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Issue 1535833002: Delete CC. (Closed) Base URL: git@github.com:domokit/mojo.git@moz-5
Patch Set: rebase Created 4 years, 11 months ago
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1 // Copyright 2010 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
4
5 #include "cc/output/gl_renderer.h"
6
7 #include <algorithm>
8 #include <limits>
9 #include <set>
10 #include <string>
11 #include <vector>
12
13 #include "base/logging.h"
14 #include "base/memory/scoped_ptr.h"
15 #include "base/strings/string_split.h"
16 #include "base/strings/string_util.h"
17 #include "base/strings/stringprintf.h"
18 #include "build/build_config.h"
19 #include "base/trace_event/trace_event.h"
20 #include "cc/base/math_util.h"
21 #include "cc/output/compositor_frame.h"
22 #include "cc/output/compositor_frame_metadata.h"
23 #include "cc/output/context_provider.h"
24 #include "cc/output/copy_output_request.h"
25 #include "cc/output/dynamic_geometry_binding.h"
26 #include "cc/output/gl_frame_data.h"
27 #include "cc/output/output_surface.h"
28 #include "cc/output/render_surface_filters.h"
29 #include "cc/output/static_geometry_binding.h"
30 #include "cc/quads/draw_polygon.h"
31 #include "cc/quads/render_pass.h"
32 #include "cc/quads/stream_video_draw_quad.h"
33 #include "cc/quads/texture_draw_quad.h"
34 #include "cc/resources/layer_quad.h"
35 #include "cc/resources/scoped_resource.h"
36 #include "cc/resources/texture_mailbox_deleter.h"
37 #include "gpu/GLES2/gl2extchromium.h"
38 #include "gpu/command_buffer/client/context_support.h"
39 #include "gpu/command_buffer/client/gles2_interface.h"
40 #include "gpu/command_buffer/common/gpu_memory_allocation.h"
41 #include "third_party/skia/include/core/SkBitmap.h"
42 #include "third_party/skia/include/core/SkColor.h"
43 #include "third_party/skia/include/core/SkColorFilter.h"
44 #include "third_party/skia/include/core/SkImage.h"
45 #include "third_party/skia/include/core/SkSurface.h"
46 #include "third_party/skia/include/gpu/GrContext.h"
47 #include "third_party/skia/include/gpu/GrTexture.h"
48 #include "third_party/skia/include/gpu/SkGrTexturePixelRef.h"
49 #include "third_party/skia/include/gpu/gl/GrGLInterface.h"
50 #include "ui/gfx/geometry/quad_f.h"
51 #include "ui/gfx/geometry/rect_conversions.h"
52
53 using gpu::gles2::GLES2Interface;
54
55 namespace cc {
56 namespace {
57
58 bool NeedsIOSurfaceReadbackWorkaround() {
59 #if defined(OS_MACOSX)
60 // This isn't strictly required in DumpRenderTree-mode when Mesa is used,
61 // but it doesn't seem to hurt.
62 return true;
63 #else
64 return false;
65 #endif
66 }
67
68 Float4 UVTransform(const TextureDrawQuad* quad) {
69 gfx::PointF uv0 = quad->uv_top_left;
70 gfx::PointF uv1 = quad->uv_bottom_right;
71 Float4 xform = {{uv0.x(), uv0.y(), uv1.x() - uv0.x(), uv1.y() - uv0.y()}};
72 if (quad->flipped) {
73 xform.data[1] = 1.0f - xform.data[1];
74 xform.data[3] = -xform.data[3];
75 }
76 return xform;
77 }
78
79 Float4 PremultipliedColor(SkColor color) {
80 const float factor = 1.0f / 255.0f;
81 const float alpha = SkColorGetA(color) * factor;
82
83 Float4 result = {
84 {SkColorGetR(color) * factor * alpha, SkColorGetG(color) * factor * alpha,
85 SkColorGetB(color) * factor * alpha, alpha}};
86 return result;
87 }
88
89 SamplerType SamplerTypeFromTextureTarget(GLenum target) {
90 switch (target) {
91 case GL_TEXTURE_2D:
92 return SAMPLER_TYPE_2D;
93 case GL_TEXTURE_RECTANGLE_ARB:
94 return SAMPLER_TYPE_2D_RECT;
95 case GL_TEXTURE_EXTERNAL_OES:
96 return SAMPLER_TYPE_EXTERNAL_OES;
97 default:
98 NOTREACHED();
99 return SAMPLER_TYPE_2D;
100 }
101 }
102
103 BlendMode BlendModeFromSkXfermode(SkXfermode::Mode mode) {
104 switch (mode) {
105 case SkXfermode::kSrcOver_Mode:
106 return BLEND_MODE_NORMAL;
107 case SkXfermode::kScreen_Mode:
108 return BLEND_MODE_SCREEN;
109 case SkXfermode::kOverlay_Mode:
110 return BLEND_MODE_OVERLAY;
111 case SkXfermode::kDarken_Mode:
112 return BLEND_MODE_DARKEN;
113 case SkXfermode::kLighten_Mode:
114 return BLEND_MODE_LIGHTEN;
115 case SkXfermode::kColorDodge_Mode:
116 return BLEND_MODE_COLOR_DODGE;
117 case SkXfermode::kColorBurn_Mode:
118 return BLEND_MODE_COLOR_BURN;
119 case SkXfermode::kHardLight_Mode:
120 return BLEND_MODE_HARD_LIGHT;
121 case SkXfermode::kSoftLight_Mode:
122 return BLEND_MODE_SOFT_LIGHT;
123 case SkXfermode::kDifference_Mode:
124 return BLEND_MODE_DIFFERENCE;
125 case SkXfermode::kExclusion_Mode:
126 return BLEND_MODE_EXCLUSION;
127 case SkXfermode::kMultiply_Mode:
128 return BLEND_MODE_MULTIPLY;
129 case SkXfermode::kHue_Mode:
130 return BLEND_MODE_HUE;
131 case SkXfermode::kSaturation_Mode:
132 return BLEND_MODE_SATURATION;
133 case SkXfermode::kColor_Mode:
134 return BLEND_MODE_COLOR;
135 case SkXfermode::kLuminosity_Mode:
136 return BLEND_MODE_LUMINOSITY;
137 default:
138 NOTREACHED();
139 return BLEND_MODE_NONE;
140 }
141 }
142
143 // Smallest unit that impact anti-aliasing output. We use this to
144 // determine when anti-aliasing is unnecessary.
145 const float kAntiAliasingEpsilon = 1.0f / 1024.0f;
146
147 // Block or crash if the number of pending sync queries reach this high as
148 // something is seriously wrong on the service side if this happens.
149 const size_t kMaxPendingSyncQueries = 16;
150
151 } // anonymous namespace
152
153 static GLint GetActiveTextureUnit(GLES2Interface* gl) {
154 GLint active_unit = 0;
155 gl->GetIntegerv(GL_ACTIVE_TEXTURE, &active_unit);
156 return active_unit;
157 }
158
159 struct GLRenderer::PendingAsyncReadPixels {
160 PendingAsyncReadPixels() : buffer(0) {}
161
162 scoped_ptr<CopyOutputRequest> copy_request;
163 base::CancelableClosure finished_read_pixels_callback;
164 unsigned buffer;
165
166 private:
167 DISALLOW_COPY_AND_ASSIGN(PendingAsyncReadPixels);
168 };
169
170 class GLRenderer::SyncQuery {
171 public:
172 explicit SyncQuery(gpu::gles2::GLES2Interface* gl)
173 : gl_(gl), query_id_(0u), is_pending_(false), weak_ptr_factory_(this) {
174 gl_->GenQueriesEXT(1, &query_id_);
175 }
176 virtual ~SyncQuery() { gl_->DeleteQueriesEXT(1, &query_id_); }
177
178 scoped_refptr<ResourceProvider::Fence> Begin() {
179 DCHECK(!IsPending());
180 // Invalidate weak pointer held by old fence.
181 weak_ptr_factory_.InvalidateWeakPtrs();
182 // Note: In case the set of drawing commands issued before End() do not
183 // depend on the query, defer BeginQueryEXT call until Set() is called and
184 // query is required.
185 return make_scoped_refptr<ResourceProvider::Fence>(
186 new Fence(weak_ptr_factory_.GetWeakPtr()));
187 }
188
189 void Set() {
190 if (is_pending_)
191 return;
192
193 // Note: BeginQueryEXT on GL_COMMANDS_COMPLETED_CHROMIUM is effectively a
194 // noop relative to GL, so it doesn't matter where it happens but we still
195 // make sure to issue this command when Set() is called (prior to issuing
196 // any drawing commands that depend on query), in case some future extension
197 // can take advantage of this.
198 gl_->BeginQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM, query_id_);
199 is_pending_ = true;
200 }
201
202 void End() {
203 if (!is_pending_)
204 return;
205
206 gl_->EndQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM);
207 }
208
209 bool IsPending() {
210 if (!is_pending_)
211 return false;
212
213 unsigned result_available = 1;
214 gl_->GetQueryObjectuivEXT(
215 query_id_, GL_QUERY_RESULT_AVAILABLE_EXT, &result_available);
216 is_pending_ = !result_available;
217 return is_pending_;
218 }
219
220 void Wait() {
221 if (!is_pending_)
222 return;
223
224 unsigned result = 0;
225 gl_->GetQueryObjectuivEXT(query_id_, GL_QUERY_RESULT_EXT, &result);
226 is_pending_ = false;
227 }
228
229 private:
230 class Fence : public ResourceProvider::Fence {
231 public:
232 explicit Fence(base::WeakPtr<GLRenderer::SyncQuery> query)
233 : query_(query) {}
234
235 // Overridden from ResourceProvider::Fence:
236 void Set() override {
237 DCHECK(query_);
238 query_->Set();
239 }
240 bool HasPassed() override { return !query_ || !query_->IsPending(); }
241 void Wait() override {
242 if (query_)
243 query_->Wait();
244 }
245
246 private:
247 ~Fence() override {}
248
249 base::WeakPtr<SyncQuery> query_;
250
251 DISALLOW_COPY_AND_ASSIGN(Fence);
252 };
253
254 gpu::gles2::GLES2Interface* gl_;
255 unsigned query_id_;
256 bool is_pending_;
257 base::WeakPtrFactory<SyncQuery> weak_ptr_factory_;
258
259 DISALLOW_COPY_AND_ASSIGN(SyncQuery);
260 };
261
262 scoped_ptr<GLRenderer> GLRenderer::Create(
263 RendererClient* client,
264 const RendererSettings* settings,
265 OutputSurface* output_surface,
266 ResourceProvider* resource_provider,
267 TextureMailboxDeleter* texture_mailbox_deleter,
268 int highp_threshold_min) {
269 return make_scoped_ptr(new GLRenderer(client,
270 settings,
271 output_surface,
272 resource_provider,
273 texture_mailbox_deleter,
274 highp_threshold_min));
275 }
276
277 GLRenderer::GLRenderer(RendererClient* client,
278 const RendererSettings* settings,
279 OutputSurface* output_surface,
280 ResourceProvider* resource_provider,
281 TextureMailboxDeleter* texture_mailbox_deleter,
282 int highp_threshold_min)
283 : DirectRenderer(client, settings, output_surface, resource_provider),
284 offscreen_framebuffer_id_(0),
285 shared_geometry_quad_(QuadVertexRect()),
286 gl_(output_surface->context_provider()->ContextGL()),
287 context_support_(output_surface->context_provider()->ContextSupport()),
288 texture_mailbox_deleter_(texture_mailbox_deleter),
289 is_backbuffer_discarded_(false),
290 is_scissor_enabled_(false),
291 scissor_rect_needs_reset_(true),
292 stencil_shadow_(false),
293 blend_shadow_(false),
294 highp_threshold_min_(highp_threshold_min),
295 highp_threshold_cache_(0),
296 use_sync_query_(false),
297 on_demand_tile_raster_resource_id_(0),
298 bound_geometry_(NO_BINDING) {
299 DCHECK(gl_);
300 DCHECK(context_support_);
301
302 ContextProvider::Capabilities context_caps =
303 output_surface_->context_provider()->ContextCapabilities();
304
305 capabilities_.using_partial_swap =
306 settings_->partial_swap_enabled && context_caps.gpu.post_sub_buffer;
307
308 DCHECK(!context_caps.gpu.iosurface || context_caps.gpu.texture_rectangle);
309
310 capabilities_.using_egl_image = context_caps.gpu.egl_image_external;
311
312 capabilities_.max_texture_size = resource_provider_->max_texture_size();
313 capabilities_.best_texture_format = resource_provider_->best_texture_format();
314
315 // The updater can access textures while the GLRenderer is using them.
316 capabilities_.allow_partial_texture_updates = true;
317
318 capabilities_.using_image = context_caps.gpu.image;
319
320 capabilities_.using_discard_framebuffer =
321 context_caps.gpu.discard_framebuffer;
322
323 capabilities_.allow_rasterize_on_demand = true;
324
325 use_sync_query_ = context_caps.gpu.sync_query;
326 use_blend_equation_advanced_ = context_caps.gpu.blend_equation_advanced;
327 use_blend_equation_advanced_coherent_ =
328 context_caps.gpu.blend_equation_advanced_coherent;
329
330 InitializeSharedObjects();
331 }
332
333 GLRenderer::~GLRenderer() {
334 while (!pending_async_read_pixels_.empty()) {
335 PendingAsyncReadPixels* pending_read = pending_async_read_pixels_.back();
336 pending_read->finished_read_pixels_callback.Cancel();
337 pending_async_read_pixels_.pop_back();
338 }
339
340 in_use_overlay_resources_.clear();
341
342 CleanupSharedObjects();
343 }
344
345 const RendererCapabilitiesImpl& GLRenderer::Capabilities() const {
346 return capabilities_;
347 }
348
349 void GLRenderer::DebugGLCall(GLES2Interface* gl,
350 const char* command,
351 const char* file,
352 int line) {
353 GLuint error = gl->GetError();
354 if (error != GL_NO_ERROR)
355 LOG(ERROR) << "GL command failed: File: " << file << "\n\tLine " << line
356 << "\n\tcommand: " << command << ", error "
357 << static_cast<int>(error) << "\n";
358 }
359
360 void GLRenderer::DidChangeVisibility() {
361 EnforceMemoryPolicy();
362
363 context_support_->SetSurfaceVisible(visible());
364 }
365
366 void GLRenderer::ReleaseRenderPassTextures() { render_pass_textures_.clear(); }
367
368 void GLRenderer::DiscardPixels() {
369 if (!capabilities_.using_discard_framebuffer)
370 return;
371 bool using_default_framebuffer =
372 !current_framebuffer_lock_ &&
373 output_surface_->capabilities().uses_default_gl_framebuffer;
374 GLenum attachments[] = {static_cast<GLenum>(
375 using_default_framebuffer ? GL_COLOR_EXT : GL_COLOR_ATTACHMENT0_EXT)};
376 gl_->DiscardFramebufferEXT(
377 GL_FRAMEBUFFER, arraysize(attachments), attachments);
378 }
379
380 void GLRenderer::PrepareSurfaceForPass(
381 DrawingFrame* frame,
382 SurfaceInitializationMode initialization_mode,
383 const gfx::Rect& render_pass_scissor) {
384 switch (initialization_mode) {
385 case SURFACE_INITIALIZATION_MODE_PRESERVE:
386 EnsureScissorTestDisabled();
387 return;
388 case SURFACE_INITIALIZATION_MODE_FULL_SURFACE_CLEAR:
389 EnsureScissorTestDisabled();
390 DiscardPixels();
391 ClearFramebuffer(frame);
392 break;
393 case SURFACE_INITIALIZATION_MODE_SCISSORED_CLEAR:
394 SetScissorTestRect(render_pass_scissor);
395 ClearFramebuffer(frame);
396 break;
397 }
398 }
399
400 void GLRenderer::ClearFramebuffer(DrawingFrame* frame) {
401 // On DEBUG builds, opaque render passes are cleared to blue to easily see
402 // regions that were not drawn on the screen.
403 if (frame->current_render_pass->has_transparent_background)
404 GLC(gl_, gl_->ClearColor(0, 0, 0, 0));
405 else
406 GLC(gl_, gl_->ClearColor(0, 0, 1, 1));
407
408 bool always_clear = false;
409 #ifndef NDEBUG
410 always_clear = true;
411 #endif
412 if (always_clear || frame->current_render_pass->has_transparent_background) {
413 GLbitfield clear_bits = GL_COLOR_BUFFER_BIT;
414 if (always_clear)
415 clear_bits |= GL_STENCIL_BUFFER_BIT;
416 gl_->Clear(clear_bits);
417 }
418 }
419
420 static ResourceProvider::ResourceId WaitOnResourceSyncPoints(
421 ResourceProvider* resource_provider,
422 ResourceProvider::ResourceId resource_id) {
423 resource_provider->WaitSyncPointIfNeeded(resource_id);
424 return resource_id;
425 }
426
427 void GLRenderer::BeginDrawingFrame(DrawingFrame* frame) {
428 TRACE_EVENT0("cc", "GLRenderer::BeginDrawingFrame");
429
430 scoped_refptr<ResourceProvider::Fence> read_lock_fence;
431 if (use_sync_query_) {
432 // Block until oldest sync query has passed if the number of pending queries
433 // ever reach kMaxPendingSyncQueries.
434 if (pending_sync_queries_.size() >= kMaxPendingSyncQueries) {
435 LOG(ERROR) << "Reached limit of pending sync queries.";
436
437 pending_sync_queries_.front()->Wait();
438 DCHECK(!pending_sync_queries_.front()->IsPending());
439 }
440
441 while (!pending_sync_queries_.empty()) {
442 if (pending_sync_queries_.front()->IsPending())
443 break;
444
445 available_sync_queries_.push_back(pending_sync_queries_.take_front());
446 }
447
448 current_sync_query_ = available_sync_queries_.empty()
449 ? make_scoped_ptr(new SyncQuery(gl_))
450 : available_sync_queries_.take_front();
451
452 read_lock_fence = current_sync_query_->Begin();
453 } else {
454 read_lock_fence =
455 make_scoped_refptr(new ResourceProvider::SynchronousFence(gl_));
456 }
457 resource_provider_->SetReadLockFence(read_lock_fence.get());
458
459 // Insert WaitSyncPointCHROMIUM on quad resources prior to drawing the frame,
460 // so that drawing can proceed without GL context switching interruptions.
461 DrawQuad::ResourceIteratorCallback wait_on_resource_syncpoints_callback =
462 base::Bind(&WaitOnResourceSyncPoints, resource_provider_);
463
464 for (const auto& pass : *frame->render_passes_in_draw_order) {
465 for (const auto& quad : pass->quad_list)
466 quad->IterateResources(wait_on_resource_syncpoints_callback);
467 }
468
469 // TODO(enne): Do we need to reinitialize all of this state per frame?
