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authorvandebo@chromium.org <vandebo@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2011-10-26 17:00:50 +0000
committervandebo@chromium.org <vandebo@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2011-10-26 17:00:50 +0000
commit6d3cdefce00a1485faf1655be67b92b45d05dde8 (patch)
treed71e5f75297b2c5b83aee695e836fcedc8b03a9b /ui/gfx/compositor/layer_unittest.cc
parentf1ae6dfb09f8ce1f5e3dd6d33c3c022dfe5d39b0 (diff)
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Revert 107360
This broke the Linux Touch bot This patch lets the browser window punch a hole in the DesktopBackgroundView, thus eliminating overdraw. To do this, the hole punching logic was changed to look at the entire tree. Drawing the screen is a preorder traversal through all the layers. Thus, to compute the hole, we have to look at all of the layers after a particular layer in the preorder traversal. This is not an efficient algorithm, but it is simplest I could come up with. Plus we will be moving to the WebKit compositor soon. Hopefully this will improve the frame rate for the Aura demos Note: I will put the changes to Transform into another patch. Review URL: http://codereview.chromium.org/8368013 TBR=pkotwicz@chromium.org Review URL: http://codereview.chromium.org/8394054 git-svn-id: svn://svn.chromium.org/chrome/trunk/src@107367 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'ui/gfx/compositor/layer_unittest.cc')
-rw-r--r--ui/gfx/compositor/layer_unittest.cc180
1 files changed, 2 insertions, 178 deletions
diff --git a/ui/gfx/compositor/layer_unittest.cc b/ui/gfx/compositor/layer_unittest.cc
index ae63345..33ecee9 100644
--- a/ui/gfx/compositor/layer_unittest.cc
+++ b/ui/gfx/compositor/layer_unittest.cc
@@ -557,120 +557,9 @@ TEST_F(LayerWithNullDelegateTest, LargestHole) {
scoped_ptr<Layer> child2(CreateTextureLayer(gfx::Rect(75, 75, 200, 200)));
parent->Add(child2.get());
- Draw();
-
EXPECT_EQ(gfx::Rect(75, 75, 200, 200), parent->hole_rect());
}
-// Verifies that the largest hole in the draw order is picked
-TEST_F(LayerWithNullDelegateTest, HoleGeneratedFromLeaf) {
- // Layer tree looks like:
- // node 1
- // |_ node 11
- // |_ node 111
- // |_ node 12
- // |_ node 121
-
- scoped_ptr<Layer> node1(CreateTextureRootLayer(gfx::Rect(0, 0, 400, 400)));
-
- scoped_ptr<Layer> node11(CreateTextureLayer(gfx::Rect(50, 50, 100, 100)));
- node1->Add(node11.get());
-
- scoped_ptr<Layer> node12(CreateTextureLayer(gfx::Rect(75, 75, 200, 200)));
- node1->Add(node12.get());
-
- scoped_ptr<Layer> node111(CreateTextureLayer(gfx::Rect(10, 10, 20, 20)));
- node11->Add(node111.get());
-
- scoped_ptr<Layer> node121(CreateTextureLayer(gfx::Rect(10, 10, 190, 190)));
- node12->Add(node121.get());
-
- Draw();
-
- EXPECT_EQ(gfx::Rect(75, 75, 200, 200), node1->hole_rect());
- EXPECT_EQ(gfx::Rect(25, 25, 75, 75), node11->hole_rect());
- EXPECT_EQ(gfx::Rect(10, 10, 190, 190), node12->hole_rect());
-}
-
-// Verifies that a hole can only punched into a layer with opacity = 1.0f.
