C++程序  |  130行  |  4.19 KB

/*
 * 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);
}