1 // Copyright 2010 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
5 #include "cc/output/gl_renderer.h"
13 #include "base/logging.h"
14 #include "base/memory/scoped_ptr.h"
15 #include "base/strings/string_split.h"
16 #include "base/strings/string_util.h"
17 #include "base/strings/stringprintf.h"
18 #include "build/build_config.h"
19 #include "base/trace_event/trace_event.h"
20 #include "cc/base/math_util.h"
21 #include "cc/output/compositor_frame.h"
22 #include "cc/output/compositor_frame_metadata.h"
23 #include "cc/output/context_provider.h"
24 #include "cc/output/copy_output_request.h"
25 #include "cc/output/dynamic_geometry_binding.h"
26 #include "cc/output/gl_frame_data.h"
27 #include "cc/output/layer_quad.h"
28 #include "cc/output/output_surface.h"
29 #include "cc/output/render_surface_filters.h"
30 #include "cc/output/static_geometry_binding.h"
31 #include "cc/output/texture_mailbox_deleter.h"
32 #include "cc/quads/draw_polygon.h"
33 #include "cc/quads/picture_draw_quad.h"
34 #include "cc/quads/render_pass.h"
35 #include "cc/quads/stream_video_draw_quad.h"
36 #include "cc/quads/texture_draw_quad.h"
37 #include "cc/raster/scoped_gpu_raster.h"
38 #include "cc/resources/scoped_resource.h"
39 #include "gpu/GLES2/gl2extchromium.h"
40 #include "gpu/command_buffer/client/context_support.h"
41 #include "gpu/command_buffer/client/gles2_interface.h"
42 #include "gpu/command_buffer/common/gpu_memory_allocation.h"
43 #include "third_party/skia/include/core/SkBitmap.h"
44 #include "third_party/skia/include/core/SkColor.h"
45 #include "third_party/skia/include/core/SkColorFilter.h"
46 #include "third_party/skia/include/core/SkImage.h"
47 #include "third_party/skia/include/core/SkSurface.h"
48 #include "third_party/skia/include/gpu/GrContext.h"
49 #include "third_party/skia/include/gpu/GrTexture.h"
50 #include "third_party/skia/include/gpu/GrTextureProvider.h"
51 #include "third_party/skia/include/gpu/SkGrTexturePixelRef.h"
52 #include "third_party/skia/include/gpu/gl/GrGLInterface.h"
53 #include "ui/gfx/geometry/quad_f.h"
54 #include "ui/gfx/geometry/rect_conversions.h"
56 using gpu::gles2::GLES2Interface
;
61 bool NeedsIOSurfaceReadbackWorkaround() {
62 #if defined(OS_MACOSX)
63 // This isn't strictly required in DumpRenderTree-mode when Mesa is used,
64 // but it doesn't seem to hurt.
71 Float4
UVTransform(const TextureDrawQuad
* quad
) {
72 gfx::PointF uv0
= quad
->uv_top_left
;
73 gfx::PointF uv1
= quad
->uv_bottom_right
;
74 Float4 xform
= {{uv0
.x(), uv0
.y(), uv1
.x() - uv0
.x(), uv1
.y() - uv0
.y()}};
75 if (quad
->y_flipped
) {
76 xform
.data
[1] = 1.0f
- xform
.data
[1];
77 xform
.data
[3] = -xform
.data
[3];
82 Float4
PremultipliedColor(SkColor color
) {
83 const float factor
= 1.0f
/ 255.0f
;
84 const float alpha
= SkColorGetA(color
) * factor
;
87 {SkColorGetR(color
) * factor
* alpha
, SkColorGetG(color
) * factor
* alpha
,
88 SkColorGetB(color
) * factor
* alpha
, alpha
}};
92 SamplerType
SamplerTypeFromTextureTarget(GLenum target
) {
95 return SAMPLER_TYPE_2D
;
96 case GL_TEXTURE_RECTANGLE_ARB
:
97 return SAMPLER_TYPE_2D_RECT
;
98 case GL_TEXTURE_EXTERNAL_OES
:
99 return SAMPLER_TYPE_EXTERNAL_OES
;
102 return SAMPLER_TYPE_2D
;
106 BlendMode
BlendModeFromSkXfermode(SkXfermode::Mode mode
) {
108 case SkXfermode::kSrcOver_Mode
:
109 return BLEND_MODE_NORMAL
;
110 case SkXfermode::kScreen_Mode
:
111 return BLEND_MODE_SCREEN
;
112 case SkXfermode::kOverlay_Mode
:
113 return BLEND_MODE_OVERLAY
;
114 case SkXfermode::kDarken_Mode
:
115 return BLEND_MODE_DARKEN
;
116 case SkXfermode::kLighten_Mode
:
117 return BLEND_MODE_LIGHTEN
;
118 case SkXfermode::kColorDodge_Mode
:
119 return BLEND_MODE_COLOR_DODGE
;
120 case SkXfermode::kColorBurn_Mode
:
121 return BLEND_MODE_COLOR_BURN
;
122 case SkXfermode::kHardLight_Mode
:
123 return BLEND_MODE_HARD_LIGHT
;
124 case SkXfermode::kSoftLight_Mode
:
125 return BLEND_MODE_SOFT_LIGHT
;
126 case SkXfermode::kDifference_Mode
:
127 return BLEND_MODE_DIFFERENCE
;
128 case SkXfermode::kExclusion_Mode
:
129 return BLEND_MODE_EXCLUSION
;
130 case SkXfermode::kMultiply_Mode
:
131 return BLEND_MODE_MULTIPLY
;
132 case SkXfermode::kHue_Mode
:
133 return BLEND_MODE_HUE
;
134 case SkXfermode::kSaturation_Mode
:
135 return BLEND_MODE_SATURATION
;
136 case SkXfermode::kColor_Mode
:
137 return BLEND_MODE_COLOR
;
138 case SkXfermode::kLuminosity_Mode
:
139 return BLEND_MODE_LUMINOSITY
;
142 return BLEND_MODE_NONE
;
146 // Smallest unit that impact anti-aliasing output. We use this to
147 // determine when anti-aliasing is unnecessary.
148 const float kAntiAliasingEpsilon
= 1.0f
/ 1024.0f
;
150 // Block or crash if the number of pending sync queries reach this high as
151 // something is seriously wrong on the service side if this happens.
152 const size_t kMaxPendingSyncQueries
= 16;
154 } // anonymous namespace
156 static GLint
GetActiveTextureUnit(GLES2Interface
* gl
) {
157 GLint active_unit
= 0;
158 gl
->GetIntegerv(GL_ACTIVE_TEXTURE
, &active_unit
);
162 class GLRenderer::ScopedUseGrContext
{
164 static scoped_ptr
<ScopedUseGrContext
> Create(GLRenderer
* renderer
,
165 DrawingFrame
* frame
) {
166 // GrContext for filters is created lazily, and may fail if the context
168 // TODO(vmiura,bsalomon): crbug.com/487850 Ensure that
169 // ContextProvider::GrContext() does not return NULL.
170 if (renderer
->output_surface_
->context_provider()->GrContext())
171 return make_scoped_ptr(new ScopedUseGrContext(renderer
, frame
));
175 ~ScopedUseGrContext() {
176 // Pass context control back to GLrenderer.
177 scoped_gpu_raster_
= nullptr;
178 renderer_
->RestoreGLState();
179 renderer_
->RestoreFramebuffer(frame_
);
182 GrContext
* context() const {
183 return renderer_
->output_surface_
->context_provider()->GrContext();
187 ScopedUseGrContext(GLRenderer
* renderer
, DrawingFrame
* frame
)
188 : scoped_gpu_raster_(
189 new ScopedGpuRaster(renderer
->output_surface_
->context_provider())),
192 // scoped_gpu_raster_ passes context control to Skia.
195 scoped_ptr
<ScopedGpuRaster
> scoped_gpu_raster_
;
196 GLRenderer
* renderer_
;
197 DrawingFrame
* frame_
;
199 DISALLOW_COPY_AND_ASSIGN(ScopedUseGrContext
);
202 struct GLRenderer::PendingAsyncReadPixels
{
203 PendingAsyncReadPixels() : buffer(0) {}
205 scoped_ptr
<CopyOutputRequest
> copy_request
;
206 base::CancelableClosure finished_read_pixels_callback
;
210 DISALLOW_COPY_AND_ASSIGN(PendingAsyncReadPixels
);
213 class GLRenderer::SyncQuery
{
215 explicit SyncQuery(gpu::gles2::GLES2Interface
* gl
)
216 : gl_(gl
), query_id_(0u), is_pending_(false), weak_ptr_factory_(this) {
217 gl_
->GenQueriesEXT(1, &query_id_
);
219 virtual ~SyncQuery() { gl_
->DeleteQueriesEXT(1, &query_id_
); }
221 scoped_refptr
<ResourceProvider::Fence
> Begin() {
222 DCHECK(!IsPending());
223 // Invalidate weak pointer held by old fence.
224 weak_ptr_factory_
.InvalidateWeakPtrs();
225 // Note: In case the set of drawing commands issued before End() do not
226 // depend on the query, defer BeginQueryEXT call until Set() is called and
227 // query is required.
228 return make_scoped_refptr
<ResourceProvider::Fence
>(
229 new Fence(weak_ptr_factory_
.GetWeakPtr()));
236 // Note: BeginQueryEXT on GL_COMMANDS_COMPLETED_CHROMIUM is effectively a
237 // noop relative to GL, so it doesn't matter where it happens but we still
238 // make sure to issue this command when Set() is called (prior to issuing
239 // any drawing commands that depend on query), in case some future extension
240 // can take advantage of this.
241 gl_
->BeginQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM
, query_id_
);
249 gl_
->EndQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM
);
256 unsigned result_available
= 1;
257 gl_
->GetQueryObjectuivEXT(
258 query_id_
, GL_QUERY_RESULT_AVAILABLE_EXT
, &result_available
);
259 is_pending_
= !result_available
;
268 gl_
->GetQueryObjectuivEXT(query_id_
, GL_QUERY_RESULT_EXT
, &result
);
273 class Fence
: public ResourceProvider::Fence
{
275 explicit Fence(base::WeakPtr
<GLRenderer::SyncQuery
> query
)
278 // Overridden from ResourceProvider::Fence:
279 void Set() override
{
283 bool HasPassed() override
{ return !query_
|| !query_
->IsPending(); }
284 void Wait() override
{
292 base::WeakPtr
<SyncQuery
> query_
;
294 DISALLOW_COPY_AND_ASSIGN(Fence
);
297 gpu::gles2::GLES2Interface
* gl_
;
300 base::WeakPtrFactory
<SyncQuery
> weak_ptr_factory_
;
302 DISALLOW_COPY_AND_ASSIGN(SyncQuery
);
305 scoped_ptr
<GLRenderer
> GLRenderer::Create(
306 RendererClient
* client
,
307 const RendererSettings
* settings
,
308 OutputSurface
* output_surface
,
309 ResourceProvider
* resource_provider
,
310 TextureMailboxDeleter
* texture_mailbox_deleter
,
311 int highp_threshold_min
) {
312 return make_scoped_ptr(new GLRenderer(client
,
316 texture_mailbox_deleter
,
317 highp_threshold_min
));
320 GLRenderer::GLRenderer(RendererClient
* client
,
321 const RendererSettings
* settings
,
322 OutputSurface
* output_surface
,
323 ResourceProvider
* resource_provider
,
324 TextureMailboxDeleter
* texture_mailbox_deleter
,
325 int highp_threshold_min
)
326 : DirectRenderer(client
, settings
, output_surface
, resource_provider
),
327 offscreen_framebuffer_id_(0),
328 shared_geometry_quad_(QuadVertexRect()),
329 gl_(output_surface
->context_provider()->ContextGL()),
330 context_support_(output_surface
->context_provider()->ContextSupport()),
331 texture_mailbox_deleter_(texture_mailbox_deleter
),
332 is_backbuffer_discarded_(false),
333 is_scissor_enabled_(false),
334 scissor_rect_needs_reset_(true),
335 stencil_shadow_(false),
336 blend_shadow_(false),
337 highp_threshold_min_(highp_threshold_min
),
338 highp_threshold_cache_(0),
339 use_sync_query_(false),
340 on_demand_tile_raster_resource_id_(0),
341 bound_geometry_(NO_BINDING
) {
343 DCHECK(context_support_
);
345 ContextProvider::Capabilities context_caps
=
346 output_surface_
->context_provider()->ContextCapabilities();
348 capabilities_
.using_partial_swap
=
349 settings_
->partial_swap_enabled
&& context_caps
.gpu
.post_sub_buffer
;
351 DCHECK(!context_caps
.gpu
.iosurface
|| context_caps
.gpu
.texture_rectangle
);
353 capabilities_
.using_egl_image
= context_caps
.gpu
.egl_image_external
;
355 capabilities_
.max_texture_size
= resource_provider_
->max_texture_size();
356 capabilities_
.best_texture_format
= resource_provider_
->best_texture_format();
358 // The updater can access textures while the GLRenderer is using them.
359 capabilities_
.allow_partial_texture_updates
= true;
361 capabilities_
.using_image
= context_caps
.gpu
.image
;
363 capabilities_
.using_discard_framebuffer
=
364 context_caps
.gpu
.discard_framebuffer
;
366 capabilities_
.allow_rasterize_on_demand
= true;
367 capabilities_
.max_msaa_samples
= context_caps
.gpu
.max_samples
;
369 use_sync_query_
= context_caps
.gpu
.sync_query
;
370 use_blend_equation_advanced_
= context_caps
.gpu
.blend_equation_advanced
;
371 use_blend_equation_advanced_coherent_
=
372 context_caps
.gpu
.blend_equation_advanced_coherent
;
374 InitializeSharedObjects();
377 GLRenderer::~GLRenderer() {
378 while (!pending_async_read_pixels_
.empty()) {
379 PendingAsyncReadPixels
* pending_read
= pending_async_read_pixels_
.back();
380 pending_read
->finished_read_pixels_callback
.Cancel();
381 pending_async_read_pixels_
.pop_back();
384 previous_swap_overlay_resources_
.clear();
385 in_use_overlay_resources_
.clear();
387 CleanupSharedObjects();
390 const RendererCapabilitiesImpl
& GLRenderer::Capabilities() const {
391 return capabilities_
;
394 void GLRenderer::DidChangeVisibility() {
395 EnforceMemoryPolicy();
397 context_support_
->SetSurfaceVisible(visible());
399 // If we are not visible, we ask the context to aggressively free resources.
400 context_support_
->SetAggressivelyFreeResources(!visible());
403 void GLRenderer::ReleaseRenderPassTextures() { render_pass_textures_
.clear(); }
405 void GLRenderer::DiscardPixels() {
406 if (!capabilities_
.using_discard_framebuffer
)
408 bool using_default_framebuffer
=
409 !current_framebuffer_lock_
&&
410 output_surface_
->capabilities().uses_default_gl_framebuffer
;
411 GLenum attachments
[] = {static_cast<GLenum
>(
412 using_default_framebuffer
? GL_COLOR_EXT
: GL_COLOR_ATTACHMENT0_EXT
)};
413 gl_
->DiscardFramebufferEXT(
414 GL_FRAMEBUFFER
, arraysize(attachments
), attachments
);
417 void GLRenderer::PrepareSurfaceForPass(
419 SurfaceInitializationMode initialization_mode
,
420 const gfx::Rect
& render_pass_scissor
) {
423 switch (initialization_mode
) {
424 case SURFACE_INITIALIZATION_MODE_PRESERVE
:
425 EnsureScissorTestDisabled();
427 case SURFACE_INITIALIZATION_MODE_FULL_SURFACE_CLEAR
:
428 EnsureScissorTestDisabled();
430 ClearFramebuffer(frame
);
432 case SURFACE_INITIALIZATION_MODE_SCISSORED_CLEAR
:
433 SetScissorTestRect(render_pass_scissor
);
434 ClearFramebuffer(frame
);
439 void GLRenderer::ClearFramebuffer(DrawingFrame
* frame
) {
440 // On DEBUG builds, opaque render passes are cleared to blue to easily see
441 // regions that were not drawn on the screen.
442 if (frame
->current_render_pass
->has_transparent_background
)
443 gl_
->ClearColor(0, 0, 0, 0);
445 gl_
->ClearColor(0, 0, 1, 1);
447 bool always_clear
= false;
451 if (always_clear
|| frame
->current_render_pass
->has_transparent_background
) {
452 GLbitfield clear_bits
= GL_COLOR_BUFFER_BIT
;
454 clear_bits
|= GL_STENCIL_BUFFER_BIT
;
455 gl_
->Clear(clear_bits
);
459 void GLRenderer::BeginDrawingFrame(DrawingFrame
* frame
) {
460 TRACE_EVENT0("cc", "GLRenderer::BeginDrawingFrame");
462 scoped_refptr
<ResourceProvider::Fence
> read_lock_fence
;
463 if (use_sync_query_
) {
464 // Block until oldest sync query has passed if the number of pending queries
465 // ever reach kMaxPendingSyncQueries.
466 if (pending_sync_queries_
.size() >= kMaxPendingSyncQueries
) {
467 LOG(ERROR
) << "Reached limit of pending sync queries.";
469 pending_sync_queries_
.front()->Wait();
470 DCHECK(!pending_sync_queries_
.front()->IsPending());
473 while (!pending_sync_queries_
.empty()) {
474 if (pending_sync_queries_
.front()->IsPending())
477 available_sync_queries_
.push_back(pending_sync_queries_
.take_front());
480 current_sync_query_
= available_sync_queries_
.empty()
481 ? make_scoped_ptr(new SyncQuery(gl_
))
482 : available_sync_queries_
.take_front();
484 read_lock_fence
= current_sync_query_
->Begin();
487 make_scoped_refptr(new ResourceProvider::SynchronousFence(gl_
));
489 resource_provider_
->SetReadLockFence(read_lock_fence
.get());
491 // Insert WaitSyncPointCHROMIUM on quad resources prior to drawing the frame,
492 // so that drawing can proceed without GL context switching interruptions.
493 ResourceProvider
* resource_provider
= resource_provider_
;
494 for (const auto& pass
: *frame
->render_passes_in_draw_order
) {
495 for (const auto& quad
: pass
->quad_list
) {
496 for (ResourceId resource_id
: quad
->resources
)
497 resource_provider
->WaitSyncPointIfNeeded(resource_id
);
501 // TODO(enne): Do we need to reinitialize all of this state per frame?
502 ReinitializeGLState();
505 void GLRenderer::DoNoOp() {
506 gl_
->BindFramebuffer(GL_FRAMEBUFFER
, 0);
510 void GLRenderer::DoDrawQuad(DrawingFrame
* frame
,
511 const DrawQuad
* quad
,
512 const gfx::QuadF
* clip_region
) {
513 DCHECK(quad
->rect
.Contains(quad
->visible_rect
));
514 if (quad
->material
!= DrawQuad::TEXTURE_CONTENT
) {
515 FlushTextureQuadCache(SHARED_BINDING
);
518 switch (quad
->material
) {
519 case DrawQuad::INVALID
:
522 case DrawQuad::DEBUG_BORDER
:
523 DrawDebugBorderQuad(frame
, DebugBorderDrawQuad::MaterialCast(quad
));
525 case DrawQuad::IO_SURFACE_CONTENT
:
526 DrawIOSurfaceQuad(frame
, IOSurfaceDrawQuad::MaterialCast(quad
),
529 case DrawQuad::PICTURE_CONTENT
:
530 // PictureDrawQuad should only be used for resourceless software draws.
