1 // Copyright 2012 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/direct_renderer.h"
10 #include "base/containers/hash_tables.h"
11 #include "base/containers/scoped_ptr_hash_map.h"
12 #include "base/metrics/histogram.h"
13 #include "base/numerics/safe_conversions.h"
14 #include "base/trace_event/trace_event.h"
15 #include "cc/base/math_util.h"
16 #include "cc/output/bsp_tree.h"
17 #include "cc/output/bsp_walk_action.h"
18 #include "cc/output/copy_output_request.h"
19 #include "cc/quads/draw_quad.h"
20 #include "ui/gfx/geometry/quad_f.h"
21 #include "ui/gfx/geometry/rect_conversions.h"
22 #include "ui/gfx/transform.h"
24 static gfx::Transform
OrthoProjectionMatrix(float left
,
28 // Use the standard formula to map the clipping frustum to the cube from
29 // [-1, -1, -1] to [1, 1, 1].
30 float delta_x
= right
- left
;
31 float delta_y
= top
- bottom
;
33 if (!delta_x
|| !delta_y
)
35 proj
.matrix().set(0, 0, 2.0f
/ delta_x
);
36 proj
.matrix().set(0, 3, -(right
+ left
) / delta_x
);
37 proj
.matrix().set(1, 1, 2.0f
/ delta_y
);
38 proj
.matrix().set(1, 3, -(top
+ bottom
) / delta_y
);
40 // Z component of vertices is always set to zero as we don't use the depth
41 // buffer while drawing.
42 proj
.matrix().set(2, 2, 0);
47 static gfx::Transform
window_matrix(int x
, int y
, int width
, int height
) {
48 gfx::Transform canvas
;
50 // Map to window position and scale up to pixel coordinates.
51 canvas
.Translate3d(x
, y
, 0);
52 canvas
.Scale3d(width
, height
, 0);
54 // Map from ([-1, -1] to [1, 1]) -> ([0, 0] to [1, 1])
55 canvas
.Translate3d(0.5, 0.5, 0.5);
56 canvas
.Scale3d(0.5, 0.5, 0.5);
63 DirectRenderer::DrawingFrame::DrawingFrame()
64 : root_render_pass(NULL
), current_render_pass(NULL
), current_texture(NULL
) {
67 DirectRenderer::DrawingFrame::~DrawingFrame() {}
71 gfx::RectF
DirectRenderer::QuadVertexRect() {
72 return gfx::RectF(-0.5f
, -0.5f
, 1.f
, 1.f
);
76 void DirectRenderer::QuadRectTransform(gfx::Transform
* quad_rect_transform
,
77 const gfx::Transform
& quad_transform
,
78 const gfx::RectF
& quad_rect
) {
79 *quad_rect_transform
= quad_transform
;
80 quad_rect_transform
->Translate(0.5 * quad_rect
.width() + quad_rect
.x(),
81 0.5 * quad_rect
.height() + quad_rect
.y());
82 quad_rect_transform
->Scale(quad_rect
.width(), quad_rect
.height());
85 void DirectRenderer::InitializeViewport(DrawingFrame
* frame
,
86 const gfx::Rect
& draw_rect
,
87 const gfx::Rect
& viewport_rect
,
88 const gfx::Size
& surface_size
) {
89 DCHECK_GE(viewport_rect
.x(), 0);
90 DCHECK_GE(viewport_rect
.y(), 0);
91 DCHECK_LE(viewport_rect
.right(), surface_size
.width());
92 DCHECK_LE(viewport_rect
.bottom(), surface_size
.height());
93 bool flip_y
= FlippedFramebuffer(frame
);
95 frame
->projection_matrix
= OrthoProjectionMatrix(draw_rect
.x(),
100 frame
->projection_matrix
= OrthoProjectionMatrix(draw_rect
.x(),
106 gfx::Rect window_rect
= viewport_rect
;
108 window_rect
.set_y(surface_size
.height() - viewport_rect
.bottom());
109 frame
->window_matrix
= window_matrix(window_rect
.x(),
112 window_rect
.height());
113 current_draw_rect_
= draw_rect
;
114 current_viewport_rect_
= viewport_rect
;
115 current_surface_size_
= surface_size
;
116 current_window_space_viewport_
= window_rect
;
119 gfx::Rect
DirectRenderer::MoveFromDrawToWindowSpace(
120 const DrawingFrame
* frame
,
121 const gfx::Rect
& draw_rect
) const {
122 gfx::Rect window_rect
= draw_rect
;
123 window_rect
-= current_draw_rect_
.OffsetFromOrigin();
124 window_rect
+= current_viewport_rect_
.OffsetFromOrigin();
125 if (FlippedFramebuffer(frame
))
