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/debug/trace_event.h"
14 #include "base/logging.h"
15 #include "cc/base/math_util.h"
16 #include "cc/layers/video_layer_impl.h"
17 #include "cc/output/compositor_frame.h"
18 #include "cc/output/compositor_frame_metadata.h"
19 #include "cc/output/context_provider.h"
20 #include "cc/output/copy_output_request.h"
21 #include "cc/output/geometry_binding.h"
22 #include "cc/output/gl_frame_data.h"
23 #include "cc/output/output_surface.h"
24 #include "cc/output/render_surface_filters.h"
25 #include "cc/quads/picture_draw_quad.h"
26 #include "cc/quads/render_pass.h"
27 #include "cc/quads/stream_video_draw_quad.h"
28 #include "cc/quads/texture_draw_quad.h"
29 #include "cc/resources/layer_quad.h"
30 #include "cc/resources/scoped_resource.h"
31 #include "cc/resources/texture_mailbox_deleter.h"
32 #include "gpu/GLES2/gl2extchromium.h"
33 #include "gpu/command_buffer/client/context_support.h"
34 #include "gpu/command_buffer/client/gles2_interface.h"
35 #include "gpu/command_buffer/common/gpu_memory_allocation.h"
36 #include "third_party/skia/include/core/SkBitmap.h"
37 #include "third_party/skia/include/core/SkColor.h"
38 #include "third_party/skia/include/core/SkColorFilter.h"
39 #include "third_party/skia/include/core/SkImage.h"
40 #include "third_party/skia/include/core/SkSurface.h"
41 #include "third_party/skia/include/gpu/GrContext.h"
42 #include "third_party/skia/include/gpu/GrTexture.h"
43 #include "third_party/skia/include/gpu/SkGrTexturePixelRef.h"
44 #include "third_party/skia/include/gpu/gl/GrGLInterface.h"
45 #include "ui/gfx/geometry/quad_f.h"
46 #include "ui/gfx/geometry/rect_conversions.h"
48 using gpu::gles2::GLES2Interface
;
53 bool NeedsIOSurfaceReadbackWorkaround() {
54 #if defined(OS_MACOSX)
55 // This isn't strictly required in DumpRenderTree-mode when Mesa is used,
56 // but it doesn't seem to hurt.
63 Float4
UVTransform(const TextureDrawQuad
* quad
) {
64 gfx::PointF uv0
= quad
->uv_top_left
;
65 gfx::PointF uv1
= quad
->uv_bottom_right
;
66 Float4 xform
= {{uv0
.x(), uv0
.y(), uv1
.x() - uv0
.x(), uv1
.y() - uv0
.y()}};
68 xform
.data
[1] = 1.0f
- xform
.data
[1];
69 xform
.data
[3] = -xform
.data
[3];
74 Float4
PremultipliedColor(SkColor color
) {
75 const float factor
= 1.0f
/ 255.0f
;
76 const float alpha
= SkColorGetA(color
) * factor
;
79 {SkColorGetR(color
) * factor
* alpha
, SkColorGetG(color
) * factor
* alpha
,
80 SkColorGetB(color
) * factor
* alpha
, alpha
}};
84 SamplerType
SamplerTypeFromTextureTarget(GLenum target
) {
88 case GL_TEXTURE_RECTANGLE_ARB
:
89 return SamplerType2DRect
;
90 case GL_TEXTURE_EXTERNAL_OES
:
91 return SamplerTypeExternalOES
;
98 BlendMode
BlendModeFromSkXfermode(SkXfermode::Mode mode
) {
100 case SkXfermode::kSrcOver_Mode
:
101 return BlendModeNormal
;
102 case SkXfermode::kScreen_Mode
:
103 return BlendModeScreen
;
104 case SkXfermode::kOverlay_Mode
:
105 return BlendModeOverlay
;
106 case SkXfermode::kDarken_Mode
:
107 return BlendModeDarken
;
108 case SkXfermode::kLighten_Mode
:
109 return BlendModeLighten
;
110 case SkXfermode::kColorDodge_Mode
:
111 return BlendModeColorDodge
;
112 case SkXfermode::kColorBurn_Mode
:
113 return BlendModeColorBurn
;
114 case SkXfermode::kHardLight_Mode
:
115 return BlendModeHardLight
;
116 case SkXfermode::kSoftLight_Mode
:
117 return BlendModeSoftLight
;
118 case SkXfermode::kDifference_Mode
:
119 return BlendModeDifference
;
120 case SkXfermode::kExclusion_Mode
:
121 return BlendModeExclusion
;
122 case SkXfermode::kMultiply_Mode
:
123 return BlendModeMultiply
;
124 case SkXfermode::kHue_Mode
:
126 case SkXfermode::kSaturation_Mode
:
127 return BlendModeSaturation
;
128 case SkXfermode::kColor_Mode
:
129 return BlendModeColor
;
130 case SkXfermode::kLuminosity_Mode
:
131 return BlendModeLuminosity
;
134 return BlendModeNone
;
138 // Smallest unit that impact anti-aliasing output. We use this to
139 // determine when anti-aliasing is unnecessary.
140 const float kAntiAliasingEpsilon
= 1.0f
/ 1024.0f
;
142 // Block or crash if the number of pending sync queries reach this high as
143 // something is seriously wrong on the service side if this happens.
144 const size_t kMaxPendingSyncQueries
= 16;
146 } // anonymous namespace
148 static GLint
GetActiveTextureUnit(GLES2Interface
* gl
) {
149 GLint active_unit
= 0;
150 gl
->GetIntegerv(GL_ACTIVE_TEXTURE
, &active_unit
);
154 class GLRenderer::ScopedUseGrContext
{
156 static scoped_ptr
<ScopedUseGrContext
> Create(GLRenderer
* renderer
,
157 DrawingFrame
* frame
) {
158 if (!renderer
->output_surface_
->context_provider()->GrContext())
160 return make_scoped_ptr(new ScopedUseGrContext(renderer
, frame
));
163 ~ScopedUseGrContext() { PassControlToGLRenderer(); }
165 GrContext
* context() const {
166 return renderer_
->output_surface_
->context_provider()->GrContext();
170 ScopedUseGrContext(GLRenderer
* renderer
, DrawingFrame
* frame
)
171 : renderer_(renderer
), frame_(frame
) {
175 void PassControlToSkia() { context()->resetContext(); }
177 void PassControlToGLRenderer() {
178 renderer_
->RestoreGLState();
179 renderer_
->RestoreFramebuffer(frame_
);
182 GLRenderer
* renderer_
;
183 DrawingFrame
* frame_
;
185 DISALLOW_COPY_AND_ASSIGN(ScopedUseGrContext
);
188 struct GLRenderer::PendingAsyncReadPixels
{
189 PendingAsyncReadPixels() : buffer(0) {}
191 scoped_ptr
<CopyOutputRequest
> copy_request
;
192 base::CancelableClosure finished_read_pixels_callback
;
196 DISALLOW_COPY_AND_ASSIGN(PendingAsyncReadPixels
);
199 class GLRenderer::SyncQuery
{
201 explicit SyncQuery(gpu::gles2::GLES2Interface
* gl
)
202 : gl_(gl
), query_id_(0u), is_pending_(false), weak_ptr_factory_(this) {
203 gl_
->GenQueriesEXT(1, &query_id_
);
205 virtual ~SyncQuery() { gl_
->DeleteQueriesEXT(1, &query_id_
); }
207 scoped_refptr
<ResourceProvider::Fence
> Begin() {
208 DCHECK(!IsPending());
209 // Invalidate weak pointer held by old fence.
210 weak_ptr_factory_
.InvalidateWeakPtrs();
211 // Note: In case the set of drawing commands issued before End() do not
212 // depend on the query, defer BeginQueryEXT call until Set() is called and
213 // query is required.
214 return make_scoped_refptr
<ResourceProvider::Fence
>(
215 new Fence(weak_ptr_factory_
.GetWeakPtr()));
222 // Note: BeginQueryEXT on GL_COMMANDS_COMPLETED_CHROMIUM is effectively a
223 // noop relative to GL, so it doesn't matter where it happens but we still
224 // make sure to issue this command when Set() is called (prior to issuing
225 // any drawing commands that depend on query), in case some future extension
226 // can take advantage of this.
227 gl_
->BeginQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM
, query_id_
);
235 gl_
->EndQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM
);
242 unsigned result_available
= 1;
243 gl_
->GetQueryObjectuivEXT(
244 query_id_
, GL_QUERY_RESULT_AVAILABLE_EXT
, &result_available
);
245 is_pending_
= !result_available
;
254 gl_
->GetQueryObjectuivEXT(query_id_
, GL_QUERY_RESULT_EXT
, &result
);
259 class Fence
: public ResourceProvider::Fence
{
261 explicit Fence(base::WeakPtr
<GLRenderer::SyncQuery
> query
)
264 // Overridden from ResourceProvider::Fence:
265 void Set() override
{
269 bool HasPassed() override
{ return !query_
|| !query_
->IsPending(); }
270 void Wait() override
{
278 base::WeakPtr
<SyncQuery
> query_
;
280 DISALLOW_COPY_AND_ASSIGN(Fence
);
283 gpu::gles2::GLES2Interface
* gl_
;
286 base::WeakPtrFactory
<SyncQuery
> weak_ptr_factory_
;
288 DISALLOW_COPY_AND_ASSIGN(SyncQuery
);
291 scoped_ptr
<GLRenderer
> GLRenderer::Create(
292 RendererClient
* client
,
293 const LayerTreeSettings
* settings
,
294 OutputSurface
* output_surface
,
295 ResourceProvider
* resource_provider
,
296 TextureMailboxDeleter
* texture_mailbox_deleter
,
297 int highp_threshold_min
) {
298 return make_scoped_ptr(new GLRenderer(client
,
302 texture_mailbox_deleter
,
303 highp_threshold_min
));
306 GLRenderer::GLRenderer(RendererClient
* client
,
307 const LayerTreeSettings
* settings
,
308 OutputSurface
* output_surface
,
309 ResourceProvider
* resource_provider
,
310 TextureMailboxDeleter
* texture_mailbox_deleter
,
311 int highp_threshold_min
)
312 : DirectRenderer(client
, settings
, output_surface
, resource_provider
),
313 offscreen_framebuffer_id_(0),
314 shared_geometry_quad_(QuadVertexRect()),
315 gl_(output_surface
->context_provider()->ContextGL()),
316 context_support_(output_surface
->context_provider()->ContextSupport()),
317 texture_mailbox_deleter_(texture_mailbox_deleter
),
318 is_backbuffer_discarded_(false),
319 is_scissor_enabled_(false),
320 scissor_rect_needs_reset_(true),
321 stencil_shadow_(false),
322 blend_shadow_(false),
323 highp_threshold_min_(highp_threshold_min
),
324 highp_threshold_cache_(0),
325 use_sync_query_(false),
326 on_demand_tile_raster_resource_id_(0) {
328 DCHECK(context_support_
);
330 ContextProvider::Capabilities context_caps
=
331 output_surface_
->context_provider()->ContextCapabilities();
333 capabilities_
.using_partial_swap
=
334 settings_
->partial_swap_enabled
&& context_caps
.gpu
.post_sub_buffer
;
336 DCHECK(!context_caps
.gpu
.iosurface
|| context_caps
.gpu
.texture_rectangle
);
338 capabilities_
.using_egl_image
= context_caps
.gpu
.egl_image_external
;
340 capabilities_
.max_texture_size
= resource_provider_
->max_texture_size();
341 capabilities_
.best_texture_format
= resource_provider_
->best_texture_format();
343 // The updater can access textures while the GLRenderer is using them.
344 capabilities_
.allow_partial_texture_updates
= true;
346 capabilities_
.using_image
= context_caps
.gpu
.image
;
348 capabilities_
.using_discard_framebuffer
=
349 context_caps
.gpu
.discard_framebuffer
;
351 capabilities_
.allow_rasterize_on_demand
= true;
353 use_sync_query_
= context_caps
.gpu
.sync_query
;
354 use_blend_equation_advanced_
= context_caps
.gpu
.blend_equation_advanced
;
355 use_blend_equation_advanced_coherent_
=
356 context_caps
.gpu
.blend_equation_advanced_coherent
;
358 InitializeSharedObjects();
361 GLRenderer::~GLRenderer() {
362 while (!pending_async_read_pixels_
.empty()) {
363 PendingAsyncReadPixels
* pending_read
= pending_async_read_pixels_
.back();
364 pending_read
->finished_read_pixels_callback
.Cancel();
365 pending_async_read_pixels_
.pop_back();
368 in_use_overlay_resources_
.clear();
370 CleanupSharedObjects();
373 const RendererCapabilitiesImpl
& GLRenderer::Capabilities() const {
374 return capabilities_
;
377 void GLRenderer::DebugGLCall(GLES2Interface
* gl
,
381 GLuint error
= gl
->GetError();
382 if (error
!= GL_NO_ERROR
)
383 LOG(ERROR
) << "GL command failed: File: " << file
<< "\n\tLine " << line
384 << "\n\tcommand: " << command
<< ", error "
385 << static_cast<int>(error
) << "\n";
388 void GLRenderer::DidChangeVisibility() {
389 EnforceMemoryPolicy();
391 context_support_
->SetSurfaceVisible(visible());
394 void GLRenderer::ReleaseRenderPassTextures() { render_pass_textures_
.clear(); }
396 void GLRenderer::DiscardPixels(bool has_external_stencil_test
,
397 bool draw_rect_covers_full_surface
) {
398 if (has_external_stencil_test
|| !draw_rect_covers_full_surface
||
399 !capabilities_
.using_discard_framebuffer
)
401 bool using_default_framebuffer
=
402 !current_framebuffer_lock_
&&
403 output_surface_
->capabilities().uses_default_gl_framebuffer
;
404 GLenum attachments
[] = {static_cast<GLenum
>(
405 using_default_framebuffer
? GL_COLOR_EXT
: GL_COLOR_ATTACHMENT0_EXT
)};
406 gl_
->DiscardFramebufferEXT(
407 GL_FRAMEBUFFER
, arraysize(attachments
), attachments
);
410 void GLRenderer::ClearFramebuffer(DrawingFrame
* frame
,
411 bool has_external_stencil_test
) {
412 // It's unsafe to clear when we have a stencil test because glClear ignores
414 if (has_external_stencil_test
) {
415 DCHECK(!frame
->current_render_pass
->has_transparent_background
);
419 // On DEBUG builds, opaque render passes are cleared to blue to easily see
420 // regions that were not drawn on the screen.
421 if (frame
->current_render_pass
->has_transparent_background
)
422 GLC(gl_
, gl_
->ClearColor(0, 0, 0, 0));
424 GLC(gl_
, gl_
->ClearColor(0, 0, 1, 1));
426 bool always_clear
= false;
430 if (always_clear
|| frame
->current_render_pass
->has_transparent_background
) {
431 GLbitfield clear_bits
= GL_COLOR_BUFFER_BIT
;
433 clear_bits
|= GL_STENCIL_BUFFER_BIT
;
434 gl_
->Clear(clear_bits
);
438 static ResourceProvider::ResourceId
WaitOnResourceSyncPoints(
439 ResourceProvider
* resource_provider
,
440 ResourceProvider::ResourceId resource_id
) {
441 resource_provider
->WaitSyncPointIfNeeded(resource_id
);
445 void GLRenderer::BeginDrawingFrame(DrawingFrame
* frame
) {
446 TRACE_EVENT0("cc", "GLRenderer::BeginDrawingFrame");
448 scoped_refptr
<ResourceProvider::Fence
> read_lock_fence
;
449 if (use_sync_query_
) {
450 // Block until oldest sync query has passed if the number of pending queries
451 // ever reach kMaxPendingSyncQueries.
452 if (pending_sync_queries_
.size() >= kMaxPendingSyncQueries
) {
453 LOG(ERROR
) << "Reached limit of pending sync queries.";
455 pending_sync_queries_
.front()->Wait();
456 DCHECK(!pending_sync_queries_
.front()->IsPending());
459 while (!pending_sync_queries_
.empty()) {
460 if (pending_sync_queries_
.front()->IsPending())
463 available_sync_queries_
.push_back(pending_sync_queries_
.take_front());
466 current_sync_query_
= available_sync_queries_
.empty()
467 ? make_scoped_ptr(new SyncQuery(gl_
))
468 : available_sync_queries_
.take_front();
470 read_lock_fence
= current_sync_query_
->Begin();
473 make_scoped_refptr(new ResourceProvider::SynchronousFence(gl_
));
475 resource_provider_
->SetReadLockFence(read_lock_fence
.get());
477 // Insert WaitSyncPointCHROMIUM on quad resources prior to drawing the frame,
478 // so that drawing can proceed without GL context switching interruptions.
479 DrawQuad::ResourceIteratorCallback wait_on_resource_syncpoints_callback
=
480 base::Bind(&WaitOnResourceSyncPoints
, resource_provider_
);
482 for (const auto& pass
: *frame
->render_passes_in_draw_order
) {
483 for (const auto& quad
: pass
->quad_list
)
484 quad
->IterateResources(wait_on_resource_syncpoints_callback
);
487 // TODO(enne): Do we need to reinitialize all of this state per frame?
