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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 <set> | 7 #include <set> |
8 #include <string> | 8 #include <string> |
9 #include <vector> | 9 #include <vector> |
10 | 10 |
11 #include "base/debug/trace_event.h" | 11 #include "base/debug/trace_event.h" |
12 #include "base/logging.h" | 12 #include "base/logging.h" |
13 #include "base/string_split.h" | 13 #include "base/string_split.h" |
14 #include "base/string_util.h" | 14 #include "base/string_util.h" |
15 #include "build/build_config.h" | 15 #include "build/build_config.h" |
16 #include "cc/compositor_frame.h" | 16 #include "cc/compositor_frame.h" |
17 #include "cc/compositor_frame_metadata.h" | 17 #include "cc/compositor_frame_metadata.h" |
18 #include "cc/damage_tracker.h" | 18 #include "cc/damage_tracker.h" |
19 #include "cc/geometry_binding.h" | 19 #include "cc/geometry_binding.h" |
20 #include "cc/gl_frame_data.h" | 20 #include "cc/gl_frame_data.h" |
21 #include "cc/grcontext_provider.h" | |
21 #include "cc/layer_quad.h" | 22 #include "cc/layer_quad.h" |
22 #include "cc/math_util.h" | 23 #include "cc/math_util.h" |
23 #include "cc/priority_calculator.h" | 24 #include "cc/priority_calculator.h" |
24 #include "cc/proxy.h" | 25 #include "cc/proxy.h" |
25 #include "cc/render_pass.h" | 26 #include "cc/render_pass.h" |
26 #include "cc/render_surface_filters.h" | 27 #include "cc/render_surface_filters.h" |
27 #include "cc/scoped_resource.h" | 28 #include "cc/scoped_resource.h" |
28 #include "cc/single_thread_proxy.h" | 29 #include "cc/single_thread_proxy.h" |
29 #include "cc/stream_video_draw_quad.h" | 30 #include "cc/stream_video_draw_quad.h" |
30 #include "cc/texture_draw_quad.h" | 31 #include "cc/texture_draw_quad.h" |
31 #include "cc/video_layer_impl.h" | 32 #include "cc/video_layer_impl.h" |
32 #include "gpu/GLES2/gl2extchromium.h" | 33 #include "gpu/GLES2/gl2extchromium.h" |
33 #include "third_party/WebKit/Source/Platform/chromium/public/WebGraphicsContext3 D.h" | 34 #include "third_party/WebKit/Source/Platform/chromium/public/WebGraphicsContext3 D.h" |
34 #include "third_party/WebKit/Source/Platform/chromium/public/WebSharedGraphicsCo ntext3D.h" | |
35 #include "third_party/khronos/GLES2/gl2.h" | 35 #include "third_party/khronos/GLES2/gl2.h" |
36 #include "third_party/khronos/GLES2/gl2ext.h" | 36 #include "third_party/khronos/GLES2/gl2ext.h" |
37 #include "third_party/skia/include/core/SkBitmap.h" | 37 #include "third_party/skia/include/core/SkBitmap.h" |
38 #include "third_party/skia/include/core/SkColor.h" | 38 #include "third_party/skia/include/core/SkColor.h" |
39 #include "third_party/skia/include/gpu/GrContext.h" | 39 #include "third_party/skia/include/gpu/GrContext.h" |
40 #include "third_party/skia/include/gpu/GrTexture.h" | 40 #include "third_party/skia/include/gpu/GrTexture.h" |
41 #include "third_party/skia/include/gpu/SkGpuDevice.h" | 41 #include "third_party/skia/include/gpu/SkGpuDevice.h" |
42 #include "third_party/skia/include/gpu/SkGrTexturePixelRef.h" | 42 #include "third_party/skia/include/gpu/SkGrTexturePixelRef.h" |
43 #include "ui/gfx/quad_f.h" | 43 #include "ui/gfx/quad_f.h" |
44 #include "ui/gfx/rect_conversions.h" | 44 #include "ui/gfx/rect_conversions.h" |
45 | 45 |
46 using WebKit::WebGraphicsContext3D; | 46 using WebKit::WebGraphicsContext3D; |
47 using WebKit::WebGraphicsMemoryAllocation; | 47 using WebKit::WebGraphicsMemoryAllocation; |
