/*
* 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);
}