// 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 overlapResult; const float zThreshold = 0.1f; float weight = 0; // Trivial test, with one layer directly obscuring the other. gfx::Transform neg4Translate; neg4Translate.Translate3d(0, 0, -4); LayerShape front(2, 2, neg4Translate); gfx::Transform neg5Translate; neg5Translate.Translate3d(0, 0, -5); LayerShape back(2, 2, neg5Translate); overlapResult = LayerSorter::checkOverlap(&front, &back, zThreshold, weight); EXPECT_EQ(LayerSorter::BBeforeA, overlapResult); EXPECT_EQ(1, weight); overlapResult = LayerSorter::checkOverlap(&back, &front, zThreshold, weight); EXPECT_EQ(LayerSorter::ABeforeB, overlapResult); EXPECT_EQ(1, weight); // One layer translated off to the right. No overlap should be detected. gfx::Transform rightTranslate; rightTranslate.Translate3d(10, 0, -5); LayerShape backRight(2, 2, rightTranslate); overlapResult = LayerSorter::checkOverlap(&front, &backRight, zThreshold, weight); EXPECT_EQ(LayerSorter::None, overlapResult); // When comparing a layer with itself, z difference is always 0. overlapResult = LayerSorter::checkOverlap(&front, &front, zThreshold, weight); EXPECT_EQ(0, weight); } TEST(LayerSorterTest, RightAngleOverlap) { LayerSorter::ABCompareResult overlapResult; const float zThreshold = 0.1f; float weight = 0; gfx::Transform perspectiveMatrix; perspectiveMatrix.ApplyPerspectiveDepth(1000); // Two layers forming a right angle with a perspective viewing transform. gfx::Transform leftFaceMatrix; leftFaceMatrix.Translate3d(-1, 0, -5); leftFaceMatrix.RotateAboutYAxis(-90); leftFaceMatrix.Translate(-1, -1); LayerShape leftFace(2, 2, perspectiveMatrix * leftFaceMatrix); gfx::Transform frontFaceMatrix; frontFaceMatrix.Translate3d(0, 0, -4); frontFaceMatrix.Translate(-1, -1); LayerShape frontFace(2, 2, perspectiveMatrix * frontFaceMatrix); overlapResult = LayerSorter::checkOverlap(&frontFace, &leftFace, zThreshold, weight); EXPECT_EQ(LayerSorter::BBeforeA, overlapResult); } TEST(LayerSorterTest, IntersectingLayerOverlap) { LayerSorter::ABCompareResult overlapResult; const float zThreshold = 0.1f; float weight = 0; gfx::Transform perspectiveMatrix; perspectiveMatrix.ApplyPerspectiveDepth(1000); // 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 frontFaceMatrix; frontFaceMatrix.Translate3d(0, 0, -4); frontFaceMatrix.Translate(-1, -1); LayerShape frontFace(2, 2, perspectiveMatrix * frontFaceMatrix); gfx::Transform throughMatrix; throughMatrix.Translate3d(0, 0, -4); throughMatrix.RotateAboutYAxis(45); throughMatrix.Translate(-1, -1); LayerShape rotatedFace(2, 2, perspectiveMatrix * throughMatrix); overlapResult = LayerSorter::checkOverlap(&frontFace, &rotatedFace, zThreshold, weight); EXPECT_NE(LayerSorter::None, overlapResult); EXPECT_EQ(0, weight); } TEST(LayerSorterTest, LayersAtAngleOverlap) { LayerSorter::ABCompareResult overlapResult; const float zThreshold = 0.1f; float weight = 0; // 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 transformA; transformA.Translate3d(-6, 0, 1); transformA.Translate(-4, -10); LayerShape layerA(8, 20, transformA); gfx::Transform transformB; transformB.Translate3d(6, 0, -1); transformB.Translate(-4, -10); LayerShape layerB(8, 20, transformB); gfx::Transform transformC; transformC.RotateAboutYAxis(40); transformC.Translate(-4, -10); LayerShape layerC(8, 20, transformC); overlapResult = LayerSorter::checkOverlap(&layerA, &layerC, zThreshold, weight); EXPECT_EQ(LayerSorter::ABeforeB, overlapResult); overlapResult = LayerSorter::checkOverlap(&layerC, &layerB, zThreshold, weight); EXPECT_EQ(LayerSorter::ABeforeB, overlapResult); overlapResult = LayerSorter::checkOverlap(&layerA, &layerB, zThreshold, weight); EXPECT_EQ(LayerSorter::None, overlapResult); } TEST(LayerSorterTest, LayersUnderPathologicalPerspectiveTransform) { LayerSorter::ABCompareResult overlapResult; const float zThreshold = 0.1f; float weight = 0; // 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 perspectiveMatrix; perspectiveMatrix.ApplyPerspectiveDepth(1); gfx::Transform transformA; transformA.Translate3d(-15, 0, -2); transformA.Translate(-5, -5); LayerShape layerA(10, 10, perspectiveMatrix * transformA); // 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 