1 /*
2 * Copyright (C) 2015 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 * http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17 #include <gtest/gtest.h>
18
19 #include <DamageAccumulator.h>
20 #include <Matrix.h>
21 #include <RenderNode.h>
22 #include <utils/LinearAllocator.h>
23
24 #include <SkRect.h>
25
26 using namespace android;
27 using namespace android::uirenderer;
28
29 // Test that push & pop are propegating the dirty rect
30 // There is no transformation of the dirty rect, the input is the same
31 // as the output.
TEST(DamageAccumulator,identity)32 TEST(DamageAccumulator, identity) {
33 DamageAccumulator da;
34 SkRect curDirty;
35 da.pushTransform(&Matrix4::identity());
36 da.dirty(50, 50, 100, 100);
37 {
38 da.pushTransform(&Matrix4::identity());
39 da.peekAtDirty(&curDirty);
40 ASSERT_EQ(SkRect(), curDirty);
41 da.popTransform();
42 }
43 da.peekAtDirty(&curDirty);
44 ASSERT_EQ(SkRect::MakeLTRB(50, 50, 100, 100), curDirty);
45 da.popTransform();
46 da.finish(&curDirty);
47 ASSERT_EQ(SkRect::MakeLTRB(50, 50, 100, 100), curDirty);
48 }
49
50 // Test that transformation is happening at the correct levels via
51 // peekAtDirty & popTransform. Just uses a simple translate to test this
TEST(DamageAccumulator,translate)52 TEST(DamageAccumulator, translate) {
53 DamageAccumulator da;
54 Matrix4 translate;
55 SkRect curDirty;
56 translate.loadTranslate(25, 25, 0);
57 da.pushTransform(&translate);
58 da.dirty(50, 50, 100, 100);
59 da.peekAtDirty(&curDirty);
60 ASSERT_EQ(SkRect::MakeLTRB(50, 50, 100, 100), curDirty);
61 da.popTransform();
62 da.finish(&curDirty);
63 ASSERT_EQ(SkRect::MakeLTRB(75, 75, 125, 125), curDirty);
64 }
65
66 // Test that dirty rectangles are being unioned across "siblings
TEST(DamageAccumulator,union)67 TEST(DamageAccumulator, union) {
68 DamageAccumulator da;
69 SkRect curDirty;
70 da.pushTransform(&Matrix4::identity());
71 {
72 da.pushTransform(&Matrix4::identity());
73 da.dirty(50, 50, 100, 100);
74 da.popTransform();
75 da.pushTransform(&Matrix4::identity());
76 da.dirty(150, 50, 200, 125);
77 da.popTransform();
78 }
79 da.popTransform();
80 da.finish(&curDirty);
81 ASSERT_EQ(SkRect::MakeLTRB(50, 50, 200, 125), curDirty);
82 }
83
TEST(DamageAccumulator,basicRenderNode)84 TEST(DamageAccumulator, basicRenderNode) {
85 DamageAccumulator da;
86 RenderNode node1;
87 node1.animatorProperties().setLeftTopRightBottom(50, 50, 500, 500);
88 node1.animatorProperties().updateMatrix();
89 da.pushTransform(&node1);
90 {
91 RenderNode node2;
92 node2.animatorProperties().setLeftTopRightBottom(50, 50, 100, 100);
93 node2.animatorProperties().updateMatrix();
94 da.pushTransform(&node2);
95 da.dirty(0, 0, 25, 25);
96 da.popTransform();
97 }
98 da.popTransform();
99 SkRect dirty;
100 da.finish(&dirty);
101 ASSERT_EQ(SkRect::MakeLTRB(100, 100, 125, 125), dirty);
102 }
103
TEST(DamageAccumulator,perspectiveTransform)104 TEST(DamageAccumulator, perspectiveTransform) {
105 DamageAccumulator da;
106 RenderNode node1;
107 node1.animatorProperties().setLeftTopRightBottom(50, 50, 500, 500);
108 node1.animatorProperties().setClipToBounds(true);
109 node1.animatorProperties().updateMatrix();
110 da.pushTransform(&node1);
111 {
112 RenderNode node2;
113 node2.animatorProperties().setLeftTopRightBottom(50, 50, 100, 100);
114 node2.animatorProperties().setClipToBounds(false);
115 node2.animatorProperties().setRotationX(1.0f);
116 node2.animatorProperties().setRotationY(1.0f);
117 node2.animatorProperties().setRotation(20.0f);
118 node2.animatorProperties().setCameraDistance(500.0f);
119 node2.animatorProperties().setTranslationZ(30.0f);
120 node2.animatorProperties().updateMatrix();
121 da.pushTransform(&node2);
122 da.dirty(DIRTY_MIN, DIRTY_MIN, DIRTY_MAX, DIRTY_MAX);
123 da.popTransform();
124 }
125 da.popTransform();
126 SkRect dirty;
127 da.finish(&dirty);
128 ASSERT_EQ(SkRect::MakeLTRB(50, 50, 500, 500), dirty);
129 }
130