470 ReinitializeGLState();
471 }
472
473 void GLRenderer::DoNoOp() {
474 GLC(gl_, gl_->BindFramebuffer(GL_FRAMEBUFFER, 0));
475 GLC(gl_, gl_->Flush());
476 }
477
478 void GLRenderer::DoDrawQuad(DrawingFrame* frame,
479 const DrawQuad* quad,
480 const gfx::QuadF* clip_region) {
481 DCHECK(quad->rect.Contains(quad->visible_rect));
482 if (quad->material != DrawQuad::TEXTURE_CONTENT) {
483 FlushTextureQuadCache(SHARED_BINDING);
484 }
485
486 switch (quad->material) {
487 case DrawQuad::INVALID:
488 case DrawQuad::UNUSED_SPACE_FOR_PICTURE_CONTENT:
489 NOTREACHED();
490 break;
491 case DrawQuad::CHECKERBOARD:
492 DrawCheckerboardQuad(frame, CheckerboardDrawQuad::MaterialCast(quad),
493 clip_region);
494 break;
495 case DrawQuad::DEBUG_BORDER:
496 DrawDebugBorderQuad(frame, DebugBorderDrawQuad::MaterialCast(quad));
497 break;
498 case DrawQuad::IO_SURFACE_CONTENT:
499 DrawIOSurfaceQuad(frame, IOSurfaceDrawQuad::MaterialCast(quad),
500 clip_region);
501 break;
502 case DrawQuad::RENDER_PASS:
503 DrawRenderPassQuad(frame, RenderPassDrawQuad::MaterialCast(quad),
504 clip_region);
505 break;
506 case DrawQuad::SOLID_COLOR:
507 DrawSolidColorQuad(frame, SolidColorDrawQuad::MaterialCast(quad),
508 clip_region);
509 break;
510 case DrawQuad::STREAM_VIDEO_CONTENT:
511 DrawStreamVideoQuad(frame, StreamVideoDrawQuad::MaterialCast(quad),
512 clip_region);
513 break;
514 case DrawQuad::SURFACE_CONTENT:
515 // Surface content should be fully resolved to other quad types before
516 // reaching a direct renderer.
517 NOTREACHED();
518 break;
519 case DrawQuad::TEXTURE_CONTENT:
520 EnqueueTextureQuad(frame, TextureDrawQuad::MaterialCast(quad),
521 clip_region);
522 break;
523 case DrawQuad::TILED_CONTENT:
524 DrawTileQuad(frame, TileDrawQuad::MaterialCast(quad), clip_region);
525 break;
526 case DrawQuad::YUV_VIDEO_CONTENT:
527 DrawYUVVideoQuad(frame, YUVVideoDrawQuad::MaterialCast(quad),
528 clip_region);
529 break;
530 }
531 }
532
533 void GLRenderer::DrawCheckerboardQuad(const DrawingFrame* frame,
534 const CheckerboardDrawQuad* quad,
535 const gfx::QuadF* clip_region) {
536 // TODO(enne) For now since checkerboards shouldn't be part of a 3D
537 // context, clipping regions aren't supported so we skip drawing them
538 // if this becomes the case.
539 if (clip_region) {
540 return;
541 }
542 SetBlendEnabled(quad->ShouldDrawWithBlending());
543
544 const TileCheckerboardProgram* program = GetTileCheckerboardProgram();
545 DCHECK(program && (program->initialized() || IsContextLost()));
546 SetUseProgram(program->program());
547
548 SkColor color = quad->color;
549 GLC(gl_,
550 gl_->Uniform4f(program->fragment_shader().color_location(),
551 SkColorGetR(color) * (1.0f / 255.0f),
552 SkColorGetG(color) * (1.0f / 255.0f),
553 SkColorGetB(color) * (1.0f / 255.0f),
554 1));
555
556 const int kCheckerboardWidth = 16;
557 float frequency = 1.0f / kCheckerboardWidth;
558
559 gfx::Rect tile_rect = quad->rect;
560 float tex_offset_x =
561 static_cast<int>(tile_rect.x() / quad->scale) % kCheckerboardWidth;
562 float tex_offset_y =
563 static_cast<int>(tile_rect.y() / quad->scale) % kCheckerboardWidth;
564 float tex_scale_x = tile_rect.width() / quad->scale;
565 float tex_scale_y = tile_rect.height() / quad->scale;
566 GLC(gl_,
567 gl_->Uniform4f(program->fragment_shader().tex_transform_location(),
568 tex_offset_x,
569 tex_offset_y,
570 tex_scale_x,
571 tex_scale_y));
572
573 GLC(gl_,
574 gl_->Uniform1f(program->fragment_shader().frequency_location(),
575 frequency));
576
577 SetShaderOpacity(quad->opacity(),
578 program->fragment_shader().alpha_location());
579 DrawQuadGeometry(frame,
580 quad->quadTransform(),
581 quad->rect,
582 program->vertex_shader().matrix_location());
583 }
584
585 // This function does not handle 3D sorting right now, since the debug border
586 // quads are just drawn as their original quads and not in split pieces. This
587 // results in some debug border quads drawing over foreground quads.
588 void GLRenderer::DrawDebugBorderQuad(const DrawingFrame* frame,
589 const DebugBorderDrawQuad* quad) {
590 SetBlendEnabled(quad->ShouldDrawWithBlending());
591
592 static float gl_matrix[16];
593 const DebugBorderProgram* program = GetDebugBorderProgram();
594 DCHECK(program && (program->initialized() || IsContextLost()));
595 SetUseProgram(program->program());
596
597 // Use the full quad_rect for debug quads to not move the edges based on
598 // partial swaps.
599 gfx::Rect layer_rect = quad->rect;
600 gfx::Transform render_matrix;
601 QuadRectTransform(&render_matrix, quad->quadTransform(), layer_rect);
602 GLRenderer::ToGLMatrix(&gl_matrix[0],
603 frame->projection_matrix * render_matrix);
604 GLC(gl_,
605 gl_->UniformMatrix4fv(
606 program->vertex_shader().matrix_location(), 1, false, &gl_matrix[0]));
607
608 SkColor color = quad->color;
609 float alpha = SkColorGetA(color) * (1.0f / 255.0f);
610
611 GLC(gl_,
612 gl_->Uniform4f(program->fragment_shader().color_location(),
613 (SkColorGetR(color) * (1.0f / 255.0f)) * alpha,
614 (SkColorGetG(color) * (1.0f / 255.0f)) * alpha,
615 (SkColorGetB(color) * (1.0f / 255.0f)) * alpha,
616 alpha));
617
618 GLC(gl_, gl_->LineWidth(quad->width));
619
620 // The indices for the line are stored in the same array as the triangle
621 // indices.
622 GLC(gl_, gl_->DrawElements(GL_LINE_LOOP, 4, GL_UNSIGNED_SHORT, 0));
623 }
624
625 bool GLRenderer::CanApplyBlendModeUsingBlendFunc(SkXfermode::Mode blend_mode) {
626 return use_blend_equation_advanced_ ||
627 blend_mode == SkXfermode::kScreen_Mode ||
628 blend_mode == SkXfermode::kSrcOver_Mode;
629 }
630
631 void GLRenderer::ApplyBlendModeUsingBlendFunc(SkXfermode::Mode blend_mode) {
632 DCHECK(CanApplyBlendModeUsingBlendFunc(blend_mode));
633
634 // Any modes set here must be reset in RestoreBlendFuncToDefault
635 if (use_blend_equation_advanced_) {
636 GLenum equation = GL_FUNC_ADD;
637
638 switch (blend_mode) {
639 case SkXfermode::kScreen_Mode:
640 equation = GL_SCREEN_KHR;
641 break;
642 case SkXfermode::kOverlay_Mode:
643 equation = GL_OVERLAY_KHR;
644 break;
645 case SkXfermode::kDarken_Mode:
646 equation = GL_DARKEN_KHR;
647 break;
648 case SkXfermode::kLighten_Mode:
649 equation = GL_LIGHTEN_KHR;
650 break;
651 case SkXfermode::kColorDodge_Mode:
652 equation = GL_COLORDODGE_KHR;
653 break;
654 case SkXfermode::kColorBurn_Mode:
655 equation = GL_COLORBURN_KHR;
656 break;
657 case SkXfermode::kHardLight_Mode:
658 equation = GL_HARDLIGHT_KHR;
659 break;
660 case SkXfermode::kSoftLight_Mode:
661 equation = GL_SOFTLIGHT_KHR;
662 break;
663 case SkXfermode::kDifference_Mode:
664 equation = GL_DIFFERENCE_KHR;
665 break;
666 case SkXfermode::kExclusion_Mode:
667 equation = GL_EXCLUSION_KHR;
668 break;
669 case SkXfermode::kMultiply_Mode:
670 equation = GL_MULTIPLY_KHR;
671 break;
672 case SkXfermode::kHue_Mode:
673 equation = GL_HSL_HUE_KHR;
674 break;
675 case SkXfermode::kSaturation_Mode:
676 equation = GL_HSL_SATURATION_KHR;
677 break;
678 case SkXfermode::kColor_Mode:
679 equation = GL_HSL_COLOR_KHR;
680 break;
681 case SkXfermode::kLuminosity_Mode:
682 equation = GL_HSL_LUMINOSITY_KHR;
683 break;
684 default:
685 return;
686 }
687
688 GLC(gl_, gl_->BlendEquation(equation));
689 } else {
690 if (blend_mode == SkXfermode::kScreen_Mode) {
691 GLC(gl_, gl_->BlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ONE));
692 }
693 }
694 }
695
696 void GLRenderer::RestoreBlendFuncToDefault(SkXfermode::Mode blend_mode) {
697 if (blend_mode == SkXfermode::kSrcOver_Mode)
698 return;
699
700 if (use_blend_equation_advanced_) {
701 GLC(gl_, gl_->BlendEquation(GL_FUNC_ADD));
702 } else {
703 GLC(gl_, gl_->BlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA));
704 }
705 }
706
707 // This takes a gfx::Rect and a clip region quad in the same space,
708 // and returns a quad with the same proportions in the space -0.5->0.5.
709 bool GetScaledRegion(const gfx::Rect& rect,
710 const gfx::QuadF* clip,
711 gfx::QuadF* scaled_region) {
712 if (!clip)
713 return false;
714
715 gfx::PointF p1(((clip->p1().x() - rect.x()) / rect.width()) - 0.5f,
716 ((clip->p1().y() - rect.y()) / rect.height()) - 0.5f);
717 gfx::PointF p2(((clip->p2().x() - rect.x()) / rect.width()) - 0.5f,
718 ((clip->p2().y() - rect.y()) / rect.height()) - 0.5f);
719 gfx::PointF p3(((clip->p3().x() - rect.x()) / rect.width()) - 0.5f,
720 ((clip->p3().y() - rect.y()) / rect.height()) - 0.5f);
721 gfx::PointF p4(((clip->p4().x() - rect.x()) / rect.width()) - 0.5f,
722 ((clip->p4().y() - rect.y()) / rect.height()) - 0.5f);
723 *scaled_region = gfx::QuadF(p1, p2, p3, p4);
724 return true;
725 }
726
727 // This takes a gfx::Rect and a clip region quad in the same space,
728 // and returns the proportional uv's in the space 0->1.
729 bool GetScaledUVs(const gfx::Rect& rect, const gfx::QuadF* clip, float uvs[8]) {
730 if (!clip)
731 return false;
732
733 uvs[0] = ((clip->p1().x() - rect.x()) / rect.width());
734 uvs[1] = ((clip->p1().y() - rect.y()) / rect.height());
735 uvs[2] = ((clip->p2().x() - rect.x()) / rect.width());
736 uvs[3] = ((clip->p2().y() - rect.y()) / rect.height());
737 uvs[4] = ((clip->p3().x() - rect.x()) / rect.width());
738 uvs[5] = ((clip->p3().y() - rect.y()) / rect.height());
739 uvs[6] = ((clip->p4().x() - rect.x()) / rect.width());
740 uvs[7] = ((clip->p4().y() - rect.y()) / rect.height());
741 return true;
742 }
743
744 gfx::Rect GLRenderer::GetBackdropBoundingBoxForRenderPassQuad(
745 DrawingFrame* frame,
746 const RenderPassDrawQuad* quad,
747 const gfx::Transform& contents_device_transform,
748 const gfx::QuadF* clip_region,
749 bool use_aa) {
750 gfx::QuadF scaled_region;
751 if (!GetScaledRegion(quad->rect, clip_region, &scaled_region)) {
752 scaled_region = SharedGeometryQuad().BoundingBox();
753 }
754
755 gfx::Rect backdrop_rect = gfx::ToEnclosingRect(MathUtil::MapClippedRect(
756 contents_device_transform, scaled_region.BoundingBox()));
757
758 if (!backdrop_rect.IsEmpty() && use_aa) {
759 const int kOutsetForAntialiasing = 1;
760 backdrop_rect.Inset(-kOutsetForAntialiasing, -kOutsetForAntialiasing);
761 }
762
763 backdrop_rect.Intersect(MoveFromDrawToWindowSpace(
764 frame, frame->current_render_pass->output_rect));
765 return backdrop_rect;
766 }
767
768 scoped_ptr<ScopedResource> GLRenderer::GetBackdropTexture(
769 const gfx::Rect& bounding_rect) {
770 scoped_ptr<ScopedResource> device_background_texture =
771 ScopedResource::Create(resource_provider_);
772 // CopyTexImage2D fails when called on a texture having immutable storage.
773 device_background_texture->Allocate(
774 bounding_rect.size(), ResourceProvider::TEXTURE_HINT_DEFAULT, RGBA_8888);
775 {
776 ResourceProvider::ScopedWriteLockGL lock(resource_provider_,
777 device_background_texture->id());
778 GetFramebufferTexture(
779 lock.texture_id(), device_background_texture->format(), bounding_rect);
780 }
781 return device_background_texture.Pass();
782 }
783
784 void GLRenderer::DrawRenderPassQuad(DrawingFrame* frame,
785 const RenderPassDrawQuad* quad,
786 const gfx::QuadF* clip_region) {
787 ScopedResource* contents_texture =
788 render_pass_textures_.get(quad->render_pass_id);
789 if (!contents_texture || !contents_texture->id())
790 return;
791
792 gfx::Transform quad_rect_matrix;
793 QuadRectTransform(&quad_rect_matrix, quad->quadTransform(), quad->rect);
794 gfx::Transform contents_device_transform =
795 frame->window_matrix * frame->projection_matrix * quad_rect_matrix;
796 contents_device_transform.FlattenTo2d();
797
798 // Can only draw surface if device matrix is invertible.
799 if (!contents_device_transform.IsInvertible())
800 return;
801
802 gfx::QuadF surface_quad = SharedGeometryQuad();
803 float edge[24];
804 bool use_aa = settings_->allow_antialiasing &&
805 ShouldAntialiasQuad(contents_device_transform, quad,
806 settings_->force_antialiasing);
807
808 SetupQuadForClippingAndAntialiasing(contents_device_transform, quad, use_aa,
809 clip_region, &surface_quad, edge);
810 SkXfermode::Mode blend_mode = quad->shared_quad_state->blend_mode;
811 bool use_shaders_for_blending =
812 !CanApplyBlendModeUsingBlendFunc(blend_mode) ||
813 settings_->force_blending_with_shaders;
814
815 scoped_ptr<ScopedResource> background_texture;
816 skia::RefPtr<SkImage> background_image;
817 gfx::Rect background_rect;
818 if (use_shaders_for_blending) {
819 // Compute a bounding box around the pixels that will be visible through
820 // the quad.
821 background_rect = GetBackdropBoundingBoxForRenderPassQuad(
822 frame, quad, contents_device_transform, clip_region, use_aa);
823
824 if (!background_rect.IsEmpty()) {
825 // The pixels from the filtered background should completely replace the
826 // current pixel values.
827 if (blend_enabled())
828 SetBlendEnabled(false);
829
830 // Read the pixels in the bounding box into a buffer R.
831 // This function allocates a texture, which should contribute to the
832 // amount of memory used by render surfaces:
833 // LayerTreeHost::CalculateMemoryForRenderSurfaces.
834 background_texture = GetBackdropTexture(background_rect);
835 }
836
837 if (!background_texture) {
838 // Something went wrong with reading the backdrop.
839 DCHECK(!background_image);
840 use_shaders_for_blending = false;
841 } else if (background_image) {
842 // Reset original background texture if there is not any mask
843 if (!quad->mask_resource_id)
844 background_texture.reset();
845 }
846 }
847 // Need original background texture for mask?
848 bool mask_for_background =
849 background_texture && // Have original background texture
850 background_image && // Have filtered background texture
851 quad->mask_resource_id; // Have mask texture
852 SetBlendEnabled(
853 !use_shaders_for_blending &&
854 (quad->ShouldDrawWithBlending() || !IsDefaultBlendMode(blend_mode)));
855
856 // TODO(senorblanco): Cache this value so that we don't have to do it for both
857 // the surface and its replica. Apply filters to the contents texture.
