// 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/resource_update_controller.h" #include #include "base/debug/trace_event.h" #include "cc/context_provider.h" #include "cc/prioritized_resource.h" #include "cc/resource_provider.h" #include "cc/texture_copier.h" #include "cc/thread.h" #include "skia/ext/refptr.h" #include "third_party/WebKit/Source/Platform/chromium/public/WebGraphicsContext3D.h" #include "third_party/khronos/GLES2/gl2.h" #include "third_party/skia/include/gpu/SkGpuDevice.h" using WebKit::WebGraphicsContext3D; namespace { // Number of partial updates we allow. const size_t partialTextureUpdatesMax = 12; // Measured in seconds. const double textureUpdateTickRate = 0.004; // Measured in seconds. const double uploaderBusyTickRate = 0.001; // Number of blocking update intervals to allow. const size_t maxBlockingUpdateIntervals = 4; skia::RefPtr createAcceleratedCanvas( GrContext* grContext, gfx::Size canvasSize, unsigned textureId) { GrBackendTextureDesc textureDesc; textureDesc.fFlags = kRenderTarget_GrBackendTextureFlag; textureDesc.fWidth = canvasSize.width(); textureDesc.fHeight = canvasSize.height(); textureDesc.fConfig = kSkia8888_GrPixelConfig; textureDesc.fTextureHandle = textureId; skia::RefPtr target = skia::AdoptRef(grContext->wrapBackendTexture(textureDesc)); skia::RefPtr device = skia::AdoptRef(new SkGpuDevice(grContext, target.get())); return skia::AdoptRef(new SkCanvas(device.get())); } } // namespace namespace cc { size_t ResourceUpdateController::maxPartialTextureUpdates() { return partialTextureUpdatesMax; } size_t ResourceUpdateController::maxFullUpdatesPerTick( ResourceProvider* resourceProvider) { double texturesPerSecond = resourceProvider->estimatedUploadsPerSecond(); size_t texturesPerTick = floor(textureUpdateTickRate * texturesPerSecond); return texturesPerTick ? texturesPerTick : 1; } ResourceUpdateController::ResourceUpdateController(ResourceUpdateControllerClient* client, Thread* thread, scoped_ptr queue, ResourceProvider* resourceProvider) : m_client(client) , m_queue(queue.Pass()) , m_resourceProvider(resourceProvider) , m_textureUpdatesPerTick(maxFullUpdatesPerTick(resourceProvider)) , m_firstUpdateAttempt(true) , m_thread(thread) , m_weakFactory(ALLOW_THIS_IN_INITIALIZER_LIST(this)) , m_taskPosted(false) { } ResourceUpdateController::~ResourceUpdateController() { } void ResourceUpdateController::performMoreUpdates( base::TimeTicks timeLimit) { m_timeLimit = timeLimit; // Update already in progress. if (m_taskPosted) return; // Call updateMoreTexturesNow() directly unless it's the first update // attempt. This ensures that we empty the update queue in a finite // amount of time. if (!m_firstUpdateAttempt) updateMoreTexturesNow(); // Post a 0-delay task when no updates were left. When it runs, // readyToFinalizeTextureUpdates() will be called. if (!updateMoreTexturesIfEnoughTimeRemaining()) { m_taskPosted = true; m_thread->postTask( base::Bind(&ResourceUpdateController::onTimerFired, m_weakFactory.GetWeakPtr())); } m_firstUpdateAttempt = false; } void ResourceUpdateController::discardUploadsToEvictedResources() { m_queue->clearUploadsToEvictedResources(); } void ResourceUpdateController::updateTexture(ResourceUpdate update) { if (update.picture) { PrioritizedResource* texture = update.texture; gfx::Rect pictureRect = update.content_rect; gfx::Rect sourceRect = update.source_rect; gfx::Vector2d destOffset = update.dest_offset; texture->acquireBackingTexture(m_resourceProvider); DCHECK(texture->haveBackingTexture()); DCHECK(m_resourceProvider->resourceType(texture->resourceId()) == ResourceProvider::GLTexture); cc::ContextProvider* offscreenContexts = m_resourceProvider->offscreenContextProvider(); ResourceProvider::ScopedWriteLockGL lock( m_resourceProvider, texture->resourceId()); // Flush the compositor context to ensure that textures there are available // in the shared context. Do this after locking/creating the compositor // texture. m_resourceProvider->flush(); // Make sure skia uses the correct GL