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/*
* Copyright 2018 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.
*/
#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 <cutils/properties.h>
#include <gtest/gtest.h>
#include <renderengine/ExternalTexture.h>
#include <renderengine/RenderEngine.h>
#include <renderengine/impl/ExternalTexture.h>
#include <sync/sync.h>
#include <system/graphics-base-v1.0.h>
#include <tonemap/tonemap.h>
#include <ui/ColorSpace.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;
constexpr int DEFAULT_DISPLAY_OFFSET = 64;
constexpr bool WRITE_BUFFER_TO_FILE_ON_FAILURE = false;
namespace android {
namespace renderengine {
namespace {
double EOTF_PQ(double channel) {
float m1 = (2610.0 / 4096.0) / 4.0;
float m2 = (2523.0 / 4096.0) * 128.0;
float c1 = (3424.0 / 4096.0);
float c2 = (2413.0 / 4096.0) * 32.0;
float c3 = (2392.0 / 4096.0) * 32.0;
float tmp = std::pow(std::clamp(channel, 0.0, 1.0), 1.0 / m2);
tmp = std::fmax(tmp - c1, 0.0) / (c2 - c3 * tmp);
return std::pow(tmp, 1.0 / m1);
}
vec3 EOTF_PQ(vec3 color) {
return vec3(EOTF_PQ(color.r), EOTF_PQ(color.g), EOTF_PQ(color.b));
}
double EOTF_HLG(double channel) {
const float a = 0.17883277;
const float b = 0.28466892;
const float c = 0.55991073;
return channel <= 0.5 ? channel * channel / 3.0 : (exp((channel - c) / a) + b) / 12.0;
}
vec3 EOTF_HLG(vec3 color) {
return vec3(EOTF_HLG(color.r), EOTF_HLG(color.g), EOTF_HLG(color.b));
}
double OETF_sRGB(double channel) {
return channel <= 0.0031308 ? channel * 12.92 : (pow(channel, 1.0 / 2.4) * 1.055) - 0.055;
}
int sign(float in) {
return in >= 0.0 ? 1 : -1;
}
vec3 OETF_sRGB(vec3 linear) {
return vec3(sign(linear.r) * OETF_sRGB(linear.r), sign(linear.g) * OETF_sRGB(linear.g),
sign(linear.b) * OETF_sRGB(linear.b));
}
// clang-format off
// Converts red channels to green channels, and zeroes out an existing green channel.
static const auto kRemoveGreenAndMoveRedToGreenMat4 = mat4(0, 1, 0, 0,
0, 0, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1);
// clang-format on
} // namespace
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;
};
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)
.setRenderEngineType(type())
.setUseColorManagerment(useColorManagement())
.build();
return renderengine::gl::GLESRenderEngine::create(reCreationArgs);
}
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;
}
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::impl::
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::impl::ExternalTexture::Usage::READABLE |
renderengine::impl::ExternalTexture::Usage::
WRITEABLE);
}
// Allocates a 1x1 buffer to fill with a solid color
std::shared_ptr<renderengine::ExternalTexture> allocateSourceBuffer(uint32_t width,
uint32_t height) {
return std::make_shared<
renderengine::impl::
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::impl::ExternalTexture::Usage::READABLE |
renderengine::impl::ExternalTexture::Usage::
WRITEABLE);
}
std::shared_ptr<renderengine::ExternalTexture> allocateAndFillSourceBuffer(uint32_t width,
uint32_t height,
ubyte4 color) {
const auto buffer = allocateSourceBuffer(width, height);
uint8_t* pixels;
buffer->getBuffer()->lock(GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN,
reinterpret_cast<void**>(&pixels));
for (uint32_t j = 0; j < height; j++) {
uint8_t* dst = pixels + (buffer->getBuffer()->getStride() * j * 4);
for (uint32_t i = 0; i < width; i++) {
dst[0] = color.r;
dst[1] = color.g;
dst[2] = color.b;
dst[3] = color.a;
dst += 4;
}
}
buffer->getBuffer()->unlock();
return buffer;
}
std::shared_ptr<renderengine::ExternalTexture> allocateR8Buffer(int width, int height) {
auto buffer = new GraphicBuffer(width, height, android::PIXEL_FORMAT_R_8, 1,
GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN |
GRALLOC_USAGE_HW_TEXTURE,
"r8");
if (buffer->initCheck() != 0) {
// Devices are not required to support R8.
return nullptr;
}
return std::make_shared<
renderengine::impl::ExternalTexture>(std::move(buffer), *mRE,
renderengine::impl::ExternalTexture::Usage::
READABLE);
}
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) {
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) {
std::string filename(basename);
filename.append(::testing::UnitTest::GetInstance()->current_test_info()->name());
filename.append(".ppm");
std::ofstream file(filename.c_str(), std::ios::binary);
if (!file.is_open()) {
ALOGE("Unable to open file: %s", filename.c_str());
ALOGE("You may need to do: \"adb shell setenforce 0\" to enable "
"surfaceflinger to write debug images");
return;
}
uint8_t* pixels;
mBuffer->getBuffer()->lock(GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN,
reinterpret_cast<void**>(&pixels));
file << "P6\n";
file << mBuffer->getBuffer()->getWidth() << "\n";
file << mBuffer->getBuffer()->getHeight() << "\n";
file << 255 << "\n";
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->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];
outPtr[2] = src[2];
outPtr += 3;
src += 4;
}
}
file.write(reinterpret_cast<char*>(outBuffer.data()), outBuffer.size());
mBuffer->getBuffer()->unlock();
}
void expectBufferColor(const Region& region, uint8_t r, uint8_t g, uint8_t b, uint8_t a) {
size_t c;
Rect const* rect = region.getArray(&c);
for (size_t i = 0; i < c; i++, rect++) {
expectBufferColor(*rect, r, g, b, a);
}
}
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 generator = [=](Point) { return ubyte4(r, g, b, a); };
expectBufferColor(rect, generator, tolerance);
}
using ColorGenerator = std::function<ubyte4(Point location)>;
void expectBufferColor(const Rect& rect, ColorGenerator generator, uint8_t tolerance = 0) {
auto colorCompare = [tolerance](const uint8_t* colorA, const uint8_t* colorB) {
auto colorBitCompare = [tolerance](uint8_t a, uint8_t b) {
uint8_t tmp = a >= b ? a - b : b - a;
return tmp <= tolerance;
};
return std::equal(colorA, colorA + 4, colorB, colorBitCompare);
};
expectBufferColor(rect, generator, colorCompare);
}
void expectBufferColor(const Rect& region, ColorGenerator generator,
std::function<bool(const uint8_t* a, const uint8_t* b)> colorCompare) {
uint8_t* 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->getBuffer()->getStride() * (region.top + j) + region.left) * 4;
for (int32_t i = 0; i < region.getWidth(); i++) {
const auto location = Point(region.left + i, region.top + j);
const ubyte4 colors = generator(location);
const uint8_t expected[4] = {colors.r, colors.g, colors.b, colors.a};
bool colorMatches = colorCompare(src, expected);
EXPECT_TRUE(colorMatches)
<< GetParam()->name().c_str() << ": "
<< "pixel @ (" << location.x << ", " << location.y << "): "
<< "expected (" << static_cast<uint32_t>(colors.r) << ", "
<< static_cast<uint32_t>(colors.g) << ", "
<< static_cast<uint32_t>(colors.b) << ", "
<< static_cast<uint32_t>(colors.a) << "), "
<< "got (" << static_cast<uint32_t>(src[0]) << ", "
<< static_cast<uint32_t>(src[1]) << ", " << static_cast<uint32_t>(src[2])
<< ", " << static_cast<uint32_t>(src[3]) << ")";
src += 4;
if (!colorMatches && ++fails >= maxFails) {
break;
}
}
if (fails >= maxFails) {
break;
}
}
mBuffer->getBuffer()->unlock();
}
void expectAlpha(const Rect& rect, uint8_t a) {
auto generator = [=](Point) { return ubyte4(0, 0, 0, a); };
auto colorCompare = [](const uint8_t* colorA, const uint8_t* colorB) {
return colorA[3] == colorB[3];
};
expectBufferColor(rect, generator, colorCompare);
}
void expectShadowColor(const renderengine::LayerSettings& castingLayer,
const renderengine::ShadowSettings& shadow, const ubyte4& casterColor,
const ubyte4& backgroundColor) {
const Rect casterRect(castingLayer.geometry.boundaries);
Region casterRegion = Region(casterRect);
const float casterCornerRadius = (castingLayer.geometry.roundedCornersRadius.x +
castingLayer.geometry.roundedCornersRadius.y) /
2.0;
if (casterCornerRadius > 0.0f) {
// ignore the corners if a corner radius is set
Rect cornerRect(casterCornerRadius, casterCornerRadius);
casterRegion.subtractSelf(cornerRect.offsetTo(casterRect.left, casterRect.top));
casterRegion.subtractSelf(
cornerRect.offsetTo(casterRect.right - casterCornerRadius, casterRect.top));
casterRegion.subtractSelf(
cornerRect.offsetTo(casterRect.left, casterRect.bottom - casterCornerRadius));
casterRegion.subtractSelf(cornerRect.offsetTo(casterRect.right - casterCornerRadius,
casterRect.bottom - casterCornerRadius));
}
const float shadowInset = shadow.length * -1.0f;
const Rect casterWithShadow =
Rect(casterRect).inset(shadowInset, shadowInset, shadowInset, shadowInset);
const Region shadowRegion = Region(casterWithShadow).subtractSelf(casterRect);
const Region backgroundRegion = Region(fullscreenRect()).subtractSelf(casterWithShadow);
// verify casting layer
expectBufferColor(casterRegion, casterColor.r, casterColor.g, casterColor.b, casterColor.a);
// verify shadows by testing just the alpha since its difficult to validate the shadow color
size_t c;
Rect const* r = shadowRegion.getArray(&c);
for (size_t i = 0; i < c; i++, r++) {
expectAlpha(*r, 255);
}
// verify background
