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/*
 * Copyright 2018 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 <renderengine/RenderEngine.h>
#include <sync/sync.h>
#include <ui/PixelFormat.h>
#include "../gl/GLESRenderEngine.h"

constexpr int DEFAULT_DISPLAY_WIDTH = 128;
constexpr int DEFAULT_DISPLAY_HEIGHT = 256;
constexpr int DEFAULT_DISPLAY_OFFSET = 64;

namespace android {

struct RenderEngineTest : public ::testing::Test {
    static void SetUpTestSuite() {
        sRE = renderengine::gl::GLESRenderEngine::create(static_cast<int32_t>(
                                                                 ui::PixelFormat::RGBA_8888),
                                                         0, 1);
    }

    static void TearDownTestSuite() {
        // The ordering here is important - sCurrentBuffer must live longer
        // than RenderEngine to avoid a null reference on tear-down.
        sRE = nullptr;
        sCurrentBuffer = nullptr;
    }

    static sp<GraphicBuffer> allocateDefaultBuffer() {
        return new GraphicBuffer(DEFAULT_DISPLAY_WIDTH, DEFAULT_DISPLAY_HEIGHT,
                                 HAL_PIXEL_FORMAT_RGBA_8888, 1,
                                 GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN |
                                         GRALLOC_USAGE_HW_RENDER,
                                 "output");
    }

    // Allocates a 1x1 buffer to fill with a solid color
    static sp<GraphicBuffer> allocateSourceBuffer(uint32_t width, uint32_t height) {
        return new GraphicBuffer(width, height, HAL_PIXEL_FORMAT_RGBA_8888, 1,
                                 GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN |
                                         GRALLOC_USAGE_HW_TEXTURE,
                                 "input");
    }

    RenderEngineTest() { mBuffer = allocateDefaultBuffer(); }

    ~RenderEngineTest() {
        for (uint32_t texName : mTexNames) {
            sRE->deleteTextures(1, &texName);
        }
    }

    void expectBufferColor(const Rect& region, uint8_t r, uint8_t g, uint8_t b, uint8_t a,
                           uint8_t tolerance = 0) {
        uint8_t* pixels;
        mBuffer->lock(GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN,
                      reinterpret_cast<void**>(&pixels));

        auto colorCompare = [tolerance](uint8_t a, uint8_t b) {
            uint8_t tmp = a >= b ? a - b : b - a;
            return tmp <= tolerance;
        };
        int32_t maxFails = 10;
        int32_t fails = 0;
        for (int32_t j = 0; j < region.getHeight(); j++) {
            const uint8_t* src =
                    pixels + (mBuffer->getStride() * (region.top + j) + region.left) * 4;
            for (int32_t i = 0; i < region.getWidth(); i++) {
                const uint8_t expected[4] = {r, g, b, a};
                bool equal = std::equal(src, src + 4, expected, colorCompare);
                EXPECT_TRUE(equal)
                        << "pixel @ (" << region.left + i << ", " << region.top + j << "): "
                        << "expected (" << static_cast<uint32_t>(r) << ", "
                        << static_cast<uint32_t>(g) << ", " << static_cast<uint32_t>(b) << ", "
                        << static_cast<uint32_t>(a) << "), "
                        << "got (" << static_cast<uint32_t>(src[0]) << ", "
                        << static_cast<uint32_t>(src[1]) << ", " << static_cast<uint32_t>(src[2])
                        << ", " << static_cast<uint32_t>(src[3]) << ")";
                src += 4;
                if (!equal && ++fails >= maxFails) {
                    break;
                }
            }
            if (fails >= maxFails) {
                break;
            }
        }
        mBuffer->unlock();
    }

    static Rect fullscreenRect() { return Rect(DEFAULT_DISPLAY_WIDTH, DEFAULT_DISPLAY_HEIGHT); }

    static Rect offsetRect() {
        return Rect(DEFAULT_DISPLAY_OFFSET, DEFAULT_DISPLAY_OFFSET, DEFAULT_DISPLAY_WIDTH,
                    DEFAULT_DISPLAY_HEIGHT);
    }

    static Rect offsetRectAtZero() {
        return Rect(DEFAULT_DISPLAY_WIDTH - DEFAULT_DISPLAY_OFFSET,
                    DEFAULT_DISPLAY_HEIGHT - DEFAULT_DISPLAY_OFFSET);
    }

    void invokeDraw(renderengine::DisplaySettings settings,
                    std::vector<renderengine::LayerSettings> layers, sp<GraphicBuffer> buffer) {
        base::unique_fd fence;
        status_t status = sRE->drawLayers(settings, layers, buffer->getNativeBuffer(), true,
                                          base::unique_fd(), &fence);
        sCurrentBuffer = buffer;

        int fd = fence.release();
        if (fd >= 0) {
            sync_wait(fd, -1);
            close(fd);
        }

