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authorawoloszyn <awoloszyn@chromium.org>2015-03-12 07:38:32 -0700
committerCommit bot <commit-bot@chromium.org>2015-03-12 14:39:32 +0000
commit3d8eb1d841ec1ea36906d351bc65af4d7d27718a (patch)
treec5bdd8bbc4df5a7080973ba2c6c03efce11077d9 /cc/trees
parent884896c72542201a64c42ad20048e5b321ec3b81 (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@{#320276}
Diffstat (limited to 'cc/trees')
-rw-r--r--cc/trees/layer_sorter.cc470
-rw-r--r--cc/trees/layer_sorter.h97
-rw-r--r--cc/trees/layer_sorter_unittest.cc329
-rw-r--r--cc/trees/layer_tree_host_common.cc31
-rw-r--r--cc/trees/layer_tree_host_common_perftest.cc66
-rw-r--r--cc/trees/layer_tree_host_common_unittest.cc176
-rw-r--r--cc/trees/layer_tree_host_pixeltest_filters.cc4
-rw-r--r--cc/trees/layer_tree_impl_unittest.cc8
-rw-r--r--cc/trees/occlusion_tracker.cc2
-rw-r--r--cc/trees/occlusion_tracker_unittest.cc50
10 files changed, 17 insertions, 1216 deletions
diff --git a/cc/trees/layer_sorter.cc b/cc/trees/layer_sorter.cc
deleted file mode 100644
index bde4920..0000000
--- a/cc/trees/layer_sorter.cc
+++ /dev/null
@@ -1,470 +0,0 @@
-// 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 <algorithm>
-#include <deque>
-#include <limits>
-#include <vector>
-
-#include "base/logging.h"
-#include "cc/base/math_util.h"
-#include "cc/layers/render_surface_impl.h"
-#include "ui/gfx/transform.h"
-
-namespace cc {
-
-// This epsilon is used to determine if two layers are too close to each other
-// to be able to tell which is in front of the other. It's a relative epsilon
-// so it is robust to changes in scene scale. This value was chosen by picking
-// a value near machine epsilon and then increasing it until the flickering on
-// the test scene went away.
-const float k_layer_epsilon = 1e-4f;
-
-inline static float PerpProduct(const gfx::Vector2dF& u,
- const gfx::Vector2dF& v) {
- return u.x() * v.y() - u.y() * v.x();
-}
-
-// Tests if two edges defined by their endpoints (a,b) and (c,d) intersect.
-// Returns true and the point of intersection if they do and false otherwise.
-static bool EdgeEdgeTest(const gfx::PointF& a,
- const gfx::PointF& b,
- const gfx::PointF& c,
- const gfx::PointF& d,
- gfx::PointF* r) {
- gfx::Vector2dF u = b - a;
- gfx::Vector2dF v = d - c;
- gfx::Vector2dF w = a - c;
-
- float denom = PerpProduct(u, v);
-
- // If denom == 0 then the edges are parallel. While they could be overlapping
- // we don't bother to check here as the we'll find their intersections from
- // the corner to quad tests.
- if (!denom)
- return false;
-
- float s = PerpProduct(v, w) / denom;
- if (s < 0.f || s > 1.f)
- return false;
-
- float t = PerpProduct(u, w) / denom;
- if (t < 0.f || t > 1.f)
- return false;
-
- u.Scale(s);
- *r = a + u;
- return true;
-}
-
-GraphNode::GraphNode(LayerImpl* layer_impl)
- : layer(layer_impl),
- incoming_edge_weight(0.f) {}
-
-GraphNode::~GraphNode() {}
-
-LayerSorter::LayerSorter()
- : z_range_(0.f) {}
-
-LayerSorter::~LayerSorter() {}
-
-static float CheckFloatingPointNumericAccuracy(float a, float b) {
- float abs_dif = std::abs(b - a);
- float abs_max = std::max(std::abs(b), std::abs(a));
- // Check to see if we've got a result with a reasonable amount of error.
- return abs_dif / abs_max;
-}
-
-// Checks whether layer "a" draws on top of layer "b". The weight value returned
-// is an indication of the maximum z-depth difference between the layers or zero
-// if the layers are found to be intesecting (some features are in front and
-// some are behind).
-LayerSorter::ABCompareResult LayerSorter::CheckOverlap(LayerShape* a,
- LayerShape* b,
- float z_threshold,
- float* weight) {
- *weight = 0.f;
-
- // Early out if the projected bounds don't overlap.
- if (!a->projected_bounds.Intersects(b->projected_bounds))
- return NONE;
-
- gfx::PointF aPoints[4] = { a->projected_quad.p1(),
- a->projected_quad.p2(),
- a->projected_quad.p3(),
- a->projected_quad.p4() };
- gfx::PointF bPoints[4] = { b->projected_quad.p1(),
- b->projected_quad.p2(),
- b->projected_quad.p3(),
- b->projected_quad.p4() };
-
- // Make a list of points that inside both layer quad projections.
- std::vector<gfx::PointF> overlap_points;
-
- // Check all four corners of one layer against the other layer's quad.
- for (int i = 0; i < 4; ++i) {
- if (a->projected_quad.Contains(bPoints[i]))
- overlap_points.push_back(bPoints[i]);
- if (b->projected_quad.Contains(aPoints[i]))
- overlap_points.push_back(aPoints[i]);
- }
-
- // Check all the edges of one layer for intersection with the other layer's
- // edges.
- gfx::PointF r;
- for (int ea = 0; ea < 4; ++ea)
- for (int eb = 0; eb < 4; ++eb)
- if (EdgeEdgeTest(aPoints[ea], aPoints[(ea + 1) % 4],
- bPoints[eb], bPoints[(eb + 1) % 4],
- &r))
- overlap_points.push_back(r);
-
- if (overlap_points.empty())
- return NONE;
-
- // Check the corresponding layer depth value for all overlap points to
- // determine which layer is in front.
