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/layer_quad.h"
28 #include "cc/output/output_surface.h"
29 #include "cc/output/render_surface_filters.h"
30 #include "cc/output/static_geometry_binding.h"
31 #include "cc/output/texture_mailbox_deleter.h"
32 #include "cc/quads/draw_polygon.h"
33 #include "cc/quads/picture_draw_quad.h"
34 #include "cc/quads/render_pass.h"
35 #include "cc/quads/stream_video_draw_quad.h"
36 #include "cc/quads/texture_draw_quad.h"
37 #include "cc/raster/scoped_gpu_raster.h"
38 #include "cc/resources/scoped_resource.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());
398 // If we are not visible, we ask the context to aggressively free resources.
399 context_support_
->SetAggressivelyFreeResources(!visible());
402 void GLRenderer::ReleaseRenderPassTextures() { render_pass_textures_
.clear(); }
404 void GLRenderer::DiscardPixels() {
405 if (!capabilities_
.using_discard_framebuffer
)
407 bool using_default_framebuffer
=
408 !current_framebuffer_lock_
&&
409 output_surface_
->capabilities().uses_default_gl_framebuffer
;
410 GLenum attachments
[] = {static_cast<GLenum
>(
411 using_default_framebuffer
? GL_COLOR_EXT
: GL_COLOR_ATTACHMENT0_EXT
)};
412 gl_
->DiscardFramebufferEXT(
413 GL_FRAMEBUFFER
, arraysize(attachments
), attachments
);
416 void GLRenderer::PrepareSurfaceForPass(
418 SurfaceInitializationMode initialization_mode
,
419 const gfx::Rect
& render_pass_scissor
) {
422 switch (initialization_mode
) {
423 case SURFACE_INITIALIZATION_MODE_PRESERVE
:
424 EnsureScissorTestDisabled();
426 case SURFACE_INITIALIZATION_MODE_FULL_SURFACE_CLEAR
:
427 EnsureScissorTestDisabled();
429 ClearFramebuffer(frame
);
431 case SURFACE_INITIALIZATION_MODE_SCISSORED_CLEAR
:
432 SetScissorTestRect(render_pass_scissor
);
433 ClearFramebuffer(frame
);
438 void GLRenderer::ClearFramebuffer(DrawingFrame
* frame
) {
439 // On DEBUG builds, opaque render passes are cleared to blue to easily see
440 // regions that were not drawn on the screen.
441 if (frame
->current_render_pass
->has_transparent_background
)
442 gl_
->ClearColor(0, 0, 0, 0);
444 gl_
->ClearColor(0, 0, 1, 1);
446 bool always_clear
= false;
450 if (always_clear
|| frame
->current_render_pass
->has_transparent_background
) {
451 GLbitfield clear_bits
= GL_COLOR_BUFFER_BIT
;
453 clear_bits
|= GL_STENCIL_BUFFER_BIT
;
454 gl_
->Clear(clear_bits
);
458 void GLRenderer::BeginDrawingFrame(DrawingFrame
* frame
) {
459 TRACE_EVENT0("cc", "GLRenderer::BeginDrawingFrame");
461 scoped_refptr
<ResourceProvider::Fence
> read_lock_fence
;
462 if (use_sync_query_
) {
463 // Block until oldest sync query has passed if the number of pending queries
464 // ever reach kMaxPendingSyncQueries.
465 if (pending_sync_queries_
.size() >= kMaxPendingSyncQueries
) {
466 LOG(ERROR
) << "Reached limit of pending sync queries.";
468 pending_sync_queries_
.front()->Wait();
469 DCHECK(!pending_sync_queries_
.front()->IsPending());
472 while (!pending_sync_queries_
.empty()) {
473 if (pending_sync_queries_
.front()->IsPending())
476 available_sync_queries_
.push_back(pending_sync_queries_
.take_front());
479 current_sync_query_
= available_sync_queries_
.empty()
480 ? make_scoped_ptr(new SyncQuery(gl_
))
481 : available_sync_queries_
.take_front();
483 read_lock_fence
= current_sync_query_
->Begin();
486 make_scoped_refptr(new ResourceProvider::SynchronousFence(gl_
));
488 resource_provider_
->SetReadLockFence(read_lock_fence
.get());
490 // Insert WaitSyncPointCHROMIUM on quad resources prior to drawing the frame,
491 // so that drawing can proceed without GL context switching interruptions.
492 ResourceProvider
* resource_provider
= resource_provider_
;
493 for (const auto& pass
: *frame
->render_passes_in_draw_order
) {
494 for (const auto& quad
: pass
->quad_list
) {
495 for (ResourceId resource_id
: quad
->resources
)
496 resource_provider
->WaitSyncPointIfNeeded(resource_id
);
500 // TODO(enne): Do we need to reinitialize all of this state per frame?
501 ReinitializeGLState();
504 void GLRenderer::DoNoOp() {
505 gl_
->BindFramebuffer(GL_FRAMEBUFFER
, 0);
509 void GLRenderer::DoDrawQuad(DrawingFrame
* frame
,
510 const DrawQuad
* quad
,
511 const gfx::QuadF
* clip_region
) {
512 DCHECK(quad
->rect
.Contains(quad
->visible_rect
));
513 if (quad
->material
!= DrawQuad::TEXTURE_CONTENT
) {
514 FlushTextureQuadCache(SHARED_BINDING
);
517 switch (quad
->material
) {
518 case DrawQuad::INVALID
:
521 case DrawQuad::DEBUG_BORDER
:
522 DrawDebugBorderQuad(frame
, DebugBorderDrawQuad::MaterialCast(quad
));
524 case DrawQuad::IO_SURFACE_CONTENT
:
525 DrawIOSurfaceQuad(frame
, IOSurfaceDrawQuad::MaterialCast(quad
),
528 case DrawQuad::PICTURE_CONTENT
:
529 // PictureDrawQuad should only be used for resourceless software draws.
532 case DrawQuad::RENDER_PASS
:
533 DrawRenderPassQuad(frame
, RenderPassDrawQuad::MaterialCast(quad
),
536 case DrawQuad::SOLID_COLOR
:
537 DrawSolidColorQuad(frame
, SolidColorDrawQuad::MaterialCast(quad
),
540 case DrawQuad::STREAM_VIDEO_CONTENT
:
541 DrawStreamVideoQuad(frame
, StreamVideoDrawQuad::MaterialCast(quad
),
544 case DrawQuad::SURFACE_CONTENT
:
545 // Surface content should be fully resolved to other quad types before
546 // reaching a direct renderer.
549 case DrawQuad::TEXTURE_CONTENT
:
550 EnqueueTextureQuad(frame
, TextureDrawQuad::MaterialCast(quad
),
553 case DrawQuad::TILED_CONTENT
:
554 DrawTileQuad(frame
, TileDrawQuad::MaterialCast(quad
), clip_region
);
556 case DrawQuad::YUV_VIDEO_CONTENT
:
557 DrawYUVVideoQuad(frame
, YUVVideoDrawQuad::MaterialCast(quad
),
563 // This function does not handle 3D sorting right now, since the debug border
564 // quads are just drawn as their original quads and not in split pieces. This
565 // results in some debug border quads drawing over foreground quads.
566 void GLRenderer::DrawDebugBorderQuad(const DrawingFrame
* frame
,
567 const DebugBorderDrawQuad
* quad
) {
568 SetBlendEnabled(quad
->ShouldDrawWithBlending());
570 static float gl_matrix
[16];
571 const DebugBorderProgram
* program
= GetDebugBorderProgram();
572 DCHECK(program
&& (program
->initialized() || IsContextLost()));
573 SetUseProgram(program
->program());
575 // Use the full quad_rect for debug quads to not move the edges based on
577 gfx::Rect layer_rect
= quad
->rect
;
578 gfx::Transform render_matrix
;
579 QuadRectTransform(&render_matrix
,
580 quad
->shared_quad_state
->quad_to_target_transform
,
582 GLRenderer::ToGLMatrix(&gl_matrix
[0],
583 frame
->projection_matrix
* render_matrix
);
584 gl_
->UniformMatrix4fv(program
->vertex_shader().matrix_location(), 1, false,
587 SkColor color
= quad
->color
;
588 float alpha
= SkColorGetA(color
) * (1.0f
/ 255.0f
);
590 gl_
->Uniform4f(program
->fragment_shader().color_location(),
591 (SkColorGetR(color
) * (1.0f
/ 255.0f
)) * alpha
,
592 (SkColorGetG(color
) * (1.0f
/ 255.0f
)) * alpha
,
593 (SkColorGetB(color
) * (1.0f
/ 255.0f
)) * alpha
, alpha
);
595 gl_
->LineWidth(quad
->width
);
597 // The indices for the line are stored in the same array as the triangle
599 gl_
->DrawElements(GL_LINE_LOOP
, 4, GL_UNSIGNED_SHORT
, 0);
602 static skia::RefPtr
<SkImage
> ApplyImageFilter(
603 scoped_ptr
<GLRenderer::ScopedUseGrContext
> use_gr_context
,
604 ResourceProvider
* resource_provider
,
605 const gfx::Rect
& rect
,
606 const gfx::Vector2dF
& scale
,
607 SkImageFilter
* filter
,
608 ScopedResource
* source_texture_resource
) {
610 return skia::RefPtr
<SkImage
>();
613 return skia::RefPtr
<SkImage
>();
615 ResourceProvider::ScopedReadLockGL
lock(resource_provider
,
616 source_texture_resource
->id());
618 // Wrap the source texture in a Ganesh platform texture.
619 GrBackendTextureDesc backend_texture_description
;
620 backend_texture_description
.fWidth
= source_texture_resource
->size().width();
621 backend_texture_description
.fHeight
=
622 source_texture_resource
->size().height();
623 backend_texture_description
.fConfig
= kSkia8888_GrPixelConfig
;
624 backend_texture_description
.fTextureHandle
= lock
.texture_id();
625 backend_texture_description
.fOrigin
= kBottomLeft_GrSurfaceOrigin
;
626 skia::RefPtr
<GrTexture
> texture
= skia::AdoptRef(
627 use_gr_context
->context()->textureProvider()->wrapBackendTexture(
628 backend_texture_description
));
630 TRACE_EVENT_INSTANT0("cc",
631 "ApplyImageFilter wrap background texture failed",
632 TRACE_EVENT_SCOPE_THREAD
);
633 return skia::RefPtr
<SkImage
>();
636 SkImageInfo src_info
=
637 SkImageInfo::MakeN32Premul(source_texture_resource
->size().width(),
638 source_texture_resource
->size().height());
639 // Place the platform texture inside an SkBitmap.
641 source
.setInfo(src_info
);
642 skia::RefPtr
<SkGrPixelRef
> pixel_ref
=
643 skia::AdoptRef(new SkGrPixelRef(src_info
, texture
.get()));
644 source
.setPixelRef(pixel_ref
.get());
646 // Create surface to draw into.
647 SkImageInfo dst_info
=
648 SkImageInfo::MakeN32Premul(source
.width(), source
.height());
649 skia::RefPtr
<SkSurface
> surface
= skia::AdoptRef(SkSurface::NewRenderTarget(
650 use_gr_context
->context(), SkSurface::kYes_Budgeted
, dst_info
, 0));
652 TRACE_EVENT_INSTANT0("cc", "ApplyImageFilter surface allocation failed",
653 TRACE_EVENT_SCOPE_THREAD
);
654 return skia::RefPtr
<SkImage
>();
656 skia::RefPtr
<SkCanvas
> canvas
= skia::SharePtr(surface
->getCanvas());
658 // Draw the source bitmap through the filter to the canvas.
660 paint
.setImageFilter(filter
);
661 canvas
->clear(SK_ColorTRANSPARENT
);
663 // The origin of the filter is top-left and the origin of the source is
664 // bottom-left, but the orientation is the same, so we must translate the
665 // filter so that it renders at the bottom of the texture to avoid
667 int y_translate
= source
.height() - rect
.height() - rect
.origin().y();
668 canvas
->translate(-rect
.origin().x(), y_translate
);
669 canvas
->scale(scale
.x(), scale
.y());
670 canvas
->drawSprite(source
, 0, 0, &paint
);
672 skia::RefPtr
<SkImage
> image
= skia::AdoptRef(surface
->newImageSnapshot());
673 if (!image
|| !image
->isTextureBacked()) {
674 return skia::RefPtr
<SkImage
>();
680 bool GLRenderer::CanApplyBlendModeUsingBlendFunc(SkXfermode::Mode blend_mode
) {
681 return use_blend_equation_advanced_
||
682 blend_mode
== SkXfermode::kScreen_Mode
||
683 blend_mode
== SkXfermode::kSrcOver_Mode
;
686 void GLRenderer::ApplyBlendModeUsingBlendFunc(SkXfermode::Mode blend_mode
) {
687 DCHECK(CanApplyBlendModeUsingBlendFunc(blend_mode
));
689 // Any modes set here must be reset in RestoreBlendFuncToDefault
690 if (use_blend_equation_advanced_
) {
691 GLenum equation
= GL_FUNC_ADD
;
693 switch (blend_mode
) {
694 case SkXfermode::kScreen_Mode
:
695 equation
= GL_SCREEN_KHR
;
697 case SkXfermode::kOverlay_Mode
:
698 equation
= GL_OVERLAY_KHR
;
700 case SkXfermode::kDarken_Mode
:
701 equation
= GL_DARKEN_KHR
;
703 case SkXfermode::kLighten_Mode
:
704 equation
= GL_LIGHTEN_KHR
;
706 case SkXfermode::kColorDodge_Mode
:
707 equation
= GL_COLORDODGE_KHR
;
709 case SkXfermode::kColorBurn_Mode
:
710 equation
= GL_COLORBURN_KHR
;
712 case SkXfermode::kHardLight_Mode
:
713 equation
= GL_HARDLIGHT_KHR
;
715 case SkXfermode::kSoftLight_Mode
:
716 equation
= GL_SOFTLIGHT_KHR
;
718 case SkXfermode::kDifference_Mode
:
719 equation
= GL_DIFFERENCE_KHR
;
721 case SkXfermode::kExclusion_Mode
:
722 equation
= GL_EXCLUSION_KHR
;
724 case SkXfermode::kMultiply_Mode
:
725 equation
= GL_MULTIPLY_KHR
;
727 case SkXfermode::kHue_Mode
:
728 equation
= GL_HSL_HUE_KHR
;
730 case SkXfermode::kSaturation_Mode
:
731 equation
= GL_HSL_SATURATION_KHR
;
733 case SkXfermode::kColor_Mode
:
734 equation
= GL_HSL_COLOR_KHR
;
736 case SkXfermode::kLuminosity_Mode
:
737 equation
= GL_HSL_LUMINOSITY_KHR
;
743 gl_
->BlendEquation(equation
);
745 if (blend_mode
== SkXfermode::kScreen_Mode
) {
746 gl_
->BlendFunc(GL_ONE_MINUS_DST_COLOR
, GL_ONE
);
751 void GLRenderer::RestoreBlendFuncToDefault(SkXfermode::Mode blend_mode
) {
752 if (blend_mode
== SkXfermode::kSrcOver_Mode
)
755 if (use_blend_equation_advanced_
) {
756 gl_
->BlendEquation(GL_FUNC_ADD
);
758 gl_
->BlendFunc(GL_ONE
, GL_ONE_MINUS_SRC_ALPHA
);
762 bool GLRenderer::ShouldApplyBackgroundFilters(const RenderPassDrawQuad
* quad
) {
763 if (quad
->background_filters
.IsEmpty())
766 // TODO(hendrikw): Look into allowing background filters to see pixels from
767 // other render targets. See crbug.com/314867.
772 // This takes a gfx::Rect and a clip region quad in the same space,
773 // and returns a quad with the same proportions in the space -0.5->0.5.
774 bool GetScaledRegion(const gfx::Rect
& rect
,
775 const gfx::QuadF
* clip
,
776 gfx::QuadF
* scaled_region
) {
780 gfx::PointF
p1(((clip
->p1().x() - rect
.x()) / rect
.width()) - 0.5f
,
781 ((clip
->p1().y() - rect
.y()) / rect
.height()) - 0.5f
);
782 gfx::PointF
p2(((clip
->p2().x() - rect
.x()) / rect
.width()) - 0.5f
,
783 ((clip
->p2().y() - rect
.y()) / rect
.height()) - 0.5f
);
784 gfx::PointF
p3(((clip
->p3().x() - rect
.x()) / rect
.width()) - 0.5f
,
785 ((clip
->p3().y() - rect
.y()) / rect
.height()) - 0.5f
);
786 gfx::PointF
p4(((clip
->p4().x() - rect
.x()) / rect
.width()) - 0.5f
,
787 ((clip
->p4().y() - rect
.y()) / rect
.height()) - 0.5f
);
788 *scaled_region
= gfx::QuadF(p1
, p2
, p3
, p4
);
792 // This takes a gfx::Rect and a clip region quad in the same space,
793 // and returns the proportional uv's in the space 0->1.
