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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 { |
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711 // Begin the frame while visible. | 711 // Begin the frame while visible. |
712 state.UpdateState( | 712 state.UpdateState( |
713 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); | 713 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
714 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 714 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
715 state.CommitState()); | 715 state.CommitState()); |
716 EXPECT_FALSE(state.NeedsCommit()); | 716 EXPECT_FALSE(state.NeedsCommit()); |
717 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 717 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
718 | 718 |
719 // Become invisible and abort the main thread's begin frame. | 719 // Become invisible and abort the main thread's begin frame. |
720 state.SetVisible(false); | 720 state.SetVisible(false); |
721 state.BeginFrameAbortedByMainThread(); | 721 state.BeginFrameAbortedByMainThread(false); |
722 | 722 |
723 // 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 |
724 // all. | 724 // all. |
725 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); | 725 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
726 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 726 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
727 | 727 |
728 // Become visible again. | 728 // Become visible again. |
729 state.SetVisible(true); | 729 state.SetVisible(true); |
730 | 730 |
731 // We should be beginning a frame now. | 731 // Although we have aborted on this frame and haven't cancelled the commit |
| 732 // (i.e. need another), don't send another begin frame yet. |
732 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); | 733 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
| 734 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 735 EXPECT_TRUE(state.NeedsCommit()); |
| 736 |
| 737 // Start a new frame. |
| 738 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
733 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 739 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
734 state.NextAction()); | 740 state.NextAction()); |
735 | 741 |
736 // Begin the frame. | 742 // Begin the frame. |
737 state.UpdateState(state.NextAction()); | 743 state.UpdateState(state.NextAction()); |
738 | 744 |
739 // We should be starting the commit now. | 745 // We should be starting the commit now. |
740 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 746 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
741 state.CommitState()); | 747 state.CommitState()); |
742 } | 748 } |
743 | 749 |
| 750 TEST(SchedulerStateMachineTest, AbortBeginFrameAndCancelCommit) { |
| 751 SchedulerSettings default_scheduler_settings; |
| 752 StateMachine state(default_scheduler_settings); |
| 753 state.SetCanStart(); |
| 754 state.UpdateState(state.NextAction()); |
| 755 state.DidCreateAndInitializeOutputSurface(); |
| 756 state.SetVisible(true); |
| 757 state.SetCanDraw(true); |
| 758 |
| 759 // Get into a begin frame / commit state. |
| 760 state.SetNeedsCommit(); |
| 761 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 762 state.NextAction()); |
| 763 state.UpdateState( |
| 764 SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD); |
| 765 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
| 766 state.CommitState()); |
| 767 EXPECT_FALSE(state.NeedsCommit()); |
| 768 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 769 |
| 770 // Abort the commit, cancelling future commits. |
| 771 state.BeginFrameAbortedByMainThread(true); |
| 772 |
| 773 // Verify that another commit doesn't start on the same frame. |
| 774 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
| 775 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 776 EXPECT_FALSE(state.NeedsCommit()); |
| 777 |
| 778 // Start a new frame; draw because this is the first frame since output |
| 779 // surface init'd. |
| 780 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
| 781 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
| 782 state.DidLeaveBeginFrame(); |
| 783 |
| 784 // Verify another commit doesn't start on another frame either. |
| 785 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
| 786 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 787 EXPECT_FALSE(state.NeedsCommit()); |
| 788 |
| 789 // Verify another commit can start if requested, though. |
| 790 state.SetNeedsCommit(); |
| 791 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
| 792 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 793 state.NextAction()); |
| 794 } |
| 795 |
744 TEST(SchedulerStateMachineTest, TestFirstContextCreation) { | 796 TEST(SchedulerStateMachineTest, TestFirstContextCreation) { |
745 SchedulerSettings default_scheduler_settings; | 797 SchedulerSettings default_scheduler_settings; |
746 StateMachine state(default_scheduler_settings); | 798 StateMachine state(default_scheduler_settings); |
747 state.SetCanStart(); | 799 state.SetCanStart(); |
748 state.SetVisible(true); | 800 state.SetVisible(true); |
749 state.SetCanDraw(true); | 801 state.SetCanDraw(true); |
750 | 802 |
751 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, | 803 EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, |
752 state.NextAction()); | 804 state.NextAction()); |
753 state.UpdateState(state.NextAction()); | 805 state.UpdateState(state.NextAction()); |
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809 | 861 |
810 // Once context recreation begins, nothing should happen. | 862 // Once context recreation begins, nothing should happen. |
811 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 863 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
812 | 864 |
813 // While context is recreating, commits shouldn't begin. | 865 // While context is recreating, commits shouldn't begin. |
814 state.SetNeedsCommit(); | 866 state.SetNeedsCommit(); |
815 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 867 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
