diff options
Diffstat (limited to 'cc/output/gl_renderer.cc')
-rw-r--r-- | cc/output/gl_renderer.cc | 513 |
1 files changed, 431 insertions, 82 deletions
diff --git a/cc/output/gl_renderer.cc b/cc/output/gl_renderer.cc index 2016447..613ea4b 100644 --- a/cc/output/gl_renderer.cc +++ b/cc/output/gl_renderer.cc @@ -11,6 +11,11 @@ #include <vector> #include "base/logging.h" +#include "base/memory/scoped_ptr.h" +#include "base/strings/string_split.h" +#include "base/strings/string_util.h" +#include "base/strings/stringprintf.h" +#include "build/build_config.h" #include "base/trace_event/trace_event.h" #include "cc/base/math_util.h" #include "cc/layers/video_layer_impl.h" @@ -18,10 +23,12 @@ #include "cc/output/compositor_frame_metadata.h" #include "cc/output/context_provider.h" #include "cc/output/copy_output_request.h" -#include "cc/output/geometry_binding.h" +#include "cc/output/dynamic_geometry_binding.h" #include "cc/output/gl_frame_data.h" #include "cc/output/output_surface.h" #include "cc/output/render_surface_filters.h" +#include "cc/output/static_geometry_binding.h" +#include "cc/quads/draw_polygon.h" #include "cc/quads/picture_draw_quad.h" #include "cc/quads/render_pass.h" #include "cc/quads/stream_video_draw_quad.h" @@ -324,7 +331,8 @@ GLRenderer::GLRenderer(RendererClient* client, highp_threshold_min_(highp_threshold_min), highp_threshold_cache_(0), use_sync_query_(false), - on_demand_tile_raster_resource_id_(0) { + on_demand_tile_raster_resource_id_(0), + bound_geometry_(NO_BINDING) { DCHECK(gl_); DCHECK(context_support_); @@ -494,10 +502,12 @@ void GLRenderer::DoNoOp() { GLC(gl_, gl_->Flush()); } -void GLRenderer::DoDrawQuad(DrawingFrame* frame, const DrawQuad* quad) { +void GLRenderer::DoDrawQuad(DrawingFrame* frame, + const DrawQuad* quad, + const gfx::QuadF* clip_region) { DCHECK(quad->rect.Contains(quad->visible_rect)); if (quad->material != DrawQuad::TEXTURE_CONTENT) { - FlushTextureQuadCache(); + FlushTextureQuadCache(SHARED_BINDING); } switch (quad->material) { @@ -505,26 +515,31 @@ void GLRenderer::DoDrawQuad(DrawingFrame* frame, const DrawQuad* quad) { NOTREACHED(); break; case DrawQuad::CHECKERBOARD: - DrawCheckerboardQuad(frame, CheckerboardDrawQuad::MaterialCast(quad)); + DrawCheckerboardQuad(frame, CheckerboardDrawQuad::MaterialCast(quad), + clip_region); break; case DrawQuad::DEBUG_BORDER: DrawDebugBorderQuad(frame, DebugBorderDrawQuad::MaterialCast(quad)); break; case DrawQuad::IO_SURFACE_CONTENT: - DrawIOSurfaceQuad(frame, IOSurfaceDrawQuad::MaterialCast(quad)); + DrawIOSurfaceQuad(frame, IOSurfaceDrawQuad::MaterialCast(quad), + clip_region); break; case DrawQuad::PICTURE_CONTENT: // PictureDrawQuad should only be used for resourceless software draws. NOTREACHED(); break; case DrawQuad::RENDER_PASS: - DrawRenderPassQuad(frame, RenderPassDrawQuad::MaterialCast(quad)); + DrawRenderPassQuad(frame, RenderPassDrawQuad::MaterialCast(quad), + clip_region); break; case DrawQuad::SOLID_COLOR: - DrawSolidColorQuad(frame, SolidColorDrawQuad::MaterialCast(quad)); + DrawSolidColorQuad(frame, SolidColorDrawQuad::MaterialCast(quad), + clip_region); break; case DrawQuad::STREAM_VIDEO_CONTENT: - DrawStreamVideoQuad(frame, StreamVideoDrawQuad::MaterialCast(quad)); + DrawStreamVideoQuad(frame, StreamVideoDrawQuad::MaterialCast(quad), + clip_region); break; case DrawQuad::SURFACE_CONTENT: // Surface content should be fully resolved to other quad types before @@ -532,19 +547,28 @@ void GLRenderer::DoDrawQuad(DrawingFrame* frame, const DrawQuad* quad) { NOTREACHED(); break; case DrawQuad::TEXTURE_CONTENT: - EnqueueTextureQuad(frame, TextureDrawQuad::MaterialCast(quad)); + EnqueueTextureQuad(frame, TextureDrawQuad::MaterialCast(quad), + clip_region); break; case DrawQuad::TILED_CONTENT: - DrawTileQuad(frame, TileDrawQuad::MaterialCast(quad)); + DrawTileQuad(frame, TileDrawQuad::MaterialCast(quad), clip_region); break; case DrawQuad::YUV_VIDEO_CONTENT: - DrawYUVVideoQuad(frame, YUVVideoDrawQuad::MaterialCast(quad)); + DrawYUVVideoQuad(frame, YUVVideoDrawQuad::MaterialCast(quad), + clip_region); break; } } void