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[chromium-blink-merge.git] / cc / scheduler / scheduler_state_machine_unittest.cc
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1 // Copyright 2011 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
5 #include "cc/scheduler/scheduler_state_machine.h"
7 #include "base/trace_event/trace_event.h"
8 #include "cc/scheduler/scheduler.h"
9 #include "cc/test/begin_frame_args_test.h"
10 #include "testing/gtest/include/gtest/gtest.h"
12 // Macro to compare two enum values and get nice output.
13 // Without:
14 // Value of: actual() Actual: 7
15 // Expected: expected() Which is: 0
16 // With:
17 // Value of: actual() Actual: "ACTION_ANIMATE"
18 // Expected: expected() Which is: "ACTION_NONE"
19 #define EXPECT_ENUM_EQ(enum_tostring, expected, actual) \
20 EXPECT_STREQ(SchedulerStateMachine::enum_tostring(expected), \
21 SchedulerStateMachine::enum_tostring(actual))
23 #define EXPECT_IMPL_FRAME_STATE(expected) \
24 EXPECT_ENUM_EQ(BeginImplFrameStateToString, expected, \
25 state.begin_impl_frame_state()) \
26 << state.AsValue()->ToString()
28 #define EXPECT_MAIN_FRAME_STATE(expected) \
29 EXPECT_ENUM_EQ(BeginMainFrameStateToString, expected, \
30 state.BeginMainFrameState())
32 #define EXPECT_ACTION(expected) \
33 EXPECT_ENUM_EQ(ActionToString, expected, state.NextAction()) \
34 << state.AsValue()->ToString()
36 #define EXPECT_ACTION_UPDATE_STATE(action) \
37 EXPECT_ACTION(action); \
38 if (action == SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE || \
39 action == SchedulerStateMachine::ACTION_DRAW_AND_SWAP_FORCED) { \
40 EXPECT_IMPL_FRAME_STATE( \
41 SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE); \
42 } \
43 WillPerformAction(&state, action); \
44 if (action == SchedulerStateMachine::ACTION_NONE) { \
45 if (state.begin_impl_frame_state() == \
46 SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING) \
47 state.OnBeginImplFrameDeadlinePending(); \
48 if (state.begin_impl_frame_state() == \
49 SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE) \
50 state.OnBeginImplFrameIdle(); \
53 #define SET_UP_STATE(state) \
54 state.SetCanStart(); \
55 state.SetVisible(true); \
56 EXPECT_ACTION_UPDATE_STATE( \
57 SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION); \
58 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); \
59 state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); \
60 state.SetCanDraw(true);
62 namespace cc {
64 namespace {
66 void WillPerformAction(SchedulerStateMachine* sm,
67 SchedulerStateMachine::Action action) {
68 switch (action) {
69 case SchedulerStateMachine::ACTION_NONE:
70 return;
72 case SchedulerStateMachine::ACTION_ACTIVATE_SYNC_TREE:
73 sm->WillActivate();
74 return;
76 case SchedulerStateMachine::ACTION_ANIMATE:
77 sm->WillAnimate();
78 return;
80 case SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME:
81 sm->WillSendBeginMainFrame();
82 return;
84 case SchedulerStateMachine::ACTION_COMMIT: {
85 bool commit_has_no_updates = false;
86 sm->WillCommit(commit_has_no_updates);
87 return;
90 case SchedulerStateMachine::ACTION_DRAW_AND_SWAP_FORCED:
91 case SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE: {
92 bool did_request_swap = true;
93 sm->WillDraw(did_request_swap);
94 return;
97 case SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT: {
98 bool did_request_swap = false;
99 sm->WillDraw(did_request_swap);
100 return;
103 case SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION:
104 sm->WillBeginOutputSurfaceCreation();
105 return;
107 case SchedulerStateMachine::ACTION_PREPARE_TILES:
108 sm->WillPrepareTiles();
109 return;
111 case SchedulerStateMachine::ACTION_INVALIDATE_OUTPUT_SURFACE:
112 sm->WillInvalidateOutputSurface();
113 return;
117 const SchedulerStateMachine::BeginImplFrameState all_begin_impl_frame_states[] =
118 {SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_IDLE,
119 SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING,
120 SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME,
121 SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE, };
123 const SchedulerStateMachine::BeginMainFrameState begin_main_frame_states[] = {
124 SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_IDLE,
125 SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_SENT,
126 SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_STARTED,
127 SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_READY_TO_COMMIT,
128 SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_WAITING_FOR_ACTIVATION,
129 SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_WAITING_FOR_DRAW};
131 // Exposes the protected state fields of the SchedulerStateMachine for testing
132 class StateMachine : public SchedulerStateMachine {
133 public:
134 explicit StateMachine(const SchedulerSettings& scheduler_settings)
135 : SchedulerStateMachine(scheduler_settings) {}
137 void CreateAndInitializeOutputSurfaceWithActivatedCommit() {
138 DidCreateAndInitializeOutputSurface();
139 output_surface_state_ = OUTPUT_SURFACE_ACTIVE;
142 void SetBeginMainFrameState(BeginMainFrameState cs) {
143 begin_main_frame_state_ = cs;
145 BeginMainFrameState BeginMainFrameState() const {
146 return begin_main_frame_state_;
149 ForcedRedrawOnTimeoutState ForcedRedrawState() const {
150 return forced_redraw_state_;
153 void SetBeginImplFrameState(BeginImplFrameState bifs) {
154 begin_impl_frame_state_ = bifs;
157 BeginImplFrameState begin_impl_frame_state() const {
158 return begin_impl_frame_state_;
161 OutputSurfaceState output_surface_state() const {
162 return output_surface_state_;
165 void SetNeedsBeginMainFrameForTest(bool needs_begin_main_frame) {
166 needs_begin_main_frame_ = needs_begin_main_frame;
169 bool NeedsCommit() const { return needs_begin_main_frame_; }
171 void SetNeedsAnimateForTest(bool needs_animate) {
172 needs_animate_ = needs_animate;
175 void SetNeedsRedraw(bool needs_redraw) { needs_redraw_ = needs_redraw; }
177 void SetNeedsForcedRedrawForTimeout(bool b) {
178 forced_redraw_state_ = FORCED_REDRAW_STATE_WAITING_FOR_COMMIT;
179 active_tree_needs_first_draw_ = true;
181 bool NeedsForcedRedrawForTimeout() const {
182 return forced_redraw_state_ != FORCED_REDRAW_STATE_IDLE;
185 void SetActiveTreeNeedsFirstDraw(bool needs_first_draw) {
186 active_tree_needs_first_draw_ = needs_first_draw;
189 bool CanDraw() const { return can_draw_; }
190 bool Visible() const { return visible_; }
192 bool PendingActivationsShouldBeForced() const {
193 return SchedulerStateMachine::PendingActivationsShouldBeForced();
196 void SetHasPendingTree(bool has_pending_tree) {
197 has_pending_tree_ = has_pending_tree;
200 using SchedulerStateMachine::ShouldTriggerBeginImplFrameDeadlineImmediately;
201 using SchedulerStateMachine::ProactiveBeginFrameWanted;
202 using SchedulerStateMachine::WillCommit;
205 TEST(SchedulerStateMachineTest, BeginFrameNeeded) {
206 SchedulerSettings default_scheduler_settings;
207 StateMachine state(default_scheduler_settings);
208 state.SetCanStart();
209 state.SetVisible(true);
210 EXPECT_ACTION_UPDATE_STATE(
211 SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION);
212 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
213 state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
214 state.SetBeginMainFrameState(
215 SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_IDLE);
217 // Don't request BeginFrames if we are idle.
218 state.SetNeedsRedraw(false);
219 state.SetNeedsAnimateForTest(false);
220 EXPECT_FALSE(state.BeginFrameNeeded());
222 // Request BeginFrames if we are ready to draw.
223 state.SetVisible(true);
224 state.SetNeedsRedraw(true);
225 state.SetNeedsAnimateForTest(false);
226 EXPECT_TRUE(state.BeginFrameNeeded());
228 // Don't background tick for needs_redraw.
229 state.SetVisible(false);
230 state.SetNeedsRedraw(true);
231 state.SetNeedsAnimateForTest(false);
232 EXPECT_FALSE(state.BeginFrameNeeded());
234 // Proactively request BeginFrames when commit is pending.
235 state.SetVisible(true);
236 state.SetNeedsRedraw(false);
237 state.SetNeedsAnimateForTest(false);
238 state.SetNeedsBeginMainFrameForTest(true);
239 EXPECT_TRUE(state.BeginFrameNeeded());
241 // Don't request BeginFrames when commit is pending if
242 // we are currently deferring commits.
243 state.SetVisible(true);
244 state.SetNeedsRedraw(false);
245 state.SetNeedsAnimateForTest(false);
246 state.SetNeedsBeginMainFrameForTest(true);
247 state.SetDeferCommits(true);
248 EXPECT_FALSE(state.BeginFrameNeeded());
251 TEST(SchedulerStateMachineTest, TestNextActionBeginsMainFrameIfNeeded) {
252 SchedulerSettings default_scheduler_settings;
254 // If no commit needed, do nothing.
256 StateMachine state(default_scheduler_settings);
257 state.SetCanStart();
258 state.SetVisible(true);
259 EXPECT_ACTION_UPDATE_STATE(
260 SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION);
261 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
262 state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
263 state.SetBeginMainFrameState(
264 SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_IDLE);
265 state.SetNeedsRedraw(false);
267 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
268 EXPECT_FALSE(state.NeedsCommit());
270 state.OnBeginImplFrame();
271 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
273 state.OnBeginImplFrameDeadline();
274 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
275 EXPECT_FALSE(state.NeedsCommit());
278 // If commit requested but can_start is still false, do nothing.
