849 lines
33 KiB
C++
849 lines
33 KiB
C++
/*
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KWin - the KDE window manager
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This file is part of the KDE project.
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SPDX-FileCopyrightText: 2018 Vlad Zahorodnii <vlad.zahorodnii@kde.org>
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SPDX-License-Identifier: GPL-2.0-or-later
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*/
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#include <algorithm>
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#include <QByteArray>
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#include <QDir>
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#include <QObject>
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#include <QPair>
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#include <QVector>
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#include <KDecoration2/Decoration>
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#include <KDecoration2/DecorationShadow>
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#include <KWayland/Client/server_decoration.h>
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#include <KWayland/Client/shadow.h>
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#include <KWayland/Client/shm_pool.h>
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#include <KWayland/Client/surface.h>
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#include <KWaylandServer/shadow_interface.h>
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#include <KWaylandServer/surface_interface.h>
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#include "kwin_wayland_test.h"
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#include "abstract_client.h"
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#include "composite.h"
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#include "effect_builtins.h"
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#include "effectloader.h"
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#include "effects.h"
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#include "platform.h"
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#include "shadow.h"
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#include "wayland_server.h"
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#include "workspace.h"
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Q_DECLARE_METATYPE(KWin::WindowQuadList);
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using namespace KWin;
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using namespace KWayland::Client;
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static const QString s_socketName = QStringLiteral("wayland_test_kwin_scene_opengl_shadow-0");
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class SceneOpenGLShadowTest : public QObject
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{
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Q_OBJECT
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public:
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SceneOpenGLShadowTest() {}
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private Q_SLOTS:
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void initTestCase();
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void cleanup();
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void testShadowTileOverlaps_data();
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void testShadowTileOverlaps();
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void testNoCornerShadowTiles();
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void testDistributeHugeCornerTiles();
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};
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inline bool isClose(double a, double b, double eps = 1e-5)
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{
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if (a == b) {
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return true;
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}
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const double diff = std::fabs(a - b);
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if (a == 0 || b == 0) {
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return diff < eps;
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}
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return diff / std::max(a, b) < eps;
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}
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inline bool compareQuads(const WindowQuad &a, const WindowQuad &b)
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{
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for (int i = 0; i < 4; i++) {
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if (!isClose(a[i].x(), b[i].x())
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|| !isClose(a[i].y(), b[i].y())
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|| !isClose(a[i].u(), b[i].u())
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|| !isClose(a[i].v(), b[i].v())) {
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return false;
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}
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}
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return true;
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}
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inline WindowQuad makeShadowQuad(const QRectF &geo, qreal tx1, qreal ty1, qreal tx2, qreal ty2)
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{
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WindowQuad quad(WindowQuadShadow);
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quad[0] = WindowVertex(geo.left(), geo.top(), tx1, ty1);
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quad[1] = WindowVertex(geo.right(), geo.top(), tx2, ty1);
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quad[2] = WindowVertex(geo.right(), geo.bottom(), tx2, ty2);
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quad[3] = WindowVertex(geo.left(), geo.bottom(), tx1, ty2);
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return quad;
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}
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void SceneOpenGLShadowTest::initTestCase()
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{
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// Copied from generic_scene_opengl_test.cpp
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qRegisterMetaType<KWin::AbstractClient*>();
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QSignalSpy applicationStartedSpy(kwinApp(), &Application::started);
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QVERIFY(applicationStartedSpy.isValid());
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kwinApp()->platform()->setInitialWindowSize(QSize(1280, 1024));
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QVERIFY(waylandServer()->init(s_socketName));
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// disable all effects - we don't want to have it interact with the rendering
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auto config = KSharedConfig::openConfig(QString(), KConfig::SimpleConfig);
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KConfigGroup plugins(config, QStringLiteral("Plugins"));
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ScriptedEffectLoader loader;
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const auto builtinNames = BuiltInEffects::availableEffectNames() << loader.listOfKnownEffects();
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for (QString name : builtinNames) {
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plugins.writeEntry(name + QStringLiteral("Enabled"), false);
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}
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config->sync();
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kwinApp()->setConfig(config);
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qputenv("XCURSOR_THEME", QByteArrayLiteral("DMZ-White"));
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qputenv("XCURSOR_SIZE", QByteArrayLiteral("24"));
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qputenv("KWIN_COMPOSE", QByteArrayLiteral("O2"));
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kwinApp()->start();
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QVERIFY(applicationStartedSpy.wait());
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QVERIFY(KWin::Compositor::self());
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// Add directory with fake decorations to the plugin search path.
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QCoreApplication::addLibraryPath(
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QDir(QCoreApplication::applicationDirPath()).absoluteFilePath("fakes")
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);
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// Change decoration theme.
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KConfigGroup group = kwinApp()->config()->group("org.kde.kdecoration2");
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group.writeEntry("library", "org.kde.test.fakedecowithshadows");
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group.sync();
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Workspace::self()->slotReconfigure();
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auto scene = KWin::Compositor::self()->scene();
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QVERIFY(scene);
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QCOMPARE(scene->compositingType(), KWin::OpenGL2Compositing);
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}
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void SceneOpenGLShadowTest::cleanup()
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{
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Test::destroyWaylandConnection();
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}
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namespace {
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const int SHADOW_SIZE = 128;
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const int SHADOW_OFFSET_TOP = 64;
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const int SHADOW_OFFSET_LEFT = 48;
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// NOTE: We assume deco shadows are generated with blur so that's
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// why there is 4, 1 is the size of the inner shadow rect.
