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/rect_conversions.h"
21 #include "ui/gfx/transform.h"
23 static gfx::Transform
OrthoProjectionMatrix(float left
,
27 // Use the standard formula to map the clipping frustum to the cube from
28 // [-1, -1, -1] to [1, 1, 1].
29 float delta_x
= right
- left
;
30 float delta_y
= top
- bottom
;
32 if (!delta_x
|| !delta_y
)
34 proj
.matrix().set(0, 0, 2.0f
/ delta_x
);
35 proj
.matrix().set(0, 3, -(right
+ left
) / delta_x
);
36 proj
.matrix().set(1, 1, 2.0f
/ delta_y
);
37 proj
.matrix().set(1, 3, -(top
+ bottom
) / delta_y
);
39 // Z component of vertices is always set to zero as we don't use the depth
40 // buffer while drawing.
41 proj
.matrix().set(2, 2, 0);
46 static gfx::Transform
window_matrix(int x
, int y
, int width
, int height
) {
47 gfx::Transform canvas
;
49 // Map to window position and scale up to pixel coordinates.
50 canvas
.Translate3d(x
, y
, 0);
51 canvas
.Scale3d(width
, height
, 0);
53 // Map from ([-1, -1] to [1, 1]) -> ([0, 0] to [1, 1])
54 canvas
.Translate3d(0.5, 0.5, 0.5);
55 canvas
.Scale3d(0.5, 0.5, 0.5);
62 DirectRenderer::DrawingFrame::DrawingFrame()
63 : root_render_pass(NULL
), current_render_pass(NULL
), current_texture(NULL
) {
66 DirectRenderer::DrawingFrame::~DrawingFrame() {}
70 gfx::RectF
DirectRenderer::QuadVertexRect() {
71 return gfx::RectF(-0.5f
, -0.5f
, 1.f
, 1.f
);
75 void DirectRenderer::QuadRectTransform(gfx::Transform
* quad_rect_transform
,
76 const gfx::Transform
& quad_transform
,
77 const gfx::RectF
& quad_rect
) {
78 *quad_rect_transform
= quad_transform
;
79 quad_rect_transform
->Translate(0.5 * quad_rect
.width() + quad_rect
.x(),
80 0.5 * quad_rect
.height() + quad_rect
.y());
81 quad_rect_transform
->Scale(quad_rect
.width(), quad_rect
.height());
84 void DirectRenderer::InitializeViewport(DrawingFrame
* frame
,
85 const gfx::Rect
& draw_rect
,
86 const gfx::Rect
& viewport_rect
,
87 const gfx::Size
& surface_size
) {
88 DCHECK_GE(viewport_rect
.x(), 0);
89 DCHECK_GE(viewport_rect
.y(), 0);
90 DCHECK_LE(viewport_rect
.right(), surface_size
.width());
91 DCHECK_LE(viewport_rect
.bottom(), surface_size
.height());
92 bool flip_y
= FlippedFramebuffer(frame
);
94 frame
->projection_matrix
= OrthoProjectionMatrix(draw_rect
.x(),
99 frame
->projection_matrix
= OrthoProjectionMatrix(draw_rect
.x(),
105 gfx::Rect window_rect
= viewport_rect
;
107 window_rect
.set_y(surface_size
.height() - viewport_rect
.bottom());
108 frame
->window_matrix
= window_matrix(window_rect
.x(),
111 window_rect
.height());
112 current_draw_rect_
= draw_rect
;
113 current_viewport_rect_
= viewport_rect
;
114 current_surface_size_
= surface_size
;
115 current_window_space_viewport_
= window_rect
;
118 gfx::Rect
DirectRenderer::MoveFromDrawToWindowSpace(
119 const DrawingFrame
* frame
,
120 const gfx::Rect
& draw_rect
) const {
121 gfx::Rect window_rect
= draw_rect
;
122 window_rect
-= current_draw_rect_
.OffsetFromOrigin();
123 window_rect
+= current_viewport_rect_
.OffsetFromOrigin();
124 if (FlippedFramebuffer(frame
))
125 window_rect
.set_y(current_surface_size_
.height() - window_rect
.bottom());
129 DirectRenderer::DirectRenderer(RendererClient
* client
,
130 const RendererSettings
* settings
,
131 OutputSurface
* output_surface
,
132 ResourceProvider
* resource_provider
)
133 : Renderer(client
, settings
),
134 output_surface_(output_surface
),
135 resource_provider_(resource_provider
),
