blob: 8617bbc10e5f329a47091829680cf631d1a946ba [file] [log] [blame]
// Copyright 2011 The Chromium Authors
// 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 <stddef.h>
#include <array>
#include <tuple>
#include "base/feature_list.h"
#include "base/strings/stringprintf.h"
#include "base/test/gtest_util.h"
#include "base/test/scoped_feature_list.h"
#include "base/time/time.h"
#include "base/trace_event/trace_event.h"
#include "cc/base/features.h"
#include "cc/metrics/begin_main_frame_metrics.h"
#include "cc/scheduler/scheduler.h"
#include "cc/tiles/tile_priority.h"
#include "components/viz/common/features.h"
#include "components/viz/common/frame_sinks/begin_frame_args.h"
#include "components/viz/test/begin_frame_args_test.h"
#include "testing/gmock/include/gmock/gmock.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_DRAW"
// Expected: expected() Which is: "ACTION_NONE"
#define EXPECT_ENUM_EQ(enum_tostring, expected, actual) \
EXPECT_THAT(enum_tostring(actual), testing::Eq(enum_tostring(expected)))
#define EXPECT_IMPL_FRAME_STATE(expected) \
EXPECT_ENUM_EQ(BeginImplFrameStateToString, expected, \
state.begin_impl_frame_state())
#define EXPECT_MAIN_FRAME_STATE(expected) \
EXPECT_ENUM_EQ(BeginMainFrameStateToString, expected, \
state.GetBeginMainFrameState())
#define EXPECT_NEXT_MAIN_FRAME_STATE(expected) \
EXPECT_ENUM_EQ(BeginMainFrameStateToString, expected, \
state.GetNextBeginMainFrameState())
#define EXPECT_ACTION(expected) \
EXPECT_ENUM_EQ(ActionToString, expected, state.NextAction())
#define EXPECT_ACTION_UPDATE_STATE(action) \
EXPECT_ACTION(action); \
if (action == SchedulerStateMachine::Action::DRAW_IF_POSSIBLE || \
action == SchedulerStateMachine::Action::DRAW_FORCED) { \
EXPECT_IMPL_FRAME_STATE( \
SchedulerStateMachine::BeginImplFrameState::INSIDE_DEADLINE); \
} \
PerformAction(&state, action); \
if (action == SchedulerStateMachine::Action::NONE) { \
if (state.begin_impl_frame_state() == \
SchedulerStateMachine::BeginImplFrameState::INSIDE_DEADLINE) \
state.OnBeginImplFrameIdle(); \
}
#define SET_UP_STATE(state) \
state.SetVisible(true); \
EXPECT_ACTION_UPDATE_STATE( \
SchedulerStateMachine::Action::BEGIN_LAYER_TREE_FRAME_SINK_CREATION); \
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE); \
state.CreateAndInitializeLayerTreeFrameSinkWithActivatedCommit(); \
state.SetCanDraw(true)
namespace cc {
namespace {
const char* BeginImplFrameStateToString(
SchedulerStateMachine::BeginImplFrameState state) {
using BeginImplFrameState = SchedulerStateMachine::BeginImplFrameState;
switch (state) {
case BeginImplFrameState::IDLE:
return "BeginImplFrameState::IDLE";
case BeginImplFrameState::INSIDE_BEGIN_FRAME:
return "BeginImplFrameState::INSIDE_BEGIN_FRAME";
case BeginImplFrameState::INSIDE_DEADLINE:
return "BeginImplFrameState::INSIDE_DEADLINE";
}
NOTREACHED();
}
const char* BeginMainFrameStateToString(
SchedulerStateMachine::BeginMainFrameState state) {
using BeginMainFrameState = SchedulerStateMachine::BeginMainFrameState;
switch (state) {
case BeginMainFrameState::IDLE:
return "BeginMainFrameState::IDLE";
case BeginMainFrameState::SENT:
return "BeginMainFrameState::SENT";
case BeginMainFrameState::READY_TO_COMMIT:
return "BeginMainFrameState::READY_TO_COMMIT";
}
NOTREACHED();
}
const char* ActionToString(SchedulerStateMachine::Action action) {
using Action = SchedulerStateMachine::Action;
switch (action) {
case Action::NONE:
return "Action::NONE";
case Action::SEND_BEGIN_MAIN_FRAME:
return "Action::SEND_BEGIN_MAIN_FRAME";
case Action::COMMIT:
return "Action::COMMIT";
case Action::POST_COMMIT:
return "Action::POST_COMMIT";
case Action::ACTIVATE_SYNC_TREE:
return "Action::ACTIVATE_SYNC_TREE";
case Action::DRAW_IF_POSSIBLE:
return "Action::DRAW_IF_POSSIBLE";
case Action::DRAW_FORCED:
return "Action::DRAW_FORCED";
case Action::DRAW_ABORT:
return "Action::DRAW_ABORT";
case Action::BEGIN_LAYER_TREE_FRAME_SINK_CREATION:
return "Action::BEGIN_LAYER_TREE_FRAME_SINK_CREATION";
case Action::PREPARE_TILES:
return "Action::PREPARE_TILES";
case Action::INVALIDATE_LAYER_TREE_FRAME_SINK:
return "Action::INVALIDATE_LAYER_TREE_FRAME_SINK";
case Action::PERFORM_IMPL_SIDE_INVALIDATION:
return "Action::PERFORM_IMPL_SIDE_INVALIDATION";
case Action::NOTIFY_BEGIN_MAIN_FRAME_NOT_EXPECTED_UNTIL:
return "Action::NOTIFY_BEGIN_MAIN_FRAME_NOT_EXPECTED_UNTIL";
case Action::NOTIFY_BEGIN_MAIN_FRAME_NOT_EXPECTED_SOON:
return "Action::NOTIFY_BEGIN_MAIN_FRAME_NOT_EXPECTED_SOON";
}
NOTREACHED();
}
const bool kAnimateOnly = false;
const auto all_begin_impl_frame_states =
std::to_array<SchedulerStateMachine::BeginImplFrameState>({
SchedulerStateMachine::BeginImplFrameState::IDLE,
SchedulerStateMachine::BeginImplFrameState::INSIDE_BEGIN_FRAME,
SchedulerStateMachine::BeginImplFrameState::INSIDE_DEADLINE,
});
const auto begin_main_frame_states =
std::to_array<SchedulerStateMachine::BeginMainFrameState>({
SchedulerStateMachine::BeginMainFrameState::IDLE,
SchedulerStateMachine::BeginMainFrameState::SENT,
SchedulerStateMachine::BeginMainFrameState::READY_TO_COMMIT,
});
// Exposes the protected state fields of the SchedulerStateMachine for testing
class StateMachine : public SchedulerStateMachine {
public:
explicit StateMachine(const SchedulerSettings& scheduler_settings)
: SchedulerStateMachine(scheduler_settings),
draw_result_for_test_(DrawResult::kSuccess) {}
void CreateAndInitializeLayerTreeFrameSinkWithActivatedCommit() {
DidCreateAndInitializeLayerTreeFrameSink();
layer_tree_frame_sink_state_ = LayerTreeFrameSinkState::ACTIVE;
}
void IssueNextBeginImplFrame() {
return IssueBeginImplFrame(next_begin_frame_number_++);
}
void IssueBeginImplFrame(uint64_t sequence_number) {
auto args = viz::BeginFrameArgs::Create(
BEGINFRAME_FROM_HERE, 0, sequence_number, now_ticks_,
now_ticks_ + base::Hertz(60), base::Hertz(60),
viz::BeginFrameArgs::NORMAL);
args.animate_only = kAnimateOnly;
OnBeginImplFrame(args);
}
void SetBeginMainFrameState(BeginMainFrameState cs) {
begin_main_frame_state_ = cs;
}
BeginMainFrameState GetBeginMainFrameState() const {
return begin_main_frame_state_;
}
BeginMainFrameState GetNextBeginMainFrameState() const {
return next_begin_main_frame_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_;
}
LayerTreeFrameSinkState layer_tree_frame_sink_state() const {
return layer_tree_frame_sink_state_;
}
void SetNeedsBeginMainFrameForTest(bool needs_begin_main_frame) {
needs_begin_main_frame_ = needs_begin_main_frame;
}
bool NeedsCommit() const { return needs_begin_main_frame_; }
void SetNeedsOneBeginImplFrame(bool needs_frame) {
needs_one_begin_impl_frame_ = needs_frame;
}
void SetNeedsRedraw(bool needs_redraw) { needs_redraw_ = needs_redraw; }
void SetDrawResultForTest(DrawResult draw_result) {
draw_result_for_test_ = draw_result;
}
DrawResult draw_result_for_test() { return draw_result_for_test_; }
void SetNeedsForcedRedrawForTimeout(bool b) {
forced_redraw_state_ = ForcedRedrawOnTimeoutState::WAITING_FOR_COMMIT;
active_tree_needs_first_draw_ = true;
}
bool NeedsForcedRedrawForTimeout() const {
return forced_redraw_state_ != ForcedRedrawOnTimeoutState::IDLE;
}
void SetActiveTreeNeedsFirstDraw(bool needs_first_draw) {
active_tree_needs_first_draw_ = needs_first_draw;
}
void DidReceiveCompositorFrameAck() {
if (!base::FeatureList::IsEnabled(features::kNoCompositorFrameAcks)) {
SchedulerStateMachine::DidReceiveCompositorFrameAck();
}
}
bool CanDraw() const { return can_draw_; }
bool Visible() const { return visible_; }
bool ShouldAbortCurrentFrame() const {
return SchedulerStateMachine::ShouldAbortCurrentFrame();
}
bool has_pending_tree() const { return has_pending_tree_; }
void SetHasPendingTree(bool has_pending_tree) {
has_pending_tree_ = has_pending_tree;
}
bool needs_impl_side_invalidation() const {
return needs_impl_side_invalidation_;
}
void AdvanceTimeBy(base::TimeDelta delta) { now_ticks_ += delta; }
base::TimeTicks Now() const override { return now_ticks_; }
using SchedulerStateMachine::ProactiveBeginFrameWanted;
using SchedulerStateMachine::ShouldDraw;
using SchedulerStateMachine::ShouldPrepareTiles;
using SchedulerStateMachine::ShouldSendBeginMainFrame;
using SchedulerStateMachine::ShouldTriggerBeginImplFrameDeadlineImmediately;
using SchedulerStateMachine::ShouldWaitForScrollEvent;
using SchedulerStateMachine::WillCommit;
protected:
DrawResult draw_result_for_test_;
uint64_t next_begin_frame_number_ = viz::BeginFrameArgs::kStartingFrameNumber;
base::TimeTicks now_ticks_;
};
void PerformAction(StateMachine* sm, SchedulerStateMachine::Action action) {
switch (action) {
case SchedulerStateMachine::Action::NONE:
return;
case SchedulerStateMachine::Action::ACTIVATE_SYNC_TREE:
sm->WillActivate();
return;
case SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME:
sm->WillSendBeginMainFrame();
return;
case SchedulerStateMachine::Action::
NOTIFY_BEGIN_MAIN_FRAME_NOT_EXPECTED_UNTIL:
sm->WillNotifyBeginMainFrameNotExpectedUntil();
return;
case SchedulerStateMachine::Action::
NOTIFY_BEGIN_MAIN_FRAME_NOT_EXPECTED_SOON:
sm->WillNotifyBeginMainFrameNotExpectedSoon();
return;
case SchedulerStateMachine::Action::COMMIT: {
bool commit_has_no_updates = false;
sm->WillCommit(commit_has_no_updates);
sm->DidCommit();
return;
}
case SchedulerStateMachine::Action::POST_COMMIT:
sm->DidPostCommit();
return;
case SchedulerStateMachine::Action::DRAW_FORCED:
case SchedulerStateMachine::Action::DRAW_IF_POSSIBLE: {
sm->WillDraw();
sm->DidDraw(sm->draw_result_for_test());
return;
}
case SchedulerStateMachine::Action::DRAW_ABORT: {
sm->AbortDraw();
return;
}
case SchedulerStateMachine::Action::BEGIN_LAYER_TREE_FRAME_SINK_CREATION:
sm->WillBeginLayerTreeFrameSinkCreation();
return;
case SchedulerStateMachine::Action::PREPARE_TILES:
sm->WillPrepareTiles();
return;
case SchedulerStateMachine::Action::INVALIDATE_LAYER_TREE_FRAME_SINK:
sm->WillInvalidateLayerTreeFrameSink();
return;
case SchedulerStateMachine::Action::PERFORM_IMPL_SIDE_INVALIDATION:
sm->WillPerformImplSideInvalidation();
return;
}
}
TEST(SchedulerStateMachineTest, BeginFrameNeeded) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetVisible(true);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::BEGIN_LAYER_TREE_FRAME_SINK_CREATION);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.CreateAndInitializeLayerTreeFrameSinkWithActivatedCommit();
state.SetBeginMainFrameState(
SchedulerStateMachine::BeginMainFrameState::IDLE);
// Don't request BeginFrames if we are idle.
state.SetNeedsRedraw(false);
state.SetNeedsOneBeginImplFrame(false);
EXPECT_FALSE(state.BeginFrameNeeded());
// Request BeginFrames if we one is needed.
state.SetNeedsRedraw(false);
state.SetNeedsOneBeginImplFrame(true);
EXPECT_TRUE(state.BeginFrameNeeded());
// Request BeginFrames if we are ready to draw.
state.SetVisible(true);
state.SetNeedsRedraw(true);
state.SetNeedsOneBeginImplFrame(false);
EXPECT_TRUE(state.BeginFrameNeeded());
// Don't background tick for needs_redraw.
state.SetVisible(false);
state.SetNeedsRedraw(true);
state.SetNeedsOneBeginImplFrame(false);
EXPECT_FALSE(state.BeginFrameNeeded());
// Proactively request BeginFrames when commit is pending.
state.SetVisible(true);
state.SetNeedsRedraw(false);
state.SetNeedsOneBeginImplFrame(false);
state.SetNeedsBeginMainFrameForTest(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.SetNeedsOneBeginImplFrame(false);
state.SetNeedsBeginMainFrameForTest(true);
state.SetDeferBeginMainFrame(true);
EXPECT_FALSE(state.BeginFrameNeeded());
}
TEST(SchedulerStateMachineTest, BeginMainFrameIsHighestPriorityAction) {
SchedulerSettings default_scheduler_settings;
default_scheduler_settings.main_frame_before_activation_enabled = true;
StateMachine state(default_scheduler_settings);
SET_UP_STATE(state);
state.SetNeedsBeginMainFrame();
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
state.NotifyReadyToCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::POST_COMMIT);
state.NotifyReadyToActivate();
EXPECT_ACTION(SchedulerStateMachine::Action::ACTIVATE_SYNC_TREE);
// Still need to active, but sending BMF takes priority.
state.SetNeedsBeginMainFrame();
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::ACTIVATE_SYNC_TREE);
state.NotifyReadyToCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::POST_COMMIT);
state.OnBeginImplFrameDeadline();
EXPECT_ACTION(SchedulerStateMachine::Action::DRAW_IF_POSSIBLE);
// Still need to draw, but sending BMF takes priority.
state.SetNeedsBeginMainFrame();
state.IssueNextBeginImplFrame();
EXPECT_ACTION(SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
}
TEST(SchedulerStateMachineTest,
TestNextActionNotifyBeginMainFrameNotExpectedUntil) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetMainThreadWantsBeginMainFrameNotExpectedMessages(true);
state.SetVisible(true);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::BEGIN_LAYER_TREE_FRAME_SINK_CREATION);
state.IssueNextBeginImplFrame();
state.CreateAndInitializeLayerTreeFrameSinkWithActivatedCommit();
state.SetNeedsOneBeginImplFrame(true);
EXPECT_TRUE(state.BeginFrameNeeded());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::
NOTIFY_BEGIN_MAIN_FRAME_NOT_EXPECTED_UNTIL);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.SetNeedsRedraw(true);
state.SetNeedsBeginMainFrame();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
}
TEST(SchedulerStateMachineTest,
TestNextActionNotifyBeginMainFrameNotExpectedSoon) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetMainThreadWantsBeginMainFrameNotExpectedMessages(true);
state.SetVisible(true);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::BEGIN_LAYER_TREE_FRAME_SINK_CREATION);
state.IssueNextBeginImplFrame();
state.CreateAndInitializeLayerTreeFrameSinkWithActivatedCommit();
state.SetNeedsOneBeginImplFrame(true);
EXPECT_TRUE(state.BeginFrameNeeded());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::
NOTIFY_BEGIN_MAIN_FRAME_NOT_EXPECTED_UNTIL);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.SetNeedsOneBeginImplFrame(false);
EXPECT_FALSE(state.BeginFrameNeeded());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.SetBeginImplFrameState(
SchedulerStateMachine::BeginImplFrameState::IDLE);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::NOTIFY_BEGIN_MAIN_FRAME_NOT_EXPECTED_SOON);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
}
TEST(SchedulerStateMachineTest, TestNextActionBeginsMainFrameIfNeeded) {
SchedulerSettings default_scheduler_settings;
// If no commit needed, do nothing.
