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-rw-r--r--libs/renderengine/tests/RenderEngineTest.cpp1162
1 files changed, 880 insertions, 282 deletions
diff --git a/libs/renderengine/tests/RenderEngineTest.cpp b/libs/renderengine/tests/RenderEngineTest.cpp
index 16a8a0decb..33e3773d50 100644
--- a/libs/renderengine/tests/RenderEngineTest.cpp
+++ b/libs/renderengine/tests/RenderEngineTest.cpp
@@ -14,20 +14,28 @@
* limitations under the License.
*/
+#undef LOG_TAG
+#define LOG_TAG "RenderEngineTest"
+
// TODO(b/129481165): remove the #pragma below and fix conversion issues
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wconversion"
+#pragma clang diagnostic ignored "-Wextra"
-#include <chrono>
-#include <condition_variable>
-#include <fstream>
-
-#include <gtest/gtest.h>
#include <cutils/properties.h>
+#include <gtest/gtest.h>
+#include <renderengine/ExternalTexture.h>
#include <renderengine/RenderEngine.h>
#include <sync/sync.h>
#include <ui/PixelFormat.h>
+
+#include <chrono>
+#include <condition_variable>
+#include <fstream>
+
#include "../gl/GLESRenderEngine.h"
+#include "../skia/SkiaGLRenderEngine.h"
+#include "../threaded/RenderEngineThreaded.h"
constexpr int DEFAULT_DISPLAY_WIDTH = 128;
constexpr int DEFAULT_DISPLAY_HEIGHT = 256;
@@ -35,53 +43,187 @@ constexpr int DEFAULT_DISPLAY_OFFSET = 64;
constexpr bool WRITE_BUFFER_TO_FILE_ON_FAILURE = false;
namespace android {
+namespace renderengine {
+
+class RenderEngineFactory {
+public:
+ virtual ~RenderEngineFactory() = default;
+
+ virtual std::string name() = 0;
+ virtual renderengine::RenderEngine::RenderEngineType type() = 0;
+ virtual std::unique_ptr<renderengine::RenderEngine> createRenderEngine() = 0;
+ virtual std::unique_ptr<renderengine::gl::GLESRenderEngine> createGLESRenderEngine() {
+ return nullptr;
+ }
+ virtual bool useColorManagement() const = 0;
+};
-struct RenderEngineTest : public ::testing::Test {
- static void SetUpTestSuite() {
- sRE = renderengine::gl::GLESRenderEngine::create(
+class GLESRenderEngineFactory : public RenderEngineFactory {
+public:
+ std::string name() override { return "GLESRenderEngineFactory"; }
+
+ renderengine::RenderEngine::RenderEngineType type() {
+ return renderengine::RenderEngine::RenderEngineType::GLES;
+ }
+
+ std::unique_ptr<renderengine::RenderEngine> createRenderEngine() override {
+ return createGLESRenderEngine();
+ }
+
+ std::unique_ptr<renderengine::gl::GLESRenderEngine> createGLESRenderEngine() {
+ renderengine::RenderEngineCreationArgs reCreationArgs =
renderengine::RenderEngineCreationArgs::Builder()
- .setPixelFormat(static_cast<int>(ui::PixelFormat::RGBA_8888))
- .setImageCacheSize(1)
- .setUseColorManagerment(false)
- .setEnableProtectedContext(false)
- .setPrecacheToneMapperShaderOnly(false)
- .setSupportsBackgroundBlur(true)
- .setContextPriority(renderengine::RenderEngine::ContextPriority::MEDIUM)
- .build());
+ .setPixelFormat(static_cast<int>(ui::PixelFormat::RGBA_8888))
+ .setImageCacheSize(1)
+ .setUseColorManagerment(false)
+ .setEnableProtectedContext(false)
+ .setPrecacheToneMapperShaderOnly(false)
+ .setSupportsBackgroundBlur(true)
+ .setContextPriority(renderengine::RenderEngine::ContextPriority::MEDIUM)
+ .setRenderEngineType(type())
+ .setUseColorManagerment(useColorManagement())
+ .build();
+ return renderengine::gl::GLESRenderEngine::create(reCreationArgs);
}
- 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;
+ bool useColorManagement() const override { return false; }
+};
+
+class GLESCMRenderEngineFactory : public RenderEngineFactory {
+public:
+ std::string name() override { return "GLESCMRenderEngineFactory"; }
+
+ renderengine::RenderEngine::RenderEngineType type() {
+ return renderengine::RenderEngine::RenderEngineType::GLES;
}
- 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");
+ std::unique_ptr<renderengine::RenderEngine> createRenderEngine() override {
+ return createGLESRenderEngine();
+ }
+
+ std::unique_ptr<renderengine::gl::GLESRenderEngine> createGLESRenderEngine() override {
+ renderengine::RenderEngineCreationArgs reCreationArgs =
+ renderengine::RenderEngineCreationArgs::Builder()
+ .setPixelFormat(static_cast<int>(ui::PixelFormat::RGBA_8888))
+ .setImageCacheSize(1)
+ .setEnableProtectedContext(false)
+ .setPrecacheToneMapperShaderOnly(false)
+ .setSupportsBackgroundBlur(true)
+ .setContextPriority(renderengine::RenderEngine::ContextPriority::MEDIUM)
+ .setRenderEngineType(type())
+ .setUseColorManagerment(useColorManagement())
+ .build();
+ return renderengine::gl::GLESRenderEngine::create(reCreationArgs);
+ }
+
+ bool useColorManagement() const override { return true; }
+};
+
+class SkiaGLESRenderEngineFactory : public RenderEngineFactory {
+public:
+ std::string name() override { return "SkiaGLRenderEngineFactory"; }
+
+ renderengine::RenderEngine::RenderEngineType type() {
+ return renderengine::RenderEngine::RenderEngineType::SKIA_GL;
+ }
+
+ std::unique_ptr<renderengine::RenderEngine> createRenderEngine() override {
+ renderengine::RenderEngineCreationArgs reCreationArgs =
+ renderengine::RenderEngineCreationArgs::Builder()
+ .setPixelFormat(static_cast<int>(ui::PixelFormat::RGBA_8888))
+ .setImageCacheSize(1)
+ .setEnableProtectedContext(false)
+ .setPrecacheToneMapperShaderOnly(false)
+ .setSupportsBackgroundBlur(true)
+ .setContextPriority(renderengine::RenderEngine::ContextPriority::MEDIUM)
+ .setRenderEngineType(type())
+ .setUseColorManagerment(useColorManagement())
+ .build();
+ return renderengine::skia::SkiaGLRenderEngine::create(reCreationArgs);
+ }
+
+ bool useColorManagement() const override { return false; }
+};
+
+class SkiaGLESCMRenderEngineFactory : public RenderEngineFactory {
+public:
+ std::string name() override { return "SkiaGLCMRenderEngineFactory"; }
+
+ renderengine::RenderEngine::RenderEngineType type() {
+ return renderengine::RenderEngine::RenderEngineType::SKIA_GL;
+ }
+
+ std::unique_ptr<renderengine::RenderEngine> createRenderEngine() override {
+ renderengine::RenderEngineCreationArgs reCreationArgs =
+ renderengine::RenderEngineCreationArgs::Builder()
+ .setPixelFormat(static_cast<int>(ui::PixelFormat::RGBA_8888))
+ .setImageCacheSize(1)
+ .setEnableProtectedContext(false)
+ .setPrecacheToneMapperShaderOnly(false)
+ .setSupportsBackgroundBlur(true)
+ .setContextPriority(renderengine::RenderEngine::ContextPriority::MEDIUM)
+ .setRenderEngineType(type())
+ .setUseColorManagerment(useColorManagement())
+ .build();
+ return renderengine::skia::SkiaGLRenderEngine::create(reCreationArgs);
+ }
+
+ bool useColorManagement() const override { return true; }
+};
+
+class RenderEngineTest : public ::testing::TestWithParam<std::shared_ptr<RenderEngineFactory>> {
+public:
+ std::shared_ptr<renderengine::ExternalTexture> allocateDefaultBuffer() {
+ return std::make_shared<
+ renderengine::
+ ExternalTexture>(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 |
+ GRALLOC_USAGE_HW_TEXTURE,
+ "output"),
+ *mRE,
+ renderengine::ExternalTexture::Usage::READABLE |
+ renderengine::ExternalTexture::Usage::WRITEABLE);
}
// 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");
+ std::shared_ptr<renderengine::ExternalTexture> allocateSourceBuffer(uint32_t width,
+ uint32_t height) {
+ return std::make_shared<
+ renderengine::
+ ExternalTexture>(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"),
+ *mRE,
+ renderengine::ExternalTexture::Usage::READABLE |
+ renderengine::ExternalTexture::Usage::WRITEABLE);
}
- RenderEngineTest() { mBuffer = allocateDefaultBuffer(); }
+ RenderEngineTest() {
+ const ::testing::TestInfo* const test_info =
+ ::testing::UnitTest::GetInstance()->current_test_info();
+ ALOGD("**** Setting up for %s.%s\n", test_info->test_case_name(), test_info->name());
+ }
~RenderEngineTest() {
if (WRITE_BUFFER_TO_FILE_ON_FAILURE && ::testing::Test::HasFailure()) {
writeBufferToFile("/data/texture_out_");
}
for (uint32_t texName : mTexNames) {
- sRE->deleteTextures(1, &texName);
+ mRE->deleteTextures(1, &texName);
+ if (mGLESRE != nullptr) {
+ EXPECT_FALSE(mGLESRE->isTextureNameKnownForTesting(texName));
+ }
}
+ const ::testing::TestInfo* const test_info =
+ ::testing::UnitTest::GetInstance()->current_test_info();
+ ALOGD("**** Tearing down after %s.%s\n", test_info->test_case_name(), test_info->name());
}
void writeBufferToFile(const char* basename) {
@@ -97,20 +239,21 @@ struct RenderEngineTest : public ::testing::Test {
}
uint8_t* pixels;
