[NaCl SDK]: use standard __BEGIN_DECLS macros in sys/select.h
[chromium-blink-merge.git] / cc / output / gl_renderer.cc
blobe039947695c967740fc7ba88ba0e7df11abea869
1 // Copyright 2010 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
5 #include "cc/output/gl_renderer.h"
7 #include <algorithm>
8 #include <limits>
9 #include <set>
10 #include <string>
11 #include <vector>
13 #include "base/debug/trace_event.h"
14 #include "base/logging.h"
15 #include "cc/base/math_util.h"
16 #include "cc/layers/video_layer_impl.h"
17 #include "cc/output/compositor_frame.h"
18 #include "cc/output/compositor_frame_metadata.h"
19 #include "cc/output/context_provider.h"
20 #include "cc/output/copy_output_request.h"
21 #include "cc/output/geometry_binding.h"
22 #include "cc/output/gl_frame_data.h"
23 #include "cc/output/output_surface.h"
24 #include "cc/output/render_surface_filters.h"
25 #include "cc/quads/picture_draw_quad.h"
26 #include "cc/quads/render_pass.h"
27 #include "cc/quads/stream_video_draw_quad.h"
28 #include "cc/quads/texture_draw_quad.h"
29 #include "cc/resources/layer_quad.h"
30 #include "cc/resources/scoped_resource.h"
31 #include "cc/resources/texture_mailbox_deleter.h"
32 #include "gpu/GLES2/gl2extchromium.h"
33 #include "gpu/command_buffer/client/context_support.h"
34 #include "gpu/command_buffer/client/gles2_interface.h"
35 #include "gpu/command_buffer/common/gpu_memory_allocation.h"
36 #include "third_party/skia/include/core/SkBitmap.h"
37 #include "third_party/skia/include/core/SkColor.h"
38 #include "third_party/skia/include/core/SkColorFilter.h"
39 #include "third_party/skia/include/core/SkImage.h"
40 #include "third_party/skia/include/core/SkSurface.h"
41 #include "third_party/skia/include/gpu/GrContext.h"
42 #include "third_party/skia/include/gpu/GrTexture.h"
43 #include "third_party/skia/include/gpu/SkGrTexturePixelRef.h"
44 #include "third_party/skia/include/gpu/gl/GrGLInterface.h"
45 #include "ui/gfx/geometry/quad_f.h"
46 #include "ui/gfx/geometry/rect_conversions.h"
48 using gpu::gles2::GLES2Interface;
50 namespace cc {
51 namespace {
53 class FallbackFence : public ResourceProvider::Fence {
54 public:
55 explicit FallbackFence(gpu::gles2::GLES2Interface* gl)
56 : gl_(gl), has_passed_(true) {}
58 // Overridden from ResourceProvider::Fence:
59 virtual void Set() OVERRIDE { has_passed_ = false; }
60 virtual bool HasPassed() OVERRIDE {
61 if (!has_passed_) {
62 has_passed_ = true;
63 Synchronize();
65 return true;
68 private:
69 virtual ~FallbackFence() {}
71 void Synchronize() {
72 TRACE_EVENT0("cc", "FallbackFence::Synchronize");
73 gl_->Finish();
76 gpu::gles2::GLES2Interface* gl_;
77 bool has_passed_;
79 DISALLOW_COPY_AND_ASSIGN(FallbackFence);
82 bool NeedsIOSurfaceReadbackWorkaround() {
83 #if defined(OS_MACOSX)
84 // This isn't strictly required in DumpRenderTree-mode when Mesa is used,
85 // but it doesn't seem to hurt.
86 return true;
87 #else
88 return false;
89 #endif
92 Float4 UVTransform(const TextureDrawQuad* quad) {
93 gfx::PointF uv0 = quad->uv_top_left;
94 gfx::PointF uv1 = quad->uv_bottom_right;
95 Float4 xform = {{uv0.x(), uv0.y(), uv1.x() - uv0.x(), uv1.y() - uv0.y()}};
96 if (quad->flipped) {
97 xform.data[1] = 1.0f - xform.data[1];
98 xform.data[3] = -xform.data[3];
100 return xform;
103 Float4 PremultipliedColor(SkColor color) {
104 const float factor = 1.0f / 255.0f;
105 const float alpha = SkColorGetA(color) * factor;
107 Float4 result = {
108 {SkColorGetR(color) * factor * alpha, SkColorGetG(color) * factor * alpha,
109 SkColorGetB(color) * factor * alpha, alpha}};
110 return result;
113 SamplerType SamplerTypeFromTextureTarget(GLenum target) {
114 switch (target) {
115 case GL_TEXTURE_2D:
116 return SamplerType2D;
117 case GL_TEXTURE_RECTANGLE_ARB:
118 return SamplerType2DRect;
119 case GL_TEXTURE_EXTERNAL_OES:
120 return SamplerTypeExternalOES;
121 default:
122 NOTREACHED();
123 return SamplerType2D;
127 // Smallest unit that impact anti-aliasing output. We use this to
128 // determine when anti-aliasing is unnecessary.
129 const float kAntiAliasingEpsilon = 1.0f / 1024.0f;
131 // Block or crash if the number of pending sync queries reach this high as
132 // something is seriously wrong on the service side if this happens.
133 const size_t kMaxPendingSyncQueries = 16;
135 } // anonymous namespace
137 static GLint GetActiveTextureUnit(GLES2Interface* gl) {
138 GLint active_unit = 0;
139 gl->GetIntegerv(GL_ACTIVE_TEXTURE, &active_unit);
140 return active_unit;
143 class GLRenderer::ScopedUseGrContext {
144 public:
145 static scoped_ptr<ScopedUseGrContext> Create(GLRenderer* renderer,
146 DrawingFrame* frame) {
147 if (!renderer->output_surface_->context_provider()->GrContext())
148 return scoped_ptr<ScopedUseGrContext>();
149 return make_scoped_ptr(new ScopedUseGrContext(renderer, frame));
152 ~ScopedUseGrContext() { PassControlToGLRenderer(); }
154 GrContext* context() const {
155 return renderer_->output_surface_->context_provider()->GrContext();
158 private:
159 ScopedUseGrContext(GLRenderer* renderer, DrawingFrame* frame)
160 : renderer_(renderer), frame_(frame) {
161 PassControlToSkia();
164 void PassControlToSkia() { context()->resetContext(); }
166 void PassControlToGLRenderer() {
167 renderer_->RestoreGLState();
168 renderer_->RestoreFramebuffer(frame_);
171 GLRenderer* renderer_;
172 DrawingFrame* frame_;
174 DISALLOW_COPY_AND_ASSIGN(ScopedUseGrContext);
177 struct GLRenderer::PendingAsyncReadPixels {
178 PendingAsyncReadPixels() : buffer(0) {}
180 scoped_ptr<CopyOutputRequest> copy_request;
181 base::CancelableClosure finished_read_pixels_callback;
182 unsigned buffer;
184 private:
185 DISALLOW_COPY_AND_ASSIGN(PendingAsyncReadPixels);
188 class GLRenderer::SyncQuery {
189 public:
190 explicit SyncQuery(gpu::gles2::GLES2Interface* gl)
191 : gl_(gl), query_id_(0u), is_pending_(false), weak_ptr_factory_(this) {
192 gl_->GenQueriesEXT(1, &query_id_);
194 virtual ~SyncQuery() { gl_->DeleteQueriesEXT(1, &query_id_); }
196 scoped_refptr<ResourceProvider::Fence> Begin() {
197 DCHECK(!IsPending());
198 // Invalidate weak pointer held by old fence.
199 weak_ptr_factory_.InvalidateWeakPtrs();
200 // Note: In case the set of drawing commands issued before End() do not
201 // depend on the query, defer BeginQueryEXT call until Set() is called and
202 // query is required.
203 return make_scoped_refptr<ResourceProvider::Fence>(
204 new Fence(weak_ptr_factory_.GetWeakPtr()));
207 void Set() {
208 if (is_pending_)
209 return;
211 // Note: BeginQueryEXT on GL_COMMANDS_COMPLETED_CHROMIUM is effectively a
212 // noop relative to GL, so it doesn't matter where it happens but we still
213 // make sure to issue this command when Set() is called (prior to issuing
214 // any drawing commands that depend on query), in case some future extension
215 // can take advantage of this.
216 gl_->BeginQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM, query_id_);
217 is_pending_ = true;
220 void End() {
221 if (!is_pending_)
222 return;
224 gl_->EndQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM);
227 bool IsPending() {
228 if (!is_pending_)
229 return false;
231 unsigned result_available = 1;
232 gl_->GetQueryObjectuivEXT(
233 query_id_, GL_QUERY_RESULT_AVAILABLE_EXT, &result_available);
234 is_pending_ = !result_available;
235 return is_pending_;
238 void Wait() {
239 if (!is_pending_)
240 return;
242 unsigned result = 0;
243 gl_->GetQueryObjectuivEXT(query_id_, GL_QUERY_RESULT_EXT, &result);
244 is_pending_ = false;
247 private:
248 class Fence : public ResourceProvider::Fence {
249 public:
250 explicit Fence(base::WeakPtr<GLRenderer::SyncQuery> query)
251 : query_(query) {}
253 // Overridden from ResourceProvider::Fence:
254 virtual void Set() OVERRIDE {
255 DCHECK(query_);
256 query_->Set();
258 virtual bool HasPassed() OVERRIDE {
259 return !query_ || !query_->IsPending();
262 private:
263 virtual ~Fence() {}
265 base::WeakPtr<SyncQuery> query_;
267 DISALLOW_COPY_AND_ASSIGN(Fence);
270 gpu::gles2::GLES2Interface* gl_;
271 unsigned query_id_;
272 bool is_pending_;
273 base::WeakPtrFactory<SyncQuery> weak_ptr_factory_;
275 DISALLOW_COPY_AND_ASSIGN(SyncQuery);
278 scoped_ptr<GLRenderer> GLRenderer::Create(
279 RendererClient* client,
280 const LayerTreeSettings* settings,
281 OutputSurface* output_surface,
282 ResourceProvider* resource_provider,
283 TextureMailboxDeleter* texture_mailbox_deleter,
284 int highp_threshold_min) {
285 return make_scoped_ptr(new GLRenderer(client,
286 settings,
287 output_surface,
288 resource_provider,
289 texture_mailbox_deleter,
290 highp_threshold_min));
293 GLRenderer::GLRenderer(RendererClient* client,
294 const LayerTreeSettings* settings,
295 OutputSurface* output_surface,
296 ResourceProvider* resource_provider,
297 TextureMailboxDeleter* texture_mailbox_deleter,
298 int highp_threshold_min)
299 : DirectRenderer(client, settings, output_surface, resource_provider),
300 offscreen_framebuffer_id_(0),
301 shared_geometry_quad_(QuadVertexRect()),
302 gl_(output_surface->context_provider()->ContextGL()),
303 context_support_(output_surface->context_provider()->ContextSupport()),
304 texture_mailbox_deleter_(texture_mailbox_deleter),
305 is_backbuffer_discarded_(false),
306 is_scissor_enabled_(false),
307 scissor_rect_needs_reset_(true),
308 stencil_shadow_(false),
309 blend_shadow_(false),
310 highp_threshold_min_(highp_threshold_min),
311 highp_threshold_cache_(0),
312 use_sync_query_(false),
313 on_demand_tile_raster_resource_id_(0) {
314 DCHECK(gl_);
315 DCHECK(context_support_);
317 ContextProvider::Capabilities context_caps =
318 output_surface_->context_provider()->ContextCapabilities();
320 capabilities_.using_partial_swap =
321 settings_->partial_swap_enabled && context_caps.gpu.post_sub_buffer;
323 DCHECK(!context_caps.gpu.iosurface || context_caps.gpu.texture_rectangle);
325 capabilities_.using_egl_image = context_caps.gpu.egl_image_external;
327 capabilities_.max_texture_size = resource_provider_->max_texture_size();
328 capabilities_.best_texture_format = resource_provider_->best_texture_format();
330 // The updater can access textures while the GLRenderer is using them.
331 capabilities_.allow_partial_texture_updates = true;
333 capabilities_.using_map_image = context_caps.gpu.map_image;
335 capabilities_.using_discard_framebuffer =
336 context_caps.gpu.discard_framebuffer;
338 capabilities_.allow_rasterize_on_demand = true;
340 use_sync_query_ = context_caps.gpu.sync_query;
342 InitializeSharedObjects();
345 GLRenderer::~GLRenderer() {
346 while (!pending_async_read_pixels_.empty()) {
347 PendingAsyncReadPixels* pending_read = pending_async_read_pixels_.back();
348 pending_read->finished_read_pixels_callback.Cancel();
349 pending_async_read_pixels_.pop_back();
352 in_use_overlay_resources_.clear();
354 CleanupSharedObjects();
357 const RendererCapabilitiesImpl& GLRenderer::Capabilities() const {
358 return capabilities_;
361 void GLRenderer::DebugGLCall(GLES2Interface* gl,
362 const char* command,
363 const char* file,
364 int line) {
365 GLuint error = gl->GetError();
366 if (error != GL_NO_ERROR)
367 LOG(ERROR) << "GL command failed: File: " << file << "\n\tLine " << line
368 << "\n\tcommand: " << command << ", error "
369 << static_cast<int>(error) << "\n";
372 void GLRenderer::DidChangeVisibility() {
373 EnforceMemoryPolicy();
375 context_support_->SetSurfaceVisible(visible());
378 void GLRenderer::ReleaseRenderPassTextures() { render_pass_textures_.clear(); }
380 void GLRenderer::DiscardPixels(bool has_external_stencil_test,
381 bool draw_rect_covers_full_surface) {
382 if (has_external_stencil_test || !draw_rect_covers_full_surface ||
383 !capabilities_.using_discard_framebuffer)
384 return;
385 bool using_default_framebuffer =
386 !current_framebuffer_lock_ &&
387 output_surface_->capabilities().uses_default_gl_framebuffer;
388 GLenum attachments[] = {static_cast<GLenum>(
389 using_default_framebuffer ? GL_COLOR_EXT : GL_COLOR_ATTACHMENT0_EXT)};
390 gl_->DiscardFramebufferEXT(
391 GL_FRAMEBUFFER, arraysize(attachments), attachments);
394 void GLRenderer::ClearFramebuffer(DrawingFrame* frame,
395 bool has_external_stencil_test) {
396 // It's unsafe to clear when we have a stencil test because glClear ignores
397 // stencil.
398 if (has_external_stencil_test) {
399 DCHECK(!frame->current_render_pass->has_transparent_background);
400 return;
403 // On DEBUG builds, opaque render passes are cleared to blue to easily see
404 // regions that were not drawn on the screen.
405 if (frame->current_render_pass->has_transparent_background)
406 GLC(gl_, gl_->ClearColor(0, 0, 0, 0));
407 else
408 GLC(gl_, gl_->ClearColor(0, 0, 1, 1));
410 bool always_clear = false;
411 #ifndef NDEBUG
412 always_clear = true;
413 #endif
414 if (always_clear || frame->current_render_pass->has_transparent_background) {
415 GLbitfield clear_bits = GL_COLOR_BUFFER_BIT;
416 if (always_clear)
417 clear_bits |= GL_STENCIL_BUFFER_BIT;
418 gl_->Clear(clear_bits);
422 static ResourceProvider::ResourceId WaitOnResourceSyncPoints(
423 ResourceProvider* resource_provider,
424 ResourceProvider::ResourceId resource_id) {
425 resource_provider->WaitSyncPointIfNeeded(resource_id);
426 return resource_id;
429 void GLRenderer::BeginDrawingFrame(DrawingFrame* frame) {
430 if (frame->device_viewport_rect.IsEmpty())
431 return;
433 TRACE_EVENT0("cc", "GLRenderer::BeginDrawingFrame");
435 scoped_refptr<ResourceProvider::Fence> read_lock_fence;
436 if (use_sync_query_) {
437 // Block until oldest sync query has passed if the number of pending queries
438 // ever reach kMaxPendingSyncQueries.
439 if (pending_sync_queries_.size() >= kMaxPendingSyncQueries) {
440 LOG(ERROR) << "Reached limit of pending sync queries.";
442 pending_sync_queries_.front()->Wait();
443 DCHECK(!pending_sync_queries_.front()->IsPending());
446 while (!pending_sync_queries_.empty()) {
447 if (pending_sync_queries_.front()->IsPending())
448 break;
450 available_sync_queries_.push_back(pending_sync_queries_.take_front());
453 current_sync_query_ = available_sync_queries_.empty()
454 ? make_scoped_ptr(new SyncQuery(gl_))
455 : available_sync_queries_.take_front();
457 read_lock_fence = current_sync_query_->Begin();
458 } else {
459 read_lock_fence = make_scoped_refptr(new FallbackFence(gl_));
461 resource_provider_->SetReadLockFence(read_lock_fence.get());
463 // Insert WaitSyncPointCHROMIUM on quad resources prior to drawing the frame,
464 // so that drawing can proceed without GL context switching interruptions.
