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Issue 12912006: Part 4 of cc/ directory shuffles: output (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: Created 7 years, 9 months ago
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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 #include "cc/gl_renderer.h"
6
7 #include <set>
8 #include <string>
9 #include <vector>
10
11 #include "base/debug/trace_event.h"
12 #include "base/logging.h"
13 #include "base/string_util.h"
14 #include "base/strings/string_split.h"
15 #include "build/build_config.h"
16 #include "cc/base/math_util.h"
17 #include "cc/compositor_frame.h"
18 #include "cc/compositor_frame_metadata.h"
19 #include "cc/context_provider.h"
20 #include "cc/damage_tracker.h"
21 #include "cc/geometry_binding.h"
22 #include "cc/gl_frame_data.h"
23 #include "cc/layer_quad.h"
24 #include "cc/output_surface.h"
25 #include "cc/priority_calculator.h"
26 #include "cc/proxy.h"
27 #include "cc/render_pass.h"
28 #include "cc/render_surface_filters.h"
29 #include "cc/scoped_resource.h"
30 #include "cc/single_thread_proxy.h"
31 #include "cc/stream_video_draw_quad.h"
32 #include "cc/texture_draw_quad.h"
33 #include "cc/video_layer_impl.h"
34 #include "gpu/GLES2/gl2extchromium.h"
35 #include "third_party/WebKit/Source/Platform/chromium/public/WebGraphicsContext3 D.h"
36 #include "third_party/khronos/GLES2/gl2.h"
37 #include "third_party/khronos/GLES2/gl2ext.h"
38 #include "third_party/skia/include/core/SkBitmap.h"
39 #include "third_party/skia/include/core/SkColor.h"
40 #include "third_party/skia/include/gpu/GrContext.h"
41 #include "third_party/skia/include/gpu/GrTexture.h"
42 #include "third_party/skia/include/gpu/SkGpuDevice.h"
43 #include "third_party/skia/include/gpu/SkGrTexturePixelRef.h"
44 #include "ui/gfx/quad_f.h"
45 #include "ui/gfx/rect_conversions.h"
46
47 using WebKit::WebGraphicsContext3D;
48 using WebKit::WebGraphicsMemoryAllocation;
49
50 namespace cc {
51
52 namespace {
53
54 // TODO(epenner): This should probably be moved to output surface.
55 //
56 // This implements a simple fence based on client side swaps.
57 // This is to isolate the ResourceProvider from 'frames' which
58 // it shouldn't need to care about, while still allowing us to
59 // enforce good texture recycling behavior strictly throughout
60 // the compositor (don't recycle a texture while it's in use).
61 class SimpleSwapFence : public ResourceProvider::Fence {
62 public:
63 SimpleSwapFence() : has_passed_(false) {}
64 virtual bool HasPassed() OVERRIDE { return has_passed_; }
65 void SetHasPassed() { has_passed_ = true; }
66 private:
67 virtual ~SimpleSwapFence() {}
68 bool has_passed_;
69 };
70
71 bool NeedsIOSurfaceReadbackWorkaround() {
72 #if defined(OS_MACOSX)
73 return true;
74 #else
75 return false;
76 #endif
77 }
78
79 } // anonymous namespace
80
81 scoped_ptr<GLRenderer> GLRenderer::Create(RendererClient* client,
82 OutputSurface* output_surface,
83 ResourceProvider* resource_provider) {
84 scoped_ptr<GLRenderer> renderer(
85 new GLRenderer(client, output_surface, resource_provider));
86 if (!renderer->Initialize())
87 return scoped_ptr<GLRenderer>();
88
89 return renderer.Pass();
90 }
91
92 GLRenderer::GLRenderer(RendererClient* client,
93 OutputSurface* output_surface,
94 ResourceProvider* resource_provider)
95 : DirectRenderer(client, resource_provider),
96 offscreen_framebuffer_id_(0),
97 shared_geometry_quad_(gfx::RectF(-0.5f, -0.5f, 1.0f, 1.0f)),
98 output_surface_(output_surface),
99 context_(output_surface->context3d()),
100 is_viewport_changed_(false),
101 is_backbuffer_discarded_(false),
102 discard_backbuffer_when_not_visible_(false),
103 is_using_bind_uniform_(false),
104 visible_(true),
105 is_scissor_enabled_(false) {
106 DCHECK(context_);
107 }
108
109 bool GLRenderer::Initialize() {
110 if (!context_->makeContextCurrent())
111 return false;
112
113 context_->setContextLostCallback(this);
114 context_->pushGroupMarkerEXT("CompositorContext");
115
116 std::string extensions_string =
117 UTF16ToASCII(context_->getString(GL_EXTENSIONS));
118 std::vector<std::string> extensions_list;
119 base::SplitString(extensions_string, ' ', &extensions_list);
120 std::set<std::string> extensions(extensions_list.begin(),
121 extensions_list.end());
122
123 if (Settings().acceleratePainting &&
124 extensions.count("GL_EXT_texture_format_BGRA8888") &&
125 extensions.count("GL_EXT_read_format_bgra"))
126 capabilities_.using_accelerated_painting = true;
127 else
128 capabilities_.using_accelerated_painting = false;
129
130 capabilities_.using_partial_swap =
131 Settings().partialSwapEnabled &&
132 extensions.count("GL_CHROMIUM_post_sub_buffer");
133
134 // Use the swapBuffers callback only with the threaded proxy.
135 if (client_->HasImplThread())
136 capabilities_.using_swap_complete_callback =
137 extensions.count("GL_CHROMIUM_swapbuffers_complete_callback");
138 if (capabilities_.using_swap_complete_callback)
139 context_->setSwapBuffersCompleteCallbackCHROMIUM(this);
140
141 capabilities_.using_set_visibility =
142 extensions.count("GL_CHROMIUM_set_visibility");
143
144 if (extensions.count("GL_CHROMIUM_iosurface"))
145 DCHECK(extensions.count("GL_ARB_texture_rectangle"));
146
147 capabilities_.using_gpu_memory_manager =
148 extensions.count("GL_CHROMIUM_gpu_memory_manager") &&
149 Settings().useMemoryManagement;
150 if (capabilities_.using_gpu_memory_manager)
151 context_->setMemoryAllocationChangedCallbackCHROMIUM(this);
152
153 capabilities_.using_egl_image = extensions.count("GL_OES_EGL_image_external");
154
155 capabilities_.max_texture_size = resource_provider_->max_texture_size();
156 capabilities_.best_texture_format = resource_provider_->best_texture_format();
157
158 // The updater can access textures while the GLRenderer is using them.
159 capabilities_.allow_partial_texture_updates = true;
160
161 // Check for texture fast paths. Currently we always use MO8 textures,
162 // so we only need to avoid POT textures if we have an NPOT fast-path.
163 capabilities_.avoid_pow2_textures =
164 extensions.count("GL_CHROMIUM_fast_NPOT_MO8_textures");
165
166 capabilities_.using_offscreen_context3d = true;
167
168 is_using_bind_uniform_ =
169 extensions.count("GL_CHROMIUM_bind_uniform_location");
170
171 // Make sure scissoring starts as disabled.
172 GLC(context_, context_->disable(GL_SCISSOR_TEST));
173 DCHECK(!is_scissor_enabled_);
174
175 if (!InitializeSharedObjects())
176 return false;
177
178 // Make sure the viewport and context gets initialized, even if it is to zero.
179 ViewportChanged();
180 return true;
181 }
182
183 GLRenderer::~GLRenderer() {
184 context_->setSwapBuffersCompleteCallbackCHROMIUM(NULL);
185 context_->setMemoryAllocationChangedCallbackCHROMIUM(NULL);
186 context_->setContextLostCallback(NULL);
187 CleanupSharedObjects();
188 }
189
190 const RendererCapabilities& GLRenderer::Capabilities() const {
191 return capabilities_;
192 }
193
194 WebGraphicsContext3D* GLRenderer::Context() { return context_; }
195
196 void GLRenderer::DebugGLCall(WebGraphicsContext3D* context,
197 const char* command,
198 const char* file,
199 int line) {
200 unsigned long error = context->getError();
201 if (error != GL_NO_ERROR)
202 LOG(ERROR) << "GL command failed: File: " << file << "\n\tLine " << line
203 << "\n\tcommand: " << command << ", error "
204 << static_cast<int>(error) << "\n";
205 }
206
207 void GLRenderer::SetVisible(bool visible) {
208 if (visible_ == visible)
209 return;
210 visible_ = visible;
211
212 EnforceMemoryPolicy();
213
214 // TODO: Replace setVisibilityCHROMIUM with an extension to explicitly manage
215 // front/backbuffers
216 // crbug.com/116049
217 if (capabilities_.using_set_visibility)
218 context_->setVisibilityCHROMIUM(visible);
219 }
220
221 void GLRenderer::SendManagedMemoryStats(size_t bytes_visible,
222 size_t bytes_visible_and_nearby,
223 size_t bytes_allocated) {
224 WebKit::WebGraphicsManagedMemoryStats stats;
225 stats.bytesVisible = bytes_visible;
226 stats.bytesVisibleAndNearby = bytes_visible_and_nearby;
227 stats.bytesAllocated = bytes_allocated;
228 stats.backbufferRequested = !is_backbuffer_discarded_;
229 context_->sendManagedMemoryStatsCHROMIUM(&stats);
230 }
231
232 void GLRenderer::ReleaseRenderPassTextures() { render_pass_textures_.clear(); }
233
234 void GLRenderer::ViewportChanged() { is_viewport_changed_ = true; }
235
236 void GLRenderer::ClearFramebuffer(DrawingFrame& frame) {
237 // On DEBUG builds, opaque render passes are cleared to blue to easily see
238 // regions that were not drawn on the screen.
239 if (frame.current_render_pass->has_transparent_background)
240 GLC(context_, context_->clearColor(0, 0, 0, 0));
241 else
242 GLC(context_, context_->clearColor(0, 0, 1, 1));
243
244 #ifdef NDEBUG
245 if (frame.current_render_pass->has_transparent_background)
246 #endif
247 context_->clear(GL_COLOR_BUFFER_BIT);
248 }
249
250 void GLRenderer::BeginDrawingFrame(DrawingFrame& frame) {
251 // FIXME: Remove this once backbuffer is automatically recreated on first use
252 EnsureBackbuffer();
253
254 if (ViewportSize().IsEmpty())
255 return;
256
257 TRACE_EVENT0("cc", "GLRenderer::drawLayers");
258 if (is_viewport_changed_) {
259 // Only reshape when we know we are going to draw. Otherwise, the reshape
260 // can leave the window at the wrong size if we never draw and the proper
261 // viewport size is never set.
262 is_viewport_changed_ = false;
263 output_surface_->Reshape(gfx::Size(ViewportWidth(), ViewportHeight()));
264 }
265
266 MakeContextCurrent();
267 // Bind the common vertex attributes used for drawing all the layers.
