// 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 "cc/test/begin_frame_args_test.h"
#include "testing/gtest/include/gtest/gtest.h"
#define EXPECT_ACTION_UPDATE_STATE(action) \
EXPECT_EQ(action, state.NextAction()) << *state.AsValue(); \
if (action == SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE || \
action == SchedulerStateMachine::ACTION_DRAW_AND_SWAP_FORCED) { \
EXPECT_EQ(SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE, \
state.begin_impl_frame_state()) \
<< *state.AsValue(); \
} \
state.UpdateState(action); \
if (action == SchedulerStateMachine::ACTION_NONE) { \
if (state.begin_impl_frame_state() == \
SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING) \
state.OnBeginImplFrameDeadlinePending(); \
if (state.begin_impl_frame_state() == \
SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE) \
state.OnBeginImplFrameIdle(); \
}
namespace cc {
namespace {
const SchedulerStateMachine::BeginImplFrameState all_begin_impl_frame_states[] =
{SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_IDLE,
SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING,
SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME,
SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE, };
const SchedulerStateMachine::CommitState all_commit_states[] = {
SchedulerStateMachine::COMMIT_STATE_IDLE,
SchedulerStateMachine::COMMIT_STATE_BEGIN_MAIN_FRAME_SENT,
SchedulerStateMachine::COMMIT_STATE_BEGIN_MAIN_FRAME_STARTED,
SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT,
SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_ACTIVATION,
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 CreateAndInitializeOutputSurfaceWithActivatedCommit() {
DidCreateAndInitializeOutputSurface();
output_surface_state_ = OUTPUT_SURFACE_ACTIVE;
}
void SetCommitState(CommitState cs) { commit_state_ = cs; }
CommitState CommitState() const { return commit_state_; }
ForcedRedrawOnTimeoutState ForcedRedrawState() const {
return forced_redraw_state_;
}
void SetBeginImplFrameState(BeginImplFrameState bifs) {
begin_impl_frame_state_ = bifs;
}
BeginImplFrameState begin_impl_frame_state() const {
return begin_impl_frame_state_;
}
OutputSurfaceState output_surface_state() const {
return output_surface_state_;
}
bool NeedsCommit() const { return needs_commit_; }
void SetNeedsRedraw(bool b) { needs_redraw_ = b; }
void SetNeedsForcedRedrawForTimeout(bool b) {
forced_redraw_state_ = FORCED_REDRAW_STATE_WAITING_FOR_COMMIT;
active_tree_needs_first_draw_ = true;
}
bool NeedsForcedRedrawForTimeout() const {
return forced_redraw_state_ != FORCED_REDRAW_STATE_IDLE;
}
void SetActiveTreeNeedsFirstDraw(bool needs_first_draw) {
active_tree_needs_first_draw_ = needs_first_draw;
}
bool CanDraw() const { return can_draw_; }
bool Visible() const { return visible_; }
bool PendingActivationsShouldBeForced() const {
return SchedulerStateMachine::PendingActivationsShouldBeForced();
}
void SetHasPendingTree(bool has_pending_tree) {
has_pending_tree_ = has_pending_tree;
}
};
TEST(SchedulerStateMachineTest, TestNextActionBeginsMainFrameIfNeeded) {
SchedulerSettings default_scheduler_settings;
// If no commit needed, do nothing.
{
StateMachine state(default_scheduler_settings);
state.SetCanStart();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION)
state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE);
state.SetNeedsRedraw(false);
state.SetVisible(true);
EXPECT_FALSE(state.BeginFrameNeeded());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
EXPECT_FALSE(state.BeginFrameNeeded());
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.OnBeginImplFrameDeadline();
}
// If commit requested but can_start is still false, do nothing.
{
StateMachine state(default_scheduler_settings);
state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE);
state.SetNeedsRedraw(false);
state.SetVisible(true);
state.SetNeedsCommit();
EXPECT_FALSE(state.BeginFrameNeeded());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
EXPECT_FALSE(state.BeginFrameNeeded());
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.OnBeginImplFrameDeadline();
}
// If commit requested, begin a main frame.
{
StateMachine state(default_scheduler_settings);
state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
state.SetNeedsRedraw(false);
state.SetVisible(true);
state.SetNeedsCommit();
EXPECT_TRUE(state.BeginFrameNeeded());
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
}
// Begin the frame, make sure needs_commit and commit_state update correctly.
{
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
state.SetVisible(true);
state.UpdateState(SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_BEGIN_MAIN_FRAME_SENT,
state.CommitState());
EXPECT_FALSE(state.NeedsCommit());
}
}
// Explicitly test main_frame_before_draw_enabled = false
TEST(SchedulerStateMachineTest, MainFrameBeforeDrawDisabled) {
SchedulerSettings scheduler_settings;
scheduler_settings.impl_side_painting = true;
scheduler_settings.main_frame_before_draw_enabled = false;
StateMachine state(scheduler_settings);
state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
state.SetNeedsRedraw(false);
state.SetVisible(true);
state.SetCanDraw(true);
state.SetNeedsCommit();
EXPECT_TRUE(state.BeginFrameNeeded());
// Commit to the pending tree.
