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/trees/damage_tracker.h"
37 #include "cc/trees/proxy.h"
38 #include "cc/trees/single_thread_proxy.h"
39 #include "gpu/GLES2/gl2extchromium.h"
40 #include "third_party/WebKit/public/platform/WebGraphicsContext3D.h"
41 #include "third_party/khronos/GLES2/gl2.h"
42 #include "third_party/khronos/GLES2/gl2ext.h"
43 #include "third_party/skia/include/core/SkBitmap.h"
44 #include "third_party/skia/include/core/SkColor.h"
45 #include "third_party/skia/include/core/SkColorFilter.h"
46 #include "third_party/skia/include/core/SkSurface.h"
47 #include "third_party/skia/include/gpu/GrContext.h"
48 #include "third_party/skia/include/gpu/GrTexture.h"
49 #include "third_party/skia/include/gpu/SkGpuDevice.h"
50 #include "third_party/skia/include/gpu/SkGrTexturePixelRef.h"
51 #include "third_party/skia/include/gpu/gl/GrGLInterface.h"
52 #include "ui/gfx/quad_f.h"
53 #include "ui/gfx/rect_conversions.h"
55 using WebKit::WebGraphicsContext3D
;
61 // TODO(epenner): This should probably be moved to output surface.
63 // This implements a simple fence based on client side swaps.
64 // This is to isolate the ResourceProvider from 'frames' which
65 // it shouldn't need to care about, while still allowing us to
66 // enforce good texture recycling behavior strictly throughout
67 // the compositor (don't recycle a texture while it's in use).
68 class SimpleSwapFence
: public ResourceProvider::Fence
{
70 SimpleSwapFence() : has_passed_(false) {}
71 virtual bool HasPassed() OVERRIDE
{ return has_passed_
; }
72 void SetHasPassed() { has_passed_
= true; }
74 virtual ~SimpleSwapFence() {}
78 bool NeedsIOSurfaceReadbackWorkaround() {
79 #if defined(OS_MACOSX)
80 // This isn't strictly required in DumpRenderTree-mode when Mesa is used,
81 // but it doesn't seem to hurt.
88 Float4
UVTransform(const TextureDrawQuad
* quad
) {
89 gfx::PointF uv0
= quad
->uv_top_left
;
90 gfx::PointF uv1
= quad
->uv_bottom_right
;
91 Float4 xform
= { { uv0
.x(), uv0
.y(), uv1
.x() - uv0
.x(), uv1
.y() - uv0
.y() } };
93 xform
.data
[1] = 1.0f
- xform
.data
[1];
94 xform
.data
[3] = -xform
.data
[3];
99 Float4
PremultipliedColor(SkColor color
) {
100 const float factor
= 1.0f
/ 255.0f
;
101 const float alpha
= SkColorGetA(color
) * factor
;
104 SkColorGetR(color
) * factor
* alpha
,
105 SkColorGetG(color
) * factor
* alpha
,
106 SkColorGetB(color
) * factor
* alpha
,
112 // Smallest unit that impact anti-aliasing output. We use this to
113 // determine when anti-aliasing is unnecessary.
114 const float kAntiAliasingEpsilon
= 1.0f
/ 1024.0f
;
116 } // anonymous namespace
118 struct GLRenderer::PendingAsyncReadPixels
{
119 PendingAsyncReadPixels() : buffer(0) {}
121 scoped_ptr
<CopyOutputRequest
> copy_request
;
122 base::CancelableClosure finished_read_pixels_callback
;
126 DISALLOW_COPY_AND_ASSIGN(PendingAsyncReadPixels
);
129 scoped_ptr
<GLRenderer
> GLRenderer::Create(RendererClient
* client
,
130 OutputSurface
* output_surface
,
131 ResourceProvider
* resource_provider
,
132 int highp_threshold_min
,
133 bool use_skia_gpu_backend
) {
134 scoped_ptr
<GLRenderer
> renderer(new GLRenderer(
135 client
, output_surface
, resource_provider
, highp_threshold_min
));
136 if (!renderer
->Initialize())
137 return scoped_ptr
<GLRenderer
>();
138 if (use_skia_gpu_backend
) {
139 renderer
->InitializeGrContext();
140 DCHECK(renderer
->CanUseSkiaGPUBackend())
141 << "Requested Skia GPU backend, but can't use it.";
144 return renderer
.Pass();
147 GLRenderer::GLRenderer(RendererClient
* client
,
148 OutputSurface
* output_surface
,
149 ResourceProvider
* resource_provider
,
150 int highp_threshold_min
)
151 : DirectRenderer(client
, output_surface
, resource_provider
),
152 offscreen_framebuffer_id_(0),
153 shared_geometry_quad_(gfx::RectF(-0.5f
, -0.5f
, 1.0f
, 1.0f
)),
154 context_(output_surface
->context_provider()->Context3d()),
155 is_backbuffer_discarded_(false),
156 discard_backbuffer_when_not_visible_(false),
157 is_using_bind_uniform_(false),
159 is_scissor_enabled_(false),
160 stencil_shadow_(false),
161 blend_shadow_(false),
162 highp_threshold_min_(highp_threshold_min
),
163 highp_threshold_cache_(0),
164 offscreen_context_labelled_(false),
165 on_demand_tile_raster_resource_id_(0) {
169 bool GLRenderer::Initialize() {
170 if (!context_
->makeContextCurrent())
173 std::string unique_context_name
= base::StringPrintf(
175 Settings().compositor_name
.c_str(),
177 context_
->pushGroupMarkerEXT(unique_context_name
.c_str());
179 ContextProvider::Capabilities context_caps
=
180 output_surface_
->context_provider()->ContextCapabilities();
182 capabilities_
.using_partial_swap
=
183 Settings().partial_swap_enabled
&&
184 context_caps
.post_sub_buffer
;
186 capabilities_
.using_set_visibility
= context_caps
.set_visibility
;
188 DCHECK(!context_caps
.iosurface
|| context_caps
.texture_rectangle
);
190 capabilities_
.using_egl_image
= context_caps
.egl_image_external
;
192 capabilities_
.max_texture_size
= resource_provider_
->max_texture_size();
193 capabilities_
.best_texture_format
= resource_provider_
->best_texture_format();
195 // The updater can access textures while the GLRenderer is using them.
196 capabilities_
.allow_partial_texture_updates
= true;
198 // Check for texture fast paths. Currently we always use MO8 textures,
199 // so we only need to avoid POT textures if we have an NPOT fast-path.
200 capabilities_
.avoid_pow2_textures
= context_caps
.fast_npot_mo8_textures
;
202 capabilities_
.using_offscreen_context3d
= true;
204 capabilities_
.using_map_image
=
205 Settings().use_map_image
&& context_caps
.map_image
;
207 is_using_bind_uniform_
= context_caps
.bind_uniform_location
;
209 if (!InitializeSharedObjects())
212 // Make sure the viewport and context gets initialized, even if it is to zero.
217 void GLRenderer::InitializeGrContext() {
218 skia::RefPtr
<GrGLInterface
> interface
= skia::AdoptRef(
219 context_
->createGrGLInterface());
223 gr_context_
= skia::AdoptRef(GrContext::Create(
225 reinterpret_cast<GrBackendContext
>(interface
.get())));
226 ReinitializeGrCanvas();
229 GLRenderer::~GLRenderer() {
230 while (!pending_async_read_pixels_
.empty()) {
231 PendingAsyncReadPixels
* pending_read
= pending_async_read_pixels_
.back();
232 pending_read
->finished_read_pixels_callback
.Cancel();
233 pending_async_read_pixels_
.pop_back();
236 CleanupSharedObjects();
239 const RendererCapabilities
& GLRenderer::Capabilities() const {
240 return capabilities_
;
243 WebGraphicsContext3D
* GLRenderer::Context() { return context_
; }
245 void GLRenderer::DebugGLCall(WebGraphicsContext3D
* context
,
249 unsigned error
= context
->getError();
250 if (error
!= GL_NO_ERROR
)
251 LOG(ERROR
) << "GL command failed: File: " << file
<< "\n\tLine " << line
252 << "\n\tcommand: " << command
<< ", error "
253 << static_cast<int>(error
) << "\n";
256 void GLRenderer::SetVisible(bool visible
) {
257 if (visible_
== visible
)
261 EnforceMemoryPolicy();
263 // TODO(jamesr): Replace setVisibilityCHROMIUM() with an extension to
264 // explicitly manage front/backbuffers
266 if (capabilities_
.using_set_visibility
)
267 context_
->setVisibilityCHROMIUM(visible
);
270 void GLRenderer::SendManagedMemoryStats(size_t bytes_visible
,
271 size_t bytes_visible_and_nearby
,
272 size_t bytes_allocated
) {
273 WebKit::WebGraphicsManagedMemoryStats stats
;
274 stats
.bytesVisible
= bytes_visible
;
275 stats
.bytesVisibleAndNearby
= bytes_visible_and_nearby
;
276 stats
.bytesAllocated
= bytes_allocated
;
277 stats
.backbufferRequested
= !is_backbuffer_discarded_
;
278 context_
->sendManagedMemoryStatsCHROMIUM(&stats
);
281 void GLRenderer::ReleaseRenderPassTextures() { render_pass_textures_
.clear(); }
283 void GLRenderer::ViewportChanged() {
284 ReinitializeGrCanvas();
287 void GLRenderer::ClearFramebuffer(DrawingFrame
* frame
) {
288 // It's unsafe to clear when we have a stencil test because glClear ignores
290 if (client_
->ExternalStencilTestEnabled() &&
291 frame
->current_render_pass
== frame
->root_render_pass
) {
292 DCHECK(!frame
->current_render_pass
->has_transparent_background
);
296 // On DEBUG builds, opaque render passes are cleared to blue to easily see
297 // regions that were not drawn on the screen.
298 if (frame
->current_render_pass
->has_transparent_background
)
299 GLC(context_
, context_
->clearColor(0, 0, 0, 0));
301 GLC(context_
, context_
->clearColor(0, 0, 1, 1));
303 bool always_clear
= false;
307 if (always_clear
|| frame
->current_render_pass
->has_transparent_background
) {
308 GLbitfield clear_bits
= GL_COLOR_BUFFER_BIT
;
309 // Only the Skia GPU backend uses the stencil buffer. No need to clear it
311 if (always_clear
|| CanUseSkiaGPUBackend()) {
312 GLC(context_
, context_
->clearStencil(0));
313 clear_bits
|= GL_STENCIL_BUFFER_BIT
;
315 context_
->clear(clear_bits
);
319 void GLRenderer::BeginDrawingFrame(DrawingFrame
* frame
) {
320 if (client_
->DeviceViewport().IsEmpty())
323 TRACE_EVENT0("cc", "GLRenderer::DrawLayers");
325 MakeContextCurrent();
327 ReinitializeGLState();
330 void GLRenderer::DoNoOp() {
331 GLC(context_
, context_
->bindFramebuffer(GL_FRAMEBUFFER
, 0));
332 GLC(context_
, context_
->flush());
335 void GLRenderer::DoDrawQuad(DrawingFrame
* frame
, const DrawQuad
* quad
) {
336 DCHECK(quad
->rect
.Contains(quad
->visible_rect
));
337 if (quad
->material
!= DrawQuad::TEXTURE_CONTENT
) {
338 FlushTextureQuadCache();
341 switch (quad
->material
) {
342 case DrawQuad::INVALID
:
345 case DrawQuad::CHECKERBOARD
:
346 DrawCheckerboardQuad(frame
, CheckerboardDrawQuad::MaterialCast(quad
));
348 case DrawQuad::DEBUG_BORDER
:
349 DrawDebugBorderQuad(frame
, DebugBorderDrawQuad::MaterialCast(quad
));
351 case DrawQuad::IO_SURFACE_CONTENT
:
352 DrawIOSurfaceQuad(frame
, IOSurfaceDrawQuad::MaterialCast(quad
));
354 case DrawQuad::PICTURE_CONTENT
:
355 DrawPictureQuad(frame
, PictureDrawQuad::MaterialCast(quad
));
357 case DrawQuad::RENDER_PASS
:
358 DrawRenderPassQuad(frame
, RenderPassDrawQuad::MaterialCast(quad
));
360 case DrawQuad::SOLID_COLOR
:
361 DrawSolidColorQuad(frame
, SolidColorDrawQuad::MaterialCast(quad
));
363 case DrawQuad::STREAM_VIDEO_CONTENT
:
364 DrawStreamVideoQuad(frame
, StreamVideoDrawQuad::MaterialCast(quad
));
366 case DrawQuad::TEXTURE_CONTENT
:
367 EnqueueTextureQuad(frame
, TextureDrawQuad::MaterialCast(quad
));
369 case DrawQuad::TILED_CONTENT
:
370 DrawTileQuad(frame
, TileDrawQuad::MaterialCast(quad
));
372 case DrawQuad::YUV_VIDEO_CONTENT
:
373 DrawYUVVideoQuad(frame
, YUVVideoDrawQuad::MaterialCast(quad
));
378 void GLRenderer::DrawCheckerboardQuad(const DrawingFrame
* frame
,
379 const CheckerboardDrawQuad
* quad
) {
380 SetBlendEnabled(quad
->ShouldDrawWithBlending());
382 const TileCheckerboardProgram
* program
= GetTileCheckerboardProgram();
383 DCHECK(program
&& (program
->initialized() || IsContextLost()));
384 SetUseProgram(program
->program());
386 SkColor color
= quad
->color
;
388 Context()->uniform4f(program
->fragment_shader().color_location(),
389 SkColorGetR(color
) * (1.0f
/ 255.0f
),
390 SkColorGetG(color
) * (1.0f
/ 255.0f
),
391 SkColorGetB(color
) * (1.0f
/ 255.0f
),
394 const int checkerboard_width
= 16;
395 float frequency
= 1.0f
/ checkerboard_width
;
397 gfx::Rect tile_rect
= quad
->rect
;
398 float tex_offset_x
= tile_rect
.x() % checkerboard_width
;
399 float tex_offset_y
= tile_rect
.y() % checkerboard_width
;
400 float tex_scale_x
= tile_rect
.width();
401 float tex_scale_y
= tile_rect
.height();
403 Context()->uniform4f(program
->fragment_shader().tex_transform_location(),
410 Context()->uniform1f(program
->fragment_shader().frequency_location(),
413 SetShaderOpacity(quad
->opacity(),
414 program
->fragment_shader().alpha_location());
415 DrawQuadGeometry(frame
,
416 quad
->quadTransform(),
418 program
->vertex_shader().matrix_location());
421 void GLRenderer::DrawDebugBorderQuad(const DrawingFrame
* frame
,
422 const DebugBorderDrawQuad
* quad
) {
423 SetBlendEnabled(quad
->ShouldDrawWithBlending());
425 static float gl_matrix
[16];
426 const DebugBorderProgram
* program
= GetDebugBorderProgram();
427 DCHECK(program
&& (program
->initialized() || IsContextLost()));
428 SetUseProgram(program
->program());
430 // Use the full quad_rect for debug quads to not move the edges based on
432 gfx::Rect layer_rect
= quad
->rect
;
433 gfx::Transform render_matrix
= quad
->quadTransform();
434 render_matrix
.Translate(0.5f
* layer_rect
.width() + layer_rect
.x(),
435 0.5f
* layer_rect
.height() + layer_rect
.y());
436 render_matrix
.Scale(layer_rect
.width(), layer_rect
.height());
437 GLRenderer::ToGLMatrix(&gl_matrix
[0],
438 frame
->projection_matrix
* render_matrix
);
440 Context()->uniformMatrix4fv(
441 program
->vertex_shader().matrix_location(), 1, false, &gl_matrix
[0]));
443 SkColor color
= quad
->color
;
444 float alpha
= SkColorGetA(color
) * (1.0f
/ 255.0f
);
447 Context()->uniform4f(program
->fragment_shader().color_location(),
448 (SkColorGetR(color
) * (1.0f
/ 255.0f
)) * alpha
,
449 (SkColorGetG(color
) * (1.0f
/ 255.0f
)) * alpha
,
450 (SkColorGetB(color
) * (1.0f
/ 255.0f
)) * alpha
,
453 GLC(Context(), Context()->lineWidth(quad
->width
));
455 // The indices for the line are stored in the same array as the triangle
458 Context()->drawElements(GL_LINE_LOOP
, 4, GL_UNSIGNED_SHORT
, 0));
461 static inline SkBitmap
ApplyFilters(GLRenderer
* renderer
,
462 ContextProvider
* offscreen_contexts
,
463 const FilterOperations
& filters
,
464 ScopedResource
* source_texture_resource
) {
465 if (filters
.IsEmpty())
468 if (!offscreen_contexts
|| !offscreen_contexts
->GrContext())
471 ResourceProvider::ScopedWriteLockGL
lock(renderer
->resource_provider(),
472 source_texture_resource
->id());
474 // Flush the compositor context to ensure that textures there are available
475 // in the shared context. Do this after locking/creating the compositor
477 renderer
->resource_provider()->Flush();
479 // Make sure skia uses the correct GL context.