858 skia::RefPtr<SkImage> filter_image;
859 SkScalar color_matrix[20];
860 bool use_color_matrix = false;
861 DCHECK(quad->filters.IsEmpty());
862
863 scoped_ptr<ResourceProvider::ScopedSamplerGL> mask_resource_lock;
864 unsigned mask_texture_id = 0;
865 SamplerType mask_sampler = SAMPLER_TYPE_NA;
866 if (quad->mask_resource_id) {
867 mask_resource_lock.reset(new ResourceProvider::ScopedSamplerGL(
868 resource_provider_, quad->mask_resource_id, GL_TEXTURE1, GL_LINEAR));
869 mask_texture_id = mask_resource_lock->texture_id();
870 mask_sampler = SamplerTypeFromTextureTarget(mask_resource_lock->target());
871 }
872
873 scoped_ptr<ResourceProvider::ScopedSamplerGL> contents_resource_lock;
874 if (filter_image) {
875 GrTexture* texture = filter_image->getTexture();
876 DCHECK_EQ(GL_TEXTURE0, GetActiveTextureUnit(gl_));
877 gl_->BindTexture(GL_TEXTURE_2D, texture->getTextureHandle());
878 } else {
879 contents_resource_lock =
880 make_scoped_ptr(new ResourceProvider::ScopedSamplerGL(
881 resource_provider_, contents_texture->id(), GL_LINEAR));
882 DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D),
883 contents_resource_lock->target());
884 }
885
886 if (!use_shaders_for_blending) {
887 if (!use_blend_equation_advanced_coherent_ && use_blend_equation_advanced_)
888 GLC(gl_, gl_->BlendBarrierKHR());
889
890 ApplyBlendModeUsingBlendFunc(blend_mode);
891 }
892
893 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
894 gl_,
895 &highp_threshold_cache_,
896 highp_threshold_min_,
897 quad->shared_quad_state->visible_content_rect.bottom_right());
898
899 ShaderLocations locations;
900
901 DCHECK_EQ(background_texture || background_image, use_shaders_for_blending);
902 BlendMode shader_blend_mode = use_shaders_for_blending
903 ? BlendModeFromSkXfermode(blend_mode)
904 : BLEND_MODE_NONE;
905
906 if (use_aa && mask_texture_id && !use_color_matrix) {
907 const RenderPassMaskProgramAA* program = GetRenderPassMaskProgramAA(
908 tex_coord_precision, mask_sampler,
909 shader_blend_mode, mask_for_background);
910 SetUseProgram(program->program());
911 program->vertex_shader().FillLocations(&locations);
912 program->fragment_shader().FillLocations(&locations);
913 GLC(gl_, gl_->Uniform1i(locations.sampler, 0));
914 } else if (!use_aa && mask_texture_id && !use_color_matrix) {
915 const RenderPassMaskProgram* program = GetRenderPassMaskProgram(
916 tex_coord_precision, mask_sampler,
917 shader_blend_mode, mask_for_background);
918 SetUseProgram(program->program());
919 program->vertex_shader().FillLocations(&locations);
920 program->fragment_shader().FillLocations(&locations);
921 GLC(gl_, gl_->Uniform1i(locations.sampler, 0));
922 } else if (use_aa && !mask_texture_id && !use_color_matrix) {
923 const RenderPassProgramAA* program =
924 GetRenderPassProgramAA(tex_coord_precision, shader_blend_mode);
925 SetUseProgram(program->program());
926 program->vertex_shader().FillLocations(&locations);
927 program->fragment_shader().FillLocations(&locations);
928 GLC(gl_, gl_->Uniform1i(locations.sampler, 0));
929 } else if (use_aa && mask_texture_id && use_color_matrix) {
930 const RenderPassMaskColorMatrixProgramAA* program =
931 GetRenderPassMaskColorMatrixProgramAA(
932 tex_coord_precision, mask_sampler,
933 shader_blend_mode, mask_for_background);
934 SetUseProgram(program->program());
935 program->vertex_shader().FillLocations(&locations);
936 program->fragment_shader().FillLocations(&locations);
937 GLC(gl_, gl_->Uniform1i(locations.sampler, 0));
938 } else if (use_aa && !mask_texture_id && use_color_matrix) {
939 const RenderPassColorMatrixProgramAA* program =
940 GetRenderPassColorMatrixProgramAA(tex_coord_precision,
941 shader_blend_mode);
942 SetUseProgram(program->program());
943 program->vertex_shader().FillLocations(&locations);
944 program->fragment_shader().FillLocations(&locations);
945 GLC(gl_, gl_->Uniform1i(locations.sampler, 0));
946 } else if (!use_aa && mask_texture_id && use_color_matrix) {
947 const RenderPassMaskColorMatrixProgram* program =
948 GetRenderPassMaskColorMatrixProgram(
949 tex_coord_precision, mask_sampler,
950 shader_blend_mode, mask_for_background);
951 SetUseProgram(program->program());
952 program->vertex_shader().FillLocations(&locations);
953 program->fragment_shader().FillLocations(&locations);
954 GLC(gl_, gl_->Uniform1i(locations.sampler, 0));
955 } else if (!use_aa && !mask_texture_id && use_color_matrix) {
956 const RenderPassColorMatrixProgram* program =
957 GetRenderPassColorMatrixProgram(tex_coord_precision, shader_blend_mode);
958 SetUseProgram(program->program());
959 program->vertex_shader().FillLocations(&locations);
960 program->fragment_shader().FillLocations(&locations);
961 GLC(gl_, gl_->Uniform1i(locations.sampler, 0));
962 } else {
963 const RenderPassProgram* program =
964 GetRenderPassProgram(tex_coord_precision, shader_blend_mode);
965 SetUseProgram(program->program());
966 program->vertex_shader().FillLocations(&locations);
967 program->fragment_shader().FillLocations(&locations);
968 GLC(gl_, gl_->Uniform1i(locations.sampler, 0));
969 }
970 float tex_scale_x =
971 quad->rect.width() / static_cast<float>(contents_texture->size().width());
972 float tex_scale_y = quad->rect.height() /
973 static_cast<float>(contents_texture->size().height());
974 DCHECK_LE(tex_scale_x, 1.0f);
975 DCHECK_LE(tex_scale_y, 1.0f);
976
977 DCHECK(locations.tex_transform != -1 || IsContextLost());
978 // Flip the content vertically in the shader, as the RenderPass input
979 // texture is already oriented the same way as the framebuffer, but the
980 // projection transform does a flip.
981 GLC(gl_,
982 gl_->Uniform4f(locations.tex_transform,
983 0.0f,
984 tex_scale_y,
985 tex_scale_x,
986 -tex_scale_y));
987
988 GLint last_texture_unit = 0;
989 if (locations.mask_sampler != -1) {
990 DCHECK_NE(locations.mask_tex_coord_scale, 1);
991 DCHECK_NE(locations.mask_tex_coord_offset, 1);
992 GLC(gl_, gl_->Uniform1i(locations.mask_sampler, 1));
993
994 gfx::RectF mask_uv_rect = quad->MaskUVRect();
995 if (mask_sampler != SAMPLER_TYPE_2D) {
996 mask_uv_rect.Scale(quad->mask_texture_size.width(),
997 quad->mask_texture_size.height());
998 }
999
1000 // Mask textures are oriented vertically flipped relative to the framebuffer
1001 // and the RenderPass contents texture, so we flip the tex coords from the
1002 // RenderPass texture to find the mask texture coords.
1003 GLC(gl_,
1004 gl_->Uniform2f(locations.mask_tex_coord_offset,
1005 mask_uv_rect.x(),
1006 mask_uv_rect.bottom()));
1007 GLC(gl_,
1008 gl_->Uniform2f(locations.mask_tex_coord_scale,
1009 mask_uv_rect.width() / tex_scale_x,
1010 -mask_uv_rect.height() / tex_scale_y));
1011
1012 last_texture_unit = 1;
1013 }
1014
1015 if (locations.edge != -1)
1016 GLC(gl_, gl_->Uniform3fv(locations.edge, 8, edge));
1017
1018 if (locations.viewport != -1) {
1019 float viewport[4] = {static_cast<float>(viewport_.x()),
1020 static_cast<float>(viewport_.y()),
1021 static_cast<float>(viewport_.width()),
1022 static_cast<float>(viewport_.height()), };
1023 GLC(gl_, gl_->Uniform4fv(locations.viewport, 1, viewport));
1024 }
1025
1026 if (locations.color_matrix != -1) {
1027 float matrix[16];
1028 for (int i = 0; i < 4; ++i) {
1029 for (int j = 0; j < 4; ++j)
1030 matrix[i * 4 + j] = SkScalarToFloat(color_matrix[j * 5 + i]);
1031 }
1032 GLC(gl_,
1033 gl_->UniformMatrix4fv(locations.color_matrix, 1, false, matrix));
1034 }
1035 static const float kScale = 1.0f / 255.0f;
1036 if (locations.color_offset != -1) {
1037 float offset[4];
1038 for (int i = 0; i < 4; ++i)
1039 offset[i] = SkScalarToFloat(color_matrix[i * 5 + 4]) * kScale;
1040
1041 GLC(gl_, gl_->Uniform4fv(locations.color_offset, 1, offset));
1042 }
1043
1044 scoped_ptr<ResourceProvider::ScopedSamplerGL> shader_background_sampler_lock;
1045 if (locations.backdrop != -1) {
1046 DCHECK(background_texture || background_image);
1047 DCHECK_NE(locations.backdrop, 0);
1048 DCHECK_NE(locations.backdrop_rect, 0);
1049
1050 GLC(gl_, gl_->Uniform1i(locations.backdrop, ++last_texture_unit));
1051
1052 GLC(gl_,
1053 gl_->Uniform4f(locations.backdrop_rect,
1054 background_rect.x(),
1055 background_rect.y(),
1056 background_rect.width(),
1057 background_rect.height()));
1058
1059 if (background_image) {
1060 GrTexture* texture = background_image->getTexture();
1061 GLC(gl_, gl_->ActiveTexture(GL_TEXTURE0 + last_texture_unit));
1062 gl_->BindTexture(GL_TEXTURE_2D, texture->getTextureHandle());
1063 GLC(gl_, gl_->ActiveTexture(GL_TEXTURE0));
1064 if (mask_for_background)
1065 GLC(gl_, gl_->Uniform1i(locations.original_backdrop,
1066 ++last_texture_unit));
1067 }
1068 if (background_texture) {
1069 shader_background_sampler_lock = make_scoped_ptr(
1070 new ResourceProvider::ScopedSamplerGL(resource_provider_,
1071 background_texture->id(),
1072 GL_TEXTURE0 + last_texture_unit,
1073 GL_LINEAR));
1074 DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D),
1075 shader_background_sampler_lock->target());
1076 }
1077 }
1078
1079 SetShaderOpacity(quad->opacity(), locations.alpha);
1080 SetShaderQuadF(surface_quad, locations.quad);
1081 DrawQuadGeometry(
1082 frame, quad->quadTransform(), quad->rect, locations.matrix);
1083
1084 // Flush the compositor context before the filter bitmap goes out of
1085 // scope, so the draw gets processed before the filter texture gets deleted.
1086 if (filter_image)
1087 GLC(gl_, gl_->Flush());
1088
1089 if (!use_shaders_for_blending)
1090 RestoreBlendFuncToDefault(blend_mode);
1091 }
1092
1093 struct SolidColorProgramUniforms {
1094 unsigned program;
1095 unsigned matrix_location;
1096 unsigned viewport_location;
1097 unsigned quad_location;
1098 unsigned edge_location;
1099 unsigned color_location;
1100 };
1101
1102 template <class T>
1103 static void SolidColorUniformLocation(T program,
1104 SolidColorProgramUniforms* uniforms) {
1105 uniforms->program = program->program();
1106 uniforms->matrix_location = program->vertex_shader().matrix_location();
1107 uniforms->viewport_location = program->vertex_shader().viewport_location();
1108 uniforms->quad_location = program->vertex_shader().quad_location();
1109 uniforms->edge_location = program->vertex_shader().edge_location();
1110 uniforms->color_location = program->fragment_shader().color_location();
1111 }
1112
1113 namespace {
1114 // These functions determine if a quad, clipped by a clip_region contains
1115 // the entire {top|bottom|left|right} edge.
1116 bool is_top(const gfx::QuadF* clip_region, const DrawQuad* quad) {
1117 if (!quad->IsTopEdge())
1118 return false;
1119 if (!clip_region)
1120 return true;
1121
1122 return std::abs(clip_region->p1().y()) < kAntiAliasingEpsilon &&
1123 std::abs(clip_region->p2().y()) < kAntiAliasingEpsilon;
1124 }
1125
1126 bool is_bottom(const gfx::QuadF* clip_region, const DrawQuad* quad) {
1127 if (!quad->IsBottomEdge())
1128 return false;
1129 if (!clip_region)
1130 return true;
1131
1132 return std::abs(clip_region->p3().y() -
1133 quad->shared_quad_state->content_bounds.height()) <
1134 kAntiAliasingEpsilon &&
1135 std::abs(clip_region->p4().y() -
1136 quad->shared_quad_state->content_bounds.height()) <
1137 kAntiAliasingEpsilon;
1138 }
1139
1140 bool is_left(const gfx::QuadF* clip_region, const DrawQuad* quad) {
1141 if (!quad->IsLeftEdge())
1142 return false;
1143 if (!clip_region)
1144 return true;
1145
1146 return std::abs(clip_region->p1().x()) < kAntiAliasingEpsilon &&
1147 std::abs(clip_region->p4().x()) < kAntiAliasingEpsilon;
1148 }
1149
1150 bool is_right(const gfx::QuadF* clip_region, const DrawQuad* quad) {
1151 if (!quad->IsRightEdge())
1152 return false;
1153 if (!clip_region)
1154 return true;
1155
1156 return std::abs(clip_region->p2().x() -
1157 quad->shared_quad_state->content_bounds.width()) <
1158 kAntiAliasingEpsilon &&
1159 std::abs(clip_region->p3().x() -
1160 quad->shared_quad_state->content_bounds.width()) <
1161 kAntiAliasingEpsilon;
1162 }
1163 } // anonymous namespace
1164
1165 static gfx::QuadF GetDeviceQuadWithAntialiasingOnExteriorEdges(
1166 const LayerQuad& device_layer_edges,
1167 const gfx::Transform& device_transform,
1168 const gfx::QuadF* clip_region,
1169 const DrawQuad* quad) {
1170 gfx::RectF tile_rect = quad->visible_rect;
1171 gfx::QuadF tile_quad(tile_rect);
1172
1173 if (clip_region) {
1174 if (quad->material != DrawQuad::RENDER_PASS) {
1175 tile_quad = *clip_region;
1176 } else {
1177 GetScaledRegion(quad->rect, clip_region, &tile_quad);
1178 }
1179 }
1180
1181 gfx::PointF bottom_right = tile_quad.p3();
1182 gfx::PointF bottom_left = tile_quad.p4();
1183 gfx::PointF top_left = tile_quad.p1();
1184 gfx::PointF top_right = tile_quad.p2();
1185 bool clipped = false;
1186
1187 // Map points to device space. We ignore |clipped|, since the result of
1188 // |MapPoint()| still produces a valid point to draw the quad with. When
1189 // clipped, the point will be outside of the viewport. See crbug.com/416367.
1190 bottom_right = MathUtil::MapPoint(device_transform, bottom_right, &clipped);
1191 bottom_left = MathUtil::MapPoint(device_transform, bottom_left, &clipped);
1192 top_left = MathUtil::MapPoint(device_transform, top_left, &clipped);
1193 top_right = MathUtil::MapPoint(device_transform, top_right, &clipped);
1194
1195 LayerQuad::Edge bottom_edge(bottom_right, bottom_left);
1196 LayerQuad::Edge left_edge(bottom_left, top_left);
1197 LayerQuad::Edge top_edge(top_left, top_right);
1198 LayerQuad::Edge right_edge(top_right, bottom_right);
1199
1200 // Only apply anti-aliasing to edges not clipped by culling or scissoring.
1201 // If an edge is degenerate we do not want to replace it with a "proper" edge
1202 // as that will cause the quad to possibly expand is strange ways.
1203 if (!top_edge.degenerate() && is_top(clip_region, quad) &&
1204 tile_rect.y() == quad->rect.y()) {
1205 top_edge = device_layer_edges.top();
1206 }
1207 if (!left_edge.degenerate() && is_left(clip_region, quad) &&
1208 tile_rect.x() == quad->rect.x()) {
1209 left_edge = device_layer_edges.left();
1210 }
1211 if (!right_edge.degenerate() && is_right(clip_region, quad) &&
1212 tile_rect.right() == quad->rect.right()) {
1213 right_edge = device_layer_edges.right();
1214 }
1215 if (!bottom_edge.degenerate() && is_bottom(clip_region, quad) &&
1216 tile_rect.bottom() == quad->rect.bottom()) {
1217 bottom_edge = device_layer_edges.bottom();
1218 }
1219
1220 float sign = tile_quad.IsCounterClockwise() ? -1 : 1;
1221 bottom_edge.scale(sign);
1222 left_edge.scale(sign);
1223 top_edge.scale(sign);
1224 right_edge.scale(sign);
1225
1226 // Create device space quad.
1227 return LayerQuad(left_edge, top_edge, right_edge, bottom_edge).ToQuadF();
1228 }
1229
1230 float GetTotalQuadError(const gfx::QuadF* clipped_quad,
1231 const gfx::QuadF* ideal_rect) {
1232 return (clipped_quad->p1() - ideal_rect->p1()).LengthSquared() +
1233 (clipped_quad->p2() - ideal_rect->p2()).LengthSquared() +
1234 (clipped_quad->p3() - ideal_rect->p3()).LengthSquared() +
1235 (clipped_quad->p4() - ideal_rect->p4()).LengthSquared();
1236 }
1237
1238 // Attempt to rotate the clipped quad until it lines up the most
1239 // correctly. This is necessary because we check the edges of this
1240 // quad against the expected left/right/top/bottom for anti-aliasing.
1241 void AlignQuadToBoundingBox(gfx::QuadF* clipped_quad) {
1242 gfx::QuadF bounding_quad = gfx::QuadF(clipped_quad->BoundingBox());
1243 gfx::QuadF best_rotation = *clipped_quad;
1244 float least_error_amount = GetTotalQuadError(clipped_quad, &bounding_quad);
1245 for (size_t i = 1; i < 4; ++i) {
1246 clipped_quad->Realign(1);
1247 float new_error = GetTotalQuadError(clipped_quad, &bounding_quad);
1248 if (new_error < least_error_amount) {
1249 least_error_amount = new_error;
1250 best_rotation = *clipped_quad;
1251 }
1252 }
1253 *clipped_quad = best_rotation;
1254 }
1255
1256 // static
1257 bool GLRenderer::ShouldAntialiasQuad(const gfx::Transform& device_transform,
1258 const DrawQuad* quad,
1259 bool force_antialiasing) {
1260 bool is_render_pass_quad = (quad->material == DrawQuad::RENDER_PASS);
1261 // For render pass quads, |device_transform| already contains quad's rect.
1262 // TODO(rosca@adobe.com): remove branching on is_render_pass_quad
1263 // crbug.com/429702
1264 if (!is_render_pass_quad && !quad->IsEdge())
1265 return false;
1266 gfx::RectF content_rect =
1267 is_render_pass_quad ? QuadVertexRect() : quad->visibleContentRect();
1268
1269 bool clipped = false;
1270 gfx::QuadF device_layer_quad =
1271 MathUtil::MapQuad(device_transform, gfx::QuadF(content_rect), &clipped);
1272
1273 if (device_layer_quad.BoundingBox().IsEmpty())
1274 return false;
1275
1276 bool is_axis_aligned_in_target = device_layer_quad.IsRectilinear();
1277 bool is_nearest_rect_within_epsilon =
1278 is_axis_aligned_in_target &&
1279 gfx::IsNearestRectWithinDistance(device_layer_quad.BoundingBox(),
1280 kAntiAliasingEpsilon);
1281 // AAing clipped quads is not supported by the code yet.
