Index: cc/output/gl_renderer.cc |
diff --git a/cc/output/gl_renderer.cc b/cc/output/gl_renderer.cc |
new file mode 100644 |
index 0000000000000000000000000000000000000000..fe11f9dd792cfb8d0b95dba9bc416522a94ef9b0 |
--- /dev/null |
+++ b/cc/output/gl_renderer.cc |
@@ -0,0 +1,3332 @@ |
+// 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/output/gl_renderer.h" |
+ |
+#include <algorithm> |
+#include <limits> |
+#include <set> |
+#include <string> |
+#include <vector> |
+ |
+#include "base/logging.h" |
+#include "base/memory/scoped_ptr.h" |
+#include "base/strings/string_split.h" |
+#include "base/strings/string_util.h" |
+#include "base/strings/stringprintf.h" |
+#include "build/build_config.h" |
+#include "base/trace_event/trace_event.h" |
+#include "cc/base/math_util.h" |
+#include "cc/output/compositor_frame.h" |
+#include "cc/output/compositor_frame_metadata.h" |
+#include "cc/output/context_provider.h" |
+#include "cc/output/copy_output_request.h" |
+#include "cc/output/dynamic_geometry_binding.h" |
+#include "cc/output/gl_frame_data.h" |
+#include "cc/output/output_surface.h" |
+#include "cc/output/render_surface_filters.h" |
+#include "cc/output/static_geometry_binding.h" |
+#include "cc/quads/draw_polygon.h" |
+#include "cc/quads/render_pass.h" |
+#include "cc/quads/stream_video_draw_quad.h" |
+#include "cc/quads/texture_draw_quad.h" |
+#include "cc/resources/layer_quad.h" |
+#include "cc/resources/scoped_resource.h" |
+#include "cc/resources/texture_mailbox_deleter.h" |
+#include "gpu/GLES2/gl2extchromium.h" |
+#include "gpu/command_buffer/client/context_support.h" |
+#include "gpu/command_buffer/client/gles2_interface.h" |
+#include "gpu/command_buffer/common/gpu_memory_allocation.h" |
+#include "third_party/skia/include/core/SkBitmap.h" |
+#include "third_party/skia/include/core/SkColor.h" |
+#include "third_party/skia/include/core/SkColorFilter.h" |
+#include "third_party/skia/include/core/SkImage.h" |
+#include "third_party/skia/include/core/SkSurface.h" |
+#include "third_party/skia/include/gpu/GrContext.h" |
+#include "third_party/skia/include/gpu/GrTexture.h" |
+#include "third_party/skia/include/gpu/SkGrTexturePixelRef.h" |
+#include "third_party/skia/include/gpu/gl/GrGLInterface.h" |
+#include "ui/gfx/geometry/quad_f.h" |
+#include "ui/gfx/geometry/rect_conversions.h" |
+ |
+using gpu::gles2::GLES2Interface; |
+ |
+namespace cc { |
+namespace { |
+ |
+bool NeedsIOSurfaceReadbackWorkaround() { |
+#if defined(OS_MACOSX) |
+ // This isn't strictly required in DumpRenderTree-mode when Mesa is used, |
+ // but it doesn't seem to hurt. |
+ return true; |
+#else |
+ return false; |
+#endif |
+} |
+ |
+Float4 UVTransform(const TextureDrawQuad* quad) { |
+ gfx::PointF uv0 = quad->uv_top_left; |
+ gfx::PointF uv1 = quad->uv_bottom_right; |
+ Float4 xform = {{uv0.x(), uv0.y(), uv1.x() - uv0.x(), uv1.y() - uv0.y()}}; |
+ if (quad->flipped) { |
+ xform.data[1] = 1.0f - xform.data[1]; |
+ xform.data[3] = -xform.data[3]; |
+ } |
+ return xform; |
+} |
+ |
+Float4 PremultipliedColor(SkColor color) { |
+ const float factor = 1.0f / 255.0f; |
+ const float alpha = SkColorGetA(color) * factor; |
+ |
+ Float4 result = { |
+ {SkColorGetR(color) * factor * alpha, SkColorGetG(color) * factor * alpha, |
+ SkColorGetB(color) * factor * alpha, alpha}}; |
+ return result; |
+} |
+ |
+SamplerType SamplerTypeFromTextureTarget(GLenum target) { |
+ switch (target) { |
+ case GL_TEXTURE_2D: |
+ return SAMPLER_TYPE_2D; |
+ case GL_TEXTURE_RECTANGLE_ARB: |
+ return SAMPLER_TYPE_2D_RECT; |
+ case GL_TEXTURE_EXTERNAL_OES: |
+ return SAMPLER_TYPE_EXTERNAL_OES; |
+ default: |
+ NOTREACHED(); |
+ return SAMPLER_TYPE_2D; |
+ } |
+} |
+ |
+BlendMode BlendModeFromSkXfermode(SkXfermode::Mode mode) { |
+ switch (mode) { |
+ case SkXfermode::kSrcOver_Mode: |
+ return BLEND_MODE_NORMAL; |
+ case SkXfermode::kScreen_Mode: |
+ return BLEND_MODE_SCREEN; |
+ case SkXfermode::kOverlay_Mode: |
+ return BLEND_MODE_OVERLAY; |
+ case SkXfermode::kDarken_Mode: |
+ return BLEND_MODE_DARKEN; |
+ case SkXfermode::kLighten_Mode: |
+ return BLEND_MODE_LIGHTEN; |
+ case SkXfermode::kColorDodge_Mode: |
+ return BLEND_MODE_COLOR_DODGE; |
+ case SkXfermode::kColorBurn_Mode: |
+ return BLEND_MODE_COLOR_BURN; |
+ case SkXfermode::kHardLight_Mode: |
+ return BLEND_MODE_HARD_LIGHT; |
+ case SkXfermode::kSoftLight_Mode: |
+ return BLEND_MODE_SOFT_LIGHT; |
+ case SkXfermode::kDifference_Mode: |
+ return BLEND_MODE_DIFFERENCE; |
+ case SkXfermode::kExclusion_Mode: |
+ return BLEND_MODE_EXCLUSION; |
+ case SkXfermode::kMultiply_Mode: |
+ return BLEND_MODE_MULTIPLY; |
+ case SkXfermode::kHue_Mode: |
+ return BLEND_MODE_HUE; |
+ case SkXfermode::kSaturation_Mode: |
+ return BLEND_MODE_SATURATION; |
+ case SkXfermode::kColor_Mode: |
+ return BLEND_MODE_COLOR; |
+ case SkXfermode::kLuminosity_Mode: |
+ return BLEND_MODE_LUMINOSITY; |
+ default: |
+ NOTREACHED(); |
+ return BLEND_MODE_NONE; |
+ } |
+} |
+ |
+// Smallest unit that impact anti-aliasing output. We use this to |
+// determine when anti-aliasing is unnecessary. |
+const float kAntiAliasingEpsilon = 1.0f / 1024.0f; |
+ |
+// Block or crash if the number of pending sync queries reach this high as |
+// something is seriously wrong on the service side if this happens. |
+const size_t kMaxPendingSyncQueries = 16; |
+ |
+} // anonymous namespace |
+ |
+static GLint GetActiveTextureUnit(GLES2Interface* gl) { |
+ GLint active_unit = 0; |
+ gl->GetIntegerv(GL_ACTIVE_TEXTURE, &active_unit); |
+ return active_unit; |
+} |
+ |
+struct GLRenderer::PendingAsyncReadPixels { |
+ PendingAsyncReadPixels() : buffer(0) {} |
+ |
+ scoped_ptr<CopyOutputRequest> copy_request; |
+ base::CancelableClosure finished_read_pixels_callback; |
+ unsigned buffer; |
+ |
+ private: |
+ DISALLOW_COPY_AND_ASSIGN(PendingAsyncReadPixels); |
+}; |
+ |
+class GLRenderer::SyncQuery { |
+ public: |
+ explicit SyncQuery(gpu::gles2::GLES2Interface* gl) |
+ : gl_(gl), query_id_(0u), is_pending_(false), weak_ptr_factory_(this) { |
+ gl_->GenQueriesEXT(1, &query_id_); |
+ } |
+ virtual ~SyncQuery() { gl_->DeleteQueriesEXT(1, &query_id_); } |
+ |
+ scoped_refptr<ResourceProvider::Fence> Begin() { |
+ DCHECK(!IsPending()); |
+ // Invalidate weak pointer held by old fence. |
+ weak_ptr_factory_.InvalidateWeakPtrs(); |
+ // Note: In case the set of drawing commands issued before End() do not |
+ // depend on the query, defer BeginQueryEXT call until Set() is called and |
+ // query is required. |
+ return make_scoped_refptr<ResourceProvider::Fence>( |
+ new Fence(weak_ptr_factory_.GetWeakPtr())); |
+ } |
+ |
+ void Set() { |
+ if (is_pending_) |
+ return; |
+ |
+ // Note: BeginQueryEXT on GL_COMMANDS_COMPLETED_CHROMIUM is effectively a |
+ // noop relative to GL, so it doesn't matter where it happens but we still |
+ // make sure to issue this command when Set() is called (prior to issuing |
+ // any drawing commands that depend on query), in case some future extension |
+ // can take advantage of this. |
+ gl_->BeginQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM, query_id_); |
+ is_pending_ = true; |
+ } |
+ |
+ void End() { |
+ if (!is_pending_) |
+ return; |
+ |
+ gl_->EndQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM); |
+ } |
+ |
+ bool IsPending() { |
+ if (!is_pending_) |
+ return false; |
+ |
+ unsigned result_available = 1; |
+ gl_->GetQueryObjectuivEXT( |
+ query_id_, GL_QUERY_RESULT_AVAILABLE_EXT, &result_available); |
+ is_pending_ = !result_available; |
+ return is_pending_; |
+ } |
+ |
+ void Wait() { |
+ if (!is_pending_) |
+ return; |
+ |
+ unsigned result = 0; |
+ gl_->GetQueryObjectuivEXT(query_id_, GL_QUERY_RESULT_EXT, &result); |
+ is_pending_ = false; |
+ } |
+ |
+ private: |
+ class Fence : public ResourceProvider::Fence { |
+ public: |
+ explicit Fence(base::WeakPtr<GLRenderer::SyncQuery> query) |
+ : query_(query) {} |
+ |
+ // Overridden from ResourceProvider::Fence: |
+ void Set() override { |
+ DCHECK(query_); |
+ query_->Set(); |
+ } |
+ bool HasPassed() override { return !query_ || !query_->IsPending(); } |
+ void Wait() override { |
+ if (query_) |
+ query_->Wait(); |
+ } |
+ |
+ private: |
+ ~Fence() override {} |
+ |
+ base::WeakPtr<SyncQuery> query_; |
+ |
+ DISALLOW_COPY_AND_ASSIGN(Fence); |
+ }; |
+ |
+ gpu::gles2::GLES2Interface* gl_; |
+ unsigned query_id_; |
+ bool is_pending_; |
+ base::WeakPtrFactory<SyncQuery> weak_ptr_factory_; |
+ |
+ DISALLOW_COPY_AND_ASSIGN(SyncQuery); |
+}; |
+ |
+scoped_ptr<GLRenderer> GLRenderer::Create( |
+ RendererClient* client, |
+ const RendererSettings* settings, |
+ OutputSurface* output_surface, |
+ ResourceProvider* resource_provider, |
+ TextureMailboxDeleter* texture_mailbox_deleter, |
+ int highp_threshold_min) { |
+ return make_scoped_ptr(new GLRenderer(client, |
+ settings, |
+ output_surface, |
+ resource_provider, |
+ texture_mailbox_deleter, |
+ highp_threshold_min)); |
+} |
+ |
+GLRenderer::GLRenderer(RendererClient* client, |
+ const RendererSettings* settings, |
+ OutputSurface* output_surface, |
+ ResourceProvider* resource_provider, |
+ TextureMailboxDeleter* texture_mailbox_deleter, |
+ int highp_threshold_min) |
+ : DirectRenderer(client, settings, output_surface, resource_provider), |
+ offscreen_framebuffer_id_(0), |
+ shared_geometry_quad_(QuadVertexRect()), |
+ gl_(output_surface->context_provider()->ContextGL()), |
+ context_support_(output_surface->context_provider()->ContextSupport()), |
+ texture_mailbox_deleter_(texture_mailbox_deleter), |
+ is_backbuffer_discarded_(false), |
+ is_scissor_enabled_(false), |
+ scissor_rect_needs_reset_(true), |
+ stencil_shadow_(false), |
+ blend_shadow_(false), |
+ highp_threshold_min_(highp_threshold_min), |
+ highp_threshold_cache_(0), |
+ use_sync_query_(false), |
+ on_demand_tile_raster_resource_id_(0), |
+ bound_geometry_(NO_BINDING) { |
+ DCHECK(gl_); |
+ DCHECK(context_support_); |
+ |
+ ContextProvider::Capabilities context_caps = |
+ output_surface_->context_provider()->ContextCapabilities(); |
+ |
+ capabilities_.using_partial_swap = |
+ settings_->partial_swap_enabled && context_caps.gpu.post_sub_buffer; |
+ |
+ DCHECK(!context_caps.gpu.iosurface || context_caps.gpu.texture_rectangle); |
+ |
+ capabilities_.using_egl_image = context_caps.gpu.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; |
+ |
+ capabilities_.using_image = context_caps.gpu.image; |
+ |
+ capabilities_.using_discard_framebuffer = |
+ context_caps.gpu.discard_framebuffer; |
+ |
+ capabilities_.allow_rasterize_on_demand = true; |
+ |
+ use_sync_query_ = context_caps.gpu.sync_query; |
+ use_blend_equation_advanced_ = context_caps.gpu.blend_equation_advanced; |
+ use_blend_equation_advanced_coherent_ = |
+ context_caps.gpu.blend_equation_advanced_coherent; |
+ |
+ InitializeSharedObjects(); |
+} |
+ |
+GLRenderer::~GLRenderer() { |
+ while (!pending_async_read_pixels_.empty()) { |
+ PendingAsyncReadPixels* pending_read = pending_async_read_pixels_.back(); |
+ pending_read->finished_read_pixels_callback.Cancel(); |
+ pending_async_read_pixels_.pop_back(); |
+ } |
+ |
+ in_use_overlay_resources_.clear(); |
+ |
+ CleanupSharedObjects(); |
+} |
+ |
+const RendererCapabilitiesImpl& GLRenderer::Capabilities() const { |
+ return capabilities_; |
+} |
+ |
+void GLRenderer::DebugGLCall(GLES2Interface* gl, |
+ const char* command, |
+ const char* file, |
+ int line) { |
+ GLuint error = gl->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::DidChangeVisibility() { |
+ EnforceMemoryPolicy(); |
+ |
+ context_support_->SetSurfaceVisible(visible()); |
+} |
+ |
+void GLRenderer::ReleaseRenderPassTextures() { render_pass_textures_.clear(); } |
+ |
+void GLRenderer::DiscardPixels() { |
+ if (!capabilities_.using_discard_framebuffer) |
+ return; |
+ bool using_default_framebuffer = |
+ !current_framebuffer_lock_ && |
+ output_surface_->capabilities().uses_default_gl_framebuffer; |
+ GLenum attachments[] = {static_cast<GLenum>( |
+ using_default_framebuffer ? GL_COLOR_EXT : GL_COLOR_ATTACHMENT0_EXT)}; |
+ gl_->DiscardFramebufferEXT( |
+ GL_FRAMEBUFFER, arraysize(attachments), attachments); |
+} |
+ |
+void GLRenderer::PrepareSurfaceForPass( |
+ DrawingFrame* frame, |
+ SurfaceInitializationMode initialization_mode, |
+ const gfx::Rect& render_pass_scissor) { |
+ switch (initialization_mode) { |
+ case SURFACE_INITIALIZATION_MODE_PRESERVE: |
+ EnsureScissorTestDisabled(); |
+ return; |
+ case SURFACE_INITIALIZATION_MODE_FULL_SURFACE_CLEAR: |
+ EnsureScissorTestDisabled(); |
+ DiscardPixels(); |
+ ClearFramebuffer(frame); |
+ break; |
+ case SURFACE_INITIALIZATION_MODE_SCISSORED_CLEAR: |
+ SetScissorTestRect(render_pass_scissor); |
+ ClearFramebuffer(frame); |
+ break; |
+ } |
+} |
+ |
+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(gl_, gl_->ClearColor(0, 0, 0, 0)); |
+ else |
+ GLC(gl_, gl_->ClearColor(0, 0, 1, 1)); |
+ |
+ bool always_clear = false; |
+#ifndef NDEBUG |
+ always_clear = true; |
+#endif |
+ if (always_clear || frame->current_render_pass->has_transparent_background) { |
+ GLbitfield clear_bits = GL_COLOR_BUFFER_BIT; |
+ if (always_clear) |
+ clear_bits |= GL_STENCIL_BUFFER_BIT; |
+ gl_->Clear(clear_bits); |
+ } |
+} |
+ |
+static ResourceProvider::ResourceId WaitOnResourceSyncPoints( |
+ ResourceProvider* resource_provider, |
+ ResourceProvider::ResourceId resource_id) { |
+ resource_provider->WaitSyncPointIfNeeded(resource_id); |
+ return resource_id; |
+} |
+ |
+void GLRenderer::BeginDrawingFrame(DrawingFrame* frame) { |
+ TRACE_EVENT0("cc", "GLRenderer::BeginDrawingFrame"); |
+ |
+ scoped_refptr<ResourceProvider::Fence> read_lock_fence; |
+ if (use_sync_query_) { |
+ // Block until oldest sync query has passed if the number of pending queries |
+ // ever reach kMaxPendingSyncQueries. |
+ if (pending_sync_queries_.size() >= kMaxPendingSyncQueries) { |
+ LOG(ERROR) << "Reached limit of pending sync queries."; |
+ |
+ pending_sync_queries_.front()->Wait(); |
+ DCHECK(!pending_sync_queries_.front()->IsPending()); |