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const int SHADOW_TEXTURE_WIDTH = 4 * SHADOW_SIZE + 1;
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const int SHADOW_TEXTURE_HEIGHT = 4 * SHADOW_SIZE + 1;
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const int SHADOW_PADDING_TOP = SHADOW_SIZE - SHADOW_OFFSET_TOP;
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const int SHADOW_PADDING_RIGHT = SHADOW_SIZE + SHADOW_OFFSET_LEFT;
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const int SHADOW_PADDING_BOTTOM = SHADOW_SIZE + SHADOW_OFFSET_TOP;
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const int SHADOW_PADDING_LEFT = SHADOW_SIZE - SHADOW_OFFSET_LEFT;
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const QRectF SHADOW_INNER_RECT(2 * SHADOW_SIZE, 2 * SHADOW_SIZE, 1, 1);
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}
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void SceneOpenGLShadowTest::testShadowTileOverlaps_data()
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{
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QTest::addColumn<QSize>("windowSize");
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QTest::addColumn<WindowQuadList>("expectedQuads");
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// Precompute shadow tile geometries(in texture's space).
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const QRectF topLeftTile(
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0,
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0,
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SHADOW_INNER_RECT.x(),
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SHADOW_INNER_RECT.y());
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const QRectF topRightTile(
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SHADOW_INNER_RECT.right(),
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0,
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SHADOW_TEXTURE_WIDTH - SHADOW_INNER_RECT.right(),
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SHADOW_INNER_RECT.y());
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const QRectF topTile(topLeftTile.topRight(), topRightTile.bottomLeft());
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const QRectF bottomLeftTile(
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0,
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SHADOW_INNER_RECT.bottom(),
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SHADOW_INNER_RECT.x(),
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SHADOW_TEXTURE_HEIGHT - SHADOW_INNER_RECT.bottom());
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const QRectF bottomRightTile(
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SHADOW_INNER_RECT.right(),
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SHADOW_INNER_RECT.bottom(),
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SHADOW_TEXTURE_WIDTH - SHADOW_INNER_RECT.right(),
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SHADOW_TEXTURE_HEIGHT - SHADOW_INNER_RECT.bottom());
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const QRectF bottomTile(bottomLeftTile.topRight(), bottomRightTile.bottomLeft());
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const QRectF leftTile(topLeftTile.bottomLeft(), bottomLeftTile.topRight());
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const QRectF rightTile(topRightTile.bottomLeft(), bottomRightTile.topRight());
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qreal tx1 = 0;
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qreal ty1 = 0;
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qreal tx2 = 0;
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qreal ty2 = 0;
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// Explanation behind numbers: (256+1 x 256+1) is the minimum window size
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// which doesn't cause overlapping of shadow tiles. For example, if a window
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// has (256 x 256+1) size, top-left and top-right or bottom-left and
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// bottom-right shadow tiles overlap.
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// No overlaps: In this case corner tiles are rendered as they are,
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// and top/right/bottom/left tiles are stretched.
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{
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const QSize windowSize(256 + 1, 256 + 1);
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WindowQuadList shadowQuads;
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const QRectF outerRect(
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-SHADOW_PADDING_LEFT,
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-SHADOW_PADDING_TOP,
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windowSize.width() + SHADOW_PADDING_LEFT + SHADOW_PADDING_RIGHT,
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windowSize.height() + SHADOW_PADDING_TOP + SHADOW_PADDING_BOTTOM);
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const QRectF topLeft(
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outerRect.left(),
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outerRect.top(),
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topLeftTile.width(),
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topLeftTile.height());
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tx1 = topLeftTile.left() / SHADOW_TEXTURE_WIDTH;
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ty1 = topLeftTile.top() / SHADOW_TEXTURE_HEIGHT;
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tx2 = topLeftTile.right() / SHADOW_TEXTURE_WIDTH;
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ty2 = topLeftTile.bottom() / SHADOW_TEXTURE_HEIGHT;
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shadowQuads << makeShadowQuad(topLeft, tx1, ty1, tx2, ty2);
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const QRectF topRight(
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outerRect.right() - topRightTile.width(),
