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authorreveman@chromium.org <reveman@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2012-09-15 01:35:33 +0000
committerreveman@chromium.org <reveman@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2012-09-15 01:35:33 +0000
commit888ef8ef2cec50e9581ac509e060fc70e7cf8a94 (patch)
tree03f0093d40dde65aca3008d379e5696bc352286d /cc/CCSchedulerStateMachineTest.cpp
parenta296cb1758be68d6539b4fc488fbdb2d8bf07bf4 (diff)
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cc: Remove awareness of incremental updates from state machine.
CCScheduler handles incremental resources updates based on amount of time until next vsync tick. We currently get no benefit from having CCSchedulerStateMachine aware of these incremental updates. This cleans up both CCScheduler and CCSchedulerStateMachine be removing incremental update awareness from CCSchedulerStateMachine. WebKit bug: https://bugs.webkit.org/show_bug.cgi?id=95290 BUG= TEST=cc_unittests Review URL: https://chromiumcodereview.appspot.com/10913261 git-svn-id: svn://svn.chromium.org/chrome/trunk/src@156950 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'cc/CCSchedulerStateMachineTest.cpp')
-rw-r--r--cc/CCSchedulerStateMachineTest.cpp182
1 files changed, 61 insertions, 121 deletions
diff --git a/cc/CCSchedulerStateMachineTest.cpp b/cc/CCSchedulerStateMachineTest.cpp
index 86238bc..2c197b5 100644
--- a/cc/CCSchedulerStateMachineTest.cpp
+++ b/cc/CCSchedulerStateMachineTest.cpp
@@ -43,8 +43,8 @@ public:
bool insideVSync() const { return m_insideVSync; }
bool visible() const { return m_visible; }
- void setUpdateMoreResourcesPending(bool b) { m_updateMoreResourcesPending = b; }
- bool updateMoreResourcesPending() const { return m_updateMoreResourcesPending; }
+ void setUpdateResourcesCompletePending(bool b) { m_updateResourcesCompletePending = b; }
+ bool updateResourcesCompletePending() const { return m_updateResourcesCompletePending; }
};
TEST(CCSchedulerStateMachineTest, TestNextActionBeginsFrameIfNeeded)
@@ -56,7 +56,7 @@ TEST(CCSchedulerStateMachineTest, TestNextActionBeginsFrameIfNeeded)
state.setCanBeginFrame(true);
state.setNeedsRedraw(false);
state.setNeedsCommit(false);
- state.setUpdateMoreResourcesPending(false);
+ state.setUpdateResourcesCompletePending(false);
state.setVisible(true);
EXPECT_FALSE(state.vsyncCallbackNeeded());
@@ -74,7 +74,7 @@ TEST(CCSchedulerStateMachineTest, TestNextActionBeginsFrameIfNeeded)
state.setCommitState(CCSchedulerStateMachine::COMMIT_STATE_IDLE);
state.setNeedsRedraw(false);
state.setNeedsCommit(false);
- state.setUpdateMoreResourcesPending(false);
+ state.setUpdateResourcesCompletePending(false);
state.setVisible(true);
EXPECT_FALSE(state.vsyncCallbackNeeded());
@@ -94,7 +94,7 @@ TEST(CCSchedulerStateMachineTest, TestNextActionBeginsFrameIfNeeded)
state.setCanBeginFrame(true);
state.setNeedsRedraw(false);
state.setNeedsCommit(true);
- state.setUpdateMoreResourcesPending(false);
+ state.setUpdateResourcesCompletePending(false);
state.setVisible(true);
EXPECT_FALSE(state.vsyncCallbackNeeded());
}
@@ -204,10 +204,10 @@ TEST(CCSchedulerStateMachineTest, TestCommitAfterFailedDrawAllowsDrawInSameFrame
EXPECT_TRUE(state.commitPending());
// Finish the commit.
