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1 // Copyright 2010 The Chromium Authors. All rights reserved. | 1 // Copyright 2010 The Chromium Authors. All rights reserved. |
2 // Use of this source code is governed by a BSD-style license that can be | 2 // Use of this source code is governed by a BSD-style license that can be |
3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
4 | 4 |
5 #include "config.h" | 5 #include "config.h" |
6 | 6 |
7 #include "cc/gl_renderer.h" | 7 #include "cc/gl_renderer.h" |
8 | 8 |
9 #include "base/debug/trace_event.h" | 9 #include "base/debug/trace_event.h" |
10 #include "base/logging.h" | 10 #include "base/logging.h" |
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396 platformTextureDescription.fWidth = sourceTexture->size().width(); | 396 platformTextureDescription.fWidth = sourceTexture->size().width(); |
397 platformTextureDescription.fHeight = sourceTexture->size().height(); | 397 platformTextureDescription.fHeight = sourceTexture->size().height(); |
398 platformTextureDescription.fConfig = kSkia8888_GrPixelConfig; | 398 platformTextureDescription.fConfig = kSkia8888_GrPixelConfig; |
399 platformTextureDescription.fTextureHandle = lock.textureId(); | 399 platformTextureDescription.fTextureHandle = lock.textureId(); |
400 SkAutoTUnref<GrTexture> texture(grContext->createPlatformTexture(platformTex tureDescription)); | 400 SkAutoTUnref<GrTexture> texture(grContext->createPlatformTexture(platformTex tureDescription)); |
401 | 401 |
402 // Place the platform texture inside an SkBitmap. | 402 // Place the platform texture inside an SkBitmap. |
403 SkBitmap source; | 403 SkBitmap source; |
404 source.setConfig(SkBitmap::kARGB_8888_Config, sourceTexture->size().width(), sourceTexture->size().height()); | 404 source.setConfig(SkBitmap::kARGB_8888_Config, sourceTexture->size().width(), sourceTexture->size().height()); |
405 source.setPixelRef(new SkGrPixelRef(texture.get()))->unref(); | 405 source.setPixelRef(new SkGrPixelRef(texture.get()))->unref(); |
406 | 406 |
407 // Create a scratch texture for backing store. | 407 // Create a scratch texture for backing store. |
408 GrTextureDesc desc; | 408 GrTextureDesc desc; |
409 desc.fFlags = kRenderTarget_GrTextureFlagBit | kNoStencil_GrTextureFlagBit; | 409 desc.fFlags = kRenderTarget_GrTextureFlagBit | kNoStencil_GrTextureFlagBit; |
410 desc.fSampleCnt = 0; | 410 desc.fSampleCnt = 0; |
411 desc.fWidth = source.width(); | 411 desc.fWidth = source.width(); |
412 desc.fHeight = source.height(); | 412 desc.fHeight = source.height(); |
413 desc.fConfig = kSkia8888_GrPixelConfig; | 413 desc.fConfig = kSkia8888_GrPixelConfig; |
414 GrAutoScratchTexture scratchTexture(grContext, desc, GrContext::kExact_Scrat chTexMatch); | 414 GrAutoScratchTexture scratchTexture(grContext, desc, GrContext::kExact_Scrat chTexMatch); |
415 SkAutoTUnref<GrTexture> backingStore(scratchTexture.detach()); | 415 SkAutoTUnref<GrTexture> backingStore(scratchTexture.detach()); |
416 | 416 |
417 // Create a device and canvas using that backing store. | 417 // Create a device and canvas using that backing store. |
418 SkGpuDevice device(grContext, backingStore.get()); | 418 SkGpuDevice device(grContext, backingStore.get()); |
419 SkCanvas canvas(&device); | 419 SkCanvas canvas(&device); |
420 | 420 |
421 // Draw the source bitmap through the filter to the canvas. | 421 // Draw the source bitmap through the filter to the canvas. |
422 SkPaint paint; | 422 SkPaint paint; |
423 paint.setImageFilter(filter); | 423 paint.setImageFilter(filter); |
424 canvas.clear(0x0); | 424 canvas.clear(0x0); |