794 bool GetScaledUVs(const gfx::Rect
& rect
, const gfx::QuadF
* clip
, float uvs
[8]) {
798 uvs
[0] = ((clip
->p1().x() - rect
.x()) / rect
.width());
799 uvs
[1] = ((clip
->p1().y() - rect
.y()) / rect
.height());
800 uvs
[2] = ((clip
->p2().x() - rect
.x()) / rect
.width());
801 uvs
[3] = ((clip
->p2().y() - rect
.y()) / rect
.height());
802 uvs
[4] = ((clip
->p3().x() - rect
.x()) / rect
.width());
803 uvs
[5] = ((clip
->p3().y() - rect
.y()) / rect
.height());
804 uvs
[6] = ((clip
->p4().x() - rect
.x()) / rect
.width());
805 uvs
[7] = ((clip
->p4().y() - rect
.y()) / rect
.height());
809 gfx::Rect
GLRenderer::GetBackdropBoundingBoxForRenderPassQuad(
811 const RenderPassDrawQuad
* quad
,
812 const gfx::Transform
& contents_device_transform
,
813 const gfx::QuadF
* clip_region
,
815 gfx::QuadF scaled_region
;
816 if (!GetScaledRegion(quad
->rect
, clip_region
, &scaled_region
)) {
817 scaled_region
= SharedGeometryQuad().BoundingBox();
820 gfx::Rect backdrop_rect
= gfx::ToEnclosingRect(MathUtil::MapClippedRect(
821 contents_device_transform
, scaled_region
.BoundingBox()));
823 if (ShouldApplyBackgroundFilters(quad
)) {
824 int top
, right
, bottom
, left
;
825 quad
->background_filters
.GetOutsets(&top
, &right
, &bottom
, &left
);
826 backdrop_rect
.Inset(-left
, -top
, -right
, -bottom
);
829 if (!backdrop_rect
.IsEmpty() && use_aa
) {
830 const int kOutsetForAntialiasing
= 1;
831 backdrop_rect
.Inset(-kOutsetForAntialiasing
, -kOutsetForAntialiasing
);
834 backdrop_rect
.Intersect(MoveFromDrawToWindowSpace(
835 frame
, frame
->current_render_pass
->output_rect
));
836 return backdrop_rect
;
839 scoped_ptr
<ScopedResource
> GLRenderer::GetBackdropTexture(
840 const gfx::Rect
& bounding_rect
) {
841 scoped_ptr
<ScopedResource
> device_background_texture
=
842 ScopedResource::Create(resource_provider_
);
843 // CopyTexImage2D fails when called on a texture having immutable storage.
844 device_background_texture
->Allocate(
845 bounding_rect
.size(), ResourceProvider::TEXTURE_HINT_DEFAULT
, RGBA_8888
);
847 ResourceProvider::ScopedWriteLockGL
lock(resource_provider_
,
848 device_background_texture
->id());
849 GetFramebufferTexture(
850 lock
.texture_id(), device_background_texture
->format(), bounding_rect
);
852 return device_background_texture
.Pass();
855 skia::RefPtr
<SkImage
> GLRenderer::ApplyBackgroundFilters(
857 const RenderPassDrawQuad
* quad
,
858 ScopedResource
* background_texture
) {
859 DCHECK(ShouldApplyBackgroundFilters(quad
));
860 skia::RefPtr
<SkImageFilter
> filter
= RenderSurfaceFilters::BuildImageFilter(
861 quad
->background_filters
, background_texture
->size());
863 skia::RefPtr
<SkImage
> background_with_filters
= ApplyImageFilter(
864 ScopedUseGrContext::Create(this, frame
), resource_provider_
, quad
->rect
,
865 quad
->filters_scale
, filter
.get(), background_texture
);
866 return background_with_filters
;
869 void GLRenderer::DrawRenderPassQuad(DrawingFrame
* frame
,
870 const RenderPassDrawQuad
* quad
,
871 const gfx::QuadF
* clip_region
) {
872 ScopedResource
* contents_texture
=
873 render_pass_textures_
.get(quad
->render_pass_id
);
874 DCHECK(contents_texture
);
875 DCHECK(contents_texture
->id());
877 gfx::Transform quad_rect_matrix
;
878 QuadRectTransform(&quad_rect_matrix
,
879 quad
->shared_quad_state
->quad_to_target_transform
,
881 gfx::Transform contents_device_transform
=
882 frame
->window_matrix
* frame
->projection_matrix
* quad_rect_matrix
;
883 contents_device_transform
.FlattenTo2d();
885 // Can only draw surface if device matrix is invertible.
886 if (!contents_device_transform
.IsInvertible())
889 gfx::QuadF surface_quad
= SharedGeometryQuad();
891 gfx::QuadF device_layer_quad
;
893 if (settings_
->allow_antialiasing
) {
894 bool clipped
= false;
896 MathUtil::MapQuad(contents_device_transform
, surface_quad
, &clipped
);
897 use_aa
= ShouldAntialiasQuad(device_layer_quad
, clipped
,
898 settings_
->force_antialiasing
);
902 const gfx::QuadF
* aa_quad
= use_aa
? &device_layer_quad
: nullptr;
903 SetupRenderPassQuadForClippingAndAntialiasing(contents_device_transform
, quad
,
904 aa_quad
, clip_region
,
905 &surface_quad
, edge
);
906 SkXfermode::Mode blend_mode
= quad
->shared_quad_state
->blend_mode
;
907 bool use_shaders_for_blending
=
908 !CanApplyBlendModeUsingBlendFunc(blend_mode
) ||
909 ShouldApplyBackgroundFilters(quad
) ||
910 settings_
->force_blending_with_shaders
;
912 scoped_ptr
<ScopedResource
> background_texture
;
913 skia::RefPtr
<SkImage
> background_image
;
914 GLuint background_image_id
= 0;
915 gfx::Rect background_rect
;
916 if (use_shaders_for_blending
) {
917 // Compute a bounding box around the pixels that will be visible through
919 background_rect
= GetBackdropBoundingBoxForRenderPassQuad(
920 frame
, quad
, contents_device_transform
, clip_region
, use_aa
);
922 if (!background_rect
.IsEmpty()) {
923 // The pixels from the filtered background should completely replace the
924 // current pixel values.
926 SetBlendEnabled(false);
928 // Read the pixels in the bounding box into a buffer R.
929 // This function allocates a texture, which should contribute to the
930 // amount of memory used by render surfaces:
931 // LayerTreeHost::CalculateMemoryForRenderSurfaces.
932 background_texture
= GetBackdropTexture(background_rect
);
934 if (ShouldApplyBackgroundFilters(quad
) && background_texture
) {
935 // Apply the background filters to R, so that it is applied in the
936 // pixels' coordinate space.
938 ApplyBackgroundFilters(frame
, quad
, background_texture
.get());
939 if (background_image
)
940 background_image_id
= background_image
->getTextureHandle(true);
941 DCHECK(background_image_id
);
945 if (!background_texture
) {
946 // Something went wrong with reading the backdrop.
947 DCHECK(!background_image_id
);
948 use_shaders_for_blending
= false;
949 } else if (background_image_id
) {
950 // Reset original background texture if there is not any mask
951 if (!quad
->mask_resource_id())
952 background_texture
.reset();
953 } else if (CanApplyBlendModeUsingBlendFunc(blend_mode
) &&
954 ShouldApplyBackgroundFilters(quad
)) {
955 // Something went wrong with applying background filters to the backdrop.
956 use_shaders_for_blending
= false;
957 background_texture
.reset();
960 // Need original background texture for mask?
961 bool mask_for_background
=
962 background_texture
&& // Have original background texture
963 background_image_id
&& // Have filtered background texture
964 quad
->mask_resource_id(); // Have mask texture
966 !use_shaders_for_blending
&&
967 (quad
->ShouldDrawWithBlending() || !IsDefaultBlendMode(blend_mode
)));
969 // TODO(senorblanco): Cache this value so that we don't have to do it for both
970 // the surface and its replica. Apply filters to the contents texture.
971 skia::RefPtr
<SkImage
> filter_image
;
972 GLuint filter_image_id
= 0;
973 SkScalar color_matrix
[20];
974 bool use_color_matrix
= false;
975 if (!quad
->filters
.IsEmpty()) {
976 skia::RefPtr
<SkImageFilter
> filter
= RenderSurfaceFilters::BuildImageFilter(
977 quad
->filters
, contents_texture
->size());
979 skia::RefPtr
<SkColorFilter
> cf
;
982 SkColorFilter
* colorfilter_rawptr
= NULL
;
983 filter
->asColorFilter(&colorfilter_rawptr
);
984 cf
= skia::AdoptRef(colorfilter_rawptr
);
987 if (cf
&& cf
->asColorMatrix(color_matrix
) && !filter
->getInput(0)) {
988 // We have a single color matrix as a filter; apply it locally
989 // in the compositor.
990 use_color_matrix
= true;
992 filter_image
= ApplyImageFilter(
993 ScopedUseGrContext::Create(this, frame
), resource_provider_
,
994 quad
->rect
, quad
->filters_scale
, filter
.get(), contents_texture
);
996 filter_image_id
= filter_image
->getTextureHandle(true);
997 DCHECK(filter_image_id
);
1003 scoped_ptr
<ResourceProvider::ScopedSamplerGL
> mask_resource_lock
;
1004 unsigned mask_texture_id
= 0;
1005 SamplerType mask_sampler
= SAMPLER_TYPE_NA
;
1006 if (quad
->mask_resource_id()) {
1007 mask_resource_lock
.reset(new ResourceProvider::ScopedSamplerGL(
1008 resource_provider_
, quad
->mask_resource_id(), GL_TEXTURE1
, GL_LINEAR
));
1009 mask_texture_id
= mask_resource_lock
->texture_id();
1010 mask_sampler
= SamplerTypeFromTextureTarget(mask_resource_lock
->target());
1013 scoped_ptr
<ResourceProvider::ScopedSamplerGL
> contents_resource_lock
;
1014 if (filter_image_id
) {
1015 DCHECK_EQ(GL_TEXTURE0
, GetActiveTextureUnit(gl_
));
1016 gl_
->BindTexture(GL_TEXTURE_2D
, filter_image_id
);
1018 contents_resource_lock
=
1019 make_scoped_ptr(new ResourceProvider::ScopedSamplerGL(
1020 resource_provider_
, contents_texture
->id(), GL_LINEAR
));
1021 DCHECK_EQ(static_cast<GLenum
>(GL_TEXTURE_2D
),
1022 contents_resource_lock
->target());
1025 if (!use_shaders_for_blending
) {
1026 if (!use_blend_equation_advanced_coherent_
&& use_blend_equation_advanced_
)
1027 gl_
->BlendBarrierKHR();
1029 ApplyBlendModeUsingBlendFunc(blend_mode
);
1032 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1033 gl_
, &highp_threshold_cache_
, highp_threshold_min_
,
1034 quad
->shared_quad_state
->visible_quad_layer_rect
.bottom_right());
1036 ShaderLocations locations
;
1038 DCHECK_EQ(background_texture
|| background_image_id
,
1039 use_shaders_for_blending
);
1040 BlendMode shader_blend_mode
= use_shaders_for_blending
1041 ? BlendModeFromSkXfermode(blend_mode
)
1044 if (use_aa
&& mask_texture_id
&& !use_color_matrix
) {
1045 const RenderPassMaskProgramAA
* program
= GetRenderPassMaskProgramAA(
1046 tex_coord_precision
, mask_sampler
,
1047 shader_blend_mode
, mask_for_background
);
1048 SetUseProgram(program
->program());
1049 program
->vertex_shader().FillLocations(&locations
);
1050 program
->fragment_shader().FillLocations(&locations
);
1051 gl_
->Uniform1i(locations
.sampler
, 0);
1052 } else if (!use_aa
&& mask_texture_id
&& !use_color_matrix
) {
1053 const RenderPassMaskProgram
* program
= GetRenderPassMaskProgram(
1054 tex_coord_precision
, mask_sampler
,
1055 shader_blend_mode
, mask_for_background
);
1056 SetUseProgram(program
->program());
1057 program
->vertex_shader().FillLocations(&locations
);
1058 program
->fragment_shader().FillLocations(&locations
);
1059 gl_
->Uniform1i(locations
.sampler
, 0);
1060 } else if (use_aa
&& !mask_texture_id
&& !use_color_matrix
) {
1061 const RenderPassProgramAA
* program
=
1062 GetRenderPassProgramAA(tex_coord_precision
, shader_blend_mode
);
1063 SetUseProgram(program
->program());
1064 program
->vertex_shader().FillLocations(&locations
);
1065 program
->fragment_shader().FillLocations(&locations
);
1066 gl_
->Uniform1i(locations
.sampler
, 0);
1067 } else if (use_aa
&& mask_texture_id
&& use_color_matrix
) {
1068 const RenderPassMaskColorMatrixProgramAA
* program
=
1069 GetRenderPassMaskColorMatrixProgramAA(
1070 tex_coord_precision
, mask_sampler
,
1071 shader_blend_mode
, mask_for_background
);
1072 SetUseProgram(program
->program());
1073 program
->vertex_shader().FillLocations(&locations
);
1074 program
->fragment_shader().FillLocations(&locations
);
1075 gl_
->Uniform1i(locations
.sampler
, 0);
1076 } else if (use_aa
&& !mask_texture_id
&& use_color_matrix
) {
1077 const RenderPassColorMatrixProgramAA
* program
=
1078 GetRenderPassColorMatrixProgramAA(tex_coord_precision
,
1080 SetUseProgram(program
->program());
1081 program
->vertex_shader().FillLocations(&locations
);
1082 program
->fragment_shader().FillLocations(&locations
);
1083 gl_
->Uniform1i(locations
.sampler
, 0);
1084 } else if (!use_aa
&& mask_texture_id
&& use_color_matrix
) {
1085 const RenderPassMaskColorMatrixProgram
* program
=
1086 GetRenderPassMaskColorMatrixProgram(
1087 tex_coord_precision
, mask_sampler
,
1088 shader_blend_mode
, mask_for_background
);
1089 SetUseProgram(program
->program());
1090 program
->vertex_shader().FillLocations(&locations
);
1091 program
->fragment_shader().FillLocations(&locations
);
1092 gl_
->Uniform1i(locations
.sampler
, 0);
1093 } else if (!use_aa
&& !mask_texture_id
&& use_color_matrix
) {
1094 const RenderPassColorMatrixProgram
* program
=
1095 GetRenderPassColorMatrixProgram(tex_coord_precision
, shader_blend_mode
);
1096 SetUseProgram(program
->program());
1097 program
->vertex_shader().FillLocations(&locations
);
1098 program
->fragment_shader().FillLocations(&locations
);
1099 gl_
->Uniform1i(locations
.sampler
, 0);
1101 const RenderPassProgram
* program
=
1102 GetRenderPassProgram(tex_coord_precision
, shader_blend_mode
);
1103 SetUseProgram(program
->program());
1104 program
->vertex_shader().FillLocations(&locations
);
1105 program
->fragment_shader().FillLocations(&locations
);
1106 gl_
->Uniform1i(locations
.sampler
, 0);
1109 quad
->rect
.width() / static_cast<float>(contents_texture
->size().width());
1110 float tex_scale_y
= quad
->rect
.height() /
1111 static_cast<float>(contents_texture
->size().height());
1112 DCHECK_LE(tex_scale_x
, 1.0f
);
1113 DCHECK_LE(tex_scale_y
, 1.0f
);
1115 DCHECK(locations
.tex_transform
!= -1 || IsContextLost());
1116 // Flip the content vertically in the shader, as the RenderPass input
1117 // texture is already oriented the same way as the framebuffer, but the
1118 // projection transform does a flip.
1119 gl_
->Uniform4f(locations
.tex_transform
, 0.0f
, tex_scale_y
, tex_scale_x
,
1122 GLint last_texture_unit
= 0;
1123 if (locations
.mask_sampler
!= -1) {
1124 DCHECK_NE(locations
.mask_tex_coord_scale
, 1);
1125 DCHECK_NE(locations
.mask_tex_coord_offset
, 1);
1126 gl_
->Uniform1i(locations
.mask_sampler
, 1);
1128 gfx::RectF mask_uv_rect
= quad
->MaskUVRect();
1129 if (mask_sampler
!= SAMPLER_TYPE_2D
) {
1130 mask_uv_rect
.Scale(quad
->mask_texture_size
.width(),
1131 quad
->mask_texture_size
.height());
1134 // Mask textures are oriented vertically flipped relative to the framebuffer
1135 // and the RenderPass contents texture, so we flip the tex coords from the
1136 // RenderPass texture to find the mask texture coords.
