| 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 38 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 49 state.DidCreateAndInitializeOutputSurface(); | 49 state.DidCreateAndInitializeOutputSurface(); |
| 50 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE); | 50 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE); |
| 51 state.SetNeedsRedraw(false); | 51 state.SetNeedsRedraw(false); |
| 52 state.SetVisible(true); | 52 state.SetVisible(true); |
| 53 | 53 |
| 54 EXPECT_FALSE(state.BeginFrameNeededToDrawByImplThread()); | 54 EXPECT_FALSE(state.BeginFrameNeededToDrawByImplThread()); |
| 55 | 55 |
| 56 state.DidLeaveBeginFrame(); | 56 state.DidLeaveBeginFrame(); |
| 57 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 57 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 58 EXPECT_FALSE(state.BeginFrameNeededToDrawByImplThread()); | 58 EXPECT_FALSE(state.BeginFrameNeededToDrawByImplThread()); |
| 59 state.DidEnterBeginFrame(); | 59 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 60 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 60 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 61 } | 61 } |
| 62 | 62 |
| 63 // If commit requested but can_start is still false, do nothing. | 63 // If commit requested but can_start is still false, do nothing. |
| 64 { | 64 { |
| 65 StateMachine state(default_scheduler_settings); | 65 StateMachine state(default_scheduler_settings); |
| 66 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE); | 66 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE); |
| 67 state.SetNeedsRedraw(false); | 67 state.SetNeedsRedraw(false); |
| 68 state.SetVisible(true); | 68 state.SetVisible(true); |
| 69 | 69 |
| 70 EXPECT_FALSE(state.BeginFrameNeededToDrawByImplThread()); | 70 EXPECT_FALSE(state.BeginFrameNeededToDrawByImplThread()); |
| 71 | 71 |
| 72 state.DidLeaveBeginFrame(); | 72 state.DidLeaveBeginFrame(); |
| 73 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 73 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 74 EXPECT_FALSE(state.BeginFrameNeededToDrawByImplThread()); | 74 EXPECT_FALSE(state.BeginFrameNeededToDrawByImplThread()); |
| 75 state.DidEnterBeginFrame(); | 75 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 76 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 76 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 77 } | 77 } |
| 78 | 78 |
| 79 // If commit requested, begin a main frame. | 79 // If commit requested, begin a main frame. |
| 80 { | 80 { |
| 81 StateMachine state(default_scheduler_settings); | 81 StateMachine state(default_scheduler_settings); |
| 82 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE); | 82 state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE); |
| 83 state.SetCanStart(); | 83 state.SetCanStart(); |
| 84 state.SetNeedsRedraw(false); | 84 state.SetNeedsRedraw(false); |
| 85 state.SetVisible(true); | 85 state.SetVisible(true); |
| (...skipping 30 matching lines...) Expand all Loading... |
| 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.BeginFrameNeededToDrawByImplThread()); | 125 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); |
| 126 state.DidEnterBeginFrame(); | 126 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 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); |
| (...skipping 11 matching lines...) Expand all Loading... |
| 148 SchedulerStateMachine state(default_scheduler_settings); | 148 SchedulerStateMachine state(default_scheduler_settings); |
| 149 state.SetCanStart(); | 149 state.SetCanStart(); |
| 150 state.UpdateState(state.NextAction()); | 150 state.UpdateState(state.NextAction()); |
| 151 state.DidCreateAndInitializeOutputSurface(); | 151 state.DidCreateAndInitializeOutputSurface(); |
| 152 | 152 |
| 153 state.SetVisible(true); | 153 state.SetVisible(true); |
| 154 state.SetCanDraw(true); | 154 state.SetCanDraw(true); |
| 155 state.SetNeedsRedraw(); | 155 state.SetNeedsRedraw(); |
| 156 EXPECT_TRUE(state.RedrawPending()); | 156 EXPECT_TRUE(state.RedrawPending()); |
| 157 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 157 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); |
| 158 state.DidEnterBeginFrame(); | 158 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 159 | 159 |
| 160 // We're drawing now. | 160 // We're drawing now. |
| 161 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 161 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
| 162 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 162 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
| 163 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 163 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 164 EXPECT_FALSE(state.RedrawPending()); | 164 EXPECT_FALSE(state.RedrawPending()); |
| 165 EXPECT_FALSE(state.CommitPending()); | 165 EXPECT_FALSE(state.CommitPending()); |
| 166 | 166 |
| 167 // While still in the same begin frame callback on the main thread, | 167 // While still in the same begin frame callback on the main thread, |
| 168 // set needs redraw again. This should not redraw. | 168 // set needs redraw again. This should not redraw. |
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| 190 state.SetNeedsCommit(); | 190 state.SetNeedsCommit(); |
| 191 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 191 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 192 state.NextAction()); | 192 state.NextAction()); |
| 193 state.UpdateState( | 193 state.UpdateState( |
| 194 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); | 194 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
| 195 EXPECT_TRUE(state.CommitPending()); | 195 EXPECT_TRUE(state.CommitPending()); |
| 196 | 196 |
| 197 // Then initiate a draw. | 197 // Then initiate a draw. |
| 198 state.SetNeedsRedraw(); | 198 state.SetNeedsRedraw(); |
| 199 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 199 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); |
| 200 state.DidEnterBeginFrame(); | 200 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 201 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 201 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
