1 // Copyright 2010 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
5 #include "cc/output/gl_renderer.h"
13 #include "base/logging.h"
14 #include "base/memory/scoped_ptr.h"
15 #include "base/strings/string_split.h"
16 #include "base/strings/string_util.h"
17 #include "base/strings/stringprintf.h"
18 #include "build/build_config.h"
19 #include "base/trace_event/trace_event.h"
20 #include "cc/base/math_util.h"
21 #include "cc/output/compositor_frame.h"
22 #include "cc/output/compositor_frame_metadata.h"
23 #include "cc/output/context_provider.h"
24 #include "cc/output/copy_output_request.h"
25 #include "cc/output/dynamic_geometry_binding.h"
26 #include "cc/output/gl_frame_data.h"
27 #include "cc/output/output_surface.h"
28 #include "cc/output/render_surface_filters.h"
29 #include "cc/output/static_geometry_binding.h"
30 #include "cc/quads/draw_polygon.h"
31 #include "cc/quads/picture_draw_quad.h"
32 #include "cc/quads/render_pass.h"
33 #include "cc/quads/stream_video_draw_quad.h"
34 #include "cc/quads/texture_draw_quad.h"
35 #include "cc/resources/layer_quad.h"
36 #include "cc/resources/scoped_gpu_raster.h"
37 #include "cc/resources/scoped_resource.h"
38 #include "cc/resources/texture_mailbox_deleter.h"
39 #include "gpu/GLES2/gl2extchromium.h"
40 #include "gpu/command_buffer/client/context_support.h"
41 #include "gpu/command_buffer/client/gles2_interface.h"
42 #include "gpu/command_buffer/common/gpu_memory_allocation.h"
43 #include "third_party/skia/include/core/SkBitmap.h"
44 #include "third_party/skia/include/core/SkColor.h"
45 #include "third_party/skia/include/core/SkColorFilter.h"
46 #include "third_party/skia/include/core/SkImage.h"
47 #include "third_party/skia/include/core/SkSurface.h"
48 #include "third_party/skia/include/gpu/GrContext.h"
49 #include "third_party/skia/include/gpu/GrTexture.h"
50 #include "third_party/skia/include/gpu/GrTextureProvider.h"
51 #include "third_party/skia/include/gpu/SkGrTexturePixelRef.h"
52 #include "third_party/skia/include/gpu/gl/GrGLInterface.h"
53 #include "ui/gfx/geometry/quad_f.h"
54 #include "ui/gfx/geometry/rect_conversions.h"
56 using gpu::gles2::GLES2Interface
;
61 bool NeedsIOSurfaceReadbackWorkaround() {
62 #if defined(OS_MACOSX)
63 // This isn't strictly required in DumpRenderTree-mode when Mesa is used,
64 // but it doesn't seem to hurt.
71 Float4
UVTransform(const TextureDrawQuad
* quad
) {
72 gfx::PointF uv0
= quad
->uv_top_left
;
73 gfx::PointF uv1
= quad
->uv_bottom_right
;
74 Float4 xform
= {{uv0
.x(), uv0
.y(), uv1
.x() - uv0
.x(), uv1
.y() - uv0
.y()}};
75 if (quad
->y_flipped
) {
76 xform
.data
[1] = 1.0f
- xform
.data
[1];
77 xform
.data
[3] = -xform
.data
[3];
82 Float4
PremultipliedColor(SkColor color
) {
83 const float factor
= 1.0f
/ 255.0f
;
84 const float alpha
= SkColorGetA(color
) * factor
;
87 {SkColorGetR(color
) * factor
* alpha
, SkColorGetG(color
) * factor
* alpha
,
88 SkColorGetB(color
) * factor
* alpha
, alpha
}};
92 SamplerType
SamplerTypeFromTextureTarget(GLenum target
) {
95 return SAMPLER_TYPE_2D
;
96 case GL_TEXTURE_RECTANGLE_ARB
:
97 return SAMPLER_TYPE_2D_RECT
;
98 case GL_TEXTURE_EXTERNAL_OES
:
99 return SAMPLER_TYPE_EXTERNAL_OES
;
102 return SAMPLER_TYPE_2D
;
106 BlendMode
BlendModeFromSkXfermode(SkXfermode::Mode mode
) {
108 case SkXfermode::kSrcOver_Mode
:
109 return BLEND_MODE_NORMAL
;
110 case SkXfermode::kScreen_Mode
:
111 return BLEND_MODE_SCREEN
;
112 case SkXfermode::kOverlay_Mode
:
113 return BLEND_MODE_OVERLAY
;
114 case SkXfermode::kDarken_Mode
:
115 return BLEND_MODE_DARKEN
;
116 case SkXfermode::kLighten_Mode
:
117 return BLEND_MODE_LIGHTEN
;
118 case SkXfermode::kColorDodge_Mode
:
119 return BLEND_MODE_COLOR_DODGE
;
120 case SkXfermode::kColorBurn_Mode
:
121 return BLEND_MODE_COLOR_BURN
;
122 case SkXfermode::kHardLight_Mode
:
123 return BLEND_MODE_HARD_LIGHT
;
124 case SkXfermode::kSoftLight_Mode
:
125 return BLEND_MODE_SOFT_LIGHT
;
126 case SkXfermode::kDifference_Mode
:
127 return BLEND_MODE_DIFFERENCE
;
128 case SkXfermode::kExclusion_Mode
:
129 return BLEND_MODE_EXCLUSION
;
130 case SkXfermode::kMultiply_Mode
:
131 return BLEND_MODE_MULTIPLY
;
132 case SkXfermode::kHue_Mode
:
133 return BLEND_MODE_HUE
;
134 case SkXfermode::kSaturation_Mode
:
135 return BLEND_MODE_SATURATION
;
136 case SkXfermode::kColor_Mode
:
137 return BLEND_MODE_COLOR
;
138 case SkXfermode::kLuminosity_Mode
:
139 return BLEND_MODE_LUMINOSITY
;
142 return BLEND_MODE_NONE
;
146 // Smallest unit that impact anti-aliasing output. We use this to
147 // determine when anti-aliasing is unnecessary.
148 const float kAntiAliasingEpsilon
= 1.0f
/ 1024.0f
;
150 // Block or crash if the number of pending sync queries reach this high as
151 // something is seriously wrong on the service side if this happens.
152 const size_t kMaxPendingSyncQueries
= 16;
154 } // anonymous namespace
156 static GLint
GetActiveTextureUnit(GLES2Interface
* gl
) {
157 GLint active_unit
= 0;
158 gl
->GetIntegerv(GL_ACTIVE_TEXTURE
, &active_unit
);
162 class GLRenderer::ScopedUseGrContext
{
164 static scoped_ptr
<ScopedUseGrContext
> Create(GLRenderer
* renderer
,
165 DrawingFrame
* frame
) {
166 // GrContext for filters is created lazily, and may fail if the context
168 // TODO(vmiura,bsalomon): crbug.com/487850 Ensure that
169 // ContextProvider::GrContext() does not return NULL.
170 if (renderer
->output_surface_
->context_provider()->GrContext())
171 return make_scoped_ptr(new ScopedUseGrContext(renderer
, frame
));
175 ~ScopedUseGrContext() {
176 // Pass context control back to GLrenderer.
177 scoped_gpu_raster_
= nullptr;
178 renderer_
->RestoreGLState();
179 renderer_
->RestoreFramebuffer(frame_
);
182 GrContext
* context() const {
183 return renderer_
->output_surface_
->context_provider()->GrContext();
187 ScopedUseGrContext(GLRenderer
* renderer
, DrawingFrame
* frame
)
188 : scoped_gpu_raster_(
189 new ScopedGpuRaster(renderer
->output_surface_
->context_provider())),
192 // scoped_gpu_raster_ passes context control to Skia.
195 scoped_ptr
<ScopedGpuRaster
> scoped_gpu_raster_
;
196 GLRenderer
* renderer_
;
197 DrawingFrame
* frame_
;
199 DISALLOW_COPY_AND_ASSIGN(ScopedUseGrContext
);
202 struct GLRenderer::PendingAsyncReadPixels
{
203 PendingAsyncReadPixels() : buffer(0) {}
205 scoped_ptr
<CopyOutputRequest
> copy_request
;
206 base::CancelableClosure finished_read_pixels_callback
;
210 DISALLOW_COPY_AND_ASSIGN(PendingAsyncReadPixels
);
213 class GLRenderer::SyncQuery
{
215 explicit SyncQuery(gpu::gles2::GLES2Interface
* gl
)
216 : gl_(gl
), query_id_(0u), is_pending_(false), weak_ptr_factory_(this) {
217 gl_
->GenQueriesEXT(1, &query_id_
);
219 virtual ~SyncQuery() { gl_
->DeleteQueriesEXT(1, &query_id_
); }
221 scoped_refptr
<ResourceProvider::Fence
> Begin() {
222 DCHECK(!IsPending());
223 // Invalidate weak pointer held by old fence.
224 weak_ptr_factory_
.InvalidateWeakPtrs();
225 // Note: In case the set of drawing commands issued before End() do not
226 // depend on the query, defer BeginQueryEXT call until Set() is called and
227 // query is required.
228 return make_scoped_refptr
<ResourceProvider::Fence
>(
229 new Fence(weak_ptr_factory_
.GetWeakPtr()));
236 // Note: BeginQueryEXT on GL_COMMANDS_COMPLETED_CHROMIUM is effectively a
237 // noop relative to GL, so it doesn't matter where it happens but we still
238 // make sure to issue this command when Set() is called (prior to issuing
239 // any drawing commands that depend on query), in case some future extension
240 // can take advantage of this.
241 gl_
->BeginQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM
, query_id_
);
249 gl_
->EndQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM
);
256 unsigned result_available
= 1;
257 gl_
->GetQueryObjectuivEXT(
258 query_id_
, GL_QUERY_RESULT_AVAILABLE_EXT
, &result_available
);
259 is_pending_
= !result_available
;
268 gl_
->GetQueryObjectuivEXT(query_id_
, GL_QUERY_RESULT_EXT
, &result
);
273 class Fence
: public ResourceProvider::Fence
{
275 explicit Fence(base::WeakPtr
<GLRenderer::SyncQuery
> query
)
278 // Overridden from ResourceProvider::Fence:
279 void Set() override
{
283 bool HasPassed() override
{ return !query_
|| !query_
->IsPending(); }
284 void Wait() override
{
292 base::WeakPtr
<SyncQuery
> query_
;
294 DISALLOW_COPY_AND_ASSIGN(Fence
);
297 gpu::gles2::GLES2Interface
* gl_
;
300 base::WeakPtrFactory
<SyncQuery
> weak_ptr_factory_
;
302 DISALLOW_COPY_AND_ASSIGN(SyncQuery
);
305 scoped_ptr
<GLRenderer
> GLRenderer::Create(
306 RendererClient
* client
,
307 const RendererSettings
* settings
,
308 OutputSurface
* output_surface
,
309 ResourceProvider
* resource_provider
,
310 TextureMailboxDeleter
* texture_mailbox_deleter
,
311 int highp_threshold_min
) {
312 return make_scoped_ptr(new GLRenderer(client
,
316 texture_mailbox_deleter
,
317 highp_threshold_min
));
320 GLRenderer::GLRenderer(RendererClient
* client
,
321 const RendererSettings
* settings
,
322 OutputSurface
* output_surface
,
323 ResourceProvider
* resource_provider
,
324 TextureMailboxDeleter
* texture_mailbox_deleter
,
325 int highp_threshold_min
)
326 : DirectRenderer(client
, settings
, output_surface
, resource_provider
),
327 offscreen_framebuffer_id_(0),
328 shared_geometry_quad_(QuadVertexRect()),
329 gl_(output_surface
->context_provider()->ContextGL()),
330 context_support_(output_surface
->context_provider()->ContextSupport()),
331 texture_mailbox_deleter_(texture_mailbox_deleter
),
332 is_backbuffer_discarded_(false),
333 is_scissor_enabled_(false),
334 scissor_rect_needs_reset_(true),
335 stencil_shadow_(false),
336 blend_shadow_(false),
337 highp_threshold_min_(highp_threshold_min
),
338 highp_threshold_cache_(0),
339 use_sync_query_(false),
340 on_demand_tile_raster_resource_id_(0),
341 bound_geometry_(NO_BINDING
) {
343 DCHECK(context_support_
);
345 ContextProvider::Capabilities context_caps
=
346 output_surface_
->context_provider()->ContextCapabilities();
348 capabilities_
.using_partial_swap
=
349 settings_
->partial_swap_enabled
&& context_caps
.gpu
.post_sub_buffer
;
351 DCHECK(!context_caps
.gpu
.iosurface
|| context_caps
.gpu
.texture_rectangle
);
353 capabilities_
.using_egl_image
= context_caps
.gpu
.egl_image_external
;
355 capabilities_
.max_texture_size
= resource_provider_
->max_texture_size();
356 capabilities_
.best_texture_format
= resource_provider_
->best_texture_format();
358 // The updater can access textures while the GLRenderer is using them.
359 capabilities_
.allow_partial_texture_updates
= true;
361 capabilities_
.using_image
= context_caps
.gpu
.image
;
363 capabilities_
.using_discard_framebuffer
=
364 context_caps
.gpu
.discard_framebuffer
;
366 capabilities_
.allow_rasterize_on_demand
= true;
367 capabilities_
.max_msaa_samples
= context_caps
.gpu
.max_samples
;
369 use_sync_query_
= context_caps
.gpu
.sync_query
;
370 use_blend_equation_advanced_
= context_caps
.gpu
.blend_equation_advanced
;
371 use_blend_equation_advanced_coherent_
=
372 context_caps
.gpu
.blend_equation_advanced_coherent
;
374 InitializeSharedObjects();
377 GLRenderer::~GLRenderer() {
378 while (!pending_async_read_pixels_
.empty()) {
379 PendingAsyncReadPixels
* pending_read
= pending_async_read_pixels_
.back();
380 pending_read
->finished_read_pixels_callback
.Cancel();
381 pending_async_read_pixels_
.pop_back();
384 in_use_overlay_resources_
.clear();
386 CleanupSharedObjects();
389 const RendererCapabilitiesImpl
& GLRenderer::Capabilities() const {
390 return capabilities_
;
393 void GLRenderer::DidChangeVisibility() {
394 EnforceMemoryPolicy();
396 context_support_
->SetSurfaceVisible(visible());
399 void GLRenderer::ReleaseRenderPassTextures() { render_pass_textures_
.clear(); }
401 void GLRenderer::DiscardPixels() {
402 if (!capabilities_
.using_discard_framebuffer
)
404 bool using_default_framebuffer
=
405 !current_framebuffer_lock_
&&
406 output_surface_
->capabilities().uses_default_gl_framebuffer
;
407 GLenum attachments
[] = {static_cast<GLenum
>(
408 using_default_framebuffer
? GL_COLOR_EXT
: GL_COLOR_ATTACHMENT0_EXT
)};
409 gl_
->DiscardFramebufferEXT(
410 GL_FRAMEBUFFER
, arraysize(attachments
), attachments
);
413 void GLRenderer::PrepareSurfaceForPass(
415 SurfaceInitializationMode initialization_mode
,
416 const gfx::Rect
& render_pass_scissor
) {
419 switch (initialization_mode
) {
420 case SURFACE_INITIALIZATION_MODE_PRESERVE
:
421 EnsureScissorTestDisabled();
423 case SURFACE_INITIALIZATION_MODE_FULL_SURFACE_CLEAR
:
424 EnsureScissorTestDisabled();
426 ClearFramebuffer(frame
);
428 case SURFACE_INITIALIZATION_MODE_SCISSORED_CLEAR
:
429 SetScissorTestRect(render_pass_scissor
);
430 ClearFramebuffer(frame
);
435 void GLRenderer::ClearFramebuffer(DrawingFrame
* frame
) {
436 // On DEBUG builds, opaque render passes are cleared to blue to easily see
437 // regions that were not drawn on the screen.
438 if (frame
->current_render_pass
->has_transparent_background
)
439 gl_
->ClearColor(0, 0, 0, 0);
441 gl_
->ClearColor(0, 0, 1, 1);
443 bool always_clear
= false;
447 if (always_clear
|| frame
->current_render_pass
->has_transparent_background
) {
448 GLbitfield clear_bits
= GL_COLOR_BUFFER_BIT
;
450 clear_bits
|= GL_STENCIL_BUFFER_BIT
;
451 gl_
->Clear(clear_bits
);
455 static ResourceProvider::ResourceId
WaitOnResourceSyncPoints(
456 ResourceProvider
* resource_provider
,
457 ResourceProvider::ResourceId resource_id
) {
458 resource_provider
->WaitSyncPointIfNeeded(resource_id
);
462 void GLRenderer::BeginDrawingFrame(DrawingFrame
* frame
) {
463 TRACE_EVENT0("cc", "GLRenderer::BeginDrawingFrame");
465 scoped_refptr
<ResourceProvider::Fence
> read_lock_fence
;
466 if (use_sync_query_
) {
467 // Block until oldest sync query has passed if the number of pending queries
468 // ever reach kMaxPendingSyncQueries.
469 if (pending_sync_queries_
.size() >= kMaxPendingSyncQueries
) {
470 LOG(ERROR
) << "Reached limit of pending sync queries.";
472 pending_sync_queries_
.front()->Wait();
473 DCHECK(!pending_sync_queries_
.front()->IsPending());
476 while (!pending_sync_queries_
.empty()) {
477 if (pending_sync_queries_
.front()->IsPending())
480 available_sync_queries_
.push_back(pending_sync_queries_
.take_front());
483 current_sync_query_
= available_sync_queries_
.empty()
484 ? make_scoped_ptr(new SyncQuery(gl_
))
485 : available_sync_queries_
.take_front();
487 read_lock_fence
= current_sync_query_
->Begin();
490 make_scoped_refptr(new ResourceProvider::SynchronousFence(gl_
));
492 resource_provider_
->SetReadLockFence(read_lock_fence
.get());
494 // Insert WaitSyncPointCHROMIUM on quad resources prior to drawing the frame,
495 // so that drawing can proceed without GL context switching interruptions.
496 DrawQuad::ResourceIteratorCallback wait_on_resource_syncpoints_callback
=
497 base::Bind(&WaitOnResourceSyncPoints
, resource_provider_
);
499 for (const auto& pass
: *frame
->render_passes_in_draw_order
) {
500 for (const auto& quad
: pass
->quad_list
)
501 quad
->IterateResources(wait_on_resource_syncpoints_callback
);
504 // TODO(enne): Do we need to reinitialize all of this state per frame?
505 ReinitializeGLState();
508 void GLRenderer::DoNoOp() {
509 gl_
->BindFramebuffer(GL_FRAMEBUFFER
, 0);
513 void GLRenderer::DoDrawQuad(DrawingFrame
* frame
,
514 const DrawQuad
* quad
,
515 const gfx::QuadF
* clip_region
) {
516 DCHECK(quad
->rect
.Contains(quad
->visible_rect
));
517 if (quad
->material
!= DrawQuad::TEXTURE_CONTENT
) {
518 FlushTextureQuadCache(SHARED_BINDING
);
521 switch (quad
->material
) {
522 case DrawQuad::INVALID
:
525 case DrawQuad::CHECKERBOARD
:
526 DrawCheckerboardQuad(frame
, CheckerboardDrawQuad::MaterialCast(quad
),
529 case DrawQuad::DEBUG_BORDER
:
530 DrawDebugBorderQuad(frame
, DebugBorderDrawQuad::MaterialCast(quad
));
532 case DrawQuad::IO_SURFACE_CONTENT
:
533 DrawIOSurfaceQuad(frame
, IOSurfaceDrawQuad::MaterialCast(quad
),
536 case DrawQuad::PICTURE_CONTENT
:
537 // PictureDrawQuad should only be used for resourceless software draws.
