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// Copyright 2012 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "cc/output/delegating_renderer.h"
#include <set>
#include <string>
#include <vector>
#include "base/debug/trace_event.h"
#include "cc/output/compositor_frame_ack.h"
#include "cc/output/context_provider.h"
#include "cc/quads/draw_quad.h"
#include "cc/quads/render_pass.h"
#include "cc/resources/resource_provider.h"
#include "gpu/command_buffer/client/context_support.h"
#include "gpu/command_buffer/client/gles2_interface.h"
namespace cc {
scoped_ptr<DelegatingRenderer> DelegatingRenderer::Create(
RendererClient* client,
const LayerTreeSettings* settings,
OutputSurface* output_surface,
ResourceProvider* resource_provider) {
return make_scoped_ptr(new DelegatingRenderer(
client, settings, output_surface, resource_provider));
}
DelegatingRenderer::DelegatingRenderer(RendererClient* client,
const LayerTreeSettings* settings,
OutputSurface* output_surface,
ResourceProvider* resource_provider)
: Renderer(client, settings),
output_surface_(output_surface),
resource_provider_(resource_provider) {
DCHECK(resource_provider_);
capabilities_.using_partial_swap = false;
capabilities_.max_texture_size = resource_provider_->max_texture_size();
capabilities_.best_texture_format = resource_provider_->best_texture_format();
capabilities_.allow_partial_texture_updates = false;
if (!output_surface_->context_provider()) {
capabilities_.using_shared_memory_resources = true;
capabilities_.using_map_image = true;
} else {
const ContextProvider::Capabilities& caps =
output_surface_->context_provider()->ContextCapabilities();
DCHECK(!caps.gpu.iosurface || caps.gpu.texture_rectangle);
capabilities_.using_egl_image = caps.gpu.egl_image_external;
capabilities_.using_map_image = caps.gpu.map_image;
capabilities_.allow_rasterize_on_demand = false;
}
}
DelegatingRenderer::~DelegatingRenderer() {}
const RendererCapabilitiesImpl& DelegatingRenderer::Capabilities() const {
return capabilities_;
}
static ResourceProvider::ResourceId AppendToArray(
ResourceProvider::ResourceIdArray* array,
ResourceProvider::ResourceId id) {
array->push_back(id);
return id;
}
void DelegatingRenderer::DrawFrame(RenderPassList* render_passes_in_draw_order,
float device_scale_factor,
const gfx::Rect& device_viewport_rect,
const gfx::Rect& device_clip_rect,
bool disable_picture_quad_image_filtering) {
TRACE_EVENT0("cc", "DelegatingRenderer::DrawFrame");
DCHECK(!delegated_frame_data_);
delegated_frame_data_ = make_scoped_ptr(new DelegatedFrameData);
DelegatedFrameData& out_data = *delegated_frame_data_;
out_data.device_scale_factor = device_scale_factor;
// Move the render passes and resources into the |out_frame|.
out_data.render_pass_list.swap(*render_passes_in_draw_order);
// Collect all resource ids in the render passes into a ResourceIdArray.
ResourceProvider::ResourceIdArray resources;
DrawQuad::ResourceIteratorCallback append_to_array =
base::Bind(&AppendToArray, &resources);
for (size_t i = 0; i < out_data.render_pass_list.size(); ++i) {
RenderPass* render_pass = out_data.render_pass_list.at(i);
for (size_t j = 0; j < render_pass->quad_list.size(); ++j)
render_pass->quad_list[j]->IterateResources(append_to_array);
}
resource_provider_->PrepareSendToParent(resources, &out_data.resource_list);
}
void DelegatingRenderer::SwapBuffers(const CompositorFrameMetadata& metadata) {
TRACE_EVENT0("cc,benchmark", "DelegatingRenderer::SwapBuffers");
CompositorFrame compositor_frame;
compositor_frame.metadata = metadata;
compositor_frame.delegated_frame_data = delegated_frame_data_.Pass();
output_surface_->SwapBuffers(&compositor_frame);
}
void DelegatingRenderer::ReceiveSwapBuffersAck(
const CompositorFrameAck& ack) {
resource_provider_->ReceiveReturnsFromParent(ack.resources);
}
void DelegatingRenderer::DidChangeVisibility() {
ContextProvider* context_provider = output_surface_->context_provider();
if (!visible()) {
TRACE_EVENT0("cc", "DelegatingRenderer::SetVisible dropping resources");
resource_provider_->ReleaseCachedData();
if (context_provider) {
context_provider->DeleteCachedResources();
context_provider->ContextGL()->Flush();
}
}
// We loop visibility to the GPU process, since that's what manages memory.
// That will allow it to feed us with memory allocations that we can act
// upon.
if (context_provider)
context_provider->ContextSupport()->SetSurfaceVisible(visible());
}
} // namespace cc
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