425 canvas.drawSprite(source, 0, 0, &paint); | 425 canvas.drawSprite(source, 0, 0, &paint); |
426 canvas.flush(); | 426 canvas.flush(); |
427 context3d->flush(); | 427 context3d->flush(); |
428 return device.accessBitmap(false); | 428 return device.accessBitmap(false); |
429 } | 429 } |
430 | 430 |
431 scoped_ptr<ScopedTexture> GLRenderer::drawBackgroundFilters(DrawingFrame& frame, const RenderPassDrawQuad* quad, const WebKit::WebFilterOperations& filters, con st WebTransformationMatrix& contentsDeviceTransform) | 431 scoped_ptr<ScopedTexture> GLRenderer::drawBackgroundFilters( |
432 DrawingFrame& frame, const RenderPassDrawQuad* quad, | |
433 const WebKit::WebFilterOperations& filters, | |
434 const WebTransformationMatrix& deviceMatrix, | |
435 const WebTransformationMatrix& deviceMatrixInv) | |
432 { | 436 { |
433 // This method draws a background filter, which applies a filter to any pixe ls behind the quad and seen through its background. | 437 // This method draws a background filter, which applies a filter to any pixe ls behind the quad and seen through its background. |
434 // The algorithm works as follows: | 438 // The algorithm works as follows: |
435 // 1. Compute a bounding box around the pixels that will be visible through the quad. | 439 // 1. Compute a bounding box around the pixels that will be visible through the quad. |
436 // 2. Read the pixels in the bounding box into a buffer R. | 440 // 2. Read the pixels in the bounding box into a buffer R. |
437 // 3. Apply the background filter to R, so that it is applied in the pixels' coordinate space. | 441 // 3. Apply the background filter to R, so that it is applied in the pixels' coordinate space. |
438 // 4. Apply the quad's inverse transform to map the pixels in R into the qua d's content space. This implicitly | 442 // 4. Apply the quad's inverse transform to map the pixels in R into the qua d's content space. This implicitly |
439 // clips R by the content bounds of the quad since the destination texture h as bounds matching the quad's content. | 443 // clips R by the content bounds of the quad since the destination texture h as bounds matching the quad's content. |
440 // 5. Draw the background texture for the contents using the same transform as used to draw the contents itself. This is done | 444 // 5. Draw the background texture for the contents using the same transform as used to draw the contents itself. This is done |
441 // without blending to replace the current background pixels with the new fi ltered background. | 445 // without blending to replace the current background pixels with the new fi ltered background. |
442 // 6. Draw the contents of the quad over drop of the new background with ble nding, as per usual. The filtered background | 446 // 6. Draw the contents of the quad over drop of the new background with ble nding, as per usual. The filtered background |
443 // pixels will show through any non-opaque pixels in this draws. | 447 // pixels will show through any non-opaque pixels in this draws. |
444 // | 448 // |
445 // Pixel copies in this algorithm occur at steps 2, 3, 4, and 5. | 449 // Pixel copies in this algorithm occur at steps 2, 3, 4, and 5. |
446 | 450 |
447 // FIXME: When this algorithm changes, update LayerTreeHost::prioritizeTextu res() accordingly. | 451 // FIXME: When this algorithm changes, update LayerTreeHost::prioritizeTextu res() accordingly. |
448 | 452 |
449 if (filters.isEmpty()) | 453 if (filters.isEmpty()) |
450 return scoped_ptr<ScopedTexture>(); | 454 return scoped_ptr<ScopedTexture>(); |
451 | 455 |