540 case DrawQuad::RENDER_PASS
:
541 DrawRenderPassQuad(frame
, RenderPassDrawQuad::MaterialCast(quad
),
544 case DrawQuad::SOLID_COLOR
:
545 DrawSolidColorQuad(frame
, SolidColorDrawQuad::MaterialCast(quad
),
548 case DrawQuad::STREAM_VIDEO_CONTENT
:
549 DrawStreamVideoQuad(frame
, StreamVideoDrawQuad::MaterialCast(quad
),
552 case DrawQuad::SURFACE_CONTENT
:
553 // Surface content should be fully resolved to other quad types before
554 // reaching a direct renderer.
557 case DrawQuad::TEXTURE_CONTENT
:
558 EnqueueTextureQuad(frame
, TextureDrawQuad::MaterialCast(quad
),
561 case DrawQuad::TILED_CONTENT
:
562 DrawTileQuad(frame
, TileDrawQuad::MaterialCast(quad
), clip_region
);
564 case DrawQuad::YUV_VIDEO_CONTENT
:
565 DrawYUVVideoQuad(frame
, YUVVideoDrawQuad::MaterialCast(quad
),
571 void GLRenderer::DrawCheckerboardQuad(const DrawingFrame
* frame
,
572 const CheckerboardDrawQuad
* quad
,
573 const gfx::QuadF
* clip_region
) {
574 // TODO(enne) For now since checkerboards shouldn't be part of a 3D
575 // context, clipping regions aren't supported so we skip drawing them
576 // if this becomes the case.
580 SetBlendEnabled(quad
->ShouldDrawWithBlending());
582 const TileCheckerboardProgram
* program
= GetTileCheckerboardProgram();
583 DCHECK(program
&& (program
->initialized() || IsContextLost()));
584 SetUseProgram(program
->program());
586 SkColor color
= quad
->color
;
587 gl_
->Uniform4f(program
->fragment_shader().color_location(),
588 SkColorGetR(color
) * (1.0f
/ 255.0f
),
589 SkColorGetG(color
) * (1.0f
/ 255.0f
),
590 SkColorGetB(color
) * (1.0f
/ 255.0f
), 1);
592 const int kCheckerboardWidth
= 16;
593 float frequency
= 1.0f
/ kCheckerboardWidth
;
595 gfx::Rect tile_rect
= quad
->rect
;
597 static_cast<int>(tile_rect
.x() / quad
->scale
) % kCheckerboardWidth
;
599 static_cast<int>(tile_rect
.y() / quad
->scale
) % kCheckerboardWidth
;
600 float tex_scale_x
= tile_rect
.width() / quad
->scale
;
601 float tex_scale_y
= tile_rect
.height() / quad
->scale
;
602 gl_
->Uniform4f(program
->fragment_shader().tex_transform_location(),
603 tex_offset_x
, tex_offset_y
, tex_scale_x
, tex_scale_y
);
605 gl_
->Uniform1f(program
->fragment_shader().frequency_location(), frequency
);
607 SetShaderOpacity(quad
->opacity(),
608 program
->fragment_shader().alpha_location());
609 DrawQuadGeometry(frame
,
610 quad
->quadTransform(),
612 program
->vertex_shader().matrix_location());
615 // This function does not handle 3D sorting right now, since the debug border
616 // quads are just drawn as their original quads and not in split pieces. This
617 // results in some debug border quads drawing over foreground quads.
618 void GLRenderer::DrawDebugBorderQuad(const DrawingFrame
* frame
,
619 const DebugBorderDrawQuad
* quad
) {
620 SetBlendEnabled(quad
->ShouldDrawWithBlending());
622 static float gl_matrix
[16];
623 const DebugBorderProgram
* program
= GetDebugBorderProgram();
624 DCHECK(program
&& (program
->initialized() || IsContextLost()));
625 SetUseProgram(program
->program());
627 // Use the full quad_rect for debug quads to not move the edges based on
629 gfx::Rect layer_rect
= quad
->rect
;
630 gfx::Transform render_matrix
;
631 QuadRectTransform(&render_matrix
, quad
->quadTransform(), layer_rect
);
632 GLRenderer::ToGLMatrix(&gl_matrix
[0],
633 frame
->projection_matrix
* render_matrix
);
634 gl_
->UniformMatrix4fv(program
->vertex_shader().matrix_location(), 1, false,
637 SkColor color
= quad
->color
;
638 float alpha
= SkColorGetA(color
) * (1.0f
/ 255.0f
);
640 gl_
->Uniform4f(program
->fragment_shader().color_location(),
641 (SkColorGetR(color
) * (1.0f
/ 255.0f
)) * alpha
,
642 (SkColorGetG(color
) * (1.0f
/ 255.0f
)) * alpha
,
643 (SkColorGetB(color
) * (1.0f
/ 255.0f
)) * alpha
, alpha
);
645 gl_
->LineWidth(quad
->width
);
647 // The indices for the line are stored in the same array as the triangle
649 gl_
->DrawElements(GL_LINE_LOOP
, 4, GL_UNSIGNED_SHORT
, 0);
652 static skia::RefPtr
<SkImage
> ApplyImageFilter(
653 scoped_ptr
<GLRenderer::ScopedUseGrContext
> use_gr_context
,
654 ResourceProvider
* resource_provider
,
655 const gfx::Rect
& rect
,
656 const gfx::Vector2dF
& scale
,
657 SkImageFilter
* filter
,
658 ScopedResource
* source_texture_resource
) {
660 return skia::RefPtr
<SkImage
>();
663 return skia::RefPtr
<SkImage
>();
665 ResourceProvider::ScopedReadLockGL
lock(resource_provider
,
666 source_texture_resource
->id());
668 // Wrap the source texture in a Ganesh platform texture.
669 GrBackendTextureDesc backend_texture_description
;
670 backend_texture_description
.fWidth
= source_texture_resource
->size().width();
671 backend_texture_description
.fHeight
=
672 source_texture_resource
->size().height();
673 backend_texture_description
.fConfig
= kSkia8888_GrPixelConfig
;
674 backend_texture_description
.fTextureHandle
= lock
.texture_id();
675 backend_texture_description
.fOrigin
= kBottomLeft_GrSurfaceOrigin
;
676 skia::RefPtr
<GrTexture
> texture
= skia::AdoptRef(
677 use_gr_context
->context()->textureProvider()->wrapBackendTexture(
678 backend_texture_description
));
680 TRACE_EVENT_INSTANT0("cc",
681 "ApplyImageFilter wrap background texture failed",
682 TRACE_EVENT_SCOPE_THREAD
);
683 return skia::RefPtr
<SkImage
>();
686 SkImageInfo src_info
=
687 SkImageInfo::MakeN32Premul(source_texture_resource
->size().width(),
688 source_texture_resource
->size().height());
689 // Place the platform texture inside an SkBitmap.
691 source
.setInfo(src_info
);
692 skia::RefPtr
<SkGrPixelRef
> pixel_ref
=
693 skia::AdoptRef(new SkGrPixelRef(src_info
, texture
.get()));
694 source
.setPixelRef(pixel_ref
.get());
696 // Create surface to draw into.
697 SkImageInfo dst_info
=
698 SkImageInfo::MakeN32Premul(source
.width(), source
.height());
699 skia::RefPtr
<SkSurface
> surface
= skia::AdoptRef(SkSurface::NewRenderTarget(
700 use_gr_context
->context(), SkSurface::kYes_Budgeted
, dst_info
, 0));
702 TRACE_EVENT_INSTANT0("cc", "ApplyImageFilter surface allocation failed",
703 TRACE_EVENT_SCOPE_THREAD
);
704 return skia::RefPtr
<SkImage
>();
706 skia::RefPtr
<SkCanvas
> canvas
= skia::SharePtr(surface
->getCanvas());
708 // Draw the source bitmap through the filter to the canvas.
710 paint
.setImageFilter(filter
);
711 canvas
->clear(SK_ColorTRANSPARENT
);
713 // The origin of the filter is top-left and the origin of the source is
714 // bottom-left, but the orientation is the same, so we must translate the
715 // filter so that it renders at the bottom of the texture to avoid
717 int y_translate
= source
.height() - rect
.height() - rect
.origin().y();
718 canvas
->translate(-rect
.origin().x(), y_translate
);
719 canvas
->scale(scale
.x(), scale
.y());
720 canvas
->drawSprite(source
, 0, 0, &paint
);
722 skia::RefPtr
<SkImage
> image
= skia::AdoptRef(surface
->newImageSnapshot());
723 if (!image
|| !image
->getTexture()) {
724 return skia::RefPtr
<SkImage
>();
727 // Flush the GrContext to ensure all buffered GL calls are drawn to the
728 // backing store before we access and return it, and have cc begin using the
735 bool GLRenderer::CanApplyBlendModeUsingBlendFunc(SkXfermode::Mode blend_mode
) {
736 return use_blend_equation_advanced_
||
737 blend_mode
== SkXfermode::kScreen_Mode
||
738 blend_mode
== SkXfermode::kSrcOver_Mode
;
741 void GLRenderer::ApplyBlendModeUsingBlendFunc(SkXfermode::Mode blend_mode
) {
742 DCHECK(CanApplyBlendModeUsingBlendFunc(blend_mode
));
744 // Any modes set here must be reset in RestoreBlendFuncToDefault
745 if (use_blend_equation_advanced_
) {
746 GLenum equation
= GL_FUNC_ADD
;
748 switch (blend_mode
) {
749 case SkXfermode::kScreen_Mode
:
750 equation
= GL_SCREEN_KHR
;
752 case SkXfermode::kOverlay_Mode
:
753 equation
= GL_OVERLAY_KHR
;
755 case SkXfermode::kDarken_Mode
:
756 equation
= GL_DARKEN_KHR
;
758 case SkXfermode::kLighten_Mode
:
759 equation
= GL_LIGHTEN_KHR
;
761 case SkXfermode::kColorDodge_Mode
:
762 equation
= GL_COLORDODGE_KHR
;
764 case SkXfermode::kColorBurn_Mode
:
765 equation
= GL_COLORBURN_KHR
;
767 case SkXfermode::kHardLight_Mode
:
768 equation
= GL_HARDLIGHT_KHR
;
770 case SkXfermode::kSoftLight_Mode
:
771 equation
= GL_SOFTLIGHT_KHR
;
773 case SkXfermode::kDifference_Mode
:
774 equation
= GL_DIFFERENCE_KHR
;
776 case SkXfermode::kExclusion_Mode
:
777 equation
= GL_EXCLUSION_KHR
;
779 case SkXfermode::kMultiply_Mode
:
780 equation
= GL_MULTIPLY_KHR
;
782 case SkXfermode::kHue_Mode
:
783 equation
= GL_HSL_HUE_KHR
;
785 case SkXfermode::kSaturation_Mode
:
786 equation
= GL_HSL_SATURATION_KHR
;
788 case SkXfermode::kColor_Mode
:
789 equation
= GL_HSL_COLOR_KHR
;
791 case SkXfermode::kLuminosity_Mode
:
792 equation
= GL_HSL_LUMINOSITY_KHR
;
798 gl_
->BlendEquation(equation
);
800 if (blend_mode
== SkXfermode::kScreen_Mode
) {
801 gl_
->BlendFunc(GL_ONE_MINUS_DST_COLOR
, GL_ONE
);
806 void GLRenderer::RestoreBlendFuncToDefault(SkXfermode::Mode blend_mode
) {
807 if (blend_mode
== SkXfermode::kSrcOver_Mode
)
810 if (use_blend_equation_advanced_
) {
811 gl_
->BlendEquation(GL_FUNC_ADD
);
813 gl_
->BlendFunc(GL_ONE
, GL_ONE_MINUS_SRC_ALPHA
);
817 bool GLRenderer::ShouldApplyBackgroundFilters(DrawingFrame
* frame
,
818 const RenderPassDrawQuad
* quad
) {
819 if (quad
->background_filters
.IsEmpty())
822 // TODO(danakj): We only allow background filters on an opaque render surface
823 // because other surfaces may contain translucent pixels, and the contents
824 // behind those translucent pixels wouldn't have the filter applied.
825 if (frame
->current_render_pass
->has_transparent_background
)
828 // TODO(ajuma): Add support for reference filters once
829 // FilterOperations::GetOutsets supports reference filters.
830 if (quad
->background_filters
.HasReferenceFilter())
835 // This takes a gfx::Rect and a clip region quad in the same space,
836 // and returns a quad with the same proportions in the space -0.5->0.5.
837 bool GetScaledRegion(const gfx::Rect
& rect
,
838 const gfx::QuadF
* clip
,
839 gfx::QuadF
* scaled_region
) {
843 gfx::PointF
p1(((clip
->p1().x() - rect
.x()) / rect
.width()) - 0.5f
,
844 ((clip
->p1().y() - rect
.y()) / rect
.height()) - 0.5f
);
845 gfx::PointF
p2(((clip
->p2().x() - rect
.x()) / rect
.width()) - 0.5f
,
846 ((clip
->p2().y() - rect
.y()) / rect
.height()) - 0.5f
);
847 gfx::PointF
p3(((clip
->p3().x() - rect
.x()) / rect
.width()) - 0.5f
,
848 ((clip
->p3().y() - rect
.y()) / rect
.height()) - 0.5f
);
849 gfx::PointF
p4(((clip
->p4().x() - rect
.x()) / rect
.width()) - 0.5f
,
850 ((clip
->p4().y() - rect
.y()) / rect
.height()) - 0.5f
);
851 *scaled_region
= gfx::QuadF(p1
, p2
, p3
, p4
);
855 // This takes a gfx::Rect and a clip region quad in the same space,
856 // and returns the proportional uv's in the space 0->1.
857 bool GetScaledUVs(const gfx::Rect
& rect
, const gfx::QuadF
* clip
, float uvs
[8]) {
861 uvs
[0] = ((clip
->p1().x() - rect
.x()) / rect
.width());
862 uvs
[1] = ((clip
->p1().y() - rect
.y()) / rect
.height());
863 uvs
[2] = ((clip
->p2().x() - rect
.x()) / rect
.width());
864 uvs
[3] = ((clip
->p2().y() - rect
.y()) / rect
.height());
865 uvs
[4] = ((clip
->p3().x() - rect
.x()) / rect
.width());
866 uvs
[5] = ((clip
->p3().y() - rect
.y()) / rect
.height());
867 uvs
[6] = ((clip
->p4().x() - rect
.x()) / rect
.width());
868 uvs
[7] = ((clip
->p4().y() - rect
.y()) / rect
.height());
872 gfx::Rect
GLRenderer::GetBackdropBoundingBoxForRenderPassQuad(
874 const RenderPassDrawQuad
* quad
,
875 const gfx::Transform
& contents_device_transform
,
876 const gfx::QuadF
* clip_region
,
878 gfx::QuadF scaled_region
;
879 if (!GetScaledRegion(quad
->rect
, clip_region
, &scaled_region
)) {
880 scaled_region
= SharedGeometryQuad().BoundingBox();
883 gfx::Rect backdrop_rect
= gfx::ToEnclosingRect(MathUtil::MapClippedRect(
884 contents_device_transform
, scaled_region
.BoundingBox()));
886 if (ShouldApplyBackgroundFilters(frame
, quad
)) {
887 int top
, right
, bottom
, left
;
888 quad
->background_filters
.GetOutsets(&top
, &right
, &bottom
, &left
);
889 backdrop_rect
.Inset(-left
, -top
, -right
, -bottom
);
892 if (!backdrop_rect
.IsEmpty() && use_aa
) {
893 const int kOutsetForAntialiasing
= 1;
894 backdrop_rect
.Inset(-kOutsetForAntialiasing
, -kOutsetForAntialiasing
);
897 backdrop_rect
.Intersect(MoveFromDrawToWindowSpace(
898 frame
, frame
->current_render_pass
->output_rect
));
899 return backdrop_rect
;
902 scoped_ptr
<ScopedResource
> GLRenderer::GetBackdropTexture(
903 const gfx::Rect
& bounding_rect
) {
904 scoped_ptr
<ScopedResource
> device_background_texture
=
905 ScopedResource::Create(resource_provider_
);
906 // CopyTexImage2D fails when called on a texture having immutable storage.
907 device_background_texture
->Allocate(
908 bounding_rect
.size(), ResourceProvider::TEXTURE_HINT_DEFAULT
, RGBA_8888
);
910 ResourceProvider::ScopedWriteLockGL
lock(resource_provider_
,
911 device_background_texture
->id());
912 GetFramebufferTexture(
913 lock
.texture_id(), device_background_texture
->format(), bounding_rect
);
915 return device_background_texture
.Pass();
918 skia::RefPtr
<SkImage
> GLRenderer::ApplyBackgroundFilters(
920 const RenderPassDrawQuad
* quad
,
921 ScopedResource
* background_texture
) {
922 DCHECK(ShouldApplyBackgroundFilters(frame
, quad
));
923 skia::RefPtr
<SkImageFilter
> filter
= RenderSurfaceFilters::BuildImageFilter(
924 quad
->background_filters
, background_texture
->size());
926 skia::RefPtr
<SkImage
> background_with_filters
= ApplyImageFilter(
927 ScopedUseGrContext::Create(this, frame
), resource_provider_
, quad
->rect
,
928 quad
->filters_scale
, filter
.get(), background_texture
);
929 return background_with_filters
;
932 void GLRenderer::DrawRenderPassQuad(DrawingFrame
* frame
,
933 const RenderPassDrawQuad
* quad
,
934 const gfx::QuadF
* clip_region
) {
935 ScopedResource
* contents_texture
=
936 render_pass_textures_
.get(quad
->render_pass_id
);
937 DCHECK(contents_texture
);
938 DCHECK(contents_texture
->id());
940 gfx::Transform quad_rect_matrix
;
941 QuadRectTransform(&quad_rect_matrix
, quad
->quadTransform(), quad
->rect
);
942 gfx::Transform contents_device_transform
=
943 frame
->window_matrix
* frame
->projection_matrix
* quad_rect_matrix
;
944 contents_device_transform
.FlattenTo2d();
946 // Can only draw surface if device matrix is invertible.
947 if (!contents_device_transform
.IsInvertible())
950 gfx::QuadF surface_quad
= SharedGeometryQuad();
952 bool use_aa
= settings_
->allow_antialiasing
&&
953 ShouldAntialiasQuad(contents_device_transform
, quad
,
954 settings_
->force_antialiasing
);
956 SetupQuadForClippingAndAntialiasing(contents_device_transform
, quad
, use_aa
,
957 clip_region
, &surface_quad
, edge
);
958 SkXfermode::Mode blend_mode
= quad
->shared_quad_state
->blend_mode
;
959 bool use_shaders_for_blending
=
960 !CanApplyBlendModeUsingBlendFunc(blend_mode
) ||
961 ShouldApplyBackgroundFilters(frame
, quad
) ||
962 settings_
->force_blending_with_shaders
;
964 scoped_ptr
<ScopedResource
> background_texture
;
965 skia::RefPtr
<SkImage
> background_image
;
966 gfx::Rect background_rect
;
967 if (use_shaders_for_blending
) {
968 // Compute a bounding box around the pixels that will be visible through
970 background_rect
= GetBackdropBoundingBoxForRenderPassQuad(
971 frame
, quad
, contents_device_transform
, clip_region
, use_aa
);
973 if (!background_rect
.IsEmpty()) {
974 // The pixels from the filtered background should completely replace the
975 // current pixel values.
