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// Copyright 2011 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 "config.h"
#include "cc/render_pass.h"
#include "cc/layer_impl.h"
#include "cc/math_util.h"
#include "cc/occlusion_tracker.h"
#include "cc/quad_culler.h"
#include "cc/shared_quad_state.h"
#include "cc/solid_color_draw_quad.h"
#include "third_party/skia/include/core/SkImageFilter.h"
using WebKit::WebTransformationMatrix;
namespace cc {
scoped_ptr<RenderPass> RenderPass::create(Id id, gfx::Rect outputRect, const WebKit::WebTransformationMatrix& transformToRootTarget)
{
return make_scoped_ptr(new RenderPass(id, outputRect, transformToRootTarget));
}
RenderPass::RenderPass(Id id, gfx::Rect outputRect, const WebKit::WebTransformationMatrix& transformToRootTarget)
: m_id(id)
, m_transformToRootTarget(transformToRootTarget)
, m_outputRect(outputRect)
, m_hasTransparentBackground(true)
, m_hasOcclusionFromOutsideTargetSurface(false)
, m_filter(0)
{
DCHECK(id.layerId > 0);
DCHECK(id.index >= 0);
}
RenderPass::~RenderPass()
{
SkSafeUnref(m_filter);
}
scoped_ptr<RenderPass> RenderPass::copy(Id newId) const
{
DCHECK(newId != m_id);
scoped_ptr<RenderPass> copyPass(create(newId, m_outputRect, m_transformToRootTarget));
copyPass->setDamageRect(m_damageRect);
copyPass->setHasTransparentBackground(m_hasTransparentBackground);
copyPass->setHasOcclusionFromOutsideTargetSurface(m_hasOcclusionFromOutsideTargetSurface);
copyPass->setFilters(m_filters);
copyPass->setBackgroundFilters(m_backgroundFilters);
copyPass->setFilter(m_filter);
return copyPass.Pass();
}
void RenderPass::appendQuadsForLayer(LayerImpl* layer, OcclusionTrackerImpl* occlusionTracker, AppendQuadsData& appendQuadsData)
{
const bool forSurface = false;
QuadCuller quadCuller(m_quadList, m_sharedQuadStateList, layer, occlusionTracker, layer->hasDebugBorders(), forSurface);
layer->appendQuads(quadCuller, appendQuadsData);
}
void RenderPass::appendQuadsForRenderSurfaceLayer(LayerImpl* layer, const RenderPass* contributingRenderPass, OcclusionTrackerImpl* occlusionTracker, AppendQuadsData& appendQuadsData)
{
const bool forSurface = true;
QuadCuller quadCuller(m_quadList, m_sharedQuadStateList, layer, occlusionTracker, layer->hasDebugBorders(), forSurface);
bool isReplica = false;
layer->renderSurface()->appendQuads(quadCuller, appendQuadsData, isReplica, contributingRenderPass->id());
// Add replica after the surface so that it appears below the surface.
if (layer->hasReplica()) {
isReplica = true;
layer->renderSurface()->appendQuads(quadCuller, appendQuadsData, isReplica, contributingRenderPass->id());
}
}
void RenderPass::appendQuadsToFillScreen(LayerImpl* rootLayer, SkColor screenBackgroundColor, const OcclusionTrackerImpl& occlusionTracker)
{
if (!rootLayer || !screenBackgroundColor)
return;
Region fillRegion = occlusionTracker.computeVisibleRegionInScreen();
if (fillRegion.IsEmpty())
return;
bool forSurface = false;
QuadCuller quadCuller(m_quadList, m_sharedQuadStateList, rootLayer, &occlusionTracker, rootLayer->hasDebugBorders(), forSurface);
// Manually create the quad state for the gutter quads, as the root layer
// doesn't have any bounds and so can't generate this itself.
// FIXME: Make the gutter quads generated by the solid color layer (make it smarter about generating quads to fill unoccluded areas).
gfx::Rect rootTargetRect = rootLayer->renderSurface()->contentRect();
float opacity = 1;
bool opaque = true;
SharedQuadState* sharedQuadState = quadCuller.useSharedQuadState(SharedQuadState::create(rootLayer->drawTransform(), rootTargetRect, rootTargetRect, opacity, opaque));
DCHECK(rootLayer->screenSpaceTransform().isInvertible());
WebTransformationMatrix transformToLayerSpace = rootLayer->screenSpaceTransform().inverse();
Vector<WebCore::IntRect> fillRects = fillRegion.rects();
for (size_t i = 0; i < fillRects.size(); ++i) {
// The root layer transform is composed of translations and scales only, no perspective, so mapping is sufficient.
gfx::Rect layerRect = MathUtil::mapClippedRect(transformToLayerSpace, cc::IntRect(fillRects[i]));
// Skip the quad culler and just append the quads directly to avoid occlusion checks.
m_quadList.append(SolidColorDrawQuad::create(sharedQuadState, layerRect, screenBackgroundColor).PassAs<DrawQuad>());
}
}
void RenderPass::setFilter(SkImageFilter* filter) {
SkRefCnt_SafeAssign(m_filter, filter);
}
} // namespace cc
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