1282 bool use_aa = !clipped && !is_nearest_rect_within_epsilon;
1283 return use_aa || force_antialiasing;
1284 }
1285
1286 // static
1287 void GLRenderer::SetupQuadForClippingAndAntialiasing(
1288 const gfx::Transform& device_transform,
1289 const DrawQuad* quad,
1290 bool use_aa,
1291 const gfx::QuadF* clip_region,
1292 gfx::QuadF* local_quad,
1293 float edge[24]) {
1294 bool is_render_pass_quad = (quad->material == DrawQuad::RENDER_PASS);
1295 gfx::QuadF rotated_clip;
1296 const gfx::QuadF* local_clip_region = clip_region;
1297 if (local_clip_region) {
1298 rotated_clip = *clip_region;
1299 AlignQuadToBoundingBox(&rotated_clip);
1300 local_clip_region = &rotated_clip;
1301 }
1302
1303 gfx::QuadF content_rect = is_render_pass_quad
1304 ? gfx::QuadF(QuadVertexRect())
1305 : gfx::QuadF(quad->visibleContentRect());
1306 if (!use_aa) {
1307 if (local_clip_region) {
1308 if (!is_render_pass_quad) {
1309 content_rect = *local_clip_region;
1310 } else {
1311 GetScaledRegion(quad->rect, local_clip_region, &content_rect);
1312 }
1313 *local_quad = content_rect;
1314 }
1315 return;
1316 }
1317 bool clipped = false;
1318 gfx::QuadF device_layer_quad =
1319 MathUtil::MapQuad(device_transform, content_rect, &clipped);
1320
1321 LayerQuad device_layer_bounds(gfx::QuadF(device_layer_quad.BoundingBox()));
1322 device_layer_bounds.InflateAntiAliasingDistance();
1323
1324 LayerQuad device_layer_edges(device_layer_quad);
1325 device_layer_edges.InflateAntiAliasingDistance();
1326
1327 device_layer_edges.ToFloatArray(edge);
1328 device_layer_bounds.ToFloatArray(&edge[12]);
1329
1330 // If we have a clip region then we are split, and therefore
1331 // by necessity, at least one of our edges is not an external
1332 // one.
1333 bool is_full_rect = quad->visible_rect == quad->rect;
1334
1335 bool region_contains_all_outside_edges =
1336 is_full_rect &&
1337 (is_top(local_clip_region, quad) && is_left(local_clip_region, quad) &&
1338 is_bottom(local_clip_region, quad) && is_right(local_clip_region, quad));
1339
1340 bool use_aa_on_all_four_edges =
1341 !local_clip_region &&
1342 (is_render_pass_quad || region_contains_all_outside_edges);
1343
1344 gfx::QuadF device_quad =
1345 use_aa_on_all_four_edges
1346 ? device_layer_edges.ToQuadF()
1347 : GetDeviceQuadWithAntialiasingOnExteriorEdges(
1348 device_layer_edges, device_transform, local_clip_region, quad);
1349
1350 // Map device space quad to local space. device_transform has no 3d
1351 // component since it was flattened, so we don't need to project. We should
1352 // have already checked that the transform was uninvertible above.
1353 gfx::Transform inverse_device_transform(gfx::Transform::kSkipInitialization);
1354 bool did_invert = device_transform.GetInverse(&inverse_device_transform);
1355 DCHECK(did_invert);
1356 *local_quad =
1357 MathUtil::MapQuad(inverse_device_transform, device_quad, &clipped);
1358 // We should not DCHECK(!clipped) here, because anti-aliasing inflation may
1359 // cause device_quad to become clipped. To our knowledge this scenario does
1360 // not need to be handled differently than the unclipped case.
1361 }
1362
1363 void GLRenderer::DrawSolidColorQuad(const DrawingFrame* frame,
1364 const SolidColorDrawQuad* quad,
1365 const gfx::QuadF* clip_region) {
1366 gfx::Rect tile_rect = quad->visible_rect;
1367
1368 SkColor color = quad->color;
1369 float opacity = quad->opacity();
1370 float alpha = (SkColorGetA(color) * (1.0f / 255.0f)) * opacity;
1371
1372 // Early out if alpha is small enough that quad doesn't contribute to output.
1373 if (alpha < std::numeric_limits<float>::epsilon() &&
1374 quad->ShouldDrawWithBlending())
1375 return;
1376
1377 gfx::Transform device_transform =
1378 frame->window_matrix * frame->projection_matrix * quad->quadTransform();
1379 device_transform.FlattenTo2d();
1380 if (!device_transform.IsInvertible())
1381 return;
1382
1383 bool force_aa = false;
1384 gfx::QuadF local_quad = gfx::QuadF(gfx::RectF(tile_rect));
1385 float edge[24];
1386 bool use_aa = settings_->allow_antialiasing &&
1387 !quad->force_anti_aliasing_off &&
1388 ShouldAntialiasQuad(device_transform, quad, force_aa);
1389 SetupQuadForClippingAndAntialiasing(device_transform, quad, use_aa,
1390 clip_region, &local_quad, edge);
1391
1392 SolidColorProgramUniforms uniforms;
1393 if (use_aa) {
1394 SolidColorUniformLocation(GetSolidColorProgramAA(), &uniforms);
1395 } else {
1396 SolidColorUniformLocation(GetSolidColorProgram(), &uniforms);
1397 }
1398 SetUseProgram(uniforms.program);
1399
1400 GLC(gl_,
1401 gl_->Uniform4f(uniforms.color_location,
1402 (SkColorGetR(color) * (1.0f / 255.0f)) * alpha,
1403 (SkColorGetG(color) * (1.0f / 255.0f)) * alpha,
1404 (SkColorGetB(color) * (1.0f / 255.0f)) * alpha,
1405 alpha));
1406 if (use_aa) {
1407 float viewport[4] = {static_cast<float>(viewport_.x()),
1408 static_cast<float>(viewport_.y()),
1409 static_cast<float>(viewport_.width()),
1410 static_cast<float>(viewport_.height()), };
1411 GLC(gl_, gl_->Uniform4fv(uniforms.viewport_location, 1, viewport));
1412 GLC(gl_, gl_->Uniform3fv(uniforms.edge_location, 8, edge));
1413 }
1414
1415 // Enable blending when the quad properties require it or if we decided
1416 // to use antialiasing.
1417 SetBlendEnabled(quad->ShouldDrawWithBlending() || use_aa);
1418
1419 // Normalize to tile_rect.
1420 local_quad.Scale(1.0f / tile_rect.width(), 1.0f / tile_rect.height());
1421
1422 SetShaderQuadF(local_quad, uniforms.quad_location);
1423
1424 // The transform and vertex data are used to figure out the extents that the
1425 // un-antialiased quad should have and which vertex this is and the float
1426 // quad passed in via uniform is the actual geometry that gets used to draw
1427 // it. This is why this centered rect is used and not the original quad_rect.
1428 gfx::RectF centered_rect(
1429 gfx::PointF(-0.5f * tile_rect.width(), -0.5f * tile_rect.height()),
1430 tile_rect.size());
1431 DrawQuadGeometry(
1432 frame, quad->quadTransform(), centered_rect, uniforms.matrix_location);
1433 }
1434
1435 struct TileProgramUniforms {
1436 unsigned program;
1437 unsigned matrix_location;
1438 unsigned viewport_location;
1439 unsigned quad_location;
1440 unsigned edge_location;
1441 unsigned vertex_tex_transform_location;
1442 unsigned sampler_location;
1443 unsigned fragment_tex_transform_location;
1444 unsigned alpha_location;
1445 };
1446
1447 template <class T>
1448 static void TileUniformLocation(T program, TileProgramUniforms* uniforms) {
1449 uniforms->program = program->program();
1450 uniforms->matrix_location = program->vertex_shader().matrix_location();
1451 uniforms->viewport_location = program->vertex_shader().viewport_location();
1452 uniforms->quad_location = program->vertex_shader().quad_location();
1453 uniforms->edge_location = program->vertex_shader().edge_location();
1454 uniforms->vertex_tex_transform_location =
1455 program->vertex_shader().vertex_tex_transform_location();
1456
1457 uniforms->sampler_location = program->fragment_shader().sampler_location();
1458 uniforms->alpha_location = program->fragment_shader().alpha_location();
1459 uniforms->fragment_tex_transform_location =
1460 program->fragment_shader().fragment_tex_transform_location();
1461 }
1462
1463 void GLRenderer::DrawTileQuad(const DrawingFrame* frame,
1464 const TileDrawQuad* quad,
1465 const gfx::QuadF* clip_region) {
1466 DrawContentQuad(frame, quad, quad->resource_id, clip_region);
1467 }
1468
1469 void GLRenderer::DrawContentQuad(const DrawingFrame* frame,
1470 const ContentDrawQuadBase* quad,
1471 ResourceProvider::ResourceId resource_id,
1472 const gfx::QuadF* clip_region) {
1473 gfx::Transform device_transform =
1474 frame->window_matrix * frame->projection_matrix * quad->quadTransform();
1475 device_transform.FlattenTo2d();
1476
1477 bool use_aa = settings_->allow_antialiasing &&
1478 ShouldAntialiasQuad(device_transform, quad, false);
1479
1480 // TODO(timav): simplify coordinate transformations in DrawContentQuadAA
1481 // similar to the way DrawContentQuadNoAA works and then consider
1482 // combining DrawContentQuadAA and DrawContentQuadNoAA into one method.
1483 if (use_aa)
1484 DrawContentQuadAA(frame, quad, resource_id, device_transform, clip_region);
1485 else
1486 DrawContentQuadNoAA(frame, quad, resource_id, clip_region);
1487 }
1488
1489 void GLRenderer::DrawContentQuadAA(const DrawingFrame* frame,
1490 const ContentDrawQuadBase* quad,
1491 ResourceProvider::ResourceId resource_id,
1492 const gfx::Transform& device_transform,
1493 const gfx::QuadF* clip_region) {
1494 if (!device_transform.IsInvertible())
1495 return;
1496
1497 gfx::Rect tile_rect = quad->visible_rect;
1498
1499 gfx::RectF tex_coord_rect = MathUtil::ScaleRectProportional(
1500 quad->tex_coord_rect, quad->rect, tile_rect);
1501 float tex_to_geom_scale_x = quad->rect.width() / quad->tex_coord_rect.width();
1502 float tex_to_geom_scale_y =
1503 quad->rect.height() / quad->tex_coord_rect.height();
1504
1505 gfx::RectF clamp_geom_rect(tile_rect);
1506 gfx::RectF clamp_tex_rect(tex_coord_rect);
1507 // Clamp texture coordinates to avoid sampling outside the layer
1508 // by deflating the tile region half a texel or half a texel
1509 // minus epsilon for one pixel layers. The resulting clamp region
1510 // is mapped to the unit square by the vertex shader and mapped
1511 // back to normalized texture coordinates by the fragment shader
1512 // after being clamped to 0-1 range.
1513 float tex_clamp_x =
1514 std::min(0.5f, 0.5f * clamp_tex_rect.width() - kAntiAliasingEpsilon);
1515 float tex_clamp_y =
1516 std::min(0.5f, 0.5f * clamp_tex_rect.height() - kAntiAliasingEpsilon);
1517 float geom_clamp_x =
1518 std::min(tex_clamp_x * tex_to_geom_scale_x,
1519 0.5f * clamp_geom_rect.width() - kAntiAliasingEpsilon);
1520 float geom_clamp_y =
1521 std::min(tex_clamp_y * tex_to_geom_scale_y,
1522 0.5f * clamp_geom_rect.height() - kAntiAliasingEpsilon);
1523 clamp_geom_rect.Inset(geom_clamp_x, geom_clamp_y, geom_clamp_x, geom_clamp_y);
1524 clamp_tex_rect.Inset(tex_clamp_x, tex_clamp_y, tex_clamp_x, tex_clamp_y);
1525
1526 // Map clamping rectangle to unit square.
1527 float vertex_tex_translate_x = -clamp_geom_rect.x() / clamp_geom_rect.width();
1528 float vertex_tex_translate_y =
1529 -clamp_geom_rect.y() / clamp_geom_rect.height();
1530 float vertex_tex_scale_x = tile_rect.width() / clamp_geom_rect.width();
1531 float vertex_tex_scale_y = tile_rect.height() / clamp_geom_rect.height();
1532
1533 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
1534 gl_, &highp_threshold_cache_, highp_threshold_min_, quad->texture_size);
1535
1536 gfx::QuadF local_quad = gfx::QuadF(gfx::RectF(tile_rect));
1537 float edge[24];
1538 SetupQuadForClippingAndAntialiasing(device_transform, quad, true, clip_region,
1539 &local_quad, edge);
1540 ResourceProvider::ScopedSamplerGL quad_resource_lock(
1541 resource_provider_, resource_id,
1542 quad->nearest_neighbor ? GL_NEAREST : GL_LINEAR);
1543 SamplerType sampler =
1544 SamplerTypeFromTextureTarget(quad_resource_lock.target());
1545
1546 float fragment_tex_translate_x = clamp_tex_rect.x();
1547 float fragment_tex_translate_y = clamp_tex_rect.y();
1548 float fragment_tex_scale_x = clamp_tex_rect.width();
1549 float fragment_tex_scale_y = clamp_tex_rect.height();
1550
1551 // Map to normalized texture coordinates.
1552 if (sampler != SAMPLER_TYPE_2D_RECT) {
1553 gfx::Size texture_size = quad->texture_size;
1554 DCHECK(!texture_size.IsEmpty());
1555 fragment_tex_translate_x /= texture_size.width();
1556 fragment_tex_translate_y /= texture_size.height();
1557 fragment_tex_scale_x /= texture_size.width();
1558 fragment_tex_scale_y /= texture_size.height();
1559 }
1560
1561 TileProgramUniforms uniforms;
1562 if (quad->swizzle_contents) {
1563 TileUniformLocation(GetTileProgramSwizzleAA(tex_coord_precision, sampler),
1564 &uniforms);
1565 } else {
1566 TileUniformLocation(GetTileProgramAA(tex_coord_precision, sampler),
1567 &uniforms);
1568 }
1569
1570 SetUseProgram(uniforms.program);
1571 GLC(gl_, gl_->Uniform1i(uniforms.sampler_location, 0));
1572
1573 float viewport[4] = {
1574 static_cast<float>(viewport_.x()),
1575 static_cast<float>(viewport_.y()),
1576 static_cast<float>(viewport_.width()),
1577 static_cast<float>(viewport_.height()),
1578 };
1579 GLC(gl_, gl_->Uniform4fv(uniforms.viewport_location, 1, viewport));
1580 GLC(gl_, gl_->Uniform3fv(uniforms.edge_location, 8, edge));
1581
1582 GLC(gl_,
1583 gl_->Uniform4f(uniforms.vertex_tex_transform_location,
1584 vertex_tex_translate_x,
1585 vertex_tex_translate_y,
1586 vertex_tex_scale_x,
1587 vertex_tex_scale_y));
1588 GLC(gl_,
1589 gl_->Uniform4f(uniforms.fragment_tex_transform_location,
1590 fragment_tex_translate_x,
1591 fragment_tex_translate_y,
1592 fragment_tex_scale_x,
1593 fragment_tex_scale_y));
1594
1595 // Blending is required for antialiasing.
1596 SetBlendEnabled(true);
1597
1598 // Normalize to tile_rect.
1599 local_quad.Scale(1.0f / tile_rect.width(), 1.0f / tile_rect.height());
1600
1601 SetShaderOpacity(quad->opacity(), uniforms.alpha_location);
1602 SetShaderQuadF(local_quad, uniforms.quad_location);
1603
1604 // The transform and vertex data are used to figure out the extents that the
1605 // un-antialiased quad should have and which vertex this is and the float
1606 // quad passed in via uniform is the actual geometry that gets used to draw
1607 // it. This is why this centered rect is used and not the original quad_rect.
1608 gfx::RectF centered_rect(
1609 gfx::PointF(-0.5f * tile_rect.width(), -0.5f * tile_rect.height()),
1610 tile_rect.size());
1611 DrawQuadGeometry(
1612 frame, quad->quadTransform(), centered_rect, uniforms.matrix_location);
1613 }
1614
1615 void GLRenderer::DrawContentQuadNoAA(const DrawingFrame* frame,
1616 const ContentDrawQuadBase* quad,
1617 ResourceProvider::ResourceId resource_id,
1618 const gfx::QuadF* clip_region) {
1619 gfx::RectF tex_coord_rect = MathUtil::ScaleRectProportional(
1620 quad->tex_coord_rect, quad->rect, quad->visible_rect);
1621 float tex_to_geom_scale_x = quad->rect.width() / quad->tex_coord_rect.width();
1622 float tex_to_geom_scale_y =
1623 quad->rect.height() / quad->tex_coord_rect.height();
1624
1625 bool scaled = (tex_to_geom_scale_x != 1.f || tex_to_geom_scale_y != 1.f);
1626 GLenum filter =
1627 (scaled || !quad->quadTransform().IsIdentityOrIntegerTranslation()) &&
1628 !quad->nearest_neighbor
1629 ? GL_LINEAR
1630 : GL_NEAREST;
1631
1632 ResourceProvider::ScopedSamplerGL quad_resource_lock(
1633 resource_provider_, resource_id, filter);
1634 SamplerType sampler =
1635 SamplerTypeFromTextureTarget(quad_resource_lock.target());
1636
1637 float vertex_tex_translate_x = tex_coord_rect.x();
1638 float vertex_tex_translate_y = tex_coord_rect.y();
1639 float vertex_tex_scale_x = tex_coord_rect.width();
1640 float vertex_tex_scale_y = tex_coord_rect.height();
1641
1642 // Map to normalized texture coordinates.
1643 if (sampler != SAMPLER_TYPE_2D_RECT) {
1644 gfx::Size texture_size = quad->texture_size;
1645 DCHECK(!texture_size.IsEmpty());
1646 vertex_tex_translate_x /= texture_size.width();
1647 vertex_tex_translate_y /= texture_size.height();
1648 vertex_tex_scale_x /= texture_size.width();
1649 vertex_tex_scale_y /= texture_size.height();
1650 }
1651
1652 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
1653 gl_, &highp_threshold_cache_, highp_threshold_min_, quad->texture_size);
1654
1655 TileProgramUniforms uniforms;
1656 if (quad->ShouldDrawWithBlending()) {
1657 if (quad->swizzle_contents) {
1658 TileUniformLocation(GetTileProgramSwizzle(tex_coord_precision, sampler),
1659 &uniforms);
1660 } else {
1661 TileUniformLocation(GetTileProgram(tex_coord_precision, sampler),
1662 &uniforms);
1663 }
1664 } else {
1665 if (quad->swizzle_contents) {
1666 TileUniformLocation(
1667 GetTileProgramSwizzleOpaque(tex_coord_precision, sampler), &uniforms);
1668 } else {
1669 TileUniformLocation(GetTileProgramOpaque(tex_coord_precision, sampler),
1670 &uniforms);
1671 }
1672 }
1673
1674 SetUseProgram(uniforms.program);
1675 GLC(gl_, gl_->Uniform1i(uniforms.sampler_location, 0));
1676
1677 GLC(gl_,
1678 gl_->Uniform4f(uniforms.vertex_tex_transform_location,
1679 vertex_tex_translate_x,
1680 vertex_tex_translate_y,
1681 vertex_tex_scale_x,
1682 vertex_tex_scale_y));
1683
1684 SetBlendEnabled(quad->ShouldDrawWithBlending());
1685
1686 SetShaderOpacity(quad->opacity(), uniforms.alpha_location);
1687
1688 // Pass quad coordinates to the uniform in the same order as GeometryBinding
1689 // does, then vertices will match the texture mapping in the vertex buffer.
