Revert of Linux MSan: enable swarming/sharding for browser_tests. (patchset #1 id...
[chromium-blink-merge.git] / cc / output / gl_renderer.cc
blob45d98b638859e2cadc76d4257740ee844ab2fcbc
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"
7 #include <algorithm>
8 #include <limits>
9 #include <set>
10 #include <string>
11 #include <vector>
13 #include "base/logging.h"
14 #include "base/trace_event/trace_event.h"
15 #include "cc/base/math_util.h"
16 #include "cc/layers/video_layer_impl.h"
17 #include "cc/output/compositor_frame.h"
18 #include "cc/output/compositor_frame_metadata.h"
19 #include "cc/output/context_provider.h"
20 #include "cc/output/copy_output_request.h"
21 #include "cc/output/geometry_binding.h"
22 #include "cc/output/gl_frame_data.h"
23 #include "cc/output/output_surface.h"
24 #include "cc/output/render_surface_filters.h"
25 #include "cc/quads/picture_draw_quad.h"
26 #include "cc/quads/render_pass.h"
27 #include "cc/quads/stream_video_draw_quad.h"
28 #include "cc/quads/texture_draw_quad.h"
29 #include "cc/resources/layer_quad.h"
30 #include "cc/resources/scoped_gpu_raster.h"
31 #include "cc/resources/scoped_resource.h"
32 #include "cc/resources/texture_mailbox_deleter.h"
33 #include "gpu/GLES2/gl2extchromium.h"
34 #include "gpu/command_buffer/client/context_support.h"
35 #include "gpu/command_buffer/client/gles2_interface.h"
36 #include "gpu/command_buffer/common/gpu_memory_allocation.h"
37 #include "third_party/skia/include/core/SkBitmap.h"
38 #include "third_party/skia/include/core/SkColor.h"
39 #include "third_party/skia/include/core/SkColorFilter.h"
40 #include "third_party/skia/include/core/SkImage.h"
41 #include "third_party/skia/include/core/SkSurface.h"
42 #include "third_party/skia/include/gpu/GrContext.h"
43 #include "third_party/skia/include/gpu/GrTexture.h"
44 #include "third_party/skia/include/gpu/SkGrTexturePixelRef.h"
45 #include "third_party/skia/include/gpu/gl/GrGLInterface.h"
46 #include "ui/gfx/geometry/quad_f.h"
47 #include "ui/gfx/geometry/rect_conversions.h"
49 using gpu::gles2::GLES2Interface;
51 namespace cc {
52 namespace {
54 bool NeedsIOSurfaceReadbackWorkaround() {
55 #if defined(OS_MACOSX)
56 // This isn't strictly required in DumpRenderTree-mode when Mesa is used,
57 // but it doesn't seem to hurt.
58 return true;
59 #else
60 return false;
61 #endif
64 Float4 UVTransform(const TextureDrawQuad* quad) {
65 gfx::PointF uv0 = quad->uv_top_left;
66 gfx::PointF uv1 = quad->uv_bottom_right;
67 Float4 xform = {{uv0.x(), uv0.y(), uv1.x() - uv0.x(), uv1.y() - uv0.y()}};
68 if (quad->flipped) {
69 xform.data[1] = 1.0f - xform.data[1];
70 xform.data[3] = -xform.data[3];
72 return xform;
75 Float4 PremultipliedColor(SkColor color) {
76 const float factor = 1.0f / 255.0f;
77 const float alpha = SkColorGetA(color) * factor;
79 Float4 result = {
80 {SkColorGetR(color) * factor * alpha, SkColorGetG(color) * factor * alpha,
81 SkColorGetB(color) * factor * alpha, alpha}};
82 return result;
85 SamplerType SamplerTypeFromTextureTarget(GLenum target) {
86 switch (target) {
87 case GL_TEXTURE_2D:
88 return SamplerType2D;
89 case GL_TEXTURE_RECTANGLE_ARB:
90 return SamplerType2DRect;
91 case GL_TEXTURE_EXTERNAL_OES:
92 return SamplerTypeExternalOES;
93 default:
94 NOTREACHED();
95 return SamplerType2D;
99 BlendMode BlendModeFromSkXfermode(SkXfermode::Mode mode) {
100 switch (mode) {
101 case SkXfermode::kSrcOver_Mode:
102 return BlendModeNormal;
103 case SkXfermode::kScreen_Mode:
104 return BlendModeScreen;
105 case SkXfermode::kOverlay_Mode:
106 return BlendModeOverlay;
107 case SkXfermode::kDarken_Mode:
108 return BlendModeDarken;
109 case SkXfermode::kLighten_Mode:
110 return BlendModeLighten;
111 case SkXfermode::kColorDodge_Mode:
112 return BlendModeColorDodge;
113 case SkXfermode::kColorBurn_Mode:
114 return BlendModeColorBurn;
115 case SkXfermode::kHardLight_Mode:
116 return BlendModeHardLight;
117 case SkXfermode::kSoftLight_Mode:
118 return BlendModeSoftLight;
119 case SkXfermode::kDifference_Mode:
120 return BlendModeDifference;
121 case SkXfermode::kExclusion_Mode:
122 return BlendModeExclusion;
123 case SkXfermode::kMultiply_Mode:
124 return BlendModeMultiply;
125 case SkXfermode::kHue_Mode:
126 return BlendModeHue;
127 case SkXfermode::kSaturation_Mode:
128 return BlendModeSaturation;
129 case SkXfermode::kColor_Mode:
130 return BlendModeColor;
131 case SkXfermode::kLuminosity_Mode:
132 return BlendModeLuminosity;
133 default:
134 NOTREACHED();
135 return BlendModeNone;
139 // Smallest unit that impact anti-aliasing output. We use this to
140 // determine when anti-aliasing is unnecessary.
141 const float kAntiAliasingEpsilon = 1.0f / 1024.0f;
143 // Block or crash if the number of pending sync queries reach this high as
144 // something is seriously wrong on the service side if this happens.
145 const size_t kMaxPendingSyncQueries = 16;
147 } // anonymous namespace
149 static GLint GetActiveTextureUnit(GLES2Interface* gl) {
150 GLint active_unit = 0;
151 gl->GetIntegerv(GL_ACTIVE_TEXTURE, &active_unit);
152 return active_unit;
155 class GLRenderer::ScopedUseGrContext {
156 public:
157 static scoped_ptr<ScopedUseGrContext> Create(GLRenderer* renderer,
158 DrawingFrame* frame) {
159 return make_scoped_ptr(new ScopedUseGrContext(renderer, frame));
162 ~ScopedUseGrContext() {
163 // Pass context control back to GLrenderer.
164 scoped_gpu_raster_ = nullptr;
165 renderer_->RestoreGLState();
166 renderer_->RestoreFramebuffer(frame_);
169 GrContext* context() const {
170 return renderer_->output_surface_->context_provider()->GrContext();
173 private:
174 ScopedUseGrContext(GLRenderer* renderer, DrawingFrame* frame)
175 : scoped_gpu_raster_(
176 new ScopedGpuRaster(renderer->output_surface_->context_provider())),
177 renderer_(renderer),
178 frame_(frame) {
179 // scoped_gpu_raster_ passes context control to Skia.
182 scoped_ptr<ScopedGpuRaster> scoped_gpu_raster_;
183 GLRenderer* renderer_;
184 DrawingFrame* frame_;
186 DISALLOW_COPY_AND_ASSIGN(ScopedUseGrContext);
189 struct GLRenderer::PendingAsyncReadPixels {
190 PendingAsyncReadPixels() : buffer(0) {}
192 scoped_ptr<CopyOutputRequest> copy_request;
193 base::CancelableClosure finished_read_pixels_callback;
194 unsigned buffer;
196 private:
197 DISALLOW_COPY_AND_ASSIGN(PendingAsyncReadPixels);
200 class GLRenderer::SyncQuery {
201 public:
202 explicit SyncQuery(gpu::gles2::GLES2Interface* gl)
203 : gl_(gl), query_id_(0u), is_pending_(false), weak_ptr_factory_(this) {
204 gl_->GenQueriesEXT(1, &query_id_);
206 virtual ~SyncQuery() { gl_->DeleteQueriesEXT(1, &query_id_); }
208 scoped_refptr<ResourceProvider::Fence> Begin() {
209 DCHECK(!IsPending());
210 // Invalidate weak pointer held by old fence.
211 weak_ptr_factory_.InvalidateWeakPtrs();
212 // Note: In case the set of drawing commands issued before End() do not
213 // depend on the query, defer BeginQueryEXT call until Set() is called and
214 // query is required.
215 return make_scoped_refptr<ResourceProvider::Fence>(
216 new Fence(weak_ptr_factory_.GetWeakPtr()));
219 void Set() {
220 if (is_pending_)
221 return;
223 // Note: BeginQueryEXT on GL_COMMANDS_COMPLETED_CHROMIUM is effectively a
224 // noop relative to GL, so it doesn't matter where it happens but we still
225 // make sure to issue this command when Set() is called (prior to issuing
226 // any drawing commands that depend on query), in case some future extension
227 // can take advantage of this.
228 gl_->BeginQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM, query_id_);
229 is_pending_ = true;
232 void End() {
233 if (!is_pending_)
234 return;
236 gl_->EndQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM);
239 bool IsPending() {
240 if (!is_pending_)
241 return false;
243 unsigned result_available = 1;
244 gl_->GetQueryObjectuivEXT(
245 query_id_, GL_QUERY_RESULT_AVAILABLE_EXT, &result_available);
246 is_pending_ = !result_available;
247 return is_pending_;
250 void Wait() {
251 if (!is_pending_)
252 return;
254 unsigned result = 0;
255 gl_->GetQueryObjectuivEXT(query_id_, GL_QUERY_RESULT_EXT, &result);
256 is_pending_ = false;
259 private:
260 class Fence : public ResourceProvider::Fence {
261 public:
262 explicit Fence(base::WeakPtr<GLRenderer::SyncQuery> query)
263 : query_(query) {}
265 // Overridden from ResourceProvider::Fence:
266 void Set() override {
267 DCHECK(query_);
268 query_->Set();
270 bool HasPassed() override { return !query_ || !query_->IsPending(); }
271 void Wait() override {
272 if (query_)
273 query_->Wait();
276 private:
277 ~Fence() override {}
279 base::WeakPtr<SyncQuery> query_;
281 DISALLOW_COPY_AND_ASSIGN(Fence);
284 gpu::gles2::GLES2Interface* gl_;
285 unsigned query_id_;
286 bool is_pending_;
287 base::WeakPtrFactory<SyncQuery> weak_ptr_factory_;
289 DISALLOW_COPY_AND_ASSIGN(SyncQuery);
292 scoped_ptr<GLRenderer> GLRenderer::Create(
293 RendererClient* client,
294 const RendererSettings* settings,
295 OutputSurface* output_surface,
296 ResourceProvider* resource_provider,
297 TextureMailboxDeleter* texture_mailbox_deleter,
298 int highp_threshold_min) {
299 return make_scoped_ptr(new GLRenderer(client,
300 settings,
301 output_surface,
302 resource_provider,
303 texture_mailbox_deleter,
304 highp_threshold_min));
307 GLRenderer::GLRenderer(RendererClient* client,
308 const RendererSettings* settings,
309 OutputSurface* output_surface,
310 ResourceProvider* resource_provider,
311 TextureMailboxDeleter* texture_mailbox_deleter,
312 int highp_threshold_min)
313 : DirectRenderer(client, settings, output_surface, resource_provider),
314 offscreen_framebuffer_id_(0),
315 shared_geometry_quad_(QuadVertexRect()),
316 gl_(output_surface->context_provider()->ContextGL()),
317 context_support_(output_surface->context_provider()->ContextSupport()),
318 texture_mailbox_deleter_(texture_mailbox_deleter),
319 is_backbuffer_discarded_(false),
320 is_scissor_enabled_(false),
321 scissor_rect_needs_reset_(true),
322 stencil_shadow_(false),
323 blend_shadow_(false),
324 highp_threshold_min_(highp_threshold_min),
325 highp_threshold_cache_(0),
326 use_sync_query_(false),
327 on_demand_tile_raster_resource_id_(0) {
328 DCHECK(gl_);
329 DCHECK(context_support_);
331 ContextProvider::Capabilities context_caps =
332 output_surface_->context_provider()->ContextCapabilities();
334 capabilities_.using_partial_swap =
335 settings_->partial_swap_enabled && context_caps.gpu.post_sub_buffer;
337 DCHECK(!context_caps.gpu.iosurface || context_caps.gpu.texture_rectangle);
339 capabilities_.using_egl_image = context_caps.gpu.egl_image_external;
341 capabilities_.max_texture_size = resource_provider_->max_texture_size();
342 capabilities_.best_texture_format = resource_provider_->best_texture_format();
344 // The updater can access textures while the GLRenderer is using them.
345 capabilities_.allow_partial_texture_updates = true;
347 capabilities_.using_image = context_caps.gpu.image;
349 capabilities_.using_discard_framebuffer =
350 context_caps.gpu.discard_framebuffer;
352 capabilities_.allow_rasterize_on_demand = true;
354 use_sync_query_ = context_caps.gpu.sync_query;
355 use_blend_equation_advanced_ = context_caps.gpu.blend_equation_advanced;
356 use_blend_equation_advanced_coherent_ =
357 context_caps.gpu.blend_equation_advanced_coherent;
359 InitializeSharedObjects();
362 GLRenderer::~GLRenderer() {
363 while (!pending_async_read_pixels_.empty()) {
364 PendingAsyncReadPixels* pending_read = pending_async_read_pixels_.back();
365 pending_read->finished_read_pixels_callback.Cancel();
366 pending_async_read_pixels_.pop_back();
369 in_use_overlay_resources_.clear();
371 CleanupSharedObjects();
374 const RendererCapabilitiesImpl& GLRenderer::Capabilities() const {
375 return capabilities_;
378 void GLRenderer::DebugGLCall(GLES2Interface* gl,
379 const char* command,
380 const char* file,
381 int line) {
382 GLuint error = gl->GetError();
383 if (error != GL_NO_ERROR)
384 LOG(ERROR) << "GL command failed: File: " << file << "\n\tLine " << line
385 << "\n\tcommand: " << command << ", error "
386 << static_cast<int>(error) << "\n";
389 void GLRenderer::DidChangeVisibility() {
390 EnforceMemoryPolicy();
392 context_support_->SetSurfaceVisible(visible());
395 void GLRenderer::ReleaseRenderPassTextures() { render_pass_textures_.clear(); }
397 void GLRenderer::DiscardPixels(bool has_external_stencil_test,
398 bool draw_rect_covers_full_surface) {
399 if (has_external_stencil_test || !draw_rect_covers_full_surface ||
400 !capabilities_.using_discard_framebuffer)
401 return;
402 bool using_default_framebuffer =
403 !current_framebuffer_lock_ &&
404 output_surface_->capabilities().uses_default_gl_framebuffer;
405 GLenum attachments[] = {static_cast<GLenum>(
406 using_default_framebuffer ? GL_COLOR_EXT : GL_COLOR_ATTACHMENT0_EXT)};
407 gl_->DiscardFramebufferEXT(
408 GL_FRAMEBUFFER, arraysize(attachments), attachments);
411 void GLRenderer::ClearFramebuffer(DrawingFrame* frame,
412 bool has_external_stencil_test) {
413 // It's unsafe to clear when we have a stencil test because glClear ignores
414 // stencil.
415 if (has_external_stencil_test) {
416 DCHECK(!frame->current_render_pass->has_transparent_background);
417 return;
420 // On DEBUG builds, opaque render passes are cleared to blue to easily see
421 // regions that were not drawn on the screen.
422 if (frame->current_render_pass->has_transparent_background)
423 GLC(gl_, gl_->ClearColor(0, 0, 0, 0));
424 else
425 GLC(gl_, gl_->ClearColor(0, 0, 1, 1));
427 bool always_clear = false;
428 #ifndef NDEBUG
429 always_clear = true;
430 #endif
431 if (always_clear || frame->current_render_pass->has_transparent_background) {
432 GLbitfield clear_bits = GL_COLOR_BUFFER_BIT;
433 if (always_clear)
434 clear_bits |= GL_STENCIL_BUFFER_BIT;
435 gl_->Clear(clear_bits);
439 static ResourceProvider::ResourceId WaitOnResourceSyncPoints(
440 ResourceProvider* resource_provider,
441 ResourceProvider::ResourceId resource_id) {
442 resource_provider->WaitSyncPointIfNeeded(resource_id);
443 return resource_id;
446 void GLRenderer::BeginDrawingFrame(DrawingFrame* frame) {
447 TRACE_EVENT0("cc", "GLRenderer::BeginDrawingFrame");
449 scoped_refptr<ResourceProvider::Fence> read_lock_fence;
450 if (use_sync_query_) {
451 // Block until oldest sync query has passed if the number of pending queries
452 // ever reach kMaxPendingSyncQueries.
453 if (pending_sync_queries_.size() >= kMaxPendingSyncQueries) {
454 LOG(ERROR) << "Reached limit of pending sync queries.";
456 pending_sync_queries_.front()->Wait();
457 DCHECK(!pending_sync_queries_.front()->IsPending());
460 while (!pending_sync_queries_.empty()) {
461 if (pending_sync_queries_.front()->IsPending())
462 break;
464 available_sync_queries_.push_back(pending_sync_queries_.take_front());
467 current_sync_query_ = available_sync_queries_.empty()
468 ? make_scoped_ptr(new SyncQuery(gl_))
469 : available_sync_queries_.take_front();
471 read_lock_fence = current_sync_query_->Begin();
472 } else {
473 read_lock_fence =
474 make_scoped_refptr(new ResourceProvider::SynchronousFence(gl_));
476 resource_provider_->SetReadLockFence(read_lock_fence.get());
478 // Insert WaitSyncPointCHROMIUM on quad resources prior to drawing the frame,
479 // so that drawing can proceed without GL context switching interruptions.
