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Unified Diff: cc/output/gl_renderer.cc

Issue 2224113002: Implement new RPDQ copy logic for CALayer promotion. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Review feedback Created 4 years, 4 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 e760ac03ddb993757836e4eac9b1899367c084ec..a7f409e79b36dfd234d0faff1d5a8e676667148f 100644
--- a/cc/output/gl_renderer.cc
+++ b/cc/output/gl_renderer.cc
@@ -160,11 +160,11 @@ struct DrawRenderPassDrawQuadParams {
const Resource* contents_texture = nullptr;
const gfx::QuadF* clip_region = nullptr;
bool flip_texture = false;
-
gfx::Transform window_matrix;
gfx::Transform projection_matrix;
+ gfx::Transform quad_to_target_transform;
- // |frame| is needed for background effects.
+ // |frame| is only used for background effects.
DirectRenderer::DrawingFrame* frame = nullptr;
// Whether the texture to be sampled from needs to be flipped.
@@ -215,6 +215,7 @@ struct DrawRenderPassDrawQuadParams {
bool use_color_matrix = false;
gfx::QuadF surface_quad;
+
gfx::Transform contents_device_transform;
};
@@ -1068,6 +1069,8 @@ void GLRenderer::DrawRenderPassQuad(DrawingFrame* frame,
void GLRenderer::DrawRenderPassQuadInternal(
DrawRenderPassDrawQuadParams* params) {
+ params->quad_to_target_transform =
+ params->quad->shared_quad_state->quad_to_target_transform;
if (!InitializeRPDQParameters(params))
return;
UpdateRPDQShadersForBlending(params);
@@ -1093,8 +1096,7 @@ bool GLRenderer::InitializeRPDQParameters(
static_cast<float>(dst_rect.width()),
static_cast<float>(dst_rect.height()));
gfx::Transform quad_rect_matrix;
- QuadRectTransform(&quad_rect_matrix,
- quad->shared_quad_state->quad_to_target_transform,
+ QuadRectTransform(&quad_rect_matrix, params->quad_to_target_transform,
params->dst_rect);
params->contents_device_transform =
params->window_matrix * params->projection_matrix * quad_rect_matrix;
@@ -1217,8 +1219,7 @@ bool GLRenderer::UpdateRPDQWithSkiaFilters(
if (clip_rect.IsEmpty()) {
clip_rect = current_draw_rect_;
}
- gfx::Transform transform =
- quad->shared_quad_state->quad_to_target_transform;
+ gfx::Transform transform = params->quad_to_target_transform;
gfx::QuadF clip_quad = gfx::QuadF(gfx::RectF(clip_rect));
gfx::QuadF local_clip = MapQuadToLocalSpace(transform, clip_quad);
params->dst_rect.Intersect(local_clip.BoundingBox());
@@ -1499,8 +1500,7 @@ void GLRenderer::UpdateRPDQUniforms(DrawRenderPassDrawQuadParams* params) {
}
void GLRenderer::DrawRPDQ(const DrawRenderPassDrawQuadParams& params) {
- DrawQuadGeometry(params.projection_matrix,
- params.quad->shared_quad_state->quad_to_target_transform,
+ DrawQuadGeometry(params.projection_matrix, params.quad_to_target_transform,
params.dst_rect, params.locations.matrix);
// Flush the compositor context before the filter bitmap goes out of
@@ -2728,6 +2728,8 @@ void GLRenderer::FinishDrawingQuadList() {
}
bool GLRenderer::FlippedFramebuffer(const DrawingFrame* frame) const {
+ if (frame == force_drawing_frame_framebuffer_flipped_)
+ return true;
if (frame->current_render_pass != frame->root_render_pass)
return true;
return FlippedRootFramebuffer();
@@ -3777,10 +3779,11 @@ void GLRenderer::ScheduleCALayers(DrawingFrame* frame) {
scoped_refptr<CALayerOverlaySharedState> shared_state;
size_t copied_render_pass_count = 0;
for (const CALayerOverlay& ca_layer_overlay : frame->ca_layer_overlay_list) {
- if (!overlay_resource_pool_) {
- overlay_resource_pool_ = ResourcePool::CreateForGpuMemoryBufferResources(
- resource_provider_, base::ThreadTaskRunnerHandle::Get().get(),
- gfx::BufferUsage::SCANOUT);
+ if (ca_layer_overlay.rpdq) {
+ ScheduleRenderPassDrawQuad(&ca_layer_overlay, frame);
+ shared_state = nullptr;
+ ++copied_render_pass_count;
+ continue;
}
ResourceId contents_resource_id = ca_layer_overlay.contents_resource_id;
@@ -3854,4 +3857,161 @@ void GLRenderer::ScheduleOverlays(DrawingFrame* frame) {
}
}
+// This function draws the RenderPassDrawQuad into a temporary
+// texture/framebuffer, and then copies the result into an IOSurface. The
+// inefficient (but simple) way to do this would be to:
+// 1. Allocate a framebuffer the size of the screen.