+ } |
+ |
+ while (!pending_sync_queries_.empty()) { |
+ if (pending_sync_queries_.front()->IsPending()) |
+ break; |
+ |
+ available_sync_queries_.push_back(pending_sync_queries_.take_front()); |
+ } |
+ |
+ current_sync_query_ = available_sync_queries_.empty() |
+ ? make_scoped_ptr(new SyncQuery(gl_)) |
+ : available_sync_queries_.take_front(); |
+ |
+ read_lock_fence = current_sync_query_->Begin(); |
+ } else { |
+ read_lock_fence = |
+ make_scoped_refptr(new ResourceProvider::SynchronousFence(gl_)); |
+ } |
+ resource_provider_->SetReadLockFence(read_lock_fence.get()); |
+ |
+ // Insert WaitSyncPointCHROMIUM on quad resources prior to drawing the frame, |
+ // so that drawing can proceed without GL context switching interruptions. |
+ DrawQuad::ResourceIteratorCallback wait_on_resource_syncpoints_callback = |
+ base::Bind(&WaitOnResourceSyncPoints, resource_provider_); |
+ |
+ for (const auto& pass : *frame->render_passes_in_draw_order) { |
+ for (const auto& quad : pass->quad_list) |
+ quad->IterateResources(wait_on_resource_syncpoints_callback); |
+ } |
+ |
+ // TODO(enne): Do we need to reinitialize all of this state per frame? |
+ ReinitializeGLState(); |
+} |
+ |
+void GLRenderer::DoNoOp() { |
+ GLC(gl_, gl_->BindFramebuffer(GL_FRAMEBUFFER, 0)); |
+ GLC(gl_, gl_->Flush()); |
+} |
+ |
+void GLRenderer::DoDrawQuad(DrawingFrame* frame, |
+ const DrawQuad* quad, |
+ const gfx::QuadF* clip_region) { |
+ DCHECK(quad->rect.Contains(quad->visible_rect)); |
+ if (quad->material != DrawQuad::TEXTURE_CONTENT) { |
+ FlushTextureQuadCache(SHARED_BINDING); |
+ } |
+ |
+ switch (quad->material) { |
+ case DrawQuad::INVALID: |
+ case DrawQuad::UNUSED_SPACE_FOR_PICTURE_CONTENT: |
+ NOTREACHED(); |
+ break; |
+ case DrawQuad::CHECKERBOARD: |
+ DrawCheckerboardQuad(frame, CheckerboardDrawQuad::MaterialCast(quad), |
+ clip_region); |
+ break; |
+ case DrawQuad::DEBUG_BORDER: |
+ DrawDebugBorderQuad(frame, DebugBorderDrawQuad::MaterialCast(quad)); |
+ break; |
+ case DrawQuad::IO_SURFACE_CONTENT: |
+ DrawIOSurfaceQuad(frame, IOSurfaceDrawQuad::MaterialCast(quad), |
+ clip_region); |
+ break; |
+ case DrawQuad::RENDER_PASS: |
+ DrawRenderPassQuad(frame, RenderPassDrawQuad::MaterialCast(quad), |
+ clip_region); |
+ break; |
+ case DrawQuad::SOLID_COLOR: |
+ DrawSolidColorQuad(frame, SolidColorDrawQuad::MaterialCast(quad), |
+ clip_region); |
+ break; |
+ case DrawQuad::STREAM_VIDEO_CONTENT: |
+ DrawStreamVideoQuad(frame, StreamVideoDrawQuad::MaterialCast(quad), |
+ clip_region); |
+ break; |
+ case DrawQuad::SURFACE_CONTENT: |
+ // Surface content should be fully resolved to other quad types before |
+ // reaching a direct renderer. |
+ NOTREACHED(); |
+ break; |
+ case DrawQuad::TEXTURE_CONTENT: |
+ EnqueueTextureQuad(frame, TextureDrawQuad::MaterialCast(quad), |
+ clip_region); |
+ break; |
+ case DrawQuad::TILED_CONTENT: |
+ DrawTileQuad(frame, TileDrawQuad::MaterialCast(quad), clip_region); |
+ break; |
+ case DrawQuad::YUV_VIDEO_CONTENT: |
+ DrawYUVVideoQuad(frame, YUVVideoDrawQuad::MaterialCast(quad), |
+ clip_region); |
+ break; |
+ } |
+} |
+ |
+void GLRenderer::DrawCheckerboardQuad(const DrawingFrame* frame, |
+ const CheckerboardDrawQuad* quad, |
+ const gfx::QuadF* clip_region) { |
+ // TODO(enne) For now since checkerboards shouldn't be part of a 3D |
+ // context, clipping regions aren't supported so we skip drawing them |
+ // if this becomes the case. |
+ if (clip_region) { |
+ return; |
+ } |
+ SetBlendEnabled(quad->ShouldDrawWithBlending()); |
+ |
+ const TileCheckerboardProgram* program = GetTileCheckerboardProgram(); |
+ DCHECK(program && (program->initialized() || IsContextLost())); |
+ SetUseProgram(program->program()); |
+ |
+ SkColor color = quad->color; |
+ GLC(gl_, |
+ gl_->Uniform4f(program->fragment_shader().color_location(), |
+ SkColorGetR(color) * (1.0f / 255.0f), |
+ SkColorGetG(color) * (1.0f / 255.0f), |
+ SkColorGetB(color) * (1.0f / 255.0f), |
+ 1)); |
+ |
+ const int kCheckerboardWidth = 16; |
+ float frequency = 1.0f / kCheckerboardWidth; |
+ |
+ gfx::Rect tile_rect = quad->rect; |
+ float tex_offset_x = |
+ static_cast<int>(tile_rect.x() / quad->scale) % kCheckerboardWidth; |
+ float tex_offset_y = |
+ static_cast<int>(tile_rect.y() / quad->scale) % kCheckerboardWidth; |
+ float tex_scale_x = tile_rect.width() / quad->scale; |
+ float tex_scale_y = tile_rect.height() / quad->scale; |
+ GLC(gl_, |
+ gl_->Uniform4f(program->fragment_shader().tex_transform_location(), |
+ tex_offset_x, |
+ tex_offset_y, |
+ tex_scale_x, |
+ tex_scale_y)); |
+ |
+ GLC(gl_, |
+ gl_->Uniform1f(program->fragment_shader().frequency_location(), |
+ frequency)); |
+ |
+ SetShaderOpacity(quad->opacity(), |
+ program->fragment_shader().alpha_location()); |
+ DrawQuadGeometry(frame, |
+ quad->quadTransform(), |
+ quad->rect, |
+ program->vertex_shader().matrix_location()); |
+} |
+ |
+// This function does not handle 3D sorting right now, since the debug border |
+// quads are just drawn as their original quads and not in split pieces. This |
+// results in some debug border quads drawing over foreground quads. |
+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; |
+ QuadRectTransform(&render_matrix, quad->quadTransform(), layer_rect); |
+ GLRenderer::ToGLMatrix(&gl_matrix[0], |
+ frame->projection_matrix * render_matrix); |
+ GLC(gl_, |
+ gl_->UniformMatrix4fv( |
+ program->vertex_shader().matrix_location(), 1, false, &gl_matrix[0])); |
+ |
+ SkColor color = quad->color; |
+ float alpha = SkColorGetA(color) * (1.0f / 255.0f); |
+ |
+ GLC(gl_, |
+ gl_->Uniform4f(program->fragment_shader().color_location(), |
+ (SkColorGetR(color) * (1.0f / 255.0f)) * alpha, |
+ (SkColorGetG(color) * (1.0f / 255.0f)) * alpha, |
+ (SkColorGetB(color) * (1.0f / 255.0f)) * alpha, |
+ alpha)); |
+ |
+ GLC(gl_, gl_->LineWidth(quad->width)); |
+ |
+ // The indices for the line are stored in the same array as the triangle |
+ // indices. |
+ GLC(gl_, gl_->DrawElements(GL_LINE_LOOP, 4, GL_UNSIGNED_SHORT, 0)); |
+} |
+ |
+bool GLRenderer::CanApplyBlendModeUsingBlendFunc(SkXfermode::Mode blend_mode) { |
+ return use_blend_equation_advanced_ || |
+ blend_mode == SkXfermode::kScreen_Mode || |
+ blend_mode == SkXfermode::kSrcOver_Mode; |
+} |
+ |
+void GLRenderer::ApplyBlendModeUsingBlendFunc(SkXfermode::Mode blend_mode) { |
+ DCHECK(CanApplyBlendModeUsingBlendFunc(blend_mode)); |
+ |
+ // Any modes set here must be reset in RestoreBlendFuncToDefault |
+ if (use_blend_equation_advanced_) { |
+ GLenum equation = GL_FUNC_ADD; |
+ |
+ switch (blend_mode) { |
+ case SkXfermode::kScreen_Mode: |
+ equation = GL_SCREEN_KHR; |
+ break; |
+ case SkXfermode::kOverlay_Mode: |
+ equation = GL_OVERLAY_KHR; |
+ break; |
+ case SkXfermode::kDarken_Mode: |
+ equation = GL_DARKEN_KHR; |
+ break; |
+ case SkXfermode::kLighten_Mode: |
+ equation = GL_LIGHTEN_KHR; |
+ break; |
+ case SkXfermode::kColorDodge_Mode: |
+ equation = GL_COLORDODGE_KHR; |
+ break; |
+ case SkXfermode::kColorBurn_Mode: |
+ equation = GL_COLORBURN_KHR; |
+ break; |
+ case SkXfermode::kHardLight_Mode: |
+ equation = GL_HARDLIGHT_KHR; |
+ break; |
+ case SkXfermode::kSoftLight_Mode: |
+ equation = GL_SOFTLIGHT_KHR; |
+ break; |
+ case SkXfermode::kDifference_Mode: |
+ equation = GL_DIFFERENCE_KHR; |
+ break; |
+ case SkXfermode::kExclusion_Mode: |
+ equation = GL_EXCLUSION_KHR; |
+ break; |
+ case SkXfermode::kMultiply_Mode: |
+ equation = GL_MULTIPLY_KHR; |
+ break; |
+ case SkXfermode::kHue_Mode: |
+ equation = GL_HSL_HUE_KHR; |
+ break; |
+ case SkXfermode::kSaturation_Mode: |
+ equation = GL_HSL_SATURATION_KHR; |
+ break; |
+ case SkXfermode::kColor_Mode: |
+ equation = GL_HSL_COLOR_KHR; |
+ break; |
+ case SkXfermode::kLuminosity_Mode: |
+ equation = GL_HSL_LUMINOSITY_KHR; |
+ break; |
+ default: |
+ return; |
+ } |
+ |
+ GLC(gl_, gl_->BlendEquation(equation)); |
+ } else { |
+ if (blend_mode == SkXfermode::kScreen_Mode) { |
+ GLC(gl_, gl_->BlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ONE)); |
+ } |
+ } |
+} |
+ |
+void GLRenderer::RestoreBlendFuncToDefault(SkXfermode::Mode blend_mode) { |
+ if (blend_mode == SkXfermode::kSrcOver_Mode) |
+ return; |
+ |
+ if (use_blend_equation_advanced_) { |
+ GLC(gl_, gl_->BlendEquation(GL_FUNC_ADD)); |
+ } else { |
+ GLC(gl_, gl_->BlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)); |
+ } |
+} |
+ |
+// This takes a gfx::Rect and a clip region quad in the same space, |
+// and returns a quad with the same proportions in the space -0.5->0.5. |
+bool GetScaledRegion(const gfx::Rect& rect, |
+ const gfx::QuadF* clip, |
+ gfx::QuadF* scaled_region) { |
+ if (!clip) |
+ return false; |
+ |
+ gfx::PointF p1(((clip->p1().x() - rect.x()) / rect.width()) - 0.5f, |
+ ((clip->p1().y() - rect.y()) / rect.height()) - 0.5f); |
+ gfx::PointF p2(((clip->p2().x() - rect.x()) / rect.width()) - 0.5f, |
+ ((clip->p2().y() - rect.y()) / rect.height()) - 0.5f); |
+ gfx::PointF p3(((clip->p3().x() - rect.x()) / rect.width()) - 0.5f, |
+ ((clip->p3().y() - rect.y()) / rect.height()) - 0.5f); |
+ gfx::PointF p4(((clip->p4().x() - rect.x()) / rect.width()) - 0.5f, |
+ ((clip->p4().y() - rect.y()) / rect.height()) - 0.5f); |
+ *scaled_region = gfx::QuadF(p1, p2, p3, p4); |
+ return true; |
+} |
+ |
+// This takes a gfx::Rect and a clip region quad in the same space, |
+// and returns the proportional uv's in the space 0->1. |
+bool GetScaledUVs(const gfx::Rect& rect, const gfx::QuadF* clip, float uvs[8]) { |
+ if (!clip) |
+ return false; |
+ |
+ uvs[0] = ((clip->p1().x() - rect.x()) / rect.width()); |
+ uvs[1] = ((clip->p1().y() - rect.y()) / rect.height()); |
+ uvs[2] = ((clip->p2().x() - rect.x()) / rect.width()); |
+ uvs[3] = ((clip->p2().y() - rect.y()) / rect.height()); |
+ uvs[4] = ((clip->p3().x() - rect.x()) / rect.width()); |
+ uvs[5] = ((clip->p3().y() - rect.y()) / rect.height()); |
+ uvs[6] = ((clip->p4().x() - rect.x()) / rect.width()); |
+ uvs[7] = ((clip->p4().y() - rect.y()) / rect.height()); |
+ return true; |
+} |
+ |
+gfx::Rect GLRenderer::GetBackdropBoundingBoxForRenderPassQuad( |
+ DrawingFrame* frame, |
+ const RenderPassDrawQuad* quad, |
+ const gfx::Transform& contents_device_transform, |
+ const gfx::QuadF* clip_region, |
+ bool use_aa) { |
+ gfx::QuadF scaled_region; |
+ if (!GetScaledRegion(quad->rect, clip_region, &scaled_region)) { |
+ scaled_region = SharedGeometryQuad().BoundingBox(); |
+ } |
+ |
+ gfx::Rect backdrop_rect = gfx::ToEnclosingRect(MathUtil::MapClippedRect( |
+ contents_device_transform, scaled_region.BoundingBox())); |
+ |
+ if (!backdrop_rect.IsEmpty() && use_aa) { |
+ const int kOutsetForAntialiasing = 1; |
+ backdrop_rect.Inset(-kOutsetForAntialiasing, -kOutsetForAntialiasing); |
+ } |
+ |
+ backdrop_rect.Intersect(MoveFromDrawToWindowSpace( |
+ frame, frame->current_render_pass->output_rect)); |
+ return backdrop_rect; |
+} |
+ |
+scoped_ptr<ScopedResource> GLRenderer::GetBackdropTexture( |
+ const gfx::Rect& bounding_rect) { |
+ scoped_ptr<ScopedResource> device_background_texture = |
+ ScopedResource::Create(resource_provider_); |
+ // CopyTexImage2D fails when called on a texture having immutable storage. |
+ device_background_texture->Allocate( |
+ bounding_rect.size(), ResourceProvider::TEXTURE_HINT_DEFAULT, RGBA_8888); |
+ { |
+ ResourceProvider::ScopedWriteLockGL lock(resource_provider_, |
+ device_background_texture->id()); |
+ GetFramebufferTexture( |
+ lock.texture_id(), device_background_texture->format(), bounding_rect); |
+ } |
+ return device_background_texture.Pass(); |
+} |
+ |
+void GLRenderer::DrawRenderPassQuad(DrawingFrame* frame, |
+ const RenderPassDrawQuad* quad, |
+ const gfx::QuadF* clip_region) { |
+ ScopedResource* 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. |
+ if (!contents_device_transform.IsInvertible()) |
+ return; |
+ |
+ gfx::QuadF surface_quad = SharedGeometryQuad(); |
+ float edge[24]; |
+ bool use_aa = settings_->allow_antialiasing && |
+ ShouldAntialiasQuad(contents_device_transform, quad, |
+ settings_->force_antialiasing); |
+ |
+ SetupQuadForClippingAndAntialiasing(contents_device_transform, quad, use_aa, |
+ clip_region, &surface_quad, edge); |
+ SkXfermode::Mode blend_mode = quad->shared_quad_state->blend_mode; |
+ bool use_shaders_for_blending = |
+ !CanApplyBlendModeUsingBlendFunc(blend_mode) || |
+ settings_->force_blending_with_shaders; |
+ |
+ scoped_ptr<ScopedResource> background_texture; |
+ skia::RefPtr<SkImage> background_image; |
+ gfx::Rect background_rect; |
+ if (use_shaders_for_blending) { |
+ // Compute a bounding box around the pixels that will be visible through |
+ // the quad. |
+ background_rect = GetBackdropBoundingBoxForRenderPassQuad( |
+ frame, quad, contents_device_transform, clip_region, use_aa); |
+ |
+ if (!background_rect.IsEmpty()) { |
+ // The pixels from the filtered background should completely replace the |
+ // current pixel values. |
+ if (blend_enabled()) |
+ SetBlendEnabled(false); |
+ |
+ // Read the pixels in the bounding box into a buffer R. |
+ // This function allocates a texture, which should contribute to the |
+ // amount of memory used by render surfaces: |
+ // LayerTreeHost::CalculateMemoryForRenderSurfaces. |
+ background_texture = GetBackdropTexture(background_rect); |
+ } |
+ |
+ if (!background_texture) { |
+ // Something went wrong with reading the backdrop. |
+ DCHECK(!background_image); |
+ use_shaders_for_blending = false; |
+ } else if (background_image) { |
+ // Reset original background texture if there is not any mask |
+ if (!quad->mask_resource_id) |
+ background_texture.reset(); |
+ } |
+ } |
+ // Need original background texture for mask? |
+ bool mask_for_background = |
+ background_texture && // Have original background texture |
+ background_image && // Have filtered background texture |
+ quad->mask_resource_id; // Have mask texture |
+ SetBlendEnabled( |
+ !use_shaders_for_blending && |
+ (quad->ShouldDrawWithBlending() || !IsDefaultBlendMode(blend_mode))); |
+ |
