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1 // Copyright 2011 The Chromium Authors. All rights reserved. | |
2 // Use of this source code is governed by a BSD-style license that can be | |
3 // found in the LICENSE file. | |
4 | |
5 #include "cc/trees/layer_sorter.h" | |
6 | |
7 #include "cc/base/math_util.h" | |
8 #include "cc/layers/layer_impl.h" | |
9 #include "cc/test/fake_impl_proxy.h" | |
10 #include "cc/test/fake_layer_tree_host_impl.h" | |
11 #include "cc/test/test_shared_bitmap_manager.h" | |
12 #include "cc/trees/single_thread_proxy.h" | |
13 #include "testing/gtest/include/gtest/gtest.h" | |
14 #include "ui/gfx/transform.h" | |
15 | |
16 namespace cc { | |
17 namespace { | |
18 | |
19 // Note: In the following overlap tests, the "camera" is looking down the | |
20 // negative Z axis, meaning that layers with smaller z values (more negative) | |
21 // are further from the camera and therefore must be drawn before layers with | |
22 // higher z values. | |
23 | |
24 TEST(LayerSorterTest, BasicOverlap) { | |
25 LayerSorter::ABCompareResult overlap_result; | |
26 const float z_threshold = 0.1f; | |
27 float weight = 0.f; | |
28 | |
29 // Trivial test, with one layer directly obscuring the other. | |
30 gfx::Transform neg4_translate; | |
31 neg4_translate.Translate3d(0.0, 0.0, -4.0); | |
32 LayerShape front(2.f, 2.f, neg4_translate); | |
33 | |
34 gfx::Transform neg5_translate; | |
35 neg5_translate.Translate3d(0.0, 0.0, -5.0); | |
36 LayerShape back(2.f, 2.f, neg5_translate); | |
37 | |
38 overlap_result = | |
39 LayerSorter::CheckOverlap(&front, &back, z_threshold, &weight); | |
40 EXPECT_EQ(LayerSorter::B_BEFORE_A, overlap_result); | |
41 EXPECT_EQ(1.f, weight); | |
42 | |
43 overlap_result = | |
44 LayerSorter::CheckOverlap(&back, &front, z_threshold, &weight); | |
45 EXPECT_EQ(LayerSorter::A_BEFORE_B, overlap_result); | |
46 EXPECT_EQ(1.f, weight); | |
47 | |
48 // One layer translated off to the right. No overlap should be detected. | |
49 gfx::Transform right_translate; | |
50 right_translate.Translate3d(10.0, 0.0, -5.0); | |
51 LayerShape back_right(2.f, 2.f, right_translate); | |
52 overlap_result = | |
53 LayerSorter::CheckOverlap(&front, &back_right, z_threshold, &weight); | |
54 EXPECT_EQ(LayerSorter::NONE, overlap_result); | |
55 | |
56 // When comparing a layer with itself, z difference is always 0. | |
57 overlap_result = | |
58 LayerSorter::CheckOverlap(&front, &front, z_threshold, &weight); | |
59 EXPECT_EQ(0.f, weight); | |
60 } | |
61 | |
62 TEST(LayerSorterTest, RightAngleOverlap) { | |
63 LayerSorter::ABCompareResult overlap_result; | |
64 const float z_threshold = 0.1f; | |
65 float weight = 0.f; | |
66 | |
67 gfx::Transform perspective_matrix; | |
68 perspective_matrix.ApplyPerspectiveDepth(1000.0); | |
69 | |
70 // Two layers forming a right angle with a perspective viewing transform. | |
71 gfx::Transform left_face_matrix; | |
72 left_face_matrix.Translate3d(-1.0, 0.0, -5.0); | |
73 left_face_matrix.RotateAboutYAxis(-90.0); | |
74 left_face_matrix.Translate(-1.0, -1.0); | |
75 LayerShape left_face(2.f, 2.f, perspective_matrix * left_face_matrix); | |
76 gfx::Transform front_face_matrix; | |
77 front_face_matrix.Translate3d(0.0, 0.0, -4.0); | |
78 front_face_matrix.Translate(-1.0, -1.0); | |
79 LayerShape front_face(2.f, 2.f, perspective_matrix * front_face_matrix); | |
80 | |
81 overlap_result = | |
82 LayerSorter::CheckOverlap(&front_face, &left_face, z_threshold, &weight); | |
83 EXPECT_EQ(LayerSorter::B_BEFORE_A, overlap_result); | |
84 } | |
85 | |
