GPU workaround to simulate Out of Memory errors with large textures
[chromium-blink-merge.git] / cc / quads / draw_polygon_unittest.cc
blob27cfed43816b02bc64df851c03d4806bf6efe268
1 // Copyright 2014 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
5 #include <limits>
6 #include <vector>
8 #include "cc/output/bsp_compare_result.h"
9 #include "cc/quads/draw_polygon.h"
10 #include "testing/gtest/include/gtest/gtest.h"
11 #include "ui/gfx/transform.h"
13 namespace cc {
14 namespace {
16 #define CREATE_NEW_DRAW_POLYGON(name, points_vector, normal, polygon_id) \
17 DrawPolygon name(NULL, points_vector, normal, polygon_id)
19 #define EXPECT_FLOAT_WITHIN_EPSILON_OF(a, b) \
20 EXPECT_TRUE(std::abs(a - b) < std::numeric_limits<float>::epsilon());
22 #define EXPECT_POINT_EQ(point_a, point_b) \
23 EXPECT_FLOAT_EQ(point_a.x(), point_b.x()); \
24 EXPECT_FLOAT_EQ(point_a.y(), point_b.y()); \
25 EXPECT_FLOAT_EQ(point_a.z(), point_b.z());
27 static void ValidatePoints(const DrawPolygon& polygon,
28 const std::vector<gfx::Point3F>& points) {
29 EXPECT_EQ(polygon.points().size(), points.size());
30 for (size_t i = 0; i < points.size(); i++) {
31 EXPECT_POINT_EQ(polygon.points()[i], points[i]);
35 // Two quads are definitely not touching and so no split should occur.
36 TEST(DrawPolygonSplitTest, NotTouchingNoSplit) {
37 std::vector<gfx::Point3F> vertices_a;
38 vertices_a.push_back(gfx::Point3F(0.0f, 10.0f, 0.0f));
39 vertices_a.push_back(gfx::Point3F(0.0f, 0.0f, 0.0f));
40 vertices_a.push_back(gfx::Point3F(10.0f, 0.0f, 0.0f));
41 vertices_a.push_back(gfx::Point3F(10.0f, 10.0f, 0.0f));
42 std::vector<gfx::Point3F> vertices_b;
43 vertices_b.push_back(gfx::Point3F(5.0f, 10.0f, 5.0f));
44 vertices_b.push_back(gfx::Point3F(5.0f, 0.0f, 15.0f));
45 vertices_b.push_back(gfx::Point3F(5.0f, 0.0f, 15.0f));
46 vertices_b.push_back(gfx::Point3F(5.0f, 10.0f, 5.0f));
48 CREATE_NEW_DRAW_POLYGON(
49 polygon_a, vertices_a, gfx::Vector3dF(0.0f, 0.0f, 1.0f), 0);
50 CREATE_NEW_DRAW_POLYGON(
51 polygon_b, vertices_b, gfx::Vector3dF(-1.0f, 0.0f, 0.0f), 1);
53 EXPECT_EQ(DrawPolygon::SideCompare(polygon_b, polygon_a), BSP_FRONT);
56 // One quad is resting against another, but doesn't cross its plane so no split
57 // should occur.
58 TEST(DrawPolygonSplitTest, BarelyTouchingNoSplit) {
59 std::vector<gfx::Point3F> vertices_a;
60 vertices_a.push_back(gfx::Point3F(0.0f, 10.0f, 0.0f));
61 vertices_a.push_back(gfx::Point3F(0.0f, 0.0f, 0.0f));
62 vertices_a.push_back(gfx::Point3F(10.0f, 0.0f, 0.0f));
63 vertices_a.push_back(gfx::Point3F(10.0f, 10.0f, 0.0f));
64 std::vector<gfx::Point3F> vertices_b;
65 vertices_b.push_back(gfx::Point3F(5.0f, 10.0f, 0.0f));
66 vertices_b.push_back(gfx::Point3F(5.0f, 0.0f, -10.0f));
67 vertices_b.push_back(gfx::Point3F(5.0f, 0.0f, -10.0f));
68 vertices_b.push_back(gfx::Point3F(5.0f, 10.0f, 0.0f));
70 CREATE_NEW_DRAW_POLYGON(
71 polygon_a, vertices_a, gfx::Vector3dF(0.0f, 0.0f, 1.0f), 0);
72 CREATE_NEW_DRAW_POLYGON(
73 polygon_b, vertices_b, gfx::Vector3dF(-1.0f, 0.0f, 0.0f), 1);
75 EXPECT_EQ(DrawPolygon::SideCompare(polygon_b, polygon_a), BSP_BACK);
78 // One quad intersects another and becomes two pieces.