- float max_positive = 0.f;
- float max_negative = 0.f;
-
- // This flag tracks the existance of a numerically accurate seperation
- // between two layers. If there is no accurate seperation, the layers
- // cannot be effectively sorted.
- bool accurate = false;
-
- for (size_t o = 0; o < overlap_points.size(); o++) {
- float za = a->LayerZFromProjectedPoint(overlap_points[o]);
- float zb = b->LayerZFromProjectedPoint(overlap_points[o]);
-
- // Here we attempt to avoid numeric issues with layers that are too
- // close together. If we have 2-sided quads that are very close
- // together then we will draw them in document order to avoid
- // flickering. The correct solution is for the content maker to turn
- // on back-face culling or move the quads apart (if they're not two
- // sides of one object).
- if (CheckFloatingPointNumericAccuracy(za, zb) > k_layer_epsilon)
- accurate = true;
-
- float diff = za - zb;
- if (diff > max_positive)
- max_positive = diff;
- if (diff < max_negative)
- max_negative = diff;
- }
-
- // If we can't tell which should come first, we use document order.
- if (!accurate)
- return A_BEFORE_B;
-
- float max_diff =
- std::abs(max_positive) > std::abs(max_negative) ?
- max_positive : max_negative;
-
- // If the results are inconsistent (and the z difference substantial to rule
- // out numerical errors) then the layers are intersecting. We will still
- // return an order based on the maximum depth difference but with an edge
- // weight of zero these layers will get priority if a graph cycle is present
- // and needs to be broken.
- if (max_positive > z_threshold && max_negative < -z_threshold)
- *weight = 0.f;
- else
- *weight = std::abs(max_diff);
-
- // Maintain relative order if the layers have the same depth at all
- // intersection points.
- if (max_diff <= 0.f)
- return A_BEFORE_B;
-
- return B_BEFORE_A;
-}
-
-LayerShape::LayerShape() {}
-
-LayerShape::LayerShape(float width,
- float height,
- const gfx::Transform& draw_transform) {
- gfx::QuadF layer_quad(gfx::RectF(0.f, 0.f, width, height));
-
- // Compute the projection of the layer quad onto the z = 0 plane.
-
- gfx::PointF clipped_quad[8];
- int num_vertices_in_clipped_quad;
- MathUtil::MapClippedQuad(draw_transform,
- layer_quad,
- clipped_quad,
- &num_vertices_in_clipped_quad);
-
- if (num_vertices_in_clipped_quad < 3) {
- projected_bounds = gfx::RectF();
- return;
- }
-
- projected_bounds =
- MathUtil::ComputeEnclosingRectOfVertices(clipped_quad,
- num_vertices_in_clipped_quad);
-
- // NOTE: it will require very significant refactoring and overhead to deal
- // with generalized polygons or multiple quads per layer here. For the sake of
- // layer sorting it is equally correct to take a subsection of the polygon
- // that can be made into a quad. This will only be incorrect in the case of
- // intersecting layers, which are not supported yet anyway.
- projected_quad.set_p1(clipped_quad[0]);
- projected_quad.set_p2(clipped_quad[1]);
- projected_quad.set_p3(clipped_quad[2]);
- if (num_vertices_in_clipped_quad >= 4) {
- projected_quad.set_p4(clipped_quad[3]);
- } else {
- // This will be a degenerate quad that is actually a triangle.
- projected_quad.set_p4(clipped_quad[2]);
- }
-
- // Compute the normal of the layer's plane.
- bool clipped = false;
- gfx::Point3F c1 =
- MathUtil::MapPoint(draw_transform, gfx::Point3F(0.f, 0.f, 0.f), &clipped);
- gfx::Point3F c2 =
- MathUtil::MapPoint(draw_transform, gfx::Point3F(0.f, 1.f, 0.f), &clipped);
- gfx::Point3F c3 =
- MathUtil::MapPoint(draw_transform, gfx::Point3F(1.f, 0.f, 0.f), &clipped);
- // TODO(shawnsingh): Deal with clipping.
- gfx::Vector3dF c12 = c2 - c1;
- gfx::Vector3dF c13 = c3 - c1;
- layer_normal = gfx::CrossProduct(c13, c12);
-
- transform_origin = c1;
-}
-
-LayerShape::~LayerShape() {}
-
-// Returns the Z coordinate of a point on the layer that projects
-// to point p which lies on the z = 0 plane. It does it by computing the
-// intersection of a line starting from p along the Z axis and the plane
-// of the layer.
-float LayerShape::LayerZFromProjectedPoint(const gfx::PointF& p) const {
- gfx::Vector3dF z_axis(0.f, 0.f, 1.f);
- gfx::Vector3dF w = gfx::Point3F(p) - transform_origin;
-
- float d = gfx::DotProduct(layer_normal, z_axis);
- float n = -gfx::DotProduct(layer_normal, w);
-
- // Check if layer is parallel to the z = 0 axis which will make it
- // invisible and hence returning zero is fine.
- if (!d)
- return 0.f;
-
- // The intersection point would be given by:
- // p + (n / d) * u but since we are only interested in the
- // z coordinate and p's z coord is zero, all we need is the value of n/d.
