зеркало из https://github.com/mozilla/gecko-dev.git
Bug 523950 - Part 8. Add gtests for AnimationFrameBuffer. r=tnikkel
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/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "gtest/gtest.h"
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#include "mozilla/Move.h"
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#include "AnimationFrameBuffer.h"
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using namespace mozilla;
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using namespace mozilla::image;
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static RawAccessFrameRef
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CreateEmptyFrame()
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{
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RefPtr<imgFrame> frame = new imgFrame();
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nsresult rv = frame->InitForAnimator(nsIntSize(1, 1), SurfaceFormat::B8G8R8A8);
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EXPECT_TRUE(NS_SUCCEEDED(rv));
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RawAccessFrameRef frameRef = frame->RawAccessRef();
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frame->Finish();
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return frameRef;
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}
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static bool
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Fill(AnimationFrameBuffer& buffer, size_t aLength)
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{
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bool keepDecoding = false;
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for (size_t i = 0; i < aLength; ++i) {
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RawAccessFrameRef frame = CreateEmptyFrame();
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keepDecoding = buffer.Insert(Move(frame->RawAccessRef()));
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}
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return keepDecoding;
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}
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static void
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CheckFrames(const AnimationFrameBuffer& buffer, size_t aStart, size_t aEnd, bool aExpected)
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{
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for (size_t i = aStart; i < aEnd; ++i) {
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EXPECT_EQ(aExpected, !!buffer.Frames()[i]);
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}
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}
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static void
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CheckRemoved(const AnimationFrameBuffer& buffer, size_t aStart, size_t aEnd)
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{
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CheckFrames(buffer, aStart, aEnd, false);
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}
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static void
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CheckRetained(const AnimationFrameBuffer& buffer, size_t aStart, size_t aEnd)
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{
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CheckFrames(buffer, aStart, aEnd, true);
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}
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class ImageAnimationFrameBuffer : public ::testing::Test
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{
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public:
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ImageAnimationFrameBuffer()
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{ }
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private:
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AutoInitializeImageLib mInit;
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};
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TEST_F(ImageAnimationFrameBuffer, InitialState)
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{
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const size_t kThreshold = 800;
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const size_t kBatch = 100;
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AnimationFrameBuffer buffer;
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buffer.Initialize(kThreshold, kBatch, 0);
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EXPECT_EQ(kThreshold, buffer.Threshold());
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EXPECT_EQ(kBatch, buffer.Batch());
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EXPECT_EQ(size_t(0), buffer.Displayed());
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EXPECT_EQ(kBatch * 2, buffer.PendingDecode());
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EXPECT_EQ(size_t(0), buffer.PendingAdvance());
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EXPECT_FALSE(buffer.MayDiscard());
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EXPECT_FALSE(buffer.SizeKnown());
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EXPECT_TRUE(buffer.Frames().IsEmpty());
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}
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TEST_F(ImageAnimationFrameBuffer, ThresholdTooSmall)
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{
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const size_t kThreshold = 0;
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const size_t kBatch = 10;
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AnimationFrameBuffer buffer;
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buffer.Initialize(kThreshold, kBatch, 0);
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EXPECT_EQ(kBatch * 2 + 1, buffer.Threshold());
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EXPECT_EQ(kBatch, buffer.Batch());
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EXPECT_EQ(kBatch * 2, buffer.PendingDecode());
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EXPECT_EQ(size_t(0), buffer.PendingAdvance());
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}
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TEST_F(ImageAnimationFrameBuffer, BatchTooSmall)
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{
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const size_t kThreshold = 10;
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const size_t kBatch = 0;
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AnimationFrameBuffer buffer;
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buffer.Initialize(kThreshold, kBatch, 0);
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EXPECT_EQ(kThreshold, buffer.Threshold());
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EXPECT_EQ(size_t(1), buffer.Batch());
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EXPECT_EQ(size_t(2), buffer.PendingDecode());
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EXPECT_EQ(size_t(0), buffer.PendingAdvance());
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}
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TEST_F(ImageAnimationFrameBuffer, BatchTooBig)
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{
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const size_t kThreshold = 50;
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const size_t kBatch = SIZE_MAX;
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AnimationFrameBuffer buffer;
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buffer.Initialize(kThreshold, kBatch, 0);
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// The rounding is important here (e.g. SIZE_MAX/4 * 2 != SIZE_MAX/2).