480 DrawQuad::ResourceIteratorCallback wait_on_resource_syncpoints_callback =
481 base::Bind(&WaitOnResourceSyncPoints, resource_provider_);
483 for (const auto& pass : *frame->render_passes_in_draw_order) {
484 for (const auto& quad : pass->quad_list)
485 quad->IterateResources(wait_on_resource_syncpoints_callback);
488 // TODO(enne): Do we need to reinitialize all of this state per frame?
489 ReinitializeGLState();
492 void GLRenderer::DoNoOp() {
493 GLC(gl_, gl_->BindFramebuffer(GL_FRAMEBUFFER, 0));
494 GLC(gl_, gl_->Flush());
497 void GLRenderer::DoDrawQuad(DrawingFrame* frame, const DrawQuad* quad) {
498 DCHECK(quad->rect.Contains(quad->visible_rect));
499 if (quad->material != DrawQuad::TEXTURE_CONTENT) {
500 FlushTextureQuadCache();
503 switch (quad->material) {
504 case DrawQuad::INVALID:
505 NOTREACHED();
506 break;
507 case DrawQuad::CHECKERBOARD:
508 DrawCheckerboardQuad(frame, CheckerboardDrawQuad::MaterialCast(quad));
509 break;
510 case DrawQuad::DEBUG_BORDER:
511 DrawDebugBorderQuad(frame, DebugBorderDrawQuad::MaterialCast(quad));
512 break;
513 case DrawQuad::IO_SURFACE_CONTENT:
514 DrawIOSurfaceQuad(frame, IOSurfaceDrawQuad::MaterialCast(quad));
515 break;
516 case DrawQuad::PICTURE_CONTENT:
517 DrawPictureQuad(frame, PictureDrawQuad::MaterialCast(quad));
518 break;
519 case DrawQuad::RENDER_PASS:
520 DrawRenderPassQuad(frame, RenderPassDrawQuad::MaterialCast(quad));
521 break;
522 case DrawQuad::SOLID_COLOR:
523 DrawSolidColorQuad(frame, SolidColorDrawQuad::MaterialCast(quad));
524 break;
525 case DrawQuad::STREAM_VIDEO_CONTENT:
526 DrawStreamVideoQuad(frame, StreamVideoDrawQuad::MaterialCast(quad));
527 break;
528 case DrawQuad::SURFACE_CONTENT:
529 // Surface content should be fully resolved to other quad types before
530 // reaching a direct renderer.
531 NOTREACHED();
532 break;
533 case DrawQuad::TEXTURE_CONTENT:
534 EnqueueTextureQuad(frame, TextureDrawQuad::MaterialCast(quad));
535 break;
536 case DrawQuad::TILED_CONTENT:
537 DrawTileQuad(frame, TileDrawQuad::MaterialCast(quad));
538 break;
539 case DrawQuad::YUV_VIDEO_CONTENT:
540 DrawYUVVideoQuad(frame, YUVVideoDrawQuad::MaterialCast(quad));
541 break;
545 void GLRenderer::DrawCheckerboardQuad(const DrawingFrame* frame,
546 const CheckerboardDrawQuad* quad) {
547 SetBlendEnabled(quad->ShouldDrawWithBlending());
549 const TileCheckerboardProgram* program = GetTileCheckerboardProgram();
550 DCHECK(program && (program->initialized() || IsContextLost()));
551 SetUseProgram(program->program());
553 SkColor color = quad->color;
554 GLC(gl_,
555 gl_->Uniform4f(program->fragment_shader().color_location(),
556 SkColorGetR(color) * (1.0f / 255.0f),
557 SkColorGetG(color) * (1.0f / 255.0f),
558 SkColorGetB(color) * (1.0f / 255.0f),
559 1));
561 const int checkerboard_width = 16;
562 float frequency = 1.0f / checkerboard_width;
564 gfx::Rect tile_rect = quad->rect;
565 float tex_offset_x = tile_rect.x() % checkerboard_width;
566 float tex_offset_y = tile_rect.y() % checkerboard_width;
567 float tex_scale_x = tile_rect.width();
568 float tex_scale_y = tile_rect.height();
569 GLC(gl_,
570 gl_->Uniform4f(program->fragment_shader().tex_transform_location(),
571 tex_offset_x,
572 tex_offset_y,
573 tex_scale_x,
574 tex_scale_y));
576 GLC(gl_,
577 gl_->Uniform1f(program->fragment_shader().frequency_location(),
578 frequency));
580 SetShaderOpacity(quad->opacity(),
581 program->fragment_shader().alpha_location());
582 DrawQuadGeometry(frame,
583 quad->quadTransform(),
584 quad->rect,
585 program->vertex_shader().matrix_location());
588 void GLRenderer::DrawDebugBorderQuad(const DrawingFrame* frame,
589 const DebugBorderDrawQuad* quad) {
590 SetBlendEnabled(quad->ShouldDrawWithBlending());
592 static float gl_matrix[16];
593 const DebugBorderProgram* program = GetDebugBorderProgram();
594 DCHECK(program && (program->initialized() || IsContextLost()));
595 SetUseProgram(program->program());
597 // Use the full quad_rect for debug quads to not move the edges based on
598 // partial swaps.
599 gfx::Rect layer_rect = quad->rect;
600 gfx::Transform render_matrix;
601 QuadRectTransform(&render_matrix, quad->quadTransform(), layer_rect);
602 GLRenderer::ToGLMatrix(&gl_matrix[0],
603 frame->projection_matrix * render_matrix);
604 GLC(gl_,
605 gl_->UniformMatrix4fv(
606 program->vertex_shader().matrix_location(), 1, false, &gl_matrix[0]));
608 SkColor color = quad->color;
609 float alpha = SkColorGetA(color) * (1.0f / 255.0f);
611 GLC(gl_,
612 gl_->Uniform4f(program->fragment_shader().color_location(),
613 (SkColorGetR(color) * (1.0f / 255.0f)) * alpha,
614 (SkColorGetG(color) * (1.0f / 255.0f)) * alpha,
615 (SkColorGetB(color) * (1.0f / 255.0f)) * alpha,
616 alpha));
618 GLC(gl_, gl_->LineWidth(quad->width));
620 // The indices for the line are stored in the same array as the triangle
621 // indices.
622 GLC(gl_, gl_->DrawElements(GL_LINE_LOOP, 4, GL_UNSIGNED_SHORT, 0));
625 static skia::RefPtr<SkImage> ApplyImageFilter(
626 scoped_ptr<GLRenderer::ScopedUseGrContext> use_gr_context,
627 ResourceProvider* resource_provider,
628 const gfx::Point& origin,
629 const gfx::Vector2dF& scale,
630 SkImageFilter* filter,
631 ScopedResource* source_texture_resource) {
632 if (!filter)
633 return skia::RefPtr<SkImage>();
635 if (!use_gr_context)
636 return skia::RefPtr<SkImage>();
638 ResourceProvider::ScopedReadLockGL lock(resource_provider,
639 source_texture_resource->id());
641 // Wrap the source texture in a Ganesh platform texture.
642 GrBackendTextureDesc backend_texture_description;
643 backend_texture_description.fWidth = source_texture_resource->size().width();
644 backend_texture_description.fHeight =
645 source_texture_resource->size().height();
646 backend_texture_description.fConfig = kSkia8888_GrPixelConfig;
647 backend_texture_description.fTextureHandle = lock.texture_id();
648 backend_texture_description.fOrigin = kBottomLeft_GrSurfaceOrigin;
649 skia::RefPtr<GrTexture> texture =
650 skia::AdoptRef(use_gr_context->context()->wrapBackendTexture(
651 backend_texture_description));
652 if (!texture) {
653 TRACE_EVENT_INSTANT0("cc",
654 "ApplyImageFilter wrap background texture failed",
655 TRACE_EVENT_SCOPE_THREAD);
656 return skia::RefPtr<SkImage>();
659 SkImageInfo info =
660 SkImageInfo::MakeN32Premul(source_texture_resource->size().width(),
661 source_texture_resource->size().height());
662 // Place the platform texture inside an SkBitmap.
663 SkBitmap source;
664 source.setInfo(info);
665 skia::RefPtr<SkGrPixelRef> pixel_ref =
666 skia::AdoptRef(new SkGrPixelRef(info, texture.get()));
667 source.setPixelRef(pixel_ref.get());
669 // Create a scratch texture for backing store.
670 GrTextureDesc desc;
671 desc.fFlags = kRenderTarget_GrTextureFlagBit | kNoStencil_GrTextureFlagBit;
672 desc.fSampleCnt = 0;
673 desc.fWidth = source.width();
674 desc.fHeight = source.height();
675 desc.fConfig = kSkia8888_GrPixelConfig;
676 desc.fOrigin = kBottomLeft_GrSurfaceOrigin;
677 skia::RefPtr<GrTexture> backing_store =
678 skia::AdoptRef(use_gr_context->context()->refScratchTexture(
679 desc, GrContext::kExact_ScratchTexMatch));
680 if (!backing_store) {
681 TRACE_EVENT_INSTANT0("cc",
682 "ApplyImageFilter scratch texture allocation failed",
683 TRACE_EVENT_SCOPE_THREAD);
684 return skia::RefPtr<SkImage>();
687 // Create surface to draw into.
688 skia::RefPtr<SkSurface> surface = skia::AdoptRef(
689 SkSurface::NewRenderTargetDirect(backing_store->asRenderTarget()));
690 skia::RefPtr<SkCanvas> canvas = skia::SharePtr(surface->getCanvas());
692 // Draw the source bitmap through the filter to the canvas.
693 SkPaint paint;
694 paint.setImageFilter(filter);
695 canvas->clear(SK_ColorTRANSPARENT);
697 canvas->translate(SkIntToScalar(-origin.x()), SkIntToScalar(-origin.y()));
698 canvas->scale(scale.x(), scale.y());
699 canvas->drawSprite(source, 0, 0, &paint);
701 skia::RefPtr<SkImage> image = skia::AdoptRef(surface->newImageSnapshot());
702 if (!image || !image->getTexture()) {
703 return skia::RefPtr<SkImage>();
706 // Flush the GrContext to ensure all buffered GL calls are drawn to the
707 // backing store before we access and return it, and have cc begin using the
708 // GL context again.
709 canvas->flush();
711 return image;
714 bool GLRenderer::CanApplyBlendModeUsingBlendFunc(SkXfermode::Mode blend_mode) {
715 return use_blend_equation_advanced_ ||
716 blend_mode == SkXfermode::kScreen_Mode ||
717 blend_mode == SkXfermode::kSrcOver_Mode;
720 void GLRenderer::ApplyBlendModeUsingBlendFunc(SkXfermode::Mode blend_mode) {
721 DCHECK(CanApplyBlendModeUsingBlendFunc(blend_mode));
723 // Any modes set here must be reset in RestoreBlendFuncToDefault
724 if (use_blend_equation_advanced_) {
725 GLenum equation = GL_FUNC_ADD;
727 switch (blend_mode) {
728 case SkXfermode::kScreen_Mode:
729 equation = GL_SCREEN_KHR;
730 break;
731 case SkXfermode::kOverlay_Mode:
732 equation = GL_OVERLAY_KHR;
733 break;
734 case SkXfermode::kDarken_Mode:
735 equation = GL_DARKEN_KHR;
736 break;
737 case SkXfermode::kLighten_Mode:
738 equation = GL_LIGHTEN_KHR;
739 break;
740 case SkXfermode::kColorDodge_Mode:
741 equation = GL_COLORDODGE_KHR;
742 break;
743 case SkXfermode::kColorBurn_Mode:
744 equation = GL_COLORBURN_KHR;
745 break;
746 case SkXfermode::kHardLight_Mode:
747 equation = GL_HARDLIGHT_KHR;
748 break;
749 case SkXfermode::kSoftLight_Mode:
750 equation = GL_SOFTLIGHT_KHR;
751 break;
752 case SkXfermode::kDifference_Mode:
753 equation = GL_DIFFERENCE_KHR;
754 break;
755 case SkXfermode::kExclusion_Mode:
756 equation = GL_EXCLUSION_KHR;
757 break;
758 case SkXfermode::kMultiply_Mode:
759 equation = GL_MULTIPLY_KHR;
760 break;
761 case SkXfermode::kHue_Mode:
762 equation = GL_HSL_HUE_KHR;
763 break;
764 case SkXfermode::kSaturation_Mode:
765 equation = GL_HSL_SATURATION_KHR;
766 break;
767 case SkXfermode::kColor_Mode:
768 equation = GL_HSL_COLOR_KHR;
769 break;
770 case SkXfermode::kLuminosity_Mode:
771 equation = GL_HSL_LUMINOSITY_KHR;
772 break;
773 default:
774 return;
777 GLC(gl_, gl_->BlendEquation(equation));
778 } else {
779 if (blend_mode == SkXfermode::kScreen_Mode) {
780 GLC(gl_, gl_->BlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ONE));
785 void GLRenderer::RestoreBlendFuncToDefault(SkXfermode::Mode blend_mode) {
786 if (blend_mode == SkXfermode::kSrcOver_Mode)
787 return;
789 if (use_blend_equation_advanced_) {
790 GLC(gl_, gl_->BlendEquation(GL_FUNC_ADD));
791 } else {
792 GLC(gl_, gl_->BlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA));
796 bool GLRenderer::ShouldApplyBackgroundFilters(DrawingFrame* frame,
797 const RenderPassDrawQuad* quad) {
798 if (quad->background_filters.IsEmpty())
799 return false;
801 // TODO(danakj): We only allow background filters on an opaque render surface
802 // because other surfaces may contain translucent pixels, and the contents
803 // behind those translucent pixels wouldn't have the filter applied.
804 if (frame->current_render_pass->has_transparent_background)
805 return false;
807 // TODO(ajuma): Add support for reference filters once
808 // FilterOperations::GetOutsets supports reference filters.
809 if (quad->background_filters.HasReferenceFilter())
810 return false;
811 return true;
814 gfx::Rect GLRenderer::GetBackdropBoundingBoxForRenderPassQuad(
815 DrawingFrame* frame,
816 const RenderPassDrawQuad* quad,
817 const gfx::Transform& contents_device_transform,
818 bool use_aa) {
819 gfx::Rect backdrop_rect = gfx::ToEnclosingRect(MathUtil::MapClippedRect(
820 contents_device_transform, SharedGeometryQuad().BoundingBox()));
822 if (ShouldApplyBackgroundFilters(frame, quad)) {
823 int top, right, bottom, left;
824 quad->background_filters.GetOutsets(&top, &right, &bottom, &left);
825 backdrop_rect.Inset(-left, -top, -right, -bottom);
828 if (!backdrop_rect.IsEmpty() && use_aa) {
829 const int kOutsetForAntialiasing = 1;
830 backdrop_rect.Inset(-kOutsetForAntialiasing, -kOutsetForAntialiasing);
833 backdrop_rect.Intersect(MoveFromDrawToWindowSpace(
834 frame, frame->current_render_pass->output_rect));
835 return backdrop_rect;
838 scoped_ptr<ScopedResource> GLRenderer::GetBackdropTexture(
839 const gfx::Rect& bounding_rect) {
840 scoped_ptr<ScopedResource> device_background_texture =
841 ScopedResource::Create(resource_provider_);
842 // CopyTexImage2D fails when called on a texture having immutable storage.
843 device_background_texture->Allocate(
844 bounding_rect.size(), ResourceProvider::TextureHintDefault, RGBA_8888);
846 ResourceProvider::ScopedWriteLockGL lock(resource_provider_,
847 device_background_texture->id());
848 GetFramebufferTexture(
849 lock.texture_id(), device_background_texture->format(), bounding_rect);
851 return device_background_texture.Pass();
854 skia::RefPtr<SkImage> GLRenderer::ApplyBackgroundFilters(
855 DrawingFrame* frame,
856 const RenderPassDrawQuad* quad,
857 ScopedResource* background_texture) {
858 DCHECK(ShouldApplyBackgroundFilters(frame, quad));
859 skia::RefPtr<SkImageFilter> filter = RenderSurfaceFilters::BuildImageFilter(
860 quad->background_filters, background_texture->size());
862 skia::RefPtr<SkImage> background_with_filters =
863 ApplyImageFilter(ScopedUseGrContext::Create(this, frame),
864 resource_provider_,
865 quad->rect.origin(),
866 quad->filters_scale,
867 filter.get(),
868 background_texture);
869 return background_with_filters;
872 void GLRenderer::DrawRenderPassQuad(DrawingFrame* frame,
873 const RenderPassDrawQuad* quad) {
874 ScopedResource* contents_texture =
875 render_pass_textures_.get(quad->render_pass_id);
876 if (!contents_texture || !contents_texture->id())
877 return;
879 gfx::Transform quad_rect_matrix;
880 QuadRectTransform(&quad_rect_matrix, quad->quadTransform(), quad->rect);
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())
887 return;
889 gfx::QuadF surface_quad = SharedGeometryQuad();
890 float edge[24];
891 bool use_aa = settings_->allow_antialiasing &&
892 ShouldAntialiasQuad(contents_device_transform, quad,
893 settings_->force_antialiasing);
895 if (use_aa)
896 SetupQuadForAntialiasing(contents_device_transform, quad,
897 &surface_quad, edge);
899 SkXfermode::Mode blend_mode = quad->shared_quad_state->blend_mode;
900 bool use_shaders_for_blending =
901 !CanApplyBlendModeUsingBlendFunc(blend_mode) ||
902 ShouldApplyBackgroundFilters(frame, quad) ||
903 settings_->force_blending_with_shaders;
905 scoped_ptr<ScopedResource> background_texture;
906 skia::RefPtr<SkImage> background_image;
907 gfx::Rect background_rect;
908 if (use_shaders_for_blending) {
909 // Compute a bounding box around the pixels that will be visible through
910 // the quad.
