/*
 * Copyright 2020 The Android Open Source Project
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *      http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

// TODO(b/129481165): remove the #pragma below and fix conversion issues
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wextra"

#undef LOG_TAG
#define LOG_TAG "LayerHistoryTest"

#include <Layer.h>
#include <com_android_graphics_surfaceflinger_flags.h>
#include <gmock/gmock.h>
#include <gtest/gtest.h>
#include <log/log.h>

#include <common/test/FlagUtils.h>
#include "FpsOps.h"
#include "Scheduler/LayerHistory.h"
#include "Scheduler/LayerInfo.h"
#include "TestableScheduler.h"
#include "TestableSurfaceFlinger.h"
#include "mock/DisplayHardware/MockDisplayMode.h"
#include "mock/MockLayer.h"
#include "mock/MockSchedulerCallback.h"

using testing::_;
using testing::Return;
using testing::ReturnRef;

namespace android::scheduler {

using MockLayer = android::mock::MockLayer;

using android::mock::createDisplayMode;
using android::mock::createVrrDisplayMode;

// WARNING: LEGACY TESTS FOR LEGACY FRONT END
// Update LayerHistoryIntegrationTest instead
class LayerHistoryTest : public testing::Test {
protected:
    static constexpr auto PRESENT_TIME_HISTORY_SIZE = LayerInfo::HISTORY_SIZE;
    static constexpr auto MAX_FREQUENT_LAYER_PERIOD_NS = LayerInfo::kMaxPeriodForFrequentLayerNs;
    static constexpr auto FREQUENT_LAYER_WINDOW_SIZE = LayerInfo::kFrequentLayerWindowSize;
    static constexpr auto PRESENT_TIME_HISTORY_DURATION = LayerInfo::HISTORY_DURATION;

    static constexpr Fps LO_FPS = 30_Hz;
    static constexpr auto LO_FPS_PERIOD = LO_FPS.getPeriodNsecs();

    static constexpr Fps HI_FPS = 90_Hz;
    static constexpr auto HI_FPS_PERIOD = HI_FPS.getPeriodNsecs();

    LayerHistoryTest() { mFlinger.resetScheduler(mScheduler); }

    LayerHistory& history() { return mScheduler->mutableLayerHistory(); }
    const LayerHistory& history() const { return mScheduler->mutableLayerHistory(); }

    LayerHistory::Summary summarizeLayerHistory(nsecs_t now) {
        // LayerHistory::summarize makes no guarantee of the order of the elements in the summary
        // however, for testing only, a stable order is required, therefore we sort the list here.
        // Any tests requiring ordered results must create layers with names.
        auto summary = history().summarize(*mScheduler->refreshRateSelector(), now);
        std::sort(summary.begin(), summary.end(),
                  [](const RefreshRateSelector::LayerRequirement& lhs,
                     const RefreshRateSelector::LayerRequirement& rhs) -> bool {
                      return lhs.name < rhs.name;
                  });
        return summary;
    }

    size_t layerCount() const { return mScheduler->layerHistorySize(); }
    size_t activeLayerCount() const NO_THREAD_SAFETY_ANALYSIS {
        return history().mActiveLayerInfos.size();
    }

    auto frequentLayerCount(nsecs_t now) const NO_THREAD_SAFETY_ANALYSIS {
        const auto& infos = history().mActiveLayerInfos;
        return std::count_if(infos.begin(), infos.end(), [now](const auto& pair) {
            return pair.second.second->isFrequent(now).isFrequent;
        });
    }

    auto animatingLayerCount(nsecs_t now) const NO_THREAD_SAFETY_ANALYSIS {
        const auto& infos = history().mActiveLayerInfos;
        return std::count_if(infos.begin(), infos.end(), [now](const auto& pair) {
            return pair.second.second->isAnimating(now);
        });
    }

    auto clearLayerHistoryCount(nsecs_t now) const NO_THREAD_SAFETY_ANALYSIS {
        const auto& infos = history().mActiveLayerInfos;
        return std::count_if(infos.begin(), infos.end(), [now](const auto& pair) {
            return pair.second.second->isFrequent(now).clearHistory;
        });
    }

    void setDefaultLayerVote(Layer* layer,
                             LayerHistory::LayerVoteType vote) NO_THREAD_SAFETY_ANALYSIS {
        auto [found, layerPair] = history().findLayer(layer->getSequence());
        if (found != LayerHistory::LayerStatus::NotFound) {
            layerPair->second->setDefaultLayerVote(vote);
        }
    }

    auto createLayer() { return sp<MockLayer>::make(mFlinger.flinger()); }
    auto createLayer(std::string name) {
        return sp<MockLayer>::make(mFlinger.flinger(), std::move(name));
    }
    auto createLayer(std::string name, uint32_t uid) {
        return sp<MockLayer>::make(mFlinger.flinger(), std::move(name), std::move(uid));
    }

    void recordFramesAndExpect(const sp<MockLayer>& layer, nsecs_t& time, Fps frameRate,
                               Fps desiredRefreshRate, int numFrames) {
        LayerHistory::Summary summary;
        for (int i = 0; i < numFrames; i++) {
            history().record(layer->getSequence(), layer->getLayerProps(), time, time,
                             LayerHistory::LayerUpdateType::Buffer);
            time += frameRate.getPeriodNsecs();

            summary = summarizeLayerHistory(time);
        }

        ASSERT_EQ(1, summary.size());
        ASSERT_EQ(LayerHistory::LayerVoteType::Heuristic, summary[0].vote);
        ASSERT_EQ(desiredRefreshRate, summary[0].desiredRefreshRate);
    }

    static constexpr auto kVrrModeId = DisplayModeId(2);
    std::shared_ptr<RefreshRateSelector> mSelector = std::make_shared<RefreshRateSelector>(
            makeModes(createDisplayMode(DisplayModeId(0), LO_FPS),
                      createDisplayMode(DisplayModeId(1), HI_FPS),
                      createVrrDisplayMode(kVrrModeId, HI_FPS,
                                           hal::VrrConfig{.minFrameIntervalNs =
                                                                  HI_FPS.getPeriodNsecs()})),
            DisplayModeId(0));

    mock::SchedulerCallback mSchedulerCallback;
    TestableSurfaceFlinger mFlinger;
    TestableScheduler* mScheduler = new TestableScheduler(mSelector, mFlinger, mSchedulerCallback);
};

namespace {

using namespace com::android::graphics::surfaceflinger;

TEST_F(LayerHistoryTest, singleLayerNoVoteDefaultCompatibility) {
    const auto layer = createLayer();
    EXPECT_CALL(*layer, isVisible()).WillRepeatedly(Return(true));
    EXPECT_CALL(*layer, getFrameRateForLayerTree()).WillRepeatedly(Return(Layer::FrameRate()));
    EXPECT_CALL(*layer, getDefaultFrameRateCompatibility())
            .WillOnce(Return(FrameRateCompatibility::NoVote));

    EXPECT_EQ(1, layerCount());
    EXPECT_EQ(0, activeLayerCount());

    nsecs_t time = systemTime();

    // No layers returned if no layers are active.
    EXPECT_TRUE(summarizeLayerHistory(time).empty());
    EXPECT_EQ(0, activeLayerCount());

    history().record(layer->getSequence(), layer->getLayerProps(), 0, time,
                     LayerHistory::LayerUpdateType::Buffer);
    history().setDefaultFrameRateCompatibility(layer->getSequence(),

                                               layer->getDefaultFrameRateCompatibility(),
                                               true /* contentDetectionEnabled */);

    EXPECT_TRUE(summarizeLayerHistory(time).empty());
    EXPECT_EQ(1, activeLayerCount());
}

TEST_F(LayerHistoryTest, singleLayerMinVoteDefaultCompatibility) {
    const auto layer = createLayer();
    EXPECT_CALL(*layer, isVisible()).WillRepeatedly(Return(true));
    EXPECT_CALL(*layer, getFrameRateForLayerTree()).WillRepeatedly(Return(Layer::FrameRate()));
    EXPECT_CALL(*layer, getDefaultFrameRateCompatibility())
            .WillOnce(Return(FrameRateCompatibility::Min));

    EXPECT_EQ(1, layerCount());
    EXPECT_EQ(0, activeLayerCount());

    nsecs_t time = systemTime();

    EXPECT_TRUE(summarizeLayerHistory(time).empty());
    EXPECT_EQ(0, activeLayerCount());

    history().record(layer->getSequence(), layer->getLayerProps(), 0, time,
                     LayerHistory::LayerUpdateType::Buffer);
    history().setDefaultFrameRateCompatibility(layer->getSequence(),
                                               layer->getDefaultFrameRateCompatibility(),
                                               true /* contentDetectionEnabled */);

    auto summary = summarizeLayerHistory(time);
    ASSERT_EQ(1, summarizeLayerHistory(time).size());

    EXPECT_EQ(LayerHistory::LayerVoteType::Min, summarizeLayerHistory(time)[0].vote);
    EXPECT_EQ(1, activeLayerCount());
}

TEST_F(LayerHistoryTest, oneLayer) {
    const auto layer = createLayer();
    EXPECT_CALL(*layer, isVisible()).WillRepeatedly(Return(true));
    EXPECT_CALL(*layer, getFrameRateForLayerTree()).WillRepeatedly(Return(Layer::FrameRate()));

    // history().registerLayer(layer, LayerHistory::LayerVoteType::Max);

    EXPECT_EQ(1, layerCount());
    EXPECT_EQ(0, activeLayerCount());

    nsecs_t time = systemTime();

    // No layers returned if no layers are active.
    EXPECT_TRUE(summarizeLayerHistory(time).empty());
    EXPECT_EQ(0, activeLayerCount());

    // Max returned if active layers have insufficient history.
    for (int i = 0; i < PRESENT_TIME_HISTORY_SIZE - 1; i++) {
        history().record(layer->getSequence(), layer->getLayerProps(), 0, time,
                         LayerHistory::LayerUpdateType::Buffer);
        ASSERT_EQ(1, summarizeLayerHistory(time).size());
        EXPECT_EQ(LayerHistory::LayerVoteType::Max, summarizeLayerHistory(time)[0].vote);
        EXPECT_EQ(1, activeLayerCount());
        time += LO_FPS_PERIOD;
    }

