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"
13 #include "base/debug/trace_event.h"
14 #include "base/logging.h"
15 #include "base/strings/string_split.h"
16 #include "base/strings/string_util.h"
17 #include "base/strings/stringprintf.h"
18 #include "build/build_config.h"
19 #include "cc/base/math_util.h"
20 #include "cc/layers/video_layer_impl.h"
21 #include "cc/output/compositor_frame.h"
22 #include "cc/output/compositor_frame_metadata.h"
23 #include "cc/output/context_provider.h"
24 #include "cc/output/copy_output_request.h"
25 #include "cc/output/geometry_binding.h"
26 #include "cc/output/gl_frame_data.h"
27 #include "cc/output/output_surface.h"
28 #include "cc/output/render_surface_filters.h"
29 #include "cc/quads/picture_draw_quad.h"
30 #include "cc/quads/render_pass.h"
31 #include "cc/quads/stream_video_draw_quad.h"
32 #include "cc/quads/texture_draw_quad.h"
33 #include "cc/resources/layer_quad.h"
34 #include "cc/resources/scoped_resource.h"
35 #include "cc/resources/sync_point_helper.h"
36 #include "cc/resources/texture_mailbox_deleter.h"
37 #include "cc/trees/damage_tracker.h"
38 #include "cc/trees/proxy.h"
39 #include "cc/trees/single_thread_proxy.h"
40 #include "gpu/GLES2/gl2extchromium.h"
41 #include "third_party/WebKit/public/platform/WebGraphicsContext3D.h"
42 #include "third_party/khronos/GLES2/gl2.h"
43 #include "third_party/khronos/GLES2/gl2ext.h"
44 #include "third_party/skia/include/core/SkBitmap.h"
45 #include "third_party/skia/include/core/SkColor.h"
46 #include "third_party/skia/include/core/SkColorFilter.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/SkGpuDevice.h"
51 #include "third_party/skia/include/gpu/SkGrTexturePixelRef.h"
52 #include "third_party/skia/include/gpu/gl/GrGLInterface.h"
53 #include "ui/gfx/quad_f.h"
54 #include "ui/gfx/rect_conversions.h"
56 using WebKit::WebGraphicsContext3D
;
62 // TODO(epenner): This should probably be moved to output surface.
64 // This implements a simple fence based on client side swaps.
65 // This is to isolate the ResourceProvider from 'frames' which
66 // it shouldn't need to care about, while still allowing us to
67 // enforce good texture recycling behavior strictly throughout
68 // the compositor (don't recycle a texture while it's in use).
69 class SimpleSwapFence
: public ResourceProvider::Fence
{
71 SimpleSwapFence() : has_passed_(false) {}
72 virtual bool HasPassed() OVERRIDE
{ return has_passed_
; }
73 void SetHasPassed() { has_passed_
= true; }
75 virtual ~SimpleSwapFence() {}
79 bool NeedsIOSurfaceReadbackWorkaround() {
80 #if defined(OS_MACOSX)
81 // This isn't strictly required in DumpRenderTree-mode when Mesa is used,
82 // but it doesn't seem to hurt.
89 Float4
UVTransform(const TextureDrawQuad
* quad
) {
90 gfx::PointF uv0
= quad
->uv_top_left
;
91 gfx::PointF uv1
= quad
->uv_bottom_right
;
92 Float4 xform
= { { uv0
.x(), uv0
.y(), uv1
.x() - uv0
.x(), uv1
.y() - uv0
.y() } };
94 xform
.data
[1] = 1.0f
- xform
.data
[1];
95 xform
.data
[3] = -xform
.data
[3];
100 Float4
PremultipliedColor(SkColor color
) {
101 const float factor
= 1.0f
/ 255.0f
;
102 const float alpha
= SkColorGetA(color
) * factor
;
105 SkColorGetR(color
) * factor
* alpha
,
106 SkColorGetG(color
) * factor
* alpha
,
107 SkColorGetB(color
) * factor
* alpha
,
113 // Smallest unit that impact anti-aliasing output. We use this to
114 // determine when anti-aliasing is unnecessary.
115 const float kAntiAliasingEpsilon
= 1.0f
/ 1024.0f
;
117 } // anonymous namespace
119 struct GLRenderer::PendingAsyncReadPixels
{
120 PendingAsyncReadPixels() : buffer(0) {}
122 scoped_ptr
<CopyOutputRequest
> copy_request
;
123 base::CancelableClosure finished_read_pixels_callback
;
127 DISALLOW_COPY_AND_ASSIGN(PendingAsyncReadPixels
);
130 scoped_ptr
<GLRenderer
> GLRenderer::Create(
131 RendererClient
* client
,
132 const LayerTreeSettings
* settings
,
133 OutputSurface
* output_surface
,
134 ResourceProvider
* resource_provider
,
135 TextureMailboxDeleter
* texture_mailbox_deleter
,
136 int highp_threshold_min
,
137 bool use_skia_gpu_backend
) {
138 scoped_ptr
<GLRenderer
> renderer(new GLRenderer(client
,
142 texture_mailbox_deleter
,
143 highp_threshold_min
));
144 if (!renderer
->Initialize())
145 return scoped_ptr
<GLRenderer
>();
146 if (use_skia_gpu_backend
) {
147 renderer
->InitializeGrContext();
148 DCHECK(renderer
->CanUseSkiaGPUBackend())
149 << "Requested Skia GPU backend, but can't use it.";
152 return renderer
.Pass();
155 GLRenderer::GLRenderer(RendererClient
* client
,
156 const LayerTreeSettings
* settings
,
157 OutputSurface
* output_surface
,
158 ResourceProvider
* resource_provider
,
159 TextureMailboxDeleter
* texture_mailbox_deleter
,
160 int highp_threshold_min
)
161 : DirectRenderer(client
, settings
, output_surface
, resource_provider
),
162 offscreen_framebuffer_id_(0),
163 shared_geometry_quad_(gfx::RectF(-0.5f
, -0.5f
, 1.0f
, 1.0f
)),
164 context_(output_surface
->context_provider()->Context3d()),
165 texture_mailbox_deleter_(texture_mailbox_deleter
),
166 is_backbuffer_discarded_(false),
167 discard_backbuffer_when_not_visible_(false),
168 is_using_bind_uniform_(false),
170 is_scissor_enabled_(false),
171 stencil_shadow_(false),
172 blend_shadow_(false),
173 highp_threshold_min_(highp_threshold_min
),
174 highp_threshold_cache_(0),
175 on_demand_tile_raster_resource_id_(0) {
179 bool GLRenderer::Initialize() {
180 if (!context_
->makeContextCurrent())
183 ContextProvider::Capabilities context_caps
=
184 output_surface_
->context_provider()->ContextCapabilities();
186 capabilities_
.using_partial_swap
=
187 settings_
->partial_swap_enabled
&& context_caps
.post_sub_buffer
;
189 capabilities_
.using_set_visibility
= context_caps
.set_visibility
;
191 DCHECK(!context_caps
.iosurface
|| context_caps
.texture_rectangle
);
193 capabilities_
.using_egl_image
= context_caps
.egl_image_external
;
195 capabilities_
.max_texture_size
= resource_provider_
->max_texture_size();
196 capabilities_
.best_texture_format
= resource_provider_
->best_texture_format();
198 // The updater can access textures while the GLRenderer is using them.
199 capabilities_
.allow_partial_texture_updates
= true;
201 // Check for texture fast paths. Currently we always use MO8 textures,
202 // so we only need to avoid POT textures if we have an NPOT fast-path.
203 capabilities_
.avoid_pow2_textures
= context_caps
.fast_npot_mo8_textures
;
205 capabilities_
.using_offscreen_context3d
= true;
207 capabilities_
.using_map_image
=
208 settings_
->use_map_image
&& context_caps
.map_image
;
210 capabilities_
.using_discard_framebuffer
=
211 context_caps
.discard_framebuffer
;
213 is_using_bind_uniform_
= context_caps
.bind_uniform_location
;
215 if (!InitializeSharedObjects())
218 // Make sure the viewport and context gets initialized, even if it is to zero.
223 void GLRenderer::InitializeGrContext() {
224 skia::RefPtr
<GrGLInterface
> interface
= skia::AdoptRef(
225 context_
->createGrGLInterface());
229 gr_context_
= skia::AdoptRef(GrContext::Create(
231 reinterpret_cast<GrBackendContext
>(interface
.get())));
232 ReinitializeGrCanvas();
235 GLRenderer::~GLRenderer() {
236 while (!pending_async_read_pixels_
.empty()) {
237 PendingAsyncReadPixels
* pending_read
= pending_async_read_pixels_
.back();
238 pending_read
->finished_read_pixels_callback
.Cancel();
239 pending_async_read_pixels_
.pop_back();
242 CleanupSharedObjects();
245 const RendererCapabilities
& GLRenderer::Capabilities() const {
246 return capabilities_
;
249 WebGraphicsContext3D
* GLRenderer::Context() { return context_
; }
251 void GLRenderer::DebugGLCall(WebGraphicsContext3D
* context
,
255 unsigned error
= context
->getError();
256 if (error
!= GL_NO_ERROR
)
257 LOG(ERROR
) << "GL command failed: File: " << file
<< "\n\tLine " << line
258 << "\n\tcommand: " << command
<< ", error "
259 << static_cast<int>(error
) << "\n";
262 void GLRenderer::SetVisible(bool visible
) {
263 if (visible_
== visible
)
267 EnforceMemoryPolicy();
269 // TODO(jamesr): Replace setVisibilityCHROMIUM() with an extension to
270 // explicitly manage front/backbuffers
272 if (capabilities_
.using_set_visibility
)
273 context_
->setVisibilityCHROMIUM(visible
);
276 void GLRenderer::SendManagedMemoryStats(size_t bytes_visible
,
277 size_t bytes_visible_and_nearby
,
278 size_t bytes_allocated
) {
279 WebKit::WebGraphicsManagedMemoryStats stats
;
280 stats
.bytesVisible
= bytes_visible
;
281 stats
.bytesVisibleAndNearby
= bytes_visible_and_nearby
;
282 stats
.bytesAllocated
= bytes_allocated
;
283 stats
.backbufferRequested
= !is_backbuffer_discarded_
;
284 context_
->sendManagedMemoryStatsCHROMIUM(&stats
);
287 void GLRenderer::ReleaseRenderPassTextures() { render_pass_textures_
.clear(); }
289 void GLRenderer::ViewportChanged() {
290 ReinitializeGrCanvas();
293 void GLRenderer::ClearFramebuffer(DrawingFrame
* frame
) {
294 // It's unsafe to clear when we have a stencil test because glClear ignores
296 if (output_surface_
->HasExternalStencilTest() &&
297 frame
->current_render_pass
== frame
->root_render_pass
) {
298 DCHECK(!frame
->current_render_pass
->has_transparent_background
);
302 if (capabilities_
.using_discard_framebuffer
) {
303 bool using_default_framebuffer
=
304 !current_framebuffer_lock_
&&
305 output_surface_
->capabilities().uses_default_gl_framebuffer
;
306 GLenum attachments
[] = {static_cast<GLenum
>(
307 using_default_framebuffer
? GL_COLOR_EXT
: GL_COLOR_ATTACHMENT0_EXT
)};
308 context_
->discardFramebufferEXT(
309 GL_FRAMEBUFFER
, arraysize(attachments
), attachments
);
312 // On DEBUG builds, opaque render passes are cleared to blue to easily see
313 // regions that were not drawn on the screen.
314 if (frame
->current_render_pass
->has_transparent_background
)
315 GLC(context_
, context_
->clearColor(0, 0, 0, 0));
317 GLC(context_
, context_
->clearColor(0, 0, 1, 1));
319 bool always_clear
= false;
323 if (always_clear
|| frame
->current_render_pass
->has_transparent_background
) {
324 GLbitfield clear_bits
= GL_COLOR_BUFFER_BIT
;
325 // Only the Skia GPU backend uses the stencil buffer. No need to clear it
327 if (always_clear
|| CanUseSkiaGPUBackend()) {
328 GLC(context_
, context_
->clearStencil(0));
329 clear_bits
|= GL_STENCIL_BUFFER_BIT
;
331 context_
->clear(clear_bits
);
335 void GLRenderer::BeginDrawingFrame(DrawingFrame
* frame
) {
336 if (client_
->DeviceViewport().IsEmpty())
339 TRACE_EVENT0("cc", "GLRenderer::DrawLayers");
341 MakeContextCurrent();
343 ReinitializeGLState();
346 void GLRenderer::DoNoOp() {
347 GLC(context_
, context_
->bindFramebuffer(GL_FRAMEBUFFER
, 0));
348 GLC(context_
, context_
->flush());
351 void GLRenderer::DoDrawQuad(DrawingFrame
* frame
, const DrawQuad
* quad
) {
352 DCHECK(quad
->rect
.Contains(quad
->visible_rect
));
353 if (quad
->material
!= DrawQuad::TEXTURE_CONTENT
) {
354 FlushTextureQuadCache();
357 switch (quad
->material
) {
358 case DrawQuad::INVALID
:
361 case DrawQuad::CHECKERBOARD
:
362 DrawCheckerboardQuad(frame
, CheckerboardDrawQuad::MaterialCast(quad
));
364 case DrawQuad::DEBUG_BORDER
:
365 DrawDebugBorderQuad(frame
, DebugBorderDrawQuad::MaterialCast(quad
));
367 case DrawQuad::IO_SURFACE_CONTENT
:
368 DrawIOSurfaceQuad(frame
, IOSurfaceDrawQuad::MaterialCast(quad
));
370 case DrawQuad::PICTURE_CONTENT
:
371 DrawPictureQuad(frame
, PictureDrawQuad::MaterialCast(quad
));
373 case DrawQuad::RENDER_PASS
:
374 DrawRenderPassQuad(frame
, RenderPassDrawQuad::MaterialCast(quad
));
376 case DrawQuad::SOLID_COLOR
:
377 DrawSolidColorQuad(frame
, SolidColorDrawQuad::MaterialCast(quad
));
379 case DrawQuad::STREAM_VIDEO_CONTENT
:
380 DrawStreamVideoQuad(frame
, StreamVideoDrawQuad::MaterialCast(quad
));
382 case DrawQuad::TEXTURE_CONTENT
:
383 EnqueueTextureQuad(frame
, TextureDrawQuad::MaterialCast(quad
));
385 case DrawQuad::TILED_CONTENT
:
386 DrawTileQuad(frame
, TileDrawQuad::MaterialCast(quad
));
388 case DrawQuad::YUV_VIDEO_CONTENT
:
389 DrawYUVVideoQuad(frame
, YUVVideoDrawQuad::MaterialCast(quad
));
394 void GLRenderer::DrawCheckerboardQuad(const DrawingFrame
* frame
,
395 const CheckerboardDrawQuad
* quad
) {
396 SetBlendEnabled(quad
->ShouldDrawWithBlending());
398 const TileCheckerboardProgram
* program
= GetTileCheckerboardProgram();
399 DCHECK(program
&& (program
->initialized() || IsContextLost()));
400 SetUseProgram(program
->program());
402 SkColor color
= quad
->color
;
404 Context()->uniform4f(program
->fragment_shader().color_location(),
405 SkColorGetR(color
) * (1.0f
/ 255.0f
),
406 SkColorGetG(color
) * (1.0f
/ 255.0f
),
407 SkColorGetB(color
) * (1.0f
/ 255.0f
),
410 const int checkerboard_width
= 16;
411 float frequency
= 1.0f
/ checkerboard_width
;
413 gfx::Rect tile_rect
= quad
->rect
;
414 float tex_offset_x
= tile_rect
.x() % checkerboard_width
;
415 float tex_offset_y
= tile_rect
.y() % checkerboard_width
;
416 float tex_scale_x
= tile_rect
.width();
417 float tex_scale_y
= tile_rect
.height();
419 Context()->uniform4f(program
->fragment_shader().tex_transform_location(),
426 Context()->uniform1f(program
->fragment_shader().frequency_location(),
429 SetShaderOpacity(quad
->opacity(),
430 program
->fragment_shader().alpha_location());
431 DrawQuadGeometry(frame
,
432 quad
->quadTransform(),
434 program
->vertex_shader().matrix_location());
437 void GLRenderer::DrawDebugBorderQuad(const DrawingFrame
* frame
,
438 const DebugBorderDrawQuad
* quad
) {
439 SetBlendEnabled(quad
->ShouldDrawWithBlending());
441 static float gl_matrix
[16];
442 const DebugBorderProgram
* program
= GetDebugBorderProgram();
443 DCHECK(program
&& (program
->initialized() || IsContextLost()));
444 SetUseProgram(program
->program());
446 // Use the full quad_rect for debug quads to not move the edges based on
448 gfx::Rect layer_rect
= quad
->rect
;
449 gfx::Transform render_matrix
= quad
->quadTransform();
450 render_matrix
.Translate(0.5f
* layer_rect
.width() + layer_rect
.x(),
451 0.5f
* layer_rect
.height() + layer_rect
.y());
452 render_matrix
.Scale(layer_rect
.width(), layer_rect
.height());
453 GLRenderer::ToGLMatrix(&gl_matrix
[0],
454 frame
->projection_matrix
* render_matrix
);
456 Context()->uniformMatrix4fv(
457 program
->vertex_shader().matrix_location(), 1, false, &gl_matrix
[0]));
459 SkColor color
= quad
->color
;
460 float alpha
= SkColorGetA(color
) * (1.0f
/ 255.0f
);
463 Context()->uniform4f(program
->fragment_shader().color_location(),
464 (SkColorGetR(color
) * (1.0f
/ 255.0f
)) * alpha
,
465 (SkColorGetG(color
) * (1.0f
/ 255.0f
)) * alpha
,
466 (SkColorGetB(color
) * (1.0f
/ 255.0f
)) * alpha
,
469 GLC(Context(), Context()->lineWidth(quad
->width
));
471 // The indices for the line are stored in the same array as the triangle
474 Context()->drawElements(GL_LINE_LOOP
, 4, GL_UNSIGNED_SHORT
, 0));
477 static inline SkBitmap
ApplyFilters(GLRenderer
* renderer
,
478 ContextProvider
* offscreen_contexts
,
479 const FilterOperations
& filters
,
480 ScopedResource
* source_texture_resource
) {
481 if (filters
.IsEmpty())
484 if (!offscreen_contexts
|| !offscreen_contexts
->GrContext())
487 ResourceProvider::ScopedWriteLockGL
lock(renderer
->resource_provider(),
488 source_texture_resource
->id());
490 // Flush the compositor context to ensure that textures there are available
491 // in the shared context. Do this after locking/creating the compositor
493 renderer
->resource_provider()->Flush();
495 // Make sure skia uses the correct GL context.
