gl_renderer.cc revision c5cede9ae108bb15f6b7a8aea21c7e1fefa2834c
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/raster_worker_pool.h" 35#include "cc/resources/scoped_resource.h" 36#include "cc/resources/texture_mailbox_deleter.h" 37#include "cc/trees/damage_tracker.h" 38#include "cc/trees/proxy.h" 39#include "cc/trees/single_thread_proxy.h" 40#include "gpu/GLES2/gl2extchromium.h" 41#include "gpu/command_buffer/client/context_support.h" 42#include "gpu/command_buffer/client/gles2_interface.h" 43#include "gpu/command_buffer/common/gpu_memory_allocation.h" 44#include "third_party/khronos/GLES2/gl2.h" 45#include "third_party/khronos/GLES2/gl2ext.h" 46#include "third_party/skia/include/core/SkBitmap.h" 47#include "third_party/skia/include/core/SkColor.h" 48#include "third_party/skia/include/core/SkColorFilter.h" 49#include "third_party/skia/include/core/SkSurface.h" 50#include "third_party/skia/include/gpu/GrContext.h" 51#include "third_party/skia/include/gpu/GrTexture.h" 52#include "third_party/skia/include/gpu/SkGpuDevice.h" 53#include "third_party/skia/include/gpu/SkGrTexturePixelRef.h" 54#include "third_party/skia/include/gpu/gl/GrGLInterface.h" 55#include "ui/gfx/quad_f.h" 56#include "ui/gfx/rect_conversions.h" 57 58using gpu::gles2::GLES2Interface; 59 60namespace cc { 61 62namespace { 63 64// TODO(epenner): This should probably be moved to output surface. 65// 66// This implements a simple fence based on client side swaps. 67// This is to isolate the ResourceProvider from 'frames' which 68// it shouldn't need to care about, while still allowing us to 69// enforce good texture recycling behavior strictly throughout 70// the compositor (don't recycle a texture while it's in use). 71class SimpleSwapFence : public ResourceProvider::Fence { 72 public: 73 SimpleSwapFence() : has_passed_(false) {} 74 virtual bool HasPassed() OVERRIDE { return has_passed_; } 75 void SetHasPassed() { has_passed_ = true; } 76 77 private: 78 virtual ~SimpleSwapFence() {} 79 bool has_passed_; 80}; 81 82class OnDemandRasterTaskImpl : public internal::Task { 83 public: 84 OnDemandRasterTaskImpl(PicturePileImpl* picture_pile, 85 SkBitmap* bitmap, 86 gfx::Rect content_rect, 87 float contents_scale) 88 : picture_pile_(picture_pile), 89 bitmap_(bitmap), 90 content_rect_(content_rect), 91 contents_scale_(contents_scale) { 92 DCHECK(picture_pile_); 93 DCHECK(bitmap_); 94 } 95 96 // Overridden from internal::Task: 97 virtual void RunOnWorkerThread() OVERRIDE { 98 TRACE_EVENT0("cc", "OnDemandRasterTaskImpl::RunOnWorkerThread"); 99 SkCanvas canvas(*bitmap_); 100 101 PicturePileImpl* picture_pile = picture_pile_->GetCloneForDrawingOnThread( 102 RasterWorkerPool::GetPictureCloneIndexForCurrentThread()); 103 DCHECK(picture_pile); 104 105 picture_pile->RasterToBitmap(&canvas, content_rect_, contents_scale_, NULL); 106 } 107 108 protected: 109 virtual ~OnDemandRasterTaskImpl() {} 110 111 private: 112 PicturePileImpl* picture_pile_; 113 SkBitmap* bitmap_; 114 const gfx::Rect content_rect_; 115 const float contents_scale_; 116 117 DISALLOW_COPY_AND_ASSIGN(OnDemandRasterTaskImpl); 118}; 119 120bool NeedsIOSurfaceReadbackWorkaround() { 121#if defined(OS_MACOSX) 122 // This isn't strictly required in DumpRenderTree-mode when Mesa is used, 123 // but it doesn't seem to hurt. 124 return true; 125#else 126 return false; 127#endif 128} 129 130Float4 UVTransform(const TextureDrawQuad* quad) { 131 gfx::PointF uv0 = quad->uv_top_left; 132 gfx::PointF uv1 = quad->uv_bottom_right; 133 Float4 xform = {{uv0.x(), uv0.y(), uv1.x() - uv0.x(), uv1.y() - uv0.y()}}; 134 if (quad->flipped) { 135 xform.data[1] = 1.0f - xform.data[1]; 136 xform.data[3] = -xform.data[3]; 137 } 138 return xform; 139} 140 141Float4 PremultipliedColor(SkColor color) { 142 const float factor = 1.0f / 255.0f; 143 const float alpha = SkColorGetA(color) * factor; 144 145 Float4 result = { 146 {SkColorGetR(color) * factor * alpha, SkColorGetG(color) * factor * alpha, 147 SkColorGetB(color) * factor * alpha, alpha}}; 148 return result; 149} 150 151SamplerType SamplerTypeFromTextureTarget(GLenum target) { 152 switch (target) { 153 case GL_TEXTURE_2D: 154 return SamplerType2D; 155 case GL_TEXTURE_RECTANGLE_ARB: 156 return SamplerType2DRect; 157 case GL_TEXTURE_EXTERNAL_OES: 158 return SamplerTypeExternalOES; 159 default: 160 NOTREACHED(); 161 return SamplerType2D; 162 } 163} 164 165// Smallest unit that impact anti-aliasing output. We use this to 166// determine when anti-aliasing is unnecessary. 167const float kAntiAliasingEpsilon = 1.0f / 1024.0f; 168 169} // anonymous namespace 170 171struct GLRenderer::PendingAsyncReadPixels { 172 PendingAsyncReadPixels() : buffer(0) {} 173 174 scoped_ptr<CopyOutputRequest> copy_request; 175 base::CancelableClosure finished_read_pixels_callback; 176 unsigned buffer; 177 178 private: 179 DISALLOW_COPY_AND_ASSIGN(PendingAsyncReadPixels); 180}; 181 182scoped_ptr<GLRenderer> GLRenderer::Create( 183 RendererClient* client, 184 const LayerTreeSettings* settings, 185 OutputSurface* output_surface, 186 ResourceProvider* resource_provider, 187 TextureMailboxDeleter* texture_mailbox_deleter, 188 int highp_threshold_min) { 189 return make_scoped_ptr(new GLRenderer(client, 190 settings, 191 output_surface, 192 resource_provider, 193 texture_mailbox_deleter, 194 highp_threshold_min)); 195} 196 197GLRenderer::GLRenderer(RendererClient* client, 198 const LayerTreeSettings* settings, 199 OutputSurface* output_surface, 200 ResourceProvider* resource_provider, 201 TextureMailboxDeleter* texture_mailbox_deleter, 202 int highp_threshold_min) 203 : DirectRenderer(client, settings, output_surface, resource_provider), 204 offscreen_framebuffer_id_(0), 205 shared_geometry_quad_(gfx::RectF(-0.5f, -0.5f, 1.0f, 1.0f)), 206 gl_(output_surface->context_provider()->ContextGL()), 207 context_support_(output_surface->context_provider()->ContextSupport()), 208 texture_mailbox_deleter_(texture_mailbox_deleter), 209 is_backbuffer_discarded_(false), 210 visible_(true), 211 is_scissor_enabled_(false), 212 scissor_rect_needs_reset_(true), 213 stencil_shadow_(false), 214 blend_shadow_(false), 215 highp_threshold_min_(highp_threshold_min), 216 highp_threshold_cache_(0), 217 on_demand_tile_raster_resource_id_(0) { 218 DCHECK(gl_); 219 DCHECK(context_support_); 220 221 ContextProvider::Capabilities context_caps = 222 output_surface_->context_provider()->ContextCapabilities(); 223 224 capabilities_.using_partial_swap = 225 settings_->partial_swap_enabled && context_caps.gpu.post_sub_buffer; 226 227 DCHECK(!context_caps.gpu.iosurface || context_caps.gpu.texture_rectangle); 228 229 capabilities_.using_egl_image = context_caps.gpu.egl_image_external; 230 231 capabilities_.max_texture_size = resource_provider_->max_texture_size(); 232 capabilities_.best_texture_format = resource_provider_->best_texture_format(); 233 234 // The updater can access textures while the GLRenderer is using them. 235 capabilities_.allow_partial_texture_updates = true; 236 237 // Check for texture fast paths. Currently we always use MO8 textures, 238 // so we only need to avoid POT textures if we have an NPOT fast-path. 239 capabilities_.avoid_pow2_textures = context_caps.gpu.fast_npot_mo8_textures; 240 241 capabilities_.using_offscreen_context3d = true; 242 243 capabilities_.using_map_image = 244 settings_->use_map_image && context_caps.gpu.map_image; 245 246 capabilities_.using_discard_framebuffer = 247 context_caps.gpu.discard_framebuffer; 248 249 capabilities_.allow_rasterize_on_demand = true; 250 251 InitializeSharedObjects(); 252} 253 254GLRenderer::~GLRenderer() { 255 while (!pending_async_read_pixels_.empty()) { 256 PendingAsyncReadPixels* pending_read = pending_async_read_pixels_.back(); 257 pending_read->finished_read_pixels_callback.Cancel(); 258 pending_async_read_pixels_.pop_back(); 259 } 260 261 in_use_overlay_resources_.clear(); 262 263 CleanupSharedObjects(); 264} 265 266const RendererCapabilitiesImpl& GLRenderer::Capabilities() const { 267 return capabilities_; 268} 269 270void GLRenderer::DebugGLCall(GLES2Interface* gl, 271 const char* command, 272 const char* file, 273 int line) { 274 GLuint error = gl->GetError(); 275 if (error != GL_NO_ERROR) 276 LOG(ERROR) << "GL command failed: File: " << file << "\n\tLine " << line 277 << "\n\tcommand: " << command << ", error " 278 << static_cast<int>(error) << "\n"; 279} 280 281void GLRenderer::SetVisible(bool visible) { 282 if (visible_ == visible) 283 return; 284 visible_ = visible; 285 286 EnforceMemoryPolicy(); 287 288 context_support_->SetSurfaceVisible(visible); 289} 290 291void GLRenderer::SendManagedMemoryStats(size_t bytes_visible, 292 size_t bytes_visible_and_nearby, 293 size_t bytes_allocated) { 294 gpu::ManagedMemoryStats stats; 295 stats.bytes_required = bytes_visible; 296 stats.bytes_nice_to_have = bytes_visible_and_nearby; 297 stats.bytes_allocated = bytes_allocated; 298 stats.backbuffer_requested = !is_backbuffer_discarded_; 299 context_support_->SendManagedMemoryStats(stats); 300} 301 302void GLRenderer::ReleaseRenderPassTextures() { render_pass_textures_.clear(); } 303 304void GLRenderer::DiscardPixels(bool has_external_stencil_test, 305 bool draw_rect_covers_full_surface) { 306 if (has_external_stencil_test || !draw_rect_covers_full_surface || 307 !capabilities_.using_discard_framebuffer) 308 return; 309 bool using_default_framebuffer = 310 !current_framebuffer_lock_ && 311 output_surface_->capabilities().uses_default_gl_framebuffer; 312 GLenum attachments[] = {static_cast<GLenum>( 313 using_default_framebuffer ? GL_COLOR_EXT : GL_COLOR_ATTACHMENT0_EXT)}; 314 gl_->DiscardFramebufferEXT( 315 GL_FRAMEBUFFER, arraysize(attachments), attachments); 316} 317 318void GLRenderer::ClearFramebuffer(DrawingFrame* frame, 319 bool has_external_stencil_test) { 320 // It's unsafe to clear when we have a stencil test because glClear ignores 321 // stencil. 322 if (has_external_stencil_test) { 323 DCHECK(!frame->current_render_pass->has_transparent_background); 324 return; 325 } 326 327 // On DEBUG builds, opaque render passes are cleared to blue to easily see 328 // regions that were not drawn on the screen. 329 if (frame->current_render_pass->has_transparent_background) 330 GLC(gl_, gl_->ClearColor(0, 0, 0, 0)); 331 else 332 GLC(gl_, gl_->ClearColor(0, 0, 1, 1)); 333 334 bool always_clear = false; 335#ifndef NDEBUG 336 always_clear = true; 337#endif 338 if (always_clear || frame->current_render_pass->has_transparent_background) { 339 GLbitfield clear_bits = GL_COLOR_BUFFER_BIT; 340 if (always_clear) 341 clear_bits |= GL_STENCIL_BUFFER_BIT; 342 gl_->Clear(clear_bits); 343 } 344} 345 346void GLRenderer::BeginDrawingFrame(DrawingFrame* frame) { 347 if (frame->device_viewport_rect.IsEmpty()) 348 return; 349 350 TRACE_EVENT0("cc", "GLRenderer::BeginDrawingFrame"); 351 352 // TODO(enne): Do we need to reinitialize all of this state per frame? 353 ReinitializeGLState(); 354} 355 356void GLRenderer::DoNoOp() { 357 GLC(gl_, gl_->BindFramebuffer(GL_FRAMEBUFFER, 0)); 358 GLC(gl_, gl_->Flush()); 359} 360 361void GLRenderer::DoDrawQuad(DrawingFrame* frame, const DrawQuad* quad) { 362 DCHECK(quad->rect.Contains(quad->visible_rect)); 363 if (quad->material != DrawQuad::TEXTURE_CONTENT) { 364 FlushTextureQuadCache(); 365 } 366 367 switch (quad->material) { 368 case DrawQuad::INVALID: 369 NOTREACHED(); 370 break; 371 case DrawQuad::CHECKERBOARD: 372 DrawCheckerboardQuad(frame, CheckerboardDrawQuad::MaterialCast(quad)); 373 break; 374 case DrawQuad::DEBUG_BORDER: 375 DrawDebugBorderQuad(frame, DebugBorderDrawQuad::MaterialCast(quad)); 376 break; 377 case DrawQuad::IO_SURFACE_CONTENT: 378 DrawIOSurfaceQuad(frame, IOSurfaceDrawQuad::MaterialCast(quad)); 379 break; 380 case DrawQuad::PICTURE_CONTENT: 381 DrawPictureQuad(frame, PictureDrawQuad::MaterialCast(quad)); 382 break; 383 case DrawQuad::RENDER_PASS: 384 DrawRenderPassQuad(frame, RenderPassDrawQuad::MaterialCast(quad)); 385 break; 386 case DrawQuad::SOLID_COLOR: 387 DrawSolidColorQuad(frame, SolidColorDrawQuad::MaterialCast(quad)); 388 break; 389 case DrawQuad::STREAM_VIDEO_CONTENT: 390 DrawStreamVideoQuad(frame, StreamVideoDrawQuad::MaterialCast(quad)); 391 break; 392 case DrawQuad::SURFACE_CONTENT: 393 // Surface content should be fully resolved to other quad types before 394 // reaching a direct renderer. 395 NOTREACHED(); 396 break; 397 case DrawQuad::TEXTURE_CONTENT: 398 EnqueueTextureQuad(frame, TextureDrawQuad::MaterialCast(quad)); 399 break; 400 case DrawQuad::TILED_CONTENT: 401 DrawTileQuad(frame, TileDrawQuad::MaterialCast(quad)); 402 break; 403 case DrawQuad::YUV_VIDEO_CONTENT: 404 DrawYUVVideoQuad(frame, YUVVideoDrawQuad::MaterialCast(quad)); 405 break; 406 } 407} 408 409void GLRenderer::DrawCheckerboardQuad(const DrawingFrame* frame, 410 const CheckerboardDrawQuad* quad) { 411 SetBlendEnabled(quad->ShouldDrawWithBlending()); 412 413 const TileCheckerboardProgram* program = GetTileCheckerboardProgram(); 414 DCHECK(program && (program->initialized() || IsContextLost())); 415 SetUseProgram(program->program()); 416 417 SkColor color = quad->color; 418 GLC(gl_, 419 gl_->Uniform4f(program->fragment_shader().color_location(), 420 SkColorGetR(color) * (1.0f / 255.0f), 421 SkColorGetG(color) * (1.0f / 255.0f), 422 SkColorGetB(color) * (1.0f / 255.0f), 423 1)); 424 425 const int checkerboard_width = 16; 426 float frequency = 1.0f / checkerboard_width; 427 428 gfx::Rect tile_rect = quad->rect; 429 float tex_offset_x = tile_rect.x() % checkerboard_width; 430 float tex_offset_y = tile_rect.y() % checkerboard_width; 431 float tex_scale_x = tile_rect.width(); 432 float tex_scale_y = tile_rect.height(); 433 GLC(gl_, 434 gl_->Uniform4f(program->fragment_shader().tex_transform_location(), 435 tex_offset_x, 436 tex_offset_y, 437 tex_scale_x, 438 tex_scale_y)); 439 440 GLC(gl_, 441 gl_->Uniform1f(program->fragment_shader().frequency_location(), 442 frequency)); 443 444 SetShaderOpacity(quad->opacity(), 445 program->fragment_shader().alpha_location()); 446 DrawQuadGeometry(frame, 447 quad->quadTransform(), 448 quad->rect, 449 program->vertex_shader().matrix_location()); 450} 451 452void GLRenderer::DrawDebugBorderQuad(const DrawingFrame* frame, 453 const DebugBorderDrawQuad* quad) { 454 SetBlendEnabled(quad->ShouldDrawWithBlending()); 455 456 static float gl_matrix[16]; 457 const DebugBorderProgram* program = GetDebugBorderProgram(); 458 DCHECK(program && (program->initialized() || IsContextLost())); 459 SetUseProgram(program->program()); 460 461 // Use the full quad_rect for debug quads to not move the edges based on 462 // partial swaps. 