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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 | |
3 // found in the LICENSE file. | |
4 | |
5 | |
6 #include "config.h" | |
7 | |
8 #if USE(ACCELERATED_COMPOSITING) | |
9 #include "CCRendererGL.h" | |
10 | |
11 #include "CCDamageTracker.h" | |
12 #include "CCLayerQuad.h" | |
13 #include "CCMathUtil.h" | |
14 #include "CCProxy.h" | |
15 #include "CCRenderPass.h" | |
16 #include "CCRenderSurfaceFilters.h" | |
17 #include "CCScopedTexture.h" | |
18 #include "CCSettings.h" | |
19 #include "CCSingleThreadProxy.h" | |
20 #include "CCVideoLayerImpl.h" | |
21 #include "Extensions3D.h" | |
22 #include "FloatQuad.h" | |
23 #include "GeometryBinding.h" | |
24 #include "GrTexture.h" | |
25 #include "NotImplemented.h" | |
26 #include "PlatformColor.h" | |
27 #include "SkBitmap.h" | |
28 #include "SkColor.h" | |
29 #include "TraceEvent.h" | |
30 #ifdef LOG | |
31 #undef LOG | |
32 #endif | |
33 #include "base/string_split.h" | |
34 #include "base/string_util.h" | |
35 #include <public/WebGraphicsContext3D.h> | |
36 #include <public/WebSharedGraphicsContext3D.h> | |
37 #include <public/WebVideoFrame.h> | |
38 #include <set> | |
39 #include <string> | |
40 #include <vector> | |
41 #include <wtf/CurrentTime.h> | |
42 #include <wtf/OwnArrayPtr.h> | |
43 | |
44 using namespace std; | |
45 using WebKit::WebGraphicsContext3D; | |
46 using WebKit::WebGraphicsMemoryAllocation; | |
47 using WebKit::WebSharedGraphicsContext3D; | |
48 using WebKit::WebTransformationMatrix; | |
49 | |
50 namespace cc { | |
51 | |
52 namespace { | |
53 | |
54 bool needsIOSurfaceReadbackWorkaround() | |
55 { | |
56 #if OS(DARWIN) | |
57 return true; | |
58 #else | |
59 return false; | |
60 #endif | |
61 } | |
62 | |
63 } // anonymous namespace | |
64 | |
65 PassOwnPtr<CCRendererGL> CCRendererGL::create(CCRendererClient* client, CCResour
ceProvider* resourceProvider) | |
66 { | |
67 OwnPtr<CCRendererGL> renderer(adoptPtr(new CCRendererGL(client, resourceProv
ider))); | |
68 if (!renderer->initialize()) | |
69 return nullptr; | |
70 | |
71 return renderer.release(); | |
72 } | |
73 | |
74 CCRendererGL::CCRendererGL(CCRendererClient* client, | |
75 CCResourceProvider* resourceProvider) | |
76 : CCDirectRenderer(client, resourceProvider) | |
77 , m_offscreenFramebufferId(0) | |
78 , m_sharedGeometryQuad(FloatRect(-0.5f, -0.5f, 1.0f, 1.0f)) | |
79 , m_context(resourceProvider->graphicsContext3D()) | |
80 , m_isViewportChanged(false) | |
81 , m_isFramebufferDiscarded(false) | |
82 , m_isUsingBindUniform(false) | |
83 , m_visible(true) | |
84 { | |
85 ASSERT(m_context); | |
86 } | |
87 | |
88 bool CCRendererGL::initialize() | |
89 { | |
90 if (!m_context->makeContextCurrent()) | |
91 return false; | |
92 | |
93 m_context->setContextLostCallback(this); | |
94 m_context->pushGroupMarkerEXT("CompositorContext"); | |
95 | |
96 std::string extensionsString = UTF16ToASCII(m_context->getString(GraphicsCon
text3D::EXTENSIONS)); | |
97 std::vector<std::string> extensionsList; | |
98 base::SplitString(extensionsString, ' ', &extensionsList); | |
99 std::set<string> extensions(extensionsList.begin(), extensionsList.end()); | |
100 | |
101 if (settings().acceleratePainting && extensions.count("GL_EXT_texture_format
_BGRA8888") | |
102 && extensions.count("GL_EXT_read_format_bg
ra")) | |
103 m_capabilities.usingAcceleratedPainting = true; | |
104 else | |
105 m_capabilities.usingAcceleratedPainting = false; | |
106 | |
107 | |
108 m_capabilities.contextHasCachedFrontBuffer = extensions.count("GL_CHROMIUM_f
ront_buffer_cached"); | |
109 | |
110 m_capabilities.usingPartialSwap = CCSettings::partialSwapEnabled() && extens
ions.count("GL_CHROMIUM_post_sub_buffer"); | |
111 | |
112 // Use the swapBuffers callback only with the threaded proxy. | |
113 if (CCProxy::hasImplThread()) | |
114 m_capabilities.usingSwapCompleteCallback = extensions.count("GL_CHROMIUM
_swapbuffers_complete_callback"); | |
115 if (m_capabilities.usingSwapCompleteCallback) | |
116 m_context->setSwapBuffersCompleteCallbackCHROMIUM(this); | |
117 | |
118 m_capabilities.usingSetVisibility = extensions.count("GL_CHROMIUM_set_visibi
lity"); | |
119 | |
120 if (extensions.count("GL_CHROMIUM_iosurface")) | |
121 ASSERT(extensions.count("GL_ARB_texture_rectangle")); | |
122 | |
123 m_capabilities.usingGpuMemoryManager = extensions.count("GL_CHROMIUM_gpu_mem
ory_manager"); | |
124 if (m_capabilities.usingGpuMemoryManager) | |
125 m_context->setMemoryAllocationChangedCallbackCHROMIUM(this); | |
126 | |
127 m_capabilities.usingDiscardFramebuffer = extensions.count("GL_CHROMIUM_disca
rd_framebuffer"); | |
128 | |
129 m_capabilities.usingEglImage = extensions.count("GL_OES_EGL_image_external")
; | |
130 | |
131 GLC(m_context, m_context->getIntegerv(GraphicsContext3D::MAX_TEXTURE_SIZE, &
m_capabilities.maxTextureSize)); | |
132 m_capabilities.bestTextureFormat = PlatformColor::bestTextureFormat(m_contex
t, extensions.count("GL_EXT_texture_format_BGRA8888")); | |
133 | |
134 m_isUsingBindUniform = extensions.count("GL_CHROMIUM_bind_uniform_location")
; | |
135 | |
136 if (!initializeSharedObjects()) | |
137 return false; | |
138 | |
139 // Make sure the viewport and context gets initialized, even if it is to zer
o. | |
140 viewportChanged(); | |
141 return true; | |
142 } | |
143 | |
144 CCRendererGL::~CCRendererGL() | |
145 { | |
146 ASSERT(CCProxy::isImplThread()); | |
147 m_context->setSwapBuffersCompleteCallbackCHROMIUM(0); | |
148 m_context->setMemoryAllocationChangedCallbackCHROMIUM(0); | |
149 m_context->setContextLostCallback(0); | |
150 cleanupSharedObjects(); | |
151 } | |
152 | |
153 const RendererCapabilities& CCRendererGL::capabilities() const | |
154 { | |
155 return m_capabilities; | |
156 } | |
157 | |
158 WebGraphicsContext3D* CCRendererGL::context() | |
159 { | |
160 return m_context; | |
161 } | |
162 | |
163 void CCRendererGL::debugGLCall(WebGraphicsContext3D* context, const char* comman
d, const char* file, int line) | |
164 { | |
165 unsigned long error = context->getError(); | |
166 if (error != GraphicsContext3D::NO_ERROR) | |
167 LOG_ERROR("GL command failed: File: %s\n\tLine %d\n\tcommand: %s, error
%x\n", file, line, command, static_cast<int>(error)); | |
168 } | |
169 | |
170 void CCRendererGL::setVisible(bool visible) | |
171 { | |
172 if (m_visible == visible) | |
173 return; | |
174 m_visible = visible; | |
175 | |
176 // TODO: Replace setVisibilityCHROMIUM with an extension to explicitly manag
e front/backbuffers | |
177 // crbug.com/116049 | |
178 if (m_capabilities.usingSetVisibility) | |
179 m_context->setVisibilityCHROMIUM(visible); | |
180 } | |
181 | |
182 void CCRendererGL::releaseRenderPassTextures() | |
183 { | |
184 m_renderPassTextures.clear(); | |
185 } | |
186 | |
187 void CCRendererGL::viewportChanged() | |
188 { | |
189 m_isViewportChanged = true; | |
190 } | |
191 | |
192 void CCRendererGL::clearFramebuffer(DrawingFrame& frame) | |
193 { | |
194 // On DEBUG builds, opaque render passes are cleared to blue to easily see r
egions that were not drawn on the screen. | |
195 if (frame.currentRenderPass->hasTransparentBackground()) | |
196 GLC(m_context, m_context->clearColor(0, 0, 0, 0)); | |
197 else | |
198 GLC(m_context, m_context->clearColor(0, 0, 1, 1)); | |
199 | |
200 #if defined(NDEBUG) | |
201 if (frame.currentRenderPass->hasTransparentBackground()) | |
202 #endif | |
203 m_context->clear(GraphicsContext3D::COLOR_BUFFER_BIT); | |
204 } | |
205 | |
206 void CCRendererGL::beginDrawingFrame(DrawingFrame& frame) | |
207 { | |
208 // FIXME: Remove this once framebuffer is automatically recreated on first u
se | |
209 ensureFramebuffer(); | |
210 | |
211 if (viewportSize().isEmpty()) | |
212 return; | |
213 | |
214 TRACE_EVENT0("cc", "CCRendererGL::drawLayers"); | |
215 if (m_isViewportChanged) { | |
216 // Only reshape when we know we are going to draw. Otherwise, the reshap
e | |
217 // can leave the window at the wrong size if we never draw and the prope
r | |
218 // viewport size is never set. | |
219 m_isViewportChanged = false; | |
220 m_context->reshape(viewportWidth(), viewportHeight()); | |
221 } | |
222 | |
223 makeContextCurrent(); | |
224 // Bind the common vertex attributes used for drawing all the layers. | |
225 m_sharedGeometry->prepareForDraw(); | |
226 | |
227 GLC(m_context, m_context->disable(GraphicsContext3D::DEPTH_TEST)); | |
228 GLC(m_context, m_context->disable(GraphicsContext3D::CULL_FACE)); | |
229 GLC(m_context, m_context->colorMask(true, true, true, true)); | |
230 GLC(m_context, m_context->enable(GraphicsContext3D::BLEND)); | |
231 GLC(m_context, m_context->blendFunc(GraphicsContext3D::ONE, GraphicsContext3
D::ONE_MINUS_SRC_ALPHA)); | |
232 } | |
233 | |
234 void CCRendererGL::doNoOp() | |
235 { | |
236 GLC(m_context, m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, 0)
); | |
237 GLC(m_context, m_context->flush()); | |
238 } | |
239 | |
240 void CCRendererGL::drawQuad(DrawingFrame& frame, const CCDrawQuad* quad) | |
241 { | |
242 if (quad->needsBlending()) | |