911 background_rect = GetBackdropBoundingBoxForRenderPassQuad(
912 frame, quad, contents_device_transform, use_aa);
914 if (!background_rect.IsEmpty()) {
915 // The pixels from the filtered background should completely replace the
916 // current pixel values.
917 if (blend_enabled())
918 SetBlendEnabled(false);
920 // Read the pixels in the bounding box into a buffer R.
921 // This function allocates a texture, which should contribute to the
922 // amount of memory used by render surfaces:
923 // LayerTreeHost::CalculateMemoryForRenderSurfaces.
924 background_texture = GetBackdropTexture(background_rect);
926 if (ShouldApplyBackgroundFilters(frame, quad) && background_texture) {
927 // Apply the background filters to R, so that it is applied in the
928 // pixels' coordinate space.
929 background_image =
930 ApplyBackgroundFilters(frame, quad, background_texture.get());
934 if (!background_texture) {
935 // Something went wrong with reading the backdrop.
936 DCHECK(!background_image);
937 use_shaders_for_blending = false;
938 } else if (background_image) {
939 background_texture.reset();
940 } else if (CanApplyBlendModeUsingBlendFunc(blend_mode) &&
941 ShouldApplyBackgroundFilters(frame, quad)) {
942 // Something went wrong with applying background filters to the backdrop.
943 use_shaders_for_blending = false;
944 background_texture.reset();
948 SetBlendEnabled(
949 !use_shaders_for_blending &&
950 (quad->ShouldDrawWithBlending() || !IsDefaultBlendMode(blend_mode)));
952 // TODO(senorblanco): Cache this value so that we don't have to do it for both
953 // the surface and its replica. Apply filters to the contents texture.
954 skia::RefPtr<SkImage> filter_image;
955 SkScalar color_matrix[20];
956 bool use_color_matrix = false;
957 if (!quad->filters.IsEmpty()) {
958 skia::RefPtr<SkImageFilter> filter = RenderSurfaceFilters::BuildImageFilter(
959 quad->filters, contents_texture->size());
960 if (filter) {
961 skia::RefPtr<SkColorFilter> cf;
964 SkColorFilter* colorfilter_rawptr = NULL;
965 filter->asColorFilter(&colorfilter_rawptr);
966 cf = skia::AdoptRef(colorfilter_rawptr);
969 if (cf && cf->asColorMatrix(color_matrix) && !filter->getInput(0)) {
970 // We have a single color matrix as a filter; apply it locally
971 // in the compositor.
972 use_color_matrix = true;
973 } else {
974 filter_image = ApplyImageFilter(ScopedUseGrContext::Create(this, frame),
975 resource_provider_,
976 quad->rect.origin(),
977 quad->filters_scale,
978 filter.get(),
979 contents_texture);
984 scoped_ptr<ResourceProvider::ScopedSamplerGL> mask_resource_lock;
985 unsigned mask_texture_id = 0;
986 SamplerType mask_sampler = SamplerTypeNA;
987 if (quad->mask_resource_id) {
988 mask_resource_lock.reset(new ResourceProvider::ScopedSamplerGL(
989 resource_provider_, quad->mask_resource_id, GL_TEXTURE1, GL_LINEAR));
990 mask_texture_id = mask_resource_lock->texture_id();
991 mask_sampler = SamplerTypeFromTextureTarget(mask_resource_lock->target());
994 scoped_ptr<ResourceProvider::ScopedSamplerGL> contents_resource_lock;
995 if (filter_image) {
996 GrTexture* texture = filter_image->getTexture();
997 DCHECK_EQ(GL_TEXTURE0, GetActiveTextureUnit(gl_));
998 gl_->BindTexture(GL_TEXTURE_2D, texture->getTextureHandle());
999 } else {
1000 contents_resource_lock =
1001 make_scoped_ptr(new ResourceProvider::ScopedSamplerGL(
1002 resource_provider_, contents_texture->id(), GL_LINEAR));
1003 DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D),
1004 contents_resource_lock->target());
1007 if (!use_shaders_for_blending) {
1008 if (!use_blend_equation_advanced_coherent_ && use_blend_equation_advanced_)
1009 GLC(gl_, gl_->BlendBarrierKHR());
1011 ApplyBlendModeUsingBlendFunc(blend_mode);
1014 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
1015 gl_,
1016 &highp_threshold_cache_,
1017 highp_threshold_min_,
1018 quad->shared_quad_state->visible_content_rect.bottom_right());
1020 int shader_quad_location = -1;
1021 int shader_edge_location = -1;
1022 int shader_viewport_location = -1;
1023 int shader_mask_sampler_location = -1;
1024 int shader_mask_tex_coord_scale_location = -1;
1025 int shader_mask_tex_coord_offset_location = -1;
1026 int shader_matrix_location = -1;
1027 int shader_alpha_location = -1;
1028 int shader_color_matrix_location = -1;
1029 int shader_color_offset_location = -1;
1030 int shader_tex_transform_location = -1;
1031 int shader_backdrop_location = -1;
1032 int shader_backdrop_rect_location = -1;
1034 DCHECK_EQ(background_texture || background_image, use_shaders_for_blending);
1035 BlendMode shader_blend_mode = use_shaders_for_blending
1036 ? BlendModeFromSkXfermode(blend_mode)
1037 : BlendModeNone;
1039 if (use_aa && mask_texture_id && !use_color_matrix) {
1040 const RenderPassMaskProgramAA* program = GetRenderPassMaskProgramAA(
1041 tex_coord_precision, mask_sampler, shader_blend_mode);
1042 SetUseProgram(program->program());
1043 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
1045 shader_quad_location = program->vertex_shader().quad_location();
1046 shader_edge_location = program->vertex_shader().edge_location();
1047 shader_viewport_location = program->vertex_shader().viewport_location();
1048 shader_mask_sampler_location =
1049 program->fragment_shader().mask_sampler_location();
1050 shader_mask_tex_coord_scale_location =
1051 program->fragment_shader().mask_tex_coord_scale_location();
1052 shader_mask_tex_coord_offset_location =
1053 program->fragment_shader().mask_tex_coord_offset_location();
1054 shader_matrix_location = program->vertex_shader().matrix_location();
1055 shader_alpha_location = program->fragment_shader().alpha_location();
1056 shader_tex_transform_location =
1057 program->vertex_shader().tex_transform_location();
1058 shader_backdrop_location = program->fragment_shader().backdrop_location();
1059 shader_backdrop_rect_location =
1060 program->fragment_shader().backdrop_rect_location();
1061 } else if (!use_aa && mask_texture_id && !use_color_matrix) {
1062 const RenderPassMaskProgram* program = GetRenderPassMaskProgram(
1063 tex_coord_precision, mask_sampler, shader_blend_mode);
1064 SetUseProgram(program->program());
1065 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
1067 shader_mask_sampler_location =
1068 program->fragment_shader().mask_sampler_location();
1069 shader_mask_tex_coord_scale_location =
1070 program->fragment_shader().mask_tex_coord_scale_location();
1071 shader_mask_tex_coord_offset_location =
1072 program->fragment_shader().mask_tex_coord_offset_location();
1073 shader_matrix_location = program->vertex_shader().matrix_location();
1074 shader_alpha_location = program->fragment_shader().alpha_location();
1075 shader_tex_transform_location =
1076 program->vertex_shader().tex_transform_location();
1077 shader_backdrop_location = program->fragment_shader().backdrop_location();
1078 shader_backdrop_rect_location =
1079 program->fragment_shader().backdrop_rect_location();
1080 } else if (use_aa && !mask_texture_id && !use_color_matrix) {
1081 const RenderPassProgramAA* program =
1082 GetRenderPassProgramAA(tex_coord_precision, shader_blend_mode);
1083 SetUseProgram(program->program());
1084 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
1086 shader_quad_location = program->vertex_shader().quad_location();
1087 shader_edge_location = program->vertex_shader().edge_location();
1088 shader_viewport_location = program->vertex_shader().viewport_location();
1089 shader_matrix_location = program->vertex_shader().matrix_location();
1090 shader_alpha_location = program->fragment_shader().alpha_location();
1091 shader_tex_transform_location =
1092 program->vertex_shader().tex_transform_location();
1093 shader_backdrop_location = program->fragment_shader().backdrop_location();
1094 shader_backdrop_rect_location =
1095 program->fragment_shader().backdrop_rect_location();
1096 } else if (use_aa && mask_texture_id && use_color_matrix) {
1097 const RenderPassMaskColorMatrixProgramAA* program =
1098 GetRenderPassMaskColorMatrixProgramAA(
1099 tex_coord_precision, mask_sampler, shader_blend_mode);
1100 SetUseProgram(program->program());
1101 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
1103 shader_matrix_location = program->vertex_shader().matrix_location();
1104 shader_quad_location = program->vertex_shader().quad_location();
1105 shader_tex_transform_location =
1106 program->vertex_shader().tex_transform_location();
1107 shader_edge_location = program->vertex_shader().edge_location();
1108 shader_viewport_location = program->vertex_shader().viewport_location();
1109 shader_alpha_location = program->fragment_shader().alpha_location();
1110 shader_mask_sampler_location =
1111 program->fragment_shader().mask_sampler_location();
1112 shader_mask_tex_coord_scale_location =
1113 program->fragment_shader().mask_tex_coord_scale_location();
1114 shader_mask_tex_coord_offset_location =
1115 program->fragment_shader().mask_tex_coord_offset_location();
1116 shader_color_matrix_location =
1117 program->fragment_shader().color_matrix_location();
1118 shader_color_offset_location =
1119 program->fragment_shader().color_offset_location();
1120 shader_backdrop_location = program->fragment_shader().backdrop_location();
1121 shader_backdrop_rect_location =
1122 program->fragment_shader().backdrop_rect_location();
1123 } else if (use_aa && !mask_texture_id && use_color_matrix) {
1124 const RenderPassColorMatrixProgramAA* program =
1125 GetRenderPassColorMatrixProgramAA(tex_coord_precision,
1126 shader_blend_mode);
1127 SetUseProgram(program->program());
1128 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
1130 shader_matrix_location = program->vertex_shader().matrix_location();
1131 shader_quad_location = program->vertex_shader().quad_location();
1132 shader_tex_transform_location =
1133 program->vertex_shader().tex_transform_location();
1134 shader_edge_location = program->vertex_shader().edge_location();
1135 shader_viewport_location = program->vertex_shader().viewport_location();
1136 shader_alpha_location = program->fragment_shader().alpha_location();
1137 shader_color_matrix_location =
1138 program->fragment_shader().color_matrix_location();
1139 shader_color_offset_location =
1140 program->fragment_shader().color_offset_location();
1141 shader_backdrop_location = program->fragment_shader().backdrop_location();
1142 shader_backdrop_rect_location =
1143 program->fragment_shader().backdrop_rect_location();
1144 } else if (!use_aa && mask_texture_id && use_color_matrix) {
1145 const RenderPassMaskColorMatrixProgram* program =
1146 GetRenderPassMaskColorMatrixProgram(
1147 tex_coord_precision, mask_sampler, shader_blend_mode);
1148 SetUseProgram(program->program());
1149 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
1151 shader_matrix_location = program->vertex_shader().matrix_location();
1152 shader_tex_transform_location =
1153 program->vertex_shader().tex_transform_location();
1154 shader_mask_sampler_location =
1155 program->fragment_shader().mask_sampler_location();
1156 shader_mask_tex_coord_scale_location =
1157 program->fragment_shader().mask_tex_coord_scale_location();
1158 shader_mask_tex_coord_offset_location =
1159 program->fragment_shader().mask_tex_coord_offset_location();
1160 shader_alpha_location = program->fragment_shader().alpha_location();
1161 shader_color_matrix_location =
1162 program->fragment_shader().color_matrix_location();
1163 shader_color_offset_location =
1164 program->fragment_shader().color_offset_location();
1165 shader_backdrop_location = program->fragment_shader().backdrop_location();
1166 shader_backdrop_rect_location =
1167 program->fragment_shader().backdrop_rect_location();
1168 } else if (!use_aa && !mask_texture_id && use_color_matrix) {
1169 const RenderPassColorMatrixProgram* program =
1170 GetRenderPassColorMatrixProgram(tex_coord_precision, shader_blend_mode);
1171 SetUseProgram(program->program());
1172 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
1174 shader_matrix_location = program->vertex_shader().matrix_location();
1175 shader_tex_transform_location =
1176 program->vertex_shader().tex_transform_location();
1177 shader_alpha_location = program->fragment_shader().alpha_location();
1178 shader_color_matrix_location =
1179 program->fragment_shader().color_matrix_location();
1180 shader_color_offset_location =
1181 program->fragment_shader().color_offset_location();
1182 shader_backdrop_location = program->fragment_shader().backdrop_location();
1183 shader_backdrop_rect_location =
1184 program->fragment_shader().backdrop_rect_location();
1185 } else {
1186 const RenderPassProgram* program =
1187 GetRenderPassProgram(tex_coord_precision, shader_blend_mode);
1188 SetUseProgram(program->program());
1189 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
1191 shader_matrix_location = program->vertex_shader().matrix_location();
1192 shader_alpha_location = program->fragment_shader().alpha_location();
1193 shader_tex_transform_location =
1194 program->vertex_shader().tex_transform_location();
1195 shader_backdrop_location = program->fragment_shader().backdrop_location();
1196 shader_backdrop_rect_location =
1197 program->fragment_shader().backdrop_rect_location();
1199 float tex_scale_x =
1200 quad->rect.width() / static_cast<float>(contents_texture->size().width());
1201 float tex_scale_y = quad->rect.height() /
1202 static_cast<float>(contents_texture->size().height());
1203 DCHECK_LE(tex_scale_x, 1.0f);
1204 DCHECK_LE(tex_scale_y, 1.0f);
1206 DCHECK(shader_tex_transform_location != -1 || IsContextLost());
1207 // Flip the content vertically in the shader, as the RenderPass input
1208 // texture is already oriented the same way as the framebuffer, but the
1209 // projection transform does a flip.
1210 GLC(gl_,
1211 gl_->Uniform4f(shader_tex_transform_location,
1212 0.0f,
1213 tex_scale_y,
1214 tex_scale_x,
1215 -tex_scale_y));
1217 GLint last_texture_unit = 0;
1218 if (shader_mask_sampler_location != -1) {
1219 DCHECK_NE(shader_mask_tex_coord_scale_location, 1);
1220 DCHECK_NE(shader_mask_tex_coord_offset_location, 1);
1221 GLC(gl_, gl_->Uniform1i(shader_mask_sampler_location, 1));
1223 gfx::RectF mask_uv_rect = quad->MaskUVRect();
1224 if (mask_sampler != SamplerType2D) {
1225 mask_uv_rect.Scale(quad->mask_texture_size.width(),
1226 quad->mask_texture_size.height());
1229 // Mask textures are oriented vertically flipped relative to the framebuffer
1230 // and the RenderPass contents texture, so we flip the tex coords from the
1231 // RenderPass texture to find the mask texture coords.
1232 GLC(gl_,
1233 gl_->Uniform2f(shader_mask_tex_coord_offset_location,
1234 mask_uv_rect.x(),
1235 mask_uv_rect.bottom()));
1236 GLC(gl_,
1237 gl_->Uniform2f(shader_mask_tex_coord_scale_location,
1238 mask_uv_rect.width() / tex_scale_x,
1239 -mask_uv_rect.height() / tex_scale_y));
1241 last_texture_unit = 1;
1244 if (shader_edge_location != -1)
1245 GLC(gl_, gl_->Uniform3fv(shader_edge_location, 8, edge));
1247 if (shader_viewport_location != -1) {
1248 float viewport[4] = {static_cast<float>(viewport_.x()),
1249 static_cast<float>(viewport_.y()),
1250 static_cast<float>(viewport_.width()),
1251 static_cast<float>(viewport_.height()), };
1252 GLC(gl_, gl_->Uniform4fv(shader_viewport_location, 1, viewport));
1255 if (shader_color_matrix_location != -1) {
1256 float matrix[16];
1257 for (int i = 0; i < 4; ++i) {
1258 for (int j = 0; j < 4; ++j)
1259 matrix[i * 4 + j] = SkScalarToFloat(color_matrix[j * 5 + i]);
1261 GLC(gl_,
1262 gl_->UniformMatrix4fv(shader_color_matrix_location, 1, false, matrix));
1264 static const float kScale = 1.0f / 255.0f;
1265 if (shader_color_offset_location != -1) {
1266 float offset[4];
1267 for (int i = 0; i < 4; ++i)
1268 offset[i] = SkScalarToFloat(color_matrix[i * 5 + 4]) * kScale;
1270 GLC(gl_, gl_->Uniform4fv(shader_color_offset_location, 1, offset));
1273 scoped_ptr<ResourceProvider::ScopedSamplerGL> shader_background_sampler_lock;
1274 if (shader_backdrop_location != -1) {
1275 DCHECK(background_texture || background_image);
1276 DCHECK_NE(shader_backdrop_location, 0);
1277 DCHECK_NE(shader_backdrop_rect_location, 0);
1279 GLC(gl_, gl_->Uniform1i(shader_backdrop_location, ++last_texture_unit));
1281 GLC(gl_,
1282 gl_->Uniform4f(shader_backdrop_rect_location,
1283 background_rect.x(),
1284 background_rect.y(),
1285 background_rect.width(),
1286 background_rect.height()));
1288 if (background_image) {
1289 GrTexture* texture = background_image->getTexture();
1290 GLC(gl_, gl_->ActiveTexture(GL_TEXTURE0 + last_texture_unit));
1291 gl_->BindTexture(GL_TEXTURE_2D, texture->getTextureHandle());
1292 GLC(gl_, gl_->ActiveTexture(GL_TEXTURE0));
1293 } else {
1294 shader_background_sampler_lock = make_scoped_ptr(
1295 new ResourceProvider::ScopedSamplerGL(resource_provider_,
1296 background_texture->id(),
1297 GL_TEXTURE0 + last_texture_unit,
1298 GL_LINEAR));
1299 DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D),
1300 shader_background_sampler_lock->target());
1304 SetShaderOpacity(quad->opacity(), shader_alpha_location);
1305 SetShaderQuadF(surface_quad, shader_quad_location);
1306 DrawQuadGeometry(
1307 frame, quad->quadTransform(), quad->rect, shader_matrix_location);
1309 // Flush the compositor context before the filter bitmap goes out of
1310 // scope, so the draw gets processed before the filter texture gets deleted.