- mBuffer->lock(GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN,
- reinterpret_cast<void**>(&pixels));
+ mBuffer->getBuffer()->lock(GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN,
+ reinterpret_cast<void**>(&pixels));
file << "P6\n";
- file << mBuffer->getWidth() << "\n";
- file << mBuffer->getHeight() << "\n";
+ file << mBuffer->getBuffer()->getWidth() << "\n";
+ file << mBuffer->getBuffer()->getHeight() << "\n";
file << 255 << "\n";
- std::vector<uint8_t> outBuffer(mBuffer->getWidth() * mBuffer->getHeight() * 3);
+ std::vector<uint8_t> outBuffer(mBuffer->getBuffer()->getWidth() *
+ mBuffer->getBuffer()->getHeight() * 3);
auto outPtr = reinterpret_cast<uint8_t*>(outBuffer.data());
- for (int32_t j = 0; j < mBuffer->getHeight(); j++) {
- const uint8_t* src = pixels + (mBuffer->getStride() * j) * 4;
- for (int32_t i = 0; i < mBuffer->getWidth(); i++) {
+ for (int32_t j = 0; j < mBuffer->getBuffer()->getHeight(); j++) {
+ const uint8_t* src = pixels + (mBuffer->getBuffer()->getStride() * j) * 4;
+ for (int32_t i = 0; i < mBuffer->getBuffer()->getWidth(); i++) {
// Only copy R, G and B components
outPtr[0] = src[0];
outPtr[1] = src[1];
@@ -121,7 +264,7 @@ struct RenderEngineTest : public ::testing::Test {
}
}
file.write(reinterpret_cast<char*>(outBuffer.data()), outBuffer.size());
- mBuffer->unlock();
+ mBuffer->getBuffer()->unlock();
}
void expectBufferColor(const Region& region, uint8_t r, uint8_t g, uint8_t b, uint8_t a) {
@@ -132,6 +275,11 @@ struct RenderEngineTest : public ::testing::Test {
}
}
+ void expectBufferColor(const Point& point, uint8_t r, uint8_t g, uint8_t b, uint8_t a,
+ uint8_t tolerance = 0) {
+ expectBufferColor(Rect(point.x, point.y, point.x + 1, point.y + 1), r, g, b, a, tolerance);
+ }
+
void expectBufferColor(const Rect& rect, uint8_t r, uint8_t g, uint8_t b, uint8_t a,
uint8_t tolerance = 0) {
auto colorCompare = [tolerance](const uint8_t* colorA, const uint8_t* colorB) {
@@ -148,17 +296,18 @@ struct RenderEngineTest : public ::testing::Test {
void expectBufferColor(const Rect& region, uint8_t r, uint8_t g, uint8_t b, uint8_t a,
std::function<bool(const uint8_t* a, const uint8_t* b)> colorCompare) {
uint8_t* pixels;
- mBuffer->lock(GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN,
- reinterpret_cast<void**>(&pixels));
+ mBuffer->getBuffer()->lock(GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN,
+ reinterpret_cast<void**>(&pixels));
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;
+ const uint8_t* src = pixels +
+ (mBuffer->getBuffer()->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 = colorCompare(src, expected);
EXPECT_TRUE(equal)
+ << GetParam()->name().c_str() << ": "
<< "pixel @ (" << region.left + i << ", " << region.top + j << "): "
<< "expected (" << static_cast<uint32_t>(r) << ", "
<< static_cast<uint32_t>(g) << ", " << static_cast<uint32_t>(b) << ", "
@@ -175,7 +324,7 @@ struct RenderEngineTest : public ::testing::Test {
break;
}
}
- mBuffer->unlock();
+ mBuffer->getBuffer()->unlock();
}
void expectAlpha(const Rect& rect, uint8_t a) {
@@ -224,6 +373,26 @@ struct RenderEngineTest : public ::testing::Test {
backgroundColor.a);
}
+ void expectShadowColorWithoutCaster(const FloatRect& casterBounds,
+ const renderengine::ShadowSettings& shadow,
+ const ubyte4& backgroundColor) {
+ const float shadowInset = shadow.length * -1.0f;
+ const Rect casterRect(casterBounds);
+ const Rect shadowRect =
+ Rect(casterRect).inset(shadowInset, shadowInset, shadowInset, shadowInset);
+
+ const Region backgroundRegion =
+ Region(fullscreenRect()).subtractSelf(casterRect).subtractSelf(shadowRect);
+
+ expectAlpha(shadowRect, 255);
+ // (0, 0, 0) fill on the bounds of the layer should be ignored.
+ expectBufferColor(casterRect, 255, 255, 255, 255, 254);
+
+ // verify background
+ expectBufferColor(backgroundRegion, backgroundColor.r, backgroundColor.g, backgroundColor.b,
+ backgroundColor.a);
+ }
+
static renderengine::ShadowSettings getShadowSettings(const vec2& casterPos, float shadowLength,
bool casterIsTranslucent) {
renderengine::ShadowSettings shadow;
@@ -249,12 +418,10 @@ struct RenderEngineTest : public ::testing::Test {
}
void invokeDraw(renderengine::DisplaySettings settings,
- std::vector<const renderengine::LayerSettings*> layers,
- sp<GraphicBuffer> buffer) {
+ std::vector<const renderengine::LayerSettings*> layers) {
base::unique_fd fence;
- status_t status = sRE->drawLayers(settings, layers, buffer->getNativeBuffer(), true,
- base::unique_fd(), &fence);
- sCurrentBuffer = buffer;
+ status_t status =
+ mRE->drawLayers(settings, layers, mBuffer, true, base::unique_fd(), &fence);
int fd = fence.release();
if (fd >= 0) {
@@ -263,17 +430,15 @@ struct RenderEngineTest : public ::testing::Test {
}
ASSERT_EQ(NO_ERROR, status);
- if (layers.size() > 0) {
- ASSERT_TRUE(sRE->isFramebufferImageCachedForTesting(buffer->getId()));
+ if (layers.size() > 0 && mGLESRE != nullptr) {
+ ASSERT_TRUE(mGLESRE->isFramebufferImageCachedForTesting(mBuffer->getBuffer()->getId()));
}
}
void drawEmptyLayers() {
renderengine::DisplaySettings settings;
std::vector<const renderengine::LayerSettings*> layers;
- // Meaningless buffer since we don't do any drawing
- sp<GraphicBuffer> buffer = new GraphicBuffer();
- invokeDraw(settings, layers, buffer);
+ invokeDraw(settings, layers);
}
template <typename SourceVariant>
@@ -325,6 +490,12 @@ struct RenderEngineTest : public ::testing::Test {
void fillBufferColorTransform();
template <typename SourceVariant>
+ void fillBufferWithColorTransformZeroLayerAlpha();
+
+ template <typename SourceVariant>
+ void fillBufferColorTransformZeroLayerAlpha();
+
+ template <typename SourceVariant>
void fillRedBufferWithRoundedCorners();
template <typename SourceVariant>
@@ -334,6 +505,9 @@ struct RenderEngineTest : public ::testing::Test {
void fillBufferAndBlurBackground();
template <typename SourceVariant>
+ void fillSmallLayerAndBlurBackground();
+
+ template <typename SourceVariant>
void overlayCorners();
void fillRedBufferTextureTransform();
@@ -359,33 +533,49 @@ struct RenderEngineTest : public ::testing::Test {
const renderengine::ShadowSettings& shadow, const ubyte4& casterColor,
const ubyte4& backgroundColor);
- // 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;
+ void drawShadowWithoutCaster(const FloatRect& castingBounds,
+ const renderengine::ShadowSettings& shadow,
+ const ubyte4& backgroundColor);
+
+ void initializeRenderEngine();
- sp<GraphicBuffer> mBuffer;
+ std::unique_ptr<renderengine::RenderEngine> mRE;
+ std::shared_ptr<renderengine::ExternalTexture> mBuffer;
+ // GLESRenderEngine for testing GLES-specific behavior.
+ // Owened by mRE, but this is downcasted.
+ renderengine::gl::GLESRenderEngine* mGLESRE = nullptr;
std::vector<uint32_t> mTexNames;
};
-std::unique_ptr<renderengine::gl::GLESRenderEngine> RenderEngineTest::sRE = nullptr;
-sp<GraphicBuffer> RenderEngineTest::sCurrentBuffer = nullptr;
+void RenderEngineTest::initializeRenderEngine() {
+ const auto& renderEngineFactory = GetParam();
+ if (renderEngineFactory->type() == renderengine::RenderEngine::RenderEngineType::GLES) {
+ // Only GLESRenderEngine exposes test-only methods. Provide a pointer to the
+ // GLESRenderEngine if we're using it so that we don't need to dynamic_cast
+ // every time.
+ std::unique_ptr<renderengine::gl::GLESRenderEngine> renderEngine =
+ renderEngineFactory->createGLESRenderEngine();
+ mGLESRE = renderEngine.get();
+ mRE = std::move(renderEngine);
+ } else {
+ mRE = renderEngineFactory->createRenderEngine();
+ }
+ mBuffer = allocateDefaultBuffer();
+}
struct ColorSourceVariant {
static void fillColor(renderengine::LayerSettings& layer, half r, half g, half b,
RenderEngineTest* /*fixture*/) {
layer.source.solidColor = half3(r, g, b);
+ layer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
}
};
struct RelaxOpaqueBufferVariant {
static void setOpaqueBit(renderengine::LayerSettings& layer) {
layer.source.buffer.isOpaque = false;
+ layer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
}
static uint8_t getAlphaChannel() { return 255; }
@@ -394,12 +584,13 @@ struct RelaxOpaqueBufferVariant {
struct ForceOpaqueBufferVariant {
static void setOpaqueBit(renderengine::LayerSettings& layer) {
layer.source.buffer.isOpaque = true;
+ layer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
}
static uint8_t getAlphaChannel() {
// The isOpaque bit will override the alpha channel, so this should be
// arbitrary.
