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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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