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Unified Diff: cc/gl_renderer.cc

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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Index: cc/gl_renderer.cc
diff --git a/cc/gl_renderer.cc b/cc/gl_renderer.cc
deleted file mode 100644
index 63a35d286dc2f1695ce2fba049627ff8f70d1ecb..0000000000000000000000000000000000000000
--- a/cc/gl_renderer.cc
+++ /dev/null
@@ -1,2232 +0,0 @@
-// Copyright 2010 The Chromium Authors. All rights reserved.
-// Use of this source code is governed by a BSD-style license that can be
-// found in the LICENSE file.
-
-#include "cc/gl_renderer.h"
-
-#include <set>
-#include <string>
-#include <vector>
-
-#include "base/debug/trace_event.h"
-#include "base/logging.h"
-#include "base/string_util.h"
-#include "base/strings/string_split.h"
-#include "build/build_config.h"
-#include "cc/base/math_util.h"
-#include "cc/compositor_frame.h"
-#include "cc/compositor_frame_metadata.h"
-#include "cc/context_provider.h"
-#include "cc/damage_tracker.h"
-#include "cc/geometry_binding.h"
-#include "cc/gl_frame_data.h"
-#include "cc/layer_quad.h"
-#include "cc/output_surface.h"
-#include "cc/priority_calculator.h"
-#include "cc/proxy.h"
-#include "cc/render_pass.h"
-#include "cc/render_surface_filters.h"
-#include "cc/scoped_resource.h"
-#include "cc/single_thread_proxy.h"
-#include "cc/stream_video_draw_quad.h"
-#include "cc/texture_draw_quad.h"
-#include "cc/video_layer_impl.h"
-#include "gpu/GLES2/gl2extchromium.h"
-#include "third_party/WebKit/Source/Platform/chromium/public/WebGraphicsContext3D.h"
-#include "third_party/khronos/GLES2/gl2.h"
-#include "third_party/khronos/GLES2/gl2ext.h"
-#include "third_party/skia/include/core/SkBitmap.h"
-#include "third_party/skia/include/core/SkColor.h"
-#include "third_party/skia/include/gpu/GrContext.h"
-#include "third_party/skia/include/gpu/GrTexture.h"
-#include "third_party/skia/include/gpu/SkGpuDevice.h"
-#include "third_party/skia/include/gpu/SkGrTexturePixelRef.h"
-#include "ui/gfx/quad_f.h"
-#include "ui/gfx/rect_conversions.h"
-
-using WebKit::WebGraphicsContext3D;
-using WebKit::WebGraphicsMemoryAllocation;
-
-namespace cc {
-
-namespace {
-
-// TODO(epenner): This should probably be moved to output surface.
-//
-// This implements a simple fence based on client side swaps.
-// This is to isolate the ResourceProvider from 'frames' which
-// it shouldn't need to care about, while still allowing us to
-// enforce good texture recycling behavior strictly throughout
-// the compositor (don't recycle a texture while it's in use).
-class SimpleSwapFence : public ResourceProvider::Fence {
- public:
- SimpleSwapFence() : has_passed_(false) {}
- virtual bool HasPassed() OVERRIDE { return has_passed_; }
- void SetHasPassed() { has_passed_ = true; }
- private:
- virtual ~SimpleSwapFence() {}
- bool has_passed_;
-};
-
-bool NeedsIOSurfaceReadbackWorkaround() {
-#if defined(OS_MACOSX)
- return true;
-#else
- return false;
-#endif
-}
-
-} // anonymous namespace
-
-scoped_ptr<GLRenderer> GLRenderer::Create(RendererClient* client,
- OutputSurface* output_surface,
- ResourceProvider* resource_provider) {
- scoped_ptr<GLRenderer> renderer(
- new GLRenderer(client, output_surface, resource_provider));
- if (!renderer->Initialize())
- return scoped_ptr<GLRenderer>();
-
- return renderer.Pass();
-}
-
-GLRenderer::GLRenderer(RendererClient* client,
- OutputSurface* output_surface,
- ResourceProvider* resource_provider)
- : DirectRenderer(client, resource_provider),
- offscreen_framebuffer_id_(0),
- shared_geometry_quad_(gfx::RectF(-0.5f, -0.5f, 1.0f, 1.0f)),
- output_surface_(output_surface),
- context_(output_surface->context3d()),
- is_viewport_changed_(false),
- is_backbuffer_discarded_(false),
- discard_backbuffer_when_not_visible_(false),
- is_using_bind_uniform_(false),
- visible_(true),
- is_scissor_enabled_(false) {
- DCHECK(context_);
-}
-
-bool GLRenderer::Initialize() {
- if (!context_->makeContextCurrent())
- return false;
-
- context_->setContextLostCallback(this);
- context_->pushGroupMarkerEXT("CompositorContext");
-
- std::string extensions_string =
- UTF16ToASCII(context_->getString(GL_EXTENSIONS));
- std::vector<std::string> extensions_list;
- base::SplitString(extensions_string, ' ', &extensions_list);
- std::set<std::string> extensions(extensions_list.begin(),
- extensions_list.end());
-
- if (Settings().acceleratePainting &&
- extensions.count("GL_EXT_texture_format_BGRA8888") &&
- extensions.count("GL_EXT_read_format_bgra"))
- capabilities_.using_accelerated_painting = true;
- else
- capabilities_.using_accelerated_painting = false;
-
- capabilities_.using_partial_swap =
- Settings().partialSwapEnabled &&
- extensions.count("GL_CHROMIUM_post_sub_buffer");
-
- // Use the swapBuffers callback only with the threaded proxy.
- if (client_->HasImplThread())
- capabilities_.using_swap_complete_callback =
- extensions.count("GL_CHROMIUM_swapbuffers_complete_callback");
- if (capabilities_.using_swap_complete_callback)
- context_->setSwapBuffersCompleteCallbackCHROMIUM(this);
-
- capabilities_.using_set_visibility =
- extensions.count("GL_CHROMIUM_set_visibility");
-
- if (extensions.count("GL_CHROMIUM_iosurface"))
- DCHECK(extensions.count("GL_ARB_texture_rectangle"));
-
- capabilities_.using_gpu_memory_manager =
- extensions.count("GL_CHROMIUM_gpu_memory_manager") &&
- Settings().useMemoryManagement;
- if (capabilities_.using_gpu_memory_manager)
- context_->setMemoryAllocationChangedCallbackCHROMIUM(this);
-
- capabilities_.using_egl_image = extensions.count("GL_OES_EGL_image_external");
-
- capabilities_.max_texture_size = resource_provider_->max_texture_size();
- capabilities_.best_texture_format = resource_provider_->best_texture_format();
-
- // The updater can access textures while the GLRenderer is using them.
- capabilities_.allow_partial_texture_updates = true;
-
- // Check for texture fast paths. Currently we always use MO8 textures,
- // so we only need to avoid POT textures if we have an NPOT fast-path.
- capabilities_.avoid_pow2_textures =
- extensions.count("GL_CHROMIUM_fast_NPOT_MO8_textures");
-
- capabilities_.using_offscreen_context3d = true;
-
- is_using_bind_uniform_ =
- extensions.count("GL_CHROMIUM_bind_uniform_location");
-
- // Make sure scissoring starts as disabled.
- GLC(context_, context_->disable(GL_SCISSOR_TEST));
- DCHECK(!is_scissor_enabled_);
-
- if (!InitializeSharedObjects())
- return false;
-
- // Make sure the viewport and context gets initialized, even if it is to zero.
- ViewportChanged();
- return true;
-}
-
-GLRenderer::~GLRenderer() {
- context_->setSwapBuffersCompleteCallbackCHROMIUM(NULL);
- context_->setMemoryAllocationChangedCallbackCHROMIUM(NULL);
- context_->setContextLostCallback(NULL);
- CleanupSharedObjects();
-}
-
-const RendererCapabilities& GLRenderer::Capabilities() const {
- return capabilities_;
-}
-
-WebGraphicsContext3D* GLRenderer::Context() { return context_; }
-
-void GLRenderer::DebugGLCall(WebGraphicsContext3D* context,
- const char* command,
- const char* file,
- int line) {
- unsigned long error = context->getError();
- if (error != GL_NO_ERROR)
- LOG(ERROR) << "GL command failed: File: " << file << "\n\tLine " << line
- << "\n\tcommand: " << command << ", error "
- << static_cast<int>(error) << "\n";
-}
-
-void GLRenderer::SetVisible(bool visible) {
- if (visible_ == visible)
- return;
- visible_ = visible;
-
- EnforceMemoryPolicy();
-
- // TODO: Replace setVisibilityCHROMIUM with an extension to explicitly manage
- // front/backbuffers
- // crbug.com/116049
- if (capabilities_.using_set_visibility)
- context_->setVisibilityCHROMIUM(visible);
-}
-
-void GLRenderer::SendManagedMemoryStats(size_t bytes_visible,
- size_t bytes_visible_and_nearby,
- size_t bytes_allocated) {
- WebKit::WebGraphicsManagedMemoryStats stats;
- stats.bytesVisible = bytes_visible;
- stats.bytesVisibleAndNearby = bytes_visible_and_nearby;
- stats.bytesAllocated = bytes_allocated;
- stats.backbufferRequested = !is_backbuffer_discarded_;
- context_->sendManagedMemoryStatsCHROMIUM(&stats);
-}
-
-void GLRenderer::ReleaseRenderPassTextures() { render_pass_textures_.clear(); }
-
-void GLRenderer::ViewportChanged() { is_viewport_changed_ = true; }
-
-void GLRenderer::ClearFramebuffer(DrawingFrame& frame) {
- // On DEBUG builds, opaque render passes are cleared to blue to easily see
- // regions that were not drawn on the screen.
- if (frame.current_render_pass->has_transparent_background)
- GLC(context_, context_->clearColor(0, 0, 0, 0));
- else
- GLC(context_, context_->clearColor(0, 0, 1, 1));
-
-#ifdef NDEBUG
- if (frame.current_render_pass->has_transparent_background)
-#endif
- context_->clear(GL_COLOR_BUFFER_BIT);
-}
-
-void GLRenderer::BeginDrawingFrame(DrawingFrame& frame) {
- // FIXME: Remove this once backbuffer is automatically recreated on first use
- EnsureBackbuffer();
-
- if (ViewportSize().IsEmpty())
- return;
-
- TRACE_EVENT0("cc", "GLRenderer::drawLayers");
- if (is_viewport_changed_) {
- // Only reshape when we know we are going to draw. Otherwise, the reshape
- // can leave the window at the wrong size if we never draw and the proper
- // viewport size is never set.
- is_viewport_changed_ = false;
- output_surface_->Reshape(gfx::Size(ViewportWidth(), ViewportHeight()));
- }
-
- MakeContextCurrent();
- // Bind the common vertex attributes used for drawing all the layers.