243 GLC(m_context, m_context->enable(GraphicsContext3D::BLEND)); | |
244 else | |
245 GLC(m_context, m_context->disable(GraphicsContext3D::BLEND)); | |
246 | |
247 switch (quad->material()) { | |
248 case CCDrawQuad::Invalid: | |
249 ASSERT_NOT_REACHED(); | |
250 break; | |
251 case CCDrawQuad::Checkerboard: | |
252 drawCheckerboardQuad(frame, CCCheckerboardDrawQuad::materialCast(quad)); | |
253 break; | |
254 case CCDrawQuad::DebugBorder: | |
255 drawDebugBorderQuad(frame, CCDebugBorderDrawQuad::materialCast(quad)); | |
256 break; | |
257 case CCDrawQuad::IOSurfaceContent: | |
258 drawIOSurfaceQuad(frame, CCIOSurfaceDrawQuad::materialCast(quad)); | |
259 break; | |
260 case CCDrawQuad::RenderPass: | |
261 drawRenderPassQuad(frame, CCRenderPassDrawQuad::materialCast(quad)); | |
262 break; | |
263 case CCDrawQuad::SolidColor: | |
264 drawSolidColorQuad(frame, CCSolidColorDrawQuad::materialCast(quad)); | |
265 break; | |
266 case CCDrawQuad::StreamVideoContent: | |
267 drawStreamVideoQuad(frame, CCStreamVideoDrawQuad::materialCast(quad)); | |
268 break; | |
269 case CCDrawQuad::TextureContent: | |
270 drawTextureQuad(frame, CCTextureDrawQuad::materialCast(quad)); | |
271 break; | |
272 case CCDrawQuad::TiledContent: | |
273 drawTileQuad(frame, CCTileDrawQuad::materialCast(quad)); | |
274 break; | |
275 case CCDrawQuad::YUVVideoContent: | |
276 drawYUVVideoQuad(frame, CCYUVVideoDrawQuad::materialCast(quad)); | |
277 break; | |
278 } | |
279 } | |
280 | |
281 void CCRendererGL::drawCheckerboardQuad(const DrawingFrame& frame, const CCCheck
erboardDrawQuad* quad) | |
282 { | |
283 const TileCheckerboardProgram* program = tileCheckerboardProgram(); | |
284 ASSERT(program && program->initialized()); | |
285 GLC(context(), context()->useProgram(program->program())); | |
286 | |
287 SkColor color = quad->color(); | |
288 GLC(context(), context()->uniform4f(program->fragmentShader().colorLocation(
), SkColorGetR(color) / 255.0, SkColorGetG(color) / 255.0, SkColorGetB(color) /
255.0, 1)); | |
289 | |
290 const int checkerboardWidth = 16; | |
291 float frequency = 1.0 / checkerboardWidth; | |
292 | |
293 IntRect tileRect = quad->quadRect(); | |
294 float texOffsetX = tileRect.x() % checkerboardWidth; | |
295 float texOffsetY = tileRect.y() % checkerboardWidth; | |
296 float texScaleX = tileRect.width(); | |
297 float texScaleY = tileRect.height(); | |
298 GLC(context(), context()->uniform4f(program->fragmentShader().texTransformLo
cation(), texOffsetX, texOffsetY, texScaleX, texScaleY)); | |
299 | |
300 GLC(context(), context()->uniform1f(program->fragmentShader().frequencyLocat
ion(), frequency)); | |
301 | |
302 setShaderOpacity(quad->opacity(), program->fragmentShader().alphaLocation())
; | |
303 drawQuadGeometry(frame, quad->quadTransform(), quad->quadRect(), program->ve
rtexShader().matrixLocation()); | |
304 } | |
305 | |
306 void CCRendererGL::drawDebugBorderQuad(const DrawingFrame& frame, const CCDebugB
orderDrawQuad* quad) | |
307 { | |
308 static float glMatrix[16]; | |
309 const SolidColorProgram* program = solidColorProgram(); | |
310 ASSERT(program && program->initialized()); | |
311 GLC(context(), context()->useProgram(program->program())); | |
312 | |
313 // Use the full quadRect for debug quads to not move the edges based on part
ial swaps. | |
314 const IntRect& layerRect = quad->quadRect(); | |
315 WebTransformationMatrix renderMatrix = quad->quadTransform(); | |
316 renderMatrix.translate(0.5 * layerRect.width() + layerRect.x(), 0.5 * layerR
ect.height() + layerRect.y()); | |
317 renderMatrix.scaleNonUniform(layerRect.width(), layerRect.height()); | |
318 CCRendererGL::toGLMatrix(&glMatrix[0], frame.projectionMatrix * renderMatrix
); | |
319 GLC(context(), context()->uniformMatrix4fv(program->vertexShader().matrixLoc
ation(), 1, false, &glMatrix[0])); | |
320 | |
321 SkColor color = quad->color(); | |
322 float alpha = SkColorGetA(color) / 255.0; | |
323 | |
324 GLC(context(), context()->uniform4f(program->fragmentShader().colorLocation(
), (SkColorGetR(color) / 255.0) * alpha, (SkColorGetG(color) / 255.0) * alpha, (
SkColorGetB(color) / 255.0) * alpha, alpha)); | |
325 | |
326 GLC(context(), context()->lineWidth(quad->width())); | |
327 | |
328 // The indices for the line are stored in the same array as the triangle ind
ices. | |
329 GLC(context(), context()->drawElements(GraphicsContext3D::LINE_LOOP, 4, Grap
hicsContext3D::UNSIGNED_SHORT, 6 * sizeof(unsigned short))); | |
330 } | |
331 | |
332 static inline SkBitmap applyFilters(CCRendererGL* renderer, const WebKit::WebFil
terOperations& filters, CCScopedTexture* sourceTexture) | |
333 { | |
334 if (filters.isEmpty()) | |
335 return SkBitmap(); | |
336 | |
337 WebGraphicsContext3D* filterContext = CCProxy::hasImplThread() ? WebSharedGr
aphicsContext3D::compositorThreadContext() : WebSharedGraphicsContext3D::mainThr
eadContext(); | |
338 GrContext* filterGrContext = CCProxy::hasImplThread() ? WebSharedGraphicsCon
text3D::compositorThreadGrContext() : WebSharedGraphicsContext3D::mainThreadGrCo
ntext(); | |
339 | |
340 if (!filterContext || !filterGrContext) | |
341 return SkBitmap(); | |
342 | |
343 renderer->context()->flush(); | |
344 | |
345 CCResourceProvider::ScopedWriteLockGL lock(renderer->resourceProvider(), sou
rceTexture->id()); | |
346 SkBitmap source = CCRenderSurfaceFilters::apply(filters, lock.textureId(), s
ourceTexture->size(), filterContext, filterGrContext); | |
347 return source; | |
348 } | |
349 | |
350 PassOwnPtr<CCScopedTexture> CCRendererGL::drawBackgroundFilters(DrawingFrame& fr
ame, const CCRenderPassDrawQuad* quad, const WebKit::WebFilterOperations& filter
s, const WebTransformationMatrix& contentsDeviceTransform) | |
351 { | |
352 // This method draws a background filter, which applies a filter to any pixe
ls behind the quad and seen through its background. | |
353 // The algorithm works as follows: | |
354 // 1. Compute a bounding box around the pixels that will be visible through
the quad. | |
355 // 2. Read the pixels in the bounding box into a buffer R. | |
356 // 3. Apply the background filter to R, so that it is applied in the pixels'
coordinate space. | |
357 // 4. Apply the quad's inverse transform to map the pixels in R into the qua
d's content space. This implicitly | |
358 // clips R by the content bounds of the quad since the destination texture h
as bounds matching the quad's content. | |
359 // 5. Draw the background texture for the contents using the same transform
as used to draw the contents itself. This is done | |
360 // without blending to replace the current background pixels with the new fi
ltered background. | |
361 // 6. Draw the contents of the quad over drop of the new background with ble
nding, as per usual. The filtered background | |
362 // pixels will show through any non-opaque pixels in this draws. | |
363 // | |
364 // Pixel copies in this algorithm occur at steps 2, 3, 4, and 5. | |
365 | |
366 // FIXME: When this algorithm changes, update CCLayerTreeHost::prioritizeTex
tures() accordingly. | |
367 | |
368 if (filters.isEmpty()) | |
369 return nullptr; | |
370 | |
371 // FIXME: We only allow background filters on an opaque render surface becau
se other surfaces may contain | |
372 // translucent pixels, and the contents behind those translucent pixels woul
dn't have the filter applied. | |
373 if (frame.currentRenderPass->hasTransparentBackground()) | |
374 return nullptr; | |
375 ASSERT(!frame.currentTexture); | |
376 | |
377 // FIXME: Do a single readback for both the surface and replica and cache th
e filtered results (once filter textures are not reused). | |
378 IntRect deviceRect = enclosingIntRect(CCMathUtil::mapClippedRect(contentsDev
iceTransform, sharedGeometryQuad().boundingBox())); | |
379 | |
380 int top, right, bottom, left; | |
381 filters.getOutsets(top, right, bottom, left); | |
382 deviceRect.move(-left, -top); | |
383 deviceRect.expand(left + right, top + bottom); | |
384 | |
385 deviceRect.intersect(frame.currentRenderPass->outputRect()); | |
386 | |
387 OwnPtr<CCScopedTexture> deviceBackgroundTexture = CCScopedTexture::create(m_
resourceProvider); | |
388 if (!getFramebufferTexture(deviceBackgroundTexture.get(), deviceRect)) | |
389 return nullptr; | |
390 | |
391 SkBitmap filteredDeviceBackground = applyFilters(this, filters, deviceBackgr
oundTexture.get()); | |
392 if (!filteredDeviceBackground.getTexture()) | |
393 return nullptr; | |
394 | |
395 GrTexture* texture = reinterpret_cast<GrTexture*>(filteredDeviceBackground.g
etTexture()); | |
396 int filteredDeviceBackgroundTextureId = texture->getTextureHandle(); | |
397 | |
398 OwnPtr<CCScopedTexture> backgroundTexture = CCScopedTexture::create(m_resour
ceProvider); | |
399 if (!backgroundTexture->allocate(CCRenderer::ImplPool, quad->quadRect().size
(), GraphicsContext3D::RGBA, CCResourceProvider::TextureUsageFramebuffer)) | |
400 return nullptr; | |
401 | |
402 const CCRenderPass* targetRenderPass = frame.currentRenderPass; | |
403 bool usingBackgroundTexture = useScopedTexture(frame, backgroundTexture.get(
), quad->quadRect()); | |
404 | |