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EXPECT_EQ(SIZE_MAX/4, buffer.Batch());
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EXPECT_EQ(buffer.Batch() * 2 + 1, buffer.Threshold());
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EXPECT_EQ(buffer.Batch() * 2, buffer.PendingDecode());
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EXPECT_EQ(size_t(0), buffer.PendingAdvance());
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}
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TEST_F(ImageAnimationFrameBuffer, FinishUnderBatchAndThreshold)
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{
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const size_t kThreshold = 30;
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const size_t kBatch = 10;
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AnimationFrameBuffer buffer;
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buffer.Initialize(kThreshold, kBatch, 0);
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const auto& frames = buffer.Frames();
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EXPECT_EQ(kBatch * 2, buffer.PendingDecode());
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RawAccessFrameRef firstFrame;
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for (size_t i = 0; i < 5; ++i) {
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RawAccessFrameRef frame = CreateEmptyFrame();
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bool keepDecoding = buffer.Insert(Move(frame->RawAccessRef()));
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EXPECT_TRUE(keepDecoding);
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EXPECT_FALSE(buffer.SizeKnown());
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if (i == 4) {
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EXPECT_EQ(size_t(15), buffer.PendingDecode());
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keepDecoding = buffer.MarkComplete();
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EXPECT_FALSE(keepDecoding);
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EXPECT_TRUE(buffer.SizeKnown());
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EXPECT_EQ(size_t(0), buffer.PendingDecode());
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}
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EXPECT_FALSE(buffer.MayDiscard());
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DrawableFrameRef gotFrame = buffer.Get(i);
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EXPECT_EQ(frame.get(), gotFrame.get());
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ASSERT_EQ(i + 1, frames.Length());
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EXPECT_EQ(frame.get(), frames[i].get());
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if (i == 0) {
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firstFrame = Move(frame);
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EXPECT_EQ(size_t(0), buffer.Displayed());
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} else {
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EXPECT_EQ(i - 1, buffer.Displayed());
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bool restartDecoder = buffer.AdvanceTo(i);
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EXPECT_FALSE(restartDecoder);
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EXPECT_EQ(i, buffer.Displayed());
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}
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gotFrame = buffer.Get(0);
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EXPECT_EQ(firstFrame.get(), gotFrame.get());
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}
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// Loop again over the animation and make sure it is still all there.
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for (size_t i = 0; i < frames.Length(); ++i) {
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DrawableFrameRef gotFrame = buffer.Get(i);
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EXPECT_TRUE(gotFrame);
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bool restartDecoder = buffer.AdvanceTo(i);
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EXPECT_FALSE(restartDecoder);
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}
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}
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TEST_F(ImageAnimationFrameBuffer, FinishMultipleBatchesUnderThreshold)
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{
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const size_t kThreshold = 30;
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const size_t kBatch = 2;
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AnimationFrameBuffer buffer;
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buffer.Initialize(kThreshold, kBatch, 0);
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const auto& frames = buffer.Frames();
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EXPECT_EQ(kBatch * 2, buffer.PendingDecode());
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// Add frames until it tells us to stop.
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bool keepDecoding;
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do {
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keepDecoding = buffer.Insert(CreateEmptyFrame());
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EXPECT_FALSE(buffer.SizeKnown());
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EXPECT_FALSE(buffer.MayDiscard());
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} while (keepDecoding);
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EXPECT_EQ(size_t(0), buffer.PendingDecode());
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EXPECT_EQ(size_t(4), frames.Length());
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// Progress through the animation until it lets us decode again.
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bool restartDecoder = false;
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size_t i = 0;
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do {
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DrawableFrameRef gotFrame = buffer.Get(i);
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EXPECT_TRUE(gotFrame);
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if (i > 0) {
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restartDecoder = buffer.AdvanceTo(i);
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}
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++i;
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} while (!restartDecoder);
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EXPECT_EQ(size_t(2), buffer.PendingDecode());
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EXPECT_EQ(size_t(2), buffer.Displayed());
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// Add the last frame.
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keepDecoding = buffer.Insert(CreateEmptyFrame());
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EXPECT_TRUE(keepDecoding);
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keepDecoding = buffer.MarkComplete();
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EXPECT_FALSE(keepDecoding);
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EXPECT_TRUE(buffer.SizeKnown());
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EXPECT_EQ(size_t(0), buffer.PendingDecode());
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EXPECT_EQ(size_t(5), frames.Length());
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// Finish progressing through the animation.