496 offscreen_contexts
->Context3d()->makeContextCurrent();
499 RenderSurfaceFilters::Apply(filters
,
501 source_texture_resource
->size(),
502 offscreen_contexts
->GrContext());
504 // Flush skia context so that all the rendered stuff appears on the
506 offscreen_contexts
->GrContext()->flush();
508 // Flush the GL context so rendering results from this context are
509 // visible in the compositor's context.
510 offscreen_contexts
->Context3d()->flush();
512 // Use the compositor's GL context again.
513 renderer
->Context()->makeContextCurrent();
517 static SkBitmap
ApplyImageFilter(GLRenderer
* renderer
,
518 ContextProvider
* offscreen_contexts
,
520 SkImageFilter
* filter
,
521 ScopedResource
* source_texture_resource
) {
525 if (!offscreen_contexts
|| !offscreen_contexts
->GrContext())
528 ResourceProvider::ScopedWriteLockGL
lock(renderer
->resource_provider(),
529 source_texture_resource
->id());
531 // Flush the compositor context to ensure that textures there are available
532 // in the shared context. Do this after locking/creating the compositor
534 renderer
->resource_provider()->Flush();
536 // Make sure skia uses the correct GL context.
537 offscreen_contexts
->Context3d()->makeContextCurrent();
539 // Wrap the source texture in a Ganesh platform texture.
540 GrBackendTextureDesc backend_texture_description
;
541 backend_texture_description
.fWidth
= source_texture_resource
->size().width();
542 backend_texture_description
.fHeight
=
543 source_texture_resource
->size().height();
544 backend_texture_description
.fConfig
= kSkia8888_GrPixelConfig
;
545 backend_texture_description
.fTextureHandle
= lock
.texture_id();
546 backend_texture_description
.fOrigin
= kBottomLeft_GrSurfaceOrigin
;
547 skia::RefPtr
<GrTexture
> texture
=
548 skia::AdoptRef(offscreen_contexts
->GrContext()->wrapBackendTexture(
549 backend_texture_description
));
551 // Place the platform texture inside an SkBitmap.
553 source
.setConfig(SkBitmap::kARGB_8888_Config
,
554 source_texture_resource
->size().width(),
555 source_texture_resource
->size().height());
556 skia::RefPtr
<SkGrPixelRef
> pixel_ref
=
557 skia::AdoptRef(new SkGrPixelRef(texture
.get()));
558 source
.setPixelRef(pixel_ref
.get());
560 // Create a scratch texture for backing store.
562 desc
.fFlags
= kRenderTarget_GrTextureFlagBit
| kNoStencil_GrTextureFlagBit
;
564 desc
.fWidth
= source
.width();
565 desc
.fHeight
= source
.height();
566 desc
.fConfig
= kSkia8888_GrPixelConfig
;
567 desc
.fOrigin
= kBottomLeft_GrSurfaceOrigin
;
568 GrAutoScratchTexture
scratch_texture(
569 offscreen_contexts
->GrContext(), desc
, GrContext::kExact_ScratchTexMatch
);
570 skia::RefPtr
<GrTexture
> backing_store
=
571 skia::AdoptRef(scratch_texture
.detach());
573 // Create a device and canvas using that backing store.
574 SkGpuDevice
device(offscreen_contexts
->GrContext(), backing_store
.get());
575 SkCanvas
canvas(&device
);
577 // Draw the source bitmap through the filter to the canvas.
579 paint
.setImageFilter(filter
);
580 canvas
.clear(SK_ColorTRANSPARENT
);
582 // TODO(senorblanco): in addition to the origin translation here, the canvas
583 // should also be scaled to accomodate device pixel ratio and pinch zoom. See
584 // crbug.com/281516 and crbug.com/281518.
585 canvas
.translate(SkIntToScalar(-origin
.x()), SkIntToScalar(-origin
.y()));
586 canvas
.drawSprite(source
, 0, 0, &paint
);
588 // Flush skia context so that all the rendered stuff appears on the
590 offscreen_contexts
->GrContext()->flush();
592 // Flush the GL context so rendering results from this context are
593 // visible in the compositor's context.
594 offscreen_contexts
->Context3d()->flush();
596 // Use the compositor's GL context again.
597 renderer
->Context()->makeContextCurrent();
599 return device
.accessBitmap(false);
602 scoped_ptr
<ScopedResource
> GLRenderer::DrawBackgroundFilters(
604 const RenderPassDrawQuad
* quad
,
605 const gfx::Transform
& contents_device_transform
,
606 const gfx::Transform
& contents_device_transform_inverse
) {
607 // This method draws a background filter, which applies a filter to any pixels
608 // behind the quad and seen through its background. The algorithm works as
610 // 1. Compute a bounding box around the pixels that will be visible through
612 // 2. Read the pixels in the bounding box into a buffer R.
613 // 3. Apply the background filter to R, so that it is applied in the pixels'
615 // 4. Apply the quad's inverse transform to map the pixels in R into the
616 // quad's content space. This implicitly clips R by the content bounds of the
617 // quad since the destination texture has bounds matching the quad's content.
618 // 5. Draw the background texture for the contents using the same transform as
619 // used to draw the contents itself. This is done without blending to replace
620 // the current background pixels with the new filtered background.
621 // 6. Draw the contents of the quad over drop of the new background with
622 // blending, as per usual. The filtered background pixels will show through
623 // any non-opaque pixels in this draws.
625 // Pixel copies in this algorithm occur at steps 2, 3, 4, and 5.
627 // TODO(danakj): When this algorithm changes, update
628 // LayerTreeHost::PrioritizeTextures() accordingly.
630 FilterOperations filters
=
631 RenderSurfaceFilters::Optimize(quad
->background_filters
);
632 DCHECK(!filters
.IsEmpty());
634 // TODO(danakj): We only allow background filters on an opaque render surface
635 // because other surfaces may contain translucent pixels, and the contents
636 // behind those translucent pixels wouldn't have the filter applied.
637 if (frame
->current_render_pass
->has_transparent_background
)
638 return scoped_ptr
<ScopedResource
>();
639 DCHECK(!frame
->current_texture
);
641 // TODO(danakj): Do a single readback for both the surface and replica and
642 // cache the filtered results (once filter textures are not reused).
643 gfx::Rect window_rect
= gfx::ToEnclosingRect(MathUtil::MapClippedRect(
644 contents_device_transform
, SharedGeometryQuad().BoundingBox()));
646 int top
, right
, bottom
, left
;
647 filters
.GetOutsets(&top
, &right
, &bottom
, &left
);
648 window_rect
.Inset(-left
, -top
, -right
, -bottom
);
650 window_rect
.Intersect(
651 MoveFromDrawToWindowSpace(frame
->current_render_pass
->output_rect
));
653 scoped_ptr
<ScopedResource
> device_background_texture
=
654 ScopedResource::create(resource_provider_
);
655 if (!device_background_texture
->Allocate(window_rect
.size(),
656 ResourceProvider::TextureUsageAny
,
658 return scoped_ptr
<ScopedResource
>();
660 ResourceProvider::ScopedWriteLockGL
lock(resource_provider_
,
661 device_background_texture
->id());
662 GetFramebufferTexture(lock
.texture_id(),
663 device_background_texture
->format(),
667 SkBitmap filtered_device_background
=
669 frame
->offscreen_context_provider
,
671 device_background_texture
.get());
672 if (!filtered_device_background
.getTexture())
673 return scoped_ptr
<ScopedResource
>();
676 reinterpret_cast<GrTexture
*>(filtered_device_background
.getTexture());
677 int filtered_device_background_texture_id
= texture
->getTextureHandle();
679 scoped_ptr
<ScopedResource
> background_texture
=
680 ScopedResource::create(resource_provider_
);
681 if (!background_texture
->Allocate(quad
->rect
.size(),
682 ResourceProvider::TextureUsageFramebuffer
,
684 return scoped_ptr
<ScopedResource
>();
686 const RenderPass
* target_render_pass
= frame
->current_render_pass
;
687 bool using_background_texture
=
688 UseScopedTexture(frame
, background_texture
.get(), quad
->rect
);
690 if (using_background_texture
) {
691 // Copy the readback pixels from device to the background texture for the
693 gfx::Transform device_to_framebuffer_transform
;
694 device_to_framebuffer_transform
.Translate(
695 quad
->rect
.width() * 0.5f
+ quad
->rect
.x(),
696 quad
->rect
.height() * 0.5f
+ quad
->rect
.y());
697 device_to_framebuffer_transform
.Scale(quad
->rect
.width(),
698 quad
->rect
.height());
699 device_to_framebuffer_transform
.PreconcatTransform(
700 contents_device_transform_inverse
);
703 GLC(Context(), Context()->clearColor(0, 0, 1, 1));
704 Context()->clear(GL_COLOR_BUFFER_BIT
);
707 // The filtered_deveice_background_texture is oriented the same as the frame
708 // buffer. The transform we are copying with has a vertical flip, as well as
709 // the |device_to_framebuffer_transform|, which cancel each other out. So do
710 // not flip the contents in the shader to maintain orientation.
711 bool flip_vertically
= false;
713 CopyTextureToFramebuffer(frame
,
714 filtered_device_background_texture_id
,
716 device_to_framebuffer_transform
,
720 UseRenderPass(frame
, target_render_pass
);
722 if (!using_background_texture
)
723 return scoped_ptr
<ScopedResource
>();
724 return background_texture
.Pass();
727 void GLRenderer::DrawRenderPassQuad(DrawingFrame
* frame
,
728 const RenderPassDrawQuad
* quad
) {
729 SetBlendEnabled(quad
->ShouldDrawWithBlending());
731 CachedResource
* contents_texture
=
732 render_pass_textures_
.get(quad
->render_pass_id
);
733 if (!contents_texture
|| !contents_texture
->id())
736 gfx::Transform quad_rect_matrix
;
737 QuadRectTransform(&quad_rect_matrix
, quad
->quadTransform(), quad
->rect
);
738 gfx::Transform contents_device_transform
=
739 frame
->window_matrix
* frame
->projection_matrix
* quad_rect_matrix
;
740 contents_device_transform
.FlattenTo2d();
742 // Can only draw surface if device matrix is invertible.
743 gfx::Transform
contents_device_transform_inverse(
744 gfx::Transform::kSkipInitialization
);
745 if (!contents_device_transform
.GetInverse(&contents_device_transform_inverse
))
748 scoped_ptr
<ScopedResource
> background_texture
;
749 if (!quad
->background_filters
.IsEmpty()) {
750 // The pixels from the filtered background should completely replace the
751 // current pixel values.
752 bool disable_blending
= blend_enabled();
753 if (disable_blending
)
754 SetBlendEnabled(false);
756 background_texture
= DrawBackgroundFilters(
759 contents_device_transform
,
760 contents_device_transform_inverse
);
762 if (disable_blending
)
763 SetBlendEnabled(true);
766 // TODO(senorblanco): Cache this value so that we don't have to do it for both
767 // the surface and its replica. Apply filters to the contents texture.
768 SkBitmap filter_bitmap
;
769 SkScalar color_matrix
[20];
770 bool use_color_matrix
= false;
772 skia::RefPtr
<SkColorFilter
> cf
;
775 SkColorFilter
* colorfilter_rawptr
= NULL
;
776 quad
->filter
->asColorFilter(&colorfilter_rawptr
);
777 cf
= skia::AdoptRef(colorfilter_rawptr
);
780 if (cf
&& cf
->asColorMatrix(color_matrix
) && !quad
->filter
->getInput(0)) {
781 // We have a single color matrix as a filter; apply it locally
782 // in the compositor.
783 use_color_matrix
= true;
785 filter_bitmap
= ApplyImageFilter(this,
786 frame
->offscreen_context_provider
,
791 } else if (!quad
->filters
.IsEmpty()) {
792 FilterOperations optimized_filters
=
793 RenderSurfaceFilters::Optimize(quad
->filters
);
795 if ((optimized_filters
.size() == 1) &&
796 (optimized_filters
.at(0).type() == FilterOperation::COLOR_MATRIX
)) {
798 color_matrix
, optimized_filters
.at(0).matrix(), sizeof(color_matrix
));
799 use_color_matrix
= true;
801 filter_bitmap
= ApplyFilters(this,
802 frame
->offscreen_context_provider
,
808 // Draw the background texture if there is one.
809 if (background_texture
) {
810 DCHECK(background_texture
->size() == quad
->rect
.size());
811 ResourceProvider::ScopedReadLockGL
lock(resource_provider_
,
812 background_texture
->id());
814 // The background_texture is oriented the same as the frame buffer. The
815 // transform we are copying with has a vertical flip, so flip the contents
816 // in the shader to maintain orientation
817 bool flip_vertically
= true;
819 CopyTextureToFramebuffer(frame
,
822 quad
->quadTransform(),
826 bool clipped
= false;
827 gfx::QuadF device_quad
= MathUtil::MapQuad(
828 contents_device_transform
, SharedGeometryQuad(), &clipped
);
829 LayerQuad
device_layer_bounds(gfx::QuadF(device_quad
.BoundingBox()));
830 LayerQuad
device_layer_edges(device_quad
);
832 // Use anti-aliasing programs only when necessary.
833 bool use_aa
= !clipped
&&
834 (!device_quad
.IsRectilinear() ||
835 !gfx::IsNearestRectWithinDistance(device_quad
.BoundingBox(),
836 kAntiAliasingEpsilon
));
838 device_layer_bounds
.InflateAntiAliasingDistance();
839 device_layer_edges
.InflateAntiAliasingDistance();
842 scoped_ptr
<ResourceProvider::ScopedReadLockGL
> mask_resource_lock
;
843 unsigned mask_texture_id
= 0;
844 if (quad
->mask_resource_id
) {
845 mask_resource_lock
.reset(new ResourceProvider::ScopedReadLockGL(
846 resource_provider_
, quad
->mask_resource_id
));
847 mask_texture_id
= mask_resource_lock
->texture_id();
850 // TODO(danakj): use the background_texture and blend the background in with
851 // this draw instead of having a separate copy of the background texture.