405 if (usingBackgroundTexture) { | |
406 // Copy the readback pixels from device to the background texture for th
e surface. | |
407 WebTransformationMatrix deviceToFramebufferTransform; | |
408 deviceToFramebufferTransform.translate(quad->quadRect().width() / 2.0, q
uad->quadRect().height() / 2.0); | |
409 deviceToFramebufferTransform.scale3d(quad->quadRect().width(), quad->qua
dRect().height(), 1); | |
410 deviceToFramebufferTransform.multiply(contentsDeviceTransform.inverse())
; | |
411 copyTextureToFramebuffer(frame, filteredDeviceBackgroundTextureId, devic
eRect, deviceToFramebufferTransform); | |
412 } | |
413 | |
414 useRenderPass(frame, targetRenderPass); | |
415 | |
416 if (!usingBackgroundTexture) | |
417 return nullptr; | |
418 return backgroundTexture.release(); | |
419 } | |
420 | |
421 void CCRendererGL::drawRenderPassQuad(DrawingFrame& frame, const CCRenderPassDra
wQuad* quad) | |
422 { | |
423 CachedTexture* contentsTexture = m_renderPassTextures.get(quad->renderPassId
()); | |
424 if (!contentsTexture || !contentsTexture->id()) | |
425 return; | |
426 | |
427 const CCRenderPass* renderPass = frame.renderPassesById->get(quad->renderPas
sId()); | |
428 ASSERT(renderPass); | |
429 if (!renderPass) | |
430 return; | |
431 | |
432 WebTransformationMatrix renderMatrix = quad->quadTransform(); | |
433 renderMatrix.translate(0.5 * quad->quadRect().width() + quad->quadRect().x()
, 0.5 * quad->quadRect().height() + quad->quadRect().y()); | |
434 WebTransformationMatrix deviceMatrix = renderMatrix; | |
435 deviceMatrix.scaleNonUniform(quad->quadRect().width(), quad->quadRect().heig
ht()); | |
436 WebTransformationMatrix contentsDeviceTransform = WebTransformationMatrix(fr
ame.windowMatrix * frame.projectionMatrix * deviceMatrix).to2dTransform(); | |
437 | |
438 // Can only draw surface if device matrix is invertible. | |
439 if (!contentsDeviceTransform.isInvertible()) | |
440 return; | |
441 | |
442 OwnPtr<CCScopedTexture> backgroundTexture = drawBackgroundFilters(frame, qua
d, renderPass->backgroundFilters(), contentsDeviceTransform); | |
443 | |
444 // FIXME: Cache this value so that we don't have to do it for both the surfa
ce and its replica. | |
445 // Apply filters to the contents texture. | |
446 SkBitmap filterBitmap = applyFilters(this, renderPass->filters(), contentsTe
xture); | |
447 OwnPtr<CCResourceProvider::ScopedReadLockGL> contentsResourceLock; | |
448 unsigned contentsTextureId = 0; | |
449 if (filterBitmap.getTexture()) { | |
450 GrTexture* texture = reinterpret_cast<GrTexture*>(filterBitmap.getTextur
e()); | |
451 contentsTextureId = texture->getTextureHandle(); | |
452 } else { | |
453 contentsResourceLock = adoptPtr(new CCResourceProvider::ScopedReadLockGL
(m_resourceProvider, contentsTexture->id())); | |
454 contentsTextureId = contentsResourceLock->textureId(); | |
455 } | |
456 | |
457 // Draw the background texture if there is one. | |
458 if (backgroundTexture) { | |
459 ASSERT(backgroundTexture->size() == quad->quadRect().size()); | |
460 CCResourceProvider::ScopedReadLockGL lock(m_resourceProvider, background
Texture->id()); | |
461 copyTextureToFramebuffer(frame, lock.textureId(), quad->quadRect(), quad
->quadTransform()); | |
462 } | |
463 | |
464 bool clipped = false; | |
465 FloatQuad deviceQuad = CCMathUtil::mapQuad(contentsDeviceTransform, sharedGe
ometryQuad(), clipped); | |
466 ASSERT(!clipped); | |
467 CCLayerQuad deviceLayerBounds = CCLayerQuad(FloatQuad(deviceQuad.boundingBox
())); | |
468 CCLayerQuad deviceLayerEdges = CCLayerQuad(deviceQuad); | |
469 | |
470 // Use anti-aliasing programs only when necessary. | |
471 bool useAA = (!deviceQuad.isRectilinear() || !deviceQuad.boundingBox().isExp
ressibleAsIntRect()); | |
472 if (useAA) { | |
473 deviceLayerBounds.inflateAntiAliasingDistance(); | |
474 deviceLayerEdges.inflateAntiAliasingDistance(); | |
475 } | |
476 | |
477 OwnPtr<CCResourceProvider::ScopedReadLockGL> maskResourceLock; | |
478 unsigned maskTextureId = 0; | |
479 if (quad->maskResourceId()) { | |
480 maskResourceLock = adoptPtr(new CCResourceProvider::ScopedReadLockGL(m_r
esourceProvider, quad->maskResourceId())); | |
481 maskTextureId = maskResourceLock->textureId(); | |
482 } | |
483 | |
484 // FIXME: use the backgroundTexture and blend the background in with this dr
aw instead of having a separate copy of the background texture. | |
485 | |
486 GLC(context(), context()->activeTexture(GraphicsContext3D::TEXTURE0)); | |
487 context()->bindTexture(GraphicsContext3D::TEXTURE_2D, contentsTextureId); | |
488 | |
489 int shaderQuadLocation = -1; | |
490 int shaderEdgeLocation = -1; | |
491 int shaderMaskSamplerLocation = -1; | |
492 int shaderMaskTexCoordScaleLocation = -1; | |
493 int shaderMaskTexCoordOffsetLocation = -1; | |
494 int shaderMatrixLocation = -1; | |
495 int shaderAlphaLocation = -1; | |
496 if (useAA && maskTextureId) { | |
497 const RenderPassMaskProgramAA* program = renderPassMaskProgramAA(); | |
498 GLC(context(), context()->useProgram(program->program())); | |
499 GLC(context(), context()->uniform1i(program->fragmentShader().samplerLoc
ation(), 0)); | |
500 | |
501 shaderQuadLocation = program->vertexShader().pointLocation(); | |
502 shaderEdgeLocation = program->fragmentShader().edgeLocation(); | |
503 shaderMaskSamplerLocation = program->fragmentShader().maskSamplerLocatio
n(); | |
504 shaderMaskTexCoordScaleLocation = program->fragmentShader().maskTexCoord
ScaleLocation(); | |
505 shaderMaskTexCoordOffsetLocation = program->fragmentShader().maskTexCoor
dOffsetLocation(); | |
506 shaderMatrixLocation = program->vertexShader().matrixLocation(); | |
507 shaderAlphaLocation = program->fragmentShader().alphaLocation(); | |
508 } else if (!useAA && maskTextureId) { | |
509 const RenderPassMaskProgram* program = renderPassMaskProgram(); | |
510 GLC(context(), context()->useProgram(program->program())); | |
511 GLC(context(), context()->uniform1i(program->fragmentShader().samplerLoc
ation(), 0)); | |
512 | |
513 shaderMaskSamplerLocation = program->fragmentShader().maskSamplerLocatio
n(); | |
514 shaderMaskTexCoordScaleLocation = program->fragmentShader().maskTexCoord
ScaleLocation(); | |
515 shaderMaskTexCoordOffsetLocation = program->fragmentShader().maskTexCoor
dOffsetLocation(); | |
516 shaderMatrixLocation = program->vertexShader().matrixLocation(); | |
517 shaderAlphaLocation = program->fragmentShader().alphaLocation(); | |
518 } else if (useAA && !maskTextureId) { | |
519 const RenderPassProgramAA* program = renderPassProgramAA(); | |
520 GLC(context(), context()->useProgram(program->program())); | |
521 GLC(context(), context()->uniform1i(program->fragmentShader().samplerLoc
ation(), 0)); | |
522 | |
523 shaderQuadLocation = program->vertexShader().pointLocation(); | |
524 shaderEdgeLocation = program->fragmentShader().edgeLocation(); | |
525 shaderMatrixLocation = program->vertexShader().matrixLocation(); | |
526 shaderAlphaLocation = program->fragmentShader().alphaLocation(); | |
527 } else { | |
528 const RenderPassProgram* program = renderPassProgram(); | |
529 GLC(context(), context()->useProgram(program->program())); | |
530 GLC(context(), context()->uniform1i(program->fragmentShader().samplerLoc
ation(), 0)); | |
531 | |
532 shaderMatrixLocation = program->vertexShader().matrixLocation(); | |
533 shaderAlphaLocation = program->fragmentShader().alphaLocation(); | |
534 } | |
535 | |
536 if (shaderMaskSamplerLocation != -1) { | |
537 ASSERT(shaderMaskTexCoordScaleLocation != 1); | |
538 ASSERT(shaderMaskTexCoordOffsetLocation != 1); | |
539 GLC(context(), context()->activeTexture(GraphicsContext3D::TEXTURE1)); | |
540 GLC(context(), context()->uniform1i(shaderMaskSamplerLocation, 1)); | |
541 GLC(context(), context()->uniform2f(shaderMaskTexCoordScaleLocation, qua
d->maskTexCoordScaleX(), quad->maskTexCoordScaleY())); | |
542 GLC(context(), context()->uniform2f(shaderMaskTexCoordOffsetLocation, qu
ad->maskTexCoordOffsetX(), quad->maskTexCoordOffsetY())); | |
543 context()->bindTexture(GraphicsContext3D::TEXTURE_2D, maskTextureId); | |
544 GLC(context(), context()->activeTexture(GraphicsContext3D::TEXTURE0)); | |
545 } | |
546 | |
547 if (shaderEdgeLocation != -1) { | |
548 float edge[24]; | |
549 deviceLayerEdges.toFloatArray(edge); | |
550 deviceLayerBounds.toFloatArray(&edge[12]); | |
551 GLC(context(), context()->uniform3fv(shaderEdgeLocation, 8, edge)); | |
552 } | |
553 | |
554 // 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. | |
555 FloatQuad surfaceQuad = CCMathUtil::mapQuad(contentsDeviceTransform.inverse(
), deviceLayerEdges.floatQuad(), clipped); | |
556 ASSERT(!clipped); | |
557 | |
558 setShaderOpacity(quad->opacity(), shaderAlphaLocation); | |
559 setShaderFloatQuad(surfaceQuad, shaderQuadLocation); | |
560 drawQuadGeometry(frame, quad->quadTransform(), quad->quadRect(), shaderMatri
xLocation); | |
561 } | |
562 | |
563 void CCRendererGL::drawSolidColorQuad(const DrawingFrame& frame, const CCSolidCo
lorDrawQuad* quad) | |
564 { | |
565 const SolidColorProgram* program = solidColorProgram(); | |
