// 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/output/delegating_renderer.h" #include #include #include #include "base/trace_event/trace_event.h" #include "cc/output/compositor_frame_ack.h" #include "cc/output/context_provider.h" #include "cc/quads/draw_quad.h" #include "cc/quads/render_pass.h" #include "cc/resources/resource_provider.h" #include "gpu/command_buffer/client/context_support.h" #include "gpu/command_buffer/client/gles2_interface.h" namespace cc { scoped_ptr DelegatingRenderer::Create( RendererClient* client, const RendererSettings* settings, OutputSurface* output_surface, ResourceProvider* resource_provider) { return make_scoped_ptr(new DelegatingRenderer( client, settings, output_surface, resource_provider)); } DelegatingRenderer::DelegatingRenderer(RendererClient* client, const RendererSettings* settings, OutputSurface* output_surface, ResourceProvider* resource_provider) : Renderer(client, settings), output_surface_(output_surface), resource_provider_(resource_provider) { DCHECK(resource_provider_); capabilities_.using_partial_swap = false; capabilities_.max_texture_size = resource_provider_->max_texture_size(); capabilities_.best_texture_format = resource_provider_->best_texture_format(); capabilities_.allow_partial_texture_updates = output_surface->capabilities().can_force_reclaim_resources; if (!output_surface_->context_provider()) { capabilities_.using_shared_memory_resources = true; } else { const ContextProvider::Capabilities& caps = output_surface_->context_provider()->ContextCapabilities(); DCHECK(!caps.gpu.iosurface || caps.gpu.texture_rectangle); capabilities_.using_egl_image = caps.gpu.egl_image_external; capabilities_.using_image = caps.gpu.image; capabilities_.allow_rasterize_on_demand = false; } } DelegatingRenderer::~DelegatingRenderer() {} const RendererCapabilitiesImpl& 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, float device_scale_factor, const gfx::Rect& device_viewport_rect, const gfx::Rect& device_clip_rect, bool disable_picture_quad_image_filtering) { TRACE_EVENT0("cc", "DelegatingRenderer::DrawFrame"); DCHECK(!delegated_frame_data_); delegated_frame_data_ = make_scoped_ptr(new DelegatedFrameData); DelegatedFrameData& out_data = *delegated_frame_data_; out_data.device_scale_factor = device_scale_factor; // Move the render passes and resources into the |out_frame|. out_data.render_pass_list.swap(*render_passes_in_draw_order); // Collect all resource ids in the render passes into a ResourceIdArray. ResourceProvider::ResourceIdArray resources; DrawQuad::ResourceIteratorCallback append_to_array = base::Bind(&AppendToArray, &resources); for (const auto& render_pass : out_data.render_pass_list) { for (const auto& quad : render_pass->quad_list) quad->IterateResources(append_to_array); } resource_provider_->PrepareSendToParent(resources, &out_data.resource_list); } void DelegatingRenderer::SwapBuffers(const CompositorFrameMetadata& metadata) { TRACE_EVENT0("cc,benchmark", "DelegatingRenderer::SwapBuffers"); CompositorFrame compositor_frame; compositor_frame.metadata = metadata; compositor_frame.delegated_frame_data = delegated_frame_data_.Pass(); output_surface_->SwapBuffers(&compositor_frame); } void DelegatingRenderer::ReceiveSwapBuffersAck( const CompositorFrameAck& ack) { resource_provider_->ReceiveReturnsFromParent(ack.resources); } void DelegatingRenderer::DidChangeVisibility() { ContextProvider* context_provider = output_surface_->context_provider(); if (!visible()) { TRACE_EVENT0("cc", "DelegatingRenderer::SetVisible dropping resources"); resource_provider_->ReleaseCachedData(); if (context_provider) { context_provider->DeleteCachedResources(); context_provider->ContextGL()->Flush(); } } // We loop visibility to the GPU process, since that's what manages memory. // That will allow it to feed us with memory allocations that we can act // upon. if (context_provider) context_provider->ContextSupport()->SetSurfaceVisible(visible()); } } // namespace cc