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Unified Diff: cc/delegated_renderer_layer_impl_unittest.cc

Issue 11413106: cc: Make RenderPass into a struct-like class. (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: Rebase Created 8 years, 1 month ago
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Index: cc/delegated_renderer_layer_impl_unittest.cc
diff --git a/cc/delegated_renderer_layer_impl_unittest.cc b/cc/delegated_renderer_layer_impl_unittest.cc
index d07bbb559e35952bc9d8f33665ff53e0a2ef1f9a..f39285c7a604c0086a4a355e843178e88fd77c5a 100644
--- a/cc/delegated_renderer_layer_impl_unittest.cc
+++ b/cc/delegated_renderer_layer_impl_unittest.cc
@@ -68,7 +68,8 @@ protected:
static TestRenderPass* addRenderPass(ScopedPtrVector<RenderPass>& passList, RenderPass::Id id, gfx::Rect outputRect, WebTransformationMatrix rootTransform)
{
- scoped_ptr<TestRenderPass> pass(TestRenderPass::create(id, outputRect, rootTransform));
+ scoped_ptr<TestRenderPass> pass(TestRenderPass::Create());
+ pass->SetNew(id, outputRect, outputRect, rootTransform);
TestRenderPass* saved = pass.get();
passList.append(pass.PassAs<RenderPass>());
return saved;
@@ -76,8 +77,8 @@ static TestRenderPass* addRenderPass(ScopedPtrVector<RenderPass>& passList, Rend
static SolidColorDrawQuad* addQuad(TestRenderPass* pass, gfx::Rect rect, SkColor color)
{
- MockQuadCuller quadSink(pass->quadList(), pass->sharedQuadStateList());
- AppendQuadsData data(pass->id());
+ MockQuadCuller quadSink(pass->quad_list, pass->shared_quad_state_list);
+ AppendQuadsData data(pass->id);
SharedQuadState* sharedState = quadSink.useSharedQuadState(SharedQuadState::Create());
sharedState->SetAll(WebTransformationMatrix(), rect, rect, 1);
scoped_ptr<SolidColorDrawQuad> quad = SolidColorDrawQuad::Create();
@@ -89,13 +90,13 @@ static SolidColorDrawQuad* addQuad(TestRenderPass* pass, gfx::Rect rect, SkColor
static void addRenderPassQuad(TestRenderPass* toPass, TestRenderPass* contributingPass)
{
- MockQuadCuller quadSink(toPass->quadList(), toPass->sharedQuadStateList());
- AppendQuadsData data(toPass->id());
- gfx::Rect outputRect = contributingPass->outputRect();
+ MockQuadCuller quadSink(toPass->quad_list, toPass->shared_quad_state_list);
+ AppendQuadsData data(toPass->id);
+ gfx::Rect outputRect = contributingPass->output_rect;
SharedQuadState* sharedState = quadSink.useSharedQuadState(SharedQuadState::Create());
sharedState->SetAll(WebTransformationMatrix(), outputRect, outputRect, 1);
scoped_ptr<RenderPassDrawQuad> quad = RenderPassDrawQuad::Create();
- quad->SetNew(sharedState, outputRect, contributingPass->id(), false, 0, outputRect, 0, 0, 0, 0);
+ quad->SetNew(sharedState, outputRect, contributingPass->id, false, 0, outputRect, 0, 0, 0, 0);
quadSink.append(quad.PassAs<DrawQuad>(), data);
}
@@ -178,21 +179,21 @@ TEST_F(DelegatedRendererLayerImplTestSimple, AddsContributingRenderPasses)
ASSERT_EQ(5u, frame.renderPasses.size());
// The DelegatedRendererLayer should have added its contributing RenderPasses to the frame.