977 SetBlendEnabled(false);
979 // Read the pixels in the bounding box into a buffer R.
980 // This function allocates a texture, which should contribute to the
981 // amount of memory used by render surfaces:
982 // LayerTreeHost::CalculateMemoryForRenderSurfaces.
983 background_texture
= GetBackdropTexture(background_rect
);
985 if (ShouldApplyBackgroundFilters(frame
, quad
) && background_texture
) {
986 // Apply the background filters to R, so that it is applied in the
987 // pixels' coordinate space.
989 ApplyBackgroundFilters(frame
, quad
, background_texture
.get());
993 if (!background_texture
) {
994 // Something went wrong with reading the backdrop.
995 DCHECK(!background_image
);
996 use_shaders_for_blending
= false;
997 } else if (background_image
) {
998 // Reset original background texture if there is not any mask
999 if (!quad
->mask_resource_id
)
1000 background_texture
.reset();
1001 } else if (CanApplyBlendModeUsingBlendFunc(blend_mode
) &&
1002 ShouldApplyBackgroundFilters(frame
, quad
)) {
1003 // Something went wrong with applying background filters to the backdrop.
1004 use_shaders_for_blending
= false;
1005 background_texture
.reset();
1008 // Need original background texture for mask?
1009 bool mask_for_background
=
1010 background_texture
&& // Have original background texture
1011 background_image
&& // Have filtered background texture
1012 quad
->mask_resource_id
; // Have mask texture
1014 !use_shaders_for_blending
&&
1015 (quad
->ShouldDrawWithBlending() || !IsDefaultBlendMode(blend_mode
)));
1017 // TODO(senorblanco): Cache this value so that we don't have to do it for both
1018 // the surface and its replica. Apply filters to the contents texture.
1019 skia::RefPtr
<SkImage
> filter_image
;
1020 SkScalar color_matrix
[20];
1021 bool use_color_matrix
= false;
1022 if (!quad
->filters
.IsEmpty()) {
1023 skia::RefPtr
<SkImageFilter
> filter
= RenderSurfaceFilters::BuildImageFilter(
1024 quad
->filters
, contents_texture
->size());
1026 skia::RefPtr
<SkColorFilter
> cf
;
1029 SkColorFilter
* colorfilter_rawptr
= NULL
;
1030 filter
->asColorFilter(&colorfilter_rawptr
);
1031 cf
= skia::AdoptRef(colorfilter_rawptr
);
1034 if (cf
&& cf
->asColorMatrix(color_matrix
) && !filter
->getInput(0)) {
1035 // We have a single color matrix as a filter; apply it locally
1036 // in the compositor.
1037 use_color_matrix
= true;
1039 filter_image
= ApplyImageFilter(
1040 ScopedUseGrContext::Create(this, frame
), resource_provider_
,
1041 quad
->rect
, quad
->filters_scale
, filter
.get(), contents_texture
);
1046 scoped_ptr
<ResourceProvider::ScopedSamplerGL
> mask_resource_lock
;
1047 unsigned mask_texture_id
= 0;
1048 SamplerType mask_sampler
= SAMPLER_TYPE_NA
;
1049 if (quad
->mask_resource_id
) {
1050 mask_resource_lock
.reset(new ResourceProvider::ScopedSamplerGL(
1051 resource_provider_
, quad
->mask_resource_id
, GL_TEXTURE1
, GL_LINEAR
));
1052 mask_texture_id
= mask_resource_lock
->texture_id();
1053 mask_sampler
= SamplerTypeFromTextureTarget(mask_resource_lock
->target());
1056 scoped_ptr
<ResourceProvider::ScopedSamplerGL
> contents_resource_lock
;
1058 GrTexture
* texture
= filter_image
->getTexture();
1059 DCHECK_EQ(GL_TEXTURE0
, GetActiveTextureUnit(gl_
));
1060 gl_
->BindTexture(GL_TEXTURE_2D
, texture
->getTextureHandle());
1062 contents_resource_lock
=
1063 make_scoped_ptr(new ResourceProvider::ScopedSamplerGL(
1064 resource_provider_
, contents_texture
->id(), GL_LINEAR
));
1065 DCHECK_EQ(static_cast<GLenum
>(GL_TEXTURE_2D
),
1066 contents_resource_lock
->target());
1069 if (!use_shaders_for_blending
) {
1070 if (!use_blend_equation_advanced_coherent_
&& use_blend_equation_advanced_
)
1071 gl_
->BlendBarrierKHR();
1073 ApplyBlendModeUsingBlendFunc(blend_mode
);
1076 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1078 &highp_threshold_cache_
,
1079 highp_threshold_min_
,
1080 quad
->shared_quad_state
->visible_content_rect
.bottom_right());
1082 ShaderLocations locations
;
1084 DCHECK_EQ(background_texture
|| background_image
, use_shaders_for_blending
);
1085 BlendMode shader_blend_mode
= use_shaders_for_blending
1086 ? BlendModeFromSkXfermode(blend_mode
)
1089 if (use_aa
&& mask_texture_id
&& !use_color_matrix
) {
1090 const RenderPassMaskProgramAA
* program
= GetRenderPassMaskProgramAA(
1091 tex_coord_precision
, mask_sampler
,
1092 shader_blend_mode
, mask_for_background
);
1093 SetUseProgram(program
->program());
1094 program
->vertex_shader().FillLocations(&locations
);
1095 program
->fragment_shader().FillLocations(&locations
);
1096 gl_
->Uniform1i(locations
.sampler
, 0);
1097 } else if (!use_aa
&& mask_texture_id
&& !use_color_matrix
) {
1098 const RenderPassMaskProgram
* program
= GetRenderPassMaskProgram(
1099 tex_coord_precision
, mask_sampler
,
1100 shader_blend_mode
, mask_for_background
);
1101 SetUseProgram(program
->program());
1102 program
->vertex_shader().FillLocations(&locations
);
1103 program
->fragment_shader().FillLocations(&locations
);
1104 gl_
->Uniform1i(locations
.sampler
, 0);
1105 } else if (use_aa
&& !mask_texture_id
&& !use_color_matrix
) {
1106 const RenderPassProgramAA
* program
=
1107 GetRenderPassProgramAA(tex_coord_precision
, shader_blend_mode
);
1108 SetUseProgram(program
->program());
1109 program
->vertex_shader().FillLocations(&locations
);
1110 program
->fragment_shader().FillLocations(&locations
);
1111 gl_
->Uniform1i(locations
.sampler
, 0);
1112 } else if (use_aa
&& mask_texture_id
&& use_color_matrix
) {
1113 const RenderPassMaskColorMatrixProgramAA
* program
=
1114 GetRenderPassMaskColorMatrixProgramAA(
1115 tex_coord_precision
, mask_sampler
,
1116 shader_blend_mode
, mask_for_background
);
1117 SetUseProgram(program
->program());
1118 program
->vertex_shader().FillLocations(&locations
);
1119 program
->fragment_shader().FillLocations(&locations
);
1120 gl_
->Uniform1i(locations
.sampler
, 0);
1121 } else if (use_aa
&& !mask_texture_id
&& use_color_matrix
) {
1122 const RenderPassColorMatrixProgramAA
* program
=
1123 GetRenderPassColorMatrixProgramAA(tex_coord_precision
,
1125 SetUseProgram(program
->program());
1126 program
->vertex_shader().FillLocations(&locations
);
1127 program
->fragment_shader().FillLocations(&locations
);
1128 gl_
->Uniform1i(locations
.sampler
, 0);
1129 } else if (!use_aa
&& mask_texture_id
&& use_color_matrix
) {
1130 const RenderPassMaskColorMatrixProgram
* program
=
1131 GetRenderPassMaskColorMatrixProgram(
1132 tex_coord_precision
, mask_sampler
,
1133 shader_blend_mode
, mask_for_background
);
1134 SetUseProgram(program
->program());
1135 program
->vertex_shader().FillLocations(&locations
);
1136 program
->fragment_shader().FillLocations(&locations
);
1137 gl_
->Uniform1i(locations
.sampler
, 0);
1138 } else if (!use_aa
&& !mask_texture_id
&& use_color_matrix
) {
1139 const RenderPassColorMatrixProgram
* program
=
1140 GetRenderPassColorMatrixProgram(tex_coord_precision
, shader_blend_mode
);
1141 SetUseProgram(program
->program());
1142 program
->vertex_shader().FillLocations(&locations
);
1143 program
->fragment_shader().FillLocations(&locations
);
1144 gl_
->Uniform1i(locations
.sampler
, 0);
1146 const RenderPassProgram
* program
=
1147 GetRenderPassProgram(tex_coord_precision
, shader_blend_mode
);
1148 SetUseProgram(program
->program());
1149 program
->vertex_shader().FillLocations(&locations
);
1150 program
->fragment_shader().FillLocations(&locations
);
1151 gl_
->Uniform1i(locations
.sampler
, 0);
1154 quad
->rect
.width() / static_cast<float>(contents_texture
->size().width());
1155 float tex_scale_y
= quad
->rect
.height() /
1156 static_cast<float>(contents_texture
->size().height());
1157 DCHECK_LE(tex_scale_x
, 1.0f
);
1158 DCHECK_LE(tex_scale_y
, 1.0f
);
1160 DCHECK(locations
.tex_transform
!= -1 || IsContextLost());
1161 // Flip the content vertically in the shader, as the RenderPass input
1162 // texture is already oriented the same way as the framebuffer, but the
1163 // projection transform does a flip.
1164 gl_
->Uniform4f(locations
.tex_transform
, 0.0f
, tex_scale_y
, tex_scale_x
,
1167 GLint last_texture_unit
= 0;
1168 if (locations
.mask_sampler
!= -1) {
1169 DCHECK_NE(locations
.mask_tex_coord_scale
, 1);
1170 DCHECK_NE(locations
.mask_tex_coord_offset
, 1);
1171 gl_
->Uniform1i(locations
.mask_sampler
, 1);
1173 gfx::RectF mask_uv_rect
= quad
->MaskUVRect();
1174 if (mask_sampler
!= SAMPLER_TYPE_2D
) {
1175 mask_uv_rect
.Scale(quad
->mask_texture_size
.width(),
1176 quad
->mask_texture_size
.height());
1179 // Mask textures are oriented vertically flipped relative to the framebuffer
1180 // and the RenderPass contents texture, so we flip the tex coords from the
1181 // RenderPass texture to find the mask texture coords.
1182 gl_
->Uniform2f(locations
.mask_tex_coord_offset
, mask_uv_rect
.x(),
1183 mask_uv_rect
.bottom());
1184 gl_
->Uniform2f(locations
.mask_tex_coord_scale
,
1185 mask_uv_rect
.width() / tex_scale_x
,
1186 -mask_uv_rect
.height() / tex_scale_y
);
1188 last_texture_unit
= 1;
1191 if (locations
.edge
!= -1)
1192 gl_
->Uniform3fv(locations
.edge
, 8, edge
);
1194 if (locations
.viewport
!= -1) {
1195 float viewport
[4] = {
1196 static_cast<float>(current_window_space_viewport_
.x()),
1197 static_cast<float>(current_window_space_viewport_
.y()),
1198 static_cast<float>(current_window_space_viewport_
.width()),
1199 static_cast<float>(current_window_space_viewport_
.height()),
1201 gl_
->Uniform4fv(locations
.viewport
, 1, viewport
);
1204 if (locations
.color_matrix
!= -1) {
1206 for (int i
= 0; i
< 4; ++i
) {
1207 for (int j
= 0; j
< 4; ++j
)
1208 matrix
[i
* 4 + j
] = SkScalarToFloat(color_matrix
[j
* 5 + i
]);
1210 gl_
->UniformMatrix4fv(locations
.color_matrix
, 1, false, matrix
);
1212 static const float kScale
= 1.0f
/ 255.0f
;
1213 if (locations
.color_offset
!= -1) {
1215 for (int i
= 0; i
< 4; ++i
)
1216 offset
[i
] = SkScalarToFloat(color_matrix
[i
* 5 + 4]) * kScale
;
1218 gl_
->Uniform4fv(locations
.color_offset
, 1, offset
);
1221 scoped_ptr
<ResourceProvider::ScopedSamplerGL
> shader_background_sampler_lock
;
1222 if (locations
.backdrop
!= -1) {
1223 DCHECK(background_texture
|| background_image
);
1224 DCHECK_NE(locations
.backdrop
, 0);
1225 DCHECK_NE(locations
.backdrop_rect
, 0);
1227 gl_
->Uniform1i(locations
.backdrop
, ++last_texture_unit
);
1229 gl_
->Uniform4f(locations
.backdrop_rect
, background_rect
.x(),
1230 background_rect
.y(), background_rect
.width(),
1231 background_rect
.height());
1233 if (background_image
) {
1234 GrTexture
* texture
= background_image
->getTexture();
1235 gl_
->ActiveTexture(GL_TEXTURE0
+ last_texture_unit
);
1236 gl_
->BindTexture(GL_TEXTURE_2D
, texture
->getTextureHandle());
1237 gl_
->ActiveTexture(GL_TEXTURE0
);
1238 if (mask_for_background
)
1239 gl_
->Uniform1i(locations
.original_backdrop
, ++last_texture_unit
);
1241 if (background_texture
) {
1242 shader_background_sampler_lock
= make_scoped_ptr(
1243 new ResourceProvider::ScopedSamplerGL(resource_provider_
,
1244 background_texture
->id(),
1245 GL_TEXTURE0
+ last_texture_unit
,
1247 DCHECK_EQ(static_cast<GLenum
>(GL_TEXTURE_2D
),
1248 shader_background_sampler_lock
->target());
1252 SetShaderOpacity(quad
->opacity(), locations
.alpha
);
1253 SetShaderQuadF(surface_quad
, locations
.quad
);
1255 frame
, quad
->quadTransform(), quad
->rect
, locations
.matrix
);
1257 // Flush the compositor context before the filter bitmap goes out of
1258 // scope, so the draw gets processed before the filter texture gets deleted.
1262 if (!use_shaders_for_blending
)
1263 RestoreBlendFuncToDefault(blend_mode
);
1266 struct SolidColorProgramUniforms
{
1268 unsigned matrix_location
;
1269 unsigned viewport_location
;
1270 unsigned quad_location
;
1271 unsigned edge_location
;
1272 unsigned color_location
;
1276 static void SolidColorUniformLocation(T program
,
1277 SolidColorProgramUniforms
* uniforms
) {
1278 uniforms
->program
= program
->program();
1279 uniforms
->matrix_location
= program
->vertex_shader().matrix_location();
1280 uniforms
->viewport_location
= program
->vertex_shader().viewport_location();
1281 uniforms
->quad_location
= program
->vertex_shader().quad_location();
1282 uniforms
->edge_location
= program
->vertex_shader().edge_location();
1283 uniforms
->color_location
= program
->fragment_shader().color_location();
1287 // These functions determine if a quad, clipped by a clip_region contains
1288 // the entire {top|bottom|left|right} edge.
1289 bool is_top(const gfx::QuadF
* clip_region
, const DrawQuad
* quad
) {
1290 if (!quad
->IsTopEdge())
1295 return std::abs(clip_region
->p1().y()) < kAntiAliasingEpsilon
&&
1296 std::abs(clip_region
->p2().y()) < kAntiAliasingEpsilon
;
1299 bool is_bottom(const gfx::QuadF
* clip_region
, const DrawQuad
* quad
) {
1300 if (!quad
->IsBottomEdge())
1305 return std::abs(clip_region
->p3().y() -
1306 quad
->shared_quad_state
->content_bounds
.height()) <
1307 kAntiAliasingEpsilon
&&
1308 std::abs(clip_region
->p4().y() -
1309 quad
->shared_quad_state
->content_bounds
.height()) <
1310 kAntiAliasingEpsilon
;
1313 bool is_left(const gfx::QuadF
* clip_region
, const DrawQuad
* quad
) {
1314 if (!quad
->IsLeftEdge())
1319 return std::abs(clip_region
->p1().x()) < kAntiAliasingEpsilon
&&
1320 std::abs(clip_region
->p4().x()) < kAntiAliasingEpsilon
;
1323 bool is_right(const gfx::QuadF
* clip_region
, const DrawQuad
* quad
) {
1324 if (!quad
->IsRightEdge())
1329 return std::abs(clip_region
->p2().x() -
1330 quad
->shared_quad_state
->content_bounds
.width()) <
1331 kAntiAliasingEpsilon
&&
1332 std::abs(clip_region
->p3().x() -
1333 quad
->shared_quad_state
->content_bounds
.width()) <
1334 kAntiAliasingEpsilon
;
1336 } // anonymous namespace
1338 static gfx::QuadF
GetDeviceQuadWithAntialiasingOnExteriorEdges(
1339 const LayerQuad
& device_layer_edges
,
1340 const gfx::Transform
& device_transform
,
1341 const gfx::QuadF
* clip_region
,
1342 const DrawQuad
* quad
) {
1343 gfx::RectF tile_rect
= quad
->visible_rect
;
1344 gfx::QuadF
tile_quad(tile_rect
);
1347 if (quad
->material
!= DrawQuad::RENDER_PASS
) {
1348 tile_quad
= *clip_region
;
1350 GetScaledRegion(quad
->rect
, clip_region
, &tile_quad
);
1354 gfx::PointF bottom_right
= tile_quad
.p3();
1355 gfx::PointF bottom_left
= tile_quad
.p4();
1356 gfx::PointF top_left
= tile_quad
.p1();
1357 gfx::PointF top_right
= tile_quad
.p2();
1358 bool clipped
= false;
1360 // Map points to device space. We ignore |clipped|, since the result of
1361 // |MapPoint()| still produces a valid point to draw the quad with. When
1362 // clipped, the point will be outside of the viewport. See crbug.com/416367.
1363 bottom_right
= MathUtil::MapPoint(device_transform
, bottom_right
, &clipped
);
1364 bottom_left
= MathUtil::MapPoint(device_transform
, bottom_left
, &clipped
);
1365 top_left
= MathUtil::MapPoint(device_transform
, top_left
, &clipped
);
1366 top_right
= MathUtil::MapPoint(device_transform
, top_right
, &clipped
);
1368 LayerQuad::Edge
bottom_edge(bottom_right
, bottom_left
);
1369 LayerQuad::Edge
left_edge(bottom_left
, top_left
);
1370 LayerQuad::Edge
top_edge(top_left
, top_right
);
1371 LayerQuad::Edge
right_edge(top_right
, bottom_right
);
1373 // Only apply anti-aliasing to edges not clipped by culling or scissoring.
1374 // If an edge is degenerate we do not want to replace it with a "proper" edge
1375 // as that will cause the quad to possibly expand is strange ways.
