// Copyright 2011 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #include "cc/scheduler/scheduler_state_machine.h" #include "base/trace_event/trace_event.h" #include "cc/scheduler/scheduler.h" #include "cc/test/begin_frame_args_test.h" #include "testing/gtest/include/gtest/gtest.h" // Macro to compare two enum values and get nice output. // Without: // Value of: actual() Actual: 7 // Expected: expected() Which is: 0 // With: // Value of: actual() Actual: "ACTION_ANIMATE" // Expected: expected() Which is: "ACTION_NONE" #define EXPECT_ENUM_EQ(enum_tostring, expected, actual) \ EXPECT_STREQ(SchedulerStateMachine::enum_tostring(expected), \ SchedulerStateMachine::enum_tostring(actual)) #define EXPECT_IMPL_FRAME_STATE(expected) \ EXPECT_ENUM_EQ(BeginImplFrameStateToString, expected, \ state.begin_impl_frame_state()) \ << state.AsValue()->ToString() #define EXPECT_COMMIT_STATE(expected) \ EXPECT_ENUM_EQ(CommitStateToString, expected, state.CommitState()) #define EXPECT_ACTION(expected) \ EXPECT_ENUM_EQ(ActionToString, expected, state.NextAction()) \ << state.AsValue()->ToString() #define EXPECT_ACTION_UPDATE_STATE(action) \ EXPECT_ACTION(action); \ if (action == SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE || \ action == SchedulerStateMachine::ACTION_DRAW_AND_SWAP_FORCED) { \ EXPECT_IMPL_FRAME_STATE( \ SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE); \ } \ state.UpdateState(action); \ if (action == SchedulerStateMachine::ACTION_NONE) { \ if (state.begin_impl_frame_state() == \ SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING) \ state.OnBeginImplFrameDeadlinePending(); \ if (state.begin_impl_frame_state() == \ SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE) \ state.OnBeginImplFrameIdle(); \ } #define SET_UP_STATE(state) \ state.SetCanStart(); \ state.UpdateState(state.NextAction()); \ state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); \ state.SetVisible(true); \ state.SetCanDraw(true); namespace cc { namespace { const SchedulerStateMachine::BeginImplFrameState all_begin_impl_frame_states[] = {SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_IDLE, SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING, SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME, SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE, }; const SchedulerStateMachine::CommitState all_commit_states[] = { SchedulerStateMachine::COMMIT_STATE_IDLE, SchedulerStateMachine::COMMIT_STATE_BEGIN_MAIN_FRAME_SENT, SchedulerStateMachine::COMMIT_STATE_BEGIN_MAIN_FRAME_STARTED, SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT, SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_ACTIVATION, SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_DRAW}; // Exposes the protected state fields of the SchedulerStateMachine for testing class StateMachine : public SchedulerStateMachine { public: explicit StateMachine(const SchedulerSettings& scheduler_settings) : SchedulerStateMachine(scheduler_settings) {} void CreateAndInitializeOutputSurfaceWithActivatedCommit() { DidCreateAndInitializeOutputSurface(); output_surface_state_ = OUTPUT_SURFACE_ACTIVE; } void SetCommitState(CommitState cs) { commit_state_ = cs; } CommitState CommitState() const { return commit_state_; } ForcedRedrawOnTimeoutState ForcedRedrawState() const { return forced_redraw_state_; } void SetBeginImplFrameState(BeginImplFrameState bifs) { begin_impl_frame_state_ = bifs; } BeginImplFrameState begin_impl_frame_state() const { return begin_impl_frame_state_; } OutputSurfaceState output_surface_state() const { return output_surface_state_; } void SetNeedsCommitForTest(bool needs_commit) { needs_commit_ = needs_commit; } bool NeedsCommit() const { return needs_commit_; } void SetNeedsAnimateForTest(bool needs_animate) { needs_animate_ = needs_animate; } void SetNeedsRedraw(bool needs_redraw) { needs_redraw_ = needs_redraw; } void SetNeedsForcedRedrawForTimeout(bool b) { forced_redraw_state_ = FORCED_REDRAW_STATE_WAITING_FOR_COMMIT; active_tree_needs_first_draw_ = true; } bool NeedsForcedRedrawForTimeout() const { return forced_redraw_state_ != FORCED_REDRAW_STATE_IDLE; } void SetActiveTreeNeedsFirstDraw(bool needs_first_draw) { active_tree_needs_first_draw_ = needs_first_draw; } bool CanDraw() const { return can_draw_; } bool Visible() const { return visible_; } bool PendingActivationsShouldBeForced() const { return SchedulerStateMachine::PendingActivationsShouldBeForced(); } void SetHasPendingTree(bool has_pending_tree) { has_pending_tree_ = has_pending_tree; } using SchedulerStateMachine::ShouldTriggerBeginImplFrameDeadlineImmediately; using SchedulerStateMachine::ProactiveBeginFrameWanted; using SchedulerStateMachine::UpdateStateOnCommit; }; TEST(SchedulerStateMachineTest, BeginFrameNeeded) { SchedulerSettings default_scheduler_settings; StateMachine state(default_scheduler_settings); state.SetCanStart(); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION) state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE); // Don't request BeginFrames if we are idle. state.SetVisible(true); state.SetNeedsRedraw(false); state.SetNeedsAnimateForTest(false); EXPECT_FALSE(state.BeginFrameNeeded()); // Request BeginFrames if we are ready to draw. state.SetVisible(true); state.SetNeedsRedraw(true); state.SetNeedsAnimateForTest(false); EXPECT_TRUE(state.BeginFrameNeeded()); // Don't background tick for needs_redraw. state.SetVisible(false); state.SetNeedsRedraw(true); state.SetNeedsAnimateForTest(false); EXPECT_FALSE(state.BeginFrameNeeded()); // Proactively request BeginFrames when commit is pending. state.SetVisible(true); state.SetNeedsRedraw(false); state.SetNeedsAnimateForTest(false); state.SetNeedsCommitForTest(true); EXPECT_TRUE(state.BeginFrameNeeded()); // Don't request BeginFrames when commit is pending if // we are currently deferring commits. state.SetVisible(true); state.SetNeedsRedraw(false); state.SetNeedsAnimateForTest(false); state.SetNeedsCommitForTest(true); state.SetDeferCommits(true); EXPECT_FALSE(state.BeginFrameNeeded()); } TEST(SchedulerStateMachineTest, TestNextActionBeginsMainFrameIfNeeded) { SchedulerSettings default_scheduler_settings; // If no commit needed, do nothing. { StateMachine state(default_scheduler_settings); state.SetCanStart(); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION) state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE); state.SetNeedsRedraw(false); state.SetVisible(true); EXPECT_FALSE(state.BeginFrameNeeded()); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); EXPECT_FALSE(state.BeginFrameNeeded()); state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); state.OnBeginImplFrameDeadline(); } // If commit requested but can_start is still false, do nothing. { StateMachine state(default_scheduler_settings); state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE); state.SetNeedsRedraw(false); state.SetVisible(true); state.SetNeedsCommit(); EXPECT_FALSE(state.BeginFrameNeeded()); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); EXPECT_FALSE(state.BeginFrameNeeded()); state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); state.OnBeginImplFrameDeadline(); } // If commit requested, begin a main frame. { StateMachine state(default_scheduler_settings); state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE); state.SetCanStart(); state.UpdateState(state.NextAction()); state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); state.SetNeedsRedraw(false); state.SetVisible(true); state.SetNeedsCommit(); EXPECT_TRUE(state.BeginFrameNeeded()); // Expect