79 TEST(DrawPolygonSplitTest, BasicSplit) {
80 std::vector<gfx::Point3F> vertices_a;
81 vertices_a.push_back(gfx::Point3F(0.0f, 10.0f, 0.0f));
82 vertices_a.push_back(gfx::Point3F(0.0f, 0.0f, 0.0f));
83 vertices_a.push_back(gfx::Point3F(10.0f, 0.0f, 0.0f));
84 vertices_a.push_back(gfx::Point3F(10.0f, 10.0f, 0.0f));
85 std::vector<gfx::Point3F> vertices_b;
86 vertices_b.push_back(gfx::Point3F(5.0f, 10.0f, -5.0f));
87 vertices_b.push_back(gfx::Point3F(5.0f, 0.0f, -5.0f));
88 vertices_b.push_back(gfx::Point3F(5.0f, 0.0f, 5.0f));
89 vertices_b.push_back(gfx::Point3F(5.0f, 10.0f, 5.0f));
91 CREATE_NEW_DRAW_POLYGON(
92 polygon_a, vertices_a, gfx::Vector3dF(0.0f, 0.0f, 1.0f), 0);
93 CREATE_NEW_DRAW_POLYGON(
94 polygon_b, vertices_b, gfx::Vector3dF(-1.0f, 0.0f, 0.0f), 1);
96 EXPECT_EQ(DrawPolygon::SideCompare(polygon_b, polygon_a), BSP_SPLIT);
98 scoped_ptr<DrawPolygon> front_polygon;
99 scoped_ptr<DrawPolygon> back_polygon;
100 polygon_b.Split(polygon_a, &front_polygon, &back_polygon);
101 EXPECT_EQ(DrawPolygon::SideCompare(*front_polygon, polygon_a), BSP_FRONT);
102 EXPECT_EQ(DrawPolygon::SideCompare(*back_polygon, polygon_a), BSP_BACK);
104 std::vector<gfx::Point3F> test_points_a;
105 test_points_a.push_back(gfx::Point3F(5.0f, 0.0f, 0.0f));
106 test_points_a.push_back(gfx::Point3F(5.0f, 0.0f, 5.0f));
107 test_points_a.push_back(gfx::Point3F(5.0f, 10.0f, 5.0f));
108 test_points_a.push_back(gfx::Point3F(5.0f, 10.0f, 0.0f));
109 std::vector<gfx::Point3F> test_points_b;
110 test_points_b.push_back(gfx::Point3F(5.0f, 10.0f, 0.0f));
111 test_points_b.push_back(gfx::Point3F(5.0f, 10.0f, -5.0f));
112 test_points_b.push_back(gfx::Point3F(5.0f, 0.0f, -5.0f));
113 test_points_b.push_back(gfx::Point3F(5.0f, 0.0f, 0.0f));
114 ValidatePoints(*(front_polygon.get()), test_points_a);
115 ValidatePoints(*(back_polygon.get()), test_points_b);
117 EXPECT_EQ(front_polygon->points().size(), 4u);
118 EXPECT_EQ(back_polygon->points().size(), 4u);
121 // In this test we cut the corner of a quad so that it creates a triangle and
122 // a pentagon as a result.
