// Copyright 2020 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "ui/compositor/animation_throughput_reporter.h"
#include <memory>
#include "base/test/bind.h"
#include "base/time/time.h"
#include "build/build_config.h"
#include "cc/metrics/frame_sequence_metrics.h"
#include "ui/compositor/layer.h"
#include "ui/compositor/layer_animation_sequence.h"
#include "ui/compositor/layer_animator.h"
#include "ui/compositor/scoped_layer_animation_settings.h"
#include "ui/compositor/test/animation_throughput_reporter_test_base.h"
#include "ui/compositor/test/throughput_report_checker.h"
#include "ui/gfx/geometry/rect.h"
namespace ui {
using AnimationThroughputReporterTest = AnimationThroughputReporterTestBase;
// Tests animation throughput collection with implicit animation scenario.
TEST_F(AnimationThroughputReporterTest, ImplicitAnimation) {
Layer layer;
layer.SetOpacity(0.5f);
root_layer()->Add(&layer);
ThroughputReportChecker checker(this);
{
LayerAnimator* animator = layer.GetAnimator();
AnimationThroughputReporter reporter(animator,
checker.repeating_callback());
ScopedLayerAnimationSettings settings(animator);
settings.SetTransitionDuration(base::Milliseconds(48));
layer.SetOpacity(1.0f);
}
// The animation starts in next frame (16ms) and ends 48 ms later.
EXPECT_TRUE(checker.WaitUntilReported());
}
// Tests animation throughput collection with implicit animation setup before
// Layer is attached to a compositor.
TEST_F(AnimationThroughputReporterTest, ImplicitAnimationLateAttach) {
Layer layer;
layer.SetOpacity(0.5f);
ThroughputReportChecker checker(this);
{
LayerAnimator* animator = layer.GetAnimator();
AnimationThroughputReporter reporter(animator,
checker.repeating_callback());
ScopedLayerAnimationSettings settings(animator);
settings.SetTransitionDuration(base::Milliseconds(48));
layer.SetOpacity(1.0f);
}
// Attach to root after animation setup.
root_layer()->Add(&layer);
EXPECT_TRUE(checker.WaitUntilReported());
}
// Tests animation throughput collection with explicitly created animation
// sequence scenario.
TEST_F(AnimationThroughputReporterTest, ExplicitAnimation) {
Layer layer;
layer.SetOpacity(0.5f);
root_layer()->Add(&layer);
ThroughputReportChecker checker(this);
LayerAnimator* animator = layer.GetAnimator();
AnimationThroughputReporter reporter(animator, checker.repeating_callback());
animator->ScheduleAnimation(
new LayerAnimationSequence(LayerAnimationElement::CreateOpacityElement(
1.0f, base::Milliseconds(48))));
EXPECT_TRUE(checker.WaitUntilReported());
}
// Tests animation throughput collection for a persisted animator of a Layer.
TEST_F(AnimationThroughputReporterTest, PersistedAnimation) {
auto layer = std::make_unique<Layer>();
layer->SetOpacity(0.5f);
root_layer()->Add(layer.get());
// Set a persisted animator to |layer|.
LayerAnimator* animator = new LayerAnimator(base::Milliseconds(48));
layer->SetAnimator(animator);
// |reporter| keeps reporting as long as it is alive.
ThroughputReportChecker checker(this);
AnimationThroughputReporter reporter(animator, checker.repeating_callback());
// Report data for animation of opacity goes to 1.
layer->SetOpacity(1.0f);
EXPECT_TRUE(checker.WaitUntilReported());
// Report data for animation of opacity goes to 0.5.
checker.reset();
layer->SetOpacity(0.5f);
EXPECT_TRUE(checker.WaitUntilReported());
}
// Tests animation throughput not reported when animation is aborted.
TEST_F(AnimationThroughputReporterTest, AbortedAnimation) {
auto layer = std::make_unique<Layer>();
layer->SetOpacity(0.5f);
root_layer()->Add(layer.get());
ThroughputReportChecker checker(this, /*fail_if_reported=*/true);
// Reporter started monitoring animation, then deleted, which should be
// reported when the animation ends.
{
LayerAnimator* animator = layer->GetAnimator();
AnimationThroughputReporter reporter(animator,
checker.repeating_callback());
ScopedLayerAnimationSettings settings(animator);
settings.SetTransitionDuration(base::Milliseconds(48));
layer->SetOpacity(1.0f);
}
// Delete |layer| to abort on-going animations.
layer.reset();
// Wait a bit to ensure that report does not happen.
Advance(base::Milliseconds(100));
// TODO(crbug.com/40161328): Test the scenario where the report exists when
// the layer is removed.
}
// Tests no report and no leak when underlying layer is gone before reporter.
TEST_F(AnimationThroughputReporterTest, LayerDestroyedBeforeReporter) {
auto layer = std::make_unique<Layer>();
layer->SetOpacity(0.5f);
root_layer()->Add(layer.get());
ThroughputReportChecker checker(this, /*fail_if_reported=*/true);
LayerAnimator* animator = layer->GetAnimator();
AnimationThroughputReporter reporter(animator, checker.repeating_callback());
{
ScopedLayerAnimationSettings settings(animator);
settings.SetTransitionDuration(base::Milliseconds(48));
layer->SetOpacity(1.0f);
}
// Delete |layer| to before the reporter.
layer.reset();
// Wait a bit to ensure that report does not happen.