465 DrawQuad::ResourceIteratorCallback wait_on_resource_syncpoints_callback =
466 base::Bind(&WaitOnResourceSyncPoints, resource_provider_);
468 for (size_t i = 0; i < frame->render_passes_in_draw_order->size(); ++i) {
469 RenderPass* pass = frame->render_passes_in_draw_order->at(i);
470 for (size_t j = 0; j < pass->quad_list.size(); ++j) {
471 DrawQuad* quad = pass->quad_list[j];
472 quad->IterateResources(wait_on_resource_syncpoints_callback);
476 // TODO(enne): Do we need to reinitialize all of this state per frame?
477 ReinitializeGLState();
480 void GLRenderer::DoNoOp() {
481 GLC(gl_, gl_->BindFramebuffer(GL_FRAMEBUFFER, 0));
482 GLC(gl_, gl_->Flush());
485 void GLRenderer::DoDrawQuad(DrawingFrame* frame, const DrawQuad* quad) {
486 DCHECK(quad->rect.Contains(quad->visible_rect));
487 if (quad->material != DrawQuad::TEXTURE_CONTENT) {
488 FlushTextureQuadCache();
491 switch (quad->material) {
492 case DrawQuad::INVALID:
493 NOTREACHED();
494 break;
495 case DrawQuad::CHECKERBOARD:
496 DrawCheckerboardQuad(frame, CheckerboardDrawQuad::MaterialCast(quad));
497 break;
498 case DrawQuad::DEBUG_BORDER:
499 DrawDebugBorderQuad(frame, DebugBorderDrawQuad::MaterialCast(quad));
500 break;
501 case DrawQuad::IO_SURFACE_CONTENT:
502 DrawIOSurfaceQuad(frame, IOSurfaceDrawQuad::MaterialCast(quad));
503 break;
504 case DrawQuad::PICTURE_CONTENT:
505 DrawPictureQuad(frame, PictureDrawQuad::MaterialCast(quad));
506 break;
507 case DrawQuad::RENDER_PASS:
508 DrawRenderPassQuad(frame, RenderPassDrawQuad::MaterialCast(quad));
509 break;
510 case DrawQuad::SOLID_COLOR:
511 DrawSolidColorQuad(frame, SolidColorDrawQuad::MaterialCast(quad));
512 break;
513 case DrawQuad::STREAM_VIDEO_CONTENT:
514 DrawStreamVideoQuad(frame, StreamVideoDrawQuad::MaterialCast(quad));
515 break;
516 case DrawQuad::SURFACE_CONTENT:
517 // Surface content should be fully resolved to other quad types before
518 // reaching a direct renderer.
519 NOTREACHED();
520 break;
521 case DrawQuad::TEXTURE_CONTENT:
522 EnqueueTextureQuad(frame, TextureDrawQuad::MaterialCast(quad));
523 break;
524 case DrawQuad::TILED_CONTENT:
525 DrawTileQuad(frame, TileDrawQuad::MaterialCast(quad));
526 break;
527 case DrawQuad::YUV_VIDEO_CONTENT:
528 DrawYUVVideoQuad(frame, YUVVideoDrawQuad::MaterialCast(quad));
529 break;
533 void GLRenderer::DrawCheckerboardQuad(const DrawingFrame* frame,
534 const CheckerboardDrawQuad* quad) {
535 SetBlendEnabled(quad->ShouldDrawWithBlending());
537 const TileCheckerboardProgram* program = GetTileCheckerboardProgram();
538 DCHECK(program && (program->initialized() || IsContextLost()));
539 SetUseProgram(program->program());
541 SkColor color = quad->color;
542 GLC(gl_,
543 gl_->Uniform4f(program->fragment_shader().color_location(),
544 SkColorGetR(color) * (1.0f / 255.0f),
545 SkColorGetG(color) * (1.0f / 255.0f),
546 SkColorGetB(color) * (1.0f / 255.0f),
547 1));
549 const int checkerboard_width = 16;
550 float frequency = 1.0f / checkerboard_width;
552 gfx::Rect tile_rect = quad->rect;
553 float tex_offset_x = tile_rect.x() % checkerboard_width;
554 float tex_offset_y = tile_rect.y() % checkerboard_width;
555 float tex_scale_x = tile_rect.width();
556 float tex_scale_y = tile_rect.height();
557 GLC(gl_,
558 gl_->Uniform4f(program->fragment_shader().tex_transform_location(),
559 tex_offset_x,
560 tex_offset_y,
561 tex_scale_x,
562 tex_scale_y));
564 GLC(gl_,
565 gl_->Uniform1f(program->fragment_shader().frequency_location(),
566 frequency));
568 SetShaderOpacity(quad->opacity(),
569 program->fragment_shader().alpha_location());
570 DrawQuadGeometry(frame,
571 quad->quadTransform(),
572 quad->rect,
573 program->vertex_shader().matrix_location());
576 void GLRenderer::DrawDebugBorderQuad(const DrawingFrame* frame,
577 const DebugBorderDrawQuad* quad) {
578 SetBlendEnabled(quad->ShouldDrawWithBlending());
580 static float gl_matrix[16];
581 const DebugBorderProgram* program = GetDebugBorderProgram();
582 DCHECK(program && (program->initialized() || IsContextLost()));
583 SetUseProgram(program->program());
585 // Use the full quad_rect for debug quads to not move the edges based on
586 // partial swaps.
587 gfx::Rect layer_rect = quad->rect;
588 gfx::Transform render_matrix;
589 QuadRectTransform(&render_matrix, quad->quadTransform(), layer_rect);
590 GLRenderer::ToGLMatrix(&gl_matrix[0],
591 frame->projection_matrix * render_matrix);
592 GLC(gl_,
593 gl_->UniformMatrix4fv(
594 program->vertex_shader().matrix_location(), 1, false, &gl_matrix[0]));
596 SkColor color = quad->color;
597 float alpha = SkColorGetA(color) * (1.0f / 255.0f);
599 GLC(gl_,
600 gl_->Uniform4f(program->fragment_shader().color_location(),
601 (SkColorGetR(color) * (1.0f / 255.0f)) * alpha,
602 (SkColorGetG(color) * (1.0f / 255.0f)) * alpha,
603 (SkColorGetB(color) * (1.0f / 255.0f)) * alpha,
604 alpha));
606 GLC(gl_, gl_->LineWidth(quad->width));
608 // The indices for the line are stored in the same array as the triangle
609 // indices.
610 GLC(gl_, gl_->DrawElements(GL_LINE_LOOP, 4, GL_UNSIGNED_SHORT, 0));
613 static skia::RefPtr<SkImage> ApplyImageFilter(
614 scoped_ptr<GLRenderer::ScopedUseGrContext> use_gr_context,
615 ResourceProvider* resource_provider,
616 const gfx::Point& origin,
617 const gfx::Vector2dF& scale,
618 SkImageFilter* filter,
619 ScopedResource* source_texture_resource) {
620 if (!filter)
621 return skia::RefPtr<SkImage>();
623 if (!use_gr_context)
624 return skia::RefPtr<SkImage>();
626 ResourceProvider::ScopedReadLockGL lock(resource_provider,
627 source_texture_resource->id());
629 // Wrap the source texture in a Ganesh platform texture.
630 GrBackendTextureDesc backend_texture_description;
631 backend_texture_description.fWidth = source_texture_resource->size().width();
632 backend_texture_description.fHeight =
633 source_texture_resource->size().height();
634 backend_texture_description.fConfig = kSkia8888_GrPixelConfig;
635 backend_texture_description.fTextureHandle = lock.texture_id();
636 backend_texture_description.fOrigin = kBottomLeft_GrSurfaceOrigin;
637 skia::RefPtr<GrTexture> texture =
638 skia::AdoptRef(use_gr_context->context()->wrapBackendTexture(
639 backend_texture_description));
641 SkImageInfo info =
642 SkImageInfo::MakeN32Premul(source_texture_resource->size().width(),
643 source_texture_resource->size().height());
644 // Place the platform texture inside an SkBitmap.
645 SkBitmap source;
646 source.setInfo(info);
647 skia::RefPtr<SkGrPixelRef> pixel_ref =
648 skia::AdoptRef(new SkGrPixelRef(info, texture.get()));
649 source.setPixelRef(pixel_ref.get());
651 // Create a scratch texture for backing store.
652 GrTextureDesc desc;
653 desc.fFlags = kRenderTarget_GrTextureFlagBit | kNoStencil_GrTextureFlagBit;
654 desc.fSampleCnt = 0;
655 desc.fWidth = source.width();
656 desc.fHeight = source.height();
657 desc.fConfig = kSkia8888_GrPixelConfig;
658 desc.fOrigin = kBottomLeft_GrSurfaceOrigin;
659 GrAutoScratchTexture scratch_texture(
660 use_gr_context->context(), desc, GrContext::kExact_ScratchTexMatch);
661 skia::RefPtr<GrTexture> backing_store =
662 skia::AdoptRef(scratch_texture.detach());
663 if (backing_store.get() == NULL) {
664 TRACE_EVENT_INSTANT0("cc",
665 "ApplyImageFilter scratch texture allocation failed",
666 TRACE_EVENT_SCOPE_THREAD);
667 return skia::RefPtr<SkImage>();
670 // Create surface to draw into.
671 skia::RefPtr<SkSurface> surface = skia::AdoptRef(
672 SkSurface::NewRenderTargetDirect(backing_store->asRenderTarget()));
673 skia::RefPtr<SkCanvas> canvas = skia::SharePtr(surface->getCanvas());
675 // Draw the source bitmap through the filter to the canvas.
676 SkPaint paint;
677 paint.setImageFilter(filter);
678 canvas->clear(SK_ColorTRANSPARENT);
680 canvas->translate(SkIntToScalar(-origin.x()), SkIntToScalar(-origin.y()));
681 canvas->scale(scale.x(), scale.y());
682 canvas->drawSprite(source, 0, 0, &paint);
684 skia::RefPtr<SkImage> image = skia::AdoptRef(surface->newImageSnapshot());
685 if (!image || !image->getTexture()) {
686 return skia::RefPtr<SkImage>();
689 // Flush the GrContext to ensure all buffered GL calls are drawn to the
690 // backing store before we access and return it, and have cc begin using the
691 // GL context again.
692 canvas->flush();
694 return image;
697 static skia::RefPtr<SkImage> ApplyBlendModeWithBackdrop(
698 scoped_ptr<GLRenderer::ScopedUseGrContext> use_gr_context,
699 ResourceProvider* resource_provider,
700 skia::RefPtr<SkImage> source_bitmap_with_filters,
701 ScopedResource* source_texture_resource,
702 ScopedResource* background_texture_resource,
703 SkXfermode::Mode blend_mode) {
704 if (!use_gr_context)
705 return source_bitmap_with_filters;
707 DCHECK(background_texture_resource);
708 DCHECK(source_texture_resource);
710 gfx::Size source_size = source_texture_resource->size();
711 gfx::Size background_size = background_texture_resource->size();
713 DCHECK_LE(background_size.width(), source_size.width());
714 DCHECK_LE(background_size.height(), source_size.height());
716 int source_texture_with_filters_id;
717 scoped_ptr<ResourceProvider::ScopedReadLockGL> lock;
718 if (source_bitmap_with_filters) {
719 DCHECK_EQ(source_size.width(), source_bitmap_with_filters->width());
720 DCHECK_EQ(source_size.height(), source_bitmap_with_filters->height());
721 GrTexture* texture =
722 reinterpret_cast<GrTexture*>(source_bitmap_with_filters->getTexture());
723 source_texture_with_filters_id = texture->getTextureHandle();
724 } else {
725 lock.reset(new ResourceProvider::ScopedReadLockGL(
726 resource_provider, source_texture_resource->id()));
727 source_texture_with_filters_id = lock->texture_id();
730 ResourceProvider::ScopedReadLockGL lock_background(
731 resource_provider, background_texture_resource->id());
733 // Wrap the source texture in a Ganesh platform texture.
734 GrBackendTextureDesc backend_texture_description;
735 backend_texture_description.fConfig = kSkia8888_GrPixelConfig;
736 backend_texture_description.fOrigin = kBottomLeft_GrSurfaceOrigin;
738 backend_texture_description.fWidth = source_size.width();
739 backend_texture_description.fHeight = source_size.height();
740 backend_texture_description.fTextureHandle = source_texture_with_filters_id;
741 skia::RefPtr<GrTexture> source_texture =
742 skia::AdoptRef(use_gr_context->context()->wrapBackendTexture(
743 backend_texture_description));
745 backend_texture_description.fWidth = background_size.width();
746 backend_texture_description.fHeight = background_size.height();
747 backend_texture_description.fTextureHandle = lock_background.texture_id();
748 skia::RefPtr<GrTexture> background_texture =
749 skia::AdoptRef(use_gr_context->context()->wrapBackendTexture(
750 backend_texture_description));
752 SkImageInfo source_info =
753 SkImageInfo::MakeN32Premul(source_size.width(), source_size.height());
754 // Place the platform texture inside an SkBitmap.
755 SkBitmap source;
756 source.setInfo(source_info);
757 skia::RefPtr<SkGrPixelRef> source_pixel_ref =
758 skia::AdoptRef(new SkGrPixelRef(source_info, source_texture.get()));
759 source.setPixelRef(source_pixel_ref.get());
761 SkImageInfo background_info = SkImageInfo::MakeN32Premul(
762 background_size.width(), background_size.height());
764 SkBitmap background;
765 background.setInfo(background_info);
766 skia::RefPtr<SkGrPixelRef> background_pixel_ref =
767 skia::AdoptRef(new SkGrPixelRef(
768 background_info, background_texture.get()));
769 background.setPixelRef(background_pixel_ref.get());
771 // Create a scratch texture for backing store.
772 GrTextureDesc desc;
773 desc.fFlags = kRenderTarget_GrTextureFlagBit | kNoStencil_GrTextureFlagBit;
774 desc.fSampleCnt = 0;
775 desc.fWidth = source.width();
776 desc.fHeight = source.height();
777 desc.fConfig = kSkia8888_GrPixelConfig;
778 desc.fOrigin = kBottomLeft_GrSurfaceOrigin;
779 GrAutoScratchTexture scratch_texture(
780 use_gr_context->context(), desc, GrContext::kExact_ScratchTexMatch);
781 skia::RefPtr<GrTexture> backing_store =
782 skia::AdoptRef(scratch_texture.detach());
783 if (backing_store.get() == NULL) {
784 TRACE_EVENT_INSTANT0(
785 "cc",
786 "ApplyBlendModeWithBackdrop scratch texture allocation failed",
787 TRACE_EVENT_SCOPE_THREAD);
788 return source_bitmap_with_filters;
791 // Create a device and canvas using that backing store.
792 skia::RefPtr<SkSurface> surface = skia::AdoptRef(
793 SkSurface::NewRenderTargetDirect(backing_store->asRenderTarget()));
794 if (!surface)
795 return skia::RefPtr<SkImage>();
796 skia::RefPtr<SkCanvas> canvas = skia::SharePtr(surface->getCanvas());
798 // Draw the source bitmap through the filter to the canvas.
799 canvas->clear(SK_ColorTRANSPARENT);
800 canvas->drawSprite(background, 0, 0);
801 SkPaint paint;
802 paint.setXfermodeMode(blend_mode);
803 canvas->drawSprite(source, 0, 0, &paint);
805 skia::RefPtr<SkImage> image = skia::AdoptRef(surface->newImageSnapshot());
806 if (!image || !image->getTexture()) {
807 return skia::RefPtr<SkImage>();
810 // Flush the GrContext to ensure all buffered GL calls are drawn to the
811 // backing store before we access and return it, and have cc begin using the
812 // GL context again.
813 canvas->flush();
815 return image;
818 scoped_ptr<ScopedResource> GLRenderer::GetBackgroundWithFilters(
819 DrawingFrame* frame,
820 const RenderPassDrawQuad* quad,
821 const gfx::Transform& contents_device_transform,
822 const gfx::Transform& contents_device_transform_inverse,
823 bool* background_changed) {
824 // This method draws a background filter, which applies a filter to any pixels
825 // behind the quad and seen through its background. The algorithm works as
826 // follows:
827 // 1. Compute a bounding box around the pixels that will be visible through
828 // the quad.
829 // 2. Read the pixels in the bounding box into a buffer R.
830 // 3. Apply the background filter to R, so that it is applied in the pixels'
831 // coordinate space.
832 // 4. Apply the quad's inverse transform to map the pixels in R into the
833 // quad's content space. This implicitly clips R by the content bounds of the
834 // quad since the destination texture has bounds matching the quad's content.
835 // 5. Draw the background texture for the contents using the same transform as
836 // used to draw the contents itself. This is done without blending to replace
837 // the current background pixels with the new filtered background.
838 // 6. Draw the contents of the quad over drop of the new background with
839 // blending, as per usual. The filtered background pixels will show through
840 // any non-opaque pixels in this draws.
842 // Pixel copies in this algorithm occur at steps 2, 3, 4, and 5.
844 // TODO(danakj): When this algorithm changes, update
845 // LayerTreeHost::PrioritizeTextures() accordingly.
