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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 "cc/gl_renderer.h" | 5 #include "cc/gl_renderer.h" |
6 | 6 |
7 #include "base/debug/trace_event.h" | 7 #include "base/debug/trace_event.h" |
8 #include "base/logging.h" | 8 #include "base/logging.h" |
9 #include "base/string_split.h" | 9 #include "base/string_split.h" |
10 #include "base/string_util.h" | 10 #include "base/string_util.h" |
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532 | 532 |
533 // FIXME: Cache this value so that we don't have to do it for both the surfa ce and its replica. | 533 // FIXME: Cache this value so that we don't have to do it for both the surfa ce and its replica. |
534 // Apply filters to the contents texture. | 534 // Apply filters to the contents texture. |
535 SkBitmap filterBitmap; | 535 SkBitmap filterBitmap; |
536 if (renderPass->filter) { | 536 if (renderPass->filter) { |
537 filterBitmap = applyImageFilter(this, renderPass->filter, contentsTextur e, m_client->hasImplThread()); | 537 filterBitmap = applyImageFilter(this, renderPass->filter, contentsTextur e, m_client->hasImplThread()); |
538 } else { | 538 } else { |
539 filterBitmap = applyFilters(this, renderPass->filters, contentsTexture, m_client->hasImplThread()); | 539 filterBitmap = applyFilters(this, renderPass->filters, contentsTexture, m_client->hasImplThread()); |
540 } | 540 } |
541 scoped_ptr<ResourceProvider::ScopedReadLockGL> contentsResourceLock; | 541 scoped_ptr<ResourceProvider::ScopedReadLockGL> contentsResourceLock; |
542 unsigned contentsTextureId = 0; | |
543 if (filterBitmap.getTexture()) { | 542 if (filterBitmap.getTexture()) { |
544 GrTexture* texture = reinterpret_cast<GrTexture*>(filterBitmap.getTextur e()); | 543 GrTexture* texture = reinterpret_cast<GrTexture*>(filterBitmap.getTextur e()); |
545 contentsTextureId = texture->getTextureHandle(); | 544 context()->bindTexture(GL_TEXTURE_2D, texture->getTextureHandle()); |
jamesr
2012/11/26 06:54:26
you're moving a bind call up here but look at line
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546 } else { | 545 } else |
547 contentsResourceLock = make_scoped_ptr(new ResourceProvider::ScopedReadL ockGL(m_resourceProvider, contentsTexture->id())); | 546 contentsResourceLock = make_scoped_ptr(new ResourceProvider::ScopedSampl erGL(m_resourceProvider, contentsTexture->id(), GL_TEXTURE_2D)); |
548 contentsTextureId = contentsResourceLock->textureId(); | |
549 } | |
550 | 547 |
551 // Draw the background texture if there is one. | 548 // Draw the background texture if there is one. |
552 if (backgroundTexture) { | 549 if (backgroundTexture) { |
553 DCHECK(backgroundTexture->size() == quad->rect.size()); | 550 DCHECK(backgroundTexture->size() == quad->rect.size()); |
554 ResourceProvider::ScopedReadLockGL lock(m_resourceProvider, backgroundTe xture->id()); | 551 ResourceProvider::ScopedReadLockGL lock(m_resourceProvider, backgroundTe xture->id()); |
555 copyTextureToFramebuffer(frame, lock.textureId(), quad->rect, quad->quad Transform()); | 552 copyTextureToFramebuffer(frame, lock.textureId(), quad->rect, quad->quad Transform()); |
jamesr
2012/11/26 06:54:26
but doesn't this also change the binding?
