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 "base/strings/string_split.h"
16 #include "base/strings/string_util.h"
17 #include "base/strings/stringprintf.h"
18 #include "build/build_config.h"
19 #include "cc/base/math_util.h"
20 #include "cc/layers/video_layer_impl.h"
21 #include "cc/output/compositor_frame.h"
22 #include "cc/output/compositor_frame_metadata.h"
23 #include "cc/output/context_provider.h"
24 #include "cc/output/copy_output_request.h"
25 #include "cc/output/geometry_binding.h"
26 #include "cc/output/gl_frame_data.h"
27 #include "cc/output/output_surface.h"
28 #include "cc/output/render_surface_filters.h"
29 #include "cc/quads/picture_draw_quad.h"
30 #include "cc/quads/render_pass.h"
31 #include "cc/quads/stream_video_draw_quad.h"
32 #include "cc/quads/texture_draw_quad.h"
33 #include "cc/resources/layer_quad.h"
34 #include "cc/resources/scoped_resource.h"
35 #include "cc/resources/texture_mailbox_deleter.h"
36 #include "cc/trees/damage_tracker.h"
37 #include "cc/trees/proxy.h"
38 #include "cc/trees/single_thread_proxy.h"
39 #include "gpu/GLES2/gl2extchromium.h"
40 #include "gpu/command_buffer/client/context_support.h"
41 #include "gpu/command_buffer/client/gles2_interface.h"
42 #include "gpu/command_buffer/common/gpu_memory_allocation.h"
43 #include "third_party/khronos/GLES2/gl2.h"
44 #include "third_party/khronos/GLES2/gl2ext.h"
45 #include "third_party/skia/include/core/SkBitmap.h"
46 #include "third_party/skia/include/core/SkColor.h"
47 #include "third_party/skia/include/core/SkColorFilter.h"
48 #include "third_party/skia/include/core/SkSurface.h"
49 #include "third_party/skia/include/gpu/GrContext.h"
50 #include "third_party/skia/include/gpu/GrTexture.h"
51 #include "third_party/skia/include/gpu/SkGpuDevice.h"
52 #include "third_party/skia/include/gpu/SkGrTexturePixelRef.h"
53 #include "third_party/skia/include/gpu/gl/GrGLInterface.h"
54 #include "ui/gfx/quad_f.h"
55 #include "ui/gfx/rect_conversions.h"
57 using gpu::gles2::GLES2Interface
;
63 // TODO(epenner): This should probably be moved to output surface.
65 // This implements a simple fence based on client side swaps.
66 // This is to isolate the ResourceProvider from 'frames' which
67 // it shouldn't need to care about, while still allowing us to
68 // enforce good texture recycling behavior strictly throughout
69 // the compositor (don't recycle a texture while it's in use).
70 class SimpleSwapFence
: public ResourceProvider::Fence
{
72 SimpleSwapFence() : has_passed_(false) {}
73 virtual bool HasPassed() OVERRIDE
{ return has_passed_
; }
74 void SetHasPassed() { has_passed_
= true; }
77 virtual ~SimpleSwapFence() {}
81 bool NeedsIOSurfaceReadbackWorkaround() {
82 #if defined(OS_MACOSX)
83 // This isn't strictly required in DumpRenderTree-mode when Mesa is used,
84 // but it doesn't seem to hurt.
91 Float4
UVTransform(const TextureDrawQuad
* quad
) {
92 gfx::PointF uv0
= quad
->uv_top_left
;
93 gfx::PointF uv1
= quad
->uv_bottom_right
;
94 Float4 xform
= {{uv0
.x(), uv0
.y(), uv1
.x() - uv0
.x(), uv1
.y() - uv0
.y()}};
96 xform
.data
[1] = 1.0f
- xform
.data
[1];
97 xform
.data
[3] = -xform
.data
[3];
102 Float4
PremultipliedColor(SkColor color
) {
103 const float factor
= 1.0f
/ 255.0f
;
104 const float alpha
= SkColorGetA(color
) * factor
;
107 {SkColorGetR(color
) * factor
* alpha
, SkColorGetG(color
) * factor
* alpha
,
108 SkColorGetB(color
) * factor
* alpha
, alpha
}};
112 SamplerType
SamplerTypeFromTextureTarget(GLenum target
) {
115 return SamplerType2D
;
116 case GL_TEXTURE_RECTANGLE_ARB
:
117 return SamplerType2DRect
;
118 case GL_TEXTURE_EXTERNAL_OES
:
119 return SamplerTypeExternalOES
;
122 return SamplerType2D
;
126 // Smallest unit that impact anti-aliasing output. We use this to
127 // determine when anti-aliasing is unnecessary.
128 const float kAntiAliasingEpsilon
= 1.0f
/ 1024.0f
;
130 } // anonymous namespace
132 struct GLRenderer::PendingAsyncReadPixels
{
133 PendingAsyncReadPixels() : buffer(0) {}
135 scoped_ptr
<CopyOutputRequest
> copy_request
;
136 base::CancelableClosure finished_read_pixels_callback
;
140 DISALLOW_COPY_AND_ASSIGN(PendingAsyncReadPixels
);
143 scoped_ptr
<GLRenderer
> GLRenderer::Create(
144 RendererClient
* client
,
145 const LayerTreeSettings
* settings
,
146 OutputSurface
* output_surface
,
147 ResourceProvider
* resource_provider
,
148 TextureMailboxDeleter
* texture_mailbox_deleter
,
149 int highp_threshold_min
) {
150 return make_scoped_ptr(new GLRenderer(client
,
154 texture_mailbox_deleter
,
155 highp_threshold_min
));
158 GLRenderer::GLRenderer(RendererClient
* client
,
159 const LayerTreeSettings
* settings
,
160 OutputSurface
* output_surface
,
161 ResourceProvider
* resource_provider
,
162 TextureMailboxDeleter
* texture_mailbox_deleter
,
163 int highp_threshold_min
)
164 : DirectRenderer(client
, settings
, output_surface
, resource_provider
),
165 offscreen_framebuffer_id_(0),
166 shared_geometry_quad_(gfx::RectF(-0.5f
, -0.5f
, 1.0f
, 1.0f
)),
167 gl_(output_surface
->context_provider()->ContextGL()),
168 context_support_(output_surface
->context_provider()->ContextSupport()),
169 texture_mailbox_deleter_(texture_mailbox_deleter
),
170 is_backbuffer_discarded_(false),
172 is_scissor_enabled_(false),
173 scissor_rect_needs_reset_(true),
174 stencil_shadow_(false),
175 blend_shadow_(false),
176 highp_threshold_min_(highp_threshold_min
),
177 highp_threshold_cache_(0),
178 on_demand_tile_raster_resource_id_(0) {
180 DCHECK(context_support_
);
182 ContextProvider::Capabilities context_caps
=
183 output_surface_
->context_provider()->ContextCapabilities();
185 capabilities_
.using_partial_swap
=
186 settings_
->partial_swap_enabled
&& context_caps
.gpu
.post_sub_buffer
;
188 DCHECK(!context_caps
.gpu
.iosurface
|| context_caps
.gpu
.texture_rectangle
);
190 capabilities_
.using_egl_image
= context_caps
.gpu
.egl_image_external
;
192 capabilities_
.max_texture_size
= resource_provider_
->max_texture_size();
193 capabilities_
.best_texture_format
= resource_provider_
->best_texture_format();
195 // The updater can access textures while the GLRenderer is using them.
196 capabilities_
.allow_partial_texture_updates
= true;
198 // Check for texture fast paths. Currently we always use MO8 textures,
199 // so we only need to avoid POT textures if we have an NPOT fast-path.
200 capabilities_
.avoid_pow2_textures
= context_caps
.gpu
.fast_npot_mo8_textures
;
202 capabilities_
.using_offscreen_context3d
= true;
204 capabilities_
.using_map_image
=
205 settings_
->use_map_image
&& context_caps
.gpu
.map_image
;
207 capabilities_
.using_discard_framebuffer
=
208 context_caps
.gpu
.discard_framebuffer
;
210 InitializeSharedObjects();
213 GLRenderer::~GLRenderer() {
214 while (!pending_async_read_pixels_
.empty()) {
215 PendingAsyncReadPixels
* pending_read
= pending_async_read_pixels_
.back();
216 pending_read
->finished_read_pixels_callback
.Cancel();
217 pending_async_read_pixels_
.pop_back();
220 CleanupSharedObjects();
223 const RendererCapabilitiesImpl
& GLRenderer::Capabilities() const {
224 return capabilities_
;
227 void GLRenderer::DebugGLCall(GLES2Interface
* gl
,
231 GLuint error
= gl
->GetError();
232 if (error
!= GL_NO_ERROR
)
233 LOG(ERROR
) << "GL command failed: File: " << file
<< "\n\tLine " << line
234 << "\n\tcommand: " << command
<< ", error "
235 << static_cast<int>(error
) << "\n";
238 void GLRenderer::SetVisible(bool visible
) {
239 if (visible_
== visible
)
243 EnforceMemoryPolicy();
245 context_support_
->SetSurfaceVisible(visible
);
248 void GLRenderer::SendManagedMemoryStats(size_t bytes_visible
,
249 size_t bytes_visible_and_nearby
,
250 size_t bytes_allocated
) {
251 gpu::ManagedMemoryStats stats
;
252 stats
.bytes_required
= bytes_visible
;
253 stats
.bytes_nice_to_have
= bytes_visible_and_nearby
;
254 stats
.bytes_allocated
= bytes_allocated
;
255 stats
.backbuffer_requested
= !is_backbuffer_discarded_
;
256 context_support_
->SendManagedMemoryStats(stats
);
259 void GLRenderer::ReleaseRenderPassTextures() { render_pass_textures_
.clear(); }
261 void GLRenderer::DiscardPixels(bool has_external_stencil_test
,
262 bool draw_rect_covers_full_surface
) {
263 if (has_external_stencil_test
|| !draw_rect_covers_full_surface
||
264 !capabilities_
.using_discard_framebuffer
)
266 bool using_default_framebuffer
=
267 !current_framebuffer_lock_
&&
268 output_surface_
->capabilities().uses_default_gl_framebuffer
;
269 GLenum attachments
[] = {static_cast<GLenum
>(
270 using_default_framebuffer
? GL_COLOR_EXT
: GL_COLOR_ATTACHMENT0_EXT
)};
271 gl_
->DiscardFramebufferEXT(
272 GL_FRAMEBUFFER
, arraysize(attachments
), attachments
);
275 void GLRenderer::ClearFramebuffer(DrawingFrame
* frame
,
276 bool has_external_stencil_test
) {
277 // It's unsafe to clear when we have a stencil test because glClear ignores
279 if (has_external_stencil_test
) {
280 DCHECK(!frame
->current_render_pass
->has_transparent_background
);
284 // On DEBUG builds, opaque render passes are cleared to blue to easily see
285 // regions that were not drawn on the screen.
286 if (frame
->current_render_pass
->has_transparent_background
)
287 GLC(gl_
, gl_
->ClearColor(0, 0, 0, 0));
289 GLC(gl_
, gl_
->ClearColor(0, 0, 1, 1));
291 bool always_clear
= false;
295 if (always_clear
|| frame
->current_render_pass
->has_transparent_background
) {
296 GLbitfield clear_bits
= GL_COLOR_BUFFER_BIT
;
298 clear_bits
|= GL_STENCIL_BUFFER_BIT
;
299 gl_
->Clear(clear_bits
);
303 void GLRenderer::BeginDrawingFrame(DrawingFrame
* frame
) {
304 if (frame
->device_viewport_rect
.IsEmpty())
307 TRACE_EVENT0("cc", "GLRenderer::BeginDrawingFrame");
309 // TODO(enne): Do we need to reinitialize all of this state per frame?
310 ReinitializeGLState();
313 void GLRenderer::DoNoOp() {
314 GLC(gl_
, gl_
->BindFramebuffer(GL_FRAMEBUFFER
, 0));
315 GLC(gl_
, gl_
->Flush());
318 void GLRenderer::DoDrawQuad(DrawingFrame
* frame
, const DrawQuad
* quad
) {
319 DCHECK(quad
->rect
.Contains(quad
->visible_rect
));
320 if (quad
->material
!= DrawQuad::TEXTURE_CONTENT
) {
321 FlushTextureQuadCache();
324 switch (quad
->material
) {
325 case DrawQuad::INVALID
:
328 case DrawQuad::CHECKERBOARD
:
329 DrawCheckerboardQuad(frame
, CheckerboardDrawQuad::MaterialCast(quad
));
331 case DrawQuad::DEBUG_BORDER
:
332 DrawDebugBorderQuad(frame
, DebugBorderDrawQuad::MaterialCast(quad
));
334 case DrawQuad::IO_SURFACE_CONTENT
:
335 DrawIOSurfaceQuad(frame
, IOSurfaceDrawQuad::MaterialCast(quad
));
337 case DrawQuad::PICTURE_CONTENT
:
338 DrawPictureQuad(frame
, PictureDrawQuad::MaterialCast(quad
));
340 case DrawQuad::RENDER_PASS
:
341 DrawRenderPassQuad(frame
, RenderPassDrawQuad::MaterialCast(quad
));
343 case DrawQuad::SOLID_COLOR
:
344 DrawSolidColorQuad(frame
, SolidColorDrawQuad::MaterialCast(quad
));
346 case DrawQuad::STREAM_VIDEO_CONTENT
:
347 DrawStreamVideoQuad(frame
, StreamVideoDrawQuad::MaterialCast(quad
));
349 case DrawQuad::SURFACE_CONTENT
:
350 // Surface content should be fully resolved to other quad types before
351 // reaching a direct renderer.
354 case DrawQuad::TEXTURE_CONTENT
:
355 EnqueueTextureQuad(frame
, TextureDrawQuad::MaterialCast(quad
));
357 case DrawQuad::TILED_CONTENT
:
358 DrawTileQuad(frame
, TileDrawQuad::MaterialCast(quad
));
360 case DrawQuad::YUV_VIDEO_CONTENT
:
361 DrawYUVVideoQuad(frame
, YUVVideoDrawQuad::MaterialCast(quad
));
366 void GLRenderer::DrawCheckerboardQuad(const DrawingFrame
* frame
,
367 const CheckerboardDrawQuad
* quad
) {
368 SetBlendEnabled(quad
->ShouldDrawWithBlending());
370 const TileCheckerboardProgram
* program
= GetTileCheckerboardProgram();
371 DCHECK(program
&& (program
->initialized() || IsContextLost()));
372 SetUseProgram(program
->program());
374 SkColor color
= quad
->color
;
376 gl_
->Uniform4f(program
->fragment_shader().color_location(),
377 SkColorGetR(color
) * (1.0f
/ 255.0f
),
378 SkColorGetG(color
) * (1.0f
/ 255.0f
),
379 SkColorGetB(color
) * (1.0f
/ 255.0f
),
382 const int checkerboard_width
= 16;
383 float frequency
= 1.0f
/ checkerboard_width
;
385 gfx::Rect tile_rect
= quad
->rect
;
386 float tex_offset_x
= tile_rect
.x() % checkerboard_width
;
387 float tex_offset_y
= tile_rect
.y() % checkerboard_width
;
388 float tex_scale_x
= tile_rect
.width();
389 float tex_scale_y
= tile_rect
.height();
391 gl_
->Uniform4f(program
->fragment_shader().tex_transform_location(),
398 gl_
->Uniform1f(program
->fragment_shader().frequency_location(),
401 SetShaderOpacity(quad
->opacity(),
402 program
->fragment_shader().alpha_location());
403 DrawQuadGeometry(frame
,
404 quad
->quadTransform(),
406 program
->vertex_shader().matrix_location());
409 void GLRenderer::DrawDebugBorderQuad(const DrawingFrame
* frame
,
410 const DebugBorderDrawQuad
* quad
) {
411 SetBlendEnabled(quad
->ShouldDrawWithBlending());
413 static float gl_matrix
[16];
414 const DebugBorderProgram
* program
= GetDebugBorderProgram();
415 DCHECK(program
&& (program
->initialized() || IsContextLost()));
416 SetUseProgram(program
->program());
418 // Use the full quad_rect for debug quads to not move the edges based on
420 gfx::Rect layer_rect
= quad
->rect
;
421 gfx::Transform render_matrix
= quad
->quadTransform();
422 render_matrix
.Translate(0.5f
* layer_rect
.width() + layer_rect
.x(),
423 0.5f
* layer_rect
.height() + layer_rect
.y());
424 render_matrix
.Scale(layer_rect
.width(), layer_rect
.height());
425 GLRenderer::ToGLMatrix(&gl_matrix
[0],
426 frame
->projection_matrix
* render_matrix
);
428 gl_
->UniformMatrix4fv(
429 program
->vertex_shader().matrix_location(), 1, false, &gl_matrix
[0]));
431 SkColor color
= quad
->color
;
432 float alpha
= SkColorGetA(color
) * (1.0f
/ 255.0f
);
435 gl_
->Uniform4f(program
->fragment_shader().color_location(),
436 (SkColorGetR(color
) * (1.0f
/ 255.0f
)) * alpha
,
437 (SkColorGetG(color
) * (1.0f
/ 255.0f
)) * alpha
,
438 (SkColorGetB(color
) * (1.0f
/ 255.0f
)) * alpha
,
441 GLC(gl_
, gl_
->LineWidth(quad
->width
));
443 // The indices for the line are stored in the same array as the triangle
445 GLC(gl_
, gl_
->DrawElements(GL_LINE_LOOP
, 4, GL_UNSIGNED_SHORT
, 0));
448 static SkBitmap
ApplyImageFilter(GLRenderer
* renderer
,
449 ContextProvider
* offscreen_contexts
,
451 SkImageFilter
* filter
,
452 ScopedResource
* source_texture_resource
) {
456 if (!offscreen_contexts
|| !offscreen_contexts
->GrContext())
459 ResourceProvider::ScopedWriteLockGL
lock(renderer
->resource_provider(),
460 source_texture_resource
->id());
462 // Flush the compositor context to ensure that textures there are available
463 // in the shared context. Do this after locking/creating the compositor
465 renderer
->resource_provider()->Flush();
467 // Wrap the source texture in a Ganesh platform texture.
