Index: cc/output/overlay_strategy_single_on_top.cc |
diff --git a/cc/output/overlay_strategy_single_on_top.cc b/cc/output/overlay_strategy_single_on_top.cc |
index 98d77ad4ca1a3b8117506e5b249a1c229ce83082..04b5778f084530ca55c469f54adce2937f12a5e2 100644 |
--- a/cc/output/overlay_strategy_single_on_top.cc |
+++ b/cc/output/overlay_strategy_single_on_top.cc |
@@ -4,8 +4,13 @@ |
#include "cc/output/overlay_strategy_single_on_top.h" |
+#include <limits> |
+ |
#include "cc/quads/draw_quad.h" |
+#include "cc/quads/solid_color_draw_quad.h" |
+#include "cc/quads/stream_video_draw_quad.h" |
#include "cc/quads/texture_draw_quad.h" |
+#include "ui/gfx/geometry/point3_f.h" |
#include "ui/gfx/geometry/rect_conversions.h" |
#include "ui/gfx/transform.h" |
@@ -17,6 +22,115 @@ OverlayStrategySingleOnTop::OverlayStrategySingleOnTop( |
: capability_checker_(capability_checker), |
resource_provider_(resource_provider) {} |
+bool OverlayStrategySingleOnTop::IsOverlayQuad(const DrawQuad* draw_quad) { |
+ unsigned int resource_id; |
+ if (draw_quad->material == DrawQuad::TEXTURE_CONTENT) { |
danakj
2015/01/21 23:30:33
how about a switch instead of an if/elseif/else? t
achaulk
2015/01/23 20:10:55
Done.
|
+ const TextureDrawQuad* quad = TextureDrawQuad::MaterialCast(draw_quad); |
+ if (!quad) { |
danakj
2015/01/21 23:30:33
The material cast will DCHECK if it's not a textur
|
+ return false; |
+ } |
+ resource_id = quad->resource_id; |
+ } else if (draw_quad->material == DrawQuad::STREAM_VIDEO_CONTENT) { |
+ const StreamVideoDrawQuad* quad = |
+ StreamVideoDrawQuad::MaterialCast(draw_quad); |
+ if (!quad) { |
danakj
2015/01/21 23:30:33
ditto
|
+ return false; |
+ } |
+ resource_id = quad->resource_id; |
+ } else { |
+ return false; |
+ } |
+ return resource_provider_->AllowOverlay(resource_id); |
+} |
+ |
+bool OverlayStrategySingleOnTop::GetCandidateQuadInfo( |
+ const DrawQuad& draw_quad, |
+ OverlayCandidate* quad_info) { |
+ // All quad checks. |
+ if (draw_quad.needs_blending || draw_quad.shared_quad_state->opacity != 1.f || |
+ draw_quad.shared_quad_state->blend_mode != SkXfermode::kSrcOver_Mode) |
+ return false; |
+ |
+ if (draw_quad.material == DrawQuad::TEXTURE_CONTENT) { |
+ const TextureDrawQuad& quad = *TextureDrawQuad::MaterialCast(&draw_quad); |
+ gfx::OverlayTransform overlay_transform = |
+ OverlayCandidate::GetOverlayTransform(quad.quadTransform(), |
+ quad.flipped); |
+ if (quad.background_color != SK_ColorTRANSPARENT || |
+ quad.premultiplied_alpha || |
+ overlay_transform == gfx::OVERLAY_TRANSFORM_INVALID) |
+ return false; |
+ quad_info->resource_id = quad.resource_id; |
+ quad_info->transform = overlay_transform; |
+ quad_info->uv_rect = BoundingRect(quad.uv_top_left, quad.uv_bottom_right); |
+ } else if (draw_quad.material == DrawQuad::STREAM_VIDEO_CONTENT) { |
+ const StreamVideoDrawQuad& quad = |
+ *StreamVideoDrawQuad::MaterialCast(&draw_quad); |
+ gfx::OverlayTransform overlay_transform = |
+ OverlayCandidate::GetOverlayTransform(quad.quadTransform(), false); |
danakj
2015/01/21 23:30:33
use a temp var to give boolean literal a name
achaulk
2015/01/23 20:10:55
Done.
|
+ if (overlay_transform == gfx::OVERLAY_TRANSFORM_INVALID) |
+ return false; |
+ if (!quad.matrix.IsScaleOrTranslation()) { |
+ // We cannot handle anything other than scaling & translation for texture |
+ // coordinates yet. |
+ return false; |
+ } |
+ quad_info->resource_id = quad.resource_id; |
+ quad_info->transform = overlay_transform; |
+ |
+ gfx::Point3F uv0 = gfx::Point3F(0, 0, 0); |
+ gfx::Point3F uv1 = gfx::Point3F(1, 1, 0); |
+ quad.matrix.TransformPoint(&uv0); |
+ quad.matrix.TransformPoint(&uv1); |
+ gfx::Vector3dF delta = uv1 - uv0; |
+ if (delta.x() < 0) { |
+ if (quad_info->transform == gfx::OVERLAY_TRANSFORM_NONE) { |
+ quad_info->transform = gfx::OVERLAY_TRANSFORM_FLIP_HORIZONTAL; |
danakj
2015/01/21 23:30:33
This all gets very nested, it'd be nice to do this
achaulk
2015/01/23 20:10:55
Done.
