// 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/delegating_renderer.h" #include #include #include #include "base/debug/trace_event.h" #include "base/string_util.h" #include "base/strings/string_split.h" #include "cc/checkerboard_draw_quad.h" #include "cc/compositor_frame.h" #include "cc/compositor_frame_ack.h" #include "cc/debug_border_draw_quad.h" #include "cc/render_pass.h" #include "cc/render_pass_draw_quad.h" #include "cc/resource_provider.h" #include "cc/solid_color_draw_quad.h" #include "cc/texture_draw_quad.h" #include "cc/tile_draw_quad.h" #include "cc/yuv_video_draw_quad.h" #include "third_party/khronos/GLES2/gl2ext.h" using WebKit::WebGraphicsContext3D; namespace cc { scoped_ptr DelegatingRenderer::Create( RendererClient* client, OutputSurface* output_surface, ResourceProvider* resource_provider) { scoped_ptr renderer( new DelegatingRenderer(client, output_surface, resource_provider)); if (!renderer->Initialize()) return scoped_ptr(); return renderer.Pass(); } DelegatingRenderer::DelegatingRenderer( RendererClient* client, OutputSurface* output_surface, ResourceProvider* resource_provider) : Renderer(client), output_surface_(output_surface), resource_provider_(resource_provider), visible_(true) { DCHECK(resource_provider_); } bool DelegatingRenderer::Initialize() { capabilities_.using_partial_swap = false; // TODO(danakj): Throttling - we may want to only allow 1 outstanding frame, // but the parent compositor may pipeline for us. // TODO(danakj): Can we use this in single-thread mode? capabilities_.using_swap_complete_callback = true; capabilities_.max_texture_size = resource_provider_->max_texture_size(); capabilities_.best_texture_format = resource_provider_->best_texture_format(); capabilities_.allow_partial_texture_updates = false; WebGraphicsContext3D* context3d = resource_provider_->GraphicsContext3D(); if (!context3d) { // Software compositing. return true; } if (!context3d->makeContextCurrent()) return false; context3d->setContextLostCallback(this); context3d->pushGroupMarkerEXT("CompositorContext"); std::string extensionsString = UTF16ToASCII(context3d->getString(GL_EXTENSIONS)); std::vector extensions; base::SplitString(extensionsString, ' ', &extensions); // TODO(danakj): We need non-GPU-specific paths for these things. This // renderer shouldn't need to use context3d extensions directly. bool hasReadBGRA = true; bool hasSetVisibility = true; bool hasIOSurface = true; bool hasARBTextureRect = true; bool hasGpuMemoryManager = true; bool hasEGLImage = true; for (size_t i = 0; i < extensions.size(); ++i) { if (extensions[i] == "GL_EXT_read_format_bgra") hasReadBGRA = true; else if (extensions[i] == "GL_CHROMIUM_set_visibility") hasSetVisibility = true; else if (extensions[i] == "GL_CHROMIUM_iosurface") hasIOSurface = true; else if (extensions[i] == "GL_ARB_texture_rectangle") hasARBTextureRect = true; else if (extensions[i] == "GL_CHROMIUM_gpu_memory_manager") hasGpuMemoryManager = true; else if (extensions[i] == "GL_OES_EGL_image_external") hasEGLImage = true; } if (hasIOSurface) DCHECK(hasARBTextureRect); capabilities_.using_accelerated_painting = Settings().acceleratePainting && capabilities_.best_texture_format == GL_BGRA_EXT && hasReadBGRA; // TODO(piman): loop visibility to GPU process? capabilities_.using_set_visibility = hasSetVisibility; // TODO(danakj): Support GpuMemoryManager. capabilities_.using_gpu_memory_manager = false; capabilities_.using_egl_image = hasEGLImage; return true; } DelegatingRenderer::~DelegatingRenderer() { WebGraphicsContext3D* context3d = resource_provider_->GraphicsContext3D(); if (context3d) context3d->setContextLostCallback(NULL); } const RendererCapabilities& DelegatingRenderer::Capabilities() const { return capabilities_; } static ResourceProvider::ResourceId AppendToArray( ResourceProvider::ResourceIdArray* array, ResourceProvider::ResourceId id) { array->push_back(id); return id; } void DelegatingRenderer::DrawFrame( RenderPassList& render_passes_in_draw_order) { TRACE_EVENT0("cc", "DelegatingRenderer::drawFrame"); CompositorFrame out_frame; out_frame.metadata = client_->MakeCompositorFrameMetadata(); out_frame.delegated_frame_data = make_scoped_ptr(new DelegatedFrameData); // Collect all resource ids in the render passes into a ResourceIdArray. ResourceProvider::ResourceIdArray resources; DrawQuad::ResourceIteratorCallback append_to_array = base::Bind(&AppendToArray, &resources); for (size_t i = 0; i < render_passes_in_draw_order.size(); ++i) { RenderPass* render_pass = render_passes_in_draw_order[i]; for (size_t j = 0; j < render_pass->quad_list.size(); ++j) render_pass->quad_list[j]->IterateResources(append_to_array); } // Move the render passes and resources into the |out_frame|. DelegatedFrameData& out_data = *out_frame.delegated_frame_data; out_data.render_pass_list.swap(render_passes_in_draw_order); resource_provider_->PrepareSendToParent(resources, &out_data.resource_list); output_surface_->SendFrameToParentCompositor(&out_frame); } bool DelegatingRenderer::SwapBuffers() { return true; } void DelegatingRenderer::GetFramebufferPixels(void* pixels, gfx::Rect rect) { NOTIMPLEMENTED(); } void DelegatingRenderer::ReceiveCompositorFrameAck( const CompositorFrameAck& ack) { resource_provider_->ReceiveFromParent(ack.resources); if (client_->HasImplThread()) client_->OnSwapBuffersComplete(); } bool DelegatingRenderer::IsContextLost() { WebGraphicsContext3D* context3d = resource_provider_->GraphicsContext3D(); if (!context3d) return false; return context3d->getGraphicsResetStatusARB() != GL_NO_ERROR; } void DelegatingRenderer::SetVisible(bool visible) { visible_ = visible; } void DelegatingRenderer::onContextLost() { client_->DidLoseOutputSurface(); } } // namespace cc