1 // Copyright 2010 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
5 #include "cc/output/gl_renderer.h"
13 #include "base/logging.h"
14 #include "base/memory/scoped_ptr.h"
15 #include "base/strings/string_split.h"
16 #include "base/strings/string_util.h"
17 #include "base/strings/stringprintf.h"
18 #include "build/build_config.h"
19 #include "base/trace_event/trace_event.h"
20 #include "cc/base/math_util.h"
21 #include "cc/output/compositor_frame.h"
22 #include "cc/output/compositor_frame_metadata.h"
23 #include "cc/output/context_provider.h"
24 #include "cc/output/copy_output_request.h"
25 #include "cc/output/dynamic_geometry_binding.h"
26 #include "cc/output/gl_frame_data.h"
27 #include "cc/output/layer_quad.h"
28 #include "cc/output/output_surface.h"
29 #include "cc/output/render_surface_filters.h"
30 #include "cc/output/static_geometry_binding.h"
31 #include "cc/output/texture_mailbox_deleter.h"
32 #include "cc/quads/draw_polygon.h"
33 #include "cc/quads/picture_draw_quad.h"
34 #include "cc/quads/render_pass.h"
35 #include "cc/quads/stream_video_draw_quad.h"
36 #include "cc/quads/texture_draw_quad.h"
37 #include "cc/raster/scoped_gpu_raster.h"
38 #include "cc/resources/scoped_resource.h"
39 #include "gpu/GLES2/gl2extchromium.h"
40 #include "gpu/command_buffer/client/context_support.h"
41 #include "gpu/command_buffer/client/gles2_interface.h"
42 #include "gpu/command_buffer/common/gpu_memory_allocation.h"
43 #include "third_party/skia/include/core/SkBitmap.h"
44 #include "third_party/skia/include/core/SkColor.h"
45 #include "third_party/skia/include/core/SkColorFilter.h"
46 #include "third_party/skia/include/core/SkImage.h"
47 #include "third_party/skia/include/core/SkSurface.h"
48 #include "third_party/skia/include/gpu/GrContext.h"
49 #include "third_party/skia/include/gpu/GrTexture.h"
50 #include "third_party/skia/include/gpu/GrTextureProvider.h"
51 #include "third_party/skia/include/gpu/SkGrTexturePixelRef.h"
52 #include "third_party/skia/include/gpu/gl/GrGLInterface.h"
53 #include "ui/gfx/geometry/quad_f.h"
54 #include "ui/gfx/geometry/rect_conversions.h"
56 using gpu::gles2::GLES2Interface
;
61 bool NeedsIOSurfaceReadbackWorkaround() {
62 #if defined(OS_MACOSX)
63 // This isn't strictly required in DumpRenderTree-mode when Mesa is used,
64 // but it doesn't seem to hurt.
71 Float4
UVTransform(const TextureDrawQuad
* quad
) {
72 gfx::PointF uv0
= quad
->uv_top_left
;
73 gfx::PointF uv1
= quad
->uv_bottom_right
;
74 Float4 xform
= {{uv0
.x(), uv0
.y(), uv1
.x() - uv0
.x(), uv1
.y() - uv0
.y()}};
75 if (quad
->y_flipped
) {
76 xform
.data
[1] = 1.0f
- xform
.data
[1];
77 xform
.data
[3] = -xform
.data
[3];
82 Float4
PremultipliedColor(SkColor color
) {
83 const float factor
= 1.0f
/ 255.0f
;
84 const float alpha
= SkColorGetA(color
) * factor
;
87 {SkColorGetR(color
) * factor
* alpha
, SkColorGetG(color
) * factor
* alpha
,
88 SkColorGetB(color
) * factor
* alpha
, alpha
}};
92 SamplerType
SamplerTypeFromTextureTarget(GLenum target
) {
95 return SAMPLER_TYPE_2D
;
96 case GL_TEXTURE_RECTANGLE_ARB
:
97 return SAMPLER_TYPE_2D_RECT
;
98 case GL_TEXTURE_EXTERNAL_OES
:
99 return SAMPLER_TYPE_EXTERNAL_OES
;
102 return SAMPLER_TYPE_2D
;
106 BlendMode
BlendModeFromSkXfermode(SkXfermode::Mode mode
) {
108 case SkXfermode::kSrcOver_Mode
:
109 return BLEND_MODE_NORMAL
;
110 case SkXfermode::kScreen_Mode
:
111 return BLEND_MODE_SCREEN
;
112 case SkXfermode::kOverlay_Mode
:
113 return BLEND_MODE_OVERLAY
;
114 case SkXfermode::kDarken_Mode
:
115 return BLEND_MODE_DARKEN
;
116 case SkXfermode::kLighten_Mode
:
117 return BLEND_MODE_LIGHTEN
;
118 case SkXfermode::kColorDodge_Mode
:
119 return BLEND_MODE_COLOR_DODGE
;
120 case SkXfermode::kColorBurn_Mode
:
121 return BLEND_MODE_COLOR_BURN
;
122 case SkXfermode::kHardLight_Mode
:
123 return BLEND_MODE_HARD_LIGHT
;
124 case SkXfermode::kSoftLight_Mode
:
125 return BLEND_MODE_SOFT_LIGHT
;
126 case SkXfermode::kDifference_Mode
:
127 return BLEND_MODE_DIFFERENCE
;
128 case SkXfermode::kExclusion_Mode
:
129 return BLEND_MODE_EXCLUSION
;
130 case SkXfermode::kMultiply_Mode
:
131 return BLEND_MODE_MULTIPLY
;
132 case SkXfermode::kHue_Mode
:
133 return BLEND_MODE_HUE
;
134 case SkXfermode::kSaturation_Mode
:
135 return BLEND_MODE_SATURATION
;
136 case SkXfermode::kColor_Mode
:
137 return BLEND_MODE_COLOR
;
138 case SkXfermode::kLuminosity_Mode
:
139 return BLEND_MODE_LUMINOSITY
;
142 return BLEND_MODE_NONE
;
146 // Smallest unit that impact anti-aliasing output. We use this to
147 // determine when anti-aliasing is unnecessary.
148 const float kAntiAliasingEpsilon
= 1.0f
/ 1024.0f
;
150 // Block or crash if the number of pending sync queries reach this high as
151 // something is seriously wrong on the service side if this happens.
152 const size_t kMaxPendingSyncQueries
= 16;
154 } // anonymous namespace
156 static GLint
GetActiveTextureUnit(GLES2Interface
* gl
) {
157 GLint active_unit
= 0;
158 gl
->GetIntegerv(GL_ACTIVE_TEXTURE
, &active_unit
);
162 class GLRenderer::ScopedUseGrContext
{
164 static scoped_ptr
<ScopedUseGrContext
> Create(GLRenderer
* renderer
,
165 DrawingFrame
* frame
) {
166 // GrContext for filters is created lazily, and may fail if the context
168 // TODO(vmiura,bsalomon): crbug.com/487850 Ensure that
169 // ContextProvider::GrContext() does not return NULL.
170 if (renderer
->output_surface_
->context_provider()->GrContext())
171 return make_scoped_ptr(new ScopedUseGrContext(renderer
, frame
));
175 ~ScopedUseGrContext() {
176 // Pass context control back to GLrenderer.
177 scoped_gpu_raster_
= nullptr;
178 renderer_
->RestoreGLState();
179 renderer_
->RestoreFramebuffer(frame_
);
182 GrContext
* context() const {
183 return renderer_
->output_surface_
->context_provider()->GrContext();
187 ScopedUseGrContext(GLRenderer
* renderer
, DrawingFrame
* frame
)
188 : scoped_gpu_raster_(
189 new ScopedGpuRaster(renderer
->output_surface_
->context_provider())),
192 // scoped_gpu_raster_ passes context control to Skia.
195 scoped_ptr
<ScopedGpuRaster
> scoped_gpu_raster_
;
196 GLRenderer
* renderer_
;
197 DrawingFrame
* frame_
;
199 DISALLOW_COPY_AND_ASSIGN(ScopedUseGrContext
);
202 struct GLRenderer::PendingAsyncReadPixels
{
203 PendingAsyncReadPixels() : buffer(0) {}
205 scoped_ptr
<CopyOutputRequest
> copy_request
;
206 base::CancelableClosure finished_read_pixels_callback
;
210 DISALLOW_COPY_AND_ASSIGN(PendingAsyncReadPixels
);
213 class GLRenderer::SyncQuery
{
215 explicit SyncQuery(gpu::gles2::GLES2Interface
* gl
)
216 : gl_(gl
), query_id_(0u), is_pending_(false), weak_ptr_factory_(this) {
217 gl_
->GenQueriesEXT(1, &query_id_
);
219 virtual ~SyncQuery() { gl_
->DeleteQueriesEXT(1, &query_id_
); }
221 scoped_refptr
<ResourceProvider::Fence
> Begin() {
222 DCHECK(!IsPending());
223 // Invalidate weak pointer held by old fence.
224 weak_ptr_factory_
.InvalidateWeakPtrs();
225 // Note: In case the set of drawing commands issued before End() do not
226 // depend on the query, defer BeginQueryEXT call until Set() is called and
227 // query is required.
228 return make_scoped_refptr
<ResourceProvider::Fence
>(
229 new Fence(weak_ptr_factory_
.GetWeakPtr()));
236 // Note: BeginQueryEXT on GL_COMMANDS_COMPLETED_CHROMIUM is effectively a
237 // noop relative to GL, so it doesn't matter where it happens but we still
238 // make sure to issue this command when Set() is called (prior to issuing
239 // any drawing commands that depend on query), in case some future extension
240 // can take advantage of this.
241 gl_
->BeginQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM
, query_id_
);
249 gl_
->EndQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM
);
256 unsigned result_available
= 1;
257 gl_
->GetQueryObjectuivEXT(
258 query_id_
, GL_QUERY_RESULT_AVAILABLE_EXT
, &result_available
);
259 is_pending_
= !result_available
;
268 gl_
->GetQueryObjectuivEXT(query_id_
, GL_QUERY_RESULT_EXT
, &result
);
273 class Fence
: public ResourceProvider::Fence
{
275 explicit Fence(base::WeakPtr
<GLRenderer::SyncQuery
> query
)
278 // Overridden from ResourceProvider::Fence:
279 void Set() override
{
283 bool HasPassed() override
{ return !query_
|| !query_
->IsPending(); }
284 void Wait() override
{
292 base::WeakPtr
<SyncQuery
> query_
;
294 DISALLOW_COPY_AND_ASSIGN(Fence
);
297 gpu::gles2::GLES2Interface
* gl_
;
300 base::WeakPtrFactory
<SyncQuery
> weak_ptr_factory_
;
302 DISALLOW_COPY_AND_ASSIGN(SyncQuery
);
305 scoped_ptr
<GLRenderer
> GLRenderer::Create(
306 RendererClient
* client
,
307 const RendererSettings
* settings
,
308 OutputSurface
* output_surface
,
309 ResourceProvider
* resource_provider
,
310 TextureMailboxDeleter
* texture_mailbox_deleter
,
311 int highp_threshold_min
) {
312 return make_scoped_ptr(new GLRenderer(client
,
316 texture_mailbox_deleter
,
317 highp_threshold_min
));
320 GLRenderer::GLRenderer(RendererClient
* client
,
321 const RendererSettings
* settings
,
322 OutputSurface
* output_surface
,
323 ResourceProvider
* resource_provider
,
324 TextureMailboxDeleter
* texture_mailbox_deleter
,
325 int highp_threshold_min
)
326 : DirectRenderer(client
, settings
, output_surface
, resource_provider
),
327 offscreen_framebuffer_id_(0),
328 shared_geometry_quad_(QuadVertexRect()),
329 gl_(output_surface
->context_provider()->ContextGL()),
330 context_support_(output_surface
->context_provider()->ContextSupport()),
331 texture_mailbox_deleter_(texture_mailbox_deleter
),
332 is_backbuffer_discarded_(false),
333 is_scissor_enabled_(false),
334 scissor_rect_needs_reset_(true),
335 stencil_shadow_(false),
336 blend_shadow_(false),
337 highp_threshold_min_(highp_threshold_min
),
338 highp_threshold_cache_(0),
339 use_sync_query_(false),
340 on_demand_tile_raster_resource_id_(0),
341 bound_geometry_(NO_BINDING
) {
343 DCHECK(context_support_
);
345 ContextProvider::Capabilities context_caps
=
346 output_surface_
->context_provider()->ContextCapabilities();
348 capabilities_
.using_partial_swap
=
349 settings_
->partial_swap_enabled
&& context_caps
.gpu
.post_sub_buffer
;
351 DCHECK(!context_caps
.gpu
.iosurface
|| context_caps
.gpu
.texture_rectangle
);
353 capabilities_
.using_egl_image
= context_caps
.gpu
.egl_image_external
;
355 capabilities_
.max_texture_size
= resource_provider_
->max_texture_size();
356 capabilities_
.best_texture_format
= resource_provider_
->best_texture_format();
358 // The updater can access textures while the GLRenderer is using them.
359 capabilities_
.allow_partial_texture_updates
= true;
361 capabilities_
.using_image
= context_caps
.gpu
.image
;
363 capabilities_
.using_discard_framebuffer
=
364 context_caps
.gpu
.discard_framebuffer
;
366 capabilities_
.allow_rasterize_on_demand
= true;
367 capabilities_
.max_msaa_samples
= context_caps
.gpu
.max_samples
;
369 use_sync_query_
= context_caps
.gpu
.sync_query
;
370 use_blend_equation_advanced_
= context_caps
.gpu
.blend_equation_advanced
;
371 use_blend_equation_advanced_coherent_
=
372 context_caps
.gpu
.blend_equation_advanced_coherent
;
374 InitializeSharedObjects();
377 GLRenderer::~GLRenderer() {
378 while (!pending_async_read_pixels_
.empty()) {
379 PendingAsyncReadPixels
* pending_read
= pending_async_read_pixels_
.back();
380 pending_read
->finished_read_pixels_callback
.Cancel();
381 pending_async_read_pixels_
.pop_back();
384 in_use_overlay_resources_
.clear();
386 CleanupSharedObjects();
389 const RendererCapabilitiesImpl
& GLRenderer::Capabilities() const {
390 return capabilities_
;
393 void GLRenderer::DidChangeVisibility() {
394 EnforceMemoryPolicy();
396 context_support_
->SetSurfaceVisible(visible());
398 // If we are not visible, we ask the context to aggressively free resources.
399 context_support_
->SetAggressivelyFreeResources(!visible());
402 void GLRenderer::ReleaseRenderPassTextures() { render_pass_textures_
.clear(); }
404 void GLRenderer::DiscardPixels() {
405 if (!capabilities_
.using_discard_framebuffer
)
407 bool using_default_framebuffer
=
408 !current_framebuffer_lock_
&&
409 output_surface_
->capabilities().uses_default_gl_framebuffer
;
410 GLenum attachments
[] = {static_cast<GLenum
>(
411 using_default_framebuffer
? GL_COLOR_EXT
: GL_COLOR_ATTACHMENT0_EXT
)};
412 gl_
->DiscardFramebufferEXT(
413 GL_FRAMEBUFFER
, arraysize(attachments
), attachments
);
416 void GLRenderer::PrepareSurfaceForPass(
418 SurfaceInitializationMode initialization_mode
,
419 const gfx::Rect
& render_pass_scissor
) {
422 switch (initialization_mode
) {
423 case SURFACE_INITIALIZATION_MODE_PRESERVE
:
424 EnsureScissorTestDisabled();
426 case SURFACE_INITIALIZATION_MODE_FULL_SURFACE_CLEAR
:
427 EnsureScissorTestDisabled();
429 ClearFramebuffer(frame
);
431 case SURFACE_INITIALIZATION_MODE_SCISSORED_CLEAR
:
432 SetScissorTestRect(render_pass_scissor
);
433 ClearFramebuffer(frame
);
438 void GLRenderer::ClearFramebuffer(DrawingFrame
* frame
) {
439 // On DEBUG builds, opaque render passes are cleared to blue to easily see
440 // regions that were not drawn on the screen.
441 if (frame
->current_render_pass
->has_transparent_background
)
442 gl_
->ClearColor(0, 0, 0, 0);
444 gl_
->ClearColor(0, 0, 1, 1);
446 bool always_clear
= false;
450 if (always_clear
|| frame
->current_render_pass
->has_transparent_background
) {
451 GLbitfield clear_bits
= GL_COLOR_BUFFER_BIT
;
453 clear_bits
|= GL_STENCIL_BUFFER_BIT
;
454 gl_
->Clear(clear_bits
);
458 void GLRenderer::BeginDrawingFrame(DrawingFrame
* frame
) {
459 TRACE_EVENT0("cc", "GLRenderer::BeginDrawingFrame");
461 scoped_refptr
<ResourceProvider::Fence
> read_lock_fence
;
462 if (use_sync_query_
) {
463 // Block until oldest sync query has passed if the number of pending queries
464 // ever reach kMaxPendingSyncQueries.
465 if (pending_sync_queries_
.size() >= kMaxPendingSyncQueries
) {
466 LOG(ERROR
) << "Reached limit of pending sync queries.";
468 pending_sync_queries_
.front()->Wait();
469 DCHECK(!pending_sync_queries_
.front()->IsPending());
472 while (!pending_sync_queries_
.empty()) {
473 if (pending_sync_queries_
.front()->IsPending())
476 available_sync_queries_
.push_back(pending_sync_queries_
.take_front());
479 current_sync_query_
= available_sync_queries_
.empty()
480 ? make_scoped_ptr(new SyncQuery(gl_
))
481 : available_sync_queries_
.take_front();
483 read_lock_fence
= current_sync_query_
->Begin();
486 make_scoped_refptr(new ResourceProvider::SynchronousFence(gl_
));
488 resource_provider_
->SetReadLockFence(read_lock_fence
.get());
490 // Insert WaitSyncPointCHROMIUM on quad resources prior to drawing the frame,
491 // so that drawing can proceed without GL context switching interruptions.
492 ResourceProvider
* resource_provider
= resource_provider_
;
493 for (const auto& pass
: *frame
->render_passes_in_draw_order
) {
494 for (const auto& quad
: pass
->quad_list
) {
495 for (ResourceId resource_id
: quad
->resources
)
496 resource_provider
->WaitSyncPointIfNeeded(resource_id
);
500 // TODO(enne): Do we need to reinitialize all of this state per frame?
501 ReinitializeGLState();
504 void GLRenderer::DoNoOp() {
505 gl_
->BindFramebuffer(GL_FRAMEBUFFER
, 0);
509 void GLRenderer::DoDrawQuad(DrawingFrame
* frame
,
510 const DrawQuad
* quad
,
511 const gfx::QuadF
* clip_region
) {
512 DCHECK(quad
->rect
.Contains(quad
->visible_rect
));
513 if (quad
->material
!= DrawQuad::TEXTURE_CONTENT
) {
514 FlushTextureQuadCache(SHARED_BINDING
);
517 switch (quad
->material
) {
518 case DrawQuad::INVALID
:
521 case DrawQuad::DEBUG_BORDER
:
522 DrawDebugBorderQuad(frame
, DebugBorderDrawQuad::MaterialCast(quad
));
524 case DrawQuad::IO_SURFACE_CONTENT
:
525 DrawIOSurfaceQuad(frame
, IOSurfaceDrawQuad::MaterialCast(quad
),
528 case DrawQuad::PICTURE_CONTENT
:
529 // PictureDrawQuad should only be used for resourceless software draws.
