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"
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
24 TEST(LayerSorterTest
, BasicOverlap
) {
25 LayerSorter::ABCompareResult overlap_result
;
26 const float z_threshold
= 0.1f
;
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
);
39 LayerSorter::CheckOverlap(&front
, &back
, z_threshold
, &weight
);
40 EXPECT_EQ(LayerSorter::BBeforeA
, overlap_result
);
41 EXPECT_EQ(1.f
, weight
);
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
);
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.
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
;
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
);
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
;
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
,
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
;
119 // Trickier test with layers at an angle.
121 // -x . . . . 0 . . . . +x
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
);
147 LayerSorter::CheckOverlap(&layer_a
, &layer_c
, z_threshold
, &weight
);
148 EXPECT_EQ(LayerSorter::ABeforeB
, overlap_result
);
150 LayerSorter::CheckOverlap(&layer_c
, &layer_b
, z_threshold
, &weight
);
151 EXPECT_EQ(LayerSorter::ABeforeB
, 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
;
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
);
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.
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
) {
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());