[Session restore] Rename group name Enabled to Restore.
[chromium-blink-merge.git] / content / browser / compositor / buffer_queue.cc
blob689288f6d63b75d10c0b329fb32205d234ee1140
1 // Copyright 2014 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 "content/browser/compositor/buffer_queue.h"
7 #include "content/browser/compositor/image_transport_factory.h"
8 #include "content/browser/gpu/browser_gpu_memory_buffer_manager.h"
9 #include "content/common/gpu/client/context_provider_command_buffer.h"
10 #include "content/common/gpu/client/gl_helper.h"
11 #include "gpu/GLES2/gl2extchromium.h"
12 #include "gpu/command_buffer/client/gles2_interface.h"
13 #include "gpu/command_buffer/service/image_factory.h"
14 #include "third_party/skia/include/core/SkRect.h"
15 #include "third_party/skia/include/core/SkRegion.h"
16 #include "ui/gfx/gpu_memory_buffer.h"
18 namespace content {
20 BufferQueue::BufferQueue(
21 scoped_refptr<cc::ContextProvider> context_provider,
22 unsigned int internalformat,
23 GLHelper* gl_helper,
24 BrowserGpuMemoryBufferManager* gpu_memory_buffer_manager,
25 int surface_id)
26 : context_provider_(context_provider),
27 fbo_(0),
28 allocated_count_(0),
29 internalformat_(internalformat),
30 gl_helper_(gl_helper),
31 gpu_memory_buffer_manager_(gpu_memory_buffer_manager),
32 surface_id_(surface_id) {
35 BufferQueue::~BufferQueue() {
36 FreeAllSurfaces();
38 gpu::gles2::GLES2Interface* gl = context_provider_->ContextGL();
39 if (fbo_)
40 gl->DeleteFramebuffers(1, &fbo_);
43 void BufferQueue::Initialize() {
44 gpu::gles2::GLES2Interface* gl = context_provider_->ContextGL();
45 gl->GenFramebuffers(1, &fbo_);
48 void BufferQueue::BindFramebuffer() {
49 gpu::gles2::GLES2Interface* gl = context_provider_->ContextGL();
50 gl->BindFramebuffer(GL_FRAMEBUFFER, fbo_);
52 if (!current_surface_.texture) {
53 current_surface_ = GetNextSurface();
54 gl->FramebufferTexture2D(GL_FRAMEBUFFER,
55 GL_COLOR_ATTACHMENT0,
56 GL_TEXTURE_2D,
57 current_surface_.texture,
58 0);
62 void BufferQueue::CopyBufferDamage(int texture,
63 int source_texture,
64 const gfx::Rect& new_damage,
65 const gfx::Rect& old_damage) {
66 gl_helper_->CopySubBufferDamage(
67 texture,
68 source_texture,
69 SkRegion(SkIRect::MakeXYWH(new_damage.x(),
70 new_damage.y(),
71 new_damage.width(),
72 new_damage.height())),
73 SkRegion(SkIRect::MakeXYWH(old_damage.x(),
74 old_damage.y(),
75 old_damage.width(),
76 old_damage.height())));
79 void BufferQueue::UpdateBufferDamage(const gfx::Rect& damage) {
80 for (size_t i = 0; i < available_surfaces_.size(); i++)
81 available_surfaces_[i].damage.Union(damage);
82 for (std::deque<AllocatedSurface>::iterator it =
83 in_flight_surfaces_.begin();
84 it != in_flight_surfaces_.end();
85 ++it)
86 it->damage.Union(damage);
89 void BufferQueue::SwapBuffers(const gfx::Rect& damage) {
90 if (damage != gfx::Rect(size_)) {
91 // We must have a frame available to copy from.