532 case DrawQuad::RENDER_PASS
:
533 DrawRenderPassQuad(frame
, RenderPassDrawQuad::MaterialCast(quad
),
536 case DrawQuad::SOLID_COLOR
:
537 DrawSolidColorQuad(frame
, SolidColorDrawQuad::MaterialCast(quad
),
540 case DrawQuad::STREAM_VIDEO_CONTENT
:
541 DrawStreamVideoQuad(frame
, StreamVideoDrawQuad::MaterialCast(quad
),
544 case DrawQuad::SURFACE_CONTENT
:
545 // Surface content should be fully resolved to other quad types before
546 // reaching a direct renderer.
549 case DrawQuad::TEXTURE_CONTENT
:
550 EnqueueTextureQuad(frame
, TextureDrawQuad::MaterialCast(quad
),
553 case DrawQuad::TILED_CONTENT
:
554 DrawTileQuad(frame
, TileDrawQuad::MaterialCast(quad
), clip_region
);
556 case DrawQuad::YUV_VIDEO_CONTENT
:
557 DrawYUVVideoQuad(frame
, YUVVideoDrawQuad::MaterialCast(quad
),
563 // This function does not handle 3D sorting right now, since the debug border
564 // quads are just drawn as their original quads and not in split pieces. This
565 // results in some debug border quads drawing over foreground quads.
566 void GLRenderer::DrawDebugBorderQuad(const DrawingFrame
* frame
,
567 const DebugBorderDrawQuad
* quad
) {
568 SetBlendEnabled(quad
->ShouldDrawWithBlending());
570 static float gl_matrix
[16];
571 const DebugBorderProgram
* program
= GetDebugBorderProgram();
572 DCHECK(program
&& (program
->initialized() || IsContextLost()));
573 SetUseProgram(program
->program());
575 // Use the full quad_rect for debug quads to not move the edges based on
577 gfx::Rect layer_rect
= quad
->rect
;
578 gfx::Transform render_matrix
;
579 QuadRectTransform(&render_matrix
,
580 quad
->shared_quad_state
->quad_to_target_transform
,
582 GLRenderer::ToGLMatrix(&gl_matrix
[0],
583 frame
->projection_matrix
* render_matrix
);
584 gl_
->UniformMatrix4fv(program
->vertex_shader().matrix_location(), 1, false,
587 SkColor color
= quad
->color
;
588 float alpha
= SkColorGetA(color
) * (1.0f
/ 255.0f
);
590 gl_
->Uniform4f(program
->fragment_shader().color_location(),
591 (SkColorGetR(color
) * (1.0f
/ 255.0f
)) * alpha
,
592 (SkColorGetG(color
) * (1.0f
/ 255.0f
)) * alpha
,
593 (SkColorGetB(color
) * (1.0f
/ 255.0f
)) * alpha
, alpha
);
595 gl_
->LineWidth(quad
->width
);
597 // The indices for the line are stored in the same array as the triangle
599 gl_
->DrawElements(GL_LINE_LOOP
, 4, GL_UNSIGNED_SHORT
, 0);
602 static skia::RefPtr
<SkImage
> ApplyImageFilter(
603 scoped_ptr
<GLRenderer::ScopedUseGrContext
> use_gr_context
,
604 ResourceProvider
* resource_provider
,
605 const gfx::Rect
& rect
,
606 const gfx::Vector2dF
& scale
,
607 SkImageFilter
* filter
,
608 ScopedResource
* source_texture_resource
) {
610 return skia::RefPtr
<SkImage
>();
613 return skia::RefPtr
<SkImage
>();
615 ResourceProvider::ScopedReadLockGL
lock(resource_provider
,
616 source_texture_resource
->id());
618 // Wrap the source texture in a Ganesh platform texture.
619 GrBackendTextureDesc backend_texture_description
;
620 backend_texture_description
.fWidth
= source_texture_resource
->size().width();
621 backend_texture_description
.fHeight
=
622 source_texture_resource
->size().height();
623 backend_texture_description
.fConfig
= kSkia8888_GrPixelConfig
;
624 backend_texture_description
.fTextureHandle
= lock
.texture_id();
625 backend_texture_description
.fOrigin
= kBottomLeft_GrSurfaceOrigin
;
626 skia::RefPtr
<GrTexture
> texture
= skia::AdoptRef(
627 use_gr_context
->context()->textureProvider()->wrapBackendTexture(
628 backend_texture_description
));
630 TRACE_EVENT_INSTANT0("cc",
631 "ApplyImageFilter wrap background texture failed",
632 TRACE_EVENT_SCOPE_THREAD
);
633 return skia::RefPtr
<SkImage
>();
636 SkImageInfo src_info
=
637 SkImageInfo::MakeN32Premul(source_texture_resource
->size().width(),
638 source_texture_resource
->size().height());
639 // Place the platform texture inside an SkBitmap.
641 source
.setInfo(src_info
);
642 skia::RefPtr
<SkGrPixelRef
> pixel_ref
=
643 skia::AdoptRef(new SkGrPixelRef(src_info
, texture
.get()));
644 source
.setPixelRef(pixel_ref
.get());
646 // Create surface to draw into.
647 SkImageInfo dst_info
=
648 SkImageInfo::MakeN32Premul(source
.width(), source
.height());
649 skia::RefPtr
<SkSurface
> surface
= skia::AdoptRef(SkSurface::NewRenderTarget(
650 use_gr_context
->context(), SkSurface::kYes_Budgeted
, dst_info
, 0));
652 TRACE_EVENT_INSTANT0("cc", "ApplyImageFilter surface allocation failed",
653 TRACE_EVENT_SCOPE_THREAD
);
654 return skia::RefPtr
<SkImage
>();
656 skia::RefPtr
<SkCanvas
> canvas
= skia::SharePtr(surface
->getCanvas());
658 // Draw the source bitmap through the filter to the canvas.
660 paint
.setImageFilter(filter
);
661 canvas
->clear(SK_ColorTRANSPARENT
);
663 // The origin of the filter is top-left and the origin of the source is
664 // bottom-left, but the orientation is the same, so we must translate the
665 // filter so that it renders at the bottom of the texture to avoid
667 int y_translate
= source
.height() - rect
.height() - rect
.origin().y();
668 canvas
->translate(-rect
.origin().x(), y_translate
);
669 canvas
->scale(scale
.x(), scale
.y());
670 canvas
->drawSprite(source
, 0, 0, &paint
);
672 skia::RefPtr
<SkImage
> image
= skia::AdoptRef(surface
->newImageSnapshot());
673 if (!image
|| !image
->isTextureBacked()) {
674 return skia::RefPtr
<SkImage
>();
680 bool GLRenderer::CanApplyBlendModeUsingBlendFunc(SkXfermode::Mode blend_mode
) {
681 return use_blend_equation_advanced_
||
682 blend_mode
== SkXfermode::kScreen_Mode
||
683 blend_mode
== SkXfermode::kSrcOver_Mode
;
686 void GLRenderer::ApplyBlendModeUsingBlendFunc(SkXfermode::Mode blend_mode
) {
687 DCHECK(CanApplyBlendModeUsingBlendFunc(blend_mode
));
689 // Any modes set here must be reset in RestoreBlendFuncToDefault
690 if (use_blend_equation_advanced_
) {
691 GLenum equation
= GL_FUNC_ADD
;
693 switch (blend_mode
) {
694 case SkXfermode::kScreen_Mode
:
695 equation
= GL_SCREEN_KHR
;
697 case SkXfermode::kOverlay_Mode
:
698 equation
= GL_OVERLAY_KHR
;
700 case SkXfermode::kDarken_Mode
:
701 equation
= GL_DARKEN_KHR
;
703 case SkXfermode::kLighten_Mode
:
704 equation
= GL_LIGHTEN_KHR
;
706 case SkXfermode::kColorDodge_Mode
:
707 equation
= GL_COLORDODGE_KHR
;
709 case SkXfermode::kColorBurn_Mode
:
710 equation
= GL_COLORBURN_KHR
;
712 case SkXfermode::kHardLight_Mode
:
713 equation
= GL_HARDLIGHT_KHR
;
715 case SkXfermode::kSoftLight_Mode
:
716 equation
= GL_SOFTLIGHT_KHR
;
718 case SkXfermode::kDifference_Mode
:
719 equation
= GL_DIFFERENCE_KHR
;
721 case SkXfermode::kExclusion_Mode
:
722 equation
= GL_EXCLUSION_KHR
;
724 case SkXfermode::kMultiply_Mode
:
725 equation
= GL_MULTIPLY_KHR
;
727 case SkXfermode::kHue_Mode
:
728 equation
= GL_HSL_HUE_KHR
;
730 case SkXfermode::kSaturation_Mode
:
731 equation
= GL_HSL_SATURATION_KHR
;
733 case SkXfermode::kColor_Mode
:
734 equation
= GL_HSL_COLOR_KHR
;
736 case SkXfermode::kLuminosity_Mode
:
737 equation
= GL_HSL_LUMINOSITY_KHR
;
743 gl_
->BlendEquation(equation
);
745 if (blend_mode
== SkXfermode::kScreen_Mode
) {
746 gl_
->BlendFunc(GL_ONE_MINUS_DST_COLOR
, GL_ONE
);
751 void GLRenderer::RestoreBlendFuncToDefault(SkXfermode::Mode blend_mode
) {
752 if (blend_mode
== SkXfermode::kSrcOver_Mode
)
755 if (use_blend_equation_advanced_
) {
756 gl_
->BlendEquation(GL_FUNC_ADD
);
758 gl_
->BlendFunc(GL_ONE
, GL_ONE_MINUS_SRC_ALPHA
);
762 bool GLRenderer::ShouldApplyBackgroundFilters(DrawingFrame
* frame
,
763 const RenderPassDrawQuad
* quad
) {
764 if (quad
->background_filters
.IsEmpty())
767 // TODO(danakj): We only allow background filters on an opaque render surface
768 // because other surfaces may contain translucent pixels, and the contents
769 // behind those translucent pixels wouldn't have the filter applied.
770 if (frame
->current_render_pass
->has_transparent_background
)
773 // TODO(ajuma): Add support for reference filters once
774 // FilterOperations::GetOutsets supports reference filters.
775 if (quad
->background_filters
.HasReferenceFilter())
780 // This takes a gfx::Rect and a clip region quad in the same space,
781 // and returns a quad with the same proportions in the space -0.5->0.5.
782 bool GetScaledRegion(const gfx::Rect
& rect
,
783 const gfx::QuadF
* clip
,
784 gfx::QuadF
* scaled_region
) {
788 gfx::PointF
p1(((clip
->p1().x() - rect
.x()) / rect
.width()) - 0.5f
,
789 ((clip
->p1().y() - rect
.y()) / rect
.height()) - 0.5f
);
790 gfx::PointF
p2(((clip
->p2().x() - rect
.x()) / rect
.width()) - 0.5f
,
791 ((clip
->p2().y() - rect
.y()) / rect
.height()) - 0.5f
);
792 gfx::PointF
p3(((clip
->p3().x() - rect
.x()) / rect
.width()) - 0.5f
,
793 ((clip
->p3().y() - rect
.y()) / rect
.height()) - 0.5f
);
794 gfx::PointF
p4(((clip
->p4().x() - rect
.x()) / rect
.width()) - 0.5f
,
795 ((clip
->p4().y() - rect
.y()) / rect
.height()) - 0.5f
);
796 *scaled_region
= gfx::QuadF(p1
, p2
, p3
, p4
);
800 // This takes a gfx::Rect and a clip region quad in the same space,
801 // and returns the proportional uv's in the space 0->1.
802 bool GetScaledUVs(const gfx::Rect
& rect
, const gfx::QuadF
* clip
, float uvs
[8]) {
806 uvs
[0] = ((clip
->p1().x() - rect
.x()) / rect
.width());
807 uvs
[1] = ((clip
->p1().y() - rect
.y()) / rect
.height());
808 uvs
[2] = ((clip
->p2().x() - rect
.x()) / rect
.width());
809 uvs
[3] = ((clip
->p2().y() - rect
.y()) / rect
.height());
810 uvs
[4] = ((clip
->p3().x() - rect
.x()) / rect
.width());
811 uvs
[5] = ((clip
->p3().y() - rect
.y()) / rect
.height());
812 uvs
[6] = ((clip
->p4().x() - rect
.x()) / rect
.width());
813 uvs
[7] = ((clip
->p4().y() - rect
.y()) / rect
.height());
817 gfx::Rect
GLRenderer::GetBackdropBoundingBoxForRenderPassQuad(
819 const RenderPassDrawQuad
* quad
,
820 const gfx::Transform
& contents_device_transform
,
821 const gfx::QuadF
* clip_region
,
823 gfx::QuadF scaled_region
;
824 if (!GetScaledRegion(quad
->rect
, clip_region
, &scaled_region
)) {
825 scaled_region
= SharedGeometryQuad().BoundingBox();
828 gfx::Rect backdrop_rect
= gfx::ToEnclosingRect(MathUtil::MapClippedRect(
829 contents_device_transform
, scaled_region
.BoundingBox()));
831 if (ShouldApplyBackgroundFilters(frame
, quad
)) {
832 int top
, right
, bottom
, left
;
833 quad
->background_filters
.GetOutsets(&top
, &right
, &bottom
, &left
);
834 backdrop_rect
.Inset(-left
, -top
, -right
, -bottom
);
837 if (!backdrop_rect
.IsEmpty() && use_aa
) {
838 const int kOutsetForAntialiasing
= 1;
839 backdrop_rect
.Inset(-kOutsetForAntialiasing
, -kOutsetForAntialiasing
);
842 backdrop_rect
.Intersect(MoveFromDrawToWindowSpace(
843 frame
, frame
->current_render_pass
->output_rect
));
844 return backdrop_rect
;
847 scoped_ptr
<ScopedResource
> GLRenderer::GetBackdropTexture(
848 const gfx::Rect
& bounding_rect
) {
849 scoped_ptr
<ScopedResource
> device_background_texture
=
850 ScopedResource::Create(resource_provider_
);
851 // CopyTexImage2D fails when called on a texture having immutable storage.
852 device_background_texture
->Allocate(
853 bounding_rect
.size(), ResourceProvider::TEXTURE_HINT_DEFAULT
, RGBA_8888
);
855 ResourceProvider::ScopedWriteLockGL
lock(resource_provider_
,
856 device_background_texture
->id());
857 GetFramebufferTexture(
858 lock
.texture_id(), device_background_texture
->format(), bounding_rect
);
860 return device_background_texture
.Pass();
863 skia::RefPtr
<SkImage
> GLRenderer::ApplyBackgroundFilters(
865 const RenderPassDrawQuad
* quad
,
866 ScopedResource
* background_texture
) {
867 DCHECK(ShouldApplyBackgroundFilters(frame
, quad
));
868 skia::RefPtr
<SkImageFilter
> filter
= RenderSurfaceFilters::BuildImageFilter(
869 quad
->background_filters
, background_texture
->size());
871 skia::RefPtr
<SkImage
> background_with_filters
= ApplyImageFilter(
872 ScopedUseGrContext::Create(this, frame
), resource_provider_
, quad
->rect
,
873 quad
->filters_scale
, filter
.get(), background_texture
);
874 return background_with_filters
;
877 void GLRenderer::DrawRenderPassQuad(DrawingFrame
* frame
,
878 const RenderPassDrawQuad
* quad
,
879 const gfx::QuadF
* clip_region
) {
880 ScopedResource
* contents_texture
=
881 render_pass_textures_
.get(quad
->render_pass_id
);
882 DCHECK(contents_texture
);
883 DCHECK(contents_texture
->id());
885 gfx::Transform quad_rect_matrix
;
886 QuadRectTransform(&quad_rect_matrix
,
887 quad
->shared_quad_state
->quad_to_target_transform
,
889 gfx::Transform contents_device_transform
=
890 frame
->window_matrix
* frame
->projection_matrix
* quad_rect_matrix
;
891 contents_device_transform
.FlattenTo2d();
893 // Can only draw surface if device matrix is invertible.
894 if (!contents_device_transform
.IsInvertible())
897 gfx::QuadF surface_quad
= SharedGeometryQuad();
899 gfx::QuadF device_layer_quad
;
901 if (settings_
->allow_antialiasing
) {
902 bool clipped
= false;
904 MathUtil::MapQuad(contents_device_transform
, surface_quad
, &clipped
);
905 use_aa
= ShouldAntialiasQuad(device_layer_quad
, clipped
,
906 settings_
->force_antialiasing
);
910 const gfx::QuadF
* aa_quad
= use_aa
? &device_layer_quad
: nullptr;
911 SetupRenderPassQuadForClippingAndAntialiasing(contents_device_transform
, quad
,
912 aa_quad
, clip_region
,
913 &surface_quad
, edge
);
914 SkXfermode::Mode blend_mode
= quad
->shared_quad_state
->blend_mode
;
915 bool use_shaders_for_blending
=
916 !CanApplyBlendModeUsingBlendFunc(blend_mode
) ||
917 ShouldApplyBackgroundFilters(frame
, quad
) ||
918 settings_
->force_blending_with_shaders
;
920 scoped_ptr
<ScopedResource
> background_texture
;
921 skia::RefPtr
<SkImage
> background_image
;
922 GLuint background_image_id
= 0;
923 gfx::Rect background_rect
;
924 if (use_shaders_for_blending
) {
925 // Compute a bounding box around the pixels that will be visible through
927 background_rect
= GetBackdropBoundingBoxForRenderPassQuad(
928 frame
, quad
, contents_device_transform
, clip_region
, use_aa
);
930 if (!background_rect
.IsEmpty()) {
931 // The pixels from the filtered background should completely replace the
932 // current pixel values.
934 SetBlendEnabled(false);
936 // Read the pixels in the bounding box into a buffer R.
937 // This function allocates a texture, which should contribute to the
938 // amount of memory used by render surfaces:
939 // LayerTreeHost::CalculateMemoryForRenderSurfaces.
940 background_texture
= GetBackdropTexture(background_rect
);
942 if (ShouldApplyBackgroundFilters(frame
, quad
) && background_texture
) {
943 // Apply the background filters to R, so that it is applied in the
944 // pixels' coordinate space.
946 ApplyBackgroundFilters(frame
, quad
, background_texture
.get());
947 if (background_image
)
948 background_image_id
= background_image
->getTextureHandle(true);
949 DCHECK(background_image_id
);
953 if (!background_texture
) {
954 // Something went wrong with reading the backdrop.
955 DCHECK(!background_image_id
);
956 use_shaders_for_blending
= false;
957 } else if (background_image_id
) {
958 // Reset original background texture if there is not any mask
959 if (!quad
->mask_resource_id())
960 background_texture
.reset();
961 } else if (CanApplyBlendModeUsingBlendFunc(blend_mode
) &&
962 ShouldApplyBackgroundFilters(frame
, quad
)) {
963 // Something went wrong with applying background filters to the backdrop.
964 use_shaders_for_blending
= false;
965 background_texture
.reset();
968 // Need original background texture for mask?
969 bool mask_for_background
=
970 background_texture
&& // Have original background texture
971 background_image_id
&& // Have filtered background texture
972 quad
->mask_resource_id(); // Have mask texture
974 !use_shaders_for_blending
&&
975 (quad
->ShouldDrawWithBlending() || !IsDefaultBlendMode(blend_mode
)));
977 // TODO(senorblanco): Cache this value so that we don't have to do it for both
978 // the surface and its replica. Apply filters to the contents texture.
