diff options
Diffstat (limited to 'cc/trees/layer_sorter_unittest.cc')
-rw-r--r-- | cc/trees/layer_sorter_unittest.cc | 329 |
1 files changed, 0 insertions, 329 deletions
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 - |