1690 // The method SetShaderQuadF() changes the order of vertices and so it's
1691 // not used here.
1692 gfx::QuadF tile_rect(quad->visible_rect);
1693 float width = quad->visible_rect.width();
1694 float height = quad->visible_rect.height();
1695 gfx::PointF top_left = quad->visible_rect.origin();
1696 if (clip_region) {
1697 tile_rect = *clip_region;
1698 float gl_uv[8] = {
1699 (tile_rect.p4().x() - top_left.x()) / width,
1700 (tile_rect.p4().y() - top_left.y()) / height,
1701 (tile_rect.p1().x() - top_left.x()) / width,
1702 (tile_rect.p1().y() - top_left.y()) / height,
1703 (tile_rect.p2().x() - top_left.x()) / width,
1704 (tile_rect.p2().y() - top_left.y()) / height,
1705 (tile_rect.p3().x() - top_left.x()) / width,
1706 (tile_rect.p3().y() - top_left.y()) / height,
1707 };
1708 PrepareGeometry(CLIPPED_BINDING);
1709 clipped_geometry_->InitializeCustomQuadWithUVs(
1710 gfx::QuadF(quad->visible_rect), gl_uv);
1711 } else {
1712 PrepareGeometry(SHARED_BINDING);
1713 }
1714 float gl_quad[8] = {
1715 tile_rect.p4().x(),
1716 tile_rect.p4().y(),
1717 tile_rect.p1().x(),
1718 tile_rect.p1().y(),
1719 tile_rect.p2().x(),
1720 tile_rect.p2().y(),
1721 tile_rect.p3().x(),
1722 tile_rect.p3().y(),
1723 };
1724 GLC(gl_, gl_->Uniform2fv(uniforms.quad_location, 4, gl_quad));
1725
1726 static float gl_matrix[16];
1727 ToGLMatrix(&gl_matrix[0], frame->projection_matrix * quad->quadTransform());
1728 GLC(gl_,
1729 gl_->UniformMatrix4fv(uniforms.matrix_location, 1, false, &gl_matrix[0]));
1730
1731 GLC(gl_, gl_->DrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0));
1732 }
1733
1734 void GLRenderer::DrawYUVVideoQuad(const DrawingFrame* frame,
1735 const YUVVideoDrawQuad* quad,
1736 const gfx::QuadF* clip_region) {
1737 SetBlendEnabled(quad->ShouldDrawWithBlending());
1738
1739 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
1740 gl_,
1741 &highp_threshold_cache_,
1742 highp_threshold_min_,
1743 quad->shared_quad_state->visible_content_rect.bottom_right());
1744
1745 bool use_alpha_plane = quad->a_plane_resource_id != 0;
1746
1747 ResourceProvider::ScopedSamplerGL y_plane_lock(
1748 resource_provider_, quad->y_plane_resource_id, GL_TEXTURE1, GL_LINEAR);
1749 DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D), y_plane_lock.target());
1750 ResourceProvider::ScopedSamplerGL u_plane_lock(
1751 resource_provider_, quad->u_plane_resource_id, GL_TEXTURE2, GL_LINEAR);
1752 DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D), u_plane_lock.target());
1753 ResourceProvider::ScopedSamplerGL v_plane_lock(
1754 resource_provider_, quad->v_plane_resource_id, GL_TEXTURE3, GL_LINEAR);
1755 DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D), v_plane_lock.target());
1756 scoped_ptr<ResourceProvider::ScopedSamplerGL> a_plane_lock;
1757 if (use_alpha_plane) {
1758 a_plane_lock.reset(new ResourceProvider::ScopedSamplerGL(
1759 resource_provider_, quad->a_plane_resource_id, GL_TEXTURE4, GL_LINEAR));
1760 DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D), a_plane_lock->target());
1761 }
1762
1763 int matrix_location = -1;
1764 int tex_scale_location = -1;
1765 int tex_offset_location = -1;
1766 int clamp_rect_location = -1;
1767 int y_texture_location = -1;
1768 int u_texture_location = -1;
1769 int v_texture_location = -1;
1770 int a_texture_location = -1;
1771 int yuv_matrix_location = -1;
1772 int yuv_adj_location = -1;
1773 int alpha_location = -1;
1774 if (use_alpha_plane) {
1775 const VideoYUVAProgram* program = GetVideoYUVAProgram(tex_coord_precision);
1776 DCHECK(program && (program->initialized() || IsContextLost()));
1777 SetUseProgram(program->program());
1778 matrix_location = program->vertex_shader().matrix_location();
1779 tex_scale_location = program->vertex_shader().tex_scale_location();
1780 tex_offset_location = program->vertex_shader().tex_offset_location();
1781 y_texture_location = program->fragment_shader().y_texture_location();
1782 u_texture_location = program->fragment_shader().u_texture_location();
1783 v_texture_location = program->fragment_shader().v_texture_location();
1784 a_texture_location = program->fragment_shader().a_texture_location();
1785 yuv_matrix_location = program->fragment_shader().yuv_matrix_location();
1786 yuv_adj_location = program->fragment_shader().yuv_adj_location();
1787 clamp_rect_location = program->fragment_shader().clamp_rect_location();
1788 alpha_location = program->fragment_shader().alpha_location();
1789 } else {
1790 const VideoYUVProgram* program = GetVideoYUVProgram(tex_coord_precision);
1791 DCHECK(program && (program->initialized() || IsContextLost()));
1792 SetUseProgram(program->program());
1793 matrix_location = program->vertex_shader().matrix_location();
1794 tex_scale_location = program->vertex_shader().tex_scale_location();
1795 tex_offset_location = program->vertex_shader().tex_offset_location();
1796 y_texture_location = program->fragment_shader().y_texture_location();
1797 u_texture_location = program->fragment_shader().u_texture_location();
1798 v_texture_location = program->fragment_shader().v_texture_location();
1799 yuv_matrix_location = program->fragment_shader().yuv_matrix_location();
1800 yuv_adj_location = program->fragment_shader().yuv_adj_location();
1801 clamp_rect_location = program->fragment_shader().clamp_rect_location();
1802 alpha_location = program->fragment_shader().alpha_location();
1803 }
1804
1805 GLC(gl_,
1806 gl_->Uniform2f(tex_scale_location,
1807 quad->tex_coord_rect.width(),
1808 quad->tex_coord_rect.height()));
1809 GLC(gl_,
1810 gl_->Uniform2f(tex_offset_location,
1811 quad->tex_coord_rect.x(),
1812 quad->tex_coord_rect.y()));
1813 // Clamping to half a texel inside the tex coord rect prevents bilinear
1814 // filtering from filtering outside the tex coord rect.
1815 gfx::RectF clamp_rect(quad->tex_coord_rect);
1816 // Special case: empty texture size implies no clamping.
1817 if (!quad->tex_size.IsEmpty()) {
1818 clamp_rect.Inset(0.5f / quad->tex_size.width(),
1819 0.5f / quad->tex_size.height());
1820 }
1821 GLC(gl_, gl_->Uniform4f(clamp_rect_location, clamp_rect.x(), clamp_rect.y(),
1822 clamp_rect.right(), clamp_rect.bottom()));
1823
1824 GLC(gl_, gl_->Uniform1i(y_texture_location, 1));
1825 GLC(gl_, gl_->Uniform1i(u_texture_location, 2));
1826 GLC(gl_, gl_->Uniform1i(v_texture_location, 3));
1827 if (use_alpha_plane)
1828 GLC(gl_, gl_->Uniform1i(a_texture_location, 4));
1829
1830 // These values are magic numbers that are used in the transformation from YUV
1831 // to RGB color values. They are taken from the following webpage:
1832 // http://www.fourcc.org/fccyvrgb.php
1833 float yuv_to_rgb_rec601[9] = {
1834 1.164f, 1.164f, 1.164f, 0.0f, -.391f, 2.018f, 1.596f, -.813f, 0.0f,
1835 };
1836 float yuv_to_rgb_jpeg[9] = {
1837 1.f, 1.f, 1.f, 0.0f, -.34414f, 1.772f, 1.402f, -.71414f, 0.0f,
1838 };
1839 float yuv_to_rgb_rec709[9] = {
1840 1.164f, 1.164f, 1.164f, 0.0f, -0.213f, 2.112f, 1.793f, -0.533f, 0.0f,
1841 };
1842
1843 // These values map to 16, 128, and 128 respectively, and are computed
1844 // as a fraction over 256 (e.g. 16 / 256 = 0.0625).
1845 // They are used in the YUV to RGBA conversion formula:
1846 // Y - 16 : Gives 16 values of head and footroom for overshooting
1847 // U - 128 : Turns unsigned U into signed U [-128,127]
1848 // V - 128 : Turns unsigned V into signed V [-128,127]
1849 float yuv_adjust_constrained[3] = {
1850 -0.0625f, -0.5f, -0.5f,
1851 };
1852
1853 // Same as above, but without the head and footroom.
1854 float yuv_adjust_full[3] = {
1855 0.0f, -0.5f, -0.5f,
1856 };
1857
1858 float* yuv_to_rgb = NULL;
1859 float* yuv_adjust = NULL;
1860
1861 switch (quad->color_space) {
1862 case YUVVideoDrawQuad::REC_601:
1863 yuv_to_rgb = yuv_to_rgb_rec601;
1864 yuv_adjust = yuv_adjust_constrained;
1865 break;
1866 case YUVVideoDrawQuad::REC_709:
1867 yuv_to_rgb = yuv_to_rgb_rec709;
1868 yuv_adjust = yuv_adjust_constrained;
1869 break;
1870 case YUVVideoDrawQuad::JPEG:
1871 yuv_to_rgb = yuv_to_rgb_jpeg;
1872 yuv_adjust = yuv_adjust_full;
1873 break;
1874 }
1875
1876 // The transform and vertex data are used to figure out the extents that the
1877 // un-antialiased quad should have and which vertex this is and the float
1878 // quad passed in via uniform is the actual geometry that gets used to draw
1879 // it. This is why this centered rect is used and not the original quad_rect.
1880 gfx::RectF tile_rect = quad->rect;
1881 GLC(gl_, gl_->UniformMatrix3fv(yuv_matrix_location, 1, 0, yuv_to_rgb));
1882 GLC(gl_, gl_->Uniform3fv(yuv_adj_location, 1, yuv_adjust));
1883
1884 SetShaderOpacity(quad->opacity(), alpha_location);
1885 if (!clip_region) {
1886 DrawQuadGeometry(frame, quad->quadTransform(), tile_rect, matrix_location);
1887 } else {
1888 float uvs[8] = {0};
1889 GetScaledUVs(quad->visible_rect, clip_region, uvs);
1890 gfx::QuadF region_quad = *clip_region;
1891 region_quad.Scale(1.0f / tile_rect.width(), 1.0f / tile_rect.height());
1892 region_quad -= gfx::Vector2dF(0.5f, 0.5f);
1893 DrawQuadGeometryClippedByQuadF(frame, quad->quadTransform(), tile_rect,
1894 region_quad, matrix_location, uvs);
1895 }
1896 }
1897
1898 void GLRenderer::DrawStreamVideoQuad(const DrawingFrame* frame,
1899 const StreamVideoDrawQuad* quad,
1900 const gfx::QuadF* clip_region) {
1901 SetBlendEnabled(quad->ShouldDrawWithBlending());
1902
1903 static float gl_matrix[16];
1904
1905 DCHECK(capabilities_.using_egl_image);
1906
1907 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
1908 gl_,
1909 &highp_threshold_cache_,
1910 highp_threshold_min_,
1911 quad->shared_quad_state->visible_content_rect.bottom_right());
1912
1913 const VideoStreamTextureProgram* program =
1914 GetVideoStreamTextureProgram(tex_coord_precision);
1915 SetUseProgram(program->program());
1916
1917 ToGLMatrix(&gl_matrix[0], quad->matrix);
1918 GLC(gl_,
1919 gl_->UniformMatrix4fv(
1920 program->vertex_shader().tex_matrix_location(), 1, false, gl_matrix));
1921
1922 ResourceProvider::ScopedReadLockGL lock(resource_provider_,
1923 quad->resource_id);
1924 DCHECK_EQ(GL_TEXTURE0, GetActiveTextureUnit(gl_));
1925 GLC(gl_, gl_->BindTexture(GL_TEXTURE_EXTERNAL_OES, lock.texture_id()));
1926
1927 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
1928
1929 SetShaderOpacity(quad->opacity(),
1930 program->fragment_shader().alpha_location());
1931 if (!clip_region) {
1932 DrawQuadGeometry(frame, quad->quadTransform(), quad->rect,
1933 program->vertex_shader().matrix_location());
1934 } else {
1935 gfx::QuadF region_quad(*clip_region);
1936 region_quad.Scale(1.0f / quad->rect.width(), 1.0f / quad->rect.height());
1937 region_quad -= gfx::Vector2dF(0.5f, 0.5f);
1938 float uvs[8] = {0};
1939 GetScaledUVs(quad->visible_rect, clip_region, uvs);
1940 DrawQuadGeometryClippedByQuadF(
1941 frame, quad->quadTransform(), quad->rect, region_quad,
1942 program->vertex_shader().matrix_location(), uvs);
1943 }
1944 }
1945
1946 struct TextureProgramBinding {
1947 template <class Program>
1948 void Set(Program* program) {
1949 DCHECK(program);
1950 program_id = program->program();
1951 sampler_location = program->fragment_shader().sampler_location();
1952 matrix_location = program->vertex_shader().matrix_location();
1953 background_color_location =
1954 program->fragment_shader().background_color_location();
1955 }
1956 int program_id;
1957 int sampler_location;
1958 int matrix_location;
1959 int transform_location;
1960 int background_color_location;
1961 };
1962
1963 struct TexTransformTextureProgramBinding : TextureProgramBinding {
1964 template <class Program>
1965 void Set(Program* program) {
1966 TextureProgramBinding::Set(program);
1967 tex_transform_location = program->vertex_shader().tex_transform_location();
1968 vertex_opacity_location =
1969 program->vertex_shader().vertex_opacity_location();
1970 }
1971 int tex_transform_location;
1972 int vertex_opacity_location;
1973 };
1974
1975 void GLRenderer::FlushTextureQuadCache(BoundGeometry flush_binding) {
1976 // Check to see if we have anything to draw.
1977 if (draw_cache_.program_id == -1)
1978 return;
1979
1980 PrepareGeometry(flush_binding);
1981
1982 // Set the correct blending mode.
1983 SetBlendEnabled(draw_cache_.needs_blending);
1984
1985 // Bind the program to the GL state.
1986 SetUseProgram(draw_cache_.program_id);
1987
1988 // Bind the correct texture sampler location.
1989 GLC(gl_, gl_->Uniform1i(draw_cache_.sampler_location, 0));
1990
1991 // Assume the current active textures is 0.
1992 ResourceProvider::ScopedSamplerGL locked_quad(
1993 resource_provider_,
1994 draw_cache_.resource_id,
1995 draw_cache_.nearest_neighbor ? GL_NEAREST : GL_LINEAR);
1996 DCHECK_EQ(GL_TEXTURE0, GetActiveTextureUnit(gl_));
1997 GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, locked_quad.texture_id()));
1998
1999 static_assert(sizeof(Float4) == 4 * sizeof(float),
2000 "Float4 struct should be densely packed");
2001 static_assert(sizeof(Float16) == 16 * sizeof(float),
2002 "Float16 struct should be densely packed");
2003
2004 // Upload the tranforms for both points and uvs.
2005 GLC(gl_,
2006 gl_->UniformMatrix4fv(
2007 static_cast<int>(draw_cache_.matrix_location),
2008 static_cast<int>(draw_cache_.matrix_data.size()),
2009 false,
2010 reinterpret_cast<float*>(&draw_cache_.matrix_data.front())));
2011 GLC(gl_,
2012 gl_->Uniform4fv(
2013 static_cast<int>(draw_cache_.uv_xform_location),
2014 static_cast<int>(draw_cache_.uv_xform_data.size()),
2015 reinterpret_cast<float*>(&draw_cache_.uv_xform_data.front())));
2016
2017 if (draw_cache_.background_color != SK_ColorTRANSPARENT) {
2018 Float4 background_color = PremultipliedColor(draw_cache_.background_color);
2019 GLC(gl_,
2020 gl_->Uniform4fv(
2021 draw_cache_.background_color_location, 1, background_color.data));
2022 }
2023
2024 GLC(gl_,
2025 gl_->Uniform1fv(
2026 static_cast<int>(draw_cache_.vertex_opacity_location),
2027 static_cast<int>(draw_cache_.vertex_opacity_data.size()),
2028 static_cast<float*>(&draw_cache_.vertex_opacity_data.front())));
2029
2030 // Draw the quads!
2031 GLC(gl_,
2032 gl_->DrawElements(GL_TRIANGLES,
2033 6 * draw_cache_.matrix_data.size(),
2034 GL_UNSIGNED_SHORT,
2035 0));
2036
2037 // Clear the cache.
2038 draw_cache_.program_id = -1;
2039 draw_cache_.uv_xform_data.resize(0);
2040 draw_cache_.vertex_opacity_data.resize(0);
2041 draw_cache_.matrix_data.resize(0);
2042
2043 // If we had a clipped binding, prepare the shared binding for the
2044 // next inserts.
2045 if (flush_binding == CLIPPED_BINDING) {
2046 PrepareGeometry(SHARED_BINDING);
2047 }
2048 }
2049
2050 void GLRenderer::EnqueueTextureQuad(const DrawingFrame* frame,
2051 const TextureDrawQuad* quad,
2052 const gfx::QuadF* clip_region) {
2053 // If we have a clip_region then we have to render the next quad
2054 // with dynamic geometry, therefore we must flush all pending
2055 // texture quads.