566 GLC(context(), context()->useProgram(program->program())); | |
567 | |
568 SkColor color = quad->color(); | |
569 float opacity = quad->opacity(); | |
570 float alpha = (SkColorGetA(color) / 255.0) * opacity; | |
571 | |
572 GLC(context(), context()->uniform4f(program->fragmentShader().colorLocation(
), (SkColorGetR(color) / 255.0) * alpha, (SkColorGetG(color) / 255.0) * alpha, (
SkColorGetB(color) / 255.0) * alpha, alpha)); | |
573 | |
574 drawQuadGeometry(frame, quad->quadTransform(), quad->quadRect(), program->ve
rtexShader().matrixLocation()); | |
575 } | |
576 | |
577 struct TileProgramUniforms { | |
578 unsigned program; | |
579 unsigned samplerLocation; | |
580 unsigned vertexTexTransformLocation; | |
581 unsigned fragmentTexTransformLocation; | |
582 unsigned edgeLocation; | |
583 unsigned matrixLocation; | |
584 unsigned alphaLocation; | |
585 unsigned pointLocation; | |
586 }; | |
587 | |
588 template<class T> | |
589 static void tileUniformLocation(T program, TileProgramUniforms& uniforms) | |
590 { | |
591 uniforms.program = program->program(); | |
592 uniforms.vertexTexTransformLocation = program->vertexShader().vertexTexTrans
formLocation(); | |
593 uniforms.matrixLocation = program->vertexShader().matrixLocation(); | |
594 uniforms.pointLocation = program->vertexShader().pointLocation(); | |
595 | |
596 uniforms.samplerLocation = program->fragmentShader().samplerLocation(); | |
597 uniforms.alphaLocation = program->fragmentShader().alphaLocation(); | |
598 uniforms.fragmentTexTransformLocation = program->fragmentShader().fragmentTe
xTransformLocation(); | |
599 uniforms.edgeLocation = program->fragmentShader().edgeLocation(); | |
600 } | |
601 | |
602 void CCRendererGL::drawTileQuad(const DrawingFrame& frame, const CCTileDrawQuad*
quad) | |
603 { | |
604 IntRect tileRect = quad->quadVisibleRect(); | |
605 | |
606 FloatRect clampRect(tileRect); | |
607 // Clamp texture coordinates to avoid sampling outside the layer | |
608 // by deflating the tile region half a texel or half a texel | |
609 // minus epsilon for one pixel layers. The resulting clamp region | |
610 // is mapped to the unit square by the vertex shader and mapped | |
611 // back to normalized texture coordinates by the fragment shader | |
612 // after being clamped to 0-1 range. | |
613 const float epsilon = 1 / 1024.0f; | |
614 float clampX = min(0.5, clampRect.width() / 2.0 - epsilon); | |
615 float clampY = min(0.5, clampRect.height() / 2.0 - epsilon); | |
616 clampRect.inflateX(-clampX); | |
617 clampRect.inflateY(-clampY); | |
618 FloatSize clampOffset = clampRect.minXMinYCorner() - FloatRect(tileRect).min
XMinYCorner(); | |
619 | |
620 FloatPoint textureOffset = quad->textureOffset() + clampOffset + | |
621 IntPoint(tileRect.location() - quad->quadRect().l
ocation()); | |
622 | |
623 // Map clamping rectangle to unit square. | |
624 float vertexTexTranslateX = -clampRect.x() / clampRect.width(); | |
625 float vertexTexTranslateY = -clampRect.y() / clampRect.height(); | |
626 float vertexTexScaleX = tileRect.width() / clampRect.width(); | |
627 float vertexTexScaleY = tileRect.height() / clampRect.height(); | |
628 | |
629 // Map to normalized texture coordinates. | |
630 const IntSize& textureSize = quad->textureSize(); | |
631 float fragmentTexTranslateX = textureOffset.x() / textureSize.width(); | |
632 float fragmentTexTranslateY = textureOffset.y() / textureSize.height(); | |
633 float fragmentTexScaleX = clampRect.width() / textureSize.width(); | |
634 float fragmentTexScaleY = clampRect.height() / textureSize.height(); | |
635 | |
636 | |
637 FloatQuad localQuad; | |
638 WebTransformationMatrix deviceTransform = WebTransformationMatrix(frame.wind
owMatrix * frame.projectionMatrix * quad->quadTransform()).to2dTransform(); | |
639 if (!deviceTransform.isInvertible()) | |
640 return; | |
641 | |
642 bool clipped = false; | |
643 FloatQuad deviceLayerQuad = CCMathUtil::mapQuad(deviceTransform, FloatQuad(q
uad->visibleContentRect()), clipped); | |
644 ASSERT(!clipped); | |
645 | |
646 TileProgramUniforms uniforms; | |
647 // For now, we simply skip anti-aliasing with the quad is clipped. This only
happens | |
648 // on perspective transformed layers that go partially behind the camera. | |
649 if (quad->isAntialiased() && !clipped) { | |
650 if (quad->swizzleContents()) | |
651 tileUniformLocation(tileProgramSwizzleAA(), uniforms); | |
652 else | |
653 tileUniformLocation(tileProgramAA(), uniforms); | |
654 } else { | |
655 if (quad->needsBlending()) { | |
656 if (quad->swizzleContents()) | |
657 tileUniformLocation(tileProgramSwizzle(), uniforms); | |
658 else | |
659 tileUniformLocation(tileProgram(), uniforms); | |
660 } else { | |
661 if (quad->swizzleContents()) | |
662 tileUniformLocation(tileProgramSwizzleOpaque(), uniforms); | |
663 else | |
664 tileUniformLocation(tileProgramOpaque(), uniforms); | |
665 } | |
666 } | |
667 | |
668 GLC(context(), context()->useProgram(uniforms.program)); | |
669 GLC(context(), context()->uniform1i(uniforms.samplerLocation, 0)); | |
670 GLC(context(), context()->activeTexture(GraphicsContext3D::TEXTURE0)); | |
671 CCResourceProvider::ScopedReadLockGL quadResourceLock(m_resourceProvider, qu
ad->resourceId()); | |
672 GLC(context(), context()->bindTexture(GraphicsContext3D::TEXTURE_2D, quadRes
ourceLock.textureId())); | |
673 GLC(context(), context()->texParameteri(GraphicsContext3D::TEXTURE_2D, Graph
icsContext3D::TEXTURE_MIN_FILTER, quad->textureFilter())); | |
674 GLC(context(), context()->texParameteri(GraphicsContext3D::TEXTURE_2D, Graph
icsContext3D::TEXTURE_MAG_FILTER, quad->textureFilter())); | |
675 | |
676 bool useAA = !clipped && quad->isAntialiased(); | |
677 if (useAA) { | |
678 CCLayerQuad deviceLayerBounds = CCLayerQuad(FloatQuad(deviceLayerQuad.bo
undingBox())); | |
679 deviceLayerBounds.inflateAntiAliasingDistance(); | |
680 | |
681 CCLayerQuad deviceLayerEdges = CCLayerQuad(deviceLayerQuad); | |
682 deviceLayerEdges.inflateAntiAliasingDistance(); | |
683 | |
684 float edge[24]; | |
685 deviceLayerEdges.toFloatArray(edge); | |
686 deviceLayerBounds.toFloatArray(&edge[12]); | |
687 GLC(context(), context()->uniform3fv(uniforms.edgeLocation, 8, edge)); | |
688 | |
689 GLC(context(), context()->uniform4f(uniforms.vertexTexTransformLocation,
vertexTexTranslateX, vertexTexTranslateY, vertexTexScaleX, vertexTexScaleY)); | |
690 GLC(context(), context()->uniform4f(uniforms.fragmentTexTransformLocatio
n, fragmentTexTranslateX, fragmentTexTranslateY, fragmentTexScaleX, fragmentTexS
caleY)); | |
691 | |
692 FloatPoint bottomRight(tileRect.maxX(), tileRect.maxY()); | |
693 FloatPoint bottomLeft(tileRect.x(), tileRect.maxY()); | |
694 FloatPoint topLeft(tileRect.x(), tileRect.y()); | |
695 FloatPoint topRight(tileRect.maxX(), tileRect.y()); | |
696 | |
697 // Map points to device space. | |
698 bottomRight = CCMathUtil::mapPoint(deviceTransform, bottomRight, clipped
); | |
699 ASSERT(!clipped); | |
700 bottomLeft = CCMathUtil::mapPoint(deviceTransform, bottomLeft, clipped); | |
701 ASSERT(!clipped); | |
702 topLeft = CCMathUtil::mapPoint(deviceTransform, topLeft, clipped); | |
703 ASSERT(!clipped); | |
704 topRight = CCMathUtil::mapPoint(deviceTransform, topRight, clipped); | |
705 ASSERT(!clipped); | |
706 | |
707 CCLayerQuad::Edge bottomEdge(bottomRight, bottomLeft); | |
708 CCLayerQuad::Edge leftEdge(bottomLeft, topLeft); | |
709 CCLayerQuad::Edge topEdge(topLeft, topRight); | |
710 CCLayerQuad::Edge rightEdge(topRight, bottomRight); | |
711 | |
712 // Only apply anti-aliasing to edges not clipped by culling or scissorin
g. | |
713 if (quad->topEdgeAA() && tileRect.y() == quad->quadRect().y()) | |
714 topEdge = deviceLayerEdges.top(); | |
715 if (quad->leftEdgeAA() && tileRect.x() == quad->quadRect().x()) | |
716 leftEdge = deviceLayerEdges.left(); | |
717 if (quad->rightEdgeAA() && tileRect.maxX() == quad->quadRect().maxX()) | |
718 rightEdge = deviceLayerEdges.right(); | |
719 if (quad->bottomEdgeAA() && tileRect.maxY() == quad->quadRect().maxY()) | |
720 bottomEdge = deviceLayerEdges.bottom(); | |
721 | |
722 float sign = FloatQuad(tileRect).isCounterclockwise() ? -1 : 1; | |
723 bottomEdge.scale(sign); | |
724 leftEdge.scale(sign); | |
725 topEdge.scale(sign); | |
726 rightEdge.scale(sign); | |
727 | |
728 // Create device space quad. | |
729 CCLayerQuad deviceQuad(leftEdge, topEdge, rightEdge, bottomEdge); | |
730 | |
731 // 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. | |
732 WebTransformationMatrix inverseDeviceTransform = deviceTransform.inverse
(); | |
733 localQuad = CCMathUtil::mapQuad(inverseDeviceTransform, deviceQuad.float
Quad(), clipped); | |
734 | |
735 // We should not ASSERT(!clipped) here, because anti-aliasing inflation
may cause deviceQuad to become | |
736 // clipped. To our knowledge this scenario does not need to be handled d
ifferently than the unclipped case. | |
737 } else { | |
738 // Move fragment shader transform to vertex shader. We can do this while | |
739 // still producing correct results as fragmentTexTransformLocation | |
