Commit 17160581 authored by reveman@chromium.org's avatar reveman@chromium.org

cc: Chromify gl_renderer_unittest.cc.

Style-only change.

R=danakj
BUG=

Review URL: https://codereview.chromium.org/14205009

git-svn-id: svn://svn.chromium.org/chrome/trunk/src@194650 0039d316-1c4b-4281-b951-d872f2087c98
parent 8c651d98
...@@ -69,7 +69,7 @@ class GLRendererShaderPixelTest : public PixelTest { ...@@ -69,7 +69,7 @@ class GLRendererShaderPixelTest : public PixelTest {
EXPECT_PROGRAM_VALID(renderer_->GetDebugBorderProgram()); EXPECT_PROGRAM_VALID(renderer_->GetDebugBorderProgram());
EXPECT_PROGRAM_VALID(renderer_->GetSolidColorProgram()); EXPECT_PROGRAM_VALID(renderer_->GetSolidColorProgram());
EXPECT_PROGRAM_VALID(renderer_->GetSolidColorProgramAA()); EXPECT_PROGRAM_VALID(renderer_->GetSolidColorProgramAA());
//TestShadersWithTexCoordPrecision(TexCoordPrecisionMedium); // TestShadersWithTexCoordPrecision(TexCoordPrecisionMedium);
TestShadersWithTexCoordPrecision(TexCoordPrecisionHigh); TestShadersWithTexCoordPrecision(TexCoordPrecisionHigh);
ASSERT_FALSE(renderer_->IsContextLost()); ASSERT_FALSE(renderer_->IsContextLost());
} }
...@@ -250,7 +250,7 @@ class GLRendererTest : public testing::Test { ...@@ -250,7 +250,7 @@ class GLRendererTest : public testing::Test {
void SwapBuffers() { renderer_.SwapBuffers(); } void SwapBuffers() { renderer_.SwapBuffers(); }
FrameCountingMemoryAllocationSettingContext* context() { FrameCountingMemoryAllocationSettingContext* Context() {
return static_cast<FrameCountingMemoryAllocationSettingContext*>( return static_cast<FrameCountingMemoryAllocationSettingContext*>(
output_surface_->context3d()); output_surface_->context3d());
} }
...@@ -267,16 +267,17 @@ class GLRendererTest : public testing::Test { ...@@ -267,16 +267,17 @@ class GLRendererTest : public testing::Test {
// Closing the namespace here so that GLRendererShaderTest can take advantage // Closing the namespace here so that GLRendererShaderTest can take advantage
// of the friend relationship with GLRenderer and all of the mock classes // of the friend relationship with GLRenderer and all of the mock classes
// declared above it. // declared above it.
} // namespace } // namespace
class GLRendererShaderTest : public testing::Test { class GLRendererShaderTest : public testing::Test {
protected: protected:
GLRendererShaderTest() GLRendererShaderTest()
: output_surface_(FakeOutputSurface::Create3d()), : output_surface_(FakeOutputSurface::Create3d()),
resource_provider_(ResourceProvider::Create(output_surface_.get(), 0)), resource_provider_(ResourceProvider::Create(output_surface_.get(), 0)),
renderer_(GLRenderer::Create(&mock_client_, output_surface_.get(), renderer_(GLRenderer::Create(&mock_client_,
resource_provider_.get(), 0)) { output_surface_.get(),
} resource_provider_.get(),
0)) {}
void TestRenderPassProgram() { void TestRenderPassProgram() {
EXPECT_PROGRAM_VALID(renderer_->render_pass_program_); EXPECT_PROGRAM_VALID(renderer_->render_pass_program_);
...@@ -338,12 +339,12 @@ namespace { ...@@ -338,12 +339,12 @@ namespace {
// Suggest recreating framebuffer when one already exists. // Suggest recreating framebuffer when one already exists.
// Expected: it does nothing. // Expected: it does nothing.