468 GrBackendTextureDesc backend_texture_description
;
469 backend_texture_description
.fWidth
= source_texture_resource
->size().width();
470 backend_texture_description
.fHeight
=
471 source_texture_resource
->size().height();
472 backend_texture_description
.fConfig
= kSkia8888_GrPixelConfig
;
473 backend_texture_description
.fTextureHandle
= lock
.texture_id();
474 backend_texture_description
.fOrigin
= kBottomLeft_GrSurfaceOrigin
;
475 skia::RefPtr
<GrTexture
> texture
=
476 skia::AdoptRef(offscreen_contexts
->GrContext()->wrapBackendTexture(
477 backend_texture_description
));
480 source_texture_resource
->size().width(),
481 source_texture_resource
->size().height(),
482 kPMColor_SkColorType
,
485 // Place the platform texture inside an SkBitmap.
487 source
.setConfig(info
);
488 skia::RefPtr
<SkGrPixelRef
> pixel_ref
=
489 skia::AdoptRef(new SkGrPixelRef(info
, texture
.get()));
490 source
.setPixelRef(pixel_ref
.get());
492 // Create a scratch texture for backing store.
494 desc
.fFlags
= kRenderTarget_GrTextureFlagBit
| kNoStencil_GrTextureFlagBit
;
496 desc
.fWidth
= source
.width();
497 desc
.fHeight
= source
.height();
498 desc
.fConfig
= kSkia8888_GrPixelConfig
;
499 desc
.fOrigin
= kBottomLeft_GrSurfaceOrigin
;
500 GrAutoScratchTexture
scratch_texture(
501 offscreen_contexts
->GrContext(), desc
, GrContext::kExact_ScratchTexMatch
);
502 skia::RefPtr
<GrTexture
> backing_store
=
503 skia::AdoptRef(scratch_texture
.detach());
505 // Create a device and canvas using that backing store.
506 SkGpuDevice
device(offscreen_contexts
->GrContext(), backing_store
.get());
507 SkCanvas
canvas(&device
);
509 // Draw the source bitmap through the filter to the canvas.
511 paint
.setImageFilter(filter
);
512 canvas
.clear(SK_ColorTRANSPARENT
);
514 // TODO(senorblanco): in addition to the origin translation here, the canvas
515 // should also be scaled to accomodate device pixel ratio and pinch zoom. See
516 // crbug.com/281516 and crbug.com/281518.
517 canvas
.translate(SkIntToScalar(-origin
.x()), SkIntToScalar(-origin
.y()));
518 canvas
.drawSprite(source
, 0, 0, &paint
);
520 // Flush skia context so that all the rendered stuff appears on the
522 offscreen_contexts
->GrContext()->flush();
524 // Flush the GL context so rendering results from this context are
525 // visible in the compositor's context.
526 offscreen_contexts
->ContextGL()->Flush();
528 return device
.accessBitmap(false);
531 static SkBitmap
ApplyBlendModeWithBackdrop(
532 GLRenderer
* renderer
,
533 ContextProvider
* offscreen_contexts
,
534 SkBitmap source_bitmap_with_filters
,
535 ScopedResource
* source_texture_resource
,
536 ScopedResource
* background_texture_resource
,
537 SkXfermode::Mode blend_mode
) {
538 if (!offscreen_contexts
|| !offscreen_contexts
->GrContext())
539 return source_bitmap_with_filters
;
541 DCHECK(background_texture_resource
);
542 DCHECK(source_texture_resource
);
544 gfx::Size source_size
= source_texture_resource
->size();
545 gfx::Size background_size
= background_texture_resource
->size();
547 DCHECK_LE(background_size
.width(), source_size
.width());
548 DCHECK_LE(background_size
.height(), source_size
.height());
550 int source_texture_with_filters_id
;
551 scoped_ptr
<ResourceProvider::ScopedReadLockGL
> lock
;
552 if (source_bitmap_with_filters
.getTexture()) {
553 DCHECK_EQ(source_size
.width(), source_bitmap_with_filters
.width());
554 DCHECK_EQ(source_size
.height(), source_bitmap_with_filters
.height());
556 reinterpret_cast<GrTexture
*>(source_bitmap_with_filters
.getTexture());
557 source_texture_with_filters_id
= texture
->getTextureHandle();
559 lock
.reset(new ResourceProvider::ScopedReadLockGL(
560 renderer
->resource_provider(), source_texture_resource
->id()));
561 source_texture_with_filters_id
= lock
->texture_id();
564 ResourceProvider::ScopedReadLockGL
lock_background(
565 renderer
->resource_provider(), background_texture_resource
->id());
567 // Flush the compositor context to ensure that textures there are available
568 // in the shared context. Do this after locking/creating the compositor
570 renderer
->resource_provider()->Flush();
572 // Wrap the source texture in a Ganesh platform texture.
573 GrBackendTextureDesc backend_texture_description
;
574 backend_texture_description
.fConfig
= kSkia8888_GrPixelConfig
;
575 backend_texture_description
.fOrigin
= kBottomLeft_GrSurfaceOrigin
;
577 backend_texture_description
.fWidth
= source_size
.width();
578 backend_texture_description
.fHeight
= source_size
.height();
579 backend_texture_description
.fTextureHandle
= source_texture_with_filters_id
;
580 skia::RefPtr
<GrTexture
> source_texture
=
581 skia::AdoptRef(offscreen_contexts
->GrContext()->wrapBackendTexture(
582 backend_texture_description
));
584 backend_texture_description
.fWidth
= background_size
.width();
585 backend_texture_description
.fHeight
= background_size
.height();
586 backend_texture_description
.fTextureHandle
= lock_background
.texture_id();
587 skia::RefPtr
<GrTexture
> background_texture
=
588 skia::AdoptRef(offscreen_contexts
->GrContext()->wrapBackendTexture(
589 backend_texture_description
));
591 SkImageInfo source_info
= {
593 source_size
.height(),
594 kPMColor_SkColorType
,
597 // Place the platform texture inside an SkBitmap.
599 source
.setConfig(source_info
);
600 skia::RefPtr
<SkGrPixelRef
> source_pixel_ref
=
601 skia::AdoptRef(new SkGrPixelRef(source_info
, source_texture
.get()));
602 source
.setPixelRef(source_pixel_ref
.get());
604 SkImageInfo background_info
= {
605 background_size
.width(),
606 background_size
.height(),
607 kPMColor_SkColorType
,
612 background
.setConfig(background_info
);
613 skia::RefPtr
<SkGrPixelRef
> background_pixel_ref
=
614 skia::AdoptRef(new SkGrPixelRef(
615 background_info
, background_texture
.get()));
616 background
.setPixelRef(background_pixel_ref
.get());
618 // Create a scratch texture for backing store.
620 desc
.fFlags
= kRenderTarget_GrTextureFlagBit
| kNoStencil_GrTextureFlagBit
;
622 desc
.fWidth
= source
.width();
623 desc
.fHeight
= source
.height();
624 desc
.fConfig
= kSkia8888_GrPixelConfig
;
625 desc
.fOrigin
= kBottomLeft_GrSurfaceOrigin
;
626 GrAutoScratchTexture
scratch_texture(
627 offscreen_contexts
->GrContext(), desc
, GrContext::kExact_ScratchTexMatch
);
628 skia::RefPtr
<GrTexture
> backing_store
=
629 skia::AdoptRef(scratch_texture
.detach());
631 // Create a device and canvas using that backing store.
632 SkGpuDevice
device(offscreen_contexts
->GrContext(), backing_store
.get());
633 SkCanvas
canvas(&device
);
635 // Draw the source bitmap through the filter to the canvas.
636 canvas
.clear(SK_ColorTRANSPARENT
);
637 canvas
.drawSprite(background
, 0, 0);
639 paint
.setXfermodeMode(blend_mode
);
640 canvas
.drawSprite(source
, 0, 0, &paint
);
642 // Flush skia context so that all the rendered stuff appears on the
644 offscreen_contexts
->GrContext()->flush();
646 // Flush the GL context so rendering results from this context are
647 // visible in the compositor's context.
648 offscreen_contexts
->ContextGL()->Flush();
650 return device
.accessBitmap(false);
653 scoped_ptr
<ScopedResource
> GLRenderer::GetBackgroundWithFilters(
655 const RenderPassDrawQuad
* quad
,
656 const gfx::Transform
& contents_device_transform
,
657 const gfx::Transform
& contents_device_transform_inverse
,
658 bool* background_changed
) {
659 // This method draws a background filter, which applies a filter to any pixels
660 // behind the quad and seen through its background. The algorithm works as
662 // 1. Compute a bounding box around the pixels that will be visible through
664 // 2. Read the pixels in the bounding box into a buffer R.
665 // 3. Apply the background filter to R, so that it is applied in the pixels'
667 // 4. Apply the quad's inverse transform to map the pixels in R into the
668 // quad's content space. This implicitly clips R by the content bounds of the
669 // quad since the destination texture has bounds matching the quad's content.
670 // 5. Draw the background texture for the contents using the same transform as
671 // used to draw the contents itself. This is done without blending to replace
672 // the current background pixels with the new filtered background.
673 // 6. Draw the contents of the quad over drop of the new background with
674 // blending, as per usual. The filtered background pixels will show through
675 // any non-opaque pixels in this draws.
677 // Pixel copies in this algorithm occur at steps 2, 3, 4, and 5.
679 // TODO(danakj): When this algorithm changes, update
680 // LayerTreeHost::PrioritizeTextures() accordingly.
682 // TODO(danakj): We only allow background filters on an opaque render surface
683 // because other surfaces may contain translucent pixels, and the contents
684 // behind those translucent pixels wouldn't have the filter applied.
685 bool apply_background_filters
=
686 !frame
->current_render_pass
->has_transparent_background
;
687 DCHECK(!frame
->current_texture
);
689 // TODO(ajuma): Add support for reference filters once
690 // FilterOperations::GetOutsets supports reference filters.
691 if (apply_background_filters
&& quad
->background_filters
.HasReferenceFilter())
692 apply_background_filters
= false;
694 // TODO(danakj): Do a single readback for both the surface and replica and
695 // cache the filtered results (once filter textures are not reused).
696 gfx::Rect window_rect
= gfx::ToEnclosingRect(MathUtil::MapClippedRect(
697 contents_device_transform
, SharedGeometryQuad().BoundingBox()));
699 int top
, right
, bottom
, left
;
700 quad
->background_filters
.GetOutsets(&top
, &right
, &bottom
, &left
);
701 window_rect
.Inset(-left
, -top
, -right
, -bottom
);
703 window_rect
.Intersect(
704 MoveFromDrawToWindowSpace(frame
->current_render_pass
->output_rect
));
706 scoped_ptr
<ScopedResource
> device_background_texture
=
707 ScopedResource::Create(resource_provider_
);
708 // The TextureUsageFramebuffer hint makes ResourceProvider avoid immutable
709 // storage allocation (texStorage2DEXT) for this texture. copyTexImage2D fails
710 // when called on a texture having immutable storage.
711 device_background_texture
->Allocate(
712 window_rect
.size(), ResourceProvider::TextureUsageFramebuffer
, RGBA_8888
);
714 ResourceProvider::ScopedWriteLockGL
lock(resource_provider_
,
715 device_background_texture
->id());
716 GetFramebufferTexture(
717 lock
.texture_id(), device_background_texture
->format(), window_rect
);
720 skia::RefPtr
<SkImageFilter
> filter
= RenderSurfaceFilters::BuildImageFilter(
721 quad
->background_filters
, device_background_texture
->size());
723 SkBitmap filtered_device_background
;
724 if (apply_background_filters
) {
725 filtered_device_background
=
726 ApplyImageFilter(this,
727 frame
->offscreen_context_provider
,
730 device_background_texture
.get());
732 *background_changed
= (filtered_device_background
.getTexture() != NULL
);
734 int filtered_device_background_texture_id
= 0;
735 scoped_ptr
<ResourceProvider::ScopedReadLockGL
> lock
;
736 if (filtered_device_background
.getTexture()) {
738 reinterpret_cast<GrTexture
*>(filtered_device_background
.getTexture());
739 filtered_device_background_texture_id
= texture
->getTextureHandle();
741 lock
.reset(new ResourceProvider::ScopedReadLockGL(
742 resource_provider_
, device_background_texture
->id()));
743 filtered_device_background_texture_id
= lock
->texture_id();
746 scoped_ptr
<ScopedResource
> background_texture
=
747 ScopedResource::Create(resource_provider_
);
748 background_texture
->Allocate(
749 quad
->rect
.size(), ResourceProvider::TextureUsageFramebuffer
, RGBA_8888
);
751 const RenderPass
* target_render_pass
= frame
->current_render_pass
;
752 bool using_background_texture
=
753 UseScopedTexture(frame
, background_texture
.get(), quad
->rect
);
755 if (using_background_texture
) {
756 // Copy the readback pixels from device to the background texture for the
758 gfx::Transform device_to_framebuffer_transform
;
759 device_to_framebuffer_transform
.Translate(
760 quad
->rect
.width() * 0.5f
+ quad
->rect
.x(),
761 quad
->rect
.height() * 0.5f
+ quad
->rect
.y());
762 device_to_framebuffer_transform
.Scale(quad
->rect
.width(),
763 quad
->rect
.height());
764 device_to_framebuffer_transform
.PreconcatTransform(
765 contents_device_transform_inverse
);
768 GLC(gl_
, gl_
->ClearColor(0, 0, 1, 1));
769 gl_
->Clear(GL_COLOR_BUFFER_BIT
);
772 // The filtered_deveice_background_texture is oriented the same as the frame
773 // buffer. The transform we are copying with has a vertical flip, as well as
774 // the |device_to_framebuffer_transform|, which cancel each other out. So do
775 // not flip the contents in the shader to maintain orientation.
