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|
// Copyright 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 "cc/gl_renderer.h"
#include <set>
#include <string>
#include <vector>
#include "base/debug/trace_event.h"
#include "base/logging.h"
#include "base/string_util.h"
#include "base/strings/string_split.h"
#include "build/build_config.h"
#include "cc/base/math_util.h"
#include "cc/compositor_frame.h"
#include "cc/compositor_frame_metadata.h"
#include "cc/context_provider.h"
#include "cc/damage_tracker.h"
#include "cc/geometry_binding.h"
#include "cc/gl_frame_data.h"
#include "cc/layer_quad.h"
#include "cc/output_surface.h"
#include "cc/priority_calculator.h"
#include "cc/proxy.h"
#include "cc/render_pass.h"
#include "cc/render_surface_filters.h"
#include "cc/scoped_resource.h"
#include "cc/single_thread_proxy.h"
#include "cc/stream_video_draw_quad.h"
#include "cc/texture_draw_quad.h"
#include "cc/video_layer_impl.h"
#include "gpu/GLES2/gl2extchromium.h"
#include "third_party/WebKit/Source/Platform/chromium/public/WebGraphicsContext3D.h"
#include "third_party/khronos/GLES2/gl2.h"
#include "third_party/khronos/GLES2/gl2ext.h"
#include "third_party/skia/include/core/SkBitmap.h"
#include "third_party/skia/include/core/SkColor.h"
#include "third_party/skia/include/gpu/GrContext.h"
#include "third_party/skia/include/gpu/GrTexture.h"
#include "third_party/skia/include/gpu/SkGpuDevice.h"
#include "third_party/skia/include/gpu/SkGrTexturePixelRef.h"
#include "ui/gfx/quad_f.h"
#include "ui/gfx/rect_conversions.h"
using WebKit::WebGraphicsContext3D;
using WebKit::WebGraphicsMemoryAllocation;
namespace cc {
namespace {
// TODO(epenner): This should probably be moved to output surface.
//
// This implements a simple fence based on client side swaps.
// This is to isolate the ResourceProvider from 'frames' which
// it shouldn't need to care about, while still allowing us to
// enforce good texture recycling behavior strictly throughout
// the compositor (don't recycle a texture while it's in use).
class SimpleSwapFence : public ResourceProvider::Fence {
public:
SimpleSwapFence() : has_passed_(false) {}
virtual bool HasPassed() OVERRIDE { return has_passed_; }
void SetHasPassed() { has_passed_ = true; }
private:
virtual ~SimpleSwapFence() {}
bool has_passed_;
};
bool NeedsIOSurfaceReadbackWorkaround() {
#if defined(OS_MACOSX)
return true;
#else
return false;
#endif
}
} // anonymous namespace
scoped_ptr<GLRenderer> GLRenderer::Create(RendererClient* client,
OutputSurface* output_surface,
ResourceProvider* resource_provider) {
scoped_ptr<GLRenderer> renderer(
new GLRenderer(client, output_surface, resource_provider));
if (!renderer->Initialize())
return scoped_ptr<GLRenderer>();
return renderer.Pass();
}
GLRenderer::GLRenderer(RendererClient* client,
OutputSurface* output_surface,
ResourceProvider* resource_provider)
: DirectRenderer(client, resource_provider),
offscreen_framebuffer_id_(0),
shared_geometry_quad_(gfx::RectF(-0.5f, -0.5f, 1.0f, 1.0f)),
output_surface_(output_surface),
context_(output_surface->context3d()),
is_viewport_changed_(false),
is_backbuffer_discarded_(false),
discard_backbuffer_when_not_visible_(false),
is_using_bind_uniform_(false),
visible_(true),
is_scissor_enabled_(false) {
DCHECK(context_);
}
bool GLRenderer::Initialize() {
if (!context_->makeContextCurrent())
return false;
context_->setContextLostCallback(this);
context_->pushGroupMarkerEXT("CompositorContext");
std::string extensions_string =
UTF16ToASCII(context_->getString(GL_EXTENSIONS));
std::vector<std::string> extensions_list;
base::SplitString(extensions_string, ' ', &extensions_list);
std::set<std::string> extensions(extensions_list.begin(),
extensions_list.end());
if (Settings().acceleratePainting &&
extensions.count("GL_EXT_texture_format_BGRA8888") &&
extensions.count("GL_EXT_read_format_bgra"))
capabilities_.using_accelerated_painting = true;
else
capabilities_.using_accelerated_painting = false;
capabilities_.using_partial_swap =
Settings().partialSwapEnabled &&
extensions.count("GL_CHROMIUM_post_sub_buffer");
// Use the swapBuffers callback only with the threaded proxy.
if (client_->HasImplThread())
capabilities_.using_swap_complete_callback =
extensions.count("GL_CHROMIUM_swapbuffers_complete_callback");
if (capabilities_.using_swap_complete_callback)
context_->setSwapBuffersCompleteCallbackCHROMIUM(this);
capabilities_.using_set_visibility =
extensions.count("GL_CHROMIUM_set_visibility");
if (extensions.count("GL_CHROMIUM_iosurface"))
DCHECK(extensions.count("GL_ARB_texture_rectangle"));
capabilities_.using_gpu_memory_manager =
extensions.count("GL_CHROMIUM_gpu_memory_manager") &&
Settings().useMemoryManagement;
if (capabilities_.using_gpu_memory_manager)
context_->setMemoryAllocationChangedCallbackCHROMIUM(this);
capabilities_.using_egl_image = extensions.count("GL_OES_EGL_image_external");
capabilities_.max_texture_size = resource_provider_->max_texture_size();
capabilities_.best_texture_format = resource_provider_->best_texture_format();
// The updater can access textures while the GLRenderer is using them.
capabilities_.allow_partial_texture_updates = true;
// Check for texture fast paths. Currently we always use MO8 textures,
// so we only need to avoid POT textures if we have an NPOT fast-path.
capabilities_.avoid_pow2_textures =
extensions.count("GL_CHROMIUM_fast_NPOT_MO8_textures");
capabilities_.using_offscreen_context3d = true;
is_using_bind_uniform_ =
extensions.count("GL_CHROMIUM_bind_uniform_location");
// Make sure scissoring starts as disabled.
GLC(context_, context_->disable(GL_SCISSOR_TEST));
DCHECK(!is_scissor_enabled_);
if (!InitializeSharedObjects())
return false;
// Make sure the viewport and context gets initialized, even if it is to zero.
ViewportChanged();
return true;
}
GLRenderer::~GLRenderer() {
context_->setSwapBuffersCompleteCallbackCHROMIUM(NULL);
context_->setMemoryAllocationChangedCallbackCHROMIUM(NULL);
context_->setContextLostCallback(NULL);
CleanupSharedObjects();
}
const RendererCapabilities& GLRenderer::Capabilities() const {
return capabilities_;
}
WebGraphicsContext3D* GLRenderer::Context() { return context_; }
void GLRenderer::DebugGLCall(WebGraphicsContext3D* context,
const char* command,
const char* file,
int line) {
unsigned long error = context->getError();
if (error != GL_NO_ERROR)
LOG(ERROR) << "GL command failed: File: " << file << "\n\tLine " << line
<< "\n\tcommand: " << command << ", error "
<< static_cast<int>(error) << "\n";
}
void GLRenderer::SetVisible(bool visible) {
if (visible_ == visible)
return;
visible_ = visible;
EnforceMemoryPolicy();
// TODO: Replace setVisibilityCHROMIUM with an extension to explicitly manage
// front/backbuffers
// crbug.com/116049
if (capabilities_.using_set_visibility)
context_->setVisibilityCHROMIUM(visible);
}
void GLRenderer::SendManagedMemoryStats(size_t bytes_visible,
size_t bytes_visible_and_nearby,
size_t bytes_allocated) {
WebKit::WebGraphicsManagedMemoryStats stats;
stats.bytesVisible = bytes_visible;
stats.bytesVisibleAndNearby = bytes_visible_and_nearby;
stats.bytesAllocated = bytes_allocated;
stats.backbufferRequested = !is_backbuffer_discarded_;
context_->sendManagedMemoryStatsCHROMIUM(&stats);
}
void GLRenderer::ReleaseRenderPassTextures() { render_pass_textures_.clear(); }
void GLRenderer::ViewportChanged() { is_viewport_changed_ = true; }
void GLRenderer::ClearFramebuffer(DrawingFrame& frame) {
// On DEBUG builds, opaque render passes are cleared to blue to easily see
// regions that were not drawn on the screen.
if (frame.current_render_pass->has_transparent_background)
GLC(context_, context_->clearColor(0, 0, 0, 0));
else
GLC(context_, context_->clearColor(0, 0, 1, 1));
#ifdef NDEBUG
if (frame.current_render_pass->has_transparent_background)
#endif
context_->clear(GL_COLOR_BUFFER_BIT);
}
void GLRenderer::BeginDrawingFrame(DrawingFrame& frame) {
// FIXME: Remove this once backbuffer is automatically recreated on first use
EnsureBackbuffer();
if (ViewportSize().IsEmpty())
return;
TRACE_EVENT0("cc", "GLRenderer::drawLayers");
if (is_viewport_changed_) {
// Only reshape when we know we are going to draw. Otherwise, the reshape
// can leave the window at the wrong size if we never draw and the proper
// viewport size is never set.
is_viewport_changed_ = false;
output_surface_->Reshape(gfx::Size(ViewportWidth(), ViewportHeight()));
}
MakeContextCurrent();
// Bind the common vertex attributes used for drawing all the layers.
