Lots of random cleanups, mostly for native_theme_win.cc:
[chromium-blink-merge.git] / cc / trees / layer_sorter_unittest.cc
blobba7765bd6fb19c94b29e966571eb1c6af4cdfa02
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.
5 #include "cc/trees/layer_sorter.h"
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"
16 namespace cc {
17 namespace {
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.
24 TEST(LayerSorterTest, BasicOverlap) {
25 LayerSorter::ABCompareResult overlap_result;
26 const float z_threshold = 0.1f;
27 float weight = 0.f;
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);
34 gfx::Transform neg5_translate;
35 neg5_translate.Translate3d(0.0, 0.0, -5.0);
36 LayerShape back(2.f, 2.f, neg5_translate);
38 overlap_result =
39 LayerSorter::CheckOverlap(&front, &back, z_threshold, &weight);
40 EXPECT_EQ(LayerSorter::BBeforeA, overlap_result);
41 EXPECT_EQ(1.f, weight);
43 overlap_result =
44 LayerSorter::CheckOverlap(&back, &front, z_threshold, &weight);
45 EXPECT_EQ(LayerSorter::ABeforeB, overlap_result);
46 EXPECT_EQ(1.f, weight);
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);
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);
62 TEST(LayerSorterTest, RightAngleOverlap) {
63 LayerSorter::ABCompareResult overlap_result;
64 const float z_threshold = 0.1f;
65 float weight = 0.f;
67 gfx::Transform perspective_matrix;
68 perspective_matrix.ApplyPerspectiveDepth(1000.0);
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);
81 overlap_result =
82 LayerSorter::CheckOverlap(&front_face, &left_face, z_threshold, &weight);
83 EXPECT_EQ(LayerSorter::BBeforeA, overlap_result);
86 TEST(LayerSorterTest, IntersectingLayerOverlap) {
87 LayerSorter::ABCompareResult overlap_result;
88 const float z_threshold = 0.1f;
89 float weight = 0.f;
91 gfx::Transform perspective_matrix;
92 perspective_matrix.ApplyPerspectiveDepth(1000.0);
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);
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);
114 TEST(LayerSorterTest, LayersAtAngleOverlap) {
115 LayerSorter::ABCompareResult overlap_result;
116 const float z_threshold = 0.1f;
117 float weight = 0.f;
119 // Trickier test with layers at an angle.
121 // -x . . . . 0 . . . . +x
122 // -z /
123 // : /----B----
124 // 0 C
125 // : ----A----/
126 // +z /
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.
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);
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);
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);
146 overlap_result =
147 LayerSorter::CheckOverlap(&layer_a, &layer_c, z_threshold, &weight);
148 EXPECT_EQ(LayerSorter::ABeforeB, overlap_result);
149 overlap_result =
150 LayerSorter::CheckOverlap(&layer_c, &layer_b, z_threshold, &weight);
151 EXPECT_EQ(LayerSorter::ABeforeB, overlap_result);
152 overlap_result =
153 LayerSorter::CheckOverlap(&layer_a, &layer_b, z_threshold, &weight);
154 EXPECT_EQ(LayerSorter::None, overlap_result);
157 TEST(LayerSorterTest, LayersUnderPathologicalPerspectiveTransform) {
158 LayerSorter::ABCompareResult overlap_result;
159 const float z_threshold = 0.1f;
160 float weight = 0.f;
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.
168 gfx::Transform perspective_matrix;
169 perspective_matrix.ApplyPerspectiveDepth(1);
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);
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);
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);
193 overlap_result =
194 LayerSorter::CheckOverlap(&layer_a, &layer_b, z_threshold, &weight);
195 EXPECT_EQ(LayerSorter::ABeforeB, overlap_result);
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.
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.
213 FakeImplProxy proxy;
214 TestSharedBitmapManager shared_bitmap_manager;
215 FakeLayerTreeHostImpl host_impl(&proxy, &shared_bitmap_manager);
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);
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);
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);
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);
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);
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);
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);
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());
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());
267 LayerSorter layer_sorter;
268 layer_sorter.Sort(layer_list.begin(), layer_list.end());
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());
278 TEST(LayerSorterTest, VerifyConcidentLayerPrecisionLossResultsInDocumentOrder) {
279 FakeImplProxy proxy;
280 TestSharedBitmapManager shared_bitmap_manager;
281 FakeLayerTreeHostImpl host_impl(&proxy, &shared_bitmap_manager);
283 scoped_ptr<LayerImpl> layer1 = LayerImpl::Create(host_impl.active_tree(), 1);
284 scoped_ptr<LayerImpl> layer2 = LayerImpl::Create(host_impl.active_tree(), 2);
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.
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);
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);
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);
311 LayerImplList layer_list;
312 layer_list.push_back(layer1.get());
313 layer_list.push_back(layer2.get());
315 ASSERT_EQ(2u, layer_list.size());
316 EXPECT_EQ(1, layer_list[0]->id());
317 EXPECT_EQ(2, layer_list[1]->id());
319 LayerSorter layer_sorter;
320 layer_sorter.Sort(layer_list.begin(), layer_list.end());
322 ASSERT_EQ(2u, layer_list.size());
323 EXPECT_EQ(1, layer_list[0]->id());
324 EXPECT_EQ(2, layer_list[1]->id());
327 } // namespace
328 } // namespace cc