blob: f983f660007b3cb55360d2236fc6659ca53743df [file] [log] [blame]
// Copyright 2012 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "cc/prioritized_resource.h"
#include "cc/prioritized_resource_manager.h"
#include "cc/resource.h"
#include "cc/single_thread_proxy.h" // For DebugScopedSetImplThread
#include "cc/test/fake_graphics_context.h"
#include "cc/test/fake_proxy.h"
#include "cc/test/tiled_layer_test_common.h"
#include "testing/gtest/include/gtest/gtest.h"
using namespace WebKitTests;
namespace cc {
class PrioritizedResourceTest : public testing::Test {
public:
PrioritizedResourceTest()
: m_proxy(scoped_ptr<Thread>(NULL))
, m_textureSize(256, 256)
, m_textureFormat(GL_RGBA)
, m_context(WebKit::createFakeGraphicsContext())
{
DebugScopedSetImplThread implThread(&m_proxy);
m_resourceProvider = ResourceProvider::create(m_context.get());
}
virtual ~PrioritizedResourceTest()
{
DebugScopedSetImplThread implThread(&m_proxy);
m_resourceProvider.reset();
}
size_t texturesMemorySize(size_t textureCount)
{
return Resource::MemorySizeBytes(m_textureSize, m_textureFormat) * textureCount;
}
scoped_ptr<PrioritizedResourceManager> createManager(size_t maxTextures)
{
scoped_ptr<PrioritizedResourceManager> manager = PrioritizedResourceManager::create(0, &m_proxy);
manager->setMaxMemoryLimitBytes(texturesMemorySize(maxTextures));
return manager.Pass();
}
bool validateTexture(scoped_ptr<PrioritizedResource>& texture, bool requestLate)
{
resourceManagerAssertInvariants(texture->resourceManager());
if (requestLate)
texture->requestLate();
resourceManagerAssertInvariants(texture->resourceManager());
DebugScopedSetImplThreadAndMainThreadBlocked implThreadAndMainThreadBlocked(&m_proxy);
bool success = texture->canAcquireBackingTexture();
if (success)
texture->acquireBackingTexture(resourceProvider());
return success;
}
void prioritizeTexturesAndBackings(PrioritizedResourceManager* resourceManager)
{
resourceManager->prioritizeTextures();
resourceManagerUpdateBackingsPriorities(resourceManager);
}
void resourceManagerUpdateBackingsPriorities(PrioritizedResourceManager* resourceManager)
{
DebugScopedSetImplThreadAndMainThreadBlocked implThreadAndMainThreadBlocked(&m_proxy);
resourceManager->pushTexturePrioritiesToBackings();
}
ResourceProvider* resourceProvider()
{
return m_resourceProvider.get();
}
void resourceManagerAssertInvariants(PrioritizedResourceManager* resourceManager)
{
#ifndef NDEBUG
DebugScopedSetImplThreadAndMainThreadBlocked implThreadAndMainThreadBlocked(&m_proxy);
resourceManager->assertInvariants();
#endif
}
bool textureBackingIsAbovePriorityCutoff(PrioritizedResource* texture)
{
return texture->m_backing->wasAbovePriorityCutoffAtLastPriorityUpdate();
}
protected:
FakeProxy m_proxy;
const gfx::Size m_textureSize;
const GLenum m_textureFormat;
scoped_ptr<GraphicsContext> m_context;
scoped_ptr<ResourceProvider> m_resourceProvider;
};
namespace {
TEST_F(PrioritizedResourceTest, requestTextureExceedingMaxLimit)
{
const size_t maxTextures = 8;
scoped_ptr<PrioritizedResourceManager> resourceManager = createManager(maxTextures);
// Create textures for double our memory limit.
scoped_ptr<PrioritizedResource> textures[maxTextures*2];
for (size_t i = 0; i < maxTextures*2; ++i)
textures[i] = resourceManager->createTexture(m_textureSize, m_textureFormat);
// Set decreasing priorities
for (size_t i = 0; i < maxTextures*2; ++i)
textures[i]->setRequestPriority(100 + i);
// Only lower half should be available.