853 scoped_ptr
<ResourceProvider::ScopedReadLockGL
> contents_resource_lock
;
854 if (filter_bitmap
.getTexture()) {
856 reinterpret_cast<GrTexture
*>(filter_bitmap
.getTexture());
857 DCHECK_EQ(GL_TEXTURE0
, ResourceProvider::GetActiveTextureUnit(Context()));
858 Context()->bindTexture(GL_TEXTURE_2D
, texture
->getTextureHandle());
860 contents_resource_lock
= make_scoped_ptr(
861 new ResourceProvider::ScopedSamplerGL(resource_provider_
,
862 contents_texture
->id(),
867 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
868 context_
, &highp_threshold_cache_
, highp_threshold_min_
,
869 quad
->shared_quad_state
->visible_content_rect
.bottom_right());
871 int shader_quad_location
= -1;
872 int shader_edge_location
= -1;
873 int shader_viewport_location
= -1;
874 int shader_mask_sampler_location
= -1;
875 int shader_mask_tex_coord_scale_location
= -1;
876 int shader_mask_tex_coord_offset_location
= -1;
877 int shader_matrix_location
= -1;
878 int shader_alpha_location
= -1;
879 int shader_color_matrix_location
= -1;
880 int shader_color_offset_location
= -1;
881 int shader_tex_transform_location
= -1;
883 if (use_aa
&& mask_texture_id
&& !use_color_matrix
) {
884 const RenderPassMaskProgramAA
* program
=
885 GetRenderPassMaskProgramAA(tex_coord_precision
);
886 SetUseProgram(program
->program());
888 Context()->uniform1i(program
->fragment_shader().sampler_location(), 0));
890 shader_quad_location
= program
->vertex_shader().quad_location();
891 shader_edge_location
= program
->vertex_shader().edge_location();
892 shader_viewport_location
= program
->vertex_shader().viewport_location();
893 shader_mask_sampler_location
=
894 program
->fragment_shader().mask_sampler_location();
895 shader_mask_tex_coord_scale_location
=
896 program
->fragment_shader().mask_tex_coord_scale_location();
897 shader_mask_tex_coord_offset_location
=
898 program
->fragment_shader().mask_tex_coord_offset_location();
899 shader_matrix_location
= program
->vertex_shader().matrix_location();
900 shader_alpha_location
= program
->fragment_shader().alpha_location();
901 shader_tex_transform_location
=
902 program
->vertex_shader().tex_transform_location();
903 } else if (!use_aa
&& mask_texture_id
&& !use_color_matrix
) {
904 const RenderPassMaskProgram
* program
=
905 GetRenderPassMaskProgram(tex_coord_precision
);
906 SetUseProgram(program
->program());
908 Context()->uniform1i(program
->fragment_shader().sampler_location(), 0));
910 shader_mask_sampler_location
=
911 program
->fragment_shader().mask_sampler_location();
912 shader_mask_tex_coord_scale_location
=
913 program
->fragment_shader().mask_tex_coord_scale_location();
914 shader_mask_tex_coord_offset_location
=
915 program
->fragment_shader().mask_tex_coord_offset_location();
916 shader_matrix_location
= program
->vertex_shader().matrix_location();
917 shader_alpha_location
= program
->fragment_shader().alpha_location();
918 shader_tex_transform_location
=
919 program
->vertex_shader().tex_transform_location();
920 } else if (use_aa
&& !mask_texture_id
&& !use_color_matrix
) {
921 const RenderPassProgramAA
* program
=
922 GetRenderPassProgramAA(tex_coord_precision
);
923 SetUseProgram(program
->program());
925 Context()->uniform1i(program
->fragment_shader().sampler_location(), 0));
927 shader_quad_location
= program
->vertex_shader().quad_location();
928 shader_edge_location
= program
->vertex_shader().edge_location();
929 shader_viewport_location
= program
->vertex_shader().viewport_location();
930 shader_matrix_location
= program
->vertex_shader().matrix_location();
931 shader_alpha_location
= program
->fragment_shader().alpha_location();
932 shader_tex_transform_location
=
933 program
->vertex_shader().tex_transform_location();
934 } else if (use_aa
&& mask_texture_id
&& use_color_matrix
) {
935 const RenderPassMaskColorMatrixProgramAA
* program
=
936 GetRenderPassMaskColorMatrixProgramAA(tex_coord_precision
);
937 SetUseProgram(program
->program());
939 Context()->uniform1i(program
->fragment_shader().sampler_location(), 0));
941 shader_matrix_location
= program
->vertex_shader().matrix_location();
942 shader_quad_location
= program
->vertex_shader().quad_location();
943 shader_tex_transform_location
=
944 program
->vertex_shader().tex_transform_location();
945 shader_edge_location
= program
->vertex_shader().edge_location();
946 shader_viewport_location
= program
->vertex_shader().viewport_location();
947 shader_alpha_location
= program
->fragment_shader().alpha_location();
948 shader_mask_sampler_location
=
949 program
->fragment_shader().mask_sampler_location();
950 shader_mask_tex_coord_scale_location
=
951 program
->fragment_shader().mask_tex_coord_scale_location();
952 shader_mask_tex_coord_offset_location
=
953 program
->fragment_shader().mask_tex_coord_offset_location();
954 shader_color_matrix_location
=
955 program
->fragment_shader().color_matrix_location();
956 shader_color_offset_location
=
957 program
->fragment_shader().color_offset_location();
958 } else if (use_aa
&& !mask_texture_id
&& use_color_matrix
) {
959 const RenderPassColorMatrixProgramAA
* program
=
960 GetRenderPassColorMatrixProgramAA(tex_coord_precision
);
961 SetUseProgram(program
->program());
963 Context()->uniform1i(program
->fragment_shader().sampler_location(), 0));
965 shader_matrix_location
= program
->vertex_shader().matrix_location();
966 shader_quad_location
= program
->vertex_shader().quad_location();
967 shader_tex_transform_location
=
968 program
->vertex_shader().tex_transform_location();
969 shader_edge_location
= program
->vertex_shader().edge_location();
970 shader_viewport_location
= program
->vertex_shader().viewport_location();
971 shader_alpha_location
= program
->fragment_shader().alpha_location();
972 shader_color_matrix_location
=
973 program
->fragment_shader().color_matrix_location();
974 shader_color_offset_location
=
975 program
->fragment_shader().color_offset_location();
976 } else if (!use_aa
&& mask_texture_id
&& use_color_matrix
) {
977 const RenderPassMaskColorMatrixProgram
* program
=
978 GetRenderPassMaskColorMatrixProgram(tex_coord_precision
);
979 SetUseProgram(program
->program());
981 Context()->uniform1i(program
->fragment_shader().sampler_location(), 0));
983 shader_matrix_location
= program
->vertex_shader().matrix_location();
984 shader_tex_transform_location
=
985 program
->vertex_shader().tex_transform_location();
986 shader_mask_sampler_location
=
987 program
->fragment_shader().mask_sampler_location();
988 shader_mask_tex_coord_scale_location
=
989 program
->fragment_shader().mask_tex_coord_scale_location();
990 shader_mask_tex_coord_offset_location
=
991 program
->fragment_shader().mask_tex_coord_offset_location();
992 shader_alpha_location
= program
->fragment_shader().alpha_location();
993 shader_color_matrix_location
=
994 program
->fragment_shader().color_matrix_location();
995 shader_color_offset_location
=
996 program
->fragment_shader().color_offset_location();
997 } else if (!use_aa
&& !mask_texture_id
&& use_color_matrix
) {
998 const RenderPassColorMatrixProgram
* program
=
999 GetRenderPassColorMatrixProgram(tex_coord_precision
);
1000 SetUseProgram(program
->program());
1002 Context()->uniform1i(program
->fragment_shader().sampler_location(), 0));
1004 shader_matrix_location
= program
->vertex_shader().matrix_location();
1005 shader_tex_transform_location
=
1006 program
->vertex_shader().tex_transform_location();
1007 shader_alpha_location
= program
->fragment_shader().alpha_location();
1008 shader_color_matrix_location
=
1009 program
->fragment_shader().color_matrix_location();
1010 shader_color_offset_location
=
1011 program
->fragment_shader().color_offset_location();
1013 const RenderPassProgram
* program
=
1014 GetRenderPassProgram(tex_coord_precision
);
1015 SetUseProgram(program
->program());
1017 Context()->uniform1i(program
->fragment_shader().sampler_location(), 0));
1019 shader_matrix_location
= program
->vertex_shader().matrix_location();
1020 shader_alpha_location
= program
->fragment_shader().alpha_location();
1021 shader_tex_transform_location
=
1022 program
->vertex_shader().tex_transform_location();
1025 quad
->rect
.width() / static_cast<float>(contents_texture
->size().width());
1026 float tex_scale_y
= quad
->rect
.height() /
1027 static_cast<float>(contents_texture
->size().height());
1028 DCHECK_LE(tex_scale_x
, 1.0f
);
1029 DCHECK_LE(tex_scale_y
, 1.0f
);
1031 DCHECK(shader_tex_transform_location
!= -1 || IsContextLost());
1032 // Flip the content vertically in the shader, as the RenderPass input
1033 // texture is already oriented the same way as the framebuffer, but the
1034 // projection transform does a flip.
1035 GLC(Context(), Context()->uniform4f(shader_tex_transform_location
,
1041 scoped_ptr
<ResourceProvider::ScopedReadLockGL
> shader_mask_sampler_lock
;
1042 if (shader_mask_sampler_location
!= -1) {
1043 DCHECK_NE(shader_mask_tex_coord_scale_location
, 1);
1044 DCHECK_NE(shader_mask_tex_coord_offset_location
, 1);
1045 GLC(Context(), Context()->uniform1i(shader_mask_sampler_location
, 1));
1047 float mask_tex_scale_x
= quad
->mask_uv_rect
.width() / tex_scale_x
;
1048 float mask_tex_scale_y
= quad
->mask_uv_rect
.height() / tex_scale_y
;
1050 // Mask textures are oriented vertically flipped relative to the framebuffer
1051 // and the RenderPass contents texture, so we flip the tex coords from the
1052 // RenderPass texture to find the mask texture coords.
1054 Context()->uniform2f(shader_mask_tex_coord_offset_location
,
1055 quad
->mask_uv_rect
.x(),
1056 quad
->mask_uv_rect
.y() + mask_tex_scale_y
));
1058 Context()->uniform2f(shader_mask_tex_coord_scale_location
,
1060 -mask_tex_scale_y
));
1061 shader_mask_sampler_lock
= make_scoped_ptr(
1062 new ResourceProvider::ScopedSamplerGL(resource_provider_
,
1063 quad
->mask_resource_id
,
1069 if (shader_edge_location
!= -1) {
1071 device_layer_edges
.ToFloatArray(edge
);
1072 device_layer_bounds
.ToFloatArray(&edge
[12]);
1073 GLC(Context(), Context()->uniform3fv(shader_edge_location
, 8, edge
));
1076 if (shader_viewport_location
!= -1) {
1077 float viewport
[4] = {
1078 static_cast<float>(viewport_
.x()),
1079 static_cast<float>(viewport_
.y()),
1080 static_cast<float>(viewport_
.width()),
1081 static_cast<float>(viewport_
.height()),
1084 Context()->uniform4fv(shader_viewport_location
, 1, viewport
));
1087 if (shader_color_matrix_location
!= -1) {
1089 for (int i
= 0; i
< 4; ++i
) {
1090 for (int j
= 0; j
< 4; ++j
)
1091 matrix
[i
* 4 + j
] = SkScalarToFloat(color_matrix
[j
* 5 + i
]);
1094 Context()->uniformMatrix4fv(
1095 shader_color_matrix_location
, 1, false, matrix
));
1097 static const float kScale
= 1.0f
/ 255.0f
;
1098 if (shader_color_offset_location
!= -1) {
1100 for (int i
= 0; i
< 4; ++i
)
1101 offset
[i
] = SkScalarToFloat(color_matrix
[i
* 5 + 4]) * kScale
;
1104 Context()->uniform4fv(shader_color_offset_location
, 1, offset
));
1107 // Map device space quad to surface space. contents_device_transform has no 3d
1108 // component since it was flattened, so we don't need to project.
1109 gfx::QuadF surface_quad
= MathUtil::MapQuad(contents_device_transform_inverse
,
1110 device_layer_edges
.ToQuadF(),
1113 SetShaderOpacity(quad
->opacity(), shader_alpha_location
);
1114 SetShaderQuadF(surface_quad
, shader_quad_location
);
1116 frame
, quad
->quadTransform(), quad
->rect
, shader_matrix_location
);
1118 // Flush the compositor context before the filter bitmap goes out of
1119 // scope, so the draw gets processed before the filter texture gets deleted.
1120 if (filter_bitmap
.getTexture())
1124 struct SolidColorProgramUniforms
{
1126 unsigned matrix_location
;
1127 unsigned viewport_location
;
1128 unsigned quad_location
;
1129 unsigned edge_location
;
1130 unsigned color_location
;
1134 static void SolidColorUniformLocation(T program
,
1135 SolidColorProgramUniforms
* uniforms
) {
1136 uniforms
->program
= program
->program();
1137 uniforms
->matrix_location
= program
->vertex_shader().matrix_location();
1138 uniforms
->viewport_location
= program
->vertex_shader().viewport_location();
1139 uniforms
->quad_location
= program
->vertex_shader().quad_location();
1140 uniforms
->edge_location
= program
->vertex_shader().edge_location();
1141 uniforms
->color_location
= program
->fragment_shader().color_location();
1145 bool GLRenderer::SetupQuadForAntialiasing(
1146 const gfx::Transform
& device_transform
,
1147 const DrawQuad
* quad
,
1148 gfx::QuadF
* local_quad
,
1150 gfx::Rect tile_rect
= quad
->visible_rect
;
1152 bool clipped
= false;
1153 gfx::QuadF device_layer_quad
= MathUtil::MapQuad(
1154 device_transform
, gfx::QuadF(quad
->visibleContentRect()), &clipped
);
1156 bool is_axis_aligned_in_target
= device_layer_quad
.IsRectilinear();
1157 bool is_nearest_rect_within_epsilon
= is_axis_aligned_in_target
&&
1158 gfx::IsNearestRectWithinDistance(device_layer_quad
.BoundingBox(),
1159 kAntiAliasingEpsilon
);
1160 // AAing clipped quads is not supported by the code yet.
1161 bool use_aa
= !clipped
&& !is_nearest_rect_within_epsilon
&& quad
->IsEdge();
1165 LayerQuad
device_layer_bounds(gfx::QuadF(device_layer_quad
.BoundingBox()));
1166 device_layer_bounds
.InflateAntiAliasingDistance();
1168 LayerQuad
device_layer_edges(device_layer_quad
);
1169 device_layer_edges
.InflateAntiAliasingDistance();
1171 device_layer_edges
.ToFloatArray(edge
);
1172 device_layer_bounds
.ToFloatArray(&edge
[12]);
1174 gfx::PointF bottom_right
= tile_rect
.bottom_right();
1175 gfx::PointF bottom_left
= tile_rect
.bottom_left();
1176 gfx::PointF top_left
= tile_rect
.origin();
1177 gfx::PointF top_right
= tile_rect
.top_right();
1179 // Map points to device space.
1180 bottom_right
= MathUtil::MapPoint(device_transform
, bottom_right
, &clipped
);
1182 bottom_left
= MathUtil::MapPoint(device_transform
, bottom_left
, &clipped
);
1184 top_left
= MathUtil::MapPoint(device_transform
, top_left
, &clipped
);
1186 top_right
= MathUtil::MapPoint(device_transform
, top_right
, &clipped
);
1189 LayerQuad::Edge
bottom_edge(bottom_right
, bottom_left
);
1190 LayerQuad::Edge
left_edge(bottom_left
, top_left
);
1191 LayerQuad::Edge
top_edge(top_left
, top_right
);
1192 LayerQuad::Edge
right_edge(top_right
, bottom_right
);
1194 // Only apply anti-aliasing to edges not clipped by culling or scissoring.
1195 if (quad
->IsTopEdge() && tile_rect
.y() == quad
->rect
.y())
1196 top_edge
= device_layer_edges
.top();
1197 if (quad
->IsLeftEdge() && tile_rect
.x() == quad
->rect
.x())
1198 left_edge
= device_layer_edges
.left();
1199 if (quad
->IsRightEdge() && tile_rect
.right() == quad
->rect
.right())
1200 right_edge
= device_layer_edges
.right();
1201 if (quad
->IsBottomEdge() && tile_rect
.bottom() == quad
->rect
.bottom())
1202 bottom_edge
= device_layer_edges
.bottom();
1204 float sign
= gfx::QuadF(tile_rect
).IsCounterClockwise() ? -1 : 1;
1205 bottom_edge
.scale(sign
);
1206 left_edge
.scale(sign
);
1207 top_edge
.scale(sign
);
1208 right_edge
.scale(sign
);
1210 // Create device space quad.
1211 LayerQuad
device_quad(left_edge
, top_edge
, right_edge
, bottom_edge
);
1213 // Map device space quad to local space. device_transform has no 3d
1214 // component since it was flattened, so we don't need to project. We should
1215 // have already checked that the transform was uninvertible above.
1216 gfx::Transform
inverse_device_transform(
1217 gfx::Transform::kSkipInitialization
);
1218 bool did_invert
= device_transform
.GetInverse(&inverse_device_transform
);
1220 *local_quad
= MathUtil::MapQuad(
1221 inverse_device_transform
, device_quad
.ToQuadF(), &clipped
);
1222 // We should not DCHECK(!clipped) here, because anti-aliasing inflation may
1223 // cause device_quad to become clipped. To our knowledge this scenario does
1224 // not need to be handled differently than the unclipped case.