268 shared_geometry_->PrepareForDraw();
269
270 GLC(context_, context_->disable(GL_DEPTH_TEST));
271 GLC(context_, context_->disable(GL_CULL_FACE));
272 GLC(context_, context_->colorMask(true, true, true, true));
273 GLC(context_, context_->enable(GL_BLEND));
274 blend_shadow_ = true;
275 GLC(context_, context_->blendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA));
276 GLC(Context(), Context()->activeTexture(GL_TEXTURE0));
277 program_shadow_ = 0;
278 }
279
280 void GLRenderer::DoNoOp() {
281 GLC(context_, context_->bindFramebuffer(GL_FRAMEBUFFER, 0));
282 GLC(context_, context_->flush());
283 }
284
285 void GLRenderer::DoDrawQuad(DrawingFrame& frame, const DrawQuad* quad) {
286 DCHECK(quad->rect.Contains(quad->visible_rect));
287 if (quad->material != DrawQuad::TEXTURE_CONTENT) {
288 FlushTextureQuadCache();
289 }
290
291 switch (quad->material) {
292 case DrawQuad::INVALID:
293 NOTREACHED();
294 break;
295 case DrawQuad::CHECKERBOARD:
296 DrawCheckerboardQuad(frame, CheckerboardDrawQuad::MaterialCast(quad));
297 break;
298 case DrawQuad::DEBUG_BORDER:
299 DrawDebugBorderQuad(frame, DebugBorderDrawQuad::MaterialCast(quad));
300 break;
301 case DrawQuad::IO_SURFACE_CONTENT:
302 DrawIOSurfaceQuad(frame, IOSurfaceDrawQuad::MaterialCast(quad));
303 break;
304 case DrawQuad::RENDER_PASS:
305 DrawRenderPassQuad(frame, RenderPassDrawQuad::MaterialCast(quad));
306 break;
307 case DrawQuad::SOLID_COLOR:
308 DrawSolidColorQuad(frame, SolidColorDrawQuad::MaterialCast(quad));
309 break;
310 case DrawQuad::STREAM_VIDEO_CONTENT:
311 DrawStreamVideoQuad(frame, StreamVideoDrawQuad::MaterialCast(quad));
312 break;
313 case DrawQuad::TEXTURE_CONTENT:
314 EnqueueTextureQuad(frame, TextureDrawQuad::MaterialCast(quad));
315 break;
316 case DrawQuad::TILED_CONTENT:
317 DrawTileQuad(frame, TileDrawQuad::MaterialCast(quad));
318 break;
319 case DrawQuad::YUV_VIDEO_CONTENT:
320 DrawYUVVideoQuad(frame, YUVVideoDrawQuad::MaterialCast(quad));
321 break;
322 }
323 }
324
325 void GLRenderer::DrawCheckerboardQuad(const DrawingFrame& frame,
326 const CheckerboardDrawQuad* quad) {
327 SetBlendEnabled(quad->ShouldDrawWithBlending());
328
329 const TileCheckerboardProgram* program = GetTileCheckerboardProgram();
330 DCHECK(program && (program->initialized() || IsContextLost()));
331 SetUseProgram(program->program());
332
333 SkColor color = quad->color;
334 GLC(Context(),
335 Context()->uniform4f(program->fragment_shader().colorLocation(),
336 SkColorGetR(color) * (1.0f / 255.0f),
337 SkColorGetG(color) * (1.0f / 255.0f),
338 SkColorGetB(color) * (1.0f / 255.0f),
339 1));
340
341 const int checkerboard_width = 16;
342 float frequency = 1.0f / checkerboard_width;
343
344 gfx::Rect tile_rect = quad->rect;
345 float tex_offset_x = tile_rect.x() % checkerboard_width;
346 float tex_offset_y = tile_rect.y() % checkerboard_width;
347 float tex_scale_x = tile_rect.width();
348 float tex_scale_y = tile_rect.height();
349 GLC(Context(),
350 Context()->uniform4f(program->fragment_shader().texTransformLocation(),
351 tex_offset_x,
352 tex_offset_y,
353 tex_scale_x,
354 tex_scale_y));
355
356 GLC(Context(),
357 Context()->uniform1f(program->fragment_shader().frequencyLocation(),
358 frequency));
359
360 SetShaderOpacity(quad->opacity(), program->fragment_shader().alphaLocation());
361 DrawQuadGeometry(frame,
362 quad->quadTransform(),
363 quad->rect,
364 program->vertex_shader().matrixLocation());
365 }
366
367 void GLRenderer::DrawDebugBorderQuad(const DrawingFrame& frame,
368 const DebugBorderDrawQuad* quad) {
369 SetBlendEnabled(quad->ShouldDrawWithBlending());
370
371 static float gl_matrix[16];
372 const DebugBorderProgram* program = GetDebugBorderProgram();
373 DCHECK(program && (program->initialized() || IsContextLost()));
374 SetUseProgram(program->program());
375
376 // Use the full quad_rect for debug quads to not move the edges based on
377 // partial swaps.
378 gfx::Rect layer_rect = quad->rect;
379 gfx::Transform render_matrix = quad->quadTransform();
380 render_matrix.Translate(0.5f * layer_rect.width() + layer_rect.x(),
381 0.5f * layer_rect.height() + layer_rect.y());
382 render_matrix.Scale(layer_rect.width(), layer_rect.height());
383 GLRenderer::ToGLMatrix(&gl_matrix[0],
384 frame.projection_matrix * render_matrix);
385 GLC(Context(),
386 Context()->uniformMatrix4fv(
387 program->vertex_shader().matrixLocation(), 1, false, &gl_matrix[0]));
388
389 SkColor color = quad->color;
390 float alpha = SkColorGetA(color) * (1.0f / 255.0f);
391
392 GLC(Context(),
393 Context()->uniform4f(program->fragment_shader().colorLocation(),
394 (SkColorGetR(color) * (1.0f / 255.0f)) * alpha,
395 (SkColorGetG(color) * (1.0f / 255.0f)) * alpha,
396 (SkColorGetB(color) * (1.0f / 255.0f)) * alpha,
397 alpha));
398
399 GLC(Context(), Context()->lineWidth(quad->width));
400
401 // The indices for the line are stored in the same array as the triangle
402 // indices.
403 GLC(Context(),
404 Context()->drawElements(GL_LINE_LOOP, 4, GL_UNSIGNED_SHORT, 0));
405 }
406
407 static inline SkBitmap ApplyFilters(GLRenderer* renderer,
408 const WebKit::WebFilterOperations& filters,
409 ScopedResource* source_texture_resource) {
410 if (filters.isEmpty())
411 return SkBitmap();
412
413 ContextProvider* offscreen_contexts =
414 renderer->resource_provider()->offscreen_context_provider();
415 if (!offscreen_contexts || !offscreen_contexts->GrContext())
416 return SkBitmap();
417
418 ResourceProvider::ScopedWriteLockGL lock(renderer->resource_provider(),
419 source_texture_resource->id());
420
421 // Flush the compositor context to ensure that textures there are available
422 // in the shared context. Do this after locking/creating the compositor
423 // texture.
424 renderer->resource_provider()->Flush();
425
426 // Make sure skia uses the correct GL context.
427 offscreen_contexts->Context3d()->makeContextCurrent();
428
429 SkBitmap source =
430 RenderSurfaceFilters::Apply(filters,
431 lock.texture_id(),
432 source_texture_resource->size(),
433 offscreen_contexts->GrContext());
434
435 // Flush skia context so that all the rendered stuff appears on the
436 // texture.
437 offscreen_contexts->GrContext()->flush();
438
439 // Flush the GL context so rendering results from this context are
440 // visible in the compositor's context.
441 offscreen_contexts->Context3d()->flush();
442
443 // Use the compositor's GL context again.
444 renderer->resource_provider()->GraphicsContext3D()->makeContextCurrent();
445 return source;
446 }
447
448 static SkBitmap ApplyImageFilter(GLRenderer* renderer,
449 SkImageFilter* filter,
450 ScopedResource* source_texture_resource) {
451 if (!filter)
452 return SkBitmap();
453
454 ContextProvider* offscreen_contexts =
455 renderer->resource_provider()->offscreen_context_provider();
456 if (!offscreen_contexts || !offscreen_contexts->GrContext())
457 return SkBitmap();
458
459 ResourceProvider::ScopedWriteLockGL lock(renderer->resource_provider(),
460 source_texture_resource->id());
461
462 // Flush the compositor context to ensure that textures there are available
463 // in the shared context. Do this after locking/creating the compositor
464 // texture.
465 renderer->resource_provider()->Flush();
466
467 // Make sure skia uses the correct GL context.
468 offscreen_contexts->Context3d()->makeContextCurrent();
469
470 // Wrap the source texture in a Ganesh platform texture.
471 GrBackendTextureDesc backend_texture_description;
472 backend_texture_description.fWidth = source_texture_resource->size().width();
473 backend_texture_description.fHeight =
474 source_texture_resource->size().height();
475 backend_texture_description.fConfig = kSkia8888_GrPixelConfig;
476 backend_texture_description.fTextureHandle = lock.texture_id();
477 backend_texture_description.fOrigin = kTopLeft_GrSurfaceOrigin;
478 skia::RefPtr<GrTexture> texture =
479 skia::AdoptRef(offscreen_contexts->GrContext()->wrapBackendTexture(
480 backend_texture_description));
481
482 // Place the platform texture inside an SkBitmap.
483 SkBitmap source;
484 source.setConfig(SkBitmap::kARGB_8888_Config,
485 source_texture_resource->size().width(),
486 source_texture_resource->size().height());
487 skia::RefPtr<SkGrPixelRef> pixel_ref =
488 skia::AdoptRef(new SkGrPixelRef(texture.get()));
489 source.setPixelRef(pixel_ref.get());
490
491 // Create a scratch texture for backing store.
492 GrTextureDesc desc;
493 desc.fFlags = kRenderTarget_GrTextureFlagBit | kNoStencil_GrTextureFlagBit;
494 desc.fSampleCnt = 0;
495 desc.fWidth = source.width();
496 desc.fHeight = source.height();
497 desc.fConfig = kSkia8888_GrPixelConfig;
498 desc.fOrigin = kTopLeft_GrSurfaceOrigin;
499 GrAutoScratchTexture scratchTexture(
500 offscreen_contexts->GrContext(), desc, GrContext::kExact_ScratchTexMatch);
501 skia::RefPtr<GrTexture> backing_store =
502 skia::AdoptRef(scratchTexture.detach());
503
504 // Create a device and canvas using that backing store.
505 SkGpuDevice device(offscreen_contexts->GrContext(), backing_store.get());
506 SkCanvas canvas(&device);
507
508 // Draw the source bitmap through the filter to the canvas.
509 SkPaint paint;
510 paint.setImageFilter(filter);
511 canvas.clear(SK_ColorTRANSPARENT);
512 canvas.drawSprite(source, 0, 0, &paint);
513
514 // Flush skia context so that all the rendered stuff appears on the
515 // texture.
516 offscreen_contexts->GrContext()->flush();
517
518 // Flush the GL context so rendering results from this context are
519 // visible in the compositor's context.
520 offscreen_contexts->Context3d()->flush();
521
522 // Use the compositor's GL context again.
523 renderer->resource_provider()->GraphicsContext3D()->makeContextCurrent();
524
525 return device.accessBitmap(false);
526 }
527
528 scoped_ptr<ScopedResource> GLRenderer::DrawBackgroundFilters(
529 DrawingFrame& frame,
530 const RenderPassDrawQuad* quad,
531 const gfx::Transform& contents_device_transform,
532 const gfx::Transform& contents_device_transform_inverse) {
533 // This method draws a background filter, which applies a filter to any pixels
534 // behind the quad and seen through its background. The algorithm works as
535 // follows:
536 // 1. Compute a bounding box around the pixels that will be visible through
537 // the quad.
538 // 2. Read the pixels in the bounding box into a buffer R.
539 // 3. Apply the background filter to R, so that it is applied in the pixels'
540 // coordinate space.
541 // 4. Apply the quad's inverse transform to map the pixels in R into the
542 // quad's content space. This implicitly clips R by the content bounds of the
543 // quad since the destination texture has bounds matching the quad's content.
544 // 5. Draw the background texture for the contents using the same transform as
545 // used to draw the contents itself. This is done without blending to replace
546 // the current background pixels with the new filtered background.
547 // 6. Draw the contents of the quad over drop of the new background with
548 // blending, as per usual. The filtered background pixels will show through
549 // any non-opaque pixels in this draws.
550 //
551 // Pixel copies in this algorithm occur at steps 2, 3, 4, and 5.
552
553 // FIXME: When this algorithm changes, update
554 // LayerTreeHost::prioritizeTextures() accordingly.
555
556 const WebKit::WebFilterOperations& filters = quad->background_filters;
557 if (filters.isEmpty())
558 return scoped_ptr<ScopedResource>();
559
560 // FIXME: We only allow background filters on an opaque render surface because
561 // other surfaces may contain translucent pixels, and the contents behind
562 // those translucent pixels wouldn't have the filter applied.
563 if (frame.current_render_pass->has_transparent_background)
564 return scoped_ptr<ScopedResource>();
565 DCHECK(!frame.current_texture);
566
567 // FIXME: Do a single readback for both the surface and replica and cache the
568 // filtered results (once filter textures are not reused).
569 gfx::Rect device_rect = gfx::ToEnclosingRect(MathUtil::MapClippedRect(
570 contents_device_transform, SharedGeometryQuad().BoundingBox()));
571
572 int top, right, bottom, left;
573 filters.getOutsets(top, right, bottom, left);
574 device_rect.Inset(-left, -top, -right, -bottom);
575
576 device_rect.Intersect(frame.current_render_pass->output_rect);
577
578 scoped_ptr<ScopedResource> device_background_texture =
579 ScopedResource::create(resource_provider_);
580 if (!GetFramebufferTexture(device_background_texture.get(), device_rect))
581 return scoped_ptr<ScopedResource>();
582
583 SkBitmap filtered_device_background =
584 ApplyFilters(this, filters, device_background_texture.get());
585 if (!filtered_device_background.getTexture())
586 return scoped_ptr<ScopedResource>();
587
588 GrTexture* texture =
589 reinterpret_cast<GrTexture*>(filtered_device_background.getTexture());
590 int filtered_device_background_texture_id = texture->getTextureHandle();
591
592 scoped_ptr<ScopedResource> background_texture =
593 ScopedResource::create(resource_provider_);
594 if (!background_texture->Allocate(quad->rect.size(),
595 GL_RGBA,
596 ResourceProvider::TextureUsageFramebuffer))
597 return scoped_ptr<ScopedResource>();
598
599 const RenderPass* target_render_pass = frame.current_render_pass;
600 bool using_background_texture =
601 UseScopedTexture(frame, background_texture.get(), quad->rect);
602
603 if (using_background_texture) {
604 // Copy the readback pixels from device to the background texture for the
605 // surface.
