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// Copyright 2013 The Flutter 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 "flutter/shell/platform/fuchsia/flutter/flatland_connection.h"
#include <fuchsia/scenic/scheduling/cpp/fidl.h>
#include <fuchsia/ui/composition/cpp/fidl.h>
#include <lib/async-testing/test_loop.h>
#include <string>
#include <vector>
#include "flutter/fml/logging.h"
#include "flutter/fml/time/time_delta.h"
#include "flutter/fml/time/time_point.h"
#include "gtest/gtest.h"
#include "fakes/scenic/fake_flatland.h"
namespace flutter_runner::testing {
namespace {
std::string GetCurrentTestName() {
return ::testing::UnitTest::GetInstance()->current_test_info()->name();
}
void AwaitVsyncChecked(FlatlandConnection& flatland_connection,
bool& condition_variable,
fml::TimeDelta expected_frame_delta) {
flatland_connection.AwaitVsync(
[&condition_variable,
expected_frame_delta = std::move(expected_frame_delta)](
fml::TimePoint frame_start, fml::TimePoint frame_end) {
EXPECT_EQ(frame_end.ToEpochDelta() - frame_start.ToEpochDelta(),
expected_frame_delta);
condition_variable = true;
});
}
} // namespace
class FlatlandConnectionTest : public ::testing::Test {
protected:
FlatlandConnectionTest()
: session_subloop_(loop_.StartNewLoop()),
flatland_handle_(
fake_flatland_.Connect(session_subloop_->dispatcher())) {}
~FlatlandConnectionTest() override = default;
async::TestLoop& loop() { return loop_; }
FakeFlatland& fake_flatland() { return fake_flatland_; }
fidl::InterfaceHandle<fuchsia::ui::composition::Flatland>
TakeFlatlandHandle() {
FML_CHECK(flatland_handle_.is_valid());
return std::move(flatland_handle_);
}
// Syntactic sugar for OnNextFrameBegin
void OnNextFrameBegin(int num_present_credits) {
fuchsia::ui::composition::OnNextFrameBeginValues on_next_frame_begin_values;
on_next_frame_begin_values.set_additional_present_credits(
num_present_credits);
fake_flatland().FireOnNextFrameBeginEvent(
std::move(on_next_frame_begin_values));
}
private:
async::TestLoop loop_;
std::unique_ptr<async::LoopInterface> session_subloop_;
FakeFlatland fake_flatland_;
fidl::InterfaceHandle<fuchsia::ui::composition::Flatland> flatland_handle_;
};
TEST_F(FlatlandConnectionTest, Initialization) {
// Create the FlatlandConnection but don't pump the loop. No FIDL calls are
// completed yet.
const std::string debug_name = GetCurrentTestName();
flutter_runner::FlatlandConnection flatland_connection(
debug_name, TakeFlatlandHandle(), []() { FAIL(); },
[](auto...) { FAIL(); }, 1, fml::TimeDelta::Zero());
EXPECT_EQ(fake_flatland().debug_name(), "");
// Simulate an AwaitVsync that comes immediately.
bool await_vsync_fired = false;
AwaitVsyncChecked(flatland_connection, await_vsync_fired,
kDefaultFlatlandPresentationInterval);
EXPECT_TRUE(await_vsync_fired);
// Ensure the debug name is set.
loop().RunUntilIdle();
EXPECT_EQ(fake_flatland().debug_name(), debug_name);
}
TEST_F(FlatlandConnectionTest, FlatlandDisconnect) {
// Set up a callback which allows sensing of the error state.
bool error_fired = false;
fml::closure on_session_error = [&error_fired]() { error_fired = true; };
// Create the FlatlandConnection but don't pump the loop. No FIDL calls are
// completed yet.
flutter_runner::FlatlandConnection flatland_connection(
GetCurrentTestName(), TakeFlatlandHandle(), std::move(on_session_error),
[](auto...) { FAIL(); }, 1, fml::TimeDelta::Zero());
EXPECT_FALSE(error_fired);
// Simulate a flatland disconnection, then Pump the loop. The error callback
// will fire.
fake_flatland().Disconnect(
fuchsia::ui::composition::FlatlandError::BAD_OPERATION);
loop().RunUntilIdle();
EXPECT_TRUE(error_fired);
}
TEST_F(FlatlandConnectionTest, BasicPresent) {
// Set up callbacks which allow sensing of how many presents were handled.