776 bool flip_vertically
= false;
778 CopyTextureToFramebuffer(frame
,
779 filtered_device_background_texture_id
,
781 device_to_framebuffer_transform
,
785 UseRenderPass(frame
, target_render_pass
);
787 if (!using_background_texture
)
788 return scoped_ptr
<ScopedResource
>();
789 return background_texture
.Pass();
792 void GLRenderer::DrawRenderPassQuad(DrawingFrame
* frame
,
793 const RenderPassDrawQuad
* quad
) {
794 SetBlendEnabled(quad
->ShouldDrawWithBlending());
796 ScopedResource
* contents_texture
=
797 render_pass_textures_
.get(quad
->render_pass_id
);
798 if (!contents_texture
|| !contents_texture
->id())
801 gfx::Transform quad_rect_matrix
;
802 QuadRectTransform(&quad_rect_matrix
, quad
->quadTransform(), quad
->rect
);
803 gfx::Transform contents_device_transform
=
804 frame
->window_matrix
* frame
->projection_matrix
* quad_rect_matrix
;
805 contents_device_transform
.FlattenTo2d();
807 // Can only draw surface if device matrix is invertible.
808 gfx::Transform
contents_device_transform_inverse(
809 gfx::Transform::kSkipInitialization
);
810 if (!contents_device_transform
.GetInverse(&contents_device_transform_inverse
))
813 bool need_background_texture
=
814 quad
->shared_quad_state
->blend_mode
!= SkXfermode::kSrcOver_Mode
||
815 !quad
->background_filters
.IsEmpty();
816 bool background_changed
= false;
817 scoped_ptr
<ScopedResource
> background_texture
;
818 if (need_background_texture
) {
819 // The pixels from the filtered background should completely replace the
820 // current pixel values.
821 bool disable_blending
= blend_enabled();
822 if (disable_blending
)
823 SetBlendEnabled(false);
826 GetBackgroundWithFilters(frame
,
828 contents_device_transform
,
829 contents_device_transform_inverse
,
830 &background_changed
);
832 if (disable_blending
)
833 SetBlendEnabled(true);
836 // TODO(senorblanco): Cache this value so that we don't have to do it for both
837 // the surface and its replica. Apply filters to the contents texture.
838 SkBitmap filter_bitmap
;
839 SkScalar color_matrix
[20];
840 bool use_color_matrix
= false;
841 // TODO(ajuma): Always use RenderSurfaceFilters::BuildImageFilter, not just
842 // when we have a reference filter.
843 if (!quad
->filters
.IsEmpty()) {
844 skia::RefPtr
<SkImageFilter
> filter
= RenderSurfaceFilters::BuildImageFilter(
845 quad
->filters
, contents_texture
->size());
847 skia::RefPtr
<SkColorFilter
> cf
;
850 SkColorFilter
* colorfilter_rawptr
= NULL
;
851 filter
->asColorFilter(&colorfilter_rawptr
);
852 cf
= skia::AdoptRef(colorfilter_rawptr
);
855 if (cf
&& cf
->asColorMatrix(color_matrix
) && !filter
->getInput(0)) {
856 // We have a single color matrix as a filter; apply it locally
857 // in the compositor.
858 use_color_matrix
= true;
860 filter_bitmap
= ApplyImageFilter(this,
861 frame
->offscreen_context_provider
,
869 if (quad
->shared_quad_state
->blend_mode
!= SkXfermode::kSrcOver_Mode
&&
870 background_texture
) {
872 ApplyBlendModeWithBackdrop(this,
873 frame
->offscreen_context_provider
,
876 background_texture
.get(),
877 quad
->shared_quad_state
->blend_mode
);
880 // Draw the background texture if it has some filters applied.
881 if (background_texture
&& background_changed
) {
882 DCHECK(background_texture
->size() == quad
->rect
.size());
883 ResourceProvider::ScopedReadLockGL
lock(resource_provider_
,
884 background_texture
->id());
886 // The background_texture is oriented the same as the frame buffer. The
887 // transform we are copying with has a vertical flip, so flip the contents
888 // in the shader to maintain orientation
889 bool flip_vertically
= true;
891 CopyTextureToFramebuffer(frame
,
894 quad
->quadTransform(),
898 bool clipped
= false;
899 gfx::QuadF device_quad
= MathUtil::MapQuad(
900 contents_device_transform
, SharedGeometryQuad(), &clipped
);
901 LayerQuad
device_layer_bounds(gfx::QuadF(device_quad
.BoundingBox()));
902 LayerQuad
device_layer_edges(device_quad
);
904 // Use anti-aliasing programs only when necessary.
906 !clipped
&& (!device_quad
.IsRectilinear() ||
907 !gfx::IsNearestRectWithinDistance(device_quad
.BoundingBox(),
908 kAntiAliasingEpsilon
));
910 device_layer_bounds
.InflateAntiAliasingDistance();
911 device_layer_edges
.InflateAntiAliasingDistance();
914 scoped_ptr
<ResourceProvider::ScopedReadLockGL
> mask_resource_lock
;
915 unsigned mask_texture_id
= 0;
916 if (quad
->mask_resource_id
) {
917 mask_resource_lock
.reset(new ResourceProvider::ScopedReadLockGL(
918 resource_provider_
, quad
->mask_resource_id
));
919 mask_texture_id
= mask_resource_lock
->texture_id();
922 // TODO(danakj): use the background_texture and blend the background in with
923 // this draw instead of having a separate copy of the background texture.
925 scoped_ptr
<ResourceProvider::ScopedSamplerGL
> contents_resource_lock
;
926 if (filter_bitmap
.getTexture()) {
928 reinterpret_cast<GrTexture
*>(filter_bitmap
.getTexture());
929 DCHECK_EQ(GL_TEXTURE0
, ResourceProvider::GetActiveTextureUnit(gl_
));
930 gl_
->BindTexture(GL_TEXTURE_2D
, texture
->getTextureHandle());
932 contents_resource_lock
=
933 make_scoped_ptr(new ResourceProvider::ScopedSamplerGL(
934 resource_provider_
, contents_texture
->id(), GL_LINEAR
));
935 DCHECK_EQ(static_cast<GLenum
>(GL_TEXTURE_2D
),
936 contents_resource_lock
->target());
939 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
941 &highp_threshold_cache_
,
942 highp_threshold_min_
,
943 quad
->shared_quad_state
->visible_content_rect
.bottom_right());
945 int shader_quad_location
= -1;
946 int shader_edge_location
= -1;
947 int shader_viewport_location
= -1;
948 int shader_mask_sampler_location
= -1;
949 int shader_mask_tex_coord_scale_location
= -1;
950 int shader_mask_tex_coord_offset_location
= -1;
951 int shader_matrix_location
= -1;
952 int shader_alpha_location
= -1;
953 int shader_color_matrix_location
= -1;
954 int shader_color_offset_location
= -1;
955 int shader_tex_transform_location
= -1;
957 if (use_aa
&& mask_texture_id
&& !use_color_matrix
) {
958 const RenderPassMaskProgramAA
* program
=
959 GetRenderPassMaskProgramAA(tex_coord_precision
);
960 SetUseProgram(program
->program());
961 GLC(gl_
, gl_
->Uniform1i(program
->fragment_shader().sampler_location(), 0));
963 shader_quad_location
= program
->vertex_shader().quad_location();
964 shader_edge_location
= program
->vertex_shader().edge_location();
965 shader_viewport_location
= program
->vertex_shader().viewport_location();
966 shader_mask_sampler_location
=
967 program
->fragment_shader().mask_sampler_location();
968 shader_mask_tex_coord_scale_location
=
969 program
->fragment_shader().mask_tex_coord_scale_location();
970 shader_mask_tex_coord_offset_location
=
971 program
->fragment_shader().mask_tex_coord_offset_location();
972 shader_matrix_location
= program
->vertex_shader().matrix_location();
973 shader_alpha_location
= program
->fragment_shader().alpha_location();
974 shader_tex_transform_location
=
975 program
->vertex_shader().tex_transform_location();
976 } else if (!use_aa
&& mask_texture_id
&& !use_color_matrix
) {
977 const RenderPassMaskProgram
* program
=
978 GetRenderPassMaskProgram(tex_coord_precision
);
979 SetUseProgram(program
->program());
980 GLC(gl_
, gl_
->Uniform1i(program
->fragment_shader().sampler_location(), 0));
982 shader_mask_sampler_location
=
983 program
->fragment_shader().mask_sampler_location();
984 shader_mask_tex_coord_scale_location
=
985 program
->fragment_shader().mask_tex_coord_scale_location();
986 shader_mask_tex_coord_offset_location
=
987 program
->fragment_shader().mask_tex_coord_offset_location();
988 shader_matrix_location
= program
->vertex_shader().matrix_location();
989 shader_alpha_location
= program
->fragment_shader().alpha_location();
990 shader_tex_transform_location
=
991 program
->vertex_shader().tex_transform_location();
992 } else if (use_aa
&& !mask_texture_id
&& !use_color_matrix
) {
993 const RenderPassProgramAA
* program
=
994 GetRenderPassProgramAA(tex_coord_precision
);
995 SetUseProgram(program
->program());
996 GLC(gl_
, gl_
->Uniform1i(program
->fragment_shader().sampler_location(), 0));
998 shader_quad_location
= program
->vertex_shader().quad_location();
999 shader_edge_location
= program
->vertex_shader().edge_location();
1000 shader_viewport_location
= program
->vertex_shader().viewport_location();
1001 shader_matrix_location
= program
->vertex_shader().matrix_location();
1002 shader_alpha_location
= program
->fragment_shader().alpha_location();
1003 shader_tex_transform_location
=
1004 program
->vertex_shader().tex_transform_location();
1005 } else if (use_aa
&& mask_texture_id
&& use_color_matrix
) {
1006 const RenderPassMaskColorMatrixProgramAA
* program
=
1007 GetRenderPassMaskColorMatrixProgramAA(tex_coord_precision
);
1008 SetUseProgram(program
->program());
1009 GLC(gl_
, gl_
->Uniform1i(program
->fragment_shader().sampler_location(), 0));
1011 shader_matrix_location
= program
->vertex_shader().matrix_location();
1012 shader_quad_location
= program
->vertex_shader().quad_location();
1013 shader_tex_transform_location
=
1014 program
->vertex_shader().tex_transform_location();
1015 shader_edge_location
= program
->vertex_shader().edge_location();
1016 shader_viewport_location
= program
->vertex_shader().viewport_location();
1017 shader_alpha_location
= program
->fragment_shader().alpha_location();
1018 shader_mask_sampler_location
=
1019 program
->fragment_shader().mask_sampler_location();
1020 shader_mask_tex_coord_scale_location
=
1021 program
->fragment_shader().mask_tex_coord_scale_location();
1022 shader_mask_tex_coord_offset_location
=
1023 program
->fragment_shader().mask_tex_coord_offset_location();
1024 shader_color_matrix_location
=
1025 program
->fragment_shader().color_matrix_location();
1026 shader_color_offset_location
=
1027 program
->fragment_shader().color_offset_location();
1028 } else if (use_aa
&& !mask_texture_id
&& use_color_matrix
) {
1029 const RenderPassColorMatrixProgramAA
* program
=
1030 GetRenderPassColorMatrixProgramAA(tex_coord_precision
);
1031 SetUseProgram(program
->program());
1032 GLC(gl_
, gl_
->Uniform1i(program
->fragment_shader().sampler_location(), 0));
1034 shader_matrix_location
= program
->vertex_shader().matrix_location();
1035 shader_quad_location
= program
->vertex_shader().quad_location();
1036 shader_tex_transform_location
=
1037 program
->vertex_shader().tex_transform_location();
1038 shader_edge_location
= program
->vertex_shader().edge_location();
1039 shader_viewport_location
= program
->vertex_shader().viewport_location();
1040 shader_alpha_location
= program
->fragment_shader().alpha_location();
1041 shader_color_matrix_location
=
1042 program
->fragment_shader().color_matrix_location();
1043 shader_color_offset_location
=
1044 program
->fragment_shader().color_offset_location();
1045 } else if (!use_aa
&& mask_texture_id
&& use_color_matrix
) {
1046 const RenderPassMaskColorMatrixProgram
* program
=
1047 GetRenderPassMaskColorMatrixProgram(tex_coord_precision
);
1048 SetUseProgram(program
->program());
1049 GLC(gl_
, gl_
->Uniform1i(program
->fragment_shader().sampler_location(), 0));
1051 shader_matrix_location
= program
->vertex_shader().matrix_location();
1052 shader_tex_transform_location
=
1053 program
->vertex_shader().tex_transform_location();
1054 shader_mask_sampler_location
=
1055 program
->fragment_shader().mask_sampler_location();
1056 shader_mask_tex_coord_scale_location
=
1057 program
->fragment_shader().mask_tex_coord_scale_location();
1058 shader_mask_tex_coord_offset_location
=
1059 program
->fragment_shader().mask_tex_coord_offset_location();
1060 shader_alpha_location
= program
->fragment_shader().alpha_location();
1061 shader_color_matrix_location
=
1062 program
->fragment_shader().color_matrix_location();
1063 shader_color_offset_location
=
1064 program
->fragment_shader().color_offset_location();
1065 } else if (!use_aa
&& !mask_texture_id
&& use_color_matrix
) {
1066 const RenderPassColorMatrixProgram
* program
=
1067 GetRenderPassColorMatrixProgram(tex_coord_precision
);
1068 SetUseProgram(program
->program());
1069 GLC(gl_
, gl_
->Uniform1i(program
->fragment_shader().sampler_location(), 0));
1071 shader_matrix_location
= program
->vertex_shader().matrix_location();
1072 shader_tex_transform_location
=
1073 program
->vertex_shader().tex_transform_location();
1074 shader_alpha_location
= program
->fragment_shader().alpha_location();
1075 shader_color_matrix_location
=
1076 program
->fragment_shader().color_matrix_location();
1077 shader_color_offset_location
=
1078 program
->fragment_shader().color_offset_location();
1080 const RenderPassProgram
* program
=
1081 GetRenderPassProgram(tex_coord_precision
);
1082 SetUseProgram(program
->program());
1083 GLC(gl_
, gl_
->Uniform1i(program
->fragment_shader().sampler_location(), 0));
1085 shader_matrix_location
= program
->vertex_shader().matrix_location();
1086 shader_alpha_location
= program
->fragment_shader().alpha_location();
1087 shader_tex_transform_location
=
1088 program
->vertex_shader().tex_transform_location();
1091 quad
->rect
.width() / static_cast<float>(contents_texture
->size().width());
1092 float tex_scale_y
= quad
->rect
.height() /
1093 static_cast<float>(contents_texture
->size().height());
1094 DCHECK_LE(tex_scale_x
, 1.0f
);
1095 DCHECK_LE(tex_scale_y
, 1.0f
);
1097 DCHECK(shader_tex_transform_location
!= -1 || IsContextLost());
1098 // Flip the content vertically in the shader, as the RenderPass input
1099 // texture is already oriented the same way as the framebuffer, but the
1100 // projection transform does a flip.
1102 gl_
->Uniform4f(shader_tex_transform_location
,
1108 scoped_ptr
<ResourceProvider::ScopedSamplerGL
> shader_mask_sampler_lock
;
1109 if (shader_mask_sampler_location
!= -1) {
1110 DCHECK_NE(shader_mask_tex_coord_scale_location
, 1);
1111 DCHECK_NE(shader_mask_tex_coord_offset_location
, 1);
1112 GLC(gl_
, gl_
->Uniform1i(shader_mask_sampler_location
, 1));
1114 float mask_tex_scale_x
= quad
->mask_uv_rect
.width() / tex_scale_x
;
1115 float mask_tex_scale_y
= quad
->mask_uv_rect
.height() / tex_scale_y
;
1117 // Mask textures are oriented vertically flipped relative to the framebuffer
1118 // and the RenderPass contents texture, so we flip the tex coords from the
1119 // RenderPass texture to find the mask texture coords.