nothing to happen until after OnBeginImplFrame. EXPECT_COMMIT_STATE(SchedulerStateMachine::COMMIT_STATE_IDLE); EXPECT_IMPL_FRAME_STATE(SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_IDLE); EXPECT_ACTION(SchedulerStateMachine::ACTION_NONE); state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); } // If commit requested and can't draw, still begin a main frame. { StateMachine state(default_scheduler_settings); state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE); state.SetCanStart(); state.UpdateState(state.NextAction()); state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); state.SetNeedsRedraw(false); state.SetVisible(true); state.SetNeedsCommit(); state.SetCanDraw(false); EXPECT_TRUE(state.BeginFrameNeeded()); // Expect nothing to happen until after OnBeginImplFrame. EXPECT_COMMIT_STATE(SchedulerStateMachine::COMMIT_STATE_IDLE); EXPECT_IMPL_FRAME_STATE(SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_IDLE); EXPECT_ACTION(SchedulerStateMachine::ACTION_NONE); state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); } // Begin the frame, make sure needs_commit and commit_state update correctly. { StateMachine state(default_scheduler_settings); state.SetCanStart(); state.UpdateState(state.NextAction()); state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); state.SetVisible(true); state.UpdateState(SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); EXPECT_COMMIT_STATE( SchedulerStateMachine::COMMIT_STATE_BEGIN_MAIN_FRAME_SENT); EXPECT_FALSE(state.NeedsCommit()); } } // Explicitly test main_frame_before_activation_enabled = true TEST(SchedulerStateMachineTest, MainFrameBeforeActivationEnabled) { SchedulerSettings scheduler_settings; scheduler_settings.impl_side_painting = true; scheduler_settings.main_frame_before_activation_enabled = true; StateMachine state(scheduler_settings); state.SetCommitState(SchedulerStateMachine::COMMIT_STATE_IDLE); SET_UP_STATE(state) state.SetNeedsRedraw(false); state.SetNeedsCommit(); EXPECT_TRUE(state.BeginFrameNeeded()); // Commit to the pending tree. state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); state.NotifyBeginMainFrameStarted(); state.NotifyReadyToCommit(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); EXPECT_COMMIT_STATE(SchedulerStateMachine::COMMIT_STATE_IDLE); state.OnBeginImplFrameDeadline(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); // Verify that the next commit starts while there is still a pending tree. state.SetNeedsCommit(); state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); // Verify the pending commit doesn't overwrite the pending // tree until the pending tree has been activated. state.NotifyBeginMainFrameStarted(); state.NotifyReadyToCommit(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); // Verify NotifyReadyToActivate unblocks activation, commit, and // draw in that order. state.NotifyReadyToActivate(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ACTIVATE_SYNC_TREE); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); EXPECT_TRUE(state.ShouldTriggerBeginImplFrameDeadlineImmediately()); state.OnBeginImplFrameDeadline(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); state.DidSwapBuffers(); state.DidSwapBuffersComplete(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); EXPECT_COMMIT_STATE(SchedulerStateMachine::COMMIT_STATE_IDLE); } TEST(SchedulerStateMachineTest, TestFailedDrawForAnimationCheckerboardSetsNeedsCommitAndDoesNotDrawAgain) { SchedulerSettings default_scheduler_settings; StateMachine state(default_scheduler_settings); SET_UP_STATE(state) state.SetNeedsRedraw(true); EXPECT_TRUE(state.RedrawPending()); EXPECT_TRUE(state.BeginFrameNeeded()); state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); state.OnBeginImplFrameDeadline(); // We're drawing now. EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); state.DidSwapBuffers(); state.DidSwapBuffersComplete(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); EXPECT_FALSE(state.RedrawPending()); EXPECT_FALSE(state.CommitPending()); // Failing the draw makes us require a commit. state.DidDrawIfPossibleCompleted(DRAW_ABORTED_CHECKERBOARD_ANIMATIONS); state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); EXPECT_TRUE(state.RedrawPending()); EXPECT_TRUE(state.CommitPending()); } TEST(SchedulerStateMachineTest, TestFailedDrawForMissingHighResNeedsCommit) { SchedulerSettings default_scheduler_settings; StateMachine state(default_scheduler_settings); SET_UP_STATE(state) state.SetNeedsRedraw(true); EXPECT_TRUE(state.RedrawPending()); EXPECT_TRUE(state.BeginFrameNeeded()); state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); state.OnBeginImplFrameDeadline(); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); state.DidSwapBuffers(); state.DidSwapBuffersComplete(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); EXPECT_FALSE(state.RedrawPending()); EXPECT_FALSE(state.CommitPending()); // Missing high res content requires a commit (but not a redraw) state.DidDrawIfPossibleCompleted(DRAW_ABORTED_MISSING_HIGH_RES_CONTENT); state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); EXPECT_FALSE(state.RedrawPending()); EXPECT_TRUE(state.CommitPending()); } TEST(SchedulerStateMachineTest, TestsetNeedsRedrawDuringFailedDrawDoesNotRemoveNeedsRedraw) { SchedulerSettings default_scheduler_settings; StateMachine state(default_scheduler_settings); SET_UP_STATE(state) state.SetNeedsRedraw(true); EXPECT_TRUE(state.RedrawPending()); EXPECT_TRUE(state.BeginFrameNeeded()); state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); state.OnBeginImplFrameDeadline(); // We're drawing now. EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); state.DidSwapBuffers(); state.DidSwapBuffersComplete(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); EXPECT_FALSE(state.RedrawPending()); EXPECT_FALSE(state.CommitPending()); // While still in the same BeginMainFrame callback on the main thread, // set needs redraw again. This should not redraw. state.SetNeedsRedraw(true); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); // Failing the draw for animation checkerboards makes us require a commit. state.DidDrawIfPossibleCompleted(DRAW_ABORTED_CHECKERBOARD_ANIMATIONS); state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); EXPECT_TRUE(state.RedrawPending()); } TEST(SchedulerStateMachineTest, TestFailedDrawsEventuallyForceDrawAfterNextCommit) { SchedulerSettings scheduler_settings; scheduler_settings.maximum_number_of_failed_draws_before_draw_is_forced_ = 1; StateMachine state(scheduler_settings); SET_UP_STATE(state) // Start a commit. state.SetNeedsCommit(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); EXPECT_TRUE(state.CommitPending()); // Then initiate a draw. state.SetNeedsRedraw(true); state.OnBeginImplFrameDeadline(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); // Fail the draw. state.DidDrawIfPossibleCompleted(DRAW_ABORTED_CHECKERBOARD_ANIMATIONS); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); EXPECT_TRUE(state.BeginFrameNeeded()); EXPECT_TRUE(state.RedrawPending()); // But the commit is ongoing. EXPECT_TRUE(state.CommitPending()); // Finish the commit. Note, we should not yet be forcing a draw, but should // continue the commit as usual. state.NotifyBeginMainFrameStarted(); state.NotifyReadyToCommit(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); EXPECT_TRUE(state.RedrawPending()); // The redraw should be forced at the end of the next