533 case DrawQuad::RENDER_PASS
:
534 DrawRenderPassQuad(frame
, RenderPassDrawQuad::MaterialCast(quad
),
537 case DrawQuad::SOLID_COLOR
:
538 DrawSolidColorQuad(frame
, SolidColorDrawQuad::MaterialCast(quad
),
541 case DrawQuad::STREAM_VIDEO_CONTENT
:
542 DrawStreamVideoQuad(frame
, StreamVideoDrawQuad::MaterialCast(quad
),
545 case DrawQuad::SURFACE_CONTENT
:
546 // Surface content should be fully resolved to other quad types before
547 // reaching a direct renderer.
550 case DrawQuad::TEXTURE_CONTENT
:
551 EnqueueTextureQuad(frame
, TextureDrawQuad::MaterialCast(quad
),
554 case DrawQuad::TILED_CONTENT
:
555 DrawTileQuad(frame
, TileDrawQuad::MaterialCast(quad
), clip_region
);
557 case DrawQuad::YUV_VIDEO_CONTENT
:
558 DrawYUVVideoQuad(frame
, YUVVideoDrawQuad::MaterialCast(quad
),
564 // This function does not handle 3D sorting right now, since the debug border
565 // quads are just drawn as their original quads and not in split pieces. This
566 // results in some debug border quads drawing over foreground quads.
567 void GLRenderer::DrawDebugBorderQuad(const DrawingFrame
* frame
,
568 const DebugBorderDrawQuad
* quad
) {
569 SetBlendEnabled(quad
->ShouldDrawWithBlending());
571 static float gl_matrix
[16];
572 const DebugBorderProgram
* program
= GetDebugBorderProgram();
573 DCHECK(program
&& (program
->initialized() || IsContextLost()));
574 SetUseProgram(program
->program());
576 // Use the full quad_rect for debug quads to not move the edges based on
578 gfx::Rect layer_rect
= quad
->rect
;
579 gfx::Transform render_matrix
;
580 QuadRectTransform(&render_matrix
,
581 quad
->shared_quad_state
->quad_to_target_transform
,
582 gfx::RectF(layer_rect
));
583 GLRenderer::ToGLMatrix(&gl_matrix
[0],
584 frame
->projection_matrix
* render_matrix
);
585 gl_
->UniformMatrix4fv(program
->vertex_shader().matrix_location(), 1, false,
588 SkColor color
= quad
->color
;
589 float alpha
= SkColorGetA(color
) * (1.0f
/ 255.0f
);
591 gl_
->Uniform4f(program
->fragment_shader().color_location(),
592 (SkColorGetR(color
) * (1.0f
/ 255.0f
)) * alpha
,
593 (SkColorGetG(color
) * (1.0f
/ 255.0f
)) * alpha
,
594 (SkColorGetB(color
) * (1.0f
/ 255.0f
)) * alpha
, alpha
);
596 gl_
->LineWidth(quad
->width
);
598 // The indices for the line are stored in the same array as the triangle
600 gl_
->DrawElements(GL_LINE_LOOP
, 4, GL_UNSIGNED_SHORT
, 0);
603 static skia::RefPtr
<SkImage
> ApplyImageFilter(
604 scoped_ptr
<GLRenderer::ScopedUseGrContext
> use_gr_context
,
605 ResourceProvider
* resource_provider
,
606 const gfx::Rect
& rect
,
607 const gfx::Vector2dF
& scale
,
608 SkImageFilter
* filter
,
609 ScopedResource
* source_texture_resource
) {
611 return skia::RefPtr
<SkImage
>();
614 return skia::RefPtr
<SkImage
>();
616 ResourceProvider::ScopedReadLockGL
lock(resource_provider
,
617 source_texture_resource
->id());
619 // Wrap the source texture in a Ganesh platform texture.
620 GrBackendTextureDesc backend_texture_description
;
621 backend_texture_description
.fWidth
= source_texture_resource
->size().width();
622 backend_texture_description
.fHeight
=
623 source_texture_resource
->size().height();
624 backend_texture_description
.fConfig
= kSkia8888_GrPixelConfig
;
625 backend_texture_description
.fTextureHandle
= lock
.texture_id();
626 backend_texture_description
.fOrigin
= kBottomLeft_GrSurfaceOrigin
;
627 skia::RefPtr
<GrTexture
> texture
= skia::AdoptRef(
628 use_gr_context
->context()->textureProvider()->wrapBackendTexture(
629 backend_texture_description
));
631 TRACE_EVENT_INSTANT0("cc",
632 "ApplyImageFilter wrap background texture failed",
633 TRACE_EVENT_SCOPE_THREAD
);
634 return skia::RefPtr
<SkImage
>();
637 SkImageInfo src_info
=
638 SkImageInfo::MakeN32Premul(source_texture_resource
->size().width(),
639 source_texture_resource
->size().height());
640 // Place the platform texture inside an SkBitmap.
642 source
.setInfo(src_info
);
643 skia::RefPtr
<SkGrPixelRef
> pixel_ref
=
644 skia::AdoptRef(new SkGrPixelRef(src_info
, texture
.get()));
645 source
.setPixelRef(pixel_ref
.get());
647 // Create surface to draw into.
648 SkImageInfo dst_info
=
649 SkImageInfo::MakeN32Premul(source
.width(), source
.height());
650 skia::RefPtr
<SkSurface
> surface
= skia::AdoptRef(SkSurface::NewRenderTarget(
651 use_gr_context
->context(), SkSurface::kYes_Budgeted
, dst_info
, 0));
653 TRACE_EVENT_INSTANT0("cc", "ApplyImageFilter surface allocation failed",
654 TRACE_EVENT_SCOPE_THREAD
);
655 return skia::RefPtr
<SkImage
>();
657 skia::RefPtr
<SkCanvas
> canvas
= skia::SharePtr(surface
->getCanvas());
659 // Draw the source bitmap through the filter to the canvas.
661 paint
.setImageFilter(filter
);
662 canvas
->clear(SK_ColorTRANSPARENT
);
664 // The origin of the filter is top-left and the origin of the source is
665 // bottom-left, but the orientation is the same, so we must translate the
666 // filter so that it renders at the bottom of the texture to avoid
668 int y_translate
= source
.height() - rect
.height() - rect
.origin().y();
669 canvas
->translate(-rect
.origin().x(), y_translate
);
670 canvas
->scale(scale
.x(), scale
.y());
671 canvas
->drawSprite(source
, 0, 0, &paint
);
673 skia::RefPtr
<SkImage
> image
= skia::AdoptRef(surface
->newImageSnapshot());
674 if (!image
|| !image
->isTextureBacked()) {
675 return skia::RefPtr
<SkImage
>();
681 bool GLRenderer::CanApplyBlendModeUsingBlendFunc(SkXfermode::Mode blend_mode
) {
682 return use_blend_equation_advanced_
||
683 blend_mode
== SkXfermode::kScreen_Mode
||
684 blend_mode
== SkXfermode::kSrcOver_Mode
;
687 void GLRenderer::ApplyBlendModeUsingBlendFunc(SkXfermode::Mode blend_mode
) {
688 DCHECK(CanApplyBlendModeUsingBlendFunc(blend_mode
));
690 // Any modes set here must be reset in RestoreBlendFuncToDefault
691 if (use_blend_equation_advanced_
) {
692 GLenum equation
= GL_FUNC_ADD
;
694 switch (blend_mode
) {
695 case SkXfermode::kScreen_Mode
:
696 equation
= GL_SCREEN_KHR
;
698 case SkXfermode::kOverlay_Mode
:
699 equation
= GL_OVERLAY_KHR
;
701 case SkXfermode::kDarken_Mode
:
702 equation
= GL_DARKEN_KHR
;
704 case SkXfermode::kLighten_Mode
:
705 equation
= GL_LIGHTEN_KHR
;
707 case SkXfermode::kColorDodge_Mode
:
708 equation
= GL_COLORDODGE_KHR
;
710 case SkXfermode::kColorBurn_Mode
:
711 equation
= GL_COLORBURN_KHR
;
713 case SkXfermode::kHardLight_Mode
:
714 equation
= GL_HARDLIGHT_KHR
;
716 case SkXfermode::kSoftLight_Mode
:
717 equation
= GL_SOFTLIGHT_KHR
;
719 case SkXfermode::kDifference_Mode
:
720 equation
= GL_DIFFERENCE_KHR
;
722 case SkXfermode::kExclusion_Mode
:
723 equation
= GL_EXCLUSION_KHR
;
725 case SkXfermode::kMultiply_Mode
:
726 equation
= GL_MULTIPLY_KHR
;
728 case SkXfermode::kHue_Mode
:
729 equation
= GL_HSL_HUE_KHR
;
731 case SkXfermode::kSaturation_Mode
:
732 equation
= GL_HSL_SATURATION_KHR
;
734 case SkXfermode::kColor_Mode
:
735 equation
= GL_HSL_COLOR_KHR
;
737 case SkXfermode::kLuminosity_Mode
:
738 equation
= GL_HSL_LUMINOSITY_KHR
;
744 gl_
->BlendEquation(equation
);
746 if (blend_mode
== SkXfermode::kScreen_Mode
) {
747 gl_
->BlendFunc(GL_ONE_MINUS_DST_COLOR
, GL_ONE
);
752 void GLRenderer::RestoreBlendFuncToDefault(SkXfermode::Mode blend_mode
) {
753 if (blend_mode
== SkXfermode::kSrcOver_Mode
)
756 if (use_blend_equation_advanced_
) {
757 gl_
->BlendEquation(GL_FUNC_ADD
);
759 gl_
->BlendFunc(GL_ONE
, GL_ONE_MINUS_SRC_ALPHA
);
763 bool GLRenderer::ShouldApplyBackgroundFilters(const RenderPassDrawQuad
* quad
) {
764 if (quad
->background_filters
.IsEmpty())
767 // TODO(hendrikw): Look into allowing background filters to see pixels from
768 // other render targets. See crbug.com/314867.
773 // This takes a gfx::Rect and a clip region quad in the same space,
774 // and returns a quad with the same proportions in the space -0.5->0.5.
775 bool GetScaledRegion(const gfx::Rect
& rect
,
776 const gfx::QuadF
* clip
,
777 gfx::QuadF
* scaled_region
) {
781 gfx::PointF
p1(((clip
->p1().x() - rect
.x()) / rect
.width()) - 0.5f
,
782 ((clip
->p1().y() - rect
.y()) / rect
.height()) - 0.5f
);
783 gfx::PointF
p2(((clip
->p2().x() - rect
.x()) / rect
.width()) - 0.5f
,
784 ((clip
->p2().y() - rect
.y()) / rect
.height()) - 0.5f
);
785 gfx::PointF
p3(((clip
->p3().x() - rect
.x()) / rect
.width()) - 0.5f
,
786 ((clip
->p3().y() - rect
.y()) / rect
.height()) - 0.5f
);
787 gfx::PointF
p4(((clip
->p4().x() - rect
.x()) / rect
.width()) - 0.5f
,
788 ((clip
->p4().y() - rect
.y()) / rect
.height()) - 0.5f
);
789 *scaled_region
= gfx::QuadF(p1
, p2
, p3
, p4
);
793 // This takes a gfx::Rect and a clip region quad in the same space,
794 // and returns the proportional uv's in the space 0->1.
795 bool GetScaledUVs(const gfx::Rect
& rect
, const gfx::QuadF
* clip
, float uvs
[8]) {
799 uvs
[0] = ((clip
->p1().x() - rect
.x()) / rect
.width());
800 uvs
[1] = ((clip
->p1().y() - rect
.y()) / rect
.height());
801 uvs
[2] = ((clip
->p2().x() - rect
.x()) / rect
.width());
802 uvs
[3] = ((clip
->p2().y() - rect
.y()) / rect
.height());
803 uvs
[4] = ((clip
->p3().x() - rect
.x()) / rect
.width());
804 uvs
[5] = ((clip
->p3().y() - rect
.y()) / rect
.height());
805 uvs
[6] = ((clip
->p4().x() - rect
.x()) / rect
.width());
806 uvs
[7] = ((clip
->p4().y() - rect
.y()) / rect
.height());
810 gfx::Rect
GLRenderer::GetBackdropBoundingBoxForRenderPassQuad(
812 const RenderPassDrawQuad
* quad
,
813 const gfx::Transform
& contents_device_transform
,
814 const gfx::QuadF
* clip_region
,
816 gfx::QuadF scaled_region
;
817 if (!GetScaledRegion(quad
->rect
, clip_region
, &scaled_region
)) {
818 scaled_region
= SharedGeometryQuad().BoundingBox();
821 gfx::Rect backdrop_rect
= gfx::ToEnclosingRect(MathUtil::MapClippedRect(
822 contents_device_transform
, scaled_region
.BoundingBox()));
824 if (ShouldApplyBackgroundFilters(quad
)) {
825 int top
, right
, bottom
, left
;
826 quad
->background_filters
.GetOutsets(&top
, &right
, &bottom
, &left
);
827 backdrop_rect
.Inset(-left
, -top
, -right
, -bottom
);
830 if (!backdrop_rect
.IsEmpty() && use_aa
) {
831 const int kOutsetForAntialiasing
= 1;
832 backdrop_rect
.Inset(-kOutsetForAntialiasing
, -kOutsetForAntialiasing
);
835 backdrop_rect
.Intersect(MoveFromDrawToWindowSpace(
836 frame
, frame
->current_render_pass
->output_rect
));
837 return backdrop_rect
;
840 scoped_ptr
<ScopedResource
> GLRenderer::GetBackdropTexture(
841 const gfx::Rect
& bounding_rect
) {
842 scoped_ptr
<ScopedResource
> device_background_texture
=
843 ScopedResource::Create(resource_provider_
);
844 // CopyTexImage2D fails when called on a texture having immutable storage.
845 device_background_texture
->Allocate(
846 bounding_rect
.size(), ResourceProvider::TEXTURE_HINT_DEFAULT
, RGBA_8888
);
848 ResourceProvider::ScopedWriteLockGL
lock(resource_provider_
,
849 device_background_texture
->id());
850 GetFramebufferTexture(
851 lock
.texture_id(), device_background_texture
->format(), bounding_rect
);
853 return device_background_texture
.Pass();
856 skia::RefPtr
<SkImage
> GLRenderer::ApplyBackgroundFilters(
858 const RenderPassDrawQuad
* quad
,
859 ScopedResource
* background_texture
) {
860 DCHECK(ShouldApplyBackgroundFilters(quad
));
861 skia::RefPtr
<SkImageFilter
> filter
= RenderSurfaceFilters::BuildImageFilter(
862 quad
->background_filters
, background_texture
->size());
864 skia::RefPtr
<SkImage
> background_with_filters
= ApplyImageFilter(
865 ScopedUseGrContext::Create(this, frame
), resource_provider_
, quad
->rect
,
866 quad
->filters_scale
, filter
.get(), background_texture
);
867 return background_with_filters
;
870 void GLRenderer::DrawRenderPassQuad(DrawingFrame
* frame
,
871 const RenderPassDrawQuad
* quad
,
872 const gfx::QuadF
* clip_region
) {
873 ScopedResource
* contents_texture
=
874 render_pass_textures_
.get(quad
->render_pass_id
);
875 DCHECK(contents_texture
);
876 DCHECK(contents_texture
->id());
878 gfx::Transform quad_rect_matrix
;
879 QuadRectTransform(&quad_rect_matrix
,
880 quad
->shared_quad_state
->quad_to_target_transform
,
881 gfx::RectF(quad
->rect
));
882 gfx::Transform contents_device_transform
=
883 frame
->window_matrix
* frame
->projection_matrix
* quad_rect_matrix
;
884 contents_device_transform
.FlattenTo2d();
886 // Can only draw surface if device matrix is invertible.
887 if (!contents_device_transform
.IsInvertible())
890 gfx::QuadF surface_quad
= SharedGeometryQuad();
892 gfx::QuadF device_layer_quad
;
894 if (settings_
->allow_antialiasing
) {
895 bool clipped
= false;
897 MathUtil::MapQuad(contents_device_transform
, surface_quad
, &clipped
);
898 use_aa
= ShouldAntialiasQuad(device_layer_quad
, clipped
,
899 settings_
->force_antialiasing
);
903 const gfx::QuadF
* aa_quad
= use_aa
? &device_layer_quad
: nullptr;
904 SetupRenderPassQuadForClippingAndAntialiasing(contents_device_transform
, quad
,
905 aa_quad
, clip_region
,
906 &surface_quad
, edge
);
907 SkXfermode::Mode blend_mode
= quad
->shared_quad_state
->blend_mode
;
908 bool use_shaders_for_blending
=
909 !CanApplyBlendModeUsingBlendFunc(blend_mode
) ||
910 ShouldApplyBackgroundFilters(quad
) ||
911 settings_
->force_blending_with_shaders
;
913 scoped_ptr
<ScopedResource
> background_texture
;
914 skia::RefPtr
<SkImage
> background_image
;
915 GLuint background_image_id
= 0;
916 gfx::Rect background_rect
;
917 if (use_shaders_for_blending
) {
918 // Compute a bounding box around the pixels that will be visible through
920 background_rect
= GetBackdropBoundingBoxForRenderPassQuad(
921 frame
, quad
, contents_device_transform
, clip_region
, use_aa
);
923 if (!background_rect
.IsEmpty()) {
924 // The pixels from the filtered background should completely replace the
925 // current pixel values.
927 SetBlendEnabled(false);
929 // Read the pixels in the bounding box into a buffer R.
930 // This function allocates a texture, which should contribute to the
931 // amount of memory used by render surfaces:
932 // LayerTreeHost::CalculateMemoryForRenderSurfaces.
933 background_texture
= GetBackdropTexture(background_rect
);
935 if (ShouldApplyBackgroundFilters(quad
) && background_texture
) {
936 // Apply the background filters to R, so that it is applied in the
937 // pixels' coordinate space.
939 ApplyBackgroundFilters(frame
, quad
, background_texture
.get());
940 if (background_image
)
941 background_image_id
= background_image
->getTextureHandle(true);
942 DCHECK(background_image_id
);
946 if (!background_texture
) {
947 // Something went wrong with reading the backdrop.
948 DCHECK(!background_image_id
);
949 use_shaders_for_blending
= false;
950 } else if (background_image_id
) {
951 // Reset original background texture if there is not any mask
952 if (!quad
->mask_resource_id())
953 background_texture
.reset();
954 } else if (CanApplyBlendModeUsingBlendFunc(blend_mode
) &&
955 ShouldApplyBackgroundFilters(quad
)) {
956 // Something went wrong with applying background filters to the backdrop.
957 use_shaders_for_blending
= false;
958 background_texture
.reset();
961 // Need original background texture for mask?
962 bool mask_for_background
=
963 background_texture
&& // Have original background texture
964 background_image_id
&& // Have filtered background texture
965 quad
->mask_resource_id(); // Have mask texture
967 !use_shaders_for_blending
&&
968 (quad
->ShouldDrawWithBlending() || !IsDefaultBlendMode(blend_mode
)));
970 // TODO(senorblanco): Cache this value so that we don't have to do it for both
971 // the surface and its replica. Apply filters to the contents texture.
972 skia::RefPtr
<SkImage
> filter_image
;
973 GLuint filter_image_id
= 0;
974 SkScalar color_matrix
[20];
975 bool use_color_matrix
= false;
976 if (!quad
->filters
.IsEmpty()) {
977 skia::RefPtr
<SkImageFilter
> filter
= RenderSurfaceFilters::BuildImageFilter(
978 quad
->filters
, contents_texture
->size());
980 skia::RefPtr
<SkColorFilter
> cf
;
983 SkColorFilter
* colorfilter_rawptr
= NULL
;
984 filter
->asColorFilter(&colorfilter_rawptr
);
985 cf
= skia::AdoptRef(colorfilter_rawptr
);
988 if (cf
&& cf
->asColorMatrix(color_matrix
) && !filter
->getInput(0)) {
989 // We have a single color matrix as a filter; apply it locally
990 // in the compositor.