1137 gl_
->Uniform2f(locations
.mask_tex_coord_offset
, mask_uv_rect
.x(),
1138 mask_uv_rect
.bottom());
1139 gl_
->Uniform2f(locations
.mask_tex_coord_scale
,
1140 mask_uv_rect
.width() / tex_scale_x
,
1141 -mask_uv_rect
.height() / tex_scale_y
);
1143 last_texture_unit
= 1;
1146 if (locations
.edge
!= -1)
1147 gl_
->Uniform3fv(locations
.edge
, 8, edge
);
1149 if (locations
.viewport
!= -1) {
1150 float viewport
[4] = {
1151 static_cast<float>(current_window_space_viewport_
.x()),
1152 static_cast<float>(current_window_space_viewport_
.y()),
1153 static_cast<float>(current_window_space_viewport_
.width()),
1154 static_cast<float>(current_window_space_viewport_
.height()),
1156 gl_
->Uniform4fv(locations
.viewport
, 1, viewport
);
1159 if (locations
.color_matrix
!= -1) {
1161 for (int i
= 0; i
< 4; ++i
) {
1162 for (int j
= 0; j
< 4; ++j
)
1163 matrix
[i
* 4 + j
] = SkScalarToFloat(color_matrix
[j
* 5 + i
]);
1165 gl_
->UniformMatrix4fv(locations
.color_matrix
, 1, false, matrix
);
1167 static const float kScale
= 1.0f
/ 255.0f
;
1168 if (locations
.color_offset
!= -1) {
1170 for (int i
= 0; i
< 4; ++i
)
1171 offset
[i
] = SkScalarToFloat(color_matrix
[i
* 5 + 4]) * kScale
;
1173 gl_
->Uniform4fv(locations
.color_offset
, 1, offset
);
1176 scoped_ptr
<ResourceProvider::ScopedSamplerGL
> shader_background_sampler_lock
;
1177 if (locations
.backdrop
!= -1) {
1178 DCHECK(background_texture
|| background_image_id
);
1179 DCHECK_NE(locations
.backdrop
, 0);
1180 DCHECK_NE(locations
.backdrop_rect
, 0);
1182 gl_
->Uniform1i(locations
.backdrop
, ++last_texture_unit
);
1184 gl_
->Uniform4f(locations
.backdrop_rect
, background_rect
.x(),
1185 background_rect
.y(), background_rect
.width(),
1186 background_rect
.height());
1188 if (background_image_id
) {
1189 gl_
->ActiveTexture(GL_TEXTURE0
+ last_texture_unit
);
1190 gl_
->BindTexture(GL_TEXTURE_2D
, background_image_id
);
1191 gl_
->ActiveTexture(GL_TEXTURE0
);
1192 if (mask_for_background
)
1193 gl_
->Uniform1i(locations
.original_backdrop
, ++last_texture_unit
);
1195 if (background_texture
) {
1196 shader_background_sampler_lock
= make_scoped_ptr(
1197 new ResourceProvider::ScopedSamplerGL(resource_provider_
,
1198 background_texture
->id(),
1199 GL_TEXTURE0
+ last_texture_unit
,
1201 DCHECK_EQ(static_cast<GLenum
>(GL_TEXTURE_2D
),
1202 shader_background_sampler_lock
->target());
1206 SetShaderOpacity(quad
->shared_quad_state
->opacity
, locations
.alpha
);
1207 SetShaderQuadF(surface_quad
, locations
.quad
);
1208 DrawQuadGeometry(frame
, quad
->shared_quad_state
->quad_to_target_transform
,
1209 quad
->rect
, locations
.matrix
);
1211 // Flush the compositor context before the filter bitmap goes out of
1212 // scope, so the draw gets processed before the filter texture gets deleted.
1213 if (filter_image_id
)
1216 if (!use_shaders_for_blending
)
1217 RestoreBlendFuncToDefault(blend_mode
);
1220 struct SolidColorProgramUniforms
{
1222 unsigned matrix_location
;
1223 unsigned viewport_location
;
1224 unsigned quad_location
;
1225 unsigned edge_location
;
1226 unsigned color_location
;
1230 static void SolidColorUniformLocation(T program
,
1231 SolidColorProgramUniforms
* uniforms
) {
1232 uniforms
->program
= program
->program();
1233 uniforms
->matrix_location
= program
->vertex_shader().matrix_location();
1234 uniforms
->viewport_location
= program
->vertex_shader().viewport_location();
1235 uniforms
->quad_location
= program
->vertex_shader().quad_location();
1236 uniforms
->edge_location
= program
->vertex_shader().edge_location();
1237 uniforms
->color_location
= program
->fragment_shader().color_location();
1241 // These functions determine if a quad, clipped by a clip_region contains
1242 // the entire {top|bottom|left|right} edge.
1243 bool is_top(const gfx::QuadF
* clip_region
, const DrawQuad
* quad
) {
1244 if (!quad
->IsTopEdge())
1249 return std::abs(clip_region
->p1().y()) < kAntiAliasingEpsilon
&&
1250 std::abs(clip_region
->p2().y()) < kAntiAliasingEpsilon
;
1253 bool is_bottom(const gfx::QuadF
* clip_region
, const DrawQuad
* quad
) {
1254 if (!quad
->IsBottomEdge())
1259 return std::abs(clip_region
->p3().y() -
1260 quad
->shared_quad_state
->quad_layer_bounds
.height()) <
1261 kAntiAliasingEpsilon
&&
1262 std::abs(clip_region
->p4().y() -
1263 quad
->shared_quad_state
->quad_layer_bounds
.height()) <
1264 kAntiAliasingEpsilon
;
1267 bool is_left(const gfx::QuadF
* clip_region
, const DrawQuad
* quad
) {
1268 if (!quad
->IsLeftEdge())
1273 return std::abs(clip_region
->p1().x()) < kAntiAliasingEpsilon
&&
1274 std::abs(clip_region
->p4().x()) < kAntiAliasingEpsilon
;
1277 bool is_right(const gfx::QuadF
* clip_region
, const DrawQuad
* quad
) {
1278 if (!quad
->IsRightEdge())
1283 return std::abs(clip_region
->p2().x() -
1284 quad
->shared_quad_state
->quad_layer_bounds
.width()) <
1285 kAntiAliasingEpsilon
&&
1286 std::abs(clip_region
->p3().x() -
1287 quad
->shared_quad_state
->quad_layer_bounds
.width()) <
1288 kAntiAliasingEpsilon
;
1290 } // anonymous namespace
1292 static gfx::QuadF
GetDeviceQuadWithAntialiasingOnExteriorEdges(
1293 const LayerQuad
& device_layer_edges
,
1294 const gfx::Transform
& device_transform
,
1295 const gfx::QuadF
& tile_quad
,
1296 const gfx::QuadF
* clip_region
,
1297 const DrawQuad
* quad
) {
1298 gfx::RectF tile_rect
= quad
->visible_rect
;
1300 gfx::PointF bottom_right
= tile_quad
.p3();
1301 gfx::PointF bottom_left
= tile_quad
.p4();
1302 gfx::PointF top_left
= tile_quad
.p1();
1303 gfx::PointF top_right
= tile_quad
.p2();
1304 bool clipped
= false;
1306 // Map points to device space. We ignore |clipped|, since the result of
1307 // |MapPoint()| still produces a valid point to draw the quad with. When
1308 // clipped, the point will be outside of the viewport. See crbug.com/416367.
1309 bottom_right
= MathUtil::MapPoint(device_transform
, bottom_right
, &clipped
);
1310 bottom_left
= MathUtil::MapPoint(device_transform
, bottom_left
, &clipped
);
1311 top_left
= MathUtil::MapPoint(device_transform
, top_left
, &clipped
);
1312 top_right
= MathUtil::MapPoint(device_transform
, top_right
, &clipped
);
1314 LayerQuad::Edge
bottom_edge(bottom_right
, bottom_left
);
1315 LayerQuad::Edge
left_edge(bottom_left
, top_left
);
1316 LayerQuad::Edge
top_edge(top_left
, top_right
);
1317 LayerQuad::Edge
right_edge(top_right
, bottom_right
);
1319 // Only apply anti-aliasing to edges not clipped by culling or scissoring.
1320 // If an edge is degenerate we do not want to replace it with a "proper" edge
1321 // as that will cause the quad to possibly expand is strange ways.
1322 if (!top_edge
.degenerate() && is_top(clip_region
, quad
) &&
1323 tile_rect
.y() == quad
->rect
.y()) {
1324 top_edge
= device_layer_edges
.top();
1326 if (!left_edge
.degenerate() && is_left(clip_region
, quad
) &&
1327 tile_rect
.x() == quad
->rect
.x()) {
1328 left_edge
= device_layer_edges
.left();
1330 if (!right_edge
.degenerate() && is_right(clip_region
, quad
) &&
1331 tile_rect
.right() == quad
->rect
.right()) {
1332 right_edge
= device_layer_edges
.right();
1334 if (!bottom_edge
.degenerate() && is_bottom(clip_region
, quad
) &&
1335 tile_rect
.bottom() == quad
->rect
.bottom()) {
1336 bottom_edge
= device_layer_edges
.bottom();
1339 float sign
= tile_quad
.IsCounterClockwise() ? -1 : 1;
1340 bottom_edge
.scale(sign
);
1341 left_edge
.scale(sign
);
1342 top_edge
.scale(sign
);
1343 right_edge
.scale(sign
);
1345 // Create device space quad.
1346 return LayerQuad(left_edge
, top_edge
, right_edge
, bottom_edge
).ToQuadF();
1349 float GetTotalQuadError(const gfx::QuadF
* clipped_quad
,
1350 const gfx::QuadF
* ideal_rect
) {
1351 return (clipped_quad
->p1() - ideal_rect
->p1()).LengthSquared() +
1352 (clipped_quad
->p2() - ideal_rect
->p2()).LengthSquared() +
1353 (clipped_quad
->p3() - ideal_rect
->p3()).LengthSquared() +
1354 (clipped_quad
->p4() - ideal_rect
->p4()).LengthSquared();
1357 // Attempt to rotate the clipped quad until it lines up the most
1358 // correctly. This is necessary because we check the edges of this
1359 // quad against the expected left/right/top/bottom for anti-aliasing.
1360 void AlignQuadToBoundingBox(gfx::QuadF
* clipped_quad
) {
1361 gfx::QuadF bounding_quad
= gfx::QuadF(clipped_quad
->BoundingBox());
1362 gfx::QuadF best_rotation
= *clipped_quad
;
1363 float least_error_amount
= GetTotalQuadError(clipped_quad
, &bounding_quad
);
1364 for (size_t i
= 1; i
< 4; ++i
) {
1365 clipped_quad
->Realign(1);
1366 float new_error
= GetTotalQuadError(clipped_quad
, &bounding_quad
);
1367 if (new_error
< least_error_amount
) {
1368 least_error_amount
= new_error
;
1369 best_rotation
= *clipped_quad
;
1372 *clipped_quad
= best_rotation
;
1375 // Map device space quad to local space. Device_transform has no 3d
1376 // component since it was flattened, so we don't need to project. We should
1377 // have already checked that the transform was uninvertible before this call.
1378 gfx::QuadF
MapQuadToLocalSpace(const gfx::Transform
& device_transform
,
1379 const gfx::QuadF
& device_quad
) {
1380 gfx::Transform
inverse_device_transform(gfx::Transform::kSkipInitialization
);
1381 DCHECK(device_transform
.IsInvertible());
1382 bool did_invert
= device_transform
.GetInverse(&inverse_device_transform
);
1384 bool clipped
= false;
1385 gfx::QuadF local_quad
=
1386 MathUtil::MapQuad(inverse_device_transform
, device_quad
, &clipped
);
1387 // We should not DCHECK(!clipped) here, because anti-aliasing inflation may
1388 // cause device_quad to become clipped. To our knowledge this scenario does
1389 // not need to be handled differently than the unclipped case.
1393 void InflateAntiAliasingDistances(const gfx::QuadF
& quad
,
1394 LayerQuad
* device_layer_edges
,
1396 DCHECK(!quad
.BoundingBox().IsEmpty());
1397 LayerQuad
device_layer_bounds(gfx::QuadF(quad
.BoundingBox()));
1399 device_layer_edges
->InflateAntiAliasingDistance();
1400 device_layer_edges
->ToFloatArray(edge
);
1402 device_layer_bounds
.InflateAntiAliasingDistance();
1403 device_layer_bounds
.ToFloatArray(&edge
[12]);
1407 bool GLRenderer::ShouldAntialiasQuad(const gfx::QuadF
& device_layer_quad
,
1410 // AAing clipped quads is not supported by the code yet.
1413 if (device_layer_quad
.BoundingBox().IsEmpty())
1418 bool is_axis_aligned_in_target
= device_layer_quad
.IsRectilinear();
1419 bool is_nearest_rect_within_epsilon
=
1420 is_axis_aligned_in_target
&&
1421 gfx::IsNearestRectWithinDistance(device_layer_quad
.BoundingBox(),
1422 kAntiAliasingEpsilon
);
1423 return !is_nearest_rect_within_epsilon
;
1427 void GLRenderer::SetupQuadForClippingAndAntialiasing(
1428 const gfx::Transform
& device_transform
,
1429 const DrawQuad
* quad
,
1430 const gfx::QuadF
* aa_quad
,
1431 const gfx::QuadF
* clip_region
,
1432 gfx::QuadF
* local_quad
,
1434 gfx::QuadF rotated_clip
;
1435 const gfx::QuadF
* local_clip_region
= clip_region
;
1436 if (local_clip_region
) {
1437 rotated_clip
= *clip_region
;
1438 AlignQuadToBoundingBox(&rotated_clip
);
1439 local_clip_region
= &rotated_clip
;
1443 if (local_clip_region
)
1444 *local_quad
= *local_clip_region
;
1448 LayerQuad
device_layer_edges(*aa_quad
);
1449 InflateAntiAliasingDistances(*aa_quad
, &device_layer_edges
, edge
);
1451 // If we have a clip region then we are split, and therefore
1452 // by necessity, at least one of our edges is not an external
1454 bool is_full_rect
= quad
->visible_rect
== quad
->rect
;
1456 bool region_contains_all_outside_edges
=
1458 (is_top(local_clip_region
, quad
) && is_left(local_clip_region
, quad
) &&
1459 is_bottom(local_clip_region
, quad
) && is_right(local_clip_region
, quad
));
1461 bool use_aa_on_all_four_edges
=
1462 !local_clip_region
&& region_contains_all_outside_edges
;
1464 gfx::QuadF device_quad
;
1465 if (use_aa_on_all_four_edges
) {
1466 device_quad
= device_layer_edges
.ToQuadF();
1468 gfx::QuadF
tile_quad(local_clip_region
? *local_clip_region
1469 : gfx::QuadF(quad
->visible_rect
));
1470 device_quad
= GetDeviceQuadWithAntialiasingOnExteriorEdges(
1471 device_layer_edges
, device_transform
, tile_quad
, local_clip_region
,
1475 *local_quad
= MapQuadToLocalSpace(device_transform
, device_quad
);
1479 void GLRenderer::SetupRenderPassQuadForClippingAndAntialiasing(
1480 const gfx::Transform
& device_transform
,
1481 const RenderPassDrawQuad
* quad
,
1482 const gfx::QuadF
* aa_quad
,
1483 const gfx::QuadF
* clip_region
,
1484 gfx::QuadF
* local_quad
,
1486 gfx::QuadF rotated_clip
;
1487 const gfx::QuadF
* local_clip_region
= clip_region
;
1488 if (local_clip_region
) {
1489 rotated_clip
= *clip_region
;
1490 AlignQuadToBoundingBox(&rotated_clip
);
1491 local_clip_region
= &rotated_clip
;
1495 GetScaledRegion(quad
->rect
, local_clip_region
, local_quad
);
1499 LayerQuad
device_layer_edges(*aa_quad
);
1500 InflateAntiAliasingDistances(*aa_quad
, &device_layer_edges
, edge
);
1502 gfx::QuadF device_quad
;
1504 // Apply anti-aliasing only to the edges that are not being clipped
1505 if (local_clip_region
) {
1506 gfx::QuadF
tile_quad(quad
->visible_rect
);
1507 GetScaledRegion(quad
->rect
, local_clip_region
, &tile_quad
);
1508 device_quad
= GetDeviceQuadWithAntialiasingOnExteriorEdges(
1509 device_layer_edges
, device_transform
, tile_quad
, local_clip_region
,
1512 device_quad
= device_layer_edges
.ToQuadF();
1515 *local_quad
= MapQuadToLocalSpace(device_transform
, device_quad
);
1518 void GLRenderer::DrawSolidColorQuad(const DrawingFrame
* frame
,
1519 const SolidColorDrawQuad
* quad
,
1520 const gfx::QuadF
* clip_region
) {
1521 gfx::Rect tile_rect
= quad
->visible_rect
;
1523 SkColor color
= quad
->color
;
1524 float opacity
= quad
->shared_quad_state
->opacity
;
1525 float alpha
= (SkColorGetA(color
) * (1.0f
/ 255.0f
)) * opacity
;
1527 // Early out if alpha is small enough that quad doesn't contribute to output.
1528 if (alpha
< std::numeric_limits
<float>::epsilon() &&
1529 quad
->ShouldDrawWithBlending())
1532 gfx::Transform device_transform
=
1533 frame
->window_matrix
* frame
->projection_matrix
*
1534 quad
->shared_quad_state
->quad_to_target_transform
;
1535 device_transform
.FlattenTo2d();
1536 if (!device_transform
.IsInvertible())
1539 gfx::QuadF local_quad
= gfx::QuadF(gfx::RectF(tile_rect
));
1541 gfx::QuadF device_layer_quad
;
1542 bool use_aa
= false;
1543 bool allow_aa
= settings_
->allow_antialiasing
&&
1544 !quad
->force_anti_aliasing_off
&& quad
->IsEdge();
1547 bool clipped
= false;
1548 bool force_aa
= false;
1549 device_layer_quad
= MathUtil::MapQuad(
1551 gfx::QuadF(quad
->shared_quad_state
->visible_quad_layer_rect
), &clipped
);
1552 use_aa
= ShouldAntialiasQuad(device_layer_quad
, clipped
, force_aa
);
1556 const gfx::QuadF
* aa_quad
= use_aa
? &device_layer_quad
: nullptr;
1557 SetupQuadForClippingAndAntialiasing(device_transform
, quad
, aa_quad
,
1558 clip_region
, &local_quad
, edge
);
1560 SolidColorProgramUniforms uniforms
;
1562 SolidColorUniformLocation(GetSolidColorProgramAA(), &uniforms
);
1564 SolidColorUniformLocation(GetSolidColorProgram(), &uniforms
);
1566 SetUseProgram(uniforms
.program
);
1568 gl_
->Uniform4f(uniforms
.color_location
,
1569 (SkColorGetR(color
) * (1.0f
/ 255.0f
)) * alpha
,
1570 (SkColorGetG(color
) * (1.0f
/ 255.0f
)) * alpha
,
1571 (SkColorGetB(color
) * (1.0f
/ 255.0f
)) * alpha
, alpha
);
1573 float viewport
[4] = {
1574 static_cast<float>(current_window_space_viewport_
.x()),
1575 static_cast<float>(current_window_space_viewport_
.y()),
1576 static_cast<float>(current_window_space_viewport_
.width()),
1577 static_cast<float>(current_window_space_viewport_
.height()),
1579 gl_
->Uniform4fv(uniforms
.viewport_location
, 1, viewport
);
1580 gl_
->Uniform3fv(uniforms
.edge_location
, 8, edge
);
1583 // Enable blending when the quad properties require it or if we decided
1584 // to use antialiasing.