BeginImplFrame. state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); state.OnBeginImplFrameDeadline(); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_DRAW_AND_SWAP_FORCED); state.DidSwapBuffers(); state.DidSwapBuffersComplete(); } TEST(SchedulerStateMachineTest, TestFailedDrawsDoNotRestartForcedDraw) { SchedulerSettings scheduler_settings; int draw_limit = 1; scheduler_settings.maximum_number_of_failed_draws_before_draw_is_forced_ = draw_limit; scheduler_settings.impl_side_painting = true; StateMachine state(scheduler_settings); SET_UP_STATE(state) // Start a commit. state.SetNeedsCommit(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); EXPECT_TRUE(state.CommitPending()); // Then initiate a draw. state.SetNeedsRedraw(true); state.OnBeginImplFrameDeadline(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); // Fail the draw enough times to force a redraw, // then once more for good measure. for (int i = 0; i < draw_limit + 1; ++i) state.DidDrawIfPossibleCompleted(DRAW_ABORTED_CHECKERBOARD_ANIMATIONS); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); EXPECT_TRUE(state.BeginFrameNeeded()); EXPECT_TRUE(state.RedrawPending()); // But the commit is ongoing. EXPECT_TRUE(state.CommitPending()); EXPECT_TRUE(state.ForcedRedrawState() == SchedulerStateMachine::FORCED_REDRAW_STATE_WAITING_FOR_COMMIT); state.NotifyBeginMainFrameStarted(); state.NotifyReadyToCommit(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); EXPECT_TRUE(state.RedrawPending()); EXPECT_FALSE(state.CommitPending()); // Now force redraw should be in waiting for activation EXPECT_TRUE(state.ForcedRedrawState() == SchedulerStateMachine::FORCED_REDRAW_STATE_WAITING_FOR_ACTIVATION); // After failing additional draws, we should still be in a forced // redraw, but not back in WAITING_FOR_COMMIT. for (int i = 0; i < draw_limit + 1; ++i) state.DidDrawIfPossibleCompleted(DRAW_ABORTED_CHECKERBOARD_ANIMATIONS); EXPECT_TRUE(state.RedrawPending()); EXPECT_TRUE(state.ForcedRedrawState() == SchedulerStateMachine::FORCED_REDRAW_STATE_WAITING_FOR_ACTIVATION); } TEST(SchedulerStateMachineTest, TestFailedDrawIsRetriedInNextBeginImplFrame) { SchedulerSettings default_scheduler_settings; StateMachine state(default_scheduler_settings); SET_UP_STATE(state) // Start a draw. state.SetNeedsRedraw(true); EXPECT_TRUE(state.BeginFrameNeeded()); state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); state.OnBeginImplFrameDeadline(); EXPECT_TRUE(state.RedrawPending()); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); // Failing the draw for animation checkerboards makes us require a commit. state.DidDrawIfPossibleCompleted(DRAW_ABORTED_CHECKERBOARD_ANIMATIONS); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); EXPECT_TRUE(state.RedrawPending()); // We should not be trying to draw again now, but we have a commit pending. EXPECT_TRUE(state.BeginFrameNeeded()); state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); // We should try to draw again at the end of the next BeginImplFrame on // the impl thread. state.OnBeginImplFrameDeadline(); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); state.DidSwapBuffers(); state.DidSwapBuffersComplete(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); } TEST(SchedulerStateMachineTest, TestDoestDrawTwiceInSameFrame) { SchedulerSettings default_scheduler_settings; StateMachine state(default_scheduler_settings); SET_UP_STATE(state) state.SetNeedsRedraw(true); // Draw the first frame. EXPECT_TRUE(state.BeginFrameNeeded()); state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); state.OnBeginImplFrameDeadline(); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); state.DidSwapBuffers(); state.DidDrawIfPossibleCompleted(DRAW_SUCCESS); state.DidSwapBuffersComplete(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); // Before the next BeginImplFrame, set needs redraw again. // This should not redraw until the next BeginImplFrame. state.SetNeedsRedraw(true); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); // Move to another frame. This should now draw. EXPECT_TRUE(state.BeginFrameNeeded()); state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); state.OnBeginImplFrameDeadline(); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); state.DidSwapBuffers(); state.DidDrawIfPossibleCompleted(DRAW_SUCCESS); state.DidSwapBuffersComplete(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); // We just swapped, so we should proactively request another BeginImplFrame. EXPECT_TRUE(state.BeginFrameNeeded()); } TEST(SchedulerStateMachineTest, TestNextActionDrawsOnBeginImplFrame) { SchedulerSettings default_scheduler_settings; // When not in BeginImplFrame deadline, or in BeginImplFrame deadline // but not visible, don't draw. size_t num_commit_states = sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState); size_t num_begin_impl_frame_states = sizeof(all_begin_impl_frame_states) / sizeof(SchedulerStateMachine::BeginImplFrameState); for (size_t i = 0; i < num_commit_states; ++i) { for (size_t j = 0; j < num_begin_impl_frame_states; ++j) { StateMachine state(default_scheduler_settings); state.SetCanStart(); state.UpdateState(state.NextAction()); state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); state.SetCommitState(all_commit_states[i]); state.SetBeginImplFrameState(all_begin_impl_frame_states[j]); bool visible = (all_begin_impl_frame_states[j] != SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE); state.SetVisible(visible); // Case 1: needs_commit=false EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, state.NextAction()); // Case 2: needs_commit=true state.SetNeedsCommit(); EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, state.NextAction()) << state.AsValue()->ToString(); } } // When in BeginImplFrame deadline we should always draw for SetNeedsRedraw // except if we're ready to commit, in which case we expect a commit first. for (size_t i = 0; i < num_commit_states; ++i) { StateMachine state(default_scheduler_settings); state.SetCanStart(); state.UpdateState(state.NextAction()); state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); state.SetCanDraw(true); state.SetCommitState(all_commit_states[i]); state.SetBeginImplFrameState( SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE); state.SetNeedsRedraw(true); state.SetVisible(true); SchedulerStateMachine::Action expected_action; if (all_commit_states[i] == SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT) { expected_action = SchedulerStateMachine::ACTION_COMMIT; } else { expected_action = SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE; EXPECT_ACTION(SchedulerStateMachine::ACTION_ANIMATE); state.UpdateState(state.NextAction()); } // Case 1: needs_commit=false. EXPECT_ACTION(expected_action); // Case 2: needs_commit=true. state.SetNeedsCommit(); EXPECT_ACTION(expected_action); } } TEST(SchedulerStateMachineTest, TestNoCommitStatesRedrawWhenInvisible) { SchedulerSettings default_scheduler_settings; size_t num_commit_states = sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState); for (size_t i = 0; i < num_commit_states; ++i) { // There shouldn't be any drawing regardless of BeginImplFrame. for (size_t j = 0; j < 2; ++j) { StateMachine state(default_scheduler_settings); state.SetCanStart(); state.UpdateState(state.NextAction()); state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); state.SetCommitState(all_commit_states[i]); state.SetVisible(false); state.SetNeedsRedraw(true); if (j == 1) { state.SetBeginImplFrameState( SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE); } // Case 1: needs_commit=false. EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, state.NextAction()); // Case 