979 skia::RefPtr
<SkImage
> filter_image
;
980 GLuint filter_image_id
= 0;
981 SkScalar color_matrix
[20];
982 bool use_color_matrix
= false;
983 if (!quad
->filters
.IsEmpty()) {
984 skia::RefPtr
<SkImageFilter
> filter
= RenderSurfaceFilters::BuildImageFilter(
985 quad
->filters
, contents_texture
->size());
987 skia::RefPtr
<SkColorFilter
> cf
;
990 SkColorFilter
* colorfilter_rawptr
= NULL
;
991 filter
->asColorFilter(&colorfilter_rawptr
);
992 cf
= skia::AdoptRef(colorfilter_rawptr
);
995 if (cf
&& cf
->asColorMatrix(color_matrix
) && !filter
->getInput(0)) {
996 // We have a single color matrix as a filter; apply it locally
997 // in the compositor.
998 use_color_matrix
= true;
1000 filter_image
= ApplyImageFilter(
1001 ScopedUseGrContext::Create(this, frame
), resource_provider_
,
1002 quad
->rect
, quad
->filters_scale
, filter
.get(), contents_texture
);
1004 filter_image_id
= filter_image
->getTextureHandle(true);
1005 DCHECK(filter_image_id
);
1011 scoped_ptr
<ResourceProvider::ScopedSamplerGL
> mask_resource_lock
;
1012 unsigned mask_texture_id
= 0;
1013 SamplerType mask_sampler
= SAMPLER_TYPE_NA
;
1014 if (quad
->mask_resource_id()) {
1015 mask_resource_lock
.reset(new ResourceProvider::ScopedSamplerGL(
1016 resource_provider_
, quad
->mask_resource_id(), GL_TEXTURE1
, GL_LINEAR
));
1017 mask_texture_id
= mask_resource_lock
->texture_id();
1018 mask_sampler
= SamplerTypeFromTextureTarget(mask_resource_lock
->target());
1021 scoped_ptr
<ResourceProvider::ScopedSamplerGL
> contents_resource_lock
;
1022 if (filter_image_id
) {
1023 DCHECK_EQ(GL_TEXTURE0
, GetActiveTextureUnit(gl_
));
1024 gl_
->BindTexture(GL_TEXTURE_2D
, filter_image_id
);
1026 contents_resource_lock
=
1027 make_scoped_ptr(new ResourceProvider::ScopedSamplerGL(
1028 resource_provider_
, contents_texture
->id(), GL_LINEAR
));
1029 DCHECK_EQ(static_cast<GLenum
>(GL_TEXTURE_2D
),
1030 contents_resource_lock
->target());
1033 if (!use_shaders_for_blending
) {
1034 if (!use_blend_equation_advanced_coherent_
&& use_blend_equation_advanced_
)
1035 gl_
->BlendBarrierKHR();
1037 ApplyBlendModeUsingBlendFunc(blend_mode
);
1040 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1041 gl_
, &highp_threshold_cache_
, highp_threshold_min_
,
1042 quad
->shared_quad_state
->visible_quad_layer_rect
.bottom_right());
1044 ShaderLocations locations
;
1046 DCHECK_EQ(background_texture
|| background_image_id
,
1047 use_shaders_for_blending
);
1048 BlendMode shader_blend_mode
= use_shaders_for_blending
1049 ? BlendModeFromSkXfermode(blend_mode
)
1052 if (use_aa
&& mask_texture_id
&& !use_color_matrix
) {
1053 const RenderPassMaskProgramAA
* program
= GetRenderPassMaskProgramAA(
1054 tex_coord_precision
, mask_sampler
,
1055 shader_blend_mode
, mask_for_background
);
1056 SetUseProgram(program
->program());
1057 program
->vertex_shader().FillLocations(&locations
);
1058 program
->fragment_shader().FillLocations(&locations
);
1059 gl_
->Uniform1i(locations
.sampler
, 0);
1060 } else if (!use_aa
&& mask_texture_id
&& !use_color_matrix
) {
1061 const RenderPassMaskProgram
* program
= GetRenderPassMaskProgram(
1062 tex_coord_precision
, mask_sampler
,
1063 shader_blend_mode
, mask_for_background
);
1064 SetUseProgram(program
->program());
1065 program
->vertex_shader().FillLocations(&locations
);
1066 program
->fragment_shader().FillLocations(&locations
);
1067 gl_
->Uniform1i(locations
.sampler
, 0);
1068 } else if (use_aa
&& !mask_texture_id
&& !use_color_matrix
) {
1069 const RenderPassProgramAA
* program
=
1070 GetRenderPassProgramAA(tex_coord_precision
, shader_blend_mode
);
1071 SetUseProgram(program
->program());
1072 program
->vertex_shader().FillLocations(&locations
);
1073 program
->fragment_shader().FillLocations(&locations
);
1074 gl_
->Uniform1i(locations
.sampler
, 0);
1075 } else if (use_aa
&& mask_texture_id
&& use_color_matrix
) {
1076 const RenderPassMaskColorMatrixProgramAA
* program
=
1077 GetRenderPassMaskColorMatrixProgramAA(
1078 tex_coord_precision
, mask_sampler
,
1079 shader_blend_mode
, mask_for_background
);
1080 SetUseProgram(program
->program());
1081 program
->vertex_shader().FillLocations(&locations
);
1082 program
->fragment_shader().FillLocations(&locations
);
1083 gl_
->Uniform1i(locations
.sampler
, 0);
1084 } else if (use_aa
&& !mask_texture_id
&& use_color_matrix
) {
1085 const RenderPassColorMatrixProgramAA
* program
=
1086 GetRenderPassColorMatrixProgramAA(tex_coord_precision
,
1088 SetUseProgram(program
->program());
1089 program
->vertex_shader().FillLocations(&locations
);
1090 program
->fragment_shader().FillLocations(&locations
);
1091 gl_
->Uniform1i(locations
.sampler
, 0);
1092 } else if (!use_aa
&& mask_texture_id
&& use_color_matrix
) {
1093 const RenderPassMaskColorMatrixProgram
* program
=
1094 GetRenderPassMaskColorMatrixProgram(
1095 tex_coord_precision
, mask_sampler
,
1096 shader_blend_mode
, mask_for_background
);
1097 SetUseProgram(program
->program());
1098 program
->vertex_shader().FillLocations(&locations
);
1099 program
->fragment_shader().FillLocations(&locations
);
1100 gl_
->Uniform1i(locations
.sampler
, 0);
1101 } else if (!use_aa
&& !mask_texture_id
&& use_color_matrix
) {
1102 const RenderPassColorMatrixProgram
* program
=
1103 GetRenderPassColorMatrixProgram(tex_coord_precision
, shader_blend_mode
);
1104 SetUseProgram(program
->program());
1105 program
->vertex_shader().FillLocations(&locations
);
1106 program
->fragment_shader().FillLocations(&locations
);
1107 gl_
->Uniform1i(locations
.sampler
, 0);
1109 const RenderPassProgram
* program
=
1110 GetRenderPassProgram(tex_coord_precision
, shader_blend_mode
);
1111 SetUseProgram(program
->program());
1112 program
->vertex_shader().FillLocations(&locations
);
1113 program
->fragment_shader().FillLocations(&locations
);
1114 gl_
->Uniform1i(locations
.sampler
, 0);
1117 quad
->rect
.width() / static_cast<float>(contents_texture
->size().width());
1118 float tex_scale_y
= quad
->rect
.height() /
1119 static_cast<float>(contents_texture
->size().height());
1120 DCHECK_LE(tex_scale_x
, 1.0f
);
1121 DCHECK_LE(tex_scale_y
, 1.0f
);
1123 DCHECK(locations
.tex_transform
!= -1 || IsContextLost());
1124 // Flip the content vertically in the shader, as the RenderPass input
1125 // texture is already oriented the same way as the framebuffer, but the
1126 // projection transform does a flip.
1127 gl_
->Uniform4f(locations
.tex_transform
, 0.0f
, tex_scale_y
, tex_scale_x
,
1130 GLint last_texture_unit
= 0;
1131 if (locations
.mask_sampler
!= -1) {
1132 DCHECK_NE(locations
.mask_tex_coord_scale
, 1);
1133 DCHECK_NE(locations
.mask_tex_coord_offset
, 1);
1134 gl_
->Uniform1i(locations
.mask_sampler
, 1);
1136 gfx::RectF mask_uv_rect
= quad
->MaskUVRect();
1137 if (mask_sampler
!= SAMPLER_TYPE_2D
) {
1138 mask_uv_rect
.Scale(quad
->mask_texture_size
.width(),
1139 quad
->mask_texture_size
.height());
1142 // Mask textures are oriented vertically flipped relative to the framebuffer
1143 // and the RenderPass contents texture, so we flip the tex coords from the
1144 // RenderPass texture to find the mask texture coords.
1145 gl_
->Uniform2f(locations
.mask_tex_coord_offset
, mask_uv_rect
.x(),
1146 mask_uv_rect
.bottom());
1147 gl_
->Uniform2f(locations
.mask_tex_coord_scale
,
1148 mask_uv_rect
.width() / tex_scale_x
,
1149 -mask_uv_rect
.height() / tex_scale_y
);
1151 last_texture_unit
= 1;
1154 if (locations
.edge
!= -1)
1155 gl_
->Uniform3fv(locations
.edge
, 8, edge
);
1157 if (locations
.viewport
!= -1) {
1158 float viewport
[4] = {
1159 static_cast<float>(current_window_space_viewport_
.x()),
1160 static_cast<float>(current_window_space_viewport_
.y()),
1161 static_cast<float>(current_window_space_viewport_
.width()),
1162 static_cast<float>(current_window_space_viewport_
.height()),
1164 gl_
->Uniform4fv(locations
.viewport
, 1, viewport
);
1167 if (locations
.color_matrix
!= -1) {
1169 for (int i
= 0; i
< 4; ++i
) {
1170 for (int j
= 0; j
< 4; ++j
)
1171 matrix
[i
* 4 + j
] = SkScalarToFloat(color_matrix
[j
* 5 + i
]);
1173 gl_
->UniformMatrix4fv(locations
.color_matrix
, 1, false, matrix
);
1175 static const float kScale
= 1.0f
/ 255.0f
;
1176 if (locations
.color_offset
!= -1) {
1178 for (int i
= 0; i
< 4; ++i
)
1179 offset
[i
] = SkScalarToFloat(color_matrix
[i
* 5 + 4]) * kScale
;
1181 gl_
->Uniform4fv(locations
.color_offset
, 1, offset
);
1184 scoped_ptr
<ResourceProvider::ScopedSamplerGL
> shader_background_sampler_lock
;
1185 if (locations
.backdrop
!= -1) {
1186 DCHECK(background_texture
|| background_image_id
);
1187 DCHECK_NE(locations
.backdrop
, 0);
1188 DCHECK_NE(locations
.backdrop_rect
, 0);
1190 gl_
->Uniform1i(locations
.backdrop
, ++last_texture_unit
);
1192 gl_
->Uniform4f(locations
.backdrop_rect
, background_rect
.x(),
1193 background_rect
.y(), background_rect
.width(),
1194 background_rect
.height());
1196 if (background_image_id
) {
1197 gl_
->ActiveTexture(GL_TEXTURE0
+ last_texture_unit
);
1198 gl_
->BindTexture(GL_TEXTURE_2D
, background_image_id
);
1199 gl_
->ActiveTexture(GL_TEXTURE0
);
1200 if (mask_for_background
)
1201 gl_
->Uniform1i(locations
.original_backdrop
, ++last_texture_unit
);
1203 if (background_texture
) {
1204 shader_background_sampler_lock
= make_scoped_ptr(
1205 new ResourceProvider::ScopedSamplerGL(resource_provider_
,
1206 background_texture
->id(),
1207 GL_TEXTURE0
+ last_texture_unit
,
1209 DCHECK_EQ(static_cast<GLenum
>(GL_TEXTURE_2D
),
1210 shader_background_sampler_lock
->target());
1214 SetShaderOpacity(quad
->shared_quad_state
->opacity
, locations
.alpha
);
1215 SetShaderQuadF(surface_quad
, locations
.quad
);
1216 DrawQuadGeometry(frame
, quad
->shared_quad_state
->quad_to_target_transform
,
1217 quad
->rect
, locations
.matrix
);
1219 // Flush the compositor context before the filter bitmap goes out of
1220 // scope, so the draw gets processed before the filter texture gets deleted.
1221 if (filter_image_id
)
1224 if (!use_shaders_for_blending
)
1225 RestoreBlendFuncToDefault(blend_mode
);
1228 struct SolidColorProgramUniforms
{
1230 unsigned matrix_location
;
1231 unsigned viewport_location
;
1232 unsigned quad_location
;
1233 unsigned edge_location
;
1234 unsigned color_location
;
1238 static void SolidColorUniformLocation(T program
,
1239 SolidColorProgramUniforms
* uniforms
) {
1240 uniforms
->program
= program
->program();
1241 uniforms
->matrix_location
= program
->vertex_shader().matrix_location();
1242 uniforms
->viewport_location
= program
->vertex_shader().viewport_location();
1243 uniforms
->quad_location
= program
->vertex_shader().quad_location();
1244 uniforms
->edge_location
= program
->vertex_shader().edge_location();
1245 uniforms
->color_location
= program
->fragment_shader().color_location();
1249 // These functions determine if a quad, clipped by a clip_region contains
1250 // the entire {top|bottom|left|right} edge.
1251 bool is_top(const gfx::QuadF
* clip_region
, const DrawQuad
* quad
) {
1252 if (!quad
->IsTopEdge())
1257 return std::abs(clip_region
->p1().y()) < kAntiAliasingEpsilon
&&
1258 std::abs(clip_region
->p2().y()) < kAntiAliasingEpsilon
;
1261 bool is_bottom(const gfx::QuadF
* clip_region
, const DrawQuad
* quad
) {
1262 if (!quad
->IsBottomEdge())
1267 return std::abs(clip_region
->p3().y() -
1268 quad
->shared_quad_state
->quad_layer_bounds
.height()) <
1269 kAntiAliasingEpsilon
&&
1270 std::abs(clip_region
->p4().y() -
1271 quad
->shared_quad_state
->quad_layer_bounds
.height()) <
1272 kAntiAliasingEpsilon
;
1275 bool is_left(const gfx::QuadF
* clip_region
, const DrawQuad
* quad
) {
1276 if (!quad
->IsLeftEdge())
1281 return std::abs(clip_region
->p1().x()) < kAntiAliasingEpsilon
&&
1282 std::abs(clip_region
->p4().x()) < kAntiAliasingEpsilon
;
1285 bool is_right(const gfx::QuadF
* clip_region
, const DrawQuad
* quad
) {
1286 if (!quad
->IsRightEdge())
1291 return std::abs(clip_region
->p2().x() -
1292 quad
->shared_quad_state
->quad_layer_bounds
.width()) <
1293 kAntiAliasingEpsilon
&&
1294 std::abs(clip_region
->p3().x() -
1295 quad
->shared_quad_state
->quad_layer_bounds
.width()) <
1296 kAntiAliasingEpsilon
;
1298 } // anonymous namespace
1300 static gfx::QuadF
GetDeviceQuadWithAntialiasingOnExteriorEdges(
1301 const LayerQuad
& device_layer_edges
,
1302 const gfx::Transform
& device_transform
,
1303 const gfx::QuadF
& tile_quad
,
1304 const gfx::QuadF
* clip_region
,
1305 const DrawQuad
* quad
) {
1306 gfx::RectF tile_rect
= quad
->visible_rect
;
1308 gfx::PointF bottom_right
= tile_quad
.p3();
1309 gfx::PointF bottom_left
= tile_quad
.p4();
1310 gfx::PointF top_left
= tile_quad
.p1();
1311 gfx::PointF top_right
= tile_quad
.p2();
1312 bool clipped
= false;
1314 // Map points to device space. We ignore |clipped|, since the result of
1315 // |MapPoint()| still produces a valid point to draw the quad with. When
1316 // clipped, the point will be outside of the viewport. See crbug.com/416367.
1317 bottom_right
= MathUtil::MapPoint(device_transform
, bottom_right
, &clipped
);
1318 bottom_left
= MathUtil::MapPoint(device_transform
, bottom_left
, &clipped
);
1319 top_left
= MathUtil::MapPoint(device_transform
, top_left
, &clipped
);
1320 top_right
= MathUtil::MapPoint(device_transform
, top_right
, &clipped
);
1322 LayerQuad::Edge
bottom_edge(bottom_right
, bottom_left
);
1323 LayerQuad::Edge
left_edge(bottom_left
, top_left
);
1324 LayerQuad::Edge
top_edge(top_left
, top_right
);
1325 LayerQuad::Edge
right_edge(top_right
, bottom_right
);
1327 // Only apply anti-aliasing to edges not clipped by culling or scissoring.
1328 // If an edge is degenerate we do not want to replace it with a "proper" edge
1329 // as that will cause the quad to possibly expand is strange ways.
1330 if (!top_edge
.degenerate() && is_top(clip_region
, quad
) &&
1331 tile_rect
.y() == quad
->rect
.y()) {
1332 top_edge
= device_layer_edges
.top();
1334 if (!left_edge
.degenerate() && is_left(clip_region
, quad
) &&
1335 tile_rect
.x() == quad
->rect
.x()) {
1336 left_edge
= device_layer_edges
.left();
1338 if (!right_edge
.degenerate() && is_right(clip_region
, quad
) &&
1339 tile_rect
.right() == quad
->rect
.right()) {
1340 right_edge
= device_layer_edges
.right();
1342 if (!bottom_edge
.degenerate() && is_bottom(clip_region
, quad
) &&
1343 tile_rect
.bottom() == quad
->rect
.bottom()) {
1344 bottom_edge
= device_layer_edges
.bottom();
1347 float sign
= tile_quad
.IsCounterClockwise() ? -1 : 1;
1348 bottom_edge
.scale(sign
);
1349 left_edge
.scale(sign
);
1350 top_edge
.scale(sign
);
1351 right_edge
.scale(sign
);
1353 // Create device space quad.
1354 return LayerQuad(left_edge
, top_edge
, right_edge
, bottom_edge
).ToQuadF();
1357 float GetTotalQuadError(const gfx::QuadF
* clipped_quad
,
1358 const gfx::QuadF
* ideal_rect
) {
1359 return (clipped_quad
->p1() - ideal_rect
->p1()).LengthSquared() +
1360 (clipped_quad
->p2() - ideal_rect
->p2()).LengthSquared() +
1361 (clipped_quad
->p3() - ideal_rect
->p3()).LengthSquared() +
1362 (clipped_quad
->p4() - ideal_rect
->p4()).LengthSquared();
1365 // Attempt to rotate the clipped quad until it lines up the most
1366 // correctly. This is necessary because we check the edges of this
1367 // quad against the expected left/right/top/bottom for anti-aliasing.
1368 void AlignQuadToBoundingBox(gfx::QuadF
* clipped_quad
) {
1369 gfx::QuadF bounding_quad
= gfx::QuadF(clipped_quad
->BoundingBox());
1370 gfx::QuadF best_rotation
= *clipped_quad
;
1371 float least_error_amount
= GetTotalQuadError(clipped_quad
, &bounding_quad
);
1372 for (size_t i
= 1; i
< 4; ++i
) {
1373 clipped_quad
->Realign(1);
1374 float new_error
= GetTotalQuadError(clipped_quad
, &bounding_quad
);
1375 if (new_error
< least_error_amount
) {
1376 least_error_amount
= new_error
;
1377 best_rotation
= *clipped_quad
;
1380 *clipped_quad
= best_rotation
;
1383 // Map device space quad to local space. Device_transform has no 3d
1384 // component since it was flattened, so we don't need to project. We should
1385 // have already checked that the transform was uninvertible before this call.