991 use_color_matrix
= true;
993 filter_image
= ApplyImageFilter(
994 ScopedUseGrContext::Create(this, frame
), resource_provider_
,
995 quad
->rect
, quad
->filters_scale
, filter
.get(), contents_texture
);
997 filter_image_id
= filter_image
->getTextureHandle(true);
998 DCHECK(filter_image_id
);
1004 scoped_ptr
<ResourceProvider::ScopedSamplerGL
> mask_resource_lock
;
1005 unsigned mask_texture_id
= 0;
1006 SamplerType mask_sampler
= SAMPLER_TYPE_NA
;
1007 if (quad
->mask_resource_id()) {
1008 mask_resource_lock
.reset(new ResourceProvider::ScopedSamplerGL(
1009 resource_provider_
, quad
->mask_resource_id(), GL_TEXTURE1
, GL_LINEAR
));
1010 mask_texture_id
= mask_resource_lock
->texture_id();
1011 mask_sampler
= SamplerTypeFromTextureTarget(mask_resource_lock
->target());
1014 scoped_ptr
<ResourceProvider::ScopedSamplerGL
> contents_resource_lock
;
1015 if (filter_image_id
) {
1016 DCHECK_EQ(GL_TEXTURE0
, GetActiveTextureUnit(gl_
));
1017 gl_
->BindTexture(GL_TEXTURE_2D
, filter_image_id
);
1019 contents_resource_lock
=
1020 make_scoped_ptr(new ResourceProvider::ScopedSamplerGL(
1021 resource_provider_
, contents_texture
->id(), GL_LINEAR
));
1022 DCHECK_EQ(static_cast<GLenum
>(GL_TEXTURE_2D
),
1023 contents_resource_lock
->target());
1026 if (!use_shaders_for_blending
) {
1027 if (!use_blend_equation_advanced_coherent_
&& use_blend_equation_advanced_
)
1028 gl_
->BlendBarrierKHR();
1030 ApplyBlendModeUsingBlendFunc(blend_mode
);
1033 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1034 gl_
, &highp_threshold_cache_
, highp_threshold_min_
,
1035 quad
->shared_quad_state
->visible_quad_layer_rect
.bottom_right());
1037 ShaderLocations locations
;
1039 DCHECK_EQ(background_texture
|| background_image_id
,
1040 use_shaders_for_blending
);
1041 BlendMode shader_blend_mode
= use_shaders_for_blending
1042 ? BlendModeFromSkXfermode(blend_mode
)
1045 if (use_aa
&& mask_texture_id
&& !use_color_matrix
) {
1046 const RenderPassMaskProgramAA
* program
= GetRenderPassMaskProgramAA(
1047 tex_coord_precision
, mask_sampler
,
1048 shader_blend_mode
, mask_for_background
);
1049 SetUseProgram(program
->program());
1050 program
->vertex_shader().FillLocations(&locations
);
1051 program
->fragment_shader().FillLocations(&locations
);
1052 gl_
->Uniform1i(locations
.sampler
, 0);
1053 } else if (!use_aa
&& mask_texture_id
&& !use_color_matrix
) {
1054 const RenderPassMaskProgram
* program
= GetRenderPassMaskProgram(
1055 tex_coord_precision
, mask_sampler
,
1056 shader_blend_mode
, mask_for_background
);
1057 SetUseProgram(program
->program());
1058 program
->vertex_shader().FillLocations(&locations
);
1059 program
->fragment_shader().FillLocations(&locations
);
1060 gl_
->Uniform1i(locations
.sampler
, 0);
1061 } else if (use_aa
&& !mask_texture_id
&& !use_color_matrix
) {
1062 const RenderPassProgramAA
* program
=
1063 GetRenderPassProgramAA(tex_coord_precision
, shader_blend_mode
);
1064 SetUseProgram(program
->program());
1065 program
->vertex_shader().FillLocations(&locations
);
1066 program
->fragment_shader().FillLocations(&locations
);
1067 gl_
->Uniform1i(locations
.sampler
, 0);
1068 } else if (use_aa
&& mask_texture_id
&& use_color_matrix
) {
1069 const RenderPassMaskColorMatrixProgramAA
* program
=
1070 GetRenderPassMaskColorMatrixProgramAA(
1071 tex_coord_precision
, mask_sampler
,
1072 shader_blend_mode
, mask_for_background
);
1073 SetUseProgram(program
->program());
1074 program
->vertex_shader().FillLocations(&locations
);
1075 program
->fragment_shader().FillLocations(&locations
);
1076 gl_
->Uniform1i(locations
.sampler
, 0);
1077 } else if (use_aa
&& !mask_texture_id
&& use_color_matrix
) {
1078 const RenderPassColorMatrixProgramAA
* program
=
1079 GetRenderPassColorMatrixProgramAA(tex_coord_precision
,
1081 SetUseProgram(program
->program());
1082 program
->vertex_shader().FillLocations(&locations
);
1083 program
->fragment_shader().FillLocations(&locations
);
1084 gl_
->Uniform1i(locations
.sampler
, 0);
1085 } else if (!use_aa
&& mask_texture_id
&& use_color_matrix
) {
1086 const RenderPassMaskColorMatrixProgram
* program
=
1087 GetRenderPassMaskColorMatrixProgram(
1088 tex_coord_precision
, mask_sampler
,
1089 shader_blend_mode
, mask_for_background
);
1090 SetUseProgram(program
->program());
1091 program
->vertex_shader().FillLocations(&locations
);
1092 program
->fragment_shader().FillLocations(&locations
);
1093 gl_
->Uniform1i(locations
.sampler
, 0);
1094 } else if (!use_aa
&& !mask_texture_id
&& use_color_matrix
) {
1095 const RenderPassColorMatrixProgram
* program
=
1096 GetRenderPassColorMatrixProgram(tex_coord_precision
, shader_blend_mode
);
1097 SetUseProgram(program
->program());
1098 program
->vertex_shader().FillLocations(&locations
);
1099 program
->fragment_shader().FillLocations(&locations
);
1100 gl_
->Uniform1i(locations
.sampler
, 0);
1102 const RenderPassProgram
* program
=
1103 GetRenderPassProgram(tex_coord_precision
, shader_blend_mode
);
1104 SetUseProgram(program
->program());
1105 program
->vertex_shader().FillLocations(&locations
);
1106 program
->fragment_shader().FillLocations(&locations
);
1107 gl_
->Uniform1i(locations
.sampler
, 0);
1110 quad
->rect
.width() / static_cast<float>(contents_texture
->size().width());
1111 float tex_scale_y
= quad
->rect
.height() /
1112 static_cast<float>(contents_texture
->size().height());
1113 DCHECK_LE(tex_scale_x
, 1.0f
);
1114 DCHECK_LE(tex_scale_y
, 1.0f
);
1116 DCHECK(locations
.tex_transform
!= -1 || IsContextLost());
1117 // Flip the content vertically in the shader, as the RenderPass input
1118 // texture is already oriented the same way as the framebuffer, but the
1119 // projection transform does a flip.
1120 gl_
->Uniform4f(locations
.tex_transform
, 0.0f
, tex_scale_y
, tex_scale_x
,
1123 GLint last_texture_unit
= 0;
1124 if (locations
.mask_sampler
!= -1) {
1125 DCHECK_NE(locations
.mask_tex_coord_scale
, 1);
1126 DCHECK_NE(locations
.mask_tex_coord_offset
, 1);
1127 gl_
->Uniform1i(locations
.mask_sampler
, 1);
1129 gfx::RectF mask_uv_rect
= quad
->MaskUVRect();
1130 if (mask_sampler
!= SAMPLER_TYPE_2D
) {
1131 mask_uv_rect
.Scale(quad
->mask_texture_size
.width(),
1132 quad
->mask_texture_size
.height());
1135 // Mask textures are oriented vertically flipped relative to the framebuffer
1136 // and the RenderPass contents texture, so we flip the tex coords from the
1137 // RenderPass texture to find the mask texture coords.
1138 gl_
->Uniform2f(locations
.mask_tex_coord_offset
, mask_uv_rect
.x(),
1139 mask_uv_rect
.bottom());
1140 gl_
->Uniform2f(locations
.mask_tex_coord_scale
,
1141 mask_uv_rect
.width() / tex_scale_x
,
1142 -mask_uv_rect
.height() / tex_scale_y
);
1144 last_texture_unit
= 1;
1147 if (locations
.edge
!= -1)
1148 gl_
->Uniform3fv(locations
.edge
, 8, edge
);
1150 if (locations
.viewport
!= -1) {
1151 float viewport
[4] = {
1152 static_cast<float>(current_window_space_viewport_
.x()),
1153 static_cast<float>(current_window_space_viewport_
.y()),
1154 static_cast<float>(current_window_space_viewport_
.width()),
1155 static_cast<float>(current_window_space_viewport_
.height()),
1157 gl_
->Uniform4fv(locations
.viewport
, 1, viewport
);
1160 if (locations
.color_matrix
!= -1) {
1162 for (int i
= 0; i
< 4; ++i
) {
1163 for (int j
= 0; j
< 4; ++j
)
1164 matrix
[i
* 4 + j
] = SkScalarToFloat(color_matrix
[j
* 5 + i
]);
1166 gl_
->UniformMatrix4fv(locations
.color_matrix
, 1, false, matrix
);
1168 static const float kScale
= 1.0f
/ 255.0f
;
1169 if (locations
.color_offset
!= -1) {
1171 for (int i
= 0; i
< 4; ++i
)
1172 offset
[i
] = SkScalarToFloat(color_matrix
[i
* 5 + 4]) * kScale
;
1174 gl_
->Uniform4fv(locations
.color_offset
, 1, offset
);
1177 scoped_ptr
<ResourceProvider::ScopedSamplerGL
> shader_background_sampler_lock
;
1178 if (locations
.backdrop
!= -1) {
1179 DCHECK(background_texture
|| background_image_id
);
1180 DCHECK_NE(locations
.backdrop
, 0);
1181 DCHECK_NE(locations
.backdrop_rect
, 0);
1183 gl_
->Uniform1i(locations
.backdrop
, ++last_texture_unit
);
1185 gl_
->Uniform4f(locations
.backdrop_rect
, background_rect
.x(),
1186 background_rect
.y(), background_rect
.width(),
1187 background_rect
.height());
1189 if (background_image_id
) {
1190 gl_
->ActiveTexture(GL_TEXTURE0
+ last_texture_unit
);
1191 gl_
->BindTexture(GL_TEXTURE_2D
, background_image_id
);
1192 gl_
->ActiveTexture(GL_TEXTURE0
);
1193 if (mask_for_background
)
1194 gl_
->Uniform1i(locations
.original_backdrop
, ++last_texture_unit
);
1196 if (background_texture
) {
1197 shader_background_sampler_lock
= make_scoped_ptr(
1198 new ResourceProvider::ScopedSamplerGL(resource_provider_
,
1199 background_texture
->id(),
1200 GL_TEXTURE0
+ last_texture_unit
,
1202 DCHECK_EQ(static_cast<GLenum
>(GL_TEXTURE_2D
),
1203 shader_background_sampler_lock
->target());
1207 SetShaderOpacity(quad
->shared_quad_state
->opacity
, locations
.alpha
);
1208 SetShaderQuadF(surface_quad
, locations
.quad
);
1209 DrawQuadGeometry(frame
, quad
->shared_quad_state
->quad_to_target_transform
,
1210 gfx::RectF(quad
->rect
), locations
.matrix
);
1212 // Flush the compositor context before the filter bitmap goes out of
1213 // scope, so the draw gets processed before the filter texture gets deleted.
1214 if (filter_image_id
)
1217 if (!use_shaders_for_blending
)
1218 RestoreBlendFuncToDefault(blend_mode
);
1221 struct SolidColorProgramUniforms
{
1223 unsigned matrix_location
;
1224 unsigned viewport_location
;
1225 unsigned quad_location
;
1226 unsigned edge_location
;
1227 unsigned color_location
;
1231 static void SolidColorUniformLocation(T program
,
1232 SolidColorProgramUniforms
* uniforms
) {
1233 uniforms
->program
= program
->program();
1234 uniforms
->matrix_location
= program
->vertex_shader().matrix_location();
1235 uniforms
->viewport_location
= program
->vertex_shader().viewport_location();
1236 uniforms
->quad_location
= program
->vertex_shader().quad_location();
1237 uniforms
->edge_location
= program
->vertex_shader().edge_location();
1238 uniforms
->color_location
= program
->fragment_shader().color_location();
1242 // These functions determine if a quad, clipped by a clip_region contains
1243 // the entire {top|bottom|left|right} edge.
1244 bool is_top(const gfx::QuadF
* clip_region
, const DrawQuad
* quad
) {
1245 if (!quad
->IsTopEdge())
1250 return std::abs(clip_region
->p1().y()) < kAntiAliasingEpsilon
&&
1251 std::abs(clip_region
->p2().y()) < kAntiAliasingEpsilon
;
1254 bool is_bottom(const gfx::QuadF
* clip_region
, const DrawQuad
* quad
) {
1255 if (!quad
->IsBottomEdge())
1260 return std::abs(clip_region
->p3().y() -
1261 quad
->shared_quad_state
->quad_layer_bounds
.height()) <
1262 kAntiAliasingEpsilon
&&
1263 std::abs(clip_region
->p4().y() -
1264 quad
->shared_quad_state
->quad_layer_bounds
.height()) <
1265 kAntiAliasingEpsilon
;
1268 bool is_left(const gfx::QuadF
* clip_region
, const DrawQuad
* quad
) {
1269 if (!quad
->IsLeftEdge())
1274 return std::abs(clip_region
->p1().x()) < kAntiAliasingEpsilon
&&
1275 std::abs(clip_region
->p4().x()) < kAntiAliasingEpsilon
;
1278 bool is_right(const gfx::QuadF
* clip_region
, const DrawQuad
* quad
) {
1279 if (!quad
->IsRightEdge())
1284 return std::abs(clip_region
->p2().x() -
1285 quad
->shared_quad_state
->quad_layer_bounds
.width()) <
1286 kAntiAliasingEpsilon
&&
1287 std::abs(clip_region
->p3().x() -
1288 quad
->shared_quad_state
->quad_layer_bounds
.width()) <
1289 kAntiAliasingEpsilon
;
1291 } // anonymous namespace
1293 static gfx::QuadF
GetDeviceQuadWithAntialiasingOnExteriorEdges(
1294 const LayerQuad
& device_layer_edges
,
1295 const gfx::Transform
& device_transform
,
1296 const gfx::QuadF
& tile_quad
,
1297 const gfx::QuadF
* clip_region
,
1298 const DrawQuad
* quad
) {
1299 gfx::RectF tile_rect
= gfx::RectF(quad
->visible_rect
);
1301 gfx::PointF bottom_right
= tile_quad
.p3();
1302 gfx::PointF bottom_left
= tile_quad
.p4();
1303 gfx::PointF top_left
= tile_quad
.p1();
1304 gfx::PointF top_right
= tile_quad
.p2();
1305 bool clipped
= false;
1307 // Map points to device space. We ignore |clipped|, since the result of
1308 // |MapPoint()| still produces a valid point to draw the quad with. When
1309 // clipped, the point will be outside of the viewport. See crbug.com/416367.
1310 bottom_right
= MathUtil::MapPoint(device_transform
, bottom_right
, &clipped
);
1311 bottom_left
= MathUtil::MapPoint(device_transform
, bottom_left
, &clipped
);
1312 top_left
= MathUtil::MapPoint(device_transform
, top_left
, &clipped
);
1313 top_right
= MathUtil::MapPoint(device_transform
, top_right
, &clipped
);
1315 LayerQuad::Edge
bottom_edge(bottom_right
, bottom_left
);
1316 LayerQuad::Edge
left_edge(bottom_left
, top_left
);
1317 LayerQuad::Edge
top_edge(top_left
, top_right
);
1318 LayerQuad::Edge
right_edge(top_right
, bottom_right
);
1320 // Only apply anti-aliasing to edges not clipped by culling or scissoring.
1321 // If an edge is degenerate we do not want to replace it with a "proper" edge
1322 // as that will cause the quad to possibly expand is strange ways.
1323 if (!top_edge
.degenerate() && is_top(clip_region
, quad
) &&
1324 tile_rect
.y() == quad
->rect
.y()) {
1325 top_edge
= device_layer_edges
.top();
1327 if (!left_edge
.degenerate() && is_left(clip_region
, quad
) &&
1328 tile_rect
.x() == quad
->rect
.x()) {
1329 left_edge
= device_layer_edges
.left();
1331 if (!right_edge
.degenerate() && is_right(clip_region
, quad
) &&
1332 tile_rect
.right() == quad
->rect
.right()) {
1333 right_edge
= device_layer_edges
.right();
1335 if (!bottom_edge
.degenerate() && is_bottom(clip_region
, quad
) &&
1336 tile_rect
.bottom() == quad
->rect
.bottom()) {
1337 bottom_edge
= device_layer_edges
.bottom();
1340 float sign
= tile_quad
.IsCounterClockwise() ? -1 : 1;
1341 bottom_edge
.scale(sign
);
1342 left_edge
.scale(sign
);
1343 top_edge
.scale(sign
);
1344 right_edge
.scale(sign
);
1346 // Create device space quad.
1347 return LayerQuad(left_edge
, top_edge
, right_edge
, bottom_edge
).ToQuadF();
1350 float GetTotalQuadError(const gfx::QuadF
* clipped_quad
,
1351 const gfx::QuadF
* ideal_rect
) {
1352 return (clipped_quad
->p1() - ideal_rect
->p1()).LengthSquared() +
1353 (clipped_quad
->p2() - ideal_rect
->p2()).LengthSquared() +
1354 (clipped_quad
->p3() - ideal_rect
->p3()).LengthSquared() +
1355 (clipped_quad
->p4() - ideal_rect
->p4()).LengthSquared();
1358 // Attempt to rotate the clipped quad until it lines up the most
1359 // correctly. This is necessary because we check the edges of this
1360 // quad against the expected left/right/top/bottom for anti-aliasing.
1361 void AlignQuadToBoundingBox(gfx::QuadF
* clipped_quad
) {
1362 gfx::QuadF bounding_quad
= gfx::QuadF(clipped_quad
->BoundingBox());
1363 gfx::QuadF best_rotation
= *clipped_quad
;
1364 float least_error_amount
= GetTotalQuadError(clipped_quad
, &bounding_quad
);
1365 for (size_t i
= 1; i
< 4; ++i
) {
1366 clipped_quad
->Realign(1);
1367 float new_error
= GetTotalQuadError(clipped_quad
, &bounding_quad
);
1368 if (new_error
< least_error_amount
) {
1369 least_error_amount
= new_error
;
1370 best_rotation
= *clipped_quad
;
1373 *clipped_quad
= best_rotation
;
1376 // Map device space quad to local space. Device_transform has no 3d
1377 // component since it was flattened, so we don't need to project. We should
1378 // have already checked that the transform was uninvertible before this call.
