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author | awoloszyn <awoloszyn@chromium.org> | 2015-03-12 07:38:32 -0700 |
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committer | Commit bot <commit-bot@chromium.org> | 2015-03-12 14:39:32 +0000 |
commit | 3d8eb1d841ec1ea36906d351bc65af4d7d27718a (patch) | |
tree | c5bdd8bbc4df5a7080973ba2c6c03efce11077d9 /cc/trees/layer_tree_impl_unittest.cc | |
parent | 884896c72542201a64c42ad20048e5b321ec3b81 (diff) | |
download | chromium_src-3d8eb1d841ec1ea36906d351bc65af4d7d27718a.zip chromium_src-3d8eb1d841ec1ea36906d351bc65af4d7d27718a.tar.gz chromium_src-3d8eb1d841ec1ea36906d351bc65af4d7d27718a.tar.bz2 |
Splitting of layers for correct intersections
Sorting 3d-sorted layers and rendering them in that order causes issues
when layers intersect. Instead place 3d-sorted layers in a bsp tree and
fragment any intersecting layers into non-rectangular quads. We can then
render the fragments in the correct sorted order regardless of
intersections.
BUG=455918,159225,132122,230833
Review URL: https://codereview.chromium.org/595593002
Cr-Commit-Position: refs/heads/master@{#320276}
Diffstat (limited to 'cc/trees/layer_tree_impl_unittest.cc')
-rw-r--r-- | cc/trees/layer_tree_impl_unittest.cc | 8 |
1 files changed, 0 insertions, 8 deletions
diff --git a/cc/trees/layer_tree_impl_unittest.cc b/cc/trees/layer_tree_impl_unittest.cc index 67f98e65..06df3c2 100644 --- a/cc/trees/layer_tree_impl_unittest.cc +++ b/cc/trees/layer_tree_impl_unittest.cc @@ -920,14 +920,6 @@ TEST_F(LayerTreeImplTest, HitTestingForMultipleLayersAtVaryingDepths) { ASSERT_TRUE(grand_child1); ASSERT_EQ(1u, RenderSurfaceLayerList().size()); - RenderSurfaceImpl* root_render_surface = - host_impl().active_tree()->root_layer()->render_surface(); - ASSERT_EQ(4u, root_render_surface->layer_list().size()); - ASSERT_EQ(3, root_render_surface->layer_list().at(0)->id()); - ASSERT_EQ(1, root_render_surface->layer_list().at(1)->id()); - ASSERT_EQ(2, root_render_surface->layer_list().at(2)->id()); - ASSERT_EQ(4, root_render_surface->layer_list().at(3)->id()); - // Nothing overlaps the root_layer at (1, 1), so hit testing there should find // the root layer. gfx::Point test_point = gfx::Point(1, 1); |