463 gfx::Rect layer_rect = quad->rect; 464 gfx::Transform render_matrix = quad->quadTransform(); 465 render_matrix.Translate(0.5f * layer_rect.width() + layer_rect.x(), 466 0.5f * layer_rect.height() + layer_rect.y()); 467 render_matrix.Scale(layer_rect.width(), layer_rect.height()); 468 GLRenderer::ToGLMatrix(&gl_matrix[0], 469 frame->projection_matrix * render_matrix); 470 GLC(gl_, 471 gl_->UniformMatrix4fv( 472 program->vertex_shader().matrix_location(), 1, false, &gl_matrix[0])); 473 474 SkColor color = quad->color; 475 float alpha = SkColorGetA(color) * (1.0f / 255.0f); 476 477 GLC(gl_, 478 gl_->Uniform4f(program->fragment_shader().color_location(), 479 (SkColorGetR(color) * (1.0f / 255.0f)) * alpha, 480 (SkColorGetG(color) * (1.0f / 255.0f)) * alpha, 481 (SkColorGetB(color) * (1.0f / 255.0f)) * alpha, 482 alpha)); 483 484 GLC(gl_, gl_->LineWidth(quad->width)); 485 486 // The indices for the line are stored in the same array as the triangle 487 // indices. 488 GLC(gl_, gl_->DrawElements(GL_LINE_LOOP, 4, GL_UNSIGNED_SHORT, 0)); 489} 490 491static SkBitmap ApplyImageFilter(GLRenderer* renderer, 492 ContextProvider* offscreen_contexts, 493 const gfx::Point& origin, 494 SkImageFilter* filter, 495 ScopedResource* source_texture_resource) { 496 if (!filter) 497 return SkBitmap(); 498 499 if (!offscreen_contexts || !offscreen_contexts->GrContext()) 500 return SkBitmap(); 501 502 ResourceProvider::ScopedReadLockGL lock(renderer->resource_provider(), 503 source_texture_resource->id()); 504 505 // Flush the compositor context to ensure that textures there are available 506 // in the shared context. Do this after locking/creating the compositor 507 // texture. 508 renderer->resource_provider()->Flush(); 509 510 // Wrap the source texture in a Ganesh platform texture. 511 GrBackendTextureDesc backend_texture_description; 512 backend_texture_description.fWidth = source_texture_resource->size().width(); 513 backend_texture_description.fHeight = 514 source_texture_resource->size().height(); 515 backend_texture_description.fConfig = kSkia8888_GrPixelConfig; 516 backend_texture_description.fTextureHandle = lock.texture_id(); 517 backend_texture_description.fOrigin = kBottomLeft_GrSurfaceOrigin; 518 skia::RefPtr<GrTexture> texture = 519 skia::AdoptRef(offscreen_contexts->GrContext()->wrapBackendTexture( 520 backend_texture_description)); 521 522 SkImageInfo info = { 523 source_texture_resource->size().width(), 524 source_texture_resource->size().height(), 525 kPMColor_SkColorType, 526 kPremul_SkAlphaType 527 }; 528 // Place the platform texture inside an SkBitmap. 529 SkBitmap source; 530 source.setConfig(info); 531 skia::RefPtr<SkGrPixelRef> pixel_ref = 532 skia::AdoptRef(new SkGrPixelRef(info, texture.get())); 533 source.setPixelRef(pixel_ref.get()); 534 535 // Create a scratch texture for backing store. 536 GrTextureDesc desc; 537 desc.fFlags = kRenderTarget_GrTextureFlagBit | kNoStencil_GrTextureFlagBit; 538 desc.fSampleCnt = 0; 539 desc.fWidth = source.width(); 540 desc.fHeight = source.height(); 541 desc.fConfig = kSkia8888_GrPixelConfig; 542 desc.fOrigin = kBottomLeft_GrSurfaceOrigin; 543 GrAutoScratchTexture scratch_texture( 544 offscreen_contexts->GrContext(), desc, GrContext::kExact_ScratchTexMatch); 545 skia::RefPtr<GrTexture> backing_store = 546 skia::AdoptRef(scratch_texture.detach()); 547 548 // Create a device and canvas using that backing store. 549 SkGpuDevice device(offscreen_contexts->GrContext(), backing_store.get()); 550 SkCanvas canvas(&device); 551 552 // Draw the source bitmap through the filter to the canvas. 553 SkPaint paint; 554 paint.setImageFilter(filter); 555 canvas.clear(SK_ColorTRANSPARENT); 556 557 // TODO(senorblanco): in addition to the origin translation here, the canvas 558 // should also be scaled to accomodate device pixel ratio and pinch zoom. See 559 // crbug.com/281516 and crbug.com/281518. 560 canvas.translate(SkIntToScalar(-origin.x()), SkIntToScalar(-origin.y())); 561 canvas.drawSprite(source, 0, 0, &paint); 562 563 // Flush skia context so that all the rendered stuff appears on the 564 // texture. 565 offscreen_contexts->GrContext()->flush(); 566 567 // Flush the GL context so rendering results from this context are 568 // visible in the compositor's context. 569 offscreen_contexts->ContextGL()->Flush(); 570 571 return device.accessBitmap(false); 572} 573 574static SkBitmap ApplyBlendModeWithBackdrop( 575 GLRenderer* renderer, 576 ContextProvider* offscreen_contexts, 577 SkBitmap source_bitmap_with_filters, 578 ScopedResource* source_texture_resource, 579 ScopedResource* background_texture_resource, 580 SkXfermode::Mode blend_mode) { 581 if (!offscreen_contexts || !offscreen_contexts->GrContext()) 582 return source_bitmap_with_filters; 583 584 DCHECK(background_texture_resource); 585 DCHECK(source_texture_resource); 586 587 gfx::Size source_size = source_texture_resource->size(); 588 gfx::Size background_size = background_texture_resource->size(); 589 590 DCHECK_LE(background_size.width(), source_size.width()); 591 DCHECK_LE(background_size.height(), source_size.height()); 592 593 int source_texture_with_filters_id; 594 scoped_ptr<ResourceProvider::ScopedReadLockGL> lock; 595 if (source_bitmap_with_filters.getTexture()) { 596 DCHECK_EQ(source_size.width(), source_bitmap_with_filters.width()); 597 DCHECK_EQ(source_size.height(), source_bitmap_with_filters.height()); 598 GrTexture* texture = 599 reinterpret_cast<GrTexture*>(source_bitmap_with_filters.getTexture()); 600 source_texture_with_filters_id = texture->getTextureHandle(); 601 } else { 602 lock.reset(new ResourceProvider::ScopedReadLockGL( 603 renderer->resource_provider(), source_texture_resource->id())); 604 source_texture_with_filters_id = lock->texture_id(); 605 } 606 607 ResourceProvider::ScopedReadLockGL lock_background( 608 renderer->resource_provider(), background_texture_resource->id()); 609 610 // Flush the compositor context to ensure that textures there are available 611 // in the shared context. Do this after locking/creating the compositor 612 // texture. 613 renderer->resource_provider()->Flush(); 614 615 // Wrap the source texture in a Ganesh platform texture. 616 GrBackendTextureDesc backend_texture_description; 617 backend_texture_description.fConfig = kSkia8888_GrPixelConfig; 618 backend_texture_description.fOrigin = kBottomLeft_GrSurfaceOrigin; 619 620 backend_texture_description.fWidth = source_size.width(); 621 backend_texture_description.fHeight = source_size.height(); 622 backend_texture_description.fTextureHandle = source_texture_with_filters_id; 623 skia::RefPtr<GrTexture> source_texture = 624 skia::AdoptRef(offscreen_contexts->GrContext()->wrapBackendTexture( 625 backend_texture_description)); 626 627 backend_texture_description.fWidth = background_size.width(); 628 backend_texture_description.fHeight = background_size.height(); 629 backend_texture_description.fTextureHandle = lock_background.texture_id(); 630 skia::RefPtr<GrTexture> background_texture = 631 skia::AdoptRef(offscreen_contexts->GrContext()->wrapBackendTexture( 632 backend_texture_description)); 633 634 SkImageInfo source_info = { 635 source_size.width(), 636 source_size.height(), 637 kPMColor_SkColorType, 638 kPremul_SkAlphaType 639 }; 640 // Place the platform texture inside an SkBitmap. 641 SkBitmap source; 642 source.setConfig(source_info); 643 skia::RefPtr<SkGrPixelRef> source_pixel_ref = 644 skia::AdoptRef(new SkGrPixelRef(source_info, source_texture.get())); 645 source.setPixelRef(source_pixel_ref.get()); 646 647 SkImageInfo background_info = { 648 background_size.width(), 649 background_size.height(), 650 kPMColor_SkColorType, 651 kPremul_SkAlphaType 652 }; 653 654 SkBitmap background; 655 background.setConfig(background_info); 656 skia::RefPtr<SkGrPixelRef> background_pixel_ref = 657 skia::AdoptRef(new SkGrPixelRef( 658 background_info, background_texture.get())); 659 background.setPixelRef(background_pixel_ref.get()); 660 661 // Create a scratch texture for backing store. 662 GrTextureDesc desc; 663 desc.fFlags = kRenderTarget_GrTextureFlagBit | kNoStencil_GrTextureFlagBit; 664 desc.fSampleCnt = 0; 665 desc.fWidth = source.width(); 666 desc.fHeight = source.height(); 667 desc.fConfig = kSkia8888_GrPixelConfig; 668 desc.fOrigin = kBottomLeft_GrSurfaceOrigin; 669 GrAutoScratchTexture scratch_texture( 670 offscreen_contexts->GrContext(), desc, GrContext::kExact_ScratchTexMatch); 671 skia::RefPtr<GrTexture> backing_store = 672 skia::AdoptRef(scratch_texture.detach()); 673 674 // Create a device and canvas using that backing store. 675 SkGpuDevice device(offscreen_contexts->GrContext(), backing_store.get()); 676 SkCanvas canvas(&device); 677 678 // Draw the source bitmap through the filter to the canvas. 679 canvas.clear(SK_ColorTRANSPARENT); 680 canvas.drawSprite(background, 0, 0); 681 SkPaint paint; 682 paint.setXfermodeMode(blend_mode); 683 canvas.drawSprite(source, 0, 0, &paint); 684 685 // Flush skia context so that all the rendered stuff appears on the 686 // texture. 687 offscreen_contexts->GrContext()->flush(); 688 689 // Flush the GL context so rendering results from this context are 690 // visible in the compositor's context. 691 offscreen_contexts->ContextGL()->Flush(); 692 693 return device.accessBitmap(false); 694} 695 696scoped_ptr<ScopedResource> GLRenderer::GetBackgroundWithFilters( 697 DrawingFrame* frame, 698 const RenderPassDrawQuad* quad, 699 const gfx::Transform& contents_device_transform, 700 const gfx::Transform& contents_device_transform_inverse, 701 bool* background_changed) { 702 // This method draws a background filter, which applies a filter to any pixels 703 // behind the quad and seen through its background. The algorithm works as 704 // follows: 705 // 1. Compute a bounding box around the pixels that will be visible through 706 // the quad. 707 // 2. Read the pixels in the bounding box into a buffer R. 708 // 3. Apply the background filter to R, so that it is applied in the pixels' 709 // coordinate space. 710 // 4. Apply the quad's inverse transform to map the pixels in R into the 711 // quad's content space. This implicitly clips R by the content bounds of the 712 // quad since the destination texture has bounds matching the quad's content. 713 // 5. Draw the background texture for the contents using the same transform as 714 // used to draw the contents itself. This is done without blending to replace 715 // the current background pixels with the new filtered background. 716 // 6. Draw the contents of the quad over drop of the new background with 717 // blending, as per usual. The filtered background pixels will show through 718 // any non-opaque pixels in this draws. 719 // 720 // Pixel copies in this algorithm occur at steps 2, 3, 4, and 5. 721 722 // TODO(danakj): When this algorithm changes, update 723 // LayerTreeHost::PrioritizeTextures() accordingly. 724 725 // TODO(danakj): We only allow background filters on an opaque render surface 726 // because other surfaces may contain translucent pixels, and the contents 727 // behind those translucent pixels wouldn't have the filter applied. 728 bool apply_background_filters = 729 !frame->current_render_pass->has_transparent_background; 730 DCHECK(!frame->current_texture); 731 732 // TODO(ajuma): Add support for reference filters once 733 // FilterOperations::GetOutsets supports reference filters. 734 if (apply_background_filters && quad->background_filters.HasReferenceFilter()) 735 apply_background_filters = false; 736 737 // TODO(danakj): Do a single readback for both the surface and replica and 738 // cache the filtered results (once filter textures are not reused). 739 gfx::Rect window_rect = gfx::ToEnclosingRect(MathUtil::MapClippedRect( 740 contents_device_transform, SharedGeometryQuad().BoundingBox())); 741 742 int top, right, bottom, left; 743 quad->background_filters.GetOutsets(&top, &right, &bottom, &left); 744 window_rect.Inset(-left, -top, -right, -bottom); 745 746 window_rect.Intersect( 747 MoveFromDrawToWindowSpace(frame->current_render_pass->output_rect)); 748 749 scoped_ptr<ScopedResource> device_background_texture = 750 ScopedResource::Create(resource_provider_); 751 // The TextureUsageFramebuffer hint makes ResourceProvider avoid immutable 752 // storage allocation (texStorage2DEXT) for this texture. copyTexImage2D fails 753 // when called on a texture having immutable storage. 754 device_background_texture->Allocate( 755 window_rect.size(), ResourceProvider::TextureUsageFramebuffer, RGBA_8888); 756 { 757 ResourceProvider::ScopedWriteLockGL lock(resource_provider_, 758 device_background_texture->id()); 759 GetFramebufferTexture( 760 lock.texture_id(), device_background_texture->format(), window_rect); 761 } 762 763 skia::RefPtr<SkImageFilter> filter = RenderSurfaceFilters::BuildImageFilter( 764 quad->background_filters, device_background_texture->size()); 765 766 SkBitmap filtered_device_background; 767 if (apply_background_filters) { 768 filtered_device_background = 769 ApplyImageFilter(this, 770 frame->offscreen_context_provider, 771 quad->rect.origin(), 772 filter.get(), 773 device_background_texture.get()); 774 } 775 *background_changed = (filtered_device_background.getTexture() != NULL); 776 777 int filtered_device_background_texture_id = 0; 778 scoped_ptr<ResourceProvider::ScopedReadLockGL> lock; 779 if (filtered_device_background.getTexture()) { 780 GrTexture* texture = 781 reinterpret_cast<GrTexture*>(filtered_device_background.getTexture()); 782 filtered_device_background_texture_id = texture->getTextureHandle(); 783 } else { 784 lock.reset(new ResourceProvider::ScopedReadLockGL( 785 resource_provider_, device_background_texture->id())); 786 filtered_device_background_texture_id = lock->texture_id(); 787 } 788 789 scoped_ptr<ScopedResource> background_texture = 790 ScopedResource::Create(resource_provider_); 791 background_texture->Allocate( 792 quad->rect.size(), ResourceProvider::TextureUsageFramebuffer, RGBA_8888); 793 794 const RenderPass* target_render_pass = frame->current_render_pass; 795 bool using_background_texture = 796 UseScopedTexture(frame, background_texture.get(), quad->rect); 797 798 if (using_background_texture) { 799 // Copy the readback pixels from device to the background texture for the 800 // surface. 801 gfx::Transform device_to_framebuffer_transform; 802 device_to_framebuffer_transform.Translate( 803 quad->rect.width() * 0.5f + quad->rect.x(), 804 quad->rect.height() * 0.5f + quad->rect.y()); 805 device_to_framebuffer_transform.Scale(quad->rect.width(), 806 quad->rect.height()); 807 device_to_framebuffer_transform.PreconcatTransform( 808 contents_device_transform_inverse); 809 810#ifndef NDEBUG 811 GLC(gl_, gl_->ClearColor(0, 0, 1, 1)); 812 gl_->Clear(GL_COLOR_BUFFER_BIT); 813#endif 814 815 // The filtered_deveice_background_texture is oriented the same as the frame 816 // buffer. The transform we are copying with has a vertical flip, as well as 817 // the |device_to_framebuffer_transform|, which cancel each other out. So do 818 // not flip the contents in the shader to maintain orientation. 