cc: Added inline to Tile::IsReadyToDraw
[chromium-blink-merge.git] / cc / output / gl_renderer.cc
bloba80feac4ecc9f97f3fd5e731d99a43cc7ea98a99
1 // Copyright 2010 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
5 #include "cc/output/gl_renderer.h"
7 #include <algorithm>
8 #include <limits>
9 #include <set>
10 #include <string>
11 #include <vector>
13 #include "base/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;
57 namespace cc {
59 namespace {
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 {
69 public:
70 SimpleSwapFence() : has_passed_(false) {}
71 virtual bool HasPassed() OVERRIDE { return has_passed_; }
72 void SetHasPassed() { has_passed_ = true; }
73 private:
74 virtual ~SimpleSwapFence() {}
75 bool has_passed_;
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.
82 return true;
83 #else
84 return false;
85 #endif
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() } };
92 if (quad->flipped) {
93 xform.data[1] = 1.0f - xform.data[1];
94 xform.data[3] = -xform.data[3];
96 return xform;
99 Float4 PremultipliedColor(SkColor color) {
100 const float factor = 1.0f / 255.0f;
101 const float alpha = SkColorGetA(color) * factor;
103 Float4 result = { {
104 SkColorGetR(color) * factor * alpha,
105 SkColorGetG(color) * factor * alpha,
106 SkColorGetB(color) * factor * alpha,
107 alpha
108 } };
109 return result;
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;
123 unsigned buffer;
125 private:
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),
158 visible_(true),
159 is_scissor_enabled_(false),
160 stencil_shadow_(false),
161 blend_shadow_(false),
162 highp_threshold_min_(highp_threshold_min),
163 highp_threshold_cache_(0),
164 offscreen_context_labelled_(false),
165 on_demand_tile_raster_resource_id_(0) {
166 DCHECK(context_);
169 bool GLRenderer::Initialize() {
170 if (!context_->makeContextCurrent())
171 return false;
173 std::string unique_context_name = base::StringPrintf(
174 "%s-%p",
175 Settings().compositor_name.c_str(),
176 context_);
177 context_->pushGroupMarkerEXT(unique_context_name.c_str());
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())
210 return false;
212 // Make sure the viewport and context gets initialized, even if it is to zero.
213 ViewportChanged();
214 return true;
217 void GLRenderer::InitializeGrContext() {
218 skia::RefPtr<GrGLInterface> interface = skia::AdoptRef(
219 context_->createGrGLInterface());
220 if (!interface)
221 return;
223 gr_context_ = skia::AdoptRef(GrContext::Create(
224 kOpenGL_GrBackend,
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,
246 const char* command,
247 const char* file,
248 int line) {
249 unsigned error = context->getError();
250 if (error != GL_NO_ERROR)
251 LOG(ERROR) << "GL command failed: File: " << file << "\n\tLine " << line
252 << "\n\tcommand: " << command << ", error "
253 << static_cast<int>(error) << "\n";
256 void GLRenderer::SetVisible(bool visible) {
257 if (visible_ == visible)
258 return;
259 visible_ = visible;
261 EnforceMemoryPolicy();
263 // TODO(jamesr): Replace setVisibilityCHROMIUM() with an extension to
264 // explicitly manage front/backbuffers
265 // crbug.com/116049
266 if (capabilities_.using_set_visibility)
267 context_->setVisibilityCHROMIUM(visible);
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
289 // stencil.
290 if (client_->ExternalStencilTestEnabled() &&
291 frame->current_render_pass == frame->root_render_pass) {
292 DCHECK(!frame->current_render_pass->has_transparent_background);
293 return;
296 // On DEBUG builds, opaque render passes are cleared to blue to easily see
297 // regions that were not drawn on the screen.
298 if (frame->current_render_pass->has_transparent_background)
299 GLC(context_, context_->clearColor(0, 0, 0, 0));
300 else
301 GLC(context_, context_->clearColor(0, 0, 1, 1));
303 bool always_clear = false;
304 #ifndef NDEBUG
305 always_clear = true;
306 #endif
307 if (always_clear || frame->current_render_pass->has_transparent_background) {
308 GLbitfield clear_bits = GL_COLOR_BUFFER_BIT;
309 // Only the Skia GPU backend uses the stencil buffer. No need to clear it
310 // otherwise.
311 if (always_clear || CanUseSkiaGPUBackend()) {
312 GLC(context_, context_->clearStencil(0));
313 clear_bits |= GL_STENCIL_BUFFER_BIT;
315 context_->clear(clear_bits);
319 void GLRenderer::BeginDrawingFrame(DrawingFrame* frame) {
320 if (client_->DeviceViewport().IsEmpty())
321 return;
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:
343 NOTREACHED();
344 break;
345 case DrawQuad::CHECKERBOARD:
346 DrawCheckerboardQuad(frame, CheckerboardDrawQuad::MaterialCast(quad));
347 break;
348 case DrawQuad::DEBUG_BORDER:
349 DrawDebugBorderQuad(frame, DebugBorderDrawQuad::MaterialCast(quad));
350 break;
351 case DrawQuad::IO_SURFACE_CONTENT:
352 DrawIOSurfaceQuad(frame, IOSurfaceDrawQuad::MaterialCast(quad));
353 break;
354 case DrawQuad::PICTURE_CONTENT:
355 DrawPictureQuad(frame, PictureDrawQuad::MaterialCast(quad));
356 break;
357 case DrawQuad::RENDER_PASS:
358 DrawRenderPassQuad(frame, RenderPassDrawQuad::MaterialCast(quad));
359 break;
360 case DrawQuad::SOLID_COLOR:
361 DrawSolidColorQuad(frame, SolidColorDrawQuad::MaterialCast(quad));
362 break;
363 case DrawQuad::STREAM_VIDEO_CONTENT:
364 DrawStreamVideoQuad(frame, StreamVideoDrawQuad::MaterialCast(quad));
365 break;
366 case DrawQuad::TEXTURE_CONTENT:
367 EnqueueTextureQuad(frame, TextureDrawQuad::MaterialCast(quad));
368 break;
369 case DrawQuad::TILED_CONTENT:
370 DrawTileQuad(frame, TileDrawQuad::MaterialCast(quad));
371 break;
372 case DrawQuad::YUV_VIDEO_CONTENT:
373 DrawYUVVideoQuad(frame, YUVVideoDrawQuad::MaterialCast(quad));
374 break;
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;
387 GLC(Context(),
388 Context()->uniform4f(program->fragment_shader().color_location(),
389 SkColorGetR(color) * (1.0f / 255.0f),
390 SkColorGetG(color) * (1.0f / 255.0f),
391 SkColorGetB(color) * (1.0f / 255.0f),
392 1));
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();
402 GLC(Context(),
403 Context()->uniform4f(program->fragment_shader().tex_transform_location(),
404 tex_offset_x,
405 tex_offset_y,
406 tex_scale_x,
407 tex_scale_y));
409 GLC(Context(),
410 Context()->uniform1f(program->fragment_shader().frequency_location(),
411 frequency));
413 SetShaderOpacity(quad->opacity(),
414 program->fragment_shader().alpha_location());
415 DrawQuadGeometry(frame,
416 quad->quadTransform(),
417 quad->rect,
418 program->vertex_shader().matrix_location());
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
431 // partial swaps.