| 202 EXPECT_TRUE(state.RedrawPending()); | 202 EXPECT_TRUE(state.RedrawPending()); |
| 203 | 203 |
| 204 // Fail the draw. | 204 // Fail the draw. |
| 205 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 205 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
| 206 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 206 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 207 state.DidDrawIfPossibleCompleted(false); | 207 state.DidDrawIfPossibleCompleted(false); |
| 208 EXPECT_TRUE(state.RedrawPending()); | 208 EXPECT_TRUE(state.RedrawPending()); |
| 209 // But the commit is ongoing. | 209 // But the commit is ongoing. |
| 210 EXPECT_TRUE(state.CommitPending()); | 210 EXPECT_TRUE(state.CommitPending()); |
| (...skipping 22 matching lines...) Expand all Loading... |
| 233 state.SetNeedsCommit(); | 233 state.SetNeedsCommit(); |
| 234 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 234 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 235 state.NextAction()); | 235 state.NextAction()); |
| 236 state.UpdateState( | 236 state.UpdateState( |
| 237 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); | 237 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
| 238 EXPECT_TRUE(state.CommitPending()); | 238 EXPECT_TRUE(state.CommitPending()); |
| 239 | 239 |
| 240 // Then initiate a draw. | 240 // Then initiate a draw. |
| 241 state.SetNeedsRedraw(); | 241 state.SetNeedsRedraw(); |
| 242 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 242 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); |
| 243 state.DidEnterBeginFrame(); | 243 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 244 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 244 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
| 245 EXPECT_TRUE(state.RedrawPending()); | 245 EXPECT_TRUE(state.RedrawPending()); |
| 246 | 246 |
| 247 // Fail the draw. | 247 // Fail the draw. |
| 248 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 248 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
| 249 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 249 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 250 state.DidDrawIfPossibleCompleted(false); | 250 state.DidDrawIfPossibleCompleted(false); |
| 251 EXPECT_TRUE(state.RedrawPending()); | 251 EXPECT_TRUE(state.RedrawPending()); |
| 252 // But the commit is ongoing. | 252 // But the commit is ongoing. |
| 253 EXPECT_TRUE(state.CommitPending()); | 253 EXPECT_TRUE(state.CommitPending()); |
| (...skipping 34 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 288 state.SetNeedsCommit(); | 288 state.SetNeedsCommit(); |
| 289 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 289 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 290 state.NextAction()); | 290 state.NextAction()); |
| 291 state.UpdateState( | 291 state.UpdateState( |
| 292 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); | 292 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
| 293 EXPECT_TRUE(state.CommitPending()); | 293 EXPECT_TRUE(state.CommitPending()); |
| 294 | 294 |
| 295 // Then initiate a draw. | 295 // Then initiate a draw. |
| 296 state.SetNeedsRedraw(); | 296 state.SetNeedsRedraw(); |
| 297 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 297 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); |
| 298 state.DidEnterBeginFrame(); | 298 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 299 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 299 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
| 300 EXPECT_TRUE(state.RedrawPending()); | 300 EXPECT_TRUE(state.RedrawPending()); |
| 301 | 301 |
| 302 // Fail the draw. | 302 // Fail the draw. |
| 303 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 303 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
| 304 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 304 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 305 state.DidDrawIfPossibleCompleted(false); | 305 state.DidDrawIfPossibleCompleted(false); |
| 306 EXPECT_TRUE(state.RedrawPending()); | 306 EXPECT_TRUE(state.RedrawPending()); |
| 307 // But the commit is ongoing. | 307 // But the commit is ongoing. |
| 308 EXPECT_TRUE(state.CommitPending()); | 308 EXPECT_TRUE(state.CommitPending()); |
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| 324 SchedulerStateMachine state(default_scheduler_settings); | 324 SchedulerStateMachine state(default_scheduler_settings); |
| 325 state.SetCanStart(); | 325 state.SetCanStart(); |
| 326 state.UpdateState(state.NextAction()); | 326 state.UpdateState(state.NextAction()); |
| 327 state.DidCreateAndInitializeOutputSurface(); | 327 state.DidCreateAndInitializeOutputSurface(); |
| 328 state.SetVisible(true); | 328 state.SetVisible(true); |
| 329 state.SetCanDraw(true); | 329 state.SetCanDraw(true); |
| 330 | 330 |
| 331 // Start a draw. | 331 // Start a draw. |
| 332 state.SetNeedsRedraw(); | 332 state.SetNeedsRedraw(); |
| 333 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 333 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); |
| 334 state.DidEnterBeginFrame(); | 334 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 335 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 335 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
| 336 EXPECT_TRUE(state.RedrawPending()); | 336 EXPECT_TRUE(state.RedrawPending()); |
| 337 | 337 |
| 338 // Fail the draw. | 338 // Fail the draw. |
| 339 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 339 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
| 340 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 340 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 341 state.DidDrawIfPossibleCompleted(false); | 341 state.DidDrawIfPossibleCompleted(false); |
| 342 EXPECT_TRUE(state.RedrawPending()); | 342 EXPECT_TRUE(state.RedrawPending()); |
| 343 | 343 |
| 344 // 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. |