- return 10;
+ return 50;
}
};
@@ -407,18 +598,18 @@ 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);
+ const auto buf = fixture->allocateSourceBuffer(1, 1);
uint32_t texName;
- fixture->sRE->genTextures(1, &texName);
+ fixture->mRE->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));
+ buf->getBuffer()->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++) {
+ for (int32_t j = 0; j < buf->getBuffer()->getHeight(); j++) {
+ uint8_t* iter = pixels + (buf->getBuffer()->getStride() * j) * 4;
+ for (int32_t i = 0; i < buf->getBuffer()->getWidth(); i++) {
iter[0] = uint8_t(r * 255);
iter[1] = uint8_t(g * 255);
iter[2] = uint8_t(b * 255);
@@ -427,10 +618,11 @@ struct BufferSourceVariant {
}
}
- buf->unlock();
+ buf->getBuffer()->unlock();
layer.source.buffer.buffer = buf;
layer.source.buffer.textureName = texName;
+ layer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
OpaquenessVariant::setOpaqueBit(layer);
}
};
@@ -440,17 +632,19 @@ void RenderEngineTest::fillBuffer(half r, half g, half b, half a) {
renderengine::DisplaySettings settings;
settings.physicalDisplay = fullscreenRect();
settings.clip = fullscreenRect();
+ settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings layer;
+ layer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
layer.geometry.boundaries = fullscreenRect().toFloatRect();
SourceVariant::fillColor(layer, r, g, b, this);
layer.alpha = a;
layers.push_back(&layer);
- invokeDraw(settings, layers, mBuffer);
+ invokeDraw(settings, layers);
}
template <typename SourceVariant>
@@ -480,18 +674,20 @@ void RenderEngineTest::fillRedTransparentBuffer() {
template <typename SourceVariant>
void RenderEngineTest::fillRedOffsetBuffer() {
renderengine::DisplaySettings settings;
+ settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
settings.physicalDisplay = offsetRect();
settings.clip = offsetRectAtZero();
std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings layer;
+ layer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
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);
+ invokeDraw(settings, layers);
}
template <typename SourceVariant>
@@ -511,6 +707,7 @@ void RenderEngineTest::fillBufferPhysicalOffset() {
template <typename SourceVariant>
void RenderEngineTest::fillBufferCheckers(uint32_t orientationFlag) {
renderengine::DisplaySettings settings;
+ settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
settings.physicalDisplay = fullscreenRect();
// Here logical space is 2x2
settings.clip = Rect(2, 2);
@@ -519,18 +716,21 @@ void RenderEngineTest::fillBufferCheckers(uint32_t orientationFlag) {
std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings layerOne;
+ layerOne.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
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;
+ layerTwo.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
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;
+ layerThree.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
Rect rectThree(1, 0, 2, 1);
layerThree.geometry.boundaries = rectThree.toFloatRect();
SourceVariant::fillColor(layerThree, 0.0f, 0.0f, 1.0f, this);
@@ -540,7 +740,7 @@ void RenderEngineTest::fillBufferCheckers(uint32_t orientationFlag) {
layers.push_back(&layerTwo);
layers.push_back(&layerThree);
- invokeDraw(settings, layers, mBuffer);
+ invokeDraw(settings, layers);
}
template <typename SourceVariant>
@@ -613,10 +813,12 @@ void RenderEngineTest::fillBufferWithLayerTransform() {
settings.physicalDisplay = fullscreenRect();
// Here logical space is 2x2
settings.clip = Rect(2, 2);
+ settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings layer;
+ layer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
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);
@@ -626,7 +828,7 @@ void RenderEngineTest::fillBufferWithLayerTransform() {
layers.push_back(&layer);
- invokeDraw(settings, layers, mBuffer);
+ invokeDraw(settings, layers);
}
template <typename SourceVariant>
@@ -644,17 +846,19 @@ void RenderEngineTest::fillBufferWithColorTransform() {
renderengine::DisplaySettings settings;
settings.physicalDisplay = fullscreenRect();
settings.clip = Rect(1, 1);
+ settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings layer;
+ layer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
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));
+ settings.colorTransform = mat4::scale(vec4(0.9f, 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);
@@ -663,13 +867,43 @@ void RenderEngineTest::fillBufferWithColorTransform() {
layers.push_back(&layer);
- invokeDraw(settings, layers, mBuffer);
+ invokeDraw(settings, layers);
}
template <typename SourceVariant>
void RenderEngineTest::fillBufferColorTransform() {
fillBufferWithColorTransform<SourceVariant>();
- expectBufferColor(fullscreenRect(), 191, 0, 0, 255);
+ expectBufferColor(fullscreenRect(), 172, 0, 0, 255, 1);
+}
+
+template <typename SourceVariant>
+void RenderEngineTest::fillBufferWithColorTransformZeroLayerAlpha() {
+ renderengine::DisplaySettings settings;
+ settings.physicalDisplay = fullscreenRect();
+ settings.clip = Rect(1, 1);
+
+ std::vector<const 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 = 0;
+
+ // construct a fake color matrix
+ // simple inverse color
+ settings.colorTransform = mat4(-1, 0, 0, 0, 0, -1, 0, 0, 0, 0, -1, 0, 1, 1, 1, 1);
+
+ layer.geometry.boundaries = Rect(1, 1).toFloatRect();
+
+ layers.push_back(&layer);
+
+ invokeDraw(settings, layers);
+}
+
+template <typename SourceVariant>
+void RenderEngineTest::fillBufferColorTransformZeroLayerAlpha() {
+ fillBufferWithColorTransformZeroLayerAlpha<SourceVariant>();
+ expectBufferColor(fullscreenRect(), 0, 0, 0, 0);
}
template <typename SourceVariant>
@@ -677,10 +911,12 @@ void RenderEngineTest::fillRedBufferWithRoundedCorners() {
renderengine::DisplaySettings settings;
settings.physicalDisplay = fullscreenRect();
settings.clip = fullscreenRect();
+ settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings layer;
+ layer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
layer.geometry.boundaries = fullscreenRect().toFloatRect();
layer.geometry.roundedCornersRadius = 5.0f;
layer.geometry.roundedCornersCrop = fullscreenRect().toFloatRect();
@@ -689,7 +925,7 @@ void RenderEngineTest::fillRedBufferWithRoundedCorners() {
layers.push_back(&layer);
- invokeDraw(settings, layers, mBuffer);
+ invokeDraw(settings, layers);
}
template <typename SourceVariant>
@@ -710,29 +946,25 @@ void RenderEngineTest::fillBufferWithRoundedCorners() {
template <typename SourceVariant>
void RenderEngineTest::fillBufferAndBlurBackground() {
- char value[PROPERTY_VALUE_MAX];
- property_get("ro.surface_flinger.supports_background_blur", value, "0");
- if (!atoi(value)) {
- // This device doesn't support blurs, no-op.
- return;
- }
-
auto blurRadius = 50;
auto center = DEFAULT_DISPLAY_WIDTH / 2;
renderengine::DisplaySettings settings;
+ settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
settings.physicalDisplay = fullscreenRect();
settings.clip = fullscreenRect();
std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings backgroundLayer;
+ backgroundLayer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
backgroundLayer.geometry.boundaries = fullscreenRect().toFloatRect();
SourceVariant::fillColor(backgroundLayer, 0.0f, 1.0f, 0.0f, this);
backgroundLayer.alpha = 1.0f;
layers.push_back(&backgroundLayer);
renderengine::LayerSettings leftLayer;
+ leftLayer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
leftLayer.geometry.boundaries =
Rect(DEFAULT_DISPLAY_WIDTH / 2, DEFAULT_DISPLAY_HEIGHT).toFloatRect();
SourceVariant::fillColor(leftLayer, 1.0f, 0.0f, 0.0f, this);
@@ -740,17 +972,56 @@ void RenderEngineTest::fillBufferAndBlurBackground() {
layers.push_back(&leftLayer);
renderengine::LayerSettings blurLayer;
+ blurLayer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
blurLayer.geometry.boundaries = fullscreenRect().toFloatRect();
blurLayer.backgroundBlurRadius = blurRadius;
+ SourceVariant::fillColor(blurLayer, 0.0f, 0.0f, 1.0f, this);
+ blurLayer.alpha = 0;
+ layers.push_back(&blurLayer);
+
+ invokeDraw(settings, layers);
+
+ // solid color
+ expectBufferColor(Rect(0, 0, 1, 1), 255, 0, 0, 255, 0 /* tolerance */);
+
+ if (mRE->supportsBackgroundBlur()) {
+ // blurred color (downsampling should result in the center color being close to 128)
+ expectBufferColor(Rect(center - 1, center - 5, center + 1, center + 5), 128, 128, 0, 255,
+ 50 /* tolerance */);
+ }
+}
+
+template <typename SourceVariant>
+void RenderEngineTest::fillSmallLayerAndBlurBackground() {
+ auto blurRadius = 50;
+ renderengine::DisplaySettings settings;
+ settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
+ settings.physicalDisplay = fullscreenRect();
+ settings.clip = fullscreenRect();
+
+ std::vector<const renderengine::LayerSettings*> layers;
+
+ renderengine::LayerSettings backgroundLayer;
+ backgroundLayer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
+ backgroundLayer.geometry.boundaries = fullscreenRect().toFloatRect();
+ SourceVariant::fillColor(backgroundLayer, 1.0f, 0.0f, 0.0f, this);
+ backgroundLayer.alpha = 1.0f;
+ layers.push_back(&backgroundLayer);
+
+ renderengine::LayerSettings blurLayer;
+ blurLayer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
+ blurLayer.geometry.boundaries = FloatRect(0.f, 0.f, 1.f, 1.f);
+ blurLayer.backgroundBlurRadius = blurRadius;
+ SourceVariant::fillColor(blurLayer, 0.0f, 0.0f, 1.0f, this);
blurLayer.alpha = 0;
layers.push_back(&blurLayer);
- invokeDraw(settings, layers, mBuffer);
+ invokeDraw(settings, layers);
- expectBufferColor(Rect(center - 1, center - 5, center, center + 5), 150, 150, 0, 255,
- 50 /* tolerance */);
- expectBufferColor(Rect(center, center - 5, center + 1, center + 5), 150, 150, 0, 255,
- 50 /* tolerance */);
+ // Give a generous tolerance - the blur rectangle is very small and this test is
+ // mainly concerned with ensuring that there's no device failure.