+ // TODO(senorblanco): 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. |
+ skia::RefPtr<SkImage> filter_image; |
+ SkScalar color_matrix[20]; |
+ bool use_color_matrix = false; |
+ DCHECK(quad->filters.IsEmpty()); |
+ |
+ scoped_ptr<ResourceProvider::ScopedSamplerGL> mask_resource_lock; |
+ unsigned mask_texture_id = 0; |
+ SamplerType mask_sampler = SAMPLER_TYPE_NA; |
+ if (quad->mask_resource_id) { |
+ mask_resource_lock.reset(new ResourceProvider::ScopedSamplerGL( |
+ resource_provider_, quad->mask_resource_id, GL_TEXTURE1, GL_LINEAR)); |
+ mask_texture_id = mask_resource_lock->texture_id(); |
+ mask_sampler = SamplerTypeFromTextureTarget(mask_resource_lock->target()); |
+ } |
+ |
+ scoped_ptr<ResourceProvider::ScopedSamplerGL> contents_resource_lock; |
+ if (filter_image) { |
+ GrTexture* texture = filter_image->getTexture(); |
+ DCHECK_EQ(GL_TEXTURE0, GetActiveTextureUnit(gl_)); |
+ gl_->BindTexture(GL_TEXTURE_2D, texture->getTextureHandle()); |
+ } else { |
+ contents_resource_lock = |
+ make_scoped_ptr(new ResourceProvider::ScopedSamplerGL( |
+ resource_provider_, contents_texture->id(), GL_LINEAR)); |
+ DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D), |
+ contents_resource_lock->target()); |
+ } |
+ |
+ if (!use_shaders_for_blending) { |
+ if (!use_blend_equation_advanced_coherent_ && use_blend_equation_advanced_) |
+ GLC(gl_, gl_->BlendBarrierKHR()); |
+ |
+ ApplyBlendModeUsingBlendFunc(blend_mode); |
+ } |
+ |
+ TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired( |
+ gl_, |
+ &highp_threshold_cache_, |
+ highp_threshold_min_, |
+ quad->shared_quad_state->visible_content_rect.bottom_right()); |
+ |
+ ShaderLocations locations; |
+ |
+ DCHECK_EQ(background_texture || background_image, use_shaders_for_blending); |
+ BlendMode shader_blend_mode = use_shaders_for_blending |
+ ? BlendModeFromSkXfermode(blend_mode) |
+ : BLEND_MODE_NONE; |
+ |
+ if (use_aa && mask_texture_id && !use_color_matrix) { |
+ const RenderPassMaskProgramAA* program = GetRenderPassMaskProgramAA( |
+ tex_coord_precision, mask_sampler, |
+ shader_blend_mode, mask_for_background); |
+ SetUseProgram(program->program()); |
+ program->vertex_shader().FillLocations(&locations); |
+ program->fragment_shader().FillLocations(&locations); |
+ GLC(gl_, gl_->Uniform1i(locations.sampler, 0)); |
+ } else if (!use_aa && mask_texture_id && !use_color_matrix) { |
+ const RenderPassMaskProgram* program = GetRenderPassMaskProgram( |
+ tex_coord_precision, mask_sampler, |
+ shader_blend_mode, mask_for_background); |
+ SetUseProgram(program->program()); |
+ program->vertex_shader().FillLocations(&locations); |
+ program->fragment_shader().FillLocations(&locations); |
+ GLC(gl_, gl_->Uniform1i(locations.sampler, 0)); |
+ } else if (use_aa && !mask_texture_id && !use_color_matrix) { |
+ const RenderPassProgramAA* program = |
+ GetRenderPassProgramAA(tex_coord_precision, shader_blend_mode); |
+ SetUseProgram(program->program()); |
+ program->vertex_shader().FillLocations(&locations); |
+ program->fragment_shader().FillLocations(&locations); |
+ GLC(gl_, gl_->Uniform1i(locations.sampler, 0)); |
+ } else if (use_aa && mask_texture_id && use_color_matrix) { |
+ const RenderPassMaskColorMatrixProgramAA* program = |
+ GetRenderPassMaskColorMatrixProgramAA( |
+ tex_coord_precision, mask_sampler, |
+ shader_blend_mode, mask_for_background); |
+ SetUseProgram(program->program()); |
+ program->vertex_shader().FillLocations(&locations); |
+ program->fragment_shader().FillLocations(&locations); |
+ GLC(gl_, gl_->Uniform1i(locations.sampler, 0)); |
+ } else if (use_aa && !mask_texture_id && use_color_matrix) { |
+ const RenderPassColorMatrixProgramAA* program = |
+ GetRenderPassColorMatrixProgramAA(tex_coord_precision, |
+ shader_blend_mode); |
+ SetUseProgram(program->program()); |
+ program->vertex_shader().FillLocations(&locations); |
+ program->fragment_shader().FillLocations(&locations); |
+ GLC(gl_, gl_->Uniform1i(locations.sampler, 0)); |
+ } else if (!use_aa && mask_texture_id && use_color_matrix) { |
+ const RenderPassMaskColorMatrixProgram* program = |
+ GetRenderPassMaskColorMatrixProgram( |
+ tex_coord_precision, mask_sampler, |
+ shader_blend_mode, mask_for_background); |
+ SetUseProgram(program->program()); |
+ program->vertex_shader().FillLocations(&locations); |
+ program->fragment_shader().FillLocations(&locations); |
+ GLC(gl_, gl_->Uniform1i(locations.sampler, 0)); |
+ } else if (!use_aa && !mask_texture_id && use_color_matrix) { |
+ const RenderPassColorMatrixProgram* program = |
+ GetRenderPassColorMatrixProgram(tex_coord_precision, shader_blend_mode); |
+ SetUseProgram(program->program()); |
+ program->vertex_shader().FillLocations(&locations); |
+ program->fragment_shader().FillLocations(&locations); |
+ GLC(gl_, gl_->Uniform1i(locations.sampler, 0)); |
+ } else { |
+ const RenderPassProgram* program = |
+ GetRenderPassProgram(tex_coord_precision, shader_blend_mode); |
+ SetUseProgram(program->program()); |
+ program->vertex_shader().FillLocations(&locations); |
+ program->fragment_shader().FillLocations(&locations); |
+ GLC(gl_, gl_->Uniform1i(locations.sampler, 0)); |
+ } |
+ 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); |
+ |
+ DCHECK(locations.tex_transform != -1 || IsContextLost()); |
+ // Flip the content vertically in the shader, as the RenderPass input |
+ // texture is already oriented the same way as the framebuffer, but the |
+ // projection transform does a flip. |
+ GLC(gl_, |
+ gl_->Uniform4f(locations.tex_transform, |
+ 0.0f, |
+ tex_scale_y, |
+ tex_scale_x, |
+ -tex_scale_y)); |
+ |
+ GLint last_texture_unit = 0; |
+ if (locations.mask_sampler != -1) { |
+ DCHECK_NE(locations.mask_tex_coord_scale, 1); |
+ DCHECK_NE(locations.mask_tex_coord_offset, 1); |
+ GLC(gl_, gl_->Uniform1i(locations.mask_sampler, 1)); |
+ |
+ gfx::RectF mask_uv_rect = quad->MaskUVRect(); |
+ if (mask_sampler != SAMPLER_TYPE_2D) { |
+ mask_uv_rect.Scale(quad->mask_texture_size.width(), |
+ quad->mask_texture_size.height()); |
+ } |
+ |
+ // Mask textures are oriented vertically flipped relative to the framebuffer |
+ // and the RenderPass contents texture, so we flip the tex coords from the |
+ // RenderPass texture to find the mask texture coords. |
+ GLC(gl_, |
+ gl_->Uniform2f(locations.mask_tex_coord_offset, |
+ mask_uv_rect.x(), |
+ mask_uv_rect.bottom())); |
+ GLC(gl_, |
+ gl_->Uniform2f(locations.mask_tex_coord_scale, |
+ mask_uv_rect.width() / tex_scale_x, |
+ -mask_uv_rect.height() / tex_scale_y)); |
+ |
+ last_texture_unit = 1; |
+ } |
+ |
+ if (locations.edge != -1) |
+ GLC(gl_, gl_->Uniform3fv(locations.edge, 8, edge)); |
+ |
+ if (locations.viewport != -1) { |
+ float viewport[4] = {static_cast<float>(viewport_.x()), |
+ static_cast<float>(viewport_.y()), |
+ static_cast<float>(viewport_.width()), |
+ static_cast<float>(viewport_.height()), }; |
+ GLC(gl_, gl_->Uniform4fv(locations.viewport, 1, viewport)); |
+ } |
+ |
+ if (locations.color_matrix != -1) { |
+ float matrix[16]; |
+ for (int i = 0; i < 4; ++i) { |
+ for (int j = 0; j < 4; ++j) |
+ matrix[i * 4 + j] = SkScalarToFloat(color_matrix[j * 5 + i]); |
+ } |
+ GLC(gl_, |
+ gl_->UniformMatrix4fv(locations.color_matrix, 1, false, matrix)); |
+ } |
+ static const float kScale = 1.0f / 255.0f; |
+ if (locations.color_offset != -1) { |
+ float offset[4]; |
+ for (int i = 0; i < 4; ++i) |
+ offset[i] = SkScalarToFloat(color_matrix[i * 5 + 4]) * kScale; |
+ |
+ GLC(gl_, gl_->Uniform4fv(locations.color_offset, 1, offset)); |
+ } |
+ |
+ scoped_ptr<ResourceProvider::ScopedSamplerGL> shader_background_sampler_lock; |
+ if (locations.backdrop != -1) { |
+ DCHECK(background_texture || background_image); |
+ DCHECK_NE(locations.backdrop, 0); |
+ DCHECK_NE(locations.backdrop_rect, 0); |
+ |
+ GLC(gl_, gl_->Uniform1i(locations.backdrop, ++last_texture_unit)); |
+ |
+ GLC(gl_, |
+ gl_->Uniform4f(locations.backdrop_rect, |
+ background_rect.x(), |
+ background_rect.y(), |
+ background_rect.width(), |
+ background_rect.height())); |
+ |
+ if (background_image) { |
+ GrTexture* texture = background_image->getTexture(); |
+ GLC(gl_, gl_->ActiveTexture(GL_TEXTURE0 + last_texture_unit)); |
+ gl_->BindTexture(GL_TEXTURE_2D, texture->getTextureHandle()); |
+ GLC(gl_, gl_->ActiveTexture(GL_TEXTURE0)); |
+ if (mask_for_background) |
+ GLC(gl_, gl_->Uniform1i(locations.original_backdrop, |
+ ++last_texture_unit)); |
+ } |
+ if (background_texture) { |
+ shader_background_sampler_lock = make_scoped_ptr( |
+ new ResourceProvider::ScopedSamplerGL(resource_provider_, |
+ background_texture->id(), |
+ GL_TEXTURE0 + last_texture_unit, |
+ GL_LINEAR)); |
+ DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D), |
+ shader_background_sampler_lock->target()); |
+ } |
+ } |
+ |
+ SetShaderOpacity(quad->opacity(), locations.alpha); |
+ SetShaderQuadF(surface_quad, locations.quad); |
+ DrawQuadGeometry( |
+ frame, quad->quadTransform(), quad->rect, locations.matrix); |
+ |
+ // 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_image) |
+ GLC(gl_, gl_->Flush()); |
+ |
+ if (!use_shaders_for_blending) |
+ RestoreBlendFuncToDefault(blend_mode); |
+} |
+ |
+struct SolidColorProgramUniforms { |
+ unsigned program; |
+ unsigned matrix_location; |
+ unsigned viewport_location; |
+ unsigned quad_location; |
+ unsigned edge_location; |
+ unsigned color_location; |
+}; |
+ |
+template <class T> |
+static void SolidColorUniformLocation(T program, |
+ SolidColorProgramUniforms* uniforms) { |
+ uniforms->program = program->program(); |
+ uniforms->matrix_location = program->vertex_shader().matrix_location(); |
+ uniforms->viewport_location = program->vertex_shader().viewport_location(); |
+ uniforms->quad_location = program->vertex_shader().quad_location(); |
+ uniforms->edge_location = program->vertex_shader().edge_location(); |
+ uniforms->color_location = program->fragment_shader().color_location(); |
+} |
+ |
+namespace { |
+// These functions determine if a quad, clipped by a clip_region contains |
+// the entire {top|bottom|left|right} edge. |
+bool is_top(const gfx::QuadF* clip_region, const DrawQuad* quad) { |
+ if (!quad->IsTopEdge()) |
+ return false; |
+ if (!clip_region) |
+ return true; |
+ |
+ return std::abs(clip_region->p1().y()) < kAntiAliasingEpsilon && |
+ std::abs(clip_region->p2().y()) < kAntiAliasingEpsilon; |
+} |
+ |
+bool is_bottom(const gfx::QuadF* clip_region, const DrawQuad* quad) { |
+ if (!quad->IsBottomEdge()) |
+ return false; |
+ if (!clip_region) |
+ return true; |
+ |
+ return std::abs(clip_region->p3().y() - |
+ quad->shared_quad_state->content_bounds.height()) < |
+ kAntiAliasingEpsilon && |
+ std::abs(clip_region->p4().y() - |
+ quad->shared_quad_state->content_bounds.height()) < |
+ kAntiAliasingEpsilon; |
+} |
+ |
+bool is_left(const gfx::QuadF* clip_region, const DrawQuad* quad) { |
+ if (!quad->IsLeftEdge()) |
+ return false; |
+ if (!clip_region) |
+ return true; |
+ |
+ return std::abs(clip_region->p1().x()) < kAntiAliasingEpsilon && |
+ std::abs(clip_region->p4().x()) < kAntiAliasingEpsilon; |
+} |
+ |
+bool is_right(const gfx::QuadF* clip_region, const DrawQuad* quad) { |
+ if (!quad->IsRightEdge()) |
+ return false; |
+ if (!clip_region) |
+ return true; |
+ |
+ return std::abs(clip_region->p2().x() - |
+ quad->shared_quad_state->content_bounds.width()) < |
+ kAntiAliasingEpsilon && |
+ std::abs(clip_region->p3().x() - |
+ quad->shared_quad_state->content_bounds.width()) < |
+ kAntiAliasingEpsilon; |
+} |
+} // anonymous namespace |
+ |
+static gfx::QuadF GetDeviceQuadWithAntialiasingOnExteriorEdges( |
+ const LayerQuad& device_layer_edges, |
+ const gfx::Transform& device_transform, |
+ const gfx::QuadF* clip_region, |
+ const DrawQuad* quad) { |
+ gfx::RectF tile_rect = quad->visible_rect; |
+ gfx::QuadF tile_quad(tile_rect); |
+ |
+ if (clip_region) { |
+ if (quad->material != DrawQuad::RENDER_PASS) { |
+ tile_quad = *clip_region; |
+ } else { |
+ GetScaledRegion(quad->rect, clip_region, &tile_quad); |
+ } |
+ } |
+ |
+ gfx::PointF bottom_right = tile_quad.p3(); |
+ gfx::PointF bottom_left = tile_quad.p4(); |
+ gfx::PointF top_left = tile_quad.p1(); |
+ gfx::PointF top_right = tile_quad.p2(); |
+ bool clipped = false; |
+ |
+ // Map points to device space. We ignore |clipped|, since the result of |
+ // |MapPoint()| still produces a valid point to draw the quad with. When |
+ // clipped, the point will be outside of the viewport. See crbug.com/416367. |
+ bottom_right = MathUtil::MapPoint(device_transform, bottom_right, &clipped); |
+ bottom_left = MathUtil::MapPoint(device_transform, bottom_left, &clipped); |
+ top_left = MathUtil::MapPoint(device_transform, top_left, &clipped); |
+ top_right = MathUtil::MapPoint(device_transform, top_right, &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 an edge is degenerate we do not want to replace it with a "proper" edge |
+ // as that will cause the quad to possibly expand is strange ways. |
+ if (!top_edge.degenerate() && is_top(clip_region, quad) && |
+ tile_rect.y() == quad->rect.y()) { |
+ top_edge = device_layer_edges.top(); |
+ } |
+ if (!left_edge.degenerate() && is_left(clip_region, quad) && |
+ tile_rect.x() == quad->rect.x()) { |
+ left_edge = device_layer_edges.left(); |
+ } |
+ if (!right_edge.degenerate() && is_right(clip_region, quad) && |
+ tile_rect.right() == quad->rect.right()) { |
+ right_edge = device_layer_edges.right(); |
+ } |
+ if (!bottom_edge.degenerate() && is_bottom(clip_region, quad) && |
+ tile_rect.bottom() == quad->rect.bottom()) { |
+ bottom_edge = device_layer_edges.bottom(); |
+ } |
+ |
+ float sign = tile_quad.IsCounterClockwise() ? -1 : 1; |
+ bottom_edge.scale(sign); |
+ left_edge.scale(sign); |
+ top_edge.scale(sign); |
+ right_edge.scale(sign); |
+ |
+ // Create device space quad. |
+ return LayerQuad(left_edge, top_edge, right_edge, bottom_edge).ToQuadF(); |
+} |
+ |
+float GetTotalQuadError(const gfx::QuadF* clipped_quad, |
+ const gfx::QuadF* ideal_rect) { |