1229 void GLRenderer::DrawSolidColorQuad(const DrawingFrame
* frame
,
1230 const SolidColorDrawQuad
* quad
) {
1231 gfx::Rect tile_rect
= quad
->visible_rect
;
1233 SkColor color
= quad
->color
;
1234 float opacity
= quad
->opacity();
1235 float alpha
= (SkColorGetA(color
) * (1.0f
/ 255.0f
)) * opacity
;
1237 // Early out if alpha is small enough that quad doesn't contribute to output.
1238 if (alpha
< std::numeric_limits
<float>::epsilon() &&
1239 quad
->ShouldDrawWithBlending())
1242 gfx::Transform device_transform
=
1243 frame
->window_matrix
* frame
->projection_matrix
* quad
->quadTransform();
1244 device_transform
.FlattenTo2d();
1245 if (!device_transform
.IsInvertible())
1248 gfx::QuadF local_quad
= gfx::QuadF(gfx::RectF(tile_rect
));
1251 settings_
->allow_antialiasing
&& !quad
->force_anti_aliasing_off
&&
1252 SetupQuadForAntialiasing(device_transform
, quad
, &local_quad
, edge
);
1254 SolidColorProgramUniforms uniforms
;
1256 SolidColorUniformLocation(GetSolidColorProgramAA(), &uniforms
);
1258 SolidColorUniformLocation(GetSolidColorProgram(), &uniforms
);
1259 SetUseProgram(uniforms
.program
);
1262 Context()->uniform4f(uniforms
.color_location
,
1263 (SkColorGetR(color
) * (1.0f
/ 255.0f
)) * alpha
,
1264 (SkColorGetG(color
) * (1.0f
/ 255.0f
)) * alpha
,
1265 (SkColorGetB(color
) * (1.0f
/ 255.0f
)) * alpha
,
1268 float viewport
[4] = {
1269 static_cast<float>(viewport_
.x()),
1270 static_cast<float>(viewport_
.y()),
1271 static_cast<float>(viewport_
.width()),
1272 static_cast<float>(viewport_
.height()),
1275 Context()->uniform4fv(uniforms
.viewport_location
, 1, viewport
));
1276 GLC(Context(), Context()->uniform3fv(uniforms
.edge_location
, 8, edge
));
1279 // Enable blending when the quad properties require it or if we decided
1280 // to use antialiasing.
1281 SetBlendEnabled(quad
->ShouldDrawWithBlending() || use_aa
);
1283 // Normalize to tile_rect.
1284 local_quad
.Scale(1.0f
/ tile_rect
.width(), 1.0f
/ tile_rect
.height());
1286 SetShaderQuadF(local_quad
, uniforms
.quad_location
);
1288 // The transform and vertex data are used to figure out the extents that the
1289 // un-antialiased quad should have and which vertex this is and the float
1290 // quad passed in via uniform is the actual geometry that gets used to draw
1291 // it. This is why this centered rect is used and not the original quad_rect.
1292 gfx::RectF
centered_rect(gfx::PointF(-0.5f
* tile_rect
.width(),
1293 -0.5f
* tile_rect
.height()),
1295 DrawQuadGeometry(frame
, quad
->quadTransform(),
1296 centered_rect
, uniforms
.matrix_location
);
1299 struct TileProgramUniforms
{
1301 unsigned matrix_location
;
1302 unsigned viewport_location
;
1303 unsigned quad_location
;
1304 unsigned edge_location
;
1305 unsigned vertex_tex_transform_location
;
1306 unsigned sampler_location
;
1307 unsigned fragment_tex_transform_location
;
1308 unsigned alpha_location
;
1312 static void TileUniformLocation(T program
, TileProgramUniforms
* uniforms
) {
1313 uniforms
->program
= program
->program();
1314 uniforms
->matrix_location
= program
->vertex_shader().matrix_location();
1315 uniforms
->viewport_location
= program
->vertex_shader().viewport_location();
1316 uniforms
->quad_location
= program
->vertex_shader().quad_location();
1317 uniforms
->edge_location
= program
->vertex_shader().edge_location();
1318 uniforms
->vertex_tex_transform_location
=
1319 program
->vertex_shader().vertex_tex_transform_location();
1321 uniforms
->sampler_location
= program
->fragment_shader().sampler_location();
1322 uniforms
->alpha_location
= program
->fragment_shader().alpha_location();
1323 uniforms
->fragment_tex_transform_location
=
1324 program
->fragment_shader().fragment_tex_transform_location();
1327 void GLRenderer::DrawTileQuad(const DrawingFrame
* frame
,
1328 const TileDrawQuad
* quad
) {
1329 DrawContentQuad(frame
, quad
, quad
->resource_id
);
1332 void GLRenderer::DrawContentQuad(const DrawingFrame
* frame
,
1333 const ContentDrawQuadBase
* quad
,
1334 ResourceProvider::ResourceId resource_id
) {
1335 gfx::Rect tile_rect
= quad
->visible_rect
;
1337 gfx::RectF tex_coord_rect
= MathUtil::ScaleRectProportional(
1338 quad
->tex_coord_rect
, quad
->rect
, tile_rect
);
1339 float tex_to_geom_scale_x
= quad
->rect
.width() / quad
->tex_coord_rect
.width();
1340 float tex_to_geom_scale_y
=
1341 quad
->rect
.height() / quad
->tex_coord_rect
.height();
1343 gfx::RectF
clamp_geom_rect(tile_rect
);
1344 gfx::RectF
clamp_tex_rect(tex_coord_rect
);
1345 // Clamp texture coordinates to avoid sampling outside the layer
1346 // by deflating the tile region half a texel or half a texel
1347 // minus epsilon for one pixel layers. The resulting clamp region
1348 // is mapped to the unit square by the vertex shader and mapped
1349 // back to normalized texture coordinates by the fragment shader
1350 // after being clamped to 0-1 range.
1351 float tex_clamp_x
= std::min(
1352 0.5f
, 0.5f
* clamp_tex_rect
.width() - kAntiAliasingEpsilon
);
1353 float tex_clamp_y
= std::min(
1354 0.5f
, 0.5f
* clamp_tex_rect
.height() - kAntiAliasingEpsilon
);
1355 float geom_clamp_x
= std::min(
1356 tex_clamp_x
* tex_to_geom_scale_x
,
1357 0.5f
* clamp_geom_rect
.width() - kAntiAliasingEpsilon
);
1358 float geom_clamp_y
= std::min(
1359 tex_clamp_y
* tex_to_geom_scale_y
,
1360 0.5f
* clamp_geom_rect
.height() - kAntiAliasingEpsilon
);
1361 clamp_geom_rect
.Inset(geom_clamp_x
, geom_clamp_y
, geom_clamp_x
, geom_clamp_y
);
1362 clamp_tex_rect
.Inset(tex_clamp_x
, tex_clamp_y
, tex_clamp_x
, tex_clamp_y
);
1364 // Map clamping rectangle to unit square.
1365 float vertex_tex_translate_x
= -clamp_geom_rect
.x() / clamp_geom_rect
.width();
1366 float vertex_tex_translate_y
=
1367 -clamp_geom_rect
.y() / clamp_geom_rect
.height();
1368 float vertex_tex_scale_x
= tile_rect
.width() / clamp_geom_rect
.width();
1369 float vertex_tex_scale_y
= tile_rect
.height() / clamp_geom_rect
.height();
1371 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1372 context_
, &highp_threshold_cache_
, highp_threshold_min_
,
1373 quad
->texture_size
);
1375 // Map to normalized texture coordinates.
1376 gfx::Size texture_size
= quad
->texture_size
;
1377 float fragment_tex_translate_x
= clamp_tex_rect
.x() / texture_size
.width();
1378 float fragment_tex_translate_y
= clamp_tex_rect
.y() / texture_size
.height();
1379 float fragment_tex_scale_x
= clamp_tex_rect
.width() / texture_size
.width();
1380 float fragment_tex_scale_y
= clamp_tex_rect
.height() / texture_size
.height();
1382 gfx::Transform device_transform
=
1383 frame
->window_matrix
* frame
->projection_matrix
* quad
->quadTransform();
1384 device_transform
.FlattenTo2d();
1385 if (!device_transform
.IsInvertible())
1388 gfx::QuadF local_quad
= gfx::QuadF(gfx::RectF(tile_rect
));
1390 bool use_aa
= settings_
->allow_antialiasing
&& SetupQuadForAntialiasing(
1391 device_transform
, quad
, &local_quad
, edge
);
1393 TileProgramUniforms uniforms
;
1395 if (quad
->swizzle_contents
) {
1396 TileUniformLocation(GetTileProgramSwizzleAA(tex_coord_precision
),
1399 TileUniformLocation(GetTileProgramAA(tex_coord_precision
), &uniforms
);
1402 if (quad
->ShouldDrawWithBlending()) {
1403 if (quad
->swizzle_contents
) {
1404 TileUniformLocation(GetTileProgramSwizzle(tex_coord_precision
),
1407 TileUniformLocation(GetTileProgram(tex_coord_precision
), &uniforms
);
1410 if (quad
->swizzle_contents
) {
1411 TileUniformLocation(GetTileProgramSwizzleOpaque(tex_coord_precision
),
1414 TileUniformLocation(GetTileProgramOpaque(tex_coord_precision
),
1420 SetUseProgram(uniforms
.program
);
1421 GLC(Context(), Context()->uniform1i(uniforms
.sampler_location
, 0));
1422 bool scaled
= (tex_to_geom_scale_x
!= 1.f
|| tex_to_geom_scale_y
!= 1.f
);
1423 GLenum filter
= (use_aa
|| scaled
||
1424 !quad
->quadTransform().IsIdentityOrIntegerTranslation())
1427 ResourceProvider::ScopedSamplerGL
quad_resource_lock(
1428 resource_provider_
, resource_id
, GL_TEXTURE_2D
, filter
);
1431 float viewport
[4] = {
1432 static_cast<float>(viewport_
.x()),
1433 static_cast<float>(viewport_
.y()),
1434 static_cast<float>(viewport_
.width()),
1435 static_cast<float>(viewport_
.height()),
1438 Context()->uniform4fv(uniforms
.viewport_location
, 1, viewport
));
1439 GLC(Context(), Context()->uniform3fv(uniforms
.edge_location
, 8, edge
));
1442 Context()->uniform4f(uniforms
.vertex_tex_transform_location
,
1443 vertex_tex_translate_x
,
1444 vertex_tex_translate_y
,
1446 vertex_tex_scale_y
));
1448 Context()->uniform4f(uniforms
.fragment_tex_transform_location
,
1449 fragment_tex_translate_x
,
1450 fragment_tex_translate_y
,
1451 fragment_tex_scale_x
,
1452 fragment_tex_scale_y
));
1454 // Move fragment shader transform to vertex shader. We can do this while
1455 // still producing correct results as fragment_tex_transform_location
1456 // should always be non-negative when tiles are transformed in a way
1457 // that could result in sampling outside the layer.
1458 vertex_tex_scale_x
*= fragment_tex_scale_x
;
1459 vertex_tex_scale_y
*= fragment_tex_scale_y
;
1460 vertex_tex_translate_x
*= fragment_tex_scale_x
;
1461 vertex_tex_translate_y
*= fragment_tex_scale_y
;
1462 vertex_tex_translate_x
+= fragment_tex_translate_x
;
1463 vertex_tex_translate_y
+= fragment_tex_translate_y
;
1466 Context()->uniform4f(uniforms
.vertex_tex_transform_location
,
1467 vertex_tex_translate_x
,
1468 vertex_tex_translate_y
,
1470 vertex_tex_scale_y
));
1473 // Enable blending when the quad properties require it or if we decided
1474 // to use antialiasing.
1475 SetBlendEnabled(quad
->ShouldDrawWithBlending() || use_aa
);
1477 // Normalize to tile_rect.
1478 local_quad
.Scale(1.0f
/ tile_rect
.width(), 1.0f
/ tile_rect
.height());
1480 SetShaderOpacity(quad
->opacity(), uniforms
.alpha_location
);
1481 SetShaderQuadF(local_quad
, uniforms
.quad_location
);
1483 // The transform and vertex data are used to figure out the extents that the
1484 // un-antialiased quad should have and which vertex this is and the float
1485 // quad passed in via uniform is the actual geometry that gets used to draw
1486 // it. This is why this centered rect is used and not the original quad_rect.
1487 gfx::RectF
centered_rect(
1488 gfx::PointF(-0.5f
* tile_rect
.width(), -0.5f
* tile_rect
.height()),
1491 frame
, quad
->quadTransform(), centered_rect
, uniforms
.matrix_location
);
1494 void GLRenderer::DrawYUVVideoQuad(const DrawingFrame
* frame
,
1495 const YUVVideoDrawQuad
* quad
) {
1496 SetBlendEnabled(quad
->ShouldDrawWithBlending());
1498 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1499 context_
, &highp_threshold_cache_
, highp_threshold_min_
,
1500 quad
->shared_quad_state
->visible_content_rect
.bottom_right());
1502 bool use_alpha_plane
= quad
->a_plane_resource_id
!= 0;
1504 ResourceProvider::ScopedSamplerGL
y_plane_lock(
1506 quad
->y_plane_resource_id
,
1510 ResourceProvider::ScopedSamplerGL
u_plane_lock(
1512 quad
->u_plane_resource_id
,
1516 ResourceProvider::ScopedSamplerGL
v_plane_lock(
1518 quad
->v_plane_resource_id
,
1522 scoped_ptr
<ResourceProvider::ScopedSamplerGL
> a_plane_lock
;
1523 if (use_alpha_plane
) {
1524 a_plane_lock
.reset(new ResourceProvider::ScopedSamplerGL(
1526 quad
->a_plane_resource_id
,
1532 int tex_scale_location
= -1;
1533 int matrix_location
= -1;
1534 int y_texture_location
= -1;
1535 int u_texture_location
= -1;
1536 int v_texture_location
= -1;
1537 int a_texture_location
= -1;
1538 int yuv_matrix_location
= -1;
1539 int yuv_adj_location
= -1;
1540 int alpha_location
= -1;
1541 if (use_alpha_plane
) {
1542 const VideoYUVAProgram
* program
= GetVideoYUVAProgram(tex_coord_precision
);
1543 DCHECK(program
&& (program
->initialized() || IsContextLost()));
1544 SetUseProgram(program
->program());
1545 tex_scale_location
= program
->vertex_shader().tex_scale_location();
1546 matrix_location
= program
->vertex_shader().matrix_location();
1547 y_texture_location
= program
->fragment_shader().y_texture_location();
1548 u_texture_location
= program
->fragment_shader().u_texture_location();
1549 v_texture_location
= program
->fragment_shader().v_texture_location();
1550 a_texture_location
= program
->fragment_shader().a_texture_location();
1551 yuv_matrix_location
= program
->fragment_shader().yuv_matrix_location();
1552 yuv_adj_location
= program
->fragment_shader().yuv_adj_location();
1553 alpha_location
= program
->fragment_shader().alpha_location();
1555 const VideoYUVProgram
* program
= GetVideoYUVProgram(tex_coord_precision
);
1556 DCHECK(program
&& (program
->initialized() || IsContextLost()));
1557 SetUseProgram(program
->program());
1558 tex_scale_location
= program
->vertex_shader().tex_scale_location();
1559 matrix_location
= program
->vertex_shader().matrix_location();
1560 y_texture_location
= program
->fragment_shader().y_texture_location();
1561 u_texture_location
= program
->fragment_shader().u_texture_location();
1562 v_texture_location
= program
->fragment_shader().v_texture_location();
1563 yuv_matrix_location
= program
->fragment_shader().yuv_matrix_location();
1564 yuv_adj_location
= program
->fragment_shader().yuv_adj_location();
1565 alpha_location
= program
->fragment_shader().alpha_location();
1569 Context()->uniform2f(tex_scale_location
,
1570 quad
->tex_scale
.width(),
1571 quad
->tex_scale
.height()));
1572 GLC(Context(), Context()->uniform1i(y_texture_location
, 1));
1573 GLC(Context(), Context()->uniform1i(u_texture_location
, 2));
1574 GLC(Context(), Context()->uniform1i(v_texture_location
, 3));
1575 if (use_alpha_plane
)
1576 GLC(Context(), Context()->uniform1i(a_texture_location
, 4));
1578 // These values are magic numbers that are used in the transformation from YUV
1579 // to RGB color values. They are taken from the following webpage:
1580 // http://www.fourcc.org/fccyvrgb.php
1581 float yuv_to_rgb
[9] = {
1582 1.164f
, 1.164f
, 1.164f
,
1583 0.0f
, -.391f
, 2.018f
,
1584 1.596f
, -.813f
, 0.0f
,
1587 Context()->uniformMatrix3fv(yuv_matrix_location
, 1, 0, yuv_to_rgb
));
1589 // These values map to 16, 128, and 128 respectively, and are computed
1590 // as a fraction over 256 (e.g. 16 / 256 = 0.0625).
