost context while the begin frame is in flight |
| 911 // for the main thread. |
881 state.DidLoseOutputSurface(); | 912 state.DidLoseOutputSurface(); |
882 | 913 |
883 // Ask for another draw and also set needs commit. Expect nothing happens. | 914 // Ask for another draw and also set needs commit. Expect nothing happens. |
884 state.SetNeedsRedraw(true); | 915 state.SetNeedsRedraw(true); |
885 state.SetNeedsCommit(); | 916 state.SetNeedsCommit(); |
886 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 917 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
887 | 918 |
888 // Finish the frame, and commit. | 919 // Finish the frame, and commit. |
889 state.BeginFrameComplete(); | 920 state.FinishCommit(); |
890 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 921 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
891 state.UpdateState(state.NextAction()); | 922 state.UpdateState(state.NextAction()); |
892 | 923 |
893 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, | 924 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
894 state.CommitState()); | 925 state.CommitState()); |
895 | 926 |
896 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 927 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
897 state.UpdateState(state.NextAction()); | 928 state.UpdateState(state.NextAction()); |
898 | 929 |
899 // Expect to be told to begin context recreation, independent of vsync state | 930 // Expect to be told to begin context recreation, independent of |
900 state.DidEnterVSync(); | 931 // BeginFrame state |
| 932 state.DidEnterBeginFrame(); |
901 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 933 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
902 state.NextAction()); | 934 state.NextAction()); |
903 state.DidLeaveVSync(); | 935 state.DidLeaveBeginFrame(); |
904 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 936 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
905 state.NextAction()); | 937 state.NextAction()); |
906 } | 938 } |
907 | 939 |
908 TEST(SchedulerStateMachineTest, TestFinishAllRenderingWhileContextLost) { | 940 TEST(SchedulerStateMachineTest, TestFinishAllRenderingWhileContextLost) { |
909 SchedulerSettings default_scheduler_settings; | 941 SchedulerSettings default_scheduler_settings; |
910 StateMachine state(default_scheduler_settings); | 942 StateMachine state(default_scheduler_settings); |
911 state.SetCanStart(); | 943 state.SetCanStart(); |
912 state.UpdateState(state.NextAction()); | 944 state.UpdateState(state.NextAction()); |
913 state.DidCreateAndInitializeOutputSurface(); | 945 state.DidCreateAndInitializeOutputSurface(); |
914 state.SetVisible(true); | 946 state.SetVisible(true); |
915 state.SetCanDraw(true); | 947 state.SetCanDraw(true); |
916 | 948 |
917 // Cause a lost context lost. | 949 // Cause a lost context lost. |
918 state.DidLoseOutputSurface(); | 950 state.DidLoseOutputSurface(); |
919 | 951 |
920 // Ask a forced redraw and verify it ocurrs. | 952 // Ask a forced redraw and verify it ocurrs. |
921 state.SetNeedsForcedRedraw(true); | 953 state.SetNeedsForcedRedraw(true); |
922 state.DidEnterVSync(); | 954 state.DidEnterBeginFrame(); |
923 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 955 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); |
924 state.DidLeaveVSync(); | 956 state.DidLeaveBeginFrame(); |
925 | 957 |
926 // Clear the forced redraw bit. | 958 // Clear the forced redraw bit. |
927 state.SetNeedsForcedRedraw(false); | 959 state.SetNeedsForcedRedraw(false); |
928 | 960 |
929 // Expect to be told to begin context recreation, independent of vsync state | 961 // Expect to be told to begin context recreation, independent of |
| 962 // BeginFrame state |
930 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 963 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