+ return (clipped_quad->p1() - ideal_rect->p1()).LengthSquared() + |
+ (clipped_quad->p2() - ideal_rect->p2()).LengthSquared() + |
+ (clipped_quad->p3() - ideal_rect->p3()).LengthSquared() + |
+ (clipped_quad->p4() - ideal_rect->p4()).LengthSquared(); |
+} |
+ |
+// Attempt to rotate the clipped quad until it lines up the most |
+// correctly. This is necessary because we check the edges of this |
+// quad against the expected left/right/top/bottom for anti-aliasing. |
+void AlignQuadToBoundingBox(gfx::QuadF* clipped_quad) { |
+ gfx::QuadF bounding_quad = gfx::QuadF(clipped_quad->BoundingBox()); |
+ gfx::QuadF best_rotation = *clipped_quad; |
+ float least_error_amount = GetTotalQuadError(clipped_quad, &bounding_quad); |
+ for (size_t i = 1; i < 4; ++i) { |
+ clipped_quad->Realign(1); |
+ float new_error = GetTotalQuadError(clipped_quad, &bounding_quad); |
+ if (new_error < least_error_amount) { |
+ least_error_amount = new_error; |
+ best_rotation = *clipped_quad; |
+ } |
+ } |
+ *clipped_quad = best_rotation; |
+} |
+ |
+// static |
+bool GLRenderer::ShouldAntialiasQuad(const gfx::Transform& device_transform, |
+ const DrawQuad* quad, |
+ bool force_antialiasing) { |
+ bool is_render_pass_quad = (quad->material == DrawQuad::RENDER_PASS); |
+ // For render pass quads, |device_transform| already contains quad's rect. |
+ // TODO(rosca@adobe.com): remove branching on is_render_pass_quad |
+ // crbug.com/429702 |
+ if (!is_render_pass_quad && !quad->IsEdge()) |
+ return false; |
+ gfx::RectF content_rect = |
+ is_render_pass_quad ? QuadVertexRect() : quad->visibleContentRect(); |
+ |
+ bool clipped = false; |
+ gfx::QuadF device_layer_quad = |
+ MathUtil::MapQuad(device_transform, gfx::QuadF(content_rect), &clipped); |
+ |
+ if (device_layer_quad.BoundingBox().IsEmpty()) |
+ return false; |
+ |
+ bool is_axis_aligned_in_target = device_layer_quad.IsRectilinear(); |
+ bool is_nearest_rect_within_epsilon = |
+ is_axis_aligned_in_target && |
+ gfx::IsNearestRectWithinDistance(device_layer_quad.BoundingBox(), |
+ kAntiAliasingEpsilon); |
+ // AAing clipped quads is not supported by the code yet. |
+ bool use_aa = !clipped && !is_nearest_rect_within_epsilon; |
+ return use_aa || force_antialiasing; |
+} |
+ |
+// static |
+void GLRenderer::SetupQuadForClippingAndAntialiasing( |
+ const gfx::Transform& device_transform, |
+ const DrawQuad* quad, |
+ bool use_aa, |
+ const gfx::QuadF* clip_region, |
+ gfx::QuadF* local_quad, |
+ float edge[24]) { |
+ bool is_render_pass_quad = (quad->material == DrawQuad::RENDER_PASS); |
+ gfx::QuadF rotated_clip; |
+ const gfx::QuadF* local_clip_region = clip_region; |
+ if (local_clip_region) { |
+ rotated_clip = *clip_region; |
+ AlignQuadToBoundingBox(&rotated_clip); |
+ local_clip_region = &rotated_clip; |
+ } |
+ |
+ gfx::QuadF content_rect = is_render_pass_quad |
+ ? gfx::QuadF(QuadVertexRect()) |
+ : gfx::QuadF(quad->visibleContentRect()); |
+ if (!use_aa) { |
+ if (local_clip_region) { |
+ if (!is_render_pass_quad) { |
+ content_rect = *local_clip_region; |
+ } else { |
+ GetScaledRegion(quad->rect, local_clip_region, &content_rect); |
+ } |
+ *local_quad = content_rect; |
+ } |
+ return; |
+ } |
+ bool clipped = false; |
+ gfx::QuadF device_layer_quad = |
+ MathUtil::MapQuad(device_transform, content_rect, &clipped); |
+ |
+ 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]); |
+ |
+ // If we have a clip region then we are split, and therefore |
+ // by necessity, at least one of our edges is not an external |
+ // one. |
+ bool is_full_rect = quad->visible_rect == quad->rect; |
+ |
+ bool region_contains_all_outside_edges = |
+ is_full_rect && |
+ (is_top(local_clip_region, quad) && is_left(local_clip_region, quad) && |
+ is_bottom(local_clip_region, quad) && is_right(local_clip_region, quad)); |
+ |
+ bool use_aa_on_all_four_edges = |
+ !local_clip_region && |
+ (is_render_pass_quad || region_contains_all_outside_edges); |
+ |
+ gfx::QuadF device_quad = |
+ use_aa_on_all_four_edges |
+ ? device_layer_edges.ToQuadF() |
+ : GetDeviceQuadWithAntialiasingOnExteriorEdges( |
+ device_layer_edges, device_transform, local_clip_region, quad); |
+ |
+ // Map device space quad to local space. device_transform 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, &clipped); |
+ // We should not DCHECK(!clipped) here, because anti-aliasing inflation may |
+ // cause device_quad to become clipped. To our knowledge this scenario does |
+ // not need to be handled differently than the unclipped case. |
+} |
+ |
+void GLRenderer::DrawSolidColorQuad(const DrawingFrame* frame, |
+ const SolidColorDrawQuad* quad, |
+ const gfx::QuadF* clip_region) { |
+ gfx::Rect tile_rect = quad->visible_rect; |
+ |
+ SkColor color = quad->color; |
+ float opacity = quad->opacity(); |
+ float alpha = (SkColorGetA(color) * (1.0f / 255.0f)) * opacity; |
+ |
+ // Early out if alpha is small enough that quad doesn't contribute to output. |
+ if (alpha < std::numeric_limits<float>::epsilon() && |
+ quad->ShouldDrawWithBlending()) |
+ return; |
+ |
+ gfx::Transform device_transform = |
+ frame->window_matrix * frame->projection_matrix * quad->quadTransform(); |
+ device_transform.FlattenTo2d(); |
+ if (!device_transform.IsInvertible()) |
+ return; |
+ |
+ bool force_aa = false; |
+ gfx::QuadF local_quad = gfx::QuadF(gfx::RectF(tile_rect)); |
+ float edge[24]; |
+ bool use_aa = settings_->allow_antialiasing && |
+ !quad->force_anti_aliasing_off && |
+ ShouldAntialiasQuad(device_transform, quad, force_aa); |
+ SetupQuadForClippingAndAntialiasing(device_transform, quad, use_aa, |
+ clip_region, &local_quad, edge); |
+ |
+ SolidColorProgramUniforms uniforms; |
+ if (use_aa) { |
+ SolidColorUniformLocation(GetSolidColorProgramAA(), &uniforms); |
+ } else { |
+ SolidColorUniformLocation(GetSolidColorProgram(), &uniforms); |
+ } |
+ SetUseProgram(uniforms.program); |
+ |
+ GLC(gl_, |
+ gl_->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) { |
+ float viewport[4] = {static_cast<float>(viewport_.x()), |
+ static_cast<float>(viewport_.y()), |
+ static_cast<float>(viewport_.width()), |
+ static_cast<float>(viewport_.height()), }; |
+ GLC(gl_, gl_->Uniform4fv(uniforms.viewport_location, 1, viewport)); |
+ GLC(gl_, gl_->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 tile_rect. |
+ local_quad.Scale(1.0f / tile_rect.width(), 1.0f / tile_rect.height()); |
+ |
+ SetShaderQuadF(local_quad, uniforms.quad_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 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 matrix_location; |
+ unsigned viewport_location; |
+ unsigned quad_location; |
+ unsigned edge_location; |
+ unsigned vertex_tex_transform_location; |
+ unsigned sampler_location; |
+ unsigned fragment_tex_transform_location; |
+ unsigned alpha_location; |
+}; |
+ |
+template <class T> |
+static void TileUniformLocation(T program, TileProgramUniforms* uniforms) { |
+ uniforms->program = program->program(); |
+ uniforms->matrix_location = program->vertex_shader().matrix_location(); |
+ uniforms->viewport_location = program->vertex_shader().viewport_location(); |
+ uniforms->quad_location = program->vertex_shader().quad_location(); |
+ uniforms->edge_location = program->vertex_shader().edge_location(); |
+ uniforms->vertex_tex_transform_location = |
+ program->vertex_shader().vertex_tex_transform_location(); |
+ |
+ uniforms->sampler_location = program->fragment_shader().sampler_location(); |
+ uniforms->alpha_location = program->fragment_shader().alpha_location(); |
+ uniforms->fragment_tex_transform_location = |
+ program->fragment_shader().fragment_tex_transform_location(); |
+} |
+ |
+void GLRenderer::DrawTileQuad(const DrawingFrame* frame, |
+ const TileDrawQuad* quad, |
+ const gfx::QuadF* clip_region) { |
+ DrawContentQuad(frame, quad, quad->resource_id, clip_region); |
+} |
+ |
+void GLRenderer::DrawContentQuad(const DrawingFrame* frame, |
+ const ContentDrawQuadBase* quad, |
+ ResourceProvider::ResourceId resource_id, |
+ const gfx::QuadF* clip_region) { |
+ gfx::Transform device_transform = |
+ frame->window_matrix * frame->projection_matrix * quad->quadTransform(); |
+ device_transform.FlattenTo2d(); |
+ |
+ bool use_aa = settings_->allow_antialiasing && |
+ ShouldAntialiasQuad(device_transform, quad, false); |
+ |
+ // TODO(timav): simplify coordinate transformations in DrawContentQuadAA |
+ // similar to the way DrawContentQuadNoAA works and then consider |
+ // combining DrawContentQuadAA and DrawContentQuadNoAA into one method. |
+ if (use_aa) |
+ DrawContentQuadAA(frame, quad, resource_id, device_transform, clip_region); |
+ else |
+ DrawContentQuadNoAA(frame, quad, resource_id, clip_region); |
+} |
+ |
+void GLRenderer::DrawContentQuadAA(const DrawingFrame* frame, |
+ const ContentDrawQuadBase* quad, |
+ ResourceProvider::ResourceId resource_id, |
+ const gfx::Transform& device_transform, |
+ const gfx::QuadF* clip_region) { |
+ if (!device_transform.IsInvertible()) |
+ return; |
+ |
+ gfx::Rect tile_rect = quad->visible_rect; |
+ |
+ gfx::RectF tex_coord_rect = MathUtil::ScaleRectProportional( |
+ quad->tex_coord_rect, quad->rect, tile_rect); |
+ float tex_to_geom_scale_x = quad->rect.width() / quad->tex_coord_rect.width(); |
+ float tex_to_geom_scale_y = |
+ quad->rect.height() / quad->tex_coord_rect.height(); |
+ |
+ 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. |
+ float tex_clamp_x = |
+ std::min(0.5f, 0.5f * clamp_tex_rect.width() - kAntiAliasingEpsilon); |
+ float tex_clamp_y = |
+ std::min(0.5f, 0.5f * clamp_tex_rect.height() - kAntiAliasingEpsilon); |
+ float geom_clamp_x = |
+ std::min(tex_clamp_x * tex_to_geom_scale_x, |
+ 0.5f * clamp_geom_rect.width() - kAntiAliasingEpsilon); |
+ float geom_clamp_y = |
+ std::min(tex_clamp_y * tex_to_geom_scale_y, |
+ 0.5f * clamp_geom_rect.height() - kAntiAliasingEpsilon); |
+ 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(); |
+ |
+ TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired( |
+ gl_, &highp_threshold_cache_, highp_threshold_min_, quad->texture_size); |
+ |
+ gfx::QuadF local_quad = gfx::QuadF(gfx::RectF(tile_rect)); |
+ float edge[24]; |
+ SetupQuadForClippingAndAntialiasing(device_transform, quad, true, clip_region, |
+ &local_quad, edge); |
+ ResourceProvider::ScopedSamplerGL quad_resource_lock( |
+ resource_provider_, resource_id, |
+ quad->nearest_neighbor ? GL_NEAREST : GL_LINEAR); |
+ SamplerType sampler = |
+ SamplerTypeFromTextureTarget(quad_resource_lock.target()); |
+ |
+ float fragment_tex_translate_x = clamp_tex_rect.x(); |
+ float fragment_tex_translate_y = clamp_tex_rect.y(); |
+ float fragment_tex_scale_x = clamp_tex_rect.width(); |
+ float fragment_tex_scale_y = clamp_tex_rect.height(); |
+ |
+ // Map to normalized texture coordinates. |
+ if (sampler != SAMPLER_TYPE_2D_RECT) { |
+ gfx::Size texture_size = quad->texture_size; |
+ DCHECK(!texture_size.IsEmpty()); |
+ fragment_tex_translate_x /= texture_size.width(); |
+ fragment_tex_translate_y /= texture_size.height(); |
+ fragment_tex_scale_x /= texture_size.width(); |
+ fragment_tex_scale_y /= texture_size.height(); |
+ } |
+ |
+ TileProgramUniforms uniforms; |
+ if (quad->swizzle_contents) { |
+ TileUniformLocation(GetTileProgramSwizzleAA(tex_coord_precision, sampler), |
+ &uniforms); |
+ } else { |
+ TileUniformLocation(GetTileProgramAA(tex_coord_precision, sampler), |
+ &uniforms); |
+ } |
+ |
+ SetUseProgram(uniforms.program); |
+ GLC(gl_, gl_->Uniform1i(uniforms.sampler_location, 0)); |
+ |
+ float viewport[4] = { |
+ static_cast<float>(viewport_.x()), |
+ static_cast<float>(viewport_.y()), |
+ static_cast<float>(viewport_.width()), |
+ static_cast<float>(viewport_.height()), |
+ }; |
+ GLC(gl_, gl_->Uniform4fv(uniforms.viewport_location, 1, viewport)); |
+ GLC(gl_, gl_->Uniform3fv(uniforms.edge_location, 8, edge)); |
+ |
+ GLC(gl_, |
+ gl_->Uniform4f(uniforms.vertex_tex_transform_location, |
+ vertex_tex_translate_x, |
+ vertex_tex_translate_y, |
+ vertex_tex_scale_x, |
+ vertex_tex_scale_y)); |
+ GLC(gl_, |
+ gl_->Uniform4f(uniforms.fragment_tex_transform_location, |
+ fragment_tex_translate_x, |
+ fragment_tex_translate_y, |
+ fragment_tex_scale_x, |
+ fragment_tex_scale_y)); |
+ |
+ // Blending is required for antialiasing. |
+ SetBlendEnabled(true); |
+ |
+ // 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.quad_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 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); |
+} |
+ |
+void GLRenderer::DrawContentQuadNoAA(const DrawingFrame* frame, |
+ const ContentDrawQuadBase* quad, |
+ ResourceProvider::ResourceId resource_id, |
+ const gfx::QuadF* clip_region) { |
+ gfx::RectF tex_coord_rect = MathUtil::ScaleRectProportional( |
+ quad->tex_coord_rect, quad->rect, quad->visible_rect); |
+ float tex_to_geom_scale_x = quad->rect.width() / quad->tex_coord_rect.width(); |
+ float tex_to_geom_scale_y = |
+ quad->rect.height() / quad->tex_coord_rect.height(); |
+ |
+ bool scaled = (tex_to_geom_scale_x != 1.f || tex_to_geom_scale_y != 1.f); |
+ GLenum filter = |
+ (scaled || !quad->quadTransform().IsIdentityOrIntegerTranslation()) && |
+ !quad->nearest_neighbor |
+ ? GL_LINEAR |
+ : GL_NEAREST; |
+ |
+ ResourceProvider::ScopedSamplerGL quad_resource_lock( |
+ resource_provider_, resource_id, filter); |
+ SamplerType sampler = |
+ SamplerTypeFromTextureTarget(quad_resource_lock.target()); |
+ |
+ float vertex_tex_translate_x = tex_coord_rect.x(); |
+ float vertex_tex_translate_y = tex_coord_rect.y(); |
+ float vertex_tex_scale_x = tex_coord_rect.width(); |
+ float vertex_tex_scale_y = tex_coord_rect.height(); |
+ |
+ // Map to normalized texture coordinates. |
+ if (sampler != SAMPLER_TYPE_2D_RECT) { |
+ gfx::Size texture_size = quad->texture_size; |
+ DCHECK(!texture_size.IsEmpty()); |
+ vertex_tex_translate_x /= texture_size.width(); |
+ vertex_tex_translate_y /= texture_size.height(); |
+ vertex_tex_scale_x /= texture_size.width(); |
+ vertex_tex_scale_y /= texture_size.height(); |
