Adding Peter Thatcher to the owners file.
[chromium-blink-merge.git] / cc / output / gl_renderer.cc
blob9c3f729ee45a2adda935be7f8206957a06bd75d4
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/logging.h"
14 #include "base/memory/scoped_ptr.h"
15 #include "base/strings/string_split.h"
16 #include "base/strings/string_util.h"
17 #include "base/strings/stringprintf.h"
18 #include "build/build_config.h"
19 #include "base/trace_event/trace_event.h"
20 #include "cc/base/math_util.h"
21 #include "cc/output/compositor_frame.h"
22 #include "cc/output/compositor_frame_metadata.h"
23 #include "cc/output/context_provider.h"
24 #include "cc/output/copy_output_request.h"
25 #include "cc/output/dynamic_geometry_binding.h"
26 #include "cc/output/gl_frame_data.h"
27 #include "cc/output/output_surface.h"
28 #include "cc/output/render_surface_filters.h"
29 #include "cc/output/static_geometry_binding.h"
30 #include "cc/quads/draw_polygon.h"
31 #include "cc/quads/picture_draw_quad.h"
32 #include "cc/quads/render_pass.h"
33 #include "cc/quads/stream_video_draw_quad.h"
34 #include "cc/quads/texture_draw_quad.h"
35 #include "cc/resources/layer_quad.h"
36 #include "cc/resources/scoped_gpu_raster.h"
37 #include "cc/resources/scoped_resource.h"
38 #include "cc/resources/texture_mailbox_deleter.h"
39 #include "gpu/GLES2/gl2extchromium.h"
40 #include "gpu/command_buffer/client/context_support.h"
41 #include "gpu/command_buffer/client/gles2_interface.h"
42 #include "gpu/command_buffer/common/gpu_memory_allocation.h"
43 #include "third_party/skia/include/core/SkBitmap.h"
44 #include "third_party/skia/include/core/SkColor.h"
45 #include "third_party/skia/include/core/SkColorFilter.h"
46 #include "third_party/skia/include/core/SkImage.h"
47 #include "third_party/skia/include/core/SkSurface.h"
48 #include "third_party/skia/include/gpu/GrContext.h"
49 #include "third_party/skia/include/gpu/GrTexture.h"
50 #include "third_party/skia/include/gpu/SkGrTexturePixelRef.h"
51 #include "third_party/skia/include/gpu/gl/GrGLInterface.h"
52 #include "ui/gfx/geometry/quad_f.h"
53 #include "ui/gfx/geometry/rect_conversions.h"
55 using gpu::gles2::GLES2Interface;
57 namespace cc {
58 namespace {
60 bool NeedsIOSurfaceReadbackWorkaround() {
61 #if defined(OS_MACOSX)
62 // This isn't strictly required in DumpRenderTree-mode when Mesa is used,
63 // but it doesn't seem to hurt.
64 return true;
65 #else
66 return false;
67 #endif
70 Float4 UVTransform(const TextureDrawQuad* quad) {
71 gfx::PointF uv0 = quad->uv_top_left;
72 gfx::PointF uv1 = quad->uv_bottom_right;
73 Float4 xform = {{uv0.x(), uv0.y(), uv1.x() - uv0.x(), uv1.y() - uv0.y()}};
74 if (quad->flipped) {
75 xform.data[1] = 1.0f - xform.data[1];
76 xform.data[3] = -xform.data[3];
78 return xform;
81 Float4 PremultipliedColor(SkColor color) {
82 const float factor = 1.0f / 255.0f;
83 const float alpha = SkColorGetA(color) * factor;
85 Float4 result = {
86 {SkColorGetR(color) * factor * alpha, SkColorGetG(color) * factor * alpha,
87 SkColorGetB(color) * factor * alpha, alpha}};
88 return result;
91 SamplerType SamplerTypeFromTextureTarget(GLenum target) {
92 switch (target) {
93 case GL_TEXTURE_2D:
94 return SAMPLER_TYPE_2D;
95 case GL_TEXTURE_RECTANGLE_ARB:
96 return SAMPLER_TYPE_2D_RECT;
97 case GL_TEXTURE_EXTERNAL_OES:
98 return SAMPLER_TYPE_EXTERNAL_OES;
99 default:
100 NOTREACHED();
101 return SAMPLER_TYPE_2D;
105 BlendMode BlendModeFromSkXfermode(SkXfermode::Mode mode) {
106 switch (mode) {
107 case SkXfermode::kSrcOver_Mode:
108 return BLEND_MODE_NORMAL;
109 case SkXfermode::kScreen_Mode:
110 return BLEND_MODE_SCREEN;
111 case SkXfermode::kOverlay_Mode:
112 return BLEND_MODE_OVERLAY;
113 case SkXfermode::kDarken_Mode:
114 return BLEND_MODE_DARKEN;
115 case SkXfermode::kLighten_Mode:
116 return BLEND_MODE_LIGHTEN;
117 case SkXfermode::kColorDodge_Mode:
118 return BLEND_MODE_COLOR_DODGE;
119 case SkXfermode::kColorBurn_Mode:
120 return BLEND_MODE_COLOR_BURN;
121 case SkXfermode::kHardLight_Mode:
122 return BLEND_MODE_HARD_LIGHT;
123 case SkXfermode::kSoftLight_Mode:
124 return BLEND_MODE_SOFT_LIGHT;
125 case SkXfermode::kDifference_Mode:
126 return BLEND_MODE_DIFFERENCE;
127 case SkXfermode::kExclusion_Mode:
128 return BLEND_MODE_EXCLUSION;
129 case SkXfermode::kMultiply_Mode:
130 return BLEND_MODE_MULTIPLY;
131 case SkXfermode::kHue_Mode:
132 return BLEND_MODE_HUE;
133 case SkXfermode::kSaturation_Mode:
134 return BLEND_MODE_SATURATION;
135 case SkXfermode::kColor_Mode:
136 return BLEND_MODE_COLOR;
137 case SkXfermode::kLuminosity_Mode:
138 return BLEND_MODE_LUMINOSITY;
139 default:
140 NOTREACHED();
141 return BLEND_MODE_NONE;
145 // Smallest unit that impact anti-aliasing output. We use this to
146 // determine when anti-aliasing is unnecessary.
147 const float kAntiAliasingEpsilon = 1.0f / 1024.0f;
149 // Block or crash if the number of pending sync queries reach this high as
150 // something is seriously wrong on the service side if this happens.
151 const size_t kMaxPendingSyncQueries = 16;
153 } // anonymous namespace
155 static GLint GetActiveTextureUnit(GLES2Interface* gl) {
156 GLint active_unit = 0;
157 gl->GetIntegerv(GL_ACTIVE_TEXTURE, &active_unit);
158 return active_unit;
161 class GLRenderer::ScopedUseGrContext {
162 public:
163 static scoped_ptr<ScopedUseGrContext> Create(GLRenderer* renderer,
164 DrawingFrame* frame) {
165 return make_scoped_ptr(new ScopedUseGrContext(renderer, frame));
168 ~ScopedUseGrContext() {
169 // Pass context control back to GLrenderer.
170 scoped_gpu_raster_ = nullptr;
171 renderer_->RestoreGLState();
172 renderer_->RestoreFramebuffer(frame_);
175 GrContext* context() const {
176 return renderer_->output_surface_->context_provider()->GrContext();
179 private:
180 ScopedUseGrContext(GLRenderer* renderer, DrawingFrame* frame)
181 : scoped_gpu_raster_(
182 new ScopedGpuRaster(renderer->output_surface_->context_provider())),
183 renderer_(renderer),
184 frame_(frame) {
185 // scoped_gpu_raster_ passes context control to Skia.
188 scoped_ptr<ScopedGpuRaster> scoped_gpu_raster_;
189 GLRenderer* renderer_;
190 DrawingFrame* frame_;
192 DISALLOW_COPY_AND_ASSIGN(ScopedUseGrContext);
195 struct GLRenderer::PendingAsyncReadPixels {
196 PendingAsyncReadPixels() : buffer(0) {}
198 scoped_ptr<CopyOutputRequest> copy_request;
199 base::CancelableClosure finished_read_pixels_callback;
200 unsigned buffer;
202 private:
203 DISALLOW_COPY_AND_ASSIGN(PendingAsyncReadPixels);
206 class GLRenderer::SyncQuery {
207 public:
208 explicit SyncQuery(gpu::gles2::GLES2Interface* gl)
209 : gl_(gl), query_id_(0u), is_pending_(false), weak_ptr_factory_(this) {
210 gl_->GenQueriesEXT(1, &query_id_);
212 virtual ~SyncQuery() { gl_->DeleteQueriesEXT(1, &query_id_); }
214 scoped_refptr<ResourceProvider::Fence> Begin() {
215 DCHECK(!IsPending());
216 // Invalidate weak pointer held by old fence.
217 weak_ptr_factory_.InvalidateWeakPtrs();
218 // Note: In case the set of drawing commands issued before End() do not
219 // depend on the query, defer BeginQueryEXT call until Set() is called and
220 // query is required.
221 return make_scoped_refptr<ResourceProvider::Fence>(
222 new Fence(weak_ptr_factory_.GetWeakPtr()));
225 void Set() {
226 if (is_pending_)
227 return;
229 // Note: BeginQueryEXT on GL_COMMANDS_COMPLETED_CHROMIUM is effectively a
230 // noop relative to GL, so it doesn't matter where it happens but we still
231 // make sure to issue this command when Set() is called (prior to issuing
232 // any drawing commands that depend on query), in case some future extension
233 // can take advantage of this.