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.NotifyBeginMainFrameStarted();
state.NotifyReadyToCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
EXPECT_EQ(state.CommitState(),
SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW);
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
EXPECT_EQ(state.CommitState(),
SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW);
// Verify that the next commit doesn't start until the previous
// commit has been drawn.
state.SetNeedsCommit();
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
// Make sure that a draw of the active tree doesn't spuriously advance
// the commit state and unblock the next commit.
state.SetNeedsRedraw(true);
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
EXPECT_EQ(state.CommitState(),
SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW);
EXPECT_TRUE(state.has_pending_tree());
// Verify NotifyReadyToActivate unblocks activation, draw, and
// commit in that order.
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
state.NotifyReadyToActivate();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_ACTIVATE_PENDING_TREE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
EXPECT_EQ(state.CommitState(),
SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW);
EXPECT_TRUE(state.ShouldTriggerBeginImplFrameDeadlineEarly());
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
state.DidSwapBuffers();
state.DidSwapBuffersComplete();
EXPECT_EQ(state.CommitState(), SchedulerStateMachine::COMMIT_STATE_IDLE);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
EXPECT_EQ(state.CommitState(),
SchedulerStateMachine::COMMIT_STATE_BEGIN_MAIN_FRAME_SENT);
state.NotifyBeginMainFrameStarted();
state.NotifyReadyToCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
EXPECT_EQ(state.CommitState(),
SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_FIRST_DRAW);
}
// Explicitly test main_frame_before_activation_enabled = true
TEST(SchedulerStateMachineTest, MainFrameBeforeActivationEnabled) {
SchedulerSettings scheduler_settings;
scheduler_settings.impl_side_painting = true;
scheduler_settings.main_frame_before_activation_enabled = true;
StateMachine state(scheduler_settings);
state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
state.SetNeedsRedraw(false);
state.SetVisible(true);
state.SetCanDraw(true);
state.SetNeedsCommit();
EXPECT_TRUE(state.BeginFrameNeeded());
// Commit to the pending tree.
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.NotifyBeginMainFrameStarted();
state.NotifyReadyToCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
EXPECT_EQ(state.CommitState(), SchedulerStateMachine::COMMIT_STATE_IDLE);
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
// Verify that the next commit starts while there is still a pending tree.
state.SetNeedsCommit();
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
// Verify the pending commit doesn't overwrite the pending
// tree until the pending tree has been activated.
state.NotifyBeginMainFrameStarted();
state.NotifyReadyToCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
// Verify NotifyReadyToActivate unblocks activation, draw, and
// commit in that order.
state.NotifyReadyToActivate();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_ACTIVATE_PENDING_TREE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
EXPECT_TRUE(state.ShouldTriggerBeginImplFrameDeadlineEarly());
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
state.DidSwapBuffers();
state.DidSwapBuffersComplete();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
EXPECT_EQ(state.CommitState(), SchedulerStateMachine::COMMIT_STATE_IDLE);
}
TEST(SchedulerStateMachineTest,
TestFailedDrawForAnimationCheckerboardSetsNeedsCommitAndDoesNotDrawAgain) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
state.SetVisible(true);
state.SetCanDraw(true);
state.SetNeedsRedraw(true);
EXPECT_TRUE(state.RedrawPending());
EXPECT_TRUE(state.BeginFrameNeeded());
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.OnBeginImplFrameDeadline();
// We're drawing now.
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
state.DidSwapBuffers();
state.DidSwapBuffersComplete();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
EXPECT_FALSE(state.RedrawPending());
EXPECT_FALSE(state.CommitPending());
// Failing the draw makes us require a commit.
state.DidDrawIfPossibleCompleted(DRAW_ABORTED_CHECKERBOARD_ANIMATIONS);
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
EXPECT_TRUE(state.RedrawPending());
EXPECT_TRUE(state.CommitPending());
}
TEST(SchedulerStateMachineTest, TestFailedDrawForMissingHighResNeedsCommit) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
state.SetVisible(true);
state.SetCanDraw(true);
state.SetNeedsRedraw(true);
EXPECT_TRUE(state.RedrawPending());
EXPECT_TRUE(state.BeginFrameNeeded());
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
state.DidSwapBuffers();
state.DidSwapBuffersComplete();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
EXPECT_FALSE(state.RedrawPending());
EXPECT_FALSE(state.CommitPending());
// Missing high res content requires a commit (but not a redraw)
state.DidDrawIfPossibleCompleted(DRAW_ABORTED_MISSING_HIGH_RES_CONTENT);
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
EXPECT_FALSE(state.RedrawPending());
EXPECT_TRUE(state.CommitPending());
}
TEST(SchedulerStateMachineTest,
TestsetNeedsRedrawDuringFailedDrawDoesNotRemoveNeedsRedraw) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
state.SetVisible(true);
state.SetCanDraw(true);
state.SetNeedsRedraw(true);
EXPECT_TRUE(state.RedrawPending());
EXPECT_TRUE(state.BeginFrameNeeded());
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.OnBeginImplFrameDeadline();
// We're drawing now.