+// 2. Draw using all the normal RPDQ draw logic.
+// Instead, this method does the following:
+// 1. Configure parameters as if drawing to a framebuffer the size of the
+// screen. This reuses most of the RPDQ draw logic.
+// 2. Update parameters to draw into a framebuffer only as large as needed.
+// 3. Fix shader uniforms that were broken by (2).
+//
+// Then:
+// 4. Allocate a temporary TEXTURE_2D as the drawing destination.
+// 5. Draw the RPDQ.
+// 6. Copy from the temporary texture into an IOSurface.
+void GLRenderer::CopyRenderPassDrawQuadToOverlayResource(
+ const CALayerOverlay* ca_layer_overlay,
+ Resource** resource,
+ DrawingFrame* external_frame,
+ gfx::RectF* new_bounds) {
+ ScopedResource* contents_texture =
+ render_pass_textures_[ca_layer_overlay->rpdq->render_pass_id].get();
+ DCHECK(contents_texture);
+
+ // Configure parameters as if drawing to a framebuffer the size of the
+ // screen.
+ DrawRenderPassDrawQuadParams params;
+ params.quad = ca_layer_overlay->rpdq;
+ params.flip_texture = false;
+ params.contents_texture = contents_texture;
+ params.quad_to_target_transform =
+ params.quad->shared_quad_state->quad_to_target_transform;
+
+ // Calculate projection and window matrices using InitializeViewport(). This
+ // requires creating a dummy DrawingFrame.
+ {
+ DrawingFrame frame;
+ gfx::Rect frame_rect = external_frame->device_viewport_rect;
+ force_drawing_frame_framebuffer_flipped_ = &frame;
+ InitializeViewport(&frame, frame_rect, frame_rect, frame_rect.size());
+ force_drawing_frame_framebuffer_flipped_ = nullptr;
+ params.projection_matrix = frame.projection_matrix;
+ params.window_matrix = frame.window_matrix;
+ }
+
+ // Perform basic initialization with the screen-sized viewport.
+ if (!InitializeRPDQParameters(&params))
+ return;
+ if (!UpdateRPDQWithSkiaFilters(&params))
+ return;
+
+ // Compute the rect that encloses the image of the quad in the viewport.
+ gfx::Rect quad_image_rect;
+ gfx::RectF quad_image_rectf;
+ {
+ gfx::RectF dst_rect_image = params.dst_rect;
+ params.quad_to_target_transform.TransformRect(&dst_rect_image);
+ quad_image_rect = gfx::ToEnclosingRect(dst_rect_image);
+ quad_image_rectf = gfx::RectF(quad_image_rect);
+ }
+ *new_bounds = gfx::RectF(quad_image_rect);
+
+ // Create in *resource an overlay-capable resource the size of that rect, and
+ // bind it to a temporary framebuffer.
+ *resource = overlay_resource_pool_->AcquireResource(
+ quad_image_rect.size(), ResourceFormat::RGBA_8888);
+ ResourceProvider::ScopedWriteLockGL destination(resource_provider_,
+ (*resource)->id(), false);
+ GLuint temp_fbo = 0;
+ gl_->GenFramebuffers(1, &temp_fbo);
+ gl_->BindFramebuffer(GL_FRAMEBUFFER, temp_fbo);
+ gl_->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ destination.target(), destination.texture_id(), 0);
+ DCHECK(gl_->CheckFramebufferStatus(GL_FRAMEBUFFER) ==
+ GL_FRAMEBUFFER_COMPLETE);
+ gl_->ClearColor(0, 0, 0, 0);
+ gl_->Clear(GL_COLOR_BUFFER_BIT);
+
+ // Note that it is necessary to set up the samplers here, after *resource has
+ // been created, because resource creation will dirty texture binding state.
