// Copyright (c) 2010 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 "chrome/gpu/gpu_backing_store_glx.h" #include #include "app/surface/transport_dib.h" #include "base/scoped_ptr.h" #include "chrome/common/gpu_messages.h" #include "chrome/gpu/gpu_backing_store_glx_context.h" #include "chrome/gpu/gpu_thread.h" #include "chrome/gpu/gpu_view_x.h" #include "skia/ext/platform_canvas.h" #include "third_party/skia/include/core/SkBitmap.h" GpuBackingStoreGLX::GpuBackingStoreGLX(GpuViewX* view, GpuThread* gpu_thread, int32 routing_id, const gfx::Size& size) : view_(view), gpu_thread_(gpu_thread), routing_id_(routing_id), size_(size), texture_id_(0) { gpu_thread_->AddRoute(routing_id_, this); view_->BindContext(); // Must do this before issuing OpenGl. glGenTextures(1, &texture_id_); glBindTexture(GL_TEXTURE_2D, texture_id_); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); } GpuBackingStoreGLX::~GpuBackingStoreGLX() { if (texture_id_) glDeleteTextures(1, &texture_id_); gpu_thread_->RemoveRoute(routing_id_); } void GpuBackingStoreGLX::OnMessageReceived(const IPC::Message& msg) { IPC_BEGIN_MESSAGE_MAP(GpuBackingStoreGLX, msg) IPC_MESSAGE_HANDLER(GpuMsg_PaintToBackingStore, OnPaintToBackingStore) IPC_MESSAGE_HANDLER(GpuMsg_ScrollBackingStore, OnScrollBackingStore) IPC_END_MESSAGE_MAP_EX() } void GpuBackingStoreGLX::OnChannelConnected(int32 peer_pid) { } void GpuBackingStoreGLX::OnChannelError() { // FIXME(brettw) does this mean we aren't getting any more messages and we // should delete outselves? NOTIMPLEMENTED(); } void GpuBackingStoreGLX::OnPaintToBackingStore( base::ProcessId source_process_id, TransportDIB::Id id, const gfx::Rect& bitmap_rect, const std::vector& copy_rects) { TransportDIB* dib = TransportDIB::Map(id); view_->BindContext(); scoped_ptr canvas( dib->GetPlatformCanvas(bitmap_rect.width(), bitmap_rect.height())); const SkBitmap& transport_bitmap = canvas->getTopPlatformDevice().accessBitmap(false); for (size_t i = 0; i < copy_rects.size(); i++) PaintOneRectToBackingStore(transport_bitmap, bitmap_rect, copy_rects[i]); gpu_thread_->Send(new GpuHostMsg_PaintToBackingStore_ACK(routing_id_)); view_->Repaint(); } void GpuBackingStoreGLX::OnScrollBackingStore(int dx, int dy, const gfx::Rect& clip_rect, const gfx::Size& view_size) { // Create a framebuffer to render our scrolled texture into. GpuBackingStoreGLXContext* context = view_->gpu_thread()->GetGLXContext(); if (!context->BindTextureForScrolling(view_->window(), size_)) return; glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texture_id_); // Set up the the tranform so we can paint exact pixels to the screen, with // (0, 0) at the bottom left. float w = static_cast(size_.width()); float h = static_cast(size_.height()); glViewport(0, 0, size_.width(), size_.height()); glLoadIdentity(); glOrtho(0.0, w, 0.0, h, -1.0, 1.0); // Paint the non-scrolled background of the page. Note that we try to avoid // this if the entire thing is scrolling, which is a common case. if (view_size != clip_rect.size()) { glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex2f(0.0, 0.0); glTexCoord2f(0.0f, 1.0f); glVertex2f(0.0, h); glTexCoord2f(1.0f, 1.0f); glVertex2f(w, h); glTexCoord2f(1.0f, 0.0f); glVertex2f(w, 0.0); glEnd(); } // Constrain the painting to only the area we're scrolling. Compute the clip // rect in OpenGL pixel coords, which uses the lower-left as the origin. gfx::Rect gl_clip_rect(clip_rect.x(), clip_rect.y(), clip_rect.width(), clip_rect.height()); glEnable(GL_SCISSOR_TEST); glScissor(gl_clip_rect.x(), gl_clip_rect.y(), gl_clip_rect.width(), gl_clip_rect.height()); // Paint