// Copyright 2013 The Flutter Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #ifndef FLUTTER_IMPELLER_GEOMETRY_GEOMETRY_ASSERTS_H_ #define FLUTTER_IMPELLER_GEOMETRY_GEOMETRY_ASSERTS_H_ #include #include #include "gtest/gtest.h" #include "impeller/geometry/matrix.h" #include "impeller/geometry/point.h" #include "impeller/geometry/rect.h" #include "impeller/geometry/size.h" #include "impeller/geometry/vector.h" inline bool NumberNear(double a, double b) { if (a == b) { return true; } if (std::isnan(a) || std::isnan(b)) { return false; } // We used to compare based on an absolute difference of 1e-3 which // would allow up to 10 bits of mantissa difference in a float // (leaving 14 bits of accuracy being tested). Some numbers in the tests // will fail with a bit difference of up to 19 (a little over 4 bits) even // though the numbers print out identically using the float ostream output // at the default output precision. Choosing a max "units of least precision" // of 32 allows up to 5 bits of imprecision. static constexpr float kImpellerTestingMaxULP = 32; // We also impose a minimum step size so that cases of comparing numbers // very close to 0.0 don't compute a huge number of ULPs due to the ever // increasing precision near 0. This value is approximately the step size // of numbers going less than 1.0f. static constexpr float kMinimumULPStep = (1.0f / (1 << 24)); auto adjust_step = [](float v) { return (std::abs(v) < kMinimumULPStep) ? std::copysignf(kMinimumULPStep, v) : v; }; float step_ab = adjust_step(a - std::nexttowardf(a, b)); float step_ba = adjust_step(b - std::nexttowardf(b, a)); float ab_ulps = (a - b) / step_ab; float ba_ulps = (b - a) / step_ba; FML_CHECK(ab_ulps >= 0 && ba_ulps >= 0); return (std::min(ab_ulps, ba_ulps) < kImpellerTestingMaxULP); } inline ::testing::AssertionResult MatrixNear(impeller::Matrix a, impeller::Matrix b) { auto equal = NumberNear(a.m[0], b.m[0]) // && NumberNear(a.m[1], b.m[1]) // && NumberNear(a.m[2], b.m[2]) // && NumberNear(a.m[3], b.m[3]) // && NumberNear(a.m[4], b.m[4]) // && NumberNear(a.m[5], b.m[5]) // && NumberNear(a.m[6], b.m[6]) // && NumberNear(a.m[7], b.m[7]) // && NumberNear(a.m[8], b.m[8]) // && NumberNear(a.m[9], b.m[9]) // && NumberNear(a.m[10], b.m[10]) // && NumberNear(a.m[11], b.m[11]) // && NumberNear(a.m[12], b.m[12]) // && NumberNear(a.m[13], b.m[13]) // && NumberNear(a.m[14], b.m[14]) // && NumberNear(a.m[15], b.m[15]); return equal ? ::testing::AssertionSuccess() : ::testing::AssertionFailure() << "Matrixes are not equal " << a << " " << b; } inline ::testing::AssertionResult QuaternionNear(impeller::Quaternion a, impeller::Quaternion b) { auto equal = NumberNear(a.x, b.x) && NumberNear(a.y, b.y) && NumberNear(a.z, b.z) && NumberNear(a.w, b.w); return equal ? ::testing::AssertionSuccess() : ::testing::AssertionFailure() << "Quaternions are not equal."; } inline ::testing::AssertionResult RectNear(impeller::Rect a, impeller::Rect b) { auto equal = NumberNear(a.GetLeft(), b.GetLeft()) && NumberNear(a.GetTop(), b.GetTop()) && NumberNear(a.GetRight(), b.GetRight()) && NumberNear(a.GetBottom(), b.GetBottom()); return equal ? ::testing::AssertionSuccess() : ::testing::AssertionFailure() << "Rects are not equal (" << a << " " << b << ")"; } inline ::testing::AssertionResult ColorNear(impeller::Color a, impeller::Color b) { auto equal = NumberNear(a.red, b.red) && NumberNear(a.green, b.green) && NumberNear(a.blue, b.blue) && NumberNear(a.alpha, b.alpha); return equal ? ::testing::AssertionSuccess() : ::testing::AssertionFailure() << "Colors are not equal."; } inline ::testing::AssertionResult PointNear(impeller::Point a, impeller::Point b) { auto equal = NumberNear(a.x, b.x) && NumberNear(a.y, b.y); return equal ? ::testing::AssertionSuccess() : ::testing::AssertionFailure() << "Points