1585 SetBlendEnabled(quad
->ShouldDrawWithBlending() || use_aa
);
1587 // Antialising requires a normalized quad, but this could lead to floating
1588 // point precision errors, so only normalize when antialising is on.
1590 // Normalize to tile_rect.
1591 local_quad
.Scale(1.0f
/ tile_rect
.width(), 1.0f
/ tile_rect
.height());
1593 SetShaderQuadF(local_quad
, uniforms
.quad_location
);
1595 // The transform and vertex data are used to figure out the extents that the
1596 // un-antialiased quad should have and which vertex this is and the float
1597 // quad passed in via uniform is the actual geometry that gets used to draw
1598 // it. This is why this centered rect is used and not the original
1600 gfx::RectF
centered_rect(
1601 gfx::PointF(-0.5f
* tile_rect
.width(), -0.5f
* tile_rect
.height()),
1603 DrawQuadGeometry(frame
, quad
->shared_quad_state
->quad_to_target_transform
,
1604 centered_rect
, uniforms
.matrix_location
);
1606 PrepareGeometry(SHARED_BINDING
);
1607 SetShaderQuadF(local_quad
, uniforms
.quad_location
);
1608 static float gl_matrix
[16];
1609 ToGLMatrix(&gl_matrix
[0],
1610 frame
->projection_matrix
*
1611 quad
->shared_quad_state
->quad_to_target_transform
);
1612 gl_
->UniformMatrix4fv(uniforms
.matrix_location
, 1, false, &gl_matrix
[0]);
1614 gl_
->DrawElements(GL_TRIANGLES
, 6, GL_UNSIGNED_SHORT
, 0);
1618 struct TileProgramUniforms
{
1620 unsigned matrix_location
;
1621 unsigned viewport_location
;
1622 unsigned quad_location
;
1623 unsigned edge_location
;
1624 unsigned vertex_tex_transform_location
;
1625 unsigned sampler_location
;
1626 unsigned fragment_tex_transform_location
;
1627 unsigned alpha_location
;
1631 static void TileUniformLocation(T program
, TileProgramUniforms
* uniforms
) {
1632 uniforms
->program
= program
->program();
1633 uniforms
->matrix_location
= program
->vertex_shader().matrix_location();
1634 uniforms
->viewport_location
= program
->vertex_shader().viewport_location();
1635 uniforms
->quad_location
= program
->vertex_shader().quad_location();
1636 uniforms
->edge_location
= program
->vertex_shader().edge_location();
1637 uniforms
->vertex_tex_transform_location
=
1638 program
->vertex_shader().vertex_tex_transform_location();
1640 uniforms
->sampler_location
= program
->fragment_shader().sampler_location();
1641 uniforms
->alpha_location
= program
->fragment_shader().alpha_location();
1642 uniforms
->fragment_tex_transform_location
=
1643 program
->fragment_shader().fragment_tex_transform_location();
1646 void GLRenderer::DrawTileQuad(const DrawingFrame
* frame
,
1647 const TileDrawQuad
* quad
,
1648 const gfx::QuadF
* clip_region
) {
1649 DrawContentQuad(frame
, quad
, quad
->resource_id(), clip_region
);
1652 void GLRenderer::DrawContentQuad(const DrawingFrame
* frame
,
1653 const ContentDrawQuadBase
* quad
,
1654 ResourceId resource_id
,
1655 const gfx::QuadF
* clip_region
) {
1656 gfx::Transform device_transform
=
1657 frame
->window_matrix
* frame
->projection_matrix
*
1658 quad
->shared_quad_state
->quad_to_target_transform
;
1659 device_transform
.FlattenTo2d();
1661 gfx::QuadF device_layer_quad
;
1662 bool use_aa
= false;
1663 bool allow_aa
= settings_
->allow_antialiasing
&& quad
->IsEdge();
1665 bool clipped
= false;
1666 bool force_aa
= false;
1667 device_layer_quad
= MathUtil::MapQuad(
1669 gfx::QuadF(quad
->shared_quad_state
->visible_quad_layer_rect
), &clipped
);
1670 use_aa
= ShouldAntialiasQuad(device_layer_quad
, clipped
, force_aa
);
1673 // TODO(timav): simplify coordinate transformations in DrawContentQuadAA
1674 // similar to the way DrawContentQuadNoAA works and then consider
1675 // combining DrawContentQuadAA and DrawContentQuadNoAA into one method.
1677 DrawContentQuadAA(frame
, quad
, resource_id
, device_transform
,
1678 device_layer_quad
, clip_region
);
1680 DrawContentQuadNoAA(frame
, quad
, resource_id
, clip_region
);
1683 void GLRenderer::DrawContentQuadAA(const DrawingFrame
* frame
,
1684 const ContentDrawQuadBase
* quad
,
1685 ResourceId resource_id
,
1686 const gfx::Transform
& device_transform
,
1687 const gfx::QuadF
& aa_quad
,
1688 const gfx::QuadF
* clip_region
) {
1689 if (!device_transform
.IsInvertible())
1692 gfx::Rect tile_rect
= quad
->visible_rect
;
1694 gfx::RectF tex_coord_rect
= MathUtil::ScaleRectProportional(
1695 quad
->tex_coord_rect
, quad
->rect
, tile_rect
);
1696 float tex_to_geom_scale_x
= quad
->rect
.width() / quad
->tex_coord_rect
.width();
1697 float tex_to_geom_scale_y
=
1698 quad
->rect
.height() / quad
->tex_coord_rect
.height();
1700 gfx::RectF
clamp_geom_rect(tile_rect
);
1701 gfx::RectF
clamp_tex_rect(tex_coord_rect
);
1702 // Clamp texture coordinates to avoid sampling outside the layer
1703 // by deflating the tile region half a texel or half a texel
1704 // minus epsilon for one pixel layers. The resulting clamp region
1705 // is mapped to the unit square by the vertex shader and mapped
1706 // back to normalized texture coordinates by the fragment shader
1707 // after being clamped to 0-1 range.
1709 std::min(0.5f
, 0.5f
* clamp_tex_rect
.width() - kAntiAliasingEpsilon
);
1711 std::min(0.5f
, 0.5f
* clamp_tex_rect
.height() - kAntiAliasingEpsilon
);
1712 float geom_clamp_x
=
1713 std::min(tex_clamp_x
* tex_to_geom_scale_x
,
1714 0.5f
* clamp_geom_rect
.width() - kAntiAliasingEpsilon
);
1715 float geom_clamp_y
=
1716 std::min(tex_clamp_y
* tex_to_geom_scale_y
,
1717 0.5f
* clamp_geom_rect
.height() - kAntiAliasingEpsilon
);
1718 clamp_geom_rect
.Inset(geom_clamp_x
, geom_clamp_y
, geom_clamp_x
, geom_clamp_y
);
1719 clamp_tex_rect
.Inset(tex_clamp_x
, tex_clamp_y
, tex_clamp_x
, tex_clamp_y
);
1721 // Map clamping rectangle to unit square.
1722 float vertex_tex_translate_x
= -clamp_geom_rect
.x() / clamp_geom_rect
.width();
1723 float vertex_tex_translate_y
=
1724 -clamp_geom_rect
.y() / clamp_geom_rect
.height();
1725 float vertex_tex_scale_x
= tile_rect
.width() / clamp_geom_rect
.width();
1726 float vertex_tex_scale_y
= tile_rect
.height() / clamp_geom_rect
.height();
1728 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1729 gl_
, &highp_threshold_cache_
, highp_threshold_min_
, quad
->texture_size
);
1731 gfx::QuadF local_quad
= gfx::QuadF(gfx::RectF(tile_rect
));
1733 SetupQuadForClippingAndAntialiasing(device_transform
, quad
, &aa_quad
,
1734 clip_region
, &local_quad
, edge
);
1735 ResourceProvider::ScopedSamplerGL
quad_resource_lock(
1736 resource_provider_
, resource_id
,
1737 quad
->nearest_neighbor
? GL_NEAREST
: GL_LINEAR
);
1738 SamplerType sampler
=
1739 SamplerTypeFromTextureTarget(quad_resource_lock
.target());
1741 float fragment_tex_translate_x
= clamp_tex_rect
.x();
1742 float fragment_tex_translate_y
= clamp_tex_rect
.y();
1743 float fragment_tex_scale_x
= clamp_tex_rect
.width();
1744 float fragment_tex_scale_y
= clamp_tex_rect
.height();
1746 // Map to normalized texture coordinates.
1747 if (sampler
!= SAMPLER_TYPE_2D_RECT
) {
1748 gfx::Size texture_size
= quad
->texture_size
;
1749 DCHECK(!texture_size
.IsEmpty());
1750 fragment_tex_translate_x
/= texture_size
.width();
1751 fragment_tex_translate_y
/= texture_size
.height();
1752 fragment_tex_scale_x
/= texture_size
.width();
1753 fragment_tex_scale_y
/= texture_size
.height();
1756 TileProgramUniforms uniforms
;
1757 if (quad
->swizzle_contents
) {
1758 TileUniformLocation(GetTileProgramSwizzleAA(tex_coord_precision
, sampler
),
1761 TileUniformLocation(GetTileProgramAA(tex_coord_precision
, sampler
),
1765 SetUseProgram(uniforms
.program
);
1766 gl_
->Uniform1i(uniforms
.sampler_location
, 0);
1768 float viewport
[4] = {
1769 static_cast<float>(current_window_space_viewport_
.x()),
1770 static_cast<float>(current_window_space_viewport_
.y()),
1771 static_cast<float>(current_window_space_viewport_
.width()),
1772 static_cast<float>(current_window_space_viewport_
.height()),
1774 gl_
->Uniform4fv(uniforms
.viewport_location
, 1, viewport
);
1775 gl_
->Uniform3fv(uniforms
.edge_location
, 8, edge
);
1777 gl_
->Uniform4f(uniforms
.vertex_tex_transform_location
, vertex_tex_translate_x
,
1778 vertex_tex_translate_y
, vertex_tex_scale_x
,
1779 vertex_tex_scale_y
);
1780 gl_
->Uniform4f(uniforms
.fragment_tex_transform_location
,
1781 fragment_tex_translate_x
, fragment_tex_translate_y
,
1782 fragment_tex_scale_x
, fragment_tex_scale_y
);
1784 // Blending is required for antialiasing.
1785 SetBlendEnabled(true);
1787 // Normalize to tile_rect.
1788 local_quad
.Scale(1.0f
/ tile_rect
.width(), 1.0f
/ tile_rect
.height());
1790 SetShaderOpacity(quad
->shared_quad_state
->opacity
, uniforms
.alpha_location
);
1791 SetShaderQuadF(local_quad
, uniforms
.quad_location
);
1793 // The transform and vertex data are used to figure out the extents that the
1794 // un-antialiased quad should have and which vertex this is and the float
1795 // quad passed in via uniform is the actual geometry that gets used to draw
1796 // it. This is why this centered rect is used and not the original quad_rect.
1797 gfx::RectF
centered_rect(
1798 gfx::PointF(-0.5f
* tile_rect
.width(), -0.5f
* tile_rect
.height()),
1800 DrawQuadGeometry(frame
, quad
->shared_quad_state
->quad_to_target_transform
,
1801 centered_rect
, uniforms
.matrix_location
);
1804 void GLRenderer::DrawContentQuadNoAA(const DrawingFrame
* frame
,
1805 const ContentDrawQuadBase
* quad
,
1806 ResourceId resource_id
,
1807 const gfx::QuadF
* clip_region
) {
1808 gfx::RectF tex_coord_rect
= MathUtil::ScaleRectProportional(
1809 quad
->tex_coord_rect
, quad
->rect
, quad
->visible_rect
);
1810 float tex_to_geom_scale_x
= quad
->rect
.width() / quad
->tex_coord_rect
.width();
1811 float tex_to_geom_scale_y
=
1812 quad
->rect
.height() / quad
->tex_coord_rect
.height();
1814 bool scaled
= (tex_to_geom_scale_x
!= 1.f
|| tex_to_geom_scale_y
!= 1.f
);
1815 GLenum filter
= (scaled
||
1816 !quad
->shared_quad_state
->quad_to_target_transform
1817 .IsIdentityOrIntegerTranslation()) &&
1818 !quad
->nearest_neighbor
1822 ResourceProvider::ScopedSamplerGL
quad_resource_lock(
1823 resource_provider_
, resource_id
, filter
);
1824 SamplerType sampler
=
1825 SamplerTypeFromTextureTarget(quad_resource_lock
.target());
1827 float vertex_tex_translate_x
= tex_coord_rect
.x();
1828 float vertex_tex_translate_y
= tex_coord_rect
.y();
1829 float vertex_tex_scale_x
= tex_coord_rect
.width();
1830 float vertex_tex_scale_y
= tex_coord_rect
.height();
1832 // Map to normalized texture coordinates.
1833 if (sampler
!= SAMPLER_TYPE_2D_RECT
) {
1834 gfx::Size texture_size
= quad
->texture_size
;
1835 DCHECK(!texture_size
.IsEmpty());
1836 vertex_tex_translate_x
/= texture_size
.width();
1837 vertex_tex_translate_y
/= texture_size
.height();
1838 vertex_tex_scale_x
/= texture_size
.width();
1839 vertex_tex_scale_y
/= texture_size
.height();
1842 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1843 gl_
, &highp_threshold_cache_
, highp_threshold_min_
, quad
->texture_size
);
1845 TileProgramUniforms uniforms
;
1846 if (quad
->ShouldDrawWithBlending()) {
1847 if (quad
->swizzle_contents
) {
1848 TileUniformLocation(GetTileProgramSwizzle(tex_coord_precision
, sampler
),
1851 TileUniformLocation(GetTileProgram(tex_coord_precision
, sampler
),
1855 if (quad
->swizzle_contents
) {
1856 TileUniformLocation(
1857 GetTileProgramSwizzleOpaque(tex_coord_precision
, sampler
), &uniforms
);
1859 TileUniformLocation(GetTileProgramOpaque(tex_coord_precision
, sampler
),
1864 SetUseProgram(uniforms
.program
);
1865 gl_
->Uniform1i(uniforms
.sampler_location
, 0);
1867 gl_
->Uniform4f(uniforms
.vertex_tex_transform_location
, vertex_tex_translate_x
,
1868 vertex_tex_translate_y
, vertex_tex_scale_x
,
1869 vertex_tex_scale_y
);
1871 SetBlendEnabled(quad
->ShouldDrawWithBlending());
1873 SetShaderOpacity(quad
->shared_quad_state
->opacity
, uniforms
.alpha_location
);
1875 // Pass quad coordinates to the uniform in the same order as GeometryBinding
1876 // does, then vertices will match the texture mapping in the vertex buffer.
1877 // The method SetShaderQuadF() changes the order of vertices and so it's
1879 gfx::QuadF
tile_rect(quad
->visible_rect
);
1880 float width
= quad
->visible_rect
.width();
1881 float height
= quad
->visible_rect
.height();
1882 gfx::PointF top_left
= quad
->visible_rect
.origin();
1884 tile_rect
= *clip_region
;
1886 (tile_rect
.p4().x() - top_left
.x()) / width
,
1887 (tile_rect
.p4().y() - top_left
.y()) / height
,
1888 (tile_rect
.p1().x() - top_left
.x()) / width
,
1889 (tile_rect
.p1().y() - top_left
.y()) / height
,
1890 (tile_rect
.p2().x() - top_left
.x()) / width
,
1891 (tile_rect
.p2().y() - top_left
.y()) / height
,
1892 (tile_rect
.p3().x() - top_left
.x()) / width
,
1893 (tile_rect
.p3().y() - top_left
.y()) / height
,
1895 PrepareGeometry(CLIPPED_BINDING
);
1896 clipped_geometry_
->InitializeCustomQuadWithUVs(
1897 gfx::QuadF(quad
->visible_rect
), gl_uv
);
1899 PrepareGeometry(SHARED_BINDING
);
1901 float gl_quad
[8] = {
1911 gl_
->Uniform2fv(uniforms
.quad_location
, 4, gl_quad
);
1913 static float gl_matrix
[16];
1914 ToGLMatrix(&gl_matrix
[0],
1915 frame
->projection_matrix
*
1916 quad
->shared_quad_state
->quad_to_target_transform
);
1917 gl_
->UniformMatrix4fv(uniforms
.matrix_location
, 1, false, &gl_matrix
[0]);
1919 gl_
->DrawElements(GL_TRIANGLES
, 6, GL_UNSIGNED_SHORT
, 0);
1922 void GLRenderer::DrawYUVVideoQuad(const DrawingFrame
* frame
,
1923 const YUVVideoDrawQuad
* quad
,
1924 const gfx::QuadF
* clip_region
) {
1925 SetBlendEnabled(quad
->ShouldDrawWithBlending());
1927 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1928 gl_
, &highp_threshold_cache_
, highp_threshold_min_
,
1929 quad
->shared_quad_state
->visible_quad_layer_rect
.bottom_right());
1931 bool use_alpha_plane
= quad
->a_plane_resource_id() != 0;
1933 ResourceProvider::ScopedSamplerGL
y_plane_lock(
1934 resource_provider_
, quad
->y_plane_resource_id(), GL_TEXTURE1
, GL_LINEAR
);
1935 ResourceProvider::ScopedSamplerGL
u_plane_lock(
1936 resource_provider_
, quad
->u_plane_resource_id(), GL_TEXTURE2
, GL_LINEAR
);
1937 DCHECK_EQ(y_plane_lock
.target(), u_plane_lock
.target());
1938 ResourceProvider::ScopedSamplerGL
v_plane_lock(
1939 resource_provider_
, quad
->v_plane_resource_id(), GL_TEXTURE3
, GL_LINEAR
);
1940 DCHECK_EQ(y_plane_lock
.target(), v_plane_lock
.target());
1941 scoped_ptr
<ResourceProvider::ScopedSamplerGL
> a_plane_lock
;
1942 if (use_alpha_plane
) {
1943 a_plane_lock
.reset(new ResourceProvider::ScopedSamplerGL(
1944 resource_provider_
, quad
->a_plane_resource_id(), GL_TEXTURE4
,
1946 DCHECK_EQ(y_plane_lock
.target(), a_plane_lock
->target());
1949 // All planes must have the same sampler type.