2: needs_commit=true. state.SetNeedsCommit(); EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, state.NextAction()) << state.AsValue()->ToString(); } } } TEST(SchedulerStateMachineTest, TestCanRedraw_StopsDraw) { SchedulerSettings default_scheduler_settings; size_t num_commit_states = sizeof(all_commit_states) / sizeof(SchedulerStateMachine::CommitState); for (size_t i = 0; i < num_commit_states; ++i) { // There shouldn't be any drawing regardless of BeginImplFrame. for (size_t j = 0; j < 2; ++j) { StateMachine state(default_scheduler_settings); state.SetCanStart(); state.UpdateState(state.NextAction()); state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); state.SetCommitState(all_commit_states[i]); state.SetVisible(false); state.SetNeedsRedraw(true); if (j == 1) state.OnBeginImplFrame(); state.SetCanDraw(false); EXPECT_NE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE, state.NextAction()); } } } TEST(SchedulerStateMachineTest, TestCanRedrawWithWaitingForFirstDrawMakesProgress) { SchedulerSettings default_scheduler_settings; StateMachine state(default_scheduler_settings); state.SetCanStart(); state.UpdateState(state.NextAction()); state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); state.SetActiveTreeNeedsFirstDraw(true); state.SetNeedsCommit(); state.SetNeedsRedraw(true); state.SetVisible(true); state.SetCanDraw(false); state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); state.NotifyBeginMainFrameStarted(); state.NotifyReadyToCommit(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); state.OnBeginImplFrameDeadline(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); } TEST(SchedulerStateMachineTest, TestSetNeedsCommitIsNotLost) { SchedulerSettings scheduler_settings; StateMachine state(scheduler_settings); SET_UP_STATE(state) state.SetNeedsCommit(); EXPECT_TRUE(state.BeginFrameNeeded()); // Begin the frame. state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); EXPECT_COMMIT_STATE( SchedulerStateMachine::COMMIT_STATE_BEGIN_MAIN_FRAME_SENT); // Now, while the frame is in progress, set another commit. state.SetNeedsCommit(); EXPECT_TRUE(state.NeedsCommit()); // Let the frame finish. state.NotifyBeginMainFrameStarted(); state.NotifyReadyToCommit(); EXPECT_COMMIT_STATE(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT); // Expect to commit regardless of BeginImplFrame state. EXPECT_IMPL_FRAME_STATE( SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING); EXPECT_ACTION(SchedulerStateMachine::ACTION_COMMIT); state.OnBeginImplFrameDeadlinePending(); EXPECT_IMPL_FRAME_STATE( SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME); EXPECT_ACTION(SchedulerStateMachine::ACTION_COMMIT); state.OnBeginImplFrameDeadline(); EXPECT_IMPL_FRAME_STATE( SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE); EXPECT_ACTION(SchedulerStateMachine::ACTION_COMMIT); state.OnBeginImplFrameIdle(); EXPECT_IMPL_FRAME_STATE(SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_IDLE); EXPECT_ACTION(SchedulerStateMachine::ACTION_COMMIT); state.OnBeginImplFrame(); EXPECT_IMPL_FRAME_STATE( SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING); EXPECT_ACTION(SchedulerStateMachine::ACTION_COMMIT); // Finish the commit, then make sure we start the next commit immediately // and draw on the next BeginImplFrame. EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); state.OnBeginImplFrameDeadline(); EXPECT_TRUE(state.active_tree_needs_first_draw()); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); state.DidSwapBuffers(); state.DidDrawIfPossibleCompleted(DRAW_SUCCESS); state.DidSwapBuffersComplete(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); } TEST(SchedulerStateMachineTest, TestFullCycle) { SchedulerSettings default_scheduler_settings; StateMachine state(default_scheduler_settings); SET_UP_STATE(state) // Start clean and set commit. state.SetNeedsCommit(); // Begin the frame. state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); EXPECT_COMMIT_STATE( SchedulerStateMachine::COMMIT_STATE_BEGIN_MAIN_FRAME_SENT); EXPECT_FALSE(state.NeedsCommit()); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); // Tell the scheduler the frame finished. state.NotifyBeginMainFrameStarted(); state.NotifyReadyToCommit(); EXPECT_COMMIT_STATE(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT); // Commit. EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); EXPECT_TRUE(state.active_tree_needs_first_draw()); EXPECT_TRUE(state.needs_redraw()); // Expect to do nothing until BeginImplFrame deadline EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); // At BeginImplFrame deadline, draw. state.OnBeginImplFrameDeadline(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); state.DidSwapBuffers(); state.DidDrawIfPossibleCompleted(DRAW_SUCCESS); state.DidSwapBuffersComplete(); // Should be synchronized, no draw needed, no action needed. EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); EXPECT_COMMIT_STATE(SchedulerStateMachine::COMMIT_STATE_IDLE); EXPECT_FALSE(state.needs_redraw()); } TEST(SchedulerStateMachineTest, TestFullCycleWithMainThreadLowLatencyMode) { SchedulerSettings scheduler_settings; scheduler_settings.main_thread_should_always_be_low_latency = true; StateMachine state(scheduler_settings); SET_UP_STATE(state) // Start clean and set commit. state.SetNeedsCommit(); // Begin the frame. state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); EXPECT_COMMIT_STATE( SchedulerStateMachine::COMMIT_STATE_BEGIN_MAIN_FRAME_SENT); EXPECT_FALSE(state.NeedsCommit()); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); // Tell the scheduler the frame finished. state.NotifyBeginMainFrameStarted(); state.NotifyReadyToCommit(); EXPECT_COMMIT_STATE(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT); // Commit. EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); EXPECT_TRUE(state.active_tree_needs_first_draw()); EXPECT_TRUE(state.needs_redraw()); // Now commit should wait for draw. EXPECT_COMMIT_STATE(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_DRAW); // Swap throttled. Do not draw. state.DidSwapBuffers(); state.OnBeginImplFrameDeadline(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); state.DidSwapBuffersComplete(); // Haven't draw since last commit, do not begin new main frame. state.SetNeedsCommit(); state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); // At BeginImplFrame deadline, draw. state.OnBeginImplFrameDeadline(); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); state.DidSwapBuffers(); state.DidDrawIfPossibleCompleted(DRAW_SUCCESS); state.DidSwapBuffersComplete(); // Now will be able to start main frame. EXPECT_COMMIT_STATE(SchedulerStateMachine::COMMIT_STATE_IDLE); EXPECT_FALSE(state.needs_redraw()); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); } TEST(SchedulerStateMachineTest, TestFullCycleWithMainThreadLowLatencyMode_ImplSidePaint) { SchedulerSettings scheduler_settings; scheduler_settings.main_thread_should_always_be_low_latency = true; scheduler_settings.impl_side_painting = true; StateMachine state(scheduler_settings); SET_UP_STATE(state) // Start clean and set commit. state.SetNeedsCommit(); // Begin the frame. state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); EXPECT_COMMIT_STATE( SchedulerStateMachine::COMMIT_STATE_BEGIN_MAIN_FRAME_SENT); EXPECT_FALSE(state.NeedsCommit()); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); // Tell the scheduler the frame