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authorawoloszyn <awoloszyn@chromium.org>2015-02-27 12:31:30 -0800
committerCommit bot <commit-bot@chromium.org>2015-02-27 20:32:37 +0000
commitac754705ceaa5bc4cb8dc8df9a733b4b68396399 (patch)
treea59317979092a071f8ffafb59919ffbda09f5145 /cc/trees/layer_tree_impl_unittest.cc
parent1a015c984eedb167733f84dd9623a3d02f467784 (diff)
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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@{#318506}
Diffstat (limited to 'cc/trees/layer_tree_impl_unittest.cc')
-rw-r--r--cc/trees/layer_tree_impl_unittest.cc8
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);