1121 gl_
->Uniform2f(shader_mask_tex_coord_offset_location
,
1122 quad
->mask_uv_rect
.x(),
1123 quad
->mask_uv_rect
.y() + quad
->mask_uv_rect
.height()));
1125 gl_
->Uniform2f(shader_mask_tex_coord_scale_location
,
1127 -mask_tex_scale_y
));
1128 shader_mask_sampler_lock
= make_scoped_ptr(
1129 new ResourceProvider::ScopedSamplerGL(resource_provider_
,
1130 quad
->mask_resource_id
,
1133 DCHECK_EQ(static_cast<GLenum
>(GL_TEXTURE_2D
),
1134 shader_mask_sampler_lock
->target());
1137 if (shader_edge_location
!= -1) {
1139 device_layer_edges
.ToFloatArray(edge
);
1140 device_layer_bounds
.ToFloatArray(&edge
[12]);
1141 GLC(gl_
, gl_
->Uniform3fv(shader_edge_location
, 8, edge
));
1144 if (shader_viewport_location
!= -1) {
1145 float viewport
[4] = {static_cast<float>(viewport_
.x()),
1146 static_cast<float>(viewport_
.y()),
1147 static_cast<float>(viewport_
.width()),
1148 static_cast<float>(viewport_
.height()), };
1149 GLC(gl_
, gl_
->Uniform4fv(shader_viewport_location
, 1, viewport
));
1152 if (shader_color_matrix_location
!= -1) {
1154 for (int i
= 0; i
< 4; ++i
) {
1155 for (int j
= 0; j
< 4; ++j
)
1156 matrix
[i
* 4 + j
] = SkScalarToFloat(color_matrix
[j
* 5 + i
]);
1159 gl_
->UniformMatrix4fv(shader_color_matrix_location
, 1, false, matrix
));
1161 static const float kScale
= 1.0f
/ 255.0f
;
1162 if (shader_color_offset_location
!= -1) {
1164 for (int i
= 0; i
< 4; ++i
)
1165 offset
[i
] = SkScalarToFloat(color_matrix
[i
* 5 + 4]) * kScale
;
1167 GLC(gl_
, gl_
->Uniform4fv(shader_color_offset_location
, 1, offset
));
1170 // Map device space quad to surface space. contents_device_transform has no 3d
1171 // component since it was flattened, so we don't need to project.
1172 gfx::QuadF surface_quad
= MathUtil::MapQuad(contents_device_transform_inverse
,
1173 device_layer_edges
.ToQuadF(),
1176 SetShaderOpacity(quad
->opacity(), shader_alpha_location
);
1177 SetShaderQuadF(surface_quad
, shader_quad_location
);
1179 frame
, quad
->quadTransform(), quad
->rect
, shader_matrix_location
);
1181 // Flush the compositor context before the filter bitmap goes out of
1182 // scope, so the draw gets processed before the filter texture gets deleted.
1183 if (filter_bitmap
.getTexture())
1184 GLC(gl_
, gl_
->Flush());
1187 struct SolidColorProgramUniforms
{
1189 unsigned matrix_location
;
1190 unsigned viewport_location
;
1191 unsigned quad_location
;
1192 unsigned edge_location
;
1193 unsigned color_location
;
1197 static void SolidColorUniformLocation(T program
,
1198 SolidColorProgramUniforms
* uniforms
) {
1199 uniforms
->program
= program
->program();
1200 uniforms
->matrix_location
= program
->vertex_shader().matrix_location();
1201 uniforms
->viewport_location
= program
->vertex_shader().viewport_location();
1202 uniforms
->quad_location
= program
->vertex_shader().quad_location();
1203 uniforms
->edge_location
= program
->vertex_shader().edge_location();
1204 uniforms
->color_location
= program
->fragment_shader().color_location();
1208 bool GLRenderer::SetupQuadForAntialiasing(
1209 const gfx::Transform
& device_transform
,
1210 const DrawQuad
* quad
,
1211 gfx::QuadF
* local_quad
,
1213 gfx::Rect tile_rect
= quad
->visible_rect
;
1215 bool clipped
= false;
1216 gfx::QuadF device_layer_quad
= MathUtil::MapQuad(
1217 device_transform
, gfx::QuadF(quad
->visibleContentRect()), &clipped
);
1219 bool is_axis_aligned_in_target
= device_layer_quad
.IsRectilinear();
1220 bool is_nearest_rect_within_epsilon
=
1221 is_axis_aligned_in_target
&&
1222 gfx::IsNearestRectWithinDistance(device_layer_quad
.BoundingBox(),
1223 kAntiAliasingEpsilon
);
1224 // AAing clipped quads is not supported by the code yet.
1225 bool use_aa
= !clipped
&& !is_nearest_rect_within_epsilon
&& quad
->IsEdge();
1229 LayerQuad
device_layer_bounds(gfx::QuadF(device_layer_quad
.BoundingBox()));
1230 device_layer_bounds
.InflateAntiAliasingDistance();
1232 LayerQuad
device_layer_edges(device_layer_quad
);
1233 device_layer_edges
.InflateAntiAliasingDistance();
1235 device_layer_edges
.ToFloatArray(edge
);
1236 device_layer_bounds
.ToFloatArray(&edge
[12]);
1238 gfx::PointF bottom_right
= tile_rect
.bottom_right();
1239 gfx::PointF bottom_left
= tile_rect
.bottom_left();
1240 gfx::PointF top_left
= tile_rect
.origin();
1241 gfx::PointF top_right
= tile_rect
.top_right();
1243 // Map points to device space.
1244 bottom_right
= MathUtil::MapPoint(device_transform
, bottom_right
, &clipped
);
1246 bottom_left
= MathUtil::MapPoint(device_transform
, bottom_left
, &clipped
);
1248 top_left
= MathUtil::MapPoint(device_transform
, top_left
, &clipped
);
1250 top_right
= MathUtil::MapPoint(device_transform
, top_right
, &clipped
);
1253 LayerQuad::Edge
bottom_edge(bottom_right
, bottom_left
);
1254 LayerQuad::Edge
left_edge(bottom_left
, top_left
);
1255 LayerQuad::Edge
top_edge(top_left
, top_right
);
1256 LayerQuad::Edge
right_edge(top_right
, bottom_right
);
1258 // Only apply anti-aliasing to edges not clipped by culling or scissoring.
1259 if (quad
->IsTopEdge() && tile_rect
.y() == quad
->rect
.y())
1260 top_edge
= device_layer_edges
.top();
1261 if (quad
->IsLeftEdge() && tile_rect
.x() == quad
->rect
.x())
1262 left_edge
= device_layer_edges
.left();
1263 if (quad
->IsRightEdge() && tile_rect
.right() == quad
->rect
.right())
1264 right_edge
= device_layer_edges
.right();
1265 if (quad
->IsBottomEdge() && tile_rect
.bottom() == quad
->rect
.bottom())
1266 bottom_edge
= device_layer_edges
.bottom();
1268 float sign
= gfx::QuadF(tile_rect
).IsCounterClockwise() ? -1 : 1;
1269 bottom_edge
.scale(sign
);
1270 left_edge
.scale(sign
);
1271 top_edge
.scale(sign
);
1272 right_edge
.scale(sign
);
1274 // Create device space quad.
1275 LayerQuad
device_quad(left_edge
, top_edge
, right_edge
, bottom_edge
);
1277 // Map device space quad to local space. device_transform has no 3d
1278 // component since it was flattened, so we don't need to project. We should
1279 // have already checked that the transform was uninvertible above.
1280 gfx::Transform
inverse_device_transform(gfx::Transform::kSkipInitialization
);
1281 bool did_invert
= device_transform
.GetInverse(&inverse_device_transform
);
1283 *local_quad
= MathUtil::MapQuad(
1284 inverse_device_transform
, device_quad
.ToQuadF(), &clipped
);
1285 // We should not DCHECK(!clipped) here, because anti-aliasing inflation may
1286 // cause device_quad to become clipped. To our knowledge this scenario does
1287 // not need to be handled differently than the unclipped case.
1292 void GLRenderer::DrawSolidColorQuad(const DrawingFrame
* frame
,
1293 const SolidColorDrawQuad
* quad
) {
1294 gfx::Rect tile_rect
= quad
->visible_rect
;
1296 SkColor color
= quad
->color
;
1297 float opacity
= quad
->opacity();
1298 float alpha
= (SkColorGetA(color
) * (1.0f
/ 255.0f
)) * opacity
;
1300 // Early out if alpha is small enough that quad doesn't contribute to output.
1301 if (alpha
< std::numeric_limits
<float>::epsilon() &&
1302 quad
->ShouldDrawWithBlending())
1305 gfx::Transform device_transform
=
1306 frame
->window_matrix
* frame
->projection_matrix
* quad
->quadTransform();
1307 device_transform
.FlattenTo2d();
1308 if (!device_transform
.IsInvertible())
1311 gfx::QuadF local_quad
= gfx::QuadF(gfx::RectF(tile_rect
));
1314 settings_
->allow_antialiasing
&& !quad
->force_anti_aliasing_off
&&
1315 SetupQuadForAntialiasing(device_transform
, quad
, &local_quad
, edge
);
1317 SolidColorProgramUniforms uniforms
;
1319 SolidColorUniformLocation(GetSolidColorProgramAA(), &uniforms
);
1321 SolidColorUniformLocation(GetSolidColorProgram(), &uniforms
);
1322 SetUseProgram(uniforms
.program
);
1325 gl_
->Uniform4f(uniforms
.color_location
,
1326 (SkColorGetR(color
) * (1.0f
/ 255.0f
)) * alpha
,
1327 (SkColorGetG(color
) * (1.0f
/ 255.0f
)) * alpha
,
1328 (SkColorGetB(color
) * (1.0f
/ 255.0f
)) * alpha
,
1331 float viewport
[4] = {static_cast<float>(viewport_
.x()),
1332 static_cast<float>(viewport_
.y()),
1333 static_cast<float>(viewport_
.width()),
1334 static_cast<float>(viewport_
.height()), };
1335 GLC(gl_
, gl_
->Uniform4fv(uniforms
.viewport_location
, 1, viewport
));
1336 GLC(gl_
, gl_
->Uniform3fv(uniforms
.edge_location
, 8, edge
));
1339 // Enable blending when the quad properties require it or if we decided
1340 // to use antialiasing.
1341 SetBlendEnabled(quad
->ShouldDrawWithBlending() || use_aa
);
1343 // Normalize to tile_rect.
1344 local_quad
.Scale(1.0f
/ tile_rect
.width(), 1.0f
/ tile_rect
.height());
1346 SetShaderQuadF(local_quad
, uniforms
.quad_location
);
1348 // The transform and vertex data are used to figure out the extents that the
1349 // un-antialiased quad should have and which vertex this is and the float
1350 // quad passed in via uniform is the actual geometry that gets used to draw
1351 // it. This is why this centered rect is used and not the original quad_rect.
1352 gfx::RectF
centered_rect(
1353 gfx::PointF(-0.5f
* tile_rect
.width(), -0.5f
* tile_rect
.height()),
1356 frame
, quad
->quadTransform(), centered_rect
, uniforms
.matrix_location
);
1359 struct TileProgramUniforms
{
1361 unsigned matrix_location
;
1362 unsigned viewport_location
;
1363 unsigned quad_location
;
1364 unsigned edge_location
;
1365 unsigned vertex_tex_transform_location
;
1366 unsigned sampler_location
;
1367 unsigned fragment_tex_transform_location
;
1368 unsigned alpha_location
;
1372 static void TileUniformLocation(T program
, TileProgramUniforms
* uniforms
) {
1373 uniforms
->program
= program
->program();
1374 uniforms
->matrix_location
= program
->vertex_shader().matrix_location();
1375 uniforms
->viewport_location
= program
->vertex_shader().viewport_location();
1376 uniforms
->quad_location
= program
->vertex_shader().quad_location();
1377 uniforms
->edge_location
= program
->vertex_shader().edge_location();
1378 uniforms
->vertex_tex_transform_location
=
1379 program
->vertex_shader().vertex_tex_transform_location();
1381 uniforms
->sampler_location
= program
->fragment_shader().sampler_location();
1382 uniforms
->alpha_location
= program
->fragment_shader().alpha_location();
1383 uniforms
->fragment_tex_transform_location
=
1384 program
->fragment_shader().fragment_tex_transform_location();
1387 void GLRenderer::DrawTileQuad(const DrawingFrame
* frame
,
1388 const TileDrawQuad
* quad
) {
1389 DrawContentQuad(frame
, quad
, quad
->resource_id
);
1392 void GLRenderer::DrawContentQuad(const DrawingFrame
* frame
,
1393 const ContentDrawQuadBase
* quad
,
1394 ResourceProvider::ResourceId resource_id
) {
1395 gfx::Rect tile_rect
= quad
->visible_rect
;
1397 gfx::RectF tex_coord_rect
= MathUtil::ScaleRectProportional(
1398 quad
->tex_coord_rect
, quad
->rect
, tile_rect
);
1399 float tex_to_geom_scale_x
= quad
->rect
.width() / quad
->tex_coord_rect
.width();
1400 float tex_to_geom_scale_y
=
1401 quad
->rect
.height() / quad
->tex_coord_rect
.height();
1403 gfx::RectF
clamp_geom_rect(tile_rect
);
1404 gfx::RectF
clamp_tex_rect(tex_coord_rect
);
1405 // Clamp texture coordinates to avoid sampling outside the layer
1406 // by deflating the tile region half a texel or half a texel
1407 // minus epsilon for one pixel layers. The resulting clamp region
1408 // is mapped to the unit square by the vertex shader and mapped
1409 // back to normalized texture coordinates by the fragment shader
1410 // after being clamped to 0-1 range.
1412 std::min(0.5f
, 0.5f
* clamp_tex_rect
.width() - kAntiAliasingEpsilon
);
1414 std::min(0.5f
, 0.5f
* clamp_tex_rect
.height() - kAntiAliasingEpsilon
);
1415 float geom_clamp_x
=
1416 std::min(tex_clamp_x
* tex_to_geom_scale_x
,
1417 0.5f
* clamp_geom_rect
.width() - kAntiAliasingEpsilon
);
1418 float geom_clamp_y
=
1419 std::min(tex_clamp_y
* tex_to_geom_scale_y
,
1420 0.5f
* clamp_geom_rect
.height() - kAntiAliasingEpsilon
);
1421 clamp_geom_rect
.Inset(geom_clamp_x
, geom_clamp_y
, geom_clamp_x
, geom_clamp_y
);
1422 clamp_tex_rect
.Inset(tex_clamp_x
, tex_clamp_y
, tex_clamp_x
, tex_clamp_y
);
1424 // Map clamping rectangle to unit square.
1425 float vertex_tex_translate_x
= -clamp_geom_rect
.x() / clamp_geom_rect
.width();
1426 float vertex_tex_translate_y
=
1427 -clamp_geom_rect
.y() / clamp_geom_rect
.height();
1428 float vertex_tex_scale_x
= tile_rect
.width() / clamp_geom_rect
.width();
1429 float vertex_tex_scale_y
= tile_rect
.height() / clamp_geom_rect
.height();
1431 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1432 gl_
, &highp_threshold_cache_
, highp_threshold_min_
, quad
->texture_size
);
1434 gfx::Transform device_transform
=
1435 frame
->window_matrix
* frame
->projection_matrix
* quad
->quadTransform();
1436 device_transform
.FlattenTo2d();
1437 if (!device_transform
.IsInvertible())
1440 gfx::QuadF local_quad
= gfx::QuadF(gfx::RectF(tile_rect
));
1443 settings_
->allow_antialiasing
&&
1444 SetupQuadForAntialiasing(device_transform
, quad
, &local_quad
, edge
);
1446 bool scaled
= (tex_to_geom_scale_x
!= 1.f
|| tex_to_geom_scale_y
!= 1.f
);
1447 GLenum filter
= (use_aa
|| scaled
||
1448 !quad
->quadTransform().IsIdentityOrIntegerTranslation())
1451 ResourceProvider::ScopedSamplerGL
quad_resource_lock(
1452 resource_provider_
, resource_id
, filter
);
1453 SamplerType sampler
=
1454 SamplerTypeFromTextureTarget(quad_resource_lock
.target());
1456 float fragment_tex_translate_x
= clamp_tex_rect
.x();
1457 float fragment_tex_translate_y
= clamp_tex_rect
.y();
1458 float fragment_tex_scale_x
= clamp_tex_rect
.width();
1459 float fragment_tex_scale_y
= clamp_tex_rect
.height();
1461 // Map to normalized texture coordinates.