+ expectBufferColor(Rect(DEFAULT_DISPLAY_WIDTH, DEFAULT_DISPLAY_HEIGHT), 255, 0, 0, 255,
+ 40 /* tolerance */);
}
template <typename SourceVariant>
@@ -758,17 +1029,19 @@ void RenderEngineTest::overlayCorners() {
renderengine::DisplaySettings settings;
settings.physicalDisplay = fullscreenRect();
settings.clip = fullscreenRect();
+ settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
std::vector<const renderengine::LayerSettings*> layersFirst;
renderengine::LayerSettings layerOne;
+ layerOne.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
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);
+ invokeDraw(settings, layersFirst);
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),
@@ -776,6 +1049,7 @@ void RenderEngineTest::overlayCorners() {
std::vector<const renderengine::LayerSettings*> layersSecond;
renderengine::LayerSettings layerTwo;
+ layerTwo.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
layerTwo.geometry.boundaries =
FloatRect(DEFAULT_DISPLAY_WIDTH / 3.0, DEFAULT_DISPLAY_HEIGHT / 3.0,
DEFAULT_DISPLAY_WIDTH, DEFAULT_DISPLAY_HEIGHT);
@@ -783,7 +1057,7 @@ void RenderEngineTest::overlayCorners() {
layerTwo.alpha = 1.0f;
layersSecond.push_back(&layerTwo);
- invokeDraw(settings, layersSecond, mBuffer);
+ invokeDraw(settings, layersSecond);
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,
@@ -795,20 +1069,22 @@ void RenderEngineTest::fillRedBufferTextureTransform() {
renderengine::DisplaySettings settings;
settings.physicalDisplay = fullscreenRect();
settings.clip = Rect(1, 1);
+ settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings layer;
+ layer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
// 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);
+ const auto buf = allocateSourceBuffer(2, 2);
uint32_t texName;
- RenderEngineTest::sRE->genTextures(1, &texName);
+ RenderEngineTest::mRE->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));
+ buf->getBuffer()->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;
@@ -822,7 +1098,7 @@ void RenderEngineTest::fillRedBufferTextureTransform() {
pixels[9] = 0;
pixels[10] = 255;
pixels[11] = 255;
- buf->unlock();
+ buf->getBuffer()->unlock();
layer.source.buffer.buffer = buf;
layer.source.buffer.textureName = texName;
@@ -833,7 +1109,7 @@ void RenderEngineTest::fillRedBufferTextureTransform() {
layers.push_back(&layer);
- invokeDraw(settings, layers, mBuffer);
+ invokeDraw(settings, layers);
}
void RenderEngineTest::fillBufferTextureTransform() {
@@ -850,19 +1126,19 @@ void RenderEngineTest::fillRedBufferWithPremultiplyAlpha() {
std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings layer;
- sp<GraphicBuffer> buf = allocateSourceBuffer(1, 1);
+ const auto buf = allocateSourceBuffer(1, 1);
uint32_t texName;
- RenderEngineTest::sRE->genTextures(1, &texName);
+ RenderEngineTest::mRE->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));
+ buf->getBuffer()->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();
+ buf->getBuffer()->unlock();
layer.source.buffer.buffer = buf;
layer.source.buffer.textureName = texName;
@@ -872,7 +1148,7 @@ void RenderEngineTest::fillRedBufferWithPremultiplyAlpha() {
layers.push_back(&layer);
- invokeDraw(settings, layers, mBuffer);
+ invokeDraw(settings, layers);
}
void RenderEngineTest::fillBufferWithPremultiplyAlpha() {
@@ -889,19 +1165,19 @@ void RenderEngineTest::fillRedBufferWithoutPremultiplyAlpha() {
std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings layer;
- sp<GraphicBuffer> buf = allocateSourceBuffer(1, 1);
+ const auto buf = allocateSourceBuffer(1, 1);
uint32_t texName;
- RenderEngineTest::sRE->genTextures(1, &texName);
+ RenderEngineTest::mRE->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));
+ buf->getBuffer()->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();
+ buf->getBuffer()->unlock();
layer.source.buffer.buffer = buf;
layer.source.buffer.textureName = texName;
@@ -911,12 +1187,12 @@ void RenderEngineTest::fillRedBufferWithoutPremultiplyAlpha() {
layers.push_back(&layer);
- invokeDraw(settings, layers, mBuffer);
+ invokeDraw(settings, layers);
}
void RenderEngineTest::fillBufferWithoutPremultiplyAlpha() {
fillRedBufferWithoutPremultiplyAlpha();
- expectBufferColor(fullscreenRect(), 128, 0, 0, 64, 1);
+ expectBufferColor(fullscreenRect(), 128, 0, 0, 128, 1);
}
void RenderEngineTest::clearLeftRegion() {
@@ -926,10 +1202,10 @@ void RenderEngineTest::clearLeftRegion() {
settings.clip = Rect(4, 4);
settings.clearRegion = Region(Rect(2, 4));
std::vector<const renderengine::LayerSettings*> layers;
- // dummy layer, without bounds should not render anything
+ // fake layer, without bounds should not render anything
renderengine::LayerSettings layer;
layers.push_back(&layer);
- invokeDraw(settings, layers, mBuffer);
+ invokeDraw(settings, layers);
}
void RenderEngineTest::clearRegion() {
@@ -946,6 +1222,7 @@ void RenderEngineTest::drawShadow(const renderengine::LayerSettings& castingLaye
const renderengine::ShadowSettings& shadow,
const ubyte4& casterColor, const ubyte4& backgroundColor) {
renderengine::DisplaySettings settings;
+ settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
settings.physicalDisplay = fullscreenRect();
settings.clip = fullscreenRect();
@@ -953,6 +1230,7 @@ void RenderEngineTest::drawShadow(const renderengine::LayerSettings& castingLaye
// add background layer
renderengine::LayerSettings bgLayer;
+ bgLayer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
bgLayer.geometry.boundaries = fullscreenRect().toFloatRect();
ColorSourceVariant::fillColor(bgLayer, backgroundColor.r / 255.0f, backgroundColor.g / 255.0f,
backgroundColor.b / 255.0f, this);
@@ -961,6 +1239,7 @@ void RenderEngineTest::drawShadow(const renderengine::LayerSettings& castingLaye
// add shadow layer
renderengine::LayerSettings shadowLayer;
+ shadowLayer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
shadowLayer.geometry.boundaries = castingLayer.geometry.boundaries;
shadowLayer.alpha = castingLayer.alpha;
shadowLayer.shadow = shadow;
@@ -968,32 +1247,108 @@ void RenderEngineTest::drawShadow(const renderengine::LayerSettings& castingLaye
// add layer casting the shadow
renderengine::LayerSettings layer = castingLayer;
+ layer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
SourceVariant::fillColor(layer, casterColor.r / 255.0f, casterColor.g / 255.0f,
casterColor.b / 255.0f, this);
layers.push_back(&layer);
- invokeDraw(settings, layers, mBuffer);
+ invokeDraw(settings, layers);
}
-TEST_F(RenderEngineTest, drawLayers_noLayersToDraw) {
+void RenderEngineTest::drawShadowWithoutCaster(const FloatRect& castingBounds,
+ const renderengine::ShadowSettings& shadow,
+ const ubyte4& backgroundColor) {
+ renderengine::DisplaySettings settings;
+ settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
+ settings.physicalDisplay = fullscreenRect();
+ settings.clip = fullscreenRect();
+
+ std::vector<const renderengine::LayerSettings*> layers;
+
+ // add background layer
+ renderengine::LayerSettings bgLayer;
+ bgLayer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
+ bgLayer.geometry.boundaries = fullscreenRect().toFloatRect();
+ ColorSourceVariant::fillColor(bgLayer, backgroundColor.r / 255.0f, backgroundColor.g / 255.0f,
+ backgroundColor.b / 255.0f, this);
+ bgLayer.alpha = backgroundColor.a / 255.0f;
+ layers.push_back(&bgLayer);
+
+ // add shadow layer
+ renderengine::LayerSettings shadowLayer;
+ shadowLayer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
+ shadowLayer.geometry.boundaries = castingBounds;
+ shadowLayer.skipContentDraw = true;
+ shadowLayer.alpha = 1.0f;
+ ColorSourceVariant::fillColor(shadowLayer, 0, 0, 0, this);
+ shadowLayer.shadow = shadow;
+ layers.push_back(&shadowLayer);
+
+ invokeDraw(settings, layers);
+}
+
+INSTANTIATE_TEST_SUITE_P(PerRenderEngineType, RenderEngineTest,
+ testing::Values(std::make_shared<GLESRenderEngineFactory>(),
+ std::make_shared<GLESCMRenderEngineFactory>(),
+ std::make_shared<SkiaGLESRenderEngineFactory>(),
+ std::make_shared<SkiaGLESCMRenderEngineFactory>()));
+
+TEST_P(RenderEngineTest, drawLayers_noLayersToDraw) {
+ initializeRenderEngine();
drawEmptyLayers();
}
-TEST_F(RenderEngineTest, drawLayers_nullOutputBuffer) {
+TEST_P(RenderEngineTest, drawLayers_withoutBuffers_withColorTransform) {
+ initializeRenderEngine();
+
+ renderengine::DisplaySettings settings;
+ settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
+ settings.physicalDisplay = fullscreenRect();
+ settings.clip = fullscreenRect();
+
+ // 255, 255, 255, 255 is full opaque white.
