Bug 523950 - Part 8. Add gtests for AnimationFrameBuffer. r=tnikkel

This commit is contained in:
Andrew Osmond 2018-02-28 13:34:52 -05:00
Родитель 984f23cd9c
Коммит 01f0dbdb83
2 изменённых файлов: 516 добавлений и 0 удалений

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@ -0,0 +1,515 @@
/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "gtest/gtest.h"
#include "mozilla/Move.h"
#include "AnimationFrameBuffer.h"
using namespace mozilla;
using namespace mozilla::image;
static RawAccessFrameRef
CreateEmptyFrame()
{
RefPtr<imgFrame> frame = new imgFrame();
nsresult rv = frame->InitForAnimator(nsIntSize(1, 1), SurfaceFormat::B8G8R8A8);
EXPECT_TRUE(NS_SUCCEEDED(rv));
RawAccessFrameRef frameRef = frame->RawAccessRef();
frame->Finish();
return frameRef;
}
static bool
Fill(AnimationFrameBuffer& buffer, size_t aLength)
{
bool keepDecoding = false;
for (size_t i = 0; i < aLength; ++i) {
RawAccessFrameRef frame = CreateEmptyFrame();
keepDecoding = buffer.Insert(Move(frame->RawAccessRef()));
}
return keepDecoding;
}
static void
CheckFrames(const AnimationFrameBuffer& buffer, size_t aStart, size_t aEnd, bool aExpected)
{
for (size_t i = aStart; i < aEnd; ++i) {
EXPECT_EQ(aExpected, !!buffer.Frames()[i]);
}
}
static void
CheckRemoved(const AnimationFrameBuffer& buffer, size_t aStart, size_t aEnd)
{
CheckFrames(buffer, aStart, aEnd, false);
}
static void
CheckRetained(const AnimationFrameBuffer& buffer, size_t aStart, size_t aEnd)
{
CheckFrames(buffer, aStart, aEnd, true);
}
class ImageAnimationFrameBuffer : public ::testing::Test
{
public:
ImageAnimationFrameBuffer()
{ }
private:
AutoInitializeImageLib mInit;
};
TEST_F(ImageAnimationFrameBuffer, InitialState)
{
const size_t kThreshold = 800;
const size_t kBatch = 100;
AnimationFrameBuffer buffer;
buffer.Initialize(kThreshold, kBatch, 0);
EXPECT_EQ(kThreshold, buffer.Threshold());
EXPECT_EQ(kBatch, buffer.Batch());
EXPECT_EQ(size_t(0), buffer.Displayed());
EXPECT_EQ(kBatch * 2, buffer.PendingDecode());
EXPECT_EQ(size_t(0), buffer.PendingAdvance());
EXPECT_FALSE(buffer.MayDiscard());
EXPECT_FALSE(buffer.SizeKnown());
EXPECT_TRUE(buffer.Frames().IsEmpty());
}
TEST_F(ImageAnimationFrameBuffer, ThresholdTooSmall)
{
const size_t kThreshold = 0;
const size_t kBatch = 10;
AnimationFrameBuffer buffer;
buffer.Initialize(kThreshold, kBatch, 0);
EXPECT_EQ(kBatch * 2 + 1, buffer.Threshold());
EXPECT_EQ(kBatch, buffer.Batch());
EXPECT_EQ(kBatch * 2, buffer.PendingDecode());
EXPECT_EQ(size_t(0), buffer.PendingAdvance());
}
TEST_F(ImageAnimationFrameBuffer, BatchTooSmall)
{
const size_t kThreshold = 10;
const size_t kBatch = 0;
AnimationFrameBuffer buffer;
buffer.Initialize(kThreshold, kBatch, 0);
EXPECT_EQ(kThreshold, buffer.Threshold());
EXPECT_EQ(size_t(1), buffer.Batch());
EXPECT_EQ(size_t(2), buffer.PendingDecode());
EXPECT_EQ(size_t(0), buffer.PendingAdvance());
}
TEST_F(ImageAnimationFrameBuffer, BatchTooBig)
{
const size_t kThreshold = 50;
const size_t kBatch = SIZE_MAX;
AnimationFrameBuffer buffer;
buffer.Initialize(kThreshold, kBatch, 0);
// The rounding is important here (e.g. SIZE_MAX/4 * 2 != SIZE_MAX/2).