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outerRect.top(),
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topRightTile.width(),
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topRightTile.height());
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tx1 = topRightTile.left() / SHADOW_TEXTURE_WIDTH;
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ty1 = topRightTile.top() / SHADOW_TEXTURE_HEIGHT;
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tx2 = topRightTile.right() / SHADOW_TEXTURE_WIDTH;
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ty2 = topRightTile.bottom() / SHADOW_TEXTURE_HEIGHT;
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shadowQuads << makeShadowQuad(topRight, tx1, ty1, tx2, ty2);
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const QRectF top(topLeft.topRight(), topRight.bottomLeft());
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tx1 = topTile.left() / SHADOW_TEXTURE_WIDTH;
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ty1 = topTile.top() / SHADOW_TEXTURE_HEIGHT;
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tx2 = topTile.right() / SHADOW_TEXTURE_WIDTH;
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ty2 = topTile.bottom() / SHADOW_TEXTURE_HEIGHT;
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shadowQuads << makeShadowQuad(top, tx1, ty1, tx2, ty2);
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const QRectF bottomLeft(
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outerRect.left(),
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outerRect.bottom() - bottomLeftTile.height(),
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bottomLeftTile.width(),
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bottomLeftTile.height());
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tx1 = bottomLeftTile.left() / SHADOW_TEXTURE_WIDTH;
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ty1 = bottomLeftTile.top() / SHADOW_TEXTURE_HEIGHT;
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tx2 = bottomLeftTile.right() / SHADOW_TEXTURE_WIDTH;
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ty2 = bottomLeftTile.bottom() / SHADOW_TEXTURE_HEIGHT;
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shadowQuads << makeShadowQuad(bottomLeft, tx1, ty1, tx2, ty2);
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const QRectF bottomRight(
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outerRect.right() - bottomRightTile.width(),
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outerRect.bottom() - bottomRightTile.height(),
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bottomRightTile.width(),
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bottomRightTile.height());
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tx1 = bottomRightTile.left() / SHADOW_TEXTURE_WIDTH;
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ty1 = bottomRightTile.top() / SHADOW_TEXTURE_HEIGHT;
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tx2 = bottomRightTile.right() / SHADOW_TEXTURE_WIDTH;
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ty2 = bottomRightTile.bottom() / SHADOW_TEXTURE_HEIGHT;
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shadowQuads << makeShadowQuad(bottomRight, tx1, ty1, tx2, ty2);
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const QRectF bottom(bottomLeft.topRight(), bottomRight.bottomLeft());
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tx1 = bottomTile.left() / SHADOW_TEXTURE_WIDTH;
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ty1 = bottomTile.top() / SHADOW_TEXTURE_HEIGHT;
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tx2 = bottomTile.right() / SHADOW_TEXTURE_WIDTH;
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ty2 = bottomTile.bottom() / SHADOW_TEXTURE_HEIGHT;
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shadowQuads << makeShadowQuad(bottom, tx1, ty1, tx2, ty2);
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const QRectF left(topLeft.bottomLeft(), bottomLeft.topRight());
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tx1 = leftTile.left() / SHADOW_TEXTURE_WIDTH;
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ty1 = leftTile.top() / SHADOW_TEXTURE_HEIGHT;
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tx2 = leftTile.right() / SHADOW_TEXTURE_WIDTH;
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ty2 = leftTile.bottom() / SHADOW_TEXTURE_HEIGHT;
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shadowQuads << makeShadowQuad(left, tx1, ty1, tx2, ty2);
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const QRectF right(topRight.bottomLeft(), bottomRight.topRight());
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tx1 = rightTile.left() / SHADOW_TEXTURE_WIDTH;
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ty1 = rightTile.top() / SHADOW_TEXTURE_HEIGHT;
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tx2 = rightTile.right() / SHADOW_TEXTURE_WIDTH;
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ty2 = rightTile.bottom() / SHADOW_TEXTURE_HEIGHT;
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shadowQuads << makeShadowQuad(right, tx1, ty1, tx2, ty2);
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QTest::newRow("no overlaps") << windowSize << shadowQuads;
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}
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// Top-Left & Bottom-Left/Top-Right & Bottom-Right overlap:
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// In this case overlapping parts are clipped and left/right
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// tiles aren't rendered.
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const QVector<QPair<QByteArray, QSize>> verticalOverlapTestTable {
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QPair<QByteArray, QSize> {
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QByteArray("top-left & bottom-left/top-right & bottom-right overlap"),
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QSize(256 + 1, 256)
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},
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QPair<QByteArray, QSize> {