+ } |
+ |
+ TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired( |
+ gl_, &highp_threshold_cache_, highp_threshold_min_, quad->texture_size); |
+ |
+ TileProgramUniforms uniforms; |
+ if (quad->ShouldDrawWithBlending()) { |
+ if (quad->swizzle_contents) { |
+ TileUniformLocation(GetTileProgramSwizzle(tex_coord_precision, sampler), |
+ &uniforms); |
+ } else { |
+ TileUniformLocation(GetTileProgram(tex_coord_precision, sampler), |
+ &uniforms); |
+ } |
+ } else { |
+ if (quad->swizzle_contents) { |
+ TileUniformLocation( |
+ GetTileProgramSwizzleOpaque(tex_coord_precision, sampler), &uniforms); |
+ } else { |
+ TileUniformLocation(GetTileProgramOpaque(tex_coord_precision, sampler), |
+ &uniforms); |
+ } |
+ } |
+ |
+ SetUseProgram(uniforms.program); |
+ GLC(gl_, gl_->Uniform1i(uniforms.sampler_location, 0)); |
+ |
+ GLC(gl_, |
+ gl_->Uniform4f(uniforms.vertex_tex_transform_location, |
+ vertex_tex_translate_x, |
+ vertex_tex_translate_y, |
+ vertex_tex_scale_x, |
+ vertex_tex_scale_y)); |
+ |
+ SetBlendEnabled(quad->ShouldDrawWithBlending()); |
+ |
+ SetShaderOpacity(quad->opacity(), uniforms.alpha_location); |
+ |
+ // Pass quad coordinates to the uniform in the same order as GeometryBinding |
+ // does, then vertices will match the texture mapping in the vertex buffer. |
+ // The method SetShaderQuadF() changes the order of vertices and so it's |
+ // not used here. |
+ gfx::QuadF tile_rect(quad->visible_rect); |
+ float width = quad->visible_rect.width(); |
+ float height = quad->visible_rect.height(); |
+ gfx::PointF top_left = quad->visible_rect.origin(); |
+ if (clip_region) { |
+ tile_rect = *clip_region; |
+ float gl_uv[8] = { |
+ (tile_rect.p4().x() - top_left.x()) / width, |
+ (tile_rect.p4().y() - top_left.y()) / height, |
+ (tile_rect.p1().x() - top_left.x()) / width, |
+ (tile_rect.p1().y() - top_left.y()) / height, |
+ (tile_rect.p2().x() - top_left.x()) / width, |
+ (tile_rect.p2().y() - top_left.y()) / height, |
+ (tile_rect.p3().x() - top_left.x()) / width, |
+ (tile_rect.p3().y() - top_left.y()) / height, |
+ }; |
+ PrepareGeometry(CLIPPED_BINDING); |
+ clipped_geometry_->InitializeCustomQuadWithUVs( |
+ gfx::QuadF(quad->visible_rect), gl_uv); |
+ } else { |
+ PrepareGeometry(SHARED_BINDING); |
+ } |
+ float gl_quad[8] = { |
+ tile_rect.p4().x(), |
+ tile_rect.p4().y(), |
+ tile_rect.p1().x(), |
+ tile_rect.p1().y(), |
+ tile_rect.p2().x(), |
+ tile_rect.p2().y(), |
+ tile_rect.p3().x(), |
+ tile_rect.p3().y(), |
+ }; |
+ GLC(gl_, gl_->Uniform2fv(uniforms.quad_location, 4, gl_quad)); |
+ |
+ static float gl_matrix[16]; |
+ ToGLMatrix(&gl_matrix[0], frame->projection_matrix * quad->quadTransform()); |
+ GLC(gl_, |
+ gl_->UniformMatrix4fv(uniforms.matrix_location, 1, false, &gl_matrix[0])); |
+ |
+ GLC(gl_, gl_->DrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0)); |
+} |
+ |
+void GLRenderer::DrawYUVVideoQuad(const DrawingFrame* frame, |
+ const YUVVideoDrawQuad* quad, |
+ const gfx::QuadF* clip_region) { |
+ SetBlendEnabled(quad->ShouldDrawWithBlending()); |
+ |
+ TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired( |
+ gl_, |
+ &highp_threshold_cache_, |
+ highp_threshold_min_, |
+ quad->shared_quad_state->visible_content_rect.bottom_right()); |
+ |
+ bool use_alpha_plane = quad->a_plane_resource_id != 0; |
+ |
+ ResourceProvider::ScopedSamplerGL y_plane_lock( |
+ resource_provider_, quad->y_plane_resource_id, GL_TEXTURE1, GL_LINEAR); |
+ DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D), y_plane_lock.target()); |
+ ResourceProvider::ScopedSamplerGL u_plane_lock( |
+ resource_provider_, quad->u_plane_resource_id, GL_TEXTURE2, GL_LINEAR); |
+ DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D), u_plane_lock.target()); |
+ ResourceProvider::ScopedSamplerGL v_plane_lock( |
+ resource_provider_, quad->v_plane_resource_id, GL_TEXTURE3, GL_LINEAR); |
+ DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D), v_plane_lock.target()); |
+ scoped_ptr<ResourceProvider::ScopedSamplerGL> a_plane_lock; |
+ if (use_alpha_plane) { |
+ a_plane_lock.reset(new ResourceProvider::ScopedSamplerGL( |
+ resource_provider_, quad->a_plane_resource_id, GL_TEXTURE4, GL_LINEAR)); |
+ DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D), a_plane_lock->target()); |
+ } |
+ |
+ int matrix_location = -1; |
+ int tex_scale_location = -1; |
+ int tex_offset_location = -1; |
+ int clamp_rect_location = -1; |
+ int y_texture_location = -1; |
+ int u_texture_location = -1; |
+ int v_texture_location = -1; |
+ int a_texture_location = -1; |
+ int yuv_matrix_location = -1; |
+ int yuv_adj_location = -1; |
+ int alpha_location = -1; |
+ if (use_alpha_plane) { |
+ const VideoYUVAProgram* program = GetVideoYUVAProgram(tex_coord_precision); |
+ DCHECK(program && (program->initialized() || IsContextLost())); |
+ SetUseProgram(program->program()); |
+ matrix_location = program->vertex_shader().matrix_location(); |
+ tex_scale_location = program->vertex_shader().tex_scale_location(); |
+ tex_offset_location = program->vertex_shader().tex_offset_location(); |
+ y_texture_location = program->fragment_shader().y_texture_location(); |
+ u_texture_location = program->fragment_shader().u_texture_location(); |
+ v_texture_location = program->fragment_shader().v_texture_location(); |
+ a_texture_location = program->fragment_shader().a_texture_location(); |
+ yuv_matrix_location = program->fragment_shader().yuv_matrix_location(); |
+ yuv_adj_location = program->fragment_shader().yuv_adj_location(); |
+ clamp_rect_location = program->fragment_shader().clamp_rect_location(); |
+ alpha_location = program->fragment_shader().alpha_location(); |
+ } else { |
+ const VideoYUVProgram* program = GetVideoYUVProgram(tex_coord_precision); |
+ DCHECK(program && (program->initialized() || IsContextLost())); |
+ SetUseProgram(program->program()); |
+ matrix_location = program->vertex_shader().matrix_location(); |
+ tex_scale_location = program->vertex_shader().tex_scale_location(); |
+ tex_offset_location = program->vertex_shader().tex_offset_location(); |
+ y_texture_location = program->fragment_shader().y_texture_location(); |
+ u_texture_location = program->fragment_shader().u_texture_location(); |
+ v_texture_location = program->fragment_shader().v_texture_location(); |
+ yuv_matrix_location = program->fragment_shader().yuv_matrix_location(); |
+ yuv_adj_location = program->fragment_shader().yuv_adj_location(); |
+ clamp_rect_location = program->fragment_shader().clamp_rect_location(); |
+ alpha_location = program->fragment_shader().alpha_location(); |
+ } |
+ |
+ GLC(gl_, |
+ gl_->Uniform2f(tex_scale_location, |
+ quad->tex_coord_rect.width(), |
+ quad->tex_coord_rect.height())); |
+ GLC(gl_, |
+ gl_->Uniform2f(tex_offset_location, |
+ quad->tex_coord_rect.x(), |
+ quad->tex_coord_rect.y())); |
+ // Clamping to half a texel inside the tex coord rect prevents bilinear |
+ // filtering from filtering outside the tex coord rect. |
+ gfx::RectF clamp_rect(quad->tex_coord_rect); |
+ // Special case: empty texture size implies no clamping. |
+ if (!quad->tex_size.IsEmpty()) { |
+ clamp_rect.Inset(0.5f / quad->tex_size.width(), |
+ 0.5f / quad->tex_size.height()); |
+ } |
+ GLC(gl_, gl_->Uniform4f(clamp_rect_location, clamp_rect.x(), clamp_rect.y(), |
+ clamp_rect.right(), clamp_rect.bottom())); |
+ |
+ GLC(gl_, gl_->Uniform1i(y_texture_location, 1)); |
+ GLC(gl_, gl_->Uniform1i(u_texture_location, 2)); |
+ GLC(gl_, gl_->Uniform1i(v_texture_location, 3)); |
+ if (use_alpha_plane) |
+ GLC(gl_, gl_->Uniform1i(a_texture_location, 4)); |
+ |
+ // 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_rec601[9] = { |
+ 1.164f, 1.164f, 1.164f, 0.0f, -.391f, 2.018f, 1.596f, -.813f, 0.0f, |
+ }; |
+ float yuv_to_rgb_jpeg[9] = { |
+ 1.f, 1.f, 1.f, 0.0f, -.34414f, 1.772f, 1.402f, -.71414f, 0.0f, |
+ }; |
+ float yuv_to_rgb_rec709[9] = { |
+ 1.164f, 1.164f, 1.164f, 0.0f, -0.213f, 2.112f, 1.793f, -0.533f, 0.0f, |
+ }; |
+ |
+ // 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_constrained[3] = { |
+ -0.0625f, -0.5f, -0.5f, |
+ }; |
+ |
+ // Same as above, but without the head and footroom. |
+ float yuv_adjust_full[3] = { |
+ 0.0f, -0.5f, -0.5f, |
+ }; |
+ |
+ float* yuv_to_rgb = NULL; |
+ float* yuv_adjust = NULL; |
+ |
+ switch (quad->color_space) { |
+ case YUVVideoDrawQuad::REC_601: |
+ yuv_to_rgb = yuv_to_rgb_rec601; |
+ yuv_adjust = yuv_adjust_constrained; |
+ break; |
+ case YUVVideoDrawQuad::REC_709: |
+ yuv_to_rgb = yuv_to_rgb_rec709; |
+ yuv_adjust = yuv_adjust_constrained; |
+ break; |
+ case YUVVideoDrawQuad::JPEG: |
+ yuv_to_rgb = yuv_to_rgb_jpeg; |
+ yuv_adjust = yuv_adjust_full; |
+ break; |
+ } |
+ |
+ // 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 tile_rect = quad->rect; |
+ GLC(gl_, gl_->UniformMatrix3fv(yuv_matrix_location, 1, 0, yuv_to_rgb)); |
+ GLC(gl_, gl_->Uniform3fv(yuv_adj_location, 1, yuv_adjust)); |
+ |
+ SetShaderOpacity(quad->opacity(), alpha_location); |
+ if (!clip_region) { |
+ DrawQuadGeometry(frame, quad->quadTransform(), tile_rect, matrix_location); |
+ } else { |
+ float uvs[8] = {0}; |
+ GetScaledUVs(quad->visible_rect, clip_region, uvs); |
+ gfx::QuadF region_quad = *clip_region; |
+ region_quad.Scale(1.0f / tile_rect.width(), 1.0f / tile_rect.height()); |
+ region_quad -= gfx::Vector2dF(0.5f, 0.5f); |
+ DrawQuadGeometryClippedByQuadF(frame, quad->quadTransform(), tile_rect, |
+ region_quad, matrix_location, uvs); |
+ } |
+} |
+ |
+void GLRenderer::DrawStreamVideoQuad(const DrawingFrame* frame, |
+ const StreamVideoDrawQuad* quad, |
+ const gfx::QuadF* clip_region) { |
+ SetBlendEnabled(quad->ShouldDrawWithBlending()); |
+ |
+ static float gl_matrix[16]; |
+ |
+ DCHECK(capabilities_.using_egl_image); |
+ |
+ TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired( |
+ gl_, |
+ &highp_threshold_cache_, |
+ highp_threshold_min_, |
+ quad->shared_quad_state->visible_content_rect.bottom_right()); |
+ |
+ const VideoStreamTextureProgram* program = |
+ GetVideoStreamTextureProgram(tex_coord_precision); |
+ SetUseProgram(program->program()); |
+ |
+ ToGLMatrix(&gl_matrix[0], quad->matrix); |
+ GLC(gl_, |
+ gl_->UniformMatrix4fv( |
+ program->vertex_shader().tex_matrix_location(), 1, false, gl_matrix)); |
+ |
+ ResourceProvider::ScopedReadLockGL lock(resource_provider_, |
+ quad->resource_id); |
+ DCHECK_EQ(GL_TEXTURE0, GetActiveTextureUnit(gl_)); |
+ GLC(gl_, gl_->BindTexture(GL_TEXTURE_EXTERNAL_OES, lock.texture_id())); |
+ |
+ GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0)); |
+ |
+ SetShaderOpacity(quad->opacity(), |
+ program->fragment_shader().alpha_location()); |
+ if (!clip_region) { |
+ DrawQuadGeometry(frame, quad->quadTransform(), quad->rect, |
+ program->vertex_shader().matrix_location()); |
+ } else { |
+ gfx::QuadF region_quad(*clip_region); |
+ region_quad.Scale(1.0f / quad->rect.width(), 1.0f / quad->rect.height()); |
+ region_quad -= gfx::Vector2dF(0.5f, 0.5f); |
+ float uvs[8] = {0}; |
+ GetScaledUVs(quad->visible_rect, clip_region, uvs); |
+ DrawQuadGeometryClippedByQuadF( |
+ frame, quad->quadTransform(), quad->rect, region_quad, |
+ program->vertex_shader().matrix_location(), uvs); |
+ } |
+} |
+ |
+struct TextureProgramBinding { |
+ template <class Program> |
+ void Set(Program* program) { |
+ DCHECK(program); |
+ program_id = program->program(); |
+ sampler_location = program->fragment_shader().sampler_location(); |
+ matrix_location = program->vertex_shader().matrix_location(); |
+ background_color_location = |
+ program->fragment_shader().background_color_location(); |
+ } |
+ int program_id; |
+ int sampler_location; |
+ int matrix_location; |
+ int transform_location; |
+ int background_color_location; |
+}; |
+ |
+struct TexTransformTextureProgramBinding : TextureProgramBinding { |
+ template <class Program> |
+ void Set(Program* program) { |
+ TextureProgramBinding::Set(program); |
+ tex_transform_location = program->vertex_shader().tex_transform_location(); |
+ vertex_opacity_location = |
+ program->vertex_shader().vertex_opacity_location(); |
+ } |
+ int tex_transform_location; |
+ int vertex_opacity_location; |
+}; |
+ |
+void GLRenderer::FlushTextureQuadCache(BoundGeometry flush_binding) { |
+ // Check to see if we have anything to draw. |
+ if (draw_cache_.program_id == -1) |
+ return; |
+ |
+ PrepareGeometry(flush_binding); |
+ |
+ // 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(gl_, gl_->Uniform1i(draw_cache_.sampler_location, 0)); |
+ |
+ // Assume the current active textures is 0. |
+ ResourceProvider::ScopedSamplerGL locked_quad( |
+ resource_provider_, |
+ draw_cache_.resource_id, |
+ draw_cache_.nearest_neighbor ? GL_NEAREST : GL_LINEAR); |
+ DCHECK_EQ(GL_TEXTURE0, GetActiveTextureUnit(gl_)); |
+ GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, locked_quad.texture_id())); |
+ |
+ static_assert(sizeof(Float4) == 4 * sizeof(float), |
+ "Float4 struct should be densely packed"); |
+ static_assert(sizeof(Float16) == 16 * sizeof(float), |
+ "Float16 struct should be densely packed"); |
+ |
+ // Upload the tranforms for both points and uvs. |
+ GLC(gl_, |
+ gl_->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(gl_, |
+ gl_->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()))); |
+ |
+ if (draw_cache_.background_color != SK_ColorTRANSPARENT) { |
+ Float4 background_color = PremultipliedColor(draw_cache_.background_color); |
+ GLC(gl_, |
+ gl_->Uniform4fv( |
+ draw_cache_.background_color_location, 1, background_color.data)); |
+ } |
+ |
+ GLC(gl_, |
+ gl_->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(gl_, |
+ gl_->DrawElements(GL_TRIANGLES, |
+ 6 * draw_cache_.matrix_data.size(), |
+ GL_UNSIGNED_SHORT, |
+ 0)); |
+ |
+ // Clear the cache. |
+ draw_cache_.program_id = -1; |
+ draw_cache_.uv_xform_data.resize(0); |
+ draw_cache_.vertex_opacity_data.resize(0); |
+ draw_cache_.matrix_data.resize(0); |
+ |
+ // If we had a clipped binding, prepare the shared binding for the |
+ // next inserts. |