1462 if (sampler
!= SamplerType2DRect
) {
1463 gfx::Size texture_size
= quad
->texture_size
;
1464 DCHECK(!texture_size
.IsEmpty());
1465 fragment_tex_translate_x
/= texture_size
.width();
1466 fragment_tex_translate_y
/= texture_size
.height();
1467 fragment_tex_scale_x
/= texture_size
.width();
1468 fragment_tex_scale_y
/= texture_size
.height();
1471 TileProgramUniforms uniforms
;
1473 if (quad
->swizzle_contents
) {
1474 TileUniformLocation(GetTileProgramSwizzleAA(tex_coord_precision
, sampler
),
1477 TileUniformLocation(GetTileProgramAA(tex_coord_precision
, sampler
),
1481 if (quad
->ShouldDrawWithBlending()) {
1482 if (quad
->swizzle_contents
) {
1483 TileUniformLocation(GetTileProgramSwizzle(tex_coord_precision
, sampler
),
1486 TileUniformLocation(GetTileProgram(tex_coord_precision
, sampler
),
1490 if (quad
->swizzle_contents
) {
1491 TileUniformLocation(
1492 GetTileProgramSwizzleOpaque(tex_coord_precision
, sampler
),
1495 TileUniformLocation(GetTileProgramOpaque(tex_coord_precision
, sampler
),
1501 SetUseProgram(uniforms
.program
);
1502 GLC(gl_
, gl_
->Uniform1i(uniforms
.sampler_location
, 0));
1505 float viewport
[4] = {static_cast<float>(viewport_
.x()),
1506 static_cast<float>(viewport_
.y()),
1507 static_cast<float>(viewport_
.width()),
1508 static_cast<float>(viewport_
.height()), };
1509 GLC(gl_
, gl_
->Uniform4fv(uniforms
.viewport_location
, 1, viewport
));
1510 GLC(gl_
, gl_
->Uniform3fv(uniforms
.edge_location
, 8, edge
));
1513 gl_
->Uniform4f(uniforms
.vertex_tex_transform_location
,
1514 vertex_tex_translate_x
,
1515 vertex_tex_translate_y
,
1517 vertex_tex_scale_y
));
1519 gl_
->Uniform4f(uniforms
.fragment_tex_transform_location
,
1520 fragment_tex_translate_x
,
1521 fragment_tex_translate_y
,
1522 fragment_tex_scale_x
,
1523 fragment_tex_scale_y
));
1525 // Move fragment shader transform to vertex shader. We can do this while
1526 // still producing correct results as fragment_tex_transform_location
1527 // should always be non-negative when tiles are transformed in a way
1528 // that could result in sampling outside the layer.
1529 vertex_tex_scale_x
*= fragment_tex_scale_x
;
1530 vertex_tex_scale_y
*= fragment_tex_scale_y
;
1531 vertex_tex_translate_x
*= fragment_tex_scale_x
;
1532 vertex_tex_translate_y
*= fragment_tex_scale_y
;
1533 vertex_tex_translate_x
+= fragment_tex_translate_x
;
1534 vertex_tex_translate_y
+= fragment_tex_translate_y
;
1537 gl_
->Uniform4f(uniforms
.vertex_tex_transform_location
,
1538 vertex_tex_translate_x
,
1539 vertex_tex_translate_y
,
1541 vertex_tex_scale_y
));
1544 // Enable blending when the quad properties require it or if we decided
1545 // to use antialiasing.
1546 SetBlendEnabled(quad
->ShouldDrawWithBlending() || use_aa
);
1548 // Normalize to tile_rect.
1549 local_quad
.Scale(1.0f
/ tile_rect
.width(), 1.0f
/ tile_rect
.height());
1551 SetShaderOpacity(quad
->opacity(), uniforms
.alpha_location
);
1552 SetShaderQuadF(local_quad
, uniforms
.quad_location
);
1554 // The transform and vertex data are used to figure out the extents that the
1555 // un-antialiased quad should have and which vertex this is and the float
1556 // quad passed in via uniform is the actual geometry that gets used to draw
1557 // it. This is why this centered rect is used and not the original quad_rect.
1558 gfx::RectF
centered_rect(
1559 gfx::PointF(-0.5f
* tile_rect
.width(), -0.5f
* tile_rect
.height()),
1562 frame
, quad
->quadTransform(), centered_rect
, uniforms
.matrix_location
);
1565 void GLRenderer::DrawYUVVideoQuad(const DrawingFrame
* frame
,
1566 const YUVVideoDrawQuad
* quad
) {
1567 SetBlendEnabled(quad
->ShouldDrawWithBlending());
1569 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1571 &highp_threshold_cache_
,
1572 highp_threshold_min_
,
1573 quad
->shared_quad_state
->visible_content_rect
.bottom_right());
1575 bool use_alpha_plane
= quad
->a_plane_resource_id
!= 0;
1577 ResourceProvider::ScopedSamplerGL
y_plane_lock(
1578 resource_provider_
, quad
->y_plane_resource_id
, GL_TEXTURE1
, GL_LINEAR
);
1579 DCHECK_EQ(static_cast<GLenum
>(GL_TEXTURE_2D
), y_plane_lock
.target());
1580 ResourceProvider::ScopedSamplerGL
u_plane_lock(
1581 resource_provider_
, quad
->u_plane_resource_id
, GL_TEXTURE2
, GL_LINEAR
);
1582 DCHECK_EQ(static_cast<GLenum
>(GL_TEXTURE_2D
), u_plane_lock
.target());
1583 ResourceProvider::ScopedSamplerGL
v_plane_lock(
1584 resource_provider_
, quad
->v_plane_resource_id
, GL_TEXTURE3
, GL_LINEAR
);
1585 DCHECK_EQ(static_cast<GLenum
>(GL_TEXTURE_2D
), v_plane_lock
.target());
1586 scoped_ptr
<ResourceProvider::ScopedSamplerGL
> a_plane_lock
;
1587 if (use_alpha_plane
) {
1588 a_plane_lock
.reset(new ResourceProvider::ScopedSamplerGL(
1589 resource_provider_
, quad
->a_plane_resource_id
, GL_TEXTURE4
, GL_LINEAR
));
1590 DCHECK_EQ(static_cast<GLenum
>(GL_TEXTURE_2D
), a_plane_lock
->target());
1593 int tex_scale_location
= -1;
1594 int matrix_location
= -1;
1595 int y_texture_location
= -1;
1596 int u_texture_location
= -1;
1597 int v_texture_location
= -1;
1598 int a_texture_location
= -1;
1599 int yuv_matrix_location
= -1;
1600 int yuv_adj_location
= -1;
1601 int alpha_location
= -1;
1602 if (use_alpha_plane
) {
1603 const VideoYUVAProgram
* program
= GetVideoYUVAProgram(tex_coord_precision
);
1604 DCHECK(program
&& (program
->initialized() || IsContextLost()));
1605 SetUseProgram(program
->program());
1606 tex_scale_location
= program
->vertex_shader().tex_scale_location();
1607 matrix_location
= program
->vertex_shader().matrix_location();
1608 y_texture_location
= program
->fragment_shader().y_texture_location();
1609 u_texture_location
= program
->fragment_shader().u_texture_location();
1610 v_texture_location
= program
->fragment_shader().v_texture_location();
1611 a_texture_location
= program
->fragment_shader().a_texture_location();
1612 yuv_matrix_location
= program
->fragment_shader().yuv_matrix_location();
1613 yuv_adj_location
= program
->fragment_shader().yuv_adj_location();
1614 alpha_location
= program
->fragment_shader().alpha_location();
1616 const VideoYUVProgram
* program
= GetVideoYUVProgram(tex_coord_precision
);
1617 DCHECK(program
&& (program
->initialized() || IsContextLost()));
1618 SetUseProgram(program
->program());
1619 tex_scale_location
= program
->vertex_shader().tex_scale_location();
1620 matrix_location
= program
->vertex_shader().matrix_location();
1621 y_texture_location
= program
->fragment_shader().y_texture_location();
1622 u_texture_location
= program
->fragment_shader().u_texture_location();
1623 v_texture_location
= program
->fragment_shader().v_texture_location();
1624 yuv_matrix_location
= program
->fragment_shader().yuv_matrix_location();
1625 yuv_adj_location
= program
->fragment_shader().yuv_adj_location();
1626 alpha_location
= program
->fragment_shader().alpha_location();
1630 gl_
->Uniform2f(tex_scale_location
,
1631 quad
->tex_scale
.width(),
1632 quad
->tex_scale
.height()));
1633 GLC(gl_
, gl_
->Uniform1i(y_texture_location
, 1));
1634 GLC(gl_
, gl_
->Uniform1i(u_texture_location
, 2));
1635 GLC(gl_
, gl_
->Uniform1i(v_texture_location
, 3));
1636 if (use_alpha_plane
)
1637 GLC(gl_
, gl_
->Uniform1i(a_texture_location
, 4));
1639 // These values are magic numbers that are used in the transformation from YUV
1640 // to RGB color values. They are taken from the following webpage:
1641 // http://www.fourcc.org/fccyvrgb.php
1642 float yuv_to_rgb
[9] = {1.164f
, 1.164f
, 1.164f
, 0.0f
, -.391f
,
1643 2.018f
, 1.596f
, -.813f
, 0.0f
, };
1644 GLC(gl_
, gl_
->UniformMatrix3fv(yuv_matrix_location
, 1, 0, yuv_to_rgb
));
1646 // These values map to 16, 128, and 128 respectively, and are computed
1647 // as a fraction over 256 (e.g. 16 / 256 = 0.0625).
1648 // They are used in the YUV to RGBA conversion formula:
1649 // Y - 16 : Gives 16 values of head and footroom for overshooting
1650 // U - 128 : Turns unsigned U into signed U [-128,127]
1651 // V - 128 : Turns unsigned V into signed V [-128,127]
1652 float yuv_adjust
[3] = {-0.0625f
, -0.5f
, -0.5f
, };
1653 GLC(gl_
, gl_
->Uniform3fv(yuv_adj_location
, 1, yuv_adjust
));
1655 SetShaderOpacity(quad
->opacity(), alpha_location
);
1656 DrawQuadGeometry(frame
, quad
->quadTransform(), quad
->rect
, matrix_location
);
1659 void GLRenderer::DrawStreamVideoQuad(const DrawingFrame
* frame
,
1660 const StreamVideoDrawQuad
* quad
) {
1661 SetBlendEnabled(quad
->ShouldDrawWithBlending());
1663 static float gl_matrix
[16];
1665 DCHECK(capabilities_
.using_egl_image
);
1667 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1669 &highp_threshold_cache_
,
1670 highp_threshold_min_
,
1671 quad
->shared_quad_state
->visible_content_rect
.bottom_right());
1673 const VideoStreamTextureProgram
* program
=
1674 GetVideoStreamTextureProgram(tex_coord_precision
);
1675 SetUseProgram(program
->program());
1677 ToGLMatrix(&gl_matrix
[0], quad
->matrix
);
1679 gl_
->UniformMatrix4fv(
1680 program
->vertex_shader().tex_matrix_location(), 1, false, gl_matrix
));
1682 ResourceProvider::ScopedReadLockGL
lock(resource_provider_
,
1684 DCHECK_EQ(GL_TEXTURE0
, ResourceProvider::GetActiveTextureUnit(gl_
));
1685 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_EXTERNAL_OES
, lock
.texture_id()));
1687 GLC(gl_
, gl_
->Uniform1i(program
->fragment_shader().sampler_location(), 0));
1689 SetShaderOpacity(quad
->opacity(),
1690 program
->fragment_shader().alpha_location());
1691 DrawQuadGeometry(frame
,
1692 quad
->quadTransform(),
1694 program
->vertex_shader().matrix_location());
1697 void GLRenderer::DrawPictureQuad(const DrawingFrame
* frame
,
1698 const PictureDrawQuad
* quad
) {
1699 if (on_demand_tile_raster_bitmap_
.width() != quad
->texture_size
.width() ||
1700 on_demand_tile_raster_bitmap_
.height() != quad
->texture_size
.height()) {
1701 on_demand_tile_raster_bitmap_
.setConfig(SkBitmap::kARGB_8888_Config
,
1702 quad
->texture_size
.width(),
1703 quad
->texture_size
.height());
1704 on_demand_tile_raster_bitmap_
.allocPixels();
1706 if (on_demand_tile_raster_resource_id_
)
1707 resource_provider_
->DeleteResource(on_demand_tile_raster_resource_id_
);
1709 on_demand_tile_raster_resource_id_
=
1710 resource_provider_
->CreateGLTexture(quad
->texture_size
,
1712 GL_TEXTURE_POOL_UNMANAGED_CHROMIUM
,
1714 ResourceProvider::TextureUsageAny
,
1715 quad
->texture_format
);
1718 SkBitmapDevice
device(on_demand_tile_raster_bitmap_
);
1719 SkCanvas
canvas(&device
);
1721 quad
->picture_pile
->RasterToBitmap(
1722 &canvas
, quad
->content_rect
, quad
->contents_scale
, NULL
);
1724 uint8_t* bitmap_pixels
= NULL
;
1725 SkBitmap on_demand_tile_raster_bitmap_dest
;
1726 SkBitmap::Config config
= SkBitmapConfig(quad
->texture_format
);
1727 if (on_demand_tile_raster_bitmap_
.getConfig() != config
) {
1728 on_demand_tile_raster_bitmap_
.copyTo(&on_demand_tile_raster_bitmap_dest
,
1730 // TODO(kaanb): The GL pipeline assumes a 4-byte alignment for the
1731 // bitmap data. This check will be removed once crbug.com/293728 is fixed.
1732 CHECK_EQ(0u, on_demand_tile_raster_bitmap_dest
.rowBytes() % 4);
1733 bitmap_pixels
= reinterpret_cast<uint8_t*>(
1734 on_demand_tile_raster_bitmap_dest
.getPixels());
1737 reinterpret_cast<uint8_t*>(on_demand_tile_raster_bitmap_
.getPixels());
1740 resource_provider_
->SetPixels(on_demand_tile_raster_resource_id_
,
1742 gfx::Rect(quad
->texture_size
),
1743 gfx::Rect(quad
->texture_size
),
1746 DrawContentQuad(frame
, quad
, on_demand_tile_raster_resource_id_
);
1749 struct TextureProgramBinding
{
1750 template <class Program
>
1751 void Set(Program
* program
) {
1753 program_id
= program
->program();
1754 sampler_location
= program
->fragment_shader().sampler_location();
1755 matrix_location
= program
->vertex_shader().matrix_location();
1756 background_color_location
=
1757 program
->fragment_shader().background_color_location();
1760 int sampler_location
;
1761 int matrix_location
;
1762 int background_color_location
;
1765 struct TexTransformTextureProgramBinding
: TextureProgramBinding
{
1766 template <class Program
>
1767 void Set(Program
* program
) {
1768 TextureProgramBinding::Set(program
);
1769 tex_transform_location
= program
->vertex_shader().tex_transform_location();
1770 vertex_opacity_location
=
1771 program
->vertex_shader().vertex_opacity_location();
1773 int tex_transform_location
;
1774 int vertex_opacity_location
;
1777 void GLRenderer::FlushTextureQuadCache() {
1778 // Check to see if we have anything to draw.
1779 if (draw_cache_
.program_id
== 0)
1782 // Set the correct blending mode.
1783 SetBlendEnabled(draw_cache_
.needs_blending
);
1785 // Bind the program to the GL state.
1786 SetUseProgram(draw_cache_
.program_id
);
1788 // Bind the correct texture sampler location.
1789 GLC(gl_
, gl_
->Uniform1i(draw_cache_
.sampler_location
, 0));
1791 // Assume the current active textures is 0.
1792 ResourceProvider::ScopedReadLockGL
locked_quad(resource_provider_
,
1793 draw_cache_
.resource_id
);
1794 DCHECK_EQ(GL_TEXTURE0
, ResourceProvider::GetActiveTextureUnit(gl_
));
1795 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_2D
, locked_quad
.texture_id()));
1797 COMPILE_ASSERT(sizeof(Float4
) == 4 * sizeof(float), // NOLINT(runtime/sizeof)
1798 struct_is_densely_packed
);
1800 sizeof(Float16
) == 16 * sizeof(float), // NOLINT(runtime/sizeof)
1801 struct_is_densely_packed
);
1803 // Upload the tranforms for both points and uvs.