480 offscreen_contexts
->Context3d()->makeContextCurrent();
482 // Lazily label this context.
483 renderer
->LazyLabelOffscreenContext(offscreen_contexts
);
486 RenderSurfaceFilters::Apply(filters
,
488 source_texture_resource
->size(),
489 offscreen_contexts
->GrContext());
491 // Flush skia context so that all the rendered stuff appears on the
493 offscreen_contexts
->GrContext()->flush();
495 // Flush the GL context so rendering results from this context are
496 // visible in the compositor's context.
497 offscreen_contexts
->Context3d()->flush();
499 // Use the compositor's GL context again.
500 renderer
->Context()->makeContextCurrent();
504 static SkBitmap
ApplyImageFilter(GLRenderer
* renderer
,
505 ContextProvider
* offscreen_contexts
,
507 SkImageFilter
* filter
,
508 ScopedResource
* source_texture_resource
) {
512 if (!offscreen_contexts
|| !offscreen_contexts
->GrContext())
515 ResourceProvider::ScopedWriteLockGL
lock(renderer
->resource_provider(),
516 source_texture_resource
->id());
518 // Flush the compositor context to ensure that textures there are available
519 // in the shared context. Do this after locking/creating the compositor
521 renderer
->resource_provider()->Flush();
523 // Make sure skia uses the correct GL context.
524 offscreen_contexts
->Context3d()->makeContextCurrent();
526 // Lazily label this context.
527 renderer
->LazyLabelOffscreenContext(offscreen_contexts
);
529 // Wrap the source texture in a Ganesh platform texture.
530 GrBackendTextureDesc backend_texture_description
;
531 backend_texture_description
.fWidth
= source_texture_resource
->size().width();
532 backend_texture_description
.fHeight
=
533 source_texture_resource
->size().height();
534 backend_texture_description
.fConfig
= kSkia8888_GrPixelConfig
;
535 backend_texture_description
.fTextureHandle
= lock
.texture_id();
536 backend_texture_description
.fOrigin
= kBottomLeft_GrSurfaceOrigin
;
537 skia::RefPtr
<GrTexture
> texture
=
538 skia::AdoptRef(offscreen_contexts
->GrContext()->wrapBackendTexture(
539 backend_texture_description
));
541 // Place the platform texture inside an SkBitmap.
543 source
.setConfig(SkBitmap::kARGB_8888_Config
,
544 source_texture_resource
->size().width(),
545 source_texture_resource
->size().height());
546 skia::RefPtr
<SkGrPixelRef
> pixel_ref
=
547 skia::AdoptRef(new SkGrPixelRef(texture
.get()));
548 source
.setPixelRef(pixel_ref
.get());
550 // Create a scratch texture for backing store.
552 desc
.fFlags
= kRenderTarget_GrTextureFlagBit
| kNoStencil_GrTextureFlagBit
;
554 desc
.fWidth
= source
.width();
555 desc
.fHeight
= source
.height();
556 desc
.fConfig
= kSkia8888_GrPixelConfig
;
557 desc
.fOrigin
= kBottomLeft_GrSurfaceOrigin
;
558 GrAutoScratchTexture
scratch_texture(
559 offscreen_contexts
->GrContext(), desc
, GrContext::kExact_ScratchTexMatch
);
560 skia::RefPtr
<GrTexture
> backing_store
=
561 skia::AdoptRef(scratch_texture
.detach());
563 // Create a device and canvas using that backing store.
564 SkGpuDevice
device(offscreen_contexts
->GrContext(), backing_store
.get());
565 SkCanvas
canvas(&device
);
567 // Draw the source bitmap through the filter to the canvas.
569 paint
.setImageFilter(filter
);
570 canvas
.clear(SK_ColorTRANSPARENT
);
572 // TODO(senorblanco): in addition to the origin translation here, the canvas
573 // should also be scaled to accomodate device pixel ratio and pinch zoom. See
574 // crbug.com/281516 and crbug.com/281518.
575 canvas
.translate(SkIntToScalar(-origin
.x()), SkIntToScalar(-origin
.y()));
576 canvas
.drawSprite(source
, 0, 0, &paint
);
578 // Flush skia context so that all the rendered stuff appears on the
580 offscreen_contexts
->GrContext()->flush();
582 // Flush the GL context so rendering results from this context are
583 // visible in the compositor's context.
584 offscreen_contexts
->Context3d()->flush();
586 // Use the compositor's GL context again.
587 renderer
->Context()->makeContextCurrent();
589 return device
.accessBitmap(false);
592 scoped_ptr
<ScopedResource
> GLRenderer::DrawBackgroundFilters(
594 const RenderPassDrawQuad
* quad
,
595 const gfx::Transform
& contents_device_transform
,
596 const gfx::Transform
& contents_device_transform_inverse
) {
597 // This method draws a background filter, which applies a filter to any pixels
598 // behind the quad and seen through its background. The algorithm works as
600 // 1. Compute a bounding box around the pixels that will be visible through
602 // 2. Read the pixels in the bounding box into a buffer R.
603 // 3. Apply the background filter to R, so that it is applied in the pixels'
605 // 4. Apply the quad's inverse transform to map the pixels in R into the
606 // quad's content space. This implicitly clips R by the content bounds of the
607 // quad since the destination texture has bounds matching the quad's content.
608 // 5. Draw the background texture for the contents using the same transform as
609 // used to draw the contents itself. This is done without blending to replace
610 // the current background pixels with the new filtered background.
611 // 6. Draw the contents of the quad over drop of the new background with
612 // blending, as per usual. The filtered background pixels will show through
613 // any non-opaque pixels in this draws.
615 // Pixel copies in this algorithm occur at steps 2, 3, 4, and 5.
617 // TODO(danakj): When this algorithm changes, update
618 // LayerTreeHost::PrioritizeTextures() accordingly.
620 FilterOperations filters
=
621 RenderSurfaceFilters::Optimize(quad
->background_filters
);
622 DCHECK(!filters
.IsEmpty());
624 // TODO(danakj): We only allow background filters on an opaque render surface
625 // because other surfaces may contain translucent pixels, and the contents
626 // behind those translucent pixels wouldn't have the filter applied.
627 if (frame
->current_render_pass
->has_transparent_background
)
628 return scoped_ptr
<ScopedResource
>();
629 DCHECK(!frame
->current_texture
);
631 // TODO(danakj): Do a single readback for both the surface and replica and
632 // cache the filtered results (once filter textures are not reused).
633 gfx::Rect window_rect
= gfx::ToEnclosingRect(MathUtil::MapClippedRect(
634 contents_device_transform
, SharedGeometryQuad().BoundingBox()));
636 int top
, right
, bottom
, left
;
637 filters
.GetOutsets(&top
, &right
, &bottom
, &left
);
638 window_rect
.Inset(-left
, -top
, -right
, -bottom
);
640 window_rect
.Intersect(
641 MoveFromDrawToWindowSpace(frame
->current_render_pass
->output_rect
));
643 scoped_ptr
<ScopedResource
> device_background_texture
=
644 ScopedResource::create(resource_provider_
);
645 if (!device_background_texture
->Allocate(window_rect
.size(),
647 ResourceProvider::TextureUsageAny
)) {
648 return scoped_ptr
<ScopedResource
>();
650 ResourceProvider::ScopedWriteLockGL
lock(resource_provider_
,
651 device_background_texture
->id());
652 GetFramebufferTexture(lock
.texture_id(),
653 device_background_texture
->format(),
657 SkBitmap filtered_device_background
=
659 frame
->offscreen_context_provider
,
661 device_background_texture
.get());
662 if (!filtered_device_background
.getTexture())
663 return scoped_ptr
<ScopedResource
>();
666 reinterpret_cast<GrTexture
*>(filtered_device_background
.getTexture());
667 int filtered_device_background_texture_id
= texture
->getTextureHandle();
669 scoped_ptr
<ScopedResource
> background_texture
=
670 ScopedResource::create(resource_provider_
);
671 if (!background_texture
->Allocate(quad
->rect
.size(),
673 ResourceProvider::TextureUsageFramebuffer
))
674 return scoped_ptr
<ScopedResource
>();
676 const RenderPass
* target_render_pass
= frame
->current_render_pass
;
677 bool using_background_texture
=
678 UseScopedTexture(frame
, background_texture
.get(), quad
->rect
);
680 if (using_background_texture
) {
681 // Copy the readback pixels from device to the background texture for the
683 gfx::Transform device_to_framebuffer_transform
;
684 device_to_framebuffer_transform
.Translate(
685 quad
->rect
.width() * 0.5f
+ quad
->rect
.x(),
686 quad
->rect
.height() * 0.5f
+ quad
->rect
.y());
687 device_to_framebuffer_transform
.Scale(quad
->rect
.width(),
688 quad
->rect
.height());
689 device_to_framebuffer_transform
.PreconcatTransform(
690 contents_device_transform_inverse
);
693 GLC(Context(), Context()->clearColor(0, 0, 1, 1));
694 Context()->clear(GL_COLOR_BUFFER_BIT
);
697 // The filtered_deveice_background_texture is oriented the same as the frame
698 // buffer. The transform we are copying with has a vertical flip, as well as
699 // the |device_to_framebuffer_transform|, which cancel each other out. So do
700 // not flip the contents in the shader to maintain orientation.
701 bool flip_vertically
= false;
703 CopyTextureToFramebuffer(frame
,
704 filtered_device_background_texture_id
,
706 device_to_framebuffer_transform
,
710 UseRenderPass(frame
, target_render_pass
);
712 if (!using_background_texture
)
713 return scoped_ptr
<ScopedResource
>();
714 return background_texture
.Pass();
717 void GLRenderer::DrawRenderPassQuad(DrawingFrame
* frame
,
718 const RenderPassDrawQuad
* quad
) {
719 SetBlendEnabled(quad
->ShouldDrawWithBlending());
721 CachedResource
* contents_texture
=
722 render_pass_textures_
.get(quad
->render_pass_id
);
723 if (!contents_texture
|| !contents_texture
->id())
726 gfx::Transform quad_rect_matrix
;
727 QuadRectTransform(&quad_rect_matrix
, quad
->quadTransform(), quad
->rect
);
728 gfx::Transform contents_device_transform
=
729 frame
->window_matrix
* frame
->projection_matrix
* quad_rect_matrix
;
730 contents_device_transform
.FlattenTo2d();
732 // Can only draw surface if device matrix is invertible.
733 gfx::Transform
contents_device_transform_inverse(
734 gfx::Transform::kSkipInitialization
);
735 if (!contents_device_transform
.GetInverse(&contents_device_transform_inverse
))
738 scoped_ptr
<ScopedResource
> background_texture
;
739 if (!quad
->background_filters
.IsEmpty()) {
740 // The pixels from the filtered background should completely replace the
741 // current pixel values.
742 bool disable_blending
= blend_enabled();
743 if (disable_blending
)
744 SetBlendEnabled(false);
746 background_texture
= DrawBackgroundFilters(
749 contents_device_transform
,
750 contents_device_transform_inverse
);
752 if (disable_blending
)
753 SetBlendEnabled(true);
756 // TODO(senorblanco): Cache this value so that we don't have to do it for both
757 // the surface and its replica. Apply filters to the contents texture.
758 SkBitmap filter_bitmap
;
759 SkScalar color_matrix
[20];
760 bool use_color_matrix
= false;
762 skia::RefPtr
<SkColorFilter
> cf
;
765 SkColorFilter
* colorfilter_rawptr
= NULL
;
766 quad
->filter
->asColorFilter(&colorfilter_rawptr
);
767 cf
= skia::AdoptRef(colorfilter_rawptr
);
770 if (cf
&& cf
->asColorMatrix(color_matrix
) && !quad
->filter
->getInput(0)) {
771 // We have a single color matrix as a filter; apply it locally
772 // in the compositor.
773 use_color_matrix
= true;
775 filter_bitmap
= ApplyImageFilter(this,
776 frame
->offscreen_context_provider
,
781 } else if (!quad
->filters
.IsEmpty()) {
782 FilterOperations optimized_filters
=
783 RenderSurfaceFilters::Optimize(quad
->filters
);
785 if ((optimized_filters
.size() == 1) &&
786 (optimized_filters
.at(0).type() == FilterOperation::COLOR_MATRIX
)) {
788 color_matrix
, optimized_filters
.at(0).matrix(), sizeof(color_matrix
));
789 use_color_matrix
= true;
791 filter_bitmap
= ApplyFilters(this,
792 frame
->offscreen_context_provider
,
798 // Draw the background texture if there is one.
799 if (background_texture
) {
800 DCHECK(background_texture
->size() == quad
->rect
.size());
801 ResourceProvider::ScopedReadLockGL
lock(resource_provider_
,
802 background_texture
->id());
804 // The background_texture is oriented the same as the frame buffer. The
805 // transform we are copying with has a vertical flip, so flip the contents
806 // in the shader to maintain orientation
807 bool flip_vertically
= true;
809 CopyTextureToFramebuffer(frame
,
812 quad
->quadTransform(),
816 bool clipped
= false;
817 gfx::QuadF device_quad
= MathUtil::MapQuad(
818 contents_device_transform
, SharedGeometryQuad(), &clipped
);
819 LayerQuad
device_layer_bounds(gfx::QuadF(device_quad
.BoundingBox()));
820 LayerQuad
device_layer_edges(device_quad
);
822 // Use anti-aliasing programs only when necessary.
823 bool use_aa
= !clipped
&&
824 (!device_quad
.IsRectilinear() ||
825 !gfx::IsNearestRectWithinDistance(device_quad
.BoundingBox(),
826 kAntiAliasingEpsilon
));
828 device_layer_bounds
.InflateAntiAliasingDistance();
829 device_layer_edges
.InflateAntiAliasingDistance();
832 scoped_ptr
<ResourceProvider::ScopedReadLockGL
> mask_resource_lock
;
833 unsigned mask_texture_id
= 0;
834 if (quad
->mask_resource_id
) {
835 mask_resource_lock
.reset(new ResourceProvider::ScopedReadLockGL(
836 resource_provider_
, quad
->mask_resource_id
));
837 mask_texture_id
= mask_resource_lock
->texture_id();
840 // TODO(danakj): use the background_texture and blend the background in with
841 // this draw instead of having a separate copy of the background texture.