488 ReinitializeGLState();
491 void GLRenderer::DoNoOp() {
492 GLC(gl_
, gl_
->BindFramebuffer(GL_FRAMEBUFFER
, 0));
493 GLC(gl_
, gl_
->Flush());
496 void GLRenderer::DoDrawQuad(DrawingFrame
* frame
, const DrawQuad
* quad
) {
497 DCHECK(quad
->rect
.Contains(quad
->visible_rect
));
498 if (quad
->material
!= DrawQuad::TEXTURE_CONTENT
) {
499 FlushTextureQuadCache();
502 switch (quad
->material
) {
503 case DrawQuad::INVALID
:
506 case DrawQuad::CHECKERBOARD
:
507 DrawCheckerboardQuad(frame
, CheckerboardDrawQuad::MaterialCast(quad
));
509 case DrawQuad::DEBUG_BORDER
:
510 DrawDebugBorderQuad(frame
, DebugBorderDrawQuad::MaterialCast(quad
));
512 case DrawQuad::IO_SURFACE_CONTENT
:
513 DrawIOSurfaceQuad(frame
, IOSurfaceDrawQuad::MaterialCast(quad
));
515 case DrawQuad::PICTURE_CONTENT
:
516 DrawPictureQuad(frame
, PictureDrawQuad::MaterialCast(quad
));
518 case DrawQuad::RENDER_PASS
:
519 DrawRenderPassQuad(frame
, RenderPassDrawQuad::MaterialCast(quad
));
521 case DrawQuad::SOLID_COLOR
:
522 DrawSolidColorQuad(frame
, SolidColorDrawQuad::MaterialCast(quad
));
524 case DrawQuad::STREAM_VIDEO_CONTENT
:
525 DrawStreamVideoQuad(frame
, StreamVideoDrawQuad::MaterialCast(quad
));
527 case DrawQuad::SURFACE_CONTENT
:
528 // Surface content should be fully resolved to other quad types before
529 // reaching a direct renderer.
532 case DrawQuad::TEXTURE_CONTENT
:
533 EnqueueTextureQuad(frame
, TextureDrawQuad::MaterialCast(quad
));
535 case DrawQuad::TILED_CONTENT
:
536 DrawTileQuad(frame
, TileDrawQuad::MaterialCast(quad
));
538 case DrawQuad::YUV_VIDEO_CONTENT
:
539 DrawYUVVideoQuad(frame
, YUVVideoDrawQuad::MaterialCast(quad
));
544 void GLRenderer::DrawCheckerboardQuad(const DrawingFrame
* frame
,
545 const CheckerboardDrawQuad
* quad
) {
546 SetBlendEnabled(quad
->ShouldDrawWithBlending());
548 const TileCheckerboardProgram
* program
= GetTileCheckerboardProgram();
549 DCHECK(program
&& (program
->initialized() || IsContextLost()));
550 SetUseProgram(program
->program());
552 SkColor color
= quad
->color
;
554 gl_
->Uniform4f(program
->fragment_shader().color_location(),
555 SkColorGetR(color
) * (1.0f
/ 255.0f
),
556 SkColorGetG(color
) * (1.0f
/ 255.0f
),
557 SkColorGetB(color
) * (1.0f
/ 255.0f
),
560 const int checkerboard_width
= 16;
561 float frequency
= 1.0f
/ checkerboard_width
;
563 gfx::Rect tile_rect
= quad
->rect
;
564 float tex_offset_x
= tile_rect
.x() % checkerboard_width
;
565 float tex_offset_y
= tile_rect
.y() % checkerboard_width
;
566 float tex_scale_x
= tile_rect
.width();
567 float tex_scale_y
= tile_rect
.height();
569 gl_
->Uniform4f(program
->fragment_shader().tex_transform_location(),
576 gl_
->Uniform1f(program
->fragment_shader().frequency_location(),
579 SetShaderOpacity(quad
->opacity(),
580 program
->fragment_shader().alpha_location());
581 DrawQuadGeometry(frame
,
582 quad
->quadTransform(),
584 program
->vertex_shader().matrix_location());
587 void GLRenderer::DrawDebugBorderQuad(const DrawingFrame
* frame
,
588 const DebugBorderDrawQuad
* quad
) {
589 SetBlendEnabled(quad
->ShouldDrawWithBlending());
591 static float gl_matrix
[16];
592 const DebugBorderProgram
* program
= GetDebugBorderProgram();
593 DCHECK(program
&& (program
->initialized() || IsContextLost()));
594 SetUseProgram(program
->program());
596 // Use the full quad_rect for debug quads to not move the edges based on
598 gfx::Rect layer_rect
= quad
->rect
;
599 gfx::Transform render_matrix
;
600 QuadRectTransform(&render_matrix
, quad
->quadTransform(), layer_rect
);
601 GLRenderer::ToGLMatrix(&gl_matrix
[0],
602 frame
->projection_matrix
* render_matrix
);
604 gl_
->UniformMatrix4fv(
605 program
->vertex_shader().matrix_location(), 1, false, &gl_matrix
[0]));
607 SkColor color
= quad
->color
;
608 float alpha
= SkColorGetA(color
) * (1.0f
/ 255.0f
);
611 gl_
->Uniform4f(program
->fragment_shader().color_location(),
612 (SkColorGetR(color
) * (1.0f
/ 255.0f
)) * alpha
,
613 (SkColorGetG(color
) * (1.0f
/ 255.0f
)) * alpha
,
614 (SkColorGetB(color
) * (1.0f
/ 255.0f
)) * alpha
,
617 GLC(gl_
, gl_
->LineWidth(quad
->width
));
619 // The indices for the line are stored in the same array as the triangle
621 GLC(gl_
, gl_
->DrawElements(GL_LINE_LOOP
, 4, GL_UNSIGNED_SHORT
, 0));
624 static skia::RefPtr
<SkImage
> ApplyImageFilter(
625 scoped_ptr
<GLRenderer::ScopedUseGrContext
> use_gr_context
,
626 ResourceProvider
* resource_provider
,
627 const gfx::Point
& origin
,
628 const gfx::Vector2dF
& scale
,
629 SkImageFilter
* filter
,
630 ScopedResource
* source_texture_resource
) {
632 return skia::RefPtr
<SkImage
>();
635 return skia::RefPtr
<SkImage
>();
637 ResourceProvider::ScopedReadLockGL
lock(resource_provider
,
638 source_texture_resource
->id());
640 // Wrap the source texture in a Ganesh platform texture.
641 GrBackendTextureDesc backend_texture_description
;
642 backend_texture_description
.fWidth
= source_texture_resource
->size().width();
643 backend_texture_description
.fHeight
=
644 source_texture_resource
->size().height();
645 backend_texture_description
.fConfig
= kSkia8888_GrPixelConfig
;
646 backend_texture_description
.fTextureHandle
= lock
.texture_id();
647 backend_texture_description
.fOrigin
= kBottomLeft_GrSurfaceOrigin
;
648 skia::RefPtr
<GrTexture
> texture
=
649 skia::AdoptRef(use_gr_context
->context()->wrapBackendTexture(
650 backend_texture_description
));
652 TRACE_EVENT_INSTANT0("cc",
653 "ApplyImageFilter wrap background texture failed",
654 TRACE_EVENT_SCOPE_THREAD
);
655 return skia::RefPtr
<SkImage
>();
659 SkImageInfo::MakeN32Premul(source_texture_resource
->size().width(),
660 source_texture_resource
->size().height());
661 // Place the platform texture inside an SkBitmap.
663 source
.setInfo(info
);
664 skia::RefPtr
<SkGrPixelRef
> pixel_ref
=
665 skia::AdoptRef(new SkGrPixelRef(info
, texture
.get()));
666 source
.setPixelRef(pixel_ref
.get());
668 // Create a scratch texture for backing store.
670 desc
.fFlags
= kRenderTarget_GrTextureFlagBit
| kNoStencil_GrTextureFlagBit
;
672 desc
.fWidth
= source
.width();
673 desc
.fHeight
= source
.height();
674 desc
.fConfig
= kSkia8888_GrPixelConfig
;
675 desc
.fOrigin
= kBottomLeft_GrSurfaceOrigin
;
676 skia::RefPtr
<GrTexture
> backing_store
=
677 skia::AdoptRef(use_gr_context
->context()->refScratchTexture(
678 desc
, GrContext::kExact_ScratchTexMatch
));
679 if (!backing_store
) {
680 TRACE_EVENT_INSTANT0("cc",
681 "ApplyImageFilter scratch texture allocation failed",
682 TRACE_EVENT_SCOPE_THREAD
);
683 return skia::RefPtr
<SkImage
>();
686 // Create surface to draw into.
687 skia::RefPtr
<SkSurface
> surface
= skia::AdoptRef(
688 SkSurface::NewRenderTargetDirect(backing_store
->asRenderTarget()));
689 skia::RefPtr
<SkCanvas
> canvas
= skia::SharePtr(surface
->getCanvas());
691 // Draw the source bitmap through the filter to the canvas.
693 paint
.setImageFilter(filter
);
694 canvas
->clear(SK_ColorTRANSPARENT
);
696 canvas
->translate(SkIntToScalar(-origin
.x()), SkIntToScalar(-origin
.y()));
697 canvas
->scale(scale
.x(), scale
.y());
698 canvas
->drawSprite(source
, 0, 0, &paint
);
700 skia::RefPtr
<SkImage
> image
= skia::AdoptRef(surface
->newImageSnapshot());
701 if (!image
|| !image
->getTexture()) {
702 return skia::RefPtr
<SkImage
>();
705 // Flush the GrContext to ensure all buffered GL calls are drawn to the
706 // backing store before we access and return it, and have cc begin using the
713 bool GLRenderer::CanApplyBlendModeUsingBlendFunc(SkXfermode::Mode blend_mode
) {
714 return use_blend_equation_advanced_
||
715 blend_mode
== SkXfermode::kScreen_Mode
||
716 blend_mode
== SkXfermode::kSrcOver_Mode
;
719 void GLRenderer::ApplyBlendModeUsingBlendFunc(SkXfermode::Mode blend_mode
) {
720 DCHECK(CanApplyBlendModeUsingBlendFunc(blend_mode
));
722 // Any modes set here must be reset in RestoreBlendFuncToDefault
723 if (use_blend_equation_advanced_
) {
724 GLenum equation
= GL_FUNC_ADD
;
726 switch (blend_mode
) {
727 case SkXfermode::kScreen_Mode
:
728 equation
= GL_SCREEN_KHR
;
730 case SkXfermode::kOverlay_Mode
:
731 equation
= GL_OVERLAY_KHR
;
733 case SkXfermode::kDarken_Mode
:
734 equation
= GL_DARKEN_KHR
;
736 case SkXfermode::kLighten_Mode
:
737 equation
= GL_LIGHTEN_KHR
;
739 case SkXfermode::kColorDodge_Mode
:
740 equation
= GL_COLORDODGE_KHR
;
742 case SkXfermode::kColorBurn_Mode
:
743 equation
= GL_COLORBURN_KHR
;
745 case SkXfermode::kHardLight_Mode
:
746 equation
= GL_HARDLIGHT_KHR
;
748 case SkXfermode::kSoftLight_Mode
:
749 equation
= GL_SOFTLIGHT_KHR
;
751 case SkXfermode::kDifference_Mode
:
752 equation
= GL_DIFFERENCE_KHR
;
754 case SkXfermode::kExclusion_Mode
:
755 equation
= GL_EXCLUSION_KHR
;
757 case SkXfermode::kMultiply_Mode
:
758 equation
= GL_MULTIPLY_KHR
;
760 case SkXfermode::kHue_Mode
:
761 equation
= GL_HSL_HUE_KHR
;
763 case SkXfermode::kSaturation_Mode
:
764 equation
= GL_HSL_SATURATION_KHR
;
766 case SkXfermode::kColor_Mode
:
767 equation
= GL_HSL_COLOR_KHR
;
769 case SkXfermode::kLuminosity_Mode
:
770 equation
= GL_HSL_LUMINOSITY_KHR
;
776 GLC(gl_
, gl_
->BlendEquation(equation
));
778 if (blend_mode
== SkXfermode::kScreen_Mode
) {
779 GLC(gl_
, gl_
->BlendFunc(GL_ONE_MINUS_DST_COLOR
, GL_ONE
));
784 void GLRenderer::RestoreBlendFuncToDefault(SkXfermode::Mode blend_mode
) {
785 if (blend_mode
== SkXfermode::kSrcOver_Mode
)
788 if (use_blend_equation_advanced_
) {
789 GLC(gl_
, gl_
->BlendEquation(GL_FUNC_ADD
));
791 GLC(gl_
, gl_
->BlendFunc(GL_ONE
, GL_ONE_MINUS_SRC_ALPHA
));
795 bool GLRenderer::ShouldApplyBackgroundFilters(DrawingFrame
* frame
,
796 const RenderPassDrawQuad
* quad
) {
797 if (quad
->background_filters
.IsEmpty())
800 // TODO(danakj): We only allow background filters on an opaque render surface
801 // because other surfaces may contain translucent pixels, and the contents
802 // behind those translucent pixels wouldn't have the filter applied.
803 if (frame
->current_render_pass
->has_transparent_background
)
806 // TODO(ajuma): Add support for reference filters once
807 // FilterOperations::GetOutsets supports reference filters.
808 if (quad
->background_filters
.HasReferenceFilter())
813 gfx::Rect
GLRenderer::GetBackdropBoundingBoxForRenderPassQuad(
815 const RenderPassDrawQuad
* quad
,
816 const gfx::Transform
& contents_device_transform
,
818 gfx::Rect backdrop_rect
= gfx::ToEnclosingRect(MathUtil::MapClippedRect(
819 contents_device_transform
, SharedGeometryQuad().BoundingBox()));
821 if (ShouldApplyBackgroundFilters(frame
, quad
)) {
822 int top
, right
, bottom
, left
;
823 quad
->background_filters
.GetOutsets(&top
, &right
, &bottom
, &left
);
824 backdrop_rect
.Inset(-left
, -top
, -right
, -bottom
);
827 if (!backdrop_rect
.IsEmpty() && use_aa
) {
828 const int kOutsetForAntialiasing
= 1;
829 backdrop_rect
.Inset(-kOutsetForAntialiasing
, -kOutsetForAntialiasing
);
832 backdrop_rect
.Intersect(MoveFromDrawToWindowSpace(
833 frame
, frame
->current_render_pass
->output_rect
));
834 return backdrop_rect
;
837 scoped_ptr
<ScopedResource
> GLRenderer::GetBackdropTexture(
838 const gfx::Rect
& bounding_rect
) {
839 scoped_ptr
<ScopedResource
> device_background_texture
=
840 ScopedResource::Create(resource_provider_
);
841 // CopyTexImage2D fails when called on a texture having immutable storage.
842 device_background_texture
->Allocate(
843 bounding_rect
.size(), ResourceProvider::TextureHintDefault
, RGBA_8888
);
845 ResourceProvider::ScopedWriteLockGL
lock(resource_provider_
,
846 device_background_texture
->id());
847 GetFramebufferTexture(
848 lock
.texture_id(), device_background_texture
->format(), bounding_rect
);
850 return device_background_texture
.Pass();
853 skia::RefPtr
<SkImage
> GLRenderer::ApplyBackgroundFilters(
855 const RenderPassDrawQuad
* quad
,
856 ScopedResource
* background_texture
) {
857 DCHECK(ShouldApplyBackgroundFilters(frame
, quad
));
858 skia::RefPtr
<SkImageFilter
> filter
= RenderSurfaceFilters::BuildImageFilter(
859 quad
->background_filters
, background_texture
->size());
861 skia::RefPtr
<SkImage
> background_with_filters
=
862 ApplyImageFilter(ScopedUseGrContext::Create(this, frame
),
868 return background_with_filters
;
871 void GLRenderer::DrawRenderPassQuad(DrawingFrame
* frame
,
872 const RenderPassDrawQuad
* quad
) {
873 ScopedResource
* contents_texture
=
874 render_pass_textures_
.get(quad
->render_pass_id
);
875 if (!contents_texture
|| !contents_texture
->id())
878 gfx::Transform quad_rect_matrix
;
879 QuadRectTransform(&quad_rect_matrix
, quad
->quadTransform(), quad
->rect
);
880 gfx::Transform contents_device_transform
=
881 frame
->window_matrix
* frame
->projection_matrix
* quad_rect_matrix
;
882 contents_device_transform
.FlattenTo2d();
884 // Can only draw surface if device matrix is invertible.
885 if (!contents_device_transform
.IsInvertible())
888 gfx::QuadF surface_quad
= SharedGeometryQuad();
890 bool use_aa
= settings_
->allow_antialiasing
&&
891 ShouldAntialiasQuad(contents_device_transform
, quad
,
892 settings_
->force_antialiasing
);
895 SetupQuadForAntialiasing(contents_device_transform
, quad
,
896 &surface_quad
, edge
);
898 SkXfermode::Mode blend_mode
= quad
->shared_quad_state
->blend_mode
;
899 bool use_shaders_for_blending
=
900 !CanApplyBlendModeUsingBlendFunc(blend_mode
) ||
901 ShouldApplyBackgroundFilters(frame
, quad
) ||
902 settings_
->force_blending_with_shaders
;
904 scoped_ptr
<ScopedResource
> background_texture
;
905 skia::RefPtr
<SkImage
> background_image
;
906 gfx::Rect background_rect
;
907 if (use_shaders_for_blending
) {
908 // Compute a bounding box around the pixels that will be visible through
910 background_rect
= GetBackdropBoundingBoxForRenderPassQuad(
911 frame
, quad
, contents_device_transform
, use_aa
);
913 if (!background_rect
.IsEmpty()) {
914 // The pixels from the filtered background should completely replace the
915 // current pixel values.
917 SetBlendEnabled(false);
919 // Read the pixels in the bounding box into a buffer R.
920 // This function allocates a texture, which should contribute to the
921 // amount of memory used by render surfaces:
922 // LayerTreeHost::CalculateMemoryForRenderSurfaces.
923 background_texture
= GetBackdropTexture(background_rect
);
925 if (ShouldApplyBackgroundFilters(frame
, quad
) && background_texture
) {
926 // Apply the background filters to R, so that it is applied in the
927 // pixels' coordinate space.
