kwin/autotests/integration/scene_opengl_shadow_test.cpp
Martin Flöser 99df3c82f3 [autotests] Don't check whether there is a /dev/dri/card0
Summary:
With EGL_MESA_platform_surfaceless we don't need a dri device anymore.
So we don't need to skip the tests if the device is missing. Instead the
tests verify that OpenGL compositing is used if requested.

Test Plan: ctest passes

Reviewers: #kwin

Subscribers: kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D18014
2019-01-12 07:36:28 +01:00

865 lines
34 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2018 Vlad Zagorodniy <vladzzag@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
#include <algorithm>
#include <QByteArray>
#include <QDir>
#include <QObject>
#include <QPair>
#include <QVector>
#include <KDecoration2/Decoration>
#include <KDecoration2/DecorationShadow>
#include <KWayland/Client/server_decoration.h>
#include <KWayland/Client/shadow.h>
#include <KWayland/Client/shell.h>
#include <KWayland/Client/shm_pool.h>
#include <KWayland/Client/surface.h>
#include <KWayland/Server/shadow_interface.h>
#include <KWayland/Server/surface_interface.h>
#include "kwin_wayland_test.h"
#include "composite.h"
#include "effect_builtins.h"
#include "effectloader.h"
#include "effects.h"
#include "platform.h"
#include "shadow.h"
#include "shell_client.h"
#include "wayland_server.h"
#include "workspace.h"
Q_DECLARE_METATYPE(KWin::WindowQuadList);
using namespace KWin;
using namespace KWayland::Client;
static const QString s_socketName = QStringLiteral("wayland_test_kwin_scene_opengl_shadow-0");
class SceneOpenGLShadowTest : public QObject
{
Q_OBJECT
public:
SceneOpenGLShadowTest() {}
private Q_SLOTS:
void initTestCase();
void cleanup();
void testShadowTileOverlaps_data();
void testShadowTileOverlaps();
void testNoCornerShadowTiles();
void testDistributeHugeCornerTiles();
};
inline bool isClose(double a, double b, double eps = 1e-5)
{
if (a == b) {
return true;
}
const double diff = std::fabs(a - b);
if (a == 0 || b == 0) {
return diff < eps;
}
return diff / std::max(a, b) < eps;
}
inline bool compareQuads(const WindowQuad &a, const WindowQuad &b)
{
for (int i = 0; i < 4; i++) {
if (!isClose(a[i].x(), b[i].x())
|| !isClose(a[i].y(), b[i].y())
|| !isClose(a[i].u(), b[i].u())
|| !isClose(a[i].v(), b[i].v())) {
return false;
}
}
return true;
}
inline WindowQuad makeShadowQuad(const QRectF &geo, qreal tx1, qreal ty1, qreal tx2, qreal ty2)
{
WindowQuad quad(WindowQuadShadow);
quad[0] = WindowVertex(geo.left(), geo.top(), tx1, ty1);
quad[1] = WindowVertex(geo.right(), geo.top(), tx2, ty1);
quad[2] = WindowVertex(geo.right(), geo.bottom(), tx2, ty2);
quad[3] = WindowVertex(geo.left(), geo.bottom(), tx1, ty2);
return quad;
}
void SceneOpenGLShadowTest::initTestCase()
{
// Copied from generic_scene_opengl_test.cpp
qRegisterMetaType<KWin::ShellClient*>();
qRegisterMetaType<KWin::AbstractClient*>();
QSignalSpy workspaceCreatedSpy(kwinApp(), &Application::workspaceCreated);
QVERIFY(workspaceCreatedSpy.isValid());
kwinApp()->platform()->setInitialWindowSize(QSize(1280, 1024));
QVERIFY(waylandServer()->init(s_socketName.toLocal8Bit()));
// disable all effects - we don't want to have it interact with the rendering
auto config = KSharedConfig::openConfig(QString(), KConfig::SimpleConfig);
KConfigGroup plugins(config, QStringLiteral("Plugins"));
ScriptedEffectLoader loader;
const auto builtinNames = BuiltInEffects::availableEffectNames() << loader.listOfKnownEffects();
for (QString name : builtinNames) {
plugins.writeEntry(name + QStringLiteral("Enabled"), false);
}
config->sync();
kwinApp()->setConfig(config);
qputenv("XCURSOR_THEME", QByteArrayLiteral("DMZ-White"));
qputenv("XCURSOR_SIZE", QByteArrayLiteral("24"));
qputenv("KWIN_COMPOSE", QByteArrayLiteral("O2"));
kwinApp()->start();
QVERIFY(workspaceCreatedSpy.wait());
QVERIFY(KWin::Compositor::self());
// Add directory with fake decorations to the plugin search path.