606 gfx::Transform device_to_framebuffer_transform;
607 device_to_framebuffer_transform.Translate(
608 quad->rect.width() * 0.5f + quad->rect.x(),
609 quad->rect.height() * 0.5f + quad->rect.y());
610 device_to_framebuffer_transform.Scale(quad->rect.width(),
611 quad->rect.height());
612 device_to_framebuffer_transform.PreconcatTransform(
613 contents_device_transform_inverse);
614
615 #ifndef NDEBUG
616 GLC(Context(), Context()->clearColor(0, 0, 1, 1));
617 Context()->clear(GL_COLOR_BUFFER_BIT);
618 #endif
619
620 CopyTextureToFramebuffer(frame,
621 filtered_device_background_texture_id,
622 device_rect,
623 device_to_framebuffer_transform);
624 }
625
626 UseRenderPass(frame, target_render_pass);
627
628 if (!using_background_texture)
629 return scoped_ptr<ScopedResource>();
630 return background_texture.Pass();
631 }
632
633 void GLRenderer::DrawRenderPassQuad(DrawingFrame& frame,
634 const RenderPassDrawQuad* quad) {
635 SetBlendEnabled(quad->ShouldDrawWithBlending());
636
637 CachedResource* contents_texture =
638 render_pass_textures_.get(quad->render_pass_id);
639 if (!contents_texture || !contents_texture->id())
640 return;
641
642 gfx::Transform quad_rect_matrix;
643 QuadRectTransform(&quad_rect_matrix, quad->quadTransform(), quad->rect);
644 gfx::Transform contents_device_transform =
645 frame.window_matrix * frame.projection_matrix * quad_rect_matrix;
646 contents_device_transform.FlattenTo2d();
647
648 // Can only draw surface if device matrix is invertible.
649 gfx::Transform contents_device_transform_inverse(
650 gfx::Transform::kSkipInitialization);
651 if (!contents_device_transform.GetInverse(&contents_device_transform_inverse))
652 return;
653
654 scoped_ptr<ScopedResource> background_texture =
655 DrawBackgroundFilters(frame,
656 quad,
657 contents_device_transform,
658 contents_device_transform_inverse);
659
660 // FIXME: Cache this value so that we don't have to do it for both the surface
661 // and its replica. Apply filters to the contents texture.
662 SkBitmap filter_bitmap;
663 if (quad->filter) {
664 filter_bitmap =
665 ApplyImageFilter(this, quad->filter.get(), contents_texture);
666 } else {
667 filter_bitmap = ApplyFilters(this, quad->filters, contents_texture);
668 }
669
670 // Draw the background texture if there is one.
671 if (background_texture) {
672 DCHECK(background_texture->size() == quad->rect.size());
673 ResourceProvider::ScopedReadLockGL lock(resource_provider_,
674 background_texture->id());
675 CopyTextureToFramebuffer(
676 frame, lock.texture_id(), quad->rect, quad->quadTransform());
677 }
678
679 bool clipped = false;
680 gfx::QuadF device_quad = MathUtil::MapQuad(
681 contents_device_transform, SharedGeometryQuad(), &clipped);
682 DCHECK(!clipped);
683 LayerQuad deviceLayerBounds(gfx::QuadF(device_quad.BoundingBox()));
684 LayerQuad device_layer_edges(device_quad);
685
686 // Use anti-aliasing programs only when necessary.
687 bool use_aa = (!device_quad.IsRectilinear() ||
688 !device_quad.BoundingBox().IsExpressibleAsRect());
689 if (use_aa) {
690 deviceLayerBounds.InflateAntiAliasingDistance();
691 device_layer_edges.InflateAntiAliasingDistance();
692 }
693
694 scoped_ptr<ResourceProvider::ScopedReadLockGL> mask_resource_lock;
695 unsigned mask_texture_id = 0;
696 if (quad->mask_resource_id) {
697 mask_resource_lock.reset(new ResourceProvider::ScopedReadLockGL(
698 resource_provider_, quad->mask_resource_id));
699 mask_texture_id = mask_resource_lock->texture_id();
700 }
701
702 // FIXME: use the background_texture and blend the background in with this
703 // draw instead of having a separate copy of the background texture.
704
705 scoped_ptr<ResourceProvider::ScopedReadLockGL> contents_resource_lock;
706 if (filter_bitmap.getTexture()) {
707 GrTexture* texture =
708 reinterpret_cast<GrTexture*>(filter_bitmap.getTexture());
709 Context()->bindTexture(GL_TEXTURE_2D, texture->getTextureHandle());
710 } else
711 contents_resource_lock = make_scoped_ptr(
712 new ResourceProvider::ScopedSamplerGL(resource_provider_,
713 contents_texture->id(),
714 GL_TEXTURE_2D,
715 GL_LINEAR));
716
717 int shader_quad_location = -1;
718 int shader_edge_location = -1;
719 int shader_mask_sampler_location = -1;
720 int shader_mask_tex_coord_scale_location = -1;
721 int shader_mask_tex_coord_offset_location = -1;
722 int shader_matrix_location = -1;
723 int shader_alpha_location = -1;
724 int shader_tex_transform_location = -1;
725 int shader_tex_scale_location = -1;
726
727 if (use_aa && mask_texture_id) {
728 const RenderPassMaskProgramAA* program = GetRenderPassMaskProgramAA();
729 SetUseProgram(program->program());
730 GLC(Context(),
731 Context()->uniform1i(program->fragment_shader().samplerLocation(), 0));
732
733 shader_quad_location = program->vertex_shader().pointLocation();
734 shader_edge_location = program->fragment_shader().edgeLocation();
735 shader_mask_sampler_location =
736 program->fragment_shader().maskSamplerLocation();
737 shader_mask_tex_coord_scale_location =
738 program->fragment_shader().maskTexCoordScaleLocation();
739 shader_mask_tex_coord_offset_location =
740 program->fragment_shader().maskTexCoordOffsetLocation();
741 shader_matrix_location = program->vertex_shader().matrixLocation();
742 shader_alpha_location = program->fragment_shader().alphaLocation();
743 shader_tex_scale_location = program->vertex_shader().texScaleLocation();
744 } else if (!use_aa && mask_texture_id) {
745 const RenderPassMaskProgram* program = GetRenderPassMaskProgram();
746 SetUseProgram(program->program());
747 GLC(Context(),
748 Context()->uniform1i(program->fragment_shader().samplerLocation(), 0));
749
750 shader_mask_sampler_location =
751 program->fragment_shader().maskSamplerLocation();
752 shader_mask_tex_coord_scale_location =
753 program->fragment_shader().maskTexCoordScaleLocation();
754 shader_mask_tex_coord_offset_location =
755 program->fragment_shader().maskTexCoordOffsetLocation();
756 shader_matrix_location = program->vertex_shader().matrixLocation();
757 shader_alpha_location = program->fragment_shader().alphaLocation();
758 shader_tex_transform_location =
759 program->vertex_shader().texTransformLocation();
760 } else if (use_aa && !mask_texture_id) {
761 const RenderPassProgramAA* program = GetRenderPassProgramAA();
762 SetUseProgram(program->program());
763 GLC(Context(),
764 Context()->uniform1i(program->fragment_shader().samplerLocation(), 0));
765
766 shader_quad_location = program->vertex_shader().pointLocation();
767 shader_edge_location = program->fragment_shader().edgeLocation();
768 shader_matrix_location = program->vertex_shader().matrixLocation();
769 shader_alpha_location = program->fragment_shader().alphaLocation();
770 shader_tex_scale_location = program->vertex_shader().texScaleLocation();
771 } else {
772 const RenderPassProgram* program = GetRenderPassProgram();
773 SetUseProgram(program->program());
774 GLC(Context(),
775 Context()->uniform1i(program->fragment_shader().samplerLocation(), 0));
776
777 shader_matrix_location = program->vertex_shader().matrixLocation();
778 shader_alpha_location = program->fragment_shader().alphaLocation();
779 shader_tex_transform_location =
780 program->vertex_shader().texTransformLocation();
781 }
782
783 float tex_scale_x =
784 quad->rect.width() / static_cast<float>(contents_texture->size().width());
785 float tex_scale_y = quad->rect.height() /
786 static_cast<float>(contents_texture->size().height());
787 DCHECK_LE(tex_scale_x, 1.0f);
788 DCHECK_LE(tex_scale_y, 1.0f);
789
790 if (shader_tex_transform_location != -1) {
791 GLC(Context(),
792 Context()->uniform4f(shader_tex_transform_location,
793 0.0f,
794 0.0f,
795 tex_scale_x,
796 tex_scale_y));
797 } else if (shader_tex_scale_location != -1) {
798 GLC(Context(),
799 Context()->uniform2f(
800 shader_tex_scale_location, tex_scale_x, tex_scale_y));
801 } else {
802 DCHECK(IsContextLost());
803 }
804
805 if (shader_mask_sampler_location != -1) {
806 DCHECK(shader_mask_tex_coord_scale_location != 1);
807 DCHECK(shader_mask_tex_coord_offset_location != 1);
808 GLC(Context(), Context()->activeTexture(GL_TEXTURE1));
809 GLC(Context(), Context()->uniform1i(shader_mask_sampler_location, 1));
810 GLC(Context(),
811 Context()->uniform2f(shader_mask_tex_coord_offset_location,
812 quad->mask_uv_rect.x(),
813 quad->mask_uv_rect.y()));
814 GLC(Context(),
815 Context()->uniform2f(shader_mask_tex_coord_scale_location,
816 quad->mask_uv_rect.width() / tex_scale_x,
817 quad->mask_uv_rect.height() / tex_scale_y));
818 resource_provider_->BindForSampling(
819 quad->mask_resource_id, GL_TEXTURE_2D, GL_LINEAR);
820 GLC(Context(), Context()->activeTexture(GL_TEXTURE0));
821 }
822
823 if (shader_edge_location != -1) {
824 float edge[24];
825 device_layer_edges.ToFloatArray(edge);
826 deviceLayerBounds.ToFloatArray(&edge[12]);
827 GLC(Context(), Context()->uniform3fv(shader_edge_location, 8, edge));
828 }
829
830 // Map device space quad to surface space. contents_device_transform has no 3d
831 // component since it was flattened, so we don't need to project.
832 gfx::QuadF surface_quad = MathUtil::MapQuad(contents_device_transform_inverse,
833 device_layer_edges.ToQuadF(),
834 &clipped);
835 DCHECK(!clipped);
836
837 SetShaderOpacity(quad->opacity(), shader_alpha_location);
838 SetShaderQuadF(surface_quad, shader_quad_location);
839 DrawQuadGeometry(
840 frame, quad->quadTransform(), quad->rect, shader_matrix_location);
841
842 // Flush the compositor context before the filter bitmap goes out of
843 // scope, so the draw gets processed before the filter texture gets deleted.
844 if (filter_bitmap.getTexture())
845 context_->flush();
846 }
847
848 struct SolidColorProgramUniforms {
849 unsigned program;
850 unsigned matrix_location;
851 unsigned color_location;
852 unsigned point_location;
853 unsigned tex_scale_location;
854 unsigned edge_location;
855 };
856
857 template<class T>
858 static void SolidColorUniformLocation(T program,
859 SolidColorProgramUniforms* uniforms) {
860 uniforms->program = program->program();
861 uniforms->matrix_location = program->vertex_shader().matrixLocation();
862 uniforms->color_location = program->fragment_shader().colorLocation();
863 uniforms->point_location = program->vertex_shader().pointLocation();
864 uniforms->tex_scale_location = program->vertex_shader().texScaleLocation();
865 uniforms->edge_location = program->fragment_shader().edgeLocation();
866 }
867
868 bool GLRenderer::SetupQuadForAntialiasing(
869 const gfx::Transform& device_transform,
870 const DrawQuad* quad,
871 gfx::QuadF* local_quad,
872 float edge[24]) const {
873 gfx::Rect tile_rect = quad->visible_rect;
874
875 bool clipped = false;
876 gfx::QuadF device_layer_quad = MathUtil::MapQuad(
877 device_transform, gfx::QuadF(quad->visibleContentRect()), &clipped);
878 DCHECK(!clipped);
879
880 // TODO(reveman): Axis-aligned is not enough to avoid anti-aliasing.
