| /* |
| * Copyright (C) 2019 The Android Open Source Project |
| * |
| * Licensed under the Apache License, Version 2.0 (the "License"); |
| * you may not use this file except in compliance with the License. |
| * You may obtain a copy of the License at |
| * |
| * http://www.apache.org/licenses/LICENSE-2.0 |
| * |
| * Unless required by applicable law or agreed to in writing, software |
| * distributed under the License is distributed on an "AS IS" BASIS, |
| * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| * See the License for the specific language governing permissions and |
| * limitations under the License. |
| */ |
| package com.android.game.qualification.tests; |
| |
| import androidx.test.InstrumentationRegistry; |
| import androidx.test.rule.ActivityTestRule; |
| import androidx.test.runner.AndroidJUnit4; |
| |
| import org.junit.Before; |
| import org.junit.Rule; |
| import org.junit.Test; |
| import org.junit.runner.RunWith; |
| |
| import static org.junit.Assume.assumeTrue; |
| import static com.google.common.truth.Truth.assertWithMessage; |
| |
| /** |
| * Tests related to the surface flinger. |
| */ |
| @RunWith(AndroidJUnit4.class) |
| public class SurfaceFlingerTest { |
| |
| @Rule |
| public final ActivityTestRule<SurfaceFlingerTestActivity> mActivityRule = |
| new ActivityTestRule<>(SurfaceFlingerTestActivity.class, false, false); |
| |
| @Before |
| public void setUp() { |
| TestUtils.assumeGameCoreCertified(InstrumentationRegistry.getContext().getPackageManager()); |
| } |
| |
| /** |
| * Check surface flinger does not latch a frame before the GPU work is completed. |
| * |
| * Latching a frame before GPU work is completed can lead to unpredictable delays in the HWC |
| * that is impossible to detect in the app. |
| */ |
| @Test |
| public void latchAfterReady() throws InterruptedException { |
| mActivityRule.launchActivity(null); |
| // Let the activity run for a few seconds. |
| Thread.sleep(3000); |
| SurfaceFlingerTestActivity activity = mActivityRule.getActivity(); |
| mActivityRule.finishActivity(); |
| activity.waitUntilDestroyed(); |
| |
| Long[] readyTimes = activity.getReadyTimes().toArray(new Long[0]); |
| Long[] latchTimes = activity.getLatchTimes().toArray(new Long[0]); |
| |
| assertWithMessage("Unable to retrieve frame ready time.") |
| .that(readyTimes) |
| .isNotEmpty(); |
| |
| assertWithMessage("Unable to retrieve buffer latch time.") |
| .that(latchTimes) |
| .isNotEmpty(); |
| |
| for (int i = 0; i < readyTimes.length; i++) { |
| // Check all frame ready time is before latch time. Add a slight (0.1ms) tolerance |
| // because the latch time is slightly before the actual condition check in the |
| // surface flinger. |
| assertWithMessage( |
| "latch time: SurfaceFlinger must latch after GPU work is completed for the " |
| + "frame") |
| .that(latchTimes[i]) |
| .isGreaterThan(readyTimes[i] - 100_000); |
| } |
| } |
| } |