    // Max is returned since we have enough history but there is no timestamp votes.
    for (int i = 0; i < 10; i++) {
        history().record(layer->getSequence(), layer->getLayerProps(), 0, time,
                         LayerHistory::LayerUpdateType::Buffer);
        ASSERT_EQ(1, summarizeLayerHistory(time).size());
        EXPECT_EQ(LayerHistory::LayerVoteType::Max, summarizeLayerHistory(time)[0].vote);
        EXPECT_EQ(1, activeLayerCount());
        time += LO_FPS_PERIOD;
    }
}

TEST_F(LayerHistoryTest, gameFrameRateOverrideMapping) {
    SET_FLAG_FOR_TEST(flags::game_default_frame_rate, true);

    history().updateGameDefaultFrameRateOverride(FrameRateOverride({0, 60.0f}));

    auto overridePair = history().getGameFrameRateOverride(0);
    EXPECT_EQ(0_Hz, overridePair.first);
    EXPECT_EQ(60_Hz, overridePair.second);

    history().updateGameModeFrameRateOverride(FrameRateOverride({0, 40.0f}));
    history().updateGameModeFrameRateOverride(FrameRateOverride({1, 120.0f}));

    overridePair = history().getGameFrameRateOverride(0);
    EXPECT_EQ(40_Hz, overridePair.first);
    EXPECT_EQ(60_Hz, overridePair.second);

    overridePair = history().getGameFrameRateOverride(1);
    EXPECT_EQ(120_Hz, overridePair.first);
    EXPECT_EQ(0_Hz, overridePair.second);

    history().updateGameDefaultFrameRateOverride(FrameRateOverride({0, 0.0f}));
    history().updateGameModeFrameRateOverride(FrameRateOverride({1, 0.0f}));

    overridePair = history().getGameFrameRateOverride(0);
    EXPECT_EQ(40_Hz, overridePair.first);
    EXPECT_EQ(0_Hz, overridePair.second);

    overridePair = history().getGameFrameRateOverride(1);
    EXPECT_EQ(0_Hz, overridePair.first);
    EXPECT_EQ(0_Hz, overridePair.second);
}

TEST_F(LayerHistoryTest, oneLayerGameFrameRateOverride) {
    SET_FLAG_FOR_TEST(flags::game_default_frame_rate, true);

    const uid_t uid = 0;
    const Fps gameDefaultFrameRate = Fps::fromValue(30.0f);
    const Fps gameModeFrameRate = Fps::fromValue(60.0f);
    const auto layer = createLayer("GameFrameRateLayer", uid);
    EXPECT_CALL(*layer, isVisible()).WillRepeatedly(Return(true));
    EXPECT_CALL(*layer, getFrameRateForLayerTree()).WillRepeatedly(Return(Layer::FrameRate()));
    EXPECT_CALL(*layer, getOwnerUid()).WillRepeatedly(Return(uid));

    EXPECT_EQ(1, layerCount());
    EXPECT_EQ(0, activeLayerCount());

    // update game default frame rate override
    history().updateGameDefaultFrameRateOverride(
            FrameRateOverride({uid, gameDefaultFrameRate.getValue()}));

    nsecs_t time = systemTime();
    LayerHistory::Summary summary;
    for (int i = 0; i < PRESENT_TIME_HISTORY_SIZE; i++) {
        history().record(layer->getSequence(), layer->getLayerProps(), time, time,
                         LayerHistory::LayerUpdateType::Buffer);
        time += gameDefaultFrameRate.getPeriodNsecs();

        summary = summarizeLayerHistory(time);
    }

    ASSERT_EQ(1, summary.size());
    ASSERT_EQ(LayerHistory::LayerVoteType::ExplicitDefault, summary[0].vote);
    ASSERT_EQ(30.0_Hz, summary[0].desiredRefreshRate);

    // test against setFrameRate vote
    const Fps setFrameRate = Fps::fromValue(120.0f);
    EXPECT_CALL(*layer, getFrameRateForLayerTree())
            .WillRepeatedly(
                    Return(Layer::FrameRate(setFrameRate, Layer::FrameRateCompatibility::Default)));

    for (int i = 0; i < PRESENT_TIME_HISTORY_SIZE; i++) {
        history().record(layer->getSequence(), layer->getLayerProps(), time, time,
                         LayerHistory::LayerUpdateType::Buffer);
        time += setFrameRate.getPeriodNsecs();

        summary = summarizeLayerHistory(time);
    }

    ASSERT_EQ(1, summary.size());
    ASSERT_EQ(LayerHistory::LayerVoteType::ExplicitDefault, summary[0].vote);
    ASSERT_EQ(120.0_Hz, summary[0].desiredRefreshRate);

    // update game mode frame rate override
    history().updateGameModeFrameRateOverride(
            FrameRateOverride({uid, gameModeFrameRate.getValue()}));

    for (int i = 0; i < PRESENT_TIME_HISTORY_SIZE; i++) {
        history().record(layer->getSequence(), layer->getLayerProps(), time, time,
                         LayerHistory::LayerUpdateType::Buffer);
        time += gameModeFrameRate.getPeriodNsecs();

        summary = summarizeLayerHistory(time);
    }

    ASSERT_EQ(1, summary.size());
    ASSERT_EQ(LayerHistory::LayerVoteType::ExplicitDefault, summary[0].vote);
    ASSERT_EQ(60.0_Hz, summary[0].desiredRefreshRate);
}

TEST_F(LayerHistoryTest, oneInvisibleLayer) {
    const auto layer = createLayer();
    EXPECT_CALL(*layer, isVisible()).WillRepeatedly(Return(true));
    EXPECT_CALL(*layer, getFrameRateForLayerTree()).WillRepeatedly(Return(Layer::FrameRate()));

    EXPECT_EQ(1, layerCount());
    EXPECT_EQ(0, activeLayerCount());

    nsecs_t time = systemTime();

    history().record(layer->getSequence(), layer->getLayerProps(), 0, time,
                     LayerHistory::LayerUpdateType::Buffer);
    auto summary = summarizeLayerHistory(time);
    ASSERT_EQ(1, summarizeLayerHistory(time).size());
    // Layer is still considered inactive so we expect to get Min
    EXPECT_EQ(LayerHistory::LayerVoteType::Max, summarizeLayerHistory(time)[0].vote);
    EXPECT_EQ(1, activeLayerCount());

    EXPECT_CALL(*layer, isVisible()).WillRepeatedly(Return(false));
    history().record(layer->getSequence(), layer->getLayerProps(), 0, time,
                     LayerHistory::LayerUpdateType::Buffer);

    summary = summarizeLayerHistory(time);
    EXPECT_TRUE(summarizeLayerHistory(time).empty());
    EXPECT_EQ(0, activeLayerCount());
}

TEST_F(LayerHistoryTest, explicitTimestamp) {
    const auto layer = createLayer();
    EXPECT_CALL(*layer, isVisible()).WillRepeatedly(Return(true));
    EXPECT_CALL(*layer, getFrameRateForLayerTree()).WillRepeatedly(Return(Layer::FrameRate()));

    EXPECT_EQ(1, layerCount());
    EXPECT_EQ(0, activeLayerCount());

    nsecs_t time = systemTime();
    for (int i = 0; i < PRESENT_TIME_HISTORY_SIZE; i++) {
        history().record(layer->getSequence(), layer->getLayerProps(), time, time,
                         LayerHistory::LayerUpdateType::Buffer);
        time += LO_FPS_PERIOD;
    }

    ASSERT_EQ(1, summarizeLayerHistory(time).size());
    EXPECT_EQ(LayerHistory::LayerVoteType::Heuristic, summarizeLayerHistory(time)[0].vote);
    EXPECT_EQ(LO_FPS, summarizeLayerHistory(time)[0].desiredRefreshRate);
    EXPECT_EQ(1, activeLayerCount());
    EXPECT_EQ(1, frequentLayerCount(time));
}

TEST_F(LayerHistoryTest, oneLayerNoVote) {
    const auto layer = createLayer();
    EXPECT_CALL(*layer, isVisible()).WillRepeatedly(Return(true));
    EXPECT_CALL(*layer, getFrameRateForLayerTree()).WillRepeatedly(Return(Layer::FrameRate()));

    setDefaultLayerVote(layer.get(), LayerHistory::LayerVoteType::NoVote);

    EXPECT_EQ(1, layerCount());
    EXPECT_EQ(0, activeLayerCount());

    nsecs_t time = systemTime();
    for (int i = 0; i < PRESENT_TIME_HISTORY_SIZE; i++) {
        history().record(layer->getSequence(), layer->getLayerProps(), time, time,
                         LayerHistory::LayerUpdateType::Buffer);
        time += HI_FPS_PERIOD;
    }

    ASSERT_TRUE(summarizeLayerHistory(time).empty());
    EXPECT_EQ(1, activeLayerCount());
    EXPECT_EQ(1, frequentLayerCount(time));

    // layer became inactive
    time += MAX_ACTIVE_LAYER_PERIOD_NS.count();
    ASSERT_TRUE(summarizeLayerHistory(time).empty());
    EXPECT_EQ(0, activeLayerCount());
    EXPECT_EQ(0, frequentLayerCount(time));
}

TEST_F(LayerHistoryTest, oneLayerMinVote) {
    const auto layer = createLayer();
    EXPECT_CALL(*layer, isVisible()).WillRepeatedly(Return(true));
    EXPECT_CALL(*layer, getFrameRateForLayerTree()).WillRepeatedly(Return(Layer::FrameRate()));

    setDefaultLayerVote(layer.get(), LayerHistory::LayerVoteType::Min);

    EXPECT_EQ(1, layerCount());
    EXPECT_EQ(0, activeLayerCount());

    nsecs_t time = systemTime();
    for (int i = 0; i < PRESENT_TIME_HISTORY_SIZE; i++) {
        history().record(layer->getSequence(), layer->getLayerProps(), time, time,
                         LayerHistory::LayerUpdateType::Buffer);
        time += HI_FPS_PERIOD;
    }

    ASSERT_EQ(1, summarizeLayerHistory(time).size());
    EXPECT_EQ(LayerHistory::LayerVoteType::Min, summarizeLayerHistory(time)[0].vote);
    EXPECT_EQ(1, activeLayerCount());
    EXPECT_EQ(1, frequentLayerCount(time));