1805 gl_
->UniformMatrix4fv(
1806 static_cast<int>(draw_cache_
.matrix_location
),
1807 static_cast<int>(draw_cache_
.matrix_data
.size()),
1809 reinterpret_cast<float*>(&draw_cache_
.matrix_data
.front())));
1812 static_cast<int>(draw_cache_
.uv_xform_location
),
1813 static_cast<int>(draw_cache_
.uv_xform_data
.size()),
1814 reinterpret_cast<float*>(&draw_cache_
.uv_xform_data
.front())));
1816 if (draw_cache_
.background_color
!= SK_ColorTRANSPARENT
) {
1817 Float4 background_color
= PremultipliedColor(draw_cache_
.background_color
);
1820 draw_cache_
.background_color_location
, 1, background_color
.data
));
1825 static_cast<int>(draw_cache_
.vertex_opacity_location
),
1826 static_cast<int>(draw_cache_
.vertex_opacity_data
.size()),
1827 static_cast<float*>(&draw_cache_
.vertex_opacity_data
.front())));
1831 gl_
->DrawElements(GL_TRIANGLES
,
1832 6 * draw_cache_
.matrix_data
.size(),
1837 draw_cache_
.program_id
= 0;
1838 draw_cache_
.uv_xform_data
.resize(0);
1839 draw_cache_
.vertex_opacity_data
.resize(0);
1840 draw_cache_
.matrix_data
.resize(0);
1843 void GLRenderer::EnqueueTextureQuad(const DrawingFrame
* frame
,
1844 const TextureDrawQuad
* quad
) {
1845 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1847 &highp_threshold_cache_
,
1848 highp_threshold_min_
,
1849 quad
->shared_quad_state
->visible_content_rect
.bottom_right());
1851 // Choose the correct texture program binding
1852 TexTransformTextureProgramBinding binding
;
1853 if (quad
->premultiplied_alpha
) {
1854 if (quad
->background_color
== SK_ColorTRANSPARENT
) {
1855 binding
.Set(GetTextureProgram(tex_coord_precision
));
1857 binding
.Set(GetTextureBackgroundProgram(tex_coord_precision
));
1860 if (quad
->background_color
== SK_ColorTRANSPARENT
) {
1861 binding
.Set(GetNonPremultipliedTextureProgram(tex_coord_precision
));
1864 GetNonPremultipliedTextureBackgroundProgram(tex_coord_precision
));
1868 int resource_id
= quad
->resource_id
;
1870 if (draw_cache_
.program_id
!= binding
.program_id
||
1871 draw_cache_
.resource_id
!= resource_id
||
1872 draw_cache_
.needs_blending
!= quad
->ShouldDrawWithBlending() ||
1873 draw_cache_
.background_color
!= quad
->background_color
||
1874 draw_cache_
.matrix_data
.size() >= 8) {
1875 FlushTextureQuadCache();
1876 draw_cache_
.program_id
= binding
.program_id
;
1877 draw_cache_
.resource_id
= resource_id
;
1878 draw_cache_
.needs_blending
= quad
->ShouldDrawWithBlending();
1879 draw_cache_
.background_color
= quad
->background_color
;
1881 draw_cache_
.uv_xform_location
= binding
.tex_transform_location
;
1882 draw_cache_
.background_color_location
= binding
.background_color_location
;
1883 draw_cache_
.vertex_opacity_location
= binding
.vertex_opacity_location
;
1884 draw_cache_
.matrix_location
= binding
.matrix_location
;
1885 draw_cache_
.sampler_location
= binding
.sampler_location
;
1888 // Generate the uv-transform
1889 draw_cache_
.uv_xform_data
.push_back(UVTransform(quad
));
1891 // Generate the vertex opacity
1892 const float opacity
= quad
->opacity();
1893 draw_cache_
.vertex_opacity_data
.push_back(quad
->vertex_opacity
[0] * opacity
);
1894 draw_cache_
.vertex_opacity_data
.push_back(quad
->vertex_opacity
[1] * opacity
);
1895 draw_cache_
.vertex_opacity_data
.push_back(quad
->vertex_opacity
[2] * opacity
);
1896 draw_cache_
.vertex_opacity_data
.push_back(quad
->vertex_opacity
[3] * opacity
);
1898 // Generate the transform matrix
1899 gfx::Transform quad_rect_matrix
;
1900 QuadRectTransform(&quad_rect_matrix
, quad
->quadTransform(), quad
->rect
);
1901 quad_rect_matrix
= frame
->projection_matrix
* quad_rect_matrix
;
1904 quad_rect_matrix
.matrix().asColMajorf(m
.data
);
1905 draw_cache_
.matrix_data
.push_back(m
);
1908 void GLRenderer::DrawIOSurfaceQuad(const DrawingFrame
* frame
,
1909 const IOSurfaceDrawQuad
* quad
) {
1910 SetBlendEnabled(quad
->ShouldDrawWithBlending());
1912 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1914 &highp_threshold_cache_
,
1915 highp_threshold_min_
,
1916 quad
->shared_quad_state
->visible_content_rect
.bottom_right());
1918 TexTransformTextureProgramBinding binding
;
1919 binding
.Set(GetTextureIOSurfaceProgram(tex_coord_precision
));
1921 SetUseProgram(binding
.program_id
);
1922 GLC(gl_
, gl_
->Uniform1i(binding
.sampler_location
, 0));
1923 if (quad
->orientation
== IOSurfaceDrawQuad::FLIPPED
) {
1925 gl_
->Uniform4f(binding
.tex_transform_location
,
1927 quad
->io_surface_size
.height(),
1928 quad
->io_surface_size
.width(),
1929 quad
->io_surface_size
.height() * -1.0f
));
1932 gl_
->Uniform4f(binding
.tex_transform_location
,
1935 quad
->io_surface_size
.width(),
1936 quad
->io_surface_size
.height()));
1939 const float vertex_opacity
[] = {quad
->opacity(), quad
->opacity(),
1940 quad
->opacity(), quad
->opacity()};
1941 GLC(gl_
, gl_
->Uniform1fv(binding
.vertex_opacity_location
, 4, vertex_opacity
));
1943 ResourceProvider::ScopedReadLockGL
lock(resource_provider_
,
1944 quad
->io_surface_resource_id
);
1945 DCHECK_EQ(GL_TEXTURE0
, ResourceProvider::GetActiveTextureUnit(gl_
));
1946 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_RECTANGLE_ARB
, lock
.texture_id()));
1949 frame
, quad
->quadTransform(), quad
->rect
, binding
.matrix_location
);
1951 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_RECTANGLE_ARB
, 0));
1954 void GLRenderer::FinishDrawingFrame(DrawingFrame
* frame
) {
1955 current_framebuffer_lock_
.reset();
1956 swap_buffer_rect_
.Union(gfx::ToEnclosingRect(frame
->root_damage_rect
));
1958 GLC(gl_
, gl_
->Disable(GL_BLEND
));
1959 blend_shadow_
= false;
1962 void GLRenderer::FinishDrawingQuadList() { FlushTextureQuadCache(); }
1964 bool GLRenderer::FlippedFramebuffer() const { return true; }
1966 void GLRenderer::EnsureScissorTestEnabled() {
1967 if (is_scissor_enabled_
)
1970 FlushTextureQuadCache();
1971 GLC(gl_
, gl_
->Enable(GL_SCISSOR_TEST
));
1972 is_scissor_enabled_
= true;
1975 void GLRenderer::EnsureScissorTestDisabled() {
1976 if (!is_scissor_enabled_
)
1979 FlushTextureQuadCache();
1980 GLC(gl_
, gl_
->Disable(GL_SCISSOR_TEST
));
1981 is_scissor_enabled_
= false;
1984 void GLRenderer::CopyCurrentRenderPassToBitmap(
1985 DrawingFrame
* frame
,
1986 scoped_ptr
<CopyOutputRequest
> request
) {
1987 gfx::Rect copy_rect
= frame
->current_render_pass
->output_rect
;
1988 if (request
->has_area())
1989 copy_rect
.Intersect(request
->area());
1990 GetFramebufferPixelsAsync(copy_rect
, request
.Pass());
1993 void GLRenderer::ToGLMatrix(float* gl_matrix
, const gfx::Transform
& transform
) {
1994 transform
.matrix().asColMajorf(gl_matrix
);
1997 void GLRenderer::SetShaderQuadF(const gfx::QuadF
& quad
, int quad_location
) {
1998 if (quad_location
== -1)
2002 gl_quad
[0] = quad
.p1().x();
2003 gl_quad
[1] = quad
.p1().y();
2004 gl_quad
[2] = quad
.p2().x();
2005 gl_quad
[3] = quad
.p2().y();
2006 gl_quad
[4] = quad
.p3().x();
2007 gl_quad
[5] = quad
.p3().y();
2008 gl_quad
[6] = quad
.p4().x();
2009 gl_quad
[7] = quad
.p4().y();
2010 GLC(gl_
, gl_
->Uniform2fv(quad_location
, 4, gl_quad
));
2013 void GLRenderer::SetShaderOpacity(float opacity
, int alpha_location
) {
2014 if (alpha_location
!= -1)
2015 GLC(gl_
, gl_
->Uniform1f(alpha_location
, opacity
));
2018 void GLRenderer::SetStencilEnabled(bool enabled
) {
2019 if (enabled
== stencil_shadow_
)
2023 GLC(gl_
, gl_
->Enable(GL_STENCIL_TEST
));
2025 GLC(gl_
, gl_
->Disable(GL_STENCIL_TEST
));
2026 stencil_shadow_
= enabled
;
2029 void GLRenderer::SetBlendEnabled(bool enabled
) {
2030 if (enabled
== blend_shadow_
)
2034 GLC(gl_
, gl_
->Enable(GL_BLEND
));
2036 GLC(gl_
, gl_
->Disable(GL_BLEND
));
2037 blend_shadow_
= enabled
;
2040 void GLRenderer::SetUseProgram(unsigned program
) {
2041 if (program
== program_shadow_
)
2043 gl_
->UseProgram(program
);
2044 program_shadow_
= program
;
2047 void GLRenderer::DrawQuadGeometry(const DrawingFrame
* frame
,
2048 const gfx::Transform
& draw_transform
,
2049 const gfx::RectF
& quad_rect
,
2050 int matrix_location
) {
2051 gfx::Transform quad_rect_matrix
;
2052 QuadRectTransform(&quad_rect_matrix
, draw_transform
, quad_rect
);
2053 static float gl_matrix
[16];
2054 ToGLMatrix(&gl_matrix
[0], frame
->projection_matrix
* quad_rect_matrix
);
2055 GLC(gl_
, gl_
->UniformMatrix4fv(matrix_location
, 1, false, &gl_matrix
[0]));
2057 GLC(gl_
, gl_
->DrawElements(GL_TRIANGLES
, 6, GL_UNSIGNED_SHORT
, 0));
2060 void GLRenderer::CopyTextureToFramebuffer(const DrawingFrame
* frame
,
2062 const gfx::Rect
& rect
,
2063 const gfx::Transform
& draw_matrix
,
2064 bool flip_vertically
) {
2065 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
2066 gl_
, &highp_threshold_cache_
, highp_threshold_min_
, rect
.bottom_right());
2068 const RenderPassProgram
* program
= GetRenderPassProgram(tex_coord_precision
);
2069 SetUseProgram(program
->program());
2071 GLC(gl_
, gl_
->Uniform1i(program
->fragment_shader().sampler_location(), 0));
2073 if (flip_vertically
) {
2075 gl_
->Uniform4f(program
->vertex_shader().tex_transform_location(),
2082 gl_
->Uniform4f(program
->vertex_shader().tex_transform_location(),
2089 SetShaderOpacity(1.f
, program
->fragment_shader().alpha_location());
2090 DCHECK_EQ(GL_TEXTURE0
, ResourceProvider::GetActiveTextureUnit(gl_
));
2091 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_2D
, texture_id
));
2093 frame
, draw_matrix
, rect
, program
->vertex_shader().matrix_location());
2096 void GLRenderer::Finish() {
2097 TRACE_EVENT0("cc", "GLRenderer::Finish");
2098 GLC(gl_
, gl_
->Finish());
2101 void GLRenderer::SwapBuffers(const CompositorFrameMetadata
& metadata
) {
2102 DCHECK(!is_backbuffer_discarded_
);
2104 TRACE_EVENT0("cc", "GLRenderer::SwapBuffers");
2105 // We're done! Time to swapbuffers!
2107 gfx::Size surface_size
= output_surface_
->SurfaceSize();
2109 CompositorFrame compositor_frame
;
2110 compositor_frame
.metadata
= metadata
;
2111 compositor_frame
.gl_frame_data
= make_scoped_ptr(new GLFrameData
);
2112 compositor_frame
.gl_frame_data
->size
= surface_size
;
2113 if (capabilities_
.using_partial_swap
) {
2114 // If supported, we can save significant bandwidth by only swapping the
2115 // damaged/scissored region (clamped to the viewport).
2116 swap_buffer_rect_
.Intersect(gfx::Rect(surface_size
));
2117 int flipped_y_pos_of_rect_bottom
= surface_size
.height() -
2118 swap_buffer_rect_
.y() -
2119 swap_buffer_rect_
.height();
2120 compositor_frame
.gl_frame_data
->sub_buffer_rect
=
2121 gfx::Rect(swap_buffer_rect_
.x(),
2122 flipped_y_pos_of_rect_bottom
,
2123 swap_buffer_rect_
.width(),
2124 swap_buffer_rect_
.height());
2126 compositor_frame
.gl_frame_data
->sub_buffer_rect
=
2127 gfx::Rect(output_surface_
->SurfaceSize());
2129 output_surface_
->SwapBuffers(&compositor_frame
);
2131 swap_buffer_rect_
= gfx::Rect();
2133 // We don't have real fences, so we mark read fences as passed
2134 // assuming a double-buffered GPU pipeline. A texture can be
2135 // written to after one full frame has past since it was last read.
2136 if (last_swap_fence_
.get())
2137 static_cast<SimpleSwapFence
*>(last_swap_fence_
.get())->SetHasPassed();
2138 last_swap_fence_
= resource_provider_
->GetReadLockFence();
2139 resource_provider_
->SetReadLockFence(new SimpleSwapFence());
2142 void GLRenderer::EnforceMemoryPolicy() {
2144 TRACE_EVENT0("cc", "GLRenderer::EnforceMemoryPolicy dropping resources");
2145 ReleaseRenderPassTextures();
2146 DiscardBackbuffer();
2147 resource_provider_
->ReleaseCachedData();
2148 GLC(gl_
, gl_
->Flush());
2152 void GLRenderer::DiscardBackbuffer() {
2153 if (is_backbuffer_discarded_
)
2156 output_surface_
->DiscardBackbuffer();
2158 is_backbuffer_discarded_
= true;
2160 // Damage tracker needs a full reset every time framebuffer is discarded.
2161 client_
->SetFullRootLayerDamage();
2164 void GLRenderer::EnsureBackbuffer() {
2165 if (!is_backbuffer_discarded_
)
2168 output_surface_
->EnsureBackbuffer();
2169 is_backbuffer_discarded_
= false;
2172 void GLRenderer::GetFramebufferPixels(void* pixels
, const gfx::Rect
& rect
) {
2173 if (!pixels
|| rect
.IsEmpty())
2176 // This function assumes that it is reading the root frame buffer.
2177 DCHECK(!current_framebuffer_lock_
);
2179 scoped_ptr
<PendingAsyncReadPixels
> pending_read(new PendingAsyncReadPixels
);
2180 pending_async_read_pixels_
.insert(pending_async_read_pixels_
.begin(),
2181 pending_read
.Pass());
2183 // This is a syncronous call since the callback is null.