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QByteArray("top-left & bottom-left/top-right & bottom-right overlap :: pre"),
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QSize(256 + 1, 256 - 1)
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}
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// No need to test the case when window size is QSize(256 + 1, 256 + 1).
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// It has been tested already (no overlaps test case).
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};
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for (auto const &tt : verticalOverlapTestTable) {
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const char *testName = tt.first.constData();
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const QSize windowSize = tt.second;
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WindowQuadList shadowQuads;
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qreal halfOverlap = 0.0;
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const QRectF outerRect(
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-SHADOW_PADDING_LEFT,
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-SHADOW_PADDING_TOP,
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windowSize.width() + SHADOW_PADDING_LEFT + SHADOW_PADDING_RIGHT,
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windowSize.height() + SHADOW_PADDING_TOP + SHADOW_PADDING_BOTTOM);
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QRectF topLeft(
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outerRect.left(),
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outerRect.top(),
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topLeftTile.width(),
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topLeftTile.height());
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QRectF bottomLeft(
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outerRect.left(),
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outerRect.bottom() - bottomLeftTile.height(),
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bottomLeftTile.width(),
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bottomLeftTile.height());
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halfOverlap = qAbs(topLeft.bottom() - bottomLeft.top()) / 2;
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topLeft.setBottom(topLeft.bottom() - halfOverlap);
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bottomLeft.setTop(bottomLeft.top() + halfOverlap);
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tx1 = topLeftTile.left() / SHADOW_TEXTURE_WIDTH;
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ty1 = topLeftTile.top() / SHADOW_TEXTURE_HEIGHT;
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tx2 = topLeftTile.right() / SHADOW_TEXTURE_WIDTH;
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ty2 = topLeft.height() / SHADOW_TEXTURE_HEIGHT;
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shadowQuads << makeShadowQuad(topLeft, tx1, ty1, tx2, ty2);
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tx1 = bottomLeftTile.left() / SHADOW_TEXTURE_WIDTH;
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ty1 = 1.0 - (bottomLeft.height() / SHADOW_TEXTURE_HEIGHT);
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tx2 = bottomLeftTile.right() / SHADOW_TEXTURE_WIDTH;
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ty2 = bottomLeftTile.bottom() / SHADOW_TEXTURE_HEIGHT;
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shadowQuads << makeShadowQuad(bottomLeft, tx1, ty1, tx2, ty2);
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QRectF topRight(
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outerRect.right() - topRightTile.width(),
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outerRect.top(),
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topRightTile.width(),
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topRightTile.height());
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QRectF bottomRight(
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outerRect.right() - bottomRightTile.width(),
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outerRect.bottom() - bottomRightTile.height(),
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bottomRightTile.width(),
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bottomRightTile.height());
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halfOverlap = qAbs(topRight.bottom() - bottomRight.top()) / 2;
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topRight.setBottom(topRight.bottom() - halfOverlap);
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bottomRight.setTop(bottomRight.top() + halfOverlap);
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tx1 = topRightTile.left() / SHADOW_TEXTURE_WIDTH;
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ty1 = topRightTile.top() / SHADOW_TEXTURE_HEIGHT;
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tx2 = topRightTile.right() / SHADOW_TEXTURE_WIDTH;
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ty2 = topRight.height() / SHADOW_TEXTURE_HEIGHT;
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shadowQuads << makeShadowQuad(topRight, tx1, ty1, tx2, ty2);
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tx1 = bottomRightTile.left() / SHADOW_TEXTURE_WIDTH;
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ty1 = 1.0 - (bottomRight.height() / SHADOW_TEXTURE_HEIGHT);
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tx2 = bottomRightTile.right() / SHADOW_TEXTURE_WIDTH;
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ty2 = bottomRightTile.bottom() / SHADOW_TEXTURE_HEIGHT;
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shadowQuads << makeShadowQuad(bottomRight, tx1, ty1, tx2, ty2);
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const QRectF top(topLeft.topRight(), topRight.bottomLeft());
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tx1 = topTile.left() / SHADOW_TEXTURE_WIDTH;
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ty1 = topTile.top() / SHADOW_TEXTURE_HEIGHT;
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tx2 = topTile.right() / SHADOW_TEXTURE_WIDTH;