    // layer became inactive
    time += MAX_ACTIVE_LAYER_PERIOD_NS.count();
    ASSERT_TRUE(summarizeLayerHistory(time).empty());
    EXPECT_EQ(0, activeLayerCount());
    EXPECT_EQ(0, frequentLayerCount(time));
}

TEST_F(LayerHistoryTest, oneLayerMaxVote) {
    const auto layer = createLayer();
    EXPECT_CALL(*layer, isVisible()).WillRepeatedly(Return(true));
    EXPECT_CALL(*layer, getFrameRateForLayerTree()).WillRepeatedly(Return(Layer::FrameRate()));

    setDefaultLayerVote(layer.get(), LayerHistory::LayerVoteType::Max);

    EXPECT_EQ(1, layerCount());
    EXPECT_EQ(0, activeLayerCount());

    nsecs_t time = systemTime();
    for (int i = 0; i < PRESENT_TIME_HISTORY_SIZE; i++) {
        history().record(layer->getSequence(), layer->getLayerProps(), time, time,
                         LayerHistory::LayerUpdateType::Buffer);
        time += LO_FPS_PERIOD;
    }

    ASSERT_EQ(1, summarizeLayerHistory(time).size());
    EXPECT_EQ(LayerHistory::LayerVoteType::Max, summarizeLayerHistory(time)[0].vote);
    EXPECT_EQ(1, activeLayerCount());
    EXPECT_EQ(1, frequentLayerCount(time));

    // layer became inactive
    time += MAX_ACTIVE_LAYER_PERIOD_NS.count();
    ASSERT_TRUE(summarizeLayerHistory(time).empty());
    EXPECT_EQ(0, activeLayerCount());
    EXPECT_EQ(0, frequentLayerCount(time));
}

TEST_F(LayerHistoryTest, oneLayerExplicitVote) {
    auto layer = createLayer();
    EXPECT_CALL(*layer, isVisible()).WillRepeatedly(Return(true));
    EXPECT_CALL(*layer, getFrameRateForLayerTree())
            .WillRepeatedly(
                    Return(Layer::FrameRate(73.4_Hz, Layer::FrameRateCompatibility::Default)));

    EXPECT_EQ(1, layerCount());
    EXPECT_EQ(0, activeLayerCount());

    nsecs_t time = systemTime();
    for (int i = 0; i < PRESENT_TIME_HISTORY_SIZE; i++) {
        history().record(layer->getSequence(), layer->getLayerProps(), time, time,
                         LayerHistory::LayerUpdateType::Buffer);
        time += HI_FPS_PERIOD;
    }

    ASSERT_EQ(1, summarizeLayerHistory(time).size());
    EXPECT_EQ(LayerHistory::LayerVoteType::ExplicitDefault, summarizeLayerHistory(time)[0].vote);
    EXPECT_EQ(73.4_Hz, summarizeLayerHistory(time)[0].desiredRefreshRate);
    EXPECT_EQ(1, activeLayerCount());
    EXPECT_EQ(1, frequentLayerCount(time));

    // layer became infrequent, but the vote stays
    setDefaultLayerVote(layer.get(), LayerHistory::LayerVoteType::Heuristic);
    time += MAX_ACTIVE_LAYER_PERIOD_NS.count();
    ASSERT_EQ(1, summarizeLayerHistory(time).size());
    EXPECT_EQ(LayerHistory::LayerVoteType::ExplicitDefault, summarizeLayerHistory(time)[0].vote);
    EXPECT_EQ(73.4_Hz, summarizeLayerHistory(time)[0].desiredRefreshRate);
    EXPECT_EQ(1, activeLayerCount());
    EXPECT_EQ(0, frequentLayerCount(time));
}

TEST_F(LayerHistoryTest, oneLayerExplicitExactVote) {
    auto layer = createLayer();
    EXPECT_CALL(*layer, isVisible()).WillRepeatedly(Return(true));
    EXPECT_CALL(*layer, getFrameRateForLayerTree())
            .WillRepeatedly(Return(
                    Layer::FrameRate(73.4_Hz, Layer::FrameRateCompatibility::ExactOrMultiple)));

    EXPECT_EQ(1, layerCount());
    EXPECT_EQ(0, activeLayerCount());

    nsecs_t time = systemTime();
    for (int i = 0; i < PRESENT_TIME_HISTORY_SIZE; i++) {
        history().record(layer->getSequence(), layer->getLayerProps(), time, time,
                         LayerHistory::LayerUpdateType::Buffer);
        time += HI_FPS_PERIOD;
    }

    ASSERT_EQ(1, summarizeLayerHistory(time).size());
    EXPECT_EQ(LayerHistory::LayerVoteType::ExplicitExactOrMultiple,
              summarizeLayerHistory(time)[0].vote);
    EXPECT_EQ(73.4_Hz, summarizeLayerHistory(time)[0].desiredRefreshRate);
    EXPECT_EQ(1, activeLayerCount());
    EXPECT_EQ(1, frequentLayerCount(time));

    // layer became infrequent, but the vote stays
    setDefaultLayerVote(layer.get(), LayerHistory::LayerVoteType::Heuristic);
    time += MAX_ACTIVE_LAYER_PERIOD_NS.count();
    ASSERT_EQ(1, summarizeLayerHistory(time).size());
    EXPECT_EQ(LayerHistory::LayerVoteType::ExplicitExactOrMultiple,
              summarizeLayerHistory(time)[0].vote);
    EXPECT_EQ(73.4_Hz, summarizeLayerHistory(time)[0].desiredRefreshRate);
    EXPECT_EQ(1, activeLayerCount());
    EXPECT_EQ(0, frequentLayerCount(time));
}

TEST_F(LayerHistoryTest, oneLayerExplicitGte_vrr) {
    // Set the test to be on a vrr mode.
    SET_FLAG_FOR_TEST(flags::vrr_config, true);
    mSelector->setActiveMode(kVrrModeId, HI_FPS);

    auto layer = createLayer();
    EXPECT_CALL(*layer, isVisible()).WillRepeatedly(Return(true));
    EXPECT_CALL(*layer, getFrameRateForLayerTree())
            .WillRepeatedly(Return(Layer::FrameRate(33_Hz, Layer::FrameRateCompatibility::Gte,
                                                    Seamlessness::OnlySeamless,
                                                    FrameRateCategory::Default)));

    EXPECT_EQ(1, layerCount());
    EXPECT_EQ(0, activeLayerCount());

    nsecs_t time = systemTime();
    for (int i = 0; i < PRESENT_TIME_HISTORY_SIZE; i++) {
        history().record(layer->getSequence(), layer->getLayerProps(), time, time,
                         LayerHistory::LayerUpdateType::Buffer);
        time += HI_FPS_PERIOD;
    }

    ASSERT_EQ(1, summarizeLayerHistory(time).size());
    EXPECT_EQ(1, activeLayerCount());
    EXPECT_EQ(1, frequentLayerCount(time));
    EXPECT_EQ(LayerHistory::LayerVoteType::ExplicitGte, summarizeLayerHistory(time)[0].vote);
    EXPECT_EQ(33_Hz, summarizeLayerHistory(time)[0].desiredRefreshRate);
    EXPECT_EQ(FrameRateCategory::Default, summarizeLayerHistory(time)[0].frameRateCategory);

    // layer became inactive, but the vote stays
    setDefaultLayerVote(layer.get(), LayerHistory::LayerVoteType::Heuristic);
    time += MAX_ACTIVE_LAYER_PERIOD_NS.count();
    ASSERT_EQ(1, summarizeLayerHistory(time).size());
    EXPECT_EQ(1, activeLayerCount());
    EXPECT_EQ(0, frequentLayerCount(time));
    EXPECT_EQ(LayerHistory::LayerVoteType::ExplicitGte, summarizeLayerHistory(time)[0].vote);
    EXPECT_EQ(33_Hz, summarizeLayerHistory(time)[0].desiredRefreshRate);
    EXPECT_EQ(FrameRateCategory::Default, summarizeLayerHistory(time)[0].frameRateCategory);
}

// Test for MRR device with VRR features enabled.
TEST_F(LayerHistoryTest, oneLayerExplicitGte_nonVrr) {
    SET_FLAG_FOR_TEST(flags::frame_rate_category_mrr, true);
    // The vrr_config flag is explicitly not set false because this test for an MRR device
    // should still work in a VRR-capable world.

    auto layer = createLayer();
    EXPECT_CALL(*layer, isVisible()).WillRepeatedly(Return(true));
    EXPECT_CALL(*layer, getFrameRateForLayerTree())
            .WillRepeatedly(Return(Layer::FrameRate(33_Hz, Layer::FrameRateCompatibility::Gte,
                                                    Seamlessness::OnlySeamless,
                                                    FrameRateCategory::Default)));

    EXPECT_EQ(1, layerCount());
    EXPECT_EQ(0, activeLayerCount());

    nsecs_t time = systemTime();
    for (int i = 0; i < PRESENT_TIME_HISTORY_SIZE; i++) {
        history().record(layer->getSequence(), layer->getLayerProps(), time, time,
                         LayerHistory::LayerUpdateType::Buffer);
        time += HI_FPS_PERIOD;
    }

    ASSERT_EQ(1, summarizeLayerHistory(time).size());
    EXPECT_EQ(1, activeLayerCount());
    EXPECT_EQ(1, frequentLayerCount(time));
    EXPECT_EQ(LayerHistory::LayerVoteType::Max, summarizeLayerHistory(time)[0].vote);
    EXPECT_EQ(0_Hz, summarizeLayerHistory(time)[0].desiredRefreshRate);
    EXPECT_EQ(FrameRateCategory::Default, summarizeLayerHistory(time)[0].frameRateCategory);

    // layer became infrequent, but the vote stays
    setDefaultLayerVote(layer.get(), LayerHistory::LayerVoteType::Heuristic);
    time += MAX_ACTIVE_LAYER_PERIOD_NS.count();
    ASSERT_EQ(1, summarizeLayerHistory(time).size());
    EXPECT_EQ(1, activeLayerCount());
    EXPECT_EQ(0, frequentLayerCount(time));
    EXPECT_EQ(LayerHistory::LayerVoteType::Max, summarizeLayerHistory(time)[0].vote);
    EXPECT_EQ(0_Hz, summarizeLayerHistory(time)[0].desiredRefreshRate);
    EXPECT_EQ(FrameRateCategory::Default, summarizeLayerHistory(time)[0].frameRateCategory);
}