432 gfx::Rect layer_rect = quad->rect;
433 gfx::Transform render_matrix = quad->quadTransform();
434 render_matrix.Translate(0.5f * layer_rect.width() + layer_rect.x(),
435 0.5f * layer_rect.height() + layer_rect.y());
436 render_matrix.Scale(layer_rect.width(), layer_rect.height());
437 GLRenderer::ToGLMatrix(&gl_matrix[0],
438 frame->projection_matrix * render_matrix);
439 GLC(Context(),
440 Context()->uniformMatrix4fv(
441 program->vertex_shader().matrix_location(), 1, false, &gl_matrix[0]));
443 SkColor color = quad->color;
444 float alpha = SkColorGetA(color) * (1.0f / 255.0f);
446 GLC(Context(),
447 Context()->uniform4f(program->fragment_shader().color_location(),
448 (SkColorGetR(color) * (1.0f / 255.0f)) * alpha,
449 (SkColorGetG(color) * (1.0f / 255.0f)) * alpha,
450 (SkColorGetB(color) * (1.0f / 255.0f)) * alpha,
451 alpha));
453 GLC(Context(), Context()->lineWidth(quad->width));
455 // The indices for the line are stored in the same array as the triangle
456 // indices.
457 GLC(Context(),
458 Context()->drawElements(GL_LINE_LOOP, 4, GL_UNSIGNED_SHORT, 0));
461 static inline SkBitmap ApplyFilters(GLRenderer* renderer,
462 ContextProvider* offscreen_contexts,
463 const FilterOperations& filters,
464 ScopedResource* source_texture_resource) {
465 if (filters.IsEmpty())
466 return SkBitmap();
468 if (!offscreen_contexts || !offscreen_contexts->GrContext())
469 return SkBitmap();
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
476 // texture.
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);
485 SkBitmap source =
486 RenderSurfaceFilters::Apply(filters,
487 lock.texture_id(),
488 source_texture_resource->size(),
489 offscreen_contexts->GrContext());
491 // Flush skia context so that all the rendered stuff appears on the
492 // texture.
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();
501 return source;
504 static SkBitmap ApplyImageFilter(GLRenderer* renderer,
505 ContextProvider* offscreen_contexts,
506 gfx::Point origin,
507 SkImageFilter* filter,
508 ScopedResource* source_texture_resource) {
509 if (!filter)
510 return SkBitmap();
512 if (!offscreen_contexts || !offscreen_contexts->GrContext())
513 return SkBitmap();
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
520 // texture.
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.
542 SkBitmap source;
543 source.setConfig(SkBitmap::kARGB_8888_Config,
544 source_texture_resource->size().width(),
545 source_texture_resource->size().height());
546 skia::RefPtr<SkGrPixelRef> pixel_ref =
547 skia::AdoptRef(new SkGrPixelRef(texture.get()));
548 source.setPixelRef(pixel_ref.get());
550 // Create a scratch texture for backing store.
551 GrTextureDesc desc;
552 desc.fFlags = kRenderTarget_GrTextureFlagBit | kNoStencil_GrTextureFlagBit;
553 desc.fSampleCnt = 0;
554 desc.fWidth = source.width();
555 desc.fHeight = source.height();
556 desc.fConfig = kSkia8888_GrPixelConfig;
557 desc.fOrigin = kBottomLeft_GrSurfaceOrigin;
558 GrAutoScratchTexture scratch_texture(
559 offscreen_contexts->GrContext(), desc, GrContext::kExact_ScratchTexMatch);
560 skia::RefPtr<GrTexture> backing_store =
561 skia::AdoptRef(scratch_texture.detach());
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.
568 SkPaint paint;
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
579 // texture.
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(
593 DrawingFrame* frame,
594 const RenderPassDrawQuad* quad,
595 const gfx::Transform& contents_device_transform,
596 const gfx::Transform& contents_device_transform_inverse) {
597 // This method draws a background filter, which applies a filter to any pixels
598 // behind the quad and seen through its background. The algorithm works as
599 // follows:
600 // 1. Compute a bounding box around the pixels that will be visible through
601 // the quad.
602 // 2. Read the pixels in the bounding box into a buffer R.
603 // 3. Apply the background filter to R, so that it is applied in the pixels'
604 // coordinate space.
605 // 4. Apply the quad's inverse transform to map the pixels in R into the
606 // quad's content space. This implicitly clips R by the content bounds of the
607 // quad since the destination texture has bounds matching the quad's content.
608 // 5. Draw the background texture for the contents using the same transform as
609 // used to draw the contents itself. This is done without blending to replace
610 // the current background pixels with the new filtered background.
611 // 6. Draw the contents of the quad over drop of the new background with
612 // blending, as per usual. The filtered background pixels will show through
613 // any non-opaque pixels in this draws.
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(),
646 GL_RGB,
647 ResourceProvider::TextureUsageAny)) {
648 return scoped_ptr<ScopedResource>();
649 } else {
650 ResourceProvider::ScopedWriteLockGL lock(resource_provider_,
651 device_background_texture->id());
652 GetFramebufferTexture(lock.texture_id(),
653 device_background_texture->format(),
654 window_rect);
657 SkBitmap filtered_device_background =
658 ApplyFilters(this,
659 frame->offscreen_context_provider,
660 filters,
661 device_background_texture.get());
662 if (!filtered_device_background.getTexture())
663 return scoped_ptr<ScopedResource>();
665 GrTexture* texture =
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(),
672 GL_RGBA,
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
682 // surface.