1376 if (!top_edge
.degenerate() && is_top(clip_region
, quad
) &&
1377 tile_rect
.y() == quad
->rect
.y()) {
1378 top_edge
= device_layer_edges
.top();
1380 if (!left_edge
.degenerate() && is_left(clip_region
, quad
) &&
1381 tile_rect
.x() == quad
->rect
.x()) {
1382 left_edge
= device_layer_edges
.left();
1384 if (!right_edge
.degenerate() && is_right(clip_region
, quad
) &&
1385 tile_rect
.right() == quad
->rect
.right()) {
1386 right_edge
= device_layer_edges
.right();
1388 if (!bottom_edge
.degenerate() && is_bottom(clip_region
, quad
) &&
1389 tile_rect
.bottom() == quad
->rect
.bottom()) {
1390 bottom_edge
= device_layer_edges
.bottom();
1393 float sign
= tile_quad
.IsCounterClockwise() ? -1 : 1;
1394 bottom_edge
.scale(sign
);
1395 left_edge
.scale(sign
);
1396 top_edge
.scale(sign
);
1397 right_edge
.scale(sign
);
1399 // Create device space quad.
1400 return LayerQuad(left_edge
, top_edge
, right_edge
, bottom_edge
).ToQuadF();
1403 float GetTotalQuadError(const gfx::QuadF
* clipped_quad
,
1404 const gfx::QuadF
* ideal_rect
) {
1405 return (clipped_quad
->p1() - ideal_rect
->p1()).LengthSquared() +
1406 (clipped_quad
->p2() - ideal_rect
->p2()).LengthSquared() +
1407 (clipped_quad
->p3() - ideal_rect
->p3()).LengthSquared() +
1408 (clipped_quad
->p4() - ideal_rect
->p4()).LengthSquared();
1411 // Attempt to rotate the clipped quad until it lines up the most
1412 // correctly. This is necessary because we check the edges of this
1413 // quad against the expected left/right/top/bottom for anti-aliasing.
1414 void AlignQuadToBoundingBox(gfx::QuadF
* clipped_quad
) {
1415 gfx::QuadF bounding_quad
= gfx::QuadF(clipped_quad
->BoundingBox());
1416 gfx::QuadF best_rotation
= *clipped_quad
;
1417 float least_error_amount
= GetTotalQuadError(clipped_quad
, &bounding_quad
);
1418 for (size_t i
= 1; i
< 4; ++i
) {
1419 clipped_quad
->Realign(1);
1420 float new_error
= GetTotalQuadError(clipped_quad
, &bounding_quad
);
1421 if (new_error
< least_error_amount
) {
1422 least_error_amount
= new_error
;
1423 best_rotation
= *clipped_quad
;
1426 *clipped_quad
= best_rotation
;
1430 bool GLRenderer::ShouldAntialiasQuad(const gfx::Transform
& device_transform
,
1431 const DrawQuad
* quad
,
1432 bool force_antialiasing
) {
1433 bool is_render_pass_quad
= (quad
->material
== DrawQuad::RENDER_PASS
);
1434 // For render pass quads, |device_transform| already contains quad's rect.
1435 // TODO(rosca@adobe.com): remove branching on is_render_pass_quad
1437 if (!is_render_pass_quad
&& !quad
->IsEdge())
1439 gfx::RectF content_rect
=
1440 is_render_pass_quad
? QuadVertexRect() : quad
->visibleContentRect();
1442 bool clipped
= false;
1443 gfx::QuadF device_layer_quad
=
1444 MathUtil::MapQuad(device_transform
, gfx::QuadF(content_rect
), &clipped
);
1446 if (device_layer_quad
.BoundingBox().IsEmpty())
1449 bool is_axis_aligned_in_target
= device_layer_quad
.IsRectilinear();
1450 bool is_nearest_rect_within_epsilon
=
1451 is_axis_aligned_in_target
&&
1452 gfx::IsNearestRectWithinDistance(device_layer_quad
.BoundingBox(),
1453 kAntiAliasingEpsilon
);
1454 // AAing clipped quads is not supported by the code yet.
1455 bool use_aa
= !clipped
&& !is_nearest_rect_within_epsilon
;
1456 return use_aa
|| force_antialiasing
;
1460 void GLRenderer::SetupQuadForClippingAndAntialiasing(
1461 const gfx::Transform
& device_transform
,
1462 const DrawQuad
* quad
,
1464 const gfx::QuadF
* clip_region
,
1465 gfx::QuadF
* local_quad
,
1467 bool is_render_pass_quad
= (quad
->material
== DrawQuad::RENDER_PASS
);
1468 gfx::QuadF rotated_clip
;
1469 const gfx::QuadF
* local_clip_region
= clip_region
;
1470 if (local_clip_region
) {
1471 rotated_clip
= *clip_region
;
1472 AlignQuadToBoundingBox(&rotated_clip
);
1473 local_clip_region
= &rotated_clip
;
1476 gfx::QuadF content_rect
= is_render_pass_quad
1477 ? gfx::QuadF(QuadVertexRect())
1478 : gfx::QuadF(quad
->visibleContentRect());
1480 if (local_clip_region
) {
1481 if (!is_render_pass_quad
) {
1482 content_rect
= *local_clip_region
;
1484 GetScaledRegion(quad
->rect
, local_clip_region
, &content_rect
);
1486 *local_quad
= content_rect
;
1490 bool clipped
= false;
1491 gfx::QuadF device_layer_quad
=
1492 MathUtil::MapQuad(device_transform
, content_rect
, &clipped
);
1494 LayerQuad
device_layer_bounds(gfx::QuadF(device_layer_quad
.BoundingBox()));
1495 device_layer_bounds
.InflateAntiAliasingDistance();
1497 LayerQuad
device_layer_edges(device_layer_quad
);
1498 device_layer_edges
.InflateAntiAliasingDistance();
1500 device_layer_edges
.ToFloatArray(edge
);
1501 device_layer_bounds
.ToFloatArray(&edge
[12]);
1503 // If we have a clip region then we are split, and therefore
1504 // by necessity, at least one of our edges is not an external
1506 bool is_full_rect
= quad
->visible_rect
== quad
->rect
;
1508 bool region_contains_all_outside_edges
=
1510 (is_top(local_clip_region
, quad
) && is_left(local_clip_region
, quad
) &&
1511 is_bottom(local_clip_region
, quad
) && is_right(local_clip_region
, quad
));
1513 bool use_aa_on_all_four_edges
=
1514 !local_clip_region
&&
1515 (is_render_pass_quad
|| region_contains_all_outside_edges
);
1517 gfx::QuadF device_quad
=
1518 use_aa_on_all_four_edges
1519 ? device_layer_edges
.ToQuadF()
1520 : GetDeviceQuadWithAntialiasingOnExteriorEdges(
1521 device_layer_edges
, device_transform
, local_clip_region
, quad
);
1523 // Map device space quad to local space. device_transform has no 3d
1524 // component since it was flattened, so we don't need to project. We should
1525 // have already checked that the transform was uninvertible above.
1526 gfx::Transform
inverse_device_transform(gfx::Transform::kSkipInitialization
);
1527 bool did_invert
= device_transform
.GetInverse(&inverse_device_transform
);
1530 MathUtil::MapQuad(inverse_device_transform
, device_quad
, &clipped
);
1531 // We should not DCHECK(!clipped) here, because anti-aliasing inflation may
1532 // cause device_quad to become clipped. To our knowledge this scenario does
1533 // not need to be handled differently than the unclipped case.
1536 void GLRenderer::DrawSolidColorQuad(const DrawingFrame
* frame
,
1537 const SolidColorDrawQuad
* quad
,
1538 const gfx::QuadF
* clip_region
) {
1539 gfx::Rect tile_rect
= quad
->visible_rect
;
1541 SkColor color
= quad
->color
;
1542 float opacity
= quad
->opacity();
1543 float alpha
= (SkColorGetA(color
) * (1.0f
/ 255.0f
)) * opacity
;
1545 // Early out if alpha is small enough that quad doesn't contribute to output.
1546 if (alpha
< std::numeric_limits
<float>::epsilon() &&
1547 quad
->ShouldDrawWithBlending())
1550 gfx::Transform device_transform
=
1551 frame
->window_matrix
* frame
->projection_matrix
* quad
->quadTransform();
1552 device_transform
.FlattenTo2d();
1553 if (!device_transform
.IsInvertible())
1556 bool force_aa
= false;
1557 gfx::QuadF local_quad
= gfx::QuadF(gfx::RectF(tile_rect
));
1559 bool use_aa
= settings_
->allow_antialiasing
&&
1560 !quad
->force_anti_aliasing_off
&&
1561 ShouldAntialiasQuad(device_transform
, quad
, force_aa
);
1562 SetupQuadForClippingAndAntialiasing(device_transform
, quad
, use_aa
,
1563 clip_region
, &local_quad
, edge
);
1565 SolidColorProgramUniforms uniforms
;
1567 SolidColorUniformLocation(GetSolidColorProgramAA(), &uniforms
);
1569 SolidColorUniformLocation(GetSolidColorProgram(), &uniforms
);
1571 SetUseProgram(uniforms
.program
);
1573 gl_
->Uniform4f(uniforms
.color_location
,
1574 (SkColorGetR(color
) * (1.0f
/ 255.0f
)) * alpha
,
1575 (SkColorGetG(color
) * (1.0f
/ 255.0f
)) * alpha
,
1576 (SkColorGetB(color
) * (1.0f
/ 255.0f
)) * alpha
, alpha
);
1578 float viewport
[4] = {
1579 static_cast<float>(current_window_space_viewport_
.x()),
1580 static_cast<float>(current_window_space_viewport_
.y()),
1581 static_cast<float>(current_window_space_viewport_
.width()),
1582 static_cast<float>(current_window_space_viewport_
.height()),
1584 gl_
->Uniform4fv(uniforms
.viewport_location
, 1, viewport
);
1585 gl_
->Uniform3fv(uniforms
.edge_location
, 8, edge
);
1588 // Enable blending when the quad properties require it or if we decided
1589 // to use antialiasing.
1590 SetBlendEnabled(quad
->ShouldDrawWithBlending() || use_aa
);
1592 // Normalize to tile_rect.
1593 local_quad
.Scale(1.0f
/ tile_rect
.width(), 1.0f
/ tile_rect
.height());
1595 SetShaderQuadF(local_quad
, uniforms
.quad_location
);
1597 // The transform and vertex data are used to figure out the extents that the
1598 // un-antialiased quad should have and which vertex this is and the float
1599 // quad passed in via uniform is the actual geometry that gets used to draw
1600 // it. This is why this centered rect is used and not the original quad_rect.
1601 gfx::RectF
centered_rect(
1602 gfx::PointF(-0.5f
* tile_rect
.width(), -0.5f
* tile_rect
.height()),
1605 frame
, quad
->quadTransform(), centered_rect
, uniforms
.matrix_location
);
1608 struct TileProgramUniforms
{
1610 unsigned matrix_location
;
1611 unsigned viewport_location
;
1612 unsigned quad_location
;
1613 unsigned edge_location
;
1614 unsigned vertex_tex_transform_location
;
1615 unsigned sampler_location
;
1616 unsigned fragment_tex_transform_location
;
1617 unsigned alpha_location
;
1621 static void TileUniformLocation(T program
, TileProgramUniforms
* uniforms
) {
1622 uniforms
->program
= program
->program();
1623 uniforms
->matrix_location
= program
->vertex_shader().matrix_location();
1624 uniforms
->viewport_location
= program
->vertex_shader().viewport_location();
1625 uniforms
->quad_location
= program
->vertex_shader().quad_location();
1626 uniforms
->edge_location
= program
->vertex_shader().edge_location();
1627 uniforms
->vertex_tex_transform_location
=
1628 program
->vertex_shader().vertex_tex_transform_location();
1630 uniforms
->sampler_location
= program
->fragment_shader().sampler_location();
1631 uniforms
->alpha_location
= program
->fragment_shader().alpha_location();
1632 uniforms
->fragment_tex_transform_location
=
1633 program
->fragment_shader().fragment_tex_transform_location();
1636 void GLRenderer::DrawTileQuad(const DrawingFrame
* frame
,
1637 const TileDrawQuad
* quad
,
1638 const gfx::QuadF
* clip_region
) {
1639 DrawContentQuad(frame
, quad
, quad
->resource_id
, clip_region
);
1642 void GLRenderer::DrawContentQuad(const DrawingFrame
* frame
,
1643 const ContentDrawQuadBase
* quad
,
1644 ResourceProvider::ResourceId resource_id
,
1645 const gfx::QuadF
* clip_region
) {
1646 gfx::Transform device_transform
=
1647 frame
->window_matrix
* frame
->projection_matrix
* quad
->quadTransform();
1648 device_transform
.FlattenTo2d();
1650 bool use_aa
= settings_
->allow_antialiasing
&&
1651 ShouldAntialiasQuad(device_transform
, quad
, false);
1653 // TODO(timav): simplify coordinate transformations in DrawContentQuadAA
1654 // similar to the way DrawContentQuadNoAA works and then consider
1655 // combining DrawContentQuadAA and DrawContentQuadNoAA into one method.
1657 DrawContentQuadAA(frame
, quad
, resource_id
, device_transform
, clip_region
);
1659 DrawContentQuadNoAA(frame
, quad
, resource_id
, clip_region
);
1662 void GLRenderer::DrawContentQuadAA(const DrawingFrame
* frame
,
1663 const ContentDrawQuadBase
* quad
,
1664 ResourceProvider::ResourceId resource_id
,
1665 const gfx::Transform
& device_transform
,
1666 const gfx::QuadF
* clip_region
) {
1667 if (!device_transform
.IsInvertible())
1670 gfx::Rect tile_rect
= quad
->visible_rect
;
1672 gfx::RectF tex_coord_rect
= MathUtil::ScaleRectProportional(
1673 quad
->tex_coord_rect
, quad
->rect
, tile_rect
);
1674 float tex_to_geom_scale_x
= quad
->rect
.width() / quad
->tex_coord_rect
.width();
1675 float tex_to_geom_scale_y
=
1676 quad
->rect
.height() / quad
->tex_coord_rect
.height();
1678 gfx::RectF
clamp_geom_rect(tile_rect
);
1679 gfx::RectF
clamp_tex_rect(tex_coord_rect
);
1680 // Clamp texture coordinates to avoid sampling outside the layer
1681 // by deflating the tile region half a texel or half a texel
1682 // minus epsilon for one pixel layers. The resulting clamp region
1683 // is mapped to the unit square by the vertex shader and mapped
1684 // back to normalized texture coordinates by the fragment shader
1685 // after being clamped to 0-1 range.
1687 std::min(0.5f
, 0.5f
* clamp_tex_rect
.width() - kAntiAliasingEpsilon
);
1689 std::min(0.5f
, 0.5f
* clamp_tex_rect
.height() - kAntiAliasingEpsilon
);
1690 float geom_clamp_x
=
1691 std::min(tex_clamp_x
* tex_to_geom_scale_x
,
1692 0.5f
* clamp_geom_rect
.width() - kAntiAliasingEpsilon
);
1693 float geom_clamp_y
=
1694 std::min(tex_clamp_y
* tex_to_geom_scale_y
,
1695 0.5f
* clamp_geom_rect
.height() - kAntiAliasingEpsilon
);
1696 clamp_geom_rect
.Inset(geom_clamp_x
, geom_clamp_y
, geom_clamp_x
, geom_clamp_y
);
1697 clamp_tex_rect
.Inset(tex_clamp_x
, tex_clamp_y
, tex_clamp_x
, tex_clamp_y
);
1699 // Map clamping rectangle to unit square.
1700 float vertex_tex_translate_x
= -clamp_geom_rect
.x() / clamp_geom_rect
.width();
1701 float vertex_tex_translate_y
=
1702 -clamp_geom_rect
.y() / clamp_geom_rect
.height();
1703 float vertex_tex_scale_x
= tile_rect
.width() / clamp_geom_rect
.width();
1704 float vertex_tex_scale_y
= tile_rect
.height() / clamp_geom_rect
.height();
1706 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1707 gl_
, &highp_threshold_cache_
, highp_threshold_min_
, quad
->texture_size
);
1709 gfx::QuadF local_quad
= gfx::QuadF(gfx::RectF(tile_rect
));
1711 SetupQuadForClippingAndAntialiasing(device_transform
, quad
, true, clip_region
,
1713 ResourceProvider::ScopedSamplerGL
quad_resource_lock(
1714 resource_provider_
, resource_id
,
1715 quad
->nearest_neighbor
? GL_NEAREST
: GL_LINEAR
);
1716 SamplerType sampler
=
1717 SamplerTypeFromTextureTarget(quad_resource_lock
.target());
1719 float fragment_tex_translate_x
= clamp_tex_rect
.x();
1720 float fragment_tex_translate_y
= clamp_tex_rect
.y();
1721 float fragment_tex_scale_x
= clamp_tex_rect
.width();
1722 float fragment_tex_scale_y
= clamp_tex_rect
.height();
1724 // Map to normalized texture coordinates.
1725 if (sampler
!= SAMPLER_TYPE_2D_RECT
) {
1726 gfx::Size texture_size
= quad
->texture_size
;
1727 DCHECK(!texture_size
.IsEmpty());
1728 fragment_tex_translate_x
/= texture_size
.width();
1729 fragment_tex_translate_y
/= texture_size
.height();
1730 fragment_tex_scale_x
/= texture_size
.width();
1731 fragment_tex_scale_y
/= texture_size
.height();
1734 TileProgramUniforms uniforms
;
1735 if (quad
->swizzle_contents
) {
1736 TileUniformLocation(GetTileProgramSwizzleAA(tex_coord_precision
, sampler
),
1739 TileUniformLocation(GetTileProgramAA(tex_coord_precision
, sampler
),
1743 SetUseProgram(uniforms
.program
);
1744 gl_
->Uniform1i(uniforms
.sampler_location
, 0);
1746 float viewport
[4] = {
1747 static_cast<float>(current_window_space_viewport_
.x()),
1748 static_cast<float>(current_window_space_viewport_
.y()),
1749 static_cast<float>(current_window_space_viewport_
.width()),
1750 static_cast<float>(current_window_space_viewport_
.height()),
1752 gl_
->Uniform4fv(uniforms
.viewport_location
, 1, viewport
);
1753 gl_
->Uniform3fv(uniforms
.edge_location
, 8, edge
);
1755 gl_
->Uniform4f(uniforms
.vertex_tex_transform_location
, vertex_tex_translate_x
,
1756 vertex_tex_translate_y
, vertex_tex_scale_x
,
1757 vertex_tex_scale_y
);
1758 gl_
->Uniform4f(uniforms
.fragment_tex_transform_location
,
1759 fragment_tex_translate_x
, fragment_tex_translate_y
,
1760 fragment_tex_scale_x
, fragment_tex_scale_y
);
1762 // Blending is required for antialiasing.
1763 SetBlendEnabled(true);
1765 // Normalize to tile_rect.
1766 local_quad
.Scale(1.0f
/ tile_rect
.width(), 1.0f
/ tile_rect
.height());
1768 SetShaderOpacity(quad
->opacity(), uniforms
.alpha_location
);
1769 SetShaderQuadF(local_quad
, uniforms
.quad_location
);
1771 // The transform and vertex data are used to figure out the extents that the
1772 // un-antialiased quad should have and which vertex this is and the float
1773 // quad passed in via uniform is the actual geometry that gets used to draw
1774 // it. This is why this centered rect is used and not the original quad_rect.