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
state.DidSwapBuffers();
state.DidSwapBuffersComplete();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
EXPECT_FALSE(state.RedrawPending());
EXPECT_FALSE(state.CommitPending());
// While still in the same BeginMainFrame callback on the main thread,
// set needs redraw again. This should not redraw.
state.SetNeedsRedraw(true);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
// Failing the draw for animation checkerboards makes us require a commit.
state.DidDrawIfPossibleCompleted(DRAW_ABORTED_CHECKERBOARD_ANIMATIONS);
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
EXPECT_TRUE(state.RedrawPending());
}
void TestFailedDrawsEventuallyForceDrawAfterNextCommit(
bool main_frame_before_draw_enabled) {
SchedulerSettings scheduler_settings;
scheduler_settings.main_frame_before_draw_enabled =
main_frame_before_draw_enabled;
scheduler_settings.maximum_number_of_failed_draws_before_draw_is_forced_ = 1;
StateMachine state(scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
state.SetVisible(true);
state.SetCanDraw(true);
// Start a commit.
state.SetNeedsCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
EXPECT_TRUE(state.CommitPending());
// Then initiate a draw.
state.SetNeedsRedraw(true);
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
// Fail the draw.
state.DidDrawIfPossibleCompleted(DRAW_ABORTED_CHECKERBOARD_ANIMATIONS);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
EXPECT_TRUE(state.BeginFrameNeeded());
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.NotifyBeginMainFrameStarted();
state.NotifyReadyToCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
EXPECT_TRUE(state.RedrawPending());
// The redraw should be forced at the end of the next BeginImplFrame.
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
if (main_frame_before_draw_enabled) {
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
}
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_FORCED);
state.DidSwapBuffers();
state.DidSwapBuffersComplete();
}
TEST(SchedulerStateMachineTest,
TestFailedDrawsEventuallyForceDrawAfterNextCommit) {
bool main_frame_before_draw_enabled = false;
TestFailedDrawsEventuallyForceDrawAfterNextCommit(
main_frame_before_draw_enabled);
}
TEST(SchedulerStateMachineTest,
TestFailedDrawsEventuallyForceDrawAfterNextCommit_CommitBeforeDraw) {
bool main_frame_before_draw_enabled = true;
TestFailedDrawsEventuallyForceDrawAfterNextCommit(
main_frame_before_draw_enabled);
}
TEST(SchedulerStateMachineTest, TestFailedDrawsDoNotRestartForcedDraw) {
SchedulerSettings scheduler_settings;
int draw_limit = 1;
scheduler_settings.maximum_number_of_failed_draws_before_draw_is_forced_ =
draw_limit;
scheduler_settings.impl_side_painting = true;
StateMachine state(scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
state.SetVisible(true);
state.SetCanDraw(true);
// Start a commit.
state.SetNeedsCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
EXPECT_TRUE(state.CommitPending());
// Then initiate a draw.
state.SetNeedsRedraw(true);
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
// Fail the draw enough times to force a redraw,
// then once more for good measure.
for (int i = 0; i < draw_limit + 1; ++i)
state.DidDrawIfPossibleCompleted(DRAW_ABORTED_CHECKERBOARD_ANIMATIONS);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
EXPECT_TRUE(state.BeginFrameNeeded());
EXPECT_TRUE(state.RedrawPending());
// But the commit is ongoing.
EXPECT_TRUE(state.CommitPending());
EXPECT_TRUE(state.ForcedRedrawState() ==
SchedulerStateMachine::FORCED_REDRAW_STATE_WAITING_FOR_COMMIT);
state.NotifyBeginMainFrameStarted();
state.NotifyReadyToCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
EXPECT_TRUE(state.RedrawPending());
EXPECT_FALSE(state.CommitPending());
// Now force redraw should be in waiting for activation
EXPECT_TRUE(state.ForcedRedrawState() ==
SchedulerStateMachine::FORCED_REDRAW_STATE_WAITING_FOR_ACTIVATION);
// After failing additional draws, we should still be in a forced
// redraw, but not back in WAITING_FOR_COMMIT.
for (int i = 0; i < draw_limit + 1; ++i)
state.DidDrawIfPossibleCompleted(DRAW_ABORTED_CHECKERBOARD_ANIMATIONS);
EXPECT_TRUE(state.RedrawPending());
EXPECT_TRUE(state.ForcedRedrawState() ==
SchedulerStateMachine::FORCED_REDRAW_STATE_WAITING_FOR_ACTIVATION);
}
TEST(SchedulerStateMachineTest, TestFailedDrawIsRetriedInNextBeginImplFrame) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
state.SetVisible(true);
state.SetCanDraw(true);
// Start a draw.
state.SetNeedsRedraw(true);
EXPECT_TRUE(state.BeginFrameNeeded());
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.OnBeginImplFrameDeadline();
EXPECT_TRUE(state.RedrawPending());
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
// Failing the draw for animation checkerboards makes us require a commit.
state.DidDrawIfPossibleCompleted(DRAW_ABORTED_CHECKERBOARD_ANIMATIONS);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
EXPECT_TRUE(state.RedrawPending());
// We should not be trying to draw again now, but we have a commit pending.
EXPECT_TRUE(state.BeginFrameNeeded());
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
// We should try to draw again at the end of the next BeginImplFrame on
// the impl thread.
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
state.DidSwapBuffers();
state.DidSwapBuffersComplete();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
}
TEST(SchedulerStateMachineTest, TestDoestDrawTwiceInSameFrame) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
state.SetVisible(true);
state.SetCanDraw(true);
state.SetNeedsRedraw(true);
// Draw the first frame.
EXPECT_TRUE(state.BeginFrameNeeded());
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
state.DidSwapBuffers();
state.DidDrawIfPossibleCompleted(DRAW_SUCCESS);
state.DidSwapBuffersComplete();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
// Before the next BeginImplFrame, set needs redraw again.
