summaryrefslogtreecommitdiff
path: root/chromium/cc/trees/layer_sorter_unittest.cc
diff options
context:
space:
mode:
Diffstat (limited to 'chromium/cc/trees/layer_sorter_unittest.cc')
-rw-r--r--chromium/cc/trees/layer_sorter_unittest.cc326
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
+