1379 gfx::QuadF
MapQuadToLocalSpace(const gfx::Transform
& device_transform
,
1380 const gfx::QuadF
& device_quad
) {
1381 gfx::Transform
inverse_device_transform(gfx::Transform::kSkipInitialization
);
1382 DCHECK(device_transform
.IsInvertible());
1383 bool did_invert
= device_transform
.GetInverse(&inverse_device_transform
);
1385 bool clipped
= false;
1386 gfx::QuadF local_quad
=
1387 MathUtil::MapQuad(inverse_device_transform
, device_quad
, &clipped
);
1388 // We should not DCHECK(!clipped) here, because anti-aliasing inflation may
1389 // cause device_quad to become clipped. To our knowledge this scenario does
1390 // not need to be handled differently than the unclipped case.
1394 void InflateAntiAliasingDistances(const gfx::QuadF
& quad
,
1395 LayerQuad
* device_layer_edges
,
1397 DCHECK(!quad
.BoundingBox().IsEmpty());
1398 LayerQuad
device_layer_bounds(gfx::QuadF(quad
.BoundingBox()));
1400 device_layer_edges
->InflateAntiAliasingDistance();
1401 device_layer_edges
->ToFloatArray(edge
);
1403 device_layer_bounds
.InflateAntiAliasingDistance();
1404 device_layer_bounds
.ToFloatArray(&edge
[12]);
1408 bool GLRenderer::ShouldAntialiasQuad(const gfx::QuadF
& device_layer_quad
,
1411 // AAing clipped quads is not supported by the code yet.
1414 if (device_layer_quad
.BoundingBox().IsEmpty())
1419 bool is_axis_aligned_in_target
= device_layer_quad
.IsRectilinear();
1420 bool is_nearest_rect_within_epsilon
=
1421 is_axis_aligned_in_target
&&
1422 gfx::IsNearestRectWithinDistance(device_layer_quad
.BoundingBox(),
1423 kAntiAliasingEpsilon
);
1424 return !is_nearest_rect_within_epsilon
;
1428 void GLRenderer::SetupQuadForClippingAndAntialiasing(
1429 const gfx::Transform
& device_transform
,
1430 const DrawQuad
* quad
,
1431 const gfx::QuadF
* aa_quad
,
1432 const gfx::QuadF
* clip_region
,
1433 gfx::QuadF
* local_quad
,
1435 gfx::QuadF rotated_clip
;
1436 const gfx::QuadF
* local_clip_region
= clip_region
;
1437 if (local_clip_region
) {
1438 rotated_clip
= *clip_region
;
1439 AlignQuadToBoundingBox(&rotated_clip
);
1440 local_clip_region
= &rotated_clip
;
1444 if (local_clip_region
)
1445 *local_quad
= *local_clip_region
;
1449 LayerQuad
device_layer_edges(*aa_quad
);
1450 InflateAntiAliasingDistances(*aa_quad
, &device_layer_edges
, edge
);
1452 // If we have a clip region then we are split, and therefore
1453 // by necessity, at least one of our edges is not an external
1455 bool is_full_rect
= quad
->visible_rect
== quad
->rect
;
1457 bool region_contains_all_outside_edges
=
1459 (is_top(local_clip_region
, quad
) && is_left(local_clip_region
, quad
) &&
1460 is_bottom(local_clip_region
, quad
) && is_right(local_clip_region
, quad
));
1462 bool use_aa_on_all_four_edges
=
1463 !local_clip_region
&& region_contains_all_outside_edges
;
1465 gfx::QuadF device_quad
;
1466 if (use_aa_on_all_four_edges
) {
1467 device_quad
= device_layer_edges
.ToQuadF();
1469 gfx::QuadF
tile_quad(local_clip_region
1470 ? *local_clip_region
1471 : gfx::QuadF(gfx::RectF(quad
->visible_rect
)));
1472 device_quad
= GetDeviceQuadWithAntialiasingOnExteriorEdges(
1473 device_layer_edges
, device_transform
, tile_quad
, local_clip_region
,
1477 *local_quad
= MapQuadToLocalSpace(device_transform
, device_quad
);
1481 void GLRenderer::SetupRenderPassQuadForClippingAndAntialiasing(
1482 const gfx::Transform
& device_transform
,
1483 const RenderPassDrawQuad
* quad
,
1484 const gfx::QuadF
* aa_quad
,
1485 const gfx::QuadF
* clip_region
,
1486 gfx::QuadF
* local_quad
,
1488 gfx::QuadF rotated_clip
;
1489 const gfx::QuadF
* local_clip_region
= clip_region
;
1490 if (local_clip_region
) {
1491 rotated_clip
= *clip_region
;
1492 AlignQuadToBoundingBox(&rotated_clip
);
1493 local_clip_region
= &rotated_clip
;
1497 GetScaledRegion(quad
->rect
, local_clip_region
, local_quad
);
1501 LayerQuad
device_layer_edges(*aa_quad
);
1502 InflateAntiAliasingDistances(*aa_quad
, &device_layer_edges
, edge
);
1504 gfx::QuadF device_quad
;
1506 // Apply anti-aliasing only to the edges that are not being clipped
1507 if (local_clip_region
) {
1508 gfx::QuadF
tile_quad(gfx::RectF(quad
->visible_rect
));
1509 GetScaledRegion(quad
->rect
, local_clip_region
, &tile_quad
);
1510 device_quad
= GetDeviceQuadWithAntialiasingOnExteriorEdges(
1511 device_layer_edges
, device_transform
, tile_quad
, local_clip_region
,
1514 device_quad
= device_layer_edges
.ToQuadF();
1517 *local_quad
= MapQuadToLocalSpace(device_transform
, device_quad
);
1520 void GLRenderer::DrawSolidColorQuad(const DrawingFrame
* frame
,
1521 const SolidColorDrawQuad
* quad
,
1522 const gfx::QuadF
* clip_region
) {
1523 gfx::Rect tile_rect
= quad
->visible_rect
;
1525 SkColor color
= quad
->color
;
1526 float opacity
= quad
->shared_quad_state
->opacity
;
1527 float alpha
= (SkColorGetA(color
) * (1.0f
/ 255.0f
)) * opacity
;
1529 // Early out if alpha is small enough that quad doesn't contribute to output.
1530 if (alpha
< std::numeric_limits
<float>::epsilon() &&
1531 quad
->ShouldDrawWithBlending())
1534 gfx::Transform device_transform
=
1535 frame
->window_matrix
* frame
->projection_matrix
*
1536 quad
->shared_quad_state
->quad_to_target_transform
;
1537 device_transform
.FlattenTo2d();
1538 if (!device_transform
.IsInvertible())
1541 gfx::QuadF local_quad
= gfx::QuadF(gfx::RectF(tile_rect
));
1543 gfx::QuadF device_layer_quad
;
1544 bool use_aa
= false;
1545 bool allow_aa
= settings_
->allow_antialiasing
&&
1546 !quad
->force_anti_aliasing_off
&& quad
->IsEdge();
1549 bool clipped
= false;
1550 bool force_aa
= false;
1551 device_layer_quad
= MathUtil::MapQuad(
1554 gfx::RectF(quad
->shared_quad_state
->visible_quad_layer_rect
)),
1556 use_aa
= ShouldAntialiasQuad(device_layer_quad
, clipped
, force_aa
);
1560 const gfx::QuadF
* aa_quad
= use_aa
? &device_layer_quad
: nullptr;
1561 SetupQuadForClippingAndAntialiasing(device_transform
, quad
, aa_quad
,
1562 clip_region
, &local_quad
, edge
);
1564 SolidColorProgramUniforms uniforms
;
1566 SolidColorUniformLocation(GetSolidColorProgramAA(), &uniforms
);
1568 SolidColorUniformLocation(GetSolidColorProgram(), &uniforms
);
1570 SetUseProgram(uniforms
.program
);
1572 gl_
->Uniform4f(uniforms
.color_location
,
1573 (SkColorGetR(color
) * (1.0f
/ 255.0f
)) * alpha
,
1574 (SkColorGetG(color
) * (1.0f
/ 255.0f
)) * alpha
,
1575 (SkColorGetB(color
) * (1.0f
/ 255.0f
)) * alpha
, alpha
);
1577 float viewport
[4] = {
1578 static_cast<float>(current_window_space_viewport_
.x()),
1579 static_cast<float>(current_window_space_viewport_
.y()),
1580 static_cast<float>(current_window_space_viewport_
.width()),
1581 static_cast<float>(current_window_space_viewport_
.height()),
1583 gl_
->Uniform4fv(uniforms
.viewport_location
, 1, viewport
);
1584 gl_
->Uniform3fv(uniforms
.edge_location
, 8, edge
);
1587 // Enable blending when the quad properties require it or if we decided
1588 // to use antialiasing.
1589 SetBlendEnabled(quad
->ShouldDrawWithBlending() || use_aa
);
1591 // Antialising requires a normalized quad, but this could lead to floating
1592 // point precision errors, so only normalize when antialising is on.
1594 // Normalize to tile_rect.
1595 local_quad
.Scale(1.0f
/ tile_rect
.width(), 1.0f
/ tile_rect
.height());
1597 SetShaderQuadF(local_quad
, uniforms
.quad_location
);
1599 // The transform and vertex data are used to figure out the extents that the
1600 // un-antialiased quad should have and which vertex this is and the float
1601 // quad passed in via uniform is the actual geometry that gets used to draw
1602 // it. This is why this centered rect is used and not the original
1604 gfx::RectF
centered_rect(
1605 gfx::PointF(-0.5f
* tile_rect
.width(), -0.5f
* tile_rect
.height()),
1607 DrawQuadGeometry(frame
, quad
->shared_quad_state
->quad_to_target_transform
,
1608 centered_rect
, uniforms
.matrix_location
);
1610 PrepareGeometry(SHARED_BINDING
);
1611 SetShaderQuadF(local_quad
, uniforms
.quad_location
);
1612 static float gl_matrix
[16];
1613 ToGLMatrix(&gl_matrix
[0],
1614 frame
->projection_matrix
*
1615 quad
->shared_quad_state
->quad_to_target_transform
);
1616 gl_
->UniformMatrix4fv(uniforms
.matrix_location
, 1, false, &gl_matrix
[0]);
1618 gl_
->DrawElements(GL_TRIANGLES
, 6, GL_UNSIGNED_SHORT
, 0);
1622 struct TileProgramUniforms
{
1624 unsigned matrix_location
;
1625 unsigned viewport_location
;
1626 unsigned quad_location
;
1627 unsigned edge_location
;
1628 unsigned vertex_tex_transform_location
;
1629 unsigned sampler_location
;
1630 unsigned fragment_tex_transform_location
;
1631 unsigned alpha_location
;
1635 static void TileUniformLocation(T program
, TileProgramUniforms
* uniforms
) {
1636 uniforms
->program
= program
->program();
1637 uniforms
->matrix_location
= program
->vertex_shader().matrix_location();
1638 uniforms
->viewport_location
= program
->vertex_shader().viewport_location();
1639 uniforms
->quad_location
= program
->vertex_shader().quad_location();
1640 uniforms
->edge_location
= program
->vertex_shader().edge_location();
1641 uniforms
->vertex_tex_transform_location
=
1642 program
->vertex_shader().vertex_tex_transform_location();
1644 uniforms
->sampler_location
= program
->fragment_shader().sampler_location();
1645 uniforms
->alpha_location
= program
->fragment_shader().alpha_location();
1646 uniforms
->fragment_tex_transform_location
=
1647 program
->fragment_shader().fragment_tex_transform_location();
1650 void GLRenderer::DrawTileQuad(const DrawingFrame
* frame
,
1651 const TileDrawQuad
* quad
,
1652 const gfx::QuadF
* clip_region
) {
1653 DrawContentQuad(frame
, quad
, quad
->resource_id(), clip_region
);
1656 void GLRenderer::DrawContentQuad(const DrawingFrame
* frame
,
1657 const ContentDrawQuadBase
* quad
,
1658 ResourceId resource_id
,
1659 const gfx::QuadF
* clip_region
) {
1660 gfx::Transform device_transform
=
1661 frame
->window_matrix
* frame
->projection_matrix
*
1662 quad
->shared_quad_state
->quad_to_target_transform
;
1663 device_transform
.FlattenTo2d();
1665 gfx::QuadF device_layer_quad
;
1666 bool use_aa
= false;
1667 bool allow_aa
= settings_
->allow_antialiasing
&& quad
->IsEdge();
1669 bool clipped
= false;
1670 bool force_aa
= false;
1671 device_layer_quad
= MathUtil::MapQuad(
1674 gfx::RectF(quad
->shared_quad_state
->visible_quad_layer_rect
)),
1676 use_aa
= ShouldAntialiasQuad(device_layer_quad
, clipped
, force_aa
);
1679 // TODO(timav): simplify coordinate transformations in DrawContentQuadAA
1680 // similar to the way DrawContentQuadNoAA works and then consider
1681 // combining DrawContentQuadAA and DrawContentQuadNoAA into one method.
1683 DrawContentQuadAA(frame
, quad
, resource_id
, device_transform
,
1684 device_layer_quad
, clip_region
);
1686 DrawContentQuadNoAA(frame
, quad
, resource_id
, clip_region
);
1689 void GLRenderer::DrawContentQuadAA(const DrawingFrame
* frame
,
1690 const ContentDrawQuadBase
* quad
,
1691 ResourceId resource_id
,
1692 const gfx::Transform
& device_transform
,
1693 const gfx::QuadF
& aa_quad
,
1694 const gfx::QuadF
* clip_region
) {
1695 if (!device_transform
.IsInvertible())
1698 gfx::Rect tile_rect
= quad
->visible_rect
;
1700 gfx::RectF tex_coord_rect
= MathUtil::ScaleRectProportional(
1701 quad
->tex_coord_rect
, gfx::RectF(quad
->rect
), gfx::RectF(tile_rect
));
1702 float tex_to_geom_scale_x
= quad
->rect
.width() / quad
->tex_coord_rect
.width();
1703 float tex_to_geom_scale_y
=
1704 quad
->rect
.height() / quad
->tex_coord_rect
.height();
1706 gfx::RectF
clamp_geom_rect(tile_rect
);
1707 gfx::RectF
clamp_tex_rect(tex_coord_rect
);
1708 // Clamp texture coordinates to avoid sampling outside the layer
1709 // by deflating the tile region half a texel or half a texel
1710 // minus epsilon for one pixel layers. The resulting clamp region
1711 // is mapped to the unit square by the vertex shader and mapped
1712 // back to normalized texture coordinates by the fragment shader
1713 // after being clamped to 0-1 range.
1715 std::min(0.5f
, 0.5f
* clamp_tex_rect
.width() - kAntiAliasingEpsilon
);
1717 std::min(0.5f
, 0.5f
* clamp_tex_rect
.height() - kAntiAliasingEpsilon
);
1718 float geom_clamp_x
=
1719 std::min(tex_clamp_x
* tex_to_geom_scale_x
,
1720 0.5f
* clamp_geom_rect
.width() - kAntiAliasingEpsilon
);
1721 float geom_clamp_y
=
1722 std::min(tex_clamp_y
* tex_to_geom_scale_y
,
1723 0.5f
* clamp_geom_rect
.height() - kAntiAliasingEpsilon
);
1724 clamp_geom_rect
.Inset(geom_clamp_x
, geom_clamp_y
, geom_clamp_x
, geom_clamp_y
);
1725 clamp_tex_rect
.Inset(tex_clamp_x
, tex_clamp_y
, tex_clamp_x
, tex_clamp_y
);
1727 // Map clamping rectangle to unit square.
1728 float vertex_tex_translate_x
= -clamp_geom_rect
.x() / clamp_geom_rect
.width();
1729 float vertex_tex_translate_y
=
1730 -clamp_geom_rect
.y() / clamp_geom_rect
.height();
1731 float vertex_tex_scale_x
= tile_rect
.width() / clamp_geom_rect
.width();
1732 float vertex_tex_scale_y
= tile_rect
.height() / clamp_geom_rect
.height();
1734 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1735 gl_
, &highp_threshold_cache_
, highp_threshold_min_
, quad
->texture_size
);
1737 gfx::QuadF local_quad
= gfx::QuadF(gfx::RectF(tile_rect
));
1739 SetupQuadForClippingAndAntialiasing(device_transform
, quad
, &aa_quad
,
1740 clip_region
, &local_quad
, edge
);
1741 ResourceProvider::ScopedSamplerGL
quad_resource_lock(
1742 resource_provider_
, resource_id
,
1743 quad
->nearest_neighbor
? GL_NEAREST
: GL_LINEAR
);
1744 SamplerType sampler
=
1745 SamplerTypeFromTextureTarget(quad_resource_lock
.target());
1747 float fragment_tex_translate_x
= clamp_tex_rect
.x();
1748 float fragment_tex_translate_y
= clamp_tex_rect
.y();
1749 float fragment_tex_scale_x
= clamp_tex_rect
.width();
1750 float fragment_tex_scale_y
= clamp_tex_rect
.height();
1752 // Map to normalized texture coordinates.
1753 if (sampler
!= SAMPLER_TYPE_2D_RECT
) {
1754 gfx::Size texture_size
= quad
->texture_size
;
1755 DCHECK(!texture_size
.IsEmpty());
1756 fragment_tex_translate_x
/= texture_size
.width();
1757 fragment_tex_translate_y
/= texture_size
.height();
1758 fragment_tex_scale_x
/= texture_size
.width();
1759 fragment_tex_scale_y
/= texture_size
.height();
1762 TileProgramUniforms uniforms
;
1763 if (quad
->swizzle_contents
) {
1764 TileUniformLocation(GetTileProgramSwizzleAA(tex_coord_precision
, sampler
),
1767 TileUniformLocation(GetTileProgramAA(tex_coord_precision
, sampler
),
1771 SetUseProgram(uniforms
.program
);
1772 gl_
->Uniform1i(uniforms
.sampler_location
, 0);
1774 float viewport
[4] = {
1775 static_cast<float>(current_window_space_viewport_
.x()),
1776 static_cast<float>(current_window_space_viewport_
.y()),
1777 static_cast<float>(current_window_space_viewport_
.width()),
1778 static_cast<float>(current_window_space_viewport_
.height()),
1780 gl_
->Uniform4fv(uniforms
.viewport_location
, 1, viewport
);
1781 gl_
->Uniform3fv(uniforms
.edge_location
, 8, edge
);
1783 gl_
->Uniform4f(uniforms
.vertex_tex_transform_location
, vertex_tex_translate_x
,
1784 vertex_tex_translate_y
, vertex_tex_scale_x
,
1785 vertex_tex_scale_y
);
1786 gl_
->Uniform4f(uniforms
.fragment_tex_transform_location
,
1787 fragment_tex_translate_x
, fragment_tex_translate_y
,
1788 fragment_tex_scale_x
, fragment_tex_scale_y
);
1790 // Blending is required for antialiasing.
1791 SetBlendEnabled(true);
1793 // Normalize to tile_rect.
1794 local_quad
.Scale(1.0f
/ tile_rect
.width(), 1.0f
/ tile_rect
.height());
1796 SetShaderOpacity(quad
->shared_quad_state
->opacity
, uniforms
.alpha_location
);
1797 SetShaderQuadF(local_quad
, uniforms
.quad_location
);
1799 // The transform and vertex data are used to figure out the extents that the
1800 // un-antialiased quad should have and which vertex this is and the float
1801 // quad passed in via uniform is the actual geometry that gets used to draw
1802 // it. This is why this centered rect is used and not the original quad_rect.