126 window_rect
.set_y(current_surface_size_
.height() - window_rect
.bottom());
130 DirectRenderer::DirectRenderer(RendererClient
* client
,
131 const RendererSettings
* settings
,
132 OutputSurface
* output_surface
,
133 ResourceProvider
* resource_provider
)
134 : Renderer(client
, settings
),
135 output_surface_(output_surface
),
136 resource_provider_(resource_provider
),
137 overlay_processor_(new OverlayProcessor(output_surface
)) {
138 overlay_processor_
->Initialize();
141 DirectRenderer::~DirectRenderer() {}
143 void DirectRenderer::SetEnlargePassTextureAmountForTesting(
144 const gfx::Vector2d
& amount
) {
145 enlarge_pass_texture_amount_
= amount
;
148 void DirectRenderer::DecideRenderPassAllocationsForFrame(
149 const RenderPassList
& render_passes_in_draw_order
) {
150 base::hash_map
<RenderPassId
, gfx::Size
> render_passes_in_frame
;
151 for (size_t i
= 0; i
< render_passes_in_draw_order
.size(); ++i
)
152 render_passes_in_frame
.insert(std::pair
<RenderPassId
, gfx::Size
>(
153 render_passes_in_draw_order
[i
]->id
,
154 RenderPassTextureSize(render_passes_in_draw_order
[i
])));
156 std::vector
<RenderPassId
> passes_to_delete
;
157 for (auto pass_iter
= render_pass_textures_
.begin();
158 pass_iter
!= render_pass_textures_
.end(); ++pass_iter
) {
159 base::hash_map
<RenderPassId
, gfx::Size
>::const_iterator it
=
160 render_passes_in_frame
.find(pass_iter
->first
);
161 if (it
== render_passes_in_frame
.end()) {
162 passes_to_delete
.push_back(pass_iter
->first
);
166 gfx::Size required_size
= it
->second
;
167 ScopedResource
* texture
= pass_iter
->second
;
170 bool size_appropriate
= texture
->size().width() >= required_size
.width() &&
171 texture
->size().height() >= required_size
.height();
172 if (texture
->id() && !size_appropriate
)
176 // Delete RenderPass textures from the previous frame that will not be used
178 for (size_t i
= 0; i
< passes_to_delete
.size(); ++i
)
179 render_pass_textures_
.erase(passes_to_delete
[i
]);
181 for (size_t i
= 0; i
< render_passes_in_draw_order
.size(); ++i
) {
182 if (!render_pass_textures_
.contains(render_passes_in_draw_order
[i
]->id
)) {
183 scoped_ptr
<ScopedResource
> texture
=
184 ScopedResource::Create(resource_provider_
);
185 render_pass_textures_
.set(render_passes_in_draw_order
[i
]->id
,
191 void DirectRenderer::DrawFrame(RenderPassList
* render_passes_in_draw_order
,
192 float device_scale_factor
,
193 const gfx::Rect
& device_viewport_rect
,
194 const gfx::Rect
& device_clip_rect
,
195 bool disable_picture_quad_image_filtering
) {
196 TRACE_EVENT0("cc", "DirectRenderer::DrawFrame");
197 UMA_HISTOGRAM_COUNTS(
198 "Renderer4.renderPassCount",
199 base::saturated_cast
<int>(render_passes_in_draw_order
->size()));
201 const RenderPass
* root_render_pass
= render_passes_in_draw_order
->back();
202 DCHECK(root_render_pass
);
205 frame
.render_passes_in_draw_order
= render_passes_in_draw_order
;
206 frame
.root_render_pass
= root_render_pass
;
207 frame
.root_damage_rect
= Capabilities().using_partial_swap
208 ? root_render_pass
->damage_rect
209 : root_render_pass
->output_rect
;
210 frame
.root_damage_rect
.Intersect(gfx::Rect(device_viewport_rect
.size()));
211 frame
.device_viewport_rect
= device_viewport_rect
;
212 frame
.device_clip_rect
= device_clip_rect
;
213 frame
.disable_picture_quad_image_filtering
=
214 disable_picture_quad_image_filtering
;
218 // Only reshape when we know we are going to draw. Otherwise, the reshape
219 // can leave the window at the wrong size if we never draw and the proper
220 // viewport size is never set.