1386 gfx::QuadF
MapQuadToLocalSpace(const gfx::Transform
& device_transform
,
1387 const gfx::QuadF
& device_quad
) {
1388 gfx::Transform
inverse_device_transform(gfx::Transform::kSkipInitialization
);
1389 DCHECK(device_transform
.IsInvertible());
1390 bool did_invert
= device_transform
.GetInverse(&inverse_device_transform
);
1392 bool clipped
= false;
1393 gfx::QuadF local_quad
=
1394 MathUtil::MapQuad(inverse_device_transform
, device_quad
, &clipped
);
1395 // We should not DCHECK(!clipped) here, because anti-aliasing inflation may
1396 // cause device_quad to become clipped. To our knowledge this scenario does
1397 // not need to be handled differently than the unclipped case.
1401 void InflateAntiAliasingDistances(const gfx::QuadF
& quad
,
1402 LayerQuad
* device_layer_edges
,
1404 DCHECK(!quad
.BoundingBox().IsEmpty());
1405 LayerQuad
device_layer_bounds(gfx::QuadF(quad
.BoundingBox()));
1407 device_layer_edges
->InflateAntiAliasingDistance();
1408 device_layer_edges
->ToFloatArray(edge
);
1410 device_layer_bounds
.InflateAntiAliasingDistance();
1411 device_layer_bounds
.ToFloatArray(&edge
[12]);
1415 bool GLRenderer::ShouldAntialiasQuad(const gfx::QuadF
& device_layer_quad
,
1418 // AAing clipped quads is not supported by the code yet.
1421 if (device_layer_quad
.BoundingBox().IsEmpty())
1426 bool is_axis_aligned_in_target
= device_layer_quad
.IsRectilinear();
1427 bool is_nearest_rect_within_epsilon
=
1428 is_axis_aligned_in_target
&&
1429 gfx::IsNearestRectWithinDistance(device_layer_quad
.BoundingBox(),
1430 kAntiAliasingEpsilon
);
1431 return !is_nearest_rect_within_epsilon
;
1435 void GLRenderer::SetupQuadForClippingAndAntialiasing(
1436 const gfx::Transform
& device_transform
,
1437 const DrawQuad
* quad
,
1438 const gfx::QuadF
* aa_quad
,
1439 const gfx::QuadF
* clip_region
,
1440 gfx::QuadF
* local_quad
,
1442 gfx::QuadF rotated_clip
;
1443 const gfx::QuadF
* local_clip_region
= clip_region
;
1444 if (local_clip_region
) {
1445 rotated_clip
= *clip_region
;
1446 AlignQuadToBoundingBox(&rotated_clip
);
1447 local_clip_region
= &rotated_clip
;
1451 if (local_clip_region
)
1452 *local_quad
= *local_clip_region
;
1456 LayerQuad
device_layer_edges(*aa_quad
);
1457 InflateAntiAliasingDistances(*aa_quad
, &device_layer_edges
, edge
);
1459 // If we have a clip region then we are split, and therefore
1460 // by necessity, at least one of our edges is not an external
1462 bool is_full_rect
= quad
->visible_rect
== quad
->rect
;
1464 bool region_contains_all_outside_edges
=
1466 (is_top(local_clip_region
, quad
) && is_left(local_clip_region
, quad
) &&
1467 is_bottom(local_clip_region
, quad
) && is_right(local_clip_region
, quad
));
1469 bool use_aa_on_all_four_edges
=
1470 !local_clip_region
&& region_contains_all_outside_edges
;
1472 gfx::QuadF device_quad
;
1473 if (use_aa_on_all_four_edges
) {
1474 device_quad
= device_layer_edges
.ToQuadF();
1476 gfx::QuadF
tile_quad(local_clip_region
? *local_clip_region
1477 : gfx::QuadF(quad
->visible_rect
));
1478 device_quad
= GetDeviceQuadWithAntialiasingOnExteriorEdges(
1479 device_layer_edges
, device_transform
, tile_quad
, local_clip_region
,
1483 *local_quad
= MapQuadToLocalSpace(device_transform
, device_quad
);
1487 void GLRenderer::SetupRenderPassQuadForClippingAndAntialiasing(
1488 const gfx::Transform
& device_transform
,
1489 const RenderPassDrawQuad
* quad
,
1490 const gfx::QuadF
* aa_quad
,
1491 const gfx::QuadF
* clip_region
,
1492 gfx::QuadF
* local_quad
,
1494 gfx::QuadF rotated_clip
;
1495 const gfx::QuadF
* local_clip_region
= clip_region
;
1496 if (local_clip_region
) {
1497 rotated_clip
= *clip_region
;
1498 AlignQuadToBoundingBox(&rotated_clip
);
1499 local_clip_region
= &rotated_clip
;
1503 GetScaledRegion(quad
->rect
, local_clip_region
, local_quad
);
1507 LayerQuad
device_layer_edges(*aa_quad
);
1508 InflateAntiAliasingDistances(*aa_quad
, &device_layer_edges
, edge
);
1510 gfx::QuadF device_quad
;
1512 // Apply anti-aliasing only to the edges that are not being clipped
1513 if (local_clip_region
) {
1514 gfx::QuadF
tile_quad(quad
->visible_rect
);
1515 GetScaledRegion(quad
->rect
, local_clip_region
, &tile_quad
);
1516 device_quad
= GetDeviceQuadWithAntialiasingOnExteriorEdges(
1517 device_layer_edges
, device_transform
, tile_quad
, local_clip_region
,
1520 device_quad
= device_layer_edges
.ToQuadF();
1523 *local_quad
= MapQuadToLocalSpace(device_transform
, device_quad
);
1526 void GLRenderer::DrawSolidColorQuad(const DrawingFrame
* frame
,
1527 const SolidColorDrawQuad
* quad
,
1528 const gfx::QuadF
* clip_region
) {
1529 gfx::Rect tile_rect
= quad
->visible_rect
;
1531 SkColor color
= quad
->color
;
1532 float opacity
= quad
->shared_quad_state
->opacity
;
1533 float alpha
= (SkColorGetA(color
) * (1.0f
/ 255.0f
)) * opacity
;
1535 // Early out if alpha is small enough that quad doesn't contribute to output.
1536 if (alpha
< std::numeric_limits
<float>::epsilon() &&
1537 quad
->ShouldDrawWithBlending())
1540 gfx::Transform device_transform
=
1541 frame
->window_matrix
* frame
->projection_matrix
*
1542 quad
->shared_quad_state
->quad_to_target_transform
;
1543 device_transform
.FlattenTo2d();
1544 if (!device_transform
.IsInvertible())
1547 gfx::QuadF local_quad
= gfx::QuadF(gfx::RectF(tile_rect
));
1549 gfx::QuadF device_layer_quad
;
1550 bool use_aa
= false;
1551 bool allow_aa
= settings_
->allow_antialiasing
&&
1552 !quad
->force_anti_aliasing_off
&& quad
->IsEdge();
1555 bool clipped
= false;
1556 bool force_aa
= false;
1557 device_layer_quad
= MathUtil::MapQuad(
1559 gfx::QuadF(quad
->shared_quad_state
->visible_quad_layer_rect
), &clipped
);
1560 use_aa
= ShouldAntialiasQuad(device_layer_quad
, clipped
, force_aa
);
1564 const gfx::QuadF
* aa_quad
= use_aa
? &device_layer_quad
: nullptr;
1565 SetupQuadForClippingAndAntialiasing(device_transform
, quad
, aa_quad
,
1566 clip_region
, &local_quad
, edge
);
1568 SolidColorProgramUniforms uniforms
;
1570 SolidColorUniformLocation(GetSolidColorProgramAA(), &uniforms
);
1572 SolidColorUniformLocation(GetSolidColorProgram(), &uniforms
);
1574 SetUseProgram(uniforms
.program
);
1576 gl_
->Uniform4f(uniforms
.color_location
,
1577 (SkColorGetR(color
) * (1.0f
/ 255.0f
)) * alpha
,
1578 (SkColorGetG(color
) * (1.0f
/ 255.0f
)) * alpha
,
1579 (SkColorGetB(color
) * (1.0f
/ 255.0f
)) * alpha
, alpha
);
1581 float viewport
[4] = {
1582 static_cast<float>(current_window_space_viewport_
.x()),
1583 static_cast<float>(current_window_space_viewport_
.y()),
1584 static_cast<float>(current_window_space_viewport_
.width()),
1585 static_cast<float>(current_window_space_viewport_
.height()),
1587 gl_
->Uniform4fv(uniforms
.viewport_location
, 1, viewport
);
1588 gl_
->Uniform3fv(uniforms
.edge_location
, 8, edge
);
1591 // Enable blending when the quad properties require it or if we decided
1592 // to use antialiasing.
1593 SetBlendEnabled(quad
->ShouldDrawWithBlending() || use_aa
);
1595 // Antialising requires a normalized quad, but this could lead to floating
1596 // point precision errors, so only normalize when antialising is on.
1598 // Normalize to tile_rect.
1599 local_quad
.Scale(1.0f
/ tile_rect
.width(), 1.0f
/ tile_rect
.height());
1601 SetShaderQuadF(local_quad
, uniforms
.quad_location
);
1603 // The transform and vertex data are used to figure out the extents that the
1604 // un-antialiased quad should have and which vertex this is and the float
1605 // quad passed in via uniform is the actual geometry that gets used to draw
1606 // it. This is why this centered rect is used and not the original
1608 gfx::RectF
centered_rect(
1609 gfx::PointF(-0.5f
* tile_rect
.width(), -0.5f
* tile_rect
.height()),
1611 DrawQuadGeometry(frame
, quad
->shared_quad_state
->quad_to_target_transform
,
1612 centered_rect
, uniforms
.matrix_location
);
1614 PrepareGeometry(SHARED_BINDING
);
1615 SetShaderQuadF(local_quad
, uniforms
.quad_location
);
1616 static float gl_matrix
[16];
1617 ToGLMatrix(&gl_matrix
[0],
1618 frame
->projection_matrix
*
1619 quad
->shared_quad_state
->quad_to_target_transform
);
1620 gl_
->UniformMatrix4fv(uniforms
.matrix_location
, 1, false, &gl_matrix
[0]);
1622 gl_
->DrawElements(GL_TRIANGLES
, 6, GL_UNSIGNED_SHORT
, 0);
1626 struct TileProgramUniforms
{
1628 unsigned matrix_location
;
1629 unsigned viewport_location
;
1630 unsigned quad_location
;
1631 unsigned edge_location
;
1632 unsigned vertex_tex_transform_location
;
1633 unsigned sampler_location
;
1634 unsigned fragment_tex_transform_location
;
1635 unsigned alpha_location
;
1639 static void TileUniformLocation(T program
, TileProgramUniforms
* uniforms
) {
1640 uniforms
->program
= program
->program();
1641 uniforms
->matrix_location
= program
->vertex_shader().matrix_location();
1642 uniforms
->viewport_location
= program
->vertex_shader().viewport_location();
1643 uniforms
->quad_location
= program
->vertex_shader().quad_location();
1644 uniforms
->edge_location
= program
->vertex_shader().edge_location();
1645 uniforms
->vertex_tex_transform_location
=
1646 program
->vertex_shader().vertex_tex_transform_location();
1648 uniforms
->sampler_location
= program
->fragment_shader().sampler_location();
1649 uniforms
->alpha_location
= program
->fragment_shader().alpha_location();
1650 uniforms
->fragment_tex_transform_location
=
1651 program
->fragment_shader().fragment_tex_transform_location();
1654 void GLRenderer::DrawTileQuad(const DrawingFrame
* frame
,
1655 const TileDrawQuad
* quad
,
1656 const gfx::QuadF
* clip_region
) {
1657 DrawContentQuad(frame
, quad
, quad
->resource_id(), clip_region
);
1660 void GLRenderer::DrawContentQuad(const DrawingFrame
* frame
,
1661 const ContentDrawQuadBase
* quad
,
1662 ResourceId resource_id
,
1663 const gfx::QuadF
* clip_region
) {
1664 gfx::Transform device_transform
=
1665 frame
->window_matrix
* frame
->projection_matrix
*
1666 quad
->shared_quad_state
->quad_to_target_transform
;
1667 device_transform
.FlattenTo2d();
1669 gfx::QuadF device_layer_quad
;
1670 bool use_aa
= false;
1671 bool allow_aa
= settings_
->allow_antialiasing
&& quad
->IsEdge();
1673 bool clipped
= false;
1674 bool force_aa
= false;
1675 device_layer_quad
= MathUtil::MapQuad(
1677 gfx::QuadF(quad
->shared_quad_state
->visible_quad_layer_rect
), &clipped
);
1678 use_aa
= ShouldAntialiasQuad(device_layer_quad
, clipped
, force_aa
);
1681 // TODO(timav): simplify coordinate transformations in DrawContentQuadAA
1682 // similar to the way DrawContentQuadNoAA works and then consider
1683 // combining DrawContentQuadAA and DrawContentQuadNoAA into one method.
1685 DrawContentQuadAA(frame
, quad
, resource_id
, device_transform
,
1686 device_layer_quad
, clip_region
);
1688 DrawContentQuadNoAA(frame
, quad
, resource_id
, clip_region
);
1691 void GLRenderer::DrawContentQuadAA(const DrawingFrame
* frame
,
1692 const ContentDrawQuadBase
* quad
,
1693 ResourceId resource_id
,
1694 const gfx::Transform
& device_transform
,
1695 const gfx::QuadF
& aa_quad
,
1696 const gfx::QuadF
* clip_region
) {
1697 if (!device_transform
.IsInvertible())
1700 gfx::Rect tile_rect
= quad
->visible_rect
;
1702 gfx::RectF tex_coord_rect
= MathUtil::ScaleRectProportional(
1703 quad
->tex_coord_rect
, quad
->rect
, tile_rect
);
1704 float tex_to_geom_scale_x
= quad
->rect
.width() / quad
->tex_coord_rect
.width();
1705 float tex_to_geom_scale_y
=
1706 quad
->rect
.height() / quad
->tex_coord_rect
.height();
1708 gfx::RectF
clamp_geom_rect(tile_rect
);
1709 gfx::RectF
clamp_tex_rect(tex_coord_rect
);
1710 // Clamp texture coordinates to avoid sampling outside the layer
1711 // by deflating the tile region half a texel or half a texel
1712 // minus epsilon for one pixel layers. The resulting clamp region
1713 // is mapped to the unit square by the vertex shader and mapped
1714 // back to normalized texture coordinates by the fragment shader
1715 // after being clamped to 0-1 range.
1717 std::min(0.5f
, 0.5f
* clamp_tex_rect
.width() - kAntiAliasingEpsilon
);
1719 std::min(0.5f
, 0.5f
* clamp_tex_rect
.height() - kAntiAliasingEpsilon
);
1720 float geom_clamp_x
=
1721 std::min(tex_clamp_x
* tex_to_geom_scale_x
,
1722 0.5f
* clamp_geom_rect
.width() - kAntiAliasingEpsilon
);
1723 float geom_clamp_y
=
1724 std::min(tex_clamp_y
* tex_to_geom_scale_y
,
1725 0.5f
* clamp_geom_rect
.height() - kAntiAliasingEpsilon
);
1726 clamp_geom_rect
.Inset(geom_clamp_x
, geom_clamp_y
, geom_clamp_x
, geom_clamp_y
);
1727 clamp_tex_rect
.Inset(tex_clamp_x
, tex_clamp_y
, tex_clamp_x
, tex_clamp_y
);
1729 // Map clamping rectangle to unit square.
1730 float vertex_tex_translate_x
= -clamp_geom_rect
.x() / clamp_geom_rect
.width();
1731 float vertex_tex_translate_y
=
1732 -clamp_geom_rect
.y() / clamp_geom_rect
.height();
1733 float vertex_tex_scale_x
= tile_rect
.width() / clamp_geom_rect
.width();
1734 float vertex_tex_scale_y
= tile_rect
.height() / clamp_geom_rect
.height();
1736 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1737 gl_
, &highp_threshold_cache_
, highp_threshold_min_
, quad
->texture_size
);
1739 gfx::QuadF local_quad
= gfx::QuadF(gfx::RectF(tile_rect
));
1741 SetupQuadForClippingAndAntialiasing(device_transform
, quad
, &aa_quad
,
1742 clip_region
, &local_quad
, edge
);
1743 ResourceProvider::ScopedSamplerGL
quad_resource_lock(
1744 resource_provider_
, resource_id
,
1745 quad
->nearest_neighbor
? GL_NEAREST
: GL_LINEAR
);
1746 SamplerType sampler
=
1747 SamplerTypeFromTextureTarget(quad_resource_lock
.target());
1749 float fragment_tex_translate_x
= clamp_tex_rect
.x();
1750 float fragment_tex_translate_y
= clamp_tex_rect
.y();
1751 float fragment_tex_scale_x
= clamp_tex_rect
.width();
1752 float fragment_tex_scale_y
= clamp_tex_rect
.height();
1754 // Map to normalized texture coordinates.
1755 if (sampler
!= SAMPLER_TYPE_2D_RECT
) {
1756 gfx::Size texture_size
= quad
->texture_size
;
1757 DCHECK(!texture_size
.IsEmpty());
1758 fragment_tex_translate_x
/= texture_size
.width();
1759 fragment_tex_translate_y
/= texture_size
.height();
1760 fragment_tex_scale_x
/= texture_size
.width();
1761 fragment_tex_scale_y
/= texture_size
.height();
1764 TileProgramUniforms uniforms
;
1765 if (quad
->swizzle_contents
) {
1766 TileUniformLocation(GetTileProgramSwizzleAA(tex_coord_precision
, sampler
),
1769 TileUniformLocation(GetTileProgramAA(tex_coord_precision
, sampler
),
1773 SetUseProgram(uniforms
.program
);
1774 gl_
->Uniform1i(uniforms
.sampler_location
, 0);
1776 float viewport
[4] = {
1777 static_cast<float>(current_window_space_viewport_
.x()),
1778 static_cast<float>(current_window_space_viewport_
.y()),
1779 static_cast<float>(current_window_space_viewport_
.width()),
1780 static_cast<float>(current_window_space_viewport_
.height()),
1782 gl_
->Uniform4fv(uniforms
.viewport_location
, 1, viewport
);
1783 gl_
->Uniform3fv(uniforms
.edge_location
, 8, edge
);
1785 gl_
->Uniform4f(uniforms
.vertex_tex_transform_location
, vertex_tex_translate_x
,
1786 vertex_tex_translate_y
, vertex_tex_scale_x
,
1787 vertex_tex_scale_y
);
1788 gl_
->Uniform4f(uniforms
.fragment_tex_transform_location
,
1789 fragment_tex_translate_x
, fragment_tex_translate_y
,
1790 fragment_tex_scale_x
, fragment_tex_scale_y
);
1792 // Blending is required for antialiasing.
1793 SetBlendEnabled(true);
1795 // Normalize to tile_rect.
1796 local_quad
.Scale(1.0f
/ tile_rect
.width(), 1.0f
/ tile_rect
.height());
1798 SetShaderOpacity(quad
->shared_quad_state
->opacity
, uniforms
.alpha_location
);
1799 SetShaderQuadF(local_quad
, uniforms
.quad_location
);
1801 // The transform and vertex data are used to figure out the extents that the
1802 // un-antialiased quad should have and which vertex this is and the float
1803 // quad passed in via uniform is the actual geometry that gets used to draw
1804 // it. This is why this centered rect is used and not the original quad_rect.