683 gfx::Transform device_to_framebuffer_transform;
684 device_to_framebuffer_transform.Translate(
685 quad->rect.width() * 0.5f + quad->rect.x(),
686 quad->rect.height() * 0.5f + quad->rect.y());
687 device_to_framebuffer_transform.Scale(quad->rect.width(),
688 quad->rect.height());
689 device_to_framebuffer_transform.PreconcatTransform(
690 contents_device_transform_inverse);
692 #ifndef NDEBUG
693 GLC(Context(), Context()->clearColor(0, 0, 1, 1));
694 Context()->clear(GL_COLOR_BUFFER_BIT);
695 #endif
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,
705 window_rect,
706 device_to_framebuffer_transform,
707 flip_vertically);
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())
724 return;
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))
736 return;
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(
747 frame,
748 quad,
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;
761 if (quad->filter) {
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;
774 } else {
775 filter_bitmap = ApplyImageFilter(this,
776 frame->offscreen_context_provider,
777 quad->rect.origin(),
778 quad->filter.get(),
779 contents_texture);
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)) {
787 memcpy(
788 color_matrix, optimized_filters.at(0).matrix(), sizeof(color_matrix));
789 use_color_matrix = true;
790 } else {
791 filter_bitmap = ApplyFilters(this,
792 frame->offscreen_context_provider,
793 optimized_filters,
794 contents_texture);
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,
810 lock.texture_id(),
811 quad->rect,
812 quad->quadTransform(),
813 flip_vertically);
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));
827 if (use_aa) {
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()) {
845 GrTexture* texture =
846 reinterpret_cast<GrTexture*>(filter_bitmap.getTexture());
847 DCHECK_EQ(GL_TEXTURE0, ResourceProvider::GetActiveTextureUnit(Context()));
848 Context()->bindTexture(GL_TEXTURE_2D, texture->getTextureHandle());
849 } else {
850 contents_resource_lock = make_scoped_ptr(
851 new ResourceProvider::ScopedSamplerGL(resource_provider_,
852 contents_texture->id(),
853 GL_TEXTURE_2D,
854 GL_LINEAR));
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());
877 GLC(Context(),
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());
897 GLC(Context(),
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());
914 GLC(Context(),
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());
928 GLC(Context(),
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());
952 GLC(Context(),
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());
970 GLC(Context(),
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());
991 GLC(Context(),
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();
1002 } else {
1003 const RenderPassProgram* program =
1004 GetRenderPassProgram(tex_coord_precision);
1005 SetUseProgram(program->program());
1006 GLC(Context(),
1007 Context()->uniform1i(program->fragment_shader().sampler_location(), 0));
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();
1014 float tex_scale_x =
1015 quad->rect.width() / static_cast<float>(contents_texture->size().width());
1016 float tex_scale_y = quad->rect.height() /
1017 static_cast<float>(contents_texture->size().height());
1018 DCHECK_LE(tex_scale_x, 1.0f);
1019 DCHECK_LE(tex_scale_y, 1.0f);
1021 DCHECK(shader_tex_transform_location != -1 || IsContextLost());
1022 // Flip the content vertically in the shader, as the RenderPass input
1023 // texture is already oriented the same way as the framebuffer, but the
1024 // projection transform does a flip.
1025 GLC(Context(), Context()->uniform4f(shader_tex_transform_location,
1026 0.0f,
1027 tex_scale_y,
1028 tex_scale_x,
1029 -tex_scale_y));
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.
1043 GLC(Context(),
1044 Context()->uniform2f(shader_mask_tex_coord_offset_location,
1045 quad->mask_uv_rect.x(),
1046 quad->mask_uv_rect.y() + mask_tex_scale_y));
1047 GLC(Context(),
1048 Context()->uniform2f(shader_mask_tex_coord_scale_location,
1049 mask_tex_scale_x,
1050 -mask_tex_scale_y));
1051 shader_mask_sampler_lock = make_scoped_ptr(
1052 new ResourceProvider::ScopedSamplerGL(resource_provider_,
1053 quad->mask_resource_id,
1054 GL_TEXTURE_2D,
1055 GL_TEXTURE1,
1056 GL_LINEAR));
1059 if (shader_edge_location != -1) {
1060 float edge[24];
1061 device_layer_edges.ToFloatArray(edge);
1062 device_layer_bounds.ToFloatArray(&edge[12]);
1063 GLC(Context(), Context()->uniform3fv(shader_edge_location, 8, edge));
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()),
1073 GLC(Context(),
1074 Context()->uniform4fv(shader_viewport_location, 1, viewport));
1077 if (shader_color_matrix_location != -1) {
1078 float matrix[16];
1079 for (int i = 0; i < 4; ++i) {
1080 for (int j = 0; j < 4; ++j)
1081 matrix[i * 4 + j] = SkScalarToFloat(color_matrix[j * 5 + i]);
1083 GLC(Context(),
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) {
1089 float offset[4];
1090 for (int i = 0; i < 4; ++i)
1091 offset[i] = SkScalarToFloat(color_matrix[i * 5 + 4]) * kScale;
1093 GLC(Context(),
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(),
1101 &clipped);
1103 SetShaderOpacity(quad->opacity(), shader_alpha_location);
1104 SetShaderQuadF(surface_quad, shader_quad_location);
1105 DrawQuadGeometry(
1106 frame, quad->quadTransform(), quad->rect, shader_matrix_location);
1108 // Flush the compositor context before the filter bitmap goes out of
1109 // scope, so the draw gets processed before the filter texture gets deleted.
1110 if (filter_bitmap.getTexture())
1111 context_->flush();
1114 struct SolidColorProgramUniforms {
1115 unsigned program;
1116 unsigned matrix_location;
1117 unsigned viewport_location;
1118 unsigned quad_location;
1119 unsigned edge_location;
1120 unsigned color_location;
1123 template<class T>
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 &&
1153 quad->IsEdge();
1154 if (!use_aa)
1155 return false;
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);
1173 DCHECK(!clipped);
1174 bottom_left = MathUtil::MapPoint(device_transform, bottom_left, &clipped);
1175 DCHECK(!clipped);
1176 top_left = MathUtil::MapPoint(device_transform, top_left, &clipped);
1177 DCHECK(!clipped);
1178 top_right = MathUtil::MapPoint(device_transform, top_right, &clipped);
1179 DCHECK(!clipped);
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);
1211 DCHECK(did_invert);
1212 *local_quad = MathUtil::MapQuad(
1213 inverse_device_transform, device_quad.ToQuadF(), &clipped);
1214 // We should not DCHECK(!clipped) here, because anti-aliasing inflation may
1215 // cause device_quad to become clipped. To our knowledge this scenario does
1216 // not need to be handled differently than the unclipped case.