- state.beginFrameComplete();
- EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES, state.nextAction());
- state.updateState(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES);
- state.beginUpdateMoreResourcesComplete(false);
+ state.beginFrameComplete(true);
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_RESOURCES, state.nextAction());
+ state.updateState(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_RESOURCES);
+ state.updateResourcesComplete();
EXPECT_EQ(CCSchedulerStateMachine::ACTION_COMMIT, state.nextAction());
state.updateState(CCSchedulerStateMachine::ACTION_COMMIT);
EXPECT_TRUE(state.redrawPending());
@@ -256,10 +256,10 @@ TEST(CCSchedulerStateMachineTest, TestCommitAfterFailedAndSuccessfulDrawDoesNotA
EXPECT_TRUE(state.commitPending());
// Finish the commit.
- state.beginFrameComplete();
- EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES, state.nextAction());
- state.updateState(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES);
- state.beginUpdateMoreResourcesComplete(false);
+ state.beginFrameComplete(true);
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_RESOURCES, state.nextAction());
+ state.updateState(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_RESOURCES);
+ state.updateResourcesComplete();
EXPECT_EQ(CCSchedulerStateMachine::ACTION_COMMIT, state.nextAction());
state.updateState(CCSchedulerStateMachine::ACTION_COMMIT);
EXPECT_TRUE(state.redrawPending());
@@ -299,10 +299,10 @@ TEST(CCSchedulerStateMachineTest, TestFailedDrawsWillEventuallyForceADrawAfterTh
// Finish the commit. Note, we should not yet be forcing a draw, but should
// continue the commit as usual.
- state.beginFrameComplete();
- EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES, state.nextAction());
- state.updateState(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES);
- state.beginUpdateMoreResourcesComplete(false);
+ state.beginFrameComplete(true);
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_RESOURCES, state.nextAction());
+ state.updateState(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_RESOURCES);
+ state.updateResourcesComplete();
EXPECT_EQ(CCSchedulerStateMachine::ACTION_COMMIT, state.nextAction());
state.updateState(CCSchedulerStateMachine::ACTION_COMMIT);
EXPECT_TRUE(state.redrawPending());
@@ -417,25 +417,25 @@ TEST(CCSchedulerStateMachineTest, TestNextActionDrawsOnVSync)
// Case 1: needsCommit=false updateMoreResourcesPending=false.
state.setNeedsCommit(false);
- state.setUpdateMoreResourcesPending(false);
+ state.setUpdateResourcesCompletePending(false);
EXPECT_TRUE(state.vsyncCallbackNeeded());
EXPECT_EQ(expectedAction, state.nextAction());
// Case 2: needsCommit=false updateMoreResourcesPending=true.
state.setNeedsCommit(false);
- state.setUpdateMoreResourcesPending(true);
+ state.setUpdateResourcesCompletePending(true);
EXPECT_TRUE(state.vsyncCallbackNeeded());
EXPECT_EQ(expectedAction, state.nextAction());
// Case 3: needsCommit=true updateMoreResourcesPending=false.
state.setNeedsCommit(true);
- state.setUpdateMoreResourcesPending(false);
+ state.setUpdateResourcesCompletePending(false);
EXPECT_TRUE(state.vsyncCallbackNeeded());
EXPECT_EQ(expectedAction, state.nextAction());
// Case 4: needsCommit=true updateMoreResourcesPending=true.
state.setNeedsCommit(true);
- state.setUpdateMoreResourcesPending(true);
+ state.setUpdateResourcesCompletePending(true);
EXPECT_TRUE(state.vsyncCallbackNeeded());
EXPECT_EQ(expectedAction, state.nextAction());
}
@@ -458,22 +458,22 @@ TEST(CCSchedulerStateMachineTest, TestNoCommitStatesRedrawWhenInvisible)
// Case 1: needsCommit=false updateMoreResourcesPending=false.
state.setNeedsCommit(false);
- state.setUpdateMoreResourcesPending(false);
+ state.setUpdateResourcesCompletePending(false);
EXPECT_NE(CCSchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.nextAction());
// Case 2: needsCommit=false updateMoreResourcesPending=true.