| 345 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 345 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 346 state.NextAction()); | 346 state.NextAction()); |
| 347 | 347 |
| 348 state.DidLeaveBeginFrame(); | 348 state.DidLeaveBeginFrame(); |
| 349 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 349 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); |
| 350 state.DidEnterBeginFrame(); | 350 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 351 | 351 |
| 352 // We should try to draw again in the next begin frame on the impl thread. | 352 // We should try to draw again in the next begin frame on the impl thread. |
| 353 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 353 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
| 354 } | 354 } |
| 355 | 355 |
| 356 TEST(SchedulerStateMachineTest, TestDoestDrawTwiceInSameFrame) { | 356 TEST(SchedulerStateMachineTest, TestDoestDrawTwiceInSameFrame) { |
| 357 SchedulerSettings default_scheduler_settings; | 357 SchedulerSettings default_scheduler_settings; |
| 358 SchedulerStateMachine state(default_scheduler_settings); | 358 SchedulerStateMachine state(default_scheduler_settings); |
| 359 state.SetCanStart(); | 359 state.SetCanStart(); |
| 360 state.UpdateState(state.NextAction()); | 360 state.UpdateState(state.NextAction()); |
| 361 state.DidCreateAndInitializeOutputSurface(); | 361 state.DidCreateAndInitializeOutputSurface(); |
| 362 state.SetVisible(true); | 362 state.SetVisible(true); |
| 363 state.SetCanDraw(true); | 363 state.SetCanDraw(true); |
| 364 state.SetNeedsRedraw(); | 364 state.SetNeedsRedraw(); |
| 365 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 365 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); |
| 366 state.DidEnterBeginFrame(); | 366 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 367 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 367 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
| 368 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 368 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
| 369 | 369 |
| 370 // While still in the same begin frame for the impl thread, set needs redraw | 370 // While still in the same begin frame for the impl thread, set needs redraw |
| 371 // again. This should not redraw. | 371 // again. This should not redraw. |
| 372 state.SetNeedsRedraw(); | 372 state.SetNeedsRedraw(); |
| 373 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 373 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 374 | 374 |
| 375 // Move to another frame. This should now draw. | 375 // Move to another frame. This should now draw. |
| 376 state.DidDrawIfPossibleCompleted(true); | 376 state.DidDrawIfPossibleCompleted(true); |
| 377 state.DidLeaveBeginFrame(); | 377 state.DidLeaveBeginFrame(); |
| 378 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); | 378 EXPECT_TRUE(state.BeginFrameNeededToDrawByImplThread()); |
| 379 state.DidEnterBeginFrame(); | 379 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 380 | 380 |
| 381 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 381 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
| 382 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 382 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
| 383 state.DidDrawIfPossibleCompleted(true); | 383 state.DidDrawIfPossibleCompleted(true); |
| 384 EXPECT_FALSE(state.BeginFrameNeededToDrawByImplThread()); | 384 EXPECT_FALSE(state.BeginFrameNeededToDrawByImplThread()); |
| 385 } | 385 } |
| 386 | 386 |
| 387 TEST(SchedulerStateMachineTest, TestNextActionDrawsOnBeginFrame) { | 387 TEST(SchedulerStateMachineTest, TestNextActionDrawsOnBeginFrame) { |
| 388 SchedulerSettings default_scheduler_settings; | 388 SchedulerSettings default_scheduler_settings; |
| 389 | 389 |
| 390 // When not in BeginFrame, or in BeginFrame but not visible, | 390 // When not in BeginFrame, or in BeginFrame but not visible, |
| 391 // don't draw. | 391 // don't draw. |
| 392 size_t num_commit_states = | 392 size_t num_commit_states = |
| 393 sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState); | 393 sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState); |
| 394 for (size_t i = 0; i < num_commit_states; ++i) { | 394 for (size_t i = 0; i < num_commit_states; ++i) { |
| 395 for (size_t j = 0; j < 2; ++j) { | 395 for (size_t j = 0; j < 2; ++j) { |
| 396 StateMachine state(default_scheduler_settings); | 396 StateMachine state(default_scheduler_settings); |
| 397 state.SetCanStart(); | 397 state.SetCanStart(); |
| 398 state.UpdateState(state.NextAction()); | 398 state.UpdateState(state.NextAction()); |
| 399 state.DidCreateAndInitializeOutputSurface(); | 399 state.DidCreateAndInitializeOutputSurface(); |
| 400 state.SetCommitState(all_commit_states[i]); | 400 state.SetCommitState(all_commit_states[i]); |
| 401 bool visible = j; | 401 bool visible = j; |
| 402 if (!visible) { | 402 if (!visible) { |
| 403 state.DidEnterBeginFrame(); | 403 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 404 state.SetVisible(false); | 404 state.SetVisible(false); |
| 405 } else { | 405 } else { |
| 406 state.SetVisible(true); | 406 state.SetVisible(true); |
| 407 } | 407 } |
| 408 | 408 |
| 409 // Case 1: needs_commit=false | 409 // Case 1: needs_commit=false |
| 410 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, | 410 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, |
| 411 state.NextAction()); | 411 state.NextAction()); |
| 412 | 412 |
| 413 // Case 2: needs_commit=true | 413 // Case 2: needs_commit=true |
| 414 state.SetNeedsCommit(); | 414 state.SetNeedsCommit(); |
| 415 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, | 415 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, |
| 416 state.NextAction()); | 416 state.NextAction()); |
| 417 } | 417 } |
| 418 } | 418 } |
| 419 | 419 |
| 420 // When in BeginFrame, or not in BeginFrame but needs_forced_dedraw | 420 // When in BeginFrame, or not in BeginFrame but needs_forced_dedraw |
| 421 // set, should always draw except if you're ready to commit, in which case | 421 // set, should always draw except if you're ready to commit, in which case |