        ASSERT_EQ(NO_ERROR, status);
        if (layers.size() > 0) {
            ASSERT_TRUE(sRE->isFramebufferImageCachedForTesting(buffer->getId()));
        }
    }

    void drawEmptyLayers() {
        renderengine::DisplaySettings settings;
        std::vector<renderengine::LayerSettings> layers;
        // Meaningless buffer since we don't do any drawing
        sp<GraphicBuffer> buffer = new GraphicBuffer();
        invokeDraw(settings, layers, buffer);
    }

    template <typename SourceVariant>
    void fillBuffer(half r, half g, half b, half a);

    template <typename SourceVariant>
    void fillRedBuffer();

    template <typename SourceVariant>
    void fillGreenBuffer();

    template <typename SourceVariant>
    void fillBlueBuffer();

    template <typename SourceVariant>
    void fillRedTransparentBuffer();

    template <typename SourceVariant>
    void fillRedOffsetBuffer();

    template <typename SourceVariant>
    void fillBufferPhysicalOffset();

    template <typename SourceVariant>
    void fillBufferCheckers(mat4 transform);

    template <typename SourceVariant>
    void fillBufferCheckersRotate0();

    template <typename SourceVariant>
    void fillBufferCheckersRotate90();

    template <typename SourceVariant>
    void fillBufferCheckersRotate180();

    template <typename SourceVariant>
    void fillBufferCheckersRotate270();

    template <typename SourceVariant>
    void fillBufferWithLayerTransform();

    template <typename SourceVariant>
    void fillBufferLayerTransform();

    template <typename SourceVariant>
    void fillBufferWithColorTransform();

    template <typename SourceVariant>
    void fillBufferColorTransform();

    template <typename SourceVariant>
    void fillRedBufferWithRoundedCorners();

    template <typename SourceVariant>
    void fillBufferWithRoundedCorners();

    template <typename SourceVariant>
    void overlayCorners();

    void fillRedBufferTextureTransform();

    void fillBufferTextureTransform();

    void fillRedBufferWithPremultiplyAlpha();

    void fillBufferWithPremultiplyAlpha();

    void fillRedBufferWithoutPremultiplyAlpha();

    void fillBufferWithoutPremultiplyAlpha();

    void fillGreenColorBufferThenClearRegion();

    void clearLeftRegion();

    void clearRegion();

    // Keep around the same renderengine object to save on initialization time.
    // For now, exercise the GL backend directly so that some caching specifics
    // can be tested without changing the interface.
    static std::unique_ptr<renderengine::gl::GLESRenderEngine> sRE;
    // Dumb hack to avoid NPE in the EGL driver: the GraphicBuffer needs to
    // be freed *after* RenderEngine is destroyed, so that the EGL image is
    // destroyed first.
    static sp<GraphicBuffer> sCurrentBuffer;

    sp<GraphicBuffer> mBuffer;

    std::vector<uint32_t> mTexNames;
};

std::unique_ptr<renderengine::gl::GLESRenderEngine> RenderEngineTest::sRE = nullptr;
sp<GraphicBuffer> RenderEngineTest::sCurrentBuffer = nullptr;

struct ColorSourceVariant {
    static void fillColor(renderengine::LayerSettings& layer, half r, half g, half b,
                          RenderEngineTest* /*fixture*/) {
        layer.source.solidColor = half3(r, g, b);
    }
};

struct RelaxOpaqueBufferVariant {
    static void setOpaqueBit(renderengine::LayerSettings& layer) {
        layer.source.buffer.isOpaque = false;
    }

    static uint8_t getAlphaChannel() { return 255; }
};

struct ForceOpaqueBufferVariant {
    static void setOpaqueBit(renderengine::LayerSettings& layer) {
        layer.source.buffer.isOpaque = true;
    }

    static uint8_t getAlphaChannel() {
        // The isOpaque bit will override the alpha channel, so this should be
        // arbitrary.
        return 10;
    }
};

template <typename OpaquenessVariant>
struct BufferSourceVariant {
    static void fillColor(renderengine::LayerSettings& layer, half r, half g, half b,
                          RenderEngineTest* fixture) {
        sp<GraphicBuffer> buf = RenderEngineTest::allocateSourceBuffer(1, 1);
        uint32_t texName;
        fixture->sRE->genTextures(1, &texName);
        fixture->mTexNames.push_back(texName);

        uint8_t* pixels;
        buf->lock(GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN,
                  reinterpret_cast<void**>(&pixels));

        for (int32_t j = 0; j < buf->getHeight(); j++) {
            uint8_t* iter = pixels + (buf->getStride() * j) * 4;
            for (int32_t i = 0; i < buf->getWidth(); i++) {
                iter[0] = uint8_t(r * 255);
                iter[1] = uint8_t(g * 255);
                iter[2] = uint8_t(b * 255);
                iter[3] = OpaquenessVariant::getAlphaChannel();
                iter += 4;
            }
        }

        buf->unlock();

        layer.source.buffer.buffer = buf;
        layer.source.buffer.textureName = texName;
        OpaquenessVariant::setOpaqueBit(layer);
    }
};

template <typename SourceVariant>
void RenderEngineTest::fillBuffer(half r, half g, half b, half a) {
    renderengine::DisplaySettings settings;
    settings.physicalDisplay = fullscreenRect();
    settings.clip = fullscreenRect();

    std::vector<renderengine::LayerSettings> layers;

    renderengine::LayerSettings layer;
    layer.geometry.boundaries = fullscreenRect().toFloatRect();
    SourceVariant::fillColor(layer, r, g, b, this);
    layer.alpha = a;

    layers.push_back(layer);

    invokeDraw(settings, layers, mBuffer);
}

template <typename SourceVariant>
void RenderEngineTest::fillRedBuffer() {
    fillBuffer<SourceVariant>(1.0f, 0.0f, 0.0f, 1.0f);
    expectBufferColor(fullscreenRect(), 255, 0, 0, 255);
}

template <typename SourceVariant>
void RenderEngineTest::fillGreenBuffer() {
    fillBuffer<SourceVariant>(0.0f, 1.0f, 0.0f, 1.0f);
    expectBufferColor(fullscreenRect(), 0, 255, 0, 255);
}

template <typename SourceVariant>
void RenderEngineTest::fillBlueBuffer() {
    fillBuffer<SourceVariant>(0.0f, 0.0f, 1.0f, 1.0f);
    expectBufferColor(fullscreenRect(), 0, 0, 255, 255);
}