740 // should always be non-negative when tiles are transformed in a way | |
741 // that could result in sampling outside the layer. | |
742 vertexTexScaleX *= fragmentTexScaleX; | |
743 vertexTexScaleY *= fragmentTexScaleY; | |
744 vertexTexTranslateX *= fragmentTexScaleX; | |
745 vertexTexTranslateY *= fragmentTexScaleY; | |
746 vertexTexTranslateX += fragmentTexTranslateX; | |
747 vertexTexTranslateY += fragmentTexTranslateY; | |
748 | |
749 GLC(context(), context()->uniform4f(uniforms.vertexTexTransformLocation,
vertexTexTranslateX, vertexTexTranslateY, vertexTexScaleX, vertexTexScaleY)); | |
750 | |
751 localQuad = FloatRect(tileRect); | |
752 } | |
753 | |
754 // Normalize to tileRect. | |
755 localQuad.scale(1.0f / tileRect.width(), 1.0f / tileRect.height()); | |
756 | |
757 setShaderOpacity(quad->opacity(), uniforms.alphaLocation); | |
758 setShaderFloatQuad(localQuad, uniforms.pointLocation); | |
759 | |
760 // The tile quad shader behaves differently compared to all other shaders. | |
761 // The transform and vertex data are used to figure out the extents that the | |
762 // un-antialiased quad should have and which vertex this is and the float | |
763 // quad passed in via uniform is the actual geometry that gets used to draw | |
764 // it. This is why this centered rect is used and not the original quadRect. | |
765 FloatRect centeredRect(FloatPoint(-0.5 * tileRect.width(), -0.5 * tileRect.h
eight()), tileRect.size()); | |
766 drawQuadGeometry(frame, quad->quadTransform(), centeredRect, uniforms.matrix
Location); | |
767 } | |
768 | |
769 void CCRendererGL::drawYUVVideoQuad(const DrawingFrame& frame, const CCYUVVideoD
rawQuad* quad) | |
770 { | |
771 const VideoYUVProgram* program = videoYUVProgram(); | |
772 ASSERT(program && program->initialized()); | |
773 | |
774 const CCVideoLayerImpl::FramePlane& yPlane = quad->yPlane(); | |
775 const CCVideoLayerImpl::FramePlane& uPlane = quad->uPlane(); | |
776 const CCVideoLayerImpl::FramePlane& vPlane = quad->vPlane(); | |
777 | |
778 CCResourceProvider::ScopedReadLockGL yPlaneLock(m_resourceProvider, yPlane.r
esourceId); | |
779 CCResourceProvider::ScopedReadLockGL uPlaneLock(m_resourceProvider, uPlane.r
esourceId); | |
780 CCResourceProvider::ScopedReadLockGL vPlaneLock(m_resourceProvider, vPlane.r
esourceId); | |
781 GLC(context(), context()->activeTexture(GraphicsContext3D::TEXTURE1)); | |
782 GLC(context(), context()->bindTexture(GraphicsContext3D::TEXTURE_2D, yPlaneL
ock.textureId())); | |
783 GLC(context(), context()->activeTexture(GraphicsContext3D::TEXTURE2)); | |
784 GLC(context(), context()->bindTexture(GraphicsContext3D::TEXTURE_2D, uPlaneL
ock.textureId())); | |
785 GLC(context(), context()->activeTexture(GraphicsContext3D::TEXTURE3)); | |
786 GLC(context(), context()->bindTexture(GraphicsContext3D::TEXTURE_2D, vPlaneL
ock.textureId())); | |
787 | |
788 GLC(context(), context()->useProgram(program->program())); | |
789 | |
790 float yWidthScaleFactor = static_cast<float>(yPlane.visibleSize.width()) / y
Plane.size.width(); | |
791 // Arbitrarily take the u sizes because u and v dimensions are identical. | |
792 float uvWidthScaleFactor = static_cast<float>(uPlane.visibleSize.width()) /
uPlane.size.width(); | |
793 GLC(context(), context()->uniform1f(program->vertexShader().yWidthScaleFacto
rLocation(), yWidthScaleFactor)); | |
794 GLC(context(), context()->uniform1f(program->vertexShader().uvWidthScaleFact
orLocation(), uvWidthScaleFactor)); | |
795 | |
796 GLC(context(), context()->uniform1i(program->fragmentShader().yTextureLocati
on(), 1)); | |
797 GLC(context(), context()->uniform1i(program->fragmentShader().uTextureLocati
on(), 2)); | |
798 GLC(context(), context()->uniform1i(program->fragmentShader().vTextureLocati
on(), 3)); | |
799 | |
800 // These values are magic numbers that are used in the transformation from Y
UV to RGB color values. | |
801 // They are taken from the following webpage: http://www.fourcc.org/fccyvrgb
.php | |
802 float yuv2RGB[9] = { | |
803 1.164f, 1.164f, 1.164f, | |
804 0.f, -.391f, 2.018f, | |
805 1.596f, -.813f, 0.f, | |
806 }; | |
807 GLC(context(), context()->uniformMatrix3fv(program->fragmentShader().ccMatri
xLocation(), 1, 0, yuv2RGB)); | |
808 | |
809 // These values map to 16, 128, and 128 respectively, and are computed | |
810 // as a fraction over 256 (e.g. 16 / 256 = 0.0625). | |
811 // They are used in the YUV to RGBA conversion formula: | |
812 // Y - 16 : Gives 16 values of head and footroom for overshooting | |
813 // U - 128 : Turns unsigned U into signed U [-128,127] | |
814 // V - 128 : Turns unsigned V into signed V [-128,127] | |
815 float yuvAdjust[3] = { | |
816 -0.0625f, | |
817 -0.5f, | |
818 -0.5f, | |
819 }; | |
820 GLC(context(), context()->uniform3fv(program->fragmentShader().yuvAdjLocatio
n(), 1, yuvAdjust)); | |
821 | |
822 setShaderOpacity(quad->opacity(), program->fragmentShader().alphaLocation())
; | |
823 drawQuadGeometry(frame, quad->quadTransform(), quad->quadRect(), program->ve
rtexShader().matrixLocation()); | |
824 | |
825 // Reset active texture back to texture 0. | |
826 GLC(context(), context()->activeTexture(GraphicsContext3D::TEXTURE0)); | |
827 } | |
828 | |
829 void CCRendererGL::drawStreamVideoQuad(const DrawingFrame& frame, const CCStream
VideoDrawQuad* quad) | |
830 { | |
831 static float glMatrix[16]; | |
832 | |
833 ASSERT(m_capabilities.usingEglImage); | |
834 | |
835 const VideoStreamTextureProgram* program = videoStreamTextureProgram(); | |
836 GLC(context(), context()->useProgram(program->program())); | |
837 | |
838 toGLMatrix(&glMatrix[0], quad->matrix()); | |
839 GLC(context(), context()->uniformMatrix4fv(program->vertexShader().texMatrix
Location(), 1, false, glMatrix)); | |
840 | |
841 GLC(context(), context()->activeTexture(GraphicsContext3D::TEXTURE0)); | |
842 GLC(context(), context()->bindTexture(Extensions3DChromium::GL_TEXTURE_EXTER
NAL_OES, quad->textureId())); | |
843 | |
844 GLC(context(), context()->uniform1i(program->fragmentShader().samplerLocatio
n(), 0)); | |
845 | |
846 setShaderOpacity(quad->opacity(), program->fragmentShader().alphaLocation())
; | |
847 drawQuadGeometry(frame, quad->quadTransform(), quad->quadRect(), program->ve
rtexShader().matrixLocation()); | |
848 } | |
849 | |
850 struct TextureProgramBinding { | |
851 template<class Program> void set(Program* program) | |
852 { | |
853 ASSERT(program && program->initialized()); | |
854 programId = program->program(); | |
855 samplerLocation = program->fragmentShader().samplerLocation(); | |
856 matrixLocation = program->vertexShader().matrixLocation(); | |
857 alphaLocation = program->fragmentShader().alphaLocation(); | |
858 } | |
859 int programId; | |
860 int samplerLocation; | |
861 int matrixLocation; | |
862 int alphaLocation; | |
863 }; | |
864 | |
865 struct TexTransformTextureProgramBinding : TextureProgramBinding { | |
866 template<class Program> void set(Program* program) | |
867 { | |
868 TextureProgramBinding::set(program); | |
869 texTransformLocation = program->vertexShader().texTransformLocation(); | |
870 } | |
871 int texTransformLocation; | |
872 }; | |
873 | |
874 void CCRendererGL::drawTextureQuad(const DrawingFrame& frame, const CCTextureDra
wQuad* quad) | |
875 { | |
876 ASSERT(CCProxy::isImplThread()); | |
877 | |
878 TexTransformTextureProgramBinding binding; | |
879 if (quad->flipped()) | |
880 binding.set(textureProgramFlip()); | |
881 else | |
882 binding.set(textureProgram()); | |
883 GLC(context(), context()->useProgram(binding.programId)); | |
884 GLC(context(), context()->uniform1i(binding.samplerLocation, 0)); | |
885 const FloatRect& uvRect = quad->uvRect(); | |
886 GLC(context(), context()->uniform4f(binding.texTransformLocation, uvRect.x()
, uvRect.y(), uvRect.width(), uvRect.height())); | |
887 | |
888 GLC(context(), context()->activeTexture(GraphicsContext3D::TEXTURE0)); | |
889 CCResourceProvider::ScopedReadLockGL quadResourceLock(m_resourceProvider, qu
ad->resourceId()); | |
890 GLC(context(), context()->bindTexture(GraphicsContext3D::TEXTURE_2D, quadRes
ourceLock.textureId())); | |
891 | |
892 // FIXME: setting the texture parameters every time is redundant. Move this
code somewhere | |
893 // where it will only happen once per texture. | |
894 GLC(context(), context()->texParameteri(GraphicsContext3D::TEXTURE_2D, Graph
icsContext3D::TEXTURE_MIN_FILTER, GraphicsContext3D::LINEAR)); | |
895 GLC(context(), context()->texParameteri(GraphicsContext3D::TEXTURE_2D, Graph
icsContext3D::TEXTURE_MAG_FILTER, GraphicsContext3D::LINEAR)); | |
896 GLC(context(), context()->texParameteri(GraphicsContext3D::TEXTURE_2D, Graph
icsContext3D::TEXTURE_WRAP_S, GraphicsContext3D::CLAMP_TO_EDGE)); | |
897 GLC(context(), context()->texParameteri(GraphicsContext3D::TEXTURE_2D, Graph
icsContext3D::TEXTURE_WRAP_T, GraphicsContext3D::CLAMP_TO_EDGE)); | |
898 | |
899 if (!quad->premultipliedAlpha()) { | |
900 // As it turns out, the premultiplied alpha blending function (ONE, ONE_
MINUS_SRC_ALPHA) | |
901 // will never cause the alpha channel to be set to anything less than 1.
