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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 "config.h"
#include "cc/texture_update_controller.h"
#include "CCResourceProvider.h"
#include "base/debug/trace_event.h"
#include "cc/prioritized_texture.h"
#include "cc/proxy.h"
#include "cc/texture_copier.h"
#include "third_party/khronos/GLES2/gl2.h"
#include "third_party/skia/include/gpu/SkGpuDevice.h"
#include <limits>
#include <public/WebGraphicsContext3D.h>
#include <public/WebSharedGraphicsContext3D.h>
#include <wtf/CurrentTime.h>
using WebKit::WebGraphicsContext3D;
using WebKit::WebSharedGraphicsContext3D;
namespace {
// Number of partial updates we allow.
const size_t partialTextureUpdatesMax = 12;
// Measured in seconds.
const double textureUpdateTickRate = 0.004;
// Measured in seconds.
const double uploaderBusyTickRate = 0.001;
// Flush interval when performing texture uploads.
const int textureUploadFlushPeriod = 4;
// Number of blocking update intervals to allow.
const size_t maxBlockingUpdateIntervals = 4;
scoped_ptr<SkCanvas> createAcceleratedCanvas(
GrContext* grContext, cc::IntSize canvasSize, unsigned textureId)
{
GrPlatformTextureDesc textureDesc;
textureDesc.fFlags = kRenderTarget_GrPlatformTextureFlag;
textureDesc.fWidth = canvasSize.width();
textureDesc.fHeight = canvasSize.height();
textureDesc.fConfig = kSkia8888_GrPixelConfig;
textureDesc.fTextureHandle = textureId;
SkAutoTUnref<GrTexture> target(
grContext->createPlatformTexture(textureDesc));
SkAutoTUnref<SkDevice> device(new SkGpuDevice(grContext, target.get()));
return make_scoped_ptr(new SkCanvas(device.get()));
}
} // namespace
namespace cc {
size_t CCTextureUpdateController::maxPartialTextureUpdates()
{
return partialTextureUpdatesMax;
}
size_t CCTextureUpdateController::maxFullUpdatesPerTick(
CCResourceProvider* resourceProvider)
{
double texturesPerSecond = resourceProvider->estimatedUploadsPerSecond();
size_t texturesPerTick = floor(textureUpdateTickRate * texturesPerSecond);
return texturesPerTick ? texturesPerTick : 1;
}
CCTextureUpdateController::CCTextureUpdateController(CCTextureUpdateControllerClient* client, CCThread* thread, scoped_ptr<CCTextureUpdateQueue> queue, CCResourceProvider* resourceProvider)
: m_client(client)
, m_timer(new CCTimer(thread, this))
, m_queue(queue.Pass())
, m_resourceProvider(resourceProvider)
, m_textureUpdatesPerTick(maxFullUpdatesPerTick(resourceProvider))
, m_firstUpdateAttempt(true)
{
}
CCTextureUpdateController::~CCTextureUpdateController()
{
}
void CCTextureUpdateController::performMoreUpdates(
base::TimeTicks timeLimit)
{
m_timeLimit = timeLimit;
// Update already in progress.
if (m_timer->isActive())
return;
// Call updateMoreTexturesNow() directly unless it's the first update
// attempt. This ensures that we empty the update queue in a finite
// amount of time.
if (m_firstUpdateAttempt) {
// Post a 0-delay task when no updates were left. When it runs,
// readyToFinalizeTextureUpdates() will be called.
if (!updateMoreTexturesIfEnoughTimeRemaining())
m_timer->startOneShot(0);
m_firstUpdateAttempt = false;
} else
updateMoreTexturesNow();
}
void CCTextureUpdateController::discardUploadsToEvictedResources()
{
m_queue->clearUploadsToEvictedResources();
}
void CCTextureUpdateController::updateTexture(ResourceUpdate update)
{
if (update.picture) {
CCPrioritizedTexture* texture = update.texture;
IntRect pictureRect = update.content_rect;
IntRect sourceRect = update.source_rect;
IntSize destOffset = update.dest_offset;
texture->acquireBackingTexture(m_resourceProvider);
DCHECK(texture->haveBackingTexture());
DCHECK(m_resourceProvider->resourceType(texture->resourceId()) ==
CCResourceProvider::GLTexture);
WebGraphicsContext3D* paintContext = CCProxy::hasImplThread() ?
WebSharedGraphicsContext3D::compositorThreadContext() :
WebSharedGraphicsContext3D::mainThreadContext();
GrContext* paintGrContext = CCProxy::hasImplThread() ?