819 bool flip_vertically = false; 820 821 CopyTextureToFramebuffer(frame, 822 filtered_device_background_texture_id, 823 window_rect, 824 device_to_framebuffer_transform, 825 flip_vertically); 826 } 827 828 UseRenderPass(frame, target_render_pass); 829 830 if (!using_background_texture) 831 return scoped_ptr<ScopedResource>(); 832 return background_texture.Pass(); 833} 834 835void GLRenderer::DrawRenderPassQuad(DrawingFrame* frame, 836 const RenderPassDrawQuad* quad) { 837 SetBlendEnabled(quad->ShouldDrawWithBlending()); 838 839 ScopedResource* contents_texture = 840 render_pass_textures_.get(quad->render_pass_id); 841 if (!contents_texture || !contents_texture->id()) 842 return; 843 844 gfx::Transform quad_rect_matrix; 845 QuadRectTransform(&quad_rect_matrix, quad->quadTransform(), quad->rect); 846 gfx::Transform contents_device_transform = 847 frame->window_matrix * frame->projection_matrix * quad_rect_matrix; 848 contents_device_transform.FlattenTo2d(); 849 850 // Can only draw surface if device matrix is invertible. 851 gfx::Transform contents_device_transform_inverse( 852 gfx::Transform::kSkipInitialization); 853 if (!contents_device_transform.GetInverse(&contents_device_transform_inverse)) 854 return; 855 856 bool need_background_texture = 857 quad->shared_quad_state->blend_mode != SkXfermode::kSrcOver_Mode || 858 !quad->background_filters.IsEmpty(); 859 bool background_changed = false; 860 scoped_ptr<ScopedResource> background_texture; 861 if (need_background_texture) { 862 // The pixels from the filtered background should completely replace the 863 // current pixel values. 864 bool disable_blending = blend_enabled(); 865 if (disable_blending) 866 SetBlendEnabled(false); 867 868 background_texture = 869 GetBackgroundWithFilters(frame, 870 quad, 871 contents_device_transform, 872 contents_device_transform_inverse, 873 &background_changed); 874 875 if (disable_blending) 876 SetBlendEnabled(true); 877 } 878 879 // TODO(senorblanco): Cache this value so that we don't have to do it for both 880 // the surface and its replica. Apply filters to the contents texture. 881 SkBitmap filter_bitmap; 882 SkScalar color_matrix[20]; 883 bool use_color_matrix = false; 884 // TODO(ajuma): Always use RenderSurfaceFilters::BuildImageFilter, not just 885 // when we have a reference filter. 886 if (!quad->filters.IsEmpty()) { 887 skia::RefPtr<SkImageFilter> filter = RenderSurfaceFilters::BuildImageFilter( 888 quad->filters, contents_texture->size()); 889 if (filter) { 890 skia::RefPtr<SkColorFilter> cf; 891 892 { 893 SkColorFilter* colorfilter_rawptr = NULL; 894 filter->asColorFilter(&colorfilter_rawptr); 895 cf = skia::AdoptRef(colorfilter_rawptr); 896 } 897 898 if (cf && cf->asColorMatrix(color_matrix) && !filter->getInput(0)) { 899 // We have a single color matrix as a filter; apply it locally 900 // in the compositor. 901 use_color_matrix = true; 902 } else { 903 filter_bitmap = ApplyImageFilter(this, 904 frame->offscreen_context_provider, 905 quad->rect.origin(), 906 filter.get(), 907 contents_texture); 908 } 909 } 910 } 911 912 if (quad->shared_quad_state->blend_mode != SkXfermode::kSrcOver_Mode && 913 background_texture) { 914 filter_bitmap = 915 ApplyBlendModeWithBackdrop(this, 916 frame->offscreen_context_provider, 917 filter_bitmap, 918 contents_texture, 919 background_texture.get(), 920 quad->shared_quad_state->blend_mode); 921 } 922 923 // Draw the background texture if it has some filters applied. 924 if (background_texture && background_changed) { 925 DCHECK(background_texture->size() == quad->rect.size()); 926 ResourceProvider::ScopedReadLockGL lock(resource_provider_, 927 background_texture->id()); 928 929 // The background_texture is oriented the same as the frame buffer. The 930 // transform we are copying with has a vertical flip, so flip the contents 931 // in the shader to maintain orientation 932 bool flip_vertically = true; 933 934 CopyTextureToFramebuffer(frame, 935 lock.texture_id(), 936 quad->rect, 937 quad->quadTransform(), 938 flip_vertically); 939 } 940 941 bool clipped = false; 942 gfx::QuadF device_quad = MathUtil::MapQuad( 943 contents_device_transform, SharedGeometryQuad(), &clipped); 944 LayerQuad device_layer_bounds(gfx::QuadF(device_quad.BoundingBox())); 945 LayerQuad device_layer_edges(device_quad); 946 947 // Use anti-aliasing programs only when necessary. 948 bool use_aa = 949 !clipped && (!device_quad.IsRectilinear() || 950 !gfx::IsNearestRectWithinDistance(device_quad.BoundingBox(), 951 kAntiAliasingEpsilon)); 952 if (use_aa) { 953 device_layer_bounds.InflateAntiAliasingDistance(); 954 device_layer_edges.InflateAntiAliasingDistance(); 955 } 956 957 scoped_ptr<ResourceProvider::ScopedReadLockGL> mask_resource_lock; 958 unsigned mask_texture_id = 0; 959 if (quad->mask_resource_id) { 960 mask_resource_lock.reset(new ResourceProvider::ScopedReadLockGL( 961 resource_provider_, quad->mask_resource_id)); 962 mask_texture_id = mask_resource_lock->texture_id(); 963 } 964 965 // TODO(danakj): use the background_texture and blend the background in with 966 // this draw instead of having a separate copy of the background texture. 967 968 scoped_ptr<ResourceProvider::ScopedSamplerGL> contents_resource_lock; 969 if (filter_bitmap.getTexture()) { 970 GrTexture* texture = 971 reinterpret_cast<GrTexture*>(filter_bitmap.getTexture()); 972 DCHECK_EQ(GL_TEXTURE0, ResourceProvider::GetActiveTextureUnit(gl_)); 973 gl_->BindTexture(GL_TEXTURE_2D, texture->getTextureHandle()); 974 } else { 975 contents_resource_lock = 976 make_scoped_ptr(new ResourceProvider::ScopedSamplerGL( 977 resource_provider_, contents_texture->id(), GL_LINEAR)); 978 DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D), 979 contents_resource_lock->target()); 980 } 981 982 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired( 983 gl_, 984 &highp_threshold_cache_, 985 highp_threshold_min_, 986 quad->shared_quad_state->visible_content_rect.bottom_right()); 987 988 int shader_quad_location = -1; 989 int shader_edge_location = -1; 990 int shader_viewport_location = -1; 991 int shader_mask_sampler_location = -1; 992 int shader_mask_tex_coord_scale_location = -1; 993 int shader_mask_tex_coord_offset_location = -1; 994 int shader_matrix_location = -1; 995 int shader_alpha_location = -1; 996 int shader_color_matrix_location = -1; 997 int shader_color_offset_location = -1; 998 int shader_tex_transform_location = -1; 999 1000 if (use_aa && mask_texture_id && !use_color_matrix) { 1001 const RenderPassMaskProgramAA* program = 1002 GetRenderPassMaskProgramAA(tex_coord_precision); 1003 SetUseProgram(program->program()); 1004 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0)); 1005 1006 shader_quad_location = program->vertex_shader().quad_location(); 1007 shader_edge_location = program->vertex_shader().edge_location(); 1008 shader_viewport_location = program->vertex_shader().viewport_location(); 1009 shader_mask_sampler_location = 1010 program->fragment_shader().mask_sampler_location(); 1011 shader_mask_tex_coord_scale_location = 1012 program->fragment_shader().mask_tex_coord_scale_location(); 1013 shader_mask_tex_coord_offset_location = 1014 program->fragment_shader().mask_tex_coord_offset_location(); 1015 shader_matrix_location = program->vertex_shader().matrix_location(); 1016 shader_alpha_location = program->fragment_shader().alpha_location(); 1017 shader_tex_transform_location = 1018 program->vertex_shader().tex_transform_location(); 1019 } else if (!use_aa && mask_texture_id && !use_color_matrix) { 1020 const RenderPassMaskProgram* program = 1021 GetRenderPassMaskProgram(tex_coord_precision); 1022 SetUseProgram(program->program()); 1023 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0)); 1024 1025 shader_mask_sampler_location = 1026 program->fragment_shader().mask_sampler_location(); 1027 shader_mask_tex_coord_scale_location = 1028 program->fragment_shader().mask_tex_coord_scale_location(); 1029 shader_mask_tex_coord_offset_location = 1030 program->fragment_shader().mask_tex_coord_offset_location(); 1031 shader_matrix_location = program->vertex_shader().matrix_location(); 1032 shader_alpha_location = program->fragment_shader().alpha_location(); 1033 shader_tex_transform_location = 1034 program->vertex_shader().tex_transform_location(); 1035 } else if (use_aa && !mask_texture_id && !use_color_matrix) { 1036 const RenderPassProgramAA* program = 1037 GetRenderPassProgramAA(tex_coord_precision); 1038 SetUseProgram(program->program()); 1039 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0)); 1040 1041 shader_quad_location = program->vertex_shader().quad_location(); 1042 shader_edge_location = program->vertex_shader().edge_location(); 1043 shader_viewport_location = program->vertex_shader().viewport_location(); 1044 shader_matrix_location = program->vertex_shader().matrix_location(); 1045 shader_alpha_location = program->fragment_shader().alpha_location(); 1046 shader_tex_transform_location = 1047 program->vertex_shader().tex_transform_location(); 1048 } else if (use_aa && mask_texture_id && use_color_matrix) { 1049 const RenderPassMaskColorMatrixProgramAA* program = 1050 GetRenderPassMaskColorMatrixProgramAA(tex_coord_precision); 1051 SetUseProgram(program->program()); 1052 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0)); 1053 1054 shader_matrix_location = program->vertex_shader().matrix_location(); 1055 shader_quad_location = program->vertex_shader().quad_location(); 1056 shader_tex_transform_location = 1057 program->vertex_shader().tex_transform_location(); 1058 shader_edge_location = program->vertex_shader().edge_location(); 1059 shader_viewport_location = program->vertex_shader().viewport_location(); 1060 shader_alpha_location = program->fragment_shader().alpha_location(); 1061 shader_mask_sampler_location = 1062 program->fragment_shader().mask_sampler_location(); 1063 shader_mask_tex_coord_scale_location = 1064 program->fragment_shader().mask_tex_coord_scale_location(); 1065 shader_mask_tex_coord_offset_location = 1066 program->fragment_shader().mask_tex_coord_offset_location(); 1067 shader_color_matrix_location = 1068 program->fragment_shader().color_matrix_location(); 1069 shader_color_offset_location = 1070 program->fragment_shader().color_offset_location(); 1071 } else if (use_aa && !mask_texture_id && use_color_matrix) { 1072 const RenderPassColorMatrixProgramAA* program = 1073 GetRenderPassColorMatrixProgramAA(tex_coord_precision); 1074 SetUseProgram(program->program()); 1075 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0)); 1076 1077 shader_matrix_location = program->vertex_shader().matrix_location(); 1078 shader_quad_location = program->vertex_shader().quad_location(); 1079 shader_tex_transform_location = 1080 program->vertex_shader().tex_transform_location(); 1081 shader_edge_location = program->vertex_shader().edge_location(); 1082 shader_viewport_location = program->vertex_shader().viewport_location(); 1083 shader_alpha_location = program->fragment_shader().alpha_location(); 1084 shader_color_matrix_location = 1085 program->fragment_shader().color_matrix_location(); 1086 shader_color_offset_location = 1087 program->fragment_shader().color_offset_location(); 1088 } else if (!use_aa && mask_texture_id && use_color_matrix) { 1089 const RenderPassMaskColorMatrixProgram* program = 1090 GetRenderPassMaskColorMatrixProgram(tex_coord_precision); 1091 SetUseProgram(program->program()); 1092 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0)); 1093 1094 shader_matrix_location = program->vertex_shader().matrix_location(); 1095 shader_tex_transform_location = 1096 program->vertex_shader().tex_transform_location(); 1097 shader_mask_sampler_location = 1098 program->fragment_shader().mask_sampler_location(); 1099 shader_mask_tex_coord_scale_location = 1100 program->fragment_shader().mask_tex_coord_scale_location(); 1101 shader_mask_tex_coord_offset_location = 1102 program->fragment_shader().mask_tex_coord_offset_location(); 1103 shader_alpha_location = program->fragment_shader().alpha_location(); 1104 shader_color_matrix_location = 1105 program->fragment_shader().color_matrix_location(); 1106 shader_color_offset_location = 1107 program->fragment_shader().color_offset_location(); 1108 } else if (!use_aa && !mask_texture_id && use_color_matrix) { 1109 const RenderPassColorMatrixProgram* program = 1110 GetRenderPassColorMatrixProgram(tex_coord_precision); 1111 SetUseProgram(program->program()); 1112 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0)); 1113 1114 shader_matrix_location = program->vertex_shader().matrix_location(); 1115 shader_tex_transform_location = 1116 program->vertex_shader().tex_transform_location(); 1117 shader_alpha_location = program->fragment_shader().alpha_location(); 1118 shader_color_matrix_location = 1119 program->fragment_shader().color_matrix_location(); 1120 shader_color_offset_location = 1121 program->fragment_shader().color_offset_location(); 1122 } else { 1123 const RenderPassProgram* program = 1124 GetRenderPassProgram(tex_coord_precision); 1125 SetUseProgram(program->program()); 1126 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0)); 1127 1128 shader_matrix_location = program->vertex_shader().matrix_location(); 1129 shader_alpha_location = program->fragment_shader().alpha_location(); 1130 shader_tex_transform_location = 1131 program->vertex_shader().tex_transform_location(); 1132 } 1133 float tex_scale_x = 1134 quad->rect.width() / static_cast<float>(contents_texture->size().width()); 1135 float tex_scale_y = quad->rect.height() / 1136 static_cast<float>(contents_texture->size().height()); 1137 DCHECK_LE(tex_scale_x, 1.0f); 1138 DCHECK_LE(tex_scale_y, 1.0f); 1139 1140 DCHECK(shader_tex_transform_location != -1 || IsContextLost()); 1141 // Flip the content vertically in the shader, as the RenderPass input 1142 // texture is already oriented the same way as the framebuffer, but the 1143 // projection transform does a flip. 1144 GLC(gl_, 1145 gl_->Uniform4f(shader_tex_transform_location, 1146 0.0f, 1147 tex_scale_y, 1148 tex_scale_x, 1149 -tex_scale_y)); 1150 1151 scoped_ptr<ResourceProvider::ScopedSamplerGL> shader_mask_sampler_lock; 1152 if (shader_mask_sampler_location != -1) { 1153 DCHECK_NE(shader_mask_tex_coord_scale_location, 1); 1154 DCHECK_NE(shader_mask_tex_coord_offset_location, 1); 1155 GLC(gl_, gl_->Uniform1i(shader_mask_sampler_location, 1)); 1156 1157 float mask_tex_scale_x = quad->mask_uv_rect.width() / tex_scale_x; 1158 float mask_tex_scale_y = quad->mask_uv_rect.height() / tex_scale_y; 1159 1160 // Mask textures are oriented vertically flipped relative to the framebuffer 1161 // and the RenderPass contents texture, so we flip the tex coords from the 1162 // RenderPass texture to find the mask texture coords. 