blob: 58b1dfdde22cfaf3541430b1378d01cd4cb6cbed [file]
/*
* Copyright (C) 2016 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include <gtest/gtest.h>
#include "AnimationContext.h"
#include "ColorArea.h"
#include "FeatureFlags.h"
#include "IContextFactory.h"
#include "renderthread/CanvasContext.h"
#include "renderthread/VulkanManager.h"
#include "tests/common/TestUtils.h"
#include "utils/Color.h"
using namespace android;
using namespace android::uirenderer;
using namespace android::uirenderer::renderthread;
// Helper to define colors for clarity
const uirenderer::Lab COLOR_LIGHT_1 = {100, 10, 10};
const uirenderer::Lab COLOR_LIGHT_2 = {100, 20, 20};
const uirenderer::Lab COLOR_DARK_1 = {0, 10, 10};
const uirenderer::Lab COLOR_DARK_2 = {0, 20, 20};
class ContextFactory : public IContextFactory {
public:
virtual AnimationContext* createAnimationContext(renderthread::TimeLord& clock) override {
return new AnimationContext(clock);
}
};
RENDERTHREAD_TEST(CanvasContext, create) {
auto rootNode = TestUtils::createNode(0, 0, 200, 400, nullptr);
ContextFactory contextFactory;
std::unique_ptr<CanvasContext> canvasContext(
CanvasContext::create(renderThread, false, rootNode.get(), &contextFactory, 0, 0));
ASSERT_FALSE(canvasContext->hasOutputTarget());
canvasContext->destroy();
}
RENDERTHREAD_TEST(CanvasContext, buildLayerDoesntLeak) {
auto node = TestUtils::createNode(0, 0, 200, 400, [](RenderProperties& props, Canvas& canvas) {
canvas.drawColor(0xFFFF0000, SkBlendMode::kSrc);
});
ASSERT_TRUE(node->isValid());
EXPECT_EQ(LayerType::None, node->stagingProperties().effectiveLayerType());
node->mutateStagingProperties().mutateLayerProperties().setType(LayerType::RenderLayer);
auto& cacheManager = renderThread.cacheManager();
EXPECT_TRUE(cacheManager.areAllContextsStopped());
ContextFactory contextFactory;
std::unique_ptr<CanvasContext> canvasContext(
CanvasContext::create(renderThread, false, node.get(), &contextFactory, 0, 0));
canvasContext->buildLayer(node.get());
EXPECT_TRUE(node->hasLayer());
if (Properties::getRenderPipelineType() == RenderPipelineType::SkiaVulkan) {
auto instance = VulkanManager::peekInstance();
if (instance) {
EXPECT_TRUE(instance->hasVkContext());
} else {
ADD_FAILURE() << "VulkanManager wasn't initialized to buildLayer?";
}
}
renderThread.destroyRenderingContext();
EXPECT_FALSE(node->hasLayer()) << "Node still has a layer after rendering context destroyed";
if (Properties::getRenderPipelineType() == RenderPipelineType::SkiaVulkan) {
auto instance = VulkanManager::peekInstance();
if (instance) {
ADD_FAILURE() << "VulkanManager still exists";
EXPECT_FALSE(instance->hasVkContext());
}
}
}
RENDERTHREAD_TEST(CanvasContext, forceInvertColorArea_detectsLightTheme) {
if (!view_accessibility_flags::force_invert_color()) {
GTEST_SKIP() << "Test only applies when force_invert_colorarea_detector flag is enabled";
}
Properties::setIsForceInvertEnabled(true);
auto buttonNode =
TestUtils::createNode(0, 0, 50, 100, [](RenderProperties& props, Canvas& canvas) {
Paint paint;
paint.setStyle(SkPaint::Style::kFill_Style);
paint.setColor(0xFFEE11CC);
canvas.drawRoundRect(0, 0, 50, 100, 5, 5, paint);
});
auto panelNode = TestUtils::createNode(0, 0, 100, 200,
[buttonNode](RenderProperties& props, Canvas& canvas) {
Paint paint;
paint.setStyle(SkPaint::Style::kFill_Style);
paint.setColor(0xEE111111);
canvas.drawRect(0, 0, 100, 200, paint);
canvas.drawRenderNode(buttonNode.get());
});
auto node = TestUtils::createNode(0, 0, 200, 400,
[panelNode](RenderProperties& props, Canvas& canvas) {
canvas.drawColor(0xFFEEEEE1, SkBlendMode::kSrc);
canvas.drawRenderNode(panelNode.get());
});
node->mutateStagingProperties().mutateLayerProperties().setType(LayerType::RenderLayer);
auto& cacheManager = renderThread.cacheManager();
ContextFactory contextFactory;
std::unique_ptr<CanvasContext> canvasContext(
CanvasContext::create(renderThread, false, node.get(), &contextFactory, 0, 0));
canvasContext->setForceDark(android::uirenderer::ForceDarkType::FORCE_INVERT_COLOR_DARK);
EXPECT_EQ(canvasContext->getColorArea().getPolarity(), Unknown);