86 TEST(LayerSorterTest, IntersectingLayerOverlap) { | |
87 LayerSorter::ABCompareResult overlap_result; | |
88 const float z_threshold = 0.1f; | |
89 float weight = 0.f; | |
90 | |
91 gfx::Transform perspective_matrix; | |
92 perspective_matrix.ApplyPerspectiveDepth(1000.0); | |
93 | |
94 // Intersecting layers. An explicit order will be returned based on relative z | |
95 // values at the overlapping features but the weight returned should be zero. | |
96 gfx::Transform front_face_matrix; | |
97 front_face_matrix.Translate3d(0.0, 0.0, -4.0); | |
98 front_face_matrix.Translate(-1.0, -1.0); | |
99 LayerShape front_face(2.f, 2.f, perspective_matrix * front_face_matrix); | |
100 | |
101 gfx::Transform through_matrix; | |
102 through_matrix.Translate3d(0.0, 0.0, -4.0); | |
103 through_matrix.RotateAboutYAxis(45.0); | |
104 through_matrix.Translate(-1.0, -1.0); | |
105 LayerShape rotated_face(2.f, 2.f, perspective_matrix * through_matrix); | |
106 overlap_result = LayerSorter::CheckOverlap(&front_face, | |
107 &rotated_face, | |
108 z_threshold, | |
109 &weight); | |
110 EXPECT_NE(LayerSorter::NONE, overlap_result); | |
111 EXPECT_EQ(0.f, weight); | |
112 } | |
113 | |
114 TEST(LayerSorterTest, LayersAtAngleOverlap) { | |
115 LayerSorter::ABCompareResult overlap_result; | |
116 const float z_threshold = 0.1f; | |
117 float weight = 0.f; | |
118 | |
119 // Trickier test with layers at an angle. | |
120 // | |
121 // -x . . . . 0 . . . . +x | |
122 // -z / | |
123 // : /----B---- | |
124 // 0 C | |
125 // : ----A----/ | |
126 // +z / | |
127 // | |
128 // C is in front of A and behind B (not what you'd expect by comparing | |
129 // centers). A and B don't overlap, so they're incomparable. | |
130 | |
131 gfx::Transform transform_a; | |
132 transform_a.Translate3d(-6.0, 0.0, 1.0); | |
133 transform_a.Translate(-4.0, -10.0); | |
134 LayerShape layer_a(8.f, 20.f, transform_a); | |
135 | |
136 gfx::Transform transform_b; | |
137 transform_b.Translate3d(6.0, 0.0, -1.0); | |
138 transform_b.Translate(-4.0, -10.0); | |
139 LayerShape layer_b(8.f, 20.f, transform_b); | |
140 | |
141 gfx::Transform transform_c; | |
142 transform_c.RotateAboutYAxis(40.0); | |
143 transform_c.Translate(-4.0, -10.0); | |
144 LayerShape layer_c(8.f, 20.f, transform_c); | |
145 | |
146 overlap_result = | |
147 LayerSorter::CheckOverlap(&layer_a, &layer_c, z_threshold, &weight); | |
148 EXPECT_EQ(LayerSorter::A_BEFORE_B, overlap_result); | |
149 overlap_result = | |
150 LayerSorter::CheckOverlap(&layer_c, &layer_b, z_threshold, &weight); | |
151 EXPECT_EQ(LayerSorter::A_BEFORE_B, overlap_result); | |
152 overlap_result = | |
153 LayerSorter::CheckOverlap(&layer_a, &layer_b, z_threshold, &weight); | |
154 EXPECT_EQ(LayerSorter::NONE, overlap_result); | |
155 } | |
156 | |
157 TEST(LayerSorterTest, LayersUnderPathologicalPerspectiveTransform) { | |
158 LayerSorter::ABCompareResult overlap_result; | |
159 const float z_threshold = 0.1f; | |
160 float weight = 0.f; | |
161 | |
162 // On perspective projection, if w becomes negative, the re-projected point | |
163 // will be invalid and un-usable. Correct code needs to clip away portions of | |
164 // the geometry where w < 0. If the code uses the invalid value, it will think | |
165 // that a layer has different bounds than it really does, which can cause | |
166 // things to sort incorrectly. | |
167 | |
168 gfx::Transform perspective_matrix; | |
169 perspective_matrix.ApplyPerspectiveDepth(1); | |
170 | |
171 gfx::Transform transform_a; | |
172 transform_a.Translate3d(-15.0, 0.0, -2.0); | |
173 transform_a.Translate(-5.0, -5.0); | |