881 // Bounding rectangle for quad also needs to be expressible as an integer
882 // rectangle. crbug.com/169374
883 bool is_axis_aligned_in_target = device_layer_quad.IsRectilinear();
884 bool use_aa = !clipped && !is_axis_aligned_in_target && quad->IsEdge();
885
886 if (!use_aa)
887 return false;
888
889 LayerQuad device_layer_bounds(gfx::QuadF(device_layer_quad.BoundingBox()));
890 device_layer_bounds.InflateAntiAliasingDistance();
891
892 LayerQuad device_layer_edges(device_layer_quad);
893 device_layer_edges.InflateAntiAliasingDistance();
894
895 device_layer_edges.ToFloatArray(edge);
896 device_layer_bounds.ToFloatArray(&edge[12]);
897
898 gfx::PointF bottom_right = tile_rect.bottom_right();
899 gfx::PointF bottom_left = tile_rect.bottom_left();
900 gfx::PointF top_left = tile_rect.origin();
901 gfx::PointF top_right = tile_rect.top_right();
902
903 // Map points to device space.
904 bottom_right = MathUtil::MapPoint(device_transform, bottom_right, &clipped);
905 DCHECK(!clipped);
906 bottom_left = MathUtil::MapPoint(device_transform, bottom_left, &clipped);
907 DCHECK(!clipped);
908 top_left = MathUtil::MapPoint(device_transform, top_left, &clipped);
909 DCHECK(!clipped);
910 top_right = MathUtil::MapPoint(device_transform, top_right, &clipped);
911 DCHECK(!clipped);
912
913 LayerQuad::Edge bottom_edge(bottom_right, bottom_left);
914 LayerQuad::Edge left_edge(bottom_left, top_left);
915 LayerQuad::Edge top_edge(top_left, top_right);
916 LayerQuad::Edge right_edge(top_right, bottom_right);
917
918 // Only apply anti-aliasing to edges not clipped by culling or scissoring.
919 if (quad->IsTopEdge() && tile_rect.y() == quad->rect.y())
920 top_edge = device_layer_edges.top();
921 if (quad->IsLeftEdge() && tile_rect.x() == quad->rect.x())
922 left_edge = device_layer_edges.left();
923 if (quad->IsRightEdge() && tile_rect.right() == quad->rect.right())
924 right_edge = device_layer_edges.right();
925 if (quad->IsBottomEdge() && tile_rect.bottom() == quad->rect.bottom())
926 bottom_edge = device_layer_edges.bottom();
927
928 float sign = gfx::QuadF(tile_rect).IsCounterClockwise() ? -1 : 1;
929 bottom_edge.scale(sign);
930 left_edge.scale(sign);
931 top_edge.scale(sign);
932 right_edge.scale(sign);
933
934 // Create device space quad.
935 LayerQuad device_quad(left_edge, top_edge, right_edge, bottom_edge);
936
937 // Map device space quad to local space. deviceTransform has no 3d
938 // component since it was flattened, so we don't need to project. We should
939 // have already checked that the transform was uninvertible above.
940 gfx::Transform inverse_device_transform(
941 gfx::Transform::kSkipInitialization);
942 bool did_invert = device_transform.GetInverse(&inverse_device_transform);
943 DCHECK(did_invert);
944 *local_quad = MathUtil::MapQuad(
945 inverse_device_transform, device_quad.ToQuadF(), &clipped);
946 // We should not DCHECK(!clipped) here, because anti-aliasing inflation may
947 // cause deviceQuad to become clipped. To our knowledge this scenario does
948 // not need to be handled differently than the unclipped case.
949
950 return true;
951 }
952
953 void GLRenderer::DrawSolidColorQuad(const DrawingFrame& frame,
954 const SolidColorDrawQuad* quad) {
955 SetBlendEnabled(quad->ShouldDrawWithBlending());
956 gfx::Rect tile_rect = quad->visible_rect;
957
958 gfx::Transform device_transform =
959 frame.window_matrix * frame.projection_matrix * quad->quadTransform();
960 device_transform.FlattenTo2d();
961 if (!device_transform.IsInvertible())
962 return;
963
964 gfx::QuadF local_quad = gfx::QuadF(gfx::RectF(tile_rect));
965 float edge[24];
966 bool use_aa = SetupQuadForAntialiasing(
967 device_transform, quad, &local_quad, edge);
968
969 SolidColorProgramUniforms uniforms;
970 if (use_aa)
971 SolidColorUniformLocation(GetSolidColorProgramAA(), &uniforms);
972 else
973 SolidColorUniformLocation(GetSolidColorProgram(), &uniforms);
974 SetUseProgram(uniforms.program);
975
976 SkColor color = quad->color;
977 float opacity = quad->opacity();
978 float alpha = (SkColorGetA(color) * (1.0f / 255.0f)) * opacity;
979
980 GLC(Context(),
981 Context()->uniform4f(uniforms.color_location,
982 (SkColorGetR(color) * (1.0f / 255.0f)) * alpha,
983 (SkColorGetG(color) * (1.0f / 255.0f)) * alpha,
984 (SkColorGetB(color) * (1.0f / 255.0f)) * alpha,
985 alpha));
986
987 if (use_aa)
988 GLC(Context(), Context()->uniform3fv(uniforms.edge_location, 8, edge));
989
990 // Enable blending when the quad properties require it or if we decided
991 // to use antialiasing.
992 SetBlendEnabled(quad->ShouldDrawWithBlending() || use_aa);
993
994 // Normalize to tileRect.
995 local_quad.Scale(1.0f / tile_rect.width(), 1.0f / tile_rect.height());
996
997 SetShaderQuadF(local_quad, uniforms.point_location);
998
999 // The transform and vertex data are used to figure out the extents that the
1000 // un-antialiased quad should have and which vertex this is and the float
1001 // quad passed in via uniform is the actual geometry that gets used to draw
1002 // it. This is why this centered rect is used and not the original quadRect.
1003 gfx::RectF centered_rect(gfx::PointF(-0.5f * tile_rect.width(),
1004 -0.5f * tile_rect.height()),
1005 tile_rect.size());
1006 DrawQuadGeometry(frame, quad->quadTransform(),
1007 centered_rect, uniforms.matrix_location);
1008 }
1009
1010 struct TileProgramUniforms {
1011 unsigned program;
1012 unsigned sampler_location;
1013 unsigned vertex_tex_transform_location;
1014 unsigned fragment_tex_transform_location;
1015 unsigned edge_location;
1016 unsigned matrix_location;
1017 unsigned alpha_location;
1018 unsigned point_location;
1019 };
1020
1021 template <class T>
1022 static void TileUniformLocation(T program, TileProgramUniforms* uniforms) {
1023 uniforms->program = program->program();
1024 uniforms->vertex_tex_transform_location =
1025 program->vertex_shader().vertexTexTransformLocation();
1026 uniforms->matrix_location = program->vertex_shader().matrixLocation();
1027 uniforms->point_location = program->vertex_shader().pointLocation();
1028
1029 uniforms->sampler_location = program->fragment_shader().samplerLocation();
1030 uniforms->alpha_location = program->fragment_shader().alphaLocation();
1031 uniforms->fragment_tex_transform_location =
1032 program->fragment_shader().fragmentTexTransformLocation();
1033 uniforms->edge_location = program->fragment_shader().edgeLocation();
1034 }
1035
1036 void GLRenderer::DrawTileQuad(const DrawingFrame& frame,
1037 const TileDrawQuad* quad) {
1038 gfx::Rect tile_rect = quad->visible_rect;
1039
1040 gfx::RectF tex_coord_rect = quad->tex_coord_rect;
1041 float tex_to_geom_scale_x = quad->rect.width() / tex_coord_rect.width();
1042 float tex_to_geom_scale_y = quad->rect.height() / tex_coord_rect.height();
1043
1044 // tex_coord_rect corresponds to quad_rect, but quadVisibleRect may be
1045 // smaller than quad_rect due to occlusion or clipping. Adjust
1046 // tex_coord_rect to match.
1047 gfx::Vector2d top_left_diff = tile_rect.origin() - quad->rect.origin();
1048 gfx::Vector2d bottom_right_diff =
1049 tile_rect.bottom_right() - quad->rect.bottom_right();
1050 tex_coord_rect.Inset(top_left_diff.x() / tex_to_geom_scale_x,
1051 top_left_diff.y() / tex_to_geom_scale_y,
1052 -bottom_right_diff.x() / tex_to_geom_scale_x,
1053 -bottom_right_diff.y() / tex_to_geom_scale_y);
1054
1055 gfx::RectF clamp_geom_rect(tile_rect);
1056 gfx::RectF clamp_tex_rect(tex_coord_rect);
1057 // Clamp texture coordinates to avoid sampling outside the layer
1058 // by deflating the tile region half a texel or half a texel
1059 // minus epsilon for one pixel layers. The resulting clamp region
1060 // is mapped to the unit square by the vertex shader and mapped
1061 // back to normalized texture coordinates by the fragment shader
1062 // after being clamped to 0-1 range.
1063 const float epsilon = 1.0f / 1024.0f;
1064 float tex_clamp_x = std::min(0.5f, 0.5f * clamp_tex_rect.width() - epsilon);
1065 float tex_clamp_y = std::min(0.5f, 0.5f * clamp_tex_rect.height() - epsilon);
1066 float geom_clamp_x = std::min(tex_clamp_x * tex_to_geom_scale_x,
1067 0.5f * clamp_geom_rect.width() - epsilon);
1068 float geom_clamp_y = std::min(tex_clamp_y * tex_to_geom_scale_y,
1069 0.5f * clamp_geom_rect.height() - epsilon);
1070 clamp_geom_rect.Inset(geom_clamp_x, geom_clamp_y, geom_clamp_x, geom_clamp_y);
1071 clamp_tex_rect.Inset(tex_clamp_x, tex_clamp_y, tex_clamp_x, tex_clamp_y);
1072
1073 // Map clamping rectangle to unit square.
1074 float vertex_tex_translate_x = -clamp_geom_rect.x() / clamp_geom_rect.width();
1075 float vertex_tex_translate_y =
1076 -clamp_geom_rect.y() / clamp_geom_rect.height();
1077 float vertex_tex_scale_x = tile_rect.width() / clamp_geom_rect.width();
1078 float vertex_tex_scale_y = tile_rect.height() / clamp_geom_rect.height();
1079
1080 // Map to normalized texture coordinates.
1081 gfx::Size texture_size = quad->texture_size;
1082 float fragment_tex_translate_x = clamp_tex_rect.x() / texture_size.width();
1083 float fragment_tex_translate_y = clamp_tex_rect.y() / texture_size.height();
1084 float fragment_tex_scale_x = clamp_tex_rect.width() / texture_size.width();
1085 float fragment_tex_scale_y = clamp_tex_rect.height() / texture_size.height();
1086
1087 gfx::Transform device_transform =
1088 frame.window_matrix * frame.projection_matrix * quad->quadTransform();
1089 device_transform.FlattenTo2d();
1090 if (!device_transform.IsInvertible())
1091 return;
1092
1093 gfx::QuadF local_quad = gfx::QuadF(gfx::RectF(tile_rect));
1094 float edge[24];
1095 bool use_aa = SetupQuadForAntialiasing(
1096 device_transform, quad, &local_quad, edge);
1097
1098 TileProgramUniforms uniforms;
1099 if (use_aa) {
1100 if (quad->swizzle_contents)
1101 TileUniformLocation(GetTileProgramSwizzleAA(), &uniforms);
1102 else
1103 TileUniformLocation(GetTileProgramAA(), &uniforms);
1104 } else {
1105 if (quad->ShouldDrawWithBlending()) {
1106 if (quad->swizzle_contents)
1107 TileUniformLocation(GetTileProgramSwizzle(), &uniforms);
1108 else
1109 TileUniformLocation(GetTileProgram(), &uniforms);
1110 } else {
1111 if (quad->swizzle_contents)
1112 TileUniformLocation(GetTileProgramSwizzleOpaque(), &uniforms);
1113 else
1114 TileUniformLocation(GetTileProgramOpaque(), &uniforms);
1115 }
1116 }
1117
1118 SetUseProgram(uniforms.program);
1119 GLC(Context(), Context()->uniform1i(uniforms.sampler_location, 0));
1120 bool scaled = (tex_to_geom_scale_x != 1.f || tex_to_geom_scale_y != 1.f);
1121 GLenum filter = (use_aa || scaled ||
1122 !quad->quadTransform().IsIdentityOrIntegerTranslation())
1123 ? GL_LINEAR
1124 : GL_NEAREST;
1125 ResourceProvider::ScopedSamplerGL quad_resource_lock(
1126 resource_provider_, quad->resource_id, GL_TEXTURE_2D, filter);
1127
1128 if (use_aa) {
1129 GLC(Context(), Context()->uniform3fv(uniforms.edge_location, 8, edge));
1130
1131 GLC(Context(),
1132 Context()->uniform4f(uniforms.vertex_tex_transform_location,
1133 vertex_tex_translate_x,
1134 vertex_tex_translate_y,
1135 vertex_tex_scale_x,
1136 vertex_tex_scale_y));
1137 GLC(Context(),
1138 Context()->uniform4f(uniforms.fragment_tex_transform_location,
1139 fragment_tex_translate_x,
1140 fragment_tex_translate_y,
1141 fragment_tex_scale_x,
1142 fragment_tex_scale_y));
1143 } else {
1144 // Move fragment shader transform to vertex shader. We can do this while
1145 // still producing correct results as fragment_tex_transform_location
1146 // should always be non-negative when tiles are transformed in a way
1147 // that could result in sampling outside the layer.