prioritizeTexturesAndBackings(resourceManager.get());
EXPECT_TRUE(validateTexture(textures[0], false));
EXPECT_TRUE(validateTexture(textures[7], false));
EXPECT_FALSE(validateTexture(textures[8], false));
EXPECT_FALSE(validateTexture(textures[15], false));
// Set increasing priorities
for (size_t i = 0; i < maxTextures*2; ++i)
textures[i]->setRequestPriority(100 - i);
// Only upper half should be available.
prioritizeTexturesAndBackings(resourceManager.get());
EXPECT_FALSE(validateTexture(textures[0], false));
EXPECT_FALSE(validateTexture(textures[7], false));
EXPECT_TRUE(validateTexture(textures[8], false));
EXPECT_TRUE(validateTexture(textures[15], false));
EXPECT_EQ(texturesMemorySize(maxTextures), resourceManager->memoryAboveCutoffBytes());
EXPECT_LE(resourceManager->memoryUseBytes(), resourceManager->memoryAboveCutoffBytes());
DebugScopedSetImplThreadAndMainThreadBlocked implThreadAndMainThreadBlocked(&m_proxy);
resourceManager->clearAllMemory(resourceProvider());
}
TEST_F(PrioritizedResourceTest, changeMemoryLimits)
{
const size_t maxTextures = 8;
scoped_ptr<PrioritizedResourceManager> resourceManager = createManager(maxTextures);
scoped_ptr<PrioritizedResource> textures[maxTextures];
for (size_t i = 0; i < maxTextures; ++i)
textures[i] = resourceManager->createTexture(m_textureSize, m_textureFormat);
for (size_t i = 0; i < maxTextures; ++i)
textures[i]->setRequestPriority(100 + i);
// Set max limit to 8 textures
resourceManager->setMaxMemoryLimitBytes(texturesMemorySize(8));
prioritizeTexturesAndBackings(resourceManager.get());
for (size_t i = 0; i < maxTextures; ++i)
validateTexture(textures[i], false);
{
DebugScopedSetImplThreadAndMainThreadBlocked implThreadAndMainThreadBlocked(&m_proxy);
resourceManager->reduceMemory(resourceProvider());
}
EXPECT_EQ(texturesMemorySize(8), resourceManager->memoryAboveCutoffBytes());
EXPECT_LE(resourceManager->memoryUseBytes(), resourceManager->memoryAboveCutoffBytes());
// Set max limit to 5 textures
resourceManager->setMaxMemoryLimitBytes(texturesMemorySize(5));
prioritizeTexturesAndBackings(resourceManager.get());
for (size_t i = 0; i < maxTextures; ++i)
EXPECT_EQ(validateTexture(textures[i], false), i < 5);
{
DebugScopedSetImplThreadAndMainThreadBlocked implThreadAndMainThreadBlocked(&m_proxy);
resourceManager->reduceMemory(resourceProvider());
}
EXPECT_EQ(texturesMemorySize(5), resourceManager->memoryAboveCutoffBytes());
EXPECT_LE(resourceManager->memoryUseBytes(), resourceManager->memoryAboveCutoffBytes());
// Set max limit to 4 textures
resourceManager->setMaxMemoryLimitBytes(texturesMemorySize(4));
prioritizeTexturesAndBackings(resourceManager.get());
for (size_t i = 0; i < maxTextures; ++i)
EXPECT_EQ(validateTexture(textures[i], false), i < 4);
{
DebugScopedSetImplThreadAndMainThreadBlocked implThreadAndMainThreadBlocked(&m_proxy);
resourceManager->reduceMemory(resourceProvider());
}
EXPECT_EQ(texturesMemorySize(4), resourceManager->memoryAboveCutoffBytes());
EXPECT_LE(resourceManager->memoryUseBytes(), resourceManager->memoryAboveCutoffBytes());
DebugScopedSetImplThreadAndMainThreadBlocked implThreadAndMainThreadBlocked(&m_proxy);
resourceManager->clearAllMemory(resourceProvider());
}
TEST_F(PrioritizedResourceTest, changePriorityCutoff)
{
const size_t maxTextures = 8;
scoped_ptr<PrioritizedResourceManager> resourceManager = createManager(maxTextures);
scoped_ptr<PrioritizedResource> textures[maxTextures];
for (size_t i = 0; i < maxTextures; ++i)
textures[i] = resourceManager->createTexture(m_textureSize, m_textureFormat);
for (size_t i = 0; i < maxTextures; ++i)
textures[i]->setRequestPriority(100 + i);
// Set the cutoff to drop two textures. Try to requestLate on all textures, and
// make sure that requestLate doesn't work on a texture with equal priority to
// the cutoff.