| 422 // commit. | 422 // commit. |
| 423 for (size_t i = 0; i < num_commit_states; ++i) { | 423 for (size_t i = 0; i < num_commit_states; ++i) { |
| 424 for (size_t j = 0; j < 2; ++j) { | 424 for (size_t j = 0; j < 2; ++j) { |
| 425 StateMachine state(default_scheduler_settings); | 425 StateMachine state(default_scheduler_settings); |
| 426 state.SetCanStart(); | 426 state.SetCanStart(); |
| 427 state.UpdateState(state.NextAction()); | 427 state.UpdateState(state.NextAction()); |
| 428 state.DidCreateAndInitializeOutputSurface(); | 428 state.DidCreateAndInitializeOutputSurface(); |
| 429 state.SetCanDraw(true); | 429 state.SetCanDraw(true); |
| 430 state.SetCommitState(all_commit_states[i]); | 430 state.SetCommitState(all_commit_states[i]); |
| 431 bool forced_draw = j; | 431 bool forced_draw = j; |
| 432 if (!forced_draw) { | 432 if (!forced_draw) { |
| 433 state.DidEnterBeginFrame(); | 433 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 434 state.SetNeedsRedraw(true); | 434 state.SetNeedsRedraw(true); |
| 435 state.SetVisible(true); | 435 state.SetVisible(true); |
| 436 } else { | 436 } else { |
| 437 state.SetNeedsForcedRedraw(true); | 437 state.SetNeedsForcedRedraw(true); |
| 438 } | 438 } |
| 439 | 439 |
| 440 SchedulerStateMachine::Action expected_action; | 440 SchedulerStateMachine::Action expected_action; |
| 441 if (all_commit_states[i] != | 441 if (all_commit_states[i] != |
| 442 SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT) { | 442 SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT) { |
| 443 expected_action = | 443 expected_action = |
| (...skipping 25 matching lines...) Expand all Loading... |
| 469 for (size_t j = 0; j < 2; ++j) { | 469 for (size_t j = 0; j < 2; ++j) { |
| 470 StateMachine state(default_scheduler_settings); | 470 StateMachine state(default_scheduler_settings); |
| 471 state.SetCanStart(); | 471 state.SetCanStart(); |
| 472 state.UpdateState(state.NextAction()); | 472 state.UpdateState(state.NextAction()); |
| 473 state.DidCreateAndInitializeOutputSurface(); | 473 state.DidCreateAndInitializeOutputSurface(); |
| 474 state.SetCommitState(all_commit_states[i]); | 474 state.SetCommitState(all_commit_states[i]); |
| 475 state.SetVisible(false); | 475 state.SetVisible(false); |
| 476 state.SetNeedsRedraw(true); | 476 state.SetNeedsRedraw(true); |
| 477 state.SetNeedsForcedRedraw(false); | 477 state.SetNeedsForcedRedraw(false); |
| 478 if (j == 1) | 478 if (j == 1) |
| 479 state.DidEnterBeginFrame(); | 479 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 480 | 480 |
| 481 // Case 1: needs_commit=false. | 481 // Case 1: needs_commit=false. |
| 482 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, | 482 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, |
| 483 state.NextAction()); | 483 state.NextAction()); |
| 484 | 484 |
| 485 // Case 2: needs_commit=true. | 485 // Case 2: needs_commit=true. |
| 486 state.SetNeedsCommit(); | 486 state.SetNeedsCommit(); |
| 487 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, | 487 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, |
| 488 state.NextAction()); | 488 state.NextAction()); |
| 489 } | 489 } |
| (...skipping 10 matching lines...) Expand all Loading... |
| 500 for (size_t j = 0; j < 2; ++j) { | 500 for (size_t j = 0; j < 2; ++j) { |
| 501 StateMachine state(default_scheduler_settings); | 501 StateMachine state(default_scheduler_settings); |
| 502 state.SetCanStart(); | 502 state.SetCanStart(); |
| 503 state.UpdateState(state.NextAction()); | 503 state.UpdateState(state.NextAction()); |
| 504 state.DidCreateAndInitializeOutputSurface(); | 504 state.DidCreateAndInitializeOutputSurface(); |
| 505 state.SetCommitState(all_commit_states[i]); | 505 state.SetCommitState(all_commit_states[i]); |
| 506 state.SetVisible(false); | 506 state.SetVisible(false); |
| 507 state.SetNeedsRedraw(true); | 507 state.SetNeedsRedraw(true); |
| 508 state.SetNeedsForcedRedraw(false); | 508 state.SetNeedsForcedRedraw(false); |
| 509 if (j == 1) | 509 if (j == 1) |
| 510 state.DidEnterBeginFrame(); | 510 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 511 | 511 |
| 512 state.SetCanDraw(false); | 512 state.SetCanDraw(false); |
| 513 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, | 513 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, |
| 514 state.NextAction()); | 514 state.NextAction()); |
| 515 } | 515 } |
| 516 } | 516 } |
| 517 } | 517 } |
| 518 | 518 |
| 519 TEST(SchedulerStateMachineTest, | 519 TEST(SchedulerStateMachineTest, |
| 520 TestCanRedrawWithWaitingForFirstDrawMakesProgress) { | 520 TestCanRedrawWithWaitingForFirstDrawMakesProgress) { |
| (...skipping 34 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 555 EXPECT_TRUE(state.NeedsCommit()); | 555 EXPECT_TRUE(state.NeedsCommit()); |
| 556 | 556 |
| 557 // Let the frame finish. | 557 // Let the frame finish. |
| 558 state.FinishCommit(); | 558 state.FinishCommit(); |
| 559 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 559 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
| 560 state.CommitState()); | 560 state.CommitState()); |
| 561 | 561 |
| 562 // Expect to commit regardless of BeginFrame state. | 562 // Expect to commit regardless of BeginFrame state. |
| 563 state.DidLeaveBeginFrame(); | 563 state.DidLeaveBeginFrame(); |
| 564 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 564 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
| 565 state.DidEnterBeginFrame(); | 565 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 566 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 566 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
| 567 | 567 |
| 568 // Commit and make sure we draw on next BeginFrame | 568 // Commit and make sure we draw on next BeginFrame |
| 569 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); | 569 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); |