931 state.NextAction()); | 964 state.NextAction()); |
932 state.UpdateState(state.NextAction()); | 965 state.UpdateState(state.NextAction()); |
933 | 966 |
934 // Ask a forced redraw and verify it ocurrs. | 967 // Ask a forced redraw and verify it ocurrs. |
935 state.SetNeedsForcedRedraw(true); | 968 state.SetNeedsForcedRedraw(true); |
936 state.DidEnterVSync(); | 969 state.DidEnterBeginFrame(); |
937 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 970 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); |
938 state.DidLeaveVSync(); | 971 state.DidLeaveBeginFrame(); |
939 } | 972 } |
940 | 973 |
941 TEST(SchedulerStateMachineTest, DontDrawBeforeCommitAfterLostOutputSurface) { | 974 TEST(SchedulerStateMachineTest, DontDrawBeforeCommitAfterLostOutputSurface) { |
942 SchedulerSettings default_scheduler_settings; | 975 SchedulerSettings default_scheduler_settings; |
943 StateMachine state(default_scheduler_settings); | 976 StateMachine state(default_scheduler_settings); |
944 state.SetCanStart(); | 977 state.SetCanStart(); |
945 state.UpdateState(state.NextAction()); | 978 state.UpdateState(state.NextAction()); |
946 state.DidCreateAndInitializeOutputSurface(); | 979 state.DidCreateAndInitializeOutputSurface(); |
947 state.SetVisible(true); | 980 state.SetVisible(true); |
948 state.SetCanDraw(true); | 981 state.SetCanDraw(true); |
949 | 982 |
950 state.SetNeedsRedraw(true); | 983 state.SetNeedsRedraw(true); |
951 | 984 |
952 // Cause a lost output surface, and restore it. | 985 // Cause a lost output surface, and restore it. |
953 state.DidLoseOutputSurface(); | 986 state.DidLoseOutputSurface(); |
954 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 987 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
955 state.NextAction()); | 988 state.NextAction()); |
956 state.UpdateState(state.NextAction()); | 989 state.UpdateState(state.NextAction()); |
957 state.DidCreateAndInitializeOutputSurface(); | 990 state.DidCreateAndInitializeOutputSurface(); |
958 | 991 |
959 EXPECT_FALSE(state.RedrawPending()); | 992 EXPECT_FALSE(state.RedrawPending()); |
960 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 993 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 994 state.NextAction()); |
961 } | 995 } |
962 | 996 |
963 TEST(SchedulerStateMachineTest, TestBeginFrameWhenInvisibleAndForceCommit) { | 997 TEST(SchedulerStateMachineTest, |
| 998 TestSendBeginFrameToMainThreadWhenInvisibleAndForceCommit) { |
964 SchedulerSettings default_scheduler_settings; | 999 SchedulerSettings default_scheduler_settings; |
965 StateMachine state(default_scheduler_settings); | 1000 StateMachine state(default_scheduler_settings); |
966 state.SetCanStart(); | 1001 state.SetCanStart(); |
967 state.UpdateState(state.NextAction()); | 1002 state.UpdateState(state.NextAction()); |
968 state.DidCreateAndInitializeOutputSurface(); | 1003 state.DidCreateAndInitializeOutputSurface(); |
969 state.SetVisible(false); | 1004 state.SetVisible(false); |
970 state.SetNeedsCommit(); | 1005 state.SetNeedsCommit(); |
971 state.SetNeedsForcedCommit(); | 1006 state.SetNeedsForcedCommit(); |
972 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 1007 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 1008 state.NextAction()); |
973 } | 1009 } |
974 | 1010 |
975 TEST(SchedulerStateMachineTest, | 1011 TEST(SchedulerStateMachineTest, |
976 TestBeginFrameWhenCanBeginFrameFalseAndForceCommit) { | 1012 TestSendBeginFrameToMainThreadWhenCanStartFalseAndForceCommit) { |
977 SchedulerSettings default_scheduler_settings; | 1013 SchedulerSettings default_scheduler_settings; |
978 StateMachine state(default_scheduler_settings); | 1014 StateMachine state(default_scheduler_settings); |
979 state.SetCanStart(); | |
980 state.UpdateState(state.NextAction()); | |
981 state.DidCreateAndInitializeOutputSurface(); | |
982 state.SetVisible(true); | 1015 state.SetVisible(true); |