+ const ubyte4 backgroundColor(255.f, 255.f, 255.f, 255.f);
+ // Create layer with given color.
+ renderengine::LayerSettings bgLayer;
+ bgLayer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
+ bgLayer.geometry.boundaries = fullscreenRect().toFloatRect();
+ bgLayer.source.solidColor = half3(backgroundColor.r / 255.0f, backgroundColor.g / 255.0f,
+ backgroundColor.b / 255.0f);
+ bgLayer.alpha = backgroundColor.a / 255.0f;
+ // Transform the red color.
+ bgLayer.colorTransform = mat4(-1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
+
+ std::vector<const renderengine::LayerSettings*> layers;
+ layers.push_back(&bgLayer);
+
+ invokeDraw(settings, layers);
+
+ // Expect to see full opaque pixel (with inverted red from the transform).
+ expectBufferColor(Rect(0, 0, 10, 10), 0.f, backgroundColor.g, backgroundColor.b,
+ backgroundColor.a);
+}
+
+TEST_P(RenderEngineTest, drawLayers_nullOutputBuffer) {
+ initializeRenderEngine();
+
renderengine::DisplaySettings settings;
+ settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
std::vector<const 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);
+ status_t status = mRE->drawLayers(settings, layers, nullptr, true, base::unique_fd(), &fence);
ASSERT_EQ(BAD_VALUE, status);
}
-TEST_F(RenderEngineTest, drawLayers_nullOutputFence) {
+TEST_P(RenderEngineTest, drawLayers_nullOutputFence) {
+ initializeRenderEngine();
+
renderengine::DisplaySettings settings;
+ settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
settings.physicalDisplay = fullscreenRect();
settings.clip = fullscreenRect();
@@ -1004,15 +1359,23 @@ TEST_F(RenderEngineTest, drawLayers_nullOutputFence) {
layer.alpha = 1.0;
layers.push_back(&layer);
- status_t status = sRE->drawLayers(settings, layers, mBuffer->getNativeBuffer(), true,
- base::unique_fd(), nullptr);
- sCurrentBuffer = mBuffer;
+ status_t status = mRE->drawLayers(settings, layers, mBuffer, true, base::unique_fd(), nullptr);
ASSERT_EQ(NO_ERROR, status);
expectBufferColor(fullscreenRect(), 255, 0, 0, 255);
}
-TEST_F(RenderEngineTest, drawLayers_doesNotCacheFramebuffer) {
+TEST_P(RenderEngineTest, drawLayers_doesNotCacheFramebuffer) {
+ const auto& renderEngineFactory = GetParam();
+
+ if (renderEngineFactory->type() != renderengine::RenderEngine::RenderEngineType::GLES) {
+ // GLES-specific test
+ return;
+ }
+
+ initializeRenderEngine();
+
renderengine::DisplaySettings settings;
+ settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
settings.physicalDisplay = fullscreenRect();
settings.clip = fullscreenRect();
@@ -1023,288 +1386,290 @@ TEST_F(RenderEngineTest, drawLayers_doesNotCacheFramebuffer) {
layer.alpha = 1.0;
layers.push_back(&layer);
- status_t status = sRE->drawLayers(settings, layers, mBuffer->getNativeBuffer(), false,
- base::unique_fd(), nullptr);
- sCurrentBuffer = mBuffer;
+ status_t status = mRE->drawLayers(settings, layers, mBuffer, false, base::unique_fd(), nullptr);
ASSERT_EQ(NO_ERROR, status);
- ASSERT_FALSE(sRE->isFramebufferImageCachedForTesting(mBuffer->getId()));
+ ASSERT_FALSE(mGLESRE->isFramebufferImageCachedForTesting(mBuffer->getBuffer()->getId()));
expectBufferColor(fullscreenRect(), 255, 0, 0, 255);
}
-TEST_F(RenderEngineTest, drawLayers_fillRedBuffer_colorSource) {
+TEST_P(RenderEngineTest, drawLayers_fillRedBuffer_colorSource) {
+ initializeRenderEngine();
fillRedBuffer<ColorSourceVariant>();
}
-TEST_F(RenderEngineTest, drawLayers_fillGreenBuffer_colorSource) {
+TEST_P(RenderEngineTest, drawLayers_fillGreenBuffer_colorSource) {
+ initializeRenderEngine();
fillGreenBuffer<ColorSourceVariant>();
}
-TEST_F(RenderEngineTest, drawLayers_fillBlueBuffer_colorSource) {
+TEST_P(RenderEngineTest, drawLayers_fillBlueBuffer_colorSource) {
+ initializeRenderEngine();
fillBlueBuffer<ColorSourceVariant>();
}
-TEST_F(RenderEngineTest, drawLayers_fillRedTransparentBuffer_colorSource) {
+TEST_P(RenderEngineTest, drawLayers_fillRedTransparentBuffer_colorSource) {
+ initializeRenderEngine();
fillRedTransparentBuffer<ColorSourceVariant>();
}
-TEST_F(RenderEngineTest, drawLayers_fillBufferPhysicalOffset_colorSource) {
+TEST_P(RenderEngineTest, drawLayers_fillBufferPhysicalOffset_colorSource) {
+ initializeRenderEngine();
fillBufferPhysicalOffset<ColorSourceVariant>();
}
-TEST_F(RenderEngineTest, drawLayers_fillBufferCheckersRotate0_colorSource) {
+TEST_P(RenderEngineTest, drawLayers_fillBufferCheckersRotate0_colorSource) {
+ initializeRenderEngine();
fillBufferCheckersRotate0<ColorSourceVariant>();
}
-TEST_F(RenderEngineTest, drawLayers_fillBufferCheckersRotate90_colorSource) {
+TEST_P(RenderEngineTest, drawLayers_fillBufferCheckersRotate90_colorSource) {
+ initializeRenderEngine();
fillBufferCheckersRotate90<ColorSourceVariant>();
}
-TEST_F(RenderEngineTest, drawLayers_fillBufferCheckersRotate180_colorSource) {
+TEST_P(RenderEngineTest, drawLayers_fillBufferCheckersRotate180_colorSource) {
+ initializeRenderEngine();
fillBufferCheckersRotate180<ColorSourceVariant>();
}
-TEST_F(RenderEngineTest, drawLayers_fillBufferCheckersRotate270_colorSource) {
+TEST_P(RenderEngineTest, drawLayers_fillBufferCheckersRotate270_colorSource) {
+ initializeRenderEngine();
fillBufferCheckersRotate270<ColorSourceVariant>();
}
-TEST_F(RenderEngineTest, drawLayers_fillBufferLayerTransform_colorSource) {
+TEST_P(RenderEngineTest, drawLayers_fillBufferLayerTransform_colorSource) {
+ initializeRenderEngine();
fillBufferLayerTransform<ColorSourceVariant>();
}
-TEST_F(RenderEngineTest, drawLayers_fillBufferColorTransform_colorSource) {
- fillBufferLayerTransform<ColorSourceVariant>();
+TEST_P(RenderEngineTest, drawLayers_fillBufferColorTransform_colorSource) {
+ initializeRenderEngine();
+ fillBufferColorTransform<ColorSourceVariant>();
}
-TEST_F(RenderEngineTest, drawLayers_fillBufferRoundedCorners_colorSource) {
+TEST_P(RenderEngineTest, drawLayers_fillBufferRoundedCorners_colorSource) {
+ initializeRenderEngine();
fillBufferWithRoundedCorners<ColorSourceVariant>();
}
-TEST_F(RenderEngineTest, drawLayers_fillBufferAndBlurBackground_colorSource) {
+TEST_P(RenderEngineTest, drawLayers_fillBufferColorTransformZeroLayerAlpha_colorSource) {
+ initializeRenderEngine();
+ fillBufferColorTransformZeroLayerAlpha<ColorSourceVariant>();
+}
+
+TEST_P(RenderEngineTest, drawLayers_fillBufferAndBlurBackground_colorSource) {
+ initializeRenderEngine();
fillBufferAndBlurBackground<ColorSourceVariant>();
}
-TEST_F(RenderEngineTest, drawLayers_overlayCorners_colorSource) {
+TEST_P(RenderEngineTest, drawLayers_fillSmallLayerAndBlurBackground_colorSource) {
+ initializeRenderEngine();
+ fillSmallLayerAndBlurBackground<ColorSourceVariant>();
+}
+
+TEST_P(RenderEngineTest, drawLayers_overlayCorners_colorSource) {
+ initializeRenderEngine();
overlayCorners<ColorSourceVariant>();
}
-TEST_F(RenderEngineTest, drawLayers_fillRedBuffer_opaqueBufferSource) {
+TEST_P(RenderEngineTest, drawLayers_fillRedBuffer_opaqueBufferSource) {
+ initializeRenderEngine();
fillRedBuffer<BufferSourceVariant<ForceOpaqueBufferVariant>>();
}
-TEST_F(RenderEngineTest, drawLayers_fillGreenBuffer_opaqueBufferSource) {
+TEST_P(RenderEngineTest, drawLayers_fillGreenBuffer_opaqueBufferSource) {
+ initializeRenderEngine();
fillGreenBuffer<BufferSourceVariant<ForceOpaqueBufferVariant>>();
}
-TEST_F(RenderEngineTest, drawLayers_fillBlueBuffer_opaqueBufferSource) {
+TEST_P(RenderEngineTest, drawLayers_fillBlueBuffer_opaqueBufferSource) {
+ initializeRenderEngine();
fillBlueBuffer<BufferSourceVariant<ForceOpaqueBufferVariant>>();
}
-TEST_F(RenderEngineTest, drawLayers_fillRedTransparentBuffer_opaqueBufferSource) {
+TEST_P(RenderEngineTest, drawLayers_fillRedTransparentBuffer_opaqueBufferSource) {
+ initializeRenderEngine();
fillRedTransparentBuffer<BufferSourceVariant<ForceOpaqueBufferVariant>>();
}
-TEST_F(RenderEngineTest, drawLayers_fillBufferPhysicalOffset_opaqueBufferSource) {
+TEST_P(RenderEngineTest, drawLayers_fillBufferPhysicalOffset_opaqueBufferSource) {
