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Unified Diff: cc/output/gl_renderer.cc

Issue 1960543002: Optimize render passes with single quads (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Rebase Created 4 years, 6 months ago
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Index: cc/output/gl_renderer.cc
diff --git a/cc/output/gl_renderer.cc b/cc/output/gl_renderer.cc
index 7cf5a00face44d5bfa4fdf49f6e805ae4d5b209c..9b954eb1fadabcbdbbd87bbc0a8ef2e9b70dde3f 100644
--- a/cc/output/gl_renderer.cc
+++ b/cc/output/gl_renderer.cc
@@ -589,7 +589,8 @@ void GLRenderer::DrawDebugBorderQuad(const DrawingFrame* frame,
static sk_sp<SkImage> WrapTexture(
const ResourceProvider::ScopedReadLockGL& lock,
- GrContext* context) {
+ GrContext* context,
+ bool flip_texture) {
// Wrap a given texture in a Ganesh platform texture.
GrBackendTextureDesc backend_texture_description;
GrGLTextureInfo texture_info;
@@ -600,7 +601,8 @@ static sk_sp<SkImage> WrapTexture(
backend_texture_description.fConfig = kSkia8888_GrPixelConfig;
backend_texture_description.fTextureHandle =
skia::GrGLTextureInfoToGrBackendObject(texture_info);
- backend_texture_description.fOrigin = kBottomLeft_GrSurfaceOrigin;
+ backend_texture_description.fOrigin =
+ flip_texture ? kBottomLeft_GrSurfaceOrigin : kTopLeft_GrSurfaceOrigin;
return SkImage::MakeFromTexture(context, backend_texture_description);
}
@@ -612,16 +614,19 @@ static sk_sp<SkImage> ApplyImageFilter(
const gfx::RectF& dst_rect,
const gfx::Vector2dF& scale,
sk_sp<SkImageFilter> filter,
- ScopedResource* source_texture_resource,
+ const Resource* source_texture_resource,
SkIPoint* offset,
- SkIRect* subset) {
+ SkIRect* subset,
+ bool flip_texture) {
if (!filter || !use_gr_context)
return nullptr;
ResourceProvider::ScopedReadLockGL lock(resource_provider,
source_texture_resource->id());
- sk_sp<SkImage> src_image = WrapTexture(lock, use_gr_context->context());
+ sk_sp<SkImage> src_image =
+ WrapTexture(lock, use_gr_context->context(), flip_texture);
+
if (!src_image) {
TRACE_EVENT_INSTANT0("cc",
"ApplyImageFilter wrap background texture failed",
@@ -852,7 +857,9 @@ sk_sp<SkImage> GLRenderer::ApplyBackgroundFilters(
ResourceProvider::ScopedReadLockGL lock(resource_provider_,
background_texture->id());
- sk_sp<SkImage> src_image = WrapTexture(lock, use_gr_context->context());
+ bool flip_texture = true;
+ sk_sp<SkImage> src_image =
+ WrapTexture(lock, use_gr_context->context(), flip_texture);
if (!src_image) {
TRACE_EVENT_INSTANT0(
"cc", "ApplyBackgroundFilters wrap background texture failed",
@@ -910,14 +917,72 @@ gfx::QuadF MapQuadToLocalSpace(const gfx::Transform& device_transform,
return local_quad;
}
+const TileDrawQuad* GLRenderer::CanPassBeDrawnDirectly(const RenderPass* pass) {
+ // Can only collapse a single tile quad.
+ if (pass->quad_list.size() != 1)
+ return nullptr;
+ // If we need copy requests, then render pass has to exist.
+ if (!pass->copy_requests.empty())
+ return nullptr;
+
+ const DrawQuad* quad = *pass->quad_list.BackToFrontBegin();
+ // Hack: this could be supported by concatenating transforms, but
+ // in practice if there is one quad, it is at the origin of the render pass.
+ if (!quad->shared_quad_state->quad_to_target_transform.IsIdentity())
+ return nullptr;
+ // The quad is expected to be the entire layer so that AA edges are correct.
+ if (gfx::Rect(quad->shared_quad_state->quad_layer_bounds) != quad->rect)
+ return nullptr;
+ if (quad->material != DrawQuad::TILED_CONTENT)
+ return nullptr;
+
+ const TileDrawQuad* tile_quad = TileDrawQuad::MaterialCast(quad);
+ // Hack: this could be supported by passing in a subrectangle to draw
+ // render pass, although in practice if there is only one quad there
+ // will be no border texels on the input.
+ if (tile_quad->tex_coord_rect != gfx::RectF(tile_quad->rect))
+ return nullptr;
+ // Tile quad features not supported in render pass shaders.
+ if (tile_quad->swizzle_contents || tile_quad->nearest_neighbor)
+ return nullptr;
+ // BUG=skia:3868, Skia currently doesn't support texture rectangle inputs.
+ // See also the DCHECKs about GL_TEXTURE_2D in DrawRenderPassQuad.
+ GLenum target =
+ resource_provider_->GetResourceTextureTarget(tile_quad->resource_id());
+ if (target != GL_TEXTURE_2D)
+ return nullptr;
+
+ return tile_quad;
+}
+
void GLRenderer::DrawRenderPassQuad(DrawingFrame* frame,
const RenderPassDrawQuad* quad,
const gfx::QuadF* clip_region) {
- ScopedResource* contents_texture =
- render_pass_textures_[quad->render_pass_id].get();
- DCHECK(contents_texture);
- DCHECK(contents_texture->id());
+ auto bypass = render_pass_bypass_quads_.find(quad->render_pass_id);
+ if (bypass != render_pass_bypass_quads_.end()) {
+ TileDrawQuad* tile_quad = &bypass->second;
+ // TODO(enne): format here doesn't appear to get used.