TEST_F(GLRendererTest, SuggestBackbufferYesWhenItAlreadyExistsShouldDoNothing) { TEST_F(GLRendererTest, SuggestBackbufferYesWhenItAlreadyExistsShouldDoNothing) {
context()->SetMemoryAllocation(suggest_have_backbuffer_yes_); Context()->SetMemoryAllocation(suggest_have_backbuffer_yes_);
EXPECT_EQ(0, mock_client_.set_full_root_layer_damage_count()); EXPECT_EQ(0, mock_client_.set_full_root_layer_damage_count());
EXPECT_FALSE(renderer_.IsBackbufferDiscarded()); EXPECT_FALSE(renderer_.IsBackbufferDiscarded());
SwapBuffers(); SwapBuffers();
EXPECT_EQ(1, context()->frame_count()); EXPECT_EQ(1, Context()->frame_count());
} }
// Test GLRenderer DiscardBackbuffer functionality: // Test GLRenderer DiscardBackbuffer functionality:
...@@ -354,7 +355,7 @@ TEST_F( ...@@ -354,7 +355,7 @@ TEST_F(
GLRendererTest, GLRendererTest,
SuggestBackbufferNoShouldDiscardBackbufferAndDamageRootLayerIfNotVisible) { SuggestBackbufferNoShouldDiscardBackbufferAndDamageRootLayerIfNotVisible) {
renderer_.SetVisible(false); renderer_.SetVisible(false);
context()->SetMemoryAllocation(suggest_have_backbuffer_no_); Context()->SetMemoryAllocation(suggest_have_backbuffer_no_);
EXPECT_EQ(1, mock_client_.set_full_root_layer_damage_count()); EXPECT_EQ(1, mock_client_.set_full_root_layer_damage_count());
EXPECT_TRUE(renderer_.IsBackbufferDiscarded()); EXPECT_TRUE(renderer_.IsBackbufferDiscarded());
} }
...@@ -364,7 +365,7 @@ TEST_F( ...@@ -364,7 +365,7 @@ TEST_F(
// Expected: the allocation is ignored. // Expected: the allocation is ignored.
TEST_F(GLRendererTest, SuggestBackbufferNoDoNothingWhenVisible) { TEST_F(GLRendererTest, SuggestBackbufferNoDoNothingWhenVisible) {
renderer_.SetVisible(true); renderer_.SetVisible(true);
context()->SetMemoryAllocation(suggest_have_backbuffer_no_); Context()->SetMemoryAllocation(suggest_have_backbuffer_no_);
EXPECT_EQ(0, mock_client_.set_full_root_layer_damage_count()); EXPECT_EQ(0, mock_client_.set_full_root_layer_damage_count());
EXPECT_FALSE(renderer_.IsBackbufferDiscarded()); EXPECT_FALSE(renderer_.IsBackbufferDiscarded());
} }
...@@ -374,11 +375,11 @@ TEST_F(GLRendererTest, SuggestBackbufferNoDoNothingWhenVisible) { ...@@ -374,11 +375,11 @@ TEST_F(GLRendererTest, SuggestBackbufferNoDoNothingWhenVisible) {
// Expected: it does nothing. // Expected: it does nothing.
TEST_F(GLRendererTest, SuggestBackbufferNoWhenItDoesntExistShouldDoNothing) { TEST_F(GLRendererTest, SuggestBackbufferNoWhenItDoesntExistShouldDoNothing) {
renderer_.SetVisible(false); renderer_.SetVisible(false);
context()->SetMemoryAllocation(suggest_have_backbuffer_no_); Context()->SetMemoryAllocation(suggest_have_backbuffer_no_);
EXPECT_EQ(1, mock_client_.set_full_root_layer_damage_count()); EXPECT_EQ(1, mock_client_.set_full_root_layer_damage_count());
EXPECT_TRUE(renderer_.IsBackbufferDiscarded()); EXPECT_TRUE(renderer_.IsBackbufferDiscarded());
context()->SetMemoryAllocation(suggest_have_backbuffer_no_); Context()->SetMemoryAllocation(suggest_have_backbuffer_no_);
EXPECT_EQ(1, mock_client_.set_full_root_layer_damage_count()); EXPECT_EQ(1, mock_client_.set_full_root_layer_damage_count());
EXPECT_TRUE(renderer_.IsBackbufferDiscarded()); EXPECT_TRUE(renderer_.IsBackbufferDiscarded());
} }
...@@ -388,7 +389,7 @@ TEST_F(GLRendererTest, SuggestBackbufferNoWhenItDoesntExistShouldDoNothing) { ...@@ -388,7 +389,7 @@ TEST_F(GLRendererTest, SuggestBackbufferNoWhenItDoesntExistShouldDoNothing) {
// Expected: will recreate framebuffer. // Expected: will recreate framebuffer.
