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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.
#ifndef CC_GL_RENDERER_H_
#define CC_GL_RENDERER_H_
#include "cc/base/cc_export.h"
#include "cc/checkerboard_draw_quad.h"
#include "cc/debug_border_draw_quad.h"
#include "cc/direct_renderer.h"
#include "cc/gl_renderer_draw_cache.h"
#include "cc/io_surface_draw_quad.h"
#include "cc/render_pass_draw_quad.h"
#include "cc/renderer.h"
#include "cc/solid_color_draw_quad.h"
#include "cc/tile_draw_quad.h"
#include "cc/yuv_video_draw_quad.h"
#include "third_party/WebKit/Source/Platform/chromium/public/WebGraphicsContext3D.h"
#include "third_party/WebKit/Source/Platform/chromium/public/WebGraphicsMemoryAllocation.h"
#include "ui/gfx/quad_f.h"
namespace cc {
class GLRendererShaderTest;
class OutputSurface;
class ScopedResource;
class StreamVideoDrawQuad;
class TextureDrawQuad;
class GeometryBinding;
class ScopedEnsureFramebufferAllocation;
// Class that handles drawing of composited render layers using GL.
class CC_EXPORT GLRenderer :
public DirectRenderer,
public NON_EXPORTED_BASE(
WebKit::WebGraphicsContext3D::
WebGraphicsSwapBuffersCompleteCallbackCHROMIUM),
public NON_EXPORTED_BASE(
WebKit::WebGraphicsContext3D::
WebGraphicsMemoryAllocationChangedCallbackCHROMIUM),
public NON_EXPORTED_BASE(
WebKit::WebGraphicsContext3D::WebGraphicsContextLostCallback) {
public:
static scoped_ptr<GLRenderer> Create(RendererClient* client,
OutputSurface* output_surface,
ResourceProvider* resource_provider);
virtual ~GLRenderer();
virtual const RendererCapabilities& Capabilities() const OVERRIDE;
WebKit::WebGraphicsContext3D* Context();
virtual void ViewportChanged() OVERRIDE;
virtual void ReceiveCompositorFrameAck(const CompositorFrameAck& ack)
OVERRIDE;
// Waits for rendering to finish.
virtual void Finish() OVERRIDE;
virtual void DoNoOp() OVERRIDE;
// Puts backbuffer onscreen.
virtual bool SwapBuffers() OVERRIDE;
virtual void GetFramebufferPixels(void* pixels, gfx::Rect rect) OVERRIDE;
virtual bool IsContextLost() OVERRIDE;
virtual void SetVisible(bool visible) OVERRIDE;
virtual void SendManagedMemoryStats(size_t bytes_visible,
size_t bytes_visible_and_nearby,
size_t bytes_allocated) OVERRIDE;
static void DebugGLCall(WebKit::WebGraphicsContext3D* context,
const char* command,
const char* file,
int line);
protected:
GLRenderer(RendererClient* client,
OutputSurface* output_surface,
ResourceProvider* resource_provider);
bool IsBackbufferDiscarded() const { return is_backbuffer_discarded_; }
bool Initialize();
const gfx::QuadF& SharedGeometryQuad() const { return shared_geometry_quad_; }
const GeometryBinding* SharedGeometry() const {
return shared_geometry_.get();
}
bool GetFramebufferTexture(ScopedResource* resource, gfx::Rect device_rect);
void ReleaseRenderPassTextures();
virtual void BindFramebufferToOutputSurface(DrawingFrame& frame) OVERRIDE;
virtual bool BindFramebufferToTexture(DrawingFrame& frame,
const ScopedResource* resource,
gfx::Rect framebuffer_rect) OVERRIDE;
virtual void SetDrawViewportSize(gfx::Size viewport_size) OVERRIDE;
virtual void SetScissorTestRect(gfx::Rect scissor_rect) OVERRIDE;
virtual void ClearFramebuffer(DrawingFrame& frame) OVERRIDE;
virtual void DoDrawQuad(DrawingFrame& frame, const class DrawQuad*) OVERRIDE;
virtual void BeginDrawingFrame(DrawingFrame& frame) OVERRIDE;
virtual void FinishDrawingFrame(DrawingFrame& frame) OVERRIDE;
virtual bool FlippedFramebuffer() const OVERRIDE;
virtual void EnsureScissorTestEnabled() OVERRIDE;
virtual void EnsureScissorTestDisabled() OVERRIDE;
virtual void FinishDrawingQuadList() OVERRIDE;
private:
friend class GLRendererShaderTest;
static void ToGLMatrix(float* gl_matrix, const gfx::Transform& transform);
static ManagedMemoryPolicy::PriorityCutoff PriorityCutoff(
WebKit::WebGraphicsMemoryAllocation::PriorityCutoff priority_cutoff);
void DrawCheckerboardQuad(const DrawingFrame& frame,
const CheckerboardDrawQuad* quad);
void DrawDebugBorderQuad(const DrawingFrame& frame,
const DebugBorderDrawQuad* quad);