929 ApplyBackgroundFilters(frame
, quad
, background_texture
.get());
933 if (!background_texture
) {
934 // Something went wrong with reading the backdrop.
935 DCHECK(!background_image
);
936 use_shaders_for_blending
= false;
937 } else if (background_image
) {
938 background_texture
.reset();
939 } else if (CanApplyBlendModeUsingBlendFunc(blend_mode
) &&
940 ShouldApplyBackgroundFilters(frame
, quad
)) {
941 // Something went wrong with applying background filters to the backdrop.
942 use_shaders_for_blending
= false;
943 background_texture
.reset();
948 !use_shaders_for_blending
&&
949 (quad
->ShouldDrawWithBlending() || !IsDefaultBlendMode(blend_mode
)));
951 // TODO(senorblanco): Cache this value so that we don't have to do it for both
952 // the surface and its replica. Apply filters to the contents texture.
953 skia::RefPtr
<SkImage
> filter_image
;
954 SkScalar color_matrix
[20];
955 bool use_color_matrix
= false;
956 if (!quad
->filters
.IsEmpty()) {
957 skia::RefPtr
<SkImageFilter
> filter
= RenderSurfaceFilters::BuildImageFilter(
958 quad
->filters
, contents_texture
->size());
960 skia::RefPtr
<SkColorFilter
> cf
;
963 SkColorFilter
* colorfilter_rawptr
= NULL
;
964 filter
->asColorFilter(&colorfilter_rawptr
);
965 cf
= skia::AdoptRef(colorfilter_rawptr
);
968 if (cf
&& cf
->asColorMatrix(color_matrix
) && !filter
->getInput(0)) {
969 // We have a single color matrix as a filter; apply it locally
970 // in the compositor.
971 use_color_matrix
= true;
973 filter_image
= ApplyImageFilter(ScopedUseGrContext::Create(this, frame
),
983 scoped_ptr
<ResourceProvider::ScopedSamplerGL
> mask_resource_lock
;
984 unsigned mask_texture_id
= 0;
985 SamplerType mask_sampler
= SamplerTypeNA
;
986 if (quad
->mask_resource_id
) {
987 mask_resource_lock
.reset(new ResourceProvider::ScopedSamplerGL(
988 resource_provider_
, quad
->mask_resource_id
, GL_TEXTURE1
, GL_LINEAR
));
989 mask_texture_id
= mask_resource_lock
->texture_id();
990 mask_sampler
= SamplerTypeFromTextureTarget(mask_resource_lock
->target());
993 scoped_ptr
<ResourceProvider::ScopedSamplerGL
> contents_resource_lock
;
995 GrTexture
* texture
= filter_image
->getTexture();
996 DCHECK_EQ(GL_TEXTURE0
, GetActiveTextureUnit(gl_
));
997 gl_
->BindTexture(GL_TEXTURE_2D
, texture
->getTextureHandle());
999 contents_resource_lock
=
1000 make_scoped_ptr(new ResourceProvider::ScopedSamplerGL(
1001 resource_provider_
, contents_texture
->id(), GL_LINEAR
));
1002 DCHECK_EQ(static_cast<GLenum
>(GL_TEXTURE_2D
),
1003 contents_resource_lock
->target());
1006 if (!use_shaders_for_blending
) {
1007 if (!use_blend_equation_advanced_coherent_
&& use_blend_equation_advanced_
)
1008 GLC(gl_
, gl_
->BlendBarrierKHR());
1010 ApplyBlendModeUsingBlendFunc(blend_mode
);
1013 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1015 &highp_threshold_cache_
,
1016 highp_threshold_min_
,
1017 quad
->shared_quad_state
->visible_content_rect
.bottom_right());
1019 int shader_quad_location
= -1;
1020 int shader_edge_location
= -1;
1021 int shader_viewport_location
= -1;
1022 int shader_mask_sampler_location
= -1;
1023 int shader_mask_tex_coord_scale_location
= -1;
1024 int shader_mask_tex_coord_offset_location
= -1;
1025 int shader_matrix_location
= -1;
1026 int shader_alpha_location
= -1;
1027 int shader_color_matrix_location
= -1;
1028 int shader_color_offset_location
= -1;
1029 int shader_tex_transform_location
= -1;
1030 int shader_backdrop_location
= -1;
1031 int shader_backdrop_rect_location
= -1;
1033 DCHECK_EQ(background_texture
|| background_image
, use_shaders_for_blending
);
1034 BlendMode shader_blend_mode
= use_shaders_for_blending
1035 ? BlendModeFromSkXfermode(blend_mode
)
1038 if (use_aa
&& mask_texture_id
&& !use_color_matrix
) {
1039 const RenderPassMaskProgramAA
* program
= GetRenderPassMaskProgramAA(
1040 tex_coord_precision
, mask_sampler
, shader_blend_mode
);
1041 SetUseProgram(program
->program());
1042 GLC(gl_
, gl_
->Uniform1i(program
->fragment_shader().sampler_location(), 0));
1044 shader_quad_location
= program
->vertex_shader().quad_location();
1045 shader_edge_location
= program
->vertex_shader().edge_location();
1046 shader_viewport_location
= program
->vertex_shader().viewport_location();
1047 shader_mask_sampler_location
=
1048 program
->fragment_shader().mask_sampler_location();
1049 shader_mask_tex_coord_scale_location
=
1050 program
->fragment_shader().mask_tex_coord_scale_location();
1051 shader_mask_tex_coord_offset_location
=
1052 program
->fragment_shader().mask_tex_coord_offset_location();
1053 shader_matrix_location
= program
->vertex_shader().matrix_location();
1054 shader_alpha_location
= program
->fragment_shader().alpha_location();
1055 shader_tex_transform_location
=
1056 program
->vertex_shader().tex_transform_location();
1057 shader_backdrop_location
= program
->fragment_shader().backdrop_location();
1058 shader_backdrop_rect_location
=
1059 program
->fragment_shader().backdrop_rect_location();
1060 } else if (!use_aa
&& mask_texture_id
&& !use_color_matrix
) {
1061 const RenderPassMaskProgram
* program
= GetRenderPassMaskProgram(
1062 tex_coord_precision
, mask_sampler
, shader_blend_mode
);
1063 SetUseProgram(program
->program());
1064 GLC(gl_
, gl_
->Uniform1i(program
->fragment_shader().sampler_location(), 0));
1066 shader_mask_sampler_location
=
1067 program
->fragment_shader().mask_sampler_location();
1068 shader_mask_tex_coord_scale_location
=
1069 program
->fragment_shader().mask_tex_coord_scale_location();
1070 shader_mask_tex_coord_offset_location
=
1071 program
->fragment_shader().mask_tex_coord_offset_location();
1072 shader_matrix_location
= program
->vertex_shader().matrix_location();
1073 shader_alpha_location
= program
->fragment_shader().alpha_location();
1074 shader_tex_transform_location
=
1075 program
->vertex_shader().tex_transform_location();
1076 shader_backdrop_location
= program
->fragment_shader().backdrop_location();
1077 shader_backdrop_rect_location
=
1078 program
->fragment_shader().backdrop_rect_location();
1079 } else if (use_aa
&& !mask_texture_id
&& !use_color_matrix
) {
1080 const RenderPassProgramAA
* program
=
1081 GetRenderPassProgramAA(tex_coord_precision
, shader_blend_mode
);
1082 SetUseProgram(program
->program());
1083 GLC(gl_
, gl_
->Uniform1i(program
->fragment_shader().sampler_location(), 0));
1085 shader_quad_location
= program
->vertex_shader().quad_location();
1086 shader_edge_location
= program
->vertex_shader().edge_location();
1087 shader_viewport_location
= program
->vertex_shader().viewport_location();
1088 shader_matrix_location
= program
->vertex_shader().matrix_location();
1089 shader_alpha_location
= program
->fragment_shader().alpha_location();
1090 shader_tex_transform_location
=
1091 program
->vertex_shader().tex_transform_location();
1092 shader_backdrop_location
= program
->fragment_shader().backdrop_location();
1093 shader_backdrop_rect_location
=
1094 program
->fragment_shader().backdrop_rect_location();
1095 } else if (use_aa
&& mask_texture_id
&& use_color_matrix
) {
1096 const RenderPassMaskColorMatrixProgramAA
* program
=
1097 GetRenderPassMaskColorMatrixProgramAA(
1098 tex_coord_precision
, mask_sampler
, shader_blend_mode
);
1099 SetUseProgram(program
->program());
1100 GLC(gl_
, gl_
->Uniform1i(program
->fragment_shader().sampler_location(), 0));
1102 shader_matrix_location
= program
->vertex_shader().matrix_location();
1103 shader_quad_location
= program
->vertex_shader().quad_location();
1104 shader_tex_transform_location
=
1105 program
->vertex_shader().tex_transform_location();
1106 shader_edge_location
= program
->vertex_shader().edge_location();
1107 shader_viewport_location
= program
->vertex_shader().viewport_location();
1108 shader_alpha_location
= program
->fragment_shader().alpha_location();
1109 shader_mask_sampler_location
=
1110 program
->fragment_shader().mask_sampler_location();
1111 shader_mask_tex_coord_scale_location
=
1112 program
->fragment_shader().mask_tex_coord_scale_location();
1113 shader_mask_tex_coord_offset_location
=
1114 program
->fragment_shader().mask_tex_coord_offset_location();
1115 shader_color_matrix_location
=
1116 program
->fragment_shader().color_matrix_location();
1117 shader_color_offset_location
=
1118 program
->fragment_shader().color_offset_location();
1119 shader_backdrop_location
= program
->fragment_shader().backdrop_location();
1120 shader_backdrop_rect_location
=
1121 program
->fragment_shader().backdrop_rect_location();
1122 } else if (use_aa
&& !mask_texture_id
&& use_color_matrix
) {
1123 const RenderPassColorMatrixProgramAA
* program
=
1124 GetRenderPassColorMatrixProgramAA(tex_coord_precision
,
1126 SetUseProgram(program
->program());
1127 GLC(gl_
, gl_
->Uniform1i(program
->fragment_shader().sampler_location(), 0));
1129 shader_matrix_location
= program
->vertex_shader().matrix_location();
1130 shader_quad_location
= program
->vertex_shader().quad_location();
1131 shader_tex_transform_location
=
1132 program
->vertex_shader().tex_transform_location();
1133 shader_edge_location
= program
->vertex_shader().edge_location();
1134 shader_viewport_location
= program
->vertex_shader().viewport_location();
1135 shader_alpha_location
= program
->fragment_shader().alpha_location();
1136 shader_color_matrix_location
=
1137 program
->fragment_shader().color_matrix_location();
1138 shader_color_offset_location
=
1139 program
->fragment_shader().color_offset_location();
1140 shader_backdrop_location
= program
->fragment_shader().backdrop_location();
1141 shader_backdrop_rect_location
=
1142 program
->fragment_shader().backdrop_rect_location();
1143 } else if (!use_aa
&& mask_texture_id
&& use_color_matrix
) {
1144 const RenderPassMaskColorMatrixProgram
* program
=
1145 GetRenderPassMaskColorMatrixProgram(
1146 tex_coord_precision
, mask_sampler
, shader_blend_mode
);
1147 SetUseProgram(program
->program());
1148 GLC(gl_
, gl_
->Uniform1i(program
->fragment_shader().sampler_location(), 0));
1150 shader_matrix_location
= program
->vertex_shader().matrix_location();
1151 shader_tex_transform_location
=
1152 program
->vertex_shader().tex_transform_location();
1153 shader_mask_sampler_location
=
1154 program
->fragment_shader().mask_sampler_location();
1155 shader_mask_tex_coord_scale_location
=
1156 program
->fragment_shader().mask_tex_coord_scale_location();
1157 shader_mask_tex_coord_offset_location
=
1158 program
->fragment_shader().mask_tex_coord_offset_location();
1159 shader_alpha_location
= program
->fragment_shader().alpha_location();
1160 shader_color_matrix_location
=
1161 program
->fragment_shader().color_matrix_location();
1162 shader_color_offset_location
=
1163 program
->fragment_shader().color_offset_location();
1164 shader_backdrop_location
= program
->fragment_shader().backdrop_location();
1165 shader_backdrop_rect_location
=
1166 program
->fragment_shader().backdrop_rect_location();
1167 } else if (!use_aa
&& !mask_texture_id
&& use_color_matrix
) {
1168 const RenderPassColorMatrixProgram
* program
=
1169 GetRenderPassColorMatrixProgram(tex_coord_precision
, shader_blend_mode
);
1170 SetUseProgram(program
->program());
1171 GLC(gl_
, gl_
->Uniform1i(program
->fragment_shader().sampler_location(), 0));
1173 shader_matrix_location
= program
->vertex_shader().matrix_location();
1174 shader_tex_transform_location
=
1175 program
->vertex_shader().tex_transform_location();
1176 shader_alpha_location
= program
->fragment_shader().alpha_location();
1177 shader_color_matrix_location
=
1178 program
->fragment_shader().color_matrix_location();
1179 shader_color_offset_location
=
1180 program
->fragment_shader().color_offset_location();
1181 shader_backdrop_location
= program
->fragment_shader().backdrop_location();
1182 shader_backdrop_rect_location
=
1183 program
->fragment_shader().backdrop_rect_location();
1185 const RenderPassProgram
* program
=
1186 GetRenderPassProgram(tex_coord_precision
, shader_blend_mode
);
1187 SetUseProgram(program
->program());
1188 GLC(gl_
, gl_
->Uniform1i(program
->fragment_shader().sampler_location(), 0));
1190 shader_matrix_location
= program
->vertex_shader().matrix_location();
1191 shader_alpha_location
= program
->fragment_shader().alpha_location();
1192 shader_tex_transform_location
=
1193 program
->vertex_shader().tex_transform_location();
1194 shader_backdrop_location
= program
->fragment_shader().backdrop_location();
1195 shader_backdrop_rect_location
=
1196 program
->fragment_shader().backdrop_rect_location();
1199 quad
->rect
.width() / static_cast<float>(contents_texture
->size().width());
1200 float tex_scale_y
= quad
->rect
.height() /
1201 static_cast<float>(contents_texture
->size().height());
1202 DCHECK_LE(tex_scale_x
, 1.0f
);
1203 DCHECK_LE(tex_scale_y
, 1.0f
);
1205 DCHECK(shader_tex_transform_location
!= -1 || IsContextLost());
1206 // Flip the content vertically in the shader, as the RenderPass input
1207 // texture is already oriented the same way as the framebuffer, but the
1208 // projection transform does a flip.
1210 gl_
->Uniform4f(shader_tex_transform_location
,
1216 GLint last_texture_unit
= 0;
1217 if (shader_mask_sampler_location
!= -1) {
1218 DCHECK_NE(shader_mask_tex_coord_scale_location
, 1);
1219 DCHECK_NE(shader_mask_tex_coord_offset_location
, 1);
1220 GLC(gl_
, gl_
->Uniform1i(shader_mask_sampler_location
, 1));
1222 gfx::RectF mask_uv_rect
= quad
->MaskUVRect();
1223 if (mask_sampler
!= SamplerType2D
) {
1224 mask_uv_rect
.Scale(quad
->mask_texture_size
.width(),
1225 quad
->mask_texture_size
.height());
1228 // Mask textures are oriented vertically flipped relative to the framebuffer
1229 // and the RenderPass contents texture, so we flip the tex coords from the
1230 // RenderPass texture to find the mask texture coords.
1232 gl_
->Uniform2f(shader_mask_tex_coord_offset_location
,
1234 mask_uv_rect
.bottom()));
1236 gl_
->Uniform2f(shader_mask_tex_coord_scale_location
,
1237 mask_uv_rect
.width() / tex_scale_x
,
1238 -mask_uv_rect
.height() / tex_scale_y
));
1240 last_texture_unit
= 1;
1243 if (shader_edge_location
!= -1)
1244 GLC(gl_
, gl_
->Uniform3fv(shader_edge_location
, 8, edge
));
1246 if (shader_viewport_location
!= -1) {
1247 float viewport
[4] = {static_cast<float>(viewport_
.x()),
1248 static_cast<float>(viewport_
.y()),
1249 static_cast<float>(viewport_
.width()),
1250 static_cast<float>(viewport_
.height()), };
1251 GLC(gl_
, gl_
->Uniform4fv(shader_viewport_location
, 1, viewport
));
1254 if (shader_color_matrix_location
!= -1) {
1256 for (int i
= 0; i
< 4; ++i
) {
1257 for (int j
= 0; j
< 4; ++j
)
1258 matrix
[i
* 4 + j
] = SkScalarToFloat(color_matrix
[j
* 5 + i
]);
1261 gl_
->UniformMatrix4fv(shader_color_matrix_location
, 1, false, matrix
));
1263 static const float kScale
= 1.0f
/ 255.0f
;
1264 if (shader_color_offset_location
!= -1) {
1266 for (int i
= 0; i
< 4; ++i
)
1267 offset
[i
] = SkScalarToFloat(color_matrix
[i
* 5 + 4]) * kScale
;
1269 GLC(gl_
, gl_
->Uniform4fv(shader_color_offset_location
, 1, offset
));
1272 scoped_ptr
<ResourceProvider::ScopedSamplerGL
> shader_background_sampler_lock
;
1273 if (shader_backdrop_location
!= -1) {
1274 DCHECK(background_texture
|| background_image
);
1275 DCHECK_NE(shader_backdrop_location
, 0);
1276 DCHECK_NE(shader_backdrop_rect_location
, 0);
1278 GLC(gl_
, gl_
->Uniform1i(shader_backdrop_location
, ++last_texture_unit
));
1281 gl_
->Uniform4f(shader_backdrop_rect_location
,
1282 background_rect
.x(),
1283 background_rect
.y(),
1284 background_rect
.width(),
1285 background_rect
.height()));
1287 if (background_image
) {
1288 GrTexture
* texture
= background_image
->getTexture();
1289 GLC(gl_
, gl_
->ActiveTexture(GL_TEXTURE0
+ last_texture_unit
));
1290 gl_
->BindTexture(GL_TEXTURE_2D
, texture
->getTextureHandle());
1291 GLC(gl_
, gl_
->ActiveTexture(GL_TEXTURE0
));
1293 shader_background_sampler_lock
= make_scoped_ptr(
1294 new ResourceProvider::ScopedSamplerGL(resource_provider_
,
1295 background_texture
->id(),
1296 GL_TEXTURE0
+ last_texture_unit
,
1298 DCHECK_EQ(static_cast<GLenum
>(GL_TEXTURE_2D
),
1299 shader_background_sampler_lock
->target());
1303 SetShaderOpacity(quad
->opacity(), shader_alpha_location
);
1304 SetShaderQuadF(surface_quad
, shader_quad_location
);
1306 frame
, quad
->quadTransform(), quad
->rect
, shader_matrix_location
);
1308 // Flush the compositor context before the filter bitmap goes out of
1309 // scope, so the draw gets processed before the filter texture gets deleted.