+ if (flush_binding == CLIPPED_BINDING) { |
+ PrepareGeometry(SHARED_BINDING); |
+ } |
+} |
+ |
+void GLRenderer::EnqueueTextureQuad(const DrawingFrame* frame, |
+ const TextureDrawQuad* quad, |
+ const gfx::QuadF* clip_region) { |
+ // If we have a clip_region then we have to render the next quad |
+ // with dynamic geometry, therefore we must flush all pending |
+ // texture quads. |
+ if (clip_region) { |
+ // We send in false here because we want to flush what's currently in the |
+ // queue using the shared_geometry and not clipped_geometry |
+ FlushTextureQuadCache(SHARED_BINDING); |
+ } |
+ |
+ TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired( |
+ gl_, |
+ &highp_threshold_cache_, |
+ highp_threshold_min_, |
+ quad->shared_quad_state->visible_content_rect.bottom_right()); |
+ |
+ // Choose the correct texture program binding |
+ TexTransformTextureProgramBinding binding; |
+ if (quad->premultiplied_alpha) { |
+ if (quad->background_color == SK_ColorTRANSPARENT) { |
+ binding.Set(GetTextureProgram(tex_coord_precision)); |
+ } else { |
+ binding.Set(GetTextureBackgroundProgram(tex_coord_precision)); |
+ } |
+ } else { |
+ if (quad->background_color == SK_ColorTRANSPARENT) { |
+ binding.Set(GetNonPremultipliedTextureProgram(tex_coord_precision)); |
+ } else { |
+ binding.Set( |
+ GetNonPremultipliedTextureBackgroundProgram(tex_coord_precision)); |
+ } |
+ } |
+ |
+ int resource_id = quad->resource_id; |
+ |
+ if (draw_cache_.program_id != binding.program_id || |
+ draw_cache_.resource_id != resource_id || |
+ draw_cache_.needs_blending != quad->ShouldDrawWithBlending() || |
+ draw_cache_.nearest_neighbor != quad->nearest_neighbor || |
+ draw_cache_.background_color != quad->background_color || |
+ draw_cache_.matrix_data.size() >= 8) { |
+ FlushTextureQuadCache(SHARED_BINDING); |
+ draw_cache_.program_id = binding.program_id; |
+ draw_cache_.resource_id = resource_id; |
+ draw_cache_.needs_blending = quad->ShouldDrawWithBlending(); |
+ draw_cache_.nearest_neighbor = quad->nearest_neighbor; |
+ draw_cache_.background_color = quad->background_color; |
+ |
+ draw_cache_.uv_xform_location = binding.tex_transform_location; |
+ draw_cache_.background_color_location = binding.background_color_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 |
+ if (!clip_region) { |
+ draw_cache_.uv_xform_data.push_back(UVTransform(quad)); |
+ } else { |
+ Float4 uv_transform = {{0.0f, 0.0f, 1.0f, 1.0f}}; |
+ draw_cache_.uv_xform_data.push_back(uv_transform); |
+ } |
+ |
+ // 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); |
+ |
+ if (clip_region) { |
+ gfx::QuadF scaled_region; |
+ if (!GetScaledRegion(quad->rect, clip_region, &scaled_region)) { |
+ scaled_region = SharedGeometryQuad().BoundingBox(); |
+ } |
+ // Both the scaled region and the SharedGeomtryQuad are in the space |
+ // -0.5->0.5. We need to move that to the space 0->1. |
+ float uv[8]; |
+ uv[0] = scaled_region.p1().x() + 0.5f; |
+ uv[1] = scaled_region.p1().y() + 0.5f; |
+ uv[2] = scaled_region.p2().x() + 0.5f; |
+ uv[3] = scaled_region.p2().y() + 0.5f; |
+ uv[4] = scaled_region.p3().x() + 0.5f; |
+ uv[5] = scaled_region.p3().y() + 0.5f; |
+ uv[6] = scaled_region.p4().x() + 0.5f; |
+ uv[7] = scaled_region.p4().y() + 0.5f; |
+ PrepareGeometry(CLIPPED_BINDING); |
+ clipped_geometry_->InitializeCustomQuadWithUVs(scaled_region, uv); |
+ FlushTextureQuadCache(CLIPPED_BINDING); |
+ } |
+} |
+ |
+void GLRenderer::DrawIOSurfaceQuad(const DrawingFrame* frame, |
+ const IOSurfaceDrawQuad* quad, |
+ const gfx::QuadF* clip_region) { |
+ SetBlendEnabled(quad->ShouldDrawWithBlending()); |
+ |
+ TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired( |
+ gl_, |
+ &highp_threshold_cache_, |
+ highp_threshold_min_, |
+ quad->shared_quad_state->visible_content_rect.bottom_right()); |
+ |
+ TexTransformTextureProgramBinding binding; |
+ binding.Set(GetTextureIOSurfaceProgram(tex_coord_precision)); |
+ |
+ SetUseProgram(binding.program_id); |
+ GLC(gl_, gl_->Uniform1i(binding.sampler_location, 0)); |
+ if (quad->orientation == IOSurfaceDrawQuad::FLIPPED) { |
+ GLC(gl_, |
+ gl_->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(gl_, |
+ gl_->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(gl_, gl_->Uniform1fv(binding.vertex_opacity_location, 4, vertex_opacity)); |
+ |
+ ResourceProvider::ScopedReadLockGL lock(resource_provider_, |
+ quad->io_surface_resource_id); |
+ DCHECK_EQ(GL_TEXTURE0, GetActiveTextureUnit(gl_)); |
+ GLC(gl_, gl_->BindTexture(GL_TEXTURE_RECTANGLE_ARB, lock.texture_id())); |
+ |
+ if (!clip_region) { |
+ DrawQuadGeometry(frame, quad->quadTransform(), quad->rect, |
+ binding.matrix_location); |
+ } else { |
+ float uvs[8] = {0}; |
+ GetScaledUVs(quad->visible_rect, clip_region, uvs); |
+ DrawQuadGeometryClippedByQuadF(frame, quad->quadTransform(), quad->rect, |
+ *clip_region, binding.matrix_location, uvs); |
+ } |
+ |
+ GLC(gl_, gl_->BindTexture(GL_TEXTURE_RECTANGLE_ARB, 0)); |
+} |
+ |
+void GLRenderer::FinishDrawingFrame(DrawingFrame* frame) { |
+ if (use_sync_query_) { |
+ DCHECK(current_sync_query_); |
+ current_sync_query_->End(); |
+ pending_sync_queries_.push_back(current_sync_query_.Pass()); |
+ } |
+ |
+ current_framebuffer_lock_ = nullptr; |
+ swap_buffer_rect_.Union(gfx::ToEnclosingRect(frame->root_damage_rect)); |
+ |
+ GLC(gl_, gl_->Disable(GL_BLEND)); |
+ blend_shadow_ = false; |
+ |
+ ScheduleOverlays(frame); |
+} |
+ |
+void GLRenderer::FinishDrawingQuadList() { |
+ FlushTextureQuadCache(SHARED_BINDING); |
+} |
+ |
+bool GLRenderer::FlippedFramebuffer(const DrawingFrame* frame) const { |
+ if (frame->current_render_pass != frame->root_render_pass) |
+ return true; |
+ return FlippedRootFramebuffer(); |
+} |
+ |
+bool GLRenderer::FlippedRootFramebuffer() const { |
+ // GL is normally flipped, so a flipped output results in an unflipping. |
+ return !output_surface_->capabilities().flipped_output_surface; |
+} |
+ |
+void GLRenderer::EnsureScissorTestEnabled() { |
+ if (is_scissor_enabled_) |
+ return; |
+ |
+ FlushTextureQuadCache(SHARED_BINDING); |
+ GLC(gl_, gl_->Enable(GL_SCISSOR_TEST)); |
+ is_scissor_enabled_ = true; |
+} |
+ |
+void GLRenderer::EnsureScissorTestDisabled() { |
+ if (!is_scissor_enabled_) |
+ return; |
+ |
+ FlushTextureQuadCache(SHARED_BINDING); |
+ GLC(gl_, gl_->Disable(GL_SCISSOR_TEST)); |
+ is_scissor_enabled_ = false; |
+} |
+ |
+void GLRenderer::CopyCurrentRenderPassToBitmap( |
+ DrawingFrame* frame, |
+ scoped_ptr<CopyOutputRequest> request) { |
+ TRACE_EVENT0("cc", "GLRenderer::CopyCurrentRenderPassToBitmap"); |
+ gfx::Rect copy_rect = frame->current_render_pass->output_rect; |
+ if (request->has_area()) |
+ copy_rect.Intersect(request->area()); |
+ GetFramebufferPixelsAsync(frame, copy_rect, request.Pass()); |
+} |
+ |
+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 gl_quad[8]; |
+ gl_quad[0] = quad.p1().x(); |
+ gl_quad[1] = quad.p1().y(); |
+ gl_quad[2] = quad.p2().x(); |
+ gl_quad[3] = quad.p2().y(); |
+ gl_quad[4] = quad.p3().x(); |
+ gl_quad[5] = quad.p3().y(); |
+ gl_quad[6] = quad.p4().x(); |
+ gl_quad[7] = quad.p4().y(); |
+ GLC(gl_, gl_->Uniform2fv(quad_location, 4, gl_quad)); |
+} |
+ |
+void GLRenderer::SetShaderOpacity(float opacity, int alpha_location) { |
+ if (alpha_location != -1) |
+ GLC(gl_, gl_->Uniform1f(alpha_location, opacity)); |
+} |
+ |
+void GLRenderer::SetStencilEnabled(bool enabled) { |
+ if (enabled == stencil_shadow_) |
+ return; |
+ |
+ if (enabled) |
+ GLC(gl_, gl_->Enable(GL_STENCIL_TEST)); |
+ else |
+ GLC(gl_, gl_->Disable(GL_STENCIL_TEST)); |
+ stencil_shadow_ = enabled; |
+} |
+ |
+void GLRenderer::SetBlendEnabled(bool enabled) { |
+ if (enabled == blend_shadow_) |
+ return; |
+ |
+ if (enabled) |
+ GLC(gl_, gl_->Enable(GL_BLEND)); |
+ else |
+ GLC(gl_, gl_->Disable(GL_BLEND)); |
+ blend_shadow_ = enabled; |
+} |
+ |
+void GLRenderer::SetUseProgram(unsigned program) { |
+ if (program == program_shadow_) |
+ return; |
+ gl_->UseProgram(program); |
+ program_shadow_ = program; |
+} |
+ |
+void GLRenderer::DrawQuadGeometryClippedByQuadF( |
+ const DrawingFrame* frame, |
+ const gfx::Transform& draw_transform, |
+ const gfx::RectF& quad_rect, |
+ const gfx::QuadF& clipping_region_quad, |
+ int matrix_location, |
+ const float* uvs) { |
+ PrepareGeometry(CLIPPED_BINDING); |
+ if (uvs) { |
+ clipped_geometry_->InitializeCustomQuadWithUVs(clipping_region_quad, uvs); |
+ } else { |
+ clipped_geometry_->InitializeCustomQuad(clipping_region_quad); |
+ } |
+ 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(gl_, gl_->UniformMatrix4fv(matrix_location, 1, false, &gl_matrix[0])); |
+ |
+ GLC(gl_, gl_->DrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, |
+ reinterpret_cast<const void*>(0))); |
+} |
+ |
+void GLRenderer::DrawQuadGeometry(const DrawingFrame* frame, |
+ const gfx::Transform& draw_transform, |
+ const gfx::RectF& quad_rect, |
+ int matrix_location) { |
+ PrepareGeometry(SHARED_BINDING); |
+ 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(gl_, gl_->UniformMatrix4fv(matrix_location, 1, false, &gl_matrix[0])); |
+ |
+ GLC(gl_, gl_->DrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0)); |
+} |
+ |
+void GLRenderer::Finish() { |
+ TRACE_EVENT0("cc", "GLRenderer::Finish"); |
+ GLC(gl_, gl_->Finish()); |
+} |
+ |
+void GLRenderer::SwapBuffers(const CompositorFrameMetadata& metadata) { |
+ DCHECK(!is_backbuffer_discarded_); |
+ |
+ TRACE_EVENT0("cc,benchmark", "GLRenderer::SwapBuffers"); |
+ // We're done! Time to swapbuffers! |
+ |
+ gfx::Size surface_size = output_surface_->SurfaceSize(); |
+ |
+ CompositorFrame compositor_frame; |
+ compositor_frame.metadata = metadata; |
+ compositor_frame.gl_frame_data = make_scoped_ptr(new GLFrameData); |
+ compositor_frame.gl_frame_data->size = surface_size; |
+ 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(surface_size)); |
+ int flipped_y_pos_of_rect_bottom = surface_size.height() - |
+ swap_buffer_rect_.y() - |
+ swap_buffer_rect_.height(); |
+ compositor_frame.gl_frame_data->sub_buffer_rect = |
+ gfx::Rect(swap_buffer_rect_.x(), |
+ FlippedRootFramebuffer() ? flipped_y_pos_of_rect_bottom |
+ : swap_buffer_rect_.y(), |
+ swap_buffer_rect_.width(), |
+ swap_buffer_rect_.height()); |
+ } else { |
+ compositor_frame.gl_frame_data->sub_buffer_rect = |
+ gfx::Rect(output_surface_->SurfaceSize()); |
+ } |
+ output_surface_->SwapBuffers(&compositor_frame); |
+ |
+ // Release previously used overlay resources and hold onto the pending ones |
+ // until the next swap buffers. |
+ in_use_overlay_resources_.clear(); |
+ in_use_overlay_resources_.swap(pending_overlay_resources_); |
+ |
+ swap_buffer_rect_ = gfx::Rect(); |
+} |
+ |
+void GLRenderer::EnforceMemoryPolicy() { |
+ if (!visible()) { |
+ TRACE_EVENT0("cc", "GLRenderer::EnforceMemoryPolicy dropping resources"); |
+ ReleaseRenderPassTextures(); |
+ DiscardBackbuffer(); |
+ resource_provider_->ReleaseCachedData(); |
+ output_surface_->context_provider()->DeleteCachedResources(); |
+ GLC(gl_, gl_->Flush()); |
+ } |
+ PrepareGeometry(NO_BINDING); |
+} |
+ |
+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::GetFramebufferPixelsAsync( |
+ const DrawingFrame* frame, |
+ const gfx::Rect& rect, |
+ scoped_ptr<CopyOutputRequest> request) { |
+ DCHECK(!request->IsEmpty()); |
+ if (request->IsEmpty()) |
+ return; |
+ if (rect.IsEmpty()) |
+ return; |
+ |
+ gfx::Rect window_rect = MoveFromDrawToWindowSpace(frame, rect); |
+ DCHECK_GE(window_rect.x(), 0); |
+ DCHECK_GE(window_rect.y(), 0); |
+ DCHECK_LE(window_rect.right(), current_surface_size_.width()); |
+ DCHECK_LE(window_rect.bottom(), current_surface_size_.height()); |
+ |
+ if (!request->force_bitmap_result()) { |
+ bool own_mailbox = !request->has_texture_mailbox(); |
+ |
+ GLuint texture_id = 0; |
+ gpu::Mailbox mailbox; |
+ if (own_mailbox) { |
+ GLC(gl_, gl_->GenMailboxCHROMIUM(mailbox.name)); |
+ gl_->GenTextures(1, &texture_id); |
+ GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, texture_id)); |
+ |
+ GLC(gl_, |
+ gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)); |
+ GLC(gl_, |
+ gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)); |
+ GLC(gl_, |
+ gl_->TexParameteri( |
+ GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)); |
+ GLC(gl_, |
+ gl_->TexParameteri( |
+ GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)); |
+ GLC(gl_, gl_->ProduceTextureCHROMIUM(GL_TEXTURE_2D, mailbox.name)); |
+ } else { |
+ mailbox = request->texture_mailbox().mailbox(); |
+ DCHECK_EQ(static_cast<unsigned>(GL_TEXTURE_2D), |
+ request->texture_mailbox().target()); |
+ DCHECK(!mailbox.IsZero()); |
+ unsigned incoming_sync_point = request->texture_mailbox().sync_point(); |
+ if (incoming_sync_point) |
+ GLC(gl_, gl_->WaitSyncPointCHROMIUM(incoming_sync_point)); |
+ |
+ texture_id = GLC( |
+ gl_, |
+ gl_->CreateAndConsumeTextureCHROMIUM(GL_TEXTURE_2D, mailbox.name)); |
+ } |
+ GetFramebufferTexture(texture_id, RGBA_8888, window_rect); |
+ |
+ unsigned sync_point = gl_->InsertSyncPointCHROMIUM(); |
+ TextureMailbox texture_mailbox(mailbox, GL_TEXTURE_2D, sync_point); |
+ |
+ scoped_ptr<SingleReleaseCallback> release_callback; |
+ if (own_mailbox) { |
+ GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, 0)); |
+ release_callback = texture_mailbox_deleter_->GetReleaseCallback( |
+ output_surface_->context_provider(), texture_id); |
+ } else { |
+ gl_->DeleteTextures(1, &texture_id); |
+ } |
+ |
+ request->SendTextureResult( |
+ window_rect.size(), texture_mailbox, release_callback.Pass()); |
+ return; |
+ } |
+ |
+ DCHECK(request->force_bitmap_result()); |
+ |
+ scoped_ptr<PendingAsyncReadPixels> pending_read(new PendingAsyncReadPixels); |
+ pending_read->copy_request = request.Pass(); |
+ pending_async_read_pixels_.insert(pending_async_read_pixels_.begin(), |
+ pending_read.Pass()); |
+ |
+ bool do_workaround = NeedsIOSurfaceReadbackWorkaround(); |
+ |
+ unsigned temporary_texture = 0; |
+ unsigned 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> |
+ |