- shared_geometry_->PrepareForDraw();
-
- GLC(context_, context_->disable(GL_DEPTH_TEST));
- GLC(context_, context_->disable(GL_CULL_FACE));
- GLC(context_, context_->colorMask(true, true, true, true));
- GLC(context_, context_->enable(GL_BLEND));
- blend_shadow_ = true;
- GLC(context_, context_->blendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA));
- GLC(Context(), Context()->activeTexture(GL_TEXTURE0));
- program_shadow_ = 0;
-}
-
-void GLRenderer::DoNoOp() {
- GLC(context_, context_->bindFramebuffer(GL_FRAMEBUFFER, 0));
- GLC(context_, context_->flush());
-}
-
-void GLRenderer::DoDrawQuad(DrawingFrame& frame, const DrawQuad* quad) {
- DCHECK(quad->rect.Contains(quad->visible_rect));
- if (quad->material != DrawQuad::TEXTURE_CONTENT) {
- FlushTextureQuadCache();
- }
-
- switch (quad->material) {
- case DrawQuad::INVALID:
- NOTREACHED();
- break;
- case DrawQuad::CHECKERBOARD:
- DrawCheckerboardQuad(frame, CheckerboardDrawQuad::MaterialCast(quad));
- break;
- case DrawQuad::DEBUG_BORDER:
- DrawDebugBorderQuad(frame, DebugBorderDrawQuad::MaterialCast(quad));
- break;
- case DrawQuad::IO_SURFACE_CONTENT:
- DrawIOSurfaceQuad(frame, IOSurfaceDrawQuad::MaterialCast(quad));
- break;
- case DrawQuad::RENDER_PASS:
- DrawRenderPassQuad(frame, RenderPassDrawQuad::MaterialCast(quad));
- break;
- case DrawQuad::SOLID_COLOR:
- DrawSolidColorQuad(frame, SolidColorDrawQuad::MaterialCast(quad));
- break;
- case DrawQuad::STREAM_VIDEO_CONTENT:
- DrawStreamVideoQuad(frame, StreamVideoDrawQuad::MaterialCast(quad));
- break;
- case DrawQuad::TEXTURE_CONTENT:
- EnqueueTextureQuad(frame, TextureDrawQuad::MaterialCast(quad));
- break;
- case DrawQuad::TILED_CONTENT:
- DrawTileQuad(frame, TileDrawQuad::MaterialCast(quad));
- break;
- case DrawQuad::YUV_VIDEO_CONTENT:
- DrawYUVVideoQuad(frame, YUVVideoDrawQuad::MaterialCast(quad));
- break;
- }
-}
-
-void GLRenderer::DrawCheckerboardQuad(const DrawingFrame& frame,
- const CheckerboardDrawQuad* quad) {
- SetBlendEnabled(quad->ShouldDrawWithBlending());
-
- const TileCheckerboardProgram* program = GetTileCheckerboardProgram();
- DCHECK(program && (program->initialized() || IsContextLost()));
- SetUseProgram(program->program());
-
- SkColor color = quad->color;
- GLC(Context(),
- Context()->uniform4f(program->fragment_shader().colorLocation(),
- SkColorGetR(color) * (1.0f / 255.0f),
- SkColorGetG(color) * (1.0f / 255.0f),
- SkColorGetB(color) * (1.0f / 255.0f),
- 1));
-
- const int checkerboard_width = 16;
- float frequency = 1.0f / checkerboard_width;
-
- gfx::Rect tile_rect = quad->rect;
- float tex_offset_x = tile_rect.x() % checkerboard_width;
- float tex_offset_y = tile_rect.y() % checkerboard_width;
- float tex_scale_x = tile_rect.width();
- float tex_scale_y = tile_rect.height();
- GLC(Context(),
- Context()->uniform4f(program->fragment_shader().texTransformLocation(),
- tex_offset_x,
- tex_offset_y,
- tex_scale_x,
- tex_scale_y));
-
- GLC(Context(),
- Context()->uniform1f(program->fragment_shader().frequencyLocation(),
- frequency));
-
- SetShaderOpacity(quad->opacity(), program->fragment_shader().alphaLocation());
- DrawQuadGeometry(frame,
- quad->quadTransform(),
- quad->rect,
- program->vertex_shader().matrixLocation());
-}
-
-void GLRenderer::DrawDebugBorderQuad(const DrawingFrame& frame,
- const DebugBorderDrawQuad* quad) {
- SetBlendEnabled(quad->ShouldDrawWithBlending());
-
- static float gl_matrix[16];
- const DebugBorderProgram* program = GetDebugBorderProgram();
- DCHECK(program && (program->initialized() || IsContextLost()));
- SetUseProgram(program->program());
-
- // Use the full quad_rect for debug quads to not move the edges based on
- // partial swaps.
- gfx::Rect layer_rect = quad->rect;
- gfx::Transform render_matrix = quad->quadTransform();
- render_matrix.Translate(0.5f * layer_rect.width() + layer_rect.x(),
- 0.5f * layer_rect.height() + layer_rect.y());
- render_matrix.Scale(layer_rect.width(), layer_rect.height());
- GLRenderer::ToGLMatrix(&gl_matrix[0],
- frame.projection_matrix * render_matrix);
- GLC(Context(),
- Context()->uniformMatrix4fv(
- program->vertex_shader().matrixLocation(), 1, false, &gl_matrix[0]));
-
- SkColor color = quad->color;
- float alpha = SkColorGetA(color) * (1.0f / 255.0f);
-
- GLC(Context(),
- Context()->uniform4f(program->fragment_shader().colorLocation(),
- (SkColorGetR(color) * (1.0f / 255.0f)) * alpha,
- (SkColorGetG(color) * (1.0f / 255.0f)) * alpha,
- (SkColorGetB(color) * (1.0f / 255.0f)) * alpha,
- alpha));
-
- GLC(Context(), Context()->lineWidth(quad->width));
-
- // The indices for the line are stored in the same array as the triangle
- // indices.
- GLC(Context(),
- Context()->drawElements(GL_LINE_LOOP, 4, GL_UNSIGNED_SHORT, 0));
-}
-
-static inline SkBitmap ApplyFilters(GLRenderer* renderer,
- const WebKit::WebFilterOperations& filters,
- ScopedResource* source_texture_resource) {
- if (filters.isEmpty())
- return SkBitmap();
-
- ContextProvider* offscreen_contexts =
- renderer->resource_provider()->offscreen_context_provider();
- if (!offscreen_contexts || !offscreen_contexts->GrContext())
- return SkBitmap();
-
- ResourceProvider::ScopedWriteLockGL lock(renderer->resource_provider(),
- source_texture_resource->id());
-
- // Flush the compositor context to ensure that textures there are available
- // in the shared context. Do this after locking/creating the compositor
- // texture.
- renderer->resource_provider()->Flush();
-
- // Make sure skia uses the correct GL context.
- offscreen_contexts->Context3d()->makeContextCurrent();
-
- SkBitmap source =
- RenderSurfaceFilters::Apply(filters,
- lock.texture_id(),
- source_texture_resource->size(),
- offscreen_contexts->GrContext());
-
- // Flush skia context so that all the rendered stuff appears on the
- // texture.
- offscreen_contexts->GrContext()->flush();
-
- // Flush the GL context so rendering results from this context are
- // visible in the compositor's context.
- offscreen_contexts->Context3d()->flush();
-
- // Use the compositor's GL context again.
- renderer->resource_provider()->GraphicsContext3D()->makeContextCurrent();
- return source;
-}
-
-static SkBitmap ApplyImageFilter(GLRenderer* renderer,
- SkImageFilter* filter,
- ScopedResource* source_texture_resource) {
- if (!filter)
- return SkBitmap();
-
- ContextProvider* offscreen_contexts =
- renderer->resource_provider()->offscreen_context_provider();
- if (!offscreen_contexts || !offscreen_contexts->GrContext())
- return SkBitmap();
-
- ResourceProvider::ScopedWriteLockGL lock(renderer->resource_provider(),
- source_texture_resource->id());
-
- // Flush the compositor context to ensure that textures there are available
- // in the shared context. Do this after locking/creating the compositor
- // texture.
- renderer->resource_provider()->Flush();
-
- // Make sure skia uses the correct GL context.
- offscreen_contexts->Context3d()->makeContextCurrent();
-
- // Wrap the source texture in a Ganesh platform texture.
- GrBackendTextureDesc backend_texture_description;
- backend_texture_description.fWidth = source_texture_resource->size().width();
- backend_texture_description.fHeight =
- source_texture_resource->size().height();
- backend_texture_description.fConfig = kSkia8888_GrPixelConfig;
- backend_texture_description.fTextureHandle = lock.texture_id();
- backend_texture_description.fOrigin = kTopLeft_GrSurfaceOrigin;
- skia::RefPtr<GrTexture> texture =
- skia::AdoptRef(offscreen_contexts->GrContext()->wrapBackendTexture(
- backend_texture_description));
-
- // Place the platform texture inside an SkBitmap.
- SkBitmap source;
- source.setConfig(SkBitmap::kARGB_8888_Config,
- source_texture_resource->size().width(),
- source_texture_resource->size().height());
- skia::RefPtr<SkGrPixelRef> pixel_ref =
- skia::AdoptRef(new SkGrPixelRef(texture.get()));
- source.setPixelRef(pixel_ref.get());
-
- // Create a scratch texture for backing store.
- GrTextureDesc desc;
- desc.fFlags = kRenderTarget_GrTextureFlagBit | kNoStencil_GrTextureFlagBit;
- desc.fSampleCnt = 0;
- desc.fWidth = source.width();
- desc.fHeight = source.height();
- desc.fConfig = kSkia8888_GrPixelConfig;
- desc.fOrigin = kTopLeft_GrSurfaceOrigin;
- GrAutoScratchTexture scratchTexture(
- offscreen_contexts->GrContext(), desc, GrContext::kExact_ScratchTexMatch);
- skia::RefPtr<GrTexture> backing_store =
- skia::AdoptRef(scratchTexture.detach());
-
- // Create a device and canvas using that backing store.
- SkGpuDevice device(offscreen_contexts->GrContext(), backing_store.get());
- SkCanvas canvas(&device);
-
- // Draw the source bitmap through the filter to the canvas.
- SkPaint paint;
- paint.setImageFilter(filter);
- canvas.clear(SK_ColorTRANSPARENT);
- canvas.drawSprite(source, 0, 0, &paint);
-
- // Flush skia context so that all the rendered stuff appears on the
- // texture.
- offscreen_contexts->GrContext()->flush();
-
- // Flush the GL context so rendering results from this context are
- // visible in the compositor's context.
- offscreen_contexts->Context3d()->flush();
-
- // Use the compositor's GL context again.
- renderer->resource_provider()->GraphicsContext3D()->makeContextCurrent();
-
- return device.accessBitmap(false);
-}
-
-scoped_ptr<ScopedResource> GLRenderer::DrawBackgroundFilters(
- DrawingFrame& frame,
- const RenderPassDrawQuad* quad,
- const gfx::Transform& contents_device_transform,
- const gfx::Transform& contents_device_transform_inverse) {
- // This method draws a background filter, which applies a filter to any pixels
- // behind the quad and seen through its background. The algorithm works as
- // follows:
- // 1. Compute a bounding box around the pixels that will be visible through
- // the quad.
- // 2. Read the pixels in the bounding box into a buffer R.
- // 3. Apply the background filter to R, so that it is applied in the pixels'
- // coordinate space.
- // 4. Apply the quad's inverse transform to map the pixels in R into the
- // quad's content space. This implicitly clips R by the content bounds of the
- // quad since the destination texture has bounds matching the quad's content.
- // 5. Draw the background texture for the contents using the same transform as
- // used to draw the contents itself. This is done without blending to replace
- // the current background pixels with the new filtered background.
- // 6. Draw the contents of the quad over drop of the new background with
- // blending, as per usual. The filtered background pixels will show through
- // any non-opaque pixels in this draws.
- //
- // Pixel copies in this algorithm occur at steps 2, 3, 4, and 5.
-
- // FIXME: When this algorithm changes, update
- // LayerTreeHost::prioritizeTextures() accordingly.
-
- const WebKit::WebFilterOperations& filters = quad->background_filters;
- if (filters.isEmpty())
- return scoped_ptr<ScopedResource>();
-
- // FIXME: We only allow background filters on an opaque render surface because
- // other surfaces may contain translucent pixels, and the contents behind
- // those translucent pixels wouldn't have the filter applied.
- if (frame.current_render_pass->has_transparent_background)
- return scoped_ptr<ScopedResource>();
- DCHECK(!frame.current_texture);
-
- // FIXME: Do a single readback for both the surface and replica and cache the
- // filtered results (once filter textures are not reused).
