cc: Remove DrawQuad::IterateResoruces
[chromium-blink-merge.git] / cc / output / gl_renderer.cc
blob50dac6cb71ef56ae78bcd2000ba310296ffb5b68
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.
5 #include "cc/output/gl_renderer.h"
7 #include <algorithm>
8 #include <limits>
9 #include <set>
10 #include <string>
11 #include <vector>
13 #include "base/logging.h"
14 #include "base/memory/scoped_ptr.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 "base/trace_event/trace_event.h"
20 #include "cc/base/math_util.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/dynamic_geometry_binding.h"
26 #include "cc/output/gl_frame_data.h"
27 #include "cc/output/layer_quad.h"
28 #include "cc/output/output_surface.h"
29 #include "cc/output/render_surface_filters.h"
30 #include "cc/output/static_geometry_binding.h"
31 #include "cc/output/texture_mailbox_deleter.h"
32 #include "cc/quads/draw_polygon.h"
33 #include "cc/quads/picture_draw_quad.h"
34 #include "cc/quads/render_pass.h"
35 #include "cc/quads/stream_video_draw_quad.h"
36 #include "cc/quads/texture_draw_quad.h"
37 #include "cc/raster/scoped_gpu_raster.h"
38 #include "cc/resources/scoped_resource.h"
39 #include "gpu/GLES2/gl2extchromium.h"
40 #include "gpu/command_buffer/client/context_support.h"
41 #include "gpu/command_buffer/client/gles2_interface.h"
42 #include "gpu/command_buffer/common/gpu_memory_allocation.h"
43 #include "third_party/skia/include/core/SkBitmap.h"
44 #include "third_party/skia/include/core/SkColor.h"
45 #include "third_party/skia/include/core/SkColorFilter.h"
46 #include "third_party/skia/include/core/SkImage.h"
47 #include "third_party/skia/include/core/SkSurface.h"
48 #include "third_party/skia/include/gpu/GrContext.h"
49 #include "third_party/skia/include/gpu/GrTexture.h"
50 #include "third_party/skia/include/gpu/GrTextureProvider.h"
51 #include "third_party/skia/include/gpu/SkGrTexturePixelRef.h"
52 #include "third_party/skia/include/gpu/gl/GrGLInterface.h"
53 #include "ui/gfx/geometry/quad_f.h"
54 #include "ui/gfx/geometry/rect_conversions.h"
56 using gpu::gles2::GLES2Interface;
58 namespace cc {
59 namespace {
61 bool NeedsIOSurfaceReadbackWorkaround() {
62 #if defined(OS_MACOSX)
63 // This isn't strictly required in DumpRenderTree-mode when Mesa is used,
64 // but it doesn't seem to hurt.
65 return true;
66 #else
67 return false;
68 #endif
71 Float4 UVTransform(const TextureDrawQuad* quad) {
72 gfx::PointF uv0 = quad->uv_top_left;
73 gfx::PointF uv1 = quad->uv_bottom_right;
74 Float4 xform = {{uv0.x(), uv0.y(), uv1.x() - uv0.x(), uv1.y() - uv0.y()}};
75 if (quad->y_flipped) {
76 xform.data[1] = 1.0f - xform.data[1];
77 xform.data[3] = -xform.data[3];
79 return xform;
82 Float4 PremultipliedColor(SkColor color) {
83 const float factor = 1.0f / 255.0f;
84 const float alpha = SkColorGetA(color) * factor;
86 Float4 result = {
87 {SkColorGetR(color) * factor * alpha, SkColorGetG(color) * factor * alpha,
88 SkColorGetB(color) * factor * alpha, alpha}};
89 return result;
92 SamplerType SamplerTypeFromTextureTarget(GLenum target) {
93 switch (target) {
94 case GL_TEXTURE_2D:
95 return SAMPLER_TYPE_2D;
96 case GL_TEXTURE_RECTANGLE_ARB:
97 return SAMPLER_TYPE_2D_RECT;
98 case GL_TEXTURE_EXTERNAL_OES:
99 return SAMPLER_TYPE_EXTERNAL_OES;
100 default:
101 NOTREACHED();
102 return SAMPLER_TYPE_2D;
106 BlendMode BlendModeFromSkXfermode(SkXfermode::Mode mode) {
107 switch (mode) {
108 case SkXfermode::kSrcOver_Mode:
109 return BLEND_MODE_NORMAL;
110 case SkXfermode::kScreen_Mode:
111 return BLEND_MODE_SCREEN;
112 case SkXfermode::kOverlay_Mode:
113 return BLEND_MODE_OVERLAY;
114 case SkXfermode::kDarken_Mode:
115 return BLEND_MODE_DARKEN;
116 case SkXfermode::kLighten_Mode:
117 return BLEND_MODE_LIGHTEN;
118 case SkXfermode::kColorDodge_Mode:
119 return BLEND_MODE_COLOR_DODGE;
120 case SkXfermode::kColorBurn_Mode:
121 return BLEND_MODE_COLOR_BURN;
122 case SkXfermode::kHardLight_Mode:
123 return BLEND_MODE_HARD_LIGHT;
124 case SkXfermode::kSoftLight_Mode:
125 return BLEND_MODE_SOFT_LIGHT;
126 case SkXfermode::kDifference_Mode:
127 return BLEND_MODE_DIFFERENCE;
128 case SkXfermode::kExclusion_Mode:
129 return BLEND_MODE_EXCLUSION;
130 case SkXfermode::kMultiply_Mode:
131 return BLEND_MODE_MULTIPLY;
132 case SkXfermode::kHue_Mode:
133 return BLEND_MODE_HUE;
134 case SkXfermode::kSaturation_Mode:
135 return BLEND_MODE_SATURATION;
136 case SkXfermode::kColor_Mode:
137 return BLEND_MODE_COLOR;
138 case SkXfermode::kLuminosity_Mode:
139 return BLEND_MODE_LUMINOSITY;
140 default:
141 NOTREACHED();
142 return BLEND_MODE_NONE;
146 // Smallest unit that impact anti-aliasing output. We use this to
147 // determine when anti-aliasing is unnecessary.
148 const float kAntiAliasingEpsilon = 1.0f / 1024.0f;
150 // Block or crash if the number of pending sync queries reach this high as
151 // something is seriously wrong on the service side if this happens.
152 const size_t kMaxPendingSyncQueries = 16;
154 } // anonymous namespace
156 static GLint GetActiveTextureUnit(GLES2Interface* gl) {
157 GLint active_unit = 0;
158 gl->GetIntegerv(GL_ACTIVE_TEXTURE, &active_unit);
159 return active_unit;
162 class GLRenderer::ScopedUseGrContext {
163 public:
164 static scoped_ptr<ScopedUseGrContext> Create(GLRenderer* renderer,
165 DrawingFrame* frame) {
166 // GrContext for filters is created lazily, and may fail if the context
167 // is lost.
168 // TODO(vmiura,bsalomon): crbug.com/487850 Ensure that
169 // ContextProvider::GrContext() does not return NULL.
170 if (renderer->output_surface_->context_provider()->GrContext())
171 return make_scoped_ptr(new ScopedUseGrContext(renderer, frame));
172 return nullptr;
175 ~ScopedUseGrContext() {
176 // Pass context control back to GLrenderer.
177 scoped_gpu_raster_ = nullptr;
178 renderer_->RestoreGLState();
179 renderer_->RestoreFramebuffer(frame_);
182 GrContext* context() const {
183 return renderer_->output_surface_->context_provider()->GrContext();
186 private:
187 ScopedUseGrContext(GLRenderer* renderer, DrawingFrame* frame)
188 : scoped_gpu_raster_(
189 new ScopedGpuRaster(renderer->output_surface_->context_provider())),
190 renderer_(renderer),
191 frame_(frame) {
192 // scoped_gpu_raster_ passes context control to Skia.
195 scoped_ptr<ScopedGpuRaster> scoped_gpu_raster_;
196 GLRenderer* renderer_;
197 DrawingFrame* frame_;
199 DISALLOW_COPY_AND_ASSIGN(ScopedUseGrContext);
202 struct GLRenderer::PendingAsyncReadPixels {
203 PendingAsyncReadPixels() : buffer(0) {}
205 scoped_ptr<CopyOutputRequest> copy_request;
206 base::CancelableClosure finished_read_pixels_callback;
207 unsigned buffer;
209 private:
210 DISALLOW_COPY_AND_ASSIGN(PendingAsyncReadPixels);
213 class GLRenderer::SyncQuery {
214 public:
215 explicit SyncQuery(gpu::gles2::GLES2Interface* gl)
216 : gl_(gl), query_id_(0u), is_pending_(false), weak_ptr_factory_(this) {
217 gl_->GenQueriesEXT(1, &query_id_);
219 virtual ~SyncQuery() { gl_->DeleteQueriesEXT(1, &query_id_); }
221 scoped_refptr<ResourceProvider::Fence> Begin() {
222 DCHECK(!IsPending());
223 // Invalidate weak pointer held by old fence.
224 weak_ptr_factory_.InvalidateWeakPtrs();
225 // Note: In case the set of drawing commands issued before End() do not
226 // depend on the query, defer BeginQueryEXT call until Set() is called and
227 // query is required.
228 return make_scoped_refptr<ResourceProvider::Fence>(
229 new Fence(weak_ptr_factory_.GetWeakPtr()));
232 void Set() {
233 if (is_pending_)
234 return;
236 // Note: BeginQueryEXT on GL_COMMANDS_COMPLETED_CHROMIUM is effectively a
237 // noop relative to GL, so it doesn't matter where it happens but we still
238 // make sure to issue this command when Set() is called (prior to issuing
239 // any drawing commands that depend on query), in case some future extension
240 // can take advantage of this.
241 gl_->BeginQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM, query_id_);
242 is_pending_ = true;
245 void End() {
246 if (!is_pending_)
247 return;
249 gl_->EndQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM);
252 bool IsPending() {
253 if (!is_pending_)
254 return false;
256 unsigned result_available = 1;
257 gl_->GetQueryObjectuivEXT(
258 query_id_, GL_QUERY_RESULT_AVAILABLE_EXT, &result_available);
259 is_pending_ = !result_available;
260 return is_pending_;
263 void Wait() {
264 if (!is_pending_)
265 return;
267 unsigned result = 0;
268 gl_->GetQueryObjectuivEXT(query_id_, GL_QUERY_RESULT_EXT, &result);
269 is_pending_ = false;
272 private:
273 class Fence : public ResourceProvider::Fence {
274 public:
275 explicit Fence(base::WeakPtr<GLRenderer::SyncQuery> query)
276 : query_(query) {}
278 // Overridden from ResourceProvider::Fence:
279 void Set() override {
280 DCHECK(query_);
281 query_->Set();
283 bool HasPassed() override { return !query_ || !query_->IsPending(); }
284 void Wait() override {
285 if (query_)
286 query_->Wait();
289 private:
290 ~Fence() override {}
292 base::WeakPtr<SyncQuery> query_;
294 DISALLOW_COPY_AND_ASSIGN(Fence);
297 gpu::gles2::GLES2Interface* gl_;
298 unsigned query_id_;
299 bool is_pending_;
300 base::WeakPtrFactory<SyncQuery> weak_ptr_factory_;
302 DISALLOW_COPY_AND_ASSIGN(SyncQuery);
305 scoped_ptr<GLRenderer> GLRenderer::Create(
306 RendererClient* client,
307 const RendererSettings* settings,
308 OutputSurface* output_surface,
309 ResourceProvider* resource_provider,
310 TextureMailboxDeleter* texture_mailbox_deleter,
311 int highp_threshold_min) {
312 return make_scoped_ptr(new GLRenderer(client,
313 settings,
314 output_surface,
315 resource_provider,
316 texture_mailbox_deleter,
317 highp_threshold_min));
320 GLRenderer::GLRenderer(RendererClient* client,
321 const RendererSettings* settings,
322 OutputSurface* output_surface,
323 ResourceProvider* resource_provider,
324 TextureMailboxDeleter* texture_mailbox_deleter,
325 int highp_threshold_min)
326 : DirectRenderer(client, settings, output_surface, resource_provider),
327 offscreen_framebuffer_id_(0),
328 shared_geometry_quad_(QuadVertexRect()),
329 gl_(output_surface->context_provider()->ContextGL()),
330 context_support_(output_surface->context_provider()->ContextSupport()),
331 texture_mailbox_deleter_(texture_mailbox_deleter),
332 is_backbuffer_discarded_(false),
333 is_scissor_enabled_(false),
334 scissor_rect_needs_reset_(true),
335 stencil_shadow_(false),
336 blend_shadow_(false),
337 highp_threshold_min_(highp_threshold_min),
338 highp_threshold_cache_(0),
339 use_sync_query_(false),
340 on_demand_tile_raster_resource_id_(0),
341 bound_geometry_(NO_BINDING) {
342 DCHECK(gl_);
343 DCHECK(context_support_);
345 ContextProvider::Capabilities context_caps =
346 output_surface_->context_provider()->ContextCapabilities();
348 capabilities_.using_partial_swap =
349 settings_->partial_swap_enabled && context_caps.gpu.post_sub_buffer;
351 DCHECK(!context_caps.gpu.iosurface || context_caps.gpu.texture_rectangle);
353 capabilities_.using_egl_image = context_caps.gpu.egl_image_external;
355 capabilities_.max_texture_size = resource_provider_->max_texture_size();
356 capabilities_.best_texture_format = resource_provider_->best_texture_format();
358 // The updater can access textures while the GLRenderer is using them.
359 capabilities_.allow_partial_texture_updates = true;
361 capabilities_.using_image = context_caps.gpu.image;
363 capabilities_.using_discard_framebuffer =
364 context_caps.gpu.discard_framebuffer;
366 capabilities_.allow_rasterize_on_demand = true;
367 capabilities_.max_msaa_samples = context_caps.gpu.max_samples;
369 use_sync_query_ = context_caps.gpu.sync_query;
370 use_blend_equation_advanced_ = context_caps.gpu.blend_equation_advanced;
371 use_blend_equation_advanced_coherent_ =
372 context_caps.gpu.blend_equation_advanced_coherent;
374 InitializeSharedObjects();
377 GLRenderer::~GLRenderer() {
378 while (!pending_async_read_pixels_.empty()) {
379 PendingAsyncReadPixels* pending_read = pending_async_read_pixels_.back();
380 pending_read->finished_read_pixels_callback.Cancel();
381 pending_async_read_pixels_.pop_back();
384 in_use_overlay_resources_.clear();
386 CleanupSharedObjects();
389 const RendererCapabilitiesImpl& GLRenderer::Capabilities() const {
390 return capabilities_;
393 void GLRenderer::DidChangeVisibility() {
394 EnforceMemoryPolicy();
396 context_support_->SetSurfaceVisible(visible());
399 void GLRenderer::ReleaseRenderPassTextures() { render_pass_textures_.clear(); }
401 void GLRenderer::DiscardPixels() {
402 if (!capabilities_.using_discard_framebuffer)
403 return;
404 bool using_default_framebuffer =
405 !current_framebuffer_lock_ &&
406 output_surface_->capabilities().uses_default_gl_framebuffer;
407 GLenum attachments[] = {static_cast<GLenum>(
408 using_default_framebuffer ? GL_COLOR_EXT : GL_COLOR_ATTACHMENT0_EXT)};
409 gl_->DiscardFramebufferEXT(
410 GL_FRAMEBUFFER, arraysize(attachments), attachments);
413 void GLRenderer::PrepareSurfaceForPass(
414 DrawingFrame* frame,
415 SurfaceInitializationMode initialization_mode,
416 const gfx::Rect& render_pass_scissor) {
417 SetViewport();
419 switch (initialization_mode) {
420 case SURFACE_INITIALIZATION_MODE_PRESERVE:
421 EnsureScissorTestDisabled();
422 return;
423 case SURFACE_INITIALIZATION_MODE_FULL_SURFACE_CLEAR:
424 EnsureScissorTestDisabled();
425 DiscardPixels();
426 ClearFramebuffer(frame);
427 break;
428 case SURFACE_INITIALIZATION_MODE_SCISSORED_CLEAR:
429 SetScissorTestRect(render_pass_scissor);
430 ClearFramebuffer(frame);
431 break;
435 void GLRenderer::ClearFramebuffer(DrawingFrame* frame) {
436 // On DEBUG builds, opaque render passes are cleared to blue to easily see
437 // regions that were not drawn on the screen.
438 if (frame->current_render_pass->has_transparent_background)
439 gl_->ClearColor(0, 0, 0, 0);
440 else
441 gl_->ClearColor(0, 0, 1, 1);
443 bool always_clear = false;
444 #ifndef NDEBUG
445 always_clear = true;
446 #endif
447 if (always_clear || frame->current_render_pass->has_transparent_background) {
448 GLbitfield clear_bits = GL_COLOR_BUFFER_BIT;
449 if (always_clear)
450 clear_bits |= GL_STENCIL_BUFFER_BIT;
451 gl_->Clear(clear_bits);
455 void GLRenderer::BeginDrawingFrame(DrawingFrame* frame) {
456 TRACE_EVENT0("cc", "GLRenderer::BeginDrawingFrame");
458 scoped_refptr<ResourceProvider::Fence> read_lock_fence;
459 if (use_sync_query_) {
460 // Block until oldest sync query has passed if the number of pending queries
461 // ever reach kMaxPendingSyncQueries.
462 if (pending_sync_queries_.size() >= kMaxPendingSyncQueries) {
463 LOG(ERROR) << "Reached limit of pending sync queries.";
465 pending_sync_queries_.front()->Wait();
466 DCHECK(!pending_sync_queries_.front()->IsPending());
469 while (!pending_sync_queries_.empty()) {
470 if (pending_sync_queries_.front()->IsPending())
471 break;
473 available_sync_queries_.push_back(pending_sync_queries_.take_front());
476 current_sync_query_ = available_sync_queries_.empty()
477 ? make_scoped_ptr(new SyncQuery(gl_))
478 : available_sync_queries_.take_front();
480 read_lock_fence = current_sync_query_->Begin();
481 } else {
482 read_lock_fence =
483 make_scoped_refptr(new ResourceProvider::SynchronousFence(gl_));
485 resource_provider_->SetReadLockFence(read_lock_fence.get());
487 // Insert WaitSyncPointCHROMIUM on quad resources prior to drawing the frame,
488 // so that drawing can proceed without GL context switching interruptions.
489 ResourceProvider* resource_provider = resource_provider_;
490 for (const auto& pass : *frame->render_passes_in_draw_order) {
491 for (const auto& quad : pass->quad_list) {
492 for (ResourceId resource_id : quad->resources)
493 resource_provider->WaitSyncPointIfNeeded(resource_id);
497 // TODO(enne): Do we need to reinitialize all of this state per frame?