234 gl_->BeginQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM, query_id_);
235 is_pending_ = true;
238 void End() {
239 if (!is_pending_)
240 return;
242 gl_->EndQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM);
245 bool IsPending() {
246 if (!is_pending_)
247 return false;
249 unsigned result_available = 1;
250 gl_->GetQueryObjectuivEXT(
251 query_id_, GL_QUERY_RESULT_AVAILABLE_EXT, &result_available);
252 is_pending_ = !result_available;
253 return is_pending_;
256 void Wait() {
257 if (!is_pending_)
258 return;
260 unsigned result = 0;
261 gl_->GetQueryObjectuivEXT(query_id_, GL_QUERY_RESULT_EXT, &result);
262 is_pending_ = false;
265 private:
266 class Fence : public ResourceProvider::Fence {
267 public:
268 explicit Fence(base::WeakPtr<GLRenderer::SyncQuery> query)
269 : query_(query) {}
271 // Overridden from ResourceProvider::Fence:
272 void Set() override {
273 DCHECK(query_);
274 query_->Set();
276 bool HasPassed() override { return !query_ || !query_->IsPending(); }
277 void Wait() override {
278 if (query_)
279 query_->Wait();
282 private:
283 ~Fence() override {}
285 base::WeakPtr<SyncQuery> query_;
287 DISALLOW_COPY_AND_ASSIGN(Fence);
290 gpu::gles2::GLES2Interface* gl_;
291 unsigned query_id_;
292 bool is_pending_;
293 base::WeakPtrFactory<SyncQuery> weak_ptr_factory_;
295 DISALLOW_COPY_AND_ASSIGN(SyncQuery);
298 scoped_ptr<GLRenderer> GLRenderer::Create(
299 RendererClient* client,
300 const RendererSettings* settings,
301 OutputSurface* output_surface,
302 ResourceProvider* resource_provider,
303 TextureMailboxDeleter* texture_mailbox_deleter,
304 int highp_threshold_min) {
305 return make_scoped_ptr(new GLRenderer(client,
306 settings,
307 output_surface,
308 resource_provider,
309 texture_mailbox_deleter,
310 highp_threshold_min));
313 GLRenderer::GLRenderer(RendererClient* client,
314 const RendererSettings* settings,
315 OutputSurface* output_surface,
316 ResourceProvider* resource_provider,
317 TextureMailboxDeleter* texture_mailbox_deleter,
318 int highp_threshold_min)
319 : DirectRenderer(client, settings, output_surface, resource_provider),
320 offscreen_framebuffer_id_(0),
321 shared_geometry_quad_(QuadVertexRect()),
322 gl_(output_surface->context_provider()->ContextGL()),
323 context_support_(output_surface->context_provider()->ContextSupport()),
324 texture_mailbox_deleter_(texture_mailbox_deleter),
325 is_backbuffer_discarded_(false),
326 is_scissor_enabled_(false),
327 scissor_rect_needs_reset_(true),
328 stencil_shadow_(false),
329 blend_shadow_(false),
330 highp_threshold_min_(highp_threshold_min),
331 highp_threshold_cache_(0),
332 use_sync_query_(false),
333 on_demand_tile_raster_resource_id_(0),
334 bound_geometry_(NO_BINDING) {
335 DCHECK(gl_);
336 DCHECK(context_support_);
338 ContextProvider::Capabilities context_caps =
339 output_surface_->context_provider()->ContextCapabilities();
341 capabilities_.using_partial_swap =
342 settings_->partial_swap_enabled && context_caps.gpu.post_sub_buffer;
344 DCHECK(!context_caps.gpu.iosurface || context_caps.gpu.texture_rectangle);
346 capabilities_.using_egl_image = context_caps.gpu.egl_image_external;
348 capabilities_.max_texture_size = resource_provider_->max_texture_size();
349 capabilities_.best_texture_format = resource_provider_->best_texture_format();
351 // The updater can access textures while the GLRenderer is using them.
352 capabilities_.allow_partial_texture_updates = true;
354 capabilities_.using_image = context_caps.gpu.image;
356 capabilities_.using_discard_framebuffer =
357 context_caps.gpu.discard_framebuffer;
359 capabilities_.allow_rasterize_on_demand = true;
361 use_sync_query_ = context_caps.gpu.sync_query;
362 use_blend_equation_advanced_ = context_caps.gpu.blend_equation_advanced;
363 use_blend_equation_advanced_coherent_ =
364 context_caps.gpu.blend_equation_advanced_coherent;
366 InitializeSharedObjects();
369 GLRenderer::~GLRenderer() {
370 while (!pending_async_read_pixels_.empty()) {
371 PendingAsyncReadPixels* pending_read = pending_async_read_pixels_.back();
372 pending_read->finished_read_pixels_callback.Cancel();
373 pending_async_read_pixels_.pop_back();
376 in_use_overlay_resources_.clear();
378 CleanupSharedObjects();
381 const RendererCapabilitiesImpl& GLRenderer::Capabilities() const {
382 return capabilities_;
385 void GLRenderer::DidChangeVisibility() {
386 EnforceMemoryPolicy();
388 context_support_->SetSurfaceVisible(visible());
391 void GLRenderer::ReleaseRenderPassTextures() { render_pass_textures_.clear(); }
393 void GLRenderer::DiscardPixels() {
394 if (!capabilities_.using_discard_framebuffer)
395 return;
396 bool using_default_framebuffer =
397 !current_framebuffer_lock_ &&
398 output_surface_->capabilities().uses_default_gl_framebuffer;
399 GLenum attachments[] = {static_cast<GLenum>(
400 using_default_framebuffer ? GL_COLOR_EXT : GL_COLOR_ATTACHMENT0_EXT)};
401 gl_->DiscardFramebufferEXT(
402 GL_FRAMEBUFFER, arraysize(attachments), attachments);
405 void GLRenderer::PrepareSurfaceForPass(
406 DrawingFrame* frame,
407 SurfaceInitializationMode initialization_mode,
408 const gfx::Rect& render_pass_scissor) {
409 SetViewport();
411 switch (initialization_mode) {
412 case SURFACE_INITIALIZATION_MODE_PRESERVE:
413 EnsureScissorTestDisabled();
414 return;
415 case SURFACE_INITIALIZATION_MODE_FULL_SURFACE_CLEAR:
416 EnsureScissorTestDisabled();
417 DiscardPixels();
418 ClearFramebuffer(frame);
419 break;
420 case SURFACE_INITIALIZATION_MODE_SCISSORED_CLEAR:
421 SetScissorTestRect(render_pass_scissor);
422 ClearFramebuffer(frame);
423 break;
427 void GLRenderer::ClearFramebuffer(DrawingFrame* frame) {
428 // On DEBUG builds, opaque render passes are cleared to blue to easily see
429 // regions that were not drawn on the screen.
430 if (frame->current_render_pass->has_transparent_background)
431 gl_->ClearColor(0, 0, 0, 0);
432 else
433 gl_->ClearColor(0, 0, 1, 1);
435 bool always_clear = false;
436 #ifndef NDEBUG
437 always_clear = true;
438 #endif
439 if (always_clear || frame->current_render_pass->has_transparent_background) {
440 GLbitfield clear_bits = GL_COLOR_BUFFER_BIT;
441 if (always_clear)
442 clear_bits |= GL_STENCIL_BUFFER_BIT;
443 gl_->Clear(clear_bits);
447 static ResourceProvider::ResourceId WaitOnResourceSyncPoints(
448 ResourceProvider* resource_provider,
449 ResourceProvider::ResourceId resource_id) {
450 resource_provider->WaitSyncPointIfNeeded(resource_id);
451 return resource_id;
454 void GLRenderer::BeginDrawingFrame(DrawingFrame* frame) {
455 TRACE_EVENT0("cc", "GLRenderer::BeginDrawingFrame");
457 scoped_refptr<ResourceProvider::Fence> read_lock_fence;
458 if (use_sync_query_) {
459 // Block until oldest sync query has passed if the number of pending queries
460 // ever reach kMaxPendingSyncQueries.
461 if (pending_sync_queries_.size() >= kMaxPendingSyncQueries) {
462 LOG(ERROR) << "Reached limit of pending sync queries.";
464 pending_sync_queries_.front()->Wait();
465 DCHECK(!pending_sync_queries_.front()->IsPending());
468 while (!pending_sync_queries_.empty()) {
469 if (pending_sync_queries_.front()->IsPending())
470 break;
472 available_sync_queries_.push_back(pending_sync_queries_.take_front());
475 current_sync_query_ = available_sync_queries_.empty()
476 ? make_scoped_ptr(new SyncQuery(gl_))
477 : available_sync_queries_.take_front();
479 read_lock_fence = current_sync_query_->Begin();
480 } else {
481 read_lock_fence =
482 make_scoped_refptr(new ResourceProvider::SynchronousFence(gl_));
484 resource_provider_->SetReadLockFence(read_lock_fence.get());
486 // Insert WaitSyncPointCHROMIUM on quad resources prior to drawing the frame,
487 // so that drawing can proceed without GL context switching interruptions.
488 DrawQuad::ResourceIteratorCallback wait_on_resource_syncpoints_callback =
489 base::Bind(&WaitOnResourceSyncPoints, resource_provider_);
491 for (const auto& pass : *frame->render_passes_in_draw_order) {
492 for (const auto& quad : pass->quad_list)
493 quad->IterateResources(wait_on_resource_syncpoints_callback);
496 // TODO(enne): Do we need to reinitialize all of this state per frame?
497 ReinitializeGLState();
500 void GLRenderer::DoNoOp() {
501 gl_->BindFramebuffer(GL_FRAMEBUFFER, 0);
502 gl_->Flush();
505 void GLRenderer::DoDrawQuad(DrawingFrame* frame,
506 const DrawQuad* quad,
507 const gfx::QuadF* clip_region) {
508 DCHECK(quad->rect.Contains(quad->visible_rect));
509 if (quad->material != DrawQuad::TEXTURE_CONTENT) {
510 FlushTextureQuadCache(SHARED_BINDING);
513 switch (quad->material) {
514 case DrawQuad::INVALID:
515 NOTREACHED();
516 break;
517 case DrawQuad::CHECKERBOARD:
518 DrawCheckerboardQuad(frame, CheckerboardDrawQuad::MaterialCast(quad),
519 clip_region);
520 break;
521 case DrawQuad::DEBUG_BORDER:
522 DrawDebugBorderQuad(frame, DebugBorderDrawQuad::MaterialCast(quad));
523 break;
524 case DrawQuad::IO_SURFACE_CONTENT:
525 DrawIOSurfaceQuad(frame, IOSurfaceDrawQuad::MaterialCast(quad),
526 clip_region);
527 break;
528 case DrawQuad::PICTURE_CONTENT:
529 // PictureDrawQuad should only be used for resourceless software draws.
530 NOTREACHED();
531 break;
532 case DrawQuad::RENDER_PASS:
533 DrawRenderPassQuad(frame, RenderPassDrawQuad::MaterialCast(quad),
534 clip_region);
535 break;
536 case DrawQuad::SOLID_COLOR:
537 DrawSolidColorQuad(frame, SolidColorDrawQuad::MaterialCast(quad),
538 clip_region);
539 break;
540 case DrawQuad::STREAM_VIDEO_CONTENT:
541 DrawStreamVideoQuad(frame, StreamVideoDrawQuad::MaterialCast(quad),
542 clip_region);
543 break;
544 case DrawQuad::SURFACE_CONTENT:
545 // Surface content should be fully resolved to other quad types before
546 // reaching a direct renderer.