1311 GLC(gl_
, gl_
->Flush());
1313 if (!use_shaders_for_blending
)
1314 RestoreBlendFuncToDefault(blend_mode
);
1317 struct SolidColorProgramUniforms
{
1319 unsigned matrix_location
;
1320 unsigned viewport_location
;
1321 unsigned quad_location
;
1322 unsigned edge_location
;
1323 unsigned color_location
;
1327 static void SolidColorUniformLocation(T program
,
1328 SolidColorProgramUniforms
* uniforms
) {
1329 uniforms
->program
= program
->program();
1330 uniforms
->matrix_location
= program
->vertex_shader().matrix_location();
1331 uniforms
->viewport_location
= program
->vertex_shader().viewport_location();
1332 uniforms
->quad_location
= program
->vertex_shader().quad_location();
1333 uniforms
->edge_location
= program
->vertex_shader().edge_location();
1334 uniforms
->color_location
= program
->fragment_shader().color_location();
1337 static gfx::QuadF
GetDeviceQuadWithAntialiasingOnExteriorEdges(
1338 const LayerQuad
& device_layer_edges
,
1339 const gfx::Transform
& device_transform
,
1340 const DrawQuad
* quad
) {
1341 gfx::Rect tile_rect
= quad
->visible_rect
;
1342 gfx::PointF bottom_right
= tile_rect
.bottom_right();
1343 gfx::PointF bottom_left
= tile_rect
.bottom_left();
1344 gfx::PointF top_left
= tile_rect
.origin();
1345 gfx::PointF top_right
= tile_rect
.top_right();
1346 bool clipped
= false;
1348 // Map points to device space. We ignore |clipped|, since the result of
1349 // |MapPoint()| still produces a valid point to draw the quad with. When
1350 // clipped, the point will be outside of the viewport. See crbug.com/416367.
1351 bottom_right
= MathUtil::MapPoint(device_transform
, bottom_right
, &clipped
);
1352 bottom_left
= MathUtil::MapPoint(device_transform
, bottom_left
, &clipped
);
1353 top_left
= MathUtil::MapPoint(device_transform
, top_left
, &clipped
);
1354 top_right
= MathUtil::MapPoint(device_transform
, top_right
, &clipped
);
1356 LayerQuad::Edge
bottom_edge(bottom_right
, bottom_left
);
1357 LayerQuad::Edge
left_edge(bottom_left
, top_left
);
1358 LayerQuad::Edge
top_edge(top_left
, top_right
);
1359 LayerQuad::Edge
right_edge(top_right
, bottom_right
);
1361 // Only apply anti-aliasing to edges not clipped by culling or scissoring.
1362 if (quad
->IsTopEdge() && tile_rect
.y() == quad
->rect
.y())
1363 top_edge
= device_layer_edges
.top();
1364 if (quad
->IsLeftEdge() && tile_rect
.x() == quad
->rect
.x())
1365 left_edge
= device_layer_edges
.left();
1366 if (quad
->IsRightEdge() && tile_rect
.right() == quad
->rect
.right())
1367 right_edge
= device_layer_edges
.right();
1368 if (quad
->IsBottomEdge() && tile_rect
.bottom() == quad
->rect
.bottom())
1369 bottom_edge
= device_layer_edges
.bottom();
1371 float sign
= gfx::QuadF(tile_rect
).IsCounterClockwise() ? -1 : 1;
1372 bottom_edge
.scale(sign
);
1373 left_edge
.scale(sign
);
1374 top_edge
.scale(sign
);
1375 right_edge
.scale(sign
);
1377 // Create device space quad.
1378 return LayerQuad(left_edge
, top_edge
, right_edge
, bottom_edge
).ToQuadF();
1382 bool GLRenderer::ShouldAntialiasQuad(const gfx::Transform
& device_transform
,
1383 const DrawQuad
* quad
,
1384 bool force_antialiasing
) {
1385 bool is_render_pass_quad
= (quad
->material
== DrawQuad::RENDER_PASS
);
1386 // For render pass quads, |device_transform| already contains quad's rect.
1387 // TODO(rosca@adobe.com): remove branching on is_render_pass_quad
1389 if (!is_render_pass_quad
&& !quad
->IsEdge())
1391 gfx::RectF content_rect
=
1392 is_render_pass_quad
? QuadVertexRect() : quad
->visibleContentRect();
1394 bool clipped
= false;
1395 gfx::QuadF device_layer_quad
=
1396 MathUtil::MapQuad(device_transform
, gfx::QuadF(content_rect
), &clipped
);
1398 if (device_layer_quad
.BoundingBox().IsEmpty())
1401 bool is_axis_aligned_in_target
= device_layer_quad
.IsRectilinear();
1402 bool is_nearest_rect_within_epsilon
=
1403 is_axis_aligned_in_target
&&
1404 gfx::IsNearestRectWithinDistance(device_layer_quad
.BoundingBox(),
1405 kAntiAliasingEpsilon
);
1406 // AAing clipped quads is not supported by the code yet.
1407 bool use_aa
= !clipped
&& !is_nearest_rect_within_epsilon
;
1408 return use_aa
|| force_antialiasing
;
1412 void GLRenderer::SetupQuadForAntialiasing(
1413 const gfx::Transform
& device_transform
,
1414 const DrawQuad
* quad
,
1415 gfx::QuadF
* local_quad
,
1417 bool is_render_pass_quad
= (quad
->material
== DrawQuad::RENDER_PASS
);
1418 gfx::RectF content_rect
=
1419 is_render_pass_quad
? QuadVertexRect() : quad
->visibleContentRect();
1421 bool clipped
= false;
1422 gfx::QuadF device_layer_quad
=
1423 MathUtil::MapQuad(device_transform
, gfx::QuadF(content_rect
), &clipped
);
1425 LayerQuad
device_layer_bounds(gfx::QuadF(device_layer_quad
.BoundingBox()));
1426 device_layer_bounds
.InflateAntiAliasingDistance();
1428 LayerQuad
device_layer_edges(device_layer_quad
);
1429 device_layer_edges
.InflateAntiAliasingDistance();
1431 device_layer_edges
.ToFloatArray(edge
);
1432 device_layer_bounds
.ToFloatArray(&edge
[12]);
1434 bool use_aa_on_all_four_edges
=
1435 is_render_pass_quad
||
1436 (quad
->IsTopEdge() && quad
->IsLeftEdge() && quad
->IsBottomEdge() &&
1437 quad
->IsRightEdge() && quad
->visible_rect
== quad
->rect
);
1439 gfx::QuadF device_quad
=
1440 use_aa_on_all_four_edges
1441 ? device_layer_edges
.ToQuadF()
1442 : GetDeviceQuadWithAntialiasingOnExteriorEdges(
1443 device_layer_edges
, device_transform
, quad
);
1445 // Map device space quad to local space. device_transform has no 3d
1446 // component since it was flattened, so we don't need to project. We should
1447 // have already checked that the transform was uninvertible above.
1448 gfx::Transform
inverse_device_transform(gfx::Transform::kSkipInitialization
);
1449 bool did_invert
= device_transform
.GetInverse(&inverse_device_transform
);
1452 MathUtil::MapQuad(inverse_device_transform
, device_quad
, &clipped
);
1453 // We should not DCHECK(!clipped) here, because anti-aliasing inflation may
1454 // cause device_quad to become clipped. To our knowledge this scenario does
1455 // not need to be handled differently than the unclipped case.
1458 void GLRenderer::DrawSolidColorQuad(const DrawingFrame
* frame
,
1459 const SolidColorDrawQuad
* quad
) {
1460 gfx::Rect tile_rect
= quad
->visible_rect
;
1462 SkColor color
= quad
->color
;
1463 float opacity
= quad
->opacity();
1464 float alpha
= (SkColorGetA(color
) * (1.0f
/ 255.0f
)) * opacity
;
1466 // Early out if alpha is small enough that quad doesn't contribute to output.
1467 if (alpha
< std::numeric_limits
<float>::epsilon() &&
1468 quad
->ShouldDrawWithBlending())
1471 gfx::Transform device_transform
=
1472 frame
->window_matrix
* frame
->projection_matrix
* quad
->quadTransform();
1473 device_transform
.FlattenTo2d();
1474 if (!device_transform
.IsInvertible())
1477 bool force_aa
= false;
1478 gfx::QuadF local_quad
= gfx::QuadF(gfx::RectF(tile_rect
));
1480 bool use_aa
= settings_
->allow_antialiasing
&&
1481 !quad
->force_anti_aliasing_off
&&
1482 ShouldAntialiasQuad(device_transform
, quad
, force_aa
);
1484 SolidColorProgramUniforms uniforms
;
1486 SetupQuadForAntialiasing(device_transform
, quad
, &local_quad
, edge
);
1487 SolidColorUniformLocation(GetSolidColorProgramAA(), &uniforms
);
1489 SolidColorUniformLocation(GetSolidColorProgram(), &uniforms
);
1491 SetUseProgram(uniforms
.program
);
1494 gl_
->Uniform4f(uniforms
.color_location
,
1495 (SkColorGetR(color
) * (1.0f
/ 255.0f
)) * alpha
,
1496 (SkColorGetG(color
) * (1.0f
/ 255.0f
)) * alpha
,
1497 (SkColorGetB(color
) * (1.0f
/ 255.0f
)) * alpha
,
1500 float viewport
[4] = {static_cast<float>(viewport_
.x()),
1501 static_cast<float>(viewport_
.y()),
1502 static_cast<float>(viewport_
.width()),
1503 static_cast<float>(viewport_
.height()), };
1504 GLC(gl_
, gl_
->Uniform4fv(uniforms
.viewport_location
, 1, viewport
));
1505 GLC(gl_
, gl_
->Uniform3fv(uniforms
.edge_location
, 8, edge
));
1508 // Enable blending when the quad properties require it or if we decided
1509 // to use antialiasing.
1510 SetBlendEnabled(quad
->ShouldDrawWithBlending() || use_aa
);
1512 // Normalize to tile_rect.
1513 local_quad
.Scale(1.0f
/ tile_rect
.width(), 1.0f
/ tile_rect
.height());
1515 SetShaderQuadF(local_quad
, uniforms
.quad_location
);
1517 // The transform and vertex data are used to figure out the extents that the
1518 // un-antialiased quad should have and which vertex this is and the float
1519 // quad passed in via uniform is the actual geometry that gets used to draw
1520 // it. This is why this centered rect is used and not the original quad_rect.
1521 gfx::RectF
centered_rect(
1522 gfx::PointF(-0.5f
* tile_rect
.width(), -0.5f
* tile_rect
.height()),
1525 frame
, quad
->quadTransform(), centered_rect
, uniforms
.matrix_location
);
1528 struct TileProgramUniforms
{
1530 unsigned matrix_location
;
1531 unsigned viewport_location
;
1532 unsigned quad_location
;
1533 unsigned edge_location
;
1534 unsigned vertex_tex_transform_location
;
1535 unsigned sampler_location
;
1536 unsigned fragment_tex_transform_location
;
1537 unsigned alpha_location
;
1541 static void TileUniformLocation(T program
, TileProgramUniforms
* uniforms
) {
1542 uniforms
->program
= program
->program();
1543 uniforms
->matrix_location
= program
->vertex_shader().matrix_location();
1544 uniforms
->viewport_location
= program
->vertex_shader().viewport_location();
1545 uniforms
->quad_location
= program
->vertex_shader().quad_location();
1546 uniforms
->edge_location
= program
->vertex_shader().edge_location();
1547 uniforms
->vertex_tex_transform_location
=
1548 program
->vertex_shader().vertex_tex_transform_location();
1550 uniforms
->sampler_location
= program
->fragment_shader().sampler_location();
1551 uniforms
->alpha_location
= program
->fragment_shader().alpha_location();
1552 uniforms
->fragment_tex_transform_location
=
1553 program
->fragment_shader().fragment_tex_transform_location();
1556 void GLRenderer::DrawTileQuad(const DrawingFrame
* frame
,
1557 const TileDrawQuad
* quad
) {
1558 DrawContentQuad(frame
, quad
, quad
->resource_id
);
1561 void GLRenderer::DrawContentQuad(const DrawingFrame
* frame
,
1562 const ContentDrawQuadBase
* quad
,
1563 ResourceProvider::ResourceId resource_id
) {
1564 gfx::Transform device_transform
=
1565 frame
->window_matrix
* frame
->projection_matrix
* quad
->quadTransform();
1566 device_transform
.FlattenTo2d();
1568 bool use_aa
= settings_
->allow_antialiasing
&&
1569 ShouldAntialiasQuad(device_transform
, quad
, false);
1571 // TODO(timav): simplify coordinate transformations in DrawContentQuadAA
1572 // similar to the way DrawContentQuadNoAA works and then consider
1573 // combining DrawContentQuadAA and DrawContentQuadNoAA into one method.
1575 DrawContentQuadAA(frame
, quad
, resource_id
, device_transform
);
1577 DrawContentQuadNoAA(frame
, quad
, resource_id
);
1580 void GLRenderer::DrawContentQuadAA(const DrawingFrame
* frame
,
1581 const ContentDrawQuadBase
* quad
,
1582 ResourceProvider::ResourceId resource_id
,
1583 const gfx::Transform
& device_transform
) {
1584 if (!device_transform
.IsInvertible())
1587 gfx::Rect tile_rect
= quad
->visible_rect
;
1589 gfx::RectF tex_coord_rect
= MathUtil::ScaleRectProportional(
1590 quad
->tex_coord_rect
, quad
->rect
, tile_rect
);
1591 float tex_to_geom_scale_x
= quad
->rect
.width() / quad
->tex_coord_rect
.width();
1592 float tex_to_geom_scale_y
=
1593 quad
->rect
.height() / quad
->tex_coord_rect
.height();
1595 gfx::RectF
clamp_geom_rect(tile_rect
);
1596 gfx::RectF
clamp_tex_rect(tex_coord_rect
);
1597 // Clamp texture coordinates to avoid sampling outside the layer
1598 // by deflating the tile region half a texel or half a texel
1599 // minus epsilon for one pixel layers. The resulting clamp region
1600 // is mapped to the unit square by the vertex shader and mapped
1601 // back to normalized texture coordinates by the fragment shader
1602 // after being clamped to 0-1 range.
1604 std::min(0.5f
, 0.5f
* clamp_tex_rect
.width() - kAntiAliasingEpsilon
);
1606 std::min(0.5f
, 0.5f
* clamp_tex_rect
.height() - kAntiAliasingEpsilon
);
1607 float geom_clamp_x
=
1608 std::min(tex_clamp_x
* tex_to_geom_scale_x
,
1609 0.5f
* clamp_geom_rect
.width() - kAntiAliasingEpsilon
);
1610 float geom_clamp_y
=
1611 std::min(tex_clamp_y
* tex_to_geom_scale_y
,
1612 0.5f
* clamp_geom_rect
.height() - kAntiAliasingEpsilon
);
1613 clamp_geom_rect
.Inset(geom_clamp_x
, geom_clamp_y
, geom_clamp_x
, geom_clamp_y
);
1614 clamp_tex_rect
.Inset(tex_clamp_x
, tex_clamp_y
, tex_clamp_x
, tex_clamp_y
);
1616 // Map clamping rectangle to unit square.
1617 float vertex_tex_translate_x
= -clamp_geom_rect
.x() / clamp_geom_rect
.width();
1618 float vertex_tex_translate_y
=
1619 -clamp_geom_rect
.y() / clamp_geom_rect
.height();
1620 float vertex_tex_scale_x
= tile_rect
.width() / clamp_geom_rect
.width();
1621 float vertex_tex_scale_y
= tile_rect
.height() / clamp_geom_rect
.height();
1623 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1624 gl_
, &highp_threshold_cache_
, highp_threshold_min_
, quad
->texture_size
);
1626 gfx::QuadF local_quad
= gfx::QuadF(gfx::RectF(tile_rect
));
1628 SetupQuadForAntialiasing(device_transform
, quad
, &local_quad
, edge
);
1630 ResourceProvider::ScopedSamplerGL
quad_resource_lock(
1631 resource_provider_
, resource_id
, GL_LINEAR
);
1632 SamplerType sampler
=
1633 SamplerTypeFromTextureTarget(quad_resource_lock
.target());
1635 float fragment_tex_translate_x
= clamp_tex_rect
.x();
1636 float fragment_tex_translate_y
= clamp_tex_rect
.y();
1637 float fragment_tex_scale_x
= clamp_tex_rect
.width();
1638 float fragment_tex_scale_y
= clamp_tex_rect
.height();
1640 // Map to normalized texture coordinates.
