diff options
Diffstat (limited to 'chromium/cc/trees/layer_sorter_unittest.cc')
-rw-r--r-- | chromium/cc/trees/layer_sorter_unittest.cc | 326 |
1 files changed, 326 insertions, 0 deletions
diff --git a/chromium/cc/trees/layer_sorter_unittest.cc b/chromium/cc/trees/layer_sorter_unittest.cc new file mode 100644 index 00000000000..b1d7b819fc5 --- /dev/null +++ b/chromium/cc/trees/layer_sorter_unittest.cc @@ -0,0 +1,326 @@ +// Copyright 2011 The Chromium Authors. All rights reserved. +// Use of this source code is governed by a BSD-style license that can be +// found in the LICENSE file. + +#include "cc/trees/layer_sorter.h" + +#include "cc/base/math_util.h" +#include "cc/layers/layer_impl.h" +#include "cc/test/fake_impl_proxy.h" +#include "cc/test/fake_layer_tree_host_impl.h" +#include "cc/trees/single_thread_proxy.h" +#include "testing/gtest/include/gtest/gtest.h" +#include "ui/gfx/transform.h" + +namespace cc { +namespace { + +// Note: In the following overlap tests, the "camera" is looking down the +// negative Z axis, meaning that layers with smaller z values (more negative) +// are further from the camera and therefore must be drawn before layers with +// higher z values. + +TEST(LayerSorterTest, BasicOverlap) { + LayerSorter::ABCompareResult overlap_result; + const float z_threshold = 0.1f; + float weight = 0.f; + + // Trivial test, with one layer directly obscuring the other. + gfx::Transform neg4_translate; + neg4_translate.Translate3d(0.0, 0.0, -4.0); + LayerShape front(2.f, 2.f, neg4_translate); + + gfx::Transform neg5_translate; + neg5_translate.Translate3d(0.0, 0.0, -5.0); + LayerShape back(2.f, 2.f, neg5_translate); + + overlap_result = + LayerSorter::CheckOverlap(&front, &back, z_threshold, &weight); + EXPECT_EQ(LayerSorter::BBeforeA, overlap_result); + EXPECT_EQ(1.f, weight); + + overlap_result = + LayerSorter::CheckOverlap(&back, &front, z_threshold, &weight); + EXPECT_EQ(LayerSorter::ABeforeB, overlap_result); + EXPECT_EQ(1.f, weight); + + // One layer translated off to the right. No overlap should be detected. + gfx::Transform right_translate; + right_translate.Translate3d(10.0, 0.0, -5.0); + LayerShape back_right(2.f, 2.f, right_translate); + overlap_result = + LayerSorter::CheckOverlap(&front, &back_right, z_threshold, &weight); + EXPECT_EQ(LayerSorter::None, overlap_result); + + // When comparing a layer with itself, z difference is always 0. + overlap_result = + LayerSorter::CheckOverlap(&front, &front, z_threshold, &weight); + EXPECT_EQ(0.f, weight); +} + +TEST(LayerSorterTest, RightAngleOverlap) { + LayerSorter::ABCompareResult overlap_result; + const float z_threshold = 0.1f; + float weight = 0.f; + + gfx::Transform perspective_matrix; + perspective_matrix.ApplyPerspectiveDepth(1000.0); + + // Two layers forming a right angle with a perspective viewing transform. + gfx::Transform left_face_matrix; + left_face_matrix.Translate3d(-1.0, 0.0, -5.0); + left_face_matrix.RotateAboutYAxis(-90.0); + left_face_matrix.Translate(-1.0, -1.0); + LayerShape left_face(2.f, 2.f, perspective_matrix * left_face_matrix); + gfx::Transform front_face_matrix; + front_face_matrix.Translate3d(0.0, 0.0, -4.0); + front_face_matrix.Translate(-1.0, -1.0); + LayerShape front_face(2.f, 2.f, perspective_matrix * front_face_matrix); + + overlap_result = + LayerSorter::CheckOverlap(&front_face, &left_face, z_threshold, &weight); + EXPECT_EQ(LayerSorter::BBeforeA, overlap_result); +} + +TEST(LayerSorterTest, IntersectingLayerOverlap) { + LayerSorter::ABCompareResult overlap_result; + const float z_threshold = 0.1f; + float weight = 0.f; + + gfx::Transform perspective_matrix; + perspective_matrix.ApplyPerspectiveDepth(1000.0); + + // Intersecting layers. An explicit order will be returned based on relative z + // values at the overlapping features but the weight returned should be zero. + gfx::Transform front_face_matrix; + front_face_matrix.Translate3d(0.0, 0.0, -4.0); + front_face_matrix.Translate(-1.0, -1.0); + LayerShape front_face(2.f, 2.f, perspective_matrix * front_face_matrix); + + gfx::Transform through_matrix; + through_matrix.Translate3d(0.0, 0.0, -4.0); + through_matrix.RotateAboutYAxis(45.0); + through_matrix.Translate(-1.0, -1.0); + LayerShape rotated_face(2.f, 2.f, perspective_matrix * through_matrix); + overlap_result = LayerSorter::CheckOverlap(&front_face, + &rotated_face, + z_threshold, + &weight); + EXPECT_NE(LayerSorter::None, overlap_result); + EXPECT_EQ(0.f, weight); +} + +TEST(LayerSorterTest, LayersAtAngleOverlap) { + LayerSorter::ABCompareResult overlap_result; + const float z_threshold = 0.1f; + float weight = 0.f; + + // Trickier test with layers at an angle. + // + // -x . . . . 