221 output_surface_
->Reshape(device_viewport_rect
.size(), device_scale_factor
);
223 BeginDrawingFrame(&frame
);
225 // If we have any copy requests, we can't remove any quads for overlays,
226 // otherwise the framebuffer will be missing the overlay contents.
227 if (root_render_pass
->copy_requests
.empty()) {
228 overlay_processor_
->ProcessForOverlays(render_passes_in_draw_order
,
229 &frame
.overlay_list
);
232 for (size_t i
= 0; i
< render_passes_in_draw_order
->size(); ++i
) {
233 RenderPass
* pass
= render_passes_in_draw_order
->at(i
);
234 DrawRenderPass(&frame
, pass
);
236 for (ScopedPtrVector
<CopyOutputRequest
>::iterator it
=
237 pass
->copy_requests
.begin();
238 it
!= pass
->copy_requests
.end();
240 if (it
!= pass
->copy_requests
.begin()) {
241 // Doing a readback is destructive of our state on Mac, so make sure
242 // we restore the state between readbacks. http://crbug.com/99393.
243 UseRenderPass(&frame
, pass
);
245 CopyCurrentRenderPassToBitmap(&frame
, pass
->copy_requests
.take(it
));
248 FinishDrawingFrame(&frame
);
250 render_passes_in_draw_order
->clear();
253 gfx::Rect
DirectRenderer::ComputeScissorRectForRenderPass(
254 const DrawingFrame
* frame
) {
255 gfx::Rect render_pass_scissor
= frame
->current_render_pass
->output_rect
;
257 if (frame
->root_damage_rect
== frame
->root_render_pass
->output_rect
||
258 !frame
->current_render_pass
->copy_requests
.empty())
259 return render_pass_scissor
;
261 gfx::Transform
inverse_transform(gfx::Transform::kSkipInitialization
);
262 if (frame
->current_render_pass
->transform_to_root_target
.GetInverse(
263 &inverse_transform
)) {
264 // Only intersect inverse-projected damage if the transform is invertible.
265 gfx::Rect damage_rect_in_render_pass_space
=
266 MathUtil::ProjectEnclosingClippedRect(inverse_transform
,
267 frame
->root_damage_rect
);
268 render_pass_scissor
.Intersect(damage_rect_in_render_pass_space
);
271 return render_pass_scissor
;
274 bool DirectRenderer::NeedDeviceClip(const DrawingFrame
* frame
) const {
275 if (frame
->current_render_pass
!= frame
->root_render_pass
)
278 return !frame
->device_clip_rect
.Contains(frame
->device_viewport_rect
);
281 gfx::Rect
DirectRenderer::DeviceClipRectInDrawSpace(
282 const DrawingFrame
* frame
) const {
283 gfx::Rect device_clip_rect
= frame
->device_clip_rect
;
284 device_clip_rect
-= current_viewport_rect_
.OffsetFromOrigin();
285 device_clip_rect
+= current_draw_rect_
.OffsetFromOrigin();
286 return device_clip_rect
;
289 gfx::Rect
DirectRenderer::DeviceViewportRectInDrawSpace(
290 const DrawingFrame
* frame
) const {
291 gfx::Rect device_viewport_rect
= frame
->device_viewport_rect
;
292 device_viewport_rect
-= current_viewport_rect_
.OffsetFromOrigin();
293 device_viewport_rect
+= current_draw_rect_
.OffsetFromOrigin();
294 return device_viewport_rect
;
297 gfx::Rect
DirectRenderer::OutputSurfaceRectInDrawSpace(
298 const DrawingFrame
* frame
) const {
299 if (frame
->current_render_pass
== frame
->root_render_pass
) {
300 gfx::Rect
output_surface_rect(output_surface_
->SurfaceSize());
301 output_surface_rect
-= current_viewport_rect_
.OffsetFromOrigin();
302 output_surface_rect
+= current_draw_rect_
.OffsetFromOrigin();
303 return output_surface_rect
;
305 return frame
->current_render_pass
->output_rect
;
309 bool DirectRenderer::ShouldSkipQuad(const DrawQuad
& quad
,
310 const gfx::Rect
& render_pass_scissor
) {
311 if (render_pass_scissor
.IsEmpty())