136 overlay_processor_(new OverlayProcessor(output_surface
)) {
137 overlay_processor_
->Initialize();
140 DirectRenderer::~DirectRenderer() {}
142 void DirectRenderer::SetEnlargePassTextureAmountForTesting(
143 const gfx::Vector2d
& amount
) {
144 enlarge_pass_texture_amount_
= amount
;
147 void DirectRenderer::DecideRenderPassAllocationsForFrame(
148 const RenderPassList
& render_passes_in_draw_order
) {
149 base::hash_map
<RenderPassId
, gfx::Size
> render_passes_in_frame
;
150 for (size_t i
= 0; i
< render_passes_in_draw_order
.size(); ++i
)
151 render_passes_in_frame
.insert(std::pair
<RenderPassId
, gfx::Size
>(
152 render_passes_in_draw_order
[i
]->id
,
153 RenderPassTextureSize(render_passes_in_draw_order
[i
])));
155 std::vector
<RenderPassId
> passes_to_delete
;
156 for (auto pass_iter
= render_pass_textures_
.begin();
157 pass_iter
!= render_pass_textures_
.end(); ++pass_iter
) {
158 base::hash_map
<RenderPassId
, gfx::Size
>::const_iterator it
=
159 render_passes_in_frame
.find(pass_iter
->first
);
160 if (it
== render_passes_in_frame
.end()) {
161 passes_to_delete
.push_back(pass_iter
->first
);
165 gfx::Size required_size
= it
->second
;
166 ScopedResource
* texture
= pass_iter
->second
;
169 bool size_appropriate
= texture
->size().width() >= required_size
.width() &&
170 texture
->size().height() >= required_size
.height();
171 if (texture
->id() && !size_appropriate
)
175 // Delete RenderPass textures from the previous frame that will not be used
177 for (size_t i
= 0; i
< passes_to_delete
.size(); ++i
)
178 render_pass_textures_
.erase(passes_to_delete
[i
]);
180 for (size_t i
= 0; i
< render_passes_in_draw_order
.size(); ++i
) {
181 if (!render_pass_textures_
.contains(render_passes_in_draw_order
[i
]->id
)) {
182 scoped_ptr
<ScopedResource
> texture
=
183 ScopedResource::Create(resource_provider_
);
184 render_pass_textures_
.set(render_passes_in_draw_order
[i
]->id
,
190 void DirectRenderer::DrawFrame(RenderPassList
* render_passes_in_draw_order
,
191 float device_scale_factor
,
192 const gfx::Rect
& device_viewport_rect
,
193 const gfx::Rect
& device_clip_rect
,
194 bool disable_picture_quad_image_filtering
) {
195 TRACE_EVENT0("cc", "DirectRenderer::DrawFrame");
196 UMA_HISTOGRAM_COUNTS(
197 "Renderer4.renderPassCount",
198 base::saturated_cast
<int>(render_passes_in_draw_order
->size()));
200 const RenderPass
* root_render_pass
= render_passes_in_draw_order
->back();
201 DCHECK(root_render_pass
);
204 frame
.render_passes_in_draw_order
= render_passes_in_draw_order
;
205 frame
.root_render_pass
= root_render_pass
;
206 frame
.root_damage_rect
= Capabilities().using_partial_swap
207 ? root_render_pass
->damage_rect
208 : root_render_pass
->output_rect
;
209 frame
.root_damage_rect
.Intersect(gfx::Rect(device_viewport_rect
.size()));
210 frame
.device_viewport_rect
= device_viewport_rect
;
211 frame
.device_clip_rect
= device_clip_rect
;
212 frame
.disable_picture_quad_image_filtering
=
213 disable_picture_quad_image_filtering
;
217 // Only reshape when we know we are going to draw. Otherwise, the reshape
218 // can leave the window at the wrong size if we never draw and the proper
219 // viewport size is never set.
220 output_surface_
->Reshape(device_viewport_rect
.size(), device_scale_factor
);
222 BeginDrawingFrame(&frame
);
224 // If we have any copy requests, we can't remove any quads for overlays,
225 // otherwise the framebuffer will be missing the overlay contents.