1803 gfx::RectF
centered_rect(
1804 gfx::PointF(-0.5f
* tile_rect
.width(), -0.5f
* tile_rect
.height()),
1806 DrawQuadGeometry(frame
, quad
->shared_quad_state
->quad_to_target_transform
,
1807 centered_rect
, uniforms
.matrix_location
);
1810 void GLRenderer::DrawContentQuadNoAA(const DrawingFrame
* frame
,
1811 const ContentDrawQuadBase
* quad
,
1812 ResourceId resource_id
,
1813 const gfx::QuadF
* clip_region
) {
1814 gfx::RectF tex_coord_rect
= MathUtil::ScaleRectProportional(
1815 quad
->tex_coord_rect
, gfx::RectF(quad
->rect
),
1816 gfx::RectF(quad
->visible_rect
));
1817 float tex_to_geom_scale_x
= quad
->rect
.width() / quad
->tex_coord_rect
.width();
1818 float tex_to_geom_scale_y
=
1819 quad
->rect
.height() / quad
->tex_coord_rect
.height();
1821 bool scaled
= (tex_to_geom_scale_x
!= 1.f
|| tex_to_geom_scale_y
!= 1.f
);
1822 GLenum filter
= (scaled
||
1823 !quad
->shared_quad_state
->quad_to_target_transform
1824 .IsIdentityOrIntegerTranslation()) &&
1825 !quad
->nearest_neighbor
1829 ResourceProvider::ScopedSamplerGL
quad_resource_lock(
1830 resource_provider_
, resource_id
, filter
);
1831 SamplerType sampler
=
1832 SamplerTypeFromTextureTarget(quad_resource_lock
.target());
1834 float vertex_tex_translate_x
= tex_coord_rect
.x();
1835 float vertex_tex_translate_y
= tex_coord_rect
.y();
1836 float vertex_tex_scale_x
= tex_coord_rect
.width();
1837 float vertex_tex_scale_y
= tex_coord_rect
.height();
1839 // Map to normalized texture coordinates.
1840 if (sampler
!= SAMPLER_TYPE_2D_RECT
) {
1841 gfx::Size texture_size
= quad
->texture_size
;
1842 DCHECK(!texture_size
.IsEmpty());
1843 vertex_tex_translate_x
/= texture_size
.width();
1844 vertex_tex_translate_y
/= texture_size
.height();
1845 vertex_tex_scale_x
/= texture_size
.width();
1846 vertex_tex_scale_y
/= texture_size
.height();
1849 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1850 gl_
, &highp_threshold_cache_
, highp_threshold_min_
, quad
->texture_size
);
1852 TileProgramUniforms uniforms
;
1853 if (quad
->ShouldDrawWithBlending()) {
1854 if (quad
->swizzle_contents
) {
1855 TileUniformLocation(GetTileProgramSwizzle(tex_coord_precision
, sampler
),
1858 TileUniformLocation(GetTileProgram(tex_coord_precision
, sampler
),
1862 if (quad
->swizzle_contents
) {
1863 TileUniformLocation(
1864 GetTileProgramSwizzleOpaque(tex_coord_precision
, sampler
), &uniforms
);
1866 TileUniformLocation(GetTileProgramOpaque(tex_coord_precision
, sampler
),
1871 SetUseProgram(uniforms
.program
);
1872 gl_
->Uniform1i(uniforms
.sampler_location
, 0);
1874 gl_
->Uniform4f(uniforms
.vertex_tex_transform_location
, vertex_tex_translate_x
,
1875 vertex_tex_translate_y
, vertex_tex_scale_x
,
1876 vertex_tex_scale_y
);
1878 SetBlendEnabled(quad
->ShouldDrawWithBlending());
1880 SetShaderOpacity(quad
->shared_quad_state
->opacity
, uniforms
.alpha_location
);
1882 // Pass quad coordinates to the uniform in the same order as GeometryBinding
1883 // does, then vertices will match the texture mapping in the vertex buffer.
1884 // The method SetShaderQuadF() changes the order of vertices and so it's
1886 gfx::QuadF
tile_quad(gfx::RectF(quad
->visible_rect
));
1887 float width
= quad
->visible_rect
.width();
1888 float height
= quad
->visible_rect
.height();
1889 gfx::PointF top_left
= quad
->visible_rect
.origin();
1891 tile_quad
= *clip_region
;
1893 (tile_quad
.p4().x() - top_left
.x()) / width
,
1894 (tile_quad
.p4().y() - top_left
.y()) / height
,
1895 (tile_quad
.p1().x() - top_left
.x()) / width
,
1896 (tile_quad
.p1().y() - top_left
.y()) / height
,
1897 (tile_quad
.p2().x() - top_left
.x()) / width
,
1898 (tile_quad
.p2().y() - top_left
.y()) / height
,
1899 (tile_quad
.p3().x() - top_left
.x()) / width
,
1900 (tile_quad
.p3().y() - top_left
.y()) / height
,
1902 PrepareGeometry(CLIPPED_BINDING
);
1903 clipped_geometry_
->InitializeCustomQuadWithUVs(
1904 gfx::QuadF(gfx::RectF(quad
->visible_rect
)), gl_uv
);
1906 PrepareGeometry(SHARED_BINDING
);
1908 float gl_quad
[8] = {
1909 tile_quad
.p4().x(), tile_quad
.p4().y(), tile_quad
.p1().x(),
1910 tile_quad
.p1().y(), tile_quad
.p2().x(), tile_quad
.p2().y(),
1911 tile_quad
.p3().x(), tile_quad
.p3().y(),
1913 gl_
->Uniform2fv(uniforms
.quad_location
, 4, gl_quad
);
1915 static float gl_matrix
[16];
1916 ToGLMatrix(&gl_matrix
[0],
1917 frame
->projection_matrix
*
1918 quad
->shared_quad_state
->quad_to_target_transform
);
1919 gl_
->UniformMatrix4fv(uniforms
.matrix_location
, 1, false, &gl_matrix
[0]);
1921 gl_
->DrawElements(GL_TRIANGLES
, 6, GL_UNSIGNED_SHORT
, 0);
1924 void GLRenderer::DrawYUVVideoQuad(const DrawingFrame
* frame
,
1925 const YUVVideoDrawQuad
* quad
,
1926 const gfx::QuadF
* clip_region
) {
1927 SetBlendEnabled(quad
->ShouldDrawWithBlending());
1929 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1930 gl_
, &highp_threshold_cache_
, highp_threshold_min_
,
1931 quad
->shared_quad_state
->visible_quad_layer_rect
.bottom_right());
1933 bool use_alpha_plane
= quad
->a_plane_resource_id() != 0;
1935 ResourceProvider::ScopedSamplerGL
y_plane_lock(
1936 resource_provider_
, quad
->y_plane_resource_id(), GL_TEXTURE1
, GL_LINEAR
);
1937 ResourceProvider::ScopedSamplerGL
u_plane_lock(
1938 resource_provider_
, quad
->u_plane_resource_id(), GL_TEXTURE2
, GL_LINEAR
);
1939 DCHECK_EQ(y_plane_lock
.target(), u_plane_lock
.target());
1940 ResourceProvider::ScopedSamplerGL
v_plane_lock(
1941 resource_provider_
, quad
->v_plane_resource_id(), GL_TEXTURE3
, GL_LINEAR
);
1942 DCHECK_EQ(y_plane_lock
.target(), v_plane_lock
.target());
1943 scoped_ptr
<ResourceProvider::ScopedSamplerGL
> a_plane_lock
;
1944 if (use_alpha_plane
) {
1945 a_plane_lock
.reset(new ResourceProvider::ScopedSamplerGL(
1946 resource_provider_
, quad
->a_plane_resource_id(), GL_TEXTURE4
,
1948 DCHECK_EQ(y_plane_lock
.target(), a_plane_lock
->target());
1951 // All planes must have the same sampler type.
1952 SamplerType sampler
= SamplerTypeFromTextureTarget(y_plane_lock
.target());
1954 int matrix_location
= -1;
1955 int ya_tex_scale_location
= -1;
1956 int ya_tex_offset_location
= -1;
1957 int uv_tex_scale_location
= -1;
1958 int uv_tex_offset_location
= -1;
1959 int ya_clamp_rect_location
= -1;
1960 int uv_clamp_rect_location
= -1;
1961 int y_texture_location
= -1;
1962 int u_texture_location
= -1;
1963 int v_texture_location
= -1;
1964 int a_texture_location
= -1;
1965 int yuv_matrix_location
= -1;
1966 int yuv_adj_location
= -1;
1967 int alpha_location
= -1;
1968 if (use_alpha_plane
) {
1969 const VideoYUVAProgram
* program
=
1970 GetVideoYUVAProgram(tex_coord_precision
, sampler
);
1971 DCHECK(program
&& (program
->initialized() || IsContextLost()));
1972 SetUseProgram(program
->program());
1973 matrix_location
= program
->vertex_shader().matrix_location();
1974 ya_tex_scale_location
= program
->vertex_shader().ya_tex_scale_location();
1975 ya_tex_offset_location
= program
->vertex_shader().ya_tex_offset_location();
1976 uv_tex_scale_location
= program
->vertex_shader().uv_tex_scale_location();
1977 uv_tex_offset_location
= program
->vertex_shader().uv_tex_offset_location();
1978 y_texture_location
= program
->fragment_shader().y_texture_location();
1979 u_texture_location
= program
->fragment_shader().u_texture_location();
1980 v_texture_location
= program
->fragment_shader().v_texture_location();
1981 a_texture_location
= program
->fragment_shader().a_texture_location();
1982 yuv_matrix_location
= program
->fragment_shader().yuv_matrix_location();
1983 yuv_adj_location
= program
->fragment_shader().yuv_adj_location();
1984 ya_clamp_rect_location
=
1985 program
->fragment_shader().ya_clamp_rect_location();
1986 uv_clamp_rect_location
=
1987 program
->fragment_shader().uv_clamp_rect_location();
1988 alpha_location
= program
->fragment_shader().alpha_location();
1990 const VideoYUVProgram
* program
=
1991 GetVideoYUVProgram(tex_coord_precision
, sampler
);
1992 DCHECK(program
&& (program
->initialized() || IsContextLost()));
1993 SetUseProgram(program
->program());
1994 matrix_location
= program
->vertex_shader().matrix_location();
1995 ya_tex_scale_location
= program
->vertex_shader().ya_tex_scale_location();
1996 ya_tex_offset_location
= program
->vertex_shader().ya_tex_offset_location();
1997 uv_tex_scale_location
= program
->vertex_shader().uv_tex_scale_location();
1998 uv_tex_offset_location
= program
->vertex_shader().uv_tex_offset_location();
1999 y_texture_location
= program
->fragment_shader().y_texture_location();
2000 u_texture_location
= program
->fragment_shader().u_texture_location();
2001 v_texture_location
= program
->fragment_shader().v_texture_location();
2002 yuv_matrix_location
= program
->fragment_shader().yuv_matrix_location();
2003 yuv_adj_location
= program
->fragment_shader().yuv_adj_location();
2004 ya_clamp_rect_location
=
2005 program
->fragment_shader().ya_clamp_rect_location();
2006 uv_clamp_rect_location
=
2007 program
->fragment_shader().uv_clamp_rect_location();
2008 alpha_location
= program
->fragment_shader().alpha_location();
2011 gfx::SizeF
ya_tex_scale(1.0f
, 1.0f
);
2012 gfx::SizeF
uv_tex_scale(1.0f
, 1.0f
);
2013 if (sampler
!= SAMPLER_TYPE_2D_RECT
) {
2014 DCHECK(!quad
->ya_tex_size
.IsEmpty());
2015 DCHECK(!quad
->uv_tex_size
.IsEmpty());
2016 ya_tex_scale
= gfx::SizeF(1.0f
/ quad
->ya_tex_size
.width(),
2017 1.0f
/ quad
->ya_tex_size
.height());
2018 uv_tex_scale
= gfx::SizeF(1.0f
/ quad
->uv_tex_size
.width(),
2019 1.0f
/ quad
->uv_tex_size
.height());
2022 float ya_vertex_tex_translate_x
=
2023 quad
->ya_tex_coord_rect
.x() * ya_tex_scale
.width();
2024 float ya_vertex_tex_translate_y
=
2025 quad
->ya_tex_coord_rect
.y() * ya_tex_scale
.height();
2026 float ya_vertex_tex_scale_x
=
2027 quad
->ya_tex_coord_rect
.width() * ya_tex_scale
.width();
2028 float ya_vertex_tex_scale_y
=
2029 quad
->ya_tex_coord_rect
.height() * ya_tex_scale
.height();
2031 float uv_vertex_tex_translate_x
=
2032 quad
->uv_tex_coord_rect
.x() * uv_tex_scale
.width();
2033 float uv_vertex_tex_translate_y
=
2034 quad
->uv_tex_coord_rect
.y() * uv_tex_scale
.height();
2035 float uv_vertex_tex_scale_x
=
2036 quad
->uv_tex_coord_rect
.width() * uv_tex_scale
.width();
2037 float uv_vertex_tex_scale_y
=
2038 quad
->uv_tex_coord_rect
.height() * uv_tex_scale
.height();
2040 gl_
->Uniform2f(ya_tex_scale_location
, ya_vertex_tex_scale_x
,
2041 ya_vertex_tex_scale_y
);
2042 gl_
->Uniform2f(ya_tex_offset_location
, ya_vertex_tex_translate_x
,
2043 ya_vertex_tex_translate_y
);
2044 gl_
->Uniform2f(uv_tex_scale_location
, uv_vertex_tex_scale_x
,
2045 uv_vertex_tex_scale_y
);
2046 gl_
->Uniform2f(uv_tex_offset_location
, uv_vertex_tex_translate_x
,
2047 uv_vertex_tex_translate_y
);
2049 gfx::RectF
ya_clamp_rect(ya_vertex_tex_translate_x
, ya_vertex_tex_translate_y
,
2050 ya_vertex_tex_scale_x
, ya_vertex_tex_scale_y
);
2051 ya_clamp_rect
.Inset(0.5f
* ya_tex_scale
.width(),
2052 0.5f
* ya_tex_scale
.height());
2053 gfx::RectF
uv_clamp_rect(uv_vertex_tex_translate_x
, uv_vertex_tex_translate_y
,
2054 uv_vertex_tex_scale_x
, uv_vertex_tex_scale_y
);
2055 uv_clamp_rect
.Inset(0.5f
* uv_tex_scale
.width(),
2056 0.5f
* uv_tex_scale
.height());
2057 gl_
->Uniform4f(ya_clamp_rect_location
, ya_clamp_rect
.x(), ya_clamp_rect
.y(),
2058 ya_clamp_rect
.right(), ya_clamp_rect
.bottom());
2059 gl_
->Uniform4f(uv_clamp_rect_location
, uv_clamp_rect
.x(), uv_clamp_rect
.y(),
2060 uv_clamp_rect
.right(), uv_clamp_rect
.bottom());
2062 gl_
->Uniform1i(y_texture_location
, 1);
2063 gl_
->Uniform1i(u_texture_location
, 2);
2064 gl_
->Uniform1i(v_texture_location
, 3);
2065 if (use_alpha_plane
)
2066 gl_
->Uniform1i(a_texture_location
, 4);
2068 // These values are magic numbers that are used in the transformation from YUV
2069 // to RGB color values. They are taken from the following webpage:
2070 // http://www.fourcc.org/fccyvrgb.php
2071 float yuv_to_rgb_rec601
[9] = {
2072 1.164f
, 1.164f
, 1.164f
, 0.0f
, -.391f
, 2.018f
, 1.596f
, -.813f
, 0.0f
,
2074 float yuv_to_rgb_jpeg
[9] = {
2075 1.f
, 1.f
, 1.f
, 0.0f
, -.34414f
, 1.772f
, 1.402f
, -.71414f
, 0.0f
,
2077 float yuv_to_rgb_rec709
[9] = {
2078 1.164f
, 1.164f
, 1.164f
, 0.0f
, -0.213f
, 2.112f
, 1.793f
, -0.533f
, 0.0f
,
2081 // These values map to 16, 128, and 128 respectively, and are computed
2082 // as a fraction over 256 (e.g. 16 / 256 = 0.0625).
2083 // They are used in the YUV to RGBA conversion formula:
2084 // Y - 16 : Gives 16 values of head and footroom for overshooting
2085 // U - 128 : Turns unsigned U into signed U [-128,127]
2086 // V - 128 : Turns unsigned V into signed V [-128,127]
2087 float yuv_adjust_constrained
[3] = {
2088 -0.0625f
, -0.5f
, -0.5f
,
2091 // Same as above, but without the head and footroom.
2092 float yuv_adjust_full
[3] = {
2096 float* yuv_to_rgb
= NULL
;
2097 float* yuv_adjust
= NULL
;
2099 switch (quad
->color_space
) {
2100 case YUVVideoDrawQuad::REC_601
:
2101 yuv_to_rgb
= yuv_to_rgb_rec601
;
2102 yuv_adjust
= yuv_adjust_constrained
;
2104 case YUVVideoDrawQuad::REC_709
:
2105 yuv_to_rgb
= yuv_to_rgb_rec709
;
2106 yuv_adjust
= yuv_adjust_constrained
;
2108 case YUVVideoDrawQuad::JPEG
:
2109 yuv_to_rgb
= yuv_to_rgb_jpeg
;
2110 yuv_adjust
= yuv_adjust_full
;
2114 // The transform and vertex data are used to figure out the extents that the
2115 // un-antialiased quad should have and which vertex this is and the float
2116 // quad passed in via uniform is the actual geometry that gets used to draw
2117 // it. This is why this centered rect is used and not the original quad_rect.
2118 gfx::RectF tile_rect
= gfx::RectF(quad
->rect
);
2119 gl_
->UniformMatrix3fv(yuv_matrix_location
, 1, 0, yuv_to_rgb
);
2120 gl_
->Uniform3fv(yuv_adj_location
, 1, yuv_adjust
);
2122 SetShaderOpacity(quad
->shared_quad_state
->opacity
, alpha_location
);
2124 DrawQuadGeometry(frame
, quad
->shared_quad_state
->quad_to_target_transform
,
2125 tile_rect
, matrix_location
);
2128 GetScaledUVs(quad
->visible_rect
, clip_region
, uvs
);
2129 gfx::QuadF region_quad
= *clip_region
;
2130 region_quad
.Scale(1.0f
/ tile_rect
.width(), 1.0f
/ tile_rect
.height());
2131 region_quad
-= gfx::Vector2dF(0.5f
, 0.5f
);
2132 DrawQuadGeometryClippedByQuadF(
2133 frame
, quad
->shared_quad_state
->quad_to_target_transform
, tile_rect
,
2134 region_quad
, matrix_location
, uvs
);
2138 void GLRenderer::DrawStreamVideoQuad(const DrawingFrame
* frame
,
2139 const StreamVideoDrawQuad
* quad
,
2140 const gfx::QuadF
* clip_region
) {
2141 SetBlendEnabled(quad
->ShouldDrawWithBlending());
2143 static float gl_matrix
[16];
2145 DCHECK(capabilities_
.using_egl_image
);
2147 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
2148 gl_
, &highp_threshold_cache_
, highp_threshold_min_
,
2149 quad
->shared_quad_state
->visible_quad_layer_rect
.bottom_right());
2151 const VideoStreamTextureProgram
* program
=
2152 GetVideoStreamTextureProgram(tex_coord_precision
);
2153 SetUseProgram(program
->program());
2155 ToGLMatrix(&gl_matrix
[0], quad
->matrix
);
2156 gl_
->UniformMatrix4fv(program
->vertex_shader().tex_matrix_location(), 1,
2159 ResourceProvider::ScopedReadLockGL
lock(resource_provider_
,
2160 quad
->resource_id());
2161 DCHECK_EQ(GL_TEXTURE0
, GetActiveTextureUnit(gl_
));
2162 gl_
->BindTexture(GL_TEXTURE_EXTERNAL_OES
, lock
.texture_id());
2164 gl_
->Uniform1i(program
->fragment_shader().sampler_location(), 0);
2166 SetShaderOpacity(quad
->shared_quad_state
->opacity
,
2167 program
->fragment_shader().alpha_location());
2169 DrawQuadGeometry(frame
, quad
->shared_quad_state
->quad_to_target_transform
,
2170 gfx::RectF(quad
->rect
),
2171 program
->vertex_shader().matrix_location());
2173 gfx::QuadF
region_quad(*clip_region
);
2174 region_quad
.Scale(1.0f
/ quad
->rect
.width(), 1.0f
/ quad
->rect
.height());
2175 region_quad
-= gfx::Vector2dF(0.5f
, 0.5f
);
2177 GetScaledUVs(quad
->visible_rect
, clip_region
, uvs
);
2178 DrawQuadGeometryClippedByQuadF(
2179 frame
, quad
->shared_quad_state
->quad_to_target_transform
,
2180 gfx::RectF(quad
->rect
), region_quad
,
2181 program
->vertex_shader().matrix_location(), uvs
);
2185 struct TextureProgramBinding
{
2186 template <class Program
>
2187 void Set(Program
* program
) {
2189 program_id
= program
->program();
2190 sampler_location
= program
->fragment_shader().sampler_location();
2191 matrix_location
= program
->vertex_shader().matrix_location();
2192 background_color_location
=
2193 program
->fragment_shader().background_color_location();
2196 int sampler_location
;
2197 int matrix_location
;
2198 int transform_location
;
2199 int background_color_location
;
2202 struct TexTransformTextureProgramBinding
: TextureProgramBinding
{
2203 template <class Program
>
2204 void Set(Program
* program
) {
2205 TextureProgramBinding::Set(program
);
2206 tex_transform_location
= program
->vertex_shader().tex_transform_location();
2207 vertex_opacity_location
=
2208 program
->vertex_shader().vertex_opacity_location();
2210 int tex_transform_location
;
2211 int vertex_opacity_location
;
2214 void GLRenderer::FlushTextureQuadCache(BoundGeometry flush_binding
) {
2215 // Check to see if we have anything to draw.
