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Unified Diff: cc/ipc/struct_traits_unittest.cc

Issue 2543473004: cc: Move filters from RenderPassDrawQuad to RenderPass (Closed)
Patch Set: Rebase again Created 4 years ago
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Index: cc/ipc/struct_traits_unittest.cc
diff --git a/cc/ipc/struct_traits_unittest.cc b/cc/ipc/struct_traits_unittest.cc
index 437898bdb11a2bd582f6287ac7a8bfb2dc247c1b..4a0f44ef811a259a628da951e626beb33b19ebf2 100644
--- a/cc/ipc/struct_traits_unittest.cc
+++ b/cc/ipc/struct_traits_unittest.cc
@@ -446,21 +446,14 @@ TEST_F(StructTraitsTest, QuadListBasic) {
const int render_pass_id = 1234;
const gfx::Vector2dF mask_uv_scale(1337.1f, 1234.2f);
const gfx::Size mask_texture_size(1234, 5678);
- FilterOperations filters;
- filters.Append(FilterOperation::CreateBlurFilter(0.f));
- filters.Append(FilterOperation::CreateZoomFilter(2.0f, 1));
gfx::Vector2dF filters_scale(1234.1f, 4321.2f);
gfx::PointF filters_origin(8765.4f, 4567.8f);
- FilterOperations background_filters;
- background_filters.Append(FilterOperation::CreateSaturateFilter(4.f));
- background_filters.Append(FilterOperation::CreateZoomFilter(2.0f, 1));
- background_filters.Append(FilterOperation::CreateSaturateFilter(2.f));
RenderPassDrawQuad* render_pass_quad =
render_pass->CreateAndAppendDrawQuad<RenderPassDrawQuad>();
render_pass_quad->SetNew(sqs, rect4, rect4, render_pass_id, resource_id4,
- mask_uv_scale, mask_texture_size, filters,
- filters_scale, filters_origin, background_filters);
+ mask_uv_scale, mask_texture_size, filters_scale,
+ filters_origin);
const gfx::Rect rect5(123, 567, 91011, 131415);
const ResourceId resource_id5(1337);
@@ -527,15 +520,7 @@ TEST_F(StructTraitsTest, QuadListBasic) {
EXPECT_EQ(render_pass_id, out_render_pass_draw_quad->render_pass_id);
EXPECT_EQ(resource_id4, out_render_pass_draw_quad->mask_resource_id());
EXPECT_EQ(mask_texture_size, out_render_pass_draw_quad->mask_texture_size);
- EXPECT_EQ(filters.size(), out_render_pass_draw_quad->filters.size());
- for (size_t i = 0; i < filters.size(); ++i)
- EXPECT_EQ(filters.at(i), out_render_pass_draw_quad->filters.at(i));
EXPECT_EQ(filters_scale, out_render_pass_draw_quad->filters_scale);
- EXPECT_EQ(background_filters.size(),
- out_render_pass_draw_quad->background_filters.size());
- for (size_t i = 0; i < background_filters.size(); ++i)
- EXPECT_EQ(background_filters.at(i),
- out_render_pass_draw_quad->background_filters.at(i));
const TextureDrawQuad* out_texture_draw_quad =
TextureDrawQuad::MaterialCast(output->quad_list.ElementAt(4));
@@ -575,10 +560,17 @@ TEST_F(StructTraitsTest, RenderPass) {
const gfx::Transform transform_to_root =
gfx::Transform(1.0, 0.5, 0.5, -0.5, -1.0, 0.0);
const gfx::Rect damage_rect(56, 123, 19, 43);
+ FilterOperations filters;
+ filters.Append(FilterOperation::CreateBlurFilter(0.f));
+ filters.Append(FilterOperation::CreateZoomFilter(2.0f, 1));
+ FilterOperations background_filters;
+ background_filters.Append(FilterOperation::CreateSaturateFilter(4.f));
+ background_filters.Append(FilterOperation::CreateZoomFilter(2.0f, 1));
+ background_filters.Append(FilterOperation::CreateSaturateFilter(2.f));
const bool has_transparent_background = true;
std::unique_ptr<RenderPass> input = RenderPass::Create();
- input->SetAll(id, output_rect, damage_rect, transform_to_root,
- has_transparent_background);
+ input->SetAll(id, output_rect, damage_rect, transform_to_root, filters,
+ background_filters, has_transparent_background);
SharedQuadState* shared_state_1 = input->CreateAndAppendSharedQuadState();
shared_state_1->SetAll(
@@ -628,6 +620,8 @@ TEST_F(StructTraitsTest, RenderPass) {
EXPECT_EQ(damage_rect, output->damage_rect);
EXPECT_EQ(transform_to_root, output->transform_to_root_target);
EXPECT_EQ(has_transparent_background, output->has_transparent_background);
+ EXPECT_EQ(filters, output->filters);
+ EXPECT_EQ(background_filters, output->background_filters);
SharedQuadState* out_sqs1 = output->shared_quad_state_list.ElementAt(0);
EXPECT_EQ(shared_state_1->quad_to_target_transform,
@@ -687,6 +681,7 @@ TEST_F(StructTraitsTest, RenderPassWithEmptySharedQuadStateList) {
const bool has_transparent_background = true;
std::unique_ptr<RenderPass> input = RenderPass::Create();
input->SetAll(id, output_rect, damage_rect, transform_to_root,
+ FilterOperations(), FilterOperations(),
has_transparent_background);
// Unlike the previous test, don't add any quads to the list; we need to
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