Index: cc/output/direct_renderer.cc |
diff --git a/cc/output/direct_renderer.cc b/cc/output/direct_renderer.cc |
index 5867fce57771024c64b6f8e57332b122e5eca4f1..0ae4179deaef141473f276f50eb503cba852f5cb 100644 |
--- a/cc/output/direct_renderer.cc |
+++ b/cc/output/direct_renderer.cc |
@@ -12,6 +12,8 @@ |
#include "base/metrics/histogram.h" |
#include "base/trace_event/trace_event.h" |
#include "cc/base/math_util.h" |
+#include "cc/output/bsp_tree.h" |
+#include "cc/output/bsp_walk_action.h" |
#include "cc/output/copy_output_request.h" |
#include "cc/quads/draw_quad.h" |
#include "ui/gfx/geometry/rect_conversions.h" |
@@ -299,22 +301,27 @@ void DirectRenderer::SetScissorStateForQuad(const DrawingFrame* frame, |
EnsureScissorTestDisabled(); |
} |
+bool DirectRenderer::ShouldSkipQuad(const DrawQuad& quad, |
+ const gfx::Rect& render_pass_scissor) { |
+ if (render_pass_scissor.IsEmpty()) |
+ return true; |
+ |
+ if (quad.isClipped()) { |
+ gfx::Rect r = quad.clipRect(); |
+ r.Intersect(render_pass_scissor); |
+ return r.IsEmpty(); |
+ } |
+ |
+ return false; |
+} |
+ |
void DirectRenderer::SetScissorStateForQuadWithRenderPassScissor( |
const DrawingFrame* frame, |
const DrawQuad& quad, |
- const gfx::Rect& render_pass_scissor, |
- bool* should_skip_quad) { |
+ const gfx::Rect& render_pass_scissor) { |
gfx::Rect quad_scissor_rect = render_pass_scissor; |
- |
if (quad.isClipped()) |
quad_scissor_rect.Intersect(quad.clipRect()); |
- |
- if (quad_scissor_rect.IsEmpty()) { |
- *should_skip_quad = true; |
- return; |
- } |
- |
- *should_skip_quad = false; |
SetScissorTestRectInDrawSpace(frame, quad_scissor_rect); |
} |
@@ -330,6 +337,46 @@ void DirectRenderer::SetScissorTestRectInDrawSpace( |
void DirectRenderer::FinishDrawingQuadList() {} |
+void DirectRenderer::DoDrawPolygon(const DrawPolygon& poly, |
+ DrawingFrame* frame, |
+ const gfx::Rect& render_pass_scissor, |
+ bool using_scissor_as_optimization) { |
+ if (using_scissor_as_optimization) { |
+ SetScissorStateForQuadWithRenderPassScissor(frame, *poly.original_ref(), |
+ render_pass_scissor); |
+ } else { |
+ SetScissorStateForQuad(frame, *poly.original_ref()); |
+ } |
+ |
+ // If the poly has not been split, then it is just a normal DrawQuad, |
+ // and we should save any extra processing that would have to be done. |
+ if (!poly.is_split()) { |
+ DoDrawQuad(frame, poly.original_ref(), NULL); |
+ return; |
+ } |
+ |
+ std::vector<gfx::QuadF> quads; |
+ poly.ToQuads2D(&quads); |
+ for (size_t i = 0; i < quads.size(); ++i) { |
+ DoDrawQuad(frame, poly.original_ref(), &quads[i]); |
+ } |
+} |
+ |
+void DirectRenderer::FlushPolygons(ScopedPtrDeque<DrawPolygon>* poly_list, |
+ DrawingFrame* frame, |
+ const gfx::Rect& render_pass_scissor, |
+ bool using_scissor_as_optimization) { |
+ if (poly_list->empty()) { |
+ return; |
+ } |
+ |
+ BspTree bsp_tree(poly_list); |
+ BspWalkActionDrawPolygon action_handler(this, frame, render_pass_scissor, |
+ using_scissor_as_optimization); |
+ bsp_tree.TraverseWithActionHandler(&action_handler); |
+ DCHECK(poly_list->empty()); |
+} |
+ |
void DirectRenderer::DrawRenderPass(DrawingFrame* frame, |
const RenderPass* render_pass) { |
TRACE_EVENT0("cc", "DirectRenderer::DrawRenderPass"); |
@@ -369,21 +416,49 @@ void DirectRenderer::DrawRenderPass(DrawingFrame* frame, |
} |
const QuadList& quad_list = render_pass->quad_list; |
+ ScopedPtrDeque<DrawPolygon> poly_list; |
+ |
+ int next_polygon_id = 0; |
+ int last_sorting_context_id = 0; |
for (auto it = quad_list.BackToFrontBegin(); it != quad_list.BackToFrontEnd(); |
++it) { |
const DrawQuad& quad = **it; |
- bool should_skip_quad = false; |
+ gfx::QuadF send_quad(quad.visible_rect); |
+ |
+ if (using_scissor_as_optimization && |
+ ShouldSkipQuad(quad, render_pass_scissor)) { |
+ continue; |
+ } |
+ |
+ if (last_sorting_context_id != quad.shared_quad_state->sorting_context_id) { |
+ last_sorting_context_id = quad.shared_quad_state->sorting_context_id; |
+ FlushPolygons(&poly_list, frame, render_pass_scissor, |
+ using_scissor_as_optimization); |
+ } |
+ |
+ // This layer is in a 3D sorting context so we add it to the list of |
+ // polygons to go into the BSP tree. |
+ if (quad.shared_quad_state->sorting_context_id != 0) { |
+ scoped_ptr<DrawPolygon> new_polygon(new DrawPolygon( |
+ *it, quad.visible_rect, quad.quadTransform(), next_polygon_id++)); |
+ if (new_polygon->points().size() > 2u) { |
+ poly_list.push_back(new_polygon.Pass()); |
+ } |
+ continue; |
+ } |
+ // We are not in a 3d sorting context, so we should draw the quad normally. |
if (using_scissor_as_optimization) { |
- SetScissorStateForQuadWithRenderPassScissor( |
- frame, quad, render_pass_scissor, &should_skip_quad); |
+ SetScissorStateForQuadWithRenderPassScissor(frame, quad, |
+ render_pass_scissor); |
} else { |
SetScissorStateForQuad(frame, quad); |
} |
- if (!should_skip_quad) |
- DoDrawQuad(frame, &quad); |
+ DoDrawQuad(frame, &quad, nullptr); |
} |
+ FlushPolygons(&poly_list, frame, render_pass_scissor, |
+ using_scissor_as_optimization); |
FinishDrawingQuadList(); |
} |