// Copyright 2011 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #include "config.h" #include "CCFrameRateController.h" #include "CCSchedulerTestCommon.h" #include using namespace cc; using namespace WebKitTests; using namespace WTF; namespace { class FakeCCFrameRateControllerClient : public cc::CCFrameRateControllerClient { public: FakeCCFrameRateControllerClient() { reset(); } void reset() { m_vsyncTicked = false; } bool vsyncTicked() const { return m_vsyncTicked; } virtual void vsyncTick(bool throttled) { m_vsyncTicked = !throttled; } protected: bool m_vsyncTicked; }; TEST(CCFrameRateControllerTest, TestFrameThrottling_ImmediateAck) { FakeCCThread thread; FakeCCFrameRateControllerClient client; base::TimeDelta interval = base::TimeDelta::FromMicroseconds(base::Time::kMicrosecondsPerSecond / 60); RefPtr timeSource = FakeCCDelayBasedTimeSource::create(interval, &thread); CCFrameRateController controller(timeSource); controller.setClient(&client); controller.setActive(true); base::TimeTicks elapsed; // Muck around with time a bit // Trigger one frame, make sure the vsync callback is called elapsed += base::TimeDelta::FromMilliseconds(thread.pendingDelayMs()); timeSource->setNow(elapsed); thread.runPendingTask(); EXPECT_TRUE(client.vsyncTicked()); client.reset(); // Tell the controller we drew controller.didBeginFrame(); // Tell the controller the frame ended 5ms later timeSource->setNow(timeSource->now() + base::TimeDelta::FromMilliseconds(5)); controller.didFinishFrame(); // Trigger another frame, make sure vsync runs again elapsed += base::TimeDelta::FromMilliseconds(thread.pendingDelayMs()); EXPECT_TRUE(elapsed >= timeSource->now()); // Sanity check that previous code didn't move time backward. timeSource->setNow(elapsed); thread.runPendingTask(); EXPECT_TRUE(client.vsyncTicked()); } TEST(CCFrameRateControllerTest, TestFrameThrottling_TwoFramesInFlight) { FakeCCThread thread; FakeCCFrameRateControllerClient client; base::TimeDelta interval = base::TimeDelta::FromMicroseconds(base::Time::kMicrosecondsPerSecond / 60); RefPtr timeSource = FakeCCDelayBasedTimeSource::create(interval, &thread); CCFrameRateController controller(timeSource); controller.setClient(&client); controller.setActive(true); controller.setMaxFramesPending(2); base::TimeTicks elapsed; // Muck around with time a bit // Trigger one frame, make sure the vsync callback is called elapsed += base::TimeDelta::FromMilliseconds(thread.pendingDelayMs()); timeSource->setNow(elapsed); thread.runPendingTask(); EXPECT_TRUE(client.vsyncTicked()); client.reset(); // Tell the controller we drew controller.didBeginFrame(); // Trigger another frame, make sure vsync callback runs again elapsed += base::TimeDelta::FromMilliseconds(thread.pendingDelayMs()); EXPECT_TRUE(elapsed >= timeSource->now()); // Sanity check that previous code didn't move time backward. timeSource->setNow(elapsed); thread.runPendingTask(); EXPECT_TRUE(client.vsyncTicked()); client.reset(); // Tell the controller we drew, again. controller.didBeginFrame(); // Trigger another frame. Since two frames are pending, we should not draw. elapsed += base::TimeDelta::FromMilliseconds(thread.pendingDelayMs()); EXPECT_TRUE(elapsed >= timeSource->now()); // Sanity check that previous code didn't move time backward. timeSource->setNow(elapsed); thread.runPendingTask(); EXPECT_FALSE(client.vsyncTicked()); // Tell the controller the first frame ended 5ms later timeSource->setNow(timeSource->now() + base::TimeDelta::FromMilliseconds(5)); controller.didFinishFrame(); // Tick should not have been called EXPECT_FALSE(client.vsyncTicked()); // Trigger yet another frame. Since one frames is pending, another vsync callback should run. elapsed += base::TimeDelta::FromMilliseconds(thread.pendingDelayMs()); EXPECT_TRUE(elapsed >= timeSource->now()); // Sanity check that previous code didn't move time backward. timeSource->setNow(elapsed); thread.runPendingTask(); EXPECT_TRUE(client.vsyncTicked()); } TEST(CCFrameRateControllerTest, TestFrameThrottling_Unthrottled) { FakeCCThread thread; FakeCCFrameRateControllerClient client; CCFrameRateController controller(&thread); controller.setClient(&client); controller.setMaxFramesPending(2); // setActive triggers 1st frame, make sure the vsync callback is called controller.setActive(true); thread.runPendingTask(); EXPECT_TRUE(client.vsyncTicked()); client.reset(); // Even if we don't call didBeginFrame, CCFrameRateController should // still attempt to vsync tick multiple times until it does result in // a didBeginFrame. thread.runPendingTask(); EXPECT_TRUE(client.vsyncTicked()); client.reset(); thread.runPendingTask(); EXPECT_TRUE(client.vsyncTicked()); client.reset(); // didBeginFrame triggers 2nd frame, make sure the vsync callback is called controller.didBeginFrame(); thread.runPendingTask(); EXPECT_TRUE(client.vsyncTicked()); client.reset(); // didBeginFrame triggers 3rd frame (> maxFramesPending), make sure the vsync callback is NOT called controller.didBeginFrame(); thread.runPendingTask(); EXPECT_FALSE(client.vsyncTicked()); client.reset(); // Make sure there is no pending task since we can't do anything until we receive a didFinishFrame anyway. EXPECT_FALSE(thread.hasPendingTask()); // didFinishFrame triggers a frame, make sure the vsync callback is called controller.didFinishFrame(); thread.runPendingTask(); EXPECT_TRUE(client.vsyncTicked()); } }