1163 GLC(gl_, 1164 gl_->Uniform2f(shader_mask_tex_coord_offset_location, 1165 quad->mask_uv_rect.x(), 1166 quad->mask_uv_rect.y() + quad->mask_uv_rect.height())); 1167 GLC(gl_, 1168 gl_->Uniform2f(shader_mask_tex_coord_scale_location, 1169 mask_tex_scale_x, 1170 -mask_tex_scale_y)); 1171 shader_mask_sampler_lock = make_scoped_ptr( 1172 new ResourceProvider::ScopedSamplerGL(resource_provider_, 1173 quad->mask_resource_id, 1174 GL_TEXTURE1, 1175 GL_LINEAR)); 1176 DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D), 1177 shader_mask_sampler_lock->target()); 1178 } 1179 1180 if (shader_edge_location != -1) { 1181 float edge[24]; 1182 device_layer_edges.ToFloatArray(edge); 1183 device_layer_bounds.ToFloatArray(&edge[12]); 1184 GLC(gl_, gl_->Uniform3fv(shader_edge_location, 8, edge)); 1185 } 1186 1187 if (shader_viewport_location != -1) { 1188 float viewport[4] = {static_cast<float>(viewport_.x()), 1189 static_cast<float>(viewport_.y()), 1190 static_cast<float>(viewport_.width()), 1191 static_cast<float>(viewport_.height()), }; 1192 GLC(gl_, gl_->Uniform4fv(shader_viewport_location, 1, viewport)); 1193 } 1194 1195 if (shader_color_matrix_location != -1) { 1196 float matrix[16]; 1197 for (int i = 0; i < 4; ++i) { 1198 for (int j = 0; j < 4; ++j) 1199 matrix[i * 4 + j] = SkScalarToFloat(color_matrix[j * 5 + i]); 1200 } 1201 GLC(gl_, 1202 gl_->UniformMatrix4fv(shader_color_matrix_location, 1, false, matrix)); 1203 } 1204 static const float kScale = 1.0f / 255.0f; 1205 if (shader_color_offset_location != -1) { 1206 float offset[4]; 1207 for (int i = 0; i < 4; ++i) 1208 offset[i] = SkScalarToFloat(color_matrix[i * 5 + 4]) * kScale; 1209 1210 GLC(gl_, gl_->Uniform4fv(shader_color_offset_location, 1, offset)); 1211 } 1212 1213 // Map device space quad to surface space. contents_device_transform has no 3d 1214 // component since it was flattened, so we don't need to project. 1215 gfx::QuadF surface_quad = MathUtil::MapQuad(contents_device_transform_inverse, 1216 device_layer_edges.ToQuadF(), 1217 &clipped); 1218 1219 SetShaderOpacity(quad->opacity(), shader_alpha_location); 1220 SetShaderQuadF(surface_quad, shader_quad_location); 1221 DrawQuadGeometry( 1222 frame, quad->quadTransform(), quad->rect, shader_matrix_location); 1223 1224 // Flush the compositor context before the filter bitmap goes out of 1225 // scope, so the draw gets processed before the filter texture gets deleted. 1226 if (filter_bitmap.getTexture()) 1227 GLC(gl_, gl_->Flush()); 1228} 1229 1230struct SolidColorProgramUniforms { 1231 unsigned program; 1232 unsigned matrix_location; 1233 unsigned viewport_location; 1234 unsigned quad_location; 1235 unsigned edge_location; 1236 unsigned color_location; 1237}; 1238 1239template <class T> 1240static void SolidColorUniformLocation(T program, 1241 SolidColorProgramUniforms* uniforms) { 1242 uniforms->program = program->program(); 1243 uniforms->matrix_location = program->vertex_shader().matrix_location(); 1244 uniforms->viewport_location = program->vertex_shader().viewport_location(); 1245 uniforms->quad_location = program->vertex_shader().quad_location(); 1246 uniforms->edge_location = program->vertex_shader().edge_location(); 1247 uniforms->color_location = program->fragment_shader().color_location(); 1248} 1249 1250// static 1251bool GLRenderer::SetupQuadForAntialiasing( 1252 const gfx::Transform& device_transform, 1253 const DrawQuad* quad, 1254 gfx::QuadF* local_quad, 1255 float edge[24]) { 1256 gfx::Rect tile_rect = quad->visible_rect; 1257 1258 bool clipped = false; 1259 gfx::QuadF device_layer_quad = MathUtil::MapQuad( 1260 device_transform, gfx::QuadF(quad->visibleContentRect()), &clipped); 1261 1262 bool is_axis_aligned_in_target = device_layer_quad.IsRectilinear(); 1263 bool is_nearest_rect_within_epsilon = 1264 is_axis_aligned_in_target && 1265 gfx::IsNearestRectWithinDistance(device_layer_quad.BoundingBox(), 1266 kAntiAliasingEpsilon); 1267 // AAing clipped quads is not supported by the code yet. 1268 bool use_aa = !clipped && !is_nearest_rect_within_epsilon && quad->IsEdge(); 1269 if (!use_aa) 1270 return false; 1271 1272 LayerQuad device_layer_bounds(gfx::QuadF(device_layer_quad.BoundingBox())); 1273 device_layer_bounds.InflateAntiAliasingDistance(); 1274 1275 LayerQuad device_layer_edges(device_layer_quad); 1276 device_layer_edges.InflateAntiAliasingDistance(); 1277 1278 device_layer_edges.ToFloatArray(edge); 1279 device_layer_bounds.ToFloatArray(&edge[12]); 1280 1281 gfx::PointF bottom_right = tile_rect.bottom_right(); 1282 gfx::PointF bottom_left = tile_rect.bottom_left(); 1283 gfx::PointF top_left = tile_rect.origin(); 1284 gfx::PointF top_right = tile_rect.top_right(); 1285 1286 // Map points to device space. 1287 bottom_right = MathUtil::MapPoint(device_transform, bottom_right, &clipped); 1288 DCHECK(!clipped); 1289 bottom_left = MathUtil::MapPoint(device_transform, bottom_left, &clipped); 1290 DCHECK(!clipped); 1291 top_left = MathUtil::MapPoint(device_transform, top_left, &clipped); 1292 DCHECK(!clipped); 1293 top_right = MathUtil::MapPoint(device_transform, top_right, &clipped); 1294 DCHECK(!clipped); 1295 1296 LayerQuad::Edge bottom_edge(bottom_right, bottom_left); 1297 LayerQuad::Edge left_edge(bottom_left, top_left); 1298 LayerQuad::Edge top_edge(top_left, top_right); 1299 LayerQuad::Edge right_edge(top_right, bottom_right); 1300 1301 // Only apply anti-aliasing to edges not clipped by culling or scissoring. 1302 if (quad->IsTopEdge() && tile_rect.y() == quad->rect.y()) 1303 top_edge = device_layer_edges.top(); 1304 if (quad->IsLeftEdge() && tile_rect.x() == quad->rect.x()) 1305 left_edge = device_layer_edges.left(); 1306 if (quad->IsRightEdge() && tile_rect.right() == quad->rect.right()) 1307 right_edge = device_layer_edges.right(); 1308 if (quad->IsBottomEdge() && tile_rect.bottom() == quad->rect.bottom()) 1309 bottom_edge = device_layer_edges.bottom(); 1310 1311 float sign = gfx::QuadF(tile_rect).IsCounterClockwise() ? -1 : 1; 1312 bottom_edge.scale(sign); 1313 left_edge.scale(sign); 1314 top_edge.scale(sign); 1315 right_edge.scale(sign); 1316 1317 // Create device space quad. 1318 LayerQuad device_quad(left_edge, top_edge, right_edge, bottom_edge); 1319 1320 // Map device space quad to local space. device_transform has no 3d 1321 // component since it was flattened, so we don't need to project. We should 1322 // have already checked that the transform was uninvertible above. 1323 gfx::Transform inverse_device_transform(gfx::Transform::kSkipInitialization); 1324 bool did_invert = device_transform.GetInverse(&inverse_device_transform); 1325 DCHECK(did_invert); 1326 *local_quad = MathUtil::MapQuad( 1327 inverse_device_transform, device_quad.ToQuadF(), &clipped); 1328 // We should not DCHECK(!clipped) here, because anti-aliasing inflation may 1329 // cause device_quad to become clipped. To our knowledge this scenario does 1330 // not need to be handled differently than the unclipped case. 1331 1332 return true; 1333} 1334 1335void GLRenderer::DrawSolidColorQuad(const DrawingFrame* frame, 1336 const SolidColorDrawQuad* quad) { 1337 gfx::Rect tile_rect = quad->visible_rect; 1338 1339 SkColor color = quad->color; 1340 float opacity = quad->opacity(); 1341 float alpha = (SkColorGetA(color) * (1.0f / 255.0f)) * opacity; 1342 1343 // Early out if alpha is small enough that quad doesn't contribute to output. 1344 if (alpha < std::numeric_limits<float>::epsilon() && 1345 quad->ShouldDrawWithBlending()) 1346 return; 1347 1348 gfx::Transform device_transform = 1349 frame->window_matrix * frame->projection_matrix * quad->quadTransform(); 1350 device_transform.FlattenTo2d(); 1351 if (!device_transform.IsInvertible()) 1352 return; 1353 1354 gfx::QuadF local_quad = gfx::QuadF(gfx::RectF(tile_rect)); 1355 float edge[24]; 1356 bool use_aa = 1357 settings_->allow_antialiasing && !quad->force_anti_aliasing_off && 1358 SetupQuadForAntialiasing(device_transform, quad, &local_quad, edge); 1359 1360 SolidColorProgramUniforms uniforms; 1361 if (use_aa) 1362 SolidColorUniformLocation(GetSolidColorProgramAA(), &uniforms); 1363 else 1364 SolidColorUniformLocation(GetSolidColorProgram(), &uniforms); 1365 SetUseProgram(uniforms.program); 1366 1367 GLC(gl_, 1368 gl_->Uniform4f(uniforms.color_location, 1369 (SkColorGetR(color) * (1.0f / 255.0f)) * alpha, 1370 (SkColorGetG(color) * (1.0f / 255.0f)) * alpha, 1371 (SkColorGetB(color) * (1.0f / 255.0f)) * alpha, 1372 alpha)); 1373 if (use_aa) { 1374 float viewport[4] = {static_cast<float>(viewport_.x()), 1375 static_cast<float>(viewport_.y()), 1376 static_cast<float>(viewport_.width()), 1377 static_cast<float>(viewport_.height()), }; 1378 GLC(gl_, gl_->Uniform4fv(uniforms.viewport_location, 1, viewport)); 1379 GLC(gl_, gl_->Uniform3fv(uniforms.edge_location, 8, edge)); 1380 } 1381 1382 // Enable blending when the quad properties require it or if we decided 1383 // to use antialiasing. 1384 SetBlendEnabled(quad->ShouldDrawWithBlending() || use_aa); 1385 1386 // Normalize to tile_rect. 1387 local_quad.Scale(1.0f / tile_rect.width(), 1.0f / tile_rect.height()); 1388 1389 SetShaderQuadF(local_quad, uniforms.quad_location); 1390 1391 // The transform and vertex data are used to figure out the extents that the 1392 // un-antialiased quad should have and which vertex this is and the float 1393 // quad passed in via uniform is the actual geometry that gets used to draw 1394 // it. This is why this centered rect is used and not the original quad_rect. 1395 gfx::RectF centered_rect( 1396 gfx::PointF(-0.5f * tile_rect.width(), -0.5f * tile_rect.height()), 1397 tile_rect.size()); 1398 DrawQuadGeometry( 1399 frame, quad->quadTransform(), centered_rect, uniforms.matrix_location); 1400} 1401 1402struct TileProgramUniforms { 1403 unsigned program; 1404 unsigned matrix_location; 1405 unsigned viewport_location; 1406 unsigned quad_location; 1407 unsigned edge_location; 1408 unsigned vertex_tex_transform_location; 1409 unsigned sampler_location; 1410 unsigned fragment_tex_transform_location; 1411 unsigned alpha_location; 1412}; 1413 1414template <class T> 1415static void TileUniformLocation(T program, TileProgramUniforms* uniforms) { 1416 uniforms->program = program->program(); 1417 uniforms->matrix_location = program->vertex_shader().matrix_location(); 1418 uniforms->viewport_location = program->vertex_shader().viewport_location(); 1419 uniforms->quad_location = program->vertex_shader().quad_location(); 1420 uniforms->edge_location = program->vertex_shader().edge_location(); 1421 uniforms->vertex_tex_transform_location = 1422 program->vertex_shader().vertex_tex_transform_location(); 1423 1424 uniforms->sampler_location = program->fragment_shader().sampler_location(); 1425 uniforms->alpha_location = program->fragment_shader().alpha_location(); 1426 uniforms->fragment_tex_transform_location = 1427 program->fragment_shader().fragment_tex_transform_location(); 1428} 1429 1430void GLRenderer::DrawTileQuad(const DrawingFrame* frame, 1431 const TileDrawQuad* quad) { 1432 DrawContentQuad(frame, quad, quad->resource_id); 1433} 1434 1435void GLRenderer::DrawContentQuad(const DrawingFrame* frame, 1436 const ContentDrawQuadBase* quad, 1437 ResourceProvider::ResourceId resource_id) { 1438 gfx::Rect tile_rect = quad->visible_rect; 1439 1440 gfx::RectF tex_coord_rect = MathUtil::ScaleRectProportional( 1441 quad->tex_coord_rect, quad->rect, tile_rect); 1442 float tex_to_geom_scale_x = quad->rect.width() / quad->tex_coord_rect.width(); 1443 float tex_to_geom_scale_y = 1444 quad->rect.height() / quad->tex_coord_rect.height(); 1445 1446 gfx::RectF clamp_geom_rect(tile_rect); 1447 gfx::RectF clamp_tex_rect(tex_coord_rect); 1448 // Clamp texture coordinates to avoid sampling outside the layer 1449 // by deflating the tile region half a texel or half a texel 1450 // minus epsilon for one pixel layers. The resulting clamp region 1451 // is mapped to the unit square by the vertex shader and mapped 1452 // back to normalized texture coordinates by the fragment shader 1453 // after being clamped to 0-1 range. 1454 float tex_clamp_x = 1455 std::min(0.5f, 0.5f * clamp_tex_rect.width() - kAntiAliasingEpsilon); 1456 float tex_clamp_y = 1457 std::min(0.5f, 0.5f * clamp_tex_rect.height() - kAntiAliasingEpsilon); 1458 float geom_clamp_x = 1459 std::min(tex_clamp_x * tex_to_geom_scale_x, 1460 0.5f * clamp_geom_rect.width() - kAntiAliasingEpsilon); 1461 float geom_clamp_y = 1462 std::min(tex_clamp_y * tex_to_geom_scale_y, 1463 0.5f * clamp_geom_rect.height() - kAntiAliasingEpsilon); 1464 clamp_geom_rect.Inset(geom_clamp_x, geom_clamp_y, geom_clamp_x, geom_clamp_y); 1465 clamp_tex_rect.Inset(tex_clamp_x, tex_clamp_y, tex_clamp_x, tex_clamp_y); 1466 1467 // Map clamping rectangle to unit square. 1468 float vertex_tex_translate_x = -clamp_geom_rect.x() / clamp_geom_rect.width(); 1469 float vertex_tex_translate_y = 1470 -clamp_geom_rect.y() / clamp_geom_rect.height(); 1471 float vertex_tex_scale_x = tile_rect.width() / clamp_geom_rect.width(); 1472 float vertex_tex_scale_y = tile_rect.height() / clamp_geom_rect.height(); 1473 1474 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired( 1475 gl_, &highp_threshold_cache_, highp_threshold_min_, quad->texture_size); 1476 1477 gfx::Transform device_transform = 1478 frame->window_matrix * frame->projection_matrix * quad->quadTransform(); 1479 device_transform.FlattenTo2d(); 1480 if (!device_transform.IsInvertible()) 1481 return; 1482 1483 gfx::QuadF local_quad = gfx::QuadF(gfx::RectF(tile_rect)); 1484 float edge[24]; 1485 bool use_aa = 1486 settings_->allow_antialiasing && 1487 SetupQuadForAntialiasing(device_transform, quad, &local_quad, edge); 1488 1489 bool scaled = (tex_to_geom_scale_x != 1.f || tex_to_geom_scale_y != 1.f); 1490 GLenum filter = (use_aa || scaled || 1491 !quad->quadTransform().IsIdentityOrIntegerTranslation()) 1492 ? GL_LINEAR 1493 : GL_NEAREST; 1494 ResourceProvider::ScopedSamplerGL quad_resource_lock( 1495 resource_provider_, resource_id, filter); 1496 SamplerType sampler = 1497 SamplerTypeFromTextureTarget(quad_resource_lock.target()); 1498 1499 float fragment_tex_translate_x = clamp_tex_rect.x(); 1500 float fragment_tex_translate_y = clamp_tex_rect.y(); 1501 float fragment_tex_scale_x = clamp_tex_rect.width(); 1502 float fragment_tex_scale_y = clamp_tex_rect.height(); 1503 1504 // Map to normalized texture coordinates. 