2184 gfx::Rect window_rect
= MoveFromDrawToWindowSpace(rect
);
2185 DoGetFramebufferPixels(static_cast<uint8
*>(pixels
),
2187 AsyncGetFramebufferPixelsCleanupCallback());
2190 void GLRenderer::GetFramebufferPixelsAsync(
2191 const gfx::Rect
& rect
,
2192 scoped_ptr
<CopyOutputRequest
> request
) {
2193 DCHECK(!request
->IsEmpty());
2194 if (request
->IsEmpty())
2199 gfx::Rect window_rect
= MoveFromDrawToWindowSpace(rect
);
2201 if (!request
->force_bitmap_result()) {
2202 bool own_mailbox
= !request
->has_texture_mailbox();
2204 GLuint texture_id
= 0;
2205 gl_
->GenTextures(1, &texture_id
);
2207 gpu::Mailbox mailbox
;
2209 GLC(gl_
, gl_
->GenMailboxCHROMIUM(mailbox
.name
));
2210 if (mailbox
.IsZero()) {
2211 gl_
->DeleteTextures(1, &texture_id
);
2212 request
->SendEmptyResult();
2216 mailbox
= request
->texture_mailbox().mailbox();
2217 DCHECK_EQ(static_cast<unsigned>(GL_TEXTURE_2D
),
2218 request
->texture_mailbox().target());
2219 DCHECK(!mailbox
.IsZero());
2220 unsigned incoming_sync_point
= request
->texture_mailbox().sync_point();
2221 if (incoming_sync_point
)
2222 GLC(gl_
, gl_
->WaitSyncPointCHROMIUM(incoming_sync_point
));
2225 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_2D
, texture_id
));
2228 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
));
2230 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
));
2233 GL_TEXTURE_2D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
));
2236 GL_TEXTURE_2D
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
));
2237 GLC(gl_
, gl_
->ProduceTextureCHROMIUM(GL_TEXTURE_2D
, mailbox
.name
));
2239 GLC(gl_
, gl_
->ConsumeTextureCHROMIUM(GL_TEXTURE_2D
, mailbox
.name
));
2241 GetFramebufferTexture(texture_id
, RGBA_8888
, window_rect
);
2242 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_2D
, 0));
2244 unsigned sync_point
= gl_
->InsertSyncPointCHROMIUM();
2245 TextureMailbox
texture_mailbox(mailbox
, GL_TEXTURE_2D
, sync_point
);
2247 scoped_ptr
<SingleReleaseCallback
> release_callback
;
2249 release_callback
= texture_mailbox_deleter_
->GetReleaseCallback(
2250 output_surface_
->context_provider(), texture_id
);
2252 gl_
->DeleteTextures(1, &texture_id
);
2255 request
->SendTextureResult(
2256 window_rect
.size(), texture_mailbox
, release_callback
.Pass());
2260 DCHECK(request
->force_bitmap_result());
2262 scoped_ptr
<SkBitmap
> bitmap(new SkBitmap
);
2264 SkBitmap::kARGB_8888_Config
, window_rect
.width(), window_rect
.height());
2265 bitmap
->allocPixels();
2267 scoped_ptr
<SkAutoLockPixels
> lock(new SkAutoLockPixels(*bitmap
));
2269 // Save a pointer to the pixels, the bitmap is owned by the cleanup_callback.
2270 uint8
* pixels
= static_cast<uint8
*>(bitmap
->getPixels());
2272 AsyncGetFramebufferPixelsCleanupCallback cleanup_callback
=
2273 base::Bind(&GLRenderer::PassOnSkBitmap
,
2274 base::Unretained(this),
2275 base::Passed(&bitmap
),
2276 base::Passed(&lock
));
2278 scoped_ptr
<PendingAsyncReadPixels
> pending_read(new PendingAsyncReadPixels
);
2279 pending_read
->copy_request
= request
.Pass();
2280 pending_async_read_pixels_
.insert(pending_async_read_pixels_
.begin(),
2281 pending_read
.Pass());
2283 // This is an asyncronous call since the callback is not null.
2284 DoGetFramebufferPixels(pixels
, window_rect
, cleanup_callback
);
2287 void GLRenderer::DoGetFramebufferPixels(
2289 const gfx::Rect
& window_rect
,
2290 const AsyncGetFramebufferPixelsCleanupCallback
& cleanup_callback
) {
2291 DCHECK_GE(window_rect
.x(), 0);
2292 DCHECK_GE(window_rect
.y(), 0);
2293 DCHECK_LE(window_rect
.right(), current_surface_size_
.width());
2294 DCHECK_LE(window_rect
.bottom(), current_surface_size_
.height());
2296 bool is_async
= !cleanup_callback
.is_null();
2298 bool do_workaround
= NeedsIOSurfaceReadbackWorkaround();
2300 unsigned temporary_texture
= 0;
2301 unsigned temporary_fbo
= 0;
2303 if (do_workaround
) {
2304 // On Mac OS X, calling glReadPixels() against an FBO whose color attachment
2305 // is an IOSurface-backed texture causes corruption of future glReadPixels()
2306 // calls, even those on different OpenGL contexts. It is believed that this
2307 // is the root cause of top crasher
2308 // http://crbug.com/99393. <rdar://problem/10949687>
2310 gl_
->GenTextures(1, &temporary_texture
);
2311 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_2D
, temporary_texture
));
2313 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
));
2315 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
));
2317 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
));
2319 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
));
2320 // Copy the contents of the current (IOSurface-backed) framebuffer into a
2321 // temporary texture.
2322 GetFramebufferTexture(
2323 temporary_texture
, RGBA_8888
, gfx::Rect(current_surface_size_
));
2324 gl_
->GenFramebuffers(1, &temporary_fbo
);
2325 // Attach this texture to an FBO, and perform the readback from that FBO.
2326 GLC(gl_
, gl_
->BindFramebuffer(GL_FRAMEBUFFER
, temporary_fbo
));
2328 gl_
->FramebufferTexture2D(GL_FRAMEBUFFER
,
2329 GL_COLOR_ATTACHMENT0
,
2334 DCHECK_EQ(static_cast<unsigned>(GL_FRAMEBUFFER_COMPLETE
),
2335 gl_
->CheckFramebufferStatus(GL_FRAMEBUFFER
));
2339 gl_
->GenBuffers(1, &buffer
);
2340 GLC(gl_
, gl_
->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
, buffer
));
2342 gl_
->BufferData(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
,
2343 4 * window_rect
.size().GetArea(),
2349 gl_
->GenQueriesEXT(1, &query
);
2350 GLC(gl_
, gl_
->BeginQueryEXT(GL_ASYNC_PIXEL_PACK_COMPLETED_CHROMIUM
, query
));
2354 gl_
->ReadPixels(window_rect
.x(),
2356 window_rect
.width(),
2357 window_rect
.height(),
2362 GLC(gl_
, gl_
->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
, 0));
2364 if (do_workaround
) {
2366 GLC(gl_
, gl_
->BindFramebuffer(GL_FRAMEBUFFER
, 0));
2367 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_2D
, 0));
2368 GLC(gl_
, gl_
->DeleteFramebuffers(1, &temporary_fbo
));
2369 GLC(gl_
, gl_
->DeleteTextures(1, &temporary_texture
));
2372 base::Closure finished_callback
= base::Bind(&GLRenderer::FinishedReadback
,
2373 base::Unretained(this),
2378 window_rect
.size());
2379 // Save the finished_callback so it can be cancelled.
2380 pending_async_read_pixels_
.front()->finished_read_pixels_callback
.Reset(
2382 base::Closure cancelable_callback
=
2383 pending_async_read_pixels_
.front()->
2384 finished_read_pixels_callback
.callback();
2386 // Save the buffer to verify the callbacks happen in the expected order.
2387 pending_async_read_pixels_
.front()->buffer
= buffer
;
2390 GLC(gl_
, gl_
->EndQueryEXT(GL_ASYNC_PIXEL_PACK_COMPLETED_CHROMIUM
));
2391 context_support_
->SignalQuery(query
, cancelable_callback
);
2393 resource_provider_
->Finish();
2394 finished_callback
.Run();
2397 EnforceMemoryPolicy();
2400 void GLRenderer::FinishedReadback(
2401 const AsyncGetFramebufferPixelsCleanupCallback
& cleanup_callback
,
2402 unsigned source_buffer
,
2405 const gfx::Size
& size
) {
2406 DCHECK(!pending_async_read_pixels_
.empty());
2409 GLC(gl_
, gl_
->DeleteQueriesEXT(1, &query
));
2412 PendingAsyncReadPixels
* current_read
= pending_async_read_pixels_
.back();
2413 // Make sure we service the readbacks in order.
2414 DCHECK_EQ(source_buffer
, current_read
->buffer
);
2416 uint8
* src_pixels
= NULL
;
2418 if (source_buffer
!= 0) {
2420 gl_
->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
, source_buffer
));
2421 src_pixels
= static_cast<uint8
*>(gl_
->MapBufferCHROMIUM(
2422 GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
, GL_READ_ONLY
));
2425 size_t row_bytes
= size
.width() * 4;
2426 int num_rows
= size
.height();
2427 size_t total_bytes
= num_rows
* row_bytes
;
2428 for (size_t dest_y
= 0; dest_y
< total_bytes
; dest_y
+= row_bytes
) {
2430 size_t src_y
= total_bytes
- dest_y
- row_bytes
;
2431 // Swizzle OpenGL -> Skia byte order.
2432 for (size_t x
= 0; x
< row_bytes
; x
+= 4) {
2433 dest_pixels
[dest_y
+ x
+ SK_R32_SHIFT
/ 8] =
2434 src_pixels
[src_y
+ x
+ 0];
2435 dest_pixels
[dest_y
+ x
+ SK_G32_SHIFT
/ 8] =
2436 src_pixels
[src_y
+ x
+ 1];
2437 dest_pixels
[dest_y
+ x
+ SK_B32_SHIFT
/ 8] =
2438 src_pixels
[src_y
+ x
+ 2];
2439 dest_pixels
[dest_y
+ x
+ SK_A32_SHIFT
/ 8] =
2440 src_pixels
[src_y
+ x
+ 3];
2445 gl_
->UnmapBufferCHROMIUM(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
));
2447 GLC(gl_
, gl_
->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
, 0));
2448 GLC(gl_
, gl_
->DeleteBuffers(1, &source_buffer
));
2451 // TODO(danakj): This can go away when synchronous readback is no more and its
2452 // contents can just move here.
2453 if (!cleanup_callback
.is_null())
2454 cleanup_callback
.Run(current_read
->copy_request
.Pass(), src_pixels
!= NULL
);
2456 pending_async_read_pixels_
.pop_back();
2459 void GLRenderer::PassOnSkBitmap(scoped_ptr
<SkBitmap
> bitmap
,
2460 scoped_ptr
<SkAutoLockPixels
> lock
,
2461 scoped_ptr
<CopyOutputRequest
> request
,
2463 DCHECK(request
->force_bitmap_result());
2467 request
->SendBitmapResult(bitmap
.Pass());
2470 void GLRenderer::GetFramebufferTexture(unsigned texture_id
,
2471 ResourceFormat texture_format
,
2472 const gfx::Rect
& window_rect
) {
2474 DCHECK_GE(window_rect
.x(), 0);
2475 DCHECK_GE(window_rect
.y(), 0);
2476 DCHECK_LE(window_rect
.right(), current_surface_size_
.width());
2477 DCHECK_LE(window_rect
.bottom(), current_surface_size_
.height());
2479 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_2D
, texture_id
));
2481 gl_
->CopyTexImage2D(GL_TEXTURE_2D
,
2483 GLDataFormat(texture_format
),
2486 window_rect
.width(),
2487 window_rect
.height(),
2489 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_2D
, 0));
2492 bool GLRenderer::UseScopedTexture(DrawingFrame
* frame
,
2493 const ScopedResource
* texture
,
2494 const gfx::Rect
& viewport_rect
) {
2495 DCHECK(texture
->id());
2496 frame
->current_render_pass
= NULL
;
2497 frame
->current_texture
= texture
;
2499 return BindFramebufferToTexture(frame
, texture
, viewport_rect
);
2502 void GLRenderer::BindFramebufferToOutputSurface(DrawingFrame
* frame
) {
2503 current_framebuffer_lock_
.reset();
2504 output_surface_
->BindFramebuffer();
2506 if (output_surface_
->HasExternalStencilTest()) {
2507 SetStencilEnabled(true);
2508 GLC(gl_
, gl_
->StencilFunc(GL_EQUAL
, 1, 1));
2510 SetStencilEnabled(false);
2514 bool GLRenderer::BindFramebufferToTexture(DrawingFrame
* frame
,
2515 const ScopedResource
* texture
,
2516 const gfx::Rect
& target_rect
) {
2517 DCHECK(texture
->id());
2519 current_framebuffer_lock_
.reset();
2521 SetStencilEnabled(false);
2522 GLC(gl_
, gl_
->BindFramebuffer(GL_FRAMEBUFFER
, offscreen_framebuffer_id_
));
2523 current_framebuffer_lock_
=
2524 make_scoped_ptr(new ResourceProvider::ScopedWriteLockGL(
2525 resource_provider_
, texture
->id()));
2526 unsigned texture_id
= current_framebuffer_lock_
->texture_id();
2528 gl_
->FramebufferTexture2D(
2529 GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
, GL_TEXTURE_2D
, texture_id
, 0));
2531 DCHECK(gl_
->CheckFramebufferStatus(GL_FRAMEBUFFER
) ==
2532 GL_FRAMEBUFFER_COMPLETE
||
2536 frame
, target_rect
, gfx::Rect(target_rect
.size()), target_rect
.size());
2540 void GLRenderer::SetScissorTestRect(const gfx::Rect
& scissor_rect
) {
2541 EnsureScissorTestEnabled();
2543 // Don't unnecessarily ask the context to change the scissor, because it
2544 // may cause undesired GPU pipeline flushes.
2545 if (scissor_rect
== scissor_rect_
&& !scissor_rect_needs_reset_
)
2548 scissor_rect_
= scissor_rect
;
2549 FlushTextureQuadCache();
2551 gl_
->Scissor(scissor_rect
.x(),
2553 scissor_rect
.width(),
2554 scissor_rect
.height()));
2556 scissor_rect_needs_reset_
= false;
2559 void GLRenderer::SetDrawViewport(const gfx::Rect
& window_space_viewport
) {
2560 viewport_
= window_space_viewport
;
2562 gl_
->Viewport(window_space_viewport
.x(),
2563 window_space_viewport
.y(),
2564 window_space_viewport
.width(),
2565 window_space_viewport
.height()));
2568 void GLRenderer::InitializeSharedObjects() {
2569 TRACE_EVENT0("cc", "GLRenderer::InitializeSharedObjects");
2571 // Create an FBO for doing offscreen rendering.