Sami
2012/11/30 17:49:27
Good catch. Gotta love shared context state. I'll
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556 } | 553 } |
557 | 554 |
558 bool clipped = false; | 555 bool clipped = false; |
559 gfx::QuadF deviceQuad = MathUtil::mapQuad(contentsDeviceTransform, sharedGeo metryQuad(), clipped); | 556 gfx::QuadF deviceQuad = MathUtil::mapQuad(contentsDeviceTransform, sharedGeo metryQuad(), clipped); |
560 DCHECK(!clipped); | 557 DCHECK(!clipped); |
561 LayerQuad deviceLayerBounds = LayerQuad(gfx::QuadF(deviceQuad.BoundingBox()) ); | 558 LayerQuad deviceLayerBounds = LayerQuad(gfx::QuadF(deviceQuad.BoundingBox()) ); |
562 LayerQuad deviceLayerEdges = LayerQuad(deviceQuad); | 559 LayerQuad deviceLayerEdges = LayerQuad(deviceQuad); |
563 | 560 |
564 // Use anti-aliasing programs only when necessary. | 561 // Use anti-aliasing programs only when necessary. |
565 bool useAA = (!deviceQuad.IsRectilinear() || !deviceQuad.BoundingBox().IsExp ressibleAsRect()); | 562 bool useAA = (!deviceQuad.IsRectilinear() || !deviceQuad.BoundingBox().IsExp ressibleAsRect()); |
566 if (useAA) { | 563 if (useAA) { |
567 deviceLayerBounds.inflateAntiAliasingDistance(); | 564 deviceLayerBounds.inflateAntiAliasingDistance(); |
568 deviceLayerEdges.inflateAntiAliasingDistance(); | 565 deviceLayerEdges.inflateAntiAliasingDistance(); |
569 } | 566 } |
570 | 567 |
571 scoped_ptr<ResourceProvider::ScopedReadLockGL> maskResourceLock; | 568 scoped_ptr<ResourceProvider::ScopedReadLockGL> maskResourceLock; |
572 unsigned maskTextureId = 0; | 569 unsigned maskTextureId = 0; |
573 if (quad->mask_resource_id) { | 570 if (quad->mask_resource_id) { |
574 maskResourceLock.reset(new ResourceProvider::ScopedReadLockGL(m_resource Provider, quad->mask_resource_id)); | 571 maskResourceLock.reset(new ResourceProvider::ScopedReadLockGL(m_resource Provider, quad->mask_resource_id)); |
575 maskTextureId = maskResourceLock->textureId(); | 572 maskTextureId = maskResourceLock->textureId(); |
576 } | 573 } |
577 | 574 |
578 // FIXME: use the backgroundTexture and blend the background in with this dr aw instead of having a separate copy of the background texture. | 575 // FIXME: use the backgroundTexture and blend the background in with this dr aw instead of having a separate copy of the background texture. |
579 | 576 |
580 context()->bindTexture(GL_TEXTURE_2D, contentsTextureId); | |
581 | |
582 int shaderQuadLocation = -1; | 577 int shaderQuadLocation = -1; |
583 int shaderEdgeLocation = -1; | 578 int shaderEdgeLocation = -1; |
584 int shaderMaskSamplerLocation = -1; | 579 int shaderMaskSamplerLocation = -1; |
585 int shaderMaskTexCoordScaleLocation = -1; | 580 int shaderMaskTexCoordScaleLocation = -1; |
586 int shaderMaskTexCoordOffsetLocation = -1; | 581 int shaderMaskTexCoordOffsetLocation = -1; |
587 int shaderMatrixLocation = -1; | 582 int shaderMatrixLocation = -1; |
588 int shaderAlphaLocation = -1; | 583 int shaderAlphaLocation = -1; |
589 if (useAA && maskTextureId) { | 584 if (useAA && maskTextureId) { |
590 const RenderPassMaskProgramAA* program = renderPassMaskProgramAA(); | 585 const RenderPassMaskProgramAA* program = renderPassMaskProgramAA(); |
591 GLC(context(), context()->useProgram(program->program())); | 586 GLC(context(), context()->useProgram(program->program())); |
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626 shaderAlphaLocation = program->fragmentShader().alphaLocation(); | 621 shaderAlphaLocation = program->fragmentShader().alphaLocation(); |
627 } | 622 } |
628 | 623 |
629 if (shaderMaskSamplerLocation != -1) { | 624 if (shaderMaskSamplerLocation != -1) { |