547 NOTREACHED();
548 break;
549 case DrawQuad::TEXTURE_CONTENT:
550 EnqueueTextureQuad(frame, TextureDrawQuad::MaterialCast(quad),
551 clip_region);
552 break;
553 case DrawQuad::TILED_CONTENT:
554 DrawTileQuad(frame, TileDrawQuad::MaterialCast(quad), clip_region);
555 break;
556 case DrawQuad::YUV_VIDEO_CONTENT:
557 DrawYUVVideoQuad(frame, YUVVideoDrawQuad::MaterialCast(quad),
558 clip_region);
559 break;
563 void GLRenderer::DrawCheckerboardQuad(const DrawingFrame* frame,
564 const CheckerboardDrawQuad* quad,
565 const gfx::QuadF* clip_region) {
566 // TODO(enne) For now since checkerboards shouldn't be part of a 3D
567 // context, clipping regions aren't supported so we skip drawing them
568 // if this becomes the case.
569 if (clip_region) {
570 return;
572 SetBlendEnabled(quad->ShouldDrawWithBlending());
574 const TileCheckerboardProgram* program = GetTileCheckerboardProgram();
575 DCHECK(program && (program->initialized() || IsContextLost()));
576 SetUseProgram(program->program());
578 SkColor color = quad->color;
579 gl_->Uniform4f(program->fragment_shader().color_location(),
580 SkColorGetR(color) * (1.0f / 255.0f),
581 SkColorGetG(color) * (1.0f / 255.0f),
582 SkColorGetB(color) * (1.0f / 255.0f), 1);
584 const int kCheckerboardWidth = 16;
585 float frequency = 1.0f / kCheckerboardWidth;
587 gfx::Rect tile_rect = quad->rect;
588 float tex_offset_x =
589 static_cast<int>(tile_rect.x() / quad->scale) % kCheckerboardWidth;
590 float tex_offset_y =
591 static_cast<int>(tile_rect.y() / quad->scale) % kCheckerboardWidth;
592 float tex_scale_x = tile_rect.width() / quad->scale;
593 float tex_scale_y = tile_rect.height() / quad->scale;
594 gl_->Uniform4f(program->fragment_shader().tex_transform_location(),
595 tex_offset_x, tex_offset_y, tex_scale_x, tex_scale_y);
597 gl_->Uniform1f(program->fragment_shader().frequency_location(), frequency);
599 SetShaderOpacity(quad->opacity(),
600 program->fragment_shader().alpha_location());
601 DrawQuadGeometry(frame,
602 quad->quadTransform(),
603 quad->rect,
604 program->vertex_shader().matrix_location());
607 // This function does not handle 3D sorting right now, since the debug border
608 // quads are just drawn as their original quads and not in split pieces. This
609 // results in some debug border quads drawing over foreground quads.
610 void GLRenderer::DrawDebugBorderQuad(const DrawingFrame* frame,
611 const DebugBorderDrawQuad* quad) {
612 SetBlendEnabled(quad->ShouldDrawWithBlending());
614 static float gl_matrix[16];
615 const DebugBorderProgram* program = GetDebugBorderProgram();
616 DCHECK(program && (program->initialized() || IsContextLost()));
617 SetUseProgram(program->program());
619 // Use the full quad_rect for debug quads to not move the edges based on
620 // partial swaps.
621 gfx::Rect layer_rect = quad->rect;
622 gfx::Transform render_matrix;
623 QuadRectTransform(&render_matrix, quad->quadTransform(), layer_rect);
624 GLRenderer::ToGLMatrix(&gl_matrix[0],
625 frame->projection_matrix * render_matrix);
626 gl_->UniformMatrix4fv(program->vertex_shader().matrix_location(), 1, false,
627 &gl_matrix[0]);
629 SkColor color = quad->color;
630 float alpha = SkColorGetA(color) * (1.0f / 255.0f);
632 gl_->Uniform4f(program->fragment_shader().color_location(),
633 (SkColorGetR(color) * (1.0f / 255.0f)) * alpha,
634 (SkColorGetG(color) * (1.0f / 255.0f)) * alpha,
635 (SkColorGetB(color) * (1.0f / 255.0f)) * alpha, alpha);
637 gl_->LineWidth(quad->width);
639 // The indices for the line are stored in the same array as the triangle
640 // indices.
641 gl_->DrawElements(GL_LINE_LOOP, 4, GL_UNSIGNED_SHORT, 0);
644 static skia::RefPtr<SkImage> ApplyImageFilter(
645 scoped_ptr<GLRenderer::ScopedUseGrContext> use_gr_context,
646 ResourceProvider* resource_provider,
647 const gfx::Rect& rect,
648 const gfx::Vector2dF& scale,
649 SkImageFilter* filter,
650 ScopedResource* source_texture_resource) {
651 if (!filter)
652 return skia::RefPtr<SkImage>();
654 if (!use_gr_context)
655 return skia::RefPtr<SkImage>();
657 ResourceProvider::ScopedReadLockGL lock(resource_provider,
658 source_texture_resource->id());
660 // Wrap the source texture in a Ganesh platform texture.
661 GrBackendTextureDesc backend_texture_description;
662 backend_texture_description.fWidth = source_texture_resource->size().width();
663 backend_texture_description.fHeight =
664 source_texture_resource->size().height();
665 backend_texture_description.fConfig = kSkia8888_GrPixelConfig;
666 backend_texture_description.fTextureHandle = lock.texture_id();
667 backend_texture_description.fOrigin = kBottomLeft_GrSurfaceOrigin;
668 skia::RefPtr<GrTexture> texture =
669 skia::AdoptRef(use_gr_context->context()->wrapBackendTexture(
670 backend_texture_description));
671 if (!texture) {
672 TRACE_EVENT_INSTANT0("cc",
673 "ApplyImageFilter wrap background texture failed",
674 TRACE_EVENT_SCOPE_THREAD);
675 return skia::RefPtr<SkImage>();
678 SkImageInfo info =
679 SkImageInfo::MakeN32Premul(source_texture_resource->size().width(),
680 source_texture_resource->size().height());
681 // Place the platform texture inside an SkBitmap.
682 SkBitmap source;
683 source.setInfo(info);
684 skia::RefPtr<SkGrPixelRef> pixel_ref =
685 skia::AdoptRef(new SkGrPixelRef(info, texture.get()));
686 source.setPixelRef(pixel_ref.get());
688 // Create a scratch texture for backing store.
689 GrTextureDesc desc;
690 desc.fFlags = kRenderTarget_GrTextureFlagBit | kNoStencil_GrTextureFlagBit;
691 desc.fSampleCnt = 0;
692 desc.fWidth = source.width();
693 desc.fHeight = source.height();
694 desc.fConfig = kSkia8888_GrPixelConfig;
695 desc.fOrigin = kBottomLeft_GrSurfaceOrigin;
696 skia::RefPtr<GrTexture> backing_store =
697 skia::AdoptRef(use_gr_context->context()->refScratchTexture(
698 desc, GrContext::kExact_ScratchTexMatch));
699 if (!backing_store) {
700 TRACE_EVENT_INSTANT0("cc",
701 "ApplyImageFilter scratch texture allocation failed",
702 TRACE_EVENT_SCOPE_THREAD);
703 return skia::RefPtr<SkImage>();
706 // Create surface to draw into.
707 skia::RefPtr<SkSurface> surface = skia::AdoptRef(
708 SkSurface::NewRenderTargetDirect(backing_store->asRenderTarget()));
709 skia::RefPtr<SkCanvas> canvas = skia::SharePtr(surface->getCanvas());
711 // Draw the source bitmap through the filter to the canvas.
712 SkPaint paint;
713 paint.setImageFilter(filter);
714 canvas->clear(SK_ColorTRANSPARENT);
716 // The origin of the filter is top-left and the origin of the source is
717 // bottom-left, but the orientation is the same, so we must translate the
718 // filter so that it renders at the bottom of the texture to avoid
719 // misregistration.
720 int y_translate = source.height() - rect.height() - rect.origin().y();
721 canvas->translate(-rect.origin().x(), y_translate);
722 canvas->scale(scale.x(), scale.y());
723 canvas->drawSprite(source, 0, 0, &paint);
725 skia::RefPtr<SkImage> image = skia::AdoptRef(surface->newImageSnapshot());
726 if (!image || !image->getTexture()) {
727 return skia::RefPtr<SkImage>();
730 // Flush the GrContext to ensure all buffered GL calls are drawn to the
731 // backing store before we access and return it, and have cc begin using the
732 // GL context again.
733 canvas->flush();
735 return image;
738 bool GLRenderer::CanApplyBlendModeUsingBlendFunc(SkXfermode::Mode blend_mode) {
739 return use_blend_equation_advanced_ ||
740 blend_mode == SkXfermode::kScreen_Mode ||
741 blend_mode == SkXfermode::kSrcOver_Mode;
744 void GLRenderer::ApplyBlendModeUsingBlendFunc(SkXfermode::Mode blend_mode) {
745 DCHECK(CanApplyBlendModeUsingBlendFunc(blend_mode));
747 // Any modes set here must be reset in RestoreBlendFuncToDefault
748 if (use_blend_equation_advanced_) {
749 GLenum equation = GL_FUNC_ADD;
751 switch (blend_mode) {
752 case SkXfermode::kScreen_Mode:
753 equation = GL_SCREEN_KHR;
754 break;
755 case SkXfermode::kOverlay_Mode:
756 equation = GL_OVERLAY_KHR;
757 break;
758 case SkXfermode::kDarken_Mode:
759 equation = GL_DARKEN_KHR;
760 break;
761 case SkXfermode::kLighten_Mode:
762 equation = GL_LIGHTEN_KHR;
763 break;
764 case SkXfermode::kColorDodge_Mode:
765 equation = GL_COLORDODGE_KHR;
766 break;
767 case SkXfermode::kColorBurn_Mode:
768 equation = GL_COLORBURN_KHR;
769 break;
770 case SkXfermode::kHardLight_Mode:
771 equation = GL_HARDLIGHT_KHR;
772 break;
773 case SkXfermode::kSoftLight_Mode:
774 equation = GL_SOFTLIGHT_KHR;
775 break;
776 case SkXfermode::kDifference_Mode:
777 equation = GL_DIFFERENCE_KHR;
778 break;
779 case SkXfermode::kExclusion_Mode:
780 equation = GL_EXCLUSION_KHR;
781 break;
782 case SkXfermode::kMultiply_Mode:
783 equation = GL_MULTIPLY_KHR;
784 break;
785 case SkXfermode::kHue_Mode:
786 equation = GL_HSL_HUE_KHR;
787 break;
788 case SkXfermode::kSaturation_Mode:
789 equation = GL_HSL_SATURATION_KHR;
790 break;
791 case SkXfermode::kColor_Mode:
792 equation = GL_HSL_COLOR_KHR;
793 break;
794 case SkXfermode::kLuminosity_Mode:
795 equation = GL_HSL_LUMINOSITY_KHR;
796 break;
797 default:
798 return;
801 gl_->BlendEquation(equation);
802 } else {
803 if (blend_mode == SkXfermode::kScreen_Mode) {
804 gl_->BlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ONE);
809 void GLRenderer::RestoreBlendFuncToDefault(SkXfermode::Mode blend_mode) {
810 if (blend_mode == SkXfermode::kSrcOver_Mode)
811 return;
813 if (use_blend_equation_advanced_) {
814 gl_->BlendEquation(GL_FUNC_ADD);
815 } else {
816 gl_->BlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
820 bool GLRenderer::ShouldApplyBackgroundFilters(DrawingFrame* frame,
821 const RenderPassDrawQuad* quad) {
822 if (quad->background_filters.IsEmpty())
823 return false;
825 // TODO(danakj): We only allow background filters on an opaque render surface
826 // because other surfaces may contain translucent pixels, and the contents
827 // behind those translucent pixels wouldn't have the filter applied.