123 TEST(DrawPolygonSplitTest, AngledSplit) {
124 std::vector<gfx::Point3F> vertices_a;
125 vertices_a.push_back(gfx::Point3F(0.0f, 0.0f, 0.0f));
126 vertices_a.push_back(gfx::Point3F(0.0f, 0.0f, 10.0f));
127 vertices_a.push_back(gfx::Point3F(10.0f, 0.0f, 10.0f));
128 vertices_a.push_back(gfx::Point3F(10.0f, 0.0f, 0.0f));
129 std::vector<gfx::Point3F> vertices_b;
130 vertices_b.push_back(gfx::Point3F(2.0f, 5.0f, 1.0f));
131 vertices_b.push_back(gfx::Point3F(2.0f, -5.0f, 1.0f));
132 vertices_b.push_back(gfx::Point3F(-1.0f, -5.0f, -2.0f));
133 vertices_b.push_back(gfx::Point3F(-1.0f, 5.0f, -2.0f));
135 CREATE_NEW_DRAW_POLYGON(
136 polygon_a, vertices_a, gfx::Vector3dF(0.0f, 1.0f, 0.0f), 0);
137 CREATE_NEW_DRAW_POLYGON(
138 polygon_b, vertices_b, gfx::Vector3dF(0.707107f, 0.0f, -0.707107f), 1);
140 EXPECT_EQ(DrawPolygon::SideCompare(polygon_a, polygon_b), BSP_SPLIT);
142 scoped_ptr<DrawPolygon> front_polygon;
143 scoped_ptr<DrawPolygon> back_polygon;
144 polygon_a.Split(polygon_b, &front_polygon, &back_polygon);
145 EXPECT_EQ(DrawPolygon::SideCompare(*front_polygon, polygon_b), BSP_FRONT);
146 EXPECT_EQ(DrawPolygon::SideCompare(*back_polygon, polygon_b), BSP_BACK);
148 EXPECT_EQ(front_polygon->points().size(), 3u);
149 EXPECT_EQ(back_polygon->points().size(), 5u);
151 std::vector<gfx::Point3F> test_points_a;
152 test_points_a.push_back(gfx::Point3F(10.0f, 0.0f, 9.0f));
153 test_points_a.push_back(gfx::Point3F(10.0f, 0.0f, 0.0f));
154 test_points_a.push_back(gfx::Point3F(1.0f, 0.0f, 0.0f));
155 std::vector<gfx::Point3F> test_points_b;
156 test_points_b.push_back(gfx::Point3F(1.0f, 0.0f, 0.0f));
157 test_points_b.push_back(gfx::Point3F(0.0f, 0.0f, 0.0f));
158 test_points_b.push_back(gfx::Point3F(0.0f, 0.0f, 10.0f));
159 test_points_b.push_back(gfx::Point3F(10.0f, 0.0f, 10.0f));
160 test_points_b.push_back(gfx::Point3F(10.0f, 0.0f, 9.0f));
162 ValidatePoints(*(front_polygon.get()), test_points_a);
163 ValidatePoints(*(back_polygon.get()), test_points_b);
166 TEST(DrawPolygonTransformTest, TransformNormal) {
167 // We give this polygon no actual vertices because we're not interested
168 // in actually transforming any points, just the normal.
169 std::vector<gfx::Point3F> vertices_a;
170 CREATE_NEW_DRAW_POLYGON(
171 polygon_a, vertices_a, gfx::Vector3dF(0.707107f, 0.0f, -0.707107f), 0);
173 gfx::Transform transform;
174 transform.RotateAboutYAxis(45.0);
175 // This would transform the vertices as well, but we are transforming a
176 // DrawPolygon with 0 vertices just to make sure our normal transformation
177 // using the inverse tranpose matrix gives us the right result.
178 polygon_a.TransformToScreenSpace(transform);
180 // Note: We use EXPECT_FLOAT_WITHIN_EPSILON instead of EXPECT_FLOAT_EQUAL here
181 // because some architectures (e.g., Arm64) employ a fused multiply-add
182 // instruction which causes rounding asymmetry and reduces precision.
183 // http://crbug.com/401117.
184 EXPECT_FLOAT_WITHIN_EPSILON_OF(polygon_a.normal().x(), 0);
185 EXPECT_FLOAT_WITHIN_EPSILON_OF(polygon_a.normal().y(), 0);
186 EXPECT_FLOAT_WITHIN_EPSILON_OF(polygon_a.normal().z(), -1);
189 } // namespace
190 } // namespace cc