blob: c4cdd84bc74e8d8d5425e2763fb24be28784adfa [file] [log] [blame]
// Copyright 2011 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "cc/scheduler/scheduler_state_machine.h"
#include "cc/scheduler/scheduler.h"
#include "testing/gtest/include/gtest/gtest.h"
namespace cc {
namespace {
const SchedulerStateMachine::CommitState all_commit_states[] = {
SchedulerStateMachine::COMMIT_STATE_IDLE,
SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS,
SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT,
SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW
};
// Exposes the protected state fields of the SchedulerStateMachine for testing
class StateMachine : public SchedulerStateMachine {
public:
explicit StateMachine(const SchedulerSettings& scheduler_settings)
: SchedulerStateMachine(scheduler_settings) {}
void SetCommitState(CommitState cs) { commit_state_ = cs; }
CommitState CommitState() const { return commit_state_; }
bool NeedsCommit() const { return needs_commit_; }
void SetNeedsRedraw(bool b) { needs_redraw_ = b; }
bool NeedsRedraw() const { return needs_redraw_; }
void SetNeedsForcedRedraw(bool b) { needs_forced_redraw_ = b; }
bool NeedsForcedRedraw() const { return needs_forced_redraw_; }
bool CanDraw() const { return can_draw_; }
bool InsideVSync() const { return inside_vsync_; }
bool Visible() const { return visible_; }
};
TEST(SchedulerStateMachineTest, TestNextActionBeginsFrameIfNeeded) {
SchedulerSettings default_scheduler_settings;
// If no commit needed, do nothing.
{
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.DidCreateAndInitializeOutputSurface();
state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE);
state.SetNeedsRedraw(false);
state.SetVisible(true);
EXPECT_FALSE(state.VSyncCallbackNeeded());
state.DidLeaveVSync();
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
EXPECT_FALSE(state.VSyncCallbackNeeded());
state.DidEnterVSync();
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
}
// If commit requested but can_begin_frame is still false, do nothing.
{
StateMachine state(default_scheduler_settings);
state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE);
state.SetNeedsRedraw(false);
state.SetVisible(true);
EXPECT_FALSE(state.VSyncCallbackNeeded());
state.DidLeaveVSync();
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
EXPECT_FALSE(state.VSyncCallbackNeeded());
state.DidEnterVSync();
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
}
// If commit requested, begin a frame.
{
StateMachine state(default_scheduler_settings);
state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE);
state.SetCanStart();
state.SetNeedsRedraw(false);
state.SetVisible(true);
EXPECT_FALSE(state.VSyncCallbackNeeded());
}
// Begin the frame, make sure needs_commit and commit_state update correctly.
{
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.DidCreateAndInitializeOutputSurface();
state.SetVisible(true);
state.UpdateState(SchedulerStateMachine::ACTION_BEGIN_FRAME);
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS,
state.CommitState());
EXPECT_FALSE(state.NeedsCommit());
EXPECT_FALSE(state.VSyncCallbackNeeded());
}
}
TEST(SchedulerStateMachineTest, TestSetForcedRedrawDoesNotSetsNormalRedraw) {
SchedulerSettings default_scheduler_settings;
SchedulerStateMachine state(default_scheduler_settings);
state.SetCanDraw(true);
state.SetNeedsForcedRedraw();
EXPECT_FALSE(state.RedrawPending());
EXPECT_TRUE(state.VSyncCallbackNeeded());
}
TEST(SchedulerStateMachineTest,
TestFailedDrawSetsNeedsCommitAndDoesNotDrawAgain) {
SchedulerSettings default_scheduler_settings;
SchedulerStateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.DidCreateAndInitializeOutputSurface();
state.SetVisible(true);
state.SetCanDraw(true);
state.SetNeedsRedraw();
EXPECT_TRUE(state.RedrawPending());
EXPECT_TRUE(state.VSyncCallbackNeeded());
state.DidEnterVSync();
// We're drawing now.
EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE);
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
EXPECT_FALSE(state.RedrawPending());
EXPECT_FALSE(state.CommitPending());
// Failing the draw makes us require a commit.
state.DidDrawIfPossibleCompleted(false);
EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction());
state.UpdateState(SchedulerStateMachine::ACTION_BEGIN_FRAME);
EXPECT_TRUE(state.RedrawPending());
EXPECT_TRUE(state.CommitPending());
}
TEST(SchedulerStateMachineTest,
TestsetNeedsRedrawDuringFailedDrawDoesNotRemoveNeedsRedraw) {
SchedulerSettings default_scheduler_settings;
SchedulerStateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.DidCreateAndInitializeOutputSurface();
state.SetVisible(true);
state.SetCanDraw(true);
state.SetNeedsRedraw();
EXPECT_TRUE(state.RedrawPending());
EXPECT_TRUE(state.VSyncCallbackNeeded());
state.DidEnterVSync();
// We're drawing now.
EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE);
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
EXPECT_FALSE(state.RedrawPending());
EXPECT_FALSE(state.CommitPending());
// While still in the same vsync callback, set needs redraw again.
// This should not redraw.
state.SetNeedsRedraw();
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
// Failing the draw makes us require a commit.
state.DidDrawIfPossibleCompleted(false);
EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction());
EXPECT_TRUE(state.RedrawPending());
}
TEST(SchedulerStateMachineTest,
TestCommitAfterFailedDrawAllowsDrawInSameFrame) {
SchedulerSettings default_scheduler_settings;
SchedulerStateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.DidCreateAndInitializeOutputSurface();
state.SetVisible(true);
state.SetCanDraw(true);
// Start a commit.
state.SetNeedsCommit();
EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction());
state.UpdateState(SchedulerStateMachine::ACTION_BEGIN_FRAME);
EXPECT_TRUE(state.CommitPending());
// Then initiate a draw.
state.SetNeedsRedraw();
EXPECT_TRUE(state.VSyncCallbackNeeded());
state.DidEnterVSync();
EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
EXPECT_TRUE(state.RedrawPending());
// Fail the draw.
state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE);
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
state.DidDrawIfPossibleCompleted(false);
EXPECT_TRUE(state.RedrawPending());
// But the commit is ongoing.
EXPECT_TRUE(state.CommitPending());
// Finish the commit.
state.BeginFrameComplete();
EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction());
state.UpdateState(SchedulerStateMachine::ACTION_COMMIT);
EXPECT_TRUE(state.RedrawPending());
// And we should be allowed to draw again.
EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
}
TEST(SchedulerStateMachineTest,
TestCommitAfterFailedAndSuccessfulDrawDoesNotAllowDrawInSameFrame) {
SchedulerSettings default_scheduler_settings;
SchedulerStateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.DidCreateAndInitializeOutputSurface();
state.SetVisible(true);
state.SetCanDraw(true);
// Start a commit.
state.SetNeedsCommit();
EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction());
state.UpdateState(SchedulerStateMachine::ACTION_BEGIN_FRAME);
EXPECT_TRUE(state.CommitPending());
// Then initiate a draw.
state.SetNeedsRedraw();
EXPECT_TRUE(state.VSyncCallbackNeeded());
state.DidEnterVSync();
EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
EXPECT_TRUE(state.RedrawPending());
// Fail the draw.
state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE);
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
state.DidDrawIfPossibleCompleted(false);
EXPECT_TRUE(state.RedrawPending());
// But the commit is ongoing.
EXPECT_TRUE(state.CommitPending());
// Force a draw.
state.SetNeedsForcedRedraw();
EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction());
// Do the forced draw.
state.UpdateState(SchedulerStateMachine::ACTION_DRAW_FORCED);
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
EXPECT_FALSE(state.RedrawPending());
// And the commit is still ongoing.
EXPECT_TRUE(state.CommitPending());
// Finish the commit.
state.BeginFrameComplete();
EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction());
state.UpdateState(SchedulerStateMachine::ACTION_COMMIT);
EXPECT_TRUE(state.RedrawPending());
// And we should not be allowed to draw again in the same frame..