1805 gfx::RectF
centered_rect(
1806 gfx::PointF(-0.5f
* tile_rect
.width(), -0.5f
* tile_rect
.height()),
1808 DrawQuadGeometry(frame
, quad
->shared_quad_state
->quad_to_target_transform
,
1809 centered_rect
, uniforms
.matrix_location
);
1812 void GLRenderer::DrawContentQuadNoAA(const DrawingFrame
* frame
,
1813 const ContentDrawQuadBase
* quad
,
1814 ResourceId resource_id
,
1815 const gfx::QuadF
* clip_region
) {
1816 gfx::RectF tex_coord_rect
= MathUtil::ScaleRectProportional(
1817 quad
->tex_coord_rect
, quad
->rect
, quad
->visible_rect
);
1818 float tex_to_geom_scale_x
= quad
->rect
.width() / quad
->tex_coord_rect
.width();
1819 float tex_to_geom_scale_y
=
1820 quad
->rect
.height() / quad
->tex_coord_rect
.height();
1822 bool scaled
= (tex_to_geom_scale_x
!= 1.f
|| tex_to_geom_scale_y
!= 1.f
);
1823 GLenum filter
= (scaled
||
1824 !quad
->shared_quad_state
->quad_to_target_transform
1825 .IsIdentityOrIntegerTranslation()) &&
1826 !quad
->nearest_neighbor
1830 ResourceProvider::ScopedSamplerGL
quad_resource_lock(
1831 resource_provider_
, resource_id
, filter
);
1832 SamplerType sampler
=
1833 SamplerTypeFromTextureTarget(quad_resource_lock
.target());
1835 float vertex_tex_translate_x
= tex_coord_rect
.x();
1836 float vertex_tex_translate_y
= tex_coord_rect
.y();
1837 float vertex_tex_scale_x
= tex_coord_rect
.width();
1838 float vertex_tex_scale_y
= tex_coord_rect
.height();
1840 // Map to normalized texture coordinates.
1841 if (sampler
!= SAMPLER_TYPE_2D_RECT
) {
1842 gfx::Size texture_size
= quad
->texture_size
;
1843 DCHECK(!texture_size
.IsEmpty());
1844 vertex_tex_translate_x
/= texture_size
.width();
1845 vertex_tex_translate_y
/= texture_size
.height();
1846 vertex_tex_scale_x
/= texture_size
.width();
1847 vertex_tex_scale_y
/= texture_size
.height();
1850 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1851 gl_
, &highp_threshold_cache_
, highp_threshold_min_
, quad
->texture_size
);
1853 TileProgramUniforms uniforms
;
1854 if (quad
->ShouldDrawWithBlending()) {
1855 if (quad
->swizzle_contents
) {
1856 TileUniformLocation(GetTileProgramSwizzle(tex_coord_precision
, sampler
),
1859 TileUniformLocation(GetTileProgram(tex_coord_precision
, sampler
),
1863 if (quad
->swizzle_contents
) {
1864 TileUniformLocation(
1865 GetTileProgramSwizzleOpaque(tex_coord_precision
, sampler
), &uniforms
);
1867 TileUniformLocation(GetTileProgramOpaque(tex_coord_precision
, sampler
),
1872 SetUseProgram(uniforms
.program
);
1873 gl_
->Uniform1i(uniforms
.sampler_location
, 0);
1875 gl_
->Uniform4f(uniforms
.vertex_tex_transform_location
, vertex_tex_translate_x
,
1876 vertex_tex_translate_y
, vertex_tex_scale_x
,
1877 vertex_tex_scale_y
);
1879 SetBlendEnabled(quad
->ShouldDrawWithBlending());
1881 SetShaderOpacity(quad
->shared_quad_state
->opacity
, uniforms
.alpha_location
);
1883 // Pass quad coordinates to the uniform in the same order as GeometryBinding
1884 // does, then vertices will match the texture mapping in the vertex buffer.
1885 // The method SetShaderQuadF() changes the order of vertices and so it's
1887 gfx::QuadF
tile_rect(quad
->visible_rect
);
1888 float width
= quad
->visible_rect
.width();
1889 float height
= quad
->visible_rect
.height();
1890 gfx::PointF top_left
= quad
->visible_rect
.origin();
1892 tile_rect
= *clip_region
;
1894 (tile_rect
.p4().x() - top_left
.x()) / width
,
1895 (tile_rect
.p4().y() - top_left
.y()) / height
,
1896 (tile_rect
.p1().x() - top_left
.x()) / width
,
1897 (tile_rect
.p1().y() - top_left
.y()) / height
,
1898 (tile_rect
.p2().x() - top_left
.x()) / width
,
1899 (tile_rect
.p2().y() - top_left
.y()) / height
,
1900 (tile_rect
.p3().x() - top_left
.x()) / width
,
1901 (tile_rect
.p3().y() - top_left
.y()) / height
,
1903 PrepareGeometry(CLIPPED_BINDING
);
1904 clipped_geometry_
->InitializeCustomQuadWithUVs(
1905 gfx::QuadF(quad
->visible_rect
), gl_uv
);
1907 PrepareGeometry(SHARED_BINDING
);
1909 float gl_quad
[8] = {
1919 gl_
->Uniform2fv(uniforms
.quad_location
, 4, gl_quad
);
1921 static float gl_matrix
[16];
1922 ToGLMatrix(&gl_matrix
[0],
1923 frame
->projection_matrix
*
1924 quad
->shared_quad_state
->quad_to_target_transform
);
1925 gl_
->UniformMatrix4fv(uniforms
.matrix_location
, 1, false, &gl_matrix
[0]);
1927 gl_
->DrawElements(GL_TRIANGLES
, 6, GL_UNSIGNED_SHORT
, 0);
1930 void GLRenderer::DrawYUVVideoQuad(const DrawingFrame
* frame
,
1931 const YUVVideoDrawQuad
* quad
,
1932 const gfx::QuadF
* clip_region
) {
1933 SetBlendEnabled(quad
->ShouldDrawWithBlending());
1935 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1936 gl_
, &highp_threshold_cache_
, highp_threshold_min_
,
1937 quad
->shared_quad_state
->visible_quad_layer_rect
.bottom_right());
1939 bool use_alpha_plane
= quad
->a_plane_resource_id() != 0;
1941 ResourceProvider::ScopedSamplerGL
y_plane_lock(
1942 resource_provider_
, quad
->y_plane_resource_id(), GL_TEXTURE1
, GL_LINEAR
);
1943 ResourceProvider::ScopedSamplerGL
u_plane_lock(
1944 resource_provider_
, quad
->u_plane_resource_id(), GL_TEXTURE2
, GL_LINEAR
);
1945 DCHECK_EQ(y_plane_lock
.target(), u_plane_lock
.target());
1946 ResourceProvider::ScopedSamplerGL
v_plane_lock(
1947 resource_provider_
, quad
->v_plane_resource_id(), GL_TEXTURE3
, GL_LINEAR
);
1948 DCHECK_EQ(y_plane_lock
.target(), v_plane_lock
.target());
1949 scoped_ptr
<ResourceProvider::ScopedSamplerGL
> a_plane_lock
;
1950 if (use_alpha_plane
) {
1951 a_plane_lock
.reset(new ResourceProvider::ScopedSamplerGL(
1952 resource_provider_
, quad
->a_plane_resource_id(), GL_TEXTURE4
,
1954 DCHECK_EQ(y_plane_lock
.target(), a_plane_lock
->target());
1957 // All planes must have the same sampler type.
1958 SamplerType sampler
= SamplerTypeFromTextureTarget(y_plane_lock
.target());
1960 int matrix_location
= -1;
1961 int ya_tex_scale_location
= -1;
1962 int ya_tex_offset_location
= -1;
1963 int uv_tex_scale_location
= -1;
1964 int uv_tex_offset_location
= -1;
1965 int ya_clamp_rect_location
= -1;
1966 int uv_clamp_rect_location
= -1;
1967 int y_texture_location
= -1;
1968 int u_texture_location
= -1;
1969 int v_texture_location
= -1;
1970 int a_texture_location
= -1;
1971 int yuv_matrix_location
= -1;
1972 int yuv_adj_location
= -1;
1973 int alpha_location
= -1;
1974 if (use_alpha_plane
) {
1975 const VideoYUVAProgram
* program
=
1976 GetVideoYUVAProgram(tex_coord_precision
, sampler
);
1977 DCHECK(program
&& (program
->initialized() || IsContextLost()));
1978 SetUseProgram(program
->program());
1979 matrix_location
= program
->vertex_shader().matrix_location();
1980 ya_tex_scale_location
= program
->vertex_shader().ya_tex_scale_location();
1981 ya_tex_offset_location
= program
->vertex_shader().ya_tex_offset_location();
1982 uv_tex_scale_location
= program
->vertex_shader().uv_tex_scale_location();
1983 uv_tex_offset_location
= program
->vertex_shader().uv_tex_offset_location();
1984 y_texture_location
= program
->fragment_shader().y_texture_location();
1985 u_texture_location
= program
->fragment_shader().u_texture_location();
1986 v_texture_location
= program
->fragment_shader().v_texture_location();
1987 a_texture_location
= program
->fragment_shader().a_texture_location();
1988 yuv_matrix_location
= program
->fragment_shader().yuv_matrix_location();
1989 yuv_adj_location
= program
->fragment_shader().yuv_adj_location();
1990 ya_clamp_rect_location
=
1991 program
->fragment_shader().ya_clamp_rect_location();
1992 uv_clamp_rect_location
=
1993 program
->fragment_shader().uv_clamp_rect_location();
1994 alpha_location
= program
->fragment_shader().alpha_location();
1996 const VideoYUVProgram
* program
=
1997 GetVideoYUVProgram(tex_coord_precision
, sampler
);
1998 DCHECK(program
&& (program
->initialized() || IsContextLost()));
1999 SetUseProgram(program
->program());
2000 matrix_location
= program
->vertex_shader().matrix_location();
2001 ya_tex_scale_location
= program
->vertex_shader().ya_tex_scale_location();
2002 ya_tex_offset_location
= program
->vertex_shader().ya_tex_offset_location();
2003 uv_tex_scale_location
= program
->vertex_shader().uv_tex_scale_location();
2004 uv_tex_offset_location
= program
->vertex_shader().uv_tex_offset_location();
2005 y_texture_location
= program
->fragment_shader().y_texture_location();
2006 u_texture_location
= program
->fragment_shader().u_texture_location();
2007 v_texture_location
= program
->fragment_shader().v_texture_location();
2008 yuv_matrix_location
= program
->fragment_shader().yuv_matrix_location();
2009 yuv_adj_location
= program
->fragment_shader().yuv_adj_location();
2010 ya_clamp_rect_location
=
2011 program
->fragment_shader().ya_clamp_rect_location();
2012 uv_clamp_rect_location
=
2013 program
->fragment_shader().uv_clamp_rect_location();
2014 alpha_location
= program
->fragment_shader().alpha_location();
2017 gfx::SizeF
ya_tex_scale(1.0f
, 1.0f
);
2018 gfx::SizeF
uv_tex_scale(1.0f
, 1.0f
);
2019 if (sampler
!= SAMPLER_TYPE_2D_RECT
) {
2020 DCHECK(!quad
->ya_tex_size
.IsEmpty());
2021 DCHECK(!quad
->uv_tex_size
.IsEmpty());
2022 ya_tex_scale
= gfx::SizeF(1.0f
/ quad
->ya_tex_size
.width(),
2023 1.0f
/ quad
->ya_tex_size
.height());
2024 uv_tex_scale
= gfx::SizeF(1.0f
/ quad
->uv_tex_size
.width(),
2025 1.0f
/ quad
->uv_tex_size
.height());
2028 float ya_vertex_tex_translate_x
=
2029 quad
->ya_tex_coord_rect
.x() * ya_tex_scale
.width();
2030 float ya_vertex_tex_translate_y
=
2031 quad
->ya_tex_coord_rect
.y() * ya_tex_scale
.height();
2032 float ya_vertex_tex_scale_x
=
2033 quad
->ya_tex_coord_rect
.width() * ya_tex_scale
.width();
2034 float ya_vertex_tex_scale_y
=
2035 quad
->ya_tex_coord_rect
.height() * ya_tex_scale
.height();
2037 float uv_vertex_tex_translate_x
=
2038 quad
->uv_tex_coord_rect
.x() * uv_tex_scale
.width();
2039 float uv_vertex_tex_translate_y
=
2040 quad
->uv_tex_coord_rect
.y() * uv_tex_scale
.height();
2041 float uv_vertex_tex_scale_x
=
2042 quad
->uv_tex_coord_rect
.width() * uv_tex_scale
.width();
2043 float uv_vertex_tex_scale_y
=
2044 quad
->uv_tex_coord_rect
.height() * uv_tex_scale
.height();
2046 gl_
->Uniform2f(ya_tex_scale_location
, ya_vertex_tex_scale_x
,
2047 ya_vertex_tex_scale_y
);
2048 gl_
->Uniform2f(ya_tex_offset_location
, ya_vertex_tex_translate_x
,
2049 ya_vertex_tex_translate_y
);
2050 gl_
->Uniform2f(uv_tex_scale_location
, uv_vertex_tex_scale_x
,
2051 uv_vertex_tex_scale_y
);
2052 gl_
->Uniform2f(uv_tex_offset_location
, uv_vertex_tex_translate_x
,
2053 uv_vertex_tex_translate_y
);
2055 gfx::RectF
ya_clamp_rect(ya_vertex_tex_translate_x
, ya_vertex_tex_translate_y
,
2056 ya_vertex_tex_scale_x
, ya_vertex_tex_scale_y
);
2057 ya_clamp_rect
.Inset(0.5f
* ya_tex_scale
.width(),
2058 0.5f
* ya_tex_scale
.height());
2059 gfx::RectF
uv_clamp_rect(uv_vertex_tex_translate_x
, uv_vertex_tex_translate_y
,
2060 uv_vertex_tex_scale_x
, uv_vertex_tex_scale_y
);
2061 uv_clamp_rect
.Inset(0.5f
* uv_tex_scale
.width(),
2062 0.5f
* uv_tex_scale
.height());
2063 gl_
->Uniform4f(ya_clamp_rect_location
, ya_clamp_rect
.x(), ya_clamp_rect
.y(),
2064 ya_clamp_rect
.right(), ya_clamp_rect
.bottom());
2065 gl_
->Uniform4f(uv_clamp_rect_location
, uv_clamp_rect
.x(), uv_clamp_rect
.y(),
2066 uv_clamp_rect
.right(), uv_clamp_rect
.bottom());
2068 gl_
->Uniform1i(y_texture_location
, 1);
2069 gl_
->Uniform1i(u_texture_location
, 2);
2070 gl_
->Uniform1i(v_texture_location
, 3);
2071 if (use_alpha_plane
)
2072 gl_
->Uniform1i(a_texture_location
, 4);
2074 // These values are magic numbers that are used in the transformation from YUV
2075 // to RGB color values. They are taken from the following webpage:
2076 // http://www.fourcc.org/fccyvrgb.php
2077 float yuv_to_rgb_rec601
[9] = {
2078 1.164f
, 1.164f
, 1.164f
, 0.0f
, -.391f
, 2.018f
, 1.596f
, -.813f
, 0.0f
,
2080 float yuv_to_rgb_jpeg
[9] = {
2081 1.f
, 1.f
, 1.f
, 0.0f
, -.34414f
, 1.772f
, 1.402f
, -.71414f
, 0.0f
,
2083 float yuv_to_rgb_rec709
[9] = {
2084 1.164f
, 1.164f
, 1.164f
, 0.0f
, -0.213f
, 2.112f
, 1.793f
, -0.533f
, 0.0f
,
2087 // These values map to 16, 128, and 128 respectively, and are computed
2088 // as a fraction over 256 (e.g. 16 / 256 = 0.0625).
2089 // They are used in the YUV to RGBA conversion formula:
2090 // Y - 16 : Gives 16 values of head and footroom for overshooting
2091 // U - 128 : Turns unsigned U into signed U [-128,127]
2092 // V - 128 : Turns unsigned V into signed V [-128,127]
2093 float yuv_adjust_constrained
[3] = {
2094 -0.0625f
, -0.5f
, -0.5f
,
2097 // Same as above, but without the head and footroom.
2098 float yuv_adjust_full
[3] = {
2102 float* yuv_to_rgb
= NULL
;
2103 float* yuv_adjust
= NULL
;
2105 switch (quad
->color_space
) {
2106 case YUVVideoDrawQuad::REC_601
:
2107 yuv_to_rgb
= yuv_to_rgb_rec601
;
2108 yuv_adjust
= yuv_adjust_constrained
;
2110 case YUVVideoDrawQuad::REC_709
:
2111 yuv_to_rgb
= yuv_to_rgb_rec709
;
2112 yuv_adjust
= yuv_adjust_constrained
;
2114 case YUVVideoDrawQuad::JPEG
:
2115 yuv_to_rgb
= yuv_to_rgb_jpeg
;
2116 yuv_adjust
= yuv_adjust_full
;
2120 // The transform and vertex data are used to figure out the extents that the
2121 // un-antialiased quad should have and which vertex this is and the float
2122 // quad passed in via uniform is the actual geometry that gets used to draw
2123 // it. This is why this centered rect is used and not the original quad_rect.