- EXPECT_EQ(4, frame.renderPasses[1]->id().layerId);
- EXPECT_EQ(1, frame.renderPasses[1]->id().index);
- EXPECT_EQ(4, frame.renderPasses[2]->id().layerId);
- EXPECT_EQ(2, frame.renderPasses[2]->id().index);
+ EXPECT_EQ(4, frame.renderPasses[1]->id.layer_id);
+ EXPECT_EQ(1, frame.renderPasses[1]->id.index);
+ EXPECT_EQ(4, frame.renderPasses[2]->id.layer_id);
+ EXPECT_EQ(2, frame.renderPasses[2]->id.index);
// And all other RenderPasses should be non-delegated.
- EXPECT_NE(4, frame.renderPasses[0]->id().layerId);
- EXPECT_EQ(0, frame.renderPasses[0]->id().index);
- EXPECT_NE(4, frame.renderPasses[3]->id().layerId);
- EXPECT_EQ(0, frame.renderPasses[3]->id().index);
- EXPECT_NE(4, frame.renderPasses[4]->id().layerId);
- EXPECT_EQ(0, frame.renderPasses[4]->id().index);
+ EXPECT_NE(4, frame.renderPasses[0]->id.layer_id);
+ EXPECT_EQ(0, frame.renderPasses[0]->id.index);
+ EXPECT_NE(4, frame.renderPasses[3]->id.layer_id);
+ EXPECT_EQ(0, frame.renderPasses[3]->id.index);
+ EXPECT_NE(4, frame.renderPasses[4]->id.layer_id);
+ EXPECT_EQ(0, frame.renderPasses[4]->id.index);
// The DelegatedRendererLayer should have added its RenderPasses to the frame in order.
- EXPECT_RECT_EQ(gfx::Rect(6, 6, 6, 6), frame.renderPasses[1]->outputRect());
- EXPECT_RECT_EQ(gfx::Rect(7, 7, 7, 7), frame.renderPasses[2]->outputRect());
+ EXPECT_RECT_EQ(gfx::Rect(6, 6, 6, 6), frame.renderPasses[1]->output_rect);
+ EXPECT_RECT_EQ(gfx::Rect(7, 7, 7, 7), frame.renderPasses[2]->output_rect);
}
TEST_F(DelegatedRendererLayerImplTestSimple, AddsQuadsToContributingRenderPasses)
@@ -206,21 +207,21 @@ TEST_F(DelegatedRendererLayerImplTestSimple, AddsQuadsToContributingRenderPasses
ASSERT_EQ(5u, frame.renderPasses.size());
// The DelegatedRendererLayer should have added its contributing RenderPasses to the frame.
- EXPECT_EQ(4, frame.renderPasses[1]->id().layerId);
- EXPECT_EQ(1, frame.renderPasses[1]->id().index);
- EXPECT_EQ(4, frame.renderPasses[2]->id().layerId);
- EXPECT_EQ(2, frame.renderPasses[2]->id().index);
+ EXPECT_EQ(4, frame.renderPasses[1]->id.layer_id);
+ EXPECT_EQ(1, frame.renderPasses[1]->id.index);
+ EXPECT_EQ(4, frame.renderPasses[2]->id.layer_id);
+ EXPECT_EQ(2, frame.renderPasses[2]->id.index);
// The DelegatedRendererLayer should have added copies of its quads to contributing RenderPasses.
- ASSERT_EQ(1u, frame.renderPasses[1]->quadList().size());
- EXPECT_RECT_EQ(gfx::Rect(0, 0, 6, 6), frame.renderPasses[1]->quadList()[0]->rect);
+ ASSERT_EQ(1u, frame.renderPasses[1]->quad_list.size());
+ EXPECT_RECT_EQ(gfx::Rect(0, 0, 6, 6), frame.renderPasses[1]->quad_list[0]->rect);
// Verify it added the right quads.