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for ( ; i < frames.Length(); ++i) {
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DrawableFrameRef gotFrame = buffer.Get(i);
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EXPECT_TRUE(gotFrame);
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restartDecoder = buffer.AdvanceTo(i);
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EXPECT_FALSE(restartDecoder);
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}
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// Loop again over the animation and make sure it is still all there.
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for (i = 0; i < frames.Length(); ++i) {
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DrawableFrameRef gotFrame = buffer.Get(i);
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EXPECT_TRUE(gotFrame);
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restartDecoder = buffer.AdvanceTo(i);
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EXPECT_FALSE(restartDecoder);
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}
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// Loop to the third frame and then reset the animation.
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for (i = 0; i < 3; ++i) {
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DrawableFrameRef gotFrame = buffer.Get(i);
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EXPECT_TRUE(gotFrame);
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restartDecoder = buffer.AdvanceTo(i);
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EXPECT_FALSE(restartDecoder);
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}
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// Since we are below the threshold, we can reset the get index only.
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// Nothing else should have changed.
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restartDecoder = buffer.Reset();
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EXPECT_FALSE(restartDecoder);
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CheckRetained(buffer, 0, 5);
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EXPECT_EQ(size_t(0), buffer.PendingDecode());
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EXPECT_EQ(size_t(0), buffer.PendingAdvance());
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EXPECT_EQ(size_t(0), buffer.Displayed());
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}
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TEST_F(ImageAnimationFrameBuffer, MayDiscard)
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{
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const size_t kThreshold = 8;
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const size_t kBatch = 3;
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AnimationFrameBuffer buffer;
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buffer.Initialize(kThreshold, kBatch, 0);
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const auto& frames = buffer.Frames();
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EXPECT_EQ(kBatch * 2, buffer.PendingDecode());
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// Add frames until it tells us to stop.
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bool keepDecoding;
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do {
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keepDecoding = buffer.Insert(CreateEmptyFrame());
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EXPECT_FALSE(buffer.SizeKnown());
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EXPECT_FALSE(buffer.MayDiscard());
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} while (keepDecoding);
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EXPECT_EQ(size_t(0), buffer.PendingDecode());
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EXPECT_EQ(size_t(6), frames.Length());
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// Progress through the animation until it lets us decode again.
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bool restartDecoder = false;
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size_t i = 0;
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do {
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DrawableFrameRef gotFrame = buffer.Get(i);
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EXPECT_TRUE(gotFrame);
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if (i > 0) {
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restartDecoder = buffer.AdvanceTo(i);
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}
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++i;
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} while (!restartDecoder);
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EXPECT_EQ(size_t(3), buffer.PendingDecode());
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EXPECT_EQ(size_t(3), buffer.Displayed());
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// Add more frames.
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do {
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keepDecoding = buffer.Insert(CreateEmptyFrame());
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EXPECT_FALSE(buffer.SizeKnown());
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} while (keepDecoding);
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EXPECT_TRUE(buffer.MayDiscard());
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EXPECT_EQ(size_t(0), buffer.PendingDecode());
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EXPECT_EQ(size_t(9), frames.Length());
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// It should have be able to remove two frames given we have advanced to the
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// fourth frame.
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CheckRetained(buffer, 0, 1);
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CheckRemoved(buffer, 1, 3);
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CheckRetained(buffer, 3, 9);
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// Progress through the animation so more. Make sure it removes frames as we
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// go along.
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do {
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DrawableFrameRef gotFrame = buffer.Get(i);
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EXPECT_TRUE(gotFrame);
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restartDecoder = buffer.AdvanceTo(i);
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EXPECT_FALSE(frames[i - 1]);
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EXPECT_TRUE(frames[i]);
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i++;
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} while (!restartDecoder);
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EXPECT_EQ(size_t(3), buffer.PendingDecode());
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EXPECT_EQ(size_t(6), buffer.Displayed());
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// Add the last frame. It should still let us add more frames, but the next
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// frame will restart at the beginning.