1775 gfx::RectF
centered_rect(
1776 gfx::PointF(-0.5f
* tile_rect
.width(), -0.5f
* tile_rect
.height()),
1779 frame
, quad
->quadTransform(), centered_rect
, uniforms
.matrix_location
);
1782 void GLRenderer::DrawContentQuadNoAA(const DrawingFrame
* frame
,
1783 const ContentDrawQuadBase
* quad
,
1784 ResourceProvider::ResourceId resource_id
,
1785 const gfx::QuadF
* clip_region
) {
1786 gfx::RectF tex_coord_rect
= MathUtil::ScaleRectProportional(
1787 quad
->tex_coord_rect
, quad
->rect
, quad
->visible_rect
);
1788 float tex_to_geom_scale_x
= quad
->rect
.width() / quad
->tex_coord_rect
.width();
1789 float tex_to_geom_scale_y
=
1790 quad
->rect
.height() / quad
->tex_coord_rect
.height();
1792 bool scaled
= (tex_to_geom_scale_x
!= 1.f
|| tex_to_geom_scale_y
!= 1.f
);
1794 (scaled
|| !quad
->quadTransform().IsIdentityOrIntegerTranslation()) &&
1795 !quad
->nearest_neighbor
1799 ResourceProvider::ScopedSamplerGL
quad_resource_lock(
1800 resource_provider_
, resource_id
, filter
);
1801 SamplerType sampler
=
1802 SamplerTypeFromTextureTarget(quad_resource_lock
.target());
1804 float vertex_tex_translate_x
= tex_coord_rect
.x();
1805 float vertex_tex_translate_y
= tex_coord_rect
.y();
1806 float vertex_tex_scale_x
= tex_coord_rect
.width();
1807 float vertex_tex_scale_y
= tex_coord_rect
.height();
1809 // Map to normalized texture coordinates.
1810 if (sampler
!= SAMPLER_TYPE_2D_RECT
) {
1811 gfx::Size texture_size
= quad
->texture_size
;
1812 DCHECK(!texture_size
.IsEmpty());
1813 vertex_tex_translate_x
/= texture_size
.width();
1814 vertex_tex_translate_y
/= texture_size
.height();
1815 vertex_tex_scale_x
/= texture_size
.width();
1816 vertex_tex_scale_y
/= texture_size
.height();
1819 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1820 gl_
, &highp_threshold_cache_
, highp_threshold_min_
, quad
->texture_size
);
1822 TileProgramUniforms uniforms
;
1823 if (quad
->ShouldDrawWithBlending()) {
1824 if (quad
->swizzle_contents
) {
1825 TileUniformLocation(GetTileProgramSwizzle(tex_coord_precision
, sampler
),
1828 TileUniformLocation(GetTileProgram(tex_coord_precision
, sampler
),
1832 if (quad
->swizzle_contents
) {
1833 TileUniformLocation(
1834 GetTileProgramSwizzleOpaque(tex_coord_precision
, sampler
), &uniforms
);
1836 TileUniformLocation(GetTileProgramOpaque(tex_coord_precision
, sampler
),
1841 SetUseProgram(uniforms
.program
);
1842 gl_
->Uniform1i(uniforms
.sampler_location
, 0);
1844 gl_
->Uniform4f(uniforms
.vertex_tex_transform_location
, vertex_tex_translate_x
,
1845 vertex_tex_translate_y
, vertex_tex_scale_x
,
1846 vertex_tex_scale_y
);
1848 SetBlendEnabled(quad
->ShouldDrawWithBlending());
1850 SetShaderOpacity(quad
->opacity(), uniforms
.alpha_location
);
1852 // Pass quad coordinates to the uniform in the same order as GeometryBinding
1853 // does, then vertices will match the texture mapping in the vertex buffer.
1854 // The method SetShaderQuadF() changes the order of vertices and so it's
1856 gfx::QuadF
tile_rect(quad
->visible_rect
);
1857 float width
= quad
->visible_rect
.width();
1858 float height
= quad
->visible_rect
.height();
1859 gfx::PointF top_left
= quad
->visible_rect
.origin();
1861 tile_rect
= *clip_region
;
1863 (tile_rect
.p4().x() - top_left
.x()) / width
,
1864 (tile_rect
.p4().y() - top_left
.y()) / height
,
1865 (tile_rect
.p1().x() - top_left
.x()) / width
,
1866 (tile_rect
.p1().y() - top_left
.y()) / height
,
1867 (tile_rect
.p2().x() - top_left
.x()) / width
,
1868 (tile_rect
.p2().y() - top_left
.y()) / height
,
1869 (tile_rect
.p3().x() - top_left
.x()) / width
,
1870 (tile_rect
.p3().y() - top_left
.y()) / height
,
1872 PrepareGeometry(CLIPPED_BINDING
);
1873 clipped_geometry_
->InitializeCustomQuadWithUVs(
1874 gfx::QuadF(quad
->visible_rect
), gl_uv
);
1876 PrepareGeometry(SHARED_BINDING
);
1878 float gl_quad
[8] = {
1888 gl_
->Uniform2fv(uniforms
.quad_location
, 4, gl_quad
);
1890 static float gl_matrix
[16];
1891 ToGLMatrix(&gl_matrix
[0], frame
->projection_matrix
* quad
->quadTransform());
1892 gl_
->UniformMatrix4fv(uniforms
.matrix_location
, 1, false, &gl_matrix
[0]);
1894 gl_
->DrawElements(GL_TRIANGLES
, 6, GL_UNSIGNED_SHORT
, 0);
1897 void GLRenderer::DrawYUVVideoQuad(const DrawingFrame
* frame
,
1898 const YUVVideoDrawQuad
* quad
,
1899 const gfx::QuadF
* clip_region
) {
1900 SetBlendEnabled(quad
->ShouldDrawWithBlending());
1902 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1904 &highp_threshold_cache_
,
1905 highp_threshold_min_
,
1906 quad
->shared_quad_state
->visible_content_rect
.bottom_right());
1908 bool use_alpha_plane
= quad
->a_plane_resource_id
!= 0;
1910 ResourceProvider::ScopedSamplerGL
y_plane_lock(
1911 resource_provider_
, quad
->y_plane_resource_id
, GL_TEXTURE1
, GL_LINEAR
);
1912 ResourceProvider::ScopedSamplerGL
u_plane_lock(
1913 resource_provider_
, quad
->u_plane_resource_id
, GL_TEXTURE2
, GL_LINEAR
);
1914 DCHECK_EQ(y_plane_lock
.target(), u_plane_lock
.target());
1915 ResourceProvider::ScopedSamplerGL
v_plane_lock(
1916 resource_provider_
, quad
->v_plane_resource_id
, GL_TEXTURE3
, GL_LINEAR
);
1917 DCHECK_EQ(y_plane_lock
.target(), v_plane_lock
.target());
1918 scoped_ptr
<ResourceProvider::ScopedSamplerGL
> a_plane_lock
;
1919 if (use_alpha_plane
) {
1920 a_plane_lock
.reset(new ResourceProvider::ScopedSamplerGL(
1921 resource_provider_
, quad
->a_plane_resource_id
, GL_TEXTURE4
, GL_LINEAR
));
1922 DCHECK_EQ(y_plane_lock
.target(), a_plane_lock
->target());
1925 // All planes must have the same sampler type.
1926 SamplerType sampler
= SamplerTypeFromTextureTarget(y_plane_lock
.target());
1928 int matrix_location
= -1;
1929 int ya_tex_scale_location
= -1;
1930 int ya_tex_offset_location
= -1;
1931 int uv_tex_scale_location
= -1;
1932 int uv_tex_offset_location
= -1;
1933 int ya_clamp_rect_location
= -1;
1934 int uv_clamp_rect_location
= -1;
1935 int y_texture_location
= -1;
1936 int u_texture_location
= -1;
1937 int v_texture_location
= -1;
1938 int a_texture_location
= -1;
1939 int yuv_matrix_location
= -1;
1940 int yuv_adj_location
= -1;
1941 int alpha_location
= -1;
1942 if (use_alpha_plane
) {
1943 const VideoYUVAProgram
* program
=
1944 GetVideoYUVAProgram(tex_coord_precision
, sampler
);
1945 DCHECK(program
&& (program
->initialized() || IsContextLost()));
1946 SetUseProgram(program
->program());
1947 matrix_location
= program
->vertex_shader().matrix_location();
1948 ya_tex_scale_location
= program
->vertex_shader().ya_tex_scale_location();
1949 ya_tex_offset_location
= program
->vertex_shader().ya_tex_offset_location();
1950 uv_tex_scale_location
= program
->vertex_shader().uv_tex_scale_location();
1951 uv_tex_offset_location
= program
->vertex_shader().uv_tex_offset_location();
1952 y_texture_location
= program
->fragment_shader().y_texture_location();
1953 u_texture_location
= program
->fragment_shader().u_texture_location();
1954 v_texture_location
= program
->fragment_shader().v_texture_location();
1955 a_texture_location
= program
->fragment_shader().a_texture_location();
1956 yuv_matrix_location
= program
->fragment_shader().yuv_matrix_location();
1957 yuv_adj_location
= program
->fragment_shader().yuv_adj_location();
1958 ya_clamp_rect_location
=
1959 program
->fragment_shader().ya_clamp_rect_location();
1960 uv_clamp_rect_location
=
1961 program
->fragment_shader().uv_clamp_rect_location();
1962 alpha_location
= program
->fragment_shader().alpha_location();
1964 const VideoYUVProgram
* program
=
1965 GetVideoYUVProgram(tex_coord_precision
, sampler
);
1966 DCHECK(program
&& (program
->initialized() || IsContextLost()));
1967 SetUseProgram(program
->program());
1968 matrix_location
= program
->vertex_shader().matrix_location();
1969 ya_tex_scale_location
= program
->vertex_shader().ya_tex_scale_location();
1970 ya_tex_offset_location
= program
->vertex_shader().ya_tex_offset_location();
1971 uv_tex_scale_location
= program
->vertex_shader().uv_tex_scale_location();
1972 uv_tex_offset_location
= program
->vertex_shader().uv_tex_offset_location();
1973 y_texture_location
= program
->fragment_shader().y_texture_location();
1974 u_texture_location
= program
->fragment_shader().u_texture_location();
1975 v_texture_location
= program
->fragment_shader().v_texture_location();
1976 yuv_matrix_location
= program
->fragment_shader().yuv_matrix_location();
1977 yuv_adj_location
= program
->fragment_shader().yuv_adj_location();
1978 ya_clamp_rect_location
=
1979 program
->fragment_shader().ya_clamp_rect_location();
1980 uv_clamp_rect_location
=
1981 program
->fragment_shader().uv_clamp_rect_location();
1982 alpha_location
= program
->fragment_shader().alpha_location();
1985 gfx::SizeF
ya_tex_scale(1.0f
, 1.0f
);
1986 gfx::SizeF
uv_tex_scale(1.0f
, 1.0f
);
1987 if (sampler
!= SAMPLER_TYPE_2D_RECT
) {
1988 DCHECK(!quad
->ya_tex_size
.IsEmpty());
1989 DCHECK(!quad
->uv_tex_size
.IsEmpty());
1990 ya_tex_scale
= gfx::SizeF(1.0f
/ quad
->ya_tex_size
.width(),
1991 1.0f
/ quad
->ya_tex_size
.height());
1992 uv_tex_scale
= gfx::SizeF(1.0f
/ quad
->uv_tex_size
.width(),
1993 1.0f
/ quad
->uv_tex_size
.height());
1996 float ya_vertex_tex_translate_x
=
1997 quad
->ya_tex_coord_rect
.x() * ya_tex_scale
.width();
1998 float ya_vertex_tex_translate_y
=
1999 quad
->ya_tex_coord_rect
.y() * ya_tex_scale
.height();
2000 float ya_vertex_tex_scale_x
=
2001 quad
->ya_tex_coord_rect
.width() * ya_tex_scale
.width();
2002 float ya_vertex_tex_scale_y
=
2003 quad
->ya_tex_coord_rect
.height() * ya_tex_scale
.height();
2005 float uv_vertex_tex_translate_x
=
2006 quad
->uv_tex_coord_rect
.x() * uv_tex_scale
.width();
2007 float uv_vertex_tex_translate_y
=
2008 quad
->uv_tex_coord_rect
.y() * uv_tex_scale
.height();
2009 float uv_vertex_tex_scale_x
=
2010 quad
->uv_tex_coord_rect
.width() * uv_tex_scale
.width();
2011 float uv_vertex_tex_scale_y
=
2012 quad
->uv_tex_coord_rect
.height() * uv_tex_scale
.height();
2014 gl_
->Uniform2f(ya_tex_scale_location
, ya_vertex_tex_scale_x
,
2015 ya_vertex_tex_scale_y
);
2016 gl_
->Uniform2f(ya_tex_offset_location
, ya_vertex_tex_translate_x
,
2017 ya_vertex_tex_translate_y
);
2018 gl_
->Uniform2f(uv_tex_scale_location
, uv_vertex_tex_scale_x
,
2019 uv_vertex_tex_scale_y
);
2020 gl_
->Uniform2f(uv_tex_offset_location
, uv_vertex_tex_translate_x
,
2021 uv_vertex_tex_translate_y
);
2023 gfx::RectF
ya_clamp_rect(ya_vertex_tex_translate_x
, ya_vertex_tex_translate_y
,
2024 ya_vertex_tex_scale_x
, ya_vertex_tex_scale_y
);
2025 ya_clamp_rect
.Inset(0.5f
* ya_tex_scale
.width(),
2026 0.5f
* ya_tex_scale
.height());
2027 gfx::RectF
uv_clamp_rect(uv_vertex_tex_translate_x
, uv_vertex_tex_translate_y
,
2028 uv_vertex_tex_scale_x
, uv_vertex_tex_scale_y
);
2029 uv_clamp_rect
.Inset(0.5f
* uv_tex_scale
.width(),
2030 0.5f
* uv_tex_scale
.height());
2031 gl_
->Uniform4f(ya_clamp_rect_location
, ya_clamp_rect
.x(), ya_clamp_rect
.y(),
2032 ya_clamp_rect
.right(), ya_clamp_rect
.bottom());
2033 gl_
->Uniform4f(uv_clamp_rect_location
, uv_clamp_rect
.x(), uv_clamp_rect
.y(),
2034 uv_clamp_rect
.right(), uv_clamp_rect
.bottom());
2036 gl_
->Uniform1i(y_texture_location
, 1);
2037 gl_
->Uniform1i(u_texture_location
, 2);
2038 gl_
->Uniform1i(v_texture_location
, 3);
2039 if (use_alpha_plane
)
2040 gl_
->Uniform1i(a_texture_location
, 4);
2042 // These values are magic numbers that are used in the transformation from YUV
2043 // to RGB color values. They are taken from the following webpage:
2044 // http://www.fourcc.org/fccyvrgb.php
2045 float yuv_to_rgb_rec601
[9] = {
2046 1.164f
, 1.164f
, 1.164f
, 0.0f
, -.391f
, 2.018f
, 1.596f
, -.813f
, 0.0f
,
2048 float yuv_to_rgb_jpeg
[9] = {
2049 1.f
, 1.f
, 1.f
, 0.0f
, -.34414f
, 1.772f
, 1.402f
, -.71414f
, 0.0f
,
2051 float yuv_to_rgb_rec709
[9] = {
2052 1.164f
, 1.164f
, 1.164f
, 0.0f
, -0.213f
, 2.112f
, 1.793f
, -0.533f
, 0.0f
,
2055 // These values map to 16, 128, and 128 respectively, and are computed
2056 // as a fraction over 256 (e.g. 16 / 256 = 0.0625).
2057 // They are used in the YUV to RGBA conversion formula:
2058 // Y - 16 : Gives 16 values of head and footroom for overshooting
2059 // U - 128 : Turns unsigned U into signed U [-128,127]
2060 // V - 128 : Turns unsigned V into signed V [-128,127]
2061 float yuv_adjust_constrained
[3] = {
2062 -0.0625f
, -0.5f
, -0.5f
,
2065 // Same as above, but without the head and footroom.
2066 float yuv_adjust_full
[3] = {
2070 float* yuv_to_rgb
= NULL
;
2071 float* yuv_adjust
= NULL
;
2073 switch (quad
->color_space
) {
2074 case YUVVideoDrawQuad::REC_601
:
2075 yuv_to_rgb
= yuv_to_rgb_rec601
;
2076 yuv_adjust
= yuv_adjust_constrained
;
2078 case YUVVideoDrawQuad::REC_709
:
2079 yuv_to_rgb
= yuv_to_rgb_rec709
;
2080 yuv_adjust
= yuv_adjust_constrained
;
2082 case YUVVideoDrawQuad::JPEG
:
2083 yuv_to_rgb
= yuv_to_rgb_jpeg
;
2084 yuv_adjust
= yuv_adjust_full
;
2088 // The transform and vertex data are used to figure out the extents that the
2089 // un-antialiased quad should have and which vertex this is and the float
2090 // quad passed in via uniform is the actual geometry that gets used to draw
2091 // it. This is why this centered rect is used and not the original quad_rect.
2092 gfx::RectF tile_rect
= quad
->rect
;
2093 gl_
->UniformMatrix3fv(yuv_matrix_location
, 1, 0, yuv_to_rgb
);
2094 gl_
->Uniform3fv(yuv_adj_location
, 1, yuv_adjust
);
2096 SetShaderOpacity(quad
->opacity(), alpha_location
);
2098 DrawQuadGeometry(frame
, quad
->quadTransform(), tile_rect
, matrix_location
);
2101 GetScaledUVs(quad
->visible_rect
, clip_region
, uvs
);
2102 gfx::QuadF region_quad
= *clip_region
;
2103 region_quad
.Scale(1.0f
/ tile_rect
.width(), 1.0f
/ tile_rect
.height());
2104 region_quad
-= gfx::Vector2dF(0.5f
, 0.5f
);
2105 DrawQuadGeometryClippedByQuadF(frame
, quad
->quadTransform(), tile_rect
,
2106 region_quad
, matrix_location
, uvs
);
2110 void GLRenderer::DrawStreamVideoQuad(const DrawingFrame
* frame
,
2111 const StreamVideoDrawQuad
* quad
,
2112 const gfx::QuadF
* clip_region
) {
2113 SetBlendEnabled(quad
->ShouldDrawWithBlending());
2115 static float gl_matrix
[16];
2117 DCHECK(capabilities_
.using_egl_image
);
2119 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
2121 &highp_threshold_cache_
,
2122 highp_threshold_min_
,
2123 quad
->shared_quad_state
->visible_content_rect
.bottom_right());
2125 const VideoStreamTextureProgram
* program
=
2126 GetVideoStreamTextureProgram(tex_coord_precision
);
2127 SetUseProgram(program
->program());
2129 ToGLMatrix(&gl_matrix
[0], quad
->matrix
);
2130 gl_
->UniformMatrix4fv(program
->vertex_shader().tex_matrix_location(), 1,
2133 ResourceProvider::ScopedReadLockGL
lock(resource_provider_
,
2135 DCHECK_EQ(GL_TEXTURE0
, GetActiveTextureUnit(gl_
));
2136 gl_
->BindTexture(GL_TEXTURE_EXTERNAL_OES
, lock
.texture_id());
2138 gl_
->Uniform1i(program
->fragment_shader().sampler_location(), 0);
2140 SetShaderOpacity(quad
->opacity(),
2141 program
->fragment_shader().alpha_location());
2143 DrawQuadGeometry(frame
, quad
->quadTransform(), quad
->rect
,
2144 program
->vertex_shader().matrix_location());
2146 gfx::QuadF
region_quad(*clip_region
);
2147 region_quad
.Scale(1.0f
/ quad
->rect
.width(), 1.0f
/ quad
->rect
.height());
2148 region_quad
-= gfx::Vector2dF(0.5f
, 0.5f
);
2150 GetScaledUVs(quad
->visible_rect
, clip_region
, uvs
);
2151 DrawQuadGeometryClippedByQuadF(
2152 frame
, quad
->quadTransform(), quad
->rect
, region_quad
,
2153 program
->vertex_shader().matrix_location(), uvs
);
2157 struct TextureProgramBinding
{
2158 template <class Program
>
2159 void Set(Program
* program
) {
2161 program_id
= program
->program();
2162 sampler_location
= program
->fragment_shader().sampler_location();
2163 matrix_location
= program
->vertex_shader().matrix_location();
2164 background_color_location
=
2165 program
->fragment_shader().background_color_location();
2168 int sampler_location
;
2169 int matrix_location
;
2170 int transform_location
;
2171 int background_color_location
;
2174 struct TexTransformTextureProgramBinding
: TextureProgramBinding
{
2175 template <class Program
>
2176 void Set(Program
* program
) {
2177 TextureProgramBinding::Set(program
);
2178 tex_transform_location
= program
->vertex_shader().tex_transform_location();
2179 vertex_opacity_location
=
2180 program
->vertex_shader().vertex_opacity_location();
2182 int tex_transform_location
;
2183 int vertex_opacity_location
;
2186 void GLRenderer::FlushTextureQuadCache(BoundGeometry flush_binding
) {
2187 // Check to see if we have anything to draw.