resourceManager->setMaxMemoryLimitBytes(texturesMemorySize(8));
resourceManager->setExternalPriorityCutoff(106);
prioritizeTexturesAndBackings(resourceManager.get());
for (size_t i = 0; i < maxTextures; ++i)
EXPECT_EQ(validateTexture(textures[i], true), i < 6);
{
DebugScopedSetImplThreadAndMainThreadBlocked implThreadAndMainThreadBlocked(&m_proxy);
resourceManager->reduceMemory(resourceProvider());
}
EXPECT_EQ(texturesMemorySize(6), resourceManager->memoryAboveCutoffBytes());
EXPECT_LE(resourceManager->memoryUseBytes(), resourceManager->memoryAboveCutoffBytes());
// Set the cutoff to drop two more textures.
resourceManager->setExternalPriorityCutoff(104);
prioritizeTexturesAndBackings(resourceManager.get());
for (size_t i = 0; i < maxTextures; ++i)
EXPECT_EQ(validateTexture(textures[i], false), i < 4);
{
DebugScopedSetImplThreadAndMainThreadBlocked implThreadAndMainThreadBlocked(&m_proxy);
resourceManager->reduceMemory(resourceProvider());
}
EXPECT_EQ(texturesMemorySize(4), resourceManager->memoryAboveCutoffBytes());
// Do a one-time eviction for one more texture based on priority cutoff
PrioritizedResourceManager::BackingList evictedBackings;
{
DebugScopedSetImplThreadAndMainThreadBlocked implThreadAndMainThreadBlocked(&m_proxy);
resourceManager->reduceMemoryOnImplThread(texturesMemorySize(8), 104, resourceProvider());
resourceManager->getEvictedBackings(evictedBackings);
EXPECT_EQ(0, evictedBackings.size());
resourceManager->reduceMemoryOnImplThread(texturesMemorySize(8), 103, resourceProvider());
resourceManager->getEvictedBackings(evictedBackings);
EXPECT_EQ(1, evictedBackings.size());
}
resourceManager->unlinkEvictedBackings(evictedBackings);
EXPECT_EQ(texturesMemorySize(3), resourceManager->memoryUseBytes());
// Re-allocate the the texture after the one-time drop.
prioritizeTexturesAndBackings(resourceManager.get());
for (size_t i = 0; i < maxTextures; ++i)
EXPECT_EQ(validateTexture(textures[i], false), i < 4);
{
DebugScopedSetImplThreadAndMainThreadBlocked implThreadAndMainThreadBlocked(&m_proxy);
resourceManager->reduceMemory(resourceProvider());
}
EXPECT_EQ(texturesMemorySize(4), resourceManager->memoryAboveCutoffBytes());
DebugScopedSetImplThreadAndMainThreadBlocked implThreadAndMainThreadBlocked(&m_proxy);
resourceManager->clearAllMemory(resourceProvider());
}
TEST_F(PrioritizedResourceTest, resourceManagerPartialUpdateTextures)
{
const size_t maxTextures = 4;
const size_t numTextures = 4;
scoped_ptr<PrioritizedResourceManager> resourceManager = createManager(maxTextures);
scoped_ptr<PrioritizedResource> textures[numTextures];
scoped_ptr<PrioritizedResource> moreTextures[numTextures];
for (size_t i = 0; i < numTextures; ++i) {
textures[i] = resourceManager->createTexture(m_textureSize, m_textureFormat);
moreTextures[i] = resourceManager->createTexture(m_textureSize, m_textureFormat);
}
for (size_t i = 0; i < numTextures; ++i)
textures[i]->setRequestPriority(200 + i);
prioritizeTexturesAndBackings(resourceManager.get());
// Allocate textures which are currently high priority.