280 StateMachine state(default_scheduler_settings);
281 state.SetBeginMainFrameState(
282 SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_IDLE);
283 state.SetNeedsRedraw(false);
284 state.SetVisible(true);
285 state.SetNeedsBeginMainFrame();
287 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
288 EXPECT_TRUE(state.NeedsCommit());
290 state.OnBeginImplFrame();
291 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
293 state.OnBeginImplFrameDeadline();
294 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
295 EXPECT_TRUE(state.NeedsCommit());
298 // If commit requested, begin a main frame.
300 StateMachine state(default_scheduler_settings);
301 state.SetBeginMainFrameState(
302 SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_IDLE);
303 state.SetCanStart();
304 state.SetVisible(true);
305 EXPECT_ACTION_UPDATE_STATE(
306 SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION);
307 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
308 state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
309 state.SetNeedsRedraw(false);
310 state.SetNeedsBeginMainFrame();
312 // Expect nothing to happen until after OnBeginImplFrame.
313 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
314 EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_IDLE);
315 EXPECT_IMPL_FRAME_STATE(SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_IDLE);
316 EXPECT_TRUE(state.NeedsCommit());
317 EXPECT_TRUE(state.BeginFrameNeeded());
319 state.OnBeginImplFrame();
320 EXPECT_ACTION_UPDATE_STATE(
321 SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
322 EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_SENT);
323 EXPECT_FALSE(state.NeedsCommit());
326 // If commit requested and can't draw, still begin a main frame.
328 StateMachine state(default_scheduler_settings);
329 state.SetBeginMainFrameState(
330 SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_IDLE);
331 state.SetCanStart();
332 state.SetVisible(true);
333 EXPECT_ACTION_UPDATE_STATE(
334 SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION);
335 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
336 state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
337 state.SetNeedsRedraw(false);
338 state.SetNeedsBeginMainFrame();
339 state.SetCanDraw(false);
341 // Expect nothing to happen until after OnBeginImplFrame.
342 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
343 EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_IDLE);
344 EXPECT_IMPL_FRAME_STATE(SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_IDLE);
345 EXPECT_TRUE(state.BeginFrameNeeded());
347 state.OnBeginImplFrame();
348 EXPECT_ACTION_UPDATE_STATE(
349 SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
350 EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_SENT);
351 EXPECT_FALSE(state.NeedsCommit());
355 // Explicitly test main_frame_before_activation_enabled = true
356 TEST(SchedulerStateMachineTest, MainFrameBeforeActivationEnabled) {
357 SchedulerSettings scheduler_settings;
358 scheduler_settings.main_frame_before_activation_enabled = true;
359 StateMachine state(scheduler_settings);
360 state.SetBeginMainFrameState(
361 SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_IDLE);
362 SET_UP_STATE(state)
363 state.SetNeedsRedraw(false);
364 state.SetNeedsBeginMainFrame();
366 EXPECT_TRUE(state.BeginFrameNeeded());
368 // Commit to the pending tree.
369 state.OnBeginImplFrame();
370 EXPECT_ACTION_UPDATE_STATE(
371 SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
372 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
374 state.NotifyBeginMainFrameStarted();
375 state.NotifyReadyToCommit();
376 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
377 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
378 EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_IDLE);
380 state.OnBeginImplFrameDeadline();
381 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
383 // Verify that the next commit starts while there is still a pending tree.
384 state.SetNeedsBeginMainFrame();
385 state.OnBeginImplFrame();
386 EXPECT_ACTION_UPDATE_STATE(
387 SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
388 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
390 // Verify the pending commit doesn't overwrite the pending
391 // tree until the pending tree has been activated.
392 state.NotifyBeginMainFrameStarted();
393 state.NotifyReadyToCommit();
394 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
396 // Verify NotifyReadyToActivate unblocks activation, commit, and
397 // draw in that order.
398 state.NotifyReadyToActivate();
399 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ACTIVATE_SYNC_TREE);
400 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
401 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
403 EXPECT_TRUE(state.ShouldTriggerBeginImplFrameDeadlineImmediately());
404 state.OnBeginImplFrameDeadline();
405 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
406 EXPECT_ACTION_UPDATE_STATE(
407 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
408 state.DidSwapBuffers();
409 state.DidSwapBuffersComplete();
410 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
411 EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_IDLE);
414 TEST(SchedulerStateMachineTest,
415 TestFailedDrawForAnimationCheckerboardSetsNeedsCommitAndDoesNotDrawAgain) {
416 SchedulerSettings default_scheduler_settings;
417 StateMachine state(default_scheduler_settings);
418 SET_UP_STATE(state)
419 state.SetNeedsRedraw(true);
420 EXPECT_TRUE(state.RedrawPending());
421 EXPECT_TRUE(state.BeginFrameNeeded());
422 state.OnBeginImplFrame();
423 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
424 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
425 state.OnBeginImplFrameDeadline();
427 // We're drawing now.
428 EXPECT_ACTION_UPDATE_STATE(
429 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
430 state.DidSwapBuffers();
431 state.DidSwapBuffersComplete();
432 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
434 EXPECT_FALSE(state.RedrawPending());
435 EXPECT_FALSE(state.CommitPending());
437 // Failing the draw makes us require a commit.
438 state.DidDrawIfPossibleCompleted(DRAW_ABORTED_CHECKERBOARD_ANIMATIONS);
439 state.OnBeginImplFrame();
440 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
441 EXPECT_ACTION_UPDATE_STATE(
442 SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
443 EXPECT_TRUE(state.RedrawPending());
444 EXPECT_TRUE(state.CommitPending());
447 TEST(SchedulerStateMachineTest, TestFailedDrawForMissingHighResNeedsCommit) {
448 SchedulerSettings default_scheduler_settings;
449 StateMachine state(default_scheduler_settings);
450 SET_UP_STATE(state)
451 state.SetNeedsRedraw(true);
452 EXPECT_TRUE(state.RedrawPending());
453 EXPECT_TRUE(state.BeginFrameNeeded());
455 state.OnBeginImplFrame();
456 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
457 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
458 state.OnBeginImplFrameDeadline();
459 EXPECT_ACTION_UPDATE_STATE(
460 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
461 state.DidSwapBuffers();
462 state.DidSwapBuffersComplete();
463 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
464 EXPECT_FALSE(state.RedrawPending());
465 EXPECT_FALSE(state.CommitPending());
467 // Missing high res content requires a commit (but not a redraw)
468 state.DidDrawIfPossibleCompleted(DRAW_ABORTED_MISSING_HIGH_RES_CONTENT);
469 state.OnBeginImplFrame();
470 EXPECT_ACTION_UPDATE_STATE(
471 SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
472 EXPECT_FALSE(state.RedrawPending());
473 EXPECT_TRUE(state.CommitPending());
476 TEST(SchedulerStateMachineTest,
477 TestsetNeedsRedrawDuringFailedDrawDoesNotRemoveNeedsRedraw) {
478 SchedulerSettings default_scheduler_settings;
479 StateMachine state(default_scheduler_settings);
480 SET_UP_STATE(state)
481 state.SetNeedsRedraw(true);
482 EXPECT_TRUE(state.RedrawPending());
483 EXPECT_TRUE(state.BeginFrameNeeded());
484 state.OnBeginImplFrame();
485 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
486 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
487 state.OnBeginImplFrameDeadline();
489 // We're drawing now.
490 EXPECT_ACTION_UPDATE_STATE(
491 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
492 state.DidSwapBuffers();
493 state.DidSwapBuffersComplete();
494 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
495 EXPECT_FALSE(state.RedrawPending());
496 EXPECT_FALSE(state.CommitPending());
498 // While still in the same BeginMainFrame callback on the main thread,
499 // set needs redraw again. This should not redraw.
500 state.SetNeedsRedraw(true);
501 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
503 // Failing the draw for animation checkerboards makes us require a commit.
504 state.DidDrawIfPossibleCompleted(DRAW_ABORTED_CHECKERBOARD_ANIMATIONS);
505 state.OnBeginImplFrame();
506 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
507 EXPECT_ACTION_UPDATE_STATE(
508 SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
509 EXPECT_TRUE(state.RedrawPending());
512 TEST(SchedulerStateMachineTest,
513 TestFailedDrawsEventuallyForceDrawAfterNextCommit) {
514 SchedulerSettings scheduler_settings;
515 scheduler_settings.maximum_number_of_failed_draws_before_draw_is_forced = 1;
516 StateMachine state(scheduler_settings);
517 SET_UP_STATE(state)
519 // Start a commit.
520 state.SetNeedsBeginMainFrame();
521 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
522 state.OnBeginImplFrame();
523 EXPECT_ACTION_UPDATE_STATE(
524 SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
525 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
526 EXPECT_TRUE(state.CommitPending());
528 // Then initiate a draw.
529 state.SetNeedsRedraw(true);
530 state.OnBeginImplFrameDeadline();
531 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
532 EXPECT_ACTION_UPDATE_STATE(
533 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
535 // Fail the draw.
536 state.DidDrawIfPossibleCompleted(DRAW_ABORTED_CHECKERBOARD_ANIMATIONS);
537 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
538 EXPECT_TRUE(state.BeginFrameNeeded());
539 EXPECT_TRUE(state.RedrawPending());
540 // But the commit is ongoing.