shared_geometry_->PrepareForDraw();
GLC(context_, context_->disable(GL_DEPTH_TEST));
GLC(context_, context_->disable(GL_CULL_FACE));
GLC(context_, context_->colorMask(true, true, true, true));
GLC(context_, context_->enable(GL_BLEND));
blend_shadow_ = true;
GLC(context_, context_->blendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA));
GLC(Context(), Context()->activeTexture(GL_TEXTURE0));
program_shadow_ = 0;
}
void GLRenderer::DoNoOp() {
GLC(context_, context_->bindFramebuffer(GL_FRAMEBUFFER, 0));
GLC(context_, context_->flush());
}
void GLRenderer::DoDrawQuad(DrawingFrame& frame, const DrawQuad* quad) {
DCHECK(quad->rect.Contains(quad->visible_rect));
if (quad->material != DrawQuad::TEXTURE_CONTENT) {
FlushTextureQuadCache();
}
switch (quad->material) {
case DrawQuad::INVALID:
NOTREACHED();
break;
case DrawQuad::CHECKERBOARD:
DrawCheckerboardQuad(frame, CheckerboardDrawQuad::MaterialCast(quad));
break;
case DrawQuad::DEBUG_BORDER:
DrawDebugBorderQuad(frame, DebugBorderDrawQuad::MaterialCast(quad));
break;
case DrawQuad::IO_SURFACE_CONTENT:
DrawIOSurfaceQuad(frame, IOSurfaceDrawQuad::MaterialCast(quad));
break;
case DrawQuad::RENDER_PASS:
DrawRenderPassQuad(frame, RenderPassDrawQuad::MaterialCast(quad));
break;
case DrawQuad::SOLID_COLOR:
DrawSolidColorQuad(frame, SolidColorDrawQuad::MaterialCast(quad));
break;
case DrawQuad::STREAM_VIDEO_CONTENT:
DrawStreamVideoQuad(frame, StreamVideoDrawQuad::MaterialCast(quad));
break;
case DrawQuad::TEXTURE_CONTENT:
EnqueueTextureQuad(frame, TextureDrawQuad::MaterialCast(quad));
break;
case DrawQuad::TILED_CONTENT:
DrawTileQuad(frame, TileDrawQuad::MaterialCast(quad));
break;
case DrawQuad::YUV_VIDEO_CONTENT:
DrawYUVVideoQuad(frame, YUVVideoDrawQuad::MaterialCast(quad));
break;
}
}
void GLRenderer::DrawCheckerboardQuad(const DrawingFrame& frame,
const CheckerboardDrawQuad* quad) {
SetBlendEnabled(quad->ShouldDrawWithBlending());
const TileCheckerboardProgram* program = GetTileCheckerboardProgram();
DCHECK(program && (program->initialized() || IsContextLost()));
SetUseProgram(program->program());
SkColor color = quad->color;
GLC(Context(),
Context()->uniform4f(program->fragment_shader().colorLocation(),
SkColorGetR(color) * (1.0f / 255.0f),
SkColorGetG(color) * (1.0f / 255.0f),
SkColorGetB(color) * (1.0f / 255.0f),
1));
const int checkerboard_width = 16;
float frequency = 1.0f / checkerboard_width;
gfx::Rect tile_rect = quad->rect;
float tex_offset_x = tile_rect.x() % checkerboard_width;
float tex_offset_y = tile_rect.y() % checkerboard_width;
float tex_scale_x = tile_rect.width();
float tex_scale_y = tile_rect.height();
GLC(Context(),
Context()->uniform4f(program->fragment_shader().texTransformLocation(),
tex_offset_x,
tex_offset_y,
tex_scale_x,
tex_scale_y));
GLC(Context(),
Context()->uniform1f(program->fragment_shader().frequencyLocation(),
frequency));
SetShaderOpacity(quad->opacity(), program->fragment_shader().alphaLocation());
DrawQuadGeometry(frame,
quad->quadTransform(),
quad->rect,
program->vertex_shader().matrixLocation());
}
void GLRenderer::DrawDebugBorderQuad(const DrawingFrame& frame,
const DebugBorderDrawQuad* quad) {
SetBlendEnabled(quad->ShouldDrawWithBlending());
static float gl_matrix[16];
const DebugBorderProgram* program = GetDebugBorderProgram();
DCHECK(program && (program->initialized() || IsContextLost()));
SetUseProgram(program->program());
// Use the full quad_rect for debug quads to not move the edges based on
// partial swaps.
gfx::Rect layer_rect = quad->rect;
gfx::Transform render_matrix = quad->quadTransform();
render_matrix.Translate(0.5f * layer_rect.width() + layer_rect.x(),
0.5f * layer_rect.height() + layer_rect.y());
render_matrix.Scale(layer_rect.width(), layer_rect.height());
GLRenderer::ToGLMatrix(&gl_matrix[0],
frame.projection_matrix * render_matrix);
GLC(Context(),
Context()->uniformMatrix4fv(
program->vertex_shader().matrixLocation(), 1, false, &gl_matrix[0]));
SkColor color = quad->color;
float alpha = SkColorGetA(color) * (1.0f / 255.0f);
GLC(Context(),
Context()->uniform4f(program->fragment_shader().colorLocation(),
(SkColorGetR(color) * (1.0f / 255.0f)) * alpha,
(SkColorGetG(color) * (1.0f / 255.0f)) * alpha,
(SkColorGetB(color) * (1.0f / 255.0f)) * alpha,
alpha));
GLC(Context(), Context()->lineWidth(quad->width));
// The indices for the line are stored in the same array as the triangle
// indices.
GLC(Context(),
Context()->drawElements(GL_LINE_LOOP, 4, GL_UNSIGNED_SHORT, 0));
}
static inline SkBitmap ApplyFilters(GLRenderer* renderer,
const WebKit::WebFilterOperations& filters,
ScopedResource* source_texture_resource) {
if (filters.isEmpty())
return SkBitmap();
ContextProvider* offscreen_contexts =
renderer->resource_provider()->offscreen_context_provider();
if (!offscreen_contexts || !offscreen_contexts->GrContext())
return SkBitmap();
ResourceProvider::ScopedWriteLockGL lock(renderer->resource_provider(),
source_texture_resource->id());
// Flush the compositor context to ensure that textures there are available
// in the shared context. Do this after locking/creating the compositor
// texture.
renderer->resource_provider()->Flush();
// Make sure skia uses the correct GL context.
offscreen_contexts->Context3d()->makeContextCurrent();
SkBitmap source =
RenderSurfaceFilters::Apply(filters,
lock.texture_id(),
source_texture_resource->size(),
offscreen_contexts->GrContext());
// Flush skia context so that all the rendered stuff appears on the
// texture.
offscreen_contexts->GrContext()->flush();
// Flush the GL context so rendering results from this context are
// visible in the compositor's context.
offscreen_contexts->Context3d()->flush();
// Use the compositor's GL context again.
renderer->resource_provider()->GraphicsContext3D()->makeContextCurrent();
return source;
}
static SkBitmap ApplyImageFilter(GLRenderer* renderer,
SkImageFilter* filter,
ScopedResource* source_texture_resource) {
if (!filter)
return SkBitmap();
ContextProvider* offscreen_contexts =
renderer->resource_provider()->offscreen_context_provider();
if (!offscreen_contexts || !offscreen_contexts->GrContext())
return SkBitmap();
ResourceProvider::ScopedWriteLockGL lock(renderer->resource_provider(),
source_texture_resource->id());
// Flush the compositor context to ensure that textures there are available
// in the shared context. Do this after locking/creating the compositor
// texture.
renderer->resource_provider()->Flush();
// Make sure skia uses the correct GL context.
offscreen_contexts->Context3d()->makeContextCurrent();
// Wrap the source texture in a Ganesh platform texture.
GrBackendTextureDesc backend_texture_description;
backend_texture_description.fWidth = source_texture_resource->size().width();
backend_texture_description.fHeight =
source_texture_resource->size().height();
backend_texture_description.fConfig = kSkia8888_GrPixelConfig;
backend_texture_description.fTextureHandle = lock.texture_id();
backend_texture_description.fOrigin = kTopLeft_GrSurfaceOrigin;
skia::RefPtr<GrTexture> texture =
skia::AdoptRef(offscreen_contexts->GrContext()->wrapBackendTexture(
backend_texture_description));
// Place the platform texture inside an SkBitmap.
SkBitmap source;
source.setConfig(SkBitmap::kARGB_8888_Config,
source_texture_resource->size().width(),
source_texture_resource->size().height());
skia::RefPtr<SkGrPixelRef> pixel_ref =
skia::AdoptRef(new SkGrPixelRef(texture.get()));
source.setPixelRef(pixel_ref.get());
// Create a scratch texture for backing store.
GrTextureDesc desc;
desc.fFlags = kRenderTarget_GrTextureFlagBit | kNoStencil_GrTextureFlagBit;
desc.fSampleCnt = 0;
desc.fWidth = source.width();
desc.fHeight = source.height();
desc.fConfig = kSkia8888_GrPixelConfig;
desc.fOrigin = kTopLeft_GrSurfaceOrigin;
GrAutoScratchTexture scratchTexture(
offscreen_contexts->GrContext(), desc, GrContext::kExact_ScratchTexMatch);
skia::RefPtr<GrTexture> backing_store =
skia::AdoptRef(scratchTexture.detach());
// Create a device and canvas using that backing store.
SkGpuDevice device(offscreen_contexts->GrContext(), backing_store.get());
SkCanvas canvas(&device);
// Draw the source bitmap through the filter to the canvas.
SkPaint paint;
paint.setImageFilter(filter);
canvas.clear(SK_ColorTRANSPARENT);
canvas.drawSprite(source, 0, 0, &paint);
// Flush skia context so that all the rendered stuff appears on the
// texture.
offscreen_contexts->GrContext()->flush();
// Flush the GL context so rendering results from this context are
// visible in the compositor's context.
offscreen_contexts->Context3d()->flush();
// Use the compositor's GL context again.
renderer->resource_provider()->GraphicsContext3D()->makeContextCurrent();
return device.accessBitmap(false);
}
scoped_ptr<ScopedResource> GLRenderer::DrawBackgroundFilters(
DrawingFrame& frame,
const RenderPassDrawQuad* quad,
const gfx::Transform& contents_device_transform,
const gfx::Transform& contents_device_transform_inverse) {
// This method draws a background filter, which applies a filter to any pixels
// behind the quad and seen through its background. The algorithm works as
// follows:
// 1. Compute a bounding box around the pixels that will be visible through
// the quad.
// 2. Read the pixels in the bounding box into a buffer R.
// 3. Apply the background filter to R, so that it is applied in the pixels'
// coordinate space.
// 4. Apply the quad's inverse transform to map the pixels in R into the
// quad's content space. This implicitly clips R by the content bounds of the
// quad since the destination texture has bounds matching the quad's content.
// 5. Draw the background texture for the contents using the same transform as
// used to draw the contents itself. This is done without blending to replace
// the current background pixels with the new filtered background.
// 6. Draw the contents of the quad over drop of the new background with
// blending, as per usual. The filtered background pixels will show through
// any non-opaque pixels in this draws.
//
// Pixel copies in this algorithm occur at steps 2, 3, 4, and 5.
