| // 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/layer_sorter.h" |
| |
| #include "cc/layer_impl.h" |
| #include "cc/math_util.h" |
| #include "cc/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 overlapResult; |
| const float zThreshold = 0.1f; |
| float weight = 0; |
| |
| // Trivial test, with one layer directly obscuring the other. |
| gfx::Transform neg4Translate; |
| neg4Translate.Translate3d(0, 0, -4); |
| LayerShape front(2, 2, neg4Translate); |
| |
| gfx::Transform neg5Translate; |
| neg5Translate.Translate3d(0, 0, -5); |
| LayerShape back(2, 2, neg5Translate); |
| |
| overlapResult = LayerSorter::checkOverlap(&front, &back, zThreshold, weight); |
| EXPECT_EQ(LayerSorter::BBeforeA, overlapResult); |
| EXPECT_EQ(1, weight); |
| |
| overlapResult = LayerSorter::checkOverlap(&back, &front, zThreshold, weight); |
| EXPECT_EQ(LayerSorter::ABeforeB, overlapResult); |
| EXPECT_EQ(1, weight); |
| |
| // One layer translated off to the right. No overlap should be detected. |
| gfx::Transform rightTranslate; |
| rightTranslate.Translate3d(10, 0, -5); |
| LayerShape backRight(2, 2, rightTranslate); |
| overlapResult = LayerSorter::checkOverlap(&front, &backRight, zThreshold, weight); |
| EXPECT_EQ(LayerSorter::None, overlapResult); |
| |
| // When comparing a layer with itself, z difference is always 0. |
| overlapResult = LayerSorter::checkOverlap(&front, &front, zThreshold, weight); |
| EXPECT_EQ(0, weight); |
| } |
| |
| TEST(LayerSorterTest, RightAngleOverlap) |
| { |
| LayerSorter::ABCompareResult overlapResult; |
| const float zThreshold = 0.1f; |
| float weight = 0; |
| |
| gfx::Transform perspectiveMatrix; |
| perspectiveMatrix.ApplyPerspectiveDepth(1000); |
| |
| // Two layers forming a right angle with a perspective viewing transform. |
| gfx::Transform leftFaceMatrix; |
| leftFaceMatrix.Translate3d(-1, 0, -5); |
| leftFaceMatrix.RotateAboutYAxis(-90); |
| leftFaceMatrix.Translate(-1, -1); |
| LayerShape leftFace(2, 2, perspectiveMatrix * leftFaceMatrix); |
| gfx::Transform frontFaceMatrix; |
| frontFaceMatrix.Translate3d(0, 0, -4); |
| frontFaceMatrix.Translate(-1, -1); |
| LayerShape frontFace(2, 2, perspectiveMatrix * frontFaceMatrix); |
| |
| overlapResult = LayerSorter::checkOverlap(&frontFace, &leftFace, zThreshold, weight); |
| EXPECT_EQ(LayerSorter::BBeforeA, overlapResult); |
| } |
| |
| TEST(LayerSorterTest, IntersectingLayerOverlap) |
| { |
| LayerSorter::ABCompareResult overlapResult; |
| const float zThreshold = 0.1f; |
| float weight = 0; |
| |
| gfx::Transform perspectiveMatrix; |
| perspectiveMatrix.ApplyPerspectiveDepth(1000); |
| |
| // 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 frontFaceMatrix; |
| frontFaceMatrix.Translate3d(0, 0, -4); |
| frontFaceMatrix.Translate(-1, -1); |
| LayerShape frontFace(2, 2, perspectiveMatrix * frontFaceMatrix); |
| |
| gfx::Transform throughMatrix; |
| throughMatrix.Translate3d(0, 0, -4); |
| throughMatrix.RotateAboutYAxis(45); |
| throughMatrix.Translate(-1, -1); |
| LayerShape rotatedFace(2, 2, perspectiveMatrix * throughMatrix); |
| overlapResult = LayerSorter::checkOverlap(&frontFace, &rotatedFace, zThreshold, weight); |
| EXPECT_NE(LayerSorter::None, overlapResult); |
| EXPECT_EQ(0, weight); |
| } |
| |
| TEST(LayerSorterTest, LayersAtAngleOverlap) |
| { |
| LayerSorter::ABCompareResult overlapResult; |
| const float zThreshold = 0.1f; |
| float weight = 0; |
| |
| // 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 transformA; |
| transformA.Translate3d(-6, 0, 1); |
| transformA.Translate(-4, -10); |
| LayerShape layerA(8, 20, transformA); |
| |
| gfx::Transform transformB; |
| transformB.Translate3d(6, 0, -1); |
| transformB.Translate(-4, -10); |
| LayerShape layerB(8, 20, transformB); |
| |
| gfx::Transform transformC; |
| transformC.RotateAboutYAxis(40); |
| transformC.Translate(-4, -10); |
| LayerShape layerC(8, 20, transformC); |
| |
| overlapResult = LayerSorter::checkOverlap(&layerA, &layerC, zThreshold, weight); |