541 EXPECT_TRUE(state.CommitPending());
543 // Finish the commit. Note, we should not yet be forcing a draw, but should
544 // continue the commit as usual.
545 state.NotifyBeginMainFrameStarted();
546 state.NotifyReadyToCommit();
547 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
548 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
549 EXPECT_TRUE(state.RedrawPending());
551 // Activate so we're ready for a new main frame.
552 state.NotifyReadyToActivate();
553 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ACTIVATE_SYNC_TREE);
554 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
555 EXPECT_TRUE(state.RedrawPending());
557 // The redraw should be forced at the end of the next BeginImplFrame.
558 state.OnBeginImplFrame();
559 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
560 EXPECT_ACTION_UPDATE_STATE(
561 SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
562 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
563 state.OnBeginImplFrameDeadline();
564 EXPECT_ACTION_UPDATE_STATE(
565 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_FORCED);
566 state.DidSwapBuffers();
567 state.DidSwapBuffersComplete();
570 TEST(SchedulerStateMachineTest, TestFailedDrawsDoNotRestartForcedDraw) {
571 SchedulerSettings scheduler_settings;
572 int draw_limit = 1;
573 scheduler_settings.maximum_number_of_failed_draws_before_draw_is_forced =
574 draw_limit;
575 StateMachine state(scheduler_settings);
576 SET_UP_STATE(state)
578 // Start a commit.
579 state.SetNeedsBeginMainFrame();
580 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
581 state.OnBeginImplFrame();
582 EXPECT_ACTION_UPDATE_STATE(
583 SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
584 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
585 EXPECT_TRUE(state.CommitPending());
587 // Then initiate a draw.
588 state.SetNeedsRedraw(true);
589 state.OnBeginImplFrameDeadline();
590 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
591 EXPECT_ACTION_UPDATE_STATE(
592 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
594 // Fail the draw enough times to force a redraw,
595 // then once more for good measure.
596 for (int i = 0; i < draw_limit + 1; ++i)
597 state.DidDrawIfPossibleCompleted(DRAW_ABORTED_CHECKERBOARD_ANIMATIONS);
598 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
599 EXPECT_TRUE(state.BeginFrameNeeded());
600 EXPECT_TRUE(state.RedrawPending());
601 // But the commit is ongoing.
602 EXPECT_TRUE(state.CommitPending());
603 EXPECT_TRUE(state.ForcedRedrawState() ==
604 SchedulerStateMachine::FORCED_REDRAW_STATE_WAITING_FOR_COMMIT);
606 state.NotifyBeginMainFrameStarted();
607 state.NotifyReadyToCommit();
608 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
609 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
610 EXPECT_TRUE(state.RedrawPending());
611 EXPECT_FALSE(state.CommitPending());
613 // Now force redraw should be in waiting for activation
614 EXPECT_TRUE(state.ForcedRedrawState() ==
615 SchedulerStateMachine::FORCED_REDRAW_STATE_WAITING_FOR_ACTIVATION);
617 // After failing additional draws, we should still be in a forced
618 // redraw, but not back in WAITING_FOR_COMMIT.
619 for (int i = 0; i < draw_limit + 1; ++i)
620 state.DidDrawIfPossibleCompleted(DRAW_ABORTED_CHECKERBOARD_ANIMATIONS);
621 EXPECT_TRUE(state.RedrawPending());
622 EXPECT_TRUE(state.ForcedRedrawState() ==
623 SchedulerStateMachine::FORCED_REDRAW_STATE_WAITING_FOR_ACTIVATION);
626 TEST(SchedulerStateMachineTest, TestFailedDrawIsRetriedInNextBeginImplFrame) {
627 SchedulerSettings default_scheduler_settings;
628 StateMachine state(default_scheduler_settings);
629 SET_UP_STATE(state)
631 // Start a draw.
632 state.SetNeedsRedraw(true);
633 EXPECT_TRUE(state.BeginFrameNeeded());
634 state.OnBeginImplFrame();
635 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
636 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
637 state.OnBeginImplFrameDeadline();
638 EXPECT_TRUE(state.RedrawPending());
639 EXPECT_ACTION_UPDATE_STATE(
640 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
642 // Failing the draw for animation checkerboards makes us require a commit.
643 state.DidDrawIfPossibleCompleted(DRAW_ABORTED_CHECKERBOARD_ANIMATIONS);
644 EXPECT_ACTION_UPDATE_STATE(
645 SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
646 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
647 EXPECT_TRUE(state.RedrawPending());
649 // We should not be trying to draw again now, but we have a commit pending.
650 EXPECT_TRUE(state.BeginFrameNeeded());
651 state.OnBeginImplFrame();
652 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
653 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
655 // We should try to draw again at the end of the next BeginImplFrame on
656 // the impl thread.
657 state.OnBeginImplFrameDeadline();
658 EXPECT_ACTION_UPDATE_STATE(
659 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
660 state.DidSwapBuffers();
661 state.DidSwapBuffersComplete();
662 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
665 TEST(SchedulerStateMachineTest, TestDoestDrawTwiceInSameFrame) {
666 SchedulerSettings default_scheduler_settings;
667 StateMachine state(default_scheduler_settings);
668 SET_UP_STATE(state)
669 state.SetNeedsRedraw(true);
671 // Draw the first frame.
672 EXPECT_TRUE(state.BeginFrameNeeded());
673 state.OnBeginImplFrame();
674 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
675 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
677 state.OnBeginImplFrameDeadline();
678 EXPECT_ACTION_UPDATE_STATE(
679 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
680 state.DidSwapBuffers();
681 state.DidDrawIfPossibleCompleted(DRAW_SUCCESS);
682 state.DidSwapBuffersComplete();
683 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
685 // Before the next BeginImplFrame, set needs redraw again.
686 // This should not redraw until the next BeginImplFrame.
687 state.SetNeedsRedraw(true);
688 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
690 // Move to another frame. This should now draw.
691 EXPECT_TRUE(state.BeginFrameNeeded());
692 state.OnBeginImplFrame();
694 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
695 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
697 state.OnBeginImplFrameDeadline();
698 EXPECT_ACTION_UPDATE_STATE(
699 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
700 state.DidSwapBuffers();
701 state.DidDrawIfPossibleCompleted(DRAW_SUCCESS);
702 state.DidSwapBuffersComplete();
703 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
705 // We just swapped, so we should proactively request another BeginImplFrame.
706 EXPECT_TRUE(state.BeginFrameNeeded());
709 TEST(SchedulerStateMachineTest, TestNextActionDrawsOnBeginImplFrame) {
710 SchedulerSettings default_scheduler_settings;
712 // When not in BeginImplFrame deadline, or in BeginImplFrame deadline
713 // but not visible, don't draw.
714 size_t num_begin_main_frame_states =
715 sizeof(begin_main_frame_states) /
716 sizeof(SchedulerStateMachine::BeginMainFrameState);
717 size_t num_begin_impl_frame_states =
718 sizeof(all_begin_impl_frame_states) /
719 sizeof(SchedulerStateMachine::BeginImplFrameState);
720 for (size_t i = 0; i < num_begin_main_frame_states; ++i) {
721 for (size_t j = 0; j < num_begin_impl_frame_states; ++j) {
722 StateMachine state(default_scheduler_settings);
723 state.SetCanStart();
724 state.SetVisible(true);
725 EXPECT_ACTION_UPDATE_STATE(
726 SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION);
727 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
728 state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
729 state.SetBeginMainFrameState(begin_main_frame_states[i]);
730 state.SetBeginImplFrameState(all_begin_impl_frame_states[j]);
731 bool visible =
732 (all_begin_impl_frame_states[j] !=
733 SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE);
734 state.SetVisible(visible);
736 // Case 1: needs_begin_main_frame=false
737 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE,
738 state.NextAction());
740 // Case 2: needs_begin_main_frame=true
741 state.SetNeedsBeginMainFrame();
742 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE,
743 state.NextAction())
744 << state.AsValue()->ToString();
748 // When in BeginImplFrame deadline we should always draw for SetNeedsRedraw
749 // except if we're ready to commit, in which case we expect a commit first.
750 for (size_t i = 0; i < num_begin_main_frame_states; ++i) {
751 StateMachine state(default_scheduler_settings);
752 state.SetCanStart();
753 state.SetVisible(true);
754 EXPECT_ACTION_UPDATE_STATE(
755 SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION);
756 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
757 state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
758 state.SetCanDraw(true);
759 state.SetBeginMainFrameState(begin_main_frame_states[i]);
760 state.SetBeginImplFrameState(
761 SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE);
763 state.SetNeedsRedraw(true);
765 SchedulerStateMachine::Action expected_action;
766 if (begin_main_frame_states[i] ==
767 SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_READY_TO_COMMIT) {
768 expected_action = SchedulerStateMachine::ACTION_COMMIT;
769 } else {
770 expected_action = SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE;
771 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
774 // Case 1: needs_begin_main_frame=false.
775 EXPECT_ACTION(expected_action);
777 // Case 2: needs_begin_main_frame=true.
778 state.SetNeedsBeginMainFrame();
779 EXPECT_ACTION(expected_action);
783 TEST(SchedulerStateMachineTest, TestNoBeginMainFrameStatesRedrawWhenInvisible) {
784 SchedulerSettings default_scheduler_settings;
786 size_t num_begin_main_frame_states =
787 sizeof(begin_main_frame_states) /
788 sizeof(SchedulerStateMachine::BeginMainFrameState);
789 for (size_t i = 0; i < num_begin_main_frame_states; ++i) {
790 // There shouldn't be any drawing regardless of BeginImplFrame.