1148 vertex_tex_scale_x *= fragment_tex_scale_x;
1149 vertex_tex_scale_y *= fragment_tex_scale_y;
1150 vertex_tex_translate_x *= fragment_tex_scale_x;
1151 vertex_tex_translate_y *= fragment_tex_scale_y;
1152 vertex_tex_translate_x += fragment_tex_translate_x;
1153 vertex_tex_translate_y += fragment_tex_translate_y;
1154
1155 GLC(Context(),
1156 Context()->uniform4f(uniforms.vertex_tex_transform_location,
1157 vertex_tex_translate_x,
1158 vertex_tex_translate_y,
1159 vertex_tex_scale_x,
1160 vertex_tex_scale_y));
1161 }
1162
1163 // Enable blending when the quad properties require it or if we decided
1164 // to use antialiasing.
1165 SetBlendEnabled(quad->ShouldDrawWithBlending() || use_aa);
1166
1167 // Normalize to tile_rect.
1168 local_quad.Scale(1.0f / tile_rect.width(), 1.0f / tile_rect.height());
1169
1170 SetShaderOpacity(quad->opacity(), uniforms.alpha_location);
1171 SetShaderQuadF(local_quad, uniforms.point_location);
1172
1173 // The transform and vertex data are used to figure out the extents that the
1174 // un-antialiased quad should have and which vertex this is and the float
1175 // quad passed in via uniform is the actual geometry that gets used to draw
1176 // it. This is why this centered rect is used and not the original quad_rect.
1177 gfx::RectF centeredRect(
1178 gfx::PointF(-0.5f * tile_rect.width(), -0.5f * tile_rect.height()),
1179 tile_rect.size());
1180 DrawQuadGeometry(
1181 frame, quad->quadTransform(), centeredRect, uniforms.matrix_location);
1182 }
1183
1184 void GLRenderer::DrawYUVVideoQuad(const DrawingFrame& frame,
1185 const YUVVideoDrawQuad* quad) {
1186 SetBlendEnabled(quad->ShouldDrawWithBlending());
1187
1188 const VideoYUVProgram* program = GetVideoYUVProgram();
1189 DCHECK(program && (program->initialized() || IsContextLost()));
1190
1191 const VideoLayerImpl::FramePlane& y_plane = quad->y_plane;
1192 const VideoLayerImpl::FramePlane& u_plane = quad->u_plane;
1193 const VideoLayerImpl::FramePlane& v_plane = quad->v_plane;
1194
1195 GLC(Context(), Context()->activeTexture(GL_TEXTURE1));
1196 ResourceProvider::ScopedSamplerGL y_plane_lock(
1197 resource_provider_, y_plane.resource_id, GL_TEXTURE_2D, GL_LINEAR);
1198 GLC(Context(), Context()->activeTexture(GL_TEXTURE2));
1199 ResourceProvider::ScopedSamplerGL u_plane_lock(
1200 resource_provider_, u_plane.resource_id, GL_TEXTURE_2D, GL_LINEAR);
1201 GLC(Context(), Context()->activeTexture(GL_TEXTURE3));
1202 ResourceProvider::ScopedSamplerGL v_plane_lock(
1203 resource_provider_, v_plane.resource_id, GL_TEXTURE_2D, GL_LINEAR);
1204
1205 SetUseProgram(program->program());
1206
1207 GLC(Context(),
1208 Context()->uniform2f(program->vertex_shader().texScaleLocation(),
1209 quad->tex_scale.width(),
1210 quad->tex_scale.height()));
1211 GLC(Context(),
1212 Context()->uniform1i(program->fragment_shader().yTextureLocation(), 1));
1213 GLC(Context(),
1214 Context()->uniform1i(program->fragment_shader().uTextureLocation(), 2));
1215 GLC(Context(),
1216 Context()->uniform1i(program->fragment_shader().vTextureLocation(), 3));
1217
1218 // These values are magic numbers that are used in the transformation from YUV
1219 // to RGB color values. They are taken from the following webpage:
1220 // http://www.fourcc.org/fccyvrgb.php
1221 float yuv_to_rgb[9] = {
1222 1.164f, 1.164f, 1.164f,
1223 0.0f, -.391f, 2.018f,
1224 1.596f, -.813f, 0.0f,
1225 };
1226 GLC(Context(),
1227 Context()->uniformMatrix3fv(
1228 program->fragment_shader().yuvMatrixLocation(), 1, 0, yuv_to_rgb));
1229
1230 // These values map to 16, 128, and 128 respectively, and are computed
1231 // as a fraction over 256 (e.g. 16 / 256 = 0.0625).
1232 // They are used in the YUV to RGBA conversion formula:
1233 // Y - 16 : Gives 16 values of head and footroom for overshooting
1234 // U - 128 : Turns unsigned U into signed U [-128,127]
1235 // V - 128 : Turns unsigned V into signed V [-128,127]
1236 float yuv_adjust[3] = { -0.0625f, -0.5f, -0.5f, };
1237 GLC(Context(),
1238 Context()->uniform3fv(
1239 program->fragment_shader().yuvAdjLocation(), 1, yuv_adjust));
1240
1241 SetShaderOpacity(quad->opacity(), program->fragment_shader().alphaLocation());
1242 DrawQuadGeometry(frame,
1243 quad->quadTransform(),
1244 quad->rect,
1245 program->vertex_shader().matrixLocation());
1246
1247 // Reset active texture back to texture 0.
1248 GLC(Context(), Context()->activeTexture(GL_TEXTURE0));
1249 }
1250
1251 void GLRenderer::DrawStreamVideoQuad(const DrawingFrame& frame,
1252 const StreamVideoDrawQuad* quad) {
1253 SetBlendEnabled(quad->ShouldDrawWithBlending());
1254
1255 static float gl_matrix[16];
1256
1257 DCHECK(capabilities_.using_egl_image);
1258
1259 const VideoStreamTextureProgram* program = GetVideoStreamTextureProgram();
1260 SetUseProgram(program->program());
1261
1262 ToGLMatrix(&gl_matrix[0], quad->matrix);
1263 GLC(Context(),
1264 Context()->uniformMatrix4fv(
1265 program->vertex_shader().texMatrixLocation(), 1, false, gl_matrix));
1266
1267 GLC(Context(),
1268 Context()->bindTexture(GL_TEXTURE_EXTERNAL_OES, quad->texture_id));
1269
1270 GLC(Context(),
1271 Context()->uniform1i(program->fragment_shader().samplerLocation(), 0));
1272
1273 SetShaderOpacity(quad->opacity(), program->fragment_shader().alphaLocation());
1274 DrawQuadGeometry(frame,
1275 quad->quadTransform(),
1276 quad->rect,
1277 program->vertex_shader().matrixLocation());
1278 }
1279
1280 struct TextureProgramBinding {
1281 template <class Program>
1282 void Set(Program* program, WebKit::WebGraphicsContext3D* context) {
1283 DCHECK(program && (program->initialized() || context->isContextLost()));
1284 program_id = program->program();
1285 sampler_location = program->fragment_shader().samplerLocation();
1286 matrix_location = program->vertex_shader().matrixLocation();
1287 alpha_location = program->fragment_shader().alphaLocation();
1288 }
1289 int program_id;
1290 int sampler_location;
1291 int matrix_location;
1292 int alpha_location;
1293 };
1294
1295 struct TexTransformTextureProgramBinding : TextureProgramBinding {
1296 template <class Program>
1297 void Set(Program* program, WebKit::WebGraphicsContext3D* context) {
1298 TextureProgramBinding::Set(program, context);
1299 tex_transform_location = program->vertex_shader().texTransformLocation();
1300 vertex_opacity_location = program->vertex_shader().vertexOpacityLocation();
1301 }
1302 int tex_transform_location;
1303 int vertex_opacity_location;
1304 };
1305
1306 void GLRenderer::FlushTextureQuadCache() {
1307 // Check to see if we have anything to draw.
1308 if (draw_cache_.program_id == 0)
1309 return;
1310
1311 // Set the correct blending mode.
1312 SetBlendEnabled(draw_cache_.needs_blending);
1313
1314 // Bind the program to the GL state.
1315 SetUseProgram(draw_cache_.program_id);
1316
1317 // Bind the correct texture sampler location.
1318 GLC(Context(), Context()->uniform1i(draw_cache_.sampler_location, 0));
1319
1320 // Assume the current active textures is 0.
1321 ResourceProvider::ScopedReadLockGL locked_quad(resource_provider_,
1322 draw_cache_.resource_id);
1323 GLC(Context(),
1324 Context()->bindTexture(GL_TEXTURE_2D, locked_quad.texture_id()));
1325
1326 // set up premultiplied alpha.
1327 if (!draw_cache_.use_premultiplied_alpha) {
1328 // As it turns out, the premultiplied alpha blending function (ONE,
1329 // ONE_MINUS_SRC_ALPHA) will never cause the alpha channel to be set to
1330 // anything less than 1.0f if it is initialized to that value! Therefore,
1331 // premultipliedAlpha being false is the first situation we can generally
1332 // see an alpha channel less than 1.0f coming out of the compositor. This is
1333 // causing platform differences in some layout tests (see
1334 // https://bugs.webkit.org/show_bug.cgi?id=82412), so in this situation, use
1335 // a separate blend function for the alpha channel to avoid modifying it.
1336 // Don't use colorMask for this as it has performance implications on some
1337 // platforms.
1338 GLC(Context(),
1339 Context()->blendFuncSeparate(
1340 GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE));
1341 }
1342
1343 COMPILE_ASSERT(sizeof(Float4) == 4 * sizeof(float), struct_is_densely_packed);
1344 COMPILE_ASSERT(sizeof(Float16) == 16 * sizeof(float),
1345 struct_is_densely_packed);
1346
1347 // Upload the tranforms for both points and uvs.
1348 GLC(context_,
1349 context_->uniformMatrix4fv(
1350 static_cast<int>(draw_cache_.matrix_location),
1351 static_cast<int>(draw_cache_.matrix_data.size()),
1352 false,
1353 reinterpret_cast<float*>(&draw_cache_.matrix_data.front())));
1354 GLC(context_,
1355 context_->uniform4fv(
1356 static_cast<int>(draw_cache_.uv_xform_location),
1357 static_cast<int>(draw_cache_.uv_xform_data.size()),
1358 reinterpret_cast<float*>(&draw_cache_.uv_xform_data.front())));
1359 GLC(context_,
1360 context_->uniform1fv(
1361 static_cast<int>(draw_cache_.vertex_opacity_location),
1362 static_cast<int>(draw_cache_.vertex_opacity_data.size()),
1363 static_cast<float*>(&draw_cache_.vertex_opacity_data.front())));
1364
1365 // Draw the quads!
1366 GLC(context_,
1367 context_->drawElements(GL_TRIANGLES,
1368 6 * draw_cache_.matrix_data.size(),
1369 GL_UNSIGNED_SHORT,
1370 0));
1371
1372 // Clean up after ourselves (reset state set above).
1373 if (!draw_cache_.use_premultiplied_alpha)
1374 GLC(context_, context_->blendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA));
1375
1376 // Clear the cache.
