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authoreroman <eroman@chromium.org>2015-02-27 14:12:26 -0800
committerCommit bot <commit-bot@chromium.org>2015-02-27 22:13:06 +0000
commit822f0dc371abb09ecfb726ec4962c18998728eb7 (patch)
tree2eeddfdb93f453378be88ca4d359e96433ac371e /cc/trees/layer_tree_impl_unittest.cc
parent130761b4c49b06f4b4f075df841e473cce2af208 (diff)
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Revert of Splitting of layers for correct intersections (patchset #17 id:310001 of https://codereview.chromium.org/595593002/)
Reason for revert: Static initializers count increased Original issue's description: > 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 > > Committed: https://crrev.com/ac754705ceaa5bc4cb8dc8df9a733b4b68396399 > Cr-Commit-Position: refs/heads/master@{#318506} TBR=enne@chromium.org,danakj@chromium.org,thakis@chromium.org,awoloszyn@chromium.org NOPRESUBMIT=true NOTREECHECKS=true NOTRY=true BUG=455918,159225,132122,230833 Review URL: https://codereview.chromium.org/960893004 Cr-Commit-Position: refs/heads/master@{#318528}
Diffstat (limited to 'cc/trees/layer_tree_impl_unittest.cc')
-rw-r--r--cc/trees/layer_tree_impl_unittest.cc8
1 files changed, 8 insertions, 0 deletions
diff --git a/cc/trees/layer_tree_impl_unittest.cc b/cc/trees/layer_tree_impl_unittest.cc
index 06df3c2..67f98e65 100644
--- a/cc/trees/layer_tree_impl_unittest.cc
+++ b/cc/trees/layer_tree_impl_unittest.cc
@@ -920,6 +920,14 @@ 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);