452 // FIXME: We only allow background filters on an opaque render surface becau se other surfaces may contain | 456 // FIXME: We only allow background filters on an opaque render surface becau se other surfaces may contain |
453 // translucent pixels, and the contents behind those translucent pixels woul dn't have the filter applied. | 457 // translucent pixels, and the contents behind those translucent pixels woul dn't have the filter applied. |
454 if (frame.currentRenderPass->hasTransparentBackground()) | 458 if (frame.currentRenderPass->hasTransparentBackground()) |
455 return scoped_ptr<ScopedTexture>(); | 459 return scoped_ptr<ScopedTexture>(); |
456 DCHECK(!frame.currentTexture); | 460 DCHECK(!frame.currentTexture); |
457 | 461 |
458 // FIXME: Do a single readback for both the surface and replica and cache th e filtered results (once filter textures are not reused). | 462 // FIXME: Do a single readback for both the surface and replica and cache th e filtered results (once filter textures are not reused). |
459 gfx::Rect deviceRect = gfx::ToEnclosingRect(MathUtil::mapClippedRect(content sDeviceTransform, sharedGeometryQuad().BoundingBox())); | 463 gfx::Rect deviceRect = gfx::ToEnclosingRect(MathUtil::mapClippedRect(deviceM atrix, sharedGeometryQuad().BoundingBox())); |
460 | 464 |
461 int top, right, bottom, left; | 465 int top, right, bottom, left; |
462 filters.getOutsets(top, right, bottom, left); | 466 filters.getOutsets(top, right, bottom, left); |
463 deviceRect.Inset(-left, -top, -right, -bottom); | 467 deviceRect.Inset(-left, -top, -right, -bottom); |
464 | 468 |
465 deviceRect.Intersect(frame.currentRenderPass->outputRect()); | 469 deviceRect.Intersect(frame.currentRenderPass->outputRect()); |
466 | 470 |
467 scoped_ptr<ScopedTexture> deviceBackgroundTexture = ScopedTexture::create(m_ resourceProvider); | 471 scoped_ptr<ScopedTexture> deviceBackgroundTexture = ScopedTexture::create(m_ resourceProvider); |
468 if (!getFramebufferTexture(deviceBackgroundTexture.get(), deviceRect)) | 472 if (!getFramebufferTexture(deviceBackgroundTexture.get(), deviceRect)) |
469 return scoped_ptr<ScopedTexture>(); | 473 return scoped_ptr<ScopedTexture>(); |
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480 return scoped_ptr<ScopedTexture>(); | 484 return scoped_ptr<ScopedTexture>(); |
481 | 485 |
482 const RenderPass* targetRenderPass = frame.currentRenderPass; | 486 const RenderPass* targetRenderPass = frame.currentRenderPass; |
483 bool usingBackgroundTexture = useScopedTexture(frame, backgroundTexture.get( ), quad->quadRect()); | 487 bool usingBackgroundTexture = useScopedTexture(frame, backgroundTexture.get( ), quad->quadRect()); |
484 | 488 |
485 if (usingBackgroundTexture) { | 489 if (usingBackgroundTexture) { |
486 // Copy the readback pixels from device to the background texture for th e surface. | 490 // Copy the readback pixels from device to the background texture for th e surface. |
487 WebTransformationMatrix deviceToFramebufferTransform; | 491 WebTransformationMatrix deviceToFramebufferTransform; |
488 deviceToFramebufferTransform.translate(quad->quadRect().width() / 2.0, q uad->quadRect().height() / 2.0); | 492 deviceToFramebufferTransform.translate(quad->quadRect().width() / 2.0, q uad->quadRect().height() / 2.0); |
489 deviceToFramebufferTransform.scale3d(quad->quadRect().width(), quad->qua dRect().height(), 1); | 493 deviceToFramebufferTransform.scale3d(quad->quadRect().width(), quad->qua dRect().height(), 1); |
490 deviceToFramebufferTransform.multiply(contentsDeviceTransform.inverse()) ; | 494 deviceToFramebufferTransform.multiply(deviceMatrixInv); |