2216 if (draw_cache_
.program_id
== -1)
2219 PrepareGeometry(flush_binding
);
2221 // Set the correct blending mode.
2222 SetBlendEnabled(draw_cache_
.needs_blending
);
2224 // Bind the program to the GL state.
2225 SetUseProgram(draw_cache_
.program_id
);
2227 // Bind the correct texture sampler location.
2228 gl_
->Uniform1i(draw_cache_
.sampler_location
, 0);
2230 // Assume the current active textures is 0.
2231 ResourceProvider::ScopedSamplerGL
locked_quad(
2233 draw_cache_
.resource_id
,
2234 draw_cache_
.nearest_neighbor
? GL_NEAREST
: GL_LINEAR
);
2235 DCHECK_EQ(GL_TEXTURE0
, GetActiveTextureUnit(gl_
));
2236 gl_
->BindTexture(locked_quad
.target(), locked_quad
.texture_id());
2238 static_assert(sizeof(Float4
) == 4 * sizeof(float),
2239 "Float4 struct should be densely packed");
2240 static_assert(sizeof(Float16
) == 16 * sizeof(float),
2241 "Float16 struct should be densely packed");
2243 // Upload the tranforms for both points and uvs.
2244 gl_
->UniformMatrix4fv(
2245 static_cast<int>(draw_cache_
.matrix_location
),
2246 static_cast<int>(draw_cache_
.matrix_data
.size()), false,
2247 reinterpret_cast<float*>(&draw_cache_
.matrix_data
.front()));
2248 gl_
->Uniform4fv(static_cast<int>(draw_cache_
.uv_xform_location
),
2249 static_cast<int>(draw_cache_
.uv_xform_data
.size()),
2250 reinterpret_cast<float*>(&draw_cache_
.uv_xform_data
.front()));
2252 if (draw_cache_
.background_color
!= SK_ColorTRANSPARENT
) {
2253 Float4 background_color
= PremultipliedColor(draw_cache_
.background_color
);
2254 gl_
->Uniform4fv(draw_cache_
.background_color_location
, 1,
2255 background_color
.data
);
2259 static_cast<int>(draw_cache_
.vertex_opacity_location
),
2260 static_cast<int>(draw_cache_
.vertex_opacity_data
.size()),
2261 static_cast<float*>(&draw_cache_
.vertex_opacity_data
.front()));
2263 DCHECK_LE(draw_cache_
.matrix_data
.size(),
2264 static_cast<size_t>(std::numeric_limits
<int>::max()) / 6u);
2266 gl_
->DrawElements(GL_TRIANGLES
,
2267 6 * static_cast<int>(draw_cache_
.matrix_data
.size()),
2268 GL_UNSIGNED_SHORT
, 0);
2271 draw_cache_
.program_id
= -1;
2272 draw_cache_
.uv_xform_data
.resize(0);
2273 draw_cache_
.vertex_opacity_data
.resize(0);
2274 draw_cache_
.matrix_data
.resize(0);
2276 // If we had a clipped binding, prepare the shared binding for the
2278 if (flush_binding
== CLIPPED_BINDING
) {
2279 PrepareGeometry(SHARED_BINDING
);
2283 void GLRenderer::EnqueueTextureQuad(const DrawingFrame
* frame
,
2284 const TextureDrawQuad
* quad
,
2285 const gfx::QuadF
* clip_region
) {
2286 // If we have a clip_region then we have to render the next quad
2287 // with dynamic geometry, therefore we must flush all pending
2290 // We send in false here because we want to flush what's currently in the
2291 // queue using the shared_geometry and not clipped_geometry
2292 FlushTextureQuadCache(SHARED_BINDING
);
2295 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
2296 gl_
, &highp_threshold_cache_
, highp_threshold_min_
,
2297 quad
->shared_quad_state
->visible_quad_layer_rect
.bottom_right());
2299 ResourceProvider::ScopedReadLockGL
lock(resource_provider_
,
2300 quad
->resource_id());
2301 const SamplerType sampler
= SamplerTypeFromTextureTarget(lock
.target());
2302 // Choose the correct texture program binding
2303 TexTransformTextureProgramBinding binding
;
2304 if (quad
->premultiplied_alpha
) {
2305 if (quad
->background_color
== SK_ColorTRANSPARENT
) {
2306 binding
.Set(GetTextureProgram(tex_coord_precision
, sampler
));
2308 binding
.Set(GetTextureBackgroundProgram(tex_coord_precision
, sampler
));
2311 if (quad
->background_color
== SK_ColorTRANSPARENT
) {
2313 GetNonPremultipliedTextureProgram(tex_coord_precision
, sampler
));
2315 binding
.Set(GetNonPremultipliedTextureBackgroundProgram(
2316 tex_coord_precision
, sampler
));
2320 int resource_id
= quad
->resource_id();
2322 if (draw_cache_
.program_id
!= binding
.program_id
||
2323 draw_cache_
.resource_id
!= resource_id
||
2324 draw_cache_
.needs_blending
!= quad
->ShouldDrawWithBlending() ||
2325 draw_cache_
.nearest_neighbor
!= quad
->nearest_neighbor
||
2326 draw_cache_
.background_color
!= quad
->background_color
||
2327 draw_cache_
.matrix_data
.size() >= 8) {
2328 FlushTextureQuadCache(SHARED_BINDING
);
2329 draw_cache_
.program_id
= binding
.program_id
;
2330 draw_cache_
.resource_id
= resource_id
;
2331 draw_cache_
.needs_blending
= quad
->ShouldDrawWithBlending();
2332 draw_cache_
.nearest_neighbor
= quad
->nearest_neighbor
;
2333 draw_cache_
.background_color
= quad
->background_color
;
2335 draw_cache_
.uv_xform_location
= binding
.tex_transform_location
;
2336 draw_cache_
.background_color_location
= binding
.background_color_location
;
2337 draw_cache_
.vertex_opacity_location
= binding
.vertex_opacity_location
;
2338 draw_cache_
.matrix_location
= binding
.matrix_location
;
2339 draw_cache_
.sampler_location
= binding
.sampler_location
;
2342 // Generate the uv-transform
2344 draw_cache_
.uv_xform_data
.push_back(UVTransform(quad
));
2346 Float4 uv_transform
= {{0.0f
, 0.0f
, 1.0f
, 1.0f
}};
2347 draw_cache_
.uv_xform_data
.push_back(uv_transform
);
2350 // Generate the vertex opacity
2351 const float opacity
= quad
->shared_quad_state
->opacity
;
2352 draw_cache_
.vertex_opacity_data
.push_back(quad
->vertex_opacity
[0] * opacity
);
2353 draw_cache_
.vertex_opacity_data
.push_back(quad
->vertex_opacity
[1] * opacity
);
2354 draw_cache_
.vertex_opacity_data
.push_back(quad
->vertex_opacity
[2] * opacity
);
2355 draw_cache_
.vertex_opacity_data
.push_back(quad
->vertex_opacity
[3] * opacity
);
2357 // Generate the transform matrix
2358 gfx::Transform quad_rect_matrix
;
2359 QuadRectTransform(&quad_rect_matrix
,
2360 quad
->shared_quad_state
->quad_to_target_transform
,
2361 gfx::RectF(quad
->rect
));
2362 quad_rect_matrix
= frame
->projection_matrix
* quad_rect_matrix
;
2365 quad_rect_matrix
.matrix().asColMajorf(m
.data
);
2366 draw_cache_
.matrix_data
.push_back(m
);
2369 gfx::QuadF scaled_region
;
2370 if (!GetScaledRegion(quad
->rect
, clip_region
, &scaled_region
)) {
2371 scaled_region
= SharedGeometryQuad().BoundingBox();
2373 // Both the scaled region and the SharedGeomtryQuad are in the space
2374 // -0.5->0.5. We need to move that to the space 0->1.
2376 uv
[0] = scaled_region
.p1().x() + 0.5f
;
2377 uv
[1] = scaled_region
.p1().y() + 0.5f
;
2378 uv
[2] = scaled_region
.p2().x() + 0.5f
;
2379 uv
[3] = scaled_region
.p2().y() + 0.5f
;
2380 uv
[4] = scaled_region
.p3().x() + 0.5f
;
2381 uv
[5] = scaled_region
.p3().y() + 0.5f
;
2382 uv
[6] = scaled_region
.p4().x() + 0.5f
;
2383 uv
[7] = scaled_region
.p4().y() + 0.5f
;
2384 PrepareGeometry(CLIPPED_BINDING
);
2385 clipped_geometry_
->InitializeCustomQuadWithUVs(scaled_region
, uv
);
2386 FlushTextureQuadCache(CLIPPED_BINDING
);
2390 void GLRenderer::DrawIOSurfaceQuad(const DrawingFrame
* frame
,
2391 const IOSurfaceDrawQuad
* quad
,
2392 const gfx::QuadF
* clip_region
) {
2393 SetBlendEnabled(quad
->ShouldDrawWithBlending());
2395 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
2396 gl_
, &highp_threshold_cache_
, highp_threshold_min_
,
2397 quad
->shared_quad_state
->visible_quad_layer_rect
.bottom_right());
2399 TexTransformTextureProgramBinding binding
;
2400 binding
.Set(GetTextureIOSurfaceProgram(tex_coord_precision
));
2402 SetUseProgram(binding
.program_id
);
2403 gl_
->Uniform1i(binding
.sampler_location
, 0);
2404 if (quad
->orientation
== IOSurfaceDrawQuad::FLIPPED
) {
2406 binding
.tex_transform_location
, 0, quad
->io_surface_size
.height(),
2407 quad
->io_surface_size
.width(), quad
->io_surface_size
.height() * -1.0f
);
2409 gl_
->Uniform4f(binding
.tex_transform_location
, 0, 0,
2410 quad
->io_surface_size
.width(),
2411 quad
->io_surface_size
.height());
2414 const float vertex_opacity
[] = {quad
->shared_quad_state
->opacity
,
2415 quad
->shared_quad_state
->opacity
,
2416 quad
->shared_quad_state
->opacity
,
2417 quad
->shared_quad_state
->opacity
};
2418 gl_
->Uniform1fv(binding
.vertex_opacity_location
, 4, vertex_opacity
);
2420 ResourceProvider::ScopedReadLockGL
lock(resource_provider_
,
2421 quad
->io_surface_resource_id());
2422 DCHECK_EQ(GL_TEXTURE0
, GetActiveTextureUnit(gl_
));
2423 gl_
->BindTexture(GL_TEXTURE_RECTANGLE_ARB
, lock
.texture_id());
2426 DrawQuadGeometry(frame
, quad
->shared_quad_state
->quad_to_target_transform
,
2427 gfx::RectF(quad
->rect
), binding
.matrix_location
);
2430 GetScaledUVs(quad
->visible_rect
, clip_region
, uvs
);
2431 DrawQuadGeometryClippedByQuadF(
2432 frame
, quad
->shared_quad_state
->quad_to_target_transform
,
2433 gfx::RectF(quad
->rect
), *clip_region
, binding
.matrix_location
, uvs
);
2436 gl_
->BindTexture(GL_TEXTURE_RECTANGLE_ARB
, 0);
2439 void GLRenderer::FinishDrawingFrame(DrawingFrame
* frame
) {
2440 if (use_sync_query_
) {
2441 DCHECK(current_sync_query_
);
2442 current_sync_query_
->End();
2443 pending_sync_queries_
.push_back(current_sync_query_
.Pass());
2446 current_framebuffer_lock_
= nullptr;
2447 swap_buffer_rect_
.Union(frame
->root_damage_rect
);
2449 gl_
->Disable(GL_BLEND
);
2450 blend_shadow_
= false;
2452 ScheduleOverlays(frame
);
2455 void GLRenderer::FinishDrawingQuadList() {
2456 FlushTextureQuadCache(SHARED_BINDING
);
2459 bool GLRenderer::FlippedFramebuffer(const DrawingFrame
* frame
) const {
2460 if (frame
->current_render_pass
!= frame
->root_render_pass
)
2462 return FlippedRootFramebuffer();
2465 bool GLRenderer::FlippedRootFramebuffer() const {
2466 // GL is normally flipped, so a flipped output results in an unflipping.
2467 return !output_surface_
->capabilities().flipped_output_surface
;
2470 void GLRenderer::EnsureScissorTestEnabled() {
2471 if (is_scissor_enabled_
)
2474 FlushTextureQuadCache(SHARED_BINDING
);
2475 gl_
->Enable(GL_SCISSOR_TEST
);
2476 is_scissor_enabled_
= true;
2479 void GLRenderer::EnsureScissorTestDisabled() {
2480 if (!is_scissor_enabled_
)
2483 FlushTextureQuadCache(SHARED_BINDING
);
2484 gl_
->Disable(GL_SCISSOR_TEST
);
2485 is_scissor_enabled_
= false;
2488 void GLRenderer::CopyCurrentRenderPassToBitmap(
2489 DrawingFrame
* frame
,
2490 scoped_ptr
<CopyOutputRequest
> request
) {
2491 TRACE_EVENT0("cc", "GLRenderer::CopyCurrentRenderPassToBitmap");
2492 gfx::Rect copy_rect
= frame
->current_render_pass
->output_rect
;
2493 if (request
->has_area())
2494 copy_rect
.Intersect(request
->area());
2495 GetFramebufferPixelsAsync(frame
, copy_rect
, request
.Pass());
2498 void GLRenderer::ToGLMatrix(float* gl_matrix
, const gfx::Transform
& transform
) {
2499 transform
.matrix().asColMajorf(gl_matrix
);
2502 void GLRenderer::SetShaderQuadF(const gfx::QuadF
& quad
, int quad_location
) {
2503 if (quad_location
== -1)
2507 gl_quad
[0] = quad
.p1().x();
2508 gl_quad
[1] = quad
.p1().y();
2509 gl_quad
[2] = quad
.p2().x();
2510 gl_quad
[3] = quad
.p2().y();
2511 gl_quad
[4] = quad
.p3().x();
2512 gl_quad
[5] = quad
.p3().y();
2513 gl_quad
[6] = quad
.p4().x();
2514 gl_quad
[7] = quad
.p4().y();
2515 gl_
->Uniform2fv(quad_location
, 4, gl_quad
);
2518 void GLRenderer::SetShaderOpacity(float opacity
, int alpha_location
) {
2519 if (alpha_location
!= -1)
2520 gl_
->Uniform1f(alpha_location
, opacity
);
2523 void GLRenderer::SetStencilEnabled(bool enabled
) {
2524 if (enabled
== stencil_shadow_
)
2528 gl_
->Enable(GL_STENCIL_TEST
);
2530 gl_
->Disable(GL_STENCIL_TEST
);
2531 stencil_shadow_
= enabled
;
2534 void GLRenderer::SetBlendEnabled(bool enabled
) {
2535 if (enabled
== blend_shadow_
)
2539 gl_
->Enable(GL_BLEND
);
2541 gl_
->Disable(GL_BLEND
);
2542 blend_shadow_
= enabled
;
2545 void GLRenderer::SetUseProgram(unsigned program
) {
2546 if (program
== program_shadow_
)
2548 gl_
->UseProgram(program
);
2549 program_shadow_
= program
;
2552 void GLRenderer::DrawQuadGeometryClippedByQuadF(
2553 const DrawingFrame
* frame
,
2554 const gfx::Transform
& draw_transform
,
2555 const gfx::RectF
& quad_rect
,
2556 const gfx::QuadF
& clipping_region_quad
,
2557 int matrix_location
,
2559 PrepareGeometry(CLIPPED_BINDING
);
2561 clipped_geometry_
->InitializeCustomQuadWithUVs(clipping_region_quad
, uvs
);
2563 clipped_geometry_
->InitializeCustomQuad(clipping_region_quad
);
2565 gfx::Transform quad_rect_matrix
;
2566 QuadRectTransform(&quad_rect_matrix
, draw_transform
, quad_rect
);
2567 static float gl_matrix
[16];
2568 ToGLMatrix(&gl_matrix
[0], frame
->projection_matrix
* quad_rect_matrix
);
2569 gl_
->UniformMatrix4fv(matrix_location
, 1, false, &gl_matrix
[0]);
2571 gl_
->DrawElements(GL_TRIANGLES
, 6, GL_UNSIGNED_SHORT
,
2572 reinterpret_cast<const void*>(0));
2575 void GLRenderer::DrawQuadGeometry(const DrawingFrame
* frame
,
2576 const gfx::Transform
& draw_transform
,
2577 const gfx::RectF
& quad_rect
,
2578 int matrix_location
) {
2579 PrepareGeometry(SHARED_BINDING
);
2580 gfx::Transform quad_rect_matrix
;
2581 QuadRectTransform(&quad_rect_matrix
, draw_transform
, quad_rect
);
2582 static float gl_matrix
[16];
2583 ToGLMatrix(&gl_matrix
[0], frame
->projection_matrix
* quad_rect_matrix
);
2584 gl_
->UniformMatrix4fv(matrix_location
, 1, false, &gl_matrix
[0]);
2586 gl_
->DrawElements(GL_TRIANGLES
, 6, GL_UNSIGNED_SHORT
, 0);
2589 void GLRenderer::Finish() {
2590 TRACE_EVENT0("cc", "GLRenderer::Finish");
2594 void GLRenderer::SwapBuffers(const CompositorFrameMetadata
& metadata
) {
2595 DCHECK(!is_backbuffer_discarded_
);
2597 TRACE_EVENT0("cc,benchmark", "GLRenderer::SwapBuffers");
2598 // We're done! Time to swapbuffers!