498 ReinitializeGLState();
501 void GLRenderer::DoNoOp() {
502 gl_->BindFramebuffer(GL_FRAMEBUFFER, 0);
503 gl_->Flush();
506 void GLRenderer::DoDrawQuad(DrawingFrame* frame,
507 const DrawQuad* quad,
508 const gfx::QuadF* clip_region) {
509 DCHECK(quad->rect.Contains(quad->visible_rect));
510 if (quad->material != DrawQuad::TEXTURE_CONTENT) {
511 FlushTextureQuadCache(SHARED_BINDING);
514 switch (quad->material) {
515 case DrawQuad::INVALID:
516 NOTREACHED();
517 break;
518 case DrawQuad::CHECKERBOARD:
519 DrawCheckerboardQuad(frame, CheckerboardDrawQuad::MaterialCast(quad),
520 clip_region);
521 break;
522 case DrawQuad::DEBUG_BORDER:
523 DrawDebugBorderQuad(frame, DebugBorderDrawQuad::MaterialCast(quad));
524 break;
525 case DrawQuad::IO_SURFACE_CONTENT:
526 DrawIOSurfaceQuad(frame, IOSurfaceDrawQuad::MaterialCast(quad),
527 clip_region);
528 break;
529 case DrawQuad::PICTURE_CONTENT:
530 // PictureDrawQuad should only be used for resourceless software draws.
531 NOTREACHED();
532 break;
533 case DrawQuad::RENDER_PASS:
534 DrawRenderPassQuad(frame, RenderPassDrawQuad::MaterialCast(quad),
535 clip_region);
536 break;
537 case DrawQuad::SOLID_COLOR:
538 DrawSolidColorQuad(frame, SolidColorDrawQuad::MaterialCast(quad),
539 clip_region);
540 break;
541 case DrawQuad::STREAM_VIDEO_CONTENT:
542 DrawStreamVideoQuad(frame, StreamVideoDrawQuad::MaterialCast(quad),
543 clip_region);
544 break;
545 case DrawQuad::SURFACE_CONTENT:
546 // Surface content should be fully resolved to other quad types before
547 // reaching a direct renderer.
548 NOTREACHED();
549 break;
550 case DrawQuad::TEXTURE_CONTENT:
551 EnqueueTextureQuad(frame, TextureDrawQuad::MaterialCast(quad),
552 clip_region);
553 break;
554 case DrawQuad::TILED_CONTENT:
555 DrawTileQuad(frame, TileDrawQuad::MaterialCast(quad), clip_region);
556 break;
557 case DrawQuad::YUV_VIDEO_CONTENT:
558 DrawYUVVideoQuad(frame, YUVVideoDrawQuad::MaterialCast(quad),
559 clip_region);
560 break;
564 void GLRenderer::DrawCheckerboardQuad(const DrawingFrame* frame,
565 const CheckerboardDrawQuad* quad,
566 const gfx::QuadF* clip_region) {
567 // TODO(enne) For now since checkerboards shouldn't be part of a 3D
568 // context, clipping regions aren't supported so we skip drawing them
569 // if this becomes the case.
570 if (clip_region) {
571 return;
573 SetBlendEnabled(quad->ShouldDrawWithBlending());
575 const TileCheckerboardProgram* program = GetTileCheckerboardProgram();
576 DCHECK(program && (program->initialized() || IsContextLost()));
577 SetUseProgram(program->program());
579 SkColor color = quad->color;
580 gl_->Uniform4f(program->fragment_shader().color_location(),
581 SkColorGetR(color) * (1.0f / 255.0f),
582 SkColorGetG(color) * (1.0f / 255.0f),
583 SkColorGetB(color) * (1.0f / 255.0f), 1);
585 const int kCheckerboardWidth = 16;
586 float frequency = 1.0f / kCheckerboardWidth;
588 gfx::Rect tile_rect = quad->rect;
589 float tex_offset_x =
590 static_cast<int>(tile_rect.x() / quad->scale) % kCheckerboardWidth;
591 float tex_offset_y =
592 static_cast<int>(tile_rect.y() / quad->scale) % kCheckerboardWidth;
593 float tex_scale_x = tile_rect.width() / quad->scale;
594 float tex_scale_y = tile_rect.height() / quad->scale;
595 gl_->Uniform4f(program->fragment_shader().tex_transform_location(),
596 tex_offset_x, tex_offset_y, tex_scale_x, tex_scale_y);
598 gl_->Uniform1f(program->fragment_shader().frequency_location(), frequency);
600 SetShaderOpacity(quad->opacity(),
601 program->fragment_shader().alpha_location());
602 DrawQuadGeometry(frame,
603 quad->quadTransform(),
604 quad->rect,
605 program->vertex_shader().matrix_location());
608 // This function does not handle 3D sorting right now, since the debug border
609 // quads are just drawn as their original quads and not in split pieces. This
610 // results in some debug border quads drawing over foreground quads.
611 void GLRenderer::DrawDebugBorderQuad(const DrawingFrame* frame,
612 const DebugBorderDrawQuad* quad) {
613 SetBlendEnabled(quad->ShouldDrawWithBlending());
615 static float gl_matrix[16];
616 const DebugBorderProgram* program = GetDebugBorderProgram();
617 DCHECK(program && (program->initialized() || IsContextLost()));
618 SetUseProgram(program->program());
620 // Use the full quad_rect for debug quads to not move the edges based on
621 // partial swaps.
622 gfx::Rect layer_rect = quad->rect;
623 gfx::Transform render_matrix;
624 QuadRectTransform(&render_matrix, quad->quadTransform(), layer_rect);
625 GLRenderer::ToGLMatrix(&gl_matrix[0],
626 frame->projection_matrix * render_matrix);
627 gl_->UniformMatrix4fv(program->vertex_shader().matrix_location(), 1, false,
628 &gl_matrix[0]);
630 SkColor color = quad->color;
631 float alpha = SkColorGetA(color) * (1.0f / 255.0f);
633 gl_->Uniform4f(program->fragment_shader().color_location(),
634 (SkColorGetR(color) * (1.0f / 255.0f)) * alpha,
635 (SkColorGetG(color) * (1.0f / 255.0f)) * alpha,
636 (SkColorGetB(color) * (1.0f / 255.0f)) * alpha, alpha);
638 gl_->LineWidth(quad->width);
640 // The indices for the line are stored in the same array as the triangle
641 // indices.
642 gl_->DrawElements(GL_LINE_LOOP, 4, GL_UNSIGNED_SHORT, 0);
645 static skia::RefPtr<SkImage> ApplyImageFilter(
646 scoped_ptr<GLRenderer::ScopedUseGrContext> use_gr_context,
647 ResourceProvider* resource_provider,
648 const gfx::Rect& rect,
649 const gfx::Vector2dF& scale,
650 SkImageFilter* filter,
651 ScopedResource* source_texture_resource) {
652 if (!filter)
653 return skia::RefPtr<SkImage>();
655 if (!use_gr_context)
656 return skia::RefPtr<SkImage>();
658 ResourceProvider::ScopedReadLockGL lock(resource_provider,
659 source_texture_resource->id());
661 // Wrap the source texture in a Ganesh platform texture.
662 GrBackendTextureDesc backend_texture_description;
663 backend_texture_description.fWidth = source_texture_resource->size().width();
664 backend_texture_description.fHeight =
665 source_texture_resource->size().height();
666 backend_texture_description.fConfig = kSkia8888_GrPixelConfig;
667 backend_texture_description.fTextureHandle = lock.texture_id();
668 backend_texture_description.fOrigin = kBottomLeft_GrSurfaceOrigin;
669 skia::RefPtr<GrTexture> texture = skia::AdoptRef(
670 use_gr_context->context()->textureProvider()->wrapBackendTexture(
671 backend_texture_description));
672 if (!texture) {
673 TRACE_EVENT_INSTANT0("cc",
674 "ApplyImageFilter wrap background texture failed",
675 TRACE_EVENT_SCOPE_THREAD);
676 return skia::RefPtr<SkImage>();
679 SkImageInfo src_info =
680 SkImageInfo::MakeN32Premul(source_texture_resource->size().width(),
681 source_texture_resource->size().height());
682 // Place the platform texture inside an SkBitmap.
683 SkBitmap source;
684 source.setInfo(src_info);
685 skia::RefPtr<SkGrPixelRef> pixel_ref =
686 skia::AdoptRef(new SkGrPixelRef(src_info, texture.get()));
687 source.setPixelRef(pixel_ref.get());
689 // Create surface to draw into.
690 SkImageInfo dst_info =
691 SkImageInfo::MakeN32Premul(source.width(), source.height());
692 skia::RefPtr<SkSurface> surface = skia::AdoptRef(SkSurface::NewRenderTarget(
693 use_gr_context->context(), SkSurface::kYes_Budgeted, dst_info, 0));
694 if (!surface) {
695 TRACE_EVENT_INSTANT0("cc", "ApplyImageFilter surface allocation failed",
696 TRACE_EVENT_SCOPE_THREAD);
697 return skia::RefPtr<SkImage>();
699 skia::RefPtr<SkCanvas> canvas = skia::SharePtr(surface->getCanvas());
701 // Draw the source bitmap through the filter to the canvas.
702 SkPaint paint;
703 paint.setImageFilter(filter);
704 canvas->clear(SK_ColorTRANSPARENT);
706 // The origin of the filter is top-left and the origin of the source is
707 // bottom-left, but the orientation is the same, so we must translate the
708 // filter so that it renders at the bottom of the texture to avoid
709 // misregistration.
710 int y_translate = source.height() - rect.height() - rect.origin().y();
711 canvas->translate(-rect.origin().x(), y_translate);
712 canvas->scale(scale.x(), scale.y());
713 canvas->drawSprite(source, 0, 0, &paint);
715 skia::RefPtr<SkImage> image = skia::AdoptRef(surface->newImageSnapshot());
716 if (!image || !image->getTexture()) {
717 return skia::RefPtr<SkImage>();
720 // Flush the GrContext to ensure all buffered GL calls are drawn to the
721 // backing store before we access and return it, and have cc begin using the
722 // GL context again.
723 canvas->flush();
725 return image;
728 bool GLRenderer::CanApplyBlendModeUsingBlendFunc(SkXfermode::Mode blend_mode) {
729 return use_blend_equation_advanced_ ||
730 blend_mode == SkXfermode::kScreen_Mode ||
731 blend_mode == SkXfermode::kSrcOver_Mode;
734 void GLRenderer::ApplyBlendModeUsingBlendFunc(SkXfermode::Mode blend_mode) {
735 DCHECK(CanApplyBlendModeUsingBlendFunc(blend_mode));
737 // Any modes set here must be reset in RestoreBlendFuncToDefault
738 if (use_blend_equation_advanced_) {
739 GLenum equation = GL_FUNC_ADD;
741 switch (blend_mode) {
742 case SkXfermode::kScreen_Mode:
743 equation = GL_SCREEN_KHR;
744 break;
745 case SkXfermode::kOverlay_Mode:
746 equation = GL_OVERLAY_KHR;
747 break;
748 case SkXfermode::kDarken_Mode:
749 equation = GL_DARKEN_KHR;
750 break;
751 case SkXfermode::kLighten_Mode:
752 equation = GL_LIGHTEN_KHR;
753 break;
754 case SkXfermode::kColorDodge_Mode:
755 equation = GL_COLORDODGE_KHR;
756 break;
757 case SkXfermode::kColorBurn_Mode:
758 equation = GL_COLORBURN_KHR;
759 break;
760 case SkXfermode::kHardLight_Mode:
761 equation = GL_HARDLIGHT_KHR;
762 break;
763 case SkXfermode::kSoftLight_Mode:
764 equation = GL_SOFTLIGHT_KHR;
765 break;
766 case SkXfermode::kDifference_Mode:
767 equation = GL_DIFFERENCE_KHR;
768 break;
769 case SkXfermode::kExclusion_Mode:
770 equation = GL_EXCLUSION_KHR;
771 break;
772 case SkXfermode::kMultiply_Mode:
773 equation = GL_MULTIPLY_KHR;
774 break;
775 case SkXfermode::kHue_Mode:
776 equation = GL_HSL_HUE_KHR;
777 break;
778 case SkXfermode::kSaturation_Mode:
779 equation = GL_HSL_SATURATION_KHR;
780 break;
781 case SkXfermode::kColor_Mode:
782 equation = GL_HSL_COLOR_KHR;
783 break;
784 case SkXfermode::kLuminosity_Mode:
785 equation = GL_HSL_LUMINOSITY_KHR;
786 break;
787 default:
788 return;
791 gl_->BlendEquation(equation);
792 } else {
793 if (blend_mode == SkXfermode::kScreen_Mode) {
794 gl_->BlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ONE);
799 void GLRenderer::RestoreBlendFuncToDefault(SkXfermode::Mode blend_mode) {
800 if (blend_mode == SkXfermode::kSrcOver_Mode)
801 return;
803 if (use_blend_equation_advanced_) {
804 gl_->BlendEquation(GL_FUNC_ADD);
805 } else {
806 gl_->BlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
810 bool GLRenderer::ShouldApplyBackgroundFilters(DrawingFrame* frame,
811 const RenderPassDrawQuad* quad) {
812 if (quad->background_filters.IsEmpty())
813 return false;
815 // TODO(danakj): We only allow background filters on an opaque render surface
816 // because other surfaces may contain translucent pixels, and the contents
817 // behind those translucent pixels wouldn't have the filter applied.
818 if (frame->current_render_pass->has_transparent_background)
819 return false;
821 // TODO(ajuma): Add support for reference filters once
822 // FilterOperations::GetOutsets supports reference filters.
823 if (quad->background_filters.HasReferenceFilter())
824 return false;
825 return true;
828 // This takes a gfx::Rect and a clip region quad in the same space,
829 // and returns a quad with the same proportions in the space -0.5->0.5.
830 bool GetScaledRegion(const gfx::Rect& rect,
831 const gfx::QuadF* clip,
832 gfx::QuadF* scaled_region) {
833 if (!clip)
834 return false;
836 gfx::PointF p1(((clip->p1().x() - rect.x()) / rect.width()) - 0.5f,
837 ((clip->p1().y() - rect.y()) / rect.height()) - 0.5f);
838 gfx::PointF p2(((clip->p2().x() - rect.x()) / rect.width()) - 0.5f,
839 ((clip->p2().y() - rect.y()) / rect.height()) - 0.5f);
840 gfx::PointF p3(((clip->p3().x() - rect.x()) / rect.width()) - 0.5f,
841 ((clip->p3().y() - rect.y()) / rect.height()) - 0.5f);
842 gfx::PointF p4(((clip->p4().x() - rect.x()) / rect.width()) - 0.5f,
843 ((clip->p4().y() - rect.y()) / rect.height()) - 0.5f);
844 *scaled_region = gfx::QuadF(p1, p2, p3, p4);
845 return true;
848 // This takes a gfx::Rect and a clip region quad in the same space,
849 // and returns the proportional uv's in the space 0->1.
850 bool GetScaledUVs(const gfx::Rect& rect, const gfx::QuadF* clip, float uvs[8]) {
851 if (!clip)
852 return false;
854 uvs[0] = ((clip->p1().x() - rect.x()) / rect.width());
855 uvs[1] = ((clip->p1().y() - rect.y()) / rect.height());
856 uvs[2] = ((clip->p2().x() - rect.x()) / rect.width());
857 uvs[3] = ((clip->p2().y() - rect.y()) / rect.height());
858 uvs[4] = ((clip->p3().x() - rect.x()) / rect.width());
859 uvs[5] = ((clip->p3().y() - rect.y()) / rect.height());
860 uvs[6] = ((clip->p4().x() - rect.x()) / rect.width());
861 uvs[7] = ((clip->p4().y() - rect.y()) / rect.height());
862 return true;
865 gfx::Rect GLRenderer::GetBackdropBoundingBoxForRenderPassQuad(
866 DrawingFrame* frame,
867 const RenderPassDrawQuad* quad,
868 const gfx::Transform& contents_device_transform,
869 const gfx::QuadF* clip_region,
870 bool use_aa) {
871 gfx::QuadF scaled_region;
872 if (!GetScaledRegion(quad->rect, clip_region, &scaled_region)) {
873 scaled_region = SharedGeometryQuad().BoundingBox();
876 gfx::Rect backdrop_rect = gfx::ToEnclosingRect(MathUtil::MapClippedRect(
877 contents_device_transform, scaled_region.BoundingBox()));
879 if (ShouldApplyBackgroundFilters(frame, quad)) {
880 int top, right, bottom, left;
881 quad->background_filters.GetOutsets(&top, &right, &bottom, &left);
882 backdrop_rect.Inset(-left, -top, -right, -bottom);
885 if (!backdrop_rect.IsEmpty() && use_aa) {
886 const int kOutsetForAntialiasing = 1;
887 backdrop_rect.Inset(-kOutsetForAntialiasing, -kOutsetForAntialiasing);
890 backdrop_rect.Intersect(MoveFromDrawToWindowSpace(
891 frame, frame->current_render_pass->output_rect));
892 return backdrop_rect;
895 scoped_ptr<ScopedResource> GLRenderer::GetBackdropTexture(
896 const gfx::Rect& bounding_rect) {
897 scoped_ptr<ScopedResource> device_background_texture =
898 ScopedResource::Create(resource_provider_);
899 // CopyTexImage2D fails when called on a texture having immutable storage.
900 device_background_texture->Allocate(
901 bounding_rect.size(), ResourceProvider::TEXTURE_HINT_DEFAULT, RGBA_8888);
903 ResourceProvider::ScopedWriteLockGL lock(resource_provider_,
904 device_background_texture->id());
905 GetFramebufferTexture(
906 lock.texture_id(), device_background_texture->format(), bounding_rect);
908 return device_background_texture.Pass();
911 skia::RefPtr<SkImage> GLRenderer::ApplyBackgroundFilters(
912 DrawingFrame* frame,
913 const RenderPassDrawQuad* quad,
914 ScopedResource* background_texture) {
915 DCHECK(ShouldApplyBackgroundFilters(frame, quad));
916 skia::RefPtr<SkImageFilter> filter = RenderSurfaceFilters::BuildImageFilter(
917 quad->background_filters, background_texture->size());
919 skia::RefPtr<SkImage> background_with_filters = ApplyImageFilter(
920 ScopedUseGrContext::Create(this, frame), resource_provider_, quad->rect,
921 quad->filters_scale, filter.get(), background_texture);
922 return background_with_filters;
925 void GLRenderer::DrawRenderPassQuad(DrawingFrame* frame,
926 const RenderPassDrawQuad* quad,
927 const gfx::QuadF* clip_region) {
928 ScopedResource* contents_texture =
929 render_pass_textures_.get(quad->render_pass_id);
930 DCHECK(contents_texture);
931 DCHECK(contents_texture->id());
933 gfx::Transform quad_rect_matrix;
934 QuadRectTransform(&quad_rect_matrix, quad->quadTransform(), quad->rect);
935 gfx::Transform contents_device_transform =
936 frame->window_matrix * frame->projection_matrix * quad_rect_matrix;
937 contents_device_transform.FlattenTo2d();
939 // Can only draw surface if device matrix is invertible.