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
}
TEST(SchedulerStateMachineTest,
TestFailedDrawsWillEventuallyForceADrawAfterTheNextCommit) {
SchedulerSettings default_scheduler_settings;
SchedulerStateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.DidCreateAndInitializeOutputSurface();
state.SetVisible(true);
state.SetCanDraw(true);
state.SetMaximumNumberOfFailedDrawsBeforeDrawIsForced(1);
// Start a commit.
state.SetNeedsCommit();
EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction());
state.UpdateState(SchedulerStateMachine::ACTION_BEGIN_FRAME);
EXPECT_TRUE(state.CommitPending());
// Then initiate a draw.
state.SetNeedsRedraw();
EXPECT_TRUE(state.VSyncCallbackNeeded());
state.DidEnterVSync();
EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
EXPECT_TRUE(state.RedrawPending());
// Fail the draw.
state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE);
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
state.DidDrawIfPossibleCompleted(false);
EXPECT_TRUE(state.RedrawPending());
// But the commit is ongoing.
EXPECT_TRUE(state.CommitPending());
// Finish the commit. Note, we should not yet be forcing a draw, but should
// continue the commit as usual.
state.BeginFrameComplete();
EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction());
state.UpdateState(SchedulerStateMachine::ACTION_COMMIT);
EXPECT_TRUE(state.RedrawPending());
// The redraw should be forced in this case.
EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction());
}
TEST(SchedulerStateMachineTest, TestFailedDrawIsRetriedNextVSync) {
SchedulerSettings default_scheduler_settings;
SchedulerStateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.DidCreateAndInitializeOutputSurface();
state.SetVisible(true);
state.SetCanDraw(true);
// Start a draw.
state.SetNeedsRedraw();
EXPECT_TRUE(state.VSyncCallbackNeeded());
state.DidEnterVSync();
EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
EXPECT_TRUE(state.RedrawPending());
// Fail the draw.
state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE);
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
state.DidDrawIfPossibleCompleted(false);
EXPECT_TRUE(state.RedrawPending());
// We should not be trying to draw again now, but we have a commit pending.
EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction());
state.DidLeaveVSync();
EXPECT_TRUE(state.VSyncCallbackNeeded());
state.DidEnterVSync();
// We should try draw again in the next vsync.
EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
}
TEST(SchedulerStateMachineTest, TestDoestDrawTwiceInSameFrame) {
SchedulerSettings default_scheduler_settings;
SchedulerStateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.DidCreateAndInitializeOutputSurface();
state.SetVisible(true);
state.SetCanDraw(true);
state.SetNeedsRedraw();
EXPECT_TRUE(state.VSyncCallbackNeeded());
state.DidEnterVSync();
EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE);
// While still in the same vsync callback, set needs redraw again.
// This should not redraw.
state.SetNeedsRedraw();
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
// Move to another frame. This should now draw.
state.DidDrawIfPossibleCompleted(true);
state.DidLeaveVSync();
EXPECT_TRUE(state.VSyncCallbackNeeded());
state.DidEnterVSync();
EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE);
state.DidDrawIfPossibleCompleted(true);
EXPECT_FALSE(state.VSyncCallbackNeeded());
}
TEST(SchedulerStateMachineTest, TestNextActionDrawsOnVSync) {
SchedulerSettings default_scheduler_settings;
// When not on vsync, or on vsync but not visible, don't draw.
size_t num_commit_states =
sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState);
for (size_t i = 0; i < num_commit_states; ++i) {
for (size_t j = 0; j < 2; ++j) {
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.DidCreateAndInitializeOutputSurface();
state.SetCommitState(all_commit_states[i]);
bool visible = j;
if (!visible) {
state.DidEnterVSync();
state.SetVisible(false);
} else {
state.SetVisible(true);
}
// Case 1: needs_commit=false
EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE,
state.NextAction());
// Case 2: needs_commit=true
state.SetNeedsCommit();
EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE,
state.NextAction());
}
}
// When on vsync, or not on vsync but needs_forced_dedraw set, should always
// draw except if you're ready to commit, in which case commit.
