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| 1 // Copyright 2010 The Chromium Authors. All rights reserved. | 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 | 2 // Use of this source code is governed by a BSD-style license that can be |
| 3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
| 4 | 4 |
| 5 #ifndef CC_OUTPUT_GL_RENDERER_H_ | 5 #ifndef CC_OUTPUT_GL_RENDERER_H_ |
| 6 #define CC_OUTPUT_GL_RENDERER_H_ | 6 #define CC_OUTPUT_GL_RENDERER_H_ |
| 7 | 7 |
| 8 #include <deque> | 8 #include <deque> |
| 9 #include <vector> | 9 #include <vector> |
| 10 | 10 |
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| 28 namespace gles2 { | 28 namespace gles2 { |
| 29 class GLES2Interface; | 29 class GLES2Interface; |
| 30 } | 30 } |
| 31 } | 31 } |
| 32 | 32 |
| 33 namespace cc { | 33 namespace cc { |
| 34 | 34 |
| 35 class GLRendererShaderTest; | 35 class GLRendererShaderTest; |
| 36 class OutputSurface; | 36 class OutputSurface; |
| 37 class PictureDrawQuad; | 37 class PictureDrawQuad; |
| 38 class ResourcePool; | |
| 38 class ScopedResource; | 39 class ScopedResource; |
| 39 class StreamVideoDrawQuad; | 40 class StreamVideoDrawQuad; |
| 40 class TextureDrawQuad; | 41 class TextureDrawQuad; |
| 41 class TextureMailboxDeleter; | 42 class TextureMailboxDeleter; |
| 42 class StaticGeometryBinding; | 43 class StaticGeometryBinding; |
| 43 class DynamicGeometryBinding; | 44 class DynamicGeometryBinding; |
| 44 class ScopedEnsureFramebufferAllocation; | 45 class ScopedEnsureFramebufferAllocation; |
| 45 | 46 |
| 46 // Class that handles drawing of composited render layers using GL. | 47 // Class that handles drawing of composited render layers using GL. |
| 47 class CC_EXPORT GLRenderer : public DirectRenderer { | 48 class CC_EXPORT GLRenderer : public DirectRenderer { |
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| 256 void RestoreGLState(); | 257 void RestoreGLState(); |
| 257 void RestoreFramebuffer(DrawingFrame* frame); | 258 void RestoreFramebuffer(DrawingFrame* frame); |
| 258 | 259 |
| 259 void DiscardBackbuffer() override; | 260 void DiscardBackbuffer() override; |
| 260 void EnsureBackbuffer() override; | 261 void EnsureBackbuffer() override; |
| 261 void EnforceMemoryPolicy(); | 262 void EnforceMemoryPolicy(); |
| 262 | 263 |
| 263 void ScheduleCALayers(DrawingFrame* frame); | 264 void ScheduleCALayers(DrawingFrame* frame); |
| 264 void ScheduleOverlays(DrawingFrame* frame); | 265 void ScheduleOverlays(DrawingFrame* frame); |
| 265 | 266 |
| 267 // Indicates that an overlay resource with the given |texture| id is no longer | |
| 268 // in use. | |
| 269 void OverlayResourceNoLongerInUse(GLuint texture); | |
| 270 | |
| 271 // Copies the contents of the render pass to an overlay resource, returned in | |
| 272 // |resource_id|. The resource is allocated from |overlay_resource_pool_|, and | |
| 273 // stays allocated until OverlayResourceNoLongerInUse() is called. | |
| 274 void CopyRenderPassToOverlayResource(const RenderPassId& render_pass_id, | |
| 275 ResourceId* resource_id); | |
| 276 | |
| 266 using OverlayResourceLock = | 277 using OverlayResourceLock = |
| 267 std::unique_ptr<ResourceProvider::ScopedReadLockGL>; | 278 std::unique_ptr<ResourceProvider::ScopedReadLockGL>; |
| 268 using OverlayResourceLockList = std::vector<OverlayResourceLock>; | 279 using OverlayResourceLockList = std::vector<OverlayResourceLock>; |
| 269 | 280 |
| 270 // Resources that have been sent to the GPU process, but not yet swapped. | 281 // Resources that have been sent to the GPU process, but not yet swapped. |
| 271 OverlayResourceLockList pending_overlay_resources_; | 282 OverlayResourceLockList pending_overlay_resources_; |
| 272 | 283 |
| 273 // Resources that should be shortly swapped by the GPU process. | 284 // Resources that should be shortly swapped by the GPU process. |
| 274 std::deque<OverlayResourceLockList> swapping_overlay_resources_; | 285 std::deque<OverlayResourceLockList> swapping_overlay_resources_; |
| 275 | 286 |
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| 514 ResourceFormat current_framebuffer_format_; | 525 ResourceFormat current_framebuffer_format_; |
| 515 | 526 |
| 516 class SyncQuery; | 527 class SyncQuery; |
| 517 std::deque<std::unique_ptr<SyncQuery>> pending_sync_queries_; | 528 std::deque<std::unique_ptr<SyncQuery>> pending_sync_queries_; |
| 518 std::deque<std::unique_ptr<SyncQuery>> available_sync_queries_; | 529 std::deque<std::unique_ptr<SyncQuery>> available_sync_queries_; |
| 519 std::unique_ptr<SyncQuery> current_sync_query_; | 530 std::unique_ptr<SyncQuery> current_sync_query_; |
| 520 bool use_sync_query_; | 531 bool use_sync_query_; |
| 521 bool use_blend_equation_advanced_; | 532 bool use_blend_equation_advanced_; |
| 522 bool use_blend_equation_advanced_coherent_; | 533 bool use_blend_equation_advanced_coherent_; |
| 523 | 534 |
| 535 // Some overlays require that content is copied from a render pass into an | |
| 536 // overlay resource. This means the GLRenderer needs its own ResourcePool. | |
| 537 std::unique_ptr<ResourcePool> overlay_resource_pool_; | |
|
ccameron
2016/07/20 22:13:53
I'd add a
std::map<ResourceId, Resource*> overla
| |
| 538 | |
| 524 BoundGeometry bound_geometry_; | 539 BoundGeometry bound_geometry_; |
| 525 DISALLOW_COPY_AND_ASSIGN(GLRenderer); | 540 DISALLOW_COPY_AND_ASSIGN(GLRenderer); |
| 526 }; | 541 }; |
| 527 | 542 |
| 528 } // namespace cc | 543 } // namespace cc |
| 529 | 544 |
| 530 #endif // CC_OUTPUT_GL_RENDERER_H_ | 545 #endif // CC_OUTPUT_GL_RENDERER_H_ |
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