48 using WebKit::WebSharedGraphicsContext3D; | |
49 | 48 |
50 namespace cc { | 49 namespace cc { |
51 | 50 |
52 namespace { | 51 namespace { |
53 | 52 |
54 // TODO(epenner): This should probably be moved to output surface. | 53 // TODO(epenner): This should probably be moved to output surface. |
55 // | 54 // |
56 // This implements a simple fence based on client side swaps. | 55 // This implements a simple fence based on client side swaps. |
57 // This is to isolate the ResourceProvider from 'frames' which | 56 // This is to isolate the ResourceProvider from 'frames' which |
58 // it shouldn't need to care about, while still allowing us to | 57 // it shouldn't need to care about, while still allowing us to |
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148 m_capabilities.maxTextureSize = m_resourceProvider->maxTextureSize(); | 147 m_capabilities.maxTextureSize = m_resourceProvider->maxTextureSize(); |
149 m_capabilities.bestTextureFormat = m_resourceProvider->bestTextureFormat(); | 148 m_capabilities.bestTextureFormat = m_resourceProvider->bestTextureFormat(); |
150 | 149 |
151 // The updater can access textures while the GLRenderer is using them. | 150 // The updater can access textures while the GLRenderer is using them. |
152 m_capabilities.allowPartialTextureUpdates = true; | 151 m_capabilities.allowPartialTextureUpdates = true; |
153 | 152 |
154 // Check for texture fast paths. Currently we always use MO8 textures, | 153 // Check for texture fast paths. Currently we always use MO8 textures, |
155 // so we only need to avoid POT textures if we have an NPOT fast-path. | 154 // so we only need to avoid POT textures if we have an NPOT fast-path. |
156 m_capabilities.avoidPow2Textures = extensions.count("GL_CHROMIUM_fast_NPOT_M O8_textures"); | 155 m_capabilities.avoidPow2Textures = extensions.count("GL_CHROMIUM_fast_NPOT_M O8_textures"); |
157 | 156 |
157 m_capabilities.usingOffscreenContext3d = true; | |
158 | |
158 m_isUsingBindUniform = extensions.count("GL_CHROMIUM_bind_uniform_location") ; | 159 m_isUsingBindUniform = extensions.count("GL_CHROMIUM_bind_uniform_location") ; |
159 | 160 |
160 // Make sure scissoring starts as disabled. | 161 // Make sure scissoring starts as disabled. |
161 GLC(m_context, m_context->disable(GL_SCISSOR_TEST)); | 162 GLC(m_context, m_context->disable(GL_SCISSOR_TEST)); |
162 DCHECK(!m_isScissorEnabled); | 163 DCHECK(!m_isScissorEnabled); |
163 | 164 |
164 if (!initializeSharedObjects()) | 165 if (!initializeSharedObjects()) |
165 return false; | 166 return false; |
166 | 167 |
167 // Make sure the viewport and context gets initialized, even if it is to zer o. | 168 // Make sure the viewport and context gets initialized, even if it is to zer o. |
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365 float alpha = SkColorGetA(color) / 255.0; | 366 float alpha = SkColorGetA(color) / 255.0; |
366 | 367 |
367 GLC(context(), context()->uniform4f(program->fragmentShader().colorLocation( ), (SkColorGetR(color) / 255.0) * alpha, (SkColorGetG(color) / 255.0) * alpha, ( SkColorGetB(color) / 255.0) * alpha, alpha)); | 368 GLC(context(), context()->uniform4f(program->fragmentShader().colorLocation( ), (SkColorGetR(color) / 255.0) * alpha, (SkColorGetG(color) / 255.0) * alpha, ( SkColorGetB(color) / 255.0) * alpha, alpha)); |
368 | 369 |
