// 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/layer_sorter.h" #include "cc/layer_impl.h" #include "cc/math_util.h" #include "cc/single_thread_proxy.h" #include "cc/test/fake_impl_proxy.h" #include "cc/test/fake_layer_tree_host_impl.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::BBeforeA, overlap_result); EXPECT_EQ(1.f, weight); overlap_result = LayerSorter::CheckOverlap(&back, &front, z_threshold, &weight); EXPECT_EQ(LayerSorter::ABeforeB, 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::BBeforeA, 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::ABeforeB, overlap_result); overlap_result = LayerSorter::CheckOverlap(&layer_c, &layer_b, z_threshold, &weight); EXPECT_EQ(LayerSorter::ABeforeB, 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(0.0, 0.0, 0.7); 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::ABeforeB, 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; FakeLayerTreeHostImpl host_impl(&proxy); scoped_ptr layer1 = LayerImpl::Create(host_impl.active_tree(), 1); scoped_ptr layer2 = LayerImpl::Create(host_impl.active_tree(), 2); scoped_ptr layer3 = LayerImpl::Create(host_impl.active_tree(), 3); scoped_ptr layer4 = LayerImpl::Create(host_impl.active_tree(), 4); scoped_ptr 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); std::vector 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; FakeLayerTreeHostImpl host_impl(&proxy); scoped_ptr layer1 = LayerImpl::Create(host_impl.active_tree(), 1); scoped_ptr 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(0.0, 0.0, 0.999999); 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); std::vector 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