blob: fd74c3f01eef3dbf359544554b009a4453fb2060 [file] [log] [blame]
// Copyright 2013 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "cc/resources/tile.h"
#include "cc/resources/tile_priority.h"
#include "cc/test/fake_output_surface.h"
#include "cc/test/fake_output_surface_client.h"
#include "cc/test/fake_picture_pile_impl.h"
#include "cc/test/fake_tile_manager.h"
#include "cc/test/fake_tile_manager_client.h"
#include "cc/test/test_tile_priorities.h"
#include "testing/gtest/include/gtest/gtest.h"
namespace cc {
namespace {
class TileManagerTest : public testing::TestWithParam<bool> {
public:
typedef std::vector<scoped_refptr<Tile> > TileVector;
void Initialize(int max_tiles,
TileMemoryLimitPolicy memory_limit_policy,
TreePriority tree_priority) {
output_surface_ = FakeOutputSurface::Create3d();
CHECK(output_surface_->BindToClient(&output_surface_client_));
resource_provider_ =
ResourceProvider::Create(output_surface_.get(), NULL, 0, false, 1);
tile_manager_ = make_scoped_ptr(
new FakeTileManager(&tile_manager_client_, resource_provider_.get()));
memory_limit_policy_ = memory_limit_policy;
max_memory_tiles_ = max_tiles;
GlobalStateThatImpactsTilePriority state;
gfx::Size tile_size = settings_.default_tile_size;
// The parametrization specifies whether the max tile limit should
// be applied to RAM or to tile limit.
if (GetParam()) {
state.memory_limit_in_bytes =
max_tiles * 4 * tile_size.width() * tile_size.height();
state.num_resources_limit = 100;
} else {
state.memory_limit_in_bytes = 100 * 1000 * 1000;
state.num_resources_limit = max_tiles;
}
state.unused_memory_limit_in_bytes = state.memory_limit_in_bytes;
state.memory_limit_policy = memory_limit_policy;
state.tree_priority = tree_priority;
global_state_ = state;
tile_manager_->SetGlobalStateForTesting(state);
picture_pile_ = FakePicturePileImpl::CreatePile();
}
void SetTreePriority(TreePriority tree_priority) {
GlobalStateThatImpactsTilePriority state;
gfx::Size tile_size = settings_.default_tile_size;
state.memory_limit_in_bytes =
max_memory_tiles_ * 4 * tile_size.width() * tile_size.height();
state.unused_memory_limit_in_bytes = state.memory_limit_in_bytes;
state.memory_limit_policy = memory_limit_policy_;
state.num_resources_limit = 100;
state.tree_priority = tree_priority;
global_state_ = state;
}
virtual void TearDown() OVERRIDE {
bundles_.clear();
tile_manager_.reset(NULL);
picture_pile_ = NULL;
testing::Test::TearDown();
}
TileVector CreateTilesWithSize(int count,
TilePriority active_priority,
TilePriority pending_priority,
gfx::Size tile_size) {
TileVector tiles;
for (int i = 0; i < count; ++i) {
scoped_refptr<Tile> tile = tile_manager_->CreateTile(picture_pile_.get(),
tile_size,
gfx::Rect(),
gfx::Rect(),
1.0,
0,
0,
Tile::USE_LCD_TEXT);
scoped_refptr<TileBundle> bundle =
tile_manager_->CreateTileBundle(0, 0, 1, 1);
bundle->SetPriority(ACTIVE_TREE, active_priority);
bundle->SetPriority(PENDING_TREE, pending_priority);
bundle->AddTileAt(ACTIVE_TREE, 0, 0, tile);
bundle->AddTileAt(PENDING_TREE, 0, 0, tile);
tiles.push_back(tile);
bundles_.push_back(bundle);