847 // TODO(danakj): We only allow background filters on an opaque render surface
848 // because other surfaces may contain translucent pixels, and the contents
849 // behind those translucent pixels wouldn't have the filter applied.
850 bool apply_background_filters =
851 !frame->current_render_pass->has_transparent_background;
852 DCHECK(!frame->current_texture);
854 // TODO(ajuma): Add support for reference filters once
855 // FilterOperations::GetOutsets supports reference filters.
856 if (apply_background_filters && quad->background_filters.HasReferenceFilter())
857 apply_background_filters = false;
859 // TODO(danakj): Do a single readback for both the surface and replica and
860 // cache the filtered results (once filter textures are not reused).
861 gfx::Rect window_rect = gfx::ToEnclosingRect(MathUtil::MapClippedRect(
862 contents_device_transform, SharedGeometryQuad().BoundingBox()));
864 int top, right, bottom, left;
865 quad->background_filters.GetOutsets(&top, &right, &bottom, &left);
866 window_rect.Inset(-left, -top, -right, -bottom);
868 window_rect.Intersect(
869 MoveFromDrawToWindowSpace(frame->current_render_pass->output_rect));
871 scoped_ptr<ScopedResource> device_background_texture =
872 ScopedResource::Create(resource_provider_);
873 // CopyTexImage2D fails when called on a texture having immutable storage.
874 device_background_texture->Allocate(
875 window_rect.size(), ResourceProvider::TextureHintDefault, RGBA_8888);
877 ResourceProvider::ScopedWriteLockGL lock(resource_provider_,
878 device_background_texture->id());
879 GetFramebufferTexture(
880 lock.texture_id(), device_background_texture->format(), window_rect);
883 skia::RefPtr<SkImageFilter> filter = RenderSurfaceFilters::BuildImageFilter(
884 quad->background_filters, device_background_texture->size());
886 skia::RefPtr<SkImage> filtered_device_background;
887 if (apply_background_filters) {
888 filtered_device_background =
889 ApplyImageFilter(ScopedUseGrContext::Create(this, frame),
890 resource_provider_,
891 quad->rect.origin(),
892 quad->filters_scale,
893 filter.get(),
894 device_background_texture.get());
896 *background_changed = (filtered_device_background != NULL);
898 int filtered_device_background_texture_id = 0;
899 scoped_ptr<ResourceProvider::ScopedReadLockGL> lock;
900 if (filtered_device_background) {
901 GrTexture* texture = filtered_device_background->getTexture();
902 filtered_device_background_texture_id = texture->getTextureHandle();
903 } else {
904 lock.reset(new ResourceProvider::ScopedReadLockGL(
905 resource_provider_, device_background_texture->id()));
906 filtered_device_background_texture_id = lock->texture_id();
909 scoped_ptr<ScopedResource> background_texture =
910 ScopedResource::Create(resource_provider_);
911 background_texture->Allocate(
912 quad->rect.size(),
913 ResourceProvider::TextureHintImmutableFramebuffer,
914 RGBA_8888);
916 const RenderPass* target_render_pass = frame->current_render_pass;
917 bool using_background_texture =
918 UseScopedTexture(frame, background_texture.get(), quad->rect);
920 if (using_background_texture) {
921 // Copy the readback pixels from device to the background texture for the
922 // surface.
923 gfx::Transform device_to_framebuffer_transform;
924 QuadRectTransform(
925 &device_to_framebuffer_transform, gfx::Transform(), quad->rect);
926 device_to_framebuffer_transform.PreconcatTransform(
927 contents_device_transform_inverse);
929 #ifndef NDEBUG
930 GLC(gl_, gl_->ClearColor(0, 0, 1, 1));
931 gl_->Clear(GL_COLOR_BUFFER_BIT);
932 #endif
934 // The filtered_deveice_background_texture is oriented the same as the frame
935 // buffer. The transform we are copying with has a vertical flip, as well as
936 // the |device_to_framebuffer_transform|, which cancel each other out. So do
937 // not flip the contents in the shader to maintain orientation.
938 bool flip_vertically = false;
940 CopyTextureToFramebuffer(frame,
941 filtered_device_background_texture_id,
942 window_rect,
943 device_to_framebuffer_transform,
944 flip_vertically);
947 UseRenderPass(frame, target_render_pass);
949 if (!using_background_texture)
950 return scoped_ptr<ScopedResource>();
951 return background_texture.Pass();
954 void GLRenderer::DrawRenderPassQuad(DrawingFrame* frame,
955 const RenderPassDrawQuad* quad) {
956 SetBlendEnabled(quad->ShouldDrawWithBlending());
958 ScopedResource* contents_texture =
959 render_pass_textures_.get(quad->render_pass_id);
960 if (!contents_texture || !contents_texture->id())
961 return;
963 gfx::Transform quad_rect_matrix;
964 QuadRectTransform(&quad_rect_matrix, quad->quadTransform(), quad->rect);
965 gfx::Transform contents_device_transform =
966 frame->window_matrix * frame->projection_matrix * quad_rect_matrix;
967 contents_device_transform.FlattenTo2d();
969 // Can only draw surface if device matrix is invertible.
970 gfx::Transform contents_device_transform_inverse(
971 gfx::Transform::kSkipInitialization);
972 if (!contents_device_transform.GetInverse(&contents_device_transform_inverse))
973 return;
975 bool need_background_texture =
976 quad->shared_quad_state->blend_mode != SkXfermode::kSrcOver_Mode ||
977 !quad->background_filters.IsEmpty();
978 bool background_changed = false;
979 scoped_ptr<ScopedResource> background_texture;
980 if (need_background_texture) {
981 // The pixels from the filtered background should completely replace the
982 // current pixel values.
983 bool disable_blending = blend_enabled();
984 if (disable_blending)
985 SetBlendEnabled(false);
987 background_texture =
988 GetBackgroundWithFilters(frame,
989 quad,
990 contents_device_transform,
991 contents_device_transform_inverse,
992 &background_changed);
994 if (disable_blending)
995 SetBlendEnabled(true);
998 // TODO(senorblanco): Cache this value so that we don't have to do it for both
999 // the surface and its replica. Apply filters to the contents texture.
1000 skia::RefPtr<SkImage> filter_bitmap;
1001 SkScalar color_matrix[20];
1002 bool use_color_matrix = false;
1003 if (!quad->filters.IsEmpty()) {
1004 skia::RefPtr<SkImageFilter> filter = RenderSurfaceFilters::BuildImageFilter(
1005 quad->filters, contents_texture->size());
1006 if (filter) {
1007 skia::RefPtr<SkColorFilter> cf;
1010 SkColorFilter* colorfilter_rawptr = NULL;
1011 filter->asColorFilter(&colorfilter_rawptr);
1012 cf = skia::AdoptRef(colorfilter_rawptr);
1015 if (cf && cf->asColorMatrix(color_matrix) && !filter->getInput(0)) {
1016 // We have a single color matrix as a filter; apply it locally
1017 // in the compositor.
1018 use_color_matrix = true;
1019 } else {
1020 filter_bitmap =
1021 ApplyImageFilter(ScopedUseGrContext::Create(this, frame),
1022 resource_provider_,
1023 quad->rect.origin(),
1024 quad->filters_scale,
1025 filter.get(),
1026 contents_texture);
1031 if (quad->shared_quad_state->blend_mode != SkXfermode::kSrcOver_Mode &&
1032 background_texture) {
1033 filter_bitmap =
1034 ApplyBlendModeWithBackdrop(ScopedUseGrContext::Create(this, frame),
1035 resource_provider_,
1036 filter_bitmap,
1037 contents_texture,
1038 background_texture.get(),
1039 quad->shared_quad_state->blend_mode);
1042 // Draw the background texture if it has some filters applied.
1043 if (background_texture && background_changed) {
1044 DCHECK(background_texture->size() == quad->rect.size());
1045 ResourceProvider::ScopedReadLockGL lock(resource_provider_,
1046 background_texture->id());
1048 // The background_texture is oriented the same as the frame buffer. The
1049 // transform we are copying with has a vertical flip, so flip the contents
1050 // in the shader to maintain orientation
1051 bool flip_vertically = true;
1053 CopyTextureToFramebuffer(frame,
1054 lock.texture_id(),
1055 quad->rect,
1056 quad->quadTransform(),
1057 flip_vertically);
1060 bool clipped = false;
1061 gfx::QuadF device_quad = MathUtil::MapQuad(
1062 contents_device_transform, SharedGeometryQuad(), &clipped);
1063 LayerQuad device_layer_bounds(gfx::QuadF(device_quad.BoundingBox()));
1064 LayerQuad device_layer_edges(device_quad);
1066 // Use anti-aliasing programs only when necessary.
1067 bool use_aa =
1068 !clipped && (!device_quad.IsRectilinear() ||
1069 !gfx::IsNearestRectWithinDistance(device_quad.BoundingBox(),
1070 kAntiAliasingEpsilon));
1071 if (use_aa) {
1072 device_layer_bounds.InflateAntiAliasingDistance();
1073 device_layer_edges.InflateAntiAliasingDistance();
1076 scoped_ptr<ResourceProvider::ScopedReadLockGL> mask_resource_lock;
1077 unsigned mask_texture_id = 0;
1078 if (quad->mask_resource_id) {
1079 mask_resource_lock.reset(new ResourceProvider::ScopedReadLockGL(
1080 resource_provider_, quad->mask_resource_id));
1081 mask_texture_id = mask_resource_lock->texture_id();
1084 // TODO(danakj): use the background_texture and blend the background in with
1085 // this draw instead of having a separate copy of the background texture.
1087 scoped_ptr<ResourceProvider::ScopedSamplerGL> contents_resource_lock;
1088 if (filter_bitmap) {
1089 GrTexture* texture = filter_bitmap->getTexture();
1090 DCHECK_EQ(GL_TEXTURE0, GetActiveTextureUnit(gl_));
1091 gl_->BindTexture(GL_TEXTURE_2D, texture->getTextureHandle());
1092 } else {
1093 contents_resource_lock =
1094 make_scoped_ptr(new ResourceProvider::ScopedSamplerGL(
1095 resource_provider_, contents_texture->id(), GL_LINEAR));
1096 DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D),
1097 contents_resource_lock->target());
1100 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
1101 gl_,
1102 &highp_threshold_cache_,
1103 highp_threshold_min_,
1104 quad->shared_quad_state->visible_content_rect.bottom_right());
1106 int shader_quad_location = -1;
1107 int shader_edge_location = -1;
1108 int shader_viewport_location = -1;
1109 int shader_mask_sampler_location = -1;
1110 int shader_mask_tex_coord_scale_location = -1;
1111 int shader_mask_tex_coord_offset_location = -1;
1112 int shader_matrix_location = -1;
1113 int shader_alpha_location = -1;
1114 int shader_color_matrix_location = -1;
1115 int shader_color_offset_location = -1;
1116 int shader_tex_transform_location = -1;
1118 if (use_aa && mask_texture_id && !use_color_matrix) {
1119 const RenderPassMaskProgramAA* program =
1120 GetRenderPassMaskProgramAA(tex_coord_precision);
1121 SetUseProgram(program->program());
1122 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
1124 shader_quad_location = program->vertex_shader().quad_location();
1125 shader_edge_location = program->vertex_shader().edge_location();
1126 shader_viewport_location = program->vertex_shader().viewport_location();
1127 shader_mask_sampler_location =
1128 program->fragment_shader().mask_sampler_location();
1129 shader_mask_tex_coord_scale_location =
1130 program->fragment_shader().mask_tex_coord_scale_location();
1131 shader_mask_tex_coord_offset_location =
1132 program->fragment_shader().mask_tex_coord_offset_location();
1133 shader_matrix_location = program->vertex_shader().matrix_location();
1134 shader_alpha_location = program->fragment_shader().alpha_location();
1135 shader_tex_transform_location =
1136 program->vertex_shader().tex_transform_location();
1137 } else if (!use_aa && mask_texture_id && !use_color_matrix) {
1138 const RenderPassMaskProgram* program =
1139 GetRenderPassMaskProgram(tex_coord_precision);
1140 SetUseProgram(program->program());
1141 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
1143 shader_mask_sampler_location =
1144 program->fragment_shader().mask_sampler_location();
1145 shader_mask_tex_coord_scale_location =
1146 program->fragment_shader().mask_tex_coord_scale_location();
1147 shader_mask_tex_coord_offset_location =
1148 program->fragment_shader().mask_tex_coord_offset_location();
1149 shader_matrix_location = program->vertex_shader().matrix_location();
1150 shader_alpha_location = program->fragment_shader().alpha_location();
1151 shader_tex_transform_location =
1152 program->vertex_shader().tex_transform_location();
1153 } else if (use_aa && !mask_texture_id && !use_color_matrix) {
1154 const RenderPassProgramAA* program =
1155 GetRenderPassProgramAA(tex_coord_precision);
1156 SetUseProgram(program->program());
1157 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
1159 shader_quad_location = program->vertex_shader().quad_location();
1160 shader_edge_location = program->vertex_shader().edge_location();
1161 shader_viewport_location = program->vertex_shader().viewport_location();
1162 shader_matrix_location = program->vertex_shader().matrix_location();
1163 shader_alpha_location = program->fragment_shader().alpha_location();
1164 shader_tex_transform_location =
1165 program->vertex_shader().tex_transform_location();
1166 } else if (use_aa && mask_texture_id && use_color_matrix) {
1167 const RenderPassMaskColorMatrixProgramAA* program =
1168 GetRenderPassMaskColorMatrixProgramAA(tex_coord_precision);
1169 SetUseProgram(program->program());
1170 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
1172 shader_matrix_location = program->vertex_shader().matrix_location();
1173 shader_quad_location = program->vertex_shader().quad_location();
1174 shader_tex_transform_location =
1175 program->vertex_shader().tex_transform_location();
1176 shader_edge_location = program->vertex_shader().edge_location();
1177 shader_viewport_location = program->vertex_shader().viewport_location();
1178 shader_alpha_location = program->fragment_shader().alpha_location();
1179 shader_mask_sampler_location =
1180 program->fragment_shader().mask_sampler_location();
1181 shader_mask_tex_coord_scale_location =
1182 program->fragment_shader().mask_tex_coord_scale_location();
1183 shader_mask_tex_coord_offset_location =
1184 program->fragment_shader().mask_tex_coord_offset_location();
1185 shader_color_matrix_location =
1186 program->fragment_shader().color_matrix_location();
1187 shader_color_offset_location =
1188 program->fragment_shader().color_offset_location();
1189 } else if (use_aa && !mask_texture_id && use_color_matrix) {
1190 const RenderPassColorMatrixProgramAA* program =
1191 GetRenderPassColorMatrixProgramAA(tex_coord_precision);
1192 SetUseProgram(program->program());
1193 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
1195 shader_matrix_location = program->vertex_shader().matrix_location();
1196 shader_quad_location = program->vertex_shader().quad_location();
1197 shader_tex_transform_location =
1198 program->vertex_shader().tex_transform_location();
1199 shader_edge_location = program->vertex_shader().edge_location();
1200 shader_viewport_location = program->vertex_shader().viewport_location();
1201 shader_alpha_location = program->fragment_shader().alpha_location();
1202 shader_color_matrix_location =
1203 program->fragment_shader().color_matrix_location();
1204 shader_color_offset_location =
1205 program->fragment_shader().color_offset_location();
1206 } else if (!use_aa && mask_texture_id && use_color_matrix) {
1207 const RenderPassMaskColorMatrixProgram* program =
1208 GetRenderPassMaskColorMatrixProgram(tex_coord_precision);
1209 SetUseProgram(program->program());
1210 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
1212 shader_matrix_location = program->vertex_shader().matrix_location();
1213 shader_tex_transform_location =
1214 program->vertex_shader().tex_transform_location();
1215 shader_mask_sampler_location =
1216 program->fragment_shader().mask_sampler_location();
1217 shader_mask_tex_coord_scale_location =
1218 program->fragment_shader().mask_tex_coord_scale_location();
1219 shader_mask_tex_coord_offset_location =
1220 program->fragment_shader().mask_tex_coord_offset_location();
1221 shader_alpha_location = program->fragment_shader().alpha_location();
1222 shader_color_matrix_location =
1223 program->fragment_shader().color_matrix_location();
1224 shader_color_offset_location =
1225 program->fragment_shader().color_offset_location();
1226 } else if (!use_aa && !mask_texture_id && use_color_matrix) {
1227 const RenderPassColorMatrixProgram* program =
1228 GetRenderPassColorMatrixProgram(tex_coord_precision);
1229 SetUseProgram(program->program());
1230 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
1232 shader_matrix_location = program->vertex_shader().matrix_location();
1233 shader_tex_transform_location =
1234 program->vertex_shader().tex_transform_location();
1235 shader_alpha_location = program->fragment_shader().alpha_location();
1236 shader_color_matrix_location =
1237 program->fragment_shader().color_matrix_location();
1238 shader_color_offset_location =
1239 program->fragment_shader().color_offset_location();
1240 } else {
1241 const RenderPassProgram* program =
1242 GetRenderPassProgram(tex_coord_precision);
1243 SetUseProgram(program->program());
1244 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
1246 shader_matrix_location = program->vertex_shader().matrix_location();
1247 shader_alpha_location = program->fragment_shader().alpha_location();
1248 shader_tex_transform_location =
1249 program->vertex_shader().tex_transform_location();
1251 float tex_scale_x =
1252 quad->rect.width() / static_cast<float>(contents_texture->size().width());
1253 float tex_scale_y = quad->rect.height() /
1254 static_cast<float>(contents_texture->size().height());
1255 DCHECK_LE(tex_scale_x, 1.0f);
1256 DCHECK_LE(tex_scale_y, 1.0f);
1258 DCHECK(shader_tex_transform_location != -1 || IsContextLost());
1259 // Flip the content vertically in the shader, as the RenderPass input
1260 // texture is already oriented the same way as the framebuffer, but the
1261 // projection transform does a flip.