| 570 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 570 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
| 571 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, | 571 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
| 572 state.CommitState()); | 572 state.CommitState()); |
| 573 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 573 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
| 574 state.DidDrawIfPossibleCompleted(true); | 574 state.DidDrawIfPossibleCompleted(true); |
| 575 | 575 |
| (...skipping 34 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 610 // Commit. | 610 // Commit. |
| 611 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); | 611 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); |
| 612 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, | 612 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
| 613 state.CommitState()); | 613 state.CommitState()); |
| 614 EXPECT_TRUE(state.NeedsRedraw()); | 614 EXPECT_TRUE(state.NeedsRedraw()); |
| 615 | 615 |
| 616 // Expect to do nothing until BeginFrame. | 616 // Expect to do nothing until BeginFrame. |
| 617 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 617 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 618 | 618 |
| 619 // At BeginFrame, draw. | 619 // At BeginFrame, draw. |
| 620 state.DidEnterBeginFrame(); | 620 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 621 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 621 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
| 622 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 622 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
| 623 state.DidDrawIfPossibleCompleted(true); | 623 state.DidDrawIfPossibleCompleted(true); |
| 624 state.DidLeaveBeginFrame(); | 624 state.DidLeaveBeginFrame(); |
| 625 | 625 |
| 626 // Should be synchronized, no draw needed, no action needed. | 626 // Should be synchronized, no draw needed, no action needed. |
| 627 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); | 627 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
| 628 EXPECT_FALSE(state.NeedsRedraw()); | 628 EXPECT_FALSE(state.NeedsRedraw()); |
| 629 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 629 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 630 } | 630 } |
| (...skipping 33 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 664 // Commit. | 664 // Commit. |
| 665 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); | 665 state.UpdateState(SchedulerStateMachine::ACTION_COMMIT); |
| 666 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, | 666 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
| 667 state.CommitState()); | 667 state.CommitState()); |
| 668 EXPECT_TRUE(state.NeedsRedraw()); | 668 EXPECT_TRUE(state.NeedsRedraw()); |
| 669 | 669 |
| 670 // Expect to do nothing until BeginFrame. | 670 // Expect to do nothing until BeginFrame. |
| 671 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 671 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 672 | 672 |
| 673 // At BeginFrame, draw. | 673 // At BeginFrame, draw. |
| 674 state.DidEnterBeginFrame(); | 674 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 675 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 675 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
| 676 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); | 676 state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE); |
| 677 state.DidDrawIfPossibleCompleted(true); | 677 state.DidDrawIfPossibleCompleted(true); |
| 678 state.DidLeaveBeginFrame(); | 678 state.DidLeaveBeginFrame(); |
| 679 | 679 |
| 680 // Should be synchronized, no draw needed, no action needed. | 680 // Should be synchronized, no draw needed, no action needed. |
| 681 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); | 681 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
| 682 EXPECT_FALSE(state.NeedsRedraw()); | 682 EXPECT_FALSE(state.NeedsRedraw()); |
| 683 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 683 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 684 state.NextAction()); | 684 state.NextAction()); |
| (...skipping 133 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 818 state.DidCreateAndInitializeOutputSurface(); | 818 state.DidCreateAndInitializeOutputSurface(); |
| 819 | 819 |
| 820 // When the context is recreated, we should begin a commit | 820 // When the context is recreated, we should begin a commit |
| 821 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 821 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 822 state.NextAction()); | 822 state.NextAction()); |
| 823 state.UpdateState(state.NextAction()); | 823 state.UpdateState(state.NextAction()); |
| 824 | 824 |
| 825 // 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 |
| 826 // SetCanDraw. | 826 // SetCanDraw. |
| 827 state.SetNeedsRedraw(true); | 827 state.SetNeedsRedraw(true); |
| 828 state.DidEnterBeginFrame(); | 828 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 829 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 829 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
| 830 state.SetCanDraw(false); | 830 state.SetCanDraw(false); |
| 831 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 831 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 832 state.SetCanDraw(true); | 832 state.SetCanDraw(true); |
| 833 state.DidLeaveBeginFrame(); | 833 state.DidLeaveBeginFrame(); |
| 834 } | 834 } |
| 835 | 835 |
| 836 TEST(SchedulerStateMachineTest, TestContextLostWhileCommitInProgress) { | 836 TEST(SchedulerStateMachineTest, TestContextLostWhileCommitInProgress) { |
| 837 SchedulerSettings default_scheduler_settings; | 837 SchedulerSettings default_scheduler_settings; |
| 838 StateMachine state(default_scheduler_settings); | 838 StateMachine state(default_scheduler_settings); |
| 839 state.SetCanStart(); | 839 state.SetCanStart(); |
| 840 state.UpdateState(state.NextAction()); | 840 state.UpdateState(state.NextAction()); |
| 841 state.DidCreateAndInitializeOutputSurface(); | 841 state.DidCreateAndInitializeOutputSurface(); |