for (size_t i = 0; i < num_commit_states; ++i) {
for (size_t j = 0; j < 2; ++j) {
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.DidCreateAndInitializeOutputSurface();
state.SetCanDraw(true);
state.SetCommitState(all_commit_states[i]);
bool forced_draw = j;
if (!forced_draw) {
state.DidEnterVSync();
state.SetNeedsRedraw(true);
state.SetVisible(true);
} else {
state.SetNeedsForcedRedraw(true);
}
SchedulerStateMachine::Action expected_action;
if (all_commit_states[i] !=
SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT) {
expected_action =
forced_draw ? SchedulerStateMachine::ACTION_DRAW_FORCED
: SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE;
} else {
expected_action = SchedulerStateMachine::ACTION_COMMIT;
}
// Case 1: needs_commit=false.
EXPECT_TRUE(state.VSyncCallbackNeeded());
EXPECT_EQ(expected_action, state.NextAction());
// Case 2: needs_commit=true.
state.SetNeedsCommit();
EXPECT_TRUE(state.VSyncCallbackNeeded());
EXPECT_EQ(expected_action, state.NextAction());
}
}
}
TEST(SchedulerStateMachineTest, TestNoCommitStatesRedrawWhenInvisible) {
SchedulerSettings default_scheduler_settings;
size_t num_commit_states =
sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState);
for (size_t i = 0; i < num_commit_states; ++i) {
// There shouldn't be any drawing regardless of vsync.
for (size_t j = 0; j < 2; ++j) {
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.DidCreateAndInitializeOutputSurface();
state.SetCommitState(all_commit_states[i]);
state.SetVisible(false);
state.SetNeedsRedraw(true);
state.SetNeedsForcedRedraw(false);
if (j == 1)
state.DidEnterVSync();
// Case 1: needs_commit=false.
EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE,
state.NextAction());
// Case 2: needs_commit=true.
state.SetNeedsCommit();
EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE,
state.NextAction());
}
}
}
TEST(SchedulerStateMachineTest, TestCanRedraw_StopsDraw) {
SchedulerSettings default_scheduler_settings;
size_t num_commit_states =
sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState);
for (size_t i = 0; i < num_commit_states; ++i) {
// There shouldn't be any drawing regardless of vsync.
for (size_t j = 0; j < 2; ++j) {
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.DidCreateAndInitializeOutputSurface();
state.SetCommitState(all_commit_states[i]);
state.SetVisible(false);
state.SetNeedsRedraw(true);
state.SetNeedsForcedRedraw(false);
if (j == 1)
state.DidEnterVSync();
state.SetCanDraw(false);
EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE,
state.NextAction());
}
}
}
TEST(SchedulerStateMachineTest,
TestCanRedrawWithWaitingForFirstDrawMakesProgress) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.DidCreateAndInitializeOutputSurface();
state.SetCommitState(
SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW);
state.SetNeedsCommit();
state.SetNeedsRedraw(true);
state.SetVisible(true);
state.SetCanDraw(false);
EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction());
}
TEST(SchedulerStateMachineTest, TestsetNeedsCommitIsNotLost) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.DidCreateAndInitializeOutputSurface();
state.SetNeedsCommit();
state.SetVisible(true);
state.SetCanDraw(true);
// Begin the frame.
EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction());
state.UpdateState(state.NextAction());
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS,
state.CommitState());
// Now, while the frame is in progress, set another commit.
state.SetNeedsCommit();
EXPECT_TRUE(state.NeedsCommit());
// Let the frame finish.
state.BeginFrameComplete();
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT,
state.CommitState());
// Expect to commit regardless of vsync state.
state.DidLeaveVSync();
EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction());
state.DidEnterVSync();
EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction());
// Commit and make sure we draw on next vsync
state.UpdateState(SchedulerStateMachine::ACTION_COMMIT);
EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW,
state.CommitState());
state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE);
state.DidDrawIfPossibleCompleted(true);
// Verify that another commit will begin.