226 if (root_render_pass
->copy_requests
.empty()) {
227 overlay_processor_
->ProcessForOverlays(render_passes_in_draw_order
,
228 &frame
.overlay_list
);
231 for (size_t i
= 0; i
< render_passes_in_draw_order
->size(); ++i
) {
232 RenderPass
* pass
= render_passes_in_draw_order
->at(i
);
233 DrawRenderPass(&frame
, pass
);
235 for (ScopedPtrVector
<CopyOutputRequest
>::iterator it
=
236 pass
->copy_requests
.begin();
237 it
!= pass
->copy_requests
.end();
239 if (it
!= pass
->copy_requests
.begin()) {
240 // Doing a readback is destructive of our state on Mac, so make sure
241 // we restore the state between readbacks. http://crbug.com/99393.
242 UseRenderPass(&frame
, pass
);
244 CopyCurrentRenderPassToBitmap(&frame
, pass
->copy_requests
.take(it
));
247 FinishDrawingFrame(&frame
);
249 render_passes_in_draw_order
->clear();
252 gfx::Rect
DirectRenderer::ComputeScissorRectForRenderPass(
253 const DrawingFrame
* frame
) {
254 gfx::Rect render_pass_scissor
= frame
->current_render_pass
->output_rect
;
256 if (frame
->root_damage_rect
== frame
->root_render_pass
->output_rect
||
257 !frame
->current_render_pass
->copy_requests
.empty())
258 return render_pass_scissor
;
260 gfx::Transform
inverse_transform(gfx::Transform::kSkipInitialization
);
261 if (frame
->current_render_pass
->transform_to_root_target
.GetInverse(
262 &inverse_transform
)) {
263 // Only intersect inverse-projected damage if the transform is invertible.
264 gfx::Rect damage_rect_in_render_pass_space
=
265 MathUtil::ProjectEnclosingClippedRect(inverse_transform
,
266 frame
->root_damage_rect
);
267 render_pass_scissor
.Intersect(damage_rect_in_render_pass_space
);
270 return render_pass_scissor
;
273 bool DirectRenderer::NeedDeviceClip(const DrawingFrame
* frame
) const {
274 if (frame
->current_render_pass
!= frame
->root_render_pass
)
277 return !frame
->device_clip_rect
.Contains(frame
->device_viewport_rect
);
280 gfx::Rect
DirectRenderer::DeviceClipRectInDrawSpace(
281 const DrawingFrame
* frame
) const {
282 gfx::Rect device_clip_rect
= frame
->device_clip_rect
;
283 device_clip_rect
-= current_viewport_rect_
.OffsetFromOrigin();
284 device_clip_rect
+= current_draw_rect_
.OffsetFromOrigin();
285 return device_clip_rect
;
288 gfx::Rect
DirectRenderer::DeviceViewportRectInDrawSpace(
289 const DrawingFrame
* frame
) const {
290 gfx::Rect device_viewport_rect
= frame
->device_viewport_rect
;
291 device_viewport_rect
-= current_viewport_rect_
.OffsetFromOrigin();
292 device_viewport_rect
+= current_draw_rect_
.OffsetFromOrigin();
293 return device_viewport_rect
;
296 gfx::Rect
DirectRenderer::OutputSurfaceRectInDrawSpace(
297 const DrawingFrame
* frame
) const {
298 if (frame
->current_render_pass
== frame
->root_render_pass
) {
299 gfx::Rect
output_surface_rect(output_surface_
->SurfaceSize());
300 output_surface_rect
-= current_viewport_rect_
.OffsetFromOrigin();
301 output_surface_rect
+= current_draw_rect_
.OffsetFromOrigin();
302 return output_surface_rect
;
304 return frame
->current_render_pass
->output_rect
;
308 bool DirectRenderer::ShouldSkipQuad(const DrawQuad
& quad
,
309 const gfx::Rect
& render_pass_scissor
) {
310 if (render_pass_scissor
.IsEmpty())
313 if (quad
.shared_quad_state
->is_clipped
) {
314 gfx::Rect r
= quad
.shared_quad_state
->clip_rect
;
315 r
.Intersect(render_pass_scissor
);