size_t presents_called = 0u;
zx_handle_t release_fence_handle;
fake_flatland().SetPresentHandler([&presents_called,
&release_fence_handle](auto present_args) {
presents_called++;
release_fence_handle = present_args.release_fences().empty()
? ZX_HANDLE_INVALID
: present_args.release_fences().front().get();
});
// Set up a callback which allows sensing of how many vsync's
// (`OnFramePresented` events) were handled.
size_t vsyncs_handled = 0u;
on_frame_presented_event on_frame_presented = [&vsyncs_handled](auto...) {
vsyncs_handled++;
};
// Create the FlatlandConnection but don't pump the loop. No FIDL calls are
// completed yet.
flutter_runner::FlatlandConnection flatland_connection(
GetCurrentTestName(), TakeFlatlandHandle(), []() { FAIL(); },
std::move(on_frame_presented), 1, fml::TimeDelta::Zero());
EXPECT_EQ(presents_called, 0u);
EXPECT_EQ(vsyncs_handled, 0u);
// Pump the loop. Nothing is called.
loop().RunUntilIdle();
EXPECT_EQ(presents_called, 0u);
EXPECT_EQ(vsyncs_handled, 0u);
// Simulate an AwaitVsync that comes after the first call.
bool await_vsync_fired = false;
AwaitVsyncChecked(flatland_connection, await_vsync_fired,
kDefaultFlatlandPresentationInterval);
EXPECT_TRUE(await_vsync_fired);
// Call Present and Pump the loop; `Present` and its callback is called. No
// release fence should be queued.
await_vsync_fired = false;
zx::event first_release_fence;
zx::event::create(0, &first_release_fence);
const zx_handle_t first_release_fence_handle = first_release_fence.get();
flatland_connection.EnqueueReleaseFence(std::move(first_release_fence));
flatland_connection.Present();
loop().RunUntilIdle();
EXPECT_EQ(presents_called, 1u);
EXPECT_EQ(release_fence_handle, ZX_HANDLE_INVALID);
EXPECT_EQ(vsyncs_handled, 0u);
EXPECT_FALSE(await_vsync_fired);
// Fire the `OnNextFrameBegin` event. AwaitVsync should be fired.
AwaitVsyncChecked(flatland_connection, await_vsync_fired,
kDefaultFlatlandPresentationInterval);
fuchsia::ui::composition::OnNextFrameBeginValues on_next_frame_begin_values;
on_next_frame_begin_values.set_additional_present_credits(3);
fake_flatland().FireOnNextFrameBeginEvent(
std::move(on_next_frame_begin_values));
loop().RunUntilIdle();
EXPECT_TRUE(await_vsync_fired);
// Fire the `OnFramePresented` event associated with the first `Present`,
fake_flatland().FireOnFramePresentedEvent(
fuchsia::scenic::scheduling::FramePresentedInfo());
loop().RunUntilIdle();
EXPECT_EQ(vsyncs_handled, 1u);
// Call Present for a second time and Pump the loop; `Present` and its
// callback is called. Release fences for the earlier present is used.
await_vsync_fired = false;
flatland_connection.Present();
loop().RunUntilIdle();
EXPECT_EQ(presents_called, 2u);
EXPECT_EQ(release_fence_handle, first_release_fence_handle);
}
TEST_F(FlatlandConnectionTest, OutOfOrderAwait) {
// Set up callbacks which allow sensing of how many presents were handled.
size_t presents_called = 0u;
zx_handle_t release_fence_handle;
fake_flatland().SetPresentHandler([&presents_called,
&release_fence_handle](auto present_args) {
presents_called++;
release_fence_handle = present_args.release_fences().empty()
? ZX_HANDLE_INVALID
: present_args.release_fences().front().get();
});
// Set up a callback which allows sensing of how many vsync's
// (`OnFramePresented` events) were handled.
size_t vsyncs_handled = 0u;
on_frame_presented_event on_frame_presented = [&vsyncs_handled](auto...) {
vsyncs_handled++;
};
// Create the FlatlandConnection but don't pump the loop. No FIDL calls are
// completed yet.