template <typename SourceVariant>
void RenderEngineTest::fillRedTransparentBuffer() {
    fillBuffer<SourceVariant>(1.0f, 0.0f, 0.0f, .2f);
    expectBufferColor(fullscreenRect(), 51, 0, 0, 51);
}

template <typename SourceVariant>
void RenderEngineTest::fillRedOffsetBuffer() {
    renderengine::DisplaySettings settings;
    settings.physicalDisplay = offsetRect();
    settings.clip = offsetRectAtZero();

    std::vector<renderengine::LayerSettings> layers;

    renderengine::LayerSettings layer;
    layer.geometry.boundaries = offsetRectAtZero().toFloatRect();
    SourceVariant::fillColor(layer, 1.0f, 0.0f, 0.0f, this);
    layer.alpha = 1.0f;

    layers.push_back(layer);
    invokeDraw(settings, layers, mBuffer);
}

template <typename SourceVariant>
void RenderEngineTest::fillBufferPhysicalOffset() {
    fillRedOffsetBuffer<SourceVariant>();

    expectBufferColor(Rect(DEFAULT_DISPLAY_OFFSET, DEFAULT_DISPLAY_OFFSET, DEFAULT_DISPLAY_WIDTH,
                           DEFAULT_DISPLAY_HEIGHT),
                      255, 0, 0, 255);
    Rect offsetRegionLeft(DEFAULT_DISPLAY_OFFSET, DEFAULT_DISPLAY_HEIGHT);
    Rect offsetRegionTop(DEFAULT_DISPLAY_WIDTH, DEFAULT_DISPLAY_OFFSET);

    expectBufferColor(offsetRegionLeft, 0, 0, 0, 0);
    expectBufferColor(offsetRegionTop, 0, 0, 0, 0);
}

template <typename SourceVariant>
void RenderEngineTest::fillBufferCheckers(mat4 transform) {
    renderengine::DisplaySettings settings;
    settings.physicalDisplay = fullscreenRect();
    // Here logical space is 2x2
    settings.clip = Rect(2, 2);
    settings.globalTransform = transform;

    std::vector<renderengine::LayerSettings> layers;

    renderengine::LayerSettings layerOne;
    Rect rectOne(0, 0, 1, 1);
    layerOne.geometry.boundaries = rectOne.toFloatRect();
    SourceVariant::fillColor(layerOne, 1.0f, 0.0f, 0.0f, this);
    layerOne.alpha = 1.0f;

    renderengine::LayerSettings layerTwo;
    Rect rectTwo(0, 1, 1, 2);
    layerTwo.geometry.boundaries = rectTwo.toFloatRect();
    SourceVariant::fillColor(layerTwo, 0.0f, 1.0f, 0.0f, this);
    layerTwo.alpha = 1.0f;

    renderengine::LayerSettings layerThree;
    Rect rectThree(1, 0, 2, 1);
    layerThree.geometry.boundaries = rectThree.toFloatRect();
    SourceVariant::fillColor(layerThree, 0.0f, 0.0f, 1.0f, this);
    layerThree.alpha = 1.0f;

    layers.push_back(layerOne);
    layers.push_back(layerTwo);
    layers.push_back(layerThree);

    invokeDraw(settings, layers, mBuffer);
}

template <typename SourceVariant>
void RenderEngineTest::fillBufferCheckersRotate0() {
    fillBufferCheckers<SourceVariant>(mat4());
    expectBufferColor(Rect(0, 0, DEFAULT_DISPLAY_WIDTH / 2, DEFAULT_DISPLAY_HEIGHT / 2), 255, 0, 0,
                      255);
    expectBufferColor(Rect(DEFAULT_DISPLAY_WIDTH / 2, 0, DEFAULT_DISPLAY_WIDTH,
                           DEFAULT_DISPLAY_HEIGHT / 2),
                      0, 0, 255, 255);
    expectBufferColor(Rect(DEFAULT_DISPLAY_WIDTH / 2, DEFAULT_DISPLAY_HEIGHT / 2,
                           DEFAULT_DISPLAY_WIDTH, DEFAULT_DISPLAY_HEIGHT),
                      0, 0, 0, 0);
    expectBufferColor(Rect(0, DEFAULT_DISPLAY_HEIGHT / 2, DEFAULT_DISPLAY_WIDTH / 2,
                           DEFAULT_DISPLAY_HEIGHT),
                      0, 255, 0, 255);
}

template <typename SourceVariant>
void RenderEngineTest::fillBufferCheckersRotate90() {
    mat4 matrix = mat4(0, 1, 0, 0, -1, 0, 0, 0, 0, 0, 1, 0, 2, 0, 0, 1);
    fillBufferCheckers<SourceVariant>(matrix);
    expectBufferColor(Rect(0, 0, DEFAULT_DISPLAY_WIDTH / 2, DEFAULT_DISPLAY_HEIGHT / 2), 0, 255, 0,
                      255);
    expectBufferColor(Rect(DEFAULT_DISPLAY_WIDTH / 2, 0, DEFAULT_DISPLAY_WIDTH,
                           DEFAULT_DISPLAY_HEIGHT / 2),
                      255, 0, 0, 255);
    expectBufferColor(Rect(DEFAULT_DISPLAY_WIDTH / 2, DEFAULT_DISPLAY_HEIGHT / 2,
                           DEFAULT_DISPLAY_WIDTH, DEFAULT_DISPLAY_HEIGHT),
                      0, 0, 255, 255);
    expectBufferColor(Rect(0, DEFAULT_DISPLAY_HEIGHT / 2, DEFAULT_DISPLAY_WIDTH / 2,
                           DEFAULT_DISPLAY_HEIGHT),
                      0, 0, 0, 0);
}