- gfx::Rect device_rect = gfx::ToEnclosingRect(MathUtil::MapClippedRect(
- contents_device_transform, SharedGeometryQuad().BoundingBox()));
-
- int top, right, bottom, left;
- filters.getOutsets(top, right, bottom, left);
- device_rect.Inset(-left, -top, -right, -bottom);
-
- device_rect.Intersect(frame.current_render_pass->output_rect);
-
- scoped_ptr<ScopedResource> device_background_texture =
- ScopedResource::create(resource_provider_);
- if (!GetFramebufferTexture(device_background_texture.get(), device_rect))
- return scoped_ptr<ScopedResource>();
-
- SkBitmap filtered_device_background =
- ApplyFilters(this, filters, device_background_texture.get());
- if (!filtered_device_background.getTexture())
- return scoped_ptr<ScopedResource>();
-
- GrTexture* texture =
- reinterpret_cast<GrTexture*>(filtered_device_background.getTexture());
- int filtered_device_background_texture_id = texture->getTextureHandle();
-
- scoped_ptr<ScopedResource> background_texture =
- ScopedResource::create(resource_provider_);
- if (!background_texture->Allocate(quad->rect.size(),
- GL_RGBA,
- ResourceProvider::TextureUsageFramebuffer))
- return scoped_ptr<ScopedResource>();
-
- const RenderPass* target_render_pass = frame.current_render_pass;
- bool using_background_texture =
- UseScopedTexture(frame, background_texture.get(), quad->rect);
-
- if (using_background_texture) {
- // Copy the readback pixels from device to the background texture for the
- // surface.
- gfx::Transform device_to_framebuffer_transform;
- device_to_framebuffer_transform.Translate(
- quad->rect.width() * 0.5f + quad->rect.x(),
- quad->rect.height() * 0.5f + quad->rect.y());
- device_to_framebuffer_transform.Scale(quad->rect.width(),
- quad->rect.height());
- device_to_framebuffer_transform.PreconcatTransform(
- contents_device_transform_inverse);
-
-#ifndef NDEBUG
- GLC(Context(), Context()->clearColor(0, 0, 1, 1));
- Context()->clear(GL_COLOR_BUFFER_BIT);
-#endif
-
- CopyTextureToFramebuffer(frame,
- filtered_device_background_texture_id,
- device_rect,
- device_to_framebuffer_transform);
- }
-
- UseRenderPass(frame, target_render_pass);
-
- if (!using_background_texture)
- return scoped_ptr<ScopedResource>();
- return background_texture.Pass();
-}
-
-void GLRenderer::DrawRenderPassQuad(DrawingFrame& frame,
- const RenderPassDrawQuad* quad) {
- SetBlendEnabled(quad->ShouldDrawWithBlending());
-
- CachedResource* contents_texture =
- render_pass_textures_.get(quad->render_pass_id);
- if (!contents_texture || !contents_texture->id())
- return;
-
- gfx::Transform quad_rect_matrix;
- QuadRectTransform(&quad_rect_matrix, quad->quadTransform(), quad->rect);
- gfx::Transform contents_device_transform =
- frame.window_matrix * frame.projection_matrix * quad_rect_matrix;
- contents_device_transform.FlattenTo2d();
-
- // Can only draw surface if device matrix is invertible.
- gfx::Transform contents_device_transform_inverse(
- gfx::Transform::kSkipInitialization);
- if (!contents_device_transform.GetInverse(&contents_device_transform_inverse))
- return;
-
- scoped_ptr<ScopedResource> background_texture =
- DrawBackgroundFilters(frame,
- quad,
- contents_device_transform,
- contents_device_transform_inverse);
-
- // FIXME: Cache this value so that we don't have to do it for both the surface
- // and its replica. Apply filters to the contents texture.
- SkBitmap filter_bitmap;
- if (quad->filter) {
- filter_bitmap =
- ApplyImageFilter(this, quad->filter.get(), contents_texture);
- } else {
- filter_bitmap = ApplyFilters(this, quad->filters, contents_texture);
- }
-
- // Draw the background texture if there is one.
- if (background_texture) {
- DCHECK(background_texture->size() == quad->rect.size());
- ResourceProvider::ScopedReadLockGL lock(resource_provider_,
- background_texture->id());
- CopyTextureToFramebuffer(
- frame, lock.texture_id(), quad->rect, quad->quadTransform());
- }
-
- bool clipped = false;
- gfx::QuadF device_quad = MathUtil::MapQuad(
- contents_device_transform, SharedGeometryQuad(), &clipped);
- DCHECK(!clipped);
- LayerQuad deviceLayerBounds(gfx::QuadF(device_quad.BoundingBox()));
- LayerQuad device_layer_edges(device_quad);
-
- // Use anti-aliasing programs only when necessary.
- bool use_aa = (!device_quad.IsRectilinear() ||
- !device_quad.BoundingBox().IsExpressibleAsRect());
- if (use_aa) {
- deviceLayerBounds.InflateAntiAliasingDistance();
- device_layer_edges.InflateAntiAliasingDistance();
- }
-
- scoped_ptr<ResourceProvider::ScopedReadLockGL> mask_resource_lock;
- unsigned mask_texture_id = 0;
- if (quad->mask_resource_id) {
- mask_resource_lock.reset(new ResourceProvider::ScopedReadLockGL(
- resource_provider_, quad->mask_resource_id));
- mask_texture_id = mask_resource_lock->texture_id();
- }
-
- // FIXME: use the background_texture and blend the background in with this
- // draw instead of having a separate copy of the background texture.
-
- scoped_ptr<ResourceProvider::ScopedReadLockGL> contents_resource_lock;
- if (filter_bitmap.getTexture()) {
- GrTexture* texture =
- reinterpret_cast<GrTexture*>(filter_bitmap.getTexture());
- Context()->bindTexture(GL_TEXTURE_2D, texture->getTextureHandle());
- } else
- contents_resource_lock = make_scoped_ptr(
- new ResourceProvider::ScopedSamplerGL(resource_provider_,
- contents_texture->id(),
- GL_TEXTURE_2D,
- GL_LINEAR));
-
- int shader_quad_location = -1;
- int shader_edge_location = -1;
- int shader_mask_sampler_location = -1;
- int shader_mask_tex_coord_scale_location = -1;
- int shader_mask_tex_coord_offset_location = -1;
- int shader_matrix_location = -1;
- int shader_alpha_location = -1;
- int shader_tex_transform_location = -1;
- int shader_tex_scale_location = -1;
-
- if (use_aa && mask_texture_id) {
- const RenderPassMaskProgramAA* program = GetRenderPassMaskProgramAA();
- SetUseProgram(program->program());
- GLC(Context(),
- Context()->uniform1i(program->fragment_shader().samplerLocation(), 0));
-
- shader_quad_location = program->vertex_shader().pointLocation();
- shader_edge_location = program->fragment_shader().edgeLocation();
- shader_mask_sampler_location =
- program->fragment_shader().maskSamplerLocation();
- shader_mask_tex_coord_scale_location =
- program->fragment_shader().maskTexCoordScaleLocation();
- shader_mask_tex_coord_offset_location =
- program->fragment_shader().maskTexCoordOffsetLocation();
- shader_matrix_location = program->vertex_shader().matrixLocation();
- shader_alpha_location = program->fragment_shader().alphaLocation();
- shader_tex_scale_location = program->vertex_shader().texScaleLocation();
- } else if (!use_aa && mask_texture_id) {
- const RenderPassMaskProgram* program = GetRenderPassMaskProgram();
- SetUseProgram(program->program());
- GLC(Context(),
- Context()->uniform1i(program->fragment_shader().samplerLocation(), 0));
-
- shader_mask_sampler_location =
- program->fragment_shader().maskSamplerLocation();
- shader_mask_tex_coord_scale_location =
- program->fragment_shader().maskTexCoordScaleLocation();
- shader_mask_tex_coord_offset_location =
- program->fragment_shader().maskTexCoordOffsetLocation();
- shader_matrix_location = program->vertex_shader().matrixLocation();
- shader_alpha_location = program->fragment_shader().alphaLocation();
- shader_tex_transform_location =
- program->vertex_shader().texTransformLocation();
- } else if (use_aa && !mask_texture_id) {
- const RenderPassProgramAA* program = GetRenderPassProgramAA();
- SetUseProgram(program->program());
- GLC(Context(),
- Context()->uniform1i(program->fragment_shader().samplerLocation(), 0));
-
- shader_quad_location = program->vertex_shader().pointLocation();
- shader_edge_location = program->fragment_shader().edgeLocation();
- shader_matrix_location = program->vertex_shader().matrixLocation();
- shader_alpha_location = program->fragment_shader().alphaLocation();
- shader_tex_scale_location = program->vertex_shader().texScaleLocation();
- } else {
- const RenderPassProgram* program = GetRenderPassProgram();
- SetUseProgram(program->program());
- GLC(Context(),
- Context()->uniform1i(program->fragment_shader().samplerLocation(), 0));
-
- shader_matrix_location = program->vertex_shader().matrixLocation();
- shader_alpha_location = program->fragment_shader().alphaLocation();
- shader_tex_transform_location =
- program->vertex_shader().texTransformLocation();
- }
-
- float tex_scale_x =
- quad->rect.width() / static_cast<float>(contents_texture->size().width());
- float tex_scale_y = quad->rect.height() /
- static_cast<float>(contents_texture->size().height());
- DCHECK_LE(tex_scale_x, 1.0f);
- DCHECK_LE(tex_scale_y, 1.0f);
-
- if (shader_tex_transform_location != -1) {
- GLC(Context(),
- Context()->uniform4f(shader_tex_transform_location,
- 0.0f,
- 0.0f,
- tex_scale_x,
- tex_scale_y));
- } else if (shader_tex_scale_location != -1) {
- GLC(Context(),
- Context()->uniform2f(
- shader_tex_scale_location, tex_scale_x, tex_scale_y));
- } else {
- DCHECK(IsContextLost());
- }
-
- if (shader_mask_sampler_location != -1) {
- DCHECK(shader_mask_tex_coord_scale_location != 1);
- DCHECK(shader_mask_tex_coord_offset_location != 1);
- GLC(Context(), Context()->activeTexture(GL_TEXTURE1));
- GLC(Context(), Context()->uniform1i(shader_mask_sampler_location, 1));
- GLC(Context(),
- Context()->uniform2f(shader_mask_tex_coord_offset_location,
- quad->mask_uv_rect.x(),
- quad->mask_uv_rect.y()));
- GLC(Context(),
- Context()->uniform2f(shader_mask_tex_coord_scale_location,
- quad->mask_uv_rect.width() / tex_scale_x,
- quad->mask_uv_rect.height() / tex_scale_y));
- resource_provider_->BindForSampling(
- quad->mask_resource_id, GL_TEXTURE_2D, GL_LINEAR);
- GLC(Context(), Context()->activeTexture(GL_TEXTURE0));
- }
-
- if (shader_edge_location != -1) {
- float edge[24];
- device_layer_edges.ToFloatArray(edge);
- deviceLayerBounds.ToFloatArray(&edge[12]);
- GLC(Context(), Context()->uniform3fv(shader_edge_location, 8, edge));
- }
-
- // Map device space quad to surface space. contents_device_transform has no 3d
- // component since it was flattened, so we don't need to project.
- gfx::QuadF surface_quad = MathUtil::MapQuad(contents_device_transform_inverse,
- device_layer_edges.ToQuadF(),
- &clipped);
- DCHECK(!clipped);
-
- SetShaderOpacity(quad->opacity(), shader_alpha_location);
- SetShaderQuadF(surface_quad, shader_quad_location);
- DrawQuadGeometry(
- frame, quad->quadTransform(), quad->rect, shader_matrix_location);
-
- // Flush the compositor context before the filter bitmap goes out of
- // scope, so the draw gets processed before the filter texture gets deleted.