scoped_ptr<ScopedResource> DrawBackgroundFilters(
DrawingFrame& frame,
const RenderPassDrawQuad* quad,
const gfx::Transform& contents_device_transform,
const gfx::Transform& contents_device_transformInverse);
void DrawRenderPassQuad(DrawingFrame& frame, const RenderPassDrawQuad* quad);
void DrawSolidColorQuad(const DrawingFrame& frame,
const SolidColorDrawQuad* quad);
void DrawStreamVideoQuad(const DrawingFrame& frame,
const StreamVideoDrawQuad* quad);
void DrawTextureQuad(const DrawingFrame& frame, const TextureDrawQuad* quad);
void EnqueueTextureQuad(const DrawingFrame& frame,
const TextureDrawQuad* quad);
void FlushTextureQuadCache();
void DrawIOSurfaceQuad(const DrawingFrame& frame,
const IOSurfaceDrawQuad* quad);
void DrawTileQuad(const DrawingFrame& frame, const TileDrawQuad* quad);
void DrawYUVVideoQuad(const DrawingFrame& frame,
const YUVVideoDrawQuad* quad);
void SetShaderOpacity(float opacity, int alpha_location);
void SetShaderQuadF(const gfx::QuadF& quad, int quad_location);
void DrawQuadGeometry(const DrawingFrame& frame,
const gfx::Transform& draw_transform,
const gfx::RectF& quad_rect,
int matrix_location);
void SetBlendEnabled(bool enabled);
void SetUseProgram(unsigned program);
void CopyTextureToFramebuffer(const DrawingFrame& frame,
int texture_id,
gfx::Rect rect,
const gfx::Transform& draw_matrix);
// Check if quad needs antialiasing and if so, inflate the quad and
// fill edge array for fragment shader. localQuad is set to
// inflated quad if antialiasing is required, otherwise it is left
// unchanged. edge array is filled with inflated quad's edge data
// if antialiasing is required, otherwise it is left unchanged.
// Returns true if quad requires antialiasing and false otherwise.
bool SetupQuadForAntialiasing(const gfx::Transform& device_transform,
const DrawQuad* quad,
gfx::QuadF* local_quad,
float edge[24]) const;
bool UseScopedTexture(DrawingFrame& frame,
const ScopedResource* resource,
gfx::Rect viewport_rect);
bool MakeContextCurrent();
bool InitializeSharedObjects();
void CleanupSharedObjects();
// WebKit::
// WebGraphicsContext3D::WebGraphicsSwapBuffersCompleteCallbackCHROMIUM
// implementation.
virtual void onSwapBuffersComplete() OVERRIDE;
// WebKit::
// WebGraphicsContext3D::WebGraphicsMemoryAllocationChangedCallbackCHROMIUM
// implementation.
virtual void onMemoryAllocationChanged(
WebKit::WebGraphicsMemoryAllocation allocation) OVERRIDE;
void DiscardBackbuffer();
void EnsureBackbuffer();
void EnforceMemoryPolicy();
// WebGraphicsContext3D::WebGraphicsContextLostCallback implementation.
virtual void onContextLost() OVERRIDE;
RendererCapabilities capabilities_;
unsigned offscreen_framebuffer_id_;
scoped_ptr<GeometryBinding> shared_geometry_;
gfx::QuadF shared_geometry_quad_;
// This block of bindings defines all of the programs used by the compositor
// itself. Add any new programs here to GLRendererShaderTest.
// Tiled layer shaders.
typedef ProgramBinding<VertexShaderTile, FragmentShaderRGBATexAlpha>
TileProgram;
typedef ProgramBinding<VertexShaderTile, FragmentShaderRGBATexClampAlphaAA>
TileProgramAA;
typedef ProgramBinding<VertexShaderTile,
FragmentShaderRGBATexClampSwizzleAlphaAA>
TileProgramSwizzleAA;
typedef ProgramBinding<VertexShaderTile, FragmentShaderRGBATexOpaque>
TileProgramOpaque;
typedef ProgramBinding<VertexShaderTile, FragmentShaderRGBATexSwizzleAlpha>
TileProgramSwizzle;
typedef ProgramBinding<VertexShaderTile, FragmentShaderRGBATexSwizzleOpaque>
TileProgramSwizzleOpaque;
typedef ProgramBinding<VertexShaderPosTex, FragmentShaderCheckerboard>
TileCheckerboardProgram;
// Render surface shaders.
typedef ProgramBinding<VertexShaderPosTexTransform,
FragmentShaderRGBATexAlpha> RenderPassProgram;
typedef ProgramBinding<VertexShaderPosTexTransform,
FragmentShaderRGBATexAlphaMask> RenderPassMaskProgram;
typedef ProgramBinding<VertexShaderQuad, FragmentShaderRGBATexAlphaAA>
RenderPassProgramAA;
typedef ProgramBinding<VertexShaderQuad, FragmentShaderRGBATexAlphaMaskAA>
RenderPassMaskProgramAA;
// Texture shaders.