-TEST_F(LayerWithNullDelegateTest, NoHoleWhenPartialOpacity) {
- // Layer tree looks like:
- // node 1
- // |_ node 11
- // |_ node 111
-
- scoped_ptr<Layer> node1(CreateTextureRootLayer(gfx::Rect(0, 0, 400, 400)));
-
- scoped_ptr<Layer> node11(CreateTextureLayer(gfx::Rect(50, 50, 100, 100)));
- node1->Add(node11.get());
-
- scoped_ptr<Layer> node111(CreateTextureLayer(gfx::Rect(10, 10, 20, 20)));
- node11->Add(node111.get());
-
- Draw();
- EXPECT_EQ(gfx::Rect(50, 50, 100, 100), node1->hole_rect());
- EXPECT_EQ(gfx::Rect(10, 10, 20, 20), node11->hole_rect());
-
-
- node11->SetOpacity(0.5f);
- Draw();
- EXPECT_TRUE(node1->hole_rect().IsEmpty());
- EXPECT_TRUE(node11->hole_rect().IsEmpty());
-}
-
-// Verifies that a non visible layer or any of its children is not a hole.
-TEST_F(LayerWithNullDelegateTest, NonVisibleLayerCannotBeHole) {
- // Layer tree looks like:
- // node 1
- // |_ node 11
- // |_ node 111
-
- scoped_ptr<Layer> node1(CreateTextureRootLayer(gfx::Rect(0, 0, 400, 400)));
-
- scoped_ptr<Layer> node11(CreateTextureLayer(gfx::Rect(50, 50, 100, 100)));
- node1->Add(node11.get());
-
- scoped_ptr<Layer> node111(CreateTextureLayer(gfx::Rect(10, 10, 20, 20)));
- node11->Add(node111.get());
-
- Draw();
- EXPECT_EQ(gfx::Rect(50, 50, 100, 100), node1->hole_rect());
- EXPECT_EQ(gfx::Rect(10, 10, 20, 20), node11->hole_rect());
-
-
- node11->SetVisible(false);
- Draw();
- EXPECT_TRUE(node1->hole_rect().IsEmpty());
- EXPECT_TRUE(node11->hole_rect().IsEmpty());
-}
-
-// Verifies that a layer which doesn't fill its bounds opaquely cannot punch a
-// hole. However its children should still be able to punch a hole.
-TEST_F(LayerWithNullDelegateTest, LayerNotFillingBoundsOpaquelyCannotBeHole) {
- // Layer tree looks like:
- // node 1
- // |_ node 11
- // |_ node 111
-
- scoped_ptr<Layer> node1(CreateTextureRootLayer(gfx::Rect(0, 0, 400, 400)));
-
- scoped_ptr<Layer> node11(CreateTextureLayer(gfx::Rect(50, 50, 100, 100)));
- node1->Add(node11.get());
-
- scoped_ptr<Layer> node111(CreateTextureLayer(gfx::Rect(10, 10, 20, 20)));
- node11->Add(node111.get());
-
- Draw();
- EXPECT_EQ(gfx::Rect(50, 50, 100, 100), node1->hole_rect());
- EXPECT_EQ(gfx::Rect(10, 10, 20, 20), node11->hole_rect());
-
-
- node11->SetFillsBoundsOpaquely(false);
- Draw();
- EXPECT_EQ(gfx::Rect(60, 60, 20, 20), node1->hole_rect());
- EXPECT_TRUE(node11->hole_rect().IsEmpty());
-}
-
// Verifies that the hole is with respect to the local bounds of its parent.
TEST_F(LayerWithNullDelegateTest, HoleLocalBounds) {
scoped_ptr<Layer> parent(CreateTextureRootLayer(
@@ -679,20 +568,16 @@ TEST_F(LayerWithNullDelegateTest, HoleLocalBounds) {
scoped_ptr<Layer> child(CreateTextureLayer(gfx::Rect(50, 50, 100, 100)));
parent->Add(child.get());
- Draw();
-
EXPECT_EQ(gfx::Rect(50, 50, 100, 100), parent->hole_rect());
}
// Verifies that there is no hole present when one of the child layers has a
// transform.