940 if (!contents_device_transform.IsInvertible())
941 return;
943 gfx::QuadF surface_quad = SharedGeometryQuad();
944 float edge[24];
945 bool use_aa = settings_->allow_antialiasing &&
946 ShouldAntialiasQuad(contents_device_transform, quad,
947 settings_->force_antialiasing);
949 SetupQuadForClippingAndAntialiasing(contents_device_transform, quad, use_aa,
950 clip_region, &surface_quad, edge);
951 SkXfermode::Mode blend_mode = quad->shared_quad_state->blend_mode;
952 bool use_shaders_for_blending =
953 !CanApplyBlendModeUsingBlendFunc(blend_mode) ||
954 ShouldApplyBackgroundFilters(frame, quad) ||
955 settings_->force_blending_with_shaders;
957 scoped_ptr<ScopedResource> background_texture;
958 skia::RefPtr<SkImage> background_image;
959 gfx::Rect background_rect;
960 if (use_shaders_for_blending) {
961 // Compute a bounding box around the pixels that will be visible through
962 // the quad.
963 background_rect = GetBackdropBoundingBoxForRenderPassQuad(
964 frame, quad, contents_device_transform, clip_region, use_aa);
966 if (!background_rect.IsEmpty()) {
967 // The pixels from the filtered background should completely replace the
968 // current pixel values.
969 if (blend_enabled())
970 SetBlendEnabled(false);
972 // Read the pixels in the bounding box into a buffer R.
973 // This function allocates a texture, which should contribute to the
974 // amount of memory used by render surfaces:
975 // LayerTreeHost::CalculateMemoryForRenderSurfaces.
976 background_texture = GetBackdropTexture(background_rect);
978 if (ShouldApplyBackgroundFilters(frame, quad) && background_texture) {
979 // Apply the background filters to R, so that it is applied in the
980 // pixels' coordinate space.
981 background_image =
982 ApplyBackgroundFilters(frame, quad, background_texture.get());
986 if (!background_texture) {
987 // Something went wrong with reading the backdrop.
988 DCHECK(!background_image);
989 use_shaders_for_blending = false;
990 } else if (background_image) {
991 // Reset original background texture if there is not any mask
992 if (!quad->mask_resource_id())
993 background_texture.reset();
994 } else if (CanApplyBlendModeUsingBlendFunc(blend_mode) &&
995 ShouldApplyBackgroundFilters(frame, quad)) {
996 // Something went wrong with applying background filters to the backdrop.
997 use_shaders_for_blending = false;
998 background_texture.reset();
1001 // Need original background texture for mask?
1002 bool mask_for_background =
1003 background_texture && // Have original background texture
1004 background_image && // Have filtered background texture
1005 quad->mask_resource_id(); // Have mask texture
1006 SetBlendEnabled(
1007 !use_shaders_for_blending &&
1008 (quad->ShouldDrawWithBlending() || !IsDefaultBlendMode(blend_mode)));
1010 // TODO(senorblanco): Cache this value so that we don't have to do it for both
1011 // the surface and its replica. Apply filters to the contents texture.
1012 skia::RefPtr<SkImage> filter_image;
1013 SkScalar color_matrix[20];
1014 bool use_color_matrix = false;
1015 if (!quad->filters.IsEmpty()) {
1016 skia::RefPtr<SkImageFilter> filter = RenderSurfaceFilters::BuildImageFilter(
1017 quad->filters, contents_texture->size());
1018 if (filter) {
1019 skia::RefPtr<SkColorFilter> cf;
1022 SkColorFilter* colorfilter_rawptr = NULL;
1023 filter->asColorFilter(&colorfilter_rawptr);
1024 cf = skia::AdoptRef(colorfilter_rawptr);
1027 if (cf && cf->asColorMatrix(color_matrix) && !filter->getInput(0)) {
1028 // We have a single color matrix as a filter; apply it locally
1029 // in the compositor.
1030 use_color_matrix = true;
1031 } else {
1032 filter_image = ApplyImageFilter(
1033 ScopedUseGrContext::Create(this, frame), resource_provider_,
1034 quad->rect, quad->filters_scale, filter.get(), contents_texture);
1039 scoped_ptr<ResourceProvider::ScopedSamplerGL> mask_resource_lock;
1040 unsigned mask_texture_id = 0;
1041 SamplerType mask_sampler = SAMPLER_TYPE_NA;
1042 if (quad->mask_resource_id()) {
1043 mask_resource_lock.reset(new ResourceProvider::ScopedSamplerGL(
1044 resource_provider_, quad->mask_resource_id(), GL_TEXTURE1, GL_LINEAR));
1045 mask_texture_id = mask_resource_lock->texture_id();
1046 mask_sampler = SamplerTypeFromTextureTarget(mask_resource_lock->target());
1049 scoped_ptr<ResourceProvider::ScopedSamplerGL> contents_resource_lock;
1050 if (filter_image) {
1051 GrTexture* texture = filter_image->getTexture();
1052 DCHECK_EQ(GL_TEXTURE0, GetActiveTextureUnit(gl_));
1053 gl_->BindTexture(GL_TEXTURE_2D, texture->getTextureHandle());
1054 } else {
1055 contents_resource_lock =
1056 make_scoped_ptr(new ResourceProvider::ScopedSamplerGL(
1057 resource_provider_, contents_texture->id(), GL_LINEAR));
1058 DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D),
1059 contents_resource_lock->target());
1062 if (!use_shaders_for_blending) {
1063 if (!use_blend_equation_advanced_coherent_ && use_blend_equation_advanced_)
1064 gl_->BlendBarrierKHR();
1066 ApplyBlendModeUsingBlendFunc(blend_mode);
1069 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
1070 gl_,
1071 &highp_threshold_cache_,
1072 highp_threshold_min_,
1073 quad->shared_quad_state->visible_content_rect.bottom_right());
1075 ShaderLocations locations;
1077 DCHECK_EQ(background_texture || background_image, use_shaders_for_blending);
1078 BlendMode shader_blend_mode = use_shaders_for_blending
1079 ? BlendModeFromSkXfermode(blend_mode)
1080 : BLEND_MODE_NONE;
1082 if (use_aa && mask_texture_id && !use_color_matrix) {
1083 const RenderPassMaskProgramAA* program = GetRenderPassMaskProgramAA(
1084 tex_coord_precision, mask_sampler,
1085 shader_blend_mode, mask_for_background);
1086 SetUseProgram(program->program());
1087 program->vertex_shader().FillLocations(&locations);
1088 program->fragment_shader().FillLocations(&locations);
1089 gl_->Uniform1i(locations.sampler, 0);
1090 } else if (!use_aa && mask_texture_id && !use_color_matrix) {
1091 const RenderPassMaskProgram* program = GetRenderPassMaskProgram(
1092 tex_coord_precision, mask_sampler,
1093 shader_blend_mode, mask_for_background);
1094 SetUseProgram(program->program());
1095 program->vertex_shader().FillLocations(&locations);
1096 program->fragment_shader().FillLocations(&locations);
1097 gl_->Uniform1i(locations.sampler, 0);
1098 } else if (use_aa && !mask_texture_id && !use_color_matrix) {
1099 const RenderPassProgramAA* program =
1100 GetRenderPassProgramAA(tex_coord_precision, shader_blend_mode);
1101 SetUseProgram(program->program());
1102 program->vertex_shader().FillLocations(&locations);
1103 program->fragment_shader().FillLocations(&locations);
1104 gl_->Uniform1i(locations.sampler, 0);
1105 } else if (use_aa && mask_texture_id && use_color_matrix) {
1106 const RenderPassMaskColorMatrixProgramAA* program =
1107 GetRenderPassMaskColorMatrixProgramAA(
1108 tex_coord_precision, mask_sampler,
1109 shader_blend_mode, mask_for_background);
1110 SetUseProgram(program->program());
1111 program->vertex_shader().FillLocations(&locations);
1112 program->fragment_shader().FillLocations(&locations);
1113 gl_->Uniform1i(locations.sampler, 0);
1114 } else if (use_aa && !mask_texture_id && use_color_matrix) {
1115 const RenderPassColorMatrixProgramAA* program =
1116 GetRenderPassColorMatrixProgramAA(tex_coord_precision,
1117 shader_blend_mode);
1118 SetUseProgram(program->program());
1119 program->vertex_shader().FillLocations(&locations);
1120 program->fragment_shader().FillLocations(&locations);
1121 gl_->Uniform1i(locations.sampler, 0);
1122 } else if (!use_aa && mask_texture_id && use_color_matrix) {
1123 const RenderPassMaskColorMatrixProgram* program =
1124 GetRenderPassMaskColorMatrixProgram(
1125 tex_coord_precision, mask_sampler,
1126 shader_blend_mode, mask_for_background);
1127 SetUseProgram(program->program());
1128 program->vertex_shader().FillLocations(&locations);
1129 program->fragment_shader().FillLocations(&locations);
1130 gl_->Uniform1i(locations.sampler, 0);
1131 } else if (!use_aa && !mask_texture_id && use_color_matrix) {
1132 const RenderPassColorMatrixProgram* program =
1133 GetRenderPassColorMatrixProgram(tex_coord_precision, shader_blend_mode);
1134 SetUseProgram(program->program());
1135 program->vertex_shader().FillLocations(&locations);
1136 program->fragment_shader().FillLocations(&locations);
1137 gl_->Uniform1i(locations.sampler, 0);
1138 } else {
1139 const RenderPassProgram* program =
1140 GetRenderPassProgram(tex_coord_precision, shader_blend_mode);
1141 SetUseProgram(program->program());
1142 program->vertex_shader().FillLocations(&locations);
1143 program->fragment_shader().FillLocations(&locations);
1144 gl_->Uniform1i(locations.sampler, 0);
1146 float tex_scale_x =
1147 quad->rect.width() / static_cast<float>(contents_texture->size().width());
1148 float tex_scale_y = quad->rect.height() /
1149 static_cast<float>(contents_texture->size().height());
1150 DCHECK_LE(tex_scale_x, 1.0f);
1151 DCHECK_LE(tex_scale_y, 1.0f);
1153 DCHECK(locations.tex_transform != -1 || IsContextLost());
1154 // Flip the content vertically in the shader, as the RenderPass input
1155 // texture is already oriented the same way as the framebuffer, but the
1156 // projection transform does a flip.
1157 gl_->Uniform4f(locations.tex_transform, 0.0f, tex_scale_y, tex_scale_x,
1158 -tex_scale_y);
1160 GLint last_texture_unit = 0;
1161 if (locations.mask_sampler != -1) {
1162 DCHECK_NE(locations.mask_tex_coord_scale, 1);
1163 DCHECK_NE(locations.mask_tex_coord_offset, 1);
1164 gl_->Uniform1i(locations.mask_sampler, 1);
1166 gfx::RectF mask_uv_rect = quad->MaskUVRect();
1167 if (mask_sampler != SAMPLER_TYPE_2D) {
1168 mask_uv_rect.Scale(quad->mask_texture_size.width(),
1169 quad->mask_texture_size.height());
1172 // Mask textures are oriented vertically flipped relative to the framebuffer
1173 // and the RenderPass contents texture, so we flip the tex coords from the
1174 // RenderPass texture to find the mask texture coords.
1175 gl_->Uniform2f(locations.mask_tex_coord_offset, mask_uv_rect.x(),
1176 mask_uv_rect.bottom());
1177 gl_->Uniform2f(locations.mask_tex_coord_scale,
1178 mask_uv_rect.width() / tex_scale_x,
1179 -mask_uv_rect.height() / tex_scale_y);
1181 last_texture_unit = 1;
1184 if (locations.edge != -1)
1185 gl_->Uniform3fv(locations.edge, 8, edge);
1187 if (locations.viewport != -1) {
1188 float viewport[4] = {
1189 static_cast<float>(current_window_space_viewport_.x()),
1190 static_cast<float>(current_window_space_viewport_.y()),
1191 static_cast<float>(current_window_space_viewport_.width()),
1192 static_cast<float>(current_window_space_viewport_.height()),
1194 gl_->Uniform4fv(locations.viewport, 1, viewport);
1197 if (locations.color_matrix != -1) {
1198 float matrix[16];
1199 for (int i = 0; i < 4; ++i) {
1200 for (int j = 0; j < 4; ++j)
1201 matrix[i * 4 + j] = SkScalarToFloat(color_matrix[j * 5 + i]);
1203 gl_->UniformMatrix4fv(locations.color_matrix, 1, false, matrix);
1205 static const float kScale = 1.0f / 255.0f;
1206 if (locations.color_offset != -1) {
1207 float offset[4];
1208 for (int i = 0; i < 4; ++i)
1209 offset[i] = SkScalarToFloat(color_matrix[i * 5 + 4]) * kScale;
1211 gl_->Uniform4fv(locations.color_offset, 1, offset);
1214 scoped_ptr<ResourceProvider::ScopedSamplerGL> shader_background_sampler_lock;
1215 if (locations.backdrop != -1) {
1216 DCHECK(background_texture || background_image);
1217 DCHECK_NE(locations.backdrop, 0);
1218 DCHECK_NE(locations.backdrop_rect, 0);
1220 gl_->Uniform1i(locations.backdrop, ++last_texture_unit);
1222 gl_->Uniform4f(locations.backdrop_rect, background_rect.x(),
1223 background_rect.y(), background_rect.width(),
1224 background_rect.height());
1226 if (background_image) {
1227 GrTexture* texture = background_image->getTexture();
1228 gl_->ActiveTexture(GL_TEXTURE0 + last_texture_unit);
1229 gl_->BindTexture(GL_TEXTURE_2D, texture->getTextureHandle());
1230 gl_->ActiveTexture(GL_TEXTURE0);
1231 if (mask_for_background)
1232 gl_->Uniform1i(locations.original_backdrop, ++last_texture_unit);
1234 if (background_texture) {
1235 shader_background_sampler_lock = make_scoped_ptr(
1236 new ResourceProvider::ScopedSamplerGL(resource_provider_,
1237 background_texture->id(),
1238 GL_TEXTURE0 + last_texture_unit,
1239 GL_LINEAR));
1240 DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D),
1241 shader_background_sampler_lock->target());
1245 SetShaderOpacity(quad->opacity(), locations.alpha);
1246 SetShaderQuadF(surface_quad, locations.quad);
1247 DrawQuadGeometry(
1248 frame, quad->quadTransform(), quad->rect, locations.matrix);
1250 // Flush the compositor context before the filter bitmap goes out of
1251 // scope, so the draw gets processed before the filter texture gets deleted.
1252 if (filter_image)
1253 gl_->Flush();
1255 if (!use_shaders_for_blending)
1256 RestoreBlendFuncToDefault(blend_mode);
1259 struct SolidColorProgramUniforms {
1260 unsigned program;
1261 unsigned matrix_location;
1262 unsigned viewport_location;
1263 unsigned quad_location;
1264 unsigned edge_location;
1265 unsigned color_location;
1268 template <class T>
1269 static void SolidColorUniformLocation(T program,
1270 SolidColorProgramUniforms* uniforms) {
1271 uniforms->program = program->program();
1272 uniforms->matrix_location = program->vertex_shader().matrix_location();
1273 uniforms->viewport_location = program->vertex_shader().viewport_location();
1274 uniforms->quad_location = program->vertex_shader().quad_location();
1275 uniforms->edge_location = program->vertex_shader().edge_location();
1276 uniforms->color_location = program->fragment_shader().color_location();
1279 namespace {
1280 // These functions determine if a quad, clipped by a clip_region contains
1281 // the entire {top|bottom|left|right} edge.
1282 bool is_top(const gfx::QuadF* clip_region, const DrawQuad* quad) {
1283 if (!quad->IsTopEdge())
1284 return false;
1285 if (!clip_region)
1286 return true;
1288 return std::abs(clip_region->p1().y()) < kAntiAliasingEpsilon &&
1289 std::abs(clip_region->p2().y()) < kAntiAliasingEpsilon;
1292 bool is_bottom(const gfx::QuadF* clip_region, const DrawQuad* quad) {
1293 if (!quad->IsBottomEdge())
1294 return false;
1295 if (!clip_region)
1296 return true;
1298 return std::abs(clip_region->p3().y() -
1299 quad->shared_quad_state->content_bounds.height()) <
1300 kAntiAliasingEpsilon &&
1301 std::abs(clip_region->p4().y() -
1302 quad->shared_quad_state->content_bounds.height()) <
1303 kAntiAliasingEpsilon;
1306 bool is_left(const gfx::QuadF* clip_region, const DrawQuad* quad) {
1307 if (!quad->IsLeftEdge())
1308 return false;
1309 if (!clip_region)
1310 return true;
1312 return std::abs(clip_region->p1().x()) < kAntiAliasingEpsilon &&
1313 std::abs(clip_region->p4().x()) < kAntiAliasingEpsilon;
1316 bool is_right(const gfx::QuadF* clip_region, const DrawQuad* quad) {
1317 if (!quad->IsRightEdge())
1318 return false;
1319 if (!clip_region)
1320 return true;
1322 return std::abs(clip_region->p2().x() -
1323 quad->shared_quad_state->content_bounds.width()) <
1324 kAntiAliasingEpsilon &&
1325 std::abs(clip_region->p3().x() -
1326 quad->shared_quad_state->content_bounds.width()) <
1327 kAntiAliasingEpsilon;
1329 } // anonymous namespace
1331 static gfx::QuadF GetDeviceQuadWithAntialiasingOnExteriorEdges(
1332 const LayerQuad& device_layer_edges,
1333 const gfx::Transform& device_transform,
1334 const gfx::QuadF* clip_region,
1335 const DrawQuad* quad) {
1336 gfx::RectF tile_rect = quad->visible_rect;
1337 gfx::QuadF tile_quad(tile_rect);
1339 if (clip_region) {
1340 if (quad->material != DrawQuad::RENDER_PASS) {
1341 tile_quad = *clip_region;
1342 } else {
1343 GetScaledRegion(quad->rect, clip_region, &tile_quad);
1347 gfx::PointF bottom_right = tile_quad.p3();
1348 gfx::PointF bottom_left = tile_quad.p4();
1349 gfx::PointF top_left = tile_quad.p1();
1350 gfx::PointF top_right = tile_quad.p2();
1351 bool clipped = false;
1353 // Map points to device space. We ignore |clipped|, since the result of
1354 // |MapPoint()| still produces a valid point to draw the quad with. When
1355 // clipped, the point will be outside of the viewport. See crbug.com/416367.
1356 bottom_right = MathUtil::MapPoint(device_transform, bottom_right, &clipped);
1357 bottom_left = MathUtil::MapPoint(device_transform, bottom_left, &clipped);
1358 top_left = MathUtil::MapPoint(device_transform, top_left, &clipped);
1359 top_right = MathUtil::MapPoint(device_transform, top_right, &clipped);
1361 LayerQuad::Edge bottom_edge(bottom_right, bottom_left);
1362 LayerQuad::Edge left_edge(bottom_left, top_left);
1363 LayerQuad::Edge top_edge(top_left, top_right);
1364 LayerQuad::Edge right_edge(top_right, bottom_right);
1366 // Only apply anti-aliasing to edges not clipped by culling or scissoring.
1367 // If an edge is degenerate we do not want to replace it with a "proper" edge
1368 // as that will cause the quad to possibly expand is strange ways.