828 if (frame->current_render_pass->has_transparent_background)
829 return false;
831 // TODO(ajuma): Add support for reference filters once
832 // FilterOperations::GetOutsets supports reference filters.
833 if (quad->background_filters.HasReferenceFilter())
834 return false;
835 return true;
838 // This takes a gfx::Rect and a clip region quad in the same space,
839 // and returns a quad with the same proportions in the space -0.5->0.5.
840 bool GetScaledRegion(const gfx::Rect& rect,
841 const gfx::QuadF* clip,
842 gfx::QuadF* scaled_region) {
843 if (!clip)
844 return false;
846 gfx::PointF p1(((clip->p1().x() - rect.x()) / rect.width()) - 0.5f,
847 ((clip->p1().y() - rect.y()) / rect.height()) - 0.5f);
848 gfx::PointF p2(((clip->p2().x() - rect.x()) / rect.width()) - 0.5f,
849 ((clip->p2().y() - rect.y()) / rect.height()) - 0.5f);
850 gfx::PointF p3(((clip->p3().x() - rect.x()) / rect.width()) - 0.5f,
851 ((clip->p3().y() - rect.y()) / rect.height()) - 0.5f);
852 gfx::PointF p4(((clip->p4().x() - rect.x()) / rect.width()) - 0.5f,
853 ((clip->p4().y() - rect.y()) / rect.height()) - 0.5f);
854 *scaled_region = gfx::QuadF(p1, p2, p3, p4);
855 return true;
858 // This takes a gfx::Rect and a clip region quad in the same space,
859 // and returns the proportional uv's in the space 0->1.
860 bool GetScaledUVs(const gfx::Rect& rect, const gfx::QuadF* clip, float uvs[8]) {
861 if (!clip)
862 return false;
864 uvs[0] = ((clip->p1().x() - rect.x()) / rect.width());
865 uvs[1] = ((clip->p1().y() - rect.y()) / rect.height());
866 uvs[2] = ((clip->p2().x() - rect.x()) / rect.width());
867 uvs[3] = ((clip->p2().y() - rect.y()) / rect.height());
868 uvs[4] = ((clip->p3().x() - rect.x()) / rect.width());
869 uvs[5] = ((clip->p3().y() - rect.y()) / rect.height());
870 uvs[6] = ((clip->p4().x() - rect.x()) / rect.width());
871 uvs[7] = ((clip->p4().y() - rect.y()) / rect.height());
872 return true;
875 gfx::Rect GLRenderer::GetBackdropBoundingBoxForRenderPassQuad(
876 DrawingFrame* frame,
877 const RenderPassDrawQuad* quad,
878 const gfx::Transform& contents_device_transform,
879 const gfx::QuadF* clip_region,
880 bool use_aa) {
881 gfx::QuadF scaled_region;
882 if (!GetScaledRegion(quad->rect, clip_region, &scaled_region)) {
883 scaled_region = SharedGeometryQuad().BoundingBox();
886 gfx::Rect backdrop_rect = gfx::ToEnclosingRect(MathUtil::MapClippedRect(
887 contents_device_transform, scaled_region.BoundingBox()));
889 if (ShouldApplyBackgroundFilters(frame, quad)) {
890 int top, right, bottom, left;
891 quad->background_filters.GetOutsets(&top, &right, &bottom, &left);
892 backdrop_rect.Inset(-left, -top, -right, -bottom);
895 if (!backdrop_rect.IsEmpty() && use_aa) {
896 const int kOutsetForAntialiasing = 1;
897 backdrop_rect.Inset(-kOutsetForAntialiasing, -kOutsetForAntialiasing);
900 backdrop_rect.Intersect(MoveFromDrawToWindowSpace(
901 frame, frame->current_render_pass->output_rect));
902 return backdrop_rect;
905 scoped_ptr<ScopedResource> GLRenderer::GetBackdropTexture(
906 const gfx::Rect& bounding_rect) {
907 scoped_ptr<ScopedResource> device_background_texture =
908 ScopedResource::Create(resource_provider_);
909 // CopyTexImage2D fails when called on a texture having immutable storage.
910 device_background_texture->Allocate(
911 bounding_rect.size(), ResourceProvider::TEXTURE_HINT_DEFAULT, RGBA_8888);
913 ResourceProvider::ScopedWriteLockGL lock(resource_provider_,
914 device_background_texture->id());
915 GetFramebufferTexture(
916 lock.texture_id(), device_background_texture->format(), bounding_rect);
918 return device_background_texture.Pass();
921 skia::RefPtr<SkImage> GLRenderer::ApplyBackgroundFilters(
922 DrawingFrame* frame,
923 const RenderPassDrawQuad* quad,
924 ScopedResource* background_texture) {
925 DCHECK(ShouldApplyBackgroundFilters(frame, quad));
926 skia::RefPtr<SkImageFilter> filter = RenderSurfaceFilters::BuildImageFilter(
927 quad->background_filters, background_texture->size());
929 skia::RefPtr<SkImage> background_with_filters = ApplyImageFilter(
930 ScopedUseGrContext::Create(this, frame), resource_provider_, quad->rect,
931 quad->filters_scale, filter.get(), background_texture);
932 return background_with_filters;
935 void GLRenderer::DrawRenderPassQuad(DrawingFrame* frame,
936 const RenderPassDrawQuad* quad,
937 const gfx::QuadF* clip_region) {
938 ScopedResource* contents_texture =
939 render_pass_textures_.get(quad->render_pass_id);
940 if (!contents_texture || !contents_texture->id())
941 return;
943 gfx::Transform quad_rect_matrix;
944 QuadRectTransform(&quad_rect_matrix, quad->quadTransform(), quad->rect);
945 gfx::Transform contents_device_transform =
946 frame->window_matrix * frame->projection_matrix * quad_rect_matrix;
947 contents_device_transform.FlattenTo2d();
949 // Can only draw surface if device matrix is invertible.
950 if (!contents_device_transform.IsInvertible())
951 return;
953 gfx::QuadF surface_quad = SharedGeometryQuad();
954 float edge[24];
955 bool use_aa = settings_->allow_antialiasing &&
956 ShouldAntialiasQuad(contents_device_transform, quad,
957 settings_->force_antialiasing);
959 SetupQuadForClippingAndAntialiasing(contents_device_transform, quad, use_aa,
960 clip_region, &surface_quad, edge);
961 SkXfermode::Mode blend_mode = quad->shared_quad_state->blend_mode;
962 bool use_shaders_for_blending =
963 !CanApplyBlendModeUsingBlendFunc(blend_mode) ||
964 ShouldApplyBackgroundFilters(frame, quad) ||
965 settings_->force_blending_with_shaders;
967 scoped_ptr<ScopedResource> background_texture;
968 skia::RefPtr<SkImage> background_image;
969 gfx::Rect background_rect;
970 if (use_shaders_for_blending) {
971 // Compute a bounding box around the pixels that will be visible through
972 // the quad.
973 background_rect = GetBackdropBoundingBoxForRenderPassQuad(
974 frame, quad, contents_device_transform, clip_region, use_aa);
976 if (!background_rect.IsEmpty()) {
977 // The pixels from the filtered background should completely replace the
978 // current pixel values.
979 if (blend_enabled())
980 SetBlendEnabled(false);
982 // Read the pixels in the bounding box into a buffer R.
983 // This function allocates a texture, which should contribute to the
984 // amount of memory used by render surfaces:
985 // LayerTreeHost::CalculateMemoryForRenderSurfaces.
986 background_texture = GetBackdropTexture(background_rect);
988 if (ShouldApplyBackgroundFilters(frame, quad) && background_texture) {
989 // Apply the background filters to R, so that it is applied in the
990 // pixels' coordinate space.
991 background_image =
992 ApplyBackgroundFilters(frame, quad, background_texture.get());
996 if (!background_texture) {
997 // Something went wrong with reading the backdrop.
998 DCHECK(!background_image);
999 use_shaders_for_blending = false;
1000 } else if (background_image) {
1001 // Reset original background texture if there is not any mask
1002 if (!quad->mask_resource_id)
1003 background_texture.reset();
1004 } else if (CanApplyBlendModeUsingBlendFunc(blend_mode) &&
1005 ShouldApplyBackgroundFilters(frame, quad)) {
1006 // Something went wrong with applying background filters to the backdrop.
1007 use_shaders_for_blending = false;
1008 background_texture.reset();
1011 // Need original background texture for mask?
1012 bool mask_for_background =
1013 background_texture && // Have original background texture
1014 background_image && // Have filtered background texture
1015 quad->mask_resource_id; // Have mask texture
1016 SetBlendEnabled(
1017 !use_shaders_for_blending &&
1018 (quad->ShouldDrawWithBlending() || !IsDefaultBlendMode(blend_mode)));
1020 // TODO(senorblanco): Cache this value so that we don't have to do it for both
1021 // the surface and its replica. Apply filters to the contents texture.
1022 skia::RefPtr<SkImage> filter_image;
1023 SkScalar color_matrix[20];
1024 bool use_color_matrix = false;
1025 if (!quad->filters.IsEmpty()) {
1026 skia::RefPtr<SkImageFilter> filter = RenderSurfaceFilters::BuildImageFilter(
1027 quad->filters, contents_texture->size());
1028 if (filter) {
1029 skia::RefPtr<SkColorFilter> cf;
1032 SkColorFilter* colorfilter_rawptr = NULL;
1033 filter->asColorFilter(&colorfilter_rawptr);
1034 cf = skia::AdoptRef(colorfilter_rawptr);
1037 if (cf && cf->asColorMatrix(color_matrix) && !filter->getInput(0)) {
1038 // We have a single color matrix as a filter; apply it locally
1039 // in the compositor.