template <typename SourceVariant>
void RenderEngineTest::fillBufferCheckersRotate180() {
    mat4 matrix = mat4(-1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 2, 2, 0, 1);
    fillBufferCheckers<SourceVariant>(matrix);
    expectBufferColor(Rect(0, 0, DEFAULT_DISPLAY_WIDTH / 2, DEFAULT_DISPLAY_HEIGHT / 2), 0, 0, 0,
                      0);
    expectBufferColor(Rect(DEFAULT_DISPLAY_WIDTH / 2, 0, DEFAULT_DISPLAY_WIDTH,
                           DEFAULT_DISPLAY_HEIGHT / 2),
                      0, 255, 0, 255);
    expectBufferColor(Rect(DEFAULT_DISPLAY_WIDTH / 2, DEFAULT_DISPLAY_HEIGHT / 2,
                           DEFAULT_DISPLAY_WIDTH, DEFAULT_DISPLAY_HEIGHT),
                      255, 0, 0, 255);
    expectBufferColor(Rect(0, DEFAULT_DISPLAY_HEIGHT / 2, DEFAULT_DISPLAY_WIDTH / 2,
                           DEFAULT_DISPLAY_HEIGHT),
                      0, 0, 255, 255);
}

template <typename SourceVariant>
void RenderEngineTest::fillBufferCheckersRotate270() {
    mat4 matrix = mat4(0, -1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 1);
    fillBufferCheckers<SourceVariant>(matrix);
    expectBufferColor(Rect(0, 0, DEFAULT_DISPLAY_WIDTH / 2, DEFAULT_DISPLAY_HEIGHT / 2), 0, 0, 255,
                      255);
    expectBufferColor(Rect(DEFAULT_DISPLAY_WIDTH / 2, 0, DEFAULT_DISPLAY_WIDTH,
                           DEFAULT_DISPLAY_HEIGHT / 2),
                      0, 0, 0, 0);
    expectBufferColor(Rect(DEFAULT_DISPLAY_WIDTH / 2, DEFAULT_DISPLAY_HEIGHT / 2,
                           DEFAULT_DISPLAY_WIDTH, DEFAULT_DISPLAY_HEIGHT),
                      0, 255, 0, 255);
    expectBufferColor(Rect(0, DEFAULT_DISPLAY_HEIGHT / 2, DEFAULT_DISPLAY_WIDTH / 2,
                           DEFAULT_DISPLAY_HEIGHT),
                      255, 0, 0, 255);
}

template <typename SourceVariant>
void RenderEngineTest::fillBufferWithLayerTransform() {
    renderengine::DisplaySettings settings;
    settings.physicalDisplay = fullscreenRect();
    // Here logical space is 2x2
    settings.clip = Rect(2, 2);

    std::vector<renderengine::LayerSettings> layers;

    renderengine::LayerSettings layer;
    layer.geometry.boundaries = Rect(1, 1).toFloatRect();
    // Translate one pixel diagonally
    layer.geometry.positionTransform = mat4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 1, 1, 0, 1);
    SourceVariant::fillColor(layer, 1.0f, 0.0f, 0.0f, this);
    layer.source.solidColor = half3(1.0f, 0.0f, 0.0f);
    layer.alpha = 1.0f;

    layers.push_back(layer);

    invokeDraw(settings, layers, mBuffer);
}

template <typename SourceVariant>
void RenderEngineTest::fillBufferLayerTransform() {
    fillBufferWithLayerTransform<SourceVariant>();
    expectBufferColor(Rect(0, 0, DEFAULT_DISPLAY_WIDTH, DEFAULT_DISPLAY_HEIGHT / 2), 0, 0, 0, 0);
    expectBufferColor(Rect(0, 0, DEFAULT_DISPLAY_WIDTH / 2, DEFAULT_DISPLAY_HEIGHT), 0, 0, 0, 0);
    expectBufferColor(Rect(DEFAULT_DISPLAY_WIDTH / 2, DEFAULT_DISPLAY_HEIGHT / 2,
                           DEFAULT_DISPLAY_WIDTH, DEFAULT_DISPLAY_HEIGHT),
                      255, 0, 0, 255);
}

template <typename SourceVariant>
void RenderEngineTest::fillBufferWithColorTransform() {
    renderengine::DisplaySettings settings;
    settings.physicalDisplay = fullscreenRect();
    settings.clip = Rect(1, 1);

    std::vector<renderengine::LayerSettings> layers;

    renderengine::LayerSettings layer;
    layer.geometry.boundaries = Rect(1, 1).toFloatRect();
    SourceVariant::fillColor(layer, 0.5f, 0.25f, 0.125f, this);
    layer.alpha = 1.0f;

    // construct a fake color matrix
    // annihilate green and blue channels
    settings.colorTransform = mat4::scale(vec4(1, 0, 0, 1));
    // set red channel to red + green
    layer.colorTransform = mat4(1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);

    layer.alpha = 1.0f;
    layer.geometry.boundaries = Rect(1, 1).toFloatRect();

    layers.push_back(layer);

    invokeDraw(settings, layers, mBuffer);
}

template <typename SourceVariant>
void RenderEngineTest::fillBufferColorTransform() {
    fillBufferWithColorTransform<SourceVariant>();
    expectBufferColor(fullscreenRect(), 191, 0, 0, 255);
}

template <typename SourceVariant>
void RenderEngineTest::fillRedBufferWithRoundedCorners() {
    renderengine::DisplaySettings settings;
    settings.physicalDisplay = fullscreenRect();
    settings.clip = fullscreenRect();

    std::vector<renderengine::LayerSettings> layers;