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keepDecoding = buffer.Insert(CreateEmptyFrame());
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EXPECT_TRUE(keepDecoding);
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keepDecoding = buffer.MarkComplete();
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EXPECT_TRUE(keepDecoding);
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EXPECT_TRUE(buffer.SizeKnown());
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EXPECT_EQ(size_t(2), buffer.PendingDecode());
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EXPECT_EQ(size_t(10), frames.Length());
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// Use remaining pending room. It shouldn't add new frames, only replace.
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do {
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keepDecoding = buffer.Insert(CreateEmptyFrame());
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} while (keepDecoding);
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EXPECT_EQ(size_t(0), buffer.PendingDecode());
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EXPECT_EQ(size_t(10), frames.Length());
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// Advance as far as we can. This should require us to loop the animation to
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// reach a missing frame.
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do {
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if (i == frames.Length()) {
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i = 0;
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}
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DrawableFrameRef gotFrame = buffer.Get(i);
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if (!gotFrame) {
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break;
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}
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restartDecoder = buffer.AdvanceTo(i);
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++i;
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} while (true);
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EXPECT_EQ(size_t(3), buffer.PendingDecode());
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EXPECT_EQ(size_t(2), i);
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EXPECT_EQ(size_t(1), buffer.Displayed());
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// Decode some more.
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keepDecoding = Fill(buffer, buffer.PendingDecode());
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EXPECT_FALSE(keepDecoding);
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EXPECT_EQ(size_t(0), buffer.PendingDecode());
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// Can we retry advancing again?
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DrawableFrameRef gotFrame = buffer.Get(i);
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EXPECT_TRUE(gotFrame);
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restartDecoder = buffer.AdvanceTo(i);
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EXPECT_EQ(size_t(2), buffer.Displayed());
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EXPECT_FALSE(frames[i - 1]);
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EXPECT_TRUE(frames[i]);
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// Since we are above the threshold, we must reset everything.
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restartDecoder = buffer.Reset();
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EXPECT_FALSE(restartDecoder);
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CheckRetained(buffer, 0, 1);
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CheckRemoved(buffer, 1, frames.Length());
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EXPECT_EQ(kBatch * 2, buffer.PendingDecode());
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EXPECT_EQ(size_t(0), buffer.PendingAdvance());
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EXPECT_EQ(size_t(0), buffer.Displayed());
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}
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TEST_F(ImageAnimationFrameBuffer, ResetIncompleteAboveThreshold)
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{
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const size_t kThreshold = 5;
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const size_t kBatch = 2;
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AnimationFrameBuffer buffer;
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buffer.Initialize(kThreshold, kBatch, 0);
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const auto& frames = buffer.Frames();
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// Add frames until we exceed the threshold.
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bool keepDecoding;
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bool restartDecoder;
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size_t i = 0;
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do {
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keepDecoding = buffer.Insert(CreateEmptyFrame());
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EXPECT_TRUE(keepDecoding);
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if (i > 0) {
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restartDecoder = buffer.AdvanceTo(i);
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EXPECT_FALSE(restartDecoder);
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}
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++i;
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} while (!buffer.MayDiscard());
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// Should have threshold + 1 frames, and still not complete.
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EXPECT_EQ(size_t(6), frames.Length());
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EXPECT_FALSE(buffer.SizeKnown());
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// Restart the animation, we still had pending frames to decode since we
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// advanced in lockstep, so it should not ask us to restart the decoder.
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restartDecoder = buffer.Reset();
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EXPECT_FALSE(restartDecoder);
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CheckRetained(buffer, 0, 1);
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CheckRemoved(buffer, 1, frames.Length());
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EXPECT_EQ(kBatch * 2, buffer.PendingDecode());
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EXPECT_EQ(size_t(0), buffer.PendingAdvance());
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EXPECT_EQ(size_t(0), buffer.Displayed());
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// Adding new frames should not grow the insertion array, but instead
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// should reuse the space already allocated. Given that we are able to
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// discard frames once we cross the threshold, we should confirm that
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// we only do so if we have advanced beyond them.
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size_t oldFramesLength = frames.Length();
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size_t advanceUpTo = frames.Length() - kBatch;
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for (i = 0; i < oldFramesLength; ++i) {
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keepDecoding = buffer.Insert(CreateEmptyFrame());
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EXPECT_TRUE(keepDecoding);
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EXPECT_TRUE(frames[i]);
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EXPECT_EQ(oldFramesLength, frames.Length());
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if (i > 0) {
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// If we stop advancing, we should still retain the previous frames.