630 DCHECK(shaderMaskTexCoordScaleLocation != 1); | 625 DCHECK(shaderMaskTexCoordScaleLocation != 1); |
631 DCHECK(shaderMaskTexCoordOffsetLocation != 1); | 626 DCHECK(shaderMaskTexCoordOffsetLocation != 1); |
632 GLC(context(), context()->activeTexture(GL_TEXTURE1)); | 627 GLC(context(), context()->activeTexture(GL_TEXTURE1)); |
633 GLC(context(), context()->uniform1i(shaderMaskSamplerLocation, 1)); | 628 GLC(context(), context()->uniform1i(shaderMaskSamplerLocation, 1)); |
634 GLC(context(), context()->uniform2f(shaderMaskTexCoordScaleLocation, qua d->mask_tex_coord_scale_x, quad->mask_tex_coord_scale_y)); | 629 GLC(context(), context()->uniform2f(shaderMaskTexCoordScaleLocation, qua d->mask_tex_coord_scale_x, quad->mask_tex_coord_scale_y)); |
635 GLC(context(), context()->uniform2f(shaderMaskTexCoordOffsetLocation, qu ad->mask_tex_coord_offset_x, quad->mask_tex_coord_offset_y)); | 630 GLC(context(), context()->uniform2f(shaderMaskTexCoordOffsetLocation, qu ad->mask_tex_coord_offset_x, quad->mask_tex_coord_offset_y)); |
636 context()->bindTexture(GL_TEXTURE_2D, maskTextureId); | 631 m_resourceProvider->bindForSampling(quad->mask_resource_id, GL_TEXTURE_2 D); |
637 GLC(context(), context()->activeTexture(GL_TEXTURE0)); | 632 GLC(context(), context()->activeTexture(GL_TEXTURE0)); |
638 } | 633 } |
639 | 634 |
640 if (shaderEdgeLocation != -1) { | 635 if (shaderEdgeLocation != -1) { |
641 float edge[24]; | 636 float edge[24]; |
642 deviceLayerEdges.toFloatArray(edge); | 637 deviceLayerEdges.toFloatArray(edge); |
643 deviceLayerBounds.toFloatArray(&edge[12]); | 638 deviceLayerBounds.toFloatArray(&edge[12]); |
644 GLC(context(), context()->uniform3fv(shaderEdgeLocation, 8, edge)); | 639 GLC(context(), context()->uniform3fv(shaderEdgeLocation, 8, edge)); |
645 } | 640 } |
646 | 641 |
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774 } else { | 769 } else { |
775 if (quad->swizzle_contents) | 770 if (quad->swizzle_contents) |
776 tileUniformLocation(tileProgramSwizzleOpaque(), uniforms); | 771 tileUniformLocation(tileProgramSwizzleOpaque(), uniforms); |
777 else | 772 else |
778 tileUniformLocation(tileProgramOpaque(), uniforms); | 773 tileUniformLocation(tileProgramOpaque(), uniforms); |
779 } | 774 } |
780 } | 775 } |
781 | 776 |
782 GLC(context(), context()->useProgram(uniforms.program)); | 777 GLC(context(), context()->useProgram(uniforms.program)); |
783 GLC(context(), context()->uniform1i(uniforms.samplerLocation, 0)); | 778 GLC(context(), context()->uniform1i(uniforms.samplerLocation, 0)); |
784 ResourceProvider::ScopedReadLockGL quadResourceLock(m_resourceProvider, quad ->resource_id); | 779 GLenum filter = (quad->IsAntialiased() || texToGeomScaleX != 1 || texToGeomS caleY != 1 || !quad->quadTransform().isIntegerTranslation()) ? GL_LINEAR : GL_NE AREST; |
jamesr
2012/11/26 06:54:26
this line is crazy long - can you break it up a bi
Sami
2012/11/30 17:49:27
Agreed, this is long even for WebKit standards. I'
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785 GLC(context(), context()->bindTexture(GL_TEXTURE_2D, quadResourceLock.textur eId())); | 780 ResourceProvider::ScopedSamplerGL quadResourceLock(m_resourceProvider, quad- >resource_id, GL_TEXTURE_2D, filter, filter); |
786 | 781 |
787 bool useAA = !clipped && quad->IsAntialiased(); | 782 bool useAA = !clipped && quad->IsAntialiased(); |
788 if (useAA) { | 783 if (useAA) { |
789 LayerQuad deviceLayerBounds = LayerQuad(gfx::QuadF(deviceLayerQuad.Bound ingBox())); | 784 LayerQuad deviceLayerBounds = LayerQuad(gfx::QuadF(deviceLayerQuad.Bound ingBox())); |
790 deviceLayerBounds.inflateAntiAliasingDistance(); | 785 deviceLayerBounds.inflateAntiAliasingDistance(); |