1311 if (filter_image)
1312 GLC(gl_, gl_->Flush());
1314 if (!use_shaders_for_blending)
1315 RestoreBlendFuncToDefault(blend_mode);
1318 struct SolidColorProgramUniforms {
1319 unsigned program;
1320 unsigned matrix_location;
1321 unsigned viewport_location;
1322 unsigned quad_location;
1323 unsigned edge_location;
1324 unsigned color_location;
1327 template <class T>
1328 static void SolidColorUniformLocation(T program,
1329 SolidColorProgramUniforms* uniforms) {
1330 uniforms->program = program->program();
1331 uniforms->matrix_location = program->vertex_shader().matrix_location();
1332 uniforms->viewport_location = program->vertex_shader().viewport_location();
1333 uniforms->quad_location = program->vertex_shader().quad_location();
1334 uniforms->edge_location = program->vertex_shader().edge_location();
1335 uniforms->color_location = program->fragment_shader().color_location();
1338 static gfx::QuadF GetDeviceQuadWithAntialiasingOnExteriorEdges(
1339 const LayerQuad& device_layer_edges,
1340 const gfx::Transform& device_transform,
1341 const DrawQuad* quad) {
1342 gfx::Rect tile_rect = quad->visible_rect;
1343 gfx::PointF bottom_right = tile_rect.bottom_right();
1344 gfx::PointF bottom_left = tile_rect.bottom_left();
1345 gfx::PointF top_left = tile_rect.origin();
1346 gfx::PointF top_right = tile_rect.top_right();
1347 bool clipped = false;
1349 // Map points to device space. We ignore |clipped|, since the result of
1350 // |MapPoint()| still produces a valid point to draw the quad with. When
1351 // clipped, the point will be outside of the viewport. See crbug.com/416367.
1352 bottom_right = MathUtil::MapPoint(device_transform, bottom_right, &clipped);
1353 bottom_left = MathUtil::MapPoint(device_transform, bottom_left, &clipped);
1354 top_left = MathUtil::MapPoint(device_transform, top_left, &clipped);
1355 top_right = MathUtil::MapPoint(device_transform, top_right, &clipped);
1357 LayerQuad::Edge bottom_edge(bottom_right, bottom_left);
1358 LayerQuad::Edge left_edge(bottom_left, top_left);
1359 LayerQuad::Edge top_edge(top_left, top_right);
1360 LayerQuad::Edge right_edge(top_right, bottom_right);
1362 // Only apply anti-aliasing to edges not clipped by culling or scissoring.
1363 if (quad->IsTopEdge() && tile_rect.y() == quad->rect.y())
1364 top_edge = device_layer_edges.top();
1365 if (quad->IsLeftEdge() && tile_rect.x() == quad->rect.x())
1366 left_edge = device_layer_edges.left();
1367 if (quad->IsRightEdge() && tile_rect.right() == quad->rect.right())
1368 right_edge = device_layer_edges.right();
1369 if (quad->IsBottomEdge() && tile_rect.bottom() == quad->rect.bottom())
1370 bottom_edge = device_layer_edges.bottom();
1372 float sign = gfx::QuadF(tile_rect).IsCounterClockwise() ? -1 : 1;
1373 bottom_edge.scale(sign);
1374 left_edge.scale(sign);
1375 top_edge.scale(sign);
1376 right_edge.scale(sign);
1378 // Create device space quad.
1379 return LayerQuad(left_edge, top_edge, right_edge, bottom_edge).ToQuadF();
1382 // static
1383 bool GLRenderer::ShouldAntialiasQuad(const gfx::Transform& device_transform,
1384 const DrawQuad* quad,
1385 bool force_antialiasing) {
1386 bool is_render_pass_quad = (quad->material == DrawQuad::RENDER_PASS);
1387 // For render pass quads, |device_transform| already contains quad's rect.
1388 // TODO(rosca@adobe.com): remove branching on is_render_pass_quad
1389 // crbug.com/429702
1390 if (!is_render_pass_quad && !quad->IsEdge())
1391 return false;
1392 gfx::RectF content_rect =
1393 is_render_pass_quad ? QuadVertexRect() : quad->visibleContentRect();
1395 bool clipped = false;
1396 gfx::QuadF device_layer_quad =
1397 MathUtil::MapQuad(device_transform, gfx::QuadF(content_rect), &clipped);
1399 if (device_layer_quad.BoundingBox().IsEmpty())
1400 return false;
1402 bool is_axis_aligned_in_target = device_layer_quad.IsRectilinear();
1403 bool is_nearest_rect_within_epsilon =
1404 is_axis_aligned_in_target &&
1405 gfx::IsNearestRectWithinDistance(device_layer_quad.BoundingBox(),
1406 kAntiAliasingEpsilon);
1407 // AAing clipped quads is not supported by the code yet.
1408 bool use_aa = !clipped && !is_nearest_rect_within_epsilon;
1409 return use_aa || force_antialiasing;
1412 // static
1413 void GLRenderer::SetupQuadForAntialiasing(
1414 const gfx::Transform& device_transform,
1415 const DrawQuad* quad,
1416 gfx::QuadF* local_quad,
1417 float edge[24]) {
1418 bool is_render_pass_quad = (quad->material == DrawQuad::RENDER_PASS);
1419 gfx::RectF content_rect =
1420 is_render_pass_quad ? QuadVertexRect() : quad->visibleContentRect();
1422 bool clipped = false;
1423 gfx::QuadF device_layer_quad =
1424 MathUtil::MapQuad(device_transform, gfx::QuadF(content_rect), &clipped);
1426 LayerQuad device_layer_bounds(gfx::QuadF(device_layer_quad.BoundingBox()));
1427 device_layer_bounds.InflateAntiAliasingDistance();
1429 LayerQuad device_layer_edges(device_layer_quad);
1430 device_layer_edges.InflateAntiAliasingDistance();
1432 device_layer_edges.ToFloatArray(edge);
1433 device_layer_bounds.ToFloatArray(&edge[12]);
1435 bool use_aa_on_all_four_edges =
1436 is_render_pass_quad ||
1437 (quad->IsTopEdge() && quad->IsLeftEdge() && quad->IsBottomEdge() &&
1438 quad->IsRightEdge() && quad->visible_rect == quad->rect);
1440 gfx::QuadF device_quad =
1441 use_aa_on_all_four_edges
1442 ? device_layer_edges.ToQuadF()
1443 : GetDeviceQuadWithAntialiasingOnExteriorEdges(
1444 device_layer_edges, device_transform, quad);
1446 // Map device space quad to local space. device_transform has no 3d
1447 // component since it was flattened, so we don't need to project. We should
1448 // have already checked that the transform was uninvertible above.
1449 gfx::Transform inverse_device_transform(gfx::Transform::kSkipInitialization);
1450 bool did_invert = device_transform.GetInverse(&inverse_device_transform);
1451 DCHECK(did_invert);
1452 *local_quad =
1453 MathUtil::MapQuad(inverse_device_transform, device_quad, &clipped);
1454 // We should not DCHECK(!clipped) here, because anti-aliasing inflation may
1455 // cause device_quad to become clipped. To our knowledge this scenario does
1456 // not need to be handled differently than the unclipped case.
1459 void GLRenderer::DrawSolidColorQuad(const DrawingFrame* frame,
1460 const SolidColorDrawQuad* quad) {
1461 gfx::Rect tile_rect = quad->visible_rect;
1463 SkColor color = quad->color;
1464 float opacity = quad->opacity();
1465 float alpha = (SkColorGetA(color) * (1.0f / 255.0f)) * opacity;
1467 // Early out if alpha is small enough that quad doesn't contribute to output.
1468 if (alpha < std::numeric_limits<float>::epsilon() &&
1469 quad->ShouldDrawWithBlending())
1470 return;
1472 gfx::Transform device_transform =
1473 frame->window_matrix * frame->projection_matrix * quad->quadTransform();
1474 device_transform.FlattenTo2d();
1475 if (!device_transform.IsInvertible())
1476 return;
1478 bool force_aa = false;
1479 gfx::QuadF local_quad = gfx::QuadF(gfx::RectF(tile_rect));
1480 float edge[24];
1481 bool use_aa = settings_->allow_antialiasing &&
1482 !quad->force_anti_aliasing_off &&
1483 ShouldAntialiasQuad(device_transform, quad, force_aa);
1485 SolidColorProgramUniforms uniforms;
1486 if (use_aa) {
1487 SetupQuadForAntialiasing(device_transform, quad, &local_quad, edge);
1488 SolidColorUniformLocation(GetSolidColorProgramAA(), &uniforms);
1489 } else {
1490 SolidColorUniformLocation(GetSolidColorProgram(), &uniforms);
1492 SetUseProgram(uniforms.program);
1494 GLC(gl_,
1495 gl_->Uniform4f(uniforms.color_location,
1496 (SkColorGetR(color) * (1.0f / 255.0f)) * alpha,
1497 (SkColorGetG(color) * (1.0f / 255.0f)) * alpha,
1498 (SkColorGetB(color) * (1.0f / 255.0f)) * alpha,
1499 alpha));
1500 if (use_aa) {
1501 float viewport[4] = {static_cast<float>(viewport_.x()),
1502 static_cast<float>(viewport_.y()),
1503 static_cast<float>(viewport_.width()),
1504 static_cast<float>(viewport_.height()), };
1505 GLC(gl_, gl_->Uniform4fv(uniforms.viewport_location, 1, viewport));
1506 GLC(gl_, gl_->Uniform3fv(uniforms.edge_location, 8, edge));
1509 // Enable blending when the quad properties require it or if we decided
1510 // to use antialiasing.
1511 SetBlendEnabled(quad->ShouldDrawWithBlending() || use_aa);
1513 // Normalize to tile_rect.
1514 local_quad.Scale(1.0f / tile_rect.width(), 1.0f / tile_rect.height());
1516 SetShaderQuadF(local_quad, uniforms.quad_location);
1518 // The transform and vertex data are used to figure out the extents that the
1519 // un-antialiased quad should have and which vertex this is and the float
1520 // quad passed in via uniform is the actual geometry that gets used to draw
1521 // it. This is why this centered rect is used and not the original quad_rect.
1522 gfx::RectF centered_rect(
1523 gfx::PointF(-0.5f * tile_rect.width(), -0.5f * tile_rect.height()),
1524 tile_rect.size());
1525 DrawQuadGeometry(
1526 frame, quad->quadTransform(), centered_rect, uniforms.matrix_location);
1529 struct TileProgramUniforms {
1530 unsigned program;
1531 unsigned matrix_location;
1532 unsigned viewport_location;
1533 unsigned quad_location;
1534 unsigned edge_location;
1535 unsigned vertex_tex_transform_location;
1536 unsigned sampler_location;
1537 unsigned fragment_tex_transform_location;
1538 unsigned alpha_location;
1541 template <class T>
1542 static void TileUniformLocation(T program, TileProgramUniforms* uniforms) {
1543 uniforms->program = program->program();
1544 uniforms->matrix_location = program->vertex_shader().matrix_location();
1545 uniforms->viewport_location = program->vertex_shader().viewport_location();
1546 uniforms->quad_location = program->vertex_shader().quad_location();
1547 uniforms->edge_location = program->vertex_shader().edge_location();
1548 uniforms->vertex_tex_transform_location =
1549 program->vertex_shader().vertex_tex_transform_location();
1551 uniforms->sampler_location = program->fragment_shader().sampler_location();
1552 uniforms->alpha_location = program->fragment_shader().alpha_location();
1553 uniforms->fragment_tex_transform_location =
1554 program->fragment_shader().fragment_tex_transform_location();
1557 void GLRenderer::DrawTileQuad(const DrawingFrame* frame,
1558 const TileDrawQuad* quad) {
1559 DrawContentQuad(frame, quad, quad->resource_id);
1562 void GLRenderer::DrawContentQuad(const DrawingFrame* frame,
1563 const ContentDrawQuadBase* quad,
1564 ResourceProvider::ResourceId resource_id) {
1565 gfx::Transform device_transform =
1566 frame->window_matrix * frame->projection_matrix * quad->quadTransform();
1567 device_transform.FlattenTo2d();
1569 bool use_aa = settings_->allow_antialiasing &&
1570 ShouldAntialiasQuad(device_transform, quad, false);
1572 // TODO(timav): simplify coordinate transformations in DrawContentQuadAA
1573 // similar to the way DrawContentQuadNoAA works and then consider
1574 // combining DrawContentQuadAA and DrawContentQuadNoAA into one method.
1575 if (use_aa)
1576 DrawContentQuadAA(frame, quad, resource_id, device_transform);
1577 else
1578 DrawContentQuadNoAA(frame, quad, resource_id);
1581 void GLRenderer::DrawContentQuadAA(const DrawingFrame* frame,
1582 const ContentDrawQuadBase* quad,
1583 ResourceProvider::ResourceId resource_id,
1584 const gfx::Transform& device_transform) {
1585 if (!device_transform.IsInvertible())
1586 return;
1588 gfx::Rect tile_rect = quad->visible_rect;
1590 gfx::RectF tex_coord_rect = MathUtil::ScaleRectProportional(
1591 quad->tex_coord_rect, quad->rect, tile_rect);
1592 float tex_to_geom_scale_x = quad->rect.width() / quad->tex_coord_rect.width();
1593 float tex_to_geom_scale_y =
1594 quad->rect.height() / quad->tex_coord_rect.height();
1596 gfx::RectF clamp_geom_rect(tile_rect);
1597 gfx::RectF clamp_tex_rect(tex_coord_rect);
1598 // Clamp texture coordinates to avoid sampling outside the layer
1599 // by deflating the tile region half a texel or half a texel
1600 // minus epsilon for one pixel layers. The resulting clamp region
1601 // is mapped to the unit square by the vertex shader and mapped
1602 // back to normalized texture coordinates by the fragment shader
1603 // after being clamped to 0-1 range.
1604 float tex_clamp_x =
1605 std::min(0.5f, 0.5f * clamp_tex_rect.width() - kAntiAliasingEpsilon);
1606 float tex_clamp_y =
1607 std::min(0.5f, 0.5f * clamp_tex_rect.height() - kAntiAliasingEpsilon);
1608 float geom_clamp_x =
1609 std::min(tex_clamp_x * tex_to_geom_scale_x,
1610 0.5f * clamp_geom_rect.width() - kAntiAliasingEpsilon);
1611 float geom_clamp_y =
1612 std::min(tex_clamp_y * tex_to_geom_scale_y,
1613 0.5f * clamp_geom_rect.height() - kAntiAliasingEpsilon);
1614 clamp_geom_rect.Inset(geom_clamp_x, geom_clamp_y, geom_clamp_x, geom_clamp_y);
1615 clamp_tex_rect.Inset(tex_clamp_x, tex_clamp_y, tex_clamp_x, tex_clamp_y);
1617 // Map clamping rectangle to unit square.
1618 float vertex_tex_translate_x = -clamp_geom_rect.x() / clamp_geom_rect.width();
1619 float vertex_tex_translate_y =
1620 -clamp_geom_rect.y() / clamp_geom_rect.height();
1621 float vertex_tex_scale_x = tile_rect.width() / clamp_geom_rect.width();
1622 float vertex_tex_scale_y = tile_rect.height() / clamp_geom_rect.height();
1624 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
1625 gl_, &highp_threshold_cache_, highp_threshold_min_, quad->texture_size);
1627 gfx::QuadF local_quad = gfx::QuadF(gfx::RectF(tile_rect));
1628 float edge[24];
1629 SetupQuadForAntialiasing(device_transform, quad, &local_quad, edge);
1631 ResourceProvider::ScopedSamplerGL quad_resource_lock(
1632 resource_provider_, resource_id,
1633 quad->nearest_neighbor ? GL_NEAREST : GL_LINEAR);
1634 SamplerType sampler =
1635 SamplerTypeFromTextureTarget(quad_resource_lock.target());
1637 float fragment_tex_translate_x = clamp_tex_rect.x();
1638 float fragment_tex_translate_y = clamp_tex_rect.y();
1639 float fragment_tex_scale_x = clamp_tex_rect.width();
1640 float fragment_tex_scale_y = clamp_tex_rect.height();
1642 // Map to normalized texture coordinates.