843 scoped_ptr
<ResourceProvider::ScopedReadLockGL
> contents_resource_lock
;
844 if (filter_bitmap
.getTexture()) {
846 reinterpret_cast<GrTexture
*>(filter_bitmap
.getTexture());
847 DCHECK_EQ(GL_TEXTURE0
, ResourceProvider::GetActiveTextureUnit(Context()));
848 Context()->bindTexture(GL_TEXTURE_2D
, texture
->getTextureHandle());
850 contents_resource_lock
= make_scoped_ptr(
851 new ResourceProvider::ScopedSamplerGL(resource_provider_
,
852 contents_texture
->id(),
857 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
858 context_
, &highp_threshold_cache_
, highp_threshold_min_
,
859 quad
->shared_quad_state
->visible_content_rect
.bottom_right());
861 int shader_quad_location
= -1;
862 int shader_edge_location
= -1;
863 int shader_viewport_location
= -1;
864 int shader_mask_sampler_location
= -1;
865 int shader_mask_tex_coord_scale_location
= -1;
866 int shader_mask_tex_coord_offset_location
= -1;
867 int shader_matrix_location
= -1;
868 int shader_alpha_location
= -1;
869 int shader_color_matrix_location
= -1;
870 int shader_color_offset_location
= -1;
871 int shader_tex_transform_location
= -1;
873 if (use_aa
&& mask_texture_id
&& !use_color_matrix
) {
874 const RenderPassMaskProgramAA
* program
=
875 GetRenderPassMaskProgramAA(tex_coord_precision
);
876 SetUseProgram(program
->program());
878 Context()->uniform1i(program
->fragment_shader().sampler_location(), 0));
880 shader_quad_location
= program
->vertex_shader().quad_location();
881 shader_edge_location
= program
->vertex_shader().edge_location();
882 shader_viewport_location
= program
->vertex_shader().viewport_location();
883 shader_mask_sampler_location
=
884 program
->fragment_shader().mask_sampler_location();
885 shader_mask_tex_coord_scale_location
=
886 program
->fragment_shader().mask_tex_coord_scale_location();
887 shader_mask_tex_coord_offset_location
=
888 program
->fragment_shader().mask_tex_coord_offset_location();
889 shader_matrix_location
= program
->vertex_shader().matrix_location();
890 shader_alpha_location
= program
->fragment_shader().alpha_location();
891 shader_tex_transform_location
=
892 program
->vertex_shader().tex_transform_location();
893 } else if (!use_aa
&& mask_texture_id
&& !use_color_matrix
) {
894 const RenderPassMaskProgram
* program
=
895 GetRenderPassMaskProgram(tex_coord_precision
);
896 SetUseProgram(program
->program());
898 Context()->uniform1i(program
->fragment_shader().sampler_location(), 0));
900 shader_mask_sampler_location
=
901 program
->fragment_shader().mask_sampler_location();
902 shader_mask_tex_coord_scale_location
=
903 program
->fragment_shader().mask_tex_coord_scale_location();
904 shader_mask_tex_coord_offset_location
=
905 program
->fragment_shader().mask_tex_coord_offset_location();
906 shader_matrix_location
= program
->vertex_shader().matrix_location();
907 shader_alpha_location
= program
->fragment_shader().alpha_location();
908 shader_tex_transform_location
=
909 program
->vertex_shader().tex_transform_location();
910 } else if (use_aa
&& !mask_texture_id
&& !use_color_matrix
) {
911 const RenderPassProgramAA
* program
=
912 GetRenderPassProgramAA(tex_coord_precision
);
913 SetUseProgram(program
->program());
915 Context()->uniform1i(program
->fragment_shader().sampler_location(), 0));
917 shader_quad_location
= program
->vertex_shader().quad_location();
918 shader_edge_location
= program
->vertex_shader().edge_location();
919 shader_viewport_location
= program
->vertex_shader().viewport_location();
920 shader_matrix_location
= program
->vertex_shader().matrix_location();
921 shader_alpha_location
= program
->fragment_shader().alpha_location();
922 shader_tex_transform_location
=
923 program
->vertex_shader().tex_transform_location();
924 } else if (use_aa
&& mask_texture_id
&& use_color_matrix
) {
925 const RenderPassMaskColorMatrixProgramAA
* program
=
926 GetRenderPassMaskColorMatrixProgramAA(tex_coord_precision
);
927 SetUseProgram(program
->program());
929 Context()->uniform1i(program
->fragment_shader().sampler_location(), 0));
931 shader_matrix_location
= program
->vertex_shader().matrix_location();
932 shader_quad_location
= program
->vertex_shader().quad_location();
933 shader_tex_transform_location
=
934 program
->vertex_shader().tex_transform_location();
935 shader_edge_location
= program
->vertex_shader().edge_location();
936 shader_viewport_location
= program
->vertex_shader().viewport_location();
937 shader_alpha_location
= program
->fragment_shader().alpha_location();
938 shader_mask_sampler_location
=
939 program
->fragment_shader().mask_sampler_location();
940 shader_mask_tex_coord_scale_location
=
941 program
->fragment_shader().mask_tex_coord_scale_location();
942 shader_mask_tex_coord_offset_location
=
943 program
->fragment_shader().mask_tex_coord_offset_location();
944 shader_color_matrix_location
=
945 program
->fragment_shader().color_matrix_location();
946 shader_color_offset_location
=
947 program
->fragment_shader().color_offset_location();
948 } else if (use_aa
&& !mask_texture_id
&& use_color_matrix
) {
949 const RenderPassColorMatrixProgramAA
* program
=
950 GetRenderPassColorMatrixProgramAA(tex_coord_precision
);
951 SetUseProgram(program
->program());
953 Context()->uniform1i(program
->fragment_shader().sampler_location(), 0));
955 shader_matrix_location
= program
->vertex_shader().matrix_location();
956 shader_quad_location
= program
->vertex_shader().quad_location();
957 shader_tex_transform_location
=
958 program
->vertex_shader().tex_transform_location();
959 shader_edge_location
= program
->vertex_shader().edge_location();
960 shader_viewport_location
= program
->vertex_shader().viewport_location();
961 shader_alpha_location
= program
->fragment_shader().alpha_location();
962 shader_color_matrix_location
=
963 program
->fragment_shader().color_matrix_location();
964 shader_color_offset_location
=
965 program
->fragment_shader().color_offset_location();
966 } else if (!use_aa
&& mask_texture_id
&& use_color_matrix
) {
967 const RenderPassMaskColorMatrixProgram
* program
=
968 GetRenderPassMaskColorMatrixProgram(tex_coord_precision
);
969 SetUseProgram(program
->program());
971 Context()->uniform1i(program
->fragment_shader().sampler_location(), 0));
973 shader_matrix_location
= program
->vertex_shader().matrix_location();
974 shader_tex_transform_location
=
975 program
->vertex_shader().tex_transform_location();
976 shader_mask_sampler_location
=
977 program
->fragment_shader().mask_sampler_location();
978 shader_mask_tex_coord_scale_location
=
979 program
->fragment_shader().mask_tex_coord_scale_location();
980 shader_mask_tex_coord_offset_location
=
981 program
->fragment_shader().mask_tex_coord_offset_location();
982 shader_alpha_location
= program
->fragment_shader().alpha_location();
983 shader_color_matrix_location
=
984 program
->fragment_shader().color_matrix_location();
985 shader_color_offset_location
=
986 program
->fragment_shader().color_offset_location();
987 } else if (!use_aa
&& !mask_texture_id
&& use_color_matrix
) {
988 const RenderPassColorMatrixProgram
* program
=
989 GetRenderPassColorMatrixProgram(tex_coord_precision
);
990 SetUseProgram(program
->program());
992 Context()->uniform1i(program
->fragment_shader().sampler_location(), 0));
994 shader_matrix_location
= program
->vertex_shader().matrix_location();
995 shader_tex_transform_location
=
996 program
->vertex_shader().tex_transform_location();
997 shader_alpha_location
= program
->fragment_shader().alpha_location();
998 shader_color_matrix_location
=
999 program
->fragment_shader().color_matrix_location();
1000 shader_color_offset_location
=
1001 program
->fragment_shader().color_offset_location();
1003 const RenderPassProgram
* program
=
1004 GetRenderPassProgram(tex_coord_precision
);
1005 SetUseProgram(program
->program());
1007 Context()->uniform1i(program
->fragment_shader().sampler_location(), 0));
1009 shader_matrix_location
= program
->vertex_shader().matrix_location();
1010 shader_alpha_location
= program
->fragment_shader().alpha_location();
1011 shader_tex_transform_location
=
1012 program
->vertex_shader().tex_transform_location();
1015 quad
->rect
.width() / static_cast<float>(contents_texture
->size().width());
1016 float tex_scale_y
= quad
->rect
.height() /
1017 static_cast<float>(contents_texture
->size().height());
1018 DCHECK_LE(tex_scale_x
, 1.0f
);
1019 DCHECK_LE(tex_scale_y
, 1.0f
);
1021 DCHECK(shader_tex_transform_location
!= -1 || IsContextLost());
1022 // Flip the content vertically in the shader, as the RenderPass input
1023 // texture is already oriented the same way as the framebuffer, but the
1024 // projection transform does a flip.
1025 GLC(Context(), Context()->uniform4f(shader_tex_transform_location
,
1031 scoped_ptr
<ResourceProvider::ScopedReadLockGL
> shader_mask_sampler_lock
;
1032 if (shader_mask_sampler_location
!= -1) {
1033 DCHECK_NE(shader_mask_tex_coord_scale_location
, 1);
1034 DCHECK_NE(shader_mask_tex_coord_offset_location
, 1);
1035 GLC(Context(), Context()->uniform1i(shader_mask_sampler_location
, 1));
1037 float mask_tex_scale_x
= quad
->mask_uv_rect
.width() / tex_scale_x
;
1038 float mask_tex_scale_y
= quad
->mask_uv_rect
.height() / tex_scale_y
;
1040 // Mask textures are oriented vertically flipped relative to the framebuffer
1041 // and the RenderPass contents texture, so we flip the tex coords from the
1042 // RenderPass texture to find the mask texture coords.
1044 Context()->uniform2f(shader_mask_tex_coord_offset_location
,
1045 quad
->mask_uv_rect
.x(),
1046 quad
->mask_uv_rect
.y() + mask_tex_scale_y
));
1048 Context()->uniform2f(shader_mask_tex_coord_scale_location
,
1050 -mask_tex_scale_y
));
1051 shader_mask_sampler_lock
= make_scoped_ptr(
1052 new ResourceProvider::ScopedSamplerGL(resource_provider_
,
1053 quad
->mask_resource_id
,
1059 if (shader_edge_location
!= -1) {
1061 device_layer_edges
.ToFloatArray(edge
);
1062 device_layer_bounds
.ToFloatArray(&edge
[12]);
1063 GLC(Context(), Context()->uniform3fv(shader_edge_location
, 8, edge
));
1066 if (shader_viewport_location
!= -1) {
1067 float viewport
[4] = {
1068 static_cast<float>(viewport_
.x()),
1069 static_cast<float>(viewport_
.y()),
1070 static_cast<float>(viewport_
.width()),
1071 static_cast<float>(viewport_
.height()),
1074 Context()->uniform4fv(shader_viewport_location
, 1, viewport
));
1077 if (shader_color_matrix_location
!= -1) {
1079 for (int i
= 0; i
< 4; ++i
) {
1080 for (int j
= 0; j
< 4; ++j
)
1081 matrix
[i
* 4 + j
] = SkScalarToFloat(color_matrix
[j
* 5 + i
]);
1084 Context()->uniformMatrix4fv(
1085 shader_color_matrix_location
, 1, false, matrix
));
1087 static const float kScale
= 1.0f
/ 255.0f
;
1088 if (shader_color_offset_location
!= -1) {
1090 for (int i
= 0; i
< 4; ++i
)
1091 offset
[i
] = SkScalarToFloat(color_matrix
[i
* 5 + 4]) * kScale
;
1094 Context()->uniform4fv(shader_color_offset_location
, 1, offset
));
1097 // Map device space quad to surface space. contents_device_transform has no 3d
1098 // component since it was flattened, so we don't need to project.
1099 gfx::QuadF surface_quad
= MathUtil::MapQuad(contents_device_transform_inverse
,
1100 device_layer_edges
.ToQuadF(),
1103 SetShaderOpacity(quad
->opacity(), shader_alpha_location
);
1104 SetShaderQuadF(surface_quad
, shader_quad_location
);
1106 frame
, quad
->quadTransform(), quad
->rect
, shader_matrix_location
);
1108 // Flush the compositor context before the filter bitmap goes out of
1109 // scope, so the draw gets processed before the filter texture gets deleted.
1110 if (filter_bitmap
.getTexture())
1114 struct SolidColorProgramUniforms
{
1116 unsigned matrix_location
;
1117 unsigned viewport_location
;
1118 unsigned quad_location
;
1119 unsigned edge_location
;
1120 unsigned color_location
;
1124 static void SolidColorUniformLocation(T program
,
1125 SolidColorProgramUniforms
* uniforms
) {
1126 uniforms
->program
= program
->program();
1127 uniforms
->matrix_location
= program
->vertex_shader().matrix_location();
1128 uniforms
->viewport_location
= program
->vertex_shader().viewport_location();
1129 uniforms
->quad_location
= program
->vertex_shader().quad_location();
1130 uniforms
->edge_location
= program
->vertex_shader().edge_location();
1131 uniforms
->color_location
= program
->fragment_shader().color_location();
1134 bool GLRenderer::SetupQuadForAntialiasing(
1135 const gfx::Transform
& device_transform
,
1136 const DrawQuad
* quad
,
1137 gfx::QuadF
* local_quad
,
1138 float edge
[24]) const {
1139 gfx::Rect tile_rect
= quad
->visible_rect
;
1141 bool clipped
= false;
1142 gfx::QuadF device_layer_quad
= MathUtil::MapQuad(
1143 device_transform
, gfx::QuadF(quad
->visibleContentRect()), &clipped
);
1145 bool is_axis_aligned_in_target
= device_layer_quad
.IsRectilinear();
1146 bool is_nearest_rect_within_epsilon
= is_axis_aligned_in_target
&&
1147 gfx::IsNearestRectWithinDistance(device_layer_quad
.BoundingBox(),
1148 kAntiAliasingEpsilon
);
1150 bool use_aa
= Settings().allow_antialiasing
&&
1151 !clipped
&& // code can't handle clipped quads
1152 !is_nearest_rect_within_epsilon
&&
1157 LayerQuad
device_layer_bounds(gfx::QuadF(device_layer_quad
.BoundingBox()));
1158 device_layer_bounds
.InflateAntiAliasingDistance();
1160 LayerQuad
device_layer_edges(device_layer_quad
);
1161 device_layer_edges
.InflateAntiAliasingDistance();
1163 device_layer_edges
.ToFloatArray(edge
);
1164 device_layer_bounds
.ToFloatArray(&edge
[12]);
1166 gfx::PointF bottom_right
= tile_rect
.bottom_right();
1167 gfx::PointF bottom_left
= tile_rect
.bottom_left();
1168 gfx::PointF top_left
= tile_rect
.origin();
1169 gfx::PointF top_right
= tile_rect
.top_right();
1171 // Map points to device space.
1172 bottom_right
= MathUtil::MapPoint(device_transform
, bottom_right
, &clipped
);
1174 bottom_left
= MathUtil::MapPoint(device_transform
, bottom_left
, &clipped
);
1176 top_left
= MathUtil::MapPoint(device_transform
, top_left
, &clipped
);
1178 top_right
= MathUtil::MapPoint(device_transform
, top_right
, &clipped
);
1181 LayerQuad::Edge
bottom_edge(bottom_right
, bottom_left
);
1182 LayerQuad::Edge
left_edge(bottom_left
, top_left
);
1183 LayerQuad::Edge
top_edge(top_left
, top_right
);
1184 LayerQuad::Edge
right_edge(top_right
, bottom_right
);
1186 // Only apply anti-aliasing to edges not clipped by culling or scissoring.
1187 if (quad
->IsTopEdge() && tile_rect
.y() == quad
->rect
.y())
1188 top_edge
= device_layer_edges
.top();
1189 if (quad
->IsLeftEdge() && tile_rect
.x() == quad
->rect
.x())
1190 left_edge
= device_layer_edges
.left();
1191 if (quad
->IsRightEdge() && tile_rect
.right() == quad
->rect
.right())
1192 right_edge
= device_layer_edges
.right();
1193 if (quad
->IsBottomEdge() && tile_rect
.bottom() == quad
->rect
.bottom())
1194 bottom_edge
= device_layer_edges
.bottom();
1196 float sign
= gfx::QuadF(tile_rect
).IsCounterClockwise() ? -1 : 1;
1197 bottom_edge
.scale(sign
);
1198 left_edge
.scale(sign
);
1199 top_edge
.scale(sign
);
1200 right_edge
.scale(sign
);
1202 // Create device space quad.
1203 LayerQuad
device_quad(left_edge
, top_edge
, right_edge
, bottom_edge
);
1205 // Map device space quad to local space. device_transform has no 3d
1206 // component since it was flattened, so we don't need to project. We should
1207 // have already checked that the transform was uninvertible above.
1208 gfx::Transform
inverse_device_transform(
1209 gfx::Transform::kSkipInitialization
);
1210 bool did_invert
= device_transform
.GetInverse(&inverse_device_transform
);
1212 *local_quad
= MathUtil::MapQuad(
1213 inverse_device_transform
, device_quad
.ToQuadF(), &clipped
);
1214 // We should not DCHECK(!clipped) here, because anti-aliasing inflation may
1215 // cause device_quad to become clipped. To our knowledge this scenario does
1216 // not need to be handled differently than the unclipped case.
1221 void GLRenderer::DrawSolidColorQuad(const DrawingFrame
* frame
,
1222 const SolidColorDrawQuad
* quad
) {
1223 gfx::Rect tile_rect
= quad
->visible_rect
;
1225 SkColor color
= quad
->color
;
1226 float opacity
= quad
->opacity();
1227 float alpha
= (SkColorGetA(color
) * (1.0f
/ 255.0f
)) * opacity
;
1229 // Early out if alpha is small enough that quad doesn't contribute to output.