+ gl_->GenTextures(1, &temporary_texture); |
+ GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, temporary_texture)); |
+ GLC(gl_, |
+ gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)); |
+ GLC(gl_, |
+ gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)); |
+ GLC(gl_, |
+ gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)); |
+ GLC(gl_, |
+ gl_->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. |
+ GetFramebufferTexture( |
+ temporary_texture, RGBA_8888, gfx::Rect(current_surface_size_)); |
+ gl_->GenFramebuffers(1, &temporary_fbo); |
+ // Attach this texture to an FBO, and perform the readback from that FBO. |
+ GLC(gl_, gl_->BindFramebuffer(GL_FRAMEBUFFER, temporary_fbo)); |
+ GLC(gl_, |
+ gl_->FramebufferTexture2D(GL_FRAMEBUFFER, |
+ GL_COLOR_ATTACHMENT0, |
+ GL_TEXTURE_2D, |
+ temporary_texture, |
+ 0)); |
+ |
+ DCHECK_EQ(static_cast<unsigned>(GL_FRAMEBUFFER_COMPLETE), |
+ gl_->CheckFramebufferStatus(GL_FRAMEBUFFER)); |
+ } |
+ |
+ GLuint buffer = 0; |
+ gl_->GenBuffers(1, &buffer); |
+ GLC(gl_, gl_->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, buffer)); |
+ GLC(gl_, |
+ gl_->BufferData(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, |
+ 4 * window_rect.size().GetArea(), |
+ NULL, |
+ GL_STREAM_READ)); |
+ |
+ GLuint query = 0; |
+ gl_->GenQueriesEXT(1, &query); |
+ GLC(gl_, gl_->BeginQueryEXT(GL_ASYNC_PIXEL_PACK_COMPLETED_CHROMIUM, query)); |
+ |
+ GLC(gl_, |
+ gl_->ReadPixels(window_rect.x(), |
+ window_rect.y(), |
+ window_rect.width(), |
+ window_rect.height(), |
+ GL_RGBA, |
+ GL_UNSIGNED_BYTE, |
+ NULL)); |
+ |
+ GLC(gl_, gl_->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, 0)); |
+ |
+ if (do_workaround) { |
+ // Clean up. |
+ GLC(gl_, gl_->BindFramebuffer(GL_FRAMEBUFFER, 0)); |
+ GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, 0)); |
+ GLC(gl_, gl_->DeleteFramebuffers(1, &temporary_fbo)); |
+ GLC(gl_, gl_->DeleteTextures(1, &temporary_texture)); |
+ } |
+ |
+ base::Closure finished_callback = base::Bind(&GLRenderer::FinishedReadback, |
+ base::Unretained(this), |
+ buffer, |
+ query, |
+ window_rect.size()); |
+ // Save the finished_callback so it can be cancelled. |
+ pending_async_read_pixels_.front()->finished_read_pixels_callback.Reset( |
+ finished_callback); |
+ base::Closure cancelable_callback = |
+ pending_async_read_pixels_.front()-> |
+ finished_read_pixels_callback.callback(); |
+ |
+ // Save the buffer to verify the callbacks happen in the expected order. |
+ pending_async_read_pixels_.front()->buffer = buffer; |
+ |
+ GLC(gl_, gl_->EndQueryEXT(GL_ASYNC_PIXEL_PACK_COMPLETED_CHROMIUM)); |
+ context_support_->SignalQuery(query, cancelable_callback); |
+ |
+ EnforceMemoryPolicy(); |
+} |
+ |
+void GLRenderer::FinishedReadback(unsigned source_buffer, |
+ unsigned query, |
+ const gfx::Size& size) { |
+ DCHECK(!pending_async_read_pixels_.empty()); |
+ |
+ if (query != 0) { |
+ GLC(gl_, gl_->DeleteQueriesEXT(1, &query)); |
+ } |
+ |
+ PendingAsyncReadPixels* current_read = pending_async_read_pixels_.back(); |
+ // Make sure we service the readbacks in order. |
+ DCHECK_EQ(source_buffer, current_read->buffer); |
+ |
+ uint8* src_pixels = NULL; |
+ scoped_ptr<SkBitmap> bitmap; |
+ |
+ if (source_buffer != 0) { |
+ GLC(gl_, |
+ gl_->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, source_buffer)); |
+ src_pixels = static_cast<uint8*>(gl_->MapBufferCHROMIUM( |
+ GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, GL_READ_ONLY)); |
+ |
+ if (src_pixels) { |
+ bitmap.reset(new SkBitmap); |
+ bitmap->allocN32Pixels(size.width(), size.height()); |
+ scoped_ptr<SkAutoLockPixels> lock(new SkAutoLockPixels(*bitmap)); |
+ uint8* dest_pixels = static_cast<uint8*>(bitmap->getPixels()); |
+ |
+ size_t row_bytes = size.width() * 4; |
+ int num_rows = size.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 OpenGL -> Skia byte order. |
+ for (size_t x = 0; x < row_bytes; x += 4) { |
+ dest_pixels[dest_y + x + SK_R32_SHIFT / 8] = |
+ src_pixels[src_y + x + 0]; |
+ dest_pixels[dest_y + x + SK_G32_SHIFT / 8] = |
+ src_pixels[src_y + x + 1]; |
+ dest_pixels[dest_y + x + SK_B32_SHIFT / 8] = |
+ src_pixels[src_y + x + 2]; |
+ dest_pixels[dest_y + x + SK_A32_SHIFT / 8] = |
+ src_pixels[src_y + x + 3]; |
+ } |
+ } |
+ |
+ GLC(gl_, |
+ gl_->UnmapBufferCHROMIUM(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM)); |
+ } |
+ GLC(gl_, gl_->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, 0)); |
+ GLC(gl_, gl_->DeleteBuffers(1, &source_buffer)); |
+ } |
+ |
+ if (bitmap) |
+ current_read->copy_request->SendBitmapResult(bitmap.Pass()); |
+ pending_async_read_pixels_.pop_back(); |
+} |
+ |
+void GLRenderer::GetFramebufferTexture(unsigned texture_id, |
+ ResourceFormat texture_format, |
+ const gfx::Rect& window_rect) { |
+ DCHECK(texture_id); |
+ DCHECK_GE(window_rect.x(), 0); |
+ DCHECK_GE(window_rect.y(), 0); |
+ DCHECK_LE(window_rect.right(), current_surface_size_.width()); |
+ DCHECK_LE(window_rect.bottom(), current_surface_size_.height()); |
+ |
+ GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, texture_id)); |
+ GLC(gl_, |
+ gl_->CopyTexImage2D(GL_TEXTURE_2D, |
+ 0, |
+ GLDataFormat(texture_format), |
+ window_rect.x(), |
+ window_rect.y(), |
+ window_rect.width(), |
+ window_rect.height(), |
+ 0)); |
+ GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, 0)); |
+} |
+ |
+bool GLRenderer::UseScopedTexture(DrawingFrame* frame, |
+ const ScopedResource* texture, |
+ const gfx::Rect& viewport_rect) { |
+ DCHECK(texture->id()); |
+ frame->current_render_pass = NULL; |
+ frame->current_texture = texture; |
+ |
+ return BindFramebufferToTexture(frame, texture, viewport_rect); |
+} |
+ |
+void GLRenderer::BindFramebufferToOutputSurface(DrawingFrame* frame) { |
+ current_framebuffer_lock_ = nullptr; |
+ output_surface_->BindFramebuffer(); |
+ |
+ if (output_surface_->HasExternalStencilTest()) { |
+ SetStencilEnabled(true); |
+ GLC(gl_, gl_->StencilFunc(GL_EQUAL, 1, 1)); |
+ } else { |
+ SetStencilEnabled(false); |
+ } |
+} |
+ |
+bool GLRenderer::BindFramebufferToTexture(DrawingFrame* frame, |
+ const ScopedResource* texture, |
+ const gfx::Rect& target_rect) { |
+ DCHECK(texture->id()); |
+ |
+ // Explicitly release lock, otherwise we can crash when try to lock |
+ // same texture again. |
+ current_framebuffer_lock_ = nullptr; |
+ |
+ SetStencilEnabled(false); |
+ GLC(gl_, gl_->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(gl_, |
+ gl_->FramebufferTexture2D( |
+ GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_id, 0)); |
+ |
+ DCHECK(gl_->CheckFramebufferStatus(GL_FRAMEBUFFER) == |
+ GL_FRAMEBUFFER_COMPLETE || |
+ IsContextLost()); |
+ return true; |
+} |
+ |
+void GLRenderer::SetScissorTestRect(const 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_ && !scissor_rect_needs_reset_) |
+ return; |
+ |
+ scissor_rect_ = scissor_rect; |
+ FlushTextureQuadCache(SHARED_BINDING); |
+ GLC(gl_, |
+ gl_->Scissor(scissor_rect.x(), |
+ scissor_rect.y(), |
+ scissor_rect.width(), |
+ scissor_rect.height())); |
+ |
+ scissor_rect_needs_reset_ = false; |
+} |
+ |
+void GLRenderer::SetDrawViewport(const gfx::Rect& window_space_viewport) { |
+ viewport_ = window_space_viewport; |
+ GLC(gl_, |
+ gl_->Viewport(window_space_viewport.x(), |
+ window_space_viewport.y(), |
+ window_space_viewport.width(), |
+ window_space_viewport.height())); |
+} |
+ |
+void GLRenderer::InitializeSharedObjects() { |
+ TRACE_EVENT0("cc", "GLRenderer::InitializeSharedObjects"); |
+ |
+ // Create an FBO for doing offscreen rendering. |
+ GLC(gl_, gl_->GenFramebuffers(1, &offscreen_framebuffer_id_)); |
+ |
+ shared_geometry_ = |
+ make_scoped_ptr(new StaticGeometryBinding(gl_, QuadVertexRect())); |
+ clipped_geometry_ = make_scoped_ptr(new DynamicGeometryBinding(gl_)); |
+} |
+ |
+void GLRenderer::PrepareGeometry(BoundGeometry binding) { |
+ if (binding == bound_geometry_) { |
+ return; |
+ } |
+ |
+ switch (binding) { |
+ case SHARED_BINDING: |
+ shared_geometry_->PrepareForDraw(); |
+ break; |
+ case CLIPPED_BINDING: |
+ clipped_geometry_->PrepareForDraw(); |
+ break; |
+ case NO_BINDING: |
+ break; |
+ } |
+ bound_geometry_ = binding; |
+} |
+ |
+const GLRenderer::TileCheckerboardProgram* |
+GLRenderer::GetTileCheckerboardProgram() { |
+ if (!tile_checkerboard_program_.initialized()) { |
+ TRACE_EVENT0("cc", "GLRenderer::checkerboardProgram::initalize"); |
+ tile_checkerboard_program_.Initialize(output_surface_->context_provider(), |
+ TEX_COORD_PRECISION_NA, |
+ SAMPLER_TYPE_NA); |
+ } |
+ return &tile_checkerboard_program_; |
+} |
+ |
+const GLRenderer::DebugBorderProgram* GLRenderer::GetDebugBorderProgram() { |
+ if (!debug_border_program_.initialized()) { |
+ TRACE_EVENT0("cc", "GLRenderer::debugBorderProgram::initialize"); |
+ debug_border_program_.Initialize(output_surface_->context_provider(), |
+ TEX_COORD_PRECISION_NA, SAMPLER_TYPE_NA); |
+ } |
+ return &debug_border_program_; |
+} |
+ |
+const GLRenderer::SolidColorProgram* GLRenderer::GetSolidColorProgram() { |
+ if (!solid_color_program_.initialized()) { |
+ TRACE_EVENT0("cc", "GLRenderer::solidColorProgram::initialize"); |
+ solid_color_program_.Initialize(output_surface_->context_provider(), |
+ TEX_COORD_PRECISION_NA, SAMPLER_TYPE_NA); |
+ } |
+ return &solid_color_program_; |
+} |
+ |
+const GLRenderer::SolidColorProgramAA* GLRenderer::GetSolidColorProgramAA() { |
+ if (!solid_color_program_aa_.initialized()) { |
+ TRACE_EVENT0("cc", "GLRenderer::solidColorProgramAA::initialize"); |
+ solid_color_program_aa_.Initialize(output_surface_->context_provider(), |
+ TEX_COORD_PRECISION_NA, SAMPLER_TYPE_NA); |
+ } |
+ return &solid_color_program_aa_; |
+} |
+ |
+const GLRenderer::RenderPassProgram* GLRenderer::GetRenderPassProgram( |
+ TexCoordPrecision precision, |
+ BlendMode blend_mode) { |
+ DCHECK_GE(precision, 0); |
+ DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
+ DCHECK_GE(blend_mode, 0); |
+ DCHECK_LE(blend_mode, LAST_BLEND_MODE); |
+ RenderPassProgram* program = &render_pass_program_[precision][blend_mode]; |
+ if (!program->initialized()) { |
+ TRACE_EVENT0("cc", "GLRenderer::renderPassProgram::initialize"); |
+ program->Initialize(output_surface_->context_provider(), precision, |
+ SAMPLER_TYPE_2D, blend_mode); |
+ } |
+ return program; |
+} |
+ |
+const GLRenderer::RenderPassProgramAA* GLRenderer::GetRenderPassProgramAA( |
+ TexCoordPrecision precision, |
+ BlendMode blend_mode) { |
+ DCHECK_GE(precision, 0); |
+ DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
+ DCHECK_GE(blend_mode, 0); |
+ DCHECK_LE(blend_mode, LAST_BLEND_MODE); |
+ RenderPassProgramAA* program = |
+ &render_pass_program_aa_[precision][blend_mode]; |
+ if (!program->initialized()) { |
+ TRACE_EVENT0("cc", "GLRenderer::renderPassProgramAA::initialize"); |
+ program->Initialize(output_surface_->context_provider(), precision, |
+ SAMPLER_TYPE_2D, blend_mode); |
+ } |
+ return program; |
+} |
+ |
+const GLRenderer::RenderPassMaskProgram* GLRenderer::GetRenderPassMaskProgram( |
+ TexCoordPrecision precision, |
+ SamplerType sampler, |
+ BlendMode blend_mode, |
+ bool mask_for_background) { |
+ DCHECK_GE(precision, 0); |
+ DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
+ DCHECK_GE(sampler, 0); |
+ DCHECK_LE(sampler, LAST_SAMPLER_TYPE); |
+ DCHECK_GE(blend_mode, 0); |
+ DCHECK_LE(blend_mode, LAST_BLEND_MODE); |
+ RenderPassMaskProgram* program = |
+ &render_pass_mask_program_[precision][sampler][blend_mode] |
+ [mask_for_background ? HAS_MASK : NO_MASK]; |
+ if (!program->initialized()) { |
+ TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgram::initialize"); |
+ program->Initialize( |
+ output_surface_->context_provider(), precision, |
+ sampler, blend_mode, mask_for_background); |
+ } |
+ return program; |
+} |
+ |
+const GLRenderer::RenderPassMaskProgramAA* |
+GLRenderer::GetRenderPassMaskProgramAA(TexCoordPrecision precision, |
+ SamplerType sampler, |
+ BlendMode blend_mode, |
+ bool mask_for_background) { |
+ DCHECK_GE(precision, 0); |
+ DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
+ DCHECK_GE(sampler, 0); |
+ DCHECK_LE(sampler, LAST_SAMPLER_TYPE); |
+ DCHECK_GE(blend_mode, 0); |
+ DCHECK_LE(blend_mode, LAST_BLEND_MODE); |
+ RenderPassMaskProgramAA* program = |
+ &render_pass_mask_program_aa_[precision][sampler][blend_mode] |
+ [mask_for_background ? HAS_MASK : NO_MASK]; |
+ if (!program->initialized()) { |
+ TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgramAA::initialize"); |
+ program->Initialize( |
+ output_surface_->context_provider(), precision, |
+ sampler, blend_mode, mask_for_background); |
+ } |
+ return program; |
+} |
+ |
+const GLRenderer::RenderPassColorMatrixProgram* |
+GLRenderer::GetRenderPassColorMatrixProgram(TexCoordPrecision precision, |
+ BlendMode blend_mode) { |
+ DCHECK_GE(precision, 0); |
+ DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
+ DCHECK_GE(blend_mode, 0); |
+ DCHECK_LE(blend_mode, LAST_BLEND_MODE); |
+ RenderPassColorMatrixProgram* program = |
+ &render_pass_color_matrix_program_[precision][blend_mode]; |
+ if (!program->initialized()) { |
+ TRACE_EVENT0("cc", "GLRenderer::renderPassColorMatrixProgram::initialize"); |
+ program->Initialize(output_surface_->context_provider(), precision, |
+ SAMPLER_TYPE_2D, blend_mode); |
+ } |
+ return program; |
+} |
+ |
+const GLRenderer::RenderPassColorMatrixProgramAA* |
+GLRenderer::GetRenderPassColorMatrixProgramAA(TexCoordPrecision precision, |
+ BlendMode blend_mode) { |
+ DCHECK_GE(precision, 0); |
+ DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
+ DCHECK_GE(blend_mode, 0); |
+ DCHECK_LE(blend_mode, LAST_BLEND_MODE); |
+ RenderPassColorMatrixProgramAA* program = |
+ &render_pass_color_matrix_program_aa_[precision][blend_mode]; |
+ if (!program->initialized()) { |
+ TRACE_EVENT0("cc", |
+ "GLRenderer::renderPassColorMatrixProgramAA::initialize"); |
+ program->Initialize(output_surface_->context_provider(), precision, |
+ SAMPLER_TYPE_2D, blend_mode); |
+ } |
+ return program; |