791 for (size_t j = 0; j < 2; ++j) {
792 StateMachine state(default_scheduler_settings);
793 state.SetCanStart();
794 state.SetVisible(true);
795 EXPECT_ACTION_UPDATE_STATE(
796 SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION);
797 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
798 state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
799 state.SetBeginMainFrameState(begin_main_frame_states[i]);
800 state.SetVisible(false);
801 state.SetNeedsRedraw(true);
802 if (j == 1) {
803 state.SetBeginImplFrameState(
804 SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE);
807 // Case 1: needs_begin_main_frame=false.
808 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE,
809 state.NextAction());
811 // Case 2: needs_begin_main_frame=true.
812 state.SetNeedsBeginMainFrame();
813 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE,
814 state.NextAction())
815 << state.AsValue()->ToString();
820 TEST(SchedulerStateMachineTest, TestCanRedraw_StopsDraw) {
821 SchedulerSettings default_scheduler_settings;
823 size_t num_begin_main_frame_states =
824 sizeof(begin_main_frame_states) /
825 sizeof(SchedulerStateMachine::BeginMainFrameState);
826 for (size_t i = 0; i < num_begin_main_frame_states; ++i) {
827 // There shouldn't be any drawing regardless of BeginImplFrame.
828 for (size_t j = 0; j < 2; ++j) {
829 StateMachine state(default_scheduler_settings);
830 state.SetCanStart();
831 state.SetVisible(true);
832 EXPECT_ACTION_UPDATE_STATE(
833 SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION);
834 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
835 state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
836 state.SetBeginMainFrameState(begin_main_frame_states[i]);
837 state.SetVisible(false);
838 state.SetNeedsRedraw(true);
839 if (j == 1)
840 state.OnBeginImplFrame();
842 state.SetCanDraw(false);
843 EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE,
844 state.NextAction());
849 TEST(SchedulerStateMachineTest,
850 TestCanRedrawWithWaitingForFirstDrawMakesProgress) {
851 SchedulerSettings default_scheduler_settings;
852 StateMachine state(default_scheduler_settings);
853 state.SetCanStart();
854 state.SetVisible(true);
855 EXPECT_ACTION_UPDATE_STATE(
856 SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION);
857 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
858 state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
860 state.SetActiveTreeNeedsFirstDraw(true);
861 state.SetNeedsBeginMainFrame();
862 state.SetNeedsRedraw(true);
863 state.SetCanDraw(false);
864 state.OnBeginImplFrame();
865 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
866 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT);
867 EXPECT_ACTION_UPDATE_STATE(
868 SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
869 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
870 state.NotifyBeginMainFrameStarted();
871 state.NotifyReadyToCommit();
872 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
873 state.NotifyReadyToActivate();
874 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ACTIVATE_SYNC_TREE);
875 state.OnBeginImplFrameDeadline();
876 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
877 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT);
878 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
881 TEST(SchedulerStateMachineTest, TestSetNeedsBeginMainFrameIsNotLost) {
882 SchedulerSettings scheduler_settings;
883 StateMachine state(scheduler_settings);
884 SET_UP_STATE(state)
885 state.SetNeedsBeginMainFrame();
887 EXPECT_TRUE(state.BeginFrameNeeded());
889 // Begin the frame.
890 state.OnBeginImplFrame();
891 EXPECT_ACTION_UPDATE_STATE(
892 SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
893 EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_SENT);
895 // Now, while the frame is in progress, set another commit.
896 state.SetNeedsBeginMainFrame();
897 EXPECT_TRUE(state.NeedsCommit());
899 // Let the frame finish.
900 state.NotifyBeginMainFrameStarted();
901 state.NotifyReadyToCommit();
902 EXPECT_MAIN_FRAME_STATE(
903 SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_READY_TO_COMMIT);
905 // Expect to commit regardless of BeginImplFrame state.
906 EXPECT_IMPL_FRAME_STATE(
907 SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING);
908 EXPECT_ACTION(SchedulerStateMachine::ACTION_COMMIT);
910 state.OnBeginImplFrameDeadlinePending();
911 EXPECT_IMPL_FRAME_STATE(
912 SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME);
913 EXPECT_ACTION(SchedulerStateMachine::ACTION_COMMIT);
915 state.OnBeginImplFrameDeadline();
916 EXPECT_IMPL_FRAME_STATE(
917 SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE);
918 EXPECT_ACTION(SchedulerStateMachine::ACTION_COMMIT);
920 state.OnBeginImplFrameIdle();
921 EXPECT_IMPL_FRAME_STATE(SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_IDLE);
922 EXPECT_ACTION(SchedulerStateMachine::ACTION_COMMIT);
924 state.OnBeginImplFrame();
925 EXPECT_IMPL_FRAME_STATE(
926 SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING);
927 EXPECT_ACTION(SchedulerStateMachine::ACTION_COMMIT);
929 // Finish the commit and activate, then make sure we start the next commit
930 // immediately and draw on the next BeginImplFrame.
931 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
932 state.NotifyReadyToActivate();
933 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ACTIVATE_SYNC_TREE);
934 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
935 EXPECT_ACTION_UPDATE_STATE(
936 SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
937 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
939 state.OnBeginImplFrameDeadline();
941 EXPECT_TRUE(state.active_tree_needs_first_draw());
942 EXPECT_ACTION_UPDATE_STATE(
943 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
944 state.DidSwapBuffers();
945 state.DidDrawIfPossibleCompleted(DRAW_SUCCESS);
946 state.DidSwapBuffersComplete();
947 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
950 TEST(SchedulerStateMachineTest, TestFullCycle) {
951 SchedulerSettings default_scheduler_settings;
952 StateMachine state(default_scheduler_settings);
953 SET_UP_STATE(state)
955 // Start clean and set commit.
956 state.SetNeedsBeginMainFrame();
958 // Begin the frame.
959 state.OnBeginImplFrame();
960 EXPECT_ACTION_UPDATE_STATE(
961 SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
962 EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_SENT);
963 EXPECT_FALSE(state.NeedsCommit());
964 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
966 // Tell the scheduler the frame finished.
967 state.NotifyBeginMainFrameStarted();
968 state.NotifyReadyToCommit();
969 EXPECT_MAIN_FRAME_STATE(
970 SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_READY_TO_COMMIT);
972 // Commit.
973 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
975 // Activate.
976 state.NotifyReadyToActivate();
977 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ACTIVATE_SYNC_TREE);
978 EXPECT_TRUE(state.active_tree_needs_first_draw());
979 EXPECT_TRUE(state.needs_redraw());
981 // Expect to do nothing until BeginImplFrame deadline
982 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
984 // At BeginImplFrame deadline, draw.
985 state.OnBeginImplFrameDeadline();
986 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
987 EXPECT_ACTION_UPDATE_STATE(
988 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
989 state.DidSwapBuffers();
990 state.DidDrawIfPossibleCompleted(DRAW_SUCCESS);
991 state.DidSwapBuffersComplete();
993 // Should be synchronized, no draw needed, no action needed.
994 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
995 EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_IDLE);
996 EXPECT_FALSE(state.needs_redraw());
999 TEST(SchedulerStateMachineTest, CommitWithoutDrawWithPendingTree) {
1000 SchedulerSettings default_scheduler_settings;
1001 StateMachine state(default_scheduler_settings);
1002 SET_UP_STATE(state)
1004 // Start clean and set commit.
1005 state.SetNeedsBeginMainFrame();
1007 // Make a main frame, commit and activate it. But don't draw it.
1008 state.OnBeginImplFrame();
1009 EXPECT_ACTION_UPDATE_STATE(
1010 SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
1011 state.NotifyBeginMainFrameStarted();
1012 state.NotifyReadyToCommit();
1013 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
1014 state.NotifyReadyToActivate();
1015 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ACTIVATE_SYNC_TREE);
1017 // Try to make a new main frame before drawing. Since we will commit it to a
1018 // pending tree and not clobber the active tree, we're able to start a new
1019 // begin frame and commit it.
1020 state.SetNeedsBeginMainFrame();
1021 state.OnBeginImplFrame();
1022 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
1023 EXPECT_ACTION_UPDATE_STATE(
1024 SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
1025 state.NotifyBeginMainFrameStarted();
1026 state.NotifyReadyToCommit();
1027 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
1030 TEST(SchedulerStateMachineTest, DontCommitWithoutDrawWithoutPendingTree) {
1031 SchedulerSettings scheduler_settings;
1032 scheduler_settings.commit_to_active_tree = true;
1033 StateMachine state(scheduler_settings);
1034 SET_UP_STATE(state)
1036 // Start clean and set commit.
1037 state.SetNeedsBeginMainFrame();
1039 // Make a main frame, commit and activate it. But don't draw it.
1040 state.OnBeginImplFrame();
1041 EXPECT_ACTION_UPDATE_STATE(
1042 SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
1043 state.NotifyBeginMainFrameStarted();
1044 state.NotifyReadyToCommit();
1045 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
1046 state.NotifyReadyToActivate();
1047 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ACTIVATE_SYNC_TREE);
1049 // Try to make a new main frame before drawing, but since we would clobber the
1050 // active tree, we will not do so.
1051 state.SetNeedsBeginMainFrame();
1052 state.OnBeginImplFrame();
1053 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
1054 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1057 TEST(SchedulerStateMachineTest, TestFullCycleWithCommitToActive) {
1058 SchedulerSettings scheduler_settings;
1059 scheduler_settings.commit_to_active_tree = true;
1060 StateMachine state(scheduler_settings);
1061 SET_UP_STATE(state)
1063 // Start clean and set commit.