- ASSERT_EQ(2u, frame.renderPasses[2]->quadList().size());
- EXPECT_RECT_EQ(gfx::Rect(0, 0, 7, 7), frame.renderPasses[2]->quadList()[0]->rect);
- EXPECT_RECT_EQ(gfx::Rect(6, 6, 6, 6), frame.renderPasses[2]->quadList()[1]->rect);
- ASSERT_EQ(1u, frame.renderPasses[1]->quadList().size());
- EXPECT_RECT_EQ(gfx::Rect(0, 0, 6, 6), frame.renderPasses[1]->quadList()[0]->rect);
+ ASSERT_EQ(2u, frame.renderPasses[2]->quad_list.size());
+ EXPECT_RECT_EQ(gfx::Rect(0, 0, 7, 7), frame.renderPasses[2]->quad_list[0]->rect);
+ EXPECT_RECT_EQ(gfx::Rect(6, 6, 6, 6), frame.renderPasses[2]->quad_list[1]->rect);
+ ASSERT_EQ(1u, frame.renderPasses[1]->quad_list.size());
+ EXPECT_RECT_EQ(gfx::Rect(0, 0, 6, 6), frame.renderPasses[1]->quad_list[0]->rect);
}
TEST_F(DelegatedRendererLayerImplTestSimple, AddsQuadsToTargetRenderPass)
@@ -234,17 +235,17 @@ TEST_F(DelegatedRendererLayerImplTestSimple, AddsQuadsToTargetRenderPass)
ASSERT_EQ(5u, frame.renderPasses.size());
// The layer's target is the RenderPass from m_layerAfter.
- EXPECT_EQ(RenderPass::Id(3, 0), frame.renderPasses[3]->id());
+ EXPECT_EQ(RenderPass::Id(3, 0), frame.renderPasses[3]->id);
// The DelegatedRendererLayer should have added copies of quads in its root RenderPass to its target RenderPass.
// The m_layerAfter also adds one quad.
- ASSERT_EQ(2u, frame.renderPasses[3]->quadList().size());
+ ASSERT_EQ(2u, frame.renderPasses[3]->quad_list.size());
// Verify it added the right quads.
- EXPECT_RECT_EQ(gfx::Rect(7, 7, 7, 7), frame.renderPasses[3]->quadList()[0]->rect);
+ EXPECT_RECT_EQ(gfx::Rect(7, 7, 7, 7), frame.renderPasses[3]->quad_list[0]->rect);
// Its target layer should have a quad as well.
- EXPECT_RECT_EQ(gfx::Rect(0, 0, 15, 15), frame.renderPasses[3]->quadList()[1]->rect);
+ EXPECT_RECT_EQ(gfx::Rect(0, 0, 15, 15), frame.renderPasses[3]->quad_list[1]->rect);
}
TEST_F(DelegatedRendererLayerImplTestSimple, QuadsFromRootRenderPassAreModifiedForTheTarget)
@@ -261,14 +262,14 @@ TEST_F(DelegatedRendererLayerImplTestSimple, QuadsFromRootRenderPassAreModifiedF
// So its root RenderPass' quads should all be transformed by that combined amount.
WebTransformationMatrix transform;
transform.translate(4, 4);
- EXPECT_TRANSFORMATION_MATRIX_EQ(transform, frame.renderPasses[3]->quadList()[0]->quadTransform());
+ EXPECT_TRANSFORMATION_MATRIX_EQ(transform, frame.renderPasses[3]->quad_list[0]->quadTransform());
// Quads from non-root RenderPasses should not be shifted though.