finished. state.NotifyBeginMainFrameStarted(); state.NotifyReadyToCommit(); EXPECT_COMMIT_STATE(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT); // Commit. EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); // Now commit should wait for activation. EXPECT_COMMIT_STATE( SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_ACTIVATION); // No activation yet, so this commit is not drawn yet. Force to draw this // frame, and still block BeginMainFrame. state.SetNeedsRedraw(true); state.SetNeedsCommit(); state.OnBeginImplFrameDeadline(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); // Cannot BeginMainFrame yet since last commit is not yet activated and drawn. state.OnBeginImplFrame(); EXPECT_COMMIT_STATE( SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_ACTIVATION); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); // Now activate sync tree. state.NotifyReadyToActivate(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ACTIVATE_SYNC_TREE); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); EXPECT_TRUE(state.active_tree_needs_first_draw()); EXPECT_TRUE(state.needs_redraw()); EXPECT_COMMIT_STATE(SchedulerStateMachine::COMMIT_STATE_WAITING_FOR_DRAW); // Swap throttled. Do not draw. state.DidSwapBuffers(); state.OnBeginImplFrameDeadline(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); state.DidSwapBuffersComplete(); // Haven't draw since last commit, do not begin new main frame. state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); // At BeginImplFrame deadline, draw. This draws unblocks BeginMainFrame. state.OnBeginImplFrameDeadline(); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); state.DidSwapBuffers(); state.DidDrawIfPossibleCompleted(DRAW_SUCCESS); state.DidSwapBuffersComplete(); // Now will be able to start main frame. EXPECT_COMMIT_STATE(SchedulerStateMachine::COMMIT_STATE_IDLE); EXPECT_FALSE(state.needs_redraw()); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); } TEST(SchedulerStateMachineTest, TestFullCycleWithCommitRequestInbetween) { SchedulerSettings default_scheduler_settings; StateMachine state(default_scheduler_settings); SET_UP_STATE(state) // Start clean and set commit. state.SetNeedsCommit(); // Begin the frame. state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); EXPECT_COMMIT_STATE( SchedulerStateMachine::COMMIT_STATE_BEGIN_MAIN_FRAME_SENT); EXPECT_FALSE(state.NeedsCommit()); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); // Request another commit while the commit is in flight. state.SetNeedsCommit(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); // Tell the scheduler the frame finished. state.NotifyBeginMainFrameStarted(); state.NotifyReadyToCommit(); EXPECT_COMMIT_STATE(SchedulerStateMachine::COMMIT_STATE_READY_TO_COMMIT); // First commit. EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); EXPECT_TRUE(state.active_tree_needs_first_draw()); EXPECT_TRUE(state.needs_redraw()); // Expect to do nothing until BeginImplFrame deadline. EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); // At BeginImplFrame deadline, draw. state.OnBeginImplFrameDeadline(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); state.DidSwapBuffers(); state.DidDrawIfPossibleCompleted(DRAW_SUCCESS); state.DidSwapBuffersComplete(); // Should be synchronized, no draw needed, no action needed. EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); EXPECT_COMMIT_STATE(SchedulerStateMachine::COMMIT_STATE_IDLE); EXPECT_FALSE(state.needs_redraw()); // Next BeginImplFrame should initiate second commit. state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); } TEST(SchedulerStateMachineTest, TestRequestCommitInvisible) { SchedulerSettings default_scheduler_settings; StateMachine state(default_scheduler_settings); state.SetCanStart(); state.UpdateState(state.NextAction()); state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); state.SetNeedsCommit(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); } // See ThreadProxy::BeginMainFrame "EarlyOut_NotVisible" / // "EarlyOut_OutputSurfaceLost" cases. TEST(SchedulerStateMachineTest, TestAbortBeginMainFrameBecauseInvisible) { SchedulerSettings default_scheduler_settings; StateMachine state(default_scheduler_settings); SET_UP_STATE(state) // Start clean and set commit. state.SetNeedsCommit(); // Begin the frame while visible. state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); EXPECT_COMMIT_STATE( SchedulerStateMachine::COMMIT_STATE_BEGIN_MAIN_FRAME_SENT); EXPECT_FALSE(state.NeedsCommit()); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); // Become invisible and abort BeginMainFrame. state.SetVisible(false); state.BeginMainFrameAborted(CommitEarlyOutReason::ABORTED_NOT_VISIBLE); // NeedsCommit should now be true again because we never actually did a // commit. EXPECT_TRUE(state.NeedsCommit()); // We should now be back in the idle state as if we never started the frame. EXPECT_COMMIT_STATE(SchedulerStateMachine::COMMIT_STATE_IDLE); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); // We shouldn't do anything on the BeginImplFrame deadline. state.OnBeginImplFrameDeadline(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); // Become visible again. state.SetVisible(true); // Although we have aborted on this frame and haven't cancelled the commit // (i.e. need another), don't send another BeginMainFrame yet. EXPECT_COMMIT_STATE(SchedulerStateMachine::COMMIT_STATE_IDLE); EXPECT_ACTION(SchedulerStateMachine::ACTION_NONE); EXPECT_TRUE(state.NeedsCommit()); // Start a new frame. state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); // We should be starting the commit now. EXPECT_COMMIT_STATE( SchedulerStateMachine::COMMIT_STATE_BEGIN_MAIN_FRAME_SENT); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); } // See ThreadProxy::BeginMainFrame "EarlyOut_NoUpdates" case. TEST(SchedulerStateMachineTest, TestAbortBeginMainFrameBecauseCommitNotNeeded) { SchedulerSettings default_scheduler_settings; StateMachine state(default_scheduler_settings); state.SetCanStart(); state.UpdateState(state.NextAction()); state.DidCreateAndInitializeOutputSurface(); state.SetVisible(true); state.SetCanDraw(true); // Get into a begin frame / commit state. state.SetNeedsCommit(); state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); EXPECT_COMMIT_STATE( SchedulerStateMachine::COMMIT_STATE_BEGIN_MAIN_FRAME_SENT); EXPECT_FALSE(state.NeedsCommit()); EXPECT_ACTION(SchedulerStateMachine::ACTION_NONE); // Abort the commit, true means that the BeginMainFrame was sent but there // was no work to do on the main thread. state.BeginMainFrameAborted(CommitEarlyOutReason::FINISHED_NO_UPDATES); // NeedsCommit should now be false because the commit was actually handled. EXPECT_FALSE(state.NeedsCommit()); // Even though the commit was aborted, we still expect to draw the new frame. EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); state.OnBeginImplFrameDeadline(); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); state.DidSwapBuffers(); state.DidSwapBuffersComplete(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); // Verify another commit doesn't start on another frame either. EXPECT_FALSE(state.NeedsCommit()); EXPECT_COMMIT_STATE(SchedulerStateMachine::COMMIT_STATE_IDLE); state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); state.OnBeginImplFrameDeadline(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); // Verify another commit can start if requested, though. state.SetNeedsCommit(); EXPECT_COMMIT_STATE(SchedulerStateMachine::COMMIT_STATE_IDLE); state.OnBeginImplFrame(); EXPECT_ACTION(SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); } TEST(SchedulerStateMachineTest, TestFirstContextCreation) { SchedulerSettings