    renderengine::LayerSettings layer;
    layer.geometry.boundaries = fullscreenRect().toFloatRect();
    layer.geometry.roundedCornersRadius = 5.0f;
    layer.geometry.roundedCornersCrop = fullscreenRect().toFloatRect();
    SourceVariant::fillColor(layer, 1.0f, 0.0f, 0.0f, this);
    layer.alpha = 1.0f;

    layers.push_back(layer);

    invokeDraw(settings, layers, mBuffer);
}

template <typename SourceVariant>
void RenderEngineTest::fillBufferWithRoundedCorners() {
    fillRedBufferWithRoundedCorners<SourceVariant>();
    // Corners should be ignored...
    expectBufferColor(Rect(0, 0, 1, 1), 0, 0, 0, 0);
    expectBufferColor(Rect(DEFAULT_DISPLAY_WIDTH - 1, 0, DEFAULT_DISPLAY_WIDTH, 1), 0, 0, 0, 0);
    expectBufferColor(Rect(0, DEFAULT_DISPLAY_HEIGHT - 1, 1, DEFAULT_DISPLAY_HEIGHT), 0, 0, 0, 0);
    expectBufferColor(Rect(DEFAULT_DISPLAY_WIDTH - 1, DEFAULT_DISPLAY_HEIGHT - 1,
                           DEFAULT_DISPLAY_WIDTH, DEFAULT_DISPLAY_HEIGHT),
                      0, 0, 0, 0);
    // ...And the non-rounded portion should be red.
    // Other pixels may be anti-aliased, so let's not check those.
    expectBufferColor(Rect(5, 5, DEFAULT_DISPLAY_WIDTH - 5, DEFAULT_DISPLAY_HEIGHT - 5), 255, 0, 0,
                      255);
}

template <typename SourceVariant>
void RenderEngineTest::overlayCorners() {
    renderengine::DisplaySettings settings;
    settings.physicalDisplay = fullscreenRect();
    settings.clip = fullscreenRect();

    std::vector<renderengine::LayerSettings> layersFirst;

    renderengine::LayerSettings layerOne;
    layerOne.geometry.boundaries =
            FloatRect(0, 0, DEFAULT_DISPLAY_WIDTH / 3.0, DEFAULT_DISPLAY_HEIGHT / 3.0);
    SourceVariant::fillColor(layerOne, 1.0f, 0.0f, 0.0f, this);
    layerOne.alpha = 0.2;

    layersFirst.push_back(layerOne);
    invokeDraw(settings, layersFirst, mBuffer);
    expectBufferColor(Rect(DEFAULT_DISPLAY_WIDTH / 3, DEFAULT_DISPLAY_HEIGHT / 3), 51, 0, 0, 51);
    expectBufferColor(Rect(DEFAULT_DISPLAY_WIDTH / 3 + 1, DEFAULT_DISPLAY_HEIGHT / 3 + 1,
                           DEFAULT_DISPLAY_WIDTH, DEFAULT_DISPLAY_HEIGHT),
                      0, 0, 0, 0);

    std::vector<renderengine::LayerSettings> layersSecond;
    renderengine::LayerSettings layerTwo;
    layerTwo.geometry.boundaries =
            FloatRect(DEFAULT_DISPLAY_WIDTH / 3.0, DEFAULT_DISPLAY_HEIGHT / 3.0,
                      DEFAULT_DISPLAY_WIDTH, DEFAULT_DISPLAY_HEIGHT);
    SourceVariant::fillColor(layerTwo, 0.0f, 1.0f, 0.0f, this);
    layerTwo.alpha = 1.0f;

    layersSecond.push_back(layerTwo);
    invokeDraw(settings, layersSecond, mBuffer);

    expectBufferColor(Rect(DEFAULT_DISPLAY_WIDTH / 3, DEFAULT_DISPLAY_HEIGHT / 3), 0, 0, 0, 0);
    expectBufferColor(Rect(DEFAULT_DISPLAY_WIDTH / 3 + 1, DEFAULT_DISPLAY_HEIGHT / 3 + 1,
                           DEFAULT_DISPLAY_WIDTH, DEFAULT_DISPLAY_HEIGHT),
                      0, 255, 0, 255);
}

void RenderEngineTest::fillRedBufferTextureTransform() {
    renderengine::DisplaySettings settings;
    settings.physicalDisplay = fullscreenRect();
    settings.clip = Rect(1, 1);

    std::vector<renderengine::LayerSettings> layers;

    renderengine::LayerSettings layer;
    // Here will allocate a checker board texture, but transform texture
    // coordinates so that only the upper left is applied.
    sp<GraphicBuffer> buf = allocateSourceBuffer(2, 2);
    uint32_t texName;
    RenderEngineTest::sRE->genTextures(1, &texName);
    this->mTexNames.push_back(texName);

    uint8_t* pixels;
    buf->lock(GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN,
              reinterpret_cast<void**>(&pixels));
    // Red top left, Green top right, Blue bottom left, Black bottom right
    pixels[0] = 255;
    pixels[1] = 0;
    pixels[2] = 0;
    pixels[3] = 255;
    pixels[4] = 0;
    pixels[5] = 255;
    pixels[6] = 0;
    pixels[7] = 255;
    pixels[8] = 0;
    pixels[9] = 0;
    pixels[10] = 255;
    pixels[11] = 255;
    buf->unlock();

    layer.source.buffer.buffer = buf;
    layer.source.buffer.textureName = texName;
    // Transform coordinates to only be inside the red quadrant.
    layer.source.buffer.textureTransform = mat4::scale(vec4(0.2, 0.2, 1, 1));
    layer.alpha = 1.0f;
    layer.geometry.boundaries = Rect(1, 1).toFloatRect();

