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-// 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
-