{
StateMachine state(default_scheduler_settings);
state.SetVisible(true);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::BEGIN_LAYER_TREE_FRAME_SINK_CREATION);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.CreateAndInitializeLayerTreeFrameSinkWithActivatedCommit();
state.SetBeginMainFrameState(
SchedulerStateMachine::BeginMainFrameState::IDLE);
state.SetNeedsRedraw(false);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
EXPECT_FALSE(state.NeedsCommit());
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
EXPECT_FALSE(state.NeedsCommit());
}
// If commit requested but not visible yet, do nothing.
{
StateMachine state(default_scheduler_settings);
state.SetBeginMainFrameState(
SchedulerStateMachine::BeginMainFrameState::IDLE);
state.SetNeedsRedraw(false);
state.SetNeedsBeginMainFrame();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
EXPECT_TRUE(state.NeedsCommit());
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
EXPECT_TRUE(state.NeedsCommit());
}
// If commit requested, begin a main frame.
{
StateMachine state(default_scheduler_settings);
state.SetBeginMainFrameState(
SchedulerStateMachine::BeginMainFrameState::IDLE);
state.SetVisible(true);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::BEGIN_LAYER_TREE_FRAME_SINK_CREATION);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.CreateAndInitializeLayerTreeFrameSinkWithActivatedCommit();
state.SetNeedsRedraw(false);
state.SetNeedsBeginMainFrame();
// Expect nothing to happen until after OnBeginImplFrame.
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BeginMainFrameState::IDLE);
EXPECT_IMPL_FRAME_STATE(SchedulerStateMachine::BeginImplFrameState::IDLE);
EXPECT_TRUE(state.NeedsCommit());
EXPECT_TRUE(state.BeginFrameNeeded());
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BeginMainFrameState::SENT);
EXPECT_FALSE(state.NeedsCommit());
}
// If commit requested and can't draw, still begin a main frame.
{
StateMachine state(default_scheduler_settings);
state.SetBeginMainFrameState(
SchedulerStateMachine::BeginMainFrameState::IDLE);
state.SetVisible(true);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::BEGIN_LAYER_TREE_FRAME_SINK_CREATION);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.CreateAndInitializeLayerTreeFrameSinkWithActivatedCommit();
state.SetNeedsRedraw(false);
state.SetNeedsBeginMainFrame();
state.SetCanDraw(false);
// Expect nothing to happen until after OnBeginImplFrame.
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BeginMainFrameState::IDLE);
EXPECT_IMPL_FRAME_STATE(SchedulerStateMachine::BeginImplFrameState::IDLE);
EXPECT_TRUE(state.BeginFrameNeeded());
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BeginMainFrameState::SENT);
EXPECT_FALSE(state.NeedsCommit());
}
}
// Explicitly test main_frame_before_activation_enabled = true
TEST(SchedulerStateMachineTest, MainFrameBeforeActivationEnabled) {
SchedulerSettings scheduler_settings;
scheduler_settings.main_frame_before_activation_enabled = true;
StateMachine state(scheduler_settings);
state.SetBeginMainFrameState(
SchedulerStateMachine::BeginMainFrameState::IDLE);
SET_UP_STATE(state);
state.SetNeedsRedraw(false);
state.SetNeedsBeginMainFrame();
EXPECT_TRUE(state.BeginFrameNeeded());
// Commit to the pending tree.
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.NotifyReadyToCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::POST_COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BeginMainFrameState::IDLE);
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// Verify that the next commit starts while there is still a pending tree.
state.SetNeedsBeginMainFrame();
state.IssueNextBeginImplFrame();
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.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::POST_COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
EXPECT_TRUE(state.ShouldTriggerBeginImplFrameDeadlineImmediately());
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::DRAW_IF_POSSIBLE);
state.DidSubmitCompositorFrame();
state.DidReceiveCompositorFrameAck();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BeginMainFrameState::IDLE);
}
TEST(SchedulerStateMachineTest,
FailedDrawForAnimationCheckerboardSetsNeedsCommitAndRetriesDraw) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
SET_UP_STATE(state);
state.SetNeedsRedraw(true);
EXPECT_TRUE(state.RedrawPending());
EXPECT_TRUE(state.BeginFrameNeeded());
// Start a frame.
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
EXPECT_FALSE(state.CommitPending());
// Failing a draw triggers request for a new BeginMainFrame.
state.OnBeginImplFrameDeadline();
state.SetDrawResultForTest(DrawResult::kAbortedCheckerboardAnimations);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::DRAW_IF_POSSIBLE);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.OnBeginImplFrameIdle();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// It's okay to attempt more draws just in case additional raster
// finishes and the requested commit wasn't actually necessary.
EXPECT_TRUE(state.CommitPending());
EXPECT_TRUE(state.RedrawPending());
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.OnBeginImplFrameDeadline();
state.SetDrawResultForTest(DrawResult::kAbortedCheckerboardAnimations);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::DRAW_IF_POSSIBLE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.OnBeginImplFrameIdle();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
}
TEST(SchedulerStateMachineTest, FailedDrawForMissingHighResNeedsCommit) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
SET_UP_STATE(state);
state.SetNeedsRedraw(true);
EXPECT_TRUE(state.RedrawPending());
EXPECT_TRUE(state.BeginFrameNeeded());
// Start a frame.
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
EXPECT_FALSE(state.CommitPending());
// Failing a draw triggers because of high res tiles missing
// request for a new BeginMainFrame.
state.OnBeginImplFrameDeadline();
state.SetDrawResultForTest(DrawResult::kAbortedMissingHighResContent);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::DRAW_IF_POSSIBLE);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.OnBeginImplFrameIdle();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// It doesn't request a draw until we get a new commit though.
EXPECT_TRUE(state.CommitPending());
EXPECT_FALSE(state.RedrawPending());
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.OnBeginImplFrameIdle();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// Finish the commit and activation.
state.NotifyReadyToCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::POST_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);
EXPECT_TRUE(state.RedrawPending());
// Verify we draw with the new frame.
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.OnBeginImplFrameDeadline();
state.SetDrawResultForTest(DrawResult::kSuccess);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::DRAW_IF_POSSIBLE);
state.DidSubmitCompositorFrame();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.OnBeginImplFrameIdle();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
}
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.SetNeedsBeginMainFrame();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.IssueNextBeginImplFrame();
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 that fails.
state.SetNeedsRedraw(true);
state.OnBeginImplFrameDeadline();
state.SetDrawResultForTest(DrawResult::kAbortedCheckerboardAnimations);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::DRAW_IF_POSSIBLE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
EXPECT_TRUE(state.BeginFrameNeeded());
EXPECT_TRUE(state.RedrawPending());
EXPECT_TRUE(state.CommitPending());
// Finish the commit. Note, we should not yet be forcing a draw, but should
// continue the commit as usual.
state.NotifyReadyToCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::POST_COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
EXPECT_TRUE(state.RedrawPending());
// Activate so we're ready for a new main frame.
state.NotifyReadyToActivate();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::ACTIVATE_SYNC_TREE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
EXPECT_TRUE(state.RedrawPending());
// The redraw should be forced at the end of the next BeginImplFrame.
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.OnBeginImplFrameDeadline();
state.SetDrawResultForTest(DrawResult::kSuccess);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::DRAW_FORCED);
state.DidSubmitCompositorFrame();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.DidReceiveCompositorFrameAck();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
}
TEST(SchedulerStateMachineTest, TestFailedDrawsDoNotRestartForcedDraw) {
SchedulerSettings scheduler_settings;
int draw_limit = 2;
scheduler_settings.maximum_number_of_failed_draws_before_draw_is_forced =
draw_limit;
StateMachine state(scheduler_settings);
SET_UP_STATE(state);
// Start a commit.
state.SetNeedsBeginMainFrame();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.IssueNextBeginImplFrame();
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::DRAW_IF_POSSIBLE);
// Fail the draw enough times to force a redraw.
for (int i = 0; i < draw_limit; ++i) {
state.SetNeedsRedraw(true);
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.OnBeginImplFrameDeadline();
state.SetDrawResultForTest(DrawResult::kAbortedCheckerboardAnimations);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::DRAW_IF_POSSIBLE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.OnBeginImplFrameIdle();
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::ForcedRedrawOnTimeoutState::WAITING_FOR_COMMIT);
// After failing additional draws, we should still be in a forced
// redraw, but not back in IDLE.
for (int i = 0; i < draw_limit; ++i) {
state.SetNeedsRedraw(true);
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.OnBeginImplFrameDeadline();
state.SetDrawResultForTest(DrawResult::kAbortedCheckerboardAnimations);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::DRAW_IF_POSSIBLE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.OnBeginImplFrameIdle();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
}
EXPECT_TRUE(state.RedrawPending());
EXPECT_TRUE(
state.ForcedRedrawState() ==
SchedulerStateMachine::ForcedRedrawOnTimeoutState::WAITING_FOR_COMMIT);
}
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.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.OnBeginImplFrameDeadline();
EXPECT_TRUE(state.RedrawPending());
state.SetDrawResultForTest(DrawResult::kAbortedCheckerboardAnimations);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::DRAW_IF_POSSIBLE);
// Failing the draw for animation checkerboards makes us require a commit.
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.IssueNextBeginImplFrame();
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();
state.SetDrawResultForTest(DrawResult::kSuccess);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::DRAW_IF_POSSIBLE);
state.DidSubmitCompositorFrame();
state.DidReceiveCompositorFrameAck();
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.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::DRAW_IF_POSSIBLE);
state.DidSubmitCompositorFrame();
state.DidReceiveCompositorFrameAck();
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.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::DRAW_IF_POSSIBLE);
state.DidSubmitCompositorFrame();
state.DidReceiveCompositorFrameAck();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// We just submitted, 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.
for (size_t i = 0; i < begin_main_frame_states.size(); ++i) {
for (size_t j = 0; j < all_begin_impl_frame_states.size(); ++j) {
StateMachine state(default_scheduler_settings);
state.SetVisible(true);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::BEGIN_LAYER_TREE_FRAME_SINK_CREATION);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.CreateAndInitializeLayerTreeFrameSinkWithActivatedCommit();
state.SetBeginMainFrameState(begin_main_frame_states[i]);
state.SetBeginImplFrameState(all_begin_impl_frame_states[j]);
bool visible =
(all_begin_impl_frame_states[j] !=
SchedulerStateMachine::BeginImplFrameState::INSIDE_DEADLINE);
state.SetVisible(visible);
// Case 1: needs_begin_main_frame=false
EXPECT_NE(SchedulerStateMachine::Action::DRAW_IF_POSSIBLE,
state.NextAction());
// Case 2: needs_begin_main_frame=true
state.SetNeedsBeginMainFrame();
EXPECT_NE(SchedulerStateMachine::Action::DRAW_IF_POSSIBLE,
state.NextAction());
}
}
// 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 < begin_main_frame_states.size(); ++i) {
StateMachine state(default_scheduler_settings);
state.SetVisible(true);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::BEGIN_LAYER_TREE_FRAME_SINK_CREATION);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.CreateAndInitializeLayerTreeFrameSinkWithActivatedCommit();
state.SetCanDraw(true);
state.SetBeginMainFrameState(begin_main_frame_states[i]);
state.SetBeginImplFrameState(
SchedulerStateMachine::BeginImplFrameState::INSIDE_DEADLINE);
state.SetNeedsRedraw(true);
SchedulerStateMachine::Action expected_action;
if (begin_main_frame_states[i] ==
SchedulerStateMachine::BeginMainFrameState::READY_TO_COMMIT) {
expected_action = SchedulerStateMachine::Action::COMMIT;
} else {
expected_action = SchedulerStateMachine::Action::DRAW_IF_POSSIBLE;
}
// Case 1: needs_begin_main_frame=false.
EXPECT_ACTION(expected_action);
// Case 2: needs_begin_main_frame=true.
state.SetNeedsBeginMainFrame();
EXPECT_ACTION(expected_action);
}
}
TEST(SchedulerStateMachineTest, TestNoBeginMainFrameStatesRedrawWhenInvisible) {
SchedulerSettings default_scheduler_settings;
for (size_t i = 0; i < begin_main_frame_states.size(); ++i) {
// There shouldn't be any drawing regardless of BeginImplFrame.
for (size_t j = 0; j < 2; ++j) {
StateMachine state(default_scheduler_settings);
state.SetVisible(true);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::BEGIN_LAYER_TREE_FRAME_SINK_CREATION);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.CreateAndInitializeLayerTreeFrameSinkWithActivatedCommit();
state.SetBeginMainFrameState(begin_main_frame_states[i]);
state.SetVisible(false);
state.SetNeedsRedraw(true);
if (j == 1) {
state.SetBeginImplFrameState(
SchedulerStateMachine::BeginImplFrameState::INSIDE_DEADLINE);
}
// Case 1: needs_begin_main_frame=false.