369 GLC(context(), context()->lineWidth(quad->width)); | 370 GLC(context(), context()->lineWidth(quad->width)); |
370 | 371 |
371 // The indices for the line are stored in the same array as the triangle ind ices. | 372 // The indices for the line are stored in the same array as the triangle ind ices. |
372 GLC(context(), context()->drawElements(GL_LINE_LOOP, 4, GL_UNSIGNED_SHORT, 0 )); | 373 GLC(context(), context()->drawElements(GL_LINE_LOOP, 4, GL_UNSIGNED_SHORT, 0 )); |
373 } | 374 } |
374 | 375 |
375 static WebGraphicsContext3D* getFilterContext(bool hasImplThread) | 376 static inline SkBitmap applyFilters(GLRenderer* renderer, const WebKit::WebFilte rOperations& filters, ScopedResource* sourceTextureResource) |
376 { | |
377 if (hasImplThread) | |
378 return WebSharedGraphicsContext3D::compositorThreadContext(); | |
379 else | |
380 return WebSharedGraphicsContext3D::mainThreadContext(); | |
381 } | |
382 | |
383 static GrContext* getFilterGrContext(bool hasImplThread) | |
384 { | |
385 if (hasImplThread) | |
386 return WebSharedGraphicsContext3D::compositorThreadGrContext(); | |
387 else | |
388 return WebSharedGraphicsContext3D::mainThreadGrContext(); | |
389 } | |
390 | |
391 static inline SkBitmap applyFilters(GLRenderer* renderer, const WebKit::WebFilte rOperations& filters, ScopedResource* sourceTexture, bool hasImplThread) | |
392 { | 377 { |
393 if (filters.isEmpty()) | 378 if (filters.isEmpty()) |
394 return SkBitmap(); | 379 return SkBitmap(); |
395 | 380 |
396 WebGraphicsContext3D* filterContext = getFilterContext(hasImplThread); | 381 GrContextProvider* offscreenContexts = renderer->resourceProvider()->offscre enContextProvider(); |
397 GrContext* filterGrContext = getFilterGrContext(hasImplThread); | 382 if (!offscreenContexts->has_contexts()) |
398 | |
399 if (!filterContext || !filterGrContext) | |
400 return SkBitmap(); | 383 return SkBitmap(); |
401 | 384 |
402 renderer->context()->flush(); | 385 ResourceProvider::ScopedWriteLockGL lock(renderer->resourceProvider(), sourc eTextureResource->id()); |
403 | 386 |
404 ResourceProvider::ScopedWriteLockGL lock(renderer->resourceProvider(), sourc eTexture->id()); | 387 // Do this after locking/creating the compositor texture. |
405 SkBitmap source = RenderSurfaceFilters::apply(filters, lock.textureId(), sou rceTexture->size(), filterContext, filterGrContext); | 388 offscreenContexts->BeginUsingContexts(); |
389 | |
390 SkBitmap source = RenderSurfaceFilters::apply(filters, lock.textureId(), sou rceTextureResource->size(), offscreenContexts->gr_context()); | |
391 | |
392 offscreenContexts->FinishUsingContexts(); | |
406 return source; | 393 return source; |
407 } | 394 } |
408 | 395 |
409 static SkBitmap applyImageFilter(GLRenderer* renderer, SkImageFilter* filter, Sc opedResource* sourceTexture, bool hasImplThread) | 396 static SkBitmap applyImageFilter(GLRenderer* renderer, SkImageFilter* filter, Sc opedResource* sourceTextureResource) |
410 { | 397 { |
411 if (!filter) | 398 if (!filter) |
412 return SkBitmap(); | 399 return SkBitmap(); |
413 | 400 |
414 WebGraphicsContext3D* context3d = getFilterContext(hasImplThread); | 401 GrContextProvider* offscreenContexts = renderer->resourceProvider()->offscre enContextProvider(); |
415 GrContext* grContext = getFilterGrContext(hasImplThread); | 402 if (!offscreenContexts->has_contexts()) |
416 | |
417 if (!context3d || !grContext) | |
418 return SkBitmap(); | 403 return SkBitmap(); |