// FIXME: When this algorithm changes, update
// LayerTreeHost::prioritizeTextures() accordingly.
const WebKit::WebFilterOperations& filters = quad->background_filters;
if (filters.isEmpty())
return scoped_ptr<ScopedResource>();
// FIXME: We only allow background filters on an opaque render surface because
// other surfaces may contain translucent pixels, and the contents behind
// those translucent pixels wouldn't have the filter applied.
if (frame.current_render_pass->has_transparent_background)
return scoped_ptr<ScopedResource>();
DCHECK(!frame.current_texture);
// FIXME: Do a single readback for both the surface and replica and cache the
// filtered results (once filter textures are not reused).
gfx::Rect device_rect = gfx::ToEnclosingRect(MathUtil::MapClippedRect(
contents_device_transform, SharedGeometryQuad().BoundingBox()));
int top, right, bottom, left;
filters.getOutsets(top, right, bottom, left);
device_rect.Inset(-left, -top, -right, -bottom);
device_rect.Intersect(frame.current_render_pass->output_rect);
scoped_ptr<ScopedResource> device_background_texture =
ScopedResource::create(resource_provider_);
if (!GetFramebufferTexture(device_background_texture.get(), device_rect))
return scoped_ptr<ScopedResource>();
SkBitmap filtered_device_background =
ApplyFilters(this, filters, device_background_texture.get());
if (!filtered_device_background.getTexture())
return scoped_ptr<ScopedResource>();
GrTexture* texture =
reinterpret_cast<GrTexture*>(filtered_device_background.getTexture());
int filtered_device_background_texture_id = texture->getTextureHandle();
scoped_ptr<ScopedResource> background_texture =
ScopedResource::create(resource_provider_);
if (!background_texture->Allocate(quad->rect.size(),
GL_RGBA,
ResourceProvider::TextureUsageFramebuffer))
return scoped_ptr<ScopedResource>();
const RenderPass* target_render_pass = frame.current_render_pass;
bool using_background_texture =
UseScopedTexture(frame, background_texture.get(), quad->rect);
if (using_background_texture) {
// Copy the readback pixels from device to the background texture for the
// surface.
gfx::Transform device_to_framebuffer_transform;
device_to_framebuffer_transform.Translate(
quad->rect.width() * 0.5f + quad->rect.x(),
quad->rect.height() * 0.5f + quad->rect.y());
device_to_framebuffer_transform.Scale(quad->rect.width(),
quad->rect.height());
device_to_framebuffer_transform.PreconcatTransform(
contents_device_transform_inverse);
#ifndef NDEBUG
GLC(Context(), Context()->clearColor(0, 0, 1, 1));
Context()->clear(GL_COLOR_BUFFER_BIT);
#endif
CopyTextureToFramebuffer(frame,
filtered_device_background_texture_id,
device_rect,
device_to_framebuffer_transform);
}
UseRenderPass(frame, target_render_pass);
if (!using_background_texture)
return scoped_ptr<ScopedResource>();
return background_texture.Pass();
}
void GLRenderer::DrawRenderPassQuad(DrawingFrame& frame,
const RenderPassDrawQuad* quad) {
SetBlendEnabled(quad->ShouldDrawWithBlending());
CachedResource* contents_texture =
render_pass_textures_.get(quad->render_pass_id);
if (!contents_texture || !contents_texture->id())
return;
gfx::Transform quad_rect_matrix;
QuadRectTransform(&quad_rect_matrix, quad->quadTransform(), quad->rect);
gfx::Transform contents_device_transform =
frame.window_matrix * frame.projection_matrix * quad_rect_matrix;
contents_device_transform.FlattenTo2d();
// Can only draw surface if device matrix is invertible.
gfx::Transform contents_device_transform_inverse(
gfx::Transform::kSkipInitialization);
if (!contents_device_transform.GetInverse(&contents_device_transform_inverse))
return;
scoped_ptr<ScopedResource> background_texture =
DrawBackgroundFilters(frame,
quad,
contents_device_transform,
contents_device_transform_inverse);
// FIXME: Cache this value so that we don't have to do it for both the surface
// and its replica. Apply filters to the contents texture.
SkBitmap filter_bitmap;
if (quad->filter) {
filter_bitmap =
ApplyImageFilter(this, quad->filter.get(), contents_texture);
} else {
filter_bitmap = ApplyFilters(this, quad->filters, contents_texture);
}
// Draw the background texture if there is one.
if (background_texture) {
DCHECK(background_texture->size() == quad->rect.size());
ResourceProvider::ScopedReadLockGL lock(resource_provider_,
background_texture->id());
CopyTextureToFramebuffer(
frame, lock.texture_id(), quad->rect, quad->quadTransform());
}
bool clipped = false;
gfx::QuadF device_quad = MathUtil::MapQuad(
contents_device_transform, SharedGeometryQuad(), &clipped);
DCHECK(!clipped);
LayerQuad deviceLayerBounds(gfx::QuadF(device_quad.BoundingBox()));
LayerQuad device_layer_edges(device_quad);
// Use anti-aliasing programs only when necessary.
bool use_aa = (!device_quad.IsRectilinear() ||
!device_quad.BoundingBox().IsExpressibleAsRect());
if (use_aa) {
deviceLayerBounds.InflateAntiAliasingDistance();
device_layer_edges.InflateAntiAliasingDistance();
}
scoped_ptr<ResourceProvider::ScopedReadLockGL> mask_resource_lock;
unsigned mask_texture_id = 0;
if (quad->mask_resource_id) {
mask_resource_lock.reset(new ResourceProvider::ScopedReadLockGL(
resource_provider_, quad->mask_resource_id));
mask_texture_id = mask_resource_lock->texture_id();
}
// FIXME: use the background_texture and blend the background in with this
// draw instead of having a separate copy of the background texture.
scoped_ptr<ResourceProvider::ScopedReadLockGL> contents_resource_lock;
if (filter_bitmap.getTexture()) {
GrTexture* texture =
reinterpret_cast<GrTexture*>(filter_bitmap.getTexture());
Context()->bindTexture(GL_TEXTURE_2D, texture->getTextureHandle());
} else
contents_resource_lock = make_scoped_ptr(
new ResourceProvider::ScopedSamplerGL(resource_provider_,
contents_texture->id(),
GL_TEXTURE_2D,
GL_LINEAR));
int shader_quad_location = -1;
int shader_edge_location = -1;
int shader_mask_sampler_location = -1;
int shader_mask_tex_coord_scale_location = -1;
int shader_mask_tex_coord_offset_location = -1;
int shader_matrix_location = -1;
int shader_alpha_location = -1;
int shader_tex_transform_location = -1;
int shader_tex_scale_location = -1;
if (use_aa && mask_texture_id) {
const RenderPassMaskProgramAA* program = GetRenderPassMaskProgramAA();
SetUseProgram(program->program());
GLC(Context(),
Context()->uniform1i(program->fragment_shader().samplerLocation(), 0));
shader_quad_location = program->vertex_shader().pointLocation();
shader_edge_location = program->fragment_shader().edgeLocation();
shader_mask_sampler_location =
program->fragment_shader().maskSamplerLocation();
shader_mask_tex_coord_scale_location =
program->fragment_shader().maskTexCoordScaleLocation();
shader_mask_tex_coord_offset_location =
program->fragment_shader().maskTexCoordOffsetLocation();
shader_matrix_location = program->vertex_shader().matrixLocation();
shader_alpha_location = program->fragment_shader().alphaLocation();
shader_tex_scale_location = program->vertex_shader().texScaleLocation();
} else if (!use_aa && mask_texture_id) {
const RenderPassMaskProgram* program = GetRenderPassMaskProgram();
SetUseProgram(program->program());
GLC(Context(),
Context()->uniform1i(program->fragment_shader().samplerLocation(), 0));
shader_mask_sampler_location =
program->fragment_shader().maskSamplerLocation();
shader_mask_tex_coord_scale_location =
program->fragment_shader().maskTexCoordScaleLocation();
shader_mask_tex_coord_offset_location =
program->fragment_shader().maskTexCoordOffsetLocation();
shader_matrix_location = program->vertex_shader().matrixLocation();
shader_alpha_location = program->fragment_shader().alphaLocation();
shader_tex_transform_location =
program->vertex_shader().texTransformLocation();
} else if (use_aa && !mask_texture_id) {
const RenderPassProgramAA* program = GetRenderPassProgramAA();
SetUseProgram(program->program());
GLC(Context(),
Context()->uniform1i(program->fragment_shader().samplerLocation(), 0));
shader_quad_location = program->vertex_shader().pointLocation();
shader_edge_location = program->fragment_shader().edgeLocation();
shader_matrix_location = program->vertex_shader().matrixLocation();
shader_alpha_location = program->fragment_shader().alphaLocation();
shader_tex_scale_location = program->vertex_shader().texScaleLocation();
} else {
const RenderPassProgram* program = GetRenderPassProgram();
SetUseProgram(program->program());
GLC(Context(),
Context()->uniform1i(program->fragment_shader().samplerLocation(), 0));
shader_matrix_location = program->vertex_shader().matrixLocation();
shader_alpha_location = program->fragment_shader().alphaLocation();
shader_tex_transform_location =
program->vertex_shader().texTransformLocation();
}
float tex_scale_x =
quad->rect.width() / static_cast<float>(contents_texture->size().width());
float tex_scale_y = quad->rect.height() /
static_cast<float>(contents_texture->size().height());
DCHECK_LE(tex_scale_x, 1.0f);
DCHECK_LE(tex_scale_y, 1.0f);
if (shader_tex_transform_location != -1) {
GLC(Context(),
Context()->uniform4f(shader_tex_transform_location,
0.0f,
0.0f,
tex_scale_x,
tex_scale_y));
} else if (shader_tex_scale_location != -1) {
GLC(Context(),
Context()->uniform2f(
shader_tex_scale_location, tex_scale_x, tex_scale_y));
} else {
DCHECK(IsContextLost());
}
if (shader_mask_sampler_location != -1) {
DCHECK(shader_mask_tex_coord_scale_location != 1);
DCHECK(shader_mask_tex_coord_offset_location != 1);
GLC(Context(), Context()->activeTexture(GL_TEXTURE1));
GLC(Context(), Context()->uniform1i(shader_mask_sampler_location, 1));
GLC(Context(),
Context()->uniform2f(shader_mask_tex_coord_offset_location,
quad->mask_uv_rect.x(),
quad->mask_uv_rect.y()));
GLC(Context(),
Context()->uniform2f(shader_mask_tex_coord_scale_location,
quad->mask_uv_rect.width() / tex_scale_x,
quad->mask_uv_rect.height() / tex_scale_y));
resource_provider_->BindForSampling(
quad->mask_resource_id, GL_TEXTURE_2D, GL_LINEAR);
GLC(Context(), Context()->activeTexture(GL_TEXTURE0));
}
if (shader_edge_location != -1) {
float edge[24];
device_layer_edges.ToFloatArray(edge);
deviceLayerBounds.ToFloatArray(&edge[12]);
GLC(Context(), Context()->uniform3fv(shader_edge_location, 8, edge));
}
// Map device space quad to surface space. contents_device_transform has no 3d
// component since it was flattened, so we don't need to project.
gfx::QuadF surface_quad = MathUtil::MapQuad(contents_device_transform_inverse,
device_layer_edges.ToQuadF(),
&clipped);
DCHECK(!clipped);
SetShaderOpacity(quad->opacity(), shader_alpha_location);
SetShaderQuadF(surface_quad, shader_quad_location);
DrawQuadGeometry(
frame, quad->quadTransform(), quad->rect, shader_matrix_location);
// Flush the compositor context before the filter bitmap goes out of
// scope, so the draw gets processed before the filter texture gets deleted.
if (filter_bitmap.getTexture())
context_->flush();
}
struct SolidColorProgramUniforms {
unsigned program;
unsigned matrix_location;
unsigned color_location;
unsigned point_location;
unsigned tex_scale_location;
unsigned edge_location;
};
template<class T>
static void SolidColorUniformLocation(T program,
SolidColorProgramUniforms* uniforms) {
uniforms->program = program->program();
uniforms->matrix_location = program->vertex_shader().matrixLocation();
uniforms->color_location = program->fragment_shader().colorLocation();
uniforms->point_location = program->vertex_shader().pointLocation();
uniforms->tex_scale_location = program->vertex_shader().texScaleLocation();
uniforms->edge_location = program->fragment_shader().edgeLocation();
}
bool GLRenderer::SetupQuadForAntialiasing(
const gfx::Transform& device_transform,
const DrawQuad* quad,
gfx::QuadF* local_quad,
float edge[24]) const {
gfx::Rect tile_rect = quad->visible_rect;
bool clipped = false;
gfx::QuadF device_layer_quad = MathUtil::MapQuad(
device_transform, gfx::QuadF(quad->visibleContentRect()), &clipped);
DCHECK(!clipped);
// TODO(reveman): Axis-aligned is not enough to avoid anti-aliasing.