EXPECT_NE(SchedulerStateMachine::Action::DRAW_IF_POSSIBLE,
state.NextAction());
// Case 2: needs_begin_main_frame=true.
state.SetNeedsBeginMainFrame();
EXPECT_NE(SchedulerStateMachine::Action::DRAW_IF_POSSIBLE,
state.NextAction());
}
}
}
TEST(SchedulerStateMachineTest, TestCanRedraw_StopsDraw) {
SchedulerSettings default_scheduler_settings;
for (size_t i = 0; i < begin_main_frame_states.size(); ++i) {
// There shouldn't be any drawing regardless of BeginImplFrame.
for (size_t j = 0; j < 2; ++j) {
StateMachine state(default_scheduler_settings);
state.SetVisible(true);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::BEGIN_LAYER_TREE_FRAME_SINK_CREATION);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.CreateAndInitializeLayerTreeFrameSinkWithActivatedCommit();
state.SetBeginMainFrameState(begin_main_frame_states[i]);
state.SetVisible(false);
state.SetNeedsRedraw(true);
if (j == 1)
state.IssueNextBeginImplFrame();
state.SetCanDraw(false);
EXPECT_NE(SchedulerStateMachine::Action::DRAW_IF_POSSIBLE,
state.NextAction());
}
}
}
TEST(SchedulerStateMachineTest,
TestCanRedrawWithWaitingForFirstDrawMakesProgress) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetVisible(true);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::BEGIN_LAYER_TREE_FRAME_SINK_CREATION);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.CreateAndInitializeLayerTreeFrameSinkWithActivatedCommit();
state.SetActiveTreeNeedsFirstDraw(true);
state.SetNeedsBeginMainFrame();
state.SetNeedsRedraw(true);
state.SetCanDraw(false);
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::DRAW_ABORT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.NotifyReadyToCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::POST_COMMIT);
state.NotifyReadyToActivate();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::ACTIVATE_SYNC_TREE);
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::DRAW_ABORT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
}
TEST(SchedulerStateMachineTest, TestSetNeedsBeginMainFrameIsNotLost) {
SchedulerSettings scheduler_settings;
StateMachine state(scheduler_settings);
SET_UP_STATE(state);
state.SetNeedsBeginMainFrame();
EXPECT_TRUE(state.BeginFrameNeeded());
// Begin the frame.
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BeginMainFrameState::SENT);
// Now, while the frame is in progress, set another commit.
state.SetNeedsBeginMainFrame();
EXPECT_TRUE(state.NeedsCommit());
// Let the frame finish.
state.NotifyReadyToCommit();
EXPECT_MAIN_FRAME_STATE(
SchedulerStateMachine::BeginMainFrameState::READY_TO_COMMIT);
// Expect to commit regardless of BeginImplFrame state.
EXPECT_IMPL_FRAME_STATE(
SchedulerStateMachine::BeginImplFrameState::INSIDE_BEGIN_FRAME);
EXPECT_ACTION(SchedulerStateMachine::Action::COMMIT);
state.OnBeginImplFrameDeadline();
EXPECT_IMPL_FRAME_STATE(
SchedulerStateMachine::BeginImplFrameState::INSIDE_DEADLINE);
EXPECT_ACTION(SchedulerStateMachine::Action::COMMIT);
state.OnBeginImplFrameIdle();
EXPECT_IMPL_FRAME_STATE(SchedulerStateMachine::BeginImplFrameState::IDLE);
EXPECT_ACTION(SchedulerStateMachine::Action::COMMIT);
state.IssueNextBeginImplFrame();
EXPECT_IMPL_FRAME_STATE(
SchedulerStateMachine::BeginImplFrameState::INSIDE_BEGIN_FRAME);
EXPECT_ACTION(SchedulerStateMachine::Action::COMMIT);
// Finish the commit and activate, 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::POST_COMMIT);
state.NotifyReadyToActivate();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::ACTIVATE_SYNC_TREE);
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_IF_POSSIBLE);
state.DidSubmitCompositorFrame();
state.DidReceiveCompositorFrameAck();
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.SetNeedsBeginMainFrame();
// Begin the frame.
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BeginMainFrameState::SENT);
EXPECT_FALSE(state.NeedsCommit());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// Tell the scheduler the frame finished.
state.NotifyReadyToCommit();
EXPECT_MAIN_FRAME_STATE(
SchedulerStateMachine::BeginMainFrameState::READY_TO_COMMIT);
// Commit.
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::POST_COMMIT);
// Activate.
state.NotifyReadyToActivate();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::ACTIVATE_SYNC_TREE);
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::DRAW_IF_POSSIBLE);
state.DidSubmitCompositorFrame();
state.DidReceiveCompositorFrameAck();
// Should be synchronized, no draw needed, no action needed.
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BeginMainFrameState::IDLE);
EXPECT_FALSE(state.needs_redraw());
}
namespace {
bool RunOneFrameAndReturnWhetherMainFrameIsIssued(
StateMachine& state,
base::TimeDelta processing_delay = base::TimeDelta()) {
state.IssueNextBeginImplFrame();
state.AdvanceTimeBy(processing_delay);
// If we send a BeginMainFrame(), simulate the fast path, where main is fast
// enough to catch the next deadline.
bool send_begin_main_frame = state.ShouldSendBeginMainFrame();
if (send_begin_main_frame) {
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BeginMainFrameState::SENT);
EXPECT_EQ(SchedulerStateMachine::BeginImplFrameDeadlineMode::LATE,
state.CurrentBeginImplFrameDeadlineMode());
EXPECT_FALSE(state.NeedsCommit());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.NotifyReadyToCommit();
EXPECT_MAIN_FRAME_STATE(
SchedulerStateMachine::BeginMainFrameState::READY_TO_COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::POST_COMMIT);
state.NotifyReadyToActivate();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::ACTIVATE_SYNC_TREE);
EXPECT_TRUE(state.active_tree_needs_first_draw());
EXPECT_TRUE(state.needs_redraw());
} else {
// Still need to require a draw, otherwise nothing will happen below.
state.SetNeedsRedraw(true);
EXPECT_EQ(SchedulerStateMachine::BeginImplFrameDeadlineMode::IMMEDIATE,
state.CurrentBeginImplFrameDeadlineMode());
}
// Expect to do nothing until BeginImplFrame deadline
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::DRAW_IF_POSSIBLE);
state.DidSubmitCompositorFrame();
state.DidReceiveCompositorFrameAck();
// Should be synchronized, no draw needed, no action needed.
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BeginMainFrameState::IDLE);
EXPECT_FALSE(state.needs_redraw());
return send_begin_main_frame;
}
} // namespace
TEST(SchedulerStateMachineTest, TestMainFrameThrottling) {
base::test::ScopedFeatureList scoped_feature_list_{
features::kThrottleMainFrameTo60Hz};
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
SET_UP_STATE(state);
state.FrameIntervalUpdated(base::Hertz(120));
state.AdvanceTimeBy(base::Seconds(1280)); // Start at an arbitrary point.
int begin_main_frame_count = 0;
for (int i = 0; i < 10; i++) {
state.SetNeedsBeginMainFrame();
begin_main_frame_count +=
RunOneFrameAndReturnWhetherMainFrameIsIssued(state) ? 1 : 0;
state.AdvanceTimeBy(base::Hertz(120));
}
EXPECT_EQ(begin_main_frame_count, 5);
}
TEST(SchedulerStateMachineTest,
TestMainFrameThrottlingWithMainThreadScrolling) {
base::test::ScopedFeatureList scoped_feature_list_{
features::kThrottleMainFrameTo60Hz};
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
SET_UP_STATE(state);
state.FrameIntervalUpdated(base::Hertz(120));
state.AdvanceTimeBy(base::Seconds(1280)); // Start at an arbitrary point.
// Main thread scrolling.
state.SetTreePrioritiesAndScrollState(
SMOOTHNESS_TAKES_PRIORITY,
ScrollHandlerState::SCROLL_AFFECTS_SCROLL_HANDLER, true);
int begin_main_frame_count = 0;
for (int i = 0; i < 10; i++) {
state.SetNeedsBeginMainFrame();
begin_main_frame_count +=
RunOneFrameAndReturnWhetherMainFrameIsIssued(state) ? 1 : 0;
state.AdvanceTimeBy(base::Hertz(120));
}
// No throttling.
EXPECT_EQ(begin_main_frame_count, 10);
// Non-passive scroll handler, but not blocking.
state.SetTreePrioritiesAndScrollState(
SMOOTHNESS_TAKES_PRIORITY,
ScrollHandlerState::SCROLL_AFFECTS_SCROLL_HANDLER, false);
begin_main_frame_count = 0;
for (int i = 0; i < 10; i++) {
state.SetNeedsBeginMainFrame();
begin_main_frame_count +=
RunOneFrameAndReturnWhetherMainFrameIsIssued(state) ? 1 : 0;
state.AdvanceTimeBy(base::Hertz(120));
}
// Throttling.
EXPECT_EQ(begin_main_frame_count, 5);
}
TEST(SchedulerStateMachineTest, TestProactiveMainFrameThrottling) {
base::test::ScopedFeatureList scoped_feature_list;
scoped_feature_list.InitAndEnableFeatureWithParameters(
features::kRenderThrottleFrameRate,
{{"render-throttled-frame-interval-hz", "30"}});
base::TimeDelta throttled_interval =
base::Hertz(features::kRenderThrottledFrameIntervalHz.Get());
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
SET_UP_STATE(state);
state.FrameIntervalUpdated(base::Hertz(120));
state.AdvanceTimeBy(base::Seconds(1280)); // Start at an arbitrary point.
auto GetFrameCountFor10Intervals = [&state](int interval_hz) {
int begin_main_frame_count = 0;
for (int i = 0; i < 10; i++) {
state.SetNeedsBeginMainFrame();
begin_main_frame_count +=
RunOneFrameAndReturnWhetherMainFrameIsIssued(state) ? 1 : 0;
state.AdvanceTimeBy(base::Hertz(120));
}
return begin_main_frame_count;
};
// No throttling by default.
EXPECT_EQ(GetFrameCountFor10Intervals(120), 10);
EXPECT_EQ(state.MainFrameThrottledInterval(), base::TimeDelta());
// Throttling after starting the throttle.
state.SetShouldThrottleFrameRate(true);
EXPECT_EQ(GetFrameCountFor10Intervals(120), 2);
EXPECT_EQ(state.MainFrameThrottledInterval(), throttled_interval);
// Not throttling after stopping the throttle.
state.SetShouldThrottleFrameRate(false);
EXPECT_EQ(GetFrameCountFor10Intervals(120), 10);
EXPECT_EQ(state.MainFrameThrottledInterval(), base::TimeDelta());
}
TEST(SchedulerStateMachineTest, TestMainFrameThrottlingIsNotSensitiveToDelays) {
base::test::ScopedFeatureList scoped_feature_list_{
features::kThrottleMainFrameTo60Hz};
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
SET_UP_STATE(state);
state.FrameIntervalUpdated(base::Hertz(120));
state.AdvanceTimeBy(base::Seconds(1280)); // Start at an arbitrary point.
state.SetNeedsBeginMainFrame();
EXPECT_TRUE(RunOneFrameAndReturnWhetherMainFrameIsIssued(state));
state.AdvanceTimeBy(base::Hertz(120));
// Even if there is a long descheduling delay, do not issue a new main frame.
state.SetNeedsBeginMainFrame();
EXPECT_FALSE(RunOneFrameAndReturnWhetherMainFrameIsIssued(
state, base::Milliseconds(100)));
state.AdvanceTimeBy(base::Hertz(120));
state.SetNeedsBeginMainFrame();
EXPECT_TRUE(RunOneFrameAndReturnWhetherMainFrameIsIssued(state));
}
TEST(SchedulerStateMachineTest, TestMainFrameThrottlingDifferentRates) {
base::test::ScopedFeatureList scoped_feature_list_{
features::kThrottleMainFrameTo60Hz};
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
SET_UP_STATE(state);
state.FrameIntervalUpdated(base::Hertz(144));
state.AdvanceTimeBy(base::Seconds(1280)); // Start at an arbitrary point.
int begin_main_frame_count = 0;
for (int i = 0; i < 10; i++) {
state.SetNeedsBeginMainFrame();
begin_main_frame_count +=
RunOneFrameAndReturnWhetherMainFrameIsIssued(state) ? 1 : 0;
state.AdvanceTimeBy(base::Hertz(144));
}
EXPECT_EQ(begin_main_frame_count, 5);
state.FrameIntervalUpdated(base::Hertz(60));
EXPECT_EQ(base::TimeDelta(), state.MainFrameThrottledInterval());
begin_main_frame_count = 0;
for (int i = 0; i < 10; i++) {
state.SetNeedsBeginMainFrame();
begin_main_frame_count +=
RunOneFrameAndReturnWhetherMainFrameIsIssued(state) ? 1 : 0;
state.AdvanceTimeBy(base::Hertz(60));
}
EXPECT_EQ(begin_main_frame_count, 10);
constexpr float kSlackFactor = .9;
state.FrameIntervalUpdated(base::Hertz(90));
EXPECT_EQ(base::TimeDelta(), state.MainFrameThrottledInterval());
state.FrameIntervalUpdated(base::Hertz(120));
EXPECT_NEAR(state.MainFrameThrottledInterval().InMillisecondsF(),
(base::Hertz(60) * kSlackFactor).InMillisecondsF(), 1e-2);
state.FrameIntervalUpdated(base::Hertz(144));
EXPECT_NEAR(state.MainFrameThrottledInterval().InMillisecondsF(),
(base::Hertz(72) * kSlackFactor).InMillisecondsF(), 1e-2);
state.FrameIntervalUpdated(base::Hertz(240));
EXPECT_NEAR(state.MainFrameThrottledInterval().InMillisecondsF(),
(base::Hertz(120) * kSlackFactor).InMillisecondsF(), 1e-2);
state.FrameIntervalUpdated(base::Hertz(90));
EXPECT_EQ(base::TimeDelta(), state.MainFrameThrottledInterval());
}
TEST(SchedulerStateMachineTest, TestMainFrameThrottlingWithUrgentUpdates) {
base::test::ScopedFeatureList scoped_feature_list_{
features::kThrottleMainFrameTo60Hz};
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
SET_UP_STATE(state);
state.FrameIntervalUpdated(base::Hertz(120));
state.AdvanceTimeBy(base::Seconds(1280)); // Start at an arbitrary point.
int begin_main_frame_count = 0;
for (int i = 0; i < 10; i++) {
state.SetNeedsBeginMainFrame(true);
begin_main_frame_count +=
RunOneFrameAndReturnWhetherMainFrameIsIssued(state) ? 1 : 0;
state.AdvanceTimeBy(base::Hertz(120));
}
// All the urgent updates result in main frames.