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ty2 = top.height() / SHADOW_TEXTURE_HEIGHT;
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shadowQuads << makeShadowQuad(top, tx1, ty1, tx2, ty2);
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const QRectF bottom(bottomLeft.topRight(), bottomRight.bottomLeft());
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tx1 = bottomTile.left() / SHADOW_TEXTURE_WIDTH;
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ty1 = 1.0 - (bottom.height() / SHADOW_TEXTURE_HEIGHT);
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tx2 = bottomTile.right() / SHADOW_TEXTURE_WIDTH;
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ty2 = bottomTile.bottom() / SHADOW_TEXTURE_HEIGHT;
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shadowQuads << makeShadowQuad(bottom, tx1, ty1, tx2, ty2);
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QTest::newRow(testName) << windowSize << shadowQuads;
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}
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// Top-Left & Top-Right/Bottom-Left & Bottom-Right overlap:
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// In this case overlapping parts are clipped and top/bottom
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// tiles aren't rendered.
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const QVector<QPair<QByteArray, QSize>> horizontalOverlapTestTable {
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QPair<QByteArray, QSize> {
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QByteArray("top-left & top-right/bottom-left & bottom-right overlap"),
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QSize(256, 256 + 1)
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},
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QPair<QByteArray, QSize> {
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QByteArray("top-left & top-right/bottom-left & bottom-right overlap :: pre"),
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QSize(256 - 1, 256 + 1)
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}
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// No need to test the case when window size is QSize(256 + 1, 256 + 1).
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// It has been tested already (no overlaps test case).
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};
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for (auto const &tt : horizontalOverlapTestTable) {
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const char *testName = tt.first.constData();
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const QSize windowSize = tt.second;
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WindowQuadList shadowQuads;
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qreal halfOverlap = 0.0;
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const QRectF outerRect(
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-SHADOW_PADDING_LEFT,
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-SHADOW_PADDING_TOP,
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windowSize.width() + SHADOW_PADDING_LEFT + SHADOW_PADDING_RIGHT,
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windowSize.height() + SHADOW_PADDING_TOP + SHADOW_PADDING_BOTTOM);
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QRectF topLeft(
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outerRect.left(),
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outerRect.top(),
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topLeftTile.width(),
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topLeftTile.height());
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QRectF topRight(
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outerRect.right() - topRightTile.width(),
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outerRect.top(),
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topRightTile.width(),
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topRightTile.height());
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halfOverlap = qAbs(topLeft.right() - topRight.left()) / 2;
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topLeft.setRight(topLeft.right() - halfOverlap);
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topRight.setLeft(topRight.left() + halfOverlap);
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tx1 = topLeftTile.left() / SHADOW_TEXTURE_WIDTH;
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|
ty1 = topLeftTile.top() / SHADOW_TEXTURE_HEIGHT;
|
|
tx2 = topLeft.width() / SHADOW_TEXTURE_WIDTH;
|
|
ty2 = topLeftTile.bottom() / SHADOW_TEXTURE_HEIGHT;
|
|
shadowQuads << makeShadowQuad(topLeft, tx1, ty1, tx2, ty2);
|
|
|
|
tx1 = 1.0 - (topRight.width() / SHADOW_TEXTURE_WIDTH);
|
|
ty1 = topRightTile.top() / SHADOW_TEXTURE_HEIGHT;
|
|
tx2 = topRightTile.right() / SHADOW_TEXTURE_WIDTH;
|
|
ty2 = topRightTile.bottom() / SHADOW_TEXTURE_HEIGHT;
|
|
shadowQuads << makeShadowQuad(topRight, tx1, ty1, tx2, ty2);
|
|
|
|
QRectF bottomLeft(
|
|
outerRect.left(),
|
|
outerRect.bottom() - bottomLeftTile.height(),
|
|
bottomLeftTile.width(),
|
|
bottomLeftTile.height());
|
|
|
|
QRectF bottomRight(
|
|
outerRect.right() - bottomRightTile.width(),
|
|
outerRect.bottom() - bottomRightTile.height(),
|
|
bottomRightTile.width(),
|
|
bottomRightTile.height());
|
|
|
|
halfOverlap = qAbs(bottomLeft.right() - bottomRight.left()) / 2;
|
|
bottomLeft.setRight(bottomLeft.right() - halfOverlap);
|
|
bottomRight.setLeft(bottomRight.left() + halfOverlap);
|
|
|
|
tx1 = bottomLeftTile.left() / SHADOW_TEXTURE_WIDTH;
|
|
ty1 = bottomLeftTile.top() / SHADOW_TEXTURE_HEIGHT;
|
|
tx2 = bottomLeft.width() / SHADOW_TEXTURE_WIDTH;
|
|
ty2 = bottomLeftTile.bottom() / SHADOW_TEXTURE_HEIGHT;
|
|
shadowQuads << makeShadowQuad(bottomLeft, tx1, ty1, tx2, ty2);
|
|
|
|
tx1 = 1.0 - (bottomRight.width() / SHADOW_TEXTURE_WIDTH);
|
|
ty1 = bottomRightTile.top() / SHADOW_TEXTURE_HEIGHT;
|
|
tx2 = bottomRightTile.right() / SHADOW_TEXTURE_WIDTH;
|
|
ty2 = bottomRightTile.bottom() / SHADOW_TEXTURE_HEIGHT;
|
|
shadowQuads << makeShadowQuad(bottomRight, tx1, ty1, tx2, ty2);