1641 if (sampler
!= SamplerType2DRect
) {
1642 gfx::Size texture_size
= quad
->texture_size
;
1643 DCHECK(!texture_size
.IsEmpty());
1644 fragment_tex_translate_x
/= texture_size
.width();
1645 fragment_tex_translate_y
/= texture_size
.height();
1646 fragment_tex_scale_x
/= texture_size
.width();
1647 fragment_tex_scale_y
/= texture_size
.height();
1650 TileProgramUniforms uniforms
;
1651 if (quad
->swizzle_contents
) {
1652 TileUniformLocation(GetTileProgramSwizzleAA(tex_coord_precision
, sampler
),
1655 TileUniformLocation(GetTileProgramAA(tex_coord_precision
, sampler
),
1659 SetUseProgram(uniforms
.program
);
1660 GLC(gl_
, gl_
->Uniform1i(uniforms
.sampler_location
, 0));
1662 float viewport
[4] = {
1663 static_cast<float>(viewport_
.x()),
1664 static_cast<float>(viewport_
.y()),
1665 static_cast<float>(viewport_
.width()),
1666 static_cast<float>(viewport_
.height()),
1668 GLC(gl_
, gl_
->Uniform4fv(uniforms
.viewport_location
, 1, viewport
));
1669 GLC(gl_
, gl_
->Uniform3fv(uniforms
.edge_location
, 8, edge
));
1672 gl_
->Uniform4f(uniforms
.vertex_tex_transform_location
,
1673 vertex_tex_translate_x
,
1674 vertex_tex_translate_y
,
1676 vertex_tex_scale_y
));
1678 gl_
->Uniform4f(uniforms
.fragment_tex_transform_location
,
1679 fragment_tex_translate_x
,
1680 fragment_tex_translate_y
,
1681 fragment_tex_scale_x
,
1682 fragment_tex_scale_y
));
1684 // Blending is required for antialiasing.
1685 SetBlendEnabled(true);
1687 // Normalize to tile_rect.
1688 local_quad
.Scale(1.0f
/ tile_rect
.width(), 1.0f
/ tile_rect
.height());
1690 SetShaderOpacity(quad
->opacity(), uniforms
.alpha_location
);
1691 SetShaderQuadF(local_quad
, uniforms
.quad_location
);
1693 // The transform and vertex data are used to figure out the extents that the
1694 // un-antialiased quad should have and which vertex this is and the float
1695 // quad passed in via uniform is the actual geometry that gets used to draw
1696 // it. This is why this centered rect is used and not the original quad_rect.
1697 gfx::RectF
centered_rect(
1698 gfx::PointF(-0.5f
* tile_rect
.width(), -0.5f
* tile_rect
.height()),
1701 frame
, quad
->quadTransform(), centered_rect
, uniforms
.matrix_location
);
1704 void GLRenderer::DrawContentQuadNoAA(const DrawingFrame
* frame
,
1705 const ContentDrawQuadBase
* quad
,
1706 ResourceProvider::ResourceId resource_id
) {
1707 gfx::RectF tex_coord_rect
= MathUtil::ScaleRectProportional(
1708 quad
->tex_coord_rect
, quad
->rect
, quad
->visible_rect
);
1709 float tex_to_geom_scale_x
= quad
->rect
.width() / quad
->tex_coord_rect
.width();
1710 float tex_to_geom_scale_y
=
1711 quad
->rect
.height() / quad
->tex_coord_rect
.height();
1713 bool scaled
= (tex_to_geom_scale_x
!= 1.f
|| tex_to_geom_scale_y
!= 1.f
);
1715 (scaled
|| !quad
->quadTransform().IsIdentityOrIntegerTranslation())
1719 ResourceProvider::ScopedSamplerGL
quad_resource_lock(
1720 resource_provider_
, resource_id
, filter
);
1721 SamplerType sampler
=
1722 SamplerTypeFromTextureTarget(quad_resource_lock
.target());
1724 float vertex_tex_translate_x
= tex_coord_rect
.x();
1725 float vertex_tex_translate_y
= tex_coord_rect
.y();
1726 float vertex_tex_scale_x
= tex_coord_rect
.width();
1727 float vertex_tex_scale_y
= tex_coord_rect
.height();
1729 // Map to normalized texture coordinates.
1730 if (sampler
!= SamplerType2DRect
) {
1731 gfx::Size texture_size
= quad
->texture_size
;
1732 DCHECK(!texture_size
.IsEmpty());
1733 vertex_tex_translate_x
/= texture_size
.width();
1734 vertex_tex_translate_y
/= texture_size
.height();
1735 vertex_tex_scale_x
/= texture_size
.width();
1736 vertex_tex_scale_y
/= texture_size
.height();
1739 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1740 gl_
, &highp_threshold_cache_
, highp_threshold_min_
, quad
->texture_size
);
1742 TileProgramUniforms uniforms
;
1743 if (quad
->ShouldDrawWithBlending()) {
1744 if (quad
->swizzle_contents
) {
1745 TileUniformLocation(GetTileProgramSwizzle(tex_coord_precision
, sampler
),
1748 TileUniformLocation(GetTileProgram(tex_coord_precision
, sampler
),
1752 if (quad
->swizzle_contents
) {
1753 TileUniformLocation(
1754 GetTileProgramSwizzleOpaque(tex_coord_precision
, sampler
), &uniforms
);
1756 TileUniformLocation(GetTileProgramOpaque(tex_coord_precision
, sampler
),
1761 SetUseProgram(uniforms
.program
);
1762 GLC(gl_
, gl_
->Uniform1i(uniforms
.sampler_location
, 0));
1765 gl_
->Uniform4f(uniforms
.vertex_tex_transform_location
,
1766 vertex_tex_translate_x
,
1767 vertex_tex_translate_y
,
1769 vertex_tex_scale_y
));
1771 SetBlendEnabled(quad
->ShouldDrawWithBlending());
1773 SetShaderOpacity(quad
->opacity(), uniforms
.alpha_location
);
1775 // Pass quad coordinates to the uniform in the same order as GeometryBinding
1776 // does, then vertices will match the texture mapping in the vertex buffer.
1777 // The method SetShaderQuadF() changes the order of vertices and so it's
1780 gfx::RectF tile_rect
= quad
->visible_rect
;
1781 float gl_quad
[8] = {
1791 GLC(gl_
, gl_
->Uniform2fv(uniforms
.quad_location
, 4, gl_quad
));
1793 static float gl_matrix
[16];
1794 ToGLMatrix(&gl_matrix
[0], frame
->projection_matrix
* quad
->quadTransform());
1796 gl_
->UniformMatrix4fv(uniforms
.matrix_location
, 1, false, &gl_matrix
[0]));
1798 GLC(gl_
, gl_
->DrawElements(GL_TRIANGLES
, 6, GL_UNSIGNED_SHORT
, 0));
1801 void GLRenderer::DrawYUVVideoQuad(const DrawingFrame
* frame
,
1802 const YUVVideoDrawQuad
* quad
) {
1803 SetBlendEnabled(quad
->ShouldDrawWithBlending());
1805 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1807 &highp_threshold_cache_
,
1808 highp_threshold_min_
,
1809 quad
->shared_quad_state
->visible_content_rect
.bottom_right());
1811 bool use_alpha_plane
= quad
->a_plane_resource_id
!= 0;
1813 ResourceProvider::ScopedSamplerGL
y_plane_lock(
1814 resource_provider_
, quad
->y_plane_resource_id
, GL_TEXTURE1
, GL_LINEAR
);
1815 DCHECK_EQ(static_cast<GLenum
>(GL_TEXTURE_2D
), y_plane_lock
.target());
1816 ResourceProvider::ScopedSamplerGL
u_plane_lock(
1817 resource_provider_
, quad
->u_plane_resource_id
, GL_TEXTURE2
, GL_LINEAR
);
1818 DCHECK_EQ(static_cast<GLenum
>(GL_TEXTURE_2D
), u_plane_lock
.target());
1819 ResourceProvider::ScopedSamplerGL
v_plane_lock(
1820 resource_provider_
, quad
->v_plane_resource_id
, GL_TEXTURE3
, GL_LINEAR
);
1821 DCHECK_EQ(static_cast<GLenum
>(GL_TEXTURE_2D
), v_plane_lock
.target());
1822 scoped_ptr
<ResourceProvider::ScopedSamplerGL
> a_plane_lock
;
1823 if (use_alpha_plane
) {
1824 a_plane_lock
.reset(new ResourceProvider::ScopedSamplerGL(
1825 resource_provider_
, quad
->a_plane_resource_id
, GL_TEXTURE4
, GL_LINEAR
));
1826 DCHECK_EQ(static_cast<GLenum
>(GL_TEXTURE_2D
), a_plane_lock
->target());
1829 int matrix_location
= -1;
1830 int tex_scale_location
= -1;
1831 int tex_offset_location
= -1;
1832 int y_texture_location
= -1;
1833 int u_texture_location
= -1;
1834 int v_texture_location
= -1;
1835 int a_texture_location
= -1;
1836 int yuv_matrix_location
= -1;
1837 int yuv_adj_location
= -1;
1838 int alpha_location
= -1;
1839 if (use_alpha_plane
) {
1840 const VideoYUVAProgram
* program
= GetVideoYUVAProgram(tex_coord_precision
);
1841 DCHECK(program
&& (program
->initialized() || IsContextLost()));
1842 SetUseProgram(program
->program());
1843 matrix_location
= program
->vertex_shader().matrix_location();
1844 tex_scale_location
= program
->vertex_shader().tex_scale_location();
1845 tex_offset_location
= program
->vertex_shader().tex_offset_location();
1846 y_texture_location
= program
->fragment_shader().y_texture_location();
1847 u_texture_location
= program
->fragment_shader().u_texture_location();
1848 v_texture_location
= program
->fragment_shader().v_texture_location();
1849 a_texture_location
= program
->fragment_shader().a_texture_location();
1850 yuv_matrix_location
= program
->fragment_shader().yuv_matrix_location();
1851 yuv_adj_location
= program
->fragment_shader().yuv_adj_location();
1852 alpha_location
= program
->fragment_shader().alpha_location();
1854 const VideoYUVProgram
* program
= GetVideoYUVProgram(tex_coord_precision
);
1855 DCHECK(program
&& (program
->initialized() || IsContextLost()));
1856 SetUseProgram(program
->program());
1857 matrix_location
= program
->vertex_shader().matrix_location();
1858 tex_scale_location
= program
->vertex_shader().tex_scale_location();
1859 tex_offset_location
= program
->vertex_shader().tex_offset_location();
1860 y_texture_location
= program
->fragment_shader().y_texture_location();
1861 u_texture_location
= program
->fragment_shader().u_texture_location();
1862 v_texture_location
= program
->fragment_shader().v_texture_location();
1863 yuv_matrix_location
= program
->fragment_shader().yuv_matrix_location();
1864 yuv_adj_location
= program
->fragment_shader().yuv_adj_location();
1865 alpha_location
= program
->fragment_shader().alpha_location();
1869 gl_
->Uniform2f(tex_scale_location
,
1870 quad
->tex_coord_rect
.width(),
1871 quad
->tex_coord_rect
.height()));
1873 gl_
->Uniform2f(tex_offset_location
,
1874 quad
->tex_coord_rect
.x(),
1875 quad
->tex_coord_rect
.y()));
1876 GLC(gl_
, gl_
->Uniform1i(y_texture_location
, 1));
1877 GLC(gl_
, gl_
->Uniform1i(u_texture_location
, 2));
1878 GLC(gl_
, gl_
->Uniform1i(v_texture_location
, 3));
1879 if (use_alpha_plane
)
1880 GLC(gl_
, gl_
->Uniform1i(a_texture_location
, 4));
1882 // These values are magic numbers that are used in the transformation from YUV
1883 // to RGB color values. They are taken from the following webpage:
1884 // http://www.fourcc.org/fccyvrgb.php
1885 float yuv_to_rgb_rec601
[9] = {
1886 1.164f
, 1.164f
, 1.164f
, 0.0f
, -.391f
, 2.018f
, 1.596f
, -.813f
, 0.0f
,
1888 float yuv_to_rgb_rec601_jpeg
[9] = {
1889 1.f
, 1.f
, 1.f
, 0.0f
, -.34414f
, 1.772f
, 1.402f
, -.71414f
, 0.0f
,
1892 // These values map to 16, 128, and 128 respectively, and are computed
1893 // as a fraction over 256 (e.g. 16 / 256 = 0.0625).
1894 // They are used in the YUV to RGBA conversion formula:
1895 // Y - 16 : Gives 16 values of head and footroom for overshooting
1896 // U - 128 : Turns unsigned U into signed U [-128,127]
1897 // V - 128 : Turns unsigned V into signed V [-128,127]
1898 float yuv_adjust_rec601
[3] = {
1899 -0.0625f
, -0.5f
, -0.5f
,
1902 // Same as above, but without the head and footroom.
1903 float yuv_adjust_rec601_jpeg
[3] = {
1907 float* yuv_to_rgb
= NULL
;
1908 float* yuv_adjust
= NULL
;
1910 switch (quad
->color_space
) {
1911 case YUVVideoDrawQuad::REC_601
:
1912 yuv_to_rgb
= yuv_to_rgb_rec601
;
1913 yuv_adjust
= yuv_adjust_rec601
;
1915 case YUVVideoDrawQuad::REC_601_JPEG
:
1916 yuv_to_rgb
= yuv_to_rgb_rec601_jpeg
;
1917 yuv_adjust
= yuv_adjust_rec601_jpeg
;
1921 GLC(gl_
, gl_
->UniformMatrix3fv(yuv_matrix_location
, 1, 0, yuv_to_rgb
));
1922 GLC(gl_
, gl_
->Uniform3fv(yuv_adj_location
, 1, yuv_adjust
));
1924 SetShaderOpacity(quad
->opacity(), alpha_location
);
1925 DrawQuadGeometry(frame
, quad
->quadTransform(), quad
->rect
, matrix_location
);
1928 void GLRenderer::DrawStreamVideoQuad(const DrawingFrame
* frame
,
1929 const StreamVideoDrawQuad
* quad
) {
1930 SetBlendEnabled(quad
->ShouldDrawWithBlending());
1932 static float gl_matrix
[16];
1934 DCHECK(capabilities_
.using_egl_image
);
1936 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1938 &highp_threshold_cache_
,
1939 highp_threshold_min_
,
1940 quad
->shared_quad_state
->visible_content_rect
.bottom_right());
1942 const VideoStreamTextureProgram
* program
=
1943 GetVideoStreamTextureProgram(tex_coord_precision
);
1944 SetUseProgram(program
->program());
1946 ToGLMatrix(&gl_matrix
[0], quad
->matrix
);
1948 gl_
->UniformMatrix4fv(
1949 program
->vertex_shader().tex_matrix_location(), 1, false, gl_matrix
));
1951 ResourceProvider::ScopedReadLockGL
lock(resource_provider_
,
1953 DCHECK_EQ(GL_TEXTURE0
, GetActiveTextureUnit(gl_
));
1954 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_EXTERNAL_OES
, lock
.texture_id()));
1956 GLC(gl_
, gl_
->Uniform1i(program
->fragment_shader().sampler_location(), 0));
1958 SetShaderOpacity(quad
->opacity(),
1959 program
->fragment_shader().alpha_location());
1960 DrawQuadGeometry(frame
,
1961 quad
->quadTransform(),
1963 program
->vertex_shader().matrix_location());
1966 void GLRenderer::DrawPictureQuad(const DrawingFrame
* frame
,
1967 const PictureDrawQuad
* quad
) {
1968 if (on_demand_tile_raster_bitmap_
.width() != quad
->texture_size
.width() ||
1969 on_demand_tile_raster_bitmap_
.height() != quad
->texture_size
.height()) {
1970 on_demand_tile_raster_bitmap_
.allocN32Pixels(quad
->texture_size
.width(),
1971 quad
->texture_size
.height());
1973 if (on_demand_tile_raster_resource_id_
)
1974 resource_provider_
->DeleteResource(on_demand_tile_raster_resource_id_
);
1976 on_demand_tile_raster_resource_id_
= resource_provider_
->CreateGLTexture(
1979 GL_TEXTURE_POOL_UNMANAGED_CHROMIUM
,
1981 ResourceProvider::TextureHintImmutable
,
1982 quad
->texture_format
);
1985 SkCanvas
canvas(on_demand_tile_raster_bitmap_
);
1986 quad
->raster_source
->PlaybackToCanvas(&canvas
, quad
->content_rect
,
1987 quad
->contents_scale
);
1989 uint8_t* bitmap_pixels
= NULL
;
1990 SkBitmap on_demand_tile_raster_bitmap_dest
;
1991 SkColorType colorType
= ResourceFormatToSkColorType(quad
->texture_format
);
1992 if (on_demand_tile_raster_bitmap_
.colorType() != colorType
) {
1993 on_demand_tile_raster_bitmap_
.copyTo(&on_demand_tile_raster_bitmap_dest
,
1995 // TODO(kaanb): The GL pipeline assumes a 4-byte alignment for the
1996 // bitmap data. This check will be removed once crbug.com/293728 is fixed.