default_scheduler_settings; StateMachine state(default_scheduler_settings); state.SetCanStart(); state.SetVisible(true); state.SetCanDraw(true); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION); state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); // Check that the first init does not SetNeedsCommit. state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); state.OnBeginImplFrameDeadline(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); // Check that a needs commit initiates a BeginMainFrame. state.SetNeedsCommit(); state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); } TEST(SchedulerStateMachineTest, TestContextLostWhenCompletelyIdle) { SchedulerSettings default_scheduler_settings; StateMachine state(default_scheduler_settings); SET_UP_STATE(state) EXPECT_NE(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, state.NextAction()); state.DidLoseOutputSurface(); EXPECT_ACTION(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION); state.UpdateState(state.NextAction()); // Once context recreation begins, nothing should happen. EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); // Recreate the context. state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); // When the context is recreated, we should begin a commit. state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); } TEST(SchedulerStateMachineTest, TestContextLostWhenIdleAndCommitRequestedWhileRecreating) { SchedulerSettings default_scheduler_settings; // We use impl side painting because it's the more complicated version. default_scheduler_settings.impl_side_painting = true; StateMachine state(default_scheduler_settings); SET_UP_STATE(state) EXPECT_NE(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION, state.NextAction()); state.DidLoseOutputSurface(); EXPECT_EQ(state.output_surface_state(), SchedulerStateMachine::OUTPUT_SURFACE_LOST); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); // Once context recreation begins, nothing should happen. state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); state.OnBeginImplFrameDeadline(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); // While context is recreating, commits shouldn't begin. state.SetNeedsCommit(); state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); state.OnBeginImplFrameDeadline(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); // Recreate the context state.DidCreateAndInitializeOutputSurface(); EXPECT_EQ(state.output_surface_state(), SchedulerStateMachine::OUTPUT_SURFACE_WAITING_FOR_FIRST_COMMIT); EXPECT_FALSE(state.RedrawPending()); // When the context is recreated, we wait until the next BeginImplFrame // before starting. EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); // When the BeginFrame comes in we should begin a commit state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); EXPECT_COMMIT_STATE( SchedulerStateMachine::COMMIT_STATE_BEGIN_MAIN_FRAME_SENT); // Until that commit finishes, we shouldn't be drawing or animate. state.OnBeginImplFrameDeadline(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); // Finish the commit, which should make the surface active. state.NotifyBeginMainFrameStarted(); state.NotifyReadyToCommit(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); EXPECT_EQ(state.output_surface_state(), SchedulerStateMachine::OUTPUT_SURFACE_WAITING_FOR_FIRST_ACTIVATION); state.NotifyReadyToActivate(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ACTIVATE_SYNC_TREE); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); EXPECT_EQ(state.output_surface_state(), SchedulerStateMachine::OUTPUT_SURFACE_ACTIVE); // Finishing the first commit after initializing an output surface should // automatically cause a redraw. EXPECT_TRUE(state.RedrawPending()); state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); state.OnBeginImplFrameDeadline(); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); EXPECT_FALSE(state.RedrawPending()); // Next frame as no work to do. state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); state.OnBeginImplFrameDeadline(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); // Once the context is recreated, whether we draw should be based on // SetCanDraw if waiting on first draw after activate. state.SetNeedsRedraw(true); state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); state.OnBeginImplFrameDeadline(); EXPECT_ACTION(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); state.SetCanDraw(false); EXPECT_ACTION(SchedulerStateMachine::ACTION_NONE); state.SetCanDraw(true); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); // Once the context is recreated, whether we draw should be based on // SetCanDraw if waiting on first draw after activate. state.SetNeedsRedraw(true); state.SetNeedsCommit(); state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); // Activate so we need the first draw state.NotifyBeginMainFrameStarted(); state.NotifyReadyToCommit(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); state.NotifyReadyToActivate(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ACTIVATE_SYNC_TREE); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); EXPECT_TRUE(state.active_tree_needs_first_draw()); EXPECT_TRUE(state.needs_redraw()); state.OnBeginImplFrameDeadline(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); EXPECT_ACTION(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); state.SetCanDraw(false); EXPECT_ACTION(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT); state.SetCanDraw(true); EXPECT_ACTION(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); } TEST(SchedulerStateMachineTest, TestContextLostWhileCommitInProgress) { SchedulerSettings scheduler_settings; StateMachine state(scheduler_settings); SET_UP_STATE(state) // Get a commit in flight. state.SetNeedsCommit(); // Set damage and expect a draw. state.SetNeedsRedraw(true); state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); state.OnBeginImplFrameDeadline(); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); state.DidSwapBuffers(); state.DidSwapBuffersComplete(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); // Cause a lost context while the BeginMainFrame is in flight. state.DidLoseOutputSurface(); // Ask for another draw. Expect nothing happens. state.SetNeedsRedraw(true); EXPECT_ACTION(SchedulerStateMachine::ACTION_NONE); // Finish the frame, and commit. state.NotifyBeginMainFrameStarted(); state.NotifyReadyToCommit(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); // We will abort the draw when the output surface is lost if we are // waiting for the first draw to unblock the main thread. EXPECT_TRUE(state.active_tree_needs_first_draw()); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT); // Expect to begin context recreation only in BEGIN_IMPL_FRAME_STATE_IDLE EXPECT_IMPL_FRAME_STATE(SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_IDLE); EXPECT_ACTION(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION); state.OnBeginImplFrame(); EXPECT_IMPL_FRAME_STATE( SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING); EXPECT_ACTION(SchedulerStateMachine::ACTION_NONE); state.OnBeginImplFrameDeadlinePending(); EXPECT_IMPL_FRAME_STATE( SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME); EXPECT_ACTION(SchedulerStateMachine::ACTION_NONE); state.OnBeginImplFrameDeadline(); EXPECT_IMPL_FRAME_STATE( SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE); EXPECT_ACTION(SchedulerStateMachine::ACTION_NONE); } TEST(SchedulerStateMachineTest, TestContextLostWhileCommitInProgressAndAnotherCommitRequested) { SchedulerSettings