}
return tiles;
}
TileVector CreateTiles(int count,
TilePriority active_priority,
TilePriority pending_priority) {
return CreateTilesWithSize(count,
active_priority,
pending_priority,
settings_.default_tile_size);
}
FakeTileManager* tile_manager() {
return tile_manager_.get();
}
int AssignedMemoryCount(const TileVector& tiles) {
int has_memory_count = 0;
for (TileVector::const_iterator it = tiles.begin();
it != tiles.end();
++it) {
if (tile_manager_->HasBeenAssignedMemory(*it))
++has_memory_count;
}
return has_memory_count;
}
int TilesWithLCDCount(const TileVector& tiles) {
int has_lcd_count = 0;
for (TileVector::const_iterator it = tiles.begin();
it != tiles.end();
++it) {
if ((*it)->GetRasterModeForTesting() == HIGH_QUALITY_RASTER_MODE)
++has_lcd_count;
}
return has_lcd_count;
}
protected:
GlobalStateThatImpactsTilePriority global_state_;
private:
FakeTileManagerClient tile_manager_client_;
LayerTreeSettings settings_;
scoped_ptr<FakeTileManager> tile_manager_;
scoped_refptr<FakePicturePileImpl> picture_pile_;
FakeOutputSurfaceClient output_surface_client_;
scoped_ptr<FakeOutputSurface> output_surface_;
scoped_ptr<ResourceProvider> resource_provider_;
TileMemoryLimitPolicy memory_limit_policy_;
int max_memory_tiles_;
std::vector<scoped_refptr<TileBundle> > bundles_;
};
TEST_P(TileManagerTest, EnoughMemoryAllowAnything) {
// A few tiles of each type of priority, with enough memory for all tiles.
Initialize(10, ALLOW_ANYTHING, SMOOTHNESS_TAKES_PRIORITY);
TileVector active_now =
CreateTiles(3, TilePriorityForNowBin(), TilePriority());
TileVector pending_now =
CreateTiles(3, TilePriority(), TilePriorityForNowBin());
TileVector active_pending_soon = CreateTiles(
3, TilePriorityForSoonBin(), TilePriorityForSoonBin());
TileVector never_bin = CreateTiles(1, TilePriority(), TilePriority());
tile_manager()->AssignMemoryToTiles(global_state_);
EXPECT_EQ(3, AssignedMemoryCount(active_now));
EXPECT_EQ(3, AssignedMemoryCount(pending_now));
EXPECT_EQ(3, AssignedMemoryCount(active_pending_soon));
EXPECT_EQ(0, AssignedMemoryCount(never_bin));
}
TEST_P(TileManagerTest, EnoughMemoryAllowPrepaintOnly) {
// A few tiles of each type of priority, with enough memory for all tiles,
// with the exception of never bin.
Initialize(10, ALLOW_PREPAINT_ONLY, SMOOTHNESS_TAKES_PRIORITY);
TileVector active_now =
CreateTiles(3, TilePriorityForNowBin(), TilePriority());
TileVector pending_now =
CreateTiles(3, TilePriority(), TilePriorityForNowBin());
TileVector active_pending_soon = CreateTiles(
3, TilePriorityForSoonBin(), TilePriorityForSoonBin());
TileVector never_bin = CreateTiles(1, TilePriority(), TilePriority());
tile_manager()->AssignMemoryToTiles(global_state_);
EXPECT_EQ(3, AssignedMemoryCount(active_now));
EXPECT_EQ(3, AssignedMemoryCount(pending_now));
EXPECT_EQ(3, AssignedMemoryCount(active_pending_soon));
EXPECT_EQ(0, AssignedMemoryCount(never_bin));
}
TEST_P(TileManagerTest, EnoughMemoryAllowAbsoluteMinimum) {
// A few tiles of each type of priority, with enough memory for all tiles,
// with the exception of never and soon bins.