EXPECT_TRUE(validateTexture(textures[0], false));
EXPECT_TRUE(validateTexture(textures[1], false));
EXPECT_TRUE(validateTexture(textures[2], false));
EXPECT_TRUE(validateTexture(textures[3], false));
EXPECT_TRUE(textures[0]->haveBackingTexture());
EXPECT_TRUE(textures[1]->haveBackingTexture());
EXPECT_TRUE(textures[2]->haveBackingTexture());
EXPECT_TRUE(textures[3]->haveBackingTexture());
for (size_t i = 0; i < numTextures; ++i)
moreTextures[i]->setRequestPriority(100 + i);
prioritizeTexturesAndBackings(resourceManager.get());
// Textures are now below cutoff.
EXPECT_FALSE(validateTexture(textures[0], false));
EXPECT_FALSE(validateTexture(textures[1], false));
EXPECT_FALSE(validateTexture(textures[2], false));
EXPECT_FALSE(validateTexture(textures[3], false));
// But they are still valid to use.
EXPECT_TRUE(textures[0]->haveBackingTexture());
EXPECT_TRUE(textures[1]->haveBackingTexture());
EXPECT_TRUE(textures[2]->haveBackingTexture());
EXPECT_TRUE(textures[3]->haveBackingTexture());
// Higher priority textures are finally needed.
EXPECT_TRUE(validateTexture(moreTextures[0], false));
EXPECT_TRUE(validateTexture(moreTextures[1], false));
EXPECT_TRUE(validateTexture(moreTextures[2], false));
EXPECT_TRUE(validateTexture(moreTextures[3], false));
// Lower priority have been fully evicted.
EXPECT_FALSE(textures[0]->haveBackingTexture());
EXPECT_FALSE(textures[1]->haveBackingTexture());
EXPECT_FALSE(textures[2]->haveBackingTexture());
EXPECT_FALSE(textures[3]->haveBackingTexture());
DebugScopedSetImplThreadAndMainThreadBlocked implThreadAndMainThreadBlocked(&m_proxy);
resourceManager->clearAllMemory(resourceProvider());
}
TEST_F(PrioritizedResourceTest, resourceManagerPrioritiesAreEqual)
{
const size_t maxTextures = 16;
scoped_ptr<PrioritizedResourceManager> resourceManager = createManager(maxTextures);
scoped_ptr<PrioritizedResource> textures[maxTextures];
for (size_t i = 0; i < maxTextures; ++i)
textures[i] = resourceManager->createTexture(m_textureSize, m_textureFormat);
// All 16 textures have the same priority except 2 higher priority.
for (size_t i = 0; i < maxTextures; ++i)
textures[i]->setRequestPriority(100);
textures[0]->setRequestPriority(99);
textures[1]->setRequestPriority(99);
// Set max limit to 8 textures
resourceManager->setMaxMemoryLimitBytes(texturesMemorySize(8));
prioritizeTexturesAndBackings(resourceManager.get());
// The two high priority textures should be available, others should not.
for (size_t i = 0; i < 2; ++i)
EXPECT_TRUE(validateTexture(textures[i], false));
for (size_t i = 2; i < maxTextures; ++i)
EXPECT_FALSE(validateTexture(textures[i], false));
EXPECT_EQ(texturesMemorySize(2), resourceManager->memoryAboveCutoffBytes());
EXPECT_LE(resourceManager->memoryUseBytes(), resourceManager->memoryAboveCutoffBytes());
// Manually reserving textures should only succeed on the higher priority textures,
// and on remaining textures up to the memory limit.
for (size_t i = 0; i < 8; i++)
EXPECT_TRUE(validateTexture(textures[i], true));
for (size_t i = 9; i < maxTextures; i++)
EXPECT_FALSE(validateTexture(textures[i], true));
EXPECT_EQ(texturesMemorySize(8), resourceManager->memoryAboveCutoffBytes());
EXPECT_LE(resourceManager->memoryUseBytes(), resourceManager->memoryAboveCutoffBytes());
DebugScopedSetImplThreadAndMainThreadBlocked implThreadAndMainThreadBlocked(&m_proxy);
resourceManager->clearAllMemory(resourceProvider());
}
TEST_F(PrioritizedResourceTest, resourceManagerDestroyedFirst)
{
scoped_ptr<PrioritizedResourceManager> resourceManager = createManager(1);
scoped_ptr<PrioritizedResource> texture = resourceManager->createTexture(m_textureSize, m_textureFormat);
// Texture is initially invalid, but it will become available.