1505 if (sampler != SamplerType2DRect) { 1506 gfx::Size texture_size = quad->texture_size; 1507 DCHECK(!texture_size.IsEmpty()); 1508 fragment_tex_translate_x /= texture_size.width(); 1509 fragment_tex_translate_y /= texture_size.height(); 1510 fragment_tex_scale_x /= texture_size.width(); 1511 fragment_tex_scale_y /= texture_size.height(); 1512 } 1513 1514 TileProgramUniforms uniforms; 1515 if (use_aa) { 1516 if (quad->swizzle_contents) { 1517 TileUniformLocation(GetTileProgramSwizzleAA(tex_coord_precision, sampler), 1518 &uniforms); 1519 } else { 1520 TileUniformLocation(GetTileProgramAA(tex_coord_precision, sampler), 1521 &uniforms); 1522 } 1523 } else { 1524 if (quad->ShouldDrawWithBlending()) { 1525 if (quad->swizzle_contents) { 1526 TileUniformLocation(GetTileProgramSwizzle(tex_coord_precision, sampler), 1527 &uniforms); 1528 } else { 1529 TileUniformLocation(GetTileProgram(tex_coord_precision, sampler), 1530 &uniforms); 1531 } 1532 } else { 1533 if (quad->swizzle_contents) { 1534 TileUniformLocation( 1535 GetTileProgramSwizzleOpaque(tex_coord_precision, sampler), 1536 &uniforms); 1537 } else { 1538 TileUniformLocation(GetTileProgramOpaque(tex_coord_precision, sampler), 1539 &uniforms); 1540 } 1541 } 1542 } 1543 1544 SetUseProgram(uniforms.program); 1545 GLC(gl_, gl_->Uniform1i(uniforms.sampler_location, 0)); 1546 1547 if (use_aa) { 1548 float viewport[4] = {static_cast<float>(viewport_.x()), 1549 static_cast<float>(viewport_.y()), 1550 static_cast<float>(viewport_.width()), 1551 static_cast<float>(viewport_.height()), }; 1552 GLC(gl_, gl_->Uniform4fv(uniforms.viewport_location, 1, viewport)); 1553 GLC(gl_, gl_->Uniform3fv(uniforms.edge_location, 8, edge)); 1554 1555 GLC(gl_, 1556 gl_->Uniform4f(uniforms.vertex_tex_transform_location, 1557 vertex_tex_translate_x, 1558 vertex_tex_translate_y, 1559 vertex_tex_scale_x, 1560 vertex_tex_scale_y)); 1561 GLC(gl_, 1562 gl_->Uniform4f(uniforms.fragment_tex_transform_location, 1563 fragment_tex_translate_x, 1564 fragment_tex_translate_y, 1565 fragment_tex_scale_x, 1566 fragment_tex_scale_y)); 1567 } else { 1568 // Move fragment shader transform to vertex shader. We can do this while 1569 // still producing correct results as fragment_tex_transform_location 1570 // should always be non-negative when tiles are transformed in a way 1571 // that could result in sampling outside the layer. 1572 vertex_tex_scale_x *= fragment_tex_scale_x; 1573 vertex_tex_scale_y *= fragment_tex_scale_y; 1574 vertex_tex_translate_x *= fragment_tex_scale_x; 1575 vertex_tex_translate_y *= fragment_tex_scale_y; 1576 vertex_tex_translate_x += fragment_tex_translate_x; 1577 vertex_tex_translate_y += fragment_tex_translate_y; 1578 1579 GLC(gl_, 1580 gl_->Uniform4f(uniforms.vertex_tex_transform_location, 1581 vertex_tex_translate_x, 1582 vertex_tex_translate_y, 1583 vertex_tex_scale_x, 1584 vertex_tex_scale_y)); 1585 } 1586 1587 // Enable blending when the quad properties require it or if we decided 1588 // to use antialiasing. 1589 SetBlendEnabled(quad->ShouldDrawWithBlending() || use_aa); 1590 1591 // Normalize to tile_rect. 1592 local_quad.Scale(1.0f / tile_rect.width(), 1.0f / tile_rect.height()); 1593 1594 SetShaderOpacity(quad->opacity(), uniforms.alpha_location); 1595 SetShaderQuadF(local_quad, uniforms.quad_location); 1596 1597 // The transform and vertex data are used to figure out the extents that the 1598 // un-antialiased quad should have and which vertex this is and the float 1599 // quad passed in via uniform is the actual geometry that gets used to draw 1600 // it. This is why this centered rect is used and not the original quad_rect. 1601 gfx::RectF centered_rect( 1602 gfx::PointF(-0.5f * tile_rect.width(), -0.5f * tile_rect.height()), 1603 tile_rect.size()); 1604 DrawQuadGeometry( 1605 frame, quad->quadTransform(), centered_rect, uniforms.matrix_location); 1606} 1607 1608void GLRenderer::DrawYUVVideoQuad(const DrawingFrame* frame, 1609 const YUVVideoDrawQuad* quad) { 1610 SetBlendEnabled(quad->ShouldDrawWithBlending()); 1611 1612 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired( 1613 gl_, 1614 &highp_threshold_cache_, 1615 highp_threshold_min_, 1616 quad->shared_quad_state->visible_content_rect.bottom_right()); 1617 1618 bool use_alpha_plane = quad->a_plane_resource_id != 0; 1619 1620 ResourceProvider::ScopedSamplerGL y_plane_lock( 1621 resource_provider_, quad->y_plane_resource_id, GL_TEXTURE1, GL_LINEAR); 1622 DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D), y_plane_lock.target()); 1623 ResourceProvider::ScopedSamplerGL u_plane_lock( 1624 resource_provider_, quad->u_plane_resource_id, GL_TEXTURE2, GL_LINEAR); 1625 DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D), u_plane_lock.target()); 1626 ResourceProvider::ScopedSamplerGL v_plane_lock( 1627 resource_provider_, quad->v_plane_resource_id, GL_TEXTURE3, GL_LINEAR); 1628 DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D), v_plane_lock.target()); 1629 scoped_ptr<ResourceProvider::ScopedSamplerGL> a_plane_lock; 1630 if (use_alpha_plane) { 1631 a_plane_lock.reset(new ResourceProvider::ScopedSamplerGL( 1632 resource_provider_, quad->a_plane_resource_id, GL_TEXTURE4, GL_LINEAR)); 1633 DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D), a_plane_lock->target()); 1634 } 1635 1636 int matrix_location = -1; 1637 int tex_scale_location = -1; 1638 int tex_offset_location = -1; 1639 int y_texture_location = -1; 1640 int u_texture_location = -1; 1641 int v_texture_location = -1; 1642 int a_texture_location = -1; 1643 int yuv_matrix_location = -1; 1644 int yuv_adj_location = -1; 1645 int alpha_location = -1; 1646 if (use_alpha_plane) { 1647 const VideoYUVAProgram* program = GetVideoYUVAProgram(tex_coord_precision); 1648 DCHECK(program && (program->initialized() || IsContextLost())); 1649 SetUseProgram(program->program()); 1650 matrix_location = program->vertex_shader().matrix_location(); 1651 tex_scale_location = program->vertex_shader().tex_scale_location(); 1652 tex_offset_location = program->vertex_shader().tex_offset_location(); 1653 y_texture_location = program->fragment_shader().y_texture_location(); 1654 u_texture_location = program->fragment_shader().u_texture_location(); 1655 v_texture_location = program->fragment_shader().v_texture_location(); 1656 a_texture_location = program->fragment_shader().a_texture_location(); 1657 yuv_matrix_location = program->fragment_shader().yuv_matrix_location(); 1658 yuv_adj_location = program->fragment_shader().yuv_adj_location(); 1659 alpha_location = program->fragment_shader().alpha_location(); 1660 } else { 1661 const VideoYUVProgram* program = GetVideoYUVProgram(tex_coord_precision); 1662 DCHECK(program && (program->initialized() || IsContextLost())); 1663 SetUseProgram(program->program()); 1664 matrix_location = program->vertex_shader().matrix_location(); 1665 tex_scale_location = program->vertex_shader().tex_scale_location(); 1666 tex_offset_location = program->vertex_shader().tex_offset_location(); 1667 y_texture_location = program->fragment_shader().y_texture_location(); 1668 u_texture_location = program->fragment_shader().u_texture_location(); 1669 v_texture_location = program->fragment_shader().v_texture_location(); 1670 yuv_matrix_location = program->fragment_shader().yuv_matrix_location(); 1671 yuv_adj_location = program->fragment_shader().yuv_adj_location(); 1672 alpha_location = program->fragment_shader().alpha_location(); 1673 } 1674 1675 GLC(gl_, 1676 gl_->Uniform2f(tex_scale_location, 1677 quad->tex_coord_rect.width(), 1678 quad->tex_coord_rect.height())); 1679 GLC(gl_, 1680 gl_->Uniform2f(tex_offset_location, 1681 quad->tex_coord_rect.x(), 1682 quad->tex_coord_rect.y())); 1683 GLC(gl_, gl_->Uniform1i(y_texture_location, 1)); 1684 GLC(gl_, gl_->Uniform1i(u_texture_location, 2)); 1685 GLC(gl_, gl_->Uniform1i(v_texture_location, 3)); 1686 if (use_alpha_plane) 1687 GLC(gl_, gl_->Uniform1i(a_texture_location, 4)); 1688 1689 // These values are magic numbers that are used in the transformation from YUV 1690 // to RGB color values. They are taken from the following webpage: 1691 // http://www.fourcc.org/fccyvrgb.php 1692 float yuv_to_rgb[9] = {1.164f, 1.164f, 1.164f, 0.0f, -.391f, 1693 2.018f, 1.596f, -.813f, 0.0f, }; 1694 GLC(gl_, gl_->UniformMatrix3fv(yuv_matrix_location, 1, 0, yuv_to_rgb)); 1695 1696 // These values map to 16, 128, and 128 respectively, and are computed 1697 // as a fraction over 256 (e.g. 16 / 256 = 0.0625). 1698 // They are used in the YUV to RGBA conversion formula: 1699 // Y - 16 : Gives 16 values of head and footroom for overshooting 1700 // U - 128 : Turns unsigned U into signed U [-128,127] 1701 // V - 128 : Turns unsigned V into signed V [-128,127] 1702 float yuv_adjust[3] = {-0.0625f, -0.5f, -0.5f, }; 1703 GLC(gl_, gl_->Uniform3fv(yuv_adj_location, 1, yuv_adjust)); 1704 1705 SetShaderOpacity(quad->opacity(), alpha_location); 1706 DrawQuadGeometry(frame, quad->quadTransform(), quad->rect, matrix_location); 1707} 1708 1709void GLRenderer::DrawStreamVideoQuad(const DrawingFrame* frame, 1710 const StreamVideoDrawQuad* quad) { 1711 SetBlendEnabled(quad->ShouldDrawWithBlending()); 1712 1713 static float gl_matrix[16]; 1714 1715 DCHECK(capabilities_.using_egl_image); 1716 1717 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired( 1718 gl_, 1719 &highp_threshold_cache_, 1720 highp_threshold_min_, 1721 quad->shared_quad_state->visible_content_rect.bottom_right()); 1722 1723 const VideoStreamTextureProgram* program = 1724 GetVideoStreamTextureProgram(tex_coord_precision); 1725 SetUseProgram(program->program()); 1726 1727 ToGLMatrix(&gl_matrix[0], quad->matrix); 1728 GLC(gl_, 1729 gl_->UniformMatrix4fv( 1730 program->vertex_shader().tex_matrix_location(), 1, false, gl_matrix)); 1731 1732 ResourceProvider::ScopedReadLockGL lock(resource_provider_, 1733 quad->resource_id); 1734 DCHECK_EQ(GL_TEXTURE0, ResourceProvider::GetActiveTextureUnit(gl_)); 1735 GLC(gl_, gl_->BindTexture(GL_TEXTURE_EXTERNAL_OES, lock.texture_id())); 1736 1737 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0)); 1738 1739 SetShaderOpacity(quad->opacity(), 1740 program->fragment_shader().alpha_location()); 1741 DrawQuadGeometry(frame, 1742 quad->quadTransform(), 1743 quad->rect, 1744 program->vertex_shader().matrix_location()); 1745} 1746 1747void GLRenderer::DrawPictureQuad(const DrawingFrame* frame, 1748 const PictureDrawQuad* quad) { 1749 if (on_demand_tile_raster_bitmap_.width() != quad->texture_size.width() || 1750 on_demand_tile_raster_bitmap_.height() != quad->texture_size.height()) { 1751 on_demand_tile_raster_bitmap_.allocN32Pixels(quad->texture_size.width(), 1752 quad->texture_size.height()); 1753 1754 if (on_demand_tile_raster_resource_id_) 1755 resource_provider_->DeleteResource(on_demand_tile_raster_resource_id_); 1756 1757 on_demand_tile_raster_resource_id_ = 1758 resource_provider_->CreateGLTexture(quad->texture_size, 1759 GL_TEXTURE_2D, 1760 GL_TEXTURE_POOL_UNMANAGED_CHROMIUM, 1761 GL_CLAMP_TO_EDGE, 1762 ResourceProvider::TextureUsageAny, 1763 quad->texture_format); 1764 } 1765 1766 // Create and run on-demand raster task for tile. 1767 scoped_refptr<internal::Task> on_demand_raster_task( 1768 new OnDemandRasterTaskImpl(quad->picture_pile, 1769 &on_demand_tile_raster_bitmap_, 1770 quad->content_rect, 1771 quad->contents_scale)); 1772 RunOnDemandRasterTask(on_demand_raster_task.get()); 1773 1774 uint8_t* bitmap_pixels = NULL; 1775 SkBitmap on_demand_tile_raster_bitmap_dest; 1776 SkColorType colorType = ResourceFormatToSkColorType(quad->texture_format); 1777 if (on_demand_tile_raster_bitmap_.colorType() != colorType) { 1778 on_demand_tile_raster_bitmap_.copyTo(&on_demand_tile_raster_bitmap_dest, 1779 colorType); 1780 // TODO(kaanb): The GL pipeline assumes a 4-byte alignment for the 1781 // bitmap data. This check will be removed once crbug.com/293728 is fixed. 1782 CHECK_EQ(0u, on_demand_tile_raster_bitmap_dest.rowBytes() % 4); 1783 bitmap_pixels = reinterpret_cast<uint8_t*>( 1784 on_demand_tile_raster_bitmap_dest.getPixels()); 1785 } else { 1786 bitmap_pixels = 1787 reinterpret_cast<uint8_t*>(on_demand_tile_raster_bitmap_.getPixels()); 1788 } 1789 1790 resource_provider_->SetPixels(on_demand_tile_raster_resource_id_, 1791 bitmap_pixels, 1792 gfx::Rect(quad->texture_size), 1793 gfx::Rect(quad->texture_size), 1794 gfx::Vector2d()); 1795 1796 DrawContentQuad(frame, quad, on_demand_tile_raster_resource_id_); 1797} 1798 1799struct TextureProgramBinding { 1800 template <class Program> 1801 void Set(Program* program) { 1802 DCHECK(program); 1803 program_id = program->program(); 1804 sampler_location = program->fragment_shader().sampler_location(); 1805 matrix_location = program->vertex_shader().matrix_location(); 1806 background_color_location = 1807 program->fragment_shader().background_color_location(); 1808 } 1809 int program_id; 1810 int sampler_location; 1811 int matrix_location; 1812 int background_color_location; 1813}; 1814 1815struct TexTransformTextureProgramBinding : TextureProgramBinding { 1816 template <class Program> 1817 void Set(Program* program) { 1818 TextureProgramBinding::Set(program); 1819 tex_transform_location = program->vertex_shader().tex_transform_location(); 1820 vertex_opacity_location = 1821 program->vertex_shader().vertex_opacity_location(); 1822 } 1823 int tex_transform_location; 1824 int vertex_opacity_location; 1825}; 1826 1827void GLRenderer::FlushTextureQuadCache() { 1828 // Check to see if we have anything to draw. 1829 if (draw_cache_.program_id == 0) 1830 return; 1831 1832 // Set the correct blending mode. 1833 SetBlendEnabled(draw_cache_.needs_blending); 1834 1835 // Bind the program to the GL state. 1836 SetUseProgram(draw_cache_.program_id); 1837 1838 // Bind the correct texture sampler location. 1839 GLC(gl_, gl_->Uniform1i(draw_cache_.sampler_location, 0)); 1840 1841 // Assume the current active textures is 0. 1842 ResourceProvider::ScopedReadLockGL locked_quad(resource_provider_, 1843 draw_cache_.resource_id); 1844 DCHECK_EQ(GL_TEXTURE0, ResourceProvider::GetActiveTextureUnit(gl_)); 1845 GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, locked_quad.texture_id())); 1846 1847 COMPILE_ASSERT(sizeof(Float4) == 4 * sizeof(float), // NOLINT(runtime/sizeof) 1848 struct_is_densely_packed); 1849 COMPILE_ASSERT( 1850 sizeof(Float16) == 16 * sizeof(float), // NOLINT(runtime/sizeof) 1851 struct_is_densely_packed); 1852 1853 // Upload the tranforms for both points and uvs. 1854 GLC(gl_, 1855 gl_->UniformMatrix4fv( 1856 static_cast<int>(draw_cache_.matrix_location), 1857 static_cast<int>(draw_cache_.matrix_data.size()), 1858 false, 1859 reinterpret_cast<float*>(&draw_cache_.matrix_data.front()))); 1860 GLC(gl_, 1861 gl_->Uniform4fv( 1862 static_cast<int>(draw_cache_.uv_xform_location), 1863 static_cast<int>(draw_cache_.uv_xform_data.size()), 1864 reinterpret_cast<float*>(&draw_cache_.uv_xform_data.front()))); 1865 1866 if (draw_cache_.background_color != SK_ColorTRANSPARENT) { 1867 Float4 background_color = PremultipliedColor(draw_cache_.background_color); 1868 GLC(gl_, 1869 gl_->Uniform4fv( 1870 draw_cache_.background_color_location, 1, background_color.data)); 1871 } 1872 1873 GLC(gl_, 1874 gl_->Uniform1fv( 1875 static_cast<int>(draw_cache_.vertex_opacity_location), 1876 static_cast<int>(draw_cache_.vertex_opacity_data.size()), 1877 static_cast<float*>(&draw_cache_.vertex_opacity_data.front()))); 1878 1879 // Draw the quads! 