1040 use_color_matrix = true;
1041 } else {
1042 filter_image = ApplyImageFilter(
1043 ScopedUseGrContext::Create(this, frame), resource_provider_,
1044 quad->rect, quad->filters_scale, filter.get(), contents_texture);
1049 scoped_ptr<ResourceProvider::ScopedSamplerGL> mask_resource_lock;
1050 unsigned mask_texture_id = 0;
1051 SamplerType mask_sampler = SAMPLER_TYPE_NA;
1052 if (quad->mask_resource_id) {
1053 mask_resource_lock.reset(new ResourceProvider::ScopedSamplerGL(
1054 resource_provider_, quad->mask_resource_id, GL_TEXTURE1, GL_LINEAR));
1055 mask_texture_id = mask_resource_lock->texture_id();
1056 mask_sampler = SamplerTypeFromTextureTarget(mask_resource_lock->target());
1059 scoped_ptr<ResourceProvider::ScopedSamplerGL> contents_resource_lock;
1060 if (filter_image) {
1061 GrTexture* texture = filter_image->getTexture();
1062 DCHECK_EQ(GL_TEXTURE0, GetActiveTextureUnit(gl_));
1063 gl_->BindTexture(GL_TEXTURE_2D, texture->getTextureHandle());
1064 } else {
1065 contents_resource_lock =
1066 make_scoped_ptr(new ResourceProvider::ScopedSamplerGL(
1067 resource_provider_, contents_texture->id(), GL_LINEAR));
1068 DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D),
1069 contents_resource_lock->target());
1072 if (!use_shaders_for_blending) {
1073 if (!use_blend_equation_advanced_coherent_ && use_blend_equation_advanced_)
1074 gl_->BlendBarrierKHR();
1076 ApplyBlendModeUsingBlendFunc(blend_mode);
1079 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
1080 gl_,
1081 &highp_threshold_cache_,
1082 highp_threshold_min_,
1083 quad->shared_quad_state->visible_content_rect.bottom_right());
1085 ShaderLocations locations;
1087 DCHECK_EQ(background_texture || background_image, use_shaders_for_blending);
1088 BlendMode shader_blend_mode = use_shaders_for_blending
1089 ? BlendModeFromSkXfermode(blend_mode)
1090 : BLEND_MODE_NONE;
1092 if (use_aa && mask_texture_id && !use_color_matrix) {
1093 const RenderPassMaskProgramAA* program = GetRenderPassMaskProgramAA(
1094 tex_coord_precision, mask_sampler,
1095 shader_blend_mode, mask_for_background);
1096 SetUseProgram(program->program());
1097 program->vertex_shader().FillLocations(&locations);
1098 program->fragment_shader().FillLocations(&locations);
1099 gl_->Uniform1i(locations.sampler, 0);
1100 } else if (!use_aa && mask_texture_id && !use_color_matrix) {
1101 const RenderPassMaskProgram* program = GetRenderPassMaskProgram(
1102 tex_coord_precision, mask_sampler,
1103 shader_blend_mode, mask_for_background);
1104 SetUseProgram(program->program());
1105 program->vertex_shader().FillLocations(&locations);
1106 program->fragment_shader().FillLocations(&locations);
1107 gl_->Uniform1i(locations.sampler, 0);
1108 } else if (use_aa && !mask_texture_id && !use_color_matrix) {
1109 const RenderPassProgramAA* program =
1110 GetRenderPassProgramAA(tex_coord_precision, shader_blend_mode);
1111 SetUseProgram(program->program());
1112 program->vertex_shader().FillLocations(&locations);
1113 program->fragment_shader().FillLocations(&locations);
1114 gl_->Uniform1i(locations.sampler, 0);
1115 } else if (use_aa && mask_texture_id && use_color_matrix) {
1116 const RenderPassMaskColorMatrixProgramAA* program =
1117 GetRenderPassMaskColorMatrixProgramAA(
1118 tex_coord_precision, mask_sampler,
1119 shader_blend_mode, mask_for_background);
1120 SetUseProgram(program->program());
1121 program->vertex_shader().FillLocations(&locations);
1122 program->fragment_shader().FillLocations(&locations);
1123 gl_->Uniform1i(locations.sampler, 0);
1124 } else if (use_aa && !mask_texture_id && use_color_matrix) {
1125 const RenderPassColorMatrixProgramAA* program =
1126 GetRenderPassColorMatrixProgramAA(tex_coord_precision,
1127 shader_blend_mode);
1128 SetUseProgram(program->program());
1129 program->vertex_shader().FillLocations(&locations);
1130 program->fragment_shader().FillLocations(&locations);
1131 gl_->Uniform1i(locations.sampler, 0);
1132 } else if (!use_aa && mask_texture_id && use_color_matrix) {
1133 const RenderPassMaskColorMatrixProgram* program =
1134 GetRenderPassMaskColorMatrixProgram(
1135 tex_coord_precision, mask_sampler,
1136 shader_blend_mode, mask_for_background);
1137 SetUseProgram(program->program());
1138 program->vertex_shader().FillLocations(&locations);
1139 program->fragment_shader().FillLocations(&locations);
1140 gl_->Uniform1i(locations.sampler, 0);
1141 } else if (!use_aa && !mask_texture_id && use_color_matrix) {
1142 const RenderPassColorMatrixProgram* program =
1143 GetRenderPassColorMatrixProgram(tex_coord_precision, shader_blend_mode);
1144 SetUseProgram(program->program());
1145 program->vertex_shader().FillLocations(&locations);
1146 program->fragment_shader().FillLocations(&locations);
1147 gl_->Uniform1i(locations.sampler, 0);
1148 } else {
1149 const RenderPassProgram* program =
1150 GetRenderPassProgram(tex_coord_precision, shader_blend_mode);
1151 SetUseProgram(program->program());
1152 program->vertex_shader().FillLocations(&locations);
1153 program->fragment_shader().FillLocations(&locations);
1154 gl_->Uniform1i(locations.sampler, 0);
1156 float tex_scale_x =
1157 quad->rect.width() / static_cast<float>(contents_texture->size().width());
1158 float tex_scale_y = quad->rect.height() /
1159 static_cast<float>(contents_texture->size().height());
1160 DCHECK_LE(tex_scale_x, 1.0f);
1161 DCHECK_LE(tex_scale_y, 1.0f);
1163 DCHECK(locations.tex_transform != -1 || IsContextLost());
1164 // Flip the content vertically in the shader, as the RenderPass input
1165 // texture is already oriented the same way as the framebuffer, but the
1166 // projection transform does a flip.
1167 gl_->Uniform4f(locations.tex_transform, 0.0f, tex_scale_y, tex_scale_x,
1168 -tex_scale_y);
1170 GLint last_texture_unit = 0;
1171 if (locations.mask_sampler != -1) {
1172 DCHECK_NE(locations.mask_tex_coord_scale, 1);
1173 DCHECK_NE(locations.mask_tex_coord_offset, 1);
1174 gl_->Uniform1i(locations.mask_sampler, 1);
1176 gfx::RectF mask_uv_rect = quad->MaskUVRect();
1177 if (mask_sampler != SAMPLER_TYPE_2D) {
1178 mask_uv_rect.Scale(quad->mask_texture_size.width(),
1179 quad->mask_texture_size.height());
1182 // Mask textures are oriented vertically flipped relative to the framebuffer
1183 // and the RenderPass contents texture, so we flip the tex coords from the
1184 // RenderPass texture to find the mask texture coords.
1185 gl_->Uniform2f(locations.mask_tex_coord_offset, mask_uv_rect.x(),
1186 mask_uv_rect.bottom());
1187 gl_->Uniform2f(locations.mask_tex_coord_scale,
1188 mask_uv_rect.width() / tex_scale_x,
1189 -mask_uv_rect.height() / tex_scale_y);
1191 last_texture_unit = 1;
1194 if (locations.edge != -1)
1195 gl_->Uniform3fv(locations.edge, 8, edge);
1197 if (locations.viewport != -1) {
1198 float viewport[4] = {
1199 static_cast<float>(current_window_space_viewport_.x()),
1200 static_cast<float>(current_window_space_viewport_.y()),
1201 static_cast<float>(current_window_space_viewport_.width()),
1202 static_cast<float>(current_window_space_viewport_.height()),
1204 gl_->Uniform4fv(locations.viewport, 1, viewport);
1207 if (locations.color_matrix != -1) {
1208 float matrix[16];
1209 for (int i = 0; i < 4; ++i) {
1210 for (int j = 0; j < 4; ++j)
1211 matrix[i * 4 + j] = SkScalarToFloat(color_matrix[j * 5 + i]);
1213 gl_->UniformMatrix4fv(locations.color_matrix, 1, false, matrix);
1215 static const float kScale = 1.0f / 255.0f;
1216 if (locations.color_offset != -1) {
1217 float offset[4];
1218 for (int i = 0; i < 4; ++i)
1219 offset[i] = SkScalarToFloat(color_matrix[i * 5 + 4]) * kScale;
1221 gl_->Uniform4fv(locations.color_offset, 1, offset);
1224 scoped_ptr<ResourceProvider::ScopedSamplerGL> shader_background_sampler_lock;
1225 if (locations.backdrop != -1) {
1226 DCHECK(background_texture || background_image);
1227 DCHECK_NE(locations.backdrop, 0);
1228 DCHECK_NE(locations.backdrop_rect, 0);
1230 gl_->Uniform1i(locations.backdrop, ++last_texture_unit);
1232 gl_->Uniform4f(locations.backdrop_rect, background_rect.x(),
1233 background_rect.y(), background_rect.width(),
1234 background_rect.height());
1236 if (background_image) {
1237 GrTexture* texture = background_image->getTexture();
1238 gl_->ActiveTexture(GL_TEXTURE0 + last_texture_unit);
1239 gl_->BindTexture(GL_TEXTURE_2D, texture->getTextureHandle());
1240 gl_->ActiveTexture(GL_TEXTURE0);
1241 if (mask_for_background)
1242 gl_->Uniform1i(locations.original_backdrop, ++last_texture_unit);
1244 if (background_texture) {
1245 shader_background_sampler_lock = make_scoped_ptr(
1246 new ResourceProvider::ScopedSamplerGL(resource_provider_,
1247 background_texture->id(),
1248 GL_TEXTURE0 + last_texture_unit,
1249 GL_LINEAR));
1250 DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D),
1251 shader_background_sampler_lock->target());
1255 SetShaderOpacity(quad->opacity(), locations.alpha);
1256 SetShaderQuadF(surface_quad, locations.quad);
1257 DrawQuadGeometry(
1258 frame, quad->quadTransform(), quad->rect, locations.matrix);
1260 // Flush the compositor context before the filter bitmap goes out of
1261 // scope, so the draw gets processed before the filter texture gets deleted.