1377 draw_cache_.program_id = 0;
1378 draw_cache_.uv_xform_data.resize(0);
1379 draw_cache_.vertex_opacity_data.resize(0);
1380 draw_cache_.matrix_data.resize(0);
1381 }
1382
1383 void GLRenderer::EnqueueTextureQuad(const DrawingFrame& frame,
1384 const TextureDrawQuad* quad) {
1385 // Choose the correct texture program binding
1386 TexTransformTextureProgramBinding binding;
1387 if (quad->flipped)
1388 binding.Set(GetTextureProgramFlip(), Context());
1389 else
1390 binding.Set(GetTextureProgram(), Context());
1391
1392 int resource_id = quad->resource_id;
1393
1394 if (draw_cache_.program_id != binding.program_id ||
1395 draw_cache_.resource_id != resource_id ||
1396 draw_cache_.use_premultiplied_alpha != quad->premultiplied_alpha ||
1397 draw_cache_.needs_blending != quad->ShouldDrawWithBlending() ||
1398 draw_cache_.matrix_data.size() >= 8) {
1399 FlushTextureQuadCache();
1400 draw_cache_.program_id = binding.program_id;
1401 draw_cache_.resource_id = resource_id;
1402 draw_cache_.use_premultiplied_alpha = quad->premultiplied_alpha;
1403 draw_cache_.needs_blending = quad->ShouldDrawWithBlending();
1404
1405 draw_cache_.uv_xform_location = binding.tex_transform_location;
1406 draw_cache_.vertex_opacity_location = binding.vertex_opacity_location;
1407 draw_cache_.matrix_location = binding.matrix_location;
1408 draw_cache_.sampler_location = binding.sampler_location;
1409 }
1410
1411 // Generate the uv-transform
1412 gfx::PointF uv0 = quad->uv_top_left;
1413 gfx::PointF uv1 = quad->uv_bottom_right;
1414 Float4 uv = { { uv0.x(), uv0.y(), uv1.x() - uv0.x(), uv1.y() - uv0.y() } };
1415 draw_cache_.uv_xform_data.push_back(uv);
1416
1417 // Generate the vertex opacity
1418 const float opacity = quad->opacity();
1419 draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[0] * opacity);
1420 draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[1] * opacity);
1421 draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[2] * opacity);
1422 draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[3] * opacity);
1423
1424 // Generate the transform matrix
1425 gfx::Transform quad_rect_matrix;
1426 QuadRectTransform(&quad_rect_matrix, quad->quadTransform(), quad->rect);
1427 quad_rect_matrix = frame.projection_matrix * quad_rect_matrix;
1428
1429 Float16 m;
1430 quad_rect_matrix.matrix().asColMajorf(m.data);
1431 draw_cache_.matrix_data.push_back(m);
1432 }
1433
1434 void GLRenderer::DrawTextureQuad(const DrawingFrame& frame,
1435 const TextureDrawQuad* quad) {
1436 TexTransformTextureProgramBinding binding;
1437 if (quad->flipped)
1438 binding.Set(GetTextureProgramFlip(), Context());
1439 else
1440 binding.Set(GetTextureProgram(), Context());
1441 SetUseProgram(binding.program_id);
1442 GLC(Context(), Context()->uniform1i(binding.sampler_location, 0));
1443 gfx::PointF uv0 = quad->uv_top_left;
1444 gfx::PointF uv1 = quad->uv_bottom_right;
1445 GLC(Context(),
1446 Context()->uniform4f(binding.tex_transform_location,
1447 uv0.x(),
1448 uv0.y(),
1449 uv1.x() - uv0.x(),
1450 uv1.y() - uv0.y()));
1451
1452 GLC(Context(),
1453 Context()->uniform1fv(
1454 binding.vertex_opacity_location, 4, quad->vertex_opacity));
1455
1456 ResourceProvider::ScopedSamplerGL quad_resource_lock(
1457 resource_provider_, quad->resource_id, GL_TEXTURE_2D, GL_LINEAR);
1458
1459 if (!quad->premultiplied_alpha) {
1460 // As it turns out, the premultiplied alpha blending function (ONE,
1461 // ONE_MINUS_SRC_ALPHA) will never cause the alpha channel to be set to
1462 // anything less than 1.0f if it is initialized to that value! Therefore,
1463 // premultipliedAlpha being false is the first situation we can generally
1464 // see an alpha channel less than 1.0f coming out of the compositor. This is
1465 // causing platform differences in some layout tests (see
1466 // https://bugs.webkit.org/show_bug.cgi?id=82412), so in this situation, use
1467 // a separate blend function for the alpha channel to avoid modifying it.
1468 // Don't use colorMask for this as it has performance implications on some
1469 // platforms.
1470 GLC(Context(),
1471 Context()->blendFuncSeparate(
1472 GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE));
1473 }
1474
1475 DrawQuadGeometry(
1476 frame, quad->quadTransform(), quad->rect, binding.matrix_location);
1477
1478 if (!quad->premultiplied_alpha)
1479 GLC(context_, context_->blendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA));
1480 }
1481
1482 void GLRenderer::DrawIOSurfaceQuad(const DrawingFrame& frame,
1483 const IOSurfaceDrawQuad* quad) {
1484 SetBlendEnabled(quad->ShouldDrawWithBlending());
1485
1486 TexTransformTextureProgramBinding binding;
1487 binding.Set(GetTextureIOSurfaceProgram(), Context());
1488
1489 SetUseProgram(binding.program_id);
1490 GLC(Context(), Context()->uniform1i(binding.sampler_location, 0));
1491 if (quad->orientation == IOSurfaceDrawQuad::FLIPPED) {
1492 GLC(Context(),
1493 Context()->uniform4f(binding.tex_transform_location,
1494 0,
1495 quad->io_surface_size.height(),
1496 quad->io_surface_size.width(),
1497 quad->io_surface_size.height() * -1.0f));
1498 } else {
1499 GLC(Context(),
1500 Context()->uniform4f(binding.tex_transform_location,
1501 0,
1502 0,
1503 quad->io_surface_size.width(),
1504 quad->io_surface_size.height()));
1505 }
1506
1507 const float vertex_opacity[] = { quad->opacity(), quad->opacity(),
1508 quad->opacity(), quad->opacity() };
1509 GLC(Context(),
1510 Context()->uniform1fv(
1511 binding.vertex_opacity_location, 4, vertex_opacity));
1512
1513 GLC(Context(),
1514 Context()->bindTexture(GL_TEXTURE_RECTANGLE_ARB,
1515 quad->io_surface_texture_id));
1516
1517 DrawQuadGeometry(
1518 frame, quad->quadTransform(), quad->rect, binding.matrix_location);
1519
1520 GLC(Context(), Context()->bindTexture(GL_TEXTURE_RECTANGLE_ARB, 0));
1521 }
1522
1523 void GLRenderer::FinishDrawingFrame(DrawingFrame& frame) {
1524 current_framebuffer_lock_.reset();
1525 swap_buffer_rect_.Union(gfx::ToEnclosingRect(frame.root_damage_rect));
1526
1527 GLC(context_, context_->disable(GL_BLEND));
1528 blend_shadow_ = false;
1529
1530 if (Settings().compositorFrameMessage) {
1531 CompositorFrame compositor_frame;
1532 compositor_frame.metadata = client_->MakeCompositorFrameMetadata();
1533 output_surface_->SendFrameToParentCompositor(&compositor_frame);
1534 }
1535 }
1536
1537 void GLRenderer::FinishDrawingQuadList() { FlushTextureQuadCache(); }
1538
1539 bool GLRenderer::FlippedFramebuffer() const { return true; }
1540
1541 void GLRenderer::EnsureScissorTestEnabled() {
1542 if (is_scissor_enabled_)
1543 return;
1544
1545 FlushTextureQuadCache();
1546 GLC(context_, context_->enable(GL_SCISSOR_TEST));
1547 is_scissor_enabled_ = true;
1548 }
1549
1550 void GLRenderer::EnsureScissorTestDisabled() {
1551 if (!is_scissor_enabled_)
1552 return;
1553
1554 FlushTextureQuadCache();
1555 GLC(context_, context_->disable(GL_SCISSOR_TEST));
1556 is_scissor_enabled_ = false;
1557 }
1558
1559 void GLRenderer::ToGLMatrix(float* gl_matrix, const gfx::Transform& transform) {
1560 transform.matrix().asColMajorf(gl_matrix);
1561 }
1562
1563 void GLRenderer::SetShaderQuadF(const gfx::QuadF& quad, int quad_location) {
1564 if (quad_location == -1)
1565 return;
1566
1567 float point[8];
1568 point[0] = quad.p1().x();
1569 point[1] = quad.p1().y();
1570 point[2] = quad.p2().x();
1571 point[3] = quad.p2().y();
1572 point[4] = quad.p3().x();
1573 point[5] = quad.p3().y();
1574 point[6] = quad.p4().x();
1575 point[7] = quad.p4().y();
1576 GLC(context_, context_->uniform2fv(quad_location, 4, point));
1577 }
1578
1579 void GLRenderer::SetShaderOpacity(float opacity, int alpha_location) {
1580 if (alpha_location != -1)
1581 GLC(context_, context_->uniform1f(alpha_location, opacity));
1582 }
1583
1584 void GLRenderer::SetBlendEnabled(bool enabled) {
1585 if (enabled == blend_shadow_)
1586 return;
1587
1588 if (enabled)
1589 GLC(context_, context_->enable(GL_BLEND));
1590 else
1591 GLC(context_, context_->disable(GL_BLEND));
1592 blend_shadow_ = enabled;
1593 }
1594
1595 void GLRenderer::SetUseProgram(unsigned program) {
1596 if (program == program_shadow_)
1597 return;
1598 GLC(context_, context_->useProgram(program));
1599 program_shadow_ = program;
1600 }
1601
1602 void GLRenderer::DrawQuadGeometry(const DrawingFrame& frame,
1603 const gfx::Transform& draw_transform,
1604 const gfx::RectF& quad_rect,
1605 int matrix_location) {
1606 gfx::Transform quad_rect_matrix;
1607 QuadRectTransform(&quad_rect_matrix, draw_transform, quad_rect);
1608 static float gl_matrix[16];
1609 ToGLMatrix(&gl_matrix[0], frame.projection_matrix * quad_rect_matrix);
1610 GLC(context_,
1611 context_->uniformMatrix4fv(matrix_location, 1, false, &gl_matrix[0]));
1612
1613 GLC(context_, context_->drawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0));
1614 }
1615
1616 void GLRenderer::CopyTextureToFramebuffer(const DrawingFrame& frame,
1617 int texture_id,
1618 gfx::Rect rect,
1619 const gfx::Transform& draw_matrix) {
1620 const RenderPassProgram* program = GetRenderPassProgram();
1621
1622 GLC(Context(), Context()->bindTexture(GL_TEXTURE_2D, texture_id));
1623
1624 SetUseProgram(program->program());
1625 GLC(Context(),
1626 Context()->uniform1i(program->fragment_shader().samplerLocation(), 0));
1627 GLC(Context(),
1628 Context()->uniform4f(program->vertex_shader().texTransformLocation(),
1629 0.0f,
1630 0.0f,
1631 1.0f,
1632 1.0f));
1633 SetShaderOpacity(1, program->fragment_shader().alphaLocation());
1634 DrawQuadGeometry(
1635 frame, draw_matrix, rect, program->vertex_shader().matrixLocation());
1636 }
1637
1638 void GLRenderer::Finish() {
1639 TRACE_EVENT0("cc", "GLRenderer::finish");
1640 context_->finish();
1641 }
1642
1643 bool GLRenderer::SwapBuffers() {
1644 DCHECK(visible_);
1645 DCHECK(!is_backbuffer_discarded_);
1646
1647 TRACE_EVENT0("cc", "GLRenderer::swapBuffers");
1648 // We're done! Time to swapbuffers!
1649
1650 if (capabilities_.using_partial_swap) {
1651 // If supported, we can save significant bandwidth by only swapping the
1652 // damaged/scissored region (clamped to the viewport)
1653 swap_buffer_rect_.Intersect(gfx::Rect(gfx::Point(), ViewportSize()));
1654 int flipped_y_pos_of_rect_bottom =
1655 ViewportHeight() - swap_buffer_rect_.y() - swap_buffer_rect_.height();
1656 output_surface_->PostSubBuffer(gfx::Rect(swap_buffer_rect_.x(),
1657 flipped_y_pos_of_rect_bottom,
1658 swap_buffer_rect_.width(),
1659 swap_buffer_rect_.height()));
1660 } else {
1661 output_surface_->SwapBuffers();
1662 }
1663
1664 swap_buffer_rect_ = gfx::Rect();
1665
1666 // We don't have real fences, so we mark read fences as passed
1667 // assuming a double-buffered GPU pipeline. A texture can be
1668 // written to after one full frame has past since it was last read.
1669 if (last_swap_fence_)
1670 static_cast<SimpleSwapFence*>(last_swap_fence_.get())->SetHasPassed();
1671 last_swap_fence_ = resource_provider_->GetReadLockFence();
1672 resource_provider_->SetReadLockFence(new SimpleSwapFence());
1673
1674 return true;
1675 }
1676
1677 void GLRenderer::ReceiveCompositorFrameAck(const CompositorFrameAck& ack) {
1678 onSwapBuffersComplete();
1679 }
1680
1681 void GLRenderer::onSwapBuffersComplete() { client_->OnSwapBuffersComplete(); }
1682
1683 void GLRenderer::onMemoryAllocationChanged(
1684 WebGraphicsMemoryAllocation allocation) {
1685 // Just ignore the memory manager when it says to set the limit to zero
1686 // bytes. This will happen when the memory manager thinks that the renderer
1687 // is not visible (which the renderer knows better).