- if (filter_bitmap.getTexture())
- context_->flush();
-}
-
-struct SolidColorProgramUniforms {
- unsigned program;
- unsigned matrix_location;
- unsigned color_location;
- unsigned point_location;
- unsigned tex_scale_location;
- unsigned edge_location;
-};
-
-template<class T>
-static void SolidColorUniformLocation(T program,
- SolidColorProgramUniforms* uniforms) {
- uniforms->program = program->program();
- uniforms->matrix_location = program->vertex_shader().matrixLocation();
- uniforms->color_location = program->fragment_shader().colorLocation();
- uniforms->point_location = program->vertex_shader().pointLocation();
- uniforms->tex_scale_location = program->vertex_shader().texScaleLocation();
- uniforms->edge_location = program->fragment_shader().edgeLocation();
-}
-
-bool GLRenderer::SetupQuadForAntialiasing(
- const gfx::Transform& device_transform,
- const DrawQuad* quad,
- gfx::QuadF* local_quad,
- float edge[24]) const {
- gfx::Rect tile_rect = quad->visible_rect;
-
- bool clipped = false;
- gfx::QuadF device_layer_quad = MathUtil::MapQuad(
- device_transform, gfx::QuadF(quad->visibleContentRect()), &clipped);
- DCHECK(!clipped);
-
- // TODO(reveman): Axis-aligned is not enough to avoid anti-aliasing.
- // Bounding rectangle for quad also needs to be expressible as an integer
- // rectangle. crbug.com/169374
- bool is_axis_aligned_in_target = device_layer_quad.IsRectilinear();
- bool use_aa = !clipped && !is_axis_aligned_in_target && quad->IsEdge();
-
- if (!use_aa)
- return false;
-
- LayerQuad device_layer_bounds(gfx::QuadF(device_layer_quad.BoundingBox()));
- device_layer_bounds.InflateAntiAliasingDistance();
-
- LayerQuad device_layer_edges(device_layer_quad);
- device_layer_edges.InflateAntiAliasingDistance();
-
- device_layer_edges.ToFloatArray(edge);
- device_layer_bounds.ToFloatArray(&edge[12]);
-
- gfx::PointF bottom_right = tile_rect.bottom_right();
- gfx::PointF bottom_left = tile_rect.bottom_left();
- gfx::PointF top_left = tile_rect.origin();
- gfx::PointF top_right = tile_rect.top_right();
-
- // Map points to device space.
- bottom_right = MathUtil::MapPoint(device_transform, bottom_right, &clipped);
- DCHECK(!clipped);
- bottom_left = MathUtil::MapPoint(device_transform, bottom_left, &clipped);
- DCHECK(!clipped);
- top_left = MathUtil::MapPoint(device_transform, top_left, &clipped);
- DCHECK(!clipped);
- top_right = MathUtil::MapPoint(device_transform, top_right, &clipped);
- DCHECK(!clipped);
-
- LayerQuad::Edge bottom_edge(bottom_right, bottom_left);
- LayerQuad::Edge left_edge(bottom_left, top_left);
- LayerQuad::Edge top_edge(top_left, top_right);
- LayerQuad::Edge right_edge(top_right, bottom_right);
-
- // Only apply anti-aliasing to edges not clipped by culling or scissoring.
- if (quad->IsTopEdge() && tile_rect.y() == quad->rect.y())
- top_edge = device_layer_edges.top();
- if (quad->IsLeftEdge() && tile_rect.x() == quad->rect.x())
- left_edge = device_layer_edges.left();
- if (quad->IsRightEdge() && tile_rect.right() == quad->rect.right())
- right_edge = device_layer_edges.right();
- if (quad->IsBottomEdge() && tile_rect.bottom() == quad->rect.bottom())
- bottom_edge = device_layer_edges.bottom();
-
- float sign = gfx::QuadF(tile_rect).IsCounterClockwise() ? -1 : 1;
- bottom_edge.scale(sign);
- left_edge.scale(sign);
- top_edge.scale(sign);
- right_edge.scale(sign);
-
- // Create device space quad.
- LayerQuad device_quad(left_edge, top_edge, right_edge, bottom_edge);
-
- // Map device space quad to local space. deviceTransform has no 3d
- // component since it was flattened, so we don't need to project. We should
- // have already checked that the transform was uninvertible above.
- gfx::Transform inverse_device_transform(
- gfx::Transform::kSkipInitialization);
- bool did_invert = device_transform.GetInverse(&inverse_device_transform);
- DCHECK(did_invert);
- *local_quad = MathUtil::MapQuad(
- inverse_device_transform, device_quad.ToQuadF(), &clipped);
- // We should not DCHECK(!clipped) here, because anti-aliasing inflation may
- // cause deviceQuad to become clipped. To our knowledge this scenario does
- // not need to be handled differently than the unclipped case.
-
- return true;
-}
-
-void GLRenderer::DrawSolidColorQuad(const DrawingFrame& frame,
- const SolidColorDrawQuad* quad) {
- SetBlendEnabled(quad->ShouldDrawWithBlending());
- gfx::Rect tile_rect = quad->visible_rect;
-
- gfx::Transform device_transform =
- frame.window_matrix * frame.projection_matrix * quad->quadTransform();
- device_transform.FlattenTo2d();
- if (!device_transform.IsInvertible())
- return;
-
- gfx::QuadF local_quad = gfx::QuadF(gfx::RectF(tile_rect));
- float edge[24];
- bool use_aa = SetupQuadForAntialiasing(
- device_transform, quad, &local_quad, edge);
-
- SolidColorProgramUniforms uniforms;
- if (use_aa)
- SolidColorUniformLocation(GetSolidColorProgramAA(), &uniforms);
- else
- SolidColorUniformLocation(GetSolidColorProgram(), &uniforms);
- SetUseProgram(uniforms.program);
-
- SkColor color = quad->color;
- float opacity = quad->opacity();
- float alpha = (SkColorGetA(color) * (1.0f / 255.0f)) * opacity;
-
- GLC(Context(),
- Context()->uniform4f(uniforms.color_location,
- (SkColorGetR(color) * (1.0f / 255.0f)) * alpha,
- (SkColorGetG(color) * (1.0f / 255.0f)) * alpha,
- (SkColorGetB(color) * (1.0f / 255.0f)) * alpha,
- alpha));
-
- if (use_aa)
- GLC(Context(), Context()->uniform3fv(uniforms.edge_location, 8, edge));
-
- // Enable blending when the quad properties require it or if we decided
- // to use antialiasing.
- SetBlendEnabled(quad->ShouldDrawWithBlending() || use_aa);
-
- // Normalize to tileRect.
- local_quad.Scale(1.0f / tile_rect.width(), 1.0f / tile_rect.height());
-
- SetShaderQuadF(local_quad, uniforms.point_location);
-
- // The transform and vertex data are used to figure out the extents that the
- // un-antialiased quad should have and which vertex this is and the float
- // quad passed in via uniform is the actual geometry that gets used to draw
- // it. This is why this centered rect is used and not the original quadRect.
- gfx::RectF centered_rect(gfx::PointF(-0.5f * tile_rect.width(),
- -0.5f * tile_rect.height()),
- tile_rect.size());
- DrawQuadGeometry(frame, quad->quadTransform(),
- centered_rect, uniforms.matrix_location);
-}
-
-struct TileProgramUniforms {
- unsigned program;
- unsigned sampler_location;
- unsigned vertex_tex_transform_location;
- unsigned fragment_tex_transform_location;
- unsigned edge_location;
- unsigned matrix_location;
- unsigned alpha_location;
- unsigned point_location;
-};
-
-template <class T>
-static void TileUniformLocation(T program, TileProgramUniforms* uniforms) {
- uniforms->program = program->program();
- uniforms->vertex_tex_transform_location =
- program->vertex_shader().vertexTexTransformLocation();
- uniforms->matrix_location = program->vertex_shader().matrixLocation();
- uniforms->point_location = program->vertex_shader().pointLocation();
-
- uniforms->sampler_location = program->fragment_shader().samplerLocation();
- uniforms->alpha_location = program->fragment_shader().alphaLocation();
- uniforms->fragment_tex_transform_location =
- program->fragment_shader().fragmentTexTransformLocation();
- uniforms->edge_location = program->fragment_shader().edgeLocation();
-}
-
-void GLRenderer::DrawTileQuad(const DrawingFrame& frame,
- const TileDrawQuad* quad) {
- gfx::Rect tile_rect = quad->visible_rect;
-
- gfx::RectF tex_coord_rect = quad->tex_coord_rect;
- float tex_to_geom_scale_x = quad->rect.width() / tex_coord_rect.width();
- float tex_to_geom_scale_y = quad->rect.height() / tex_coord_rect.height();
-
- // tex_coord_rect corresponds to quad_rect, but quadVisibleRect may be
- // smaller than quad_rect due to occlusion or clipping. Adjust
- // tex_coord_rect to match.
- gfx::Vector2d top_left_diff = tile_rect.origin() - quad->rect.origin();
- gfx::Vector2d bottom_right_diff =
- tile_rect.bottom_right() - quad->rect.bottom_right();
- tex_coord_rect.Inset(top_left_diff.x() / tex_to_geom_scale_x,
- top_left_diff.y() / tex_to_geom_scale_y,
- -bottom_right_diff.x() / tex_to_geom_scale_x,
- -bottom_right_diff.y() / tex_to_geom_scale_y);
-
- gfx::RectF clamp_geom_rect(tile_rect);
- gfx::RectF clamp_tex_rect(tex_coord_rect);
- // Clamp texture coordinates to avoid sampling outside the layer
- // by deflating the tile region half a texel or half a texel
- // minus epsilon for one pixel layers. The resulting clamp region
- // is mapped to the unit square by the vertex shader and mapped
- // back to normalized texture coordinates by the fragment shader
- // after being clamped to 0-1 range.
- const float epsilon = 1.0f / 1024.0f;
- float tex_clamp_x = std::min(0.5f, 0.5f * clamp_tex_rect.width() - epsilon);
- float tex_clamp_y = std::min(0.5f, 0.5f * clamp_tex_rect.height() - epsilon);
- float geom_clamp_x = std::min(tex_clamp_x * tex_to_geom_scale_x,
- 0.5f * clamp_geom_rect.width() - epsilon);
- float geom_clamp_y = std::min(tex_clamp_y * tex_to_geom_scale_y,
- 0.5f * clamp_geom_rect.height() - epsilon);
- clamp_geom_rect.Inset(geom_clamp_x, geom_clamp_y, geom_clamp_x, geom_clamp_y);
- clamp_tex_rect.Inset(tex_clamp_x, tex_clamp_y, tex_clamp_x, tex_clamp_y);
-
- // Map clamping rectangle to unit square.
- float vertex_tex_translate_x = -clamp_geom_rect.x() / clamp_geom_rect.width();
- float vertex_tex_translate_y =
- -clamp_geom_rect.y() / clamp_geom_rect.height();
- float vertex_tex_scale_x = tile_rect.width() / clamp_geom_rect.width();
- float vertex_tex_scale_y = tile_rect.height() / clamp_geom_rect.height();
-
- // Map to normalized texture coordinates.