TEST_F(LayerHistoryTest, oneLayerExplicitVoteWithCategory_vrrFeatureOff) {
    SET_FLAG_FOR_TEST(flags::frame_rate_category_mrr, false);

    auto layer = createLayer();
    EXPECT_CALL(*layer, isVisible()).WillRepeatedly(Return(true));
    EXPECT_CALL(*layer, getFrameRateForLayerTree())
            .WillRepeatedly(
                    Return(Layer::FrameRate(73.4_Hz, Layer::FrameRateCompatibility::Default,
                                            Seamlessness::OnlySeamless, FrameRateCategory::High)));

    // Set default to Min so it is obvious that the vote reset triggered.
    setDefaultLayerVote(layer.get(), LayerHistory::LayerVoteType::Min);

    EXPECT_EQ(1, layerCount());
    EXPECT_EQ(0, activeLayerCount());

    nsecs_t time = systemTime();
    for (int i = 0; i < PRESENT_TIME_HISTORY_SIZE; i++) {
        history().record(layer->getSequence(), layer->getLayerProps(), time, time,
                         LayerHistory::LayerUpdateType::Buffer);
        time += HI_FPS_PERIOD;
    }

    // There is only 1 LayerRequirement due to the disabled flag frame_rate_category_mrr.
    ASSERT_EQ(1, summarizeLayerHistory(time).size());
    EXPECT_EQ(1, activeLayerCount());
    EXPECT_EQ(1, frequentLayerCount(time));
    EXPECT_EQ(LayerHistory::LayerVoteType::Min, summarizeLayerHistory(time)[0].vote);
    EXPECT_EQ(0_Hz, summarizeLayerHistory(time)[0].desiredRefreshRate);
    EXPECT_EQ(FrameRateCategory::Default, summarizeLayerHistory(time)[0].frameRateCategory);
}

TEST_F(LayerHistoryTest, oneLayerExplicitCategory) {
    SET_FLAG_FOR_TEST(flags::frame_rate_category_mrr, true);

    auto layer = createLayer();
    EXPECT_CALL(*layer, isVisible()).WillRepeatedly(Return(true));
    EXPECT_CALL(*layer, getFrameRateForLayerTree())
            .WillRepeatedly(
                    Return(Layer::FrameRate(0_Hz, Layer::FrameRateCompatibility::Default,
                                            Seamlessness::OnlySeamless, FrameRateCategory::High)));

    EXPECT_EQ(1, layerCount());
    EXPECT_EQ(0, activeLayerCount());

    nsecs_t time = systemTime();
    for (int i = 0; i < PRESENT_TIME_HISTORY_SIZE; i++) {
        history().record(layer->getSequence(), layer->getLayerProps(), time, time,
                         LayerHistory::LayerUpdateType::Buffer);
        time += HI_FPS_PERIOD;
    }

    ASSERT_EQ(1, summarizeLayerHistory(time).size());
    EXPECT_EQ(1, activeLayerCount());
    EXPECT_EQ(1, frequentLayerCount(time));
    // First LayerRequirement is the frame rate specification
    EXPECT_EQ(LayerHistory::LayerVoteType::ExplicitCategory, summarizeLayerHistory(time)[0].vote);
    EXPECT_EQ(0_Hz, summarizeLayerHistory(time)[0].desiredRefreshRate);
    EXPECT_EQ(FrameRateCategory::High, summarizeLayerHistory(time)[0].frameRateCategory);

    // layer became infrequent, but the vote stays
    setDefaultLayerVote(layer.get(), LayerHistory::LayerVoteType::Heuristic);
    time += MAX_ACTIVE_LAYER_PERIOD_NS.count();
    ASSERT_EQ(1, summarizeLayerHistory(time).size());
    EXPECT_EQ(1, activeLayerCount());
    EXPECT_EQ(0, frequentLayerCount(time));
    EXPECT_EQ(LayerHistory::LayerVoteType::ExplicitCategory, summarizeLayerHistory(time)[0].vote);
    EXPECT_EQ(0_Hz, summarizeLayerHistory(time)[0].desiredRefreshRate);
    EXPECT_EQ(FrameRateCategory::High, summarizeLayerHistory(time)[0].frameRateCategory);
}

// This test case should be the same as oneLayerNoVote except instead of layer vote is NoVote,
// the category is NoPreference.
TEST_F(LayerHistoryTest, oneLayerCategoryNoPreference) {
    SET_FLAG_FOR_TEST(flags::frame_rate_category_mrr, true);

    auto layer = createLayer();
    EXPECT_CALL(*layer, isVisible()).WillRepeatedly(Return(true));
    EXPECT_CALL(*layer, getFrameRateForLayerTree())
            .WillRepeatedly(Return(Layer::FrameRate(0_Hz, Layer::FrameRateCompatibility::Default,
                                                    Seamlessness::OnlySeamless,
                                                    FrameRateCategory::NoPreference)));

    EXPECT_EQ(1, layerCount());
    EXPECT_EQ(0, activeLayerCount());

    nsecs_t time = systemTime();
    for (int i = 0; i < PRESENT_TIME_HISTORY_SIZE; i++) {
        history().record(layer->getSequence(), layer->getLayerProps(), time, time,
                         LayerHistory::LayerUpdateType::Buffer);
        time += HI_FPS_PERIOD;
    }

    EXPECT_EQ(1, summarizeLayerHistory(time).size());
    EXPECT_EQ(1, activeLayerCount());
    EXPECT_EQ(1, frequentLayerCount(time));

    // layer became infrequent
    time += MAX_ACTIVE_LAYER_PERIOD_NS.count();
    EXPECT_EQ(1, summarizeLayerHistory(time).size());
    EXPECT_EQ(1, activeLayerCount());
    EXPECT_EQ(0, frequentLayerCount(time));
}

TEST_F(LayerHistoryTest, oneLayerExplicitVoteWithCategory) {
    SET_FLAG_FOR_TEST(flags::frame_rate_category_mrr, true);

    auto layer = createLayer();
    EXPECT_CALL(*layer, isVisible()).WillRepeatedly(Return(true));
    EXPECT_CALL(*layer, getFrameRateForLayerTree())
            .WillRepeatedly(
                    Return(Layer::FrameRate(73.4_Hz, Layer::FrameRateCompatibility::Default,
                                            Seamlessness::OnlySeamless, FrameRateCategory::High)));

    EXPECT_EQ(1, layerCount());
    EXPECT_EQ(0, activeLayerCount());

    nsecs_t time = systemTime();
    for (int i = 0; i < PRESENT_TIME_HISTORY_SIZE; i++) {
        history().record(layer->getSequence(), layer->getLayerProps(), time, time,
                         LayerHistory::LayerUpdateType::Buffer);
        time += HI_FPS_PERIOD;
    }

    // There are 2 LayerRequirement's due to the frame rate category.
    ASSERT_EQ(2, summarizeLayerHistory(time).size());
    EXPECT_EQ(1, activeLayerCount());
    EXPECT_EQ(1, frequentLayerCount(time));
    // First LayerRequirement is the layer's category specification
    EXPECT_EQ(LayerHistory::LayerVoteType::ExplicitCategory, summarizeLayerHistory(time)[0].vote);
    EXPECT_EQ(0_Hz, summarizeLayerHistory(time)[0].desiredRefreshRate);
    EXPECT_EQ(FrameRateCategory::High, summarizeLayerHistory(time)[0].frameRateCategory);

    // Second LayerRequirement is the frame rate specification
    EXPECT_EQ(LayerHistory::LayerVoteType::ExplicitDefault, summarizeLayerHistory(time)[1].vote);
    EXPECT_EQ(73.4_Hz, summarizeLayerHistory(time)[1].desiredRefreshRate);
    EXPECT_EQ(FrameRateCategory::Default, summarizeLayerHistory(time)[1].frameRateCategory);

    // layer became infrequent, but the vote stays
    setDefaultLayerVote(layer.get(), LayerHistory::LayerVoteType::Heuristic);
    time += MAX_ACTIVE_LAYER_PERIOD_NS.count();
    ASSERT_EQ(2, summarizeLayerHistory(time).size());
    EXPECT_EQ(1, activeLayerCount());
    EXPECT_EQ(0, frequentLayerCount(time));
    EXPECT_EQ(LayerHistory::LayerVoteType::ExplicitCategory, summarizeLayerHistory(time)[0].vote);
    EXPECT_EQ(0_Hz, summarizeLayerHistory(time)[0].desiredRefreshRate);
    EXPECT_EQ(FrameRateCategory::High, summarizeLayerHistory(time)[0].frameRateCategory);
}

TEST_F(LayerHistoryTest, oneLayerExplicitVoteWithCategoryNotVisibleDoesNotVote) {
    SET_FLAG_FOR_TEST(flags::misc1, true);

    auto layer = createLayer();
    EXPECT_CALL(*layer, isVisible()).WillRepeatedly(Return(false));
    EXPECT_CALL(*layer, getFrameRateForLayerTree())
            .WillRepeatedly(
                    Return(Layer::FrameRate(12.34_Hz, Layer::FrameRateCompatibility::Default,
                                            Seamlessness::OnlySeamless, FrameRateCategory::High)));

    EXPECT_EQ(1, layerCount());
    EXPECT_EQ(0, activeLayerCount());

    nsecs_t time = systemTime();
    for (int i = 0; i < PRESENT_TIME_HISTORY_SIZE; i++) {
        history().record(layer->getSequence(), layer->getLayerProps(), time, time,
                         LayerHistory::LayerUpdateType::Buffer);
        time += HI_FPS_PERIOD;
    }

    // Layer is not visible, so the layer is moved to inactive, infrequent, and it will not have
    // votes to consider for refresh rate selection.
    ASSERT_EQ(0, summarizeLayerHistory(time).size());
    EXPECT_EQ(0, activeLayerCount());
    EXPECT_EQ(0, frequentLayerCount(time));
}