EXPECT_EQ(begin_main_frame_count, 10);
begin_main_frame_count = 0;
for (int i = 0; i < 10; i++) {
state.SetNeedsBeginMainFrame(false);
state.SetNeedsBeginMainFrame(true);
begin_main_frame_count +=
RunOneFrameAndReturnWhetherMainFrameIsIssued(state) ? 1 : 0;
state.AdvanceTimeBy(base::Hertz(120));
}
// Same when we get multiple requests in a frame, one urgent.
EXPECT_EQ(begin_main_frame_count, 10);
begin_main_frame_count = 0;
for (int i = 0; i < 10; i++) {
bool urgent = i < 3;
state.SetNeedsBeginMainFrame(urgent);
begin_main_frame_count +=
RunOneFrameAndReturnWhetherMainFrameIsIssued(state) ? 1 : 0;
state.AdvanceTimeBy(base::Hertz(120));
}
// One extra main frame, doesn't make all the subsequent ones urgent.
EXPECT_EQ(begin_main_frame_count, 5 + 1);
}
TEST(SchedulerStateMachineTest, TestMainFrameThrottlingWithUrgentBoost) {
base::test::ScopedFeatureList scoped_feature_list_;
scoped_feature_list_.InitWithFeatures(
{features::kThrottleMainFrameTo60Hz,
features::kBoostFrameRateForUrgentMainFrame},
{});
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
SET_UP_STATE(state);
state.FrameIntervalUpdated(base::Hertz(120));
state.AdvanceTimeBy(base::Seconds(1280)); // Start at an arbitrary point.
int begin_main_frame_count = 0;
for (int i = 0; i < 10; i++) {
// One frame marked urgent.
bool urgent = (i == 0);
state.SetNeedsBeginMainFrame(urgent);
begin_main_frame_count +=
RunOneFrameAndReturnWhetherMainFrameIsIssued(state) ? 1 : 0;
state.AdvanceTimeBy(base::Hertz(120));
state.SetNeedsBeginMainFrame(false);
}
// A single urgent frame, none of the subsequent frames are throttled.
EXPECT_EQ(begin_main_frame_count, 10);
// Normal throttling resumes after the boost duration.
state.AdvanceTimeBy(SchedulerStateMachine::kUrgentBoostDuration);
begin_main_frame_count = 0;
for (int i = 0; i < 10; i++) {
state.SetNeedsBeginMainFrame(false);
begin_main_frame_count +=
RunOneFrameAndReturnWhetherMainFrameIsIssued(state) ? 1 : 0;
state.AdvanceTimeBy(base::Hertz(120));
state.SetNeedsBeginMainFrame(false);
}
EXPECT_EQ(begin_main_frame_count, 5);
// Boost starting point is reset at every urgent frame.
state.AdvanceTimeBy(SchedulerStateMachine::kUrgentBoostDuration);
state.SetNeedsBeginMainFrame(true);
RunOneFrameAndReturnWhetherMainFrameIsIssued(state);
state.AdvanceTimeBy(SchedulerStateMachine::kUrgentBoostDuration / 2);
state.SetNeedsBeginMainFrame(true);
RunOneFrameAndReturnWhetherMainFrameIsIssued(state);
state.AdvanceTimeBy(SchedulerStateMachine::kUrgentBoostDuration / 2);
begin_main_frame_count = 0;
for (int i = 0; i < 10; i++) {
state.SetNeedsBeginMainFrame(false);
begin_main_frame_count +=
RunOneFrameAndReturnWhetherMainFrameIsIssued(state) ? 1 : 0;
state.AdvanceTimeBy(base::Hertz(120));
state.SetNeedsBeginMainFrame(false);
}
EXPECT_EQ(begin_main_frame_count, 10);
// But not forever.
state.AdvanceTimeBy(SchedulerStateMachine::kUrgentBoostDuration / 2);
begin_main_frame_count = 0;
for (int i = 0; i < 10; i++) {
state.SetNeedsBeginMainFrame(false);
begin_main_frame_count +=
RunOneFrameAndReturnWhetherMainFrameIsIssued(state) ? 1 : 0;
state.AdvanceTimeBy(base::Hertz(120));
state.SetNeedsBeginMainFrame(false);
}
EXPECT_EQ(begin_main_frame_count, 5);
}
TEST(SchedulerStateMachineTest, CommitWithoutDrawWithPendingTree) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
SET_UP_STATE(state);
// Start clean and set commit.
state.SetNeedsBeginMainFrame();
// Make a main frame, commit and activate it. But don't draw it.
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
state.NotifyReadyToCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::POST_COMMIT);
state.NotifyReadyToActivate();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::ACTIVATE_SYNC_TREE);
// Try to make a new main frame before drawing. Since we will commit it to a
// pending tree and not clobber the active tree, we're able to start a new
// begin frame and commit it.
state.SetNeedsBeginMainFrame();
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
state.NotifyReadyToCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::POST_COMMIT);
}
TEST(SchedulerStateMachineTest, DontCommitWithoutDrawWithoutPendingTree) {
SchedulerSettings scheduler_settings;
scheduler_settings.commit_to_active_tree = true;
scheduler_settings.main_frame_before_activation_enabled = false;
StateMachine state(scheduler_settings);
SET_UP_STATE(state);
// Start clean and set commit.
state.SetNeedsBeginMainFrame();
uint64_t sequence_number = 10;
// Make a main frame, commit and activate it. But don't draw it.
state.IssueBeginImplFrame(sequence_number);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
state.NotifyReadyToCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::POST_COMMIT);
state.NotifyReadyToActivate();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::ACTIVATE_SYNC_TREE);
// Try to make a new main frame before drawing, but since we would clobber the
// active tree, we will not do so.
state.SetNeedsBeginMainFrame();
sequence_number++;
state.IssueBeginImplFrame(sequence_number);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
}
TEST(SchedulerStateMachineTest, AbortedMainFrameDoesNotResetPendingTree) {
SchedulerSettings scheduler_settings;
scheduler_settings.main_frame_before_activation_enabled = true;
StateMachine state(scheduler_settings);
SET_UP_STATE(state);
// Perform a commit so that we have an active tree.
state.SetNeedsBeginMainFrame();
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.NotifyReadyToCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::POST_COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
EXPECT_TRUE(state.has_pending_tree());
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// Ask for another commit but abort it. Verify that we didn't reset pending
// tree state.
state.SetNeedsBeginMainFrame();
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
EXPECT_TRUE(state.has_pending_tree());
state.BeginMainFrameAborted(CommitEarlyOutReason::kFinishedNoUpdates);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
EXPECT_TRUE(state.has_pending_tree());
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// Ask for another commit that doesn't abort.
state.SetNeedsBeginMainFrame();
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.NotifyReadyToCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
EXPECT_TRUE(state.has_pending_tree());
// Verify that commit is delayed until the pending tree is activated.
state.NotifyReadyToActivate();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::ACTIVATE_SYNC_TREE);
EXPECT_FALSE(state.has_pending_tree());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::POST_COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
EXPECT_TRUE(state.has_pending_tree());
}
// When we are not using `CompositorFrameAck` as the source of throttling we can
// continue work on the next frame ahead of the subsequent `OnBeginFrame`. This
// test allows us to verify the standard behaviour of going idle after frame
// submission, with that which allows `SendBeginMainFrame` to be sent.
class BeginMainFrameSchedulerStateMachineTest
: public testing::Test,
public testing::WithParamInterface<bool> {
public:
BeginMainFrameSchedulerStateMachineTest();
~BeginMainFrameSchedulerStateMachineTest() override = default;
private:
base::test::ScopedFeatureList scoped_feature_list_;
};
BeginMainFrameSchedulerStateMachineTest::
BeginMainFrameSchedulerStateMachineTest() {
if (GetParam()) {
scoped_feature_list_.InitAndEnableFeature(features::kNoCompositorFrameAcks);
} else {
scoped_feature_list_.InitAndDisableFeature(
features::kNoCompositorFrameAcks);
}
}
TEST_P(BeginMainFrameSchedulerStateMachineTest,
TestFullCycleWithCommitToActive) {
SchedulerSettings scheduler_settings;
scheduler_settings.commit_to_active_tree = true;
StateMachine state(scheduler_settings);
SET_UP_STATE(state);
// Start clean and set commit.
state.SetNeedsBeginMainFrame();
// Begin the frame.
uint64_t sequence_number = 10;
state.IssueBeginImplFrame(sequence_number);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BeginMainFrameState::SENT);
EXPECT_FALSE(state.NeedsCommit());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// Tell the scheduler the frame finished.
state.NotifyReadyToCommit();
EXPECT_MAIN_FRAME_STATE(
SchedulerStateMachine::BeginMainFrameState::READY_TO_COMMIT);
// Commit.
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::POST_COMMIT);
// Commit always calls NotifyReadyToActivate in this mode.
state.NotifyReadyToActivate();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::ACTIVATE_SYNC_TREE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// No draw because we haven't received NotifyReadyToDraw yet.
state.OnBeginImplFrameDeadline();
EXPECT_TRUE(state.active_tree_needs_first_draw());
EXPECT_TRUE(state.needs_redraw());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// Can't BeginMainFrame yet since last commit hasn't been drawn yet.
state.SetNeedsBeginMainFrame();
sequence_number++;
state.IssueBeginImplFrame(sequence_number);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// Now call ready to draw which will allow the draw to happen and
// BeginMainFrame to be sent.
state.NotifyReadyToDraw();
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::DRAW_IF_POSSIBLE);
// Submit throttled from this point.
state.DidSubmitCompositorFrame();
if (!base::FeatureList::IsEnabled(features::kNoCompositorFrameAcks)) {
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
}
// Can't BeginMainFrame yet since we're submit-frame throttled.
sequence_number++;
state.IssueBeginImplFrame(sequence_number);
if (!base::FeatureList::IsEnabled(features::kNoCompositorFrameAcks)) {
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// CompositorFrameAck unblocks BeginMainFrame.
state.DidReceiveCompositorFrameAck();
}
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
state.NotifyReadyToCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::POST_COMMIT);
state.NotifyReadyToActivate();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::ACTIVATE_SYNC_TREE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// Draw the newly activated tree.
state.NotifyReadyToDraw();
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::DRAW_IF_POSSIBLE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// When commits are deferred, we don't block the deadline.
state.SetDeferBeginMainFrame(true);
sequence_number++;
state.IssueBeginImplFrame(sequence_number);
EXPECT_NE(SchedulerStateMachine::BeginImplFrameDeadlineMode::BLOCKED,
state.CurrentBeginImplFrameDeadlineMode());
}
INSTANTIATE_TEST_SUITE_P(,
BeginMainFrameSchedulerStateMachineTest,
testing::Bool(),
[](auto& info) {
return info.param ? "NoCompositorFrameAck"
: "CompositorFrameAck";
});
TEST(SchedulerStateMachineTest, TestFullCycleWithCommitRequestInbetween) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
SET_UP_STATE(state);
// Start clean and set commit.
state.SetNeedsBeginMainFrame();
// Begin the frame.
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BeginMainFrameState::SENT);
EXPECT_FALSE(state.NeedsCommit());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// Request another commit while the commit is in flight.
state.SetNeedsBeginMainFrame();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// Tell the scheduler the frame finished.
state.NotifyReadyToCommit();
EXPECT_MAIN_FRAME_STATE(
SchedulerStateMachine::BeginMainFrameState::READY_TO_COMMIT);
// First commit and activate.
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::POST_COMMIT);
state.NotifyReadyToActivate();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::ACTIVATE_SYNC_TREE);
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::DRAW_IF_POSSIBLE);
state.DidSubmitCompositorFrame();
state.DidReceiveCompositorFrameAck();
// Should be synchronized, no draw needed, no action needed.
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BeginMainFrameState::IDLE);
EXPECT_FALSE(state.needs_redraw());
// Next BeginImplFrame should initiate second commit.
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
}
TEST(SchedulerStateMachineTest, TestNoRequestCommitWhenInvisible) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetVisible(true);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::BEGIN_LAYER_TREE_FRAME_SINK_CREATION);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.CreateAndInitializeLayerTreeFrameSinkWithActivatedCommit();
state.SetVisible(false);
state.SetNeedsBeginMainFrame();
EXPECT_FALSE(state.CouldSendBeginMainFrame());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
}
TEST(SchedulerStateMachineTest, TestNoRequestCommitWhenBeginFrameSourcePaused) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetVisible(true);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::BEGIN_LAYER_TREE_FRAME_SINK_CREATION);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.CreateAndInitializeLayerTreeFrameSinkWithActivatedCommit();
state.SetBeginFrameSourcePaused(true);
state.SetNeedsBeginMainFrame();
EXPECT_FALSE(state.CouldSendBeginMainFrame());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
}
TEST(SchedulerStateMachineTest, TestNoRequestLayerTreeFrameSinkWhenInvisible) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
// We should not request a LayerTreeFrameSink when we are still invisible.
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.SetVisible(true);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::BEGIN_LAYER_TREE_FRAME_SINK_CREATION);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.CreateAndInitializeLayerTreeFrameSinkWithActivatedCommit();
state.SetVisible(false);
state.DidLoseLayerTreeFrameSink();
state.SetNeedsBeginMainFrame();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.SetVisible(true);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::BEGIN_LAYER_TREE_FRAME_SINK_CREATION);
}
// See ProxyMain::BeginMainFrame "EarlyOut_NotVisible" /
// "EarlyOut_LayerTreeFrameSinkLost" cases.
TEST(SchedulerStateMachineTest, TestAbortBeginMainFrameBecauseInvisible) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
SET_UP_STATE(state);
// Start clean and set commit.
state.SetNeedsBeginMainFrame();
// Begin the frame while visible.
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BeginMainFrameState::SENT);
EXPECT_FALSE(state.NeedsCommit());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// Become invisible and abort BeginMainFrame.
state.SetVisible(false);
state.BeginMainFrameAborted(CommitEarlyOutReason::kAbortedNotVisible);
// 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_MAIN_FRAME_STATE(SchedulerStateMachine::BeginMainFrameState::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_MAIN_FRAME_STATE(SchedulerStateMachine::BeginMainFrameState::IDLE);
EXPECT_ACTION(SchedulerStateMachine::Action::NONE);
EXPECT_TRUE(state.NeedsCommit());
// Start a new frame.
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
// We should be starting the commit now.
EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BeginMainFrameState::SENT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
}
// See ProxyMain::BeginMainFrame "EarlyOut_NoUpdates" case.
TEST(SchedulerStateMachineTest, TestAbortBeginMainFrameBecauseCommitNotNeeded) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetVisible(true);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::BEGIN_LAYER_TREE_FRAME_SINK_CREATION);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.DidCreateAndInitializeLayerTreeFrameSink();
state.SetCanDraw(true);
// Get into a begin frame / commit state.
state.SetNeedsBeginMainFrame();
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BeginMainFrameState::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::kFinishedNoUpdates);
// NeedsCommit should now be false because the commit was actually handled.
EXPECT_FALSE(state.NeedsCommit());
// Since the commit was aborted, we don't need to try and draw.
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// Verify another commit doesn't start on another frame either.