322 void DirectRenderer::SetScissorStateForQuad(
323 const DrawingFrame
* frame
,
324 const DrawQuad
& quad
,
325 const gfx::Rect
& render_pass_scissor
,
326 bool use_render_pass_scissor
) {
327 if (use_render_pass_scissor
) {
328 gfx::Rect quad_scissor_rect
= render_pass_scissor
;
329 if (quad
.shared_quad_state
->is_clipped
)
330 quad_scissor_rect
.Intersect(quad
.shared_quad_state
->clip_rect
);
331 SetScissorTestRectInDrawSpace(frame
, quad_scissor_rect
);
333 } else if (quad
.shared_quad_state
->is_clipped
) {
334 SetScissorTestRectInDrawSpace(frame
, quad
.shared_quad_state
->clip_rect
);
338 EnsureScissorTestDisabled();
341 void DirectRenderer::SetScissorTestRectInDrawSpace(
342 const DrawingFrame
* frame
,
343 const gfx::Rect
& draw_space_rect
) {
344 gfx::Rect window_space_rect
=
345 MoveFromDrawToWindowSpace(frame
, draw_space_rect
);
346 SetScissorTestRect(window_space_rect
);
349 void DirectRenderer::FinishDrawingQuadList() {}
351 void DirectRenderer::DoDrawPolygon(const DrawPolygon
& poly
,
353 const gfx::Rect
& render_pass_scissor
,
354 bool use_render_pass_scissor
) {
355 SetScissorStateForQuad(frame
, *poly
.original_ref(), render_pass_scissor
,
356 use_render_pass_scissor
);
358 // If the poly has not been split, then it is just a normal DrawQuad,
359 // and we should save any extra processing that would have to be done.
360 if (!poly
.is_split()) {
361 DoDrawQuad(frame
, poly
.original_ref(), NULL
);
365 std::vector
<gfx::QuadF
> quads
;
366 poly
.ToQuads2D(&quads
);
367 for (size_t i
= 0; i
< quads
.size(); ++i
) {
368 DoDrawQuad(frame
, poly
.original_ref(), &quads
[i
]);
372 void DirectRenderer::FlushPolygons(ScopedPtrDeque
<DrawPolygon
>* poly_list
,
374 const gfx::Rect
& render_pass_scissor
,
375 bool use_render_pass_scissor
) {
376 if (poly_list
->empty()) {
380 BspTree
bsp_tree(poly_list
);
381 BspWalkActionDrawPolygon
action_handler(this, frame
, render_pass_scissor
,
382 use_render_pass_scissor
);
383 bsp_tree
.TraverseWithActionHandler(&action_handler
);
384 DCHECK(poly_list
->empty());
387 void DirectRenderer::DrawRenderPass(DrawingFrame
* frame
,
388 const RenderPass
* render_pass
) {
389 TRACE_EVENT0("cc", "DirectRenderer::DrawRenderPass");
390 if (!UseRenderPass(frame
, render_pass
))
393 const gfx::Rect surface_rect_in_draw_space
=
394 OutputSurfaceRectInDrawSpace(frame
);
395 gfx::Rect render_pass_scissor_in_draw_space
= surface_rect_in_draw_space
;
397 if (frame
->current_render_pass
== frame
->root_render_pass
) {
398 render_pass_scissor_in_draw_space
.Intersect(
399 DeviceViewportRectInDrawSpace(frame
));
402 if (Capabilities().using_partial_swap
) {
403 render_pass_scissor_in_draw_space
.Intersect(
404 ComputeScissorRectForRenderPass(frame
));
407 if (NeedDeviceClip(frame
)) {
408 render_pass_scissor_in_draw_space
.Intersect(
409 DeviceClipRectInDrawSpace(frame
));
412 bool render_pass_is_clipped
=
413 !render_pass_scissor_in_draw_space
.Contains(surface_rect_in_draw_space
);
414 bool is_root_render_pass
=
415 frame
->current_render_pass
== frame
->root_render_pass
;
416 bool has_external_stencil_test
=
417 is_root_render_pass
&& output_surface_
->HasExternalStencilTest();
418 bool should_clear_surface
=
419 !has_external_stencil_test
&&
420 (!is_root_render_pass
|| settings_
->should_clear_root_render_pass
);
422 // If |has_external_stencil_test| we can't discard or clear. Make sure we