flutter_runner::FlatlandConnection flatland_connection(
GetCurrentTestName(), TakeFlatlandHandle(), []() { FAIL(); },
std::move(on_frame_presented), 1, fml::TimeDelta::Zero());
EXPECT_EQ(presents_called, 0u);
EXPECT_EQ(vsyncs_handled, 0u);
// Pump the loop. Nothing is called.
loop().RunUntilIdle();
EXPECT_EQ(presents_called, 0u);
EXPECT_EQ(vsyncs_handled, 0u);
// Simulate an AwaitVsync that comes after the first call.
bool await_vsync_callback_fired = false;
AwaitVsyncChecked(flatland_connection, await_vsync_callback_fired,
kDefaultFlatlandPresentationInterval);
EXPECT_TRUE(await_vsync_callback_fired);
// Set the callback with AwaitVsync, callback should not be fired
await_vsync_callback_fired = false;
AwaitVsyncChecked(flatland_connection, await_vsync_callback_fired,
kDefaultFlatlandPresentationInterval);
EXPECT_FALSE(await_vsync_callback_fired);
// Fire the `OnNextFrameBegin` event. AwaitVsync callback should be fired.
await_vsync_callback_fired = false;
OnNextFrameBegin(1);
loop().RunUntilIdle();
EXPECT_TRUE(await_vsync_callback_fired);
// Second consecutive ONFB should not call the fire callback and should
// instead set it to be pending to fire on next AwaitVsync
await_vsync_callback_fired = false;
OnNextFrameBegin(1);
loop().RunUntilIdle();
EXPECT_FALSE(await_vsync_callback_fired);
// Now an AwaitVsync should immediately fire the pending callback
await_vsync_callback_fired = false;
AwaitVsyncChecked(flatland_connection, await_vsync_callback_fired,
kDefaultFlatlandPresentationInterval);
EXPECT_TRUE(await_vsync_callback_fired);
// With the pending callback fired, The new callback should be set for the
// next OnNextFrameBegin to call
await_vsync_callback_fired = false;
AwaitVsyncChecked(flatland_connection, await_vsync_callback_fired,
kDefaultFlatlandPresentationInterval);
EXPECT_FALSE(await_vsync_callback_fired);
// Now OnNextFrameBegin should fire the callback
await_vsync_callback_fired = false;
OnNextFrameBegin(1);
loop().RunUntilIdle();
EXPECT_TRUE(await_vsync_callback_fired);
}
TEST_F(FlatlandConnectionTest, PresentCreditExhaustion) {
// Set up callbacks which allow sensing of how many presents were handled.
size_t num_presents_called = 0u;
size_t num_release_fences = 0u;
size_t num_acquire_fences = 0u;
auto reset_test_counters = [&num_presents_called, &num_acquire_fences,
&num_release_fences]() {
num_presents_called = 0u;
num_release_fences = 0u;
num_acquire_fences = 0u;
};
fake_flatland().SetPresentHandler(
[&num_presents_called, &num_acquire_fences, &num_release_fences](
fuchsia::ui::composition::PresentArgs present_args) {
num_presents_called++;
num_acquire_fences = present_args.acquire_fences().size();
num_release_fences = present_args.release_fences().size();
});
// Create the FlatlandConnection but don't pump the loop. No FIDL calls are
// completed yet.
on_frame_presented_event on_frame_presented = [](auto...) {};
flutter_runner::FlatlandConnection flatland_connection(
GetCurrentTestName(), TakeFlatlandHandle(), []() { FAIL(); },
std::move(on_frame_presented), 1, fml::TimeDelta::Zero());
EXPECT_EQ(num_presents_called, 0u);
// Pump the loop. Nothing is called.
loop().RunUntilIdle();
EXPECT_EQ(num_presents_called, 0u);
// Simulate an AwaitVsync that comes after the first call.