| 842 state.SetVisible(true); | 842 state.SetVisible(true); |
| 843 state.SetCanDraw(true); | 843 state.SetCanDraw(true); |
| 844 | 844 |
| 845 // Get a commit in flight. | 845 // Get a commit in flight. |
| 846 state.SetNeedsCommit(); | 846 state.SetNeedsCommit(); |
| 847 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 847 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 848 state.NextAction()); | 848 state.NextAction()); |
| 849 state.UpdateState(state.NextAction()); | 849 state.UpdateState(state.NextAction()); |
| 850 | 850 |
| 851 // Set damage and expect a draw. | 851 // Set damage and expect a draw. |
| 852 state.SetNeedsRedraw(true); | 852 state.SetNeedsRedraw(true); |
| 853 state.DidEnterBeginFrame(); | 853 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 854 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 854 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
| 855 state.UpdateState(state.NextAction()); | 855 state.UpdateState(state.NextAction()); |
| 856 state.DidLeaveBeginFrame(); | 856 state.DidLeaveBeginFrame(); |
| 857 | 857 |
| 858 // 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. | 859 // for the main thread. |
| 860 state.DidLoseOutputSurface(); | 860 state.DidLoseOutputSurface(); |
| 861 | 861 |
| 862 // Ask for another draw. Expect nothing happens. | 862 // Ask for another draw. Expect nothing happens. |
| 863 state.SetNeedsRedraw(true); | 863 state.SetNeedsRedraw(true); |
| 864 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 864 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 865 | 865 |
| 866 // Finish the frame, and commit. | 866 // Finish the frame, and commit. |
| 867 state.FinishCommit(); | 867 state.FinishCommit(); |
| 868 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 868 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
| 869 state.UpdateState(state.NextAction()); | 869 state.UpdateState(state.NextAction()); |
| 870 | 870 |
| 871 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, | 871 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
| 872 state.CommitState()); | 872 state.CommitState()); |
| 873 | 873 |
| 874 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 874 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
| 875 state.UpdateState(state.NextAction()); | 875 state.UpdateState(state.NextAction()); |
| 876 | 876 |
| 877 // Expect to be told to begin context recreation, independent of | 877 // Expect to be told to begin context recreation, independent of |
| 878 // BeginFrame state. | 878 // BeginFrame state. |
| 879 state.DidEnterBeginFrame(); | 879 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 880 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 880 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
| 881 state.NextAction()); | 881 state.NextAction()); |
| 882 state.DidLeaveBeginFrame(); | 882 state.DidLeaveBeginFrame(); |
| 883 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 883 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
| 884 state.NextAction()); | 884 state.NextAction()); |
| 885 } | 885 } |
| 886 | 886 |
| 887 TEST(SchedulerStateMachineTest, | 887 TEST(SchedulerStateMachineTest, |
| 888 TestContextLostWhileCommitInProgressAndAnotherCommitRequested) { | 888 TestContextLostWhileCommitInProgressAndAnotherCommitRequested) { |
| 889 SchedulerSettings default_scheduler_settings; | 889 SchedulerSettings default_scheduler_settings; |
| 890 StateMachine state(default_scheduler_settings); | 890 StateMachine state(default_scheduler_settings); |
| 891 state.SetCanStart(); | 891 state.SetCanStart(); |
| 892 state.UpdateState(state.NextAction()); | 892 state.UpdateState(state.NextAction()); |
| 893 state.DidCreateAndInitializeOutputSurface(); | 893 state.DidCreateAndInitializeOutputSurface(); |
| 894 state.SetVisible(true); | 894 state.SetVisible(true); |
| 895 state.SetCanDraw(true); | 895 state.SetCanDraw(true); |
| 896 | 896 |
| 897 // Get a commit in flight. | 897 // Get a commit in flight. |
| 898 state.SetNeedsCommit(); | 898 state.SetNeedsCommit(); |
| 899 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 899 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 900 state.NextAction()); | 900 state.NextAction()); |
| 901 state.UpdateState(state.NextAction()); | 901 state.UpdateState(state.NextAction()); |
| 902 | 902 |
| 903 // Set damage and expect a draw. | 903 // Set damage and expect a draw. |
| 904 state.SetNeedsRedraw(true); | 904 state.SetNeedsRedraw(true); |
| 905 state.DidEnterBeginFrame(); | 905 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 906 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 906 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
| 907 state.UpdateState(state.NextAction()); | 907 state.UpdateState(state.NextAction()); |
| 908 state.DidLeaveBeginFrame(); | 908 state.DidLeaveBeginFrame(); |
| 909 | 909 |
| 910 // 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. | 911 // for the main thread. |
| 912 state.DidLoseOutputSurface(); | 912 state.DidLoseOutputSurface(); |
| 913 | 913 |
| 914 // 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. |
| 915 state.SetNeedsRedraw(true); | 915 state.SetNeedsRedraw(true); |
| 916 state.SetNeedsCommit(); | 916 state.SetNeedsCommit(); |
| 917 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 917 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 918 | 918 |
| 919 // Finish the frame, and commit. | 919 // Finish the frame, and commit. |
| 920 state.FinishCommit(); | 920 state.FinishCommit(); |
| 921 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 921 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
| 922 state.UpdateState(state.NextAction()); | 922 state.UpdateState(state.NextAction()); |
| 923 | 923 |
| 924 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, | 924 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW, |
| 925 state.CommitState()); | 925 state.CommitState()); |
| 926 | 926 |
| 927 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 927 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