WebSharedGraphicsContext3D::compositorThreadGrContext() :
WebSharedGraphicsContext3D::mainThreadGrContext();
// Flush the context in which the backing texture is created so that it
// is available in other shared contexts. It is important to do here
// because the backing texture is created in one context while it is
// being written to in another.
m_resourceProvider->flush();
CCResourceProvider::ScopedWriteLockGL lock(
m_resourceProvider, texture->resourceId());
// Make sure ganesh uses the correct GL context.
paintContext->makeContextCurrent();
// Create an accelerated canvas to draw on.
scoped_ptr<SkCanvas> canvas = createAcceleratedCanvas(
paintGrContext, texture->size(), lock.textureId());
// The compositor expects the textures to be upside-down so it can flip
// the final composited image. Ganesh renders the image upright so we
// need to do a y-flip.
canvas->translate(0.0, texture->size().height());
canvas->scale(1.0, -1.0);
// Clip to the destination on the texture that must be updated.
canvas->clipRect(SkRect::MakeXYWH(destOffset.width(),
destOffset.height(),
sourceRect.width(),
sourceRect.height()));
// Translate the origin of pictureRect to destOffset.
// Note that destOffset is defined relative to sourceRect.
canvas->translate(
pictureRect.x() - sourceRect.x() + destOffset.width(),
pictureRect.y() - sourceRect.y() + destOffset.height());
canvas->drawPicture(*update.picture);
// Flush ganesh context so that all the rendered stuff appears on the
// texture.
paintGrContext->flush();
// Flush the GL context so rendering results from this context are
// visible in the compositor's context.
paintContext->flush();
}
if (update.bitmap) {
update.bitmap->lockPixels();
update.texture->upload(
m_resourceProvider,
static_cast<const uint8_t*>(update.bitmap->getPixels()),
update.content_rect,
update.source_rect,
update.dest_offset);
update.bitmap->unlockPixels();
}
}
void CCTextureUpdateController::finalize()
{
size_t uploadCount = 0;
while (m_queue->fullUploadSize()) {
if (!(uploadCount % textureUploadFlushPeriod) && uploadCount)
m_resourceProvider->shallowFlushIfSupported();
updateTexture(m_queue->takeFirstFullUpload());
uploadCount++;
}
while (m_queue->partialUploadSize()) {
if (!(uploadCount % textureUploadFlushPeriod) && uploadCount)
m_resourceProvider->shallowFlushIfSupported();
updateTexture(m_queue->takeFirstPartialUpload());
uploadCount++;
}
if (uploadCount)
m_resourceProvider->shallowFlushIfSupported();
if (m_queue->copySize()) {
TextureCopier* copier = m_resourceProvider->textureCopier();
while (m_queue->copySize())
copier->copyTexture(m_queue->takeFirstCopy());
// If we've performed any texture copies, we need to insert a flush
// here into the compositor context before letting the main thread
// proceed as it may make draw calls to the source texture of one of
// our copy operations.
copier->flush();
}
}
void CCTextureUpdateController::onTimerFired()
{
if (!updateMoreTexturesIfEnoughTimeRemaining())
m_client->readyToFinalizeTextureUpdates();
}
base::TimeTicks CCTextureUpdateController::now() const
{
return base::TimeTicks::Now();
}
base::TimeDelta CCTextureUpdateController::updateMoreTexturesTime() const
{
return base::TimeDelta::FromMilliseconds(textureUpdateTickRate * 1000);
}
size_t CCTextureUpdateController::updateMoreTexturesSize() const
{
return m_textureUpdatesPerTick;
}
size_t CCTextureUpdateController::maxBlockingUpdates() const
{
return updateMoreTexturesSize() * maxBlockingUpdateIntervals;
}
bool CCTextureUpdateController::updateMoreTexturesIfEnoughTimeRemaining()
{
// Blocking uploads will increase when we're too aggressive in our upload
// time estimate. We use a different timeout here to prevent unnecessary
// amounts of idle time when blocking uploads have reached the max.
if (m_resourceProvider->numBlockingUploads() >= maxBlockingUpdates()) {
m_timer->startOneShot(uploaderBusyTickRate);
return true;
}
if (!m_queue->fullUploadSize())
return false;
bool hasTimeRemaining = m_timeLimit.is_null() ||
this->now() < m_timeLimit - updateMoreTexturesTime();
if (hasTimeRemaining)
updateMoreTexturesNow();
return true;
}
void CCTextureUpdateController::updateMoreTexturesNow()
{
size_t uploads = std::min(
m_queue->fullUploadSize(), updateMoreTexturesSize());
m_timer->startOneShot(
updateMoreTexturesTime().InSecondsF() / updateMoreTexturesSize() *
uploads);
if (!uploads)
return;
size_t uploadCount = 0;
while (m_queue->fullUploadSize() && uploadCount < uploads) {
if (!(uploadCount % textureUploadFlushPeriod) && uploadCount)
m_resourceProvider->shallowFlushIfSupported();
updateTexture(m_queue->takeFirstFullUpload());
uploadCount++;
}
m_resourceProvider->shallowFlushIfSupported();
}
} // namespace cc
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