1230 if (alpha
< std::numeric_limits
<float>::epsilon() &&
1231 quad
->ShouldDrawWithBlending())
1234 gfx::Transform device_transform
=
1235 frame
->window_matrix
* frame
->projection_matrix
* quad
->quadTransform();
1236 device_transform
.FlattenTo2d();
1237 if (!device_transform
.IsInvertible())
1240 gfx::QuadF local_quad
= gfx::QuadF(gfx::RectF(tile_rect
));
1242 bool use_aa
= !quad
->force_anti_aliasing_off
&& SetupQuadForAntialiasing(
1243 device_transform
, quad
, &local_quad
, edge
);
1245 SolidColorProgramUniforms uniforms
;
1247 SolidColorUniformLocation(GetSolidColorProgramAA(), &uniforms
);
1249 SolidColorUniformLocation(GetSolidColorProgram(), &uniforms
);
1250 SetUseProgram(uniforms
.program
);
1253 Context()->uniform4f(uniforms
.color_location
,
1254 (SkColorGetR(color
) * (1.0f
/ 255.0f
)) * alpha
,
1255 (SkColorGetG(color
) * (1.0f
/ 255.0f
)) * alpha
,
1256 (SkColorGetB(color
) * (1.0f
/ 255.0f
)) * alpha
,
1259 float viewport
[4] = {
1260 static_cast<float>(viewport_
.x()),
1261 static_cast<float>(viewport_
.y()),
1262 static_cast<float>(viewport_
.width()),
1263 static_cast<float>(viewport_
.height()),
1266 Context()->uniform4fv(uniforms
.viewport_location
, 1, viewport
));
1267 GLC(Context(), Context()->uniform3fv(uniforms
.edge_location
, 8, edge
));
1270 // Enable blending when the quad properties require it or if we decided
1271 // to use antialiasing.
1272 SetBlendEnabled(quad
->ShouldDrawWithBlending() || use_aa
);
1274 // Normalize to tile_rect.
1275 local_quad
.Scale(1.0f
/ tile_rect
.width(), 1.0f
/ tile_rect
.height());
1277 SetShaderQuadF(local_quad
, uniforms
.quad_location
);
1279 // The transform and vertex data are used to figure out the extents that the
1280 // un-antialiased quad should have and which vertex this is and the float
1281 // quad passed in via uniform is the actual geometry that gets used to draw
1282 // it. This is why this centered rect is used and not the original quad_rect.
1283 gfx::RectF
centered_rect(gfx::PointF(-0.5f
* tile_rect
.width(),
1284 -0.5f
* tile_rect
.height()),
1286 DrawQuadGeometry(frame
, quad
->quadTransform(),
1287 centered_rect
, uniforms
.matrix_location
);
1290 struct TileProgramUniforms
{
1292 unsigned matrix_location
;
1293 unsigned viewport_location
;
1294 unsigned quad_location
;
1295 unsigned edge_location
;
1296 unsigned vertex_tex_transform_location
;
1297 unsigned sampler_location
;
1298 unsigned fragment_tex_transform_location
;
1299 unsigned alpha_location
;
1303 static void TileUniformLocation(T program
, TileProgramUniforms
* uniforms
) {
1304 uniforms
->program
= program
->program();
1305 uniforms
->matrix_location
= program
->vertex_shader().matrix_location();
1306 uniforms
->viewport_location
= program
->vertex_shader().viewport_location();
1307 uniforms
->quad_location
= program
->vertex_shader().quad_location();
1308 uniforms
->edge_location
= program
->vertex_shader().edge_location();
1309 uniforms
->vertex_tex_transform_location
=
1310 program
->vertex_shader().vertex_tex_transform_location();
1312 uniforms
->sampler_location
= program
->fragment_shader().sampler_location();
1313 uniforms
->alpha_location
= program
->fragment_shader().alpha_location();
1314 uniforms
->fragment_tex_transform_location
=
1315 program
->fragment_shader().fragment_tex_transform_location();
1318 void GLRenderer::DrawTileQuad(const DrawingFrame
* frame
,
1319 const TileDrawQuad
* quad
) {
1320 DrawContentQuad(frame
, quad
, quad
->resource_id
);
1323 void GLRenderer::DrawContentQuad(const DrawingFrame
* frame
,
1324 const ContentDrawQuadBase
* quad
,
1325 ResourceProvider::ResourceId resource_id
) {
1326 gfx::Rect tile_rect
= quad
->visible_rect
;
1328 gfx::RectF tex_coord_rect
= MathUtil::ScaleRectProportional(
1329 quad
->tex_coord_rect
, quad
->rect
, tile_rect
);
1330 float tex_to_geom_scale_x
= quad
->rect
.width() / quad
->tex_coord_rect
.width();
1331 float tex_to_geom_scale_y
=
1332 quad
->rect
.height() / quad
->tex_coord_rect
.height();
1334 gfx::RectF
clamp_geom_rect(tile_rect
);
1335 gfx::RectF
clamp_tex_rect(tex_coord_rect
);
1336 // Clamp texture coordinates to avoid sampling outside the layer
1337 // by deflating the tile region half a texel or half a texel
1338 // minus epsilon for one pixel layers. The resulting clamp region
1339 // is mapped to the unit square by the vertex shader and mapped
1340 // back to normalized texture coordinates by the fragment shader
1341 // after being clamped to 0-1 range.
1342 float tex_clamp_x
= std::min(
1343 0.5f
, 0.5f
* clamp_tex_rect
.width() - kAntiAliasingEpsilon
);
1344 float tex_clamp_y
= std::min(
1345 0.5f
, 0.5f
* clamp_tex_rect
.height() - kAntiAliasingEpsilon
);
1346 float geom_clamp_x
= std::min(
1347 tex_clamp_x
* tex_to_geom_scale_x
,
1348 0.5f
* clamp_geom_rect
.width() - kAntiAliasingEpsilon
);
1349 float geom_clamp_y
= std::min(
1350 tex_clamp_y
* tex_to_geom_scale_y
,
1351 0.5f
* clamp_geom_rect
.height() - kAntiAliasingEpsilon
);
1352 clamp_geom_rect
.Inset(geom_clamp_x
, geom_clamp_y
, geom_clamp_x
, geom_clamp_y
);
1353 clamp_tex_rect
.Inset(tex_clamp_x
, tex_clamp_y
, tex_clamp_x
, tex_clamp_y
);
1355 // Map clamping rectangle to unit square.
1356 float vertex_tex_translate_x
= -clamp_geom_rect
.x() / clamp_geom_rect
.width();
1357 float vertex_tex_translate_y
=
1358 -clamp_geom_rect
.y() / clamp_geom_rect
.height();
1359 float vertex_tex_scale_x
= tile_rect
.width() / clamp_geom_rect
.width();
1360 float vertex_tex_scale_y
= tile_rect
.height() / clamp_geom_rect
.height();
1362 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1363 context_
, &highp_threshold_cache_
, highp_threshold_min_
,
1364 quad
->texture_size
);
1366 // Map to normalized texture coordinates.
1367 gfx::Size texture_size
= quad
->texture_size
;
1368 float fragment_tex_translate_x
= clamp_tex_rect
.x() / texture_size
.width();
1369 float fragment_tex_translate_y
= clamp_tex_rect
.y() / texture_size
.height();
1370 float fragment_tex_scale_x
= clamp_tex_rect
.width() / texture_size
.width();
1371 float fragment_tex_scale_y
= clamp_tex_rect
.height() / texture_size
.height();
1373 gfx::Transform device_transform
=
1374 frame
->window_matrix
* frame
->projection_matrix
* quad
->quadTransform();
1375 device_transform
.FlattenTo2d();
1376 if (!device_transform
.IsInvertible())
1379 gfx::QuadF local_quad
= gfx::QuadF(gfx::RectF(tile_rect
));
1381 bool use_aa
= SetupQuadForAntialiasing(
1382 device_transform
, quad
, &local_quad
, edge
);
1384 TileProgramUniforms uniforms
;
1386 if (quad
->swizzle_contents
) {
1387 TileUniformLocation(GetTileProgramSwizzleAA(tex_coord_precision
),
1390 TileUniformLocation(GetTileProgramAA(tex_coord_precision
), &uniforms
);
1393 if (quad
->ShouldDrawWithBlending()) {
1394 if (quad
->swizzle_contents
) {
1395 TileUniformLocation(GetTileProgramSwizzle(tex_coord_precision
),
1398 TileUniformLocation(GetTileProgram(tex_coord_precision
), &uniforms
);
1401 if (quad
->swizzle_contents
) {
1402 TileUniformLocation(GetTileProgramSwizzleOpaque(tex_coord_precision
),
1405 TileUniformLocation(GetTileProgramOpaque(tex_coord_precision
),
1411 SetUseProgram(uniforms
.program
);
1412 GLC(Context(), Context()->uniform1i(uniforms
.sampler_location
, 0));
1413 bool scaled
= (tex_to_geom_scale_x
!= 1.f
|| tex_to_geom_scale_y
!= 1.f
);
1414 GLenum filter
= (use_aa
|| scaled
||
1415 !quad
->quadTransform().IsIdentityOrIntegerTranslation())
1418 ResourceProvider::ScopedSamplerGL
quad_resource_lock(
1419 resource_provider_
, resource_id
, GL_TEXTURE_2D
, filter
);
1422 float viewport
[4] = {
1423 static_cast<float>(viewport_
.x()),
1424 static_cast<float>(viewport_
.y()),
1425 static_cast<float>(viewport_
.width()),
1426 static_cast<float>(viewport_
.height()),
1429 Context()->uniform4fv(uniforms
.viewport_location
, 1, viewport
));
1430 GLC(Context(), Context()->uniform3fv(uniforms
.edge_location
, 8, edge
));
1433 Context()->uniform4f(uniforms
.vertex_tex_transform_location
,
1434 vertex_tex_translate_x
,
1435 vertex_tex_translate_y
,
1437 vertex_tex_scale_y
));
1439 Context()->uniform4f(uniforms
.fragment_tex_transform_location
,
1440 fragment_tex_translate_x
,
1441 fragment_tex_translate_y
,
1442 fragment_tex_scale_x
,
1443 fragment_tex_scale_y
));
1445 // Move fragment shader transform to vertex shader. We can do this while
1446 // still producing correct results as fragment_tex_transform_location
1447 // should always be non-negative when tiles are transformed in a way
1448 // that could result in sampling outside the layer.
1449 vertex_tex_scale_x
*= fragment_tex_scale_x
;
1450 vertex_tex_scale_y
*= fragment_tex_scale_y
;
1451 vertex_tex_translate_x
*= fragment_tex_scale_x
;
1452 vertex_tex_translate_y
*= fragment_tex_scale_y
;
1453 vertex_tex_translate_x
+= fragment_tex_translate_x
;
1454 vertex_tex_translate_y
+= fragment_tex_translate_y
;
1457 Context()->uniform4f(uniforms
.vertex_tex_transform_location
,
1458 vertex_tex_translate_x
,
1459 vertex_tex_translate_y
,
1461 vertex_tex_scale_y
));
1464 // Enable blending when the quad properties require it or if we decided
1465 // to use antialiasing.
1466 SetBlendEnabled(quad
->ShouldDrawWithBlending() || use_aa
);
1468 // Normalize to tile_rect.
1469 local_quad
.Scale(1.0f
/ tile_rect
.width(), 1.0f
/ tile_rect
.height());
1471 SetShaderOpacity(quad
->opacity(), uniforms
.alpha_location
);
1472 SetShaderQuadF(local_quad
, uniforms
.quad_location
);
1474 // The transform and vertex data are used to figure out the extents that the
1475 // un-antialiased quad should have and which vertex this is and the float
1476 // quad passed in via uniform is the actual geometry that gets used to draw
1477 // it. This is why this centered rect is used and not the original quad_rect.
1478 gfx::RectF
centered_rect(
1479 gfx::PointF(-0.5f
* tile_rect
.width(), -0.5f
* tile_rect
.height()),
1482 frame
, quad
->quadTransform(), centered_rect
, uniforms
.matrix_location
);
1485 void GLRenderer::DrawYUVVideoQuad(const DrawingFrame
* frame
,
1486 const YUVVideoDrawQuad
* quad
) {
1487 SetBlendEnabled(quad
->ShouldDrawWithBlending());
1489 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1490 context_
, &highp_threshold_cache_
, highp_threshold_min_
,
1491 quad
->shared_quad_state
->visible_content_rect
.bottom_right());
1493 bool use_alpha_plane
= quad
->a_plane_resource_id
!= 0;
1495 ResourceProvider::ScopedSamplerGL
y_plane_lock(
1497 quad
->y_plane_resource_id
,
1501 ResourceProvider::ScopedSamplerGL
u_plane_lock(
1503 quad
->u_plane_resource_id
,
1507 ResourceProvider::ScopedSamplerGL
v_plane_lock(
1509 quad
->v_plane_resource_id
,
1513 scoped_ptr
<ResourceProvider::ScopedSamplerGL
> a_plane_lock
;
1514 if (use_alpha_plane
) {
1515 a_plane_lock
.reset(new ResourceProvider::ScopedSamplerGL(
1517 quad
->a_plane_resource_id
,
1523 int tex_scale_location
= -1;
1524 int matrix_location
= -1;
1525 int y_texture_location
= -1;
1526 int u_texture_location
= -1;
1527 int v_texture_location
= -1;
1528 int a_texture_location
= -1;
1529 int yuv_matrix_location
= -1;
1530 int yuv_adj_location
= -1;
1531 int alpha_location
= -1;
1532 if (use_alpha_plane
) {
1533 const VideoYUVAProgram
* program
= GetVideoYUVAProgram(tex_coord_precision
);
1534 DCHECK(program
&& (program
->initialized() || IsContextLost()));
1535 SetUseProgram(program
->program());
1536 tex_scale_location
= program
->vertex_shader().tex_scale_location();
1537 matrix_location
= program
->vertex_shader().matrix_location();
1538 y_texture_location
= program
->fragment_shader().y_texture_location();
1539 u_texture_location
= program
->fragment_shader().u_texture_location();
1540 v_texture_location
= program
->fragment_shader().v_texture_location();
1541 a_texture_location
= program
->fragment_shader().a_texture_location();
1542 yuv_matrix_location
= program
->fragment_shader().yuv_matrix_location();
1543 yuv_adj_location
= program
->fragment_shader().yuv_adj_location();
1544 alpha_location
= program
->fragment_shader().alpha_location();
1546 const VideoYUVProgram
* program
= GetVideoYUVProgram(tex_coord_precision
);
1547 DCHECK(program
&& (program
->initialized() || IsContextLost()));
1548 SetUseProgram(program
->program());
1549 tex_scale_location
= program
->vertex_shader().tex_scale_location();
1550 matrix_location
= program
->vertex_shader().matrix_location();
1551 y_texture_location
= program
->fragment_shader().y_texture_location();
1552 u_texture_location
= program
->fragment_shader().u_texture_location();
1553 v_texture_location
= program
->fragment_shader().v_texture_location();
1554 yuv_matrix_location
= program
->fragment_shader().yuv_matrix_location();
1555 yuv_adj_location
= program
->fragment_shader().yuv_adj_location();
1556 alpha_location
= program
->fragment_shader().alpha_location();
1560 Context()->uniform2f(tex_scale_location
,
1561 quad
->tex_scale
.width(),
1562 quad
->tex_scale
.height()));
1563 GLC(Context(), Context()->uniform1i(y_texture_location
, 1));
1564 GLC(Context(), Context()->uniform1i(u_texture_location
, 2));
1565 GLC(Context(), Context()->uniform1i(v_texture_location
, 3));
1566 if (use_alpha_plane
)
1567 GLC(Context(), Context()->uniform1i(a_texture_location
, 4));
1569 // These values are magic numbers that are used in the transformation from YUV
1570 // to RGB color values. They are taken from the following webpage:
1571 // http://www.fourcc.org/fccyvrgb.php
1572 float yuv_to_rgb
[9] = {
1573 1.164f
, 1.164f
, 1.164f
,
1574 0.0f
, -.391f
, 2.018f
,
1575 1.596f
, -.813f
, 0.0f
,
1578 Context()->uniformMatrix3fv(yuv_matrix_location
, 1, 0, yuv_to_rgb
));
1580 // These values map to 16, 128, and 128 respectively, and are computed
1581 // as a fraction over 256 (e.g. 16 / 256 = 0.0625).
