| // 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 |