Chromium Code Reviews| Index: cc/output/gl_renderer.cc |
| diff --git a/cc/output/gl_renderer.cc b/cc/output/gl_renderer.cc |
| index 6bb6f439ed849eb831c38c3287eaa776d4160f6d..fa4bef494fea9e7f104a8db3681c688af7c5c4c6 100644 |
| --- a/cc/output/gl_renderer.cc |
| +++ b/cc/output/gl_renderer.cc |
| @@ -700,6 +700,41 @@ static skia::RefPtr<SkImage> ApplyImageFilter( |
| return image; |
| } |
| +bool GLRenderer::ShouldApplyBackgroundFilters(DrawingFrame* frame, |
|
enne (OOO)
2014/09/26 18:20:36
How is this related to this change?
Erik Dahlström (inactive)
2014/09/29 08:33:41
You're right, it's not really related, I'll drop t
|
| + const RenderPassDrawQuad* quad) { |
| + if (quad->background_filters.IsEmpty()) |
| + return false; |
| + |
| + // TODO(danakj): We only allow background filters on an opaque render surface |
| + // because other surfaces may contain translucent pixels, and the contents |
| + // behind those translucent pixels wouldn't have the filter applied. |
| + if (frame->current_render_pass->has_transparent_background) |
| + return false; |
| + |
| + // TODO(ajuma): Add support for reference filters once |
| + // FilterOperations::GetOutsets supports reference filters. |
| + if (quad->background_filters.HasReferenceFilter()) |
| + return false; |
| + return true; |
| +} |
| + |
| +bool GLRenderer::ShouldApplyBlendModeUsingBlendFunc(const DrawQuad* quad) { |
| + SkXfermode::Mode blend_mode = quad->shared_quad_state->blend_mode; |
| + return blend_mode == SkXfermode::kScreen_Mode; |
| +} |
| + |
| +void GLRenderer::ApplyBlendModeUsingBlendFunc(const DrawQuad* quad) { |
| + DCHECK(ShouldApplyBlendModeUsingBlendFunc(quad)); |
| + if (quad->shared_quad_state->blend_mode == SkXfermode::kScreen_Mode) { |
| + GLC(gl_, gl_->BlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ONE)); |
| + } |
| +} |
| + |
| +void GLRenderer::RestoreBlendFuncToDefault(const DrawQuad* quad) { |
| + DCHECK(ShouldApplyBlendModeUsingBlendFunc(quad)); |
| + GLC(gl_, gl_->BlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)); |
| +} |
| + |
| static skia::RefPtr<SkImage> ApplyBlendModeWithBackdrop( |
| scoped_ptr<GLRenderer::ScopedUseGrContext> use_gr_context, |
| ResourceProvider* resource_provider, |
| @@ -973,7 +1008,8 @@ scoped_ptr<ScopedResource> GLRenderer::GetBackgroundWithFilters( |
| void GLRenderer::DrawRenderPassQuad(DrawingFrame* frame, |
| const RenderPassDrawQuad* quad) { |
| - SetBlendEnabled(quad->ShouldDrawWithBlending()); |
| + SetBlendEnabled(quad->ShouldDrawWithBlending() || |
| + ShouldApplyBlendModeUsingBlendFunc(quad)); |
| ScopedResource* contents_texture = |
| render_pass_textures_.get(quad->render_pass_id); |
| @@ -993,8 +1029,9 @@ void GLRenderer::DrawRenderPassQuad(DrawingFrame* frame, |
| return; |
| bool need_background_texture = |
| - quad->shared_quad_state->blend_mode != SkXfermode::kSrcOver_Mode || |
| - !quad->background_filters.IsEmpty(); |
| + (quad->shared_quad_state->blend_mode != SkXfermode::kSrcOver_Mode && |
| + !ShouldApplyBlendModeUsingBlendFunc(quad)) || |
|
enne (OOO)
2014/09/26 18:20:36
Could you combine ShouldApplyBlendModeUsingBlendFu
Erik Dahlström (inactive)
2014/09/29 08:33:41
Done.
|
| + ShouldApplyBackgroundFilters(frame, quad); |
| bool background_changed = false; |
| scoped_ptr<ScopedResource> background_texture; |
| if (need_background_texture) { |
| @@ -1049,7 +1086,7 @@ void GLRenderer::DrawRenderPassQuad(DrawingFrame* frame, |
| } |
| if (quad->shared_quad_state->blend_mode != SkXfermode::kSrcOver_Mode && |
| - background_texture) { |
| + background_texture && !ShouldApplyBlendModeUsingBlendFunc(quad)) { |
| filter_bitmap = |
| ApplyBlendModeWithBackdrop(ScopedUseGrContext::Create(this, frame), |
| resource_provider_, |
| @@ -1117,6 +1154,9 @@ void GLRenderer::DrawRenderPassQuad(DrawingFrame* frame, |
| contents_resource_lock->target()); |
| } |
| + if (ShouldApplyBlendModeUsingBlendFunc(quad)) |
| + ApplyBlendModeUsingBlendFunc(quad); |
| + |
| TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired( |
| gl_, |
| &highp_threshold_cache_, |
| @@ -1363,6 +1403,9 @@ void GLRenderer::DrawRenderPassQuad(DrawingFrame* frame, |
| // scope, so the draw gets processed before the filter texture gets deleted. |
| if (filter_bitmap) |
| GLC(gl_, gl_->Flush()); |
| + |
| + if (ShouldApplyBlendModeUsingBlendFunc(quad)) |
| + RestoreBlendFuncToDefault(quad); |
| } |
| struct SolidColorProgramUniforms { |