EXPECT_FALSE(texture->haveBackingTexture());
texture->setRequestPriority(100);
prioritizeTexturesAndBackings(resourceManager.get());
EXPECT_TRUE(validateTexture(texture, false));
EXPECT_TRUE(texture->canAcquireBackingTexture());
EXPECT_TRUE(texture->haveBackingTexture());
{
DebugScopedSetImplThreadAndMainThreadBlocked implThreadAndMainThreadBlocked(&m_proxy);
resourceManager->clearAllMemory(resourceProvider());
}
resourceManager.reset();
EXPECT_FALSE(texture->canAcquireBackingTexture());
EXPECT_FALSE(texture->haveBackingTexture());
}
TEST_F(PrioritizedResourceTest, textureMovedToNewManager)
{
scoped_ptr<PrioritizedResourceManager> resourceManagerOne = createManager(1);
scoped_ptr<PrioritizedResourceManager> resourceManagerTwo = createManager(1);
scoped_ptr<PrioritizedResource> texture = resourceManagerOne->createTexture(m_textureSize, m_textureFormat);
// Texture is initially invalid, but it will become available.
EXPECT_FALSE(texture->haveBackingTexture());
texture->setRequestPriority(100);
prioritizeTexturesAndBackings(resourceManagerOne.get());
EXPECT_TRUE(validateTexture(texture, false));
EXPECT_TRUE(texture->canAcquireBackingTexture());
EXPECT_TRUE(texture->haveBackingTexture());
texture->setTextureManager(0);
{
DebugScopedSetImplThreadAndMainThreadBlocked implThreadAndMainThreadBlocked(&m_proxy);
resourceManagerOne->clearAllMemory(resourceProvider());
}
resourceManagerOne.reset();
EXPECT_FALSE(texture->canAcquireBackingTexture());
EXPECT_FALSE(texture->haveBackingTexture());
texture->setTextureManager(resourceManagerTwo.get());
prioritizeTexturesAndBackings(resourceManagerTwo.get());
EXPECT_TRUE(validateTexture(texture, false));
EXPECT_TRUE(texture->canAcquireBackingTexture());
EXPECT_TRUE(texture->haveBackingTexture());
DebugScopedSetImplThreadAndMainThreadBlocked implThreadAndMainThreadBlocked(&m_proxy);
resourceManagerTwo->clearAllMemory(resourceProvider());
}
TEST_F(PrioritizedResourceTest, renderSurfacesReduceMemoryAvailableOutsideRootSurface)
{
const size_t maxTextures = 8;
scoped_ptr<PrioritizedResourceManager> resourceManager = createManager(maxTextures);
// Half of the memory is taken by surfaces (with high priority place-holder)
scoped_ptr<PrioritizedResource> renderSurfacePlaceHolder = resourceManager->createTexture(m_textureSize, m_textureFormat);
renderSurfacePlaceHolder->setToSelfManagedMemoryPlaceholder(texturesMemorySize(4));
renderSurfacePlaceHolder->setRequestPriority(PriorityCalculator::renderSurfacePriority());
// Create textures to fill our memory limit.
scoped_ptr<PrioritizedResource> textures[maxTextures];
for (size_t i = 0; i < maxTextures; ++i)
textures[i] = resourceManager->createTexture(m_textureSize, m_textureFormat);
// Set decreasing non-visible priorities outside root surface.
for (size_t i = 0; i < maxTextures; ++i)
textures[i]->setRequestPriority(100 + i);
// Only lower half should be available.
prioritizeTexturesAndBackings(resourceManager.get());
EXPECT_TRUE(validateTexture(textures[0], false));
EXPECT_TRUE(validateTexture(textures[3], false));
EXPECT_FALSE(validateTexture(textures[4], false));
EXPECT_FALSE(validateTexture(textures[7], false));
// Set increasing non-visible priorities outside root surface.
for (size_t i = 0; i < maxTextures; ++i)
textures[i]->setRequestPriority(100 - i);
// Only upper half should be available.