983 state.SetCanDraw(true); | 1016 state.SetCanDraw(true); |
984 state.SetNeedsCommit(); | 1017 state.SetNeedsCommit(); |
985 state.SetNeedsForcedCommit(); | 1018 state.SetNeedsForcedCommit(); |
986 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 1019 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 1020 state.NextAction()); |
987 } | 1021 } |
988 | 1022 |
989 TEST(SchedulerStateMachineTest, TestBeginFrameWhenCommitInProgress) { | 1023 TEST(SchedulerStateMachineTest, TestFinishCommitWhenCommitInProgress) { |
990 SchedulerSettings default_scheduler_settings; | 1024 SchedulerSettings default_scheduler_settings; |
991 StateMachine state(default_scheduler_settings); | 1025 StateMachine state(default_scheduler_settings); |
992 state.SetCanStart(); | 1026 state.SetCanStart(); |
993 state.UpdateState(state.NextAction()); | 1027 state.UpdateState(state.NextAction()); |
994 state.DidCreateAndInitializeOutputSurface(); | 1028 state.DidCreateAndInitializeOutputSurface(); |
995 state.SetVisible(false); | 1029 state.SetVisible(false); |
996 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS); | 1030 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS); |
997 state.SetNeedsCommit(); | 1031 state.SetNeedsCommit(); |
998 | 1032 |
999 state.BeginFrameComplete(); | 1033 state.FinishCommit(); |
1000 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 1034 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
1001 state.UpdateState(state.NextAction()); | 1035 state.UpdateState(state.NextAction()); |
1002 | 1036 |
1003 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, | 1037 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
1004 state.CommitState()); | 1038 state.CommitState()); |
1005 | 1039 |
1006 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 1040 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
1007 } | 1041 } |
1008 | 1042 |
1009 TEST(SchedulerStateMachineTest, TestBeginFrameWhenForcedCommitInProgress) { | 1043 TEST(SchedulerStateMachineTest, TestFinishCommitWhenForcedCommitInProgress) { |
1010 SchedulerSettings default_scheduler_settings; | 1044 SchedulerSettings default_scheduler_settings; |
1011 StateMachine state(default_scheduler_settings); | 1045 StateMachine state(default_scheduler_settings); |
1012 state.SetCanStart(); | 1046 state.SetCanStart(); |
1013 state.UpdateState(state.NextAction()); | 1047 state.UpdateState(state.NextAction()); |
1014 state.DidCreateAndInitializeOutputSurface(); | 1048 state.DidCreateAndInitializeOutputSurface(); |
1015 state.SetVisible(false); | 1049 state.SetVisible(false); |
1016 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS); | 1050 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS); |
1017 state.SetNeedsCommit(); | 1051 state.SetNeedsCommit(); |
1018 state.SetNeedsForcedCommit(); | 1052 state.SetNeedsForcedCommit(); |
1019 | 1053 |
1020 state.BeginFrameComplete(); | 1054 state.FinishCommit(); |
1021 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 1055 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
1022 state.UpdateState(state.NextAction()); | 1056 state.UpdateState(state.NextAction()); |
1023 | 1057 |
1024 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, | 1058 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, |
1025 state.CommitState()); | 1059 state.CommitState()); |
1026 | 1060 |
1027 // If we are waiting for forced draw then we know a begin frame is already in | 1061 // If we are waiting for forced draw then we know a begin frame is already |
1028 // flight. | 1062 // in flight for the main thread. |
1029 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 1063 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
1030 } | 1064 } |
1031 | 1065 |
1032 TEST(SchedulerStateMachineTest, TestBeginFrameWhenContextLost) { | 1066 TEST(SchedulerStateMachineTest, TestSendBeginFrameToMainThreadWhenContextLost) { |