expectBufferColor(backgroundRegion, backgroundColor.r, backgroundColor.g, backgroundColor.b,
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;
shadow.ambientColor = {0.0f, 0.0f, 0.0f, 0.039f};
shadow.spotColor = {0.0f, 0.0f, 0.0f, 0.19f};
shadow.lightPos = vec3(casterPos.x, casterPos.y, 0);
shadow.lightRadius = 0.0f;
shadow.length = shadowLength;
shadow.casterIsTranslucent = casterIsTranslucent;
return shadow;
}
static Rect fullscreenRect() { return Rect(DEFAULT_DISPLAY_WIDTH, DEFAULT_DISPLAY_HEIGHT); }
static Rect offsetRect() {
return Rect(DEFAULT_DISPLAY_OFFSET, DEFAULT_DISPLAY_OFFSET, DEFAULT_DISPLAY_WIDTH,
DEFAULT_DISPLAY_HEIGHT);
}
static Rect offsetRectAtZero() {
return Rect(DEFAULT_DISPLAY_WIDTH - DEFAULT_DISPLAY_OFFSET,
DEFAULT_DISPLAY_HEIGHT - DEFAULT_DISPLAY_OFFSET);
}
void invokeDraw(const renderengine::DisplaySettings& settings,
const std::vector<renderengine::LayerSettings>& layers) {
std::future<renderengine::RenderEngineResult> result =
mRE->drawLayers(settings, layers, mBuffer, true, base::unique_fd());
ASSERT_TRUE(result.valid());
auto [status, fence] = result.get();
ASSERT_EQ(NO_ERROR, status);
if (fence.ok()) {
sync_wait(fence.get(), -1);
}
if (layers.size() > 0 && mGLESRE != nullptr) {
ASSERT_TRUE(mGLESRE->isFramebufferImageCachedForTesting(mBuffer->getBuffer()->getId()));
}
}
void drawEmptyLayers() {
renderengine::DisplaySettings settings;
std::vector<renderengine::LayerSettings> layers;
invokeDraw(settings, layers);
}
template <typename SourceVariant>
void fillBuffer(half r, half g, half b, half a);
template <typename SourceVariant>
void fillRedBuffer();
template <typename SourceVariant>
void fillGreenBuffer();
template <typename SourceVariant>
void fillBlueBuffer();
template <typename SourceVariant>
void fillRedTransparentBuffer();
template <typename SourceVariant>
void fillRedOffsetBuffer();
template <typename SourceVariant>
void fillBufferPhysicalOffset();
template <typename SourceVariant>
void fillBufferCheckers(uint32_t rotation);
template <typename SourceVariant>
void fillBufferCheckersRotate0();
template <typename SourceVariant>
void fillBufferCheckersRotate90();
template <typename SourceVariant>
void fillBufferCheckersRotate180();
template <typename SourceVariant>
void fillBufferCheckersRotate270();
template <typename SourceVariant>
void fillBufferWithLayerTransform();
template <typename SourceVariant>
void fillBufferLayerTransform();
template <typename SourceVariant>
void fillBufferWithColorTransform();
template <typename SourceVariant>
void fillBufferColorTransform();
template <typename SourceVariant>
void fillBufferWithColorTransformAndSourceDataspace(const ui::Dataspace sourceDataspace);
template <typename SourceVariant>
void fillBufferColorTransformAndSourceDataspace();
template <typename SourceVariant>
void fillBufferWithColorTransformAndOutputDataspace(const ui::Dataspace outputDataspace);
template <typename SourceVariant>
void fillBufferColorTransformAndOutputDataspace();
template <typename SourceVariant>
void fillBufferWithColorTransformZeroLayerAlpha();
template <typename SourceVariant>
void fillBufferColorTransformZeroLayerAlpha();
template <typename SourceVariant>
void fillRedBufferWithRoundedCorners();
template <typename SourceVariant>
void fillBufferWithRoundedCorners();
template <typename SourceVariant>
void fillBufferAndBlurBackground();
template <typename SourceVariant>
void fillSmallLayerAndBlurBackground();
template <typename SourceVariant>
void overlayCorners();
void fillRedBufferTextureTransform();
void fillBufferTextureTransform();
void fillRedBufferWithPremultiplyAlpha();
void fillBufferWithPremultiplyAlpha();
void fillRedBufferWithoutPremultiplyAlpha();
void fillBufferWithoutPremultiplyAlpha();
void fillGreenColorBufferThenClearRegion();
template <typename SourceVariant>
void drawShadow(const renderengine::LayerSettings& castingLayer,
const renderengine::ShadowSettings& shadow, const ubyte4& casterColor,
const ubyte4& backgroundColor);
void drawShadowWithoutCaster(const FloatRect& castingBounds,
const renderengine::ShadowSettings& shadow,
const ubyte4& backgroundColor);
// Tonemaps grey values from sourceDataspace -> Display P3 and checks that GPU and CPU
// implementations are identical Also implicitly checks that the injected tonemap shader
// compiles
void tonemap(ui::Dataspace sourceDataspace, std::function<vec3(vec3)> eotf,
std::function<vec3(vec3, float)> scaleOotf);
void initializeRenderEngine();
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;
};
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; }
};
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 50;
}
};
template <typename OpaquenessVariant>
struct BufferSourceVariant {
static void fillColor(renderengine::LayerSettings& layer, half r, half g, half b,
RenderEngineTest* fixture) {
const auto buf = fixture->allocateSourceBuffer(1, 1);
uint32_t texName;
fixture->mRE->genTextures(1, &texName);
fixture->mTexNames.push_back(texName);
uint8_t* 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->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);
iter[3] = OpaquenessVariant::getAlphaChannel();
iter += 4;
}
}
buf->getBuffer()->unlock();
layer.source.buffer.buffer = buf;
layer.source.buffer.textureName = texName;
layer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
OpaquenessVariant::setOpaqueBit(layer);
}
};
template <typename SourceVariant>
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<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);
}
template <typename SourceVariant>
void RenderEngineTest::fillRedBuffer() {
fillBuffer<SourceVariant>(1.0f, 0.0f, 0.0f, 1.0f);
expectBufferColor(fullscreenRect(), 255, 0, 0, 255);
}
template <typename SourceVariant>
void RenderEngineTest::fillGreenBuffer() {
fillBuffer<SourceVariant>(0.0f, 1.0f, 0.0f, 1.0f);
expectBufferColor(fullscreenRect(), 0, 255, 0, 255);
}
template <typename SourceVariant>
void RenderEngineTest::fillBlueBuffer() {
fillBuffer<SourceVariant>(0.0f, 0.0f, 1.0f, 1.0f);
expectBufferColor(fullscreenRect(), 0, 0, 255, 255);
}
template <typename SourceVariant>
void RenderEngineTest::fillRedTransparentBuffer() {
fillBuffer<SourceVariant>(1.0f, 0.0f, 0.0f, .2f);
expectBufferColor(fullscreenRect(), 51, 0, 0, 51);
}
template <typename SourceVariant>
void RenderEngineTest::fillRedOffsetBuffer() {
renderengine::DisplaySettings settings;
settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
settings.physicalDisplay = offsetRect();
settings.clip = offsetRectAtZero();
std::vector<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);
}
template <typename SourceVariant>
void RenderEngineTest::fillBufferPhysicalOffset() {
fillRedOffsetBuffer<SourceVariant>();
expectBufferColor(Rect(DEFAULT_DISPLAY_OFFSET, DEFAULT_DISPLAY_OFFSET, DEFAULT_DISPLAY_WIDTH,
DEFAULT_DISPLAY_HEIGHT),
255, 0, 0, 255);
Rect offsetRegionLeft(DEFAULT_DISPLAY_OFFSET, DEFAULT_DISPLAY_HEIGHT);
Rect offsetRegionTop(DEFAULT_DISPLAY_WIDTH, DEFAULT_DISPLAY_OFFSET);
expectBufferColor(offsetRegionLeft, 0, 0, 0, 0);
expectBufferColor(offsetRegionTop, 0, 0, 0, 0);
}
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);
settings.orientation = orientationFlag;
std::vector<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);
layerThree.alpha = 1.0f;
layers.push_back(layerOne);
layers.push_back(layerTwo);
layers.push_back(layerThree);
invokeDraw(settings, layers);
}
template <typename SourceVariant>
void RenderEngineTest::fillBufferCheckersRotate0() {
fillBufferCheckers<SourceVariant>(ui::Transform::ROT_0);
expectBufferColor(Rect(0, 0, DEFAULT_DISPLAY_WIDTH / 2, DEFAULT_DISPLAY_HEIGHT / 2), 255, 0, 0,
255);
expectBufferColor(Rect(DEFAULT_DISPLAY_WIDTH / 2, 0, DEFAULT_DISPLAY_WIDTH,
DEFAULT_DISPLAY_HEIGHT / 2),
0, 0, 255, 255);
expectBufferColor(Rect(DEFAULT_DISPLAY_WIDTH / 2, DEFAULT_DISPLAY_HEIGHT / 2,
DEFAULT_DISPLAY_WIDTH, DEFAULT_DISPLAY_HEIGHT),
0, 0, 0, 0);
expectBufferColor(Rect(0, DEFAULT_DISPLAY_HEIGHT / 2, DEFAULT_DISPLAY_WIDTH / 2,
DEFAULT_DISPLAY_HEIGHT),
0, 255, 0, 255);
}
template <typename SourceVariant>
void RenderEngineTest::fillBufferCheckersRotate90() {
fillBufferCheckers<SourceVariant>(ui::Transform::ROT_90);
expectBufferColor(Rect(0, 0, DEFAULT_DISPLAY_WIDTH / 2, DEFAULT_DISPLAY_HEIGHT / 2), 0, 255, 0,
255);
expectBufferColor(Rect(DEFAULT_DISPLAY_WIDTH / 2, 0, DEFAULT_DISPLAY_WIDTH,
DEFAULT_DISPLAY_HEIGHT / 2),
255, 0, 0, 255);
expectBufferColor(Rect(DEFAULT_DISPLAY_WIDTH / 2, DEFAULT_DISPLAY_HEIGHT / 2,
DEFAULT_DISPLAY_WIDTH, DEFAULT_DISPLAY_HEIGHT),
0, 0, 255, 255);
expectBufferColor(Rect(0, DEFAULT_DISPLAY_HEIGHT / 2, DEFAULT_DISPLAY_WIDTH / 2,
DEFAULT_DISPLAY_HEIGHT),
0, 0, 0, 0);
}
template <typename SourceVariant>
void RenderEngineTest::fillBufferCheckersRotate180() {
fillBufferCheckers<SourceVariant>(ui::Transform::ROT_180);
expectBufferColor(Rect(0, 0, DEFAULT_DISPLAY_WIDTH / 2, DEFAULT_DISPLAY_HEIGHT / 2), 0, 0, 0,
0);
expectBufferColor(Rect(DEFAULT_DISPLAY_WIDTH / 2, 0, DEFAULT_DISPLAY_WIDTH,
DEFAULT_DISPLAY_HEIGHT / 2),
0, 255, 0, 255);
expectBufferColor(Rect(DEFAULT_DISPLAY_WIDTH / 2, DEFAULT_DISPLAY_HEIGHT / 2,
DEFAULT_DISPLAY_WIDTH, DEFAULT_DISPLAY_HEIGHT),