- gfx::Size texture_size = quad->texture_size;
- float fragment_tex_translate_x = clamp_tex_rect.x() / texture_size.width();
- float fragment_tex_translate_y = clamp_tex_rect.y() / texture_size.height();
- float fragment_tex_scale_x = clamp_tex_rect.width() / texture_size.width();
- float fragment_tex_scale_y = clamp_tex_rect.height() / texture_size.height();
-
- gfx::Transform device_transform =
- frame.window_matrix * frame.projection_matrix * quad->quadTransform();
- device_transform.FlattenTo2d();
- if (!device_transform.IsInvertible())
- return;
-
- gfx::QuadF local_quad = gfx::QuadF(gfx::RectF(tile_rect));
- float edge[24];
- bool use_aa = SetupQuadForAntialiasing(
- device_transform, quad, &local_quad, edge);
-
- TileProgramUniforms uniforms;
- if (use_aa) {
- if (quad->swizzle_contents)
- TileUniformLocation(GetTileProgramSwizzleAA(), &uniforms);
- else
- TileUniformLocation(GetTileProgramAA(), &uniforms);
- } else {
- if (quad->ShouldDrawWithBlending()) {
- if (quad->swizzle_contents)
- TileUniformLocation(GetTileProgramSwizzle(), &uniforms);
- else
- TileUniformLocation(GetTileProgram(), &uniforms);
- } else {
- if (quad->swizzle_contents)
- TileUniformLocation(GetTileProgramSwizzleOpaque(), &uniforms);
- else
- TileUniformLocation(GetTileProgramOpaque(), &uniforms);
- }
- }
-
- SetUseProgram(uniforms.program);
- GLC(Context(), Context()->uniform1i(uniforms.sampler_location, 0));
- bool scaled = (tex_to_geom_scale_x != 1.f || tex_to_geom_scale_y != 1.f);
- GLenum filter = (use_aa || scaled ||
- !quad->quadTransform().IsIdentityOrIntegerTranslation())
- ? GL_LINEAR
- : GL_NEAREST;
- ResourceProvider::ScopedSamplerGL quad_resource_lock(
- resource_provider_, quad->resource_id, GL_TEXTURE_2D, filter);
-
- if (use_aa) {
- GLC(Context(), Context()->uniform3fv(uniforms.edge_location, 8, edge));
-
- GLC(Context(),
- Context()->uniform4f(uniforms.vertex_tex_transform_location,
- vertex_tex_translate_x,
- vertex_tex_translate_y,
- vertex_tex_scale_x,
- vertex_tex_scale_y));
- GLC(Context(),
- Context()->uniform4f(uniforms.fragment_tex_transform_location,
- fragment_tex_translate_x,
- fragment_tex_translate_y,
- fragment_tex_scale_x,
- fragment_tex_scale_y));
- } else {
- // Move fragment shader transform to vertex shader. We can do this while
- // still producing correct results as fragment_tex_transform_location
- // should always be non-negative when tiles are transformed in a way
- // that could result in sampling outside the layer.
- vertex_tex_scale_x *= fragment_tex_scale_x;
- vertex_tex_scale_y *= fragment_tex_scale_y;
- vertex_tex_translate_x *= fragment_tex_scale_x;
- vertex_tex_translate_y *= fragment_tex_scale_y;
- vertex_tex_translate_x += fragment_tex_translate_x;
- vertex_tex_translate_y += fragment_tex_translate_y;
-
- GLC(Context(),
- Context()->uniform4f(uniforms.vertex_tex_transform_location,
- vertex_tex_translate_x,
- vertex_tex_translate_y,
- vertex_tex_scale_x,
- vertex_tex_scale_y));
- }
-
- // Enable blending when the quad properties require it or if we decided
- // to use antialiasing.
- SetBlendEnabled(quad->ShouldDrawWithBlending() || use_aa);
-
- // Normalize to tile_rect.
- local_quad.Scale(1.0f / tile_rect.width(), 1.0f / tile_rect.height());
-
- SetShaderOpacity(quad->opacity(), uniforms.alpha_location);
- SetShaderQuadF(local_quad, uniforms.point_location);
-
- // The transform and vertex data are used to figure out the extents that the
- // un-antialiased quad should have and which vertex this is and the float
- // quad passed in via uniform is the actual geometry that gets used to draw
- // it. This is why this centered rect is used and not the original quad_rect.
- gfx::RectF centeredRect(
- gfx::PointF(-0.5f * tile_rect.width(), -0.5f * tile_rect.height()),
- tile_rect.size());
- DrawQuadGeometry(
- frame, quad->quadTransform(), centeredRect, uniforms.matrix_location);
-}
-
-void GLRenderer::DrawYUVVideoQuad(const DrawingFrame& frame,
- const YUVVideoDrawQuad* quad) {
- SetBlendEnabled(quad->ShouldDrawWithBlending());
-
- const VideoYUVProgram* program = GetVideoYUVProgram();
- DCHECK(program && (program->initialized() || IsContextLost()));
-
- const VideoLayerImpl::FramePlane& y_plane = quad->y_plane;
- const VideoLayerImpl::FramePlane& u_plane = quad->u_plane;
- const VideoLayerImpl::FramePlane& v_plane = quad->v_plane;
-
- GLC(Context(), Context()->activeTexture(GL_TEXTURE1));
- ResourceProvider::ScopedSamplerGL y_plane_lock(
- resource_provider_, y_plane.resource_id, GL_TEXTURE_2D, GL_LINEAR);
- GLC(Context(), Context()->activeTexture(GL_TEXTURE2));
- ResourceProvider::ScopedSamplerGL u_plane_lock(
- resource_provider_, u_plane.resource_id, GL_TEXTURE_2D, GL_LINEAR);
- GLC(Context(), Context()->activeTexture(GL_TEXTURE3));
- ResourceProvider::ScopedSamplerGL v_plane_lock(
- resource_provider_, v_plane.resource_id, GL_TEXTURE_2D, GL_LINEAR);
-
- SetUseProgram(program->program());
-
- GLC(Context(),
- Context()->uniform2f(program->vertex_shader().texScaleLocation(),
- quad->tex_scale.width(),
- quad->tex_scale.height()));
- GLC(Context(),
- Context()->uniform1i(program->fragment_shader().yTextureLocation(), 1));
- GLC(Context(),
- Context()->uniform1i(program->fragment_shader().uTextureLocation(), 2));
- GLC(Context(),
- Context()->uniform1i(program->fragment_shader().vTextureLocation(), 3));
-
- // These values are magic numbers that are used in the transformation from YUV
- // to RGB color values. They are taken from the following webpage:
- // http://www.fourcc.org/fccyvrgb.php
- float yuv_to_rgb[9] = {
- 1.164f, 1.164f, 1.164f,
- 0.0f, -.391f, 2.018f,
- 1.596f, -.813f, 0.0f,
- };
- GLC(Context(),
- Context()->uniformMatrix3fv(
- program->fragment_shader().yuvMatrixLocation(), 1, 0, yuv_to_rgb));
-
- // These values map to 16, 128, and 128 respectively, and are computed
- // as a fraction over 256 (e.g. 16 / 256 = 0.0625).
- // They are used in the YUV to RGBA conversion formula:
- // Y - 16 : Gives 16 values of head and footroom for overshooting
- // U - 128 : Turns unsigned U into signed U [-128,127]
- // V - 128 : Turns unsigned V into signed V [-128,127]
- float yuv_adjust[3] = { -0.0625f, -0.5f, -0.5f, };
- GLC(Context(),
- Context()->uniform3fv(
- program->fragment_shader().yuvAdjLocation(), 1, yuv_adjust));
-
- SetShaderOpacity(quad->opacity(), program->fragment_shader().alphaLocation());
- DrawQuadGeometry(frame,
- quad->quadTransform(),
- quad->rect,
- program->vertex_shader().matrixLocation());
-
- // Reset active texture back to texture 0.
- GLC(Context(), Context()->activeTexture(GL_TEXTURE0));
-}
-
-void GLRenderer::DrawStreamVideoQuad(const DrawingFrame& frame,
- const StreamVideoDrawQuad* quad) {
- SetBlendEnabled(quad->ShouldDrawWithBlending());
-
- static float gl_matrix[16];
-
- DCHECK(capabilities_.using_egl_image);
-
- const VideoStreamTextureProgram* program = GetVideoStreamTextureProgram();
- SetUseProgram(program->program());
-
- ToGLMatrix(&gl_matrix[0], quad->matrix);
- GLC(Context(),
- Context()->uniformMatrix4fv(
- program->vertex_shader().texMatrixLocation(), 1, false, gl_matrix));
-
- GLC(Context(),
- Context()->bindTexture(GL_TEXTURE_EXTERNAL_OES, quad->texture_id));
-
- GLC(Context(),
- Context()->uniform1i(program->fragment_shader().samplerLocation(), 0));
-
- SetShaderOpacity(quad->opacity(), program->fragment_shader().alphaLocation());
- DrawQuadGeometry(frame,
- quad->quadTransform(),
- quad->rect,
- program->vertex_shader().matrixLocation());
-}
-
-struct TextureProgramBinding {
- template <class Program>
- void Set(Program* program, WebKit::WebGraphicsContext3D* context) {
- DCHECK(program && (program->initialized() || context->isContextLost()));
- program_id = program->program();
- sampler_location = program->fragment_shader().samplerLocation();
- matrix_location = program->vertex_shader().matrixLocation();
- alpha_location = program->fragment_shader().alphaLocation();
- }
- int program_id;
- int sampler_location;
- int matrix_location;
- int alpha_location;
-};
-
-struct TexTransformTextureProgramBinding : TextureProgramBinding {
- template <class Program>
- void Set(Program* program, WebKit::WebGraphicsContext3D* context) {
- TextureProgramBinding::Set(program, context);
- tex_transform_location = program->vertex_shader().texTransformLocation();
- vertex_opacity_location = program->vertex_shader().vertexOpacityLocation();
- }
- int tex_transform_location;
- int vertex_opacity_location;
-};
-
-void GLRenderer::FlushTextureQuadCache() {
- // Check to see if we have anything to draw.
- if (draw_cache_.program_id == 0)
- return;
-
- // Set the correct blending mode.
- SetBlendEnabled(draw_cache_.needs_blending);
-
- // Bind the program to the GL state.
- SetUseProgram(draw_cache_.program_id);
-
- // Bind the correct texture sampler location.
- GLC(Context(), Context()->uniform1i(draw_cache_.sampler_location, 0));
-
- // Assume the current active textures is 0.
- ResourceProvider::ScopedReadLockGL locked_quad(resource_provider_,
- draw_cache_.resource_id);
- GLC(Context(),
- Context()->bindTexture(GL_TEXTURE_2D, locked_quad.texture_id()));
-
- // set up premultiplied alpha.
- if (!draw_cache_.use_premultiplied_alpha) {
- // As it turns out, the premultiplied alpha blending function (ONE,
- // ONE_MINUS_SRC_ALPHA) will never cause the alpha channel to be set to
- // anything less than 1.0f if it is initialized to that value! Therefore,
- // premultipliedAlpha being false is the first situation we can generally
- // see an alpha channel less than 1.0f coming out of the compositor. This is
- // causing platform differences in some layout tests (see
- // https://bugs.webkit.org/show_bug.cgi?id=82412), so in this situation, use
- // a separate blend function for the alpha channel to avoid modifying it.
- // Don't use colorMask for this as it has performance implications on some
- // platforms.
- GLC(Context(),
- Context()->blendFuncSeparate(
- GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE));
- }
-
- COMPILE_ASSERT(sizeof(Float4) == 4 * sizeof(float), struct_is_densely_packed);
- COMPILE_ASSERT(sizeof(Float16) == 16 * sizeof(float),
- struct_is_densely_packed);
-
- // Upload the tranforms for both points and uvs.
- GLC(context_,
- context_->uniformMatrix4fv(
- static_cast<int>(draw_cache_.matrix_location),
- static_cast<int>(draw_cache_.matrix_data.size()),
- false,
- reinterpret_cast<float*>(&draw_cache_.matrix_data.front())));
- GLC(context_,
- context_->uniform4fv(
- static_cast<int>(draw_cache_.uv_xform_location),
- static_cast<int>(draw_cache_.uv_xform_data.size()),
- reinterpret_cast<float*>(&draw_cache_.uv_xform_data.front())));
- GLC(context_,
- context_->uniform1fv(
- static_cast<int>(draw_cache_.vertex_opacity_location),
- static_cast<int>(draw_cache_.vertex_opacity_data.size()),
- static_cast<float*>(&draw_cache_.vertex_opacity_data.front())));
-
- // Draw the quads!