state.DidLeaveVSync();
EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction());
}
TEST(SchedulerStateMachineTest, TestFullCycle) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.DidCreateAndInitializeOutputSurface();
state.SetVisible(true);
state.SetCanDraw(true);
// Start clean and set commit.
state.SetNeedsCommit();
EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction());
// Begin the frame.
state.UpdateState(SchedulerStateMachine::ACTION_BEGIN_FRAME);
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS,
state.CommitState());
EXPECT_FALSE(state.NeedsCommit());
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
// Tell the scheduler the frame finished.
state.BeginFrameComplete();
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT,
state.CommitState());
EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction());
// Commit.
state.UpdateState(SchedulerStateMachine::ACTION_COMMIT);
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW,
state.CommitState());
EXPECT_TRUE(state.NeedsRedraw());
// Expect to do nothing until vsync.
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
// At vsync, draw.
state.DidEnterVSync();
EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE);
state.DidDrawIfPossibleCompleted(true);
state.DidLeaveVSync();
// Should be synchronized, no draw needed, no action needed.
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState());
EXPECT_FALSE(state.NeedsRedraw());
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
}
TEST(SchedulerStateMachineTest, TestFullCycleWithCommitRequestInbetween) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.DidCreateAndInitializeOutputSurface();
state.SetVisible(true);
state.SetCanDraw(true);
// Start clean and set commit.
state.SetNeedsCommit();
EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction());
// Begin the frame.
state.UpdateState(SchedulerStateMachine::ACTION_BEGIN_FRAME);
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS,
state.CommitState());
EXPECT_FALSE(state.NeedsCommit());
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
// Request another commit while the commit is in flight.
state.SetNeedsCommit();
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
// Tell the scheduler the frame finished.
state.BeginFrameComplete();
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT,
state.CommitState());
EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction());
// Commit.
state.UpdateState(SchedulerStateMachine::ACTION_COMMIT);
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW,
state.CommitState());
EXPECT_TRUE(state.NeedsRedraw());
// Expect to do nothing until vsync.
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
// At vsync, draw.
state.DidEnterVSync();
EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
state.UpdateState(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE);
state.DidDrawIfPossibleCompleted(true);
state.DidLeaveVSync();
// Should be synchronized, no draw needed, no action needed.
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState());
EXPECT_FALSE(state.NeedsRedraw());
EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction());
}
TEST(SchedulerStateMachineTest, TestRequestCommitInvisible) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.DidCreateAndInitializeOutputSurface();
state.SetNeedsCommit();
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
}
TEST(SchedulerStateMachineTest, TestGoesInvisibleBeforeBeginFrameCompletes) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.DidCreateAndInitializeOutputSurface();
state.SetVisible(true);
state.SetCanDraw(true);
// Start clean and set commit.
state.SetNeedsCommit();
EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction());
// Begin the frame while visible.
state.UpdateState(SchedulerStateMachine::ACTION_BEGIN_FRAME);
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS,
state.CommitState());
EXPECT_FALSE(state.NeedsCommit());
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
// Become invisible and abort the BeginFrame.
state.SetVisible(false);
state.BeginFrameAborted();
// We should now be back in the idle state as if we didn't start a frame at
// all.
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState());
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
// Become visible again.
state.SetVisible(true);
// We should be beginning a frame now.
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState());
EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction());
// Begin the frame.
state.UpdateState(state.NextAction());
// We should be starting the commit now.
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS,
state.CommitState());
}
TEST(SchedulerStateMachineTest, TestFirstContextCreation) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.SetVisible(true);
state.SetCanDraw(true);
EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION,
state.NextAction());
state.UpdateState(state.NextAction());
state.DidCreateAndInitializeOutputSurface();
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
// Check that the first init does not SetNeedsCommit.
state.SetNeedsCommit();
EXPECT_NE(SchedulerStateMachine::ACTION_NONE, state.NextAction());
}
TEST(SchedulerStateMachineTest, TestContextLostWhenCompletelyIdle) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.DidCreateAndInitializeOutputSurface();
state.SetVisible(true);
state.SetCanDraw(true);
EXPECT_NE(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION,
state.NextAction());
state.DidLoseOutputSurface();
EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION,
state.NextAction());
state.UpdateState(state.NextAction());
// Once context recreation begins, nothing should happen.