1880 GLC(gl_, 1881 gl_->DrawElements(GL_TRIANGLES, 1882 6 * draw_cache_.matrix_data.size(), 1883 GL_UNSIGNED_SHORT, 1884 0)); 1885 1886 // Clear the cache. 1887 draw_cache_.program_id = 0; 1888 draw_cache_.uv_xform_data.resize(0); 1889 draw_cache_.vertex_opacity_data.resize(0); 1890 draw_cache_.matrix_data.resize(0); 1891} 1892 1893void GLRenderer::EnqueueTextureQuad(const DrawingFrame* frame, 1894 const TextureDrawQuad* quad) { 1895 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired( 1896 gl_, 1897 &highp_threshold_cache_, 1898 highp_threshold_min_, 1899 quad->shared_quad_state->visible_content_rect.bottom_right()); 1900 1901 // Choose the correct texture program binding 1902 TexTransformTextureProgramBinding binding; 1903 if (quad->premultiplied_alpha) { 1904 if (quad->background_color == SK_ColorTRANSPARENT) { 1905 binding.Set(GetTextureProgram(tex_coord_precision)); 1906 } else { 1907 binding.Set(GetTextureBackgroundProgram(tex_coord_precision)); 1908 } 1909 } else { 1910 if (quad->background_color == SK_ColorTRANSPARENT) { 1911 binding.Set(GetNonPremultipliedTextureProgram(tex_coord_precision)); 1912 } else { 1913 binding.Set( 1914 GetNonPremultipliedTextureBackgroundProgram(tex_coord_precision)); 1915 } 1916 } 1917 1918 int resource_id = quad->resource_id; 1919 1920 if (draw_cache_.program_id != binding.program_id || 1921 draw_cache_.resource_id != resource_id || 1922 draw_cache_.needs_blending != quad->ShouldDrawWithBlending() || 1923 draw_cache_.background_color != quad->background_color || 1924 draw_cache_.matrix_data.size() >= 8) { 1925 FlushTextureQuadCache(); 1926 draw_cache_.program_id = binding.program_id; 1927 draw_cache_.resource_id = resource_id; 1928 draw_cache_.needs_blending = quad->ShouldDrawWithBlending(); 1929 draw_cache_.background_color = quad->background_color; 1930 1931 draw_cache_.uv_xform_location = binding.tex_transform_location; 1932 draw_cache_.background_color_location = binding.background_color_location; 1933 draw_cache_.vertex_opacity_location = binding.vertex_opacity_location; 1934 draw_cache_.matrix_location = binding.matrix_location; 1935 draw_cache_.sampler_location = binding.sampler_location; 1936 } 1937 1938 // Generate the uv-transform 1939 draw_cache_.uv_xform_data.push_back(UVTransform(quad)); 1940 1941 // Generate the vertex opacity 1942 const float opacity = quad->opacity(); 1943 draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[0] * opacity); 1944 draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[1] * opacity); 1945 draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[2] * opacity); 1946 draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[3] * opacity); 1947 1948 // Generate the transform matrix 1949 gfx::Transform quad_rect_matrix; 1950 QuadRectTransform(&quad_rect_matrix, quad->quadTransform(), quad->rect); 1951 quad_rect_matrix = frame->projection_matrix * quad_rect_matrix; 1952 1953 Float16 m; 1954 quad_rect_matrix.matrix().asColMajorf(m.data); 1955 draw_cache_.matrix_data.push_back(m); 1956} 1957 1958void GLRenderer::DrawIOSurfaceQuad(const DrawingFrame* frame, 1959 const IOSurfaceDrawQuad* quad) { 1960 SetBlendEnabled(quad->ShouldDrawWithBlending()); 1961 1962 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired( 1963 gl_, 1964 &highp_threshold_cache_, 1965 highp_threshold_min_, 1966 quad->shared_quad_state->visible_content_rect.bottom_right()); 1967 1968 TexTransformTextureProgramBinding binding; 1969 binding.Set(GetTextureIOSurfaceProgram(tex_coord_precision)); 1970 1971 SetUseProgram(binding.program_id); 1972 GLC(gl_, gl_->Uniform1i(binding.sampler_location, 0)); 1973 if (quad->orientation == IOSurfaceDrawQuad::FLIPPED) { 1974 GLC(gl_, 1975 gl_->Uniform4f(binding.tex_transform_location, 1976 0, 1977 quad->io_surface_size.height(), 1978 quad->io_surface_size.width(), 1979 quad->io_surface_size.height() * -1.0f)); 1980 } else { 1981 GLC(gl_, 1982 gl_->Uniform4f(binding.tex_transform_location, 1983 0, 1984 0, 1985 quad->io_surface_size.width(), 1986 quad->io_surface_size.height())); 1987 } 1988 1989 const float vertex_opacity[] = {quad->opacity(), quad->opacity(), 1990 quad->opacity(), quad->opacity()}; 1991 GLC(gl_, gl_->Uniform1fv(binding.vertex_opacity_location, 4, vertex_opacity)); 1992 1993 ResourceProvider::ScopedReadLockGL lock(resource_provider_, 1994 quad->io_surface_resource_id); 1995 DCHECK_EQ(GL_TEXTURE0, ResourceProvider::GetActiveTextureUnit(gl_)); 1996 GLC(gl_, gl_->BindTexture(GL_TEXTURE_RECTANGLE_ARB, lock.texture_id())); 1997 1998 DrawQuadGeometry( 1999 frame, quad->quadTransform(), quad->rect, binding.matrix_location); 2000 2001 GLC(gl_, gl_->BindTexture(GL_TEXTURE_RECTANGLE_ARB, 0)); 2002} 2003 2004void GLRenderer::FinishDrawingFrame(DrawingFrame* frame) { 2005 current_framebuffer_lock_.reset(); 2006 swap_buffer_rect_.Union(gfx::ToEnclosingRect(frame->root_damage_rect)); 2007 2008 GLC(gl_, gl_->Disable(GL_BLEND)); 2009 blend_shadow_ = false; 2010 2011 ScheduleOverlays(frame); 2012} 2013 2014void GLRenderer::FinishDrawingQuadList() { FlushTextureQuadCache(); } 2015 2016bool GLRenderer::FlippedFramebuffer() const { return true; } 2017 2018void GLRenderer::EnsureScissorTestEnabled() { 2019 if (is_scissor_enabled_) 2020 return; 2021 2022 FlushTextureQuadCache(); 2023 GLC(gl_, gl_->Enable(GL_SCISSOR_TEST)); 2024 is_scissor_enabled_ = true; 2025} 2026 2027void GLRenderer::EnsureScissorTestDisabled() { 2028 if (!is_scissor_enabled_) 2029 return; 2030 2031 FlushTextureQuadCache(); 2032 GLC(gl_, gl_->Disable(GL_SCISSOR_TEST)); 2033 is_scissor_enabled_ = false; 2034} 2035 2036void GLRenderer::CopyCurrentRenderPassToBitmap( 2037 DrawingFrame* frame, 2038 scoped_ptr<CopyOutputRequest> request) { 2039 gfx::Rect copy_rect = frame->current_render_pass->output_rect; 2040 if (request->has_area()) 2041 copy_rect.Intersect(request->area()); 2042 GetFramebufferPixelsAsync(copy_rect, request.Pass()); 2043} 2044 2045void GLRenderer::ToGLMatrix(float* gl_matrix, const gfx::Transform& transform) { 2046 transform.matrix().asColMajorf(gl_matrix); 2047} 2048 2049void GLRenderer::SetShaderQuadF(const gfx::QuadF& quad, int quad_location) { 2050 if (quad_location == -1) 2051 return; 2052 2053 float gl_quad[8]; 2054 gl_quad[0] = quad.p1().x(); 2055 gl_quad[1] = quad.p1().y(); 2056 gl_quad[2] = quad.p2().x(); 2057 gl_quad[3] = quad.p2().y(); 2058 gl_quad[4] = quad.p3().x(); 2059 gl_quad[5] = quad.p3().y(); 2060 gl_quad[6] = quad.p4().x(); 2061 gl_quad[7] = quad.p4().y(); 2062 GLC(gl_, gl_->Uniform2fv(quad_location, 4, gl_quad)); 2063} 2064 2065void GLRenderer::SetShaderOpacity(float opacity, int alpha_location) { 2066 if (alpha_location != -1) 2067 GLC(gl_, gl_->Uniform1f(alpha_location, opacity)); 2068} 2069 2070void GLRenderer::SetStencilEnabled(bool enabled) { 2071 if (enabled == stencil_shadow_) 2072 return; 2073 2074 if (enabled) 2075 GLC(gl_, gl_->Enable(GL_STENCIL_TEST)); 2076 else 2077 GLC(gl_, gl_->Disable(GL_STENCIL_TEST)); 2078 stencil_shadow_ = enabled; 2079} 2080 2081void GLRenderer::SetBlendEnabled(bool enabled) { 2082 if (enabled == blend_shadow_) 2083 return; 2084 2085 if (enabled) 2086 GLC(gl_, gl_->Enable(GL_BLEND)); 2087 else 2088 GLC(gl_, gl_->Disable(GL_BLEND)); 2089 blend_shadow_ = enabled; 2090} 2091 2092void GLRenderer::SetUseProgram(unsigned program) { 2093 if (program == program_shadow_) 2094 return; 2095 gl_->UseProgram(program); 2096 program_shadow_ = program; 2097} 2098 2099void GLRenderer::DrawQuadGeometry(const DrawingFrame* frame, 2100 const gfx::Transform& draw_transform, 2101 const gfx::RectF& quad_rect, 2102 int matrix_location) { 2103 gfx::Transform quad_rect_matrix; 2104 QuadRectTransform(&quad_rect_matrix, draw_transform, quad_rect); 2105 static float gl_matrix[16]; 2106 ToGLMatrix(&gl_matrix[0], frame->projection_matrix * quad_rect_matrix); 2107 GLC(gl_, gl_->UniformMatrix4fv(matrix_location, 1, false, &gl_matrix[0])); 2108 2109 GLC(gl_, gl_->DrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0)); 2110} 2111 2112void GLRenderer::CopyTextureToFramebuffer(const DrawingFrame* frame, 2113 int texture_id, 2114 const gfx::Rect& rect, 2115 const gfx::Transform& draw_matrix, 2116 bool flip_vertically) { 2117 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired( 2118 gl_, &highp_threshold_cache_, highp_threshold_min_, rect.bottom_right()); 2119 2120 const RenderPassProgram* program = GetRenderPassProgram(tex_coord_precision); 2121 SetUseProgram(program->program()); 2122 2123 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0)); 2124 2125 if (flip_vertically) { 2126 GLC(gl_, 2127 gl_->Uniform4f(program->vertex_shader().tex_transform_location(), 2128 0.f, 2129 1.f, 2130 1.f, 2131 -1.f)); 2132 } else { 2133 GLC(gl_, 2134 gl_->Uniform4f(program->vertex_shader().tex_transform_location(), 2135 0.f, 2136 0.f, 2137 1.f, 2138 1.f)); 2139 } 2140 2141 SetShaderOpacity(1.f, program->fragment_shader().alpha_location()); 2142 DCHECK_EQ(GL_TEXTURE0, ResourceProvider::GetActiveTextureUnit(gl_)); 2143 GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, texture_id)); 2144 DrawQuadGeometry( 2145 frame, draw_matrix, rect, program->vertex_shader().matrix_location()); 2146} 2147 2148void GLRenderer::Finish() { 2149 TRACE_EVENT0("cc", "GLRenderer::Finish"); 2150 GLC(gl_, gl_->Finish()); 2151} 2152 2153void GLRenderer::SwapBuffers(const CompositorFrameMetadata& metadata) { 2154 DCHECK(!is_backbuffer_discarded_); 2155 2156 TRACE_EVENT0("cc,benchmark", "GLRenderer::SwapBuffers"); 2157 // We're done! Time to swapbuffers! 2158 2159 gfx::Size surface_size = output_surface_->SurfaceSize(); 2160 2161 CompositorFrame compositor_frame; 2162 compositor_frame.metadata = metadata; 2163 compositor_frame.gl_frame_data = make_scoped_ptr(new GLFrameData); 2164 compositor_frame.gl_frame_data->size = surface_size; 2165 if (capabilities_.using_partial_swap) { 2166 // If supported, we can save significant bandwidth by only swapping the 2167 // damaged/scissored region (clamped to the viewport). 2168 swap_buffer_rect_.Intersect(gfx::Rect(surface_size)); 2169 int flipped_y_pos_of_rect_bottom = surface_size.height() - 2170 swap_buffer_rect_.y() - 2171 swap_buffer_rect_.height(); 2172 compositor_frame.gl_frame_data->sub_buffer_rect = 2173 gfx::Rect(swap_buffer_rect_.x(), 2174 flipped_y_pos_of_rect_bottom, 2175 swap_buffer_rect_.width(), 2176 swap_buffer_rect_.height()); 2177 } else { 2178 compositor_frame.gl_frame_data->sub_buffer_rect = 2179 gfx::Rect(output_surface_->SurfaceSize()); 2180 } 2181 output_surface_->SwapBuffers(&compositor_frame); 2182 2183 // Release previously used overlay resources and hold onto the pending ones 2184 // until the next swap buffers. 2185 in_use_overlay_resources_.clear(); 2186 in_use_overlay_resources_.swap(pending_overlay_resources_); 2187 2188 swap_buffer_rect_ = gfx::Rect(); 2189 2190 // We don't have real fences, so we mark read fences as passed 2191 // assuming a double-buffered GPU pipeline. A texture can be 2192 // written to after one full frame has past since it was last read. 2193 if (last_swap_fence_.get()) 2194 static_cast<SimpleSwapFence*>(last_swap_fence_.get())->SetHasPassed(); 2195 last_swap_fence_ = resource_provider_->GetReadLockFence(); 2196 resource_provider_->SetReadLockFence(new SimpleSwapFence()); 2197} 2198 2199void GLRenderer::EnforceMemoryPolicy() { 2200 if (!visible_) { 2201 TRACE_EVENT0("cc", "GLRenderer::EnforceMemoryPolicy dropping resources"); 2202 ReleaseRenderPassTextures(); 2203 DiscardBackbuffer(); 2204 resource_provider_->ReleaseCachedData(); 2205 GLC(gl_, gl_->Flush()); 2206 } 2207} 2208 2209void GLRenderer::DiscardBackbuffer() { 2210 if (is_backbuffer_discarded_) 2211 return; 2212 2213 output_surface_->DiscardBackbuffer(); 2214 2215 is_backbuffer_discarded_ = true; 2216 2217 // Damage tracker needs a full reset every time framebuffer is discarded. 2218 client_->SetFullRootLayerDamage(); 2219} 2220 2221void GLRenderer::EnsureBackbuffer() { 2222 if (!is_backbuffer_discarded_) 2223 return; 2224 2225 output_surface_->EnsureBackbuffer(); 2226 is_backbuffer_discarded_ = false; 2227} 2228 2229void GLRenderer::GetFramebufferPixels(void* pixels, const gfx::Rect& rect) { 2230 if (!pixels || rect.IsEmpty()) 2231 return; 2232 2233 // This function assumes that it is reading the root frame buffer. 2234 DCHECK(!current_framebuffer_lock_); 2235 2236 scoped_ptr<PendingAsyncReadPixels> pending_read(new PendingAsyncReadPixels); 2237 pending_async_read_pixels_.insert(pending_async_read_pixels_.begin(), 2238 pending_read.Pass()); 2239 2240 // This is a syncronous call since the callback is null. 2241 gfx::Rect window_rect = MoveFromDrawToWindowSpace(rect); 2242 DoGetFramebufferPixels(static_cast<uint8*>(pixels), 2243 window_rect, 2244 AsyncGetFramebufferPixelsCleanupCallback()); 2245} 2246 2247void GLRenderer::GetFramebufferPixelsAsync( 2248 const gfx::Rect& rect, 2249 scoped_ptr<CopyOutputRequest> request) { 2250 DCHECK(!request->IsEmpty()); 2251 if (request->IsEmpty()) 2252 return; 2253 if (rect.IsEmpty()) 2254 return; 2255 2256 gfx::Rect window_rect = MoveFromDrawToWindowSpace(rect); 2257 2258 if (!request->force_bitmap_result()) { 2259 bool own_mailbox = !request->has_texture_mailbox(); 2260 2261 GLuint texture_id = 0; 2262 gl_->GenTextures(1, &texture_id); 2263 2264 gpu::Mailbox mailbox; 2265 if (own_mailbox) { 2266 GLC(gl_, gl_->GenMailboxCHROMIUM(mailbox.name)); 2267 } else { 2268 mailbox = request->texture_mailbox().mailbox(); 2269 DCHECK_EQ(static_cast<unsigned>(GL_TEXTURE_2D), 2270 request->texture_mailbox().target()); 2271 DCHECK(!mailbox.IsZero()); 2272 unsigned incoming_sync_point = request->texture_mailbox().sync_point(); 2273 if (incoming_sync_point) 2274 GLC(gl_, gl_->WaitSyncPointCHROMIUM(incoming_sync_point)); 2275 } 2276 2277 GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, texture_id)); 2278 if (own_mailbox) { 2279 GLC(gl_, 2280 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)); 2281 GLC(gl_, 2282 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)); 2283 GLC(gl_, 2284 gl_->TexParameteri( 2285 GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)); 2286 GLC(gl_, 2287 gl_->TexParameteri( 2288 GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)); 2289 GLC(gl_, gl_->ProduceTextureCHROMIUM(GL_TEXTURE_2D, mailbox.name)); 2290 } else { 2291 GLC(gl_, gl_->ConsumeTextureCHROMIUM(GL_TEXTURE_2D, mailbox.name)); 2292 } 2293 GetFramebufferTexture(texture_id, RGBA_8888, window_rect); 2294 GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, 0)); 2295 2296 unsigned sync_point = gl_->InsertSyncPointCHROMIUM(); 2297 TextureMailbox texture_mailbox(mailbox, GL_TEXTURE_2D, sync_point); 2298 2299 scoped_ptr<SingleReleaseCallback> release_callback; 2300 if (own_mailbox) { 2301 release_callback = texture_mailbox_deleter_->GetReleaseCallback( 2302 output_surface_->context_provider(), texture_id); 2303 } else { 2304 gl_->DeleteTextures(1, &texture_id); 2305 } 2306 2307 request->SendTextureResult( 2308 window_rect.size(), texture_mailbox, release_callback.Pass()); 2309 return; 2310 } 2311 2312 DCHECK(request->force_bitmap_result()); 2313 2314 scoped_ptr<SkBitmap> bitmap(new SkBitmap); 2315 bitmap->allocN32Pixels(window_rect.width(), window_rect.height()); 2316 2317 scoped_ptr<SkAutoLockPixels> lock(new SkAutoLockPixels(*bitmap)); 2318 2319 // Save a pointer to the pixels, the bitmap is owned by the cleanup_callback. 