+ Resource tile_resource(tile_quad->resource_id(), tile_quad->texture_size,
+ ResourceFormat::RGBA_8888);
+ bool flip_texture = false;
ericrk 2016/06/07 20:23:17 Can you add a comment explaining why this is not f
enne (OOO) 2016/06/07 21:22:44 Done.
+ DrawRenderPassQuadInternal(frame, quad, clip_region, &tile_resource,
+ flip_texture);
+ } else {
+ ScopedResource* contents_texture =
+ render_pass_textures_[quad->render_pass_id].get();
+ DCHECK(contents_texture);
+ DCHECK(contents_texture->id());
+ bool flip_texture = true;
+ DrawRenderPassQuadInternal(frame, quad, clip_region, contents_texture,
+ flip_texture);
+ }
+}
+void GLRenderer::DrawRenderPassQuadInternal(DrawingFrame* frame,
+ const RenderPassDrawQuad* quad,
+ const gfx::QuadF* clip_region,
+ const Resource* contents_texture,
+ bool flip_texture) {
SkMatrix scale_matrix;
scale_matrix.setScale(quad->filters_scale.x(), quad->filters_scale.y());
gfx::RectF dst_rect(quad->filters.MapRect(quad->rect, scale_matrix));
@@ -1022,7 +1087,6 @@ void GLRenderer::DrawRenderPassQuad(DrawingFrame* frame,
SkScalar color_matrix[20];
bool use_color_matrix = false;
gfx::Size texture_size = contents_texture->size();
- bool flip_texture = true;
gfx::Point src_offset;
if (!quad->filters.IsEmpty()) {
sk_sp<SkImageFilter> filter = RenderSurfaceFilters::BuildImageFilter(
@@ -1057,13 +1121,12 @@ void GLRenderer::DrawRenderPassQuad(DrawingFrame* frame,
SkIPoint offset;
SkIRect subset;
gfx::RectF src_rect(quad->rect);
- filter_image = ApplyImageFilter(ScopedUseGrContext::Create(this, frame),
- resource_provider_, src_rect, dst_rect,
- quad->filters_scale, std::move(filter),
- contents_texture, &offset, &subset);
- if (!filter_image) {
+ filter_image = ApplyImageFilter(
+ ScopedUseGrContext::Create(this, frame), resource_provider_,
+ src_rect, dst_rect, quad->filters_scale, std::move(filter),
+ contents_texture, &offset, &subset, flip_texture);
+ if (!filter_image)
return;
- }
filter_image_id = skia::GrBackendObjectToGrGLTextureInfo(
filter_image->getTextureHandle(true))
->fID;
@@ -1074,6 +1137,7 @@ void GLRenderer::DrawRenderPassQuad(DrawingFrame* frame,
gfx::RectF(src_rect.x() + offset.fX, src_rect.y() + offset.fY,
subset.width(), subset.height());
src_offset.SetPoint(subset.x(), subset.y());
+ // If the output of the filter needs to be flipped.
flip_texture =
filter_image->getTexture()->origin() == kBottomLeft_GrSurfaceOrigin;
}
@@ -1199,6 +1263,8 @@ void GLRenderer::DrawRenderPassQuad(DrawingFrame* frame,
gl_->Uniform4f(locations.tex_transform, tex_rect.x(), 1.0f - tex_rect.y(),
tex_rect.width(), -tex_rect.height());
} else {
+ // Tile textures are oriented opposite the framebuffer, so can use
+ // the projection transform to do the flip.
gl_->Uniform4f(locations.tex_transform, tex_rect.x(), tex_rect.y(),
tex_rect.width(), tex_rect.height());
}
@@ -1214,16 +1280,24 @@ void GLRenderer::DrawRenderPassQuad(DrawingFrame* frame,
mask_uv_rect.Scale(quad->mask_texture_size.width(),
quad->mask_texture_size.height());
}
-
- // Mask textures are oriented vertically flipped relative to the framebuffer
- // and the RenderPass contents texture, so we flip the tex coords from the
- // RenderPass texture to find the mask texture coords.
- gl_->Uniform2f(
- locations.mask_tex_coord_offset, mask_uv_rect.x(),
- mask_uv_rect.height() / tex_rect.height() + mask_uv_rect.y());
- gl_->Uniform2f(locations.mask_tex_coord_scale,
- mask_uv_rect.width() / tex_rect.width(),
- -mask_uv_rect.height() / tex_rect.height());
+ if (flip_texture) {
+ // Mask textures are oriented vertically flipped relative to the
+ // framebuffer and the RenderPass contents texture, so we flip the tex
+ // coords from the RenderPass texture to find the mask texture coords.
+ gl_->Uniform2f(
+ locations.mask_tex_coord_offset, mask_uv_rect.x(),
+ mask_uv_rect.height() / tex_rect.height() + mask_uv_rect.y());
+ gl_->Uniform2f(locations.mask_tex_coord_scale,
+ mask_uv_rect.width() / tex_rect.width(),
+ -mask_uv_rect.height() / tex_rect.height());
+ } else {
+ // Tile textures are oriented the same way as mask textures.
+ gl_->Uniform2f(locations.mask_tex_coord_offset, mask_uv_rect.x(),
+ mask_uv_rect.y());
+ gl_->Uniform2f(locations.mask_tex_coord_scale,
+ mask_uv_rect.width() / tex_rect.width(),
+ mask_uv_rect.height() / tex_rect.height());
+ }
last_texture_unit = 1;
}
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