GLRenderer::DrawCheckerboardQuad(const DrawingFrame* frame, - const CheckerboardDrawQuad* quad) { + const CheckerboardDrawQuad* quad, + const gfx::QuadF* clip_region) { + // TODO(enne) For now since checkerboards shouldn't be part of a 3D + // context, clipping regions aren't supported so we skip drawing them + // if this becomes the case. + if (clip_region) { + return; + } SetBlendEnabled(quad->ShouldDrawWithBlending()); const TileCheckerboardProgram* program = GetTileCheckerboardProgram(); @@ -588,6 +612,9 @@ void GLRenderer::DrawCheckerboardQuad(const DrawingFrame* frame, program->vertex_shader().matrix_location()); } +// This function does not handle 3D sorting right now, since the debug border +// quads are just drawn as their original quads and not in split pieces. This +// results in some debug border quads drawing over foreground quads. void GLRenderer::DrawDebugBorderQuad(const DrawingFrame* frame, const DebugBorderDrawQuad* quad) { SetBlendEnabled(quad->ShouldDrawWithBlending()); @@ -819,13 +846,56 @@ bool GLRenderer::ShouldApplyBackgroundFilters(DrawingFrame* frame, return true; } +// This takes a gfx::Rect and a clip region quad in the same space, +// and returns a quad with the same proportions in the space -0.5->0.5. +bool GetScaledRegion(const gfx::Rect& rect, + const gfx::QuadF* clip, + gfx::QuadF* scaled_region) { + if (!clip) + return false; + + gfx::PointF p1(((clip->p1().x() - rect.x()) / rect.width()) - 0.5f, + ((clip->p1().y() - rect.y()) / rect.height()) - 0.5f); + gfx::PointF p2(((clip->p2().x() - rect.x()) / rect.width()) - 0.5f, + ((clip->p2().y() - rect.y()) / rect.height()) - 0.5f); + gfx::PointF p3(((clip->p3().x() - rect.x()) / rect.width()) - 0.5f, + ((clip->p3().y() - rect.y()) / rect.height()) - 0.5f); + gfx::PointF p4(((clip->p4().x() - rect.x()) / rect.width()) - 0.5f, + ((clip->p4().y() - rect.y()) / rect.height()) - 0.5f); + *scaled_region = gfx::QuadF(p1, p2, p3, p4); + return true; +} + +// This takes a gfx::Rect and a clip region quad in the same space, +// and returns the proportional uv's in the space 0->1. +bool GetScaledUVs(const gfx::Rect& rect, const gfx::QuadF* clip, float uvs[8]) { + if (!clip) + return false; + + uvs[0] = ((clip->p1().x() - rect.x()) / rect.width()); + uvs[1] = ((clip->p1().y() - rect.y()) / rect.height()); + uvs[2] = ((clip->p2().x() - rect.x()) / rect.width()); + uvs[3] = ((clip->p2().y() - rect.y()) / rect.height()); + uvs[4] = ((clip->p3().x() - rect.x()) / rect.width()); + uvs[5] = ((clip->p3().y() - rect.y()) / rect.height()); + uvs[6] = ((clip->p4().x() - rect.x()) / rect.width()); + uvs[7] = ((clip->p4().y() - rect.y()) / rect.height()); + return true; +} + gfx::Rect GLRenderer::GetBackdropBoundingBoxForRenderPassQuad( DrawingFrame* frame, const RenderPassDrawQuad* quad, const gfx::Transform& contents_device_transform, + const gfx::QuadF* clip_region, bool use_aa) { + gfx::QuadF scaled_region; + if (!GetScaledRegion(quad->rect, clip_region, &scaled_region)) { + scaled_region = SharedGeometryQuad().BoundingBox(); + } + gfx::Rect backdrop_rect = gfx::ToEnclosingRect(MathUtil::MapClippedRect( - contents_device_transform, SharedGeometryQuad().BoundingBox())); + contents_device_transform, scaled_region.BoundingBox())); if (ShouldApplyBackgroundFilters(frame, quad)) { int top, right, bottom, left; @@ -874,7 +944,8 @@ skia::RefPtr<SkImage> GLRenderer::ApplyBackgroundFilters( } void GLRenderer::DrawRenderPassQuad(DrawingFrame* frame, - const RenderPassDrawQuad* quad) { + const RenderPassDrawQuad* quad, + const gfx::QuadF* clip_region) { ScopedResource* contents_texture = render_pass_textures_.get(quad->render_pass_id); if (!contents_texture || !contents_texture->id()) @@ -896,10 +967,8 @@ void GLRenderer::DrawRenderPassQuad(DrawingFrame* frame, ShouldAntialiasQuad(contents_device_transform, quad, settings_->force_antialiasing); - if (use_aa) - SetupQuadForAntialiasing(contents_device_transform, quad, - &surface_quad, edge); - + SetupQuadForClippingAndAntialiasing(contents_device_transform, quad, use_aa, + clip_region, &surface_quad, edge); SkXfermode::Mode