0 . . . . +x + // -z / + // : /----B---- + // 0 C + // : ----A----/ + // +z / + // + // C is in front of A and behind B (not what you'd expect by comparing + // centers). A and B don't overlap, so they're incomparable. + + gfx::Transform transform_a; + transform_a.Translate3d(-6.0, 0.0, 1.0); + transform_a.Translate(-4.0, -10.0); + LayerShape layer_a(8.f, 20.f, transform_a); + + gfx::Transform transform_b; + transform_b.Translate3d(6.0, 0.0, -1.0); + transform_b.Translate(-4.0, -10.0); + LayerShape layer_b(8.f, 20.f, transform_b); + + gfx::Transform transform_c; + transform_c.RotateAboutYAxis(40.0); + transform_c.Translate(-4.0, -10.0); + LayerShape layer_c(8.f, 20.f, transform_c); + + overlap_result = + LayerSorter::CheckOverlap(&layer_a, &layer_c, z_threshold, &weight); + EXPECT_EQ(LayerSorter::ABeforeB, overlap_result); + overlap_result = + LayerSorter::CheckOverlap(&layer_c, &layer_b, z_threshold, &weight); + EXPECT_EQ(LayerSorter::ABeforeB, overlap_result); + overlap_result = + LayerSorter::CheckOverlap(&layer_a, &layer_b, z_threshold, &weight); + EXPECT_EQ(LayerSorter::None, overlap_result); +} + +TEST(LayerSorterTest, LayersUnderPathologicalPerspectiveTransform) { + LayerSorter::ABCompareResult overlap_result; + const float z_threshold = 0.1f; + float weight = 0.f; + + // On perspective projection, if w becomes negative, the re-projected point + // will be invalid and un-usable. Correct code needs to clip away portions of + // the geometry where w < 0. If the code uses the invalid value, it will think + // that a layer has different bounds than it really does, which can cause + // things to sort incorrectly. + + gfx::Transform perspective_matrix; + perspective_matrix.ApplyPerspectiveDepth(1); + + gfx::Transform transform_a; + transform_a.Translate3d(-15.0, 0.0, -2.0); + transform_a.Translate(-5.0, -5.0); + LayerShape layer_a(10.f, 10.f, perspective_matrix * transform_a); + + // With this sequence of transforms, when layer B is correctly clipped, it + // will be visible on the left half of the projection plane, in front of + // layer_a. When it is not clipped, its bounds will actually incorrectly + // appear much smaller and the correct sorting dependency will not be found. + gfx::Transform transform_b; + transform_b.Translate3d(0.0, 0.0, 0.7); + transform_b.RotateAboutYAxis(45.0); + transform_b.Translate(-5.0, -5.0); + LayerShape layer_b(10.f, 10.f, perspective_matrix * transform_b); + + // Sanity check that the test case actually covers the intended scenario, + // where part of layer B go behind the w = 0 plane. + gfx::QuadF test_quad = gfx::QuadF(gfx::RectF(-0.5f, -0.5f, 1.f, 1.f)); + bool clipped = false; + MathUtil::MapQuad(perspective_matrix * transform_b, test_quad, &clipped); + ASSERT_TRUE(clipped); + + overlap_result = + LayerSorter::CheckOverlap(&layer_a, &layer_b, z_threshold, &weight); + EXPECT_EQ(LayerSorter::ABeforeB, overlap_result); +} + +TEST(LayerSorterTest, VerifyExistingOrderingPreservedWhenNoZDiff) { + // If there is no reason to re-sort the layers (i.e. no 3d z difference), then + // the existing ordering provided on input should be retained. This test + // covers the fix in https://bugs.webkit.org/show_bug.cgi?id=75046. Before + // this fix, ordering was accidentally reversed, causing bugs in z-index + // ordering on websites when preserves3D triggered the LayerSorter. + + // Input list of layers: [1, 2, 3, 4, 5]. + // Expected output: [3, 4, 1, 2, 5]. + // - 1, 2, and 5 do not have a 3d z difference, and therefore their + // relative ordering should be retained. + // - 3 and 4 do not have a 3d z difference, and therefore their relative + // ordering should be