1997 CHECK_EQ(0u, on_demand_tile_raster_bitmap_dest
.rowBytes() % 4);
1998 bitmap_pixels
= reinterpret_cast<uint8_t*>(
1999 on_demand_tile_raster_bitmap_dest
.getPixels());
2002 reinterpret_cast<uint8_t*>(on_demand_tile_raster_bitmap_
.getPixels());
2005 resource_provider_
->SetPixels(on_demand_tile_raster_resource_id_
,
2007 gfx::Rect(quad
->texture_size
),
2008 gfx::Rect(quad
->texture_size
),
2011 DrawContentQuad(frame
, quad
, on_demand_tile_raster_resource_id_
);
2014 struct TextureProgramBinding
{
2015 template <class Program
>
2016 void Set(Program
* program
) {
2018 program_id
= program
->program();
2019 sampler_location
= program
->fragment_shader().sampler_location();
2020 matrix_location
= program
->vertex_shader().matrix_location();
2021 background_color_location
=
2022 program
->fragment_shader().background_color_location();
2025 int sampler_location
;
2026 int matrix_location
;
2027 int background_color_location
;
2030 struct TexTransformTextureProgramBinding
: TextureProgramBinding
{
2031 template <class Program
>
2032 void Set(Program
* program
) {
2033 TextureProgramBinding::Set(program
);
2034 tex_transform_location
= program
->vertex_shader().tex_transform_location();
2035 vertex_opacity_location
=
2036 program
->vertex_shader().vertex_opacity_location();
2038 int tex_transform_location
;
2039 int vertex_opacity_location
;
2042 void GLRenderer::FlushTextureQuadCache() {
2043 // Check to see if we have anything to draw.
2044 if (draw_cache_
.program_id
== -1)
2047 // Set the correct blending mode.
2048 SetBlendEnabled(draw_cache_
.needs_blending
);
2050 // Bind the program to the GL state.
2051 SetUseProgram(draw_cache_
.program_id
);
2053 // Bind the correct texture sampler location.
2054 GLC(gl_
, gl_
->Uniform1i(draw_cache_
.sampler_location
, 0));
2056 // Assume the current active textures is 0.
2057 ResourceProvider::ScopedReadLockGL
locked_quad(resource_provider_
,
2058 draw_cache_
.resource_id
);
2059 DCHECK_EQ(GL_TEXTURE0
, GetActiveTextureUnit(gl_
));
2060 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_2D
, locked_quad
.texture_id()));
2062 COMPILE_ASSERT(sizeof(Float4
) == 4 * sizeof(float), struct_is_densely_packed
);
2063 COMPILE_ASSERT(sizeof(Float16
) == 16 * sizeof(float),
2064 struct_is_densely_packed
);
2066 // Upload the tranforms for both points and uvs.
2068 gl_
->UniformMatrix4fv(
2069 static_cast<int>(draw_cache_
.matrix_location
),
2070 static_cast<int>(draw_cache_
.matrix_data
.size()),
2072 reinterpret_cast<float*>(&draw_cache_
.matrix_data
.front())));
2075 static_cast<int>(draw_cache_
.uv_xform_location
),
2076 static_cast<int>(draw_cache_
.uv_xform_data
.size()),
2077 reinterpret_cast<float*>(&draw_cache_
.uv_xform_data
.front())));
2079 if (draw_cache_
.background_color
!= SK_ColorTRANSPARENT
) {
2080 Float4 background_color
= PremultipliedColor(draw_cache_
.background_color
);
2083 draw_cache_
.background_color_location
, 1, background_color
.data
));
2088 static_cast<int>(draw_cache_
.vertex_opacity_location
),
2089 static_cast<int>(draw_cache_
.vertex_opacity_data
.size()),
2090 static_cast<float*>(&draw_cache_
.vertex_opacity_data
.front())));
2094 gl_
->DrawElements(GL_TRIANGLES
,
2095 6 * draw_cache_
.matrix_data
.size(),
2100 draw_cache_
.program_id
= -1;
2101 draw_cache_
.uv_xform_data
.resize(0);
2102 draw_cache_
.vertex_opacity_data
.resize(0);
2103 draw_cache_
.matrix_data
.resize(0);
2106 void GLRenderer::EnqueueTextureQuad(const DrawingFrame
* frame
,
2107 const TextureDrawQuad
* quad
) {
2108 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
2110 &highp_threshold_cache_
,
2111 highp_threshold_min_
,
2112 quad
->shared_quad_state
->visible_content_rect
.bottom_right());
2114 // Choose the correct texture program binding
2115 TexTransformTextureProgramBinding binding
;
2116 if (quad
->premultiplied_alpha
) {
2117 if (quad
->background_color
== SK_ColorTRANSPARENT
) {
2118 binding
.Set(GetTextureProgram(tex_coord_precision
));
2120 binding
.Set(GetTextureBackgroundProgram(tex_coord_precision
));
2123 if (quad
->background_color
== SK_ColorTRANSPARENT
) {
2124 binding
.Set(GetNonPremultipliedTextureProgram(tex_coord_precision
));
2127 GetNonPremultipliedTextureBackgroundProgram(tex_coord_precision
));
2131 int resource_id
= quad
->resource_id
;
2133 if (draw_cache_
.program_id
!= binding
.program_id
||
2134 draw_cache_
.resource_id
!= resource_id
||
2135 draw_cache_
.needs_blending
!= quad
->ShouldDrawWithBlending() ||
2136 draw_cache_
.background_color
!= quad
->background_color
||
2137 draw_cache_
.matrix_data
.size() >= 8) {
2138 FlushTextureQuadCache();
2139 draw_cache_
.program_id
= binding
.program_id
;
2140 draw_cache_
.resource_id
= resource_id
;
2141 draw_cache_
.needs_blending
= quad
->ShouldDrawWithBlending();
2142 draw_cache_
.background_color
= quad
->background_color
;
2144 draw_cache_
.uv_xform_location
= binding
.tex_transform_location
;
2145 draw_cache_
.background_color_location
= binding
.background_color_location
;
2146 draw_cache_
.vertex_opacity_location
= binding
.vertex_opacity_location
;
2147 draw_cache_
.matrix_location
= binding
.matrix_location
;
2148 draw_cache_
.sampler_location
= binding
.sampler_location
;
2151 // Generate the uv-transform
2152 draw_cache_
.uv_xform_data
.push_back(UVTransform(quad
));
2154 // Generate the vertex opacity
2155 const float opacity
= quad
->opacity();
2156 draw_cache_
.vertex_opacity_data
.push_back(quad
->vertex_opacity
[0] * opacity
);
2157 draw_cache_
.vertex_opacity_data
.push_back(quad
->vertex_opacity
[1] * opacity
);
2158 draw_cache_
.vertex_opacity_data
.push_back(quad
->vertex_opacity
[2] * opacity
);
2159 draw_cache_
.vertex_opacity_data
.push_back(quad
->vertex_opacity
[3] * opacity
);
2161 // Generate the transform matrix
2162 gfx::Transform quad_rect_matrix
;
2163 QuadRectTransform(&quad_rect_matrix
, quad
->quadTransform(), quad
->rect
);
2164 quad_rect_matrix
= frame
->projection_matrix
* quad_rect_matrix
;
2167 quad_rect_matrix
.matrix().asColMajorf(m
.data
);
2168 draw_cache_
.matrix_data
.push_back(m
);
2171 void GLRenderer::DrawIOSurfaceQuad(const DrawingFrame
* frame
,
2172 const IOSurfaceDrawQuad
* quad
) {
2173 SetBlendEnabled(quad
->ShouldDrawWithBlending());
2175 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
2177 &highp_threshold_cache_
,
2178 highp_threshold_min_
,
2179 quad
->shared_quad_state
->visible_content_rect
.bottom_right());
2181 TexTransformTextureProgramBinding binding
;
2182 binding
.Set(GetTextureIOSurfaceProgram(tex_coord_precision
));
2184 SetUseProgram(binding
.program_id
);
2185 GLC(gl_
, gl_
->Uniform1i(binding
.sampler_location
, 0));
2186 if (quad
->orientation
== IOSurfaceDrawQuad::FLIPPED
) {
2188 gl_
->Uniform4f(binding
.tex_transform_location
,
2190 quad
->io_surface_size
.height(),
2191 quad
->io_surface_size
.width(),
2192 quad
->io_surface_size
.height() * -1.0f
));
2195 gl_
->Uniform4f(binding
.tex_transform_location
,
2198 quad
->io_surface_size
.width(),
2199 quad
->io_surface_size
.height()));
2202 const float vertex_opacity
[] = {quad
->opacity(), quad
->opacity(),
2203 quad
->opacity(), quad
->opacity()};
2204 GLC(gl_
, gl_
->Uniform1fv(binding
.vertex_opacity_location
, 4, vertex_opacity
));
2206 ResourceProvider::ScopedReadLockGL
lock(resource_provider_
,
2207 quad
->io_surface_resource_id
);
2208 DCHECK_EQ(GL_TEXTURE0
, GetActiveTextureUnit(gl_
));
2209 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_RECTANGLE_ARB
, lock
.texture_id()));
2212 frame
, quad
->quadTransform(), quad
->rect
, binding
.matrix_location
);
2214 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_RECTANGLE_ARB
, 0));
2217 void GLRenderer::FinishDrawingFrame(DrawingFrame
* frame
) {
2218 if (use_sync_query_
) {
2219 DCHECK(current_sync_query_
);
2220 current_sync_query_
->End();
2221 pending_sync_queries_
.push_back(current_sync_query_
.Pass());
2224 current_framebuffer_lock_
= nullptr;
2225 swap_buffer_rect_
.Union(gfx::ToEnclosingRect(frame
->root_damage_rect
));
2227 GLC(gl_
, gl_
->Disable(GL_BLEND
));
2228 blend_shadow_
= false;
2230 ScheduleOverlays(frame
);
2233 void GLRenderer::FinishDrawingQuadList() { FlushTextureQuadCache(); }
2235 bool GLRenderer::FlippedFramebuffer(const DrawingFrame
* frame
) const {
2236 if (frame
->current_render_pass
!= frame
->root_render_pass
)
2238 return FlippedRootFramebuffer();
2241 bool GLRenderer::FlippedRootFramebuffer() const {
2242 // GL is normally flipped, so a flipped output results in an unflipping.
2243 return !output_surface_
->capabilities().flipped_output_surface
;
2246 void GLRenderer::EnsureScissorTestEnabled() {
2247 if (is_scissor_enabled_
)
2250 FlushTextureQuadCache();
2251 GLC(gl_
, gl_
->Enable(GL_SCISSOR_TEST
));
2252 is_scissor_enabled_
= true;
2255 void GLRenderer::EnsureScissorTestDisabled() {
2256 if (!is_scissor_enabled_
)
2259 FlushTextureQuadCache();
2260 GLC(gl_
, gl_
->Disable(GL_SCISSOR_TEST
));
2261 is_scissor_enabled_
= false;
2264 void GLRenderer::CopyCurrentRenderPassToBitmap(
2265 DrawingFrame
* frame
,
2266 scoped_ptr
<CopyOutputRequest
> request
) {
2267 TRACE_EVENT0("cc", "GLRenderer::CopyCurrentRenderPassToBitmap");
2268 gfx::Rect copy_rect
= frame
->current_render_pass
->output_rect
;
2269 if (request
->has_area())
2270 copy_rect
.Intersect(request
->area());
2271 GetFramebufferPixelsAsync(frame
, copy_rect
, request
.Pass());
2274 void GLRenderer::ToGLMatrix(float* gl_matrix
, const gfx::Transform
& transform
) {
2275 transform
.matrix().asColMajorf(gl_matrix
);
2278 void GLRenderer::SetShaderQuadF(const gfx::QuadF
& quad
, int quad_location
) {
2279 if (quad_location
== -1)
2283 gl_quad
[0] = quad
.p1().x();
2284 gl_quad
[1] = quad
.p1().y();
2285 gl_quad
[2] = quad
.p2().x();
2286 gl_quad
[3] = quad
.p2().y();
2287 gl_quad
[4] = quad
.p3().x();
2288 gl_quad
[5] = quad
.p3().y();
2289 gl_quad
[6] = quad
.p4().x();
2290 gl_quad
[7] = quad
.p4().y();
2291 GLC(gl_
, gl_
->Uniform2fv(quad_location
, 4, gl_quad
));
2294 void GLRenderer::SetShaderOpacity(float opacity
, int alpha_location
) {
2295 if (alpha_location
!= -1)
2296 GLC(gl_
, gl_
->Uniform1f(alpha_location
, opacity
));
2299 void GLRenderer::SetStencilEnabled(bool enabled
) {
2300 if (enabled
== stencil_shadow_
)
2304 GLC(gl_
, gl_
->Enable(GL_STENCIL_TEST
));
2306 GLC(gl_
, gl_
->Disable(GL_STENCIL_TEST
));
2307 stencil_shadow_
= enabled
;
2310 void GLRenderer::SetBlendEnabled(bool enabled
) {
2311 if (enabled
== blend_shadow_
)
2315 GLC(gl_
, gl_
->Enable(GL_BLEND
));
2317 GLC(gl_
, gl_
->Disable(GL_BLEND
));
2318 blend_shadow_
= enabled
;
2321 void GLRenderer::SetUseProgram(unsigned program
) {
2322 if (program
== program_shadow_
)
2324 gl_
->UseProgram(program
);
2325 program_shadow_
= program
;
2328 void GLRenderer::DrawQuadGeometry(const DrawingFrame
* frame
,
2329 const gfx::Transform
& draw_transform
,
2330 const gfx::RectF
& quad_rect
,
2331 int matrix_location
) {
2332 gfx::Transform quad_rect_matrix
;
2333 QuadRectTransform(&quad_rect_matrix
, draw_transform
, quad_rect
);
2334 static float gl_matrix
[16];
2335 ToGLMatrix(&gl_matrix
[0], frame
->projection_matrix
* quad_rect_matrix
);
2336 GLC(gl_
, gl_
->UniformMatrix4fv(matrix_location
, 1, false, &gl_matrix
[0]));
2338 GLC(gl_
, gl_
->DrawElements(GL_TRIANGLES
, 6, GL_UNSIGNED_SHORT
, 0));
2341 void GLRenderer::Finish() {
2342 TRACE_EVENT0("cc", "GLRenderer::Finish");
2343 GLC(gl_
, gl_
->Finish());
2346 void GLRenderer::SwapBuffers(const CompositorFrameMetadata
& metadata
) {
2347 DCHECK(!is_backbuffer_discarded_
);
2349 TRACE_EVENT0("cc,benchmark", "GLRenderer::SwapBuffers");
2350 // We're done! Time to swapbuffers!
2352 gfx::Size surface_size
= output_surface_
->SurfaceSize();
2354 CompositorFrame compositor_frame
;
2355 compositor_frame
.metadata
= metadata
;
2356 compositor_frame
.gl_frame_data
= make_scoped_ptr(new GLFrameData
);
2357 compositor_frame
.gl_frame_data
->size
= surface_size
;
2358 if (capabilities_
.using_partial_swap
) {
2359 // If supported, we can save significant bandwidth by only swapping the
2360 // damaged/scissored region (clamped to the viewport).
2361 swap_buffer_rect_
.Intersect(gfx::Rect(surface_size
));
2362 int flipped_y_pos_of_rect_bottom
= surface_size
.height() -
2363 swap_buffer_rect_
.y() -
2364 swap_buffer_rect_
.height();
2365 compositor_frame
.gl_frame_data
->sub_buffer_rect
=
2366 gfx::Rect(swap_buffer_rect_
.x(),
2367 FlippedRootFramebuffer() ? flipped_y_pos_of_rect_bottom
2368 : swap_buffer_rect_
.y(),
2369 swap_buffer_rect_
.width(),
2370 swap_buffer_rect_
.height());
2372 compositor_frame
.gl_frame_data
->sub_buffer_rect
=
2373 gfx::Rect(output_surface_
->SurfaceSize());
2375 output_surface_
->SwapBuffers(&compositor_frame
);
2377 // Release previously used overlay resources and hold onto the pending ones
2378 // until the next swap buffers.
2379 in_use_overlay_resources_
.clear();
2380 in_use_overlay_resources_
.swap(pending_overlay_resources_
);
2382 swap_buffer_rect_
= gfx::Rect();
2385 void GLRenderer::EnforceMemoryPolicy() {
2387 TRACE_EVENT0("cc", "GLRenderer::EnforceMemoryPolicy dropping resources");
2388 ReleaseRenderPassTextures();
2389 DiscardBackbuffer();
2390 resource_provider_
->ReleaseCachedData();
2391 output_surface_
->context_provider()->DeleteCachedResources();
2392 GLC(gl_
, gl_
->Flush());
2396 void GLRenderer::DiscardBackbuffer() {
2397 if (is_backbuffer_discarded_
)
2400 output_surface_
->DiscardBackbuffer();
2402 is_backbuffer_discarded_
= true;
2404 // Damage tracker needs a full reset every time framebuffer is discarded.