1643 if (sampler != SamplerType2DRect) {
1644 gfx::Size texture_size = quad->texture_size;
1645 DCHECK(!texture_size.IsEmpty());
1646 fragment_tex_translate_x /= texture_size.width();
1647 fragment_tex_translate_y /= texture_size.height();
1648 fragment_tex_scale_x /= texture_size.width();
1649 fragment_tex_scale_y /= texture_size.height();
1652 TileProgramUniforms uniforms;
1653 if (quad->swizzle_contents) {
1654 TileUniformLocation(GetTileProgramSwizzleAA(tex_coord_precision, sampler),
1655 &uniforms);
1656 } else {
1657 TileUniformLocation(GetTileProgramAA(tex_coord_precision, sampler),
1658 &uniforms);
1661 SetUseProgram(uniforms.program);
1662 GLC(gl_, gl_->Uniform1i(uniforms.sampler_location, 0));
1664 float viewport[4] = {
1665 static_cast<float>(viewport_.x()),
1666 static_cast<float>(viewport_.y()),
1667 static_cast<float>(viewport_.width()),
1668 static_cast<float>(viewport_.height()),
1670 GLC(gl_, gl_->Uniform4fv(uniforms.viewport_location, 1, viewport));
1671 GLC(gl_, gl_->Uniform3fv(uniforms.edge_location, 8, edge));
1673 GLC(gl_,
1674 gl_->Uniform4f(uniforms.vertex_tex_transform_location,
1675 vertex_tex_translate_x,
1676 vertex_tex_translate_y,
1677 vertex_tex_scale_x,
1678 vertex_tex_scale_y));
1679 GLC(gl_,
1680 gl_->Uniform4f(uniforms.fragment_tex_transform_location,
1681 fragment_tex_translate_x,
1682 fragment_tex_translate_y,
1683 fragment_tex_scale_x,
1684 fragment_tex_scale_y));
1686 // Blending is required for antialiasing.
1687 SetBlendEnabled(true);
1689 // Normalize to tile_rect.
1690 local_quad.Scale(1.0f / tile_rect.width(), 1.0f / tile_rect.height());
1692 SetShaderOpacity(quad->opacity(), uniforms.alpha_location);
1693 SetShaderQuadF(local_quad, uniforms.quad_location);
1695 // The transform and vertex data are used to figure out the extents that the
1696 // un-antialiased quad should have and which vertex this is and the float
1697 // quad passed in via uniform is the actual geometry that gets used to draw
1698 // it. This is why this centered rect is used and not the original quad_rect.
1699 gfx::RectF centered_rect(
1700 gfx::PointF(-0.5f * tile_rect.width(), -0.5f * tile_rect.height()),
1701 tile_rect.size());
1702 DrawQuadGeometry(
1703 frame, quad->quadTransform(), centered_rect, uniforms.matrix_location);
1706 void GLRenderer::DrawContentQuadNoAA(const DrawingFrame* frame,
1707 const ContentDrawQuadBase* quad,
1708 ResourceProvider::ResourceId resource_id) {
1709 gfx::RectF tex_coord_rect = MathUtil::ScaleRectProportional(
1710 quad->tex_coord_rect, quad->rect, quad->visible_rect);
1711 float tex_to_geom_scale_x = quad->rect.width() / quad->tex_coord_rect.width();
1712 float tex_to_geom_scale_y =
1713 quad->rect.height() / quad->tex_coord_rect.height();
1715 bool scaled = (tex_to_geom_scale_x != 1.f || tex_to_geom_scale_y != 1.f);
1716 GLenum filter =
1717 (scaled || !quad->quadTransform().IsIdentityOrIntegerTranslation()) &&
1718 !quad->nearest_neighbor
1719 ? GL_LINEAR
1720 : GL_NEAREST;
1722 ResourceProvider::ScopedSamplerGL quad_resource_lock(
1723 resource_provider_, resource_id, filter);
1724 SamplerType sampler =
1725 SamplerTypeFromTextureTarget(quad_resource_lock.target());
1727 float vertex_tex_translate_x = tex_coord_rect.x();
1728 float vertex_tex_translate_y = tex_coord_rect.y();
1729 float vertex_tex_scale_x = tex_coord_rect.width();
1730 float vertex_tex_scale_y = tex_coord_rect.height();
1732 // Map to normalized texture coordinates.
1733 if (sampler != SamplerType2DRect) {
1734 gfx::Size texture_size = quad->texture_size;
1735 DCHECK(!texture_size.IsEmpty());
1736 vertex_tex_translate_x /= texture_size.width();
1737 vertex_tex_translate_y /= texture_size.height();
1738 vertex_tex_scale_x /= texture_size.width();
1739 vertex_tex_scale_y /= texture_size.height();
1742 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
1743 gl_, &highp_threshold_cache_, highp_threshold_min_, quad->texture_size);
1745 TileProgramUniforms uniforms;
1746 if (quad->ShouldDrawWithBlending()) {
1747 if (quad->swizzle_contents) {
1748 TileUniformLocation(GetTileProgramSwizzle(tex_coord_precision, sampler),
1749 &uniforms);
1750 } else {
1751 TileUniformLocation(GetTileProgram(tex_coord_precision, sampler),
1752 &uniforms);
1754 } else {
1755 if (quad->swizzle_contents) {
1756 TileUniformLocation(
1757 GetTileProgramSwizzleOpaque(tex_coord_precision, sampler), &uniforms);
1758 } else {
1759 TileUniformLocation(GetTileProgramOpaque(tex_coord_precision, sampler),
1760 &uniforms);
1764 SetUseProgram(uniforms.program);
1765 GLC(gl_, gl_->Uniform1i(uniforms.sampler_location, 0));
1767 GLC(gl_,
1768 gl_->Uniform4f(uniforms.vertex_tex_transform_location,
1769 vertex_tex_translate_x,
1770 vertex_tex_translate_y,
1771 vertex_tex_scale_x,
1772 vertex_tex_scale_y));
1774 SetBlendEnabled(quad->ShouldDrawWithBlending());
1776 SetShaderOpacity(quad->opacity(), uniforms.alpha_location);
1778 // Pass quad coordinates to the uniform in the same order as GeometryBinding
1779 // does, then vertices will match the texture mapping in the vertex buffer.
1780 // The method SetShaderQuadF() changes the order of vertices and so it's
1781 // not used here.
1783 gfx::RectF tile_rect = quad->visible_rect;
1784 float gl_quad[8] = {
1785 tile_rect.x(),
1786 tile_rect.bottom(),
1787 tile_rect.x(),
1788 tile_rect.y(),
1789 tile_rect.right(),
1790 tile_rect.y(),
1791 tile_rect.right(),
1792 tile_rect.bottom(),
1794 GLC(gl_, gl_->Uniform2fv(uniforms.quad_location, 4, gl_quad));
1796 static float gl_matrix[16];
1797 ToGLMatrix(&gl_matrix[0], frame->projection_matrix * quad->quadTransform());
1798 GLC(gl_,
1799 gl_->UniformMatrix4fv(uniforms.matrix_location, 1, false, &gl_matrix[0]));
1801 GLC(gl_, gl_->DrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0));
1804 void GLRenderer::DrawYUVVideoQuad(const DrawingFrame* frame,
1805 const YUVVideoDrawQuad* quad) {
1806 SetBlendEnabled(quad->ShouldDrawWithBlending());
1808 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
1809 gl_,
1810 &highp_threshold_cache_,
1811 highp_threshold_min_,
1812 quad->shared_quad_state->visible_content_rect.bottom_right());
1814 bool use_alpha_plane = quad->a_plane_resource_id != 0;
1816 ResourceProvider::ScopedSamplerGL y_plane_lock(
1817 resource_provider_, quad->y_plane_resource_id, GL_TEXTURE1, GL_LINEAR);
1818 DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D), y_plane_lock.target());
1819 ResourceProvider::ScopedSamplerGL u_plane_lock(
1820 resource_provider_, quad->u_plane_resource_id, GL_TEXTURE2, GL_LINEAR);
1821 DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D), u_plane_lock.target());
1822 ResourceProvider::ScopedSamplerGL v_plane_lock(
1823 resource_provider_, quad->v_plane_resource_id, GL_TEXTURE3, GL_LINEAR);
1824 DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D), v_plane_lock.target());
1825 scoped_ptr<ResourceProvider::ScopedSamplerGL> a_plane_lock;
1826 if (use_alpha_plane) {
1827 a_plane_lock.reset(new ResourceProvider::ScopedSamplerGL(
1828 resource_provider_, quad->a_plane_resource_id, GL_TEXTURE4, GL_LINEAR));
1829 DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D), a_plane_lock->target());
1832 int matrix_location = -1;
1833 int tex_scale_location = -1;
1834 int tex_offset_location = -1;
1835 int clamp_rect_location = -1;
1836 int y_texture_location = -1;
1837 int u_texture_location = -1;
1838 int v_texture_location = -1;
1839 int a_texture_location = -1;
1840 int yuv_matrix_location = -1;
1841 int yuv_adj_location = -1;
1842 int alpha_location = -1;
1843 if (use_alpha_plane) {
1844 const VideoYUVAProgram* program = GetVideoYUVAProgram(tex_coord_precision);
1845 DCHECK(program && (program->initialized() || IsContextLost()));
1846 SetUseProgram(program->program());
1847 matrix_location = program->vertex_shader().matrix_location();
1848 tex_scale_location = program->vertex_shader().tex_scale_location();
1849 tex_offset_location = program->vertex_shader().tex_offset_location();
1850 y_texture_location = program->fragment_shader().y_texture_location();
1851 u_texture_location = program->fragment_shader().u_texture_location();
1852 v_texture_location = program->fragment_shader().v_texture_location();
1853 a_texture_location = program->fragment_shader().a_texture_location();
1854 yuv_matrix_location = program->fragment_shader().yuv_matrix_location();
1855 yuv_adj_location = program->fragment_shader().yuv_adj_location();
1856 clamp_rect_location = program->fragment_shader().clamp_rect_location();
1857 alpha_location = program->fragment_shader().alpha_location();
1858 } else {
1859 const VideoYUVProgram* program = GetVideoYUVProgram(tex_coord_precision);
1860 DCHECK(program && (program->initialized() || IsContextLost()));
1861 SetUseProgram(program->program());
1862 matrix_location = program->vertex_shader().matrix_location();
1863 tex_scale_location = program->vertex_shader().tex_scale_location();
1864 tex_offset_location = program->vertex_shader().tex_offset_location();
1865 y_texture_location = program->fragment_shader().y_texture_location();
1866 u_texture_location = program->fragment_shader().u_texture_location();
1867 v_texture_location = program->fragment_shader().v_texture_location();
1868 yuv_matrix_location = program->fragment_shader().yuv_matrix_location();
1869 yuv_adj_location = program->fragment_shader().yuv_adj_location();
1870 clamp_rect_location = program->fragment_shader().clamp_rect_location();
1871 alpha_location = program->fragment_shader().alpha_location();
1874 GLC(gl_,
1875 gl_->Uniform2f(tex_scale_location,
1876 quad->tex_coord_rect.width(),
1877 quad->tex_coord_rect.height()));
1878 GLC(gl_,
1879 gl_->Uniform2f(tex_offset_location,
1880 quad->tex_coord_rect.x(),
1881 quad->tex_coord_rect.y()));
1882 // Clamping to half a texel inside the tex coord rect prevents bilinear
1883 // filtering from filtering outside the tex coord rect.
1884 gfx::RectF clamp_rect(quad->tex_coord_rect);
1885 // Special case: empty texture size implies no clamping.
1886 if (!quad->tex_size.IsEmpty()) {
1887 clamp_rect.Inset(0.5f / quad->tex_size.width(),
1888 0.5f / quad->tex_size.height());
1890 GLC(gl_, gl_->Uniform4f(clamp_rect_location, clamp_rect.x(), clamp_rect.y(),
1891 clamp_rect.right(), clamp_rect.bottom()));
1893 GLC(gl_, gl_->Uniform1i(y_texture_location, 1));
1894 GLC(gl_, gl_->Uniform1i(u_texture_location, 2));
1895 GLC(gl_, gl_->Uniform1i(v_texture_location, 3));
1896 if (use_alpha_plane)
1897 GLC(gl_, gl_->Uniform1i(a_texture_location, 4));
1899 // These values are magic numbers that are used in the transformation from YUV
1900 // to RGB color values. They are taken from the following webpage:
1901 // http://www.fourcc.org/fccyvrgb.php
1902 float yuv_to_rgb_rec601[9] = {
1903 1.164f, 1.164f, 1.164f, 0.0f, -.391f, 2.018f, 1.596f, -.813f, 0.0f,
1905 float yuv_to_rgb_rec601_jpeg[9] = {
1906 1.f, 1.f, 1.f, 0.0f, -.34414f, 1.772f, 1.402f, -.71414f, 0.0f,
1909 // These values map to 16, 128, and 128 respectively, and are computed
1910 // as a fraction over 256 (e.g. 16 / 256 = 0.0625).
1911 // They are used in the YUV to RGBA conversion formula:
1912 // Y - 16 : Gives 16 values of head and footroom for overshooting
1913 // U - 128 : Turns unsigned U into signed U [-128,127]
1914 // V - 128 : Turns unsigned V into signed V [-128,127]
1915 float yuv_adjust_rec601[3] = {
1916 -0.0625f, -0.5f, -0.5f,
1919 // Same as above, but without the head and footroom.
1920 float yuv_adjust_rec601_jpeg[3] = {
1921 0.0f, -0.5f, -0.5f,
1924 float* yuv_to_rgb = NULL;
1925 float* yuv_adjust = NULL;
1927 switch (quad->color_space) {
1928 case YUVVideoDrawQuad::REC_601:
1929 yuv_to_rgb = yuv_to_rgb_rec601;
1930 yuv_adjust = yuv_adjust_rec601;
1931 break;
1932 case YUVVideoDrawQuad::REC_601_JPEG:
1933 yuv_to_rgb = yuv_to_rgb_rec601_jpeg;
1934 yuv_adjust = yuv_adjust_rec601_jpeg;
1935 break;
1938 GLC(gl_, gl_->UniformMatrix3fv(yuv_matrix_location, 1, 0, yuv_to_rgb));
1939 GLC(gl_, gl_->Uniform3fv(yuv_adj_location, 1, yuv_adjust));
1941 SetShaderOpacity(quad->opacity(), alpha_location);
1942 DrawQuadGeometry(frame, quad->quadTransform(), quad->rect, matrix_location);
1945 void GLRenderer::DrawStreamVideoQuad(const DrawingFrame* frame,
1946 const StreamVideoDrawQuad* quad) {
1947 SetBlendEnabled(quad->ShouldDrawWithBlending());
1949 static float gl_matrix[16];
1951 DCHECK(capabilities_.using_egl_image);
1953 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
1954 gl_,
1955 &highp_threshold_cache_,
1956 highp_threshold_min_,
1957 quad->shared_quad_state->visible_content_rect.bottom_right());
1959 const VideoStreamTextureProgram* program =
1960 GetVideoStreamTextureProgram(tex_coord_precision);
1961 SetUseProgram(program->program());
1963 ToGLMatrix(&gl_matrix[0], quad->matrix);
1964 GLC(gl_,
1965 gl_->UniformMatrix4fv(
1966 program->vertex_shader().tex_matrix_location(), 1, false, gl_matrix));
1968 ResourceProvider::ScopedReadLockGL lock(resource_provider_,
1969 quad->resource_id);
1970 DCHECK_EQ(GL_TEXTURE0, GetActiveTextureUnit(gl_));
1971 GLC(gl_, gl_->BindTexture(GL_TEXTURE_EXTERNAL_OES, lock.texture_id()));
1973 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
1975 SetShaderOpacity(quad->opacity(),
1976 program->fragment_shader().alpha_location());
1977 DrawQuadGeometry(frame,
1978 quad->quadTransform(),
1979 quad->rect,
1980 program->vertex_shader().matrix_location());
1983 void GLRenderer::DrawPictureQuad(const DrawingFrame* frame,
1984 const PictureDrawQuad* quad) {
1985 if (on_demand_tile_raster_bitmap_.width() != quad->texture_size.width() ||
1986 on_demand_tile_raster_bitmap_.height() != quad->texture_size.height()) {
1987 on_demand_tile_raster_bitmap_.allocN32Pixels(quad->texture_size.width(),
1988 quad->texture_size.height());
1990 if (on_demand_tile_raster_resource_id_)
1991 resource_provider_->DeleteResource(on_demand_tile_raster_resource_id_);
1993 on_demand_tile_raster_resource_id_ = resource_provider_->CreateGLTexture(
1994 quad->texture_size,
1995 GL_TEXTURE_2D,
1996 GL_TEXTURE_POOL_UNMANAGED_CHROMIUM,
1997 GL_CLAMP_TO_EDGE,
1998 ResourceProvider::TextureHintImmutable,
1999 quad->texture_format);
2002 SkCanvas canvas(on_demand_tile_raster_bitmap_);
2003 quad->raster_source->PlaybackToCanvas(&canvas, quad->content_rect,
2004 quad->contents_scale);
2006 uint8_t* bitmap_pixels = NULL;
2007 SkBitmap on_demand_tile_raster_bitmap_dest;
2008 SkColorType colorType = ResourceFormatToSkColorType(quad->texture_format);
2009 if (on_demand_tile_raster_bitmap_.colorType() != colorType) {
2010 on_demand_tile_raster_bitmap_.copyTo(&on_demand_tile_raster_bitmap_dest,
2011 colorType);
2012 // TODO(kaanb): The GL pipeline assumes a 4-byte alignment for the
2013 // bitmap data. This check will be removed once crbug.com/293728 is fixed.
2014 CHECK_EQ(0u, on_demand_tile_raster_bitmap_dest.rowBytes() % 4);
2015 bitmap_pixels = reinterpret_cast<uint8_t*>(
2016 on_demand_tile_raster_bitmap_dest.getPixels());
2017 } else {
2018 bitmap_pixels =
2019 reinterpret_cast<uint8_t*>(on_demand_tile_raster_bitmap_.getPixels());
2022 resource_provider_->SetPixels(on_demand_tile_raster_resource_id_,
2023 bitmap_pixels,
2024 gfx::Rect(quad->texture_size),
2025 gfx::Rect(quad->texture_size),
2026 gfx::Vector2d());
2028 DrawContentQuad(frame, quad, on_demand_tile_raster_resource_id_);
2031 struct TextureProgramBinding {
2032 template <class Program>
2033 void Set(Program* program) {
2034 DCHECK(program);
2035 program_id = program->program();
2036 sampler_location = program->fragment_shader().sampler_location();
2037 matrix_location = program->vertex_shader().matrix_location();
2038 background_color_location =
2039 program->fragment_shader().background_color_location();
2041 int program_id;
2042 int sampler_location;
2043 int matrix_location;
2044 int background_color_location;
2047 struct TexTransformTextureProgramBinding : TextureProgramBinding {
2048 template <class Program>
2049 void Set(Program* program) {
2050 TextureProgramBinding::Set(program);
2051 tex_transform_location = program->vertex_shader().tex_transform_location();
2052 vertex_opacity_location =
2053 program->vertex_shader().vertex_opacity_location();
2055 int tex_transform_location;
2056 int vertex_opacity_location;
2059 void GLRenderer::FlushTextureQuadCache() {
2060 // Check to see if we have anything to draw.