2320 uint8* pixels = static_cast<uint8*>(bitmap->getPixels()); 2321 2322 AsyncGetFramebufferPixelsCleanupCallback cleanup_callback = 2323 base::Bind(&GLRenderer::PassOnSkBitmap, 2324 base::Unretained(this), 2325 base::Passed(&bitmap), 2326 base::Passed(&lock)); 2327 2328 scoped_ptr<PendingAsyncReadPixels> pending_read(new PendingAsyncReadPixels); 2329 pending_read->copy_request = request.Pass(); 2330 pending_async_read_pixels_.insert(pending_async_read_pixels_.begin(), 2331 pending_read.Pass()); 2332 2333 // This is an asyncronous call since the callback is not null. 2334 DoGetFramebufferPixels(pixels, window_rect, cleanup_callback); 2335} 2336 2337void GLRenderer::DoGetFramebufferPixels( 2338 uint8* dest_pixels, 2339 const gfx::Rect& window_rect, 2340 const AsyncGetFramebufferPixelsCleanupCallback& cleanup_callback) { 2341 DCHECK_GE(window_rect.x(), 0); 2342 DCHECK_GE(window_rect.y(), 0); 2343 DCHECK_LE(window_rect.right(), current_surface_size_.width()); 2344 DCHECK_LE(window_rect.bottom(), current_surface_size_.height()); 2345 2346 bool is_async = !cleanup_callback.is_null(); 2347 2348 bool do_workaround = NeedsIOSurfaceReadbackWorkaround(); 2349 2350 unsigned temporary_texture = 0; 2351 unsigned temporary_fbo = 0; 2352 2353 if (do_workaround) { 2354 // On Mac OS X, calling glReadPixels() against an FBO whose color attachment 2355 // is an IOSurface-backed texture causes corruption of future glReadPixels() 2356 // calls, even those on different OpenGL contexts. It is believed that this 2357 // is the root cause of top crasher 2358 // http://crbug.com/99393. <rdar://problem/10949687> 2359 2360 gl_->GenTextures(1, &temporary_texture); 2361 GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, temporary_texture)); 2362 GLC(gl_, 2363 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)); 2364 GLC(gl_, 2365 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)); 2366 GLC(gl_, 2367 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)); 2368 GLC(gl_, 2369 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)); 2370 // Copy the contents of the current (IOSurface-backed) framebuffer into a 2371 // temporary texture. 2372 GetFramebufferTexture( 2373 temporary_texture, RGBA_8888, gfx::Rect(current_surface_size_)); 2374 gl_->GenFramebuffers(1, &temporary_fbo); 2375 // Attach this texture to an FBO, and perform the readback from that FBO. 2376 GLC(gl_, gl_->BindFramebuffer(GL_FRAMEBUFFER, temporary_fbo)); 2377 GLC(gl_, 2378 gl_->FramebufferTexture2D(GL_FRAMEBUFFER, 2379 GL_COLOR_ATTACHMENT0, 2380 GL_TEXTURE_2D, 2381 temporary_texture, 2382 0)); 2383 2384 DCHECK_EQ(static_cast<unsigned>(GL_FRAMEBUFFER_COMPLETE), 2385 gl_->CheckFramebufferStatus(GL_FRAMEBUFFER)); 2386 } 2387 2388 GLuint buffer = 0; 2389 gl_->GenBuffers(1, &buffer); 2390 GLC(gl_, gl_->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, buffer)); 2391 GLC(gl_, 2392 gl_->BufferData(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, 2393 4 * window_rect.size().GetArea(), 2394 NULL, 2395 GL_STREAM_READ)); 2396 2397 GLuint query = 0; 2398 if (is_async) { 2399 gl_->GenQueriesEXT(1, &query); 2400 GLC(gl_, gl_->BeginQueryEXT(GL_ASYNC_PIXEL_PACK_COMPLETED_CHROMIUM, query)); 2401 } 2402 2403 GLC(gl_, 2404 gl_->ReadPixels(window_rect.x(), 2405 window_rect.y(), 2406 window_rect.width(), 2407 window_rect.height(), 2408 GL_RGBA, 2409 GL_UNSIGNED_BYTE, 2410 NULL)); 2411 2412 GLC(gl_, gl_->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, 0)); 2413 2414 if (do_workaround) { 2415 // Clean up. 2416 GLC(gl_, gl_->BindFramebuffer(GL_FRAMEBUFFER, 0)); 2417 GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, 0)); 2418 GLC(gl_, gl_->DeleteFramebuffers(1, &temporary_fbo)); 2419 GLC(gl_, gl_->DeleteTextures(1, &temporary_texture)); 2420 } 2421 2422 base::Closure finished_callback = base::Bind(&GLRenderer::FinishedReadback, 2423 base::Unretained(this), 2424 cleanup_callback, 2425 buffer, 2426 query, 2427 dest_pixels, 2428 window_rect.size()); 2429 // Save the finished_callback so it can be cancelled. 2430 pending_async_read_pixels_.front()->finished_read_pixels_callback.Reset( 2431 finished_callback); 2432 base::Closure cancelable_callback = 2433 pending_async_read_pixels_.front()-> 2434 finished_read_pixels_callback.callback(); 2435 2436 // Save the buffer to verify the callbacks happen in the expected order. 2437 pending_async_read_pixels_.front()->buffer = buffer; 2438 2439 if (is_async) { 2440 GLC(gl_, gl_->EndQueryEXT(GL_ASYNC_PIXEL_PACK_COMPLETED_CHROMIUM)); 2441 context_support_->SignalQuery(query, cancelable_callback); 2442 } else { 2443 resource_provider_->Finish(); 2444 finished_callback.Run(); 2445 } 2446 2447 EnforceMemoryPolicy(); 2448} 2449 2450void GLRenderer::FinishedReadback( 2451 const AsyncGetFramebufferPixelsCleanupCallback& cleanup_callback, 2452 unsigned source_buffer, 2453 unsigned query, 2454 uint8* dest_pixels, 2455 const gfx::Size& size) { 2456 DCHECK(!pending_async_read_pixels_.empty()); 2457 2458 if (query != 0) { 2459 GLC(gl_, gl_->DeleteQueriesEXT(1, &query)); 2460 } 2461 2462 PendingAsyncReadPixels* current_read = pending_async_read_pixels_.back(); 2463 // Make sure we service the readbacks in order. 2464 DCHECK_EQ(source_buffer, current_read->buffer); 2465 2466 uint8* src_pixels = NULL; 2467 2468 if (source_buffer != 0) { 2469 GLC(gl_, 2470 gl_->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, source_buffer)); 2471 src_pixels = static_cast<uint8*>(gl_->MapBufferCHROMIUM( 2472 GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, GL_READ_ONLY)); 2473 2474 if (src_pixels) { 2475 size_t row_bytes = size.width() * 4; 2476 int num_rows = size.height(); 2477 size_t total_bytes = num_rows * row_bytes; 2478 for (size_t dest_y = 0; dest_y < total_bytes; dest_y += row_bytes) { 2479 // Flip Y axis. 2480 size_t src_y = total_bytes - dest_y - row_bytes; 2481 // Swizzle OpenGL -> Skia byte order. 2482 for (size_t x = 0; x < row_bytes; x += 4) { 2483 dest_pixels[dest_y + x + SK_R32_SHIFT / 8] = 2484 src_pixels[src_y + x + 0]; 2485 dest_pixels[dest_y + x + SK_G32_SHIFT / 8] = 2486 src_pixels[src_y + x + 1]; 2487 dest_pixels[dest_y + x + SK_B32_SHIFT / 8] = 2488 src_pixels[src_y + x + 2]; 2489 dest_pixels[dest_y + x + SK_A32_SHIFT / 8] = 2490 src_pixels[src_y + x + 3]; 2491 } 2492 } 2493 2494 GLC(gl_, 2495 gl_->UnmapBufferCHROMIUM(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM)); 2496 } 2497 GLC(gl_, gl_->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, 0)); 2498 GLC(gl_, gl_->DeleteBuffers(1, &source_buffer)); 2499 } 2500 2501 // TODO(danakj): This can go away when synchronous readback is no more and its 2502 // contents can just move here. 2503 if (!cleanup_callback.is_null()) 2504 cleanup_callback.Run(current_read->copy_request.Pass(), src_pixels != NULL); 2505 2506 pending_async_read_pixels_.pop_back(); 2507} 2508 2509void GLRenderer::PassOnSkBitmap(scoped_ptr<SkBitmap> bitmap, 2510 scoped_ptr<SkAutoLockPixels> lock, 2511 scoped_ptr<CopyOutputRequest> request, 2512 bool success) { 2513 DCHECK(request->force_bitmap_result()); 2514 2515 lock.reset(); 2516 if (success) 2517 request->SendBitmapResult(bitmap.Pass()); 2518} 2519 2520void GLRenderer::GetFramebufferTexture(unsigned texture_id, 2521 ResourceFormat texture_format, 2522 const gfx::Rect& window_rect) { 2523 DCHECK(texture_id); 2524 DCHECK_GE(window_rect.x(), 0); 2525 DCHECK_GE(window_rect.y(), 0); 2526 DCHECK_LE(window_rect.right(), current_surface_size_.width()); 2527 DCHECK_LE(window_rect.bottom(), current_surface_size_.height()); 2528 2529 GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, texture_id)); 2530 GLC(gl_, 2531 gl_->CopyTexImage2D(GL_TEXTURE_2D, 2532 0, 2533 GLDataFormat(texture_format), 2534 window_rect.x(), 2535 window_rect.y(), 2536 window_rect.width(), 2537 window_rect.height(), 2538 0)); 2539 GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, 0)); 2540} 2541 2542bool GLRenderer::UseScopedTexture(DrawingFrame* frame, 2543 const ScopedResource* texture, 2544 const gfx::Rect& viewport_rect) { 2545 DCHECK(texture->id()); 2546 frame->current_render_pass = NULL; 2547 frame->current_texture = texture; 2548 2549 return BindFramebufferToTexture(frame, texture, viewport_rect); 2550} 2551 2552void GLRenderer::BindFramebufferToOutputSurface(DrawingFrame* frame) { 2553 current_framebuffer_lock_.reset(); 2554 output_surface_->BindFramebuffer(); 2555 2556 if (output_surface_->HasExternalStencilTest()) { 2557 SetStencilEnabled(true); 2558 GLC(gl_, gl_->StencilFunc(GL_EQUAL, 1, 1)); 2559 } else { 2560 SetStencilEnabled(false); 2561 } 2562} 2563 2564bool GLRenderer::BindFramebufferToTexture(DrawingFrame* frame, 2565 const ScopedResource* texture, 2566 const gfx::Rect& target_rect) { 2567 DCHECK(texture->id()); 2568 2569 current_framebuffer_lock_.reset(); 2570 2571 SetStencilEnabled(false); 2572 GLC(gl_, gl_->BindFramebuffer(GL_FRAMEBUFFER, offscreen_framebuffer_id_)); 2573 current_framebuffer_lock_ = 2574 make_scoped_ptr(new ResourceProvider::ScopedWriteLockGL( 2575 resource_provider_, texture->id())); 2576 unsigned texture_id = current_framebuffer_lock_->texture_id(); 2577 GLC(gl_, 2578 gl_->FramebufferTexture2D( 2579 GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_id, 0)); 2580 2581 DCHECK(gl_->CheckFramebufferStatus(GL_FRAMEBUFFER) == 2582 GL_FRAMEBUFFER_COMPLETE || 2583 IsContextLost()); 2584 2585 InitializeViewport( 2586 frame, target_rect, gfx::Rect(target_rect.size()), target_rect.size()); 2587 return true; 2588} 2589 2590void GLRenderer::SetScissorTestRect(const gfx::Rect& scissor_rect) { 2591 EnsureScissorTestEnabled(); 2592 2593 // Don't unnecessarily ask the context to change the scissor, because it 2594 // may cause undesired GPU pipeline flushes. 2595 if (scissor_rect == scissor_rect_ && !scissor_rect_needs_reset_) 2596 return; 2597 2598 scissor_rect_ = scissor_rect; 2599 FlushTextureQuadCache(); 2600 GLC(gl_, 2601 gl_->Scissor(scissor_rect.x(), 2602 scissor_rect.y(), 2603 scissor_rect.width(), 2604 scissor_rect.height())); 2605 2606 scissor_rect_needs_reset_ = false; 2607} 2608 2609void GLRenderer::SetDrawViewport(const gfx::Rect& window_space_viewport) { 2610 viewport_ = window_space_viewport; 2611 GLC(gl_, 2612 gl_->Viewport(window_space_viewport.x(), 2613 window_space_viewport.y(), 2614 window_space_viewport.width(), 2615 window_space_viewport.height())); 2616} 2617 2618void GLRenderer::InitializeSharedObjects() { 2619 TRACE_EVENT0("cc", "GLRenderer::InitializeSharedObjects"); 2620 2621 // Create an FBO for doing offscreen rendering. 2622 GLC(gl_, gl_->GenFramebuffers(1, &offscreen_framebuffer_id_)); 2623 2624 shared_geometry_ = make_scoped_ptr( 2625 new GeometryBinding(gl_, QuadVertexRect())); 2626} 2627 2628const GLRenderer::TileCheckerboardProgram* 2629GLRenderer::GetTileCheckerboardProgram() { 2630 if (!tile_checkerboard_program_.initialized()) { 2631 TRACE_EVENT0("cc", "GLRenderer::checkerboardProgram::initalize"); 2632 tile_checkerboard_program_.Initialize(output_surface_->context_provider(), 2633 TexCoordPrecisionNA, 2634 SamplerTypeNA); 2635 } 2636 return &tile_checkerboard_program_; 2637} 2638 2639const GLRenderer::DebugBorderProgram* GLRenderer::GetDebugBorderProgram() { 2640 if (!debug_border_program_.initialized()) { 2641 TRACE_EVENT0("cc", "GLRenderer::debugBorderProgram::initialize"); 2642 debug_border_program_.Initialize(output_surface_->context_provider(), 2643 TexCoordPrecisionNA, 2644 SamplerTypeNA); 2645 } 2646 return &debug_border_program_; 2647} 2648 2649const GLRenderer::SolidColorProgram* GLRenderer::GetSolidColorProgram() { 2650 if (!solid_color_program_.initialized()) { 2651 TRACE_EVENT0("cc", "GLRenderer::solidColorProgram::initialize"); 2652 solid_color_program_.Initialize(output_surface_->context_provider(), 2653 TexCoordPrecisionNA, 2654 SamplerTypeNA); 2655 } 2656 return &solid_color_program_; 2657} 2658 2659const GLRenderer::SolidColorProgramAA* GLRenderer::GetSolidColorProgramAA() { 2660 if (!solid_color_program_aa_.initialized()) { 2661 TRACE_EVENT0("cc", "GLRenderer::solidColorProgramAA::initialize"); 2662 solid_color_program_aa_.Initialize(output_surface_->context_provider(), 2663 TexCoordPrecisionNA, 2664 SamplerTypeNA); 2665 } 2666 return &solid_color_program_aa_; 2667} 2668 2669const GLRenderer::RenderPassProgram* GLRenderer::GetRenderPassProgram( 2670 TexCoordPrecision precision) { 2671 DCHECK_GE(precision, 0); 2672 DCHECK_LT(precision, NumTexCoordPrecisions); 2673 RenderPassProgram* program = &render_pass_program_[precision]; 2674 if (!program->initialized()) { 2675 TRACE_EVENT0("cc", "GLRenderer::renderPassProgram::initialize"); 2676 program->Initialize( 2677 output_surface_->context_provider(), precision, SamplerType2D); 2678 } 2679 return program; 2680} 2681 2682const GLRenderer::RenderPassProgramAA* GLRenderer::GetRenderPassProgramAA( 2683 TexCoordPrecision precision) { 2684 DCHECK_GE(precision, 0); 2685 DCHECK_LT(precision, NumTexCoordPrecisions); 2686 RenderPassProgramAA* program = &render_pass_program_aa_[precision]; 2687 if (!program->initialized()) { 2688 TRACE_EVENT0("cc", "GLRenderer::renderPassProgramAA::initialize"); 2689 program->Initialize( 2690 output_surface_->context_provider(), precision, SamplerType2D); 2691 } 2692 return program; 2693} 2694 2695const GLRenderer::RenderPassMaskProgram* GLRenderer::GetRenderPassMaskProgram( 2696 TexCoordPrecision precision) { 2697 