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Issue 1325803002: Apply skew on both axes together rather than sequentially on Compositor thread (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Removing strays references pertaining to skewX and skewY Created 5 years, 3 months ago
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1 // Copyright (c) 2011 The Chromium Authors. All rights reserved. 1 // Copyright (c) 2011 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be 2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file. 3 // found in the LICENSE file.
4 4
5 // MSVC++ requires this to be set before any other includes to get M_PI. 5 // MSVC++ requires this to be set before any other includes to get M_PI.
6 #define _USE_MATH_DEFINES 6 #define _USE_MATH_DEFINES
7 7
8 #include "ui/gfx/transform.h" 8 #include "ui/gfx/transform.h"
9 9
10 #include <cmath> 10 #include <cmath>
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770 EXPECT_FLOAT_EQ(t * 4 + 1, to.matrix().get(0, 0)) << "i: " << i; 770 EXPECT_FLOAT_EQ(t * 4 + 1, to.matrix().get(0, 0)) << "i: " << i;
771 EXPECT_FLOAT_EQ(t * 3 + 1, to.matrix().get(1, 1)) << "i: " << i; 771 EXPECT_FLOAT_EQ(t * 3 + 1, to.matrix().get(1, 1)) << "i: " << i;
772 EXPECT_FLOAT_EQ(t * 2 + 1, to.matrix().get(2, 2)) << "i: " << i; 772 EXPECT_FLOAT_EQ(t * 2 + 1, to.matrix().get(2, 2)) << "i: " << i;
773 } 773 }
774 } 774 }
775 775
776 TEST(XFormTest, BlendSkew) { 776 TEST(XFormTest, BlendSkew) {
777 Transform from; 777 Transform from;
778 for (int i = 0; i < 2; ++i) { 778 for (int i = 0; i < 2; ++i) {
779 Transform to; 779 Transform to;
780 to.SkewX(10); 780 to.Skew(10, 5);
781 to.SkewY(5);
782 double t = i; 781 double t = i;
783 Transform expected; 782 Transform expected;
784 expected.SkewX(t * 10); 783 expected.Skew(t * 10, t * 5);
785 expected.SkewY(t * 5);
786 EXPECT_TRUE(to.Blend(from, t)); 784 EXPECT_TRUE(to.Blend(from, t));
787 EXPECT_TRUE(MatricesAreNearlyEqual(expected, to)); 785 EXPECT_TRUE(MatricesAreNearlyEqual(expected, to));
788 } 786 }
789 } 787 }
790 788
791 TEST(XFormTest, ExtrapolateSkew) { 789 TEST(XFormTest, ExtrapolateSkew) {
792 Transform from; 790 Transform from;
793 for (int i = -1; i < 2; ++i) { 791 for (int i = -1; i < 2; ++i) {
794 Transform to; 792 Transform to;
795 to.SkewX(20); 793 to.Skew(20, 20);
796 double t = i; 794 double t = i;
797 Transform expected; 795 Transform expected;
798 expected.SkewX(t * 20); 796 expected.Skew(t * 20, t * 20);
799 EXPECT_TRUE(to.Blend(from, t)); 797 EXPECT_TRUE(to.Blend(from, t));
800 EXPECT_TRUE(MatricesAreNearlyEqual(expected, to)); 798 EXPECT_TRUE(MatricesAreNearlyEqual(expected, to));
801 } 799 }
802 } 800 }
803 801
804 #if defined(_WIN64) 802 #if defined(_WIN64)
805 // http://crbug.com/406574 803 // http://crbug.com/406574
806 #define MAYBE_BlendPerspective DISABLED_BlendPerspective 804 #define MAYBE_BlendPerspective DISABLED_BlendPerspective
807 #else 805 #else
808 #define MAYBE_BlendPerspective BlendPerspective 806 #define MAYBE_BlendPerspective BlendPerspective