EXPECT_FALSE(state.NeedsCommit());
EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BeginMainFrameState::IDLE);
state.IssueNextBeginImplFrame();
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.SetNeedsBeginMainFrame();
EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BeginMainFrameState::IDLE);
state.IssueNextBeginImplFrame();
EXPECT_ACTION(SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
}
TEST(SchedulerStateMachineTest, TestMainFrameBeforeCommit) {
SchedulerSettings default_scheduler_settings;
default_scheduler_settings.main_frame_before_commit_enabled = true;
StateMachine state(default_scheduler_settings);
state.SetVisible(true);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::BEGIN_LAYER_TREE_FRAME_SINK_CREATION);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.DidCreateAndInitializeLayerTreeFrameSink();
state.SetCanDraw(true);
// Get into a begin frame / commit state.
state.SetNeedsBeginMainFrame();
state.IssueNextBeginImplFrame();
EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BeginMainFrameState::IDLE);
EXPECT_NEXT_MAIN_FRAME_STATE(
SchedulerStateMachine::BeginMainFrameState::IDLE);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BeginMainFrameState::SENT);
EXPECT_NEXT_MAIN_FRAME_STATE(
SchedulerStateMachine::BeginMainFrameState::IDLE);
EXPECT_ACTION(SchedulerStateMachine::Action::NONE);
// The secondary BeginMainFrame can't be sent until the first one completes
state.IssueNextBeginImplFrame();
state.SetNeedsBeginMainFrame();
EXPECT_ACTION(SchedulerStateMachine::Action::NONE);
// Abort the primary BeginMainFrame; the next BeginMainFrame should also be
// primary.
state.BeginMainFrameAborted(CommitEarlyOutReason::kFinishedNoUpdates);
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BeginMainFrameState::SENT);
EXPECT_NEXT_MAIN_FRAME_STATE(
SchedulerStateMachine::BeginMainFrameState::IDLE);
// Complete the primary BeginMainFrame; the next BeginMainFrame should be
// secondary, and it should be sent *before* commit of the primary.
state.NotifyReadyToCommit();
EXPECT_MAIN_FRAME_STATE(
SchedulerStateMachine::BeginMainFrameState::READY_TO_COMMIT);
EXPECT_NEXT_MAIN_FRAME_STATE(
SchedulerStateMachine::BeginMainFrameState::IDLE);
// Secondary BeginMainFrame can be sent while primary is READY_TO_COMMIT
state.SetNeedsBeginMainFrame();
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
EXPECT_MAIN_FRAME_STATE(
SchedulerStateMachine::BeginMainFrameState::READY_TO_COMMIT);
EXPECT_NEXT_MAIN_FRAME_STATE(
SchedulerStateMachine::BeginMainFrameState::SENT);
// No more than two main frames in flight at a time; we should not send
// this main frame until the next NotifyReadyToCommit().
state.SetNeedsBeginMainFrame();
// Complete the commit; the secondary BeginMainFrame gets promoted to primary.
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::COMMIT);
EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BeginMainFrameState::SENT);
EXPECT_NEXT_MAIN_FRAME_STATE(
SchedulerStateMachine::BeginMainFrameState::IDLE);
// Activate to vacate pending tree for another commit
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::POST_COMMIT);
// Cannot send the next main frame until the previous one is ready to commit
state.IssueNextBeginImplFrame();
EXPECT_ACTION(SchedulerStateMachine::Action::NONE);
state.NotifyReadyToActivate();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::ACTIVATE_SYNC_TREE);
// Create a secondary BeginMainFrame and abort it; should not affect the
// primary.
state.NotifyReadyToCommit();
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
state.BeginMainFrameAborted(CommitEarlyOutReason::kFinishedNoUpdates);
EXPECT_MAIN_FRAME_STATE(
SchedulerStateMachine::BeginMainFrameState::READY_TO_COMMIT);
EXPECT_NEXT_MAIN_FRAME_STATE(
SchedulerStateMachine::BeginMainFrameState::IDLE);
EXPECT_ACTION(SchedulerStateMachine::Action::COMMIT);
}
TEST(SchedulerStateMachineTest, TestFirstContextCreation) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetVisible(true);
state.SetCanDraw(true);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::BEGIN_LAYER_TREE_FRAME_SINK_CREATION);
state.CreateAndInitializeLayerTreeFrameSinkWithActivatedCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// Check that the first init does not SetNeedsBeginMainFrame.
state.IssueNextBeginImplFrame();
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.SetNeedsBeginMainFrame();
state.IssueNextBeginImplFrame();
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_LAYER_TREE_FRAME_SINK_CREATION,
state.NextAction());
state.DidLoseLayerTreeFrameSink();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::BEGIN_LAYER_TREE_FRAME_SINK_CREATION);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// Once context recreation begins, nothing should happen.
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// Recreate the context.
state.CreateAndInitializeLayerTreeFrameSinkWithActivatedCommit();
// When the context is recreated, we should begin a commit.
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
}
TEST(SchedulerStateMachineTest,
TestContextLostWhenIdleAndCommitRequestedWhileRecreating) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
SET_UP_STATE(state);
EXPECT_NE(SchedulerStateMachine::Action::BEGIN_LAYER_TREE_FRAME_SINK_CREATION,
state.NextAction());
state.DidLoseLayerTreeFrameSink();
EXPECT_EQ(state.layer_tree_frame_sink_state(),
SchedulerStateMachine::LayerTreeFrameSinkState::NONE);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::BEGIN_LAYER_TREE_FRAME_SINK_CREATION);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// Once context recreation begins, nothing should happen.
state.IssueNextBeginImplFrame();
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.SetNeedsBeginMainFrame();
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// Recreate the context
state.DidCreateAndInitializeLayerTreeFrameSink();
EXPECT_EQ(
state.layer_tree_frame_sink_state(),
SchedulerStateMachine::LayerTreeFrameSinkState::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.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BeginMainFrameState::SENT);
// Until that commit finishes, we shouldn't be drawing.
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// Finish the commit, which should make the surface active.
state.NotifyReadyToCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::POST_COMMIT);
EXPECT_EQ(state.layer_tree_frame_sink_state(),
SchedulerStateMachine::LayerTreeFrameSinkState::
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.layer_tree_frame_sink_state(),
SchedulerStateMachine::LayerTreeFrameSinkState::ACTIVE);
// Finishing the first commit after initializing a LayerTreeFrameSink should
// automatically cause a redraw.
EXPECT_TRUE(state.RedrawPending());
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::DRAW_IF_POSSIBLE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
EXPECT_FALSE(state.RedrawPending());
// Next frame as no work to do.
state.IssueNextBeginImplFrame();
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.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.OnBeginImplFrameDeadline();
EXPECT_ACTION(SchedulerStateMachine::Action::DRAW_IF_POSSIBLE);
state.SetCanDraw(false);
EXPECT_ACTION(SchedulerStateMachine::Action::NONE);
state.SetCanDraw(true);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::DRAW_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.SetNeedsBeginMainFrame();
state.IssueNextBeginImplFrame();
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.NotifyReadyToCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::POST_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(SchedulerStateMachine::Action::DRAW_IF_POSSIBLE);
state.SetCanDraw(false);
EXPECT_ACTION(SchedulerStateMachine::Action::DRAW_ABORT);
state.SetCanDraw(true);
EXPECT_ACTION(SchedulerStateMachine::Action::DRAW_IF_POSSIBLE);
}
TEST(SchedulerStateMachineTest, TestContextLostWhileCommitInProgress) {
SchedulerSettings scheduler_settings;
StateMachine state(scheduler_settings);
SET_UP_STATE(state);
// Get a commit in flight.
state.SetNeedsBeginMainFrame();
// Set damage and expect a draw.
state.SetNeedsRedraw(true);
uint64_t sequence_number = 10;
state.IssueBeginImplFrame(sequence_number);
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_IF_POSSIBLE);
state.DidSubmitCompositorFrame();
state.DidReceiveCompositorFrameAck();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// Cause a lost context while the BeginMainFrame is in flight.
state.DidLoseLayerTreeFrameSink();
EXPECT_FALSE(state.BeginFrameNeeded());
// Ask for another draw. Expect nothing happens.
state.SetNeedsRedraw(true);
EXPECT_ACTION(SchedulerStateMachine::Action::NONE);
// Finish the frame, commit and activate.
state.NotifyReadyToCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::POST_COMMIT);
state.NotifyReadyToActivate();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::ACTIVATE_SYNC_TREE);
// We will abort the draw when the LayerTreeFrameSink 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_ABORT);
// Expect to begin context recreation only in BeginImplFrameState::IDLE
EXPECT_IMPL_FRAME_STATE(SchedulerStateMachine::BeginImplFrameState::IDLE);
EXPECT_ACTION(
SchedulerStateMachine::Action::BEGIN_LAYER_TREE_FRAME_SINK_CREATION);
sequence_number++;
state.IssueBeginImplFrame(sequence_number);
EXPECT_IMPL_FRAME_STATE(
SchedulerStateMachine::BeginImplFrameState::INSIDE_BEGIN_FRAME);
EXPECT_ACTION(SchedulerStateMachine::Action::NONE);
state.OnBeginImplFrameDeadline();
EXPECT_IMPL_FRAME_STATE(
SchedulerStateMachine::BeginImplFrameState::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.SetNeedsBeginMainFrame();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// Set damage and expect a draw.
state.SetNeedsRedraw(true);
state.IssueNextBeginImplFrame();
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_IF_POSSIBLE);
state.DidSubmitCompositorFrame();
state.DidReceiveCompositorFrameAck();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// Cause a lost context while the BeginMainFrame is in flight.
state.DidLoseLayerTreeFrameSink();
// Ask for another draw and also set needs commit. Expect nothing happens.
state.SetNeedsRedraw(true);
state.SetNeedsBeginMainFrame();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// Finish the frame, and commit and activate.
state.NotifyReadyToCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::POST_COMMIT);
state.NotifyReadyToActivate();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::ACTIVATE_SYNC_TREE);
EXPECT_TRUE(state.active_tree_needs_first_draw());
// Because the LayerTreeFrameSink is missing, we expect the draw to abort.
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::DRAW_ABORT);
// Expect to begin context recreation only in BeginImplFrameState::IDLE
EXPECT_IMPL_FRAME_STATE(SchedulerStateMachine::BeginImplFrameState::IDLE);
EXPECT_ACTION(
SchedulerStateMachine::Action::BEGIN_LAYER_TREE_FRAME_SINK_CREATION);
state.IssueNextBeginImplFrame();
EXPECT_IMPL_FRAME_STATE(
SchedulerStateMachine::BeginImplFrameState::INSIDE_BEGIN_FRAME);
EXPECT_ACTION(SchedulerStateMachine::Action::NONE);
state.OnBeginImplFrameDeadline();
EXPECT_IMPL_FRAME_STATE(
SchedulerStateMachine::BeginImplFrameState::INSIDE_DEADLINE);
EXPECT_ACTION(SchedulerStateMachine::Action::NONE);
state.OnBeginImplFrameIdle();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::BEGIN_LAYER_TREE_FRAME_SINK_CREATION);
// After we get a new LayerTreeFrameSink, the commit flow should start.
state.CreateAndInitializeLayerTreeFrameSinkWithActivatedCommit();
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.NotifyReadyToCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::POST_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.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::DRAW_IF_POSSIBLE);
state.DidSubmitCompositorFrame();
state.DidReceiveCompositorFrameAck();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
}
TEST(SchedulerStateMachineTest,
DontDrawBeforeCommitAfterLostLayerTreeFrameSink) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
SET_UP_STATE(state);
state.SetNeedsRedraw(true);
// Cause a lost LayerTreeFrameSink, and restore it.
state.DidLoseLayerTreeFrameSink();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::BEGIN_LAYER_TREE_FRAME_SINK_CREATION);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.DidCreateAndInitializeLayerTreeFrameSink();
EXPECT_FALSE(state.RedrawPending());
state.IssueNextBeginImplFrame();
EXPECT_ACTION(SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
}
TEST(SchedulerStateMachineTest,
TestShouldAbortCurrentFrameAfterLostLayerTreeFrameSink) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
SET_UP_STATE(state);
state.SetBeginMainFrameState(
SchedulerStateMachine::BeginMainFrameState::SENT);
// Cause a lost context.
state.DidLoseLayerTreeFrameSink();
state.NotifyReadyToCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::POST_COMMIT);
EXPECT_TRUE(state.ShouldAbortCurrentFrame());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::ACTIVATE_SYNC_TREE);
EXPECT_TRUE(state.PendingDrawsShouldBeAborted());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::DRAW_ABORT);
}
TEST(SchedulerStateMachineTest, TestNoBeginFrameNeededWhenInvisible) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetVisible(true);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::BEGIN_LAYER_TREE_FRAME_SINK_CREATION);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.CreateAndInitializeLayerTreeFrameSinkWithActivatedCommit();
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.SetVisible(true);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::BEGIN_LAYER_TREE_FRAME_SINK_CREATION);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.CreateAndInitializeLayerTreeFrameSinkWithActivatedCommit();
state.SetVisible(false);
state.SetNeedsBeginMainFrame();
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.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
}
TEST(SchedulerStateMachineTest, TestFinishCommitWhenCommitInProgress) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetVisible(true);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::BEGIN_LAYER_TREE_FRAME_SINK_CREATION);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.CreateAndInitializeLayerTreeFrameSinkWithActivatedCommit();
state.SetVisible(false);
state.SetBeginMainFrameState(
SchedulerStateMachine::BeginMainFrameState::SENT);
state.SetNeedsBeginMainFrame();
// After the commit completes, activation and draw happen immediately
// because we are not visible.
state.NotifyReadyToCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::POST_COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::ACTIVATE_SYNC_TREE);
EXPECT_TRUE(state.active_tree_needs_first_draw());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::DRAW_ABORT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
}
TEST(SchedulerStateMachineTest,
TestFinishCommitWhenCommitInProgressAndBeginFrameSourcePaused) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetVisible(true);
state.SetCanDraw(true);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::BEGIN_LAYER_TREE_FRAME_SINK_CREATION);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.CreateAndInitializeLayerTreeFrameSinkWithActivatedCommit();
state.SetBeginFrameSourcePaused(true);
state.SetBeginMainFrameState(
SchedulerStateMachine::BeginMainFrameState::SENT);
state.SetNeedsBeginMainFrame();
// After the commit completes, activation and draw happen immediately
// because we are not visible.
state.NotifyReadyToCommit();
EXPECT_TRUE(state.ShouldAbortCurrentFrame());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::POST_COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::ACTIVATE_SYNC_TREE);
EXPECT_TRUE(state.active_tree_needs_first_draw());
EXPECT_TRUE(state.needs_redraw());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::DRAW_ABORT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
EXPECT_FALSE(state.active_tree_needs_first_draw());
EXPECT_FALSE(state.needs_redraw());
// Unpausing should draw again to ensure a frame is submitted for the commit.
state.SetBeginFrameSourcePaused(false);
EXPECT_TRUE(state.needs_redraw());
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::DRAW_IF_POSSIBLE);
state.DidSubmitCompositorFrame();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.DidReceiveCompositorFrameAck();
}
TEST(SchedulerStateMachineTest, TestInitialActionsWhenContextLost) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
SET_UP_STATE(state);
state.SetNeedsBeginMainFrame();
state.DidLoseLayerTreeFrameSink();
// When we are visible, we normally want to begin LayerTreeFrameSink creation
// as soon as possible.