|
|
|
|
const QRectF left(topLeft.bottomLeft(), bottomLeft.topRight());
|
|
tx1 = leftTile.left() / SHADOW_TEXTURE_WIDTH;
|
|
ty1 = leftTile.top() / SHADOW_TEXTURE_HEIGHT;
|
|
tx2 = left.width() / SHADOW_TEXTURE_WIDTH;
|
|
ty2 = leftTile.bottom() / SHADOW_TEXTURE_HEIGHT;
|
|
shadowQuads << makeShadowQuad(left, tx1, ty1, tx2, ty2);
|
|
|
|
const QRectF right(topRight.bottomLeft(), bottomRight.topRight());
|
|
tx1 = 1.0 - (right.width() / SHADOW_TEXTURE_WIDTH);
|
|
ty1 = rightTile.top() / SHADOW_TEXTURE_HEIGHT;
|
|
tx2 = rightTile.right() / SHADOW_TEXTURE_WIDTH;
|
|
ty2 = rightTile.bottom() / SHADOW_TEXTURE_HEIGHT;
|
|
shadowQuads << makeShadowQuad(right, tx1, ty1, tx2, ty2);
|
|
|
|
QTest::newRow(testName) << windowSize << shadowQuads;
|
|
}
|
|
|
|
// All shadow tiles overlap: In this case all overlapping parts
|
|
// are clippend and top/right/bottom/left tiles aren't rendered.
|
|
const QVector<QPair<QByteArray, QSize>> allOverlapTestTable {
|
|
QPair<QByteArray, QSize> {
|
|
QByteArray("all corner tiles overlap"),
|
|
QSize(256, 256)
|
|
},
|
|
QPair<QByteArray, QSize> {
|
|
QByteArray("all corner tiles overlap :: pre"),
|
|
QSize(256 - 1, 256 - 1)
|
|
}
|
|
// No need to test the case when window size is QSize(256 + 1, 256 + 1).
|
|
// It has been tested already (no overlaps test case).
|
|
};
|
|
|
|
for (auto const &tt : allOverlapTestTable) {
|
|
const char *testName = tt.first.constData();
|
|
const QSize windowSize = tt.second;
|
|
|
|
WindowQuadList shadowQuads;
|
|
qreal halfOverlap = 0.0;
|
|
|
|
const QRectF outerRect(
|
|
-SHADOW_PADDING_LEFT,
|
|
-SHADOW_PADDING_TOP,
|
|
windowSize.width() + SHADOW_PADDING_LEFT + SHADOW_PADDING_RIGHT,
|
|
windowSize.height() + SHADOW_PADDING_TOP + SHADOW_PADDING_BOTTOM);
|
|
|
|
QRectF topLeft(
|
|
outerRect.left(),
|
|
outerRect.top(),
|
|
topLeftTile.width(),
|
|
topLeftTile.height());
|
|
|
|
QRectF topRight(
|
|
outerRect.right() - topRightTile.width(),
|
|
outerRect.top(),
|
|
topRightTile.width(),
|
|
topRightTile.height());
|
|
|
|
QRectF bottomLeft(
|
|
outerRect.left(),
|
|
outerRect.bottom() - bottomLeftTile.height(),
|
|
bottomLeftTile.width(),
|
|
bottomLeftTile.height());
|
|
|
|
QRectF bottomRight(
|
|
outerRect.right() - bottomRightTile.width(),
|
|
outerRect.bottom() - bottomRightTile.height(),
|
|
bottomRightTile.width(),
|
|
bottomRightTile.height());
|
|
|
|
halfOverlap = qAbs(topLeft.right() - topRight.left()) / 2;
|
|
topLeft.setRight(topLeft.right() - halfOverlap);
|
|
topRight.setLeft(topRight.left() + halfOverlap);
|
|
|
|
halfOverlap = qAbs(bottomLeft.right() - bottomRight.left()) / 2;
|
|
bottomLeft.setRight(bottomLeft.right() - halfOverlap);
|
|
bottomRight.setLeft(bottomRight.left() + halfOverlap);
|
|
|
|
halfOverlap = qAbs(topLeft.bottom() - bottomLeft.top()) / 2;
|
|
topLeft.setBottom(topLeft.bottom() - halfOverlap);
|
|
bottomLeft.setTop(bottomLeft.top() + halfOverlap);
|
|
|
|
halfOverlap = qAbs(topRight.bottom() - bottomRight.top()) / 2;
|
|
topRight.setBottom(topRight.bottom() - halfOverlap);
|
|
bottomRight.setTop(bottomRight.top() + halfOverlap);
|
|
|
|
tx1 = topLeftTile.left() / SHADOW_TEXTURE_WIDTH;
|
|
ty1 = topLeftTile.top() / SHADOW_TEXTURE_HEIGHT;
|
|
tx2 = topLeft.width() / SHADOW_TEXTURE_WIDTH;
|
|
ty2 = topLeft.height() / SHADOW_TEXTURE_HEIGHT;
|
|
shadowQuads << makeShadowQuad(topLeft, tx1, ty1, tx2, ty2);
|
|
|
|
tx1 = 1.0 - (topRight.width() / SHADOW_TEXTURE_WIDTH);
|
|
ty1 = topRightTile.top() / SHADOW_TEXTURE_HEIGHT;
|
|
tx2 = topRightTile.right() / SHADOW_TEXTURE_WIDTH;
|
|
ty2 = topRight.height() / SHADOW_TEXTURE_HEIGHT;
|
|
shadowQuads << makeShadowQuad(topRight, tx1, ty1, tx2, ty2);
|
|
|
|
tx1 = bottomLeftTile.left() / SHADOW_TEXTURE_WIDTH;
|
|
ty1 = 1.0 - (bottomLeft.height() / SHADOW_TEXTURE_HEIGHT);
|
|
tx2 = bottomLeft.width() / SHADOW_TEXTURE_WIDTH;
|
|
ty2 = bottomLeftTile.bottom() / SHADOW_TEXTURE_HEIGHT;
|
|
shadowQuads << makeShadowQuad(bottomLeft, tx1, ty1, tx2, ty2);
|
|
|
|
tx1 = 1.0 - (bottomRight.width() / SHADOW_TEXTURE_WIDTH);
|
|
ty1 = 1.0 - (bottomRight.height() / SHADOW_TEXTURE_HEIGHT);
|
|
tx2 = bottomRightTile.right() / SHADOW_TEXTURE_WIDTH;
|
|
ty2 = bottomRightTile.bottom() / SHADOW_TEXTURE_HEIGHT;
|
|
shadowQuads << makeShadowQuad(bottomRight, tx1, ty1, tx2, ty2);
|
|
|
|
QTest::newRow(testName) << windowSize << shadowQuads;
|
|
}
|
|
|
|
// Window is too small: do not render any shadow tiles.
|
|
{
|
|
const QSize windowSize(1, 1);
|
|
const WindowQuadList shadowQuads;
|
|
|
|
QTest::newRow("window is too small") << windowSize << shadowQuads;
|
|
}
|
|
}
|
|
|
|
void SceneOpenGLShadowTest::testShadowTileOverlaps()
|
|
{
|
|
QFETCH(QSize, windowSize);
|
|
QFETCH(WindowQuadList, expectedQuads);
|
|
|
|
QVERIFY(Test::setupWaylandConnection(Test::AdditionalWaylandInterface::Decoration));
|
|
|
|
// Create a decorated client.
|
|
QScopedPointer<Surface> surface(Test::createSurface());
|
|
QScopedPointer<Test::XdgToplevel> shellSurface(Test::createXdgToplevelSurface(surface.data()));
|
|
QScopedPointer<ServerSideDecoration> ssd(Test::waylandServerSideDecoration()->create(surface.data()));
|
|
|
|
auto *client = Test::renderAndWaitForShown(surface.data(), windowSize, Qt::blue);
|
|
|
|
// Check the client is decorated.
|
|
QVERIFY(client);
|
|
QVERIFY(client->isDecorated());
|
|
auto *decoration = client->decoration();
|
|
QVERIFY(decoration);
|
|
|
|
// If speciefied decoration theme is not found, KWin loads a default one
|
|
// so we have to check whether a client has right decoration.
|
|
auto decoShadow = decoration->shadow();
|
|
QCOMPARE(decoShadow->shadow().size(), QSize(SHADOW_TEXTURE_WIDTH, SHADOW_TEXTURE_HEIGHT));
|
|
QCOMPARE(decoShadow->paddingTop(), SHADOW_PADDING_TOP);
|
|
QCOMPARE(decoShadow->paddingRight(), SHADOW_PADDING_RIGHT);
|
|
QCOMPARE(decoShadow->paddingBottom(), SHADOW_PADDING_BOTTOM);
|
|
QCOMPARE(decoShadow->paddingLeft(), SHADOW_PADDING_LEFT);
|
|
|
|
// Get shadow.
|
|
QVERIFY(client->effectWindow());
|
|
QVERIFY(client->effectWindow()->sceneWindow());
|
|
QVERIFY(client->effectWindow()->sceneWindow()->shadow());
|
|
auto *shadow = client->effectWindow()->sceneWindow()->shadow();
|
|
|
|
// Validate shadow quads.
