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Unified Diff: cc/output/gl_renderer.cc

Issue 208213003: Plumb overlay processing into DirectRenderer. (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: More plumbing Created 6 years, 9 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 89b1e00554a01a3e2eed1ac300305bae578e7be0..a3a936e34cbebe820195865aabfbb0186c280386 100644
--- a/cc/output/gl_renderer.cc
+++ b/cc/output/gl_renderer.cc
@@ -2000,6 +2000,8 @@ void GLRenderer::FinishDrawingFrame(DrawingFrame* frame) {
GLC(gl_, gl_->Disable(GL_BLEND));
blend_shadow_ = false;
+
+ ScheduleOverlays(frame);
}
void GLRenderer::FinishDrawingQuadList() { FlushTextureQuadCache(); }
@@ -2171,6 +2173,11 @@ void GLRenderer::SwapBuffers(const CompositorFrameMetadata& metadata) {
}
output_surface_->SwapBuffers(&compositor_frame);
+ // Release previously used overlay resources and hold onto the pending ones
+ // until the next swap buffers.
+ in_use_overlay_resources_.clear();
+ in_use_overlay_resources_.swap(pending_overlay_resources_);
alexst (slow to review) 2014/03/24 23:25:40 This particular section, I am not 100% certain abo
piman 2014/03/25 00:08:08 The ScopedReadLockGL is not enough to prevent the
+
swap_buffer_rect_ = gfx::Rect();
// We don't have real fences, so we mark read fences as passed
@@ -3047,4 +3054,43 @@ bool GLRenderer::IsContextLost() {
return output_surface_->context_provider()->IsContextLost();
}
+void GLRenderer::ScheduleOverlays(DrawingFrame* frame) {
+ if (!frame->overlay_passes_in_draw_order)
+ return;
+
+ const RenderPassList* pass_list = frame->overlay_passes_in_draw_order;
+ int plane_z_order = 1;
+ for (RenderPassList::const_reverse_iterator it = pass_list->rbegin();
+ it != pass_list->rend();
+ ++it) {
+ RenderPass* pass = *it;
+ if (pass->overlay_state != RenderPass::SIMPLE_OVERLAY)
+ continue;
piman 2014/03/25 00:08:08 I wonder if it could make sense to construct the o
+
+ DCHECK_EQ(pass->quad_list.size(), 1U);
+ const DrawQuad* candidate_quad = pass->quad_list.front();
+ DCHECK_EQ(candidate_quad->material, DrawQuad::TEXTURE_CONTENT);
+ const TextureDrawQuad& quad =
+ *TextureDrawQuad::MaterialCast(candidate_quad);
+
+ pending_overlay_resources_.push_back(
+ make_scoped_ptr(new ResourceProvider::ScopedReadLockGL(
+ resource_provider(), quad.resource_id)));
+
+ OverlayCandidate::OverlayTransform overlay_transform =
+ OverlayCandidate::GetOverlayTransform(quad.quadTransform(),
+ quad.flipped);
+ gfx::Rect display_bounds =
+ OverlayCandidate::GetOverlayRect(quad.quadTransform(), quad.rect);
+ gfx::RectF uv_rect = BoundingRect(quad.uv_top_left, quad.uv_bottom_right);
piman 2014/03/25 00:08:08 Mmh, a lot of these we computed previously when tr
+
+ context_support_->ScheduleOverlayPlane(
+ plane_z_order++,
+ overlay_transform,
+ pending_overlay_resources_.back()->texture_id(),
+ display_bounds,
+ uv_rect);
+ }
+}
+
} // namespace cc

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