314 if (quad
.shared_quad_state
->is_clipped
) {
315 gfx::Rect r
= quad
.shared_quad_state
->clip_rect
;
316 r
.Intersect(render_pass_scissor
);
323 void DirectRenderer::SetScissorStateForQuad(
324 const DrawingFrame
* frame
,
325 const DrawQuad
& quad
,
326 const gfx::Rect
& render_pass_scissor
,
327 bool use_render_pass_scissor
) {
328 if (use_render_pass_scissor
) {
329 gfx::Rect quad_scissor_rect
= render_pass_scissor
;
330 if (quad
.shared_quad_state
->is_clipped
)
331 quad_scissor_rect
.Intersect(quad
.shared_quad_state
->clip_rect
);
332 SetScissorTestRectInDrawSpace(frame
, quad_scissor_rect
);
334 } else if (quad
.shared_quad_state
->is_clipped
) {
335 SetScissorTestRectInDrawSpace(frame
, quad
.shared_quad_state
->clip_rect
);
339 EnsureScissorTestDisabled();
342 void DirectRenderer::SetScissorTestRectInDrawSpace(
343 const DrawingFrame
* frame
,
344 const gfx::Rect
& draw_space_rect
) {
345 gfx::Rect window_space_rect
=
346 MoveFromDrawToWindowSpace(frame
, draw_space_rect
);
347 SetScissorTestRect(window_space_rect
);
350 void DirectRenderer::FinishDrawingQuadList() {}
352 void DirectRenderer::DoDrawPolygon(const DrawPolygon
& poly
,
354 const gfx::Rect
& render_pass_scissor
,
355 bool use_render_pass_scissor
) {
356 SetScissorStateForQuad(frame
, *poly
.original_ref(), render_pass_scissor
,
357 use_render_pass_scissor
);
359 // If the poly has not been split, then it is just a normal DrawQuad,
360 // and we should save any extra processing that would have to be done.
361 if (!poly
.is_split()) {
362 DoDrawQuad(frame
, poly
.original_ref(), NULL
);
366 std::vector
<gfx::QuadF
> quads
;
367 poly
.ToQuads2D(&quads
);
368 for (size_t i
= 0; i
< quads
.size(); ++i
) {
369 DoDrawQuad(frame
, poly
.original_ref(), &quads
[i
]);
373 void DirectRenderer::FlushPolygons(ScopedPtrDeque
<DrawPolygon
>* poly_list
,
375 const gfx::Rect
& render_pass_scissor
,
376 bool use_render_pass_scissor
) {
377 if (poly_list
->empty()) {
381 BspTree
bsp_tree(poly_list
);
382 BspWalkActionDrawPolygon
action_handler(this, frame
, render_pass_scissor
,
383 use_render_pass_scissor
);
384 bsp_tree
.TraverseWithActionHandler(&action_handler
);
385 DCHECK(poly_list
->empty());
388 void DirectRenderer::DrawRenderPass(DrawingFrame
* frame
,
389 const RenderPass
* render_pass
) {
390 TRACE_EVENT0("cc", "DirectRenderer::DrawRenderPass");
391 if (!UseRenderPass(frame
, render_pass
))
394 const gfx::Rect surface_rect_in_draw_space
=
395 OutputSurfaceRectInDrawSpace(frame
);
396 gfx::Rect render_pass_scissor_in_draw_space
= surface_rect_in_draw_space
;
398 if (frame
->current_render_pass
== frame
->root_render_pass
) {
399 render_pass_scissor_in_draw_space
.Intersect(
400 DeviceViewportRectInDrawSpace(frame
));
403 if (Capabilities().using_partial_swap
) {
404 render_pass_scissor_in_draw_space
.Intersect(
405 ComputeScissorRectForRenderPass(frame
));
408 if (NeedDeviceClip(frame
)) {
409 render_pass_scissor_in_draw_space
.Intersect(
410 DeviceClipRectInDrawSpace(frame
));
413 bool render_pass_is_clipped
=
414 !render_pass_scissor_in_draw_space
.Contains(surface_rect_in_draw_space
);
415 bool is_root_render_pass
=
416 frame
->current_render_pass
== frame
->root_render_pass
;
417 bool has_external_stencil_test
=
418 is_root_render_pass
&& output_surface_
->HasExternalStencilTest();
419 bool should_clear_surface
=
420 !has_external_stencil_test
&&
421 (!is_root_render_pass
|| settings_
->should_clear_root_render_pass