scheduler_settings; StateMachine state(scheduler_settings); SET_UP_STATE(state) // Get a commit in flight. state.SetNeedsCommit(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); // Set damage and expect a draw. state.SetNeedsRedraw(true); state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); state.OnBeginImplFrameDeadline(); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); state.DidSwapBuffers(); state.DidSwapBuffersComplete(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); // Cause a lost context while the BeginMainFrame is in flight. state.DidLoseOutputSurface(); // Ask for another draw and also set needs commit. Expect nothing happens. state.SetNeedsRedraw(true); state.SetNeedsCommit(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); // Finish the frame, and commit. state.NotifyBeginMainFrameStarted(); state.NotifyReadyToCommit(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); EXPECT_TRUE(state.active_tree_needs_first_draw()); // Because the output surface is missing, we expect the draw to abort. EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT); // Expect to begin context recreation only in BEGIN_IMPL_FRAME_STATE_IDLE EXPECT_IMPL_FRAME_STATE(SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_IDLE); EXPECT_ACTION(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION); state.OnBeginImplFrame(); EXPECT_IMPL_FRAME_STATE( SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_BEGIN_FRAME_STARTING); EXPECT_ACTION(SchedulerStateMachine::ACTION_NONE); state.OnBeginImplFrameDeadlinePending(); EXPECT_IMPL_FRAME_STATE( SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_BEGIN_FRAME); EXPECT_ACTION(SchedulerStateMachine::ACTION_NONE); state.OnBeginImplFrameDeadline(); EXPECT_IMPL_FRAME_STATE( SchedulerStateMachine::BEGIN_IMPL_FRAME_STATE_INSIDE_DEADLINE); EXPECT_ACTION(SchedulerStateMachine::ACTION_NONE); state.OnBeginImplFrameIdle(); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION); // After we get a new output surface, the commit flow should start. state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); state.NotifyBeginMainFrameStarted(); state.NotifyReadyToCommit(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); state.OnBeginImplFrameDeadline(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); state.DidSwapBuffers(); state.DidSwapBuffersComplete(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); } TEST(SchedulerStateMachineTest, DontDrawBeforeCommitAfterLostOutputSurface) { SchedulerSettings default_scheduler_settings; StateMachine state(default_scheduler_settings); SET_UP_STATE(state) state.SetNeedsRedraw(true); // Cause a lost output surface, and restore it. state.DidLoseOutputSurface(); EXPECT_ACTION(SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION); state.UpdateState(state.NextAction()); state.DidCreateAndInitializeOutputSurface(); EXPECT_FALSE(state.RedrawPending()); state.OnBeginImplFrame(); EXPECT_ACTION(SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); } TEST(SchedulerStateMachineTest, TestPendingActivationsShouldBeForcedAfterLostOutputSurface) { SchedulerSettings settings; settings.impl_side_painting = true; StateMachine state(settings); SET_UP_STATE(state) state.SetCommitState( SchedulerStateMachine::COMMIT_STATE_BEGIN_MAIN_FRAME_SENT); // Cause a lost context. state.DidLoseOutputSurface(); state.NotifyBeginMainFrameStarted(); state.NotifyReadyToCommit(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); EXPECT_TRUE(state.PendingActivationsShouldBeForced()); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ACTIVATE_SYNC_TREE); EXPECT_TRUE(state.PendingDrawsShouldBeAborted()); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT); } TEST(SchedulerStateMachineTest, TestNoBeginFrameNeededWhenInvisible) { SchedulerSettings default_scheduler_settings; StateMachine state(default_scheduler_settings); state.SetCanStart(); state.UpdateState(state.NextAction()); state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); state.SetVisible(true); EXPECT_FALSE(state.BeginFrameNeeded()); state.SetNeedsRedraw(true); EXPECT_TRUE(state.BeginFrameNeeded()); state.SetVisible(false); EXPECT_FALSE(state.BeginFrameNeeded()); state.SetVisible(true); EXPECT_TRUE(state.BeginFrameNeeded()); } TEST(SchedulerStateMachineTest, TestNoBeginMainFrameWhenInvisible) { SchedulerSettings default_scheduler_settings; StateMachine state(default_scheduler_settings); state.SetCanStart(); state.UpdateState(state.NextAction()); state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); state.SetVisible(false); state.SetNeedsCommit(); EXPECT_ACTION(SchedulerStateMachine::ACTION_NONE); EXPECT_FALSE(state.BeginFrameNeeded()); // When become visible again, the needs commit should still be pending. state.SetVisible(true); EXPECT_TRUE(state.BeginFrameNeeded()); state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); } TEST(SchedulerStateMachineTest, TestFinishCommitWhenCommitInProgress) { SchedulerSettings default_scheduler_settings; StateMachine state(default_scheduler_settings); state.SetCanStart(); state.UpdateState(state.NextAction()); state.CreateAndInitializeOutputSurfaceWithActivatedCommit(); state.SetVisible(false); state.SetCommitState( SchedulerStateMachine::COMMIT_STATE_BEGIN_MAIN_FRAME_SENT); state.SetNeedsCommit(); state.NotifyBeginMainFrameStarted(); state.NotifyReadyToCommit(); EXPECT_ACTION(SchedulerStateMachine::ACTION_COMMIT); state.UpdateState(state.NextAction()); EXPECT_TRUE(state.active_tree_needs_first_draw()); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_DRAW_AND_SWAP_ABORT); } TEST(SchedulerStateMachineTest, TestInitialActionsWhenContextLost) { SchedulerSettings default_scheduler_settings; StateMachine state(default_scheduler_settings); SET_UP_STATE(state) state.SetNeedsCommit(); state.DidLoseOutputSurface(); // When we are visible, we normally want to begin output surface creation // as soon as possible. EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_BEGIN_OUTPUT_SURFACE_CREATION); state.DidCreateAndInitializeOutputSurface(); EXPECT_EQ(state.output_surface_state(), SchedulerStateMachine::OUTPUT_SURFACE_WAITING_FOR_FIRST_COMMIT); // We should not send a BeginMainFrame when we are invisible, even if we've // lost the output surface and are trying to get the first commit, since the // main thread will just abort anyway. state.SetVisible(false); EXPECT_ACTION(SchedulerStateMachine::ACTION_NONE); } TEST(SchedulerStateMachineTest, ReportIfNotDrawing) { SchedulerSettings default_scheduler_settings; StateMachine state(default_scheduler_settings); SET_UP_STATE(state) EXPECT_FALSE(state.PendingDrawsShouldBeAborted()); state.SetCanDraw(false); state.SetVisible(true); EXPECT_TRUE(state.PendingDrawsShouldBeAborted()); state.SetCanDraw(true); state.SetVisible(false); EXPECT_TRUE(state.PendingDrawsShouldBeAborted()); state.SetCanDraw(false); state.SetVisible(false); EXPECT_TRUE(state.PendingDrawsShouldBeAborted()); state.SetCanDraw(true); state.SetVisible(true); EXPECT_FALSE(state.PendingDrawsShouldBeAborted()); } TEST(SchedulerStateMachineTest, TestTriggerDeadlineImmediatelyAfterAbortedCommit) { SchedulerSettings settings; settings.impl_side_painting = true; StateMachine state(settings); SET_UP_STATE(state) // This test mirrors what happens during the first frame of a scroll gesture. // First we get the input event and a BeginFrame. state.OnBeginImplFrame(); // As a response the compositor requests a redraw and a commit to tell the // main thread