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// Copyright 2013 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "build/build_config.h"
#include "cc/test/layer_tree_pixel_test.h"
#include "cc/test/pixel_comparator.h"
#if !defined(OS_ANDROID)
namespace cc {
namespace {
class LayerTreeHostFiltersPixelTest : public LayerTreePixelTest {};
TEST_F(LayerTreeHostFiltersPixelTest, BackgroundFilterBlur) {
scoped_refptr<SolidColorLayer> background = CreateSolidColorLayer(
gfx::Rect(200, 200), SK_ColorWHITE);
// The green box is entirely behind a layer with background blur, so it
// should appear blurred on its edges.
scoped_refptr<SolidColorLayer> green = CreateSolidColorLayer(
gfx::Rect(50, 50, 100, 100), kCSSGreen);
scoped_refptr<SolidColorLayer> blur = CreateSolidColorLayer(
gfx::Rect(30, 30, 140, 140), SK_ColorTRANSPARENT);
background->AddChild(green);
background->AddChild(blur);
FilterOperations filters;
filters.Append(FilterOperation::CreateBlurFilter(2.f));
blur->SetBackgroundFilters(filters);
#if defined(OS_WIN)
// Windows has 436 pixels off by 1: crbug.com/259915
float percentage_pixels_large_error = 1.09f; // 436px / (200*200)
float percentage_pixels_small_error = 0.0f;
float average_error_allowed_in_bad_pixels = 1.f;
int large_error_allowed = 1;
int small_error_allowed = 0;
pixel_comparator_.reset(new FuzzyPixelComparator(
true, // discard_alpha
percentage_pixels_large_error,
percentage_pixels_small_error,
average_error_allowed_in_bad_pixels,
large_error_allowed,
small_error_allowed));
#endif
RunPixelTest(GL_WITH_BITMAP,
background,
base::FilePath(FILE_PATH_LITERAL("background_filter_blur.png")));
}
TEST_F(LayerTreeHostFiltersPixelTest, BackgroundFilterBlurOutsets) {
scoped_refptr<SolidColorLayer> background = CreateSolidColorLayer(
gfx::Rect(200, 200), SK_ColorWHITE);
// The green border is outside the layer with background blur, but the
// background blur should use pixels from outside its layer borders, up to the
// radius of the blur effect. So the border should be blurred underneath the
// top layer causing the green to bleed under the transparent layer, but not
// in the 1px region between the transparent layer and the green border.
scoped_refptr<SolidColorLayer> green_border = CreateSolidColorLayerWithBorder(
gfx::Rect(1, 1, 198, 198), SK_ColorWHITE, 10, kCSSGreen);
scoped_refptr<SolidColorLayer> blur = CreateSolidColorLayer(
gfx::Rect(12, 12, 176, 176), SK_ColorTRANSPARENT);
background->AddChild(green_border);
background->AddChild(blur);
FilterOperations filters;
filters.Append(FilterOperation::CreateBlurFilter(5.f));
blur->SetBackgroundFilters(filters);
#if defined(OS_WIN)
// Windows has 2250 pixels off by at most 2: crbug.com/259922
float percentage_pixels_large_error = 5.625f; // 2250px / (200*200)
float percentage_pixels_small_error = 0.0f;
float average_error_allowed_in_bad_pixels = 1.f;
int large_error_allowed = 2;
int small_error_allowed = 0;
pixel_comparator_.reset(new FuzzyPixelComparator(
true, // discard_alpha
percentage_pixels_large_error,
percentage_pixels_small_error,
average_error_allowed_in_bad_pixels,
large_error_allowed,
small_error_allowed));
#endif
RunPixelTest(GL_WITH_BITMAP,
background,
base::FilePath(FILE_PATH_LITERAL(
"background_filter_blur_outsets.png")));
}
TEST_F(LayerTreeHostFiltersPixelTest, BackgroundFilterBlurOffAxis) {
scoped_refptr<SolidColorLayer> background = CreateSolidColorLayer(
gfx::Rect(200, 200), SK_ColorWHITE);
// This verifies that the perspective of the clear layer (with black border)
// does not influence the blending of the green box behind it. Also verifies
// that the blur is correctly clipped inside the transformed clear layer.
scoped_refptr<SolidColorLayer> green = CreateSolidColorLayer(
gfx::Rect(50, 50, 100, 100), kCSSGreen);
scoped_refptr<SolidColorLayer> blur = CreateSolidColorLayerWithBorder(
gfx::Rect(30, 30, 120, 120), SK_ColorTRANSPARENT, 1, SK_ColorBLACK);
background->AddChild(green);
background->AddChild(blur);
background->SetPreserves3d(true);
gfx::Transform background_transform;
background_transform.ApplyPerspectiveDepth(200.0);
background->SetTransform(background_transform);
blur->SetPreserves3d(true);
gfx::Transform blur_transform;
blur_transform.Translate(55.0, 65.0);
blur_transform.RotateAboutXAxis(85.0);
blur_transform.RotateAboutYAxis(180.0);
blur_transform.RotateAboutZAxis(20.0);
blur_transform.Translate(-60.0, -60.0);
blur->SetTransform(blur_transform);
FilterOperations filters;
filters.Append(FilterOperation::CreateBlurFilter(2.f));
blur->SetBackgroundFilters(filters);
#if defined(OS_WIN)
// Windows has 151 pixels off by at most 2: crbug.com/225027
float percentage_pixels_large_error = 0.3775f; // 151px / (200*200)
float percentage_pixels_small_error = 0.0f;
float average_error_allowed_in_bad_pixels = 1.f;
int large_error_allowed = 2;
int small_error_allowed = 0;
pixel_comparator_.reset(new FuzzyPixelComparator(
true, // discard_alpha
percentage_pixels_large_error,
percentage_pixels_small_error,
average_error_allowed_in_bad_pixels,
large_error_allowed,
small_error_allowed));
#endif
RunPixelTest(GL_WITH_BITMAP,
background,
base::FilePath(FILE_PATH_LITERAL(
"background_filter_blur_off_axis.png")));
}
} // namespace
} // namespace cc
#endif // OS_ANDROID