1582 // They are used in the YUV to RGBA conversion formula:
1583 // Y - 16 : Gives 16 values of head and footroom for overshooting
1584 // U - 128 : Turns unsigned U into signed U [-128,127]
1585 // V - 128 : Turns unsigned V into signed V [-128,127]
1586 float yuv_adjust
[3] = { -0.0625f
, -0.5f
, -0.5f
, };
1587 GLC(Context(), Context()->uniform3fv(yuv_adj_location
, 1, yuv_adjust
));
1590 SetShaderOpacity(quad
->opacity(), alpha_location
);
1591 DrawQuadGeometry(frame
, quad
->quadTransform(), quad
->rect
, matrix_location
);
1594 void GLRenderer::DrawStreamVideoQuad(const DrawingFrame
* frame
,
1595 const StreamVideoDrawQuad
* quad
) {
1596 SetBlendEnabled(quad
->ShouldDrawWithBlending());
1598 static float gl_matrix
[16];
1600 DCHECK(capabilities_
.using_egl_image
);
1602 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1603 context_
, &highp_threshold_cache_
, highp_threshold_min_
,
1604 quad
->shared_quad_state
->visible_content_rect
.bottom_right());
1606 const VideoStreamTextureProgram
* program
=
1607 GetVideoStreamTextureProgram(tex_coord_precision
);
1608 SetUseProgram(program
->program());
1610 ToGLMatrix(&gl_matrix
[0], quad
->matrix
);
1612 Context()->uniformMatrix4fv(
1613 program
->vertex_shader().tex_matrix_location(), 1, false, gl_matrix
));
1615 ResourceProvider::ScopedReadLockGL
lock(resource_provider_
,
1617 DCHECK_EQ(GL_TEXTURE0
, ResourceProvider::GetActiveTextureUnit(Context()));
1619 Context()->bindTexture(GL_TEXTURE_EXTERNAL_OES
, lock
.texture_id()));
1622 Context()->uniform1i(program
->fragment_shader().sampler_location(), 0));
1624 SetShaderOpacity(quad
->opacity(),
1625 program
->fragment_shader().alpha_location());
1626 DrawQuadGeometry(frame
,
1627 quad
->quadTransform(),
1629 program
->vertex_shader().matrix_location());
1632 void GLRenderer::DrawPictureQuadDirectToBackbuffer(
1633 const DrawingFrame
* frame
,
1634 const PictureDrawQuad
* quad
) {
1635 DCHECK(CanUseSkiaGPUBackend());
1636 DCHECK_EQ(quad
->opacity(), 1.f
) << "Need to composite to a bitmap or a "
1637 "render surface for non-1 opacity quads";
1639 // TODO(enne): This should be done more lazily / efficiently.
1640 gr_context_
->resetContext();
1642 // Reset the canvas matrix to identity because the clip rect is in target
1644 SkMatrix sk_identity
;
1645 sk_identity
.setIdentity();
1646 sk_canvas_
->setMatrix(sk_identity
);
1648 if (is_scissor_enabled_
) {
1649 sk_canvas_
->clipRect(gfx::RectToSkRect(scissor_rect_
),
1650 SkRegion::kReplace_Op
);
1652 sk_canvas_
->clipRect(gfx::RectToSkRect(client_
->DeviceViewport()),
1653 SkRegion::kReplace_Op
);
1656 gfx::Transform contents_device_transform
= frame
->window_matrix
*
1657 frame
->projection_matrix
* quad
->quadTransform();
1658 contents_device_transform
.Translate(quad
->rect
.x(),
1660 contents_device_transform
.FlattenTo2d();
1661 SkMatrix sk_device_matrix
;
1662 gfx::TransformToFlattenedSkMatrix(contents_device_transform
,
1664 sk_canvas_
->setMatrix(sk_device_matrix
);
1666 quad
->picture_pile
->RasterDirect(
1667 sk_canvas_
.get(), quad
->content_rect
, quad
->contents_scale
, NULL
);
1669 // Flush any drawing buffers that have been deferred.
1670 sk_canvas_
->flush();
1672 // TODO(enne): This should be done more lazily / efficiently.
1673 ReinitializeGLState();
1676 void GLRenderer::DrawPictureQuad(const DrawingFrame
* frame
,
1677 const PictureDrawQuad
* quad
) {
1678 if (quad
->can_draw_direct_to_backbuffer
&& CanUseSkiaGPUBackend()) {
1679 DrawPictureQuadDirectToBackbuffer(frame
, quad
);
1683 if (on_demand_tile_raster_bitmap_
.width() != quad
->texture_size
.width() ||
1684 on_demand_tile_raster_bitmap_
.height() != quad
->texture_size
.height()) {
1685 on_demand_tile_raster_bitmap_
.setConfig(
1686 SkBitmap::kARGB_8888_Config
,
1687 quad
->texture_size
.width(),
1688 quad
->texture_size
.height());
1689 on_demand_tile_raster_bitmap_
.allocPixels();
1691 if (on_demand_tile_raster_resource_id_
)
1692 resource_provider_
->DeleteResource(on_demand_tile_raster_resource_id_
);
1694 on_demand_tile_raster_resource_id_
= resource_provider_
->CreateGLTexture(
1697 GL_TEXTURE_POOL_UNMANAGED_CHROMIUM
,
1698 ResourceProvider::TextureUsageAny
);
1701 SkBitmapDevice
device(on_demand_tile_raster_bitmap_
);
1702 SkCanvas
canvas(&device
);
1704 quad
->picture_pile
->RasterToBitmap(&canvas
, quad
->content_rect
,
1705 quad
->contents_scale
, NULL
);
1707 resource_provider_
->SetPixels(
1708 on_demand_tile_raster_resource_id_
,
1709 reinterpret_cast<uint8_t*>(on_demand_tile_raster_bitmap_
.getPixels()),
1710 gfx::Rect(quad
->texture_size
),
1711 gfx::Rect(quad
->texture_size
),
1714 DrawContentQuad(frame
, quad
, on_demand_tile_raster_resource_id_
);
1717 struct TextureProgramBinding
{
1718 template <class Program
>
1719 void Set(Program
* program
, WebKit::WebGraphicsContext3D
* context
) {
1720 DCHECK(program
&& (program
->initialized() || context
->isContextLost()));
1721 program_id
= program
->program();
1722 sampler_location
= program
->fragment_shader().sampler_location();
1723 matrix_location
= program
->vertex_shader().matrix_location();
1724 background_color_location
=
1725 program
->fragment_shader().background_color_location();
1728 int sampler_location
;
1729 int matrix_location
;
1730 int background_color_location
;
1733 struct TexTransformTextureProgramBinding
: TextureProgramBinding
{
1734 template <class Program
>
1735 void Set(Program
* program
, WebKit::WebGraphicsContext3D
* context
) {
1736 TextureProgramBinding::Set(program
, context
);
1737 tex_transform_location
= program
->vertex_shader().tex_transform_location();
1738 vertex_opacity_location
=
1739 program
->vertex_shader().vertex_opacity_location();
1741 int tex_transform_location
;
1742 int vertex_opacity_location
;
1745 void GLRenderer::FlushTextureQuadCache() {
1746 // Check to see if we have anything to draw.
1747 if (draw_cache_
.program_id
== 0)
1750 // Set the correct blending mode.
1751 SetBlendEnabled(draw_cache_
.needs_blending
);
1753 // Bind the program to the GL state.
1754 SetUseProgram(draw_cache_
.program_id
);
1756 // Bind the correct texture sampler location.
1757 GLC(Context(), Context()->uniform1i(draw_cache_
.sampler_location
, 0));
1759 // Assume the current active textures is 0.
1760 ResourceProvider::ScopedReadLockGL
locked_quad(resource_provider_
,
1761 draw_cache_
.resource_id
);
1762 DCHECK_EQ(GL_TEXTURE0
, ResourceProvider::GetActiveTextureUnit(Context()));
1764 Context()->bindTexture(GL_TEXTURE_2D
, locked_quad
.texture_id()));
1767 sizeof(Float4
) == 4 * sizeof(float), // NOLINT(runtime/sizeof)
1768 struct_is_densely_packed
);
1770 sizeof(Float16
) == 16 * sizeof(float), // NOLINT(runtime/sizeof)
1771 struct_is_densely_packed
);
1773 // Upload the tranforms for both points and uvs.
1775 context_
->uniformMatrix4fv(
1776 static_cast<int>(draw_cache_
.matrix_location
),
1777 static_cast<int>(draw_cache_
.matrix_data
.size()),
1779 reinterpret_cast<float*>(&draw_cache_
.matrix_data
.front())));
1781 context_
->uniform4fv(
1782 static_cast<int>(draw_cache_
.uv_xform_location
),
1783 static_cast<int>(draw_cache_
.uv_xform_data
.size()),
1784 reinterpret_cast<float*>(&draw_cache_
.uv_xform_data
.front())));
1786 if (draw_cache_
.background_color
!= SK_ColorTRANSPARENT
) {
1787 Float4 background_color
= PremultipliedColor(draw_cache_
.background_color
);
1789 context_
->uniform4fv(
1790 draw_cache_
.background_color_location
, 1, background_color
.data
));
1794 context_
->uniform1fv(
1795 static_cast<int>(draw_cache_
.vertex_opacity_location
),
1796 static_cast<int>(draw_cache_
.vertex_opacity_data
.size()),
1797 static_cast<float*>(&draw_cache_
.vertex_opacity_data
.front())));
1801 context_
->drawElements(GL_TRIANGLES
,
1802 6 * draw_cache_
.matrix_data
.size(),
1807 draw_cache_
.program_id
= 0;
1808 draw_cache_
.uv_xform_data
.resize(0);
1809 draw_cache_
.vertex_opacity_data
.resize(0);
1810 draw_cache_
.matrix_data
.resize(0);
1813 void GLRenderer::EnqueueTextureQuad(const DrawingFrame
* frame
,
1814 const TextureDrawQuad
* quad
) {
1815 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1816 context_
, &highp_threshold_cache_
, highp_threshold_min_
,
1817 quad
->shared_quad_state
->visible_content_rect
.bottom_right());
1819 // Choose the correct texture program binding
1820 TexTransformTextureProgramBinding binding
;
1821 if (quad
->premultiplied_alpha
) {
1822 if (quad
->background_color
== SK_ColorTRANSPARENT
) {
1823 binding
.Set(GetTextureProgram(tex_coord_precision
), Context());
1825 binding
.Set(GetTextureBackgroundProgram(tex_coord_precision
), Context());
1828 if (quad
->background_color
== SK_ColorTRANSPARENT
) {
1829 binding
.Set(GetNonPremultipliedTextureProgram(tex_coord_precision
),
1833 GetNonPremultipliedTextureBackgroundProgram(tex_coord_precision
),
1838 int resource_id
= quad
->resource_id
;
1840 if (draw_cache_
.program_id
!= binding
.program_id
||
1841 draw_cache_
.resource_id
!= resource_id
||
1842 draw_cache_
.needs_blending
!= quad
->ShouldDrawWithBlending() ||
1843 draw_cache_
.background_color
!= quad
->background_color
||
1844 draw_cache_
.matrix_data
.size() >= 8) {
1845 FlushTextureQuadCache();
1846 draw_cache_
.program_id
= binding
.program_id
;
1847 draw_cache_
.resource_id
= resource_id
;
1848 draw_cache_
.needs_blending
= quad
->ShouldDrawWithBlending();
1849 draw_cache_
.background_color
= quad
->background_color
;
1851 draw_cache_
.uv_xform_location
= binding
.tex_transform_location
;
1852 draw_cache_
.background_color_location
= binding
.background_color_location
;
1853 draw_cache_
.vertex_opacity_location
= binding
.vertex_opacity_location
;
1854 draw_cache_
.matrix_location
= binding
.matrix_location
;
1855 draw_cache_
.sampler_location
= binding
.sampler_location
;
1858 // Generate the uv-transform
1859 draw_cache_
.uv_xform_data
.push_back(UVTransform(quad
));
1861 // Generate the vertex opacity
1862 const float opacity
= quad
->opacity();
1863 draw_cache_
.vertex_opacity_data
.push_back(quad
->vertex_opacity
[0] * opacity
);
1864 draw_cache_
.vertex_opacity_data
.push_back(quad
->vertex_opacity
[1] * opacity
);
1865 draw_cache_
.vertex_opacity_data
.push_back(quad
->vertex_opacity
[2] * opacity
);
1866 draw_cache_
.vertex_opacity_data
.push_back(quad
->vertex_opacity
[3] * opacity
);
1868 // Generate the transform matrix
1869 gfx::Transform quad_rect_matrix
;
1870 QuadRectTransform(&quad_rect_matrix
, quad
->quadTransform(), quad
->rect
);
1871 quad_rect_matrix
= frame
->projection_matrix
* quad_rect_matrix
;
1874 quad_rect_matrix
.matrix().asColMajorf(m
.data
);
1875 draw_cache_
.matrix_data
.push_back(m
);
1878 void GLRenderer::DrawIOSurfaceQuad(const DrawingFrame
* frame
,
1879 const IOSurfaceDrawQuad
* quad
) {
1880 SetBlendEnabled(quad
->ShouldDrawWithBlending());
1882 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1883 context_
, &highp_threshold_cache_
, highp_threshold_min_
,
1884 quad
->shared_quad_state
->visible_content_rect
.bottom_right());
1886 TexTransformTextureProgramBinding binding
;
1887 binding
.Set(GetTextureIOSurfaceProgram(tex_coord_precision
), Context());
1889 SetUseProgram(binding
.program_id
);
1890 GLC(Context(), Context()->uniform1i(binding
.sampler_location
, 0));
1891 if (quad
->orientation
== IOSurfaceDrawQuad::FLIPPED
) {
1893 Context()->uniform4f(binding
.tex_transform_location
,
1895 quad
->io_surface_size
.height(),
1896 quad
->io_surface_size
.width(),
1897 quad
->io_surface_size
.height() * -1.0f
));
1900 Context()->uniform4f(binding
.tex_transform_location
,
1903 quad
->io_surface_size
.width(),
1904 quad
->io_surface_size
.height()));
1907 const float vertex_opacity
[] = { quad
->opacity(), quad
->opacity(),
1908 quad
->opacity(), quad
->opacity() };
1910 Context()->uniform1fv(
1911 binding
.vertex_opacity_location
, 4, vertex_opacity
));
1913 ResourceProvider::ScopedReadLockGL
lock(resource_provider_
,
1914 quad
->io_surface_resource_id
);
1915 DCHECK_EQ(GL_TEXTURE0
, ResourceProvider::GetActiveTextureUnit(Context()));
1917 Context()->bindTexture(GL_TEXTURE_RECTANGLE_ARB
,
1918 lock
.texture_id()));
1921 frame
, quad
->quadTransform(), quad
->rect
, binding
.matrix_location
);
1923 GLC(Context(), Context()->bindTexture(GL_TEXTURE_RECTANGLE_ARB
, 0));
1926 void GLRenderer::FinishDrawingFrame(DrawingFrame
* frame
) {
1927 current_framebuffer_lock_
.reset();
1928 swap_buffer_rect_
.Union(gfx::ToEnclosingRect(frame
->root_damage_rect
));
1930 GLC(context_
, context_
->disable(GL_BLEND
));
1931 blend_shadow_
= false;
1934 void GLRenderer::FinishDrawingQuadList() { FlushTextureQuadCache(); }
1936 bool GLRenderer::FlippedFramebuffer() const { return true; }
1938 void GLRenderer::EnsureScissorTestEnabled() {
1939 if (is_scissor_enabled_
)
1942 FlushTextureQuadCache();
1943 GLC(context_
, context_
->enable(GL_SCISSOR_TEST
));
1944 is_scissor_enabled_
= true;
1947 void GLRenderer::EnsureScissorTestDisabled() {
1948 if (!is_scissor_enabled_
)
1951 FlushTextureQuadCache();
1952 GLC(context_
, context_
->disable(GL_SCISSOR_TEST
));
1953 is_scissor_enabled_
= false;
1956 void GLRenderer::CopyCurrentRenderPassToBitmap(
1957 DrawingFrame
* frame
,
1958 scoped_ptr
<CopyOutputRequest
> request
) {
1959 gfx::Rect copy_rect
= frame
->current_render_pass
->output_rect
;
1960 if (request
->has_area()) {
1961 // Intersect with the request's area, positioned with its origin at the
1962 // origin of the full copy_rect.