Initialize(10, ALLOW_ABSOLUTE_MINIMUM, SMOOTHNESS_TAKES_PRIORITY);
TileVector active_now =
CreateTiles(3, TilePriorityForNowBin(), TilePriority());
TileVector pending_now =
CreateTiles(3, TilePriority(), TilePriorityForNowBin());
TileVector active_pending_soon = CreateTiles(
3, TilePriorityForSoonBin(), TilePriorityForSoonBin());
TileVector never_bin = CreateTiles(1, TilePriority(), TilePriority());
tile_manager()->AssignMemoryToTiles(global_state_);
EXPECT_EQ(3, AssignedMemoryCount(active_now));
EXPECT_EQ(3, AssignedMemoryCount(pending_now));
EXPECT_EQ(0, AssignedMemoryCount(active_pending_soon));
EXPECT_EQ(0, AssignedMemoryCount(never_bin));
}
TEST_P(TileManagerTest, EnoughMemoryAllowNothing) {
// A few tiles of each type of priority, with enough memory for all tiles,
// but allow nothing should not assign any memory.
Initialize(10, ALLOW_NOTHING, SMOOTHNESS_TAKES_PRIORITY);
TileVector active_now =
CreateTiles(3, TilePriorityForNowBin(), TilePriority());
TileVector pending_now =
CreateTiles(3, TilePriority(), TilePriorityForNowBin());
TileVector active_pending_soon = CreateTiles(
3, TilePriorityForSoonBin(), TilePriorityForSoonBin());
TileVector never_bin = CreateTiles(1, TilePriority(), TilePriority());
tile_manager()->AssignMemoryToTiles(global_state_);
EXPECT_EQ(0, AssignedMemoryCount(active_now));
EXPECT_EQ(0, AssignedMemoryCount(pending_now));
EXPECT_EQ(0, AssignedMemoryCount(active_pending_soon));
EXPECT_EQ(0, AssignedMemoryCount(never_bin));
}
TEST_P(TileManagerTest, PartialOOMMemoryToPending) {
// 5 tiles on active tree eventually bin, 5 tiles on pending tree that are
// required for activation, but only enough memory for 8 tiles. The result
// is all pending tree tiles get memory, and 3 of the active tree tiles
// get memory.
Initialize(8, ALLOW_ANYTHING, SMOOTHNESS_TAKES_PRIORITY);
TileVector active_tree_tiles =
CreateTiles(5, TilePriorityForEventualBin(), TilePriority());
TileVector pending_tree_tiles =
CreateTiles(5, TilePriority(), TilePriorityRequiredForActivation());
tile_manager()->AssignMemoryToTiles(global_state_);
EXPECT_EQ(5, AssignedMemoryCount(active_tree_tiles));
EXPECT_EQ(3, AssignedMemoryCount(pending_tree_tiles));
SetTreePriority(SAME_PRIORITY_FOR_BOTH_TREES);
tile_manager()->AssignMemoryToTiles(global_state_);
EXPECT_EQ(3, AssignedMemoryCount(active_tree_tiles));
EXPECT_EQ(5, AssignedMemoryCount(pending_tree_tiles));
}
TEST_P(TileManagerTest, PartialOOMMemoryToActive) {
// 5 tiles on active tree eventually bin, 5 tiles on pending tree now bin,
// but only enough memory for 8 tiles. The result is all active tree tiles
// get memory, and 3 of the pending tree tiles get memory.
Initialize(8, ALLOW_ANYTHING, SMOOTHNESS_TAKES_PRIORITY);
TileVector active_tree_tiles =
CreateTiles(5, TilePriorityForNowBin(), TilePriority());
TileVector pending_tree_tiles =
CreateTiles(5, TilePriority(), TilePriorityForNowBin());
tile_manager()->AssignMemoryToTiles(global_state_);
EXPECT_EQ(5, AssignedMemoryCount(active_tree_tiles));
EXPECT_EQ(3, AssignedMemoryCount(pending_tree_tiles));
}
TEST_P(TileManagerTest, TotalOOMMemoryToPending) {
// 5 tiles on active tree eventually bin, 5 tiles on pending tree that are
// required for activation, but only enough memory for 4 tiles. The result
// is 4 pending tree tiles get memory, and none of the active tree tiles
// get memory.
