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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/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