255, 0, 0, 255);
expectBufferColor(Rect(0, DEFAULT_DISPLAY_HEIGHT / 2, DEFAULT_DISPLAY_WIDTH / 2,
DEFAULT_DISPLAY_HEIGHT),
0, 0, 255, 255);
}
template <typename SourceVariant>
void RenderEngineTest::fillBufferCheckersRotate270() {
fillBufferCheckers<SourceVariant>(ui::Transform::ROT_270);
expectBufferColor(Rect(0, 0, DEFAULT_DISPLAY_WIDTH / 2, DEFAULT_DISPLAY_HEIGHT / 2), 0, 0, 255,
255);
expectBufferColor(Rect(DEFAULT_DISPLAY_WIDTH / 2, 0, DEFAULT_DISPLAY_WIDTH,
DEFAULT_DISPLAY_HEIGHT / 2),
0, 0, 0, 0);
expectBufferColor(Rect(DEFAULT_DISPLAY_WIDTH / 2, DEFAULT_DISPLAY_HEIGHT / 2,
DEFAULT_DISPLAY_WIDTH, DEFAULT_DISPLAY_HEIGHT),
0, 255, 0, 255);
expectBufferColor(Rect(0, DEFAULT_DISPLAY_HEIGHT / 2, DEFAULT_DISPLAY_WIDTH / 2,
DEFAULT_DISPLAY_HEIGHT),
255, 0, 0, 255);
}
template <typename SourceVariant>
void RenderEngineTest::fillBufferWithLayerTransform() {
renderengine::DisplaySettings settings;
settings.physicalDisplay = fullscreenRect();
// Here logical space is 2x2
settings.clip = Rect(2, 2);
settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
std::vector<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);
SourceVariant::fillColor(layer, 1.0f, 0.0f, 0.0f, this);
layer.source.solidColor = half3(1.0f, 0.0f, 0.0f);
layer.alpha = 1.0f;
layers.push_back(layer);
invokeDraw(settings, layers);
}
template <typename SourceVariant>
void RenderEngineTest::fillBufferLayerTransform() {
fillBufferWithLayerTransform<SourceVariant>();
expectBufferColor(Rect(0, 0, DEFAULT_DISPLAY_WIDTH, DEFAULT_DISPLAY_HEIGHT / 2), 0, 0, 0, 0);
expectBufferColor(Rect(0, 0, DEFAULT_DISPLAY_WIDTH / 2, DEFAULT_DISPLAY_HEIGHT), 0, 0, 0, 0);
expectBufferColor(Rect(DEFAULT_DISPLAY_WIDTH / 2, DEFAULT_DISPLAY_HEIGHT / 2,
DEFAULT_DISPLAY_WIDTH, DEFAULT_DISPLAY_HEIGHT),
255, 0, 0, 255);
}
template <typename SourceVariant>
void RenderEngineTest::fillBufferWithColorTransform() {
renderengine::DisplaySettings settings;
settings.physicalDisplay = fullscreenRect();
settings.clip = Rect(1, 1);
settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
std::vector<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(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);
layer.alpha = 1.0f;
layer.geometry.boundaries = Rect(1, 1).toFloatRect();
layers.push_back(layer);
invokeDraw(settings, layers);
}
template <typename SourceVariant>
void RenderEngineTest::fillBufferWithColorTransformAndSourceDataspace(
const ui::Dataspace sourceDataspace) {
renderengine::DisplaySettings settings;
settings.physicalDisplay = fullscreenRect();
settings.clip = Rect(1, 1);
settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
std::vector<renderengine::LayerSettings> layers;
renderengine::LayerSettings layer;
layer.sourceDataspace = sourceDataspace;
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(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);
layer.alpha = 1.0f;
layer.geometry.boundaries = Rect(1, 1).toFloatRect();
layers.push_back(layer);
invokeDraw(settings, layers);
}
template <typename SourceVariant>
void RenderEngineTest::fillBufferColorTransform() {
fillBufferWithColorTransform<SourceVariant>();
expectBufferColor(fullscreenRect(), 172, 0, 0, 255, 1);
}
template <typename SourceVariant>
void RenderEngineTest::fillBufferColorTransformAndSourceDataspace() {
unordered_map<ui::Dataspace, ubyte4> dataspaceToColorMap;
dataspaceToColorMap[ui::Dataspace::V0_BT709] = {172, 0, 0, 255};
dataspaceToColorMap[ui::Dataspace::BT2020] = {172, 0, 0, 255};
dataspaceToColorMap[ui::Dataspace::ADOBE_RGB] = {172, 0, 0, 255};
ui::Dataspace customizedDataspace = static_cast<ui::Dataspace>(
ui::Dataspace::STANDARD_BT709 | ui::Dataspace::TRANSFER_GAMMA2_2 |
ui::Dataspace::RANGE_FULL);
dataspaceToColorMap[customizedDataspace] = {172, 0, 0, 255};
for (const auto& [sourceDataspace, color] : dataspaceToColorMap) {
fillBufferWithColorTransformAndSourceDataspace<SourceVariant>(sourceDataspace);
expectBufferColor(fullscreenRect(), color.r, color.g, color.b, color.a, 1);
}
}
template <typename SourceVariant>
void RenderEngineTest::fillBufferWithColorTransformAndOutputDataspace(
const ui::Dataspace outputDataspace) {
renderengine::DisplaySettings settings;
settings.physicalDisplay = fullscreenRect();
settings.clip = Rect(1, 1);
settings.outputDataspace = outputDataspace;
std::vector<renderengine::LayerSettings> layers;
renderengine::LayerSettings layer;
layer.sourceDataspace = ui::Dataspace::V0_SCRGB_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(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);
layer.alpha = 1.0f;
layer.geometry.boundaries = Rect(1, 1).toFloatRect();
layers.push_back(layer);
invokeDraw(settings, layers);
}
template <typename SourceVariant>
void RenderEngineTest::fillBufferColorTransformAndOutputDataspace() {
unordered_map<ui::Dataspace, ubyte4> dataspaceToColorMap;
dataspaceToColorMap[ui::Dataspace::V0_BT709] = {202, 0, 0, 255};
dataspaceToColorMap[ui::Dataspace::BT2020] = {192, 0, 0, 255};
dataspaceToColorMap[ui::Dataspace::ADOBE_RGB] = {202, 0, 0, 255};
ui::Dataspace customizedDataspace = static_cast<ui::Dataspace>(
ui::Dataspace::STANDARD_BT709 | ui::Dataspace::TRANSFER_GAMMA2_6 |
ui::Dataspace::RANGE_FULL);
dataspaceToColorMap[customizedDataspace] = {202, 0, 0, 255};
for (const auto& [outputDataspace, color] : dataspaceToColorMap) {
fillBufferWithColorTransformAndOutputDataspace<SourceVariant>(outputDataspace);
expectBufferColor(fullscreenRect(), color.r, color.g, color.b, color.a, 1);
}
}
template <typename SourceVariant>
void RenderEngineTest::fillBufferWithColorTransformZeroLayerAlpha() {
renderengine::DisplaySettings settings;
settings.physicalDisplay = fullscreenRect();
settings.clip = Rect(1, 1);
std::vector<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>
void RenderEngineTest::fillRedBufferWithRoundedCorners() {
renderengine::DisplaySettings settings;
settings.physicalDisplay = fullscreenRect();
settings.clip = fullscreenRect();
settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
std::vector<renderengine::LayerSettings> layers;
renderengine::LayerSettings layer;
layer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
layer.geometry.boundaries = fullscreenRect().toFloatRect();
layer.geometry.roundedCornersRadius = {5.0f, 5.0f};
layer.geometry.roundedCornersCrop = fullscreenRect().toFloatRect();
SourceVariant::fillColor(layer, 1.0f, 0.0f, 0.0f, this);
layer.alpha = 1.0f;
layers.push_back(layer);
invokeDraw(settings, layers);
}
template <typename SourceVariant>
void RenderEngineTest::fillBufferWithRoundedCorners() {
fillRedBufferWithRoundedCorners<SourceVariant>();
// Corners should be ignored...
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);
expectBufferColor(Rect(DEFAULT_DISPLAY_WIDTH - 1, DEFAULT_DISPLAY_HEIGHT - 1,
DEFAULT_DISPLAY_WIDTH, DEFAULT_DISPLAY_HEIGHT),
0, 0, 0, 0);
// ...And the non-rounded portion should be red.
// Other pixels may be anti-aliased, so let's not check those.
expectBufferColor(Rect(5, 5, DEFAULT_DISPLAY_WIDTH - 5, DEFAULT_DISPLAY_HEIGHT - 5), 255, 0, 0,
255);
}
template <typename SourceVariant>
void RenderEngineTest::fillBufferAndBlurBackground() {
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<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.emplace_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);
leftLayer.alpha = 1.0f;
layers.emplace_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.emplace_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<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);
// 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>
void RenderEngineTest::overlayCorners() {
renderengine::DisplaySettings settings;
settings.physicalDisplay = fullscreenRect();
settings.clip = fullscreenRect();
settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
std::vector<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);
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),
0, 0, 0, 0);
std::vector<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);
SourceVariant::fillColor(layerTwo, 0.0f, 1.0f, 0.0f, this);
layerTwo.alpha = 1.0f;
layersSecond.push_back(layerTwo);
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,
DEFAULT_DISPLAY_WIDTH, DEFAULT_DISPLAY_HEIGHT),
0, 255, 0, 255);
}
void RenderEngineTest::fillRedBufferTextureTransform() {
renderengine::DisplaySettings settings;
settings.physicalDisplay = fullscreenRect();
settings.clip = Rect(1, 1);
settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
std::vector<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.
const auto buf = allocateSourceBuffer(2, 2);
uint32_t texName;
RenderEngineTest::mRE->genTextures(1, &texName);
this->mTexNames.push_back(texName);
uint8_t* 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;
pixels[2] = 0;
pixels[3] = 255;
pixels[4] = 0;
pixels[5] = 255;
pixels[6] = 0;
pixels[7] = 255;
pixels[8] = 0;
pixels[9] = 0;
pixels[10] = 255;
pixels[11] = 255;
buf->getBuffer()->unlock();
layer.source.buffer.buffer = buf;
layer.source.buffer.textureName = texName;
// Transform coordinates to only be inside the red quadrant.