1064 state.SetNeedsBeginMainFrame();
1066 // Begin the frame.
1067 state.OnBeginImplFrame();
1068 EXPECT_ACTION_UPDATE_STATE(
1069 SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
1070 EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_SENT);
1071 EXPECT_FALSE(state.NeedsCommit());
1072 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1074 // Tell the scheduler the frame finished.
1075 state.NotifyBeginMainFrameStarted();
1076 state.NotifyReadyToCommit();
1077 EXPECT_MAIN_FRAME_STATE(
1078 SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_READY_TO_COMMIT);
1080 // Commit.
1081 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
1083 // Now commit should wait for activation.
1084 EXPECT_MAIN_FRAME_STATE(
1085 SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_WAITING_FOR_ACTIVATION);
1087 // No activation yet, so this commit is not drawn yet. Force to draw this
1088 // frame, and still block BeginMainFrame.
1089 state.SetNeedsRedraw(true);
1090 state.SetNeedsBeginMainFrame();
1091 state.OnBeginImplFrameDeadline();
1092 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
1093 EXPECT_ACTION_UPDATE_STATE(
1094 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
1095 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1097 // Cannot BeginMainFrame yet since last commit is not yet activated and drawn.
1098 state.OnBeginImplFrame();
1099 EXPECT_MAIN_FRAME_STATE(
1100 SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_WAITING_FOR_ACTIVATION);
1101 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1103 // Now activate sync tree.
1104 state.NotifyReadyToActivate();
1105 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ACTIVATE_SYNC_TREE);
1106 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1107 EXPECT_TRUE(state.active_tree_needs_first_draw());
1108 EXPECT_TRUE(state.needs_redraw());
1109 EXPECT_MAIN_FRAME_STATE(
1110 SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_WAITING_FOR_DRAW);
1112 // Swap throttled. Do not draw.
1113 state.DidSwapBuffers();
1114 state.OnBeginImplFrameDeadline();
1115 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
1116 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1117 state.DidSwapBuffersComplete();
1119 // Haven't draw since last commit, do not begin new main frame.
1120 state.OnBeginImplFrame();
1121 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
1122 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1124 // At BeginImplFrame deadline, draw. This draws unblocks BeginMainFrame.
1125 state.OnBeginImplFrameDeadline();
1126 EXPECT_ACTION_UPDATE_STATE(
1127 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
1128 state.DidSwapBuffers();
1129 state.DidDrawIfPossibleCompleted(DRAW_SUCCESS);
1130 state.DidSwapBuffersComplete();
1132 // Now will be able to start main frame.
1133 EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_IDLE);
1134 EXPECT_FALSE(state.needs_redraw());
1135 EXPECT_ACTION_UPDATE_STATE(
1136 SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
1139 TEST(SchedulerStateMachineTest, TestFullCycleWithCommitRequestInbetween) {
1140 SchedulerSettings default_scheduler_settings;
1141 StateMachine state(default_scheduler_settings);
1142 SET_UP_STATE(state)
1144 // Start clean and set commit.
1145 state.SetNeedsBeginMainFrame();
1147 // Begin the frame.
1148 state.OnBeginImplFrame();
1149 EXPECT_ACTION_UPDATE_STATE(
1150 SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
1151 EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_SENT);
1152 EXPECT_FALSE(state.NeedsCommit());
1153 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1155 // Request another commit while the commit is in flight.
1156 state.SetNeedsBeginMainFrame();
1157 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1159 // Tell the scheduler the frame finished.
1160 state.NotifyBeginMainFrameStarted();
1161 state.NotifyReadyToCommit();
1162 EXPECT_MAIN_FRAME_STATE(
1163 SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_READY_TO_COMMIT);
1165 // First commit and activate.
1166 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
1167 state.NotifyReadyToActivate();
1168 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ACTIVATE_SYNC_TREE);
1169 EXPECT_TRUE(state.active_tree_needs_first_draw());
1170 EXPECT_TRUE(state.needs_redraw());
1172 // Expect to do nothing until BeginImplFrame deadline.
1173 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1175 // At BeginImplFrame deadline, draw.
1176 state.OnBeginImplFrameDeadline();
1177 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
1178 EXPECT_ACTION_UPDATE_STATE(
1179 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
1180 state.DidSwapBuffers();
1181 state.DidDrawIfPossibleCompleted(DRAW_SUCCESS);
1182 state.DidSwapBuffersComplete();
1184 // Should be synchronized, no draw needed, no action needed.
1185 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1186 EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_IDLE);
1187 EXPECT_FALSE(state.needs_redraw());
1189 // Next BeginImplFrame should initiate second commit.
1190 state.OnBeginImplFrame();
1191 EXPECT_ACTION_UPDATE_STATE(
1192 SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
1195 TEST(SchedulerStateMachineTest, TestNoRequestCommitWhenInvisible) {
1196 SchedulerSettings default_scheduler_settings;
1197 StateMachine state(default_scheduler_settings);
1198 state.SetCanStart();
1199 state.SetVisible(true);
1200 EXPECT_ACTION_UPDATE_STATE(
1201 SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION);
1202 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1203 state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
1204 state.SetVisible(false);
1205 state.SetNeedsBeginMainFrame();
1206 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1209 TEST(SchedulerStateMachineTest, TestNoRequestOutputSurfaceWhenInvisible) {
1210 SchedulerSettings default_scheduler_settings;
1211 StateMachine state(default_scheduler_settings);
1212 state.SetCanStart();
1213 // We should not request an OutputSurface when we are still invisible.
1214 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1215 state.SetVisible(true);
1216 EXPECT_ACTION_UPDATE_STATE(
1217 SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION);
1218 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1219 state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
1220 state.SetVisible(false);
1221 state.DidLoseOutputSurface();
1222 state.SetNeedsBeginMainFrame();
1223 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1224 state.SetVisible(true);
1225 EXPECT_ACTION_UPDATE_STATE(
1226 SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION);
1229 // See ThreadProxy::BeginMainFrame "EarlyOut_NotVisible" /
1230 // "EarlyOut_OutputSurfaceLost" cases.
1231 TEST(SchedulerStateMachineTest, TestAbortBeginMainFrameBecauseInvisible) {
1232 SchedulerSettings default_scheduler_settings;
1233 StateMachine state(default_scheduler_settings);
1234 SET_UP_STATE(state)
1236 // Start clean and set commit.
1237 state.SetNeedsBeginMainFrame();
1239 // Begin the frame while visible.
1240 state.OnBeginImplFrame();
1241 EXPECT_ACTION_UPDATE_STATE(
1242 SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
1243 EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_SENT);
1244 EXPECT_FALSE(state.NeedsCommit());
1245 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1247 // Become invisible and abort BeginMainFrame.
1248 state.SetVisible(false);
1249 state.BeginMainFrameAborted(CommitEarlyOutReason::ABORTED_NOT_VISIBLE);
1251 // NeedsCommit should now be true again because we never actually did a
1252 // commit.
1253 EXPECT_TRUE(state.NeedsCommit());
1255 // We should now be back in the idle state as if we never started the frame.
1256 EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_IDLE);
1257 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1259 // We shouldn't do anything on the BeginImplFrame deadline.
1260 state.OnBeginImplFrameDeadline();
1261 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1263 // Become visible again.
1264 state.SetVisible(true);
1266 // Although we have aborted on this frame and haven't cancelled the commit
1267 // (i.e. need another), don't send another BeginMainFrame yet.
1268 EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_IDLE);
1269 EXPECT_ACTION(SchedulerStateMachine::ACTION_NONE);
1270 EXPECT_TRUE(state.NeedsCommit());
1272 // Start a new frame.
1273 state.OnBeginImplFrame();
1274 EXPECT_ACTION_UPDATE_STATE(
1275 SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
1277 // We should be starting the commit now.
1278 EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_SENT);
1279 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1282 // See ThreadProxy::BeginMainFrame "EarlyOut_NoUpdates" case.
1283 TEST(SchedulerStateMachineTest, TestAbortBeginMainFrameBecauseCommitNotNeeded) {
1284 SchedulerSettings default_scheduler_settings;
1285 StateMachine state(default_scheduler_settings);
1286 state.SetCanStart();
1287 state.SetVisible(true);
1288 EXPECT_ACTION_UPDATE_STATE(
1289 SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION);
1290 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1291 state.DidCreateAndInitializeOutputSurface();
1292 state.SetCanDraw(true);
1294 // Get into a begin frame / commit state.
1295 state.SetNeedsBeginMainFrame();
1296 state.OnBeginImplFrame();
1297 EXPECT_ACTION_UPDATE_STATE(
1298 SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
1299 EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_SENT);
1300 EXPECT_FALSE(state.NeedsCommit());
1301 EXPECT_ACTION(SchedulerStateMachine::ACTION_NONE);
1303 // Abort the commit, true means that the BeginMainFrame was sent but there
1304 // was no work to do on the main thread.
1305 state.BeginMainFrameAborted(CommitEarlyOutReason::FINISHED_NO_UPDATES);
1307 // NeedsCommit should now be false because the commit was actually handled.
1308 EXPECT_FALSE(state.NeedsCommit());
1310 // Since the commit was aborted, we don't need to try and draw.
1311 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1312 state.OnBeginImplFrameDeadline();
1313 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1315 // Verify another commit doesn't start on another frame either.