1369 if (!top_edge.degenerate() && is_top(clip_region, quad) &&
1370 tile_rect.y() == quad->rect.y()) {
1371 top_edge = device_layer_edges.top();
1373 if (!left_edge.degenerate() && is_left(clip_region, quad) &&
1374 tile_rect.x() == quad->rect.x()) {
1375 left_edge = device_layer_edges.left();
1377 if (!right_edge.degenerate() && is_right(clip_region, quad) &&
1378 tile_rect.right() == quad->rect.right()) {
1379 right_edge = device_layer_edges.right();
1381 if (!bottom_edge.degenerate() && is_bottom(clip_region, quad) &&
1382 tile_rect.bottom() == quad->rect.bottom()) {
1383 bottom_edge = device_layer_edges.bottom();
1386 float sign = tile_quad.IsCounterClockwise() ? -1 : 1;
1387 bottom_edge.scale(sign);
1388 left_edge.scale(sign);
1389 top_edge.scale(sign);
1390 right_edge.scale(sign);
1392 // Create device space quad.
1393 return LayerQuad(left_edge, top_edge, right_edge, bottom_edge).ToQuadF();
1396 float GetTotalQuadError(const gfx::QuadF* clipped_quad,
1397 const gfx::QuadF* ideal_rect) {
1398 return (clipped_quad->p1() - ideal_rect->p1()).LengthSquared() +
1399 (clipped_quad->p2() - ideal_rect->p2()).LengthSquared() +
1400 (clipped_quad->p3() - ideal_rect->p3()).LengthSquared() +
1401 (clipped_quad->p4() - ideal_rect->p4()).LengthSquared();
1404 // Attempt to rotate the clipped quad until it lines up the most
1405 // correctly. This is necessary because we check the edges of this
1406 // quad against the expected left/right/top/bottom for anti-aliasing.
1407 void AlignQuadToBoundingBox(gfx::QuadF* clipped_quad) {
1408 gfx::QuadF bounding_quad = gfx::QuadF(clipped_quad->BoundingBox());
1409 gfx::QuadF best_rotation = *clipped_quad;
1410 float least_error_amount = GetTotalQuadError(clipped_quad, &bounding_quad);
1411 for (size_t i = 1; i < 4; ++i) {
1412 clipped_quad->Realign(1);
1413 float new_error = GetTotalQuadError(clipped_quad, &bounding_quad);
1414 if (new_error < least_error_amount) {
1415 least_error_amount = new_error;
1416 best_rotation = *clipped_quad;
1419 *clipped_quad = best_rotation;
1422 // static
1423 bool GLRenderer::ShouldAntialiasQuad(const gfx::Transform& device_transform,
1424 const DrawQuad* quad,
1425 bool force_antialiasing) {
1426 bool is_render_pass_quad = (quad->material == DrawQuad::RENDER_PASS);
1427 // For render pass quads, |device_transform| already contains quad's rect.
1428 // TODO(rosca@adobe.com): remove branching on is_render_pass_quad
1429 // crbug.com/429702
1430 if (!is_render_pass_quad && !quad->IsEdge())
1431 return false;
1432 gfx::RectF content_rect =
1433 is_render_pass_quad ? QuadVertexRect() : quad->visibleContentRect();
1435 bool clipped = false;
1436 gfx::QuadF device_layer_quad =
1437 MathUtil::MapQuad(device_transform, gfx::QuadF(content_rect), &clipped);
1439 if (device_layer_quad.BoundingBox().IsEmpty())
1440 return false;
1442 bool is_axis_aligned_in_target = device_layer_quad.IsRectilinear();
1443 bool is_nearest_rect_within_epsilon =
1444 is_axis_aligned_in_target &&
1445 gfx::IsNearestRectWithinDistance(device_layer_quad.BoundingBox(),
1446 kAntiAliasingEpsilon);
1447 // AAing clipped quads is not supported by the code yet.
1448 bool use_aa = !clipped && !is_nearest_rect_within_epsilon;
1449 return use_aa || force_antialiasing;
1452 // static
1453 void GLRenderer::SetupQuadForClippingAndAntialiasing(
1454 const gfx::Transform& device_transform,
1455 const DrawQuad* quad,
1456 bool use_aa,
1457 const gfx::QuadF* clip_region,
1458 gfx::QuadF* local_quad,
1459 float edge[24]) {
1460 bool is_render_pass_quad = (quad->material == DrawQuad::RENDER_PASS);
1461 gfx::QuadF rotated_clip;
1462 const gfx::QuadF* local_clip_region = clip_region;
1463 if (local_clip_region) {
1464 rotated_clip = *clip_region;
1465 AlignQuadToBoundingBox(&rotated_clip);
1466 local_clip_region = &rotated_clip;
1469 gfx::QuadF content_rect = is_render_pass_quad
1470 ? gfx::QuadF(QuadVertexRect())
1471 : gfx::QuadF(quad->visibleContentRect());
1472 if (!use_aa) {
1473 if (local_clip_region) {
1474 if (!is_render_pass_quad) {
1475 content_rect = *local_clip_region;
1476 } else {
1477 GetScaledRegion(quad->rect, local_clip_region, &content_rect);
1479 *local_quad = content_rect;
1481 return;
1483 bool clipped = false;
1484 gfx::QuadF device_layer_quad =
1485 MathUtil::MapQuad(device_transform, content_rect, &clipped);
1487 LayerQuad device_layer_bounds(gfx::QuadF(device_layer_quad.BoundingBox()));
1488 device_layer_bounds.InflateAntiAliasingDistance();
1490 LayerQuad device_layer_edges(device_layer_quad);
1491 device_layer_edges.InflateAntiAliasingDistance();
1493 device_layer_edges.ToFloatArray(edge);
1494 device_layer_bounds.ToFloatArray(&edge[12]);
1496 // If we have a clip region then we are split, and therefore
1497 // by necessity, at least one of our edges is not an external
1498 // one.
1499 bool is_full_rect = quad->visible_rect == quad->rect;
1501 bool region_contains_all_outside_edges =
1502 is_full_rect &&
1503 (is_top(local_clip_region, quad) && is_left(local_clip_region, quad) &&
1504 is_bottom(local_clip_region, quad) && is_right(local_clip_region, quad));
1506 bool use_aa_on_all_four_edges =
1507 !local_clip_region &&
1508 (is_render_pass_quad || region_contains_all_outside_edges);
1510 gfx::QuadF device_quad =
1511 use_aa_on_all_four_edges
1512 ? device_layer_edges.ToQuadF()
1513 : GetDeviceQuadWithAntialiasingOnExteriorEdges(
1514 device_layer_edges, device_transform, local_clip_region, quad);
1516 // Map device space quad to local space. device_transform has no 3d
1517 // component since it was flattened, so we don't need to project. We should
1518 // have already checked that the transform was uninvertible above.
1519 gfx::Transform inverse_device_transform(gfx::Transform::kSkipInitialization);
1520 bool did_invert = device_transform.GetInverse(&inverse_device_transform);
1521 DCHECK(did_invert);
1522 *local_quad =
1523 MathUtil::MapQuad(inverse_device_transform, device_quad, &clipped);
1524 // We should not DCHECK(!clipped) here, because anti-aliasing inflation may
1525 // cause device_quad to become clipped. To our knowledge this scenario does
1526 // not need to be handled differently than the unclipped case.
1529 void GLRenderer::DrawSolidColorQuad(const DrawingFrame* frame,
1530 const SolidColorDrawQuad* quad,
1531 const gfx::QuadF* clip_region) {
1532 gfx::Rect tile_rect = quad->visible_rect;
1534 SkColor color = quad->color;
1535 float opacity = quad->opacity();
1536 float alpha = (SkColorGetA(color) * (1.0f / 255.0f)) * opacity;
1538 // Early out if alpha is small enough that quad doesn't contribute to output.
1539 if (alpha < std::numeric_limits<float>::epsilon() &&
1540 quad->ShouldDrawWithBlending())
1541 return;
1543 gfx::Transform device_transform =
1544 frame->window_matrix * frame->projection_matrix * quad->quadTransform();
1545 device_transform.FlattenTo2d();
1546 if (!device_transform.IsInvertible())
1547 return;
1549 bool force_aa = false;
1550 gfx::QuadF local_quad = gfx::QuadF(gfx::RectF(tile_rect));
1551 float edge[24];
1552 bool use_aa = settings_->allow_antialiasing &&
1553 !quad->force_anti_aliasing_off &&
1554 ShouldAntialiasQuad(device_transform, quad, force_aa);
1555 SetupQuadForClippingAndAntialiasing(device_transform, quad, use_aa,
1556 clip_region, &local_quad, edge);
1558 SolidColorProgramUniforms uniforms;
1559 if (use_aa) {
1560 SolidColorUniformLocation(GetSolidColorProgramAA(), &uniforms);
1561 } else {
1562 SolidColorUniformLocation(GetSolidColorProgram(), &uniforms);
1564 SetUseProgram(uniforms.program);
1566 gl_->Uniform4f(uniforms.color_location,
1567 (SkColorGetR(color) * (1.0f / 255.0f)) * alpha,
1568 (SkColorGetG(color) * (1.0f / 255.0f)) * alpha,
1569 (SkColorGetB(color) * (1.0f / 255.0f)) * alpha, alpha);
1570 if (use_aa) {
1571 float viewport[4] = {
1572 static_cast<float>(current_window_space_viewport_.x()),
1573 static_cast<float>(current_window_space_viewport_.y()),
1574 static_cast<float>(current_window_space_viewport_.width()),
1575 static_cast<float>(current_window_space_viewport_.height()),
1577 gl_->Uniform4fv(uniforms.viewport_location, 1, viewport);
1578 gl_->Uniform3fv(uniforms.edge_location, 8, edge);
1581 // Enable blending when the quad properties require it or if we decided
1582 // to use antialiasing.
1583 SetBlendEnabled(quad->ShouldDrawWithBlending() || use_aa);
1585 // Normalize to tile_rect.
1586 local_quad.Scale(1.0f / tile_rect.width(), 1.0f / tile_rect.height());
1588 SetShaderQuadF(local_quad, uniforms.quad_location);
1590 // The transform and vertex data are used to figure out the extents that the
1591 // un-antialiased quad should have and which vertex this is and the float
1592 // quad passed in via uniform is the actual geometry that gets used to draw
1593 // it. This is why this centered rect is used and not the original quad_rect.
1594 gfx::RectF centered_rect(
1595 gfx::PointF(-0.5f * tile_rect.width(), -0.5f * tile_rect.height()),
1596 tile_rect.size());
1597 DrawQuadGeometry(
1598 frame, quad->quadTransform(), centered_rect, uniforms.matrix_location);
1601 struct TileProgramUniforms {
1602 unsigned program;
1603 unsigned matrix_location;
1604 unsigned viewport_location;
1605 unsigned quad_location;
1606 unsigned edge_location;
1607 unsigned vertex_tex_transform_location;
1608 unsigned sampler_location;
1609 unsigned fragment_tex_transform_location;
1610 unsigned alpha_location;
1613 template <class T>
1614 static void TileUniformLocation(T program, TileProgramUniforms* uniforms) {
1615 uniforms->program = program->program();
1616 uniforms->matrix_location = program->vertex_shader().matrix_location();
1617 uniforms->viewport_location = program->vertex_shader().viewport_location();
1618 uniforms->quad_location = program->vertex_shader().quad_location();
1619 uniforms->edge_location = program->vertex_shader().edge_location();
1620 uniforms->vertex_tex_transform_location =
1621 program->vertex_shader().vertex_tex_transform_location();
1623 uniforms->sampler_location = program->fragment_shader().sampler_location();
1624 uniforms->alpha_location = program->fragment_shader().alpha_location();
1625 uniforms->fragment_tex_transform_location =
1626 program->fragment_shader().fragment_tex_transform_location();
1629 void GLRenderer::DrawTileQuad(const DrawingFrame* frame,
1630 const TileDrawQuad* quad,
1631 const gfx::QuadF* clip_region) {
1632 DrawContentQuad(frame, quad, quad->resource_id(), clip_region);
1635 void GLRenderer::DrawContentQuad(const DrawingFrame* frame,
1636 const ContentDrawQuadBase* quad,
1637 ResourceId resource_id,
1638 const gfx::QuadF* clip_region) {
1639 gfx::Transform device_transform =
1640 frame->window_matrix * frame->projection_matrix * quad->quadTransform();
1641 device_transform.FlattenTo2d();
1643 bool use_aa = settings_->allow_antialiasing &&
1644 ShouldAntialiasQuad(device_transform, quad, false);
1646 // TODO(timav): simplify coordinate transformations in DrawContentQuadAA
1647 // similar to the way DrawContentQuadNoAA works and then consider
1648 // combining DrawContentQuadAA and DrawContentQuadNoAA into one method.
1649 if (use_aa)
1650 DrawContentQuadAA(frame, quad, resource_id, device_transform, clip_region);
1651 else
1652 DrawContentQuadNoAA(frame, quad, resource_id, clip_region);
1655 void GLRenderer::DrawContentQuadAA(const DrawingFrame* frame,
1656 const ContentDrawQuadBase* quad,
1657 ResourceId resource_id,
1658 const gfx::Transform& device_transform,
1659 const gfx::QuadF* clip_region) {
1660 if (!device_transform.IsInvertible())
1661 return;
1663 gfx::Rect tile_rect = quad->visible_rect;
1665 gfx::RectF tex_coord_rect = MathUtil::ScaleRectProportional(
1666 quad->tex_coord_rect, quad->rect, tile_rect);
1667 float tex_to_geom_scale_x = quad->rect.width() / quad->tex_coord_rect.width();
1668 float tex_to_geom_scale_y =
1669 quad->rect.height() / quad->tex_coord_rect.height();
1671 gfx::RectF clamp_geom_rect(tile_rect);
1672 gfx::RectF clamp_tex_rect(tex_coord_rect);
1673 // Clamp texture coordinates to avoid sampling outside the layer
1674 // by deflating the tile region half a texel or half a texel
1675 // minus epsilon for one pixel layers. The resulting clamp region
1676 // is mapped to the unit square by the vertex shader and mapped
1677 // back to normalized texture coordinates by the fragment shader
1678 // after being clamped to 0-1 range.
1679 float tex_clamp_x =
1680 std::min(0.5f, 0.5f * clamp_tex_rect.width() - kAntiAliasingEpsilon);
1681 float tex_clamp_y =
1682 std::min(0.5f, 0.5f * clamp_tex_rect.height() - kAntiAliasingEpsilon);
1683 float geom_clamp_x =
1684 std::min(tex_clamp_x * tex_to_geom_scale_x,
1685 0.5f * clamp_geom_rect.width() - kAntiAliasingEpsilon);
1686 float geom_clamp_y =
1687 std::min(tex_clamp_y * tex_to_geom_scale_y,
1688 0.5f * clamp_geom_rect.height() - kAntiAliasingEpsilon);
1689 clamp_geom_rect.Inset(geom_clamp_x, geom_clamp_y, geom_clamp_x, geom_clamp_y);
1690 clamp_tex_rect.Inset(tex_clamp_x, tex_clamp_y, tex_clamp_x, tex_clamp_y);
1692 // Map clamping rectangle to unit square.
1693 float vertex_tex_translate_x = -clamp_geom_rect.x() / clamp_geom_rect.width();
1694 float vertex_tex_translate_y =
1695 -clamp_geom_rect.y() / clamp_geom_rect.height();
1696 float vertex_tex_scale_x = tile_rect.width() / clamp_geom_rect.width();
1697 float vertex_tex_scale_y = tile_rect.height() / clamp_geom_rect.height();
1699 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
1700 gl_, &highp_threshold_cache_, highp_threshold_min_, quad->texture_size);
1702 gfx::QuadF local_quad = gfx::QuadF(gfx::RectF(tile_rect));
1703 float edge[24];
1704 SetupQuadForClippingAndAntialiasing(device_transform, quad, true, clip_region,
1705 &local_quad, edge);
1706 ResourceProvider::ScopedSamplerGL quad_resource_lock(
1707 resource_provider_, resource_id,
1708 quad->nearest_neighbor ? GL_NEAREST : GL_LINEAR);
1709 SamplerType sampler =
1710 SamplerTypeFromTextureTarget(quad_resource_lock.target());
1712 float fragment_tex_translate_x = clamp_tex_rect.x();
1713 float fragment_tex_translate_y = clamp_tex_rect.y();
1714 float fragment_tex_scale_x = clamp_tex_rect.width();
1715 float fragment_tex_scale_y = clamp_tex_rect.height();
1717 // Map to normalized texture coordinates.
1718 if (sampler != SAMPLER_TYPE_2D_RECT) {
1719 gfx::Size texture_size = quad->texture_size;
1720 DCHECK(!texture_size.IsEmpty());
1721 fragment_tex_translate_x /= texture_size.width();
1722 fragment_tex_translate_y /= texture_size.height();
1723 fragment_tex_scale_x /= texture_size.width();
1724 fragment_tex_scale_y /= texture_size.height();
1727 TileProgramUniforms uniforms;
1728 if (quad->swizzle_contents) {
1729 TileUniformLocation(GetTileProgramSwizzleAA(tex_coord_precision, sampler),
1730 &uniforms);
1731 } else {
1732 TileUniformLocation(GetTileProgramAA(tex_coord_precision, sampler),
1733 &uniforms);
1736 SetUseProgram(uniforms.program);
1737 gl_->Uniform1i(uniforms.sampler_location, 0);
1739 float viewport[4] = {
1740 static_cast<float>(current_window_space_viewport_.x()),
1741 static_cast<float>(current_window_space_viewport_.y()),
1742 static_cast<float>(current_window_space_viewport_.width()),
1743 static_cast<float>(current_window_space_viewport_.height()),
1745 gl_->Uniform4fv(uniforms.viewport_location, 1, viewport);
1746 gl_->Uniform3fv(uniforms.edge_location, 8, edge);
1748 gl_->Uniform4f(uniforms.vertex_tex_transform_location, vertex_tex_translate_x,
1749 vertex_tex_translate_y, vertex_tex_scale_x,
1750 vertex_tex_scale_y);
1751 gl_->Uniform4f(uniforms.fragment_tex_transform_location,
1752 fragment_tex_translate_x, fragment_tex_translate_y,
1753 fragment_tex_scale_x, fragment_tex_scale_y);
1755 // Blending is required for antialiasing.
1756 SetBlendEnabled(true);
1758 // Normalize to tile_rect.
1759 local_quad.Scale(1.0f / tile_rect.width(), 1.0f / tile_rect.height());
1761 SetShaderOpacity(quad->opacity(), uniforms.alpha_location);
1762 SetShaderQuadF(local_quad, uniforms.quad_location);
1764 // The transform and vertex data are used to figure out the extents that the
1765 // un-antialiased quad should have and which vertex this is and the float
1766 // quad passed in via uniform is the actual geometry that gets used to draw
1767 // it. This is why this centered rect is used and not the original quad_rect.