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::BEGIN_LAYER_TREE_FRAME_SINK_CREATION);
state.DidCreateAndInitializeLayerTreeFrameSink();
EXPECT_EQ(
state.layer_tree_frame_sink_state(),
SchedulerStateMachine::LayerTreeFrameSinkState::WAITING_FOR_FIRST_COMMIT);
// We should not send a BeginMainFrame when we are invisible, even if we've
// lost the LayerTreeFrameSink 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);
state.SetBeginFrameSourcePaused(true);
EXPECT_TRUE(state.PendingDrawsShouldBeAborted());
state.SetBeginFrameSourcePaused(false);
EXPECT_FALSE(state.PendingDrawsShouldBeAborted());
}
TEST(SchedulerStateMachineTest, ForceDrawForResourcelessSoftwareDraw) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
SET_UP_STATE(state);
state.SetResourcelessSoftwareDraw(true);
EXPECT_FALSE(state.PendingDrawsShouldBeAborted());
state.SetVisible(false);
EXPECT_FALSE(state.PendingDrawsShouldBeAborted());
state.SetResourcelessSoftwareDraw(false);
EXPECT_TRUE(state.PendingDrawsShouldBeAborted());
state.SetResourcelessSoftwareDraw(true);
EXPECT_FALSE(state.PendingDrawsShouldBeAborted());
state.SetVisible(true);
state.SetBeginFrameSourcePaused(true);
EXPECT_FALSE(state.PendingDrawsShouldBeAborted());
state.SetResourcelessSoftwareDraw(false);
EXPECT_TRUE(state.PendingDrawsShouldBeAborted());
state.SetResourcelessSoftwareDraw(true);
EXPECT_FALSE(state.PendingDrawsShouldBeAborted());
state.SetBeginFrameSourcePaused(false);
state.SetVisible(false);
state.DidLoseLayerTreeFrameSink();
state.SetCanDraw(false);
state.WillBeginLayerTreeFrameSinkCreation();
state.DidCreateAndInitializeLayerTreeFrameSink();
EXPECT_TRUE(state.PendingDrawsShouldBeAborted());
state.SetCanDraw(true);
state.DidLoseLayerTreeFrameSink();
EXPECT_TRUE(state.PendingDrawsShouldBeAborted());
state.SetCanDraw(true);
state.WillBeginLayerTreeFrameSinkCreation();
state.DidCreateAndInitializeLayerTreeFrameSink();
EXPECT_FALSE(state.PendingDrawsShouldBeAborted());
state.SetCanDraw(false);
state.DidLoseLayerTreeFrameSink();
EXPECT_TRUE(state.PendingDrawsShouldBeAborted());
}
TEST(SchedulerStateMachineTest,
TestTriggerDeadlineImmediatelyAfterAbortedCommit) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_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.IssueNextBeginImplFrame();
// 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.SetNeedsBeginMainFrame();
// We should start the commit normally.
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::kFinishedNoUpdates);
// 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.NotifyReadyToCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::POST_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.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
EXPECT_TRUE(state.ShouldTriggerBeginImplFrameDeadlineImmediately());
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::DRAW_IF_POSSIBLE);
state.DidSubmitCompositorFrame();
}
TEST(SchedulerStateMachineTest, TestImplLatencyTakesPriorityImplInvalidations) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
SET_UP_STATE(state);
// Set smoothness priority (used while scrolling).
state.SetTreePrioritiesAndScrollState(
SMOOTHNESS_TAKES_PRIORITY,
ScrollHandlerState::SCROLL_DOES_NOT_AFFECT_SCROLL_HANDLER, false);
// Impl-side invalidation creates a pending tree which is not yet activated.
bool needs_first_draw_on_activation = true;
state.SetNeedsImplSideInvalidation(needs_first_draw_on_activation);
uint64_t sequence_number = 1;
state.IssueBeginImplFrame(sequence_number);
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::PERFORM_IMPL_SIDE_INVALIDATION);
state.NotifyReadyToActivate();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::ACTIVATE_SYNC_TREE);
state.OnBeginImplFrameIdle();
// Now we need a main frame.
state.SetNeedsBeginMainFrame();
sequence_number++;
state.IssueBeginImplFrame(sequence_number);
// We should send a BeginMainFrame even though we haven't drawn the impl
// tree from last frame yet.
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
state.NotifyReadyToCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::POST_COMMIT);
}
TEST(SchedulerStateMachineTest,
TestTriggerDeadlineImmediatelyOnLostLayerTreeFrameSink) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
SET_UP_STATE(state);
state.SetNeedsBeginMainFrame();
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
EXPECT_FALSE(state.ShouldTriggerBeginImplFrameDeadlineImmediately());
state.DidLoseLayerTreeFrameSink();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// The deadline should be triggered immediately when LayerTreeFrameSink is
// lost.
EXPECT_TRUE(state.ShouldTriggerBeginImplFrameDeadlineImmediately());
}
TEST(SchedulerStateMachineTest, TestTriggerDeadlineImmediatelyWhenInvisible) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
SET_UP_STATE(state);
state.SetNeedsBeginMainFrame();
state.IssueNextBeginImplFrame();
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.ShouldAbortCurrentFrame());
EXPECT_TRUE(state.ShouldTriggerBeginImplFrameDeadlineImmediately());
}
TEST(SchedulerStateMachineTest,
TestTriggerDeadlineImmediatelyWhenBeginFrameSourcePaused) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
SET_UP_STATE(state);
state.SetNeedsBeginMainFrame();
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
EXPECT_FALSE(state.ShouldTriggerBeginImplFrameDeadlineImmediately());
state.SetBeginFrameSourcePaused(true);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
EXPECT_TRUE(state.ShouldAbortCurrentFrame());
EXPECT_TRUE(state.ShouldTriggerBeginImplFrameDeadlineImmediately());
}
TEST(SchedulerStateMachineTest, TestDeferBeginMainFrame) {
SchedulerSettings settings;
StateMachine state(settings);
SET_UP_STATE(state);
state.SetDeferBeginMainFrame(true);
state.SetNeedsBeginMainFrame();
EXPECT_FALSE(state.BeginFrameNeeded());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.SetDeferBeginMainFrame(false);
state.IssueNextBeginImplFrame();
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.WillCommit(commit_has_no_updates);
EXPECT_TRUE(state.ProactiveBeginFrameWanted());
state.IssueNextBeginImplFrame();
EXPECT_FALSE(state.ProactiveBeginFrameWanted());
}
TEST(SchedulerStateMachineTest,
NoLayerTreeFrameSinkCreationWhileCommitPending) {
SchedulerSettings settings;
StateMachine state(settings);
SET_UP_STATE(state);
// Set up the request for a commit and start a frame.
state.SetNeedsBeginMainFrame();
state.IssueNextBeginImplFrame();
PerformAction(&state, SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
// Lose the LayerTreeFrameSink.
state.DidLoseLayerTreeFrameSink();
// The scheduler shouldn't trigger the LayerTreeFrameSink creation till the
// previous commit has been cleared.
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// Trigger the deadline and ensure that the scheduler does not trigger any
// actions until we receive a response for the pending commit.
state.OnBeginImplFrameDeadline();
state.OnBeginImplFrameIdle();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// Abort the commit, since that is what we expect the main thread to do if the
// LayerTreeFrameSink was lost due to a synchronous call from the main thread
// to release the LayerTreeFrameSink.
state.BeginMainFrameAborted(CommitEarlyOutReason::kAbortedDeferredCommit);
// The scheduler should begin the LayerTreeFrameSink creation now.
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::BEGIN_LAYER_TREE_FRAME_SINK_CREATION);
}
TEST(SchedulerStateMachineTest, NoImplSideInvalidationsWhileInvisible) {
SchedulerSettings settings;
StateMachine state(settings);
SET_UP_STATE(state);
// No impl-side invalidations should be performed while we are not visible.
state.SetVisible(false);
bool needs_first_draw_on_activation = true;
state.SetNeedsImplSideInvalidation(needs_first_draw_on_activation);
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
}
TEST(SchedulerStateMachineTest,
NoImplSideInvalidationsWhenBeginFrameSourcePaused) {
SchedulerSettings settings;
StateMachine state(settings);
SET_UP_STATE(state);
// No impl-side invalidations should be performed while we can not make impl
// frames.
state.SetBeginFrameSourcePaused(true);
bool needs_first_draw_on_activation = true;
state.SetNeedsImplSideInvalidation(needs_first_draw_on_activation);
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
}
TEST(SchedulerStateMachineTest,
ImplSideInvalidationAndMainFrame_NoMainFrameRequest) {
// No main frame request or any update in the last frame, invalidation runs
// immediately.
SchedulerSettings settings;
StateMachine state(settings);
SET_UP_STATE(state);
bool needs_first_draw_on_activation = true;
state.SetNeedsImplSideInvalidation(needs_first_draw_on_activation);
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::PERFORM_IMPL_SIDE_INVALIDATION);
}
TEST(SchedulerStateMachineTest,
ImplSideInvalidationAndMainFrame_MainFrameRequest_FastMainThread) {
// Main frame request, no abort history and the main thread is fast,
// invalidation waits for main frame.
SchedulerSettings settings;
StateMachine state(settings);
SET_UP_STATE(state);
bool needs_first_draw_on_activation = true;
state.set_should_defer_invalidation_for_fast_main_frame(true);
state.SetNeedsBeginMainFrame();
state.SetNeedsImplSideInvalidation(needs_first_draw_on_activation);
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
}
TEST(SchedulerStateMachineTest,
ImplSideInvalidationAndMainFrame_LastFrameCommit) {
// Main frame committed in the last impl frame and is fast, invalidation waits
// for main frame request.
SchedulerSettings settings;
StateMachine state(settings);
SET_UP_STATE(state);
state.SetNeedsBeginMainFrame();
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
state.NotifyReadyToCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::POST_COMMIT);
state.NotifyReadyToActivate();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::ACTIVATE_SYNC_TREE);
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::DRAW_IF_POSSIBLE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
bool needs_first_draw_on_activation = true;
state.set_should_defer_invalidation_for_fast_main_frame(true);
state.SetNeedsImplSideInvalidation(needs_first_draw_on_activation);
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
}
TEST(SchedulerStateMachineTest,
ImplSideInvalidationAndMainFrame_LastFrameAborted) {
// Last main frame was aborted. An invalidation is performed even if a main
// frame request is pending.
SchedulerSettings settings;
StateMachine state(settings);
SET_UP_STATE(state);
state.SetNeedsBeginMainFrame();
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
state.BeginMainFrameAborted(CommitEarlyOutReason::kFinishedNoUpdates);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
bool needs_first_draw_on_activation = true;
state.set_should_defer_invalidation_for_fast_main_frame(true);
state.SetNeedsImplSideInvalidation(needs_first_draw_on_activation);
state.SetNeedsBeginMainFrame();
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::PERFORM_IMPL_SIDE_INVALIDATION);
}
TEST(SchedulerStateMachineTest,
ImplSideInvalidationAndMainFrame_MainFrameRequest_SlowMainThread) {
// Main frame request but the main thread is slow, invalidation runs
// immediately.
SchedulerSettings settings;
StateMachine state(settings);
SET_UP_STATE(state);
bool needs_first_draw_on_activation = true;
state.set_should_defer_invalidation_for_fast_main_frame(false);
state.SetNeedsBeginMainFrame();
state.SetNeedsImplSideInvalidation(needs_first_draw_on_activation);
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::PERFORM_IMPL_SIDE_INVALIDATION);
}
TEST(SchedulerStateMachineTest, NoImplSideInvalidationUntilFrameSinkActive) {
SchedulerSettings settings;
StateMachine state(settings);
SET_UP_STATE(state);
// Prefer impl side invalidation over begin main frame.
state.set_should_defer_invalidation_for_fast_main_frame(false);
state.DidLoseLayerTreeFrameSink();
// Create new frame sink but don't commit or activate yet.
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::BEGIN_LAYER_TREE_FRAME_SINK_CREATION);
state.DidCreateAndInitializeLayerTreeFrameSink();
state.SetNeedsBeginMainFrame();
bool needs_first_draw_on_activation = true;
state.SetNeedsImplSideInvalidation(needs_first_draw_on_activation);
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
// No impl side invalidation because we're still waiting for first commit.
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.NotifyReadyToCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::POST_COMMIT);
state.OnBeginImplFrameDeadline();
state.OnBeginImplFrameIdle();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.SetNeedsImplSideInvalidation(needs_first_draw_on_activation);
state.IssueNextBeginImplFrame();
// No impl side invalidation because we're still waiting for first activation.
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.NotifyReadyToActivate();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::ACTIVATE_SYNC_TREE);
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::DRAW_IF_POSSIBLE);
state.OnBeginImplFrameIdle();
state.SetNeedsBeginMainFrame();
state.SetNeedsImplSideInvalidation(needs_first_draw_on_activation);
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
// Impl side invalidation only after receiving first commit and activation for
// new frame sink.
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::PERFORM_IMPL_SIDE_INVALIDATION);
}
TEST(SchedulerStateMachineTest, ImplSideInvalidationWhenPendingTreeExists) {
SchedulerSettings settings;
StateMachine state(settings);
SET_UP_STATE(state);
// Set up request for the main frame, commit and create the pending tree.
state.SetNeedsBeginMainFrame();
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
state.NotifyReadyToCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::POST_COMMIT);
// Request an impl-side invalidation after the commit. The request should wait
// till the current pending tree is activated.
bool needs_first_draw_on_activation = true;
state.SetNeedsImplSideInvalidation(needs_first_draw_on_activation);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// Activate the pending tree. Since the commit fills the impl-side
// invalidation funnel as well, the request should wait until the next
// BeginFrame.
state.NotifyReadyToActivate();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::ACTIVATE_SYNC_TREE);
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::DRAW_IF_POSSIBLE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// Since there is no main frame request, this should perform impl-side
// invalidations.
state.set_should_defer_invalidation_for_fast_main_frame(false);
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::PERFORM_IMPL_SIDE_INVALIDATION);
}
TEST(SchedulerStateMachineTest, ImplSideInvalidationWhileReadyToCommit) {
SchedulerSettings settings;
StateMachine state(settings);
SET_UP_STATE(state);
// Set up request for the main frame with a slow main thread.
state.set_should_defer_invalidation_for_fast_main_frame(false);
state.SetNeedsBeginMainFrame();
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.NotifyReadyToCommit();
// Request an impl-side invalidation after we are ready to commit. The
// invalidations are merged.
bool needs_first_draw_on_activation = true;
state.SetNeedsImplSideInvalidation(needs_first_draw_on_activation);
EXPECT_TRUE(state.needs_impl_side_invalidation());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::POST_COMMIT);
EXPECT_FALSE(state.needs_impl_side_invalidation());
}
TEST(SchedulerStateMachineTest,
ConsecutiveImplSideInvalidationsWaitForBeginFrame) {
SchedulerSettings settings;
StateMachine state(settings);
SET_UP_STATE(state);
// Set up a request for impl-side invalidation.
bool needs_first_draw_on_activation = true;
state.SetNeedsImplSideInvalidation(needs_first_draw_on_activation);
state.IssueNextBeginImplFrame();
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::PERFORM_IMPL_SIDE_INVALIDATION);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// Request another invalidation, which should wait until the pending tree is
// activated *and* we start the next BeginFrame.
state.SetNeedsImplSideInvalidation(needs_first_draw_on_activation);
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);
// Now start the next frame, which will first draw the active tree and then
// perform the pending impl-side invalidation request.
state.IssueNextBeginImplFrame();
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::DRAW_IF_POSSIBLE);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::PERFORM_IMPL_SIDE_INVALIDATION);
}
TEST(SchedulerStateMachineTest, ImplSideInvalidationsThrottledOnDraw) {
// In commit_to_active_tree mode, performing the next invalidation should be
// throttled on the active tree being drawn.