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899 897
900 to = Transform(); 898 to = Transform();
901 to.Scale3d(200.0, 100.0, 300.0); 899 to.Scale3d(200.0, 100.0, 300.0);
902 to.Blend(from, 1.0); 900 to.Blend(from, 1.0);
903 EXPECT_ROW1_EQ(200.0f, 0.0f, 0.0f, 0.0f, to); 901 EXPECT_ROW1_EQ(200.0f, 0.0f, 0.0f, 0.0f, to);
904 EXPECT_ROW2_EQ(0.0f, 100.0f, 0.0f, 0.0f, to); 902 EXPECT_ROW2_EQ(0.0f, 100.0f, 0.0f, 0.0f, to);
905 EXPECT_ROW3_EQ(0.0f, 0.0f, 300.0f, 0.0f, to); 903 EXPECT_ROW3_EQ(0.0f, 0.0f, 300.0f, 0.0f, to);
906 EXPECT_ROW4_EQ(0.0f, 0.0f, 0.0f, 1.0f, to); 904 EXPECT_ROW4_EQ(0.0f, 0.0f, 0.0f, 1.0f, to);
907 } 905 }
908 906
909 TEST(XFormTest, VerifyBlendForSkewX) { 907 TEST(XFormTest, VerifyBlendForSkew) {
910 Transform from; 908 Transform from;
911 from.SkewX(0.0); 909 from.Skew(0.0, 0.0);
912 910
913 Transform to; 911 Transform to;
914 912
915 to.SkewX(45.0); 913 to.Skew(45.0, 0.0);
916 to.Blend(from, 0.0); 914 to.Blend(from, 0.0);
917 EXPECT_EQ(from, to); 915 EXPECT_EQ(from, to);
918 916
919 to = Transform(); 917 to = Transform();
920 to.SkewX(45.0); 918 to.Skew(45.0, 0.0);
921 to.Blend(from, 0.5); 919 to.Blend(from, 0.5);
922 EXPECT_ROW1_EQ(1.0f, 0.5f, 0.0f, 0.0f, to); 920 EXPECT_ROW1_EQ(1.0f, 0.5f, 0.0f, 0.0f, to);
923 EXPECT_ROW2_EQ(0.0f, 1.0f, 0.0f, 0.0f, to); 921 EXPECT_ROW2_EQ(0.0f, 1.0f, 0.0f, 0.0f, to);
924 EXPECT_ROW3_EQ(0.0f, 0.0f, 1.0f, 0.0f, to); 922 EXPECT_ROW3_EQ(0.0f, 0.0f, 1.0f, 0.0f, to);
925 EXPECT_ROW4_EQ(0.0f, 0.0f, 0.0f, 1.0f, to); 923 EXPECT_ROW4_EQ(0.0f, 0.0f, 0.0f, 1.0f, to);
926 924
927 to = Transform(); 925 to = Transform();
928 to.SkewX(45.0); 926 to.Skew(45.0, 0.0);
929 to.Blend(from, 0.25); 927 to.Blend(from, 0.25);
930 EXPECT_ROW1_EQ(1.0f, 0.25f, 0.0f, 0.0f, to); 928 EXPECT_ROW1_EQ(1.0f, 0.25f, 0.0f, 0.0f, to);
931 EXPECT_ROW2_EQ(0.0f, 1.0f, 0.0f, 0.0f, to); 929 EXPECT_ROW2_EQ(0.0f, 1.0f, 0.0f, 0.0f, to);
932 EXPECT_ROW3_EQ(0.0f, 0.0f, 1.0f, 0.0f, to); 930 EXPECT_ROW3_EQ(0.0f, 0.0f, 1.0f, 0.0f, to);
933 EXPECT_ROW4_EQ(0.0f, 0.0f, 0.0f, 1.0f, to); 931 EXPECT_ROW4_EQ(0.0f, 0.0f, 0.0f, 1.0f, to);
934 932
935 to = Transform(); 933 to = Transform();
936 to.SkewX(45.0); 934 to.Skew(45.0, 0.0);
937 to.Blend(from, 1.0); 935 to.Blend(from, 1.0);
938 EXPECT_ROW1_EQ(1.0f, 1.0f, 0.0f, 0.0f, to); 936 EXPECT_ROW1_EQ(1.0f, 1.0f, 0.0f, 0.0f, to);
939 EXPECT_ROW2_EQ(0.0f, 1.0f, 0.0f, 0.0f, to); 937 EXPECT_ROW2_EQ(0.0f, 1.0f, 0.0f, 0.0f, to);
940 EXPECT_ROW3_EQ(0.0f, 0.0f, 1.0f, 0.0f, to); 938 EXPECT_ROW3_EQ(0.0f, 0.0f, 1.0f, 0.0f, to);
941 EXPECT_ROW4_EQ(0.0f, 0.0f, 0.0f, 1.0f, to); 939 EXPECT_ROW4_EQ(0.0f, 0.0f, 0.0f, 1.0f, to);
942 } 940 }
943 941
944 TEST(XFormTest, VerifyBlendForSkewY) {
945 // NOTE CAREFULLY: Decomposition of skew and rotation terms of the matrix
946 // is inherently underconstrained, and so it does not always compute the
947 // originally intended skew parameters. The current implementation uses QR
948 // decomposition, which decomposes the shear into a rotation + non-uniform
949 // scale.