791 | 786 |
792 LayerQuad deviceLayerEdges = LayerQuad(deviceLayerQuad); | 787 LayerQuad deviceLayerEdges = LayerQuad(deviceLayerQuad); |
793 deviceLayerEdges.inflateAntiAliasingDistance(); | 788 deviceLayerEdges.inflateAntiAliasingDistance(); |
794 | 789 |
795 float edge[24]; | 790 float edge[24]; |
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879 | 874 |
880 void GLRenderer::drawYUVVideoQuad(const DrawingFrame& frame, const YUVVideoDrawQ uad* quad) | 875 void GLRenderer::drawYUVVideoQuad(const DrawingFrame& frame, const YUVVideoDrawQ uad* quad) |
881 { | 876 { |
882 const VideoYUVProgram* program = videoYUVProgram(); | 877 const VideoYUVProgram* program = videoYUVProgram(); |
883 DCHECK(program && (program->initialized() || isContextLost())); | 878 DCHECK(program && (program->initialized() || isContextLost())); |
884 | 879 |
885 const VideoLayerImpl::FramePlane& yPlane = quad->y_plane; | 880 const VideoLayerImpl::FramePlane& yPlane = quad->y_plane; |
886 const VideoLayerImpl::FramePlane& uPlane = quad->u_plane; | 881 const VideoLayerImpl::FramePlane& uPlane = quad->u_plane; |
887 const VideoLayerImpl::FramePlane& vPlane = quad->v_plane; | 882 const VideoLayerImpl::FramePlane& vPlane = quad->v_plane; |
888 | 883 |
889 ResourceProvider::ScopedReadLockGL yPlaneLock(m_resourceProvider, yPlane.res ourceId); | |
890 ResourceProvider::ScopedReadLockGL uPlaneLock(m_resourceProvider, uPlane.res ourceId); | |
891 ResourceProvider::ScopedReadLockGL vPlaneLock(m_resourceProvider, vPlane.res ourceId); | |
892 GLC(context(), context()->activeTexture(GL_TEXTURE1)); | 884 GLC(context(), context()->activeTexture(GL_TEXTURE1)); |
893 GLC(context(), context()->bindTexture(GL_TEXTURE_2D, yPlaneLock.textureId()) ); | 885 ResourceProvider::ScopedSamplerGL yPlaneLock(m_resourceProvider, yPlane.reso urceId, GL_TEXTURE_2D); |
894 GLC(context(), context()->activeTexture(GL_TEXTURE2)); | 886 GLC(context(), context()->activeTexture(GL_TEXTURE2)); |
895 GLC(context(), context()->bindTexture(GL_TEXTURE_2D, uPlaneLock.textureId()) ); | 887 ResourceProvider::ScopedSamplerGL uPlaneLock(m_resourceProvider, uPlane.reso urceId, GL_TEXTURE_2D); |
896 GLC(context(), context()->activeTexture(GL_TEXTURE3)); | 888 GLC(context(), context()->activeTexture(GL_TEXTURE3)); |
897 GLC(context(), context()->bindTexture(GL_TEXTURE_2D, vPlaneLock.textureId()) ); | 889 ResourceProvider::ScopedSamplerGL vPlaneLock(m_resourceProvider, vPlane.reso urceId, GL_TEXTURE_2D); |
898 | 890 |
899 GLC(context(), context()->useProgram(program->program())); | 891 GLC(context(), context()->useProgram(program->program())); |
900 | 892 |
901 GLC(context(), context()->uniform2f(program->vertexShader().texScaleLocation (), quad->tex_scale.width(), quad->tex_scale.height())); | 893 GLC(context(), context()->uniform2f(program->vertexShader().texScaleLocation (), quad->tex_scale.width(), quad->tex_scale.height())); |
902 GLC(context(), context()->uniform1i(program->fragmentShader().yTextureLocati on(), 1)); | 894 GLC(context(), context()->uniform1i(program->fragmentShader().yTextureLocati on(), 1)); |
903 GLC(context(), context()->uniform1i(program->fragmentShader().uTextureLocati on(), 2)); | 895 GLC(context(), context()->uniform1i(program->fragmentShader().uTextureLocati on(), 2)); |
904 GLC(context(), context()->uniform1i(program->fragmentShader().vTextureLocati on(), 3)); | 896 GLC(context(), context()->uniform1i(program->fragmentShader().vTextureLocati on(), 3)); |
905 | 897 |
906 // These values are magic numbers that are used in the transformation from Y UV to RGB color values. | 898 // These values are magic numbers that are used in the transformation from Y UV to RGB color values. |