491 copyTextureToFramebuffer(frame, filteredDeviceBackgroundTextureId, devic eRect, deviceToFramebufferTransform); | 495 copyTextureToFramebuffer(frame, filteredDeviceBackgroundTextureId, devic eRect, deviceToFramebufferTransform); |
492 } | 496 } |
493 | 497 |
494 useRenderPass(frame, targetRenderPass); | 498 useRenderPass(frame, targetRenderPass); |
495 | 499 |
496 if (!usingBackgroundTexture) | 500 if (!usingBackgroundTexture) |
497 return scoped_ptr<ScopedTexture>(); | 501 return scoped_ptr<ScopedTexture>(); |
498 return backgroundTexture.Pass(); | 502 return backgroundTexture.Pass(); |
499 } | 503 } |
500 | 504 |
501 void GLRenderer::drawRenderPassQuad(DrawingFrame& frame, const RenderPassDrawQua d* quad) | 505 void GLRenderer::drawRenderPassQuad(DrawingFrame& frame, const RenderPassDrawQua d* quad) |
502 { | 506 { |
503 CachedTexture* contentsTexture = m_renderPassTextures.get(quad->renderPassId ()); | 507 CachedTexture* contentsTexture = m_renderPassTextures.get(quad->renderPassId ()); |
504 if (!contentsTexture || !contentsTexture->id()) | 508 if (!contentsTexture || !contentsTexture->id()) |
505 return; | 509 return; |
506 | 510 |
507 const RenderPass* renderPass = frame.renderPassesById->get(quad->renderPassI d()); | 511 const RenderPass* renderPass = frame.renderPassesById->get(quad->renderPassI d()); |
508 DCHECK(renderPass); | 512 DCHECK(renderPass); |
509 if (!renderPass) | 513 if (!renderPass) |
510 return; | 514 return; |
511 | 515 |
512 WebTransformationMatrix quadRectMatrix; | 516 WebTransformationMatrix quadRectMatrix; |
513 quadRectTransform(&quadRectMatrix, quad->quadTransform(), quad->quadRect()); | 517 quadRectTransform(&quadRectMatrix, quad->quadTransform(), quad->quadRect()); |
514 WebTransformationMatrix contentsDeviceTransform = (frame.windowMatrix * fram e.projectionMatrix * quadRectMatrix).to2dTransform(); | 518 WebTransformationMatrix deviceMatrix = (frame.windowMatrix * frame.projectio nMatrix * quadRectMatrix).to2dTransform(); |
jamesr
2012/11/06 23:53:43
what's the reason for the rename?
| |
515 | 519 |
516 // Can only draw surface if device matrix is invertible. | 520 // Can only draw surface if device matrix is invertible. |
517 if (!contentsDeviceTransform.isInvertible()) | 521 if (!deviceMatrix.isInvertible()) |
518 return; | 522 return; |
519 | 523 |
520 scoped_ptr<ScopedTexture> backgroundTexture = drawBackgroundFilters(frame, q uad, renderPass->backgroundFilters(), contentsDeviceTransform); | 524 WebTransformationMatrix deviceMatrixInv = deviceMatrix.inverse(); |
525 scoped_ptr<ScopedTexture> backgroundTexture = drawBackgroundFilters( | |
526 frame, quad, renderPass->backgroundFilters(), | |
527 deviceMatrix, deviceMatrixInv); | |
521 | 528 |
522 // FIXME: Cache this value so that we don't have to do it for both the surfa ce and its replica. | 529 // FIXME: Cache this value so that we don't have to do it for both the surfa ce and its replica. |
523 // Apply filters to the contents texture. | 530 // Apply filters to the contents texture. |
524 SkBitmap filterBitmap; | 531 SkBitmap filterBitmap; |
525 if (renderPass->filter()) { | 532 if (renderPass->filter()) { |
526 filterBitmap = applyImageFilter(this, renderPass->filter(), contentsText ure); | 533 filterBitmap = applyImageFilter(this, renderPass->filter(), contentsText ure); |
527 } else { | 534 } else { |
528 filterBitmap = applyFilters(this, renderPass->filters(), contentsTexture ); | 535 filterBitmap = applyFilters(this, renderPass->filters(), contentsTexture ); |
529 } | 536 } |