EXPECT_EQ(SIZE_MAX/4, buffer.Batch());
EXPECT_EQ(buffer.Batch() * 2 + 1, buffer.Threshold());
EXPECT_EQ(buffer.Batch() * 2, buffer.PendingDecode());
EXPECT_EQ(size_t(0), buffer.PendingAdvance());
}
TEST_F(ImageAnimationFrameBuffer, FinishUnderBatchAndThreshold)
{
const size_t kThreshold = 30;
const size_t kBatch = 10;
AnimationFrameBuffer buffer;
buffer.Initialize(kThreshold, kBatch, 0);
const auto& frames = buffer.Frames();
EXPECT_EQ(kBatch * 2, buffer.PendingDecode());
RawAccessFrameRef firstFrame;
for (size_t i = 0; i < 5; ++i) {
RawAccessFrameRef frame = CreateEmptyFrame();
bool keepDecoding = buffer.Insert(Move(frame->RawAccessRef()));
EXPECT_TRUE(keepDecoding);
EXPECT_FALSE(buffer.SizeKnown());
if (i == 4) {
EXPECT_EQ(size_t(15), buffer.PendingDecode());
keepDecoding = buffer.MarkComplete();
EXPECT_FALSE(keepDecoding);
EXPECT_TRUE(buffer.SizeKnown());
EXPECT_EQ(size_t(0), buffer.PendingDecode());
}
EXPECT_FALSE(buffer.MayDiscard());
DrawableFrameRef gotFrame = buffer.Get(i);
EXPECT_EQ(frame.get(), gotFrame.get());
ASSERT_EQ(i + 1, frames.Length());
EXPECT_EQ(frame.get(), frames[i].get());
if (i == 0) {
firstFrame = Move(frame);
EXPECT_EQ(size_t(0), buffer.Displayed());
} else {
EXPECT_EQ(i - 1, buffer.Displayed());
bool restartDecoder = buffer.AdvanceTo(i);
EXPECT_FALSE(restartDecoder);
EXPECT_EQ(i, buffer.Displayed());
}
gotFrame = buffer.Get(0);
EXPECT_EQ(firstFrame.get(), gotFrame.get());
}
// Loop again over the animation and make sure it is still all there.
for (size_t i = 0; i < frames.Length(); ++i) {
DrawableFrameRef gotFrame = buffer.Get(i);
EXPECT_TRUE(gotFrame);
bool restartDecoder = buffer.AdvanceTo(i);
EXPECT_FALSE(restartDecoder);
}
}
TEST_F(ImageAnimationFrameBuffer, FinishMultipleBatchesUnderThreshold)
{
const size_t kThreshold = 30;
const size_t kBatch = 2;
AnimationFrameBuffer buffer;
buffer.Initialize(kThreshold, kBatch, 0);
const auto& frames = buffer.Frames();
EXPECT_EQ(kBatch * 2, buffer.PendingDecode());
// Add frames until it tells us to stop.
bool keepDecoding;
do {
keepDecoding = buffer.Insert(CreateEmptyFrame());
EXPECT_FALSE(buffer.SizeKnown());
EXPECT_FALSE(buffer.MayDiscard());
} while (keepDecoding);
EXPECT_EQ(size_t(0), buffer.PendingDecode());
EXPECT_EQ(size_t(4), frames.Length());
// Progress through the animation until it lets us decode again.
bool restartDecoder = false;
size_t i = 0;
do {
DrawableFrameRef gotFrame = buffer.Get(i);
EXPECT_TRUE(gotFrame);
if (i > 0) {
restartDecoder = buffer.AdvanceTo(i);
}
++i;
} while (!restartDecoder);
EXPECT_EQ(size_t(2), buffer.PendingDecode());
EXPECT_EQ(size_t(2), buffer.Displayed());
// Add the last frame.
keepDecoding = buffer.Insert(CreateEmptyFrame());
EXPECT_TRUE(keepDecoding);
keepDecoding = buffer.MarkComplete();
EXPECT_FALSE(keepDecoding);
EXPECT_TRUE(buffer.SizeKnown());
EXPECT_EQ(size_t(0), buffer.PendingDecode());
EXPECT_EQ(size_t(5), frames.Length());
// Finish progressing through the animation.
for ( ; i < frames.Length(); ++i) {
DrawableFrameRef gotFrame = buffer.Get(i);
EXPECT_TRUE(gotFrame);
restartDecoder = buffer.AdvanceTo(i);
EXPECT_FALSE(restartDecoder);
}
// Loop again over the animation and make sure it is still all there.
for (i = 0; i < frames.Length(); ++i) {
DrawableFrameRef gotFrame = buffer.Get(i);
EXPECT_TRUE(gotFrame);
restartDecoder = buffer.AdvanceTo(i);
EXPECT_FALSE(restartDecoder);
}
// Loop to the third frame and then reset the animation.
for (i = 0; i < 3; ++i) {
DrawableFrameRef gotFrame = buffer.Get(i);
EXPECT_TRUE(gotFrame);
restartDecoder = buffer.AdvanceTo(i);
EXPECT_FALSE(restartDecoder);
}
// Since we are below the threshold, we can reset the get index only.