1218 return true;
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())
1232 return;
1234 gfx::Transform device_transform =
1235 frame->window_matrix * frame->projection_matrix * quad->quadTransform();
1236 device_transform.FlattenTo2d();
1237 if (!device_transform.IsInvertible())
1238 return;
1240 gfx::QuadF local_quad = gfx::QuadF(gfx::RectF(tile_rect));
1241 float edge[24];
1242 bool use_aa = !quad->force_anti_aliasing_off && SetupQuadForAntialiasing(
1243 device_transform, quad, &local_quad, edge);
1245 SolidColorProgramUniforms uniforms;
1246 if (use_aa)
1247 SolidColorUniformLocation(GetSolidColorProgramAA(), &uniforms);
1248 else
1249 SolidColorUniformLocation(GetSolidColorProgram(), &uniforms);
1250 SetUseProgram(uniforms.program);
1252 GLC(Context(),
1253 Context()->uniform4f(uniforms.color_location,
1254 (SkColorGetR(color) * (1.0f / 255.0f)) * alpha,
1255 (SkColorGetG(color) * (1.0f / 255.0f)) * alpha,
1256 (SkColorGetB(color) * (1.0f / 255.0f)) * alpha,
1257 alpha));
1258 if (use_aa) {
1259 float viewport[4] = {
1260 static_cast<float>(viewport_.x()),
1261 static_cast<float>(viewport_.y()),
1262 static_cast<float>(viewport_.width()),
1263 static_cast<float>(viewport_.height()),
1265 GLC(Context(),
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()),
1285 tile_rect.size());
1286 DrawQuadGeometry(frame, quad->quadTransform(),
1287 centered_rect, uniforms.matrix_location);
1290 struct TileProgramUniforms {
1291 unsigned program;
1292 unsigned matrix_location;
1293 unsigned viewport_location;
1294 unsigned quad_location;
1295 unsigned edge_location;
1296 unsigned vertex_tex_transform_location;
1297 unsigned sampler_location;
1298 unsigned fragment_tex_transform_location;
1299 unsigned alpha_location;
1302 template <class T>
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())
1377 return;
1379 gfx::QuadF local_quad = gfx::QuadF(gfx::RectF(tile_rect));
1380 float edge[24];
1381 bool use_aa = SetupQuadForAntialiasing(
1382 device_transform, quad, &local_quad, edge);
1384 TileProgramUniforms uniforms;
1385 if (use_aa) {
1386 if (quad->swizzle_contents) {
1387 TileUniformLocation(GetTileProgramSwizzleAA(tex_coord_precision),
1388 &uniforms);
1389 } else {
1390 TileUniformLocation(GetTileProgramAA(tex_coord_precision), &uniforms);
1392 } else {
1393 if (quad->ShouldDrawWithBlending()) {
1394 if (quad->swizzle_contents) {
1395 TileUniformLocation(GetTileProgramSwizzle(tex_coord_precision),
1396 &uniforms);
1397 } else {
1398 TileUniformLocation(GetTileProgram(tex_coord_precision), &uniforms);
1400 } else {
1401 if (quad->swizzle_contents) {
1402 TileUniformLocation(GetTileProgramSwizzleOpaque(tex_coord_precision),
1403 &uniforms);
1404 } else {
1405 TileUniformLocation(GetTileProgramOpaque(tex_coord_precision),
1406 &uniforms);
1411 SetUseProgram(uniforms.program);
1412 GLC(Context(), Context()->uniform1i(uniforms.sampler_location, 0));
1413 bool scaled = (tex_to_geom_scale_x != 1.f || tex_to_geom_scale_y != 1.f);
1414 GLenum filter = (use_aa || scaled ||
1415 !quad->quadTransform().IsIdentityOrIntegerTranslation())
1416 ? GL_LINEAR
1417 : GL_NEAREST;
1418 ResourceProvider::ScopedSamplerGL quad_resource_lock(
1419 resource_provider_, resource_id, GL_TEXTURE_2D, filter);
1421 if (use_aa) {
1422 float viewport[4] = {
1423 static_cast<float>(viewport_.x()),
1424 static_cast<float>(viewport_.y()),
1425 static_cast<float>(viewport_.width()),
1426 static_cast<float>(viewport_.height()),
1428 GLC(Context(),
1429 Context()->uniform4fv(uniforms.viewport_location, 1, viewport));
1430 GLC(Context(), Context()->uniform3fv(uniforms.edge_location, 8, edge));
1432 GLC(Context(),
1433 Context()->uniform4f(uniforms.vertex_tex_transform_location,
1434 vertex_tex_translate_x,
1435 vertex_tex_translate_y,
1436 vertex_tex_scale_x,
1437 vertex_tex_scale_y));
1438 GLC(Context(),
1439 Context()->uniform4f(uniforms.fragment_tex_transform_location,
1440 fragment_tex_translate_x,
1441 fragment_tex_translate_y,
1442 fragment_tex_scale_x,
1443 fragment_tex_scale_y));
1444 } else {
1445 // Move fragment shader transform to vertex shader. We can do this while
1446 // still producing correct results as fragment_tex_transform_location
1447 // should always be non-negative when tiles are transformed in a way
1448 // that could result in sampling outside the layer.
1449 vertex_tex_scale_x *= fragment_tex_scale_x;
1450 vertex_tex_scale_y *= fragment_tex_scale_y;
1451 vertex_tex_translate_x *= fragment_tex_scale_x;
1452 vertex_tex_translate_y *= fragment_tex_scale_y;
1453 vertex_tex_translate_x += fragment_tex_translate_x;
1454 vertex_tex_translate_y += fragment_tex_translate_y;
1456 GLC(Context(),
1457 Context()->uniform4f(uniforms.vertex_tex_transform_location,
1458 vertex_tex_translate_x,
1459 vertex_tex_translate_y,
1460 vertex_tex_scale_x,
1461 vertex_tex_scale_y));
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()),
1480 tile_rect.size());
1481 DrawQuadGeometry(
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(
1496 resource_provider_,
1497 quad->y_plane_resource_id,
1498 GL_TEXTURE_2D,
1499 GL_TEXTURE1,
1500 GL_LINEAR);
1501 ResourceProvider::ScopedSamplerGL u_plane_lock(
1502 resource_provider_,
1503 quad->u_plane_resource_id,
1504 GL_TEXTURE_2D,
1505 GL_TEXTURE2,
1506 GL_LINEAR);
1507 ResourceProvider::ScopedSamplerGL v_plane_lock(
1508 resource_provider_,
1509 quad->v_plane_resource_id,
1510 GL_TEXTURE_2D,
1511 GL_TEXTURE3,
1512 GL_LINEAR);
1513 scoped_ptr<ResourceProvider::ScopedSamplerGL> a_plane_lock;
1514 if (use_alpha_plane) {