950 //
951 // It is unlikely that the decomposition implementation will need to change
952 // very often, so to get any test coverage, the compromise is to verify the
953 // exact matrix that the.Blend() operation produces.
954 //
955 // This problem also potentially exists for skewX, but the current QR
956 // decomposition implementation just happens to decompose those test
957 // matrices intuitively.
958 //
959 // Unfortunately, this case suffers from uncomfortably large precision
960 // error.
ajuma 2015/09/01 13:25:10 This test and comment still seem to have value. Do
nainar1 2015/09/02 01:43:33 Done.
961
962 Transform from;
963 from.SkewY(0.0);
964
965 Transform to;
966
967 to.SkewY(45.0);
968 to.Blend(from, 0.0);
969 EXPECT_EQ(from, to);
970
971 to = Transform();
972 to.SkewY(45.0);
973 to.Blend(from, 0.25);
974 EXPECT_ROW1_NEAR(1.0823489449280947471976333,
975 0.0464370719145053845178239,
976 0.0,
977 0.0,
978 to,
979 LOOSE_ERROR_THRESHOLD);
980 EXPECT_ROW2_NEAR(0.2152925909665224513123150,
981 0.9541702441750861130032035,
982 0.0,
983 0.0,
984 to,
985 LOOSE_ERROR_THRESHOLD);
986 EXPECT_ROW3_EQ(0.0f, 0.0f, 1.0f, 0.0f, to);
987 EXPECT_ROW4_EQ(0.0f, 0.0f, 0.0f, 1.0f, to);
988
989 to = Transform();
990 to.SkewY(45.0);
991 to.Blend(from, 0.5);
992 EXPECT_ROW1_NEAR(1.1152212925809066312865525,
993 0.0676495144007326631996335,
994 0.0,
995 0.0,
996 to,
997 LOOSE_ERROR_THRESHOLD);
998 EXPECT_ROW2_NEAR(0.4619397844342648662419037,
999 0.9519009045724774464858342,
1000 0.0,
1001 0.0,
1002 to,
1003 LOOSE_ERROR_THRESHOLD);
1004 EXPECT_ROW3_EQ(0.0f, 0.0f, 1.0f, 0.0f, to);
1005 EXPECT_ROW4_EQ(0.0f, 0.0f, 0.0f, 1.0f, to);
1006
1007 to = Transform();
1008 to.SkewY(45.0);
1009 to.Blend(from, 1.0);
1010 EXPECT_ROW1_NEAR(1.0, 0.0, 0.0, 0.0, to, LOOSE_ERROR_THRESHOLD);
1011 EXPECT_ROW2_NEAR(1.0, 1.0, 0.0, 0.0, to, LOOSE_ERROR_THRESHOLD);
1012 EXPECT_ROW3_EQ(0.0f, 0.0f, 1.0f, 0.0f, to);
1013 EXPECT_ROW4_EQ(0.0f, 0.0f, 0.0f, 1.0f, to);
1014 }
1015
1016 #if defined(_WIN64) 942 #if defined(_WIN64)
1017 // http://crbug.com/406574 943 // http://crbug.com/406574
1018 #define MAYBE_VerifyBlendForRotationAboutX DISABLED_VerifyBlendForRotationAboutX 944 #define MAYBE_VerifyBlendForRotationAboutX DISABLED_VerifyBlendForRotationAboutX
1019 #else 945 #else
1020 #define MAYBE_VerifyBlendForRotationAboutX VerifyBlendForRotationAboutX 946 #define MAYBE_VerifyBlendForRotationAboutX VerifyBlendForRotationAboutX
1021 #endif 947 #endif
1022 TEST(XFormTest, MAYBE_VerifyBlendForRotationAboutX) { 948 TEST(XFormTest, MAYBE_VerifyBlendForRotationAboutX) {
1023 // Even though.Blending uses quaternions, axis-aligned rotations should. 949 // Even though.Blending uses quaternions, axis-aligned rotations should.