0 if it is | |
902 // initialized to that value! Therefore, premultipliedAlpha being false
is the first | |
903 // situation we can generally see an alpha channel less than 1.0 coming
out of the | |
904 // compositor. This is causing platform differences in some layout tests
(see | |
905 // https://bugs.webkit.org/show_bug.cgi?id=82412), so in this situation,
use a separate | |
906 // blend function for the alpha channel to avoid modifying it. Don't use
colorMask for this | |
907 // as it has performance implications on some platforms. | |
908 GLC(context(), context()->blendFuncSeparate(GraphicsContext3D::SRC_ALPHA
, GraphicsContext3D::ONE_MINUS_SRC_ALPHA, GraphicsContext3D::ZERO, GraphicsConte
xt3D::ONE)); | |
909 } | |
910 | |
911 setShaderOpacity(quad->opacity(), binding.alphaLocation); | |
912 drawQuadGeometry(frame, quad->quadTransform(), quad->quadRect(), binding.mat
rixLocation); | |
913 | |
914 if (!quad->premultipliedAlpha()) | |
915 GLC(m_context, m_context->blendFunc(GraphicsContext3D::ONE, GraphicsCont
ext3D::ONE_MINUS_SRC_ALPHA)); | |
916 } | |
917 | |
918 void CCRendererGL::drawIOSurfaceQuad(const DrawingFrame& frame, const CCIOSurfac
eDrawQuad* quad) | |
919 { | |
920 ASSERT(CCProxy::isImplThread()); | |
921 TexTransformTextureProgramBinding binding; | |
922 binding.set(textureIOSurfaceProgram()); | |
923 | |
924 GLC(context(), context()->useProgram(binding.programId)); | |
925 GLC(context(), context()->uniform1i(binding.samplerLocation, 0)); | |
926 if (quad->orientation() == CCIOSurfaceDrawQuad::Flipped) | |
927 GLC(context(), context()->uniform4f(binding.texTransformLocation, 0, qua
d->ioSurfaceSize().height(), quad->ioSurfaceSize().width(), quad->ioSurfaceSize(
).height() * -1.0)); | |
928 else | |
929 GLC(context(), context()->uniform4f(binding.texTransformLocation, 0, 0,
quad->ioSurfaceSize().width(), quad->ioSurfaceSize().height())); | |
930 | |
931 GLC(context(), context()->activeTexture(GraphicsContext3D::TEXTURE0)); | |
932 GLC(context(), context()->bindTexture(Extensions3D::TEXTURE_RECTANGLE_ARB, q
uad->ioSurfaceTextureId())); | |
933 | |
934 setShaderOpacity(quad->opacity(), binding.alphaLocation); | |
935 drawQuadGeometry(frame, quad->quadTransform(), quad->quadRect(), binding.mat
rixLocation); | |
936 | |
937 GLC(context(), context()->bindTexture(Extensions3D::TEXTURE_RECTANGLE_ARB, 0
)); | |
938 } | |
939 | |
940 void CCRendererGL::finishDrawingFrame(DrawingFrame& frame) | |
941 { | |
942 m_currentFramebufferLock.clear(); | |
943 m_swapBufferRect.unite(enclosingIntRect(frame.rootDamageRect)); | |
944 | |
945 GLC(m_context, m_context->disable(GraphicsContext3D::SCISSOR_TEST)); | |
946 GLC(m_context, m_context->disable(GraphicsContext3D::BLEND)); | |
947 } | |
948 | |
949 bool CCRendererGL::flippedFramebuffer() const | |
950 { | |
951 return true; | |
952 } | |
953 | |
954 void CCRendererGL::toGLMatrix(float* flattened, const WebTransformationMatrix& m
) | |
955 { | |
956 flattened[0] = m.m11(); | |
957 flattened[1] = m.m12(); | |
958 flattened[2] = m.m13(); | |
959 flattened[3] = m.m14(); | |
960 flattened[4] = m.m21(); | |
961 flattened[5] = m.m22(); | |
962 flattened[6] = m.m23(); | |
963 flattened[7] = m.m24(); | |
964 flattened[8] = m.m31(); | |
965 flattened[9] = m.m32(); | |
966 flattened[10] = m.m33(); | |
967 flattened[11] = m.m34(); | |
968 flattened[12] = m.m41(); | |
969 flattened[13] = m.m42(); | |
970 flattened[14] = m.m43(); | |
971 flattened[15] = m.m44(); | |
972 } | |
973 | |
974 void CCRendererGL::setShaderFloatQuad(const FloatQuad& quad, int quadLocation) | |
975 { | |
976 if (quadLocation == -1) | |
977 return; | |
978 | |
979 float point[8]; | |
980 point[0] = quad.p1().x(); | |
981 point[1] = quad.p1().y(); | |
982 point[2] = quad.p2().x(); | |
983 point[3] = quad.p2().y(); | |
984 point[4] = quad.p3().x(); | |
985 point[5] = quad.p3().y(); | |
986 point[6] = quad.p4().x(); | |
987 point[7] = quad.p4().y(); | |
988 GLC(m_context, m_context->uniform2fv(quadLocation, 4, point)); | |
989 } | |
990 | |
991 void CCRendererGL::setShaderOpacity(float opacity, int alphaLocation) | |
992 { | |
993 if (alphaLocation != -1) | |
994 GLC(m_context, m_context->uniform1f(alphaLocation, opacity)); | |
995 } | |
996 | |
997 void CCRendererGL::drawQuadGeometry(const DrawingFrame& frame, const WebKit::Web
TransformationMatrix& drawTransform, const FloatRect& quadRect, int matrixLocati
on) | |
998 { | |
999 WebTransformationMatrix quadRectMatrix; | |
1000 quadRectTransform(&quadRectMatrix, drawTransform, quadRect); | |
1001 static float glMatrix[16]; | |
1002 toGLMatrix(&glMatrix[0], frame.projectionMatrix * quadRectMatrix); | |
1003 GLC(m_context, m_context->uniformMatrix4fv(matrixLocation, 1, false, &glMatr
ix[0])); | |
1004 | |
1005 GLC(m_context, m_context->drawElements(GraphicsContext3D::TRIANGLES, 6, Grap
hicsContext3D::UNSIGNED_SHORT, 0)); | |
1006 } | |
1007 | |
1008 void CCRendererGL::copyTextureToFramebuffer(const DrawingFrame& frame, int textu
reId, const IntRect& rect, const WebTransformationMatrix& drawMatrix) | |
1009 { | |
1010 const RenderPassProgram* program = renderPassProgram(); | |
1011 | |
1012 GLC(context(), context()->activeTexture(GraphicsContext3D::TEXTURE0)); | |
1013 GLC(context(), context()->bindTexture(GraphicsContext3D::TEXTURE_2D, texture
Id)); | |
1014 GLC(context(), context()->texParameteri(GraphicsContext3D::TEXTURE_2D, Graph
icsContext3D::TEXTURE_MIN_FILTER, GraphicsContext3D::LINEAR)); | |
1015 GLC(context(), context()->texParameteri(GraphicsContext3D::TEXTURE_2D, Graph
icsContext3D::TEXTURE_MAG_FILTER, GraphicsContext3D::LINEAR)); | |
1016 GLC(context(), context()->texParameteri(GraphicsContext3D::TEXTURE_2D, Graph
icsContext3D::TEXTURE_WRAP_S, GraphicsContext3D::CLAMP_TO_EDGE)); | |
1017 GLC(context(), context()->texParameteri(GraphicsContext3D::TEXTURE_2D, Graph
icsContext3D::TEXTURE_WRAP_T, GraphicsContext3D::CLAMP_TO_EDGE)); | |
1018 | |
1019 GLC(context(), context()->useProgram(program->program())); | |
1020 GLC(context(), context()->uniform1i(program->fragmentShader().samplerLocatio
n(), 0)); | |
1021 setShaderOpacity(1, program->fragmentShader().alphaLocation()); | |
1022 drawQuadGeometry(frame, drawMatrix, rect, program->vertexShader().matrixLoca
tion()); | |
1023 } | |
1024 | |
1025 void CCRendererGL::finish() | |
1026 { | |
1027 TRACE_EVENT0("cc", "CCRendererGL::finish"); | |
1028 m_context->finish(); | |
1029 } | |
1030 | |
1031 bool CCRendererGL::swapBuffers() | |
1032 { | |
1033 ASSERT(m_visible); | |
1034 ASSERT(!m_isFramebufferDiscarded); | |
1035 | |
1036 TRACE_EVENT0("cc", "CCRendererGL::swapBuffers"); | |
1037 // We're done! Time to swapbuffers! | |
1038 | |
1039 if (m_capabilities.usingPartialSwap) { | |
1040 // If supported, we can save significant bandwidth by only swapping the
damaged/scissored region (clamped to the viewport) | |
1041 m_swapBufferRect.intersect(IntRect(IntPoint(), viewportSize())); | |
1042 int flippedYPosOfRectBottom = viewportHeight() - m_swapBufferRect.y() -
m_swapBufferRect.height(); | |
1043 m_context->postSubBufferCHROMIUM(m_swapBufferRect.x(), flippedYPosOfRect
Bottom, m_swapBufferRect.width(), m_swapBufferRect.height()); | |
1044 } else { | |
1045 // Note that currently this has the same effect as swapBuffers; we shoul
d | |
1046 // consider exposing a different entry point on WebGraphicsContext3D. | |
1047 m_context->prepareTexture(); | |
1048 } | |
1049 | |
1050 m_swapBufferRect = IntRect(); | |
1051 | |
1052 return true; | |
1053 } | |
1054 | |
1055 void CCRendererGL::onSwapBuffersComplete() | |
1056 { | |
1057 m_client->onSwapBuffersComplete(); | |
1058 } | |
1059 | |
1060 void CCRendererGL::onMemoryAllocationChanged(WebGraphicsMemoryAllocation allocat
ion) | |
1061 { | |
1062 // FIXME: This is called on the main thread in single threaded mode, but we
expect it on the impl thread. | |
1063 if (!CCProxy::hasImplThread()) { | |
1064 ASSERT(CCProxy::isMainThread()); | |
1065 DebugScopedSetImplThread impl; | |
1066 onMemoryAllocationChangedOnImplThread(allocation); | |
1067 } else { | |
1068 ASSERT(CCProxy::isImplThread()); | |
1069 onMemoryAllocationChangedOnImplThread(allocation); | |
1070 } | |
1071 } | |
1072 | |
1073 void CCRendererGL::onMemoryAllocationChangedOnImplThread(WebKit::WebGraphicsMemo
ryAllocation allocation) | |
1074 { | |
1075 if (m_visible && !allocation.gpuResourceSizeInBytes) | |
1076 return; | |
1077 | |
1078 if (!allocation.suggestHaveBackbuffer && !m_visible) | |
1079 discardFramebuffer(); | |
1080 | |
1081 if (!allocation.gpuResourceSizeInBytes) { | |
1082 releaseRenderPassTextures(); | |
1083 m_client->releaseContentsTextures(); | |
1084 GLC(m_context, m_context->flush()); | |
1085 } else | |
1086 m_client->setMemoryAllocationLimitBytes(allocation.gpuResourceSizeInByte
s); | |
1087 } | |
1088 | |
1089 void CCRendererGL::discardFramebuffer() | |
1090 { | |
1091 if (m_isFramebufferDiscarded) | |
1092 return; | |
1093 | |
1094 if (!m_capabilities.usingDiscardFramebuffer) | |
1095 return; | |
1096 | |
1097 // FIXME: Update attachments argument to appropriate values once they are no
longer ignored. | |
1098 m_context->discardFramebufferEXT(GraphicsContext3D::TEXTURE_2D, 0, 0); | |
1099 m_isFramebufferDiscarded = true; | |
1100 | |
1101 // Damage tracker needs a full reset every time framebuffer is discarded. | |
1102 m_client->setFullRootLayerDamage(); | |
1103 } | |
1104 | |
1105 void CCRendererGL::ensureFramebuffer() | |
1106 { | |
1107 if (!m_isFramebufferDiscarded) | |
1108 return; | |
1109 | |
1110 if (!m_capabilities.usingDiscardFramebuffer) | |