| EXPECT_EQ(LayerSorter::ABeforeB, overlapResult); |
| overlapResult = LayerSorter::checkOverlap(&layerC, &layerB, zThreshold, weight); |
| EXPECT_EQ(LayerSorter::ABeforeB, overlapResult); |
| overlapResult = LayerSorter::checkOverlap(&layerA, &layerB, zThreshold, weight); |
| EXPECT_EQ(LayerSorter::None, overlapResult); |
| } |
| |
| TEST(LayerSorterTest, LayersUnderPathologicalPerspectiveTransform) |
| { |
| LayerSorter::ABCompareResult overlapResult; |
| const float zThreshold = 0.1f; |
| float weight = 0; |
| |
| // 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 perspectiveMatrix; |
| perspectiveMatrix.ApplyPerspectiveDepth(1); |
| |
| gfx::Transform transformA; |
| transformA.Translate3d(-15, 0, -2); |
| transformA.Translate(-5, -5); |
| LayerShape layerA(10, 10, perspectiveMatrix * transformA); |
| |
| // 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 layerA. When it is |
| // not clipped, its bounds will actually incorrectly appear much smaller and the |
| // correct sorting dependency will not be found. |
| gfx::Transform transformB; |
| transformB.Translate3d(0, 0, 0.7); |
| MathUtil::rotateEulerAngles(&transformB, 0, 45, 0); |
| transformB.Translate(-5, -5); |
| LayerShape layerB(10, 10, perspectiveMatrix * transformB); |
| |
| // Sanity check that the test case actually covers the intended scenario, where part |
| // of layer B go behind the w = 0 plane. |
| gfx::QuadF testQuad = gfx::QuadF(gfx::RectF(-0.5, -0.5, 1, 1)); |
| bool clipped = false; |
| MathUtil::mapQuad(perspectiveMatrix * transformB, testQuad, clipped); |
| ASSERT_TRUE(clipped); |
| |
| overlapResult = LayerSorter::checkOverlap(&layerA, &layerB, zThreshold, weight); |
| EXPECT_EQ(LayerSorter::ABeforeB, overlapResult); |
| } |
| |
| 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. |
| |
| scoped_ptr<LayerImpl> layer1 = LayerImpl::create(1); |
| scoped_ptr<LayerImpl> layer2 = LayerImpl::create(2); |
| scoped_ptr<LayerImpl> layer3 = LayerImpl::create(3); |
| scoped_ptr<LayerImpl> layer4 = LayerImpl::create(4); |
| scoped_ptr<LayerImpl> layer5 = LayerImpl::create(5); |
| |
| gfx::Transform BehindMatrix; |
| BehindMatrix.Translate3d(0, 0, 2); |
| gfx::Transform FrontMatrix; |
| FrontMatrix.Translate3d(0, 0, 1); |
| |
| layer1->setBounds(gfx::Size(10, 10)); |
| layer1->setContentBounds(gfx::Size(10, 10)); |
| layer1->setDrawTransform(BehindMatrix); |
| layer1->setDrawsContent(true); |
| |
| layer2->setBounds(gfx::Size(20, 20)); |
| layer2->setContentBounds(gfx::Size(20, 20)); |
| layer2->setDrawTransform(BehindMatrix); |
| layer2->setDrawsContent(true); |
| |
| layer3->setBounds(gfx::Size(30, 30)); |
| layer3->setContentBounds(gfx::Size(30, 30)); |
| layer3->setDrawTransform(FrontMatrix); |
| layer3->setDrawsContent(true); |
| |
| layer4->setBounds(gfx::Size(40, 40)); |
| layer4->setContentBounds(gfx::Size(40, 40)); |
| layer4->setDrawTransform(FrontMatrix); |
| layer4->setDrawsContent(true); |
| |
| layer5->setBounds(gfx::Size(50, 50)); |
| layer5->setContentBounds(gfx::Size(50, 50)); |
| layer5->setDrawTransform(BehindMatrix); |
| layer5->setDrawsContent(true); |
| |
| std::vector<LayerImpl*> layerList; |
| layerList.push_back(layer1.get()); |
| layerList.push_back(layer2.get()); |
| layerList.push_back(layer3.get()); |
| layerList.push_back(layer4.get()); |
| layerList.push_back(layer5.get()); |
| |
| ASSERT_EQ(static_cast<size_t>(5), layerList.size()); |
| EXPECT_EQ(1, layerList[0]->id()); |
| EXPECT_EQ(2, layerList[1]->id()); |
| EXPECT_EQ(3, layerList[2]->id()); |
| EXPECT_EQ(4, layerList[3]->id()); |
| EXPECT_EQ(5, layerList[4]->id()); |
| |
| LayerSorter layerSorter; |
| layerSorter.sort(layerList.begin(), layerList.end()); |
| |
| ASSERT_EQ(static_cast<size_t>(5), layerList.size()); |
| EXPECT_EQ(3, layerList[0]->id()); |
| EXPECT_EQ(4, layerList[1]->id()); |
| EXPECT_EQ(1, layerList[2]->id()); |
| EXPECT_EQ(2, layerList[3]->id()); |
| EXPECT_EQ(5, layerList[4]->id()); |
| } |
| |
| } // namespace |
| } // namespace cc |