From 3d8eb1d841ec1ea36906d351bc65af4d7d27718a Mon Sep 17 00:00:00 2001 From: awoloszyn Date: Thu, 12 Mar 2015 07:38:32 -0700 Subject: 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} --- cc/trees/layer_tree_impl_unittest.cc | 8 -------- 1 file changed, 8 deletions(-) (limited to 'cc/trees/layer_tree_impl_unittest.cc') 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); -- cgit v1.1