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EXPECT_TRUE(frames[i-1]);
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if (i <= advanceUpTo) {
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restartDecoder = buffer.AdvanceTo(i);
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EXPECT_FALSE(restartDecoder);
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}
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}
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}
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// Add one more frame. It should have grown the array this time.
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keepDecoding = buffer.Insert(CreateEmptyFrame());
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EXPECT_TRUE(keepDecoding);
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ASSERT_EQ(i + 1, frames.Length());
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EXPECT_TRUE(frames[i]);
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}
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TEST_F(ImageAnimationFrameBuffer, StartAfterBeginning)
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{
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const size_t kThreshold = 30;
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const size_t kBatch = 2;
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const size_t kStartFrame = 7;
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AnimationFrameBuffer buffer;
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buffer.Initialize(kThreshold, kBatch, kStartFrame);
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EXPECT_EQ(kStartFrame, buffer.PendingAdvance());
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// Add frames until it tells us to stop. It should be later than before,
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// because it auto-advances until its displayed frame is kStartFrame.
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bool keepDecoding;
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size_t i = 0;
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do {
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keepDecoding = buffer.Insert(CreateEmptyFrame());
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EXPECT_FALSE(buffer.SizeKnown());
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EXPECT_FALSE(buffer.MayDiscard());
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if (i <= kStartFrame) {
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EXPECT_EQ(i, buffer.Displayed());
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EXPECT_EQ(kStartFrame - i, buffer.PendingAdvance());
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} else {
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EXPECT_EQ(kStartFrame, buffer.Displayed());
|
||||
EXPECT_EQ(size_t(0), buffer.PendingAdvance());
|
||||
}
|
||||
|
||||
i++;
|
||||
} while (keepDecoding);
|
||||
|
||||
EXPECT_EQ(size_t(0), buffer.PendingDecode());
|
||||
EXPECT_EQ(size_t(0), buffer.PendingAdvance());
|
||||
EXPECT_EQ(size_t(10), buffer.Frames().Length());
|
||||
}
|
||||
|
||||
TEST_F(ImageAnimationFrameBuffer, StartAfterBeginningAndReset)
|
||||
{
|
||||
const size_t kThreshold = 30;
|
||||
const size_t kBatch = 2;
|
||||
const size_t kStartFrame = 7;
|
||||
AnimationFrameBuffer buffer;
|
||||
buffer.Initialize(kThreshold, kBatch, kStartFrame);
|
||||
|
||||
EXPECT_EQ(kStartFrame, buffer.PendingAdvance());
|
||||
|
||||
// Add frames until it tells us to stop. It should be later than before,
|
||||
// because it auto-advances until its displayed frame is kStartFrame.
|
||||
for (size_t i = 0; i < 5; ++i) {
|
||||
bool keepDecoding = buffer.Insert(CreateEmptyFrame());
|
||||
EXPECT_TRUE(keepDecoding);
|
||||
EXPECT_FALSE(buffer.SizeKnown());
|
||||
EXPECT_FALSE(buffer.MayDiscard());
|
||||
EXPECT_EQ(i, buffer.Displayed());
|
||||
EXPECT_EQ(kStartFrame - i, buffer.PendingAdvance());
|
||||
}
|
||||
|
||||
// When we reset the animation, it goes back to the beginning. That means
|
||||
// we can forget about what we were told to advance to at the start. While
|
||||
// we have plenty of frames in our buffer, we still need one more because
|
||||
// in the real scenario, the decoder thread is still running and it is easier
|
||||
// to let it insert its last frame than to coordinate quitting earlier.
|
||||
buffer.Reset();
|
||||
EXPECT_EQ(size_t(0), buffer.Displayed());
|
||||
EXPECT_EQ(size_t(1), buffer.PendingDecode());
|
||||
EXPECT_EQ(size_t(0), buffer.PendingAdvance());
|
||||
}
|
||||
|
|
@ -9,6 +9,7 @@ Library('imagetest')
|
|||
UNIFIED_SOURCES = [
|
||||
'Common.cpp',
|
||||
'TestADAM7InterpolatingFilter.cpp',
|
||||
'TestAnimationFrameBuffer.cpp',
|
||||
'TestContainers.cpp',
|
||||
'TestCopyOnWrite.cpp',
|
||||
'TestDecoders.cpp',
|
||||
|
|
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