layerA. When it is // not clipped, its bounds will actually incorrectly appear much smaller and the // correct sorting dependency will not be found. gfx::Transform transformB; transformB.Translate3d(0, 0, 0.7); transformB.RotateAboutYAxis(45); transformB.Translate(-5, -5); LayerShape layerB(10, 10, perspectiveMatrix * transformB); // Sanity check that the test case actually covers the intended scenario, where part // of layer B go behind the w = 0 plane. gfx::QuadF testQuad = gfx::QuadF(gfx::RectF(-0.5, -0.5, 1, 1)); bool clipped = false; MathUtil::mapQuad(perspectiveMatrix * transformB, testQuad, clipped); ASSERT_TRUE(clipped); overlapResult = LayerSorter::checkOverlap(&layerA, &layerB, zThreshold, weight); EXPECT_EQ(LayerSorter::ABeforeB, overlapResult); } 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 hostImpl(&proxy); scoped_ptr layer1 = LayerImpl::create(hostImpl.activeTree(), 1); scoped_ptr layer2 = LayerImpl::create(hostImpl.activeTree(), 2); scoped_ptr layer3 = LayerImpl::create(hostImpl.activeTree(), 3); scoped_ptr layer4 = LayerImpl::create(hostImpl.activeTree(), 4); scoped_ptr layer5 = LayerImpl::create(hostImpl.activeTree(), 5); gfx::Transform BehindMatrix; BehindMatrix.Translate3d(0, 0, 2); gfx::Transform FrontMatrix; FrontMatrix.Translate3d(0, 0, 1); layer1->setBounds(gfx::Size(10, 10)); layer1->setContentBounds(gfx::Size(10, 10)); layer1->drawProperties().target_space_transform = BehindMatrix; layer1->setDrawsContent(true); layer2->setBounds(gfx::Size(20, 20)); layer2->setContentBounds(gfx::Size(20, 20)); layer2->drawProperties().target_space_transform = BehindMatrix; layer2->setDrawsContent(true); layer3->setBounds(gfx::Size(30, 30)); layer3->setContentBounds(gfx::Size(30, 30)); layer3->drawProperties().target_space_transform = FrontMatrix; layer3->setDrawsContent(true); layer4->setBounds(gfx::Size(40, 40)); layer4->setContentBounds(gfx::Size(40, 40)); layer4->drawProperties().target_space_transform = FrontMatrix; layer4->setDrawsContent(true); layer5->setBounds(gfx::Size(50, 50)); layer5->setContentBounds(gfx::Size(50, 50)); layer5->drawProperties().target_space_transform = BehindMatrix; layer5->setDrawsContent(true); std::vector layerList; layerList.push_back(layer1.get()); layerList.push_back(layer2.get()); layerList.push_back(layer3.get()); layerList.push_back(layer4.get()); layerList.push_back(layer5.get()); ASSERT_EQ(static_cast(5), layerList.size()); EXPECT_EQ(1, layerList[0]->id()); EXPECT_EQ(2, layerList[1]->id()); EXPECT_EQ(3, layerList[2]->id()); EXPECT_EQ(4, layerList[3]->id()); EXPECT_EQ(5, layerList[4]->id()); LayerSorter layerSorter; layerSorter.sort(layerList.begin(), layerList.end()); ASSERT_EQ(static_cast(5), layerList.size()); EXPECT_EQ(3, layerList[0]->id()); EXPECT_EQ(4, layerList[1]->id()); EXPECT_EQ(1, layerList[2]->id()); EXPECT_EQ(2, layerList[3]->id()); EXPECT_EQ(5, layerList[4]->id()); } TEST(LayerSorterTest, verifyConcidentLayerPrecisionLossResultsInDocumentOrder) { FakeImplProxy proxy; FakeLayerTreeHostImpl hostImpl(&proxy); scoped_ptr layer1 = LayerImpl::create(hostImpl.activeTree(), 1); scoped_ptr layer2 = LayerImpl::create(hostImpl.activeTree(), 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, 0.999999f); BehindMatrix.RotateAboutXAxis(38.5f); BehindMatrix.RotateAboutYAxis(77.0f); gfx::Transform FrontMatrix; FrontMatrix.Translate3d(0, 0, 1.0f); FrontMatrix.RotateAboutXAxis(38.5f); FrontMatrix.RotateAboutYAxis(77.0f); layer1->setBounds(gfx::Size(10, 10)); layer1->setContentBounds(gfx::Size(10, 10)); layer1->drawProperties().target_space_transform = BehindMatrix; layer1->setDrawsContent(true); layer2->setBounds(gfx::Size(10, 10)); layer2->setContentBounds(gfx::Size(10, 10)); layer2->drawProperties().target_space_transform = FrontMatrix; layer2->setDrawsContent(true); std::vector layerList; layerList.push_back(layer1.get()); layerList.push_back(layer2.get()); ASSERT_EQ(static_cast(2), layerList.size()); EXPECT_EQ(1, layerList[0]->id()); EXPECT_EQ(2, layerList[1]->id()); LayerSorter layerSorter; layerSorter.sort(layerList.begin(), layerList.end()); ASSERT_EQ(static_cast(2), layerList.size()); EXPECT_EQ(1, layerList[0]->id()); EXPECT_EQ(2, layerList[1]->id()); } } // namespace } // namespace cc