// Bounding rectangle for quad also needs to be expressible as an integer
// rectangle. crbug.com/169374
bool is_axis_aligned_in_target = device_layer_quad.IsRectilinear();
bool use_aa = !clipped && !is_axis_aligned_in_target && quad->IsEdge();
if (!use_aa)
return false;
LayerQuad device_layer_bounds(gfx::QuadF(device_layer_quad.BoundingBox()));
device_layer_bounds.InflateAntiAliasingDistance();
LayerQuad device_layer_edges(device_layer_quad);
device_layer_edges.InflateAntiAliasingDistance();
device_layer_edges.ToFloatArray(edge);
device_layer_bounds.ToFloatArray(&edge[12]);
gfx::PointF bottom_right = tile_rect.bottom_right();
gfx::PointF bottom_left = tile_rect.bottom_left();
gfx::PointF top_left = tile_rect.origin();
gfx::PointF top_right = tile_rect.top_right();
// Map points to device space.
bottom_right = MathUtil::MapPoint(device_transform, bottom_right, &clipped);
DCHECK(!clipped);
bottom_left = MathUtil::MapPoint(device_transform, bottom_left, &clipped);
DCHECK(!clipped);
top_left = MathUtil::MapPoint(device_transform, top_left, &clipped);
DCHECK(!clipped);
top_right = MathUtil::MapPoint(device_transform, top_right, &clipped);
DCHECK(!clipped);
LayerQuad::Edge bottom_edge(bottom_right, bottom_left);
LayerQuad::Edge left_edge(bottom_left, top_left);
LayerQuad::Edge top_edge(top_left, top_right);
LayerQuad::Edge right_edge(top_right, bottom_right);
// Only apply anti-aliasing to edges not clipped by culling or scissoring.
if (quad->IsTopEdge() && tile_rect.y() == quad->rect.y())
top_edge = device_layer_edges.top();
if (quad->IsLeftEdge() && tile_rect.x() == quad->rect.x())
left_edge = device_layer_edges.left();
if (quad->IsRightEdge() && tile_rect.right() == quad->rect.right())
right_edge = device_layer_edges.right();
if (quad->IsBottomEdge() && tile_rect.bottom() == quad->rect.bottom())
bottom_edge = device_layer_edges.bottom();
float sign = gfx::QuadF(tile_rect).IsCounterClockwise() ? -1 : 1;
bottom_edge.scale(sign);
left_edge.scale(sign);
top_edge.scale(sign);
right_edge.scale(sign);
// Create device space quad.
LayerQuad device_quad(left_edge, top_edge, right_edge, bottom_edge);
// Map device space quad to local space. deviceTransform has no 3d
// component since it was flattened, so we don't need to project. We should
// have already checked that the transform was uninvertible above.
gfx::Transform inverse_device_transform(
gfx::Transform::kSkipInitialization);
bool did_invert = device_transform.GetInverse(&inverse_device_transform);
DCHECK(did_invert);
*local_quad = MathUtil::MapQuad(
inverse_device_transform, device_quad.ToQuadF(), &clipped);
// We should not DCHECK(!clipped) here, because anti-aliasing inflation may
// cause deviceQuad to become clipped. To our knowledge this scenario does
// not need to be handled differently than the unclipped case.
return true;
}
void GLRenderer::DrawSolidColorQuad(const DrawingFrame& frame,
const SolidColorDrawQuad* quad) {
SetBlendEnabled(quad->ShouldDrawWithBlending());
gfx::Rect tile_rect = quad->visible_rect;
gfx::Transform device_transform =
frame.window_matrix * frame.projection_matrix * quad->quadTransform();
device_transform.FlattenTo2d();
if (!device_transform.IsInvertible())
return;
gfx::QuadF local_quad = gfx::QuadF(gfx::RectF(tile_rect));
float edge[24];
bool use_aa = SetupQuadForAntialiasing(
device_transform, quad, &local_quad, edge);
SolidColorProgramUniforms uniforms;
if (use_aa)
SolidColorUniformLocation(GetSolidColorProgramAA(), &uniforms);
else
SolidColorUniformLocation(GetSolidColorProgram(), &uniforms);
SetUseProgram(uniforms.program);
SkColor color = quad->color;
float opacity = quad->opacity();
float alpha = (SkColorGetA(color) * (1.0f / 255.0f)) * opacity;
GLC(Context(),
Context()->uniform4f(uniforms.color_location,
(SkColorGetR(color) * (1.0f / 255.0f)) * alpha,
(SkColorGetG(color) * (1.0f / 255.0f)) * alpha,
(SkColorGetB(color) * (1.0f / 255.0f)) * alpha,
alpha));
if (use_aa)
GLC(Context(), Context()->uniform3fv(uniforms.edge_location, 8, edge));
// Enable blending when the quad properties require it or if we decided
// to use antialiasing.
SetBlendEnabled(quad->ShouldDrawWithBlending() || use_aa);
// Normalize to tileRect.
local_quad.Scale(1.0f / tile_rect.width(), 1.0f / tile_rect.height());
SetShaderQuadF(local_quad, uniforms.point_location);
// The transform and vertex data are used to figure out the extents that the
// un-antialiased quad should have and which vertex this is and the float
// quad passed in via uniform is the actual geometry that gets used to draw
// it. This is why this centered rect is used and not the original quadRect.
gfx::RectF centered_rect(gfx::PointF(-0.5f * tile_rect.width(),
-0.5f * tile_rect.height()),
tile_rect.size());
DrawQuadGeometry(frame, quad->quadTransform(),
centered_rect, uniforms.matrix_location);
}
struct TileProgramUniforms {
unsigned program;
unsigned sampler_location;
unsigned vertex_tex_transform_location;
unsigned fragment_tex_transform_location;
unsigned edge_location;
unsigned matrix_location;
unsigned alpha_location;
unsigned point_location;
};
template <class T>
static void TileUniformLocation(T program, TileProgramUniforms* uniforms) {
uniforms->program = program->program();
uniforms->vertex_tex_transform_location =
program->vertex_shader().vertexTexTransformLocation();
uniforms->matrix_location = program->vertex_shader().matrixLocation();
uniforms->point_location = program->vertex_shader().pointLocation();
uniforms->sampler_location = program->fragment_shader().samplerLocation();
uniforms->alpha_location = program->fragment_shader().alphaLocation();
uniforms->fragment_tex_transform_location =
program->fragment_shader().fragmentTexTransformLocation();
uniforms->edge_location = program->fragment_shader().edgeLocation();
}
void GLRenderer::DrawTileQuad(const DrawingFrame& frame,
const TileDrawQuad* quad) {
gfx::Rect tile_rect = quad->visible_rect;
gfx::RectF tex_coord_rect = quad->tex_coord_rect;
float tex_to_geom_scale_x = quad->rect.width() / tex_coord_rect.width();
float tex_to_geom_scale_y = quad->rect.height() / tex_coord_rect.height();
// tex_coord_rect corresponds to quad_rect, but quadVisibleRect may be
// smaller than quad_rect due to occlusion or clipping. Adjust
// tex_coord_rect to match.
gfx::Vector2d top_left_diff = tile_rect.origin() - quad->rect.origin();
gfx::Vector2d bottom_right_diff =
tile_rect.bottom_right() - quad->rect.bottom_right();
tex_coord_rect.Inset(top_left_diff.x() / tex_to_geom_scale_x,
top_left_diff.y() / tex_to_geom_scale_y,
-bottom_right_diff.x() / tex_to_geom_scale_x,
-bottom_right_diff.y() / tex_to_geom_scale_y);
gfx::RectF clamp_geom_rect(tile_rect);
gfx::RectF clamp_tex_rect(tex_coord_rect);
// Clamp texture coordinates to avoid sampling outside the layer
// by deflating the tile region half a texel or half a texel
// minus epsilon for one pixel layers. The resulting clamp region
// is mapped to the unit square by the vertex shader and mapped
// back to normalized texture coordinates by the fragment shader
// after being clamped to 0-1 range.
const float epsilon = 1.0f / 1024.0f;
float tex_clamp_x = std::min(0.5f, 0.5f * clamp_tex_rect.width() - epsilon);
float tex_clamp_y = std::min(0.5f, 0.5f * clamp_tex_rect.height() - epsilon);
float geom_clamp_x = std::min(tex_clamp_x * tex_to_geom_scale_x,
0.5f * clamp_geom_rect.width() - epsilon);
float geom_clamp_y = std::min(tex_clamp_y * tex_to_geom_scale_y,
0.5f * clamp_geom_rect.height() - epsilon);
clamp_geom_rect.Inset(geom_clamp_x, geom_clamp_y, geom_clamp_x, geom_clamp_y);
clamp_tex_rect.Inset(tex_clamp_x, tex_clamp_y, tex_clamp_x, tex_clamp_y);
// Map clamping rectangle to unit square.
float vertex_tex_translate_x = -clamp_geom_rect.x() / clamp_geom_rect.width();
float vertex_tex_translate_y =
-clamp_geom_rect.y() / clamp_geom_rect.height();
float vertex_tex_scale_x = tile_rect.width() / clamp_geom_rect.width();
float vertex_tex_scale_y = tile_rect.height() / clamp_geom_rect.height();
// Map to normalized texture coordinates.