- ASSERT_EQ(2u, frame.renderPasses[2]->quadList().size());
- EXPECT_TRANSFORMATION_MATRIX_EQ(WebTransformationMatrix(), frame.renderPasses[2]->quadList()[0]->quadTransform());
- EXPECT_TRANSFORMATION_MATRIX_EQ(WebTransformationMatrix(), frame.renderPasses[2]->quadList()[1]->quadTransform());
- ASSERT_EQ(1u, frame.renderPasses[1]->quadList().size());
- EXPECT_TRANSFORMATION_MATRIX_EQ(WebTransformationMatrix(), frame.renderPasses[1]->quadList()[0]->quadTransform());
+ ASSERT_EQ(2u, frame.renderPasses[2]->quad_list.size());
+ EXPECT_TRANSFORMATION_MATRIX_EQ(WebTransformationMatrix(), frame.renderPasses[2]->quad_list[0]->quadTransform());
+ EXPECT_TRANSFORMATION_MATRIX_EQ(WebTransformationMatrix(), frame.renderPasses[2]->quad_list[1]->quadTransform());
+ ASSERT_EQ(1u, frame.renderPasses[1]->quad_list.size());
+ EXPECT_TRANSFORMATION_MATRIX_EQ(WebTransformationMatrix(), frame.renderPasses[1]->quad_list[0]->quadTransform());
}
class DelegatedRendererLayerImplTestOwnSurface : public DelegatedRendererLayerImplTestSimple {
@@ -291,24 +292,24 @@ TEST_F(DelegatedRendererLayerImplTestOwnSurface, AddsRenderPasses)
ASSERT_EQ(6u, frame.renderPasses.size());
// The DelegatedRendererLayer should have added its contributing RenderPasses to the frame.
- EXPECT_EQ(4, frame.renderPasses[1]->id().layerId);
- EXPECT_EQ(1, frame.renderPasses[1]->id().index);
- EXPECT_EQ(4, frame.renderPasses[2]->id().layerId);
- EXPECT_EQ(2, frame.renderPasses[2]->id().index);
+ EXPECT_EQ(4, frame.renderPasses[1]->id.layer_id);
+ EXPECT_EQ(1, frame.renderPasses[1]->id.index);
+ EXPECT_EQ(4, frame.renderPasses[2]->id.layer_id);
+ EXPECT_EQ(2, frame.renderPasses[2]->id.index);
// The DelegatedRendererLayer should have added a RenderPass for its surface to the frame.
- EXPECT_EQ(4, frame.renderPasses[1]->id().layerId);
- EXPECT_EQ(0, frame.renderPasses[3]->id().index);
+ EXPECT_EQ(4, frame.renderPasses[1]->id.layer_id);
+ EXPECT_EQ(0, frame.renderPasses[3]->id.index);
// And all other RenderPasses should be non-delegated.
- EXPECT_NE(4, frame.renderPasses[0]->id().layerId);
- EXPECT_EQ(0, frame.renderPasses[0]->id().index);
- EXPECT_NE(4, frame.renderPasses[4]->id().layerId);
- EXPECT_EQ(0, frame.renderPasses[4]->id().index);
- EXPECT_NE(4, frame.renderPasses[5]->id().layerId);
- EXPECT_EQ(0, frame.renderPasses[5]->id().index);
+ EXPECT_NE(4, frame.renderPasses[0]->id.layer_id);
+ EXPECT_EQ(0, frame.renderPasses[0]->id.index);
+ EXPECT_NE(4, frame.renderPasses[4]->id.layer_id);
+ EXPECT_EQ(0, frame.renderPasses[4]->id.index);
+ EXPECT_NE(4, frame.renderPasses[5]->id.layer_id);
+ EXPECT_EQ(0, frame.renderPasses[5]->id.index);
// The DelegatedRendererLayer should have added its RenderPasses to the frame in order.
- EXPECT_RECT_EQ(gfx::Rect(6, 6, 6, 6), frame.renderPasses[1]->outputRect());
- EXPECT_RECT_EQ(gfx::Rect(7, 7, 7, 7), frame.renderPasses[2]->outputRect());
+ EXPECT_RECT_EQ(gfx::Rect(6, 6, 6, 6), frame.renderPasses[1]->output_rect);
+ EXPECT_RECT_EQ(gfx::Rect(7, 7, 7, 7), frame.renderPasses[2]->output_rect);
}
TEST_F(DelegatedRendererLayerImplTestOwnSurface, AddsQuadsToContributingRenderPasses)
@@ -322,21 +323,21 @@ TEST_F(DelegatedRendererLayerImplTestOwnSurface, AddsQuadsToContributingRenderPa
ASSERT_EQ(6u, frame.renderPasses.size());
// The DelegatedRendererLayer should have added its contributing RenderPasses to the frame.