1262 GLC(gl_,
1263 gl_->Uniform4f(shader_tex_transform_location,
1264 0.0f,
1265 tex_scale_y,
1266 tex_scale_x,
1267 -tex_scale_y));
1269 scoped_ptr<ResourceProvider::ScopedSamplerGL> shader_mask_sampler_lock;
1270 if (shader_mask_sampler_location != -1) {
1271 DCHECK_NE(shader_mask_tex_coord_scale_location, 1);
1272 DCHECK_NE(shader_mask_tex_coord_offset_location, 1);
1273 GLC(gl_, gl_->Uniform1i(shader_mask_sampler_location, 1));
1275 float mask_tex_scale_x = quad->mask_uv_rect.width() / tex_scale_x;
1276 float mask_tex_scale_y = quad->mask_uv_rect.height() / tex_scale_y;
1278 // Mask textures are oriented vertically flipped relative to the framebuffer
1279 // and the RenderPass contents texture, so we flip the tex coords from the
1280 // RenderPass texture to find the mask texture coords.
1281 GLC(gl_,
1282 gl_->Uniform2f(shader_mask_tex_coord_offset_location,
1283 quad->mask_uv_rect.x(),
1284 quad->mask_uv_rect.y() + quad->mask_uv_rect.height()));
1285 GLC(gl_,
1286 gl_->Uniform2f(shader_mask_tex_coord_scale_location,
1287 mask_tex_scale_x,
1288 -mask_tex_scale_y));
1289 shader_mask_sampler_lock = make_scoped_ptr(
1290 new ResourceProvider::ScopedSamplerGL(resource_provider_,
1291 quad->mask_resource_id,
1292 GL_TEXTURE1,
1293 GL_LINEAR));
1294 DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D),
1295 shader_mask_sampler_lock->target());
1298 if (shader_edge_location != -1) {
1299 float edge[24];
1300 device_layer_edges.ToFloatArray(edge);
1301 device_layer_bounds.ToFloatArray(&edge[12]);
1302 GLC(gl_, gl_->Uniform3fv(shader_edge_location, 8, edge));
1305 if (shader_viewport_location != -1) {
1306 float viewport[4] = {static_cast<float>(viewport_.x()),
1307 static_cast<float>(viewport_.y()),
1308 static_cast<float>(viewport_.width()),
1309 static_cast<float>(viewport_.height()), };
1310 GLC(gl_, gl_->Uniform4fv(shader_viewport_location, 1, viewport));
1313 if (shader_color_matrix_location != -1) {
1314 float matrix[16];
1315 for (int i = 0; i < 4; ++i) {
1316 for (int j = 0; j < 4; ++j)
1317 matrix[i * 4 + j] = SkScalarToFloat(color_matrix[j * 5 + i]);
1319 GLC(gl_,
1320 gl_->UniformMatrix4fv(shader_color_matrix_location, 1, false, matrix));
1322 static const float kScale = 1.0f / 255.0f;
1323 if (shader_color_offset_location != -1) {
1324 float offset[4];
1325 for (int i = 0; i < 4; ++i)
1326 offset[i] = SkScalarToFloat(color_matrix[i * 5 + 4]) * kScale;
1328 GLC(gl_, gl_->Uniform4fv(shader_color_offset_location, 1, offset));
1331 // Map device space quad to surface space. contents_device_transform has no 3d
1332 // component since it was flattened, so we don't need to project.
1333 gfx::QuadF surface_quad = MathUtil::MapQuad(contents_device_transform_inverse,
1334 device_layer_edges.ToQuadF(),
1335 &clipped);
1337 SetShaderOpacity(quad->opacity(), shader_alpha_location);
1338 SetShaderQuadF(surface_quad, shader_quad_location);
1339 DrawQuadGeometry(
1340 frame, quad->quadTransform(), quad->rect, shader_matrix_location);
1342 // Flush the compositor context before the filter bitmap goes out of
1343 // scope, so the draw gets processed before the filter texture gets deleted.
1344 if (filter_bitmap)
1345 GLC(gl_, gl_->Flush());
1348 struct SolidColorProgramUniforms {
1349 unsigned program;
1350 unsigned matrix_location;
1351 unsigned viewport_location;
1352 unsigned quad_location;
1353 unsigned edge_location;
1354 unsigned color_location;
1357 template <class T>
1358 static void SolidColorUniformLocation(T program,
1359 SolidColorProgramUniforms* uniforms) {
1360 uniforms->program = program->program();
1361 uniforms->matrix_location = program->vertex_shader().matrix_location();
1362 uniforms->viewport_location = program->vertex_shader().viewport_location();
1363 uniforms->quad_location = program->vertex_shader().quad_location();
1364 uniforms->edge_location = program->vertex_shader().edge_location();
1365 uniforms->color_location = program->fragment_shader().color_location();
1368 // static
1369 bool GLRenderer::SetupQuadForAntialiasing(
1370 const gfx::Transform& device_transform,
1371 const DrawQuad* quad,
1372 gfx::QuadF* local_quad,
1373 float edge[24]) {
1374 gfx::Rect tile_rect = quad->visible_rect;
1376 bool clipped = false;
1377 gfx::QuadF device_layer_quad = MathUtil::MapQuad(
1378 device_transform, gfx::QuadF(quad->visibleContentRect()), &clipped);
1380 bool is_axis_aligned_in_target = device_layer_quad.IsRectilinear();
1381 bool is_nearest_rect_within_epsilon =
1382 is_axis_aligned_in_target &&
1383 gfx::IsNearestRectWithinDistance(device_layer_quad.BoundingBox(),
1384 kAntiAliasingEpsilon);
1385 // AAing clipped quads is not supported by the code yet.
1386 bool use_aa = !clipped && !is_nearest_rect_within_epsilon && quad->IsEdge();
1387 if (!use_aa)
1388 return false;
1390 LayerQuad device_layer_bounds(gfx::QuadF(device_layer_quad.BoundingBox()));
1391 device_layer_bounds.InflateAntiAliasingDistance();
1393 LayerQuad device_layer_edges(device_layer_quad);
1394 device_layer_edges.InflateAntiAliasingDistance();
1396 device_layer_edges.ToFloatArray(edge);
1397 device_layer_bounds.ToFloatArray(&edge[12]);
1399 gfx::PointF bottom_right = tile_rect.bottom_right();
1400 gfx::PointF bottom_left = tile_rect.bottom_left();
1401 gfx::PointF top_left = tile_rect.origin();
1402 gfx::PointF top_right = tile_rect.top_right();
1404 // Map points to device space.
1405 bottom_right = MathUtil::MapPoint(device_transform, bottom_right, &clipped);
1406 DCHECK(!clipped);
1407 bottom_left = MathUtil::MapPoint(device_transform, bottom_left, &clipped);
1408 DCHECK(!clipped);
1409 top_left = MathUtil::MapPoint(device_transform, top_left, &clipped);
1410 DCHECK(!clipped);
1411 top_right = MathUtil::MapPoint(device_transform, top_right, &clipped);
1412 DCHECK(!clipped);
1414 LayerQuad::Edge bottom_edge(bottom_right, bottom_left);
1415 LayerQuad::Edge left_edge(bottom_left, top_left);
1416 LayerQuad::Edge top_edge(top_left, top_right);
1417 LayerQuad::Edge right_edge(top_right, bottom_right);
1419 // Only apply anti-aliasing to edges not clipped by culling or scissoring.
1420 if (quad->IsTopEdge() && tile_rect.y() == quad->rect.y())
1421 top_edge = device_layer_edges.top();
1422 if (quad->IsLeftEdge() && tile_rect.x() == quad->rect.x())
1423 left_edge = device_layer_edges.left();
1424 if (quad->IsRightEdge() && tile_rect.right() == quad->rect.right())
1425 right_edge = device_layer_edges.right();
1426 if (quad->IsBottomEdge() && tile_rect.bottom() == quad->rect.bottom())
1427 bottom_edge = device_layer_edges.bottom();
1429 float sign = gfx::QuadF(tile_rect).IsCounterClockwise() ? -1 : 1;
1430 bottom_edge.scale(sign);
1431 left_edge.scale(sign);
1432 top_edge.scale(sign);
1433 right_edge.scale(sign);
1435 // Create device space quad.
1436 LayerQuad device_quad(left_edge, top_edge, right_edge, bottom_edge);
1438 // Map device space quad to local space. device_transform has no 3d
1439 // component since it was flattened, so we don't need to project. We should
1440 // have already checked that the transform was uninvertible above.
1441 gfx::Transform inverse_device_transform(gfx::Transform::kSkipInitialization);
1442 bool did_invert = device_transform.GetInverse(&inverse_device_transform);
1443 DCHECK(did_invert);
1444 *local_quad = MathUtil::MapQuad(
1445 inverse_device_transform, device_quad.ToQuadF(), &clipped);
1446 // We should not DCHECK(!clipped) here, because anti-aliasing inflation may
1447 // cause device_quad to become clipped. To our knowledge this scenario does
1448 // not need to be handled differently than the unclipped case.
1450 return true;
1453 void GLRenderer::DrawSolidColorQuad(const DrawingFrame* frame,
1454 const SolidColorDrawQuad* quad) {
1455 gfx::Rect tile_rect = quad->visible_rect;
1457 SkColor color = quad->color;
1458 float opacity = quad->opacity();
1459 float alpha = (SkColorGetA(color) * (1.0f / 255.0f)) * opacity;
1461 // Early out if alpha is small enough that quad doesn't contribute to output.
1462 if (alpha < std::numeric_limits<float>::epsilon() &&
1463 quad->ShouldDrawWithBlending())
1464 return;
1466 gfx::Transform device_transform =
1467 frame->window_matrix * frame->projection_matrix * quad->quadTransform();
1468 device_transform.FlattenTo2d();
1469 if (!device_transform.IsInvertible())
1470 return;
1472 gfx::QuadF local_quad = gfx::QuadF(gfx::RectF(tile_rect));
1473 float edge[24];
1474 bool use_aa =
1475 settings_->allow_antialiasing && !quad->force_anti_aliasing_off &&
1476 SetupQuadForAntialiasing(device_transform, quad, &local_quad, edge);
1478 SolidColorProgramUniforms uniforms;
1479 if (use_aa)
1480 SolidColorUniformLocation(GetSolidColorProgramAA(), &uniforms);
1481 else
1482 SolidColorUniformLocation(GetSolidColorProgram(), &uniforms);
1483 SetUseProgram(uniforms.program);
1485 GLC(gl_,
1486 gl_->Uniform4f(uniforms.color_location,
1487 (SkColorGetR(color) * (1.0f / 255.0f)) * alpha,
1488 (SkColorGetG(color) * (1.0f / 255.0f)) * alpha,
1489 (SkColorGetB(color) * (1.0f / 255.0f)) * alpha,
1490 alpha));
1491 if (use_aa) {
1492 float viewport[4] = {static_cast<float>(viewport_.x()),
1493 static_cast<float>(viewport_.y()),
1494 static_cast<float>(viewport_.width()),
1495 static_cast<float>(viewport_.height()), };
1496 GLC(gl_, gl_->Uniform4fv(uniforms.viewport_location, 1, viewport));
1497 GLC(gl_, gl_->Uniform3fv(uniforms.edge_location, 8, edge));
1500 // Enable blending when the quad properties require it or if we decided
1501 // to use antialiasing.
1502 SetBlendEnabled(quad->ShouldDrawWithBlending() || use_aa);
1504 // Normalize to tile_rect.
1505 local_quad.Scale(1.0f / tile_rect.width(), 1.0f / tile_rect.height());
1507 SetShaderQuadF(local_quad, uniforms.quad_location);
1509 // The transform and vertex data are used to figure out the extents that the
1510 // un-antialiased quad should have and which vertex this is and the float
1511 // quad passed in via uniform is the actual geometry that gets used to draw
1512 // it. This is why this centered rect is used and not the original quad_rect.
1513 gfx::RectF centered_rect(
1514 gfx::PointF(-0.5f * tile_rect.width(), -0.5f * tile_rect.height()),
1515 tile_rect.size());
1516 DrawQuadGeometry(
1517 frame, quad->quadTransform(), centered_rect, uniforms.matrix_location);
1520 struct TileProgramUniforms {
1521 unsigned program;
1522 unsigned matrix_location;
1523 unsigned viewport_location;
1524 unsigned quad_location;
1525 unsigned edge_location;
1526 unsigned vertex_tex_transform_location;
1527 unsigned sampler_location;
1528 unsigned fragment_tex_transform_location;
1529 unsigned alpha_location;
1532 template <class T>
1533 static void TileUniformLocation(T program, TileProgramUniforms* uniforms) {
1534 uniforms->program = program->program();
1535 uniforms->matrix_location = program->vertex_shader().matrix_location();
1536 uniforms->viewport_location = program->vertex_shader().viewport_location();
1537 uniforms->quad_location = program->vertex_shader().quad_location();
1538 uniforms->edge_location = program->vertex_shader().edge_location();
1539 uniforms->vertex_tex_transform_location =
1540 program->vertex_shader().vertex_tex_transform_location();
1542 uniforms->sampler_location = program->fragment_shader().sampler_location();
1543 uniforms->alpha_location = program->fragment_shader().alpha_location();
1544 uniforms->fragment_tex_transform_location =
1545 program->fragment_shader().fragment_tex_transform_location();
1548 void GLRenderer::DrawTileQuad(const DrawingFrame* frame,
1549 const TileDrawQuad* quad) {
1550 DrawContentQuad(frame, quad, quad->resource_id);
1553 void GLRenderer::DrawContentQuad(const DrawingFrame* frame,
1554 const ContentDrawQuadBase* quad,
1555 ResourceProvider::ResourceId resource_id) {
1556 gfx::Rect tile_rect = quad->visible_rect;
1558 gfx::RectF tex_coord_rect = MathUtil::ScaleRectProportional(
1559 quad->tex_coord_rect, quad->rect, tile_rect);
1560 float tex_to_geom_scale_x = quad->rect.width() / quad->tex_coord_rect.width();
1561 float tex_to_geom_scale_y =
1562 quad->rect.height() / quad->tex_coord_rect.height();
1564 gfx::RectF clamp_geom_rect(tile_rect);
1565 gfx::RectF clamp_tex_rect(tex_coord_rect);
1566 // Clamp texture coordinates to avoid sampling outside the layer
1567 // by deflating the tile region half a texel or half a texel
1568 // minus epsilon for one pixel layers. The resulting clamp region
1569 // is mapped to the unit square by the vertex shader and mapped
1570 // back to normalized texture coordinates by the fragment shader
1571 // after being clamped to 0-1 range.
1572 float tex_clamp_x =
1573 std::min(0.5f, 0.5f * clamp_tex_rect.width() - kAntiAliasingEpsilon);
1574 float tex_clamp_y =
1575 std::min(0.5f, 0.5f * clamp_tex_rect.height() - kAntiAliasingEpsilon);
1576 float geom_clamp_x =
1577 std::min(tex_clamp_x * tex_to_geom_scale_x,
1578 0.5f * clamp_geom_rect.width() - kAntiAliasingEpsilon);
1579 float geom_clamp_y =
1580 std::min(tex_clamp_y * tex_to_geom_scale_y,
1581 0.5f * clamp_geom_rect.height() - kAntiAliasingEpsilon);
1582 clamp_geom_rect.Inset(geom_clamp_x, geom_clamp_y, geom_clamp_x, geom_clamp_y);
1583 clamp_tex_rect.Inset(tex_clamp_x, tex_clamp_y, tex_clamp_x, tex_clamp_y);
1585 // Map clamping rectangle to unit square.