| 928 state.UpdateState(state.NextAction()); | 928 state.UpdateState(state.NextAction()); |
| 929 | 929 |
| 930 // Expect to be told to begin context recreation, independent of | 930 // Expect to be told to begin context recreation, independent of |
| 931 // BeginFrame state | 931 // BeginFrame state |
| 932 state.DidEnterBeginFrame(); | 932 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 933 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 933 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
| 934 state.NextAction()); | 934 state.NextAction()); |
| 935 state.DidLeaveBeginFrame(); | 935 state.DidLeaveBeginFrame(); |
| 936 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 936 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
| 937 state.NextAction()); | 937 state.NextAction()); |
| 938 } | 938 } |
| 939 | 939 |
| 940 TEST(SchedulerStateMachineTest, TestFinishAllRenderingWhileContextLost) { | 940 TEST(SchedulerStateMachineTest, TestFinishAllRenderingWhileContextLost) { |
| 941 SchedulerSettings default_scheduler_settings; | 941 SchedulerSettings default_scheduler_settings; |
| 942 StateMachine state(default_scheduler_settings); | 942 StateMachine state(default_scheduler_settings); |
| 943 state.SetCanStart(); | 943 state.SetCanStart(); |
| 944 state.UpdateState(state.NextAction()); | 944 state.UpdateState(state.NextAction()); |
| 945 state.DidCreateAndInitializeOutputSurface(); | 945 state.DidCreateAndInitializeOutputSurface(); |
| 946 state.SetVisible(true); | 946 state.SetVisible(true); |
| 947 state.SetCanDraw(true); | 947 state.SetCanDraw(true); |
| 948 | 948 |
| 949 // Cause a lost context lost. | 949 // Cause a lost context lost. |
| 950 state.DidLoseOutputSurface(); | 950 state.DidLoseOutputSurface(); |
| 951 | 951 |
| 952 // Ask a forced redraw and verify it ocurrs. | 952 // Ask a forced redraw and verify it ocurrs. |
| 953 state.SetNeedsForcedRedraw(true); | 953 state.SetNeedsForcedRedraw(true); |
| 954 state.DidEnterBeginFrame(); | 954 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 955 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 955 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); |
| 956 state.DidLeaveBeginFrame(); | 956 state.DidLeaveBeginFrame(); |
| 957 | 957 |
| 958 // Clear the forced redraw bit. | 958 // Clear the forced redraw bit. |
| 959 state.SetNeedsForcedRedraw(false); | 959 state.SetNeedsForcedRedraw(false); |
| 960 | 960 |
| 961 // Expect to be told to begin context recreation, independent of | 961 // Expect to be told to begin context recreation, independent of |
| 962 // BeginFrame state | 962 // BeginFrame state |
| 963 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 963 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
| 964 state.NextAction()); | 964 state.NextAction()); |
| 965 state.UpdateState(state.NextAction()); | 965 state.UpdateState(state.NextAction()); |
| 966 | 966 |
| 967 // Ask a forced redraw and verify it ocurrs. | 967 // Ask a forced redraw and verify it ocurrs. |
| 968 state.SetNeedsForcedRedraw(true); | 968 state.SetNeedsForcedRedraw(true); |
| 969 state.DidEnterBeginFrame(); | 969 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 970 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 970 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); |
| 971 state.DidLeaveBeginFrame(); | 971 state.DidLeaveBeginFrame(); |
| 972 } | 972 } |
| 973 | 973 |
| 974 TEST(SchedulerStateMachineTest, DontDrawBeforeCommitAfterLostOutputSurface) { | 974 TEST(SchedulerStateMachineTest, DontDrawBeforeCommitAfterLostOutputSurface) { |
| 975 SchedulerSettings default_scheduler_settings; | 975 SchedulerSettings default_scheduler_settings; |
| 976 StateMachine state(default_scheduler_settings); | 976 StateMachine state(default_scheduler_settings); |
| 977 state.SetCanStart(); | 977 state.SetCanStart(); |
| 978 state.UpdateState(state.NextAction()); | 978 state.UpdateState(state.NextAction()); |
| 979 state.DidCreateAndInitializeOutputSurface(); | 979 state.DidCreateAndInitializeOutputSurface(); |
| (...skipping 113 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 1093 state.UpdateState(state.NextAction()); | 1093 state.UpdateState(state.NextAction()); |
| 1094 state.FinishCommit(); | 1094 state.FinishCommit(); |
| 1095 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 1095 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
| 1096 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 1096 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
| 1097 state.CommitState()); | 1097 state.CommitState()); |
| 1098 state.UpdateState(state.NextAction()); | 1098 state.UpdateState(state.NextAction()); |
| 1099 | 1099 |
| 1100 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, | 1100 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, |
| 1101 state.CommitState()); | 1101 state.CommitState()); |
| 1102 | 1102 |
| 1103 state.DidEnterBeginFrame(); | 1103 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 1104 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 1104 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 1105 state.SetNeedsForcedRedraw(true); | 1105 state.SetNeedsForcedRedraw(true); |
| 1106 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 1106 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); |
| 1107 state.UpdateState(state.NextAction()); | 1107 state.UpdateState(state.NextAction()); |
| 1108 state.DidDrawIfPossibleCompleted(true); | 1108 state.DidDrawIfPossibleCompleted(true); |
| 1109 state.DidLeaveBeginFrame(); | 1109 state.DidLeaveBeginFrame(); |
| 1110 | 1110 |
| 1111 // Should be waiting for the normal begin frame from the main thread. | 1111 // Should be waiting for the normal begin frame from the main thread. |
| 1112 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 1112 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
| 1113 state.CommitState()); | 1113 state.CommitState()); |
| (...skipping 18 matching lines...) Expand all Loading... |
