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-rw-r--r--cc/output/gl_renderer.cc513
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));