blend_mode = quad->shared_quad_state->blend_mode; bool use_shaders_for_blending = !CanApplyBlendModeUsingBlendFunc(blend_mode) || @@ -913,7 +982,7 @@ void GLRenderer::DrawRenderPassQuad(DrawingFrame* frame, // Compute a bounding box around the pixels that will be visible through // the quad. background_rect = GetBackdropBoundingBoxForRenderPassQuad( - frame, quad, contents_device_transform, use_aa); + frame, quad, contents_device_transform, clip_region, use_aa); if (!background_rect.IsEmpty()) { // The pixels from the filtered background should completely replace the @@ -1238,15 +1307,78 @@ static void SolidColorUniformLocation(T program, uniforms->color_location = program->fragment_shader().color_location(); } +namespace { +// These functions determine if a quad, clipped by a clip_region contains +// the entire {top|bottom|left|right} edge. +bool is_top(const gfx::QuadF* clip_region, const DrawQuad* quad) { + if (!quad->IsTopEdge()) + return false; + if (!clip_region) + return true; + + return std::abs(clip_region->p1().y()) < kAntiAliasingEpsilon && + std::abs(clip_region->p2().y()) < kAntiAliasingEpsilon; +} + +bool is_bottom(const gfx::QuadF* clip_region, const DrawQuad* quad) { + if (!quad->IsBottomEdge()) + return false; + if (!clip_region) + return true; + + return std::abs(clip_region->p3().y() - + quad->shared_quad_state->content_bounds.height()) < + kAntiAliasingEpsilon && + std::abs(clip_region->p4().y() - + quad->shared_quad_state->content_bounds.height()) < + kAntiAliasingEpsilon; +} + +bool is_left(const gfx::QuadF* clip_region, const DrawQuad* quad) { + if (!quad->IsLeftEdge()) + return false; + if (!clip_region) + return true; + + return std::abs(clip_region->p1().x()) < kAntiAliasingEpsilon && + std::abs(clip_region->p4().x()) < kAntiAliasingEpsilon; +} + +bool is_right(const gfx::QuadF* clip_region, const DrawQuad* quad) { + if (!quad->IsRightEdge()) + return false; + if (!clip_region) + return true; + + return std::abs(clip_region->p2().x() - + quad->shared_quad_state->content_bounds.width()) < + kAntiAliasingEpsilon && + std::abs(clip_region->p3().x() - + quad->shared_quad_state->content_bounds.width()) < + kAntiAliasingEpsilon; +} +} // anonymous namespace + static gfx::QuadF GetDeviceQuadWithAntialiasingOnExteriorEdges( const LayerQuad& device_layer_edges, const gfx::Transform& device_transform, + const gfx::QuadF* clip_region, const DrawQuad* quad) { - gfx::Rect tile_rect = quad->visible_rect; - gfx::PointF bottom_right = tile_rect.bottom_right(); - gfx::PointF bottom_left = tile_rect.bottom_left(); - gfx::PointF top_left = tile_rect.origin(); - gfx::PointF top_right = tile_rect.top_right(); + gfx::RectF tile_rect = quad->visible_rect; + gfx::QuadF tile_quad(tile_rect); + + if (clip_region) { + if (quad->material != DrawQuad::RENDER_PASS) { + tile_quad = *clip_region; + } else { + GetScaledRegion(quad->rect, clip_region, &tile_quad); + } + } + + gfx::PointF bottom_right = tile_quad.p3(); + gfx::PointF bottom_left = tile_quad.p4(); + gfx::PointF top_left = tile_quad.p1(); + gfx::PointF top_right = tile_quad.p2(); bool clipped = false; // Map points to device space. We ignore |clipped|, since the result of @@ -1263,16 +1395,26 @@ static gfx::QuadF GetDeviceQuadWithAntialiasingOnExteriorEdges( LayerQuad::Edge right_edge(top_right, bottom_right); // Only apply anti-aliasing to edges not clipped by culling or scissoring. - if (quad->IsTopEdge() && tile_rect.y() == quad->rect.y()) + // If an edge is degenerate we do not want to replace it with a "proper" edge + // as that will cause the quad to possibly expand is strange ways. + if (!top_edge.degenerate() && is_top(clip_region, quad) && + tile_rect.y() == quad->rect.y()) { top_edge = device_layer_edges.top(); - if (quad->IsLeftEdge() && tile_rect.x() == quad->rect.x()) + } + if (!left_edge.degenerate() && is_left(clip_region, quad) && + tile_rect.x() == quad->rect.x()) { left_edge = device_layer_edges.left(); - if (quad->IsRightEdge() && tile_rect.right() == quad->rect.right()) + } + if (!right_edge.degenerate() && is_right(clip_region, quad) && + tile_rect.right() == quad->rect.right()) { right_edge = device_layer_edges.right(); - if (quad->IsBottomEdge() && tile_rect.bottom() == quad->rect.bottom()) + } + if (!bottom_edge.degenerate() && is_bottom(clip_region, quad) && + tile_rect.bottom() == quad->rect.bottom()) { bottom_edge = device_layer_edges.bottom(); + } - float sign = gfx::QuadF(tile_rect).IsCounterClockwise() ? -1 : 1; + float sign = tile_quad.IsCounterClockwise() ? -1 : 1; bottom_edge.scale(sign); left_edge.scale(sign); top_edge.scale(sign); @@ -1282,6 +1424,32 @@ static gfx::QuadF GetDeviceQuadWithAntialiasingOnExteriorEdges( return LayerQuad(left_edge, top_edge, right_edge, bottom_edge).ToQuadF(); } +float GetTotalQuadError(const gfx::QuadF* clipped_quad, + const gfx::QuadF* ideal_rect) { + return (clipped_quad->p1() - ideal_rect->p1()).LengthSquared() + + (clipped_quad->p2() - ideal_rect->p2()).LengthSquared() + + (clipped_quad->p3() - ideal_rect->p3()).LengthSquared() + + (clipped_quad->p4() - ideal_rect->p4()).LengthSquared(); +} + +// Attempt to rotate the clipped quad until it lines up the most +// correctly. This is necessary because we check the edges of this +// quad against the expected left/right/top/bottom for anti-aliasing. +void AlignQuadToBoundingBox(gfx::QuadF* clipped_quad) { + gfx::QuadF bounding_quad = gfx::QuadF(clipped_quad->BoundingBox()); + gfx::QuadF best_rotation = *clipped_quad; + float least_error_amount = GetTotalQuadError(clipped_quad, &bounding_quad); + for (size_t i = 1; i < 4; ++i) { + clipped_quad->Realign(1); + float new_error = GetTotalQuadError(clipped_quad, &bounding_quad); + if (new_error < least_error_amount) { + least_error_amount = new_error; + best_rotation = *clipped_quad; + } + } + *clipped_quad = best_rotation; +} + // static bool GLRenderer::ShouldAntialiasQuad(const gfx::Transform& device_transform, const DrawQuad* quad, @@ -1313,18 +1481,39 @@ bool GLRenderer::ShouldAntialiasQuad(const gfx::Transform& device_transform, } // static -void GLRenderer::SetupQuadForAntialiasing( +void GLRenderer::SetupQuadForClippingAndAntialiasing( const gfx::Transform& device_transform, const DrawQuad* quad, + bool use_aa, + const gfx::QuadF* clip_region, gfx::QuadF* local_quad, float edge[24]) { bool is_render_pass_quad = (quad->material == DrawQuad::RENDER_PASS); - gfx::RectF content_rect = - is_render_pass_quad ? QuadVertexRect() : quad->visibleContentRect(); - + gfx::QuadF rotated_clip; + const gfx::QuadF* local_clip_region = clip_region; + if (local_clip_region) { + rotated_clip = *clip_region; + AlignQuadToBoundingBox(&rotated_clip); + local_clip_region = &rotated_clip; + } + + gfx::QuadF content_rect = is_render_pass_quad + ? gfx::QuadF(QuadVertexRect()) + : gfx::QuadF(quad->visibleContentRect()); + if (!use_aa) { + if (local_clip_region) { + if (!is_render_pass_quad) { + content_rect = *local_clip_region; + } else { + GetScaledRegion(quad->rect, local_clip_region, &content_rect); + } + *local_quad = content_rect; + } + return; + } bool clipped = false; gfx::QuadF device_layer_quad = - MathUtil::MapQuad(device_transform, gfx::QuadF(content_rect), &clipped); + MathUtil::MapQuad(device_transform, content_rect, &clipped); LayerQuad device_layer_bounds(gfx::QuadF(device_layer_quad.BoundingBox())); device_layer_bounds.InflateAntiAliasingDistance(); @@ -1335,16 +1524,25 @@ void GLRenderer::SetupQuadForAntialiasing( device_layer_edges.ToFloatArray(edge); device_layer_bounds.ToFloatArray(&edge[12]); + // If we have a clip region then we are split, and therefore + // by necessity, at least one of our edges is not an external + // one. + bool is_full_rect = quad->visible_rect == quad->rect; + + bool region_contains_all_outside_edges = + is_full_rect && + (is_top(local_clip_region, quad) && is_left(local_clip_region, quad) && + is_bottom(local_clip_region, quad) && is_right(local_clip_region, quad)); + bool use_aa_on_all_four_edges = - is_render_pass_quad || - (quad->IsTopEdge() && quad->IsLeftEdge() && quad->IsBottomEdge() && - quad->IsRightEdge() && quad->visible_rect == quad->rect); + !local_clip_region && + (is_render_pass_quad || region_contains_all_outside_edges); gfx::QuadF device_quad = use_aa_on_all_four_edges ? device_layer_edges.ToQuadF() : GetDeviceQuadWithAntialiasingOnExteriorEdges( - device_layer_edges, device_transform, quad); + device_layer_edges, device_transform, local_clip_region, quad); // Map device space quad to local space. device_transform has no 3d // component since it was flattened, so we don't need to project. We should @@ -1360,7 +1558,8 @@ void GLRenderer::SetupQuadForAntialiasing( } void GLRenderer::DrawSolidColorQuad(const DrawingFrame* frame, - const SolidColorDrawQuad* quad) { + const SolidColorDrawQuad* quad, + const gfx::QuadF* clip_region) { gfx::Rect tile_rect = quad->visible_rect; SkColor color = quad->color; @@ -1384,10 +1583,11 @@ void GLRenderer::DrawSolidColorQuad(const DrawingFrame* frame, bool use_aa = settings_->allow_antialiasing && !quad->force_anti_aliasing_off && ShouldAntialiasQuad(device_transform, quad, force_aa); + SetupQuadForClippingAndAntialiasing(device_transform, quad, use_aa, + clip_region, &local_quad, edge); SolidColorProgramUniforms uniforms; if (use_aa) { - SetupQuadForAntialiasing(device_transform, quad, &local_quad, edge); SolidColorUniformLocation(GetSolidColorProgramAA(), &uniforms); } else { SolidColorUniformLocation(GetSolidColorProgram(), &uniforms); @@ -1458,13 +1658,15 @@ static void TileUniformLocation(T program, TileProgramUniforms* uniforms) { } void GLRenderer::DrawTileQuad(const DrawingFrame* frame, - const TileDrawQuad* quad) { - DrawContentQuad(frame, quad, quad->resource_id); + const TileDrawQuad* quad, + const gfx::QuadF* clip_region) { + DrawContentQuad(frame, quad, quad->resource_id, clip_region); } void GLRenderer::DrawContentQuad(const DrawingFrame* frame, const ContentDrawQuadBase* quad, - ResourceProvider::ResourceId resource_id) { + ResourceProvider::ResourceId resource_id, + const gfx::QuadF* clip_region) { gfx::Transform device_transform = frame->window_matrix * frame->projection_matrix * quad->quadTransform(); device_transform.FlattenTo2d(); @@ -1476,15 +1678,16 @@ void GLRenderer::DrawContentQuad(const DrawingFrame* frame, // similar to the way DrawContentQuadNoAA works and then consider // combining DrawContentQuadAA and DrawContentQuadNoAA into one method. if (use_aa) - DrawContentQuadAA(frame, quad, resource_id, device_transform); + DrawContentQuadAA(frame, quad, resource_id, device_transform, clip_region); else - DrawContentQuadNoAA(frame, quad, resource_id); + DrawContentQuadNoAA(frame, quad, resource_id, clip_region); } void GLRenderer::DrawContentQuadAA(const DrawingFrame* frame, const ContentDrawQuadBase* quad, ResourceProvider::ResourceId resource_id, - const gfx::Transform& device_transform) { + const gfx::Transform& device_transform, + const gfx::QuadF* clip_region) { if (!device_transform.IsInvertible()) return; @@ -1529,8 +1732,8 @@ void GLRenderer::DrawContentQuadAA(const DrawingFrame* frame, gfx::QuadF local_quad = gfx::QuadF(gfx::RectF(tile_rect)); float edge[24]; - SetupQuadForAntialiasing(device_transform, quad, &local_quad, edge); - + SetupQuadForClippingAndAntialiasing(device_transform, quad, true, clip_region, + &local_quad, edge); ResourceProvider::ScopedSamplerGL quad_resource_lock( resource_provider_, resource_id, quad->nearest_neighbor ? GL_NEAREST : GL_LINEAR); @@ -1608,7 +1811,8 @@ void GLRenderer::DrawContentQuadAA(const DrawingFrame* frame, void GLRenderer::DrawContentQuadNoAA(const DrawingFrame* frame, const ContentDrawQuadBase* quad, - ResourceProvider::ResourceId resource_id) { + ResourceProvider::ResourceId resource_id, + const gfx::QuadF* clip_region) { gfx::RectF tex_coord_rect = MathUtil::ScaleRectProportional( quad->tex_coord_rect, quad->rect, quad->visible_rect); float tex_to_geom_scale_x = quad->rect.width() / quad->tex_coord_rect.width(); @@ -1682,17 +1886,37 @@ void GLRenderer::DrawContentQuadNoAA(const DrawingFrame* frame, // does, then vertices will match the texture mapping in the