1586 float vertex_tex_translate_x = -clamp_geom_rect.x() / clamp_geom_rect.width();
1587 float vertex_tex_translate_y =
1588 -clamp_geom_rect.y() / clamp_geom_rect.height();
1589 float vertex_tex_scale_x = tile_rect.width() / clamp_geom_rect.width();
1590 float vertex_tex_scale_y = tile_rect.height() / clamp_geom_rect.height();
1592 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
1593 gl_, &highp_threshold_cache_, highp_threshold_min_, quad->texture_size);
1595 gfx::Transform device_transform =
1596 frame->window_matrix * frame->projection_matrix * quad->quadTransform();
1597 device_transform.FlattenTo2d();
1598 if (!device_transform.IsInvertible())
1599 return;
1601 gfx::QuadF local_quad = gfx::QuadF(gfx::RectF(tile_rect));
1602 float edge[24];
1603 bool use_aa =
1604 settings_->allow_antialiasing &&
1605 SetupQuadForAntialiasing(device_transform, quad, &local_quad, edge);
1607 bool scaled = (tex_to_geom_scale_x != 1.f || tex_to_geom_scale_y != 1.f);
1608 GLenum filter = (use_aa || scaled ||
1609 !quad->quadTransform().IsIdentityOrIntegerTranslation())
1610 ? GL_LINEAR
1611 : GL_NEAREST;
1612 ResourceProvider::ScopedSamplerGL quad_resource_lock(
1613 resource_provider_, resource_id, filter);
1614 SamplerType sampler =
1615 SamplerTypeFromTextureTarget(quad_resource_lock.target());
1617 float fragment_tex_translate_x = clamp_tex_rect.x();
1618 float fragment_tex_translate_y = clamp_tex_rect.y();
1619 float fragment_tex_scale_x = clamp_tex_rect.width();
1620 float fragment_tex_scale_y = clamp_tex_rect.height();
1622 // Map to normalized texture coordinates.
1623 if (sampler != SamplerType2DRect) {
1624 gfx::Size texture_size = quad->texture_size;
1625 DCHECK(!texture_size.IsEmpty());
1626 fragment_tex_translate_x /= texture_size.width();
1627 fragment_tex_translate_y /= texture_size.height();
1628 fragment_tex_scale_x /= texture_size.width();
1629 fragment_tex_scale_y /= texture_size.height();
1632 TileProgramUniforms uniforms;
1633 if (use_aa) {
1634 if (quad->swizzle_contents) {
1635 TileUniformLocation(GetTileProgramSwizzleAA(tex_coord_precision, sampler),
1636 &uniforms);
1637 } else {
1638 TileUniformLocation(GetTileProgramAA(tex_coord_precision, sampler),
1639 &uniforms);
1641 } else {
1642 if (quad->ShouldDrawWithBlending()) {
1643 if (quad->swizzle_contents) {
1644 TileUniformLocation(GetTileProgramSwizzle(tex_coord_precision, sampler),
1645 &uniforms);
1646 } else {
1647 TileUniformLocation(GetTileProgram(tex_coord_precision, sampler),
1648 &uniforms);
1650 } else {
1651 if (quad->swizzle_contents) {
1652 TileUniformLocation(
1653 GetTileProgramSwizzleOpaque(tex_coord_precision, sampler),
1654 &uniforms);
1655 } else {
1656 TileUniformLocation(GetTileProgramOpaque(tex_coord_precision, sampler),
1657 &uniforms);
1662 SetUseProgram(uniforms.program);
1663 GLC(gl_, gl_->Uniform1i(uniforms.sampler_location, 0));
1665 if (use_aa) {
1666 float viewport[4] = {static_cast<float>(viewport_.x()),
1667 static_cast<float>(viewport_.y()),
1668 static_cast<float>(viewport_.width()),
1669 static_cast<float>(viewport_.height()), };
1670 GLC(gl_, gl_->Uniform4fv(uniforms.viewport_location, 1, viewport));
1671 GLC(gl_, gl_->Uniform3fv(uniforms.edge_location, 8, edge));
1673 GLC(gl_,
1674 gl_->Uniform4f(uniforms.vertex_tex_transform_location,
1675 vertex_tex_translate_x,
1676 vertex_tex_translate_y,
1677 vertex_tex_scale_x,
1678 vertex_tex_scale_y));
1679 GLC(gl_,
1680 gl_->Uniform4f(uniforms.fragment_tex_transform_location,
1681 fragment_tex_translate_x,
1682 fragment_tex_translate_y,
1683 fragment_tex_scale_x,
1684 fragment_tex_scale_y));
1685 } else {
1686 // Move fragment shader transform to vertex shader. We can do this while
1687 // still producing correct results as fragment_tex_transform_location
1688 // should always be non-negative when tiles are transformed in a way
1689 // that could result in sampling outside the layer.
1690 vertex_tex_scale_x *= fragment_tex_scale_x;
1691 vertex_tex_scale_y *= fragment_tex_scale_y;
1692 vertex_tex_translate_x *= fragment_tex_scale_x;
1693 vertex_tex_translate_y *= fragment_tex_scale_y;
1694 vertex_tex_translate_x += fragment_tex_translate_x;
1695 vertex_tex_translate_y += fragment_tex_translate_y;
1697 GLC(gl_,
1698 gl_->Uniform4f(uniforms.vertex_tex_transform_location,
1699 vertex_tex_translate_x,
1700 vertex_tex_translate_y,
1701 vertex_tex_scale_x,
1702 vertex_tex_scale_y));
1705 // Enable blending when the quad properties require it or if we decided
1706 // to use antialiasing.
1707 SetBlendEnabled(quad->ShouldDrawWithBlending() || use_aa);
1709 // Normalize to tile_rect.
1710 local_quad.Scale(1.0f / tile_rect.width(), 1.0f / tile_rect.height());
1712 SetShaderOpacity(quad->opacity(), uniforms.alpha_location);
1713 SetShaderQuadF(local_quad, uniforms.quad_location);
1715 // The transform and vertex data are used to figure out the extents that the
1716 // un-antialiased quad should have and which vertex this is and the float
1717 // quad passed in via uniform is the actual geometry that gets used to draw
1718 // it. This is why this centered rect is used and not the original quad_rect.
1719 gfx::RectF centered_rect(
1720 gfx::PointF(-0.5f * tile_rect.width(), -0.5f * tile_rect.height()),
1721 tile_rect.size());
1722 DrawQuadGeometry(
1723 frame, quad->quadTransform(), centered_rect, uniforms.matrix_location);
1726 void GLRenderer::DrawYUVVideoQuad(const DrawingFrame* frame,
1727 const YUVVideoDrawQuad* quad) {
1728 SetBlendEnabled(quad->ShouldDrawWithBlending());
1730 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
1731 gl_,
1732 &highp_threshold_cache_,
1733 highp_threshold_min_,
1734 quad->shared_quad_state->visible_content_rect.bottom_right());
1736 bool use_alpha_plane = quad->a_plane_resource_id != 0;
1738 ResourceProvider::ScopedSamplerGL y_plane_lock(
1739 resource_provider_, quad->y_plane_resource_id, GL_TEXTURE1, GL_LINEAR);
1740 DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D), y_plane_lock.target());
1741 ResourceProvider::ScopedSamplerGL u_plane_lock(
1742 resource_provider_, quad->u_plane_resource_id, GL_TEXTURE2, GL_LINEAR);
1743 DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D), u_plane_lock.target());
1744 ResourceProvider::ScopedSamplerGL v_plane_lock(
1745 resource_provider_, quad->v_plane_resource_id, GL_TEXTURE3, GL_LINEAR);
1746 DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D), v_plane_lock.target());
1747 scoped_ptr<ResourceProvider::ScopedSamplerGL> a_plane_lock;
1748 if (use_alpha_plane) {
1749 a_plane_lock.reset(new ResourceProvider::ScopedSamplerGL(
1750 resource_provider_, quad->a_plane_resource_id, GL_TEXTURE4, GL_LINEAR));
1751 DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D), a_plane_lock->target());
1754 int matrix_location = -1;
1755 int tex_scale_location = -1;
1756 int tex_offset_location = -1;
1757 int y_texture_location = -1;
1758 int u_texture_location = -1;
1759 int v_texture_location = -1;
1760 int a_texture_location = -1;
1761 int yuv_matrix_location = -1;
1762 int yuv_adj_location = -1;
1763 int alpha_location = -1;
1764 if (use_alpha_plane) {
1765 const VideoYUVAProgram* program = GetVideoYUVAProgram(tex_coord_precision);
1766 DCHECK(program && (program->initialized() || IsContextLost()));
1767 SetUseProgram(program->program());
1768 matrix_location = program->vertex_shader().matrix_location();
1769 tex_scale_location = program->vertex_shader().tex_scale_location();
1770 tex_offset_location = program->vertex_shader().tex_offset_location();
1771 y_texture_location = program->fragment_shader().y_texture_location();
1772 u_texture_location = program->fragment_shader().u_texture_location();
1773 v_texture_location = program->fragment_shader().v_texture_location();
1774 a_texture_location = program->fragment_shader().a_texture_location();
1775 yuv_matrix_location = program->fragment_shader().yuv_matrix_location();
1776 yuv_adj_location = program->fragment_shader().yuv_adj_location();
1777 alpha_location = program->fragment_shader().alpha_location();
1778 } else {
1779 const VideoYUVProgram* program = GetVideoYUVProgram(tex_coord_precision);
1780 DCHECK(program && (program->initialized() || IsContextLost()));
1781 SetUseProgram(program->program());
1782 matrix_location = program->vertex_shader().matrix_location();
1783 tex_scale_location = program->vertex_shader().tex_scale_location();
1784 tex_offset_location = program->vertex_shader().tex_offset_location();
1785 y_texture_location = program->fragment_shader().y_texture_location();
1786 u_texture_location = program->fragment_shader().u_texture_location();
1787 v_texture_location = program->fragment_shader().v_texture_location();
1788 yuv_matrix_location = program->fragment_shader().yuv_matrix_location();
1789 yuv_adj_location = program->fragment_shader().yuv_adj_location();
1790 alpha_location = program->fragment_shader().alpha_location();
1793 GLC(gl_,
1794 gl_->Uniform2f(tex_scale_location,
1795 quad->tex_coord_rect.width(),
1796 quad->tex_coord_rect.height()));
1797 GLC(gl_,
1798 gl_->Uniform2f(tex_offset_location,
1799 quad->tex_coord_rect.x(),
1800 quad->tex_coord_rect.y()));
1801 GLC(gl_, gl_->Uniform1i(y_texture_location, 1));
1802 GLC(gl_, gl_->Uniform1i(u_texture_location, 2));
1803 GLC(gl_, gl_->Uniform1i(v_texture_location, 3));
1804 if (use_alpha_plane)
1805 GLC(gl_, gl_->Uniform1i(a_texture_location, 4));
1807 // These values are magic numbers that are used in the transformation from YUV
1808 // to RGB color values. They are taken from the following webpage:
1809 // http://www.fourcc.org/fccyvrgb.php
1810 float yuv_to_rgb_rec601[9] = {
1811 1.164f, 1.164f, 1.164f, 0.0f, -.391f, 2.018f, 1.596f, -.813f, 0.0f,
1813 float yuv_to_rgb_rec601_jpeg[9] = {
1814 1.f, 1.f, 1.f, 0.0f, -.34414f, 1.772f, 1.402f, -.71414f, 0.0f,
1817 // These values map to 16, 128, and 128 respectively, and are computed
1818 // as a fraction over 256 (e.g. 16 / 256 = 0.0625).
1819 // They are used in the YUV to RGBA conversion formula:
1820 // Y - 16 : Gives 16 values of head and footroom for overshooting
1821 // U - 128 : Turns unsigned U into signed U [-128,127]
1822 // V - 128 : Turns unsigned V into signed V [-128,127]
1823 float yuv_adjust_rec601[3] = {
1824 -0.0625f, -0.5f, -0.5f,
1827 // Same as above, but without the head and footroom.
1828 float yuv_adjust_rec601_jpeg[3] = {
1829 0.0f, -0.5f, -0.5f,
1832 float* yuv_to_rgb = NULL;
1833 float* yuv_adjust = NULL;
1835 switch (quad->color_space) {
1836 case YUVVideoDrawQuad::REC_601:
1837 yuv_to_rgb = yuv_to_rgb_rec601;
1838 yuv_adjust = yuv_adjust_rec601;
1839 break;
1840 case YUVVideoDrawQuad::REC_601_JPEG:
1841 yuv_to_rgb = yuv_to_rgb_rec601_jpeg;
1842 yuv_adjust = yuv_adjust_rec601_jpeg;
1843 break;
1846 GLC(gl_, gl_->UniformMatrix3fv(yuv_matrix_location, 1, 0, yuv_to_rgb));
1847 GLC(gl_, gl_->Uniform3fv(yuv_adj_location, 1, yuv_adjust));
1849 SetShaderOpacity(quad->opacity(), alpha_location);
1850 DrawQuadGeometry(frame, quad->quadTransform(), quad->rect, matrix_location);
1853 void GLRenderer::DrawStreamVideoQuad(const DrawingFrame* frame,
1854 const StreamVideoDrawQuad* quad) {
1855 SetBlendEnabled(quad->ShouldDrawWithBlending());
1857 static float gl_matrix[16];
1859 DCHECK(capabilities_.using_egl_image);
1861 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
1862 gl_,
1863 &highp_threshold_cache_,
1864 highp_threshold_min_,
1865 quad->shared_quad_state->visible_content_rect.bottom_right());
1867 const VideoStreamTextureProgram* program =
1868 GetVideoStreamTextureProgram(tex_coord_precision);
1869 SetUseProgram(program->program());
1871 ToGLMatrix(&gl_matrix[0], quad->matrix);
1872 GLC(gl_,
1873 gl_->UniformMatrix4fv(
1874 program->vertex_shader().tex_matrix_location(), 1, false, gl_matrix));
1876 ResourceProvider::ScopedReadLockGL lock(resource_provider_,
1877 quad->resource_id);
1878 DCHECK_EQ(GL_TEXTURE0, GetActiveTextureUnit(gl_));
1879 GLC(gl_, gl_->BindTexture(GL_TEXTURE_EXTERNAL_OES, lock.texture_id()));
1881 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
1883 SetShaderOpacity(quad->opacity(),
1884 program->fragment_shader().alpha_location());
1885 DrawQuadGeometry(frame,
1886 quad->quadTransform(),
1887 quad->rect,
1888 program->vertex_shader().matrix_location());
1891 void GLRenderer::DrawPictureQuad(const DrawingFrame* frame,
1892 const PictureDrawQuad* quad) {
1893 if (on_demand_tile_raster_bitmap_.width() != quad->texture_size.width() ||
1894 on_demand_tile_raster_bitmap_.height() != quad->texture_size.height()) {
1895 on_demand_tile_raster_bitmap_.allocN32Pixels(quad->texture_size.width(),
1896 quad->texture_size.height());
1898 if (on_demand_tile_raster_resource_id_)
1899 resource_provider_->DeleteResource(on_demand_tile_raster_resource_id_);
1901 on_demand_tile_raster_resource_id_ = resource_provider_->CreateGLTexture(
1902 quad->texture_size,
1903 GL_TEXTURE_2D,
1904 GL_TEXTURE_POOL_UNMANAGED_CHROMIUM,
1905 GL_CLAMP_TO_EDGE,
1906 ResourceProvider::TextureHintImmutable,
1907 quad->texture_format);
1910 SkCanvas canvas(on_demand_tile_raster_bitmap_);
1911 quad->picture_pile->RasterToBitmap(
1912 &canvas, quad->content_rect, quad->contents_scale, NULL);
1914 uint8_t* bitmap_pixels = NULL;
1915 SkBitmap on_demand_tile_raster_bitmap_dest;
1916 SkColorType colorType = ResourceFormatToSkColorType(quad->texture_format);
1917 if (on_demand_tile_raster_bitmap_.colorType() != colorType) {
1918 on_demand_tile_raster_bitmap_.copyTo(&on_demand_tile_raster_bitmap_dest,
1919 colorType);
1920 // TODO(kaanb): The GL pipeline assumes a 4-byte alignment for the
1921 // bitmap data. This check will be removed once crbug.com/293728 is fixed.
1922 CHECK_EQ(0u, on_demand_tile_raster_bitmap_dest.rowBytes() % 4);
1923 bitmap_pixels = reinterpret_cast<uint8_t*>(
1924 on_demand_tile_raster_bitmap_dest.getPixels());
1925 } else {
1926 bitmap_pixels =
1927 reinterpret_cast<uint8_t*>(on_demand_tile_raster_bitmap_.getPixels());
1930 resource_provider_->SetPixels(on_demand_tile_raster_resource_id_,
1931 bitmap_pixels,
1932 gfx::Rect(quad->texture_size),
1933 gfx::Rect(quad->texture_size),
1934 gfx::Vector2d());
1936 DrawContentQuad(frame, quad, on_demand_tile_raster_resource_id_);
1939 struct TextureProgramBinding {
1940 template <class Program>
1941 void Set(Program* program) {
1942 DCHECK(program);
1943 program_id = program->program();
1944 sampler_location = program->fragment_shader().sampler_location();
1945 matrix_location = program->vertex_shader().matrix_location();
1946 background_color_location =
1947 program->fragment_shader().background_color_location();
1949 int program_id;
1950 int sampler_location;
1951 int matrix_location;
1952 int background_color_location;
1955 struct TexTransformTextureProgramBinding : TextureProgramBinding {
1956 template <class Program>
1957 void Set(Program* program) {
1958 TextureProgramBinding::Set(program);
1959 tex_transform_location = program->vertex_shader().tex_transform_location();
1960 vertex_opacity_location =
1961 program->vertex_shader().vertex_opacity_location();
1963 int tex_transform_location;
1964 int vertex_opacity_location;
1967 void GLRenderer::FlushTextureQuadCache() {
1968 // Check to see if we have anything to draw.
