gl_renderer.cc revision 424c4d7b64af9d0d8fd9624f381f469654d5e3d2
1// Copyright 2010 The Chromium Authors. All rights reserved.
2// Use of this source code is governed by a BSD-style license that can be
3// found in the LICENSE file.
4
5#include "cc/output/gl_renderer.h"
6
7#include <algorithm>
8#include <limits>
9#include <set>
10#include <string>
11#include <vector>
12
13#include "base/debug/trace_event.h"
14#include "base/logging.h"
15#include "base/strings/string_split.h"
16#include "base/strings/string_util.h"
17#include "base/strings/stringprintf.h"
18#include "build/build_config.h"
19#include "cc/base/math_util.h"
20#include "cc/layers/video_layer_impl.h"
21#include "cc/output/compositor_frame.h"
22#include "cc/output/compositor_frame_metadata.h"
23#include "cc/output/context_provider.h"
24#include "cc/output/copy_output_request.h"
25#include "cc/output/geometry_binding.h"
26#include "cc/output/gl_frame_data.h"
27#include "cc/output/output_surface.h"
28#include "cc/output/render_surface_filters.h"
29#include "cc/quads/picture_draw_quad.h"
30#include "cc/quads/render_pass.h"
31#include "cc/quads/stream_video_draw_quad.h"
32#include "cc/quads/texture_draw_quad.h"
33#include "cc/resources/layer_quad.h"
34#include "cc/resources/scoped_resource.h"
35#include "cc/resources/sync_point_helper.h"
36#include "cc/trees/damage_tracker.h"
37#include "cc/trees/proxy.h"
38#include "cc/trees/single_thread_proxy.h"
39#include "gpu/GLES2/gl2extchromium.h"
40#include "third_party/WebKit/public/platform/WebGraphicsContext3D.h"
41#include "third_party/khronos/GLES2/gl2.h"
42#include "third_party/khronos/GLES2/gl2ext.h"
43#include "third_party/skia/include/core/SkBitmap.h"
44#include "third_party/skia/include/core/SkColor.h"
45#include "third_party/skia/include/core/SkColorFilter.h"
46#include "third_party/skia/include/core/SkSurface.h"
47#include "third_party/skia/include/gpu/GrContext.h"
48#include "third_party/skia/include/gpu/GrTexture.h"
49#include "third_party/skia/include/gpu/SkGpuDevice.h"
50#include "third_party/skia/include/gpu/SkGrTexturePixelRef.h"
51#include "third_party/skia/include/gpu/gl/GrGLInterface.h"
52#include "ui/gfx/quad_f.h"
53#include "ui/gfx/rect_conversions.h"
54
55using WebKit::WebGraphicsContext3D;
56
57namespace cc {
58
59namespace {
60
61// TODO(epenner): This should probably be moved to output surface.
62//
63// This implements a simple fence based on client side swaps.
64// This is to isolate the ResourceProvider from 'frames' which
65// it shouldn't need to care about, while still allowing us to
66// enforce good texture recycling behavior strictly throughout
67// the compositor (don't recycle a texture while it's in use).
68class SimpleSwapFence : public ResourceProvider::Fence {
69 public:
70  SimpleSwapFence() : has_passed_(false) {}
71  virtual bool HasPassed() OVERRIDE { return has_passed_; }
72  void SetHasPassed() { has_passed_ = true; }
73 private:
74  virtual ~SimpleSwapFence() {}
75  bool has_passed_;
76};
77
78bool NeedsIOSurfaceReadbackWorkaround() {
79#if defined(OS_MACOSX)
80  // This isn't strictly required in DumpRenderTree-mode when Mesa is used,
81  // but it doesn't seem to hurt.
82  return true;
83#else
84  return false;
85#endif
86}
87
88Float4 UVTransform(const TextureDrawQuad* quad) {
89  gfx::PointF uv0 = quad->uv_top_left;
90  gfx::PointF uv1 = quad->uv_bottom_right;
91  Float4 xform = { { uv0.x(), uv0.y(), uv1.x() - uv0.x(), uv1.y() - uv0.y() } };
92  if (quad->flipped) {
93    xform.data[1] = 1.0f - xform.data[1];
94    xform.data[3] = -xform.data[3];
95  }
96  return xform;
97}
98
99Float4 PremultipliedColor(SkColor color) {
100  const float factor = 1.0f / 255.0f;
101  const float alpha = SkColorGetA(color) * factor;
102
103  Float4 result = { {
104      SkColorGetR(color) * factor * alpha,
105      SkColorGetG(color) * factor * alpha,
106      SkColorGetB(color) * factor * alpha,
107      alpha
108  } };
109  return result;
110}
111
112// Smallest unit that impact anti-aliasing output. We use this to
113// determine when anti-aliasing is unnecessary.
114const float kAntiAliasingEpsilon = 1.0f / 1024.0f;
115
116}  // anonymous namespace
117
118struct GLRenderer::PendingAsyncReadPixels {
119  PendingAsyncReadPixels() : buffer(0) {}
120
121  scoped_ptr<CopyOutputRequest> copy_request;
122  base::CancelableClosure finished_read_pixels_callback;
123  unsigned buffer;
124
125 private:
126  DISALLOW_COPY_AND_ASSIGN(PendingAsyncReadPixels);
127};
128
129scoped_ptr<GLRenderer> GLRenderer::Create(RendererClient* client,
130                                          OutputSurface* output_surface,
131                                          ResourceProvider* resource_provider,
132                                          int highp_threshold_min,
133                                          bool use_skia_gpu_backend) {
134  scoped_ptr<GLRenderer> renderer(new GLRenderer(
135      client, output_surface, resource_provider, highp_threshold_min));
136  if (!renderer->Initialize())
137    return scoped_ptr<GLRenderer>();
138  if (use_skia_gpu_backend) {
139    renderer->InitializeGrContext();
140    DCHECK(renderer->CanUseSkiaGPUBackend())
141        << "Requested Skia GPU backend, but can't use it.";
142  }
143
144  return renderer.Pass();
145}
146
147GLRenderer::GLRenderer(RendererClient* client,
148                       OutputSurface* output_surface,
149                       ResourceProvider* resource_provider,
150                       int highp_threshold_min)
151    : DirectRenderer(client, output_surface, resource_provider),
152      offscreen_framebuffer_id_(0),
153      shared_geometry_quad_(gfx::RectF(-0.5f, -0.5f, 1.0f, 1.0f)),
154      context_(output_surface->context_provider()->Context3d()),
155      is_backbuffer_discarded_(false),
156      discard_backbuffer_when_not_visible_(false),
157      is_using_bind_uniform_(false),
158      visible_(true),
159      is_scissor_enabled_(false),
160      stencil_shadow_(false),
161      blend_shadow_(false),
162      highp_threshold_min_(highp_threshold_min),
163      highp_threshold_cache_(0),
164      offscreen_context_labelled_(false),
165      on_demand_tile_raster_resource_id_(0) {
166  DCHECK(context_);
167}
168
169bool GLRenderer::Initialize() {
170  if (!context_->makeContextCurrent())
171    return false;
172
173  std::string unique_context_name = base::StringPrintf(
174      "%s-%p",
175      Settings().compositor_name.c_str(),
176      context_);
177  context_->pushGroupMarkerEXT(unique_context_name.c_str());
178
179  ContextProvider::Capabilities context_caps =
180    output_surface_->context_provider()->ContextCapabilities();
181
182  capabilities_.using_partial_swap =
183      Settings().partial_swap_enabled &&
184      context_caps.post_sub_buffer;
185
186  capabilities_.using_set_visibility = context_caps.set_visibility;
187
188  DCHECK(!context_caps.iosurface || context_caps.texture_rectangle);
189
190  capabilities_.using_egl_image = context_caps.egl_image_external;
191
192  capabilities_.max_texture_size = resource_provider_->max_texture_size();
193  capabilities_.best_texture_format = resource_provider_->best_texture_format();
194
195  // The updater can access textures while the GLRenderer is using them.
196  capabilities_.allow_partial_texture_updates = true;
197
198  // Check for texture fast paths. Currently we always use MO8 textures,
199  // so we only need to avoid POT textures if we have an NPOT fast-path.
200  capabilities_.avoid_pow2_textures = context_caps.fast_npot_mo8_textures;
201
202  capabilities_.using_offscreen_context3d = true;
203
204  capabilities_.using_map_image =
205      Settings().use_map_image && context_caps.map_image;
206
207  is_using_bind_uniform_ = context_caps.bind_uniform_location;
208
209  if (!InitializeSharedObjects())
210    return false;
211
212  // Make sure the viewport and context gets initialized, even if it is to zero.
213  ViewportChanged();
214  return true;
215}
216
217void GLRenderer::InitializeGrContext() {
218  skia::RefPtr<GrGLInterface> interface = skia::AdoptRef(
219      context_->createGrGLInterface());
220  if (!interface)
221    return;
222
223  gr_context_ = skia::AdoptRef(GrContext::Create(
224      kOpenGL_GrBackend,
225      reinterpret_cast<GrBackendContext>(interface.get())));
226  ReinitializeGrCanvas();
227}
228
229GLRenderer::~GLRenderer() {
230  while (!pending_async_read_pixels_.empty()) {
231    PendingAsyncReadPixels* pending_read = pending_async_read_pixels_.back();
232    pending_read->finished_read_pixels_callback.Cancel();
233    pending_async_read_pixels_.pop_back();
234  }
235
236  CleanupSharedObjects();
237}
238
239const RendererCapabilities& GLRenderer::Capabilities() const {
240  return capabilities_;
241}
242
243WebGraphicsContext3D* GLRenderer::Context() { return context_; }
244
245void GLRenderer::DebugGLCall(WebGraphicsContext3D* context,
246                             const char* command,
247                             const char* file,
248                             int line) {
249  unsigned error = context->getError();
250  if (error != GL_NO_ERROR)
251    LOG(ERROR) << "GL command failed: File: " << file << "\n\tLine " << line
252               << "\n\tcommand: " << command << ", error "
253               << static_cast<int>(error) << "\n";
254}
255
256void GLRenderer::SetVisible(bool visible) {
257  if (visible_ == visible)
258    return;
259  visible_ = visible;
260
261  EnforceMemoryPolicy();
262
263  // TODO(jamesr): Replace setVisibilityCHROMIUM() with an extension to
264  // explicitly manage front/backbuffers
265  // crbug.com/116049
266  if (capabilities_.using_set_visibility)
267    context_->setVisibilityCHROMIUM(visible);
268}
269
270void GLRenderer::SendManagedMemoryStats(size_t bytes_visible,
271                                        size_t bytes_visible_and_nearby,
272                                        size_t bytes_allocated) {
273  WebKit::WebGraphicsManagedMemoryStats stats;
274  stats.bytesVisible = bytes_visible;
275  stats.bytesVisibleAndNearby = bytes_visible_and_nearby;
276  stats.bytesAllocated = bytes_allocated;
277  stats.backbufferRequested = !is_backbuffer_discarded_;
278  context_->sendManagedMemoryStatsCHROMIUM(&stats);
279}
280
281void GLRenderer::ReleaseRenderPassTextures() { render_pass_textures_.clear(); }
282
283void GLRenderer::ViewportChanged() {
284  ReinitializeGrCanvas();
285}
286
287void GLRenderer::ClearFramebuffer(DrawingFrame* frame) {
288  // It's unsafe to clear when we have a stencil test because glClear ignores
289  // stencil.
290  if (client_->ExternalStencilTestEnabled() &&
291      frame->current_render_pass == frame->root_render_pass) {
292    DCHECK(!frame->current_render_pass->has_transparent_background);
293    return;
294  }
295
296  // On DEBUG builds, opaque render passes are cleared to blue to easily see
297  // regions that were not drawn on the screen.
298  if (frame->current_render_pass->has_transparent_background)
299    GLC(context_, context_->clearColor(0, 0, 0, 0));
300  else
301    GLC(context_, context_->clearColor(0, 0, 1, 1));
302
303  bool always_clear = false;
304#ifndef NDEBUG
305  always_clear = true;
306#endif
307  if (always_clear || frame->current_render_pass->has_transparent_background) {
308    GLbitfield clear_bits = GL_COLOR_BUFFER_BIT;
309    // Only the Skia GPU backend uses the stencil buffer.  No need to clear it
310    // otherwise.
311    if (always_clear || CanUseSkiaGPUBackend()) {
312      GLC(context_, context_->clearStencil(0));
313      clear_bits |= GL_STENCIL_BUFFER_BIT;
314    }
315    context_->clear(clear_bits);
316  }
317}
318
319void GLRenderer::BeginDrawingFrame(DrawingFrame* frame) {
320  if (client_->DeviceViewport().IsEmpty())
321    return;
322
323  TRACE_EVENT0("cc", "GLRenderer::DrawLayers");
324
325  MakeContextCurrent();
326
327  ReinitializeGLState();
328}
329
330void GLRenderer::DoNoOp() {
331  GLC(context_, context_->bindFramebuffer(GL_FRAMEBUFFER, 0));
332  GLC(context_, context_->flush());
333}
334
335void GLRenderer::DoDrawQuad(DrawingFrame* frame, const DrawQuad* quad) {
336  DCHECK(quad->rect.Contains(quad->visible_rect));
337  if (quad->material != DrawQuad::TEXTURE_CONTENT) {
338    FlushTextureQuadCache();
339  }
340
341  switch (quad->material) {
342    case DrawQuad::INVALID:
343      NOTREACHED();
344      break;
345    case DrawQuad::CHECKERBOARD:
346      DrawCheckerboardQuad(frame, CheckerboardDrawQuad::MaterialCast(quad));
347      break;
348    case DrawQuad::DEBUG_BORDER:
349      DrawDebugBorderQuad(frame, DebugBorderDrawQuad::MaterialCast(quad));
350      break;
351    case DrawQuad::IO_SURFACE_CONTENT:
352      DrawIOSurfaceQuad(frame, IOSurfaceDrawQuad::MaterialCast(quad));
353      break;
354    case DrawQuad::PICTURE_CONTENT:
355      DrawPictureQuad(frame, PictureDrawQuad::MaterialCast(quad));
356      break;
357    case DrawQuad::RENDER_PASS:
358      DrawRenderPassQuad(frame, RenderPassDrawQuad::MaterialCast(quad));
359      break;
360    case DrawQuad::SOLID_COLOR:
361      DrawSolidColorQuad(frame, SolidColorDrawQuad::MaterialCast(quad));
362      break;
363    case DrawQuad::STREAM_VIDEO_CONTENT:
364      DrawStreamVideoQuad(frame, StreamVideoDrawQuad::MaterialCast(quad));
365      break;
366    case DrawQuad::TEXTURE_CONTENT:
367      EnqueueTextureQuad(frame, TextureDrawQuad::MaterialCast(quad));
368      break;
369    case DrawQuad::TILED_CONTENT:
370      DrawTileQuad(frame, TileDrawQuad::MaterialCast(quad));
371      break;
372    case DrawQuad::YUV_VIDEO_CONTENT:
373      DrawYUVVideoQuad(frame, YUVVideoDrawQuad::MaterialCast(quad));
374      break;
375  }
376}
377
378void GLRenderer::DrawCheckerboardQuad(const DrawingFrame* frame,
379                                      const CheckerboardDrawQuad* quad) {
380  SetBlendEnabled(quad->ShouldDrawWithBlending());
381
382  const TileCheckerboardProgram* program = GetTileCheckerboardProgram();
383  DCHECK(program && (program->initialized() || IsContextLost()));
384  SetUseProgram(program->program());
385
386  SkColor color = quad->color;
387  GLC(Context(),
388      Context()->uniform4f(program->fragment_shader().color_location(),
389                           SkColorGetR(color) * (1.0f / 255.0f),
390                           SkColorGetG(color) * (1.0f / 255.0f),
391                           SkColorGetB(color) * (1.0f / 255.0f),
392                           1));
393
394  const int checkerboard_width = 16;
395  float frequency = 1.0f / checkerboard_width;
396
397  gfx::Rect tile_rect = quad->rect;
398  float tex_offset_x = tile_rect.x() % checkerboard_width;
399  float tex_offset_y = tile_rect.y() % checkerboard_width;
400  float tex_scale_x = tile_rect.width();
401  float tex_scale_y = tile_rect.height();
402  GLC(Context(),
403      Context()->uniform4f(program->fragment_shader().tex_transform_location(),
404                           tex_offset_x,
405                           tex_offset_y,
406                           tex_scale_x,
407                           tex_scale_y));
408
409  GLC(Context(),
410      Context()->uniform1f(program->fragment_shader().frequency_location(),
411                           frequency));
412
413  SetShaderOpacity(quad->opacity(),
414                   program->fragment_shader().alpha_location());
415  DrawQuadGeometry(frame,
416                   quad->quadTransform(),
417                   quad->rect,
418                   program->vertex_shader().matrix_location());
419}
420
421void GLRenderer::DrawDebugBorderQuad(const DrawingFrame* frame,
422                                     const DebugBorderDrawQuad* quad) {
423  SetBlendEnabled(quad->ShouldDrawWithBlending());
424
425  static float gl_matrix[16];
426  const DebugBorderProgram* program = GetDebugBorderProgram();
427  DCHECK(program && (program->initialized() || IsContextLost()));
428  SetUseProgram(program->program());
429
430  // Use the full quad_rect for debug quads to not move the edges based on
431  // partial swaps.