TEST_F(GLRendererTest, DiscardedBackbufferIsRecreatedForScopeDuration) { TEST_F(GLRendererTest, DiscardedBackbufferIsRecreatedForScopeDuration) {
renderer_.SetVisible(false); renderer_.SetVisible(false);
context()->SetMemoryAllocation(suggest_have_backbuffer_no_); Context()->SetMemoryAllocation(suggest_have_backbuffer_no_);
EXPECT_TRUE(renderer_.IsBackbufferDiscarded()); EXPECT_TRUE(renderer_.IsBackbufferDiscarded());
EXPECT_EQ(1, mock_client_.set_full_root_layer_damage_count()); EXPECT_EQ(1, mock_client_.set_full_root_layer_damage_count());
...@@ -397,12 +398,12 @@ TEST_F(GLRendererTest, DiscardedBackbufferIsRecreatedForScopeDuration) { ...@@ -397,12 +398,12 @@ TEST_F(GLRendererTest, DiscardedBackbufferIsRecreatedForScopeDuration) {
EXPECT_FALSE(renderer_.IsBackbufferDiscarded()); EXPECT_FALSE(renderer_.IsBackbufferDiscarded());
SwapBuffers(); SwapBuffers();
EXPECT_EQ(1, context()->frame_count()); EXPECT_EQ(1, Context()->frame_count());
} }
TEST_F(GLRendererTest, FramebufferDiscardedAfterReadbackWhenNotVisible) { TEST_F(GLRendererTest, FramebufferDiscardedAfterReadbackWhenNotVisible) {
renderer_.SetVisible(false); renderer_.SetVisible(false);
context()->SetMemoryAllocation(suggest_have_backbuffer_no_); Context()->SetMemoryAllocation(suggest_have_backbuffer_no_);
EXPECT_TRUE(renderer_.IsBackbufferDiscarded()); EXPECT_TRUE(renderer_.IsBackbufferDiscarded());
EXPECT_EQ(1, mock_client_.set_full_root_layer_damage_count()); EXPECT_EQ(1, mock_client_.set_full_root_layer_damage_count());
...@@ -1017,20 +1018,20 @@ TEST(GLRendererTest2, ScissorTestWhenClearing) { ...@@ -1017,20 +1018,20 @@ TEST(GLRendererTest2, ScissorTestWhenClearing) {
} }
TEST_F(GLRendererShaderTest, DrawRenderPassQuadShaderPermutations) { TEST_F(GLRendererShaderTest, DrawRenderPassQuadShaderPermutations) {
gfx::Rect viewportRect(mock_client_.DeviceViewportSize()); gfx::Rect viewport_rect(mock_client_.DeviceViewportSize());
ScopedPtrVector<RenderPass>* renderPasses = ScopedPtrVector<RenderPass>* render_passes =
mock_client_.render_passes_in_draw_order(); mock_client_.render_passes_in_draw_order();
gfx::Rect grandChildRect(25, 25); gfx::Rect grand_child_rect(25, 25);
RenderPass::Id grandChildPassId(3, 0); RenderPass::Id grand_child_pass_id(3, 0);
TestRenderPass* grandChildPass; TestRenderPass* grand_child_pass;
gfx::Rect childRect(50, 50); gfx::Rect child_rect(50, 50);
RenderPass::Id childPassId(2, 0); RenderPass::Id child_pass_id(2, 0);
TestRenderPass* childPass; TestRenderPass* child_pass;
RenderPass::Id rootPassId(1, 0); RenderPass::Id root_pass_id(1, 0);
TestRenderPass* rootPass; TestRenderPass* root_pass;
cc::ResourceProvider::ResourceId mask = cc::ResourceProvider::ResourceId mask =
resource_provider_->CreateResource(gfx::Size(20, 12), resource_provider_->CreateResource(gfx::Size(20, 12),
...@@ -1054,32 +1055,35 @@ TEST_F(GLRendererShaderTest, DrawRenderPassQuadShaderPermutations) { ...@@ -1054,32 +1055,35 @@ TEST_F(GLRendererShaderTest, DrawRenderPassQuadShaderPermutations) {