- return n / d;
-}
-
-void LayerSorter::CreateGraphNodes(LayerImplList::iterator first,
- LayerImplList::iterator last) {
- DVLOG(2) << "Creating graph nodes:";
- float min_z = FLT_MAX;
- float max_z = -FLT_MAX;
- for (LayerImplList::const_iterator it = first; it < last; it++) {
- nodes_.push_back(GraphNode(*it));
- GraphNode& node = nodes_.at(nodes_.size() - 1);
- RenderSurfaceImpl* render_surface = node.layer->render_surface();
- if (!node.layer->DrawsContent() && !render_surface)
- continue;
-
- DVLOG(2) << "Layer " << node.layer->id() <<
- " (" << node.layer->bounds().width() <<
- " x " << node.layer->bounds().height() << ")";
-
- gfx::Transform draw_transform;
- float layer_width, layer_height;
- if (render_surface) {
- draw_transform = render_surface->draw_transform();
- layer_width = render_surface->content_rect().width();
- layer_height = render_surface->content_rect().height();
- } else {
- draw_transform = node.layer->draw_transform();
- layer_width = node.layer->content_bounds().width();
- layer_height = node.layer->content_bounds().height();
- }
-
- node.shape = LayerShape(layer_width, layer_height, draw_transform);
-
- max_z = std::max(max_z, node.shape.transform_origin.z());
- min_z = std::min(min_z, node.shape.transform_origin.z());
- }
-
- z_range_ = std::abs(max_z - min_z);
-}
-
-void LayerSorter::CreateGraphEdges() {
- DVLOG(2) << "Edges:";
- // Fraction of the total z_range below which z differences
- // are not considered reliable.
- const float z_threshold_factor = 0.01f;
- float z_threshold = z_range_ * z_threshold_factor;
-
- for (size_t na = 0; na < nodes_.size(); na++) {
- GraphNode& node_a = nodes_[na];
- if (!node_a.layer->DrawsContent() && !node_a.layer->render_surface())
- continue;
- for (size_t nb = na + 1; nb < nodes_.size(); nb++) {
- GraphNode& node_b = nodes_[nb];
- if (!node_b.layer->DrawsContent() && !node_b.layer->render_surface())
- continue;
- float weight = 0.f;
- ABCompareResult overlap_result = CheckOverlap(&node_a.shape,
- &node_b.shape,
- z_threshold,
- &weight);
- GraphNode* start_node = NULL;
- GraphNode* end_node = NULL;
- if (overlap_result == A_BEFORE_B) {
- start_node = &node_a;
- end_node = &node_b;
- } else if (overlap_result == B_BEFORE_A) {
- start_node = &node_b;
- end_node = &node_a;
- }
-
- if (start_node) {
- DVLOG(2) << start_node->layer->id() << " -> " << end_node->layer->id();
- edges_.push_back(GraphEdge(start_node, end_node, weight));
- }
- }
- }
-
- for (size_t i = 0; i < edges_.size(); i++) {
- GraphEdge& edge = edges_[i];
- active_edges_[&edge] = &edge;
- edge.from->outgoing.push_back(&edge);
- edge.to->incoming.push_back(&edge);
- edge.to->incoming_edge_weight += edge.weight;
- }
-}
-
-// Finds and removes an edge from the list by doing a swap with the
-// last element of the list.
-void LayerSorter::RemoveEdgeFromList(GraphEdge* edge,
- std::vector<GraphEdge*>* list) {
- std::vector<GraphEdge*>::iterator iter =
- std::find(list->begin(), list->end(), edge);
- DCHECK(iter != list->end());
- list->erase(iter);
-}
-
-// Sorts the given list of layers such that they can be painted in a
-// back-to-front order. Sorting produces correct results for non-intersecting
-// layers that don't have cyclical order dependencies. Cycles and intersections
-// are broken (somewhat) aribtrarily. Sorting of layers is done via a
-// topological sort of a directed graph whose nodes are the layers themselves.
-// An edge from node A to node B signifies that layer A needs to be drawn before
-// layer B. If A and B have no dependency between each other, then we preserve
-// the ordering of those layers as they were in the original list.
-//
-// The draw order between two layers is determined by projecting the two
-// triangles making up each layer quad to the Z = 0 plane, finding points of
-// intersection between the triangles and backprojecting those points to the
-// plane of the layer to determine the corresponding Z coordinate. The layer
-// with the lower Z coordinate (farther from the eye) needs to be rendered
-// first.
-//
-// If the layer projections don't intersect, then no edges (dependencies) are
-// created between them in the graph. HOWEVER, in this case we still need to
-// preserve the ordering of the original list of layers, since that list should
-// already have proper z-index ordering of layers.
-//
-void LayerSorter::Sort(LayerImplList::iterator first,
- LayerImplList::iterator last) {
- DVLOG(2) << "Sorting start ----";
- CreateGraphNodes(first, last);
-
- CreateGraphEdges();
-
- std::vector<GraphNode*> sorted_list;
- std::deque<GraphNode*> no_incoming_edge_node_list;
-
- // Find all the nodes that don't have incoming edges.
- for (NodeList::iterator la = nodes_.begin(); la < nodes_.end(); la++) {
- if (!la->incoming.size())
- no_incoming_edge_node_list.push_back(&(*la));
- }
-
- DVLOG(2) << "Sorted list: ";
- while (active_edges_.size() || no_incoming_edge_node_list.size()) {
- while (no_incoming_edge_node_list.size()) {
- // It is necessary to preserve the existing ordering of layers, when there
- // are no explicit dependencies (because this existing ordering has
- // correct z-index/layout ordering). To preserve this ordering, we process
- // Nodes in the same order that they were added to the list.
- GraphNode* from_node = no_incoming_edge_node_list.front();
- no_incoming_edge_node_list.pop_front();
-
- // Add it to the final list.
- sorted_list.push_back(from_node);
-
- DVLOG(2) << from_node->layer->id() << ", ";
-
- // Remove all its outgoing edges from the graph.