432  gfx::Rect layer_rect = quad->rect;
433  gfx::Transform render_matrix = quad->quadTransform();
434  render_matrix.Translate(0.5f * layer_rect.width() + layer_rect.x(),
435                          0.5f * layer_rect.height() + layer_rect.y());
436  render_matrix.Scale(layer_rect.width(), layer_rect.height());
437  GLRenderer::ToGLMatrix(&gl_matrix[0],
438                         frame->projection_matrix * render_matrix);
439  GLC(Context(),
440      Context()->uniformMatrix4fv(
441          program->vertex_shader().matrix_location(), 1, false, &gl_matrix[0]));
442
443  SkColor color = quad->color;
444  float alpha = SkColorGetA(color) * (1.0f / 255.0f);
445
446  GLC(Context(),
447      Context()->uniform4f(program->fragment_shader().color_location(),
448                           (SkColorGetR(color) * (1.0f / 255.0f)) * alpha,
449                           (SkColorGetG(color) * (1.0f / 255.0f)) * alpha,
450                           (SkColorGetB(color) * (1.0f / 255.0f)) * alpha,
451                           alpha));
452
453  GLC(Context(), Context()->lineWidth(quad->width));
454
455  // The indices for the line are stored in the same array as the triangle
456  // indices.
457  GLC(Context(),
458      Context()->drawElements(GL_LINE_LOOP, 4, GL_UNSIGNED_SHORT, 0));
459}
460
461static inline SkBitmap ApplyFilters(GLRenderer* renderer,
462                                    ContextProvider* offscreen_contexts,
463                                    const FilterOperations& filters,
464                                    ScopedResource* source_texture_resource) {
465  if (filters.IsEmpty())
466    return SkBitmap();
467
468  if (!offscreen_contexts || !offscreen_contexts->GrContext())
469    return SkBitmap();
470
471  ResourceProvider::ScopedWriteLockGL lock(renderer->resource_provider(),
472                                           source_texture_resource->id());
473
474  // Flush the compositor context to ensure that textures there are available
475  // in the shared context.  Do this after locking/creating the compositor
476  // texture.
477  renderer->resource_provider()->Flush();
478
479  // Make sure skia uses the correct GL context.
480  offscreen_contexts->Context3d()->makeContextCurrent();
481
482  // Lazily label this context.
483  renderer->LazyLabelOffscreenContext(offscreen_contexts);
484
485  SkBitmap source =
486      RenderSurfaceFilters::Apply(filters,
487                                  lock.texture_id(),
488                                  source_texture_resource->size(),
489                                  offscreen_contexts->GrContext());
490
491  // Flush skia context so that all the rendered stuff appears on the
492  // texture.
493  offscreen_contexts->GrContext()->flush();
494
495  // Flush the GL context so rendering results from this context are
496  // visible in the compositor's context.
497  offscreen_contexts->Context3d()->flush();
498
499  // Use the compositor's GL context again.
500  renderer->Context()->makeContextCurrent();
501  return source;
502}
503
504static SkBitmap ApplyImageFilter(GLRenderer* renderer,
505                                 ContextProvider* offscreen_contexts,
506                                 gfx::Point origin,
507                                 SkImageFilter* filter,
508                                 ScopedResource* source_texture_resource) {
509  if (!filter)
510    return SkBitmap();
511
512  if (!offscreen_contexts || !offscreen_contexts->GrContext())
513    return SkBitmap();
514
515  ResourceProvider::ScopedWriteLockGL lock(renderer->resource_provider(),
516                                           source_texture_resource->id());
517
518  // Flush the compositor context to ensure that textures there are available
519  // in the shared context.  Do this after locking/creating the compositor
520  // texture.
521  renderer->resource_provider()->Flush();
522
523  // Make sure skia uses the correct GL context.
524  offscreen_contexts->Context3d()->makeContextCurrent();
525
526  // Lazily label this context.
527  renderer->LazyLabelOffscreenContext(offscreen_contexts);
528
529  // Wrap the source texture in a Ganesh platform texture.
530  GrBackendTextureDesc backend_texture_description;
531  backend_texture_description.fWidth = source_texture_resource->size().width();
532  backend_texture_description.fHeight =
533      source_texture_resource->size().height();
534  backend_texture_description.fConfig = kSkia8888_GrPixelConfig;
535  backend_texture_description.fTextureHandle = lock.texture_id();
536  backend_texture_description.fOrigin = kBottomLeft_GrSurfaceOrigin;
537  skia::RefPtr<GrTexture> texture =
538      skia::AdoptRef(offscreen_contexts->GrContext()->wrapBackendTexture(
539          backend_texture_description));
540
541  // Place the platform texture inside an SkBitmap.
542  SkBitmap source;
543  source.setConfig(SkBitmap::kARGB_8888_Config,
544                   source_texture_resource->size().width(),
545                   source_texture_resource->size().height());
546  skia::RefPtr<SkGrPixelRef> pixel_ref =
547      skia::AdoptRef(new SkGrPixelRef(texture.get()));
548  source.setPixelRef(pixel_ref.get());
549
550  // Create a scratch texture for backing store.
551  GrTextureDesc desc;
552  desc.fFlags = kRenderTarget_GrTextureFlagBit | kNoStencil_GrTextureFlagBit;
553  desc.fSampleCnt = 0;
554  desc.fWidth = source.width();
555  desc.fHeight = source.height();
556  desc.fConfig = kSkia8888_GrPixelConfig;
557  desc.fOrigin = kBottomLeft_GrSurfaceOrigin;
558  GrAutoScratchTexture scratch_texture(
559      offscreen_contexts->GrContext(), desc, GrContext::kExact_ScratchTexMatch);
560  skia::RefPtr<GrTexture> backing_store =
561      skia::AdoptRef(scratch_texture.detach());
562
563  // Create a device and canvas using that backing store.
564  SkGpuDevice device(offscreen_contexts->GrContext(), backing_store.get());
565  SkCanvas canvas(&device);
566
567  // Draw the source bitmap through the filter to the canvas.
568  SkPaint paint;
569  paint.setImageFilter(filter);
570  canvas.clear(SK_ColorTRANSPARENT);
571
572  // TODO(senorblanco): in addition to the origin translation here, the canvas
573  // should also be scaled to accomodate device pixel ratio and pinch zoom. See
574  // crbug.com/281516 and crbug.com/281518.
575  canvas.translate(SkIntToScalar(-origin.x()), SkIntToScalar(-origin.y()));
576  canvas.drawSprite(source, 0, 0, &paint);
577
578  // Flush skia context so that all the rendered stuff appears on the
579  // texture.
580  offscreen_contexts->GrContext()->flush();
581
582  // Flush the GL context so rendering results from this context are
583  // visible in the compositor's context.
584  offscreen_contexts->Context3d()->flush();
585
586  // Use the compositor's GL context again.
587  renderer->Context()->makeContextCurrent();
588
589  return device.accessBitmap(false);
590}
591
592scoped_ptr<ScopedResource> GLRenderer::DrawBackgroundFilters(
593    DrawingFrame* frame,
594    const RenderPassDrawQuad* quad,
595    const gfx::Transform& contents_device_transform,
596    const gfx::Transform& contents_device_transform_inverse) {
597  // This method draws a background filter, which applies a filter to any pixels
598  // behind the quad and seen through its background.  The algorithm works as
599  // follows:
600  // 1. Compute a bounding box around the pixels that will be visible through
601  // the quad.
602  // 2. Read the pixels in the bounding box into a buffer R.
603  // 3. Apply the background filter to R, so that it is applied in the pixels'
604  // coordinate space.
605  // 4. Apply the quad's inverse transform to map the pixels in R into the
606  // quad's content space. This implicitly clips R by the content bounds of the
607  // quad since the destination texture has bounds matching the quad's content.
608  // 5. Draw the background texture for the contents using the same transform as
609  // used to draw the contents itself. This is done without blending to replace
610  // the current background pixels with the new filtered background.
611  // 6. Draw the contents of the quad over drop of the new background with
612  // blending, as per usual. The filtered background pixels will show through
613  // any non-opaque pixels in this draws.
614  //
615  // Pixel copies in this algorithm occur at steps 2, 3, 4, and 5.
616
617  // TODO(danakj): When this algorithm changes, update
618  // LayerTreeHost::PrioritizeTextures() accordingly.
619
620  FilterOperations filters =
621      RenderSurfaceFilters::Optimize(quad->background_filters);
622  DCHECK(!filters.IsEmpty());
623
624  // TODO(danakj): We only allow background filters on an opaque render surface
625  // because other surfaces may contain translucent pixels, and the contents
626  // behind those translucent pixels wouldn't have the filter applied.
627  if (frame->current_render_pass->has_transparent_background)
628    return scoped_ptr<ScopedResource>();
629  DCHECK(!frame->current_texture);
630
631  // TODO(danakj): Do a single readback for both the surface and replica and
632  // cache the filtered results (once filter textures are not reused).
633  gfx::Rect window_rect = gfx::ToEnclosingRect(MathUtil::MapClippedRect(
634      contents_device_transform, SharedGeometryQuad().BoundingBox()));
635
636  int top, right, bottom, left;
637  filters.GetOutsets(&top, &right, &bottom, &left);
638  window_rect.Inset(-left, -top, -right, -bottom);
639
640  window_rect.Intersect(
641      MoveFromDrawToWindowSpace(frame->current_render_pass->output_rect));
642
643  scoped_ptr<ScopedResource> device_background_texture =
644      ScopedResource::create(resource_provider_);
645  if (!device_background_texture->Allocate(window_rect.size(),
646                                           GL_RGB,
647                                           ResourceProvider::TextureUsageAny)) {
648    return scoped_ptr<ScopedResource>();
649  } else {
650    ResourceProvider::ScopedWriteLockGL lock(resource_provider_,
651                                             device_background_texture->id());
652    GetFramebufferTexture(lock.texture_id(),
653                          device_background_texture->format(),
654                          window_rect);
655  }
656
657  SkBitmap filtered_device_background =
658      ApplyFilters(this,
659                   frame->offscreen_context_provider,
660                   filters,
661                   device_background_texture.get());
662  if (!filtered_device_background.getTexture())
663    return scoped_ptr<ScopedResource>();
664
665  GrTexture* texture =
666      reinterpret_cast<GrTexture*>(filtered_device_background.getTexture());
667  int filtered_device_background_texture_id = texture->getTextureHandle();
668
669  scoped_ptr<ScopedResource> background_texture =
670      ScopedResource::create(resource_provider_);
671  if (!background_texture->Allocate(quad->rect.size(),
672                                    GL_RGBA,
673                                    ResourceProvider::TextureUsageFramebuffer))
674    return scoped_ptr<ScopedResource>();
675
676  const RenderPass* target_render_pass = frame->current_render_pass;
677  bool using_background_texture =
678      UseScopedTexture(frame, background_texture.get(), quad->rect);
679
680  if (using_background_texture) {
681    // Copy the readback pixels from device to the background texture for the
682    // surface.
683    gfx::Transform device_to_framebuffer_transform;
684    device_to_framebuffer_transform.Translate(
685        quad->rect.width() * 0.5f + quad->rect.x(),
686        quad->rect.height() * 0.5f + quad->rect.y());
687    device_to_framebuffer_transform.Scale(quad->rect.width(),
688                                          quad->rect.height());
689    device_to_framebuffer_transform.PreconcatTransform(
690        contents_device_transform_inverse);
691
692#ifndef NDEBUG
693    GLC(Context(), Context()->clearColor(0, 0, 1, 1));
694    Context()->clear(GL_COLOR_BUFFER_BIT);
695#endif
696
697    // The filtered_deveice_background_texture is oriented the same as the frame
698    // buffer. The transform we are copying with has a vertical flip, as well as
699    // the |device_to_framebuffer_transform|, which cancel each other out. So do
700    // not flip the contents in the shader to maintain orientation.
701    bool flip_vertically = false;
702
703    CopyTextureToFramebuffer(frame,
704                             filtered_device_background_texture_id,
705                             window_rect,
706                             device_to_framebuffer_transform,
707                             flip_vertically);
708  }
709
710  UseRenderPass(frame, target_render_pass);
711
712  if (!using_background_texture)
713    return scoped_ptr<ScopedResource>();
714  return background_texture.Pass();
715}
716
717void GLRenderer::DrawRenderPassQuad(DrawingFrame* frame,
718                                    const RenderPassDrawQuad* quad) {
719  SetBlendEnabled(quad->ShouldDrawWithBlending());
720
721  CachedResource* contents_texture =
722      render_pass_textures_.get(quad->render_pass_id);
723  if (!contents_texture || !contents_texture->id())
724    return;
725
726  gfx::Transform quad_rect_matrix;
727  QuadRectTransform(&quad_rect_matrix, quad->quadTransform(), quad->rect);
728  gfx::Transform contents_device_transform =
729      frame->window_matrix * frame->projection_matrix * quad_rect_matrix;
730  contents_device_transform.FlattenTo2d();
731
732  // Can only draw surface if device matrix is invertible.
733  gfx::Transform contents_device_transform_inverse(
734      gfx::Transform::kSkipInitialization);
735  if (!contents_device_transform.GetInverse(&contents_device_transform_inverse))
736    return;
737
738  scoped_ptr<ScopedResource> background_texture;
739  if (!quad->background_filters.IsEmpty()) {
740    // The pixels from the filtered background should completely replace the
741    // current pixel values.
742    bool disable_blending = blend_enabled();
743    if (disable_blending)
744      SetBlendEnabled(false);
745
746    background_texture = DrawBackgroundFilters(
747        frame,
748        quad,
749        contents_device_transform,
750        contents_device_transform_inverse);
751
752    if (disable_blending)
753      SetBlendEnabled(true);
754  }
755
756  // TODO(senorblanco): Cache this value so that we don't have to do it for both
757  // the surface and its replica.  Apply filters to the contents texture.
758  SkBitmap filter_bitmap;
759  SkScalar color_matrix[20];
760  bool use_color_matrix = false;
761  if (quad->filter) {
762    skia::RefPtr<SkColorFilter> cf;
763
764    {
765      SkColorFilter* colorfilter_rawptr = NULL;
766      quad->filter->asColorFilter(&colorfilter_rawptr);
767      cf = skia::AdoptRef(colorfilter_rawptr);
768    }
769
770    if (cf && cf->asColorMatrix(color_matrix) && !quad->filter->getInput(0)) {
771      // We have a single color matrix as a filter; apply it locally
772      // in the compositor.
773      use_color_matrix = true;
774    } else {
775      filter_bitmap = ApplyImageFilter(this,
776                                       frame->offscreen_context_provider,
777                                       quad->rect.origin(),
778                                       quad->filter.get(),
779                                       contents_texture);
780    }
781  } else if (!quad->filters.IsEmpty()) {
782    FilterOperations optimized_filters =
783        RenderSurfaceFilters::Optimize(quad->filters);
784
785    if ((optimized_filters.size() == 1) &&
786        (optimized_filters.at(0).type() == FilterOperation::COLOR_MATRIX)) {
787      memcpy(
788          color_matrix, optimized_filters.at(0).matrix(), sizeof(color_matrix));
789      use_color_matrix = true;
790    } else {
791      filter_bitmap = ApplyFilters(this,
792                                   frame->offscreen_context_provider,
793                                   optimized_filters,
794                                   contents_texture);
795    }
796  }
797
798  // Draw the background texture if there is one.
799  if (background_texture) {
800    DCHECK(background_texture->size() == quad->rect.size());
801    ResourceProvider::ScopedReadLockGL lock(resource_provider_,
802                                            background_texture->id());
803
804    // The background_texture is oriented the same as the frame buffer. The
805    // transform we are copying with has a vertical flip, so flip the contents
806    // in the shader to maintain orientation
807    bool flip_vertically = true;
808
809    CopyTextureToFramebuffer(frame,
810                             lock.texture_id(),
811                             quad->rect,
812                             quad->quadTransform(),
813                             flip_vertically);
814  }
815
816  bool clipped = false;
817  gfx::QuadF device_quad = MathUtil::MapQuad(
818      contents_device_transform, SharedGeometryQuad(), &clipped);
819  LayerQuad device_layer_bounds(gfx::QuadF(device_quad.BoundingBox()));
820  LayerQuad device_layer_edges(device_quad);
821
822  // Use anti-aliasing programs only when necessary.
823  bool use_aa = !clipped &&
824      (!device_quad.IsRectilinear() ||
825       !gfx::IsNearestRectWithinDistance(device_quad.BoundingBox(),
826                                         kAntiAliasingEpsilon));
827  if (use_aa) {
828    device_layer_bounds.InflateAntiAliasingDistance();
829    device_layer_edges.InflateAntiAliasingDistance();
830  }
831
832  scoped_ptr<ResourceProvider::ScopedReadLockGL> mask_resource_lock;
833  unsigned mask_texture_id = 0;
834  if (quad->mask_resource_id) {
835    mask_resource_lock.reset(new ResourceProvider::ScopedReadLockGL(
836        resource_provider_, quad->mask_resource_id));
837    mask_texture_id = mask_resource_lock->texture_id();
838  }
839
840  // TODO(danakj): use the background_texture and blend the background in with
841  // this draw instead of having a separate copy of the background texture.