about the new scroll offset. state.SetNeedsRedraw(true); state.SetNeedsCommit(); // We should start the commit normally. EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); // Since only the scroll offset changed, the main thread will abort the // commit. state.BeginMainFrameAborted(CommitEarlyOutReason::FINISHED_NO_UPDATES); // Since the commit was aborted, we should draw right away instead of waiting // for the deadline. EXPECT_TRUE(state.ShouldTriggerBeginImplFrameDeadlineImmediately()); } void FinishPreviousCommitAndDrawWithoutExitingDeadline( StateMachine* state_ptr) { // Gross, but allows us to use macros below. StateMachine& state = *state_ptr; state.NotifyBeginMainFrameStarted(); state.NotifyReadyToCommit(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); state.NotifyReadyToActivate(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ACTIVATE_SYNC_TREE); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); EXPECT_TRUE(state.ShouldTriggerBeginImplFrameDeadlineImmediately()); state.OnBeginImplFrameDeadline(); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); state.DidSwapBuffers(); } TEST(SchedulerStateMachineTest, TestImplLatencyTakesPriority) { SchedulerSettings settings; settings.impl_side_painting = true; StateMachine state(settings); SET_UP_STATE(state) // This test ensures that impl-draws are prioritized over main thread updates // in prefer impl latency mode. state.SetNeedsRedraw(true); state.SetNeedsCommit(); state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); // Verify the deadline is not triggered early until we enter // prefer impl latency mode. EXPECT_FALSE(state.ShouldTriggerBeginImplFrameDeadlineImmediately()); state.SetImplLatencyTakesPriority(true); EXPECT_TRUE(state.ShouldTriggerBeginImplFrameDeadlineImmediately()); // Trigger the deadline. state.OnBeginImplFrameDeadline(); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); state.DidSwapBuffers(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); state.DidSwapBuffersComplete(); // Request a new commit and finish the previous one. state.SetNeedsCommit(); FinishPreviousCommitAndDrawWithoutExitingDeadline(&state); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); state.DidSwapBuffersComplete(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); // Finish the previous commit and draw it. FinishPreviousCommitAndDrawWithoutExitingDeadline(&state); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); // Verify we do not send another BeginMainFrame if was are swap throttled // and did not just swap. state.SetNeedsCommit(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); EXPECT_FALSE(state.ShouldTriggerBeginImplFrameDeadlineImmediately()); state.OnBeginImplFrameDeadline(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); } TEST(SchedulerStateMachineTest, TestTriggerDeadlineImmediatelyOnLostOutputSurface) { SchedulerSettings default_scheduler_settings; StateMachine state(default_scheduler_settings); SET_UP_STATE(state) state.SetNeedsCommit(); state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); EXPECT_FALSE(state.ShouldTriggerBeginImplFrameDeadlineImmediately()); state.DidLoseOutputSurface(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); // The deadline should be triggered immediately when output surface is lost. EXPECT_TRUE(state.ShouldTriggerBeginImplFrameDeadlineImmediately()); } TEST(SchedulerStateMachineTest, TestTriggerDeadlineImmediatelyWhenInvisible) { SchedulerSettings settings; settings.impl_side_painting = true; StateMachine state(settings); SET_UP_STATE(state) state.SetNeedsCommit(); state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); EXPECT_FALSE(state.ShouldTriggerBeginImplFrameDeadlineImmediately()); state.SetVisible(false); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); EXPECT_TRUE(state.ShouldTriggerBeginImplFrameDeadlineImmediately()); } TEST(SchedulerStateMachineTest, TestSetNeedsAnimate) { SchedulerSettings settings; settings.impl_side_painting = true; StateMachine state(settings); SET_UP_STATE(state) // Test requesting an animation that, when run, causes us to draw. state.SetNeedsAnimate(); EXPECT_TRUE(state.BeginFrameNeeded()); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); state.OnBeginImplFrameDeadlinePending(); state.OnBeginImplFrameDeadline(); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); } TEST(SchedulerStateMachineTest, TestAnimateBeforeCommit) { SchedulerSettings settings; settings.impl_side_painting = true; StateMachine state(settings); SET_UP_STATE(state) // Check that animations are updated before we start a commit. state.SetNeedsAnimate(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); state.SetNeedsCommit(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); EXPECT_TRUE(state.BeginFrameNeeded()); state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); state.OnBeginImplFrameDeadlinePending(); state.OnBeginImplFrameDeadline(); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); } TEST(SchedulerStateMachineTest, TestAnimateAfterCommitBeforeDraw) { SchedulerSettings settings; settings.impl_side_painting = true; StateMachine state(settings); SET_UP_STATE(state) // Check that animations are updated before we start a commit. state.SetNeedsAnimate(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); state.SetNeedsCommit(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); EXPECT_TRUE(state.BeginFrameNeeded()); state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); state.NotifyBeginMainFrameStarted(); state.NotifyReadyToCommit(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_COMMIT); state.OnBeginImplFrameDeadlinePending(); state.OnBeginImplFrameDeadline(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); } TEST(SchedulerStateMachineTest, TestSetNeedsAnimateAfterAnimate) { SchedulerSettings settings; settings.impl_side_painting = true; StateMachine state(settings); SET_UP_STATE(state) // Test requesting an animation after we have already animated during this // frame. state.SetNeedsRedraw(true); EXPECT_TRUE(state.BeginFrameNeeded()); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_ANIMATE); state.SetNeedsAnimate(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); state.OnBeginImplFrameDeadline(); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_DRAW_AND_SWAP_IF_POSSIBLE); } TEST(SchedulerStateMachineTest, TestForwardBeginFramesToChildren) { SchedulerSettings settings; StateMachine state(settings); SET_UP_STATE(state) EXPECT_FALSE(state.BeginFrameNeeded()); state.SetChildrenNeedBeginFrames(true); EXPECT_TRUE(state.BeginFrameNeeded()); } TEST(SchedulerStateMachineTest, TestDeferCommit) { SchedulerSettings settings; StateMachine state(settings); SET_UP_STATE(state) state.SetDeferCommits(true); state.SetNeedsCommit(); EXPECT_FALSE(state.BeginFrameNeeded()); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); state.OnBeginImplFrameDeadline(); EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::ACTION_NONE); state.SetDeferCommits(false); state.OnBeginImplFrame(); EXPECT_ACTION_UPDATE_STATE( SchedulerStateMachine::ACTION_SEND_BEGIN_MAIN_FRAME); } TEST(SchedulerStateMachineTest, EarlyOutCommitWantsProactiveBeginFrame) { SchedulerSettings settings; StateMachine state(settings); SET_UP_STATE(state); EXPECT_FALSE(state.ProactiveBeginFrameWanted()); bool commit_has_no_updates = true; state.UpdateStateOnCommit(commit_has_no_updates); EXPECT_TRUE(state.ProactiveBeginFrameWanted()); state.OnBeginImplFrame(); EXPECT_FALSE(state.ProactiveBeginFrameWanted()); } } // namespace } // namespace cc