state.setNeedsCommit(false);
- state.setUpdateMoreResourcesPending(true);
+ state.setUpdateResourcesCompletePending(true);
EXPECT_NE(CCSchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.nextAction());
// Case 3: needsCommit=true updateMoreResourcesPending=false.
state.setNeedsCommit(true);
- state.setUpdateMoreResourcesPending(false);
+ state.setUpdateResourcesCompletePending(false);
EXPECT_NE(CCSchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.nextAction());
// Case 4: needsCommit=true updateMoreResourcesPending=true.
state.setNeedsCommit(true);
- state.setUpdateMoreResourcesPending(true);
+ state.setUpdateResourcesCompletePending(true);
EXPECT_NE(CCSchedulerStateMachine::ACTION_DRAW_IF_POSSIBLE, state.nextAction());
}
}
@@ -506,7 +506,7 @@ TEST(CCSchedulerStateMachineTest, TestCanRedrawWithWaitingForFirstDrawMakesProgr
state.setCanBeginFrame(true);
state.setNeedsCommit(true);
state.setNeedsRedraw(true);
- state.setUpdateMoreResourcesPending(false);
+ state.setUpdateResourcesCompletePending(false);
state.setVisible(true);
state.setCanDraw(false);
EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_FRAME, state.nextAction());
@@ -519,15 +519,15 @@ TEST(CCSchedulerStateMachineTest, TestVsyncCallbackNeededOnCanDrawAndResourceUpd
state.setCanBeginFrame(true);
state.setNeedsCommit(true);
state.setNeedsRedraw(true);
- state.setUpdateMoreResourcesPending(false);
+ state.setUpdateResourcesCompletePending(false);
state.setVisible(true);
state.setCanDraw(false);
EXPECT_FALSE(state.vsyncCallbackNeeded());
- state.setUpdateMoreResourcesPending(true);
+ state.setUpdateResourcesCompletePending(true);
EXPECT_TRUE(state.vsyncCallbackNeeded());
- state.setUpdateMoreResourcesPending(false);
+ state.setUpdateResourcesCompletePending(false);
EXPECT_FALSE(state.vsyncCallbackNeeded());
state.setCanDraw(true);
@@ -539,17 +539,17 @@ TEST(CCSchedulerStateMachineTest, TestUpdates_NoRedraw_OneRoundOfUpdates)
StateMachine state;
state.setCommitState(CCSchedulerStateMachine::COMMIT_STATE_UPDATING_RESOURCES);
state.setNeedsRedraw(false);
- state.setUpdateMoreResourcesPending(false);
+ state.setUpdateResourcesCompletePending(false);
state.setVisible(true);
state.setCanDraw(true);
// Verify we begin update, both for vsync and not vsync.
- EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES, state.nextAction());
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_RESOURCES, state.nextAction());
state.didEnterVSync();
- EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES, state.nextAction());
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_RESOURCES, state.nextAction());
// Begin an update.
- state.updateState(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES);
+ state.updateState(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_RESOURCES);
// Verify we don't do anything, both for vsync and not vsync.
state.didLeaveVSync();
@@ -558,55 +558,11 @@ TEST(CCSchedulerStateMachineTest, TestUpdates_NoRedraw_OneRoundOfUpdates)
EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
// End update with no more updates pending.
- state.beginUpdateMoreResourcesComplete(false);
+ state.updateResourcesComplete();
state.didLeaveVSync();
EXPECT_EQ(CCSchedulerStateMachine::ACTION_COMMIT, state.nextAction());
}
-TEST(CCSchedulerStateMachineTest, TestUpdates_NoRedraw_TwoRoundsOfUpdates)
-{
- StateMachine state;
- state.setCommitState(CCSchedulerStateMachine::COMMIT_STATE_UPDATING_RESOURCES);
- state.setNeedsRedraw(false);
- state.setUpdateMoreResourcesPending(false);
- state.setVisible(true);
- state.setCanDraw(true);
-
- // Verify the update begins, both for vsync and not vsync.
- state.didEnterVSync();
- EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES, state.nextAction());
- state.didLeaveVSync();
- EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES, state.nextAction());
-
- // Begin an update.