// This should not redraw until the next BeginImplFrame.
state.SetNeedsRedraw(true);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
// Move to another frame. This should now draw.
EXPECT_TRUE(state.BeginFrameNeeded());
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
state.DidSwapBuffers();
state.DidDrawIfPossibleCompleted(DRAW_SUCCESS);
state.DidSwapBuffersComplete();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
// We just swapped, so we should proactively request another BeginImplFrame.
EXPECT_TRUE(state.BeginFrameNeeded());
}
TEST(SchedulerStateMachineTest, TestNextActionDrawsOnBeginImplFrame) {
SchedulerSettings default_scheduler_settings;
// When not in BeginImplFrame deadline, or in BeginImplFrame deadline
// but not visible, don't draw.
size_t num_commit_states =
sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState);
size_t num_begin_impl_frame_states =
sizeof(all_begin_impl_frame_states) /
sizeof(SchedulerStateMachine::BeginImplFrameState);
for (size_t i = 0; i < num_commit_states; ++i) {
for (size_t j = 0; j < num_begin_impl_frame_states; ++j) {
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
state.SetCommitState(all_commit_states[i]);
state.SetBeginImplFrameState(all_begin_impl_frame_states[j]);
bool visible =
(all_begin_impl_frame_states[j] !=
SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE);
state.SetVisible(visible);
// Case 1: needs_commit=false
EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE,
state.NextAction());
// Case 2: needs_commit=true
state.SetNeedsCommit();
EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE,
state.NextAction())
<< *state.AsValue();
}
}
// When in BeginImplFrame deadline we should always draw for SetNeedsRedraw
// except if we're ready to commit, in which case we expect a commit first.
for (size_t i = 0; i < num_commit_states; ++i) {
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
state.SetCanDraw(true);
state.SetCommitState(all_commit_states[i]);
state.SetBeginImplFrameState(
SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE);
state.SetNeedsRedraw(true);
state.SetVisible(true);
SchedulerStateMachine::Action expected_action;
if (all_commit_states[i] ==
SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT) {
expected_action = SchedulerStateMachine::ACTION_COMMIT;
} else {
expected_action = SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE;
EXPECT_EQ(state.NextAction(), SchedulerStateMachine::ACTION_ANIMATE)
<< *state.AsValue();
state.UpdateState(state.NextAction());
}
// Case 1: needs_commit=false.
EXPECT_EQ(state.NextAction(), expected_action) << *state.AsValue();
// Case 2: needs_commit=true.
state.SetNeedsCommit();
EXPECT_EQ(state.NextAction(), expected_action) << *state.AsValue();
}
}
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 BeginImplFrame.
for (size_t j = 0; j < 2; ++j) {
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
state.SetCommitState(all_commit_states[i]);
state.SetVisible(false);
state.SetNeedsRedraw(true);
if (j == 1) {
state.SetBeginImplFrameState(
SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE);
}
// Case 1: needs_commit=false.
EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE,
state.NextAction());
// Case 2: needs_commit=true.
state.SetNeedsCommit();
EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE,
state.NextAction())
<< *state.AsValue();
}
}
}
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 BeginImplFrame.
for (size_t j = 0; j < 2; ++j) {
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
state.SetCommitState(all_commit_states[i]);
state.SetVisible(false);
state.SetNeedsRedraw(true);
if (j == 1)
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
state.SetCanDraw(false);
EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE,
state.NextAction());
}
}
}
TEST(SchedulerStateMachineTest,
TestCanRedrawWithWaitingForFirstDrawMakesProgress) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
state.SetActiveTreeNeedsFirstDraw(true);
state.SetNeedsCommit();
state.SetNeedsRedraw(true);
state.SetVisible(true);
state.SetCanDraw(false);
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.NotifyBeginMainFrameStarted();
state.NotifyReadyToCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
}
void TestSetNeedsCommitIsNotLost(bool main_frame_before_draw_enabled) {
SchedulerSettings scheduler_settings;
scheduler_settings.main_frame_before_draw_enabled =
main_frame_before_draw_enabled;
StateMachine state(scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
state.SetNeedsCommit();
state.SetVisible(true);
state.SetCanDraw(true);
EXPECT_TRUE(state.BeginFrameNeeded());
// Begin the frame.
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_BEGIN_MAIN_FRAME_SENT,
state.CommitState());
// Now, while the frame is in progress, set another commit.
state.SetNeedsCommit();
EXPECT_TRUE(state.NeedsCommit());
// Let the frame finish.
state.NotifyBeginMainFrameStarted();
state.NotifyReadyToCommit();
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT,
state.CommitState());
// Expect to commit regardless of BeginImplFrame state.
EXPECT_EQ(SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING,
state.begin_impl_frame_state());
EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction());
state.OnBeginImplFrameDeadlinePending();
EXPECT_EQ(SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME,
state.begin_impl_frame_state());
EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction());
state.OnBeginImplFrameDeadline();
EXPECT_EQ(SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE,
state.begin_impl_frame_state());
EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction());
state.OnBeginImplFrameIdle();
EXPECT_EQ(SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_IDLE,
state.begin_impl_frame_state());
EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction());
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_EQ(SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING,
state.begin_impl_frame_state());
EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction());
// Finish the commit, then make sure we start the next commit immediately
// and draw on the next BeginImplFrame.