DCHECK_GE(precision, 0); 2698 DCHECK_LT(precision, NumTexCoordPrecisions); 2699 RenderPassMaskProgram* program = &render_pass_mask_program_[precision]; 2700 if (!program->initialized()) { 2701 TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgram::initialize"); 2702 program->Initialize( 2703 output_surface_->context_provider(), precision, SamplerType2D); 2704 } 2705 return program; 2706} 2707 2708const GLRenderer::RenderPassMaskProgramAA* 2709GLRenderer::GetRenderPassMaskProgramAA(TexCoordPrecision precision) { 2710 DCHECK_GE(precision, 0); 2711 DCHECK_LT(precision, NumTexCoordPrecisions); 2712 RenderPassMaskProgramAA* program = &render_pass_mask_program_aa_[precision]; 2713 if (!program->initialized()) { 2714 TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgramAA::initialize"); 2715 program->Initialize( 2716 output_surface_->context_provider(), precision, SamplerType2D); 2717 } 2718 return program; 2719} 2720 2721const GLRenderer::RenderPassColorMatrixProgram* 2722GLRenderer::GetRenderPassColorMatrixProgram(TexCoordPrecision precision) { 2723 DCHECK_GE(precision, 0); 2724 DCHECK_LT(precision, NumTexCoordPrecisions); 2725 RenderPassColorMatrixProgram* program = 2726 &render_pass_color_matrix_program_[precision]; 2727 if (!program->initialized()) { 2728 TRACE_EVENT0("cc", "GLRenderer::renderPassColorMatrixProgram::initialize"); 2729 program->Initialize( 2730 output_surface_->context_provider(), precision, SamplerType2D); 2731 } 2732 return program; 2733} 2734 2735const GLRenderer::RenderPassColorMatrixProgramAA* 2736GLRenderer::GetRenderPassColorMatrixProgramAA(TexCoordPrecision precision) { 2737 DCHECK_GE(precision, 0); 2738 DCHECK_LT(precision, NumTexCoordPrecisions); 2739 RenderPassColorMatrixProgramAA* program = 2740 &render_pass_color_matrix_program_aa_[precision]; 2741 if (!program->initialized()) { 2742 TRACE_EVENT0("cc", 2743 "GLRenderer::renderPassColorMatrixProgramAA::initialize"); 2744 program->Initialize( 2745 output_surface_->context_provider(), precision, SamplerType2D); 2746 } 2747 return program; 2748} 2749 2750const GLRenderer::RenderPassMaskColorMatrixProgram* 2751GLRenderer::GetRenderPassMaskColorMatrixProgram(TexCoordPrecision precision) { 2752 DCHECK_GE(precision, 0); 2753 DCHECK_LT(precision, NumTexCoordPrecisions); 2754 RenderPassMaskColorMatrixProgram* program = 2755 &render_pass_mask_color_matrix_program_[precision]; 2756 if (!program->initialized()) { 2757 TRACE_EVENT0("cc", 2758 "GLRenderer::renderPassMaskColorMatrixProgram::initialize"); 2759 program->Initialize( 2760 output_surface_->context_provider(), precision, SamplerType2D); 2761 } 2762 return program; 2763} 2764 2765const GLRenderer::RenderPassMaskColorMatrixProgramAA* 2766GLRenderer::GetRenderPassMaskColorMatrixProgramAA(TexCoordPrecision precision) { 2767 DCHECK_GE(precision, 0); 2768 DCHECK_LT(precision, NumTexCoordPrecisions); 2769 RenderPassMaskColorMatrixProgramAA* program = 2770 &render_pass_mask_color_matrix_program_aa_[precision]; 2771 if (!program->initialized()) { 2772 TRACE_EVENT0("cc", 2773 "GLRenderer::renderPassMaskColorMatrixProgramAA::initialize"); 2774 program->Initialize( 2775 output_surface_->context_provider(), precision, SamplerType2D); 2776 } 2777 return program; 2778} 2779 2780const GLRenderer::TileProgram* GLRenderer::GetTileProgram( 2781 TexCoordPrecision precision, 2782 SamplerType sampler) { 2783 DCHECK_GE(precision, 0); 2784 DCHECK_LT(precision, NumTexCoordPrecisions); 2785 DCHECK_GE(sampler, 0); 2786 DCHECK_LT(sampler, NumSamplerTypes); 2787 TileProgram* program = &tile_program_[precision][sampler]; 2788 if (!program->initialized()) { 2789 TRACE_EVENT0("cc", "GLRenderer::tileProgram::initialize"); 2790 program->Initialize( 2791 output_surface_->context_provider(), precision, sampler); 2792 } 2793 return program; 2794} 2795 2796const GLRenderer::TileProgramOpaque* GLRenderer::GetTileProgramOpaque( 2797 TexCoordPrecision precision, 2798 SamplerType sampler) { 2799 DCHECK_GE(precision, 0); 2800 DCHECK_LT(precision, NumTexCoordPrecisions); 2801 DCHECK_GE(sampler, 0); 2802 DCHECK_LT(sampler, NumSamplerTypes); 2803 TileProgramOpaque* program = &tile_program_opaque_[precision][sampler]; 2804 if (!program->initialized()) { 2805 TRACE_EVENT0("cc", "GLRenderer::tileProgramOpaque::initialize"); 2806 program->Initialize( 2807 output_surface_->context_provider(), precision, sampler); 2808 } 2809 return program; 2810} 2811 2812const GLRenderer::TileProgramAA* GLRenderer::GetTileProgramAA( 2813 TexCoordPrecision precision, 2814 SamplerType sampler) { 2815 DCHECK_GE(precision, 0); 2816 DCHECK_LT(precision, NumTexCoordPrecisions); 2817 DCHECK_GE(sampler, 0); 2818 DCHECK_LT(sampler, NumSamplerTypes); 2819 TileProgramAA* program = &tile_program_aa_[precision][sampler]; 2820 if (!program->initialized()) { 2821 TRACE_EVENT0("cc", "GLRenderer::tileProgramAA::initialize"); 2822 program->Initialize( 2823 output_surface_->context_provider(), precision, sampler); 2824 } 2825 return program; 2826} 2827 2828const GLRenderer::TileProgramSwizzle* GLRenderer::GetTileProgramSwizzle( 2829 TexCoordPrecision precision, 2830 SamplerType sampler) { 2831 DCHECK_GE(precision, 0); 2832 DCHECK_LT(precision, NumTexCoordPrecisions); 2833 DCHECK_GE(sampler, 0); 2834 DCHECK_LT(sampler, NumSamplerTypes); 2835 TileProgramSwizzle* program = &tile_program_swizzle_[precision][sampler]; 2836 if (!program->initialized()) { 2837 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzle::initialize"); 2838 program->Initialize( 2839 output_surface_->context_provider(), precision, sampler); 2840 } 2841 return program; 2842} 2843 2844const GLRenderer::TileProgramSwizzleOpaque* 2845GLRenderer::GetTileProgramSwizzleOpaque(TexCoordPrecision precision, 2846 SamplerType sampler) { 2847 DCHECK_GE(precision, 0); 2848 DCHECK_LT(precision, NumTexCoordPrecisions); 2849 DCHECK_GE(sampler, 0); 2850 DCHECK_LT(sampler, NumSamplerTypes); 2851 TileProgramSwizzleOpaque* program = 2852 &tile_program_swizzle_opaque_[precision][sampler]; 2853 if (!program->initialized()) { 2854 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleOpaque::initialize"); 2855 program->Initialize( 2856 output_surface_->context_provider(), precision, sampler); 2857 } 2858 return program; 2859} 2860 2861const GLRenderer::TileProgramSwizzleAA* GLRenderer::GetTileProgramSwizzleAA( 2862 TexCoordPrecision precision, 2863 SamplerType sampler) { 2864 DCHECK_GE(precision, 0); 2865 DCHECK_LT(precision, NumTexCoordPrecisions); 2866 DCHECK_GE(sampler, 0); 2867 DCHECK_LT(sampler, NumSamplerTypes); 2868 TileProgramSwizzleAA* program = &tile_program_swizzle_aa_[precision][sampler]; 2869 if (!program->initialized()) { 2870 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleAA::initialize"); 2871 program->Initialize( 2872 output_surface_->context_provider(), precision, sampler); 2873 } 2874 return program; 2875} 2876 2877const GLRenderer::TextureProgram* GLRenderer::GetTextureProgram( 2878 TexCoordPrecision precision) { 2879 DCHECK_GE(precision, 0); 2880 DCHECK_LT(precision, NumTexCoordPrecisions); 2881 TextureProgram* program = &texture_program_[precision]; 2882 if (!program->initialized()) { 2883 TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize"); 2884 program->Initialize( 2885 output_surface_->context_provider(), precision, SamplerType2D); 2886 } 2887 return program; 2888} 2889 2890const GLRenderer::NonPremultipliedTextureProgram* 2891GLRenderer::GetNonPremultipliedTextureProgram(TexCoordPrecision precision) { 2892 DCHECK_GE(precision, 0); 2893 DCHECK_LT(precision, NumTexCoordPrecisions); 2894 NonPremultipliedTextureProgram* program = 2895 &nonpremultiplied_texture_program_[precision]; 2896 if (!program->initialized()) { 2897 TRACE_EVENT0("cc", 2898 "GLRenderer::NonPremultipliedTextureProgram::Initialize"); 2899 program->Initialize( 2900 output_surface_->context_provider(), precision, SamplerType2D); 2901 } 2902 return program; 2903} 2904 2905const GLRenderer::TextureBackgroundProgram* 2906GLRenderer::GetTextureBackgroundProgram(TexCoordPrecision precision) { 2907 DCHECK_GE(precision, 0); 2908 DCHECK_LT(precision, NumTexCoordPrecisions); 2909 TextureBackgroundProgram* program = &texture_background_program_[precision]; 2910 if (!program->initialized()) { 2911 TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize"); 2912 program->Initialize( 2913 output_surface_->context_provider(), precision, SamplerType2D); 2914 } 2915 return program; 2916} 2917 2918const GLRenderer::NonPremultipliedTextureBackgroundProgram* 2919GLRenderer::GetNonPremultipliedTextureBackgroundProgram( 2920 TexCoordPrecision precision) { 2921 DCHECK_GE(precision, 0); 2922 DCHECK_LT(precision, NumTexCoordPrecisions); 2923 NonPremultipliedTextureBackgroundProgram* program = 2924 &nonpremultiplied_texture_background_program_[precision]; 2925 if (!program->initialized()) { 2926 TRACE_EVENT0("cc", 2927 "GLRenderer::NonPremultipliedTextureProgram::Initialize"); 2928 program->Initialize( 2929 output_surface_->context_provider(), precision, SamplerType2D); 2930 } 2931 return program; 2932} 2933 2934const GLRenderer::TextureProgram* GLRenderer::GetTextureIOSurfaceProgram( 2935 TexCoordPrecision precision) { 2936 DCHECK_GE(precision, 0); 2937 DCHECK_LT(precision, NumTexCoordPrecisions); 2938 TextureProgram* program = &texture_io_surface_program_[precision]; 2939 if (!program->initialized()) { 2940 TRACE_EVENT0("cc", "GLRenderer::textureIOSurfaceProgram::initialize"); 2941 program->Initialize( 2942 output_surface_->context_provider(), precision, SamplerType2DRect); 2943 } 2944 return program; 2945} 2946 2947const GLRenderer::VideoYUVProgram* GLRenderer::GetVideoYUVProgram( 2948 TexCoordPrecision precision) { 2949 DCHECK_GE(precision, 0); 2950 DCHECK_LT(precision, NumTexCoordPrecisions); 2951 VideoYUVProgram* program = &video_yuv_program_[precision]; 2952 if (!program->initialized()) { 2953 TRACE_EVENT0("cc", "GLRenderer::videoYUVProgram::initialize"); 2954 program->Initialize( 2955 output_surface_->context_provider(), precision, SamplerType2D); 2956 } 2957 return program; 2958} 2959 2960const GLRenderer::VideoYUVAProgram* GLRenderer::GetVideoYUVAProgram( 2961 TexCoordPrecision precision) { 2962 DCHECK_GE(precision, 0); 2963 DCHECK_LT(precision, NumTexCoordPrecisions); 2964 VideoYUVAProgram* program = &video_yuva_program_[precision]; 2965 if (!program->initialized()) { 2966 TRACE_EVENT0("cc", "GLRenderer::videoYUVAProgram::initialize"); 2967 program->Initialize( 2968 output_surface_->context_provider(), precision, SamplerType2D); 2969 } 2970 return program; 2971} 2972 2973const GLRenderer::VideoStreamTextureProgram* 2974GLRenderer::GetVideoStreamTextureProgram(TexCoordPrecision precision) { 2975 if (!Capabilities().using_egl_image) 2976 return NULL; 2977 DCHECK_GE(precision, 0); 2978 DCHECK_LT(precision, NumTexCoordPrecisions); 2979 VideoStreamTextureProgram* program = 2980 &video_stream_texture_program_[precision]; 2981 if (!program->initialized()) { 2982 TRACE_EVENT0("cc", "GLRenderer::streamTextureProgram::initialize"); 2983 program->Initialize( 2984 output_surface_->context_provider(), precision, SamplerTypeExternalOES); 2985 } 2986 return program; 2987} 2988 2989void GLRenderer::CleanupSharedObjects() { 2990 shared_geometry_.reset(); 2991 2992 for (int i = 0; i < NumTexCoordPrecisions; ++i) { 2993 for (int j = 0; j < NumSamplerTypes; ++j) { 2994 tile_program_[i][j].Cleanup(gl_); 2995 tile_program_opaque_[i][j].Cleanup(gl_); 2996 tile_program_swizzle_[i][j].Cleanup(gl_); 2997 tile_program_swizzle_opaque_[i][j].Cleanup(gl_); 2998 tile_program_aa_[i][j].Cleanup(gl_); 2999 tile_program_swizzle_aa_[i][j].Cleanup(gl_); 3000 } 3001 3002 render_pass_mask_program_[i].Cleanup(gl_); 3003 render_pass_program_[i].Cleanup(gl_); 3004 render_pass_mask_program_aa_[i].Cleanup(gl_); 3005 render_pass_program_aa_[i].Cleanup(gl_); 3006 render_pass_color_matrix_program_[i].Cleanup(gl_); 3007 render_pass_mask_color_matrix_program_aa_[i].Cleanup(gl_); 3008 render_pass_color_matrix_program_aa_[i].Cleanup(gl_); 3009 render_pass_mask_color_matrix_program_[i].Cleanup(gl_); 3010 3011 texture_program_[i].Cleanup(gl_); 3012 nonpremultiplied_texture_program_[i].Cleanup(gl_); 3013 texture_background_program_[i].Cleanup(gl_); 3014 nonpremultiplied_texture_background_program_[i].Cleanup(gl_); 3015 texture_io_surface_program_[i].Cleanup(gl_); 3016 3017 video_yuv_program_[i].Cleanup(gl_); 3018 video_yuva_program_[i].Cleanup(gl_); 3019 video_stream_texture_program_[i].Cleanup(gl_); 3020 } 3021 3022 tile_checkerboard_program_.Cleanup(gl_); 3023 3024 debug_border_program_.Cleanup(gl_); 3025 solid_color_program_.Cleanup(gl_); 3026 solid_color_program_aa_.Cleanup(gl_); 3027 3028 if (offscreen_framebuffer_id_) 3029 GLC(gl_, gl_->DeleteFramebuffers(1, &offscreen_framebuffer_id_)); 3030 3031 if (on_demand_tile_raster_resource_id_) 3032 resource_provider_->DeleteResource(on_demand_tile_raster_resource_id_); 3033 3034 ReleaseRenderPassTextures(); 3035} 3036 3037void GLRenderer::ReinitializeGLState() { 3038 // Bind the common vertex attributes used for drawing all the layers. 3039 shared_geometry_->PrepareForDraw(); 3040 3041 GLC(gl_, gl_->Disable(GL_DEPTH_TEST)); 3042 GLC(gl_, gl_->Disable(GL_CULL_FACE)); 3043 GLC(gl_, gl_->ColorMask(true, true, true, true)); 3044 GLC(gl_, gl_->Disable(GL_STENCIL_TEST)); 3045 stencil_shadow_ = false; 3046 GLC(gl_, gl_->Enable(GL_BLEND)); 3047 blend_shadow_ = true; 3048 GLC(gl_, gl_->BlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)); 3049 GLC(gl_, gl_->ActiveTexture(GL_TEXTURE0)); 3050 program_shadow_ = 0; 3051 3052 // Make sure scissoring starts as disabled. 3053 is_scissor_enabled_ = false; 3054 GLC(gl_, gl_->Disable(GL_SCISSOR_TEST)); 3055 scissor_rect_needs_reset_ = true; 3056} 3057 3058bool GLRenderer::IsContextLost() { 3059 return output_surface_->context_provider()->IsContextLost(); 3060} 3061 3062void GLRenderer::ScheduleOverlays(DrawingFrame* frame) { 3063 if (!frame->overlay_list.size()) 3064 return; 3065 3066 ResourceProvider::ResourceIdArray resources; 3067 OverlayCandidateList& overlays = frame->overlay_list; 3068 OverlayCandidateList::iterator it; 3069 for (it = overlays.begin(); it != overlays.end(); ++it) { 3070 const OverlayCandidate& overlay = *it; 3071 // Skip primary plane. 3072 if (overlay.plane_z_order == 0) 3073 continue; 3074 3075 pending_overlay_resources_.push_back( 3076 make_scoped_ptr(new ResourceProvider::ScopedReadLockGL( 3077 resource_provider(), overlay.resource_id))); 3078 3079 context_support_->ScheduleOverlayPlane( 3080 overlay.plane_z_order, 3081 overlay.transform, 3082 pending_overlay_resources_.back()->texture_id(), 3083 overlay.display_rect, 3084 overlay.uv_rect); 3085 } 3086} 3087 3088} // namespace cc 3089