1768 gfx::RectF centered_rect(
1769 gfx::PointF(-0.5f * tile_rect.width(), -0.5f * tile_rect.height()),
1770 tile_rect.size());
1771 DrawQuadGeometry(
1772 frame, quad->quadTransform(), centered_rect, uniforms.matrix_location);
1775 void GLRenderer::DrawContentQuadNoAA(const DrawingFrame* frame,
1776 const ContentDrawQuadBase* quad,
1777 ResourceId resource_id,
1778 const gfx::QuadF* clip_region) {
1779 gfx::RectF tex_coord_rect = MathUtil::ScaleRectProportional(
1780 quad->tex_coord_rect, quad->rect, quad->visible_rect);
1781 float tex_to_geom_scale_x = quad->rect.width() / quad->tex_coord_rect.width();
1782 float tex_to_geom_scale_y =
1783 quad->rect.height() / quad->tex_coord_rect.height();
1785 bool scaled = (tex_to_geom_scale_x != 1.f || tex_to_geom_scale_y != 1.f);
1786 GLenum filter =
1787 (scaled || !quad->quadTransform().IsIdentityOrIntegerTranslation()) &&
1788 !quad->nearest_neighbor
1789 ? GL_LINEAR
1790 : GL_NEAREST;
1792 ResourceProvider::ScopedSamplerGL quad_resource_lock(
1793 resource_provider_, resource_id, filter);
1794 SamplerType sampler =
1795 SamplerTypeFromTextureTarget(quad_resource_lock.target());
1797 float vertex_tex_translate_x = tex_coord_rect.x();
1798 float vertex_tex_translate_y = tex_coord_rect.y();
1799 float vertex_tex_scale_x = tex_coord_rect.width();
1800 float vertex_tex_scale_y = tex_coord_rect.height();
1802 // Map to normalized texture coordinates.
1803 if (sampler != SAMPLER_TYPE_2D_RECT) {
1804 gfx::Size texture_size = quad->texture_size;
1805 DCHECK(!texture_size.IsEmpty());
1806 vertex_tex_translate_x /= texture_size.width();
1807 vertex_tex_translate_y /= texture_size.height();
1808 vertex_tex_scale_x /= texture_size.width();
1809 vertex_tex_scale_y /= texture_size.height();
1812 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
1813 gl_, &highp_threshold_cache_, highp_threshold_min_, quad->texture_size);
1815 TileProgramUniforms uniforms;
1816 if (quad->ShouldDrawWithBlending()) {
1817 if (quad->swizzle_contents) {
1818 TileUniformLocation(GetTileProgramSwizzle(tex_coord_precision, sampler),
1819 &uniforms);
1820 } else {
1821 TileUniformLocation(GetTileProgram(tex_coord_precision, sampler),
1822 &uniforms);
1824 } else {
1825 if (quad->swizzle_contents) {
1826 TileUniformLocation(
1827 GetTileProgramSwizzleOpaque(tex_coord_precision, sampler), &uniforms);
1828 } else {
1829 TileUniformLocation(GetTileProgramOpaque(tex_coord_precision, sampler),
1830 &uniforms);
1834 SetUseProgram(uniforms.program);
1835 gl_->Uniform1i(uniforms.sampler_location, 0);
1837 gl_->Uniform4f(uniforms.vertex_tex_transform_location, vertex_tex_translate_x,
1838 vertex_tex_translate_y, vertex_tex_scale_x,
1839 vertex_tex_scale_y);
1841 SetBlendEnabled(quad->ShouldDrawWithBlending());
1843 SetShaderOpacity(quad->opacity(), uniforms.alpha_location);
1845 // Pass quad coordinates to the uniform in the same order as GeometryBinding
1846 // does, then vertices will match the texture mapping in the vertex buffer.
1847 // The method SetShaderQuadF() changes the order of vertices and so it's
1848 // not used here.
1849 gfx::QuadF tile_rect(quad->visible_rect);
1850 float width = quad->visible_rect.width();
1851 float height = quad->visible_rect.height();
1852 gfx::PointF top_left = quad->visible_rect.origin();
1853 if (clip_region) {
1854 tile_rect = *clip_region;
1855 float gl_uv[8] = {
1856 (tile_rect.p4().x() - top_left.x()) / width,
1857 (tile_rect.p4().y() - top_left.y()) / height,
1858 (tile_rect.p1().x() - top_left.x()) / width,
1859 (tile_rect.p1().y() - top_left.y()) / height,
1860 (tile_rect.p2().x() - top_left.x()) / width,
1861 (tile_rect.p2().y() - top_left.y()) / height,
1862 (tile_rect.p3().x() - top_left.x()) / width,
1863 (tile_rect.p3().y() - top_left.y()) / height,
1865 PrepareGeometry(CLIPPED_BINDING);
1866 clipped_geometry_->InitializeCustomQuadWithUVs(
1867 gfx::QuadF(quad->visible_rect), gl_uv);
1868 } else {
1869 PrepareGeometry(SHARED_BINDING);
1871 float gl_quad[8] = {
1872 tile_rect.p4().x(),
1873 tile_rect.p4().y(),
1874 tile_rect.p1().x(),
1875 tile_rect.p1().y(),
1876 tile_rect.p2().x(),
1877 tile_rect.p2().y(),
1878 tile_rect.p3().x(),
1879 tile_rect.p3().y(),
1881 gl_->Uniform2fv(uniforms.quad_location, 4, gl_quad);
1883 static float gl_matrix[16];
1884 ToGLMatrix(&gl_matrix[0], frame->projection_matrix * quad->quadTransform());
1885 gl_->UniformMatrix4fv(uniforms.matrix_location, 1, false, &gl_matrix[0]);
1887 gl_->DrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
1890 void GLRenderer::DrawYUVVideoQuad(const DrawingFrame* frame,
1891 const YUVVideoDrawQuad* quad,
1892 const gfx::QuadF* clip_region) {
1893 SetBlendEnabled(quad->ShouldDrawWithBlending());
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());
1901 bool use_alpha_plane = quad->a_plane_resource_id() != 0;
1903 ResourceProvider::ScopedSamplerGL y_plane_lock(
1904 resource_provider_, quad->y_plane_resource_id(), GL_TEXTURE1, GL_LINEAR);
1905 ResourceProvider::ScopedSamplerGL u_plane_lock(
1906 resource_provider_, quad->u_plane_resource_id(), GL_TEXTURE2, GL_LINEAR);
1907 DCHECK_EQ(y_plane_lock.target(), u_plane_lock.target());
1908 ResourceProvider::ScopedSamplerGL v_plane_lock(
1909 resource_provider_, quad->v_plane_resource_id(), GL_TEXTURE3, GL_LINEAR);
1910 DCHECK_EQ(y_plane_lock.target(), v_plane_lock.target());
1911 scoped_ptr<ResourceProvider::ScopedSamplerGL> a_plane_lock;
1912 if (use_alpha_plane) {
1913 a_plane_lock.reset(new ResourceProvider::ScopedSamplerGL(
1914 resource_provider_, quad->a_plane_resource_id(), GL_TEXTURE4,
1915 GL_LINEAR));
1916 DCHECK_EQ(y_plane_lock.target(), a_plane_lock->target());
1919 // All planes must have the same sampler type.
1920 SamplerType sampler = SamplerTypeFromTextureTarget(y_plane_lock.target());
1922 int matrix_location = -1;
1923 int ya_tex_scale_location = -1;
1924 int ya_tex_offset_location = -1;
1925 int uv_tex_scale_location = -1;
1926 int uv_tex_offset_location = -1;
1927 int ya_clamp_rect_location = -1;
1928 int uv_clamp_rect_location = -1;
1929 int y_texture_location = -1;
1930 int u_texture_location = -1;
1931 int v_texture_location = -1;
1932 int a_texture_location = -1;
1933 int yuv_matrix_location = -1;
1934 int yuv_adj_location = -1;
1935 int alpha_location = -1;
1936 if (use_alpha_plane) {
1937 const VideoYUVAProgram* program =
1938 GetVideoYUVAProgram(tex_coord_precision, sampler);
1939 DCHECK(program && (program->initialized() || IsContextLost()));
1940 SetUseProgram(program->program());
1941 matrix_location = program->vertex_shader().matrix_location();
1942 ya_tex_scale_location = program->vertex_shader().ya_tex_scale_location();
1943 ya_tex_offset_location = program->vertex_shader().ya_tex_offset_location();
1944 uv_tex_scale_location = program->vertex_shader().uv_tex_scale_location();
1945 uv_tex_offset_location = program->vertex_shader().uv_tex_offset_location();
1946 y_texture_location = program->fragment_shader().y_texture_location();
1947 u_texture_location = program->fragment_shader().u_texture_location();
1948 v_texture_location = program->fragment_shader().v_texture_location();
1949 a_texture_location = program->fragment_shader().a_texture_location();
1950 yuv_matrix_location = program->fragment_shader().yuv_matrix_location();
1951 yuv_adj_location = program->fragment_shader().yuv_adj_location();
1952 ya_clamp_rect_location =
1953 program->fragment_shader().ya_clamp_rect_location();
1954 uv_clamp_rect_location =
1955 program->fragment_shader().uv_clamp_rect_location();
1956 alpha_location = program->fragment_shader().alpha_location();
1957 } else {
1958 const VideoYUVProgram* program =
1959 GetVideoYUVProgram(tex_coord_precision, sampler);
1960 DCHECK(program && (program->initialized() || IsContextLost()));
1961 SetUseProgram(program->program());
1962 matrix_location = program->vertex_shader().matrix_location();
1963 ya_tex_scale_location = program->vertex_shader().ya_tex_scale_location();
1964 ya_tex_offset_location = program->vertex_shader().ya_tex_offset_location();
1965 uv_tex_scale_location = program->vertex_shader().uv_tex_scale_location();
1966 uv_tex_offset_location = program->vertex_shader().uv_tex_offset_location();
1967 y_texture_location = program->fragment_shader().y_texture_location();
1968 u_texture_location = program->fragment_shader().u_texture_location();
1969 v_texture_location = program->fragment_shader().v_texture_location();
1970 yuv_matrix_location = program->fragment_shader().yuv_matrix_location();
1971 yuv_adj_location = program->fragment_shader().yuv_adj_location();
1972 ya_clamp_rect_location =
1973 program->fragment_shader().ya_clamp_rect_location();
1974 uv_clamp_rect_location =
1975 program->fragment_shader().uv_clamp_rect_location();
1976 alpha_location = program->fragment_shader().alpha_location();
1979 gfx::SizeF ya_tex_scale(1.0f, 1.0f);
1980 gfx::SizeF uv_tex_scale(1.0f, 1.0f);
1981 if (sampler != SAMPLER_TYPE_2D_RECT) {
1982 DCHECK(!quad->ya_tex_size.IsEmpty());
1983 DCHECK(!quad->uv_tex_size.IsEmpty());
1984 ya_tex_scale = gfx::SizeF(1.0f / quad->ya_tex_size.width(),
1985 1.0f / quad->ya_tex_size.height());
1986 uv_tex_scale = gfx::SizeF(1.0f / quad->uv_tex_size.width(),
1987 1.0f / quad->uv_tex_size.height());
1990 float ya_vertex_tex_translate_x =
1991 quad->ya_tex_coord_rect.x() * ya_tex_scale.width();
1992 float ya_vertex_tex_translate_y =
1993 quad->ya_tex_coord_rect.y() * ya_tex_scale.height();
1994 float ya_vertex_tex_scale_x =
1995 quad->ya_tex_coord_rect.width() * ya_tex_scale.width();
1996 float ya_vertex_tex_scale_y =
1997 quad->ya_tex_coord_rect.height() * ya_tex_scale.height();
1999 float uv_vertex_tex_translate_x =
2000 quad->uv_tex_coord_rect.x() * uv_tex_scale.width();
2001 float uv_vertex_tex_translate_y =
2002 quad->uv_tex_coord_rect.y() * uv_tex_scale.height();
2003 float uv_vertex_tex_scale_x =
2004 quad->uv_tex_coord_rect.width() * uv_tex_scale.width();
2005 float uv_vertex_tex_scale_y =
2006 quad->uv_tex_coord_rect.height() * uv_tex_scale.height();
2008 gl_->Uniform2f(ya_tex_scale_location, ya_vertex_tex_scale_x,
2009 ya_vertex_tex_scale_y);
2010 gl_->Uniform2f(ya_tex_offset_location, ya_vertex_tex_translate_x,
2011 ya_vertex_tex_translate_y);
2012 gl_->Uniform2f(uv_tex_scale_location, uv_vertex_tex_scale_x,
2013 uv_vertex_tex_scale_y);
2014 gl_->Uniform2f(uv_tex_offset_location, uv_vertex_tex_translate_x,
2015 uv_vertex_tex_translate_y);
2017 gfx::RectF ya_clamp_rect(ya_vertex_tex_translate_x, ya_vertex_tex_translate_y,
2018 ya_vertex_tex_scale_x, ya_vertex_tex_scale_y);
2019 ya_clamp_rect.Inset(0.5f * ya_tex_scale.width(),
2020 0.5f * ya_tex_scale.height());
2021 gfx::RectF uv_clamp_rect(uv_vertex_tex_translate_x, uv_vertex_tex_translate_y,
2022 uv_vertex_tex_scale_x, uv_vertex_tex_scale_y);
2023 uv_clamp_rect.Inset(0.5f * uv_tex_scale.width(),
2024 0.5f * uv_tex_scale.height());
2025 gl_->Uniform4f(ya_clamp_rect_location, ya_clamp_rect.x(), ya_clamp_rect.y(),
2026 ya_clamp_rect.right(), ya_clamp_rect.bottom());
2027 gl_->Uniform4f(uv_clamp_rect_location, uv_clamp_rect.x(), uv_clamp_rect.y(),
2028 uv_clamp_rect.right(), uv_clamp_rect.bottom());
2030 gl_->Uniform1i(y_texture_location, 1);
2031 gl_->Uniform1i(u_texture_location, 2);
2032 gl_->Uniform1i(v_texture_location, 3);
2033 if (use_alpha_plane)
2034 gl_->Uniform1i(a_texture_location, 4);
2036 // These values are magic numbers that are used in the transformation from YUV
2037 // to RGB color values. They are taken from the following webpage:
2038 // http://www.fourcc.org/fccyvrgb.php
2039 float yuv_to_rgb_rec601[9] = {
2040 1.164f, 1.164f, 1.164f, 0.0f, -.391f, 2.018f, 1.596f, -.813f, 0.0f,
2042 float yuv_to_rgb_jpeg[9] = {
2043 1.f, 1.f, 1.f, 0.0f, -.34414f, 1.772f, 1.402f, -.71414f, 0.0f,
2045 float yuv_to_rgb_rec709[9] = {
2046 1.164f, 1.164f, 1.164f, 0.0f, -0.213f, 2.112f, 1.793f, -0.533f, 0.0f,
2049 // These values map to 16, 128, and 128 respectively, and are computed
2050 // as a fraction over 256 (e.g. 16 / 256 = 0.0625).
2051 // They are used in the YUV to RGBA conversion formula:
2052 // Y - 16 : Gives 16 values of head and footroom for overshooting
2053 // U - 128 : Turns unsigned U into signed U [-128,127]
2054 // V - 128 : Turns unsigned V into signed V [-128,127]
2055 float yuv_adjust_constrained[3] = {
2056 -0.0625f, -0.5f, -0.5f,
2059 // Same as above, but without the head and footroom.
2060 float yuv_adjust_full[3] = {
2061 0.0f, -0.5f, -0.5f,
2064 float* yuv_to_rgb = NULL;
2065 float* yuv_adjust = NULL;
2067 switch (quad->color_space) {
2068 case YUVVideoDrawQuad::REC_601:
2069 yuv_to_rgb = yuv_to_rgb_rec601;
2070 yuv_adjust = yuv_adjust_constrained;
2071 break;
2072 case YUVVideoDrawQuad::REC_709:
2073 yuv_to_rgb = yuv_to_rgb_rec709;
2074 yuv_adjust = yuv_adjust_constrained;
2075 break;
2076 case YUVVideoDrawQuad::JPEG:
2077 yuv_to_rgb = yuv_to_rgb_jpeg;
2078 yuv_adjust = yuv_adjust_full;
2079 break;
2082 // The transform and vertex data are used to figure out the extents that the
2083 // un-antialiased quad should have and which vertex this is and the float
2084 // quad passed in via uniform is the actual geometry that gets used to draw
2085 // it. This is why this centered rect is used and not the original quad_rect.
2086 gfx::RectF tile_rect = quad->rect;
2087 gl_->UniformMatrix3fv(yuv_matrix_location, 1, 0, yuv_to_rgb);
2088 gl_->Uniform3fv(yuv_adj_location, 1, yuv_adjust);
2090 SetShaderOpacity(quad->opacity(), alpha_location);
2091 if (!clip_region) {
2092 DrawQuadGeometry(frame, quad->quadTransform(), tile_rect, matrix_location);
2093 } else {
2094 float uvs[8] = {0};
2095 GetScaledUVs(quad->visible_rect, clip_region, uvs);
2096 gfx::QuadF region_quad = *clip_region;
2097 region_quad.Scale(1.0f / tile_rect.width(), 1.0f / tile_rect.height());
2098 region_quad -= gfx::Vector2dF(0.5f, 0.5f);
2099 DrawQuadGeometryClippedByQuadF(frame, quad->quadTransform(), tile_rect,
2100 region_quad, matrix_location, uvs);
2104 void GLRenderer::DrawStreamVideoQuad(const DrawingFrame* frame,
2105 const StreamVideoDrawQuad* quad,
2106 const gfx::QuadF* clip_region) {
2107 SetBlendEnabled(quad->ShouldDrawWithBlending());
2109 static float gl_matrix[16];
2111 DCHECK(capabilities_.using_egl_image);
2113 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
2114 gl_,
2115 &highp_threshold_cache_,
2116 highp_threshold_min_,
2117 quad->shared_quad_state->visible_content_rect.bottom_right());
2119 const VideoStreamTextureProgram* program =
2120 GetVideoStreamTextureProgram(tex_coord_precision);
2121 SetUseProgram(program->program());
2123 ToGLMatrix(&gl_matrix[0], quad->matrix);
2124 gl_->UniformMatrix4fv(program->vertex_shader().tex_matrix_location(), 1,
2125 false, gl_matrix);
2127 ResourceProvider::ScopedReadLockGL lock(resource_provider_,
2128 quad->resource_id());
2129 DCHECK_EQ(GL_TEXTURE0, GetActiveTextureUnit(gl_));
2130 gl_->BindTexture(GL_TEXTURE_EXTERNAL_OES, lock.texture_id());
2132 gl_->Uniform1i(program->fragment_shader().sampler_location(), 0);
2134 SetShaderOpacity(quad->opacity(),
2135 program->fragment_shader().alpha_location());
2136 if (!clip_region) {
2137 DrawQuadGeometry(frame, quad->quadTransform(), quad->rect,
2138 program->vertex_shader().matrix_location());
2139 } else {
2140 gfx::QuadF region_quad(*clip_region);
2141 region_quad.Scale(1.0f / quad->rect.width(), 1.0f / quad->rect.height());
2142 region_quad -= gfx::Vector2dF(0.5f, 0.5f);
2143 float uvs[8] = {0};
2144 GetScaledUVs(quad->visible_rect, clip_region, uvs);
2145 DrawQuadGeometryClippedByQuadF(
2146 frame, quad->quadTransform(), quad->rect, region_quad,
2147 program->vertex_shader().matrix_location(), uvs);
2151 struct TextureProgramBinding {
2152 template <class Program>
2153 void Set(Program* program) {
2154 DCHECK(program);
2155 program_id = program->program();
2156 sampler_location = program->fragment_shader().sampler_location();
2157 matrix_location = program->vertex_shader().matrix_location();
2158 background_color_location =
2159 program->fragment_shader().background_color_location();
2161 int program_id;
2162 int sampler_location;
2163 int matrix_location;
2164 int transform_location;
2165 int background_color_location;
2168 struct TexTransformTextureProgramBinding : TextureProgramBinding {
2169 template <class Program>
2170 void Set(Program* program) {
2171 TextureProgramBinding::Set(program);
2172 tex_transform_location = program->vertex_shader().tex_transform_location();
2173 vertex_opacity_location =
2174 program->vertex_shader().vertex_opacity_location();
2176 int tex_transform_location;
2177 int vertex_opacity_location;
2180 void GLRenderer::FlushTextureQuadCache(BoundGeometry flush_binding) {
2181 // Check to see if we have anything to draw.