2600 gfx::Size surface_size
= output_surface_
->SurfaceSize();
2602 CompositorFrame compositor_frame
;
2603 compositor_frame
.metadata
= metadata
;
2604 compositor_frame
.gl_frame_data
= make_scoped_ptr(new GLFrameData
);
2605 compositor_frame
.gl_frame_data
->size
= surface_size
;
2606 if (capabilities_
.using_partial_swap
) {
2607 // If supported, we can save significant bandwidth by only swapping the
2608 // damaged/scissored region (clamped to the viewport).
2609 swap_buffer_rect_
.Intersect(gfx::Rect(surface_size
));
2610 int flipped_y_pos_of_rect_bottom
= surface_size
.height() -
2611 swap_buffer_rect_
.y() -
2612 swap_buffer_rect_
.height();
2613 compositor_frame
.gl_frame_data
->sub_buffer_rect
=
2614 gfx::Rect(swap_buffer_rect_
.x(),
2615 FlippedRootFramebuffer() ? flipped_y_pos_of_rect_bottom
2616 : swap_buffer_rect_
.y(),
2617 swap_buffer_rect_
.width(),
2618 swap_buffer_rect_
.height());
2620 compositor_frame
.gl_frame_data
->sub_buffer_rect
=
2621 gfx::Rect(output_surface_
->SurfaceSize());
2623 output_surface_
->SwapBuffers(&compositor_frame
);
2625 // Release previously used overlay resources and hold onto the pending ones
2626 // until the next swap buffers. On some platforms, hold onto resources for
2628 if (settings_
->delay_releasing_overlay_resources
) {
2629 previous_swap_overlay_resources_
.clear();
2630 previous_swap_overlay_resources_
.swap(in_use_overlay_resources_
);
2632 in_use_overlay_resources_
.clear();
2634 in_use_overlay_resources_
.swap(pending_overlay_resources_
);
2636 swap_buffer_rect_
= gfx::Rect();
2639 void GLRenderer::EnforceMemoryPolicy() {
2641 TRACE_EVENT0("cc", "GLRenderer::EnforceMemoryPolicy dropping resources");
2642 ReleaseRenderPassTextures();
2643 DiscardBackbuffer();
2644 output_surface_
->context_provider()->DeleteCachedResources();
2647 PrepareGeometry(NO_BINDING
);
2650 void GLRenderer::DiscardBackbuffer() {
2651 if (is_backbuffer_discarded_
)
2654 output_surface_
->DiscardBackbuffer();
2656 is_backbuffer_discarded_
= true;
2658 // Damage tracker needs a full reset every time framebuffer is discarded.
2659 client_
->SetFullRootLayerDamage();
2662 void GLRenderer::EnsureBackbuffer() {
2663 if (!is_backbuffer_discarded_
)
2666 output_surface_
->EnsureBackbuffer();
2667 is_backbuffer_discarded_
= false;
2670 void GLRenderer::GetFramebufferPixelsAsync(
2671 const DrawingFrame
* frame
,
2672 const gfx::Rect
& rect
,
2673 scoped_ptr
<CopyOutputRequest
> request
) {
2674 DCHECK(!request
->IsEmpty());
2675 if (request
->IsEmpty())
2680 gfx::Rect window_rect
= MoveFromDrawToWindowSpace(frame
, rect
);
2681 DCHECK_GE(window_rect
.x(), 0);
2682 DCHECK_GE(window_rect
.y(), 0);
2683 DCHECK_LE(window_rect
.right(), current_surface_size_
.width());
2684 DCHECK_LE(window_rect
.bottom(), current_surface_size_
.height());
2686 if (!request
->force_bitmap_result()) {
2687 bool own_mailbox
= !request
->has_texture_mailbox();
2689 GLuint texture_id
= 0;
2690 gpu::Mailbox mailbox
;
2692 gl_
->GenMailboxCHROMIUM(mailbox
.name
);
2693 gl_
->GenTextures(1, &texture_id
);
2694 gl_
->BindTexture(GL_TEXTURE_2D
, texture_id
);
2696 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
);
2697 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
2698 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
2699 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
2700 gl_
->ProduceTextureCHROMIUM(GL_TEXTURE_2D
, mailbox
.name
);
2702 mailbox
= request
->texture_mailbox().mailbox();
2703 DCHECK_EQ(static_cast<unsigned>(GL_TEXTURE_2D
),
2704 request
->texture_mailbox().target());
2705 DCHECK(!mailbox
.IsZero());
2706 unsigned incoming_sync_point
= request
->texture_mailbox().sync_point();
2707 if (incoming_sync_point
)
2708 gl_
->WaitSyncPointCHROMIUM(incoming_sync_point
);
2711 gl_
->CreateAndConsumeTextureCHROMIUM(GL_TEXTURE_2D
, mailbox
.name
);
2713 GetFramebufferTexture(texture_id
, RGBA_8888
, window_rect
);
2715 unsigned sync_point
= gl_
->InsertSyncPointCHROMIUM();
2716 TextureMailbox
texture_mailbox(mailbox
, GL_TEXTURE_2D
, sync_point
);
2718 scoped_ptr
<SingleReleaseCallback
> release_callback
;
2720 gl_
->BindTexture(GL_TEXTURE_2D
, 0);
2721 release_callback
= texture_mailbox_deleter_
->GetReleaseCallback(
2722 output_surface_
->context_provider(), texture_id
);
2724 gl_
->DeleteTextures(1, &texture_id
);
2727 request
->SendTextureResult(
2728 window_rect
.size(), texture_mailbox
, release_callback
.Pass());
2732 DCHECK(request
->force_bitmap_result());
2734 scoped_ptr
<PendingAsyncReadPixels
> pending_read(new PendingAsyncReadPixels
);
2735 pending_read
->copy_request
= request
.Pass();
2736 pending_async_read_pixels_
.insert(pending_async_read_pixels_
.begin(),
2737 pending_read
.Pass());
2739 bool do_workaround
= NeedsIOSurfaceReadbackWorkaround();
2741 unsigned temporary_texture
= 0;
2742 unsigned temporary_fbo
= 0;
2744 if (do_workaround
) {
2745 // On Mac OS X, calling glReadPixels() against an FBO whose color attachment
2746 // is an IOSurface-backed texture causes corruption of future glReadPixels()
2747 // calls, even those on different OpenGL contexts. It is believed that this
2748 // is the root cause of top crasher
2749 // http://crbug.com/99393. <rdar://problem/10949687>
2751 gl_
->GenTextures(1, &temporary_texture
);
2752 gl_
->BindTexture(GL_TEXTURE_2D
, temporary_texture
);
2753 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
);
2754 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
2755 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
2756 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
2757 // Copy the contents of the current (IOSurface-backed) framebuffer into a
2758 // temporary texture.
2759 GetFramebufferTexture(
2760 temporary_texture
, RGBA_8888
, gfx::Rect(current_surface_size_
));
2761 gl_
->GenFramebuffers(1, &temporary_fbo
);
2762 // Attach this texture to an FBO, and perform the readback from that FBO.
2763 gl_
->BindFramebuffer(GL_FRAMEBUFFER
, temporary_fbo
);
2764 gl_
->FramebufferTexture2D(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
,
2765 GL_TEXTURE_2D
, temporary_texture
, 0);
2767 DCHECK_EQ(static_cast<unsigned>(GL_FRAMEBUFFER_COMPLETE
),
2768 gl_
->CheckFramebufferStatus(GL_FRAMEBUFFER
));
2772 gl_
->GenBuffers(1, &buffer
);
2773 gl_
->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
, buffer
);
2774 gl_
->BufferData(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
,
2775 4 * window_rect
.size().GetArea(), NULL
, GL_STREAM_READ
);
2778 gl_
->GenQueriesEXT(1, &query
);
2779 gl_
->BeginQueryEXT(GL_ASYNC_PIXEL_PACK_COMPLETED_CHROMIUM
, query
);
2781 gl_
->ReadPixels(window_rect
.x(), window_rect
.y(), window_rect
.width(),
2782 window_rect
.height(), GL_RGBA
, GL_UNSIGNED_BYTE
, NULL
);
2784 gl_
->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
, 0);
2786 if (do_workaround
) {
2788 gl_
->BindFramebuffer(GL_FRAMEBUFFER
, 0);
2789 gl_
->BindTexture(GL_TEXTURE_2D
, 0);
2790 gl_
->DeleteFramebuffers(1, &temporary_fbo
);
2791 gl_
->DeleteTextures(1, &temporary_texture
);
2794 base::Closure finished_callback
= base::Bind(&GLRenderer::FinishedReadback
,
2795 base::Unretained(this),
2798 window_rect
.size());
2799 // Save the finished_callback so it can be cancelled.
2800 pending_async_read_pixels_
.front()->finished_read_pixels_callback
.Reset(
2802 base::Closure cancelable_callback
=
2803 pending_async_read_pixels_
.front()->
2804 finished_read_pixels_callback
.callback();
2806 // Save the buffer to verify the callbacks happen in the expected order.
2807 pending_async_read_pixels_
.front()->buffer
= buffer
;
2809 gl_
->EndQueryEXT(GL_ASYNC_PIXEL_PACK_COMPLETED_CHROMIUM
);
2810 context_support_
->SignalQuery(query
, cancelable_callback
);
2812 EnforceMemoryPolicy();
2815 void GLRenderer::FinishedReadback(unsigned source_buffer
,
2817 const gfx::Size
& size
) {
2818 DCHECK(!pending_async_read_pixels_
.empty());
2821 gl_
->DeleteQueriesEXT(1, &query
);
2824 PendingAsyncReadPixels
* current_read
= pending_async_read_pixels_
.back();
2825 // Make sure we service the readbacks in order.
2826 DCHECK_EQ(source_buffer
, current_read
->buffer
);
2828 uint8
* src_pixels
= NULL
;
2829 scoped_ptr
<SkBitmap
> bitmap
;
2831 if (source_buffer
!= 0) {
2832 gl_
->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
, source_buffer
);
2833 src_pixels
= static_cast<uint8
*>(gl_
->MapBufferCHROMIUM(
2834 GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
, GL_READ_ONLY
));
2837 bitmap
.reset(new SkBitmap
);
2838 bitmap
->allocN32Pixels(size
.width(), size
.height());
2839 scoped_ptr
<SkAutoLockPixels
> lock(new SkAutoLockPixels(*bitmap
));
2840 uint8
* dest_pixels
= static_cast<uint8
*>(bitmap
->getPixels());
2842 size_t row_bytes
= size
.width() * 4;
2843 int num_rows
= size
.height();
2844 size_t total_bytes
= num_rows
* row_bytes
;
2845 for (size_t dest_y
= 0; dest_y
< total_bytes
; dest_y
+= row_bytes
) {
2847 size_t src_y
= total_bytes
- dest_y
- row_bytes
;
2848 // Swizzle OpenGL -> Skia byte order.
2849 for (size_t x
= 0; x
< row_bytes
; x
+= 4) {
2850 dest_pixels
[dest_y
+ x
+ SK_R32_SHIFT
/ 8] =
2851 src_pixels
[src_y
+ x
+ 0];
2852 dest_pixels
[dest_y
+ x
+ SK_G32_SHIFT
/ 8] =
2853 src_pixels
[src_y
+ x
+ 1];
2854 dest_pixels
[dest_y
+ x
+ SK_B32_SHIFT
/ 8] =
2855 src_pixels
[src_y
+ x
+ 2];
2856 dest_pixels
[dest_y
+ x
+ SK_A32_SHIFT
/ 8] =
2857 src_pixels
[src_y
+ x
+ 3];
2861 gl_
->UnmapBufferCHROMIUM(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
);
2863 gl_
->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
, 0);
2864 gl_
->DeleteBuffers(1, &source_buffer
);
2868 current_read
->copy_request
->SendBitmapResult(bitmap
.Pass());
2869 pending_async_read_pixels_
.pop_back();
2872 void GLRenderer::GetFramebufferTexture(unsigned texture_id
,
2873 ResourceFormat texture_format
,
2874 const gfx::Rect
& window_rect
) {
2876 DCHECK_GE(window_rect
.x(), 0);
2877 DCHECK_GE(window_rect
.y(), 0);
2878 DCHECK_LE(window_rect
.right(), current_surface_size_
.width());
2879 DCHECK_LE(window_rect
.bottom(), current_surface_size_
.height());
2881 gl_
->BindTexture(GL_TEXTURE_2D
, texture_id
);
2882 gl_
->CopyTexImage2D(GL_TEXTURE_2D
, 0, GLDataFormat(texture_format
),
2883 window_rect
.x(), window_rect
.y(), window_rect
.width(),
2884 window_rect
.height(), 0);
2885 gl_
->BindTexture(GL_TEXTURE_2D
, 0);
2888 bool GLRenderer::UseScopedTexture(DrawingFrame
* frame
,
2889 const ScopedResource
* texture
,
2890 const gfx::Rect
& viewport_rect
) {
2891 DCHECK(texture
->id());
2892 frame
->current_render_pass
= NULL
;
2893 frame
->current_texture
= texture
;
2895 return BindFramebufferToTexture(frame
, texture
, viewport_rect
);
2898 void GLRenderer::BindFramebufferToOutputSurface(DrawingFrame
* frame
) {
2899 current_framebuffer_lock_
= nullptr;
2900 output_surface_
->BindFramebuffer();
2902 if (output_surface_
->HasExternalStencilTest()) {
2903 SetStencilEnabled(true);
2904 gl_
->StencilFunc(GL_EQUAL
, 1, 1);
2906 SetStencilEnabled(false);
2910 bool GLRenderer::BindFramebufferToTexture(DrawingFrame
* frame
,
2911 const ScopedResource
* texture
,
2912 const gfx::Rect
& target_rect
) {
2913 DCHECK(texture
->id());
2915 // Explicitly release lock, otherwise we can crash when try to lock
2916 // same texture again.
2917 current_framebuffer_lock_
= nullptr;
2919 SetStencilEnabled(false);
2920 gl_
->BindFramebuffer(GL_FRAMEBUFFER
, offscreen_framebuffer_id_
);
2921 current_framebuffer_lock_
=
2922 make_scoped_ptr(new ResourceProvider::ScopedWriteLockGL(
2923 resource_provider_
, texture
->id()));
2924 unsigned texture_id
= current_framebuffer_lock_
->texture_id();
2925 gl_
->FramebufferTexture2D(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
, GL_TEXTURE_2D
,
2928 DCHECK(gl_
->CheckFramebufferStatus(GL_FRAMEBUFFER
) ==
2929 GL_FRAMEBUFFER_COMPLETE
||
2934 void GLRenderer::SetScissorTestRect(const gfx::Rect
& scissor_rect
) {
2935 EnsureScissorTestEnabled();
2937 // Don't unnecessarily ask the context to change the scissor, because it
2938 // may cause undesired GPU pipeline flushes.
2939 if (scissor_rect
== scissor_rect_
&& !scissor_rect_needs_reset_
)
2942 scissor_rect_
= scissor_rect
;
2943 FlushTextureQuadCache(SHARED_BINDING
);
2944 gl_
->Scissor(scissor_rect
.x(), scissor_rect
.y(), scissor_rect
.width(),
2945 scissor_rect
.height());
2947 scissor_rect_needs_reset_
= false;
2950 void GLRenderer::SetViewport() {
2951 gl_
->Viewport(current_window_space_viewport_
.x(),
2952 current_window_space_viewport_
.y(),
2953 current_window_space_viewport_
.width(),
2954 current_window_space_viewport_
.height());
2957 void GLRenderer::InitializeSharedObjects() {
2958 TRACE_EVENT0("cc", "GLRenderer::InitializeSharedObjects");
2960 // Create an FBO for doing offscreen rendering.
