// Copyright 2013 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #include "cc/resources/tile.h" #include "cc/resources/tile_priority.h" #include "cc/test/fake_impl_proxy.h" #include "cc/test/fake_layer_tree_host_impl.h" #include "cc/test/fake_output_surface.h" #include "cc/test/fake_output_surface_client.h" #include "cc/test/fake_picture_layer_impl.h" #include "cc/test/fake_picture_pile_impl.h" #include "cc/test/fake_tile_manager.h" #include "cc/test/impl_side_painting_settings.h" #include "cc/test/test_shared_bitmap_manager.h" #include "cc/test/test_tile_priorities.h" #include "cc/trees/layer_tree_impl.h" #include "testing/gtest/include/gtest/gtest.h" namespace cc { namespace { class TileManagerTest : public testing::TestWithParam, public TileManagerClient { public: typedef std::vector > TileVector; TileManagerTest() : memory_limit_policy_(ALLOW_ANYTHING), max_tiles_(0), ready_to_activate_(false) {} void Initialize(int max_tiles, TileMemoryLimitPolicy memory_limit_policy, TreePriority tree_priority) { output_surface_ = FakeOutputSurface::Create3d(); CHECK(output_surface_->BindToClient(&output_surface_client_)); shared_bitmap_manager_.reset(new TestSharedBitmapManager()); resource_provider_ = ResourceProvider::Create( output_surface_.get(), shared_bitmap_manager_.get(), 0, false, 1, false); resource_pool_ = ResourcePool::Create( resource_provider_.get(), GL_TEXTURE_2D, RGBA_8888); tile_manager_ = make_scoped_ptr(new FakeTileManager(this, resource_pool_.get())); memory_limit_policy_ = memory_limit_policy; max_tiles_ = max_tiles; picture_pile_ = FakePicturePileImpl::CreateInfiniteFilledPile(); SetTreePriority(tree_priority); } void SetTreePriority(TreePriority tree_priority) { GlobalStateThatImpactsTilePriority state; gfx::Size tile_size = settings_.default_tile_size; if (UsingMemoryLimit()) { state.soft_memory_limit_in_bytes = max_tiles_ * 4 * tile_size.width() * tile_size.height(); state.num_resources_limit = 100; } else { state.soft_memory_limit_in_bytes = 100 * 1000 * 1000; state.num_resources_limit = max_tiles_; } state.hard_memory_limit_in_bytes = state.soft_memory_limit_in_bytes * 2; state.memory_limit_policy = memory_limit_policy_; state.tree_priority = tree_priority; global_state_ = state; resource_pool_->SetResourceUsageLimits(state.soft_memory_limit_in_bytes, state.soft_memory_limit_in_bytes, state.num_resources_limit); tile_manager_->SetGlobalStateForTesting(state); } virtual void TearDown() OVERRIDE { tile_manager_.reset(NULL); picture_pile_ = NULL; testing::Test::TearDown(); } // TileManagerClient implementation. virtual const std::vector& GetPictureLayers() OVERRIDE { return picture_layers_; } virtual void NotifyReadyToActivate() OVERRIDE { ready_to_activate_ = true; } virtual void NotifyTileStateChanged(const Tile* tile) OVERRIDE {} TileVector CreateTilesWithSize(int count, TilePriority active_priority, TilePriority pending_priority, const gfx::Size& tile_size) { TileVector tiles; for (int i = 0; i < count; ++i) { scoped_refptr tile = tile_manager_->CreateTile(picture_pile_.get(), tile_size, gfx::Rect(), gfx::Rect(), 1.0, 0, 0, 0); tile->SetPriority(ACTIVE_TREE, active_priority); tile->SetPriority(PENDING_TREE, pending_priority); tiles.push_back(tile); } return tiles; } TileVector CreateTiles(int count, TilePriority active_priority, TilePriority pending_priority) { return CreateTilesWithSize( count, active_priority, pending_priority, settings_.default_tile_size); } FakeTileManager* tile_manager() { return tile_manager_.get(); } int AssignedMemoryCount(const TileVector& tiles) { int has_memory_count = 0; for (TileVector::const_iterator it = tiles.begin(); it != tiles.end(); ++it) { if (tile_manager_->HasBeenAssignedMemory(*it)) ++has_memory_count; } return has_memory_count; } bool ready_to_activate() const { return ready_to_activate_; } // The parametrization specifies whether the max tile limit should // be applied to memory or resources. bool