QCoreApplication::addLibraryPath(
QDir(QCoreApplication::applicationDirPath()).absoluteFilePath("fakes")
);
// Change decoration theme.
KConfigGroup group = kwinApp()->config()->group("org.kde.kdecoration2");
group.writeEntry("library", "org.kde.test.fakedecowithshadows");
group.sync();
Workspace::self()->slotReconfigure();
auto scene = KWin::Compositor::self()->scene();
QVERIFY(scene);
QCOMPARE(scene->compositingType(), KWin::OpenGL2Compositing);
}
void SceneOpenGLShadowTest::cleanup()
{
Test::destroyWaylandConnection();
}
namespace {
const int SHADOW_SIZE = 128;
const int SHADOW_OFFSET_TOP = 64;
const int SHADOW_OFFSET_LEFT = 48;
// NOTE: We assume deco shadows are generated with blur so that's
// why there is 4, 1 is the size of the inner shadow rect.
const int SHADOW_TEXTURE_WIDTH = 4 * SHADOW_SIZE + 1;
const int SHADOW_TEXTURE_HEIGHT = 4 * SHADOW_SIZE + 1;
const int SHADOW_PADDING_TOP = SHADOW_SIZE - SHADOW_OFFSET_TOP;
const int SHADOW_PADDING_RIGHT = SHADOW_SIZE + SHADOW_OFFSET_LEFT;
const int SHADOW_PADDING_BOTTOM = SHADOW_SIZE + SHADOW_OFFSET_TOP;
const int SHADOW_PADDING_LEFT = SHADOW_SIZE - SHADOW_OFFSET_LEFT;
const QRectF SHADOW_INNER_RECT(2 * SHADOW_SIZE, 2 * SHADOW_SIZE, 1, 1);
}
void SceneOpenGLShadowTest::testShadowTileOverlaps_data()
{
QTest::addColumn<QSize>("windowSize");
QTest::addColumn<WindowQuadList>("expectedQuads");
// Precompute shadow tile geometries(in texture's space).
const QRectF topLeftTile(
0,
0,
SHADOW_INNER_RECT.x(),
SHADOW_INNER_RECT.y());
const QRectF topRightTile(
SHADOW_INNER_RECT.right(),
0,
SHADOW_TEXTURE_WIDTH - SHADOW_INNER_RECT.right(),
SHADOW_INNER_RECT.y());
const QRectF topTile(topLeftTile.topRight(), topRightTile.bottomLeft());
const QRectF bottomLeftTile(
0,
SHADOW_INNER_RECT.bottom(),
SHADOW_INNER_RECT.x(),
SHADOW_TEXTURE_HEIGHT - SHADOW_INNER_RECT.bottom());
const QRectF bottomRightTile(
SHADOW_INNER_RECT.right(),
SHADOW_INNER_RECT.bottom(),
SHADOW_TEXTURE_WIDTH - SHADOW_INNER_RECT.right(),
SHADOW_TEXTURE_HEIGHT - SHADOW_INNER_RECT.bottom());
const QRectF bottomTile(bottomLeftTile.topRight(), bottomRightTile.bottomLeft());
const QRectF leftTile(topLeftTile.bottomLeft(), bottomLeftTile.topRight());
const QRectF rightTile(topRightTile.bottomLeft(), bottomRightTile.topRight());
qreal tx1 = 0;
qreal ty1 = 0;
qreal tx2 = 0;
qreal ty2 = 0;
// Explanation behind numbers: (256+1 x 256+1) is the minimum window size
// which doesn't cause overlapping of shadow tiles. For example, if a window
// has (256 x 256+1) size, top-left and top-right or bottom-left and
// bottom-right shadow tiles overlap.
// No overlaps: In this case corner tiles are rendered as they are,
// and top/right/bottom/left tiles are stretched.