1316 EXPECT_FALSE(state.NeedsCommit());
1317 EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_IDLE);
1319 state.OnBeginImplFrame();
1320 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1321 state.OnBeginImplFrameDeadline();
1322 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1324 // Verify another commit can start if requested, though.
1325 state.SetNeedsBeginMainFrame();
1326 EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_IDLE);
1327 state.OnBeginImplFrame();
1328 EXPECT_ACTION(SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
1331 TEST(SchedulerStateMachineTest, TestFirstContextCreation) {
1332 SchedulerSettings default_scheduler_settings;
1333 StateMachine state(default_scheduler_settings);
1334 state.SetCanStart();
1335 state.SetVisible(true);
1336 state.SetCanDraw(true);
1338 EXPECT_ACTION_UPDATE_STATE(
1339 SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION);
1340 state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
1341 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1343 // Check that the first init does not SetNeedsBeginMainFrame.
1344 state.OnBeginImplFrame();
1345 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1346 state.OnBeginImplFrameDeadline();
1347 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1349 // Check that a needs commit initiates a BeginMainFrame.
1350 state.SetNeedsBeginMainFrame();
1351 state.OnBeginImplFrame();
1352 EXPECT_ACTION_UPDATE_STATE(
1353 SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
1356 TEST(SchedulerStateMachineTest, TestContextLostWhenCompletelyIdle) {
1357 SchedulerSettings default_scheduler_settings;
1358 StateMachine state(default_scheduler_settings);
1359 SET_UP_STATE(state)
1361 EXPECT_NE(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION,
1362 state.NextAction());
1363 state.DidLoseOutputSurface();
1365 EXPECT_ACTION_UPDATE_STATE(
1366 SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION);
1367 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1369 // Once context recreation begins, nothing should happen.
1370 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1372 // Recreate the context.
1373 state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
1375 // When the context is recreated, we should begin a commit.
1376 state.OnBeginImplFrame();
1377 EXPECT_ACTION_UPDATE_STATE(
1378 SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
1381 TEST(SchedulerStateMachineTest,
1382 TestContextLostWhenIdleAndCommitRequestedWhileRecreating) {
1383 SchedulerSettings default_scheduler_settings;
1384 StateMachine state(default_scheduler_settings);
1385 SET_UP_STATE(state)
1387 EXPECT_NE(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION,
1388 state.NextAction());
1389 state.DidLoseOutputSurface();
1390 EXPECT_EQ(state.output_surface_state(),
1391 SchedulerStateMachine::OUTPUT_SURFACE_LOST);
1393 EXPECT_ACTION_UPDATE_STATE(
1394 SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION);
1395 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1397 // Once context recreation begins, nothing should happen.
1398 state.OnBeginImplFrame();
1399 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1400 state.OnBeginImplFrameDeadline();
1401 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1403 // While context is recreating, commits shouldn't begin.
1404 state.SetNeedsBeginMainFrame();
1405 state.OnBeginImplFrame();
1406 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1407 state.OnBeginImplFrameDeadline();
1408 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1410 // Recreate the context
1411 state.DidCreateAndInitializeOutputSurface();
1412 EXPECT_EQ(state.output_surface_state(),
1413 SchedulerStateMachine::OUTPUT_SURFACE_WAITING_FOR_FIRST_COMMIT);
1414 EXPECT_FALSE(state.RedrawPending());
1416 // When the context is recreated, we wait until the next BeginImplFrame
1417 // before starting.
1418 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1420 // When the BeginFrame comes in we should begin a commit
1421 state.OnBeginImplFrame();
1422 EXPECT_ACTION_UPDATE_STATE(
1423 SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
1424 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1425 EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_SENT);
1427 // Until that commit finishes, we shouldn't be drawing or animate.
1428 state.OnBeginImplFrameDeadline();
1429 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1431 // Finish the commit, which should make the surface active.
1432 state.NotifyBeginMainFrameStarted();
1433 state.NotifyReadyToCommit();
1434 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
1435 EXPECT_EQ(state.output_surface_state(),
1436 SchedulerStateMachine::OUTPUT_SURFACE_WAITING_FOR_FIRST_ACTIVATION);
1437 state.NotifyReadyToActivate();
1438 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ACTIVATE_SYNC_TREE);
1439 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1440 EXPECT_EQ(state.output_surface_state(),
1441 SchedulerStateMachine::OUTPUT_SURFACE_ACTIVE);
1443 // Finishing the first commit after initializing an output surface should
1444 // automatically cause a redraw.
1445 EXPECT_TRUE(state.RedrawPending());
1446 state.OnBeginImplFrame();
1447 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
1448 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1449 state.OnBeginImplFrameDeadline();
1450 EXPECT_ACTION_UPDATE_STATE(
1451 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
1452 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1453 EXPECT_FALSE(state.RedrawPending());
1455 // Next frame as no work to do.
1456 state.OnBeginImplFrame();
1457 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1458 state.OnBeginImplFrameDeadline();
1459 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1461 // Once the context is recreated, whether we draw should be based on
1462 // SetCanDraw if waiting on first draw after activate.
1463 state.SetNeedsRedraw(true);
1464 state.OnBeginImplFrame();
1465 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
1466 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1467 state.OnBeginImplFrameDeadline();
1468 EXPECT_ACTION(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
1469 state.SetCanDraw(false);
1470 EXPECT_ACTION(SchedulerStateMachine::ACTION_NONE);
1471 state.SetCanDraw(true);
1472 EXPECT_ACTION_UPDATE_STATE(
1473 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
1474 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1476 // Once the context is recreated, whether we draw should be based on
1477 // SetCanDraw if waiting on first draw after activate.
1478 state.SetNeedsRedraw(true);
1479 state.SetNeedsBeginMainFrame();
1480 state.OnBeginImplFrame();
1481 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
1482 EXPECT_ACTION_UPDATE_STATE(
1483 SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
1484 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1485 // Activate so we need the first draw
1486 state.NotifyBeginMainFrameStarted();
1487 state.NotifyReadyToCommit();
1488 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
1489 state.NotifyReadyToActivate();
1490 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ACTIVATE_SYNC_TREE);
1491 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1492 EXPECT_TRUE(state.active_tree_needs_first_draw());
1493 EXPECT_TRUE(state.needs_redraw());
1495 state.OnBeginImplFrameDeadline();
1496 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
1497 EXPECT_ACTION(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
1498 state.SetCanDraw(false);
1499 EXPECT_ACTION(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT);
1500 state.SetCanDraw(true);
1501 EXPECT_ACTION(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
1504 TEST(SchedulerStateMachineTest, TestContextLostWhileCommitInProgress) {
1505 SchedulerSettings scheduler_settings;
1506 StateMachine state(scheduler_settings);
1507 SET_UP_STATE(state)
1509 // Get a commit in flight.
1510 state.SetNeedsBeginMainFrame();
1512 // Set damage and expect a draw.
1513 state.SetNeedsRedraw(true);
1514 state.OnBeginImplFrame();
1515 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
1516 EXPECT_ACTION_UPDATE_STATE(
1517 SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
1518 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1519 state.OnBeginImplFrameDeadline();
1520 EXPECT_ACTION_UPDATE_STATE(
1521 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
1522 state.DidSwapBuffers();
1523 state.DidSwapBuffersComplete();
1524 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1526 // Cause a lost context while the BeginMainFrame is in flight.
1527 state.DidLoseOutputSurface();
1529 // Ask for another draw. Expect nothing happens.
1530 state.SetNeedsRedraw(true);
1531 EXPECT_ACTION(SchedulerStateMachine::ACTION_NONE);
1533 // Finish the frame, commit and activate.
1534 state.NotifyBeginMainFrameStarted();
1535 state.NotifyReadyToCommit();
1536 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
1537 state.NotifyReadyToActivate();
1538 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ACTIVATE_SYNC_TREE);
1540 // We will abort the draw when the output surface is lost if we are
1541 // waiting for the first draw to unblock the main thread.
1542 EXPECT_TRUE(state.active_tree_needs_first_draw());
1543 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT);
1545 // Expect to begin context recreation only in BEGIN_IMPL_FRAME_STATE_IDLE
1546 EXPECT_IMPL_FRAME_STATE(SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_IDLE);
1547 EXPECT_ACTION(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION);
1549 state.OnBeginImplFrame();
1550 EXPECT_IMPL_FRAME_STATE(
1551 SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING);
1552 EXPECT_ACTION(SchedulerStateMachine::ACTION_NONE);
1554 state.OnBeginImplFrameDeadlinePending();
1555 EXPECT_IMPL_FRAME_STATE(
1556 SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME);
1557 EXPECT_ACTION(SchedulerStateMachine::ACTION_NONE);
1559 state.OnBeginImplFrameDeadline();
1560 EXPECT_IMPL_FRAME_STATE(
1561 SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE);
1562 EXPECT_ACTION(SchedulerStateMachine::ACTION_NONE);
1565 TEST(SchedulerStateMachineTest,
1566 TestContextLostWhileCommitInProgressAndAnotherCommitRequested) {
1567 SchedulerSettings scheduler_settings;
1568 StateMachine state(scheduler_settings);
1569 SET_UP_STATE(state)
1571 // Get a commit in flight.
1572 state.SetNeedsBeginMainFrame();
1573 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1575 // Set damage and expect a draw.