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
// Recreate the context.
state.DidCreateAndInitializeOutputSurface();
// When the context is recreated, we should begin a commit.
EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction());
state.UpdateState(state.NextAction());
}
TEST(SchedulerStateMachineTest,
TestContextLostWhenIdleAndCommitRequestedWhileRecreating) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.DidCreateAndInitializeOutputSurface();
state.SetVisible(true);
state.SetCanDraw(true);
EXPECT_NE(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION,
state.NextAction());
state.DidLoseOutputSurface();
EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION,
state.NextAction());
state.UpdateState(state.NextAction());
// Once context recreation begins, nothing should happen.
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
// While context is recreating, commits shouldn't begin.
state.SetNeedsCommit();
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
// Recreate the context
state.DidCreateAndInitializeOutputSurface();
// When the context is recreated, we should begin a commit
EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction());
state.UpdateState(state.NextAction());
// Once the context is recreated, whether we draw should be based on
// SetCanDraw.
state.SetNeedsRedraw(true);
state.DidEnterVSync();
EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
state.SetCanDraw(false);
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
state.SetCanDraw(true);
state.DidLeaveVSync();
}
TEST(SchedulerStateMachineTest, TestContextLostWhileCommitInProgress) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.DidCreateAndInitializeOutputSurface();
state.SetVisible(true);
state.SetCanDraw(true);
// Get a commit in flight.
state.SetNeedsCommit();
EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction());
state.UpdateState(state.NextAction());
// Set damage and expect a draw.
state.SetNeedsRedraw(true);
state.DidEnterVSync();
EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
state.UpdateState(state.NextAction());
state.DidLeaveVSync();
// Cause a lost context while the begin frame is in flight.
state.DidLoseOutputSurface();
// Ask for another draw. Expect nothing happens.
state.SetNeedsRedraw(true);
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
// Finish the frame, and commit.
state.BeginFrameComplete();
EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction());
state.UpdateState(state.NextAction());
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW,
state.CommitState());
EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
state.UpdateState(state.NextAction());
// Expect to be told to begin context recreation, independent of vsync state.
state.DidEnterVSync();
EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION,
state.NextAction());
state.DidLeaveVSync();
EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION,
state.NextAction());
}
TEST(SchedulerStateMachineTest,
TestContextLostWhileCommitInProgressAndAnotherCommitRequested) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.DidCreateAndInitializeOutputSurface();
state.SetVisible(true);
state.SetCanDraw(true);
// Get a commit in flight.
state.SetNeedsCommit();
EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction());
state.UpdateState(state.NextAction());
// Set damage and expect a draw.
state.SetNeedsRedraw(true);
state.DidEnterVSync();
EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
state.UpdateState(state.NextAction());
state.DidLeaveVSync();
// Cause a lost context while the begin frame is in flight.
state.DidLoseOutputSurface();
// Ask for another draw and also set needs commit. Expect nothing happens.
state.SetNeedsRedraw(true);
state.SetNeedsCommit();
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
// Finish the frame, and commit.
state.BeginFrameComplete();
EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction());
state.UpdateState(state.NextAction());
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW,
state.CommitState());
EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.NextAction());
state.UpdateState(state.NextAction());
// Expect to be told to begin context recreation, independent of vsync state
state.DidEnterVSync();
EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION,
state.NextAction());
state.DidLeaveVSync();
EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION,
state.NextAction());
}
TEST(SchedulerStateMachineTest, TestFinishAllRenderingWhileContextLost) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.DidCreateAndInitializeOutputSurface();
state.SetVisible(true);
state.SetCanDraw(true);
// Cause a lost context lost.