canvasContext->prepareAndDraw(node.get());
EXPECT_EQ(canvasContext->getColorArea().getPolarity(), Light);
Properties::setIsForceInvertEnabled(false);
renderThread.destroyRenderingContext();
}
RENDERTHREAD_TEST(CanvasContext, forceInvertColorArea_detectsDarkTheme) {
if (!view_accessibility_flags::force_invert_color()) {
GTEST_SKIP() << "Test only applies when force_invert_colorarea_detector flag is enabled";
}
Properties::setIsForceInvertEnabled(true);
auto buttonNode =
TestUtils::createNode(0, 0, 50, 100, [](RenderProperties& props, Canvas& canvas) {
Paint paint;
paint.setStyle(SkPaint::Style::kFill_Style);
paint.setColor(0xFFFF5566);
canvas.drawRoundRect(0, 0, 50, 100, 5, 5, paint);
});
auto panelNode = TestUtils::createNode(0, 0, 100, 200,
[buttonNode](RenderProperties& props, Canvas& canvas) {
Paint paint;
paint.setStyle(SkPaint::Style::kFill_Style);
paint.setColor(0xFFCCCCCC);
canvas.drawRect(0, 0, 100, 200, paint);
canvas.drawRenderNode(buttonNode.get());
});
auto node = TestUtils::createNode(0, 0, 200, 400,
[panelNode](RenderProperties& props, Canvas& canvas) {
canvas.drawColor(0xFF030102, SkBlendMode::kSrc);
canvas.drawRenderNode(panelNode.get());
});
node->mutateStagingProperties().mutateLayerProperties().setType(LayerType::RenderLayer);
auto& cacheManager = renderThread.cacheManager();
ContextFactory contextFactory;
std::unique_ptr<CanvasContext> canvasContext(
CanvasContext::create(renderThread, false, node.get(), &contextFactory, 0, 0));
canvasContext->setForceDark(android::uirenderer::ForceDarkType::FORCE_INVERT_COLOR_DARK);
EXPECT_EQ(canvasContext->getColorArea().getPolarity(), Unknown);
canvasContext->prepareAndDraw(node.get());
EXPECT_EQ(canvasContext->getColorArea().getPolarity(), Dark);
Properties::setIsForceInvertEnabled(false);
renderThread.destroyRenderingContext();
}
TEST(CanvasContext, computeGradient_allLight_detectsLight) {
// Average L = 100
SkAndroidFrameworkUtils::LinearGradientInfo info;
SkColor4f colors[] = {LabToSRGB(COLOR_LIGHT_1, /* alpha= */ 1),
LabToSRGB(COLOR_LIGHT_2, /* alpha= */ 1)};
float offsets[] = {0.0f, 1.0f};
info.fColorCount = 2;
info.fColors = colors;
info.fColorOffsets = offsets;
EXPECT_EQ(ColorArea::GradientLightness::Light, ColorArea::computeGradient(info));
}
TEST(CanvasContext, computeGradient_allDark_detectsDark) {
// Average L = 0
SkAndroidFrameworkUtils::LinearGradientInfo info;
SkColor4f colors[] = {LabToSRGB(COLOR_DARK_1, /* alpha= */ 1),
LabToSRGB(COLOR_DARK_2, /* alpha= */ 1)};
float offsets[] = {0.0f, 1.0f};
info.fColorCount = 2;
info.fColors = colors;
info.fColorOffsets = offsets;
EXPECT_EQ(ColorArea::GradientLightness::Dark, ColorArea::computeGradient(info));
}
TEST(CanvasContext, computeGradient_respectsOffsets_DominantlyDark) {
// Gradient is Light -> Dark, but Light is only the first 10%.
// 0.0 to 0.1: Light to Dark (Avg L=50, Area=0.1) -> Contribution: 5
// 0.1 to 1.0: Dark to Dark (Avg L=0, Area=0.9) -> Contribution: 0
// Total Avg L: 5. This should be Dark.
SkAndroidFrameworkUtils::LinearGradientInfo info;
SkColor4f colors[] = {LabToSRGB(COLOR_LIGHT_1, /* alpha= */ 1),
LabToSRGB(COLOR_DARK_1, /* alpha= */ 1),
LabToSRGB(COLOR_DARK_2, /* alpha= */ 1)};
float offsets[] = {0.0f, 0.1f, 1.0f};
info.fColorCount = 3;
info.fColors = colors;
info.fColorOffsets = offsets;
EXPECT_EQ(ColorArea::GradientLightness::Dark, ColorArea::computeGradient(info));
}
TEST(CanvasContext, computeGradient_respectsOffsets_DominantlyLight) {
// Gradient is Dark -> Light, but Light is 90% of the area.
// 0.0 to 0.1: Dark to Light (Avg L=50, Area=0.1) -> Contribution: 5
// 0.1 to 1.0: Light to Light (Avg L=100, Area=0.9) -> Contribution: 90
// Total Avg L: 95. This should be Light.
SkAndroidFrameworkUtils::LinearGradientInfo info;
SkColor4f colors[] = {LabToSRGB(COLOR_DARK_1, /* alpha= */ 1),
LabToSRGB(COLOR_LIGHT_1, /* alpha= */ 1),
LabToSRGB(COLOR_LIGHT_2, /* alpha= */ 1)};
float offsets[] = {0.0f, 0.1f, 1.0f};
info.fColorCount = 3;
info.fColors = colors;
info.fColorOffsets = offsets;
EXPECT_EQ(ColorArea::GradientLightness::Light, ColorArea::computeGradient(info));
}