2124 gfx::RectF tile_rect
= quad
->rect
;
2125 gl_
->UniformMatrix3fv(yuv_matrix_location
, 1, 0, yuv_to_rgb
);
2126 gl_
->Uniform3fv(yuv_adj_location
, 1, yuv_adjust
);
2128 SetShaderOpacity(quad
->shared_quad_state
->opacity
, alpha_location
);
2130 DrawQuadGeometry(frame
, quad
->shared_quad_state
->quad_to_target_transform
,
2131 tile_rect
, matrix_location
);
2134 GetScaledUVs(quad
->visible_rect
, clip_region
, uvs
);
2135 gfx::QuadF region_quad
= *clip_region
;
2136 region_quad
.Scale(1.0f
/ tile_rect
.width(), 1.0f
/ tile_rect
.height());
2137 region_quad
-= gfx::Vector2dF(0.5f
, 0.5f
);
2138 DrawQuadGeometryClippedByQuadF(
2139 frame
, quad
->shared_quad_state
->quad_to_target_transform
, tile_rect
,
2140 region_quad
, matrix_location
, uvs
);
2144 void GLRenderer::DrawStreamVideoQuad(const DrawingFrame
* frame
,
2145 const StreamVideoDrawQuad
* quad
,
2146 const gfx::QuadF
* clip_region
) {
2147 SetBlendEnabled(quad
->ShouldDrawWithBlending());
2149 static float gl_matrix
[16];
2151 DCHECK(capabilities_
.using_egl_image
);
2153 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
2154 gl_
, &highp_threshold_cache_
, highp_threshold_min_
,
2155 quad
->shared_quad_state
->visible_quad_layer_rect
.bottom_right());
2157 const VideoStreamTextureProgram
* program
=
2158 GetVideoStreamTextureProgram(tex_coord_precision
);
2159 SetUseProgram(program
->program());
2161 ToGLMatrix(&gl_matrix
[0], quad
->matrix
);
2162 gl_
->UniformMatrix4fv(program
->vertex_shader().tex_matrix_location(), 1,
2165 ResourceProvider::ScopedReadLockGL
lock(resource_provider_
,
2166 quad
->resource_id());
2167 DCHECK_EQ(GL_TEXTURE0
, GetActiveTextureUnit(gl_
));
2168 gl_
->BindTexture(GL_TEXTURE_EXTERNAL_OES
, lock
.texture_id());
2170 gl_
->Uniform1i(program
->fragment_shader().sampler_location(), 0);
2172 SetShaderOpacity(quad
->shared_quad_state
->opacity
,
2173 program
->fragment_shader().alpha_location());
2175 DrawQuadGeometry(frame
, quad
->shared_quad_state
->quad_to_target_transform
,
2176 quad
->rect
, program
->vertex_shader().matrix_location());
2178 gfx::QuadF
region_quad(*clip_region
);
2179 region_quad
.Scale(1.0f
/ quad
->rect
.width(), 1.0f
/ quad
->rect
.height());
2180 region_quad
-= gfx::Vector2dF(0.5f
, 0.5f
);
2182 GetScaledUVs(quad
->visible_rect
, clip_region
, uvs
);
2183 DrawQuadGeometryClippedByQuadF(
2184 frame
, quad
->shared_quad_state
->quad_to_target_transform
, quad
->rect
,
2185 region_quad
, program
->vertex_shader().matrix_location(), uvs
);
2189 struct TextureProgramBinding
{
2190 template <class Program
>
2191 void Set(Program
* program
) {
2193 program_id
= program
->program();
2194 sampler_location
= program
->fragment_shader().sampler_location();
2195 matrix_location
= program
->vertex_shader().matrix_location();
2196 background_color_location
=
2197 program
->fragment_shader().background_color_location();
2200 int sampler_location
;
2201 int matrix_location
;
2202 int transform_location
;
2203 int background_color_location
;
2206 struct TexTransformTextureProgramBinding
: TextureProgramBinding
{
2207 template <class Program
>
2208 void Set(Program
* program
) {
2209 TextureProgramBinding::Set(program
);
2210 tex_transform_location
= program
->vertex_shader().tex_transform_location();
2211 vertex_opacity_location
=
2212 program
->vertex_shader().vertex_opacity_location();
2214 int tex_transform_location
;
2215 int vertex_opacity_location
;
2218 void GLRenderer::FlushTextureQuadCache(BoundGeometry flush_binding
) {
2219 // Check to see if we have anything to draw.
2220 if (draw_cache_
.program_id
== -1)
2223 PrepareGeometry(flush_binding
);
2225 // Set the correct blending mode.
2226 SetBlendEnabled(draw_cache_
.needs_blending
);
2228 // Bind the program to the GL state.
2229 SetUseProgram(draw_cache_
.program_id
);
2231 // Bind the correct texture sampler location.
2232 gl_
->Uniform1i(draw_cache_
.sampler_location
, 0);
2234 // Assume the current active textures is 0.
2235 ResourceProvider::ScopedSamplerGL
locked_quad(
2237 draw_cache_
.resource_id
,
2238 draw_cache_
.nearest_neighbor
? GL_NEAREST
: GL_LINEAR
);
2239 DCHECK_EQ(GL_TEXTURE0
, GetActiveTextureUnit(gl_
));
2240 gl_
->BindTexture(locked_quad
.target(), locked_quad
.texture_id());
2242 static_assert(sizeof(Float4
) == 4 * sizeof(float),
2243 "Float4 struct should be densely packed");
2244 static_assert(sizeof(Float16
) == 16 * sizeof(float),
2245 "Float16 struct should be densely packed");
2247 // Upload the tranforms for both points and uvs.
2248 gl_
->UniformMatrix4fv(
2249 static_cast<int>(draw_cache_
.matrix_location
),
2250 static_cast<int>(draw_cache_
.matrix_data
.size()), false,
2251 reinterpret_cast<float*>(&draw_cache_
.matrix_data
.front()));
2252 gl_
->Uniform4fv(static_cast<int>(draw_cache_
.uv_xform_location
),
2253 static_cast<int>(draw_cache_
.uv_xform_data
.size()),
2254 reinterpret_cast<float*>(&draw_cache_
.uv_xform_data
.front()));
2256 if (draw_cache_
.background_color
!= SK_ColorTRANSPARENT
) {
2257 Float4 background_color
= PremultipliedColor(draw_cache_
.background_color
);
2258 gl_
->Uniform4fv(draw_cache_
.background_color_location
, 1,
2259 background_color
.data
);
2263 static_cast<int>(draw_cache_
.vertex_opacity_location
),
2264 static_cast<int>(draw_cache_
.vertex_opacity_data
.size()),
2265 static_cast<float*>(&draw_cache_
.vertex_opacity_data
.front()));
2267 DCHECK_LE(draw_cache_
.matrix_data
.size(),
2268 static_cast<size_t>(std::numeric_limits
<int>::max()) / 6u);
2270 gl_
->DrawElements(GL_TRIANGLES
,
2271 6 * static_cast<int>(draw_cache_
.matrix_data
.size()),
2272 GL_UNSIGNED_SHORT
, 0);
2275 draw_cache_
.program_id
= -1;
2276 draw_cache_
.uv_xform_data
.resize(0);
2277 draw_cache_
.vertex_opacity_data
.resize(0);
2278 draw_cache_
.matrix_data
.resize(0);
2280 // If we had a clipped binding, prepare the shared binding for the
2282 if (flush_binding
== CLIPPED_BINDING
) {
2283 PrepareGeometry(SHARED_BINDING
);
2287 void GLRenderer::EnqueueTextureQuad(const DrawingFrame
* frame
,
2288 const TextureDrawQuad
* quad
,
2289 const gfx::QuadF
* clip_region
) {
2290 // If we have a clip_region then we have to render the next quad
2291 // with dynamic geometry, therefore we must flush all pending
2294 // We send in false here because we want to flush what's currently in the
2295 // queue using the shared_geometry and not clipped_geometry
2296 FlushTextureQuadCache(SHARED_BINDING
);
2299 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
2300 gl_
, &highp_threshold_cache_
, highp_threshold_min_
,
2301 quad
->shared_quad_state
->visible_quad_layer_rect
.bottom_right());
2303 ResourceProvider::ScopedReadLockGL
lock(resource_provider_
,
2304 quad
->resource_id());
2305 const SamplerType sampler
= SamplerTypeFromTextureTarget(lock
.target());
2306 // Choose the correct texture program binding
2307 TexTransformTextureProgramBinding binding
;
2308 if (quad
->premultiplied_alpha
) {
2309 if (quad
->background_color
== SK_ColorTRANSPARENT
) {
2310 binding
.Set(GetTextureProgram(tex_coord_precision
, sampler
));
2312 binding
.Set(GetTextureBackgroundProgram(tex_coord_precision
, sampler
));
2315 if (quad
->background_color
== SK_ColorTRANSPARENT
) {
2317 GetNonPremultipliedTextureProgram(tex_coord_precision
, sampler
));
2319 binding
.Set(GetNonPremultipliedTextureBackgroundProgram(
2320 tex_coord_precision
, sampler
));
2324 int resource_id
= quad
->resource_id();
2326 if (draw_cache_
.program_id
!= binding
.program_id
||
2327 draw_cache_
.resource_id
!= resource_id
||
2328 draw_cache_
.needs_blending
!= quad
->ShouldDrawWithBlending() ||
2329 draw_cache_
.nearest_neighbor
!= quad
->nearest_neighbor
||
2330 draw_cache_
.background_color
!= quad
->background_color
||
2331 draw_cache_
.matrix_data
.size() >= 8) {
2332 FlushTextureQuadCache(SHARED_BINDING
);
2333 draw_cache_
.program_id
= binding
.program_id
;
2334 draw_cache_
.resource_id
= resource_id
;
2335 draw_cache_
.needs_blending
= quad
->ShouldDrawWithBlending();
2336 draw_cache_
.nearest_neighbor
= quad
->nearest_neighbor
;
2337 draw_cache_
.background_color
= quad
->background_color
;
2339 draw_cache_
.uv_xform_location
= binding
.tex_transform_location
;
2340 draw_cache_
.background_color_location
= binding
.background_color_location
;
2341 draw_cache_
.vertex_opacity_location
= binding
.vertex_opacity_location
;
2342 draw_cache_
.matrix_location
= binding
.matrix_location
;
2343 draw_cache_
.sampler_location
= binding
.sampler_location
;
2346 // Generate the uv-transform
2348 draw_cache_
.uv_xform_data
.push_back(UVTransform(quad
));
2350 Float4 uv_transform
= {{0.0f
, 0.0f
, 1.0f
, 1.0f
}};
2351 draw_cache_
.uv_xform_data
.push_back(uv_transform
);
2354 // Generate the vertex opacity
2355 const float opacity
= quad
->shared_quad_state
->opacity
;
2356 draw_cache_
.vertex_opacity_data
.push_back(quad
->vertex_opacity
[0] * opacity
);
2357 draw_cache_
.vertex_opacity_data
.push_back(quad
->vertex_opacity
[1] * opacity
);
2358 draw_cache_
.vertex_opacity_data
.push_back(quad
->vertex_opacity
[2] * opacity
);
2359 draw_cache_
.vertex_opacity_data
.push_back(quad
->vertex_opacity
[3] * opacity
);
2361 // Generate the transform matrix
2362 gfx::Transform quad_rect_matrix
;
2363 QuadRectTransform(&quad_rect_matrix
,
2364 quad
->shared_quad_state
->quad_to_target_transform
,
2366 quad_rect_matrix
= frame
->projection_matrix
* quad_rect_matrix
;
2369 quad_rect_matrix
.matrix().asColMajorf(m
.data
);
2370 draw_cache_
.matrix_data
.push_back(m
);
2373 gfx::QuadF scaled_region
;
2374 if (!GetScaledRegion(quad
->rect
, clip_region
, &scaled_region
)) {
2375 scaled_region
= SharedGeometryQuad().BoundingBox();
2377 // Both the scaled region and the SharedGeomtryQuad are in the space
2378 // -0.5->0.5. We need to move that to the space 0->1.
2380 uv
[0] = scaled_region
.p1().x() + 0.5f
;
2381 uv
[1] = scaled_region
.p1().y() + 0.5f
;
2382 uv
[2] = scaled_region
.p2().x() + 0.5f
;
2383 uv
[3] = scaled_region
.p2().y() + 0.5f
;
2384 uv
[4] = scaled_region
.p3().x() + 0.5f
;
2385 uv
[5] = scaled_region
.p3().y() + 0.5f
;
2386 uv
[6] = scaled_region
.p4().x() + 0.5f
;
2387 uv
[7] = scaled_region
.p4().y() + 0.5f
;
2388 PrepareGeometry(CLIPPED_BINDING
);
2389 clipped_geometry_
->InitializeCustomQuadWithUVs(scaled_region
, uv
);
2390 FlushTextureQuadCache(CLIPPED_BINDING
);
2394 void GLRenderer::DrawIOSurfaceQuad(const DrawingFrame
* frame
,
2395 const IOSurfaceDrawQuad
* quad
,
2396 const gfx::QuadF
* clip_region
) {
2397 SetBlendEnabled(quad
->ShouldDrawWithBlending());
2399 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
2400 gl_
, &highp_threshold_cache_
, highp_threshold_min_
,
2401 quad
->shared_quad_state
->visible_quad_layer_rect
.bottom_right());
2403 TexTransformTextureProgramBinding binding
;
2404 binding
.Set(GetTextureIOSurfaceProgram(tex_coord_precision
));
2406 SetUseProgram(binding
.program_id
);
2407 gl_
->Uniform1i(binding
.sampler_location
, 0);
2408 if (quad
->orientation
== IOSurfaceDrawQuad::FLIPPED
) {
2410 binding
.tex_transform_location
, 0, quad
->io_surface_size
.height(),
2411 quad
->io_surface_size
.width(), quad
->io_surface_size
.height() * -1.0f
);
2413 gl_
->Uniform4f(binding
.tex_transform_location
, 0, 0,
2414 quad
->io_surface_size
.width(),
2415 quad
->io_surface_size
.height());
2418 const float vertex_opacity
[] = {quad
->shared_quad_state
->opacity
,
2419 quad
->shared_quad_state
->opacity
,
2420 quad
->shared_quad_state
->opacity
,
2421 quad
->shared_quad_state
->opacity
};
2422 gl_
->Uniform1fv(binding
.vertex_opacity_location
, 4, vertex_opacity
);
2424 ResourceProvider::ScopedReadLockGL
lock(resource_provider_
,
2425 quad
->io_surface_resource_id());
2426 DCHECK_EQ(GL_TEXTURE0
, GetActiveTextureUnit(gl_
));
2427 gl_
->BindTexture(GL_TEXTURE_RECTANGLE_ARB
, lock
.texture_id());
2430 DrawQuadGeometry(frame
, quad
->shared_quad_state
->quad_to_target_transform
,
2431 quad
->rect
, binding
.matrix_location
);
2434 GetScaledUVs(quad
->visible_rect
, clip_region
, uvs
);
2435 DrawQuadGeometryClippedByQuadF(
2436 frame
, quad
->shared_quad_state
->quad_to_target_transform
, quad
->rect
,
2437 *clip_region
, binding
.matrix_location
, uvs
);
2440 gl_
->BindTexture(GL_TEXTURE_RECTANGLE_ARB
, 0);
2443 void GLRenderer::FinishDrawingFrame(DrawingFrame
* frame
) {
2444 if (use_sync_query_
) {
2445 DCHECK(current_sync_query_
);
2446 current_sync_query_
->End();
2447 pending_sync_queries_
.push_back(current_sync_query_
.Pass());
2450 current_framebuffer_lock_
= nullptr;
2451 swap_buffer_rect_
.Union(gfx::ToEnclosingRect(frame
->root_damage_rect
));
2453 gl_
->Disable(GL_BLEND
);
2454 blend_shadow_
= false;
2456 ScheduleOverlays(frame
);
2459 void GLRenderer::FinishDrawingQuadList() {
2460 FlushTextureQuadCache(SHARED_BINDING
);
2463 bool GLRenderer::FlippedFramebuffer(const DrawingFrame
* frame
) const {
2464 if (frame
->current_render_pass
!= frame
->root_render_pass
)
2466 return FlippedRootFramebuffer();
2469 bool GLRenderer::FlippedRootFramebuffer() const {
2470 // GL is normally flipped, so a flipped output results in an unflipping.
2471 return !output_surface_
->capabilities().flipped_output_surface
;
2474 void GLRenderer::EnsureScissorTestEnabled() {
2475 if (is_scissor_enabled_
)
2478 FlushTextureQuadCache(SHARED_BINDING
);
2479 gl_
->Enable(GL_SCISSOR_TEST
);
2480 is_scissor_enabled_
= true;
2483 void GLRenderer::EnsureScissorTestDisabled() {
2484 if (!is_scissor_enabled_
)
2487 FlushTextureQuadCache(SHARED_BINDING
);
2488 gl_
->Disable(GL_SCISSOR_TEST
);
2489 is_scissor_enabled_
= false;
2492 void GLRenderer::CopyCurrentRenderPassToBitmap(
2493 DrawingFrame
* frame
,
2494 scoped_ptr
<CopyOutputRequest
> request
) {
2495 TRACE_EVENT0("cc", "GLRenderer::CopyCurrentRenderPassToBitmap");
2496 gfx::Rect copy_rect
= frame
->current_render_pass
->output_rect
;
2497 if (request
->has_area())
2498 copy_rect
.Intersect(request
->area());
2499 GetFramebufferPixelsAsync(frame
, copy_rect
, request
.Pass());
2502 void GLRenderer::ToGLMatrix(float* gl_matrix
, const gfx::Transform
& transform
) {
2503 transform
.matrix().asColMajorf(gl_matrix
);
2506 void GLRenderer::SetShaderQuadF(const gfx::QuadF
& quad
, int quad_location
) {
2507 if (quad_location
== -1)
2511 gl_quad
[0] = quad
.p1().x();
2512 gl_quad
[1] = quad
.p1().y();
2513 gl_quad
[2] = quad
.p2().x();
2514 gl_quad
[3] = quad
.p2().y();
2515 gl_quad
[4] = quad
.p3().x();
2516 gl_quad
[5] = quad
.p3().y();
2517 gl_quad
[6] = quad
.p4().x();
2518 gl_quad
[7] = quad
.p4().y();
2519 gl_
->Uniform2fv(quad_location
, 4, gl_quad
);
2522 void GLRenderer::SetShaderOpacity(float opacity
, int alpha_location
) {
2523 if (alpha_location
!= -1)
2524 gl_
->Uniform1f(alpha_location
, opacity
);
2527 void GLRenderer::SetStencilEnabled(bool enabled
) {
2528 if (enabled
== stencil_shadow_
)
2532 gl_
->Enable(GL_STENCIL_TEST
);
2534 gl_
->Disable(GL_STENCIL_TEST
);
2535 stencil_shadow_
= enabled
;
2538 void GLRenderer::SetBlendEnabled(bool enabled
) {
2539 if (enabled
== blend_shadow_
)
2543 gl_
->Enable(GL_BLEND
);
2545 gl_
->Disable(GL_BLEND
);
2546 blend_shadow_
= enabled
;
2549 void GLRenderer::SetUseProgram(unsigned program
) {
2550 if (program
== program_shadow_
)
2552 gl_
->UseProgram(program
);
2553 program_shadow_
= program
;
2556 void GLRenderer::DrawQuadGeometryClippedByQuadF(
2557 const DrawingFrame
* frame
,
2558 const gfx::Transform
& draw_transform
,
2559 const gfx::RectF
& quad_rect
,
2560 const gfx::QuadF
& clipping_region_quad
,
2561 int matrix_location
,
2563 PrepareGeometry(CLIPPED_BINDING
);
2565 clipped_geometry_
->InitializeCustomQuadWithUVs(clipping_region_quad
, uvs
);
2567 clipped_geometry_
->InitializeCustomQuad(clipping_region_quad
);
2569 gfx::Transform quad_rect_matrix
;
2570 QuadRectTransform(&quad_rect_matrix
, draw_transform
, quad_rect
);
2571 static float gl_matrix
[16];
2572 ToGLMatrix(&gl_matrix
[0], frame
->projection_matrix
* quad_rect_matrix
);
2573 gl_
->UniformMatrix4fv(matrix_location
, 1, false, &gl_matrix
[0]);
2575 gl_
->DrawElements(GL_TRIANGLES
, 6, GL_UNSIGNED_SHORT
,
2576 reinterpret_cast<const void*>(0));
2579 void GLRenderer::DrawQuadGeometry(const DrawingFrame
* frame
,
2580 const gfx::Transform
& draw_transform
,
2581 const gfx::RectF
& quad_rect
,
2582 int matrix_location
) {
2583 PrepareGeometry(SHARED_BINDING
);
2584 gfx::Transform quad_rect_matrix
;
2585 QuadRectTransform(&quad_rect_matrix
, draw_transform
, quad_rect
);
2586 static float gl_matrix
[16];
2587 ToGLMatrix(&gl_matrix
[0], frame
->projection_matrix
* quad_rect_matrix
);
2588 gl_
->UniformMatrix4fv(matrix_location
, 1, false, &gl_matrix
[0]);
2590 gl_
->DrawElements(GL_TRIANGLES
, 6, GL_UNSIGNED_SHORT
, 0);
2593 void GLRenderer::Finish() {
2594 TRACE_EVENT0("cc", "GLRenderer::Finish");
2598 void GLRenderer::SwapBuffers(const CompositorFrameMetadata
& metadata
) {
2599 DCHECK(!is_backbuffer_discarded_
);
2601 TRACE_EVENT0("cc,benchmark", "GLRenderer::SwapBuffers");
2602 // We're done! Time to swapbuffers!