1033 SchedulerSettings default_scheduler_settings; | 1067 SchedulerSettings default_scheduler_settings; |
1034 StateMachine state(default_scheduler_settings); | 1068 StateMachine state(default_scheduler_settings); |
1035 state.SetCanStart(); | 1069 state.SetCanStart(); |
1036 state.UpdateState(state.NextAction()); | 1070 state.UpdateState(state.NextAction()); |
1037 state.DidCreateAndInitializeOutputSurface(); | 1071 state.DidCreateAndInitializeOutputSurface(); |
1038 state.SetVisible(true); | 1072 state.SetVisible(true); |
1039 state.SetCanDraw(true); | 1073 state.SetCanDraw(true); |
1040 state.SetNeedsCommit(); | 1074 state.SetNeedsCommit(); |
1041 state.SetNeedsForcedCommit(); | 1075 state.SetNeedsForcedCommit(); |
1042 state.DidLoseOutputSurface(); | 1076 state.DidLoseOutputSurface(); |
1043 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 1077 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 1078 state.NextAction()); |
1044 } | 1079 } |
1045 | 1080 |
1046 TEST(SchedulerStateMachineTest, TestImmediateBeginFrame) { | 1081 TEST(SchedulerStateMachineTest, TestImmediateFinishCommit) { |
1047 SchedulerSettings default_scheduler_settings; | 1082 SchedulerSettings default_scheduler_settings; |
1048 StateMachine state(default_scheduler_settings); | 1083 StateMachine state(default_scheduler_settings); |
1049 state.SetCanStart(); | 1084 state.SetCanStart(); |
1050 state.UpdateState(state.NextAction()); | 1085 state.UpdateState(state.NextAction()); |
1051 state.DidCreateAndInitializeOutputSurface(); | 1086 state.DidCreateAndInitializeOutputSurface(); |
1052 state.SetVisible(true); | 1087 state.SetVisible(true); |
1053 state.SetCanDraw(true); | 1088 state.SetCanDraw(true); |
1054 | 1089 |
1055 // Schedule a forced frame, commit it, draw it. | 1090 // Schedule a forced frame, commit it, draw it. |
1056 state.SetNeedsCommit(); | 1091 state.SetNeedsCommit(); |
1057 state.SetNeedsForcedCommit(); | 1092 state.SetNeedsForcedCommit(); |
1058 state.UpdateState(state.NextAction()); | 1093 state.UpdateState(state.NextAction()); |
1059 state.BeginFrameComplete(); | 1094 state.FinishCommit(); |
1060 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 1095 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
1061 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 1096 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
1062 state.CommitState()); | 1097 state.CommitState()); |
1063 state.UpdateState(state.NextAction()); | 1098 state.UpdateState(state.NextAction()); |
1064 | 1099 |
1065 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, | 1100 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, |
1066 state.CommitState()); | 1101 state.CommitState()); |
1067 | 1102 |
1068 state.DidEnterVSync(); | 1103 state.DidEnterBeginFrame(); |
1069 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 1104 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
1070 state.SetNeedsForcedRedraw(true); | 1105 state.SetNeedsForcedRedraw(true); |
1071 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 1106 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); |
1072 state.UpdateState(state.NextAction()); | 1107 state.UpdateState(state.NextAction()); |
1073 state.DidDrawIfPossibleCompleted(true); | 1108 state.DidDrawIfPossibleCompleted(true); |
1074 state.DidLeaveVSync(); | 1109 state.DidLeaveBeginFrame(); |
1075 | 1110 |
1076 // Should be waiting for the normal begin frame. | 1111 // Should be waiting for the normal begin frame from the main thread. |
1077 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 1112 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
1078 state.CommitState()); | 1113 state.CommitState()); |
1079 } | 1114 } |
1080 | 1115 |
1081 TEST(SchedulerStateMachineTest, TestImmediateBeginFrameDuringCommit) { | 1116 TEST(SchedulerStateMachineTest, TestImmediateFinishCommitDuringCommit) { |