- state.updateState(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES);
-
- // Verify we do nothing, both for vsync and not vsync.
- EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
- state.didEnterVSync();
- EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
-
- // Ack the update with more pending.
- state.beginUpdateMoreResourcesComplete(true);
-
- // Verify we update more, both for vsync and not vsync.
- state.didLeaveVSync();
- EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES, state.nextAction());
- state.didEnterVSync();
- EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES, state.nextAction());
-
- // Begin another update, while inside vsync. And, it updating.
- state.updateState(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES);
- state.beginUpdateMoreResourcesComplete(false);
-
- // Make sure we commit, independent of vsync.
- state.didLeaveVSync();
- EXPECT_EQ(CCSchedulerStateMachine::ACTION_COMMIT, state.nextAction());
- state.didEnterVSync();
- EXPECT_EQ(CCSchedulerStateMachine::ACTION_COMMIT, state.nextAction());
-}
-
-
TEST(CCSchedulerStateMachineTest, TestVSyncNeededWhenUpdatesPendingButInvisible)
{
StateMachine state;
@@ -614,10 +570,10 @@ TEST(CCSchedulerStateMachineTest, TestVSyncNeededWhenUpdatesPendingButInvisible)
state.setCommitState(CCSchedulerStateMachine::COMMIT_STATE_UPDATING_RESOURCES);
state.setNeedsRedraw(false);
state.setVisible(false);
- state.setUpdateMoreResourcesPending(true);
+ state.setUpdateResourcesCompletePending(true);
EXPECT_TRUE(state.vsyncCallbackNeeded());
- state.setUpdateMoreResourcesPending(false);
+ state.setUpdateResourcesCompletePending(false);
EXPECT_TRUE(state.vsyncCallbackNeeded());
}
@@ -626,13 +582,13 @@ TEST(CCSchedulerStateMachineTest, TestUpdates_WithRedraw_OneRoundOfUpdates)
StateMachine state;
state.setCommitState(CCSchedulerStateMachine::COMMIT_STATE_UPDATING_RESOURCES);
state.setNeedsRedraw(true);
- state.setUpdateMoreResourcesPending(false);
+ state.setUpdateResourcesCompletePending(false);
state.setVisible(true);
state.setCanDraw(true);
- EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES, state.nextAction());
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_RESOURCES, state.nextAction());
// Begin an update.
- state.updateState(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES);
+ state.updateState(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_RESOURCES);
// Ensure we draw on the next vsync even though an update is in-progress.
state.didEnterVSync();
@@ -645,23 +601,7 @@ TEST(CCSchedulerStateMachineTest, TestUpdates_WithRedraw_OneRoundOfUpdates)
// Leave the vsync before we finish the update.
state.didLeaveVSync();
-
- // Finish update but leave more resources pending.
- state.beginUpdateMoreResourcesComplete(true);
-
- // Verify that regardless of vsync, we update some more.
- state.didLeaveVSync();
- EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES, state.nextAction());
- state.didEnterVSync();
- EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES, state.nextAction());
- state.didEnterVSync();
- EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES, state.nextAction());
-
- // Begin another update. Finish it immediately. Inside the vsync.
- state.didEnterVSync();
- state.updateState(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES);
- state.didLeaveVSync();
- state.beginUpdateMoreResourcesComplete(false);
+ state.updateResourcesComplete();
// Verify we commit regardless of vsync state
state.didLeaveVSync();
@@ -688,12 +628,12 @@ TEST(CCSchedulerStateMachineTest, TestSetNeedsCommitIsNotLost)
EXPECT_TRUE(state.needsCommit());
// Let the frame finish.
- state.beginFrameComplete();
+ state.beginFrameComplete(true);
EXPECT_EQ(CCSchedulerStateMachine::COMMIT_STATE_UPDATING_RESOURCES, state.commitState());
- EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES, state.nextAction());
- state.updateState(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES);
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_RESOURCES, state.nextAction());
+ state.updateState(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_RESOURCES);
EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
- state.beginUpdateMoreResourcesComplete(false);
+ state.updateResourcesComplete();
EXPECT_EQ(CCSchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, state.commitState());
// Expect to commit regardless of vsync state.