1576 state.SetNeedsRedraw(true);
1577 state.OnBeginImplFrame();
1578 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
1579 EXPECT_ACTION_UPDATE_STATE(
1580 SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
1581 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1582 state.OnBeginImplFrameDeadline();
1583 EXPECT_ACTION_UPDATE_STATE(
1584 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
1585 state.DidSwapBuffers();
1586 state.DidSwapBuffersComplete();
1587 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1589 // Cause a lost context while the BeginMainFrame is in flight.
1590 state.DidLoseOutputSurface();
1592 // Ask for another draw and also set needs commit. Expect nothing happens.
1593 state.SetNeedsRedraw(true);
1594 state.SetNeedsBeginMainFrame();
1595 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1597 // Finish the frame, and commit and activate.
1598 state.NotifyBeginMainFrameStarted();
1599 state.NotifyReadyToCommit();
1600 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
1601 state.NotifyReadyToActivate();
1602 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ACTIVATE_SYNC_TREE);
1603 EXPECT_TRUE(state.active_tree_needs_first_draw());
1605 // Because the output surface is missing, we expect the draw to abort.
1606 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT);
1608 // Expect to begin context recreation only in BEGIN_IMPL_FRAME_STATE_IDLE
1609 EXPECT_IMPL_FRAME_STATE(SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_IDLE);
1610 EXPECT_ACTION(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION);
1612 state.OnBeginImplFrame();
1613 EXPECT_IMPL_FRAME_STATE(
1614 SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING);
1615 EXPECT_ACTION(SchedulerStateMachine::ACTION_NONE);
1617 state.OnBeginImplFrameDeadlinePending();
1618 EXPECT_IMPL_FRAME_STATE(
1619 SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME);
1620 EXPECT_ACTION(SchedulerStateMachine::ACTION_NONE);
1622 state.OnBeginImplFrameDeadline();
1623 EXPECT_IMPL_FRAME_STATE(
1624 SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE);
1625 EXPECT_ACTION(SchedulerStateMachine::ACTION_NONE);
1627 state.OnBeginImplFrameIdle();
1628 EXPECT_ACTION_UPDATE_STATE(
1629 SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION);
1631 // After we get a new output surface, the commit flow should start.
1632 state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
1633 state.OnBeginImplFrame();
1634 EXPECT_ACTION_UPDATE_STATE(
1635 SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
1636 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1637 state.NotifyBeginMainFrameStarted();
1638 state.NotifyReadyToCommit();
1639 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
1640 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1641 state.NotifyReadyToActivate();
1642 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ACTIVATE_SYNC_TREE);
1643 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1644 state.OnBeginImplFrameDeadline();
1645 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
1646 EXPECT_ACTION_UPDATE_STATE(
1647 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
1648 state.DidSwapBuffers();
1649 state.DidSwapBuffersComplete();
1650 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1653 TEST(SchedulerStateMachineTest, DontDrawBeforeCommitAfterLostOutputSurface) {
1654 SchedulerSettings default_scheduler_settings;
1655 StateMachine state(default_scheduler_settings);
1656 SET_UP_STATE(state)
1658 state.SetNeedsRedraw(true);
1660 // Cause a lost output surface, and restore it.
1661 state.DidLoseOutputSurface();
1662 EXPECT_ACTION_UPDATE_STATE(
1663 SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION);
1664 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1665 state.DidCreateAndInitializeOutputSurface();
1667 EXPECT_FALSE(state.RedrawPending());
1668 state.OnBeginImplFrame();
1669 EXPECT_ACTION(SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
1672 TEST(SchedulerStateMachineTest,
1673 TestPendingActivationsShouldBeForcedAfterLostOutputSurface) {
1674 SchedulerSettings default_scheduler_settings;
1675 StateMachine state(default_scheduler_settings);
1676 SET_UP_STATE(state)
1678 state.SetBeginMainFrameState(
1679 SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_SENT);
1681 // Cause a lost context.
1682 state.DidLoseOutputSurface();
1684 state.NotifyBeginMainFrameStarted();
1685 state.NotifyReadyToCommit();
1686 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
1688 EXPECT_TRUE(state.PendingActivationsShouldBeForced());
1689 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ACTIVATE_SYNC_TREE);
1691 EXPECT_TRUE(state.PendingDrawsShouldBeAborted());
1692 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT);
1695 TEST(SchedulerStateMachineTest, TestNoBeginFrameNeededWhenInvisible) {
1696 SchedulerSettings default_scheduler_settings;
1697 StateMachine state(default_scheduler_settings);
1698 state.SetCanStart();
1699 state.SetVisible(true);
1700 EXPECT_ACTION_UPDATE_STATE(
1701 SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION);
1702 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1703 state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
1705 EXPECT_FALSE(state.BeginFrameNeeded());
1706 state.SetNeedsRedraw(true);
1707 EXPECT_TRUE(state.BeginFrameNeeded());
1709 state.SetVisible(false);
1710 EXPECT_FALSE(state.BeginFrameNeeded());
1712 state.SetVisible(true);
1713 EXPECT_TRUE(state.BeginFrameNeeded());
1716 TEST(SchedulerStateMachineTest, TestNoBeginMainFrameWhenInvisible) {
1717 SchedulerSettings default_scheduler_settings;
1718 StateMachine state(default_scheduler_settings);
1719 state.SetCanStart();
1720 state.SetVisible(true);
1721 EXPECT_ACTION_UPDATE_STATE(
1722 SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION);
1723 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1724 state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
1725 state.SetVisible(false);
1726 state.SetNeedsBeginMainFrame();
1727 EXPECT_ACTION(SchedulerStateMachine::ACTION_NONE);
1728 EXPECT_FALSE(state.BeginFrameNeeded());
1730 // When become visible again, the needs commit should still be pending.
1731 state.SetVisible(true);
1732 EXPECT_TRUE(state.BeginFrameNeeded());
1733 state.OnBeginImplFrame();
1734 EXPECT_ACTION_UPDATE_STATE(
1735 SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
1738 TEST(SchedulerStateMachineTest, TestFinishCommitWhenCommitInProgress) {
1739 SchedulerSettings default_scheduler_settings;
1740 StateMachine state(default_scheduler_settings);
1741 state.SetCanStart();
1742 state.SetVisible(true);
1743 EXPECT_ACTION_UPDATE_STATE(
1744 SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION);
1745 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1746 state.CreateAndInitializeOutputSurfaceWithActivatedCommit();
1747 state.SetVisible(false);
1748 state.SetBeginMainFrameState(
1749 SchedulerStateMachine::BEGIN_MAIN_FRAME_STATE_SENT);
1750 state.SetNeedsBeginMainFrame();
1752 // After the commit completes, activation and draw happen immediately
1753 // because we are not visible.
1754 state.NotifyBeginMainFrameStarted();
1755 state.NotifyReadyToCommit();
1756 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
1757 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ACTIVATE_SYNC_TREE);
1758 EXPECT_TRUE(state.active_tree_needs_first_draw());
1759 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT);
1760 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1763 TEST(SchedulerStateMachineTest, TestInitialActionsWhenContextLost) {
1764 SchedulerSettings default_scheduler_settings;
1765 StateMachine state(default_scheduler_settings);
1766 SET_UP_STATE(state)
1767 state.SetNeedsBeginMainFrame();
1768 state.DidLoseOutputSurface();
1770 // When we are visible, we normally want to begin output surface creation
1771 // as soon as possible.
1772 EXPECT_ACTION_UPDATE_STATE(
1773 SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION);
1775 state.DidCreateAndInitializeOutputSurface();
1776 EXPECT_EQ(state.output_surface_state(),
1777 SchedulerStateMachine::OUTPUT_SURFACE_WAITING_FOR_FIRST_COMMIT);
1779 // We should not send a BeginMainFrame when we are invisible, even if we've
1780 // lost the output surface and are trying to get the first commit, since the
1781 // main thread will just abort anyway.
1782 state.SetVisible(false);
1783 EXPECT_ACTION(SchedulerStateMachine::ACTION_NONE);
1786 TEST(SchedulerStateMachineTest, ReportIfNotDrawing) {
1787 SchedulerSettings default_scheduler_settings;
1788 StateMachine state(default_scheduler_settings);
1789 SET_UP_STATE(state)
1790 EXPECT_FALSE(state.PendingDrawsShouldBeAborted());
1792 state.SetCanDraw(false);
1793 state.SetVisible(true);
1794 EXPECT_TRUE(state.PendingDrawsShouldBeAborted());
1796 state.SetCanDraw(true);
1797 state.SetVisible(false);
1798 EXPECT_TRUE(state.PendingDrawsShouldBeAborted());
1800 state.SetCanDraw(false);
1801 state.SetVisible(false);
1802 EXPECT_TRUE(state.PendingDrawsShouldBeAborted());
1804 state.SetCanDraw(true);
1805 state.SetVisible(true);
1806 EXPECT_FALSE(state.PendingDrawsShouldBeAborted());
1809 TEST(SchedulerStateMachineTest,
1810 TestTriggerDeadlineImmediatelyAfterAbortedCommit) {
1811 SchedulerSettings default_scheduler_settings;
1812 StateMachine state(default_scheduler_settings);
1813 SET_UP_STATE(state)
1815 // This test mirrors what happens during the first frame of a scroll gesture.
1816 // First we get the input event and a BeginFrame.
1817 state.OnBeginImplFrame();
1819 // As a response the compositor requests a redraw and a commit to tell the
1820 // main thread about the new scroll offset.
1821 state.SetNeedsRedraw(true);
1822 state.SetNeedsBeginMainFrame();
1824 // We should start the commit normally.