1082 SchedulerSettings default_scheduler_settings; | 1117 SchedulerSettings default_scheduler_settings; |
1083 StateMachine state(default_scheduler_settings); | 1118 StateMachine state(default_scheduler_settings); |
1084 state.SetCanStart(); | 1119 state.SetCanStart(); |
1085 state.UpdateState(state.NextAction()); | 1120 state.UpdateState(state.NextAction()); |
1086 state.DidCreateAndInitializeOutputSurface(); | 1121 state.DidCreateAndInitializeOutputSurface(); |
1087 state.SetVisible(true); | 1122 state.SetVisible(true); |
1088 state.SetCanDraw(true); | 1123 state.SetCanDraw(true); |
1089 | 1124 |
1090 // Start a normal commit. | 1125 // Start a normal commit. |
1091 state.SetNeedsCommit(); | 1126 state.SetNeedsCommit(); |
1092 state.UpdateState(state.NextAction()); | 1127 state.UpdateState(state.NextAction()); |
1093 | 1128 |
1094 // Schedule a forced frame, commit it, draw it. | 1129 // Schedule a forced frame, commit it, draw it. |
1095 state.SetNeedsCommit(); | 1130 state.SetNeedsCommit(); |
1096 state.SetNeedsForcedCommit(); | 1131 state.SetNeedsForcedCommit(); |
1097 state.UpdateState(state.NextAction()); | 1132 state.UpdateState(state.NextAction()); |
1098 state.BeginFrameComplete(); | 1133 state.FinishCommit(); |
1099 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 1134 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
1100 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 1135 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
1101 state.CommitState()); | 1136 state.CommitState()); |
1102 state.UpdateState(state.NextAction()); | 1137 state.UpdateState(state.NextAction()); |
1103 | 1138 |
1104 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, | 1139 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, |
1105 state.CommitState()); | 1140 state.CommitState()); |
1106 | 1141 |
1107 state.DidEnterVSync(); | 1142 state.DidEnterBeginFrame(); |
1108 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 1143 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
1109 state.SetNeedsForcedRedraw(true); | 1144 state.SetNeedsForcedRedraw(true); |
1110 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 1145 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); |
1111 state.UpdateState(state.NextAction()); | 1146 state.UpdateState(state.NextAction()); |
1112 state.DidDrawIfPossibleCompleted(true); | 1147 state.DidDrawIfPossibleCompleted(true); |
1113 state.DidLeaveVSync(); | 1148 state.DidLeaveBeginFrame(); |
1114 | 1149 |
1115 // Should be waiting for the normal begin frame. | 1150 // Should be waiting for the normal begin frame from the main thread. |
1116 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 1151 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
1117 state.CommitState()) << state.ToString(); | 1152 state.CommitState()) << state.ToString(); |
1118 } | 1153 } |
1119 | 1154 |
1120 TEST(SchedulerStateMachineTest, ImmediateBeginFrameWhileInvisible) { | 1155 TEST(SchedulerStateMachineTest, |
| 1156 ImmediateBeginFrameAbortedByMainThreadWhileInvisible) { |
1121 SchedulerSettings default_scheduler_settings; | 1157 SchedulerSettings default_scheduler_settings; |
1122 StateMachine state(default_scheduler_settings); | 1158 StateMachine state(default_scheduler_settings); |
1123 state.SetCanStart(); | 1159 state.SetCanStart(); |
1124 state.UpdateState(state.NextAction()); | 1160 state.UpdateState(state.NextAction()); |
1125 state.DidCreateAndInitializeOutputSurface(); | 1161 state.DidCreateAndInitializeOutputSurface(); |
1126 state.SetVisible(true); | 1162 state.SetVisible(true); |
1127 state.SetCanDraw(true); | 1163 state.SetCanDraw(true); |
1128 | 1164 |
1129 state.SetNeedsCommit(); | 1165 state.SetNeedsCommit(); |
1130 state.UpdateState(state.NextAction()); | 1166 state.UpdateState(state.NextAction()); |