2182 if (draw_cache_.program_id == -1)
2183 return;
2185 PrepareGeometry(flush_binding);
2187 // Set the correct blending mode.
2188 SetBlendEnabled(draw_cache_.needs_blending);
2190 // Bind the program to the GL state.
2191 SetUseProgram(draw_cache_.program_id);
2193 // Bind the correct texture sampler location.
2194 gl_->Uniform1i(draw_cache_.sampler_location, 0);
2196 // Assume the current active textures is 0.
2197 ResourceProvider::ScopedSamplerGL locked_quad(
2198 resource_provider_,
2199 draw_cache_.resource_id,
2200 draw_cache_.nearest_neighbor ? GL_NEAREST : GL_LINEAR);
2201 DCHECK_EQ(GL_TEXTURE0, GetActiveTextureUnit(gl_));
2202 gl_->BindTexture(locked_quad.target(), locked_quad.texture_id());
2204 static_assert(sizeof(Float4) == 4 * sizeof(float),
2205 "Float4 struct should be densely packed");
2206 static_assert(sizeof(Float16) == 16 * sizeof(float),
2207 "Float16 struct should be densely packed");
2209 // Upload the tranforms for both points and uvs.
2210 gl_->UniformMatrix4fv(
2211 static_cast<int>(draw_cache_.matrix_location),
2212 static_cast<int>(draw_cache_.matrix_data.size()), false,
2213 reinterpret_cast<float*>(&draw_cache_.matrix_data.front()));
2214 gl_->Uniform4fv(static_cast<int>(draw_cache_.uv_xform_location),
2215 static_cast<int>(draw_cache_.uv_xform_data.size()),
2216 reinterpret_cast<float*>(&draw_cache_.uv_xform_data.front()));
2218 if (draw_cache_.background_color != SK_ColorTRANSPARENT) {
2219 Float4 background_color = PremultipliedColor(draw_cache_.background_color);
2220 gl_->Uniform4fv(draw_cache_.background_color_location, 1,
2221 background_color.data);
2224 gl_->Uniform1fv(
2225 static_cast<int>(draw_cache_.vertex_opacity_location),
2226 static_cast<int>(draw_cache_.vertex_opacity_data.size()),
2227 static_cast<float*>(&draw_cache_.vertex_opacity_data.front()));
2229 // Draw the quads!
2230 gl_->DrawElements(GL_TRIANGLES, 6 * draw_cache_.matrix_data.size(),
2231 GL_UNSIGNED_SHORT, 0);
2233 // Clear the cache.
2234 draw_cache_.program_id = -1;
2235 draw_cache_.uv_xform_data.resize(0);
2236 draw_cache_.vertex_opacity_data.resize(0);
2237 draw_cache_.matrix_data.resize(0);
2239 // If we had a clipped binding, prepare the shared binding for the
2240 // next inserts.
2241 if (flush_binding == CLIPPED_BINDING) {
2242 PrepareGeometry(SHARED_BINDING);
2246 void GLRenderer::EnqueueTextureQuad(const DrawingFrame* frame,
2247 const TextureDrawQuad* quad,
2248 const gfx::QuadF* clip_region) {
2249 // If we have a clip_region then we have to render the next quad
2250 // with dynamic geometry, therefore we must flush all pending
2251 // texture quads.
2252 if (clip_region) {
2253 // We send in false here because we want to flush what's currently in the
2254 // queue using the shared_geometry and not clipped_geometry
2255 FlushTextureQuadCache(SHARED_BINDING);
2258 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
2259 gl_,
2260 &highp_threshold_cache_,
2261 highp_threshold_min_,
2262 quad->shared_quad_state->visible_content_rect.bottom_right());
2264 ResourceProvider::ScopedReadLockGL lock(resource_provider_,
2265 quad->resource_id());
2266 const SamplerType sampler = SamplerTypeFromTextureTarget(lock.target());
2267 // Choose the correct texture program binding
2268 TexTransformTextureProgramBinding binding;
2269 if (quad->premultiplied_alpha) {
2270 if (quad->background_color == SK_ColorTRANSPARENT) {
2271 binding.Set(GetTextureProgram(tex_coord_precision, sampler));
2272 } else {
2273 binding.Set(GetTextureBackgroundProgram(tex_coord_precision, sampler));
2275 } else {
2276 if (quad->background_color == SK_ColorTRANSPARENT) {
2277 binding.Set(
2278 GetNonPremultipliedTextureProgram(tex_coord_precision, sampler));
2279 } else {
2280 binding.Set(GetNonPremultipliedTextureBackgroundProgram(
2281 tex_coord_precision, sampler));
2285 int resource_id = quad->resource_id();
2287 if (draw_cache_.program_id != binding.program_id ||
2288 draw_cache_.resource_id != resource_id ||
2289 draw_cache_.needs_blending != quad->ShouldDrawWithBlending() ||
2290 draw_cache_.nearest_neighbor != quad->nearest_neighbor ||
2291 draw_cache_.background_color != quad->background_color ||
2292 draw_cache_.matrix_data.size() >= 8) {
2293 FlushTextureQuadCache(SHARED_BINDING);
2294 draw_cache_.program_id = binding.program_id;
2295 draw_cache_.resource_id = resource_id;
2296 draw_cache_.needs_blending = quad->ShouldDrawWithBlending();
2297 draw_cache_.nearest_neighbor = quad->nearest_neighbor;
2298 draw_cache_.background_color = quad->background_color;
2300 draw_cache_.uv_xform_location = binding.tex_transform_location;
2301 draw_cache_.background_color_location = binding.background_color_location;
2302 draw_cache_.vertex_opacity_location = binding.vertex_opacity_location;
2303 draw_cache_.matrix_location = binding.matrix_location;
2304 draw_cache_.sampler_location = binding.sampler_location;
2307 // Generate the uv-transform
2308 if (!clip_region) {
2309 draw_cache_.uv_xform_data.push_back(UVTransform(quad));
2310 } else {
2311 Float4 uv_transform = {{0.0f, 0.0f, 1.0f, 1.0f}};
2312 draw_cache_.uv_xform_data.push_back(uv_transform);
2315 // Generate the vertex opacity
2316 const float opacity = quad->opacity();
2317 draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[0] * opacity);
2318 draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[1] * opacity);
2319 draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[2] * opacity);
2320 draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[3] * opacity);
2322 // Generate the transform matrix
2323 gfx::Transform quad_rect_matrix;
2324 QuadRectTransform(&quad_rect_matrix, quad->quadTransform(), quad->rect);
2325 quad_rect_matrix = frame->projection_matrix * quad_rect_matrix;
2327 Float16 m;
2328 quad_rect_matrix.matrix().asColMajorf(m.data);
2329 draw_cache_.matrix_data.push_back(m);
2331 if (clip_region) {
2332 gfx::QuadF scaled_region;
2333 if (!GetScaledRegion(quad->rect, clip_region, &scaled_region)) {
2334 scaled_region = SharedGeometryQuad().BoundingBox();
2336 // Both the scaled region and the SharedGeomtryQuad are in the space
2337 // -0.5->0.5. We need to move that to the space 0->1.
2338 float uv[8];
2339 uv[0] = scaled_region.p1().x() + 0.5f;
2340 uv[1] = scaled_region.p1().y() + 0.5f;
2341 uv[2] = scaled_region.p2().x() + 0.5f;
2342 uv[3] = scaled_region.p2().y() + 0.5f;
2343 uv[4] = scaled_region.p3().x() + 0.5f;
2344 uv[5] = scaled_region.p3().y() + 0.5f;
2345 uv[6] = scaled_region.p4().x() + 0.5f;
2346 uv[7] = scaled_region.p4().y() + 0.5f;
2347 PrepareGeometry(CLIPPED_BINDING);
2348 clipped_geometry_->InitializeCustomQuadWithUVs(scaled_region, uv);
2349 FlushTextureQuadCache(CLIPPED_BINDING);
2353 void GLRenderer::DrawIOSurfaceQuad(const DrawingFrame* frame,
2354 const IOSurfaceDrawQuad* quad,
2355 const gfx::QuadF* clip_region) {
2356 SetBlendEnabled(quad->ShouldDrawWithBlending());
2358 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
2359 gl_,
2360 &highp_threshold_cache_,
2361 highp_threshold_min_,
2362 quad->shared_quad_state->visible_content_rect.bottom_right());
2364 TexTransformTextureProgramBinding binding;
2365 binding.Set(GetTextureIOSurfaceProgram(tex_coord_precision));
2367 SetUseProgram(binding.program_id);
2368 gl_->Uniform1i(binding.sampler_location, 0);
2369 if (quad->orientation == IOSurfaceDrawQuad::FLIPPED) {
2370 gl_->Uniform4f(
2371 binding.tex_transform_location, 0, quad->io_surface_size.height(),
2372 quad->io_surface_size.width(), quad->io_surface_size.height() * -1.0f);
2373 } else {
2374 gl_->Uniform4f(binding.tex_transform_location, 0, 0,
2375 quad->io_surface_size.width(),
2376 quad->io_surface_size.height());
2379 const float vertex_opacity[] = {quad->opacity(), quad->opacity(),
2380 quad->opacity(), quad->opacity()};
2381 gl_->Uniform1fv(binding.vertex_opacity_location, 4, vertex_opacity);
2383 ResourceProvider::ScopedReadLockGL lock(resource_provider_,
2384 quad->io_surface_resource_id());
2385 DCHECK_EQ(GL_TEXTURE0, GetActiveTextureUnit(gl_));
2386 gl_->BindTexture(GL_TEXTURE_RECTANGLE_ARB, lock.texture_id());
2388 if (!clip_region) {
2389 DrawQuadGeometry(frame, quad->quadTransform(), quad->rect,
2390 binding.matrix_location);
2391 } else {
2392 float uvs[8] = {0};
2393 GetScaledUVs(quad->visible_rect, clip_region, uvs);
2394 DrawQuadGeometryClippedByQuadF(frame, quad->quadTransform(), quad->rect,
2395 *clip_region, binding.matrix_location, uvs);
2398 gl_->BindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
2401 void GLRenderer::FinishDrawingFrame(DrawingFrame* frame) {
2402 if (use_sync_query_) {
2403 DCHECK(current_sync_query_);
2404 current_sync_query_->End();
2405 pending_sync_queries_.push_back(current_sync_query_.Pass());
2408 current_framebuffer_lock_ = nullptr;
2409 swap_buffer_rect_.Union(gfx::ToEnclosingRect(frame->root_damage_rect));
2411 gl_->Disable(GL_BLEND);
2412 blend_shadow_ = false;
2414 ScheduleOverlays(frame);
2417 void GLRenderer::FinishDrawingQuadList() {
2418 FlushTextureQuadCache(SHARED_BINDING);
2421 bool GLRenderer::FlippedFramebuffer(const DrawingFrame* frame) const {
2422 if (frame->current_render_pass != frame->root_render_pass)
2423 return true;
2424 return FlippedRootFramebuffer();
2427 bool GLRenderer::FlippedRootFramebuffer() const {
2428 // GL is normally flipped, so a flipped output results in an unflipping.
2429 return !output_surface_->capabilities().flipped_output_surface;
2432 void GLRenderer::EnsureScissorTestEnabled() {
2433 if (is_scissor_enabled_)
2434 return;
2436 FlushTextureQuadCache(SHARED_BINDING);
2437 gl_->Enable(GL_SCISSOR_TEST);
2438 is_scissor_enabled_ = true;
2441 void GLRenderer::EnsureScissorTestDisabled() {
2442 if (!is_scissor_enabled_)
2443 return;
2445 FlushTextureQuadCache(SHARED_BINDING);
2446 gl_->Disable(GL_SCISSOR_TEST);
2447 is_scissor_enabled_ = false;
2450 void GLRenderer::CopyCurrentRenderPassToBitmap(
2451 DrawingFrame* frame,
2452 scoped_ptr<CopyOutputRequest> request) {
2453 TRACE_EVENT0("cc", "GLRenderer::CopyCurrentRenderPassToBitmap");
2454 gfx::Rect copy_rect = frame->current_render_pass->output_rect;
2455 if (request->has_area())
2456 copy_rect.Intersect(request->area());
2457 GetFramebufferPixelsAsync(frame, copy_rect, request.Pass());
2460 void GLRenderer::ToGLMatrix(float* gl_matrix, const gfx::Transform& transform) {
2461 transform.matrix().asColMajorf(gl_matrix);
2464 void GLRenderer::SetShaderQuadF(const gfx::QuadF& quad, int quad_location) {
2465 if (quad_location == -1)
2466 return;
2468 float gl_quad[8];
2469 gl_quad[0] = quad.p1().x();
2470 gl_quad[1] = quad.p1().y();
2471 gl_quad[2] = quad.p2().x();
2472 gl_quad[3] = quad.p2().y();
2473 gl_quad[4] = quad.p3().x();
2474 gl_quad[5] = quad.p3().y();
2475 gl_quad[6] = quad.p4().x();
2476 gl_quad[7] = quad.p4().y();
2477 gl_->Uniform2fv(quad_location, 4, gl_quad);
2480 void GLRenderer::SetShaderOpacity(float opacity, int alpha_location) {
2481 if (alpha_location != -1)
2482 gl_->Uniform1f(alpha_location, opacity);
2485 void GLRenderer::SetStencilEnabled(bool enabled) {
2486 if (enabled == stencil_shadow_)
2487 return;
2489 if (enabled)
2490 gl_->Enable(GL_STENCIL_TEST);
2491 else
2492 gl_->Disable(GL_STENCIL_TEST);
2493 stencil_shadow_ = enabled;
2496 void GLRenderer::SetBlendEnabled(bool enabled) {
2497 if (enabled == blend_shadow_)
2498 return;
2500 if (enabled)
2501 gl_->Enable(GL_BLEND);
2502 else
2503 gl_->Disable(GL_BLEND);
2504 blend_shadow_ = enabled;
2507 void GLRenderer::SetUseProgram(unsigned program) {
2508 if (program == program_shadow_)
2509 return;
2510 gl_->UseProgram(program);
2511 program_shadow_ = program;
2514 void GLRenderer::DrawQuadGeometryClippedByQuadF(
2515 const DrawingFrame* frame,
2516 const gfx::Transform& draw_transform,
2517 const gfx::RectF& quad_rect,
2518 const gfx::QuadF& clipping_region_quad,
2519 int matrix_location,
2520 const float* uvs) {
2521 PrepareGeometry(CLIPPED_BINDING);
2522 if (uvs) {
2523 clipped_geometry_->InitializeCustomQuadWithUVs(clipping_region_quad, uvs);
2524 } else {
2525 clipped_geometry_->InitializeCustomQuad(clipping_region_quad);
2527 gfx::Transform quad_rect_matrix;
2528 QuadRectTransform(&quad_rect_matrix, draw_transform, quad_rect);
2529 static float gl_matrix[16];
2530 ToGLMatrix(&gl_matrix[0], frame->projection_matrix * quad_rect_matrix);
2531 gl_->UniformMatrix4fv(matrix_location, 1, false, &gl_matrix[0]);
2533 gl_->DrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT,
2534 reinterpret_cast<const void*>(0));
2537 void GLRenderer::DrawQuadGeometry(const DrawingFrame* frame,
2538 const gfx::Transform& draw_transform,
2539 const gfx::RectF& quad_rect,
2540 int matrix_location) {
2541 PrepareGeometry(SHARED_BINDING);
2542 gfx::Transform quad_rect_matrix;
2543 QuadRectTransform(&quad_rect_matrix, draw_transform, quad_rect);
2544 static float gl_matrix[16];
2545 ToGLMatrix(&gl_matrix[0], frame->projection_matrix * quad_rect_matrix);
2546 gl_->UniformMatrix4fv(matrix_location, 1, false, &gl_matrix[0]);
2548 gl_->DrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
2551 void GLRenderer::Finish() {
2552 TRACE_EVENT0("cc", "GLRenderer::Finish");
2553 gl_->Finish();
2556 void GLRenderer::SwapBuffers(const CompositorFrameMetadata& metadata) {
2557 DCHECK(!is_backbuffer_discarded_);
2559 TRACE_EVENT0("cc,benchmark", "GLRenderer::SwapBuffers");
2560 // We're done! Time to swapbuffers!
2562 gfx::Size surface_size = output_surface_->SurfaceSize();
2564 CompositorFrame compositor_frame;
2565 compositor_frame.metadata = metadata;
2566 compositor_frame.gl_frame_data = make_scoped_ptr(new GLFrameData);
2567 compositor_frame.gl_frame_data->size = surface_size;
2568 if (capabilities_.using_partial_swap) {
2569 // If supported, we can save significant bandwidth by only swapping the
2570 // damaged/scissored region (clamped to the viewport).
2571 swap_buffer_rect_.Intersect(gfx::Rect(surface_size));
2572 int flipped_y_pos_of_rect_bottom = surface_size.height() -
2573 swap_buffer_rect_.y() -
2574 swap_buffer_rect_.height();
2575 compositor_frame.gl_frame_data->sub_buffer_rect =
2576 gfx::Rect(swap_buffer_rect_.x(),
2577 FlippedRootFramebuffer() ? flipped_y_pos_of_rect_bottom
2578 : swap_buffer_rect_.y(),
2579 swap_buffer_rect_.width(),
2580 swap_buffer_rect_.height());
2581 } else {
2582 compositor_frame.gl_frame_data->sub_buffer_rect =
2583 gfx::Rect(output_surface_->SurfaceSize());
2585 output_surface_->SwapBuffers(&compositor_frame);
2587 // Release previously used overlay resources and hold onto the pending ones
2588 // until the next swap buffers.