2572 GLC(gl_
, gl_
->GenFramebuffers(1, &offscreen_framebuffer_id_
));
2574 shared_geometry_
= make_scoped_ptr(
2575 new GeometryBinding(gl_
, QuadVertexRect()));
2578 const GLRenderer::TileCheckerboardProgram
*
2579 GLRenderer::GetTileCheckerboardProgram() {
2580 if (!tile_checkerboard_program_
.initialized()) {
2581 TRACE_EVENT0("cc", "GLRenderer::checkerboardProgram::initalize");
2582 tile_checkerboard_program_
.Initialize(output_surface_
->context_provider(),
2583 TexCoordPrecisionNA
,
2586 return &tile_checkerboard_program_
;
2589 const GLRenderer::DebugBorderProgram
* GLRenderer::GetDebugBorderProgram() {
2590 if (!debug_border_program_
.initialized()) {
2591 TRACE_EVENT0("cc", "GLRenderer::debugBorderProgram::initialize");
2592 debug_border_program_
.Initialize(output_surface_
->context_provider(),
2593 TexCoordPrecisionNA
,
2596 return &debug_border_program_
;
2599 const GLRenderer::SolidColorProgram
* GLRenderer::GetSolidColorProgram() {
2600 if (!solid_color_program_
.initialized()) {
2601 TRACE_EVENT0("cc", "GLRenderer::solidColorProgram::initialize");
2602 solid_color_program_
.Initialize(output_surface_
->context_provider(),
2603 TexCoordPrecisionNA
,
2606 return &solid_color_program_
;
2609 const GLRenderer::SolidColorProgramAA
* GLRenderer::GetSolidColorProgramAA() {
2610 if (!solid_color_program_aa_
.initialized()) {
2611 TRACE_EVENT0("cc", "GLRenderer::solidColorProgramAA::initialize");
2612 solid_color_program_aa_
.Initialize(output_surface_
->context_provider(),
2613 TexCoordPrecisionNA
,
2616 return &solid_color_program_aa_
;
2619 const GLRenderer::RenderPassProgram
* GLRenderer::GetRenderPassProgram(
2620 TexCoordPrecision precision
) {
2621 DCHECK_GE(precision
, 0);
2622 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2623 RenderPassProgram
* program
= &render_pass_program_
[precision
];
2624 if (!program
->initialized()) {
2625 TRACE_EVENT0("cc", "GLRenderer::renderPassProgram::initialize");
2626 program
->Initialize(
2627 output_surface_
->context_provider(), precision
, SamplerType2D
);
2632 const GLRenderer::RenderPassProgramAA
* GLRenderer::GetRenderPassProgramAA(
2633 TexCoordPrecision precision
) {
2634 DCHECK_GE(precision
, 0);
2635 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2636 RenderPassProgramAA
* program
= &render_pass_program_aa_
[precision
];
2637 if (!program
->initialized()) {
2638 TRACE_EVENT0("cc", "GLRenderer::renderPassProgramAA::initialize");
2639 program
->Initialize(
2640 output_surface_
->context_provider(), precision
, SamplerType2D
);
2645 const GLRenderer::RenderPassMaskProgram
* GLRenderer::GetRenderPassMaskProgram(
2646 TexCoordPrecision precision
) {
2647 DCHECK_GE(precision
, 0);
2648 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2649 RenderPassMaskProgram
* program
= &render_pass_mask_program_
[precision
];
2650 if (!program
->initialized()) {
2651 TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgram::initialize");
2652 program
->Initialize(
2653 output_surface_
->context_provider(), precision
, SamplerType2D
);
2658 const GLRenderer::RenderPassMaskProgramAA
*
2659 GLRenderer::GetRenderPassMaskProgramAA(TexCoordPrecision precision
) {
2660 DCHECK_GE(precision
, 0);
2661 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2662 RenderPassMaskProgramAA
* program
= &render_pass_mask_program_aa_
[precision
];
2663 if (!program
->initialized()) {
2664 TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgramAA::initialize");
2665 program
->Initialize(
2666 output_surface_
->context_provider(), precision
, SamplerType2D
);
2671 const GLRenderer::RenderPassColorMatrixProgram
*
2672 GLRenderer::GetRenderPassColorMatrixProgram(TexCoordPrecision precision
) {
2673 DCHECK_GE(precision
, 0);
2674 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2675 RenderPassColorMatrixProgram
* program
=
2676 &render_pass_color_matrix_program_
[precision
];
2677 if (!program
->initialized()) {
2678 TRACE_EVENT0("cc", "GLRenderer::renderPassColorMatrixProgram::initialize");
2679 program
->Initialize(
2680 output_surface_
->context_provider(), precision
, SamplerType2D
);
2685 const GLRenderer::RenderPassColorMatrixProgramAA
*
2686 GLRenderer::GetRenderPassColorMatrixProgramAA(TexCoordPrecision precision
) {
2687 DCHECK_GE(precision
, 0);
2688 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2689 RenderPassColorMatrixProgramAA
* program
=
2690 &render_pass_color_matrix_program_aa_
[precision
];
2691 if (!program
->initialized()) {
2693 "GLRenderer::renderPassColorMatrixProgramAA::initialize");
2694 program
->Initialize(
2695 output_surface_
->context_provider(), precision
, SamplerType2D
);
2700 const GLRenderer::RenderPassMaskColorMatrixProgram
*
2701 GLRenderer::GetRenderPassMaskColorMatrixProgram(TexCoordPrecision precision
) {
2702 DCHECK_GE(precision
, 0);
2703 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2704 RenderPassMaskColorMatrixProgram
* program
=
2705 &render_pass_mask_color_matrix_program_
[precision
];
2706 if (!program
->initialized()) {
2708 "GLRenderer::renderPassMaskColorMatrixProgram::initialize");
2709 program
->Initialize(
2710 output_surface_
->context_provider(), precision
, SamplerType2D
);
2715 const GLRenderer::RenderPassMaskColorMatrixProgramAA
*
2716 GLRenderer::GetRenderPassMaskColorMatrixProgramAA(TexCoordPrecision precision
) {
2717 DCHECK_GE(precision
, 0);
2718 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2719 RenderPassMaskColorMatrixProgramAA
* program
=
2720 &render_pass_mask_color_matrix_program_aa_
[precision
];
2721 if (!program
->initialized()) {
2723 "GLRenderer::renderPassMaskColorMatrixProgramAA::initialize");
2724 program
->Initialize(
2725 output_surface_
->context_provider(), precision
, SamplerType2D
);
2730 const GLRenderer::TileProgram
* GLRenderer::GetTileProgram(
2731 TexCoordPrecision precision
,
2732 SamplerType sampler
) {
2733 DCHECK_GE(precision
, 0);
2734 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2735 DCHECK_GE(sampler
, 0);
2736 DCHECK_LT(sampler
, NumSamplerTypes
);
2737 TileProgram
* program
= &tile_program_
[precision
][sampler
];
2738 if (!program
->initialized()) {
2739 TRACE_EVENT0("cc", "GLRenderer::tileProgram::initialize");
2740 program
->Initialize(
2741 output_surface_
->context_provider(), precision
, sampler
);
2746 const GLRenderer::TileProgramOpaque
* GLRenderer::GetTileProgramOpaque(
2747 TexCoordPrecision precision
,
2748 SamplerType sampler
) {
2749 DCHECK_GE(precision
, 0);
2750 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2751 DCHECK_GE(sampler
, 0);
2752 DCHECK_LT(sampler
, NumSamplerTypes
);
2753 TileProgramOpaque
* program
= &tile_program_opaque_
[precision
][sampler
];
2754 if (!program
->initialized()) {
2755 TRACE_EVENT0("cc", "GLRenderer::tileProgramOpaque::initialize");
2756 program
->Initialize(
2757 output_surface_
->context_provider(), precision
, sampler
);
2762 const GLRenderer::TileProgramAA
* GLRenderer::GetTileProgramAA(
2763 TexCoordPrecision precision
,
2764 SamplerType sampler
) {
2765 DCHECK_GE(precision
, 0);
2766 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2767 DCHECK_GE(sampler
, 0);
2768 DCHECK_LT(sampler
, NumSamplerTypes
);
2769 TileProgramAA
* program
= &tile_program_aa_
[precision
][sampler
];
2770 if (!program
->initialized()) {
2771 TRACE_EVENT0("cc", "GLRenderer::tileProgramAA::initialize");
2772 program
->Initialize(
2773 output_surface_
->context_provider(), precision
, sampler
);
2778 const GLRenderer::TileProgramSwizzle
* GLRenderer::GetTileProgramSwizzle(
2779 TexCoordPrecision precision
,
2780 SamplerType sampler
) {
2781 DCHECK_GE(precision
, 0);
2782 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2783 DCHECK_GE(sampler
, 0);
2784 DCHECK_LT(sampler
, NumSamplerTypes
);
2785 TileProgramSwizzle
* program
= &tile_program_swizzle_
[precision
][sampler
];
2786 if (!program
->initialized()) {
2787 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzle::initialize");
2788 program
->Initialize(
2789 output_surface_
->context_provider(), precision
, sampler
);
2794 const GLRenderer::TileProgramSwizzleOpaque
*
2795 GLRenderer::GetTileProgramSwizzleOpaque(TexCoordPrecision precision
,
2796 SamplerType sampler
) {
2797 DCHECK_GE(precision
, 0);
2798 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2799 DCHECK_GE(sampler
, 0);
2800 DCHECK_LT(sampler
, NumSamplerTypes
);
2801 TileProgramSwizzleOpaque
* program
=
2802 &tile_program_swizzle_opaque_
[precision
][sampler
];
2803 if (!program
->initialized()) {
2804 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleOpaque::initialize");
2805 program
->Initialize(
2806 output_surface_
->context_provider(), precision
, sampler
);
2811 const GLRenderer::TileProgramSwizzleAA
* GLRenderer::GetTileProgramSwizzleAA(
2812 TexCoordPrecision precision
,
2813 SamplerType sampler
) {
2814 DCHECK_GE(precision
, 0);
2815 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2816 DCHECK_GE(sampler
, 0);
2817 DCHECK_LT(sampler
, NumSamplerTypes
);
2818 TileProgramSwizzleAA
* program
= &tile_program_swizzle_aa_
[precision
][sampler
];
2819 if (!program
->initialized()) {
2820 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleAA::initialize");
2821 program
->Initialize(
2822 output_surface_
->context_provider(), precision
, sampler
);
2827 const GLRenderer::TextureProgram
* GLRenderer::GetTextureProgram(
2828 TexCoordPrecision precision
) {
2829 DCHECK_GE(precision
, 0);
2830 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2831 TextureProgram
* program
= &texture_program_
[precision
];
2832 if (!program
->initialized()) {
2833 TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize");
2834 program
->Initialize(
2835 output_surface_
->context_provider(), precision
, SamplerType2D
);
2840 const GLRenderer::NonPremultipliedTextureProgram
*
2841 GLRenderer::GetNonPremultipliedTextureProgram(TexCoordPrecision precision
) {
2842 DCHECK_GE(precision
, 0);
2843 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2844 NonPremultipliedTextureProgram
* program
=
2845 &nonpremultiplied_texture_program_
[precision
];
2846 if (!program
->initialized()) {
2848 "GLRenderer::NonPremultipliedTextureProgram::Initialize");
2849 program
->Initialize(
2850 output_surface_
->context_provider(), precision
, SamplerType2D
);
2855 const GLRenderer::TextureBackgroundProgram
*
2856 GLRenderer::GetTextureBackgroundProgram(TexCoordPrecision precision
) {
2857 DCHECK_GE(precision
, 0);
2858 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2859 TextureBackgroundProgram
* program
= &texture_background_program_
[precision
];
2860 if (!program
->initialized()) {
2861 TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize");
2862 program
->Initialize(
2863 output_surface_
->context_provider(), precision
, SamplerType2D
);
2868 const GLRenderer::NonPremultipliedTextureBackgroundProgram
*
2869 GLRenderer::GetNonPremultipliedTextureBackgroundProgram(
2870 TexCoordPrecision precision
) {
2871 DCHECK_GE(precision
, 0);
2872 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2873 NonPremultipliedTextureBackgroundProgram
* program
=
2874 &nonpremultiplied_texture_background_program_
[precision
];
2875 if (!program
->initialized()) {
2877 "GLRenderer::NonPremultipliedTextureProgram::Initialize");
2878 program
->Initialize(
2879 output_surface_
->context_provider(), precision
, SamplerType2D
);
2884 const GLRenderer::TextureProgram
* GLRenderer::GetTextureIOSurfaceProgram(
2885 TexCoordPrecision precision
) {
2886 DCHECK_GE(precision
, 0);
2887 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2888 TextureProgram
* program
= &texture_io_surface_program_
[precision
];
2889 if (!program
->initialized()) {
2890 TRACE_EVENT0("cc", "GLRenderer::textureIOSurfaceProgram::initialize");
2891 program
->Initialize(
2892 output_surface_
->context_provider(), precision
, SamplerType2DRect
);
2897 const GLRenderer::VideoYUVProgram
* GLRenderer::GetVideoYUVProgram(
2898 TexCoordPrecision precision
) {
2899 DCHECK_GE(precision
, 0);
2900 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2901 VideoYUVProgram
* program
= &video_yuv_program_
[precision
];
2902 if (!program
->initialized()) {
2903 TRACE_EVENT0("cc", "GLRenderer::videoYUVProgram::initialize");
2904 program
->Initialize(
2905 output_surface_
->context_provider(), precision
, SamplerType2D
);
2910 const GLRenderer::VideoYUVAProgram
* GLRenderer::GetVideoYUVAProgram(
2911 TexCoordPrecision precision
) {
2912 DCHECK_GE(precision
, 0);
2913 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2914 VideoYUVAProgram
* program
= &video_yuva_program_
[precision
];
2915 if (!program
->initialized()) {
2916 TRACE_EVENT0("cc", "GLRenderer::videoYUVAProgram::initialize");
2917 program
->Initialize(
2918 output_surface_
->context_provider(), precision
, SamplerType2D
);
2923 const GLRenderer::VideoStreamTextureProgram
*
2924 GLRenderer::GetVideoStreamTextureProgram(TexCoordPrecision precision
) {
2925 if (!Capabilities().using_egl_image
)
2927 DCHECK_GE(precision
, 0);
2928 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2929 VideoStreamTextureProgram
* program
=
2930 &video_stream_texture_program_
[precision
];
2931 if (!program
->initialized()) {
2932 TRACE_EVENT0("cc", "GLRenderer::streamTextureProgram::initialize");
2933 program
->Initialize(
2934 output_surface_
->context_provider(), precision
, SamplerTypeExternalOES
);
2939 void GLRenderer::CleanupSharedObjects() {
2940 shared_geometry_
.reset();
2942 for (int i
= 0; i
< NumTexCoordPrecisions
; ++i
) {
2943 for (int j
= 0; j
< NumSamplerTypes
; ++j
) {
2944 tile_program_
[i
][j
].Cleanup(gl_
);
2945 tile_program_opaque_
[i
][j
].Cleanup(gl_
);
2946 tile_program_swizzle_
[i
][j
].Cleanup(gl_
);
2947 tile_program_swizzle_opaque_
[i
][j
].Cleanup(gl_
);
2948 tile_program_aa_
[i
][j
].Cleanup(gl_
);
2949 tile_program_swizzle_aa_
[i
][j
].Cleanup(gl_
);
2952 render_pass_mask_program_
[i
].Cleanup(gl_
);
2953 render_pass_program_
[i
].Cleanup(gl_
);
2954 render_pass_mask_program_aa_
[i
].Cleanup(gl_
);
2955 render_pass_program_aa_
[i
].Cleanup(gl_
);
2956 render_pass_color_matrix_program_
[i
].Cleanup(gl_
);
2957 render_pass_mask_color_matrix_program_aa_
[i
].Cleanup(gl_
);
2958 render_pass_color_matrix_program_aa_
[i
].Cleanup(gl_
);
2959 render_pass_mask_color_matrix_program_
[i
].Cleanup(gl_
);
2961 texture_program_
[i
].Cleanup(gl_
);
2962 nonpremultiplied_texture_program_
[i
].Cleanup(gl_
);
2963 texture_background_program_
[i
].Cleanup(gl_
);
2964 nonpremultiplied_texture_background_program_
[i
].Cleanup(gl_
);
2965 texture_io_surface_program_
[i
].Cleanup(gl_
);
2967 video_yuv_program_
[i
].Cleanup(gl_
);
2968 video_yuva_program_
[i
].Cleanup(gl_
);
2969 video_stream_texture_program_
[i
].Cleanup(gl_
);
2972 tile_checkerboard_program_
.Cleanup(gl_
);
2974 debug_border_program_
.Cleanup(gl_
);
2975 solid_color_program_
.Cleanup(gl_
);
2976 solid_color_program_aa_
.Cleanup(gl_
);
2978 if (offscreen_framebuffer_id_
)
2979 GLC(gl_
, gl_
->DeleteFramebuffers(1, &offscreen_framebuffer_id_
));
2981 if (on_demand_tile_raster_resource_id_
)
2982 resource_provider_
->DeleteResource(on_demand_tile_raster_resource_id_
);
2984 ReleaseRenderPassTextures();
2987 void GLRenderer::ReinitializeGLState() {
2988 // Bind the common vertex attributes used for drawing all the layers.
2989 shared_geometry_
->PrepareForDraw();
2991 GLC(gl_
, gl_
->Disable(GL_DEPTH_TEST
));
2992 GLC(gl_
, gl_
->Disable(GL_CULL_FACE
));
2993 GLC(gl_
, gl_
->ColorMask(true, true, true, true));
2994 GLC(gl_
, gl_
->Disable(GL_STENCIL_TEST
));
2995 stencil_shadow_
= false;
2996 GLC(gl_
, gl_
->Enable(GL_BLEND
));
2997 blend_shadow_
= true;
2998 GLC(gl_
, gl_
->BlendFunc(GL_ONE
, GL_ONE_MINUS_SRC_ALPHA
));
2999 GLC(gl_
, gl_
->ActiveTexture(GL_TEXTURE0
));
3000 program_shadow_
= 0;
3002 // Make sure scissoring starts as disabled.
3003 is_scissor_enabled_
= false;
3004 GLC(gl_
, gl_
->Disable(GL_SCISSOR_TEST
));
3005 scissor_rect_needs_reset_
= true;
3008 bool GLRenderer::IsContextLost() {
3009 return output_surface_
->context_provider()->IsContextLost();