UsingResourceLimit() { return !GetParam(); } bool UsingMemoryLimit() { return GetParam(); } protected: GlobalStateThatImpactsTilePriority global_state_; private: LayerTreeSettings settings_; scoped_ptr tile_manager_; scoped_refptr picture_pile_; FakeOutputSurfaceClient output_surface_client_; scoped_ptr output_surface_; scoped_ptr shared_bitmap_manager_; scoped_ptr resource_provider_; scoped_ptr resource_pool_; TileMemoryLimitPolicy memory_limit_policy_; int max_tiles_; bool ready_to_activate_; std::vector picture_layers_; }; TEST_P(TileManagerTest, EnoughMemoryAllowAnything) { // A few tiles of each type of priority, with enough memory for all tiles. Initialize(10, ALLOW_ANYTHING, SMOOTHNESS_TAKES_PRIORITY); TileVector active_now = CreateTiles(3, TilePriorityForNowBin(), TilePriority()); TileVector pending_now = CreateTiles(3, TilePriority(), TilePriorityForNowBin()); TileVector active_pending_soon = CreateTiles(3, TilePriorityForSoonBin(), TilePriorityForSoonBin()); TileVector never_bin = CreateTiles(1, TilePriority(), TilePriority()); tile_manager()->AssignMemoryToTiles(global_state_); EXPECT_EQ(3, AssignedMemoryCount(active_now)); EXPECT_EQ(3, AssignedMemoryCount(pending_now)); EXPECT_EQ(3, AssignedMemoryCount(active_pending_soon)); EXPECT_EQ(0, AssignedMemoryCount(never_bin)); } TEST_P(TileManagerTest, EnoughMemoryAllowPrepaintOnly) { // A few tiles of each type of priority, with enough memory for all tiles, // with the exception of never bin. Initialize(10, ALLOW_PREPAINT_ONLY, SMOOTHNESS_TAKES_PRIORITY); TileVector active_now = CreateTiles(3, TilePriorityForNowBin(), TilePriority()); TileVector pending_now = CreateTiles(3, TilePriority(), TilePriorityForNowBin()); TileVector active_pending_soon = CreateTiles(3, TilePriorityForSoonBin(), TilePriorityForSoonBin()); TileVector never_bin = CreateTiles(1, TilePriority(), TilePriority()); tile_manager()->AssignMemoryToTiles(global_state_); EXPECT_EQ(3, AssignedMemoryCount(active_now)); EXPECT_EQ(3, AssignedMemoryCount(pending_now)); EXPECT_EQ(3, AssignedMemoryCount(active_pending_soon)); EXPECT_EQ(0, AssignedMemoryCount(never_bin)); } TEST_P(TileManagerTest, EnoughMemoryPendingLowResAllowAbsoluteMinimum) { // A few low-res tiles required for activation, with enough memory for all // tiles. Initialize(5, ALLOW_ABSOLUTE_MINIMUM, SAME_PRIORITY_FOR_BOTH_TREES); TileVector pending_low_res = CreateTiles(5, TilePriority(), TilePriorityLowRes()); tile_manager()->AssignMemoryToTiles(global_state_); EXPECT_EQ(5, AssignedMemoryCount(pending_low_res)); } TEST_P(TileManagerTest, EnoughMemoryAllowAbsoluteMinimum) { // A few tiles of each type of priority, with enough memory for all tiles, // with the exception of never and soon bins. Initialize(10, ALLOW_ABSOLUTE_MINIMUM, SMOOTHNESS_TAKES_PRIORITY); TileVector active_now = CreateTiles(3, TilePriorityForNowBin(), TilePriority()); TileVector pending_now = CreateTiles(3, TilePriority(), TilePriorityForNowBin()); TileVector active_pending_soon = CreateTiles(3, TilePriorityForSoonBin(), TilePriorityForSoonBin()); TileVector never_bin = CreateTiles(1, TilePriority(), TilePriority()); tile_manager()->AssignMemoryToTiles(global_state_); EXPECT_EQ(3, AssignedMemoryCount(active_now)); EXPECT_EQ(3, AssignedMemoryCount(pending_now)); EXPECT_EQ(0, AssignedMemoryCount(active_pending_soon)); EXPECT_EQ(0, AssignedMemoryCount(never_bin)); } TEST_P(TileManagerTest, EnoughMemoryAllowNothing) { // A few tiles of each type of priority, with enough memory for all tiles, // but allow nothing should not assign any memory. Initialize(10, ALLOW_NOTHING, SMOOTHNESS_TAKES_PRIORITY); TileVector active_now = CreateTiles(3, TilePriorityForNowBin(), TilePriority()); TileVector pending_now = CreateTiles(3, TilePriority(), TilePriorityForNowBin()); TileVector active_pending_soon = CreateTiles(3, TilePriorityForSoonBin(), TilePriorityForSoonBin()); TileVector never_bin = CreateTiles(1, TilePriority(), TilePriority()); tile_manager()->AssignMemoryToTiles(global_state_); EXPECT_EQ(0, AssignedMemoryCount(active_now)); EXPECT_EQ(0, AssignedMemoryCount(pending_now)); EXPECT_EQ(0, AssignedMemoryCount(active_pending_soon)); EXPECT_EQ(0, AssignedMemoryCount(never_bin)); } TEST_P(TileManagerTest, PartialOOMMemoryToPending) { // 5 tiles on active tree eventually bin, 5 tiles on pending tree that are // required for activation, but only enough memory for 8 tiles. The result // is all pending tree tiles get memory, and 3 of the active tree tiles // get memory. None of these tiles is needed to avoid calimity (flickering or // raster-on-demand) so the soft memory limit is used. Initialize(8, ALLOW_ANYTHING, SMOOTHNESS_TAKES_PRIORITY); TileVector active_tree_tiles = CreateTiles(5, TilePriorityForEventualBin(), TilePriority()); TileVector pending_tree_tiles = CreateTiles(5, TilePriority(), TilePriorityRequiredForActivation()); tile_manager()->AssignMemoryToTiles(global_state_); EXPECT_EQ(5, AssignedMemoryCount(active_tree_tiles)); EXPECT_EQ(3, AssignedMemoryCount(pending_tree_tiles)); SetTreePriority(SAME_PRIORITY_FOR_BOTH_TREES); tile_manager()->AssignMemoryToTiles(global_state_); EXPECT_EQ(3, AssignedMemoryCount(active_tree_tiles)); EXPECT_EQ(5, AssignedMemoryCount(pending_tree_tiles)); } TEST_P(TileManagerTest, PartialOOMMemoryToActive) { // 5 tiles on active tree eventually bin, 5 tiles on pending tree now bin, // but only enough memory for 8 tiles. The result is all active tree tiles // get memory, and 3 of the pending tree tiles get memory. // The pending tiles are not needed to avoid calimity (flickering or // raster-on-demand) and the active tiles fit, so the soft limit is used. Initialize(8, ALLOW_ANYTHING, SMOOTHNESS_TAKES_PRIORITY); TileVector active_tree_tiles = CreateTiles(5, TilePriorityForNowBin(), TilePriority()); TileVector pending_tree_tiles = CreateTiles(5, TilePriority(), TilePriorityForNowBin()); tile_manager()->AssignMemoryToTiles(global_state_); EXPECT_EQ(5, AssignedMemoryCount(active_tree_tiles)); EXPECT_EQ(3, AssignedMemoryCount(pending_tree_tiles)); } TEST_P(TileManagerTest, TotalOOMMemoryToPending) { // 10 tiles on active tree eventually bin, 10 tiles on pending tree that are // required for activation, but only enough tiles for 4 tiles. The result // is 4 pending tree tiles get memory, and none of the active tree tiles // get memory. Initialize(4, ALLOW_ANYTHING, SMOOTHNESS_TAKES_PRIORITY); TileVector active_tree_tiles = CreateTiles(10, TilePriorityForEventualBin(), TilePriority()); TileVector pending_tree_tiles = CreateTiles(10, TilePriority(), TilePriorityRequiredForActivation()); tile_manager()->AssignMemoryToTiles(global_state_); EXPECT_EQ(4, AssignedMemoryCount(active_tree_tiles)); EXPECT_EQ(0, AssignedMemoryCount(pending_tree_tiles)); SetTreePriority(SAME_PRIORITY_FOR_BOTH_TREES); tile_manager()->AssignMemoryToTiles(global_state_); if (UsingResourceLimit()) { EXPECT_EQ(0, AssignedMemoryCount(active_tree_tiles)); EXPECT_EQ(4, AssignedMemoryCount(pending_tree_tiles)); } else { // Pending tiles are now required to avoid calimity (flickering or // raster-on-demand). Hard-limit is used and double the tiles fit. EXPECT_EQ(0, AssignedMemoryCount(active_tree_tiles)); EXPECT_EQ(8, AssignedMemoryCount(pending_tree_tiles)); } } TEST_P(TileManagerTest, TotalOOMActiveSoonMemoryToPending) { // 10 tiles on active tree soon bin, 10 tiles on pending tree that are // required for activation, but only enough tiles for 4 tiles. The result // is 4 pending tree tiles get memory, and none of the active tree tiles // get memory. Initialize(4, ALLOW_ANYTHING, SMOOTHNESS_TAKES_PRIORITY); TileVector active_tree_tiles = CreateTiles(10, TilePriorityForSoonBin(), TilePriority()); TileVector pending_tree_tiles = CreateTiles(10, TilePriority(), TilePriorityRequiredForActivation()); tile_manager()->AssignMemoryToTiles(global_state_); EXPECT_EQ(4, AssignedMemoryCount(active_tree_tiles)); EXPECT_EQ(0, AssignedMemoryCount(pending_tree_tiles)); SetTreePriority(SAME_PRIORITY_FOR_BOTH_TREES); tile_manager()->AssignMemoryToTiles(global_state_); if (UsingResourceLimit()) { EXPECT_EQ(0, AssignedMemoryCount(active_tree_tiles)); EXPECT_EQ(4, AssignedMemoryCount(pending_tree_tiles)); } else { // Pending tiles are now required to avoid calimity (flickering or // raster-on-demand). Hard-limit is used and double the tiles fit. EXPECT_EQ(0, AssignedMemoryCount(active_tree_tiles)); EXPECT_EQ(8, AssignedMemoryCount(pending_tree_tiles)); } } TEST_P(TileManagerTest, TotalOOMMemoryToActive) { // 10 tiles on active tree eventually bin, 10 tiles on pending tree now bin, // but only enough memory for 4 tiles. The result is 4 active tree tiles // get memory, and none of the pending tree tiles get memory. Initialize(4, ALLOW_ANYTHING, SMOOTHNESS_TAKES_PRIORITY); TileVector active_tree_tiles = CreateTiles(10, TilePriorityForNowBin(), TilePriority()); TileVector pending_tree_tiles = CreateTiles(10, TilePriority(), TilePriorityForNowBin()); tile_manager()->AssignMemoryToTiles(global_state_); if (UsingResourceLimit()) { EXPECT_EQ(4, AssignedMemoryCount(active_tree_tiles)); EXPECT_EQ(0, AssignedMemoryCount(pending_tree_tiles)); } else { // Active tiles are required to avoid calimity (flickering or // raster-on-demand). Hard-limit is used and double the tiles fit. EXPECT_EQ(8, AssignedMemoryCount(active_tree_tiles)); EXPECT_EQ(0, AssignedMemoryCount(pending_tree_tiles)); } } TEST_P(TileManagerTest, TotalOOMMemoryToNewContent) { // 10 tiles on active tree now bin, 10 tiles on pending tree now bin, // but only enough memory for 8 tiles. Any tile missing would cause // a calamity (flickering or raster-on-demand). Depending on mode, // we should use varying amounts of the higher hard memory limit. if (UsingResourceLimit()) return; Initialize(8, ALLOW_ANYTHING, SMOOTHNESS_TAKES_PRIORITY); TileVector active_tree_tiles = CreateTiles(10, TilePriorityForNowBin(), TilePriority()); TileVector pending_tree_tiles = CreateTiles(10, TilePriority(), TilePriorityForNowBin()); // Active tiles are required to avoid calimity. The hard-limit is used and all // active-tiles fit. No pending tiles are needed to avoid calamity so only 10 // tiles total are used. tile_manager()->AssignMemoryToTiles(global_state_); EXPECT_EQ(10, AssignedMemoryCount(active_tree_tiles)); EXPECT_EQ(0, AssignedMemoryCount(pending_tree_tiles)); // Even the hard-limit won't save us now. All tiles are required to avoid // a clamity but we only have 16. The tiles will be distribted randomly // given they are identical, in practice depending on their screen location. SetTreePriority(SAME_PRIORITY_FOR_BOTH_TREES); tile_manager()->AssignMemoryToTiles(global_state_); EXPECT_EQ(16, AssignedMemoryCount(active_tree_tiles) + AssignedMemoryCount(pending_tree_tiles)); // The pending tree is now more important. Active tiles will take higher // priority if they are ready-to-draw in practice. Importantly though, // pending tiles also utilize the hard-limit. SetTreePriority(NEW_CONTENT_TAKES_PRIORITY); tile_manager()->AssignMemoryToTiles(global_state_); EXPECT_EQ(0, AssignedMemoryCount(active_tree_tiles)); EXPECT_EQ(10, AssignedMemoryCount(pending_tree_tiles)); } TEST_P(TileManagerTest, RespectMemoryLimit) { if (UsingResourceLimit()) return; Initialize(5, ALLOW_ANYTHING, SMOOTHNESS_TAKES_PRIORITY); // We use double the tiles since the hard-limit is double. TileVector large_tiles = CreateTiles(10, TilePriorityForNowBin(), TilePriority()); size_t memory_required_bytes; size_t memory_nice_to_have_bytes; size_t memory_allocated_bytes; size_t memory_used_bytes; tile_manager()->AssignMemoryToTiles(global_state_); tile_manager()->GetMemoryStats(&memory_required_bytes, &memory_nice_to_have_bytes, &memory_allocated_bytes, &memory_used_bytes); // Allocated bytes should never be more than the memory limit. EXPECT_LE(memory_allocated_bytes, global_state_.hard_memory_limit_in_bytes); // Finish