1963 copy_rect
.Intersect(request
->area() - copy_rect
.OffsetFromOrigin());
1965 GetFramebufferPixelsAsync(copy_rect
, request
.Pass());
1968 void GLRenderer::ToGLMatrix(float* gl_matrix
, const gfx::Transform
& transform
) {
1969 transform
.matrix().asColMajorf(gl_matrix
);
1972 void GLRenderer::SetShaderQuadF(const gfx::QuadF
& quad
, int quad_location
) {
1973 if (quad_location
== -1)
1977 gl_quad
[0] = quad
.p1().x();
1978 gl_quad
[1] = quad
.p1().y();
1979 gl_quad
[2] = quad
.p2().x();
1980 gl_quad
[3] = quad
.p2().y();
1981 gl_quad
[4] = quad
.p3().x();
1982 gl_quad
[5] = quad
.p3().y();
1983 gl_quad
[6] = quad
.p4().x();
1984 gl_quad
[7] = quad
.p4().y();
1985 GLC(context_
, context_
->uniform2fv(quad_location
, 4, gl_quad
));
1988 void GLRenderer::SetShaderOpacity(float opacity
, int alpha_location
) {
1989 if (alpha_location
!= -1)
1990 GLC(context_
, context_
->uniform1f(alpha_location
, opacity
));
1993 void GLRenderer::SetStencilEnabled(bool enabled
) {
1994 if (enabled
== stencil_shadow_
)
1998 GLC(context_
, context_
->enable(GL_STENCIL_TEST
));
2000 GLC(context_
, context_
->disable(GL_STENCIL_TEST
));
2001 stencil_shadow_
= enabled
;
2004 void GLRenderer::SetBlendEnabled(bool enabled
) {
2005 if (enabled
== blend_shadow_
)
2009 GLC(context_
, context_
->enable(GL_BLEND
));
2011 GLC(context_
, context_
->disable(GL_BLEND
));
2012 blend_shadow_
= enabled
;
2015 void GLRenderer::SetUseProgram(unsigned program
) {
2016 if (program
== program_shadow_
)
2018 GLC(context_
, context_
->useProgram(program
));
2019 program_shadow_
= program
;
2022 void GLRenderer::DrawQuadGeometry(const DrawingFrame
* frame
,
2023 const gfx::Transform
& draw_transform
,
2024 const gfx::RectF
& quad_rect
,
2025 int matrix_location
) {
2026 gfx::Transform quad_rect_matrix
;
2027 QuadRectTransform(&quad_rect_matrix
, draw_transform
, quad_rect
);
2028 static float gl_matrix
[16];
2029 ToGLMatrix(&gl_matrix
[0], frame
->projection_matrix
* quad_rect_matrix
);
2031 context_
->uniformMatrix4fv(matrix_location
, 1, false, &gl_matrix
[0]));
2033 GLC(context_
, context_
->drawElements(GL_TRIANGLES
, 6, GL_UNSIGNED_SHORT
, 0));
2036 void GLRenderer::CopyTextureToFramebuffer(const DrawingFrame
* frame
,
2039 const gfx::Transform
& draw_matrix
,
2040 bool flip_vertically
) {
2041 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
2042 context_
, &highp_threshold_cache_
, highp_threshold_min_
,
2043 rect
.bottom_right());
2045 const RenderPassProgram
* program
= GetRenderPassProgram(tex_coord_precision
);
2046 SetUseProgram(program
->program());
2048 GLC(Context(), Context()->uniform1i(
2049 program
->fragment_shader().sampler_location(), 0));
2051 if (flip_vertically
) {
2052 GLC(Context(), Context()->uniform4f(
2053 program
->vertex_shader().tex_transform_location(),
2059 GLC(Context(), Context()->uniform4f(
2060 program
->vertex_shader().tex_transform_location(),
2067 SetShaderOpacity(1.f
, program
->fragment_shader().alpha_location());
2068 DCHECK_EQ(GL_TEXTURE0
, ResourceProvider::GetActiveTextureUnit(Context()));
2069 GLC(Context(), Context()->bindTexture(GL_TEXTURE_2D
, texture_id
));
2071 frame
, draw_matrix
, rect
, program
->vertex_shader().matrix_location());
2074 void GLRenderer::Finish() {
2075 TRACE_EVENT0("cc", "GLRenderer::finish");
2079 void GLRenderer::SwapBuffers() {
2081 DCHECK(!is_backbuffer_discarded_
);
2083 TRACE_EVENT0("cc", "GLRenderer::SwapBuffers");
2084 // We're done! Time to swapbuffers!
2086 CompositorFrame compositor_frame
;
2087 compositor_frame
.metadata
= client_
->MakeCompositorFrameMetadata();
2088 compositor_frame
.gl_frame_data
= make_scoped_ptr(new GLFrameData
);
2089 compositor_frame
.gl_frame_data
->size
= output_surface_
->SurfaceSize();
2090 if (capabilities_
.using_partial_swap
&& client_
->AllowPartialSwap()) {
2091 // If supported, we can save significant bandwidth by only swapping the
2092 // damaged/scissored region (clamped to the viewport)
2093 swap_buffer_rect_
.Intersect(client_
->DeviceViewport());
2094 int flipped_y_pos_of_rect_bottom
=
2095 client_
->DeviceViewport().height() - swap_buffer_rect_
.y() -
2096 swap_buffer_rect_
.height();
2097 compositor_frame
.gl_frame_data
->sub_buffer_rect
=
2098 gfx::Rect(swap_buffer_rect_
.x(),
2099 flipped_y_pos_of_rect_bottom
,
2100 swap_buffer_rect_
.width(),
2101 swap_buffer_rect_
.height());
2103 compositor_frame
.gl_frame_data
->sub_buffer_rect
=
2104 gfx::Rect(output_surface_
->SurfaceSize());
2106 output_surface_
->SwapBuffers(&compositor_frame
);
2108 swap_buffer_rect_
= gfx::Rect();
2110 // We don't have real fences, so we mark read fences as passed
2111 // assuming a double-buffered GPU pipeline. A texture can be
2112 // written to after one full frame has past since it was last read.
2113 if (last_swap_fence_
.get())
2114 static_cast<SimpleSwapFence
*>(last_swap_fence_
.get())->SetHasPassed();
2115 last_swap_fence_
= resource_provider_
->GetReadLockFence();
2116 resource_provider_
->SetReadLockFence(new SimpleSwapFence());
2119 void GLRenderer::SetDiscardBackBufferWhenNotVisible(bool discard
) {
2120 discard_backbuffer_when_not_visible_
= discard
;
2121 EnforceMemoryPolicy();
2124 void GLRenderer::EnforceMemoryPolicy() {
2126 TRACE_EVENT0("cc", "GLRenderer::EnforceMemoryPolicy dropping resources");
2127 ReleaseRenderPassTextures();
2128 if (discard_backbuffer_when_not_visible_
)
2129 DiscardBackbuffer();
2130 resource_provider_
->ReleaseCachedData();
2131 GLC(context_
, context_
->flush());
2135 void GLRenderer::DiscardBackbuffer() {
2136 if (is_backbuffer_discarded_
)
2139 output_surface_
->DiscardBackbuffer();
2141 is_backbuffer_discarded_
= true;
2143 // Damage tracker needs a full reset every time framebuffer is discarded.
2144 client_
->SetFullRootLayerDamage();
2147 void GLRenderer::EnsureBackbuffer() {
2148 if (!is_backbuffer_discarded_
)
2151 output_surface_
->EnsureBackbuffer();
2152 is_backbuffer_discarded_
= false;
2155 void GLRenderer::GetFramebufferPixels(void* pixels
, gfx::Rect rect
) {
2156 if (!pixels
|| rect
.IsEmpty())
2159 // This function assumes that it is reading the root frame buffer.
2160 DCHECK(!current_framebuffer_lock_
);
2162 scoped_ptr
<PendingAsyncReadPixels
> pending_read(new PendingAsyncReadPixels
);
2163 pending_async_read_pixels_
.insert(pending_async_read_pixels_
.begin(),
2164 pending_read
.Pass());
2166 // This is a syncronous call since the callback is null.
2167 gfx::Rect window_rect
= MoveFromDrawToWindowSpace(rect
);
2168 DoGetFramebufferPixels(static_cast<uint8
*>(pixels
),
2170 AsyncGetFramebufferPixelsCleanupCallback());
2173 static void DeleteTextureReleaseCallbackOnImplThread(
2174 const scoped_refptr
<ContextProvider
>& context_provider
,
2175 unsigned texture_id
,
2176 unsigned sync_point
,
2177 bool lost_resource
) {
2179 context_provider
->Context3d()->waitSyncPoint(sync_point
);
2180 context_provider
->Context3d()->deleteTexture(texture_id
);
2183 static void DeleteTextureReleaseCallback(
2184 const scoped_refptr
<base::SingleThreadTaskRunner
>& task_runner
,
2185 const scoped_refptr
<ContextProvider
>& context_provider
,
2186 unsigned texture_id
,
2187 unsigned sync_point
,
2188 bool lost_resource
) {
2189 task_runner
->PostTask(
2191 base::Bind(&DeleteTextureReleaseCallbackOnImplThread
,
2198 void GLRenderer::GetFramebufferPixelsAsync(
2199 gfx::Rect rect
, scoped_ptr
<CopyOutputRequest
> request
) {
2200 DCHECK(!request
->IsEmpty());
2201 if (request
->IsEmpty())
2206 DCHECK(gfx::Rect(current_surface_size_
).Contains(rect
)) <<
2207 "current_surface_size_: " << current_surface_size_
.ToString() <<
2208 " rect: " << rect
.ToString();
2210 gfx::Rect window_rect
= MoveFromDrawToWindowSpace(rect
);
2212 if (!request
->force_bitmap_result()) {
2213 unsigned int texture_id
= context_
->createTexture();
2214 GLC(context_
, context_
->bindTexture(GL_TEXTURE_2D
, texture_id
));
2215 GLC(context_
, context_
->texParameteri(
2216 GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
));
2217 GLC(context_
, context_
->texParameteri(
2218 GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
));
2219 GLC(context_
, context_
->texParameteri(
2220 GL_TEXTURE_2D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
));
2221 GLC(context_
, context_
->texParameteri(
2222 GL_TEXTURE_2D
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
));
2223 GetFramebufferTexture(texture_id
, GL_RGBA
, window_rect
);
2225 gpu::Mailbox mailbox
;
2226 unsigned sync_point
= 0;
2227 GLC(context_
, context_
->genMailboxCHROMIUM(mailbox
.name
));
2228 if (mailbox
.IsZero()) {
2229 context_
->deleteTexture(texture_id
);
2230 request
->SendEmptyResult();
2234 GLC(context_
, context_
->bindTexture(GL_TEXTURE_2D
, texture_id
));
2235 GLC(context_
, context_
->produceTextureCHROMIUM(
2236 GL_TEXTURE_2D
, mailbox
.name
));
2237 GLC(context_
, context_
->bindTexture(GL_TEXTURE_2D
, 0));
2238 sync_point
= context_
->insertSyncPoint();
2239 scoped_ptr
<TextureMailbox
> texture_mailbox
= make_scoped_ptr(
2240 new TextureMailbox(mailbox
,
2241 base::Bind(&DeleteTextureReleaseCallback
,
2242 base::MessageLoopProxy::current(),
2243 output_surface_
->context_provider(),
2247 request
->SendTextureResult(window_rect
.size(), texture_mailbox
.Pass());
2251 DCHECK(request
->force_bitmap_result());
2253 scoped_ptr
<SkBitmap
> bitmap(new SkBitmap
);
2254 bitmap
->setConfig(SkBitmap::kARGB_8888_Config
,
2255 window_rect
.width(),
2256 window_rect
.height());
2257 bitmap
->allocPixels();
2259 scoped_ptr
<SkAutoLockPixels
> lock(new SkAutoLockPixels(*bitmap
));
2261 // Save a pointer to the pixels, the bitmap is owned by the cleanup_callback.
2262 uint8
* pixels
= static_cast<uint8
*>(bitmap
->getPixels());
2264 AsyncGetFramebufferPixelsCleanupCallback cleanup_callback
= base::Bind(
2265 &GLRenderer::PassOnSkBitmap
,
2266 base::Unretained(this),
2267 base::Passed(&bitmap
),
2268 base::Passed(&lock
));
2270 scoped_ptr
<PendingAsyncReadPixels
> pending_read(new PendingAsyncReadPixels
);
2271 pending_read
->copy_request
= request
.Pass();
2272 pending_async_read_pixels_
.insert(pending_async_read_pixels_
.begin(),
2273 pending_read
.Pass());
2275 // This is an asyncronous call since the callback is not null.
2276 DoGetFramebufferPixels(pixels
, window_rect
, cleanup_callback
);
2279 void GLRenderer::DoGetFramebufferPixels(
2281 gfx::Rect window_rect
,
2282 const AsyncGetFramebufferPixelsCleanupCallback
& cleanup_callback
) {
2283 DCHECK_GE(window_rect
.x(), 0);
2284 DCHECK_GE(window_rect
.y(), 0);
2285 DCHECK_LE(window_rect
.right(), current_surface_size_
.width());
2286 DCHECK_LE(window_rect
.bottom(), current_surface_size_
.height());
2288 bool is_async
= !cleanup_callback
.is_null();
2290 MakeContextCurrent();
2292 bool do_workaround
= NeedsIOSurfaceReadbackWorkaround();
2294 unsigned temporary_texture
= 0;
2295 unsigned temporary_fbo
= 0;
2297 if (do_workaround
) {
2298 // On Mac OS X, calling glReadPixels() against an FBO whose color attachment
2299 // is an IOSurface-backed texture causes corruption of future glReadPixels()
2300 // calls, even those on different OpenGL contexts. It is believed that this
2301 // is the root cause of top crasher
2302 // http://crbug.com/99393. <rdar://problem/10949687>
2304 temporary_texture
= context_
->createTexture();
2305 GLC(context_
, context_
->bindTexture(GL_TEXTURE_2D
, temporary_texture
));
2306 GLC(context_
, context_
->texParameteri(
2307 GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
));
2308 GLC(context_
, context_
->texParameteri(
2309 GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
));
2310 GLC(context_
, context_
->texParameteri(
2311 GL_TEXTURE_2D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
));
2312 GLC(context_
, context_
->texParameteri(
2313 GL_TEXTURE_2D
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
));
2314 // Copy the contents of the current (IOSurface-backed) framebuffer into a
2315 // temporary texture.
2316 GetFramebufferTexture(temporary_texture
,
2318 gfx::Rect(current_surface_size_
));
2319 temporary_fbo
= context_
->createFramebuffer();
2320 // Attach this texture to an FBO, and perform the readback from that FBO.
2321 GLC(context_
, context_
->bindFramebuffer(GL_FRAMEBUFFER
, temporary_fbo
));
2322 GLC(context_
, context_
->framebufferTexture2D(GL_FRAMEBUFFER
,
2323 GL_COLOR_ATTACHMENT0
,
2328 DCHECK_EQ(static_cast<unsigned>(GL_FRAMEBUFFER_COMPLETE
),
2329 context_
->checkFramebufferStatus(GL_FRAMEBUFFER
));
2332 unsigned buffer
= context_
->createBuffer();
2333 GLC(context_
, context_
->bindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
,
2335 GLC(context_
, context_
->bufferData(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
,
2336 4 * window_rect
.size().GetArea(),
2340 WebKit::WebGLId query
= 0;
2342 query
= context_
->createQueryEXT();
2343 GLC(context_
, context_
->beginQueryEXT(
2344 GL_ASYNC_PIXEL_PACK_COMPLETED_CHROMIUM
,
2349 context_
->readPixels(window_rect
.x(),
2351 window_rect
.width(),
2352 window_rect
.height(),
2357 GLC(context_
, context_
->bindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
,
2360 if (do_workaround
) {
2362 GLC(context_
, context_
->bindFramebuffer(GL_FRAMEBUFFER
, 0));
2363 GLC(context_
, context_
->bindTexture(GL_TEXTURE_2D
, 0));
2364 GLC(context_
, context_
->deleteFramebuffer(temporary_fbo
));
2365 GLC(context_
, context_
->deleteTexture(temporary_texture
));
2368 base::Closure finished_callback
=
2369 base::Bind(&GLRenderer::FinishedReadback
,
2370 base::Unretained(this),
2375 window_rect
.size());
2376 // Save the finished_callback so it can be cancelled.
2377 pending_async_read_pixels_
.front()->finished_read_pixels_callback
.Reset(
2380 // Save the buffer to verify the callbacks happen in the expected order.
2381 pending_async_read_pixels_
.front()->buffer
= buffer
;
2384 GLC(context_
, context_
->endQueryEXT(
2385 GL_ASYNC_PIXEL_PACK_COMPLETED_CHROMIUM
));
2386 SyncPointHelper::SignalQuery(
2391 resource_provider_
->Finish();
2392 finished_callback
.Run();
2395 EnforceMemoryPolicy();
2398 void GLRenderer::FinishedReadback(
2399 const AsyncGetFramebufferPixelsCleanupCallback
& cleanup_callback
,
2400 unsigned source_buffer
,
2404 DCHECK(!pending_async_read_pixels_
.empty());
2407 GLC(context_
, context_
->deleteQueryEXT(query
));
2410 PendingAsyncReadPixels
* current_read
= pending_async_read_pixels_
.back();
2411 // Make sure we service the readbacks in order.