prioritizeTexturesAndBackings(resourceManager.get());
EXPECT_FALSE(validateTexture(textures[0], false));
EXPECT_FALSE(validateTexture(textures[3], false));
EXPECT_TRUE(validateTexture(textures[4], false));
EXPECT_TRUE(validateTexture(textures[7], false));
EXPECT_EQ(texturesMemorySize(4), resourceManager->memoryAboveCutoffBytes());
EXPECT_EQ(texturesMemorySize(4), resourceManager->memoryForSelfManagedTextures());
EXPECT_LE(resourceManager->memoryUseBytes(), resourceManager->memoryAboveCutoffBytes());
DebugScopedSetImplThreadAndMainThreadBlocked implThreadAndMainThreadBlocked(&m_proxy);
resourceManager->clearAllMemory(resourceProvider());
}
TEST_F(PrioritizedResourceTest, renderSurfacesReduceMemoryAvailableForRequestLate)
{
const size_t maxTextures = 8;
scoped_ptr<PrioritizedResourceManager> resourceManager = createManager(maxTextures);
// Half of the memory is taken by surfaces (with high priority place-holder)
scoped_ptr<PrioritizedResource> renderSurfacePlaceHolder = resourceManager->createTexture(m_textureSize, m_textureFormat);
renderSurfacePlaceHolder->setToSelfManagedMemoryPlaceholder(texturesMemorySize(4));
renderSurfacePlaceHolder->setRequestPriority(PriorityCalculator::renderSurfacePriority());
// Create textures to fill our memory limit.
scoped_ptr<PrioritizedResource> textures[maxTextures];
for (size_t i = 0; i < maxTextures; ++i)
textures[i] = resourceManager->createTexture(m_textureSize, m_textureFormat);
// Set equal priorities.
for (size_t i = 0; i < maxTextures; ++i)
textures[i]->setRequestPriority(100);
// The first four to be requested late will be available.
prioritizeTexturesAndBackings(resourceManager.get());
for (unsigned i = 0; i < maxTextures; ++i)
EXPECT_FALSE(validateTexture(textures[i], false));
for (unsigned i = 0; i < maxTextures; i += 2)
EXPECT_TRUE(validateTexture(textures[i], true));
for (unsigned i = 1; i < maxTextures; i += 2)
EXPECT_FALSE(validateTexture(textures[i], true));
EXPECT_EQ(texturesMemorySize(4), resourceManager->memoryAboveCutoffBytes());
EXPECT_EQ(texturesMemorySize(4), resourceManager->memoryForSelfManagedTextures());
EXPECT_LE(resourceManager->memoryUseBytes(), resourceManager->memoryAboveCutoffBytes());
DebugScopedSetImplThreadAndMainThreadBlocked implThreadAndMainThreadBlocked(&m_proxy);
resourceManager->clearAllMemory(resourceProvider());
}
TEST_F(PrioritizedResourceTest, whenRenderSurfaceNotAvailableTexturesAlsoNotAvailable)
{
const size_t maxTextures = 8;
scoped_ptr<PrioritizedResourceManager> resourceManager = createManager(maxTextures);
// Half of the memory is taken by surfaces (with high priority place-holder)
scoped_ptr<PrioritizedResource> renderSurfacePlaceHolder = resourceManager->createTexture(m_textureSize, m_textureFormat);
renderSurfacePlaceHolder->setToSelfManagedMemoryPlaceholder(texturesMemorySize(4));
renderSurfacePlaceHolder->setRequestPriority(PriorityCalculator::renderSurfacePriority());
// Create textures to fill our memory limit.
scoped_ptr<PrioritizedResource> textures[maxTextures];
for (size_t i = 0; i < maxTextures; ++i)
textures[i] = resourceManager->createTexture(m_textureSize, m_textureFormat);
// Set 6 visible textures in the root surface, and 2 in a child surface.
for (size_t i = 0; i < 6; ++i)
textures[i]->setRequestPriority(PriorityCalculator::visiblePriority(true));
for (size_t i = 6; i < 8; ++i)
textures[i]->setRequestPriority(PriorityCalculator::visiblePriority(false));
prioritizeTexturesAndBackings(resourceManager.get());
// Unable to requestLate textures in the child surface.