    layers.push_back(layer);

    invokeDraw(settings, layers, mBuffer);
}

void RenderEngineTest::fillBufferTextureTransform() {
    fillRedBufferTextureTransform();
    expectBufferColor(fullscreenRect(), 255, 0, 0, 255);
}

void RenderEngineTest::fillRedBufferWithPremultiplyAlpha() {
    renderengine::DisplaySettings settings;
    settings.physicalDisplay = fullscreenRect();
    // Here logical space is 1x1
    settings.clip = Rect(1, 1);

    std::vector<renderengine::LayerSettings> layers;

    renderengine::LayerSettings layer;
    sp<GraphicBuffer> buf = allocateSourceBuffer(1, 1);
    uint32_t texName;
    RenderEngineTest::sRE->genTextures(1, &texName);
    this->mTexNames.push_back(texName);

    uint8_t* pixels;
    buf->lock(GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN,
              reinterpret_cast<void**>(&pixels));
    pixels[0] = 255;
    pixels[1] = 0;
    pixels[2] = 0;
    pixels[3] = 255;
    buf->unlock();

    layer.source.buffer.buffer = buf;
    layer.source.buffer.textureName = texName;
    layer.source.buffer.usePremultipliedAlpha = true;
    layer.alpha = 0.5f;
    layer.geometry.boundaries = Rect(1, 1).toFloatRect();

    layers.push_back(layer);

    invokeDraw(settings, layers, mBuffer);
}

void RenderEngineTest::fillBufferWithPremultiplyAlpha() {
    fillRedBufferWithPremultiplyAlpha();
    expectBufferColor(fullscreenRect(), 128, 0, 0, 128);
}

void RenderEngineTest::fillRedBufferWithoutPremultiplyAlpha() {
    renderengine::DisplaySettings settings;
    settings.physicalDisplay = fullscreenRect();
    // Here logical space is 1x1
    settings.clip = Rect(1, 1);

    std::vector<renderengine::LayerSettings> layers;

    renderengine::LayerSettings layer;
    sp<GraphicBuffer> buf = allocateSourceBuffer(1, 1);
    uint32_t texName;
    RenderEngineTest::sRE->genTextures(1, &texName);
    this->mTexNames.push_back(texName);

    uint8_t* pixels;
    buf->lock(GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN,
              reinterpret_cast<void**>(&pixels));
    pixels[0] = 255;
    pixels[1] = 0;
    pixels[2] = 0;
    pixels[3] = 255;
    buf->unlock();

    layer.source.buffer.buffer = buf;
    layer.source.buffer.textureName = texName;
    layer.source.buffer.usePremultipliedAlpha = false;
    layer.alpha = 0.5f;
    layer.geometry.boundaries = Rect(1, 1).toFloatRect();

    layers.push_back(layer);

    invokeDraw(settings, layers, mBuffer);
}

void RenderEngineTest::fillBufferWithoutPremultiplyAlpha() {
    fillRedBufferWithoutPremultiplyAlpha();
    expectBufferColor(fullscreenRect(), 128, 0, 0, 64, 1);
}

void RenderEngineTest::clearLeftRegion() {
    renderengine::DisplaySettings settings;
    settings.physicalDisplay = fullscreenRect();
    // Here logical space is 4x4
    settings.clip = Rect(4, 4);
    settings.globalTransform = mat4::scale(vec4(2, 4, 0, 1));
    settings.clearRegion = Region(Rect(1, 1));
    std::vector<renderengine::LayerSettings> layers;
    // dummy layer, without bounds should not render anything
    renderengine::LayerSettings layer;
    layers.push_back(layer);
    invokeDraw(settings, layers, mBuffer);
}

void RenderEngineTest::clearRegion() {
    // Reuse mBuffer
    clearLeftRegion();
    expectBufferColor(Rect(DEFAULT_DISPLAY_WIDTH / 2, DEFAULT_DISPLAY_HEIGHT), 0, 0, 0, 255);
    expectBufferColor(Rect(DEFAULT_DISPLAY_WIDTH / 2, 0, DEFAULT_DISPLAY_WIDTH,
                           DEFAULT_DISPLAY_HEIGHT),
                      0, 0, 0, 0);
}

TEST_F(RenderEngineTest, drawLayers_noLayersToDraw) {
    drawEmptyLayers();
}

TEST_F(RenderEngineTest, drawLayers_nullOutputBuffer) {
    renderengine::DisplaySettings settings;
    std::vector<renderengine::LayerSettings> layers;
    renderengine::LayerSettings layer;
    layer.geometry.boundaries = fullscreenRect().toFloatRect();
    BufferSourceVariant<ForceOpaqueBufferVariant>::fillColor(layer, 1.0f, 0.0f, 0.0f, this);
    layers.push_back(layer);
    base::unique_fd fence;
    status_t status = sRE->drawLayers(settings, layers, nullptr, true, base::unique_fd(), &fence);

    ASSERT_EQ(BAD_VALUE, status);
}

TEST_F(RenderEngineTest, drawLayers_nullOutputFence) {
    renderengine::DisplaySettings settings;
    settings.physicalDisplay = fullscreenRect();
    settings.clip = fullscreenRect();

    std::vector<renderengine::LayerSettings> layers;
    renderengine::LayerSettings layer;
    layer.geometry.boundaries = fullscreenRect().toFloatRect();
    BufferSourceVariant<ForceOpaqueBufferVariant>::fillColor(layer, 1.0f, 0.0f, 0.0f, this);
    layer.alpha = 1.0;
    layers.push_back(layer);

    status_t status = sRE->drawLayers(settings, layers, mBuffer->getNativeBuffer(), true,
                                      base::unique_fd(), nullptr);
    sCurrentBuffer = mBuffer;
    ASSERT_EQ(NO_ERROR, status);
    expectBufferColor(fullscreenRect(), 255, 0, 0, 255);
}

