• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
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