816 | 868 |
817 // Recreate the context | 869 // Recreate the context |
818 state.DidCreateAndInitializeOutputSurface(); | 870 state.DidCreateAndInitializeOutputSurface(); |
| 871 EXPECT_FALSE(state.RedrawPending()); |
819 | 872 |
820 // When the context is recreated, we should begin a commit | 873 // When the context is recreated, we should begin a commit |
821 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, | 874 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
822 state.NextAction()); | 875 state.NextAction()); |
823 state.UpdateState(state.NextAction()); | 876 state.UpdateState(state.NextAction()); |
| 877 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
| 878 state.CommitState()); |
| 879 state.FinishCommit(); |
| 880 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
| 881 state.UpdateState(state.NextAction()); |
| 882 // Finishing the first commit after initializing an output surface should |
| 883 // automatically cause a redraw. |
| 884 EXPECT_TRUE(state.RedrawPending()); |
824 | 885 |
825 // Once the context is recreated, whether we draw should be based on | 886 // Once the context is recreated, whether we draw should be based on |
826 // SetCanDraw. | 887 // SetCanDraw. |
827 state.SetNeedsRedraw(true); | |
828 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); | 888 state.DidEnterBeginFrame(BeginFrameArgs::CreateForTesting()); |
829 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); | 889 EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction()); |
830 state.SetCanDraw(false); | 890 state.SetCanDraw(false); |
831 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); | 891 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
832 state.SetCanDraw(true); | 892 state.SetCanDraw(true); |
833 state.DidLeaveBeginFrame(); | 893 state.DidLeaveBeginFrame(); |
834 } | 894 } |
835 | 895 |
836 TEST(SchedulerStateMachineTest, TestContextLostWhileCommitInProgress) { | 896 TEST(SchedulerStateMachineTest, TestContextLostWhileCommitInProgress) { |
837 SchedulerSettings default_scheduler_settings; | 897 SchedulerSettings default_scheduler_settings; |
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1185 state.UpdateState(state.NextAction()); | 1245 state.UpdateState(state.NextAction()); |
1186 state.DidDrawIfPossibleCompleted(true); | 1246 state.DidDrawIfPossibleCompleted(true); |
1187 state.DidLeaveBeginFrame(); | 1247 state.DidLeaveBeginFrame(); |
1188 | 1248 |
1189 // Should be waiting for the main thread's begin frame. | 1249 // Should be waiting for the main thread's begin frame. |
1190 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, | 1250 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS, |
1191 state.CommitState()) << state.ToString(); | 1251 state.CommitState()) << state.ToString(); |
1192 | 1252 |
1193 // Become invisible and abort the main thread's begin frame. | 1253 // Become invisible and abort the main thread's begin frame. |
1194 state.SetVisible(false); | 1254 state.SetVisible(false); |
1195 state.BeginFrameAbortedByMainThread(); | 1255 state.BeginFrameAbortedByMainThread(false); |
1196 | 1256 |
1197 // Should be back in the idle state, but needing a commit. | 1257 // Should be back in the idle state, but needing a commit. |
1198 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); | 1258 EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState()); |
1199 EXPECT_TRUE(state.NeedsCommit()); | 1259 EXPECT_TRUE(state.NeedsCommit()); |
1200 } | 1260 } |
1201 | 1261 |
1202 TEST(SchedulerStateMachineTest, ImmediateFinishCommitWhileCantDraw) { | 1262 TEST(SchedulerStateMachineTest, ImmediateFinishCommitWhileCantDraw) { |
1203 SchedulerSettings default_scheduler_settings; | 1263 SchedulerSettings default_scheduler_settings; |
1204 StateMachine state(default_scheduler_settings); | 1264 StateMachine state(default_scheduler_settings); |
1205 state.SetCanStart(); | 1265 state.SetCanStart(); |
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1288 | 1348 |
1289 state.FinishCommit(); | 1349 state.FinishCommit(); |
1290 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); | 1350 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); |
1291 | 1351 |
1292 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); | 1352 EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction()); |
1293 | 1353 |
1294 state.UpdateState(state.NextAction()); | 1354 state.UpdateState(state.NextAction()); |
1295 EXPECT_FALSE(state.DrawSuspendedUntilCommit()); | 1355 EXPECT_FALSE(state.DrawSuspendedUntilCommit()); |
1296 } | 1356 } |
1297 | 1357 |
| 1358 TEST(SchedulerStateMachineTest, AcquireTexturesWithAbort) { |
| 1359 SchedulerSettings default_scheduler_settings; |
| 1360 SchedulerStateMachine state(default_scheduler_settings); |
| 1361 state.SetCanStart(); |
| 1362 state.UpdateState(state.NextAction()); |
| 1363 state.DidCreateAndInitializeOutputSurface(); |
| 1364 state.SetCanDraw(true); |
| 1365 state.SetVisible(true); |
| 1366 |
| 1367 state.SetMainThreadNeedsLayerTextures(); |
| 1368 EXPECT_EQ( |
| 1369 SchedulerStateMachine::ACTION_ACQUIRE_LAYER_TEXTURES_FOR_MAIN_THREAD, |
| 1370 state.NextAction()); |
| 1371 state.UpdateState(state.NextAction()); |
| 1372 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); |
| 1373 |
| 1374 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 1375 |
| 1376 state.SetNeedsCommit(); |
| 1377 EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_FRAME_TO_MAIN_THREAD, |
| 1378 state.NextAction()); |
| 1379 state.UpdateState(state.NextAction()); |
| 1380 EXPECT_TRUE(state.DrawSuspendedUntilCommit()); |
| 1381 |
| 1382 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 1383 |
| 1384 state.BeginFrameAbortedByMainThread(true); |
| 1385 |
| 1386 EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction()); |
| 1387 EXPECT_FALSE(state.DrawSuspendedUntilCommit()); |
| 1388 } |
| 1389 |
1298 } // namespace | 1390 } // namespace |
1299 } // namespace cc | 1391 } // namespace cc |
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