vertex buffer. // The method SetShaderQuadF() changes the order of vertices and so it's // not used here. - - gfx::RectF tile_rect = quad->visible_rect; + gfx::QuadF tile_rect(quad->visible_rect); + float width = quad->visible_rect.width(); + float height = quad->visible_rect.height(); + gfx::PointF top_left = quad->visible_rect.origin(); + if (clip_region) { + tile_rect = *clip_region; + float gl_uv[8] = { + (tile_rect.p4().x() - top_left.x()) / width, + (tile_rect.p4().y() - top_left.y()) / height, + (tile_rect.p1().x() - top_left.x()) / width, + (tile_rect.p1().y() - top_left.y()) / height, + (tile_rect.p2().x() - top_left.x()) / width, + (tile_rect.p2().y() - top_left.y()) / height, + (tile_rect.p3().x() - top_left.x()) / width, + (tile_rect.p3().y() - top_left.y()) / height, + }; + PrepareGeometry(CLIPPED_BINDING); + clipped_geometry_->InitializeCustomQuadWithUVs( + gfx::QuadF(quad->visible_rect), gl_uv); + } else { + PrepareGeometry(SHARED_BINDING); + } float gl_quad[8] = { - tile_rect.x(), - tile_rect.bottom(), - tile_rect.x(), - tile_rect.y(), - tile_rect.right(), - tile_rect.y(), - tile_rect.right(), - tile_rect.bottom(), + tile_rect.p4().x(), + tile_rect.p4().y(), + tile_rect.p1().x(), + tile_rect.p1().y(), + tile_rect.p2().x(), + tile_rect.p2().y(), + tile_rect.p3().x(), + tile_rect.p3().y(), }; GLC(gl_, gl_->Uniform2fv(uniforms.quad_location, 4, gl_quad)); @@ -1705,7 +1929,8 @@ void GLRenderer::DrawContentQuadNoAA(const DrawingFrame* frame, } void GLRenderer::DrawYUVVideoQuad(const DrawingFrame* frame, - const YUVVideoDrawQuad* quad) { + const YUVVideoDrawQuad* quad, + const gfx::QuadF* clip_region) { SetBlendEnabled(quad->ShouldDrawWithBlending()); TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired( @@ -1845,15 +2070,31 @@ void GLRenderer::DrawYUVVideoQuad(const DrawingFrame* frame, break; } + // The transform and vertex data are used to figure out the extents that the + // un-antialiased quad should have and which vertex this is and the float + // quad passed in via uniform is the actual geometry that gets used to draw + // it. This is why this centered rect is used and not the original quad_rect. + gfx::RectF tile_rect = quad->visible_rect; GLC(gl_, gl_->UniformMatrix3fv(yuv_matrix_location, 1, 0, yuv_to_rgb)); GLC(gl_, gl_->Uniform3fv(yuv_adj_location, 1, yuv_adjust)); SetShaderOpacity(quad->opacity(), alpha_location); - DrawQuadGeometry(frame, quad->quadTransform(), quad->rect, matrix_location); + if (!clip_region) { + DrawQuadGeometry(frame, quad->quadTransform(), tile_rect, matrix_location); + } else { + float uvs[8] = {0}; + GetScaledUVs(quad->visible_rect, clip_region, uvs); + gfx::QuadF region_quad = *clip_region; + region_quad.Scale(1.0f / tile_rect.width(), 1.0f / tile_rect.height()); + region_quad -= gfx::Vector2dF(0.5f, 0.5f); + DrawQuadGeometryClippedByQuadF(frame, quad->quadTransform(), tile_rect, + region_quad, matrix_location, uvs); + } } void GLRenderer::DrawStreamVideoQuad(const DrawingFrame* frame, - const StreamVideoDrawQuad* quad) { + const StreamVideoDrawQuad* quad, + const gfx::QuadF* clip_region) { SetBlendEnabled(quad->ShouldDrawWithBlending()); static float gl_matrix[16]; @@ -1884,10 +2125,19 @@ void GLRenderer::DrawStreamVideoQuad(const DrawingFrame* frame, SetShaderOpacity(quad->opacity(), program->fragment_shader().alpha_location()); - DrawQuadGeometry(frame, - quad->quadTransform(), - quad->rect, - program->vertex_shader().matrix_location()); + if (!clip_region) { + DrawQuadGeometry(frame, quad->quadTransform(), quad->rect, + program->vertex_shader().matrix_location()); + } else { + gfx::QuadF region_quad(*clip_region); + region_quad.Scale(1.0f / quad->rect.width(), 1.0f / quad->rect.height()); + region_quad -= gfx::Vector2dF(0.5f, 0.5f); + float uvs[8] = {0}; + GetScaledUVs(quad->visible_rect, clip_region, uvs); + DrawQuadGeometryClippedByQuadF( + frame, quad->quadTransform(), quad->rect, region_quad, + program->vertex_shader().matrix_location(), uvs); + } } struct TextureProgramBinding { @@ -1903,6 +2153,7 @@ struct TextureProgramBinding { int program_id; int sampler_location; int matrix_location; + int transform_location; int background_color_location; }; @@ -1918,11 +2169,13 @@ struct TexTransformTextureProgramBinding : TextureProgramBinding { int vertex_opacity_location; }; -void GLRenderer::FlushTextureQuadCache() { +void GLRenderer::FlushTextureQuadCache(BoundGeometry flush_binding) { // Check to see if we have anything to draw. if (draw_cache_.program_id == -1) return; + PrepareGeometry(flush_binding); + // Set the correct blending mode. SetBlendEnabled(draw_cache_.needs_blending); @@ -1983,10 +2236,26 @@ void GLRenderer::FlushTextureQuadCache() { draw_cache_.uv_xform_data.resize(0); draw_cache_.vertex_opacity_data.resize(0); draw_cache_.matrix_data.resize(0); + + // If we had a clipped binding, prepare the shared binding for the + // next inserts. + if (flush_binding == CLIPPED_BINDING) { + PrepareGeometry(SHARED_BINDING); + } } void GLRenderer::EnqueueTextureQuad(const DrawingFrame* frame, - const TextureDrawQuad* quad) { + const TextureDrawQuad* quad, + const gfx::QuadF* clip_region) { + // If we have a clip_region then we have to render the next quad + // with dynamic geometry, therefore we must flush all pending + // texture quads. + if (clip_region) { + // We send in false here because we want to flush what's currently in the + // queue using the shared_geometry and not clipped_geometry + FlushTextureQuadCache(SHARED_BINDING); + } + TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired( gl_, &highp_threshold_cache_, @@ -2018,7 +2287,7 @@ void GLRenderer::EnqueueTextureQuad(const DrawingFrame* frame, draw_cache_.nearest_neighbor != quad->nearest_neighbor || draw_cache_.background_color != quad->background_color || draw_cache_.matrix_data.size() >= 8) { - FlushTextureQuadCache(); + FlushTextureQuadCache(SHARED_BINDING); draw_cache_.program_id = binding.program_id; draw_cache_.resource_id = resource_id; draw_cache_.needs_blending = quad->ShouldDrawWithBlending(); @@ -2033,7 +2302,12 @@ void GLRenderer::EnqueueTextureQuad(const DrawingFrame* frame, } // Generate the uv-transform - draw_cache_.uv_xform_data.push_back(UVTransform(quad)); + if (!clip_region) { + draw_cache_.uv_xform_data.push_back(UVTransform(quad)); + } else { + Float4 uv_transform = {{0.0f, 0.0f, 1.0f, 1.0f}}; + draw_cache_.uv_xform_data.push_back(uv_transform); + } // Generate the vertex opacity const float opacity = quad->opacity(); @@ -2050,10 +2324,32 @@ void GLRenderer::EnqueueTextureQuad(const DrawingFrame* frame, Float16 m; quad_rect_matrix.matrix().asColMajorf(m.data); draw_cache_.matrix_data.push_back(m); + + if (clip_region) { + gfx::QuadF scaled_region; + if (!GetScaledRegion(quad->rect, clip_region, &scaled_region)) { + scaled_region = SharedGeometryQuad().BoundingBox(); + } + // Both the scaled region and the SharedGeomtryQuad are in the space + // -0.5->0.5. We need to move that to the space 0->1. + float uv[8]; + uv[0] = scaled_region.p1().x() + 0.5f; + uv[1] = scaled_region.p1().y() + 0.5f; + uv[2] = scaled_region.p2().x() + 0.5f; + uv[3] = scaled_region.p2().y() + 0.5f; + uv[4] = scaled_region.p3().x() + 0.5f; + uv[5] = scaled_region.p3().y() + 0.5f; + uv[6] = scaled_region.p4().x() + 0.5f; + uv[7] = scaled_region.p4().y() + 0.5f; + PrepareGeometry(CLIPPED_BINDING); + clipped_geometry_->InitializeCustomQuadWithUVs(scaled_region, uv); + FlushTextureQuadCache(CLIPPED_BINDING); + } } void GLRenderer::DrawIOSurfaceQuad(const DrawingFrame* frame, - const IOSurfaceDrawQuad* quad) { + const IOSurfaceDrawQuad* quad, + const gfx::QuadF* clip_region) { SetBlendEnabled(quad->ShouldDrawWithBlending()); TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired( @@ -2092,8 +2388,15 @@ void GLRenderer::DrawIOSurfaceQuad(const DrawingFrame* frame, DCHECK_EQ(GL_TEXTURE0, GetActiveTextureUnit(gl_)); GLC(gl_, gl_->BindTexture(GL_TEXTURE_RECTANGLE_ARB, lock.texture_id())); - DrawQuadGeometry( - frame, quad->quadTransform(), quad->rect, binding.matrix_location); + if (!clip_region) { + DrawQuadGeometry(frame, quad->quadTransform(), quad->rect, + binding.matrix_location); + } else { + float uvs[8] = {0}; + GetScaledUVs(quad->visible_rect, clip_region, uvs); + DrawQuadGeometryClippedByQuadF(frame, quad->quadTransform(), quad->rect, + *clip_region, binding.matrix_location, uvs); + } GLC(gl_, gl_->BindTexture(GL_TEXTURE_RECTANGLE_ARB, 0)); } @@ -2114,7 +2417,9 @@ void GLRenderer::FinishDrawingFrame(DrawingFrame* frame) { ScheduleOverlays(frame); } -void GLRenderer::FinishDrawingQuadList() { FlushTextureQuadCache(); } +void GLRenderer::FinishDrawingQuadList() { + FlushTextureQuadCache(SHARED_BINDING); +} bool GLRenderer::FlippedFramebuffer(const DrawingFrame* frame) const { if (frame->current_render_pass != frame->root_render_pass) @@ -2131,7 +2436,7 @@ void GLRenderer::EnsureScissorTestEnabled() { if (is_scissor_enabled_) return; - FlushTextureQuadCache(); + FlushTextureQuadCache(SHARED_BINDING); GLC(gl_, gl_->Enable(GL_SCISSOR_TEST)); is_scissor_enabled_ = true; } @@ -2140,7 +2445,7 @@ void GLRenderer::EnsureScissorTestDisabled() { if (!is_scissor_enabled_) return; - FlushTextureQuadCache(); + FlushTextureQuadCache(SHARED_BINDING); GLC(gl_, gl_->Disable(GL_SCISSOR_TEST)); is_scissor_enabled_ = false; } @@ -2209,10 +2514,34 @@ void GLRenderer::SetUseProgram(unsigned program) { program_shadow_ = program; } +void GLRenderer::DrawQuadGeometryClippedByQuadF( + const DrawingFrame* frame, + const gfx::Transform& draw_transform, + const gfx::RectF& quad_rect, + const gfx::QuadF& clipping_region_quad, + int matrix_location, + const float* uvs) { + PrepareGeometry(CLIPPED_BINDING); + if (uvs) { + clipped_geometry_->InitializeCustomQuadWithUVs(clipping_region_quad, uvs); + } else { + clipped_geometry_->InitializeCustomQuad(clipping_region_quad); + } + gfx::Transform quad_rect_matrix; + QuadRectTransform(&quad_rect_matrix, draw_transform, quad_rect); + static float gl_matrix[16]; + ToGLMatrix(&gl_matrix[0], frame->projection_matrix * quad_rect_matrix); + GLC(gl_, gl_->UniformMatrix4fv(matrix_location, 1, false, &gl_matrix[0])); + + GLC(gl_, gl_->DrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, + reinterpret_cast<const void*>(0))); +} + void GLRenderer::DrawQuadGeometry(const DrawingFrame* frame, const gfx::Transform& draw_transform, const gfx::RectF& quad_rect, int matrix_location) { + PrepareGeometry(SHARED_BINDING); gfx::Transform quad_rect_matrix; QuadRectTransform(&quad_rect_matrix, draw_transform, quad_rect); static float gl_matrix[16]; @@ -2275,6 +2604,7 @@ void GLRenderer::EnforceMemoryPolicy() { output_surface_->context_provider()->DeleteCachedResources(); GLC(gl_, gl_->Flush()); } + PrepareGeometry(NO_BINDING); } void GLRenderer::DiscardBackbuffer() { @@ -2606,7 +2936,7 @@ void GLRenderer::SetScissorTestRect(const gfx::Rect& scissor_rect) { return; scissor_rect_ = scissor_rect; - FlushTextureQuadCache(); + FlushTextureQuadCache(SHARED_BINDING); GLC(gl_, gl_->Scissor(scissor_rect.x(), scissor_rect.y(), @@ -2631,8 +2961,27 @@ void GLRenderer::InitializeSharedObjects() { // Create an FBO for doing offscreen rendering. GLC(gl_, gl_->GenFramebuffers(1, &offscreen_framebuffer_id_)); - shared_geometry_ = make_scoped_ptr( - new GeometryBinding(gl_, QuadVertexRect())); + shared_geometry_ = + make_scoped_ptr(new StaticGeometryBinding(gl_, QuadVertexRect())); + clipped_geometry_ = make_scoped_ptr(new DynamicGeometryBinding(gl_)); +} + +void GLRenderer::PrepareGeometry(BoundGeometry binding) { + if (binding == bound_geometry_) { + return; + } + + switch (binding) { + case SHARED_BINDING: + shared_geometry_->PrepareForDraw(); + break; + case CLIPPED_BINDING: + clipped_geometry_->PrepareForDraw(); + break; + case NO_BINDING: + break; + } + bound_geometry_ = binding; } const GLRenderer::TileCheckerboardProgram* @@ -3112,8 +3461,8 @@ void GLRenderer::ReinitializeGLState() { void GLRenderer::RestoreGLState() { // This restores the current GLRenderer state to the GL context. - - shared_geometry_->PrepareForDraw(); + bound_geometry_ = NO_BINDING; + PrepareGeometry(SHARED_BINDING); GLC(gl_, gl_->Disable(GL_DEPTH_TEST)); GLC(gl_, gl_->Disable(GL_CULL_FACE)); |