92 DCHECK(!in_flight_surfaces_.empty());
93 CopyBufferDamage(current_surface_.texture,
94 in_flight_surfaces_.back().texture,
95 damage,
96 current_surface_.damage);
98 UpdateBufferDamage(damage);
99 current_surface_.damage = gfx::Rect();
100 in_flight_surfaces_.push_back(current_surface_);
101 current_surface_.texture = 0;
102 current_surface_.image = 0;
103 // Some things reset the framebuffer (CopySubBufferDamage, some GLRenderer
104 // paths), so ensure we restore it here.
105 context_provider_->ContextGL()->BindFramebuffer(GL_FRAMEBUFFER, fbo_);
108 void BufferQueue::Reshape(const gfx::Size& size, float scale_factor) {
109 DCHECK(!current_surface_.texture);
110 if (size == size_)
111 return;
112 size_ = size;
114 // TODO: add stencil buffer when needed.
115 gpu::gles2::GLES2Interface* gl = context_provider_->ContextGL();
116 gl->BindFramebuffer(GL_FRAMEBUFFER, fbo_);
117 gl->FramebufferTexture2D(
118 GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
120 FreeAllSurfaces();
123 void BufferQueue::PageFlipComplete() {
124 if (in_flight_surfaces_.size() > 1) {
125 available_surfaces_.push_back(in_flight_surfaces_.front());
126 in_flight_surfaces_.pop_front();
130 void BufferQueue::FreeAllSurfaces() {
131 FreeSurface(&current_surface_);
132 while (!in_flight_surfaces_.empty()) {
133 FreeSurface(&in_flight_surfaces_.front());
134 in_flight_surfaces_.pop_front();
136 for (size_t i = 0; i < available_surfaces_.size(); i++)
137 FreeSurface(&available_surfaces_[i]);
138 available_surfaces_.clear();
141 void BufferQueue::FreeSurface(AllocatedSurface* surface) {
142 if (surface->texture) {
143 gpu::gles2::GLES2Interface* gl = context_provider_->ContextGL();
144 gl->BindTexture(GL_TEXTURE_2D, surface->texture);
145 gl->ReleaseTexImage2DCHROMIUM(GL_TEXTURE_2D, surface->image);
146 gl->DeleteTextures(1, &surface->texture);
147 gl->DestroyImageCHROMIUM(surface->image);
148 surface->image = 0;
149 surface->texture = 0;
150 allocated_count_--;
154 BufferQueue::AllocatedSurface BufferQueue::GetNextSurface() {
155 if (!available_surfaces_.empty()) {
156 AllocatedSurface surface = available_surfaces_.back();
157 available_surfaces_.pop_back();
158 return surface;
161 unsigned int texture = 0;
162 gpu::gles2::GLES2Interface* gl = context_provider_->ContextGL();
163 gl->GenTextures(1, &texture);
164 if (!texture)
165 return AllocatedSurface();
167 // We don't want to allow anything more than triple buffering.
168 DCHECK_LT(allocated_count_, 4U);
170 scoped_ptr<gfx::GpuMemoryBuffer> buffer(
171 gpu_memory_buffer_manager_->AllocateGpuMemoryBufferForScanout(
172 size_, gpu::ImageFactory::ImageFormatToGpuMemoryBufferFormat(
173 internalformat_),
174 surface_id_));
175 if (!buffer) {
176 gl->DeleteTextures(1, &texture);
177 DLOG(ERROR) << "Failed to allocate GPU memory buffer";
178 return AllocatedSurface();
181 unsigned int id = gl->CreateImageCHROMIUM(
182 buffer->AsClientBuffer(), size_.width(), size_.height(), internalformat_);
184 if (!id) {
185 LOG(ERROR) << "Failed to allocate backing image surface";
186 gl->DeleteTextures(1, &texture);
187 return AllocatedSurface();
189 allocated_count_++;
190 gl->BindTexture(GL_TEXTURE_2D, texture);
191 gl->BindTexImage2DCHROMIUM(GL_TEXTURE_2D, id);
192 return AllocatedSurface(texture, id, gfx::Rect(size_));
195 } // namespace content