the offset texture. glTranslatef(static_cast(dx), static_cast(dy), 0.0f); glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex2f(0.0, 0.0); glTexCoord2f(0.0f, 1.0f); glVertex2f(0.0, h); glTexCoord2f(1.0f, 1.0f); glVertex2f(w, h); glTexCoord2f(1.0f, 0.0f); glVertex2f(w, 0.0); glEnd(); glDisable(GL_SCISSOR_TEST); glBindTexture(GL_TEXTURE_2D, 0); texture_id_ = context->SwapTextureForScrolling(texture_id_, size_); glFlush(); DCHECK(texture_id_); } void GpuBackingStoreGLX::PaintOneRectToBackingStore( const SkBitmap& transport_bitmap, const gfx::Rect& bitmap_rect, const gfx::Rect& copy_rect) { // Make a bitmap referring to the correct subset of the input bitmap. SkBitmap copy_bitmap; if (copy_rect.x() == 0 && copy_rect.y() == 0 && copy_rect.width() == bitmap_rect.width() && copy_rect.height() == bitmap_rect.height()) { // The subregion we're being asked to copy is the full bitmap. We don't // have to do any extra work to make the bitmap, we can just refer to the // original data (bitmap assignments are just refs to the original). copy_bitmap = transport_bitmap; } else { // Make a rect referring to the subset into the original (copy_rect and // bitmap_rect are both in global coords) and make a copy of that data to // give to OpenGL later. // // TODO(brettw) on desktop GL (not ES) we can do a trick here using // GL_UNPACK_ROW_WIDTH, GL_UNPACK_SKIP_PIXELS and GL_UNPACK_SKIP_ROWS to // avoid this copy. // // On ES, it may be better to actually call subimage for each row of // the updated bitmap to avoid the copy. We will have to benchmark that // approach against making the copy here to see if it performs better on // the systems we're targeting. SkIRect sk_copy_rect = { copy_rect.x() - bitmap_rect.x(), copy_rect.y() - bitmap_rect.y(), copy_rect.right() - bitmap_rect.x(), copy_rect.bottom() - bitmap_rect.y()}; // extractSubset will not acutually make a copy, and Skia will refer to the // original data which is not what we want, since rows won't be contiguous. // However, since this is very cheap, we can do it and *then* make a copy. SkBitmap non_copied_subset; transport_bitmap.extractSubset(&non_copied_subset, sk_copy_rect); non_copied_subset.copyTo(©_bitmap, SkBitmap::kARGB_8888_Config); CHECK(!copy_bitmap.isNull()); } glBindTexture(GL_TEXTURE_2D, texture_id_); SkAutoLockPixels lock(copy_bitmap); if (copy_rect.size() == size_ && copy_rect.size() != texture_size_) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, copy_rect.width(), copy_rect.height(), 0, GL_BGRA, GL_UNSIGNED_BYTE, copy_bitmap.getAddr32(0, 0)); texture_size_ = copy_rect.size(); } else { /* Debugging code for why the below call may fail. int existing_width = 0, existing_height = 0; glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &existing_width); glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &existing_height); */ glTexSubImage2D(GL_TEXTURE_2D, 0, copy_rect.x(), copy_rect.y(), copy_rect.width(), copy_rect.height(), GL_BGRA, GL_UNSIGNED_BYTE, copy_bitmap.getAddr32(0, 0)); /* Enable if you're having problems with TexSubImage failing. int err = glGetError(); DCHECK(err == GL_NO_ERROR) << "Error " << err << " copying (" << copy_rect.x() << "," << copy_rect.y() << ")," << copy_rect.width() << "x" << copy_rect.height() << " for bitmap " << texture_size_.width() << "x" << texture_size_.height() << " real size " << existing_width << "x" << existing_height << " for " << this; */ } }