Initialize(4, ALLOW_ANYTHING, SMOOTHNESS_TAKES_PRIORITY);
TileVector active_tree_tiles =
CreateTiles(5, TilePriorityForEventualBin(), TilePriority());
TileVector pending_tree_tiles =
CreateTiles(5, TilePriority(), TilePriorityRequiredForActivation());
tile_manager()->AssignMemoryToTiles(global_state_);
EXPECT_EQ(4, AssignedMemoryCount(active_tree_tiles));
EXPECT_EQ(0, AssignedMemoryCount(pending_tree_tiles));
SetTreePriority(SAME_PRIORITY_FOR_BOTH_TREES);
tile_manager()->AssignMemoryToTiles(global_state_);
EXPECT_EQ(0, AssignedMemoryCount(active_tree_tiles));
EXPECT_EQ(4, AssignedMemoryCount(pending_tree_tiles));
}
TEST_P(TileManagerTest, TotalOOMActiveSoonMemoryToPending) {
// 5 tiles on active tree soon bin, 5 tiles on pending tree that are
// required for activation, but only enough memory for 4 tiles. The result
// is 4 pending tree tiles get memory, and none of the active tree tiles
// get memory.
Initialize(4, ALLOW_ANYTHING, SMOOTHNESS_TAKES_PRIORITY);
TileVector active_tree_tiles =
CreateTiles(5, TilePriorityForSoonBin(), TilePriority());
TileVector pending_tree_tiles =
CreateTiles(5, TilePriority(), TilePriorityRequiredForActivation());
tile_manager()->AssignMemoryToTiles(global_state_);
EXPECT_EQ(4, AssignedMemoryCount(active_tree_tiles));
EXPECT_EQ(0, AssignedMemoryCount(pending_tree_tiles));
SetTreePriority(SAME_PRIORITY_FOR_BOTH_TREES);
tile_manager()->AssignMemoryToTiles(global_state_);
EXPECT_EQ(0, AssignedMemoryCount(active_tree_tiles));
EXPECT_EQ(4, AssignedMemoryCount(pending_tree_tiles));
}
TEST_P(TileManagerTest, TotalOOMMemoryToActive) {
// 5 tiles on active tree eventually bin, 5 tiles on pending tree now bin,
// but only enough memory for 4 tiles. The result is 5 active tree tiles
// get memory, and none of the pending tree tiles get memory.
Initialize(4, ALLOW_ANYTHING, SMOOTHNESS_TAKES_PRIORITY);
TileVector active_tree_tiles =
CreateTiles(5, TilePriorityForNowBin(), TilePriority());
TileVector pending_tree_tiles =
CreateTiles(5, TilePriority(), TilePriorityForNowBin());
tile_manager()->AssignMemoryToTiles(global_state_);
EXPECT_EQ(4, AssignedMemoryCount(active_tree_tiles));
EXPECT_EQ(0, AssignedMemoryCount(pending_tree_tiles));
}
TEST_P(TileManagerTest, RasterAsLCD) {
Initialize(20, ALLOW_ANYTHING, SMOOTHNESS_TAKES_PRIORITY);
TileVector active_tree_tiles =
CreateTiles(5, TilePriorityForNowBin(), TilePriority());
TileVector pending_tree_tiles =
CreateTiles(5, TilePriority(), TilePriorityForNowBin());
tile_manager()->AssignMemoryToTiles(global_state_);
EXPECT_EQ(5, TilesWithLCDCount(active_tree_tiles));
EXPECT_EQ(5, TilesWithLCDCount(pending_tree_tiles));
}
TEST_P(TileManagerTest, RasterAsNoLCD) {
Initialize(20, ALLOW_ANYTHING, SMOOTHNESS_TAKES_PRIORITY);
TileVector active_tree_tiles =
CreateTiles(5, TilePriorityForNowBin(), TilePriority());
TileVector pending_tree_tiles =