842
843  scoped_ptr<ResourceProvider::ScopedReadLockGL> contents_resource_lock;
844  if (filter_bitmap.getTexture()) {
845    GrTexture* texture =
846        reinterpret_cast<GrTexture*>(filter_bitmap.getTexture());
847    DCHECK_EQ(GL_TEXTURE0, ResourceProvider::GetActiveTextureUnit(Context()));
848    Context()->bindTexture(GL_TEXTURE_2D, texture->getTextureHandle());
849  } else {
850    contents_resource_lock = make_scoped_ptr(
851        new ResourceProvider::ScopedSamplerGL(resource_provider_,
852                                              contents_texture->id(),
853                                              GL_TEXTURE_2D,
854                                              GL_LINEAR));
855  }
856
857  TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
858      context_, &highp_threshold_cache_, highp_threshold_min_,
859      quad->shared_quad_state->visible_content_rect.bottom_right());
860
861  int shader_quad_location = -1;
862  int shader_edge_location = -1;
863  int shader_viewport_location = -1;
864  int shader_mask_sampler_location = -1;
865  int shader_mask_tex_coord_scale_location = -1;
866  int shader_mask_tex_coord_offset_location = -1;
867  int shader_matrix_location = -1;
868  int shader_alpha_location = -1;
869  int shader_color_matrix_location = -1;
870  int shader_color_offset_location = -1;
871  int shader_tex_transform_location = -1;
872
873  if (use_aa && mask_texture_id && !use_color_matrix) {
874    const RenderPassMaskProgramAA* program =
875        GetRenderPassMaskProgramAA(tex_coord_precision);
876    SetUseProgram(program->program());
877    GLC(Context(),
878        Context()->uniform1i(program->fragment_shader().sampler_location(), 0));
879
880    shader_quad_location = program->vertex_shader().quad_location();
881    shader_edge_location = program->vertex_shader().edge_location();
882    shader_viewport_location = program->vertex_shader().viewport_location();
883    shader_mask_sampler_location =
884        program->fragment_shader().mask_sampler_location();
885    shader_mask_tex_coord_scale_location =
886        program->fragment_shader().mask_tex_coord_scale_location();
887    shader_mask_tex_coord_offset_location =
888        program->fragment_shader().mask_tex_coord_offset_location();
889    shader_matrix_location = program->vertex_shader().matrix_location();
890    shader_alpha_location = program->fragment_shader().alpha_location();
891    shader_tex_transform_location =
892        program->vertex_shader().tex_transform_location();
893  } else if (!use_aa && mask_texture_id && !use_color_matrix) {
894    const RenderPassMaskProgram* program =
895        GetRenderPassMaskProgram(tex_coord_precision);
896    SetUseProgram(program->program());
897    GLC(Context(),
898        Context()->uniform1i(program->fragment_shader().sampler_location(), 0));
899
900    shader_mask_sampler_location =
901        program->fragment_shader().mask_sampler_location();
902    shader_mask_tex_coord_scale_location =
903        program->fragment_shader().mask_tex_coord_scale_location();
904    shader_mask_tex_coord_offset_location =
905        program->fragment_shader().mask_tex_coord_offset_location();
906    shader_matrix_location = program->vertex_shader().matrix_location();
907    shader_alpha_location = program->fragment_shader().alpha_location();
908    shader_tex_transform_location =
909        program->vertex_shader().tex_transform_location();
910  } else if (use_aa && !mask_texture_id && !use_color_matrix) {
911    const RenderPassProgramAA* program =
912        GetRenderPassProgramAA(tex_coord_precision);
913    SetUseProgram(program->program());
914    GLC(Context(),
915        Context()->uniform1i(program->fragment_shader().sampler_location(), 0));
916
917    shader_quad_location = program->vertex_shader().quad_location();
918    shader_edge_location = program->vertex_shader().edge_location();
919    shader_viewport_location = program->vertex_shader().viewport_location();
920    shader_matrix_location = program->vertex_shader().matrix_location();
921    shader_alpha_location = program->fragment_shader().alpha_location();
922    shader_tex_transform_location =
923        program->vertex_shader().tex_transform_location();
924  } else if (use_aa && mask_texture_id && use_color_matrix) {
925    const RenderPassMaskColorMatrixProgramAA* program =
926        GetRenderPassMaskColorMatrixProgramAA(tex_coord_precision);
927    SetUseProgram(program->program());
928    GLC(Context(),
929        Context()->uniform1i(program->fragment_shader().sampler_location(), 0));
930
931    shader_matrix_location = program->vertex_shader().matrix_location();
932    shader_quad_location = program->vertex_shader().quad_location();
933    shader_tex_transform_location =
934        program->vertex_shader().tex_transform_location();
935    shader_edge_location = program->vertex_shader().edge_location();
936    shader_viewport_location = program->vertex_shader().viewport_location();
937    shader_alpha_location = program->fragment_shader().alpha_location();
938    shader_mask_sampler_location =
939        program->fragment_shader().mask_sampler_location();
940    shader_mask_tex_coord_scale_location =
941        program->fragment_shader().mask_tex_coord_scale_location();
942    shader_mask_tex_coord_offset_location =
943        program->fragment_shader().mask_tex_coord_offset_location();
944    shader_color_matrix_location =
945        program->fragment_shader().color_matrix_location();
946    shader_color_offset_location =
947        program->fragment_shader().color_offset_location();
948  } else if (use_aa && !mask_texture_id && use_color_matrix) {
949    const RenderPassColorMatrixProgramAA* program =
950        GetRenderPassColorMatrixProgramAA(tex_coord_precision);
951    SetUseProgram(program->program());
952    GLC(Context(),
953        Context()->uniform1i(program->fragment_shader().sampler_location(), 0));
954
955    shader_matrix_location = program->vertex_shader().matrix_location();
956    shader_quad_location = program->vertex_shader().quad_location();
957    shader_tex_transform_location =
958        program->vertex_shader().tex_transform_location();
959    shader_edge_location = program->vertex_shader().edge_location();
960    shader_viewport_location = program->vertex_shader().viewport_location();
961    shader_alpha_location = program->fragment_shader().alpha_location();
962    shader_color_matrix_location =
963        program->fragment_shader().color_matrix_location();
964    shader_color_offset_location =
965        program->fragment_shader().color_offset_location();
966  } else if (!use_aa && mask_texture_id && use_color_matrix) {
967    const RenderPassMaskColorMatrixProgram* program =
968        GetRenderPassMaskColorMatrixProgram(tex_coord_precision);
969    SetUseProgram(program->program());
970    GLC(Context(),
971        Context()->uniform1i(program->fragment_shader().sampler_location(), 0));
972
973    shader_matrix_location = program->vertex_shader().matrix_location();
974    shader_tex_transform_location =
975        program->vertex_shader().tex_transform_location();
976    shader_mask_sampler_location =
977        program->fragment_shader().mask_sampler_location();
978    shader_mask_tex_coord_scale_location =
979        program->fragment_shader().mask_tex_coord_scale_location();
980    shader_mask_tex_coord_offset_location =
981        program->fragment_shader().mask_tex_coord_offset_location();
982    shader_alpha_location = program->fragment_shader().alpha_location();
983    shader_color_matrix_location =
984        program->fragment_shader().color_matrix_location();
985    shader_color_offset_location =
986        program->fragment_shader().color_offset_location();
987  } else if (!use_aa && !mask_texture_id && use_color_matrix) {
988    const RenderPassColorMatrixProgram* program =
989        GetRenderPassColorMatrixProgram(tex_coord_precision);
990    SetUseProgram(program->program());
991    GLC(Context(),
992        Context()->uniform1i(program->fragment_shader().sampler_location(), 0));
993
994    shader_matrix_location = program->vertex_shader().matrix_location();
995    shader_tex_transform_location =
996        program->vertex_shader().tex_transform_location();
997    shader_alpha_location = program->fragment_shader().alpha_location();
998    shader_color_matrix_location =
999        program->fragment_shader().color_matrix_location();
1000    shader_color_offset_location =
1001        program->fragment_shader().color_offset_location();
1002  } else {
1003    const RenderPassProgram* program =
1004        GetRenderPassProgram(tex_coord_precision);
1005    SetUseProgram(program->program());
1006    GLC(Context(),
1007        Context()->uniform1i(program->fragment_shader().sampler_location(), 0));
1008
1009    shader_matrix_location = program->vertex_shader().matrix_location();
1010    shader_alpha_location = program->fragment_shader().alpha_location();
1011    shader_tex_transform_location =
1012        program->vertex_shader().tex_transform_location();
1013  }
1014  float tex_scale_x =
1015      quad->rect.width() / static_cast<float>(contents_texture->size().width());
1016  float tex_scale_y = quad->rect.height() /
1017                      static_cast<float>(contents_texture->size().height());
1018  DCHECK_LE(tex_scale_x, 1.0f);
1019  DCHECK_LE(tex_scale_y, 1.0f);
1020
1021  DCHECK(shader_tex_transform_location != -1 || IsContextLost());
1022  // Flip the content vertically in the shader, as the RenderPass input
1023  // texture is already oriented the same way as the framebuffer, but the
1024  // projection transform does a flip.
1025  GLC(Context(), Context()->uniform4f(shader_tex_transform_location,
1026                                      0.0f,
1027                                      tex_scale_y,
1028                                      tex_scale_x,
1029                                      -tex_scale_y));
1030
1031  scoped_ptr<ResourceProvider::ScopedReadLockGL> shader_mask_sampler_lock;
1032  if (shader_mask_sampler_location != -1) {
1033    DCHECK_NE(shader_mask_tex_coord_scale_location, 1);
1034    DCHECK_NE(shader_mask_tex_coord_offset_location, 1);
1035    GLC(Context(), Context()->uniform1i(shader_mask_sampler_location, 1));
1036
1037    float mask_tex_scale_x = quad->mask_uv_rect.width() / tex_scale_x;
1038    float mask_tex_scale_y = quad->mask_uv_rect.height() / tex_scale_y;
1039
1040    // Mask textures are oriented vertically flipped relative to the framebuffer
1041    // and the RenderPass contents texture, so we flip the tex coords from the
1042    // RenderPass texture to find the mask texture coords.
1043    GLC(Context(),
1044        Context()->uniform2f(shader_mask_tex_coord_offset_location,
1045                             quad->mask_uv_rect.x(),
1046                             quad->mask_uv_rect.y() + mask_tex_scale_y));
1047    GLC(Context(),
1048        Context()->uniform2f(shader_mask_tex_coord_scale_location,
1049                             mask_tex_scale_x,
1050                             -mask_tex_scale_y));
1051    shader_mask_sampler_lock = make_scoped_ptr(
1052        new ResourceProvider::ScopedSamplerGL(resource_provider_,
1053                                              quad->mask_resource_id,
1054                                              GL_TEXTURE_2D,
1055                                              GL_TEXTURE1,
1056                                              GL_LINEAR));
1057  }
1058
1059  if (shader_edge_location != -1) {
1060    float edge[24];
1061    device_layer_edges.ToFloatArray(edge);
1062    device_layer_bounds.ToFloatArray(&edge[12]);
1063    GLC(Context(), Context()->uniform3fv(shader_edge_location, 8, edge));
1064  }
1065
1066  if (shader_viewport_location != -1) {
1067    float viewport[4] = {
1068      static_cast<float>(viewport_.x()),
1069      static_cast<float>(viewport_.y()),
1070      static_cast<float>(viewport_.width()),
1071      static_cast<float>(viewport_.height()),
1072    };
1073    GLC(Context(),
1074        Context()->uniform4fv(shader_viewport_location, 1, viewport));
1075  }
1076
1077  if (shader_color_matrix_location != -1) {
1078    float matrix[16];
1079    for (int i = 0; i < 4; ++i) {
1080      for (int j = 0; j < 4; ++j)
1081        matrix[i * 4 + j] = SkScalarToFloat(color_matrix[j * 5 + i]);
1082    }
1083    GLC(Context(),
1084        Context()->uniformMatrix4fv(
1085            shader_color_matrix_location, 1, false, matrix));
1086  }
1087  static const float kScale = 1.0f / 255.0f;
1088  if (shader_color_offset_location != -1) {
1089    float offset[4];
1090    for (int i = 0; i < 4; ++i)
1091      offset[i] = SkScalarToFloat(color_matrix[i * 5 + 4]) * kScale;
1092
1093    GLC(Context(),
1094        Context()->uniform4fv(shader_color_offset_location, 1, offset));
1095  }
1096
1097  // Map device space quad to surface space. contents_device_transform has no 3d
1098  // component since it was flattened, so we don't need to project.
1099  gfx::QuadF surface_quad = MathUtil::MapQuad(contents_device_transform_inverse,
1100                                              device_layer_edges.ToQuadF(),
1101                                              &clipped);
1102
1103  SetShaderOpacity(quad->opacity(), shader_alpha_location);
1104  SetShaderQuadF(surface_quad, shader_quad_location);
1105  DrawQuadGeometry(
1106      frame, quad->quadTransform(), quad->rect, shader_matrix_location);
1107
1108  // Flush the compositor context before the filter bitmap goes out of
1109  // scope, so the draw gets processed before the filter texture gets deleted.
1110  if (filter_bitmap.getTexture())
1111    context_->flush();
1112}
1113
1114struct SolidColorProgramUniforms {
1115  unsigned program;
1116  unsigned matrix_location;
1117  unsigned viewport_location;
1118  unsigned quad_location;
1119  unsigned edge_location;
1120  unsigned color_location;
1121};
1122
1123template<class T>
1124static void SolidColorUniformLocation(T program,
1125                                      SolidColorProgramUniforms* uniforms) {
1126  uniforms->program = program->program();
1127  uniforms->matrix_location = program->vertex_shader().matrix_location();
1128  uniforms->viewport_location = program->vertex_shader().viewport_location();
1129  uniforms->quad_location = program->vertex_shader().quad_location();
1130  uniforms->edge_location = program->vertex_shader().edge_location();
1131  uniforms->color_location = program->fragment_shader().color_location();
1132}
1133
1134bool GLRenderer::SetupQuadForAntialiasing(
1135    const gfx::Transform& device_transform,
1136    const DrawQuad* quad,
1137    gfx::QuadF* local_quad,
1138    float edge[24]) const {
1139  gfx::Rect tile_rect = quad->visible_rect;
1140
1141  bool clipped = false;
1142  gfx::QuadF device_layer_quad = MathUtil::MapQuad(
1143      device_transform, gfx::QuadF(quad->visibleContentRect()), &clipped);
1144
1145  bool is_axis_aligned_in_target = device_layer_quad.IsRectilinear();
1146  bool is_nearest_rect_within_epsilon = is_axis_aligned_in_target &&
1147      gfx::IsNearestRectWithinDistance(device_layer_quad.BoundingBox(),
1148                                       kAntiAliasingEpsilon);
1149
1150  bool use_aa = Settings().allow_antialiasing &&
1151                !clipped &&  // code can't handle clipped quads
1152                !is_nearest_rect_within_epsilon &&
1153                quad->IsEdge();
1154  if (!use_aa)
1155    return false;
1156
1157  LayerQuad device_layer_bounds(gfx::QuadF(device_layer_quad.BoundingBox()));
1158  device_layer_bounds.InflateAntiAliasingDistance();
1159
1160  LayerQuad device_layer_edges(device_layer_quad);
1161  device_layer_edges.InflateAntiAliasingDistance();
1162
1163  device_layer_edges.ToFloatArray(edge);
1164  device_layer_bounds.ToFloatArray(&edge[12]);
1165
1166  gfx::PointF bottom_right = tile_rect.bottom_right();
1167  gfx::PointF bottom_left = tile_rect.bottom_left();
1168  gfx::PointF top_left = tile_rect.origin();
1169  gfx::PointF top_right = tile_rect.top_right();
1170
1171  // Map points to device space.
1172  bottom_right = MathUtil::MapPoint(device_transform, bottom_right, &clipped);
1173  DCHECK(!clipped);
1174  bottom_left = MathUtil::MapPoint(device_transform, bottom_left, &clipped);
1175  DCHECK(!clipped);
1176  top_left = MathUtil::MapPoint(device_transform, top_left, &clipped);
1177  DCHECK(!clipped);
1178  top_right = MathUtil::MapPoint(device_transform, top_right, &clipped);
1179  DCHECK(!clipped);
1180
1181  LayerQuad::Edge bottom_edge(bottom_right, bottom_left);
1182  LayerQuad::Edge left_edge(bottom_left, top_left);
1183  LayerQuad::Edge top_edge(top_left, top_right);
1184  LayerQuad::Edge right_edge(top_right, bottom_right);
1185
1186  // Only apply anti-aliasing to edges not clipped by culling or scissoring.
1187  if (quad->IsTopEdge() && tile_rect.y() == quad->rect.y())
1188    top_edge = device_layer_edges.top();
1189  if (quad->IsLeftEdge() && tile_rect.x() == quad->rect.x())
1190    left_edge = device_layer_edges.left();
1191  if (quad->IsRightEdge() && tile_rect.right() == quad->rect.right())
1192    right_edge = device_layer_edges.right();
1193  if (quad->IsBottomEdge() && tile_rect.bottom() == quad->rect.bottom())
1194    bottom_edge = device_layer_edges.bottom();
1195
1196  float sign = gfx::QuadF(tile_rect).IsCounterClockwise() ? -1 : 1;
1197  bottom_edge.scale(sign);
1198  left_edge.scale(sign);
1199  top_edge.scale(sign);
1200  right_edge.scale(sign);
1201
1202  // Create device space quad.
1203  LayerQuad device_quad(left_edge, top_edge, right_edge, bottom_edge);
1204
1205  // Map device space quad to local space. device_transform has no 3d
1206  // component since it was flattened, so we don't need to project.  We should
1207  // have already checked that the transform was uninvertible above.
1208  gfx::Transform inverse_device_transform(
1209      gfx::Transform::kSkipInitialization);
1210  bool did_invert = device_transform.GetInverse(&inverse_device_transform);
1211  DCHECK(did_invert);
1212  *local_quad = MathUtil::MapQuad(
1213      inverse_device_transform, device_quad.ToQuadF(), &clipped);
1214  // We should not DCHECK(!clipped) here, because anti-aliasing inflation may
1215  // cause device_quad to become clipped. To our knowledge this scenario does
1216  // not need to be handled differently than the unclipped case.