1262 if (filter_image)
1263 gl_->Flush();
1265 if (!use_shaders_for_blending)
1266 RestoreBlendFuncToDefault(blend_mode);
1269 struct SolidColorProgramUniforms {
1270 unsigned program;
1271 unsigned matrix_location;
1272 unsigned viewport_location;
1273 unsigned quad_location;
1274 unsigned edge_location;
1275 unsigned color_location;
1278 template <class T>
1279 static void SolidColorUniformLocation(T program,
1280 SolidColorProgramUniforms* uniforms) {
1281 uniforms->program = program->program();
1282 uniforms->matrix_location = program->vertex_shader().matrix_location();
1283 uniforms->viewport_location = program->vertex_shader().viewport_location();
1284 uniforms->quad_location = program->vertex_shader().quad_location();
1285 uniforms->edge_location = program->vertex_shader().edge_location();
1286 uniforms->color_location = program->fragment_shader().color_location();
1289 namespace {
1290 // These functions determine if a quad, clipped by a clip_region contains
1291 // the entire {top|bottom|left|right} edge.
1292 bool is_top(const gfx::QuadF* clip_region, const DrawQuad* quad) {
1293 if (!quad->IsTopEdge())
1294 return false;
1295 if (!clip_region)
1296 return true;
1298 return std::abs(clip_region->p1().y()) < kAntiAliasingEpsilon &&
1299 std::abs(clip_region->p2().y()) < kAntiAliasingEpsilon;
1302 bool is_bottom(const gfx::QuadF* clip_region, const DrawQuad* quad) {
1303 if (!quad->IsBottomEdge())
1304 return false;
1305 if (!clip_region)
1306 return true;
1308 return std::abs(clip_region->p3().y() -
1309 quad->shared_quad_state->content_bounds.height()) <
1310 kAntiAliasingEpsilon &&
1311 std::abs(clip_region->p4().y() -
1312 quad->shared_quad_state->content_bounds.height()) <
1313 kAntiAliasingEpsilon;
1316 bool is_left(const gfx::QuadF* clip_region, const DrawQuad* quad) {
1317 if (!quad->IsLeftEdge())
1318 return false;
1319 if (!clip_region)
1320 return true;
1322 return std::abs(clip_region->p1().x()) < kAntiAliasingEpsilon &&
1323 std::abs(clip_region->p4().x()) < kAntiAliasingEpsilon;
1326 bool is_right(const gfx::QuadF* clip_region, const DrawQuad* quad) {
1327 if (!quad->IsRightEdge())
1328 return false;
1329 if (!clip_region)
1330 return true;
1332 return std::abs(clip_region->p2().x() -
1333 quad->shared_quad_state->content_bounds.width()) <
1334 kAntiAliasingEpsilon &&
1335 std::abs(clip_region->p3().x() -
1336 quad->shared_quad_state->content_bounds.width()) <
1337 kAntiAliasingEpsilon;
1339 } // anonymous namespace
1341 static gfx::QuadF GetDeviceQuadWithAntialiasingOnExteriorEdges(
1342 const LayerQuad& device_layer_edges,
1343 const gfx::Transform& device_transform,
1344 const gfx::QuadF* clip_region,
1345 const DrawQuad* quad) {
1346 gfx::RectF tile_rect = quad->visible_rect;
1347 gfx::QuadF tile_quad(tile_rect);
1349 if (clip_region) {
1350 if (quad->material != DrawQuad::RENDER_PASS) {
1351 tile_quad = *clip_region;
1352 } else {
1353 GetScaledRegion(quad->rect, clip_region, &tile_quad);
1357 gfx::PointF bottom_right = tile_quad.p3();
1358 gfx::PointF bottom_left = tile_quad.p4();
1359 gfx::PointF top_left = tile_quad.p1();
1360 gfx::PointF top_right = tile_quad.p2();
1361 bool clipped = false;
1363 // Map points to device space. We ignore |clipped|, since the result of
1364 // |MapPoint()| still produces a valid point to draw the quad with. When
1365 // clipped, the point will be outside of the viewport. See crbug.com/416367.
1366 bottom_right = MathUtil::MapPoint(device_transform, bottom_right, &clipped);
1367 bottom_left = MathUtil::MapPoint(device_transform, bottom_left, &clipped);
1368 top_left = MathUtil::MapPoint(device_transform, top_left, &clipped);
1369 top_right = MathUtil::MapPoint(device_transform, top_right, &clipped);
1371 LayerQuad::Edge bottom_edge(bottom_right, bottom_left);
1372 LayerQuad::Edge left_edge(bottom_left, top_left);
1373 LayerQuad::Edge top_edge(top_left, top_right);
1374 LayerQuad::Edge right_edge(top_right, bottom_right);
1376 // Only apply anti-aliasing to edges not clipped by culling or scissoring.
1377 // If an edge is degenerate we do not want to replace it with a "proper" edge
1378 // as that will cause the quad to possibly expand is strange ways.
1379 if (!top_edge.degenerate() && is_top(clip_region, quad) &&
1380 tile_rect.y() == quad->rect.y()) {
1381 top_edge = device_layer_edges.top();
1383 if (!left_edge.degenerate() && is_left(clip_region, quad) &&
1384 tile_rect.x() == quad->rect.x()) {
1385 left_edge = device_layer_edges.left();
1387 if (!right_edge.degenerate() && is_right(clip_region, quad) &&
1388 tile_rect.right() == quad->rect.right()) {
1389 right_edge = device_layer_edges.right();
1391 if (!bottom_edge.degenerate() && is_bottom(clip_region, quad) &&
1392 tile_rect.bottom() == quad->rect.bottom()) {
1393 bottom_edge = device_layer_edges.bottom();
1396 float sign = tile_quad.IsCounterClockwise() ? -1 : 1;
1397 bottom_edge.scale(sign);
1398 left_edge.scale(sign);
1399 top_edge.scale(sign);
1400 right_edge.scale(sign);
1402 // Create device space quad.
1403 return LayerQuad(left_edge, top_edge, right_edge, bottom_edge).ToQuadF();
1406 float GetTotalQuadError(const gfx::QuadF* clipped_quad,
1407 const gfx::QuadF* ideal_rect) {
1408 return (clipped_quad->p1() - ideal_rect->p1()).LengthSquared() +
1409 (clipped_quad->p2() - ideal_rect->p2()).LengthSquared() +
1410 (clipped_quad->p3() - ideal_rect->p3()).LengthSquared() +
1411 (clipped_quad->p4() - ideal_rect->p4()).LengthSquared();
1414 // Attempt to rotate the clipped quad until it lines up the most
1415 // correctly. This is necessary because we check the edges of this
1416 // quad against the expected left/right/top/bottom for anti-aliasing.
1417 void AlignQuadToBoundingBox(gfx::QuadF* clipped_quad) {
1418 gfx::QuadF bounding_quad = gfx::QuadF(clipped_quad->BoundingBox());
1419 gfx::QuadF best_rotation = *clipped_quad;
1420 float least_error_amount = GetTotalQuadError(clipped_quad, &bounding_quad);
1421 for (size_t i = 1; i < 4; ++i) {
1422 clipped_quad->Realign(1);
1423 float new_error = GetTotalQuadError(clipped_quad, &bounding_quad);
1424 if (new_error < least_error_amount) {
1425 least_error_amount = new_error;
1426 best_rotation = *clipped_quad;
1429 *clipped_quad = best_rotation;
1432 // static
1433 bool GLRenderer::ShouldAntialiasQuad(const gfx::Transform& device_transform,
1434 const DrawQuad* quad,
1435 bool force_antialiasing) {
1436 bool is_render_pass_quad = (quad->material == DrawQuad::RENDER_PASS);
1437 // For render pass quads, |device_transform| already contains quad's rect.
1438 // TODO(rosca@adobe.com): remove branching on is_render_pass_quad
1439 // crbug.com/429702
1440 if (!is_render_pass_quad && !quad->IsEdge())
1441 return false;
1442 gfx::RectF content_rect =
1443 is_render_pass_quad ? QuadVertexRect() : quad->visibleContentRect();
1445 bool clipped = false;
1446 gfx::QuadF device_layer_quad =
1447 MathUtil::MapQuad(device_transform, gfx::QuadF(content_rect), &clipped);
1449 if (device_layer_quad.BoundingBox().IsEmpty())
1450 return false;
1452 bool is_axis_aligned_in_target = device_layer_quad.IsRectilinear();
1453 bool is_nearest_rect_within_epsilon =
1454 is_axis_aligned_in_target &&
1455 gfx::IsNearestRectWithinDistance(device_layer_quad.BoundingBox(),
1456 kAntiAliasingEpsilon);
1457 // AAing clipped quads is not supported by the code yet.
1458 bool use_aa = !clipped && !is_nearest_rect_within_epsilon;
1459 return use_aa || force_antialiasing;
1462 // static
1463 void GLRenderer::SetupQuadForClippingAndAntialiasing(
1464 const gfx::Transform& device_transform,
1465 const DrawQuad* quad,
1466 bool use_aa,
1467 const gfx::QuadF* clip_region,
1468 gfx::QuadF* local_quad,
1469 float edge[24]) {
1470 bool is_render_pass_quad = (quad->material == DrawQuad::RENDER_PASS);
1471 gfx::QuadF rotated_clip;
1472 const gfx::QuadF* local_clip_region = clip_region;
1473 if (local_clip_region) {
1474 rotated_clip = *clip_region;
1475 AlignQuadToBoundingBox(&rotated_clip);
1476 local_clip_region = &rotated_clip;
1479 gfx::QuadF content_rect = is_render_pass_quad
1480 ? gfx::QuadF(QuadVertexRect())
1481 : gfx::QuadF(quad->visibleContentRect());
1482 if (!use_aa) {
1483 if (local_clip_region) {
1484 if (!is_render_pass_quad) {
1485 content_rect = *local_clip_region;
1486 } else {
1487 GetScaledRegion(quad->rect, local_clip_region, &content_rect);
1489 *local_quad = content_rect;
1491 return;
1493 bool clipped = false;
1494 gfx::QuadF device_layer_quad =
1495 MathUtil::MapQuad(device_transform, content_rect, &clipped);
1497 LayerQuad device_layer_bounds(gfx::QuadF(device_layer_quad.BoundingBox()));
1498 device_layer_bounds.InflateAntiAliasingDistance();
1500 LayerQuad device_layer_edges(device_layer_quad);
1501 device_layer_edges.InflateAntiAliasingDistance();
1503 device_layer_edges.ToFloatArray(edge);
1504 device_layer_bounds.ToFloatArray(&edge[12]);
1506 // If we have a clip region then we are split, and therefore
1507 // by necessity, at least one of our edges is not an external
1508 // one.