- GLC(context_,
- context_->drawElements(GL_TRIANGLES,
- 6 * draw_cache_.matrix_data.size(),
- GL_UNSIGNED_SHORT,
- 0));
-
- // Clean up after ourselves (reset state set above).
- if (!draw_cache_.use_premultiplied_alpha)
- GLC(context_, context_->blendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA));
-
- // Clear the cache.
- draw_cache_.program_id = 0;
- draw_cache_.uv_xform_data.resize(0);
- draw_cache_.vertex_opacity_data.resize(0);
- draw_cache_.matrix_data.resize(0);
-}
-
-void GLRenderer::EnqueueTextureQuad(const DrawingFrame& frame,
- const TextureDrawQuad* quad) {
- // Choose the correct texture program binding
- TexTransformTextureProgramBinding binding;
- if (quad->flipped)
- binding.Set(GetTextureProgramFlip(), Context());
- else
- binding.Set(GetTextureProgram(), Context());
-
- int resource_id = quad->resource_id;
-
- if (draw_cache_.program_id != binding.program_id ||
- draw_cache_.resource_id != resource_id ||
- draw_cache_.use_premultiplied_alpha != quad->premultiplied_alpha ||
- draw_cache_.needs_blending != quad->ShouldDrawWithBlending() ||
- draw_cache_.matrix_data.size() >= 8) {
- FlushTextureQuadCache();
- draw_cache_.program_id = binding.program_id;
- draw_cache_.resource_id = resource_id;
- draw_cache_.use_premultiplied_alpha = quad->premultiplied_alpha;
- draw_cache_.needs_blending = quad->ShouldDrawWithBlending();
-
- draw_cache_.uv_xform_location = binding.tex_transform_location;
- draw_cache_.vertex_opacity_location = binding.vertex_opacity_location;
- draw_cache_.matrix_location = binding.matrix_location;
- draw_cache_.sampler_location = binding.sampler_location;
- }
-
- // Generate the uv-transform
- gfx::PointF uv0 = quad->uv_top_left;
- gfx::PointF uv1 = quad->uv_bottom_right;
- Float4 uv = { { uv0.x(), uv0.y(), uv1.x() - uv0.x(), uv1.y() - uv0.y() } };
- draw_cache_.uv_xform_data.push_back(uv);
-
- // Generate the vertex opacity
- const float opacity = quad->opacity();
- draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[0] * opacity);
- draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[1] * opacity);
- draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[2] * opacity);
- draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[3] * opacity);
-
- // Generate the transform matrix
- gfx::Transform quad_rect_matrix;
- QuadRectTransform(&quad_rect_matrix, quad->quadTransform(), quad->rect);
- quad_rect_matrix = frame.projection_matrix * quad_rect_matrix;
-
- Float16 m;
- quad_rect_matrix.matrix().asColMajorf(m.data);
- draw_cache_.matrix_data.push_back(m);
-}
-
-void GLRenderer::DrawTextureQuad(const DrawingFrame& frame,
- const TextureDrawQuad* quad) {
- TexTransformTextureProgramBinding binding;
- if (quad->flipped)
- binding.Set(GetTextureProgramFlip(), Context());
- else
- binding.Set(GetTextureProgram(), Context());
- SetUseProgram(binding.program_id);
- GLC(Context(), Context()->uniform1i(binding.sampler_location, 0));
- gfx::PointF uv0 = quad->uv_top_left;
- gfx::PointF uv1 = quad->uv_bottom_right;
- GLC(Context(),
- Context()->uniform4f(binding.tex_transform_location,
- uv0.x(),
- uv0.y(),
- uv1.x() - uv0.x(),
- uv1.y() - uv0.y()));
-
- GLC(Context(),
- Context()->uniform1fv(
- binding.vertex_opacity_location, 4, quad->vertex_opacity));
-
- ResourceProvider::ScopedSamplerGL quad_resource_lock(
- resource_provider_, quad->resource_id, GL_TEXTURE_2D, GL_LINEAR);
-
- if (!quad->premultiplied_alpha) {
- // As it turns out, the premultiplied alpha blending function (ONE,
- // ONE_MINUS_SRC_ALPHA) will never cause the alpha channel to be set to
- // anything less than 1.0f if it is initialized to that value! Therefore,
- // premultipliedAlpha being false is the first situation we can generally
- // see an alpha channel less than 1.0f coming out of the compositor. This is
- // causing platform differences in some layout tests (see
- // https://bugs.webkit.org/show_bug.cgi?id=82412), so in this situation, use
- // a separate blend function for the alpha channel to avoid modifying it.
- // Don't use colorMask for this as it has performance implications on some
- // platforms.
- GLC(Context(),
- Context()->blendFuncSeparate(
- GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE));
- }
-
- DrawQuadGeometry(
- frame, quad->quadTransform(), quad->rect, binding.matrix_location);
-
- if (!quad->premultiplied_alpha)
- GLC(context_, context_->blendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA));
-}
-
-void GLRenderer::DrawIOSurfaceQuad(const DrawingFrame& frame,
- const IOSurfaceDrawQuad* quad) {
- SetBlendEnabled(quad->ShouldDrawWithBlending());
-
- TexTransformTextureProgramBinding binding;
- binding.Set(GetTextureIOSurfaceProgram(), Context());
-
- SetUseProgram(binding.program_id);
- GLC(Context(), Context()->uniform1i(binding.sampler_location, 0));
- if (quad->orientation == IOSurfaceDrawQuad::FLIPPED) {
- GLC(Context(),
- Context()->uniform4f(binding.tex_transform_location,
- 0,
- quad->io_surface_size.height(),
- quad->io_surface_size.width(),
- quad->io_surface_size.height() * -1.0f));
- } else {
- GLC(Context(),
- Context()->uniform4f(binding.tex_transform_location,
- 0,
- 0,
- quad->io_surface_size.width(),
- quad->io_surface_size.height()));
- }
-
- const float vertex_opacity[] = { quad->opacity(), quad->opacity(),
- quad->opacity(), quad->opacity() };
- GLC(Context(),
- Context()->uniform1fv(
- binding.vertex_opacity_location, 4, vertex_opacity));
-
- GLC(Context(),
- Context()->bindTexture(GL_TEXTURE_RECTANGLE_ARB,
- quad->io_surface_texture_id));
-
- DrawQuadGeometry(
- frame, quad->quadTransform(), quad->rect, binding.matrix_location);
-
- GLC(Context(), Context()->bindTexture(GL_TEXTURE_RECTANGLE_ARB, 0));
-}
-
-void GLRenderer::FinishDrawingFrame(DrawingFrame& frame) {
- current_framebuffer_lock_.reset();
- swap_buffer_rect_.Union(gfx::ToEnclosingRect(frame.root_damage_rect));
-
- GLC(context_, context_->disable(GL_BLEND));
- blend_shadow_ = false;
-
- if (Settings().compositorFrameMessage) {
- CompositorFrame compositor_frame;
- compositor_frame.metadata = client_->MakeCompositorFrameMetadata();
- output_surface_->SendFrameToParentCompositor(&compositor_frame);
- }
-}
-
-void GLRenderer::FinishDrawingQuadList() { FlushTextureQuadCache(); }
-
-bool GLRenderer::FlippedFramebuffer() const { return true; }
-
-void GLRenderer::EnsureScissorTestEnabled() {
- if (is_scissor_enabled_)
- return;
-
- FlushTextureQuadCache();
- GLC(context_, context_->enable(GL_SCISSOR_TEST));
- is_scissor_enabled_ = true;
-}
-
-void GLRenderer::EnsureScissorTestDisabled() {
- if (!is_scissor_enabled_)
- return;
-
- FlushTextureQuadCache();
- GLC(context_, context_->disable(GL_SCISSOR_TEST));
- is_scissor_enabled_ = false;
-}
-
-void GLRenderer::ToGLMatrix(float* gl_matrix, const gfx::Transform& transform) {
- transform.matrix().asColMajorf(gl_matrix);
-}
-
-void GLRenderer::SetShaderQuadF(const gfx::QuadF& quad, int quad_location) {
- if (quad_location == -1)
- return;
-
- float point[8];
- point[0] = quad.p1().x();
- point[1] = quad.p1().y();
- point[2] = quad.p2().x();
- point[3] = quad.p2().y();
- point[4] = quad.p3().x();
- point[5] = quad.p3().y();
- point[6] = quad.p4().x();
- point[7] = quad.p4().y();
- GLC(context_, context_->uniform2fv(quad_location, 4, point));
-}
-
-void GLRenderer::SetShaderOpacity(float opacity, int alpha_location) {
- if (alpha_location != -1)
- GLC(context_, context_->uniform1f(alpha_location, opacity));
-}
-
-void GLRenderer::SetBlendEnabled(bool enabled) {
- if (enabled == blend_shadow_)
- return;
-
- if (enabled)
- GLC(context_, context_->enable(GL_BLEND));
- else
- GLC(context_, context_->disable(GL_BLEND));
- blend_shadow_ = enabled;
-}
-
-void GLRenderer::SetUseProgram(unsigned program) {
- if (program == program_shadow_)
- return;
- GLC(context_, context_->useProgram(program));
- program_shadow_ = program;
-}
-
-void GLRenderer::DrawQuadGeometry(const DrawingFrame& frame,
- const gfx::Transform& draw_transform,
- const gfx::RectF& quad_rect,
- int matrix_location) {
- gfx::Transform quad_rect_matrix;
- QuadRectTransform(&quad_rect_matrix, draw_transform, quad_rect);
- static float gl_matrix[16];
- ToGLMatrix(&gl_matrix[0], frame.projection_matrix * quad_rect_matrix);
- GLC(context_,
- context_->uniformMatrix4fv(matrix_location, 1, false, &gl_matrix[0]));
-
- GLC(context_, context_->drawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0));
-}
-
-void GLRenderer::CopyTextureToFramebuffer(const DrawingFrame& frame,
- int texture_id,
- gfx::Rect rect,
- const gfx::Transform& draw_matrix) {
- const RenderPassProgram* program = GetRenderPassProgram();
-
- GLC(Context(), Context()->bindTexture(GL_TEXTURE_2D, texture_id));
-
- SetUseProgram(program->program());
- GLC(Context(),
- Context()->uniform1i(program->fragment_shader().samplerLocation(), 0));
- GLC(Context(),
- Context()->uniform4f(program->vertex_shader().texTransformLocation(),
- 0.0f,
- 0.0f,
- 1.0f,
- 1.0f));
- SetShaderOpacity(1, program->fragment_shader().alphaLocation());
- DrawQuadGeometry(
- frame, draw_matrix, rect, program->vertex_shader().matrixLocation());
-}
-
-void GLRenderer::Finish() {
- TRACE_EVENT0("cc", "GLRenderer::finish");
- context_->finish();
-}
-
-bool GLRenderer::SwapBuffers() {
- DCHECK(visible_);
- DCHECK(!is_backbuffer_discarded_);
-
- TRACE_EVENT0("cc", "GLRenderer::swapBuffers");
- // We're done! Time to swapbuffers!
-
- if (capabilities_.using_partial_swap) {
- // If supported, we can save significant bandwidth by only swapping the
- // damaged/scissored region (clamped to the viewport)
- swap_buffer_rect_.Intersect(gfx::Rect(gfx::Point(), ViewportSize()));
- int flipped_y_pos_of_rect_bottom =
- ViewportHeight() - swap_buffer_rect_.y() - swap_buffer_rect_.height();
- output_surface_->PostSubBuffer(gfx::Rect(swap_buffer_rect_.x(),
- flipped_y_pos_of_rect_bottom,
- swap_buffer_rect_.width(),
- swap_buffer_rect_.height()));
- } else {
- output_surface_->SwapBuffers();
- }
-
- swap_buffer_rect_ = gfx::Rect();
-
- // We don't have real fences, so we mark read fences as passed
- // assuming a double-buffered GPU pipeline. A texture can be
- // written to after one full frame has past since it was last read.