530 scoped_ptr<ResourceProvider::ScopedReadLockGL> contentsResourceLock; | 537 scoped_ptr<ResourceProvider::ScopedReadLockGL> contentsResourceLock; |
531 unsigned contentsTextureId = 0; | 538 unsigned contentsTextureId = 0; |
532 if (filterBitmap.getTexture()) { | 539 if (filterBitmap.getTexture()) { |
533 GrTexture* texture = reinterpret_cast<GrTexture*>(filterBitmap.getTextur e()); | 540 GrTexture* texture = reinterpret_cast<GrTexture*>(filterBitmap.getTextur e()); |
534 contentsTextureId = texture->getTextureHandle(); | 541 contentsTextureId = texture->getTextureHandle(); |
535 } else { | 542 } else { |
536 contentsResourceLock = make_scoped_ptr(new ResourceProvider::ScopedReadL ockGL(m_resourceProvider, contentsTexture->id())); | 543 contentsResourceLock = make_scoped_ptr(new ResourceProvider::ScopedReadL ockGL(m_resourceProvider, contentsTexture->id())); |
537 contentsTextureId = contentsResourceLock->textureId(); | 544 contentsTextureId = contentsResourceLock->textureId(); |
538 } | 545 } |
539 | 546 |
540 // Draw the background texture if there is one. | 547 // Draw the background texture if there is one. |
541 if (backgroundTexture) { | 548 if (backgroundTexture) { |
542 DCHECK(backgroundTexture->size() == quad->quadRect().size()); | 549 DCHECK(backgroundTexture->size() == quad->quadRect().size()); |
543 ResourceProvider::ScopedReadLockGL lock(m_resourceProvider, backgroundTe xture->id()); | 550 ResourceProvider::ScopedReadLockGL lock(m_resourceProvider, backgroundTe xture->id()); |
544 copyTextureToFramebuffer(frame, lock.textureId(), quad->quadRect(), quad ->quadTransform()); | 551 copyTextureToFramebuffer(frame, lock.textureId(), quad->quadRect(), quad ->quadTransform()); |
545 } | 552 } |
546 | 553 |
547 bool clipped = false; | 554 bool clipped = false; |
548 gfx::QuadF deviceQuad = MathUtil::mapQuad(contentsDeviceTransform, sharedGeo metryQuad(), clipped); | 555 gfx::QuadF deviceQuad = MathUtil::mapQuad(deviceMatrix, sharedGeometryQuad() , clipped); |
549 DCHECK(!clipped); | 556 DCHECK(!clipped); |
550 LayerQuad deviceLayerBounds = LayerQuad(gfx::QuadF(deviceQuad.BoundingBox()) ); | 557 LayerQuad deviceLayerBounds = LayerQuad(gfx::QuadF(deviceQuad.BoundingBox()) ); |
551 LayerQuad deviceLayerEdges = LayerQuad(deviceQuad); | 558 LayerQuad deviceLayerEdges = LayerQuad(deviceQuad); |
552 | 559 |
553 // Use anti-aliasing programs only when necessary. | 560 // Use anti-aliasing programs only when necessary. |
554 bool useAA = (!deviceQuad.IsRectilinear() || !deviceQuad.BoundingBox().IsExp ressibleAsRect()); | 561 bool useAA = (!deviceQuad.IsRectilinear() || !deviceQuad.BoundingBox().IsExp ressibleAsRect()); |
555 if (useAA) { | 562 if (useAA) { |
556 deviceLayerBounds.inflateAntiAliasingDistance(); | 563 deviceLayerBounds.inflateAntiAliasingDistance(); |
557 deviceLayerEdges.inflateAntiAliasingDistance(); | 564 deviceLayerEdges.inflateAntiAliasingDistance(); |
558 } | 565 } |
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627 GLC(context(), context()->activeTexture(GL_TEXTURE0)); | 634 GLC(context(), context()->activeTexture(GL_TEXTURE0)); |
628 } | 635 } |
629 | 636 |
630 if (shaderEdgeLocation != -1) { | 637 if (shaderEdgeLocation != -1) { |
631 float edge[24]; | 638 float edge[24]; |
632 deviceLayerEdges.toFloatArray(edge); | 639 deviceLayerEdges.toFloatArray(edge); |
633 deviceLayerBounds.toFloatArray(&edge[12]); | 640 deviceLayerBounds.toFloatArray(&edge[12]); |
634 GLC(context(), context()->uniform3fv(shaderEdgeLocation, 8, edge)); | 641 GLC(context(), context()->uniform3fv(shaderEdgeLocation, 8, edge)); |
635 } | 642 } |