1688 if (allocation.bytesLimitWhenVisible) {
1689 ManagedMemoryPolicy policy(
1690 allocation.bytesLimitWhenVisible,
1691 PriorityCutoff(allocation.priorityCutoffWhenVisible),
1692 allocation.bytesLimitWhenNotVisible,
1693 PriorityCutoff(allocation.priorityCutoffWhenNotVisible));
1694
1695 if (allocation.enforceButDoNotKeepAsPolicy)
1696 client_->EnforceManagedMemoryPolicy(policy);
1697 else
1698 client_->SetManagedMemoryPolicy(policy);
1699 }
1700
1701 bool old_discard_backbuffer_when_not_visible =
1702 discard_backbuffer_when_not_visible_;
1703 discard_backbuffer_when_not_visible_ = !allocation.suggestHaveBackbuffer;
1704 EnforceMemoryPolicy();
1705 if (allocation.enforceButDoNotKeepAsPolicy)
1706 discard_backbuffer_when_not_visible_ =
1707 old_discard_backbuffer_when_not_visible;
1708 }
1709
1710 ManagedMemoryPolicy::PriorityCutoff GLRenderer::PriorityCutoff(
1711 WebKit::WebGraphicsMemoryAllocation::PriorityCutoff priority_cutoff) {
1712 // This is simple a 1:1 map, the names differ only because the WebKit names
1713 // should be to match the cc names.
1714 switch (priority_cutoff) {
1715 case WebKit::WebGraphicsMemoryAllocation::PriorityCutoffAllowNothing:
1716 return ManagedMemoryPolicy::CUTOFF_ALLOW_NOTHING;
1717 case WebKit::WebGraphicsMemoryAllocation::PriorityCutoffAllowVisibleOnly:
1718 return ManagedMemoryPolicy::CUTOFF_ALLOW_REQUIRED_ONLY;
1719 case WebKit::WebGraphicsMemoryAllocation::
1720 PriorityCutoffAllowVisibleAndNearby:
1721 return ManagedMemoryPolicy::CUTOFF_ALLOW_NICE_TO_HAVE;
1722 case WebKit::WebGraphicsMemoryAllocation::PriorityCutoffAllowEverything:
1723 return ManagedMemoryPolicy::CUTOFF_ALLOW_EVERYTHING;
1724 }
1725 NOTREACHED();
1726 return ManagedMemoryPolicy::CUTOFF_ALLOW_NOTHING;
1727 }
1728
1729 void GLRenderer::EnforceMemoryPolicy() {
1730 if (!visible_) {
1731 TRACE_EVENT0("cc", "GLRenderer::enforceMemoryPolicy dropping resources");
1732 ReleaseRenderPassTextures();
1733 if (discard_backbuffer_when_not_visible_)
1734 DiscardBackbuffer();
1735 resource_provider_->ReleaseCachedData();
1736 GLC(context_, context_->flush());
1737 }
1738 }
1739
1740 void GLRenderer::DiscardBackbuffer() {
1741 if (is_backbuffer_discarded_)
1742 return;
1743
1744 output_surface_->DiscardBackbuffer();
1745
1746 is_backbuffer_discarded_ = true;
1747
1748 // Damage tracker needs a full reset every time framebuffer is discarded.
1749 client_->SetFullRootLayerDamage();
1750 }
1751
1752 void GLRenderer::EnsureBackbuffer() {
1753 if (!is_backbuffer_discarded_)
1754 return;
1755
1756 output_surface_->EnsureBackbuffer();
1757 is_backbuffer_discarded_ = false;
1758 }
1759
1760 void GLRenderer::onContextLost() { client_->DidLoseOutputSurface(); }
1761
1762 void GLRenderer::GetFramebufferPixels(void* pixels, gfx::Rect rect) {
1763 DCHECK(rect.right() <= ViewportWidth());
1764 DCHECK(rect.bottom() <= ViewportHeight());
1765
1766 if (!pixels)
1767 return;
1768
1769 MakeContextCurrent();
1770
1771 bool do_workaround = NeedsIOSurfaceReadbackWorkaround();
1772
1773 GLuint temporary_texture = 0;
1774 GLuint temporary_fbo = 0;
1775
1776 if (do_workaround) {
1777 // On Mac OS X, calling glReadPixels against an FBO whose color attachment
1778 // is an IOSurface-backed texture causes corruption of future glReadPixels
1779 // calls, even those on different OpenGL contexts. It is believed that this
1780 // is the root cause of top crasher
1781 // http://crbug.com/99393. <rdar://problem/10949687>
1782
1783 temporary_texture = context_->createTexture();
1784 GLC(context_, context_->bindTexture(GL_TEXTURE_2D, temporary_texture));
1785 GLC(context_,
1786 context_->texParameteri(
1787 GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
1788 GLC(context_,
1789 context_->texParameteri(
1790 GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
1791 GLC(context_,
1792 context_->texParameteri(
1793 GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
1794 GLC(context_,
1795 context_->texParameteri(
1796 GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
1797 // Copy the contents of the current (IOSurface-backed) framebuffer into a
1798 // temporary texture.
1799 GLC(context_,
1800 context_->copyTexImage2D(GL_TEXTURE_2D,
1801 0,
1802 GL_RGBA,
1803 0,
1804 0,
1805 ViewportSize().width(),
1806 ViewportSize().height(),
1807 0));
1808 temporary_fbo = context_->createFramebuffer();
1809 // Attach this texture to an FBO, and perform the readback from that FBO.
1810 GLC(context_, context_->bindFramebuffer(GL_FRAMEBUFFER, temporary_fbo));
1811 GLC(context_,
1812 context_->framebufferTexture2D(GL_FRAMEBUFFER,
1813 GL_COLOR_ATTACHMENT0,
1814 GL_TEXTURE_2D,
1815 temporary_texture,
1816 0));
1817
1818 DCHECK(context_->checkFramebufferStatus(GL_FRAMEBUFFER) ==
1819 GL_FRAMEBUFFER_COMPLETE);
1820 }
1821
1822 scoped_array<uint8_t> src_pixels(
1823 new uint8_t[rect.width() * rect.height() * 4]);
1824 GLC(context_,
1825 context_->readPixels(rect.x(),
1826 ViewportSize().height() - rect.bottom(),
1827 rect.width(),
1828 rect.height(),
1829 GL_RGBA,
1830 GL_UNSIGNED_BYTE,
1831 src_pixels.get()));
1832
1833 uint8_t* dest_pixels = static_cast<uint8_t*>(pixels);
1834 size_t row_bytes = rect.width() * 4;
1835 int num_rows = rect.height();
1836 size_t total_bytes = num_rows * row_bytes;
1837 for (size_t dest_y = 0; dest_y < total_bytes; dest_y += row_bytes) {
1838 // Flip Y axis.
1839 size_t src_y = total_bytes - dest_y - row_bytes;
1840 // Swizzle BGRA -> RGBA.
1841 for (size_t x = 0; x < row_bytes; x += 4) {
1842 dest_pixels[dest_y + (x + 0)] = src_pixels.get()[src_y + (x + 2)];
1843 dest_pixels[dest_y + (x + 1)] = src_pixels.get()[src_y + (x + 1)];
1844 dest_pixels[dest_y + (x + 2)] = src_pixels.get()[src_y + (x + 0)];
1845 dest_pixels[dest_y + (x + 3)] = src_pixels.get()[src_y + (x + 3)];
1846 }
1847 }
1848
1849 if (do_workaround) {
1850 // Clean up.
1851 GLC(context_, context_->bindFramebuffer(GL_FRAMEBUFFER, 0));
1852 GLC(context_, context_->bindTexture(GL_TEXTURE_2D, 0));
1853 GLC(context_, context_->deleteFramebuffer(temporary_fbo));
1854 GLC(context_, context_->deleteTexture(temporary_texture));
1855 }
1856
1857 EnforceMemoryPolicy();
1858 }
1859
1860 bool GLRenderer::GetFramebufferTexture(ScopedResource* texture,
1861 gfx::Rect device_rect) {
1862 DCHECK(!texture->id() || (texture->size() == device_rect.size() &&
1863 texture->format() == GL_RGB));
1864
1865 if (!texture->id() && !texture->Allocate(device_rect.size(),
1866 GL_RGB,
1867 ResourceProvider::TextureUsageAny))
1868 return false;
1869
1870 ResourceProvider::ScopedWriteLockGL lock(resource_provider_, texture->id());
1871 GLC(context_, context_->bindTexture(GL_TEXTURE_2D, lock.texture_id()));
1872 GLC(context_,
1873 context_->copyTexImage2D(GL_TEXTURE_2D,
1874 0,
1875 texture->format(),
1876 device_rect.x(),
1877 device_rect.y(),
1878 device_rect.width(),
1879 device_rect.height(),
1880 0));
1881 return true;
1882 }
1883
1884 bool GLRenderer::UseScopedTexture(DrawingFrame& frame,
1885 const ScopedResource* texture,
1886 gfx::Rect viewport_rect) {
1887 DCHECK(texture->id());
1888 frame.current_render_pass = 0;
1889 frame.current_texture = texture;
1890
1891 return BindFramebufferToTexture(frame, texture, viewport_rect);
1892 }
1893
1894 void GLRenderer::BindFramebufferToOutputSurface(DrawingFrame& frame) {
1895 current_framebuffer_lock_.reset();
1896 output_surface_->BindFramebuffer();
1897 }
1898
1899 bool GLRenderer::BindFramebufferToTexture(DrawingFrame& frame,
1900 const ScopedResource* texture,
1901 gfx::Rect framebuffer_rect) {
1902 DCHECK(texture->id());
1903
1904 GLC(context_,
1905 context_->bindFramebuffer(GL_FRAMEBUFFER, offscreen_framebuffer_id_));
1906 current_framebuffer_lock_ =
1907 make_scoped_ptr(new ResourceProvider::ScopedWriteLockGL(
1908 resource_provider_, texture->id()));
1909 unsigned texture_id = current_framebuffer_lock_->texture_id();
1910 GLC(context_,
1911 context_->framebufferTexture2D(
1912 GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_id, 0));
1913
1914 DCHECK(context_->checkFramebufferStatus(GL_FRAMEBUFFER) ==
1915 GL_FRAMEBUFFER_COMPLETE || IsContextLost());
1916
1917 InitializeMatrices(frame, framebuffer_rect, false);
1918 SetDrawViewportSize(framebuffer_rect.size());
1919
1920 return true;
1921 }
1922
1923 void GLRenderer::SetScissorTestRect(gfx::Rect scissor_rect) {
1924 EnsureScissorTestEnabled();
1925
1926 // Don't unnecessarily ask the context to change the scissor, because it
1927 // may cause undesired GPU pipeline flushes.
1928 if (scissor_rect == scissor_rect_)
1929 return;
1930
1931 scissor_rect_ = scissor_rect;
1932 FlushTextureQuadCache();
1933 GLC(context_,
1934 context_->scissor(scissor_rect.x(),
1935 scissor_rect.y(),
1936 scissor_rect.width(),
1937 scissor_rect.height()));
1938 }
1939
1940 void GLRenderer::SetDrawViewportSize(gfx::Size viewport_size) {
1941 GLC(context_,
1942 context_->viewport(0, 0, viewport_size.width(), viewport_size.height()));
1943 }
1944
1945 bool GLRenderer::MakeContextCurrent() { return context_->makeContextCurrent(); }
1946
1947 bool GLRenderer::InitializeSharedObjects() {
1948 TRACE_EVENT0("cc", "GLRenderer::initializeSharedObjects");
1949 MakeContextCurrent();
1950
1951 // Create an FBO for doing offscreen rendering.
1952 GLC(context_, offscreen_framebuffer_id_ = context_->createFramebuffer());
1953
1954 // We will always need these programs to render, so create the programs
1955 // eagerly so that the shader compilation can start while we do other work.
1956 // Other programs are created lazily on first access.