1969 if (draw_cache_.program_id == 0)
1970 return;
1972 // Set the correct blending mode.
1973 SetBlendEnabled(draw_cache_.needs_blending);
1975 // Bind the program to the GL state.
1976 SetUseProgram(draw_cache_.program_id);
1978 // Bind the correct texture sampler location.
1979 GLC(gl_, gl_->Uniform1i(draw_cache_.sampler_location, 0));
1981 // Assume the current active textures is 0.
1982 ResourceProvider::ScopedReadLockGL locked_quad(resource_provider_,
1983 draw_cache_.resource_id);
1984 DCHECK_EQ(GL_TEXTURE0, GetActiveTextureUnit(gl_));
1985 GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, locked_quad.texture_id()));
1987 COMPILE_ASSERT(sizeof(Float4) == 4 * sizeof(float), struct_is_densely_packed);
1988 COMPILE_ASSERT(sizeof(Float16) == 16 * sizeof(float),
1989 struct_is_densely_packed);
1991 // Upload the tranforms for both points and uvs.
1992 GLC(gl_,
1993 gl_->UniformMatrix4fv(
1994 static_cast<int>(draw_cache_.matrix_location),
1995 static_cast<int>(draw_cache_.matrix_data.size()),
1996 false,
1997 reinterpret_cast<float*>(&draw_cache_.matrix_data.front())));
1998 GLC(gl_,
1999 gl_->Uniform4fv(
2000 static_cast<int>(draw_cache_.uv_xform_location),
2001 static_cast<int>(draw_cache_.uv_xform_data.size()),
2002 reinterpret_cast<float*>(&draw_cache_.uv_xform_data.front())));
2004 if (draw_cache_.background_color != SK_ColorTRANSPARENT) {
2005 Float4 background_color = PremultipliedColor(draw_cache_.background_color);
2006 GLC(gl_,
2007 gl_->Uniform4fv(
2008 draw_cache_.background_color_location, 1, background_color.data));
2011 GLC(gl_,
2012 gl_->Uniform1fv(
2013 static_cast<int>(draw_cache_.vertex_opacity_location),
2014 static_cast<int>(draw_cache_.vertex_opacity_data.size()),
2015 static_cast<float*>(&draw_cache_.vertex_opacity_data.front())));
2017 // Draw the quads!
2018 GLC(gl_,
2019 gl_->DrawElements(GL_TRIANGLES,
2020 6 * draw_cache_.matrix_data.size(),
2021 GL_UNSIGNED_SHORT,
2022 0));
2024 // Clear the cache.
2025 draw_cache_.program_id = 0;
2026 draw_cache_.uv_xform_data.resize(0);
2027 draw_cache_.vertex_opacity_data.resize(0);
2028 draw_cache_.matrix_data.resize(0);
2031 void GLRenderer::EnqueueTextureQuad(const DrawingFrame* frame,
2032 const TextureDrawQuad* quad) {
2033 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
2034 gl_,
2035 &highp_threshold_cache_,
2036 highp_threshold_min_,
2037 quad->shared_quad_state->visible_content_rect.bottom_right());
2039 // Choose the correct texture program binding
2040 TexTransformTextureProgramBinding binding;
2041 if (quad->premultiplied_alpha) {
2042 if (quad->background_color == SK_ColorTRANSPARENT) {
2043 binding.Set(GetTextureProgram(tex_coord_precision));
2044 } else {
2045 binding.Set(GetTextureBackgroundProgram(tex_coord_precision));
2047 } else {
2048 if (quad->background_color == SK_ColorTRANSPARENT) {
2049 binding.Set(GetNonPremultipliedTextureProgram(tex_coord_precision));
2050 } else {
2051 binding.Set(
2052 GetNonPremultipliedTextureBackgroundProgram(tex_coord_precision));
2056 int resource_id = quad->resource_id;
2058 if (draw_cache_.program_id != binding.program_id ||
2059 draw_cache_.resource_id != resource_id ||
2060 draw_cache_.needs_blending != quad->ShouldDrawWithBlending() ||
2061 draw_cache_.background_color != quad->background_color ||
2062 draw_cache_.matrix_data.size() >= 8) {
2063 FlushTextureQuadCache();
2064 draw_cache_.program_id = binding.program_id;
2065 draw_cache_.resource_id = resource_id;
2066 draw_cache_.needs_blending = quad->ShouldDrawWithBlending();
2067 draw_cache_.background_color = quad->background_color;
2069 draw_cache_.uv_xform_location = binding.tex_transform_location;
2070 draw_cache_.background_color_location = binding.background_color_location;
2071 draw_cache_.vertex_opacity_location = binding.vertex_opacity_location;
2072 draw_cache_.matrix_location = binding.matrix_location;
2073 draw_cache_.sampler_location = binding.sampler_location;
2076 // Generate the uv-transform
2077 draw_cache_.uv_xform_data.push_back(UVTransform(quad));
2079 // Generate the vertex opacity
2080 const float opacity = quad->opacity();
2081 draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[0] * opacity);
2082 draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[1] * opacity);
2083 draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[2] * opacity);
2084 draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[3] * opacity);
2086 // Generate the transform matrix
2087 gfx::Transform quad_rect_matrix;
2088 QuadRectTransform(&quad_rect_matrix, quad->quadTransform(), quad->rect);
2089 quad_rect_matrix = frame->projection_matrix * quad_rect_matrix;
2091 Float16 m;
2092 quad_rect_matrix.matrix().asColMajorf(m.data);
2093 draw_cache_.matrix_data.push_back(m);
2096 void GLRenderer::DrawIOSurfaceQuad(const DrawingFrame* frame,
2097 const IOSurfaceDrawQuad* quad) {
2098 SetBlendEnabled(quad->ShouldDrawWithBlending());
2100 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
2101 gl_,
2102 &highp_threshold_cache_,
2103 highp_threshold_min_,
2104 quad->shared_quad_state->visible_content_rect.bottom_right());
2106 TexTransformTextureProgramBinding binding;
2107 binding.Set(GetTextureIOSurfaceProgram(tex_coord_precision));
2109 SetUseProgram(binding.program_id);
2110 GLC(gl_, gl_->Uniform1i(binding.sampler_location, 0));
2111 if (quad->orientation == IOSurfaceDrawQuad::FLIPPED) {
2112 GLC(gl_,
2113 gl_->Uniform4f(binding.tex_transform_location,
2115 quad->io_surface_size.height(),
2116 quad->io_surface_size.width(),
2117 quad->io_surface_size.height() * -1.0f));
2118 } else {
2119 GLC(gl_,
2120 gl_->Uniform4f(binding.tex_transform_location,
2123 quad->io_surface_size.width(),
2124 quad->io_surface_size.height()));
2127 const float vertex_opacity[] = {quad->opacity(), quad->opacity(),
2128 quad->opacity(), quad->opacity()};
2129 GLC(gl_, gl_->Uniform1fv(binding.vertex_opacity_location, 4, vertex_opacity));
2131 ResourceProvider::ScopedReadLockGL lock(resource_provider_,
2132 quad->io_surface_resource_id);
2133 DCHECK_EQ(GL_TEXTURE0, GetActiveTextureUnit(gl_));
2134 GLC(gl_, gl_->BindTexture(GL_TEXTURE_RECTANGLE_ARB, lock.texture_id()));
2136 DrawQuadGeometry(
2137 frame, quad->quadTransform(), quad->rect, binding.matrix_location);
2139 GLC(gl_, gl_->BindTexture(GL_TEXTURE_RECTANGLE_ARB, 0));
2142 void GLRenderer::FinishDrawingFrame(DrawingFrame* frame) {
2143 if (use_sync_query_) {
2144 DCHECK(current_sync_query_);
2145 current_sync_query_->End();
2146 pending_sync_queries_.push_back(current_sync_query_.Pass());
2149 current_framebuffer_lock_.reset();
2150 swap_buffer_rect_.Union(gfx::ToEnclosingRect(frame->root_damage_rect));
2152 GLC(gl_, gl_->Disable(GL_BLEND));
2153 blend_shadow_ = false;
2155 ScheduleOverlays(frame);
2158 void GLRenderer::FinishDrawingQuadList() { FlushTextureQuadCache(); }
2160 bool GLRenderer::FlippedFramebuffer() const { return true; }
2162 void GLRenderer::EnsureScissorTestEnabled() {
2163 if (is_scissor_enabled_)
2164 return;
2166 FlushTextureQuadCache();
2167 GLC(gl_, gl_->Enable(GL_SCISSOR_TEST));
2168 is_scissor_enabled_ = true;
2171 void GLRenderer::EnsureScissorTestDisabled() {
2172 if (!is_scissor_enabled_)
2173 return;
2175 FlushTextureQuadCache();
2176 GLC(gl_, gl_->Disable(GL_SCISSOR_TEST));
2177 is_scissor_enabled_ = false;
2180 void GLRenderer::CopyCurrentRenderPassToBitmap(
2181 DrawingFrame* frame,
2182 scoped_ptr<CopyOutputRequest> request) {
2183 TRACE_EVENT0("cc", "GLRenderer::CopyCurrentRenderPassToBitmap");
2184 gfx::Rect copy_rect = frame->current_render_pass->output_rect;
2185 if (request->has_area())
2186 copy_rect.Intersect(request->area());
2187 GetFramebufferPixelsAsync(copy_rect, request.Pass());
2190 void GLRenderer::ToGLMatrix(float* gl_matrix, const gfx::Transform& transform) {
2191 transform.matrix().asColMajorf(gl_matrix);
2194 void GLRenderer::SetShaderQuadF(const gfx::QuadF& quad, int quad_location) {
2195 if (quad_location == -1)
2196 return;
2198 float gl_quad[8];
2199 gl_quad[0] = quad.p1().x();
2200 gl_quad[1] = quad.p1().y();
2201 gl_quad[2] = quad.p2().x();
2202 gl_quad[3] = quad.p2().y();
2203 gl_quad[4] = quad.p3().x();
2204 gl_quad[5] = quad.p3().y();
2205 gl_quad[6] = quad.p4().x();
2206 gl_quad[7] = quad.p4().y();
2207 GLC(gl_, gl_->Uniform2fv(quad_location, 4, gl_quad));
2210 void GLRenderer::SetShaderOpacity(float opacity, int alpha_location) {
2211 if (alpha_location != -1)
2212 GLC(gl_, gl_->Uniform1f(alpha_location, opacity));
2215 void GLRenderer::SetStencilEnabled(bool enabled) {
2216 if (enabled == stencil_shadow_)
2217 return;
2219 if (enabled)
2220 GLC(gl_, gl_->Enable(GL_STENCIL_TEST));
2221 else
2222 GLC(gl_, gl_->Disable(GL_STENCIL_TEST));
2223 stencil_shadow_ = enabled;
2226 void GLRenderer::SetBlendEnabled(bool enabled) {
2227 if (enabled == blend_shadow_)
2228 return;
2230 if (enabled)
2231 GLC(gl_, gl_->Enable(GL_BLEND));
2232 else
2233 GLC(gl_, gl_->Disable(GL_BLEND));
2234 blend_shadow_ = enabled;
2237 void GLRenderer::SetUseProgram(unsigned program) {
2238 if (program == program_shadow_)
2239 return;
2240 gl_->UseProgram(program);
2241 program_shadow_ = program;
2244 void GLRenderer::DrawQuadGeometry(const DrawingFrame* frame,
2245 const gfx::Transform& draw_transform,
2246 const gfx::RectF& quad_rect,
2247 int matrix_location) {
2248 gfx::Transform quad_rect_matrix;
2249 QuadRectTransform(&quad_rect_matrix, draw_transform, quad_rect);
2250 static float gl_matrix[16];
2251 ToGLMatrix(&gl_matrix[0], frame->projection_matrix * quad_rect_matrix);
2252 GLC(gl_, gl_->UniformMatrix4fv(matrix_location, 1, false, &gl_matrix[0]));
2254 GLC(gl_, gl_->DrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0));
2257 void GLRenderer::CopyTextureToFramebuffer(const DrawingFrame* frame,
2258 int texture_id,
2259 const gfx::Rect& rect,
2260 const gfx::Transform& draw_matrix,
2261 bool flip_vertically) {
2262 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
2263 gl_, &highp_threshold_cache_, highp_threshold_min_, rect.bottom_right());
2265 const RenderPassProgram* program = GetRenderPassProgram(tex_coord_precision);
2266 SetUseProgram(program->program());
2268 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
2270 if (flip_vertically) {
2271 GLC(gl_,
2272 gl_->Uniform4f(program->vertex_shader().tex_transform_location(),
2273 0.f,
2274 1.f,
2275 1.f,
2276 -1.f));
2277 } else {
2278 GLC(gl_,
2279 gl_->Uniform4f(program->vertex_shader().tex_transform_location(),
2280 0.f,
2281 0.f,
2282 1.f,
2283 1.f));
2286 SetShaderOpacity(1.f, program->fragment_shader().alpha_location());
2287 DCHECK_EQ(GL_TEXTURE0, GetActiveTextureUnit(gl_));
2288 GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, texture_id));
2289 DrawQuadGeometry(
2290 frame, draw_matrix, rect, program->vertex_shader().matrix_location());
2293 void GLRenderer::Finish() {
2294 TRACE_EVENT0("cc", "GLRenderer::Finish");
2295 GLC(gl_, gl_->Finish());
2298 void GLRenderer::SwapBuffers(const CompositorFrameMetadata& metadata) {
2299 DCHECK(!is_backbuffer_discarded_);
2301 TRACE_EVENT0("cc,benchmark", "GLRenderer::SwapBuffers");
2302 // We're done! Time to swapbuffers!
2304 gfx::Size surface_size = output_surface_->SurfaceSize();
2306 CompositorFrame compositor_frame;
2307 compositor_frame.metadata = metadata;
2308 compositor_frame.gl_frame_data = make_scoped_ptr(new GLFrameData);
2309 compositor_frame.gl_frame_data->size = surface_size;
2310 if (capabilities_.using_partial_swap) {
2311 // If supported, we can save significant bandwidth by only swapping the
2312 // damaged/scissored region (clamped to the viewport).
2313 swap_buffer_rect_.Intersect(gfx::Rect(surface_size));
2314 int flipped_y_pos_of_rect_bottom = surface_size.height() -
2315 swap_buffer_rect_.y() -
2316 swap_buffer_rect_.height();
2317 compositor_frame.gl_frame_data->sub_buffer_rect =
2318 gfx::Rect(swap_buffer_rect_.x(),
2319 flipped_y_pos_of_rect_bottom,
2320 swap_buffer_rect_.width(),
2321 swap_buffer_rect_.height());
2322 } else {
2323 compositor_frame.gl_frame_data->sub_buffer_rect =
2324 gfx::Rect(output_surface_->SurfaceSize());
2326 output_surface_->SwapBuffers(&compositor_frame);
2328 // Release previously used overlay resources and hold onto the pending ones
2329 // until the next swap buffers.
2330 in_use_overlay_resources_.clear();
2331 in_use_overlay_resources_.swap(pending_overlay_resources_);
2333 swap_buffer_rect_ = gfx::Rect();
2336 void GLRenderer::EnforceMemoryPolicy() {
2337 if (!visible()) {
2338 TRACE_EVENT0("cc", "GLRenderer::EnforceMemoryPolicy dropping resources");
2339 ReleaseRenderPassTextures();
2340 DiscardBackbuffer();
2341 resource_provider_->ReleaseCachedData();
2342 output_surface_->context_provider()->DeleteCachedResources();
2343 GLC(gl_, gl_->Flush());
2347 void GLRenderer::DiscardBackbuffer() {
2348 if (is_backbuffer_discarded_)
2349 return;
2351 output_surface_->DiscardBackbuffer();
2353 is_backbuffer_discarded_ = true;
2355 // Damage tracker needs a full reset every time framebuffer is discarded.