2188 if (draw_cache_
.program_id
== -1)
2191 PrepareGeometry(flush_binding
);
2193 // Set the correct blending mode.
2194 SetBlendEnabled(draw_cache_
.needs_blending
);
2196 // Bind the program to the GL state.
2197 SetUseProgram(draw_cache_
.program_id
);
2199 // Bind the correct texture sampler location.
2200 gl_
->Uniform1i(draw_cache_
.sampler_location
, 0);
2202 // Assume the current active textures is 0.
2203 ResourceProvider::ScopedSamplerGL
locked_quad(
2205 draw_cache_
.resource_id
,
2206 draw_cache_
.nearest_neighbor
? GL_NEAREST
: GL_LINEAR
);
2207 DCHECK_EQ(GL_TEXTURE0
, GetActiveTextureUnit(gl_
));
2208 gl_
->BindTexture(locked_quad
.target(), locked_quad
.texture_id());
2210 static_assert(sizeof(Float4
) == 4 * sizeof(float),
2211 "Float4 struct should be densely packed");
2212 static_assert(sizeof(Float16
) == 16 * sizeof(float),
2213 "Float16 struct should be densely packed");
2215 // Upload the tranforms for both points and uvs.
2216 gl_
->UniformMatrix4fv(
2217 static_cast<int>(draw_cache_
.matrix_location
),
2218 static_cast<int>(draw_cache_
.matrix_data
.size()), false,
2219 reinterpret_cast<float*>(&draw_cache_
.matrix_data
.front()));
2220 gl_
->Uniform4fv(static_cast<int>(draw_cache_
.uv_xform_location
),
2221 static_cast<int>(draw_cache_
.uv_xform_data
.size()),
2222 reinterpret_cast<float*>(&draw_cache_
.uv_xform_data
.front()));
2224 if (draw_cache_
.background_color
!= SK_ColorTRANSPARENT
) {
2225 Float4 background_color
= PremultipliedColor(draw_cache_
.background_color
);
2226 gl_
->Uniform4fv(draw_cache_
.background_color_location
, 1,
2227 background_color
.data
);
2231 static_cast<int>(draw_cache_
.vertex_opacity_location
),
2232 static_cast<int>(draw_cache_
.vertex_opacity_data
.size()),
2233 static_cast<float*>(&draw_cache_
.vertex_opacity_data
.front()));
2236 gl_
->DrawElements(GL_TRIANGLES
, 6 * draw_cache_
.matrix_data
.size(),
2237 GL_UNSIGNED_SHORT
, 0);
2240 draw_cache_
.program_id
= -1;
2241 draw_cache_
.uv_xform_data
.resize(0);
2242 draw_cache_
.vertex_opacity_data
.resize(0);
2243 draw_cache_
.matrix_data
.resize(0);
2245 // If we had a clipped binding, prepare the shared binding for the
2247 if (flush_binding
== CLIPPED_BINDING
) {
2248 PrepareGeometry(SHARED_BINDING
);
2252 void GLRenderer::EnqueueTextureQuad(const DrawingFrame
* frame
,
2253 const TextureDrawQuad
* quad
,
2254 const gfx::QuadF
* clip_region
) {
2255 // If we have a clip_region then we have to render the next quad
2256 // with dynamic geometry, therefore we must flush all pending
2259 // We send in false here because we want to flush what's currently in the
2260 // queue using the shared_geometry and not clipped_geometry
2261 FlushTextureQuadCache(SHARED_BINDING
);
2264 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
2266 &highp_threshold_cache_
,
2267 highp_threshold_min_
,
2268 quad
->shared_quad_state
->visible_content_rect
.bottom_right());
2270 ResourceProvider::ScopedReadLockGL
lock(resource_provider_
,
2272 const SamplerType sampler
= SamplerTypeFromTextureTarget(lock
.target());
2273 // Choose the correct texture program binding
2274 TexTransformTextureProgramBinding binding
;
2275 if (quad
->premultiplied_alpha
) {
2276 if (quad
->background_color
== SK_ColorTRANSPARENT
) {
2277 binding
.Set(GetTextureProgram(tex_coord_precision
, sampler
));
2279 binding
.Set(GetTextureBackgroundProgram(tex_coord_precision
, sampler
));
2282 if (quad
->background_color
== SK_ColorTRANSPARENT
) {
2284 GetNonPremultipliedTextureProgram(tex_coord_precision
, sampler
));
2286 binding
.Set(GetNonPremultipliedTextureBackgroundProgram(
2287 tex_coord_precision
, sampler
));
2291 int resource_id
= quad
->resource_id
;
2293 if (draw_cache_
.program_id
!= binding
.program_id
||
2294 draw_cache_
.resource_id
!= resource_id
||
2295 draw_cache_
.needs_blending
!= quad
->ShouldDrawWithBlending() ||
2296 draw_cache_
.nearest_neighbor
!= quad
->nearest_neighbor
||
2297 draw_cache_
.background_color
!= quad
->background_color
||
2298 draw_cache_
.matrix_data
.size() >= 8) {
2299 FlushTextureQuadCache(SHARED_BINDING
);
2300 draw_cache_
.program_id
= binding
.program_id
;
2301 draw_cache_
.resource_id
= resource_id
;
2302 draw_cache_
.needs_blending
= quad
->ShouldDrawWithBlending();
2303 draw_cache_
.nearest_neighbor
= quad
->nearest_neighbor
;
2304 draw_cache_
.background_color
= quad
->background_color
;
2306 draw_cache_
.uv_xform_location
= binding
.tex_transform_location
;
2307 draw_cache_
.background_color_location
= binding
.background_color_location
;
2308 draw_cache_
.vertex_opacity_location
= binding
.vertex_opacity_location
;
2309 draw_cache_
.matrix_location
= binding
.matrix_location
;
2310 draw_cache_
.sampler_location
= binding
.sampler_location
;
2313 // Generate the uv-transform
2315 draw_cache_
.uv_xform_data
.push_back(UVTransform(quad
));
2317 Float4 uv_transform
= {{0.0f
, 0.0f
, 1.0f
, 1.0f
}};
2318 draw_cache_
.uv_xform_data
.push_back(uv_transform
);
2321 // Generate the vertex opacity
2322 const float opacity
= quad
->opacity();
2323 draw_cache_
.vertex_opacity_data
.push_back(quad
->vertex_opacity
[0] * opacity
);
2324 draw_cache_
.vertex_opacity_data
.push_back(quad
->vertex_opacity
[1] * opacity
);
2325 draw_cache_
.vertex_opacity_data
.push_back(quad
->vertex_opacity
[2] * opacity
);
2326 draw_cache_
.vertex_opacity_data
.push_back(quad
->vertex_opacity
[3] * opacity
);
2328 // Generate the transform matrix
2329 gfx::Transform quad_rect_matrix
;
2330 QuadRectTransform(&quad_rect_matrix
, quad
->quadTransform(), quad
->rect
);
2331 quad_rect_matrix
= frame
->projection_matrix
* quad_rect_matrix
;
2334 quad_rect_matrix
.matrix().asColMajorf(m
.data
);
2335 draw_cache_
.matrix_data
.push_back(m
);
2338 gfx::QuadF scaled_region
;
2339 if (!GetScaledRegion(quad
->rect
, clip_region
, &scaled_region
)) {
2340 scaled_region
= SharedGeometryQuad().BoundingBox();
2342 // Both the scaled region and the SharedGeomtryQuad are in the space
2343 // -0.5->0.5. We need to move that to the space 0->1.
2345 uv
[0] = scaled_region
.p1().x() + 0.5f
;
2346 uv
[1] = scaled_region
.p1().y() + 0.5f
;
2347 uv
[2] = scaled_region
.p2().x() + 0.5f
;
2348 uv
[3] = scaled_region
.p2().y() + 0.5f
;
2349 uv
[4] = scaled_region
.p3().x() + 0.5f
;
2350 uv
[5] = scaled_region
.p3().y() + 0.5f
;
2351 uv
[6] = scaled_region
.p4().x() + 0.5f
;
2352 uv
[7] = scaled_region
.p4().y() + 0.5f
;
2353 PrepareGeometry(CLIPPED_BINDING
);
2354 clipped_geometry_
->InitializeCustomQuadWithUVs(scaled_region
, uv
);
2355 FlushTextureQuadCache(CLIPPED_BINDING
);
2359 void GLRenderer::DrawIOSurfaceQuad(const DrawingFrame
* frame
,
2360 const IOSurfaceDrawQuad
* quad
,
2361 const gfx::QuadF
* clip_region
) {
2362 SetBlendEnabled(quad
->ShouldDrawWithBlending());
2364 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
2366 &highp_threshold_cache_
,
2367 highp_threshold_min_
,
2368 quad
->shared_quad_state
->visible_content_rect
.bottom_right());
2370 TexTransformTextureProgramBinding binding
;
2371 binding
.Set(GetTextureIOSurfaceProgram(tex_coord_precision
));
2373 SetUseProgram(binding
.program_id
);
2374 gl_
->Uniform1i(binding
.sampler_location
, 0);
2375 if (quad
->orientation
== IOSurfaceDrawQuad::FLIPPED
) {
2377 binding
.tex_transform_location
, 0, quad
->io_surface_size
.height(),
2378 quad
->io_surface_size
.width(), quad
->io_surface_size
.height() * -1.0f
);
2380 gl_
->Uniform4f(binding
.tex_transform_location
, 0, 0,
2381 quad
->io_surface_size
.width(),
2382 quad
->io_surface_size
.height());
2385 const float vertex_opacity
[] = {quad
->opacity(), quad
->opacity(),
2386 quad
->opacity(), quad
->opacity()};
2387 gl_
->Uniform1fv(binding
.vertex_opacity_location
, 4, vertex_opacity
);
2389 ResourceProvider::ScopedReadLockGL
lock(resource_provider_
,
2390 quad
->io_surface_resource_id
);
2391 DCHECK_EQ(GL_TEXTURE0
, GetActiveTextureUnit(gl_
));
2392 gl_
->BindTexture(GL_TEXTURE_RECTANGLE_ARB
, lock
.texture_id());
2395 DrawQuadGeometry(frame
, quad
->quadTransform(), quad
->rect
,
2396 binding
.matrix_location
);
2399 GetScaledUVs(quad
->visible_rect
, clip_region
, uvs
);
2400 DrawQuadGeometryClippedByQuadF(frame
, quad
->quadTransform(), quad
->rect
,
2401 *clip_region
, binding
.matrix_location
, uvs
);
2404 gl_
->BindTexture(GL_TEXTURE_RECTANGLE_ARB
, 0);
2407 void GLRenderer::FinishDrawingFrame(DrawingFrame
* frame
) {
2408 if (use_sync_query_
) {
2409 DCHECK(current_sync_query_
);
2410 current_sync_query_
->End();
2411 pending_sync_queries_
.push_back(current_sync_query_
.Pass());
2414 current_framebuffer_lock_
= nullptr;
2415 swap_buffer_rect_
.Union(gfx::ToEnclosingRect(frame
->root_damage_rect
));
2417 gl_
->Disable(GL_BLEND
);
2418 blend_shadow_
= false;
2420 ScheduleOverlays(frame
);
2423 void GLRenderer::FinishDrawingQuadList() {
2424 FlushTextureQuadCache(SHARED_BINDING
);
2427 bool GLRenderer::FlippedFramebuffer(const DrawingFrame
* frame
) const {
2428 if (frame
->current_render_pass
!= frame
->root_render_pass
)
2430 return FlippedRootFramebuffer();
2433 bool GLRenderer::FlippedRootFramebuffer() const {
2434 // GL is normally flipped, so a flipped output results in an unflipping.
2435 return !output_surface_
->capabilities().flipped_output_surface
;
2438 void GLRenderer::EnsureScissorTestEnabled() {
2439 if (is_scissor_enabled_
)
2442 FlushTextureQuadCache(SHARED_BINDING
);
2443 gl_
->Enable(GL_SCISSOR_TEST
);
2444 is_scissor_enabled_
= true;
2447 void GLRenderer::EnsureScissorTestDisabled() {
2448 if (!is_scissor_enabled_
)
2451 FlushTextureQuadCache(SHARED_BINDING
);
2452 gl_
->Disable(GL_SCISSOR_TEST
);
2453 is_scissor_enabled_
= false;
2456 void GLRenderer::CopyCurrentRenderPassToBitmap(
2457 DrawingFrame
* frame
,
2458 scoped_ptr
<CopyOutputRequest
> request
) {
2459 TRACE_EVENT0("cc", "GLRenderer::CopyCurrentRenderPassToBitmap");
2460 gfx::Rect copy_rect
= frame
->current_render_pass
->output_rect
;
2461 if (request
->has_area())
2462 copy_rect
.Intersect(request
->area());
2463 GetFramebufferPixelsAsync(frame
, copy_rect
, request
.Pass());
2466 void GLRenderer::ToGLMatrix(float* gl_matrix
, const gfx::Transform
& transform
) {
2467 transform
.matrix().asColMajorf(gl_matrix
);
2470 void GLRenderer::SetShaderQuadF(const gfx::QuadF
& quad
, int quad_location
) {
2471 if (quad_location
== -1)
2475 gl_quad
[0] = quad
.p1().x();
2476 gl_quad
[1] = quad
.p1().y();
2477 gl_quad
[2] = quad
.p2().x();
2478 gl_quad
[3] = quad
.p2().y();
2479 gl_quad
[4] = quad
.p3().x();
2480 gl_quad
[5] = quad
.p3().y();
2481 gl_quad
[6] = quad
.p4().x();
2482 gl_quad
[7] = quad
.p4().y();
2483 gl_
->Uniform2fv(quad_location
, 4, gl_quad
);
2486 void GLRenderer::SetShaderOpacity(float opacity
, int alpha_location
) {
2487 if (alpha_location
!= -1)
2488 gl_
->Uniform1f(alpha_location
, opacity
);
2491 void GLRenderer::SetStencilEnabled(bool enabled
) {
2492 if (enabled
== stencil_shadow_
)
2496 gl_
->Enable(GL_STENCIL_TEST
);
2498 gl_
->Disable(GL_STENCIL_TEST
);
2499 stencil_shadow_
= enabled
;
2502 void GLRenderer::SetBlendEnabled(bool enabled
) {
2503 if (enabled
== blend_shadow_
)
2507 gl_
->Enable(GL_BLEND
);
2509 gl_
->Disable(GL_BLEND
);
2510 blend_shadow_
= enabled
;
2513 void GLRenderer::SetUseProgram(unsigned program
) {
2514 if (program
== program_shadow_
)
2516 gl_
->UseProgram(program
);
2517 program_shadow_
= program
;
2520 void GLRenderer::DrawQuadGeometryClippedByQuadF(
2521 const DrawingFrame
* frame
,
2522 const gfx::Transform
& draw_transform
,
2523 const gfx::RectF
& quad_rect
,
2524 const gfx::QuadF
& clipping_region_quad
,
2525 int matrix_location
,
2527 PrepareGeometry(CLIPPED_BINDING
);
2529 clipped_geometry_
->InitializeCustomQuadWithUVs(clipping_region_quad
, uvs
);
2531 clipped_geometry_
->InitializeCustomQuad(clipping_region_quad
);
2533 gfx::Transform quad_rect_matrix
;
2534 QuadRectTransform(&quad_rect_matrix
, draw_transform
, quad_rect
);
2535 static float gl_matrix
[16];
2536 ToGLMatrix(&gl_matrix
[0], frame
->projection_matrix
* quad_rect_matrix
);
2537 gl_
->UniformMatrix4fv(matrix_location
, 1, false, &gl_matrix
[0]);
2539 gl_
->DrawElements(GL_TRIANGLES
, 6, GL_UNSIGNED_SHORT
,
2540 reinterpret_cast<const void*>(0));
2543 void GLRenderer::DrawQuadGeometry(const DrawingFrame
* frame
,
2544 const gfx::Transform
& draw_transform
,
2545 const gfx::RectF
& quad_rect
,
2546 int matrix_location
) {
2547 PrepareGeometry(SHARED_BINDING
);
2548 gfx::Transform quad_rect_matrix
;
2549 QuadRectTransform(&quad_rect_matrix
, draw_transform
, quad_rect
);
2550 static float gl_matrix
[16];
2551 ToGLMatrix(&gl_matrix
[0], frame
->projection_matrix
* quad_rect_matrix
);
2552 gl_
->UniformMatrix4fv(matrix_location
, 1, false, &gl_matrix
[0]);
2554 gl_
->DrawElements(GL_TRIANGLES
, 6, GL_UNSIGNED_SHORT
, 0);
2557 void GLRenderer::Finish() {
2558 TRACE_EVENT0("cc", "GLRenderer::Finish");
2562 void GLRenderer::SwapBuffers(const CompositorFrameMetadata
& metadata
) {
2563 DCHECK(!is_backbuffer_discarded_
);
2565 TRACE_EVENT0("cc,benchmark", "GLRenderer::SwapBuffers");
2566 // We're done! Time to swapbuffers!
2568 gfx::Size surface_size
= output_surface_
->SurfaceSize();
2570 CompositorFrame compositor_frame
;
2571 compositor_frame
.metadata
= metadata
;
2572 compositor_frame
.gl_frame_data
= make_scoped_ptr(new GLFrameData
);
2573 compositor_frame
.gl_frame_data
->size
= surface_size
;
2574 if (capabilities_
.using_partial_swap
) {
2575 // If supported, we can save significant bandwidth by only swapping the
2576 // damaged/scissored region (clamped to the viewport).