1217
1218  return true;
1219}
1220
1221void GLRenderer::DrawSolidColorQuad(const DrawingFrame* frame,
1222                                    const SolidColorDrawQuad* quad) {
1223  gfx::Rect tile_rect = quad->visible_rect;
1224
1225  SkColor color = quad->color;
1226  float opacity = quad->opacity();
1227  float alpha = (SkColorGetA(color) * (1.0f / 255.0f)) * opacity;
1228
1229  // Early out if alpha is small enough that quad doesn't contribute to output.
1230  if (alpha < std::numeric_limits<float>::epsilon() &&
1231      quad->ShouldDrawWithBlending())
1232    return;
1233
1234  gfx::Transform device_transform =
1235      frame->window_matrix * frame->projection_matrix * quad->quadTransform();
1236  device_transform.FlattenTo2d();
1237  if (!device_transform.IsInvertible())
1238    return;
1239
1240  gfx::QuadF local_quad = gfx::QuadF(gfx::RectF(tile_rect));
1241  float edge[24];
1242  bool use_aa = !quad->force_anti_aliasing_off && SetupQuadForAntialiasing(
1243      device_transform, quad, &local_quad, edge);
1244
1245  SolidColorProgramUniforms uniforms;
1246  if (use_aa)
1247    SolidColorUniformLocation(GetSolidColorProgramAA(), &uniforms);
1248  else
1249    SolidColorUniformLocation(GetSolidColorProgram(), &uniforms);
1250  SetUseProgram(uniforms.program);
1251
1252  GLC(Context(),
1253      Context()->uniform4f(uniforms.color_location,
1254                           (SkColorGetR(color) * (1.0f / 255.0f)) * alpha,
1255                           (SkColorGetG(color) * (1.0f / 255.0f)) * alpha,
1256                           (SkColorGetB(color) * (1.0f / 255.0f)) * alpha,
1257                           alpha));
1258  if (use_aa) {
1259    float viewport[4] = {
1260      static_cast<float>(viewport_.x()),
1261      static_cast<float>(viewport_.y()),
1262      static_cast<float>(viewport_.width()),
1263      static_cast<float>(viewport_.height()),
1264    };
1265    GLC(Context(),
1266        Context()->uniform4fv(uniforms.viewport_location, 1, viewport));
1267    GLC(Context(), Context()->uniform3fv(uniforms.edge_location, 8, edge));
1268  }
1269
1270  // Enable blending when the quad properties require it or if we decided
1271  // to use antialiasing.
1272  SetBlendEnabled(quad->ShouldDrawWithBlending() || use_aa);
1273
1274  // Normalize to tile_rect.
1275  local_quad.Scale(1.0f / tile_rect.width(), 1.0f / tile_rect.height());
1276
1277  SetShaderQuadF(local_quad, uniforms.quad_location);
1278
1279  // The transform and vertex data are used to figure out the extents that the
1280  // un-antialiased quad should have and which vertex this is and the float
1281  // quad passed in via uniform is the actual geometry that gets used to draw
1282  // it. This is why this centered rect is used and not the original quad_rect.
1283  gfx::RectF centered_rect(gfx::PointF(-0.5f * tile_rect.width(),
1284                                       -0.5f * tile_rect.height()),
1285                           tile_rect.size());
1286  DrawQuadGeometry(frame, quad->quadTransform(),
1287                   centered_rect, uniforms.matrix_location);
1288}
1289
1290struct TileProgramUniforms {
1291  unsigned program;
1292  unsigned matrix_location;
1293  unsigned viewport_location;
1294  unsigned quad_location;
1295  unsigned edge_location;
1296  unsigned vertex_tex_transform_location;
1297  unsigned sampler_location;
1298  unsigned fragment_tex_transform_location;
1299  unsigned alpha_location;
1300};
1301
1302template <class T>
1303static void TileUniformLocation(T program, TileProgramUniforms* uniforms) {
1304  uniforms->program = program->program();
1305  uniforms->matrix_location = program->vertex_shader().matrix_location();
1306  uniforms->viewport_location = program->vertex_shader().viewport_location();
1307  uniforms->quad_location = program->vertex_shader().quad_location();
1308  uniforms->edge_location = program->vertex_shader().edge_location();
1309  uniforms->vertex_tex_transform_location =
1310      program->vertex_shader().vertex_tex_transform_location();
1311
1312  uniforms->sampler_location = program->fragment_shader().sampler_location();
1313  uniforms->alpha_location = program->fragment_shader().alpha_location();
1314  uniforms->fragment_tex_transform_location =
1315      program->fragment_shader().fragment_tex_transform_location();
1316}
1317
1318void GLRenderer::DrawTileQuad(const DrawingFrame* frame,
1319                              const TileDrawQuad* quad) {
1320  DrawContentQuad(frame, quad, quad->resource_id);
1321}
1322
1323void GLRenderer::DrawContentQuad(const DrawingFrame* frame,
1324                                 const ContentDrawQuadBase* quad,
1325                                 ResourceProvider::ResourceId resource_id) {
1326  gfx::Rect tile_rect = quad->visible_rect;
1327
1328  gfx::RectF tex_coord_rect = MathUtil::ScaleRectProportional(
1329      quad->tex_coord_rect, quad->rect, tile_rect);
1330  float tex_to_geom_scale_x = quad->rect.width() / quad->tex_coord_rect.width();
1331  float tex_to_geom_scale_y =
1332      quad->rect.height() / quad->tex_coord_rect.height();
1333
1334  gfx::RectF clamp_geom_rect(tile_rect);
1335  gfx::RectF clamp_tex_rect(tex_coord_rect);
1336  // Clamp texture coordinates to avoid sampling outside the layer
1337  // by deflating the tile region half a texel or half a texel
1338  // minus epsilon for one pixel layers. The resulting clamp region
1339  // is mapped to the unit square by the vertex shader and mapped
1340  // back to normalized texture coordinates by the fragment shader
1341  // after being clamped to 0-1 range.
1342  float tex_clamp_x = std::min(
1343      0.5f, 0.5f * clamp_tex_rect.width() - kAntiAliasingEpsilon);
1344  float tex_clamp_y = std::min(
1345      0.5f, 0.5f * clamp_tex_rect.height() - kAntiAliasingEpsilon);
1346  float geom_clamp_x = std::min(
1347      tex_clamp_x * tex_to_geom_scale_x,
1348      0.5f * clamp_geom_rect.width() - kAntiAliasingEpsilon);
1349  float geom_clamp_y = std::min(
1350      tex_clamp_y * tex_to_geom_scale_y,
1351      0.5f * clamp_geom_rect.height() - kAntiAliasingEpsilon);
1352  clamp_geom_rect.Inset(geom_clamp_x, geom_clamp_y, geom_clamp_x, geom_clamp_y);
1353  clamp_tex_rect.Inset(tex_clamp_x, tex_clamp_y, tex_clamp_x, tex_clamp_y);
1354
1355  // Map clamping rectangle to unit square.
1356  float vertex_tex_translate_x = -clamp_geom_rect.x() / clamp_geom_rect.width();
1357  float vertex_tex_translate_y =
1358      -clamp_geom_rect.y() / clamp_geom_rect.height();
1359  float vertex_tex_scale_x = tile_rect.width() / clamp_geom_rect.width();
1360  float vertex_tex_scale_y = tile_rect.height() / clamp_geom_rect.height();
1361
1362  TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
1363      context_, &highp_threshold_cache_, highp_threshold_min_,
1364      quad->texture_size);
1365
1366  // Map to normalized texture coordinates.
1367  gfx::Size texture_size = quad->texture_size;
1368  float fragment_tex_translate_x = clamp_tex_rect.x() / texture_size.width();
1369  float fragment_tex_translate_y = clamp_tex_rect.y() / texture_size.height();
1370  float fragment_tex_scale_x = clamp_tex_rect.width() / texture_size.width();
1371  float fragment_tex_scale_y = clamp_tex_rect.height() / texture_size.height();
1372
1373  gfx::Transform device_transform =
1374      frame->window_matrix * frame->projection_matrix * quad->quadTransform();
1375  device_transform.FlattenTo2d();
1376  if (!device_transform.IsInvertible())
1377    return;
1378
1379  gfx::QuadF local_quad = gfx::QuadF(gfx::RectF(tile_rect));
1380  float edge[24];
1381  bool use_aa = SetupQuadForAntialiasing(
1382      device_transform, quad, &local_quad, edge);
1383
1384  TileProgramUniforms uniforms;
1385  if (use_aa) {
1386    if (quad->swizzle_contents) {
1387      TileUniformLocation(GetTileProgramSwizzleAA(tex_coord_precision),
1388                          &uniforms);
1389    } else {
1390      TileUniformLocation(GetTileProgramAA(tex_coord_precision), &uniforms);
1391    }
1392  } else {
1393    if (quad->ShouldDrawWithBlending()) {
1394      if (quad->swizzle_contents) {
1395        TileUniformLocation(GetTileProgramSwizzle(tex_coord_precision),
1396                            &uniforms);
1397      } else {
1398        TileUniformLocation(GetTileProgram(tex_coord_precision), &uniforms);
1399      }
1400    } else {
1401      if (quad->swizzle_contents) {
1402        TileUniformLocation(GetTileProgramSwizzleOpaque(tex_coord_precision),
1403                            &uniforms);
1404      } else {
1405        TileUniformLocation(GetTileProgramOpaque(tex_coord_precision),
1406                            &uniforms);
1407      }
1408    }
1409  }
1410
1411  SetUseProgram(uniforms.program);
1412  GLC(Context(), Context()->uniform1i(uniforms.sampler_location, 0));
1413  bool scaled = (tex_to_geom_scale_x != 1.f || tex_to_geom_scale_y != 1.f);
1414  GLenum filter = (use_aa || scaled ||
1415                   !quad->quadTransform().IsIdentityOrIntegerTranslation())
1416                  ? GL_LINEAR
1417                  : GL_NEAREST;
1418  ResourceProvider::ScopedSamplerGL quad_resource_lock(
1419      resource_provider_, resource_id, GL_TEXTURE_2D, filter);
1420
1421  if (use_aa) {
1422    float viewport[4] = {
1423      static_cast<float>(viewport_.x()),
1424      static_cast<float>(viewport_.y()),
1425      static_cast<float>(viewport_.width()),
1426      static_cast<float>(viewport_.height()),
1427    };
1428    GLC(Context(),
1429        Context()->uniform4fv(uniforms.viewport_location, 1, viewport));
1430    GLC(Context(), Context()->uniform3fv(uniforms.edge_location, 8, edge));
1431
1432    GLC(Context(),
1433        Context()->uniform4f(uniforms.vertex_tex_transform_location,
1434                             vertex_tex_translate_x,
1435                             vertex_tex_translate_y,
1436                             vertex_tex_scale_x,
1437                             vertex_tex_scale_y));
1438    GLC(Context(),
1439        Context()->uniform4f(uniforms.fragment_tex_transform_location,
1440                             fragment_tex_translate_x,
1441                             fragment_tex_translate_y,
1442                             fragment_tex_scale_x,
1443                             fragment_tex_scale_y));
1444  } else {
1445    // Move fragment shader transform to vertex shader. We can do this while
1446    // still producing correct results as fragment_tex_transform_location
1447    // should always be non-negative when tiles are transformed in a way
1448    // that could result in sampling outside the layer.
1449    vertex_tex_scale_x *= fragment_tex_scale_x;
1450    vertex_tex_scale_y *= fragment_tex_scale_y;
1451    vertex_tex_translate_x *= fragment_tex_scale_x;
1452    vertex_tex_translate_y *= fragment_tex_scale_y;
1453    vertex_tex_translate_x += fragment_tex_translate_x;
1454    vertex_tex_translate_y += fragment_tex_translate_y;
1455
1456    GLC(Context(),
1457        Context()->uniform4f(uniforms.vertex_tex_transform_location,
1458                             vertex_tex_translate_x,
1459                             vertex_tex_translate_y,
1460                             vertex_tex_scale_x,
1461                             vertex_tex_scale_y));
1462  }
1463
1464  // Enable blending when the quad properties require it or if we decided
1465  // to use antialiasing.
1466  SetBlendEnabled(quad->ShouldDrawWithBlending() || use_aa);
1467
1468  // Normalize to tile_rect.
1469  local_quad.Scale(1.0f / tile_rect.width(), 1.0f / tile_rect.height());
1470
1471  SetShaderOpacity(quad->opacity(), uniforms.alpha_location);
1472  SetShaderQuadF(local_quad, uniforms.quad_location);
1473
1474  // The transform and vertex data are used to figure out the extents that the
1475  // un-antialiased quad should have and which vertex this is and the float
1476  // quad passed in via uniform is the actual geometry that gets used to draw
1477  // it. This is why this centered rect is used and not the original quad_rect.
1478  gfx::RectF centered_rect(
1479      gfx::PointF(-0.5f * tile_rect.width(), -0.5f * tile_rect.height()),
1480      tile_rect.size());
1481  DrawQuadGeometry(
1482      frame, quad->quadTransform(), centered_rect, uniforms.matrix_location);
1483}
1484
1485void GLRenderer::DrawYUVVideoQuad(const DrawingFrame* frame,
1486                                  const YUVVideoDrawQuad* quad) {
1487  SetBlendEnabled(quad->ShouldDrawWithBlending());
1488
1489  TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
1490      context_, &highp_threshold_cache_, highp_threshold_min_,
1491      quad->shared_quad_state->visible_content_rect.bottom_right());
1492
1493  bool use_alpha_plane = quad->a_plane_resource_id != 0;
1494
1495  ResourceProvider::ScopedSamplerGL y_plane_lock(
1496      resource_provider_,
1497      quad->y_plane_resource_id,
1498      GL_TEXTURE_2D,
1499      GL_TEXTURE1,
1500      GL_LINEAR);
1501  ResourceProvider::ScopedSamplerGL u_plane_lock(
1502      resource_provider_,
1503      quad->u_plane_resource_id,
1504      GL_TEXTURE_2D,
1505      GL_TEXTURE2,
1506      GL_LINEAR);
1507  ResourceProvider::ScopedSamplerGL v_plane_lock(
1508      resource_provider_,
1509      quad->v_plane_resource_id,
1510      GL_TEXTURE_2D,
1511      GL_TEXTURE3,
1512      GL_LINEAR);
1513  scoped_ptr<ResourceProvider::ScopedSamplerGL> a_plane_lock;
1514  if (use_alpha_plane) {
1515    a_plane_lock.reset(new ResourceProvider::ScopedSamplerGL(
1516        resource_provider_,
1517        quad->a_plane_resource_id,
1518        GL_TEXTURE_2D,
1519        GL_TEXTURE4,
1520        GL_LINEAR));
1521  }
1522
1523  int tex_scale_location = -1;
1524  int matrix_location = -1;
1525  int y_texture_location = -1;
1526  int u_texture_location = -1;
1527  int v_texture_location = -1;
1528  int a_texture_location = -1;
1529  int yuv_matrix_location = -1;
1530  int yuv_adj_location = -1;
1531  int alpha_location = -1;
1532  if (use_alpha_plane) {
1533    const VideoYUVAProgram* program = GetVideoYUVAProgram(tex_coord_precision);
1534    DCHECK(program && (program->initialized() || IsContextLost()));
1535    SetUseProgram(program->program());
1536    tex_scale_location = program->vertex_shader().tex_scale_location();
1537    matrix_location = program->vertex_shader().matrix_location();
1538    y_texture_location = program->fragment_shader().y_texture_location();
1539    u_texture_location = program->fragment_shader().u_texture_location();
1540    v_texture_location = program->fragment_shader().v_texture_location();
1541    a_texture_location = program->fragment_shader().a_texture_location();
1542    yuv_matrix_location = program->fragment_shader().yuv_matrix_location();
1543    yuv_adj_location = program->fragment_shader().yuv_adj_location();
1544    alpha_location = program->fragment_shader().alpha_location();
1545  } else {
1546    const VideoYUVProgram* program = GetVideoYUVProgram(tex_coord_precision);
1547    DCHECK(program && (program->initialized() || IsContextLost()));
1548    SetUseProgram(program->program());
1549    tex_scale_location = program->vertex_shader().tex_scale_location();
1550    matrix_location = program->vertex_shader().matrix_location();
1551    y_texture_location = program->fragment_shader().y_texture_location();
1552    u_texture_location = program->fragment_shader().u_texture_location();
1553    v_texture_location = program->fragment_shader().v_texture_location();
1554    yuv_matrix_location = program->fragment_shader().yuv_matrix_location();
1555    yuv_adj_location = program->fragment_shader().yuv_adj_location();
1556    alpha_location = program->fragment_shader().alpha_location();
1557  }
1558
1559  GLC(Context(),
1560      Context()->uniform2f(tex_scale_location,
1561                           quad->tex_scale.width(),
1562                           quad->tex_scale.height()));
1563  GLC(Context(), Context()->uniform1i(y_texture_location, 1));
1564  GLC(Context(), Context()->uniform1i(u_texture_location, 2));
1565  GLC(Context(), Context()->uniform1i(v_texture_location, 3));
1566  if (use_alpha_plane)
1567    GLC(Context(), Context()->uniform1i(a_texture_location, 4));
1568
1569  // These values are magic numbers that are used in the transformation from YUV
1570  // to RGB color values.  They are taken from the following webpage:
1571  // http://www.fourcc.org/fccyvrgb.php
1572  float yuv_to_rgb[9] = {
1573      1.164f, 1.164f, 1.164f,
1574      0.0f, -.391f, 2.018f,
1575      1.596f, -.813f, 0.0f,
1576  };
1577  GLC(Context(),
1578      Context()->uniformMatrix3fv(yuv_matrix_location, 1, 0, yuv_to_rgb));
1579
1580  // These values map to 16, 128, and 128 respectively, and are computed
1581  // as a fraction over 256 (e.g. 16 / 256 = 0.0625).