- EXPECT_EQ(4, frame.renderPasses[1]->id().layerId);
- EXPECT_EQ(1, frame.renderPasses[1]->id().index);
- EXPECT_EQ(4, frame.renderPasses[2]->id().layerId);
- EXPECT_EQ(2, frame.renderPasses[2]->id().index);
+ EXPECT_EQ(4, frame.renderPasses[1]->id.layer_id);
+ EXPECT_EQ(1, frame.renderPasses[1]->id.index);
+ EXPECT_EQ(4, frame.renderPasses[2]->id.layer_id);
+ EXPECT_EQ(2, frame.renderPasses[2]->id.index);
// The DelegatedRendererLayer should have added copies of its quads to contributing RenderPasses.
- ASSERT_EQ(1u, frame.renderPasses[1]->quadList().size());
- EXPECT_RECT_EQ(gfx::Rect(0, 0, 6, 6), frame.renderPasses[1]->quadList()[0]->rect);
+ ASSERT_EQ(1u, frame.renderPasses[1]->quad_list.size());
+ EXPECT_RECT_EQ(gfx::Rect(0, 0, 6, 6), frame.renderPasses[1]->quad_list[0]->rect);
// Verify it added the right quads.
- ASSERT_EQ(2u, frame.renderPasses[2]->quadList().size());
- EXPECT_RECT_EQ(gfx::Rect(0, 0, 7, 7), frame.renderPasses[2]->quadList()[0]->rect);
- EXPECT_RECT_EQ(gfx::Rect(6, 6, 6, 6), frame.renderPasses[2]->quadList()[1]->rect);
- ASSERT_EQ(1u, frame.renderPasses[1]->quadList().size());
- EXPECT_RECT_EQ(gfx::Rect(0, 0, 6, 6), frame.renderPasses[1]->quadList()[0]->rect);
+ ASSERT_EQ(2u, frame.renderPasses[2]->quad_list.size());
+ EXPECT_RECT_EQ(gfx::Rect(0, 0, 7, 7), frame.renderPasses[2]->quad_list[0]->rect);
+ EXPECT_RECT_EQ(gfx::Rect(6, 6, 6, 6), frame.renderPasses[2]->quad_list[1]->rect);
+ ASSERT_EQ(1u, frame.renderPasses[1]->quad_list.size());
+ EXPECT_RECT_EQ(gfx::Rect(0, 0, 6, 6), frame.renderPasses[1]->quad_list[0]->rect);
}
TEST_F(DelegatedRendererLayerImplTestOwnSurface, AddsQuadsToTargetRenderPass)
@@ -350,14 +351,14 @@ TEST_F(DelegatedRendererLayerImplTestOwnSurface, AddsQuadsToTargetRenderPass)
ASSERT_EQ(6u, frame.renderPasses.size());
// The layer's target is the RenderPass owned by itself.
- EXPECT_EQ(RenderPass::Id(4, 0), frame.renderPasses[3]->id());
+ EXPECT_EQ(RenderPass::Id(4, 0), frame.renderPasses[3]->id);
// The DelegatedRendererLayer should have added copies of quads in its root RenderPass to its target RenderPass.
// The m_layerAfter also adds one quad.
- ASSERT_EQ(1u, frame.renderPasses[3]->quadList().size());
+ ASSERT_EQ(1u, frame.renderPasses[3]->quad_list.size());
// Verify it added the right quads.