- for (size_t i = 0; i < from_node->outgoing.size(); i++) {
- GraphEdge* outgoing_edge = from_node->outgoing[i];
-
- active_edges_.erase(outgoing_edge);
- RemoveEdgeFromList(outgoing_edge, &outgoing_edge->to->incoming);
- outgoing_edge->to->incoming_edge_weight -= outgoing_edge->weight;
-
- if (!outgoing_edge->to->incoming.size())
- no_incoming_edge_node_list.push_back(outgoing_edge->to);
- }
- from_node->outgoing.clear();
- }
-
- if (!active_edges_.size())
- break;
-
- // If there are still active edges but the list of nodes without incoming
- // edges is empty then we have run into a cycle. Break the cycle by finding
- // the node with the smallest overall incoming edge weight and use it. This
- // will favor nodes that have zero-weight incoming edges i.e. layers that
- // are being occluded by a layer that intersects them.
- float min_incoming_edge_weight = FLT_MAX;
- GraphNode* next_node = NULL;
- for (size_t i = 0; i < nodes_.size(); i++) {
- if (nodes_[i].incoming.size() &&
- nodes_[i].incoming_edge_weight < min_incoming_edge_weight) {
- min_incoming_edge_weight = nodes_[i].incoming_edge_weight;
- next_node = &nodes_[i];
- }
- }
- DCHECK(next_node);
- // Remove all its incoming edges.
- for (size_t e = 0; e < next_node->incoming.size(); e++) {
- GraphEdge* incoming_edge = next_node->incoming[e];
-
- active_edges_.erase(incoming_edge);
- RemoveEdgeFromList(incoming_edge, &incoming_edge->from->outgoing);
- }
- next_node->incoming.clear();
- next_node->incoming_edge_weight = 0.f;
- no_incoming_edge_node_list.push_back(next_node);
- DVLOG(2) << "Breaking cycle by cleaning up incoming edges from " <<
- next_node->layer->id() <<
- " (weight = " << min_incoming_edge_weight << ")";
- }
-
- // Note: The original elements of the list are in no danger of having their
- // ref count go to zero here as they are all nodes of the layer hierarchy and
- // are kept alive by their parent nodes.
- int count = 0;
- for (LayerImplList::iterator it = first; it < last; it++)
- *it = sorted_list[count++]->layer;
-
- DVLOG(2) << "Sorting end ----";
-
- nodes_.clear();
- edges_.clear();
- active_edges_.clear();
-}
-
-} // namespace cc
diff --git a/cc/trees/layer_sorter.h b/cc/trees/layer_sorter.h
deleted file mode 100644
index 4cfa8fe..0000000
--- a/cc/trees/layer_sorter.h
+++ /dev/null
@@ -1,97 +0,0 @@
-// 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.
-
-#ifndef CC_TREES_LAYER_SORTER_H_
-#define CC_TREES_LAYER_SORTER_H_
-
-#include <vector>
-
-#include "base/basictypes.h"
-#include "base/containers/hash_tables.h"
-#include "cc/base/cc_export.h"
-#include "cc/layers/layer_impl.h"
-#include "ui/gfx/geometry/point3_f.h"
-#include "ui/gfx/geometry/quad_f.h"
-#include "ui/gfx/geometry/rect_f.h"
-#include "ui/gfx/geometry/vector3d_f.h"
-
-namespace gfx {
-class Transform;
-}
-
-namespace cc {
-struct GraphEdge;
-
-// Holds various useful properties derived from a layer's 3D outline.
-struct CC_EXPORT LayerShape {
- LayerShape();
- LayerShape(float width, float height, const gfx::Transform& draw_transform);
- ~LayerShape();
-
- float LayerZFromProjectedPoint(const gfx::PointF& p) const;
-
- gfx::Vector3dF layer_normal;
- gfx::Point3F transform_origin;
- gfx::QuadF projected_quad;
- gfx::RectF projected_bounds;
-};
-
-struct GraphNode {
- explicit GraphNode(LayerImpl* layer_impl);
- ~GraphNode();
-
- LayerImpl* layer;
- LayerShape shape;
- std::vector<GraphEdge*> incoming;
- std::vector<GraphEdge*> outgoing;
- float incoming_edge_weight;
-};
-
-struct GraphEdge {
- GraphEdge(GraphNode* from_node, GraphNode* to_node, float weight)
- : from(from_node),
- to(to_node),
- weight(weight) {}
-
- GraphNode* from;
- GraphNode* to;
- float weight;
-};
-
-
-
-class CC_EXPORT LayerSorter {
- public:
- LayerSorter();
- ~LayerSorter();
-
- void Sort(LayerImplList::iterator first, LayerImplList::iterator last);
-
- enum ABCompareResult { A_BEFORE_B, B_BEFORE_A, NONE };
-
- static ABCompareResult CheckOverlap(LayerShape* a,
- LayerShape* b,
- float z_threshold,
- float* weight);
-
- private:
- typedef std::vector<GraphNode> NodeList;
- typedef std::vector<GraphEdge> EdgeList;
- NodeList nodes_;
- EdgeList edges_;
- float z_range_;
-
- typedef base::hash_map<GraphEdge*, GraphEdge*> EdgeMap;
- EdgeMap active_edges_;
-
- void CreateGraphNodes(LayerImplList::iterator first,
- LayerImplList::iterator last);
- void CreateGraphEdges();
- void RemoveEdgeFromList(GraphEdge* graph, std::vector<GraphEdge*>* list);
-
- DISALLOW_COPY_AND_ASSIGN(LayerSorter);
-};
-
-} // namespace cc
-#endif // CC_TREES_LAYER_SORTER_H_
diff --git a/cc/trees/layer_sorter_unittest.cc b/cc/trees/layer_sorter_unittest.cc
deleted file mode 100644
index 74d3cf5..0000000
--- a/cc/trees/layer_sorter_unittest.cc
+++ /dev/null
@@ -1,329 +0,0 @@
-// 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/test/test_shared_bitmap_manager.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::B_BEFORE_A, overlap_result);
- EXPECT_EQ(1.f, weight);
-
- overlap_result =