1582  // They are used in the YUV to RGBA conversion formula:
1583  //   Y - 16   : Gives 16 values of head and footroom for overshooting
1584  //   U - 128  : Turns unsigned U into signed U [-128,127]
1585  //   V - 128  : Turns unsigned V into signed V [-128,127]
1586  float yuv_adjust[3] = { -0.0625f, -0.5f, -0.5f, };
1587  GLC(Context(), Context()->uniform3fv(yuv_adj_location, 1, yuv_adjust));
1588
1589
1590  SetShaderOpacity(quad->opacity(), alpha_location);
1591  DrawQuadGeometry(frame, quad->quadTransform(), quad->rect, matrix_location);
1592}
1593
1594void GLRenderer::DrawStreamVideoQuad(const DrawingFrame* frame,
1595                                     const StreamVideoDrawQuad* quad) {
1596  SetBlendEnabled(quad->ShouldDrawWithBlending());
1597
1598  static float gl_matrix[16];
1599
1600  DCHECK(capabilities_.using_egl_image);
1601
1602  TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
1603      context_, &highp_threshold_cache_, highp_threshold_min_,
1604      quad->shared_quad_state->visible_content_rect.bottom_right());
1605
1606  const VideoStreamTextureProgram* program =
1607      GetVideoStreamTextureProgram(tex_coord_precision);
1608  SetUseProgram(program->program());
1609
1610  ToGLMatrix(&gl_matrix[0], quad->matrix);
1611  GLC(Context(),
1612      Context()->uniformMatrix4fv(
1613          program->vertex_shader().tex_matrix_location(), 1, false, gl_matrix));
1614
1615  ResourceProvider::ScopedReadLockGL lock(resource_provider_,
1616                                          quad->resource_id);
1617  DCHECK_EQ(GL_TEXTURE0, ResourceProvider::GetActiveTextureUnit(Context()));
1618  GLC(Context(),
1619      Context()->bindTexture(GL_TEXTURE_EXTERNAL_OES, lock.texture_id()));
1620
1621  GLC(Context(),
1622      Context()->uniform1i(program->fragment_shader().sampler_location(), 0));
1623
1624  SetShaderOpacity(quad->opacity(),
1625                   program->fragment_shader().alpha_location());
1626  DrawQuadGeometry(frame,
1627                   quad->quadTransform(),
1628                   quad->rect,
1629                   program->vertex_shader().matrix_location());
1630}
1631
1632void GLRenderer::DrawPictureQuadDirectToBackbuffer(
1633    const DrawingFrame* frame,
1634    const PictureDrawQuad* quad) {
1635  DCHECK(CanUseSkiaGPUBackend());
1636  DCHECK_EQ(quad->opacity(), 1.f) << "Need to composite to a bitmap or a "
1637                                     "render surface for non-1 opacity quads";
1638
1639  // TODO(enne): This should be done more lazily / efficiently.
1640  gr_context_->resetContext();
1641
1642  // Reset the canvas matrix to identity because the clip rect is in target
1643  // space.
1644  SkMatrix sk_identity;
1645  sk_identity.setIdentity();
1646  sk_canvas_->setMatrix(sk_identity);
1647
1648  if (is_scissor_enabled_) {
1649    sk_canvas_->clipRect(gfx::RectToSkRect(scissor_rect_),
1650                         SkRegion::kReplace_Op);
1651  } else {
1652    sk_canvas_->clipRect(gfx::RectToSkRect(client_->DeviceViewport()),
1653                         SkRegion::kReplace_Op);
1654  }
1655
1656  gfx::Transform contents_device_transform = frame->window_matrix *
1657    frame->projection_matrix * quad->quadTransform();
1658  contents_device_transform.Translate(quad->rect.x(),
1659                                      quad->rect.y());
1660  contents_device_transform.FlattenTo2d();
1661  SkMatrix sk_device_matrix;
1662  gfx::TransformToFlattenedSkMatrix(contents_device_transform,
1663                                    &sk_device_matrix);
1664  sk_canvas_->setMatrix(sk_device_matrix);
1665
1666  quad->picture_pile->RasterDirect(
1667      sk_canvas_.get(), quad->content_rect, quad->contents_scale, NULL);
1668
1669  // Flush any drawing buffers that have been deferred.
1670  sk_canvas_->flush();
1671
1672  // TODO(enne): This should be done more lazily / efficiently.
1673  ReinitializeGLState();
1674}
1675
1676void GLRenderer::DrawPictureQuad(const DrawingFrame* frame,
1677                                 const PictureDrawQuad* quad) {
1678  if (quad->can_draw_direct_to_backbuffer && CanUseSkiaGPUBackend()) {
1679    DrawPictureQuadDirectToBackbuffer(frame, quad);
1680    return;
1681  }
1682
1683  if (on_demand_tile_raster_bitmap_.width() != quad->texture_size.width() ||
1684      on_demand_tile_raster_bitmap_.height() != quad->texture_size.height()) {
1685    on_demand_tile_raster_bitmap_.setConfig(
1686        SkBitmap::kARGB_8888_Config,
1687        quad->texture_size.width(),
1688        quad->texture_size.height());
1689    on_demand_tile_raster_bitmap_.allocPixels();
1690
1691    if (on_demand_tile_raster_resource_id_)
1692      resource_provider_->DeleteResource(on_demand_tile_raster_resource_id_);
1693
1694    on_demand_tile_raster_resource_id_ = resource_provider_->CreateGLTexture(
1695        quad->texture_size,
1696        GL_RGBA,
1697        GL_TEXTURE_POOL_UNMANAGED_CHROMIUM,
1698        ResourceProvider::TextureUsageAny);
1699  }
1700
1701  SkBitmapDevice device(on_demand_tile_raster_bitmap_);
1702  SkCanvas canvas(&device);
1703
1704  quad->picture_pile->RasterToBitmap(&canvas, quad->content_rect,
1705                                     quad->contents_scale, NULL);
1706
1707  resource_provider_->SetPixels(
1708      on_demand_tile_raster_resource_id_,
1709      reinterpret_cast<uint8_t*>(on_demand_tile_raster_bitmap_.getPixels()),
1710      gfx::Rect(quad->texture_size),
1711      gfx::Rect(quad->texture_size),
1712      gfx::Vector2d());
1713
1714  DrawContentQuad(frame, quad, on_demand_tile_raster_resource_id_);
1715}
1716
1717struct TextureProgramBinding {
1718  template <class Program>
1719  void Set(Program* program, WebKit::WebGraphicsContext3D* context) {
1720    DCHECK(program && (program->initialized() || context->isContextLost()));
1721    program_id = program->program();
1722    sampler_location = program->fragment_shader().sampler_location();
1723    matrix_location = program->vertex_shader().matrix_location();
1724    background_color_location =
1725        program->fragment_shader().background_color_location();
1726  }
1727  int program_id;
1728  int sampler_location;
1729  int matrix_location;
1730  int background_color_location;
1731};
1732
1733struct TexTransformTextureProgramBinding : TextureProgramBinding {
1734  template <class Program>
1735  void Set(Program* program, WebKit::WebGraphicsContext3D* context) {
1736    TextureProgramBinding::Set(program, context);
1737    tex_transform_location = program->vertex_shader().tex_transform_location();
1738    vertex_opacity_location =
1739        program->vertex_shader().vertex_opacity_location();
1740  }
1741  int tex_transform_location;
1742  int vertex_opacity_location;
1743};
1744
1745void GLRenderer::FlushTextureQuadCache() {
1746  // Check to see if we have anything to draw.
1747  if (draw_cache_.program_id == 0)
1748    return;
1749
1750  // Set the correct blending mode.
1751  SetBlendEnabled(draw_cache_.needs_blending);
1752
1753  // Bind the program to the GL state.
1754  SetUseProgram(draw_cache_.program_id);
1755
1756  // Bind the correct texture sampler location.
1757  GLC(Context(), Context()->uniform1i(draw_cache_.sampler_location, 0));
1758
1759  // Assume the current active textures is 0.
1760  ResourceProvider::ScopedReadLockGL locked_quad(resource_provider_,
1761                                                 draw_cache_.resource_id);
1762  DCHECK_EQ(GL_TEXTURE0, ResourceProvider::GetActiveTextureUnit(Context()));
1763  GLC(Context(),
1764      Context()->bindTexture(GL_TEXTURE_2D, locked_quad.texture_id()));
1765
1766  COMPILE_ASSERT(
1767      sizeof(Float4) == 4 * sizeof(float),  // NOLINT(runtime/sizeof)
1768      struct_is_densely_packed);
1769  COMPILE_ASSERT(
1770      sizeof(Float16) == 16 * sizeof(float),  // NOLINT(runtime/sizeof)
1771      struct_is_densely_packed);
1772
1773  // Upload the tranforms for both points and uvs.
1774  GLC(context_,
1775      context_->uniformMatrix4fv(
1776          static_cast<int>(draw_cache_.matrix_location),
1777          static_cast<int>(draw_cache_.matrix_data.size()),
1778          false,
1779          reinterpret_cast<float*>(&draw_cache_.matrix_data.front())));
1780  GLC(context_,
1781      context_->uniform4fv(
1782          static_cast<int>(draw_cache_.uv_xform_location),
1783          static_cast<int>(draw_cache_.uv_xform_data.size()),
1784          reinterpret_cast<float*>(&draw_cache_.uv_xform_data.front())));
1785
1786  if (draw_cache_.background_color != SK_ColorTRANSPARENT) {
1787    Float4 background_color = PremultipliedColor(draw_cache_.background_color);
1788    GLC(context_,
1789        context_->uniform4fv(
1790            draw_cache_.background_color_location, 1, background_color.data));
1791  }
1792
1793  GLC(context_,
1794      context_->uniform1fv(
1795          static_cast<int>(draw_cache_.vertex_opacity_location),
1796          static_cast<int>(draw_cache_.vertex_opacity_data.size()),
1797          static_cast<float*>(&draw_cache_.vertex_opacity_data.front())));
1798
1799  // Draw the quads!
1800  GLC(context_,
1801      context_->drawElements(GL_TRIANGLES,
1802                             6 * draw_cache_.matrix_data.size(),
1803                             GL_UNSIGNED_SHORT,
1804                             0));
1805
1806  // Clear the cache.
1807  draw_cache_.program_id = 0;
1808  draw_cache_.uv_xform_data.resize(0);
1809  draw_cache_.vertex_opacity_data.resize(0);
1810  draw_cache_.matrix_data.resize(0);
1811}
1812
1813void GLRenderer::EnqueueTextureQuad(const DrawingFrame* frame,
1814                                    const TextureDrawQuad* quad) {
1815  TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
1816      context_, &highp_threshold_cache_, highp_threshold_min_,
1817      quad->shared_quad_state->visible_content_rect.bottom_right());
1818
1819  // Choose the correct texture program binding
1820  TexTransformTextureProgramBinding binding;
1821  if (quad->premultiplied_alpha) {
1822    if (quad->background_color == SK_ColorTRANSPARENT) {
1823      binding.Set(GetTextureProgram(tex_coord_precision), Context());
1824    } else {
1825      binding.Set(GetTextureBackgroundProgram(tex_coord_precision), Context());
1826    }
1827  } else {
1828    if (quad->background_color == SK_ColorTRANSPARENT) {
1829      binding.Set(GetNonPremultipliedTextureProgram(tex_coord_precision),
1830                  Context());
1831    } else {
1832      binding.Set(
1833          GetNonPremultipliedTextureBackgroundProgram(tex_coord_precision),
1834          Context());
1835    }
1836  }
1837
1838  int resource_id = quad->resource_id;
1839
1840  if (draw_cache_.program_id != binding.program_id ||
1841      draw_cache_.resource_id != resource_id ||
1842      draw_cache_.needs_blending != quad->ShouldDrawWithBlending() ||
1843      draw_cache_.background_color != quad->background_color ||
1844      draw_cache_.matrix_data.size() >= 8) {
1845    FlushTextureQuadCache();
1846    draw_cache_.program_id = binding.program_id;
1847    draw_cache_.resource_id = resource_id;
1848    draw_cache_.needs_blending = quad->ShouldDrawWithBlending();
1849    draw_cache_.background_color = quad->background_color;
1850
1851    draw_cache_.uv_xform_location = binding.tex_transform_location;
1852    draw_cache_.background_color_location = binding.background_color_location;
1853    draw_cache_.vertex_opacity_location = binding.vertex_opacity_location;
1854    draw_cache_.matrix_location = binding.matrix_location;
1855    draw_cache_.sampler_location = binding.sampler_location;
1856  }
1857
1858  // Generate the uv-transform
1859  draw_cache_.uv_xform_data.push_back(UVTransform(quad));
1860
1861  // Generate the vertex opacity
1862  const float opacity = quad->opacity();
1863  draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[0] * opacity);
1864  draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[1] * opacity);
1865  draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[2] * opacity);
1866  draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[3] * opacity);
1867
1868  // Generate the transform matrix
1869  gfx::Transform quad_rect_matrix;
1870  QuadRectTransform(&quad_rect_matrix, quad->quadTransform(), quad->rect);
1871  quad_rect_matrix = frame->projection_matrix * quad_rect_matrix;
1872
1873  Float16 m;
1874  quad_rect_matrix.matrix().asColMajorf(m.data);
1875  draw_cache_.matrix_data.push_back(m);
1876}
1877
1878void GLRenderer::DrawIOSurfaceQuad(const DrawingFrame* frame,
1879                                   const IOSurfaceDrawQuad* quad) {
1880  SetBlendEnabled(quad->ShouldDrawWithBlending());
1881
1882  TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
1883      context_,  &highp_threshold_cache_, highp_threshold_min_,
1884      quad->shared_quad_state->visible_content_rect.bottom_right());
1885
1886  TexTransformTextureProgramBinding binding;
1887  binding.Set(GetTextureIOSurfaceProgram(tex_coord_precision), Context());
1888
1889  SetUseProgram(binding.program_id);
1890  GLC(Context(), Context()->uniform1i(binding.sampler_location, 0));
1891  if (quad->orientation == IOSurfaceDrawQuad::FLIPPED) {
1892    GLC(Context(),
1893        Context()->uniform4f(binding.tex_transform_location,
1894                             0,
1895                             quad->io_surface_size.height(),
1896                             quad->io_surface_size.width(),
1897                             quad->io_surface_size.height() * -1.0f));
1898  } else {
1899    GLC(Context(),
1900        Context()->uniform4f(binding.tex_transform_location,
1901                             0,
1902                             0,
1903                             quad->io_surface_size.width(),
1904                             quad->io_surface_size.height()));
1905  }
1906
1907  const float vertex_opacity[] = { quad->opacity(), quad->opacity(),
1908                                   quad->opacity(), quad->opacity() };
1909  GLC(Context(),
1910      Context()->uniform1fv(
1911          binding.vertex_opacity_location, 4, vertex_opacity));
1912
1913  ResourceProvider::ScopedReadLockGL lock(resource_provider_,
1914                                          quad->io_surface_resource_id);
1915  DCHECK_EQ(GL_TEXTURE0, ResourceProvider::GetActiveTextureUnit(Context()));
1916  GLC(Context(),
1917      Context()->bindTexture(GL_TEXTURE_RECTANGLE_ARB,
1918                             lock.texture_id()));
1919
1920  DrawQuadGeometry(
1921      frame, quad->quadTransform(), quad->rect, binding.matrix_location);
1922
1923  GLC(Context(), Context()->bindTexture(GL_TEXTURE_RECTANGLE_ARB, 0));
1924}
1925
1926void GLRenderer::FinishDrawingFrame(DrawingFrame* frame) {
1927  current_framebuffer_lock_.reset();
1928  swap_buffer_rect_.Union(gfx::ToEnclosingRect(frame->root_damage_rect));
1929
1930  GLC(context_, context_->disable(GL_BLEND));
1931  blend_shadow_ = false;
1932}
1933
1934void GLRenderer::FinishDrawingQuadList() { FlushTextureQuadCache(); }
1935
1936bool GLRenderer::FlippedFramebuffer() const { return true; }
1937
1938void GLRenderer::EnsureScissorTestEnabled() {
1939  if (is_scissor_enabled_)
1940    return;
1941
1942  FlushTextureQuadCache();
1943  GLC(context_, context_->enable(GL_SCISSOR_TEST));
1944  is_scissor_enabled_ = true;
1945}
1946
1947void GLRenderer::EnsureScissorTestDisabled() {
1948  if (!is_scissor_enabled_)
1949    return;
1950
1951  FlushTextureQuadCache();
1952  GLC(context_, context_->disable(GL_SCISSOR_TEST));
1953  is_scissor_enabled_ = false;
1954}
1955
1956void GLRenderer::CopyCurrentRenderPassToBitmap(
1957    DrawingFrame* frame,
1958    scoped_ptr<CopyOutputRequest> request) {
1959  gfx::Rect copy_rect = frame->current_render_pass->output_rect;
1960  if (request->has_area()) {
1961    // Intersect with the request's area, positioned with its origin at the
1962    // origin of the full copy_rect.