1591 // They are used in the YUV to RGBA conversion formula:
1592 // Y - 16 : Gives 16 values of head and footroom for overshooting
1593 // U - 128 : Turns unsigned U into signed U [-128,127]
1594 // V - 128 : Turns unsigned V into signed V [-128,127]
1595 float yuv_adjust
[3] = { -0.0625f
, -0.5f
, -0.5f
, };
1596 GLC(Context(), Context()->uniform3fv(yuv_adj_location
, 1, yuv_adjust
));
1599 SetShaderOpacity(quad
->opacity(), alpha_location
);
1600 DrawQuadGeometry(frame
, quad
->quadTransform(), quad
->rect
, matrix_location
);
1603 void GLRenderer::DrawStreamVideoQuad(const DrawingFrame
* frame
,
1604 const StreamVideoDrawQuad
* quad
) {
1605 SetBlendEnabled(quad
->ShouldDrawWithBlending());
1607 static float gl_matrix
[16];
1609 DCHECK(capabilities_
.using_egl_image
);
1611 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1612 context_
, &highp_threshold_cache_
, highp_threshold_min_
,
1613 quad
->shared_quad_state
->visible_content_rect
.bottom_right());
1615 const VideoStreamTextureProgram
* program
=
1616 GetVideoStreamTextureProgram(tex_coord_precision
);
1617 SetUseProgram(program
->program());
1619 ToGLMatrix(&gl_matrix
[0], quad
->matrix
);
1621 Context()->uniformMatrix4fv(
1622 program
->vertex_shader().tex_matrix_location(), 1, false, gl_matrix
));
1624 ResourceProvider::ScopedReadLockGL
lock(resource_provider_
,
1626 DCHECK_EQ(GL_TEXTURE0
, ResourceProvider::GetActiveTextureUnit(Context()));
1628 Context()->bindTexture(GL_TEXTURE_EXTERNAL_OES
, lock
.texture_id()));
1631 Context()->uniform1i(program
->fragment_shader().sampler_location(), 0));
1633 SetShaderOpacity(quad
->opacity(),
1634 program
->fragment_shader().alpha_location());
1635 DrawQuadGeometry(frame
,
1636 quad
->quadTransform(),
1638 program
->vertex_shader().matrix_location());
1641 void GLRenderer::DrawPictureQuadDirectToBackbuffer(
1642 const DrawingFrame
* frame
,
1643 const PictureDrawQuad
* quad
) {
1644 DCHECK(CanUseSkiaGPUBackend());
1645 DCHECK_EQ(quad
->opacity(), 1.f
) << "Need to composite to a bitmap or a "
1646 "render surface for non-1 opacity quads";
1648 // TODO(enne): This should be done more lazily / efficiently.
1649 gr_context_
->resetContext();
1651 // Reset the canvas matrix to identity because the clip rect is in target
1653 SkMatrix sk_identity
;
1654 sk_identity
.setIdentity();
1655 sk_canvas_
->setMatrix(sk_identity
);
1657 if (is_scissor_enabled_
) {
1658 sk_canvas_
->clipRect(gfx::RectToSkRect(scissor_rect_
),
1659 SkRegion::kReplace_Op
);
1661 sk_canvas_
->clipRect(gfx::RectToSkRect(client_
->DeviceViewport()),
1662 SkRegion::kReplace_Op
);
1665 gfx::Transform contents_device_transform
= frame
->window_matrix
*
1666 frame
->projection_matrix
* quad
->quadTransform();
1667 contents_device_transform
.Translate(quad
->rect
.x(),
1669 contents_device_transform
.FlattenTo2d();
1670 SkMatrix sk_device_matrix
;
1671 gfx::TransformToFlattenedSkMatrix(contents_device_transform
,
1673 sk_canvas_
->setMatrix(sk_device_matrix
);
1675 quad
->picture_pile
->RasterDirect(
1676 sk_canvas_
.get(), quad
->content_rect
, quad
->contents_scale
, NULL
);
1678 // Flush any drawing buffers that have been deferred.
1679 sk_canvas_
->flush();
1681 // TODO(enne): This should be done more lazily / efficiently.
1682 ReinitializeGLState();
1685 void GLRenderer::DrawPictureQuad(const DrawingFrame
* frame
,
1686 const PictureDrawQuad
* quad
) {
1687 if (quad
->can_draw_direct_to_backbuffer
&& CanUseSkiaGPUBackend()) {
1688 DrawPictureQuadDirectToBackbuffer(frame
, quad
);
1692 if (on_demand_tile_raster_bitmap_
.width() != quad
->texture_size
.width() ||
1693 on_demand_tile_raster_bitmap_
.height() != quad
->texture_size
.height()) {
1694 on_demand_tile_raster_bitmap_
.setConfig(
1695 SkBitmap::kARGB_8888_Config
,
1696 quad
->texture_size
.width(),
1697 quad
->texture_size
.height());
1698 on_demand_tile_raster_bitmap_
.allocPixels();
1700 if (on_demand_tile_raster_resource_id_
)
1701 resource_provider_
->DeleteResource(on_demand_tile_raster_resource_id_
);
1703 on_demand_tile_raster_resource_id_
= resource_provider_
->CreateGLTexture(
1705 GL_TEXTURE_POOL_UNMANAGED_CHROMIUM
,
1707 ResourceProvider::TextureUsageAny
,
1708 quad
->texture_format
);
1711 SkBitmapDevice
device(on_demand_tile_raster_bitmap_
);
1712 SkCanvas
canvas(&device
);
1714 quad
->picture_pile
->RasterToBitmap(&canvas
, quad
->content_rect
,
1715 quad
->contents_scale
, NULL
);
1717 uint8_t* bitmap_pixels
= NULL
;
1718 SkBitmap on_demand_tile_raster_bitmap_dest
;
1719 SkBitmap::Config config
= SkBitmapConfigFromFormat(quad
->texture_format
);
1720 if (on_demand_tile_raster_bitmap_
.getConfig() != config
) {
1721 on_demand_tile_raster_bitmap_
.copyTo(&on_demand_tile_raster_bitmap_dest
,
1723 // TODO(kaanb): The GL pipeline assumes a 4-byte alignment for the
1724 // bitmap data. This check will be removed once crbug.com/293728 is fixed.
1725 CHECK_EQ(0u, on_demand_tile_raster_bitmap_dest
.rowBytes() % 4);
1726 bitmap_pixels
= reinterpret_cast<uint8_t*>(
1727 on_demand_tile_raster_bitmap_dest
.getPixels());
1729 bitmap_pixels
= reinterpret_cast<uint8_t*>(
1730 on_demand_tile_raster_bitmap_
.getPixels());
1733 resource_provider_
->SetPixels(
1734 on_demand_tile_raster_resource_id_
,
1736 gfx::Rect(quad
->texture_size
),
1737 gfx::Rect(quad
->texture_size
),
1740 DrawContentQuad(frame
, quad
, on_demand_tile_raster_resource_id_
);
1743 struct TextureProgramBinding
{
1744 template <class Program
>
1745 void Set(Program
* program
, WebKit::WebGraphicsContext3D
* context
) {
1746 DCHECK(program
&& (program
->initialized() || context
->isContextLost()));
1747 program_id
= program
->program();
1748 sampler_location
= program
->fragment_shader().sampler_location();
1749 matrix_location
= program
->vertex_shader().matrix_location();
1750 background_color_location
=
1751 program
->fragment_shader().background_color_location();
1754 int sampler_location
;
1755 int matrix_location
;
1756 int background_color_location
;
1759 struct TexTransformTextureProgramBinding
: TextureProgramBinding
{
1760 template <class Program
>
1761 void Set(Program
* program
, WebKit::WebGraphicsContext3D
* context
) {
1762 TextureProgramBinding::Set(program
, context
);
1763 tex_transform_location
= program
->vertex_shader().tex_transform_location();
1764 vertex_opacity_location
=
1765 program
->vertex_shader().vertex_opacity_location();
1767 int tex_transform_location
;
1768 int vertex_opacity_location
;
1771 void GLRenderer::FlushTextureQuadCache() {
1772 // Check to see if we have anything to draw.
1773 if (draw_cache_
.program_id
== 0)
1776 // Set the correct blending mode.
1777 SetBlendEnabled(draw_cache_
.needs_blending
);
1779 // Bind the program to the GL state.
1780 SetUseProgram(draw_cache_
.program_id
);
1782 // Bind the correct texture sampler location.
1783 GLC(Context(), Context()->uniform1i(draw_cache_
.sampler_location
, 0));
1785 // Assume the current active textures is 0.
1786 ResourceProvider::ScopedReadLockGL
locked_quad(resource_provider_
,
1787 draw_cache_
.resource_id
);
1788 DCHECK_EQ(GL_TEXTURE0
, ResourceProvider::GetActiveTextureUnit(Context()));
1790 Context()->bindTexture(GL_TEXTURE_2D
, locked_quad
.texture_id()));
1793 sizeof(Float4
) == 4 * sizeof(float), // NOLINT(runtime/sizeof)
1794 struct_is_densely_packed
);
1796 sizeof(Float16
) == 16 * sizeof(float), // NOLINT(runtime/sizeof)
1797 struct_is_densely_packed
);
1799 // Upload the tranforms for both points and uvs.
1801 context_
->uniformMatrix4fv(
1802 static_cast<int>(draw_cache_
.matrix_location
),
1803 static_cast<int>(draw_cache_
.matrix_data
.size()),
1805 reinterpret_cast<float*>(&draw_cache_
.matrix_data
.front())));
1807 context_
->uniform4fv(
1808 static_cast<int>(draw_cache_
.uv_xform_location
),
1809 static_cast<int>(draw_cache_
.uv_xform_data
.size()),
1810 reinterpret_cast<float*>(&draw_cache_
.uv_xform_data
.front())));
1812 if (draw_cache_
.background_color
!= SK_ColorTRANSPARENT
) {
1813 Float4 background_color
= PremultipliedColor(draw_cache_
.background_color
);
1815 context_
->uniform4fv(
1816 draw_cache_
.background_color_location
, 1, background_color
.data
));
1820 context_
->uniform1fv(
1821 static_cast<int>(draw_cache_
.vertex_opacity_location
),
1822 static_cast<int>(draw_cache_
.vertex_opacity_data
.size()),
1823 static_cast<float*>(&draw_cache_
.vertex_opacity_data
.front())));
1827 context_
->drawElements(GL_TRIANGLES
,
1828 6 * draw_cache_
.matrix_data
.size(),
1833 draw_cache_
.program_id
= 0;
1834 draw_cache_
.uv_xform_data
.resize(0);
1835 draw_cache_
.vertex_opacity_data
.resize(0);
1836 draw_cache_
.matrix_data
.resize(0);
1839 void GLRenderer::EnqueueTextureQuad(const DrawingFrame
* frame
,
1840 const TextureDrawQuad
* quad
) {
1841 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1842 context_
, &highp_threshold_cache_
, highp_threshold_min_
,
1843 quad
->shared_quad_state
->visible_content_rect
.bottom_right());
1845 // Choose the correct texture program binding
1846 TexTransformTextureProgramBinding binding
;
1847 if (quad
->premultiplied_alpha
) {
1848 if (quad
->background_color
== SK_ColorTRANSPARENT
) {
1849 binding
.Set(GetTextureProgram(tex_coord_precision
), Context());
1851 binding
.Set(GetTextureBackgroundProgram(tex_coord_precision
), Context());
1854 if (quad
->background_color
== SK_ColorTRANSPARENT
) {
1855 binding
.Set(GetNonPremultipliedTextureProgram(tex_coord_precision
),
1859 GetNonPremultipliedTextureBackgroundProgram(tex_coord_precision
),
1864 int resource_id
= quad
->resource_id
;
1866 if (draw_cache_
.program_id
!= binding
.program_id
||
1867 draw_cache_
.resource_id
!= resource_id
||
1868 draw_cache_
.needs_blending
!= quad
->ShouldDrawWithBlending() ||
1869 draw_cache_
.background_color
!= quad
->background_color
||
1870 draw_cache_
.matrix_data
.size() >= 8) {
1871 FlushTextureQuadCache();
1872 draw_cache_
.program_id
= binding
.program_id
;
1873 draw_cache_
.resource_id
= resource_id
;
1874 draw_cache_
.needs_blending
= quad
->ShouldDrawWithBlending();
1875 draw_cache_
.background_color
= quad
->background_color
;
1877 draw_cache_
.uv_xform_location
= binding
.tex_transform_location
;
1878 draw_cache_
.background_color_location
= binding
.background_color_location
;
1879 draw_cache_
.vertex_opacity_location
= binding
.vertex_opacity_location
;
1880 draw_cache_
.matrix_location
= binding
.matrix_location
;
1881 draw_cache_
.sampler_location
= binding
.sampler_location
;
1884 // Generate the uv-transform
1885 draw_cache_
.uv_xform_data
.push_back(UVTransform(quad
));
1887 // Generate the vertex opacity
1888 const float opacity
= quad
->opacity();
1889 draw_cache_
.vertex_opacity_data
.push_back(quad
->vertex_opacity
[0] * opacity
);
1890 draw_cache_
.vertex_opacity_data
.push_back(quad
->vertex_opacity
[1] * opacity
);
1891 draw_cache_
.vertex_opacity_data
.push_back(quad
->vertex_opacity
[2] * opacity
);
1892 draw_cache_
.vertex_opacity_data
.push_back(quad
->vertex_opacity
[3] * opacity
);
1894 // Generate the transform matrix
1895 gfx::Transform quad_rect_matrix
;
1896 QuadRectTransform(&quad_rect_matrix
, quad
->quadTransform(), quad
->rect
);
1897 quad_rect_matrix
= frame
->projection_matrix
* quad_rect_matrix
;
1900 quad_rect_matrix
.matrix().asColMajorf(m
.data
);
1901 draw_cache_
.matrix_data
.push_back(m
);
1904 void GLRenderer::DrawIOSurfaceQuad(const DrawingFrame
* frame
,
1905 const IOSurfaceDrawQuad
* quad
) {
1906 SetBlendEnabled(quad
->ShouldDrawWithBlending());
1908 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1909 context_
, &highp_threshold_cache_
, highp_threshold_min_
,
1910 quad
->shared_quad_state
->visible_content_rect
.bottom_right());
1912 TexTransformTextureProgramBinding binding
;
1913 binding
.Set(GetTextureIOSurfaceProgram(tex_coord_precision
), Context());
1915 SetUseProgram(binding
.program_id
);
1916 GLC(Context(), Context()->uniform1i(binding
.sampler_location
, 0));
1917 if (quad
->orientation
== IOSurfaceDrawQuad::FLIPPED
) {
1919 Context()->uniform4f(binding
.tex_transform_location
,
1921 quad
->io_surface_size
.height(),
1922 quad
->io_surface_size
.width(),
1923 quad
->io_surface_size
.height() * -1.0f
));
1926 Context()->uniform4f(binding
.tex_transform_location
,
1929 quad
->io_surface_size
.width(),
1930 quad
->io_surface_size
.height()));
1933 const float vertex_opacity
[] = { quad
->opacity(), quad
->opacity(),
1934 quad
->opacity(), quad
->opacity() };
1936 Context()->uniform1fv(
1937 binding
.vertex_opacity_location
, 4, vertex_opacity
));
1939 ResourceProvider::ScopedReadLockGL
lock(resource_provider_
,
1940 quad
->io_surface_resource_id
);
1941 DCHECK_EQ(GL_TEXTURE0
, ResourceProvider::GetActiveTextureUnit(Context()));
1943 Context()->bindTexture(GL_TEXTURE_RECTANGLE_ARB
,
1944 lock
.texture_id()));
1947 frame
, quad
->quadTransform(), quad
->rect
, binding
.matrix_location
);
1949 GLC(Context(), Context()->bindTexture(GL_TEXTURE_RECTANGLE_ARB
, 0));
1952 void GLRenderer::FinishDrawingFrame(DrawingFrame
* frame
) {
1953 current_framebuffer_lock_
.reset();
1954 swap_buffer_rect_
.Union(gfx::ToEnclosingRect(frame
->root_damage_rect
));
1956 GLC(context_
, context_
->disable(GL_BLEND
));
1957 blend_shadow_
= false;
1960 void GLRenderer::FinishDrawingQuadList() { FlushTextureQuadCache(); }
1962 bool GLRenderer::FlippedFramebuffer() const { return true; }
1964 void GLRenderer::EnsureScissorTestEnabled() {
1965 if (is_scissor_enabled_
)
1968 FlushTextureQuadCache();
1969 GLC(context_
, context_
->enable(GL_SCISSOR_TEST
));
1970 is_scissor_enabled_
= true;
1973 void GLRenderer::EnsureScissorTestDisabled() {
1974 if (!is_scissor_enabled_
)
1977 FlushTextureQuadCache();
1978 GLC(context_
, context_
->disable(GL_SCISSOR_TEST
));
1979 is_scissor_enabled_