419 | 404 |
420 renderer->context()->flush(); | 405 ResourceProvider::ScopedWriteLockGL lock(renderer->resourceProvider(), sourc eTextureResource->id()); |
421 | 406 |
422 ResourceProvider::ScopedWriteLockGL lock(renderer->resourceProvider(), sourc eTexture->id()); | 407 // Do this after locking/creating the compositor texture. |
408 offscreenContexts->BeginUsingContexts(); | |
Stephen White
2013/02/13 15:26:06
This is still somewhat mysterious to someone who d
| |
423 | 409 |
424 // Wrap the source texture in a Ganesh platform texture. | 410 // Wrap the source texture in a Ganesh platform texture. |
425 GrBackendTextureDesc backendTextureDescription; | 411 GrBackendTextureDesc backendTextureDescription; |
426 backendTextureDescription.fWidth = sourceTexture->size().width(); | 412 backendTextureDescription.fWidth = sourceTextureResource->size().width(); |
427 backendTextureDescription.fHeight = sourceTexture->size().height(); | 413 backendTextureDescription.fHeight = sourceTextureResource->size().height(); |
428 backendTextureDescription.fConfig = kSkia8888_GrPixelConfig; | 414 backendTextureDescription.fConfig = kSkia8888_GrPixelConfig; |
429 backendTextureDescription.fTextureHandle = lock.textureId(); | 415 backendTextureDescription.fTextureHandle = lock.textureId(); |
430 backendTextureDescription.fOrigin = kTopLeft_GrSurfaceOrigin; | 416 backendTextureDescription.fOrigin = kTopLeft_GrSurfaceOrigin; |
431 skia::RefPtr<GrTexture> texture = skia::AdoptRef(grContext->wrapBackendTextu re(backendTextureDescription)); | 417 skia::RefPtr<GrTexture> texture = skia::AdoptRef(offscreenContexts->gr_conte xt()->wrapBackendTexture(backendTextureDescription)); |
432 | 418 |
433 // Place the platform texture inside an SkBitmap. | 419 // Place the platform texture inside an SkBitmap. |
434 SkBitmap source; | 420 SkBitmap source; |
435 source.setConfig(SkBitmap::kARGB_8888_Config, sourceTexture->size().width(), sourceTexture->size().height()); | 421 source.setConfig(SkBitmap::kARGB_8888_Config, sourceTextureResource->size(). width(), sourceTextureResource->size().height()); |
436 skia::RefPtr<SkGrPixelRef> pixelRef = skia::AdoptRef(new SkGrPixelRef(textur e.get())); | 422 skia::RefPtr<SkGrPixelRef> pixelRef = skia::AdoptRef(new SkGrPixelRef(textur e.get())); |
437 source.setPixelRef(pixelRef.get()); | 423 source.setPixelRef(pixelRef.get()); |
438 | 424 |
439 // Create a scratch texture for backing store. | 425 // Create a scratch texture for backing store. |
440 GrTextureDesc desc; | 426 GrTextureDesc desc; |
441 desc.fFlags = kRenderTarget_GrTextureFlagBit | kNoStencil_GrTextureFlagBit; | 427 desc.fFlags = kRenderTarget_GrTextureFlagBit | kNoStencil_GrTextureFlagBit; |
442 desc.fSampleCnt = 0; | 428 desc.fSampleCnt = 0; |
443 desc.fWidth = source.width(); | 429 desc.fWidth = source.width(); |
444 desc.fHeight = source.height(); | 430 desc.fHeight = source.height(); |
445 desc.fConfig = kSkia8888_GrPixelConfig; | 431 desc.fConfig = kSkia8888_GrPixelConfig; |
446 desc.fOrigin = kTopLeft_GrSurfaceOrigin; | 432 desc.fOrigin = kTopLeft_GrSurfaceOrigin; |
447 GrAutoScratchTexture scratchTexture(grContext, desc, GrContext::kExact_Scrat chTexMatch); | 433 GrAutoScratchTexture scratchTexture(offscreenContexts->gr_context(), desc, G rContext::kExact_ScratchTexMatch); |
448 skia::RefPtr<GrTexture> backingStore = skia::AdoptRef(scratchTexture.detach( )); | 434 skia::RefPtr<GrTexture> backingStore = skia::AdoptRef(scratchTexture.detach( )); |