matrix[13] = matrix[14] = 0; matrix[13] = matrix[14] = 0;
matrix[15] = matrix[16] = matrix[17] = matrix[19] = 0; matrix[15] = matrix[16] = matrix[17] = matrix[19] = 0;
matrix[18] = 1; matrix[18] = 1;
skia::RefPtr<SkColorFilter> colorFilter(skia::AdoptRef( skia::RefPtr<SkColorFilter> color_filter(
new SkColorMatrixFilter(matrix))); skia::AdoptRef(new SkColorMatrixFilter(matrix)));
skia::RefPtr<SkImageFilter> filter = skia::RefPtr<SkImageFilter> filter = skia::AdoptRef(
skia::AdoptRef(SkColorFilterImageFilter::Create(colorFilter.get(), NULL)); SkColorFilterImageFilter::Create(color_filter.get(), NULL));
gfx::Transform transform_causing_aa; gfx::Transform transform_causing_aa;
transform_causing_aa.Rotate(20.0); transform_causing_aa.Rotate(20.0);
// RenderPassProgram // RenderPassProgram
renderPasses->clear(); render_passes->clear();
grandChildPass = AddRenderPass(renderPasses, grandChildPassId, grandChildRect, grand_child_pass = AddRenderPass(
gfx::Transform()); render_passes, grand_child_pass_id, grand_child_rect, gfx::Transform());
AddClippedQuad(grandChildPass, grandChildRect, SK_ColorYELLOW); AddClippedQuad(grand_child_pass, grand_child_rect, SK_ColorYELLOW);
childPass = AddRenderPass(renderPasses, childPassId, childRect, child_pass = AddRenderPass(
gfx::Transform()); render_passes, child_pass_id, child_rect, gfx::Transform());
AddQuad(childPass, childRect, SK_ColorBLUE); AddQuad(child_pass, child_rect, SK_ColorBLUE);
rootPass = AddRenderPass(renderPasses, rootPassId, viewportRect, root_pass = AddRenderPass(
gfx::Transform()); render_passes, root_pass_id, viewport_rect, gfx::Transform());
AddQuad(rootPass, viewportRect, SK_ColorGREEN); AddQuad(root_pass, viewport_rect, SK_ColorGREEN);
AddRenderPassQuad(rootPass, childPass, 0, skia::RefPtr<SkImageFilter>(), AddRenderPassQuad(root_pass,
gfx::Transform()); child_pass,
AddRenderPassQuad(childPass, grandChildPass); 0,
skia::RefPtr<SkImageFilter>(),
gfx::Transform());
AddRenderPassQuad(child_pass, grand_child_pass);
renderer_->DecideRenderPassAllocationsForFrame( renderer_->DecideRenderPassAllocationsForFrame(
*mock_client_.render_passes_in_draw_order()); *mock_client_.render_passes_in_draw_order());
...@@ -1087,22 +1091,24 @@ TEST_F(GLRendererShaderTest, DrawRenderPassQuadShaderPermutations) { ...@@ -1087,22 +1091,24 @@ TEST_F(GLRendererShaderTest, DrawRenderPassQuadShaderPermutations) {
TestRenderPassProgram(); TestRenderPassProgram();
// RenderPassColorMatrixProgram // RenderPassColorMatrixProgram
renderPasses->clear(); render_passes->clear();
grandChildPass = AddRenderPass(renderPasses, grandChildPassId, grandChildRect, grand_child_pass = AddRenderPass(render_passes,
transform_causing_aa); grand_child_pass_id,
AddClippedQuad(grandChildPass, grandChildRect, SK_ColorYELLOW); grand_child_rect,
transform_causing_aa);
AddClippedQuad(grand_child_pass, grand_child_rect, SK_ColorYELLOW);
childPass = AddRenderPass(renderPasses, childPassId, childRect, child_pass = AddRenderPass(
transform_causing_aa); render_passes, child_pass_id, child_rect, transform_causing_aa);