174 LayerShape layer_a(10.f, 10.f, perspective_matrix * transform_a); | |
175 | |
176 // With this sequence of transforms, when layer B is correctly clipped, it | |
177 // will be visible on the left half of the projection plane, in front of | |
178 // layer_a. When it is not clipped, its bounds will actually incorrectly | |
179 // appear much smaller and the correct sorting dependency will not be found. | |
180 gfx::Transform transform_b; | |
181 transform_b.Translate3d(0.f, 0.f, 0.7f); | |
182 transform_b.RotateAboutYAxis(45.0); | |
183 transform_b.Translate(-5.0, -5.0); | |
184 LayerShape layer_b(10.f, 10.f, perspective_matrix * transform_b); | |
185 | |
186 // Sanity check that the test case actually covers the intended scenario, | |
187 // where part of layer B go behind the w = 0 plane. | |
188 gfx::QuadF test_quad = gfx::QuadF(gfx::RectF(-0.5f, -0.5f, 1.f, 1.f)); | |
189 bool clipped = false; | |
190 MathUtil::MapQuad(perspective_matrix * transform_b, test_quad, &clipped); | |
191 ASSERT_TRUE(clipped); | |
192 | |
193 overlap_result = | |
194 LayerSorter::CheckOverlap(&layer_a, &layer_b, z_threshold, &weight); | |
195 EXPECT_EQ(LayerSorter::A_BEFORE_B, overlap_result); | |
196 } | |
197 | |
198 TEST(LayerSorterTest, VerifyExistingOrderingPreservedWhenNoZDiff) { | |
199 // If there is no reason to re-sort the layers (i.e. no 3d z difference), then | |
200 // the existing ordering provided on input should be retained. This test | |
201 // covers the fix in https://bugs.webkit.org/show_bug.cgi?id=75046. Before | |
202 // this fix, ordering was accidentally reversed, causing bugs in z-index | |
203 // ordering on websites when preserves3D triggered the LayerSorter. | |
204 | |
205 // Input list of layers: [1, 2, 3, 4, 5]. | |
206 // Expected output: [3, 4, 1, 2, 5]. | |
207 // - 1, 2, and 5 do not have a 3d z difference, and therefore their | |
208 // relative ordering should be retained. | |
209 // - 3 and 4 do not have a 3d z difference, and therefore their relative | |
210 // ordering should be retained. | |
211 // - 3 and 4 should be re-sorted so they are in front of 1, 2, and 5. | |
212 | |
213 FakeImplProxy proxy; | |
214 TestSharedBitmapManager shared_bitmap_manager; | |
215 FakeLayerTreeHostImpl host_impl(&proxy, &shared_bitmap_manager); | |
216 | |
217 scoped_ptr<LayerImpl> layer1 = LayerImpl::Create(host_impl.active_tree(), 1); | |
218 scoped_ptr<LayerImpl> layer2 = LayerImpl::Create(host_impl.active_tree(), 2); | |
219 scoped_ptr<LayerImpl> layer3 = LayerImpl::Create(host_impl.active_tree(), 3); | |
220 scoped_ptr<LayerImpl> layer4 = LayerImpl::Create(host_impl.active_tree(), 4); | |
221 scoped_ptr<LayerImpl> layer5 = LayerImpl::Create(host_impl.active_tree(), 5); | |
222 | |
223 gfx::Transform BehindMatrix; | |
224 BehindMatrix.Translate3d(0.0, 0.0, 2.0); | |
225 gfx::Transform FrontMatrix; | |
226 FrontMatrix.Translate3d(0.0, 0.0, 1.0); | |
227 | |
228 layer1->SetBounds(gfx::Size(10, 10)); | |
229 layer1->SetContentBounds(gfx::Size(10, 10)); | |
230 layer1->draw_properties().target_space_transform = BehindMatrix; | |
231 layer1->SetDrawsContent(true); | |
232 | |
233 layer2->SetBounds(gfx::Size(20, 20)); | |
234 layer2->SetContentBounds(gfx::Size(20, 20)); | |
235 layer2->draw_properties().target_space_transform = BehindMatrix; | |
236 layer2->SetDrawsContent(true); | |
237 | |
238 layer3->SetBounds(gfx::Size(30, 30)); | |
239 layer3->SetContentBounds(gfx::Size(30, 30)); | |
240 layer3->draw_properties().target_space_transform = FrontMatrix; | |
241 layer3->SetDrawsContent(true); | |