2589 in_use_overlay_resources_.clear();
2590 in_use_overlay_resources_.swap(pending_overlay_resources_);
2592 swap_buffer_rect_ = gfx::Rect();
2595 void GLRenderer::EnforceMemoryPolicy() {
2596 if (!visible()) {
2597 TRACE_EVENT0("cc", "GLRenderer::EnforceMemoryPolicy dropping resources");
2598 ReleaseRenderPassTextures();
2599 DiscardBackbuffer();
2600 resource_provider_->ReleaseCachedData();
2601 output_surface_->context_provider()->DeleteCachedResources();
2602 gl_->Flush();
2604 PrepareGeometry(NO_BINDING);
2607 void GLRenderer::DiscardBackbuffer() {
2608 if (is_backbuffer_discarded_)
2609 return;
2611 output_surface_->DiscardBackbuffer();
2613 is_backbuffer_discarded_ = true;
2615 // Damage tracker needs a full reset every time framebuffer is discarded.
2616 client_->SetFullRootLayerDamage();
2619 void GLRenderer::EnsureBackbuffer() {
2620 if (!is_backbuffer_discarded_)
2621 return;
2623 output_surface_->EnsureBackbuffer();
2624 is_backbuffer_discarded_ = false;
2627 void GLRenderer::GetFramebufferPixelsAsync(
2628 const DrawingFrame* frame,
2629 const gfx::Rect& rect,
2630 scoped_ptr<CopyOutputRequest> request) {
2631 DCHECK(!request->IsEmpty());
2632 if (request->IsEmpty())
2633 return;
2634 if (rect.IsEmpty())
2635 return;
2637 gfx::Rect window_rect = MoveFromDrawToWindowSpace(frame, rect);
2638 DCHECK_GE(window_rect.x(), 0);
2639 DCHECK_GE(window_rect.y(), 0);
2640 DCHECK_LE(window_rect.right(), current_surface_size_.width());
2641 DCHECK_LE(window_rect.bottom(), current_surface_size_.height());
2643 if (!request->force_bitmap_result()) {
2644 bool own_mailbox = !request->has_texture_mailbox();
2646 GLuint texture_id = 0;
2647 gpu::Mailbox mailbox;
2648 if (own_mailbox) {
2649 gl_->GenMailboxCHROMIUM(mailbox.name);
2650 gl_->GenTextures(1, &texture_id);
2651 gl_->BindTexture(GL_TEXTURE_2D, texture_id);
2653 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
2654 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2655 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2656 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2657 gl_->ProduceTextureCHROMIUM(GL_TEXTURE_2D, mailbox.name);
2658 } else {
2659 mailbox = request->texture_mailbox().mailbox();
2660 DCHECK_EQ(static_cast<unsigned>(GL_TEXTURE_2D),
2661 request->texture_mailbox().target());
2662 DCHECK(!mailbox.IsZero());
2663 unsigned incoming_sync_point = request->texture_mailbox().sync_point();
2664 if (incoming_sync_point)
2665 gl_->WaitSyncPointCHROMIUM(incoming_sync_point);
2667 texture_id =
2668 gl_->CreateAndConsumeTextureCHROMIUM(GL_TEXTURE_2D, mailbox.name);
2670 GetFramebufferTexture(texture_id, RGBA_8888, window_rect);
2672 unsigned sync_point = gl_->InsertSyncPointCHROMIUM();
2673 TextureMailbox texture_mailbox(mailbox, GL_TEXTURE_2D, sync_point);
2675 scoped_ptr<SingleReleaseCallback> release_callback;
2676 if (own_mailbox) {
2677 gl_->BindTexture(GL_TEXTURE_2D, 0);
2678 release_callback = texture_mailbox_deleter_->GetReleaseCallback(
2679 output_surface_->context_provider(), texture_id);
2680 } else {
2681 gl_->DeleteTextures(1, &texture_id);
2684 request->SendTextureResult(
2685 window_rect.size(), texture_mailbox, release_callback.Pass());
2686 return;
2689 DCHECK(request->force_bitmap_result());
2691 scoped_ptr<PendingAsyncReadPixels> pending_read(new PendingAsyncReadPixels);
2692 pending_read->copy_request = request.Pass();
2693 pending_async_read_pixels_.insert(pending_async_read_pixels_.begin(),
2694 pending_read.Pass());
2696 bool do_workaround = NeedsIOSurfaceReadbackWorkaround();
2698 unsigned temporary_texture = 0;
2699 unsigned temporary_fbo = 0;
2701 if (do_workaround) {
2702 // On Mac OS X, calling glReadPixels() against an FBO whose color attachment
2703 // is an IOSurface-backed texture causes corruption of future glReadPixels()
2704 // calls, even those on different OpenGL contexts. It is believed that this
2705 // is the root cause of top crasher
2706 // http://crbug.com/99393. <rdar://problem/10949687>
2708 gl_->GenTextures(1, &temporary_texture);
2709 gl_->BindTexture(GL_TEXTURE_2D, temporary_texture);
2710 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
2711 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2712 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2713 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2714 // Copy the contents of the current (IOSurface-backed) framebuffer into a
2715 // temporary texture.
2716 GetFramebufferTexture(
2717 temporary_texture, RGBA_8888, gfx::Rect(current_surface_size_));
2718 gl_->GenFramebuffers(1, &temporary_fbo);
2719 // Attach this texture to an FBO, and perform the readback from that FBO.
2720 gl_->BindFramebuffer(GL_FRAMEBUFFER, temporary_fbo);
2721 gl_->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
2722 GL_TEXTURE_2D, temporary_texture, 0);
2724 DCHECK_EQ(static_cast<unsigned>(GL_FRAMEBUFFER_COMPLETE),
2725 gl_->CheckFramebufferStatus(GL_FRAMEBUFFER));
2728 GLuint buffer = 0;
2729 gl_->GenBuffers(1, &buffer);
2730 gl_->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, buffer);
2731 gl_->BufferData(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM,
2732 4 * window_rect.size().GetArea(), NULL, GL_STREAM_READ);
2734 GLuint query = 0;
2735 gl_->GenQueriesEXT(1, &query);
2736 gl_->BeginQueryEXT(GL_ASYNC_PIXEL_PACK_COMPLETED_CHROMIUM, query);
2738 gl_->ReadPixels(window_rect.x(), window_rect.y(), window_rect.width(),
2739 window_rect.height(), GL_RGBA, GL_UNSIGNED_BYTE, NULL);
2741 gl_->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, 0);
2743 if (do_workaround) {
2744 // Clean up.
2745 gl_->BindFramebuffer(GL_FRAMEBUFFER, 0);
2746 gl_->BindTexture(GL_TEXTURE_2D, 0);
2747 gl_->DeleteFramebuffers(1, &temporary_fbo);
2748 gl_->DeleteTextures(1, &temporary_texture);
2751 base::Closure finished_callback = base::Bind(&GLRenderer::FinishedReadback,
2752 base::Unretained(this),
2753 buffer,
2754 query,
2755 window_rect.size());
2756 // Save the finished_callback so it can be cancelled.
2757 pending_async_read_pixels_.front()->finished_read_pixels_callback.Reset(
2758 finished_callback);
2759 base::Closure cancelable_callback =
2760 pending_async_read_pixels_.front()->
2761 finished_read_pixels_callback.callback();
2763 // Save the buffer to verify the callbacks happen in the expected order.
2764 pending_async_read_pixels_.front()->buffer = buffer;
2766 gl_->EndQueryEXT(GL_ASYNC_PIXEL_PACK_COMPLETED_CHROMIUM);
2767 context_support_->SignalQuery(query, cancelable_callback);
2769 EnforceMemoryPolicy();
2772 void GLRenderer::FinishedReadback(unsigned source_buffer,
2773 unsigned query,
2774 const gfx::Size& size) {
2775 DCHECK(!pending_async_read_pixels_.empty());
2777 if (query != 0) {
2778 gl_->DeleteQueriesEXT(1, &query);
2781 PendingAsyncReadPixels* current_read = pending_async_read_pixels_.back();
2782 // Make sure we service the readbacks in order.
2783 DCHECK_EQ(source_buffer, current_read->buffer);
2785 uint8* src_pixels = NULL;
2786 scoped_ptr<SkBitmap> bitmap;
2788 if (source_buffer != 0) {
2789 gl_->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, source_buffer);
2790 src_pixels = static_cast<uint8*>(gl_->MapBufferCHROMIUM(
2791 GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, GL_READ_ONLY));
2793 if (src_pixels) {
2794 bitmap.reset(new SkBitmap);
2795 bitmap->allocN32Pixels(size.width(), size.height());
2796 scoped_ptr<SkAutoLockPixels> lock(new SkAutoLockPixels(*bitmap));
2797 uint8* dest_pixels = static_cast<uint8*>(bitmap->getPixels());
2799 size_t row_bytes = size.width() * 4;
2800 int num_rows = size.height();
2801 size_t total_bytes = num_rows * row_bytes;
2802 for (size_t dest_y = 0; dest_y < total_bytes; dest_y += row_bytes) {
2803 // Flip Y axis.
2804 size_t src_y = total_bytes - dest_y - row_bytes;
2805 // Swizzle OpenGL -> Skia byte order.
2806 for (size_t x = 0; x < row_bytes; x += 4) {
2807 dest_pixels[dest_y + x + SK_R32_SHIFT / 8] =
2808 src_pixels[src_y + x + 0];
2809 dest_pixels[dest_y + x + SK_G32_SHIFT / 8] =
2810 src_pixels[src_y + x + 1];
2811 dest_pixels[dest_y + x + SK_B32_SHIFT / 8] =
2812 src_pixels[src_y + x + 2];
2813 dest_pixels[dest_y + x + SK_A32_SHIFT / 8] =
2814 src_pixels[src_y + x + 3];
2818 gl_->UnmapBufferCHROMIUM(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM);
2820 gl_->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, 0);
2821 gl_->DeleteBuffers(1, &source_buffer);
2824 if (bitmap)
2825 current_read->copy_request->SendBitmapResult(bitmap.Pass());
2826 pending_async_read_pixels_.pop_back();
2829 void GLRenderer::GetFramebufferTexture(unsigned texture_id,
2830 ResourceFormat texture_format,
2831 const gfx::Rect& window_rect) {
2832 DCHECK(texture_id);
2833 DCHECK_GE(window_rect.x(), 0);
2834 DCHECK_GE(window_rect.y(), 0);
2835 DCHECK_LE(window_rect.right(), current_surface_size_.width());
2836 DCHECK_LE(window_rect.bottom(), current_surface_size_.height());
2838 gl_->BindTexture(GL_TEXTURE_2D, texture_id);
2839 gl_->CopyTexImage2D(GL_TEXTURE_2D, 0, GLDataFormat(texture_format),
2840 window_rect.x(), window_rect.y(), window_rect.width(),
2841 window_rect.height(), 0);
2842 gl_->BindTexture(GL_TEXTURE_2D, 0);
2845 bool GLRenderer::UseScopedTexture(DrawingFrame* frame,
2846 const ScopedResource* texture,
2847 const gfx::Rect& viewport_rect) {
2848 DCHECK(texture->id());
2849 frame->current_render_pass = NULL;
2850 frame->current_texture = texture;
2852 return BindFramebufferToTexture(frame, texture, viewport_rect);
2855 void GLRenderer::BindFramebufferToOutputSurface(DrawingFrame* frame) {
2856 current_framebuffer_lock_ = nullptr;
2857 output_surface_->BindFramebuffer();
2859 if (output_surface_->HasExternalStencilTest()) {
2860 SetStencilEnabled(true);
2861 gl_->StencilFunc(GL_EQUAL, 1, 1);
2862 } else {
2863 SetStencilEnabled(false);
2867 bool GLRenderer::BindFramebufferToTexture(DrawingFrame* frame,
2868 const ScopedResource* texture,
2869 const gfx::Rect& target_rect) {
2870 DCHECK(texture->id());
2872 // Explicitly release lock, otherwise we can crash when try to lock
2873 // same texture again.
2874 current_framebuffer_lock_ = nullptr;
2876 SetStencilEnabled(false);
2877 gl_->BindFramebuffer(GL_FRAMEBUFFER, offscreen_framebuffer_id_);
2878 current_framebuffer_lock_ =
2879 make_scoped_ptr(new ResourceProvider::ScopedWriteLockGL(
2880 resource_provider_, texture->id()));
2881 unsigned texture_id = current_framebuffer_lock_->texture_id();
2882 gl_->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
2883 texture_id, 0);
2885 DCHECK(gl_->CheckFramebufferStatus(GL_FRAMEBUFFER) ==
2886 GL_FRAMEBUFFER_COMPLETE ||
2887 IsContextLost());
2888 return true;
2891 void GLRenderer::SetScissorTestRect(const gfx::Rect& scissor_rect) {
2892 EnsureScissorTestEnabled();
2894 // Don't unnecessarily ask the context to change the scissor, because it
2895 // may cause undesired GPU pipeline flushes.
2896 if (scissor_rect == scissor_rect_ && !scissor_rect_needs_reset_)
2897 return;
2899 scissor_rect_ = scissor_rect;
2900 FlushTextureQuadCache(SHARED_BINDING);
2901 gl_->Scissor(scissor_rect.x(), scissor_rect.y(), scissor_rect.width(),
2902 scissor_rect.height());
2904 scissor_rect_needs_reset_ = false;
2907 void GLRenderer::SetViewport() {
2908 gl_->Viewport(current_window_space_viewport_.x(),
2909 current_window_space_viewport_.y(),
2910 current_window_space_viewport_.width(),
2911 current_window_space_viewport_.height());
2914 void GLRenderer::InitializeSharedObjects() {
2915 TRACE_EVENT0("cc", "GLRenderer::InitializeSharedObjects");
2917 // Create an FBO for doing offscreen rendering.