gfx::Size texture_size = quad->texture_size;
float fragment_tex_translate_x = clamp_tex_rect.x() / texture_size.width();
float fragment_tex_translate_y = clamp_tex_rect.y() / texture_size.height();
float fragment_tex_scale_x = clamp_tex_rect.width() / texture_size.width();
float fragment_tex_scale_y = clamp_tex_rect.height() / texture_size.height();
gfx::Transform device_transform =
frame.window_matrix * frame.projection_matrix * quad->quadTransform();
device_transform.FlattenTo2d();
if (!device_transform.IsInvertible())
return;
gfx::QuadF local_quad = gfx::QuadF(gfx::RectF(tile_rect));
float edge[24];
bool use_aa = SetupQuadForAntialiasing(
device_transform, quad, &local_quad, edge);
TileProgramUniforms uniforms;
if (use_aa) {
if (quad->swizzle_contents)
TileUniformLocation(GetTileProgramSwizzleAA(), &uniforms);
else
TileUniformLocation(GetTileProgramAA(), &uniforms);
} else {
if (quad->ShouldDrawWithBlending()) {
if (quad->swizzle_contents)
TileUniformLocation(GetTileProgramSwizzle(), &uniforms);
else
TileUniformLocation(GetTileProgram(), &uniforms);
} else {
if (quad->swizzle_contents)
TileUniformLocation(GetTileProgramSwizzleOpaque(), &uniforms);
else
TileUniformLocation(GetTileProgramOpaque(), &uniforms);
}
}
SetUseProgram(uniforms.program);
GLC(Context(), Context()->uniform1i(uniforms.sampler_location, 0));
bool scaled = (tex_to_geom_scale_x != 1.f || tex_to_geom_scale_y != 1.f);
GLenum filter = (use_aa || scaled ||
!quad->quadTransform().IsIdentityOrIntegerTranslation())
? GL_LINEAR
: GL_NEAREST;
ResourceProvider::ScopedSamplerGL quad_resource_lock(
resource_provider_, quad->resource_id, GL_TEXTURE_2D, filter);
if (use_aa) {
GLC(Context(), Context()->uniform3fv(uniforms.edge_location, 8, edge));
GLC(Context(),
Context()->uniform4f(uniforms.vertex_tex_transform_location,
vertex_tex_translate_x,
vertex_tex_translate_y,
vertex_tex_scale_x,
vertex_tex_scale_y));
GLC(Context(),
Context()->uniform4f(uniforms.fragment_tex_transform_location,
fragment_tex_translate_x,
fragment_tex_translate_y,
fragment_tex_scale_x,
fragment_tex_scale_y));
} else {
// Move fragment shader transform to vertex shader. We can do this while
// still producing correct results as fragment_tex_transform_location
// should always be non-negative when tiles are transformed in a way
// that could result in sampling outside the layer.
vertex_tex_scale_x *= fragment_tex_scale_x;
vertex_tex_scale_y *= fragment_tex_scale_y;
vertex_tex_translate_x *= fragment_tex_scale_x;
vertex_tex_translate_y *= fragment_tex_scale_y;
vertex_tex_translate_x += fragment_tex_translate_x;
vertex_tex_translate_y += fragment_tex_translate_y;
GLC(Context(),
Context()->uniform4f(uniforms.vertex_tex_transform_location,
vertex_tex_translate_x,
vertex_tex_translate_y,
vertex_tex_scale_x,
vertex_tex_scale_y));
}
// Enable blending when the quad properties require it or if we decided
// to use antialiasing.
SetBlendEnabled(quad->ShouldDrawWithBlending() || use_aa);
// Normalize to tile_rect.
local_quad.Scale(1.0f / tile_rect.width(), 1.0f / tile_rect.height());
SetShaderOpacity(quad->opacity(), uniforms.alpha_location);
SetShaderQuadF(local_quad, uniforms.point_location);
// The transform and vertex data are used to figure out the extents that the
// un-antialiased quad should have and which vertex this is and the float
// quad passed in via uniform is the actual geometry that gets used to draw
// it. This is why this centered rect is used and not the original quad_rect.
gfx::RectF centeredRect(
gfx::PointF(-0.5f * tile_rect.width(), -0.5f * tile_rect.height()),
tile_rect.size());
DrawQuadGeometry(
frame, quad->quadTransform(), centeredRect, uniforms.matrix_location);
}
void GLRenderer::DrawYUVVideoQuad(const DrawingFrame& frame,
const YUVVideoDrawQuad* quad) {
SetBlendEnabled(quad->ShouldDrawWithBlending());
const VideoYUVProgram* program = GetVideoYUVProgram();
DCHECK(program && (program->initialized() || IsContextLost()));
const VideoLayerImpl::FramePlane& y_plane = quad->y_plane;
const VideoLayerImpl::FramePlane& u_plane = quad->u_plane;
const VideoLayerImpl::FramePlane& v_plane = quad->v_plane;
GLC(Context(), Context()->activeTexture(GL_TEXTURE1));
ResourceProvider::ScopedSamplerGL y_plane_lock(
resource_provider_, y_plane.resource_id, GL_TEXTURE_2D, GL_LINEAR);
GLC(Context(), Context()->activeTexture(GL_TEXTURE2));
ResourceProvider::ScopedSamplerGL u_plane_lock(
resource_provider_, u_plane.resource_id, GL_TEXTURE_2D, GL_LINEAR);
GLC(Context(), Context()->activeTexture(GL_TEXTURE3));
ResourceProvider::ScopedSamplerGL v_plane_lock(
resource_provider_, v_plane.resource_id, GL_TEXTURE_2D, GL_LINEAR);
SetUseProgram(program->program());
GLC(Context(),
Context()->uniform2f(program->vertex_shader().texScaleLocation(),
quad->tex_scale.width(),
quad->tex_scale.height()));
GLC(Context(),
Context()->uniform1i(program->fragment_shader().yTextureLocation(), 1));
GLC(Context(),
Context()->uniform1i(program->fragment_shader().uTextureLocation(), 2));
GLC(Context(),
Context()->uniform1i(program->fragment_shader().vTextureLocation(), 3));
// These values are magic numbers that are used in the transformation from YUV
// to RGB color values. They are taken from the following webpage:
// http://www.fourcc.org/fccyvrgb.php
float yuv_to_rgb[9] = {
1.164f, 1.164f, 1.164f,
0.0f, -.391f, 2.018f,
1.596f, -.813f, 0.0f,
};
GLC(Context(),
Context()->uniformMatrix3fv(
program->fragment_shader().yuvMatrixLocation(), 1, 0, yuv_to_rgb));
// These values map to 16, 128, and 128 respectively, and are computed
// as a fraction over 256 (e.g. 16 / 256 = 0.0625).
// They are used in the YUV to RGBA conversion formula:
// Y - 16 : Gives 16 values of head and footroom for overshooting
// U - 128 : Turns unsigned U into signed U [-128,127]
// V - 128 : Turns unsigned V into signed V [-128,127]
float yuv_adjust[3] = { -0.0625f, -0.5f, -0.5f, };
GLC(Context(),
Context()->uniform3fv(
program->fragment_shader().yuvAdjLocation(), 1, yuv_adjust));
SetShaderOpacity(quad->opacity(), program->fragment_shader().alphaLocation());
DrawQuadGeometry(frame,
quad->quadTransform(),
quad->rect,
program->vertex_shader().matrixLocation());
// Reset active texture back to texture 0.
GLC(Context(), Context()->activeTexture(GL_TEXTURE0));
}
void GLRenderer::DrawStreamVideoQuad(const DrawingFrame& frame,
const StreamVideoDrawQuad* quad) {
SetBlendEnabled(quad->ShouldDrawWithBlending());
static float gl_matrix[16];
DCHECK(capabilities_.using_egl_image);
const VideoStreamTextureProgram* program = GetVideoStreamTextureProgram();
SetUseProgram(program->program());
ToGLMatrix(&gl_matrix[0], quad->matrix);
GLC(Context(),
Context()->uniformMatrix4fv(
program->vertex_shader().texMatrixLocation(), 1, false, gl_matrix));
GLC(Context(),
Context()->bindTexture(GL_TEXTURE_EXTERNAL_OES, quad->texture_id));
GLC(Context(),
Context()->uniform1i(program->fragment_shader().samplerLocation(), 0));
SetShaderOpacity(quad->opacity(), program->fragment_shader().alphaLocation());
DrawQuadGeometry(frame,
quad->quadTransform(),
quad->rect,
program->vertex_shader().matrixLocation());
}
struct TextureProgramBinding {
template <class Program>
void Set(Program* program, WebKit::WebGraphicsContext3D* context) {
DCHECK(program && (program->initialized() || context->isContextLost()));
program_id = program->program();
sampler_location = program->fragment_shader().samplerLocation();
matrix_location = program->vertex_shader().matrixLocation();
alpha_location = program->fragment_shader().alphaLocation();
}
int program_id;
int sampler_location;
int matrix_location;
int alpha_location;
};
struct TexTransformTextureProgramBinding : TextureProgramBinding {
template <class Program>
void Set(Program* program, WebKit::WebGraphicsContext3D* context) {
TextureProgramBinding::Set(program, context);
tex_transform_location = program->vertex_shader().texTransformLocation();
vertex_opacity_location = program->vertex_shader().vertexOpacityLocation();
}
int tex_transform_location;
int vertex_opacity_location;
};
void GLRenderer::FlushTextureQuadCache() {
// Check to see if we have anything to draw.
if (draw_cache_.program_id == 0)
return;
// Set the correct blending mode.
SetBlendEnabled(draw_cache_.needs_blending);
// Bind the program to the GL state.
SetUseProgram(draw_cache_.program_id);
// Bind the correct texture sampler location.
GLC(Context(), Context()->uniform1i(draw_cache_.sampler_location, 0));
// Assume the current active textures is 0.
ResourceProvider::ScopedReadLockGL locked_quad(resource_provider_,
draw_cache_.resource_id);
GLC(Context(),
Context()->bindTexture(GL_TEXTURE_2D, locked_quad.texture_id()));
// set up premultiplied alpha.
if (!draw_cache_.use_premultiplied_alpha) {
// As it turns out, the premultiplied alpha blending function (ONE,
// ONE_MINUS_SRC_ALPHA) will never cause the alpha channel to be set to
// anything less than 1.0f if it is initialized to that value! Therefore,
// premultipliedAlpha being false is the first situation we can generally
// see an alpha channel less than 1.0f coming out of the compositor. This is
// causing platform differences in some layout tests (see
// https://bugs.webkit.org/show_bug.cgi?id=82412), so in this situation, use
// a separate blend function for the alpha channel to avoid modifying it.
// Don't use colorMask for this as it has performance implications on some
// platforms.
GLC(Context(),
Context()->blendFuncSeparate(
GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE));
}
COMPILE_ASSERT(sizeof(Float4) == 4 * sizeof(float), struct_is_densely_packed);
COMPILE_ASSERT(sizeof(Float16) == 16 * sizeof(float),
struct_is_densely_packed);
// Upload the tranforms for both points and uvs.
GLC(context_,
context_->uniformMatrix4fv(
static_cast<int>(draw_cache_.matrix_location),
static_cast<int>(draw_cache_.matrix_data.size()),
false,
reinterpret_cast<float*>(&draw_cache_.matrix_data.front())));
GLC(context_,
context_->uniform4fv(
static_cast<int>(draw_cache_.uv_xform_location),
static_cast<int>(draw_cache_.uv_xform_data.size()),
reinterpret_cast<float*>(&draw_cache_.uv_xform_data.front())));
GLC(context_,
context_->uniform1fv(
static_cast<int>(draw_cache_.vertex_opacity_location),
static_cast<int>(draw_cache_.vertex_opacity_data.size()),
static_cast<float*>(&draw_cache_.vertex_opacity_data.front())));
// Draw the quads!
