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authorgab <gab@chromium.org>2015-03-11 12:46:25 -0700
committerCommit bot <commit-bot@chromium.org>2015-03-11 19:47:03 +0000
commitf0d5e0d31ba3659eb782d87baf95539ccd2b6d36 (patch)
tree1d8da0d173681c6b1c53363199cb0a88bb1decae /cc/trees
parent00d86e3ed50b7fd59f0dd0bbb0277361a27e0a5a (diff)
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Revert of Splitting of layers for correct intersections (patchset #20 id:370001 of https://codereview.chromium.org/595593002/)
Reason for revert: Appears to be adding new static initializers and is breaking Mac/Linux builders, e.g.: http://build.chromium.org/p/chromium/buildstatus?builder=Mac&number=34562 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/7e2af77dcd3b5df086be3421fad40b719779381c > Cr-Commit-Position: refs/heads/master@{#320096} TBR=enne@chromium.org,danakj@chromium.org,eroman@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/998023002 Cr-Commit-Position: refs/heads/master@{#320122}
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, 1216 insertions, 17 deletions
diff --git a/cc/trees/layer_sorter.cc b/cc/trees/layer_sorter.cc
new file mode 100644
index 0000000..bde4920
--- /dev/null
+++ b/cc/trees/layer_sorter.cc
@@ -0,0 +1,470 @@
+// 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
new file mode 100644
index 0000000..4cfa8fe
--- /dev/null
+++ b/cc/trees/layer_sorter.h
@@ -0,0 +1,97 @@
+// 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
new file mode 100644
index 0000000..74d3cf5
--- /dev/null
+++ b/cc/trees/layer_sorter_unittest.cc
@@ -0,0 +1,329 @@
+// 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 e47ef0d..f4c2029 100644
--- a/cc/trees/layer_tree_host_common.cc
+++ b/cc/trees/layer_tree_host_common.cc
@@ -15,6 +15,7 @@
#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"
@@ -30,6 +31,20 @@ 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.
@@ -1266,6 +1281,7 @@ static void PreCalculateMetaInformation(
template <typename LayerType>
struct SubtreeGlobals {
+ LayerSorter* layer_sorter;
int max_texture_size;
float device_scale_factor;
float page_scale_factor;
@@ -2353,6 +2369,17 @@ 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);
@@ -2390,6 +2417,7 @@ 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;
@@ -2553,6 +2581,9 @@ 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 1732e5588..73d5c1d 100644
--- a/cc/trees/layer_tree_host_common_perftest.cc
+++ b/cc/trees/layer_tree_host_common_perftest.cc
@@ -25,6 +25,7 @@
#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"
@@ -161,7 +162,55 @@ class CalcDrawPropsImplTest : public LayerTreeHostCommonPerfTest {
}
};
-class BspTreePerfTest : public CalcDrawPropsImplTest {
+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 {
public:
void RunSortLayers() { RunTest(false, false, false); }
@@ -212,18 +261,7 @@ class BspTreePerfTest : public CalcDrawPropsImplTest {
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_;
};
@@ -275,13 +313,13 @@ TEST_F(CalcDrawPropsImplTest, TouchRegionHeavy) {
RunCalcDrawProps();
}
-TEST_F(BspTreePerfTest, LayerSorterCubes) {
+TEST_F(LayerSorterMainTest, LayerSorterCubes) {
SetTestName("layer_sort_cubes");
ReadTestFile("layer_sort_cubes");
RunSortLayers();
}
-TEST_F(BspTreePerfTest, LayerSorterRubik) {
+TEST_F(LayerSorterMainTest, 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 7bd0634..0a51ccc 100644
--- a/cc/trees/layer_tree_host_common_unittest.cc
+++ b/cc/trees/layer_tree_host_common_unittest.cc
@@ -2975,6 +2975,78 @@ 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();
@@ -7520,6 +7592,110 @@ 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 dd3cf73..76acaa8 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_ColorTRANSPARENT);
+ scoped_refptr<SolidColorLayer> background = CreateSolidColorLayer(
+ gfx::Rect(200, 200), SK_ColorWHITE);
// 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 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);
diff --git a/cc/trees/occlusion_tracker.cc b/cc/trees/occlusion_tracker.cc
index 0f0ce15..388eb6e 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 layer->Is3dSorted();
+ return false;
}
template <typename LayerType>
diff --git a/cc/trees/occlusion_tracker_unittest.cc b/cc/trees/occlusion_tracker_unittest.cc
index f3f2185..e3639ad 100644
--- a/cc/trees/occlusion_tracker_unittest.cc
+++ b/cc/trees/occlusion_tracker_unittest.cc
@@ -1540,6 +1540,56 @@ 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> {