1825 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
1826 EXPECT_ACTION_UPDATE_STATE(
1827 SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
1828 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1830 // Since only the scroll offset changed, the main thread will abort the
1831 // commit.
1832 state.BeginMainFrameAborted(CommitEarlyOutReason::FINISHED_NO_UPDATES);
1834 // Since the commit was aborted, we should draw right away instead of waiting
1835 // for the deadline.
1836 EXPECT_TRUE(state.ShouldTriggerBeginImplFrameDeadlineImmediately());
1839 void FinishPreviousCommitAndDrawWithoutExitingDeadline(
1840 StateMachine* state_ptr) {
1841 // Gross, but allows us to use macros below.
1842 StateMachine& state = *state_ptr;
1844 state.NotifyBeginMainFrameStarted();
1845 state.NotifyReadyToCommit();
1846 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
1847 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1848 state.NotifyReadyToActivate();
1849 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ACTIVATE_SYNC_TREE);
1850 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1852 state.OnBeginImplFrame();
1853 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
1854 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1856 EXPECT_TRUE(state.ShouldTriggerBeginImplFrameDeadlineImmediately());
1857 state.OnBeginImplFrameDeadline();
1858 EXPECT_ACTION_UPDATE_STATE(
1859 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
1860 state.DidSwapBuffers();
1863 TEST(SchedulerStateMachineTest, TestImplLatencyTakesPriority) {
1864 SchedulerSettings default_scheduler_settings;
1865 StateMachine state(default_scheduler_settings);
1866 SET_UP_STATE(state)
1868 // This test ensures that impl-draws are prioritized over main thread updates
1869 // in prefer impl latency mode.
1870 state.SetNeedsRedraw(true);
1871 state.SetNeedsBeginMainFrame();
1872 state.OnBeginImplFrame();
1873 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
1874 EXPECT_ACTION_UPDATE_STATE(
1875 SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
1876 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1878 // Verify the deadline is not triggered early until we enter
1879 // prefer impl latency mode.
1880 EXPECT_FALSE(state.ShouldTriggerBeginImplFrameDeadlineImmediately());
1881 state.SetImplLatencyTakesPriority(true);
1882 EXPECT_TRUE(state.ShouldTriggerBeginImplFrameDeadlineImmediately());
1884 // Trigger the deadline.
1885 state.OnBeginImplFrameDeadline();
1886 EXPECT_ACTION_UPDATE_STATE(
1887 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
1888 state.DidSwapBuffers();
1889 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1890 state.DidSwapBuffersComplete();
1892 // Request a new commit and finish the previous one.
1893 state.SetNeedsBeginMainFrame();
1894 FinishPreviousCommitAndDrawWithoutExitingDeadline(&state);
1895 EXPECT_ACTION_UPDATE_STATE(
1896 SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
1897 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1898 state.DidSwapBuffersComplete();
1899 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1901 // Finish the previous commit and draw it.
1902 FinishPreviousCommitAndDrawWithoutExitingDeadline(&state);
1903 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1905 // Verify we do not send another BeginMainFrame if was are swap throttled
1906 // and did not just swap.
1907 state.SetNeedsBeginMainFrame();
1908 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1909 state.OnBeginImplFrame();
1910 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1911 EXPECT_FALSE(state.ShouldTriggerBeginImplFrameDeadlineImmediately());
1912 state.OnBeginImplFrameDeadline();
1913 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1916 TEST(SchedulerStateMachineTest,
1917 TestTriggerDeadlineImmediatelyOnLostOutputSurface) {
1918 SchedulerSettings default_scheduler_settings;
1919 StateMachine state(default_scheduler_settings);
1920 SET_UP_STATE(state)
1922 state.SetNeedsBeginMainFrame();
1924 state.OnBeginImplFrame();
1925 EXPECT_ACTION_UPDATE_STATE(
1926 SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
1927 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1928 EXPECT_FALSE(state.ShouldTriggerBeginImplFrameDeadlineImmediately());
1930 state.DidLoseOutputSurface();
1931 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1932 // The deadline should be triggered immediately when output surface is lost.
1933 EXPECT_TRUE(state.ShouldTriggerBeginImplFrameDeadlineImmediately());
1936 TEST(SchedulerStateMachineTest, TestTriggerDeadlineImmediatelyWhenInvisible) {
1937 SchedulerSettings default_scheduler_settings;
1938 StateMachine state(default_scheduler_settings);
1939 SET_UP_STATE(state)
1941 state.SetNeedsBeginMainFrame();
1943 state.OnBeginImplFrame();
1944 EXPECT_ACTION_UPDATE_STATE(
1945 SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
1946 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1947 EXPECT_FALSE(state.ShouldTriggerBeginImplFrameDeadlineImmediately());
1949 state.SetVisible(false);
1950 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1951 EXPECT_TRUE(state.ShouldTriggerBeginImplFrameDeadlineImmediately());
1954 TEST(SchedulerStateMachineTest, TestSetNeedsAnimate) {
1955 SchedulerSettings default_scheduler_settings;
1956 StateMachine state(default_scheduler_settings);
1957 SET_UP_STATE(state)
1959 // Test requesting an animation that, when run, causes us to draw.
1960 state.SetNeedsAnimate();
1961 EXPECT_TRUE(state.BeginFrameNeeded());
1962 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1964 state.OnBeginImplFrame();
1965 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
1967 state.OnBeginImplFrameDeadlinePending();
1968 state.OnBeginImplFrameDeadline();
1969 EXPECT_ACTION_UPDATE_STATE(
1970 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
1973 TEST(SchedulerStateMachineTest, TestAnimateBeforeCommit) {
1974 SchedulerSettings default_scheduler_settings;
1975 StateMachine state(default_scheduler_settings);
1976 SET_UP_STATE(state)
1978 // Check that animations are updated before we start a commit.
1979 state.SetNeedsAnimate();
1980 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1981 state.SetNeedsBeginMainFrame();
1982 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
1983 EXPECT_TRUE(state.BeginFrameNeeded());
1985 state.OnBeginImplFrame();
1986 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
1987 EXPECT_ACTION_UPDATE_STATE(
1988 SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
1990 state.OnBeginImplFrameDeadlinePending();
1991 state.OnBeginImplFrameDeadline();
1992 EXPECT_ACTION_UPDATE_STATE(
1993 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
1996 TEST(SchedulerStateMachineTest, TestAnimateAfterCommitBeforeDraw) {
1997 SchedulerSettings default_scheduler_settings;
1998 StateMachine state(default_scheduler_settings);
1999 SET_UP_STATE(state)
2001 // Check that animations are updated before we start a commit.
2002 state.SetNeedsAnimate();
2003 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
2004 state.SetNeedsBeginMainFrame();
2005 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
2006 EXPECT_TRUE(state.BeginFrameNeeded());
2008 state.OnBeginImplFrame();
2009 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
2010 EXPECT_ACTION_UPDATE_STATE(
2011 SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
2013 state.NotifyBeginMainFrameStarted();
2014 state.NotifyReadyToCommit();
2015 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT);
2017 state.OnBeginImplFrameDeadlinePending();
2018 state.OnBeginImplFrameDeadline();
2019 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
2020 EXPECT_ACTION_UPDATE_STATE(
2021 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
2024 TEST(SchedulerStateMachineTest, TestSetNeedsAnimateAfterAnimate) {
2025 SchedulerSettings default_scheduler_settings;
2026 StateMachine state(default_scheduler_settings);
2027 SET_UP_STATE(state)
2029 // Test requesting an animation after we have already animated during this
2030 // frame.
2031 state.SetNeedsRedraw(true);
2032 EXPECT_TRUE(state.BeginFrameNeeded());
2033 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
2035 state.OnBeginImplFrame();
2036 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE);
2038 state.SetNeedsAnimate();
2039 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
2041 state.OnBeginImplFrameDeadline();
2042 EXPECT_ACTION_UPDATE_STATE(
2043 SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE);
2046 TEST(SchedulerStateMachineTest, TestForwardBeginFramesToChildren) {
2047 SchedulerSettings settings;
2048 StateMachine state(settings);
2049 SET_UP_STATE(state)
2051 EXPECT_FALSE(state.BeginFrameNeeded());
2052 state.SetChildrenNeedBeginFrames(true);
2053 EXPECT_TRUE(state.BeginFrameNeeded());
2056 TEST(SchedulerStateMachineTest, TestDeferCommit) {
2057 SchedulerSettings settings;
2058 StateMachine state(settings);
2059 SET_UP_STATE(state)
2061 state.SetDeferCommits(true);
2063 state.SetNeedsBeginMainFrame();
2064 EXPECT_FALSE(state.BeginFrameNeeded());
2065 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
2067 state.OnBeginImplFrame();
2068 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
2070 state.OnBeginImplFrameDeadline();
2071 EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE);
2073 state.SetDeferCommits(false);
2074 state.OnBeginImplFrame();
2075 EXPECT_ACTION_UPDATE_STATE(
2076 SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME);
2079 TEST(SchedulerStateMachineTest, EarlyOutCommitWantsProactiveBeginFrame) {
2080 SchedulerSettings settings;
2081 StateMachine state(settings);
2082 SET_UP_STATE(state);
2084 EXPECT_FALSE(state.ProactiveBeginFrameWanted());
2085 bool commit_has_no_updates = true;
2086 state.WillCommit(commit_has_no_updates);
2087 EXPECT_TRUE(state.ProactiveBeginFrameWanted());
2088 state.OnBeginImplFrame();
2089 EXPECT_FALSE(state.ProactiveBeginFrameWanted());
2092 } // namespace
2093 } // namespace cc