layer.source.buffer.textureTransform = mat4::scale(vec4(0.2f, 0.2f, 1.f, 1.f));
layer.alpha = 1.0f;
layer.geometry.boundaries = Rect(1, 1).toFloatRect();
layers.push_back(layer);
invokeDraw(settings, layers);
}
void RenderEngineTest::fillBufferTextureTransform() {
fillRedBufferTextureTransform();
expectBufferColor(fullscreenRect(), 255, 0, 0, 255);
}
void RenderEngineTest::fillRedBufferWithPremultiplyAlpha() {
renderengine::DisplaySettings settings;
settings.physicalDisplay = fullscreenRect();
// Here logical space is 1x1
settings.clip = Rect(1, 1);
std::vector<renderengine::LayerSettings> layers;
renderengine::LayerSettings layer;
const auto buf = allocateSourceBuffer(1, 1);
uint32_t texName;
RenderEngineTest::mRE->genTextures(1, &texName);
this->mTexNames.push_back(texName);
uint8_t* 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->getBuffer()->unlock();
layer.source.buffer.buffer = buf;
layer.source.buffer.textureName = texName;
layer.source.buffer.usePremultipliedAlpha = true;
layer.alpha = 0.5f;
layer.geometry.boundaries = Rect(1, 1).toFloatRect();
layers.push_back(layer);
invokeDraw(settings, layers);
}
void RenderEngineTest::fillBufferWithPremultiplyAlpha() {
fillRedBufferWithPremultiplyAlpha();
expectBufferColor(fullscreenRect(), 128, 0, 0, 128);
}
void RenderEngineTest::fillRedBufferWithoutPremultiplyAlpha() {
renderengine::DisplaySettings settings;
settings.physicalDisplay = fullscreenRect();
// Here logical space is 1x1
settings.clip = Rect(1, 1);
std::vector<renderengine::LayerSettings> layers;
renderengine::LayerSettings layer;
const auto buf = allocateSourceBuffer(1, 1);
uint32_t texName;
RenderEngineTest::mRE->genTextures(1, &texName);
this->mTexNames.push_back(texName);
uint8_t* 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->getBuffer()->unlock();
layer.source.buffer.buffer = buf;
layer.source.buffer.textureName = texName;
layer.source.buffer.usePremultipliedAlpha = false;
layer.alpha = 0.5f;
layer.geometry.boundaries = Rect(1, 1).toFloatRect();
layers.push_back(layer);
invokeDraw(settings, layers);
}
void RenderEngineTest::fillBufferWithoutPremultiplyAlpha() {
fillRedBufferWithoutPremultiplyAlpha();
expectBufferColor(fullscreenRect(), 128, 0, 0, 128, 1);
}
template <typename SourceVariant>
void RenderEngineTest::drawShadow(const renderengine::LayerSettings& castingLayer,
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();
std::vector<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 = castingLayer.geometry.boundaries;
shadowLayer.alpha = castingLayer.alpha;
shadowLayer.shadow = shadow;
layers.push_back(shadowLayer);
// 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);
}
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<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);
}
void RenderEngineTest::tonemap(ui::Dataspace sourceDataspace, std::function<vec3(vec3)> eotf,
std::function<vec3(vec3, float)> scaleOotf) {
constexpr int32_t kGreyLevels = 256;
const auto rect = Rect(0, 0, kGreyLevels, 1);
constexpr float kMaxLuminance = 750.f;
constexpr float kCurrentLuminanceNits = 500.f;
const renderengine::DisplaySettings display{
.physicalDisplay = rect,
.clip = rect,
.maxLuminance = kMaxLuminance,
.currentLuminanceNits = kCurrentLuminanceNits,
.outputDataspace = ui::Dataspace::DISPLAY_P3,
};
auto buf = std::make_shared<
renderengine::impl::
ExternalTexture>(new GraphicBuffer(kGreyLevels, 1, HAL_PIXEL_FORMAT_RGBA_8888,
1,
GRALLOC_USAGE_SW_READ_OFTEN |
GRALLOC_USAGE_SW_WRITE_OFTEN |
GRALLOC_USAGE_HW_RENDER |
GRALLOC_USAGE_HW_TEXTURE,
"input"),
*mRE,
renderengine::impl::ExternalTexture::Usage::READABLE |
renderengine::impl::ExternalTexture::Usage::WRITEABLE);
ASSERT_EQ(0, buf->getBuffer()->initCheck());
{
uint8_t* pixels;
buf->getBuffer()->lock(GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN,
reinterpret_cast<void**>(&pixels));
uint8_t color = 0;
for (int32_t j = 0; j < buf->getBuffer()->getHeight(); j++) {
uint8_t* dest = pixels + (buf->getBuffer()->getStride() * j * 4);
for (int32_t i = 0; i < buf->getBuffer()->getWidth(); i++) {
dest[0] = color;
dest[1] = color;
dest[2] = color;
dest[3] = 255;
color++;
dest += 4;
}
}
buf->getBuffer()->unlock();
}
mBuffer = std::make_shared<
renderengine::impl::
ExternalTexture>(new GraphicBuffer(kGreyLevels, 1, 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::impl::ExternalTexture::Usage::READABLE |
renderengine::impl::ExternalTexture::Usage::WRITEABLE);
ASSERT_EQ(0, mBuffer->getBuffer()->initCheck());
const renderengine::LayerSettings layer{.geometry.boundaries = rect.toFloatRect(),
.source =
renderengine::PixelSource{
.buffer =
renderengine::Buffer{
.buffer =
std::move(buf),
.usePremultipliedAlpha =
true,
},
},
.alpha = 1.0f,
.sourceDataspace = sourceDataspace};
std::vector<renderengine::LayerSettings> layers{layer};
invokeDraw(display, layers);
ColorSpace displayP3 = ColorSpace::DisplayP3();
ColorSpace bt2020 = ColorSpace::BT2020();
tonemap::Metadata metadata{.displayMaxLuminance = 750.0f};
auto generator = [=](Point location) {
const double normColor = static_cast<double>(location.x) / (kGreyLevels - 1);
const vec3 rgb = vec3(normColor, normColor, normColor);
const vec3 linearRGB = eotf(rgb);
const vec3 xyz = bt2020.getRGBtoXYZ() * linearRGB;
const vec3 scaledXYZ = scaleOotf(xyz, kCurrentLuminanceNits);
const auto gains =
tonemap::getToneMapper()
->lookupTonemapGain(static_cast<aidl::android::hardware::graphics::common::
Dataspace>(sourceDataspace),
static_cast<aidl::android::hardware::graphics::common::
Dataspace>(
ui::Dataspace::DISPLAY_P3),
{tonemap::
Color{.linearRGB =
scaleOotf(linearRGB,
kCurrentLuminanceNits),
.xyz = scaledXYZ}},
metadata);
EXPECT_EQ(1, gains.size());
const double gain = gains.front();
const vec3 normalizedXYZ = scaledXYZ * gain / metadata.displayMaxLuminance;
const vec3 targetRGB = OETF_sRGB(displayP3.getXYZtoRGB() * normalizedXYZ) * 255;
return ubyte4(static_cast<uint8_t>(targetRGB.r), static_cast<uint8_t>(targetRGB.g),
static_cast<uint8_t>(targetRGB.b), 255);
};
expectBufferColor(Rect(kGreyLevels, 1), generator, 2);
}
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_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(static_cast<uint8_t>(255), static_cast<uint8_t>(255),
static_cast<uint8_t>(255), static_cast<uint8_t>(255));
// 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<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<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);
std::future<renderengine::RenderEngineResult> result =
mRE->drawLayers(settings, layers, nullptr, true, base::unique_fd());
ASSERT_TRUE(result.valid());
auto [status, fence] = result.get();
ASSERT_EQ(BAD_VALUE, status);
ASSERT_FALSE(fence.ok());
}
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();
std::vector<renderengine::LayerSettings> layers;
renderengine::LayerSettings layer;
layer.geometry.boundaries = fullscreenRect().toFloatRect();
BufferSourceVariant<ForceOpaqueBufferVariant>::fillColor(layer, 1.0f, 0.0f, 0.0f, this);
layer.alpha = 1.0;
layers.push_back(layer);
std::future<renderengine::RenderEngineResult> result =
mRE->drawLayers(settings, layers, mBuffer, false, base::unique_fd());
ASSERT_TRUE(result.valid());
auto [status, fence] = result.get();
ASSERT_EQ(NO_ERROR, status);
if (fence.ok()) {
sync_wait(fence.get(), -1);
}
ASSERT_FALSE(mGLESRE->isFramebufferImageCachedForTesting(mBuffer->getBuffer()->getId()));
expectBufferColor(fullscreenRect(), 255, 0, 0, 255);
}
TEST_P(RenderEngineTest, drawLayers_fillRedBuffer_colorSource) {
initializeRenderEngine();
fillRedBuffer<ColorSourceVariant>();
}
TEST_P(RenderEngineTest, drawLayers_fillGreenBuffer_colorSource) {
initializeRenderEngine();
fillGreenBuffer<ColorSourceVariant>();
}
TEST_P(RenderEngineTest, drawLayers_fillBlueBuffer_colorSource) {
initializeRenderEngine();
fillBlueBuffer<ColorSourceVariant>();
}
TEST_P(RenderEngineTest, drawLayers_fillRedTransparentBuffer_colorSource) {
initializeRenderEngine();
fillRedTransparentBuffer<ColorSourceVariant>();
}
TEST_P(RenderEngineTest, drawLayers_fillBufferPhysicalOffset_colorSource) {
initializeRenderEngine();
fillBufferPhysicalOffset<ColorSourceVariant>();
}
TEST_P(RenderEngineTest, drawLayers_fillBufferCheckersRotate0_colorSource) {
initializeRenderEngine();
fillBufferCheckersRotate0<ColorSourceVariant>();
}
TEST_P(RenderEngineTest, drawLayers_fillBufferCheckersRotate90_colorSource) {
initializeRenderEngine();
fillBufferCheckersRotate90<ColorSourceVariant>();
}
TEST_P(RenderEngineTest, drawLayers_fillBufferCheckersRotate180_colorSource) {
initializeRenderEngine();
fillBufferCheckersRotate180<ColorSourceVariant>();
}
TEST_P(RenderEngineTest, drawLayers_fillBufferCheckersRotate270_colorSource) {
initializeRenderEngine();
fillBufferCheckersRotate270<ColorSourceVariant>();
}
TEST_P(RenderEngineTest, drawLayers_fillBufferLayerTransform_colorSource) {
initializeRenderEngine();