2604 gfx::Size surface_size
= output_surface_
->SurfaceSize();
2606 CompositorFrame compositor_frame
;
2607 compositor_frame
.metadata
= metadata
;
2608 compositor_frame
.gl_frame_data
= make_scoped_ptr(new GLFrameData
);
2609 compositor_frame
.gl_frame_data
->size
= surface_size
;
2610 if (capabilities_
.using_partial_swap
) {
2611 // If supported, we can save significant bandwidth by only swapping the
2612 // damaged/scissored region (clamped to the viewport).
2613 swap_buffer_rect_
.Intersect(gfx::Rect(surface_size
));
2614 int flipped_y_pos_of_rect_bottom
= surface_size
.height() -
2615 swap_buffer_rect_
.y() -
2616 swap_buffer_rect_
.height();
2617 compositor_frame
.gl_frame_data
->sub_buffer_rect
=
2618 gfx::Rect(swap_buffer_rect_
.x(),
2619 FlippedRootFramebuffer() ? flipped_y_pos_of_rect_bottom
2620 : swap_buffer_rect_
.y(),
2621 swap_buffer_rect_
.width(),
2622 swap_buffer_rect_
.height());
2624 compositor_frame
.gl_frame_data
->sub_buffer_rect
=
2625 gfx::Rect(output_surface_
->SurfaceSize());
2627 output_surface_
->SwapBuffers(&compositor_frame
);
2629 // Release previously used overlay resources and hold onto the pending ones
2630 // until the next swap buffers.
2631 in_use_overlay_resources_
.clear();
2632 in_use_overlay_resources_
.swap(pending_overlay_resources_
);
2634 swap_buffer_rect_
= gfx::Rect();
2637 void GLRenderer::EnforceMemoryPolicy() {
2639 TRACE_EVENT0("cc", "GLRenderer::EnforceMemoryPolicy dropping resources");
2640 ReleaseRenderPassTextures();
2641 DiscardBackbuffer();
2642 output_surface_
->context_provider()->DeleteCachedResources();
2645 PrepareGeometry(NO_BINDING
);
2648 void GLRenderer::DiscardBackbuffer() {
2649 if (is_backbuffer_discarded_
)
2652 output_surface_
->DiscardBackbuffer();
2654 is_backbuffer_discarded_
= true;
2656 // Damage tracker needs a full reset every time framebuffer is discarded.
2657 client_
->SetFullRootLayerDamage();
2660 void GLRenderer::EnsureBackbuffer() {
2661 if (!is_backbuffer_discarded_
)
2664 output_surface_
->EnsureBackbuffer();
2665 is_backbuffer_discarded_
= false;
2668 void GLRenderer::GetFramebufferPixelsAsync(
2669 const DrawingFrame
* frame
,
2670 const gfx::Rect
& rect
,
2671 scoped_ptr
<CopyOutputRequest
> request
) {
2672 DCHECK(!request
->IsEmpty());
2673 if (request
->IsEmpty())
2678 gfx::Rect window_rect
= MoveFromDrawToWindowSpace(frame
, rect
);
2679 DCHECK_GE(window_rect
.x(), 0);
2680 DCHECK_GE(window_rect
.y(), 0);
2681 DCHECK_LE(window_rect
.right(), current_surface_size_
.width());
2682 DCHECK_LE(window_rect
.bottom(), current_surface_size_
.height());
2684 if (!request
->force_bitmap_result()) {
2685 bool own_mailbox
= !request
->has_texture_mailbox();
2687 GLuint texture_id
= 0;
2688 gpu::Mailbox mailbox
;
2690 gl_
->GenMailboxCHROMIUM(mailbox
.name
);
2691 gl_
->GenTextures(1, &texture_id
);
2692 gl_
->BindTexture(GL_TEXTURE_2D
, texture_id
);
2694 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
);
2695 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
2696 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
2697 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
2698 gl_
->ProduceTextureCHROMIUM(GL_TEXTURE_2D
, mailbox
.name
);
2700 mailbox
= request
->texture_mailbox().mailbox();
2701 DCHECK_EQ(static_cast<unsigned>(GL_TEXTURE_2D
),
2702 request
->texture_mailbox().target());
2703 DCHECK(!mailbox
.IsZero());
2704 unsigned incoming_sync_point
= request
->texture_mailbox().sync_point();
2705 if (incoming_sync_point
)
2706 gl_
->WaitSyncPointCHROMIUM(incoming_sync_point
);
2709 gl_
->CreateAndConsumeTextureCHROMIUM(GL_TEXTURE_2D
, mailbox
.name
);
2711 GetFramebufferTexture(texture_id
, RGBA_8888
, window_rect
);
2713 unsigned sync_point
= gl_
->InsertSyncPointCHROMIUM();
2714 TextureMailbox
texture_mailbox(mailbox
, GL_TEXTURE_2D
, sync_point
);
2716 scoped_ptr
<SingleReleaseCallback
> release_callback
;
2718 gl_
->BindTexture(GL_TEXTURE_2D
, 0);
2719 release_callback
= texture_mailbox_deleter_
->GetReleaseCallback(
2720 output_surface_
->context_provider(), texture_id
);
2722 gl_
->DeleteTextures(1, &texture_id
);
2725 request
->SendTextureResult(
2726 window_rect
.size(), texture_mailbox
, release_callback
.Pass());
2730 DCHECK(request
->force_bitmap_result());
2732 scoped_ptr
<PendingAsyncReadPixels
> pending_read(new PendingAsyncReadPixels
);
2733 pending_read
->copy_request
= request
.Pass();
2734 pending_async_read_pixels_
.insert(pending_async_read_pixels_
.begin(),
2735 pending_read
.Pass());
2737 bool do_workaround
= NeedsIOSurfaceReadbackWorkaround();
2739 unsigned temporary_texture
= 0;
2740 unsigned temporary_fbo
= 0;
2742 if (do_workaround
) {
2743 // On Mac OS X, calling glReadPixels() against an FBO whose color attachment
2744 // is an IOSurface-backed texture causes corruption of future glReadPixels()
2745 // calls, even those on different OpenGL contexts. It is believed that this
2746 // is the root cause of top crasher
2747 // http://crbug.com/99393. <rdar://problem/10949687>
2749 gl_
->GenTextures(1, &temporary_texture
);
2750 gl_
->BindTexture(GL_TEXTURE_2D
, temporary_texture
);
2751 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
);
2752 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
2753 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
2754 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
2755 // Copy the contents of the current (IOSurface-backed) framebuffer into a
2756 // temporary texture.
2757 GetFramebufferTexture(
2758 temporary_texture
, RGBA_8888
, gfx::Rect(current_surface_size_
));
2759 gl_
->GenFramebuffers(1, &temporary_fbo
);
2760 // Attach this texture to an FBO, and perform the readback from that FBO.
2761 gl_
->BindFramebuffer(GL_FRAMEBUFFER
, temporary_fbo
);
2762 gl_
->FramebufferTexture2D(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
,
2763 GL_TEXTURE_2D
, temporary_texture
, 0);
2765 DCHECK_EQ(static_cast<unsigned>(GL_FRAMEBUFFER_COMPLETE
),
2766 gl_
->CheckFramebufferStatus(GL_FRAMEBUFFER
));
2770 gl_
->GenBuffers(1, &buffer
);
2771 gl_
->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
, buffer
);
2772 gl_
->BufferData(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
,
2773 4 * window_rect
.size().GetArea(), NULL
, GL_STREAM_READ
);
2776 gl_
->GenQueriesEXT(1, &query
);
2777 gl_
->BeginQueryEXT(GL_ASYNC_PIXEL_PACK_COMPLETED_CHROMIUM
, query
);
2779 gl_
->ReadPixels(window_rect
.x(), window_rect
.y(), window_rect
.width(),
2780 window_rect
.height(), GL_RGBA
, GL_UNSIGNED_BYTE
, NULL
);
2782 gl_
->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
, 0);
2784 if (do_workaround
) {
2786 gl_
->BindFramebuffer(GL_FRAMEBUFFER
, 0);
2787 gl_
->BindTexture(GL_TEXTURE_2D
, 0);
2788 gl_
->DeleteFramebuffers(1, &temporary_fbo
);
2789 gl_
->DeleteTextures(1, &temporary_texture
);
2792 base::Closure finished_callback
= base::Bind(&GLRenderer::FinishedReadback
,
2793 base::Unretained(this),
2796 window_rect
.size());
2797 // Save the finished_callback so it can be cancelled.
2798 pending_async_read_pixels_
.front()->finished_read_pixels_callback
.Reset(
2800 base::Closure cancelable_callback
=
2801 pending_async_read_pixels_
.front()->
2802 finished_read_pixels_callback
.callback();
2804 // Save the buffer to verify the callbacks happen in the expected order.
2805 pending_async_read_pixels_
.front()->buffer
= buffer
;
2807 gl_
->EndQueryEXT(GL_ASYNC_PIXEL_PACK_COMPLETED_CHROMIUM
);
2808 context_support_
->SignalQuery(query
, cancelable_callback
);
2810 EnforceMemoryPolicy();
2813 void GLRenderer::FinishedReadback(unsigned source_buffer
,
2815 const gfx::Size
& size
) {
2816 DCHECK(!pending_async_read_pixels_
.empty());
2819 gl_
->DeleteQueriesEXT(1, &query
);
2822 PendingAsyncReadPixels
* current_read
= pending_async_read_pixels_
.back();
2823 // Make sure we service the readbacks in order.
2824 DCHECK_EQ(source_buffer
, current_read
->buffer
);
2826 uint8
* src_pixels
= NULL
;
2827 scoped_ptr
<SkBitmap
> bitmap
;
2829 if (source_buffer
!= 0) {
2830 gl_
->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
, source_buffer
);
2831 src_pixels
= static_cast<uint8
*>(gl_
->MapBufferCHROMIUM(
2832 GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
, GL_READ_ONLY
));
2835 bitmap
.reset(new SkBitmap
);
2836 bitmap
->allocN32Pixels(size
.width(), size
.height());
2837 scoped_ptr
<SkAutoLockPixels
> lock(new SkAutoLockPixels(*bitmap
));
2838 uint8
* dest_pixels
= static_cast<uint8
*>(bitmap
->getPixels());
2840 size_t row_bytes
= size
.width() * 4;
2841 int num_rows
= size
.height();
2842 size_t total_bytes
= num_rows
* row_bytes
;
2843 for (size_t dest_y
= 0; dest_y
< total_bytes
; dest_y
+= row_bytes
) {
2845 size_t src_y
= total_bytes
- dest_y
- row_bytes
;
2846 // Swizzle OpenGL -> Skia byte order.
2847 for (size_t x
= 0; x
< row_bytes
; x
+= 4) {
2848 dest_pixels
[dest_y
+ x
+ SK_R32_SHIFT
/ 8] =
2849 src_pixels
[src_y
+ x
+ 0];
2850 dest_pixels
[dest_y
+ x
+ SK_G32_SHIFT
/ 8] =
2851 src_pixels
[src_y
+ x
+ 1];
2852 dest_pixels
[dest_y
+ x
+ SK_B32_SHIFT
/ 8] =
2853 src_pixels
[src_y
+ x
+ 2];
2854 dest_pixels
[dest_y
+ x
+ SK_A32_SHIFT
/ 8] =
2855 src_pixels
[src_y
+ x
+ 3];
2859 gl_
->UnmapBufferCHROMIUM(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
);
2861 gl_
->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
, 0);
2862 gl_
->DeleteBuffers(1, &source_buffer
);
2866 current_read
->copy_request
->SendBitmapResult(bitmap
.Pass());
2867 pending_async_read_pixels_
.pop_back();
2870 void GLRenderer::GetFramebufferTexture(unsigned texture_id
,
2871 ResourceFormat texture_format
,
2872 const gfx::Rect
& window_rect
) {
2874 DCHECK_GE(window_rect
.x(), 0);
2875 DCHECK_GE(window_rect
.y(), 0);
2876 DCHECK_LE(window_rect
.right(), current_surface_size_
.width());
2877 DCHECK_LE(window_rect
.bottom(), current_surface_size_
.height());
2879 gl_
->BindTexture(GL_TEXTURE_2D
, texture_id
);
2880 gl_
->CopyTexImage2D(GL_TEXTURE_2D
, 0, GLDataFormat(texture_format
),
2881 window_rect
.x(), window_rect
.y(), window_rect
.width(),
2882 window_rect
.height(), 0);
2883 gl_
->BindTexture(GL_TEXTURE_2D
, 0);
2886 bool GLRenderer::UseScopedTexture(DrawingFrame
* frame
,
2887 const ScopedResource
* texture
,
2888 const gfx::Rect
& viewport_rect
) {
2889 DCHECK(texture
->id());
2890 frame
->current_render_pass
= NULL
;
2891 frame
->current_texture
= texture
;
2893 return BindFramebufferToTexture(frame
, texture
, viewport_rect
);
2896 void GLRenderer::BindFramebufferToOutputSurface(DrawingFrame
* frame
) {
2897 current_framebuffer_lock_
= nullptr;
2898 output_surface_
->BindFramebuffer();
2900 if (output_surface_
->HasExternalStencilTest()) {
2901 SetStencilEnabled(true);
2902 gl_
->StencilFunc(GL_EQUAL
, 1, 1);
2904 SetStencilEnabled(false);
2908 bool GLRenderer::BindFramebufferToTexture(DrawingFrame
* frame
,
2909 const ScopedResource
* texture
,
2910 const gfx::Rect
& target_rect
) {
2911 DCHECK(texture
->id());
2913 // Explicitly release lock, otherwise we can crash when try to lock
2914 // same texture again.
2915 current_framebuffer_lock_
= nullptr;
2917 SetStencilEnabled(false);
2918 gl_
->BindFramebuffer(GL_FRAMEBUFFER
, offscreen_framebuffer_id_
);
2919 current_framebuffer_lock_
=
2920 make_scoped_ptr(new ResourceProvider::ScopedWriteLockGL(
2921 resource_provider_
, texture
->id()));
2922 unsigned texture_id
= current_framebuffer_lock_
->texture_id();
2923 gl_
->FramebufferTexture2D(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
, GL_TEXTURE_2D
,
2926 DCHECK(gl_
->CheckFramebufferStatus(GL_FRAMEBUFFER
) ==
2927 GL_FRAMEBUFFER_COMPLETE
||
2932 void GLRenderer::SetScissorTestRect(const gfx::Rect
& scissor_rect
) {
2933 EnsureScissorTestEnabled();
2935 // Don't unnecessarily ask the context to change the scissor, because it
2936 // may cause undesired GPU pipeline flushes.
2937 if (scissor_rect
== scissor_rect_
&& !scissor_rect_needs_reset_
)
2940 scissor_rect_
= scissor_rect
;
2941 FlushTextureQuadCache(SHARED_BINDING
);
2942 gl_
->Scissor(scissor_rect
.x(), scissor_rect
.y(), scissor_rect
.width(),
2943 scissor_rect
.height());
2945 scissor_rect_needs_reset_
= false;
2948 void GLRenderer::SetViewport() {
2949 gl_
->Viewport(current_window_space_viewport_
.x(),
2950 current_window_space_viewport_
.y(),
2951 current_window_space_viewport_
.width(),
2952 current_window_space_viewport_
.height());
2955 void GLRenderer::InitializeSharedObjects() {
2956 TRACE_EVENT0("cc", "GLRenderer::InitializeSharedObjects");
2958 // Create an FBO for doing offscreen rendering.