449 | 435 |
450 // Create a device and canvas using that backing store. | 436 // Create a device and canvas using that backing store. |
451 SkGpuDevice device(grContext, backingStore.get()); | 437 SkGpuDevice device(offscreenContexts->gr_context(), backingStore.get()); |
452 SkCanvas canvas(&device); | 438 SkCanvas canvas(&device); |
453 | 439 |
454 // Draw the source bitmap through the filter to the canvas. | 440 // Draw the source bitmap through the filter to the canvas. |
455 SkPaint paint; | 441 SkPaint paint; |
456 paint.setImageFilter(filter); | 442 paint.setImageFilter(filter); |
457 canvas.clear(0x0); | 443 canvas.clear(0x0); |
458 canvas.drawSprite(source, 0, 0, &paint); | 444 canvas.drawSprite(source, 0, 0, &paint); |
459 canvas.flush(); | 445 offscreenContexts->FinishUsingContexts(); |
460 context3d->flush(); | |
461 return device.accessBitmap(false); | 446 return device.accessBitmap(false); |
462 } | 447 } |
463 | 448 |
464 scoped_ptr<ScopedResource> GLRenderer::drawBackgroundFilters( | 449 scoped_ptr<ScopedResource> GLRenderer::drawBackgroundFilters( |
465 DrawingFrame& frame, const RenderPassDrawQuad* quad, | 450 DrawingFrame& frame, const RenderPassDrawQuad* quad, |
466 const gfx::Transform& contentsDeviceTransform, | 451 const gfx::Transform& contentsDeviceTransform, |
467 const gfx::Transform& contentsDeviceTransformInverse) | 452 const gfx::Transform& contentsDeviceTransformInverse) |
468 { | 453 { |
469 // This method draws a background filter, which applies a filter to any pixe ls behind the quad and seen through its background. | 454 // This method draws a background filter, which applies a filter to any pixe ls behind the quad and seen through its background. |
470 // The algorithm works as follows: | 455 // The algorithm works as follows: |
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498 int top, right, bottom, left; | 483 int top, right, bottom, left; |
499 filters.getOutsets(top, right, bottom, left); | 484 filters.getOutsets(top, right, bottom, left); |
500 deviceRect.Inset(-left, -top, -right, -bottom); | 485 deviceRect.Inset(-left, -top, -right, -bottom); |
501 | 486 |
502 deviceRect.Intersect(frame.currentRenderPass->output_rect); | 487 deviceRect.Intersect(frame.currentRenderPass->output_rect); |
503 | 488 |
504 scoped_ptr<ScopedResource> deviceBackgroundTexture = ScopedResource::create( m_resourceProvider); | 489 scoped_ptr<ScopedResource> deviceBackgroundTexture = ScopedResource::create( m_resourceProvider); |
505 if (!getFramebufferTexture(deviceBackgroundTexture.get(), deviceRect)) | 490 if (!getFramebufferTexture(deviceBackgroundTexture.get(), deviceRect)) |
506 return scoped_ptr<ScopedResource>(); | 491 return scoped_ptr<ScopedResource>(); |
507 | 492 |
508 SkBitmap filteredDeviceBackground = applyFilters(this, filters, deviceBackgr oundTexture.get(), m_client->hasImplThread()); | 493 SkBitmap filteredDeviceBackground = applyFilters(this, filters, deviceBackgr oundTexture.get()); |
509 if (!filteredDeviceBackground.getTexture()) | 494 if (!filteredDeviceBackground.getTexture()) |
510 return scoped_ptr<ScopedResource>(); | 495 return scoped_ptr<ScopedResource>(); |
511 | 496 |
512 GrTexture* texture = reinterpret_cast<GrTexture*>(filteredDeviceBackground.g etTexture()); | 497 GrTexture* texture = reinterpret_cast<GrTexture*>(filteredDeviceBackground.g etTexture()); |