2056 if (clip_region) {
2057 // We send in false here because we want to flush what's currently in the
2058 // queue using the shared_geometry and not clipped_geometry
2059 FlushTextureQuadCache(SHARED_BINDING);
2060 }
2061
2062 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
2063 gl_,
2064 &highp_threshold_cache_,
2065 highp_threshold_min_,
2066 quad->shared_quad_state->visible_content_rect.bottom_right());
2067
2068 // Choose the correct texture program binding
2069 TexTransformTextureProgramBinding binding;
2070 if (quad->premultiplied_alpha) {
2071 if (quad->background_color == SK_ColorTRANSPARENT) {
2072 binding.Set(GetTextureProgram(tex_coord_precision));
2073 } else {
2074 binding.Set(GetTextureBackgroundProgram(tex_coord_precision));
2075 }
2076 } else {
2077 if (quad->background_color == SK_ColorTRANSPARENT) {
2078 binding.Set(GetNonPremultipliedTextureProgram(tex_coord_precision));
2079 } else {
2080 binding.Set(
2081 GetNonPremultipliedTextureBackgroundProgram(tex_coord_precision));
2082 }
2083 }
2084
2085 int resource_id = quad->resource_id;
2086
2087 if (draw_cache_.program_id != binding.program_id ||
2088 draw_cache_.resource_id != resource_id ||
2089 draw_cache_.needs_blending != quad->ShouldDrawWithBlending() ||
2090 draw_cache_.nearest_neighbor != quad->nearest_neighbor ||
2091 draw_cache_.background_color != quad->background_color ||
2092 draw_cache_.matrix_data.size() >= 8) {
2093 FlushTextureQuadCache(SHARED_BINDING);
2094 draw_cache_.program_id = binding.program_id;
2095 draw_cache_.resource_id = resource_id;
2096 draw_cache_.needs_blending = quad->ShouldDrawWithBlending();
2097 draw_cache_.nearest_neighbor = quad->nearest_neighbor;
2098 draw_cache_.background_color = quad->background_color;
2099
2100 draw_cache_.uv_xform_location = binding.tex_transform_location;
2101 draw_cache_.background_color_location = binding.background_color_location;
2102 draw_cache_.vertex_opacity_location = binding.vertex_opacity_location;
2103 draw_cache_.matrix_location = binding.matrix_location;
2104 draw_cache_.sampler_location = binding.sampler_location;
2105 }
2106
2107 // Generate the uv-transform
2108 if (!clip_region) {
2109 draw_cache_.uv_xform_data.push_back(UVTransform(quad));
2110 } else {
2111 Float4 uv_transform = {{0.0f, 0.0f, 1.0f, 1.0f}};
2112 draw_cache_.uv_xform_data.push_back(uv_transform);
2113 }
2114
2115 // Generate the vertex opacity
2116 const float opacity = quad->opacity();
2117 draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[0] * opacity);
2118 draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[1] * opacity);
2119 draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[2] * opacity);
2120 draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[3] * opacity);
2121
2122 // Generate the transform matrix
2123 gfx::Transform quad_rect_matrix;
2124 QuadRectTransform(&quad_rect_matrix, quad->quadTransform(), quad->rect);
2125 quad_rect_matrix = frame->projection_matrix * quad_rect_matrix;
2126
2127 Float16 m;
2128 quad_rect_matrix.matrix().asColMajorf(m.data);
2129 draw_cache_.matrix_data.push_back(m);
2130
2131 if (clip_region) {
2132 gfx::QuadF scaled_region;
2133 if (!GetScaledRegion(quad->rect, clip_region, &scaled_region)) {
2134 scaled_region = SharedGeometryQuad().BoundingBox();
2135 }
2136 // Both the scaled region and the SharedGeomtryQuad are in the space
2137 // -0.5->0.5. We need to move that to the space 0->1.
2138 float uv[8];
2139 uv[0] = scaled_region.p1().x() + 0.5f;
2140 uv[1] = scaled_region.p1().y() + 0.5f;
2141 uv[2] = scaled_region.p2().x() + 0.5f;
2142 uv[3] = scaled_region.p2().y() + 0.5f;
2143 uv[4] = scaled_region.p3().x() + 0.5f;
2144 uv[5] = scaled_region.p3().y() + 0.5f;
2145 uv[6] = scaled_region.p4().x() + 0.5f;
2146 uv[7] = scaled_region.p4().y() + 0.5f;
2147 PrepareGeometry(CLIPPED_BINDING);
2148 clipped_geometry_->InitializeCustomQuadWithUVs(scaled_region, uv);
2149 FlushTextureQuadCache(CLIPPED_BINDING);
2150 }
2151 }
2152
2153 void GLRenderer::DrawIOSurfaceQuad(const DrawingFrame* frame,
2154 const IOSurfaceDrawQuad* quad,
2155 const gfx::QuadF* clip_region) {
2156 SetBlendEnabled(quad->ShouldDrawWithBlending());
2157
2158 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
2159 gl_,
2160 &highp_threshold_cache_,
2161 highp_threshold_min_,
2162 quad->shared_quad_state->visible_content_rect.bottom_right());
2163
2164 TexTransformTextureProgramBinding binding;
2165 binding.Set(GetTextureIOSurfaceProgram(tex_coord_precision));
2166
2167 SetUseProgram(binding.program_id);
2168 GLC(gl_, gl_->Uniform1i(binding.sampler_location, 0));
2169 if (quad->orientation == IOSurfaceDrawQuad::FLIPPED) {
2170 GLC(gl_,
2171 gl_->Uniform4f(binding.tex_transform_location,
2172 0,
2173 quad->io_surface_size.height(),
2174 quad->io_surface_size.width(),
2175 quad->io_surface_size.height() * -1.0f));
2176 } else {
2177 GLC(gl_,
2178 gl_->Uniform4f(binding.tex_transform_location,
2179 0,
2180 0,
2181 quad->io_surface_size.width(),
2182 quad->io_surface_size.height()));
2183 }
2184
2185 const float vertex_opacity[] = {quad->opacity(), quad->opacity(),
2186 quad->opacity(), quad->opacity()};
2187 GLC(gl_, gl_->Uniform1fv(binding.vertex_opacity_location, 4, vertex_opacity));
2188
2189 ResourceProvider::ScopedReadLockGL lock(resource_provider_,
2190 quad->io_surface_resource_id);
2191 DCHECK_EQ(GL_TEXTURE0, GetActiveTextureUnit(gl_));
2192 GLC(gl_, gl_->BindTexture(GL_TEXTURE_RECTANGLE_ARB, lock.texture_id()));
2193
2194 if (!clip_region) {
2195 DrawQuadGeometry(frame, quad->quadTransform(), quad->rect,
2196 binding.matrix_location);
2197 } else {
2198 float uvs[8] = {0};
2199 GetScaledUVs(quad->visible_rect, clip_region, uvs);
2200 DrawQuadGeometryClippedByQuadF(frame, quad->quadTransform(), quad->rect,
2201 *clip_region, binding.matrix_location, uvs);
2202 }
2203
2204 GLC(gl_, gl_->BindTexture(GL_TEXTURE_RECTANGLE_ARB, 0));
2205 }
2206
2207 void GLRenderer::FinishDrawingFrame(DrawingFrame* frame) {
2208 if (use_sync_query_) {
2209 DCHECK(current_sync_query_);
2210 current_sync_query_->End();
2211 pending_sync_queries_.push_back(current_sync_query_.Pass());
2212 }
2213
2214 current_framebuffer_lock_ = nullptr;
2215 swap_buffer_rect_.Union(gfx::ToEnclosingRect(frame->root_damage_rect));
2216
2217 GLC(gl_, gl_->Disable(GL_BLEND));
2218 blend_shadow_ = false;
2219
2220 ScheduleOverlays(frame);
2221 }
2222
2223 void GLRenderer::FinishDrawingQuadList() {
2224 FlushTextureQuadCache(SHARED_BINDING);
2225 }
2226
2227 bool GLRenderer::FlippedFramebuffer(const DrawingFrame* frame) const {
2228 if (frame->current_render_pass != frame->root_render_pass)
2229 return true;
2230 return FlippedRootFramebuffer();
2231 }
2232
2233 bool GLRenderer::FlippedRootFramebuffer() const {
2234 // GL is normally flipped, so a flipped output results in an unflipping.
2235 return !output_surface_->capabilities().flipped_output_surface;
2236 }
2237
2238 void GLRenderer::EnsureScissorTestEnabled() {
2239 if (is_scissor_enabled_)
2240 return;
2241
2242 FlushTextureQuadCache(SHARED_BINDING);
2243 GLC(gl_, gl_->Enable(GL_SCISSOR_TEST));
2244 is_scissor_enabled_ = true;
2245 }
2246
2247 void GLRenderer::EnsureScissorTestDisabled() {
2248 if (!is_scissor_enabled_)
2249 return;
2250
2251 FlushTextureQuadCache(SHARED_BINDING);
2252 GLC(gl_, gl_->Disable(GL_SCISSOR_TEST));
2253 is_scissor_enabled_ = false;
2254 }
2255
2256 void GLRenderer::CopyCurrentRenderPassToBitmap(
2257 DrawingFrame* frame,
2258 scoped_ptr<CopyOutputRequest> request) {
2259 TRACE_EVENT0("cc", "GLRenderer::CopyCurrentRenderPassToBitmap");
2260 gfx::Rect copy_rect = frame->current_render_pass->output_rect;
2261 if (request->has_area())
2262 copy_rect.Intersect(request->area());
2263 GetFramebufferPixelsAsync(frame, copy_rect, request.Pass());
2264 }
2265
2266 void GLRenderer::ToGLMatrix(float* gl_matrix, const gfx::Transform& transform) {
2267 transform.matrix().asColMajorf(gl_matrix);
2268 }
2269
2270 void GLRenderer::SetShaderQuadF(const gfx::QuadF& quad, int quad_location) {
2271 if (quad_location == -1)
2272 return;
2273
2274 float gl_quad[8];
2275 gl_quad[0] = quad.p1().x();
2276 gl_quad[1] = quad.p1().y();
2277 gl_quad[2] = quad.p2().x();
2278 gl_quad[3] = quad.p2().y();
2279 gl_quad[4] = quad.p3().x();
2280 gl_quad[5] = quad.p3().y();
2281 gl_quad[6] = quad.p4().x();
2282 gl_quad[7] = quad.p4().y();
2283 GLC(gl_, gl_->Uniform2fv(quad_location, 4, gl_quad));
2284 }
2285
2286 void GLRenderer::SetShaderOpacity(float opacity, int alpha_location) {
2287 if (alpha_location != -1)
2288 GLC(gl_, gl_->Uniform1f(alpha_location, opacity));
2289 }
2290
2291 void GLRenderer::SetStencilEnabled(bool enabled) {
2292 if (enabled == stencil_shadow_)
2293 return;
2294
2295 if (enabled)
2296 GLC(gl_, gl_->Enable(GL_STENCIL_TEST));
2297 else
2298 GLC(gl_, gl_->Disable(GL_STENCIL_TEST));
2299 stencil_shadow_ = enabled;
2300 }
2301
2302 void GLRenderer::SetBlendEnabled(bool enabled) {
2303 if (enabled == blend_shadow_)
2304 return;
2305
2306 if (enabled)
2307 GLC(gl_, gl_->Enable(GL_BLEND));
2308 else
2309 GLC(gl_, gl_->Disable(GL_BLEND));
2310 blend_shadow_ = enabled;
2311 }
2312
2313 void GLRenderer::SetUseProgram(unsigned program) {
2314 if (program == program_shadow_)
2315 return;
2316 gl_->UseProgram(program);
2317 program_shadow_ = program;
2318 }
2319
2320 void GLRenderer::DrawQuadGeometryClippedByQuadF(
2321 const DrawingFrame* frame,
2322 const gfx::Transform& draw_transform,
2323 const gfx::RectF& quad_rect,
2324 const gfx::QuadF& clipping_region_quad,
2325 int matrix_location,
2326 const float* uvs) {
2327 PrepareGeometry(CLIPPED_BINDING);
2328 if (uvs) {
2329 clipped_geometry_->InitializeCustomQuadWithUVs(clipping_region_quad, uvs);
2330 } else {
2331 clipped_geometry_->InitializeCustomQuad(clipping_region_quad);
2332 }
2333 gfx::Transform quad_rect_matrix;
2334 QuadRectTransform(&quad_rect_matrix, draw_transform, quad_rect);
2335 static float gl_matrix[16];
2336 ToGLMatrix(&gl_matrix[0], frame->projection_matrix * quad_rect_matrix);
2337 GLC(gl_, gl_->UniformMatrix4fv(matrix_location, 1, false, &gl_matrix[0]));
2338
2339 GLC(gl_, gl_->DrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT,
2340 reinterpret_cast<const void*>(0)));
2341 }
2342
2343 void GLRenderer::DrawQuadGeometry(const DrawingFrame* frame,
2344 const gfx::Transform& draw_transform,
2345 const gfx::RectF& quad_rect,
2346 int matrix_location) {
2347 PrepareGeometry(SHARED_BINDING);
2348 gfx::Transform quad_rect_matrix;
2349 QuadRectTransform(&quad_rect_matrix, draw_transform, quad_rect);
2350 static float gl_matrix[16];
2351 ToGLMatrix(&gl_matrix[0], frame->projection_matrix * quad_rect_matrix);
2352 GLC(gl_, gl_->UniformMatrix4fv(matrix_location, 1, false, &gl_matrix[0]));
2353
2354 GLC(gl_, gl_->DrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0));
2355 }
2356
2357 void GLRenderer::Finish() {
2358 TRACE_EVENT0("cc", "GLRenderer::Finish");
2359 GLC(gl_, gl_->Finish());
2360 }
2361
2362 void GLRenderer::SwapBuffers(const CompositorFrameMetadata& metadata) {
2363 DCHECK(!is_backbuffer_discarded_);
2364
2365 TRACE_EVENT0("cc,benchmark", "GLRenderer::SwapBuffers");
2366 // We're done! Time to swapbuffers!
2367
2368 gfx::Size surface_size = output_surface_->SurfaceSize();
2369
2370 CompositorFrame compositor_frame;
2371 compositor_frame.metadata = metadata;
2372 compositor_frame.gl_frame_data = make_scoped_ptr(new GLFrameData);
2373 compositor_frame.gl_frame_data->size = surface_size;
2374 if (capabilities_.using_partial_swap) {
2375 // If supported, we can save significant bandwidth by only swapping the
2376 // damaged/scissored region (clamped to the viewport).
2377 swap_buffer_rect_.Intersect(gfx::Rect(surface_size));
2378 int flipped_y_pos_of_rect_bottom = surface_size.height() -
2379 swap_buffer_rect_.y() -
2380 swap_buffer_rect_.height();
2381 compositor_frame.gl_frame_data->sub_buffer_rect =
2382 gfx::Rect(swap_buffer_rect_.x(),
2383 FlippedRootFramebuffer() ? flipped_y_pos_of_rect_bottom
2384 : swap_buffer_rect_.y(),
2385 swap_buffer_rect_.width(),
2386 swap_buffer_rect_.height());
2387 } else {
2388 compositor_frame.gl_frame_data->sub_buffer_rect =
2389 gfx::Rect(output_surface_->SurfaceSize());
2390 }
2391 output_surface_->SwapBuffers(&compositor_frame);
2392
2393 // Release previously used overlay resources and hold onto the pending ones
2394 // until the next swap buffers.
2395 in_use_overlay_resources_.clear();
2396 in_use_overlay_resources_.swap(pending_overlay_resources_);
2397
2398 swap_buffer_rect_ = gfx::Rect();
2399 }
2400
2401 void GLRenderer::EnforceMemoryPolicy() {
2402 if (!visible()) {
2403 TRACE_EVENT0("cc", "GLRenderer::EnforceMemoryPolicy dropping resources");
2404 ReleaseRenderPassTextures();
2405 DiscardBackbuffer();
2406 resource_provider_->ReleaseCachedData();
2407 output_surface_->context_provider()->DeleteCachedResources();
2408 GLC(gl_, gl_->Flush());
2409 }
2410 PrepareGeometry(NO_BINDING);
2411 }
2412
2413 void GLRenderer::DiscardBackbuffer() {
2414 if (is_backbuffer_discarded_)
2415 return;
2416
2417 output_surface_->DiscardBackbuffer();
2418
2419 is_backbuffer_discarded_ = true;
2420
2421 // Damage tracker needs a full reset every time framebuffer is discarded.
2422 client_->SetFullRootLayerDamage();
2423 }
2424
2425 void GLRenderer::EnsureBackbuffer() {
2426 if (!is_backbuffer_discarded_)
2427 return;
2428
2429 output_surface_->EnsureBackbuffer();
2430 is_backbuffer_discarded_ = false;
2431 }
2432
2433 void GLRenderer::GetFramebufferPixelsAsync(
2434 const DrawingFrame* frame,
2435 const gfx::Rect& rect,
2436 scoped_ptr<CopyOutputRequest> request) {
2437 DCHECK(!request->IsEmpty());
2438 if (request->IsEmpty())
2439 return;
2440 if (rect.IsEmpty())
2441 return;
2442
2443 gfx::Rect window_rect = MoveFromDrawToWindowSpace(frame, rect);
2444 DCHECK_GE(window_rect.x(), 0);
2445 DCHECK_GE(window_rect.y(), 0);
2446 DCHECK_LE(window_rect.right(), current_surface_size_.width());
2447 DCHECK_LE(window_rect.bottom(), current_surface_size_.height());
2448
2449 if (!request->force_bitmap_result()) {
2450 bool own_mailbox = !request->has_texture_mailbox();
2451
2452 GLuint texture_id = 0;
2453 gpu::Mailbox mailbox;
2454 if (own_mailbox) {
2455 GLC(gl_, gl_->GenMailboxCHROMIUM(mailbox.name));
2456 gl_->GenTextures(1, &texture_id);
2457 GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, texture_id));
2458
2459 GLC(gl_,
2460 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
2461 GLC(gl_,
2462 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
2463 GLC(gl_,
2464 gl_->TexParameteri(
2465 GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
2466 GLC(gl_,
2467 gl_->TexParameteri(
2468 GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
2469 GLC(gl_, gl_->ProduceTextureCHROMIUM(GL_TEXTURE_2D, mailbox.name));
2470 } else {
2471 mailbox = request->texture_mailbox().mailbox();
2472 DCHECK_EQ(static_cast<unsigned>(GL_TEXTURE_2D),
2473 request->texture_mailbox().target());
2474 DCHECK(!mailbox.IsZero());
2475 unsigned incoming_sync_point = request->texture_mailbox().sync_point();
2476 if (incoming_sync_point)
2477 GLC(gl_, gl_->WaitSyncPointCHROMIUM(incoming_sync_point));
2478
2479 texture_id = GLC(
2480 gl_,
2481 gl_->CreateAndConsumeTextureCHROMIUM(GL_TEXTURE_2D, mailbox.name));
2482 }
2483 GetFramebufferTexture(texture_id, RGBA_8888, window_rect);
2484
2485 unsigned sync_point = gl_->InsertSyncPointCHROMIUM();
2486 TextureMailbox texture_mailbox(mailbox, GL_TEXTURE_2D, sync_point);
2487
2488 scoped_ptr<SingleReleaseCallback> release_callback;
2489 if (own_mailbox) {
2490 GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, 0));
2491 release_callback = texture_mailbox_deleter_->GetReleaseCallback(
2492 output_surface_->context_provider(), texture_id);
2493 } else {
2494 gl_->DeleteTextures(1, &texture_id);
2495 }
2496
2497 request->SendTextureResult(
2498 window_rect.size(), texture_mailbox, release_callback.Pass());
2499 return;
2500 }
2501
2502 DCHECK(request->force_bitmap_result());
2503
2504 scoped_ptr<PendingAsyncReadPixels> pending_read(new PendingAsyncReadPixels);
2505 pending_read->copy_request = request.Pass();
2506 pending_async_read_pixels_.insert(pending_async_read_pixels_.begin(),
2507 pending_read.Pass());
2508
2509 bool do_workaround = NeedsIOSurfaceReadbackWorkaround();
2510
2511 unsigned temporary_texture = 0;
2512 unsigned temporary_fbo = 0;
2513
2514 if (do_workaround) {
2515 // On Mac OS X, calling glReadPixels() against an FBO whose color attachment
2516 // is an IOSurface-backed texture causes corruption of future glReadPixels()
2517 // calls, even those on different OpenGL contexts. It is believed that this
2518 // is the root cause of top crasher
2519 // http://crbug.com/99393. <rdar://problem/10949687>
2520
2521 gl_->GenTextures(1, &temporary_texture);
2522 GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, temporary_texture));
2523 GLC(gl_,
2524 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
2525 GLC(gl_,
2526 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
2527 GLC(gl_,
2528 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
2529 GLC(gl_,
2530 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
2531 // Copy the contents of the current (IOSurface-backed) framebuffer into a
2532 // temporary texture.
