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Unified Diff: cc/output/gl_renderer.cc

Issue 1531403002: Revert "Delete CC." (Closed) Base URL: https://github.com/domokit/mojo.git@master
Patch Set: Created 5 years ago
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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
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