907 // They are taken from the following webpage: http://www.fourcc.org/fccyvrgb .php | 899 // They are taken from the following webpage: http://www.fourcc.org/fccyvrgb .php |
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983 TexTransformTextureProgramBinding binding; | 975 TexTransformTextureProgramBinding binding; |
984 if (quad->flipped) | 976 if (quad->flipped) |
985 binding.set(textureProgramFlip(), context()); | 977 binding.set(textureProgramFlip(), context()); |
986 else | 978 else |
987 binding.set(textureProgram(), context()); | 979 binding.set(textureProgram(), context()); |
988 GLC(context(), context()->useProgram(binding.programId)); | 980 GLC(context(), context()->useProgram(binding.programId)); |
989 GLC(context(), context()->uniform1i(binding.samplerLocation, 0)); | 981 GLC(context(), context()->uniform1i(binding.samplerLocation, 0)); |
990 const gfx::RectF& uvRect = quad->uv_rect; | 982 const gfx::RectF& uvRect = quad->uv_rect; |
991 GLC(context(), context()->uniform4f(binding.texTransformLocation, uvRect.x() , uvRect.y(), uvRect.width(), uvRect.height())); | 983 GLC(context(), context()->uniform4f(binding.texTransformLocation, uvRect.x() , uvRect.y(), uvRect.width(), uvRect.height())); |
992 | 984 |
993 ResourceProvider::ScopedReadLockGL quadResourceLock(m_resourceProvider, quad ->resource_id); | 985 ResourceProvider::ScopedSamplerGL quadResourceLock(m_resourceProvider, quad- >resource_id, GL_TEXTURE_2D); |
994 GLC(context(), context()->bindTexture(GL_TEXTURE_2D, quadResourceLock.textur eId())); | |
995 | 986 |
996 if (!quad->premultiplied_alpha) { | 987 if (!quad->premultiplied_alpha) { |
997 // As it turns out, the premultiplied alpha blending function (ONE, ONE_ MINUS_SRC_ALPHA) | 988 // As it turns out, the premultiplied alpha blending function (ONE, ONE_ MINUS_SRC_ALPHA) |
998 // will never cause the alpha channel to be set to anything less than 1. 0 if it is | 989 // will never cause the alpha channel to be set to anything less than 1. 0 if it is |
999 // initialized to that value! Therefore, premultipliedAlpha being false is the first | 990 // initialized to that value! Therefore, premultipliedAlpha being false is the first |
1000 // situation we can generally see an alpha channel less than 1.0 coming out of the | 991 // situation we can generally see an alpha channel less than 1.0 coming out of the |
1001 // compositor. This is causing platform differences in some layout tests (see | 992 // compositor. This is causing platform differences in some layout tests (see |
1002 // https://bugs.webkit.org/show_bug.cgi?id=82412), so in this situation, use a separate | 993 // https://bugs.webkit.org/show_bug.cgi?id=82412), so in this situation, use a separate |
1003 // blend function for the alpha channel to avoid modifying it. Don't use colorMask for this | 994 // blend function for the alpha channel to avoid modifying it. Don't use colorMask for this |
1004 // as it has performance implications on some platforms. | 995 // as it has performance implications on some platforms. |
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1641 | 1632 |
1642 releaseRenderPassTextures(); | 1633 releaseRenderPassTextures(); |
1643 } | 1634 } |
1644 | 1635 |
1645 bool GLRenderer::isContextLost() | 1636 bool GLRenderer::isContextLost() |
1646 { | 1637 { |
1647 return (m_context->getGraphicsResetStatusARB() != GL_NO_ERROR); | 1638 return (m_context->getGraphicsResetStatusARB() != GL_NO_ERROR); |
1648 } | 1639 } |
1649 | 1640 |
1650 } // namespace cc | 1641 } // namespace cc |
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