1957 shared_geometry_ =
1958 make_scoped_ptr(new GeometryBinding(context_, QuadVertexRect()));
1959 render_pass_program_ = make_scoped_ptr(new RenderPassProgram(context_));
1960 tile_program_ = make_scoped_ptr(new TileProgram(context_));
1961 tile_program_opaque_ = make_scoped_ptr(new TileProgramOpaque(context_));
1962
1963 GLC(context_, context_->flush());
1964
1965 return true;
1966 }
1967
1968 const GLRenderer::TileCheckerboardProgram*
1969 GLRenderer::GetTileCheckerboardProgram() {
1970 if (!tile_checkerboard_program_) {
1971 tile_checkerboard_program_ =
1972 make_scoped_ptr(new TileCheckerboardProgram(context_));
1973 }
1974 if (!tile_checkerboard_program_->initialized()) {
1975 TRACE_EVENT0("cc", "GLRenderer::checkerboardProgram::initalize");
1976 tile_checkerboard_program_->Initialize(context_, is_using_bind_uniform_);
1977 }
1978 return tile_checkerboard_program_.get();
1979 }
1980
1981 const GLRenderer::DebugBorderProgram* GLRenderer::GetDebugBorderProgram() {
1982 if (!debug_border_program_)
1983 debug_border_program_ = make_scoped_ptr(new DebugBorderProgram(context_));
1984 if (!debug_border_program_->initialized()) {
1985 TRACE_EVENT0("cc", "GLRenderer::debugBorderProgram::initialize");
1986 debug_border_program_->Initialize(context_, is_using_bind_uniform_);
1987 }
1988 return debug_border_program_.get();
1989 }
1990
1991 const GLRenderer::SolidColorProgram* GLRenderer::GetSolidColorProgram() {
1992 if (!solid_color_program_)
1993 solid_color_program_ = make_scoped_ptr(new SolidColorProgram(context_));
1994 if (!solid_color_program_->initialized()) {
1995 TRACE_EVENT0("cc", "GLRenderer::solidColorProgram::initialize");
1996 solid_color_program_->Initialize(context_, is_using_bind_uniform_);
1997 }
1998 return solid_color_program_.get();
1999 }
2000
2001 const GLRenderer::SolidColorProgramAA* GLRenderer::GetSolidColorProgramAA() {
2002 if (!solid_color_program_aa_) {
2003 solid_color_program_aa_ =
2004 make_scoped_ptr(new SolidColorProgramAA(context_));
2005 }
2006 if (!solid_color_program_aa_->initialized()) {
2007 TRACE_EVENT0("cc", "GLRenderer::solidColorProgramAA::initialize");
2008 solid_color_program_aa_->Initialize(context_, is_using_bind_uniform_);
2009 }
2010 return solid_color_program_aa_.get();
2011 }
2012
2013 const GLRenderer::RenderPassProgram* GLRenderer::GetRenderPassProgram() {
2014 DCHECK(render_pass_program_);
2015 if (!render_pass_program_->initialized()) {
2016 TRACE_EVENT0("cc", "GLRenderer::renderPassProgram::initialize");
2017 render_pass_program_->Initialize(context_, is_using_bind_uniform_);
2018 }
2019 return render_pass_program_.get();
2020 }
2021
2022 const GLRenderer::RenderPassProgramAA* GLRenderer::GetRenderPassProgramAA() {
2023 if (!render_pass_program_aa_)
2024 render_pass_program_aa_ =
2025 make_scoped_ptr(new RenderPassProgramAA(context_));
2026 if (!render_pass_program_aa_->initialized()) {
2027 TRACE_EVENT0("cc", "GLRenderer::renderPassProgramAA::initialize");
2028 render_pass_program_aa_->Initialize(context_, is_using_bind_uniform_);
2029 }
2030 return render_pass_program_aa_.get();
2031 }
2032
2033 const GLRenderer::RenderPassMaskProgram*
2034 GLRenderer::GetRenderPassMaskProgram() {
2035 if (!render_pass_mask_program_)
2036 render_pass_mask_program_ =
2037 make_scoped_ptr(new RenderPassMaskProgram(context_));
2038 if (!render_pass_mask_program_->initialized()) {
2039 TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgram::initialize");
2040 render_pass_mask_program_->Initialize(context_, is_using_bind_uniform_);
2041 }
2042 return render_pass_mask_program_.get();
2043 }
2044
2045 const GLRenderer::RenderPassMaskProgramAA*
2046 GLRenderer::GetRenderPassMaskProgramAA() {
2047 if (!render_pass_mask_program_aa_)
2048 render_pass_mask_program_aa_ =
2049 make_scoped_ptr(new RenderPassMaskProgramAA(context_));
2050 if (!render_pass_mask_program_aa_->initialized()) {
2051 TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgramAA::initialize");
2052 render_pass_mask_program_aa_->Initialize(context_, is_using_bind_uniform_);
2053 }
2054 return render_pass_mask_program_aa_.get();
2055 }
2056
2057 const GLRenderer::TileProgram* GLRenderer::GetTileProgram() {
2058 DCHECK(tile_program_);
2059 if (!tile_program_->initialized()) {
2060 TRACE_EVENT0("cc", "GLRenderer::tileProgram::initialize");
2061 tile_program_->Initialize(context_, is_using_bind_uniform_);
2062 }
2063 return tile_program_.get();
2064 }
2065
2066 const GLRenderer::TileProgramOpaque* GLRenderer::GetTileProgramOpaque() {
2067 DCHECK(tile_program_opaque_);
2068 if (!tile_program_opaque_->initialized()) {
2069 TRACE_EVENT0("cc", "GLRenderer::tileProgramOpaque::initialize");
2070 tile_program_opaque_->Initialize(context_, is_using_bind_uniform_);
2071 }
2072 return tile_program_opaque_.get();
2073 }
2074
2075 const GLRenderer::TileProgramAA* GLRenderer::GetTileProgramAA() {
2076 if (!tile_program_aa_)
2077 tile_program_aa_ = make_scoped_ptr(new TileProgramAA(context_));
2078 if (!tile_program_aa_->initialized()) {
2079 TRACE_EVENT0("cc", "GLRenderer::tileProgramAA::initialize");
2080 tile_program_aa_->Initialize(context_, is_using_bind_uniform_);
2081 }
2082 return tile_program_aa_.get();
2083 }
2084
2085 const GLRenderer::TileProgramSwizzle* GLRenderer::GetTileProgramSwizzle() {
2086 if (!tile_program_swizzle_)
2087 tile_program_swizzle_ = make_scoped_ptr(new TileProgramSwizzle(context_));
2088 if (!tile_program_swizzle_->initialized()) {
2089 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzle::initialize");
2090 tile_program_swizzle_->Initialize(context_, is_using_bind_uniform_);
2091 }
2092 return tile_program_swizzle_.get();
2093 }
2094
2095 const GLRenderer::TileProgramSwizzleOpaque*
2096 GLRenderer::GetTileProgramSwizzleOpaque() {
2097 if (!tile_program_swizzle_opaque_)
2098 tile_program_swizzle_opaque_ =
2099 make_scoped_ptr(new TileProgramSwizzleOpaque(context_));
2100 if (!tile_program_swizzle_opaque_->initialized()) {
2101 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleOpaque::initialize");
2102 tile_program_swizzle_opaque_->Initialize(context_, is_using_bind_uniform_);
2103 }
2104 return tile_program_swizzle_opaque_.get();
2105 }
2106
2107 const GLRenderer::TileProgramSwizzleAA* GLRenderer::GetTileProgramSwizzleAA() {
2108 if (!tile_program_swizzle_aa_)
2109 tile_program_swizzle_aa_ =
2110 make_scoped_ptr(new TileProgramSwizzleAA(context_));
2111 if (!tile_program_swizzle_aa_->initialized()) {
2112 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleAA::initialize");
2113 tile_program_swizzle_aa_->Initialize(context_, is_using_bind_uniform_);
2114 }
2115 return tile_program_swizzle_aa_.get();
2116 }
2117
2118 const GLRenderer::TextureProgram* GLRenderer::GetTextureProgram() {
2119 if (!texture_program_)
2120 texture_program_ = make_scoped_ptr(new TextureProgram(context_));
2121 if (!texture_program_->initialized()) {
2122 TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize");
2123 texture_program_->Initialize(context_, is_using_bind_uniform_);
2124 }
2125 return texture_program_.get();
2126 }
2127
2128 const GLRenderer::TextureProgramFlip* GLRenderer::GetTextureProgramFlip() {
2129 if (!texture_program_flip_)
2130 texture_program_flip_ = make_scoped_ptr(new TextureProgramFlip(context_));
2131 if (!texture_program_flip_->initialized()) {
2132 TRACE_EVENT0("cc", "GLRenderer::textureProgramFlip::initialize");
2133 texture_program_flip_->Initialize(context_, is_using_bind_uniform_);
2134 }
2135 return texture_program_flip_.get();
2136 }
2137
2138 const GLRenderer::TextureIOSurfaceProgram*
2139 GLRenderer::GetTextureIOSurfaceProgram() {
2140 if (!texture_io_surface_program_)
2141 texture_io_surface_program_ =
2142 make_scoped_ptr(new TextureIOSurfaceProgram(context_));
2143 if (!texture_io_surface_program_->initialized()) {
2144 TRACE_EVENT0("cc", "GLRenderer::textureIOSurfaceProgram::initialize");
2145 texture_io_surface_program_->Initialize(context_, is_using_bind_uniform_);
2146 }
2147 return texture_io_surface_program_.get();
2148 }
2149
2150 const GLRenderer::VideoYUVProgram* GLRenderer::GetVideoYUVProgram() {
2151 if (!video_yuv_program_)
2152 video_yuv_program_ = make_scoped_ptr(new VideoYUVProgram(context_));
2153 if (!video_yuv_program_->initialized()) {
2154 TRACE_EVENT0("cc", "GLRenderer::videoYUVProgram::initialize");
2155 video_yuv_program_->Initialize(context_, is_using_bind_uniform_);
2156 }
2157 return video_yuv_program_.get();
2158 }
2159
2160 const GLRenderer::VideoStreamTextureProgram*
2161 GLRenderer::GetVideoStreamTextureProgram() {
2162 if (!Capabilities().using_egl_image)
2163 return NULL;
2164 if (!video_stream_texture_program_)
2165 video_stream_texture_program_ =
2166 make_scoped_ptr(new VideoStreamTextureProgram(context_));
2167 if (!video_stream_texture_program_->initialized()) {
2168 TRACE_EVENT0("cc", "GLRenderer::streamTextureProgram::initialize");
2169 video_stream_texture_program_->Initialize(context_, is_using_bind_uniform_);
2170 }
2171 return video_stream_texture_program_.get();
2172 }
2173
2174 void GLRenderer::CleanupSharedObjects() {
2175 MakeContextCurrent();
2176
2177 shared_geometry_.reset();
2178
2179 if (tile_program_)
2180 tile_program_->Cleanup(context_);
2181 if (tile_program_opaque_)
2182 tile_program_opaque_->Cleanup(context_);
2183 if (tile_program_swizzle_)
2184 tile_program_swizzle_->Cleanup(context_);
2185 if (tile_program_swizzle_opaque_)
2186 tile_program_swizzle_opaque_->Cleanup(context_);
2187 if (tile_program_aa_)
2188 tile_program_aa_->Cleanup(context_);
2189 if (tile_program_swizzle_aa_)
2190 tile_program_swizzle_aa_->Cleanup(context_);
2191 if (tile_checkerboard_program_)
2192 tile_checkerboard_program_->Cleanup(context_);
2193
2194 if (render_pass_mask_program_)
2195 render_pass_mask_program_->Cleanup(context_);
2196 if (render_pass_program_)
2197 render_pass_program_->Cleanup(context_);
2198 if (render_pass_mask_program_aa_)
2199 render_pass_mask_program_aa_->Cleanup(context_);
2200 if (render_pass_program_aa_)
2201 render_pass_program_aa_->Cleanup(context_);
2202
2203 if (texture_program_)
2204 texture_program_->Cleanup(context_);
2205 if (texture_program_flip_)
2206 texture_program_flip_->Cleanup(context_);
2207 if (texture_io_surface_program_)
2208 texture_io_surface_program_->Cleanup(context_);
2209
2210 if (video_yuv_program_)
2211 video_yuv_program_->Cleanup(context_);
2212 if (video_stream_texture_program_)
2213 video_stream_texture_program_->Cleanup(context_);
2214
2215 if (debug_border_program_)
2216 debug_border_program_->Cleanup(context_);
2217 if (solid_color_program_)
2218 solid_color_program_->Cleanup(context_);
2219 if (solid_color_program_aa_)
2220 solid_color_program_aa_->Cleanup(context_);
2221
2222 if (offscreen_framebuffer_id_)
2223 GLC(context_, context_->deleteFramebuffer(offscreen_framebuffer_id_));
2224
2225 ReleaseRenderPassTextures();
2226 }
2227
2228 bool GLRenderer::IsContextLost() {
2229 return (context_->getGraphicsResetStatusARB() != GL_NO_ERROR);
2230 }
2231
2232 } // namespace cc
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