1963    copy_rect.Intersect(request->area() - copy_rect.OffsetFromOrigin());
1964  }
1965  GetFramebufferPixelsAsync(copy_rect, request.Pass());
1966}
1967
1968void GLRenderer::ToGLMatrix(float* gl_matrix, const gfx::Transform& transform) {
1969  transform.matrix().asColMajorf(gl_matrix);
1970}
1971
1972void GLRenderer::SetShaderQuadF(const gfx::QuadF& quad, int quad_location) {
1973  if (quad_location == -1)
1974    return;
1975
1976  float gl_quad[8];
1977  gl_quad[0] = quad.p1().x();
1978  gl_quad[1] = quad.p1().y();
1979  gl_quad[2] = quad.p2().x();
1980  gl_quad[3] = quad.p2().y();
1981  gl_quad[4] = quad.p3().x();
1982  gl_quad[5] = quad.p3().y();
1983  gl_quad[6] = quad.p4().x();
1984  gl_quad[7] = quad.p4().y();
1985  GLC(context_, context_->uniform2fv(quad_location, 4, gl_quad));
1986}
1987
1988void GLRenderer::SetShaderOpacity(float opacity, int alpha_location) {
1989  if (alpha_location != -1)
1990    GLC(context_, context_->uniform1f(alpha_location, opacity));
1991}
1992
1993void GLRenderer::SetStencilEnabled(bool enabled) {
1994  if (enabled == stencil_shadow_)
1995    return;
1996
1997  if (enabled)
1998    GLC(context_, context_->enable(GL_STENCIL_TEST));
1999  else
2000    GLC(context_, context_->disable(GL_STENCIL_TEST));
2001  stencil_shadow_ = enabled;
2002}
2003
2004void GLRenderer::SetBlendEnabled(bool enabled) {
2005  if (enabled == blend_shadow_)
2006    return;
2007
2008  if (enabled)
2009    GLC(context_, context_->enable(GL_BLEND));
2010  else
2011    GLC(context_, context_->disable(GL_BLEND));
2012  blend_shadow_ = enabled;
2013}
2014
2015void GLRenderer::SetUseProgram(unsigned program) {
2016  if (program == program_shadow_)
2017    return;
2018  GLC(context_, context_->useProgram(program));
2019  program_shadow_ = program;
2020}
2021
2022void GLRenderer::DrawQuadGeometry(const DrawingFrame* frame,
2023                                  const gfx::Transform& draw_transform,
2024                                  const gfx::RectF& quad_rect,
2025                                  int matrix_location) {
2026  gfx::Transform quad_rect_matrix;
2027  QuadRectTransform(&quad_rect_matrix, draw_transform, quad_rect);
2028  static float gl_matrix[16];
2029  ToGLMatrix(&gl_matrix[0], frame->projection_matrix * quad_rect_matrix);
2030  GLC(context_,
2031      context_->uniformMatrix4fv(matrix_location, 1, false, &gl_matrix[0]));
2032
2033  GLC(context_, context_->drawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0));
2034}
2035
2036void GLRenderer::CopyTextureToFramebuffer(const DrawingFrame* frame,
2037                                          int texture_id,
2038                                          gfx::Rect rect,
2039                                          const gfx::Transform& draw_matrix,
2040                                          bool flip_vertically) {
2041  TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
2042      context_, &highp_threshold_cache_, highp_threshold_min_,
2043      rect.bottom_right());
2044
2045  const RenderPassProgram* program = GetRenderPassProgram(tex_coord_precision);
2046  SetUseProgram(program->program());
2047
2048  GLC(Context(), Context()->uniform1i(
2049      program->fragment_shader().sampler_location(), 0));
2050
2051  if (flip_vertically) {
2052    GLC(Context(), Context()->uniform4f(
2053        program->vertex_shader().tex_transform_location(),
2054        0.f,
2055        1.f,
2056        1.f,
2057        -1.f));
2058  } else {
2059    GLC(Context(), Context()->uniform4f(
2060        program->vertex_shader().tex_transform_location(),
2061        0.f,
2062        0.f,
2063        1.f,
2064        1.f));
2065  }
2066
2067  SetShaderOpacity(1.f, program->fragment_shader().alpha_location());
2068  DCHECK_EQ(GL_TEXTURE0, ResourceProvider::GetActiveTextureUnit(Context()));
2069  GLC(Context(), Context()->bindTexture(GL_TEXTURE_2D, texture_id));
2070  DrawQuadGeometry(
2071      frame, draw_matrix, rect, program->vertex_shader().matrix_location());
2072}
2073
2074void GLRenderer::Finish() {
2075  TRACE_EVENT0("cc", "GLRenderer::finish");
2076  context_->finish();
2077}
2078
2079void GLRenderer::SwapBuffers() {
2080  DCHECK(visible_);
2081  DCHECK(!is_backbuffer_discarded_);
2082
2083  TRACE_EVENT0("cc", "GLRenderer::SwapBuffers");
2084  // We're done! Time to swapbuffers!
2085
2086  CompositorFrame compositor_frame;
2087  compositor_frame.metadata = client_->MakeCompositorFrameMetadata();
2088  compositor_frame.gl_frame_data = make_scoped_ptr(new GLFrameData);
2089  compositor_frame.gl_frame_data->size = output_surface_->SurfaceSize();
2090  if (capabilities_.using_partial_swap && client_->AllowPartialSwap()) {
2091    // If supported, we can save significant bandwidth by only swapping the
2092    // damaged/scissored region (clamped to the viewport)
2093    swap_buffer_rect_.Intersect(client_->DeviceViewport());
2094    int flipped_y_pos_of_rect_bottom =
2095        client_->DeviceViewport().height() - swap_buffer_rect_.y() -
2096        swap_buffer_rect_.height();
2097    compositor_frame.gl_frame_data->sub_buffer_rect =
2098        gfx::Rect(swap_buffer_rect_.x(),
2099                  flipped_y_pos_of_rect_bottom,
2100                  swap_buffer_rect_.width(),
2101                  swap_buffer_rect_.height());
2102  } else {
2103    compositor_frame.gl_frame_data->sub_buffer_rect =
2104        gfx::Rect(output_surface_->SurfaceSize());
2105  }
2106  output_surface_->SwapBuffers(&compositor_frame);
2107
2108  swap_buffer_rect_ = gfx::Rect();
2109
2110  // We don't have real fences, so we mark read fences as passed
2111  // assuming a double-buffered GPU pipeline. A texture can be
2112  // written to after one full frame has past since it was last read.
2113  if (last_swap_fence_.get())
2114    static_cast<SimpleSwapFence*>(last_swap_fence_.get())->SetHasPassed();
2115  last_swap_fence_ = resource_provider_->GetReadLockFence();
2116  resource_provider_->SetReadLockFence(new SimpleSwapFence());
2117}
2118
2119void GLRenderer::SetDiscardBackBufferWhenNotVisible(bool discard) {
2120  discard_backbuffer_when_not_visible_ = discard;
2121  EnforceMemoryPolicy();
2122}
2123
2124void GLRenderer::EnforceMemoryPolicy() {
2125  if (!visible_) {
2126    TRACE_EVENT0("cc", "GLRenderer::EnforceMemoryPolicy dropping resources");
2127    ReleaseRenderPassTextures();
2128    if (discard_backbuffer_when_not_visible_)
2129      DiscardBackbuffer();
2130    resource_provider_->ReleaseCachedData();
2131    GLC(context_, context_->flush());
2132  }
2133}
2134
2135void GLRenderer::DiscardBackbuffer() {
2136  if (is_backbuffer_discarded_)
2137    return;
2138
2139  output_surface_->DiscardBackbuffer();
2140
2141  is_backbuffer_discarded_ = true;
2142
2143  // Damage tracker needs a full reset every time framebuffer is discarded.
2144  client_->SetFullRootLayerDamage();
2145}
2146
2147void GLRenderer::EnsureBackbuffer() {
2148  if (!is_backbuffer_discarded_)
2149    return;
2150
2151  output_surface_->EnsureBackbuffer();
2152  is_backbuffer_discarded_ = false;
2153}
2154
2155void GLRenderer::GetFramebufferPixels(void* pixels, gfx::Rect rect) {
2156  if (!pixels || rect.IsEmpty())
2157    return;
2158
2159  // This function assumes that it is reading the root frame buffer.
2160  DCHECK(!current_framebuffer_lock_);
2161
2162  scoped_ptr<PendingAsyncReadPixels> pending_read(new PendingAsyncReadPixels);
2163  pending_async_read_pixels_.insert(pending_async_read_pixels_.begin(),
2164                                    pending_read.Pass());
2165
2166  // This is a syncronous call since the callback is null.
2167  gfx::Rect window_rect = MoveFromDrawToWindowSpace(rect);
2168  DoGetFramebufferPixels(static_cast<uint8*>(pixels),
2169                         window_rect,
2170                         AsyncGetFramebufferPixelsCleanupCallback());
2171}
2172
2173static void DeleteTextureReleaseCallbackOnImplThread(
2174    const scoped_refptr<ContextProvider>& context_provider,
2175    unsigned texture_id,
2176    unsigned sync_point,
2177    bool lost_resource) {
2178  if (sync_point)
2179    context_provider->Context3d()->waitSyncPoint(sync_point);
2180  context_provider->Context3d()->deleteTexture(texture_id);
2181}
2182
2183static void DeleteTextureReleaseCallback(
2184    const scoped_refptr<base::SingleThreadTaskRunner>& task_runner,
2185    const scoped_refptr<ContextProvider>& context_provider,
2186    unsigned texture_id,
2187    unsigned sync_point,
2188    bool lost_resource) {
2189  task_runner->PostTask(
2190      FROM_HERE,
2191      base::Bind(&DeleteTextureReleaseCallbackOnImplThread,
2192                 context_provider,
2193                 texture_id,
2194                 sync_point,
2195                 lost_resource));
2196}
2197
2198void GLRenderer::GetFramebufferPixelsAsync(
2199    gfx::Rect rect, scoped_ptr<CopyOutputRequest> request) {
2200  DCHECK(!request->IsEmpty());
2201  if (request->IsEmpty())
2202    return;
2203  if (rect.IsEmpty())
2204    return;
2205
2206  DCHECK(gfx::Rect(current_surface_size_).Contains(rect)) <<
2207      "current_surface_size_: " << current_surface_size_.ToString() <<
2208      " rect: " << rect.ToString();
2209
2210  gfx::Rect window_rect = MoveFromDrawToWindowSpace(rect);
2211
2212  if (!request->force_bitmap_result()) {
2213    unsigned int texture_id = context_->createTexture();
2214    GLC(context_, context_->bindTexture(GL_TEXTURE_2D, texture_id));
2215    GLC(context_, context_->texParameteri(
2216        GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
2217    GLC(context_, context_->texParameteri(
2218        GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
2219    GLC(context_, context_->texParameteri(
2220        GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
2221    GLC(context_, context_->texParameteri(
2222        GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
2223    GetFramebufferTexture(texture_id, GL_RGBA, window_rect);
2224
2225    gpu::Mailbox mailbox;
2226    unsigned sync_point = 0;
2227    GLC(context_, context_->genMailboxCHROMIUM(mailbox.name));
2228    if (mailbox.IsZero()) {
2229      context_->deleteTexture(texture_id);
2230      request->SendEmptyResult();
2231      return;
2232    }
2233
2234    GLC(context_, context_->bindTexture(GL_TEXTURE_2D, texture_id));
2235    GLC(context_, context_->produceTextureCHROMIUM(
2236        GL_TEXTURE_2D, mailbox.name));
2237    GLC(context_, context_->bindTexture(GL_TEXTURE_2D, 0));
2238    sync_point = context_->insertSyncPoint();
2239    scoped_ptr<TextureMailbox> texture_mailbox = make_scoped_ptr(
2240        new TextureMailbox(mailbox,
2241                           base::Bind(&DeleteTextureReleaseCallback,
2242                                      base::MessageLoopProxy::current(),
2243                                      output_surface_->context_provider(),
2244                                      texture_id),
2245                           GL_TEXTURE_2D,
2246                           sync_point));
2247    request->SendTextureResult(window_rect.size(), texture_mailbox.Pass());
2248    return;
2249  }
2250
2251  DCHECK(request->force_bitmap_result());
2252
2253  scoped_ptr<SkBitmap> bitmap(new SkBitmap);
2254  bitmap->setConfig(SkBitmap::kARGB_8888_Config,
2255                    window_rect.width(),
2256                    window_rect.height());
2257  bitmap->allocPixels();
2258
2259  scoped_ptr<SkAutoLockPixels> lock(new SkAutoLockPixels(*bitmap));
2260
2261  // Save a pointer to the pixels, the bitmap is owned by the cleanup_callback.
2262  uint8* pixels = static_cast<uint8*>(bitmap->getPixels());
2263
2264  AsyncGetFramebufferPixelsCleanupCallback cleanup_callback = base::Bind(
2265      &GLRenderer::PassOnSkBitmap,
2266      base::Unretained(this),
2267      base::Passed(&bitmap),
2268      base::Passed(&lock));
2269
2270  scoped_ptr<PendingAsyncReadPixels> pending_read(new PendingAsyncReadPixels);
2271  pending_read->copy_request = request.Pass();
2272  pending_async_read_pixels_.insert(pending_async_read_pixels_.begin(),
2273                                    pending_read.Pass());
2274
2275  // This is an asyncronous call since the callback is not null.
2276  DoGetFramebufferPixels(pixels, window_rect, cleanup_callback);
2277}
2278
2279void GLRenderer::DoGetFramebufferPixels(
2280    uint8* dest_pixels,
2281    gfx::Rect window_rect,
2282    const AsyncGetFramebufferPixelsCleanupCallback& cleanup_callback) {
2283  DCHECK_GE(window_rect.x(), 0);
2284  DCHECK_GE(window_rect.y(), 0);
2285  DCHECK_LE(window_rect.right(), current_surface_size_.width());
2286  DCHECK_LE(window_rect.bottom(), current_surface_size_.height());
2287
2288  bool is_async = !cleanup_callback.is_null();
2289
2290  MakeContextCurrent();
2291
2292  bool do_workaround = NeedsIOSurfaceReadbackWorkaround();
2293
2294  unsigned temporary_texture = 0;
2295  unsigned temporary_fbo = 0;
2296
2297  if (do_workaround) {
2298    // On Mac OS X, calling glReadPixels() against an FBO whose color attachment
2299    // is an IOSurface-backed texture causes corruption of future glReadPixels()
2300    // calls, even those on different OpenGL contexts. It is believed that this
2301    // is the root cause of top crasher
2302    // http://crbug.com/99393. <rdar://problem/10949687>
2303
2304    temporary_texture = context_->createTexture();
2305    GLC(context_, context_->bindTexture(GL_TEXTURE_2D, temporary_texture));
2306    GLC(context_, context_->texParameteri(
2307        GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
2308    GLC(context_, context_->texParameteri(
2309        GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
2310    GLC(context_, context_->texParameteri(
2311        GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
2312    GLC(context_, context_->texParameteri(
2313        GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
2314    // Copy the contents of the current (IOSurface-backed) framebuffer into a
2315    // temporary texture.
2316    GetFramebufferTexture(temporary_texture,
2317                          GL_RGBA,
2318                          gfx::Rect(current_surface_size_));
2319    temporary_fbo = context_->createFramebuffer();
2320    // Attach this texture to an FBO, and perform the readback from that FBO.
2321    GLC(context_, context_->bindFramebuffer(GL_FRAMEBUFFER, temporary_fbo));
2322    GLC(context_, context_->framebufferTexture2D(GL_FRAMEBUFFER,
2323                                                 GL_COLOR_ATTACHMENT0,
2324                                                 GL_TEXTURE_2D,
2325                                                 temporary_texture,
2326                                                 0));
2327
2328    DCHECK_EQ(static_cast<unsigned>(GL_FRAMEBUFFER_COMPLETE),
2329              context_->checkFramebufferStatus(GL_FRAMEBUFFER));
2330  }
2331
2332  unsigned buffer = context_->createBuffer();
2333  GLC(context_, context_->bindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM,
2334                                     buffer));
2335  GLC(context_, context_->bufferData(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM,
2336                                     4 * window_rect.size().GetArea(),
2337                                     NULL,
2338                                     GL_STREAM_READ));
2339
2340  WebKit::WebGLId query = 0;
2341  if (is_async) {
2342    query = context_->createQueryEXT();
2343    GLC(context_, context_->beginQueryEXT(
2344        GL_ASYNC_PIXEL_PACK_COMPLETED_CHROMIUM,
2345        query));
2346  }
2347
2348  GLC(context_,
2349      context_->readPixels(window_rect.x(),
2350                           window_rect.y(),
2351                           window_rect.width(),
2352                           window_rect.height(),
2353                           GL_RGBA,
2354                           GL_UNSIGNED_BYTE,
2355                           NULL));
2356
2357  GLC(context_, context_->bindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM,
2358                                     0));
2359
2360  if (do_workaround) {
2361    // Clean up.
2362    GLC(context_, context_->bindFramebuffer(GL_FRAMEBUFFER, 0));
2363    GLC(context_, context_->bindTexture(GL_TEXTURE_2D, 0));
2364    GLC(context_, context_->deleteFramebuffer(temporary_fbo));
2365    GLC(context_, context_->deleteTexture(temporary_texture));
2366  }
2367
2368  base::Closure finished_callback =
2369      base::Bind(&GLRenderer::FinishedReadback,
2370                 base::Unretained(this),
2371                 cleanup_callback,
2372                 buffer,
2373                 query,
2374                 dest_pixels,
2375                 window_rect.size());
2376  // Save the finished_callback so it can be cancelled.
2377  pending_async_read_pixels_.front()->finished_read_pixels_callback.Reset(
2378      finished_callback);
2379
2380  // Save the buffer to verify the callbacks happen in the expected order.