|
|
const WindowQuadList &quads = shadow->shadowQuads();
|
|
QCOMPARE(quads.size(), expectedQuads.size());
|
|
|
|
QVector<bool> mask(expectedQuads.size(), false);
|
|
for (const auto &q : quads) {
|
|
for (int i = 0; i < expectedQuads.size(); i++) {
|
|
if (!compareQuads(q, expectedQuads[i])) {
|
|
continue;
|
|
}
|
|
if (!mask[i]) {
|
|
mask[i] = true;
|
|
break;
|
|
} else {
|
|
QFAIL("got a duplicate shadow quad");
|
|
}
|
|
}
|
|
}
|
|
|
|
for (const auto &v : qAsConst(mask)) {
|
|
if (!v) {
|
|
QFAIL("missed a shadow quad");
|
|
}
|
|
}
|
|
}
|
|
|
|
void SceneOpenGLShadowTest::testNoCornerShadowTiles()
|
|
{
|
|
// this test verifies that top/right/bottom/left shadow tiles are
|
|
// still drawn even when corner tiles are missing
|
|
|
|
QVERIFY(Test::setupWaylandConnection(Test::AdditionalWaylandInterface::ShadowManager));
|
|
|
|
// Create a surface.
|
|
QScopedPointer<Surface> surface(Test::createSurface());
|
|
QScopedPointer<Test::XdgToplevel> shellSurface(Test::createXdgToplevelSurface(surface.data()));
|
|
auto *client = Test::renderAndWaitForShown(surface.data(), QSize(512, 512), Qt::blue);
|
|
QVERIFY(client);
|
|
QVERIFY(!client->isDecorated());
|
|
|
|
// Render reference shadow texture with the following params:
|
|
// - shadow size: 128
|
|
// - inner rect size: 1
|
|
// - padding: 128
|
|
QImage referenceShadowTexture(256 + 1, 256 + 1, QImage::Format_ARGB32_Premultiplied);
|
|
referenceShadowTexture.fill(Qt::transparent);
|
|
|
|
// We don't care about content of the shadow.
|
|
|
|
// Submit the shadow to KWin.
|
|
QScopedPointer<KWayland::Client::Shadow> clientShadow(Test::waylandShadowManager()->createShadow(surface.data()));
|
|
QVERIFY(clientShadow->isValid());
|
|
|
|
auto *shmPool = Test::waylandShmPool();
|
|
|
|
Buffer::Ptr bufferTop = shmPool->createBuffer(
|
|
referenceShadowTexture.copy(QRect(128, 0, 1, 128)));
|
|
clientShadow->attachTop(bufferTop);
|
|
|
|
Buffer::Ptr bufferRight = shmPool->createBuffer(
|
|
referenceShadowTexture.copy(QRect(128 + 1, 128, 128, 1)));
|
|
clientShadow->attachRight(bufferRight);
|
|
|
|
Buffer::Ptr bufferBottom = shmPool->createBuffer(
|
|
referenceShadowTexture.copy(QRect(128, 128 + 1, 1, 128)));
|
|
clientShadow->attachBottom(bufferBottom);
|
|
|
|
Buffer::Ptr bufferLeft = shmPool->createBuffer(
|
|
referenceShadowTexture.copy(QRect(0, 128, 128, 1)));
|
|
clientShadow->attachLeft(bufferLeft);
|
|
|
|
clientShadow->setOffsets(QMarginsF(128, 128, 128, 128));
|
|
|
|
QSignalSpy shadowChangedSpy(client->surface(), &KWaylandServer::SurfaceInterface::shadowChanged);
|
|
QVERIFY(shadowChangedSpy.isValid());
|
|
clientShadow->commit();
|
|
surface->commit(Surface::CommitFlag::None);
|
|
QVERIFY(shadowChangedSpy.wait());
|
|
|
|
// Check that we got right shadow from the client.
|
|
QPointer<KWaylandServer::ShadowInterface> shadowIface = client->surface()->shadow();
|
|
QVERIFY(!shadowIface.isNull());
|
|
QCOMPARE(shadowIface->offset().left(), 128.0);
|
|
QCOMPARE(shadowIface->offset().top(), 128.0);
|
|
QCOMPARE(shadowIface->offset().right(), 128.0);
|
|
QCOMPARE(shadowIface->offset().bottom(), 128.0);
|
|
|
|
QVERIFY(client->effectWindow());
|
|
QVERIFY(client->effectWindow()->sceneWindow());
|
|
KWin::Shadow *shadow = client->effectWindow()->sceneWindow()->shadow();
|
|
QVERIFY(shadow != nullptr);
|
|
|
|
const WindowQuadList &quads = shadow->shadowQuads();
|
|
QCOMPARE(quads.count(), 4);
|
|
|
|
// Shadow size: 128
|
|
// Padding: QMargins(128, 128, 128, 128)
|
|
// Inner rect: QRect(128, 128, 1, 1)
|
|
// Texture size: QSize(257, 257)
|
|
// Window size: QSize(512, 512)
|
|
WindowQuadList expectedQuads;
|
|
expectedQuads << makeShadowQuad(QRectF( 0, -128, 512, 128), 128.0 / 257.0, 0.0, 129.0 / 257.0, 128.0 / 257.0); // top
|
|
expectedQuads << makeShadowQuad(QRectF( 512, 0, 128, 512), 129.0 / 257.0, 128.0 / 257.0, 1.0, 129.0 / 257.0); // right
|
|
expectedQuads << makeShadowQuad(QRectF( 0, 512, 512, 128), 128.0 / 257.0, 129.0 / 257.0, 129.0 / 257.0, 1.0); // bottom
|
|
expectedQuads << makeShadowQuad(QRectF(-128, 0, 128, 512), 0.0, 128.0 / 257.0, 128.0 / 257.0, 129.0 / 257.0); // left
|
|
|
|
for (const WindowQuad &expectedQuad : expectedQuads) {
|
|
auto it = std::find_if(quads.constBegin(), quads.constEnd(),
|
|
[&expectedQuad](const WindowQuad &quad) {
|
|
return compareQuads(quad, expectedQuad);
|
|
});
|
|
if (it == quads.constEnd()) {
|
|
const QString message = QStringLiteral("Missing shadow quad (left: %1, top: %2, right: %3, bottom: %4)")
|
|
.arg(expectedQuad.left())
|
|
.arg(expectedQuad.top())
|
|
.arg(expectedQuad.right())
|
|
.arg(expectedQuad.bottom());
|
|
const QByteArray rawMessage = message.toLocal8Bit().data();
|
|
QFAIL(rawMessage.data());
|
|
}
|
|
}
|
|
}
|
|
|
|
void SceneOpenGLShadowTest::testDistributeHugeCornerTiles()
|
|
{
|
|
// this test verifies that huge corner tiles are distributed correctly
|
|
|
|
QVERIFY(Test::setupWaylandConnection(Test::AdditionalWaylandInterface::ShadowManager));
|
|
|
|
// Create a surface.
