// Copyright 2012 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #include "cc/delegated_renderer_layer_impl.h" #include "cc/append_quads_data.h" #include "cc/math_util.h" #include "cc/quad_sink.h" #include "cc/render_pass_draw_quad.h" #include "cc/render_pass_sink.h" namespace cc { DelegatedRendererLayerImpl::DelegatedRendererLayerImpl( LayerTreeImpl* tree_impl, int id) : LayerImpl(tree_impl, id) { } DelegatedRendererLayerImpl::~DelegatedRendererLayerImpl() { ClearRenderPasses(); } bool DelegatedRendererLayerImpl::hasDelegatedContent() const { return !render_passes_in_draw_order_.empty(); } bool DelegatedRendererLayerImpl::hasContributingDelegatedRenderPasses() const { // The root RenderPass for the layer is merged with its target // RenderPass in each frame. So we only have extra RenderPasses // to merge when we have a non-root RenderPass present. return render_passes_in_draw_order_.size() > 1; } void DelegatedRendererLayerImpl::SetRenderPasses( ScopedPtrVector& render_passes_in_draw_order) { gfx::RectF old_root_damage; if (!render_passes_in_draw_order_.empty()) old_root_damage = render_passes_in_draw_order_.back()->damage_rect; ClearRenderPasses(); for (size_t i = 0; i < render_passes_in_draw_order.size(); ++i) { render_passes_index_by_id_.insert( std::pair(render_passes_in_draw_order[i]->id, i)); scoped_ptr passed_render_pass = render_passes_in_draw_order.take( render_passes_in_draw_order.begin() + i); render_passes_in_draw_order_.push_back(passed_render_pass.Pass()); } render_passes_in_draw_order.clear(); if (!render_passes_in_draw_order_.empty()) render_passes_in_draw_order_.back()->damage_rect.Union(old_root_damage); } void DelegatedRendererLayerImpl::ClearRenderPasses() { // FIXME: Release the resources back to the nested compositor. render_passes_index_by_id_.clear(); render_passes_in_draw_order_.clear(); } scoped_ptr DelegatedRendererLayerImpl::createLayerImpl(LayerTreeImpl* treeImpl) { return DelegatedRendererLayerImpl::create(treeImpl, id()).PassAs(); } void DelegatedRendererLayerImpl::didLoseOutputSurface() { ClearRenderPasses(); } static inline int IndexToId(int index) { return index + 1; } static inline int IdToIndex(int id) { return id - 1; } RenderPass::Id DelegatedRendererLayerImpl::firstContributingRenderPassId() const { return RenderPass::Id(id(), IndexToId(0)); } RenderPass::Id DelegatedRendererLayerImpl::nextContributingRenderPassId( RenderPass::Id previous) const { return RenderPass::Id(previous.layer_id, previous.index + 1); } RenderPass::Id DelegatedRendererLayerImpl::ConvertDelegatedRenderPassId( RenderPass::Id delegated_render_pass_id) const { base::hash_map::const_iterator found = render_passes_index_by_id_.find(delegated_render_pass_id); DCHECK(found != render_passes_index_by_id_.end()); unsigned delegatedRenderPassIndex = found->second; return RenderPass::Id(id(), IndexToId(delegatedRenderPassIndex)); } void DelegatedRendererLayerImpl::AppendContributingRenderPasses( RenderPassSink* render_pass_sink) { DCHECK(hasContributingDelegatedRenderPasses()); for (size_t i = 0; i < render_passes_in_draw_order_.size() - 1; ++i) { RenderPass::Id output_render_pass_id = ConvertDelegatedRenderPassId(render_passes_in_draw_order_[i]->id); // Don't clash with the RenderPass we generate if we own a RenderSurface. DCHECK(output_render_pass_id.index > 0); render_pass_sink->appendRenderPass( render_passes_in_draw_order_[i]->Copy(output_render_pass_id)); } } void DelegatedRendererLayerImpl::appendQuads( QuadSink& quad_sink, AppendQuadsData& append_quads_data) { if (render_passes_in_draw_order_.empty()) return; RenderPass::Id target_render_pass_id = append_quads_data.renderPassId; const RenderPass* root_delegated_render_pass = render_passes_in_draw_order_.back(); DCHECK(root_delegated_render_pass->output_rect.origin().IsOrigin()); gfx::Size frame_size = root_delegated_render_pass->output_rect.size(); // If the index of the renderPassId