2959 gl_
->GenFramebuffers(1, &offscreen_framebuffer_id_
);
2962 make_scoped_ptr(new StaticGeometryBinding(gl_
, QuadVertexRect()));
2963 clipped_geometry_
= make_scoped_ptr(new DynamicGeometryBinding(gl_
));
2966 void GLRenderer::PrepareGeometry(BoundGeometry binding
) {
2967 if (binding
== bound_geometry_
) {
2972 case SHARED_BINDING
:
2973 shared_geometry_
->PrepareForDraw();
2975 case CLIPPED_BINDING
:
2976 clipped_geometry_
->PrepareForDraw();
2981 bound_geometry_
= binding
;
2984 const GLRenderer::DebugBorderProgram
* GLRenderer::GetDebugBorderProgram() {
2985 if (!debug_border_program_
.initialized()) {
2986 TRACE_EVENT0("cc", "GLRenderer::debugBorderProgram::initialize");
2987 debug_border_program_
.Initialize(output_surface_
->context_provider(),
2988 TEX_COORD_PRECISION_NA
, SAMPLER_TYPE_NA
);
2990 return &debug_border_program_
;
2993 const GLRenderer::SolidColorProgram
* GLRenderer::GetSolidColorProgram() {
2994 if (!solid_color_program_
.initialized()) {
2995 TRACE_EVENT0("cc", "GLRenderer::solidColorProgram::initialize");
2996 solid_color_program_
.Initialize(output_surface_
->context_provider(),
2997 TEX_COORD_PRECISION_NA
, SAMPLER_TYPE_NA
);
2999 return &solid_color_program_
;
3002 const GLRenderer::SolidColorProgramAA
* GLRenderer::GetSolidColorProgramAA() {
3003 if (!solid_color_program_aa_
.initialized()) {
3004 TRACE_EVENT0("cc", "GLRenderer::solidColorProgramAA::initialize");
3005 solid_color_program_aa_
.Initialize(output_surface_
->context_provider(),
3006 TEX_COORD_PRECISION_NA
, SAMPLER_TYPE_NA
);
3008 return &solid_color_program_aa_
;
3011 const GLRenderer::RenderPassProgram
* GLRenderer::GetRenderPassProgram(
3012 TexCoordPrecision precision
,
3013 BlendMode blend_mode
) {
3014 DCHECK_GE(precision
, 0);
3015 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3016 DCHECK_GE(blend_mode
, 0);
3017 DCHECK_LE(blend_mode
, LAST_BLEND_MODE
);
3018 RenderPassProgram
* program
= &render_pass_program_
[precision
][blend_mode
];
3019 if (!program
->initialized()) {
3020 TRACE_EVENT0("cc", "GLRenderer::renderPassProgram::initialize");
3021 program
->Initialize(output_surface_
->context_provider(), precision
,
3022 SAMPLER_TYPE_2D
, blend_mode
);
3027 const GLRenderer::RenderPassProgramAA
* GLRenderer::GetRenderPassProgramAA(
3028 TexCoordPrecision precision
,
3029 BlendMode blend_mode
) {
3030 DCHECK_GE(precision
, 0);
3031 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3032 DCHECK_GE(blend_mode
, 0);
3033 DCHECK_LE(blend_mode
, LAST_BLEND_MODE
);
3034 RenderPassProgramAA
* program
=
3035 &render_pass_program_aa_
[precision
][blend_mode
];
3036 if (!program
->initialized()) {
3037 TRACE_EVENT0("cc", "GLRenderer::renderPassProgramAA::initialize");
3038 program
->Initialize(output_surface_
->context_provider(), precision
,
3039 SAMPLER_TYPE_2D
, blend_mode
);
3044 const GLRenderer::RenderPassMaskProgram
* GLRenderer::GetRenderPassMaskProgram(
3045 TexCoordPrecision precision
,
3046 SamplerType sampler
,
3047 BlendMode blend_mode
,
3048 bool mask_for_background
) {
3049 DCHECK_GE(precision
, 0);
3050 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3051 DCHECK_GE(sampler
, 0);
3052 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3053 DCHECK_GE(blend_mode
, 0);
3054 DCHECK_LE(blend_mode
, LAST_BLEND_MODE
);
3055 RenderPassMaskProgram
* program
=
3056 &render_pass_mask_program_
[precision
][sampler
][blend_mode
]
3057 [mask_for_background
? HAS_MASK
: NO_MASK
];
3058 if (!program
->initialized()) {
3059 TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgram::initialize");
3060 program
->Initialize(
3061 output_surface_
->context_provider(), precision
,
3062 sampler
, blend_mode
, mask_for_background
);
3067 const GLRenderer::RenderPassMaskProgramAA
*
3068 GLRenderer::GetRenderPassMaskProgramAA(TexCoordPrecision precision
,
3069 SamplerType sampler
,
3070 BlendMode blend_mode
,
3071 bool mask_for_background
) {
3072 DCHECK_GE(precision
, 0);
3073 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3074 DCHECK_GE(sampler
, 0);
3075 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3076 DCHECK_GE(blend_mode
, 0);
3077 DCHECK_LE(blend_mode
, LAST_BLEND_MODE
);
3078 RenderPassMaskProgramAA
* program
=
3079 &render_pass_mask_program_aa_
[precision
][sampler
][blend_mode
]
3080 [mask_for_background
? HAS_MASK
: NO_MASK
];
3081 if (!program
->initialized()) {
3082 TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgramAA::initialize");
3083 program
->Initialize(
3084 output_surface_
->context_provider(), precision
,
3085 sampler
, blend_mode
, mask_for_background
);
3090 const GLRenderer::RenderPassColorMatrixProgram
*
3091 GLRenderer::GetRenderPassColorMatrixProgram(TexCoordPrecision precision
,
3092 BlendMode blend_mode
) {
3093 DCHECK_GE(precision
, 0);
3094 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3095 DCHECK_GE(blend_mode
, 0);
3096 DCHECK_LE(blend_mode
, LAST_BLEND_MODE
);
3097 RenderPassColorMatrixProgram
* program
=
3098 &render_pass_color_matrix_program_
[precision
][blend_mode
];
3099 if (!program
->initialized()) {
3100 TRACE_EVENT0("cc", "GLRenderer::renderPassColorMatrixProgram::initialize");
3101 program
->Initialize(output_surface_
->context_provider(), precision
,
3102 SAMPLER_TYPE_2D
, blend_mode
);
3107 const GLRenderer::RenderPassColorMatrixProgramAA
*
3108 GLRenderer::GetRenderPassColorMatrixProgramAA(TexCoordPrecision precision
,
3109 BlendMode blend_mode
) {
3110 DCHECK_GE(precision
, 0);
3111 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3112 DCHECK_GE(blend_mode
, 0);
3113 DCHECK_LE(blend_mode
, LAST_BLEND_MODE
);
3114 RenderPassColorMatrixProgramAA
* program
=
3115 &render_pass_color_matrix_program_aa_
[precision
][blend_mode
];
3116 if (!program
->initialized()) {
3118 "GLRenderer::renderPassColorMatrixProgramAA::initialize");
3119 program
->Initialize(output_surface_
->context_provider(), precision
,
3120 SAMPLER_TYPE_2D
, blend_mode
);
3125 const GLRenderer::RenderPassMaskColorMatrixProgram
*
3126 GLRenderer::GetRenderPassMaskColorMatrixProgram(
3127 TexCoordPrecision precision
,
3128 SamplerType sampler
,
3129 BlendMode blend_mode
,
3130 bool mask_for_background
) {
3131 DCHECK_GE(precision
, 0);
3132 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3133 DCHECK_GE(sampler
, 0);
3134 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3135 DCHECK_GE(blend_mode
, 0);
3136 DCHECK_LE(blend_mode
, LAST_BLEND_MODE
);
3137 RenderPassMaskColorMatrixProgram
* program
=
3138 &render_pass_mask_color_matrix_program_
[precision
][sampler
][blend_mode
]
3139 [mask_for_background
? HAS_MASK
: NO_MASK
];
3140 if (!program
->initialized()) {
3142 "GLRenderer::renderPassMaskColorMatrixProgram::initialize");
3143 program
->Initialize(
3144 output_surface_
->context_provider(), precision
,
3145 sampler
, blend_mode
, mask_for_background
);
3150 const GLRenderer::RenderPassMaskColorMatrixProgramAA
*
3151 GLRenderer::GetRenderPassMaskColorMatrixProgramAA(
3152 TexCoordPrecision precision
,
3153 SamplerType sampler
,
3154 BlendMode blend_mode
,
3155 bool mask_for_background
) {
3156 DCHECK_GE(precision
, 0);
3157 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3158 DCHECK_GE(sampler
, 0);
3159 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3160 DCHECK_GE(blend_mode
, 0);
3161 DCHECK_LE(blend_mode
, LAST_BLEND_MODE
);
3162 RenderPassMaskColorMatrixProgramAA
* program
=
3163 &render_pass_mask_color_matrix_program_aa_
[precision
][sampler
][blend_mode
]
3164 [mask_for_background
? HAS_MASK
: NO_MASK
];
3165 if (!program
->initialized()) {
3167 "GLRenderer::renderPassMaskColorMatrixProgramAA::initialize");
3168 program
->Initialize(
3169 output_surface_
->context_provider(), precision
,
3170 sampler
, blend_mode
, mask_for_background
);
3175 const GLRenderer::TileProgram
* GLRenderer::GetTileProgram(
3176 TexCoordPrecision precision
,
3177 SamplerType sampler
) {
3178 DCHECK_GE(precision
, 0);
3179 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3180 DCHECK_GE(sampler
, 0);
3181 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3182 TileProgram
* program
= &tile_program_
[precision
][sampler
];
3183 if (!program
->initialized()) {
3184 TRACE_EVENT0("cc", "GLRenderer::tileProgram::initialize");
3185 program
->Initialize(
3186 output_surface_
->context_provider(), precision
, sampler
);
3191 const GLRenderer::TileProgramOpaque
* GLRenderer::GetTileProgramOpaque(
3192 TexCoordPrecision precision
,
3193 SamplerType sampler
) {
3194 DCHECK_GE(precision
, 0);
3195 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3196 DCHECK_GE(sampler
, 0);
3197 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3198 TileProgramOpaque
* program
= &tile_program_opaque_
[precision
][sampler
];
3199 if (!program
->initialized()) {
3200 TRACE_EVENT0("cc", "GLRenderer::tileProgramOpaque::initialize");
3201 program
->Initialize(
3202 output_surface_
->context_provider(), precision
, sampler
);
3207 const GLRenderer::TileProgramAA
* GLRenderer::GetTileProgramAA(
3208 TexCoordPrecision precision
,
3209 SamplerType sampler
) {
3210 DCHECK_GE(precision
, 0);
3211 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3212 DCHECK_GE(sampler
, 0);
3213 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3214 TileProgramAA
* program
= &tile_program_aa_
[precision
][sampler
];
3215 if (!program
->initialized()) {
3216 TRACE_EVENT0("cc", "GLRenderer::tileProgramAA::initialize");
3217 program
->Initialize(
3218 output_surface_
->context_provider(), precision
, sampler
);
3223 const GLRenderer::TileProgramSwizzle
* GLRenderer::GetTileProgramSwizzle(
3224 TexCoordPrecision precision
,
3225 SamplerType sampler
) {
3226 DCHECK_GE(precision
, 0);
3227 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3228 DCHECK_GE(sampler
, 0);
3229 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3230 TileProgramSwizzle
* program
= &tile_program_swizzle_
[precision
][sampler
];
3231 if (!program
->initialized()) {
3232 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzle::initialize");
3233 program
->Initialize(
3234 output_surface_
->context_provider(), precision
, sampler
);
3239 const GLRenderer::TileProgramSwizzleOpaque
*
3240 GLRenderer::GetTileProgramSwizzleOpaque(TexCoordPrecision precision
,
3241 SamplerType sampler
) {
3242 DCHECK_GE(precision
, 0);
3243 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3244 DCHECK_GE(sampler
, 0);
3245 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3246 TileProgramSwizzleOpaque
* program
=
3247 &tile_program_swizzle_opaque_
[precision
][sampler
];
3248 if (!program
->initialized()) {
3249 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleOpaque::initialize");
3250 program
->Initialize(
3251 output_surface_
->context_provider(), precision
, sampler
);
3256 const GLRenderer::TileProgramSwizzleAA
* GLRenderer::GetTileProgramSwizzleAA(
3257 TexCoordPrecision precision
,
3258 SamplerType sampler
) {
3259 DCHECK_GE(precision
, 0);
3260 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3261 DCHECK_GE(sampler
, 0);
3262 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3263 TileProgramSwizzleAA
* program
= &tile_program_swizzle_aa_
[precision
][sampler
];
3264 if (!program
->initialized()) {
3265 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleAA::initialize");
3266 program
->Initialize(
3267 output_surface_
->context_provider(), precision
, sampler
);
3272 const GLRenderer::TextureProgram
* GLRenderer::GetTextureProgram(
3273 TexCoordPrecision precision
,
3274 SamplerType sampler
) {
3275 DCHECK_GE(precision
, 0);
3276 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3277 DCHECK_GE(sampler
, 0);
3278 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3279 TextureProgram
* program
= &texture_program_
[precision
][sampler
];
3280 if (!program
->initialized()) {
3281 TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize");
3282 program
->Initialize(output_surface_
->context_provider(), precision
,
3288 const GLRenderer::NonPremultipliedTextureProgram
*
3289 GLRenderer::GetNonPremultipliedTextureProgram(TexCoordPrecision precision
,
3290 SamplerType sampler
) {
3291 DCHECK_GE(precision
, 0);
3292 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3293 DCHECK_GE(sampler
, 0);
3294 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3295 NonPremultipliedTextureProgram
* program
=
3296 &nonpremultiplied_texture_program_
[precision
][sampler
];
3297 if (!program
->initialized()) {
3299 "GLRenderer::NonPremultipliedTextureProgram::Initialize");
3300 program
->Initialize(output_surface_
->context_provider(), precision
,
3306 const GLRenderer::TextureBackgroundProgram
*
3307 GLRenderer::GetTextureBackgroundProgram(TexCoordPrecision precision
,
3308 SamplerType sampler
) {
3309 DCHECK_GE(precision
, 0);
3310 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3311 DCHECK_GE(sampler
, 0);
3312 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3313 TextureBackgroundProgram
* program
=
3314 &texture_background_program_
[precision
][sampler
];
3315 if (!program
->initialized()) {
3316 TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize");
3317 program
->Initialize(output_surface_
->context_provider(), precision
,
3323 const GLRenderer::NonPremultipliedTextureBackgroundProgram
*
3324 GLRenderer::GetNonPremultipliedTextureBackgroundProgram(
3325 TexCoordPrecision precision
,
3326 SamplerType sampler
) {
3327 DCHECK_GE(precision
, 0);
3328 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3329 DCHECK_GE(sampler
, 0);
3330 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3331 NonPremultipliedTextureBackgroundProgram
* program
=
3332 &nonpremultiplied_texture_background_program_
[precision
][sampler
];
3333 if (!program
->initialized()) {
3335 "GLRenderer::NonPremultipliedTextureProgram::Initialize");
3336 program
->Initialize(output_surface_
->context_provider(), precision
,
3342 const GLRenderer::TextureProgram
* GLRenderer::GetTextureIOSurfaceProgram(
3343 TexCoordPrecision precision
) {
3344 DCHECK_GE(precision
, 0);
3345 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3346 TextureProgram
* program
= &texture_io_surface_program_
[precision
];
3347 if (!program
->initialized()) {
3348 TRACE_EVENT0("cc", "GLRenderer::textureIOSurfaceProgram::initialize");
3349 program
->Initialize(output_surface_
->context_provider(), precision
,
3350 SAMPLER_TYPE_2D_RECT
);
3355 const GLRenderer::VideoYUVProgram
* GLRenderer::GetVideoYUVProgram(
3356 TexCoordPrecision precision
,
3357 SamplerType sampler
) {
3358 DCHECK_GE(precision
, 0);
3359 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3360 DCHECK_GE(sampler
, 0);
3361 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3362 VideoYUVProgram
* program
= &video_yuv_program_
[precision
][sampler
];
3363 if (!program
->initialized()) {
3364 TRACE_EVENT0("cc", "GLRenderer::videoYUVProgram::initialize");
3365 program
->Initialize(output_surface_
->context_provider(), precision
,
3371 const GLRenderer::VideoYUVAProgram
* GLRenderer::GetVideoYUVAProgram(
3372 TexCoordPrecision precision
,
3373 SamplerType sampler
) {
3374 DCHECK_GE(precision
, 0);
3375 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3376 DCHECK_GE(sampler
, 0);
3377 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3378 VideoYUVAProgram
* program
= &video_yuva_program_
[precision
][sampler
];
3379 if (!program
->initialized()) {
3380 TRACE_EVENT0("cc", "GLRenderer::videoYUVAProgram::initialize");
3381 program
->Initialize(output_surface_
->context_provider(), precision
,
3387 const GLRenderer::VideoStreamTextureProgram
*
3388 GLRenderer::GetVideoStreamTextureProgram(TexCoordPrecision precision
) {
3389 if (!Capabilities().using_egl_image
)
3391 DCHECK_GE(precision
, 0);
3392 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3393 VideoStreamTextureProgram
* program
=
3394 &video_stream_texture_program_
[precision
];
3395 if (!program
->initialized()) {
3396 TRACE_EVENT0("cc", "GLRenderer::streamTextureProgram::initialize");
3397 program
->Initialize(output_surface_
->context_provider(), precision
,
3398 SAMPLER_TYPE_EXTERNAL_OES
);
3403 void GLRenderer::CleanupSharedObjects() {
3404 shared_geometry_
= nullptr;
3406 for (int i
= 0; i
<= LAST_TEX_COORD_PRECISION
; ++i
) {
3407 for (int j
= 0; j
<= LAST_SAMPLER_TYPE
; ++j
) {
3408 tile_program_
[i
][j
].Cleanup(gl_
);
3409 tile_program_opaque_
[i
][j
].Cleanup(gl_
);
3410 tile_program_swizzle_
[i
][j
].Cleanup(gl_
);
3411 tile_program_swizzle_opaque_
[i
][j
].Cleanup(gl_
);
3412 tile_program_aa_
[i
][j
].Cleanup(gl_
);
3413 tile_program_swizzle_aa_
[i
][j
].Cleanup(gl_
);
3415 for (int k
= 0; k
<= LAST_BLEND_MODE
; k
++) {
3416 for (int l
= 0; l
<= LAST_MASK_VALUE
; ++l
) {
3417 render_pass_mask_program_
[i
][j
][k
][l
].Cleanup(gl_
);
3418 render_pass_mask_program_aa_
[i
][j
][k
][l
].Cleanup(gl_
);
3419 render_pass_mask_color_matrix_program_aa_
[i
][j
][k
][l
].Cleanup(gl_
);
3420 render_pass_mask_color_matrix_program_
[i
][j
][k
][l
].Cleanup(gl_
);
3424 video_yuv_program_
[i
][j
].Cleanup(gl_
);
3425 video_yuva_program_
[i
][j
].Cleanup(gl_
);
3427 for (int j
= 0; j
<= LAST_BLEND_MODE
; j
++) {
3428 render_pass_program_
[i
][j
].Cleanup(gl_
);
3429 render_pass_program_aa_
[i
][j
].Cleanup(gl_
);
3430 render_pass_color_matrix_program_
[i
][j
].Cleanup(gl_
);
3431 render_pass_color_matrix_program_aa_
[i
][j
].Cleanup(gl_
);
3434 for (int j
= 0; j
<= LAST_SAMPLER_TYPE
; ++j
) {
3435 texture_program_
[i
][j
].Cleanup(gl_
);
3436 nonpremultiplied_texture_program_
[i
][j
].Cleanup(gl_
);
3437 texture_background_program_
[i
][j
].Cleanup(gl_
);
3438 nonpremultiplied_texture_background_program_
[i
][j
].Cleanup(gl_
);
3440 texture_io_surface_program_
[i
].Cleanup(gl_
);
3442 video_stream_texture_program_
[i
].Cleanup(gl_
);
3445 debug_border_program_
.Cleanup(gl_
);
3446 solid_color_program_
.Cleanup(gl_
);
3447 solid_color_program_aa_
.Cleanup(gl_
);
3449 if (offscreen_framebuffer_id_
)
3450 gl_
->DeleteFramebuffers(1, &offscreen_framebuffer_id_
);
3452 if (on_demand_tile_raster_resource_id_
)
3453 resource_provider_
->DeleteResource(on_demand_tile_raster_resource_id_
);
3455 ReleaseRenderPassTextures();
3458 void GLRenderer::ReinitializeGLState() {
3459 is_scissor_enabled_
= false;
3460 scissor_rect_needs_reset_
= true;
3461 stencil_shadow_
= false;
3462 blend_shadow_
= true;
3463 program_shadow_
= 0;
3468 void GLRenderer::RestoreGLState() {
3469 // This restores the current GLRenderer state to the GL context.
3470 bound_geometry_
= NO_BINDING
;
3471 PrepareGeometry(SHARED_BINDING
);
3473 gl_
->Disable(GL_DEPTH_TEST
);
3474 gl_
->Disable(GL_CULL_FACE
);
3475 gl_
->ColorMask(true, true, true, true);
3476 gl_
->BlendFunc(GL_ONE
, GL_ONE_MINUS_SRC_ALPHA
);
3477 gl_
->ActiveTexture(GL_TEXTURE0
);
3479 if (program_shadow_
)
3480 gl_
->UseProgram(program_shadow_
);
3482 if (stencil_shadow_
)
3483 gl_
->Enable(GL_STENCIL_TEST
);
3485 gl_
->Disable(GL_STENCIL_TEST
);
3488 gl_
->Enable(GL_BLEND
);
3490 gl_
->Disable(GL_BLEND
);
3492 if (is_scissor_enabled_
) {
3493 gl_
->Enable(GL_SCISSOR_TEST
);
3494 gl_
->Scissor(scissor_rect_
.x(), scissor_rect_
.y(), scissor_rect_
.width(),
3495 scissor_rect_
.height());
3497 gl_
->Disable(GL_SCISSOR_TEST
);
3501 void GLRenderer::RestoreFramebuffer(DrawingFrame
* frame
) {
3502 UseRenderPass(frame
, frame
->current_render_pass
);
3504 // Call SetViewport directly, rather than through PrepareSurfaceForPass.
3505 // PrepareSurfaceForPass also clears the surface, which is not desired when
3510 bool GLRenderer::IsContextLost() {
3511 return gl_
->GetGraphicsResetStatusKHR() != GL_NO_ERROR
;
3514 void GLRenderer::ScheduleOverlays(DrawingFrame
* frame
) {
3515 if (!frame
->overlay_list
.size())
3518 ResourceProvider::ResourceIdArray resources
;
3519 OverlayCandidateList
& overlays
= frame
->overlay_list
;
3520 for (const OverlayCandidate
& overlay
: overlays
) {
3521 // Skip primary plane.
3522 if (overlay
.plane_z_order
== 0)
3525 pending_overlay_resources_
.push_back(
3526 make_scoped_ptr(new ResourceProvider::ScopedReadLockGL(
3527 resource_provider_
, overlay
.resource_id
)));
3529 context_support_
->ScheduleOverlayPlane(
3530 overlay
.plane_z_order
,
3532 pending_overlay_resources_
.back()->texture_id(),
3533 ToNearestRect(overlay
.display_rect
),