// Nothing else should have changed.
restartDecoder = buffer.Reset();
EXPECT_FALSE(restartDecoder);
CheckRetained(buffer, 0, 5);
EXPECT_EQ(size_t(0), buffer.PendingDecode());
EXPECT_EQ(size_t(0), buffer.PendingAdvance());
EXPECT_EQ(size_t(0), buffer.Displayed());
}
TEST_F(ImageAnimationFrameBuffer, MayDiscard)
{
const size_t kThreshold = 8;
const size_t kBatch = 3;
AnimationFrameBuffer buffer;
buffer.Initialize(kThreshold, kBatch, 0);
const auto& frames = buffer.Frames();
EXPECT_EQ(kBatch * 2, buffer.PendingDecode());
// Add frames until it tells us to stop.
bool keepDecoding;
do {
keepDecoding = buffer.Insert(CreateEmptyFrame());
EXPECT_FALSE(buffer.SizeKnown());
EXPECT_FALSE(buffer.MayDiscard());
} while (keepDecoding);
EXPECT_EQ(size_t(0), buffer.PendingDecode());
EXPECT_EQ(size_t(6), frames.Length());
// Progress through the animation until it lets us decode again.
bool restartDecoder = false;
size_t i = 0;
do {
DrawableFrameRef gotFrame = buffer.Get(i);
EXPECT_TRUE(gotFrame);
if (i > 0) {
restartDecoder = buffer.AdvanceTo(i);
}
++i;
} while (!restartDecoder);
EXPECT_EQ(size_t(3), buffer.PendingDecode());
EXPECT_EQ(size_t(3), buffer.Displayed());
// Add more frames.
do {
keepDecoding = buffer.Insert(CreateEmptyFrame());
EXPECT_FALSE(buffer.SizeKnown());
} while (keepDecoding);
EXPECT_TRUE(buffer.MayDiscard());
EXPECT_EQ(size_t(0), buffer.PendingDecode());
EXPECT_EQ(size_t(9), frames.Length());
// It should have be able to remove two frames given we have advanced to the
// fourth frame.
CheckRetained(buffer, 0, 1);
CheckRemoved(buffer, 1, 3);
CheckRetained(buffer, 3, 9);
// Progress through the animation so more. Make sure it removes frames as we
// go along.
do {
DrawableFrameRef gotFrame = buffer.Get(i);
EXPECT_TRUE(gotFrame);
restartDecoder = buffer.AdvanceTo(i);
EXPECT_FALSE(frames[i - 1]);
EXPECT_TRUE(frames[i]);
i++;
} while (!restartDecoder);
EXPECT_EQ(size_t(3), buffer.PendingDecode());
EXPECT_EQ(size_t(6), buffer.Displayed());
// Add the last frame. It should still let us add more frames, but the next
// frame will restart at the beginning.
keepDecoding = buffer.Insert(CreateEmptyFrame());
EXPECT_TRUE(keepDecoding);
keepDecoding = buffer.MarkComplete();
EXPECT_TRUE(keepDecoding);
EXPECT_TRUE(buffer.SizeKnown());
EXPECT_EQ(size_t(2), buffer.PendingDecode());
EXPECT_EQ(size_t(10), frames.Length());
// Use remaining pending room. It shouldn't add new frames, only replace.
do {
keepDecoding = buffer.Insert(CreateEmptyFrame());
} while (keepDecoding);
EXPECT_EQ(size_t(0), buffer.PendingDecode());
EXPECT_EQ(size_t(10), frames.Length());
// Advance as far as we can. This should require us to loop the animation to
// reach a missing frame.
do {
if (i == frames.Length()) {
i = 0;
}
DrawableFrameRef gotFrame = buffer.Get(i);
if (!gotFrame) {
break;
}
restartDecoder = buffer.AdvanceTo(i);
++i;
} while (true);
EXPECT_EQ(size_t(3), buffer.PendingDecode());
EXPECT_EQ(size_t(2), i);
EXPECT_EQ(size_t(1), buffer.Displayed());
// Decode some more.
keepDecoding = Fill(buffer, buffer.PendingDecode());
EXPECT_FALSE(keepDecoding);
EXPECT_EQ(size_t(0), buffer.PendingDecode());
// Can we retry advancing again?