is 0, then it is a renderPass generated // for a layer in this compositor, not the delegated renderer. Then we want to // merge our root renderPass with the target renderPass. Otherwise, it is some // renderPass which we added from the delegated renderer. bool should_merge_root_render_pass_with_target = !target_render_pass_id.index; if (should_merge_root_render_pass_with_target) { // Verify that the renderPass we are appending to is created our // renderTarget. DCHECK(target_render_pass_id.layer_id == renderTarget()->id()); AppendRenderPassQuads( &quad_sink, &append_quads_data, root_delegated_render_pass, frame_size); } else { // Verify that the renderPass we are appending to was created by us. DCHECK(target_render_pass_id.layer_id == id()); int render_pass_index = IdToIndex(target_render_pass_id.index); const RenderPass* delegated_render_pass = render_passes_in_draw_order_[render_pass_index]; AppendRenderPassQuads( &quad_sink, &append_quads_data, delegated_render_pass, frame_size); } } void DelegatedRendererLayerImpl::AppendRenderPassQuads( QuadSink* quad_sink, AppendQuadsData* append_quads_data, const RenderPass* delegated_render_pass, gfx::Size frame_size) const { const SharedQuadState* delegated_shared_quad_state = NULL; SharedQuadState* output_shared_quad_state = NULL; for (size_t i = 0; i < delegated_render_pass->quad_list.size(); ++i) { const DrawQuad* delegated_quad = delegated_render_pass->quad_list[i]; if (delegated_quad->shared_quad_state != delegated_shared_quad_state) { delegated_shared_quad_state = delegated_quad->shared_quad_state; output_shared_quad_state = quad_sink->useSharedQuadState( delegated_shared_quad_state->Copy()); bool is_root_delegated_render_pass = delegated_render_pass == render_passes_in_draw_order_.back(); if (is_root_delegated_render_pass) { // Don't allow areas inside the bounds that are empty. DCHECK(display_size_.IsEmpty() || gfx::Rect(display_size_).Contains(gfx::Rect(bounds()))); gfx::Size display_size = display_size_.IsEmpty() ? bounds() : display_size_; gfx::Transform delegated_frame_to_layer_space_transform; delegated_frame_to_layer_space_transform.Scale( static_cast(display_size.width()) / frame_size.width(), static_cast(display_size.height()) / frame_size.height()); gfx::Transform delegated_frame_to_target_transform = drawTransform() * delegated_frame_to_layer_space_transform; output_shared_quad_state->content_to_target_transform.ConcatTransform( delegated_frame_to_target_transform); if (renderTarget() == this) { DCHECK(!isClipped()); DCHECK(renderSurface()); output_shared_quad_state->clip_rect = MathUtil::mapClippedRect( delegated_frame_to_target_transform, output_shared_quad_state->clip_rect); } else { gfx::Rect clip_rect = drawableContentRect(); if (output_shared_quad_state->is_clipped) { clip_rect.Intersect(MathUtil::mapClippedRect( delegated_frame_to_target_transform, output_shared_quad_state->clip_rect)); } output_shared_quad_state->clip_rect = clip_rect; output_shared_quad_state->is_clipped = true; } output_shared_quad_state->opacity *= drawOpacity(); } } DCHECK(output_shared_quad_state); scoped_ptr output_quad; if (delegated_quad->material != DrawQuad::RENDER_PASS) { output_quad = delegated_quad->Copy(output_shared_quad_state); } else { RenderPass::Id delegated_contributing_render_pass_id = RenderPassDrawQuad::MaterialCast(delegated_quad)->render_pass_id; RenderPass::Id output_contributing_render_pass_id = ConvertDelegatedRenderPassId(delegated_contributing_render_pass_id); DCHECK(output_contributing_render_pass_id != append_quads_data->renderPassId); output_quad = RenderPassDrawQuad::MaterialCast(delegated_quad)->Copy( output_shared_quad_state, output_contributing_render_pass_id).PassAs(); } DCHECK(output_quad.get()); quad_sink->append(output_quad.Pass(), *append_quads_data); } } const char* DelegatedRendererLayerImpl::layerTypeAsString() const { return "DelegatedRendererLayer"; } } // namespace cc