GLC(context_,
context_->drawElements(GL_TRIANGLES,
6 * draw_cache_.matrix_data.size(),
GL_UNSIGNED_SHORT,
0));
// Clean up after ourselves (reset state set above).
if (!draw_cache_.use_premultiplied_alpha)
GLC(context_, context_->blendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA));
// Clear the cache.
draw_cache_.program_id = 0;
draw_cache_.uv_xform_data.resize(0);
draw_cache_.vertex_opacity_data.resize(0);
draw_cache_.matrix_data.resize(0);
}
void GLRenderer::EnqueueTextureQuad(const DrawingFrame& frame,
const TextureDrawQuad* quad) {
// Choose the correct texture program binding
TexTransformTextureProgramBinding binding;
if (quad->flipped)
binding.Set(GetTextureProgramFlip(), Context());
else
binding.Set(GetTextureProgram(), Context());
int resource_id = quad->resource_id;
if (draw_cache_.program_id != binding.program_id ||
draw_cache_.resource_id != resource_id ||
draw_cache_.use_premultiplied_alpha != quad->premultiplied_alpha ||
draw_cache_.needs_blending != quad->ShouldDrawWithBlending() ||
draw_cache_.matrix_data.size() >= 8) {
FlushTextureQuadCache();
draw_cache_.program_id = binding.program_id;
draw_cache_.resource_id = resource_id;
draw_cache_.use_premultiplied_alpha = quad->premultiplied_alpha;
draw_cache_.needs_blending = quad->ShouldDrawWithBlending();
draw_cache_.uv_xform_location = binding.tex_transform_location;
draw_cache_.vertex_opacity_location = binding.vertex_opacity_location;
draw_cache_.matrix_location = binding.matrix_location;
draw_cache_.sampler_location = binding.sampler_location;
}
// Generate the uv-transform
gfx::PointF uv0 = quad->uv_top_left;
gfx::PointF uv1 = quad->uv_bottom_right;
Float4 uv = { { uv0.x(), uv0.y(), uv1.x() - uv0.x(), uv1.y() - uv0.y() } };
draw_cache_.uv_xform_data.push_back(uv);
// Generate the vertex opacity
const float opacity = quad->opacity();
draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[0] * opacity);
draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[1] * opacity);
draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[2] * opacity);
draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[3] * opacity);
// Generate the transform matrix
gfx::Transform quad_rect_matrix;
QuadRectTransform(&quad_rect_matrix, quad->quadTransform(), quad->rect);
quad_rect_matrix = frame.projection_matrix * quad_rect_matrix;
Float16 m;
quad_rect_matrix.matrix().asColMajorf(m.data);
draw_cache_.matrix_data.push_back(m);
}
void GLRenderer::DrawTextureQuad(const DrawingFrame& frame,
const TextureDrawQuad* quad) {
TexTransformTextureProgramBinding binding;
if (quad->flipped)
binding.Set(GetTextureProgramFlip(), Context());
else
binding.Set(GetTextureProgram(), Context());
SetUseProgram(binding.program_id);
GLC(Context(), Context()->uniform1i(binding.sampler_location, 0));
gfx::PointF uv0 = quad->uv_top_left;
gfx::PointF uv1 = quad->uv_bottom_right;
GLC(Context(),
Context()->uniform4f(binding.tex_transform_location,
uv0.x(),
uv0.y(),
uv1.x() - uv0.x(),
uv1.y() - uv0.y()));
GLC(Context(),
Context()->uniform1fv(
binding.vertex_opacity_location, 4, quad->vertex_opacity));
ResourceProvider::ScopedSamplerGL quad_resource_lock(
resource_provider_, quad->resource_id, GL_TEXTURE_2D, GL_LINEAR);
if (!quad->premultiplied_alpha) {
// As it turns out, the premultiplied alpha blending function (ONE,
// ONE_MINUS_SRC_ALPHA) will never cause the alpha channel to be set to
// anything less than 1.0f if it is initialized to that value! Therefore,
// premultipliedAlpha being false is the first situation we can generally
// see an alpha channel less than 1.0f coming out of the compositor. This is
// causing platform differences in some layout tests (see
// https://bugs.webkit.org/show_bug.cgi?id=82412), so in this situation, use
// a separate blend function for the alpha channel to avoid modifying it.
// Don't use colorMask for this as it has performance implications on some
// platforms.
GLC(Context(),
Context()->blendFuncSeparate(
GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE));
}
DrawQuadGeometry(
frame, quad->quadTransform(), quad->rect, binding.matrix_location);
if (!quad->premultiplied_alpha)
GLC(context_, context_->blendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA));
}
void GLRenderer::DrawIOSurfaceQuad(const DrawingFrame& frame,
const IOSurfaceDrawQuad* quad) {
SetBlendEnabled(quad->ShouldDrawWithBlending());
TexTransformTextureProgramBinding binding;
binding.Set(GetTextureIOSurfaceProgram(), Context());
SetUseProgram(binding.program_id);
GLC(Context(), Context()->uniform1i(binding.sampler_location, 0));
if (quad->orientation == IOSurfaceDrawQuad::FLIPPED) {
GLC(Context(),
Context()->uniform4f(binding.tex_transform_location,
0,
quad->io_surface_size.height(),
quad->io_surface_size.width(),
quad->io_surface_size.height() * -1.0f));
} else {
GLC(Context(),
Context()->uniform4f(binding.tex_transform_location,
0,
0,
quad->io_surface_size.width(),
quad->io_surface_size.height()));
}
const float vertex_opacity[] = { quad->opacity(), quad->opacity(),
quad->opacity(), quad->opacity() };
GLC(Context(),
Context()->uniform1fv(
binding.vertex_opacity_location, 4, vertex_opacity));
GLC(Context(),
Context()->bindTexture(GL_TEXTURE_RECTANGLE_ARB,
quad->io_surface_texture_id));
DrawQuadGeometry(
frame, quad->quadTransform(), quad->rect, binding.matrix_location);
GLC(Context(), Context()->bindTexture(GL_TEXTURE_RECTANGLE_ARB, 0));
}
void GLRenderer::FinishDrawingFrame(DrawingFrame& frame) {
current_framebuffer_lock_.reset();
swap_buffer_rect_.Union(gfx::ToEnclosingRect(frame.root_damage_rect));
GLC(context_, context_->disable(GL_BLEND));
blend_shadow_ = false;
if (Settings().compositorFrameMessage) {
CompositorFrame compositor_frame;
compositor_frame.metadata = client_->MakeCompositorFrameMetadata();
output_surface_->SendFrameToParentCompositor(&compositor_frame);
}
}
void GLRenderer::FinishDrawingQuadList() { FlushTextureQuadCache(); }
bool GLRenderer::FlippedFramebuffer() const { return true; }
void GLRenderer::EnsureScissorTestEnabled() {
if (is_scissor_enabled_)
return;
FlushTextureQuadCache();
GLC(context_, context_->enable(GL_SCISSOR_TEST));
is_scissor_enabled_ = true;
}
void GLRenderer::EnsureScissorTestDisabled() {
if (!is_scissor_enabled_)
return;
FlushTextureQuadCache();
GLC(context_, context_->disable(GL_SCISSOR_TEST));
is_scissor_enabled_ = false;
}
void GLRenderer::ToGLMatrix(float* gl_matrix, const gfx::Transform& transform) {
transform.matrix().asColMajorf(gl_matrix);
}
void GLRenderer::SetShaderQuadF(const gfx::QuadF& quad, int quad_location) {
if (quad_location == -1)
return;
float point[8];
point[0] = quad.p1().x();
point[1] = quad.p1().y();
point[2] = quad.p2().x();
point[3] = quad.p2().y();
point[4] = quad.p3().x();
point[5] = quad.p3().y();
point[6] = quad.p4().x();
point[7] = quad.p4().y();
GLC(context_, context_->uniform2fv(quad_location, 4, point));
}
void GLRenderer::SetShaderOpacity(float opacity, int alpha_location) {
if (alpha_location != -1)
GLC(context_, context_->uniform1f(alpha_location, opacity));
}
void GLRenderer::SetBlendEnabled(bool enabled) {
if (enabled == blend_shadow_)
return;
if (enabled)
GLC(context_, context_->enable(GL_BLEND));
else
GLC(context_, context_->disable(GL_BLEND));
blend_shadow_ = enabled;
}
void GLRenderer::SetUseProgram(unsigned program) {
if (program == program_shadow_)
return;
GLC(context_, context_->useProgram(program));
program_shadow_ = program;
}
void GLRenderer::DrawQuadGeometry(const DrawingFrame& frame,
const gfx::Transform& draw_transform,
const gfx::RectF& quad_rect,
int matrix_location) {
gfx::Transform quad_rect_matrix;
QuadRectTransform(&quad_rect_matrix, draw_transform, quad_rect);
static float gl_matrix[16];
ToGLMatrix(&gl_matrix[0], frame.projection_matrix * quad_rect_matrix);
GLC(context_,
context_->uniformMatrix4fv(matrix_location, 1, false, &gl_matrix[0]));
GLC(context_, context_->drawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0));
}
void GLRenderer::CopyTextureToFramebuffer(const DrawingFrame& frame,
int texture_id,
gfx::Rect rect,
const gfx::Transform& draw_matrix) {
const RenderPassProgram* program = GetRenderPassProgram();
GLC(Context(), Context()->bindTexture(GL_TEXTURE_2D, texture_id));
SetUseProgram(program->program());
GLC(Context(),
Context()->uniform1i(program->fragment_shader().samplerLocation(), 0));
GLC(Context(),
Context()->uniform4f(program->vertex_shader().texTransformLocation(),
0.0f,
0.0f,
1.0f,
1.0f));
SetShaderOpacity(1, program->fragment_shader().alphaLocation());
DrawQuadGeometry(
frame, draw_matrix, rect, program->vertex_shader().matrixLocation());
}
void GLRenderer::Finish() {
TRACE_EVENT0("cc", "GLRenderer::finish");
context_->finish();
}
bool GLRenderer::SwapBuffers() {
DCHECK(visible_);
DCHECK(!is_backbuffer_discarded_);
TRACE_EVENT0("cc", "GLRenderer::swapBuffers");
// We're done! Time to swapbuffers!
if (capabilities_.using_partial_swap) {
// If supported, we can save significant bandwidth by only swapping the
// damaged/scissored region (clamped to the viewport)
swap_buffer_rect_.Intersect(gfx::Rect(gfx::Point(), ViewportSize()));
int flipped_y_pos_of_rect_bottom =
ViewportHeight() - swap_buffer_rect_.y() - swap_buffer_rect_.height();
output_surface_->PostSubBuffer(gfx::Rect(swap_buffer_rect_.x(),
flipped_y_pos_of_rect_bottom,
swap_buffer_rect_.width(),
swap_buffer_rect_.height()));
} else {
output_surface_->SwapBuffers();
}
swap_buffer_rect_ = gfx::Rect();
// We don't have real fences, so we mark read fences as passed
// assuming a double-buffered GPU pipeline. A texture can be
// written to after one full frame has past since it was last read.