AddQuad(childPass, childRect, SK_ColorBLUE); AddQuad(child_pass, child_rect, SK_ColorBLUE);
rootPass = AddRenderPass(renderPasses, rootPassId, viewportRect, root_pass = AddRenderPass(
gfx::Transform()); render_passes, root_pass_id, viewport_rect, gfx::Transform());
AddQuad(rootPass, viewportRect, SK_ColorGREEN); AddQuad(root_pass, viewport_rect, SK_ColorGREEN);
AddRenderPassQuad(rootPass, childPass, 0, filter, gfx::Transform()); AddRenderPassQuad(root_pass, child_pass, 0, filter, gfx::Transform());
AddRenderPassQuad(childPass, grandChildPass); AddRenderPassQuad(child_pass, grand_child_pass);
renderer_->DecideRenderPassAllocationsForFrame( renderer_->DecideRenderPassAllocationsForFrame(
*mock_client_.render_passes_in_draw_order()); *mock_client_.render_passes_in_draw_order());
...@@ -1110,23 +1116,28 @@ TEST_F(GLRendererShaderTest, DrawRenderPassQuadShaderPermutations) { ...@@ -1110,23 +1116,28 @@ TEST_F(GLRendererShaderTest, DrawRenderPassQuadShaderPermutations) {
TestRenderPassColorMatrixProgram(); TestRenderPassColorMatrixProgram();
// RenderPassMaskProgram // RenderPassMaskProgram
renderPasses->clear(); render_passes->clear();
grandChildPass = AddRenderPass(renderPasses, grandChildPassId, grandChildRect, grand_child_pass = AddRenderPass(render_passes,
gfx::Transform()); grand_child_pass_id,
AddClippedQuad(grandChildPass, grandChildRect, SK_ColorYELLOW); grand_child_rect,
gfx::Transform());
AddClippedQuad(grand_child_pass, grand_child_rect, SK_ColorYELLOW);
childPass = AddRenderPass(renderPasses, childPassId, childRect, child_pass = AddRenderPass(
gfx::Transform()); render_passes, child_pass_id, child_rect, gfx::Transform());
AddQuad(childPass, childRect, SK_ColorBLUE); AddQuad(child_pass, child_rect, SK_ColorBLUE);
rootPass = AddRenderPass(renderPasses, rootPassId, viewportRect, root_pass = AddRenderPass(
gfx::Transform()); render_passes, root_pass_id, viewport_rect, gfx::Transform());
AddQuad(rootPass, viewportRect, SK_ColorGREEN); AddQuad(root_pass, viewport_rect, SK_ColorGREEN);
AddRenderPassQuad(rootPass, childPass, mask, skia::RefPtr<SkImageFilter>(), AddRenderPassQuad(root_pass,
gfx::Transform()); child_pass,
AddRenderPassQuad(childPass, grandChildPass); mask,
skia::RefPtr<SkImageFilter>(),
gfx::Transform());
AddRenderPassQuad(child_pass, grand_child_pass);
renderer_->DecideRenderPassAllocationsForFrame( renderer_->DecideRenderPassAllocationsForFrame(
*mock_client_.render_passes_in_draw_order()); *mock_client_.render_passes_in_draw_order());
...@@ -1134,22 +1145,22 @@ TEST_F(GLRendererShaderTest, DrawRenderPassQuadShaderPermutations) { ...@@ -1134,22 +1145,22 @@ TEST_F(GLRendererShaderTest, DrawRenderPassQuadShaderPermutations) {
TestRenderPassMaskProgram(); TestRenderPassMaskProgram();
// RenderPassMaskColorMatrixProgram // RenderPassMaskColorMatrixProgram
renderPasses->clear(); render_passes->clear();
grandChildPass = AddRenderPass(renderPasses, grandChildPassId, grandChildRect, grand_child_pass = AddRenderPass(