);
423 // If |has_external_stencil_test| we can't discard or clear. Make sure we
425 DCHECK_IMPLIES(has_external_stencil_test
,
426 !frame
->current_render_pass
->has_transparent_background
);
428 SurfaceInitializationMode mode
;
429 if (should_clear_surface
&& render_pass_is_clipped
) {
430 mode
= SURFACE_INITIALIZATION_MODE_SCISSORED_CLEAR
;
431 } else if (should_clear_surface
) {
432 mode
= SURFACE_INITIALIZATION_MODE_FULL_SURFACE_CLEAR
;
434 mode
= SURFACE_INITIALIZATION_MODE_PRESERVE
;
437 PrepareSurfaceForPass(
439 MoveFromDrawToWindowSpace(frame
, render_pass_scissor_in_draw_space
));
441 const QuadList
& quad_list
= render_pass
->quad_list
;
442 ScopedPtrDeque
<DrawPolygon
> poly_list
;
444 int next_polygon_id
= 0;
445 int last_sorting_context_id
= 0;
446 for (auto it
= quad_list
.BackToFrontBegin(); it
!= quad_list
.BackToFrontEnd();
448 const DrawQuad
& quad
= **it
;
449 gfx::QuadF
send_quad(gfx::RectF(quad
.visible_rect
));
451 if (render_pass_is_clipped
&&
452 ShouldSkipQuad(quad
, render_pass_scissor_in_draw_space
)) {
456 if (last_sorting_context_id
!= quad
.shared_quad_state
->sorting_context_id
) {
457 last_sorting_context_id
= quad
.shared_quad_state
->sorting_context_id
;
458 FlushPolygons(&poly_list
, frame
, render_pass_scissor_in_draw_space
,
459 render_pass_is_clipped
);
462 // This layer is in a 3D sorting context so we add it to the list of
463 // polygons to go into the BSP tree.
464 if (quad
.shared_quad_state
->sorting_context_id
!= 0) {
465 scoped_ptr
<DrawPolygon
> new_polygon(new DrawPolygon(
466 *it
, gfx::RectF(quad
.visible_rect
),
467 quad
.shared_quad_state
->quad_to_target_transform
, next_polygon_id
++));
468 if (new_polygon
->points().size() > 2u) {
469 poly_list
.push_back(new_polygon
.Pass());
474 // We are not in a 3d sorting context, so we should draw the quad normally.
475 SetScissorStateForQuad(frame
, quad
, render_pass_scissor_in_draw_space
,
476 render_pass_is_clipped
);
478 DoDrawQuad(frame
, &quad
, nullptr);
480 FlushPolygons(&poly_list
, frame
, render_pass_scissor_in_draw_space
,
481 render_pass_is_clipped
);
482 FinishDrawingQuadList();
485 bool DirectRenderer::UseRenderPass(DrawingFrame
* frame
,
486 const RenderPass
* render_pass
) {
487 frame
->current_render_pass
= render_pass
;
488 frame
->current_texture
= NULL
;
489 if (render_pass
== frame
->root_render_pass
) {
490 BindFramebufferToOutputSurface(frame
);
491 InitializeViewport(frame
,
492 render_pass
->output_rect
,
493 frame
->device_viewport_rect
,
494 output_surface_
->SurfaceSize());
498 ScopedResource
* texture
= render_pass_textures_
.get(render_pass
->id
);
501 gfx::Size size
= RenderPassTextureSize(render_pass
);
502 size
.Enlarge(enlarge_pass_texture_amount_
.x(),
503 enlarge_pass_texture_amount_
.y());
504 if (!texture
->id()) {
506 size
, ResourceProvider::TEXTURE_HINT_IMMUTABLE_FRAMEBUFFER
, RGBA_8888
);
508 DCHECK(texture
->id());
510 if (BindFramebufferToTexture(frame
, texture
, render_pass
->output_rect
)) {
511 InitializeViewport(frame
, render_pass
->output_rect
,
512 gfx::Rect(render_pass
->output_rect
.size()),
513 render_pass
->output_rect
.size());
520 bool DirectRenderer::HasAllocatedResourcesForTesting(RenderPassId id
) const {
521 ScopedResource
* texture
= render_pass_textures_
.get(id
);
522 return texture
&& texture
->id();
526 gfx::Size
DirectRenderer::RenderPassTextureSize(const RenderPass
* render_pass
) {
527 return render_pass
->output_rect
.size();