1950 SamplerType sampler
= SamplerTypeFromTextureTarget(y_plane_lock
.target());
1952 int matrix_location
= -1;
1953 int ya_tex_scale_location
= -1;
1954 int ya_tex_offset_location
= -1;
1955 int uv_tex_scale_location
= -1;
1956 int uv_tex_offset_location
= -1;
1957 int ya_clamp_rect_location
= -1;
1958 int uv_clamp_rect_location
= -1;
1959 int y_texture_location
= -1;
1960 int u_texture_location
= -1;
1961 int v_texture_location
= -1;
1962 int a_texture_location
= -1;
1963 int yuv_matrix_location
= -1;
1964 int yuv_adj_location
= -1;
1965 int alpha_location
= -1;
1966 if (use_alpha_plane
) {
1967 const VideoYUVAProgram
* program
=
1968 GetVideoYUVAProgram(tex_coord_precision
, sampler
);
1969 DCHECK(program
&& (program
->initialized() || IsContextLost()));
1970 SetUseProgram(program
->program());
1971 matrix_location
= program
->vertex_shader().matrix_location();
1972 ya_tex_scale_location
= program
->vertex_shader().ya_tex_scale_location();
1973 ya_tex_offset_location
= program
->vertex_shader().ya_tex_offset_location();
1974 uv_tex_scale_location
= program
->vertex_shader().uv_tex_scale_location();
1975 uv_tex_offset_location
= program
->vertex_shader().uv_tex_offset_location();
1976 y_texture_location
= program
->fragment_shader().y_texture_location();
1977 u_texture_location
= program
->fragment_shader().u_texture_location();
1978 v_texture_location
= program
->fragment_shader().v_texture_location();
1979 a_texture_location
= program
->fragment_shader().a_texture_location();
1980 yuv_matrix_location
= program
->fragment_shader().yuv_matrix_location();
1981 yuv_adj_location
= program
->fragment_shader().yuv_adj_location();
1982 ya_clamp_rect_location
=
1983 program
->fragment_shader().ya_clamp_rect_location();
1984 uv_clamp_rect_location
=
1985 program
->fragment_shader().uv_clamp_rect_location();
1986 alpha_location
= program
->fragment_shader().alpha_location();
1988 const VideoYUVProgram
* program
=
1989 GetVideoYUVProgram(tex_coord_precision
, sampler
);
1990 DCHECK(program
&& (program
->initialized() || IsContextLost()));
1991 SetUseProgram(program
->program());
1992 matrix_location
= program
->vertex_shader().matrix_location();
1993 ya_tex_scale_location
= program
->vertex_shader().ya_tex_scale_location();
1994 ya_tex_offset_location
= program
->vertex_shader().ya_tex_offset_location();
1995 uv_tex_scale_location
= program
->vertex_shader().uv_tex_scale_location();
1996 uv_tex_offset_location
= program
->vertex_shader().uv_tex_offset_location();
1997 y_texture_location
= program
->fragment_shader().y_texture_location();
1998 u_texture_location
= program
->fragment_shader().u_texture_location();
1999 v_texture_location
= program
->fragment_shader().v_texture_location();
2000 yuv_matrix_location
= program
->fragment_shader().yuv_matrix_location();
2001 yuv_adj_location
= program
->fragment_shader().yuv_adj_location();
2002 ya_clamp_rect_location
=
2003 program
->fragment_shader().ya_clamp_rect_location();
2004 uv_clamp_rect_location
=
2005 program
->fragment_shader().uv_clamp_rect_location();
2006 alpha_location
= program
->fragment_shader().alpha_location();
2009 gfx::SizeF
ya_tex_scale(1.0f
, 1.0f
);
2010 gfx::SizeF
uv_tex_scale(1.0f
, 1.0f
);
2011 if (sampler
!= SAMPLER_TYPE_2D_RECT
) {
2012 DCHECK(!quad
->ya_tex_size
.IsEmpty());
2013 DCHECK(!quad
->uv_tex_size
.IsEmpty());
2014 ya_tex_scale
= gfx::SizeF(1.0f
/ quad
->ya_tex_size
.width(),
2015 1.0f
/ quad
->ya_tex_size
.height());
2016 uv_tex_scale
= gfx::SizeF(1.0f
/ quad
->uv_tex_size
.width(),
2017 1.0f
/ quad
->uv_tex_size
.height());
2020 float ya_vertex_tex_translate_x
=
2021 quad
->ya_tex_coord_rect
.x() * ya_tex_scale
.width();
2022 float ya_vertex_tex_translate_y
=
2023 quad
->ya_tex_coord_rect
.y() * ya_tex_scale
.height();
2024 float ya_vertex_tex_scale_x
=
2025 quad
->ya_tex_coord_rect
.width() * ya_tex_scale
.width();
2026 float ya_vertex_tex_scale_y
=
2027 quad
->ya_tex_coord_rect
.height() * ya_tex_scale
.height();
2029 float uv_vertex_tex_translate_x
=
2030 quad
->uv_tex_coord_rect
.x() * uv_tex_scale
.width();
2031 float uv_vertex_tex_translate_y
=
2032 quad
->uv_tex_coord_rect
.y() * uv_tex_scale
.height();
2033 float uv_vertex_tex_scale_x
=
2034 quad
->uv_tex_coord_rect
.width() * uv_tex_scale
.width();
2035 float uv_vertex_tex_scale_y
=
2036 quad
->uv_tex_coord_rect
.height() * uv_tex_scale
.height();
2038 gl_
->Uniform2f(ya_tex_scale_location
, ya_vertex_tex_scale_x
,
2039 ya_vertex_tex_scale_y
);
2040 gl_
->Uniform2f(ya_tex_offset_location
, ya_vertex_tex_translate_x
,
2041 ya_vertex_tex_translate_y
);
2042 gl_
->Uniform2f(uv_tex_scale_location
, uv_vertex_tex_scale_x
,
2043 uv_vertex_tex_scale_y
);
2044 gl_
->Uniform2f(uv_tex_offset_location
, uv_vertex_tex_translate_x
,
2045 uv_vertex_tex_translate_y
);
2047 gfx::RectF
ya_clamp_rect(ya_vertex_tex_translate_x
, ya_vertex_tex_translate_y
,
2048 ya_vertex_tex_scale_x
, ya_vertex_tex_scale_y
);
2049 ya_clamp_rect
.Inset(0.5f
* ya_tex_scale
.width(),
2050 0.5f
* ya_tex_scale
.height());
2051 gfx::RectF
uv_clamp_rect(uv_vertex_tex_translate_x
, uv_vertex_tex_translate_y
,
2052 uv_vertex_tex_scale_x
, uv_vertex_tex_scale_y
);
2053 uv_clamp_rect
.Inset(0.5f
* uv_tex_scale
.width(),
2054 0.5f
* uv_tex_scale
.height());
2055 gl_
->Uniform4f(ya_clamp_rect_location
, ya_clamp_rect
.x(), ya_clamp_rect
.y(),
2056 ya_clamp_rect
.right(), ya_clamp_rect
.bottom());
2057 gl_
->Uniform4f(uv_clamp_rect_location
, uv_clamp_rect
.x(), uv_clamp_rect
.y(),
2058 uv_clamp_rect
.right(), uv_clamp_rect
.bottom());
2060 gl_
->Uniform1i(y_texture_location
, 1);
2061 gl_
->Uniform1i(u_texture_location
, 2);
2062 gl_
->Uniform1i(v_texture_location
, 3);
2063 if (use_alpha_plane
)
2064 gl_
->Uniform1i(a_texture_location
, 4);
2066 // These values are magic numbers that are used in the transformation from YUV
2067 // to RGB color values. They are taken from the following webpage:
2068 // http://www.fourcc.org/fccyvrgb.php
2069 float yuv_to_rgb_rec601
[9] = {
2070 1.164f
, 1.164f
, 1.164f
, 0.0f
, -.391f
, 2.018f
, 1.596f
, -.813f
, 0.0f
,
2072 float yuv_to_rgb_jpeg
[9] = {
2073 1.f
, 1.f
, 1.f
, 0.0f
, -.34414f
, 1.772f
, 1.402f
, -.71414f
, 0.0f
,
2075 float yuv_to_rgb_rec709
[9] = {
2076 1.164f
, 1.164f
, 1.164f
, 0.0f
, -0.213f
, 2.112f
, 1.793f
, -0.533f
, 0.0f
,
2079 // These values map to 16, 128, and 128 respectively, and are computed
2080 // as a fraction over 256 (e.g. 16 / 256 = 0.0625).
2081 // They are used in the YUV to RGBA conversion formula:
2082 // Y - 16 : Gives 16 values of head and footroom for overshooting
2083 // U - 128 : Turns unsigned U into signed U [-128,127]
2084 // V - 128 : Turns unsigned V into signed V [-128,127]
2085 float yuv_adjust_constrained
[3] = {
2086 -0.0625f
, -0.5f
, -0.5f
,
2089 // Same as above, but without the head and footroom.
2090 float yuv_adjust_full
[3] = {
2094 float* yuv_to_rgb
= NULL
;
2095 float* yuv_adjust
= NULL
;
2097 switch (quad
->color_space
) {
2098 case YUVVideoDrawQuad::REC_601
:
2099 yuv_to_rgb
= yuv_to_rgb_rec601
;
2100 yuv_adjust
= yuv_adjust_constrained
;
2102 case YUVVideoDrawQuad::REC_709
:
2103 yuv_to_rgb
= yuv_to_rgb_rec709
;
2104 yuv_adjust
= yuv_adjust_constrained
;
2106 case YUVVideoDrawQuad::JPEG
:
2107 yuv_to_rgb
= yuv_to_rgb_jpeg
;
2108 yuv_adjust
= yuv_adjust_full
;
2112 // The transform and vertex data are used to figure out the extents that the
2113 // un-antialiased quad should have and which vertex this is and the float
2114 // quad passed in via uniform is the actual geometry that gets used to draw
2115 // it. This is why this centered rect is used and not the original quad_rect.
2116 gfx::RectF tile_rect
= quad
->rect
;
2117 gl_
->UniformMatrix3fv(yuv_matrix_location
, 1, 0, yuv_to_rgb
);
2118 gl_
->Uniform3fv(yuv_adj_location
, 1, yuv_adjust
);
2120 SetShaderOpacity(quad
->shared_quad_state
->opacity
, alpha_location
);
2122 DrawQuadGeometry(frame
, quad
->shared_quad_state
->quad_to_target_transform
,
2123 tile_rect
, matrix_location
);
2126 GetScaledUVs(quad
->visible_rect
, clip_region
, uvs
);
2127 gfx::QuadF region_quad
= *clip_region
;
2128 region_quad
.Scale(1.0f
/ tile_rect
.width(), 1.0f
/ tile_rect
.height());
2129 region_quad
-= gfx::Vector2dF(0.5f
, 0.5f
);
2130 DrawQuadGeometryClippedByQuadF(
2131 frame
, quad
->shared_quad_state
->quad_to_target_transform
, tile_rect
,
2132 region_quad
, matrix_location
, uvs
);
2136 void GLRenderer::DrawStreamVideoQuad(const DrawingFrame
* frame
,
2137 const StreamVideoDrawQuad
* quad
,
2138 const gfx::QuadF
* clip_region
) {
2139 SetBlendEnabled(quad
->ShouldDrawWithBlending());
2141 static float gl_matrix
[16];
2143 DCHECK(capabilities_
.using_egl_image
);
2145 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
2146 gl_
, &highp_threshold_cache_
, highp_threshold_min_
,
2147 quad
->shared_quad_state
->visible_quad_layer_rect
.bottom_right());
2149 const VideoStreamTextureProgram
* program
=
2150 GetVideoStreamTextureProgram(tex_coord_precision
);
2151 SetUseProgram(program
->program());
2153 ToGLMatrix(&gl_matrix
[0], quad
->matrix
);
2154 gl_
->UniformMatrix4fv(program
->vertex_shader().tex_matrix_location(), 1,
2157 ResourceProvider::ScopedReadLockGL
lock(resource_provider_
,
2158 quad
->resource_id());
2159 DCHECK_EQ(GL_TEXTURE0
, GetActiveTextureUnit(gl_
));
2160 gl_
->BindTexture(GL_TEXTURE_EXTERNAL_OES
, lock
.texture_id());
2162 gl_
->Uniform1i(program
->fragment_shader().sampler_location(), 0);
2164 SetShaderOpacity(quad
->shared_quad_state
->opacity
,
2165 program
->fragment_shader().alpha_location());
2167 DrawQuadGeometry(frame
, quad
->shared_quad_state
->quad_to_target_transform
,
2168 quad
->rect
, program
->vertex_shader().matrix_location());
2170 gfx::QuadF
region_quad(*clip_region
);
2171 region_quad
.Scale(1.0f
/ quad
->rect
.width(), 1.0f
/ quad
->rect
.height());
2172 region_quad
-= gfx::Vector2dF(0.5f
, 0.5f
);
2174 GetScaledUVs(quad
->visible_rect
, clip_region
, uvs
);
2175 DrawQuadGeometryClippedByQuadF(
2176 frame
, quad
->shared_quad_state
->quad_to_target_transform
, quad
->rect
,
2177 region_quad
, program
->vertex_shader().matrix_location(), uvs
);
2181 struct TextureProgramBinding
{
2182 template <class Program
>
2183 void Set(Program
* program
) {
2185 program_id
= program
->program();
2186 sampler_location
= program
->fragment_shader().sampler_location();
2187 matrix_location
= program
->vertex_shader().matrix_location();
2188 background_color_location
=
2189 program
->fragment_shader().background_color_location();
2192 int sampler_location
;
2193 int matrix_location
;
2194 int transform_location
;
2195 int background_color_location
;
2198 struct TexTransformTextureProgramBinding
: TextureProgramBinding
{
2199 template <class Program
>
2200 void Set(Program
* program
) {
2201 TextureProgramBinding::Set(program
);
2202 tex_transform_location
= program
->vertex_shader().tex_transform_location();
2203 vertex_opacity_location
=
2204 program
->vertex_shader().vertex_opacity_location();
2206 int tex_transform_location
;
2207 int vertex_opacity_location
;
2210 void GLRenderer::FlushTextureQuadCache(BoundGeometry flush_binding
) {
2211 // Check to see if we have anything to draw.
2212 if (draw_cache_
.program_id
== -1)
2215 PrepareGeometry(flush_binding
);
2217 // Set the correct blending mode.
2218 SetBlendEnabled(draw_cache_
.needs_blending
);
2220 // Bind the program to the GL state.
2221 SetUseProgram(draw_cache_
.program_id
);
2223 // Bind the correct texture sampler location.
2224 gl_
->Uniform1i(draw_cache_
.sampler_location
, 0);
2226 // Assume the current active textures is 0.
2227 ResourceProvider::ScopedSamplerGL
locked_quad(
2229 draw_cache_
.resource_id
,
2230 draw_cache_
.nearest_neighbor
? GL_NEAREST
: GL_LINEAR
);
2231 DCHECK_EQ(GL_TEXTURE0
, GetActiveTextureUnit(gl_
));
2232 gl_
->BindTexture(locked_quad
.target(), locked_quad
.texture_id());
2234 static_assert(sizeof(Float4
) == 4 * sizeof(float),
2235 "Float4 struct should be densely packed");
2236 static_assert(sizeof(Float16
) == 16 * sizeof(float),
2237 "Float16 struct should be densely packed");
2239 // Upload the tranforms for both points and uvs.