1024 // Blend the same with quaternions or Euler angles. So we can test 950 // Blend the same with quaternions or Euler angles. So we can test
1025 // rotation.Blending by comparing against manually specified matrices from 951 // rotation.Blending by comparing against manually specified matrices from
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1217 // interpolations; order of operations will be tested well enough by the 1143 // interpolations; order of operations will be tested well enough by the
1218 // end cases that are easier to specify. 1144 // end cases that are easier to specify.
1219 1145
1220 Transform from; 1146 Transform from;
1221 Transform to; 1147 Transform to;
1222 1148
1223 Transform expectedEndOfAnimation; 1149 Transform expectedEndOfAnimation;
1224 expectedEndOfAnimation.ApplyPerspectiveDepth(1.0); 1150 expectedEndOfAnimation.ApplyPerspectiveDepth(1.0);
1225 expectedEndOfAnimation.Translate3d(10.0, 20.0, 30.0); 1151 expectedEndOfAnimation.Translate3d(10.0, 20.0, 30.0);
1226 expectedEndOfAnimation.RotateAbout(Vector3dF(0.0, 0.0, 1.0), 25.0); 1152 expectedEndOfAnimation.RotateAbout(Vector3dF(0.0, 0.0, 1.0), 25.0);
1227 expectedEndOfAnimation.SkewY(45.0); 1153 expectedEndOfAnimation.Skew(0.0, 45.0);
1228 expectedEndOfAnimation.Scale3d(6.0, 7.0, 8.0); 1154 expectedEndOfAnimation.Scale3d(6.0, 7.0, 8.0);
1229 1155
1230 to = expectedEndOfAnimation; 1156 to = expectedEndOfAnimation;
1231 to.Blend(from, 0.0); 1157 to.Blend(from, 0.0);
1232 EXPECT_EQ(from, to); 1158 EXPECT_EQ(from, to);
1233 1159
1234 to = expectedEndOfAnimation; 1160 to = expectedEndOfAnimation;
1235 // We short circuit if blend is >= 1, so to check the numerics, we will 1161 // We short circuit if blend is >= 1, so to check the numerics, we will
1236 // check that we get close to what we expect when we're nearly done 1162 // check that we get close to what we expect when we're nearly done
1237 // interpolating. 1163 // interpolating.
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1922 InitializeTestMatrix(&A); 1848 InitializeTestMatrix(&A);
1923 A.RotateAbout(Vector3dF(0.0, 0.0, 0.0), 35.0); 1849 A.RotateAbout(Vector3dF(0.0, 0.0, 0.0), 35.0);
1924 1850
1925 // Verify that A remains unchanged. 1851 // Verify that A remains unchanged.
