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// 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/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::BBeforeA, overlap_result);
EXPECT_EQ(1.f, weight);
overlap_result =
LayerSorter::CheckOverlap(&back, &front, z_threshold, &weight);
EXPECT_EQ(LayerSorter::ABeforeB, 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::BBeforeA, 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::ABeforeB, overlap_result);
overlap_result =
LayerSorter::CheckOverlap(&layer_c, &layer_b, z_threshold, &weight);
EXPECT_EQ(LayerSorter::ABeforeB, 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::ABeforeB, 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;
FakeLayerTreeHostImpl host_impl(&proxy);
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;
FakeLayerTreeHostImpl host_impl(&proxy);
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