2240 gl_
->UniformMatrix4fv(
2241 static_cast<int>(draw_cache_
.matrix_location
),
2242 static_cast<int>(draw_cache_
.matrix_data
.size()), false,
2243 reinterpret_cast<float*>(&draw_cache_
.matrix_data
.front()));
2244 gl_
->Uniform4fv(static_cast<int>(draw_cache_
.uv_xform_location
),
2245 static_cast<int>(draw_cache_
.uv_xform_data
.size()),
2246 reinterpret_cast<float*>(&draw_cache_
.uv_xform_data
.front()));
2248 if (draw_cache_
.background_color
!= SK_ColorTRANSPARENT
) {
2249 Float4 background_color
= PremultipliedColor(draw_cache_
.background_color
);
2250 gl_
->Uniform4fv(draw_cache_
.background_color_location
, 1,
2251 background_color
.data
);
2255 static_cast<int>(draw_cache_
.vertex_opacity_location
),
2256 static_cast<int>(draw_cache_
.vertex_opacity_data
.size()),
2257 static_cast<float*>(&draw_cache_
.vertex_opacity_data
.front()));
2259 DCHECK_LE(draw_cache_
.matrix_data
.size(),
2260 static_cast<size_t>(std::numeric_limits
<int>::max()) / 6u);
2262 gl_
->DrawElements(GL_TRIANGLES
,
2263 6 * static_cast<int>(draw_cache_
.matrix_data
.size()),
2264 GL_UNSIGNED_SHORT
, 0);
2267 draw_cache_
.program_id
= -1;
2268 draw_cache_
.uv_xform_data
.resize(0);
2269 draw_cache_
.vertex_opacity_data
.resize(0);
2270 draw_cache_
.matrix_data
.resize(0);
2272 // If we had a clipped binding, prepare the shared binding for the
2274 if (flush_binding
== CLIPPED_BINDING
) {
2275 PrepareGeometry(SHARED_BINDING
);
2279 void GLRenderer::EnqueueTextureQuad(const DrawingFrame
* frame
,
2280 const TextureDrawQuad
* quad
,
2281 const gfx::QuadF
* clip_region
) {
2282 // If we have a clip_region then we have to render the next quad
2283 // with dynamic geometry, therefore we must flush all pending
2286 // We send in false here because we want to flush what's currently in the
2287 // queue using the shared_geometry and not clipped_geometry
2288 FlushTextureQuadCache(SHARED_BINDING
);
2291 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
2292 gl_
, &highp_threshold_cache_
, highp_threshold_min_
,
2293 quad
->shared_quad_state
->visible_quad_layer_rect
.bottom_right());
2295 ResourceProvider::ScopedReadLockGL
lock(resource_provider_
,
2296 quad
->resource_id());
2297 const SamplerType sampler
= SamplerTypeFromTextureTarget(lock
.target());
2298 // Choose the correct texture program binding
2299 TexTransformTextureProgramBinding binding
;
2300 if (quad
->premultiplied_alpha
) {
2301 if (quad
->background_color
== SK_ColorTRANSPARENT
) {
2302 binding
.Set(GetTextureProgram(tex_coord_precision
, sampler
));
2304 binding
.Set(GetTextureBackgroundProgram(tex_coord_precision
, sampler
));
2307 if (quad
->background_color
== SK_ColorTRANSPARENT
) {
2309 GetNonPremultipliedTextureProgram(tex_coord_precision
, sampler
));
2311 binding
.Set(GetNonPremultipliedTextureBackgroundProgram(
2312 tex_coord_precision
, sampler
));
2316 int resource_id
= quad
->resource_id();
2318 if (draw_cache_
.program_id
!= binding
.program_id
||
2319 draw_cache_
.resource_id
!= resource_id
||
2320 draw_cache_
.needs_blending
!= quad
->ShouldDrawWithBlending() ||
2321 draw_cache_
.nearest_neighbor
!= quad
->nearest_neighbor
||
2322 draw_cache_
.background_color
!= quad
->background_color
||
2323 draw_cache_
.matrix_data
.size() >= 8) {
2324 FlushTextureQuadCache(SHARED_BINDING
);
2325 draw_cache_
.program_id
= binding
.program_id
;
2326 draw_cache_
.resource_id
= resource_id
;
2327 draw_cache_
.needs_blending
= quad
->ShouldDrawWithBlending();
2328 draw_cache_
.nearest_neighbor
= quad
->nearest_neighbor
;
2329 draw_cache_
.background_color
= quad
->background_color
;
2331 draw_cache_
.uv_xform_location
= binding
.tex_transform_location
;
2332 draw_cache_
.background_color_location
= binding
.background_color_location
;
2333 draw_cache_
.vertex_opacity_location
= binding
.vertex_opacity_location
;
2334 draw_cache_
.matrix_location
= binding
.matrix_location
;
2335 draw_cache_
.sampler_location
= binding
.sampler_location
;
2338 // Generate the uv-transform
2340 draw_cache_
.uv_xform_data
.push_back(UVTransform(quad
));
2342 Float4 uv_transform
= {{0.0f
, 0.0f
, 1.0f
, 1.0f
}};
2343 draw_cache_
.uv_xform_data
.push_back(uv_transform
);
2346 // Generate the vertex opacity
2347 const float opacity
= quad
->shared_quad_state
->opacity
;
2348 draw_cache_
.vertex_opacity_data
.push_back(quad
->vertex_opacity
[0] * opacity
);
2349 draw_cache_
.vertex_opacity_data
.push_back(quad
->vertex_opacity
[1] * opacity
);
2350 draw_cache_
.vertex_opacity_data
.push_back(quad
->vertex_opacity
[2] * opacity
);
2351 draw_cache_
.vertex_opacity_data
.push_back(quad
->vertex_opacity
[3] * opacity
);
2353 // Generate the transform matrix
2354 gfx::Transform quad_rect_matrix
;
2355 QuadRectTransform(&quad_rect_matrix
,
2356 quad
->shared_quad_state
->quad_to_target_transform
,
2358 quad_rect_matrix
= frame
->projection_matrix
* quad_rect_matrix
;
2361 quad_rect_matrix
.matrix().asColMajorf(m
.data
);
2362 draw_cache_
.matrix_data
.push_back(m
);
2365 gfx::QuadF scaled_region
;
2366 if (!GetScaledRegion(quad
->rect
, clip_region
, &scaled_region
)) {
2367 scaled_region
= SharedGeometryQuad().BoundingBox();
2369 // Both the scaled region and the SharedGeomtryQuad are in the space
2370 // -0.5->0.5. We need to move that to the space 0->1.
2372 uv
[0] = scaled_region
.p1().x() + 0.5f
;
2373 uv
[1] = scaled_region
.p1().y() + 0.5f
;
2374 uv
[2] = scaled_region
.p2().x() + 0.5f
;
2375 uv
[3] = scaled_region
.p2().y() + 0.5f
;
2376 uv
[4] = scaled_region
.p3().x() + 0.5f
;
2377 uv
[5] = scaled_region
.p3().y() + 0.5f
;
2378 uv
[6] = scaled_region
.p4().x() + 0.5f
;
2379 uv
[7] = scaled_region
.p4().y() + 0.5f
;
2380 PrepareGeometry(CLIPPED_BINDING
);
2381 clipped_geometry_
->InitializeCustomQuadWithUVs(scaled_region
, uv
);
2382 FlushTextureQuadCache(CLIPPED_BINDING
);
2386 void GLRenderer::DrawIOSurfaceQuad(const DrawingFrame
* frame
,
2387 const IOSurfaceDrawQuad
* quad
,
2388 const gfx::QuadF
* clip_region
) {
2389 SetBlendEnabled(quad
->ShouldDrawWithBlending());
2391 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
2392 gl_
, &highp_threshold_cache_
, highp_threshold_min_
,
2393 quad
->shared_quad_state
->visible_quad_layer_rect
.bottom_right());
2395 TexTransformTextureProgramBinding binding
;
2396 binding
.Set(GetTextureIOSurfaceProgram(tex_coord_precision
));
2398 SetUseProgram(binding
.program_id
);
2399 gl_
->Uniform1i(binding
.sampler_location
, 0);
2400 if (quad
->orientation
== IOSurfaceDrawQuad::FLIPPED
) {
2402 binding
.tex_transform_location
, 0, quad
->io_surface_size
.height(),
2403 quad
->io_surface_size
.width(), quad
->io_surface_size
.height() * -1.0f
);
2405 gl_
->Uniform4f(binding
.tex_transform_location
, 0, 0,
2406 quad
->io_surface_size
.width(),
2407 quad
->io_surface_size
.height());
2410 const float vertex_opacity
[] = {quad
->shared_quad_state
->opacity
,
2411 quad
->shared_quad_state
->opacity
,
2412 quad
->shared_quad_state
->opacity
,
2413 quad
->shared_quad_state
->opacity
};
2414 gl_
->Uniform1fv(binding
.vertex_opacity_location
, 4, vertex_opacity
);
2416 ResourceProvider::ScopedReadLockGL
lock(resource_provider_
,
2417 quad
->io_surface_resource_id());
2418 DCHECK_EQ(GL_TEXTURE0
, GetActiveTextureUnit(gl_
));
2419 gl_
->BindTexture(GL_TEXTURE_RECTANGLE_ARB
, lock
.texture_id());
2422 DrawQuadGeometry(frame
, quad
->shared_quad_state
->quad_to_target_transform
,
2423 quad
->rect
, binding
.matrix_location
);
2426 GetScaledUVs(quad
->visible_rect
, clip_region
, uvs
);
2427 DrawQuadGeometryClippedByQuadF(
2428 frame
, quad
->shared_quad_state
->quad_to_target_transform
, quad
->rect
,
2429 *clip_region
, binding
.matrix_location
, uvs
);
2432 gl_
->BindTexture(GL_TEXTURE_RECTANGLE_ARB
, 0);
2435 void GLRenderer::FinishDrawingFrame(DrawingFrame
* frame
) {
2436 if (use_sync_query_
) {
2437 DCHECK(current_sync_query_
);
2438 current_sync_query_
->End();
2439 pending_sync_queries_
.push_back(current_sync_query_
.Pass());
2442 current_framebuffer_lock_
= nullptr;
2443 swap_buffer_rect_
.Union(gfx::ToEnclosingRect(frame
->root_damage_rect
));
2445 gl_
->Disable(GL_BLEND
);
2446 blend_shadow_
= false;
2448 ScheduleOverlays(frame
);
2451 void GLRenderer::FinishDrawingQuadList() {
2452 FlushTextureQuadCache(SHARED_BINDING
);
2455 bool GLRenderer::FlippedFramebuffer(const DrawingFrame
* frame
) const {
2456 if (frame
->current_render_pass
!= frame
->root_render_pass
)
2458 return FlippedRootFramebuffer();
2461 bool GLRenderer::FlippedRootFramebuffer() const {
2462 // GL is normally flipped, so a flipped output results in an unflipping.
2463 return !output_surface_
->capabilities().flipped_output_surface
;
2466 void GLRenderer::EnsureScissorTestEnabled() {
2467 if (is_scissor_enabled_
)
2470 FlushTextureQuadCache(SHARED_BINDING
);
2471 gl_
->Enable(GL_SCISSOR_TEST
);
2472 is_scissor_enabled_
= true;
2475 void GLRenderer::EnsureScissorTestDisabled() {
2476 if (!is_scissor_enabled_
)
2479 FlushTextureQuadCache(SHARED_BINDING
);
2480 gl_
->Disable(GL_SCISSOR_TEST
);
2481 is_scissor_enabled_
= false;
2484 void GLRenderer::CopyCurrentRenderPassToBitmap(
2485 DrawingFrame
* frame
,
2486 scoped_ptr
<CopyOutputRequest
> request
) {
2487 TRACE_EVENT0("cc", "GLRenderer::CopyCurrentRenderPassToBitmap");
2488 gfx::Rect copy_rect
= frame
->current_render_pass
->output_rect
;
2489 if (request
->has_area())
2490 copy_rect
.Intersect(request
->area());
2491 GetFramebufferPixelsAsync(frame
, copy_rect
, request
.Pass());
2494 void GLRenderer::ToGLMatrix(float* gl_matrix
, const gfx::Transform
& transform
) {
2495 transform
.matrix().asColMajorf(gl_matrix
);
2498 void GLRenderer::SetShaderQuadF(const gfx::QuadF
& quad
, int quad_location
) {
2499 if (quad_location
== -1)
2503 gl_quad
[0] = quad
.p1().x();
2504 gl_quad
[1] = quad
.p1().y();
2505 gl_quad
[2] = quad
.p2().x();
2506 gl_quad
[3] = quad
.p2().y();
2507 gl_quad
[4] = quad
.p3().x();
2508 gl_quad
[5] = quad
.p3().y();
2509 gl_quad
[6] = quad
.p4().x();
2510 gl_quad
[7] = quad
.p4().y();
2511 gl_
->Uniform2fv(quad_location
, 4, gl_quad
);
2514 void GLRenderer::SetShaderOpacity(float opacity
, int alpha_location
) {
2515 if (alpha_location
!= -1)
2516 gl_
->Uniform1f(alpha_location
, opacity
);
2519 void GLRenderer::SetStencilEnabled(bool enabled
) {
2520 if (enabled
== stencil_shadow_
)
2524 gl_
->Enable(GL_STENCIL_TEST
);
2526 gl_
->Disable(GL_STENCIL_TEST
);
2527 stencil_shadow_
= enabled
;
2530 void GLRenderer::SetBlendEnabled(bool enabled
) {
2531 if (enabled
== blend_shadow_
)
2535 gl_
->Enable(GL_BLEND
);
2537 gl_
->Disable(GL_BLEND
);
2538 blend_shadow_
= enabled
;
2541 void GLRenderer::SetUseProgram(unsigned program
) {
2542 if (program
== program_shadow_
)
2544 gl_
->UseProgram(program
);
2545 program_shadow_
= program
;
2548 void GLRenderer::DrawQuadGeometryClippedByQuadF(
2549 const DrawingFrame
* frame
,
2550 const gfx::Transform
& draw_transform
,
2551 const gfx::RectF
& quad_rect
,
2552 const gfx::QuadF
& clipping_region_quad
,
2553 int matrix_location
,
2555 PrepareGeometry(CLIPPED_BINDING
);
2557 clipped_geometry_
->InitializeCustomQuadWithUVs(clipping_region_quad
, uvs
);
2559 clipped_geometry_
->InitializeCustomQuad(clipping_region_quad
);
2561 gfx::Transform quad_rect_matrix
;
2562 QuadRectTransform(&quad_rect_matrix
, draw_transform
, quad_rect
);
2563 static float gl_matrix
[16];
2564 ToGLMatrix(&gl_matrix
[0], frame
->projection_matrix
* quad_rect_matrix
);
2565 gl_
->UniformMatrix4fv(matrix_location
, 1, false, &gl_matrix
[0]);
2567 gl_
->DrawElements(GL_TRIANGLES
, 6, GL_UNSIGNED_SHORT
,
2568 reinterpret_cast<const void*>(0));
2571 void GLRenderer::DrawQuadGeometry(const DrawingFrame
* frame
,
2572 const gfx::Transform
& draw_transform
,
2573 const gfx::RectF
& quad_rect
,
2574 int matrix_location
) {
2575 PrepareGeometry(SHARED_BINDING
);
2576 gfx::Transform quad_rect_matrix
;
2577 QuadRectTransform(&quad_rect_matrix
, draw_transform
, quad_rect
);
2578 static float gl_matrix
[16];
2579 ToGLMatrix(&gl_matrix
[0], frame
->projection_matrix
* quad_rect_matrix
);
2580 gl_
->UniformMatrix4fv(matrix_location
, 1, false, &gl_matrix
[0]);
2582 gl_
->DrawElements(GL_TRIANGLES
, 6, GL_UNSIGNED_SHORT
, 0);
2585 void GLRenderer::Finish() {
2586 TRACE_EVENT0("cc", "GLRenderer::Finish");
2590 void GLRenderer::SwapBuffers(const CompositorFrameMetadata
& metadata
) {
2591 DCHECK(!is_backbuffer_discarded_
);
2593 TRACE_EVENT0("cc,benchmark", "GLRenderer::SwapBuffers");
2594 // We're done! Time to swapbuffers!
2596 gfx::Size surface_size
= output_surface_
->SurfaceSize();
2598 CompositorFrame compositor_frame
;
2599 compositor_frame
.metadata
= metadata
;
2600 compositor_frame
.gl_frame_data
= make_scoped_ptr(new GLFrameData
);
2601 compositor_frame
.gl_frame_data
->size
= surface_size
;
2602 if (capabilities_
.using_partial_swap
) {
2603 // If supported, we can save significant bandwidth by only swapping the
2604 // damaged/scissored region (clamped to the viewport).
2605 swap_buffer_rect_
.Intersect(gfx::Rect(surface_size
));
2606 int flipped_y_pos_of_rect_bottom
= surface_size
.height() -
2607 swap_buffer_rect_
.y() -
2608 swap_buffer_rect_
.height();
2609 compositor_frame
.gl_frame_data
->sub_buffer_rect
=
2610 gfx::Rect(swap_buffer_rect_
.x(),
2611 FlippedRootFramebuffer() ? flipped_y_pos_of_rect_bottom
2612 : swap_buffer_rect_
.y(),
2613 swap_buffer_rect_
.width(),
2614 swap_buffer_rect_
.height());
2616 compositor_frame
.gl_frame_data
->sub_buffer_rect
=
2617 gfx::Rect(output_surface_
->SurfaceSize());
2619 output_surface_
->SwapBuffers(&compositor_frame
);
2621 // Release previously used overlay resources and hold onto the pending ones
2622 // until the next swap buffers.
2623 in_use_overlay_resources_
.clear();
2624 in_use_overlay_resources_
.swap(pending_overlay_resources_
);
2626 swap_buffer_rect_
= gfx::Rect();
2629 void GLRenderer::EnforceMemoryPolicy() {
2631 TRACE_EVENT0("cc", "GLRenderer::EnforceMemoryPolicy dropping resources");
2632 ReleaseRenderPassTextures();
2633 DiscardBackbuffer();
2634 output_surface_
->context_provider()->DeleteCachedResources();
2637 PrepareGeometry(NO_BINDING
);
2640 void GLRenderer::DiscardBackbuffer() {
2641 if (is_backbuffer_discarded_
)
2644 output_surface_
->DiscardBackbuffer();
2646 is_backbuffer_discarded_
= true;
2648 // Damage tracker needs a full reset every time framebuffer is discarded.