1131 | 1167 |
1132 state.SetNeedsCommit(); | 1168 state.SetNeedsCommit(); |
1133 state.SetNeedsForcedCommit(); | 1169 state.SetNeedsForcedCommit(); |
1134 state.UpdateState(state.NextAction()); | 1170 state.UpdateState(state.NextAction()); |
1135 state.BeginFrameComplete(); | 1171 state.FinishCommit(); |
1136 | 1172 |
1137 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 1173 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
1138 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 1174 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
1139 state.CommitState()); | 1175 state.CommitState()); |
1140 state.UpdateState(state.NextAction()); | 1176 state.UpdateState(state.NextAction()); |
1141 | 1177 |
1142 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, | 1178 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, |
1143 state.CommitState()); | 1179 state.CommitState()); |
1144 | 1180 |
1145 state.DidEnterVSync(); | 1181 state.DidEnterBeginFrame(); |
1146 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 1182 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
1147 state.SetNeedsForcedRedraw(true); | 1183 state.SetNeedsForcedRedraw(true); |
1148 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 1184 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); |
1149 state.UpdateState(state.NextAction()); | 1185 state.UpdateState(state.NextAction()); |
1150 state.DidDrawIfPossibleCompleted(true); | 1186 state.DidDrawIfPossibleCompleted(true); |
1151 state.DidLeaveVSync(); | 1187 state.DidLeaveBeginFrame(); |
1152 | 1188 |
1153 // Should be waiting for the normal begin frame. | 1189 // Should be waiting for the main thread's begin frame. |
1154 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 1190 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
1155 state.CommitState()) << state.ToString(); | 1191 state.CommitState()) << state.ToString(); |
1156 | 1192 |
1157 // Become invisible and abort the "normal" begin frame. | 1193 // Become invisible and abort the main thread's begin frame. |
1158 state.SetVisible(false); | 1194 state.SetVisible(false); |
1159 state.BeginFrameAborted(); | 1195 state.BeginFrameAbortedByMainThread(); |
1160 | 1196 |
1161 // Should be back in the idle state, but needing a commit. | 1197 // Should be back in the idle state, but needing a commit. |
1162 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); | 1198 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
1163 EXPECT_TRUE(state.NeedsCommit()); | 1199 EXPECT_TRUE(state.NeedsCommit()); |
1164 } | 1200 } |
1165 | 1201 |
1166 TEST(SchedulerStateMachineTest, ImmediateBeginFrameWhileCantDraw) { | 1202 TEST(SchedulerStateMachineTest, ImmediateFinishCommitWhileCantDraw) { |
1167 SchedulerSettings default_scheduler_settings; | 1203 SchedulerSettings default_scheduler_settings; |
1168 StateMachine state(default_scheduler_settings); | 1204 StateMachine state(default_scheduler_settings); |
1169 state.SetCanStart(); | 1205 state.SetCanStart(); |
1170 state.UpdateState(state.NextAction()); | 1206 state.UpdateState(state.NextAction()); |
1171 state.DidCreateAndInitializeOutputSurface(); | 1207 state.DidCreateAndInitializeOutputSurface(); |
1172 state.SetVisible(true); | 1208 state.SetVisible(true); |
1173 state.SetCanDraw(false); | 1209 state.SetCanDraw(false); |
1174 | 1210 |
1175 state.SetNeedsCommit(); | 1211 state.SetNeedsCommit(); |
1176 state.UpdateState(state.NextAction()); | 1212 state.UpdateState(state.NextAction()); |
1177 | 1213 |
1178 state.SetNeedsCommit(); | 1214 state.SetNeedsCommit(); |
1179 state.SetNeedsForcedCommit(); | 1215 state.SetNeedsForcedCommit(); |
1180 state.UpdateState(state.NextAction()); | 1216 state.UpdateState(state.NextAction()); |
1181 state.BeginFrameComplete(); | 1217 state.FinishCommit(); |
1182 | 1218 |