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
if (main_frame_before_draw_enabled) {
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
}
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.OnBeginImplFrameDeadline();
EXPECT_TRUE(state.active_tree_needs_first_draw());
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
state.DidSwapBuffers();
state.DidDrawIfPossibleCompleted(DRAW_SUCCESS);
state.DidSwapBuffersComplete();
if (!main_frame_before_draw_enabled) {
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
}
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
}
TEST(SchedulerStateMachineTest, TestSetNeedsCommitIsNotLost) {
bool main_frame_before_draw_enabled = false;
TestSetNeedsCommitIsNotLost(main_frame_before_draw_enabled);
}
TEST(SchedulerStateMachineTest, TestSetNeedsCommitIsNotLost_CommitBeforeDraw) {
bool main_frame_before_draw_enabled = true;
TestSetNeedsCommitIsNotLost(main_frame_before_draw_enabled);
}
TEST(SchedulerStateMachineTest, TestFullCycle) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
state.SetVisible(true);
state.SetCanDraw(true);
// Start clean and set commit.
state.SetNeedsCommit();
// Begin the frame.
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_BEGIN_MAIN_FRAME_SENT,
state.CommitState());
EXPECT_FALSE(state.NeedsCommit());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
// Tell the scheduler the frame finished.
state.NotifyBeginMainFrameStarted();
state.NotifyReadyToCommit();
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT,
state.CommitState());
// Commit.
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
EXPECT_TRUE(state.active_tree_needs_first_draw());
EXPECT_TRUE(state.needs_redraw());
// Expect to do nothing until BeginImplFrame deadline
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
// At BeginImplFrame deadline, draw.
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
state.DidSwapBuffers();
state.DidDrawIfPossibleCompleted(DRAW_SUCCESS);
state.DidSwapBuffersComplete();
// Should be synchronized, no draw needed, no action needed.
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState());
EXPECT_FALSE(state.needs_redraw());
}
TEST(SchedulerStateMachineTest, TestFullCycleWithCommitRequestInbetween) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
state.SetVisible(true);
state.SetCanDraw(true);
// Start clean and set commit.
state.SetNeedsCommit();
// Begin the frame.
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_BEGIN_MAIN_FRAME_SENT,
state.CommitState());
EXPECT_FALSE(state.NeedsCommit());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
// Request another commit while the commit is in flight.
state.SetNeedsCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
// Tell the scheduler the frame finished.
state.NotifyBeginMainFrameStarted();
state.NotifyReadyToCommit();
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT,
state.CommitState());
// First commit.
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
EXPECT_TRUE(state.active_tree_needs_first_draw());
EXPECT_TRUE(state.needs_redraw());
// Expect to do nothing until BeginImplFrame deadline.
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
// At BeginImplFrame deadline, draw.
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
state.DidSwapBuffers();
state.DidDrawIfPossibleCompleted(DRAW_SUCCESS);
state.DidSwapBuffersComplete();
// Should be synchronized, no draw needed, no action needed.
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState());
EXPECT_FALSE(state.needs_redraw());
// Next BeginImplFrame should initiate second commit.
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
}
TEST(SchedulerStateMachineTest, TestRequestCommitInvisible) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
state.SetNeedsCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
}
TEST(SchedulerStateMachineTest, TestGoesInvisibleBeforeFinishCommit) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
state.SetVisible(true);
state.SetCanDraw(true);
// Start clean and set commit.
state.SetNeedsCommit();
// Begin the frame while visible.
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_BEGIN_MAIN_FRAME_SENT,
state.CommitState());
EXPECT_FALSE(state.NeedsCommit());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
// Become invisible and abort BeginMainFrame.
state.SetVisible(false);
state.BeginMainFrameAborted(false);
// We should now be back in the idle state as if we never started the frame.
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
// We shouldn't do anything on the BeginImplFrame deadline.
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
// Become visible again.
state.SetVisible(true);
// Although we have aborted on this frame and haven't cancelled the commit
// (i.e. need another), don't send another BeginMainFrame yet.
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState());
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
EXPECT_TRUE(state.NeedsCommit());
// Start a new frame.
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
// We should be starting the commit now.
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_BEGIN_MAIN_FRAME_SENT,
state.CommitState());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
}
TEST(SchedulerStateMachineTest, AbortBeginMainFrameAndCancelCommit) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.DidCreateAndInitializeOutputSurface();
state.SetVisible(true);
state.SetCanDraw(true);
// Get into a begin frame / commit state.
state.SetNeedsCommit();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_BEGIN_MAIN_FRAME_SENT,
state.CommitState());
EXPECT_FALSE(state.NeedsCommit());
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
// Abort the commit, cancelling future commits.
state.BeginMainFrameAborted(true);
// Verify that another commit doesn't start on the same frame.
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState());
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
EXPECT_FALSE(state.NeedsCommit());
// Start a new frame; draw because this is the first frame since output
// surface init'd.
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
state.DidSwapBuffers();
state.DidSwapBuffersComplete();
// Verify another commit doesn't start on another frame either.