gfx::Transform()); render_passes, grand_child_pass_id, grand_child_rect, gfx::Transform());
AddClippedQuad(grandChildPass, grandChildRect, SK_ColorYELLOW); AddClippedQuad(grand_child_pass, grand_child_rect, SK_ColorYELLOW);
childPass = AddRenderPass(renderPasses, childPassId, childRect, child_pass = AddRenderPass(
gfx::Transform()); render_passes, child_pass_id, child_rect, gfx::Transform());
AddQuad(childPass, childRect, SK_ColorBLUE); AddQuad(child_pass, child_rect, SK_ColorBLUE);
rootPass = AddRenderPass(renderPasses, rootPassId, viewportRect, root_pass = AddRenderPass(
gfx::Transform()); render_passes, root_pass_id, viewport_rect, gfx::Transform());
AddQuad(rootPass, viewportRect, SK_ColorGREEN); AddQuad(root_pass, viewport_rect, SK_ColorGREEN);
AddRenderPassQuad(rootPass, childPass, mask, filter, gfx::Transform()); AddRenderPassQuad(root_pass, child_pass, mask, filter, gfx::Transform());
AddRenderPassQuad(childPass, grandChildPass); AddRenderPassQuad(child_pass, grand_child_pass);
renderer_->DecideRenderPassAllocationsForFrame( renderer_->DecideRenderPassAllocationsForFrame(
*mock_client_.render_passes_in_draw_order()); *mock_client_.render_passes_in_draw_order());
...@@ -1157,23 +1168,28 @@ TEST_F(GLRendererShaderTest, DrawRenderPassQuadShaderPermutations) { ...@@ -1157,23 +1168,28 @@ TEST_F(GLRendererShaderTest, DrawRenderPassQuadShaderPermutations) {
TestRenderPassMaskColorMatrixProgram(); TestRenderPassMaskColorMatrixProgram();
// RenderPassProgramAA // RenderPassProgramAA
renderPasses->clear(); render_passes->clear();
grandChildPass = AddRenderPass(renderPasses, grandChildPassId, grandChildRect, grand_child_pass = AddRenderPass(render_passes,
transform_causing_aa); grand_child_pass_id,
AddClippedQuad(grandChildPass, grandChildRect, SK_ColorYELLOW); grand_child_rect,
transform_causing_aa);
AddClippedQuad(grand_child_pass, grand_child_rect, SK_ColorYELLOW);
childPass = AddRenderPass(renderPasses, childPassId, childRect, child_pass = AddRenderPass(
transform_causing_aa); render_passes, child_pass_id, child_rect, transform_causing_aa);
AddQuad(childPass, childRect, SK_ColorBLUE); AddQuad(child_pass, child_rect, SK_ColorBLUE);
rootPass = AddRenderPass(renderPasses, rootPassId, viewportRect, root_pass = AddRenderPass(
gfx::Transform()); render_passes, root_pass_id, viewport_rect, gfx::Transform());
AddQuad(rootPass, viewportRect, SK_ColorGREEN); AddQuad(root_pass, viewport_rect, SK_ColorGREEN);
AddRenderPassQuad(rootPass, childPass, 0, skia::RefPtr<SkImageFilter>(), AddRenderPassQuad(root_pass,
transform_causing_aa); child_pass,
AddRenderPassQuad(childPass, grandChildPass); 0,
skia::RefPtr<SkImageFilter>(),
transform_causing_aa);
AddRenderPassQuad(child_pass, grand_child_pass);
renderer_->DecideRenderPassAllocationsForFrame( renderer_->DecideRenderPassAllocationsForFrame(
*mock_client_.render_passes_in_draw_order()); *mock_client_.render_passes_in_draw_order());
...@@ -1181,22 +1197,24 @@ TEST_F(GLRendererShaderTest, DrawRenderPassQuadShaderPermutations) { ...@@ -1181,22 +1197,24 @@ TEST_F(GLRendererShaderTest, DrawRenderPassQuadShaderPermutations) {