{
const QSize windowSize(256 + 1, 256 + 1);
WindowQuadList shadowQuads;
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);
const QRectF topLeft(
outerRect.left(),
outerRect.top(),
topLeftTile.width(),
topLeftTile.height());
tx1 = topLeftTile.left() / SHADOW_TEXTURE_WIDTH;
ty1 = topLeftTile.top() / SHADOW_TEXTURE_HEIGHT;
tx2 = topLeftTile.right() / SHADOW_TEXTURE_WIDTH;
ty2 = topLeftTile.bottom() / SHADOW_TEXTURE_HEIGHT;
shadowQuads << makeShadowQuad(topLeft, tx1, ty1, tx2, ty2);
const QRectF topRight(
outerRect.right() - topRightTile.width(),
outerRect.top(),
topRightTile.width(),
topRightTile.height());
tx1 = topRightTile.left() / 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);
const QRectF top(topLeft.topRight(), topRight.bottomLeft());
tx1 = topTile.left() / SHADOW_TEXTURE_WIDTH;
ty1 = topTile.top() / SHADOW_TEXTURE_HEIGHT;
tx2 = topTile.right() / SHADOW_TEXTURE_WIDTH;
ty2 = topTile.bottom() / SHADOW_TEXTURE_HEIGHT;
shadowQuads << makeShadowQuad(top, tx1, ty1, tx2, ty2);
const QRectF bottomLeft(
outerRect.left(),
outerRect.bottom() - bottomLeftTile.height(),
bottomLeftTile.width(),
bottomLeftTile.height());
tx1 = bottomLeftTile.left() / SHADOW_TEXTURE_WIDTH;
ty1 = bottomLeftTile.top() / SHADOW_TEXTURE_HEIGHT;
tx2 = bottomLeftTile.right() / SHADOW_TEXTURE_WIDTH;
ty2 = bottomLeftTile.bottom() / SHADOW_TEXTURE_HEIGHT;
shadowQuads << makeShadowQuad(bottomLeft, tx1, ty1, tx2, ty2);
const QRectF bottomRight(
outerRect.right() - bottomRightTile.width(),
outerRect.bottom() - bottomRightTile.height(),
bottomRightTile.width(),
bottomRightTile.height());
tx1 = bottomRightTile.left() / 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 bottom(bottomLeft.topRight(), bottomRight.bottomLeft());
tx1 = bottomTile.left() / SHADOW_TEXTURE_WIDTH;
ty1 = bottomTile.top() / SHADOW_TEXTURE_HEIGHT;
tx2 = bottomTile.right() / SHADOW_TEXTURE_WIDTH;
ty2 = bottomTile.bottom() / SHADOW_TEXTURE_HEIGHT;
shadowQuads << makeShadowQuad(bottom, tx1, ty1, tx2, ty2);
const QRectF left(topLeft.bottomLeft(), bottomLeft.topRight());
tx1 = leftTile.left() / SHADOW_TEXTURE_WIDTH;
ty1 = leftTile.top() / SHADOW_TEXTURE_HEIGHT;
tx2 = leftTile.right() / SHADOW_TEXTURE_WIDTH;
ty2 = leftTile.bottom() / SHADOW_TEXTURE_HEIGHT;
shadowQuads << makeShadowQuad(left, tx1, ty1, tx2, ty2);
const QRectF right(topRight.bottomLeft(), bottomRight.topRight());
tx1 = rightTile.left() / 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("no overlaps") << windowSize << shadowQuads;
}
// Top-Left & Bottom-Left/Top-Right & Bottom-Right overlap:
// In this case overlapping parts are clipped and left/right
// tiles aren't rendered.