1509 bool is_full_rect = quad->visible_rect == quad->rect;
1511 bool region_contains_all_outside_edges =
1512 is_full_rect &&
1513 (is_top(local_clip_region, quad) && is_left(local_clip_region, quad) &&
1514 is_bottom(local_clip_region, quad) && is_right(local_clip_region, quad));
1516 bool use_aa_on_all_four_edges =
1517 !local_clip_region &&
1518 (is_render_pass_quad || region_contains_all_outside_edges);
1520 gfx::QuadF device_quad =
1521 use_aa_on_all_four_edges
1522 ? device_layer_edges.ToQuadF()
1523 : GetDeviceQuadWithAntialiasingOnExteriorEdges(
1524 device_layer_edges, device_transform, local_clip_region, quad);
1526 // Map device space quad to local space. device_transform has no 3d
1527 // component since it was flattened, so we don't need to project. We should
1528 // have already checked that the transform was uninvertible above.
1529 gfx::Transform inverse_device_transform(gfx::Transform::kSkipInitialization);
1530 bool did_invert = device_transform.GetInverse(&inverse_device_transform);
1531 DCHECK(did_invert);
1532 *local_quad =
1533 MathUtil::MapQuad(inverse_device_transform, device_quad, &clipped);
1534 // We should not DCHECK(!clipped) here, because anti-aliasing inflation may
1535 // cause device_quad to become clipped. To our knowledge this scenario does
1536 // not need to be handled differently than the unclipped case.
1539 void GLRenderer::DrawSolidColorQuad(const DrawingFrame* frame,
1540 const SolidColorDrawQuad* quad,
1541 const gfx::QuadF* clip_region) {
1542 gfx::Rect tile_rect = quad->visible_rect;
1544 SkColor color = quad->color;
1545 float opacity = quad->opacity();
1546 float alpha = (SkColorGetA(color) * (1.0f / 255.0f)) * opacity;
1548 // Early out if alpha is small enough that quad doesn't contribute to output.
1549 if (alpha < std::numeric_limits<float>::epsilon() &&
1550 quad->ShouldDrawWithBlending())
1551 return;
1553 gfx::Transform device_transform =
1554 frame->window_matrix * frame->projection_matrix * quad->quadTransform();
1555 device_transform.FlattenTo2d();
1556 if (!device_transform.IsInvertible())
1557 return;
1559 bool force_aa = false;
1560 gfx::QuadF local_quad = gfx::QuadF(gfx::RectF(tile_rect));
1561 float edge[24];
1562 bool use_aa = settings_->allow_antialiasing &&
1563 !quad->force_anti_aliasing_off &&
1564 ShouldAntialiasQuad(device_transform, quad, force_aa);
1565 SetupQuadForClippingAndAntialiasing(device_transform, quad, use_aa,
1566 clip_region, &local_quad, edge);
1568 SolidColorProgramUniforms uniforms;
1569 if (use_aa) {
1570 SolidColorUniformLocation(GetSolidColorProgramAA(), &uniforms);
1571 } else {
1572 SolidColorUniformLocation(GetSolidColorProgram(), &uniforms);
1574 SetUseProgram(uniforms.program);
1576 gl_->Uniform4f(uniforms.color_location,
1577 (SkColorGetR(color) * (1.0f / 255.0f)) * alpha,
1578 (SkColorGetG(color) * (1.0f / 255.0f)) * alpha,
1579 (SkColorGetB(color) * (1.0f / 255.0f)) * alpha, alpha);
1580 if (use_aa) {
1581 float viewport[4] = {
1582 static_cast<float>(current_window_space_viewport_.x()),
1583 static_cast<float>(current_window_space_viewport_.y()),
1584 static_cast<float>(current_window_space_viewport_.width()),
1585 static_cast<float>(current_window_space_viewport_.height()),
1587 gl_->Uniform4fv(uniforms.viewport_location, 1, viewport);
1588 gl_->Uniform3fv(uniforms.edge_location, 8, edge);
1591 // Enable blending when the quad properties require it or if we decided
1592 // to use antialiasing.
1593 SetBlendEnabled(quad->ShouldDrawWithBlending() || use_aa);
1595 // Normalize to tile_rect.
1596 local_quad.Scale(1.0f / tile_rect.width(), 1.0f / tile_rect.height());
1598 SetShaderQuadF(local_quad, uniforms.quad_location);
1600 // The transform and vertex data are used to figure out the extents that the
1601 // un-antialiased quad should have and which vertex this is and the float
1602 // quad passed in via uniform is the actual geometry that gets used to draw
1603 // it. This is why this centered rect is used and not the original quad_rect.
1604 gfx::RectF centered_rect(
1605 gfx::PointF(-0.5f * tile_rect.width(), -0.5f * tile_rect.height()),
1606 tile_rect.size());
1607 DrawQuadGeometry(
1608 frame, quad->quadTransform(), centered_rect, uniforms.matrix_location);
1611 struct TileProgramUniforms {
1612 unsigned program;
1613 unsigned matrix_location;
1614 unsigned viewport_location;
1615 unsigned quad_location;
1616 unsigned edge_location;
1617 unsigned vertex_tex_transform_location;
1618 unsigned sampler_location;
1619 unsigned fragment_tex_transform_location;
1620 unsigned alpha_location;
1623 template <class T>
1624 static void TileUniformLocation(T program, TileProgramUniforms* uniforms) {
1625 uniforms->program = program->program();
1626 uniforms->matrix_location = program->vertex_shader().matrix_location();
1627 uniforms->viewport_location = program->vertex_shader().viewport_location();
1628 uniforms->quad_location = program->vertex_shader().quad_location();
1629 uniforms->edge_location = program->vertex_shader().edge_location();
1630 uniforms->vertex_tex_transform_location =
1631 program->vertex_shader().vertex_tex_transform_location();
1633 uniforms->sampler_location = program->fragment_shader().sampler_location();
1634 uniforms->alpha_location = program->fragment_shader().alpha_location();
1635 uniforms->fragment_tex_transform_location =
1636 program->fragment_shader().fragment_tex_transform_location();
1639 void GLRenderer::DrawTileQuad(const DrawingFrame* frame,
1640 const TileDrawQuad* quad,
1641 const gfx::QuadF* clip_region) {
1642 DrawContentQuad(frame, quad, quad->resource_id, clip_region);
1645 void GLRenderer::DrawContentQuad(const DrawingFrame* frame,
1646 const ContentDrawQuadBase* quad,
1647 ResourceProvider::ResourceId resource_id,
1648 const gfx::QuadF* clip_region) {
1649 gfx::Transform device_transform =
1650 frame->window_matrix * frame->projection_matrix * quad->quadTransform();
1651 device_transform.FlattenTo2d();
1653 bool use_aa = settings_->allow_antialiasing &&
1654 ShouldAntialiasQuad(device_transform, quad, false);
1656 // TODO(timav): simplify coordinate transformations in DrawContentQuadAA
1657 // similar to the way DrawContentQuadNoAA works and then consider
1658 // combining DrawContentQuadAA and DrawContentQuadNoAA into one method.
1659 if (use_aa)
1660 DrawContentQuadAA(frame, quad, resource_id, device_transform, clip_region);
1661 else
1662 DrawContentQuadNoAA(frame, quad, resource_id, clip_region);
1665 void GLRenderer::DrawContentQuadAA(const DrawingFrame* frame,
1666 const ContentDrawQuadBase* quad,
1667 ResourceProvider::ResourceId resource_id,
1668 const gfx::Transform& device_transform,
1669 const gfx::QuadF* clip_region) {
1670 if (!device_transform.IsInvertible())
1671 return;
1673 gfx::Rect tile_rect = quad->visible_rect;
1675 gfx::RectF tex_coord_rect = MathUtil::ScaleRectProportional(
1676 quad->tex_coord_rect, quad->rect, tile_rect);
1677 float tex_to_geom_scale_x = quad->rect.width() / quad->tex_coord_rect.width();
1678 float tex_to_geom_scale_y =
1679 quad->rect.height() / quad->tex_coord_rect.height();
1681 gfx::RectF clamp_geom_rect(tile_rect);
1682 gfx::RectF clamp_tex_rect(tex_coord_rect);
1683 // Clamp texture coordinates to avoid sampling outside the layer
1684 // by deflating the tile region half a texel or half a texel
1685 // minus epsilon for one pixel layers. The resulting clamp region
1686 // is mapped to the unit square by the vertex shader and mapped
1687 // back to normalized texture coordinates by the fragment shader
1688 // after being clamped to 0-1 range.
1689 float tex_clamp_x =
1690 std::min(0.5f, 0.5f * clamp_tex_rect.width() - kAntiAliasingEpsilon);
1691 float tex_clamp_y =
1692 std::min(0.5f, 0.5f * clamp_tex_rect.height() - kAntiAliasingEpsilon);
1693 float geom_clamp_x =
1694 std::min(tex_clamp_x * tex_to_geom_scale_x,
1695 0.5f * clamp_geom_rect.width() - kAntiAliasingEpsilon);
1696 float geom_clamp_y =
1697 std::min(tex_clamp_y * tex_to_geom_scale_y,
1698 0.5f * clamp_geom_rect.height() - kAntiAliasingEpsilon);
1699 clamp_geom_rect.Inset(geom_clamp_x, geom_clamp_y, geom_clamp_x, geom_clamp_y);
1700 clamp_tex_rect.Inset(tex_clamp_x, tex_clamp_y, tex_clamp_x, tex_clamp_y);
1702 // Map clamping rectangle to unit square.
1703 float vertex_tex_translate_x = -clamp_geom_rect.x() / clamp_geom_rect.width();
1704 float vertex_tex_translate_y =
1705 -clamp_geom_rect.y() / clamp_geom_rect.height();
1706 float vertex_tex_scale_x = tile_rect.width() / clamp_geom_rect.width();
1707 float vertex_tex_scale_y = tile_rect.height() / clamp_geom_rect.height();
1709 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
1710 gl_, &highp_threshold_cache_, highp_threshold_min_, quad->texture_size);
1712 gfx::QuadF local_quad = gfx::QuadF(gfx::RectF(tile_rect));
1713 float edge[24];
1714 SetupQuadForClippingAndAntialiasing(device_transform, quad, true, clip_region,
1715 &local_quad, edge);
1716 ResourceProvider::ScopedSamplerGL quad_resource_lock(
1717 resource_provider_, resource_id,
1718 quad->nearest_neighbor ? GL_NEAREST : GL_LINEAR);
1719 SamplerType sampler =
1720 SamplerTypeFromTextureTarget(quad_resource_lock.target());
1722 float fragment_tex_translate_x = clamp_tex_rect.x();
1723 float fragment_tex_translate_y = clamp_tex_rect.y();
1724 float fragment_tex_scale_x = clamp_tex_rect.width();
1725 float fragment_tex_scale_y = clamp_tex_rect.height();
1727 // Map to normalized texture coordinates.