- if (last_swap_fence_)
- static_cast<SimpleSwapFence*>(last_swap_fence_.get())->SetHasPassed();
- last_swap_fence_ = resource_provider_->GetReadLockFence();
- resource_provider_->SetReadLockFence(new SimpleSwapFence());
-
- return true;
-}
-
-void GLRenderer::ReceiveCompositorFrameAck(const CompositorFrameAck& ack) {
- onSwapBuffersComplete();
-}
-
-void GLRenderer::onSwapBuffersComplete() { client_->OnSwapBuffersComplete(); }
-
-void GLRenderer::onMemoryAllocationChanged(
- WebGraphicsMemoryAllocation allocation) {
- // Just ignore the memory manager when it says to set the limit to zero
- // bytes. This will happen when the memory manager thinks that the renderer
- // is not visible (which the renderer knows better).
- if (allocation.bytesLimitWhenVisible) {
- ManagedMemoryPolicy policy(
- allocation.bytesLimitWhenVisible,
- PriorityCutoff(allocation.priorityCutoffWhenVisible),
- allocation.bytesLimitWhenNotVisible,
- PriorityCutoff(allocation.priorityCutoffWhenNotVisible));
-
- if (allocation.enforceButDoNotKeepAsPolicy)
- client_->EnforceManagedMemoryPolicy(policy);
- else
- client_->SetManagedMemoryPolicy(policy);
- }
-
- bool old_discard_backbuffer_when_not_visible =
- discard_backbuffer_when_not_visible_;
- discard_backbuffer_when_not_visible_ = !allocation.suggestHaveBackbuffer;
- EnforceMemoryPolicy();
- if (allocation.enforceButDoNotKeepAsPolicy)
- discard_backbuffer_when_not_visible_ =
- old_discard_backbuffer_when_not_visible;
-}
-
-ManagedMemoryPolicy::PriorityCutoff GLRenderer::PriorityCutoff(
- WebKit::WebGraphicsMemoryAllocation::PriorityCutoff priority_cutoff) {
- // This is simple a 1:1 map, the names differ only because the WebKit names
- // should be to match the cc names.
- switch (priority_cutoff) {
- case WebKit::WebGraphicsMemoryAllocation::PriorityCutoffAllowNothing:
- return ManagedMemoryPolicy::CUTOFF_ALLOW_NOTHING;
- case WebKit::WebGraphicsMemoryAllocation::PriorityCutoffAllowVisibleOnly:
- return ManagedMemoryPolicy::CUTOFF_ALLOW_REQUIRED_ONLY;
- case WebKit::WebGraphicsMemoryAllocation::
- PriorityCutoffAllowVisibleAndNearby:
- return ManagedMemoryPolicy::CUTOFF_ALLOW_NICE_TO_HAVE;
- case WebKit::WebGraphicsMemoryAllocation::PriorityCutoffAllowEverything:
- return ManagedMemoryPolicy::CUTOFF_ALLOW_EVERYTHING;
- }
- NOTREACHED();
- return ManagedMemoryPolicy::CUTOFF_ALLOW_NOTHING;
-}
-
-void GLRenderer::EnforceMemoryPolicy() {
- if (!visible_) {
- TRACE_EVENT0("cc", "GLRenderer::enforceMemoryPolicy dropping resources");
- ReleaseRenderPassTextures();
- if (discard_backbuffer_when_not_visible_)
- DiscardBackbuffer();
- resource_provider_->ReleaseCachedData();
- GLC(context_, context_->flush());
- }
-}
-
-void GLRenderer::DiscardBackbuffer() {
- if (is_backbuffer_discarded_)
- return;
-
- output_surface_->DiscardBackbuffer();
-
- is_backbuffer_discarded_ = true;
-
- // Damage tracker needs a full reset every time framebuffer is discarded.
- client_->SetFullRootLayerDamage();
-}
-
-void GLRenderer::EnsureBackbuffer() {
- if (!is_backbuffer_discarded_)
- return;
-
- output_surface_->EnsureBackbuffer();
- is_backbuffer_discarded_ = false;
-}
-
-void GLRenderer::onContextLost() { client_->DidLoseOutputSurface(); }
-
-void GLRenderer::GetFramebufferPixels(void* pixels, gfx::Rect rect) {
- DCHECK(rect.right() <= ViewportWidth());
- DCHECK(rect.bottom() <= ViewportHeight());
-
- if (!pixels)
- return;
-
- MakeContextCurrent();
-
- bool do_workaround = NeedsIOSurfaceReadbackWorkaround();
-
- GLuint temporary_texture = 0;
- GLuint temporary_fbo = 0;
-
- if (do_workaround) {
- // On Mac OS X, calling glReadPixels against an FBO whose color attachment
- // is an IOSurface-backed texture causes corruption of future glReadPixels
- // calls, even those on different OpenGL contexts. It is believed that this
- // is the root cause of top crasher
- // http://crbug.com/99393. <rdar://problem/10949687>
-
- temporary_texture = context_->createTexture();
- GLC(context_, context_->bindTexture(GL_TEXTURE_2D, temporary_texture));
- GLC(context_,
- context_->texParameteri(
- GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
- GLC(context_,
- context_->texParameteri(
- GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
- GLC(context_,
- context_->texParameteri(
- GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
- GLC(context_,
- context_->texParameteri(
- GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
- // Copy the contents of the current (IOSurface-backed) framebuffer into a
- // temporary texture.
- GLC(context_,
- context_->copyTexImage2D(GL_TEXTURE_2D,
- 0,
- GL_RGBA,
- 0,
- 0,
- ViewportSize().width(),
- ViewportSize().height(),
- 0));
- temporary_fbo = context_->createFramebuffer();
- // Attach this texture to an FBO, and perform the readback from that FBO.
- GLC(context_, context_->bindFramebuffer(GL_FRAMEBUFFER, temporary_fbo));
- GLC(context_,
- context_->framebufferTexture2D(GL_FRAMEBUFFER,
- GL_COLOR_ATTACHMENT0,
- GL_TEXTURE_2D,
- temporary_texture,
- 0));
-
- DCHECK(context_->checkFramebufferStatus(GL_FRAMEBUFFER) ==
- GL_FRAMEBUFFER_COMPLETE);
- }
-
- scoped_array<uint8_t> src_pixels(
- new uint8_t[rect.width() * rect.height() * 4]);
- GLC(context_,
- context_->readPixels(rect.x(),
- ViewportSize().height() - rect.bottom(),
- rect.width(),
- rect.height(),
- GL_RGBA,
- GL_UNSIGNED_BYTE,
- src_pixels.get()));
-
- uint8_t* dest_pixels = static_cast<uint8_t*>(pixels);
- size_t row_bytes = rect.width() * 4;
- int num_rows = rect.height();
- size_t total_bytes = num_rows * row_bytes;
- for (size_t dest_y = 0; dest_y < total_bytes; dest_y += row_bytes) {
- // Flip Y axis.
- size_t src_y = total_bytes - dest_y - row_bytes;
- // Swizzle BGRA -> RGBA.
- for (size_t x = 0; x < row_bytes; x += 4) {
- dest_pixels[dest_y + (x + 0)] = src_pixels.get()[src_y + (x + 2)];
- dest_pixels[dest_y + (x + 1)] = src_pixels.get()[src_y + (x + 1)];
- dest_pixels[dest_y + (x + 2)] = src_pixels.get()[src_y + (x + 0)];
- dest_pixels[dest_y + (x + 3)] = src_pixels.get()[src_y + (x + 3)];
- }
- }
-
- if (do_workaround) {
- // Clean up.
- GLC(context_, context_->bindFramebuffer(GL_FRAMEBUFFER, 0));
- GLC(context_, context_->bindTexture(GL_TEXTURE_2D, 0));
- GLC(context_, context_->deleteFramebuffer(temporary_fbo));
- GLC(context_, context_->deleteTexture(temporary_texture));
- }
-
- EnforceMemoryPolicy();
-}
-
-bool GLRenderer::GetFramebufferTexture(ScopedResource* texture,
- gfx::Rect device_rect) {
- DCHECK(!texture->id() || (texture->size() == device_rect.size() &&
- texture->format() == GL_RGB));
-
- if (!texture->id() && !texture->Allocate(device_rect.size(),
- GL_RGB,
- ResourceProvider::TextureUsageAny))
- return false;
-
- ResourceProvider::ScopedWriteLockGL lock(resource_provider_, texture->id());
- GLC(context_, context_->bindTexture(GL_TEXTURE_2D, lock.texture_id()));
- GLC(context_,
- context_->copyTexImage2D(GL_TEXTURE_2D,
- 0,
- texture->format(),
- device_rect.x(),
- device_rect.y(),
- device_rect.width(),
- device_rect.height(),
- 0));
- return true;
-}
-
-bool GLRenderer::UseScopedTexture(DrawingFrame& frame,
- const ScopedResource* texture,
- gfx::Rect viewport_rect) {
- DCHECK(texture->id());
- frame.current_render_pass = 0;
- frame.current_texture = texture;
-
- return BindFramebufferToTexture(frame, texture, viewport_rect);
-}
-
-void GLRenderer::BindFramebufferToOutputSurface(DrawingFrame& frame) {
- current_framebuffer_lock_.reset();
- output_surface_->BindFramebuffer();
-}
-
-bool GLRenderer::BindFramebufferToTexture(DrawingFrame& frame,
- const ScopedResource* texture,
- gfx::Rect framebuffer_rect) {
- DCHECK(texture->id());
-
- GLC(context_,
- context_->bindFramebuffer(GL_FRAMEBUFFER, offscreen_framebuffer_id_));
- current_framebuffer_lock_ =
- make_scoped_ptr(new ResourceProvider::ScopedWriteLockGL(
- resource_provider_, texture->id()));
- unsigned texture_id = current_framebuffer_lock_->texture_id();
- GLC(context_,
- context_->framebufferTexture2D(
- GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_id, 0));
-
- DCHECK(context_->checkFramebufferStatus(GL_FRAMEBUFFER) ==
- GL_FRAMEBUFFER_COMPLETE || IsContextLost());
-
- InitializeMatrices(frame, framebuffer_rect, false);
- SetDrawViewportSize(framebuffer_rect.size());
-
- return true;
-}
-
-void GLRenderer::SetScissorTestRect(gfx::Rect scissor_rect) {
- EnsureScissorTestEnabled();
-
- // Don't unnecessarily ask the context to change the scissor, because it
- // may cause undesired GPU pipeline flushes.
- if (scissor_rect == scissor_rect_)
- return;
-
- scissor_rect_ = scissor_rect;
- FlushTextureQuadCache();
- GLC(context_,
- context_->scissor(scissor_rect.x(),
- scissor_rect.y(),
- scissor_rect.width(),
- scissor_rect.height()));
-}
-
-void GLRenderer::SetDrawViewportSize(gfx::Size viewport_size) {
- GLC(context_,
- context_->viewport(0, 0, viewport_size.width(), viewport_size.height()));
-}
-
-bool GLRenderer::MakeContextCurrent() { return context_->makeContextCurrent(); }
-
-bool GLRenderer::InitializeSharedObjects() {
- TRACE_EVENT0("cc", "GLRenderer::initializeSharedObjects");
- MakeContextCurrent();
-
- // Create an FBO for doing offscreen rendering.
- GLC(context_, offscreen_framebuffer_id_ = context_->createFramebuffer());
-
- // We will always need these programs to render, so create the programs
- // eagerly so that the shader compilation can start while we do other work.
- // Other programs are created lazily on first access.