SchedulerSettings settings;
settings.commit_to_active_tree = true;
StateMachine state(settings);
SET_UP_STATE(state);
// Commit to the sync tree, activate and draw.
state.SetNeedsBeginMainFrame();
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
state.NotifyReadyToCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::POST_COMMIT);
state.NotifyReadyToActivate();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::ACTIVATE_SYNC_TREE);
state.NotifyReadyToDraw();
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::DRAW_IF_POSSIBLE);
state.DidSubmitCompositorFrame();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// Request impl-side invalidation and start a new frame, which should be
// blocked on the ack for the previous frame.
bool needs_first_draw_on_activation = true;
state.SetNeedsImplSideInvalidation(needs_first_draw_on_activation);
state.IssueNextBeginImplFrame();
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// Ack the previous frame and begin impl frame, which should perform the
// invalidation now.
state.DidReceiveCompositorFrameAck();
state.IssueNextBeginImplFrame();
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::PERFORM_IMPL_SIDE_INVALIDATION);
}
TEST(SchedulerStateMachineTest, PrepareTilesWaitForImplSideInvalidation) {
// PrepareTiles
SchedulerSettings settings;
StateMachine state(settings);
SET_UP_STATE(state);
// Request a PrepareTiles and impl-side invalidation. The impl-side
// invalidation should run first, since it will perform PrepareTiles as well.
bool needs_first_draw_on_activation = true;
state.SetNeedsImplSideInvalidation(needs_first_draw_on_activation);
state.SetNeedsPrepareTiles();
state.IssueNextBeginImplFrame();
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::PERFORM_IMPL_SIDE_INVALIDATION);
state.DidPrepareTiles();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
}
TEST(SchedulerStateMachineTest, TestFullPipelineMode) {
SchedulerSettings scheduler_settings;
scheduler_settings.wait_for_all_pipeline_stages_before_draw = true;
StateMachine state(scheduler_settings);
SET_UP_STATE(state);
// Start clean and set commit.
state.SetNeedsBeginMainFrame();
// While we are waiting for an main frame or pending tree activation, we
// should even block while we can't draw.
state.SetCanDraw(false);
// Begin the frame.
uint64_t sequence_number = 10;
state.IssueBeginImplFrame(sequence_number);
EXPECT_EQ(SchedulerStateMachine::BeginImplFrameDeadlineMode::BLOCKED,
state.CurrentBeginImplFrameDeadlineMode());
// If main thread defers commits, don't wait for it.
state.SetDeferBeginMainFrame(true);
EXPECT_EQ(SchedulerStateMachine::BeginImplFrameDeadlineMode::IMMEDIATE,
state.CurrentBeginImplFrameDeadlineMode());
state.SetDeferBeginMainFrame(false);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BeginMainFrameState::SENT);
EXPECT_FALSE(state.NeedsCommit());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// We are blocking on the main frame.
EXPECT_EQ(SchedulerStateMachine::BeginImplFrameDeadlineMode::BLOCKED,
state.CurrentBeginImplFrameDeadlineMode());
// Tell the scheduler the frame finished.
state.NotifyReadyToCommit();
EXPECT_MAIN_FRAME_STATE(
SchedulerStateMachine::BeginMainFrameState::READY_TO_COMMIT);
// We are blocking on commit.
EXPECT_EQ(SchedulerStateMachine::BeginImplFrameDeadlineMode::BLOCKED,
state.CurrentBeginImplFrameDeadlineMode());
// Commit.
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::POST_COMMIT);
// We are blocking on activation.
EXPECT_EQ(SchedulerStateMachine::BeginImplFrameDeadlineMode::BLOCKED,
state.CurrentBeginImplFrameDeadlineMode());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// We should prepare tiles even though we are not in the deadline, otherwise
// we would get stuck here.
EXPECT_FALSE(state.ShouldPrepareTiles());
state.SetNeedsPrepareTiles();
EXPECT_TRUE(state.ShouldPrepareTiles());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::PREPARE_TILES);
// Ready to activate, but not draw.
state.NotifyReadyToActivate();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::ACTIVATE_SYNC_TREE);
// We should no longer block, because can_draw is still false, and we are no
// longer waiting for activation.
EXPECT_EQ(SchedulerStateMachine::BeginImplFrameDeadlineMode::IMMEDIATE,
state.CurrentBeginImplFrameDeadlineMode());
// However, we should continue to block on ready to draw if we can draw.
state.SetCanDraw(true);
EXPECT_EQ(SchedulerStateMachine::BeginImplFrameDeadlineMode::BLOCKED,
state.CurrentBeginImplFrameDeadlineMode());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// Ready to draw triggers immediate deadline.
state.NotifyReadyToDraw();
EXPECT_EQ(SchedulerStateMachine::BeginImplFrameDeadlineMode::IMMEDIATE,
state.CurrentBeginImplFrameDeadlineMode());
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::DRAW_IF_POSSIBLE);
state.DidSubmitCompositorFrame();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// In full-pipe mode, CompositorFrameAck should always arrive before any
// subsequent BeginFrame.
state.DidReceiveCompositorFrameAck();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// Request a redraw without main frame.
state.SetNeedsRedraw(true);
// Redraw should happen immediately since there is no pending tree and active
// tree is ready to draw.
sequence_number++;
state.IssueBeginImplFrame(sequence_number);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
EXPECT_EQ(SchedulerStateMachine::BeginImplFrameDeadlineMode::IMMEDIATE,
state.CurrentBeginImplFrameDeadlineMode());
// Redraw on impl-side only.
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::DRAW_IF_POSSIBLE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.DidSubmitCompositorFrame();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// In full-pipe mode, CompositorFrameAck should always arrive before any
// subsequent BeginFrame.
state.DidReceiveCompositorFrameAck();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// Request a redraw on active frame and a main frame.
state.SetNeedsRedraw(true);
state.SetNeedsBeginMainFrame();
sequence_number++;
state.IssueBeginImplFrame(sequence_number);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// Blocked on main frame.
EXPECT_EQ(SchedulerStateMachine::BeginImplFrameDeadlineMode::BLOCKED,
state.CurrentBeginImplFrameDeadlineMode());
// Even with SMOOTHNESS_TAKES_PRIORITY, we don't prioritize impl thread and we
// should wait for main frame.
state.SetTreePrioritiesAndScrollState(
SMOOTHNESS_TAKES_PRIORITY,
ScrollHandlerState::SCROLL_DOES_NOT_AFFECT_SCROLL_HANDLER, false);
EXPECT_EQ(SchedulerStateMachine::BeginImplFrameDeadlineMode::BLOCKED,
state.CurrentBeginImplFrameDeadlineMode());
// Abort commit and ensure that we don't block anymore.
state.BeginMainFrameAborted(CommitEarlyOutReason::kFinishedNoUpdates);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
EXPECT_MAIN_FRAME_STATE(SchedulerStateMachine::BeginMainFrameState::IDLE);
EXPECT_EQ(SchedulerStateMachine::BeginImplFrameDeadlineMode::IMMEDIATE,
state.CurrentBeginImplFrameDeadlineMode());
}
TEST(SchedulerStateMachineTest, AllowSkippingActiveTreeFirstDraws) {
SchedulerSettings settings;
StateMachine state(settings);
SET_UP_STATE(state);
// Impl-side invalidation creates a pending tree which is activated but not
// drawn in this frame.
bool needs_first_draw_on_activation = false;
state.SetNeedsImplSideInvalidation(needs_first_draw_on_activation);
uint64_t sequence_number = 1;
state.IssueBeginImplFrame(sequence_number);
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::PERFORM_IMPL_SIDE_INVALIDATION);
state.NotifyReadyToActivate();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::ACTIVATE_SYNC_TREE);
state.OnBeginImplFrameIdle();
// Now we have a main frame.
state.SetNeedsBeginMainFrame();
sequence_number++;
state.IssueBeginImplFrame(sequence_number);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
state.NotifyReadyToCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::POST_COMMIT);
// We should be able to activate this tree without drawing the active tree.
state.NotifyReadyToActivate();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::ACTIVATE_SYNC_TREE);
}
TEST(SchedulerStateMachineTest, DelayDrawIfAnimationWorkletsPending) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
SET_UP_STATE(state);
// This test verifies that having pending mutations from Animation Worklets on
// the active tree will not trigger the deadline early.
state.SetNeedsBeginMainFrame();
uint64_t sequence_number = 10;
state.IssueBeginImplFrame(sequence_number);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
state.NotifyReadyToCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::POST_COMMIT);
state.NotifyReadyToActivate();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::ACTIVATE_SYNC_TREE);
EXPECT_TRUE(state.ShouldTriggerBeginImplFrameDeadlineImmediately());
EXPECT_EQ(SchedulerStateMachine::BeginImplFrameDeadlineMode::IMMEDIATE,
state.CurrentBeginImplFrameDeadlineMode());
// Started async mutation cycle for animation worklets.
state.NotifyAnimationWorkletStateChange(
SchedulerStateMachine::AnimationWorkletState::PROCESSING,
SchedulerStateMachine::TreeType::ACTIVE);
EXPECT_FALSE(state.ShouldTriggerBeginImplFrameDeadlineImmediately());
EXPECT_EQ(SchedulerStateMachine::BeginImplFrameDeadlineMode::REGULAR,
state.CurrentBeginImplFrameDeadlineMode());
// Second queued state change.
state.NotifyAnimationWorkletStateChange(
SchedulerStateMachine::AnimationWorkletState::PROCESSING,
SchedulerStateMachine::TreeType::ACTIVE);
EXPECT_FALSE(state.ShouldTriggerBeginImplFrameDeadlineImmediately());
EXPECT_EQ(SchedulerStateMachine::BeginImplFrameDeadlineMode::REGULAR,
state.CurrentBeginImplFrameDeadlineMode());
// First mutation cycle completes. Still waiting on queued mutation cycle
// before being ready to draw.
state.NotifyAnimationWorkletStateChange(
SchedulerStateMachine::AnimationWorkletState::IDLE,
SchedulerStateMachine::TreeType::ACTIVE);
EXPECT_FALSE(state.ShouldTriggerBeginImplFrameDeadlineImmediately());
EXPECT_EQ(SchedulerStateMachine::BeginImplFrameDeadlineMode::REGULAR,
state.CurrentBeginImplFrameDeadlineMode());
// Queued mutation cycle completes. Now ready to draw.
state.NotifyAnimationWorkletStateChange(
SchedulerStateMachine::AnimationWorkletState::IDLE,
SchedulerStateMachine::TreeType::ACTIVE);
EXPECT_TRUE(state.ShouldTriggerBeginImplFrameDeadlineImmediately());
EXPECT_EQ(SchedulerStateMachine::BeginImplFrameDeadlineMode::IMMEDIATE,
state.CurrentBeginImplFrameDeadlineMode());
// AnimationWorkletState does not effect CanDraw, only whether an early draw
// deadline should be used (crbug/937975).
state.SetNeedsRedraw(true);
state.OnBeginImplFrameDeadline();
EXPECT_IMPL_FRAME_STATE(
SchedulerStateMachine::BeginImplFrameState::INSIDE_DEADLINE);
EXPECT_TRUE(state.ShouldDraw());
state.NotifyAnimationWorkletStateChange(
SchedulerStateMachine::AnimationWorkletState::PROCESSING,
SchedulerStateMachine::TreeType::ACTIVE);
EXPECT_TRUE(state.ShouldDraw());
state.NotifyAnimationWorkletStateChange(
SchedulerStateMachine::AnimationWorkletState::IDLE,
SchedulerStateMachine::TreeType::ACTIVE);
EXPECT_TRUE(state.ShouldDraw());
}
TEST(SchedulerStateMachineTest, BlockActivationIfAnimationWorkletsPending) {
SchedulerSettings settings;
StateMachine state(settings);
SET_UP_STATE(state);
// Verify that pending mutations from Animation Worklets block activation.
state.SetNeedsBeginMainFrame();
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
state.NotifyReadyToCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::POST_COMMIT);
state.NotifyAnimationWorkletStateChange(
SchedulerStateMachine::AnimationWorkletState::PROCESSING,
SchedulerStateMachine::TreeType::PENDING);
state.NotifyReadyToActivate();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.NotifyAnimationWorkletStateChange(
SchedulerStateMachine::AnimationWorkletState::IDLE,
SchedulerStateMachine::TreeType::PENDING);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::ACTIVATE_SYNC_TREE);
}
TEST(SchedulerStateMachineTest, BlockActivationIfPaintWorkletsPending) {
SchedulerSettings settings;
StateMachine state(settings);
SET_UP_STATE(state);
state.SetNeedsBeginMainFrame();
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
state.NotifyReadyToCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::POST_COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// Post-commit, we start working on PaintWorklets. It is not valid to activate
// until they are done.
state.NotifyPaintWorkletStateChange(
SchedulerStateMachine::PaintWorkletState::PROCESSING);
// We (correctly) cannot call state.NotifyReadyToActivate() here as it hits a
// DCHECK because PaintWorklets are ongoing.