2381  pending_async_read_pixels_.front()->buffer = buffer;
2382
2383  if (is_async) {
2384    GLC(context_, context_->endQueryEXT(
2385        GL_ASYNC_PIXEL_PACK_COMPLETED_CHROMIUM));
2386    SyncPointHelper::SignalQuery(
2387        context_,
2388        query,
2389        finished_callback);
2390  } else {
2391    resource_provider_->Finish();
2392    finished_callback.Run();
2393  }
2394
2395  EnforceMemoryPolicy();
2396}
2397
2398void GLRenderer::FinishedReadback(
2399    const AsyncGetFramebufferPixelsCleanupCallback& cleanup_callback,
2400    unsigned source_buffer,
2401    unsigned query,
2402    uint8* dest_pixels,
2403    gfx::Size size) {
2404  DCHECK(!pending_async_read_pixels_.empty());
2405
2406  if (query != 0) {
2407    GLC(context_, context_->deleteQueryEXT(query));
2408  }
2409
2410  PendingAsyncReadPixels* current_read = pending_async_read_pixels_.back();
2411  // Make sure we service the readbacks in order.
2412  DCHECK_EQ(source_buffer, current_read->buffer);
2413
2414  uint8* src_pixels = NULL;
2415
2416  if (source_buffer != 0) {
2417    GLC(context_, context_->bindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM,
2418                                       source_buffer));
2419    src_pixels = static_cast<uint8*>(
2420        context_->mapBufferCHROMIUM(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM,
2421                                    GL_READ_ONLY));
2422
2423    if (src_pixels) {
2424      size_t row_bytes = size.width() * 4;
2425      int num_rows = size.height();
2426      size_t total_bytes = num_rows * row_bytes;
2427      for (size_t dest_y = 0; dest_y < total_bytes; dest_y += row_bytes) {
2428        // Flip Y axis.
2429        size_t src_y = total_bytes - dest_y - row_bytes;
2430        // Swizzle OpenGL -> Skia byte order.
2431        for (size_t x = 0; x < row_bytes; x += 4) {
2432          dest_pixels[dest_y + x + SK_R32_SHIFT/8] = src_pixels[src_y + x + 0];
2433          dest_pixels[dest_y + x + SK_G32_SHIFT/8] = src_pixels[src_y + x + 1];
2434          dest_pixels[dest_y + x + SK_B32_SHIFT/8] = src_pixels[src_y + x + 2];
2435          dest_pixels[dest_y + x + SK_A32_SHIFT/8] = src_pixels[src_y + x + 3];
2436        }
2437      }
2438
2439      GLC(context_, context_->unmapBufferCHROMIUM(
2440          GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM));
2441    }
2442    GLC(context_, context_->bindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM,
2443                                       0));
2444    GLC(context_, context_->deleteBuffer(source_buffer));
2445  }
2446
2447  // TODO(danakj): This can go away when synchronous readback is no more and its
2448  // contents can just move here.
2449  if (!cleanup_callback.is_null())
2450    cleanup_callback.Run(current_read->copy_request.Pass(), src_pixels != NULL);
2451
2452  pending_async_read_pixels_.pop_back();
2453}
2454
2455void GLRenderer::PassOnSkBitmap(
2456    scoped_ptr<SkBitmap> bitmap,
2457    scoped_ptr<SkAutoLockPixels> lock,
2458    scoped_ptr<CopyOutputRequest> request,
2459    bool success) {
2460  DCHECK(request->force_bitmap_result());
2461
2462  lock.reset();
2463  if (success)
2464    request->SendBitmapResult(bitmap.Pass());
2465}
2466
2467void GLRenderer::GetFramebufferTexture(unsigned texture_id,
2468                                       unsigned texture_format,
2469                                       gfx::Rect window_rect) {
2470  DCHECK(texture_id);
2471  DCHECK_GE(window_rect.x(), 0);
2472  DCHECK_GE(window_rect.y(), 0);
2473  DCHECK_LE(window_rect.right(), current_surface_size_.width());
2474  DCHECK_LE(window_rect.bottom(), current_surface_size_.height());
2475
2476  GLC(context_, context_->bindTexture(GL_TEXTURE_2D, texture_id));
2477  GLC(context_,
2478      context_->copyTexImage2D(GL_TEXTURE_2D,
2479                               0,
2480                               texture_format,
2481                               window_rect.x(),
2482                               window_rect.y(),
2483                               window_rect.width(),
2484                               window_rect.height(),
2485                               0));
2486  GLC(context_, context_->bindTexture(GL_TEXTURE_2D, 0));
2487}
2488
2489bool GLRenderer::UseScopedTexture(DrawingFrame* frame,
2490                                  const ScopedResource* texture,
2491                                  gfx::Rect viewport_rect) {
2492  DCHECK(texture->id());
2493  frame->current_render_pass = NULL;
2494  frame->current_texture = texture;
2495
2496  return BindFramebufferToTexture(frame, texture, viewport_rect);
2497}
2498
2499void GLRenderer::BindFramebufferToOutputSurface(DrawingFrame* frame) {
2500  current_framebuffer_lock_.reset();
2501  output_surface_->BindFramebuffer();
2502
2503  if (client_->ExternalStencilTestEnabled()) {
2504    SetStencilEnabled(true);
2505    GLC(context_, context_->stencilFunc(GL_EQUAL, 1, 1));
2506  } else {
2507    SetStencilEnabled(false);
2508  }
2509}
2510
2511bool GLRenderer::BindFramebufferToTexture(DrawingFrame* frame,
2512                                          const ScopedResource* texture,
2513                                          gfx::Rect target_rect) {
2514  DCHECK(texture->id());
2515
2516  current_framebuffer_lock_.reset();
2517
2518  SetStencilEnabled(false);
2519  GLC(context_,
2520      context_->bindFramebuffer(GL_FRAMEBUFFER, offscreen_framebuffer_id_));
2521  current_framebuffer_lock_ =
2522      make_scoped_ptr(new ResourceProvider::ScopedWriteLockGL(
2523          resource_provider_, texture->id()));
2524  unsigned texture_id = current_framebuffer_lock_->texture_id();
2525  GLC(context_,
2526      context_->framebufferTexture2D(
2527          GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_id, 0));
2528
2529  DCHECK(context_->checkFramebufferStatus(GL_FRAMEBUFFER) ==
2530         GL_FRAMEBUFFER_COMPLETE || IsContextLost());
2531
2532  InitializeViewport(frame,
2533                     target_rect,
2534                     gfx::Rect(target_rect.size()),
2535                     target_rect.size());
2536  return true;
2537}
2538
2539void GLRenderer::SetScissorTestRect(gfx::Rect scissor_rect) {
2540  EnsureScissorTestEnabled();
2541
2542  // Don't unnecessarily ask the context to change the scissor, because it
2543  // may cause undesired GPU pipeline flushes.
2544  if (scissor_rect == scissor_rect_)
2545    return;
2546
2547  scissor_rect_ = scissor_rect;
2548  FlushTextureQuadCache();
2549  GLC(context_,
2550      context_->scissor(scissor_rect.x(),
2551                        scissor_rect.y(),
2552                        scissor_rect.width(),
2553                        scissor_rect.height()));
2554}
2555
2556void GLRenderer::SetDrawViewport(gfx::Rect window_space_viewport) {
2557  viewport_ = window_space_viewport;
2558  GLC(context_, context_->viewport(window_space_viewport.x(),
2559                                   window_space_viewport.y(),
2560                                   window_space_viewport.width(),
2561                                   window_space_viewport.height()));
2562}
2563
2564bool GLRenderer::MakeContextCurrent() { return context_->makeContextCurrent(); }
2565
2566bool GLRenderer::InitializeSharedObjects() {
2567  TRACE_EVENT0("cc", "GLRenderer::InitializeSharedObjects");
2568  MakeContextCurrent();
2569
2570  // Create an FBO for doing offscreen rendering.
2571  GLC(context_, offscreen_framebuffer_id_ = context_->createFramebuffer());
2572
2573  // We will always need these programs to render, so create the programs
2574  // eagerly so that the shader compilation can start while we do other work.
2575  // Other programs are created lazily on first access.
2576  shared_geometry_ = make_scoped_ptr(
2577      new GeometryBinding(context_, QuadVertexRect()));
2578  render_pass_program_ = make_scoped_ptr(
2579      new RenderPassProgram(context_, TexCoordPrecisionMedium));
2580  render_pass_program_highp_ = make_scoped_ptr(
2581      new RenderPassProgram(context_, TexCoordPrecisionHigh));
2582  tile_program_ = make_scoped_ptr(
2583      new TileProgram(context_, TexCoordPrecisionMedium));
2584  tile_program_opaque_ = make_scoped_ptr(
2585      new TileProgramOpaque(context_, TexCoordPrecisionMedium));
2586  tile_program_highp_ = make_scoped_ptr(
2587      new TileProgram(context_, TexCoordPrecisionHigh));
2588  tile_program_opaque_highp_ = make_scoped_ptr(
2589      new TileProgramOpaque(context_, TexCoordPrecisionHigh));
2590
2591  GLC(context_, context_->flush());
2592
2593  return true;
2594}
2595
2596const GLRenderer::TileCheckerboardProgram*
2597GLRenderer::GetTileCheckerboardProgram() {
2598  if (!tile_checkerboard_program_)
2599    tile_checkerboard_program_ = make_scoped_ptr(
2600        new TileCheckerboardProgram(context_, TexCoordPrecisionNA));
2601  if (!tile_checkerboard_program_->initialized()) {
2602    TRACE_EVENT0("cc", "GLRenderer::checkerboardProgram::initalize");
2603    tile_checkerboard_program_->Initialize(context_, is_using_bind_uniform_);
2604  }
2605  return tile_checkerboard_program_.get();
2606}
2607
2608const GLRenderer::DebugBorderProgram* GLRenderer::GetDebugBorderProgram() {
2609  if (!debug_border_program_)
2610    debug_border_program_ = make_scoped_ptr(
2611        new DebugBorderProgram(context_, TexCoordPrecisionNA));
2612  if (!debug_border_program_->initialized()) {
2613    TRACE_EVENT0("cc", "GLRenderer::debugBorderProgram::initialize");
2614    debug_border_program_->Initialize(context_, is_using_bind_uniform_);
2615  }
2616  return debug_border_program_.get();
2617}
2618
2619const GLRenderer::SolidColorProgram* GLRenderer::GetSolidColorProgram() {
2620  if (!solid_color_program_)
2621    solid_color_program_ = make_scoped_ptr(
2622        new SolidColorProgram(context_, TexCoordPrecisionNA));
2623  if (!solid_color_program_->initialized()) {
2624    TRACE_EVENT0("cc", "GLRenderer::solidColorProgram::initialize");
2625    solid_color_program_->Initialize(context_, is_using_bind_uniform_);
2626  }
2627  return solid_color_program_.get();
2628}
2629
2630const GLRenderer::SolidColorProgramAA* GLRenderer::GetSolidColorProgramAA() {
2631  if (!solid_color_program_aa_) {
2632    solid_color_program_aa_ =
2633        make_scoped_ptr(new SolidColorProgramAA(context_, TexCoordPrecisionNA));
2634  }
2635  if (!solid_color_program_aa_->initialized()) {
2636    TRACE_EVENT0("cc", "GLRenderer::solidColorProgramAA::initialize");
2637    solid_color_program_aa_->Initialize(context_, is_using_bind_uniform_);
2638  }
2639  return solid_color_program_aa_.get();
2640}
2641
2642const GLRenderer::RenderPassProgram* GLRenderer::GetRenderPassProgram(
2643      TexCoordPrecision precision) {
2644  scoped_ptr<RenderPassProgram>& program =
2645      (precision == TexCoordPrecisionHigh) ? render_pass_program_highp_
2646                                           : render_pass_program_;
2647  DCHECK(program);
2648  if (!program->initialized()) {
2649    TRACE_EVENT0("cc", "GLRenderer::renderPassProgram::initialize");
2650    program->Initialize(context_, is_using_bind_uniform_);
2651  }
2652  return program.get();
2653}
2654
2655const GLRenderer::RenderPassProgramAA* GLRenderer::GetRenderPassProgramAA(
2656      TexCoordPrecision precision) {
2657  scoped_ptr<RenderPassProgramAA>& program =
2658      (precision == TexCoordPrecisionHigh) ? render_pass_program_aa_highp_
2659                                           : render_pass_program_aa_;
2660  if (!program)
2661    program =
2662        make_scoped_ptr(new RenderPassProgramAA(context_, precision));
2663  if (!program->initialized()) {
2664    TRACE_EVENT0("cc", "GLRenderer::renderPassProgramAA::initialize");
2665    program->Initialize(context_, is_using_bind_uniform_);
2666  }
2667  return program.get();
2668}
2669
2670const GLRenderer::RenderPassMaskProgram*
2671GLRenderer::GetRenderPassMaskProgram(TexCoordPrecision precision) {
2672  scoped_ptr<RenderPassMaskProgram>& program =
2673      (precision == TexCoordPrecisionHigh) ? render_pass_mask_program_highp_
2674                                           : render_pass_mask_program_;
2675  if (!program)
2676    program = make_scoped_ptr(new RenderPassMaskProgram(context_, precision));
2677  if (!program->initialized()) {
2678    TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgram::initialize");
2679    program->Initialize(context_, is_using_bind_uniform_);
2680  }
2681  return program.get();
2682}
2683
2684const GLRenderer::RenderPassMaskProgramAA*
2685GLRenderer::GetRenderPassMaskProgramAA(TexCoordPrecision precision) {
2686  scoped_ptr<RenderPassMaskProgramAA>& program =
2687      (precision == TexCoordPrecisionHigh) ? render_pass_mask_program_aa_highp_
2688                                           : render_pass_mask_program_aa_;
2689  if (!program)
2690    program =
2691        make_scoped_ptr(new RenderPassMaskProgramAA(context_, precision));
2692  if (!program->initialized()) {
2693    TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgramAA::initialize");
2694    program->Initialize(context_, is_using_bind_uniform_);
2695  }
2696  return program.get();
2697}
2698
2699const GLRenderer::RenderPassColorMatrixProgram*
2700GLRenderer::GetRenderPassColorMatrixProgram(TexCoordPrecision precision) {
2701  scoped_ptr<RenderPassColorMatrixProgram>& program =
2702      (precision == TexCoordPrecisionHigh) ?
2703          render_pass_color_matrix_program_highp_ :
2704          render_pass_color_matrix_program_;
2705  if (!program)
2706    program = make_scoped_ptr(
2707        new RenderPassColorMatrixProgram(context_, precision));
2708  if (!program->initialized()) {
2709    TRACE_EVENT0("cc", "GLRenderer::renderPassColorMatrixProgram::initialize");
2710    program->Initialize(context_, is_using_bind_uniform_);
2711  }
2712  return program.get();
2713}
2714
2715const GLRenderer::RenderPassColorMatrixProgramAA*
2716GLRenderer::GetRenderPassColorMatrixProgramAA(TexCoordPrecision precision) {
2717  scoped_ptr<RenderPassColorMatrixProgramAA>& program =
2718      (precision == TexCoordPrecisionHigh) ?
2719          render_pass_color_matrix_program_aa_highp_ :
2720          render_pass_color_matrix_program_aa_;
2721  if (!program)
2722    program = make_scoped_ptr(
2723        new RenderPassColorMatrixProgramAA(context_, precision));
2724  if (!program->initialized()) {
2725    TRACE_EVENT0("cc",
2726                 "GLRenderer::renderPassColorMatrixProgramAA::initialize");
2727    program->Initialize(context_, is_using_bind_uniform_);
2728  }
2729  return program.get();
2730}
2731
2732const GLRenderer::RenderPassMaskColorMatrixProgram*
2733GLRenderer::GetRenderPassMaskColorMatrixProgram(TexCoordPrecision precision) {
2734  scoped_ptr<RenderPassMaskColorMatrixProgram>& program =
2735      (precision == TexCoordPrecisionHigh) ?
2736          render_pass_mask_color_matrix_program_highp_ :
2737          render_pass_mask_color_matrix_program_;
2738  if (!program)
2739    program = make_scoped_ptr(
2740        new RenderPassMaskColorMatrixProgram(context_, precision));
2741  if (!program->initialized()) {
2742    TRACE_EVENT0("cc",
2743                 "GLRenderer::renderPassMaskColorMatrixProgram::initialize");
2744    program->Initialize(context_, is_using_bind_uniform_);
2745  }
2746  return program.get();
2747}
2748
2749const GLRenderer::RenderPassMaskColorMatrixProgramAA*
2750GLRenderer::GetRenderPassMaskColorMatrixProgramAA(TexCoordPrecision precision) {
2751  scoped_ptr<RenderPassMaskColorMatrixProgramAA>& program =
2752      (precision == TexCoordPrecisionHigh) ?