2356 client_->SetFullRootLayerDamage();
2359 void GLRenderer::EnsureBackbuffer() {
2360 if (!is_backbuffer_discarded_)
2361 return;
2363 output_surface_->EnsureBackbuffer();
2364 is_backbuffer_discarded_ = false;
2367 void GLRenderer::GetFramebufferPixelsAsync(
2368 const gfx::Rect& rect,
2369 scoped_ptr<CopyOutputRequest> request) {
2370 DCHECK(!request->IsEmpty());
2371 if (request->IsEmpty())
2372 return;
2373 if (rect.IsEmpty())
2374 return;
2376 gfx::Rect window_rect = MoveFromDrawToWindowSpace(rect);
2377 DCHECK_GE(window_rect.x(), 0);
2378 DCHECK_GE(window_rect.y(), 0);
2379 DCHECK_LE(window_rect.right(), current_surface_size_.width());
2380 DCHECK_LE(window_rect.bottom(), current_surface_size_.height());
2382 if (!request->force_bitmap_result()) {
2383 bool own_mailbox = !request->has_texture_mailbox();
2385 GLuint texture_id = 0;
2386 gpu::Mailbox mailbox;
2387 if (own_mailbox) {
2388 GLC(gl_, gl_->GenMailboxCHROMIUM(mailbox.name));
2389 gl_->GenTextures(1, &texture_id);
2390 GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, texture_id));
2392 GLC(gl_,
2393 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
2394 GLC(gl_,
2395 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
2396 GLC(gl_,
2397 gl_->TexParameteri(
2398 GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
2399 GLC(gl_,
2400 gl_->TexParameteri(
2401 GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
2402 GLC(gl_, gl_->ProduceTextureCHROMIUM(GL_TEXTURE_2D, mailbox.name));
2403 } else {
2404 mailbox = request->texture_mailbox().mailbox();
2405 DCHECK_EQ(static_cast<unsigned>(GL_TEXTURE_2D),
2406 request->texture_mailbox().target());
2407 DCHECK(!mailbox.IsZero());
2408 unsigned incoming_sync_point = request->texture_mailbox().sync_point();
2409 if (incoming_sync_point)
2410 GLC(gl_, gl_->WaitSyncPointCHROMIUM(incoming_sync_point));
2412 texture_id = GLC(
2413 gl_,
2414 gl_->CreateAndConsumeTextureCHROMIUM(GL_TEXTURE_2D, mailbox.name));
2416 GetFramebufferTexture(texture_id, RGBA_8888, window_rect);
2418 unsigned sync_point = gl_->InsertSyncPointCHROMIUM();
2419 TextureMailbox texture_mailbox(mailbox, GL_TEXTURE_2D, sync_point);
2421 scoped_ptr<SingleReleaseCallback> release_callback;
2422 if (own_mailbox) {
2423 GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, 0));
2424 release_callback = texture_mailbox_deleter_->GetReleaseCallback(
2425 output_surface_->context_provider(), texture_id);
2426 } else {
2427 gl_->DeleteTextures(1, &texture_id);
2430 request->SendTextureResult(
2431 window_rect.size(), texture_mailbox, release_callback.Pass());
2432 return;
2435 DCHECK(request->force_bitmap_result());
2437 scoped_ptr<PendingAsyncReadPixels> pending_read(new PendingAsyncReadPixels);
2438 pending_read->copy_request = request.Pass();
2439 pending_async_read_pixels_.insert(pending_async_read_pixels_.begin(),
2440 pending_read.Pass());
2442 bool do_workaround = NeedsIOSurfaceReadbackWorkaround();
2444 unsigned temporary_texture = 0;
2445 unsigned temporary_fbo = 0;
2447 if (do_workaround) {
2448 // On Mac OS X, calling glReadPixels() against an FBO whose color attachment
2449 // is an IOSurface-backed texture causes corruption of future glReadPixels()
2450 // calls, even those on different OpenGL contexts. It is believed that this
2451 // is the root cause of top crasher
2452 // http://crbug.com/99393. <rdar://problem/10949687>
2454 gl_->GenTextures(1, &temporary_texture);
2455 GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, temporary_texture));
2456 GLC(gl_,
2457 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
2458 GLC(gl_,
2459 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
2460 GLC(gl_,
2461 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
2462 GLC(gl_,
2463 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
2464 // Copy the contents of the current (IOSurface-backed) framebuffer into a
2465 // temporary texture.
2466 GetFramebufferTexture(
2467 temporary_texture, RGBA_8888, gfx::Rect(current_surface_size_));
2468 gl_->GenFramebuffers(1, &temporary_fbo);
2469 // Attach this texture to an FBO, and perform the readback from that FBO.
2470 GLC(gl_, gl_->BindFramebuffer(GL_FRAMEBUFFER, temporary_fbo));
2471 GLC(gl_,
2472 gl_->FramebufferTexture2D(GL_FRAMEBUFFER,
2473 GL_COLOR_ATTACHMENT0,
2474 GL_TEXTURE_2D,
2475 temporary_texture,
2476 0));
2478 DCHECK_EQ(static_cast<unsigned>(GL_FRAMEBUFFER_COMPLETE),
2479 gl_->CheckFramebufferStatus(GL_FRAMEBUFFER));
2482 GLuint buffer = 0;
2483 gl_->GenBuffers(1, &buffer);
2484 GLC(gl_, gl_->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, buffer));
2485 GLC(gl_,
2486 gl_->BufferData(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM,
2487 4 * window_rect.size().GetArea(),
2488 NULL,
2489 GL_STREAM_READ));
2491 GLuint query = 0;
2492 gl_->GenQueriesEXT(1, &query);
2493 GLC(gl_, gl_->BeginQueryEXT(GL_ASYNC_PIXEL_PACK_COMPLETED_CHROMIUM, query));
2495 GLC(gl_,
2496 gl_->ReadPixels(window_rect.x(),
2497 window_rect.y(),
2498 window_rect.width(),
2499 window_rect.height(),
2500 GL_RGBA,
2501 GL_UNSIGNED_BYTE,
2502 NULL));
2504 GLC(gl_, gl_->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, 0));
2506 if (do_workaround) {
2507 // Clean up.
2508 GLC(gl_, gl_->BindFramebuffer(GL_FRAMEBUFFER, 0));
2509 GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, 0));
2510 GLC(gl_, gl_->DeleteFramebuffers(1, &temporary_fbo));
2511 GLC(gl_, gl_->DeleteTextures(1, &temporary_texture));
2514 base::Closure finished_callback = base::Bind(&GLRenderer::FinishedReadback,
2515 base::Unretained(this),
2516 buffer,
2517 query,
2518 window_rect.size());
2519 // Save the finished_callback so it can be cancelled.
2520 pending_async_read_pixels_.front()->finished_read_pixels_callback.Reset(
2521 finished_callback);
2522 base::Closure cancelable_callback =
2523 pending_async_read_pixels_.front()->
2524 finished_read_pixels_callback.callback();
2526 // Save the buffer to verify the callbacks happen in the expected order.
2527 pending_async_read_pixels_.front()->buffer = buffer;
2529 GLC(gl_, gl_->EndQueryEXT(GL_ASYNC_PIXEL_PACK_COMPLETED_CHROMIUM));
2530 context_support_->SignalQuery(query, cancelable_callback);
2532 EnforceMemoryPolicy();
2535 void GLRenderer::FinishedReadback(unsigned source_buffer,
2536 unsigned query,
2537 const gfx::Size& size) {
2538 DCHECK(!pending_async_read_pixels_.empty());
2540 if (query != 0) {
2541 GLC(gl_, gl_->DeleteQueriesEXT(1, &query));
2544 PendingAsyncReadPixels* current_read = pending_async_read_pixels_.back();
2545 // Make sure we service the readbacks in order.
2546 DCHECK_EQ(source_buffer, current_read->buffer);
2548 uint8* src_pixels = NULL;
2549 scoped_ptr<SkBitmap> bitmap;
2551 if (source_buffer != 0) {
2552 GLC(gl_,
2553 gl_->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, source_buffer));
2554 src_pixels = static_cast<uint8*>(gl_->MapBufferCHROMIUM(
2555 GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, GL_READ_ONLY));
2557 if (src_pixels) {
2558 bitmap.reset(new SkBitmap);
2559 bitmap->allocN32Pixels(size.width(), size.height());
2560 scoped_ptr<SkAutoLockPixels> lock(new SkAutoLockPixels(*bitmap));
2561 uint8* dest_pixels = static_cast<uint8*>(bitmap->getPixels());
2563 size_t row_bytes = size.width() * 4;
2564 int num_rows = size.height();
2565 size_t total_bytes = num_rows * row_bytes;
2566 for (size_t dest_y = 0; dest_y < total_bytes; dest_y += row_bytes) {
2567 // Flip Y axis.
2568 size_t src_y = total_bytes - dest_y - row_bytes;
2569 // Swizzle OpenGL -> Skia byte order.
2570 for (size_t x = 0; x < row_bytes; x += 4) {
2571 dest_pixels[dest_y + x + SK_R32_SHIFT / 8] =
2572 src_pixels[src_y + x + 0];
2573 dest_pixels[dest_y + x + SK_G32_SHIFT / 8] =
2574 src_pixels[src_y + x + 1];
2575 dest_pixels[dest_y + x + SK_B32_SHIFT / 8] =
2576 src_pixels[src_y + x + 2];
2577 dest_pixels[dest_y + x + SK_A32_SHIFT / 8] =
2578 src_pixels[src_y + x + 3];
2582 GLC(gl_,
2583 gl_->UnmapBufferCHROMIUM(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM));
2585 GLC(gl_, gl_->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, 0));
2586 GLC(gl_, gl_->DeleteBuffers(1, &source_buffer));
2589 if (bitmap)
2590 current_read->copy_request->SendBitmapResult(bitmap.Pass());
2591 pending_async_read_pixels_.pop_back();
2594 void GLRenderer::GetFramebufferTexture(unsigned texture_id,
2595 ResourceFormat texture_format,
2596 const gfx::Rect& window_rect) {
2597 DCHECK(texture_id);
2598 DCHECK_GE(window_rect.x(), 0);
2599 DCHECK_GE(window_rect.y(), 0);
2600 DCHECK_LE(window_rect.right(), current_surface_size_.width());
2601 DCHECK_LE(window_rect.bottom(), current_surface_size_.height());
2603 GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, texture_id));
2604 GLC(gl_,
2605 gl_->CopyTexImage2D(GL_TEXTURE_2D,
2607 GLDataFormat(texture_format),
2608 window_rect.x(),
2609 window_rect.y(),
2610 window_rect.width(),
2611 window_rect.height(),
2612 0));
2613 GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, 0));
2616 bool GLRenderer::UseScopedTexture(DrawingFrame* frame,
2617 const ScopedResource* texture,
2618 const gfx::Rect& viewport_rect) {
2619 DCHECK(texture->id());
2620 frame->current_render_pass = NULL;
2621 frame->current_texture = texture;
2623 return BindFramebufferToTexture(frame, texture, viewport_rect);
2626 void GLRenderer::BindFramebufferToOutputSurface(DrawingFrame* frame) {
2627 current_framebuffer_lock_.reset();
2628 output_surface_->BindFramebuffer();
2630 if (output_surface_->HasExternalStencilTest()) {
2631 SetStencilEnabled(true);
2632 GLC(gl_, gl_->StencilFunc(GL_EQUAL, 1, 1));
2633 } else {
2634 SetStencilEnabled(false);
2638 bool GLRenderer::BindFramebufferToTexture(DrawingFrame* frame,
2639 const ScopedResource* texture,
2640 const gfx::Rect& target_rect) {
2641 DCHECK(texture->id());
2643 current_framebuffer_lock_.reset();
2645 SetStencilEnabled(false);
2646 GLC(gl_, gl_->BindFramebuffer(GL_FRAMEBUFFER, offscreen_framebuffer_id_));
2647 current_framebuffer_lock_ =
2648 make_scoped_ptr(new ResourceProvider::ScopedWriteLockGL(
2649 resource_provider_, texture->id()));
2650 unsigned texture_id = current_framebuffer_lock_->texture_id();
2651 GLC(gl_,
2652 gl_->FramebufferTexture2D(
2653 GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_id, 0));
2655 DCHECK(gl_->CheckFramebufferStatus(GL_FRAMEBUFFER) ==
2656 GL_FRAMEBUFFER_COMPLETE ||
2657 IsContextLost());
2659 InitializeViewport(
2660 frame, target_rect, gfx::Rect(target_rect.size()), target_rect.size());
2661 return true;
2664 void GLRenderer::SetScissorTestRect(const gfx::Rect& scissor_rect) {
2665 EnsureScissorTestEnabled();
2667 // Don't unnecessarily ask the context to change the scissor, because it
2668 // may cause undesired GPU pipeline flushes.
2669 if (scissor_rect == scissor_rect_ && !scissor_rect_needs_reset_)
2670 return;
2672 scissor_rect_ = scissor_rect;
2673 FlushTextureQuadCache();
2674 GLC(gl_,
2675 gl_->Scissor(scissor_rect.x(),
2676 scissor_rect.y(),
2677 scissor_rect.width(),
2678 scissor_rect.height()));
2680 scissor_rect_needs_reset_ = false;
2683 void GLRenderer::SetDrawViewport(const gfx::Rect& window_space_viewport) {
2684 viewport_ = window_space_viewport;
2685 GLC(gl_,
2686 gl_->Viewport(window_space_viewport.x(),
2687 window_space_viewport.y(),
2688 window_space_viewport.width(),
2689 window_space_viewport.height()));
2692 void GLRenderer::InitializeSharedObjects() {
2693 TRACE_EVENT0("cc", "GLRenderer::InitializeSharedObjects");
2695 // Create an FBO for doing offscreen rendering.