CreateTiles(5, TilePriority(), TilePriorityForNowBin());
for (TileVector::iterator it = active_tree_tiles.begin();
it != active_tree_tiles.end();
++it) {
(*it)->set_can_use_lcd_text(false);
}
for (TileVector::iterator it = pending_tree_tiles.begin();
it != pending_tree_tiles.end();
++it) {
(*it)->set_can_use_lcd_text(false);
}
tile_manager()->AssignMemoryToTiles(global_state_);
EXPECT_EQ(0, TilesWithLCDCount(active_tree_tiles));
EXPECT_EQ(0, TilesWithLCDCount(pending_tree_tiles));
}
TEST_P(TileManagerTest, ReRasterAsNoLCD) {
Initialize(20, ALLOW_ANYTHING, SMOOTHNESS_TAKES_PRIORITY);
TileVector active_tree_tiles =
CreateTiles(5, TilePriorityForNowBin(), TilePriority());
TileVector pending_tree_tiles =
CreateTiles(5, TilePriority(), TilePriorityForNowBin());
tile_manager()->AssignMemoryToTiles(global_state_);
EXPECT_EQ(5, TilesWithLCDCount(active_tree_tiles));
EXPECT_EQ(5, TilesWithLCDCount(pending_tree_tiles));
for (TileVector::iterator it = active_tree_tiles.begin();
it != active_tree_tiles.end();
++it) {
(*it)->set_can_use_lcd_text(false);
}
for (TileVector::iterator it = pending_tree_tiles.begin();
it != pending_tree_tiles.end();
++it) {
(*it)->set_can_use_lcd_text(false);
}
tile_manager()->AssignMemoryToTiles(global_state_);
EXPECT_EQ(0, TilesWithLCDCount(active_tree_tiles));
EXPECT_EQ(0, TilesWithLCDCount(pending_tree_tiles));
}
TEST_P(TileManagerTest, NoTextDontReRasterAsNoLCD) {
Initialize(20, ALLOW_ANYTHING, SMOOTHNESS_TAKES_PRIORITY);
TileVector active_tree_tiles =
CreateTiles(5, TilePriorityForNowBin(), TilePriority());
TileVector pending_tree_tiles =
CreateTiles(5, TilePriority(), TilePriorityForNowBin());
tile_manager()->AssignMemoryToTiles(global_state_);
EXPECT_EQ(5, TilesWithLCDCount(active_tree_tiles));
EXPECT_EQ(5, TilesWithLCDCount(pending_tree_tiles));
for (TileVector::iterator it = active_tree_tiles.begin();
it != active_tree_tiles.end();
++it) {
ManagedTileState::TileVersion& tile_version =
(*it)->GetTileVersionForTesting(HIGH_QUALITY_RASTER_MODE);
tile_version.SetSolidColorForTesting(SkColorSetARGB(0, 0, 0, 0));
(*it)->set_can_use_lcd_text(false);
EXPECT_TRUE((*it)->IsReadyToDraw());
}
for (TileVector::iterator it = pending_tree_tiles.begin();
it != pending_tree_tiles.end();
++it) {
ManagedTileState::TileVersion& tile_version =
(*it)->GetTileVersionForTesting(HIGH_QUALITY_RASTER_MODE);
tile_version.SetSolidColorForTesting(SkColorSetARGB(0, 0, 0, 0));
(*it)->set_can_use_lcd_text(false);
EXPECT_TRUE((*it)->IsReadyToDraw());
}
tile_manager()->AssignMemoryToTiles(global_state_);
EXPECT_EQ(5, TilesWithLCDCount(active_tree_tiles));
EXPECT_EQ(5, TilesWithLCDCount(pending_tree_tiles));
}
TEST_P(TileManagerTest, TextReRasterAsNoLCD) {
Initialize(20, ALLOW_ANYTHING, SMOOTHNESS_TAKES_PRIORITY);
TileVector active_tree_tiles =
CreateTiles(5, TilePriorityForNowBin(), TilePriority());
TileVector pending_tree_tiles =