fillBufferLayerTransform<ColorSourceVariant>();
}
TEST_P(RenderEngineTest, drawLayers_fillBufferColorTransform_colorSource) {
initializeRenderEngine();
fillBufferColorTransform<ColorSourceVariant>();
}
TEST_P(RenderEngineTest, drawLayers_fillBufferColorTransform_sourceDataspace) {
const auto& renderEngineFactory = GetParam();
// skip for non color management
if (!renderEngineFactory->useColorManagement()) {
return;
}
// skip for GLESRenderEngine
if (renderEngineFactory->type() != renderengine::RenderEngine::RenderEngineType::GLES) {
return;
}
initializeRenderEngine();
fillBufferColorTransformAndSourceDataspace<ColorSourceVariant>();
}
TEST_P(RenderEngineTest, drawLayers_fillBufferColorTransform_outputDataspace) {
const auto& renderEngineFactory = GetParam();
// skip for non color management
if (!renderEngineFactory->useColorManagement()) {
return;
}
// skip for GLESRenderEngine
if (renderEngineFactory->type() != renderengine::RenderEngine::RenderEngineType::GLES) {
return;
}
initializeRenderEngine();
fillBufferColorTransformAndOutputDataspace<ColorSourceVariant>();
}
TEST_P(RenderEngineTest, drawLayers_fillBufferRoundedCorners_colorSource) {
initializeRenderEngine();
fillBufferWithRoundedCorners<ColorSourceVariant>();
}
TEST_P(RenderEngineTest, drawLayers_fillBufferColorTransformZeroLayerAlpha_colorSource) {
initializeRenderEngine();
fillBufferColorTransformZeroLayerAlpha<ColorSourceVariant>();
}
TEST_P(RenderEngineTest, drawLayers_fillBufferAndBlurBackground_colorSource) {
initializeRenderEngine();
fillBufferAndBlurBackground<ColorSourceVariant>();
}
TEST_P(RenderEngineTest, drawLayers_fillSmallLayerAndBlurBackground_colorSource) {
initializeRenderEngine();
fillSmallLayerAndBlurBackground<ColorSourceVariant>();
}
TEST_P(RenderEngineTest, drawLayers_overlayCorners_colorSource) {
initializeRenderEngine();
overlayCorners<ColorSourceVariant>();
}
TEST_P(RenderEngineTest, drawLayers_fillRedBuffer_opaqueBufferSource) {
initializeRenderEngine();
fillRedBuffer<BufferSourceVariant<ForceOpaqueBufferVariant>>();
}
TEST_P(RenderEngineTest, drawLayers_fillGreenBuffer_opaqueBufferSource) {
initializeRenderEngine();
fillGreenBuffer<BufferSourceVariant<ForceOpaqueBufferVariant>>();
}
TEST_P(RenderEngineTest, drawLayers_fillBlueBuffer_opaqueBufferSource) {
initializeRenderEngine();
fillBlueBuffer<BufferSourceVariant<ForceOpaqueBufferVariant>>();
}
TEST_P(RenderEngineTest, drawLayers_fillRedTransparentBuffer_opaqueBufferSource) {
initializeRenderEngine();
fillRedTransparentBuffer<BufferSourceVariant<ForceOpaqueBufferVariant>>();
}
TEST_P(RenderEngineTest, drawLayers_fillBufferPhysicalOffset_opaqueBufferSource) {
initializeRenderEngine();
fillBufferPhysicalOffset<BufferSourceVariant<ForceOpaqueBufferVariant>>();
}
TEST_P(RenderEngineTest, drawLayers_fillBufferCheckersRotate0_opaqueBufferSource) {
initializeRenderEngine();
fillBufferCheckersRotate0<BufferSourceVariant<ForceOpaqueBufferVariant>>();
}
TEST_P(RenderEngineTest, drawLayers_fillBufferCheckersRotate90_opaqueBufferSource) {
initializeRenderEngine();
fillBufferCheckersRotate90<BufferSourceVariant<ForceOpaqueBufferVariant>>();
}
TEST_P(RenderEngineTest, drawLayers_fillBufferCheckersRotate180_opaqueBufferSource) {
initializeRenderEngine();
fillBufferCheckersRotate180<BufferSourceVariant<ForceOpaqueBufferVariant>>();
}
TEST_P(RenderEngineTest, drawLayers_fillBufferCheckersRotate270_opaqueBufferSource) {
initializeRenderEngine();
fillBufferCheckersRotate270<BufferSourceVariant<ForceOpaqueBufferVariant>>();
}
TEST_P(RenderEngineTest, drawLayers_fillBufferLayerTransform_opaqueBufferSource) {
initializeRenderEngine();
fillBufferLayerTransform<BufferSourceVariant<ForceOpaqueBufferVariant>>();
}
TEST_P(RenderEngineTest, drawLayers_fillBufferColorTransform_opaqueBufferSource) {
initializeRenderEngine();
fillBufferColorTransform<BufferSourceVariant<ForceOpaqueBufferVariant>>();
}
TEST_P(RenderEngineTest, drawLayers_fillBufferColorTransformAndSourceDataspace_opaqueBufferSource) {
const auto& renderEngineFactory = GetParam();
// skip for non color management
if (!renderEngineFactory->useColorManagement()) {
return;
}
// skip for GLESRenderEngine
if (renderEngineFactory->type() != renderengine::RenderEngine::RenderEngineType::GLES) {
return;
}
initializeRenderEngine();
fillBufferColorTransformAndSourceDataspace<BufferSourceVariant<ForceOpaqueBufferVariant>>();
}
TEST_P(RenderEngineTest, drawLayers_fillBufferColorTransformAndOutputDataspace_opaqueBufferSource) {
const auto& renderEngineFactory = GetParam();
// skip for non color management
if (!renderEngineFactory->useColorManagement()) {
return;
}
// skip for GLESRenderEngine
if (renderEngineFactory->type() != renderengine::RenderEngine::RenderEngineType::GLES) {
return;
}
initializeRenderEngine();
fillBufferColorTransformAndOutputDataspace<BufferSourceVariant<ForceOpaqueBufferVariant>>();
}
TEST_P(RenderEngineTest, drawLayers_fillBufferRoundedCorners_opaqueBufferSource) {
initializeRenderEngine();
fillBufferWithRoundedCorners<BufferSourceVariant<ForceOpaqueBufferVariant>>();
}
TEST_P(RenderEngineTest, drawLayers_fillBufferColorTransformZeroLayerAlpha_opaqueBufferSource) {
initializeRenderEngine();
fillBufferColorTransformZeroLayerAlpha<BufferSourceVariant<ForceOpaqueBufferVariant>>();
}
TEST_P(RenderEngineTest, drawLayers_fillBufferAndBlurBackground_opaqueBufferSource) {
initializeRenderEngine();
fillBufferAndBlurBackground<BufferSourceVariant<ForceOpaqueBufferVariant>>();
}
TEST_P(RenderEngineTest, drawLayers_fillSmallLayerAndBlurBackground_opaqueBufferSource) {
initializeRenderEngine();
fillSmallLayerAndBlurBackground<BufferSourceVariant<ForceOpaqueBufferVariant>>();
}
TEST_P(RenderEngineTest, drawLayers_overlayCorners_opaqueBufferSource) {
initializeRenderEngine();
overlayCorners<BufferSourceVariant<ForceOpaqueBufferVariant>>();
}
TEST_P(RenderEngineTest, drawLayers_fillRedBuffer_bufferSource) {
initializeRenderEngine();
fillRedBuffer<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
}
TEST_P(RenderEngineTest, drawLayers_fillGreenBuffer_bufferSource) {
initializeRenderEngine();
fillGreenBuffer<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
}
TEST_P(RenderEngineTest, drawLayers_fillBlueBuffer_bufferSource) {
initializeRenderEngine();
fillBlueBuffer<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
}
TEST_P(RenderEngineTest, drawLayers_fillRedTransparentBuffer_bufferSource) {
initializeRenderEngine();
fillRedTransparentBuffer<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
}
TEST_P(RenderEngineTest, drawLayers_fillBufferPhysicalOffset_bufferSource) {
initializeRenderEngine();
fillBufferPhysicalOffset<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
}
TEST_P(RenderEngineTest, drawLayers_fillBufferCheckersRotate0_bufferSource) {
initializeRenderEngine();
fillBufferCheckersRotate0<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
}
TEST_P(RenderEngineTest, drawLayers_fillBufferCheckersRotate90_bufferSource) {
initializeRenderEngine();
fillBufferCheckersRotate90<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
}
TEST_P(RenderEngineTest, drawLayers_fillBufferCheckersRotate180_bufferSource) {
initializeRenderEngine();
fillBufferCheckersRotate180<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
}
TEST_P(RenderEngineTest, drawLayers_fillBufferCheckersRotate270_bufferSource) {
initializeRenderEngine();
fillBufferCheckersRotate270<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
}
TEST_P(RenderEngineTest, drawLayers_fillBufferLayerTransform_bufferSource) {
initializeRenderEngine();
fillBufferLayerTransform<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
}
TEST_P(RenderEngineTest, drawLayers_fillBufferColorTransform_bufferSource) {
initializeRenderEngine();
fillBufferColorTransform<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
}
TEST_P(RenderEngineTest, drawLayers_fillBufferColorTransformAndSourceDataspace_bufferSource) {
const auto& renderEngineFactory = GetParam();
// skip for non color management
if (!renderEngineFactory->useColorManagement()) {
return;
}
// skip for GLESRenderEngine
if (renderEngineFactory->type() != renderengine::RenderEngine::RenderEngineType::GLES) {
return;
}
initializeRenderEngine();
fillBufferColorTransformAndSourceDataspace<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
}
TEST_P(RenderEngineTest, drawLayers_fillBufferColorTransformAndOutputDataspace_bufferSource) {
const auto& renderEngineFactory = GetParam();
// skip for non color management
if (!renderEngineFactory->useColorManagement()) {
return;
}
// skip for GLESRenderEngine
if (renderEngineFactory->type() != renderengine::RenderEngine::RenderEngineType::GLES) {
return;
}
initializeRenderEngine();
fillBufferColorTransformAndOutputDataspace<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
}
TEST_P(RenderEngineTest, drawLayers_fillBufferRoundedCorners_bufferSource) {
initializeRenderEngine();