= false;
1982 void GLRenderer::CopyCurrentRenderPassToBitmap(
1983 DrawingFrame
* frame
,
1984 scoped_ptr
<CopyOutputRequest
> request
) {
1985 gfx::Rect copy_rect
= frame
->current_render_pass
->output_rect
;
1986 if (request
->has_area())
1987 copy_rect
.Intersect(request
->area());
1988 GetFramebufferPixelsAsync(copy_rect
, request
.Pass());
1991 void GLRenderer::ToGLMatrix(float* gl_matrix
, const gfx::Transform
& transform
) {
1992 transform
.matrix().asColMajorf(gl_matrix
);
1995 void GLRenderer::SetShaderQuadF(const gfx::QuadF
& quad
, int quad_location
) {
1996 if (quad_location
== -1)
2000 gl_quad
[0] = quad
.p1().x();
2001 gl_quad
[1] = quad
.p1().y();
2002 gl_quad
[2] = quad
.p2().x();
2003 gl_quad
[3] = quad
.p2().y();
2004 gl_quad
[4] = quad
.p3().x();
2005 gl_quad
[5] = quad
.p3().y();
2006 gl_quad
[6] = quad
.p4().x();
2007 gl_quad
[7] = quad
.p4().y();
2008 GLC(context_
, context_
->uniform2fv(quad_location
, 4, gl_quad
));
2011 void GLRenderer::SetShaderOpacity(float opacity
, int alpha_location
) {
2012 if (alpha_location
!= -1)
2013 GLC(context_
, context_
->uniform1f(alpha_location
, opacity
));
2016 void GLRenderer::SetStencilEnabled(bool enabled
) {
2017 if (enabled
== stencil_shadow_
)
2021 GLC(context_
, context_
->enable(GL_STENCIL_TEST
));
2023 GLC(context_
, context_
->disable(GL_STENCIL_TEST
));
2024 stencil_shadow_
= enabled
;
2027 void GLRenderer::SetBlendEnabled(bool enabled
) {
2028 if (enabled
== blend_shadow_
)
2032 GLC(context_
, context_
->enable(GL_BLEND
));
2034 GLC(context_
, context_
->disable(GL_BLEND
));
2035 blend_shadow_
= enabled
;
2038 void GLRenderer::SetUseProgram(unsigned program
) {
2039 if (program
== program_shadow_
)
2041 GLC(context_
, context_
->useProgram(program
));
2042 program_shadow_
= program
;
2045 void GLRenderer::DrawQuadGeometry(const DrawingFrame
* frame
,
2046 const gfx::Transform
& draw_transform
,
2047 const gfx::RectF
& quad_rect
,
2048 int matrix_location
) {
2049 gfx::Transform quad_rect_matrix
;
2050 QuadRectTransform(&quad_rect_matrix
, draw_transform
, quad_rect
);
2051 static float gl_matrix
[16];
2052 ToGLMatrix(&gl_matrix
[0], frame
->projection_matrix
* quad_rect_matrix
);
2054 context_
->uniformMatrix4fv(matrix_location
, 1, false, &gl_matrix
[0]));
2056 GLC(context_
, context_
->drawElements(GL_TRIANGLES
, 6, GL_UNSIGNED_SHORT
, 0));
2059 void GLRenderer::CopyTextureToFramebuffer(const DrawingFrame
* frame
,
2062 const gfx::Transform
& draw_matrix
,
2063 bool flip_vertically
) {
2064 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
2065 context_
, &highp_threshold_cache_
, highp_threshold_min_
,
2066 rect
.bottom_right());
2068 const RenderPassProgram
* program
= GetRenderPassProgram(tex_coord_precision
);
2069 SetUseProgram(program
->program());
2071 GLC(Context(), Context()->uniform1i(
2072 program
->fragment_shader().sampler_location(), 0));
2074 if (flip_vertically
) {
2075 GLC(Context(), Context()->uniform4f(
2076 program
->vertex_shader().tex_transform_location(),
2082 GLC(Context(), Context()->uniform4f(
2083 program
->vertex_shader().tex_transform_location(),
2090 SetShaderOpacity(1.f
, program
->fragment_shader().alpha_location());
2091 DCHECK_EQ(GL_TEXTURE0
, ResourceProvider::GetActiveTextureUnit(Context()));
2092 GLC(Context(), Context()->bindTexture(GL_TEXTURE_2D
, texture_id
));
2094 frame
, draw_matrix
, rect
, program
->vertex_shader().matrix_location());
2097 void GLRenderer::Finish() {
2098 TRACE_EVENT0("cc", "GLRenderer::finish");
2102 void GLRenderer::SwapBuffers() {
2104 DCHECK(!is_backbuffer_discarded_
);
2106 TRACE_EVENT0("cc", "GLRenderer::SwapBuffers");
2107 // We're done! Time to swapbuffers!
2109 CompositorFrame compositor_frame
;
2110 compositor_frame
.metadata
= client_
->MakeCompositorFrameMetadata();
2111 compositor_frame
.gl_frame_data
= make_scoped_ptr(new GLFrameData
);
2112 compositor_frame
.gl_frame_data
->size
= output_surface_
->SurfaceSize();
2113 if (capabilities_
.using_partial_swap
) {
2114 // If supported, we can save significant bandwidth by only swapping the
2115 // damaged/scissored region (clamped to the viewport)
2116 swap_buffer_rect_
.Intersect(client_
->DeviceViewport());
2117 int flipped_y_pos_of_rect_bottom
=
2118 client_
->DeviceViewport().height() - swap_buffer_rect_
.y() -
2119 swap_buffer_rect_
.height();
2120 compositor_frame
.gl_frame_data
->sub_buffer_rect
=
2121 gfx::Rect(swap_buffer_rect_
.x(),
2122 flipped_y_pos_of_rect_bottom
,
2123 swap_buffer_rect_
.width(),
2124 swap_buffer_rect_
.height());
2126 compositor_frame
.gl_frame_data
->sub_buffer_rect
=
2127 gfx::Rect(output_surface_
->SurfaceSize());
2129 output_surface_
->SwapBuffers(&compositor_frame
);
2131 swap_buffer_rect_
= gfx::Rect();
2133 // We don't have real fences, so we mark read fences as passed
2134 // assuming a double-buffered GPU pipeline. A texture can be
2135 // written to after one full frame has past since it was last read.
2136 if (last_swap_fence_
.get())
2137 static_cast<SimpleSwapFence
*>(last_swap_fence_
.get())->SetHasPassed();
2138 last_swap_fence_
= resource_provider_
->GetReadLockFence();
2139 resource_provider_
->SetReadLockFence(new SimpleSwapFence());
2142 void GLRenderer::SetDiscardBackBufferWhenNotVisible(bool discard
) {
2143 discard_backbuffer_when_not_visible_
= discard
;
2144 EnforceMemoryPolicy();
2147 void GLRenderer::EnforceMemoryPolicy() {
2149 TRACE_EVENT0("cc", "GLRenderer::EnforceMemoryPolicy dropping resources");
2150 ReleaseRenderPassTextures();
2151 if (discard_backbuffer_when_not_visible_
)
2152 DiscardBackbuffer();
2153 resource_provider_
->ReleaseCachedData();
2154 GLC(context_
, context_
->flush());
2158 void GLRenderer::DiscardBackbuffer() {
2159 if (is_backbuffer_discarded_
)
2162 output_surface_
->DiscardBackbuffer();
2164 is_backbuffer_discarded_
= true;
2166 // Damage tracker needs a full reset every time framebuffer is discarded.
2167 client_
->SetFullRootLayerDamage();
2170 void GLRenderer::EnsureBackbuffer() {
2171 if (!is_backbuffer_discarded_
)
2174 output_surface_
->EnsureBackbuffer();
2175 is_backbuffer_discarded_
= false;
2178 void GLRenderer::GetFramebufferPixels(void* pixels
, gfx::Rect rect
) {
2179 if (!pixels
|| rect
.IsEmpty())
2182 // This function assumes that it is reading the root frame buffer.
2183 DCHECK(!current_framebuffer_lock_
);
2185 scoped_ptr
<PendingAsyncReadPixels
> pending_read(new PendingAsyncReadPixels
);
2186 pending_async_read_pixels_
.insert(pending_async_read_pixels_
.begin(),
2187 pending_read
.Pass());
2189 // This is a syncronous call since the callback is null.
2190 gfx::Rect window_rect
= MoveFromDrawToWindowSpace(rect
);
2191 DoGetFramebufferPixels(static_cast<uint8
*>(pixels
),
2193 AsyncGetFramebufferPixelsCleanupCallback());
2196 void GLRenderer::GetFramebufferPixelsAsync(
2197 gfx::Rect rect
, scoped_ptr
<CopyOutputRequest
> request
) {
2198 DCHECK(!request
->IsEmpty());
2199 if (request
->IsEmpty())
2204 gfx::Rect window_rect
= MoveFromDrawToWindowSpace(rect
);
2206 if (!request
->force_bitmap_result()) {
2207 unsigned int texture_id
= context_
->createTexture();
2208 GLC(context_
, context_
->bindTexture(GL_TEXTURE_2D
, texture_id
));
2209 GLC(context_
, context_
->texParameteri(
2210 GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
));
2211 GLC(context_
, context_
->texParameteri(
2212 GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
));
2213 GLC(context_
, context_
->texParameteri(
2214 GL_TEXTURE_2D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
));
2215 GLC(context_
, context_
->texParameteri(
2216 GL_TEXTURE_2D
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
));
2217 GetFramebufferTexture(texture_id
, RGBA_8888
, window_rect
);
2219 gpu::Mailbox mailbox
;
2220 unsigned sync_point
= 0;
2221 GLC(context_
, context_
->genMailboxCHROMIUM(mailbox
.name
));
2222 if (mailbox
.IsZero()) {
2223 context_
->deleteTexture(texture_id
);
2224 request
->SendEmptyResult();
2228 GLC(context_
, context_
->bindTexture(GL_TEXTURE_2D
, texture_id
));
2229 GLC(context_
, context_
->produceTextureCHROMIUM(
2230 GL_TEXTURE_2D
, mailbox
.name
));
2231 GLC(context_
, context_
->bindTexture(GL_TEXTURE_2D
, 0));
2232 sync_point
= context_
->insertSyncPoint();
2233 TextureMailbox
texture_mailbox(mailbox
, GL_TEXTURE_2D
, sync_point
);
2234 scoped_ptr
<SingleReleaseCallback
> release_callback
=
2235 texture_mailbox_deleter_
->GetReleaseCallback(
2236 output_surface_
->context_provider(), texture_id
);
2237 request
->SendTextureResult(window_rect
.size(),
2239 release_callback
.Pass());
2243 DCHECK(request
->force_bitmap_result());
2245 scoped_ptr
<SkBitmap
> bitmap(new SkBitmap
);
2246 bitmap
->setConfig(SkBitmap::kARGB_8888_Config
,
2247 window_rect
.width(),
2248 window_rect
.height());
2249 bitmap
->allocPixels();
2251 scoped_ptr
<SkAutoLockPixels
> lock(new SkAutoLockPixels(*bitmap
));
2253 // Save a pointer to the pixels, the bitmap is owned by the cleanup_callback.
2254 uint8
* pixels
= static_cast<uint8
*>(bitmap
->getPixels());
2256 AsyncGetFramebufferPixelsCleanupCallback cleanup_callback
= base::Bind(
2257 &GLRenderer::PassOnSkBitmap
,
2258 base::Unretained(this),
2259 base::Passed(&bitmap
),
2260 base::Passed(&lock
));
2262 scoped_ptr
<PendingAsyncReadPixels
> pending_read(new PendingAsyncReadPixels
);
2263 pending_read
->copy_request
= request
.Pass();
2264 pending_async_read_pixels_
.insert(pending_async_read_pixels_
.begin(),
2265 pending_read
.Pass());
2267 // This is an asyncronous call since the callback is not null.
2268 DoGetFramebufferPixels(pixels
, window_rect
, cleanup_callback
);
2271 void GLRenderer::DoGetFramebufferPixels(
2273 gfx::Rect window_rect
,
2274 const AsyncGetFramebufferPixelsCleanupCallback
& cleanup_callback
) {
2275 DCHECK_GE(window_rect
.x(), 0);
2276 DCHECK_GE(window_rect
.y(), 0);
2277 DCHECK_LE(window_rect
.right(), current_surface_size_
.width());
2278 DCHECK_LE(window_rect
.bottom(), current_surface_size_
.height());
2280 bool is_async
= !cleanup_callback
.is_null();
2282 MakeContextCurrent();
2284 bool do_workaround
= NeedsIOSurfaceReadbackWorkaround();
2286 unsigned temporary_texture
= 0;
2287 unsigned temporary_fbo
= 0;
2289 if (do_workaround
) {
2290 // On Mac OS X, calling glReadPixels() against an FBO whose color attachment
2291 // is an IOSurface-backed texture causes corruption of future glReadPixels()
2292 // calls, even those on different OpenGL contexts. It is believed that this
2293 // is the root cause of top crasher
2294 // http://crbug.com/99393. <rdar://problem/10949687>
2296 temporary_texture
= context_
->createTexture();
2297 GLC(context_
, context_
->bindTexture(GL_TEXTURE_2D
, temporary_texture
));
2298 GLC(context_
, context_
->texParameteri(
2299 GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
));
2300 GLC(context_
, context_
->texParameteri(
2301 GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
));
2302 GLC(context_
, context_
->texParameteri(
2303 GL_TEXTURE_2D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
));
2304 GLC(context_
, context_
->texParameteri(
2305 GL_TEXTURE_2D
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
));
2306 // Copy the contents of the current (IOSurface-backed) framebuffer into a
2307 // temporary texture.
2308 GetFramebufferTexture(temporary_texture
,
2310 gfx::Rect(current_surface_size_
));
2311 temporary_fbo
= context_
->createFramebuffer();
2312 // Attach this texture to an FBO, and perform the readback from that FBO.
2313 GLC(context_
, context_
->bindFramebuffer(GL_FRAMEBUFFER
, temporary_fbo
));
2314 GLC(context_
, context_
->framebufferTexture2D(GL_FRAMEBUFFER
,
2315 GL_COLOR_ATTACHMENT0
,
2320 DCHECK_EQ(static_cast<unsigned>(GL_FRAMEBUFFER_COMPLETE
),
2321 context_
->checkFramebufferStatus(GL_FRAMEBUFFER
));
2324 unsigned buffer
= context_
->createBuffer();
2325 GLC(context_
, context_
->bindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
,
2327 GLC(context_
, context_
->bufferData(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
,
2328 4 * window_rect
.size().GetArea(),
2332 WebKit::WebGLId query
= 0;
2334 query
= context_
->createQueryEXT();
2335 GLC(context_
, context_
->beginQueryEXT(
2336 GL_ASYNC_PIXEL_PACK_COMPLETED_CHROMIUM
,
2341 context_
->readPixels(window_rect
.x(),
2343 window_rect
.width(),
2344 window_rect
.height(),
2349 GLC(context_
, context_
->bindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
,
2352 if (do_workaround
) {
2354 GLC(context_
, context_
->bindFramebuffer(GL_FRAMEBUFFER
, 0));
2355 GLC(context_
, context_
->bindTexture(GL_TEXTURE_2D
, 0));
2356 GLC(context_
, context_
->deleteFramebuffer(temporary_fbo
));
2357 GLC(context_
, context_
->deleteTexture(temporary_texture
));
2360 base::Closure finished_callback
=
2361 base::Bind(&GLRenderer::FinishedReadback
,
2362 base::Unretained(this),
2367 window_rect
.size());
2368 // Save the finished_callback so it can be cancelled.
2369 pending_async_read_pixels_
.front()->finished_read_pixels_callback
.Reset(
2372 // Save the buffer to verify the callbacks happen in the expected order.
2373 pending_async_read_pixels_
.front()->buffer
= buffer
;
2376 GLC(context_
, context_
->endQueryEXT(
2377 GL_ASYNC_PIXEL_PACK_COMPLETED_CHROMIUM
));
2378 SyncPointHelper::SignalQuery(
2383 resource_provider_
->Finish();
2384 finished_callback
.Run();
2387 EnforceMemoryPolicy();
2390 void GLRenderer::FinishedReadback(
2391 const AsyncGetFramebufferPixelsCleanupCallback
& cleanup_callback
,
2392 unsigned source_buffer
,
2396 DCHECK(!pending_async_read_pixels_
.empty());
2399 GLC(context_
, context_
->deleteQueryEXT(query
));
2402 PendingAsyncReadPixels
* current_read
= pending_async_read_pixels_
.back();
2403 // Make sure we service the readbacks in order.