raster of large tiles. tile_manager()->UpdateVisibleTiles(); // Remove all large tiles. This will leave the memory currently // used by these tiles as unused when AssignMemoryToTiles() is called. large_tiles.clear(); // Create a new set of tiles using a different size. These tiles // can use the memory currently assigned to the large tiles but // they can't use the same resources as the size doesn't match. TileVector small_tiles = CreateTilesWithSize( 10, TilePriorityForNowBin(), TilePriority(), gfx::Size(128, 128)); tile_manager()->AssignMemoryToTiles(global_state_); tile_manager()->GetMemoryStats(&memory_required_bytes, &memory_nice_to_have_bytes, &memory_allocated_bytes, &memory_used_bytes); // Allocated bytes should never be more than the memory limit. EXPECT_LE(memory_allocated_bytes, global_state_.hard_memory_limit_in_bytes); } // If true, the max tile limit should be applied as bytes; if false, // as num_resources_limit. INSTANTIATE_TEST_CASE_P(TileManagerTests, TileManagerTest, ::testing::Values(true, false)); class TileManagerTileIteratorTest : public testing::Test { public: TileManagerTileIteratorTest() : memory_limit_policy_(ALLOW_ANYTHING), max_tiles_(10000), ready_to_activate_(false), id_(7), proxy_(base::MessageLoopProxy::current()), host_impl_(ImplSidePaintingSettings(), &proxy_, &shared_bitmap_manager_) {} void SetTreePriority(TreePriority tree_priority) { GlobalStateThatImpactsTilePriority state; gfx::Size tile_size(256, 256); state.soft_memory_limit_in_bytes = 100 * 1000 * 1000; state.num_resources_limit = max_tiles_; state.hard_memory_limit_in_bytes = state.soft_memory_limit_in_bytes * 2; state.memory_limit_policy = memory_limit_policy_; state.tree_priority = tree_priority; global_state_ = state; host_impl_.resource_pool()->SetResourceUsageLimits( state.soft_memory_limit_in_bytes, state.soft_memory_limit_in_bytes, state.num_resources_limit); host_impl_.tile_manager()->SetGlobalStateForTesting(state); } virtual void SetUp() OVERRIDE { InitializeRenderer(); SetTreePriority(SAME_PRIORITY_FOR_BOTH_TREES); } virtual void InitializeRenderer() { host_impl_.InitializeRenderer( FakeOutputSurface::Create3d().PassAs()); } void SetupDefaultTrees(const gfx::Size& layer_bounds) { gfx::Size tile_size(100, 100); scoped_refptr pending_pile = FakePicturePileImpl::CreateFilledPile(tile_size, layer_bounds); scoped_refptr active_pile = FakePicturePileImpl::CreateFilledPile(tile_size, layer_bounds); SetupTrees(pending_pile, active_pile); } void ActivateTree() { host_impl_.ActivatePendingTree(); CHECK(!host_impl_.pending_tree()); pending_layer_ = NULL; active_layer_ = static_cast( host_impl_.active_tree()->LayerById(id_)); } void SetupDefaultTreesWithFixedTileSize(const gfx::Size& layer_bounds, const gfx::Size& tile_size) { SetupDefaultTrees(layer_bounds); pending_layer_->set_fixed_tile_size(tile_size); active_layer_->set_fixed_tile_size(tile_size); } void SetupTrees(scoped_refptr pending_pile, scoped_refptr active_pile) { SetupPendingTree(active_pile); ActivateTree(); SetupPendingTree(pending_pile); } void SetupPendingTree(scoped_refptr pile) { host_impl_.CreatePendingTree(); LayerTreeImpl* pending_tree = host_impl_.pending_tree(); // Clear recycled tree. pending_tree->DetachLayerTree(); scoped_ptr pending_layer = FakePictureLayerImpl::CreateWithPile(pending_tree, id_, pile); pending_layer->SetDrawsContent(true); pending_tree->SetRootLayer(pending_layer.PassAs()); pending_layer_ = static_cast( host_impl_.pending_tree()->LayerById(id_)); pending_layer_->DoPostCommitInitializationIfNeeded(); } void CreateHighLowResAndSetAllTilesVisible() { // Active layer must get updated first so pending layer can share from it. active_layer_->CreateDefaultTilingsAndTiles(); active_layer_->SetAllTilesVisible(); pending_layer_->CreateDefaultTilingsAndTiles(); pending_layer_->SetAllTilesVisible(); } TileManager* tile_manager() { return host_impl_.tile_manager(); } protected: GlobalStateThatImpactsTilePriority