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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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