- shared_geometry_ =
- make_scoped_ptr(new GeometryBinding(context_, QuadVertexRect()));
- render_pass_program_ = make_scoped_ptr(new RenderPassProgram(context_));
- tile_program_ = make_scoped_ptr(new TileProgram(context_));
- tile_program_opaque_ = make_scoped_ptr(new TileProgramOpaque(context_));
-
- GLC(context_, context_->flush());
-
- return true;
-}
-
-const GLRenderer::TileCheckerboardProgram*
-GLRenderer::GetTileCheckerboardProgram() {
- if (!tile_checkerboard_program_) {
- tile_checkerboard_program_ =
- make_scoped_ptr(new TileCheckerboardProgram(context_));
- }
- if (!tile_checkerboard_program_->initialized()) {
- TRACE_EVENT0("cc", "GLRenderer::checkerboardProgram::initalize");
- tile_checkerboard_program_->Initialize(context_, is_using_bind_uniform_);
- }
- return tile_checkerboard_program_.get();
-}
-
-const GLRenderer::DebugBorderProgram* GLRenderer::GetDebugBorderProgram() {
- if (!debug_border_program_)
- debug_border_program_ = make_scoped_ptr(new DebugBorderProgram(context_));
- if (!debug_border_program_->initialized()) {
- TRACE_EVENT0("cc", "GLRenderer::debugBorderProgram::initialize");
- debug_border_program_->Initialize(context_, is_using_bind_uniform_);
- }
- return debug_border_program_.get();
-}
-
-const GLRenderer::SolidColorProgram* GLRenderer::GetSolidColorProgram() {
- if (!solid_color_program_)
- solid_color_program_ = make_scoped_ptr(new SolidColorProgram(context_));
- if (!solid_color_program_->initialized()) {
- TRACE_EVENT0("cc", "GLRenderer::solidColorProgram::initialize");
- solid_color_program_->Initialize(context_, is_using_bind_uniform_);
- }
- return solid_color_program_.get();
-}
-
-const GLRenderer::SolidColorProgramAA* GLRenderer::GetSolidColorProgramAA() {
- if (!solid_color_program_aa_) {
- solid_color_program_aa_ =
- make_scoped_ptr(new SolidColorProgramAA(context_));
- }
- if (!solid_color_program_aa_->initialized()) {
- TRACE_EVENT0("cc", "GLRenderer::solidColorProgramAA::initialize");
- solid_color_program_aa_->Initialize(context_, is_using_bind_uniform_);
- }
- return solid_color_program_aa_.get();
-}
-
-const GLRenderer::RenderPassProgram* GLRenderer::GetRenderPassProgram() {
- DCHECK(render_pass_program_);
- if (!render_pass_program_->initialized()) {
- TRACE_EVENT0("cc", "GLRenderer::renderPassProgram::initialize");
- render_pass_program_->Initialize(context_, is_using_bind_uniform_);
- }
- return render_pass_program_.get();
-}
-
-const GLRenderer::RenderPassProgramAA* GLRenderer::GetRenderPassProgramAA() {
- if (!render_pass_program_aa_)
- render_pass_program_aa_ =
- make_scoped_ptr(new RenderPassProgramAA(context_));
- if (!render_pass_program_aa_->initialized()) {
- TRACE_EVENT0("cc", "GLRenderer::renderPassProgramAA::initialize");
- render_pass_program_aa_->Initialize(context_, is_using_bind_uniform_);
- }
- return render_pass_program_aa_.get();
-}
-
-const GLRenderer::RenderPassMaskProgram*
-GLRenderer::GetRenderPassMaskProgram() {
- if (!render_pass_mask_program_)
- render_pass_mask_program_ =
- make_scoped_ptr(new RenderPassMaskProgram(context_));
- if (!render_pass_mask_program_->initialized()) {
- TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgram::initialize");
- render_pass_mask_program_->Initialize(context_, is_using_bind_uniform_);
- }
- return render_pass_mask_program_.get();
-}
-
-const GLRenderer::RenderPassMaskProgramAA*
-GLRenderer::GetRenderPassMaskProgramAA() {
- if (!render_pass_mask_program_aa_)
- render_pass_mask_program_aa_ =
- make_scoped_ptr(new RenderPassMaskProgramAA(context_));
- if (!render_pass_mask_program_aa_->initialized()) {
- TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgramAA::initialize");
- render_pass_mask_program_aa_->Initialize(context_, is_using_bind_uniform_);
- }
- return render_pass_mask_program_aa_.get();
-}
-
-const GLRenderer::TileProgram* GLRenderer::GetTileProgram() {
- DCHECK(tile_program_);
- if (!tile_program_->initialized()) {
- TRACE_EVENT0("cc", "GLRenderer::tileProgram::initialize");
- tile_program_->Initialize(context_, is_using_bind_uniform_);
- }
- return tile_program_.get();
-}
-
-const GLRenderer::TileProgramOpaque* GLRenderer::GetTileProgramOpaque() {
- DCHECK(tile_program_opaque_);
- if (!tile_program_opaque_->initialized()) {
- TRACE_EVENT0("cc", "GLRenderer::tileProgramOpaque::initialize");
- tile_program_opaque_->Initialize(context_, is_using_bind_uniform_);
- }
- return tile_program_opaque_.get();
-}
-
-const GLRenderer::TileProgramAA* GLRenderer::GetTileProgramAA() {
- if (!tile_program_aa_)
- tile_program_aa_ = make_scoped_ptr(new TileProgramAA(context_));
- if (!tile_program_aa_->initialized()) {
- TRACE_EVENT0("cc", "GLRenderer::tileProgramAA::initialize");
- tile_program_aa_->Initialize(context_, is_using_bind_uniform_);
- }
- return tile_program_aa_.get();
-}
-
-const GLRenderer::TileProgramSwizzle* GLRenderer::GetTileProgramSwizzle() {
- if (!tile_program_swizzle_)
- tile_program_swizzle_ = make_scoped_ptr(new TileProgramSwizzle(context_));
- if (!tile_program_swizzle_->initialized()) {
- TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzle::initialize");
- tile_program_swizzle_->Initialize(context_, is_using_bind_uniform_);
- }
- return tile_program_swizzle_.get();
-}
-
-const GLRenderer::TileProgramSwizzleOpaque*
-GLRenderer::GetTileProgramSwizzleOpaque() {
- if (!tile_program_swizzle_opaque_)
- tile_program_swizzle_opaque_ =
- make_scoped_ptr(new TileProgramSwizzleOpaque(context_));
- if (!tile_program_swizzle_opaque_->initialized()) {
- TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleOpaque::initialize");
- tile_program_swizzle_opaque_->Initialize(context_, is_using_bind_uniform_);
- }
- return tile_program_swizzle_opaque_.get();
-}
-
-const GLRenderer::TileProgramSwizzleAA* GLRenderer::GetTileProgramSwizzleAA() {
- if (!tile_program_swizzle_aa_)
- tile_program_swizzle_aa_ =
- make_scoped_ptr(new TileProgramSwizzleAA(context_));
- if (!tile_program_swizzle_aa_->initialized()) {
- TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleAA::initialize");
- tile_program_swizzle_aa_->Initialize(context_, is_using_bind_uniform_);
- }
- return tile_program_swizzle_aa_.get();
-}
-
-const GLRenderer::TextureProgram* GLRenderer::GetTextureProgram() {
- if (!texture_program_)
- texture_program_ = make_scoped_ptr(new TextureProgram(context_));
- if (!texture_program_->initialized()) {
- TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize");
- texture_program_->Initialize(context_, is_using_bind_uniform_);
- }
- return texture_program_.get();
-}
-
-const GLRenderer::TextureProgramFlip* GLRenderer::GetTextureProgramFlip() {
- if (!texture_program_flip_)
- texture_program_flip_ = make_scoped_ptr(new TextureProgramFlip(context_));
- if (!texture_program_flip_->initialized()) {
- TRACE_EVENT0("cc", "GLRenderer::textureProgramFlip::initialize");
- texture_program_flip_->Initialize(context_, is_using_bind_uniform_);
- }
- return texture_program_flip_.get();
-}
-
-const GLRenderer::TextureIOSurfaceProgram*
-GLRenderer::GetTextureIOSurfaceProgram() {
- if (!texture_io_surface_program_)
- texture_io_surface_program_ =
- make_scoped_ptr(new TextureIOSurfaceProgram(context_));
- if (!texture_io_surface_program_->initialized()) {
- TRACE_EVENT0("cc", "GLRenderer::textureIOSurfaceProgram::initialize");
- texture_io_surface_program_->Initialize(context_, is_using_bind_uniform_);
- }
- return texture_io_surface_program_.get();
-}
-
-const GLRenderer::VideoYUVProgram* GLRenderer::GetVideoYUVProgram() {
- if (!video_yuv_program_)
- video_yuv_program_ = make_scoped_ptr(new VideoYUVProgram(context_));
- if (!video_yuv_program_->initialized()) {
- TRACE_EVENT0("cc", "GLRenderer::videoYUVProgram::initialize");
- video_yuv_program_->Initialize(context_, is_using_bind_uniform_);
- }
- return video_yuv_program_.get();
-}
-
-const GLRenderer::VideoStreamTextureProgram*
-GLRenderer::GetVideoStreamTextureProgram() {
- if (!Capabilities().using_egl_image)
- return NULL;
- if (!video_stream_texture_program_)
- video_stream_texture_program_ =
- make_scoped_ptr(new VideoStreamTextureProgram(context_));
- if (!video_stream_texture_program_->initialized()) {
- TRACE_EVENT0("cc", "GLRenderer::streamTextureProgram::initialize");
- video_stream_texture_program_->Initialize(context_, is_using_bind_uniform_);
- }
- return video_stream_texture_program_.get();
-}
-
-void GLRenderer::CleanupSharedObjects() {
- MakeContextCurrent();
-
- shared_geometry_.reset();
-
- if (tile_program_)
- tile_program_->Cleanup(context_);
- if (tile_program_opaque_)
- tile_program_opaque_->Cleanup(context_);
- if (tile_program_swizzle_)
- tile_program_swizzle_->Cleanup(context_);
- if (tile_program_swizzle_opaque_)
- tile_program_swizzle_opaque_->Cleanup(context_);
- if (tile_program_aa_)
- tile_program_aa_->Cleanup(context_);
- if (tile_program_swizzle_aa_)
- tile_program_swizzle_aa_->Cleanup(context_);
- if (tile_checkerboard_program_)
- tile_checkerboard_program_->Cleanup(context_);
-
- if (render_pass_mask_program_)
- render_pass_mask_program_->Cleanup(context_);
- if (render_pass_program_)
- render_pass_program_->Cleanup(context_);
- if (render_pass_mask_program_aa_)
- render_pass_mask_program_aa_->Cleanup(context_);
- if (render_pass_program_aa_)
- render_pass_program_aa_->Cleanup(context_);
-
- if (texture_program_)
- texture_program_->Cleanup(context_);
- if (texture_program_flip_)
- texture_program_flip_->Cleanup(context_);
- if (texture_io_surface_program_)
- texture_io_surface_program_->Cleanup(context_);
-
- if (video_yuv_program_)
- video_yuv_program_->Cleanup(context_);
- if (video_stream_texture_program_)
- video_stream_texture_program_->Cleanup(context_);
-
- if (debug_border_program_)
- debug_border_program_->Cleanup(context_);
- if (solid_color_program_)
- solid_color_program_->Cleanup(context_);
- if (solid_color_program_aa_)
- solid_color_program_aa_->Cleanup(context_);
-
- if (offscreen_framebuffer_id_)
- GLC(context_, context_->deleteFramebuffer(offscreen_framebuffer_id_));
-
- ReleaseRenderPassTextures();
-}
-
-bool GLRenderer::IsContextLost() {
- return (context_->getGraphicsResetStatusARB() != GL_NO_ERROR);
-}
-
-} // namespace cc
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