636 | 643 |
637 // Map device space quad to surface space. contentsDeviceTransform has no 3d component since it was generated with to2dTransform() so we don't need to proje ct. | 644 // Map device space quad to surface space. deviceMatrix has no 3d component since it was generated with to2dTransform() so we don't need to project. |
638 gfx::QuadF surfaceQuad = MathUtil::mapQuad(contentsDeviceTransform.inverse() , deviceLayerEdges.ToQuadF(), clipped); | 645 gfx::QuadF surfaceQuad = MathUtil::mapQuad(deviceMatrixInv, deviceLayerEdges .ToQuadF(), clipped); |
639 DCHECK(!clipped); | 646 DCHECK(!clipped); |
640 | 647 |
641 setShaderOpacity(quad->opacity(), shaderAlphaLocation); | 648 setShaderOpacity(quad->opacity(), shaderAlphaLocation); |
642 setShaderQuadF(surfaceQuad, shaderQuadLocation); | 649 setShaderQuadF(surfaceQuad, shaderQuadLocation); |
643 drawQuadGeometry(frame, quad->quadTransform(), quad->quadRect(), shaderMatri xLocation); | 650 drawQuadGeometry(frame, quad->quadTransform(), quad->quadRect(), shaderMatri xLocation); |
644 } | 651 } |
645 | 652 |
646 void GLRenderer::drawSolidColorQuad(const DrawingFrame& frame, const SolidColorD rawQuad* quad) | 653 void GLRenderer::drawSolidColorQuad(const DrawingFrame& frame, const SolidColorD rawQuad* quad) |
647 { | 654 { |
648 const SolidColorProgram* program = solidColorProgram(); | 655 const SolidColorProgram* program = solidColorProgram(); |
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708 | 715 |
709 // Map to normalized texture coordinates. | 716 // Map to normalized texture coordinates. |
710 const gfx::Size& textureSize = quad->textureSize(); | 717 const gfx::Size& textureSize = quad->textureSize(); |
711 float fragmentTexTranslateX = textureOffset.x() / textureSize.width(); | 718 float fragmentTexTranslateX = textureOffset.x() / textureSize.width(); |
712 float fragmentTexTranslateY = textureOffset.y() / textureSize.height(); | 719 float fragmentTexTranslateY = textureOffset.y() / textureSize.height(); |
713 float fragmentTexScaleX = clampRect.width() / textureSize.width(); | 720 float fragmentTexScaleX = clampRect.width() / textureSize.width(); |
714 float fragmentTexScaleY = clampRect.height() / textureSize.height(); | 721 float fragmentTexScaleY = clampRect.height() / textureSize.height(); |
715 | 722 |
716 | 723 |
717 gfx::QuadF localQuad; | 724 gfx::QuadF localQuad; |
718 WebTransformationMatrix deviceTransform = WebTransformationMatrix(frame.wind owMatrix * frame.projectionMatrix * quad->quadTransform()).to2dTransform(); | 725 WebTransformationMatrix deviceMatrix = WebTransformationMatrix(frame.windowM atrix * frame.projectionMatrix * quad->quadTransform()).to2dTransform(); |
jamesr
2012/11/06 23:53:43
this rename seems somewhat arbitrary
| |
719 if (!deviceTransform.isInvertible()) | 726 if (!deviceMatrix.isInvertible()) |
720 return; | 727 return; |
721 | 728 |
722 bool clipped = false; | 729 bool clipped = false; |
723 gfx::QuadF deviceLayerQuad = MathUtil::mapQuad(deviceTransform, gfx::QuadF(q uad->visibleContentRect()), clipped); | 730 gfx::QuadF deviceLayerQuad = MathUtil::mapQuad(deviceMatrix, gfx::QuadF(quad ->visibleContentRect()), clipped); |
724 DCHECK(!clipped); | 731 DCHECK(!clipped); |
725 | 732 |
726 TileProgramUniforms uniforms; | 733 TileProgramUniforms uniforms; |
727 // For now, we simply skip anti-aliasing with the quad is clipped. This only happens | 734 // For now, we simply skip anti-aliasing with the quad is clipped. This only happens |
728 // on perspective transformed layers that go partially behind the camera. | 735 // on perspective transformed layers that go partially behind the camera. |