if (last_swap_fence_)
static_cast<SimpleSwapFence*>(last_swap_fence_.get())->SetHasPassed();
last_swap_fence_ = resource_provider_->GetReadLockFence();
resource_provider_->SetReadLockFence(new SimpleSwapFence());
return true;
}
void GLRenderer::ReceiveCompositorFrameAck(const CompositorFrameAck& ack) {
onSwapBuffersComplete();
}
void GLRenderer::onSwapBuffersComplete() { client_->OnSwapBuffersComplete(); }
void GLRenderer::onMemoryAllocationChanged(
WebGraphicsMemoryAllocation allocation) {
// Just ignore the memory manager when it says to set the limit to zero
// bytes. This will happen when the memory manager thinks that the renderer
// is not visible (which the renderer knows better).
if (allocation.bytesLimitWhenVisible) {
ManagedMemoryPolicy policy(
allocation.bytesLimitWhenVisible,
PriorityCutoff(allocation.priorityCutoffWhenVisible),
allocation.bytesLimitWhenNotVisible,
PriorityCutoff(allocation.priorityCutoffWhenNotVisible));
if (allocation.enforceButDoNotKeepAsPolicy)
client_->EnforceManagedMemoryPolicy(policy);
else
client_->SetManagedMemoryPolicy(policy);
}
bool old_discard_backbuffer_when_not_visible =
discard_backbuffer_when_not_visible_;
discard_backbuffer_when_not_visible_ = !allocation.suggestHaveBackbuffer;
EnforceMemoryPolicy();
if (allocation.enforceButDoNotKeepAsPolicy)
discard_backbuffer_when_not_visible_ =
old_discard_backbuffer_when_not_visible;
}
ManagedMemoryPolicy::PriorityCutoff GLRenderer::PriorityCutoff(
WebKit::WebGraphicsMemoryAllocation::PriorityCutoff priority_cutoff) {
// This is simple a 1:1 map, the names differ only because the WebKit names
// should be to match the cc names.
switch (priority_cutoff) {
case WebKit::WebGraphicsMemoryAllocation::PriorityCutoffAllowNothing:
return ManagedMemoryPolicy::CUTOFF_ALLOW_NOTHING;
case WebKit::WebGraphicsMemoryAllocation::PriorityCutoffAllowVisibleOnly:
return ManagedMemoryPolicy::CUTOFF_ALLOW_REQUIRED_ONLY;
case WebKit::WebGraphicsMemoryAllocation::
PriorityCutoffAllowVisibleAndNearby:
return ManagedMemoryPolicy::CUTOFF_ALLOW_NICE_TO_HAVE;
case WebKit::WebGraphicsMemoryAllocation::PriorityCutoffAllowEverything:
return ManagedMemoryPolicy::CUTOFF_ALLOW_EVERYTHING;
}
NOTREACHED();
return ManagedMemoryPolicy::CUTOFF_ALLOW_NOTHING;
}
void GLRenderer::EnforceMemoryPolicy() {
if (!visible_) {
TRACE_EVENT0("cc", "GLRenderer::enforceMemoryPolicy dropping resources");
ReleaseRenderPassTextures();
if (discard_backbuffer_when_not_visible_)
DiscardBackbuffer();
resource_provider_->ReleaseCachedData();
GLC(context_, context_->flush());
}
}
void GLRenderer::DiscardBackbuffer() {
if (is_backbuffer_discarded_)
return;
output_surface_->DiscardBackbuffer();
is_backbuffer_discarded_ = true;
// Damage tracker needs a full reset every time framebuffer is discarded.
client_->SetFullRootLayerDamage();
}
void GLRenderer::EnsureBackbuffer() {
if (!is_backbuffer_discarded_)
return;
output_surface_->EnsureBackbuffer();
is_backbuffer_discarded_ = false;
}
void GLRenderer::onContextLost() { client_->DidLoseOutputSurface(); }
void GLRenderer::GetFramebufferPixels(void* pixels, gfx::Rect rect) {
DCHECK(rect.right() <= ViewportWidth());
DCHECK(rect.bottom() <= ViewportHeight());
if (!pixels)
return;
MakeContextCurrent();
bool do_workaround = NeedsIOSurfaceReadbackWorkaround();
GLuint temporary_texture = 0;
GLuint temporary_fbo = 0;
if (do_workaround) {
// On Mac OS X, calling glReadPixels against an FBO whose color attachment
// is an IOSurface-backed texture causes corruption of future glReadPixels
// calls, even those on different OpenGL contexts. It is believed that this
// is the root cause of top crasher
// http://crbug.com/99393. <rdar://problem/10949687>
temporary_texture = context_->createTexture();
GLC(context_, context_->bindTexture(GL_TEXTURE_2D, temporary_texture));
GLC(context_,
context_->texParameteri(
GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
GLC(context_,
context_->texParameteri(
GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
GLC(context_,
context_->texParameteri(
GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
GLC(context_,
context_->texParameteri(
GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
// Copy the contents of the current (IOSurface-backed) framebuffer into a
// temporary texture.
GLC(context_,
context_->copyTexImage2D(GL_TEXTURE_2D,
0,
GL_RGBA,
0,
0,
ViewportSize().width(),
ViewportSize().height(),
0));
temporary_fbo = context_->createFramebuffer();
// Attach this texture to an FBO, and perform the readback from that FBO.
GLC(context_, context_->bindFramebuffer(GL_FRAMEBUFFER, temporary_fbo));
GLC(context_,
context_->framebufferTexture2D(GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D,
temporary_texture,
0));
DCHECK(context_->checkFramebufferStatus(GL_FRAMEBUFFER) ==
GL_FRAMEBUFFER_COMPLETE);
}
scoped_array<uint8_t> src_pixels(
new uint8_t[rect.width() * rect.height() * 4]);
GLC(context_,
context_->readPixels(rect.x(),
ViewportSize().height() - rect.bottom(),
rect.width(),
rect.height(),
GL_RGBA,
GL_UNSIGNED_BYTE,
src_pixels.get()));
uint8_t* dest_pixels = static_cast<uint8_t*>(pixels);
size_t row_bytes = rect.width() * 4;
int num_rows = rect.height();
size_t total_bytes = num_rows * row_bytes;
for (size_t dest_y = 0; dest_y < total_bytes; dest_y += row_bytes) {
// Flip Y axis.
size_t src_y = total_bytes - dest_y - row_bytes;
// Swizzle BGRA -> RGBA.
for (size_t x = 0; x < row_bytes; x += 4) {
dest_pixels[dest_y + (x + 0)] = src_pixels.get()[src_y + (x + 2)];
dest_pixels[dest_y + (x + 1)] = src_pixels.get()[src_y + (x + 1)];
dest_pixels[dest_y + (x + 2)] = src_pixels.get()[src_y + (x + 0)];
dest_pixels[dest_y + (x + 3)] = src_pixels.get()[src_y + (x + 3)];
}
}
if (do_workaround) {
// Clean up.
GLC(context_, context_->bindFramebuffer(GL_FRAMEBUFFER, 0));
GLC(context_, context_->bindTexture(GL_TEXTURE_2D, 0));
GLC(context_, context_->deleteFramebuffer(temporary_fbo));
GLC(context_, context_->deleteTexture(temporary_texture));
}
EnforceMemoryPolicy();
}
bool GLRenderer::GetFramebufferTexture(ScopedResource* texture,
gfx::Rect device_rect) {
DCHECK(!texture->id() || (texture->size() == device_rect.size() &&
texture->format() == GL_RGB));
if (!texture->id() && !texture->Allocate(device_rect.size(),
GL_RGB,
ResourceProvider::TextureUsageAny))
return false;
ResourceProvider::ScopedWriteLockGL lock(resource_provider_, texture->id());
GLC(context_, context_->bindTexture(GL_TEXTURE_2D, lock.texture_id()));
GLC(context_,
context_->copyTexImage2D(GL_TEXTURE_2D,
0,
texture->format(),
device_rect.x(),
device_rect.y(),
device_rect.width(),
device_rect.height(),
0));
return true;
}
bool GLRenderer::UseScopedTexture(DrawingFrame& frame,
const ScopedResource* texture,
gfx::Rect viewport_rect) {
DCHECK(texture->id());
frame.current_render_pass = 0;
frame.current_texture = texture;
return BindFramebufferToTexture(frame, texture, viewport_rect);
}
void GLRenderer::BindFramebufferToOutputSurface(DrawingFrame& frame) {
current_framebuffer_lock_.reset();
output_surface_->BindFramebuffer();
}
bool GLRenderer::BindFramebufferToTexture(DrawingFrame& frame,
const ScopedResource* texture,
gfx::Rect framebuffer_rect) {
DCHECK(texture->id());
GLC(context_,
context_->bindFramebuffer(GL_FRAMEBUFFER, offscreen_framebuffer_id_));
current_framebuffer_lock_ =
make_scoped_ptr(new ResourceProvider::ScopedWriteLockGL(
resource_provider_, texture->id()));
unsigned texture_id = current_framebuffer_lock_->texture_id();
GLC(context_,
context_->framebufferTexture2D(
GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_id, 0));
DCHECK(context_->checkFramebufferStatus(GL_FRAMEBUFFER) ==
GL_FRAMEBUFFER_COMPLETE || IsContextLost());
InitializeMatrices(frame, framebuffer_rect, false);
SetDrawViewportSize(framebuffer_rect.size());
return true;
}
void GLRenderer::SetScissorTestRect(gfx::Rect scissor_rect) {
EnsureScissorTestEnabled();
// Don't unnecessarily ask the context to change the scissor, because it
// may cause undesired GPU pipeline flushes.
if (scissor_rect == scissor_rect_)
return;
scissor_rect_ = scissor_rect;
FlushTextureQuadCache();
GLC(context_,
context_->scissor(scissor_rect.x(),
scissor_rect.y(),
scissor_rect.width(),
scissor_rect.height()));
}
void GLRenderer::SetDrawViewportSize(gfx::Size viewport_size) {
GLC(context_,
context_->viewport(0, 0, viewport_size.width(), viewport_size.height()));
}
bool GLRenderer::MakeContextCurrent() { return context_->makeContextCurrent(); }
bool GLRenderer::InitializeSharedObjects() {
TRACE_EVENT0("cc", "GLRenderer::initializeSharedObjects");
MakeContextCurrent();
// Create an FBO for doing offscreen rendering.
GLC(context_, offscreen_framebuffer_id_ = context_->createFramebuffer());
// We will always need these programs to render, so create the programs
// eagerly so that the shader compilation can start while we do other work.