1111 return; | |
1112 | |
1113 m_context->ensureFramebufferCHROMIUM(); | |
1114 m_isFramebufferDiscarded = false; | |
1115 } | |
1116 | |
1117 void CCRendererGL::onContextLost() | |
1118 { | |
1119 m_client->didLoseContext(); | |
1120 } | |
1121 | |
1122 | |
1123 void CCRendererGL::getFramebufferPixels(void *pixels, const IntRect& rect) | |
1124 { | |
1125 ASSERT(rect.maxX() <= viewportWidth() && rect.maxY() <= viewportHeight()); | |
1126 | |
1127 if (!pixels) | |
1128 return; | |
1129 | |
1130 makeContextCurrent(); | |
1131 | |
1132 bool doWorkaround = needsIOSurfaceReadbackWorkaround(); | |
1133 | |
1134 Platform3DObject temporaryTexture = 0; | |
1135 Platform3DObject temporaryFBO = 0; | |
1136 | |
1137 if (doWorkaround) { | |
1138 // On Mac OS X, calling glReadPixels against an FBO whose color attachme
nt is an | |
1139 // IOSurface-backed texture causes corruption of future glReadPixels cal
ls, even those on | |
1140 // different OpenGL contexts. It is believed that this is the root cause
of top crasher | |
1141 // http://crbug.com/99393. <rdar://problem/10949687> | |
1142 | |
1143 temporaryTexture = m_context->createTexture(); | |
1144 GLC(m_context, m_context->bindTexture(GraphicsContext3D::TEXTURE_2D, tem
poraryTexture)); | |
1145 GLC(m_context, m_context->texParameteri(GraphicsContext3D::TEXTURE_2D, G
raphicsContext3D::TEXTURE_MIN_FILTER, GraphicsContext3D::LINEAR)); | |
1146 GLC(m_context, m_context->texParameteri(GraphicsContext3D::TEXTURE_2D, G
raphicsContext3D::TEXTURE_MAG_FILTER, GraphicsContext3D::LINEAR)); | |
1147 GLC(m_context, m_context->texParameteri(GraphicsContext3D::TEXTURE_2D, G
raphicsContext3D::TEXTURE_WRAP_S, GraphicsContext3D::CLAMP_TO_EDGE)); | |
1148 GLC(m_context, m_context->texParameteri(GraphicsContext3D::TEXTURE_2D, G
raphicsContext3D::TEXTURE_WRAP_T, GraphicsContext3D::CLAMP_TO_EDGE)); | |
1149 // Copy the contents of the current (IOSurface-backed) framebuffer into
a temporary texture. | |
1150 GLC(m_context, m_context->copyTexImage2D(GraphicsContext3D::TEXTURE_2D,
0, GraphicsContext3D::RGBA, 0, 0, viewportSize().width(), viewportSize().height(
), 0)); | |
1151 temporaryFBO = m_context->createFramebuffer(); | |
1152 // Attach this texture to an FBO, and perform the readback from that FBO
. | |
1153 GLC(m_context, m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER
, temporaryFBO)); | |
1154 GLC(m_context, m_context->framebufferTexture2D(GraphicsContext3D::FRAMEB
UFFER, GraphicsContext3D::COLOR_ATTACHMENT0, GraphicsContext3D::TEXTURE_2D, temp
oraryTexture, 0)); | |
1155 | |
1156 ASSERT(m_context->checkFramebufferStatus(GraphicsContext3D::FRAMEBUFFER)
== GraphicsContext3D::FRAMEBUFFER_COMPLETE); | |
1157 } | |
1158 | |
1159 OwnArrayPtr<uint8_t> srcPixels = adoptArrayPtr(new uint8_t[rect.width() * re
ct.height() * 4]); | |
1160 GLC(m_context, m_context->readPixels(rect.x(), viewportSize().height() - rec
t.maxY(), rect.width(), rect.height(), | |
1161 GraphicsContext3D::RGBA, GraphicsContext3D:
:UNSIGNED_BYTE, srcPixels.get())); | |
1162 | |
1163 uint8_t* destPixels = static_cast<uint8_t*>(pixels); | |
1164 size_t rowBytes = rect.width() * 4; | |
1165 int numRows = rect.height(); | |
1166 size_t totalBytes = numRows * rowBytes; | |
1167 for (size_t destY = 0; destY < totalBytes; destY += rowBytes) { | |
1168 // Flip Y axis. | |
1169 size_t srcY = totalBytes - destY - rowBytes; | |
1170 // Swizzle BGRA -> RGBA. | |
1171 for (size_t x = 0; x < rowBytes; x += 4) { | |
1172 destPixels[destY + (x+0)] = srcPixels.get()[srcY + (x+2)]; | |
1173 destPixels[destY + (x+1)] = srcPixels.get()[srcY + (x+1)]; | |
1174 destPixels[destY + (x+2)] = srcPixels.get()[srcY + (x+0)]; | |
1175 destPixels[destY + (x+3)] = srcPixels.get()[srcY + (x+3)]; | |
1176 } | |
1177 } | |
1178 | |
1179 if (doWorkaround) { | |
1180 // Clean up. | |
1181 GLC(m_context, m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER
, 0)); | |
1182 GLC(m_context, m_context->bindTexture(GraphicsContext3D::TEXTURE_2D, 0))
; | |
1183 GLC(m_context, m_context->deleteFramebuffer(temporaryFBO)); | |
1184 GLC(m_context, m_context->deleteTexture(temporaryTexture)); | |
1185 } | |
1186 | |
1187 if (!m_visible) { | |
1188 TRACE_EVENT0("cc", "CCRendererGL::getFramebufferPixels dropping resource
s after readback"); | |
1189 discardFramebuffer(); | |
1190 releaseRenderPassTextures(); | |
1191 m_client->releaseContentsTextures(); | |
1192 GLC(m_context, m_context->flush()); | |
1193 } | |
1194 } | |
1195 | |
1196 bool CCRendererGL::getFramebufferTexture(CCScopedTexture* texture, const IntRect
& deviceRect) | |
1197 { | |
1198 ASSERT(!texture->id() || (texture->size() == deviceRect.size() && texture->f
ormat() == GraphicsContext3D::RGB)); | |
1199 | |
1200 if (!texture->id() && !texture->allocate(CCRenderer::ImplPool, deviceRect.si
ze(), GraphicsContext3D::RGB, CCResourceProvider::TextureUsageAny)) | |
1201 return false; | |
1202 | |
1203 CCResourceProvider::ScopedWriteLockGL lock(m_resourceProvider, texture->id()
); | |
1204 GLC(m_context, m_context->bindTexture(GraphicsContext3D::TEXTURE_2D, lock.te
xtureId())); | |
1205 GLC(m_context, m_context->copyTexImage2D(GraphicsContext3D::TEXTURE_2D, 0, t
exture->format(), | |
1206 deviceRect.x(), deviceRect.y(), dev
iceRect.width(), deviceRect.height(), 0)); | |
1207 return true; | |
1208 } | |
1209 | |
1210 bool CCRendererGL::useScopedTexture(DrawingFrame& frame, const CCScopedTexture*
texture, const IntRect& viewportRect) | |
1211 { | |
1212 ASSERT(texture->id()); | |
1213 frame.currentRenderPass = 0; | |
1214 frame.currentTexture = texture; | |
1215 | |
1216 return bindFramebufferToTexture(frame, texture, viewportRect); | |
1217 } | |
1218 | |
1219 void CCRendererGL::bindFramebufferToOutputSurface(DrawingFrame& frame) | |
1220 { | |
1221 m_currentFramebufferLock.clear(); | |
1222 GLC(m_context, m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, 0)
); | |
1223 } | |
1224 | |
1225 bool CCRendererGL::bindFramebufferToTexture(DrawingFrame& frame, const CCScopedT
exture* texture, const IntRect& framebufferRect) | |
1226 { | |
1227 ASSERT(texture->id()); | |
1228 | |
1229 GLC(m_context, m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_
offscreenFramebufferId)); | |
1230 m_currentFramebufferLock = adoptPtr(new CCResourceProvider::ScopedWriteLockG
L(m_resourceProvider, texture->id())); | |
1231 unsigned textureId = m_currentFramebufferLock->textureId(); | |
1232 GLC(m_context, m_context->framebufferTexture2D(GraphicsContext3D::FRAMEBUFFE
R, GraphicsContext3D::COLOR_ATTACHMENT0, GraphicsContext3D::TEXTURE_2D, textureI
d, 0)); | |
1233 | |
1234 #if !defined ( NDEBUG ) | |
1235 if (m_context->checkFramebufferStatus(GraphicsContext3D::FRAMEBUFFER) != Gra
phicsContext3D::FRAMEBUFFER_COMPLETE) { | |
1236 ASSERT_NOT_REACHED(); | |
1237 return false; | |
1238 } | |
1239 #endif | |
1240 | |
1241 initializeMatrices(frame, framebufferRect, false); | |
1242 setDrawViewportSize(framebufferRect.size()); | |
1243 | |
1244 return true; | |
1245 } | |
1246 | |
1247 void CCRendererGL::enableScissorTestRect(const IntRect& scissorRect) | |
1248 { | |
1249 GLC(m_context, m_context->enable(GraphicsContext3D::SCISSOR_TEST)); | |
1250 GLC(m_context, m_context->scissor(scissorRect.x(), scissorRect.y(), scissorR
ect.width(), scissorRect.height())); | |
1251 } | |
1252 | |
1253 void CCRendererGL::disableScissorTest() | |
1254 { | |
1255 GLC(m_context, m_context->disable(GraphicsContext3D::SCISSOR_TEST)); | |
1256 } | |
1257 | |
1258 void CCRendererGL::setDrawViewportSize(const IntSize& viewportSize) | |
1259 { | |
1260 GLC(m_context, m_context->viewport(0, 0, viewportSize.width(), viewportSize.
height())); | |
1261 } | |
1262 | |
1263 bool CCRendererGL::makeContextCurrent() | |
1264 { | |
1265 return m_context->makeContextCurrent(); | |
1266 } | |
1267 | |
1268 bool CCRendererGL::initializeSharedObjects() | |
1269 { | |
1270 TRACE_EVENT0("cc", "CCRendererGL::initializeSharedObjects"); | |
1271 makeContextCurrent(); | |
1272 | |
1273 // Create an FBO for doing offscreen rendering. | |
1274 GLC(m_context, m_offscreenFramebufferId = m_context->createFramebuffer()); | |
1275 | |
1276 // We will always need these programs to render, so create the programs eage
rly so that the shader compilation can | |
1277 // start while we do other work. Other programs are created lazily on first
access. | |
1278 m_sharedGeometry = adoptPtr(new GeometryBinding(m_context, quadVertexRect())
); | |
1279 m_renderPassProgram = adoptPtr(new RenderPassProgram(m_context)); | |
1280 m_tileProgram = adoptPtr(new TileProgram(m_context)); | |
1281 m_tileProgramOpaque = adoptPtr(new TileProgramOpaque(m_context)); | |
1282 | |
1283 GLC(m_context, m_context->flush()); | |
1284 | |
1285 return true; | |
1286 } | |
1287 | |
1288 const CCRendererGL::TileCheckerboardProgram* CCRendererGL::tileCheckerboardProgr
am() | |
1289 { | |
1290 if (!m_tileCheckerboardProgram) | |
1291 m_tileCheckerboardProgram = adoptPtr(new TileCheckerboardProgram(m_conte
xt)); | |
1292 if (!m_tileCheckerboardProgram->initialized()) { | |
1293 TRACE_EVENT0("cc", "CCRendererGL::checkerboardProgram::initalize"); | |
1294 m_tileCheckerboardProgram->initialize(m_context, m_isUsingBindUniform); | |
1295 } | |
1296 return m_tileCheckerboardProgram.get(); | |
1297 } | |
1298 | |
1299 const CCRendererGL::SolidColorProgram* CCRendererGL::solidColorProgram() | |
1300 { | |
1301 if (!m_solidColorProgram) | |
1302 m_solidColorProgram = adoptPtr(new SolidColorProgram(m_context)); | |
1303 if (!m_solidColorProgram->initialized()) { | |