TEST_F(LayerHistoryTest, multipleLayers) {
    auto layer1 = createLayer("A");
    auto layer2 = createLayer("B");
    auto layer3 = createLayer("C");

    EXPECT_CALL(*layer1, isVisible()).WillRepeatedly(Return(true));
    EXPECT_CALL(*layer1, getFrameRateForLayerTree()).WillRepeatedly(Return(Layer::FrameRate()));

    EXPECT_CALL(*layer2, isVisible()).WillRepeatedly(Return(true));
    EXPECT_CALL(*layer2, getFrameRateForLayerTree()).WillRepeatedly(Return(Layer::FrameRate()));

    EXPECT_CALL(*layer3, isVisible()).WillRepeatedly(Return(true));
    EXPECT_CALL(*layer3, getFrameRateForLayerTree()).WillRepeatedly(Return(Layer::FrameRate()));

    nsecs_t time = systemTime();

    EXPECT_EQ(3, layerCount());
    EXPECT_EQ(0, activeLayerCount());
    EXPECT_EQ(0, frequentLayerCount(time));

    LayerHistory::Summary summary;

    // layer1 is active but infrequent.
    for (int i = 0; i < PRESENT_TIME_HISTORY_SIZE; i++) {
        history().record(layer1->getSequence(), layer1->getLayerProps(), time, time,
                         LayerHistory::LayerUpdateType::Buffer);
        time += MAX_FREQUENT_LAYER_PERIOD_NS.count();
        summary = summarizeLayerHistory(time);
    }

    ASSERT_EQ(1, summary.size());
    EXPECT_EQ(LayerHistory::LayerVoteType::Min, summary[0].vote);
    EXPECT_EQ(1, activeLayerCount());
    EXPECT_EQ(0, frequentLayerCount(time));

    // layer2 is frequent and has high refresh rate.
    for (int i = 0; i < PRESENT_TIME_HISTORY_SIZE; i++) {
        history().record(layer2->getSequence(), layer2->getLayerProps(), time, time,
                         LayerHistory::LayerUpdateType::Buffer);
        time += HI_FPS_PERIOD;
        summary = summarizeLayerHistory(time);
    }

    // layer1 is still active but infrequent.
    history().record(layer1->getSequence(), layer1->getLayerProps(), time, time,
                     LayerHistory::LayerUpdateType::Buffer);

    ASSERT_EQ(2, summary.size());
    EXPECT_EQ(LayerHistory::LayerVoteType::Min, summary[0].vote);
    ASSERT_EQ(LayerHistory::LayerVoteType::Heuristic, summary[1].vote);
    EXPECT_EQ(HI_FPS, summarizeLayerHistory(time)[1].desiredRefreshRate);

    EXPECT_EQ(2, activeLayerCount());
    EXPECT_EQ(1, frequentLayerCount(time));

    // layer1 is no longer active.
    // layer2 is frequent and has low refresh rate.
    for (int i = 0; i < 2 * PRESENT_TIME_HISTORY_SIZE; i++) {
        history().record(layer2->getSequence(), layer2->getLayerProps(), time, time,
                         LayerHistory::LayerUpdateType::Buffer);
        time += LO_FPS_PERIOD;
        summary = summarizeLayerHistory(time);
    }

    ASSERT_EQ(1, summary.size());
    EXPECT_EQ(LayerHistory::LayerVoteType::Heuristic, summary[0].vote);
    EXPECT_EQ(LO_FPS, summary[0].desiredRefreshRate);
    EXPECT_EQ(1, activeLayerCount());
    EXPECT_EQ(1, frequentLayerCount(time));

    // layer2 still has low refresh rate.
    // layer3 has high refresh rate but not enough history.
    constexpr int RATIO = LO_FPS_PERIOD / HI_FPS_PERIOD;
    for (int i = 0; i < PRESENT_TIME_HISTORY_SIZE - 1; i++) {
        if (i % RATIO == 0) {
            history().record(layer2->getSequence(), layer2->getLayerProps(), time, time,
                             LayerHistory::LayerUpdateType::Buffer);
        }

        history().record(layer3->getSequence(), layer3->getLayerProps(), time, time,
                         LayerHistory::LayerUpdateType::Buffer);
        time += HI_FPS_PERIOD;
        summary = summarizeLayerHistory(time);
    }

    ASSERT_EQ(2, summary.size());
    EXPECT_EQ(LayerHistory::LayerVoteType::Heuristic, summary[0].vote);
    EXPECT_EQ(LO_FPS, summary[0].desiredRefreshRate);
    EXPECT_EQ(LayerHistory::LayerVoteType::Max, summary[1].vote);
    EXPECT_EQ(2, activeLayerCount());
    EXPECT_EQ(2, frequentLayerCount(time));

    // layer3 becomes recently active.
    history().record(layer3->getSequence(), layer3->getLayerProps(), time, time,
                     LayerHistory::LayerUpdateType::Buffer);
    summary = summarizeLayerHistory(time);
    ASSERT_EQ(2, summary.size());
    EXPECT_EQ(LayerHistory::LayerVoteType::Heuristic, summary[0].vote);
    EXPECT_EQ(LO_FPS, summary[0].desiredRefreshRate);
    EXPECT_EQ(LayerHistory::LayerVoteType::Heuristic, summary[1].vote);
    EXPECT_EQ(HI_FPS, summary[1].desiredRefreshRate);
    EXPECT_EQ(2, activeLayerCount());
    EXPECT_EQ(2, frequentLayerCount(time));

    // layer1 expires.
    layer1.clear();
    summary = summarizeLayerHistory(time);
    ASSERT_EQ(2, summary.size());
    EXPECT_EQ(LayerHistory::LayerVoteType::Heuristic, summary[0].vote);
    EXPECT_EQ(LayerHistory::LayerVoteType::Heuristic, summary[0].vote);
    EXPECT_EQ(LO_FPS, summary[0].desiredRefreshRate);
    EXPECT_EQ(LayerHistory::LayerVoteType::Heuristic, summary[1].vote);
    EXPECT_EQ(HI_FPS, summary[1].desiredRefreshRate);
    EXPECT_EQ(2, layerCount());
    EXPECT_EQ(2, activeLayerCount());
    EXPECT_EQ(2, frequentLayerCount(time));

    // layer2 still has low refresh rate.
    // layer3 becomes inactive.
    for (int i = 0; i < PRESENT_TIME_HISTORY_SIZE; i++) {
        history().record(layer2->getSequence(), layer2->getLayerProps(), time, time,
                         LayerHistory::LayerUpdateType::Buffer);
        time += LO_FPS_PERIOD;
        summary = summarizeLayerHistory(time);
    }

    ASSERT_EQ(1, summary.size());
    EXPECT_EQ(LayerHistory::LayerVoteType::Heuristic, summary[0].vote);
    EXPECT_EQ(LO_FPS, summary[0].desiredRefreshRate);
    EXPECT_EQ(1, activeLayerCount());
    EXPECT_EQ(1, frequentLayerCount(time));

    // layer2 expires.
    layer2.clear();
    summary = summarizeLayerHistory(time);
    EXPECT_TRUE(summary.empty());
    EXPECT_EQ(1, layerCount());
    EXPECT_EQ(0, activeLayerCount());
    EXPECT_EQ(0, frequentLayerCount(time));

    // layer3 becomes active and has high refresh rate.
    for (int i = 0; i < PRESENT_TIME_HISTORY_SIZE + FREQUENT_LAYER_WINDOW_SIZE + 1; i++) {
        history().record(layer3->getSequence(), layer3->getLayerProps(), time, time,
                         LayerHistory::LayerUpdateType::Buffer);
        time += HI_FPS_PERIOD;
        summary = summarizeLayerHistory(time);
    }

    ASSERT_EQ(1, summary.size());
    EXPECT_EQ(LayerHistory::LayerVoteType::Heuristic, summary[0].vote);
    EXPECT_EQ(HI_FPS, summary[0].desiredRefreshRate);
    EXPECT_EQ(1, layerCount());
    EXPECT_EQ(1, activeLayerCount());
    EXPECT_EQ(1, frequentLayerCount(time));

    // layer3 expires.
    layer3.clear();
    summary = summarizeLayerHistory(time);
    EXPECT_TRUE(summary.empty());
    EXPECT_EQ(0, layerCount());
    EXPECT_EQ(0, activeLayerCount());
    EXPECT_EQ(0, frequentLayerCount(time));
}

TEST_F(LayerHistoryTest, inactiveLayers) {
    auto layer = createLayer();

    EXPECT_CALL(*layer, isVisible()).WillRepeatedly(Return(true));
    EXPECT_CALL(*layer, getFrameRateForLayerTree()).WillRepeatedly(Return(Layer::FrameRate()));

    nsecs_t time = systemTime();

    // the very first updates makes the layer frequent
    for (int i = 0; i < FREQUENT_LAYER_WINDOW_SIZE - 1; i++) {
        history().record(layer->getSequence(), layer->getLayerProps(), time, time,
                         LayerHistory::LayerUpdateType::Buffer);
        time += MAX_FREQUENT_LAYER_PERIOD_NS.count();

        EXPECT_EQ(1, layerCount());
        ASSERT_EQ(1, summarizeLayerHistory(time).size());
        EXPECT_EQ(LayerHistory::LayerVoteType::Max, summarizeLayerHistory(time)[0].vote);
        EXPECT_EQ(1, activeLayerCount());
        EXPECT_EQ(1, frequentLayerCount(time));
    }

    // the next update with the MAX_FREQUENT_LAYER_PERIOD_NS will get us to infrequent
    history().record(layer->getSequence(), layer->getLayerProps(), time, time,
                     LayerHistory::LayerUpdateType::Buffer);
    time += MAX_FREQUENT_LAYER_PERIOD_NS.count();

    EXPECT_EQ(1, layerCount());
    ASSERT_EQ(1, summarizeLayerHistory(time).size());
    EXPECT_EQ(LayerHistory::LayerVoteType::Min, summarizeLayerHistory(time)[0].vote);
    EXPECT_EQ(1, activeLayerCount());
    EXPECT_EQ(0, frequentLayerCount(time));

    // advance the time for the previous frame to be inactive
    time += MAX_ACTIVE_LAYER_PERIOD_NS.count();