state.DidLoseOutputSurface();
// Ask a forced redraw and verify it ocurrs.
state.SetNeedsForcedRedraw(true);
state.DidEnterVSync();
EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction());
state.DidLeaveVSync();
// Clear the forced redraw bit.
state.SetNeedsForcedRedraw(false);
// Expect to be told to begin context recreation, independent of vsync state
EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION,
state.NextAction());
state.UpdateState(state.NextAction());
// Ask a forced redraw and verify it ocurrs.
state.SetNeedsForcedRedraw(true);
state.DidEnterVSync();
EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction());
state.DidLeaveVSync();
}
TEST(SchedulerStateMachineTest, TestBeginFrameWhenInvisibleAndForceCommit) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.DidCreateAndInitializeOutputSurface();
state.SetVisible(false);
state.SetNeedsCommit();
state.SetNeedsForcedCommit();
EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction());
}
TEST(SchedulerStateMachineTest,
TestBeginFrameWhenCanBeginFrameFalseAndForceCommit) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.DidCreateAndInitializeOutputSurface();
state.SetVisible(true);
state.SetCanDraw(true);
state.SetNeedsCommit();
state.SetNeedsForcedCommit();
EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction());
}
TEST(SchedulerStateMachineTest, TestBeginFrameWhenCommitInProgress) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.DidCreateAndInitializeOutputSurface();
state.SetVisible(false);
state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS);
state.SetNeedsCommit();
state.BeginFrameComplete();
EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction());
state.UpdateState(state.NextAction());
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW,
state.CommitState());
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
}
TEST(SchedulerStateMachineTest, TestBeginFrameWhenForcedCommitInProgress) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.DidCreateAndInitializeOutputSurface();
state.SetVisible(false);
state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS);
state.SetNeedsCommit();
state.SetNeedsForcedCommit();
state.BeginFrameComplete();
EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction());
state.UpdateState(state.NextAction());
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW,
state.CommitState());
// If we are waiting for forced draw then we know a begin frame is already in
// flight.
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
}
TEST(SchedulerStateMachineTest, TestBeginFrameWhenContextLost) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.DidCreateAndInitializeOutputSurface();
state.SetVisible(true);
state.SetCanDraw(true);
state.SetNeedsCommit();
state.SetNeedsForcedCommit();
state.DidLoseOutputSurface();
EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction());
}
TEST(SchedulerStateMachineTest, TestImmediateBeginFrame) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.DidCreateAndInitializeOutputSurface();
state.SetVisible(true);
state.SetCanDraw(true);
// Schedule a forced frame, commit it, draw it.
state.SetNeedsCommit();
state.SetNeedsForcedCommit();
state.UpdateState(state.NextAction());
state.BeginFrameComplete();
EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction());
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT,
state.CommitState());
state.UpdateState(state.NextAction());
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW,
state.CommitState());
state.DidEnterVSync();
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
state.SetNeedsForcedRedraw(true);
EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction());
state.UpdateState(state.NextAction());
state.DidDrawIfPossibleCompleted(true);
state.DidLeaveVSync();
// Should be waiting for the normal begin frame.
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS,
state.CommitState());
}
TEST(SchedulerStateMachineTest, TestImmediateBeginFrameDuringCommit) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.DidCreateAndInitializeOutputSurface();
state.SetVisible(true);
state.SetCanDraw(true);
// Start a normal commit.
state.SetNeedsCommit();
state.UpdateState(state.NextAction());
// Schedule a forced frame, commit it, draw it.
state.SetNeedsCommit();
state.SetNeedsForcedCommit();
state.UpdateState(state.NextAction());
state.BeginFrameComplete();
EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction());
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT,
state.CommitState());
state.UpdateState(state.NextAction());
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW,
state.CommitState());
state.DidEnterVSync();
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
state.SetNeedsForcedRedraw(true);
EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction());
state.UpdateState(state.NextAction());
state.DidDrawIfPossibleCompleted(true);
state.DidLeaveVSync();
// Should be waiting for the normal begin frame.