+} |
+ |
+const GLRenderer::RenderPassMaskColorMatrixProgram* |
+GLRenderer::GetRenderPassMaskColorMatrixProgram( |
+ TexCoordPrecision precision, |
+ SamplerType sampler, |
+ BlendMode blend_mode, |
+ bool mask_for_background) { |
+ DCHECK_GE(precision, 0); |
+ DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
+ DCHECK_GE(sampler, 0); |
+ DCHECK_LE(sampler, LAST_SAMPLER_TYPE); |
+ DCHECK_GE(blend_mode, 0); |
+ DCHECK_LE(blend_mode, LAST_BLEND_MODE); |
+ RenderPassMaskColorMatrixProgram* program = |
+ &render_pass_mask_color_matrix_program_[precision][sampler][blend_mode] |
+ [mask_for_background ? HAS_MASK : NO_MASK]; |
+ if (!program->initialized()) { |
+ TRACE_EVENT0("cc", |
+ "GLRenderer::renderPassMaskColorMatrixProgram::initialize"); |
+ program->Initialize( |
+ output_surface_->context_provider(), precision, |
+ sampler, blend_mode, mask_for_background); |
+ } |
+ return program; |
+} |
+ |
+const GLRenderer::RenderPassMaskColorMatrixProgramAA* |
+GLRenderer::GetRenderPassMaskColorMatrixProgramAA( |
+ TexCoordPrecision precision, |
+ SamplerType sampler, |
+ BlendMode blend_mode, |
+ bool mask_for_background) { |
+ DCHECK_GE(precision, 0); |
+ DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
+ DCHECK_GE(sampler, 0); |
+ DCHECK_LE(sampler, LAST_SAMPLER_TYPE); |
+ DCHECK_GE(blend_mode, 0); |
+ DCHECK_LE(blend_mode, LAST_BLEND_MODE); |
+ RenderPassMaskColorMatrixProgramAA* program = |
+ &render_pass_mask_color_matrix_program_aa_[precision][sampler][blend_mode] |
+ [mask_for_background ? HAS_MASK : NO_MASK]; |
+ if (!program->initialized()) { |
+ TRACE_EVENT0("cc", |
+ "GLRenderer::renderPassMaskColorMatrixProgramAA::initialize"); |
+ program->Initialize( |
+ output_surface_->context_provider(), precision, |
+ sampler, blend_mode, mask_for_background); |
+ } |
+ return program; |
+} |
+ |
+const GLRenderer::TileProgram* GLRenderer::GetTileProgram( |
+ TexCoordPrecision precision, |
+ SamplerType sampler) { |
+ DCHECK_GE(precision, 0); |
+ DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
+ DCHECK_GE(sampler, 0); |
+ DCHECK_LE(sampler, LAST_SAMPLER_TYPE); |
+ TileProgram* program = &tile_program_[precision][sampler]; |
+ if (!program->initialized()) { |
+ TRACE_EVENT0("cc", "GLRenderer::tileProgram::initialize"); |
+ program->Initialize( |
+ output_surface_->context_provider(), precision, sampler); |
+ } |
+ return program; |
+} |
+ |
+const GLRenderer::TileProgramOpaque* GLRenderer::GetTileProgramOpaque( |
+ TexCoordPrecision precision, |
+ SamplerType sampler) { |
+ DCHECK_GE(precision, 0); |
+ DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
+ DCHECK_GE(sampler, 0); |
+ DCHECK_LE(sampler, LAST_SAMPLER_TYPE); |
+ TileProgramOpaque* program = &tile_program_opaque_[precision][sampler]; |
+ if (!program->initialized()) { |
+ TRACE_EVENT0("cc", "GLRenderer::tileProgramOpaque::initialize"); |
+ program->Initialize( |
+ output_surface_->context_provider(), precision, sampler); |
+ } |
+ return program; |
+} |
+ |
+const GLRenderer::TileProgramAA* GLRenderer::GetTileProgramAA( |
+ TexCoordPrecision precision, |
+ SamplerType sampler) { |
+ DCHECK_GE(precision, 0); |
+ DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
+ DCHECK_GE(sampler, 0); |
+ DCHECK_LE(sampler, LAST_SAMPLER_TYPE); |
+ TileProgramAA* program = &tile_program_aa_[precision][sampler]; |
+ if (!program->initialized()) { |
+ TRACE_EVENT0("cc", "GLRenderer::tileProgramAA::initialize"); |
+ program->Initialize( |
+ output_surface_->context_provider(), precision, sampler); |
+ } |
+ return program; |
+} |
+ |
+const GLRenderer::TileProgramSwizzle* GLRenderer::GetTileProgramSwizzle( |
+ TexCoordPrecision precision, |
+ SamplerType sampler) { |
+ DCHECK_GE(precision, 0); |
+ DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
+ DCHECK_GE(sampler, 0); |
+ DCHECK_LE(sampler, LAST_SAMPLER_TYPE); |
+ TileProgramSwizzle* program = &tile_program_swizzle_[precision][sampler]; |
+ if (!program->initialized()) { |
+ TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzle::initialize"); |
+ program->Initialize( |
+ output_surface_->context_provider(), precision, sampler); |
+ } |
+ return program; |
+} |
+ |
+const GLRenderer::TileProgramSwizzleOpaque* |
+GLRenderer::GetTileProgramSwizzleOpaque(TexCoordPrecision precision, |
+ SamplerType sampler) { |
+ DCHECK_GE(precision, 0); |
+ DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
+ DCHECK_GE(sampler, 0); |
+ DCHECK_LE(sampler, LAST_SAMPLER_TYPE); |
+ TileProgramSwizzleOpaque* program = |
+ &tile_program_swizzle_opaque_[precision][sampler]; |
+ if (!program->initialized()) { |
+ TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleOpaque::initialize"); |
+ program->Initialize( |
+ output_surface_->context_provider(), precision, sampler); |
+ } |
+ return program; |
+} |
+ |
+const GLRenderer::TileProgramSwizzleAA* GLRenderer::GetTileProgramSwizzleAA( |
+ TexCoordPrecision precision, |
+ SamplerType sampler) { |
+ DCHECK_GE(precision, 0); |
+ DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
+ DCHECK_GE(sampler, 0); |
+ DCHECK_LE(sampler, LAST_SAMPLER_TYPE); |
+ TileProgramSwizzleAA* program = &tile_program_swizzle_aa_[precision][sampler]; |
+ if (!program->initialized()) { |
+ TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleAA::initialize"); |
+ program->Initialize( |
+ output_surface_->context_provider(), precision, sampler); |
+ } |
+ return program; |
+} |
+ |
+const GLRenderer::TextureProgram* GLRenderer::GetTextureProgram( |
+ TexCoordPrecision precision) { |
+ DCHECK_GE(precision, 0); |
+ DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
+ TextureProgram* program = &texture_program_[precision]; |
+ if (!program->initialized()) { |
+ TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize"); |
+ program->Initialize(output_surface_->context_provider(), precision, |
+ SAMPLER_TYPE_2D); |
+ } |
+ return program; |
+} |
+ |
+const GLRenderer::NonPremultipliedTextureProgram* |
+GLRenderer::GetNonPremultipliedTextureProgram(TexCoordPrecision precision) { |
+ DCHECK_GE(precision, 0); |
+ DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
+ NonPremultipliedTextureProgram* program = |
+ &nonpremultiplied_texture_program_[precision]; |
+ if (!program->initialized()) { |
+ TRACE_EVENT0("cc", |
+ "GLRenderer::NonPremultipliedTextureProgram::Initialize"); |
+ program->Initialize(output_surface_->context_provider(), precision, |
+ SAMPLER_TYPE_2D); |
+ } |
+ return program; |
+} |
+ |
+const GLRenderer::TextureBackgroundProgram* |
+GLRenderer::GetTextureBackgroundProgram(TexCoordPrecision precision) { |
+ DCHECK_GE(precision, 0); |
+ DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
+ TextureBackgroundProgram* program = &texture_background_program_[precision]; |
+ if (!program->initialized()) { |
+ TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize"); |
+ program->Initialize(output_surface_->context_provider(), precision, |
+ SAMPLER_TYPE_2D); |
+ } |
+ return program; |
+} |
+ |
+const GLRenderer::NonPremultipliedTextureBackgroundProgram* |
+GLRenderer::GetNonPremultipliedTextureBackgroundProgram( |
+ TexCoordPrecision precision) { |
+ DCHECK_GE(precision, 0); |
+ DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
+ NonPremultipliedTextureBackgroundProgram* program = |
+ &nonpremultiplied_texture_background_program_[precision]; |
+ if (!program->initialized()) { |
+ TRACE_EVENT0("cc", |
+ "GLRenderer::NonPremultipliedTextureProgram::Initialize"); |
+ program->Initialize(output_surface_->context_provider(), precision, |
+ SAMPLER_TYPE_2D); |
+ } |
+ return program; |
+} |
+ |
+const GLRenderer::TextureProgram* GLRenderer::GetTextureIOSurfaceProgram( |
+ TexCoordPrecision precision) { |
+ DCHECK_GE(precision, 0); |
+ DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
+ TextureProgram* program = &texture_io_surface_program_[precision]; |
+ if (!program->initialized()) { |
+ TRACE_EVENT0("cc", "GLRenderer::textureIOSurfaceProgram::initialize"); |
+ program->Initialize(output_surface_->context_provider(), precision, |
+ SAMPLER_TYPE_2D_RECT); |
+ } |
+ return program; |
+} |
+ |
+const GLRenderer::VideoYUVProgram* GLRenderer::GetVideoYUVProgram( |
+ TexCoordPrecision precision) { |
+ DCHECK_GE(precision, 0); |
+ DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
+ VideoYUVProgram* program = &video_yuv_program_[precision]; |
+ if (!program->initialized()) { |
+ TRACE_EVENT0("cc", "GLRenderer::videoYUVProgram::initialize"); |
+ program->Initialize(output_surface_->context_provider(), precision, |
+ SAMPLER_TYPE_2D); |
+ } |
+ return program; |
+} |
+ |
+const GLRenderer::VideoYUVAProgram* GLRenderer::GetVideoYUVAProgram( |
+ TexCoordPrecision precision) { |
+ DCHECK_GE(precision, 0); |
+ DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
+ VideoYUVAProgram* program = &video_yuva_program_[precision]; |
+ if (!program->initialized()) { |
+ TRACE_EVENT0("cc", "GLRenderer::videoYUVAProgram::initialize"); |
+ program->Initialize(output_surface_->context_provider(), precision, |
+ SAMPLER_TYPE_2D); |
+ } |
+ return program; |
+} |
+ |
+const GLRenderer::VideoStreamTextureProgram* |
+GLRenderer::GetVideoStreamTextureProgram(TexCoordPrecision precision) { |
+ if (!Capabilities().using_egl_image) |
+ return NULL; |
+ DCHECK_GE(precision, 0); |
+ DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
+ VideoStreamTextureProgram* program = |
+ &video_stream_texture_program_[precision]; |
+ if (!program->initialized()) { |
+ TRACE_EVENT0("cc", "GLRenderer::streamTextureProgram::initialize"); |
+ program->Initialize(output_surface_->context_provider(), precision, |
+ SAMPLER_TYPE_EXTERNAL_OES); |
+ } |
+ return program; |
+} |
+ |
+void GLRenderer::CleanupSharedObjects() { |
+ shared_geometry_ = nullptr; |
+ |
+ for (int i = 0; i <= LAST_TEX_COORD_PRECISION; ++i) { |
+ for (int j = 0; j <= LAST_SAMPLER_TYPE; ++j) { |
+ tile_program_[i][j].Cleanup(gl_); |
+ tile_program_opaque_[i][j].Cleanup(gl_); |
+ tile_program_swizzle_[i][j].Cleanup(gl_); |
+ tile_program_swizzle_opaque_[i][j].Cleanup(gl_); |
+ tile_program_aa_[i][j].Cleanup(gl_); |
+ tile_program_swizzle_aa_[i][j].Cleanup(gl_); |
+ |
+ for (int k = 0; k <= LAST_BLEND_MODE; k++) { |
+ for (int l = 0; l <= LAST_MASK_VALUE; ++l) { |
+ render_pass_mask_program_[i][j][k][l].Cleanup(gl_); |
+ render_pass_mask_program_aa_[i][j][k][l].Cleanup(gl_); |
+ render_pass_mask_color_matrix_program_aa_[i][j][k][l].Cleanup(gl_); |
+ render_pass_mask_color_matrix_program_[i][j][k][l].Cleanup(gl_); |
+ } |
+ } |
+ } |
+ for (int j = 0; j <= LAST_BLEND_MODE; j++) { |
+ render_pass_program_[i][j].Cleanup(gl_); |
+ render_pass_program_aa_[i][j].Cleanup(gl_); |
+ render_pass_color_matrix_program_[i][j].Cleanup(gl_); |
+ render_pass_color_matrix_program_aa_[i][j].Cleanup(gl_); |
+ } |
+ |
+ texture_program_[i].Cleanup(gl_); |
+ nonpremultiplied_texture_program_[i].Cleanup(gl_); |
+ texture_background_program_[i].Cleanup(gl_); |
+ nonpremultiplied_texture_background_program_[i].Cleanup(gl_); |
+ texture_io_surface_program_[i].Cleanup(gl_); |
+ |
+ video_yuv_program_[i].Cleanup(gl_); |
+ video_yuva_program_[i].Cleanup(gl_); |
+ video_stream_texture_program_[i].Cleanup(gl_); |
+ } |
+ |
+ tile_checkerboard_program_.Cleanup(gl_); |
+ |
+ debug_border_program_.Cleanup(gl_); |
+ solid_color_program_.Cleanup(gl_); |
+ solid_color_program_aa_.Cleanup(gl_); |
+ |
+ if (offscreen_framebuffer_id_) |
+ GLC(gl_, gl_->DeleteFramebuffers(1, &offscreen_framebuffer_id_)); |
+ |
+ if (on_demand_tile_raster_resource_id_) |
+ resource_provider_->DeleteResource(on_demand_tile_raster_resource_id_); |
+ |
+ ReleaseRenderPassTextures(); |
+} |
+ |
+void GLRenderer::ReinitializeGLState() { |
+ is_scissor_enabled_ = false; |
+ scissor_rect_needs_reset_ = true; |
+ stencil_shadow_ = false; |
+ blend_shadow_ = true; |
+ program_shadow_ = 0; |
+ |
+ RestoreGLState(); |
+} |
+ |
+void GLRenderer::RestoreGLState() { |
+ // This restores the current GLRenderer state to the GL context. |
+ bound_geometry_ = NO_BINDING; |
+ PrepareGeometry(SHARED_BINDING); |
+ |
+ GLC(gl_, gl_->Disable(GL_DEPTH_TEST)); |
+ GLC(gl_, gl_->Disable(GL_CULL_FACE)); |
+ GLC(gl_, gl_->ColorMask(true, true, true, true)); |
+ GLC(gl_, gl_->BlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)); |
+ GLC(gl_, gl_->ActiveTexture(GL_TEXTURE0)); |
+ |
+ if (program_shadow_) |
+ gl_->UseProgram(program_shadow_); |
+ |
+ if (stencil_shadow_) |
+ GLC(gl_, gl_->Enable(GL_STENCIL_TEST)); |
+ else |
+ GLC(gl_, gl_->Disable(GL_STENCIL_TEST)); |
+ |
+ if (blend_shadow_) |
+ GLC(gl_, gl_->Enable(GL_BLEND)); |
+ else |
+ GLC(gl_, gl_->Disable(GL_BLEND)); |
+ |
+ if (is_scissor_enabled_) { |
+ GLC(gl_, gl_->Enable(GL_SCISSOR_TEST)); |
+ GLC(gl_, |
+ gl_->Scissor(scissor_rect_.x(), |
+ scissor_rect_.y(), |
+ scissor_rect_.width(), |
+ scissor_rect_.height())); |
+ } else { |
+ GLC(gl_, gl_->Disable(GL_SCISSOR_TEST)); |
+ } |
+} |
+ |
+void GLRenderer::RestoreFramebuffer(DrawingFrame* frame) { |
+ UseRenderPass(frame, frame->current_render_pass); |
+} |
+ |
+bool GLRenderer::IsContextLost() { |
+ return output_surface_->context_provider()->IsContextLost(); |
+} |
+ |
+void GLRenderer::ScheduleOverlays(DrawingFrame* frame) { |
+ if (!frame->overlay_list.size()) |
+ return; |
+ |
+ ResourceProvider::ResourceIdArray resources; |
+ OverlayCandidateList& overlays = frame->overlay_list; |
+ OverlayCandidateList::iterator it; |
+ for (it = overlays.begin(); it != overlays.end(); ++it) { |
+ const OverlayCandidate& overlay = *it; |
+ // Skip primary plane. |
+ if (overlay.plane_z_order == 0) |
+ continue; |
+ |
+ pending_overlay_resources_.push_back( |
+ make_scoped_ptr(new ResourceProvider::ScopedReadLockGL( |
+ resource_provider_, overlay.resource_id))); |
+ |
+ context_support_->ScheduleOverlayPlane( |
+ overlay.plane_z_order, |
+ overlay.transform, |
+ pending_overlay_resources_.back()->texture_id(), |
+ overlay.display_rect, |
+ overlay.uv_rect); |
+ } |
+} |
+ |
+} // namespace cc |