+ initializeRenderEngine();
fillBufferPhysicalOffset<BufferSourceVariant<ForceOpaqueBufferVariant>>();
}
-TEST_F(RenderEngineTest, drawLayers_fillBufferCheckersRotate0_opaqueBufferSource) {
+TEST_P(RenderEngineTest, drawLayers_fillBufferCheckersRotate0_opaqueBufferSource) {
+ initializeRenderEngine();
fillBufferCheckersRotate0<BufferSourceVariant<ForceOpaqueBufferVariant>>();
}
-TEST_F(RenderEngineTest, drawLayers_fillBufferCheckersRotate90_opaqueBufferSource) {
+TEST_P(RenderEngineTest, drawLayers_fillBufferCheckersRotate90_opaqueBufferSource) {
+ initializeRenderEngine();
fillBufferCheckersRotate90<BufferSourceVariant<ForceOpaqueBufferVariant>>();
}
-TEST_F(RenderEngineTest, drawLayers_fillBufferCheckersRotate180_opaqueBufferSource) {
+TEST_P(RenderEngineTest, drawLayers_fillBufferCheckersRotate180_opaqueBufferSource) {
+ initializeRenderEngine();
fillBufferCheckersRotate180<BufferSourceVariant<ForceOpaqueBufferVariant>>();
}
-TEST_F(RenderEngineTest, drawLayers_fillBufferCheckersRotate270_opaqueBufferSource) {
+TEST_P(RenderEngineTest, drawLayers_fillBufferCheckersRotate270_opaqueBufferSource) {
+ initializeRenderEngine();
fillBufferCheckersRotate270<BufferSourceVariant<ForceOpaqueBufferVariant>>();
}
-TEST_F(RenderEngineTest, drawLayers_fillBufferLayerTransform_opaqueBufferSource) {
+TEST_P(RenderEngineTest, drawLayers_fillBufferLayerTransform_opaqueBufferSource) {
+ initializeRenderEngine();
fillBufferLayerTransform<BufferSourceVariant<ForceOpaqueBufferVariant>>();
}
-TEST_F(RenderEngineTest, drawLayers_fillBufferColorTransform_opaqueBufferSource) {
- fillBufferLayerTransform<BufferSourceVariant<ForceOpaqueBufferVariant>>();
+TEST_P(RenderEngineTest, drawLayers_fillBufferColorTransform_opaqueBufferSource) {
+ initializeRenderEngine();
+ fillBufferColorTransform<BufferSourceVariant<ForceOpaqueBufferVariant>>();
}
-TEST_F(RenderEngineTest, drawLayers_fillBufferRoundedCorners_opaqueBufferSource) {
+TEST_P(RenderEngineTest, drawLayers_fillBufferRoundedCorners_opaqueBufferSource) {
+ initializeRenderEngine();
fillBufferWithRoundedCorners<BufferSourceVariant<ForceOpaqueBufferVariant>>();
}
-TEST_F(RenderEngineTest, drawLayers_fillBufferAndBlurBackground_opaqueBufferSource) {
+TEST_P(RenderEngineTest, drawLayers_fillBufferColorTransformZeroLayerAlpha_opaqueBufferSource) {
+ initializeRenderEngine();
+ fillBufferColorTransformZeroLayerAlpha<BufferSourceVariant<ForceOpaqueBufferVariant>>();
+}
+
+TEST_P(RenderEngineTest, drawLayers_fillBufferAndBlurBackground_opaqueBufferSource) {
+ initializeRenderEngine();
fillBufferAndBlurBackground<BufferSourceVariant<ForceOpaqueBufferVariant>>();
}
-TEST_F(RenderEngineTest, drawLayers_overlayCorners_opaqueBufferSource) {
+TEST_P(RenderEngineTest, drawLayers_fillSmallLayerAndBlurBackground_opaqueBufferSource) {
+ initializeRenderEngine();
+ fillSmallLayerAndBlurBackground<BufferSourceVariant<ForceOpaqueBufferVariant>>();
+}
+
+TEST_P(RenderEngineTest, drawLayers_overlayCorners_opaqueBufferSource) {
+ initializeRenderEngine();
overlayCorners<BufferSourceVariant<ForceOpaqueBufferVariant>>();
}
-TEST_F(RenderEngineTest, drawLayers_fillRedBuffer_bufferSource) {
+TEST_P(RenderEngineTest, drawLayers_fillRedBuffer_bufferSource) {
+ initializeRenderEngine();
fillRedBuffer<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
}
-TEST_F(RenderEngineTest, drawLayers_fillGreenBuffer_bufferSource) {
+TEST_P(RenderEngineTest, drawLayers_fillGreenBuffer_bufferSource) {
+ initializeRenderEngine();
fillGreenBuffer<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
}
-TEST_F(RenderEngineTest, drawLayers_fillBlueBuffer_bufferSource) {
+TEST_P(RenderEngineTest, drawLayers_fillBlueBuffer_bufferSource) {
+ initializeRenderEngine();
fillBlueBuffer<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
}
-TEST_F(RenderEngineTest, drawLayers_fillRedTransparentBuffer_bufferSource) {
+TEST_P(RenderEngineTest, drawLayers_fillRedTransparentBuffer_bufferSource) {
+ initializeRenderEngine();
fillRedTransparentBuffer<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
}
-TEST_F(RenderEngineTest, drawLayers_fillBufferPhysicalOffset_bufferSource) {
+TEST_P(RenderEngineTest, drawLayers_fillBufferPhysicalOffset_bufferSource) {
+ initializeRenderEngine();
fillBufferPhysicalOffset<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
}
-TEST_F(RenderEngineTest, drawLayers_fillBufferCheckersRotate0_bufferSource) {
+TEST_P(RenderEngineTest, drawLayers_fillBufferCheckersRotate0_bufferSource) {
+ initializeRenderEngine();
fillBufferCheckersRotate0<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
}
-TEST_F(RenderEngineTest, drawLayers_fillBufferCheckersRotate90_bufferSource) {
+TEST_P(RenderEngineTest, drawLayers_fillBufferCheckersRotate90_bufferSource) {
+ initializeRenderEngine();
fillBufferCheckersRotate90<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
}
-TEST_F(RenderEngineTest, drawLayers_fillBufferCheckersRotate180_bufferSource) {
+TEST_P(RenderEngineTest, drawLayers_fillBufferCheckersRotate180_bufferSource) {
+ initializeRenderEngine();
fillBufferCheckersRotate180<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
}
-TEST_F(RenderEngineTest, drawLayers_fillBufferCheckersRotate270_bufferSource) {
+TEST_P(RenderEngineTest, drawLayers_fillBufferCheckersRotate270_bufferSource) {
+ initializeRenderEngine();
fillBufferCheckersRotate270<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
}
-TEST_F(RenderEngineTest, drawLayers_fillBufferLayerTransform_bufferSource) {
+TEST_P(RenderEngineTest, drawLayers_fillBufferLayerTransform_bufferSource) {
+ initializeRenderEngine();
fillBufferLayerTransform<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
}
-TEST_F(RenderEngineTest, drawLayers_fillBufferColorTransform_bufferSource) {
- fillBufferLayerTransform<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
+TEST_P(RenderEngineTest, drawLayers_fillBufferColorTransform_bufferSource) {
+ initializeRenderEngine();
+ fillBufferColorTransform<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
}
-TEST_F(RenderEngineTest, drawLayers_fillBufferRoundedCorners_bufferSource) {
+TEST_P(RenderEngineTest, drawLayers_fillBufferRoundedCorners_bufferSource) {
+ initializeRenderEngine();
fillBufferWithRoundedCorners<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
}
-TEST_F(RenderEngineTest, drawLayers_fillBufferAndBlurBackground_bufferSource) {
+TEST_P(RenderEngineTest, drawLayers_fillBufferColorTransformZeroLayerAlpha_bufferSource) {
+ initializeRenderEngine();
+ fillBufferColorTransformZeroLayerAlpha<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
+}
+
+TEST_P(RenderEngineTest, drawLayers_fillBufferAndBlurBackground_bufferSource) {
+ initializeRenderEngine();
fillBufferAndBlurBackground<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
}
-TEST_F(RenderEngineTest, drawLayers_overlayCorners_bufferSource) {
+TEST_P(RenderEngineTest, drawLayers_fillSmallLayerAndBlurBackground_bufferSource) {
+ initializeRenderEngine();
+ fillSmallLayerAndBlurBackground<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
+}
+
+TEST_P(RenderEngineTest, drawLayers_overlayCorners_bufferSource) {
+ initializeRenderEngine();
overlayCorners<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
}
-TEST_F(RenderEngineTest, drawLayers_fillBufferTextureTransform) {
+TEST_P(RenderEngineTest, drawLayers_fillBufferTextureTransform) {
+ initializeRenderEngine();
fillBufferTextureTransform();
}
-TEST_F(RenderEngineTest, drawLayers_fillBuffer_premultipliesAlpha) {
+TEST_P(RenderEngineTest, drawLayers_fillBuffer_premultipliesAlpha) {
+ initializeRenderEngine();
fillBufferWithPremultiplyAlpha();
}
-TEST_F(RenderEngineTest, drawLayers_fillBuffer_withoutPremultiplyingAlpha) {
+TEST_P(RenderEngineTest, drawLayers_fillBuffer_withoutPremultiplyingAlpha) {
+ initializeRenderEngine();
fillBufferWithoutPremultiplyAlpha();
}
-TEST_F(RenderEngineTest, drawLayers_clearRegion) {
+TEST_P(RenderEngineTest, drawLayers_clearRegion) {