    // Now even if we post a quick few frame we should stay infrequent
    for (int i = 0; i < FREQUENT_LAYER_WINDOW_SIZE - 1; i++) {
        history().record(layer->getSequence(), layer->getLayerProps(), time, time,
                         LayerHistory::LayerUpdateType::Buffer);
        time += HI_FPS_PERIOD;

        EXPECT_EQ(1, layerCount());
        ASSERT_EQ(1, summarizeLayerHistory(time).size());
        EXPECT_EQ(LayerHistory::LayerVoteType::Min, summarizeLayerHistory(time)[0].vote);
        EXPECT_EQ(1, activeLayerCount());
        EXPECT_EQ(0, frequentLayerCount(time));
    }

    // More quick frames will get us to frequent again
    history().record(layer->getSequence(), layer->getLayerProps(), time, time,
                     LayerHistory::LayerUpdateType::Buffer);
    time += HI_FPS_PERIOD;

    EXPECT_EQ(1, layerCount());
    ASSERT_EQ(1, summarizeLayerHistory(time).size());
    EXPECT_EQ(LayerHistory::LayerVoteType::Max, summarizeLayerHistory(time)[0].vote);
    EXPECT_EQ(1, activeLayerCount());
    EXPECT_EQ(1, frequentLayerCount(time));
}

TEST_F(LayerHistoryTest, invisibleExplicitLayer) {
    SET_FLAG_FOR_TEST(flags::misc1, false);

    auto explicitVisiblelayer = createLayer();
    auto explicitInvisiblelayer = createLayer();

    EXPECT_CALL(*explicitVisiblelayer, isVisible()).WillRepeatedly(Return(true));
    EXPECT_CALL(*explicitVisiblelayer, getFrameRateForLayerTree())
            .WillRepeatedly(Return(
                    Layer::FrameRate(60_Hz, Layer::FrameRateCompatibility::ExactOrMultiple)));

    EXPECT_CALL(*explicitInvisiblelayer, isVisible()).WillRepeatedly(Return(false));
    EXPECT_CALL(*explicitInvisiblelayer, getFrameRateForLayerTree())
            .WillRepeatedly(Return(
                    Layer::FrameRate(90_Hz, Layer::FrameRateCompatibility::ExactOrMultiple)));

    nsecs_t time = systemTime();

    // Post a buffer to the layers to make them active
    history().record(explicitVisiblelayer->getSequence(), explicitVisiblelayer->getLayerProps(),
                     time, time, LayerHistory::LayerUpdateType::Buffer);
    history().record(explicitInvisiblelayer->getSequence(), explicitInvisiblelayer->getLayerProps(),
                     time, time, LayerHistory::LayerUpdateType::Buffer);

    EXPECT_EQ(2, layerCount());
    ASSERT_EQ(1, summarizeLayerHistory(time).size());
    EXPECT_EQ(LayerHistory::LayerVoteType::ExplicitExactOrMultiple,
              summarizeLayerHistory(time)[0].vote);
    EXPECT_EQ(60_Hz, summarizeLayerHistory(time)[0].desiredRefreshRate);
    EXPECT_EQ(2, activeLayerCount());
    EXPECT_EQ(2, frequentLayerCount(time));
}

TEST_F(LayerHistoryTest, invisibleExplicitLayerDoesNotVote) {
    SET_FLAG_FOR_TEST(flags::misc1, true);

    auto explicitVisiblelayer = createLayer();
    auto explicitInvisiblelayer = createLayer();

    EXPECT_CALL(*explicitVisiblelayer, isVisible()).WillRepeatedly(Return(true));
    EXPECT_CALL(*explicitVisiblelayer, getFrameRateForLayerTree())
            .WillRepeatedly(Return(
                    Layer::FrameRate(60_Hz, Layer::FrameRateCompatibility::ExactOrMultiple)));

    EXPECT_CALL(*explicitInvisiblelayer, isVisible()).WillRepeatedly(Return(false));
    EXPECT_CALL(*explicitInvisiblelayer, getFrameRateForLayerTree())
            .WillRepeatedly(Return(
                    Layer::FrameRate(90_Hz, Layer::FrameRateCompatibility::ExactOrMultiple)));

    nsecs_t time = systemTime();

    // Post a buffer to the layers to make them active
    history().record(explicitVisiblelayer->getSequence(), explicitVisiblelayer->getLayerProps(),
                     time, time, LayerHistory::LayerUpdateType::Buffer);
    history().record(explicitInvisiblelayer->getSequence(), explicitInvisiblelayer->getLayerProps(),
                     time, time, LayerHistory::LayerUpdateType::Buffer);

    EXPECT_EQ(2, layerCount());
    ASSERT_EQ(1, summarizeLayerHistory(time).size());
    EXPECT_EQ(LayerHistory::LayerVoteType::ExplicitExactOrMultiple,
              summarizeLayerHistory(time)[0].vote);
    EXPECT_EQ(60_Hz, summarizeLayerHistory(time)[0].desiredRefreshRate);
    EXPECT_EQ(1, activeLayerCount());
    EXPECT_EQ(1, frequentLayerCount(time));
}

TEST_F(LayerHistoryTest, infrequentAnimatingLayer) {
    auto layer = createLayer();

    EXPECT_CALL(*layer, isVisible()).WillRepeatedly(Return(true));
    EXPECT_CALL(*layer, getFrameRateForLayerTree()).WillRepeatedly(Return(Layer::FrameRate()));

    nsecs_t time = systemTime();

    EXPECT_EQ(1, layerCount());
    EXPECT_EQ(0, activeLayerCount());
    EXPECT_EQ(0, frequentLayerCount(time));
    EXPECT_EQ(0, animatingLayerCount(time));

    // layer is active but infrequent.
    for (int i = 0; i < PRESENT_TIME_HISTORY_SIZE; i++) {
        history().record(layer->getSequence(), layer->getLayerProps(), time, time,
                         LayerHistory::LayerUpdateType::Buffer);
        time += MAX_FREQUENT_LAYER_PERIOD_NS.count();
    }

    ASSERT_EQ(1, summarizeLayerHistory(time).size());
    EXPECT_EQ(LayerHistory::LayerVoteType::Min, summarizeLayerHistory(time)[0].vote);
    EXPECT_EQ(1, activeLayerCount());
    EXPECT_EQ(0, frequentLayerCount(time));
    EXPECT_EQ(0, animatingLayerCount(time));

    // another update with the same cadence keep in infrequent
    history().record(layer->getSequence(), layer->getLayerProps(), time, time,
                     LayerHistory::LayerUpdateType::Buffer);
    time += MAX_FREQUENT_LAYER_PERIOD_NS.count();

    ASSERT_EQ(1, summarizeLayerHistory(time).size());
    EXPECT_EQ(LayerHistory::LayerVoteType::Min, summarizeLayerHistory(time)[0].vote);
    EXPECT_EQ(1, activeLayerCount());
    EXPECT_EQ(0, frequentLayerCount(time));
    EXPECT_EQ(0, animatingLayerCount(time));

    // an update as animation will immediately vote for Max
    history().record(layer->getSequence(), layer->getLayerProps(), time, time,
                     LayerHistory::LayerUpdateType::AnimationTX);
    time += MAX_FREQUENT_LAYER_PERIOD_NS.count();

    ASSERT_EQ(1, summarizeLayerHistory(time).size());
    EXPECT_EQ(LayerHistory::LayerVoteType::Max, summarizeLayerHistory(time)[0].vote);
    EXPECT_EQ(1, activeLayerCount());
    EXPECT_EQ(0, frequentLayerCount(time));
    EXPECT_EQ(1, animatingLayerCount(time));
}

TEST_F(LayerHistoryTest, frontBufferedLayerVotesMax) {
    SET_FLAG_FOR_TEST(flags::vrr_config, true);
    auto layer = createLayer();

    EXPECT_CALL(*layer, isVisible()).WillRepeatedly(Return(true));
    EXPECT_CALL(*layer, getFrameRateForLayerTree()).WillRepeatedly(Return(Layer::FrameRate()));
    EXPECT_CALL(*layer, isFrontBuffered()).WillRepeatedly(Return(true));

    nsecs_t time = systemTime();

    EXPECT_EQ(1, layerCount());
    EXPECT_EQ(0, activeLayerCount());
    EXPECT_EQ(0, frequentLayerCount(time));
    EXPECT_EQ(0, animatingLayerCount(time));

    // layer is active but infrequent.
    for (int i = 0; i < PRESENT_TIME_HISTORY_SIZE; i++) {
        history().record(layer->getSequence(), layer->getLayerProps(), time, time,
                         LayerHistory::LayerUpdateType::Buffer);
        time += MAX_FREQUENT_LAYER_PERIOD_NS.count();
    }

    ASSERT_EQ(1, summarizeLayerHistory(time).size());
    EXPECT_EQ(LayerHistory::LayerVoteType::Max, summarizeLayerHistory(time)[0].vote);
    EXPECT_EQ(1, activeLayerCount());
    EXPECT_EQ(0, frequentLayerCount(time));
    EXPECT_EQ(0, animatingLayerCount(time));

    // Layer still active due to front buffering, but it's infrequent.
    time += MAX_ACTIVE_LAYER_PERIOD_NS.count();
    ASSERT_EQ(1, summarizeLayerHistory(time).size());
    EXPECT_EQ(LayerHistory::LayerVoteType::Max, summarizeLayerHistory(time)[0].vote);
    EXPECT_EQ(1, activeLayerCount());
    EXPECT_EQ(0, frequentLayerCount(time));
    EXPECT_EQ(0, animatingLayerCount(time));
}

TEST_F(LayerHistoryTest, frequentLayerBecomingInfrequentAndBack) {
    auto layer = createLayer();

    EXPECT_CALL(*layer, isVisible()).WillRepeatedly(Return(true));
    EXPECT_CALL(*layer, getFrameRateForLayerTree()).WillRepeatedly(Return(Layer::FrameRate()));

    nsecs_t time = systemTime();

    EXPECT_EQ(1, layerCount());
    EXPECT_EQ(0, activeLayerCount());
    EXPECT_EQ(0, frequentLayerCount(time));
    EXPECT_EQ(0, animatingLayerCount(time));