- LayerSorter::CheckOverlap(&back, &front, z_threshold, &weight);
- EXPECT_EQ(LayerSorter::A_BEFORE_B, 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::B_BEFORE_A, 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::A_BEFORE_B, overlap_result);
- overlap_result =
- LayerSorter::CheckOverlap(&layer_c, &layer_b, z_threshold, &weight);
- EXPECT_EQ(LayerSorter::A_BEFORE_B, 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.f, 0.f, 0.7f);
- 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::A_BEFORE_B, 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;
- TestSharedBitmapManager shared_bitmap_manager;
- FakeLayerTreeHostImpl host_impl(&proxy, &shared_bitmap_manager);
-
- 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;
- TestSharedBitmapManager shared_bitmap_manager;
- FakeLayerTreeHostImpl host_impl(&proxy, &shared_bitmap_manager);
-
- 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.f, 0.f, 0.999999f);
- 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
-
diff --git a/cc/trees/layer_tree_host_common.cc b/cc/trees/layer_tree_host_common.cc
index 9059ae1..064e91e 100644
--- a/cc/trees/layer_tree_host_common.cc
+++ b/cc/trees/layer_tree_host_common.cc
@@ -15,7 +15,6 @@
#include "cc/layers/render_surface.h"
#include "cc/layers/render_surface_impl.h"
#include "cc/trees/draw_property_utils.h"
-#include "cc/trees/layer_sorter.h"
#include "cc/trees/layer_tree_host.h"
#include "cc/trees/layer_tree_impl.h"
#include "ui/gfx/geometry/rect_conversions.h"
@@ -31,20 +30,6 @@ ScrollAndScaleSet::ScrollAndScaleSet()
ScrollAndScaleSet::~ScrollAndScaleSet() {}
-static void SortLayers(LayerList::iterator first,
- LayerList::iterator end,
- void* layer_sorter) {
- NOTREACHED();
-}
-
-static void SortLayers(LayerImplList::iterator first,
- LayerImplList::iterator end,
- LayerSorter* layer_sorter) {
- DCHECK(layer_sorter);
- TRACE_EVENT0("cc", "LayerTreeHostCommon::SortLayers");
- layer_sorter->Sort(first, end);
-}
-
template <typename LayerType>
static gfx::Vector2dF GetEffectiveScrollDelta(LayerType* layer) {
// Layer's scroll offset can have an integer part and fractional part.
@@ -1281,7 +1266,6 @@ static void PreCalculateMetaInformation(
template <typename LayerType>
struct SubtreeGlobals {
- LayerSorter* layer_sorter;
int max_texture_size;
float device_scale_factor;
float page_scale_factor;
@@ -2371,17 +2355,6 @@ static void CalculateDrawPropertiesInternal(
return;
}
- // If preserves-3d then sort all the descendants in 3D so that they can be
- // drawn from back to front. If the preserves-3d property is also set on the
- // parent then skip the sorting as the parent will sort all the descendants
- // anyway.
- if (globals.layer_sorter && descendants.size() && layer->Is3dSorted() &&
- !LayerIsInExisting3DRenderingContext(layer)) {
- SortLayers(descendants.begin() + sorting_start_index,
- descendants.end(),
- globals.layer_sorter);
- }
-
UpdateAccumulatedSurfaceState<LayerType>(
layer, local_drawable_content_rect_of_subtree, accumulated_surface_state);
@@ -2419,7 +2392,6 @@ static void ProcessCalcDrawPropsInputs(
scaled_device_transform.Scale(inputs.device_scale_factor,
inputs.device_scale_factor);
- globals->layer_sorter = NULL;
globals->max_texture_size = inputs.max_texture_size;
globals->device_scale_factor =
inputs.device_scale_factor * device_transform_scale;
@@ -2583,9 +2555,6 @@ void LayerTreeHostCommon::CalculateDrawProperties(
DataForRecursion<LayerImpl> data_for_recursion;
ProcessCalcDrawPropsInputs(*inputs, &globals, &data_for_recursion);
- LayerSorter layer_sorter;
- globals.layer_sorter = &layer_sorter;
-
PreCalculateMetaInformationRecursiveData recursive_data;
PreCalculateMetaInformation(inputs->root_layer, &recursive_data);
std::vector<AccumulatedSurfaceState<LayerImpl>> accumulated_surface_state;
diff --git a/cc/trees/layer_tree_host_common_perftest.cc b/cc/trees/layer_tree_host_common_perftest.cc
index 73d5c1d..1732e5588 100644
--- a/cc/trees/layer_tree_host_common_perftest.cc
+++ b/cc/trees/layer_tree_host_common_perftest.cc
@@ -25,7 +25,6 @@
#include "cc/test/layer_tree_json_parser.h"
#include "cc/test/layer_tree_test.h"
#include "cc/test/paths.h"
-#include "cc/trees/layer_sorter.h"
#include "cc/trees/layer_tree_impl.h"
#include "testing/perf/perf_test.h"
@@ -162,55 +161,7 @@ class CalcDrawPropsImplTest : public LayerTreeHostCommonPerfTest {
}
};
-class LayerSorterMainTest : public CalcDrawPropsImplTest {
- public:
- void RunSortLayers() { RunTest(false, false, false); }
-
- void BeginTest() override { PostSetNeedsCommitToMainThread(); }
-
- void DrawLayersOnThread(LayerTreeHostImpl* host_impl) override {
- LayerTreeImpl* active_tree = host_impl->active_tree();
- // First build the tree and then we'll start running tests on layersorter
- // itself
- bool can_render_to_separate_surface = true;
- int max_texture_size = 8096;
- DoCalcDrawPropertiesImpl(can_render_to_separate_surface,
- max_texture_size,
- active_tree,
- host_impl);
-
- // Behaviour of this test is different from that of sorting in practice.
