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      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.
      4 
      5 #include "cc/trees/layer_sorter.h"
      6 
      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"
     15 
     16 namespace cc {
     17 namespace {
     18 
     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.
     23 
     24 TEST(LayerSorterTest, BasicOverlap) {
     25   LayerSorter::ABCompareResult overlap_result;
     26   const float z_threshold = 0.1f;
     27   float weight = 0.f;
     28 
     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);
     33 
     34   gfx::Transform neg5_translate;
     35   neg5_translate.Translate3d(0.0, 0.0, -5.0);
     36   LayerShape back(2.f, 2.f, neg5_translate);
     37 
     38   overlap_result =
     39       LayerSorter::CheckOverlap(&front, &back, z_threshold, &weight);
     40   EXPECT_EQ(LayerSorter::BBeforeA, overlap_result);
     41   EXPECT_EQ(1.f, weight);
     42 
     43   overlap_result =
     44       LayerSorter::CheckOverlap(&back, &front, z_threshold, &weight);
     45   EXPECT_EQ(LayerSorter::ABeforeB, overlap_result);
     46   EXPECT_EQ(1.f, weight);
     47 
     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);
     55 
     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);
     60 }
     61 
     62 TEST(LayerSorterTest, RightAngleOverlap) {
     63   LayerSorter::ABCompareResult overlap_result;
     64   const float z_threshold = 0.1f;
     65   float weight = 0.f;
     66 
     67   gfx::Transform perspective_matrix;
     68   perspective_matrix.ApplyPerspectiveDepth(1000.0);
     69 
     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);
     80 
     81   overlap_result =
     82       LayerSorter::CheckOverlap(&front_face, &left_face, z_threshold, &weight);
     83   EXPECT_EQ(LayerSorter::BBeforeA, overlap_result);
     84 }
     85 
     86 TEST(LayerSorterTest, IntersectingLayerOverlap) {
     87   LayerSorter::ABCompareResult overlap_result;
     88   const float z_threshold = 0.1f;
     89   float weight = 0.f;
     90 
     91   gfx::Transform perspective_matrix;
     92   perspective_matrix.ApplyPerspectiveDepth(1000.0);
     93 
     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);
    100 
    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);
    112 }
    113 
    114 TEST(LayerSorterTest, LayersAtAngleOverlap) {
    115   LayerSorter::ABCompareResult overlap_result;
    116   const float z_threshold = 0.1f;
    117   float weight = 0.f;
    118 
    119   // Trickier test with layers at an angle.
    120   //
    121   //   -x . . . . 0 . . . . +x
    122   // -z             /
    123   //  :            /----B----
    124   //  0           C
    125   //  : ----A----/
    126   // +z         /
    127   //
    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.
    130 
    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);
    135 
    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);
    140 
    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);
    145 
    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);
    155 }
    156 
    157 TEST(LayerSorterTest, LayersUnderPathologicalPerspectiveTransform) {
    158   LayerSorter::ABCompareResult overlap_result;
    159   const float z_threshold = 0.1f;
    160   float weight = 0.f;
    161 
    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.
    167 
    168   gfx::Transform perspective_matrix;
    169   perspective_matrix.ApplyPerspectiveDepth(1);
    170 
    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);
    175 
    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);
    185 
    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);
    192 
    193   overlap_result =
    194       LayerSorter::CheckOverlap(&layer_a, &layer_b, z_threshold, &weight);
    195   EXPECT_EQ(LayerSorter::ABeforeB, overlap_result);
    196 }
    197 
    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.
    204 
    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.
    212 
    213   FakeImplProxy proxy;
    214   TestSharedBitmapManager shared_bitmap_manager;
    215   FakeLayerTreeHostImpl host_impl(&proxy, &shared_bitmap_manager);
    216 
    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);
    222 
    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);
    227 
    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);
    232 
    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);
    237 
    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);
    242 
    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);
    247 
    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);
    252 
    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());
    259 
    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());
    266 
    267   LayerSorter layer_sorter;
    268   layer_sorter.Sort(layer_list.begin(), layer_list.end());
    269 
    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());
    276 }
    277 
    278 TEST(LayerSorterTest, VerifyConcidentLayerPrecisionLossResultsInDocumentOrder) {
    279   FakeImplProxy proxy;
    280   TestSharedBitmapManager shared_bitmap_manager;
    281   FakeLayerTreeHostImpl host_impl(&proxy, &shared_bitmap_manager);
    282 
    283   scoped_ptr<LayerImpl> layer1 = LayerImpl::Create(host_impl.active_tree(), 1);
    284   scoped_ptr<LayerImpl> layer2 = LayerImpl::Create(host_impl.active_tree(), 2);
    285 
    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.
    291 
    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);
    300 
    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);
    305 
    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);
    310 
    311   LayerImplList layer_list;
    312   layer_list.push_back(layer1.get());
    313   layer_list.push_back(layer2.get());
    314 
    315   ASSERT_EQ(2u, layer_list.size());
    316   EXPECT_EQ(1, layer_list[0]->id());
    317   EXPECT_EQ(2, layer_list[1]->id());
    318 
    319   LayerSorter layer_sorter;
    320   layer_sorter.Sort(layer_list.begin(), layer_list.end());
    321 
    322   ASSERT_EQ(2u, layer_list.size());
    323   EXPECT_EQ(1, layer_list[0]->id());
    324   EXPECT_EQ(2, layer_list[1]->id());
    325 }
    326 
    327 }  // namespace
    328 }  // namespace cc
    329 
    330