2533 GetFramebufferTexture(
2534 temporary_texture, RGBA_8888, gfx::Rect(current_surface_size_));
2535 gl_->GenFramebuffers(1, &temporary_fbo);
2536 // Attach this texture to an FBO, and perform the readback from that FBO.
2537 GLC(gl_, gl_->BindFramebuffer(GL_FRAMEBUFFER, temporary_fbo));
2538 GLC(gl_,
2539 gl_->FramebufferTexture2D(GL_FRAMEBUFFER,
2540 GL_COLOR_ATTACHMENT0,
2541 GL_TEXTURE_2D,
2542 temporary_texture,
2543 0));
2544
2545 DCHECK_EQ(static_cast<unsigned>(GL_FRAMEBUFFER_COMPLETE),
2546 gl_->CheckFramebufferStatus(GL_FRAMEBUFFER));
2547 }
2548
2549 GLuint buffer = 0;
2550 gl_->GenBuffers(1, &buffer);
2551 GLC(gl_, gl_->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, buffer));
2552 GLC(gl_,
2553 gl_->BufferData(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM,
2554 4 * window_rect.size().GetArea(),
2555 NULL,
2556 GL_STREAM_READ));
2557
2558 GLuint query = 0;
2559 gl_->GenQueriesEXT(1, &query);
2560 GLC(gl_, gl_->BeginQueryEXT(GL_ASYNC_PIXEL_PACK_COMPLETED_CHROMIUM, query));
2561
2562 GLC(gl_,
2563 gl_->ReadPixels(window_rect.x(),
2564 window_rect.y(),
2565 window_rect.width(),
2566 window_rect.height(),
2567 GL_RGBA,
2568 GL_UNSIGNED_BYTE,
2569 NULL));
2570
2571 GLC(gl_, gl_->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, 0));
2572
2573 if (do_workaround) {
2574 // Clean up.
2575 GLC(gl_, gl_->BindFramebuffer(GL_FRAMEBUFFER, 0));
2576 GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, 0));
2577 GLC(gl_, gl_->DeleteFramebuffers(1, &temporary_fbo));
2578 GLC(gl_, gl_->DeleteTextures(1, &temporary_texture));
2579 }
2580
2581 base::Closure finished_callback = base::Bind(&GLRenderer::FinishedReadback,
2582 base::Unretained(this),
2583 buffer,
2584 query,
2585 window_rect.size());
2586 // Save the finished_callback so it can be cancelled.
2587 pending_async_read_pixels_.front()->finished_read_pixels_callback.Reset(
2588 finished_callback);
2589 base::Closure cancelable_callback =
2590 pending_async_read_pixels_.front()->
2591 finished_read_pixels_callback.callback();
2592
2593 // Save the buffer to verify the callbacks happen in the expected order.
2594 pending_async_read_pixels_.front()->buffer = buffer;
2595
2596 GLC(gl_, gl_->EndQueryEXT(GL_ASYNC_PIXEL_PACK_COMPLETED_CHROMIUM));
2597 context_support_->SignalQuery(query, cancelable_callback);
2598
2599 EnforceMemoryPolicy();
2600 }
2601
2602 void GLRenderer::FinishedReadback(unsigned source_buffer,
2603 unsigned query,
2604 const gfx::Size& size) {
2605 DCHECK(!pending_async_read_pixels_.empty());
2606
2607 if (query != 0) {
2608 GLC(gl_, gl_->DeleteQueriesEXT(1, &query));
2609 }
2610
2611 PendingAsyncReadPixels* current_read = pending_async_read_pixels_.back();
2612 // Make sure we service the readbacks in order.
2613 DCHECK_EQ(source_buffer, current_read->buffer);
2614
2615 uint8* src_pixels = NULL;
2616 scoped_ptr<SkBitmap> bitmap;
2617
2618 if (source_buffer != 0) {
2619 GLC(gl_,
2620 gl_->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, source_buffer));
2621 src_pixels = static_cast<uint8*>(gl_->MapBufferCHROMIUM(
2622 GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, GL_READ_ONLY));
2623
2624 if (src_pixels) {
2625 bitmap.reset(new SkBitmap);
2626 bitmap->allocN32Pixels(size.width(), size.height());
2627 scoped_ptr<SkAutoLockPixels> lock(new SkAutoLockPixels(*bitmap));
2628 uint8* dest_pixels = static_cast<uint8*>(bitmap->getPixels());
2629
2630 size_t row_bytes = size.width() * 4;
2631 int num_rows = size.height();
2632 size_t total_bytes = num_rows * row_bytes;
2633 for (size_t dest_y = 0; dest_y < total_bytes; dest_y += row_bytes) {
2634 // Flip Y axis.
2635 size_t src_y = total_bytes - dest_y - row_bytes;
2636 // Swizzle OpenGL -> Skia byte order.
2637 for (size_t x = 0; x < row_bytes; x += 4) {
2638 dest_pixels[dest_y + x + SK_R32_SHIFT / 8] =
2639 src_pixels[src_y + x + 0];
2640 dest_pixels[dest_y + x + SK_G32_SHIFT / 8] =
2641 src_pixels[src_y + x + 1];
2642 dest_pixels[dest_y + x + SK_B32_SHIFT / 8] =
2643 src_pixels[src_y + x + 2];
2644 dest_pixels[dest_y + x + SK_A32_SHIFT / 8] =
2645 src_pixels[src_y + x + 3];
2646 }
2647 }
2648
2649 GLC(gl_,
2650 gl_->UnmapBufferCHROMIUM(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM));
2651 }
2652 GLC(gl_, gl_->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, 0));
2653 GLC(gl_, gl_->DeleteBuffers(1, &source_buffer));
2654 }
2655
2656 if (bitmap)
2657 current_read->copy_request->SendBitmapResult(bitmap.Pass());
2658 pending_async_read_pixels_.pop_back();
2659 }
2660
2661 void GLRenderer::GetFramebufferTexture(unsigned texture_id,
2662 ResourceFormat texture_format,
2663 const gfx::Rect& window_rect) {
2664 DCHECK(texture_id);
2665 DCHECK_GE(window_rect.x(), 0);
2666 DCHECK_GE(window_rect.y(), 0);
2667 DCHECK_LE(window_rect.right(), current_surface_size_.width());
2668 DCHECK_LE(window_rect.bottom(), current_surface_size_.height());
2669
2670 GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, texture_id));
2671 GLC(gl_,
2672 gl_->CopyTexImage2D(GL_TEXTURE_2D,
2673 0,
2674 GLDataFormat(texture_format),
2675 window_rect.x(),
2676 window_rect.y(),
2677 window_rect.width(),
2678 window_rect.height(),
2679 0));
2680 GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, 0));
2681 }
2682
2683 bool GLRenderer::UseScopedTexture(DrawingFrame* frame,
2684 const ScopedResource* texture,
2685 const gfx::Rect& viewport_rect) {
2686 DCHECK(texture->id());
2687 frame->current_render_pass = NULL;
2688 frame->current_texture = texture;
2689
2690 return BindFramebufferToTexture(frame, texture, viewport_rect);
2691 }
2692
2693 void GLRenderer::BindFramebufferToOutputSurface(DrawingFrame* frame) {
2694 current_framebuffer_lock_ = nullptr;
2695 output_surface_->BindFramebuffer();
2696
2697 if (output_surface_->HasExternalStencilTest()) {
2698 SetStencilEnabled(true);
2699 GLC(gl_, gl_->StencilFunc(GL_EQUAL, 1, 1));
2700 } else {
2701 SetStencilEnabled(false);
2702 }
2703 }
2704
2705 bool GLRenderer::BindFramebufferToTexture(DrawingFrame* frame,
2706 const ScopedResource* texture,
2707 const gfx::Rect& target_rect) {
2708 DCHECK(texture->id());
2709
2710 // Explicitly release lock, otherwise we can crash when try to lock
2711 // same texture again.
2712 current_framebuffer_lock_ = nullptr;
2713
2714 SetStencilEnabled(false);
2715 GLC(gl_, gl_->BindFramebuffer(GL_FRAMEBUFFER, offscreen_framebuffer_id_));
2716 current_framebuffer_lock_ =
2717 make_scoped_ptr(new ResourceProvider::ScopedWriteLockGL(
2718 resource_provider_, texture->id()));
2719 unsigned texture_id = current_framebuffer_lock_->texture_id();
2720 GLC(gl_,
2721 gl_->FramebufferTexture2D(
2722 GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_id, 0));
2723
2724 DCHECK(gl_->CheckFramebufferStatus(GL_FRAMEBUFFER) ==
2725 GL_FRAMEBUFFER_COMPLETE ||
2726 IsContextLost());
2727 return true;
2728 }
2729
2730 void GLRenderer::SetScissorTestRect(const gfx::Rect& scissor_rect) {
2731 EnsureScissorTestEnabled();
2732
2733 // Don't unnecessarily ask the context to change the scissor, because it
2734 // may cause undesired GPU pipeline flushes.
2735 if (scissor_rect == scissor_rect_ && !scissor_rect_needs_reset_)
2736 return;
2737
2738 scissor_rect_ = scissor_rect;
2739 FlushTextureQuadCache(SHARED_BINDING);
2740 GLC(gl_,
2741 gl_->Scissor(scissor_rect.x(),
2742 scissor_rect.y(),
2743 scissor_rect.width(),
2744 scissor_rect.height()));
2745
2746 scissor_rect_needs_reset_ = false;
2747 }
2748
2749 void GLRenderer::SetDrawViewport(const gfx::Rect& window_space_viewport) {
2750 viewport_ = window_space_viewport;
2751 GLC(gl_,
2752 gl_->Viewport(window_space_viewport.x(),
2753 window_space_viewport.y(),
2754 window_space_viewport.width(),
2755 window_space_viewport.height()));
2756 }
2757
2758 void GLRenderer::InitializeSharedObjects() {
2759 TRACE_EVENT0("cc", "GLRenderer::InitializeSharedObjects");
2760
2761 // Create an FBO for doing offscreen rendering.
2762 GLC(gl_, gl_->GenFramebuffers(1, &offscreen_framebuffer_id_));
2763
2764 shared_geometry_ =
2765 make_scoped_ptr(new StaticGeometryBinding(gl_, QuadVertexRect()));
2766 clipped_geometry_ = make_scoped_ptr(new DynamicGeometryBinding(gl_));
2767 }
2768
2769 void GLRenderer::PrepareGeometry(BoundGeometry binding) {
2770 if (binding == bound_geometry_) {
2771 return;
2772 }
2773
2774 switch (binding) {
2775 case SHARED_BINDING:
2776 shared_geometry_->PrepareForDraw();
2777 break;
2778 case CLIPPED_BINDING:
2779 clipped_geometry_->PrepareForDraw();
2780 break;
2781 case NO_BINDING:
2782 break;
2783 }
2784 bound_geometry_ = binding;
2785 }
2786
2787 const GLRenderer::TileCheckerboardProgram*
2788 GLRenderer::GetTileCheckerboardProgram() {
2789 if (!tile_checkerboard_program_.initialized()) {
2790 TRACE_EVENT0("cc", "GLRenderer::checkerboardProgram::initalize");
2791 tile_checkerboard_program_.Initialize(output_surface_->context_provider(),
2792 TEX_COORD_PRECISION_NA,
2793 SAMPLER_TYPE_NA);
2794 }
2795 return &tile_checkerboard_program_;
2796 }
2797
2798 const GLRenderer::DebugBorderProgram* GLRenderer::GetDebugBorderProgram() {
2799 if (!debug_border_program_.initialized()) {
2800 TRACE_EVENT0("cc", "GLRenderer::debugBorderProgram::initialize");
2801 debug_border_program_.Initialize(output_surface_->context_provider(),
2802 TEX_COORD_PRECISION_NA, SAMPLER_TYPE_NA);
2803 }
2804 return &debug_border_program_;
2805 }
2806
2807 const GLRenderer::SolidColorProgram* GLRenderer::GetSolidColorProgram() {
2808 if (!solid_color_program_.initialized()) {
2809 TRACE_EVENT0("cc", "GLRenderer::solidColorProgram::initialize");
2810 solid_color_program_.Initialize(output_surface_->context_provider(),
2811 TEX_COORD_PRECISION_NA, SAMPLER_TYPE_NA);
2812 }
2813 return &solid_color_program_;
2814 }
2815
2816 const GLRenderer::SolidColorProgramAA* GLRenderer::GetSolidColorProgramAA() {
2817 if (!solid_color_program_aa_.initialized()) {
2818 TRACE_EVENT0("cc", "GLRenderer::solidColorProgramAA::initialize");
2819 solid_color_program_aa_.Initialize(output_surface_->context_provider(),
2820 TEX_COORD_PRECISION_NA, SAMPLER_TYPE_NA);
2821 }
2822 return &solid_color_program_aa_;
2823 }
2824
2825 const GLRenderer::RenderPassProgram* GLRenderer::GetRenderPassProgram(
2826 TexCoordPrecision precision,
2827 BlendMode blend_mode) {
2828 DCHECK_GE(precision, 0);
2829 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
2830 DCHECK_GE(blend_mode, 0);
2831 DCHECK_LE(blend_mode, LAST_BLEND_MODE);
2832 RenderPassProgram* program = &render_pass_program_[precision][blend_mode];
2833 if (!program->initialized()) {
2834 TRACE_EVENT0("cc", "GLRenderer::renderPassProgram::initialize");
2835 program->Initialize(output_surface_->context_provider(), precision,
2836 SAMPLER_TYPE_2D, blend_mode);
2837 }
2838 return program;
2839 }
2840
2841 const GLRenderer::RenderPassProgramAA* GLRenderer::GetRenderPassProgramAA(
2842 TexCoordPrecision precision,
2843 BlendMode blend_mode) {
2844 DCHECK_GE(precision, 0);
2845 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
2846 DCHECK_GE(blend_mode, 0);
2847 DCHECK_LE(blend_mode, LAST_BLEND_MODE);
2848 RenderPassProgramAA* program =
2849 &render_pass_program_aa_[precision][blend_mode];
2850 if (!program->initialized()) {
2851 TRACE_EVENT0("cc", "GLRenderer::renderPassProgramAA::initialize");
2852 program->Initialize(output_surface_->context_provider(), precision,
2853 SAMPLER_TYPE_2D, blend_mode);
2854 }
2855 return program;
2856 }
2857
2858 const GLRenderer::RenderPassMaskProgram* GLRenderer::GetRenderPassMaskProgram(
2859 TexCoordPrecision precision,
2860 SamplerType sampler,
2861 BlendMode blend_mode,
2862 bool mask_for_background) {
2863 DCHECK_GE(precision, 0);
2864 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
2865 DCHECK_GE(sampler, 0);
2866 DCHECK_LE(sampler, LAST_SAMPLER_TYPE);
2867 DCHECK_GE(blend_mode, 0);
2868 DCHECK_LE(blend_mode, LAST_BLEND_MODE);
2869 RenderPassMaskProgram* program =
2870 &render_pass_mask_program_[precision][sampler][blend_mode]
2871 [mask_for_background ? HAS_MASK : NO_MASK];
2872 if (!program->initialized()) {
2873 TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgram::initialize");
2874 program->Initialize(
2875 output_surface_->context_provider(), precision,
2876 sampler, blend_mode, mask_for_background);
2877 }
2878 return program;
2879 }
2880
2881 const GLRenderer::RenderPassMaskProgramAA*
2882 GLRenderer::GetRenderPassMaskProgramAA(TexCoordPrecision precision,
2883 SamplerType sampler,
2884 BlendMode blend_mode,
2885 bool mask_for_background) {
2886 DCHECK_GE(precision, 0);
2887 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
2888 DCHECK_GE(sampler, 0);
2889 DCHECK_LE(sampler, LAST_SAMPLER_TYPE);
2890 DCHECK_GE(blend_mode, 0);
2891 DCHECK_LE(blend_mode, LAST_BLEND_MODE);
2892 RenderPassMaskProgramAA* program =
2893 &render_pass_mask_program_aa_[precision][sampler][blend_mode]
2894 [mask_for_background ? HAS_MASK : NO_MASK];
2895 if (!program->initialized()) {
2896 TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgramAA::initialize");
2897 program->Initialize(
2898 output_surface_->context_provider(), precision,
2899 sampler, blend_mode, mask_for_background);
2900 }
2901 return program;
2902 }
2903
2904 const GLRenderer::RenderPassColorMatrixProgram*
2905 GLRenderer::GetRenderPassColorMatrixProgram(TexCoordPrecision precision,
2906 BlendMode blend_mode) {
2907 DCHECK_GE(precision, 0);
2908 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
2909 DCHECK_GE(blend_mode, 0);
2910 DCHECK_LE(blend_mode, LAST_BLEND_MODE);
2911 RenderPassColorMatrixProgram* program =
2912 &render_pass_color_matrix_program_[precision][blend_mode];
2913 if (!program->initialized()) {
2914 TRACE_EVENT0("cc", "GLRenderer::renderPassColorMatrixProgram::initialize");
2915 program->Initialize(output_surface_->context_provider(), precision,
2916 SAMPLER_TYPE_2D, blend_mode);
2917 }
2918 return program;
2919 }
2920
2921 const GLRenderer::RenderPassColorMatrixProgramAA*
2922 GLRenderer::GetRenderPassColorMatrixProgramAA(TexCoordPrecision precision,
2923 BlendMode blend_mode) {
2924 DCHECK_GE(precision, 0);
2925 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
2926 DCHECK_GE(blend_mode, 0);
2927 DCHECK_LE(blend_mode, LAST_BLEND_MODE);
2928 RenderPassColorMatrixProgramAA* program =
2929 &render_pass_color_matrix_program_aa_[precision][blend_mode];
2930 if (!program->initialized()) {
2931 TRACE_EVENT0("cc",
2932 "GLRenderer::renderPassColorMatrixProgramAA::initialize");
2933 program->Initialize(output_surface_->context_provider(), precision,
2934 SAMPLER_TYPE_2D, blend_mode);