retained. + // - 3 and 4 should be re-sorted so they are in front of 1, 2, and 5. + + FakeImplProxy proxy; + FakeLayerTreeHostImpl host_impl(&proxy); + + scoped_ptr<LayerImpl> layer1 = LayerImpl::Create(host_impl.active_tree(), 1); + scoped_ptr<LayerImpl> layer2 = LayerImpl::Create(host_impl.active_tree(), 2); + scoped_ptr<LayerImpl> layer3 = LayerImpl::Create(host_impl.active_tree(), 3); + scoped_ptr<LayerImpl> layer4 = LayerImpl::Create(host_impl.active_tree(), 4); + scoped_ptr<LayerImpl> layer5 = LayerImpl::Create(host_impl.active_tree(), 5); + + gfx::Transform BehindMatrix; + BehindMatrix.Translate3d(0.0, 0.0, 2.0); + gfx::Transform FrontMatrix; + FrontMatrix.Translate3d(0.0, 0.0, 1.0); + + layer1->SetBounds(gfx::Size(10, 10)); + layer1->SetContentBounds(gfx::Size(10, 10)); + layer1->draw_properties().target_space_transform = BehindMatrix; + layer1->SetDrawsContent(true); + + layer2->SetBounds(gfx::Size(20, 20)); + layer2->SetContentBounds(gfx::Size(20, 20)); + layer2->draw_properties().target_space_transform = BehindMatrix; + layer2->SetDrawsContent(true); + + layer3->SetBounds(gfx::Size(30, 30)); + layer3->SetContentBounds(gfx::Size(30, 30)); + layer3->draw_properties().target_space_transform = FrontMatrix; + layer3->SetDrawsContent(true); + + layer4->SetBounds(gfx::Size(40, 40)); + layer4->SetContentBounds(gfx::Size(40, 40)); + layer4->draw_properties().target_space_transform = FrontMatrix; + layer4->SetDrawsContent(true); + + layer5->SetBounds(gfx::Size(50, 50)); + layer5->SetContentBounds(gfx::Size(50, 50)); + layer5->draw_properties().target_space_transform = BehindMatrix; + layer5->SetDrawsContent(true); + + LayerImplList layer_list; + layer_list.push_back(layer1.get()); + layer_list.push_back(layer2.get()); + layer_list.push_back(layer3.get()); + layer_list.push_back(layer4.get()); + layer_list.push_back(layer5.get()); + + ASSERT_EQ(5u, layer_list.size()); + EXPECT_EQ(1, layer_list[0]->id()); + EXPECT_EQ(2, layer_list[1]->id()); + EXPECT_EQ(3, layer_list[2]->id()); + EXPECT_EQ(4, layer_list[3]->id()); + EXPECT_EQ(5, layer_list[4]->id()); + + LayerSorter layer_sorter; + layer_sorter.Sort(layer_list.begin(), layer_list.end()); + + ASSERT_EQ(5u, layer_list.size()); + EXPECT_EQ(3, layer_list[0]->id()); + EXPECT_EQ(4, layer_list[1]->id()); + EXPECT_EQ(1, layer_list[2]->id()); + EXPECT_EQ(2, layer_list[3]->id()); + EXPECT_EQ(5, layer_list[4]->id()); +} + +TEST(LayerSorterTest, VerifyConcidentLayerPrecisionLossResultsInDocumentOrder) { + FakeImplProxy proxy; + FakeLayerTreeHostImpl host_impl(&proxy); + + scoped_ptr<LayerImpl> layer1 = LayerImpl::Create(host_impl.active_tree(), 1); + scoped_ptr<LayerImpl> layer2 = LayerImpl::Create(host_impl.active_tree(), 2); + + // Layer 1 should occur before layer 2 in paint. However, due to numeric + // issues in the sorter, it will put the layers in the wrong order + // in some situations. Here we test a patch that results in document + // order rather than calculated order when numeric percision is suspect + // in calculated order. + + gfx::Transform BehindMatrix; + BehindMatrix.Translate3d(0.0, 0.0, 0.999999); + BehindMatrix.RotateAboutXAxis(38.5); + BehindMatrix.RotateAboutYAxis(77.0); + gfx::Transform FrontMatrix; + FrontMatrix.Translate3d(0, 0, 1.0); + FrontMatrix.RotateAboutXAxis(38.5); + FrontMatrix.RotateAboutYAxis(77.0); + + layer1->SetBounds(gfx::Size(10, 10)); + layer1->SetContentBounds(gfx::Size(10, 10)); + layer1->draw_properties().target_space_transform = BehindMatrix; + layer1->SetDrawsContent(true); + + layer2->SetBounds(gfx::Size(10, 10)); + layer2->SetContentBounds(gfx::Size(10, 10)); + layer2->draw_properties().target_space_transform = FrontMatrix; + layer2->SetDrawsContent(true); + + LayerImplList layer_list; + layer_list.push_back(layer1.get()); + layer_list.push_back(layer2.get()); + + ASSERT_EQ(2u, layer_list.size()); + EXPECT_EQ(1, layer_list[0]->id()); + EXPECT_EQ(2, layer_list[1]->id()); + + LayerSorter layer_sorter; + layer_sorter.Sort(layer_list.begin(), layer_list.end()); + + ASSERT_EQ(2u, layer_list.size()); + EXPECT_EQ(1, layer_list[0]->id()); + EXPECT_EQ(2, layer_list[1]->id()); +} + +} // namespace +} // namespace cc + |