513 int filteredDeviceBackgroundTextureId = texture->getTextureHandle(); | 498 int filteredDeviceBackgroundTextureId = texture->getTextureHandle(); |
514 | 499 |
515 scoped_ptr<ScopedResource> backgroundTexture = ScopedResource::create(m_reso urceProvider); | 500 scoped_ptr<ScopedResource> backgroundTexture = ScopedResource::create(m_reso urceProvider); |
516 if (!backgroundTexture->Allocate(quad->rect.size(), GL_RGBA, ResourceProvide r::TextureUsageFramebuffer)) | 501 if (!backgroundTexture->Allocate(quad->rect.size(), GL_RGBA, ResourceProvide r::TextureUsageFramebuffer)) |
517 return scoped_ptr<ScopedResource>(); | 502 return scoped_ptr<ScopedResource>(); |
518 | 503 |
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551 if (!contentsDeviceTransform.GetInverse(&contentsDeviceTransformInverse)) | 536 if (!contentsDeviceTransform.GetInverse(&contentsDeviceTransformInverse)) |
552 return; | 537 return; |
553 | 538 |
554 scoped_ptr<ScopedResource> backgroundTexture = drawBackgroundFilters( | 539 scoped_ptr<ScopedResource> backgroundTexture = drawBackgroundFilters( |
555 frame, quad, contentsDeviceTransform, contentsDeviceTransformInverse); | 540 frame, quad, contentsDeviceTransform, contentsDeviceTransformInverse); |
556 | 541 |
557 // FIXME: Cache this value so that we don't have to do it for both the surfa ce and its replica. | 542 // FIXME: Cache this value so that we don't have to do it for both the surfa ce and its replica. |
558 // Apply filters to the contents texture. | 543 // Apply filters to the contents texture. |
559 SkBitmap filterBitmap; | 544 SkBitmap filterBitmap; |
560 if (quad->filter) { | 545 if (quad->filter) { |
561 filterBitmap = applyImageFilter(this, quad->filter.get(), contentsTextur e, m_client->hasImplThread()); | 546 filterBitmap = applyImageFilter(this, quad->filter.get(), contentsTextur e); |
562 } else { | 547 } else { |
563 filterBitmap = applyFilters(this, quad->filters, contentsTexture, m_clie nt->hasImplThread()); | 548 filterBitmap = applyFilters(this, quad->filters, contentsTexture); |
564 } | 549 } |
565 | 550 |
566 // Draw the background texture if there is one. | 551 // Draw the background texture if there is one. |
567 if (backgroundTexture) { | 552 if (backgroundTexture) { |
568 DCHECK(backgroundTexture->size() == quad->rect.size()); | 553 DCHECK(backgroundTexture->size() == quad->rect.size()); |
569 ResourceProvider::ScopedReadLockGL lock(m_resourceProvider, backgroundTe xture->id()); | 554 ResourceProvider::ScopedReadLockGL lock(m_resourceProvider, backgroundTe xture->id()); |
570 copyTextureToFramebuffer(frame, lock.textureId(), quad->rect, quad->quad Transform()); | 555 copyTextureToFramebuffer(frame, lock.textureId(), quad->rect, quad->quad Transform()); |
571 } | 556 } |
572 | 557 |
573 bool clipped = false; | 558 bool clipped = false; |
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1818 | 1803 |
1819 releaseRenderPassTextures(); | 1804 releaseRenderPassTextures(); |
1820 } | 1805 } |
1821 | 1806 |
1822 bool GLRenderer::isContextLost() | 1807 bool GLRenderer::isContextLost() |
1823 { | 1808 { |
1824 return (m_context->getGraphicsResetStatusARB() != GL_NO_ERROR); | 1809 return (m_context->getGraphicsResetStatusARB() != GL_NO_ERROR); |
1825 } | 1810 } |
1826 | 1811 |
1827 } // namespace cc | 1812 } // namespace cc |
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