TEST_F(RenderEngineTest, drawLayers_doesNotCacheFramebuffer) {
    renderengine::DisplaySettings settings;
    settings.physicalDisplay = fullscreenRect();
    settings.clip = fullscreenRect();

    std::vector<renderengine::LayerSettings> layers;
    renderengine::LayerSettings layer;
    layer.geometry.boundaries = fullscreenRect().toFloatRect();
    BufferSourceVariant<ForceOpaqueBufferVariant>::fillColor(layer, 1.0f, 0.0f, 0.0f, this);
    layer.alpha = 1.0;
    layers.push_back(layer);

    status_t status = sRE->drawLayers(settings, layers, mBuffer->getNativeBuffer(), false,
                                      base::unique_fd(), nullptr);
    sCurrentBuffer = mBuffer;
    ASSERT_EQ(NO_ERROR, status);
    ASSERT_FALSE(sRE->isFramebufferImageCachedForTesting(mBuffer->getId()));
    expectBufferColor(fullscreenRect(), 255, 0, 0, 255);
}

TEST_F(RenderEngineTest, drawLayers_fillRedBuffer_colorSource) {
    fillRedBuffer<ColorSourceVariant>();
}

TEST_F(RenderEngineTest, drawLayers_fillGreenBuffer_colorSource) {
    fillGreenBuffer<ColorSourceVariant>();
}

TEST_F(RenderEngineTest, drawLayers_fillBlueBuffer_colorSource) {
    fillBlueBuffer<ColorSourceVariant>();
}

TEST_F(RenderEngineTest, drawLayers_fillRedTransparentBuffer_colorSource) {
    fillRedTransparentBuffer<ColorSourceVariant>();
}

TEST_F(RenderEngineTest, drawLayers_fillBufferPhysicalOffset_colorSource) {
    fillBufferPhysicalOffset<ColorSourceVariant>();
}

TEST_F(RenderEngineTest, drawLayers_fillBufferCheckersRotate0_colorSource) {
    fillBufferCheckersRotate0<ColorSourceVariant>();
}

TEST_F(RenderEngineTest, drawLayers_fillBufferCheckersRotate90_colorSource) {
    fillBufferCheckersRotate90<ColorSourceVariant>();
}

TEST_F(RenderEngineTest, drawLayers_fillBufferCheckersRotate180_colorSource) {
    fillBufferCheckersRotate180<ColorSourceVariant>();
}

TEST_F(RenderEngineTest, drawLayers_fillBufferCheckersRotate270_colorSource) {
    fillBufferCheckersRotate270<ColorSourceVariant>();
}

TEST_F(RenderEngineTest, drawLayers_fillBufferLayerTransform_colorSource) {
    fillBufferLayerTransform<ColorSourceVariant>();
}

TEST_F(RenderEngineTest, drawLayers_fillBufferColorTransform_colorSource) {
    fillBufferLayerTransform<ColorSourceVariant>();
}

TEST_F(RenderEngineTest, drawLayers_fillBufferRoundedCorners_colorSource) {
    fillBufferWithRoundedCorners<ColorSourceVariant>();
}

TEST_F(RenderEngineTest, drawLayers_overlayCorners_colorSource) {
    overlayCorners<ColorSourceVariant>();
}

TEST_F(RenderEngineTest, drawLayers_fillRedBuffer_opaqueBufferSource) {
    fillRedBuffer<BufferSourceVariant<ForceOpaqueBufferVariant>>();
}

TEST_F(RenderEngineTest, drawLayers_fillGreenBuffer_opaqueBufferSource) {
    fillGreenBuffer<BufferSourceVariant<ForceOpaqueBufferVariant>>();
}

TEST_F(RenderEngineTest, drawLayers_fillBlueBuffer_opaqueBufferSource) {
    fillBlueBuffer<BufferSourceVariant<ForceOpaqueBufferVariant>>();
}

TEST_F(RenderEngineTest, drawLayers_fillRedTransparentBuffer_opaqueBufferSource) {
    fillRedTransparentBuffer<BufferSourceVariant<ForceOpaqueBufferVariant>>();
}

TEST_F(RenderEngineTest, drawLayers_fillBufferPhysicalOffset_opaqueBufferSource) {
    fillBufferPhysicalOffset<BufferSourceVariant<ForceOpaqueBufferVariant>>();
}

TEST_F(RenderEngineTest, drawLayers_fillBufferCheckersRotate0_opaqueBufferSource) {
    fillBufferCheckersRotate0<BufferSourceVariant<ForceOpaqueBufferVariant>>();
}

TEST_F(RenderEngineTest, drawLayers_fillBufferCheckersRotate90_opaqueBufferSource) {
    fillBufferCheckersRotate90<BufferSourceVariant<ForceOpaqueBufferVariant>>();
}

TEST_F(RenderEngineTest, drawLayers_fillBufferCheckersRotate180_opaqueBufferSource) {
    fillBufferCheckersRotate180<BufferSourceVariant<ForceOpaqueBufferVariant>>();
}

TEST_F(RenderEngineTest, drawLayers_fillBufferCheckersRotate270_opaqueBufferSource) {
    fillBufferCheckersRotate270<BufferSourceVariant<ForceOpaqueBufferVariant>>();
}

TEST_F(RenderEngineTest, drawLayers_fillBufferLayerTransform_opaqueBufferSource) {
    fillBufferLayerTransform<BufferSourceVariant<ForceOpaqueBufferVariant>>();
}