fillBufferWithRoundedCorners<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
}
TEST_P(RenderEngineTest, drawLayers_fillBufferColorTransformZeroLayerAlpha_bufferSource) {
initializeRenderEngine();
fillBufferColorTransformZeroLayerAlpha<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
}
TEST_P(RenderEngineTest, drawLayers_fillBufferAndBlurBackground_bufferSource) {
initializeRenderEngine();
fillBufferAndBlurBackground<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
}
TEST_P(RenderEngineTest, drawLayers_fillSmallLayerAndBlurBackground_bufferSource) {
initializeRenderEngine();
fillSmallLayerAndBlurBackground<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
}
TEST_P(RenderEngineTest, drawLayers_overlayCorners_bufferSource) {
initializeRenderEngine();
overlayCorners<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
}
TEST_P(RenderEngineTest, drawLayers_fillBufferTextureTransform) {
initializeRenderEngine();
fillBufferTextureTransform();
}
TEST_P(RenderEngineTest, drawLayers_fillBuffer_premultipliesAlpha) {
initializeRenderEngine();
fillBufferWithPremultiplyAlpha();
}
TEST_P(RenderEngineTest, drawLayers_fillBuffer_withoutPremultiplyingAlpha) {
initializeRenderEngine();
fillBufferWithoutPremultiplyAlpha();
}
TEST_P(RenderEngineTest, drawLayers_fillShadow_castsWithoutCasterLayer) {
initializeRenderEngine();
const ubyte4 backgroundColor(static_cast<uint8_t>(255), static_cast<uint8_t>(255),
static_cast<uint8_t>(255), static_cast<uint8_t>(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 */);
drawShadowWithoutCaster(casterBounds.toFloatRect(), settings, backgroundColor);
expectShadowColorWithoutCaster(casterBounds.toFloatRect(), settings, backgroundColor);
}
TEST_P(RenderEngineTest, drawLayers_fillShadow_casterLayerMinSize) {
initializeRenderEngine();
const ubyte4 casterColor(static_cast<uint8_t>(255), static_cast<uint8_t>(0),
static_cast<uint8_t>(0), static_cast<uint8_t>(255));
const ubyte4 backgroundColor(static_cast<uint8_t>(255), static_cast<uint8_t>(255),
static_cast<uint8_t>(255), static_cast<uint8_t>(255));
const float shadowLength = 5.0f;
Rect casterBounds(1, 1);
casterBounds.offsetBy(shadowLength + 1, shadowLength + 1);
renderengine::LayerSettings castingLayer;
castingLayer.geometry.boundaries = casterBounds.toFloatRect();
castingLayer.alpha = 1.0f;
renderengine::ShadowSettings settings =
getShadowSettings(vec2(casterBounds.left, casterBounds.top), shadowLength,
false /* casterIsTranslucent */);
drawShadow<ColorSourceVariant>(castingLayer, settings, casterColor, backgroundColor);
expectShadowColor(castingLayer, settings, casterColor, backgroundColor);
}
TEST_P(RenderEngineTest, drawLayers_fillShadow_casterColorLayer) {
initializeRenderEngine();
const ubyte4 casterColor(static_cast<uint8_t>(255), static_cast<uint8_t>(0),
static_cast<uint8_t>(0), static_cast<uint8_t>(255));
const ubyte4 backgroundColor(static_cast<uint8_t>(255), static_cast<uint8_t>(255),
static_cast<uint8_t>(255), static_cast<uint8_t>(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 =
getShadowSettings(vec2(casterBounds.left, casterBounds.top), shadowLength,
false /* casterIsTranslucent */);
drawShadow<ColorSourceVariant>(castingLayer, settings, casterColor, backgroundColor);
expectShadowColor(castingLayer, settings, casterColor, backgroundColor);
}
TEST_P(RenderEngineTest, drawLayers_fillShadow_casterOpaqueBufferLayer) {
initializeRenderEngine();
const ubyte4 casterColor(static_cast<uint8_t>(255), static_cast<uint8_t>(0),
static_cast<uint8_t>(0), static_cast<uint8_t>(255));
const ubyte4 backgroundColor(static_cast<uint8_t>(255), static_cast<uint8_t>(255),
static_cast<uint8_t>(255), static_cast<uint8_t>(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 =
getShadowSettings(vec2(casterBounds.left, casterBounds.top), shadowLength,
false /* casterIsTranslucent */);
drawShadow<BufferSourceVariant<ForceOpaqueBufferVariant>>(castingLayer, settings, casterColor,
backgroundColor);
expectShadowColor(castingLayer, settings, casterColor, backgroundColor);
}
TEST_P(RenderEngineTest, drawLayers_fillShadow_casterWithRoundedCorner) {
initializeRenderEngine();
const ubyte4 casterColor(static_cast<uint8_t>(255), static_cast<uint8_t>(0),
static_cast<uint8_t>(0), static_cast<uint8_t>(255));
const ubyte4 backgroundColor(static_cast<uint8_t>(255), static_cast<uint8_t>(255),
static_cast<uint8_t>(255), static_cast<uint8_t>(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.geometry.boundaries = casterBounds.toFloatRect();
castingLayer.geometry.roundedCornersRadius = {3.0f, 3.0f};
castingLayer.geometry.roundedCornersCrop = casterBounds.toFloatRect();
castingLayer.alpha = 1.0f;
renderengine::ShadowSettings settings =
getShadowSettings(vec2(casterBounds.left, casterBounds.top), shadowLength,
false /* casterIsTranslucent */);
drawShadow<BufferSourceVariant<ForceOpaqueBufferVariant>>(castingLayer, settings, casterColor,
backgroundColor);
expectShadowColor(castingLayer, settings, casterColor, backgroundColor);
}
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;
Rect casterBounds(DEFAULT_DISPLAY_WIDTH / 3.0f, DEFAULT_DISPLAY_HEIGHT / 3.0f);
casterBounds.offsetBy(shadowLength + 1, shadowLength + 1);
renderengine::LayerSettings castingLayer;
castingLayer.geometry.boundaries = casterBounds.toFloatRect();
castingLayer.alpha = 0.5f;
renderengine::ShadowSettings settings =
getShadowSettings(vec2(casterBounds.left, casterBounds.top), shadowLength,
true /* casterIsTranslucent */);
drawShadow<BufferSourceVariant<RelaxOpaqueBufferVariant>>(castingLayer, settings, casterColor,
backgroundColor);
// verify only the background since the shadow will draw behind the caster
const float shadowInset = settings.length * -1.0f;
const Rect casterWithShadow =
Rect(casterBounds).inset(shadowInset, shadowInset, shadowInset, shadowInset);
const Region backgroundRegion = Region(fullscreenRect()).subtractSelf(casterWithShadow);
expectBufferColor(backgroundRegion, backgroundColor.r, backgroundColor.g, backgroundColor.b,
backgroundColor.a);
}
TEST_P(RenderEngineTest, cleanupPostRender_cleansUpOnce) {
initializeRenderEngine();
renderengine::DisplaySettings settings;
settings.physicalDisplay = fullscreenRect();
settings.clip = fullscreenRect();
settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
std::vector<renderengine::LayerSettings> layers;
renderengine::LayerSettings layer;
layer.geometry.boundaries = fullscreenRect().toFloatRect();
BufferSourceVariant<ForceOpaqueBufferVariant>::fillColor(layer, 1.0f, 0.0f, 0.0f, this);
layer.alpha = 1.0;
layers.push_back(layer);
std::future<renderengine::RenderEngineResult> resultOne =
mRE->drawLayers(settings, layers, mBuffer, true, base::unique_fd());
ASSERT_TRUE(resultOne.valid());
auto [statusOne, fenceOne] = resultOne.get();
ASSERT_EQ(NO_ERROR, statusOne);
std::future<renderengine::RenderEngineResult> resultTwo =
mRE->drawLayers(settings, layers, mBuffer, true, std::move(fenceOne));
ASSERT_TRUE(resultTwo.valid());
auto [statusTwo, fenceTwo] = resultTwo.get();
ASSERT_EQ(NO_ERROR, statusTwo);
if (fenceTwo.ok()) {
sync_wait(fenceTwo.get(), -1);
}
// Only cleanup the first time.
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<renderengine::LayerSettings> layers;
renderengine::LayerSettings redLayer;
redLayer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
redLayer.geometry.boundaries = fullscreenRect().toFloatRect();
redLayer.geometry.roundedCornersRadius = {5.0f, 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, 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<renderengine::LayerSettings> layers;
renderengine::LayerSettings redLayer;
redLayer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
redLayer.geometry.boundaries = fullscreenRect().toFloatRect();
redLayer.geometry.roundedCornersRadius = {5.0f, 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, testRoundedCornersParentCropSmallBounds) {
initializeRenderEngine();
renderengine::DisplaySettings settings;
settings.physicalDisplay = fullscreenRect();
settings.clip = fullscreenRect();
settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
std::vector<renderengine::LayerSettings> layers;
renderengine::LayerSettings redLayer;
redLayer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
redLayer.geometry.boundaries = FloatRect(0, 0, DEFAULT_DISPLAY_WIDTH, 32);
redLayer.geometry.roundedCornersRadius = {64.0f, 64.0f};
redLayer.geometry.roundedCornersCrop = FloatRect(0, 0, DEFAULT_DISPLAY_WIDTH, 128);
// Red background.
redLayer.source.solidColor = half3(1.0f, 0.0f, 0.0f);
redLayer.alpha = 1.0f;
layers.push_back(redLayer);
invokeDraw(settings, layers);
// Due to roundedCornersRadius, the top corners are untouched.
expectBufferColor(Point(0, 0), 0, 0, 0, 0);
expectBufferColor(Point(DEFAULT_DISPLAY_WIDTH - 1, 0), 0, 0, 0, 0);
// ensure that the entire height of the red layer was clipped by the rounded corners crop.
