Add test to validate that renderengine doesn't bail out early.
- Make sure that renderengine doesn't bail out early that causes dirty
buffer to re-use by next draw.
Bug: 233052879
Test: this
Change-Id: Id606928df6d35c5e31b1982f6f95d68c7bba3027
diff --git a/libs/renderengine/tests/RenderEngineTest.cpp b/libs/renderengine/tests/RenderEngineTest.cpp
index 61af698..3340857 100644
--- a/libs/renderengine/tests/RenderEngineTest.cpp
+++ b/libs/renderengine/tests/RenderEngineTest.cpp
@@ -1606,6 +1606,36 @@
drawEmptyLayers();
}
+TEST_P(RenderEngineTest, drawLayers_fillRedBufferAndEmptyBuffer) {
+ const auto& renderEngineFactory = GetParam();
+ if (renderEngineFactory->type() == renderengine::RenderEngine::RenderEngineType::GLES) {
+ // GLES-specific test
+ return;
+ }
+
+ initializeRenderEngine();
+ renderengine::DisplaySettings settings;
+ settings.physicalDisplay = fullscreenRect();
+ settings.clip = fullscreenRect();
+ settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
+
+ // add a red layer
+ renderengine::LayerSettings layerOne{
+ .geometry.boundaries = fullscreenRect().toFloatRect(),
+ .source.solidColor = half3(1.0f, 0.0f, 0.0f),
+ .alpha = 1.f,
+ };
+
+ std::vector<renderengine::LayerSettings> layersFirst{layerOne};
+ invokeDraw(settings, layersFirst);
+ expectBufferColor(fullscreenRect(), 255, 0, 0, 255);
+
+ // re-draw with an empty layer above it, and we get a transparent black one
+ std::vector<renderengine::LayerSettings> layersSecond;
+ invokeDraw(settings, layersSecond);
+ expectBufferColor(fullscreenRect(), 0, 0, 0, 0);
+}
+
TEST_P(RenderEngineTest, drawLayers_withoutBuffers_withColorTransform) {
initializeRenderEngine();