flatland_connection.AwaitVsync([](fml::TimePoint, fml::TimePoint) {});
loop().RunUntilIdle();
EXPECT_EQ(num_presents_called, 0u);
// This test uses a fire callback that triggers Present() with a single
// acquire and release fence in order to approximate the behavior of the real
// flutter fire callback and let us drive presents with ONFBs
auto fire_callback = [&flatland_connection](fml::TimePoint frame_start,
fml::TimePoint frame_end) {
zx::event acquire_fence;
zx::event::create(0, &acquire_fence);
zx::event release_fence;
zx::event::create(0, &release_fence);
flatland_connection.EnqueueAcquireFence(std::move(acquire_fence));
flatland_connection.EnqueueReleaseFence(std::move(release_fence));
flatland_connection.Present();
};
// Call Await Vsync with a callback that triggers Present, but this should not
// present until ONFB is delivered below.
reset_test_counters();
flatland_connection.AwaitVsync(fire_callback);
loop().RunUntilIdle();
EXPECT_EQ(num_presents_called, 0u);
// Call ONFB ands supply 0 present credits. This causes `Present` to be
// called and consumes the one and only present credit we start with.
OnNextFrameBegin(0);
loop().RunUntilIdle();
EXPECT_EQ(num_presents_called, 1u);
EXPECT_EQ(num_acquire_fences, 1u);
EXPECT_EQ(num_release_fences, 0u);
// Do it again, but this time we should not get a present because the client
// has exhausted its present credits.
reset_test_counters();
flatland_connection.AwaitVsync(fire_callback);
OnNextFrameBegin(0);
loop().RunUntilIdle();
EXPECT_EQ(num_presents_called, 0u);
// Supply a present credit but dont set a new fire callback. Fire callback
// from previous ONFB should fire and trigger a Present()
reset_test_counters();
OnNextFrameBegin(1);
loop().RunUntilIdle();
EXPECT_EQ(num_presents_called, 1u);
EXPECT_EQ(num_acquire_fences, 1u);
EXPECT_EQ(num_release_fences, 1u);
// From here on we are testing handling of a race condition where a fire
// callback is fired but another ONFB arrives before the present from the
// first fire callback comes in, causing present_credits to be negative
// within Present().
uint num_onfb = 5;
uint num_deferred_callbacks = 0;
// This callback will accumulate num_onfb+1 calls before firing all
// of their presents at once.
auto accumulating_fire_callback = [&](fml::TimePoint frame_start,
fml::TimePoint frame_end) {
num_deferred_callbacks++;
if (num_deferred_callbacks > num_onfb) {
fml::TimePoint now = fml::TimePoint::Now();
for (uint i = 0; i < num_onfb + 1; i++) {
fire_callback(now, now);
num_deferred_callbacks--;
}
}
};
reset_test_counters();
for (uint i = 0; i < num_onfb; i++) {
flatland_connection.AwaitVsync(accumulating_fire_callback);
// only supply a present credit on the first call. Since Presents are being
// deferred this credit will not be used up, but we need a credit to call
// the accumulating_fire_callback
OnNextFrameBegin(i == 0 ? 1 : 0);
loop().RunUntilIdle();
EXPECT_EQ(num_presents_called, 0u);
}
// This is the num_onfb+1 call to accumulating_fire_callback which triggers
// all of the "racing" presents to fire. the first one should be fired,
// but the other num_onfb Presents should be deferred.
flatland_connection.AwaitVsync(accumulating_fire_callback);
OnNextFrameBegin(0);
loop().RunUntilIdle();
EXPECT_EQ(num_presents_called, 1u);
EXPECT_EQ(num_acquire_fences, 1u);
EXPECT_EQ(num_release_fences, 1u);
// Supply a present credit, but pass an empty lambda to AwaitVsync so
// that it doesnt call Present(). Should get a deferred present with
// all the accumulate acuire fences
reset_test_counters();
flatland_connection.AwaitVsync([](fml::TimePoint, fml::TimePoint) {});
OnNextFrameBegin(1);
loop().RunUntilIdle();
EXPECT_EQ(num_presents_called, 1u);
EXPECT_EQ(num_acquire_fences, num_onfb);
EXPECT_EQ(num_release_fences, 1u);
// Pump another frame to check that release fences accumulate as expected
reset_test_counters();
flatland_connection.AwaitVsync(fire_callback);
OnNextFrameBegin(1);
loop().RunUntilIdle();
EXPECT_EQ(num_presents_called, 1u);
EXPECT_EQ(num_acquire_fences, 1u);
EXPECT_EQ(num_release_fences, num_onfb);
}
} // namespace flutter_runner::testing