2961 gl_
->GenFramebuffers(1, &offscreen_framebuffer_id_
);
2964 make_scoped_ptr(new StaticGeometryBinding(gl_
, QuadVertexRect()));
2965 clipped_geometry_
= make_scoped_ptr(new DynamicGeometryBinding(gl_
));
2968 void GLRenderer::PrepareGeometry(BoundGeometry binding
) {
2969 if (binding
== bound_geometry_
) {
2974 case SHARED_BINDING
:
2975 shared_geometry_
->PrepareForDraw();
2977 case CLIPPED_BINDING
:
2978 clipped_geometry_
->PrepareForDraw();
2983 bound_geometry_
= binding
;
2986 const GLRenderer::DebugBorderProgram
* GLRenderer::GetDebugBorderProgram() {
2987 if (!debug_border_program_
.initialized()) {
2988 TRACE_EVENT0("cc", "GLRenderer::debugBorderProgram::initialize");
2989 debug_border_program_
.Initialize(output_surface_
->context_provider(),
2990 TEX_COORD_PRECISION_NA
, SAMPLER_TYPE_NA
);
2992 return &debug_border_program_
;
2995 const GLRenderer::SolidColorProgram
* GLRenderer::GetSolidColorProgram() {
2996 if (!solid_color_program_
.initialized()) {
2997 TRACE_EVENT0("cc", "GLRenderer::solidColorProgram::initialize");
2998 solid_color_program_
.Initialize(output_surface_
->context_provider(),
2999 TEX_COORD_PRECISION_NA
, SAMPLER_TYPE_NA
);
3001 return &solid_color_program_
;
3004 const GLRenderer::SolidColorProgramAA
* GLRenderer::GetSolidColorProgramAA() {
3005 if (!solid_color_program_aa_
.initialized()) {
3006 TRACE_EVENT0("cc", "GLRenderer::solidColorProgramAA::initialize");
3007 solid_color_program_aa_
.Initialize(output_surface_
->context_provider(),
3008 TEX_COORD_PRECISION_NA
, SAMPLER_TYPE_NA
);
3010 return &solid_color_program_aa_
;
3013 const GLRenderer::RenderPassProgram
* GLRenderer::GetRenderPassProgram(
3014 TexCoordPrecision precision
,
3015 BlendMode blend_mode
) {
3016 DCHECK_GE(precision
, 0);
3017 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3018 DCHECK_GE(blend_mode
, 0);
3019 DCHECK_LE(blend_mode
, LAST_BLEND_MODE
);
3020 RenderPassProgram
* program
= &render_pass_program_
[precision
][blend_mode
];
3021 if (!program
->initialized()) {
3022 TRACE_EVENT0("cc", "GLRenderer::renderPassProgram::initialize");
3023 program
->Initialize(output_surface_
->context_provider(), precision
,
3024 SAMPLER_TYPE_2D
, blend_mode
);
3029 const GLRenderer::RenderPassProgramAA
* GLRenderer::GetRenderPassProgramAA(
3030 TexCoordPrecision precision
,
3031 BlendMode blend_mode
) {
3032 DCHECK_GE(precision
, 0);
3033 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3034 DCHECK_GE(blend_mode
, 0);
3035 DCHECK_LE(blend_mode
, LAST_BLEND_MODE
);
3036 RenderPassProgramAA
* program
=
3037 &render_pass_program_aa_
[precision
][blend_mode
];
3038 if (!program
->initialized()) {
3039 TRACE_EVENT0("cc", "GLRenderer::renderPassProgramAA::initialize");
3040 program
->Initialize(output_surface_
->context_provider(), precision
,
3041 SAMPLER_TYPE_2D
, blend_mode
);
3046 const GLRenderer::RenderPassMaskProgram
* GLRenderer::GetRenderPassMaskProgram(
3047 TexCoordPrecision precision
,
3048 SamplerType sampler
,
3049 BlendMode blend_mode
,
3050 bool mask_for_background
) {
3051 DCHECK_GE(precision
, 0);
3052 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3053 DCHECK_GE(sampler
, 0);
3054 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3055 DCHECK_GE(blend_mode
, 0);
3056 DCHECK_LE(blend_mode
, LAST_BLEND_MODE
);
3057 RenderPassMaskProgram
* program
=
3058 &render_pass_mask_program_
[precision
][sampler
][blend_mode
]
3059 [mask_for_background
? HAS_MASK
: NO_MASK
];
3060 if (!program
->initialized()) {
3061 TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgram::initialize");
3062 program
->Initialize(
3063 output_surface_
->context_provider(), precision
,
3064 sampler
, blend_mode
, mask_for_background
);
3069 const GLRenderer::RenderPassMaskProgramAA
*
3070 GLRenderer::GetRenderPassMaskProgramAA(TexCoordPrecision precision
,
3071 SamplerType sampler
,
3072 BlendMode blend_mode
,
3073 bool mask_for_background
) {
3074 DCHECK_GE(precision
, 0);
3075 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3076 DCHECK_GE(sampler
, 0);
3077 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3078 DCHECK_GE(blend_mode
, 0);
3079 DCHECK_LE(blend_mode
, LAST_BLEND_MODE
);
3080 RenderPassMaskProgramAA
* program
=
3081 &render_pass_mask_program_aa_
[precision
][sampler
][blend_mode
]
3082 [mask_for_background
? HAS_MASK
: NO_MASK
];
3083 if (!program
->initialized()) {
3084 TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgramAA::initialize");
3085 program
->Initialize(
3086 output_surface_
->context_provider(), precision
,
3087 sampler
, blend_mode
, mask_for_background
);
3092 const GLRenderer::RenderPassColorMatrixProgram
*
3093 GLRenderer::GetRenderPassColorMatrixProgram(TexCoordPrecision precision
,
3094 BlendMode blend_mode
) {
3095 DCHECK_GE(precision
, 0);
3096 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3097 DCHECK_GE(blend_mode
, 0);
3098 DCHECK_LE(blend_mode
, LAST_BLEND_MODE
);
3099 RenderPassColorMatrixProgram
* program
=
3100 &render_pass_color_matrix_program_
[precision
][blend_mode
];
3101 if (!program
->initialized()) {
3102 TRACE_EVENT0("cc", "GLRenderer::renderPassColorMatrixProgram::initialize");
3103 program
->Initialize(output_surface_
->context_provider(), precision
,
3104 SAMPLER_TYPE_2D
, blend_mode
);
3109 const GLRenderer::RenderPassColorMatrixProgramAA
*
3110 GLRenderer::GetRenderPassColorMatrixProgramAA(TexCoordPrecision precision
,
3111 BlendMode blend_mode
) {
3112 DCHECK_GE(precision
, 0);
3113 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3114 DCHECK_GE(blend_mode
, 0);
3115 DCHECK_LE(blend_mode
, LAST_BLEND_MODE
);
3116 RenderPassColorMatrixProgramAA
* program
=
3117 &render_pass_color_matrix_program_aa_
[precision
][blend_mode
];
3118 if (!program
->initialized()) {
3120 "GLRenderer::renderPassColorMatrixProgramAA::initialize");
3121 program
->Initialize(output_surface_
->context_provider(), precision
,
3122 SAMPLER_TYPE_2D
, blend_mode
);
3127 const GLRenderer::RenderPassMaskColorMatrixProgram
*
3128 GLRenderer::GetRenderPassMaskColorMatrixProgram(
3129 TexCoordPrecision precision
,
3130 SamplerType sampler
,
3131 BlendMode blend_mode
,
3132 bool mask_for_background
) {
3133 DCHECK_GE(precision
, 0);
3134 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3135 DCHECK_GE(sampler
, 0);
3136 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3137 DCHECK_GE(blend_mode
, 0);
3138 DCHECK_LE(blend_mode
, LAST_BLEND_MODE
);
3139 RenderPassMaskColorMatrixProgram
* program
=
3140 &render_pass_mask_color_matrix_program_
[precision
][sampler
][blend_mode
]
3141 [mask_for_background
? HAS_MASK
: NO_MASK
];
3142 if (!program
->initialized()) {
3144 "GLRenderer::renderPassMaskColorMatrixProgram::initialize");
3145 program
->Initialize(
3146 output_surface_
->context_provider(), precision
,
3147 sampler
, blend_mode
, mask_for_background
);
3152 const GLRenderer::RenderPassMaskColorMatrixProgramAA
*
3153 GLRenderer::GetRenderPassMaskColorMatrixProgramAA(
3154 TexCoordPrecision precision
,
3155 SamplerType sampler
,
3156 BlendMode blend_mode
,
3157 bool mask_for_background
) {
3158 DCHECK_GE(precision
, 0);
3159 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3160 DCHECK_GE(sampler
, 0);
3161 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3162 DCHECK_GE(blend_mode
, 0);
3163 DCHECK_LE(blend_mode
, LAST_BLEND_MODE
);
3164 RenderPassMaskColorMatrixProgramAA
* program
=
3165 &render_pass_mask_color_matrix_program_aa_
[precision
][sampler
][blend_mode
]
3166 [mask_for_background
? HAS_MASK
: NO_MASK
];
3167 if (!program
->initialized()) {
3169 "GLRenderer::renderPassMaskColorMatrixProgramAA::initialize");
3170 program
->Initialize(
3171 output_surface_
->context_provider(), precision
,
3172 sampler
, blend_mode
, mask_for_background
);
3177 const GLRenderer::TileProgram
* GLRenderer::GetTileProgram(
3178 TexCoordPrecision precision
,
3179 SamplerType sampler
) {
3180 DCHECK_GE(precision
, 0);
3181 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3182 DCHECK_GE(sampler
, 0);
3183 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3184 TileProgram
* program
= &tile_program_
[precision
][sampler
];
3185 if (!program
->initialized()) {
3186 TRACE_EVENT0("cc", "GLRenderer::tileProgram::initialize");
3187 program
->Initialize(
3188 output_surface_
->context_provider(), precision
, sampler
);
3193 const GLRenderer::TileProgramOpaque
* GLRenderer::GetTileProgramOpaque(
3194 TexCoordPrecision precision
,
3195 SamplerType sampler
) {
3196 DCHECK_GE(precision
, 0);
3197 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3198 DCHECK_GE(sampler
, 0);
3199 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3200 TileProgramOpaque
* program
= &tile_program_opaque_
[precision
][sampler
];
3201 if (!program
->initialized()) {
3202 TRACE_EVENT0("cc", "GLRenderer::tileProgramOpaque::initialize");
3203 program
->Initialize(
3204 output_surface_
->context_provider(), precision
, sampler
);
3209 const GLRenderer::TileProgramAA
* GLRenderer::GetTileProgramAA(
3210 TexCoordPrecision precision
,
3211 SamplerType sampler
) {
3212 DCHECK_GE(precision
, 0);
3213 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3214 DCHECK_GE(sampler
, 0);
3215 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3216 TileProgramAA
* program
= &tile_program_aa_
[precision
][sampler
];
3217 if (!program
->initialized()) {
3218 TRACE_EVENT0("cc", "GLRenderer::tileProgramAA::initialize");
3219 program
->Initialize(
3220 output_surface_
->context_provider(), precision
, sampler
);
3225 const GLRenderer::TileProgramSwizzle
* GLRenderer::GetTileProgramSwizzle(
3226 TexCoordPrecision precision
,
3227 SamplerType sampler
) {
3228 DCHECK_GE(precision
, 0);
3229 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3230 DCHECK_GE(sampler
, 0);
3231 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3232 TileProgramSwizzle
* program
= &tile_program_swizzle_
[precision
][sampler
];
3233 if (!program
->initialized()) {
3234 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzle::initialize");
3235 program
->Initialize(
3236 output_surface_
->context_provider(), precision
, sampler
);
3241 const GLRenderer::TileProgramSwizzleOpaque
*
3242 GLRenderer::GetTileProgramSwizzleOpaque(TexCoordPrecision precision
,
3243 SamplerType sampler
) {
3244 DCHECK_GE(precision
, 0);
3245 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3246 DCHECK_GE(sampler
, 0);
3247 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3248 TileProgramSwizzleOpaque
* program
=
3249 &tile_program_swizzle_opaque_
[precision
][sampler
];
3250 if (!program
->initialized()) {
3251 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleOpaque::initialize");
3252 program
->Initialize(
3253 output_surface_
->context_provider(), precision
, sampler
);
3258 const GLRenderer::TileProgramSwizzleAA
* GLRenderer::GetTileProgramSwizzleAA(
3259 TexCoordPrecision precision
,
3260 SamplerType sampler
) {
3261 DCHECK_GE(precision
, 0);
3262 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3263 DCHECK_GE(sampler
, 0);
3264 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3265 TileProgramSwizzleAA
* program
= &tile_program_swizzle_aa_
[precision
][sampler
];
3266 if (!program
->initialized()) {
3267 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleAA::initialize");
3268 program
->Initialize(
3269 output_surface_
->context_provider(), precision
, sampler
);
3274 const GLRenderer::TextureProgram
* GLRenderer::GetTextureProgram(
3275 TexCoordPrecision precision
,
3276 SamplerType sampler
) {
3277 DCHECK_GE(precision
, 0);
3278 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3279 DCHECK_GE(sampler
, 0);
3280 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3281 TextureProgram
* program
= &texture_program_
[precision
][sampler
];
3282 if (!program
->initialized()) {
3283 TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize");
3284 program
->Initialize(output_surface_
->context_provider(), precision
,
3290 const GLRenderer::NonPremultipliedTextureProgram
*
3291 GLRenderer::GetNonPremultipliedTextureProgram(TexCoordPrecision precision
,
3292 SamplerType sampler
) {
3293 DCHECK_GE(precision
, 0);
3294 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3295 DCHECK_GE(sampler
, 0);
3296 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3297 NonPremultipliedTextureProgram
* program
=
3298 &nonpremultiplied_texture_program_
[precision
][sampler
];
3299 if (!program
->initialized()) {
3301 "GLRenderer::NonPremultipliedTextureProgram::Initialize");
3302 program
->Initialize(output_surface_
->context_provider(), precision
,
3308 const GLRenderer::TextureBackgroundProgram
*
3309 GLRenderer::GetTextureBackgroundProgram(TexCoordPrecision precision
,
3310 SamplerType sampler
) {
3311 DCHECK_GE(precision
, 0);
3312 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3313 DCHECK_GE(sampler
, 0);
3314 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3315 TextureBackgroundProgram
* program
=
3316 &texture_background_program_
[precision
][sampler
];
3317 if (!program
->initialized()) {
3318 TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize");
3319 program
->Initialize(output_surface_
->context_provider(), precision
,
3325 const GLRenderer::NonPremultipliedTextureBackgroundProgram
*
3326 GLRenderer::GetNonPremultipliedTextureBackgroundProgram(
3327 TexCoordPrecision precision
,
3328 SamplerType sampler
) {
3329 DCHECK_GE(precision
, 0);
3330 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3331 DCHECK_GE(sampler
, 0);
3332 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3333 NonPremultipliedTextureBackgroundProgram
* program
=
3334 &nonpremultiplied_texture_background_program_
[precision
][sampler
];
3335 if (!program
->initialized()) {
3337 "GLRenderer::NonPremultipliedTextureProgram::Initialize");
3338 program
->Initialize(output_surface_
->context_provider(), precision
,
3344 const GLRenderer::TextureProgram
* GLRenderer::GetTextureIOSurfaceProgram(
3345 TexCoordPrecision precision
) {
3346 DCHECK_GE(precision
, 0);
3347 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3348 TextureProgram
* program
= &texture_io_surface_program_
[precision
];
3349 if (!program
->initialized()) {
3350 TRACE_EVENT0("cc", "GLRenderer::textureIOSurfaceProgram::initialize");
3351 program
->Initialize(output_surface_
->context_provider(), precision
,
3352 SAMPLER_TYPE_2D_RECT
);
3357 const GLRenderer::VideoYUVProgram
* GLRenderer::GetVideoYUVProgram(
3358 TexCoordPrecision precision
,
3359 SamplerType sampler
) {
3360 DCHECK_GE(precision
, 0);
3361 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3362 DCHECK_GE(sampler
, 0);
3363 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3364 VideoYUVProgram
* program
= &video_yuv_program_
[precision
][sampler
];
3365 if (!program
->initialized()) {
3366 TRACE_EVENT0("cc", "GLRenderer::videoYUVProgram::initialize");
3367 program
->Initialize(output_surface_
->context_provider(), precision
,
3373 const GLRenderer::VideoYUVAProgram
* GLRenderer::GetVideoYUVAProgram(
3374 TexCoordPrecision precision
,
3375 SamplerType sampler
) {
3376 DCHECK_GE(precision
, 0);
3377 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3378 DCHECK_GE(sampler
, 0);
3379 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3380 VideoYUVAProgram
* program
= &video_yuva_program_
[precision
][sampler
];
3381 if (!program
->initialized()) {
3382 TRACE_EVENT0("cc", "GLRenderer::videoYUVAProgram::initialize");
3383 program
->Initialize(output_surface_
->context_provider(), precision
,
3389 const GLRenderer::VideoStreamTextureProgram
*
3390 GLRenderer::GetVideoStreamTextureProgram(TexCoordPrecision precision
) {
3391 if (!Capabilities().using_egl_image
)
3393 DCHECK_GE(precision
, 0);
3394 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3395 VideoStreamTextureProgram
* program
=
3396 &video_stream_texture_program_
[precision
];
3397 if (!program
->initialized()) {
3398 TRACE_EVENT0("cc", "GLRenderer::streamTextureProgram::initialize");
3399 program
->Initialize(output_surface_
->context_provider(), precision
,
3400 SAMPLER_TYPE_EXTERNAL_OES
);
3405 void GLRenderer::CleanupSharedObjects() {
3406 shared_geometry_
= nullptr;
3408 for (int i
= 0; i
<= LAST_TEX_COORD_PRECISION
; ++i
) {
3409 for (int j
= 0; j
<= LAST_SAMPLER_TYPE
; ++j
) {
3410 tile_program_
[i
][j
].Cleanup(gl_
);
3411 tile_program_opaque_
[i
][j
].Cleanup(gl_
);
3412 tile_program_swizzle_
[i
][j
].Cleanup(gl_
);
3413 tile_program_swizzle_opaque_
[i
][j
].Cleanup(gl_
);
3414 tile_program_aa_
[i
][j
].Cleanup(gl_
);
3415 tile_program_swizzle_aa_
[i
][j
].Cleanup(gl_
);
3417 for (int k
= 0; k
<= LAST_BLEND_MODE
; k
++) {
3418 for (int l
= 0; l
<= LAST_MASK_VALUE
; ++l
) {
3419 render_pass_mask_program_
[i
][j
][k
][l
].Cleanup(gl_
);
3420 render_pass_mask_program_aa_
[i
][j
][k
][l
].Cleanup(gl_
);
3421 render_pass_mask_color_matrix_program_aa_
[i
][j
][k
][l
].Cleanup(gl_
);
3422 render_pass_mask_color_matrix_program_
[i
][j
][k
][l
].Cleanup(gl_
);
3426 video_yuv_program_
[i
][j
].Cleanup(gl_
);
3427 video_yuva_program_
[i
][j
].Cleanup(gl_
);
3429 for (int j
= 0; j
<= LAST_BLEND_MODE
; j
++) {
3430 render_pass_program_
[i
][j
].Cleanup(gl_
);
3431 render_pass_program_aa_
[i
][j
].Cleanup(gl_
);
3432 render_pass_color_matrix_program_
[i
][j
].Cleanup(gl_
);
3433 render_pass_color_matrix_program_aa_
[i
][j
].Cleanup(gl_
);
3436 for (int j
= 0; j
<= LAST_SAMPLER_TYPE
; ++j
) {
3437 texture_program_
[i
][j
].Cleanup(gl_
);
3438 nonpremultiplied_texture_program_
[i
][j
].Cleanup(gl_
);
3439 texture_background_program_
[i
][j
].Cleanup(gl_
);
3440 nonpremultiplied_texture_background_program_
[i
][j
].Cleanup(gl_
);
3442 texture_io_surface_program_
[i
].Cleanup(gl_
);
3444 video_stream_texture_program_
[i
].Cleanup(gl_
);
3447 debug_border_program_
.Cleanup(gl_
);
3448 solid_color_program_
.Cleanup(gl_
);
3449 solid_color_program_aa_
.Cleanup(gl_
);
3451 if (offscreen_framebuffer_id_
)
3452 gl_
->DeleteFramebuffers(1, &offscreen_framebuffer_id_
);
3454 if (on_demand_tile_raster_resource_id_
)
3455 resource_provider_
->DeleteResource(on_demand_tile_raster_resource_id_
);
3457 ReleaseRenderPassTextures();
3460 void GLRenderer::ReinitializeGLState() {
3461 is_scissor_enabled_
= false;
3462 scissor_rect_needs_reset_
= true;
3463 stencil_shadow_
= false;
3464 blend_shadow_
= true;
3465 program_shadow_
= 0;
3470 void GLRenderer::RestoreGLState() {
3471 // This restores the current GLRenderer state to the GL context.
3472 bound_geometry_
= NO_BINDING
;
3473 PrepareGeometry(SHARED_BINDING
);
3475 gl_
->Disable(GL_DEPTH_TEST
);
3476 gl_
->Disable(GL_CULL_FACE
);
3477 gl_
->ColorMask(true, true, true, true);
3478 gl_
->BlendFunc(GL_ONE
, GL_ONE_MINUS_SRC_ALPHA
);
3479 gl_
->ActiveTexture(GL_TEXTURE0
);
3481 if (program_shadow_
)
3482 gl_
->UseProgram(program_shadow_
);
3484 if (stencil_shadow_
)
3485 gl_
->Enable(GL_STENCIL_TEST
);
3487 gl_
->Disable(GL_STENCIL_TEST
);
3490 gl_
->Enable(GL_BLEND
);
3492 gl_
->Disable(GL_BLEND
);
3494 if (is_scissor_enabled_
) {
3495 gl_
->Enable(GL_SCISSOR_TEST
);
3496 gl_
->Scissor(scissor_rect_
.x(), scissor_rect_
.y(), scissor_rect_
.width(),
3497 scissor_rect_
.height());
3499 gl_
->Disable(GL_SCISSOR_TEST
);
3503 void GLRenderer::RestoreFramebuffer(DrawingFrame
* frame
) {
3504 UseRenderPass(frame
, frame
->current_render_pass
);
3506 // Call SetViewport directly, rather than through PrepareSurfaceForPass.
3507 // PrepareSurfaceForPass also clears the surface, which is not desired when
3512 bool GLRenderer::IsContextLost() {
3513 return gl_
->GetGraphicsResetStatusKHR() != GL_NO_ERROR
;
3516 void GLRenderer::ScheduleOverlays(DrawingFrame
* frame
) {
3517 if (!frame
->overlay_list
.size())
3520 ResourceProvider::ResourceIdArray resources
;
3521 OverlayCandidateList
& overlays
= frame
->overlay_list
;
3522 for (const OverlayCandidate
& overlay
: overlays
) {
3523 // Skip primary plane.
3524 if (overlay
.plane_z_order
== 0)
3527 unsigned texture_id
= 0;
3528 if (overlay
.use_output_surface_for_resource
) {
3529 texture_id
= output_surface_
->GetOverlayTextureId();
3532 pending_overlay_resources_
.push_back(
3533 make_scoped_ptr(new ResourceProvider::ScopedReadLockGL(
3534 resource_provider_
, overlay
.resource_id
)));
3535 texture_id
= pending_overlay_resources_
.back()->texture_id();
3538 context_support_
->ScheduleOverlayPlane(
3539 overlay
.plane_z_order
, overlay
.transform
, texture_id
,
3540 ToNearestRect(overlay
.display_rect
), overlay
.uv_rect
);