2061 if (draw_cache_.program_id == -1)
2062 return;
2064 // Set the correct blending mode.
2065 SetBlendEnabled(draw_cache_.needs_blending);
2067 // Bind the program to the GL state.
2068 SetUseProgram(draw_cache_.program_id);
2070 // Bind the correct texture sampler location.
2071 GLC(gl_, gl_->Uniform1i(draw_cache_.sampler_location, 0));
2073 // Assume the current active textures is 0.
2074 ResourceProvider::ScopedSamplerGL locked_quad(
2075 resource_provider_,
2076 draw_cache_.resource_id,
2077 draw_cache_.nearest_neighbor ? GL_NEAREST : GL_LINEAR);
2078 DCHECK_EQ(GL_TEXTURE0, GetActiveTextureUnit(gl_));
2079 GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, locked_quad.texture_id()));
2081 static_assert(sizeof(Float4) == 4 * sizeof(float),
2082 "Float4 struct should be densely packed");
2083 static_assert(sizeof(Float16) == 16 * sizeof(float),
2084 "Float16 struct should be densely packed");
2086 // Upload the tranforms for both points and uvs.
2087 GLC(gl_,
2088 gl_->UniformMatrix4fv(
2089 static_cast<int>(draw_cache_.matrix_location),
2090 static_cast<int>(draw_cache_.matrix_data.size()),
2091 false,
2092 reinterpret_cast<float*>(&draw_cache_.matrix_data.front())));
2093 GLC(gl_,
2094 gl_->Uniform4fv(
2095 static_cast<int>(draw_cache_.uv_xform_location),
2096 static_cast<int>(draw_cache_.uv_xform_data.size()),
2097 reinterpret_cast<float*>(&draw_cache_.uv_xform_data.front())));
2099 if (draw_cache_.background_color != SK_ColorTRANSPARENT) {
2100 Float4 background_color = PremultipliedColor(draw_cache_.background_color);
2101 GLC(gl_,
2102 gl_->Uniform4fv(
2103 draw_cache_.background_color_location, 1, background_color.data));
2106 GLC(gl_,
2107 gl_->Uniform1fv(
2108 static_cast<int>(draw_cache_.vertex_opacity_location),
2109 static_cast<int>(draw_cache_.vertex_opacity_data.size()),
2110 static_cast<float*>(&draw_cache_.vertex_opacity_data.front())));
2112 // Draw the quads!
2113 GLC(gl_,
2114 gl_->DrawElements(GL_TRIANGLES,
2115 6 * draw_cache_.matrix_data.size(),
2116 GL_UNSIGNED_SHORT,
2117 0));
2119 // Clear the cache.
2120 draw_cache_.program_id = -1;
2121 draw_cache_.uv_xform_data.resize(0);
2122 draw_cache_.vertex_opacity_data.resize(0);
2123 draw_cache_.matrix_data.resize(0);
2126 void GLRenderer::EnqueueTextureQuad(const DrawingFrame* frame,
2127 const TextureDrawQuad* quad) {
2128 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
2129 gl_,
2130 &highp_threshold_cache_,
2131 highp_threshold_min_,
2132 quad->shared_quad_state->visible_content_rect.bottom_right());
2134 // Choose the correct texture program binding
2135 TexTransformTextureProgramBinding binding;
2136 if (quad->premultiplied_alpha) {
2137 if (quad->background_color == SK_ColorTRANSPARENT) {
2138 binding.Set(GetTextureProgram(tex_coord_precision));
2139 } else {
2140 binding.Set(GetTextureBackgroundProgram(tex_coord_precision));
2142 } else {
2143 if (quad->background_color == SK_ColorTRANSPARENT) {
2144 binding.Set(GetNonPremultipliedTextureProgram(tex_coord_precision));
2145 } else {
2146 binding.Set(
2147 GetNonPremultipliedTextureBackgroundProgram(tex_coord_precision));
2151 int resource_id = quad->resource_id;
2153 if (draw_cache_.program_id != binding.program_id ||
2154 draw_cache_.resource_id != resource_id ||
2155 draw_cache_.needs_blending != quad->ShouldDrawWithBlending() ||
2156 draw_cache_.nearest_neighbor != quad->nearest_neighbor ||
2157 draw_cache_.background_color != quad->background_color ||
2158 draw_cache_.matrix_data.size() >= 8) {
2159 FlushTextureQuadCache();
2160 draw_cache_.program_id = binding.program_id;
2161 draw_cache_.resource_id = resource_id;
2162 draw_cache_.needs_blending = quad->ShouldDrawWithBlending();
2163 draw_cache_.nearest_neighbor = quad->nearest_neighbor;
2164 draw_cache_.background_color = quad->background_color;
2166 draw_cache_.uv_xform_location = binding.tex_transform_location;
2167 draw_cache_.background_color_location = binding.background_color_location;
2168 draw_cache_.vertex_opacity_location = binding.vertex_opacity_location;
2169 draw_cache_.matrix_location = binding.matrix_location;
2170 draw_cache_.sampler_location = binding.sampler_location;
2173 // Generate the uv-transform
2174 draw_cache_.uv_xform_data.push_back(UVTransform(quad));
2176 // Generate the vertex opacity
2177 const float opacity = quad->opacity();
2178 draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[0] * opacity);
2179 draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[1] * opacity);
2180 draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[2] * opacity);
2181 draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[3] * opacity);
2183 // Generate the transform matrix
2184 gfx::Transform quad_rect_matrix;
2185 QuadRectTransform(&quad_rect_matrix, quad->quadTransform(), quad->rect);
2186 quad_rect_matrix = frame->projection_matrix * quad_rect_matrix;
2188 Float16 m;
2189 quad_rect_matrix.matrix().asColMajorf(m.data);
2190 draw_cache_.matrix_data.push_back(m);
2193 void GLRenderer::DrawIOSurfaceQuad(const DrawingFrame* frame,
2194 const IOSurfaceDrawQuad* quad) {
2195 SetBlendEnabled(quad->ShouldDrawWithBlending());
2197 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
2198 gl_,
2199 &highp_threshold_cache_,
2200 highp_threshold_min_,
2201 quad->shared_quad_state->visible_content_rect.bottom_right());
2203 TexTransformTextureProgramBinding binding;
2204 binding.Set(GetTextureIOSurfaceProgram(tex_coord_precision));
2206 SetUseProgram(binding.program_id);
2207 GLC(gl_, gl_->Uniform1i(binding.sampler_location, 0));
2208 if (quad->orientation == IOSurfaceDrawQuad::FLIPPED) {
2209 GLC(gl_,
2210 gl_->Uniform4f(binding.tex_transform_location,
2212 quad->io_surface_size.height(),
2213 quad->io_surface_size.width(),
2214 quad->io_surface_size.height() * -1.0f));
2215 } else {
2216 GLC(gl_,
2217 gl_->Uniform4f(binding.tex_transform_location,
2220 quad->io_surface_size.width(),
2221 quad->io_surface_size.height()));
2224 const float vertex_opacity[] = {quad->opacity(), quad->opacity(),
2225 quad->opacity(), quad->opacity()};
2226 GLC(gl_, gl_->Uniform1fv(binding.vertex_opacity_location, 4, vertex_opacity));
2228 ResourceProvider::ScopedReadLockGL lock(resource_provider_,
2229 quad->io_surface_resource_id);
2230 DCHECK_EQ(GL_TEXTURE0, GetActiveTextureUnit(gl_));
2231 GLC(gl_, gl_->BindTexture(GL_TEXTURE_RECTANGLE_ARB, lock.texture_id()));
2233 DrawQuadGeometry(
2234 frame, quad->quadTransform(), quad->rect, binding.matrix_location);
2236 GLC(gl_, gl_->BindTexture(GL_TEXTURE_RECTANGLE_ARB, 0));
2239 void GLRenderer::FinishDrawingFrame(DrawingFrame* frame) {
2240 if (use_sync_query_) {
2241 DCHECK(current_sync_query_);
2242 current_sync_query_->End();
2243 pending_sync_queries_.push_back(current_sync_query_.Pass());
2246 current_framebuffer_lock_ = nullptr;
2247 swap_buffer_rect_.Union(gfx::ToEnclosingRect(frame->root_damage_rect));
2249 GLC(gl_, gl_->Disable(GL_BLEND));
2250 blend_shadow_ = false;
2252 ScheduleOverlays(frame);
2255 void GLRenderer::FinishDrawingQuadList() { FlushTextureQuadCache(); }
2257 bool GLRenderer::FlippedFramebuffer(const DrawingFrame* frame) const {
2258 if (frame->current_render_pass != frame->root_render_pass)
2259 return true;
2260 return FlippedRootFramebuffer();
2263 bool GLRenderer::FlippedRootFramebuffer() const {
2264 // GL is normally flipped, so a flipped output results in an unflipping.
2265 return !output_surface_->capabilities().flipped_output_surface;
2268 void GLRenderer::EnsureScissorTestEnabled() {
2269 if (is_scissor_enabled_)
2270 return;
2272 FlushTextureQuadCache();
2273 GLC(gl_, gl_->Enable(GL_SCISSOR_TEST));
2274 is_scissor_enabled_ = true;
2277 void GLRenderer::EnsureScissorTestDisabled() {
2278 if (!is_scissor_enabled_)
2279 return;
2281 FlushTextureQuadCache();
2282 GLC(gl_, gl_->Disable(GL_SCISSOR_TEST));
2283 is_scissor_enabled_ = false;
2286 void GLRenderer::CopyCurrentRenderPassToBitmap(
2287 DrawingFrame* frame,
2288 scoped_ptr<CopyOutputRequest> request) {
2289 TRACE_EVENT0("cc", "GLRenderer::CopyCurrentRenderPassToBitmap");
2290 gfx::Rect copy_rect = frame->current_render_pass->output_rect;
2291 if (request->has_area())
2292 copy_rect.Intersect(request->area());
2293 GetFramebufferPixelsAsync(frame, copy_rect, request.Pass());
2296 void GLRenderer::ToGLMatrix(float* gl_matrix, const gfx::Transform& transform) {
2297 transform.matrix().asColMajorf(gl_matrix);
2300 void GLRenderer::SetShaderQuadF(const gfx::QuadF& quad, int quad_location) {
2301 if (quad_location == -1)
2302 return;
2304 float gl_quad[8];
2305 gl_quad[0] = quad.p1().x();
2306 gl_quad[1] = quad.p1().y();
2307 gl_quad[2] = quad.p2().x();
2308 gl_quad[3] = quad.p2().y();
2309 gl_quad[4] = quad.p3().x();
2310 gl_quad[5] = quad.p3().y();
2311 gl_quad[6] = quad.p4().x();
2312 gl_quad[7] = quad.p4().y();
2313 GLC(gl_, gl_->Uniform2fv(quad_location, 4, gl_quad));
2316 void GLRenderer::SetShaderOpacity(float opacity, int alpha_location) {
2317 if (alpha_location != -1)
2318 GLC(gl_, gl_->Uniform1f(alpha_location, opacity));
2321 void GLRenderer::SetStencilEnabled(bool enabled) {
2322 if (enabled == stencil_shadow_)
2323 return;
2325 if (enabled)
2326 GLC(gl_, gl_->Enable(GL_STENCIL_TEST));
2327 else
2328 GLC(gl_, gl_->Disable(GL_STENCIL_TEST));
2329 stencil_shadow_ = enabled;
2332 void GLRenderer::SetBlendEnabled(bool enabled) {
2333 if (enabled == blend_shadow_)
2334 return;
2336 if (enabled)
2337 GLC(gl_, gl_->Enable(GL_BLEND));
2338 else
2339 GLC(gl_, gl_->Disable(GL_BLEND));
2340 blend_shadow_ = enabled;
2343 void GLRenderer::SetUseProgram(unsigned program) {
2344 if (program == program_shadow_)
2345 return;
2346 gl_->UseProgram(program);
2347 program_shadow_ = program;
2350 void GLRenderer::DrawQuadGeometry(const DrawingFrame* frame,
2351 const gfx::Transform& draw_transform,
2352 const gfx::RectF& quad_rect,
2353 int matrix_location) {
2354 gfx::Transform quad_rect_matrix;
2355 QuadRectTransform(&quad_rect_matrix, draw_transform, quad_rect);
2356 static float gl_matrix[16];
2357 ToGLMatrix(&gl_matrix[0], frame->projection_matrix * quad_rect_matrix);
2358 GLC(gl_, gl_->UniformMatrix4fv(matrix_location, 1, false, &gl_matrix[0]));
2360 GLC(gl_, gl_->DrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0));
2363 void GLRenderer::Finish() {
2364 TRACE_EVENT0("cc", "GLRenderer::Finish");
2365 GLC(gl_, gl_->Finish());
2368 void GLRenderer::SwapBuffers(const CompositorFrameMetadata& metadata) {
2369 DCHECK(!is_backbuffer_discarded_);
2371 TRACE_EVENT0("cc,benchmark", "GLRenderer::SwapBuffers");
2372 // We're done! Time to swapbuffers!
2374 gfx::Size surface_size = output_surface_->SurfaceSize();
2376 CompositorFrame compositor_frame;
2377 compositor_frame.metadata = metadata;
2378 compositor_frame.gl_frame_data = make_scoped_ptr(new GLFrameData);
2379 compositor_frame.gl_frame_data->size = surface_size;
2380 if (capabilities_.using_partial_swap) {
2381 // If supported, we can save significant bandwidth by only swapping the
2382 // damaged/scissored region (clamped to the viewport).
2383 swap_buffer_rect_.Intersect(gfx::Rect(surface_size));
2384 int flipped_y_pos_of_rect_bottom = surface_size.height() -
2385 swap_buffer_rect_.y() -
2386 swap_buffer_rect_.height();
2387 compositor_frame.gl_frame_data->sub_buffer_rect =
2388 gfx::Rect(swap_buffer_rect_.x(),
2389 FlippedRootFramebuffer() ? flipped_y_pos_of_rect_bottom
2390 : swap_buffer_rect_.y(),
2391 swap_buffer_rect_.width(),
2392 swap_buffer_rect_.height());
2393 } else {
2394 compositor_frame.gl_frame_data->sub_buffer_rect =
2395 gfx::Rect(output_surface_->SurfaceSize());
2397 output_surface_->SwapBuffers(&compositor_frame);
2399 // Release previously used overlay resources and hold onto the pending ones
2400 // until the next swap buffers.
2401 in_use_overlay_resources_.clear();
2402 in_use_overlay_resources_.swap(pending_overlay_resources_);
2404 swap_buffer_rect_ = gfx::Rect();
2407 void GLRenderer::EnforceMemoryPolicy() {
2408 if (!visible()) {
2409 TRACE_EVENT0("cc", "GLRenderer::EnforceMemoryPolicy dropping resources");
2410 ReleaseRenderPassTextures();
2411 DiscardBackbuffer();
2412 resource_provider_->ReleaseCachedData();
2413 output_surface_->context_provider()->DeleteCachedResources();
2414 GLC(gl_, gl_->Flush());
2418 void GLRenderer::DiscardBackbuffer() {
2419 if (is_backbuffer_discarded_)
2420 return;
2422 output_surface_->DiscardBackbuffer();
2424 is_backbuffer_discarded_ = true;
2426 // Damage tracker needs a full reset every time framebuffer is discarded.