- EXPECT_RECT_EQ(gfx::Rect(7, 7, 7, 7), frame.renderPasses[3]->quadList()[0]->rect);
+ EXPECT_RECT_EQ(gfx::Rect(7, 7, 7, 7), frame.renderPasses[3]->quad_list[0]->rect);
}
TEST_F(DelegatedRendererLayerImplTestOwnSurface, QuadsFromRootRenderPassAreNotModifiedForTheTarget)
@@ -372,14 +373,14 @@ TEST_F(DelegatedRendererLayerImplTestOwnSurface, QuadsFromRootRenderPassAreNotMo
// Because the DelegatedRendererLayer owns a RenderSurfaceImpl, its root RenderPass' quads do not need to be
// modified at all.
- EXPECT_TRANSFORMATION_MATRIX_EQ(WebTransformationMatrix(), frame.renderPasses[3]->quadList()[0]->quadTransform());
+ EXPECT_TRANSFORMATION_MATRIX_EQ(WebTransformationMatrix(), frame.renderPasses[3]->quad_list[0]->quadTransform());
// Quads from non-root RenderPasses should not be shifted though.
- ASSERT_EQ(2u, frame.renderPasses[2]->quadList().size());
- EXPECT_TRANSFORMATION_MATRIX_EQ(WebTransformationMatrix(), frame.renderPasses[2]->quadList()[0]->quadTransform());
- EXPECT_TRANSFORMATION_MATRIX_EQ(WebTransformationMatrix(), frame.renderPasses[2]->quadList()[1]->quadTransform());
- ASSERT_EQ(1u, frame.renderPasses[1]->quadList().size());
- EXPECT_TRANSFORMATION_MATRIX_EQ(WebTransformationMatrix(), frame.renderPasses[1]->quadList()[0]->quadTransform());
+ ASSERT_EQ(2u, frame.renderPasses[2]->quad_list.size());
+ EXPECT_TRANSFORMATION_MATRIX_EQ(WebTransformationMatrix(), frame.renderPasses[2]->quad_list[0]->quadTransform());
+ EXPECT_TRANSFORMATION_MATRIX_EQ(WebTransformationMatrix(), frame.renderPasses[2]->quad_list[1]->quadTransform());
+ ASSERT_EQ(1u, frame.renderPasses[1]->quad_list.size());
+ EXPECT_TRANSFORMATION_MATRIX_EQ(WebTransformationMatrix(), frame.renderPasses[1]->quad_list[0]->quadTransform());
}
class DelegatedRendererLayerImplTestSharedData : public DelegatedRendererLayerImplTest {
@@ -404,8 +405,8 @@ public:
ScopedPtrVector<RenderPass> delegatedRenderPasses;
gfx::Rect passRect(0, 0, 50, 50);
TestRenderPass* pass = addRenderPass(delegatedRenderPasses, RenderPass::Id(9, 6), passRect, WebTransformationMatrix());
- MockQuadCuller quadSink(pass->quadList(), pass->sharedQuadStateList());
- AppendQuadsData data(pass->id());
+ MockQuadCuller quadSink(pass->quad_list, pass->shared_quad_state_list);
+ AppendQuadsData data(pass->id);
SharedQuadState* sharedState = quadSink.useSharedQuadState(SharedQuadState::Create());
sharedState->SetAll(WebTransformationMatrix(), passRect, passRect, 1);
scoped_ptr<SolidColorDrawQuad> colorQuad;
@@ -452,10 +453,10 @@ TEST_F(DelegatedRendererLayerImplTestSharedData, SharedData)
m_hostImpl->didDrawAllLayers(frame);
ASSERT_EQ(1u, frame.renderPasses.size());
- EXPECT_EQ(1, frame.renderPasses[0]->id().layerId);
- EXPECT_EQ(0, frame.renderPasses[0]->id().index);
+ EXPECT_EQ(1, frame.renderPasses[0]->id.layer_id);
+ EXPECT_EQ(0, frame.renderPasses[0]->id.index);
- const QuadList& quadList = frame.renderPasses[0]->quadList();
+ const QuadList& quadList = frame.renderPasses[0]->quad_list;
ASSERT_EQ(4u, quadList.size());
// All quads should share the same state.
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