- // In this case, all layers that exist in any 3D context are put into a list
- // and are sorted as one big 3D context instead of several smaller ones.
- BuildLayerImplList(active_tree->root_layer(), &base_list_);
- timer_.Reset();
- do {
- // Here we'll move the layers into a LayerImpl list of their own to be
- // sorted so we don't have a sorted list for every run after the first
- LayerImplList test_list = base_list_;
- layer_sorter_.Sort(test_list.begin(), test_list.end());
- timer_.NextLap();
- } while (!timer_.HasTimeLimitExpired());
-
- EndTest();
- }
-
- void BuildLayerImplList(LayerImpl* layer, LayerImplList* list) {
- if (layer->Is3dSorted()) {
- list->push_back(layer);
- }
-
- for (size_t i = 0; i < layer->children().size(); i++) {
- BuildLayerImplList(layer->children()[i], list);
- }
- }
-
- private:
- LayerImplList base_list_;
- LayerSorter layer_sorter_;
-};
-
-class BspTreePerfTest : public LayerSorterMainTest {
+class BspTreePerfTest : public CalcDrawPropsImplTest {
public:
void RunSortLayers() { RunTest(false, false, false); }
@@ -261,7 +212,18 @@ class BspTreePerfTest : public LayerSorterMainTest {
EndTest();
}
+ void BuildLayerImplList(LayerImpl* layer, LayerImplList* list) {
+ if (layer->Is3dSorted()) {
+ list->push_back(layer);
+ }
+
+ for (size_t i = 0; i < layer->children().size(); i++) {
+ BuildLayerImplList(layer->children()[i], list);
+ }
+ }
+
private:
+ LayerImplList base_list_;
int num_duplicates_;
};
@@ -313,13 +275,13 @@ TEST_F(CalcDrawPropsImplTest, TouchRegionHeavy) {
RunCalcDrawProps();
}
-TEST_F(LayerSorterMainTest, LayerSorterCubes) {
+TEST_F(BspTreePerfTest, LayerSorterCubes) {
SetTestName("layer_sort_cubes");
ReadTestFile("layer_sort_cubes");
RunSortLayers();
}
-TEST_F(LayerSorterMainTest, LayerSorterRubik) {
+TEST_F(BspTreePerfTest, LayerSorterRubik) {
SetTestName("layer_sort_rubik");
ReadTestFile("layer_sort_rubik");
// TODO(vollick): Remove verify_property_trees setting after
diff --git a/cc/trees/layer_tree_host_common_unittest.cc b/cc/trees/layer_tree_host_common_unittest.cc
index 6c0d1ae..d2c473e 100644
--- a/cc/trees/layer_tree_host_common_unittest.cc
+++ b/cc/trees/layer_tree_host_common_unittest.cc
@@ -3043,78 +3043,6 @@ TEST_F(LayerTreeHostCommonTest,
EXPECT_FALSE(child->draw_properties().sorted_for_recursion);
}
-TEST_F(LayerTreeHostCommonTest, WillSortAtContextBoundary) {
- // Creates a layer tree that looks as follows:
- // * root (sorting-context-id1)
- // * parent (sorting-context-id2)
- // * child1 (sorting-context-id2)
- // * child2 (sorting-context-id2)
- //
- // This test ensures that we sort at |parent| even though both it and root are
- // set to be 3d sorted.
- FakeImplProxy proxy;
- TestSharedBitmapManager shared_bitmap_manager;
- FakeLayerTreeHostImpl host_impl(&proxy, &shared_bitmap_manager);
-
- scoped_ptr<LayerImpl> root_ptr(LayerImpl::Create(host_impl.active_tree(), 1));
- LayerImpl* root = root_ptr.get();
- scoped_ptr<LayerImpl> parent_ptr(
- LayerImpl::Create(host_impl.active_tree(), 2));
- LayerImpl* parent = parent_ptr.get();
- scoped_ptr<LayerImpl> child1_ptr(
- LayerImpl::Create(host_impl.active_tree(), 3));
- LayerImpl* child1 = child1_ptr.get();
- scoped_ptr<LayerImpl> child2_ptr(
- LayerImpl::Create(host_impl.active_tree(), 4));
- LayerImpl* child2 = child2_ptr.get();
-
- gfx::Transform identity_matrix;
- gfx::Transform below_matrix;
- below_matrix.Translate3d(0.f, 0.f, -10.f);
- gfx::Transform above_matrix;
- above_matrix.Translate3d(0.f, 0.f, 10.f);
-
- SetLayerPropertiesForTesting(root, identity_matrix, gfx::Point3F(),
- gfx::PointF(), gfx::Size(100, 100), true, true,
- true);
- SetLayerPropertiesForTesting(parent, identity_matrix, gfx::Point3F(),
- gfx::PointF(), gfx::Size(50, 50), true, true,
- true);
- SetLayerPropertiesForTesting(child1, above_matrix, gfx::Point3F(),
- gfx::PointF(), gfx::Size(50, 50), true, true,
- false);
- SetLayerPropertiesForTesting(child2, below_matrix, gfx::Point3F(),
- gfx::PointF(), gfx::Size(50, 50), true, true,
- false);
-
- root->Set3dSortingContextId(3);
- root->SetDrawsContent(true);
- parent->Set3dSortingContextId(7);
- parent->SetDrawsContent(true);
- child1->Set3dSortingContextId(7);
- child1->SetDrawsContent(true);
- child2->Set3dSortingContextId(7);
- child2->SetDrawsContent(true);
-
- parent->AddChild(child1_ptr.Pass());
- parent->AddChild(child2_ptr.Pass());
- root->AddChild(parent_ptr.Pass());
-
- LayerImplList render_surface_layer_list;
- LayerTreeHostCommon::CalcDrawPropsImplInputsForTesting inputs(
- root_ptr.get(), root->bounds(), &render_surface_layer_list);
- inputs.can_adjust_raster_scales = true;
- LayerTreeHostCommon::CalculateDrawProperties(&inputs);
-
- EXPECT_TRUE(root->render_surface());
- EXPECT_EQ(2u, render_surface_layer_list.size());
-
- EXPECT_EQ(3u, parent->render_surface()->layer_list().size());
- EXPECT_EQ(child2->id(), parent->render_surface()->layer_list().at(0)->id());
- EXPECT_EQ(parent->id(), parent->render_surface()->layer_list().at(1)->id());
- EXPECT_EQ(child1->id(), parent->render_surface()->layer_list().at(2)->id());
-}
-
TEST_F(LayerTreeHostCommonTest,
SingularNonAnimatingTransformDoesNotPreventClearingDrawProperties) {
scoped_refptr<Layer> root = Layer::Create();
@@ -7660,110 +7588,6 @@ TEST_F(LayerTreeHostCommonTest, OutOfOrderClippingRequiresRSLLSorting) {
EXPECT_TRUE(render_surface_layer_list.at(2)->render_surface());
}
-TEST_F(LayerTreeHostCommonTest, DoNotClobberSorting) {
- // We rearrange layer list contributions if we have to visit children out of
- // order, but it should be a 'stable' rearrangement. That is, the layer list
- // additions for a single layer should not be reordered, though their position
- // wrt to the contributions due to a sibling may vary.