2696 GLC(gl_, gl_->GenFramebuffers(1, &offscreen_framebuffer_id_));
2698 shared_geometry_ = make_scoped_ptr(
2699 new GeometryBinding(gl_, QuadVertexRect()));
2702 const GLRenderer::TileCheckerboardProgram*
2703 GLRenderer::GetTileCheckerboardProgram() {
2704 if (!tile_checkerboard_program_.initialized()) {
2705 TRACE_EVENT0("cc", "GLRenderer::checkerboardProgram::initalize");
2706 tile_checkerboard_program_.Initialize(output_surface_->context_provider(),
2707 TexCoordPrecisionNA,
2708 SamplerTypeNA);
2710 return &tile_checkerboard_program_;
2713 const GLRenderer::DebugBorderProgram* GLRenderer::GetDebugBorderProgram() {
2714 if (!debug_border_program_.initialized()) {
2715 TRACE_EVENT0("cc", "GLRenderer::debugBorderProgram::initialize");
2716 debug_border_program_.Initialize(output_surface_->context_provider(),
2717 TexCoordPrecisionNA,
2718 SamplerTypeNA);
2720 return &debug_border_program_;
2723 const GLRenderer::SolidColorProgram* GLRenderer::GetSolidColorProgram() {
2724 if (!solid_color_program_.initialized()) {
2725 TRACE_EVENT0("cc", "GLRenderer::solidColorProgram::initialize");
2726 solid_color_program_.Initialize(output_surface_->context_provider(),
2727 TexCoordPrecisionNA,
2728 SamplerTypeNA);
2730 return &solid_color_program_;
2733 const GLRenderer::SolidColorProgramAA* GLRenderer::GetSolidColorProgramAA() {
2734 if (!solid_color_program_aa_.initialized()) {
2735 TRACE_EVENT0("cc", "GLRenderer::solidColorProgramAA::initialize");
2736 solid_color_program_aa_.Initialize(output_surface_->context_provider(),
2737 TexCoordPrecisionNA,
2738 SamplerTypeNA);
2740 return &solid_color_program_aa_;
2743 const GLRenderer::RenderPassProgram* GLRenderer::GetRenderPassProgram(
2744 TexCoordPrecision precision) {
2745 DCHECK_GE(precision, 0);
2746 DCHECK_LT(precision, NumTexCoordPrecisions);
2747 RenderPassProgram* program = &render_pass_program_[precision];
2748 if (!program->initialized()) {
2749 TRACE_EVENT0("cc", "GLRenderer::renderPassProgram::initialize");
2750 program->Initialize(
2751 output_surface_->context_provider(), precision, SamplerType2D);
2753 return program;
2756 const GLRenderer::RenderPassProgramAA* GLRenderer::GetRenderPassProgramAA(
2757 TexCoordPrecision precision) {
2758 DCHECK_GE(precision, 0);
2759 DCHECK_LT(precision, NumTexCoordPrecisions);
2760 RenderPassProgramAA* program = &render_pass_program_aa_[precision];
2761 if (!program->initialized()) {
2762 TRACE_EVENT0("cc", "GLRenderer::renderPassProgramAA::initialize");
2763 program->Initialize(
2764 output_surface_->context_provider(), precision, SamplerType2D);
2766 return program;
2769 const GLRenderer::RenderPassMaskProgram* GLRenderer::GetRenderPassMaskProgram(
2770 TexCoordPrecision precision) {
2771 DCHECK_GE(precision, 0);
2772 DCHECK_LT(precision, NumTexCoordPrecisions);
2773 RenderPassMaskProgram* program = &render_pass_mask_program_[precision];
2774 if (!program->initialized()) {
2775 TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgram::initialize");
2776 program->Initialize(
2777 output_surface_->context_provider(), precision, SamplerType2D);
2779 return program;
2782 const GLRenderer::RenderPassMaskProgramAA*
2783 GLRenderer::GetRenderPassMaskProgramAA(TexCoordPrecision precision) {
2784 DCHECK_GE(precision, 0);
2785 DCHECK_LT(precision, NumTexCoordPrecisions);
2786 RenderPassMaskProgramAA* program = &render_pass_mask_program_aa_[precision];
2787 if (!program->initialized()) {
2788 TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgramAA::initialize");
2789 program->Initialize(
2790 output_surface_->context_provider(), precision, SamplerType2D);
2792 return program;
2795 const GLRenderer::RenderPassColorMatrixProgram*
2796 GLRenderer::GetRenderPassColorMatrixProgram(TexCoordPrecision precision) {
2797 DCHECK_GE(precision, 0);
2798 DCHECK_LT(precision, NumTexCoordPrecisions);
2799 RenderPassColorMatrixProgram* program =
2800 &render_pass_color_matrix_program_[precision];
2801 if (!program->initialized()) {
2802 TRACE_EVENT0("cc", "GLRenderer::renderPassColorMatrixProgram::initialize");
2803 program->Initialize(
2804 output_surface_->context_provider(), precision, SamplerType2D);
2806 return program;
2809 const GLRenderer::RenderPassColorMatrixProgramAA*
2810 GLRenderer::GetRenderPassColorMatrixProgramAA(TexCoordPrecision precision) {
2811 DCHECK_GE(precision, 0);
2812 DCHECK_LT(precision, NumTexCoordPrecisions);
2813 RenderPassColorMatrixProgramAA* program =
2814 &render_pass_color_matrix_program_aa_[precision];
2815 if (!program->initialized()) {
2816 TRACE_EVENT0("cc",
2817 "GLRenderer::renderPassColorMatrixProgramAA::initialize");
2818 program->Initialize(
2819 output_surface_->context_provider(), precision, SamplerType2D);
2821 return program;
2824 const GLRenderer::RenderPassMaskColorMatrixProgram*
2825 GLRenderer::GetRenderPassMaskColorMatrixProgram(TexCoordPrecision precision) {
2826 DCHECK_GE(precision, 0);
2827 DCHECK_LT(precision, NumTexCoordPrecisions);
2828 RenderPassMaskColorMatrixProgram* program =
2829 &render_pass_mask_color_matrix_program_[precision];
2830 if (!program->initialized()) {
2831 TRACE_EVENT0("cc",
2832 "GLRenderer::renderPassMaskColorMatrixProgram::initialize");
2833 program->Initialize(
2834 output_surface_->context_provider(), precision, SamplerType2D);
2836 return program;
2839 const GLRenderer::RenderPassMaskColorMatrixProgramAA*
2840 GLRenderer::GetRenderPassMaskColorMatrixProgramAA(TexCoordPrecision precision) {
2841 DCHECK_GE(precision, 0);
2842 DCHECK_LT(precision, NumTexCoordPrecisions);
2843 RenderPassMaskColorMatrixProgramAA* program =
2844 &render_pass_mask_color_matrix_program_aa_[precision];
2845 if (!program->initialized()) {
2846 TRACE_EVENT0("cc",
2847 "GLRenderer::renderPassMaskColorMatrixProgramAA::initialize");
2848 program->Initialize(
2849 output_surface_->context_provider(), precision, SamplerType2D);
2851 return program;
2854 const GLRenderer::TileProgram* GLRenderer::GetTileProgram(
2855 TexCoordPrecision precision,
2856 SamplerType sampler) {
2857 DCHECK_GE(precision, 0);
2858 DCHECK_LT(precision, NumTexCoordPrecisions);
2859 DCHECK_GE(sampler, 0);
2860 DCHECK_LT(sampler, NumSamplerTypes);
2861 TileProgram* program = &tile_program_[precision][sampler];
2862 if (!program->initialized()) {
2863 TRACE_EVENT0("cc", "GLRenderer::tileProgram::initialize");
2864 program->Initialize(
2865 output_surface_->context_provider(), precision, sampler);
2867 return program;
2870 const GLRenderer::TileProgramOpaque* GLRenderer::GetTileProgramOpaque(
2871 TexCoordPrecision precision,
2872 SamplerType sampler) {
2873 DCHECK_GE(precision, 0);
2874 DCHECK_LT(precision, NumTexCoordPrecisions);
2875 DCHECK_GE(sampler, 0);
2876 DCHECK_LT(sampler, NumSamplerTypes);
2877 TileProgramOpaque* program = &tile_program_opaque_[precision][sampler];
2878 if (!program->initialized()) {
2879 TRACE_EVENT0("cc", "GLRenderer::tileProgramOpaque::initialize");
2880 program->Initialize(
2881 output_surface_->context_provider(), precision, sampler);
2883 return program;
2886 const GLRenderer::TileProgramAA* GLRenderer::GetTileProgramAA(
2887 TexCoordPrecision precision,
2888 SamplerType sampler) {
2889 DCHECK_GE(precision, 0);
2890 DCHECK_LT(precision, NumTexCoordPrecisions);
2891 DCHECK_GE(sampler, 0);
2892 DCHECK_LT(sampler, NumSamplerTypes);
2893 TileProgramAA* program = &tile_program_aa_[precision][sampler];
2894 if (!program->initialized()) {
2895 TRACE_EVENT0("cc", "GLRenderer::tileProgramAA::initialize");
2896 program->Initialize(
2897 output_surface_->context_provider(), precision, sampler);
2899 return program;
2902 const GLRenderer::TileProgramSwizzle* GLRenderer::GetTileProgramSwizzle(
2903 TexCoordPrecision precision,
2904 SamplerType sampler) {
2905 DCHECK_GE(precision, 0);
2906 DCHECK_LT(precision, NumTexCoordPrecisions);
2907 DCHECK_GE(sampler, 0);
2908 DCHECK_LT(sampler, NumSamplerTypes);
2909 TileProgramSwizzle* program = &tile_program_swizzle_[precision][sampler];
2910 if (!program->initialized()) {
2911 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzle::initialize");
2912 program->Initialize(
2913 output_surface_->context_provider(), precision, sampler);
2915 return program;
2918 const GLRenderer::TileProgramSwizzleOpaque*
2919 GLRenderer::GetTileProgramSwizzleOpaque(TexCoordPrecision precision,
2920 SamplerType sampler) {
2921 DCHECK_GE(precision, 0);
2922 DCHECK_LT(precision, NumTexCoordPrecisions);
2923 DCHECK_GE(sampler, 0);
2924 DCHECK_LT(sampler, NumSamplerTypes);
2925 TileProgramSwizzleOpaque* program =
2926 &tile_program_swizzle_opaque_[precision][sampler];
2927 if (!program->initialized()) {
2928 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleOpaque::initialize");
2929 program->Initialize(
2930 output_surface_->context_provider(), precision, sampler);
2932 return program;
2935 const GLRenderer::TileProgramSwizzleAA* GLRenderer::GetTileProgramSwizzleAA(
2936 TexCoordPrecision precision,
2937 SamplerType sampler) {
2938 DCHECK_GE(precision, 0);
2939 DCHECK_LT(precision, NumTexCoordPrecisions);
2940 DCHECK_GE(sampler, 0);
2941 DCHECK_LT(sampler, NumSamplerTypes);
2942 TileProgramSwizzleAA* program = &tile_program_swizzle_aa_[precision][sampler];
2943 if (!program->initialized()) {
2944 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleAA::initialize");
2945 program->Initialize(
2946 output_surface_->context_provider(), precision, sampler);
2948 return program;
2951 const GLRenderer::TextureProgram* GLRenderer::GetTextureProgram(
2952 TexCoordPrecision precision) {
2953 DCHECK_GE(precision, 0);
2954 DCHECK_LT(precision, NumTexCoordPrecisions);
2955 TextureProgram* program = &texture_program_[precision];
2956 if (!program->initialized()) {
2957 TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize");
2958 program->Initialize(
2959 output_surface_->context_provider(), precision, SamplerType2D);
2961 return program;
2964 const GLRenderer::NonPremultipliedTextureProgram*
2965 GLRenderer::GetNonPremultipliedTextureProgram(TexCoordPrecision precision) {
2966 DCHECK_GE(precision, 0);
2967 DCHECK_LT(precision, NumTexCoordPrecisions);
2968 NonPremultipliedTextureProgram* program =
2969 &nonpremultiplied_texture_program_[precision];
2970 if (!program->initialized()) {
2971 TRACE_EVENT0("cc",
2972 "GLRenderer::NonPremultipliedTextureProgram::Initialize");
2973 program->Initialize(
2974 output_surface_->context_provider(), precision, SamplerType2D);
2976 return program;
2979 const GLRenderer::TextureBackgroundProgram*
2980 GLRenderer::GetTextureBackgroundProgram(TexCoordPrecision precision) {
2981 DCHECK_GE(precision, 0);
2982 DCHECK_LT(precision, NumTexCoordPrecisions);
2983 TextureBackgroundProgram* program = &texture_background_program_[precision];
2984 if (!program->initialized()) {
2985 TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize");
2986 program->Initialize(
2987 output_surface_->context_provider(), precision, SamplerType2D);
2989 return program;
2992 const GLRenderer::NonPremultipliedTextureBackgroundProgram*
2993 GLRenderer::GetNonPremultipliedTextureBackgroundProgram(
2994 TexCoordPrecision precision) {
2995 DCHECK_GE(precision, 0);
2996 DCHECK_LT(precision, NumTexCoordPrecisions);
2997 NonPremultipliedTextureBackgroundProgram* program =
2998 &nonpremultiplied_texture_background_program_[precision];
2999 if (!program->initialized()) {
3000 TRACE_EVENT0("cc",
3001 "GLRenderer::NonPremultipliedTextureProgram::Initialize");
3002 program->Initialize(
3003 output_surface_->context_provider(), precision, SamplerType2D);
3005 return program;
3008 const GLRenderer::TextureProgram* GLRenderer::GetTextureIOSurfaceProgram(
3009 TexCoordPrecision precision) {
3010 DCHECK_GE(precision, 0);
3011 DCHECK_LT(precision, NumTexCoordPrecisions);
3012 TextureProgram* program = &texture_io_surface_program_[precision];
3013 if (!program->initialized()) {
3014 TRACE_EVENT0("cc", "GLRenderer::textureIOSurfaceProgram::initialize");
3015 program->Initialize(
3016 output_surface_->context_provider(), precision, SamplerType2DRect);
3018 return program;
3021 const GLRenderer::VideoYUVProgram* GLRenderer::GetVideoYUVProgram(
3022 TexCoordPrecision precision) {
3023 DCHECK_GE(precision, 0);
3024 DCHECK_LT(precision, NumTexCoordPrecisions);
3025 VideoYUVProgram* program = &video_yuv_program_[precision];
3026 if (!program->initialized()) {
3027 TRACE_EVENT0("cc", "GLRenderer::videoYUVProgram::initialize");
3028 program->Initialize(
3029 output_surface_->context_provider(), precision, SamplerType2D);
3031 return program;
3034 const GLRenderer::VideoYUVAProgram* GLRenderer::GetVideoYUVAProgram(
3035 TexCoordPrecision precision) {
3036 DCHECK_GE(precision, 0);
3037 DCHECK_LT(precision, NumTexCoordPrecisions);
3038 VideoYUVAProgram* program = &video_yuva_program_[precision];
3039 if (!program->initialized()) {
3040 TRACE_EVENT0("cc", "GLRenderer::videoYUVAProgram::initialize");
3041 program->Initialize(
3042 output_surface_->context_provider(), precision, SamplerType2D);
3044 return program;
3047 const GLRenderer::VideoStreamTextureProgram*
3048 GLRenderer::GetVideoStreamTextureProgram(TexCoordPrecision precision) {
3049 if (!Capabilities().using_egl_image)
3050 return NULL;
3051 DCHECK_GE(precision, 0);
3052 DCHECK_LT(precision, NumTexCoordPrecisions);
3053 VideoStreamTextureProgram* program =
3054 &video_stream_texture_program_[precision];
3055 if (!program->initialized()) {
3056 TRACE_EVENT0("cc", "GLRenderer::streamTextureProgram::initialize");
3057 program->Initialize(
3058 output_surface_->context_provider(), precision, SamplerTypeExternalOES);
3060 return program;
3063 void GLRenderer::CleanupSharedObjects() {
3064 shared_geometry_.reset();
3066 for (int i = 0; i < NumTexCoordPrecisions; ++i) {
3067 for (int j = 0; j < NumSamplerTypes; ++j) {
3068 tile_program_[i][j].Cleanup(gl_);
3069 tile_program_opaque_[i][j].Cleanup(gl_);
3070 tile_program_swizzle_[i][j].Cleanup(gl_);
3071 tile_program_swizzle_opaque_[i][j].Cleanup(gl_);
3072 tile_program_aa_[i][j].Cleanup(gl_);
3073 tile_program_swizzle_aa_[i][j].Cleanup(gl_);
3076 render_pass_mask_program_[i].Cleanup(gl_);
3077 render_pass_program_[i].Cleanup(gl_);
3078 render_pass_mask_program_aa_[i].Cleanup(gl_);
3079 render_pass_program_aa_[i].Cleanup(gl_);
3080 render_pass_color_matrix_program_[i].Cleanup(gl_);
3081 render_pass_mask_color_matrix_program_aa_[i].Cleanup(gl_);
3082 render_pass_color_matrix_program_aa_[i].Cleanup(gl_);
3083 render_pass_mask_color_matrix_program_[i].Cleanup(gl_);
3085 texture_program_[i].Cleanup(gl_);
3086 nonpremultiplied_texture_program_[i].Cleanup(gl_);
3087 texture_background_program_[i].Cleanup(gl_);
3088 nonpremultiplied_texture_background_program_[i].Cleanup(gl_);
3089 texture_io_surface_program_[i].Cleanup(gl_);
3091 video_yuv_program_[i].Cleanup(gl_);
3092 video_yuva_program_[i].Cleanup(gl_);
3093 video_stream_texture_program_[i].Cleanup(gl_);
3096 tile_checkerboard_program_.Cleanup(gl_);
3098 debug_border_program_.Cleanup(gl_);
3099 solid_color_program_.Cleanup(gl_);
3100 solid_color_program_aa_.Cleanup(gl_);
3102 if (offscreen_framebuffer_id_)
3103 GLC(gl_, gl_->DeleteFramebuffers(1, &offscreen_framebuffer_id_));
3105 if (on_demand_tile_raster_resource_id_)
3106 resource_provider_->DeleteResource(on_demand_tile_raster_resource_id_);
3108 ReleaseRenderPassTextures();
3111 void GLRenderer::ReinitializeGLState() {
3112 is_scissor_enabled_ = false;
3113 scissor_rect_needs_reset_ = true;
3114 stencil_shadow_ = false;
3115 blend_shadow_ = true;
3116 program_shadow_ = 0;
3118 RestoreGLState();
3121 void GLRenderer::RestoreGLState() {
3122 // This restores the current GLRenderer state to the GL context.
3124 shared_geometry_->PrepareForDraw();
3126 GLC(gl_, gl_->Disable(GL_DEPTH_TEST));
3127 GLC(gl_, gl_->Disable(GL_CULL_FACE));
3128 GLC(gl_, gl_->ColorMask(true, true, true, true));
3129 GLC(gl_, gl_->BlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA));
3130 GLC(gl_, gl_->ActiveTexture(GL_TEXTURE0));
3132 if (program_shadow_)
3133 gl_->UseProgram(program_shadow_);
3135 if (stencil_shadow_)
3136 GLC(gl_, gl_->Enable(GL_STENCIL_TEST));
3137 else
3138 GLC(gl_, gl_->Disable(GL_STENCIL_TEST));
3140 if (blend_shadow_)
3141 GLC(gl_, gl_->Enable(GL_BLEND));
3142 else
3143 GLC(gl_, gl_->Disable(GL_BLEND));
3145 if (is_scissor_enabled_) {
3146 GLC(gl_, gl_->Enable(GL_SCISSOR_TEST));
3147 GLC(gl_,
3148 gl_->Scissor(scissor_rect_.x(),
3149 scissor_rect_.y(),
3150 scissor_rect_.width(),
3151 scissor_rect_.height()));
3152 } else {
3153 GLC(gl_, gl_->Disable(GL_SCISSOR_TEST));
3157 void GLRenderer::RestoreFramebuffer(DrawingFrame* frame) {
3158 UseRenderPass(frame, frame->current_render_pass);
3161 bool GLRenderer::IsContextLost() {
3162 return output_surface_->context_provider()->IsContextLost();
3165 void GLRenderer::ScheduleOverlays(DrawingFrame* frame) {
3166 if (!frame->overlay_list.size())
3167 return;
3169 ResourceProvider::ResourceIdArray resources;
3170 OverlayCandidateList& overlays = frame->overlay_list;
3171 OverlayCandidateList::iterator it;
3172 for (it = overlays.begin(); it != overlays.end(); ++it) {
3173 const OverlayCandidate& overlay = *it;
3174 // Skip primary plane.
3175 if (overlay.plane_z_order == 0)
3176 continue;
3178 pending_overlay_resources_.push_back(
3179 make_scoped_ptr(new ResourceProvider::ScopedReadLockGL(
3180 resource_provider_, overlay.resource_id)));
3182 context_support_->ScheduleOverlayPlane(
3183 overlay.plane_z_order,
3184 overlay.transform,
3185 pending_overlay_resources_.back()->texture_id(),
3186 overlay.display_rect,
3187 overlay.uv_rect);
3191 } // namespace cc