2405 client_
->SetFullRootLayerDamage();
2408 void GLRenderer::EnsureBackbuffer() {
2409 if (!is_backbuffer_discarded_
)
2412 output_surface_
->EnsureBackbuffer();
2413 is_backbuffer_discarded_
= false;
2416 void GLRenderer::GetFramebufferPixelsAsync(
2417 const DrawingFrame
* frame
,
2418 const gfx::Rect
& rect
,
2419 scoped_ptr
<CopyOutputRequest
> request
) {
2420 DCHECK(!request
->IsEmpty());
2421 if (request
->IsEmpty())
2426 gfx::Rect window_rect
= MoveFromDrawToWindowSpace(frame
, rect
);
2427 DCHECK_GE(window_rect
.x(), 0);
2428 DCHECK_GE(window_rect
.y(), 0);
2429 DCHECK_LE(window_rect
.right(), current_surface_size_
.width());
2430 DCHECK_LE(window_rect
.bottom(), current_surface_size_
.height());
2432 if (!request
->force_bitmap_result()) {
2433 bool own_mailbox
= !request
->has_texture_mailbox();
2435 GLuint texture_id
= 0;
2436 gpu::Mailbox mailbox
;
2438 GLC(gl_
, gl_
->GenMailboxCHROMIUM(mailbox
.name
));
2439 gl_
->GenTextures(1, &texture_id
);
2440 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_2D
, texture_id
));
2443 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
));
2445 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
));
2448 GL_TEXTURE_2D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
));
2451 GL_TEXTURE_2D
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
));
2452 GLC(gl_
, gl_
->ProduceTextureCHROMIUM(GL_TEXTURE_2D
, mailbox
.name
));
2454 mailbox
= request
->texture_mailbox().mailbox();
2455 DCHECK_EQ(static_cast<unsigned>(GL_TEXTURE_2D
),
2456 request
->texture_mailbox().target());
2457 DCHECK(!mailbox
.IsZero());
2458 unsigned incoming_sync_point
= request
->texture_mailbox().sync_point();
2459 if (incoming_sync_point
)
2460 GLC(gl_
, gl_
->WaitSyncPointCHROMIUM(incoming_sync_point
));
2464 gl_
->CreateAndConsumeTextureCHROMIUM(GL_TEXTURE_2D
, mailbox
.name
));
2466 GetFramebufferTexture(texture_id
, RGBA_8888
, window_rect
);
2468 unsigned sync_point
= gl_
->InsertSyncPointCHROMIUM();
2469 TextureMailbox
texture_mailbox(mailbox
, GL_TEXTURE_2D
, sync_point
);
2471 scoped_ptr
<SingleReleaseCallback
> release_callback
;
2473 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_2D
, 0));
2474 release_callback
= texture_mailbox_deleter_
->GetReleaseCallback(
2475 output_surface_
->context_provider(), texture_id
);
2477 gl_
->DeleteTextures(1, &texture_id
);
2480 request
->SendTextureResult(
2481 window_rect
.size(), texture_mailbox
, release_callback
.Pass());
2485 DCHECK(request
->force_bitmap_result());
2487 scoped_ptr
<PendingAsyncReadPixels
> pending_read(new PendingAsyncReadPixels
);
2488 pending_read
->copy_request
= request
.Pass();
2489 pending_async_read_pixels_
.insert(pending_async_read_pixels_
.begin(),
2490 pending_read
.Pass());
2492 bool do_workaround
= NeedsIOSurfaceReadbackWorkaround();
2494 unsigned temporary_texture
= 0;
2495 unsigned temporary_fbo
= 0;
2497 if (do_workaround
) {
2498 // On Mac OS X, calling glReadPixels() against an FBO whose color attachment
2499 // is an IOSurface-backed texture causes corruption of future glReadPixels()
2500 // calls, even those on different OpenGL contexts. It is believed that this
2501 // is the root cause of top crasher
2502 // http://crbug.com/99393. <rdar://problem/10949687>
2504 gl_
->GenTextures(1, &temporary_texture
);
2505 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_2D
, temporary_texture
));
2507 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
));
2509 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
));
2511 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
));
2513 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
));
2514 // Copy the contents of the current (IOSurface-backed) framebuffer into a
2515 // temporary texture.
2516 GetFramebufferTexture(
2517 temporary_texture
, RGBA_8888
, gfx::Rect(current_surface_size_
));
2518 gl_
->GenFramebuffers(1, &temporary_fbo
);
2519 // Attach this texture to an FBO, and perform the readback from that FBO.
2520 GLC(gl_
, gl_
->BindFramebuffer(GL_FRAMEBUFFER
, temporary_fbo
));
2522 gl_
->FramebufferTexture2D(GL_FRAMEBUFFER
,
2523 GL_COLOR_ATTACHMENT0
,
2528 DCHECK_EQ(static_cast<unsigned>(GL_FRAMEBUFFER_COMPLETE
),
2529 gl_
->CheckFramebufferStatus(GL_FRAMEBUFFER
));
2533 gl_
->GenBuffers(1, &buffer
);
2534 GLC(gl_
, gl_
->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
, buffer
));
2536 gl_
->BufferData(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
,
2537 4 * window_rect
.size().GetArea(),
2542 gl_
->GenQueriesEXT(1, &query
);
2543 GLC(gl_
, gl_
->BeginQueryEXT(GL_ASYNC_PIXEL_PACK_COMPLETED_CHROMIUM
, query
));
2546 gl_
->ReadPixels(window_rect
.x(),
2548 window_rect
.width(),
2549 window_rect
.height(),
2554 GLC(gl_
, gl_
->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
, 0));
2556 if (do_workaround
) {
2558 GLC(gl_
, gl_
->BindFramebuffer(GL_FRAMEBUFFER
, 0));
2559 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_2D
, 0));
2560 GLC(gl_
, gl_
->DeleteFramebuffers(1, &temporary_fbo
));
2561 GLC(gl_
, gl_
->DeleteTextures(1, &temporary_texture
));
2564 base::Closure finished_callback
= base::Bind(&GLRenderer::FinishedReadback
,
2565 base::Unretained(this),
2568 window_rect
.size());
2569 // Save the finished_callback so it can be cancelled.
2570 pending_async_read_pixels_
.front()->finished_read_pixels_callback
.Reset(
2572 base::Closure cancelable_callback
=
2573 pending_async_read_pixels_
.front()->
2574 finished_read_pixels_callback
.callback();
2576 // Save the buffer to verify the callbacks happen in the expected order.
2577 pending_async_read_pixels_
.front()->buffer
= buffer
;
2579 GLC(gl_
, gl_
->EndQueryEXT(GL_ASYNC_PIXEL_PACK_COMPLETED_CHROMIUM
));
2580 context_support_
->SignalQuery(query
, cancelable_callback
);
2582 EnforceMemoryPolicy();
2585 void GLRenderer::FinishedReadback(unsigned source_buffer
,
2587 const gfx::Size
& size
) {
2588 DCHECK(!pending_async_read_pixels_
.empty());
2591 GLC(gl_
, gl_
->DeleteQueriesEXT(1, &query
));
2594 PendingAsyncReadPixels
* current_read
= pending_async_read_pixels_
.back();
2595 // Make sure we service the readbacks in order.
2596 DCHECK_EQ(source_buffer
, current_read
->buffer
);
2598 uint8
* src_pixels
= NULL
;
2599 scoped_ptr
<SkBitmap
> bitmap
;
2601 if (source_buffer
!= 0) {
2603 gl_
->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
, source_buffer
));
2604 src_pixels
= static_cast<uint8
*>(gl_
->MapBufferCHROMIUM(
2605 GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
, GL_READ_ONLY
));
2608 bitmap
.reset(new SkBitmap
);
2609 bitmap
->allocN32Pixels(size
.width(), size
.height());
2610 scoped_ptr
<SkAutoLockPixels
> lock(new SkAutoLockPixels(*bitmap
));
2611 uint8
* dest_pixels
= static_cast<uint8
*>(bitmap
->getPixels());
2613 size_t row_bytes
= size
.width() * 4;
2614 int num_rows
= size
.height();
2615 size_t total_bytes
= num_rows
* row_bytes
;
2616 for (size_t dest_y
= 0; dest_y
< total_bytes
; dest_y
+= row_bytes
) {
2618 size_t src_y
= total_bytes
- dest_y
- row_bytes
;
2619 // Swizzle OpenGL -> Skia byte order.
2620 for (size_t x
= 0; x
< row_bytes
; x
+= 4) {
2621 dest_pixels
[dest_y
+ x
+ SK_R32_SHIFT
/ 8] =
2622 src_pixels
[src_y
+ x
+ 0];
2623 dest_pixels
[dest_y
+ x
+ SK_G32_SHIFT
/ 8] =
2624 src_pixels
[src_y
+ x
+ 1];
2625 dest_pixels
[dest_y
+ x
+ SK_B32_SHIFT
/ 8] =
2626 src_pixels
[src_y
+ x
+ 2];
2627 dest_pixels
[dest_y
+ x
+ SK_A32_SHIFT
/ 8] =
2628 src_pixels
[src_y
+ x
+ 3];
2633 gl_
->UnmapBufferCHROMIUM(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
));
2635 GLC(gl_
, gl_
->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
, 0));
2636 GLC(gl_
, gl_
->DeleteBuffers(1, &source_buffer
));
2640 current_read
->copy_request
->SendBitmapResult(bitmap
.Pass());
2641 pending_async_read_pixels_
.pop_back();
2644 void GLRenderer::GetFramebufferTexture(unsigned texture_id
,
2645 ResourceFormat texture_format
,
2646 const gfx::Rect
& window_rect
) {
2648 DCHECK_GE(window_rect
.x(), 0);
2649 DCHECK_GE(window_rect
.y(), 0);
2650 DCHECK_LE(window_rect
.right(), current_surface_size_
.width());
2651 DCHECK_LE(window_rect
.bottom(), current_surface_size_
.height());
2653 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_2D
, texture_id
));
2655 gl_
->CopyTexImage2D(GL_TEXTURE_2D
,
2657 GLDataFormat(texture_format
),
2660 window_rect
.width(),
2661 window_rect
.height(),
2663 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_2D
, 0));
2666 bool GLRenderer::UseScopedTexture(DrawingFrame
* frame
,
2667 const ScopedResource
* texture
,
2668 const gfx::Rect
& viewport_rect
) {
2669 DCHECK(texture
->id());
2670 frame
->current_render_pass
= NULL
;
2671 frame
->current_texture
= texture
;
2673 return BindFramebufferToTexture(frame
, texture
, viewport_rect
);
2676 void GLRenderer::BindFramebufferToOutputSurface(DrawingFrame
* frame
) {
2677 current_framebuffer_lock_
= nullptr;
2678 output_surface_
->BindFramebuffer();
2680 if (output_surface_
->HasExternalStencilTest()) {
2681 SetStencilEnabled(true);
2682 GLC(gl_
, gl_
->StencilFunc(GL_EQUAL
, 1, 1));
2684 SetStencilEnabled(false);
2688 bool GLRenderer::BindFramebufferToTexture(DrawingFrame
* frame
,
2689 const ScopedResource
* texture
,
2690 const gfx::Rect
& target_rect
) {
2691 DCHECK(texture
->id());
2693 current_framebuffer_lock_
= nullptr;
2695 SetStencilEnabled(false);
2696 GLC(gl_
, gl_
->BindFramebuffer(GL_FRAMEBUFFER
, offscreen_framebuffer_id_
));
2697 current_framebuffer_lock_
=
2698 make_scoped_ptr(new ResourceProvider::ScopedWriteLockGL(
2699 resource_provider_
, texture
->id()));
2700 unsigned texture_id
= current_framebuffer_lock_
->texture_id();
2702 gl_
->FramebufferTexture2D(
2703 GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
, GL_TEXTURE_2D
, texture_id
, 0));
2705 DCHECK(gl_
->CheckFramebufferStatus(GL_FRAMEBUFFER
) ==
2706 GL_FRAMEBUFFER_COMPLETE
||
2710 frame
, target_rect
, gfx::Rect(target_rect
.size()), target_rect
.size());
2714 void GLRenderer::SetScissorTestRect(const gfx::Rect
& scissor_rect
) {
2715 EnsureScissorTestEnabled();
2717 // Don't unnecessarily ask the context to change the scissor, because it
2718 // may cause undesired GPU pipeline flushes.
2719 if (scissor_rect
== scissor_rect_
&& !scissor_rect_needs_reset_
)
2722 scissor_rect_
= scissor_rect
;
2723 FlushTextureQuadCache();
2725 gl_
->Scissor(scissor_rect
.x(),
2727 scissor_rect
.width(),
2728 scissor_rect
.height()));
2730 scissor_rect_needs_reset_
= false;
2733 void GLRenderer::SetDrawViewport(const gfx::Rect
& window_space_viewport
) {
2734 viewport_
= window_space_viewport
;
2736 gl_
->Viewport(window_space_viewport
.x(),
2737 window_space_viewport
.y(),
2738 window_space_viewport
.width(),
2739 window_space_viewport
.height()));
2742 void GLRenderer::InitializeSharedObjects() {
2743 TRACE_EVENT0("cc", "GLRenderer::InitializeSharedObjects");
2745 // Create an FBO for doing offscreen rendering.
2746 GLC(gl_
, gl_
->GenFramebuffers(1, &offscreen_framebuffer_id_
));
2748 shared_geometry_
= make_scoped_ptr(
2749 new GeometryBinding(gl_
, QuadVertexRect()));
2752 const GLRenderer::TileCheckerboardProgram
*
2753 GLRenderer::GetTileCheckerboardProgram() {
2754 if (!tile_checkerboard_program_
.initialized()) {
2755 TRACE_EVENT0("cc", "GLRenderer::checkerboardProgram::initalize");
2756 tile_checkerboard_program_
.Initialize(output_surface_
->context_provider(),
2757 TexCoordPrecisionNA
,
2760 return &tile_checkerboard_program_
;
2763 const GLRenderer::DebugBorderProgram
* GLRenderer::GetDebugBorderProgram() {
2764 if (!debug_border_program_
.initialized()) {
2765 TRACE_EVENT0("cc", "GLRenderer::debugBorderProgram::initialize");
2766 debug_border_program_
.Initialize(output_surface_
->context_provider(),
2767 TexCoordPrecisionNA
,
2770 return &debug_border_program_
;
2773 const GLRenderer::SolidColorProgram
* GLRenderer::GetSolidColorProgram() {
2774 if (!solid_color_program_
.initialized()) {
2775 TRACE_EVENT0("cc", "GLRenderer::solidColorProgram::initialize");
2776 solid_color_program_
.Initialize(output_surface_
->context_provider(),
2777 TexCoordPrecisionNA
,
2780 return &solid_color_program_
;
2783 const GLRenderer::SolidColorProgramAA
* GLRenderer::GetSolidColorProgramAA() {
2784 if (!solid_color_program_aa_
.initialized()) {
2785 TRACE_EVENT0("cc", "GLRenderer::solidColorProgramAA::initialize");
2786 solid_color_program_aa_
.Initialize(output_surface_
->context_provider(),
2787 TexCoordPrecisionNA
,
2790 return &solid_color_program_aa_
;
2793 const GLRenderer::RenderPassProgram
* GLRenderer::GetRenderPassProgram(
2794 TexCoordPrecision precision
,
2795 BlendMode blend_mode
) {
2796 DCHECK_GE(precision
, 0);
2797 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2798 DCHECK_GE(blend_mode
, 0);
2799 DCHECK_LT(blend_mode
, NumBlendModes
);
2800 RenderPassProgram
* program
= &render_pass_program_
[precision
][blend_mode
];
2801 if (!program
->initialized()) {
2802 TRACE_EVENT0("cc", "GLRenderer::renderPassProgram::initialize");
2803 program
->Initialize(output_surface_
->context_provider(),
2811 const GLRenderer::RenderPassProgramAA
* GLRenderer::GetRenderPassProgramAA(
2812 TexCoordPrecision precision
,
2813 BlendMode blend_mode
) {
2814 DCHECK_GE(precision
, 0);
2815 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2816 DCHECK_GE(blend_mode
, 0);
2817 DCHECK_LT(blend_mode
, NumBlendModes
);
2818 RenderPassProgramAA
* program
=
2819 &render_pass_program_aa_
[precision
][blend_mode
];
2820 if (!program
->initialized()) {
2821 TRACE_EVENT0("cc", "GLRenderer::renderPassProgramAA::initialize");
2822 program
->Initialize(output_surface_
->context_provider(),
2830 const GLRenderer::RenderPassMaskProgram
* GLRenderer::GetRenderPassMaskProgram(
2831 TexCoordPrecision precision
,
2832 SamplerType sampler
,
2833 BlendMode blend_mode
) {
2834 DCHECK_GE(precision
, 0);
2835 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2836 DCHECK_GE(sampler
, 0);
2837 DCHECK_LT(sampler
, NumSamplerTypes
);
2838 DCHECK_GE(blend_mode
, 0);
2839 DCHECK_LT(blend_mode
, NumBlendModes
);
2840 RenderPassMaskProgram
* program
=
2841 &render_pass_mask_program_
[precision
][sampler
][blend_mode
];
2842 if (!program
->initialized()) {
2843 TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgram::initialize");
2844 program
->Initialize(
2845 output_surface_
->context_provider(), precision
, sampler
, blend_mode
);
2850 const GLRenderer::RenderPassMaskProgramAA
*
2851 GLRenderer::GetRenderPassMaskProgramAA(TexCoordPrecision precision
,
2852 SamplerType sampler
,
2853 BlendMode blend_mode
) {
2854 DCHECK_GE(precision
, 0);
2855 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2856 DCHECK_GE(sampler
, 0);
2857 DCHECK_LT(sampler
, NumSamplerTypes
);
2858 DCHECK_GE(blend_mode
, 0);
2859 DCHECK_LT(blend_mode
, NumBlendModes
);