typedef ProgramBinding<VertexShaderPosTexTransform,
FragmentShaderRGBATexVaryingAlpha> TextureProgram;
typedef ProgramBinding<VertexShaderPosTexTransformFlip,
FragmentShaderRGBATexVaryingAlpha> TextureProgramFlip;
typedef ProgramBinding<VertexShaderPosTexTransform,
FragmentShaderRGBATexRectVaryingAlpha>
TextureIOSurfaceProgram;
// Video shaders.
typedef ProgramBinding<VertexShaderVideoTransform,
FragmentShaderOESImageExternal>
VideoStreamTextureProgram;
typedef ProgramBinding<VertexShaderPosTexYUVStretch, FragmentShaderYUVVideo>
VideoYUVProgram;
// Special purpose / effects shaders.
typedef ProgramBinding<VertexShaderPos, FragmentShaderColor>
DebugBorderProgram;
typedef ProgramBinding<VertexShaderQuad, FragmentShaderColor>
SolidColorProgram;
typedef ProgramBinding<VertexShaderQuad, FragmentShaderColorAA>
SolidColorProgramAA;
const TileProgram* GetTileProgram();
const TileProgramOpaque* GetTileProgramOpaque();
const TileProgramAA* GetTileProgramAA();
const TileProgramSwizzle* GetTileProgramSwizzle();
const TileProgramSwizzleOpaque* GetTileProgramSwizzleOpaque();
const TileProgramSwizzleAA* GetTileProgramSwizzleAA();
const TileCheckerboardProgram* GetTileCheckerboardProgram();
const RenderPassProgram* GetRenderPassProgram();
const RenderPassProgramAA* GetRenderPassProgramAA();
const RenderPassMaskProgram* GetRenderPassMaskProgram();
const RenderPassMaskProgramAA* GetRenderPassMaskProgramAA();
const TextureProgram* GetTextureProgram();
const TextureProgramFlip* GetTextureProgramFlip();
const TextureIOSurfaceProgram* GetTextureIOSurfaceProgram();
const VideoYUVProgram* GetVideoYUVProgram();
const VideoStreamTextureProgram* GetVideoStreamTextureProgram();
const DebugBorderProgram* GetDebugBorderProgram();
const SolidColorProgram* GetSolidColorProgram();
const SolidColorProgramAA* GetSolidColorProgramAA();
scoped_ptr<TileProgram> tile_program_;
scoped_ptr<TileProgramOpaque> tile_program_opaque_;
scoped_ptr<TileProgramAA> tile_program_aa_;
scoped_ptr<TileProgramSwizzle> tile_program_swizzle_;
scoped_ptr<TileProgramSwizzleOpaque> tile_program_swizzle_opaque_;
scoped_ptr<TileProgramSwizzleAA> tile_program_swizzle_aa_;
scoped_ptr<TileCheckerboardProgram> tile_checkerboard_program_;
scoped_ptr<RenderPassProgram> render_pass_program_;
scoped_ptr<RenderPassProgramAA> render_pass_program_aa_;
scoped_ptr<RenderPassMaskProgram> render_pass_mask_program_;
scoped_ptr<RenderPassMaskProgramAA> render_pass_mask_program_aa_;
scoped_ptr<TextureProgram> texture_program_;
scoped_ptr<TextureProgramFlip> texture_program_flip_;
scoped_ptr<TextureIOSurfaceProgram> texture_io_surface_program_;
scoped_ptr<VideoYUVProgram> video_yuv_program_;
scoped_ptr<VideoStreamTextureProgram> video_stream_texture_program_;
scoped_ptr<DebugBorderProgram> debug_border_program_;
scoped_ptr<SolidColorProgram> solid_color_program_;
scoped_ptr<SolidColorProgramAA> solid_color_program_aa_;
OutputSurface* output_surface_;
WebKit::WebGraphicsContext3D* context_;
gfx::Rect swap_buffer_rect_;
gfx::Rect scissor_rect_;
bool is_viewport_changed_;
bool is_backbuffer_discarded_;
bool discard_backbuffer_when_not_visible_;
bool is_using_bind_uniform_;
bool visible_;
bool is_scissor_enabled_;
bool blend_shadow_;
unsigned program_shadow_;
TexturedQuadDrawCache draw_cache_;
scoped_ptr<ResourceProvider::ScopedWriteLockGL> current_framebuffer_lock_;
scoped_refptr<ResourceProvider::Fence> last_swap_fence_;
DISALLOW_COPY_AND_ASSIGN(GLRenderer);
};
// Setting DEBUG_GL_CALLS to 1 will call glGetError() after almost every GL
// call made by the compositor. Useful for debugging rendering issues but
// will significantly degrade performance.
#define DEBUG_GL_CALLS 0
#if DEBUG_GL_CALLS && !defined(NDEBUG)
#define GLC(context, x) \
(x, GLRenderer::DebugGLCall (&* context, #x, __FILE__, __LINE__))
#else
#define GLC(context, x) (x)
#endif
}
#endif // CC_GL_RENDERER_H_
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