expectBufferColor(Point(0, 31), 0, 0, 0, 0);
expectBufferColor(Point(DEFAULT_DISPLAY_WIDTH - 1, 31), 0, 0, 0, 0);
// the bottom middle should be red
expectBufferColor(Point(DEFAULT_DISPLAY_WIDTH / 2, 31), 255, 0, 0, 255);
}
TEST_P(RenderEngineTest, testRoundedCornersXY) {
if (GetParam()->type() != renderengine::RenderEngine::RenderEngineType::SKIA_GL) {
GTEST_SKIP();
}
initializeRenderEngine();
renderengine::DisplaySettings settings;
settings.physicalDisplay = fullscreenRect();
settings.clip = fullscreenRect();
settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
std::vector<renderengine::LayerSettings> layers;
renderengine::LayerSettings redLayer;
redLayer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
redLayer.geometry.boundaries = fullscreenRect().toFloatRect();
redLayer.geometry.roundedCornersRadius = {5.0f, 20.0f};
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);
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);
// Y-axis draws a larger radius, check that its untouched as well
expectBufferColor(Point(0, DEFAULT_DISPLAY_HEIGHT - 5), 0, 0, 0, 0);
expectBufferColor(Point(DEFAULT_DISPLAY_WIDTH - 1, DEFAULT_DISPLAY_HEIGHT - 5), 0, 0, 0, 0);
expectBufferColor(Point(DEFAULT_DISPLAY_WIDTH - 1, 5), 0, 0, 0, 0);
expectBufferColor(Point(0, 5), 0, 0, 0, 0);
// middle should be red
expectBufferColor(Point(DEFAULT_DISPLAY_WIDTH / 2, DEFAULT_DISPLAY_HEIGHT / 2), 255, 0, 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<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<renderengine::LayerSettings> layers{redLayer, greenLayer};
invokeDraw(display, layers);
expectBufferColor(rect, 0, 128, 0, 128);
}
TEST_P(RenderEngineTest, testDimming) {
if (GetParam()->type() == renderengine::RenderEngine::RenderEngineType::GLES) {
GTEST_SKIP();
}
initializeRenderEngine();
const ui::Dataspace dataspace = ui::Dataspace::V0_SRGB_LINEAR;
const auto displayRect = Rect(3, 1);
const renderengine::DisplaySettings display{
.physicalDisplay = displayRect,
.clip = displayRect,
.outputDataspace = dataspace,
.targetLuminanceNits = 1000.f,
};
const auto greenBuffer = allocateAndFillSourceBuffer(1, 1, ubyte4(0, 255, 0, 255));
const auto blueBuffer = allocateAndFillSourceBuffer(1, 1, ubyte4(0, 0, 255, 255));
const auto redBuffer = allocateAndFillSourceBuffer(1, 1, ubyte4(255, 0, 0, 255));
const renderengine::LayerSettings greenLayer{
.geometry.boundaries = FloatRect(0.f, 0.f, 1.f, 1.f),
.source =
renderengine::PixelSource{
.buffer =
renderengine::Buffer{
.buffer = greenBuffer,
.usePremultipliedAlpha = true,
},
},
.alpha = 1.0f,
.sourceDataspace = dataspace,
.whitePointNits = 200.f,
};
const renderengine::LayerSettings blueLayer{
.geometry.boundaries = FloatRect(1.f, 0.f, 2.f, 1.f),
.source =
renderengine::PixelSource{
.buffer =
renderengine::Buffer{
.buffer = blueBuffer,
.usePremultipliedAlpha = true,
},
},
.alpha = 1.0f,
.sourceDataspace = dataspace,
.whitePointNits = 1000.f / 51.f,
};
const renderengine::LayerSettings redLayer{
.geometry.boundaries = FloatRect(2.f, 0.f, 3.f, 1.f),
.source =
renderengine::PixelSource{
.buffer =
renderengine::Buffer{
.buffer = redBuffer,
.usePremultipliedAlpha = true,
},
},
.alpha = 1.0f,
.sourceDataspace = dataspace,
// When the white point is not set for a layer, just ignore it and treat it as the same
// as the max layer
.whitePointNits = -1.f,
};
std::vector<renderengine::LayerSettings> layers{greenLayer, blueLayer, redLayer};
invokeDraw(display, layers);
expectBufferColor(Rect(1, 1), 0, 51, 0, 255, 1);
expectBufferColor(Rect(1, 0, 2, 1), 0, 0, 5, 255, 1);
expectBufferColor(Rect(2, 0, 3, 1), 51, 0, 0, 255, 1);
}
TEST_P(RenderEngineTest, testDimming_inGammaSpace) {
if (GetParam()->type() == renderengine::RenderEngine::RenderEngineType::GLES) {
GTEST_SKIP();
}
initializeRenderEngine();
const ui::Dataspace dataspace = static_cast<ui::Dataspace>(ui::Dataspace::STANDARD_BT709 |
ui::Dataspace::TRANSFER_GAMMA2_2 |
ui::Dataspace::RANGE_FULL);
const auto displayRect = Rect(3, 1);
const renderengine::DisplaySettings display{
.physicalDisplay = displayRect,
.clip = displayRect,
.outputDataspace = dataspace,
.targetLuminanceNits = 1000.f,
.dimmingStage = aidl::android::hardware::graphics::composer3::DimmingStage::GAMMA_OETF,
};
const auto greenBuffer = allocateAndFillSourceBuffer(1, 1, ubyte4(0, 255, 0, 255));
const auto blueBuffer = allocateAndFillSourceBuffer(1, 1, ubyte4(0, 0, 255, 255));
const auto redBuffer = allocateAndFillSourceBuffer(1, 1, ubyte4(255, 0, 0, 255));
const renderengine::LayerSettings greenLayer{
.geometry.boundaries = FloatRect(0.f, 0.f, 1.f, 1.f),
.source =
renderengine::PixelSource{
.buffer =
renderengine::Buffer{
.buffer = greenBuffer,
.usePremultipliedAlpha = true,
},
},
.alpha = 1.0f,
.sourceDataspace = dataspace,
.whitePointNits = 200.f,
};
const renderengine::LayerSettings blueLayer{
.geometry.boundaries = FloatRect(1.f, 0.f, 2.f, 1.f),
.source =
renderengine::PixelSource{
.buffer =
renderengine::Buffer{
.buffer = blueBuffer,
.usePremultipliedAlpha = true,
},
},
.alpha = 1.0f,
.sourceDataspace = dataspace,
.whitePointNits = 1000.f / 51.f,
};
const renderengine::LayerSettings redLayer{
.geometry.boundaries = FloatRect(2.f, 0.f, 3.f, 1.f),
.source =
renderengine::PixelSource{
.buffer =
renderengine::Buffer{
.buffer = redBuffer,
.usePremultipliedAlpha = true,
},
},
.alpha = 1.0f,
.sourceDataspace = dataspace,
// When the white point is not set for a layer, just ignore it and treat it as the same
// as the max layer
.whitePointNits = -1.f,
};
std::vector<renderengine::LayerSettings> layers{greenLayer, blueLayer, redLayer};
invokeDraw(display, layers);
expectBufferColor(Rect(1, 1), 0, 122, 0, 255, 1);
expectBufferColor(Rect(1, 0, 2, 1), 0, 0, 42, 255, 1);
expectBufferColor(Rect(2, 0, 3, 1), 122, 0, 0, 255, 1);
}
TEST_P(RenderEngineTest, testDimming_inGammaSpace_withDisplayColorTransform) {
if (GetParam()->type() == renderengine::RenderEngine::RenderEngineType::GLES) {
GTEST_SKIP();
}
initializeRenderEngine();
const ui::Dataspace dataspace = static_cast<ui::Dataspace>(ui::Dataspace::STANDARD_BT709 |
ui::Dataspace::TRANSFER_GAMMA2_2 |
ui::Dataspace::RANGE_FULL);
const auto displayRect = Rect(3, 1);
const renderengine::DisplaySettings display{
.physicalDisplay = displayRect,
.clip = displayRect,
.outputDataspace = dataspace,
.colorTransform = kRemoveGreenAndMoveRedToGreenMat4,
.targetLuminanceNits = 1000.f,
.dimmingStage = aidl::android::hardware::graphics::composer3::DimmingStage::GAMMA_OETF,
};
const auto greenBuffer = allocateAndFillSourceBuffer(1, 1, ubyte4(0, 255, 0, 255));
const auto blueBuffer = allocateAndFillSourceBuffer(1, 1, ubyte4(0, 0, 255, 255));
const auto redBuffer = allocateAndFillSourceBuffer(1, 1, ubyte4(255, 0, 0, 255));
const renderengine::LayerSettings greenLayer{
.geometry.boundaries = FloatRect(0.f, 0.f, 1.f, 1.f),
.source =
renderengine::PixelSource{
.buffer =
renderengine::Buffer{
.buffer = greenBuffer,
.usePremultipliedAlpha = true,
},
},
.alpha = 1.0f,
.sourceDataspace = dataspace,
.whitePointNits = 200.f,
};
const renderengine::LayerSettings redLayer{
.geometry.boundaries = FloatRect(1.f, 0.f, 2.f, 1.f),
.source =
renderengine::PixelSource{
.buffer =
renderengine::Buffer{
.buffer = redBuffer,
.usePremultipliedAlpha = true,
},
},
.alpha = 1.0f,
.sourceDataspace = dataspace,
// When the white point is not set for a layer, just ignore it and treat it as the same
// as the max layer
.whitePointNits = -1.f,
};
std::vector<renderengine::LayerSettings> layers{greenLayer, redLayer};
invokeDraw(display, layers);
expectBufferColor(Rect(1, 1), 0, 0, 0, 255, 1);
expectBufferColor(Rect(1, 0, 2, 1), 0, 122, 0, 255, 1);
}
TEST_P(RenderEngineTest, testDimming_inGammaSpace_withDisplayColorTransform_deviceHandles) {
if (GetParam()->type() == renderengine::RenderEngine::RenderEngineType::GLES) {
GTEST_SKIP();
}
initializeRenderEngine();
const ui::Dataspace dataspace = static_cast<ui::Dataspace>(ui::Dataspace::STANDARD_BT709 |
ui::Dataspace::TRANSFER_GAMMA2_2 |
ui::Dataspace::RANGE_FULL);
const auto displayRect = Rect(3, 1);
const renderengine::DisplaySettings display{
.physicalDisplay = displayRect,
.clip = displayRect,
.outputDataspace = dataspace,
.colorTransform = kRemoveGreenAndMoveRedToGreenMat4,
.deviceHandlesColorTransform = true,
.targetLuminanceNits = 1000.f,
.dimmingStage = aidl::android::hardware::graphics::composer3::DimmingStage::GAMMA_OETF,
};
const auto greenBuffer = allocateAndFillSourceBuffer(1, 1, ubyte4(0, 255, 0, 255));
const auto blueBuffer = allocateAndFillSourceBuffer(1, 1, ubyte4(0, 0, 255, 255));
const auto redBuffer = allocateAndFillSourceBuffer(1, 1, ubyte4(255, 0, 0, 255));
const renderengine::LayerSettings greenLayer{
.geometry.boundaries = FloatRect(0.f, 0.f, 1.f, 1.f),
.source =
renderengine::PixelSource{
.buffer =
renderengine::Buffer{
.buffer = greenBuffer,
.usePremultipliedAlpha = true,
},
},
.alpha = 1.0f,
.sourceDataspace = dataspace,
.whitePointNits = 200.f,
};
const renderengine::LayerSettings redLayer{
.geometry.boundaries = FloatRect(1.f, 0.f, 2.f, 1.f),