2427 client_->SetFullRootLayerDamage();
2430 void GLRenderer::EnsureBackbuffer() {
2431 if (!is_backbuffer_discarded_)
2432 return;
2434 output_surface_->EnsureBackbuffer();
2435 is_backbuffer_discarded_ = false;
2438 void GLRenderer::GetFramebufferPixelsAsync(
2439 const DrawingFrame* frame,
2440 const gfx::Rect& rect,
2441 scoped_ptr<CopyOutputRequest> request) {
2442 DCHECK(!request->IsEmpty());
2443 if (request->IsEmpty())
2444 return;
2445 if (rect.IsEmpty())
2446 return;
2448 gfx::Rect window_rect = MoveFromDrawToWindowSpace(frame, rect);
2449 DCHECK_GE(window_rect.x(), 0);
2450 DCHECK_GE(window_rect.y(), 0);
2451 DCHECK_LE(window_rect.right(), current_surface_size_.width());
2452 DCHECK_LE(window_rect.bottom(), current_surface_size_.height());
2454 if (!request->force_bitmap_result()) {
2455 bool own_mailbox = !request->has_texture_mailbox();
2457 GLuint texture_id = 0;
2458 gpu::Mailbox mailbox;
2459 if (own_mailbox) {
2460 GLC(gl_, gl_->GenMailboxCHROMIUM(mailbox.name));
2461 gl_->GenTextures(1, &texture_id);
2462 GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, texture_id));
2464 GLC(gl_,
2465 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
2466 GLC(gl_,
2467 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
2468 GLC(gl_,
2469 gl_->TexParameteri(
2470 GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
2471 GLC(gl_,
2472 gl_->TexParameteri(
2473 GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
2474 GLC(gl_, gl_->ProduceTextureCHROMIUM(GL_TEXTURE_2D, mailbox.name));
2475 } else {
2476 mailbox = request->texture_mailbox().mailbox();
2477 DCHECK_EQ(static_cast<unsigned>(GL_TEXTURE_2D),
2478 request->texture_mailbox().target());
2479 DCHECK(!mailbox.IsZero());
2480 unsigned incoming_sync_point = request->texture_mailbox().sync_point();
2481 if (incoming_sync_point)
2482 GLC(gl_, gl_->WaitSyncPointCHROMIUM(incoming_sync_point));
2484 texture_id = GLC(
2485 gl_,
2486 gl_->CreateAndConsumeTextureCHROMIUM(GL_TEXTURE_2D, mailbox.name));
2488 GetFramebufferTexture(texture_id, RGBA_8888, window_rect);
2490 unsigned sync_point = gl_->InsertSyncPointCHROMIUM();
2491 TextureMailbox texture_mailbox(mailbox, GL_TEXTURE_2D, sync_point);
2493 scoped_ptr<SingleReleaseCallback> release_callback;
2494 if (own_mailbox) {
2495 GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, 0));
2496 release_callback = texture_mailbox_deleter_->GetReleaseCallback(
2497 output_surface_->context_provider(), texture_id);
2498 } else {
2499 gl_->DeleteTextures(1, &texture_id);
2502 request->SendTextureResult(
2503 window_rect.size(), texture_mailbox, release_callback.Pass());
2504 return;
2507 DCHECK(request->force_bitmap_result());
2509 scoped_ptr<PendingAsyncReadPixels> pending_read(new PendingAsyncReadPixels);
2510 pending_read->copy_request = request.Pass();
2511 pending_async_read_pixels_.insert(pending_async_read_pixels_.begin(),
2512 pending_read.Pass());
2514 bool do_workaround = NeedsIOSurfaceReadbackWorkaround();
2516 unsigned temporary_texture = 0;
2517 unsigned temporary_fbo = 0;
2519 if (do_workaround) {
2520 // On Mac OS X, calling glReadPixels() against an FBO whose color attachment
2521 // is an IOSurface-backed texture causes corruption of future glReadPixels()
2522 // calls, even those on different OpenGL contexts. It is believed that this
2523 // is the root cause of top crasher
2524 // http://crbug.com/99393. <rdar://problem/10949687>
2526 gl_->GenTextures(1, &temporary_texture);
2527 GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, temporary_texture));
2528 GLC(gl_,
2529 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
2530 GLC(gl_,
2531 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
2532 GLC(gl_,
2533 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
2534 GLC(gl_,
2535 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
2536 // Copy the contents of the current (IOSurface-backed) framebuffer into a
2537 // temporary texture.
2538 GetFramebufferTexture(
2539 temporary_texture, RGBA_8888, gfx::Rect(current_surface_size_));
2540 gl_->GenFramebuffers(1, &temporary_fbo);
2541 // Attach this texture to an FBO, and perform the readback from that FBO.
2542 GLC(gl_, gl_->BindFramebuffer(GL_FRAMEBUFFER, temporary_fbo));
2543 GLC(gl_,
2544 gl_->FramebufferTexture2D(GL_FRAMEBUFFER,
2545 GL_COLOR_ATTACHMENT0,
2546 GL_TEXTURE_2D,
2547 temporary_texture,
2548 0));
2550 DCHECK_EQ(static_cast<unsigned>(GL_FRAMEBUFFER_COMPLETE),
2551 gl_->CheckFramebufferStatus(GL_FRAMEBUFFER));
2554 GLuint buffer = 0;
2555 gl_->GenBuffers(1, &buffer);
2556 GLC(gl_, gl_->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, buffer));
2557 GLC(gl_,
2558 gl_->BufferData(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM,
2559 4 * window_rect.size().GetArea(),
2560 NULL,
2561 GL_STREAM_READ));
2563 GLuint query = 0;
2564 gl_->GenQueriesEXT(1, &query);
2565 GLC(gl_, gl_->BeginQueryEXT(GL_ASYNC_PIXEL_PACK_COMPLETED_CHROMIUM, query));
2567 GLC(gl_,
2568 gl_->ReadPixels(window_rect.x(),
2569 window_rect.y(),
2570 window_rect.width(),
2571 window_rect.height(),
2572 GL_RGBA,
2573 GL_UNSIGNED_BYTE,
2574 NULL));
2576 GLC(gl_, gl_->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, 0));
2578 if (do_workaround) {
2579 // Clean up.
2580 GLC(gl_, gl_->BindFramebuffer(GL_FRAMEBUFFER, 0));
2581 GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, 0));
2582 GLC(gl_, gl_->DeleteFramebuffers(1, &temporary_fbo));
2583 GLC(gl_, gl_->DeleteTextures(1, &temporary_texture));
2586 base::Closure finished_callback = base::Bind(&GLRenderer::FinishedReadback,
2587 base::Unretained(this),
2588 buffer,
2589 query,
2590 window_rect.size());
2591 // Save the finished_callback so it can be cancelled.
2592 pending_async_read_pixels_.front()->finished_read_pixels_callback.Reset(
2593 finished_callback);
2594 base::Closure cancelable_callback =
2595 pending_async_read_pixels_.front()->
2596 finished_read_pixels_callback.callback();
2598 // Save the buffer to verify the callbacks happen in the expected order.
2599 pending_async_read_pixels_.front()->buffer = buffer;
2601 GLC(gl_, gl_->EndQueryEXT(GL_ASYNC_PIXEL_PACK_COMPLETED_CHROMIUM));
2602 context_support_->SignalQuery(query, cancelable_callback);
2604 EnforceMemoryPolicy();
2607 void GLRenderer::FinishedReadback(unsigned source_buffer,
2608 unsigned query,
2609 const gfx::Size& size) {
2610 DCHECK(!pending_async_read_pixels_.empty());
2612 if (query != 0) {
2613 GLC(gl_, gl_->DeleteQueriesEXT(1, &query));
2616 PendingAsyncReadPixels* current_read = pending_async_read_pixels_.back();
2617 // Make sure we service the readbacks in order.
2618 DCHECK_EQ(source_buffer, current_read->buffer);
2620 uint8* src_pixels = NULL;
2621 scoped_ptr<SkBitmap> bitmap;
2623 if (source_buffer != 0) {
2624 GLC(gl_,
2625 gl_->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, source_buffer));
2626 src_pixels = static_cast<uint8*>(gl_->MapBufferCHROMIUM(
2627 GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, GL_READ_ONLY));
2629 if (src_pixels) {
2630 bitmap.reset(new SkBitmap);
2631 bitmap->allocN32Pixels(size.width(), size.height());
2632 scoped_ptr<SkAutoLockPixels> lock(new SkAutoLockPixels(*bitmap));
2633 uint8* dest_pixels = static_cast<uint8*>(bitmap->getPixels());
2635 size_t row_bytes = size.width() * 4;
2636 int num_rows = size.height();
2637 size_t total_bytes = num_rows * row_bytes;
2638 for (size_t dest_y = 0; dest_y < total_bytes; dest_y += row_bytes) {
2639 // Flip Y axis.
2640 size_t src_y = total_bytes - dest_y - row_bytes;
2641 // Swizzle OpenGL -> Skia byte order.
2642 for (size_t x = 0; x < row_bytes; x += 4) {
2643 dest_pixels[dest_y + x + SK_R32_SHIFT / 8] =
2644 src_pixels[src_y + x + 0];
2645 dest_pixels[dest_y + x + SK_G32_SHIFT / 8] =
2646 src_pixels[src_y + x + 1];
2647 dest_pixels[dest_y + x + SK_B32_SHIFT / 8] =
2648 src_pixels[src_y + x + 2];
2649 dest_pixels[dest_y + x + SK_A32_SHIFT / 8] =
2650 src_pixels[src_y + x + 3];
2654 GLC(gl_,
2655 gl_->UnmapBufferCHROMIUM(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM));
2657 GLC(gl_, gl_->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, 0));
2658 GLC(gl_, gl_->DeleteBuffers(1, &source_buffer));
2661 if (bitmap)
2662 current_read->copy_request->SendBitmapResult(bitmap.Pass());
2663 pending_async_read_pixels_.pop_back();
2666 void GLRenderer::GetFramebufferTexture(unsigned texture_id,
2667 ResourceFormat texture_format,
2668 const gfx::Rect& window_rect) {
2669 DCHECK(texture_id);
2670 DCHECK_GE(window_rect.x(), 0);
2671 DCHECK_GE(window_rect.y(), 0);
2672 DCHECK_LE(window_rect.right(), current_surface_size_.width());
2673 DCHECK_LE(window_rect.bottom(), current_surface_size_.height());
2675 GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, texture_id));
2676 GLC(gl_,
2677 gl_->CopyTexImage2D(GL_TEXTURE_2D,
2679 GLDataFormat(texture_format),
2680 window_rect.x(),
2681 window_rect.y(),
2682 window_rect.width(),
2683 window_rect.height(),
2684 0));
2685 GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, 0));
2688 bool GLRenderer::UseScopedTexture(DrawingFrame* frame,
2689 const ScopedResource* texture,
2690 const gfx::Rect& viewport_rect) {
2691 DCHECK(texture->id());
2692 frame->current_render_pass = NULL;
2693 frame->current_texture = texture;
2695 return BindFramebufferToTexture(frame, texture, viewport_rect);
2698 void GLRenderer::BindFramebufferToOutputSurface(DrawingFrame* frame) {
2699 current_framebuffer_lock_ = nullptr;
2700 output_surface_->BindFramebuffer();
2702 if (output_surface_->HasExternalStencilTest()) {
2703 SetStencilEnabled(true);
2704 GLC(gl_, gl_->StencilFunc(GL_EQUAL, 1, 1));
2705 } else {
2706 SetStencilEnabled(false);
2710 bool GLRenderer::BindFramebufferToTexture(DrawingFrame* frame,
2711 const ScopedResource* texture,
2712 const gfx::Rect& target_rect) {
2713 DCHECK(texture->id());
2715 current_framebuffer_lock_ = nullptr;
2717 SetStencilEnabled(false);
2718 GLC(gl_, gl_->BindFramebuffer(GL_FRAMEBUFFER, offscreen_framebuffer_id_));
2719 current_framebuffer_lock_ =
2720 make_scoped_ptr(new ResourceProvider::ScopedWriteLockGL(
2721 resource_provider_, texture->id()));
2722 unsigned texture_id = current_framebuffer_lock_->texture_id();
2723 GLC(gl_,
2724 gl_->FramebufferTexture2D(
2725 GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_id, 0));
2727 DCHECK(gl_->CheckFramebufferStatus(GL_FRAMEBUFFER) ==
2728 GL_FRAMEBUFFER_COMPLETE ||
2729 IsContextLost());
2731 InitializeViewport(
2732 frame, target_rect, gfx::Rect(target_rect.size()), target_rect.size());
2733 return true;
2736 void GLRenderer::SetScissorTestRect(const gfx::Rect& scissor_rect) {
2737 EnsureScissorTestEnabled();
2739 // Don't unnecessarily ask the context to change the scissor, because it
2740 // may cause undesired GPU pipeline flushes.
2741 if (scissor_rect == scissor_rect_ && !scissor_rect_needs_reset_)
2742 return;
2744 scissor_rect_ = scissor_rect;
2745 FlushTextureQuadCache();
2746 GLC(gl_,
2747 gl_->Scissor(scissor_rect.x(),
2748 scissor_rect.y(),
2749 scissor_rect.width(),
2750 scissor_rect.height()));
2752 scissor_rect_needs_reset_ = false;
2755 void GLRenderer::SetDrawViewport(const gfx::Rect& window_space_viewport) {
2756 viewport_ = window_space_viewport;
2757 GLC(gl_,
2758 gl_->Viewport(window_space_viewport.x(),
2759 window_space_viewport.y(),
2760 window_space_viewport.width(),
2761 window_space_viewport.height()));
2764 void GLRenderer::InitializeSharedObjects() {
2765 TRACE_EVENT0("cc", "GLRenderer::InitializeSharedObjects");
2767 // Create an FBO for doing offscreen rendering.
2768 GLC(gl_, gl_->GenFramebuffers(1, &offscreen_framebuffer_id_));
2770 shared_geometry_ = make_scoped_ptr(
2771 new GeometryBinding(gl_, QuadVertexRect()));
2774 const GLRenderer::TileCheckerboardProgram*
2775 GLRenderer::GetTileCheckerboardProgram() {
2776 if (!tile_checkerboard_program_.initialized()) {
2777 TRACE_EVENT0("cc", "GLRenderer::checkerboardProgram::initalize");
2778 tile_checkerboard_program_.Initialize(output_surface_->context_provider(),
2779 TexCoordPrecisionNA,
2780 SamplerTypeNA);
2782 return &tile_checkerboard_program_;
2785 const GLRenderer::DebugBorderProgram* GLRenderer::GetDebugBorderProgram() {
2786 if (!debug_border_program_.initialized()) {
2787 TRACE_EVENT0("cc", "GLRenderer::debugBorderProgram::initialize");
2788 debug_border_program_.Initialize(output_surface_->context_provider(),
2789 TexCoordPrecisionNA,
2790 SamplerTypeNA);
2792 return &debug_border_program_;
2795 const GLRenderer::SolidColorProgram* GLRenderer::GetSolidColorProgram() {
2796 if (!solid_color_program_.initialized()) {
2797 TRACE_EVENT0("cc", "GLRenderer::solidColorProgram::initialize");
2798 solid_color_program_.Initialize(output_surface_->context_provider(),
2799 TexCoordPrecisionNA,
2800 SamplerTypeNA);
2802 return &solid_color_program_;
2805 const GLRenderer::SolidColorProgramAA* GLRenderer::GetSolidColorProgramAA() {
2806 if (!solid_color_program_aa_.initialized()) {
2807 TRACE_EVENT0("cc", "GLRenderer::solidColorProgramAA::initialize");
2808 solid_color_program_aa_.Initialize(output_surface_->context_provider(),
2809 TexCoordPrecisionNA,
2810 SamplerTypeNA);
2812 return &solid_color_program_aa_;
2815 const GLRenderer::RenderPassProgram* GLRenderer::GetRenderPassProgram(
2816 TexCoordPrecision precision,
2817 BlendMode blend_mode) {
2818 DCHECK_GE(precision, 0);
2819 DCHECK_LT(precision, NumTexCoordPrecisions);
2820 DCHECK_GE(blend_mode, 0);
2821 DCHECK_LT(blend_mode, NumBlendModes);
2822 RenderPassProgram* program = &render_pass_program_[precision][blend_mode];
2823 if (!program->initialized()) {
2824 TRACE_EVENT0("cc", "GLRenderer::renderPassProgram::initialize");
2825 program->Initialize(output_surface_->context_provider(),
2826 precision,
2827 SamplerType2D,
2828 blend_mode);
2830 return program;
2833 const GLRenderer::RenderPassProgramAA* GLRenderer::GetRenderPassProgramAA(
2834 TexCoordPrecision precision,
2835 BlendMode blend_mode) {
2836 DCHECK_GE(precision, 0);
2837 DCHECK_LT(precision, NumTexCoordPrecisions);
2838 DCHECK_GE(blend_mode, 0);
2839 DCHECK_LT(blend_mode, NumBlendModes);
2840 RenderPassProgramAA* program =
2841 &render_pass_program_aa_[precision][blend_mode];
2842 if (!program->initialized()) {
2843 TRACE_EVENT0("cc", "GLRenderer::renderPassProgramAA::initialize");
2844 program->Initialize(output_surface_->context_provider(),
2845 precision,
2846 SamplerType2D,
2847 blend_mode);
2849 return program;
2852 const GLRenderer::RenderPassMaskProgram* GLRenderer::GetRenderPassMaskProgram(
2853 TexCoordPrecision precision,
2854 SamplerType sampler,
2855 BlendMode blend_mode) {
2856 DCHECK_GE(precision, 0);
2857 DCHECK_LT(precision, NumTexCoordPrecisions);
2858 DCHECK_GE(sampler, 0);
2859 DCHECK_LT(sampler, NumSamplerTypes);
2860 DCHECK_GE(blend_mode, 0);
2861 DCHECK_LT(blend_mode, NumBlendModes);
2862 RenderPassMaskProgram* program =
2863 &render_pass_mask_program_[precision][sampler][blend_mode];
2864 if (!program->initialized()) {
2865 TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgram::initialize");
2866 program->Initialize(
2867 output_surface_->context_provider(), precision, sampler, blend_mode);
2869 return program;
2872 const GLRenderer::RenderPassMaskProgramAA*
2873 GLRenderer::GetRenderPassMaskProgramAA(TexCoordPrecision precision,
2874 SamplerType sampler,
2875 BlendMode blend_mode) {