Advance(base::Milliseconds(100));
}
// Tests animation throughput not reported when detached from timeline.
TEST_F(AnimationThroughputReporterTest, NoReportOnDetach) {
auto layer = std::make_unique<Layer>();
layer->SetOpacity(0.5f);
root_layer()->Add(layer.get());
ThroughputReportChecker checker(this, /*fail_if_reported=*/true);
{
LayerAnimator* animator = layer->GetAnimator();
AnimationThroughputReporter reporter(animator,
checker.repeating_callback());
ScopedLayerAnimationSettings settings(animator);
settings.SetTransitionDuration(base::Milliseconds(48));
layer->SetOpacity(1.0f);
}
// Detach from the root and attach to a root.
root_layer()->Remove(layer.get());
root_layer()->Add(layer.get());
// Wait a bit to ensure that report does not happen.
Advance(base::Milliseconds(100));
}
// Tests animation throughput not reported and no leak when animation is stopped
// without being attached to a root.
TEST_F(AnimationThroughputReporterTest, EndDetachedNoReportNoLeak) {
auto layer = std::make_unique<Layer>();
layer->SetOpacity(0.5f);
ThroughputReportChecker checker(this, /*fail_if_reported=*/true);
LayerAnimator* animator = layer->GetAnimator();
// Schedule an animation without being attached to a root.
{
AnimationThroughputReporter reporter(animator,
checker.repeating_callback());
ScopedLayerAnimationSettings settings(animator);
settings.SetTransitionDuration(base::Milliseconds(50));
layer->SetOpacity(1.0f);
}
// End the animation without being attached to a root.
animator->StopAnimating();
// Wait a bit to ensure that report does not happen.
Advance(base::Milliseconds(100));
// AnimationTracker in |reporter| should not leak in asan.
}
// Tests animation throughput are reported if there was a previous animation
// preempted under IMMEDIATELY_ANIMATE_TO_NEW_TARGET strategy.
TEST_F(AnimationThroughputReporterTest, ReportForAnimateToNewTarget) {
auto layer = std::make_unique<Layer>();
layer->SetOpacity(0.f);
layer->SetBounds(gfx::Rect(0, 0, 1, 2));
root_layer()->Add(layer.get());
ThroughputReportChecker checker(this, /*fail_if_reported=*/true);
LayerAnimator* animator = layer->GetAnimator();
// Schedule an animation that will be preempted. No report should happen.
{
AnimationThroughputReporter reporter(animator,
checker.repeating_callback());
ScopedLayerAnimationSettings settings(animator);
settings.SetTransitionDuration(base::Milliseconds(50));
layer->SetOpacity(0.5f);
layer->SetBounds(gfx::Rect(0, 0, 3, 4));
}
// Animate to new target. Report should happen.
ThroughputReportChecker checker2(this);
{
AnimationThroughputReporter reporter(animator,
checker2.repeating_callback());
ScopedLayerAnimationSettings settings(animator);
settings.SetPreemptionStrategy(
LayerAnimator::IMMEDIATELY_ANIMATE_TO_NEW_TARGET);
settings.SetTransitionDuration(base::Milliseconds(48));
layer->SetOpacity(1.0f);
layer->SetBounds(gfx::Rect(0, 0, 5, 6));
}
EXPECT_TRUE(checker2.WaitUntilReported());
}
// Tests AnimationThroughputReporter does not leak its AnimationTracker when
// there are existing animations but no new animation sequence starts after it
// is created.
TEST_F(AnimationThroughputReporterTest, NoLeakWithNoAnimationStart) {
auto layer = std::make_unique<Layer>();
layer->SetOpacity(0.5f);
root_layer()->Add(layer.get());
LayerAnimator* animator = layer->GetAnimator();
// Create an existing animation.
{
ScopedLayerAnimationSettings settings(animator);
settings.SetTransitionDuration(base::Milliseconds(50));
layer->SetOpacity(0.0f);
}
// Create the reporter with the existing animation.
ThroughputReportChecker checker(this, /*fail_if_reported=*/true);
{
AnimationThroughputReporter reporter(animator,
checker.repeating_callback());
}
// Wait a bit to ensure to let the existing animation finish.
// There should be no report and no leak.
Advance(base::Milliseconds(100));
}
// Tests smoothness is not reported if the animation will not run.
TEST_F(AnimationThroughputReporterTest, NoReportForNoRunAnimations) {
Layer layer;
root_layer()->Add(&layer);
ThroughputReportChecker checker(this, /*fail_if_reported=*/true);
{
LayerAnimator* animator = layer.GetAnimator();
AnimationThroughputReporter reporter(animator,
checker.repeating_callback());
// Simulate views::AnimationBuilder to create an animation that will not
// run.
ScopedLayerAnimationSettings settings(animator);
settings.SetPreemptionStrategy(
ui::LayerAnimator::IMMEDIATELY_ANIMATE_TO_NEW_TARGET);
std::vector<ui::LayerAnimationSequence*> sequences;
sequences.push_back(new LayerAnimationSequence(
LayerAnimationElement::CreateOpacityElement(1.0f, base::TimeDelta())));
animator->StartTogether(std::move(sequences));
}
// Wait a bit to ensure that report does not happen.
Advance(base::Milliseconds(100));
}
} // namespace ui