+ initializeRenderEngine();
clearRegion();
}
-TEST_F(RenderEngineTest, drawLayers_fillsBufferAndCachesImages) {
- renderengine::DisplaySettings settings;
- settings.physicalDisplay = fullscreenRect();
- settings.clip = fullscreenRect();
-
- std::vector<const renderengine::LayerSettings*> layers;
+TEST_P(RenderEngineTest, drawLayers_fillShadow_castsWithoutCasterLayer) {
+ initializeRenderEngine();
- renderengine::LayerSettings layer;
- layer.geometry.boundaries = fullscreenRect().toFloatRect();
- BufferSourceVariant<ForceOpaqueBufferVariant>::fillColor(layer, 1.0f, 0.0f, 0.0f, this);
+ const ubyte4 backgroundColor(255, 255, 255, 255);
+ const float shadowLength = 5.0f;
+ Rect casterBounds(DEFAULT_DISPLAY_WIDTH / 3.0f, DEFAULT_DISPLAY_HEIGHT / 3.0f);
+ casterBounds.offsetBy(shadowLength + 1, shadowLength + 1);
+ renderengine::ShadowSettings settings =
+ getShadowSettings(vec2(casterBounds.left, casterBounds.top), shadowLength,
+ false /* casterIsTranslucent */);
- layers.push_back(&layer);
- invokeDraw(settings, layers, mBuffer);
- uint64_t bufferId = layer.source.buffer.buffer->getId();
- EXPECT_TRUE(sRE->isImageCachedForTesting(bufferId));
- std::shared_ptr<renderengine::gl::ImageManager::Barrier> barrier =
- sRE->unbindExternalTextureBufferForTesting(bufferId);
- std::lock_guard<std::mutex> lock(barrier->mutex);
- ASSERT_TRUE(barrier->condition.wait_for(barrier->mutex, std::chrono::seconds(5),
- [&]() REQUIRES(barrier->mutex) {
- return barrier->isOpen;
- }));
- EXPECT_FALSE(sRE->isImageCachedForTesting(bufferId));
- EXPECT_EQ(NO_ERROR, barrier->result);
-}
-
-TEST_F(RenderEngineTest, bindExternalBuffer_withNullBuffer) {
- status_t result = sRE->bindExternalTextureBuffer(0, nullptr, nullptr);
- ASSERT_EQ(BAD_VALUE, result);
-}
-
-TEST_F(RenderEngineTest, bindExternalBuffer_cachesImages) {
- 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));
- std::shared_ptr<renderengine::gl::ImageManager::Barrier> barrier =
- sRE->unbindExternalTextureBufferForTesting(bufferId);
- std::lock_guard<std::mutex> lock(barrier->mutex);
- ASSERT_TRUE(barrier->condition.wait_for(barrier->mutex, std::chrono::seconds(5),
- [&]() REQUIRES(barrier->mutex) {
- return barrier->isOpen;
- }));
- EXPECT_EQ(NO_ERROR, barrier->result);
- EXPECT_FALSE(sRE->isImageCachedForTesting(bufferId));
-}
-
-TEST_F(RenderEngineTest, cacheExternalBuffer_withNullBuffer) {
- std::shared_ptr<renderengine::gl::ImageManager::Barrier> barrier =
- sRE->cacheExternalTextureBufferForTesting(nullptr);
- std::lock_guard<std::mutex> lock(barrier->mutex);
- ASSERT_TRUE(barrier->condition.wait_for(barrier->mutex, std::chrono::seconds(5),
- [&]() REQUIRES(barrier->mutex) {
- return barrier->isOpen;
- }));
- EXPECT_TRUE(barrier->isOpen);
- EXPECT_EQ(BAD_VALUE, barrier->result);
-}
-
-TEST_F(RenderEngineTest, cacheExternalBuffer_cachesImages) {
- sp<GraphicBuffer> buf = allocateSourceBuffer(1, 1);
- uint64_t bufferId = buf->getId();
- std::shared_ptr<renderengine::gl::ImageManager::Barrier> barrier =
- sRE->cacheExternalTextureBufferForTesting(buf);
- {
- std::lock_guard<std::mutex> lock(barrier->mutex);
- ASSERT_TRUE(barrier->condition.wait_for(barrier->mutex, std::chrono::seconds(5),
- [&]() REQUIRES(barrier->mutex) {
- return barrier->isOpen;
- }));
- EXPECT_EQ(NO_ERROR, barrier->result);
- }
- EXPECT_TRUE(sRE->isImageCachedForTesting(bufferId));
- barrier = sRE->unbindExternalTextureBufferForTesting(bufferId);
- {
- std::lock_guard<std::mutex> lock(barrier->mutex);
- ASSERT_TRUE(barrier->condition.wait_for(barrier->mutex, std::chrono::seconds(5),
- [&]() REQUIRES(barrier->mutex) {
- return barrier->isOpen;
- }));
- EXPECT_EQ(NO_ERROR, barrier->result);
- }
- EXPECT_FALSE(sRE->isImageCachedForTesting(bufferId));
+ drawShadowWithoutCaster(casterBounds.toFloatRect(), settings, backgroundColor);
+ expectShadowColorWithoutCaster(casterBounds.toFloatRect(), settings, backgroundColor);
}
-TEST_F(RenderEngineTest, drawLayers_fillShadow_casterLayerMinSize) {
+TEST_P(RenderEngineTest, drawLayers_fillShadow_casterLayerMinSize) {
+ initializeRenderEngine();
+
const ubyte4 casterColor(255, 0, 0, 255);
const ubyte4 backgroundColor(255, 255, 255, 255);
const float shadowLength = 5.0f;
@@ -1321,13 +1686,16 @@ TEST_F(RenderEngineTest, drawLayers_fillShadow_casterLayerMinSize) {
expectShadowColor(castingLayer, settings, casterColor, backgroundColor);
}
-TEST_F(RenderEngineTest, drawLayers_fillShadow_casterColorLayer) {
+TEST_P(RenderEngineTest, drawLayers_fillShadow_casterColorLayer) {
+ initializeRenderEngine();
+
const ubyte4 casterColor(255, 0, 0, 255);
const ubyte4 backgroundColor(255, 255, 255, 255);
const float shadowLength = 5.0f;
Rect casterBounds(DEFAULT_DISPLAY_WIDTH / 3.0f, DEFAULT_DISPLAY_HEIGHT / 3.0f);
casterBounds.offsetBy(shadowLength + 1, shadowLength + 1);
renderengine::LayerSettings castingLayer;
+ castingLayer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
castingLayer.geometry.boundaries = casterBounds.toFloatRect();
castingLayer.alpha = 1.0f;
renderengine::ShadowSettings settings =
@@ -1338,13 +1706,16 @@ TEST_F(RenderEngineTest, drawLayers_fillShadow_casterColorLayer) {
expectShadowColor(castingLayer, settings, casterColor, backgroundColor);
}
-TEST_F(RenderEngineTest, drawLayers_fillShadow_casterOpaqueBufferLayer) {
+TEST_P(RenderEngineTest, drawLayers_fillShadow_casterOpaqueBufferLayer) {
+ initializeRenderEngine();
+
const ubyte4 casterColor(255, 0, 0, 255);
const ubyte4 backgroundColor(255, 255, 255, 255);
const float shadowLength = 5.0f;
Rect casterBounds(DEFAULT_DISPLAY_WIDTH / 3.0f, DEFAULT_DISPLAY_HEIGHT / 3.0f);
casterBounds.offsetBy(shadowLength + 1, shadowLength + 1);
renderengine::LayerSettings castingLayer;
+ castingLayer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
castingLayer.geometry.boundaries = casterBounds.toFloatRect();
castingLayer.alpha = 1.0f;
renderengine::ShadowSettings settings =
@@ -1356,7 +1727,9 @@ TEST_F(RenderEngineTest, drawLayers_fillShadow_casterOpaqueBufferLayer) {
expectShadowColor(castingLayer, settings, casterColor, backgroundColor);
}
-TEST_F(RenderEngineTest, drawLayers_fillShadow_casterWithRoundedCorner) {
+TEST_P(RenderEngineTest, drawLayers_fillShadow_casterWithRoundedCorner) {
+ initializeRenderEngine();
+
const ubyte4 casterColor(255, 0, 0, 255);
const ubyte4 backgroundColor(255, 255, 255, 255);
const float shadowLength = 5.0f;
@@ -1376,7 +1749,9 @@ TEST_F(RenderEngineTest, drawLayers_fillShadow_casterWithRoundedCorner) {
expectShadowColor(castingLayer, settings, casterColor, backgroundColor);
}
-TEST_F(RenderEngineTest, drawLayers_fillShadow_translucentCasterWithAlpha) {
+TEST_P(RenderEngineTest, drawLayers_fillShadow_translucentCasterWithAlpha) {
+ initializeRenderEngine();
+
const ubyte4 casterColor(255, 0, 0, 255);
const ubyte4 backgroundColor(255, 255, 255, 255);
const float shadowLength = 5.0f;
@@ -1401,10 +1776,13 @@ TEST_F(RenderEngineTest, drawLayers_fillShadow_translucentCasterWithAlpha) {
backgroundColor.a);
}
-TEST_F(RenderEngineTest, cleanupPostRender_cleansUpOnce) {
+TEST_P(RenderEngineTest, cleanupPostRender_cleansUpOnce) {
+ initializeRenderEngine();
+
renderengine::DisplaySettings settings;
settings.physicalDisplay = fullscreenRect();
settings.clip = fullscreenRect();
+ settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings layer;
@@ -1414,23 +1792,243 @@ TEST_F(RenderEngineTest, cleanupPostRender_cleansUpOnce) {
layers.push_back(&layer);
base::unique_fd fenceOne;
- sRE->drawLayers(settings, layers, mBuffer->getNativeBuffer(), true, base::unique_fd(),
- &fenceOne);
+ mRE->drawLayers(settings, layers, mBuffer, true, base::unique_fd(), &fenceOne);
base::unique_fd fenceTwo;
- sRE->drawLayers(settings, layers, mBuffer->getNativeBuffer(), true, std::move(fenceOne),
- &fenceTwo);
+ mRE->drawLayers(settings, layers, mBuffer, true, std::move(fenceOne), &fenceTwo);
const int fd = fenceTwo.get();
if (fd >= 0) {
sync_wait(fd, -1);
}
-
// Only cleanup the first time.