EXPECT_FALSE(validateTexture(textures[6], true));
EXPECT_FALSE(validateTexture(textures[7], true));
// Root surface textures are valid.
for (size_t i = 0; i < 6; ++i)
EXPECT_TRUE(validateTexture(textures[i], false));
EXPECT_EQ(texturesMemorySize(6), resourceManager->memoryAboveCutoffBytes());
EXPECT_EQ(texturesMemorySize(2), resourceManager->memoryForSelfManagedTextures());
EXPECT_LE(resourceManager->memoryUseBytes(), resourceManager->memoryAboveCutoffBytes());
DebugScopedSetImplThreadAndMainThreadBlocked implThreadAndMainThreadBlocked(&m_proxy);
resourceManager->clearAllMemory(resourceProvider());
}
TEST_F(PrioritizedResourceTest, requestLateBackingsSorting)
{
const size_t maxTextures = 8;
scoped_ptr<PrioritizedResourceManager> resourceManager = createManager(maxTextures);
resourceManager->setMaxMemoryLimitBytes(texturesMemorySize(maxTextures));
// Create textures to fill our memory limit.
scoped_ptr<PrioritizedResource> textures[maxTextures];
for (size_t i = 0; i < maxTextures; ++i)
textures[i] = resourceManager->createTexture(m_textureSize, m_textureFormat);
// Set equal priorities, and allocate backings for all textures.
for (size_t i = 0; i < maxTextures; ++i)
textures[i]->setRequestPriority(100);
prioritizeTexturesAndBackings(resourceManager.get());
for (unsigned i = 0; i < maxTextures; ++i)
EXPECT_TRUE(validateTexture(textures[i], false));
// Drop the memory limit and prioritize (none will be above the threshold,
// but they still have backings because reduceMemory hasn't been called).
resourceManager->setMaxMemoryLimitBytes(texturesMemorySize(maxTextures / 2));
prioritizeTexturesAndBackings(resourceManager.get());
// Push half of them back over the limit.
for (size_t i = 0; i < maxTextures; i += 2)
EXPECT_TRUE(textures[i]->requestLate());
// Push the priorities to the backings array and sort the backings array
resourceManagerUpdateBackingsPriorities(resourceManager.get());
// Assert that the backings list be sorted with the below-limit backings
// before the above-limit backings.
resourceManagerAssertInvariants(resourceManager.get());
// Make sure that we have backings for all of the textures.
for (size_t i = 0; i < maxTextures; ++i)
EXPECT_TRUE(textures[i]->haveBackingTexture());
// Make sure that only the requestLate textures are above the priority cutoff
for (size_t i = 0; i < maxTextures; i += 2)
EXPECT_TRUE(textureBackingIsAbovePriorityCutoff(textures[i].get()));
for (size_t i = 1; i < maxTextures; i += 2)
EXPECT_FALSE(textureBackingIsAbovePriorityCutoff(textures[i].get()));
DebugScopedSetImplThreadAndMainThreadBlocked implThreadAndMainThreadBlocked(&m_proxy);
resourceManager->clearAllMemory(resourceProvider());
}
TEST_F(PrioritizedResourceTest, clearUploadsToEvictedResources)
{
const size_t maxTextures = 4;
scoped_ptr<PrioritizedResourceManager> resourceManager =
createManager(maxTextures);
resourceManager->setMaxMemoryLimitBytes(texturesMemorySize(maxTextures));
// Create textures to fill our memory limit.
scoped_ptr<PrioritizedResource> textures[maxTextures];
for (size_t i = 0; i < maxTextures; ++i)
textures[i] = resourceManager->createTexture(m_textureSize, m_textureFormat);
// Set equal priorities, and allocate backings for all textures.
for (size_t i = 0; i < maxTextures; ++i)
textures[i]->setRequestPriority(100);
prioritizeTexturesAndBackings(resourceManager.get());
for (unsigned i = 0; i < maxTextures; ++i)
EXPECT_TRUE(validateTexture(textures[i], false));
ResourceUpdateQueue queue;
DebugScopedSetImplThreadAndMainThreadBlocked implThreadAndMainThreadBlocked(&m_proxy);
for (size_t i = 0; i < maxTextures; ++i) {
const ResourceUpdate upload = ResourceUpdate::Create(
textures[i].get(), NULL, gfx::Rect(), gfx::Rect(), gfx::Vector2d());
queue.appendFullUpload(upload);
}
// Make sure that we have backings for all of the textures.
