bool has_unfinished_animation) {}
virtual void WillAnimateLayers(LayerTreeHostImpl* host_impl,
base::TimeTicks monotonic_time) {}
- virtual void ApplyScrollAndScale(const gfx::Vector2d& scroll_delta,
- float scale) {}
- virtual void Animate(base::TimeTicks monotonic_time) {}
+ virtual void ApplyViewportDeltas(const gfx::Vector2d& scroll_delta,
+ float scale,
+ float top_controls_delta) {}
+ virtual void BeginMainFrame(const BeginFrameArgs& args) {}
virtual void WillBeginMainFrame() {}
virtual void DidBeginMainFrame() {}
virtual void Layout() {}
virtual void DidCommit() {}
virtual void DidCommitAndDrawFrame() {}
virtual void DidCompleteSwapBuffers() {}
- virtual void ScheduleComposite() {}
- virtual void ScheduleAnimation() {}
virtual void DidDeferCommit() {}
virtual void DidSetVisibleOnImplTree(LayerTreeHostImpl* host_impl,
bool visible) {}
base::TimeTicks monotonic_time,
Animation::TargetProperty target_property) OVERRIDE {}
- virtual scoped_ptr<OutputSurface> CreateOutputSurface(bool fallback) = 0;
+ virtual void RequestNewOutputSurface(bool fallback) = 0;
};
class BeginTask;
virtual void InitializeSettings(LayerTreeSettings* settings) {}
- virtual void ScheduleComposite() OVERRIDE;
-
void RealEndTest();
virtual void DispatchAddAnimation(Layer* layer_to_receive_animation,
void DispatchSetNeedsRedrawRect(const gfx::Rect& damage_rect);
void DispatchSetVisible(bool visible);
void DispatchSetNextCommitForcesRedraw();
- void DispatchComposite();
void DispatchDidAddAnimation();
virtual void AfterTest() = 0;
void DestroyLayerTreeHost();
+ // By default, output surface recreation is synchronous.
+ virtual void RequestNewOutputSurface(bool fallback) OVERRIDE;
// Override this for pixel tests, where you need a real output surface.
- virtual scoped_ptr<OutputSurface> CreateOutputSurface(bool fallback) OVERRIDE;
+ virtual scoped_ptr<OutputSurface> CreateOutputSurface(bool fallback);
// Override this for unit tests, which should not produce pixel output.
virtual scoped_ptr<FakeOutputSurface> CreateFakeOutputSurface(bool fallback);
bool end_when_begin_returns_;
bool timed_out_;
bool scheduled_;
- bool schedule_when_set_visible_true_;
bool started_;
bool ended_;
bool delegating_renderer_;