are not equal (" << a << " " << b << ")."; } inline ::testing::AssertionResult Vector3Near(impeller::Vector3 a, impeller::Vector3 b) { auto equal = NumberNear(a.x, b.x) && NumberNear(a.y, b.y) && NumberNear(a.z, b.z); return equal ? ::testing::AssertionSuccess() : ::testing::AssertionFailure() << "Vector3s are not equal."; } inline ::testing::AssertionResult Vector4Near(impeller::Vector4 a, impeller::Vector4 b) { auto equal = NumberNear(a.x, b.x) && NumberNear(a.y, b.y) && NumberNear(a.z, b.z) && NumberNear(a.w, b.w); return equal ? ::testing::AssertionSuccess() : ::testing::AssertionFailure() << "Vector4s are not equal."; } inline ::testing::AssertionResult SizeNear(impeller::Size a, impeller::Size b) { auto equal = NumberNear(a.width, b.width) && NumberNear(a.height, b.height); return equal ? ::testing::AssertionSuccess() : ::testing::AssertionFailure() << "Sizes are not equal."; } inline ::testing::AssertionResult Array4Near(std::array a, std::array b) { auto equal = NumberNear(a[0], b[0]) && NumberNear(a[1], b[1]) && NumberNear(a[2], b[2]) && NumberNear(a[3], b[3]); return equal ? ::testing::AssertionSuccess() : ::testing::AssertionFailure() << "Arrays are not equal."; } inline ::testing::AssertionResult ColorBufferNear( std::vector a, std::vector b) { if (a.size() != b.size() * 4) { return ::testing::AssertionFailure() << "Color buffer length does not match"; } for (auto i = 0u; i < b.size(); i++) { auto right = b[i].Premultiply().ToR8G8B8A8(); auto j = i * 4; auto equal = NumberNear(a[j], right[0]) && NumberNear(a[j + 1], right[1]) && NumberNear(a[j + 2], right[2]) && NumberNear(a[j + 3], right[3]); if (!equal) { ::testing::AssertionFailure() << "Color buffers are not equal."; } } return ::testing::AssertionSuccess(); } inline ::testing::AssertionResult ColorsNear(std::vector a, std::vector b) { if (a.size() != b.size()) { return ::testing::AssertionFailure() << "Colors length does not match"; } for (auto i = 0u; i < b.size(); i++) { auto equal = NumberNear(a[i].red, b[i].red) && NumberNear(a[i].green, b[i].green) && NumberNear(a[i].blue, b[i].blue) && NumberNear(a[i].alpha, b[i].alpha); if (!equal) { ::testing::AssertionFailure() << "Colors are not equal."; } } return ::testing::AssertionSuccess(); } #define ASSERT_MATRIX_NEAR(a, b) ASSERT_PRED2(&::MatrixNear, a, b) #define ASSERT_QUATERNION_NEAR(a, b) ASSERT_PRED2(&::QuaternionNear, a, b) #define ASSERT_RECT_NEAR(a, b) ASSERT_PRED2(&::RectNear, a, b) #define ASSERT_COLOR_NEAR(a, b) ASSERT_PRED2(&::ColorNear, a, b) #define ASSERT_POINT_NEAR(a, b) ASSERT_PRED2(&::PointNear, a, b) #define ASSERT_VECTOR3_NEAR(a, b) ASSERT_PRED2(&::Vector3Near, a, b) #define ASSERT_VECTOR4_NEAR(a, b) ASSERT_PRED2(&::Vector4Near, a, b) #define ASSERT_SIZE_NEAR(a, b) ASSERT_PRED2(&::SizeNear, a, b) #define ASSERT_ARRAY_4_NEAR(a, b) ASSERT_PRED2(&::Array4Near, a, b) #define ASSERT_COLOR_BUFFER_NEAR(a, b) ASSERT_PRED2(&::ColorBufferNear, a, b) #define ASSERT_COLORS_NEAR(a, b) ASSERT_PRED2(&::ColorsNear, a, b) #define EXPECT_MATRIX_NEAR(a, b) EXPECT_PRED2(&::MatrixNear, a, b) #define EXPECT_QUATERNION_NEAR(a, b) EXPECT_PRED2(&::QuaternionNear, a, b) #define EXPECT_RECT_NEAR(a, b) EXPECT_PRED2(&::RectNear, a, b) #define EXPECT_COLOR_NEAR(a, b) EXPECT_PRED2(&::ColorNear, a, b) #define EXPECT_POINT_NEAR(a, b) EXPECT_PRED2(&::PointNear, a, b) #define EXPECT_VECTOR3_NEAR(a, b) EXPECT_PRED2(&::Vector3Near, a, b) #define EXPECT_VECTOR4_NEAR(a, b) EXPECT_PRED2(&::Vector4Near, a, b) #define EXPECT_SIZE_NEAR(a, b) EXPECT_PRED2(&::SizeNear, a, b) #define EXPECT_ARRAY_4_NEAR(a, b) EXPECT_PRED2(&::Array4Near, a, b) #define EXPECT_COLOR_BUFFER_NEAR(a, b) EXPECT_PRED2(&::ColorBufferNear, a, b) #define EXPECT_COLORS_NEAR(a, b) EXPECT_PRED2(&::ColorsNear, a, b) #endif // FLUTTER_IMPELLER_GEOMETRY_GEOMETRY_ASSERTS_H_