- //
- // + root
- // + scroll_child
- // + top_content
- // + bottom_content
- // + scroll_parent_border
- // + scroll_parent_clip
- // + scroll_parent
- //
- FakeImplProxy proxy;
- TestSharedBitmapManager shared_bitmap_manager;
- FakeLayerTreeHostImpl host_impl(&proxy, &shared_bitmap_manager);
- host_impl.CreatePendingTree();
- scoped_ptr<LayerImpl> root = LayerImpl::Create(host_impl.active_tree(), 1);
- scoped_ptr<LayerImpl> scroll_parent_border =
- LayerImpl::Create(host_impl.active_tree(), 2);
- scoped_ptr<LayerImpl> scroll_parent_clip =
- LayerImpl::Create(host_impl.active_tree(), 3);
- scoped_ptr<LayerImpl> scroll_parent =
- LayerImpl::Create(host_impl.active_tree(), 4);
- scoped_ptr<LayerImpl> scroll_child =
- LayerImpl::Create(host_impl.active_tree(), 5);
- scoped_ptr<LayerImpl> bottom_content =
- LayerImpl::Create(host_impl.active_tree(), 6);
- scoped_ptr<LayerImpl> top_content =
- LayerImpl::Create(host_impl.active_tree(), 7);
-
- scroll_parent_clip->SetMasksToBounds(true);
-
- scroll_child->SetScrollParent(scroll_parent.get());
- scoped_ptr<std::set<LayerImpl*>> scroll_children(new std::set<LayerImpl*>);
- scroll_children->insert(scroll_child.get());
- scroll_parent->SetScrollChildren(scroll_children.release());
-
- scroll_child->SetDrawsContent(true);
- scroll_parent->SetDrawsContent(true);
- top_content->SetDrawsContent(true);
- bottom_content->SetDrawsContent(true);
-
- gfx::Transform identity_transform;
- gfx::Transform top_transform;
- top_transform.Translate3d(0.0, 0.0, 5.0);
- gfx::Transform bottom_transform;
- bottom_transform.Translate3d(0.0, 0.0, 3.0);
-
- SetLayerPropertiesForTesting(root.get(), identity_transform, gfx::Point3F(),
- gfx::PointF(), gfx::Size(50, 50), true, false,
- true);
- SetLayerPropertiesForTesting(scroll_parent_border.get(), identity_transform,
- gfx::Point3F(), gfx::PointF(), gfx::Size(40, 40),
- true, false, false);
- SetLayerPropertiesForTesting(scroll_parent_clip.get(), identity_transform,
- gfx::Point3F(), gfx::PointF(), gfx::Size(30, 30),
- true, false, false);
- SetLayerPropertiesForTesting(scroll_parent.get(), identity_transform,
- gfx::Point3F(), gfx::PointF(), gfx::Size(50, 50),
- true, false, false);
- SetLayerPropertiesForTesting(scroll_child.get(), identity_transform,
- gfx::Point3F(), gfx::PointF(), gfx::Size(50, 50),
- true, false, false);
- SetLayerPropertiesForTesting(top_content.get(), top_transform, gfx::Point3F(),
- gfx::PointF(), gfx::Size(50, 50), false, true,
- true);
- SetLayerPropertiesForTesting(bottom_content.get(), bottom_transform,
- gfx::Point3F(), gfx::PointF(), gfx::Size(50, 50),
- false, true, true);
-
- scroll_child->SetShouldFlattenTransform(false);
- scroll_child->Set3dSortingContextId(1);
-
- scroll_child->AddChild(top_content.Pass());
- scroll_child->AddChild(bottom_content.Pass());
- root->AddChild(scroll_child.Pass());
-
- scroll_parent_clip->AddChild(scroll_parent.Pass());
- scroll_parent_border->AddChild(scroll_parent_clip.Pass());
- root->AddChild(scroll_parent_border.Pass());
-
- LayerImplList render_surface_layer_list;
- LayerTreeHostCommon::CalcDrawPropsImplInputsForTesting inputs(
- root.get(), root->bounds(), &render_surface_layer_list);
-
- LayerTreeHostCommon::CalculateDrawProperties(&inputs);
-
- EXPECT_TRUE(root->render_surface());
-
- // If we don't sort by depth and let the layers get added in the order they
- // would normally be visited in, then layers 6 and 7 will be out of order. In
- // other words, although we've had to shift 5, 6, and 7 to appear before 4
- // in the list (because of the scroll parent relationship), this should not
- // have an effect on the the order of 5, 6, and 7 (which had been reordered
- // due to layer sorting).