1183 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 1219 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
1184 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 1220 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
1185 state.CommitState()); | 1221 state.CommitState()); |
1186 state.UpdateState(state.NextAction()); | 1222 state.UpdateState(state.NextAction()); |
1187 | 1223 |
1188 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, | 1224 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, |
1189 state.CommitState()); | 1225 state.CommitState()); |
1190 | 1226 |
1191 state.DidEnterVSync(); | 1227 state.DidEnterBeginFrame(); |
1192 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 1228 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
1193 state.SetNeedsForcedRedraw(true); | 1229 state.SetNeedsForcedRedraw(true); |
1194 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 1230 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); |
1195 state.UpdateState(state.NextAction()); | 1231 state.UpdateState(state.NextAction()); |
1196 state.DidDrawIfPossibleCompleted(true); | 1232 state.DidDrawIfPossibleCompleted(true); |
1197 state.DidLeaveVSync(); | 1233 state.DidLeaveBeginFrame(); |
1198 } | 1234 } |
1199 | 1235 |
1200 TEST(SchedulerStateMachineTest, ReportIfNotDrawing) { | 1236 TEST(SchedulerStateMachineTest, ReportIfNotDrawing) { |
1201 SchedulerSettings default_scheduler_settings; | 1237 SchedulerSettings default_scheduler_settings; |
1202 SchedulerStateMachine state(default_scheduler_settings); | 1238 SchedulerStateMachine state(default_scheduler_settings); |
1203 | 1239 |
1204 state.SetCanDraw(true); | 1240 state.SetCanDraw(true); |
1205 state.SetVisible(true); | 1241 state.SetVisible(true); |
1206 EXPECT_FALSE(state.DrawSuspendedUntilCommit()); | 1242 EXPECT_FALSE(state.DrawSuspendedUntilCommit()); |
1207 | 1243 |
(...skipping 24 matching lines...) Expand all Loading... |
1232 state.SetVisible(true); | 1268 state.SetVisible(true); |
1233 EXPECT_FALSE(state.DrawSuspendedUntilCommit()); | 1269 EXPECT_FALSE(state.DrawSuspendedUntilCommit()); |
1234 | 1270 |
1235 state.SetMainThreadNeedsLayerTextures(); | 1271 state.SetMainThreadNeedsLayerTextures(); |
1236 EXPECT_EQ( | 1272 EXPECT_EQ( |
1237 SchedulerStateMachine::ACTION_ACQUIRE_LAYER_TEXTURES_FOR_MAIN_THREAD, | 1273 SchedulerStateMachine::ACTION_ACQUIRE_LAYER_TEXTURES_FOR_MAIN_THREAD, |
1238 state.NextAction()); | 1274 state.NextAction()); |
1239 state.UpdateState(state.NextAction()); | 1275 state.UpdateState(state.NextAction()); |
1240 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); | 1276 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); |
1241 | 1277 |
1242 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction()); | 1278 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 1279 state.NextAction()); |
1243 | 1280 |
1244 state.UpdateState(state.NextAction()); | 1281 state.UpdateState(state.NextAction()); |
1245 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); | 1282 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); |
1246 | 1283 |
1247 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 1284 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
1248 | 1285 |
1249 state.BeginFrameComplete(); | 1286 state.FinishCommit(); |
1250 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); | 1287 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); |
1251 | 1288 |
1252 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 1289 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
1253 | 1290 |
1254 state.UpdateState(state.NextAction()); | 1291 state.UpdateState(state.NextAction()); |
1255 EXPECT_FALSE(state.DrawSuspendedUntilCommit()); | 1292 EXPECT_FALSE(state.DrawSuspendedUntilCommit()); |
1256 } | 1293 } |
1257 | 1294 |
1258 } // namespace | 1295 } // namespace |
1259 } // namespace cc | 1296 } // namespace cc |
OLD | NEW |