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.NotifyPaintWorkletStateChange(
SchedulerStateMachine::PaintWorkletState::IDLE);
state.NotifyReadyToActivate();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::ACTIVATE_SYNC_TREE);
}
TEST(SchedulerStateMachineTest,
BlockActivationIfPaintWorkletsPendingEvenWhenAbortingFrame) {
SchedulerSettings settings;
StateMachine state(settings);
SET_UP_STATE(state);
state.SetNeedsBeginMainFrame();
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
state.NotifyReadyToCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::POST_COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// Even if we are aborting the frame, we must paint the pending tree before we
// activate it (because we cannot have an unpainted active tree).
state.NotifyPaintWorkletStateChange(
SchedulerStateMachine::PaintWorkletState::PROCESSING);
state.SetVisible(false);
ASSERT_TRUE(state.ShouldAbortCurrentFrame());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.NotifyPaintWorkletStateChange(
SchedulerStateMachine::PaintWorkletState::IDLE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::ACTIVATE_SYNC_TREE);
}
TEST(SchedulerStateMachineTest, TestFullPipelineModeDoesntBlockAfterCommit) {
SchedulerSettings settings;
settings.wait_for_all_pipeline_stages_before_draw = true;
StateMachine state(settings);
SET_UP_STATE(state);
const bool needs_first_draw_on_activation = true;
state.SetNeedsImplSideInvalidation(needs_first_draw_on_activation);
state.SetNeedsBeginMainFrame();
state.SetNeedsRedraw(true);
uint64_t sequence_number = 10;
state.IssueBeginImplFrame(sequence_number);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
state.NotifyReadyToCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::POST_COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.NotifyReadyToActivate();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::ACTIVATE_SYNC_TREE);
state.NotifyReadyToDraw();
EXPECT_TRUE(state.active_tree_needs_first_draw());
EXPECT_IMPL_FRAME_STATE(
SchedulerStateMachine::BeginImplFrameState::INSIDE_BEGIN_FRAME);
// Go all the way until ready to draw, but make sure we're not within
// the frame deadline, so actual draw doesn't happen...
EXPECT_FALSE(state.ShouldDraw());
// ... then have another commit ...
state.SetNeedsBeginMainFrame();
sequence_number++;
state.IssueBeginImplFrame(sequence_number);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
state.NotifyReadyToCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::POST_COMMIT);
// ... and make sure we're in a state where we can proceed,
// rather than draw being blocked by the pending tree.
state.OnBeginImplFrameDeadline();
EXPECT_TRUE(state.ShouldDraw());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::DRAW_IF_POSSIBLE);
}
TEST(SchedulerStateMachineTest,
PauseRenderingSuppressesCommitsAndInvalidations) {
SchedulerSettings settings;
StateMachine state(settings);
SET_UP_STATE(state);
// Set up a main frame in a state where we're waiting for a commit.
state.SetNeedsBeginMainFrame();
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
// Main thread sends a notification to pause rendering before this frame
// commits.
state.SetPauseRendering(true);
// Finish the impl frame before the main thread responds.
state.OnBeginImplFrameDeadline();
// We're still subscribed to BeginFrames since the pending commit needs to be
// activated and drawn.
EXPECT_TRUE(state.ShouldSubscribeToBeginFrames());
EXPECT_TRUE(state.BeginFrameNeeded());
// Now the main thread responds which triggers commit.
state.NotifyReadyToCommit();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::COMMIT);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::POST_COMMIT);
// The frame finishes before we're ready to activate, should still remain
// subscribed to BeginFrames for activation.
state.OnBeginImplFrameDeadline();
EXPECT_TRUE(state.ShouldSubscribeToBeginFrames());
EXPECT_TRUE(state.BeginFrameNeeded());
// Trigger activation. We should still remain subscribed to BeginFrames for
// draw.
state.NotifyReadyToActivate();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::ACTIVATE_SYNC_TREE);
EXPECT_TRUE(state.ShouldSubscribeToBeginFrames());
EXPECT_TRUE(state.BeginFrameNeeded());
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::DRAW_IF_POSSIBLE);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.OnBeginImplFrameDeadline();
// Request main frame. These are suppressed because rendering is paused.
state.SetNeedsBeginMainFrame();
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.OnBeginImplFrameDeadline();
// Request an impl-side invalidation and start a new frame. The invalidations
// are paused to avoid new updates which have to be drained through the
// pipeline.
state.SetNeedsImplSideInvalidation(true);
state.IssueNextBeginImplFrame();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
// Now that the last commit has been drawn, we shouldn't need BeginFrames
// anymore.
EXPECT_TRUE(state.ShouldSubscribeToBeginFrames());
EXPECT_FALSE(state.BeginFrameNeeded());
// Unpause rendering. This should send the suppressed BeginMainFrame and
// trigger impl-side invalidation.
state.SetPauseRendering(false);
EXPECT_TRUE(state.ShouldSubscribeToBeginFrames());
EXPECT_TRUE(state.BeginFrameNeeded());
state.IssueNextBeginImplFrame();
state.set_should_defer_invalidation_for_fast_main_frame(false);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::PERFORM_IMPL_SIDE_INVALIDATION);
}
// Text fixture class for the SchedulerStateMachine tests. Parameterized to
// include a boolean which indicates whether frame rate limits are enabled
// or not i.e. whether the disable_frame_rate_limit flag is set.
class DisableFrameRateLimitSchedulerStateMachineTests
: public testing::Test,
public testing::WithParamInterface<std::tuple<bool, bool>> {
public:
DisableFrameRateLimitSchedulerStateMachineTests();
~DisableFrameRateLimitSchedulerStateMachineTests() override = default;
SchedulerSettings GetSchedulerSettings() {
SchedulerSettings settings;
settings.disable_frame_rate_limit = std::get<0>(GetParam());
return settings;
}
private:
base::test::ScopedFeatureList scoped_feature_list_;
};
DisableFrameRateLimitSchedulerStateMachineTests::
DisableFrameRateLimitSchedulerStateMachineTests() {
if (std::get<1>(GetParam())) {
scoped_feature_list_.InitAndEnableFeature(features::kNoCompositorFrameAcks);
} else {
scoped_feature_list_.InitAndDisableFeature(
features::kNoCompositorFrameAcks);
}
}
TEST_P(DisableFrameRateLimitSchedulerStateMachineTests,
TestImplLatencyTakesPriority) {
SchedulerSettings default_scheduler_settings = GetSchedulerSettings();
StateMachine state(default_scheduler_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.SetNeedsBeginMainFrame();
state.IssueNextBeginImplFrame();
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.SetTreePrioritiesAndScrollState(
SMOOTHNESS_TAKES_PRIORITY,
ScrollHandlerState::SCROLL_DOES_NOT_AFFECT_SCROLL_HANDLER, false);
EXPECT_TRUE(state.ShouldTriggerBeginImplFrameDeadlineImmediately());
// Trigger the deadline.
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::DRAW_IF_POSSIBLE);
state.DidSubmitCompositorFrame();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
if (!base::FeatureList::IsEnabled(features::kNoCompositorFrameAcks)) {
state.DidReceiveCompositorFrameAck();
}
// Request a new commit and finish the previous one.
state.SetNeedsBeginMainFrame();
FinishPreviousCommitAndDrawWithoutExitingDeadline(&state);
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
if (!base::FeatureList::IsEnabled(features::kNoCompositorFrameAcks)) {
state.DidReceiveCompositorFrameAck();
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 submit-frame
// throttled and did not just submit one.
state.SetNeedsBeginMainFrame();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.IssueNextBeginImplFrame();
// If disable_frame_rate_limit is enabled, then draws aren't throttled in
// the SchedulerStateMachine. We need to update the expectations accordingly.
// If `NoCompositorFrameAcks` is enabled, then draws aren't throttled either.
// Instead the actual frame submission will occur in response to
// `OnBeginFrame` while `BeginMainFrame` will be sent to continue to have
// content ready.
if (default_scheduler_settings.disable_frame_rate_limit ||
base::FeatureList::IsEnabled(features::kNoCompositorFrameAcks)) {
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::SEND_BEGIN_MAIN_FRAME);
} else {
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
}
EXPECT_FALSE(state.ShouldTriggerBeginImplFrameDeadlineImmediately());
state.OnBeginImplFrameDeadline();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
}
INSTANTIATE_TEST_SUITE_P(DisableFrameRateLimitSchedulerStateMachineTests,
DisableFrameRateLimitSchedulerStateMachineTests,
testing::Combine(testing::Bool(), testing::Bool()),
[](auto& info) {
return base::StringPrintf(
"%s_%s",
std::get<0>(info.param) ? "DisableFrameRateLimit"
: "FrameRateLimit",
std::get<1>(info.param) ? "NoCompositorFrameAck"
: "CompositorFrameAck");
});
// Text fixture class for the ScrollingSchedulerStateMachineTest tests.
// Parameterized to include a boolean which indicates whether frame rate limits
// are enabled or not i.e. whether the disable_frame_rate_limit flag is set.
class ScrollingSchedulerStateMachineTest
: public DisableFrameRateLimitSchedulerStateMachineTests {
public:
ScrollingSchedulerStateMachineTest();
~ScrollingSchedulerStateMachineTest() override = default;
void BeginImplFrameWaitingForScrollEvent();
void SetUp() override;
protected:
SchedulerSettings InitScrollDeadlineMode();
SchedulerSettings scheduler_settings_;
public:
// Having `state` private breaks the testing macros
StateMachine state;
};
ScrollingSchedulerStateMachineTest::ScrollingSchedulerStateMachineTest()
: state(InitScrollDeadlineMode()) {}
void ScrollingSchedulerStateMachineTest::BeginImplFrameWaitingForScrollEvent() {
state.IssueNextBeginImplFrame();
state.set_waiting_for_scroll_event(true);
}
SchedulerSettings ScrollingSchedulerStateMachineTest::InitScrollDeadlineMode() {
scheduler_settings_ =
DisableFrameRateLimitSchedulerStateMachineTests::GetSchedulerSettings();
scheduler_settings_.scroll_deadline_mode_enabled = true;
return scheduler_settings_;
}
void ScrollingSchedulerStateMachineTest::SetUp() {
DisableFrameRateLimitSchedulerStateMachineTests::SetUp();
SET_UP_STATE(state);
state.set_is_scrolling(true);
state.SetTreePrioritiesAndScrollState(
SMOOTHNESS_TAKES_PRIORITY,
ScrollHandlerState::SCROLL_DOES_NOT_AFFECT_SCROLL_HANDLER, false);
}
// Tests that when we should wait for scroll events, that we do not send
// BeginMainFrame. And that either receiving a scroll, or reaching the deadline,
// that we unblock BeginMainFrames.
TEST_P(ScrollingSchedulerStateMachineTest, ScrollModeBlocksBeginMainFrame) {
state.SetNeedsBeginMainFrame();
// Once the frame starts, we are told to wait for scroll event.
BeginImplFrameWaitingForScrollEvent();
EXPECT_TRUE(state.ShouldWaitForScrollEvent());
EXPECT_FALSE(state.ShouldSendBeginMainFrame());
// Once we are told to stop waiting, then BeginMainFrame should be unblocked.
state.set_waiting_for_scroll_event(false);
EXPECT_FALSE(state.ShouldWaitForScrollEvent());
EXPECT_TRUE(state.ShouldSendBeginMainFrame());
// Start next frame
BeginImplFrameWaitingForScrollEvent();
EXPECT_TRUE(state.ShouldWaitForScrollEvent());
EXPECT_FALSE(state.ShouldSendBeginMainFrame());
// The deadline should also unblock the BeginMainFrame.
state.OnBeginImplFrameDeadline();
EXPECT_FALSE(state.ShouldWaitForScrollEvent());
EXPECT_TRUE(state.ShouldSendBeginMainFrame());
}
// Tests that even if we want to delay for scrolls, if we weren't prepared to
// draw immediately, that we use a longer deadline.
TEST_P(ScrollingSchedulerStateMachineTest, ScrollModeBlockedByNoImmediateMode) {
// We apply back pressure on frame production. After submission we do not
// allow Immediate mode until `DidReceiveCompositorFrameAck`.
state.DidSubmitCompositorFrame();
// We want to draw more.
state.SetNeedsRedraw(true);
// While under back-pressure we should not trigger scroll deadline
BeginImplFrameWaitingForScrollEvent();
// If disable_frame_rate_limit is set, then draws are not throttled. The
// ShouldTriggerBeginImplFrameDeadlineImmediately() function returns true
// in this case. Adjust the expectations accordingly. Please note that
// the expectation changes are just for the tests to pass.
//
// The disable_frame_rate_limit switch is not enabled by default. It is
// likely that some of the assumptions made in the SchedulerStateMachine
// class are not true and we need further testing.
if (scheduler_settings_.disable_frame_rate_limit ||
base::FeatureList::IsEnabled(features::kNoCompositorFrameAcks)) {
EXPECT_TRUE(state.ShouldTriggerBeginImplFrameDeadlineImmediately());
} else {
EXPECT_FALSE(state.ShouldTriggerBeginImplFrameDeadlineImmediately());
}
EXPECT_TRUE(state.ShouldWaitForScrollEvent());
// If disable_frame_rate_limit is set, then draws are not throttled. The
// ShouldTriggerBeginImplFrameDeadlineImmediately() function returns true
// in this case. Adjust the expectations accordingly.
if (scheduler_settings_.disable_frame_rate_limit ||
base::FeatureList::IsEnabled(features::kNoCompositorFrameAcks)) {
EXPECT_EQ(
SchedulerStateMachine::BeginImplFrameDeadlineMode::WAIT_FOR_SCROLL,
state.CurrentBeginImplFrameDeadlineMode());
} else {
EXPECT_NE(
SchedulerStateMachine::BeginImplFrameDeadlineMode::WAIT_FOR_SCROLL,
state.CurrentBeginImplFrameDeadlineMode());
}
if (!base::FeatureList::IsEnabled(features::kNoCompositorFrameAcks)) {
// When we receive the Ack then we should be able select scroll deadline
// again.
state.DidReceiveCompositorFrameAck();
}
EXPECT_TRUE(state.ShouldTriggerBeginImplFrameDeadlineImmediately());
EXPECT_TRUE(state.ShouldWaitForScrollEvent());
EXPECT_EQ(SchedulerStateMachine::BeginImplFrameDeadlineMode::WAIT_FOR_SCROLL,
state.CurrentBeginImplFrameDeadlineMode());
}
INSTANTIATE_TEST_SUITE_P(ScrollingSchedulerStateMachineTest,
ScrollingSchedulerStateMachineTest,
testing::Combine(testing::Bool(), testing::Bool()),
[](auto& info) {
return base::StringPrintf(
"%s_%s",
std::get<0>(info.param) ? "DisableFrameRateLimit"
: "FrameRateLimit",
std::get<1>(info.param) ? "NoCompositorFrameAck"
: "CompositorFrameAck");
});
// Tests that `SetShouldWarmUp()` will start initial `LayerTreeFrameSink`
// creation even if invisible.
TEST(SchedulerStateMachineTest,
SetShouldWarmUpWillStartLayerTreeFrameSinkCreation) {
SchedulerSettings default_scheduler_settings;
StateMachine state(default_scheduler_settings);
state.SetVisible(false);
state.SetShouldWarmUp();
EXPECT_ACTION_UPDATE_STATE(
SchedulerStateMachine::Action::BEGIN_LAYER_TREE_FRAME_SINK_CREATION);
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
state.DidCreateAndInitializeLayerTreeFrameSink();
EXPECT_ACTION_UPDATE_STATE(SchedulerStateMachine::Action::NONE);
}
} // namespace
} // namespace cc