1515 a_plane_lock.reset(new ResourceProvider::ScopedSamplerGL(
1516 resource_provider_,
1517 quad->a_plane_resource_id,
1518 GL_TEXTURE_2D,
1519 GL_TEXTURE4,
1520 GL_LINEAR));
1523 int tex_scale_location = -1;
1524 int matrix_location = -1;
1525 int y_texture_location = -1;
1526 int u_texture_location = -1;
1527 int v_texture_location = -1;
1528 int a_texture_location = -1;
1529 int yuv_matrix_location = -1;
1530 int yuv_adj_location = -1;
1531 int alpha_location = -1;
1532 if (use_alpha_plane) {
1533 const VideoYUVAProgram* program = GetVideoYUVAProgram(tex_coord_precision);
1534 DCHECK(program && (program->initialized() || IsContextLost()));
1535 SetUseProgram(program->program());
1536 tex_scale_location = program->vertex_shader().tex_scale_location();
1537 matrix_location = program->vertex_shader().matrix_location();
1538 y_texture_location = program->fragment_shader().y_texture_location();
1539 u_texture_location = program->fragment_shader().u_texture_location();
1540 v_texture_location = program->fragment_shader().v_texture_location();
1541 a_texture_location = program->fragment_shader().a_texture_location();
1542 yuv_matrix_location = program->fragment_shader().yuv_matrix_location();
1543 yuv_adj_location = program->fragment_shader().yuv_adj_location();
1544 alpha_location = program->fragment_shader().alpha_location();
1545 } else {
1546 const VideoYUVProgram* program = GetVideoYUVProgram(tex_coord_precision);
1547 DCHECK(program && (program->initialized() || IsContextLost()));
1548 SetUseProgram(program->program());
1549 tex_scale_location = program->vertex_shader().tex_scale_location();
1550 matrix_location = program->vertex_shader().matrix_location();
1551 y_texture_location = program->fragment_shader().y_texture_location();
1552 u_texture_location = program->fragment_shader().u_texture_location();
1553 v_texture_location = program->fragment_shader().v_texture_location();
1554 yuv_matrix_location = program->fragment_shader().yuv_matrix_location();
1555 yuv_adj_location = program->fragment_shader().yuv_adj_location();
1556 alpha_location = program->fragment_shader().alpha_location();
1559 GLC(Context(),
1560 Context()->uniform2f(tex_scale_location,
1561 quad->tex_scale.width(),
1562 quad->tex_scale.height()));
1563 GLC(Context(), Context()->uniform1i(y_texture_location, 1));
1564 GLC(Context(), Context()->uniform1i(u_texture_location, 2));
1565 GLC(Context(), Context()->uniform1i(v_texture_location, 3));
1566 if (use_alpha_plane)
1567 GLC(Context(), Context()->uniform1i(a_texture_location, 4));
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,
1577 GLC(Context(),
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);
1611 GLC(Context(),
1612 Context()->uniformMatrix4fv(
1613 program->vertex_shader().tex_matrix_location(), 1, false, gl_matrix));
1615 ResourceProvider::ScopedReadLockGL lock(resource_provider_,
1616 quad->resource_id);
1617 DCHECK_EQ(GL_TEXTURE0, ResourceProvider::GetActiveTextureUnit(Context()));
1618 GLC(Context(),
1619 Context()->bindTexture(GL_TEXTURE_EXTERNAL_OES, lock.texture_id()));
1621 GLC(Context(),
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(),
1628 quad->rect,
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
1643 // space.
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);
1651 } else {
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(),
1659 quad->rect.y());
1660 contents_device_transform.FlattenTo2d();
1661 SkMatrix sk_device_matrix;
1662 gfx::TransformToFlattenedSkMatrix(contents_device_transform,
1663 &sk_device_matrix);
1664 sk_canvas_->setMatrix(sk_device_matrix);
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);
1680 return;
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(
1695 quad->texture_size,
1696 GL_RGBA,
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),
1712 gfx::Vector2d());
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();
1727 int program_id;
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)
1748 return;
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()));
1763 GLC(Context(),
1764 Context()->bindTexture(GL_TEXTURE_2D, locked_quad.texture_id()));
1766 COMPILE_ASSERT(
1767 sizeof(Float4) == 4 * sizeof(float), // NOLINT(runtime/sizeof)
1768 struct_is_densely_packed);
1769 COMPILE_ASSERT(
1770 sizeof(Float16) == 16 * sizeof(float), // NOLINT(runtime/sizeof)
1771 struct_is_densely_packed);
1773 // Upload the tranforms for both points and uvs.
1774 GLC(context_,
1775 context_->uniformMatrix4fv(
1776 static_cast<int>(draw_cache_.matrix_location),
1777 static_cast<int>(draw_cache_.matrix_data.size()),
1778 false,
1779 reinterpret_cast<float*>(&draw_cache_.matrix_data.front())));
1780 GLC(context_,
1781 context_->uniform4fv(
1782 static_cast<int>(draw_cache_.uv_xform_location),
1783 static_cast<int>(draw_cache_.uv_xform_data.size()),
1784 reinterpret_cast<float*>(&draw_cache_.uv_xform_data.front())));
1786 if (draw_cache_.background_color != SK_ColorTRANSPARENT) {
1787 Float4 background_color = PremultipliedColor(draw_cache_.background_color);
1788 GLC(context_,
1789 context_->uniform4fv(
1790 draw_cache_.background_color_location, 1, background_color.data));
1793 GLC(context_,
1794 context_->uniform1fv(
1795 static_cast<int>(draw_cache_.vertex_opacity_location),
1796 static_cast<int>(draw_cache_.vertex_opacity_data.size()),
1797 static_cast<float*>(&draw_cache_.vertex_opacity_data.front())));
1799 // Draw the quads!
1800 GLC(context_,
1801 context_->drawElements(GL_TRIANGLES,
1802 6 * draw_cache_.matrix_data.size(),
1803 GL_UNSIGNED_SHORT,
1804 0));
1806 // Clear the cache.