2649 client_
->SetFullRootLayerDamage();
2652 void GLRenderer::EnsureBackbuffer() {
2653 if (!is_backbuffer_discarded_
)
2656 output_surface_
->EnsureBackbuffer();
2657 is_backbuffer_discarded_
= false;
2660 void GLRenderer::GetFramebufferPixelsAsync(
2661 const DrawingFrame
* frame
,
2662 const gfx::Rect
& rect
,
2663 scoped_ptr
<CopyOutputRequest
> request
) {
2664 DCHECK(!request
->IsEmpty());
2665 if (request
->IsEmpty())
2670 gfx::Rect window_rect
= MoveFromDrawToWindowSpace(frame
, rect
);
2671 DCHECK_GE(window_rect
.x(), 0);
2672 DCHECK_GE(window_rect
.y(), 0);
2673 DCHECK_LE(window_rect
.right(), current_surface_size_
.width());
2674 DCHECK_LE(window_rect
.bottom(), current_surface_size_
.height());
2676 if (!request
->force_bitmap_result()) {
2677 bool own_mailbox
= !request
->has_texture_mailbox();
2679 GLuint texture_id
= 0;
2680 gpu::Mailbox mailbox
;
2682 gl_
->GenMailboxCHROMIUM(mailbox
.name
);
2683 gl_
->GenTextures(1, &texture_id
);
2684 gl_
->BindTexture(GL_TEXTURE_2D
, texture_id
);
2686 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
);
2687 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
2688 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
2689 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
2690 gl_
->ProduceTextureCHROMIUM(GL_TEXTURE_2D
, mailbox
.name
);
2692 mailbox
= request
->texture_mailbox().mailbox();
2693 DCHECK_EQ(static_cast<unsigned>(GL_TEXTURE_2D
),
2694 request
->texture_mailbox().target());
2695 DCHECK(!mailbox
.IsZero());
2696 unsigned incoming_sync_point
= request
->texture_mailbox().sync_point();
2697 if (incoming_sync_point
)
2698 gl_
->WaitSyncPointCHROMIUM(incoming_sync_point
);
2701 gl_
->CreateAndConsumeTextureCHROMIUM(GL_TEXTURE_2D
, mailbox
.name
);
2703 GetFramebufferTexture(texture_id
, RGBA_8888
, window_rect
);
2705 unsigned sync_point
= gl_
->InsertSyncPointCHROMIUM();
2706 TextureMailbox
texture_mailbox(mailbox
, GL_TEXTURE_2D
, sync_point
);
2708 scoped_ptr
<SingleReleaseCallback
> release_callback
;
2710 gl_
->BindTexture(GL_TEXTURE_2D
, 0);
2711 release_callback
= texture_mailbox_deleter_
->GetReleaseCallback(
2712 output_surface_
->context_provider(), texture_id
);
2714 gl_
->DeleteTextures(1, &texture_id
);
2717 request
->SendTextureResult(
2718 window_rect
.size(), texture_mailbox
, release_callback
.Pass());
2722 DCHECK(request
->force_bitmap_result());
2724 scoped_ptr
<PendingAsyncReadPixels
> pending_read(new PendingAsyncReadPixels
);
2725 pending_read
->copy_request
= request
.Pass();
2726 pending_async_read_pixels_
.insert(pending_async_read_pixels_
.begin(),
2727 pending_read
.Pass());
2729 bool do_workaround
= NeedsIOSurfaceReadbackWorkaround();
2731 unsigned temporary_texture
= 0;
2732 unsigned temporary_fbo
= 0;
2734 if (do_workaround
) {
2735 // On Mac OS X, calling glReadPixels() against an FBO whose color attachment
2736 // is an IOSurface-backed texture causes corruption of future glReadPixels()
2737 // calls, even those on different OpenGL contexts. It is believed that this
2738 // is the root cause of top crasher
2739 // http://crbug.com/99393. <rdar://problem/10949687>
2741 gl_
->GenTextures(1, &temporary_texture
);
2742 gl_
->BindTexture(GL_TEXTURE_2D
, temporary_texture
);
2743 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
);
2744 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
2745 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
2746 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
2747 // Copy the contents of the current (IOSurface-backed) framebuffer into a
2748 // temporary texture.
2749 GetFramebufferTexture(
2750 temporary_texture
, RGBA_8888
, gfx::Rect(current_surface_size_
));
2751 gl_
->GenFramebuffers(1, &temporary_fbo
);
2752 // Attach this texture to an FBO, and perform the readback from that FBO.
2753 gl_
->BindFramebuffer(GL_FRAMEBUFFER
, temporary_fbo
);
2754 gl_
->FramebufferTexture2D(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
,
2755 GL_TEXTURE_2D
, temporary_texture
, 0);
2757 DCHECK_EQ(static_cast<unsigned>(GL_FRAMEBUFFER_COMPLETE
),
2758 gl_
->CheckFramebufferStatus(GL_FRAMEBUFFER
));
2762 gl_
->GenBuffers(1, &buffer
);
2763 gl_
->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
, buffer
);
2764 gl_
->BufferData(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
,
2765 4 * window_rect
.size().GetArea(), NULL
, GL_STREAM_READ
);
2768 gl_
->GenQueriesEXT(1, &query
);
2769 gl_
->BeginQueryEXT(GL_ASYNC_PIXEL_PACK_COMPLETED_CHROMIUM
, query
);
2771 gl_
->ReadPixels(window_rect
.x(), window_rect
.y(), window_rect
.width(),
2772 window_rect
.height(), GL_RGBA
, GL_UNSIGNED_BYTE
, NULL
);
2774 gl_
->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
, 0);
2776 if (do_workaround
) {
2778 gl_
->BindFramebuffer(GL_FRAMEBUFFER
, 0);
2779 gl_
->BindTexture(GL_TEXTURE_2D
, 0);
2780 gl_
->DeleteFramebuffers(1, &temporary_fbo
);
2781 gl_
->DeleteTextures(1, &temporary_texture
);
2784 base::Closure finished_callback
= base::Bind(&GLRenderer::FinishedReadback
,
2785 base::Unretained(this),
2788 window_rect
.size());
2789 // Save the finished_callback so it can be cancelled.
2790 pending_async_read_pixels_
.front()->finished_read_pixels_callback
.Reset(
2792 base::Closure cancelable_callback
=
2793 pending_async_read_pixels_
.front()->
2794 finished_read_pixels_callback
.callback();
2796 // Save the buffer to verify the callbacks happen in the expected order.
2797 pending_async_read_pixels_
.front()->buffer
= buffer
;
2799 gl_
->EndQueryEXT(GL_ASYNC_PIXEL_PACK_COMPLETED_CHROMIUM
);
2800 context_support_
->SignalQuery(query
, cancelable_callback
);
2802 EnforceMemoryPolicy();
2805 void GLRenderer::FinishedReadback(unsigned source_buffer
,
2807 const gfx::Size
& size
) {
2808 DCHECK(!pending_async_read_pixels_
.empty());
2811 gl_
->DeleteQueriesEXT(1, &query
);
2814 PendingAsyncReadPixels
* current_read
= pending_async_read_pixels_
.back();
2815 // Make sure we service the readbacks in order.
2816 DCHECK_EQ(source_buffer
, current_read
->buffer
);
2818 uint8
* src_pixels
= NULL
;
2819 scoped_ptr
<SkBitmap
> bitmap
;
2821 if (source_buffer
!= 0) {
2822 gl_
->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
, source_buffer
);
2823 src_pixels
= static_cast<uint8
*>(gl_
->MapBufferCHROMIUM(
2824 GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
, GL_READ_ONLY
));
2827 bitmap
.reset(new SkBitmap
);
2828 bitmap
->allocN32Pixels(size
.width(), size
.height());
2829 scoped_ptr
<SkAutoLockPixels
> lock(new SkAutoLockPixels(*bitmap
));
2830 uint8
* dest_pixels
= static_cast<uint8
*>(bitmap
->getPixels());
2832 size_t row_bytes
= size
.width() * 4;
2833 int num_rows
= size
.height();
2834 size_t total_bytes
= num_rows
* row_bytes
;
2835 for (size_t dest_y
= 0; dest_y
< total_bytes
; dest_y
+= row_bytes
) {
2837 size_t src_y
= total_bytes
- dest_y
- row_bytes
;
2838 // Swizzle OpenGL -> Skia byte order.
2839 for (size_t x
= 0; x
< row_bytes
; x
+= 4) {
2840 dest_pixels
[dest_y
+ x
+ SK_R32_SHIFT
/ 8] =
2841 src_pixels
[src_y
+ x
+ 0];
2842 dest_pixels
[dest_y
+ x
+ SK_G32_SHIFT
/ 8] =
2843 src_pixels
[src_y
+ x
+ 1];
2844 dest_pixels
[dest_y
+ x
+ SK_B32_SHIFT
/ 8] =
2845 src_pixels
[src_y
+ x
+ 2];
2846 dest_pixels
[dest_y
+ x
+ SK_A32_SHIFT
/ 8] =
2847 src_pixels
[src_y
+ x
+ 3];
2851 gl_
->UnmapBufferCHROMIUM(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
);
2853 gl_
->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
, 0);
2854 gl_
->DeleteBuffers(1, &source_buffer
);
2858 current_read
->copy_request
->SendBitmapResult(bitmap
.Pass());
2859 pending_async_read_pixels_
.pop_back();
2862 void GLRenderer::GetFramebufferTexture(unsigned texture_id
,
2863 ResourceFormat texture_format
,
2864 const gfx::Rect
& window_rect
) {
2866 DCHECK_GE(window_rect
.x(), 0);
2867 DCHECK_GE(window_rect
.y(), 0);
2868 DCHECK_LE(window_rect
.right(), current_surface_size_
.width());
2869 DCHECK_LE(window_rect
.bottom(), current_surface_size_
.height());
2871 gl_
->BindTexture(GL_TEXTURE_2D
, texture_id
);
2872 gl_
->CopyTexImage2D(GL_TEXTURE_2D
, 0, GLDataFormat(texture_format
),
2873 window_rect
.x(), window_rect
.y(), window_rect
.width(),
2874 window_rect
.height(), 0);
2875 gl_
->BindTexture(GL_TEXTURE_2D
, 0);
2878 bool GLRenderer::UseScopedTexture(DrawingFrame
* frame
,
2879 const ScopedResource
* texture
,
2880 const gfx::Rect
& viewport_rect
) {
2881 DCHECK(texture
->id());
2882 frame
->current_render_pass
= NULL
;
2883 frame
->current_texture
= texture
;
2885 return BindFramebufferToTexture(frame
, texture
, viewport_rect
);
2888 void GLRenderer::BindFramebufferToOutputSurface(DrawingFrame
* frame
) {
2889 current_framebuffer_lock_
= nullptr;
2890 output_surface_
->BindFramebuffer();
2892 if (output_surface_
->HasExternalStencilTest()) {
2893 SetStencilEnabled(true);
2894 gl_
->StencilFunc(GL_EQUAL
, 1, 1);
2896 SetStencilEnabled(false);
2900 bool GLRenderer::BindFramebufferToTexture(DrawingFrame
* frame
,
2901 const ScopedResource
* texture
,
2902 const gfx::Rect
& target_rect
) {
2903 DCHECK(texture
->id());
2905 // Explicitly release lock, otherwise we can crash when try to lock
2906 // same texture again.
2907 current_framebuffer_lock_
= nullptr;
2909 SetStencilEnabled(false);
2910 gl_
->BindFramebuffer(GL_FRAMEBUFFER
, offscreen_framebuffer_id_
);
2911 current_framebuffer_lock_
=
2912 make_scoped_ptr(new ResourceProvider::ScopedWriteLockGL(
2913 resource_provider_
, texture
->id()));
2914 unsigned texture_id
= current_framebuffer_lock_
->texture_id();
2915 gl_
->FramebufferTexture2D(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
, GL_TEXTURE_2D
,
2918 DCHECK(gl_
->CheckFramebufferStatus(GL_FRAMEBUFFER
) ==
2919 GL_FRAMEBUFFER_COMPLETE
||
2924 void GLRenderer::SetScissorTestRect(const gfx::Rect
& scissor_rect
) {
2925 EnsureScissorTestEnabled();
2927 // Don't unnecessarily ask the context to change the scissor, because it
2928 // may cause undesired GPU pipeline flushes.
2929 if (scissor_rect
== scissor_rect_
&& !scissor_rect_needs_reset_
)
2932 scissor_rect_
= scissor_rect
;
2933 FlushTextureQuadCache(SHARED_BINDING
);
2934 gl_
->Scissor(scissor_rect
.x(), scissor_rect
.y(), scissor_rect
.width(),
2935 scissor_rect
.height());
2937 scissor_rect_needs_reset_
= false;
2940 void GLRenderer::SetViewport() {
2941 gl_
->Viewport(current_window_space_viewport_
.x(),
2942 current_window_space_viewport_
.y(),
2943 current_window_space_viewport_
.width(),
2944 current_window_space_viewport_
.height());
2947 void GLRenderer::InitializeSharedObjects() {
2948 TRACE_EVENT0("cc", "GLRenderer::InitializeSharedObjects");
2950 // Create an FBO for doing offscreen rendering.