2412 DCHECK_EQ(source_buffer
, current_read
->buffer
);
2414 uint8
* src_pixels
= NULL
;
2416 if (source_buffer
!= 0) {
2417 GLC(context_
, context_
->bindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
,
2419 src_pixels
= static_cast<uint8
*>(
2420 context_
->mapBufferCHROMIUM(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
,
2424 size_t row_bytes
= size
.width() * 4;
2425 int num_rows
= size
.height();
2426 size_t total_bytes
= num_rows
* row_bytes
;
2427 for (size_t dest_y
= 0; dest_y
< total_bytes
; dest_y
+= row_bytes
) {
2429 size_t src_y
= total_bytes
- dest_y
- row_bytes
;
2430 // Swizzle OpenGL -> Skia byte order.
2431 for (size_t x
= 0; x
< row_bytes
; x
+= 4) {
2432 dest_pixels
[dest_y
+ x
+ SK_R32_SHIFT
/8] = src_pixels
[src_y
+ x
+ 0];
2433 dest_pixels
[dest_y
+ x
+ SK_G32_SHIFT
/8] = src_pixels
[src_y
+ x
+ 1];
2434 dest_pixels
[dest_y
+ x
+ SK_B32_SHIFT
/8] = src_pixels
[src_y
+ x
+ 2];
2435 dest_pixels
[dest_y
+ x
+ SK_A32_SHIFT
/8] = src_pixels
[src_y
+ x
+ 3];
2439 GLC(context_
, context_
->unmapBufferCHROMIUM(
2440 GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
));
2442 GLC(context_
, context_
->bindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
,
2444 GLC(context_
, context_
->deleteBuffer(source_buffer
));
2447 // TODO(danakj): This can go away when synchronous readback is no more and its
2448 // contents can just move here.
2449 if (!cleanup_callback
.is_null())
2450 cleanup_callback
.Run(current_read
->copy_request
.Pass(), src_pixels
!= NULL
);
2452 pending_async_read_pixels_
.pop_back();
2455 void GLRenderer::PassOnSkBitmap(
2456 scoped_ptr
<SkBitmap
> bitmap
,
2457 scoped_ptr
<SkAutoLockPixels
> lock
,
2458 scoped_ptr
<CopyOutputRequest
> request
,
2460 DCHECK(request
->force_bitmap_result());
2464 request
->SendBitmapResult(bitmap
.Pass());
2467 void GLRenderer::GetFramebufferTexture(unsigned texture_id
,
2468 unsigned texture_format
,
2469 gfx::Rect window_rect
) {
2471 DCHECK_GE(window_rect
.x(), 0);
2472 DCHECK_GE(window_rect
.y(), 0);
2473 DCHECK_LE(window_rect
.right(), current_surface_size_
.width());
2474 DCHECK_LE(window_rect
.bottom(), current_surface_size_
.height());
2476 GLC(context_
, context_
->bindTexture(GL_TEXTURE_2D
, texture_id
));
2478 context_
->copyTexImage2D(GL_TEXTURE_2D
,
2483 window_rect
.width(),
2484 window_rect
.height(),
2486 GLC(context_
, context_
->bindTexture(GL_TEXTURE_2D
, 0));
2489 bool GLRenderer::UseScopedTexture(DrawingFrame
* frame
,
2490 const ScopedResource
* texture
,
2491 gfx::Rect viewport_rect
) {
2492 DCHECK(texture
->id());
2493 frame
->current_render_pass
= NULL
;
2494 frame
->current_texture
= texture
;
2496 return BindFramebufferToTexture(frame
, texture
, viewport_rect
);
2499 void GLRenderer::BindFramebufferToOutputSurface(DrawingFrame
* frame
) {
2500 current_framebuffer_lock_
.reset();
2501 output_surface_
->BindFramebuffer();
2503 if (client_
->ExternalStencilTestEnabled()) {
2504 SetStencilEnabled(true);
2505 GLC(context_
, context_
->stencilFunc(GL_EQUAL
, 1, 1));
2507 SetStencilEnabled(false);
2511 bool GLRenderer::BindFramebufferToTexture(DrawingFrame
* frame
,
2512 const ScopedResource
* texture
,
2513 gfx::Rect target_rect
) {
2514 DCHECK(texture
->id());
2516 current_framebuffer_lock_
.reset();
2518 SetStencilEnabled(false);
2520 context_
->bindFramebuffer(GL_FRAMEBUFFER
, offscreen_framebuffer_id_
));
2521 current_framebuffer_lock_
=
2522 make_scoped_ptr(new ResourceProvider::ScopedWriteLockGL(
2523 resource_provider_
, texture
->id()));
2524 unsigned texture_id
= current_framebuffer_lock_
->texture_id();
2526 context_
->framebufferTexture2D(
2527 GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
, GL_TEXTURE_2D
, texture_id
, 0));
2529 DCHECK(context_
->checkFramebufferStatus(GL_FRAMEBUFFER
) ==
2530 GL_FRAMEBUFFER_COMPLETE
|| IsContextLost());
2532 InitializeViewport(frame
,
2534 gfx::Rect(target_rect
.size()),
2535 target_rect
.size());
2539 void GLRenderer::SetScissorTestRect(gfx::Rect scissor_rect
) {
2540 EnsureScissorTestEnabled();
2542 // Don't unnecessarily ask the context to change the scissor, because it
2543 // may cause undesired GPU pipeline flushes.
2544 if (scissor_rect
== scissor_rect_
)
2547 scissor_rect_
= scissor_rect
;
2548 FlushTextureQuadCache();
2550 context_
->scissor(scissor_rect
.x(),
2552 scissor_rect
.width(),
2553 scissor_rect
.height()));
2556 void GLRenderer::SetDrawViewport(gfx::Rect window_space_viewport
) {
2557 viewport_
= window_space_viewport
;
2558 GLC(context_
, context_
->viewport(window_space_viewport
.x(),
2559 window_space_viewport
.y(),
2560 window_space_viewport
.width(),
2561 window_space_viewport
.height()));
2564 bool GLRenderer::MakeContextCurrent() { return context_
->makeContextCurrent(); }
2566 bool GLRenderer::InitializeSharedObjects() {
2567 TRACE_EVENT0("cc", "GLRenderer::InitializeSharedObjects");
2568 MakeContextCurrent();
2570 // Create an FBO for doing offscreen rendering.
2571 GLC(context_
, offscreen_framebuffer_id_
= context_
->createFramebuffer());
2573 // We will always need these programs to render, so create the programs
2574 // eagerly so that the shader compilation can start while we do other work.
2575 // Other programs are created lazily on first access.
2576 shared_geometry_
= make_scoped_ptr(
2577 new GeometryBinding(context_
, QuadVertexRect()));
2578 render_pass_program_
= make_scoped_ptr(
2579 new RenderPassProgram(context_
, TexCoordPrecisionMedium
));
2580 render_pass_program_highp_
= make_scoped_ptr(
2581 new RenderPassProgram(context_
, TexCoordPrecisionHigh
));
2582 tile_program_
= make_scoped_ptr(
2583 new TileProgram(context_
, TexCoordPrecisionMedium
));
2584 tile_program_opaque_
= make_scoped_ptr(
2585 new TileProgramOpaque(context_
, TexCoordPrecisionMedium
));
2586 tile_program_highp_
= make_scoped_ptr(
2587 new TileProgram(context_
, TexCoordPrecisionHigh
));
2588 tile_program_opaque_highp_
= make_scoped_ptr(
2589 new TileProgramOpaque(context_
, TexCoordPrecisionHigh
));
2591 GLC(context_
, context_
->flush());
2596 const GLRenderer::TileCheckerboardProgram
*
2597 GLRenderer::GetTileCheckerboardProgram() {
2598 if (!tile_checkerboard_program_
)
2599 tile_checkerboard_program_
= make_scoped_ptr(
2600 new TileCheckerboardProgram(context_
, TexCoordPrecisionNA
));
2601 if (!tile_checkerboard_program_
->initialized()) {
2602 TRACE_EVENT0("cc", "GLRenderer::checkerboardProgram::initalize");
2603 tile_checkerboard_program_
->Initialize(context_
, is_using_bind_uniform_
);
2605 return tile_checkerboard_program_
.get();
2608 const GLRenderer::DebugBorderProgram
* GLRenderer::GetDebugBorderProgram() {
2609 if (!debug_border_program_
)
2610 debug_border_program_
= make_scoped_ptr(
2611 new DebugBorderProgram(context_
, TexCoordPrecisionNA
));
2612 if (!debug_border_program_
->initialized()) {
2613 TRACE_EVENT0("cc", "GLRenderer::debugBorderProgram::initialize");
2614 debug_border_program_
->Initialize(context_
, is_using_bind_uniform_
);
2616 return debug_border_program_
.get();
2619 const GLRenderer::SolidColorProgram
* GLRenderer::GetSolidColorProgram() {
2620 if (!solid_color_program_
)
2621 solid_color_program_
= make_scoped_ptr(
2622 new SolidColorProgram(context_
, TexCoordPrecisionNA
));
2623 if (!solid_color_program_
->initialized()) {
2624 TRACE_EVENT0("cc", "GLRenderer::solidColorProgram::initialize");
2625 solid_color_program_
->Initialize(context_
, is_using_bind_uniform_
);
2627 return solid_color_program_
.get();
2630 const GLRenderer::SolidColorProgramAA
* GLRenderer::GetSolidColorProgramAA() {
2631 if (!solid_color_program_aa_
) {
2632 solid_color_program_aa_
=
2633 make_scoped_ptr(new SolidColorProgramAA(context_
, TexCoordPrecisionNA
));
2635 if (!solid_color_program_aa_
->initialized()) {
2636 TRACE_EVENT0("cc", "GLRenderer::solidColorProgramAA::initialize");
2637 solid_color_program_aa_
->Initialize(context_
, is_using_bind_uniform_
);
2639 return solid_color_program_aa_
.get();
2642 const GLRenderer::RenderPassProgram
* GLRenderer::GetRenderPassProgram(
2643 TexCoordPrecision precision
) {
2644 scoped_ptr
<RenderPassProgram
>& program
=
2645 (precision
== TexCoordPrecisionHigh
) ? render_pass_program_highp_
2646 : render_pass_program_
;
2648 if (!program
->initialized()) {
2649 TRACE_EVENT0("cc", "GLRenderer::renderPassProgram::initialize");
2650 program
->Initialize(context_
, is_using_bind_uniform_
);
2652 return program
.get();
2655 const GLRenderer::RenderPassProgramAA
* GLRenderer::GetRenderPassProgramAA(
2656 TexCoordPrecision precision
) {
2657 scoped_ptr
<RenderPassProgramAA
>& program
=
2658 (precision
== TexCoordPrecisionHigh
) ? render_pass_program_aa_highp_
2659 : render_pass_program_aa_
;
2662 make_scoped_ptr(new RenderPassProgramAA(context_
, precision
));
2663 if (!program
->initialized()) {
2664 TRACE_EVENT0("cc", "GLRenderer::renderPassProgramAA::initialize");
2665 program
->Initialize(context_
, is_using_bind_uniform_
);
2667 return program
.get();
2670 const GLRenderer::RenderPassMaskProgram
*
2671 GLRenderer::GetRenderPassMaskProgram(TexCoordPrecision precision
) {
2672 scoped_ptr
<RenderPassMaskProgram
>& program
=
2673 (precision
== TexCoordPrecisionHigh
) ? render_pass_mask_program_highp_
2674 : render_pass_mask_program_
;
2676 program
= make_scoped_ptr(new RenderPassMaskProgram(context_
, precision
));
2677 if (!program
->initialized()) {
2678 TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgram::initialize");
2679 program
->Initialize(context_
, is_using_bind_uniform_
);
2681 return program
.get();
2684 const GLRenderer::RenderPassMaskProgramAA
*
2685 GLRenderer::GetRenderPassMaskProgramAA(TexCoordPrecision precision
) {
2686 scoped_ptr
<RenderPassMaskProgramAA
>& program
=
2687 (precision
== TexCoordPrecisionHigh
) ? render_pass_mask_program_aa_highp_
2688 : render_pass_mask_program_aa_
;
2691 make_scoped_ptr(new RenderPassMaskProgramAA(context_
, precision
));
2692 if (!program
->initialized()) {
2693 TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgramAA::initialize");
2694 program
->Initialize(context_
, is_using_bind_uniform_
);
2696 return program
.get();
2699 const GLRenderer::RenderPassColorMatrixProgram
*
2700 GLRenderer::GetRenderPassColorMatrixProgram(TexCoordPrecision precision
) {
2701 scoped_ptr
<RenderPassColorMatrixProgram
>& program
=
2702 (precision
== TexCoordPrecisionHigh
) ?
2703 render_pass_color_matrix_program_highp_
:
2704 render_pass_color_matrix_program_
;
2706 program
= make_scoped_ptr(
2707 new RenderPassColorMatrixProgram(context_
, precision
));
2708 if (!program
->initialized()) {
2709 TRACE_EVENT0("cc", "GLRenderer::renderPassColorMatrixProgram::initialize");
2710 program
->Initialize(context_
, is_using_bind_uniform_
);
2712 return program
.get();
2715 const GLRenderer::RenderPassColorMatrixProgramAA
*
2716 GLRenderer::GetRenderPassColorMatrixProgramAA(TexCoordPrecision precision
) {
2717 scoped_ptr
<RenderPassColorMatrixProgramAA
>& program
=
2718 (precision
== TexCoordPrecisionHigh
) ?
2719 render_pass_color_matrix_program_aa_highp_
:
2720 render_pass_color_matrix_program_aa_
;
2722 program
= make_scoped_ptr(
2723 new RenderPassColorMatrixProgramAA(context_
, precision
));
2724 if (!program
->initialized()) {
2726 "GLRenderer::renderPassColorMatrixProgramAA::initialize");
2727 program
->Initialize(context_
, is_using_bind_uniform_
);
2729 return program
.get();
2732 const GLRenderer::RenderPassMaskColorMatrixProgram
*
2733 GLRenderer::GetRenderPassMaskColorMatrixProgram(TexCoordPrecision precision
) {
2734 scoped_ptr
<RenderPassMaskColorMatrixProgram
>& program
=
2735 (precision
== TexCoordPrecisionHigh
) ?
2736 render_pass_mask_color_matrix_program_highp_
:
2737 render_pass_mask_color_matrix_program_
;
2739 program
= make_scoped_ptr(
2740 new RenderPassMaskColorMatrixProgram(context_
, precision
));
2741 if (!program
->initialized()) {
2743 "GLRenderer::renderPassMaskColorMatrixProgram::initialize");
2744 program
->Initialize(context_
, is_using_bind_uniform_
);
2746 return program
.get();
2749 const GLRenderer::RenderPassMaskColorMatrixProgramAA
*
2750 GLRenderer::GetRenderPassMaskColorMatrixProgramAA(TexCoordPrecision precision
) {
2751 scoped_ptr
<RenderPassMaskColorMatrixProgramAA
>& program
=
2752 (precision
== TexCoordPrecisionHigh
) ?