242 | |
243 layer4->SetBounds(gfx::Size(40, 40)); | |
244 layer4->SetContentBounds(gfx::Size(40, 40)); | |
245 layer4->draw_properties().target_space_transform = FrontMatrix; | |
246 layer4->SetDrawsContent(true); | |
247 | |
248 layer5->SetBounds(gfx::Size(50, 50)); | |
249 layer5->SetContentBounds(gfx::Size(50, 50)); | |
250 layer5->draw_properties().target_space_transform = BehindMatrix; | |
251 layer5->SetDrawsContent(true); | |
252 | |
253 LayerImplList layer_list; | |
254 layer_list.push_back(layer1.get()); | |
255 layer_list.push_back(layer2.get()); | |
256 layer_list.push_back(layer3.get()); | |
257 layer_list.push_back(layer4.get()); | |
258 layer_list.push_back(layer5.get()); | |
259 | |
260 ASSERT_EQ(5u, layer_list.size()); | |
261 EXPECT_EQ(1, layer_list[0]->id()); | |
262 EXPECT_EQ(2, layer_list[1]->id()); | |
263 EXPECT_EQ(3, layer_list[2]->id()); | |
264 EXPECT_EQ(4, layer_list[3]->id()); | |
265 EXPECT_EQ(5, layer_list[4]->id()); | |
266 | |
267 LayerSorter layer_sorter; | |
268 layer_sorter.Sort(layer_list.begin(), layer_list.end()); | |
269 | |
270 ASSERT_EQ(5u, layer_list.size()); | |
271 EXPECT_EQ(3, layer_list[0]->id()); | |
272 EXPECT_EQ(4, layer_list[1]->id()); | |
273 EXPECT_EQ(1, layer_list[2]->id()); | |
274 EXPECT_EQ(2, layer_list[3]->id()); | |
275 EXPECT_EQ(5, layer_list[4]->id()); | |
276 } | |
277 | |
278 TEST(LayerSorterTest, VerifyConcidentLayerPrecisionLossResultsInDocumentOrder) { | |
279 FakeImplProxy proxy; | |
280 TestSharedBitmapManager shared_bitmap_manager; | |
281 FakeLayerTreeHostImpl host_impl(&proxy, &shared_bitmap_manager); | |
282 | |
283 scoped_ptr<LayerImpl> layer1 = LayerImpl::Create(host_impl.active_tree(), 1); | |
284 scoped_ptr<LayerImpl> layer2 = LayerImpl::Create(host_impl.active_tree(), 2); | |
285 | |
286 // Layer 1 should occur before layer 2 in paint. However, due to numeric | |
287 // issues in the sorter, it will put the layers in the wrong order | |
288 // in some situations. Here we test a patch that results in document | |
289 // order rather than calculated order when numeric percision is suspect | |
290 // in calculated order. | |
291 | |
292 gfx::Transform BehindMatrix; | |
293 BehindMatrix.Translate3d(0.f, 0.f, 0.999999f); | |
294 BehindMatrix.RotateAboutXAxis(38.5); | |
295 BehindMatrix.RotateAboutYAxis(77.0); | |
296 gfx::Transform FrontMatrix; | |
297 FrontMatrix.Translate3d(0, 0, 1.0); | |
298 FrontMatrix.RotateAboutXAxis(38.5); | |
299 FrontMatrix.RotateAboutYAxis(77.0); | |
300 | |
301 layer1->SetBounds(gfx::Size(10, 10)); | |
302 layer1->SetContentBounds(gfx::Size(10, 10)); | |
303 layer1->draw_properties().target_space_transform = BehindMatrix; | |
304 layer1->SetDrawsContent(true); | |
305 | |
306 layer2->SetBounds(gfx::Size(10, 10)); | |
307 layer2->SetContentBounds(gfx::Size(10, 10)); | |
308 layer2->draw_properties().target_space_transform = FrontMatrix; | |
309 layer2->SetDrawsContent(true); | |
310 | |
311 LayerImplList layer_list; | |
312 layer_list.push_back(layer1.get()); | |
313 layer_list.push_back(layer2.get()); | |
314 | |
315 ASSERT_EQ(2u, layer_list.size()); | |
316 EXPECT_EQ(1, layer_list[0]->id()); | |
317 EXPECT_EQ(2, layer_list[1]->id()); | |
318 | |
319 LayerSorter layer_sorter; | |
320 layer_sorter.Sort(layer_list.begin(), layer_list.end()); | |
321 | |
322 ASSERT_EQ(2u, layer_list.size()); | |
323 EXPECT_EQ(1, layer_list[0]->id()); | |
324 EXPECT_EQ(2, layer_list[1]->id()); | |
325 } | |
326 | |
327 } // namespace | |
328 } // namespace cc | |
329 | |
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