1926 EXPECT_ROW1_EQ(10.0f, 14.0f, 18.0f, 22.0f, A); 1852 EXPECT_ROW1_EQ(10.0f, 14.0f, 18.0f, 22.0f, A);
1927 EXPECT_ROW2_EQ(11.0f, 15.0f, 19.0f, 23.0f, A); 1853 EXPECT_ROW2_EQ(11.0f, 15.0f, 19.0f, 23.0f, A);
1928 EXPECT_ROW3_EQ(12.0f, 16.0f, 20.0f, 24.0f, A); 1854 EXPECT_ROW3_EQ(12.0f, 16.0f, 20.0f, 24.0f, A);
1929 EXPECT_ROW4_EQ(13.0f, 17.0f, 21.0f, 25.0f, A); 1855 EXPECT_ROW4_EQ(13.0f, 17.0f, 21.0f, 25.0f, A);
1930 } 1856 }
1931 1857
1932 TEST(XFormTest, verifySkewX) { 1858 TEST(XFormTest, verifySkew) {
1933 Transform A; 1859 Transform A;
1934 A.SkewX(45.0); 1860 A.Skew(45.0, 0.0);
1935 EXPECT_ROW1_EQ(1.0f, 1.0f, 0.0f, 0.0f, A); 1861 EXPECT_ROW1_EQ(1.0f, 1.0f, 0.0f, 0.0f, A);
1936 EXPECT_ROW2_EQ(0.0f, 1.0f, 0.0f, 0.0f, A); 1862 EXPECT_ROW2_EQ(0.0f, 1.0f, 0.0f, 0.0f, A);
1937 EXPECT_ROW3_EQ(0.0f, 0.0f, 1.0f, 0.0f, A); 1863 EXPECT_ROW3_EQ(0.0f, 0.0f, 1.0f, 0.0f, A);
1938 EXPECT_ROW4_EQ(0.0f, 0.0f, 0.0f, 1.0f, A); 1864 EXPECT_ROW4_EQ(0.0f, 0.0f, 0.0f, 1.0f, A);
1939 1865
1940 // Verify that skewX() post-multiplies the existing matrix. Row 1, column 2, 1866 // Verify that skewX() post-multiplies the existing matrix. Row 1, column 2,
1941 // would incorrectly have value "7" if the matrix is pre-multiplied instead 1867 // would incorrectly have value "7" if the matrix is pre-multiplied instead
1942 // of post-multiplied. 1868 // of post-multiplied.
1943 A.MakeIdentity(); 1869 A.MakeIdentity();
1944 A.Scale3d(6.0, 7.0, 8.0); 1870 A.Scale3d(6.0, 7.0, 8.0);
1945 A.SkewX(45.0); 1871 A.Skew(45.0, 0.0);
1946 EXPECT_ROW1_EQ(6.0f, 6.0f, 0.0f, 0.0f, A); 1872 EXPECT_ROW1_EQ(6.0f, 6.0f, 0.0f, 0.0f, A);
1947 EXPECT_ROW2_EQ(0.0f, 7.0f, 0.0f, 0.0f, A); 1873 EXPECT_ROW2_EQ(0.0f, 7.0f, 0.0f, 0.0f, A);
1948 EXPECT_ROW3_EQ(0.0f, 0.0f, 8.0f, 0.0f, A); 1874 EXPECT_ROW3_EQ(0.0f, 0.0f, 8.0f, 0.0f, A);
1949 EXPECT_ROW4_EQ(0.0f, 0.0f, 0.0f, 1.0f, A); 1875 EXPECT_ROW4_EQ(0.0f, 0.0f, 0.0f, 1.0f, A);
ajuma 2015/09/01 13:25:10 Please also test the case where we're skewing alon
nainar1 2015/09/02 01:43:33 Done.
1950 } 1876 }
1951 1877
1952 TEST(XFormTest, verifySkewY) {
1953 Transform A;
1954 A.SkewY(45.0);
1955 EXPECT_ROW1_EQ(1.0f, 0.0f, 0.0f, 0.0f, A);
1956 EXPECT_ROW2_EQ(1.0f, 1.0f, 0.0f, 0.0f, A);
1957 EXPECT_ROW3_EQ(0.0f, 0.0f, 1.0f, 0.0f, A);
1958 EXPECT_ROW4_EQ(0.0f, 0.0f, 0.0f, 1.0f, A);
1959
1960 // Verify that skewY() post-multiplies the existing matrix. Row 2, column 1 ,
1961 // would incorrectly have value "6" if the matrix is pre-multiplied instead
1962 // of post-multiplied.