- EXPECT_EQ(4u, root->render_surface()->layer_list().size());
- EXPECT_EQ(5, root->render_surface()->layer_list().at(0)->id());
- EXPECT_EQ(6, root->render_surface()->layer_list().at(1)->id());
- EXPECT_EQ(7, root->render_surface()->layer_list().at(2)->id());
- EXPECT_EQ(4, root->render_surface()->layer_list().at(3)->id());
-}
-
TEST_F(LayerTreeHostCommonTest, ScrollCompensationWithRounding) {
// This test verifies that a scrolling layer that gets snapped to
// integer coordinates doesn't move a fixed position child.
diff --git a/cc/trees/layer_tree_host_pixeltest_filters.cc b/cc/trees/layer_tree_host_pixeltest_filters.cc
index 76acaa8..dd3cf73 100644
--- a/cc/trees/layer_tree_host_pixeltest_filters.cc
+++ b/cc/trees/layer_tree_host_pixeltest_filters.cc
@@ -97,8 +97,8 @@ TEST_F(LayerTreeHostFiltersPixelTest, BackgroundFilterBlurOutsets) {
}
TEST_F(LayerTreeHostFiltersPixelTest, BackgroundFilterBlurOffAxis) {
- scoped_refptr<SolidColorLayer> background = CreateSolidColorLayer(
- gfx::Rect(200, 200), SK_ColorWHITE);
+ scoped_refptr<SolidColorLayer> background =
+ CreateSolidColorLayer(gfx::Rect(200, 200), SK_ColorTRANSPARENT);
// This verifies that the perspective of the clear layer (with black border)
// does not influence the blending of the green box behind it. Also verifies
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);
diff --git a/cc/trees/occlusion_tracker.cc b/cc/trees/occlusion_tracker.cc
index 388eb6e..0f0ce15 100644
--- a/cc/trees/occlusion_tracker.cc
+++ b/cc/trees/occlusion_tracker.cc
@@ -155,7 +155,7 @@ static inline bool LayerIsInUnsorted3dRenderingContext(const Layer* layer) {
return layer->Is3dSorted();
}
static inline bool LayerIsInUnsorted3dRenderingContext(const LayerImpl* layer) {
- return false;
+ return layer->Is3dSorted();
}
template <typename LayerType>
diff --git a/cc/trees/occlusion_tracker_unittest.cc b/cc/trees/occlusion_tracker_unittest.cc
index e3639ad..f3f2185 100644
--- a/cc/trees/occlusion_tracker_unittest.cc
+++ b/cc/trees/occlusion_tracker_unittest.cc
@@ -1540,56 +1540,6 @@ class OcclusionTrackerTestLayerBehindCameraDoesNotOcclude
}
};
-// This test requires accumulating occlusion of 3d layers, which are skipped by
-// the occlusion tracker on the main thread. So this test should run on the impl
-// thread.
-IMPL_THREAD_TEST(OcclusionTrackerTestLayerBehindCameraDoesNotOcclude);
-
-template <class Types>
-class OcclusionTrackerTestLargePixelsOccludeInsideClipRect
- : public OcclusionTrackerTest<Types> {
- protected:
- explicit OcclusionTrackerTestLargePixelsOccludeInsideClipRect(
- bool opaque_layers)
- : OcclusionTrackerTest<Types>(opaque_layers) {}
- void RunMyTest() override {
- gfx::Transform transform;
- transform.Translate(50.0, 50.0);
- transform.ApplyPerspectiveDepth(100.0);
- transform.Translate3d(0.0, 0.0, 99.0);
- transform.Translate(-50.0, -50.0);
-
- typename Types::ContentLayerType* parent = this->CreateRoot(
- this->identity_matrix, gfx::PointF(), gfx::Size(100, 100));
- parent->SetMasksToBounds(true);
- typename Types::ContentLayerType* layer = this->CreateDrawingLayer(
- parent, transform, gfx::PointF(), gfx::Size(100, 100), true);
- parent->SetShouldFlattenTransform(false);
- parent->Set3dSortingContextId(1);
- layer->SetShouldFlattenTransform(false);
- layer->Set3dSortingContextId(1);
- this->CalcDrawEtc(parent);
-
- TestOcclusionTrackerWithClip<typename Types::LayerType> occlusion(
- gfx::Rect(0, 0, 1000, 1000));
-
- // This is very close to the camera, so pixels in its visible_content_rect()
- // will actually go outside of the layer's clip rect. Ensure that those
- // pixels don't occlude things outside the clip rect.
- this->VisitLayer(layer, &occlusion);
- this->EnterLayer(parent, &occlusion);
- EXPECT_EQ(gfx::Rect(0, 0, 100, 100).ToString(),
- occlusion.occlusion_from_inside_target().ToString());
- EXPECT_EQ(gfx::Rect().ToString(),
- occlusion.occlusion_from_outside_target().ToString());
- }
-};
-
-// This test requires accumulating occlusion of 3d layers, which are skipped by
-// the occlusion tracker on the main thread. So this test should run on the impl
-// thread.
-IMPL_THREAD_TEST(OcclusionTrackerTestLargePixelsOccludeInsideClipRect);
-
template <class Types>
class OcclusionTrackerTestAnimationOpacity1OnMainThread
: public OcclusionTrackerTest<Types> {