729 if (quad->isAntialiased() && !clipped) { | 736 if (quad->isAntialiased() && !clipped) { |
730 if (quad->swizzleContents()) | 737 if (quad->swizzleContents()) |
731 tileUniformLocation(tileProgramSwizzleAA(), uniforms); | 738 tileUniformLocation(tileProgramSwizzleAA(), uniforms); |
732 else | 739 else |
733 tileUniformLocation(tileProgramAA(), uniforms); | 740 tileUniformLocation(tileProgramAA(), uniforms); |
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768 | 775 |
769 GLC(context(), context()->uniform4f(uniforms.vertexTexTransformLocation, vertexTexTranslateX, vertexTexTranslateY, vertexTexScaleX, vertexTexScaleY)); | 776 GLC(context(), context()->uniform4f(uniforms.vertexTexTransformLocation, vertexTexTranslateX, vertexTexTranslateY, vertexTexScaleX, vertexTexScaleY)); |
770 GLC(context(), context()->uniform4f(uniforms.fragmentTexTransformLocatio n, fragmentTexTranslateX, fragmentTexTranslateY, fragmentTexScaleX, fragmentTexS caleY)); | 777 GLC(context(), context()->uniform4f(uniforms.fragmentTexTransformLocatio n, fragmentTexTranslateX, fragmentTexTranslateY, fragmentTexScaleX, fragmentTexS caleY)); |
771 | 778 |
772 gfx::PointF bottomRight(tileRect.right(), tileRect.bottom()); | 779 gfx::PointF bottomRight(tileRect.right(), tileRect.bottom()); |
773 gfx::PointF bottomLeft(tileRect.x(), tileRect.bottom()); | 780 gfx::PointF bottomLeft(tileRect.x(), tileRect.bottom()); |
774 gfx::PointF topLeft(tileRect.x(), tileRect.y()); | 781 gfx::PointF topLeft(tileRect.x(), tileRect.y()); |
775 gfx::PointF topRight(tileRect.right(), tileRect.y()); | 782 gfx::PointF topRight(tileRect.right(), tileRect.y()); |
776 | 783 |
777 // Map points to device space. | 784 // Map points to device space. |
778 bottomRight = MathUtil::mapPoint(deviceTransform, bottomRight, clipped); | 785 bottomRight = MathUtil::mapPoint(deviceMatrix, bottomRight, clipped); |
779 DCHECK(!clipped); | 786 DCHECK(!clipped); |
780 bottomLeft = MathUtil::mapPoint(deviceTransform, bottomLeft, clipped); | 787 bottomLeft = MathUtil::mapPoint(deviceMatrix, bottomLeft, clipped); |
781 DCHECK(!clipped); | 788 DCHECK(!clipped); |
782 topLeft = MathUtil::mapPoint(deviceTransform, topLeft, clipped); | 789 topLeft = MathUtil::mapPoint(deviceMatrix, topLeft, clipped); |
783 DCHECK(!clipped); | 790 DCHECK(!clipped); |
784 topRight = MathUtil::mapPoint(deviceTransform, topRight, clipped); | 791 topRight = MathUtil::mapPoint(deviceMatrix, topRight, clipped); |
785 DCHECK(!clipped); | 792 DCHECK(!clipped); |
786 | 793 |
787 LayerQuad::Edge bottomEdge(bottomRight, bottomLeft); | 794 LayerQuad::Edge bottomEdge(bottomRight, bottomLeft); |
788 LayerQuad::Edge leftEdge(bottomLeft, topLeft); | 795 LayerQuad::Edge leftEdge(bottomLeft, topLeft); |
789 LayerQuad::Edge topEdge(topLeft, topRight); | 796 LayerQuad::Edge topEdge(topLeft, topRight); |
790 LayerQuad::Edge rightEdge(topRight, bottomRight); | 797 LayerQuad::Edge rightEdge(topRight, bottomRight); |
791 | 798 |
792 // Only apply anti-aliasing to edges not clipped by culling or scissorin g. | 799 // Only apply anti-aliasing to edges not clipped by culling or scissorin g. |
793 if (quad->topEdgeAA() && tileRect.y() == quad->quadRect().y()) | 800 if (quad->topEdgeAA() && tileRect.y() == quad->quadRect().y()) |
794 topEdge = deviceLayerEdges.top(); | 801 topEdge = deviceLayerEdges.top(); |
795 if (quad->leftEdgeAA() && tileRect.x() == quad->quadRect().x()) | 802 if (quad->leftEdgeAA() && tileRect.x() == quad->quadRect().x()) |
796 leftEdge = deviceLayerEdges.left(); | 803 leftEdge = deviceLayerEdges.left(); |