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS,
state.CommitState()) << state.ToString();
}
TEST(SchedulerStateMachineTest, ImmediateBeginFrameWhileInvisible) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.DidCreateAndInitializeOutputSurface();
state.SetVisible(true);
state.SetCanDraw(true);
state.SetNeedsCommit();
state.UpdateState(state.NextAction());
state.SetNeedsCommit();
state.SetNeedsForcedCommit();
state.UpdateState(state.NextAction());
state.BeginFrameComplete();
EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction());
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT,
state.CommitState());
state.UpdateState(state.NextAction());
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW,
state.CommitState());
state.DidEnterVSync();
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
state.SetNeedsForcedRedraw(true);
EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction());
state.UpdateState(state.NextAction());
state.DidDrawIfPossibleCompleted(true);
state.DidLeaveVSync();
// Should be waiting for the normal begin frame.
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_FRAME_IN_PROGRESS,
state.CommitState()) << state.ToString();
// Become invisible and abort the "normal" begin frame.
state.SetVisible(false);
state.BeginFrameAborted();
// Should be back in the idle state, but needing a commit.
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState());
EXPECT_TRUE(state.NeedsCommit());
}
TEST(SchedulerStateMachineTest, ImmediateBeginFrameWhileCantDraw) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.DidCreateAndInitializeOutputSurface();
state.SetVisible(true);
state.SetCanDraw(false);
state.SetNeedsCommit();
state.UpdateState(state.NextAction());
state.SetNeedsCommit();
state.SetNeedsForcedCommit();
state.UpdateState(state.NextAction());
state.BeginFrameComplete();
EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction());
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT,
state.CommitState());
state.UpdateState(state.NextAction());
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_FORCED_DRAW,
state.CommitState());
state.DidEnterVSync();
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
state.SetNeedsForcedRedraw(true);
EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_FORCED, state.NextAction());
state.UpdateState(state.NextAction());
state.DidDrawIfPossibleCompleted(true);
state.DidLeaveVSync();
}
TEST(SchedulerStateMachineTest, ReportIfNotDrawing) {
SchedulerSettings default_scheduler_settings;
SchedulerStateMachine state(default_scheduler_settings);
state.SetCanDraw(true);
state.SetVisible(true);
EXPECT_FALSE(state.DrawSuspendedUntilCommit());
state.SetCanDraw(false);
state.SetVisible(true);
EXPECT_TRUE(state.DrawSuspendedUntilCommit());
state.SetCanDraw(true);
state.SetVisible(false);
EXPECT_TRUE(state.DrawSuspendedUntilCommit());
state.SetCanDraw(false);
state.SetVisible(false);
EXPECT_TRUE(state.DrawSuspendedUntilCommit());
state.SetCanDraw(true);
state.SetVisible(true);
EXPECT_FALSE(state.DrawSuspendedUntilCommit());
}
TEST(SchedulerStateMachineTest, ReportIfNotDrawingFromAcquiredTextures) {
SchedulerSettings default_scheduler_settings;
SchedulerStateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.DidCreateAndInitializeOutputSurface();
state.SetCanDraw(true);
state.SetVisible(true);
EXPECT_FALSE(state.DrawSuspendedUntilCommit());
state.SetMainThreadNeedsLayerTextures();
EXPECT_EQ(
SchedulerStateMachine::ACTION_ACQUIRE_LAYER_TEXTURES_FOR_MAIN_THREAD,
state.NextAction());
state.UpdateState(state.NextAction());
EXPECT_TRUE(state.DrawSuspendedUntilCommit());
EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_FRAME, state.NextAction());
state.UpdateState(state.NextAction());
EXPECT_TRUE(state.DrawSuspendedUntilCommit());
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
state.BeginFrameComplete();
EXPECT_TRUE(state.DrawSuspendedUntilCommit());
EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction());
state.UpdateState(state.NextAction());
EXPECT_FALSE(state.DrawSuspendedUntilCommit());
}
} // namespace
} // namespace cc