DrawableFrameRef gotFrame = buffer.Get(i);
EXPECT_TRUE(gotFrame);
restartDecoder = buffer.AdvanceTo(i);
EXPECT_EQ(size_t(2), buffer.Displayed());
EXPECT_FALSE(frames[i - 1]);
EXPECT_TRUE(frames[i]);
// Since we are above the threshold, we must reset everything.
restartDecoder = buffer.Reset();
EXPECT_FALSE(restartDecoder);
CheckRetained(buffer, 0, 1);
CheckRemoved(buffer, 1, frames.Length());
EXPECT_EQ(kBatch * 2, buffer.PendingDecode());
EXPECT_EQ(size_t(0), buffer.PendingAdvance());
EXPECT_EQ(size_t(0), buffer.Displayed());
}
TEST_F(ImageAnimationFrameBuffer, ResetIncompleteAboveThreshold)
{
const size_t kThreshold = 5;
const size_t kBatch = 2;
AnimationFrameBuffer buffer;
buffer.Initialize(kThreshold, kBatch, 0);
const auto& frames = buffer.Frames();
// Add frames until we exceed the threshold.
bool keepDecoding;
bool restartDecoder;
size_t i = 0;
do {
keepDecoding = buffer.Insert(CreateEmptyFrame());
EXPECT_TRUE(keepDecoding);
if (i > 0) {
restartDecoder = buffer.AdvanceTo(i);
EXPECT_FALSE(restartDecoder);
}
++i;
} while (!buffer.MayDiscard());
// Should have threshold + 1 frames, and still not complete.
EXPECT_EQ(size_t(6), frames.Length());
EXPECT_FALSE(buffer.SizeKnown());
// Restart the animation, we still had pending frames to decode since we
// advanced in lockstep, so it should not ask us to restart the decoder.
restartDecoder = buffer.Reset();
EXPECT_FALSE(restartDecoder);
CheckRetained(buffer, 0, 1);
CheckRemoved(buffer, 1, frames.Length());
EXPECT_EQ(kBatch * 2, buffer.PendingDecode());
EXPECT_EQ(size_t(0), buffer.PendingAdvance());
EXPECT_EQ(size_t(0), buffer.Displayed());
// Adding new frames should not grow the insertion array, but instead
// should reuse the space already allocated. Given that we are able to
// discard frames once we cross the threshold, we should confirm that
// we only do so if we have advanced beyond them.
size_t oldFramesLength = frames.Length();
size_t advanceUpTo = frames.Length() - kBatch;
for (i = 0; i < oldFramesLength; ++i) {
keepDecoding = buffer.Insert(CreateEmptyFrame());
EXPECT_TRUE(keepDecoding);
EXPECT_TRUE(frames[i]);
EXPECT_EQ(oldFramesLength, frames.Length());
if (i > 0) {
// If we stop advancing, we should still retain the previous frames.
EXPECT_TRUE(frames[i-1]);
if (i <= advanceUpTo) {
restartDecoder = buffer.AdvanceTo(i);
EXPECT_FALSE(restartDecoder);
}
}
}
// Add one more frame. It should have grown the array this time.
keepDecoding = buffer.Insert(CreateEmptyFrame());
EXPECT_TRUE(keepDecoding);
ASSERT_EQ(i + 1, frames.Length());
EXPECT_TRUE(frames[i]);
}
TEST_F(ImageAnimationFrameBuffer, StartAfterBeginning)
{
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.
bool keepDecoding;
size_t i = 0;
do {
keepDecoding = buffer.Insert(CreateEmptyFrame());
EXPECT_FALSE(buffer.SizeKnown());
EXPECT_FALSE(buffer.MayDiscard());
if (i <= kStartFrame) {
EXPECT_EQ(i, buffer.Displayed());
EXPECT_EQ(kStartFrame - i, buffer.PendingAdvance());
} else {
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());
}

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@ -9,6 +9,7 @@ Library('imagetest')
UNIFIED_SOURCES = [
'Common.cpp',
'TestADAM7InterpolatingFilter.cpp',
'TestAnimationFrameBuffer.cpp',
'TestContainers.cpp',
'TestCopyOnWrite.cpp',
'TestDecoders.cpp',