.source =
renderengine::PixelSource{
.buffer =
renderengine::Buffer{
.buffer = redBuffer,
.usePremultipliedAlpha = true,
},
},
.alpha = 1.0f,
.sourceDataspace = dataspace,
// When the white point is not set for a layer, just ignore it and treat it as the same
// as the max layer
.whitePointNits = -1.f,
};
std::vector<renderengine::LayerSettings> layers{greenLayer, redLayer};
invokeDraw(display, layers);
expectBufferColor(Rect(1, 1), 0, 122, 0, 255, 1);
expectBufferColor(Rect(1, 0, 2, 1), 122, 0, 0, 255, 1);
}
TEST_P(RenderEngineTest, testDimming_withoutTargetLuminance) {
initializeRenderEngine();
if (GetParam()->type() == renderengine::RenderEngine::RenderEngineType::GLES) {
return;
}
const auto displayRect = Rect(2, 1);
const renderengine::DisplaySettings display{
.physicalDisplay = displayRect,
.clip = displayRect,
.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR,
.targetLuminanceNits = -1.f,
};
const auto greenBuffer = allocateAndFillSourceBuffer(1, 1, ubyte4(0, 255, 0, 255));
const auto blueBuffer = allocateAndFillSourceBuffer(1, 1, ubyte4(0, 0, 255, 255));
const renderengine::LayerSettings greenLayer{
.geometry.boundaries = FloatRect(0.f, 0.f, 1.f, 1.f),
.source =
renderengine::PixelSource{
.buffer =
renderengine::Buffer{
.buffer = greenBuffer,
.usePremultipliedAlpha = true,
},
},
.alpha = 1.0f,
.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR,
.whitePointNits = 200.f,
};
const renderengine::LayerSettings blueLayer{
.geometry.boundaries = FloatRect(1.f, 0.f, 2.f, 1.f),
.source =
renderengine::PixelSource{
.buffer =
renderengine::Buffer{
.buffer = blueBuffer,
.usePremultipliedAlpha = true,
},
},
.alpha = 1.0f,
.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR,
.whitePointNits = 1000.f,
};
std::vector<renderengine::LayerSettings> layers{greenLayer, blueLayer};
invokeDraw(display, layers);
expectBufferColor(Rect(1, 1), 0, 51, 0, 255, 1);
expectBufferColor(Rect(1, 0, 2, 1), 0, 0, 255, 255);
}
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<renderengine::LayerSettings> layers{greenLayer};
invokeDraw(display, layers);
if (GetParam()->useColorManagement()) {
expectBufferColor(rect, 117, 251, 76, 255);
} else {
expectBufferColor(rect, 0, 255, 0, 255);
}
}
TEST_P(RenderEngineTest, test_tonemapPQMatches) {
if (!GetParam()->useColorManagement()) {
GTEST_SKIP();
}
if (GetParam()->type() == renderengine::RenderEngine::RenderEngineType::GLES) {
GTEST_SKIP();
}
initializeRenderEngine();
tonemap(
static_cast<ui::Dataspace>(HAL_DATASPACE_STANDARD_BT2020 |
HAL_DATASPACE_TRANSFER_ST2084 | HAL_DATASPACE_RANGE_FULL),
[](vec3 color) { return EOTF_PQ(color); },
[](vec3 color, float) {
static constexpr float kMaxPQLuminance = 10000.f;
return color * kMaxPQLuminance;
});
}
TEST_P(RenderEngineTest, test_tonemapHLGMatches) {
if (!GetParam()->useColorManagement()) {
GTEST_SKIP();
}
if (GetParam()->type() == renderengine::RenderEngine::RenderEngineType::GLES) {
GTEST_SKIP();
}
initializeRenderEngine();
tonemap(
static_cast<ui::Dataspace>(HAL_DATASPACE_STANDARD_BT2020 | HAL_DATASPACE_TRANSFER_HLG |
HAL_DATASPACE_RANGE_FULL),
[](vec3 color) { return EOTF_HLG(color); },
[](vec3 color, float currentLuminaceNits) {
static constexpr float kMaxHLGLuminance = 1000.f;
return color * kMaxHLGLuminance;
});
}
TEST_P(RenderEngineTest, r8_behaves_as_mask) {
if (GetParam()->type() == renderengine::RenderEngine::RenderEngineType::GLES) {
return;
}
initializeRenderEngine();
const auto r8Buffer = allocateR8Buffer(2, 1);
if (!r8Buffer) {
GTEST_SKIP() << "Test is only necessary on devices that support r8";
return;
}
{
uint8_t* pixels;
r8Buffer->getBuffer()->lock(GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN,
reinterpret_cast<void**>(&pixels));
// This will be drawn on top of a green buffer. We'll verify that 255
// results in keeping the original green and 0 results in black.
pixels[0] = 0;
pixels[1] = 255;
r8Buffer->getBuffer()->unlock();
}
const auto rect = Rect(0, 0, 2, 1);
const renderengine::DisplaySettings display{
.physicalDisplay = rect,
.clip = rect,
.outputDataspace = ui::Dataspace::SRGB,
};
const auto greenBuffer = allocateAndFillSourceBuffer(2, 1, ubyte4(0, 255, 0, 255));
const renderengine::LayerSettings greenLayer{
.geometry.boundaries = rect.toFloatRect(),
.source =
renderengine::PixelSource{
.buffer =
renderengine::Buffer{
.buffer = greenBuffer,
},
},
.alpha = 1.0f,
};
const renderengine::LayerSettings r8Layer{
.geometry.boundaries = rect.toFloatRect(),
.source =
renderengine::PixelSource{
.buffer =
renderengine::Buffer{
.buffer = r8Buffer,
},
},
.alpha = 1.0f,
};
std::vector<renderengine::LayerSettings> layers{greenLayer, r8Layer};
invokeDraw(display, layers);
expectBufferColor(Rect(0, 0, 1, 1), 0, 0, 0, 255);
expectBufferColor(Rect(1, 0, 2, 1), 0, 255, 0, 255);
}
TEST_P(RenderEngineTest, r8_respects_color_transform) {
if (GetParam()->type() == renderengine::RenderEngine::RenderEngineType::GLES) {
return;
}
initializeRenderEngine();
const auto r8Buffer = allocateR8Buffer(2, 1);
if (!r8Buffer) {
GTEST_SKIP() << "Test is only necessary on devices that support r8";
return;
}
{
uint8_t* pixels;
r8Buffer->getBuffer()->lock(GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN,
reinterpret_cast<void**>(&pixels));
pixels[0] = 0;
pixels[1] = 255;
r8Buffer->getBuffer()->unlock();
}
const auto rect = Rect(0, 0, 2, 1);
const renderengine::DisplaySettings display{
.physicalDisplay = rect,
.clip = rect,
.outputDataspace = ui::Dataspace::SRGB,
// Verify that the R8 layer respects the color transform when
// deviceHandlesColorTransform is false. This transform converts
// pure red to pure green. That will occur when the R8 buffer is
// 255. When the R8 buffer is 0, it will still change to black, as
// with r8_behaves_as_mask.
.colorTransform = kRemoveGreenAndMoveRedToGreenMat4,
.deviceHandlesColorTransform = false,
};
const auto redBuffer = allocateAndFillSourceBuffer(2, 1, ubyte4(255, 0, 0, 255));
const renderengine::LayerSettings redLayer{
.geometry.boundaries = rect.toFloatRect(),
.source =
renderengine::PixelSource{
.buffer =
renderengine::Buffer{
.buffer = redBuffer,
},
},
.alpha = 1.0f,
};
const renderengine::LayerSettings r8Layer{
.geometry.boundaries = rect.toFloatRect(),
.source =
renderengine::PixelSource{
.buffer =
renderengine::Buffer{
.buffer = r8Buffer,
},
},
.alpha = 1.0f,
};
std::vector<renderengine::LayerSettings> layers{redLayer, r8Layer};
invokeDraw(display, layers);
expectBufferColor(Rect(0, 0, 1, 1), 0, 0, 0, 255);
expectBufferColor(Rect(1, 0, 2, 1), 0, 255, 0, 255);
}
TEST_P(RenderEngineTest, r8_respects_color_transform_when_device_handles) {
if (GetParam()->type() == renderengine::RenderEngine::RenderEngineType::GLES) {
return;
}
initializeRenderEngine();
const auto r8Buffer = allocateR8Buffer(2, 1);
if (!r8Buffer) {
GTEST_SKIP() << "Test is only necessary on devices that support r8";
return;
}
{
uint8_t* pixels;
r8Buffer->getBuffer()->lock(GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN,
reinterpret_cast<void**>(&pixels));
pixels[0] = 0;
pixels[1] = 255;
r8Buffer->getBuffer()->unlock();
}
const auto rect = Rect(0, 0, 2, 1);
const renderengine::DisplaySettings display{
.physicalDisplay = rect,
.clip = rect,
.outputDataspace = ui::Dataspace::SRGB,
// If deviceHandlesColorTransform is true, pixels where the A8
// buffer is opaque are unaffected. If the colorTransform is
// invertible, pixels where the A8 buffer are transparent have the
// inverse applied to them so that the DPU will convert them back to
// black. Test with an arbitrary, invertible matrix.
.colorTransform = mat4(1, 0, 0, 2,
3, 1, 2, 5,
0, 5, 3, 0,
0, 1, 0, 2),
.deviceHandlesColorTransform = true,
};
const auto redBuffer = allocateAndFillSourceBuffer(2, 1, ubyte4(255, 0, 0, 255));
const renderengine::LayerSettings redLayer{
.geometry.boundaries = rect.toFloatRect(),
.source =
renderengine::PixelSource{
.buffer =
renderengine::Buffer{
.buffer = redBuffer,
},
},
.alpha = 1.0f,
};
const renderengine::LayerSettings r8Layer{
.geometry.boundaries = rect.toFloatRect(),
.source =
renderengine::PixelSource{
.buffer =
renderengine::Buffer{
.buffer = r8Buffer,
},
},
.alpha = 1.0f,
};
std::vector<renderengine::LayerSettings> layers{redLayer, r8Layer};
invokeDraw(display, layers);
expectBufferColor(Rect(1, 0, 2, 1), 255, 0, 0, 255); // Still red.
expectBufferColor(Rect(0, 0, 1, 1), 0, 70, 0, 255);
}
TEST_P(RenderEngineTest, primeShaderCache) {
if (GetParam()->type() == renderengine::RenderEngine::RenderEngineType::GLES) {
GTEST_SKIP();
}
initializeRenderEngine();
auto fut = mRE->primeCache();
if (fut.valid()) {
fut.wait();
}
const int minimumExpectedShadersCompiled = GetParam()->useColorManagement() ? 60 : 30;
ASSERT_GT(static_cast<skia::SkiaGLRenderEngine*>(mRE.get())->reportShadersCompiled(),
minimumExpectedShadersCompiled);
}
} // namespace renderengine
} // namespace android
// TODO(b/129481165): remove the #pragma below and fix conversion issues
#pragma clang diagnostic pop // ignored "-Wconversion -Wextra"