@@ -732,13 +672,13 @@ TEST(CCSchedulerStateMachineTest, TestFullCycle)
EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
// Tell the scheduler the frame finished.
- state.beginFrameComplete();
+ state.beginFrameComplete(true);
EXPECT_EQ(CCSchedulerStateMachine::COMMIT_STATE_UPDATING_RESOURCES, state.commitState());
- EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES, state.nextAction());
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_RESOURCES, state.nextAction());
// Tell the scheduler the update began and finished
- state.updateState(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES);
- state.beginUpdateMoreResourcesComplete(false);
+ state.updateState(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_RESOURCES);
+ state.updateResourcesComplete();
EXPECT_EQ(CCSchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, state.commitState());
EXPECT_EQ(CCSchedulerStateMachine::ACTION_COMMIT, state.nextAction());
@@ -785,13 +725,13 @@ TEST(CCSchedulerStateMachineTest, TestFullCycleWithCommitRequestInbetween)
EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
// Tell the scheduler the frame finished.
- state.beginFrameComplete();
+ state.beginFrameComplete(true);
EXPECT_EQ(CCSchedulerStateMachine::COMMIT_STATE_UPDATING_RESOURCES, state.commitState());
- EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES, state.nextAction());
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_RESOURCES, state.nextAction());
// Tell the scheduler the update began and finished
- state.updateState(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES);
- state.beginUpdateMoreResourcesComplete(false);
+ state.updateState(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_RESOURCES);
+ state.updateResourcesComplete();
EXPECT_EQ(CCSchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, state.commitState());
EXPECT_EQ(CCSchedulerStateMachine::ACTION_COMMIT, state.nextAction());
@@ -949,11 +889,11 @@ TEST(CCSchedulerStateMachineTest, TestContextLostWhileCommitInProgress)
EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
// Finish the frame, update resources, and commit.
- state.beginFrameComplete();
- EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES, state.nextAction());
+ state.beginFrameComplete(true);
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_RESOURCES, state.nextAction());
state.updateState(state.nextAction());
EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
- state.beginUpdateMoreResourcesComplete(false);
+ state.updateResourcesComplete();
EXPECT_EQ(CCSchedulerStateMachine::ACTION_COMMIT, state.nextAction());
state.updateState(state.nextAction());
@@ -997,11 +937,11 @@ TEST(CCSchedulerStateMachineTest, TestContextLostWhileCommitInProgressAndAnother
EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
// Finish the frame, update resources, and commit.
- state.beginFrameComplete();
- EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES, state.nextAction());
+ state.beginFrameComplete(true);
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_RESOURCES, state.nextAction());
state.updateState(state.nextAction());
EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
- state.beginUpdateMoreResourcesComplete(false);
+ state.updateResourcesComplete();
EXPECT_EQ(CCSchedulerStateMachine::ACTION_COMMIT, state.nextAction());
state.updateState(state.nextAction());
@@ -1076,11 +1016,11 @@ TEST(CCSchedulerStateMachineTest, TestBeginFrameWhenCommitInProgress)
state.setNeedsCommit(true);
state.setNeedsForcedCommit(true);
- state.beginFrameComplete();
- EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_MORE_RESOURCES, state.nextAction());
+ state.beginFrameComplete(true);
+ EXPECT_EQ(CCSchedulerStateMachine::ACTION_BEGIN_UPDATE_RESOURCES, state.nextAction());
state.updateState(state.nextAction());
EXPECT_EQ(CCSchedulerStateMachine::ACTION_NONE, state.nextAction());
- state.beginUpdateMoreResourcesComplete(false);
+ state.updateResourcesComplete();
EXPECT_EQ(CCSchedulerStateMachine::ACTION_COMMIT, state.nextAction());
state.updateState(state.nextAction());