2876 DCHECK_GE(precision, 0);
2877 DCHECK_LT(precision, NumTexCoordPrecisions);
2878 DCHECK_GE(sampler, 0);
2879 DCHECK_LT(sampler, NumSamplerTypes);
2880 DCHECK_GE(blend_mode, 0);
2881 DCHECK_LT(blend_mode, NumBlendModes);
2882 RenderPassMaskProgramAA* program =
2883 &render_pass_mask_program_aa_[precision][sampler][blend_mode];
2884 if (!program->initialized()) {
2885 TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgramAA::initialize");
2886 program->Initialize(
2887 output_surface_->context_provider(), precision, sampler, blend_mode);
2889 return program;
2892 const GLRenderer::RenderPassColorMatrixProgram*
2893 GLRenderer::GetRenderPassColorMatrixProgram(TexCoordPrecision precision,
2894 BlendMode blend_mode) {
2895 DCHECK_GE(precision, 0);
2896 DCHECK_LT(precision, NumTexCoordPrecisions);
2897 DCHECK_GE(blend_mode, 0);
2898 DCHECK_LT(blend_mode, NumBlendModes);
2899 RenderPassColorMatrixProgram* program =
2900 &render_pass_color_matrix_program_[precision][blend_mode];
2901 if (!program->initialized()) {
2902 TRACE_EVENT0("cc", "GLRenderer::renderPassColorMatrixProgram::initialize");
2903 program->Initialize(output_surface_->context_provider(),
2904 precision,
2905 SamplerType2D,
2906 blend_mode);
2908 return program;
2911 const GLRenderer::RenderPassColorMatrixProgramAA*
2912 GLRenderer::GetRenderPassColorMatrixProgramAA(TexCoordPrecision precision,
2913 BlendMode blend_mode) {
2914 DCHECK_GE(precision, 0);
2915 DCHECK_LT(precision, NumTexCoordPrecisions);
2916 DCHECK_GE(blend_mode, 0);
2917 DCHECK_LT(blend_mode, NumBlendModes);
2918 RenderPassColorMatrixProgramAA* program =
2919 &render_pass_color_matrix_program_aa_[precision][blend_mode];
2920 if (!program->initialized()) {
2921 TRACE_EVENT0("cc",
2922 "GLRenderer::renderPassColorMatrixProgramAA::initialize");
2923 program->Initialize(output_surface_->context_provider(),
2924 precision,
2925 SamplerType2D,
2926 blend_mode);
2928 return program;
2931 const GLRenderer::RenderPassMaskColorMatrixProgram*
2932 GLRenderer::GetRenderPassMaskColorMatrixProgram(TexCoordPrecision precision,
2933 SamplerType sampler,
2934 BlendMode blend_mode) {
2935 DCHECK_GE(precision, 0);
2936 DCHECK_LT(precision, NumTexCoordPrecisions);
2937 DCHECK_GE(sampler, 0);
2938 DCHECK_LT(sampler, NumSamplerTypes);
2939 DCHECK_GE(blend_mode, 0);
2940 DCHECK_LT(blend_mode, NumBlendModes);
2941 RenderPassMaskColorMatrixProgram* program =
2942 &render_pass_mask_color_matrix_program_[precision][sampler][blend_mode];
2943 if (!program->initialized()) {
2944 TRACE_EVENT0("cc",
2945 "GLRenderer::renderPassMaskColorMatrixProgram::initialize");
2946 program->Initialize(
2947 output_surface_->context_provider(), precision, sampler, blend_mode);
2949 return program;
2952 const GLRenderer::RenderPassMaskColorMatrixProgramAA*
2953 GLRenderer::GetRenderPassMaskColorMatrixProgramAA(TexCoordPrecision precision,
2954 SamplerType sampler,
2955 BlendMode blend_mode) {
2956 DCHECK_GE(precision, 0);
2957 DCHECK_LT(precision, NumTexCoordPrecisions);
2958 DCHECK_GE(sampler, 0);
2959 DCHECK_LT(sampler, NumSamplerTypes);
2960 DCHECK_GE(blend_mode, 0);
2961 DCHECK_LT(blend_mode, NumBlendModes);
2962 RenderPassMaskColorMatrixProgramAA* program =
2963 &render_pass_mask_color_matrix_program_aa_[precision][sampler]
2964 [blend_mode];
2965 if (!program->initialized()) {
2966 TRACE_EVENT0("cc",
2967 "GLRenderer::renderPassMaskColorMatrixProgramAA::initialize");
2968 program->Initialize(
2969 output_surface_->context_provider(), precision, sampler, blend_mode);
2971 return program;
2974 const GLRenderer::TileProgram* GLRenderer::GetTileProgram(
2975 TexCoordPrecision precision,
2976 SamplerType sampler) {
2977 DCHECK_GE(precision, 0);
2978 DCHECK_LT(precision, NumTexCoordPrecisions);
2979 DCHECK_GE(sampler, 0);
2980 DCHECK_LT(sampler, NumSamplerTypes);
2981 TileProgram* program = &tile_program_[precision][sampler];
2982 if (!program->initialized()) {
2983 TRACE_EVENT0("cc", "GLRenderer::tileProgram::initialize");
2984 program->Initialize(
2985 output_surface_->context_provider(), precision, sampler);
2987 return program;
2990 const GLRenderer::TileProgramOpaque* GLRenderer::GetTileProgramOpaque(
2991 TexCoordPrecision precision,
2992 SamplerType sampler) {
2993 DCHECK_GE(precision, 0);
2994 DCHECK_LT(precision, NumTexCoordPrecisions);
2995 DCHECK_GE(sampler, 0);
2996 DCHECK_LT(sampler, NumSamplerTypes);
2997 TileProgramOpaque* program = &tile_program_opaque_[precision][sampler];
2998 if (!program->initialized()) {
2999 TRACE_EVENT0("cc", "GLRenderer::tileProgramOpaque::initialize");
3000 program->Initialize(
3001 output_surface_->context_provider(), precision, sampler);
3003 return program;
3006 const GLRenderer::TileProgramAA* GLRenderer::GetTileProgramAA(
3007 TexCoordPrecision precision,
3008 SamplerType sampler) {
3009 DCHECK_GE(precision, 0);
3010 DCHECK_LT(precision, NumTexCoordPrecisions);
3011 DCHECK_GE(sampler, 0);
3012 DCHECK_LT(sampler, NumSamplerTypes);
3013 TileProgramAA* program = &tile_program_aa_[precision][sampler];
3014 if (!program->initialized()) {
3015 TRACE_EVENT0("cc", "GLRenderer::tileProgramAA::initialize");
3016 program->Initialize(
3017 output_surface_->context_provider(), precision, sampler);
3019 return program;
3022 const GLRenderer::TileProgramSwizzle* GLRenderer::GetTileProgramSwizzle(
3023 TexCoordPrecision precision,
3024 SamplerType sampler) {
3025 DCHECK_GE(precision, 0);
3026 DCHECK_LT(precision, NumTexCoordPrecisions);
3027 DCHECK_GE(sampler, 0);
3028 DCHECK_LT(sampler, NumSamplerTypes);
3029 TileProgramSwizzle* program = &tile_program_swizzle_[precision][sampler];
3030 if (!program->initialized()) {
3031 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzle::initialize");
3032 program->Initialize(
3033 output_surface_->context_provider(), precision, sampler);
3035 return program;
3038 const GLRenderer::TileProgramSwizzleOpaque*
3039 GLRenderer::GetTileProgramSwizzleOpaque(TexCoordPrecision precision,
3040 SamplerType sampler) {
3041 DCHECK_GE(precision, 0);
3042 DCHECK_LT(precision, NumTexCoordPrecisions);
3043 DCHECK_GE(sampler, 0);
3044 DCHECK_LT(sampler, NumSamplerTypes);
3045 TileProgramSwizzleOpaque* program =
3046 &tile_program_swizzle_opaque_[precision][sampler];
3047 if (!program->initialized()) {
3048 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleOpaque::initialize");
3049 program->Initialize(
3050 output_surface_->context_provider(), precision, sampler);
3052 return program;
3055 const GLRenderer::TileProgramSwizzleAA* GLRenderer::GetTileProgramSwizzleAA(
3056 TexCoordPrecision precision,
3057 SamplerType sampler) {
3058 DCHECK_GE(precision, 0);
3059 DCHECK_LT(precision, NumTexCoordPrecisions);
3060 DCHECK_GE(sampler, 0);
3061 DCHECK_LT(sampler, NumSamplerTypes);
3062 TileProgramSwizzleAA* program = &tile_program_swizzle_aa_[precision][sampler];
3063 if (!program->initialized()) {
3064 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleAA::initialize");
3065 program->Initialize(
3066 output_surface_->context_provider(), precision, sampler);
3068 return program;
3071 const GLRenderer::TextureProgram* GLRenderer::GetTextureProgram(
3072 TexCoordPrecision precision) {
3073 DCHECK_GE(precision, 0);
3074 DCHECK_LT(precision, NumTexCoordPrecisions);
3075 TextureProgram* program = &texture_program_[precision];
3076 if (!program->initialized()) {
3077 TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize");
3078 program->Initialize(
3079 output_surface_->context_provider(), precision, SamplerType2D);
3081 return program;
3084 const GLRenderer::NonPremultipliedTextureProgram*
3085 GLRenderer::GetNonPremultipliedTextureProgram(TexCoordPrecision precision) {
3086 DCHECK_GE(precision, 0);
3087 DCHECK_LT(precision, NumTexCoordPrecisions);
3088 NonPremultipliedTextureProgram* program =
3089 &nonpremultiplied_texture_program_[precision];
3090 if (!program->initialized()) {
3091 TRACE_EVENT0("cc",
3092 "GLRenderer::NonPremultipliedTextureProgram::Initialize");
3093 program->Initialize(
3094 output_surface_->context_provider(), precision, SamplerType2D);
3096 return program;
3099 const GLRenderer::TextureBackgroundProgram*
3100 GLRenderer::GetTextureBackgroundProgram(TexCoordPrecision precision) {
3101 DCHECK_GE(precision, 0);
3102 DCHECK_LT(precision, NumTexCoordPrecisions);
3103 TextureBackgroundProgram* program = &texture_background_program_[precision];
3104 if (!program->initialized()) {
3105 TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize");
3106 program->Initialize(
3107 output_surface_->context_provider(), precision, SamplerType2D);
3109 return program;
3112 const GLRenderer::NonPremultipliedTextureBackgroundProgram*
3113 GLRenderer::GetNonPremultipliedTextureBackgroundProgram(
3114 TexCoordPrecision precision) {
3115 DCHECK_GE(precision, 0);
3116 DCHECK_LT(precision, NumTexCoordPrecisions);
3117 NonPremultipliedTextureBackgroundProgram* program =
3118 &nonpremultiplied_texture_background_program_[precision];
3119 if (!program->initialized()) {
3120 TRACE_EVENT0("cc",
3121 "GLRenderer::NonPremultipliedTextureProgram::Initialize");
3122 program->Initialize(
3123 output_surface_->context_provider(), precision, SamplerType2D);
3125 return program;
3128 const GLRenderer::TextureProgram* GLRenderer::GetTextureIOSurfaceProgram(
3129 TexCoordPrecision precision) {
3130 DCHECK_GE(precision, 0);
3131 DCHECK_LT(precision, NumTexCoordPrecisions);
3132 TextureProgram* program = &texture_io_surface_program_[precision];
3133 if (!program->initialized()) {
3134 TRACE_EVENT0("cc", "GLRenderer::textureIOSurfaceProgram::initialize");
3135 program->Initialize(
3136 output_surface_->context_provider(), precision, SamplerType2DRect);
3138 return program;
3141 const GLRenderer::VideoYUVProgram* GLRenderer::GetVideoYUVProgram(
3142 TexCoordPrecision precision) {
3143 DCHECK_GE(precision, 0);
3144 DCHECK_LT(precision, NumTexCoordPrecisions);
3145 VideoYUVProgram* program = &video_yuv_program_[precision];
3146 if (!program->initialized()) {
3147 TRACE_EVENT0("cc", "GLRenderer::videoYUVProgram::initialize");
3148 program->Initialize(
3149 output_surface_->context_provider(), precision, SamplerType2D);
3151 return program;
3154 const GLRenderer::VideoYUVAProgram* GLRenderer::GetVideoYUVAProgram(
3155 TexCoordPrecision precision) {
3156 DCHECK_GE(precision, 0);
3157 DCHECK_LT(precision, NumTexCoordPrecisions);
3158 VideoYUVAProgram* program = &video_yuva_program_[precision];
3159 if (!program->initialized()) {
3160 TRACE_EVENT0("cc", "GLRenderer::videoYUVAProgram::initialize");
3161 program->Initialize(
3162 output_surface_->context_provider(), precision, SamplerType2D);
3164 return program;
3167 const GLRenderer::VideoStreamTextureProgram*
3168 GLRenderer::GetVideoStreamTextureProgram(TexCoordPrecision precision) {
3169 if (!Capabilities().using_egl_image)
3170 return NULL;
3171 DCHECK_GE(precision, 0);
3172 DCHECK_LT(precision, NumTexCoordPrecisions);
3173 VideoStreamTextureProgram* program =
3174 &video_stream_texture_program_[precision];
3175 if (!program->initialized()) {
3176 TRACE_EVENT0("cc", "GLRenderer::streamTextureProgram::initialize");
3177 program->Initialize(
3178 output_surface_->context_provider(), precision, SamplerTypeExternalOES);
3180 return program;
3183 void GLRenderer::CleanupSharedObjects() {
3184 shared_geometry_ = nullptr;
3186 for (int i = 0; i < NumTexCoordPrecisions; ++i) {
3187 for (int j = 0; j < NumSamplerTypes; ++j) {
3188 tile_program_[i][j].Cleanup(gl_);
3189 tile_program_opaque_[i][j].Cleanup(gl_);
3190 tile_program_swizzle_[i][j].Cleanup(gl_);
3191 tile_program_swizzle_opaque_[i][j].Cleanup(gl_);
3192 tile_program_aa_[i][j].Cleanup(gl_);
3193 tile_program_swizzle_aa_[i][j].Cleanup(gl_);
3195 for (int k = 0; k < NumBlendModes; k++) {
3196 render_pass_mask_program_[i][j][k].Cleanup(gl_);
3197 render_pass_mask_program_aa_[i][j][k].Cleanup(gl_);
3198 render_pass_mask_color_matrix_program_aa_[i][j][k].Cleanup(gl_);
3199 render_pass_mask_color_matrix_program_[i][j][k].Cleanup(gl_);
3202 for (int j = 0; j < NumBlendModes; j++) {
3203 render_pass_program_[i][j].Cleanup(gl_);
3204 render_pass_program_aa_[i][j].Cleanup(gl_);
3205 render_pass_color_matrix_program_[i][j].Cleanup(gl_);
3206 render_pass_color_matrix_program_aa_[i][j].Cleanup(gl_);
3209 texture_program_[i].Cleanup(gl_);
3210 nonpremultiplied_texture_program_[i].Cleanup(gl_);
3211 texture_background_program_[i].Cleanup(gl_);
3212 nonpremultiplied_texture_background_program_[i].Cleanup(gl_);
3213 texture_io_surface_program_[i].Cleanup(gl_);
3215 video_yuv_program_[i].Cleanup(gl_);
3216 video_yuva_program_[i].Cleanup(gl_);
3217 video_stream_texture_program_[i].Cleanup(gl_);
3220 tile_checkerboard_program_.Cleanup(gl_);
3222 debug_border_program_.Cleanup(gl_);
3223 solid_color_program_.Cleanup(gl_);
3224 solid_color_program_aa_.Cleanup(gl_);
3226 if (offscreen_framebuffer_id_)
3227 GLC(gl_, gl_->DeleteFramebuffers(1, &offscreen_framebuffer_id_));
3229 if (on_demand_tile_raster_resource_id_)
3230 resource_provider_->DeleteResource(on_demand_tile_raster_resource_id_);
3232 ReleaseRenderPassTextures();
3235 void GLRenderer::ReinitializeGLState() {
3236 is_scissor_enabled_ = false;
3237 scissor_rect_needs_reset_ = true;
3238 stencil_shadow_ = false;
3239 blend_shadow_ = true;
3240 program_shadow_ = 0;
3242 RestoreGLState();
3245 void GLRenderer::RestoreGLState() {
3246 // This restores the current GLRenderer state to the GL context.
3248 shared_geometry_->PrepareForDraw();
3250 GLC(gl_, gl_->Disable(GL_DEPTH_TEST));
3251 GLC(gl_, gl_->Disable(GL_CULL_FACE));
3252 GLC(gl_, gl_->ColorMask(true, true, true, true));
3253 GLC(gl_, gl_->BlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA));
3254 GLC(gl_, gl_->ActiveTexture(GL_TEXTURE0));
3256 if (program_shadow_)
3257 gl_->UseProgram(program_shadow_);
3259 if (stencil_shadow_)
3260 GLC(gl_, gl_->Enable(GL_STENCIL_TEST));
3261 else
3262 GLC(gl_, gl_->Disable(GL_STENCIL_TEST));
3264 if (blend_shadow_)
3265 GLC(gl_, gl_->Enable(GL_BLEND));
3266 else
3267 GLC(gl_, gl_->Disable(GL_BLEND));
3269 if (is_scissor_enabled_) {
3270 GLC(gl_, gl_->Enable(GL_SCISSOR_TEST));
3271 GLC(gl_,
3272 gl_->Scissor(scissor_rect_.x(),
3273 scissor_rect_.y(),
3274 scissor_rect_.width(),
3275 scissor_rect_.height()));
3276 } else {
3277 GLC(gl_, gl_->Disable(GL_SCISSOR_TEST));
3281 void GLRenderer::RestoreFramebuffer(DrawingFrame* frame) {
3282 UseRenderPass(frame, frame->current_render_pass);
3285 bool GLRenderer::IsContextLost() {
3286 return output_surface_->context_provider()->IsContextLost();
3289 void GLRenderer::ScheduleOverlays(DrawingFrame* frame) {
3290 if (!frame->overlay_list.size())
3291 return;
3293 ResourceProvider::ResourceIdArray resources;
3294 OverlayCandidateList& overlays = frame->overlay_list;
3295 OverlayCandidateList::iterator it;
3296 for (it = overlays.begin(); it != overlays.end(); ++it) {
3297 const OverlayCandidate& overlay = *it;
3298 // Skip primary plane.
3299 if (overlay.plane_z_order == 0)
3300 continue;
3302 pending_overlay_resources_.push_back(
3303 make_scoped_ptr(new ResourceProvider::ScopedReadLockGL(
3304 resource_provider_, overlay.resource_id)));
3306 context_support_->ScheduleOverlayPlane(
3307 overlay.plane_z_order,
3308 overlay.transform,
3309 pending_overlay_resources_.back()->texture_id(),
3310 overlay.display_rect,
3311 overlay.uv_rect);
3315 } // namespace cc