2951 gl_
->GenFramebuffers(1, &offscreen_framebuffer_id_
);
2954 make_scoped_ptr(new StaticGeometryBinding(gl_
, QuadVertexRect()));
2955 clipped_geometry_
= make_scoped_ptr(new DynamicGeometryBinding(gl_
));
2958 void GLRenderer::PrepareGeometry(BoundGeometry binding
) {
2959 if (binding
== bound_geometry_
) {
2964 case SHARED_BINDING
:
2965 shared_geometry_
->PrepareForDraw();
2967 case CLIPPED_BINDING
:
2968 clipped_geometry_
->PrepareForDraw();
2973 bound_geometry_
= binding
;
2976 const GLRenderer::DebugBorderProgram
* GLRenderer::GetDebugBorderProgram() {
2977 if (!debug_border_program_
.initialized()) {
2978 TRACE_EVENT0("cc", "GLRenderer::debugBorderProgram::initialize");
2979 debug_border_program_
.Initialize(output_surface_
->context_provider(),
2980 TEX_COORD_PRECISION_NA
, SAMPLER_TYPE_NA
);
2982 return &debug_border_program_
;
2985 const GLRenderer::SolidColorProgram
* GLRenderer::GetSolidColorProgram() {
2986 if (!solid_color_program_
.initialized()) {
2987 TRACE_EVENT0("cc", "GLRenderer::solidColorProgram::initialize");
2988 solid_color_program_
.Initialize(output_surface_
->context_provider(),
2989 TEX_COORD_PRECISION_NA
, SAMPLER_TYPE_NA
);
2991 return &solid_color_program_
;
2994 const GLRenderer::SolidColorProgramAA
* GLRenderer::GetSolidColorProgramAA() {
2995 if (!solid_color_program_aa_
.initialized()) {
2996 TRACE_EVENT0("cc", "GLRenderer::solidColorProgramAA::initialize");
2997 solid_color_program_aa_
.Initialize(output_surface_
->context_provider(),
2998 TEX_COORD_PRECISION_NA
, SAMPLER_TYPE_NA
);
3000 return &solid_color_program_aa_
;
3003 const GLRenderer::RenderPassProgram
* GLRenderer::GetRenderPassProgram(
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 RenderPassProgram
* program
= &render_pass_program_
[precision
][blend_mode
];
3011 if (!program
->initialized()) {
3012 TRACE_EVENT0("cc", "GLRenderer::renderPassProgram::initialize");
3013 program
->Initialize(output_surface_
->context_provider(), precision
,
3014 SAMPLER_TYPE_2D
, blend_mode
);
3019 const GLRenderer::RenderPassProgramAA
* GLRenderer::GetRenderPassProgramAA(
3020 TexCoordPrecision precision
,
3021 BlendMode blend_mode
) {
3022 DCHECK_GE(precision
, 0);
3023 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3024 DCHECK_GE(blend_mode
, 0);
3025 DCHECK_LE(blend_mode
, LAST_BLEND_MODE
);
3026 RenderPassProgramAA
* program
=
3027 &render_pass_program_aa_
[precision
][blend_mode
];
3028 if (!program
->initialized()) {
3029 TRACE_EVENT0("cc", "GLRenderer::renderPassProgramAA::initialize");
3030 program
->Initialize(output_surface_
->context_provider(), precision
,
3031 SAMPLER_TYPE_2D
, blend_mode
);
3036 const GLRenderer::RenderPassMaskProgram
* GLRenderer::GetRenderPassMaskProgram(
3037 TexCoordPrecision precision
,
3038 SamplerType sampler
,
3039 BlendMode blend_mode
,
3040 bool mask_for_background
) {
3041 DCHECK_GE(precision
, 0);
3042 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3043 DCHECK_GE(sampler
, 0);
3044 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3045 DCHECK_GE(blend_mode
, 0);
3046 DCHECK_LE(blend_mode
, LAST_BLEND_MODE
);
3047 RenderPassMaskProgram
* program
=
3048 &render_pass_mask_program_
[precision
][sampler
][blend_mode
]
3049 [mask_for_background
? HAS_MASK
: NO_MASK
];
3050 if (!program
->initialized()) {
3051 TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgram::initialize");
3052 program
->Initialize(
3053 output_surface_
->context_provider(), precision
,
3054 sampler
, blend_mode
, mask_for_background
);
3059 const GLRenderer::RenderPassMaskProgramAA
*
3060 GLRenderer::GetRenderPassMaskProgramAA(TexCoordPrecision precision
,
3061 SamplerType sampler
,
3062 BlendMode blend_mode
,
3063 bool mask_for_background
) {
3064 DCHECK_GE(precision
, 0);
3065 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3066 DCHECK_GE(sampler
, 0);
3067 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3068 DCHECK_GE(blend_mode
, 0);
3069 DCHECK_LE(blend_mode
, LAST_BLEND_MODE
);
3070 RenderPassMaskProgramAA
* program
=
3071 &render_pass_mask_program_aa_
[precision
][sampler
][blend_mode
]
3072 [mask_for_background
? HAS_MASK
: NO_MASK
];
3073 if (!program
->initialized()) {
3074 TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgramAA::initialize");
3075 program
->Initialize(
3076 output_surface_
->context_provider(), precision
,
3077 sampler
, blend_mode
, mask_for_background
);
3082 const GLRenderer::RenderPassColorMatrixProgram
*
3083 GLRenderer::GetRenderPassColorMatrixProgram(TexCoordPrecision precision
,
3084 BlendMode blend_mode
) {
3085 DCHECK_GE(precision
, 0);
3086 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3087 DCHECK_GE(blend_mode
, 0);
3088 DCHECK_LE(blend_mode
, LAST_BLEND_MODE
);
3089 RenderPassColorMatrixProgram
* program
=
3090 &render_pass_color_matrix_program_
[precision
][blend_mode
];
3091 if (!program
->initialized()) {
3092 TRACE_EVENT0("cc", "GLRenderer::renderPassColorMatrixProgram::initialize");
3093 program
->Initialize(output_surface_
->context_provider(), precision
,
3094 SAMPLER_TYPE_2D
, blend_mode
);
3099 const GLRenderer::RenderPassColorMatrixProgramAA
*
3100 GLRenderer::GetRenderPassColorMatrixProgramAA(TexCoordPrecision precision
,
3101 BlendMode blend_mode
) {
3102 DCHECK_GE(precision
, 0);
3103 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3104 DCHECK_GE(blend_mode
, 0);
3105 DCHECK_LE(blend_mode
, LAST_BLEND_MODE
);
3106 RenderPassColorMatrixProgramAA
* program
=
3107 &render_pass_color_matrix_program_aa_
[precision
][blend_mode
];
3108 if (!program
->initialized()) {
3110 "GLRenderer::renderPassColorMatrixProgramAA::initialize");
3111 program
->Initialize(output_surface_
->context_provider(), precision
,
3112 SAMPLER_TYPE_2D
, blend_mode
);
3117 const GLRenderer::RenderPassMaskColorMatrixProgram
*
3118 GLRenderer::GetRenderPassMaskColorMatrixProgram(
3119 TexCoordPrecision precision
,
3120 SamplerType sampler
,
3121 BlendMode blend_mode
,
3122 bool mask_for_background
) {
3123 DCHECK_GE(precision
, 0);
3124 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3125 DCHECK_GE(sampler
, 0);
3126 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3127 DCHECK_GE(blend_mode
, 0);
3128 DCHECK_LE(blend_mode
, LAST_BLEND_MODE
);
3129 RenderPassMaskColorMatrixProgram
* program
=
3130 &render_pass_mask_color_matrix_program_
[precision
][sampler
][blend_mode
]
3131 [mask_for_background
? HAS_MASK
: NO_MASK
];
3132 if (!program
->initialized()) {
3134 "GLRenderer::renderPassMaskColorMatrixProgram::initialize");
3135 program
->Initialize(
3136 output_surface_
->context_provider(), precision
,
3137 sampler
, blend_mode
, mask_for_background
);
3142 const GLRenderer::RenderPassMaskColorMatrixProgramAA
*
3143 GLRenderer::GetRenderPassMaskColorMatrixProgramAA(
3144 TexCoordPrecision precision
,
3145 SamplerType sampler
,
3146 BlendMode blend_mode
,
3147 bool mask_for_background
) {
3148 DCHECK_GE(precision
, 0);
3149 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3150 DCHECK_GE(sampler
, 0);
3151 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3152 DCHECK_GE(blend_mode
, 0);
3153 DCHECK_LE(blend_mode
, LAST_BLEND_MODE
);
3154 RenderPassMaskColorMatrixProgramAA
* program
=
3155 &render_pass_mask_color_matrix_program_aa_
[precision
][sampler
][blend_mode
]
3156 [mask_for_background
? HAS_MASK
: NO_MASK
];
3157 if (!program
->initialized()) {
3159 "GLRenderer::renderPassMaskColorMatrixProgramAA::initialize");
3160 program
->Initialize(
3161 output_surface_
->context_provider(), precision
,
3162 sampler
, blend_mode
, mask_for_background
);
3167 const GLRenderer::TileProgram
* GLRenderer::GetTileProgram(
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 TileProgram
* program
= &tile_program_
[precision
][sampler
];
3175 if (!program
->initialized()) {
3176 TRACE_EVENT0("cc", "GLRenderer::tileProgram::initialize");
3177 program
->Initialize(
3178 output_surface_
->context_provider(), precision
, sampler
);
3183 const GLRenderer::TileProgramOpaque
* GLRenderer::GetTileProgramOpaque(
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 TileProgramOpaque
* program
= &tile_program_opaque_
[precision
][sampler
];
3191 if (!program
->initialized()) {
3192 TRACE_EVENT0("cc", "GLRenderer::tileProgramOpaque::initialize");
3193 program
->Initialize(
3194 output_surface_
->context_provider(), precision
, sampler
);
3199 const GLRenderer::TileProgramAA
* GLRenderer::GetTileProgramAA(
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 TileProgramAA
* program
= &tile_program_aa_
[precision
][sampler
];
3207 if (!program
->initialized()) {
3208 TRACE_EVENT0("cc", "GLRenderer::tileProgramAA::initialize");
3209 program
->Initialize(
3210 output_surface_
->context_provider(), precision
, sampler
);
3215 const GLRenderer::TileProgramSwizzle
* GLRenderer::GetTileProgramSwizzle(
3216 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 TileProgramSwizzle
* program
= &tile_program_swizzle_
[precision
][sampler
];
3223 if (!program
->initialized()) {
3224 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzle::initialize");
3225 program
->Initialize(
3226 output_surface_
->context_provider(), precision
, sampler
);
3231 const GLRenderer::TileProgramSwizzleOpaque
*
3232 GLRenderer::GetTileProgramSwizzleOpaque(TexCoordPrecision precision
,
3233 SamplerType sampler
) {
3234 DCHECK_GE(precision
, 0);
3235 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3236 DCHECK_GE(sampler
, 0);
3237 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3238 TileProgramSwizzleOpaque
* program
=
3239 &tile_program_swizzle_opaque_
[precision
][sampler
];
3240 if (!program
->initialized()) {
3241 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleOpaque::initialize");
3242 program
->Initialize(
3243 output_surface_
->context_provider(), precision
, sampler
);
3248 const GLRenderer::TileProgramSwizzleAA
* GLRenderer::GetTileProgramSwizzleAA(
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 TileProgramSwizzleAA
* program
= &tile_program_swizzle_aa_
[precision
][sampler
];
3256 if (!program
->initialized()) {
3257 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleAA::initialize");
3258 program
->Initialize(
3259 output_surface_
->context_provider(), precision
, sampler
);
3264 const GLRenderer::TextureProgram
* GLRenderer::GetTextureProgram(
3265 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 TextureProgram
* program
= &texture_program_
[precision
][sampler
];
3272 if (!program
->initialized()) {
3273 TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize");
3274 program
->Initialize(output_surface_
->context_provider(), precision
,
3280 const GLRenderer::NonPremultipliedTextureProgram
*
3281 GLRenderer::GetNonPremultipliedTextureProgram(TexCoordPrecision precision
,
3282 SamplerType sampler
) {
3283 DCHECK_GE(precision
, 0);
3284 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3285 DCHECK_GE(sampler
, 0);
3286 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3287 NonPremultipliedTextureProgram
* program
=
3288 &nonpremultiplied_texture_program_
[precision
][sampler
];
3289 if (!program
->initialized()) {
3291 "GLRenderer::NonPremultipliedTextureProgram::Initialize");
3292 program
->Initialize(output_surface_
->context_provider(), precision
,
3298 const GLRenderer::TextureBackgroundProgram
*
3299 GLRenderer::GetTextureBackgroundProgram(TexCoordPrecision precision
,
3300 SamplerType sampler
) {
3301 DCHECK_GE(precision
, 0);
3302 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3303 DCHECK_GE(sampler
, 0);
3304 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3305 TextureBackgroundProgram
* program
=
3306 &texture_background_program_
[precision
][sampler
];
3307 if (!program
->initialized()) {
3308 TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize");
3309 program
->Initialize(output_surface_
->context_provider(), precision
,
3315 const GLRenderer::NonPremultipliedTextureBackgroundProgram
*
3316 GLRenderer::GetNonPremultipliedTextureBackgroundProgram(
3317 TexCoordPrecision precision
,
3318 SamplerType sampler
) {
3319 DCHECK_GE(precision
, 0);
3320 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3321 DCHECK_GE(sampler
, 0);
3322 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3323 NonPremultipliedTextureBackgroundProgram
* program
=
3324 &nonpremultiplied_texture_background_program_
[precision
][sampler
];
3325 if (!program
->initialized()) {
3327 "GLRenderer::NonPremultipliedTextureProgram::Initialize");
3328 program
->Initialize(output_surface_
->context_provider(), precision
,
3334 const GLRenderer::TextureProgram
* GLRenderer::GetTextureIOSurfaceProgram(
3335 TexCoordPrecision precision
) {
3336 DCHECK_GE(precision
, 0);
3337 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3338 TextureProgram
* program
= &texture_io_surface_program_
[precision
];
3339 if (!program
->initialized()) {
3340 TRACE_EVENT0("cc", "GLRenderer::textureIOSurfaceProgram::initialize");
3341 program
->Initialize(output_surface_
->context_provider(), precision
,
3342 SAMPLER_TYPE_2D_RECT
);
3347 const GLRenderer::VideoYUVProgram
* GLRenderer::GetVideoYUVProgram(
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 VideoYUVProgram
* program
= &video_yuv_program_
[precision
][sampler
];
3355 if (!program
->initialized()) {
3356 TRACE_EVENT0("cc", "GLRenderer::videoYUVProgram::initialize");
3357 program
->Initialize(output_surface_
->context_provider(), precision
,
3363 const GLRenderer::VideoYUVAProgram
* GLRenderer::GetVideoYUVAProgram(
3364 TexCoordPrecision precision
,
3365 SamplerType sampler
) {
3366 DCHECK_GE(precision
, 0);
3367 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3368 DCHECK_GE(sampler
, 0);
3369 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3370 VideoYUVAProgram
* program
= &video_yuva_program_
[precision
][sampler
];
3371 if (!program
->initialized()) {
3372 TRACE_EVENT0("cc", "GLRenderer::videoYUVAProgram::initialize");
3373 program
->Initialize(output_surface_
->context_provider(), precision
,
3379 const GLRenderer::VideoStreamTextureProgram
*
3380 GLRenderer::GetVideoStreamTextureProgram(TexCoordPrecision precision
) {
3381 if (!Capabilities().using_egl_image
)
3383 DCHECK_GE(precision
, 0);
3384 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3385 VideoStreamTextureProgram
* program
=
3386 &video_stream_texture_program_
[precision
];
3387 if (!program
->initialized()) {
3388 TRACE_EVENT0("cc", "GLRenderer::streamTextureProgram::initialize");
3389 program
->Initialize(output_surface_
->context_provider(), precision
,
3390 SAMPLER_TYPE_EXTERNAL_OES
);
3395 void GLRenderer::CleanupSharedObjects() {
3396 shared_geometry_
= nullptr;
3398 for (int i
= 0; i
<= LAST_TEX_COORD_PRECISION
; ++i
) {
3399 for (int j
= 0; j
<= LAST_SAMPLER_TYPE
; ++j
) {
3400 tile_program_
[i
][j
].Cleanup(gl_
);
3401 tile_program_opaque_
[i
][j
].Cleanup(gl_
);
3402 tile_program_swizzle_
[i
][j
].Cleanup(gl_
);
3403 tile_program_swizzle_opaque_
[i
][j
].Cleanup(gl_
);
3404 tile_program_aa_
[i
][j
].Cleanup(gl_
);
3405 tile_program_swizzle_aa_
[i
][j
].Cleanup(gl_
);
3407 for (int k
= 0; k
<= LAST_BLEND_MODE
; k
++) {
3408 for (int l
= 0; l
<= LAST_MASK_VALUE
; ++l
) {
3409 render_pass_mask_program_
[i
][j
][k
][l
].Cleanup(gl_
);
3410 render_pass_mask_program_aa_
[i
][j
][k
][l
].Cleanup(gl_
);
3411 render_pass_mask_color_matrix_program_aa_
[i
][j
][k
][l
].Cleanup(gl_
);
3412 render_pass_mask_color_matrix_program_
[i
][j
][k
][l
].Cleanup(gl_
);
3416 video_yuv_program_
[i
][j
].Cleanup(gl_
);
3417 video_yuva_program_
[i
][j
].Cleanup(gl_
);
3419 for (int j
= 0; j
<= LAST_BLEND_MODE
; j
++) {
3420 render_pass_program_
[i
][j
].Cleanup(gl_
);
3421 render_pass_program_aa_
[i
][j
].Cleanup(gl_
);
3422 render_pass_color_matrix_program_
[i
][j
].Cleanup(gl_
);
3423 render_pass_color_matrix_program_aa_
[i
][j
].Cleanup(gl_
);
3426 for (int j
= 0; j
<= LAST_SAMPLER_TYPE
; ++j
) {
3427 texture_program_
[i
][j
].Cleanup(gl_
);
3428 nonpremultiplied_texture_program_
[i
][j
].Cleanup(gl_
);
3429 texture_background_program_
[i
][j
].Cleanup(gl_
);
3430 nonpremultiplied_texture_background_program_
[i
][j
].Cleanup(gl_
);
3432 texture_io_surface_program_
[i
].Cleanup(gl_
);
3434 video_stream_texture_program_
[i
].Cleanup(gl_
);
3437 debug_border_program_
.Cleanup(gl_
);
3438 solid_color_program_
.Cleanup(gl_
);
3439 solid_color_program_aa_
.Cleanup(gl_
);
3441 if (offscreen_framebuffer_id_
)
3442 gl_
->DeleteFramebuffers(1, &offscreen_framebuffer_id_
);
3444 if (on_demand_tile_raster_resource_id_
)
3445 resource_provider_
->DeleteResource(on_demand_tile_raster_resource_id_
);
3447 ReleaseRenderPassTextures();
3450 void GLRenderer::ReinitializeGLState() {
3451 is_scissor_enabled_
= false;
3452 scissor_rect_needs_reset_
= true;
3453 stencil_shadow_
= false;
3454 blend_shadow_
= true;
3455 program_shadow_
= 0;
3460 void GLRenderer::RestoreGLState() {
3461 // This restores the current GLRenderer state to the GL context.
3462 bound_geometry_
= NO_BINDING
;
3463 PrepareGeometry(SHARED_BINDING
);
3465 gl_
->Disable(GL_DEPTH_TEST
);
3466 gl_
->Disable(GL_CULL_FACE
);
3467 gl_
->ColorMask(true, true, true, true);
3468 gl_
->BlendFunc(GL_ONE
, GL_ONE_MINUS_SRC_ALPHA
);
3469 gl_
->ActiveTexture(GL_TEXTURE0
);
3471 if (program_shadow_
)
3472 gl_
->UseProgram(program_shadow_
);
3474 if (stencil_shadow_
)
3475 gl_
->Enable(GL_STENCIL_TEST
);
3477 gl_
->Disable(GL_STENCIL_TEST
);
3480 gl_
->Enable(GL_BLEND
);
3482 gl_
->Disable(GL_BLEND
);
3484 if (is_scissor_enabled_
) {
3485 gl_
->Enable(GL_SCISSOR_TEST
);
3486 gl_
->Scissor(scissor_rect_
.x(), scissor_rect_
.y(), scissor_rect_
.width(),
3487 scissor_rect_
.height());
3489 gl_
->Disable(GL_SCISSOR_TEST
);
3493 void GLRenderer::RestoreFramebuffer(DrawingFrame
* frame
) {
3494 UseRenderPass(frame
, frame
->current_render_pass
);
3496 // Call SetViewport directly, rather than through PrepareSurfaceForPass.
3497 // PrepareSurfaceForPass also clears the surface, which is not desired when
3502 bool GLRenderer::IsContextLost() {
3503 return gl_
->GetGraphicsResetStatusKHR() != GL_NO_ERROR
;
3506 void GLRenderer::ScheduleOverlays(DrawingFrame
* frame
) {
3507 if (!frame
->overlay_list
.size())
3510 ResourceProvider::ResourceIdArray resources
;
3511 OverlayCandidateList
& overlays
= frame
->overlay_list
;
3512 for (const OverlayCandidate
& overlay
: overlays
) {
3513 // Skip primary plane.
3514 if (overlay
.plane_z_order
== 0)
3517 unsigned texture_id
= 0;
3518 if (overlay
.use_output_surface_for_resource
) {
3519 texture_id
= output_surface_
->GetOverlayTextureId();
3522 pending_overlay_resources_
.push_back(
3523 make_scoped_ptr(new ResourceProvider::ScopedReadLockGL(
3524 resource_provider_
, overlay
.resource_id
)));
3525 texture_id
= pending_overlay_resources_
.back()->texture_id();
3528 context_support_
->ScheduleOverlayPlane(
3529 overlay
.plane_z_order
, overlay
.transform
, texture_id
,
3530 ToNearestRect(overlay
.display_rect
), overlay
.uv_rect
);