const QVector<QPair<QByteArray, QSize>> verticalOverlapTestTable {
QPair<QByteArray, QSize> {
QByteArray("top-left & bottom-left/top-right & bottom-right overlap"),
QSize(256 + 1, 256)
},
QPair<QByteArray, QSize> {
QByteArray("top-left & bottom-left/top-right & bottom-right 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 : verticalOverlapTestTable) {
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 bottomLeft(
outerRect.left(),
outerRect.bottom() - bottomLeftTile.height(),
bottomLeftTile.width(),
bottomLeftTile.height());
halfOverlap = qAbs(topLeft.bottom() - bottomLeft.top()) / 2;
topLeft.setBottom(topLeft.bottom() - halfOverlap);
bottomLeft.setTop(bottomLeft.top() + halfOverlap);
tx1 = topLeftTile.left() / SHADOW_TEXTURE_WIDTH;
ty1 = topLeftTile.top() / SHADOW_TEXTURE_HEIGHT;
tx2 = topLeftTile.right() / SHADOW_TEXTURE_WIDTH;
ty2 = topLeft.height() / SHADOW_TEXTURE_HEIGHT;
shadowQuads << makeShadowQuad(topLeft, tx1, ty1, tx2, ty2);
tx1 = bottomLeftTile.left() / SHADOW_TEXTURE_WIDTH;
ty1 = 1.0 - (bottomLeft.height() / SHADOW_TEXTURE_HEIGHT);
tx2 = bottomLeftTile.right() / SHADOW_TEXTURE_WIDTH;
ty2 = bottomLeftTile.bottom() / SHADOW_TEXTURE_HEIGHT;
shadowQuads << makeShadowQuad(bottomLeft, tx1, ty1, tx2, ty2);
QRectF topRight(
outerRect.right() - topRightTile.width(),
outerRect.top(),
topRightTile.width(),
topRightTile.height());
QRectF bottomRight(
outerRect.right() - bottomRightTile.width(),
outerRect.bottom() - bottomRightTile.height(),
bottomRightTile.width(),
bottomRightTile.height());
halfOverlap = qAbs(topRight.bottom() - bottomRight.top()) / 2;
topRight.setBottom(topRight.bottom() - halfOverlap);
bottomRight.setTop(bottomRight.top() + halfOverlap);
tx1 = topRightTile.left() / 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 = bottomRightTile.left() / 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);
const QRectF top(topLeft.topRight(), topRight.bottomLeft());
tx1 = topTile.left() / SHADOW_TEXTURE_WIDTH;
ty1 = topTile.top() / SHADOW_TEXTURE_HEIGHT;
tx2 = topTile.right() / SHADOW_TEXTURE_WIDTH;
ty2 = top.height() / SHADOW_TEXTURE_HEIGHT;
shadowQuads << makeShadowQuad(top, tx1, ty1, tx2, ty2);
const QRectF bottom(bottomLeft.topRight(), bottomRight.bottomLeft());
tx1 = bottomTile.left() / SHADOW_TEXTURE_WIDTH;
ty1 = 1.0 - (bottom.height() / SHADOW_TEXTURE_HEIGHT);
tx2 = bottomTile.right() / SHADOW_TEXTURE_WIDTH;
ty2 = bottomTile.bottom() / SHADOW_TEXTURE_HEIGHT;
shadowQuads << makeShadowQuad(bottom, tx1, ty1, tx2, ty2);
QTest::newRow(testName) << windowSize << shadowQuads;
}
// Top-Left & Top-Right/Bottom-Left & Bottom-Right overlap:
// In this case overlapping parts are clipped and top/bottom
// tiles aren't rendered.
const QVector<QPair<QByteArray, QSize>> horizontalOverlapTestTable {
QPair<QByteArray, QSize> {
QByteArray("top-left & top-right/bottom-left & bottom-right overlap"),
QSize(256, 256 + 1)
},
QPair<QByteArray, QSize> {
QByteArray("top-left & top-right/bottom-left & bottom-right 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 : horizontalOverlapTestTable) {
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());
halfOverlap = qAbs(topLeft.right() - topRight.left()) / 2;
topLeft.setRight(topLeft.right() - halfOverlap);
topRight.setLeft(topRight.left() + halfOverlap);
tx1 = topLeftTile.left() / SHADOW_TEXTURE_WIDTH;
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<ShellSurface> shellSurface(Test::createShellSurface(surface.data()));
QScopedPointer<ServerSideDecoration> ssd(Test::waylandServerSideDecoration()->create(surface.data()));
auto *client = Test::renderAndWaitForShown(surface.data(), windowSize, Qt::blue);
QSignalSpy sizeChangedSpy(shellSurface.data(), &ShellSurface::sizeChanged);
QVERIFY(sizeChangedSpy.isValid());
// 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<ShellSurface> shellSurface(Test::createShellSurface(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(), &KWayland::Server::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<KWayland::Server::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<ShellSurface> shellSurface(Test::createShellSurface(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(), &KWayland::Server::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<KWayland::Server::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"