    // Fill up the window with frequent updates
    for (int i = 0; i < FREQUENT_LAYER_WINDOW_SIZE; i++) {
        history().record(layer->getSequence(), layer->getLayerProps(), time, time,
                         LayerHistory::LayerUpdateType::Buffer);
        time += (60_Hz).getPeriodNsecs();

        EXPECT_EQ(1, layerCount());
        ASSERT_EQ(1, summarizeLayerHistory(time).size());
        EXPECT_EQ(LayerHistory::LayerVoteType::Max, summarizeLayerHistory(time)[0].vote);
        EXPECT_EQ(1, activeLayerCount());
        EXPECT_EQ(1, frequentLayerCount(time));
    }

    // posting a buffer after long inactivity should retain the layer as active
    time += std::chrono::nanoseconds(3s).count();
    history().record(layer->getSequence(), layer->getLayerProps(), time, time,
                     LayerHistory::LayerUpdateType::Buffer);
    EXPECT_EQ(0, clearLayerHistoryCount(time));
    ASSERT_EQ(1, summarizeLayerHistory(time).size());
    EXPECT_EQ(LayerHistory::LayerVoteType::Heuristic, summarizeLayerHistory(time)[0].vote);
    EXPECT_EQ(60_Hz, summarizeLayerHistory(time)[0].desiredRefreshRate);
    EXPECT_EQ(1, activeLayerCount());
    EXPECT_EQ(1, frequentLayerCount(time));
    EXPECT_EQ(0, animatingLayerCount(time));

    // posting more infrequent buffer should make the layer infrequent
    time += (MAX_FREQUENT_LAYER_PERIOD_NS + 1ms).count();
    history().record(layer->getSequence(), layer->getLayerProps(), time, time,
                     LayerHistory::LayerUpdateType::Buffer);
    time += (MAX_FREQUENT_LAYER_PERIOD_NS + 1ms).count();
    history().record(layer->getSequence(), layer->getLayerProps(), time, time,
                     LayerHistory::LayerUpdateType::Buffer);
    EXPECT_EQ(0, clearLayerHistoryCount(time));
    ASSERT_EQ(1, summarizeLayerHistory(time).size());
    EXPECT_EQ(LayerHistory::LayerVoteType::Min, summarizeLayerHistory(time)[0].vote);
    EXPECT_EQ(1, activeLayerCount());
    EXPECT_EQ(0, frequentLayerCount(time));
    EXPECT_EQ(0, animatingLayerCount(time));

    // posting another buffer should keep the layer infrequent
    history().record(layer->getSequence(), layer->getLayerProps(), time, time,
                     LayerHistory::LayerUpdateType::Buffer);
    EXPECT_EQ(0, clearLayerHistoryCount(time));
    ASSERT_EQ(1, summarizeLayerHistory(time).size());
    EXPECT_EQ(LayerHistory::LayerVoteType::Min, summarizeLayerHistory(time)[0].vote);
    EXPECT_EQ(1, activeLayerCount());
    EXPECT_EQ(0, frequentLayerCount(time));
    EXPECT_EQ(0, animatingLayerCount(time));

    // posting more buffers would mean starting of an animation, so making the layer frequent
    history().record(layer->getSequence(), layer->getLayerProps(), time, time,
                     LayerHistory::LayerUpdateType::Buffer);
    history().record(layer->getSequence(), layer->getLayerProps(), time, time,
                     LayerHistory::LayerUpdateType::Buffer);
    EXPECT_EQ(1, clearLayerHistoryCount(time));
    ASSERT_EQ(1, summarizeLayerHistory(time).size());
    EXPECT_EQ(LayerHistory::LayerVoteType::Max, summarizeLayerHistory(time)[0].vote);
    EXPECT_EQ(1, activeLayerCount());
    EXPECT_EQ(1, frequentLayerCount(time));
    EXPECT_EQ(0, animatingLayerCount(time));

    // posting a buffer after long inactivity should retain the layer as active
    time += std::chrono::nanoseconds(3s).count();
    history().record(layer->getSequence(), layer->getLayerProps(), time, time,
                     LayerHistory::LayerUpdateType::Buffer);
    EXPECT_EQ(0, clearLayerHistoryCount(time));
    ASSERT_EQ(1, summarizeLayerHistory(time).size());
    EXPECT_EQ(LayerHistory::LayerVoteType::Max, summarizeLayerHistory(time)[0].vote);
    EXPECT_EQ(1, activeLayerCount());
    EXPECT_EQ(1, frequentLayerCount(time));
    EXPECT_EQ(0, animatingLayerCount(time));

    // posting another buffer should keep the layer frequent
    time += (60_Hz).getPeriodNsecs();
    history().record(layer->getSequence(), layer->getLayerProps(), time, time,
                     LayerHistory::LayerUpdateType::Buffer);
    EXPECT_EQ(0, clearLayerHistoryCount(time));
    ASSERT_EQ(1, summarizeLayerHistory(time).size());
    EXPECT_EQ(LayerHistory::LayerVoteType::Max, summarizeLayerHistory(time)[0].vote);
    EXPECT_EQ(1, activeLayerCount());
    EXPECT_EQ(1, frequentLayerCount(time));
    EXPECT_EQ(0, animatingLayerCount(time));
}

TEST_F(LayerHistoryTest, inconclusiveLayerBecomingFrequent) {
    auto layer = createLayer();

    EXPECT_CALL(*layer, isVisible()).WillRepeatedly(Return(true));
    EXPECT_CALL(*layer, getFrameRateForLayerTree()).WillRepeatedly(Return(Layer::FrameRate()));

    nsecs_t time = systemTime();

    EXPECT_EQ(1, layerCount());
    EXPECT_EQ(0, activeLayerCount());
    EXPECT_EQ(0, frequentLayerCount(time));
    EXPECT_EQ(0, animatingLayerCount(time));

    // Fill up the window with frequent updates
    for (int i = 0; i < FREQUENT_LAYER_WINDOW_SIZE; i++) {
        history().record(layer->getSequence(), layer->getLayerProps(), time, time,
                         LayerHistory::LayerUpdateType::Buffer);
        time += (60_Hz).getPeriodNsecs();

        EXPECT_EQ(1, layerCount());
        ASSERT_EQ(1, summarizeLayerHistory(time).size());
        EXPECT_EQ(LayerHistory::LayerVoteType::Max, summarizeLayerHistory(time)[0].vote);
        EXPECT_EQ(1, activeLayerCount());
        EXPECT_EQ(1, frequentLayerCount(time));
    }

    // posting infrequent buffers after long inactivity should make the layer
    // inconclusive but frequent.
    time += std::chrono::nanoseconds(3s).count();
    history().record(layer->getSequence(), layer->getLayerProps(), time, time,
                     LayerHistory::LayerUpdateType::Buffer);
    time += (MAX_FREQUENT_LAYER_PERIOD_NS + 1ms).count();
    history().record(layer->getSequence(), layer->getLayerProps(), time, time,
                     LayerHistory::LayerUpdateType::Buffer);
    EXPECT_EQ(0, clearLayerHistoryCount(time));
    ASSERT_EQ(1, summarizeLayerHistory(time).size());
    EXPECT_EQ(LayerHistory::LayerVoteType::Heuristic, summarizeLayerHistory(time)[0].vote);
    EXPECT_EQ(1, activeLayerCount());
    EXPECT_EQ(1, frequentLayerCount(time));
    EXPECT_EQ(0, animatingLayerCount(time));

    // posting more buffers should make the layer frequent and switch the refresh rate to max
    // by clearing the history
    history().record(layer->getSequence(), layer->getLayerProps(), time, time,
                     LayerHistory::LayerUpdateType::Buffer);
    history().record(layer->getSequence(), layer->getLayerProps(), time, time,
                     LayerHistory::LayerUpdateType::Buffer);
    history().record(layer->getSequence(), layer->getLayerProps(), time, time,
                     LayerHistory::LayerUpdateType::Buffer);
    EXPECT_EQ(1, clearLayerHistoryCount(time));
    ASSERT_EQ(1, summarizeLayerHistory(time).size());
    EXPECT_EQ(LayerHistory::LayerVoteType::Max, summarizeLayerHistory(time)[0].vote);
    EXPECT_EQ(1, activeLayerCount());
    EXPECT_EQ(1, frequentLayerCount(time));
    EXPECT_EQ(0, animatingLayerCount(time));
}

TEST_F(LayerHistoryTest, getFramerate) {
    auto layer = createLayer();

    EXPECT_CALL(*layer, isVisible()).WillRepeatedly(Return(true));
    EXPECT_CALL(*layer, getFrameRateForLayerTree()).WillRepeatedly(Return(Layer::FrameRate()));

    nsecs_t time = systemTime();

    EXPECT_EQ(1, layerCount());
    EXPECT_EQ(0, activeLayerCount());
    EXPECT_EQ(0, frequentLayerCount(time));
    EXPECT_EQ(0, animatingLayerCount(time));

    // layer is active but infrequent.
    for (int i = 0; i < PRESENT_TIME_HISTORY_SIZE; i++) {
        history().record(layer->getSequence(), layer->getLayerProps(), time, time,
                         LayerHistory::LayerUpdateType::Buffer);
        time += MAX_FREQUENT_LAYER_PERIOD_NS.count();
    }

    float expectedFramerate = 1e9f / MAX_FREQUENT_LAYER_PERIOD_NS.count();
    EXPECT_FLOAT_EQ(expectedFramerate, history().getLayerFramerate(time, layer->getSequence()));
}

TEST_F(LayerHistoryTest, heuristicLayer60Hz) {
    const auto layer = createLayer();
    EXPECT_CALL(*layer, isVisible()).WillRepeatedly(Return(true));
    EXPECT_CALL(*layer, getFrameRateForLayerTree()).WillRepeatedly(Return(Layer::FrameRate()));

    nsecs_t time = systemTime();
    for (float fps = 54.0f; fps < 65.0f; fps += 0.1f) {
        recordFramesAndExpect(layer, time, Fps::fromValue(fps), 60_Hz, PRESENT_TIME_HISTORY_SIZE);
    }
}