global_state_; TestSharedBitmapManager shared_bitmap_manager_; TileMemoryLimitPolicy memory_limit_policy_; int max_tiles_; bool ready_to_activate_; int id_; FakeImplProxy proxy_; FakeLayerTreeHostImpl host_impl_; FakePictureLayerImpl* pending_layer_; FakePictureLayerImpl* active_layer_; }; TEST_F(TileManagerTileIteratorTest, PairedPictureLayers) { host_impl_.CreatePendingTree(); host_impl_.ActivatePendingTree(); host_impl_.CreatePendingTree(); LayerTreeImpl* active_tree = host_impl_.active_tree(); LayerTreeImpl* pending_tree = host_impl_.pending_tree(); EXPECT_NE(active_tree, pending_tree); scoped_ptr active_layer = FakePictureLayerImpl::Create(active_tree, 10); scoped_ptr pending_layer = FakePictureLayerImpl::Create(pending_tree, 10); TileManager* tile_manager = TileManagerTileIteratorTest::tile_manager(); EXPECT_TRUE(tile_manager); std::vector paired_layers; tile_manager->GetPairedPictureLayers(&paired_layers); EXPECT_EQ(2u, paired_layers.size()); if (paired_layers[0].active_layer) { EXPECT_EQ(active_layer.get(), paired_layers[0].active_layer); EXPECT_EQ(NULL, paired_layers[0].pending_layer); } else { EXPECT_EQ(pending_layer.get(), paired_layers[0].pending_layer); EXPECT_EQ(NULL, paired_layers[0].active_layer); } if (paired_layers[1].active_layer) { EXPECT_EQ(active_layer.get(), paired_layers[1].active_layer); EXPECT_EQ(NULL, paired_layers[1].pending_layer); } else { EXPECT_EQ(pending_layer.get(), paired_layers[1].pending_layer); EXPECT_EQ(NULL, paired_layers[1].active_layer); } active_layer->set_twin_layer(pending_layer.get()); pending_layer->set_twin_layer(active_layer.get()); tile_manager->GetPairedPictureLayers(&paired_layers); EXPECT_EQ(1u, paired_layers.size()); EXPECT_EQ(active_layer.get(), paired_layers[0].active_layer); EXPECT_EQ(pending_layer.get(), paired_layers[0].pending_layer); } TEST_F(TileManagerTileIteratorTest, RasterTileIterator) { SetupDefaultTrees(gfx::Size(1000, 1000)); TileManager* tile_manager = TileManagerTileIteratorTest::tile_manager(); EXPECT_TRUE(tile_manager); active_layer_->CreateDefaultTilingsAndTiles(); pending_layer_->CreateDefaultTilingsAndTiles(); std::vector paired_layers; tile_manager->GetPairedPictureLayers(&paired_layers); EXPECT_EQ(1u, paired_layers.size()); TileManager::RasterTileIterator it(tile_manager, SAME_PRIORITY_FOR_BOTH_TREES); EXPECT_TRUE(it); size_t tile_count = 0; std::set all_tiles; for (; it; ++it) { EXPECT_TRUE(*it); all_tiles.insert(*it); ++tile_count; } EXPECT_EQ(tile_count, all_tiles.size()); EXPECT_EQ(17u, tile_count); // Sanity check, all tiles should be visible. std::set smoothness_tiles; for (TileManager::RasterTileIterator it(tile_manager, SMOOTHNESS_TAKES_PRIORITY); it; ++it) { Tile* tile = *it; EXPECT_TRUE(tile); EXPECT_EQ(TilePriority::NOW, tile->priority(ACTIVE_TREE).priority_bin); EXPECT_EQ(TilePriority::NOW, tile->priority(PENDING_TREE).priority_bin); smoothness_tiles.insert(tile); } EXPECT_EQ(all_tiles, smoothness_tiles); Region invalidation(gfx::Rect(0, 0, 500, 500)); // Invalidate the pending tree. pending_layer_->set_invalidation(invalidation); pending_layer_->HighResTiling()->Invalidate(invalidation); pending_layer_->LowResTiling()->Invalidate(invalidation); active_layer_->ResetAllTilesPriorities(); pending_layer_->ResetAllTilesPriorities(); // Renew all of the tile priorities. gfx::Rect viewport(50, 50, 100, 100); pending_layer_->HighResTiling()->UpdateTilePriorities( PENDING_TREE, viewport, 1.0f, 1.0); pending_layer_->LowResTiling()->UpdateTilePriorities( PENDING_TREE, viewport, 1.0f, 1.0); active_layer_->HighResTiling()->UpdateTilePriorities( ACTIVE_TREE, viewport, 1.0f, 1.0); active_layer_->LowResTiling()->UpdateTilePriorities( ACTIVE_TREE, viewport, 1.0f, 1.0); // Populate all tiles directly from the tilings. all_tiles.clear(); std::vector pending_high_res_tiles = pending_layer_->HighResTiling()->AllTilesForTesting(); for (size_t i = 0; i < pending_high_res_tiles.size(); ++i) all_tiles.insert(pending_high_res_tiles[i]); std::vector pending_low_res_tiles = pending_layer_->LowResTiling()->AllTilesForTesting(); for (size_t i = 0; i < pending_low_res_tiles.size(); ++i) all_tiles.insert(pending_low_res_tiles[i]); std::vector active_high_res_tiles = active_layer_->HighResTiling()->AllTilesForTesting(); for (size_t i = 0; i < active_high_res_tiles.size(); ++i) all_tiles.insert(active_high_res_tiles[i]); std::vector active_low_res_tiles = active_layer_->LowResTiling()->AllTilesForTesting(); for (size_t i = 0; i < active_low_res_tiles.size(); ++i) all_tiles.insert(active_low_res_tiles[i]); Tile* last_tile = NULL; smoothness_tiles.clear(); tile_count = 0; size_t increasing_distance_tiles = 0u; // Here we expect to get increasing ACTIVE_TREE priority_bin. for (TileManager::RasterTileIterator it(tile_manager, SMOOTHNESS_TAKES_PRIORITY); it; ++it) { Tile* tile = *it; EXPECT_TRUE(tile); if (!last_tile) last_tile = tile; EXPECT_LE(last_tile->priority(ACTIVE_TREE).priority_bin, tile->priority(ACTIVE_TREE).priority_bin); if (last_tile->priority(ACTIVE_TREE).priority_bin == tile->priority(ACTIVE_TREE).priority_bin) { increasing_distance_tiles += last_tile->priority(ACTIVE_TREE).distance_to_visible <= tile->priority(ACTIVE_TREE).distance_to_visible; } if (tile->priority(ACTIVE_TREE).priority_bin == TilePriority::NOW && last_tile->priority(ACTIVE_TREE).resolution != tile->priority(ACTIVE_TREE).resolution) { // Low resolution should come first. EXPECT_EQ(LOW_RESOLUTION, last_tile->priority(ACTIVE_TREE).resolution); } last_tile = tile; ++tile_count; smoothness_tiles.insert(tile); } EXPECT_EQ(tile_count, smoothness_tiles.size()); EXPECT_EQ(all_tiles, smoothness_tiles); // Since we don't guarantee increasing distance due to spiral iterator, we // should check that we're _mostly_ right. EXPECT_GT(increasing_distance_tiles, 3 * tile_count / 4); std::set new_content_tiles; last_tile = NULL; increasing_distance_tiles = 0u; // Here we expect to get increasing PENDING_TREE priority_bin. for (TileManager::RasterTileIterator it(tile_manager, NEW_CONTENT_TAKES_PRIORITY); it; ++it) { Tile* tile = *it; EXPECT_TRUE(tile); if (!last_tile) last_tile = tile; EXPECT_LE(last_tile->priority(PENDING_TREE).priority_bin, tile->priority(PENDING_TREE).priority_bin); if (last_tile->priority(PENDING_TREE).priority_bin == tile->priority(PENDING_TREE).priority_bin) { increasing_distance_tiles += last_tile->priority(PENDING_TREE).distance_to_visible <= tile->priority(PENDING_TREE).distance_to_visible; } if (tile->priority(PENDING_TREE).priority_bin == TilePriority::NOW && last_tile->priority(PENDING_TREE).resolution != tile->priority(PENDING_TREE).resolution) { // High resolution should come first. EXPECT_EQ(HIGH_RESOLUTION, last_tile->priority(PENDING_TREE).resolution); } last_tile = tile; new_content_tiles.insert(tile); } EXPECT_EQ(tile_count, new_content_tiles.size()); EXPECT_EQ(all_tiles, new_content_tiles); // Since we don't guarantee increasing distance due to spiral iterator, we // should check that we're _mostly_ right. EXPECT_GT(increasing_distance_tiles, 3 * tile_count / 4); } TEST_F(TileManagerTileIteratorTest, EvictionTileIterator) { SetupDefaultTrees(gfx::Size(1000, 1000)); TileManager* tile_manager = TileManagerTileIteratorTest::tile_manager(); EXPECT_TRUE(tile_manager); active_layer_->CreateDefaultTilingsAndTiles(); pending_layer_->CreateDefaultTilingsAndTiles(); std::vector paired_layers; tile_manager->GetPairedPictureLayers(&paired_layers); EXPECT_EQ(1u, paired_layers.size()); TileManager::EvictionTileIterator empty_it(tile_manager, SAME_PRIORITY_FOR_BOTH_TREES); EXPECT_FALSE(empty_it); std::set all_tiles; size_t tile_count = 0; for (TileManager::RasterTileIterator raster_it(tile_manager, SAME_PRIORITY_FOR_BOTH_TREES); raster_it; ++raster_it) { ++tile_count; EXPECT_TRUE(*raster_it); all_tiles.insert(*raster_it); } EXPECT_EQ(tile_count, all_tiles.size()); EXPECT_EQ(17u, tile_count); tile_manager->InitializeTilesWithResourcesForTesting( std::vector(all_tiles.begin(), all_tiles.end())); TileManager::EvictionTileIterator