2577 swap_buffer_rect_
.Intersect(gfx::Rect(surface_size
));
2578 int flipped_y_pos_of_rect_bottom
= surface_size
.height() -
2579 swap_buffer_rect_
.y() -
2580 swap_buffer_rect_
.height();
2581 compositor_frame
.gl_frame_data
->sub_buffer_rect
=
2582 gfx::Rect(swap_buffer_rect_
.x(),
2583 FlippedRootFramebuffer() ? flipped_y_pos_of_rect_bottom
2584 : swap_buffer_rect_
.y(),
2585 swap_buffer_rect_
.width(),
2586 swap_buffer_rect_
.height());
2588 compositor_frame
.gl_frame_data
->sub_buffer_rect
=
2589 gfx::Rect(output_surface_
->SurfaceSize());
2591 output_surface_
->SwapBuffers(&compositor_frame
);
2593 // Release previously used overlay resources and hold onto the pending ones
2594 // until the next swap buffers.
2595 in_use_overlay_resources_
.clear();
2596 in_use_overlay_resources_
.swap(pending_overlay_resources_
);
2598 swap_buffer_rect_
= gfx::Rect();
2601 void GLRenderer::EnforceMemoryPolicy() {
2603 TRACE_EVENT0("cc", "GLRenderer::EnforceMemoryPolicy dropping resources");
2604 ReleaseRenderPassTextures();
2605 DiscardBackbuffer();
2606 resource_provider_
->ReleaseCachedData();
2607 output_surface_
->context_provider()->DeleteCachedResources();
2610 PrepareGeometry(NO_BINDING
);
2613 void GLRenderer::DiscardBackbuffer() {
2614 if (is_backbuffer_discarded_
)
2617 output_surface_
->DiscardBackbuffer();
2619 is_backbuffer_discarded_
= true;
2621 // Damage tracker needs a full reset every time framebuffer is discarded.
2622 client_
->SetFullRootLayerDamage();
2625 void GLRenderer::EnsureBackbuffer() {
2626 if (!is_backbuffer_discarded_
)
2629 output_surface_
->EnsureBackbuffer();
2630 is_backbuffer_discarded_
= false;
2633 void GLRenderer::GetFramebufferPixelsAsync(
2634 const DrawingFrame
* frame
,
2635 const gfx::Rect
& rect
,
2636 scoped_ptr
<CopyOutputRequest
> request
) {
2637 DCHECK(!request
->IsEmpty());
2638 if (request
->IsEmpty())
2643 gfx::Rect window_rect
= MoveFromDrawToWindowSpace(frame
, rect
);
2644 DCHECK_GE(window_rect
.x(), 0);
2645 DCHECK_GE(window_rect
.y(), 0);
2646 DCHECK_LE(window_rect
.right(), current_surface_size_
.width());
2647 DCHECK_LE(window_rect
.bottom(), current_surface_size_
.height());
2649 if (!request
->force_bitmap_result()) {
2650 bool own_mailbox
= !request
->has_texture_mailbox();
2652 GLuint texture_id
= 0;
2653 gpu::Mailbox mailbox
;
2655 gl_
->GenMailboxCHROMIUM(mailbox
.name
);
2656 gl_
->GenTextures(1, &texture_id
);
2657 gl_
->BindTexture(GL_TEXTURE_2D
, texture_id
);
2659 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
);
2660 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
2661 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
2662 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
2663 gl_
->ProduceTextureCHROMIUM(GL_TEXTURE_2D
, mailbox
.name
);
2665 mailbox
= request
->texture_mailbox().mailbox();
2666 DCHECK_EQ(static_cast<unsigned>(GL_TEXTURE_2D
),
2667 request
->texture_mailbox().target());
2668 DCHECK(!mailbox
.IsZero());
2669 unsigned incoming_sync_point
= request
->texture_mailbox().sync_point();
2670 if (incoming_sync_point
)
2671 gl_
->WaitSyncPointCHROMIUM(incoming_sync_point
);
2674 gl_
->CreateAndConsumeTextureCHROMIUM(GL_TEXTURE_2D
, mailbox
.name
);
2676 GetFramebufferTexture(texture_id
, RGBA_8888
, window_rect
);
2678 unsigned sync_point
= gl_
->InsertSyncPointCHROMIUM();
2679 TextureMailbox
texture_mailbox(mailbox
, GL_TEXTURE_2D
, sync_point
);
2681 scoped_ptr
<SingleReleaseCallback
> release_callback
;
2683 gl_
->BindTexture(GL_TEXTURE_2D
, 0);
2684 release_callback
= texture_mailbox_deleter_
->GetReleaseCallback(
2685 output_surface_
->context_provider(), texture_id
);
2687 gl_
->DeleteTextures(1, &texture_id
);
2690 request
->SendTextureResult(
2691 window_rect
.size(), texture_mailbox
, release_callback
.Pass());
2695 DCHECK(request
->force_bitmap_result());
2697 scoped_ptr
<PendingAsyncReadPixels
> pending_read(new PendingAsyncReadPixels
);
2698 pending_read
->copy_request
= request
.Pass();
2699 pending_async_read_pixels_
.insert(pending_async_read_pixels_
.begin(),
2700 pending_read
.Pass());
2702 bool do_workaround
= NeedsIOSurfaceReadbackWorkaround();
2704 unsigned temporary_texture
= 0;
2705 unsigned temporary_fbo
= 0;
2707 if (do_workaround
) {
2708 // On Mac OS X, calling glReadPixels() against an FBO whose color attachment
2709 // is an IOSurface-backed texture causes corruption of future glReadPixels()
2710 // calls, even those on different OpenGL contexts. It is believed that this
2711 // is the root cause of top crasher
2712 // http://crbug.com/99393. <rdar://problem/10949687>
2714 gl_
->GenTextures(1, &temporary_texture
);
2715 gl_
->BindTexture(GL_TEXTURE_2D
, temporary_texture
);
2716 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
);
2717 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
2718 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
2719 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
2720 // Copy the contents of the current (IOSurface-backed) framebuffer into a
2721 // temporary texture.
2722 GetFramebufferTexture(
2723 temporary_texture
, RGBA_8888
, gfx::Rect(current_surface_size_
));
2724 gl_
->GenFramebuffers(1, &temporary_fbo
);
2725 // Attach this texture to an FBO, and perform the readback from that FBO.
2726 gl_
->BindFramebuffer(GL_FRAMEBUFFER
, temporary_fbo
);
2727 gl_
->FramebufferTexture2D(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
,
2728 GL_TEXTURE_2D
, temporary_texture
, 0);
2730 DCHECK_EQ(static_cast<unsigned>(GL_FRAMEBUFFER_COMPLETE
),
2731 gl_
->CheckFramebufferStatus(GL_FRAMEBUFFER
));
2735 gl_
->GenBuffers(1, &buffer
);
2736 gl_
->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
, buffer
);
2737 gl_
->BufferData(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
,
2738 4 * window_rect
.size().GetArea(), NULL
, GL_STREAM_READ
);
2741 gl_
->GenQueriesEXT(1, &query
);
2742 gl_
->BeginQueryEXT(GL_ASYNC_PIXEL_PACK_COMPLETED_CHROMIUM
, query
);
2744 gl_
->ReadPixels(window_rect
.x(), window_rect
.y(), window_rect
.width(),
2745 window_rect
.height(), GL_RGBA
, GL_UNSIGNED_BYTE
, NULL
);
2747 gl_
->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
, 0);
2749 if (do_workaround
) {
2751 gl_
->BindFramebuffer(GL_FRAMEBUFFER
, 0);
2752 gl_
->BindTexture(GL_TEXTURE_2D
, 0);
2753 gl_
->DeleteFramebuffers(1, &temporary_fbo
);
2754 gl_
->DeleteTextures(1, &temporary_texture
);
2757 base::Closure finished_callback
= base::Bind(&GLRenderer::FinishedReadback
,
2758 base::Unretained(this),
2761 window_rect
.size());
2762 // Save the finished_callback so it can be cancelled.
2763 pending_async_read_pixels_
.front()->finished_read_pixels_callback
.Reset(
2765 base::Closure cancelable_callback
=
2766 pending_async_read_pixels_
.front()->
2767 finished_read_pixels_callback
.callback();
2769 // Save the buffer to verify the callbacks happen in the expected order.
2770 pending_async_read_pixels_
.front()->buffer
= buffer
;
2772 gl_
->EndQueryEXT(GL_ASYNC_PIXEL_PACK_COMPLETED_CHROMIUM
);
2773 context_support_
->SignalQuery(query
, cancelable_callback
);
2775 EnforceMemoryPolicy();
2778 void GLRenderer::FinishedReadback(unsigned source_buffer
,
2780 const gfx::Size
& size
) {
2781 DCHECK(!pending_async_read_pixels_
.empty());
2784 gl_
->DeleteQueriesEXT(1, &query
);
2787 PendingAsyncReadPixels
* current_read
= pending_async_read_pixels_
.back();
2788 // Make sure we service the readbacks in order.
2789 DCHECK_EQ(source_buffer
, current_read
->buffer
);
2791 uint8
* src_pixels
= NULL
;
2792 scoped_ptr
<SkBitmap
> bitmap
;
2794 if (source_buffer
!= 0) {
2795 gl_
->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
, source_buffer
);
2796 src_pixels
= static_cast<uint8
*>(gl_
->MapBufferCHROMIUM(
2797 GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
, GL_READ_ONLY
));
2800 bitmap
.reset(new SkBitmap
);
2801 bitmap
->allocN32Pixels(size
.width(), size
.height());
2802 scoped_ptr
<SkAutoLockPixels
> lock(new SkAutoLockPixels(*bitmap
));
2803 uint8
* dest_pixels
= static_cast<uint8
*>(bitmap
->getPixels());
2805 size_t row_bytes
= size
.width() * 4;
2806 int num_rows
= size
.height();
2807 size_t total_bytes
= num_rows
* row_bytes
;
2808 for (size_t dest_y
= 0; dest_y
< total_bytes
; dest_y
+= row_bytes
) {
2810 size_t src_y
= total_bytes
- dest_y
- row_bytes
;
2811 // Swizzle OpenGL -> Skia byte order.
2812 for (size_t x
= 0; x
< row_bytes
; x
+= 4) {
2813 dest_pixels
[dest_y
+ x
+ SK_R32_SHIFT
/ 8] =
2814 src_pixels
[src_y
+ x
+ 0];
2815 dest_pixels
[dest_y
+ x
+ SK_G32_SHIFT
/ 8] =
2816 src_pixels
[src_y
+ x
+ 1];
2817 dest_pixels
[dest_y
+ x
+ SK_B32_SHIFT
/ 8] =
2818 src_pixels
[src_y
+ x
+ 2];
2819 dest_pixels
[dest_y
+ x
+ SK_A32_SHIFT
/ 8] =
2820 src_pixels
[src_y
+ x
+ 3];
2824 gl_
->UnmapBufferCHROMIUM(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
);
2826 gl_
->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
, 0);
2827 gl_
->DeleteBuffers(1, &source_buffer
);
2831 current_read
->copy_request
->SendBitmapResult(bitmap
.Pass());
2832 pending_async_read_pixels_
.pop_back();
2835 void GLRenderer::GetFramebufferTexture(unsigned texture_id
,
2836 ResourceFormat texture_format
,
2837 const gfx::Rect
& window_rect
) {
2839 DCHECK_GE(window_rect
.x(), 0);
2840 DCHECK_GE(window_rect
.y(), 0);
2841 DCHECK_LE(window_rect
.right(), current_surface_size_
.width());
2842 DCHECK_LE(window_rect
.bottom(), current_surface_size_
.height());
2844 gl_
->BindTexture(GL_TEXTURE_2D
, texture_id
);
2845 gl_
->CopyTexImage2D(GL_TEXTURE_2D
, 0, GLDataFormat(texture_format
),
2846 window_rect
.x(), window_rect
.y(), window_rect
.width(),
2847 window_rect
.height(), 0);
2848 gl_
->BindTexture(GL_TEXTURE_2D
, 0);
2851 bool GLRenderer::UseScopedTexture(DrawingFrame
* frame
,
2852 const ScopedResource
* texture
,
2853 const gfx::Rect
& viewport_rect
) {
2854 DCHECK(texture
->id());
2855 frame
->current_render_pass
= NULL
;
2856 frame
->current_texture
= texture
;
2858 return BindFramebufferToTexture(frame
, texture
, viewport_rect
);
2861 void GLRenderer::BindFramebufferToOutputSurface(DrawingFrame
* frame
) {
2862 current_framebuffer_lock_
= nullptr;
2863 output_surface_
->BindFramebuffer();
2865 if (output_surface_
->HasExternalStencilTest()) {
2866 SetStencilEnabled(true);
2867 gl_
->StencilFunc(GL_EQUAL
, 1, 1);
2869 SetStencilEnabled(false);
2873 bool GLRenderer::BindFramebufferToTexture(DrawingFrame
* frame
,
2874 const ScopedResource
* texture
,
2875 const gfx::Rect
& target_rect
) {
2876 DCHECK(texture
->id());
2878 // Explicitly release lock, otherwise we can crash when try to lock
2879 // same texture again.
2880 current_framebuffer_lock_
= nullptr;
2882 SetStencilEnabled(false);
2883 gl_
->BindFramebuffer(GL_FRAMEBUFFER
, offscreen_framebuffer_id_
);
2884 current_framebuffer_lock_
=
2885 make_scoped_ptr(new ResourceProvider::ScopedWriteLockGL(
2886 resource_provider_
, texture
->id()));
2887 unsigned texture_id
= current_framebuffer_lock_
->texture_id();
2888 gl_
->FramebufferTexture2D(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
, GL_TEXTURE_2D
,
2891 DCHECK(gl_
->CheckFramebufferStatus(GL_FRAMEBUFFER
) ==
2892 GL_FRAMEBUFFER_COMPLETE
||
2897 void GLRenderer::SetScissorTestRect(const gfx::Rect
& scissor_rect
) {
2898 EnsureScissorTestEnabled();
2900 // Don't unnecessarily ask the context to change the scissor, because it
2901 // may cause undesired GPU pipeline flushes.
2902 if (scissor_rect
== scissor_rect_
&& !scissor_rect_needs_reset_
)
2905 scissor_rect_
= scissor_rect
;
2906 FlushTextureQuadCache(SHARED_BINDING
);
2907 gl_
->Scissor(scissor_rect
.x(), scissor_rect
.y(), scissor_rect
.width(),
2908 scissor_rect
.height());
2910 scissor_rect_needs_reset_
= false;
2913 void GLRenderer::SetViewport() {
2914 gl_
->Viewport(current_window_space_viewport_
.x(),
2915 current_window_space_viewport_
.y(),
2916 current_window_space_viewport_
.width(),
2917 current_window_space_viewport_
.height());
2920 void GLRenderer::InitializeSharedObjects() {
2921 TRACE_EVENT0("cc", "GLRenderer::InitializeSharedObjects");
2923 // Create an FBO for doing offscreen rendering.