CreateTiles(5, TilePriority(), TilePriorityForNowBin());
tile_manager()->AssignMemoryToTiles(global_state_);
EXPECT_EQ(5, TilesWithLCDCount(active_tree_tiles));
EXPECT_EQ(5, TilesWithLCDCount(pending_tree_tiles));
for (TileVector::iterator it = active_tree_tiles.begin();
it != active_tree_tiles.end();
++it) {
ManagedTileState::TileVersion& tile_version =
(*it)->GetTileVersionForTesting(HIGH_QUALITY_RASTER_MODE);
tile_version.SetSolidColorForTesting(SkColorSetARGB(0, 0, 0, 0));
tile_version.SetHasTextForTesting(true);
(*it)->set_can_use_lcd_text(false);
EXPECT_TRUE((*it)->IsReadyToDraw());
}
for (TileVector::iterator it = pending_tree_tiles.begin();
it != pending_tree_tiles.end();
++it) {
ManagedTileState::TileVersion& tile_version =
(*it)->GetTileVersionForTesting(HIGH_QUALITY_RASTER_MODE);
tile_version.SetSolidColorForTesting(
SkColorSetARGB(0, 0, 0, 0));
tile_version.SetHasTextForTesting(true);
(*it)->set_can_use_lcd_text(false);
EXPECT_TRUE((*it)->IsReadyToDraw());
}
tile_manager()->AssignMemoryToTiles(global_state_);
EXPECT_EQ(0, TilesWithLCDCount(active_tree_tiles));
EXPECT_EQ(0, TilesWithLCDCount(pending_tree_tiles));
}
TEST_P(TileManagerTest, RespectMemoryLimit) {
Initialize(5, ALLOW_ANYTHING, SMOOTHNESS_TAKES_PRIORITY);
TileVector large_tiles = CreateTiles(
5, TilePriorityForNowBin(), TilePriority());
size_t memory_required_bytes;
size_t memory_nice_to_have_bytes;
size_t memory_allocated_bytes;
size_t memory_used_bytes;
tile_manager()->AssignMemoryToTiles(global_state_);
tile_manager()->GetMemoryStats(&memory_required_bytes,
&memory_nice_to_have_bytes,
&memory_allocated_bytes,
&memory_used_bytes);
// Allocated bytes should never be more than the memory limit.
EXPECT_LE(memory_allocated_bytes, global_state_.memory_limit_in_bytes);
// Finish raster of large tiles.
tile_manager()->UpdateVisibleTiles();
// Remove all large tiles. This will leave the memory currently
// used by these tiles as unused when AssignMemoryToTiles() is called.
large_tiles.clear();
// Create a new set of tiles using a different size. These tiles
// can use the memory currently assigned to the lerge tiles but
// they can't use the same resources as the size doesn't match.
TileVector small_tiles = CreateTilesWithSize(
5, TilePriorityForNowBin(), TilePriority(), gfx::Size(128, 128));
tile_manager()->AssignMemoryToTiles(global_state_);
tile_manager()->GetMemoryStats(&memory_required_bytes,
&memory_nice_to_have_bytes,
&memory_allocated_bytes,
&memory_used_bytes);
// Allocated bytes should never be more than the memory limit.
EXPECT_LE(memory_allocated_bytes, global_state_.memory_limit_in_bytes);
}
// If true, the max tile limit should be applied as bytes; if false,
// as num_resources_limit.
INSTANTIATE_TEST_CASE_P(TileManagerTests,
TileManagerTest,
::testing::Values(true, false));
} // namespace
} // namespace cc