context. offscreenContexts->Context3d()->makeContextCurrent(); // Create an accelerated canvas to draw on. skia::RefPtr canvas = createAcceleratedCanvas( offscreenContexts->GrContext(), texture->size(), lock.textureId()); // The compositor expects the textures to be upside-down so it can flip // the final composited image. Ganesh renders the image upright so we // need to do a y-flip. canvas->translate(0.0, texture->size().height()); canvas->scale(1.0, -1.0); // Clip to the destination on the texture that must be updated. canvas->clipRect(SkRect::MakeXYWH(destOffset.x(), destOffset.y(), sourceRect.width(), sourceRect.height())); // Translate the origin of pictureRect to destOffset. // Note that destOffset is defined relative to sourceRect. canvas->translate( pictureRect.x() - sourceRect.x() + destOffset.x(), pictureRect.y() - sourceRect.y() + destOffset.y()); canvas->drawPicture(*update.picture); // Flush skia context so that all the rendered stuff appears on the // texture. offscreenContexts->GrContext()->flush(); // Flush the GL context so rendering results from this context are // visible in the compositor's context. offscreenContexts->Context3d()->flush(); // Use the compositor's GL context again. m_resourceProvider->graphicsContext3D()->makeContextCurrent(); } if (update.bitmap) { update.bitmap->lockPixels(); update.texture->setPixels( m_resourceProvider, static_cast(update.bitmap->getPixels()), update.content_rect, update.source_rect, update.dest_offset); update.bitmap->unlockPixels(); } } void ResourceUpdateController::finalize() { while (m_queue->fullUploadSize()) updateTexture(m_queue->takeFirstFullUpload()); while (m_queue->partialUploadSize()) updateTexture(m_queue->takeFirstPartialUpload()); m_resourceProvider->flushUploads(); if (m_queue->copySize()) { TextureCopier* copier = m_resourceProvider->textureCopier(); while (m_queue->copySize()) copier->copyTexture(m_queue->takeFirstCopy()); // If we've performed any texture copies, we need to insert a flush // here into the compositor context before letting the main thread // proceed as it may make draw calls to the source texture of one of // our copy operations. copier->flush(); } } void ResourceUpdateController::onTimerFired() { m_taskPosted = false; if (!updateMoreTexturesIfEnoughTimeRemaining()) m_client->readyToFinalizeTextureUpdates(); } base::TimeTicks ResourceUpdateController::now() const { return base::TimeTicks::Now(); } base::TimeDelta ResourceUpdateController::updateMoreTexturesTime() const { return base::TimeDelta::FromMilliseconds(textureUpdateTickRate * 1000); } size_t ResourceUpdateController::updateMoreTexturesSize() const { return m_textureUpdatesPerTick; } size_t ResourceUpdateController::maxBlockingUpdates() const { return updateMoreTexturesSize() * maxBlockingUpdateIntervals; } base::TimeDelta ResourceUpdateController::pendingUpdateTime() const { base::TimeDelta updateOneResourceTime = updateMoreTexturesTime() / updateMoreTexturesSize(); return updateOneResourceTime * m_resourceProvider->numBlockingUploads(); } bool ResourceUpdateController::updateMoreTexturesIfEnoughTimeRemaining() { while (m_resourceProvider->numBlockingUploads() < maxBlockingUpdates()) { if (!m_queue->fullUploadSize()) return false; if (!m_timeLimit.is_null()) { // Estimated completion time of all pending updates. base::TimeTicks completionTime = this->now() + pendingUpdateTime(); // Time remaining based on current completion estimate. base::TimeDelta timeRemaining = m_timeLimit - completionTime; if (timeRemaining < updateMoreTexturesTime()) return true; } updateMoreTexturesNow(); } m_taskPosted = true; m_thread->postDelayedTask( base::Bind(&ResourceUpdateController::onTimerFired, m_weakFactory.GetWeakPtr()), uploaderBusyTickRate * 1000); return true; } void ResourceUpdateController::updateMoreTexturesNow() { size_t uploads = std::min( m_queue->fullUploadSize(), updateMoreTexturesSize()); if (!uploads) return; while (m_queue->fullUploadSize() && uploads--) updateTexture(m_queue->takeFirstFullUpload()); m_resourceProvider->flushUploads(); } } // namespace cc