797 if (quad->rightEdgeAA() && tileRect.right() == quad->quadRect().right()) | 804 if (quad->rightEdgeAA() && tileRect.right() == quad->quadRect().right()) |
798 rightEdge = deviceLayerEdges.right(); | 805 rightEdge = deviceLayerEdges.right(); |
799 if (quad->bottomEdgeAA() && tileRect.bottom() == quad->quadRect().bottom ()) | 806 if (quad->bottomEdgeAA() && tileRect.bottom() == quad->quadRect().bottom ()) |
800 bottomEdge = deviceLayerEdges.bottom(); | 807 bottomEdge = deviceLayerEdges.bottom(); |
801 | 808 |
802 float sign = gfx::QuadF(tileRect).IsCounterClockwise() ? -1 : 1; | 809 float sign = gfx::QuadF(tileRect).IsCounterClockwise() ? -1 : 1; |
803 bottomEdge.scale(sign); | 810 bottomEdge.scale(sign); |
804 leftEdge.scale(sign); | 811 leftEdge.scale(sign); |
805 topEdge.scale(sign); | 812 topEdge.scale(sign); |
806 rightEdge.scale(sign); | 813 rightEdge.scale(sign); |
807 | 814 |
808 // Create device space quad. | 815 // Create device space quad. |
809 LayerQuad deviceQuad(leftEdge, topEdge, rightEdge, bottomEdge); | 816 LayerQuad deviceQuad(leftEdge, topEdge, rightEdge, bottomEdge); |
810 | 817 |
811 // Map device space quad to local space. contentsDeviceTransform has no 3d component since it was generated with to2dTransform() so we don't need to pro ject. | 818 // Map device space quad to local space. deviceMatrix has no 3d componen t since it was generated with to2dTransform() so we don't need to project. |
812 WebTransformationMatrix inverseDeviceTransform = deviceTransform.inverse (); | 819 WebTransformationMatrix deviceMatrixInv = deviceMatrix.inverse(); |
813 localQuad = MathUtil::mapQuad(inverseDeviceTransform, deviceQuad.ToQuadF (), clipped); | 820 localQuad = MathUtil::mapQuad(deviceMatrixInv, deviceQuad.ToQuadF(), cli pped); |
814 | 821 |
815 // We should not DCHECK(!clipped) here, because anti-aliasing inflation may cause deviceQuad to become | 822 // We should not DCHECK(!clipped) here, because anti-aliasing inflation may cause deviceQuad to become |
816 // clipped. To our knowledge this scenario does not need to be handled d ifferently than the unclipped case. | 823 // clipped. To our knowledge this scenario does not need to be handled d ifferently than the unclipped case. |
817 } else { | 824 } else { |
818 // Move fragment shader transform to vertex shader. We can do this while | 825 // Move fragment shader transform to vertex shader. We can do this while |
819 // still producing correct results as fragmentTexTransformLocation | 826 // still producing correct results as fragmentTexTransformLocation |
820 // should always be non-negative when tiles are transformed in a way | 827 // should always be non-negative when tiles are transformed in a way |
821 // that could result in sampling outside the layer. | 828 // that could result in sampling outside the layer. |
822 vertexTexScaleX *= fragmentTexScaleX; | 829 vertexTexScaleX *= fragmentTexScaleX; |
823 vertexTexScaleY *= fragmentTexScaleY; | 830 vertexTexScaleY *= fragmentTexScaleY; |
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1625 | 1632 |
1626 releaseRenderPassTextures(); | 1633 releaseRenderPassTextures(); |
1627 } | 1634 } |
1628 | 1635 |
1629 bool GLRenderer::isContextLost() | 1636 bool GLRenderer::isContextLost() |
1630 { | 1637 { |
1631 return (m_context->getGraphicsResetStatusARB() != GL_NO_ERROR); | 1638 return (m_context->getGraphicsResetStatusARB() != GL_NO_ERROR); |
1632 } | 1639 } |
1633 | 1640 |
1634 } // namespace cc | 1641 } // namespace cc |
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