| 1132 state.UpdateState(state.NextAction()); | 1132 state.UpdateState(state.NextAction()); |
| 1133 state.FinishCommit(); | 1133 state.FinishCommit(); |
| 1134 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 1134 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
| 1135 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 1135 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
| 1136 state.CommitState()); | 1136 state.CommitState()); |
| 1137 state.UpdateState(state.NextAction()); | 1137 state.UpdateState(state.NextAction()); |
| 1138 | 1138 |
| 1139 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, | 1139 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, |
| 1140 state.CommitState()); | 1140 state.CommitState()); |
| 1141 | 1141 |
| 1142 state.DidEnterBeginFrame(); | 1142 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 1143 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 1143 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 1144 state.SetNeedsForcedRedraw(true); | 1144 state.SetNeedsForcedRedraw(true); |
| 1145 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 1145 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); |
| 1146 state.UpdateState(state.NextAction()); | 1146 state.UpdateState(state.NextAction()); |
| 1147 state.DidDrawIfPossibleCompleted(true); | 1147 state.DidDrawIfPossibleCompleted(true); |
| 1148 state.DidLeaveBeginFrame(); | 1148 state.DidLeaveBeginFrame(); |
| 1149 | 1149 |
| 1150 // Should be waiting for the normal begin frame from the main thread. | 1150 // Should be waiting for the normal begin frame from the main thread. |
| 1151 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 1151 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
| 1152 state.CommitState()) << state.ToString(); | 1152 state.CommitState()) << state.ToString(); |
| (...skipping 18 matching lines...) Expand all Loading... |
| 1171 state.FinishCommit(); | 1171 state.FinishCommit(); |
| 1172 | 1172 |
| 1173 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 1173 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
| 1174 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 1174 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
| 1175 state.CommitState()); | 1175 state.CommitState()); |
| 1176 state.UpdateState(state.NextAction()); | 1176 state.UpdateState(state.NextAction()); |
| 1177 | 1177 |
| 1178 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, | 1178 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, |
| 1179 state.CommitState()); | 1179 state.CommitState()); |
| 1180 | 1180 |
| 1181 state.DidEnterBeginFrame(); | 1181 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 1182 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 1182 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 1183 state.SetNeedsForcedRedraw(true); | 1183 state.SetNeedsForcedRedraw(true); |
| 1184 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 1184 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); |
| 1185 state.UpdateState(state.NextAction()); | 1185 state.UpdateState(state.NextAction()); |
| 1186 state.DidDrawIfPossibleCompleted(true); | 1186 state.DidDrawIfPossibleCompleted(true); |
| 1187 state.DidLeaveBeginFrame(); | 1187 state.DidLeaveBeginFrame(); |
| 1188 | 1188 |
| 1189 // Should be waiting for the main thread's begin frame. | 1189 // Should be waiting for the main thread's begin frame. |
| 1190 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 1190 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
| 1191 state.CommitState()) << state.ToString(); | 1191 state.CommitState()) << state.ToString(); |
| (...skipping 25 matching lines...) Expand all Loading... |
| 1217 state.FinishCommit(); | 1217 state.FinishCommit(); |
| 1218 | 1218 |
| 1219 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 1219 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
| 1220 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, | 1220 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, |
| 1221 state.CommitState()); | 1221 state.CommitState()); |
| 1222 state.UpdateState(state.NextAction()); | 1222 state.UpdateState(state.NextAction()); |
| 1223 | 1223 |
| 1224 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, | 1224 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW, |
| 1225 state.CommitState()); | 1225 state.CommitState()); |
| 1226 | 1226 |
| 1227 state.DidEnterBeginFrame(); | 1227 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 1228 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 1228 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 1229 state.SetNeedsForcedRedraw(true); | 1229 state.SetNeedsForcedRedraw(true); |
| 1230 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); | 1230 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction()); |
| 1231 state.UpdateState(state.NextAction()); | 1231 state.UpdateState(state.NextAction()); |
| 1232 state.DidDrawIfPossibleCompleted(true); | 1232 state.DidDrawIfPossibleCompleted(true); |
| 1233 state.DidLeaveBeginFrame(); | 1233 state.DidLeaveBeginFrame(); |
| 1234 } | 1234 } |
| 1235 | 1235 |
| 1236 TEST(SchedulerStateMachineTest, ReportIfNotDrawing) { | 1236 TEST(SchedulerStateMachineTest, ReportIfNotDrawing) { |
| 1237 SchedulerSettings default_scheduler_settings; | 1237 SchedulerSettings default_scheduler_settings; |
| (...skipping 49 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 1287 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); | 1287 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); |
| 1288 | 1288 |
| 1289 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 1289 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
| 1290 | 1290 |
| 1291 state.UpdateState(state.NextAction()); | 1291 state.UpdateState(state.NextAction()); |
| 1292 EXPECT_FALSE(state.DrawSuspendedUntilCommit()); | 1292 EXPECT_FALSE(state.DrawSuspendedUntilCommit()); |
| 1293 } | 1293 } |
| 1294 | 1294 |
| 1295 } // namespace | 1295 } // namespace |
| 1296 } // namespace cc | 1296 } // namespace cc |
| OLD | NEW |