1807 draw_cache_.program_id = 0;
1808 draw_cache_.uv_xform_data.resize(0);
1809 draw_cache_.vertex_opacity_data.resize(0);
1810 draw_cache_.matrix_data.resize(0);
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());
1824 } else {
1825 binding.Set(GetTextureBackgroundProgram(tex_coord_precision), Context());
1827 } else {
1828 if (quad->background_color == SK_ColorTRANSPARENT) {
1829 binding.Set(GetNonPremultipliedTextureProgram(tex_coord_precision),
1830 Context());
1831 } else {
1832 binding.Set(
1833 GetNonPremultipliedTextureBackgroundProgram(tex_coord_precision),
1834 Context());
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;
1873 Float16 m;
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) {
1892 GLC(Context(),
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));
1898 } else {
1899 GLC(Context(),
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() };
1909 GLC(Context(),
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()));
1916 GLC(Context(),
1917 Context()->bindTexture(GL_TEXTURE_RECTANGLE_ARB,
1918 lock.texture_id()));
1920 DrawQuadGeometry(
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_)
1940 return;
1942 FlushTextureQuadCache();
1943 GLC(context_, context_->enable(GL_SCISSOR_TEST));
1944 is_scissor_enabled_ = true;
1947 void GLRenderer::EnsureScissorTestDisabled() {
1948 if (!is_scissor_enabled_)
1949 return;
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)
1974 return;
1976 float gl_quad[8];
1977 gl_quad[0] = quad.p1().x();
1978 gl_quad[1] = quad.p1().y();
1979 gl_quad[2] = quad.p2().x();
1980 gl_quad[3] = quad.p2().y();
1981 gl_quad[4] = quad.p3().x();
1982 gl_quad[5] = quad.p3().y();
1983 gl_quad[6] = quad.p4().x();
1984 gl_quad[7] = quad.p4().y();
1985 GLC(context_, context_->uniform2fv(quad_location, 4, gl_quad));
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_)
1995 return;
1997 if (enabled)
1998 GLC(context_, context_->enable(GL_STENCIL_TEST));
1999 else
2000 GLC(context_, context_->disable(GL_STENCIL_TEST));
2001 stencil_shadow_ = enabled;
2004 void GLRenderer::SetBlendEnabled(bool enabled) {
2005 if (enabled == blend_shadow_)
2006 return;
2008 if (enabled)
2009 GLC(context_, context_->enable(GL_BLEND));
2010 else
2011 GLC(context_, context_->disable(GL_BLEND));
2012 blend_shadow_ = enabled;
2015 void GLRenderer::SetUseProgram(unsigned program) {
2016 if (program == program_shadow_)
2017 return;
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);
2030 GLC(context_,
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,
2037 int texture_id,
2038 gfx::Rect rect,
2039 const gfx::Transform& draw_matrix,
2040 bool flip_vertically) {
2041 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
2042 context_, &highp_threshold_cache_, highp_threshold_min_,
2043 rect.bottom_right());
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(),
2054 0.f,
2055 1.f,
2056 1.f,
2057 -1.f));
2058 } else {
2059 GLC(Context(), Context()->uniform4f(
2060 program->vertex_shader().tex_transform_location(),
2061 0.f,
2062 0.f,
2063 1.f,
2064 1.f));
2067 SetShaderOpacity(1.f, program->fragment_shader().alpha_location());
2068 DCHECK_EQ(GL_TEXTURE0, ResourceProvider::GetActiveTextureUnit(Context()));
2069 GLC(Context(), Context()->bindTexture(GL_TEXTURE_2D, texture_id));
2070 DrawQuadGeometry(
2071 frame, draw_matrix, rect, program->vertex_shader().matrix_location());
2074 void GLRenderer::Finish() {
2075 TRACE_EVENT0("cc", "GLRenderer::finish");
2076 context_->finish();
2079 void GLRenderer::SwapBuffers() {
2080 DCHECK(visible_);
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());
2102 } else {
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() {
2125 if (!visible_) {
2126 TRACE_EVENT0("cc", "GLRenderer::EnforceMemoryPolicy dropping resources");
2127 ReleaseRenderPassTextures();
2128 if (discard_backbuffer_when_not_visible_)
2129 DiscardBackbuffer();
2130 resource_provider_->ReleaseCachedData();
2131 GLC(context_, context_->flush());
2135 void GLRenderer::DiscardBackbuffer() {
2136 if (is_backbuffer_discarded_)
2137 return;
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_)
2149 return;
2151 output_surface_->EnsureBackbuffer();
2152 is_backbuffer_discarded_ = false;
2155 void GLRenderer::GetFramebufferPixels(void* pixels, gfx::Rect rect) {
2156 if (!pixels || rect.IsEmpty())
2157 return;
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),
2169 window_rect,
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) {
2178 if (sync_point)
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(
2190 FROM_HERE,
2191 base::Bind(&DeleteTextureReleaseCallbackOnImplThread,
2192 context_provider,
2193 texture_id,
2194 sync_point,
2195 lost_resource));
2198 void GLRenderer::GetFramebufferPixelsAsync(
2199 gfx::Rect rect, scoped_ptr<CopyOutputRequest> request) {
2200 DCHECK(!request->IsEmpty());
2201 if (request->IsEmpty())
2202 return;
2203 if (rect.IsEmpty())
2204 return;
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();
2231 return;
2234 GLC(context_, context_->bindTexture(GL_TEXTURE_2D, texture_id));
2235 GLC(context_, context_->produceTextureCHROMIUM(
2236 GL_TEXTURE_2D, mailbox.name));
2237 GLC(context_, context_->bindTexture(GL_TEXTURE_2D, 0));
2238 sync_point = context_->insertSyncPoint();
2239 scoped_ptr<TextureMailbox> texture_mailbox = make_scoped_ptr(
2240 new TextureMailbox(mailbox,
2241 base::Bind(&DeleteTextureReleaseCallback,
2242 base::MessageLoopProxy::current(),
2243 output_surface_->context_provider(),
2244 texture_id),
2245 GL_TEXTURE_2D,
2246 sync_point));
2247 request->SendTextureResult(window_rect.size(), texture_mailbox.Pass());
2248 return;
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(
2280 uint8* dest_pixels,
2281 gfx::Rect window_rect,
2282 const AsyncGetFramebufferPixelsCleanupCallback& cleanup_callback) {
2283 DCHECK_GE(window_rect.x(), 0);
2284 DCHECK_GE(window_rect.y(), 0);
2285 DCHECK_LE(window_rect.right(), current_surface_size_.width());
2286 DCHECK_LE(window_rect.bottom(), current_surface_size_.height());
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,
2317 GL_RGBA,
2318 gfx::Rect(current_surface_size_));
2319 temporary_fbo = context_->createFramebuffer();
2320 // Attach this texture to an FBO, and perform the readback from that FBO.
2321 GLC(context_, context_->bindFramebuffer(GL_FRAMEBUFFER, temporary_fbo));
2322 GLC(context_, context_->framebufferTexture2D(GL_FRAMEBUFFER,
2323 GL_COLOR_ATTACHMENT0,
2324 GL_TEXTURE_2D,
2325 temporary_texture,
2326 0));
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,
2334 buffer));
2335 GLC(context_, context_->bufferData(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM,
2336 4 * window_rect.size().GetArea(),
2337 NULL,
2338 GL_STREAM_READ));
2340 WebKit::WebGLId query = 0;
2341 if (is_async) {
2342 query = context_->createQueryEXT();
2343 GLC(context_, context_->beginQueryEXT(
2344 GL_ASYNC_PIXEL_PACK_COMPLETED_CHROMIUM,
2345 query));
2348 GLC(context_,
2349 context_->readPixels(window_rect.x(),
2350 window_rect.y(),
2351 window_rect.width(),
2352 window_rect.height(),
2353 GL_RGBA,
2354 GL_UNSIGNED_BYTE,
2355 NULL));
2357 GLC(context_, context_->bindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM,
2358 0));
2360 if (do_workaround) {
2361 // Clean up.