2753          render_pass_mask_color_matrix_program_aa_highp_ :
2754          render_pass_mask_color_matrix_program_aa_;
2755  if (!program)
2756    program = make_scoped_ptr(
2757        new RenderPassMaskColorMatrixProgramAA(context_, precision));
2758  if (!program->initialized()) {
2759    TRACE_EVENT0("cc",
2760                 "GLRenderer::renderPassMaskColorMatrixProgramAA::initialize");
2761    program->Initialize(context_, is_using_bind_uniform_);
2762  }
2763  return program.get();
2764}
2765
2766const GLRenderer::TileProgram* GLRenderer::GetTileProgram(
2767    TexCoordPrecision precision) {
2768  scoped_ptr<TileProgram>& program =
2769      (precision == TexCoordPrecisionHigh) ? tile_program_highp_
2770                                           : tile_program_;
2771  DCHECK(program);
2772  if (!program->initialized()) {
2773    TRACE_EVENT0("cc", "GLRenderer::tileProgram::initialize");
2774    program->Initialize(context_, is_using_bind_uniform_);
2775  }
2776  return program.get();
2777}
2778
2779const GLRenderer::TileProgramOpaque* GLRenderer::GetTileProgramOpaque(
2780    TexCoordPrecision precision) {
2781  scoped_ptr<TileProgramOpaque>& program =
2782      (precision == TexCoordPrecisionHigh) ? tile_program_opaque_highp_
2783                                           : tile_program_opaque_;
2784  DCHECK(program);
2785  if (!program->initialized()) {
2786    TRACE_EVENT0("cc", "GLRenderer::tileProgramOpaque::initialize");
2787    program->Initialize(context_, is_using_bind_uniform_);
2788  }
2789  return program.get();
2790}
2791
2792const GLRenderer::TileProgramAA* GLRenderer::GetTileProgramAA(
2793    TexCoordPrecision precision) {
2794  scoped_ptr<TileProgramAA>& program =
2795      (precision == TexCoordPrecisionHigh) ? tile_program_aa_highp_
2796                                           : tile_program_aa_;
2797  if (!program)
2798    program = make_scoped_ptr(new TileProgramAA(context_, precision));
2799  if (!program->initialized()) {
2800    TRACE_EVENT0("cc", "GLRenderer::tileProgramAA::initialize");
2801    program->Initialize(context_, is_using_bind_uniform_);
2802  }
2803  return program.get();
2804}
2805
2806const GLRenderer::TileProgramSwizzle* GLRenderer::GetTileProgramSwizzle(
2807    TexCoordPrecision precision) {
2808  scoped_ptr<TileProgramSwizzle>& program =
2809      (precision == TexCoordPrecisionHigh) ? tile_program_swizzle_highp_
2810                                           : tile_program_swizzle_;
2811  if (!program)
2812    program = make_scoped_ptr(new TileProgramSwizzle(context_, precision));
2813  if (!program->initialized()) {
2814    TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzle::initialize");
2815    program->Initialize(context_, is_using_bind_uniform_);
2816  }
2817  return program.get();
2818}
2819
2820const GLRenderer::TileProgramSwizzleOpaque*
2821GLRenderer::GetTileProgramSwizzleOpaque(TexCoordPrecision precision) {
2822  scoped_ptr<TileProgramSwizzleOpaque>& program =
2823      (precision == TexCoordPrecisionHigh) ? tile_program_swizzle_opaque_highp_
2824                                           : tile_program_swizzle_opaque_;
2825  if (!program)
2826    program = make_scoped_ptr(
2827        new TileProgramSwizzleOpaque(context_, precision));
2828  if (!program->initialized()) {
2829    TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleOpaque::initialize");
2830    program->Initialize(context_, is_using_bind_uniform_);
2831  }
2832  return program.get();
2833}
2834
2835const GLRenderer::TileProgramSwizzleAA* GLRenderer::GetTileProgramSwizzleAA(
2836    TexCoordPrecision precision) {
2837  scoped_ptr<TileProgramSwizzleAA>& program =
2838      (precision == TexCoordPrecisionHigh) ? tile_program_swizzle_aa_highp_
2839                                           : tile_program_swizzle_aa_;
2840  if (!program)
2841    program = make_scoped_ptr(new TileProgramSwizzleAA(context_, precision));
2842  if (!program->initialized()) {
2843    TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleAA::initialize");
2844    program->Initialize(context_, is_using_bind_uniform_);
2845  }
2846  return program.get();
2847}
2848
2849const GLRenderer::TextureProgram* GLRenderer::GetTextureProgram(
2850    TexCoordPrecision precision) {
2851  scoped_ptr<TextureProgram>& program =
2852      (precision == TexCoordPrecisionHigh) ? texture_program_highp_
2853                                           : texture_program_;
2854  if (!program)
2855    program = make_scoped_ptr(new TextureProgram(context_, precision));
2856  if (!program->initialized()) {
2857    TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize");
2858    program->Initialize(context_, is_using_bind_uniform_);
2859  }
2860  return program.get();
2861}
2862
2863const GLRenderer::NonPremultipliedTextureProgram*
2864    GLRenderer::GetNonPremultipliedTextureProgram(TexCoordPrecision precision) {
2865  scoped_ptr<NonPremultipliedTextureProgram>& program =
2866      (precision == TexCoordPrecisionHigh) ?
2867         nonpremultiplied_texture_program_highp_ :
2868         nonpremultiplied_texture_program_;
2869  if (!program) {
2870    program = make_scoped_ptr(
2871        new NonPremultipliedTextureProgram(context_, precision));
2872  }
2873  if (!program->initialized()) {
2874    TRACE_EVENT0("cc",
2875                 "GLRenderer::NonPremultipliedTextureProgram::Initialize");
2876    program->Initialize(context_, is_using_bind_uniform_);
2877  }
2878  return program.get();
2879}
2880
2881const GLRenderer::TextureBackgroundProgram*
2882GLRenderer::GetTextureBackgroundProgram(TexCoordPrecision precision) {
2883  scoped_ptr<TextureBackgroundProgram>& program =
2884      (precision == TexCoordPrecisionHigh) ? texture_background_program_highp_
2885                                           : texture_background_program_;
2886  if (!program) {
2887    program = make_scoped_ptr(
2888        new TextureBackgroundProgram(context_, precision));
2889  }
2890  if (!program->initialized()) {
2891    TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize");
2892    program->Initialize(context_, is_using_bind_uniform_);
2893  }
2894  return program.get();
2895}
2896
2897const GLRenderer::NonPremultipliedTextureBackgroundProgram*
2898GLRenderer::GetNonPremultipliedTextureBackgroundProgram(
2899    TexCoordPrecision precision) {
2900  scoped_ptr<NonPremultipliedTextureBackgroundProgram>& program =
2901      (precision == TexCoordPrecisionHigh) ?
2902         nonpremultiplied_texture_background_program_highp_ :
2903         nonpremultiplied_texture_background_program_;
2904  if (!program) {
2905    program = make_scoped_ptr(
2906        new NonPremultipliedTextureBackgroundProgram(context_, precision));
2907  }
2908  if (!program->initialized()) {
2909    TRACE_EVENT0("cc",
2910                 "GLRenderer::NonPremultipliedTextureProgram::Initialize");
2911    program->Initialize(context_, is_using_bind_uniform_);
2912  }
2913  return program.get();
2914}
2915
2916const GLRenderer::TextureIOSurfaceProgram*
2917GLRenderer::GetTextureIOSurfaceProgram(TexCoordPrecision precision) {
2918  scoped_ptr<TextureIOSurfaceProgram>& program =
2919      (precision == TexCoordPrecisionHigh) ? texture_io_surface_program_highp_
2920                                           : texture_io_surface_program_;
2921  if (!program)
2922    program =
2923        make_scoped_ptr(new TextureIOSurfaceProgram(context_, precision));
2924  if (!program->initialized()) {
2925    TRACE_EVENT0("cc", "GLRenderer::textureIOSurfaceProgram::initialize");
2926    program->Initialize(context_, is_using_bind_uniform_);
2927  }
2928  return program.get();
2929}
2930
2931const GLRenderer::VideoYUVProgram* GLRenderer::GetVideoYUVProgram(
2932    TexCoordPrecision precision) {
2933  scoped_ptr<VideoYUVProgram>& program =
2934      (precision == TexCoordPrecisionHigh) ? video_yuv_program_highp_
2935                                           : video_yuv_program_;
2936  if (!program)
2937    program = make_scoped_ptr(new VideoYUVProgram(context_, precision));
2938  if (!program->initialized()) {
2939    TRACE_EVENT0("cc", "GLRenderer::videoYUVProgram::initialize");
2940    program->Initialize(context_, is_using_bind_uniform_);
2941  }
2942  return program.get();
2943}
2944
2945const GLRenderer::VideoYUVAProgram* GLRenderer::GetVideoYUVAProgram(
2946    TexCoordPrecision precision) {
2947  scoped_ptr<VideoYUVAProgram>& program =
2948      (precision == TexCoordPrecisionHigh) ? video_yuva_program_highp_
2949                                           : video_yuva_program_;
2950  if (!program)
2951    program = make_scoped_ptr(new VideoYUVAProgram(context_, precision));
2952  if (!program->initialized()) {
2953    TRACE_EVENT0("cc", "GLRenderer::videoYUVAProgram::initialize");
2954    program->Initialize(context_, is_using_bind_uniform_);
2955  }
2956  return program.get();
2957}
2958
2959const GLRenderer::VideoStreamTextureProgram*
2960GLRenderer::GetVideoStreamTextureProgram(TexCoordPrecision precision) {
2961  if (!Capabilities().using_egl_image)
2962    return NULL;
2963  scoped_ptr<VideoStreamTextureProgram>& program =
2964      (precision == TexCoordPrecisionHigh) ? video_stream_texture_program_highp_
2965                                           : video_stream_texture_program_;
2966  if (!program)
2967    program =
2968        make_scoped_ptr(new VideoStreamTextureProgram(context_, precision));
2969  if (!program->initialized()) {
2970    TRACE_EVENT0("cc", "GLRenderer::streamTextureProgram::initialize");
2971    program->Initialize(context_, is_using_bind_uniform_);
2972  }
2973  return program.get();
2974}
2975
2976void GLRenderer::CleanupSharedObjects() {
2977  MakeContextCurrent();
2978
2979  shared_geometry_.reset();
2980
2981  if (tile_program_)
2982    tile_program_->Cleanup(context_);
2983  if (tile_program_opaque_)
2984    tile_program_opaque_->Cleanup(context_);
2985  if (tile_program_swizzle_)
2986    tile_program_swizzle_->Cleanup(context_);
2987  if (tile_program_swizzle_opaque_)
2988    tile_program_swizzle_opaque_->Cleanup(context_);
2989  if (tile_program_aa_)
2990    tile_program_aa_->Cleanup(context_);
2991  if (tile_program_swizzle_aa_)
2992    tile_program_swizzle_aa_->Cleanup(context_);
2993  if (tile_checkerboard_program_)
2994    tile_checkerboard_program_->Cleanup(context_);
2995
2996  if (tile_program_highp_)
2997    tile_program_highp_->Cleanup(context_);
2998  if (tile_program_opaque_highp_)
2999    tile_program_opaque_highp_->Cleanup(context_);
3000  if (tile_program_swizzle_highp_)
3001    tile_program_swizzle_highp_->Cleanup(context_);
3002  if (tile_program_swizzle_opaque_highp_)
3003    tile_program_swizzle_opaque_highp_->Cleanup(context_);
3004  if (tile_program_aa_highp_)
3005    tile_program_aa_highp_->Cleanup(context_);
3006  if (tile_program_swizzle_aa_highp_)
3007    tile_program_swizzle_aa_highp_->Cleanup(context_);
3008
3009  if (render_pass_mask_program_)
3010    render_pass_mask_program_->Cleanup(context_);
3011  if (render_pass_program_)
3012    render_pass_program_->Cleanup(context_);
3013  if (render_pass_mask_program_aa_)
3014    render_pass_mask_program_aa_->Cleanup(context_);
3015  if (render_pass_program_aa_)
3016    render_pass_program_aa_->Cleanup(context_);
3017  if (render_pass_color_matrix_program_)
3018    render_pass_color_matrix_program_->Cleanup(context_);
3019  if (render_pass_mask_color_matrix_program_aa_)
3020    render_pass_mask_color_matrix_program_aa_->Cleanup(context_);
3021  if (render_pass_color_matrix_program_aa_)
3022    render_pass_color_matrix_program_aa_->Cleanup(context_);
3023  if (render_pass_mask_color_matrix_program_)
3024    render_pass_mask_color_matrix_program_->Cleanup(context_);
3025
3026  if (render_pass_mask_program_highp_)
3027    render_pass_mask_program_highp_->Cleanup(context_);
3028  if (render_pass_program_highp_)
3029    render_pass_program_highp_->Cleanup(context_);
3030  if (render_pass_mask_program_aa_highp_)
3031    render_pass_mask_program_aa_highp_->Cleanup(context_);
3032  if (render_pass_program_aa_highp_)
3033    render_pass_program_aa_highp_->Cleanup(context_);
3034  if (render_pass_color_matrix_program_highp_)
3035    render_pass_color_matrix_program_highp_->Cleanup(context_);
3036  if (render_pass_mask_color_matrix_program_aa_highp_)
3037    render_pass_mask_color_matrix_program_aa_highp_->Cleanup(context_);
3038  if (render_pass_color_matrix_program_aa_highp_)
3039    render_pass_color_matrix_program_aa_highp_->Cleanup(context_);
3040  if (render_pass_mask_color_matrix_program_highp_)
3041    render_pass_mask_color_matrix_program_highp_->Cleanup(context_);
3042
3043  if (texture_program_)
3044    texture_program_->Cleanup(context_);
3045  if (nonpremultiplied_texture_program_)
3046    nonpremultiplied_texture_program_->Cleanup(context_);
3047  if (texture_background_program_)
3048    texture_background_program_->Cleanup(context_);
3049  if (nonpremultiplied_texture_background_program_)
3050    nonpremultiplied_texture_background_program_->Cleanup(context_);
3051  if (texture_io_surface_program_)
3052    texture_io_surface_program_->Cleanup(context_);
3053
3054  if (texture_program_highp_)
3055    texture_program_highp_->Cleanup(context_);
3056  if (nonpremultiplied_texture_program_highp_)
3057    nonpremultiplied_texture_program_highp_->Cleanup(context_);
3058  if (texture_background_program_highp_)
3059    texture_background_program_highp_->Cleanup(context_);
3060  if (nonpremultiplied_texture_background_program_highp_)
3061    nonpremultiplied_texture_background_program_highp_->Cleanup(context_);
3062  if (texture_io_surface_program_highp_)
3063    texture_io_surface_program_highp_->Cleanup(context_);
3064
3065  if (video_yuv_program_)
3066    video_yuv_program_->Cleanup(context_);
3067  if (video_yuva_program_)
3068    video_yuva_program_->Cleanup(context_);
3069  if (video_stream_texture_program_)
3070    video_stream_texture_program_->Cleanup(context_);
3071
3072  if (video_yuv_program_highp_)
3073    video_yuv_program_highp_->Cleanup(context_);
3074  if (video_yuva_program_highp_)
3075    video_yuva_program_highp_->Cleanup(context_);
3076  if (video_stream_texture_program_highp_)
3077    video_stream_texture_program_highp_->Cleanup(context_);
3078
3079  if (debug_border_program_)
3080    debug_border_program_->Cleanup(context_);
3081  if (solid_color_program_)
3082    solid_color_program_->Cleanup(context_);
3083  if (solid_color_program_aa_)
3084    solid_color_program_aa_->Cleanup(context_);
3085
3086  if (offscreen_framebuffer_id_)
3087    GLC(context_, context_->deleteFramebuffer(offscreen_framebuffer_id_));
3088
3089  if (on_demand_tile_raster_resource_id_)
3090    resource_provider_->DeleteResource(on_demand_tile_raster_resource_id_);
3091
3092  ReleaseRenderPassTextures();
3093}
3094
3095void GLRenderer::ReinitializeGrCanvas() {
3096  if (!CanUseSkiaGPUBackend())
3097    return;
3098
3099  GrBackendRenderTargetDesc desc;
3100  desc.fWidth = client_->DeviceViewport().width();
3101  desc.fHeight = client_->DeviceViewport().height();
3102  desc.fConfig = kRGBA_8888_GrPixelConfig;
3103  desc.fOrigin = kTopLeft_GrSurfaceOrigin;
3104  desc.fSampleCnt = 1;
3105  desc.fStencilBits = 8;
3106  desc.fRenderTargetHandle = 0;
3107
3108  skia::RefPtr<GrSurface> surface(
3109      skia::AdoptRef(gr_context_->wrapBackendRenderTarget(desc)));
3110  skia::RefPtr<SkBaseDevice> device(
3111      skia::AdoptRef(SkGpuDevice::Create(surface.get())));
3112  sk_canvas_ = skia::AdoptRef(new SkCanvas(device.get()));
3113}
3114
3115void GLRenderer::ReinitializeGLState() {
3116  // Bind the common vertex attributes used for drawing all the layers.
3117  shared_geometry_->PrepareForDraw();
3118
3119  GLC(context_, context_->disable(GL_DEPTH_TEST));
3120  GLC(context_, context_->disable(GL_CULL_FACE));
3121  GLC(context_, context_->colorMask(true, true, true, true));
3122  GLC(context_, context_->disable(GL_STENCIL_TEST));
3123  stencil_shadow_ = false;
3124  GLC(context_, context_->enable(GL_BLEND));
3125  blend_shadow_ = true;
3126  GLC(context_, context_->blendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA));
3127  GLC(context_, context_->activeTexture(GL_TEXTURE0));
3128  program_shadow_ = 0;
3129
3130  // Make sure scissoring starts as disabled.
3131  is_scissor_enabled_ = false;
3132  GLC(context_, context_->disable(GL_SCISSOR_TEST));
3133}
3134
3135bool GLRenderer::CanUseSkiaGPUBackend() const {
3136  // The Skia GPU backend requires a stencil buffer.  See ReinitializeGrCanvas
3137  // implementation.
3138  return gr_context_ && context_->getContextAttributes().stencil;
3139}
3140
3141bool GLRenderer::IsContextLost() {
3142  return (context_->getGraphicsResetStatusARB() != GL_NO_ERROR);
3143}
3144
3145void GLRenderer::LazyLabelOffscreenContext(
3146    ContextProvider* offscreen_context_provider) {
3147  if (offscreen_context_labelled_)
3148    return;
3149  offscreen_context_labelled_ = true;
3150  std::string unique_context_name = base::StringPrintf(
3151      "%s-Offscreen-%p",
3152      Settings().compositor_name.c_str(),
3153      context_);
3154  offscreen_context_provider->Context3d()->pushGroupMarkerEXT(
3155      unique_context_name.c_str());
3156}
3157
3158
3159}  // namespace cc
3160