2924 gl_
->GenFramebuffers(1, &offscreen_framebuffer_id_
);
2927 make_scoped_ptr(new StaticGeometryBinding(gl_
, QuadVertexRect()));
2928 clipped_geometry_
= make_scoped_ptr(new DynamicGeometryBinding(gl_
));
2931 void GLRenderer::PrepareGeometry(BoundGeometry binding
) {
2932 if (binding
== bound_geometry_
) {
2937 case SHARED_BINDING
:
2938 shared_geometry_
->PrepareForDraw();
2940 case CLIPPED_BINDING
:
2941 clipped_geometry_
->PrepareForDraw();
2946 bound_geometry_
= binding
;
2949 const GLRenderer::TileCheckerboardProgram
*
2950 GLRenderer::GetTileCheckerboardProgram() {
2951 if (!tile_checkerboard_program_
.initialized()) {
2952 TRACE_EVENT0("cc", "GLRenderer::checkerboardProgram::initalize");
2953 tile_checkerboard_program_
.Initialize(output_surface_
->context_provider(),
2954 TEX_COORD_PRECISION_NA
,
2957 return &tile_checkerboard_program_
;
2960 const GLRenderer::DebugBorderProgram
* GLRenderer::GetDebugBorderProgram() {
2961 if (!debug_border_program_
.initialized()) {
2962 TRACE_EVENT0("cc", "GLRenderer::debugBorderProgram::initialize");
2963 debug_border_program_
.Initialize(output_surface_
->context_provider(),
2964 TEX_COORD_PRECISION_NA
, SAMPLER_TYPE_NA
);
2966 return &debug_border_program_
;
2969 const GLRenderer::SolidColorProgram
* GLRenderer::GetSolidColorProgram() {
2970 if (!solid_color_program_
.initialized()) {
2971 TRACE_EVENT0("cc", "GLRenderer::solidColorProgram::initialize");
2972 solid_color_program_
.Initialize(output_surface_
->context_provider(),
2973 TEX_COORD_PRECISION_NA
, SAMPLER_TYPE_NA
);
2975 return &solid_color_program_
;
2978 const GLRenderer::SolidColorProgramAA
* GLRenderer::GetSolidColorProgramAA() {
2979 if (!solid_color_program_aa_
.initialized()) {
2980 TRACE_EVENT0("cc", "GLRenderer::solidColorProgramAA::initialize");
2981 solid_color_program_aa_
.Initialize(output_surface_
->context_provider(),
2982 TEX_COORD_PRECISION_NA
, SAMPLER_TYPE_NA
);
2984 return &solid_color_program_aa_
;
2987 const GLRenderer::RenderPassProgram
* GLRenderer::GetRenderPassProgram(
2988 TexCoordPrecision precision
,
2989 BlendMode blend_mode
) {
2990 DCHECK_GE(precision
, 0);
2991 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
2992 DCHECK_GE(blend_mode
, 0);
2993 DCHECK_LE(blend_mode
, LAST_BLEND_MODE
);
2994 RenderPassProgram
* program
= &render_pass_program_
[precision
][blend_mode
];
2995 if (!program
->initialized()) {
2996 TRACE_EVENT0("cc", "GLRenderer::renderPassProgram::initialize");
2997 program
->Initialize(output_surface_
->context_provider(), precision
,
2998 SAMPLER_TYPE_2D
, blend_mode
);
3003 const GLRenderer::RenderPassProgramAA
* GLRenderer::GetRenderPassProgramAA(
3004 TexCoordPrecision precision
,
3005 BlendMode blend_mode
) {
3006 DCHECK_GE(precision
, 0);
3007 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3008 DCHECK_GE(blend_mode
, 0);
3009 DCHECK_LE(blend_mode
, LAST_BLEND_MODE
);
3010 RenderPassProgramAA
* program
=
3011 &render_pass_program_aa_
[precision
][blend_mode
];
3012 if (!program
->initialized()) {
3013 TRACE_EVENT0("cc", "GLRenderer::renderPassProgramAA::initialize");
3014 program
->Initialize(output_surface_
->context_provider(), precision
,
3015 SAMPLER_TYPE_2D
, blend_mode
);
3020 const GLRenderer::RenderPassMaskProgram
* GLRenderer::GetRenderPassMaskProgram(
3021 TexCoordPrecision precision
,
3022 SamplerType sampler
,
3023 BlendMode blend_mode
,
3024 bool mask_for_background
) {
3025 DCHECK_GE(precision
, 0);
3026 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3027 DCHECK_GE(sampler
, 0);
3028 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3029 DCHECK_GE(blend_mode
, 0);
3030 DCHECK_LE(blend_mode
, LAST_BLEND_MODE
);
3031 RenderPassMaskProgram
* program
=
3032 &render_pass_mask_program_
[precision
][sampler
][blend_mode
]
3033 [mask_for_background
? HAS_MASK
: NO_MASK
];
3034 if (!program
->initialized()) {
3035 TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgram::initialize");
3036 program
->Initialize(
3037 output_surface_
->context_provider(), precision
,
3038 sampler
, blend_mode
, mask_for_background
);
3043 const GLRenderer::RenderPassMaskProgramAA
*
3044 GLRenderer::GetRenderPassMaskProgramAA(TexCoordPrecision precision
,
3045 SamplerType sampler
,
3046 BlendMode blend_mode
,
3047 bool mask_for_background
) {
3048 DCHECK_GE(precision
, 0);
3049 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3050 DCHECK_GE(sampler
, 0);
3051 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3052 DCHECK_GE(blend_mode
, 0);
3053 DCHECK_LE(blend_mode
, LAST_BLEND_MODE
);
3054 RenderPassMaskProgramAA
* program
=
3055 &render_pass_mask_program_aa_
[precision
][sampler
][blend_mode
]
3056 [mask_for_background
? HAS_MASK
: NO_MASK
];
3057 if (!program
->initialized()) {
3058 TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgramAA::initialize");
3059 program
->Initialize(
3060 output_surface_
->context_provider(), precision
,
3061 sampler
, blend_mode
, mask_for_background
);
3066 const GLRenderer::RenderPassColorMatrixProgram
*
3067 GLRenderer::GetRenderPassColorMatrixProgram(TexCoordPrecision precision
,
3068 BlendMode blend_mode
) {
3069 DCHECK_GE(precision
, 0);
3070 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3071 DCHECK_GE(blend_mode
, 0);
3072 DCHECK_LE(blend_mode
, LAST_BLEND_MODE
);
3073 RenderPassColorMatrixProgram
* program
=
3074 &render_pass_color_matrix_program_
[precision
][blend_mode
];
3075 if (!program
->initialized()) {
3076 TRACE_EVENT0("cc", "GLRenderer::renderPassColorMatrixProgram::initialize");
3077 program
->Initialize(output_surface_
->context_provider(), precision
,
3078 SAMPLER_TYPE_2D
, blend_mode
);
3083 const GLRenderer::RenderPassColorMatrixProgramAA
*
3084 GLRenderer::GetRenderPassColorMatrixProgramAA(TexCoordPrecision precision
,
3085 BlendMode blend_mode
) {
3086 DCHECK_GE(precision
, 0);
3087 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3088 DCHECK_GE(blend_mode
, 0);
3089 DCHECK_LE(blend_mode
, LAST_BLEND_MODE
);
3090 RenderPassColorMatrixProgramAA
* program
=
3091 &render_pass_color_matrix_program_aa_
[precision
][blend_mode
];
3092 if (!program
->initialized()) {
3094 "GLRenderer::renderPassColorMatrixProgramAA::initialize");
3095 program
->Initialize(output_surface_
->context_provider(), precision
,
3096 SAMPLER_TYPE_2D
, blend_mode
);
3101 const GLRenderer::RenderPassMaskColorMatrixProgram
*
3102 GLRenderer::GetRenderPassMaskColorMatrixProgram(
3103 TexCoordPrecision precision
,
3104 SamplerType sampler
,
3105 BlendMode blend_mode
,
3106 bool mask_for_background
) {
3107 DCHECK_GE(precision
, 0);
3108 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3109 DCHECK_GE(sampler
, 0);
3110 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3111 DCHECK_GE(blend_mode
, 0);
3112 DCHECK_LE(blend_mode
, LAST_BLEND_MODE
);
3113 RenderPassMaskColorMatrixProgram
* program
=
3114 &render_pass_mask_color_matrix_program_
[precision
][sampler
][blend_mode
]
3115 [mask_for_background
? HAS_MASK
: NO_MASK
];
3116 if (!program
->initialized()) {
3118 "GLRenderer::renderPassMaskColorMatrixProgram::initialize");
3119 program
->Initialize(
3120 output_surface_
->context_provider(), precision
,
3121 sampler
, blend_mode
, mask_for_background
);
3126 const GLRenderer::RenderPassMaskColorMatrixProgramAA
*
3127 GLRenderer::GetRenderPassMaskColorMatrixProgramAA(
3128 TexCoordPrecision precision
,
3129 SamplerType sampler
,
3130 BlendMode blend_mode
,
3131 bool mask_for_background
) {
3132 DCHECK_GE(precision
, 0);
3133 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3134 DCHECK_GE(sampler
, 0);
3135 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3136 DCHECK_GE(blend_mode
, 0);
3137 DCHECK_LE(blend_mode
, LAST_BLEND_MODE
);
3138 RenderPassMaskColorMatrixProgramAA
* program
=
3139 &render_pass_mask_color_matrix_program_aa_
[precision
][sampler
][blend_mode
]
3140 [mask_for_background
? HAS_MASK
: NO_MASK
];
3141 if (!program
->initialized()) {
3143 "GLRenderer::renderPassMaskColorMatrixProgramAA::initialize");
3144 program
->Initialize(
3145 output_surface_
->context_provider(), precision
,
3146 sampler
, blend_mode
, mask_for_background
);
3151 const GLRenderer::TileProgram
* GLRenderer::GetTileProgram(
3152 TexCoordPrecision precision
,
3153 SamplerType sampler
) {
3154 DCHECK_GE(precision
, 0);
3155 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3156 DCHECK_GE(sampler
, 0);
3157 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3158 TileProgram
* program
= &tile_program_
[precision
][sampler
];
3159 if (!program
->initialized()) {
3160 TRACE_EVENT0("cc", "GLRenderer::tileProgram::initialize");
3161 program
->Initialize(
3162 output_surface_
->context_provider(), precision
, sampler
);
3167 const GLRenderer::TileProgramOpaque
* GLRenderer::GetTileProgramOpaque(
3168 TexCoordPrecision precision
,
3169 SamplerType sampler
) {
3170 DCHECK_GE(precision
, 0);
3171 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3172 DCHECK_GE(sampler
, 0);
3173 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3174 TileProgramOpaque
* program
= &tile_program_opaque_
[precision
][sampler
];
3175 if (!program
->initialized()) {
3176 TRACE_EVENT0("cc", "GLRenderer::tileProgramOpaque::initialize");
3177 program
->Initialize(
3178 output_surface_
->context_provider(), precision
, sampler
);
3183 const GLRenderer::TileProgramAA
* GLRenderer::GetTileProgramAA(
3184 TexCoordPrecision precision
,
3185 SamplerType sampler
) {
3186 DCHECK_GE(precision
, 0);
3187 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3188 DCHECK_GE(sampler
, 0);
3189 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3190 TileProgramAA
* program
= &tile_program_aa_
[precision
][sampler
];
3191 if (!program
->initialized()) {
3192 TRACE_EVENT0("cc", "GLRenderer::tileProgramAA::initialize");
3193 program
->Initialize(
3194 output_surface_
->context_provider(), precision
, sampler
);
3199 const GLRenderer::TileProgramSwizzle
* GLRenderer::GetTileProgramSwizzle(
3200 TexCoordPrecision precision
,
3201 SamplerType sampler
) {
3202 DCHECK_GE(precision
, 0);
3203 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3204 DCHECK_GE(sampler
, 0);
3205 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3206 TileProgramSwizzle
* program
= &tile_program_swizzle_
[precision
][sampler
];
3207 if (!program
->initialized()) {
3208 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzle::initialize");
3209 program
->Initialize(
3210 output_surface_
->context_provider(), precision
, sampler
);
3215 const GLRenderer::TileProgramSwizzleOpaque
*
3216 GLRenderer::GetTileProgramSwizzleOpaque(TexCoordPrecision precision
,
3217 SamplerType sampler
) {
3218 DCHECK_GE(precision
, 0);
3219 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3220 DCHECK_GE(sampler
, 0);
3221 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3222 TileProgramSwizzleOpaque
* program
=
3223 &tile_program_swizzle_opaque_
[precision
][sampler
];
3224 if (!program
->initialized()) {
3225 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleOpaque::initialize");
3226 program
->Initialize(
3227 output_surface_
->context_provider(), precision
, sampler
);
3232 const GLRenderer::TileProgramSwizzleAA
* GLRenderer::GetTileProgramSwizzleAA(
3233 TexCoordPrecision precision
,
3234 SamplerType sampler
) {
3235 DCHECK_GE(precision
, 0);
3236 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3237 DCHECK_GE(sampler
, 0);
3238 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3239 TileProgramSwizzleAA
* program
= &tile_program_swizzle_aa_
[precision
][sampler
];
3240 if (!program
->initialized()) {
3241 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleAA::initialize");
3242 program
->Initialize(
3243 output_surface_
->context_provider(), precision
, sampler
);
3248 const GLRenderer::TextureProgram
* GLRenderer::GetTextureProgram(
3249 TexCoordPrecision precision
,
3250 SamplerType sampler
) {
3251 DCHECK_GE(precision
, 0);
3252 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3253 DCHECK_GE(sampler
, 0);
3254 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3255 TextureProgram
* program
= &texture_program_
[precision
][sampler
];
3256 if (!program
->initialized()) {
3257 TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize");
3258 program
->Initialize(output_surface_
->context_provider(), precision
,
3264 const GLRenderer::NonPremultipliedTextureProgram
*
3265 GLRenderer::GetNonPremultipliedTextureProgram(TexCoordPrecision precision
,
3266 SamplerType sampler
) {
3267 DCHECK_GE(precision
, 0);
3268 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3269 DCHECK_GE(sampler
, 0);
3270 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3271 NonPremultipliedTextureProgram
* program
=
3272 &nonpremultiplied_texture_program_
[precision
][sampler
];
3273 if (!program
->initialized()) {
3275 "GLRenderer::NonPremultipliedTextureProgram::Initialize");
3276 program
->Initialize(output_surface_
->context_provider(), precision
,
3282 const GLRenderer::TextureBackgroundProgram
*
3283 GLRenderer::GetTextureBackgroundProgram(TexCoordPrecision precision
,
3284 SamplerType sampler
) {
3285 DCHECK_GE(precision
, 0);
3286 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3287 DCHECK_GE(sampler
, 0);
3288 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3289 TextureBackgroundProgram
* program
=
3290 &texture_background_program_
[precision
][sampler
];
3291 if (!program
->initialized()) {
3292 TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize");
3293 program
->Initialize(output_surface_
->context_provider(), precision
,
3299 const GLRenderer::NonPremultipliedTextureBackgroundProgram
*
3300 GLRenderer::GetNonPremultipliedTextureBackgroundProgram(
3301 TexCoordPrecision precision
,
3302 SamplerType sampler
) {
3303 DCHECK_GE(precision
, 0);
3304 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3305 DCHECK_GE(sampler
, 0);
3306 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3307 NonPremultipliedTextureBackgroundProgram
* program
=
3308 &nonpremultiplied_texture_background_program_
[precision
][sampler
];
3309 if (!program
->initialized()) {
3311 "GLRenderer::NonPremultipliedTextureProgram::Initialize");
3312 program
->Initialize(output_surface_
->context_provider(), precision
,
3318 const GLRenderer::TextureProgram
* GLRenderer::GetTextureIOSurfaceProgram(
3319 TexCoordPrecision precision
) {
3320 DCHECK_GE(precision
, 0);
3321 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3322 TextureProgram
* program
= &texture_io_surface_program_
[precision
];
3323 if (!program
->initialized()) {
3324 TRACE_EVENT0("cc", "GLRenderer::textureIOSurfaceProgram::initialize");
3325 program
->Initialize(output_surface_
->context_provider(), precision
,
3326 SAMPLER_TYPE_2D_RECT
);
3331 const GLRenderer::VideoYUVProgram
* GLRenderer::GetVideoYUVProgram(
3332 TexCoordPrecision precision
,
3333 SamplerType sampler
) {
3334 DCHECK_GE(precision
, 0);
3335 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3336 DCHECK_GE(sampler
, 0);
3337 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3338 VideoYUVProgram
* program
= &video_yuv_program_
[precision
][sampler
];
3339 if (!program
->initialized()) {
3340 TRACE_EVENT0("cc", "GLRenderer::videoYUVProgram::initialize");
3341 program
->Initialize(output_surface_
->context_provider(), precision
,
3347 const GLRenderer::VideoYUVAProgram
* GLRenderer::GetVideoYUVAProgram(
3348 TexCoordPrecision precision
,
3349 SamplerType sampler
) {
3350 DCHECK_GE(precision
, 0);
3351 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3352 DCHECK_GE(sampler
, 0);
3353 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3354 VideoYUVAProgram
* program
= &video_yuva_program_
[precision
][sampler
];
3355 if (!program
->initialized()) {
3356 TRACE_EVENT0("cc", "GLRenderer::videoYUVAProgram::initialize");
3357 program
->Initialize(output_surface_
->context_provider(), precision
,
3363 const GLRenderer::VideoStreamTextureProgram
*
3364 GLRenderer::GetVideoStreamTextureProgram(TexCoordPrecision precision
) {
3365 if (!Capabilities().using_egl_image
)
3367 DCHECK_GE(precision
, 0);
3368 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3369 VideoStreamTextureProgram
* program
=
3370 &video_stream_texture_program_
[precision
];
3371 if (!program
->initialized()) {
3372 TRACE_EVENT0("cc", "GLRenderer::streamTextureProgram::initialize");
3373 program
->Initialize(output_surface_
->context_provider(), precision
,
3374 SAMPLER_TYPE_EXTERNAL_OES
);
3379 void GLRenderer::CleanupSharedObjects() {
3380 shared_geometry_
= nullptr;
3382 for (int i
= 0; i
<= LAST_TEX_COORD_PRECISION
; ++i
) {
3383 for (int j
= 0; j
<= LAST_SAMPLER_TYPE
; ++j
) {
3384 tile_program_
[i
][j
].Cleanup(gl_
);
3385 tile_program_opaque_
[i
][j
].Cleanup(gl_
);
3386 tile_program_swizzle_
[i
][j
].Cleanup(gl_
);
3387 tile_program_swizzle_opaque_
[i
][j
].Cleanup(gl_
);
3388 tile_program_aa_
[i
][j
].Cleanup(gl_
);
3389 tile_program_swizzle_aa_
[i
][j
].Cleanup(gl_
);
3391 for (int k
= 0; k
<= LAST_BLEND_MODE
; k
++) {
3392 for (int l
= 0; l
<= LAST_MASK_VALUE
; ++l
) {
3393 render_pass_mask_program_
[i
][j
][k
][l
].Cleanup(gl_
);
3394 render_pass_mask_program_aa_
[i
][j
][k
][l
].Cleanup(gl_
);
3395 render_pass_mask_color_matrix_program_aa_
[i
][j
][k
][l
].Cleanup(gl_
);
3396 render_pass_mask_color_matrix_program_
[i
][j
][k
][l
].Cleanup(gl_
);
3400 video_yuv_program_
[i
][j
].Cleanup(gl_
);
3401 video_yuva_program_
[i
][j
].Cleanup(gl_
);
3403 for (int j
= 0; j
<= LAST_BLEND_MODE
; j
++) {
3404 render_pass_program_
[i
][j
].Cleanup(gl_
);
3405 render_pass_program_aa_
[i
][j
].Cleanup(gl_
);
3406 render_pass_color_matrix_program_
[i
][j
].Cleanup(gl_
);
3407 render_pass_color_matrix_program_aa_
[i
][j
].Cleanup(gl_
);
3410 for (int j
= 0; j
<= LAST_SAMPLER_TYPE
; ++j
) {
3411 texture_program_
[i
][j
].Cleanup(gl_
);
3412 nonpremultiplied_texture_program_
[i
][j
].Cleanup(gl_
);
3413 texture_background_program_
[i
][j
].Cleanup(gl_
);
3414 nonpremultiplied_texture_background_program_
[i
][j
].Cleanup(gl_
);
3416 texture_io_surface_program_
[i
].Cleanup(gl_
);
3418 video_stream_texture_program_
[i
].Cleanup(gl_
);
3421 tile_checkerboard_program_
.Cleanup(gl_
);
3423 debug_border_program_
.Cleanup(gl_
);
3424 solid_color_program_
.Cleanup(gl_
);
3425 solid_color_program_aa_
.Cleanup(gl_
);
3427 if (offscreen_framebuffer_id_
)
3428 gl_
->DeleteFramebuffers(1, &offscreen_framebuffer_id_
);
3430 if (on_demand_tile_raster_resource_id_
)
3431 resource_provider_
->DeleteResource(on_demand_tile_raster_resource_id_
);
3433 ReleaseRenderPassTextures();
3436 void GLRenderer::ReinitializeGLState() {
3437 is_scissor_enabled_
= false;
3438 scissor_rect_needs_reset_
= true;
3439 stencil_shadow_
= false;
3440 blend_shadow_
= true;
3441 program_shadow_
= 0;
3446 void GLRenderer::RestoreGLState() {
3447 // This restores the current GLRenderer state to the GL context.
3448 bound_geometry_
= NO_BINDING
;
3449 PrepareGeometry(SHARED_BINDING
);
3451 gl_
->Disable(GL_DEPTH_TEST
);
3452 gl_
->Disable(GL_CULL_FACE
);
3453 gl_
->ColorMask(true, true, true, true);
3454 gl_
->BlendFunc(GL_ONE
, GL_ONE_MINUS_SRC_ALPHA
);
3455 gl_
->ActiveTexture(GL_TEXTURE0
);
3457 if (program_shadow_
)
3458 gl_
->UseProgram(program_shadow_
);
3460 if (stencil_shadow_
)
3461 gl_
->Enable(GL_STENCIL_TEST
);
3463 gl_
->Disable(GL_STENCIL_TEST
);
3466 gl_
->Enable(GL_BLEND
);
3468 gl_
->Disable(GL_BLEND
);
3470 if (is_scissor_enabled_
) {
3471 gl_
->Enable(GL_SCISSOR_TEST
);
3472 gl_
->Scissor(scissor_rect_
.x(), scissor_rect_
.y(), scissor_rect_
.width(),
3473 scissor_rect_
.height());
3475 gl_
->Disable(GL_SCISSOR_TEST
);
3479 void GLRenderer::RestoreFramebuffer(DrawingFrame
* frame
) {
3480 UseRenderPass(frame
, frame
->current_render_pass
);
3482 // Call SetViewport directly, rather than through PrepareSurfaceForPass.
3483 // PrepareSurfaceForPass also clears the surface, which is not desired when
3488 bool GLRenderer::IsContextLost() {
3489 return output_surface_
->context_provider()->IsContextLost();
3492 void GLRenderer::ScheduleOverlays(DrawingFrame
* frame
) {
3493 if (!frame
->overlay_list
.size())
3496 ResourceProvider::ResourceIdArray resources
;
3497 OverlayCandidateList
& overlays
= frame
->overlay_list
;
3498 for (const OverlayCandidate
& overlay
: overlays
) {
3499 // Skip primary plane.
3500 if (overlay
.plane_z_order
== 0)
3503 pending_overlay_resources_
.push_back(
3504 make_scoped_ptr(new ResourceProvider::ScopedReadLockGL(
3505 resource_provider_
, overlay
.resource_id
)));
3507 context_support_
->ScheduleOverlayPlane(
3508 overlay
.plane_z_order
,
3510 pending_overlay_resources_
.back()->texture_id(),
3511 ToNearestRect(overlay
.display_rect
),