/* * Copyright (C) 2015 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. */ #include <gtest/gtest.h> #include <DamageAccumulator.h> #include <Matrix.h> #include <RenderNode.h> #include <utils/LinearAllocator.h> #include <SkRect.h> using namespace android; using namespace android::uirenderer; // Test that push & pop are propegating the dirty rect // There is no transformation of the dirty rect, the input is the same // as the output. TEST(DamageAccumulator, identity) { DamageAccumulator da; SkRect curDirty; da.pushTransform(&Matrix4::identity()); da.dirty(50, 50, 100, 100); { da.pushTransform(&Matrix4::identity()); da.peekAtDirty(&curDirty); ASSERT_EQ(SkRect(), curDirty); da.popTransform(); } da.peekAtDirty(&curDirty); ASSERT_EQ(SkRect::MakeLTRB(50, 50, 100, 100), curDirty); da.popTransform(); da.finish(&curDirty); ASSERT_EQ(SkRect::MakeLTRB(50, 50, 100, 100), curDirty); } // Test that transformation is happening at the correct levels via // peekAtDirty & popTransform. Just uses a simple translate to test this TEST(DamageAccumulator, translate) { DamageAccumulator da; Matrix4 translate; SkRect curDirty; translate.loadTranslate(25, 25, 0); da.pushTransform(&translate); da.dirty(50, 50, 100, 100); da.peekAtDirty(&curDirty); ASSERT_EQ(SkRect::MakeLTRB(50, 50, 100, 100), curDirty); da.popTransform(); da.finish(&curDirty); ASSERT_EQ(SkRect::MakeLTRB(75, 75, 125, 125), curDirty); } // Test that dirty rectangles are being unioned across "siblings TEST(DamageAccumulator, union) { DamageAccumulator da; SkRect curDirty; da.pushTransform(&Matrix4::identity()); { da.pushTransform(&Matrix4::identity()); da.dirty(50, 50, 100, 100); da.popTransform(); da.pushTransform(&Matrix4::identity()); da.dirty(150, 50, 200, 125); da.popTransform(); } da.popTransform(); da.finish(&curDirty); ASSERT_EQ(SkRect::MakeLTRB(50, 50, 200, 125), curDirty); } TEST(DamageAccumulator, basicRenderNode) { DamageAccumulator da; RenderNode node1; node1.animatorProperties().setLeftTopRightBottom(50, 50, 500, 500); node1.animatorProperties().updateMatrix(); da.pushTransform(&node1); { RenderNode node2; node2.animatorProperties().setLeftTopRightBottom(50, 50, 100, 100); node2.animatorProperties().updateMatrix(); da.pushTransform(&node2); da.dirty(0, 0, 25, 25); da.popTransform(); } da.popTransform(); SkRect dirty; da.finish(&dirty); ASSERT_EQ(SkRect::MakeLTRB(100, 100, 125, 125), dirty); } TEST(DamageAccumulator, perspectiveTransform) { DamageAccumulator da; RenderNode node1; node1.animatorProperties().setLeftTopRightBottom(50, 50, 500, 500); node1.animatorProperties().setClipToBounds(true); node1.animatorProperties().updateMatrix(); da.pushTransform(&node1); { RenderNode node2; node2.animatorProperties().setLeftTopRightBottom(50, 50, 100, 100); node2.animatorProperties().setClipToBounds(false); node2.animatorProperties().setRotationX(1.0f); node2.animatorProperties().setRotationY(1.0f); node2.animatorProperties().setRotation(20.0f); node2.animatorProperties().setCameraDistance(500.0f); node2.animatorProperties().setTranslationZ(30.0f); node2.animatorProperties().updateMatrix(); da.pushTransform(&node2); da.dirty(DIRTY_MIN, DIRTY_MIN, DIRTY_MAX, DIRTY_MAX); da.popTransform(); } da.popTransform(); SkRect dirty; da.finish(&dirty); ASSERT_EQ(SkRect::MakeLTRB(50, 50, 500, 500), dirty); }