424 DCHECK_IMPLIES(has_external_stencil_test
,
425 !frame
->current_render_pass
->has_transparent_background
);
427 SurfaceInitializationMode mode
;
428 if (should_clear_surface
&& render_pass_is_clipped
) {
429 mode
= SURFACE_INITIALIZATION_MODE_SCISSORED_CLEAR
;
430 } else if (should_clear_surface
) {
431 mode
= SURFACE_INITIALIZATION_MODE_FULL_SURFACE_CLEAR
;
433 mode
= SURFACE_INITIALIZATION_MODE_PRESERVE
;
436 PrepareSurfaceForPass(
438 MoveFromDrawToWindowSpace(frame
, render_pass_scissor_in_draw_space
));
440 const QuadList
& quad_list
= render_pass
->quad_list
;
441 ScopedPtrDeque
<DrawPolygon
> poly_list
;
443 int next_polygon_id
= 0;
444 int last_sorting_context_id
= 0;
445 for (auto it
= quad_list
.BackToFrontBegin(); it
!= quad_list
.BackToFrontEnd();
447 const DrawQuad
& quad
= **it
;
448 gfx::QuadF
send_quad(quad
.visible_rect
);
450 if (render_pass_is_clipped
&&
451 ShouldSkipQuad(quad
, render_pass_scissor_in_draw_space
)) {
455 if (last_sorting_context_id
!= quad
.shared_quad_state
->sorting_context_id
) {
456 last_sorting_context_id
= quad
.shared_quad_state
->sorting_context_id
;
457 FlushPolygons(&poly_list
, frame
, render_pass_scissor_in_draw_space
,
458 render_pass_is_clipped
);
461 // This layer is in a 3D sorting context so we add it to the list of
462 // polygons to go into the BSP tree.
463 if (quad
.shared_quad_state
->sorting_context_id
!= 0) {
464 scoped_ptr
<DrawPolygon
> new_polygon(new DrawPolygon(
465 *it
, quad
.visible_rect
,
466 quad
.shared_quad_state
->quad_to_target_transform
, next_polygon_id
++));
467 if (new_polygon
->points().size() > 2u) {
468 poly_list
.push_back(new_polygon
.Pass());
473 // We are not in a 3d sorting context, so we should draw the quad normally.
474 SetScissorStateForQuad(frame
, quad
, render_pass_scissor_in_draw_space
,
475 render_pass_is_clipped
);
477 DoDrawQuad(frame
, &quad
, nullptr);
479 FlushPolygons(&poly_list
, frame
, render_pass_scissor_in_draw_space
,
480 render_pass_is_clipped
);
481 FinishDrawingQuadList();
484 bool DirectRenderer::UseRenderPass(DrawingFrame
* frame
,
485 const RenderPass
* render_pass
) {
486 frame
->current_render_pass
= render_pass
;
487 frame
->current_texture
= NULL
;
488 if (render_pass
== frame
->root_render_pass
) {
489 BindFramebufferToOutputSurface(frame
);
490 InitializeViewport(frame
,
491 render_pass
->output_rect
,
492 frame
->device_viewport_rect
,
493 output_surface_
->SurfaceSize());
497 ScopedResource
* texture
= render_pass_textures_
.get(render_pass
->id
);
500 gfx::Size size
= RenderPassTextureSize(render_pass
);
501 size
.Enlarge(enlarge_pass_texture_amount_
.x(),
502 enlarge_pass_texture_amount_
.y());
503 if (!texture
->id()) {
505 size
, ResourceProvider::TEXTURE_HINT_IMMUTABLE_FRAMEBUFFER
, RGBA_8888
);
507 DCHECK(texture
->id());
509 if (BindFramebufferToTexture(frame
, texture
, render_pass
->output_rect
)) {
510 InitializeViewport(frame
, render_pass
->output_rect
,
511 gfx::Rect(render_pass
->output_rect
.size()),
512 render_pass
->output_rect
.size());
519 bool DirectRenderer::HasAllocatedResourcesForTesting(RenderPassId id
) const {
520 ScopedResource
* texture
= render_pass_textures_
.get(id
);
521 return texture
&& texture
->id();
525 gfx::Size
DirectRenderer::RenderPassTextureSize(const RenderPass
* render_pass
) {
526 return render_pass
->output_rect
.size();