1963 A.MakeIdentity();
1964 A.Scale3d(6.0, 7.0, 8.0);
1965 A.SkewY(45.0);
1966 EXPECT_ROW1_EQ(6.0f, 0.0f, 0.0f, 0.0f, A);
1967 EXPECT_ROW2_EQ(7.0f, 7.0f, 0.0f, 0.0f, A);
1968 EXPECT_ROW3_EQ(0.0f, 0.0f, 8.0f, 0.0f, A);
1969 EXPECT_ROW4_EQ(0.0f, 0.0f, 0.0f, 1.0f, A);
1970 }
1971
1972 TEST(XFormTest, verifyPerspectiveDepth) { 1878 TEST(XFormTest, verifyPerspectiveDepth) {
1973 Transform A; 1879 Transform A;
1974 A.ApplyPerspectiveDepth(1.0); 1880 A.ApplyPerspectiveDepth(1.0);
1975 EXPECT_ROW1_EQ(1.0f, 0.0f, 0.0f, 0.0f, A); 1881 EXPECT_ROW1_EQ(1.0f, 0.0f, 0.0f, 0.0f, A);
1976 EXPECT_ROW2_EQ(0.0f, 1.0f, 0.0f, 0.0f, A); 1882 EXPECT_ROW2_EQ(0.0f, 1.0f, 0.0f, 0.0f, A);
1977 EXPECT_ROW3_EQ(0.0f, 0.0f, 1.0f, 0.0f, A); 1883 EXPECT_ROW3_EQ(0.0f, 0.0f, 1.0f, 0.0f, A);
1978 EXPECT_ROW4_EQ(0.0f, 0.0f, -1.0f, 1.0f, A); 1884 EXPECT_ROW4_EQ(0.0f, 0.0f, -1.0f, 1.0f, A);
1979 1885
1980 // Verify that PerspectiveDepth() post-multiplies the existing matrix. 1886 // Verify that PerspectiveDepth() post-multiplies the existing matrix.
1981 A.MakeIdentity(); 1887 A.MakeIdentity();
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2033 A.Scale3d(6.0, 7.0, 8.0); 1939 A.Scale3d(6.0, 7.0, 8.0);
2034 EXPECT_TRUE(A.IsInvertible()); 1940 EXPECT_TRUE(A.IsInvertible());
2035 1941
2036 A.MakeIdentity(); 1942 A.MakeIdentity();
2037 A.RotateAboutXAxis(10.0); 1943 A.RotateAboutXAxis(10.0);
2038 A.RotateAboutYAxis(20.0); 1944 A.RotateAboutYAxis(20.0);
2039 A.RotateAboutZAxis(30.0); 1945 A.RotateAboutZAxis(30.0);
2040 EXPECT_TRUE(A.IsInvertible()); 1946 EXPECT_TRUE(A.IsInvertible());
2041 1947
2042 A.MakeIdentity(); 1948 A.MakeIdentity();
2043 A.SkewX(45.0); 1949 A.Skew(45.0, 0.0);
2044 EXPECT_TRUE(A.IsInvertible()); 1950 EXPECT_TRUE(A.IsInvertible());
2045 1951
2046 // A perspective matrix (projection plane at z=0) is invertible. The 1952 // A perspective matrix (projection plane at z=0) is invertible. The
2047 // intuitive explanation is that perspective is eqivalent to a skew of the 1953 // intuitive explanation is that perspective is eqivalent to a skew of the
2048 // w-axis; skews are invertible. 1954 // w-axis; skews are invertible.
2049 A.MakeIdentity(); 1955 A.MakeIdentity();
2050 A.ApplyPerspectiveDepth(1.0); 1956 A.ApplyPerspectiveDepth(1.0);
2051 EXPECT_TRUE(A.IsInvertible()); 1957 EXPECT_TRUE(A.IsInvertible());
2052 1958
2053 // A "pure" perspective matrix derived by similar triangles, with m44() set 1959 // A "pure" perspective matrix derived by similar triangles, with m44() set
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2693 // Rounding should only affect 2d translation components. 2599 // Rounding should only affect 2d translation components.
2694 translation.Translate3d(0.f, 0.f, 0.5f); 2600 translation.Translate3d(0.f, 0.f, 0.5f);
2695 expected.Translate3d(0.f, 0.f, 0.5f); 2601 expected.Translate3d(0.f, 0.f, 0.5f);
2696 translation.RoundTranslationComponents(); 2602 translation.RoundTranslationComponents();
2697 EXPECT_EQ(expected.ToString(), translation.ToString()); 2603 EXPECT_EQ(expected.ToString(), translation.ToString());
2698 } 2604 }
2699 2605
2700 } // namespace 2606 } // namespace
2701 2607
2702 } // namespace gfx 2608 } // namespace gfx
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