2404 DCHECK_EQ(source_buffer
, current_read
->buffer
);
2406 uint8
* src_pixels
= NULL
;
2408 if (source_buffer
!= 0) {
2409 GLC(context_
, context_
->bindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
,
2411 src_pixels
= static_cast<uint8
*>(
2412 context_
->mapBufferCHROMIUM(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
,
2416 size_t row_bytes
= size
.width() * 4;
2417 int num_rows
= size
.height();
2418 size_t total_bytes
= num_rows
* row_bytes
;
2419 for (size_t dest_y
= 0; dest_y
< total_bytes
; dest_y
+= row_bytes
) {
2421 size_t src_y
= total_bytes
- dest_y
- row_bytes
;
2422 // Swizzle OpenGL -> Skia byte order.
2423 for (size_t x
= 0; x
< row_bytes
; x
+= 4) {
2424 dest_pixels
[dest_y
+ x
+ SK_R32_SHIFT
/8] = src_pixels
[src_y
+ x
+ 0];
2425 dest_pixels
[dest_y
+ x
+ SK_G32_SHIFT
/8] = src_pixels
[src_y
+ x
+ 1];
2426 dest_pixels
[dest_y
+ x
+ SK_B32_SHIFT
/8] = src_pixels
[src_y
+ x
+ 2];
2427 dest_pixels
[dest_y
+ x
+ SK_A32_SHIFT
/8] = src_pixels
[src_y
+ x
+ 3];
2431 GLC(context_
, context_
->unmapBufferCHROMIUM(
2432 GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
));
2434 GLC(context_
, context_
->bindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
,
2436 GLC(context_
, context_
->deleteBuffer(source_buffer
));
2439 // TODO(danakj): This can go away when synchronous readback is no more and its
2440 // contents can just move here.
2441 if (!cleanup_callback
.is_null())
2442 cleanup_callback
.Run(current_read
->copy_request
.Pass(), src_pixels
!= NULL
);
2444 pending_async_read_pixels_
.pop_back();
2447 void GLRenderer::PassOnSkBitmap(
2448 scoped_ptr
<SkBitmap
> bitmap
,
2449 scoped_ptr
<SkAutoLockPixels
> lock
,
2450 scoped_ptr
<CopyOutputRequest
> request
,
2452 DCHECK(request
->force_bitmap_result());
2456 request
->SendBitmapResult(bitmap
.Pass());
2459 void GLRenderer::GetFramebufferTexture(
2460 unsigned texture_id
, ResourceFormat texture_format
, gfx::Rect window_rect
) {
2462 DCHECK_GE(window_rect
.x(), 0);
2463 DCHECK_GE(window_rect
.y(), 0);
2464 DCHECK_LE(window_rect
.right(), current_surface_size_
.width());
2465 DCHECK_LE(window_rect
.bottom(), current_surface_size_
.height());
2467 GLC(context_
, context_
->bindTexture(GL_TEXTURE_2D
, texture_id
));
2469 context_
->copyTexImage2D(
2472 ResourceProvider::GetGLDataFormat(texture_format
),
2475 window_rect
.width(),
2476 window_rect
.height(),
2478 GLC(context_
, context_
->bindTexture(GL_TEXTURE_2D
, 0));
2481 bool GLRenderer::UseScopedTexture(DrawingFrame
* frame
,
2482 const ScopedResource
* texture
,
2483 gfx::Rect viewport_rect
) {
2484 DCHECK(texture
->id());
2485 frame
->current_render_pass
= NULL
;
2486 frame
->current_texture
= texture
;
2488 return BindFramebufferToTexture(frame
, texture
, viewport_rect
);
2491 void GLRenderer::BindFramebufferToOutputSurface(DrawingFrame
* frame
) {
2492 current_framebuffer_lock_
.reset();
2493 output_surface_
->BindFramebuffer();
2495 if (output_surface_
->HasExternalStencilTest()) {
2496 SetStencilEnabled(true);
2497 GLC(context_
, context_
->stencilFunc(GL_EQUAL
, 1, 1));
2499 SetStencilEnabled(false);
2503 bool GLRenderer::BindFramebufferToTexture(DrawingFrame
* frame
,
2504 const ScopedResource
* texture
,
2505 gfx::Rect target_rect
) {
2506 DCHECK(texture
->id());
2508 current_framebuffer_lock_
.reset();
2510 SetStencilEnabled(false);
2512 context_
->bindFramebuffer(GL_FRAMEBUFFER
, offscreen_framebuffer_id_
));
2513 current_framebuffer_lock_
=
2514 make_scoped_ptr(new ResourceProvider::ScopedWriteLockGL(
2515 resource_provider_
, texture
->id()));
2516 unsigned texture_id
= current_framebuffer_lock_
->texture_id();
2518 context_
->framebufferTexture2D(
2519 GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
, GL_TEXTURE_2D
, texture_id
, 0));
2521 DCHECK(context_
->checkFramebufferStatus(GL_FRAMEBUFFER
) ==
2522 GL_FRAMEBUFFER_COMPLETE
|| IsContextLost());
2524 InitializeViewport(frame
,
2526 gfx::Rect(target_rect
.size()),
2527 target_rect
.size());
2531 void GLRenderer::SetScissorTestRect(gfx::Rect scissor_rect
) {
2532 EnsureScissorTestEnabled();
2534 // Don't unnecessarily ask the context to change the scissor, because it
2535 // may cause undesired GPU pipeline flushes.
2536 if (scissor_rect
== scissor_rect_
)
2539 scissor_rect_
= scissor_rect
;
2540 FlushTextureQuadCache();
2542 context_
->scissor(scissor_rect
.x(),
2544 scissor_rect
.width(),
2545 scissor_rect
.height()));
2548 void GLRenderer::SetDrawViewport(gfx::Rect window_space_viewport
) {
2549 viewport_
= window_space_viewport
;
2550 GLC(context_
, context_
->viewport(window_space_viewport
.x(),
2551 window_space_viewport
.y(),
2552 window_space_viewport
.width(),
2553 window_space_viewport
.height()));
2556 bool GLRenderer::MakeContextCurrent() { return context_
->makeContextCurrent(); }
2558 bool GLRenderer::InitializeSharedObjects() {
2559 TRACE_EVENT0("cc", "GLRenderer::InitializeSharedObjects");
2560 MakeContextCurrent();
2562 // Create an FBO for doing offscreen rendering.
2563 GLC(context_
, offscreen_framebuffer_id_
= context_
->createFramebuffer());
2565 // We will always need these programs to render, so create the programs
2566 // eagerly so that the shader compilation can start while we do other work.
2567 // Other programs are created lazily on first access.
2568 shared_geometry_
= make_scoped_ptr(
2569 new GeometryBinding(context_
, QuadVertexRect()));
2570 render_pass_program_
= make_scoped_ptr(
2571 new RenderPassProgram(context_
, TexCoordPrecisionMedium
));
2572 render_pass_program_highp_
= make_scoped_ptr(
2573 new RenderPassProgram(context_
, TexCoordPrecisionHigh
));
2574 tile_program_
= make_scoped_ptr(
2575 new TileProgram(context_
, TexCoordPrecisionMedium
));
2576 tile_program_opaque_
= make_scoped_ptr(
2577 new TileProgramOpaque(context_
, TexCoordPrecisionMedium
));
2578 tile_program_highp_
= make_scoped_ptr(
2579 new TileProgram(context_
, TexCoordPrecisionHigh
));
2580 tile_program_opaque_highp_
= make_scoped_ptr(
2581 new TileProgramOpaque(context_
, TexCoordPrecisionHigh
));
2583 GLC(context_
, context_
->flush());
2588 const GLRenderer::TileCheckerboardProgram
*
2589 GLRenderer::GetTileCheckerboardProgram() {
2590 if (!tile_checkerboard_program_
)
2591 tile_checkerboard_program_
= make_scoped_ptr(
2592 new TileCheckerboardProgram(context_
, TexCoordPrecisionNA
));
2593 if (!tile_checkerboard_program_
->initialized()) {
2594 TRACE_EVENT0("cc", "GLRenderer::checkerboardProgram::initalize");
2595 tile_checkerboard_program_
->Initialize(context_
, is_using_bind_uniform_
);
2597 return tile_checkerboard_program_
.get();
2600 const GLRenderer::DebugBorderProgram
* GLRenderer::GetDebugBorderProgram() {
2601 if (!debug_border_program_
)
2602 debug_border_program_
= make_scoped_ptr(
2603 new DebugBorderProgram(context_
, TexCoordPrecisionNA
));
2604 if (!debug_border_program_
->initialized()) {
2605 TRACE_EVENT0("cc", "GLRenderer::debugBorderProgram::initialize");
2606 debug_border_program_
->Initialize(context_
, is_using_bind_uniform_
);
2608 return debug_border_program_
.get();
2611 const GLRenderer::SolidColorProgram
* GLRenderer::GetSolidColorProgram() {
2612 if (!solid_color_program_
)
2613 solid_color_program_
= make_scoped_ptr(
2614 new SolidColorProgram(context_
, TexCoordPrecisionNA
));
2615 if (!solid_color_program_
->initialized()) {
2616 TRACE_EVENT0("cc", "GLRenderer::solidColorProgram::initialize");
2617 solid_color_program_
->Initialize(context_
, is_using_bind_uniform_
);
2619 return solid_color_program_
.get();
2622 const GLRenderer::SolidColorProgramAA
* GLRenderer::GetSolidColorProgramAA() {
2623 if (!solid_color_program_aa_
) {
2624 solid_color_program_aa_
=
2625 make_scoped_ptr(new SolidColorProgramAA(context_
, TexCoordPrecisionNA
));
2627 if (!solid_color_program_aa_
->initialized()) {
2628 TRACE_EVENT0("cc", "GLRenderer::solidColorProgramAA::initialize");
2629 solid_color_program_aa_
->Initialize(context_
, is_using_bind_uniform_
);
2631 return solid_color_program_aa_
.get();
2634 const GLRenderer::RenderPassProgram
* GLRenderer::GetRenderPassProgram(
2635 TexCoordPrecision precision
) {
2636 scoped_ptr
<RenderPassProgram
>& program
=
2637 (precision
== TexCoordPrecisionHigh
) ? render_pass_program_highp_
2638 : render_pass_program_
;
2640 if (!program
->initialized()) {
2641 TRACE_EVENT0("cc", "GLRenderer::renderPassProgram::initialize");
2642 program
->Initialize(context_
, is_using_bind_uniform_
);
2644 return program
.get();
2647 const GLRenderer::RenderPassProgramAA
* GLRenderer::GetRenderPassProgramAA(
2648 TexCoordPrecision precision
) {
2649 scoped_ptr
<RenderPassProgramAA
>& program
=
2650 (precision
== TexCoordPrecisionHigh
) ? render_pass_program_aa_highp_
2651 : render_pass_program_aa_
;
2654 make_scoped_ptr(new RenderPassProgramAA(context_
, precision
));
2655 if (!program
->initialized()) {
2656 TRACE_EVENT0("cc", "GLRenderer::renderPassProgramAA::initialize");
2657 program
->Initialize(context_
, is_using_bind_uniform_
);
2659 return program
.get();
2662 const GLRenderer::RenderPassMaskProgram
*
2663 GLRenderer::GetRenderPassMaskProgram(TexCoordPrecision precision
) {
2664 scoped_ptr
<RenderPassMaskProgram
>& program
=
2665 (precision
== TexCoordPrecisionHigh
) ? render_pass_mask_program_highp_
2666 : render_pass_mask_program_
;
2668 program
= make_scoped_ptr(new RenderPassMaskProgram(context_
, precision
));
2669 if (!program
->initialized()) {
2670 TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgram::initialize");
2671 program
->Initialize(context_
, is_using_bind_uniform_
);
2673 return program
.get();
2676 const GLRenderer::RenderPassMaskProgramAA
*
2677 GLRenderer::GetRenderPassMaskProgramAA(TexCoordPrecision precision
) {
2678 scoped_ptr
<RenderPassMaskProgramAA
>& program
=
2679 (precision
== TexCoordPrecisionHigh
) ? render_pass_mask_program_aa_highp_
2680 : render_pass_mask_program_aa_
;
2683 make_scoped_ptr(new RenderPassMaskProgramAA(context_
, precision
));
2684 if (!program
->initialized()) {
2685 TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgramAA::initialize");
2686 program
->Initialize(context_
, is_using_bind_uniform_
);
2688 return program
.get();
2691 const GLRenderer::RenderPassColorMatrixProgram
*
2692 GLRenderer::GetRenderPassColorMatrixProgram(TexCoordPrecision precision
) {
2693 scoped_ptr
<RenderPassColorMatrixProgram
>& program
=
2694 (precision
== TexCoordPrecisionHigh
) ?
2695 render_pass_color_matrix_program_highp_
:
2696 render_pass_color_matrix_program_
;
2698 program
= make_scoped_ptr(
2699 new RenderPassColorMatrixProgram(context_
, precision
));
2700 if (!program
->initialized()) {
2701 TRACE_EVENT0("cc", "GLRenderer::renderPassColorMatrixProgram::initialize");
2702 program
->Initialize(context_
, is_using_bind_uniform_
);
2704 return program
.get();
2707 const GLRenderer::RenderPassColorMatrixProgramAA
*
2708 GLRenderer::GetRenderPassColorMatrixProgramAA(TexCoordPrecision precision
) {
2709 scoped_ptr
<RenderPassColorMatrixProgramAA
>& program
=
2710 (precision
== TexCoordPrecisionHigh
) ?
2711 render_pass_color_matrix_program_aa_highp_
:
2712 render_pass_color_matrix_program_aa_
;
2714 program
= make_scoped_ptr(
2715 new RenderPassColorMatrixProgramAA(context_
, precision
));
2716 if (!program
->initialized()) {
2718 "GLRenderer::renderPassColorMatrixProgramAA::initialize");
2719 program
->Initialize(context_
, is_using_bind_uniform_
);
2721 return program
.get();
2724 const GLRenderer::RenderPassMaskColorMatrixProgram
*
2725 GLRenderer::GetRenderPassMaskColorMatrixProgram(TexCoordPrecision precision
) {
2726 scoped_ptr
<RenderPassMaskColorMatrixProgram
>& program
=
2727 (precision
== TexCoordPrecisionHigh
) ?
2728 render_pass_mask_color_matrix_program_highp_
:
2729 render_pass_mask_color_matrix_program_
;
2731 program
= make_scoped_ptr(
2732 new RenderPassMaskColorMatrixProgram(context_
, precision
));
2733 if (!program
->initialized()) {
2735 "GLRenderer::renderPassMaskColorMatrixProgram::initialize");
2736 program
->Initialize(context_
, is_using_bind_uniform_
);
2738 return program
.get();
2741 const GLRenderer::RenderPassMaskColorMatrixProgramAA
*
2742 GLRenderer::GetRenderPassMaskColorMatrixProgramAA(TexCoordPrecision precision
) {
2743 scoped_ptr
<RenderPassMaskColorMatrixProgramAA
>& program
=
2744 (precision
== TexCoordPrecisionHigh
) ?