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState());
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
EXPECT_FALSE(state.NeedsCommit());
// Verify another commit can start if requested, though.
state.SetNeedsCommit();
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState());
EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME,
state.NextAction());
}
TEST(SchedulerStateMachineTest,
AbortBeginMainFrameAndCancelCommitWhenInvisible) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.DidCreateAndInitializeOutputSurface();
state.SetVisible(true);
state.SetCanDraw(true);
// Get into a begin frame / commit state.
state.SetNeedsCommit();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_BEGIN_MAIN_FRAME_SENT,
state.CommitState());
EXPECT_FALSE(state.NeedsCommit());
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
// Become invisible and abort BeginMainFrame.
state.SetVisible(false);
state.BeginMainFrameAborted(true);
// Verify that another commit doesn't start on the same frame.
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState());
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
EXPECT_FALSE(state.NeedsCommit());
// Become visible and start a new frame.
state.SetVisible(true);
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
// Draw because this is the first frame since output surface init'd.
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
state.DidSwapBuffers();
state.DidSwapBuffersComplete();
// Verify another commit doesn't start on another frame either.
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState());
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
EXPECT_FALSE(state.NeedsCommit());
// Verify another commit can start if requested, though.
state.SetNeedsCommit();
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState());
EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME,
state.NextAction());
}
TEST(SchedulerStateMachineTest,
AbortBeginMainFrameAndRequestCommitWhenInvisible) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.DidCreateAndInitializeOutputSurface();
state.SetVisible(true);
state.SetCanDraw(true);
// Get into a begin frame / commit state.
state.SetNeedsCommit();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_BEGIN_MAIN_FRAME_SENT,
state.CommitState());
EXPECT_FALSE(state.NeedsCommit());
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
// Become invisible and abort BeginMainFrame.
state.SetVisible(false);
state.BeginMainFrameAborted(true);
// Verify that another commit doesn't start on the same frame.
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState());
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
EXPECT_FALSE(state.NeedsCommit());
// Asking for a commit while not visible won't make it happen.
state.SetNeedsCommit();
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState());
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
EXPECT_TRUE(state.NeedsCommit());
// Become visible but nothing happens until the next frame.
state.SetVisible(true);
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState());
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
EXPECT_TRUE(state.NeedsCommit());
// We should get that commit when we begin the next frame.
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
}
TEST(SchedulerStateMachineTest,
AbortBeginMainFrameAndRequestCommitAndBeginImplFrameWhenInvisible) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.DidCreateAndInitializeOutputSurface();
state.SetVisible(true);
state.SetCanDraw(true);
// Get into a begin frame / commit state.
state.SetNeedsCommit();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_BEGIN_MAIN_FRAME_SENT,
state.CommitState());
EXPECT_FALSE(state.NeedsCommit());
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
// Become invisible and abort BeginMainFrame.
state.SetVisible(false);
state.BeginMainFrameAborted(true);
// Asking for a commit while not visible won't make it happen.
state.SetNeedsCommit();
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState());
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
EXPECT_TRUE(state.NeedsCommit());
// Begin a frame when not visible, the scheduler animates but does not commit.
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
EXPECT_TRUE(state.NeedsCommit());
// Become visible and the requested commit happens immediately.
state.SetVisible(true);
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_IDLE, state.CommitState());
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
}
TEST(SchedulerStateMachineTest, TestFirstContextCreation) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.SetVisible(true);
state.SetCanDraw(true);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION);
state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
// Check that the first init does not SetNeedsCommit.
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
// Check that a needs commit initiates a BeginMainFrame.
state.SetNeedsCommit();
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
}
TEST(SchedulerStateMachineTest, TestContextLostWhenCompletelyIdle) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
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_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
// Recreate the context.
state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
// When the context is recreated, we should begin a commit.
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
}
TEST(SchedulerStateMachineTest,
TestContextLostWhenIdleAndCommitRequestedWhileRecreating) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
state.SetVisible(true);
state.SetCanDraw(true);
EXPECT_NE(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION,
state.NextAction());
state.DidLoseOutputSurface();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
// Once context recreation begins, nothing should happen.
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
// While context is recreating, commits shouldn't begin.
state.SetNeedsCommit();
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
// Recreate the context
state.DidCreateAndInitializeOutputSurface();
EXPECT_FALSE(state.RedrawPending());
// When the context is recreated, we should begin a commit
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
EXPECT_EQ(SchedulerStateMachine::COMMIT_STATE_BEGIN_MAIN_FRAME_SENT,
state.CommitState());
state.NotifyBeginMainFrameStarted();
state.NotifyReadyToCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
// Finishing the first commit after initializing an output surface should
// automatically cause a redraw.
EXPECT_TRUE(state.RedrawPending());
// Once the context is recreated, whether we draw should be based on
// SetCanDraw.
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.OnBeginImplFrameDeadline();
EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE,
state.NextAction());
state.SetCanDraw(false);
EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT,
state.NextAction());
state.SetCanDraw(true);
EXPECT_EQ(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE,
state.NextAction());
}
TEST(SchedulerStateMachineTest, TestContextLostWhileCommitInProgress) {
SchedulerSettings scheduler_settings;
StateMachine state(scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
state.SetVisible(true);
state.SetCanDraw(true);
// Get a commit in flight.
state.SetNeedsCommit();
// Set damage and expect a draw.
state.SetNeedsRedraw(true);
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
state.DidSwapBuffers();
state.DidSwapBuffersComplete();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
// Cause a lost context while the BeginMainFrame 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.NotifyBeginMainFrameStarted();
state.NotifyReadyToCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
// We will abort the draw when the output surface is lost if we are
// waiting for the first draw to unblock the main thread.