2362 GLC(context_, context_->bindFramebuffer(GL_FRAMEBUFFER, 0));
2363 GLC(context_, context_->bindTexture(GL_TEXTURE_2D, 0));
2364 GLC(context_, context_->deleteFramebuffer(temporary_fbo));
2365 GLC(context_, context_->deleteTexture(temporary_texture));
2368 base::Closure finished_callback =
2369 base::Bind(&GLRenderer::FinishedReadback,
2370 base::Unretained(this),
2371 cleanup_callback,
2372 buffer,
2373 query,
2374 dest_pixels,
2375 window_rect.size());
2376 // Save the finished_callback so it can be cancelled.
2377 pending_async_read_pixels_.front()->finished_read_pixels_callback.Reset(
2378 finished_callback);
2380 // Save the buffer to verify the callbacks happen in the expected order.
2381 pending_async_read_pixels_.front()->buffer = buffer;
2383 if (is_async) {
2384 GLC(context_, context_->endQueryEXT(
2385 GL_ASYNC_PIXEL_PACK_COMPLETED_CHROMIUM));
2386 SyncPointHelper::SignalQuery(
2387 context_,
2388 query,
2389 finished_callback);
2390 } else {
2391 resource_provider_->Finish();
2392 finished_callback.Run();
2395 EnforceMemoryPolicy();
2398 void GLRenderer::FinishedReadback(
2399 const AsyncGetFramebufferPixelsCleanupCallback& cleanup_callback,
2400 unsigned source_buffer,
2401 unsigned query,
2402 uint8* dest_pixels,
2403 gfx::Size size) {
2404 DCHECK(!pending_async_read_pixels_.empty());
2406 if (query != 0) {
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,
2418 source_buffer));
2419 src_pixels = static_cast<uint8*>(
2420 context_->mapBufferCHROMIUM(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM,
2421 GL_READ_ONLY));
2423 if (src_pixels) {
2424 size_t row_bytes = size.width() * 4;
2425 int num_rows = size.height();
2426 size_t total_bytes = num_rows * row_bytes;
2427 for (size_t dest_y = 0; dest_y < total_bytes; dest_y += row_bytes) {
2428 // Flip Y axis.
2429 size_t src_y = total_bytes - dest_y - row_bytes;
2430 // Swizzle OpenGL -> Skia byte order.
2431 for (size_t x = 0; x < row_bytes; x += 4) {
2432 dest_pixels[dest_y + x + SK_R32_SHIFT/8] = src_pixels[src_y + x + 0];
2433 dest_pixels[dest_y + x + SK_G32_SHIFT/8] = src_pixels[src_y + x + 1];
2434 dest_pixels[dest_y + x + SK_B32_SHIFT/8] = src_pixels[src_y + x + 2];
2435 dest_pixels[dest_y + x + SK_A32_SHIFT/8] = src_pixels[src_y + x + 3];
2439 GLC(context_, context_->unmapBufferCHROMIUM(
2440 GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM));
2442 GLC(context_, context_->bindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM,
2443 0));
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,
2459 bool success) {
2460 DCHECK(request->force_bitmap_result());
2462 lock.reset();
2463 if (success)
2464 request->SendBitmapResult(bitmap.Pass());
2467 void GLRenderer::GetFramebufferTexture(unsigned texture_id,
2468 unsigned texture_format,
2469 gfx::Rect window_rect) {
2470 DCHECK(texture_id);
2471 DCHECK_GE(window_rect.x(), 0);
2472 DCHECK_GE(window_rect.y(), 0);
2473 DCHECK_LE(window_rect.right(), current_surface_size_.width());
2474 DCHECK_LE(window_rect.bottom(), current_surface_size_.height());
2476 GLC(context_, context_->bindTexture(GL_TEXTURE_2D, texture_id));
2477 GLC(context_,
2478 context_->copyTexImage2D(GL_TEXTURE_2D,
2480 texture_format,
2481 window_rect.x(),
2482 window_rect.y(),
2483 window_rect.width(),
2484 window_rect.height(),
2485 0));
2486 GLC(context_, context_->bindTexture(GL_TEXTURE_2D, 0));
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));
2506 } else {
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);
2519 GLC(context_,
2520 context_->bindFramebuffer(GL_FRAMEBUFFER, offscreen_framebuffer_id_));
2521 current_framebuffer_lock_ =
2522 make_scoped_ptr(new ResourceProvider::ScopedWriteLockGL(
2523 resource_provider_, texture->id()));
2524 unsigned texture_id = current_framebuffer_lock_->texture_id();
2525 GLC(context_,
2526 context_->framebufferTexture2D(
2527 GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_id, 0));
2529 DCHECK(context_->checkFramebufferStatus(GL_FRAMEBUFFER) ==
2530 GL_FRAMEBUFFER_COMPLETE || IsContextLost());
2532 InitializeViewport(frame,
2533 target_rect,
2534 gfx::Rect(target_rect.size()),
2535 target_rect.size());
2536 return true;
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_)
2545 return;
2547 scissor_rect_ = scissor_rect;
2548 FlushTextureQuadCache();
2549 GLC(context_,
2550 context_->scissor(scissor_rect.x(),
2551 scissor_rect.y(),
2552 scissor_rect.width(),
2553 scissor_rect.height()));
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());
2593 return true;
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_;
2647 DCHECK(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_;
2660 if (!program)
2661 program =
2662 make_scoped_ptr(new RenderPassProgramAA(context_, precision));
2663 if (!program->initialized()) {
2664 TRACE_EVENT0("cc", "GLRenderer::renderPassProgramAA::initialize");
2665 program->Initialize(context_, is_using_bind_uniform_);
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_;
2675 if (!program)
2676 program = make_scoped_ptr(new RenderPassMaskProgram(context_, precision));
2677 if (!program->initialized()) {
2678 TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgram::initialize");
2679 program->Initialize(context_, is_using_bind_uniform_);
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_;
2689 if (!program)
2690 program =
2691 make_scoped_ptr(new RenderPassMaskProgramAA(context_, precision));
2692 if (!program->initialized()) {
2693 TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgramAA::initialize");
2694 program->Initialize(context_, is_using_bind_uniform_);
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_;
2705 if (!program)
2706 program = make_scoped_ptr(
2707 new RenderPassColorMatrixProgram(context_, precision));
2708 if (!program->initialized()) {
2709 TRACE_EVENT0("cc", "GLRenderer::renderPassColorMatrixProgram::initialize");
2710 program->Initialize(context_, is_using_bind_uniform_);
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_;
2721 if (!program)
2722 program = make_scoped_ptr(
2723 new RenderPassColorMatrixProgramAA(context_, precision));
2724 if (!program->initialized()) {
2725 TRACE_EVENT0("cc",
2726 "GLRenderer::renderPassColorMatrixProgramAA::initialize");
2727 program->Initialize(context_, is_using_bind_uniform_);
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_;
2738 if (!program)
2739 program = make_scoped_ptr(