TEST_F(LayerWithNullDelegateTest, NoHoleWithTransform) {
- scoped_ptr<Layer> parent(CreateTextureRootLayer(gfx::Rect(0, 0, 400, 400)));
+ scoped_ptr<Layer> parent(CreateTextureLayer(gfx::Rect(0, 0, 400, 400)));
scoped_ptr<Layer> child(CreateTextureLayer(gfx::Rect(50, 50, 100, 100)));
parent->Add(child.get());
- Draw();
-
EXPECT_TRUE(!parent->hole_rect().IsEmpty());
ui::Transform t;
@@ -701,20 +586,16 @@ TEST_F(LayerWithNullDelegateTest, NoHoleWithTransform) {
t.ConcatTranslate(50, 50);
child->SetTransform(t);
- Draw();
-
EXPECT_EQ(gfx::Rect(0, 0, 0, 0), parent->hole_rect());
}
// Verifies that if the child layer is rotated by a multiple of ninety degrees
// we punch a hole
TEST_F(LayerWithNullDelegateTest, HoleWithNinetyDegreeTransforms) {
- scoped_ptr<Layer> parent(CreateTextureRootLayer(gfx::Rect(0, 0, 400, 400)));
+ scoped_ptr<Layer> parent(CreateTextureLayer(gfx::Rect(0, 0, 400, 400)));
scoped_ptr<Layer> child(CreateTextureLayer(gfx::Rect(50, 50, 50, 50)));
parent->Add(child.get());
- Draw();
-
EXPECT_TRUE(!parent->hole_rect().IsEmpty());
for (int i = -4; i <= 4; ++i) {
@@ -729,67 +610,10 @@ TEST_F(LayerWithNullDelegateTest, HoleWithNinetyDegreeTransforms) {
t.ConcatTranslate(child->bounds().x(), child->bounds().y());
t.TransformRect(&target_rect);
- Draw();
-
EXPECT_EQ(target_rect, parent->hole_rect());
}
}
-// Verifies that a layer which doesn't have a texture cannot punch a
-// hole. However its children should still be able to punch a hole.
-TEST_F(LayerWithNullDelegateTest, HoleWithRelativeNinetyDegreeTransforms) {
- // Layer tree looks like:
- // node 1
- // |_ node 11
- // |_ node 12
-
- scoped_ptr<Layer> node1(CreateTextureRootLayer(gfx::Rect(0, 0, 400, 400)));
-
- scoped_ptr<Layer> node11(CreateTextureLayer(gfx::Rect(50, 50, 50, 50)));
- node1->Add(node11.get());
-
- scoped_ptr<Layer> node12(CreateTextureLayer(gfx::Rect(50, 50, 50, 50)));
- node1->Add(node12.get());
-
- Draw();
-
- EXPECT_EQ(gfx::Rect(0, 0, 50, 50), node11->hole_rect());
- EXPECT_TRUE(node12->hole_rect().IsEmpty());
-
- ui::Transform t1;
- // Need to rotate in local coordinates.
- t1.SetTranslate(-25, -25);
- t1.ConcatRotate(45.0f);
- t1.ConcatTranslate(25, 25);
- node11->SetTransform(t1);
-
- Draw();
-
- EXPECT_TRUE(node12->hole_rect().IsEmpty());
- EXPECT_TRUE(node11->hole_rect().IsEmpty());
-
- ui::Transform t2;
- // Need to rotate in local coordinates.
- t2.SetTranslate(-25, -25);
- t2.ConcatRotate(-135.0f);
- t2.ConcatTranslate(25, 25);
- node12->SetTransform(t2);
-
- // Do translation of target rect in order to account for inprecision of
- // using floating point matrices vs integer rects.
- ui::Transform t3;
- gfx::Rect target_rect = gfx::Rect(node11->bounds().size());
- t3.ConcatTransform(t2);
- t1.GetInverse(&t1);
- t3.ConcatTransform(t1);
- t3.TransformRect(&target_rect);
-
- Draw();
-
- EXPECT_TRUE(node12->hole_rect().IsEmpty());
- EXPECT_EQ(target_rect, node11->hole_rect());
-}
-
// Create this hierarchy:
// L1 (no texture)
// +- L11 (texture)