2860 RenderPassMaskProgramAA
* program
=
2861 &render_pass_mask_program_aa_
[precision
][sampler
][blend_mode
];
2862 if (!program
->initialized()) {
2863 TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgramAA::initialize");
2864 program
->Initialize(
2865 output_surface_
->context_provider(), precision
, sampler
, blend_mode
);
2870 const GLRenderer::RenderPassColorMatrixProgram
*
2871 GLRenderer::GetRenderPassColorMatrixProgram(TexCoordPrecision precision
,
2872 BlendMode blend_mode
) {
2873 DCHECK_GE(precision
, 0);
2874 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2875 DCHECK_GE(blend_mode
, 0);
2876 DCHECK_LT(blend_mode
, NumBlendModes
);
2877 RenderPassColorMatrixProgram
* program
=
2878 &render_pass_color_matrix_program_
[precision
][blend_mode
];
2879 if (!program
->initialized()) {
2880 TRACE_EVENT0("cc", "GLRenderer::renderPassColorMatrixProgram::initialize");
2881 program
->Initialize(output_surface_
->context_provider(),
2889 const GLRenderer::RenderPassColorMatrixProgramAA
*
2890 GLRenderer::GetRenderPassColorMatrixProgramAA(TexCoordPrecision precision
,
2891 BlendMode blend_mode
) {
2892 DCHECK_GE(precision
, 0);
2893 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2894 DCHECK_GE(blend_mode
, 0);
2895 DCHECK_LT(blend_mode
, NumBlendModes
);
2896 RenderPassColorMatrixProgramAA
* program
=
2897 &render_pass_color_matrix_program_aa_
[precision
][blend_mode
];
2898 if (!program
->initialized()) {
2900 "GLRenderer::renderPassColorMatrixProgramAA::initialize");
2901 program
->Initialize(output_surface_
->context_provider(),
2909 const GLRenderer::RenderPassMaskColorMatrixProgram
*
2910 GLRenderer::GetRenderPassMaskColorMatrixProgram(TexCoordPrecision precision
,
2911 SamplerType sampler
,
2912 BlendMode blend_mode
) {
2913 DCHECK_GE(precision
, 0);
2914 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2915 DCHECK_GE(sampler
, 0);
2916 DCHECK_LT(sampler
, NumSamplerTypes
);
2917 DCHECK_GE(blend_mode
, 0);
2918 DCHECK_LT(blend_mode
, NumBlendModes
);
2919 RenderPassMaskColorMatrixProgram
* program
=
2920 &render_pass_mask_color_matrix_program_
[precision
][sampler
][blend_mode
];
2921 if (!program
->initialized()) {
2923 "GLRenderer::renderPassMaskColorMatrixProgram::initialize");
2924 program
->Initialize(
2925 output_surface_
->context_provider(), precision
, sampler
, blend_mode
);
2930 const GLRenderer::RenderPassMaskColorMatrixProgramAA
*
2931 GLRenderer::GetRenderPassMaskColorMatrixProgramAA(TexCoordPrecision precision
,
2932 SamplerType sampler
,
2933 BlendMode blend_mode
) {
2934 DCHECK_GE(precision
, 0);
2935 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2936 DCHECK_GE(sampler
, 0);
2937 DCHECK_LT(sampler
, NumSamplerTypes
);
2938 DCHECK_GE(blend_mode
, 0);
2939 DCHECK_LT(blend_mode
, NumBlendModes
);
2940 RenderPassMaskColorMatrixProgramAA
* program
=
2941 &render_pass_mask_color_matrix_program_aa_
[precision
][sampler
]
2943 if (!program
->initialized()) {
2945 "GLRenderer::renderPassMaskColorMatrixProgramAA::initialize");
2946 program
->Initialize(
2947 output_surface_
->context_provider(), precision
, sampler
, blend_mode
);
2952 const GLRenderer::TileProgram
* GLRenderer::GetTileProgram(
2953 TexCoordPrecision precision
,
2954 SamplerType sampler
) {
2955 DCHECK_GE(precision
, 0);
2956 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2957 DCHECK_GE(sampler
, 0);
2958 DCHECK_LT(sampler
, NumSamplerTypes
);
2959 TileProgram
* program
= &tile_program_
[precision
][sampler
];
2960 if (!program
->initialized()) {
2961 TRACE_EVENT0("cc", "GLRenderer::tileProgram::initialize");
2962 program
->Initialize(
2963 output_surface_
->context_provider(), precision
, sampler
);
2968 const GLRenderer::TileProgramOpaque
* GLRenderer::GetTileProgramOpaque(
2969 TexCoordPrecision precision
,
2970 SamplerType sampler
) {
2971 DCHECK_GE(precision
, 0);
2972 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2973 DCHECK_GE(sampler
, 0);
2974 DCHECK_LT(sampler
, NumSamplerTypes
);
2975 TileProgramOpaque
* program
= &tile_program_opaque_
[precision
][sampler
];
2976 if (!program
->initialized()) {
2977 TRACE_EVENT0("cc", "GLRenderer::tileProgramOpaque::initialize");
2978 program
->Initialize(
2979 output_surface_
->context_provider(), precision
, sampler
);
2984 const GLRenderer::TileProgramAA
* GLRenderer::GetTileProgramAA(
2985 TexCoordPrecision precision
,
2986 SamplerType sampler
) {
2987 DCHECK_GE(precision
, 0);
2988 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2989 DCHECK_GE(sampler
, 0);
2990 DCHECK_LT(sampler
, NumSamplerTypes
);
2991 TileProgramAA
* program
= &tile_program_aa_
[precision
][sampler
];
2992 if (!program
->initialized()) {
2993 TRACE_EVENT0("cc", "GLRenderer::tileProgramAA::initialize");
2994 program
->Initialize(
2995 output_surface_
->context_provider(), precision
, sampler
);
3000 const GLRenderer::TileProgramSwizzle
* GLRenderer::GetTileProgramSwizzle(
3001 TexCoordPrecision precision
,
3002 SamplerType sampler
) {
3003 DCHECK_GE(precision
, 0);
3004 DCHECK_LT(precision
, NumTexCoordPrecisions
);
3005 DCHECK_GE(sampler
, 0);
3006 DCHECK_LT(sampler
, NumSamplerTypes
);
3007 TileProgramSwizzle
* program
= &tile_program_swizzle_
[precision
][sampler
];
3008 if (!program
->initialized()) {
3009 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzle::initialize");
3010 program
->Initialize(
3011 output_surface_
->context_provider(), precision
, sampler
);
3016 const GLRenderer::TileProgramSwizzleOpaque
*
3017 GLRenderer::GetTileProgramSwizzleOpaque(TexCoordPrecision precision
,
3018 SamplerType sampler
) {
3019 DCHECK_GE(precision
, 0);
3020 DCHECK_LT(precision
, NumTexCoordPrecisions
);
3021 DCHECK_GE(sampler
, 0);
3022 DCHECK_LT(sampler
, NumSamplerTypes
);
3023 TileProgramSwizzleOpaque
* program
=
3024 &tile_program_swizzle_opaque_
[precision
][sampler
];
3025 if (!program
->initialized()) {
3026 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleOpaque::initialize");
3027 program
->Initialize(
3028 output_surface_
->context_provider(), precision
, sampler
);
3033 const GLRenderer::TileProgramSwizzleAA
* GLRenderer::GetTileProgramSwizzleAA(
3034 TexCoordPrecision precision
,
3035 SamplerType sampler
) {
3036 DCHECK_GE(precision
, 0);
3037 DCHECK_LT(precision
, NumTexCoordPrecisions
);
3038 DCHECK_GE(sampler
, 0);
3039 DCHECK_LT(sampler
, NumSamplerTypes
);
3040 TileProgramSwizzleAA
* program
= &tile_program_swizzle_aa_
[precision
][sampler
];
3041 if (!program
->initialized()) {
3042 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleAA::initialize");
3043 program
->Initialize(
3044 output_surface_
->context_provider(), precision
, sampler
);
3049 const GLRenderer::TextureProgram
* GLRenderer::GetTextureProgram(
3050 TexCoordPrecision precision
) {
3051 DCHECK_GE(precision
, 0);
3052 DCHECK_LT(precision
, NumTexCoordPrecisions
);
3053 TextureProgram
* program
= &texture_program_
[precision
];
3054 if (!program
->initialized()) {
3055 TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize");
3056 program
->Initialize(
3057 output_surface_
->context_provider(), precision
, SamplerType2D
);
3062 const GLRenderer::NonPremultipliedTextureProgram
*
3063 GLRenderer::GetNonPremultipliedTextureProgram(TexCoordPrecision precision
) {
3064 DCHECK_GE(precision
, 0);
3065 DCHECK_LT(precision
, NumTexCoordPrecisions
);
3066 NonPremultipliedTextureProgram
* program
=
3067 &nonpremultiplied_texture_program_
[precision
];
3068 if (!program
->initialized()) {
3070 "GLRenderer::NonPremultipliedTextureProgram::Initialize");
3071 program
->Initialize(
3072 output_surface_
->context_provider(), precision
, SamplerType2D
);
3077 const GLRenderer::TextureBackgroundProgram
*
3078 GLRenderer::GetTextureBackgroundProgram(TexCoordPrecision precision
) {
3079 DCHECK_GE(precision
, 0);
3080 DCHECK_LT(precision
, NumTexCoordPrecisions
);
3081 TextureBackgroundProgram
* program
= &texture_background_program_
[precision
];
3082 if (!program
->initialized()) {
3083 TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize");
3084 program
->Initialize(
3085 output_surface_
->context_provider(), precision
, SamplerType2D
);
3090 const GLRenderer::NonPremultipliedTextureBackgroundProgram
*
3091 GLRenderer::GetNonPremultipliedTextureBackgroundProgram(
3092 TexCoordPrecision precision
) {
3093 DCHECK_GE(precision
, 0);
3094 DCHECK_LT(precision
, NumTexCoordPrecisions
);
3095 NonPremultipliedTextureBackgroundProgram
* program
=
3096 &nonpremultiplied_texture_background_program_
[precision
];
3097 if (!program
->initialized()) {
3099 "GLRenderer::NonPremultipliedTextureProgram::Initialize");
3100 program
->Initialize(
3101 output_surface_
->context_provider(), precision
, SamplerType2D
);
3106 const GLRenderer::TextureProgram
* GLRenderer::GetTextureIOSurfaceProgram(
3107 TexCoordPrecision precision
) {
3108 DCHECK_GE(precision
, 0);
3109 DCHECK_LT(precision
, NumTexCoordPrecisions
);
3110 TextureProgram
* program
= &texture_io_surface_program_
[precision
];
3111 if (!program
->initialized()) {
3112 TRACE_EVENT0("cc", "GLRenderer::textureIOSurfaceProgram::initialize");
3113 program
->Initialize(
3114 output_surface_
->context_provider(), precision
, SamplerType2DRect
);
3119 const GLRenderer::VideoYUVProgram
* GLRenderer::GetVideoYUVProgram(
3120 TexCoordPrecision precision
) {
3121 DCHECK_GE(precision
, 0);
3122 DCHECK_LT(precision
, NumTexCoordPrecisions
);
3123 VideoYUVProgram
* program
= &video_yuv_program_
[precision
];
3124 if (!program
->initialized()) {
3125 TRACE_EVENT0("cc", "GLRenderer::videoYUVProgram::initialize");
3126 program
->Initialize(
3127 output_surface_
->context_provider(), precision
, SamplerType2D
);
3132 const GLRenderer::VideoYUVAProgram
* GLRenderer::GetVideoYUVAProgram(
3133 TexCoordPrecision precision
) {
3134 DCHECK_GE(precision
, 0);
3135 DCHECK_LT(precision
, NumTexCoordPrecisions
);
3136 VideoYUVAProgram
* program
= &video_yuva_program_
[precision
];
3137 if (!program
->initialized()) {
3138 TRACE_EVENT0("cc", "GLRenderer::videoYUVAProgram::initialize");
3139 program
->Initialize(
3140 output_surface_
->context_provider(), precision
, SamplerType2D
);
3145 const GLRenderer::VideoStreamTextureProgram
*
3146 GLRenderer::GetVideoStreamTextureProgram(TexCoordPrecision precision
) {
3147 if (!Capabilities().using_egl_image
)
3149 DCHECK_GE(precision
, 0);
3150 DCHECK_LT(precision
, NumTexCoordPrecisions
);
3151 VideoStreamTextureProgram
* program
=
3152 &video_stream_texture_program_
[precision
];
3153 if (!program
->initialized()) {
3154 TRACE_EVENT0("cc", "GLRenderer::streamTextureProgram::initialize");
3155 program
->Initialize(
3156 output_surface_
->context_provider(), precision
, SamplerTypeExternalOES
);
3161 void GLRenderer::CleanupSharedObjects() {
3162 shared_geometry_
= nullptr;
3164 for (int i
= 0; i
< NumTexCoordPrecisions
; ++i
) {
3165 for (int j
= 0; j
< NumSamplerTypes
; ++j
) {
3166 tile_program_
[i
][j
].Cleanup(gl_
);
3167 tile_program_opaque_
[i
][j
].Cleanup(gl_
);
3168 tile_program_swizzle_
[i
][j
].Cleanup(gl_
);
3169 tile_program_swizzle_opaque_
[i
][j
].Cleanup(gl_
);
3170 tile_program_aa_
[i
][j
].Cleanup(gl_
);
3171 tile_program_swizzle_aa_
[i
][j
].Cleanup(gl_
);
3173 for (int k
= 0; k
< NumBlendModes
; k
++) {
3174 render_pass_mask_program_
[i
][j
][k
].Cleanup(gl_
);
3175 render_pass_mask_program_aa_
[i
][j
][k
].Cleanup(gl_
);
3176 render_pass_mask_color_matrix_program_aa_
[i
][j
][k
].Cleanup(gl_
);
3177 render_pass_mask_color_matrix_program_
[i
][j
][k
].Cleanup(gl_
);
3180 for (int j
= 0; j
< NumBlendModes
; j
++) {
3181 render_pass_program_
[i
][j
].Cleanup(gl_
);
3182 render_pass_program_aa_
[i
][j
].Cleanup(gl_
);
3183 render_pass_color_matrix_program_
[i
][j
].Cleanup(gl_
);
3184 render_pass_color_matrix_program_aa_
[i
][j
].Cleanup(gl_
);
3187 texture_program_
[i
].Cleanup(gl_
);
3188 nonpremultiplied_texture_program_
[i
].Cleanup(gl_
);
3189 texture_background_program_
[i
].Cleanup(gl_
);
3190 nonpremultiplied_texture_background_program_
[i
].Cleanup(gl_
);
3191 texture_io_surface_program_
[i
].Cleanup(gl_
);
3193 video_yuv_program_
[i
].Cleanup(gl_
);
3194 video_yuva_program_
[i
].Cleanup(gl_
);
3195 video_stream_texture_program_
[i
].Cleanup(gl_
);
3198 tile_checkerboard_program_
.Cleanup(gl_
);
3200 debug_border_program_
.Cleanup(gl_
);
3201 solid_color_program_
.Cleanup(gl_
);
3202 solid_color_program_aa_
.Cleanup(gl_
);
3204 if (offscreen_framebuffer_id_
)
3205 GLC(gl_
, gl_
->DeleteFramebuffers(1, &offscreen_framebuffer_id_
));
3207 if (on_demand_tile_raster_resource_id_
)
3208 resource_provider_
->DeleteResource(on_demand_tile_raster_resource_id_
);
3210 ReleaseRenderPassTextures();
3213 void GLRenderer::ReinitializeGLState() {
3214 is_scissor_enabled_
= false;
3215 scissor_rect_needs_reset_
= true;
3216 stencil_shadow_
= false;
3217 blend_shadow_
= true;
3218 program_shadow_
= 0;
3223 void GLRenderer::RestoreGLState() {
3224 // This restores the current GLRenderer state to the GL context.
3226 shared_geometry_
->PrepareForDraw();
3228 GLC(gl_
, gl_
->Disable(GL_DEPTH_TEST
));
3229 GLC(gl_
, gl_
->Disable(GL_CULL_FACE
));
3230 GLC(gl_
, gl_
->ColorMask(true, true, true, true));
3231 GLC(gl_
, gl_
->BlendFunc(GL_ONE
, GL_ONE_MINUS_SRC_ALPHA
));
3232 GLC(gl_
, gl_
->ActiveTexture(GL_TEXTURE0
));
3234 if (program_shadow_
)
3235 gl_
->UseProgram(program_shadow_
);
3237 if (stencil_shadow_
)
3238 GLC(gl_
, gl_
->Enable(GL_STENCIL_TEST
));
3240 GLC(gl_
, gl_
->Disable(GL_STENCIL_TEST
));
3243 GLC(gl_
, gl_
->Enable(GL_BLEND
));
3245 GLC(gl_
, gl_
->Disable(GL_BLEND
));
3247 if (is_scissor_enabled_
) {
3248 GLC(gl_
, gl_
->Enable(GL_SCISSOR_TEST
));
3250 gl_
->Scissor(scissor_rect_
.x(),
3252 scissor_rect_
.width(),
3253 scissor_rect_
.height()));
3255 GLC(gl_
, gl_
->Disable(GL_SCISSOR_TEST
));
3259 void GLRenderer::RestoreFramebuffer(DrawingFrame
* frame
) {
3260 UseRenderPass(frame
, frame
->current_render_pass
);
3263 bool GLRenderer::IsContextLost() {
3264 return output_surface_
->context_provider()->IsContextLost();
3267 void GLRenderer::ScheduleOverlays(DrawingFrame
* frame
) {
3268 if (!frame
->overlay_list
.size())
3271 ResourceProvider::ResourceIdArray resources
;
3272 OverlayCandidateList
& overlays
= frame
->overlay_list
;
3273 OverlayCandidateList::iterator it
;
3274 for (it
= overlays
.begin(); it
!= overlays
.end(); ++it
) {
3275 const OverlayCandidate
& overlay
= *it
;
3276 // Skip primary plane.
3277 if (overlay
.plane_z_order
== 0)
3280 pending_overlay_resources_
.push_back(
3281 make_scoped_ptr(new ResourceProvider::ScopedReadLockGL(
3282 resource_provider_
, overlay
.resource_id
)));
3284 context_support_
->ScheduleOverlayPlane(
3285 overlay
.plane_z_order
,
3287 pending_overlay_resources_
.back()->texture_id(),
3288 overlay
.display_rect
,