EXPECT_TRUE(state.active_tree_needs_first_draw());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT);
// Expect to begin context recreation only in BEGIN_IMPL_FRAME_STATE_IDLE
EXPECT_EQ(SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_IDLE,
state.begin_impl_frame_state());
EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION,
state.NextAction());
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_EQ(SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING,
state.begin_impl_frame_state());
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
state.OnBeginImplFrameDeadlinePending();
EXPECT_EQ(SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME,
state.begin_impl_frame_state());
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
state.OnBeginImplFrameDeadline();
EXPECT_EQ(SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE,
state.begin_impl_frame_state());
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
}
TEST(SchedulerStateMachineTest,
TestContextLostWhileCommitInProgressAndAnotherCommitRequested) {
SchedulerSettings scheduler_settings;
StateMachine state(scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
state.SetVisible(true);
state.SetCanDraw(true);
// Get a commit in flight.
state.SetNeedsCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
// Set damage and expect a draw.
state.SetNeedsRedraw(true);
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
state.DidSwapBuffers();
state.DidSwapBuffersComplete();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
// Cause a lost context while the BeginMainFrame is in flight.
state.DidLoseOutputSurface();
// Ask for another draw and also set needs commit. Expect nothing happens.
state.SetNeedsRedraw(true);
state.SetNeedsCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
// Finish the frame, and commit.
state.NotifyBeginMainFrameStarted();
state.NotifyReadyToCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
EXPECT_TRUE(state.active_tree_needs_first_draw());
// Because the output surface is missing, we expect the draw to abort.
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT);
// Expect to begin context recreation only in BEGIN_IMPL_FRAME_STATE_IDLE
EXPECT_EQ(SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_IDLE,
state.begin_impl_frame_state());
EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION,
state.NextAction());
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_EQ(SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING,
state.begin_impl_frame_state());
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
state.OnBeginImplFrameDeadlinePending();
EXPECT_EQ(SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME,
state.begin_impl_frame_state());
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
state.OnBeginImplFrameDeadline();
EXPECT_EQ(SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE,
state.begin_impl_frame_state());
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
state.OnBeginImplFrameIdle();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION);
// After we get a new output surface, the commit flow should start.
state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.NotifyBeginMainFrameStarted();
state.NotifyReadyToCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
state.DidSwapBuffers();
state.DidSwapBuffersComplete();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
}
TEST(SchedulerStateMachineTest, DontDrawBeforeCommitAfterLostOutputSurface) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
state.SetVisible(true);
state.SetCanDraw(true);
state.SetNeedsRedraw(true);
// Cause a lost output surface, and restore it.
state.DidLoseOutputSurface();
EXPECT_EQ(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION,
state.NextAction());
state.UpdateState(state.NextAction());
state.DidCreateAndInitializeOutputSurface();
EXPECT_FALSE(state.RedrawPending());
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_EQ(SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME,
state.NextAction());
}
TEST(SchedulerStateMachineTest,
TestPendingActivationsShouldBeForcedAfterLostOutputSurface) {
SchedulerSettings settings;
settings.impl_side_painting = true;
StateMachine state(settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
state.SetVisible(true);
state.SetCanDraw(true);
state.SetCommitState(
SchedulerStateMachine::COMMIT_STATE_BEGIN_MAIN_FRAME_SENT);
// Cause a lost context.
state.DidLoseOutputSurface();
state.NotifyBeginMainFrameStarted();
state.NotifyReadyToCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
EXPECT_TRUE(state.PendingActivationsShouldBeForced());
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_ACTIVATE_PENDING_TREE);
EXPECT_TRUE(state.PendingDrawsShouldBeAborted());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT);
}
TEST(SchedulerStateMachineTest, TestNoBeginMainFrameWhenInvisible) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
state.SetVisible(false);
state.SetNeedsCommit();
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction());
}
TEST(SchedulerStateMachineTest, TestFinishCommitWhenCommitInProgress) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
state.SetVisible(false);
state.SetCommitState(
SchedulerStateMachine::COMMIT_STATE_BEGIN_MAIN_FRAME_SENT);
state.SetNeedsCommit();
state.NotifyBeginMainFrameStarted();
state.NotifyReadyToCommit();
EXPECT_EQ(SchedulerStateMachine::ACTION_COMMIT, state.NextAction());
state.UpdateState(state.NextAction());
EXPECT_TRUE(state.active_tree_needs_first_draw());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT);
}
TEST(SchedulerStateMachineTest, TestInitialActionsWhenContextLost) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
state.SetVisible(true);
state.SetCanDraw(true);
state.SetNeedsCommit();
state.DidLoseOutputSurface();
// When we are visible, we normally want to begin output surface creation
// as soon as possible.