2935 }
2936 return program;
2937 }
2938
2939 const GLRenderer::RenderPassMaskColorMatrixProgram*
2940 GLRenderer::GetRenderPassMaskColorMatrixProgram(
2941 TexCoordPrecision precision,
2942 SamplerType sampler,
2943 BlendMode blend_mode,
2944 bool mask_for_background) {
2945 DCHECK_GE(precision, 0);
2946 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
2947 DCHECK_GE(sampler, 0);
2948 DCHECK_LE(sampler, LAST_SAMPLER_TYPE);
2949 DCHECK_GE(blend_mode, 0);
2950 DCHECK_LE(blend_mode, LAST_BLEND_MODE);
2951 RenderPassMaskColorMatrixProgram* program =
2952 &render_pass_mask_color_matrix_program_[precision][sampler][blend_mode]
2953 [mask_for_background ? HAS_MASK : NO_MASK];
2954 if (!program->initialized()) {
2955 TRACE_EVENT0("cc",
2956 "GLRenderer::renderPassMaskColorMatrixProgram::initialize");
2957 program->Initialize(
2958 output_surface_->context_provider(), precision,
2959 sampler, blend_mode, mask_for_background);
2960 }
2961 return program;
2962 }
2963
2964 const GLRenderer::RenderPassMaskColorMatrixProgramAA*
2965 GLRenderer::GetRenderPassMaskColorMatrixProgramAA(
2966 TexCoordPrecision precision,
2967 SamplerType sampler,
2968 BlendMode blend_mode,
2969 bool mask_for_background) {
2970 DCHECK_GE(precision, 0);
2971 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
2972 DCHECK_GE(sampler, 0);
2973 DCHECK_LE(sampler, LAST_SAMPLER_TYPE);
2974 DCHECK_GE(blend_mode, 0);
2975 DCHECK_LE(blend_mode, LAST_BLEND_MODE);
2976 RenderPassMaskColorMatrixProgramAA* program =
2977 &render_pass_mask_color_matrix_program_aa_[precision][sampler][blend_mode]
2978 [mask_for_background ? HAS_MASK : NO_MASK];
2979 if (!program->initialized()) {
2980 TRACE_EVENT0("cc",
2981 "GLRenderer::renderPassMaskColorMatrixProgramAA::initialize");
2982 program->Initialize(
2983 output_surface_->context_provider(), precision,
2984 sampler, blend_mode, mask_for_background);
2985 }
2986 return program;
2987 }
2988
2989 const GLRenderer::TileProgram* GLRenderer::GetTileProgram(
2990 TexCoordPrecision precision,
2991 SamplerType sampler) {
2992 DCHECK_GE(precision, 0);
2993 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
2994 DCHECK_GE(sampler, 0);
2995 DCHECK_LE(sampler, LAST_SAMPLER_TYPE);
2996 TileProgram* program = &tile_program_[precision][sampler];
2997 if (!program->initialized()) {
2998 TRACE_EVENT0("cc", "GLRenderer::tileProgram::initialize");
2999 program->Initialize(
3000 output_surface_->context_provider(), precision, sampler);
3001 }
3002 return program;
3003 }
3004
3005 const GLRenderer::TileProgramOpaque* GLRenderer::GetTileProgramOpaque(
3006 TexCoordPrecision precision,
3007 SamplerType sampler) {
3008 DCHECK_GE(precision, 0);
3009 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3010 DCHECK_GE(sampler, 0);
3011 DCHECK_LE(sampler, LAST_SAMPLER_TYPE);
3012 TileProgramOpaque* program = &tile_program_opaque_[precision][sampler];
3013 if (!program->initialized()) {
3014 TRACE_EVENT0("cc", "GLRenderer::tileProgramOpaque::initialize");
3015 program->Initialize(
3016 output_surface_->context_provider(), precision, sampler);
3017 }
3018 return program;
3019 }
3020
3021 const GLRenderer::TileProgramAA* GLRenderer::GetTileProgramAA(
3022 TexCoordPrecision precision,
3023 SamplerType sampler) {
3024 DCHECK_GE(precision, 0);
3025 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3026 DCHECK_GE(sampler, 0);
3027 DCHECK_LE(sampler, LAST_SAMPLER_TYPE);
3028 TileProgramAA* program = &tile_program_aa_[precision][sampler];
3029 if (!program->initialized()) {
3030 TRACE_EVENT0("cc", "GLRenderer::tileProgramAA::initialize");
3031 program->Initialize(
3032 output_surface_->context_provider(), precision, sampler);
3033 }
3034 return program;
3035 }
3036
3037 const GLRenderer::TileProgramSwizzle* GLRenderer::GetTileProgramSwizzle(
3038 TexCoordPrecision precision,
3039 SamplerType sampler) {
3040 DCHECK_GE(precision, 0);
3041 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3042 DCHECK_GE(sampler, 0);
3043 DCHECK_LE(sampler, LAST_SAMPLER_TYPE);
3044 TileProgramSwizzle* program = &tile_program_swizzle_[precision][sampler];
3045 if (!program->initialized()) {
3046 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzle::initialize");
3047 program->Initialize(
3048 output_surface_->context_provider(), precision, sampler);
3049 }
3050 return program;
3051 }
3052
3053 const GLRenderer::TileProgramSwizzleOpaque*
3054 GLRenderer::GetTileProgramSwizzleOpaque(TexCoordPrecision precision,
3055 SamplerType sampler) {
3056 DCHECK_GE(precision, 0);
3057 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3058 DCHECK_GE(sampler, 0);
3059 DCHECK_LE(sampler, LAST_SAMPLER_TYPE);
3060 TileProgramSwizzleOpaque* program =
3061 &tile_program_swizzle_opaque_[precision][sampler];
3062 if (!program->initialized()) {
3063 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleOpaque::initialize");
3064 program->Initialize(
3065 output_surface_->context_provider(), precision, sampler);
3066 }
3067 return program;
3068 }
3069
3070 const GLRenderer::TileProgramSwizzleAA* GLRenderer::GetTileProgramSwizzleAA(
3071 TexCoordPrecision precision,
3072 SamplerType sampler) {
3073 DCHECK_GE(precision, 0);
3074 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3075 DCHECK_GE(sampler, 0);
3076 DCHECK_LE(sampler, LAST_SAMPLER_TYPE);
3077 TileProgramSwizzleAA* program = &tile_program_swizzle_aa_[precision][sampler];
3078 if (!program->initialized()) {
3079 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleAA::initialize");
3080 program->Initialize(
3081 output_surface_->context_provider(), precision, sampler);
3082 }
3083 return program;
3084 }
3085
3086 const GLRenderer::TextureProgram* GLRenderer::GetTextureProgram(
3087 TexCoordPrecision precision) {
3088 DCHECK_GE(precision, 0);
3089 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3090 TextureProgram* program = &texture_program_[precision];
3091 if (!program->initialized()) {
3092 TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize");
3093 program->Initialize(output_surface_->context_provider(), precision,
3094 SAMPLER_TYPE_2D);
3095 }
3096 return program;
3097 }
3098
3099 const GLRenderer::NonPremultipliedTextureProgram*
3100 GLRenderer::GetNonPremultipliedTextureProgram(TexCoordPrecision precision) {
3101 DCHECK_GE(precision, 0);
3102 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3103 NonPremultipliedTextureProgram* program =
3104 &nonpremultiplied_texture_program_[precision];
3105 if (!program->initialized()) {
3106 TRACE_EVENT0("cc",
3107 "GLRenderer::NonPremultipliedTextureProgram::Initialize");
3108 program->Initialize(output_surface_->context_provider(), precision,
3109 SAMPLER_TYPE_2D);
3110 }
3111 return program;
3112 }
3113
3114 const GLRenderer::TextureBackgroundProgram*
3115 GLRenderer::GetTextureBackgroundProgram(TexCoordPrecision precision) {
3116 DCHECK_GE(precision, 0);
3117 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3118 TextureBackgroundProgram* program = &texture_background_program_[precision];
3119 if (!program->initialized()) {
3120 TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize");
3121 program->Initialize(output_surface_->context_provider(), precision,
3122 SAMPLER_TYPE_2D);
3123 }
3124 return program;
3125 }
3126
3127 const GLRenderer::NonPremultipliedTextureBackgroundProgram*
3128 GLRenderer::GetNonPremultipliedTextureBackgroundProgram(
3129 TexCoordPrecision precision) {
3130 DCHECK_GE(precision, 0);
3131 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3132 NonPremultipliedTextureBackgroundProgram* program =
3133 &nonpremultiplied_texture_background_program_[precision];
3134 if (!program->initialized()) {
3135 TRACE_EVENT0("cc",
3136 "GLRenderer::NonPremultipliedTextureProgram::Initialize");
3137 program->Initialize(output_surface_->context_provider(), precision,
3138 SAMPLER_TYPE_2D);
3139 }
3140 return program;
3141 }
3142
3143 const GLRenderer::TextureProgram* GLRenderer::GetTextureIOSurfaceProgram(
3144 TexCoordPrecision precision) {
3145 DCHECK_GE(precision, 0);
3146 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3147 TextureProgram* program = &texture_io_surface_program_[precision];
3148 if (!program->initialized()) {
3149 TRACE_EVENT0("cc", "GLRenderer::textureIOSurfaceProgram::initialize");
3150 program->Initialize(output_surface_->context_provider(), precision,
3151 SAMPLER_TYPE_2D_RECT);
3152 }
3153 return program;
3154 }
3155
3156 const GLRenderer::VideoYUVProgram* GLRenderer::GetVideoYUVProgram(
3157 TexCoordPrecision precision) {
3158 DCHECK_GE(precision, 0);
3159 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3160 VideoYUVProgram* program = &video_yuv_program_[precision];
3161 if (!program->initialized()) {
3162 TRACE_EVENT0("cc", "GLRenderer::videoYUVProgram::initialize");
3163 program->Initialize(output_surface_->context_provider(), precision,
3164 SAMPLER_TYPE_2D);
3165 }
3166 return program;
3167 }
3168
3169 const GLRenderer::VideoYUVAProgram* GLRenderer::GetVideoYUVAProgram(
3170 TexCoordPrecision precision) {
3171 DCHECK_GE(precision, 0);
3172 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3173 VideoYUVAProgram* program = &video_yuva_program_[precision];
3174 if (!program->initialized()) {
3175 TRACE_EVENT0("cc", "GLRenderer::videoYUVAProgram::initialize");
3176 program->Initialize(output_surface_->context_provider(), precision,
3177 SAMPLER_TYPE_2D);
3178 }
3179 return program;
3180 }
3181
3182 const GLRenderer::VideoStreamTextureProgram*
3183 GLRenderer::GetVideoStreamTextureProgram(TexCoordPrecision precision) {
3184 if (!Capabilities().using_egl_image)
3185 return NULL;
3186 DCHECK_GE(precision, 0);
3187 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3188 VideoStreamTextureProgram* program =
3189 &video_stream_texture_program_[precision];
3190 if (!program->initialized()) {
3191 TRACE_EVENT0("cc", "GLRenderer::streamTextureProgram::initialize");
3192 program->Initialize(output_surface_->context_provider(), precision,
3193 SAMPLER_TYPE_EXTERNAL_OES);
3194 }
3195 return program;
3196 }
3197
3198 void GLRenderer::CleanupSharedObjects() {
3199 shared_geometry_ = nullptr;
3200
3201 for (int i = 0; i <= LAST_TEX_COORD_PRECISION; ++i) {
3202 for (int j = 0; j <= LAST_SAMPLER_TYPE; ++j) {
3203 tile_program_[i][j].Cleanup(gl_);
3204 tile_program_opaque_[i][j].Cleanup(gl_);
3205 tile_program_swizzle_[i][j].Cleanup(gl_);
3206 tile_program_swizzle_opaque_[i][j].Cleanup(gl_);
3207 tile_program_aa_[i][j].Cleanup(gl_);
3208 tile_program_swizzle_aa_[i][j].Cleanup(gl_);
3209
3210 for (int k = 0; k <= LAST_BLEND_MODE; k++) {
3211 for (int l = 0; l <= LAST_MASK_VALUE; ++l) {
3212 render_pass_mask_program_[i][j][k][l].Cleanup(gl_);
3213 render_pass_mask_program_aa_[i][j][k][l].Cleanup(gl_);
3214 render_pass_mask_color_matrix_program_aa_[i][j][k][l].Cleanup(gl_);
3215 render_pass_mask_color_matrix_program_[i][j][k][l].Cleanup(gl_);
3216 }
3217 }
3218 }
3219 for (int j = 0; j <= LAST_BLEND_MODE; j++) {
3220 render_pass_program_[i][j].Cleanup(gl_);
3221 render_pass_program_aa_[i][j].Cleanup(gl_);
3222 render_pass_color_matrix_program_[i][j].Cleanup(gl_);
3223 render_pass_color_matrix_program_aa_[i][j].Cleanup(gl_);
3224 }
3225
3226 texture_program_[i].Cleanup(gl_);
3227 nonpremultiplied_texture_program_[i].Cleanup(gl_);
3228 texture_background_program_[i].Cleanup(gl_);
3229 nonpremultiplied_texture_background_program_[i].Cleanup(gl_);
3230 texture_io_surface_program_[i].Cleanup(gl_);
3231
3232 video_yuv_program_[i].Cleanup(gl_);
3233 video_yuva_program_[i].Cleanup(gl_);
3234 video_stream_texture_program_[i].Cleanup(gl_);
3235 }
3236
3237 tile_checkerboard_program_.Cleanup(gl_);
3238
3239 debug_border_program_.Cleanup(gl_);
3240 solid_color_program_.Cleanup(gl_);
3241 solid_color_program_aa_.Cleanup(gl_);
3242
3243 if (offscreen_framebuffer_id_)
3244 GLC(gl_, gl_->DeleteFramebuffers(1, &offscreen_framebuffer_id_));
3245
3246 if (on_demand_tile_raster_resource_id_)
3247 resource_provider_->DeleteResource(on_demand_tile_raster_resource_id_);
3248
3249 ReleaseRenderPassTextures();
3250 }
3251
3252 void GLRenderer::ReinitializeGLState() {
3253 is_scissor_enabled_ = false;
3254 scissor_rect_needs_reset_ = true;
3255 stencil_shadow_ = false;
3256 blend_shadow_ = true;
3257 program_shadow_ = 0;
3258
3259 RestoreGLState();
3260 }
3261
3262 void GLRenderer::RestoreGLState() {
3263 // This restores the current GLRenderer state to the GL context.
3264 bound_geometry_ = NO_BINDING;
3265 PrepareGeometry(SHARED_BINDING);
3266
3267 GLC(gl_, gl_->Disable(GL_DEPTH_TEST));
3268 GLC(gl_, gl_->Disable(GL_CULL_FACE));
3269 GLC(gl_, gl_->ColorMask(true, true, true, true));
3270 GLC(gl_, gl_->BlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA));
3271 GLC(gl_, gl_->ActiveTexture(GL_TEXTURE0));
3272
3273 if (program_shadow_)
3274 gl_->UseProgram(program_shadow_);
3275
3276 if (stencil_shadow_)
3277 GLC(gl_, gl_->Enable(GL_STENCIL_TEST));
3278 else
3279 GLC(gl_, gl_->Disable(GL_STENCIL_TEST));
3280
3281 if (blend_shadow_)
3282 GLC(gl_, gl_->Enable(GL_BLEND));
3283 else
3284 GLC(gl_, gl_->Disable(GL_BLEND));
3285
3286 if (is_scissor_enabled_) {
3287 GLC(gl_, gl_->Enable(GL_SCISSOR_TEST));
3288 GLC(gl_,
3289 gl_->Scissor(scissor_rect_.x(),
3290 scissor_rect_.y(),
3291 scissor_rect_.width(),
3292 scissor_rect_.height()));
3293 } else {
3294 GLC(gl_, gl_->Disable(GL_SCISSOR_TEST));
3295 }
3296 }
3297
3298 void GLRenderer::RestoreFramebuffer(DrawingFrame* frame) {
3299 UseRenderPass(frame, frame->current_render_pass);
3300 }
3301
3302 bool GLRenderer::IsContextLost() {
3303 return output_surface_->context_provider()->IsContextLost();
3304 }
3305
3306 void GLRenderer::ScheduleOverlays(DrawingFrame* frame) {
3307 if (!frame->overlay_list.size())
3308 return;
3309
3310 ResourceProvider::ResourceIdArray resources;
3311 OverlayCandidateList& overlays = frame->overlay_list;
3312 OverlayCandidateList::iterator it;
3313 for (it = overlays.begin(); it != overlays.end(); ++it) {
3314 const OverlayCandidate& overlay = *it;
3315 // Skip primary plane.
3316 if (overlay.plane_z_order == 0)
3317 continue;
3318
3319 pending_overlay_resources_.push_back(
3320 make_scoped_ptr(new ResourceProvider::ScopedReadLockGL(
3321 resource_provider_, overlay.resource_id)));
3322
3323 context_support_->ScheduleOverlayPlane(
3324 overlay.plane_z_order,
3325 overlay.transform,
3326 pending_overlay_resources_.back()->texture_id(),
3327 overlay.display_rect,
3328 overlay.uv_rect);
3329 }
3330 }
3331
3332 } // namespace cc
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