it(tile_manager, SMOOTHNESS_TAKES_PRIORITY); EXPECT_TRUE(it); // Sanity check, all tiles should be visible. std::set smoothness_tiles; for (; it; ++it) { Tile* tile = *it; EXPECT_TRUE(tile); EXPECT_EQ(TilePriority::NOW, tile->priority(ACTIVE_TREE).priority_bin); EXPECT_EQ(TilePriority::NOW, tile->priority(PENDING_TREE).priority_bin); EXPECT_TRUE(tile->HasResources()); smoothness_tiles.insert(tile); } EXPECT_EQ(all_tiles, smoothness_tiles); tile_manager->ReleaseTileResourcesForTesting( std::vector(all_tiles.begin(), all_tiles.end())); Region invalidation(gfx::Rect(0, 0, 500, 500)); // Invalidate the pending tree. pending_layer_->set_invalidation(invalidation); pending_layer_->HighResTiling()->Invalidate(invalidation); pending_layer_->LowResTiling()->Invalidate(invalidation); active_layer_->ResetAllTilesPriorities(); pending_layer_->ResetAllTilesPriorities(); // Renew all of the tile priorities. gfx::Rect viewport(50, 50, 100, 100); pending_layer_->HighResTiling()->UpdateTilePriorities( PENDING_TREE, viewport, 1.0f, 1.0); pending_layer_->LowResTiling()->UpdateTilePriorities( PENDING_TREE, viewport, 1.0f, 1.0); active_layer_->HighResTiling()->UpdateTilePriorities( ACTIVE_TREE, viewport, 1.0f, 1.0); active_layer_->LowResTiling()->UpdateTilePriorities( ACTIVE_TREE, viewport, 1.0f, 1.0); // Populate all tiles directly from the tilings. all_tiles.clear(); std::vector pending_high_res_tiles = pending_layer_->HighResTiling()->AllTilesForTesting(); for (size_t i = 0; i < pending_high_res_tiles.size(); ++i) all_tiles.insert(pending_high_res_tiles[i]); std::vector pending_low_res_tiles = pending_layer_->LowResTiling()->AllTilesForTesting(); for (size_t i = 0; i < pending_low_res_tiles.size(); ++i) all_tiles.insert(pending_low_res_tiles[i]); std::vector active_high_res_tiles = active_layer_->HighResTiling()->AllTilesForTesting(); for (size_t i = 0; i < active_high_res_tiles.size(); ++i) all_tiles.insert(active_high_res_tiles[i]); std::vector active_low_res_tiles = active_layer_->LowResTiling()->AllTilesForTesting(); for (size_t i = 0; i < active_low_res_tiles.size(); ++i) all_tiles.insert(active_low_res_tiles[i]); tile_manager->InitializeTilesWithResourcesForTesting( std::vector(all_tiles.begin(), all_tiles.end())); Tile* last_tile = NULL; smoothness_tiles.clear(); tile_count = 0; // Here we expect to get increasing ACTIVE_TREE priority_bin. for (TileManager::EvictionTileIterator it(tile_manager, SMOOTHNESS_TAKES_PRIORITY); it; ++it) { Tile* tile = *it; EXPECT_TRUE(tile); EXPECT_TRUE(tile->HasResources()); if (!last_tile) last_tile = tile; EXPECT_GE(last_tile->priority(ACTIVE_TREE).priority_bin, tile->priority(ACTIVE_TREE).priority_bin); if (last_tile->priority(ACTIVE_TREE).priority_bin == tile->priority(ACTIVE_TREE).priority_bin) { EXPECT_GE(last_tile->priority(ACTIVE_TREE).distance_to_visible, tile->priority(ACTIVE_TREE).distance_to_visible); } last_tile = tile; ++tile_count; smoothness_tiles.insert(tile); } EXPECT_EQ(tile_count, smoothness_tiles.size()); EXPECT_EQ(all_tiles, smoothness_tiles); std::set new_content_tiles; last_tile = NULL; // Here we expect to get increasing PENDING_TREE priority_bin. for (TileManager::EvictionTileIterator it(tile_manager, NEW_CONTENT_TAKES_PRIORITY); it; ++it) { Tile* tile = *it; EXPECT_TRUE(tile); if (!last_tile) last_tile = tile; EXPECT_GE(last_tile->priority(PENDING_TREE).priority_bin, tile->priority(PENDING_TREE).priority_bin); if (last_tile->priority(PENDING_TREE).priority_bin == tile->priority(PENDING_TREE).priority_bin) { EXPECT_GE(last_tile->priority(PENDING_TREE).distance_to_visible, tile->priority(PENDING_TREE).distance_to_visible); } last_tile = tile; new_content_tiles.insert(tile); } EXPECT_EQ(tile_count, new_content_tiles.size()); EXPECT_EQ(all_tiles, new_content_tiles); } } // namespace } // namespace cc