1304 TRACE_EVENT0("cc", "CCRendererGL::solidColorProgram::initialize"); | |
1305 m_solidColorProgram->initialize(m_context, m_isUsingBindUniform); | |
1306 } | |
1307 return m_solidColorProgram.get(); | |
1308 } | |
1309 | |
1310 const CCRendererGL::RenderPassProgram* CCRendererGL::renderPassProgram() | |
1311 { | |
1312 ASSERT(m_renderPassProgram); | |
1313 if (!m_renderPassProgram->initialized()) { | |
1314 TRACE_EVENT0("cc", "CCRendererGL::renderPassProgram::initialize"); | |
1315 m_renderPassProgram->initialize(m_context, m_isUsingBindUniform); | |
1316 } | |
1317 return m_renderPassProgram.get(); | |
1318 } | |
1319 | |
1320 const CCRendererGL::RenderPassProgramAA* CCRendererGL::renderPassProgramAA() | |
1321 { | |
1322 if (!m_renderPassProgramAA) | |
1323 m_renderPassProgramAA = adoptPtr(new RenderPassProgramAA(m_context)); | |
1324 if (!m_renderPassProgramAA->initialized()) { | |
1325 TRACE_EVENT0("cc", "CCRendererGL::renderPassProgramAA::initialize"); | |
1326 m_renderPassProgramAA->initialize(m_context, m_isUsingBindUniform); | |
1327 } | |
1328 return m_renderPassProgramAA.get(); | |
1329 } | |
1330 | |
1331 const CCRendererGL::RenderPassMaskProgram* CCRendererGL::renderPassMaskProgram() | |
1332 { | |
1333 if (!m_renderPassMaskProgram) | |
1334 m_renderPassMaskProgram = adoptPtr(new RenderPassMaskProgram(m_context))
; | |
1335 if (!m_renderPassMaskProgram->initialized()) { | |
1336 TRACE_EVENT0("cc", "CCRendererGL::renderPassMaskProgram::initialize"); | |
1337 m_renderPassMaskProgram->initialize(m_context, m_isUsingBindUniform); | |
1338 } | |
1339 return m_renderPassMaskProgram.get(); | |
1340 } | |
1341 | |
1342 const CCRendererGL::RenderPassMaskProgramAA* CCRendererGL::renderPassMaskProgram
AA() | |
1343 { | |
1344 if (!m_renderPassMaskProgramAA) | |
1345 m_renderPassMaskProgramAA = adoptPtr(new RenderPassMaskProgramAA(m_conte
xt)); | |
1346 if (!m_renderPassMaskProgramAA->initialized()) { | |
1347 TRACE_EVENT0("cc", "CCRendererGL::renderPassMaskProgramAA::initialize"); | |
1348 m_renderPassMaskProgramAA->initialize(m_context, m_isUsingBindUniform); | |
1349 } | |
1350 return m_renderPassMaskProgramAA.get(); | |
1351 } | |
1352 | |
1353 const CCRendererGL::TileProgram* CCRendererGL::tileProgram() | |
1354 { | |
1355 ASSERT(m_tileProgram); | |
1356 if (!m_tileProgram->initialized()) { | |
1357 TRACE_EVENT0("cc", "CCRendererGL::tileProgram::initialize"); | |
1358 m_tileProgram->initialize(m_context, m_isUsingBindUniform); | |
1359 } | |
1360 return m_tileProgram.get(); | |
1361 } | |
1362 | |
1363 const CCRendererGL::TileProgramOpaque* CCRendererGL::tileProgramOpaque() | |
1364 { | |
1365 ASSERT(m_tileProgramOpaque); | |
1366 if (!m_tileProgramOpaque->initialized()) { | |
1367 TRACE_EVENT0("cc", "CCRendererGL::tileProgramOpaque::initialize"); | |
1368 m_tileProgramOpaque->initialize(m_context, m_isUsingBindUniform); | |
1369 } | |
1370 return m_tileProgramOpaque.get(); | |
1371 } | |
1372 | |
1373 const CCRendererGL::TileProgramAA* CCRendererGL::tileProgramAA() | |
1374 { | |
1375 if (!m_tileProgramAA) | |
1376 m_tileProgramAA = adoptPtr(new TileProgramAA(m_context)); | |
1377 if (!m_tileProgramAA->initialized()) { | |
1378 TRACE_EVENT0("cc", "CCRendererGL::tileProgramAA::initialize"); | |
1379 m_tileProgramAA->initialize(m_context, m_isUsingBindUniform); | |
1380 } | |
1381 return m_tileProgramAA.get(); | |
1382 } | |
1383 | |
1384 const CCRendererGL::TileProgramSwizzle* CCRendererGL::tileProgramSwizzle() | |
1385 { | |
1386 if (!m_tileProgramSwizzle) | |
1387 m_tileProgramSwizzle = adoptPtr(new TileProgramSwizzle(m_context)); | |
1388 if (!m_tileProgramSwizzle->initialized()) { | |
1389 TRACE_EVENT0("cc", "CCRendererGL::tileProgramSwizzle::initialize"); | |
1390 m_tileProgramSwizzle->initialize(m_context, m_isUsingBindUniform); | |
1391 } | |
1392 return m_tileProgramSwizzle.get(); | |
1393 } | |
1394 | |
1395 const CCRendererGL::TileProgramSwizzleOpaque* CCRendererGL::tileProgramSwizzleOp
aque() | |
1396 { | |
1397 if (!m_tileProgramSwizzleOpaque) | |
1398 m_tileProgramSwizzleOpaque = adoptPtr(new TileProgramSwizzleOpaque(m_con
text)); | |
1399 if (!m_tileProgramSwizzleOpaque->initialized()) { | |
1400 TRACE_EVENT0("cc", "CCRendererGL::tileProgramSwizzleOpaque::initialize")
; | |
1401 m_tileProgramSwizzleOpaque->initialize(m_context, m_isUsingBindUniform); | |
1402 } | |
1403 return m_tileProgramSwizzleOpaque.get(); | |
1404 } | |
1405 | |
1406 const CCRendererGL::TileProgramSwizzleAA* CCRendererGL::tileProgramSwizzleAA() | |
1407 { | |
1408 if (!m_tileProgramSwizzleAA) | |
1409 m_tileProgramSwizzleAA = adoptPtr(new TileProgramSwizzleAA(m_context)); | |
1410 if (!m_tileProgramSwizzleAA->initialized()) { | |
1411 TRACE_EVENT0("cc", "CCRendererGL::tileProgramSwizzleAA::initialize"); | |
1412 m_tileProgramSwizzleAA->initialize(m_context, m_isUsingBindUniform); | |
1413 } | |
1414 return m_tileProgramSwizzleAA.get(); | |
1415 } | |
1416 | |
1417 const CCRendererGL::TextureProgram* CCRendererGL::textureProgram() | |
1418 { | |
1419 if (!m_textureProgram) | |
1420 m_textureProgram = adoptPtr(new TextureProgram(m_context)); | |
1421 if (!m_textureProgram->initialized()) { | |
1422 TRACE_EVENT0("cc", "CCRendererGL::textureProgram::initialize"); | |
1423 m_textureProgram->initialize(m_context, m_isUsingBindUniform); | |
1424 } | |
1425 return m_textureProgram.get(); | |
1426 } | |
1427 | |
1428 const CCRendererGL::TextureProgramFlip* CCRendererGL::textureProgramFlip() | |
1429 { | |
1430 if (!m_textureProgramFlip) | |
1431 m_textureProgramFlip = adoptPtr(new TextureProgramFlip(m_context)); | |
1432 if (!m_textureProgramFlip->initialized()) { | |
1433 TRACE_EVENT0("cc", "CCRendererGL::textureProgramFlip::initialize"); | |
1434 m_textureProgramFlip->initialize(m_context, m_isUsingBindUniform); | |
1435 } | |
1436 return m_textureProgramFlip.get(); | |
1437 } | |
1438 | |
1439 const CCRendererGL::TextureIOSurfaceProgram* CCRendererGL::textureIOSurfaceProgr
am() | |
1440 { | |
1441 if (!m_textureIOSurfaceProgram) | |
1442 m_textureIOSurfaceProgram = adoptPtr(new TextureIOSurfaceProgram(m_conte
xt)); | |
1443 if (!m_textureIOSurfaceProgram->initialized()) { | |
1444 TRACE_EVENT0("cc", "CCRendererGL::textureIOSurfaceProgram::initialize"); | |
1445 m_textureIOSurfaceProgram->initialize(m_context, m_isUsingBindUniform); | |
1446 } | |
1447 return m_textureIOSurfaceProgram.get(); | |
1448 } | |
1449 | |
1450 const CCRendererGL::VideoYUVProgram* CCRendererGL::videoYUVProgram() | |
1451 { | |
1452 if (!m_videoYUVProgram) | |
1453 m_videoYUVProgram = adoptPtr(new VideoYUVProgram(m_context)); | |
1454 if (!m_videoYUVProgram->initialized()) { | |
1455 TRACE_EVENT0("cc", "CCRendererGL::videoYUVProgram::initialize"); | |
1456 m_videoYUVProgram->initialize(m_context, m_isUsingBindUniform); | |
1457 } | |
1458 return m_videoYUVProgram.get(); | |
1459 } | |
1460 | |
1461 const CCRendererGL::VideoStreamTextureProgram* CCRendererGL::videoStreamTextureP
rogram() | |
1462 { | |
1463 if (!m_videoStreamTextureProgram) | |
1464 m_videoStreamTextureProgram = adoptPtr(new VideoStreamTextureProgram(m_c
ontext)); | |
1465 if (!m_videoStreamTextureProgram->initialized()) { | |
1466 TRACE_EVENT0("cc", "CCRendererGL::streamTextureProgram::initialize"); | |
1467 m_videoStreamTextureProgram->initialize(m_context, m_isUsingBindUniform)
; | |
1468 } | |
1469 return m_videoStreamTextureProgram.get(); | |
1470 } | |
1471 | |
1472 void CCRendererGL::cleanupSharedObjects() | |
1473 { | |
1474 makeContextCurrent(); | |
1475 | |
1476 m_sharedGeometry.clear(); | |
1477 | |
1478 if (m_tileProgram) | |
1479 m_tileProgram->cleanup(m_context); | |
1480 if (m_tileProgramOpaque) | |
1481 m_tileProgramOpaque->cleanup(m_context); | |
1482 if (m_tileProgramSwizzle) | |
1483 m_tileProgramSwizzle->cleanup(m_context); | |
1484 if (m_tileProgramSwizzleOpaque) | |
1485 m_tileProgramSwizzleOpaque->cleanup(m_context); | |
1486 if (m_tileProgramAA) | |
1487 m_tileProgramAA->cleanup(m_context); | |
1488 if (m_tileProgramSwizzleAA) | |
1489 m_tileProgramSwizzleAA->cleanup(m_context); | |
1490 if (m_tileCheckerboardProgram) | |
1491 m_tileCheckerboardProgram->cleanup(m_context); | |
1492 | |
1493 if (m_renderPassMaskProgram) | |
1494 m_renderPassMaskProgram->cleanup(m_context); | |
1495 if (m_renderPassProgram) | |
1496 m_renderPassProgram->cleanup(m_context); | |
1497 if (m_renderPassMaskProgramAA) | |
1498 m_renderPassMaskProgramAA->cleanup(m_context); | |
1499 if (m_renderPassProgramAA) | |
1500 m_renderPassProgramAA->cleanup(m_context); | |
1501 | |
1502 if (m_textureProgram) | |
1503 m_textureProgram->cleanup(m_context); | |
1504 if (m_textureProgramFlip) | |
1505 m_textureProgramFlip->cleanup(m_context); | |
1506 if (m_textureIOSurfaceProgram) | |
1507 m_textureIOSurfaceProgram->cleanup(m_context); | |
1508 | |
1509 if (m_videoYUVProgram) | |
1510 m_videoYUVProgram->cleanup(m_context); | |
1511 if (m_videoStreamTextureProgram) | |
1512 m_videoStreamTextureProgram->cleanup(m_context); | |
1513 | |
1514 if (m_solidColorProgram) | |
1515 m_solidColorProgram->cleanup(m_context); | |
1516 | |
1517 if (m_offscreenFramebufferId) | |
1518 GLC(m_context, m_context->deleteFramebuffer(m_offscreenFramebufferId)); | |
1519 | |
1520 releaseRenderPassTextures(); | |
1521 } | |
1522 | |
1523 bool CCRendererGL::isContextLost() | |
1524 { | |
1525 return (m_context->getGraphicsResetStatusARB() != GraphicsContext3D::NO_ERRO
R); | |
1526 } | |
1527 | |
1528 } // namespace cc | |
1529 | |
1530 #endif // USE(ACCELERATED_COMPOSITING) | |
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