TestRenderPassProgramAA(); TestRenderPassProgramAA();
// RenderPassColorMatrixProgramAA // RenderPassColorMatrixProgramAA
renderPasses->clear(); render_passes->clear();
grandChildPass = AddRenderPass(renderPasses, grandChildPassId, grandChildRect, grand_child_pass = AddRenderPass(render_passes,
transform_causing_aa); grand_child_pass_id,
AddClippedQuad(grandChildPass, grandChildRect, SK_ColorYELLOW); grand_child_rect,
transform_causing_aa);
AddClippedQuad(grand_child_pass, grand_child_rect, SK_ColorYELLOW);
childPass = AddRenderPass(renderPasses, childPassId, childRect, child_pass = AddRenderPass(
transform_causing_aa); render_passes, child_pass_id, child_rect, transform_causing_aa);
AddQuad(childPass, childRect, SK_ColorBLUE); AddQuad(child_pass, child_rect, SK_ColorBLUE);
rootPass = AddRenderPass(renderPasses, rootPassId, viewportRect, root_pass = AddRenderPass(
gfx::Transform()); render_passes, root_pass_id, viewport_rect, gfx::Transform());
AddQuad(rootPass, viewportRect, SK_ColorGREEN); AddQuad(root_pass, viewport_rect, SK_ColorGREEN);
AddRenderPassQuad(rootPass, childPass, 0, filter, transform_causing_aa); AddRenderPassQuad(root_pass, child_pass, 0, filter, transform_causing_aa);
AddRenderPassQuad(childPass, grandChildPass); AddRenderPassQuad(child_pass, grand_child_pass);
renderer_->DecideRenderPassAllocationsForFrame( renderer_->DecideRenderPassAllocationsForFrame(
*mock_client_.render_passes_in_draw_order()); *mock_client_.render_passes_in_draw_order());
...@@ -1204,23 +1222,25 @@ TEST_F(GLRendererShaderTest, DrawRenderPassQuadShaderPermutations) { ...@@ -1204,23 +1222,25 @@ TEST_F(GLRendererShaderTest, DrawRenderPassQuadShaderPermutations) {
TestRenderPassColorMatrixProgramAA(); TestRenderPassColorMatrixProgramAA();
// RenderPassMaskProgramAA // RenderPassMaskProgramAA
renderPasses->clear(); render_passes->clear();
grandChildPass = AddRenderPass(renderPasses, grandChildPassId, grandChildRect, grand_child_pass = AddRenderPass(render_passes,
transform_causing_aa); grand_child_pass_id,
AddClippedQuad(grandChildPass, grandChildRect, SK_ColorYELLOW); grand_child_rect,
transform_causing_aa);
AddClippedQuad(grand_child_pass, grand_child_rect, SK_ColorYELLOW);
childPass = AddRenderPass(renderPasses, childPassId, childRect, child_pass = AddRenderPass(render_passes, child_pass_id, child_rect,
transform_causing_aa); transform_causing_aa);
AddQuad(childPass, childRect, SK_ColorBLUE); AddQuad(child_pass, child_rect, SK_ColorBLUE);
rootPass = AddRenderPass(renderPasses, rootPassId, viewportRect, root_pass = AddRenderPass(render_passes, root_pass_id, viewport_rect,
gfx::Transform()); gfx::Transform());
AddQuad(rootPass, viewportRect, SK_ColorGREEN); AddQuad(root_pass, viewport_rect, SK_ColorGREEN);
AddRenderPassQuad(rootPass, childPass, mask, skia::RefPtr<SkImageFilter>(), AddRenderPassQuad(root_pass, child_pass, mask, skia::RefPtr<SkImageFilter>(),
transform_causing_aa); transform_causing_aa);