for (size_t i = 0; i < maxTextures; ++i)
EXPECT_TRUE(textures[i]->haveBackingTexture());
queue.clearUploadsToEvictedResources();
EXPECT_EQ(4, queue.fullUploadSize());
resourceManager->reduceMemoryOnImplThread(
texturesMemorySize(1), PriorityCalculator::allowEverythingCutoff(), resourceProvider());
queue.clearUploadsToEvictedResources();
EXPECT_EQ(1, queue.fullUploadSize());
resourceManager->reduceMemoryOnImplThread(0, PriorityCalculator::allowEverythingCutoff(), resourceProvider());
queue.clearUploadsToEvictedResources();
EXPECT_EQ(0, queue.fullUploadSize());
}
TEST_F(PrioritizedResourceTest, usageStatistics)
{
const size_t maxTextures = 5;
scoped_ptr<PrioritizedResourceManager> resourceManager = createManager(maxTextures);
scoped_ptr<PrioritizedResource> textures[maxTextures];
for (size_t i = 0; i < maxTextures; ++i)
textures[i] = resourceManager->createTexture(m_textureSize, m_textureFormat);
textures[0]->setRequestPriority(PriorityCalculator::allowVisibleOnlyCutoff() - 1);
textures[1]->setRequestPriority(PriorityCalculator::allowVisibleOnlyCutoff());
textures[2]->setRequestPriority(PriorityCalculator::allowVisibleAndNearbyCutoff() - 1);
textures[3]->setRequestPriority(PriorityCalculator::allowVisibleAndNearbyCutoff());
textures[4]->setRequestPriority(PriorityCalculator::allowVisibleAndNearbyCutoff() + 1);
// Set max limit to 2 textures.
resourceManager->setMaxMemoryLimitBytes(texturesMemorySize(2));
prioritizeTexturesAndBackings(resourceManager.get());
// The first two textures should be available, others should not.
for (size_t i = 0; i < 2; ++i)
EXPECT_TRUE(validateTexture(textures[i], false));
for (size_t i = 2; i < maxTextures; ++i)
EXPECT_FALSE(validateTexture(textures[i], false));
// Validate the statistics.
{
DebugScopedSetImplThread implThread(&m_proxy);
EXPECT_EQ(texturesMemorySize(2), resourceManager->memoryUseBytes());
EXPECT_EQ(texturesMemorySize(1), resourceManager->memoryVisibleBytes());
EXPECT_EQ(texturesMemorySize(3), resourceManager->memoryVisibleAndNearbyBytes());
}
// Re-prioritize the textures, but do not push the values to backings.
textures[0]->setRequestPriority(PriorityCalculator::allowVisibleOnlyCutoff() - 1);
textures[1]->setRequestPriority(PriorityCalculator::allowVisibleOnlyCutoff() - 1);
textures[2]->setRequestPriority(PriorityCalculator::allowVisibleOnlyCutoff() - 1);
textures[3]->setRequestPriority(PriorityCalculator::allowVisibleAndNearbyCutoff() - 1);
textures[4]->setRequestPriority(PriorityCalculator::allowVisibleAndNearbyCutoff());
resourceManager->prioritizeTextures();
// Verify that we still see the old values.
{
DebugScopedSetImplThread implThread(&m_proxy);
EXPECT_EQ(texturesMemorySize(2), resourceManager->memoryUseBytes());
EXPECT_EQ(texturesMemorySize(1), resourceManager->memoryVisibleBytes());
EXPECT_EQ(texturesMemorySize(3), resourceManager->memoryVisibleAndNearbyBytes());
}
// Push priorities to backings, and verify we see the new values.
{
DebugScopedSetImplThreadAndMainThreadBlocked implThreadAndMainThreadBlocked(&m_proxy);
resourceManager->pushTexturePrioritiesToBackings();
EXPECT_EQ(texturesMemorySize(2), resourceManager->memoryUseBytes());
EXPECT_EQ(texturesMemorySize(3), resourceManager->memoryVisibleBytes());
EXPECT_EQ(texturesMemorySize(4), resourceManager->memoryVisibleAndNearbyBytes());
}
DebugScopedSetImplThreadAndMainThreadBlocked implThreadAndMainThreadBlocked(&m_proxy);
resourceManager->clearAllMemory(resourceProvider());
}
} // namespace
} // namespace cc