2918 gl_->GenFramebuffers(1, &offscreen_framebuffer_id_);
2920 shared_geometry_ =
2921 make_scoped_ptr(new StaticGeometryBinding(gl_, QuadVertexRect()));
2922 clipped_geometry_ = make_scoped_ptr(new DynamicGeometryBinding(gl_));
2925 void GLRenderer::PrepareGeometry(BoundGeometry binding) {
2926 if (binding == bound_geometry_) {
2927 return;
2930 switch (binding) {
2931 case SHARED_BINDING:
2932 shared_geometry_->PrepareForDraw();
2933 break;
2934 case CLIPPED_BINDING:
2935 clipped_geometry_->PrepareForDraw();
2936 break;
2937 case NO_BINDING:
2938 break;
2940 bound_geometry_ = binding;
2943 const GLRenderer::TileCheckerboardProgram*
2944 GLRenderer::GetTileCheckerboardProgram() {
2945 if (!tile_checkerboard_program_.initialized()) {
2946 TRACE_EVENT0("cc", "GLRenderer::checkerboardProgram::initalize");
2947 tile_checkerboard_program_.Initialize(output_surface_->context_provider(),
2948 TEX_COORD_PRECISION_NA,
2949 SAMPLER_TYPE_NA);
2951 return &tile_checkerboard_program_;
2954 const GLRenderer::DebugBorderProgram* GLRenderer::GetDebugBorderProgram() {
2955 if (!debug_border_program_.initialized()) {
2956 TRACE_EVENT0("cc", "GLRenderer::debugBorderProgram::initialize");
2957 debug_border_program_.Initialize(output_surface_->context_provider(),
2958 TEX_COORD_PRECISION_NA, SAMPLER_TYPE_NA);
2960 return &debug_border_program_;
2963 const GLRenderer::SolidColorProgram* GLRenderer::GetSolidColorProgram() {
2964 if (!solid_color_program_.initialized()) {
2965 TRACE_EVENT0("cc", "GLRenderer::solidColorProgram::initialize");
2966 solid_color_program_.Initialize(output_surface_->context_provider(),
2967 TEX_COORD_PRECISION_NA, SAMPLER_TYPE_NA);
2969 return &solid_color_program_;
2972 const GLRenderer::SolidColorProgramAA* GLRenderer::GetSolidColorProgramAA() {
2973 if (!solid_color_program_aa_.initialized()) {
2974 TRACE_EVENT0("cc", "GLRenderer::solidColorProgramAA::initialize");
2975 solid_color_program_aa_.Initialize(output_surface_->context_provider(),
2976 TEX_COORD_PRECISION_NA, SAMPLER_TYPE_NA);
2978 return &solid_color_program_aa_;
2981 const GLRenderer::RenderPassProgram* GLRenderer::GetRenderPassProgram(
2982 TexCoordPrecision precision,
2983 BlendMode blend_mode) {
2984 DCHECK_GE(precision, 0);
2985 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
2986 DCHECK_GE(blend_mode, 0);
2987 DCHECK_LE(blend_mode, LAST_BLEND_MODE);
2988 RenderPassProgram* program = &render_pass_program_[precision][blend_mode];
2989 if (!program->initialized()) {
2990 TRACE_EVENT0("cc", "GLRenderer::renderPassProgram::initialize");
2991 program->Initialize(output_surface_->context_provider(), precision,
2992 SAMPLER_TYPE_2D, blend_mode);
2994 return program;
2997 const GLRenderer::RenderPassProgramAA* GLRenderer::GetRenderPassProgramAA(
2998 TexCoordPrecision precision,
2999 BlendMode blend_mode) {
3000 DCHECK_GE(precision, 0);
3001 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3002 DCHECK_GE(blend_mode, 0);
3003 DCHECK_LE(blend_mode, LAST_BLEND_MODE);
3004 RenderPassProgramAA* program =
3005 &render_pass_program_aa_[precision][blend_mode];
3006 if (!program->initialized()) {
3007 TRACE_EVENT0("cc", "GLRenderer::renderPassProgramAA::initialize");
3008 program->Initialize(output_surface_->context_provider(), precision,
3009 SAMPLER_TYPE_2D, blend_mode);
3011 return program;
3014 const GLRenderer::RenderPassMaskProgram* GLRenderer::GetRenderPassMaskProgram(
3015 TexCoordPrecision precision,
3016 SamplerType sampler,
3017 BlendMode blend_mode,
3018 bool mask_for_background) {
3019 DCHECK_GE(precision, 0);
3020 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3021 DCHECK_GE(sampler, 0);
3022 DCHECK_LE(sampler, LAST_SAMPLER_TYPE);
3023 DCHECK_GE(blend_mode, 0);
3024 DCHECK_LE(blend_mode, LAST_BLEND_MODE);
3025 RenderPassMaskProgram* program =
3026 &render_pass_mask_program_[precision][sampler][blend_mode]
3027 [mask_for_background ? HAS_MASK : NO_MASK];
3028 if (!program->initialized()) {
3029 TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgram::initialize");
3030 program->Initialize(
3031 output_surface_->context_provider(), precision,
3032 sampler, blend_mode, mask_for_background);
3034 return program;
3037 const GLRenderer::RenderPassMaskProgramAA*
3038 GLRenderer::GetRenderPassMaskProgramAA(TexCoordPrecision precision,
3039 SamplerType sampler,
3040 BlendMode blend_mode,
3041 bool mask_for_background) {
3042 DCHECK_GE(precision, 0);
3043 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3044 DCHECK_GE(sampler, 0);
3045 DCHECK_LE(sampler, LAST_SAMPLER_TYPE);
3046 DCHECK_GE(blend_mode, 0);
3047 DCHECK_LE(blend_mode, LAST_BLEND_MODE);
3048 RenderPassMaskProgramAA* program =
3049 &render_pass_mask_program_aa_[precision][sampler][blend_mode]
3050 [mask_for_background ? HAS_MASK : NO_MASK];
3051 if (!program->initialized()) {
3052 TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgramAA::initialize");
3053 program->Initialize(
3054 output_surface_->context_provider(), precision,
3055 sampler, blend_mode, mask_for_background);
3057 return program;
3060 const GLRenderer::RenderPassColorMatrixProgram*
3061 GLRenderer::GetRenderPassColorMatrixProgram(TexCoordPrecision precision,
3062 BlendMode blend_mode) {
3063 DCHECK_GE(precision, 0);
3064 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3065 DCHECK_GE(blend_mode, 0);
3066 DCHECK_LE(blend_mode, LAST_BLEND_MODE);
3067 RenderPassColorMatrixProgram* program =
3068 &render_pass_color_matrix_program_[precision][blend_mode];
3069 if (!program->initialized()) {
3070 TRACE_EVENT0("cc", "GLRenderer::renderPassColorMatrixProgram::initialize");
3071 program->Initialize(output_surface_->context_provider(), precision,
3072 SAMPLER_TYPE_2D, blend_mode);
3074 return program;
3077 const GLRenderer::RenderPassColorMatrixProgramAA*
3078 GLRenderer::GetRenderPassColorMatrixProgramAA(TexCoordPrecision precision,
3079 BlendMode blend_mode) {
3080 DCHECK_GE(precision, 0);
3081 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3082 DCHECK_GE(blend_mode, 0);
3083 DCHECK_LE(blend_mode, LAST_BLEND_MODE);
3084 RenderPassColorMatrixProgramAA* program =
3085 &render_pass_color_matrix_program_aa_[precision][blend_mode];
3086 if (!program->initialized()) {
3087 TRACE_EVENT0("cc",
3088 "GLRenderer::renderPassColorMatrixProgramAA::initialize");
3089 program->Initialize(output_surface_->context_provider(), precision,
3090 SAMPLER_TYPE_2D, blend_mode);
3092 return program;
3095 const GLRenderer::RenderPassMaskColorMatrixProgram*
3096 GLRenderer::GetRenderPassMaskColorMatrixProgram(
3097 TexCoordPrecision precision,
3098 SamplerType sampler,
3099 BlendMode blend_mode,
3100 bool mask_for_background) {
3101 DCHECK_GE(precision, 0);
3102 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3103 DCHECK_GE(sampler, 0);
3104 DCHECK_LE(sampler, LAST_SAMPLER_TYPE);
3105 DCHECK_GE(blend_mode, 0);
3106 DCHECK_LE(blend_mode, LAST_BLEND_MODE);
3107 RenderPassMaskColorMatrixProgram* program =
3108 &render_pass_mask_color_matrix_program_[precision][sampler][blend_mode]
3109 [mask_for_background ? HAS_MASK : NO_MASK];
3110 if (!program->initialized()) {
3111 TRACE_EVENT0("cc",
3112 "GLRenderer::renderPassMaskColorMatrixProgram::initialize");
3113 program->Initialize(
3114 output_surface_->context_provider(), precision,
3115 sampler, blend_mode, mask_for_background);
3117 return program;
3120 const GLRenderer::RenderPassMaskColorMatrixProgramAA*
3121 GLRenderer::GetRenderPassMaskColorMatrixProgramAA(
3122 TexCoordPrecision precision,
3123 SamplerType sampler,
3124 BlendMode blend_mode,
3125 bool mask_for_background) {
3126 DCHECK_GE(precision, 0);
3127 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3128 DCHECK_GE(sampler, 0);
3129 DCHECK_LE(sampler, LAST_SAMPLER_TYPE);
3130 DCHECK_GE(blend_mode, 0);
3131 DCHECK_LE(blend_mode, LAST_BLEND_MODE);
3132 RenderPassMaskColorMatrixProgramAA* program =
3133 &render_pass_mask_color_matrix_program_aa_[precision][sampler][blend_mode]
3134 [mask_for_background ? HAS_MASK : NO_MASK];
3135 if (!program->initialized()) {
3136 TRACE_EVENT0("cc",
3137 "GLRenderer::renderPassMaskColorMatrixProgramAA::initialize");
3138 program->Initialize(
3139 output_surface_->context_provider(), precision,
3140 sampler, blend_mode, mask_for_background);
3142 return program;
3145 const GLRenderer::TileProgram* GLRenderer::GetTileProgram(
3146 TexCoordPrecision precision,
3147 SamplerType sampler) {
3148 DCHECK_GE(precision, 0);
3149 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3150 DCHECK_GE(sampler, 0);
3151 DCHECK_LE(sampler, LAST_SAMPLER_TYPE);
3152 TileProgram* program = &tile_program_[precision][sampler];
3153 if (!program->initialized()) {
3154 TRACE_EVENT0("cc", "GLRenderer::tileProgram::initialize");
3155 program->Initialize(
3156 output_surface_->context_provider(), precision, sampler);
3158 return program;
3161 const GLRenderer::TileProgramOpaque* GLRenderer::GetTileProgramOpaque(
3162 TexCoordPrecision precision,
3163 SamplerType sampler) {
3164 DCHECK_GE(precision, 0);
3165 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3166 DCHECK_GE(sampler, 0);
3167 DCHECK_LE(sampler, LAST_SAMPLER_TYPE);
3168 TileProgramOpaque* program = &tile_program_opaque_[precision][sampler];
3169 if (!program->initialized()) {
3170 TRACE_EVENT0("cc", "GLRenderer::tileProgramOpaque::initialize");
3171 program->Initialize(
3172 output_surface_->context_provider(), precision, sampler);
3174 return program;
3177 const GLRenderer::TileProgramAA* GLRenderer::GetTileProgramAA(
3178 TexCoordPrecision precision,
3179 SamplerType sampler) {
3180 DCHECK_GE(precision, 0);
3181 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3182 DCHECK_GE(sampler, 0);
3183 DCHECK_LE(sampler, LAST_SAMPLER_TYPE);
3184 TileProgramAA* program = &tile_program_aa_[precision][sampler];
3185 if (!program->initialized()) {
3186 TRACE_EVENT0("cc", "GLRenderer::tileProgramAA::initialize");
3187 program->Initialize(
3188 output_surface_->context_provider(), precision, sampler);
3190 return program;
3193 const GLRenderer::TileProgramSwizzle* GLRenderer::GetTileProgramSwizzle(
3194 TexCoordPrecision precision,
3195 SamplerType sampler) {
3196 DCHECK_GE(precision, 0);
3197 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3198 DCHECK_GE(sampler, 0);
3199 DCHECK_LE(sampler, LAST_SAMPLER_TYPE);
3200 TileProgramSwizzle* program = &tile_program_swizzle_[precision][sampler];
3201 if (!program->initialized()) {
3202 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzle::initialize");
3203 program->Initialize(
3204 output_surface_->context_provider(), precision, sampler);
3206 return program;
3209 const GLRenderer::TileProgramSwizzleOpaque*
3210 GLRenderer::GetTileProgramSwizzleOpaque(TexCoordPrecision precision,
3211 SamplerType sampler) {
3212 DCHECK_GE(precision, 0);
3213 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3214 DCHECK_GE(sampler, 0);
3215 DCHECK_LE(sampler, LAST_SAMPLER_TYPE);
3216 TileProgramSwizzleOpaque* program =
3217 &tile_program_swizzle_opaque_[precision][sampler];
3218 if (!program->initialized()) {
3219 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleOpaque::initialize");
3220 program->Initialize(
3221 output_surface_->context_provider(), precision, sampler);
3223 return program;
3226 const GLRenderer::TileProgramSwizzleAA* GLRenderer::GetTileProgramSwizzleAA(
3227 TexCoordPrecision precision,
3228 SamplerType sampler) {
3229 DCHECK_GE(precision, 0);
3230 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3231 DCHECK_GE(sampler, 0);
3232 DCHECK_LE(sampler, LAST_SAMPLER_TYPE);
3233 TileProgramSwizzleAA* program = &tile_program_swizzle_aa_[precision][sampler];
3234 if (!program->initialized()) {
3235 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleAA::initialize");
3236 program->Initialize(
3237 output_surface_->context_provider(), precision, sampler);
3239 return program;
3242 const GLRenderer::TextureProgram* GLRenderer::GetTextureProgram(
3243 TexCoordPrecision precision,
3244 SamplerType sampler) {
3245 DCHECK_GE(precision, 0);
3246 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3247 DCHECK_GE(sampler, 0);
3248 DCHECK_LE(sampler, LAST_SAMPLER_TYPE);
3249 TextureProgram* program = &texture_program_[precision][sampler];
3250 if (!program->initialized()) {
3251 TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize");
3252 program->Initialize(output_surface_->context_provider(), precision,
3253 sampler);
3255 return program;
3258 const GLRenderer::NonPremultipliedTextureProgram*
3259 GLRenderer::GetNonPremultipliedTextureProgram(TexCoordPrecision precision,
3260 SamplerType sampler) {
3261 DCHECK_GE(precision, 0);
3262 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3263 DCHECK_GE(sampler, 0);
3264 DCHECK_LE(sampler, LAST_SAMPLER_TYPE);
3265 NonPremultipliedTextureProgram* program =
3266 &nonpremultiplied_texture_program_[precision][sampler];
3267 if (!program->initialized()) {
3268 TRACE_EVENT0("cc",
3269 "GLRenderer::NonPremultipliedTextureProgram::Initialize");
3270 program->Initialize(output_surface_->context_provider(), precision,
3271 sampler);
3273 return program;
3276 const GLRenderer::TextureBackgroundProgram*
3277 GLRenderer::GetTextureBackgroundProgram(TexCoordPrecision precision,
3278 SamplerType sampler) {
3279 DCHECK_GE(precision, 0);
3280 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3281 DCHECK_GE(sampler, 0);
3282 DCHECK_LE(sampler, LAST_SAMPLER_TYPE);
3283 TextureBackgroundProgram* program =
3284 &texture_background_program_[precision][sampler];
3285 if (!program->initialized()) {
3286 TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize");
3287 program->Initialize(output_surface_->context_provider(), precision,
3288 sampler);
3290 return program;
3293 const GLRenderer::NonPremultipliedTextureBackgroundProgram*
3294 GLRenderer::GetNonPremultipliedTextureBackgroundProgram(
3295 TexCoordPrecision precision,
3296 SamplerType sampler) {
3297 DCHECK_GE(precision, 0);
3298 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3299 DCHECK_GE(sampler, 0);
3300 DCHECK_LE(sampler, LAST_SAMPLER_TYPE);
3301 NonPremultipliedTextureBackgroundProgram* program =
3302 &nonpremultiplied_texture_background_program_[precision][sampler];
3303 if (!program->initialized()) {
3304 TRACE_EVENT0("cc",
3305 "GLRenderer::NonPremultipliedTextureProgram::Initialize");
3306 program->Initialize(output_surface_->context_provider(), precision,
3307 sampler);
3309 return program;
3312 const GLRenderer::TextureProgram* GLRenderer::GetTextureIOSurfaceProgram(
3313 TexCoordPrecision precision) {
3314 DCHECK_GE(precision, 0);
3315 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3316 TextureProgram* program = &texture_io_surface_program_[precision];
3317 if (!program->initialized()) {
3318 TRACE_EVENT0("cc", "GLRenderer::textureIOSurfaceProgram::initialize");
3319 program->Initialize(output_surface_->context_provider(), precision,
3320 SAMPLER_TYPE_2D_RECT);
3322 return program;
3325 const GLRenderer::VideoYUVProgram* GLRenderer::GetVideoYUVProgram(
3326 TexCoordPrecision precision,
3327 SamplerType sampler) {
3328 DCHECK_GE(precision, 0);
3329 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3330 DCHECK_GE(sampler, 0);
3331 DCHECK_LE(sampler, LAST_SAMPLER_TYPE);
3332 VideoYUVProgram* program = &video_yuv_program_[precision][sampler];
3333 if (!program->initialized()) {
3334 TRACE_EVENT0("cc", "GLRenderer::videoYUVProgram::initialize");
3335 program->Initialize(output_surface_->context_provider(), precision,
3336 sampler);
3338 return program;
3341 const GLRenderer::VideoYUVAProgram* GLRenderer::GetVideoYUVAProgram(
3342 TexCoordPrecision precision,
3343 SamplerType sampler) {
3344 DCHECK_GE(precision, 0);
3345 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3346 DCHECK_GE(sampler, 0);
3347 DCHECK_LE(sampler, LAST_SAMPLER_TYPE);
3348 VideoYUVAProgram* program = &video_yuva_program_[precision][sampler];
3349 if (!program->initialized()) {
3350 TRACE_EVENT0("cc", "GLRenderer::videoYUVAProgram::initialize");
3351 program->Initialize(output_surface_->context_provider(), precision,
3352 sampler);
3354 return program;
3357 const GLRenderer::VideoStreamTextureProgram*
3358 GLRenderer::GetVideoStreamTextureProgram(TexCoordPrecision precision) {
3359 if (!Capabilities().using_egl_image)
3360 return NULL;
3361 DCHECK_GE(precision, 0);
3362 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3363 VideoStreamTextureProgram* program =
3364 &video_stream_texture_program_[precision];
3365 if (!program->initialized()) {
3366 TRACE_EVENT0("cc", "GLRenderer::streamTextureProgram::initialize");
3367 program->Initialize(output_surface_->context_provider(), precision,
3368 SAMPLER_TYPE_EXTERNAL_OES);
3370 return program;
3373 void GLRenderer::CleanupSharedObjects() {
3374 shared_geometry_ = nullptr;
3376 for (int i = 0; i <= LAST_TEX_COORD_PRECISION; ++i) {
3377 for (int j = 0; j <= LAST_SAMPLER_TYPE; ++j) {
3378 tile_program_[i][j].Cleanup(gl_);
3379 tile_program_opaque_[i][j].Cleanup(gl_);
3380 tile_program_swizzle_[i][j].Cleanup(gl_);
3381 tile_program_swizzle_opaque_[i][j].Cleanup(gl_);
3382 tile_program_aa_[i][j].Cleanup(gl_);
3383 tile_program_swizzle_aa_[i][j].Cleanup(gl_);
3385 for (int k = 0; k <= LAST_BLEND_MODE; k++) {
3386 for (int l = 0; l <= LAST_MASK_VALUE; ++l) {
3387 render_pass_mask_program_[i][j][k][l].Cleanup(gl_);
3388 render_pass_mask_program_aa_[i][j][k][l].Cleanup(gl_);
3389 render_pass_mask_color_matrix_program_aa_[i][j][k][l].Cleanup(gl_);
3390 render_pass_mask_color_matrix_program_[i][j][k][l].Cleanup(gl_);
3394 video_yuv_program_[i][j].Cleanup(gl_);
3395 video_yuva_program_[i][j].Cleanup(gl_);
3397 for (int j = 0; j <= LAST_BLEND_MODE; j++) {
3398 render_pass_program_[i][j].Cleanup(gl_);
3399 render_pass_program_aa_[i][j].Cleanup(gl_);
3400 render_pass_color_matrix_program_[i][j].Cleanup(gl_);
3401 render_pass_color_matrix_program_aa_[i][j].Cleanup(gl_);
3404 for (int j = 0; j <= LAST_SAMPLER_TYPE; ++j) {
3405 texture_program_[i][j].Cleanup(gl_);
3406 nonpremultiplied_texture_program_[i][j].Cleanup(gl_);
3407 texture_background_program_[i][j].Cleanup(gl_);
3408 nonpremultiplied_texture_background_program_[i][j].Cleanup(gl_);
3410 texture_io_surface_program_[i].Cleanup(gl_);
3412 video_stream_texture_program_[i].Cleanup(gl_);
3415 tile_checkerboard_program_.Cleanup(gl_);
3417 debug_border_program_.Cleanup(gl_);
3418 solid_color_program_.Cleanup(gl_);
3419 solid_color_program_aa_.Cleanup(gl_);
3421 if (offscreen_framebuffer_id_)
3422 gl_->DeleteFramebuffers(1, &offscreen_framebuffer_id_);
3424 if (on_demand_tile_raster_resource_id_)
3425 resource_provider_->DeleteResource(on_demand_tile_raster_resource_id_);
3427 ReleaseRenderPassTextures();
3430 void GLRenderer::ReinitializeGLState() {
3431 is_scissor_enabled_ = false;
3432 scissor_rect_needs_reset_ = true;
3433 stencil_shadow_ = false;
3434 blend_shadow_ = true;
3435 program_shadow_ = 0;
3437 RestoreGLState();
3440 void GLRenderer::RestoreGLState() {
3441 // This restores the current GLRenderer state to the GL context.
3442 bound_geometry_ = NO_BINDING;
3443 PrepareGeometry(SHARED_BINDING);
3445 gl_->Disable(GL_DEPTH_TEST);
3446 gl_->Disable(GL_CULL_FACE);
3447 gl_->ColorMask(true, true, true, true);
3448 gl_->BlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
3449 gl_->ActiveTexture(GL_TEXTURE0);
3451 if (program_shadow_)
3452 gl_->UseProgram(program_shadow_);
3454 if (stencil_shadow_)
3455 gl_->Enable(GL_STENCIL_TEST);
3456 else
3457 gl_->Disable(GL_STENCIL_TEST);
3459 if (blend_shadow_)
3460 gl_->Enable(GL_BLEND);
3461 else
3462 gl_->Disable(GL_BLEND);
3464 if (is_scissor_enabled_) {
3465 gl_->Enable(GL_SCISSOR_TEST);
3466 gl_->Scissor(scissor_rect_.x(), scissor_rect_.y(), scissor_rect_.width(),
3467 scissor_rect_.height());
3468 } else {
3469 gl_->Disable(GL_SCISSOR_TEST);
3473 void GLRenderer::RestoreFramebuffer(DrawingFrame* frame) {
3474 UseRenderPass(frame, frame->current_render_pass);
3476 // Call SetViewport directly, rather than through PrepareSurfaceForPass.
3477 // PrepareSurfaceForPass also clears the surface, which is not desired when
3478 // restoring.
3479 SetViewport();
3482 bool GLRenderer::IsContextLost() {
3483 return output_surface_->context_provider()->IsContextLost();
3486 void GLRenderer::ScheduleOverlays(DrawingFrame* frame) {
3487 if (!frame->overlay_list.size())
3488 return;
3490 ResourceProvider::ResourceIdArray resources;
3491 OverlayCandidateList& overlays = frame->overlay_list;
3492 for (const OverlayCandidate& overlay : overlays) {
3493 // Skip primary plane.
3494 if (overlay.plane_z_order == 0)
3495 continue;
3497 pending_overlay_resources_.push_back(
3498 make_scoped_ptr(new ResourceProvider::ScopedReadLockGL(
3499 resource_provider_, overlay.resource_id)));
3501 context_support_->ScheduleOverlayPlane(
3502 overlay.plane_z_order,
3503 overlay.transform,
3504 pending_overlay_resources_.back()->texture_id(),
3505 ToNearestRect(overlay.display_rect),
3506 overlay.uv_rect);
3510 } // namespace cc