|
|
QScopedPointer<Surface> surface(Test::createSurface());
|
|
QScopedPointer<Test::XdgToplevel> shellSurface(Test::createXdgToplevelSurface(surface.data()));
|
|
auto *client = Test::renderAndWaitForShown(surface.data(), QSize(64, 64), Qt::blue);
|
|
QVERIFY(client);
|
|
QVERIFY(!client->isDecorated());
|
|
|
|
// Submit the shadow to KWin.
|
|
QScopedPointer<KWayland::Client::Shadow> clientShadow(Test::waylandShadowManager()->createShadow(surface.data()));
|
|
QVERIFY(clientShadow->isValid());
|
|
|
|
QImage referenceTileTexture(512, 512, QImage::Format_ARGB32_Premultiplied);
|
|
referenceTileTexture.fill(Qt::transparent);
|
|
|
|
auto *shmPool = Test::waylandShmPool();
|
|
|
|
Buffer::Ptr bufferTopLeft = shmPool->createBuffer(referenceTileTexture);
|
|
clientShadow->attachTopLeft(bufferTopLeft);
|
|
|
|
Buffer::Ptr bufferTopRight = shmPool->createBuffer(referenceTileTexture);
|
|
clientShadow->attachTopRight(bufferTopRight);
|
|
|
|
clientShadow->setOffsets(QMarginsF(256, 256, 256, 0));
|
|
|
|
QSignalSpy shadowChangedSpy(client->surface(), &KWaylandServer::SurfaceInterface::shadowChanged);
|
|
QVERIFY(shadowChangedSpy.isValid());
|
|
clientShadow->commit();
|
|
surface->commit(Surface::CommitFlag::None);
|
|
QVERIFY(shadowChangedSpy.wait());
|
|
|
|
// Check that we got right shadow from the client.
|
|
QPointer<KWaylandServer::ShadowInterface> shadowIface = client->surface()->shadow();
|
|
QVERIFY(!shadowIface.isNull());
|
|
QCOMPARE(shadowIface->offset().left(), 256.0);
|
|
QCOMPARE(shadowIface->offset().top(), 256.0);
|
|
QCOMPARE(shadowIface->offset().right(), 256.0);
|
|
QCOMPARE(shadowIface->offset().bottom(), 0.0);
|
|
|
|
QVERIFY(client->effectWindow());
|
|
QVERIFY(client->effectWindow()->sceneWindow());
|
|
KWin::Shadow *shadow = client->effectWindow()->sceneWindow()->shadow();
|
|
QVERIFY(shadow != nullptr);
|
|
|
|
WindowQuadList expectedQuads;
|
|
|
|
// Top-left quad
|
|
expectedQuads << makeShadowQuad(
|
|
QRectF(-256, -256, 256 + 32, 256 + 64),
|
|
0.0, 0.0, (256.0 + 32.0) / 1024.0, (256.0 + 64.0) / 512.0);
|
|
|
|
// Top-right quad
|
|
expectedQuads << makeShadowQuad(
|
|
QRectF(32, -256, 256 + 32, 256 + 64),
|
|
1.0 - (256.0 + 32.0) / 1024.0, 0.0, 1.0, (256.0 + 64.0) / 512.0);
|
|
|
|
const WindowQuadList &quads = shadow->shadowQuads();
|
|
QCOMPARE(quads.count(), expectedQuads.count());
|
|
|
|
for (const WindowQuad &expectedQuad : expectedQuads) {
|
|
auto it = std::find_if(quads.constBegin(), quads.constEnd(),
|
|
[&expectedQuad](const WindowQuad &quad) {
|
|
return compareQuads(quad, expectedQuad);
|
|
});
|
|
if (it == quads.constEnd()) {
|
|
const QString message = QStringLiteral("Missing shadow quad (left: %1, top: %2, right: %3, bottom: %4)")
|
|
.arg(expectedQuad.left())
|
|
.arg(expectedQuad.top())
|
|
.arg(expectedQuad.right())
|
|
.arg(expectedQuad.bottom());
|
|
const QByteArray rawMessage = message.toLocal8Bit().data();
|
|
QFAIL(rawMessage.data());
|
|
}
|
|
}
|
|
}
|
|
|
|
WAYLANDTEST_MAIN(SceneOpenGLShadowTest)
|
|
#include "scene_opengl_shadow_test.moc"
|