2753 render_pass_mask_color_matrix_program_aa_highp_
:
2754 render_pass_mask_color_matrix_program_aa_
;
2756 program
= make_scoped_ptr(
2757 new RenderPassMaskColorMatrixProgramAA(context_
, precision
));
2758 if (!program
->initialized()) {
2760 "GLRenderer::renderPassMaskColorMatrixProgramAA::initialize");
2761 program
->Initialize(context_
, is_using_bind_uniform_
);
2763 return program
.get();
2766 const GLRenderer::TileProgram
* GLRenderer::GetTileProgram(
2767 TexCoordPrecision precision
) {
2768 scoped_ptr
<TileProgram
>& program
=
2769 (precision
== TexCoordPrecisionHigh
) ? tile_program_highp_
2772 if (!program
->initialized()) {
2773 TRACE_EVENT0("cc", "GLRenderer::tileProgram::initialize");
2774 program
->Initialize(context_
, is_using_bind_uniform_
);
2776 return program
.get();
2779 const GLRenderer::TileProgramOpaque
* GLRenderer::GetTileProgramOpaque(
2780 TexCoordPrecision precision
) {
2781 scoped_ptr
<TileProgramOpaque
>& program
=
2782 (precision
== TexCoordPrecisionHigh
) ? tile_program_opaque_highp_
2783 : tile_program_opaque_
;
2785 if (!program
->initialized()) {
2786 TRACE_EVENT0("cc", "GLRenderer::tileProgramOpaque::initialize");
2787 program
->Initialize(context_
, is_using_bind_uniform_
);
2789 return program
.get();
2792 const GLRenderer::TileProgramAA
* GLRenderer::GetTileProgramAA(
2793 TexCoordPrecision precision
) {
2794 scoped_ptr
<TileProgramAA
>& program
=
2795 (precision
== TexCoordPrecisionHigh
) ? tile_program_aa_highp_
2798 program
= make_scoped_ptr(new TileProgramAA(context_
, precision
));
2799 if (!program
->initialized()) {
2800 TRACE_EVENT0("cc", "GLRenderer::tileProgramAA::initialize");
2801 program
->Initialize(context_
, is_using_bind_uniform_
);
2803 return program
.get();
2806 const GLRenderer::TileProgramSwizzle
* GLRenderer::GetTileProgramSwizzle(
2807 TexCoordPrecision precision
) {
2808 scoped_ptr
<TileProgramSwizzle
>& program
=
2809 (precision
== TexCoordPrecisionHigh
) ? tile_program_swizzle_highp_
2810 : tile_program_swizzle_
;
2812 program
= make_scoped_ptr(new TileProgramSwizzle(context_
, precision
));
2813 if (!program
->initialized()) {
2814 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzle::initialize");
2815 program
->Initialize(context_
, is_using_bind_uniform_
);
2817 return program
.get();
2820 const GLRenderer::TileProgramSwizzleOpaque
*
2821 GLRenderer::GetTileProgramSwizzleOpaque(TexCoordPrecision precision
) {
2822 scoped_ptr
<TileProgramSwizzleOpaque
>& program
=
2823 (precision
== TexCoordPrecisionHigh
) ? tile_program_swizzle_opaque_highp_
2824 : tile_program_swizzle_opaque_
;
2826 program
= make_scoped_ptr(
2827 new TileProgramSwizzleOpaque(context_
, precision
));
2828 if (!program
->initialized()) {
2829 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleOpaque::initialize");
2830 program
->Initialize(context_
, is_using_bind_uniform_
);
2832 return program
.get();
2835 const GLRenderer::TileProgramSwizzleAA
* GLRenderer::GetTileProgramSwizzleAA(
2836 TexCoordPrecision precision
) {
2837 scoped_ptr
<TileProgramSwizzleAA
>& program
=
2838 (precision
== TexCoordPrecisionHigh
) ? tile_program_swizzle_aa_highp_
2839 : tile_program_swizzle_aa_
;
2841 program
= make_scoped_ptr(new TileProgramSwizzleAA(context_
, precision
));
2842 if (!program
->initialized()) {
2843 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleAA::initialize");
2844 program
->Initialize(context_
, is_using_bind_uniform_
);
2846 return program
.get();
2849 const GLRenderer::TextureProgram
* GLRenderer::GetTextureProgram(
2850 TexCoordPrecision precision
) {
2851 scoped_ptr
<TextureProgram
>& program
=
2852 (precision
== TexCoordPrecisionHigh
) ? texture_program_highp_
2855 program
= make_scoped_ptr(new TextureProgram(context_
, precision
));
2856 if (!program
->initialized()) {
2857 TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize");
2858 program
->Initialize(context_
, is_using_bind_uniform_
);
2860 return program
.get();
2863 const GLRenderer::NonPremultipliedTextureProgram
*
2864 GLRenderer::GetNonPremultipliedTextureProgram(TexCoordPrecision precision
) {
2865 scoped_ptr
<NonPremultipliedTextureProgram
>& program
=
2866 (precision
== TexCoordPrecisionHigh
) ?
2867 nonpremultiplied_texture_program_highp_
:
2868 nonpremultiplied_texture_program_
;
2870 program
= make_scoped_ptr(
2871 new NonPremultipliedTextureProgram(context_
, precision
));
2873 if (!program
->initialized()) {
2875 "GLRenderer::NonPremultipliedTextureProgram::Initialize");
2876 program
->Initialize(context_
, is_using_bind_uniform_
);
2878 return program
.get();
2881 const GLRenderer::TextureBackgroundProgram
*
2882 GLRenderer::GetTextureBackgroundProgram(TexCoordPrecision precision
) {
2883 scoped_ptr
<TextureBackgroundProgram
>& program
=
2884 (precision
== TexCoordPrecisionHigh
) ? texture_background_program_highp_
2885 : texture_background_program_
;
2887 program
= make_scoped_ptr(
2888 new TextureBackgroundProgram(context_
, precision
));
2890 if (!program
->initialized()) {
2891 TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize");
2892 program
->Initialize(context_
, is_using_bind_uniform_
);
2894 return program
.get();
2897 const GLRenderer::NonPremultipliedTextureBackgroundProgram
*
2898 GLRenderer::GetNonPremultipliedTextureBackgroundProgram(
2899 TexCoordPrecision precision
) {
2900 scoped_ptr
<NonPremultipliedTextureBackgroundProgram
>& program
=
2901 (precision
== TexCoordPrecisionHigh
) ?
2902 nonpremultiplied_texture_background_program_highp_
:
2903 nonpremultiplied_texture_background_program_
;
2905 program
= make_scoped_ptr(
2906 new NonPremultipliedTextureBackgroundProgram(context_
, precision
));
2908 if (!program
->initialized()) {
2910 "GLRenderer::NonPremultipliedTextureProgram::Initialize");
2911 program
->Initialize(context_
, is_using_bind_uniform_
);
2913 return program
.get();
2916 const GLRenderer::TextureIOSurfaceProgram
*
2917 GLRenderer::GetTextureIOSurfaceProgram(TexCoordPrecision precision
) {
2918 scoped_ptr
<TextureIOSurfaceProgram
>& program
=
2919 (precision
== TexCoordPrecisionHigh
) ? texture_io_surface_program_highp_
2920 : texture_io_surface_program_
;
2923 make_scoped_ptr(new TextureIOSurfaceProgram(context_
, precision
));
2924 if (!program
->initialized()) {
2925 TRACE_EVENT0("cc", "GLRenderer::textureIOSurfaceProgram::initialize");
2926 program
->Initialize(context_
, is_using_bind_uniform_
);
2928 return program
.get();
2931 const GLRenderer::VideoYUVProgram
* GLRenderer::GetVideoYUVProgram(
2932 TexCoordPrecision precision
) {
2933 scoped_ptr
<VideoYUVProgram
>& program
=
2934 (precision
== TexCoordPrecisionHigh
) ? video_yuv_program_highp_
2935 : video_yuv_program_
;
2937 program
= make_scoped_ptr(new VideoYUVProgram(context_
, precision
));
2938 if (!program
->initialized()) {
2939 TRACE_EVENT0("cc", "GLRenderer::videoYUVProgram::initialize");
2940 program
->Initialize(context_
, is_using_bind_uniform_
);
2942 return program
.get();
2945 const GLRenderer::VideoYUVAProgram
* GLRenderer::GetVideoYUVAProgram(
2946 TexCoordPrecision precision
) {
2947 scoped_ptr
<VideoYUVAProgram
>& program
=
2948 (precision
== TexCoordPrecisionHigh
) ? video_yuva_program_highp_
2949 : video_yuva_program_
;
2951 program
= make_scoped_ptr(new VideoYUVAProgram(context_
, precision
));
2952 if (!program
->initialized()) {
2953 TRACE_EVENT0("cc", "GLRenderer::videoYUVAProgram::initialize");
2954 program
->Initialize(context_
, is_using_bind_uniform_
);
2956 return program
.get();
2959 const GLRenderer::VideoStreamTextureProgram
*
2960 GLRenderer::GetVideoStreamTextureProgram(TexCoordPrecision precision
) {
2961 if (!Capabilities().using_egl_image
)
2963 scoped_ptr
<VideoStreamTextureProgram
>& program
=
2964 (precision
== TexCoordPrecisionHigh
) ? video_stream_texture_program_highp_
2965 : video_stream_texture_program_
;
2968 make_scoped_ptr(new VideoStreamTextureProgram(context_
, precision
));
2969 if (!program
->initialized()) {
2970 TRACE_EVENT0("cc", "GLRenderer::streamTextureProgram::initialize");
2971 program
->Initialize(context_
, is_using_bind_uniform_
);
2973 return program
.get();
2976 void GLRenderer::CleanupSharedObjects() {
2977 MakeContextCurrent();
2979 shared_geometry_
.reset();
2982 tile_program_
->Cleanup(context_
);
2983 if (tile_program_opaque_
)
2984 tile_program_opaque_
->Cleanup(context_
);
2985 if (tile_program_swizzle_
)
2986 tile_program_swizzle_
->Cleanup(context_
);
2987 if (tile_program_swizzle_opaque_
)
2988 tile_program_swizzle_opaque_
->Cleanup(context_
);
2989 if (tile_program_aa_
)
2990 tile_program_aa_
->Cleanup(context_
);
2991 if (tile_program_swizzle_aa_
)
2992 tile_program_swizzle_aa_
->Cleanup(context_
);
2993 if (tile_checkerboard_program_
)
2994 tile_checkerboard_program_
->Cleanup(context_
);
2996 if (tile_program_highp_
)
2997 tile_program_highp_
->Cleanup(context_
);
2998 if (tile_program_opaque_highp_
)
2999 tile_program_opaque_highp_
->Cleanup(context_
);
3000 if (tile_program_swizzle_highp_
)
3001 tile_program_swizzle_highp_
->Cleanup(context_
);
3002 if (tile_program_swizzle_opaque_highp_
)
3003 tile_program_swizzle_opaque_highp_
->Cleanup(context_
);
3004 if (tile_program_aa_highp_
)
3005 tile_program_aa_highp_
->Cleanup(context_
);
3006 if (tile_program_swizzle_aa_highp_
)
3007 tile_program_swizzle_aa_highp_
->Cleanup(context_
);
3009 if (render_pass_mask_program_
)
3010 render_pass_mask_program_
->Cleanup(context_
);
3011 if (render_pass_program_
)
3012 render_pass_program_
->Cleanup(context_
);
3013 if (render_pass_mask_program_aa_
)
3014 render_pass_mask_program_aa_
->Cleanup(context_
);
3015 if (render_pass_program_aa_
)
3016 render_pass_program_aa_
->Cleanup(context_
);
3017 if (render_pass_color_matrix_program_
)
3018 render_pass_color_matrix_program_
->Cleanup(context_
);
3019 if (render_pass_mask_color_matrix_program_aa_
)
3020 render_pass_mask_color_matrix_program_aa_
->Cleanup(context_
);
3021 if (render_pass_color_matrix_program_aa_
)
3022 render_pass_color_matrix_program_aa_
->Cleanup(context_
);
3023 if (render_pass_mask_color_matrix_program_
)
3024 render_pass_mask_color_matrix_program_
->Cleanup(context_
);
3026 if (render_pass_mask_program_highp_
)
3027 render_pass_mask_program_highp_
->Cleanup(context_
);
3028 if (render_pass_program_highp_
)
3029 render_pass_program_highp_
->Cleanup(context_
);
3030 if (render_pass_mask_program_aa_highp_
)
3031 render_pass_mask_program_aa_highp_
->Cleanup(context_
);
3032 if (render_pass_program_aa_highp_
)
3033 render_pass_program_aa_highp_
->Cleanup(context_
);
3034 if (render_pass_color_matrix_program_highp_
)
3035 render_pass_color_matrix_program_highp_
->Cleanup(context_
);
3036 if (render_pass_mask_color_matrix_program_aa_highp_
)
3037 render_pass_mask_color_matrix_program_aa_highp_
->Cleanup(context_
);
3038 if (render_pass_color_matrix_program_aa_highp_
)
3039 render_pass_color_matrix_program_aa_highp_
->Cleanup(context_
);
3040 if (render_pass_mask_color_matrix_program_highp_
)
3041 render_pass_mask_color_matrix_program_highp_
->Cleanup(context_
);
3043 if (texture_program_
)
3044 texture_program_
->Cleanup(context_
);
3045 if (nonpremultiplied_texture_program_
)
3046 nonpremultiplied_texture_program_
->Cleanup(context_
);
3047 if (texture_background_program_
)
3048 texture_background_program_
->Cleanup(context_
);
3049 if (nonpremultiplied_texture_background_program_
)
3050 nonpremultiplied_texture_background_program_
->Cleanup(context_
);
3051 if (texture_io_surface_program_
)
3052 texture_io_surface_program_
->Cleanup(context_
);
3054 if (texture_program_highp_
)
3055 texture_program_highp_
->Cleanup(context_
);
3056 if (nonpremultiplied_texture_program_highp_
)
3057 nonpremultiplied_texture_program_highp_
->Cleanup(context_
);
3058 if (texture_background_program_highp_
)
3059 texture_background_program_highp_
->Cleanup(context_
);
3060 if (nonpremultiplied_texture_background_program_highp_
)
3061 nonpremultiplied_texture_background_program_highp_
->Cleanup(context_
);
3062 if (texture_io_surface_program_highp_
)
3063 texture_io_surface_program_highp_
->Cleanup(context_
);
3065 if (video_yuv_program_
)
3066 video_yuv_program_
->Cleanup(context_
);
3067 if (video_yuva_program_
)
3068 video_yuva_program_
->Cleanup(context_
);
3069 if (video_stream_texture_program_
)
3070 video_stream_texture_program_
->Cleanup(context_
);
3072 if (video_yuv_program_highp_
)
3073 video_yuv_program_highp_
->Cleanup(context_
);
3074 if (video_yuva_program_highp_
)
3075 video_yuva_program_highp_
->Cleanup(context_
);
3076 if (video_stream_texture_program_highp_
)
3077 video_stream_texture_program_highp_
->Cleanup(context_
);
3079 if (debug_border_program_
)
3080 debug_border_program_
->Cleanup(context_
);
3081 if (solid_color_program_
)
3082 solid_color_program_
->Cleanup(context_
);
3083 if (solid_color_program_aa_
)
3084 solid_color_program_aa_
->Cleanup(context_
);
3086 if (offscreen_framebuffer_id_
)
3087 GLC(context_
, context_
->deleteFramebuffer(offscreen_framebuffer_id_
));
3089 if (on_demand_tile_raster_resource_id_
)
3090 resource_provider_
->DeleteResource(on_demand_tile_raster_resource_id_
);
3092 ReleaseRenderPassTextures();
3095 void GLRenderer::ReinitializeGrCanvas() {
3096 if (!CanUseSkiaGPUBackend())
3099 GrBackendRenderTargetDesc desc
;
3100 desc
.fWidth
= client_
->DeviceViewport().width();
3101 desc
.fHeight
= client_
->DeviceViewport().height();
3102 desc
.fConfig
= kRGBA_8888_GrPixelConfig
;
3103 desc
.fOrigin
= kTopLeft_GrSurfaceOrigin
;
3104 desc
.fSampleCnt
= 1;
3105 desc
.fStencilBits
= 8;
3106 desc
.fRenderTargetHandle
= 0;
3108 skia::RefPtr
<GrSurface
> surface(
3109 skia::AdoptRef(gr_context_
->wrapBackendRenderTarget(desc
)));
3110 skia::RefPtr
<SkBaseDevice
> device(
3111 skia::AdoptRef(SkGpuDevice::Create(surface
.get())));
3112 sk_canvas_
= skia::AdoptRef(new SkCanvas(device
.get()));
3115 void GLRenderer::ReinitializeGLState() {
3116 // Bind the common vertex attributes used for drawing all the layers.
3117 shared_geometry_
->PrepareForDraw();
3119 GLC(context_
, context_
->disable(GL_DEPTH_TEST
));
3120 GLC(context_
, context_
->disable(GL_CULL_FACE
));
3121 GLC(context_
, context_
->colorMask(true, true, true, true));
3122 GLC(context_
, context_
->disable(GL_STENCIL_TEST
));
3123 stencil_shadow_
= false;
3124 GLC(context_
, context_
->enable(GL_BLEND
));
3125 blend_shadow_
= true;
3126 GLC(context_
, context_
->blendFunc(GL_ONE
, GL_ONE_MINUS_SRC_ALPHA
));
3127 GLC(context_
, context_
->activeTexture(GL_TEXTURE0
));
3128 program_shadow_
= 0;
3130 // Make sure scissoring starts as disabled.
3131 is_scissor_enabled_
= false;
3132 GLC(context_
, context_
->disable(GL_SCISSOR_TEST
));
3135 bool GLRenderer::CanUseSkiaGPUBackend() const {
3136 // The Skia GPU backend requires a stencil buffer. See ReinitializeGrCanvas
3138 return gr_context_
&& context_
->getContextAttributes().stencil
;
3141 bool GLRenderer::IsContextLost() {
3142 return (context_
->getGraphicsResetStatusARB() != GL_NO_ERROR
);
3145 void GLRenderer::LazyLabelOffscreenContext(
3146 ContextProvider
* offscreen_context_provider
) {
3147 if (offscreen_context_labelled_
)
3149 offscreen_context_labelled_
= true;
3150 std::string unique_context_name
= base::StringPrintf(
3152 Settings().compositor_name
.c_str(),
3154 offscreen_context_provider
->Context3d()->pushGroupMarkerEXT(
3155 unique_context_name
.c_str());