TEST_F(RenderEngineTest, drawLayers_fillBufferColorTransform_opaqueBufferSource) {
    fillBufferLayerTransform<BufferSourceVariant<ForceOpaqueBufferVariant>>();
}

TEST_F(RenderEngineTest, drawLayers_fillBufferRoundedCorners_opaqueBufferSource) {
    fillBufferWithRoundedCorners<BufferSourceVariant<ForceOpaqueBufferVariant>>();
}

TEST_F(RenderEngineTest, drawLayers_overlayCorners_opaqueBufferSource) {
    overlayCorners<BufferSourceVariant<ForceOpaqueBufferVariant>>();
}

TEST_F(RenderEngineTest, drawLayers_fillRedBuffer_bufferSource) {
    fillRedBuffer<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
}

TEST_F(RenderEngineTest, drawLayers_fillGreenBuffer_bufferSource) {
    fillGreenBuffer<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
}

TEST_F(RenderEngineTest, drawLayers_fillBlueBuffer_bufferSource) {
    fillBlueBuffer<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
}

TEST_F(RenderEngineTest, drawLayers_fillRedTransparentBuffer_bufferSource) {
    fillRedTransparentBuffer<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
}

TEST_F(RenderEngineTest, drawLayers_fillBufferPhysicalOffset_bufferSource) {
    fillBufferPhysicalOffset<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
}

TEST_F(RenderEngineTest, drawLayers_fillBufferCheckersRotate0_bufferSource) {
    fillBufferCheckersRotate0<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
}

TEST_F(RenderEngineTest, drawLayers_fillBufferCheckersRotate90_bufferSource) {
    fillBufferCheckersRotate90<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
}

TEST_F(RenderEngineTest, drawLayers_fillBufferCheckersRotate180_bufferSource) {
    fillBufferCheckersRotate180<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
}

TEST_F(RenderEngineTest, drawLayers_fillBufferCheckersRotate270_bufferSource) {
    fillBufferCheckersRotate270<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
}

TEST_F(RenderEngineTest, drawLayers_fillBufferLayerTransform_bufferSource) {
    fillBufferLayerTransform<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
}

TEST_F(RenderEngineTest, drawLayers_fillBufferColorTransform_bufferSource) {
    fillBufferLayerTransform<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
}

TEST_F(RenderEngineTest, drawLayers_fillBufferRoundedCorners_bufferSource) {
    fillBufferWithRoundedCorners<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
}

TEST_F(RenderEngineTest, drawLayers_overlayCorners_bufferSource) {
    overlayCorners<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
}

TEST_F(RenderEngineTest, drawLayers_fillBufferTextureTransform) {
    fillBufferTextureTransform();
}

TEST_F(RenderEngineTest, drawLayers_fillBuffer_premultipliesAlpha) {
    fillBufferWithPremultiplyAlpha();
}

TEST_F(RenderEngineTest, drawLayers_fillBuffer_withoutPremultiplyingAlpha) {
    fillBufferWithoutPremultiplyAlpha();
}

TEST_F(RenderEngineTest, drawLayers_clearRegion) {
    clearRegion();
}

TEST_F(RenderEngineTest, drawLayers_fillsBufferAndCachesImages) {
    renderengine::DisplaySettings settings;
    settings.physicalDisplay = fullscreenRect();
    settings.clip = fullscreenRect();

    std::vector<renderengine::LayerSettings> layers;

    renderengine::LayerSettings layer;
    layer.geometry.boundaries = fullscreenRect().toFloatRect();
    BufferSourceVariant<ForceOpaqueBufferVariant>::fillColor(layer, 1.0f, 0.0f, 0.0f, this);

    layers.push_back(layer);
    invokeDraw(settings, layers, mBuffer);
    uint64_t bufferId = layer.source.buffer.buffer->getId();
    EXPECT_TRUE(sRE->isImageCachedForTesting(bufferId));
    sRE->unbindExternalTextureBuffer(bufferId);
    EXPECT_FALSE(sRE->isImageCachedForTesting(bufferId));
}

TEST_F(RenderEngineTest, drawLayers_bindExternalBufferWithNullBuffer) {
    status_t result = sRE->bindExternalTextureBuffer(0, nullptr, nullptr);
    ASSERT_EQ(BAD_VALUE, result);
}

TEST_F(RenderEngineTest, drawLayers_bindExternalBufferCachesImages) {
    sp<GraphicBuffer> buf = allocateSourceBuffer(1, 1);
    uint32_t texName;
    sRE->genTextures(1, &texName);
    mTexNames.push_back(texName);

    sRE->bindExternalTextureBuffer(texName, buf, nullptr);
    uint64_t bufferId = buf->getId();
    EXPECT_TRUE(sRE->isImageCachedForTesting(bufferId));
    sRE->unbindExternalTextureBuffer(bufferId);
    EXPECT_FALSE(sRE->isImageCachedForTesting(bufferId));
}

TEST_F(RenderEngineTest, drawLayers_cacheExternalBufferWithNullBuffer) {
    status_t result = sRE->cacheExternalTextureBuffer(nullptr);
    ASSERT_EQ(BAD_VALUE, result);
}

TEST_F(RenderEngineTest, drawLayers_cacheExternalBufferCachesImages) {
    sp<GraphicBuffer> buf = allocateSourceBuffer(1, 1);
    uint64_t bufferId = buf->getId();
    sRE->cacheExternalTextureBuffer(buf);
    EXPECT_TRUE(sRE->isImageCachedForTesting(bufferId));
    sRE->unbindExternalTextureBuffer(bufferId);
    EXPECT_FALSE(sRE->isImageCachedForTesting(bufferId));
}

} // namespace android