|
+ float x0 = uv0.x(); |
+ uv0.set_x(uv1.x()); |
+ uv1.set_x(x0); |
+ delta.set_x(-delta.x()); |
+ } else { |
+ return false; |
+ } |
+ } |
+ if (delta.y() < 0) { |
+ // In this situation, uv0y < uv1y. Since we overlay inverted, a request |
+ // to invert the source texture means we can just output the texture |
+ // normally and it will be correct. |
+ quad_info->uv_rect = gfx::RectF(uv0.x(), uv1.y(), delta.x(), -delta.y()); |
+ } else { |
+ if (quad_info->transform == gfx::OVERLAY_TRANSFORM_NONE) { |
+ quad_info->transform = gfx::OVERLAY_TRANSFORM_FLIP_VERTICAL; |
+ } else { |
+ return false; |
+ } |
+ quad_info->uv_rect = gfx::RectF(uv0.x(), uv0.y(), delta.x(), delta.y()); |
+ } |
+ } else { |
+ return false; |
+ } |
+ |
+ quad_info->format = RGBA_8888; |
+ quad_info->display_rect = OverlayCandidate::GetOverlayRect( |
+ draw_quad.quadTransform(), draw_quad.rect); |
+ return true; |
+} |
+ |
+bool OverlayStrategySingleOnTop::QuadBlocksOverlay(const DrawQuad* draw_quad) { |
+ if (draw_quad->material == DrawQuad::SOLID_COLOR) { |
+ const SolidColorDrawQuad* solid_quad = |
+ SolidColorDrawQuad::MaterialCast(draw_quad); |
+ SkColor color = solid_quad->color; |
+ float opacity = solid_quad->opacity(); |
+ float alpha = (SkColorGetA(color) * (1.0f / 255.0f)) * opacity; |
+ // Ignore transparent solid color quads. |
+ return !solid_quad->ShouldDrawWithBlending() || |
+ alpha >= std::numeric_limits<float>::epsilon(); |
+ } |
+ return true; |
+} |
+ |
bool OverlayStrategySingleOnTop::Attempt( |
RenderPassList* render_passes_in_draw_order, |
OverlayCandidateList* candidate_list) { |
@@ -27,15 +141,12 @@ bool OverlayStrategySingleOnTop::Attempt( |
RenderPass* root_render_pass = render_passes_in_draw_order->back(); |
DCHECK(root_render_pass); |
+ OverlayCandidate candidate; |
QuadList& quad_list = root_render_pass->quad_list; |
auto candidate_iterator = quad_list.end(); |
for (auto it = quad_list.begin(); it != quad_list.end(); ++it) { |
const DrawQuad* draw_quad = *it; |
- if (draw_quad->material == DrawQuad::TEXTURE_CONTENT) { |
- const TextureDrawQuad& quad = *TextureDrawQuad::MaterialCast(draw_quad); |
- if (!resource_provider_->AllowOverlay(quad.resource_id)) { |
- continue; |
- } |
+ if (IsOverlayQuad(draw_quad)) { |
// Check that no prior quads overlap it. |
bool intersects = false; |
gfx::RectF rect = draw_quad->rect; |
@@ -44,12 +155,12 @@ bool OverlayStrategySingleOnTop::Attempt( |
++overlap_iter) { |
gfx::RectF overlap_rect = overlap_iter->rect; |
overlap_iter->quadTransform().TransformRect(&overlap_rect); |
- if (rect.Intersects(overlap_rect)) { |
+ if (rect.Intersects(overlap_rect) && QuadBlocksOverlay(*overlap_iter)) { |
danakj
2015/01/21 23:30:33
This seems like a 3rd change, allowing overlapping
achaulk
2015/01/23 20:10:55
Done.
|
intersects = true; |
break; |
} |
} |
- if (intersects) |
+ if (intersects || !GetCandidateQuadInfo(*draw_quad, &candidate)) |
continue; |
candidate_iterator = it; |
break; |
@@ -57,34 +168,16 @@ bool OverlayStrategySingleOnTop::Attempt( |
} |
if (candidate_iterator == quad_list.end()) |
return false; |
- const TextureDrawQuad& quad = |
- *TextureDrawQuad::MaterialCast(*candidate_iterator); |
- |
- // Simple quads only. |
- gfx::OverlayTransform overlay_transform = |
- OverlayCandidate::GetOverlayTransform(quad.quadTransform(), quad.flipped); |
- if (overlay_transform == gfx::OVERLAY_TRANSFORM_INVALID || |
- !quad.quadTransform().IsIdentityOrTranslation() || quad.needs_blending || |
- quad.shared_quad_state->opacity != 1.f || |
- quad.shared_quad_state->blend_mode != SkXfermode::kSrcOver_Mode || |
- quad.premultiplied_alpha || quad.background_color != SK_ColorTRANSPARENT) |
- return false; |
// Add our primary surface. |
OverlayCandidateList candidates; |
OverlayCandidate main_image; |
main_image.display_rect = root_render_pass->output_rect; |
main_image.format = RGBA_8888; |
+ main_image.plane_z_order = 0; |
danakj
2015/01/21 23:30:33
Unrelated change?
achaulk
2015/01/23 20:10:55
Just making it explicit, the ctor does this too
|
candidates.push_back(main_image); |
// Add the overlay. |
- OverlayCandidate candidate; |
- candidate.transform = overlay_transform; |
- candidate.display_rect = |
- OverlayCandidate::GetOverlayRect(quad.quadTransform(), quad.rect); |
- candidate.uv_rect = BoundingRect(quad.uv_top_left, quad.uv_bottom_right); |
- candidate.format = RGBA_8888; |
- candidate.resource_id = quad.resource_id; |
candidate.plane_z_order = 1; |
candidates.push_back(candidate); |