// Other programs are created lazily on first access.
shared_geometry_ =
make_scoped_ptr(new GeometryBinding(context_, QuadVertexRect()));
render_pass_program_ = make_scoped_ptr(new RenderPassProgram(context_));
tile_program_ = make_scoped_ptr(new TileProgram(context_));
tile_program_opaque_ = make_scoped_ptr(new TileProgramOpaque(context_));
GLC(context_, context_->flush());
return true;
}
const GLRenderer::TileCheckerboardProgram*
GLRenderer::GetTileCheckerboardProgram() {
if (!tile_checkerboard_program_) {
tile_checkerboard_program_ =
make_scoped_ptr(new TileCheckerboardProgram(context_));
}
if (!tile_checkerboard_program_->initialized()) {
TRACE_EVENT0("cc", "GLRenderer::checkerboardProgram::initalize");
tile_checkerboard_program_->Initialize(context_, is_using_bind_uniform_);
}
return tile_checkerboard_program_.get();
}
const GLRenderer::DebugBorderProgram* GLRenderer::GetDebugBorderProgram() {
if (!debug_border_program_)
debug_border_program_ = make_scoped_ptr(new DebugBorderProgram(context_));
if (!debug_border_program_->initialized()) {
TRACE_EVENT0("cc", "GLRenderer::debugBorderProgram::initialize");
debug_border_program_->Initialize(context_, is_using_bind_uniform_);
}
return debug_border_program_.get();
}
const GLRenderer::SolidColorProgram* GLRenderer::GetSolidColorProgram() {
if (!solid_color_program_)
solid_color_program_ = make_scoped_ptr(new SolidColorProgram(context_));
if (!solid_color_program_->initialized()) {
TRACE_EVENT0("cc", "GLRenderer::solidColorProgram::initialize");
solid_color_program_->Initialize(context_, is_using_bind_uniform_);
}
return solid_color_program_.get();
}
const GLRenderer::SolidColorProgramAA* GLRenderer::GetSolidColorProgramAA() {
if (!solid_color_program_aa_) {
solid_color_program_aa_ =
make_scoped_ptr(new SolidColorProgramAA(context_));
}
if (!solid_color_program_aa_->initialized()) {
TRACE_EVENT0("cc", "GLRenderer::solidColorProgramAA::initialize");
solid_color_program_aa_->Initialize(context_, is_using_bind_uniform_);
}
return solid_color_program_aa_.get();
}
const GLRenderer::RenderPassProgram* GLRenderer::GetRenderPassProgram() {
DCHECK(render_pass_program_);
if (!render_pass_program_->initialized()) {
TRACE_EVENT0("cc", "GLRenderer::renderPassProgram::initialize");
render_pass_program_->Initialize(context_, is_using_bind_uniform_);
}
return render_pass_program_.get();
}
const GLRenderer::RenderPassProgramAA* GLRenderer::GetRenderPassProgramAA() {
if (!render_pass_program_aa_)
render_pass_program_aa_ =
make_scoped_ptr(new RenderPassProgramAA(context_));
if (!render_pass_program_aa_->initialized()) {
TRACE_EVENT0("cc", "GLRenderer::renderPassProgramAA::initialize");
render_pass_program_aa_->Initialize(context_, is_using_bind_uniform_);
}
return render_pass_program_aa_.get();
}
const GLRenderer::RenderPassMaskProgram*
GLRenderer::GetRenderPassMaskProgram() {
if (!render_pass_mask_program_)
render_pass_mask_program_ =
make_scoped_ptr(new RenderPassMaskProgram(context_));
if (!render_pass_mask_program_->initialized()) {
TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgram::initialize");
render_pass_mask_program_->Initialize(context_, is_using_bind_uniform_);
}
return render_pass_mask_program_.get();
}
const GLRenderer::RenderPassMaskProgramAA*
GLRenderer::GetRenderPassMaskProgramAA() {
if (!render_pass_mask_program_aa_)
render_pass_mask_program_aa_ =
make_scoped_ptr(new RenderPassMaskProgramAA(context_));
if (!render_pass_mask_program_aa_->initialized()) {
TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgramAA::initialize");
render_pass_mask_program_aa_->Initialize(context_, is_using_bind_uniform_);
}
return render_pass_mask_program_aa_.get();
}
const GLRenderer::TileProgram* GLRenderer::GetTileProgram() {
DCHECK(tile_program_);
if (!tile_program_->initialized()) {
TRACE_EVENT0("cc", "GLRenderer::tileProgram::initialize");
tile_program_->Initialize(context_, is_using_bind_uniform_);
}
return tile_program_.get();
}
const GLRenderer::TileProgramOpaque* GLRenderer::GetTileProgramOpaque() {
DCHECK(tile_program_opaque_);
if (!tile_program_opaque_->initialized()) {
TRACE_EVENT0("cc", "GLRenderer::tileProgramOpaque::initialize");
tile_program_opaque_->Initialize(context_, is_using_bind_uniform_);
}
return tile_program_opaque_.get();
}
const GLRenderer::TileProgramAA* GLRenderer::GetTileProgramAA() {
if (!tile_program_aa_)
tile_program_aa_ = make_scoped_ptr(new TileProgramAA(context_));
if (!tile_program_aa_->initialized()) {
TRACE_EVENT0("cc", "GLRenderer::tileProgramAA::initialize");
tile_program_aa_->Initialize(context_, is_using_bind_uniform_);
}
return tile_program_aa_.get();
}
const GLRenderer::TileProgramSwizzle* GLRenderer::GetTileProgramSwizzle() {
if (!tile_program_swizzle_)
tile_program_swizzle_ = make_scoped_ptr(new TileProgramSwizzle(context_));
if (!tile_program_swizzle_->initialized()) {
TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzle::initialize");
tile_program_swizzle_->Initialize(context_, is_using_bind_uniform_);
}
return tile_program_swizzle_.get();
}
const GLRenderer::TileProgramSwizzleOpaque*
GLRenderer::GetTileProgramSwizzleOpaque() {
if (!tile_program_swizzle_opaque_)
tile_program_swizzle_opaque_ =
make_scoped_ptr(new TileProgramSwizzleOpaque(context_));
if (!tile_program_swizzle_opaque_->initialized()) {
TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleOpaque::initialize");
tile_program_swizzle_opaque_->Initialize(context_, is_using_bind_uniform_);
}
return tile_program_swizzle_opaque_.get();
}
const GLRenderer::TileProgramSwizzleAA* GLRenderer::GetTileProgramSwizzleAA() {
if (!tile_program_swizzle_aa_)
tile_program_swizzle_aa_ =
make_scoped_ptr(new TileProgramSwizzleAA(context_));
if (!tile_program_swizzle_aa_->initialized()) {
TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleAA::initialize");
tile_program_swizzle_aa_->Initialize(context_, is_using_bind_uniform_);
}
return tile_program_swizzle_aa_.get();
}
const GLRenderer::TextureProgram* GLRenderer::GetTextureProgram() {
if (!texture_program_)
texture_program_ = make_scoped_ptr(new TextureProgram(context_));
if (!texture_program_->initialized()) {
TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize");
texture_program_->Initialize(context_, is_using_bind_uniform_);
}
return texture_program_.get();
}
const GLRenderer::TextureProgramFlip* GLRenderer::GetTextureProgramFlip() {
if (!texture_program_flip_)
texture_program_flip_ = make_scoped_ptr(new TextureProgramFlip(context_));
if (!texture_program_flip_->initialized()) {
TRACE_EVENT0("cc", "GLRenderer::textureProgramFlip::initialize");
texture_program_flip_->Initialize(context_, is_using_bind_uniform_);
}
return texture_program_flip_.get();
}
const GLRenderer::TextureIOSurfaceProgram*
GLRenderer::GetTextureIOSurfaceProgram() {
if (!texture_io_surface_program_)
texture_io_surface_program_ =
make_scoped_ptr(new TextureIOSurfaceProgram(context_));
if (!texture_io_surface_program_->initialized()) {
TRACE_EVENT0("cc", "GLRenderer::textureIOSurfaceProgram::initialize");
texture_io_surface_program_->Initialize(context_, is_using_bind_uniform_);
}
return texture_io_surface_program_.get();
}
const GLRenderer::VideoYUVProgram* GLRenderer::GetVideoYUVProgram() {
if (!video_yuv_program_)
video_yuv_program_ = make_scoped_ptr(new VideoYUVProgram(context_));
if (!video_yuv_program_->initialized()) {
TRACE_EVENT0("cc", "GLRenderer::videoYUVProgram::initialize");
video_yuv_program_->Initialize(context_, is_using_bind_uniform_);
}
return video_yuv_program_.get();
}
const GLRenderer::VideoStreamTextureProgram*
GLRenderer::GetVideoStreamTextureProgram() {
if (!Capabilities().using_egl_image)
return NULL;
if (!video_stream_texture_program_)
video_stream_texture_program_ =
make_scoped_ptr(new VideoStreamTextureProgram(context_));
if (!video_stream_texture_program_->initialized()) {
TRACE_EVENT0("cc", "GLRenderer::streamTextureProgram::initialize");
video_stream_texture_program_->Initialize(context_, is_using_bind_uniform_);
}
return video_stream_texture_program_.get();
}
void GLRenderer::CleanupSharedObjects() {
MakeContextCurrent();
shared_geometry_.reset();
if (tile_program_)
tile_program_->Cleanup(context_);
if (tile_program_opaque_)
tile_program_opaque_->Cleanup(context_);
if (tile_program_swizzle_)
tile_program_swizzle_->Cleanup(context_);
if (tile_program_swizzle_opaque_)
tile_program_swizzle_opaque_->Cleanup(context_);
if (tile_program_aa_)
tile_program_aa_->Cleanup(context_);
if (tile_program_swizzle_aa_)
tile_program_swizzle_aa_->Cleanup(context_);
if (tile_checkerboard_program_)
tile_checkerboard_program_->Cleanup(context_);
if (render_pass_mask_program_)
render_pass_mask_program_->Cleanup(context_);
if (render_pass_program_)
render_pass_program_->Cleanup(context_);
if (render_pass_mask_program_aa_)
render_pass_mask_program_aa_->Cleanup(context_);
if (render_pass_program_aa_)
render_pass_program_aa_->Cleanup(context_);
if (texture_program_)
texture_program_->Cleanup(context_);
if (texture_program_flip_)
texture_program_flip_->Cleanup(context_);
if (texture_io_surface_program_)
texture_io_surface_program_->Cleanup(context_);
if (video_yuv_program_)
video_yuv_program_->Cleanup(context_);
if (video_stream_texture_program_)
video_stream_texture_program_->Cleanup(context_);
if (debug_border_program_)
debug_border_program_->Cleanup(context_);
if (solid_color_program_)
solid_color_program_->Cleanup(context_);
if (solid_color_program_aa_)
solid_color_program_aa_->Cleanup(context_);
if (offscreen_framebuffer_id_)
GLC(context_, context_->deleteFramebuffer(offscreen_framebuffer_id_));
ReleaseRenderPassTextures();
}
bool GLRenderer::IsContextLost() {
return (context_->getGraphicsResetStatusARB() != GL_NO_ERROR);
}
} // namespace cc
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