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION);
state.DidCreateAndInitializeOutputSurface();
EXPECT_EQ(state.output_surface_state(),
SchedulerStateMachine::OUTPUT_SURFACE_WAITING_FOR_FIRST_COMMIT);
// We should not send a BeginMainFrame when we are invisible, even if we've
// lost the output surface and are trying to get the first commit, since the
// main thread will just abort anyway.
state.SetVisible(false);
EXPECT_EQ(SchedulerStateMachine::ACTION_NONE, state.NextAction())
<< *state.AsValue();
}
TEST(SchedulerStateMachineTest, ReportIfNotDrawing) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
state.SetCanDraw(true);
state.SetVisible(true);
EXPECT_FALSE(state.PendingDrawsShouldBeAborted());
state.SetCanDraw(false);
state.SetVisible(true);
EXPECT_TRUE(state.PendingDrawsShouldBeAborted());
state.SetCanDraw(true);
state.SetVisible(false);
EXPECT_TRUE(state.PendingDrawsShouldBeAborted());
state.SetCanDraw(false);
state.SetVisible(false);
EXPECT_TRUE(state.PendingDrawsShouldBeAborted());
state.SetCanDraw(true);
state.SetVisible(true);
EXPECT_FALSE(state.PendingDrawsShouldBeAborted());
}
TEST(SchedulerStateMachineTest, TestTriggerDeadlineEarlyAfterAbortedCommit) {
SchedulerSettings settings;
settings.impl_side_painting = true;
StateMachine state(settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
state.SetVisible(true);
state.SetCanDraw(true);
// This test mirrors what happens during the first frame of a scroll gesture.
// First we get the input event and a BeginFrame.
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
// As a response the compositor requests a redraw and a commit to tell the
// main thread about the new scroll offset.
state.SetNeedsRedraw(true);
state.SetNeedsCommit();
// We should start the commit normally.
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
// Since only the scroll offset changed, the main thread will abort the
// commit.
state.BeginMainFrameAborted(true);
// Since the commit was aborted, we should draw right away instead of waiting
// for the deadline.
EXPECT_TRUE(state.ShouldTriggerBeginImplFrameDeadlineEarly());
}
void FinishPreviousCommitAndDrawWithoutExitingDeadline(
StateMachine* state_ptr) {
// Gross, but allows us to use macros below.
StateMachine& state = *state_ptr;
state.NotifyBeginMainFrameStarted();
state.NotifyReadyToCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.NotifyReadyToActivate();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_ACTIVATE_PENDING_TREE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
EXPECT_TRUE(state.ShouldTriggerBeginImplFrameDeadlineEarly());
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
state.DidSwapBuffers();
}
TEST(SchedulerStateMachineTest, TestSmoothnessTakesPriority) {
SchedulerSettings settings;
settings.impl_side_painting = true;
StateMachine state(settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
state.SetVisible(true);
state.SetCanDraw(true);
// This test ensures that impl-draws are prioritized over main thread updates
// in prefer smoothness mode.
state.SetNeedsRedraw(true);
state.SetNeedsCommit();
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
// Verify the deadline is not triggered early until we enter
// prefer smoothness mode.
EXPECT_FALSE(state.ShouldTriggerBeginImplFrameDeadlineEarly());
state.SetSmoothnessTakesPriority(true);
EXPECT_TRUE(state.ShouldTriggerBeginImplFrameDeadlineEarly());
// Trigger the deadline.
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
state.DidSwapBuffers();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.DidSwapBuffersComplete();
// Request a new commit and finish the previous one.
state.SetNeedsCommit();
FinishPreviousCommitAndDrawWithoutExitingDeadline(&state);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.DidSwapBuffersComplete();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
// Finish the previous commit and draw it.
FinishPreviousCommitAndDrawWithoutExitingDeadline(&state);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
// Verify we do not send another BeginMainFrame if was are swap throttled
// and did not just swap.
state.SetNeedsCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
EXPECT_FALSE(state.ShouldTriggerBeginImplFrameDeadlineEarly());
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
}
TEST(SchedulerStateMachineTest, TestTriggerDeadlineEarlyOnLostOutputSurface) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
state.SetVisible(true);
state.SetCanDraw(true);
state.SetNeedsCommit();
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
EXPECT_FALSE(state.ShouldTriggerBeginImplFrameDeadlineEarly());
state.DidLoseOutputSurface();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
// The deadline should be triggered immediately when output surface is lost.
EXPECT_TRUE(state.ShouldTriggerBeginImplFrameDeadlineEarly());
}
TEST(SchedulerStateMachineTest, TestSetNeedsAnimate) {
SchedulerSettings settings;
settings.impl_side_painting = true;
StateMachine state(settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
state.SetVisible(true);
state.SetCanDraw(true);
// Test requesting an animation that, when run, causes us to draw.
state.SetNeedsAnimate();
EXPECT_TRUE(state.BeginFrameNeeded());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
state.OnBeginImplFrameDeadlinePending();
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
}
TEST(SchedulerStateMachineTest, TestAnimateBeforeCommit) {
SchedulerSettings settings;
settings.impl_side_painting = true;
StateMachine state(settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
state.SetVisible(true);
state.SetCanDraw(true);
// Check that animations are updated before we start a commit.
state.SetNeedsAnimate();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.SetNeedsCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
EXPECT_TRUE(state.BeginFrameNeeded());
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
state.OnBeginImplFrameDeadlinePending();
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
}
TEST(SchedulerStateMachineTest, TestSetNeedsAnimateAfterAnimate) {
SchedulerSettings settings;
settings.impl_side_painting = true;
StateMachine state(settings);
state.SetCanStart();
state.UpdateState(state.NextAction());
state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
state.SetVisible(true);
state.SetCanDraw(true);
// Test requesting an animation after we have already animated during this
// frame.
state.SetNeedsRedraw(true);
EXPECT_TRUE(state.BeginFrameNeeded());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.OnBeginImplFrame(CreateBeginFrameArgsForTesting());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
state.SetNeedsAnimate();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
}
} // namespace
} // namespace cc