+ UpdateRPDQTexturesForSampling(&params);
+ UpdateRPDQBlendMode(&params);
+ ChooseRPDQProgram(&params);
+ UpdateRPDQUniforms(&params);
+
+ // Set the viewport to be that image rect, moved to be at the origin.
+ gl_->Viewport(0, 0, quad_image_rect.width(), quad_image_rect.height());
+
+ // Update the RPDQ's transforms and viewport so that the image of the quad
+ // will be the new viewport.
+ params.projection_matrix.matrix().preScale(
+ current_window_space_viewport_.width() / quad_image_rectf.width(),
+ current_window_space_viewport_.height() / quad_image_rectf.height(), 1);
+ params.quad_to_target_transform.matrix().postTranslate(
+ -quad_image_rect.x(), -quad_image_rect.y(), 0);
+
+ // Draw the quad into *resource.
+ gl_->BindFramebuffer(GL_FRAMEBUFFER, temp_fbo);
+ DrawRPDQ(params);
+ gl_->DeleteFramebuffers(1, &temp_fbo);
+}
+
+void GLRenderer::ScheduleRenderPassDrawQuad(
+ const CALayerOverlay* ca_layer_overlay,
+ DrawingFrame* external_frame) {
+ DCHECK(ca_layer_overlay->rpdq);
+
+ if (!overlay_resource_pool_) {
+ overlay_resource_pool_ = ResourcePool::CreateForGpuMemoryBufferResources(
+ resource_provider_, base::ThreadTaskRunnerHandle::Get().get(),
+ gfx::BufferUsage::SCANOUT);
+ }
+
+ Resource* resource = nullptr;
+ gfx::RectF new_bounds;
+ CopyRenderPassDrawQuadToOverlayResource(ca_layer_overlay, &resource,
+ external_frame, &new_bounds);
+ if (!resource || !resource->id())
+ return;
+
+ pending_overlay_resources_.push_back(
+ base::WrapUnique(new ResourceProvider::ScopedReadLockGL(
+ resource_provider_, resource->id())));
+ unsigned texture_id = pending_overlay_resources_.back()->texture_id();
+
+ // Once a resource is released, it is marked as "busy". It will be
+ // available for reuse after the ScopedReadLockGL is destroyed.
+ overlay_resource_pool_->ReleaseResource(resource);
+
+ GLfloat contents_rect[4] = {
+ ca_layer_overlay->contents_rect.x(), ca_layer_overlay->contents_rect.y(),
+ ca_layer_overlay->contents_rect.width(),
+ ca_layer_overlay->contents_rect.height(),
+ };
+ GLfloat bounds_rect[4] = {
+ new_bounds.x(), new_bounds.y(), new_bounds.width(), new_bounds.height(),
+ };
+ GLboolean is_clipped = ca_layer_overlay->shared_state->is_clipped;
+ GLfloat clip_rect[4] = {ca_layer_overlay->shared_state->clip_rect.x(),
+ ca_layer_overlay->shared_state->clip_rect.y(),
+ ca_layer_overlay->shared_state->clip_rect.width(),
+ ca_layer_overlay->shared_state->clip_rect.height()};
+ GLint sorting_context_id = ca_layer_overlay->shared_state->sorting_context_id;
+ DCHECK_EQ(0, sorting_context_id);
+ SkMatrix44 transform;
+ GLfloat gl_transform[16];
+ transform.asColMajorf(gl_transform);
+ unsigned filter = ca_layer_overlay->filter;
+
+ gl_->ScheduleCALayerSharedStateCHROMIUM(
+ ca_layer_overlay->shared_state->opacity, is_clipped, clip_rect,
+ sorting_context_id, gl_transform);
+ gl_->ScheduleCALayerCHROMIUM(
+ texture_id, contents_rect, ca_layer_overlay->background_color,
+ ca_layer_overlay->edge_aa_mask, bounds_rect, filter);
+}
+
} // namespace cc
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