- EXPECT_TRUE(sRE->cleanupPostRender());
- EXPECT_FALSE(sRE->cleanupPostRender());
+ EXPECT_FALSE(mRE->canSkipPostRenderCleanup());
+ mRE->cleanupPostRender();
+ EXPECT_TRUE(mRE->canSkipPostRenderCleanup());
+}
+
+TEST_P(RenderEngineTest, testRoundedCornersCrop) {
+ initializeRenderEngine();
+
+ renderengine::DisplaySettings settings;
+ settings.physicalDisplay = fullscreenRect();
+ settings.clip = fullscreenRect();
+ settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
+
+ std::vector<const renderengine::LayerSettings*> layers;
+
+ renderengine::LayerSettings redLayer;
+ redLayer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
+ redLayer.geometry.boundaries = fullscreenRect().toFloatRect();
+ redLayer.geometry.roundedCornersRadius = 5.0f;
+ redLayer.geometry.roundedCornersCrop = fullscreenRect().toFloatRect();
+ // Red background.
+ redLayer.source.solidColor = half3(1.0f, 0.0f, 0.0f);
+ redLayer.alpha = 1.0f;
+
+ layers.push_back(&redLayer);
+
+ // Green layer with 1/3 size.
+ renderengine::LayerSettings greenLayer;
+ greenLayer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
+ greenLayer.geometry.boundaries = fullscreenRect().toFloatRect();
+ greenLayer.geometry.roundedCornersRadius = 5.0f;
+ // Bottom right corner is not going to be rounded.
+ greenLayer.geometry.roundedCornersCrop =
+ Rect(DEFAULT_DISPLAY_WIDTH / 3, DEFAULT_DISPLAY_HEIGHT / 3, DEFAULT_DISPLAY_HEIGHT,
+ DEFAULT_DISPLAY_HEIGHT)
+ .toFloatRect();
+ greenLayer.source.solidColor = half3(0.0f, 1.0f, 0.0f);
+ greenLayer.alpha = 1.0f;
+
+ layers.push_back(&greenLayer);
+
+ invokeDraw(settings, layers);
+
+ // Corners should be ignored...
+ // Screen size: width is 128, height is 256.
+ 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);
+ // Bottom right corner is kept out of the clipping, and it's green.
+ expectBufferColor(Rect(DEFAULT_DISPLAY_WIDTH - 1, DEFAULT_DISPLAY_HEIGHT - 1,
+ DEFAULT_DISPLAY_WIDTH, DEFAULT_DISPLAY_HEIGHT),
+ 0, 255, 0, 255);
}
+TEST_P(RenderEngineTest, testRoundedCornersParentCrop) {
+ initializeRenderEngine();
+
+ renderengine::DisplaySettings settings;
+ settings.physicalDisplay = fullscreenRect();
+ settings.clip = fullscreenRect();
+ settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
+
+ std::vector<const renderengine::LayerSettings*> layers;
+
+ renderengine::LayerSettings redLayer;
+ redLayer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
+ redLayer.geometry.boundaries = fullscreenRect().toFloatRect();
+ redLayer.geometry.roundedCornersRadius = 5.0f;
+ redLayer.geometry.roundedCornersCrop = fullscreenRect().toFloatRect();
+ // Red background.
+ redLayer.source.solidColor = half3(1.0f, 0.0f, 0.0f);
+ redLayer.alpha = 1.0f;
+
+ layers.push_back(&redLayer);
+
+ // Green layer with 1/2 size with parent crop rect.
+ renderengine::LayerSettings greenLayer = redLayer;
+ greenLayer.geometry.boundaries =
+ FloatRect(0, 0, DEFAULT_DISPLAY_WIDTH, DEFAULT_DISPLAY_HEIGHT / 2);
+ greenLayer.source.solidColor = half3(0.0f, 1.0f, 0.0f);
+
+ layers.push_back(&greenLayer);
+
+ invokeDraw(settings, layers);
+
+ // Due to roundedCornersRadius, the corners are untouched.
+ expectBufferColor(Point(0, 0), 0, 0, 0, 0);
+ expectBufferColor(Point(DEFAULT_DISPLAY_WIDTH - 1, 0), 0, 0, 0, 0);
+ expectBufferColor(Point(0, DEFAULT_DISPLAY_HEIGHT - 1), 0, 0, 0, 0);
+ expectBufferColor(Point(DEFAULT_DISPLAY_WIDTH - 1, DEFAULT_DISPLAY_HEIGHT - 1), 0, 0, 0, 0);
+
+ // top middle should be green and the bottom middle red
+ expectBufferColor(Point(DEFAULT_DISPLAY_WIDTH / 2, 0), 0, 255, 0, 255);
+ expectBufferColor(Point(DEFAULT_DISPLAY_WIDTH / 2, DEFAULT_DISPLAY_HEIGHT / 2), 255, 0, 0, 255);
+
+ // the bottom edge of the green layer should not be rounded
+ expectBufferColor(Point(0, (DEFAULT_DISPLAY_HEIGHT / 2) - 1), 0, 255, 0, 255);
+}
+
+TEST_P(RenderEngineTest, testClear) {
+ initializeRenderEngine();
+
+ const auto rect = fullscreenRect();
+ const renderengine::DisplaySettings display{
+ .physicalDisplay = rect,
+ .clip = rect,
+ };
+
+ const renderengine::LayerSettings redLayer{
+ .geometry.boundaries = rect.toFloatRect(),
+ .source.solidColor = half3(1.0f, 0.0f, 0.0f),
+ .alpha = 1.0f,
+ };
+
+ // This mimics prepareClearClientComposition. This layer should overwrite
+ // the redLayer, so that the buffer is transparent, rather than red.
+ const renderengine::LayerSettings clearLayer{
+ .geometry.boundaries = rect.toFloatRect(),
+ .source.solidColor = half3(0.0f, 0.0f, 0.0f),
+ .alpha = 0.0f,
+ .disableBlending = true,
+ };
+
+ std::vector<const renderengine::LayerSettings*> layers{&redLayer, &clearLayer};
+ invokeDraw(display, layers);
+ expectBufferColor(rect, 0, 0, 0, 0);
+}
+
+TEST_P(RenderEngineTest, testDisableBlendingBuffer) {
+ initializeRenderEngine();
+
+ const auto rect = Rect(0, 0, 1, 1);
+ const renderengine::DisplaySettings display{
+ .physicalDisplay = rect,
+ .clip = rect,
+ };
+
+ const renderengine::LayerSettings redLayer{
+ .geometry.boundaries = rect.toFloatRect(),
+ .source.solidColor = half3(1.0f, 0.0f, 0.0f),
+ .alpha = 1.0f,
+ };
+
+ // The next layer will overwrite redLayer with a GraphicBuffer that is green
+ // applied with a translucent alpha.
+ const auto buf = allocateSourceBuffer(1, 1);
+ {
+ uint8_t* pixels;
+ buf->getBuffer()->lock(GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN,
+ reinterpret_cast<void**>(&pixels));
+ pixels[0] = 0;
+ pixels[1] = 255;
+ pixels[2] = 0;
+ pixels[3] = 255;
+ buf->getBuffer()->unlock();
+ }
+
+ const renderengine::LayerSettings greenLayer{
+ .geometry.boundaries = rect.toFloatRect(),
+ .source =
+ renderengine::PixelSource{
+ .buffer =
+ renderengine::Buffer{
+ .buffer = buf,
+ .usePremultipliedAlpha = true,
+ },
+ },
+ .alpha = 0.5f,
+ .disableBlending = true,
+ };
+
+ std::vector<const renderengine::LayerSettings*> layers{&redLayer, &greenLayer};
+ invokeDraw(display, layers);
+ expectBufferColor(rect, 0, 128, 0, 128);
+}
+
+TEST_P(RenderEngineTest, test_isOpaque) {
+ initializeRenderEngine();
+
+ const auto rect = Rect(0, 0, 1, 1);
+ const renderengine::DisplaySettings display{
+ .physicalDisplay = rect,
+ .clip = rect,
+ .outputDataspace = ui::Dataspace::DISPLAY_P3,
+ };
+
+ // Create an unpremul buffer that is green with no alpha. Using isOpaque
+ // should make the green show.
+ const auto buf = allocateSourceBuffer(1, 1);
+ {
+ uint8_t* pixels;
+ buf->getBuffer()->lock(GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN,
+ reinterpret_cast<void**>(&pixels));
+ pixels[0] = 0;
+ pixels[1] = 255;
+ pixels[2] = 0;
+ pixels[3] = 0;
+ buf->getBuffer()->unlock();
+ }
+
+ const renderengine::LayerSettings greenLayer{
+ .geometry.boundaries = rect.toFloatRect(),
+ .source =
+ renderengine::PixelSource{
+ .buffer =
+ renderengine::Buffer{
+ .buffer = buf,
+ // Although the pixels are not
+ // premultiplied in practice, this
+ // matches the input we see.
+ .usePremultipliedAlpha = true,
+ .isOpaque = true,
+ },
+ },
+ .alpha = 1.0f,
+ };
+
+ std::vector<const renderengine::LayerSettings*> layers{&greenLayer};
+ invokeDraw(display, layers);
+
+ if (GetParam()->useColorManagement()) {
+ expectBufferColor(rect, 117, 251, 76, 255);
+ } else {
+ expectBufferColor(rect, 0, 255, 0, 255);
+ }
+}
+} // namespace renderengine
} // namespace android
// TODO(b/129481165): remove the #pragma below and fix conversion issues
-#pragma clang diagnostic pop // ignored "-Wconversion"
+#pragma clang diagnostic pop // ignored "-Wconversion -Wextra"