2740 new RenderPassMaskColorMatrixProgram(context_, precision));
2741 if (!program->initialized()) {
2742 TRACE_EVENT0("cc",
2743 "GLRenderer::renderPassMaskColorMatrixProgram::initialize");
2744 program->Initialize(context_, is_using_bind_uniform_);
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_;
2755 if (!program)
2756 program = make_scoped_ptr(
2757 new RenderPassMaskColorMatrixProgramAA(context_, precision));
2758 if (!program->initialized()) {
2759 TRACE_EVENT0("cc",
2760 "GLRenderer::renderPassMaskColorMatrixProgramAA::initialize");
2761 program->Initialize(context_, is_using_bind_uniform_);
2763 return program.get();
2766 const GLRenderer::TileProgram* GLRenderer::GetTileProgram(
2767 TexCoordPrecision precision) {
2768 scoped_ptr<TileProgram>& program =
2769 (precision == TexCoordPrecisionHigh) ? tile_program_highp_
2770 : tile_program_;
2771 DCHECK(program);
2772 if (!program->initialized()) {
2773 TRACE_EVENT0("cc", "GLRenderer::tileProgram::initialize");
2774 program->Initialize(context_, is_using_bind_uniform_);
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_;
2784 DCHECK(program);
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_
2796 : tile_program_aa_;
2797 if (!program)
2798 program = make_scoped_ptr(new TileProgramAA(context_, precision));
2799 if (!program->initialized()) {
2800 TRACE_EVENT0("cc", "GLRenderer::tileProgramAA::initialize");
2801 program->Initialize(context_, is_using_bind_uniform_);
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_;
2811 if (!program)
2812 program = make_scoped_ptr(new TileProgramSwizzle(context_, precision));
2813 if (!program->initialized()) {
2814 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzle::initialize");
2815 program->Initialize(context_, is_using_bind_uniform_);
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_;
2825 if (!program)
2826 program = make_scoped_ptr(
2827 new TileProgramSwizzleOpaque(context_, precision));
2828 if (!program->initialized()) {
2829 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleOpaque::initialize");
2830 program->Initialize(context_, is_using_bind_uniform_);
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_;
2840 if (!program)
2841 program = make_scoped_ptr(new TileProgramSwizzleAA(context_, precision));
2842 if (!program->initialized()) {
2843 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleAA::initialize");
2844 program->Initialize(context_, is_using_bind_uniform_);
2846 return program.get();
2849 const GLRenderer::TextureProgram* GLRenderer::GetTextureProgram(
2850 TexCoordPrecision precision) {
2851 scoped_ptr<TextureProgram>& program =
2852 (precision == TexCoordPrecisionHigh) ? texture_program_highp_
2853 : texture_program_;
2854 if (!program)
2855 program = make_scoped_ptr(new TextureProgram(context_, precision));
2856 if (!program->initialized()) {
2857 TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize");
2858 program->Initialize(context_, is_using_bind_uniform_);
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_;
2869 if (!program) {
2870 program = make_scoped_ptr(
2871 new NonPremultipliedTextureProgram(context_, precision));
2873 if (!program->initialized()) {
2874 TRACE_EVENT0("cc",
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_;
2886 if (!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_;
2904 if (!program) {
2905 program = make_scoped_ptr(
2906 new NonPremultipliedTextureBackgroundProgram(context_, precision));
2908 if (!program->initialized()) {
2909 TRACE_EVENT0("cc",
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_;
2921 if (!program)
2922 program =
2923 make_scoped_ptr(new TextureIOSurfaceProgram(context_, precision));
2924 if (!program->initialized()) {
2925 TRACE_EVENT0("cc", "GLRenderer::textureIOSurfaceProgram::initialize");
2926 program->Initialize(context_, is_using_bind_uniform_);
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_;
2936 if (!program)
2937 program = make_scoped_ptr(new VideoYUVProgram(context_, precision));
2938 if (!program->initialized()) {
2939 TRACE_EVENT0("cc", "GLRenderer::videoYUVProgram::initialize");
2940 program->Initialize(context_, is_using_bind_uniform_);
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_;
2950 if (!program)
2951 program = make_scoped_ptr(new VideoYUVAProgram(context_, precision));
2952 if (!program->initialized()) {
2953 TRACE_EVENT0("cc", "GLRenderer::videoYUVAProgram::initialize");
2954 program->Initialize(context_, is_using_bind_uniform_);
2956 return program.get();
2959 const GLRenderer::VideoStreamTextureProgram*
2960 GLRenderer::GetVideoStreamTextureProgram(TexCoordPrecision precision) {
2961 if (!Capabilities().using_egl_image)
2962 return NULL;
2963 scoped_ptr<VideoStreamTextureProgram>& program =
2964 (precision == TexCoordPrecisionHigh) ? video_stream_texture_program_highp_
2965 : video_stream_texture_program_;
2966 if (!program)
2967 program =
2968 make_scoped_ptr(new VideoStreamTextureProgram(context_, precision));
2969 if (!program->initialized()) {
2970 TRACE_EVENT0("cc", "GLRenderer::streamTextureProgram::initialize");
2971 program->Initialize(context_, is_using_bind_uniform_);
2973 return program.get();
2976 void GLRenderer::CleanupSharedObjects() {
2977 MakeContextCurrent();
2979 shared_geometry_.reset();
2981 if (tile_program_)
2982 tile_program_->Cleanup(context_);
2983 if (tile_program_opaque_)
2984 tile_program_opaque_->Cleanup(context_);
2985 if (tile_program_swizzle_)
2986 tile_program_swizzle_->Cleanup(context_);
2987 if (tile_program_swizzle_opaque_)
2988 tile_program_swizzle_opaque_->Cleanup(context_);
2989 if (tile_program_aa_)
2990 tile_program_aa_->Cleanup(context_);
2991 if (tile_program_swizzle_aa_)
2992 tile_program_swizzle_aa_->Cleanup(context_);
2993 if (tile_checkerboard_program_)
2994 tile_checkerboard_program_->Cleanup(context_);
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())
3097 return;
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
3137 // implementation.
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_)
3148 return;
3149 offscreen_context_labelled_ = true;
3150 std::string unique_context_name = base::StringPrintf(
3151 "%s-Offscreen-%p",
3152 Settings().compositor_name.c_str(),
3153 context_);
3154 offscreen_context_provider->Context3d()->pushGroupMarkerEXT(
3155 unique_context_name.c_str());
3159 } // namespace cc