AddRenderPassQuad(childPass, grandChildPass); AddRenderPassQuad(child_pass, grand_child_pass);
renderer_->DecideRenderPassAllocationsForFrame( renderer_->DecideRenderPassAllocationsForFrame(
*mock_client_.render_passes_in_draw_order()); *mock_client_.render_passes_in_draw_order());
...@@ -1228,22 +1248,24 @@ TEST_F(GLRendererShaderTest, DrawRenderPassQuadShaderPermutations) { ...@@ -1228,22 +1248,24 @@ TEST_F(GLRendererShaderTest, DrawRenderPassQuadShaderPermutations) {
TestRenderPassMaskProgramAA(); TestRenderPassMaskProgramAA();
// RenderPassMaskColorMatrixProgramAA // RenderPassMaskColorMatrixProgramAA
renderPasses->clear(); render_passes->clear();
grandChildPass = AddRenderPass(renderPasses, grandChildPassId, grandChildRect, grand_child_pass = AddRenderPass(render_passes,
transform_causing_aa); grand_child_pass_id,
AddClippedQuad(grandChildPass, grandChildRect, SK_ColorYELLOW); grand_child_rect,
transform_causing_aa);
AddClippedQuad(grand_child_pass, grand_child_rect, SK_ColorYELLOW);
childPass = AddRenderPass(renderPasses, childPassId, childRect, child_pass = AddRenderPass(render_passes, child_pass_id, child_rect,
transform_causing_aa); transform_causing_aa);
AddQuad(childPass, childRect, SK_ColorBLUE); AddQuad(child_pass, child_rect, SK_ColorBLUE);
rootPass = AddRenderPass(renderPasses, rootPassId, viewportRect, root_pass = AddRenderPass(render_passes, root_pass_id, viewport_rect,
transform_causing_aa); transform_causing_aa);
AddQuad(rootPass, viewportRect, SK_ColorGREEN); AddQuad(root_pass, viewport_rect, SK_ColorGREEN);
AddRenderPassQuad(rootPass, childPass, mask, filter, transform_causing_aa); AddRenderPassQuad(root_pass, child_pass, mask, filter, transform_causing_aa);
AddRenderPassQuad(childPass, grandChildPass); AddRenderPassQuad(child_pass, grand_child_pass);
renderer_->DecideRenderPassAllocationsForFrame( renderer_->DecideRenderPassAllocationsForFrame(
*mock_client_.render_passes_in_draw_order()); *mock_client_.render_passes_in_draw_order());
...@@ -1318,14 +1340,14 @@ class MockOutputSurfaceTest : public testing::Test, public FakeRendererClient { ...@@ -1318,14 +1340,14 @@ class MockOutputSurfaceTest : public testing::Test, public FakeRendererClient {
EXPECT_CALL(output_surface_, BindFramebuffer()).Times(1); EXPECT_CALL(output_surface_, BindFramebuffer()).Times(1);
EXPECT_CALL(*context(), drawElements(_, _, _, _)).Times(1); EXPECT_CALL(*Context(), drawElements(_, _, _, _)).Times(1);
renderer_.DecideRenderPassAllocationsForFrame( renderer_.DecideRenderPassAllocationsForFrame(
*render_passes_in_draw_order()); *render_passes_in_draw_order());
renderer_.DrawFrame(render_passes_in_draw_order()); renderer_.DrawFrame(render_passes_in_draw_order());
} }
OutputSurfaceMockContext* context() { OutputSurfaceMockContext* Context() {
return static_cast<OutputSurfaceMockContext*>(output_surface_.context3d()); return static_cast<OutputSurfaceMockContext*>(output_surface_.context3d());
} }
......
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