TEST_F(LayerHistoryTest, heuristicLayer60_30Hz) {
    const auto layer = createLayer();
    EXPECT_CALL(*layer, isVisible()).WillRepeatedly(Return(true));
    EXPECT_CALL(*layer, getFrameRateForLayerTree()).WillRepeatedly(Return(Layer::FrameRate()));

    nsecs_t time = systemTime();
    recordFramesAndExpect(layer, time, 60_Hz, 60_Hz, PRESENT_TIME_HISTORY_SIZE);

    recordFramesAndExpect(layer, time, 60_Hz, 60_Hz, PRESENT_TIME_HISTORY_SIZE);
    recordFramesAndExpect(layer, time, 30_Hz, 60_Hz, PRESENT_TIME_HISTORY_SIZE);
    recordFramesAndExpect(layer, time, 30_Hz, 30_Hz, PRESENT_TIME_HISTORY_SIZE);
    recordFramesAndExpect(layer, time, 60_Hz, 30_Hz, PRESENT_TIME_HISTORY_SIZE);
    recordFramesAndExpect(layer, time, 60_Hz, 60_Hz, PRESENT_TIME_HISTORY_SIZE);
}

TEST_F(LayerHistoryTest, heuristicLayerNotOscillating) {
    SET_FLAG_FOR_TEST(flags::use_known_refresh_rate_for_fps_consistency, false);

    const auto layer = createLayer();
    EXPECT_CALL(*layer, isVisible()).WillRepeatedly(Return(true));
    EXPECT_CALL(*layer, getFrameRateForLayerTree()).WillRepeatedly(Return(Layer::FrameRate()));

    nsecs_t time = systemTime();

    recordFramesAndExpect(layer, time, 27.1_Hz, 30_Hz, PRESENT_TIME_HISTORY_SIZE);
    recordFramesAndExpect(layer, time, 26.9_Hz, 30_Hz, PRESENT_TIME_HISTORY_SIZE);
    recordFramesAndExpect(layer, time, 26_Hz, 24_Hz, PRESENT_TIME_HISTORY_SIZE);
    recordFramesAndExpect(layer, time, 26.9_Hz, 24_Hz, PRESENT_TIME_HISTORY_SIZE);
    recordFramesAndExpect(layer, time, 27.1_Hz, 30_Hz, PRESENT_TIME_HISTORY_SIZE);
}

TEST_F(LayerHistoryTest, heuristicLayerNotOscillating_useKnownRefreshRate) {
    SET_FLAG_FOR_TEST(flags::use_known_refresh_rate_for_fps_consistency, true);

    const auto layer = createLayer();
    EXPECT_CALL(*layer, isVisible()).WillRepeatedly(Return(true));
    EXPECT_CALL(*layer, getFrameRateForLayerTree()).WillRepeatedly(Return(Layer::FrameRate()));

    nsecs_t time = systemTime();

    recordFramesAndExpect(layer, time, 27.1_Hz, 30_Hz, PRESENT_TIME_HISTORY_SIZE);
    recordFramesAndExpect(layer, time, 26.9_Hz, 30_Hz, PRESENT_TIME_HISTORY_SIZE);
    recordFramesAndExpect(layer, time, 26_Hz, 24_Hz, PRESENT_TIME_HISTORY_SIZE);
    recordFramesAndExpect(layer, time, 26.9_Hz, 24_Hz, PRESENT_TIME_HISTORY_SIZE);
    recordFramesAndExpect(layer, time, 27.1_Hz, 24_Hz, PRESENT_TIME_HISTORY_SIZE);
    recordFramesAndExpect(layer, time, 27.1_Hz, 30_Hz, PRESENT_TIME_HISTORY_SIZE);
}

TEST_F(LayerHistoryTest, smallDirtyLayer) {
    auto layer = createLayer();

    EXPECT_CALL(*layer, isVisible()).WillRepeatedly(Return(true));
    EXPECT_CALL(*layer, getFrameRateForLayerTree()).WillRepeatedly(Return(Layer::FrameRate()));

    nsecs_t time = systemTime();

    EXPECT_EQ(1, layerCount());
    EXPECT_EQ(0, activeLayerCount());
    EXPECT_EQ(0, frequentLayerCount(time));

    LayerHistory::Summary summary;

    // layer is active but infrequent.
    for (int i = 0; i < PRESENT_TIME_HISTORY_SIZE; i++) {
        auto props = layer->getLayerProps();
        if (i % 3 == 0) {
            props.isSmallDirty = false;
        } else {
            props.isSmallDirty = true;
        }

        history().record(layer->getSequence(), props, time, time,
                         LayerHistory::LayerUpdateType::Buffer);
        time += HI_FPS_PERIOD;
        summary = summarizeLayerHistory(time);
    }

    ASSERT_EQ(1, summary.size());
    ASSERT_EQ(LayerHistory::LayerVoteType::Heuristic, summary[0].vote);
    EXPECT_GE(HI_FPS, summary[0].desiredRefreshRate);
}

TEST_F(LayerHistoryTest, smallDirtyInMultiLayer) {
    auto layer1 = createLayer("UI");
    auto layer2 = createLayer("Video");

    EXPECT_CALL(*layer1, isVisible()).WillRepeatedly(Return(true));
    EXPECT_CALL(*layer1, getFrameRateForLayerTree()).WillRepeatedly(Return(Layer::FrameRate()));

    EXPECT_CALL(*layer2, isVisible()).WillRepeatedly(Return(true));
    EXPECT_CALL(*layer2, getFrameRateForLayerTree())
            .WillRepeatedly(
                    Return(Layer::FrameRate(30_Hz, Layer::FrameRateCompatibility::Default)));

    nsecs_t time = systemTime();

    EXPECT_EQ(2, layerCount());
    EXPECT_EQ(0, activeLayerCount());
    EXPECT_EQ(0, frequentLayerCount(time));

    LayerHistory::Summary summary;

    // layer1 is updating small dirty.
    for (int i = 0; i < PRESENT_TIME_HISTORY_SIZE + FREQUENT_LAYER_WINDOW_SIZE + 1; i++) {
        auto props = layer1->getLayerProps();
        props.isSmallDirty = true;
        history().record(layer1->getSequence(), props, 0 /*presentTime*/, time,
                         LayerHistory::LayerUpdateType::Buffer);
        history().record(layer2->getSequence(), layer2->getLayerProps(), time, time,
                         LayerHistory::LayerUpdateType::Buffer);
        time += HI_FPS_PERIOD;
        summary = summarizeLayerHistory(time);
    }

    ASSERT_EQ(1, summary.size());
    ASSERT_EQ(LayerHistory::LayerVoteType::ExplicitDefault, summary[0].vote);
    ASSERT_EQ(30_Hz, summary[0].desiredRefreshRate);
}

class LayerHistoryTestParameterized : public LayerHistoryTest,
                                      public testing::WithParamInterface<std::chrono::nanoseconds> {
};

TEST_P(LayerHistoryTestParameterized, HeuristicLayerWithInfrequentLayer) {
    std::chrono::nanoseconds infrequentUpdateDelta = GetParam();
    auto heuristicLayer = createLayer("HeuristicLayer");

    EXPECT_CALL(*heuristicLayer, isVisible()).WillRepeatedly(Return(true));
    EXPECT_CALL(*heuristicLayer, getFrameRateForLayerTree())
            .WillRepeatedly(Return(Layer::FrameRate()));

    auto infrequentLayer = createLayer("InfrequentLayer");
    EXPECT_CALL(*infrequentLayer, isVisible()).WillRepeatedly(Return(true));
    EXPECT_CALL(*infrequentLayer, getFrameRateForLayerTree())
            .WillRepeatedly(Return(Layer::FrameRate()));

    const nsecs_t startTime = systemTime();

    const std::chrono::nanoseconds heuristicUpdateDelta = 41'666'667ns;
    history().record(heuristicLayer->getSequence(), heuristicLayer->getLayerProps(), startTime,
                     startTime, LayerHistory::LayerUpdateType::Buffer);
    history().record(infrequentLayer->getSequence(), heuristicLayer->getLayerProps(), startTime,
                     startTime, LayerHistory::LayerUpdateType::Buffer);

    nsecs_t time = startTime;
    nsecs_t lastInfrequentUpdate = startTime;
    const int totalInfrequentLayerUpdates = FREQUENT_LAYER_WINDOW_SIZE * 5;
    int infrequentLayerUpdates = 0;
    while (infrequentLayerUpdates <= totalInfrequentLayerUpdates) {
        time += heuristicUpdateDelta.count();
        history().record(heuristicLayer->getSequence(), heuristicLayer->getLayerProps(), time, time,
                         LayerHistory::LayerUpdateType::Buffer);

        if (time - lastInfrequentUpdate >= infrequentUpdateDelta.count()) {
            ALOGI("submitting infrequent frame [%d/%d]", infrequentLayerUpdates,
                  totalInfrequentLayerUpdates);
            lastInfrequentUpdate = time;
            history().record(infrequentLayer->getSequence(), infrequentLayer->getLayerProps(), time,
                             time, LayerHistory::LayerUpdateType::Buffer);
            infrequentLayerUpdates++;
        }

        if (time - startTime > PRESENT_TIME_HISTORY_DURATION.count()) {
            ASSERT_NE(0, summarizeLayerHistory(time).size());
            ASSERT_GE(2, summarizeLayerHistory(time).size());

            bool max = false;
            bool min = false;
            Fps heuristic;
            for (const auto& layer : summarizeLayerHistory(time)) {
                if (layer.vote == LayerHistory::LayerVoteType::Heuristic) {
                    heuristic = layer.desiredRefreshRate;
                } else if (layer.vote == LayerHistory::LayerVoteType::Max) {
                    max = true;
                } else if (layer.vote == LayerHistory::LayerVoteType::Min) {
                    min = true;
                }
            }

            if (infrequentLayerUpdates > FREQUENT_LAYER_WINDOW_SIZE) {
                EXPECT_EQ(24_Hz, heuristic);
                EXPECT_FALSE(max);
                if (summarizeLayerHistory(time).size() == 2) {
                    EXPECT_TRUE(min);
                }
            }
        }
    }
}

INSTANTIATE_TEST_CASE_P(LeapYearTests, LayerHistoryTestParameterized,
                        ::testing::Values(1s, 2s, 3s, 4s, 5s));

} // namespace
} // namespace android::scheduler

// TODO(b/129481165): remove the #pragma below and fix conversion issues
#pragma clang diagnostic pop // ignored "-Wextra"