2745 render_pass_mask_color_matrix_program_aa_highp_
:
2746 render_pass_mask_color_matrix_program_aa_
;
2748 program
= make_scoped_ptr(
2749 new RenderPassMaskColorMatrixProgramAA(context_
, precision
));
2750 if (!program
->initialized()) {
2752 "GLRenderer::renderPassMaskColorMatrixProgramAA::initialize");
2753 program
->Initialize(context_
, is_using_bind_uniform_
);
2755 return program
.get();
2758 const GLRenderer::TileProgram
* GLRenderer::GetTileProgram(
2759 TexCoordPrecision precision
) {
2760 scoped_ptr
<TileProgram
>& program
=
2761 (precision
== TexCoordPrecisionHigh
) ? tile_program_highp_
2764 if (!program
->initialized()) {
2765 TRACE_EVENT0("cc", "GLRenderer::tileProgram::initialize");
2766 program
->Initialize(context_
, is_using_bind_uniform_
);
2768 return program
.get();
2771 const GLRenderer::TileProgramOpaque
* GLRenderer::GetTileProgramOpaque(
2772 TexCoordPrecision precision
) {
2773 scoped_ptr
<TileProgramOpaque
>& program
=
2774 (precision
== TexCoordPrecisionHigh
) ? tile_program_opaque_highp_
2775 : tile_program_opaque_
;
2777 if (!program
->initialized()) {
2778 TRACE_EVENT0("cc", "GLRenderer::tileProgramOpaque::initialize");
2779 program
->Initialize(context_
, is_using_bind_uniform_
);
2781 return program
.get();
2784 const GLRenderer::TileProgramAA
* GLRenderer::GetTileProgramAA(
2785 TexCoordPrecision precision
) {
2786 scoped_ptr
<TileProgramAA
>& program
=
2787 (precision
== TexCoordPrecisionHigh
) ? tile_program_aa_highp_
2790 program
= make_scoped_ptr(new TileProgramAA(context_
, precision
));
2791 if (!program
->initialized()) {
2792 TRACE_EVENT0("cc", "GLRenderer::tileProgramAA::initialize");
2793 program
->Initialize(context_
, is_using_bind_uniform_
);
2795 return program
.get();
2798 const GLRenderer::TileProgramSwizzle
* GLRenderer::GetTileProgramSwizzle(
2799 TexCoordPrecision precision
) {
2800 scoped_ptr
<TileProgramSwizzle
>& program
=
2801 (precision
== TexCoordPrecisionHigh
) ? tile_program_swizzle_highp_
2802 : tile_program_swizzle_
;
2804 program
= make_scoped_ptr(new TileProgramSwizzle(context_
, precision
));
2805 if (!program
->initialized()) {
2806 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzle::initialize");
2807 program
->Initialize(context_
, is_using_bind_uniform_
);
2809 return program
.get();
2812 const GLRenderer::TileProgramSwizzleOpaque
*
2813 GLRenderer::GetTileProgramSwizzleOpaque(TexCoordPrecision precision
) {
2814 scoped_ptr
<TileProgramSwizzleOpaque
>& program
=
2815 (precision
== TexCoordPrecisionHigh
) ? tile_program_swizzle_opaque_highp_
2816 : tile_program_swizzle_opaque_
;
2818 program
= make_scoped_ptr(
2819 new TileProgramSwizzleOpaque(context_
, precision
));
2820 if (!program
->initialized()) {
2821 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleOpaque::initialize");
2822 program
->Initialize(context_
, is_using_bind_uniform_
);
2824 return program
.get();
2827 const GLRenderer::TileProgramSwizzleAA
* GLRenderer::GetTileProgramSwizzleAA(
2828 TexCoordPrecision precision
) {
2829 scoped_ptr
<TileProgramSwizzleAA
>& program
=
2830 (precision
== TexCoordPrecisionHigh
) ? tile_program_swizzle_aa_highp_
2831 : tile_program_swizzle_aa_
;
2833 program
= make_scoped_ptr(new TileProgramSwizzleAA(context_
, precision
));
2834 if (!program
->initialized()) {
2835 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleAA::initialize");
2836 program
->Initialize(context_
, is_using_bind_uniform_
);
2838 return program
.get();
2841 const GLRenderer::TextureProgram
* GLRenderer::GetTextureProgram(
2842 TexCoordPrecision precision
) {
2843 scoped_ptr
<TextureProgram
>& program
=
2844 (precision
== TexCoordPrecisionHigh
) ? texture_program_highp_
2847 program
= make_scoped_ptr(new TextureProgram(context_
, precision
));
2848 if (!program
->initialized()) {
2849 TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize");
2850 program
->Initialize(context_
, is_using_bind_uniform_
);
2852 return program
.get();
2855 const GLRenderer::NonPremultipliedTextureProgram
*
2856 GLRenderer::GetNonPremultipliedTextureProgram(TexCoordPrecision precision
) {
2857 scoped_ptr
<NonPremultipliedTextureProgram
>& program
=
2858 (precision
== TexCoordPrecisionHigh
) ?
2859 nonpremultiplied_texture_program_highp_
:
2860 nonpremultiplied_texture_program_
;
2862 program
= make_scoped_ptr(
2863 new NonPremultipliedTextureProgram(context_
, precision
));
2865 if (!program
->initialized()) {
2867 "GLRenderer::NonPremultipliedTextureProgram::Initialize");
2868 program
->Initialize(context_
, is_using_bind_uniform_
);
2870 return program
.get();
2873 const GLRenderer::TextureBackgroundProgram
*
2874 GLRenderer::GetTextureBackgroundProgram(TexCoordPrecision precision
) {
2875 scoped_ptr
<TextureBackgroundProgram
>& program
=
2876 (precision
== TexCoordPrecisionHigh
) ? texture_background_program_highp_
2877 : texture_background_program_
;
2879 program
= make_scoped_ptr(
2880 new TextureBackgroundProgram(context_
, precision
));
2882 if (!program
->initialized()) {
2883 TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize");
2884 program
->Initialize(context_
, is_using_bind_uniform_
);
2886 return program
.get();
2889 const GLRenderer::NonPremultipliedTextureBackgroundProgram
*
2890 GLRenderer::GetNonPremultipliedTextureBackgroundProgram(
2891 TexCoordPrecision precision
) {
2892 scoped_ptr
<NonPremultipliedTextureBackgroundProgram
>& program
=
2893 (precision
== TexCoordPrecisionHigh
) ?
2894 nonpremultiplied_texture_background_program_highp_
:
2895 nonpremultiplied_texture_background_program_
;
2897 program
= make_scoped_ptr(
2898 new NonPremultipliedTextureBackgroundProgram(context_
, precision
));
2900 if (!program
->initialized()) {
2902 "GLRenderer::NonPremultipliedTextureProgram::Initialize");
2903 program
->Initialize(context_
, is_using_bind_uniform_
);
2905 return program
.get();
2908 const GLRenderer::TextureIOSurfaceProgram
*
2909 GLRenderer::GetTextureIOSurfaceProgram(TexCoordPrecision precision
) {
2910 scoped_ptr
<TextureIOSurfaceProgram
>& program
=
2911 (precision
== TexCoordPrecisionHigh
) ? texture_io_surface_program_highp_
2912 : texture_io_surface_program_
;
2915 make_scoped_ptr(new TextureIOSurfaceProgram(context_
, precision
));
2916 if (!program
->initialized()) {
2917 TRACE_EVENT0("cc", "GLRenderer::textureIOSurfaceProgram::initialize");
2918 program
->Initialize(context_
, is_using_bind_uniform_
);
2920 return program
.get();
2923 const GLRenderer::VideoYUVProgram
* GLRenderer::GetVideoYUVProgram(
2924 TexCoordPrecision precision
) {
2925 scoped_ptr
<VideoYUVProgram
>& program
=
2926 (precision
== TexCoordPrecisionHigh
) ? video_yuv_program_highp_
2927 : video_yuv_program_
;
2929 program
= make_scoped_ptr(new VideoYUVProgram(context_
, precision
));
2930 if (!program
->initialized()) {
2931 TRACE_EVENT0("cc", "GLRenderer::videoYUVProgram::initialize");
2932 program
->Initialize(context_
, is_using_bind_uniform_
);
2934 return program
.get();
2937 const GLRenderer::VideoYUVAProgram
* GLRenderer::GetVideoYUVAProgram(
2938 TexCoordPrecision precision
) {
2939 scoped_ptr
<VideoYUVAProgram
>& program
=
2940 (precision
== TexCoordPrecisionHigh
) ? video_yuva_program_highp_
2941 : video_yuva_program_
;
2943 program
= make_scoped_ptr(new VideoYUVAProgram(context_
, precision
));
2944 if (!program
->initialized()) {
2945 TRACE_EVENT0("cc", "GLRenderer::videoYUVAProgram::initialize");
2946 program
->Initialize(context_
, is_using_bind_uniform_
);
2948 return program
.get();
2951 const GLRenderer::VideoStreamTextureProgram
*
2952 GLRenderer::GetVideoStreamTextureProgram(TexCoordPrecision precision
) {
2953 if (!Capabilities().using_egl_image
)
2955 scoped_ptr
<VideoStreamTextureProgram
>& program
=
2956 (precision
== TexCoordPrecisionHigh
) ? video_stream_texture_program_highp_
2957 : video_stream_texture_program_
;
2960 make_scoped_ptr(new VideoStreamTextureProgram(context_
, precision
));
2961 if (!program
->initialized()) {
2962 TRACE_EVENT0("cc", "GLRenderer::streamTextureProgram::initialize");
2963 program
->Initialize(context_
, is_using_bind_uniform_
);
2965 return program
.get();
2968 void GLRenderer::CleanupSharedObjects() {
2969 MakeContextCurrent();
2971 shared_geometry_
.reset();
2974 tile_program_
->Cleanup(context_
);
2975 if (tile_program_opaque_
)
2976 tile_program_opaque_
->Cleanup(context_
);
2977 if (tile_program_swizzle_
)
2978 tile_program_swizzle_
->Cleanup(context_
);
2979 if (tile_program_swizzle_opaque_
)
2980 tile_program_swizzle_opaque_
->Cleanup(context_
);
2981 if (tile_program_aa_
)
2982 tile_program_aa_
->Cleanup(context_
);
2983 if (tile_program_swizzle_aa_
)
2984 tile_program_swizzle_aa_
->Cleanup(context_
);
2985 if (tile_checkerboard_program_
)
2986 tile_checkerboard_program_
->Cleanup(context_
);
2988 if (tile_program_highp_
)
2989 tile_program_highp_
->Cleanup(context_
);
2990 if (tile_program_opaque_highp_
)
2991 tile_program_opaque_highp_
->Cleanup(context_
);
2992 if (tile_program_swizzle_highp_
)
2993 tile_program_swizzle_highp_
->Cleanup(context_
);
2994 if (tile_program_swizzle_opaque_highp_
)
2995 tile_program_swizzle_opaque_highp_
->Cleanup(context_
);
2996 if (tile_program_aa_highp_
)
2997 tile_program_aa_highp_
->Cleanup(context_
);
2998 if (tile_program_swizzle_aa_highp_
)
2999 tile_program_swizzle_aa_highp_
->Cleanup(context_
);
3001 if (render_pass_mask_program_
)
3002 render_pass_mask_program_
->Cleanup(context_
);
3003 if (render_pass_program_
)
3004 render_pass_program_
->Cleanup(context_
);
3005 if (render_pass_mask_program_aa_
)
3006 render_pass_mask_program_aa_
->Cleanup(context_
);
3007 if (render_pass_program_aa_
)
3008 render_pass_program_aa_
->Cleanup(context_
);
3009 if (render_pass_color_matrix_program_
)
3010 render_pass_color_matrix_program_
->Cleanup(context_
);
3011 if (render_pass_mask_color_matrix_program_aa_
)
3012 render_pass_mask_color_matrix_program_aa_
->Cleanup(context_
);
3013 if (render_pass_color_matrix_program_aa_
)
3014 render_pass_color_matrix_program_aa_
->Cleanup(context_
);
3015 if (render_pass_mask_color_matrix_program_
)
3016 render_pass_mask_color_matrix_program_
->Cleanup(context_
);
3018 if (render_pass_mask_program_highp_
)
3019 render_pass_mask_program_highp_
->Cleanup(context_
);
3020 if (render_pass_program_highp_
)
3021 render_pass_program_highp_
->Cleanup(context_
);
3022 if (render_pass_mask_program_aa_highp_
)
3023 render_pass_mask_program_aa_highp_
->Cleanup(context_
);
3024 if (render_pass_program_aa_highp_
)
3025 render_pass_program_aa_highp_
->Cleanup(context_
);
3026 if (render_pass_color_matrix_program_highp_
)
3027 render_pass_color_matrix_program_highp_
->Cleanup(context_
);
3028 if (render_pass_mask_color_matrix_program_aa_highp_
)
3029 render_pass_mask_color_matrix_program_aa_highp_
->Cleanup(context_
);
3030 if (render_pass_color_matrix_program_aa_highp_
)
3031 render_pass_color_matrix_program_aa_highp_
->Cleanup(context_
);
3032 if (render_pass_mask_color_matrix_program_highp_
)
3033 render_pass_mask_color_matrix_program_highp_
->Cleanup(context_
);
3035 if (texture_program_
)
3036 texture_program_
->Cleanup(context_
);
3037 if (nonpremultiplied_texture_program_
)
3038 nonpremultiplied_texture_program_
->Cleanup(context_
);
3039 if (texture_background_program_
)
3040 texture_background_program_
->Cleanup(context_
);
3041 if (nonpremultiplied_texture_background_program_
)
3042 nonpremultiplied_texture_background_program_
->Cleanup(context_
);
3043 if (texture_io_surface_program_
)
3044 texture_io_surface_program_
->Cleanup(context_
);
3046 if (texture_program_highp_
)
3047 texture_program_highp_
->Cleanup(context_
);
3048 if (nonpremultiplied_texture_program_highp_
)
3049 nonpremultiplied_texture_program_highp_
->Cleanup(context_
);
3050 if (texture_background_program_highp_
)
3051 texture_background_program_highp_
->Cleanup(context_
);
3052 if (nonpremultiplied_texture_background_program_highp_
)
3053 nonpremultiplied_texture_background_program_highp_
->Cleanup(context_
);
3054 if (texture_io_surface_program_highp_
)
3055 texture_io_surface_program_highp_
->Cleanup(context_
);
3057 if (video_yuv_program_
)
3058 video_yuv_program_
->Cleanup(context_
);
3059 if (video_yuva_program_
)
3060 video_yuva_program_
->Cleanup(context_
);
3061 if (video_stream_texture_program_
)
3062 video_stream_texture_program_
->Cleanup(context_
);
3064 if (video_yuv_program_highp_
)
3065 video_yuv_program_highp_
->Cleanup(context_
);
3066 if (video_yuva_program_highp_
)
3067 video_yuva_program_highp_
->Cleanup(context_
);
3068 if (video_stream_texture_program_highp_
)
3069 video_stream_texture_program_highp_
->Cleanup(context_
);
3071 if (debug_border_program_
)
3072 debug_border_program_
->Cleanup(context_
);
3073 if (solid_color_program_
)
3074 solid_color_program_
->Cleanup(context_
);
3075 if (solid_color_program_aa_
)
3076 solid_color_program_aa_
->Cleanup(context_
);
3078 if (offscreen_framebuffer_id_
)
3079 GLC(context_
, context_
->deleteFramebuffer(offscreen_framebuffer_id_
));
3081 if (on_demand_tile_raster_resource_id_
)
3082 resource_provider_
->DeleteResource(on_demand_tile_raster_resource_id_
);
3084 ReleaseRenderPassTextures();
3087 void GLRenderer::ReinitializeGrCanvas() {
3088 if (!CanUseSkiaGPUBackend())
3091 GrBackendRenderTargetDesc desc
;
3092 desc
.fWidth
= client_
->DeviceViewport().width();
3093 desc
.fHeight
= client_
->DeviceViewport().height();
3094 desc
.fConfig
= kRGBA_8888_GrPixelConfig
;
3095 desc
.fOrigin
= kTopLeft_GrSurfaceOrigin
;
3096 desc
.fSampleCnt
= 1;
3097 desc
.fStencilBits
= 8;
3098 desc
.fRenderTargetHandle
= 0;
3100 skia::RefPtr
<GrSurface
> surface(
3101 skia::AdoptRef(gr_context_
->wrapBackendRenderTarget(desc
)));
3102 skia::RefPtr
<SkBaseDevice
> device(
3103 skia::AdoptRef(SkGpuDevice::Create(surface
.get())));
3104 sk_canvas_
= skia::AdoptRef(new SkCanvas(device
.get()));
3107 void GLRenderer::ReinitializeGLState() {
3108 // Bind the common vertex attributes used for drawing all the layers.
3109 shared_geometry_
->PrepareForDraw();
3111 GLC(context_
, context_
->disable(GL_DEPTH_TEST
));
3112 GLC(context_
, context_
->disable(GL_CULL_FACE
));
3113 GLC(context_
, context_
->colorMask(true, true, true, true));
3114 GLC(context_
, context_
->disable(GL_STENCIL_TEST
));
3115 stencil_shadow_
= false;
3116 GLC(context_
, context_
->enable(GL_BLEND
));
3117 blend_shadow_
= true;
3118 GLC(context_
, context_
->blendFunc(GL_ONE
, GL_ONE_MINUS_SRC_ALPHA
));
3119 GLC(context_
, context_
->activeTexture(GL_TEXTURE0
));
3120 program_shadow_
= 0;
3122 // Make sure scissoring starts as disabled.
3123 is_scissor_enabled_
= false;
3124 GLC(context_
, context_
->disable(GL_SCISSOR_TEST
));
3127 bool GLRenderer::CanUseSkiaGPUBackend() const {
3128 // The Skia GPU backend requires a stencil buffer. See ReinitializeGrCanvas
3130 return gr_context_
&& context_
->getContextAttributes().stencil
;
3133 bool GLRenderer::IsContextLost() {
3134 return (context_
->getGraphicsResetStatusARB() != GL_NO_ERROR
);