Index: cc/trees/layer_sorter_unittest.cc |
diff --git a/cc/trees/layer_sorter_unittest.cc b/cc/trees/layer_sorter_unittest.cc |
deleted file mode 100644 |
index 74d3cf5a2cf32bc9ffb9b5d2fa24bbf59767cb98..0000000000000000000000000000000000000000 |
--- a/cc/trees/layer_sorter_unittest.cc |
+++ /dev/null |
@@ -1,329 +0,0 @@ |
-// 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/trees/layer_sorter.h" |
- |
-#include "cc/base/math_util.h" |
-#include "cc/layers/layer_impl.h" |
-#include "cc/test/fake_impl_proxy.h" |
-#include "cc/test/fake_layer_tree_host_impl.h" |
-#include "cc/test/test_shared_bitmap_manager.h" |
-#include "cc/trees/single_thread_proxy.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::B_BEFORE_A, overlap_result); |
- EXPECT_EQ(1.f, weight); |
- |
- overlap_result = |
- LayerSorter::CheckOverlap(&back, &front, z_threshold, &weight); |
- EXPECT_EQ(LayerSorter::A_BEFORE_B, 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::B_BEFORE_A, 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::A_BEFORE_B, overlap_result); |
- overlap_result = |
- LayerSorter::CheckOverlap(&layer_c, &layer_b, z_threshold, &weight); |
- EXPECT_EQ(LayerSorter::A_BEFORE_B, 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.f, 0.f, 0.7f); |
- 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::A_BEFORE_B, 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; |
- TestSharedBitmapManager shared_bitmap_manager; |
- FakeLayerTreeHostImpl host_impl(&proxy, &shared_bitmap_manager); |
- |
- scoped_ptr<LayerImpl> layer1 = LayerImpl::Create(host_impl.active_tree(), 1); |
- scoped_ptr<LayerImpl> layer2 = LayerImpl::Create(host_impl.active_tree(), 2); |
- scoped_ptr<LayerImpl> layer3 = LayerImpl::Create(host_impl.active_tree(), 3); |
- scoped_ptr<LayerImpl> layer4 = LayerImpl::Create(host_impl.active_tree(), 4); |
- scoped_ptr<LayerImpl> 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); |
- |
- LayerImplList 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; |
- TestSharedBitmapManager shared_bitmap_manager; |
- FakeLayerTreeHostImpl host_impl(&proxy, &shared_bitmap_manager); |
- |
- scoped_ptr<LayerImpl> layer1 = LayerImpl::Create(host_impl.active_tree(), 1); |
- scoped_ptr<LayerImpl> 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.f, 0.f, 0.999999f); |
- 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); |
- |
- LayerImplList 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 |
- |