1728 if (sampler != SAMPLER_TYPE_2D_RECT) {
1729 gfx::Size texture_size = quad->texture_size;
1730 DCHECK(!texture_size.IsEmpty());
1731 fragment_tex_translate_x /= texture_size.width();
1732 fragment_tex_translate_y /= texture_size.height();
1733 fragment_tex_scale_x /= texture_size.width();
1734 fragment_tex_scale_y /= texture_size.height();
1737 TileProgramUniforms uniforms;
1738 if (quad->swizzle_contents) {
1739 TileUniformLocation(GetTileProgramSwizzleAA(tex_coord_precision, sampler),
1740 &uniforms);
1741 } else {
1742 TileUniformLocation(GetTileProgramAA(tex_coord_precision, sampler),
1743 &uniforms);
1746 SetUseProgram(uniforms.program);
1747 gl_->Uniform1i(uniforms.sampler_location, 0);
1749 float viewport[4] = {
1750 static_cast<float>(current_window_space_viewport_.x()),
1751 static_cast<float>(current_window_space_viewport_.y()),
1752 static_cast<float>(current_window_space_viewport_.width()),
1753 static_cast<float>(current_window_space_viewport_.height()),
1755 gl_->Uniform4fv(uniforms.viewport_location, 1, viewport);
1756 gl_->Uniform3fv(uniforms.edge_location, 8, edge);
1758 gl_->Uniform4f(uniforms.vertex_tex_transform_location, vertex_tex_translate_x,
1759 vertex_tex_translate_y, vertex_tex_scale_x,
1760 vertex_tex_scale_y);
1761 gl_->Uniform4f(uniforms.fragment_tex_transform_location,
1762 fragment_tex_translate_x, fragment_tex_translate_y,
1763 fragment_tex_scale_x, fragment_tex_scale_y);
1765 // Blending is required for antialiasing.
1766 SetBlendEnabled(true);
1768 // Normalize to tile_rect.
1769 local_quad.Scale(1.0f / tile_rect.width(), 1.0f / tile_rect.height());
1771 SetShaderOpacity(quad->opacity(), uniforms.alpha_location);
1772 SetShaderQuadF(local_quad, uniforms.quad_location);
1774 // The transform and vertex data are used to figure out the extents that the
1775 // un-antialiased quad should have and which vertex this is and the float
1776 // quad passed in via uniform is the actual geometry that gets used to draw
1777 // it. This is why this centered rect is used and not the original quad_rect.
1778 gfx::RectF centered_rect(
1779 gfx::PointF(-0.5f * tile_rect.width(), -0.5f * tile_rect.height()),
1780 tile_rect.size());
1781 DrawQuadGeometry(
1782 frame, quad->quadTransform(), centered_rect, uniforms.matrix_location);
1785 void GLRenderer::DrawContentQuadNoAA(const DrawingFrame* frame,
1786 const ContentDrawQuadBase* quad,
1787 ResourceProvider::ResourceId resource_id,
1788 const gfx::QuadF* clip_region) {
1789 gfx::RectF tex_coord_rect = MathUtil::ScaleRectProportional(
1790 quad->tex_coord_rect, quad->rect, quad->visible_rect);
1791 float tex_to_geom_scale_x = quad->rect.width() / quad->tex_coord_rect.width();
1792 float tex_to_geom_scale_y =
1793 quad->rect.height() / quad->tex_coord_rect.height();
1795 bool scaled = (tex_to_geom_scale_x != 1.f || tex_to_geom_scale_y != 1.f);
1796 GLenum filter =
1797 (scaled || !quad->quadTransform().IsIdentityOrIntegerTranslation()) &&
1798 !quad->nearest_neighbor
1799 ? GL_LINEAR
1800 : GL_NEAREST;
1802 ResourceProvider::ScopedSamplerGL quad_resource_lock(
1803 resource_provider_, resource_id, filter);
1804 SamplerType sampler =
1805 SamplerTypeFromTextureTarget(quad_resource_lock.target());
1807 float vertex_tex_translate_x = tex_coord_rect.x();
1808 float vertex_tex_translate_y = tex_coord_rect.y();
1809 float vertex_tex_scale_x = tex_coord_rect.width();
1810 float vertex_tex_scale_y = tex_coord_rect.height();
1812 // Map to normalized texture coordinates.
1813 if (sampler != SAMPLER_TYPE_2D_RECT) {
1814 gfx::Size texture_size = quad->texture_size;
1815 DCHECK(!texture_size.IsEmpty());
1816 vertex_tex_translate_x /= texture_size.width();
1817 vertex_tex_translate_y /= texture_size.height();
1818 vertex_tex_scale_x /= texture_size.width();
1819 vertex_tex_scale_y /= texture_size.height();
1822 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
1823 gl_, &highp_threshold_cache_, highp_threshold_min_, quad->texture_size);
1825 TileProgramUniforms uniforms;
1826 if (quad->ShouldDrawWithBlending()) {
1827 if (quad->swizzle_contents) {
1828 TileUniformLocation(GetTileProgramSwizzle(tex_coord_precision, sampler),
1829 &uniforms);
1830 } else {
1831 TileUniformLocation(GetTileProgram(tex_coord_precision, sampler),
1832 &uniforms);
1834 } else {
1835 if (quad->swizzle_contents) {
1836 TileUniformLocation(
1837 GetTileProgramSwizzleOpaque(tex_coord_precision, sampler), &uniforms);
1838 } else {
1839 TileUniformLocation(GetTileProgramOpaque(tex_coord_precision, sampler),
1840 &uniforms);
1844 SetUseProgram(uniforms.program);
1845 gl_->Uniform1i(uniforms.sampler_location, 0);
1847 gl_->Uniform4f(uniforms.vertex_tex_transform_location, vertex_tex_translate_x,
1848 vertex_tex_translate_y, vertex_tex_scale_x,
1849 vertex_tex_scale_y);
1851 SetBlendEnabled(quad->ShouldDrawWithBlending());
1853 SetShaderOpacity(quad->opacity(), uniforms.alpha_location);
1855 // Pass quad coordinates to the uniform in the same order as GeometryBinding
1856 // does, then vertices will match the texture mapping in the vertex buffer.
1857 // The method SetShaderQuadF() changes the order of vertices and so it's
1858 // not used here.
1859 gfx::QuadF tile_rect(quad->visible_rect);
1860 float width = quad->visible_rect.width();
1861 float height = quad->visible_rect.height();
1862 gfx::PointF top_left = quad->visible_rect.origin();
1863 if (clip_region) {
1864 tile_rect = *clip_region;
1865 float gl_uv[8] = {
1866 (tile_rect.p4().x() - top_left.x()) / width,
1867 (tile_rect.p4().y() - top_left.y()) / height,
1868 (tile_rect.p1().x() - top_left.x()) / width,
1869 (tile_rect.p1().y() - top_left.y()) / height,
1870 (tile_rect.p2().x() - top_left.x()) / width,
1871 (tile_rect.p2().y() - top_left.y()) / height,
1872 (tile_rect.p3().x() - top_left.x()) / width,
1873 (tile_rect.p3().y() - top_left.y()) / height,
1875 PrepareGeometry(CLIPPED_BINDING);
1876 clipped_geometry_->InitializeCustomQuadWithUVs(
1877 gfx::QuadF(quad->visible_rect), gl_uv);
1878 } else {
1879 PrepareGeometry(SHARED_BINDING);
1881 float gl_quad[8] = {
1882 tile_rect.p4().x(),
1883 tile_rect.p4().y(),
1884 tile_rect.p1().x(),
1885 tile_rect.p1().y(),
1886 tile_rect.p2().x(),
1887 tile_rect.p2().y(),
1888 tile_rect.p3().x(),
1889 tile_rect.p3().y(),
1891 gl_->Uniform2fv(uniforms.quad_location, 4, gl_quad);
1893 static float gl_matrix[16];
1894 ToGLMatrix(&gl_matrix[0], frame->projection_matrix * quad->quadTransform());
1895 gl_->UniformMatrix4fv(uniforms.matrix_location, 1, false, &gl_matrix[0]);
1897 gl_->DrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
1900 void GLRenderer::DrawYUVVideoQuad(const DrawingFrame* frame,
1901 const YUVVideoDrawQuad* quad,
1902 const gfx::QuadF* clip_region) {
1903 SetBlendEnabled(quad->ShouldDrawWithBlending());
1905 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
1906 gl_,
1907 &highp_threshold_cache_,
1908 highp_threshold_min_,
1909 quad->shared_quad_state->visible_content_rect.bottom_right());
1911 bool use_alpha_plane = quad->a_plane_resource_id != 0;
1913 ResourceProvider::ScopedSamplerGL y_plane_lock(
1914 resource_provider_, quad->y_plane_resource_id, GL_TEXTURE1, GL_LINEAR);
1915 DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D), y_plane_lock.target());
1916 ResourceProvider::ScopedSamplerGL u_plane_lock(
1917 resource_provider_, quad->u_plane_resource_id, GL_TEXTURE2, GL_LINEAR);
1918 DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D), u_plane_lock.target());
1919 ResourceProvider::ScopedSamplerGL v_plane_lock(
1920 resource_provider_, quad->v_plane_resource_id, GL_TEXTURE3, GL_LINEAR);
1921 DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D), v_plane_lock.target());
1922 scoped_ptr<ResourceProvider::ScopedSamplerGL> a_plane_lock;
1923 if (use_alpha_plane) {
1924 a_plane_lock.reset(new ResourceProvider::ScopedSamplerGL(
1925 resource_provider_, quad->a_plane_resource_id, GL_TEXTURE4, GL_LINEAR));
1926 DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D), a_plane_lock->target());
1929 int matrix_location = -1;
1930 int tex_scale_location = -1;
1931 int tex_offset_location = -1;
1932 int ya_clamp_rect_location = -1;
1933 int uv_clamp_rect_location = -1;
1934 int y_texture_location = -1;
1935 int u_texture_location = -1;
1936 int v_texture_location = -1;
1937 int a_texture_location = -1;
1938 int yuv_matrix_location = -1;
1939 int yuv_adj_location = -1;
1940 int alpha_location = -1;
1941 if (use_alpha_plane) {
1942 const VideoYUVAProgram* program = GetVideoYUVAProgram(tex_coord_precision);
1943 DCHECK(program && (program->initialized() || IsContextLost()));
1944 SetUseProgram(program->program());
1945 matrix_location = program->vertex_shader().matrix_location();
1946 tex_scale_location = program->vertex_shader().tex_scale_location();
1947 tex_offset_location = program->vertex_shader().tex_offset_location();
1948 y_texture_location = program->fragment_shader().y_texture_location();
1949 u_texture_location = program->fragment_shader().u_texture_location();
1950 v_texture_location = program->fragment_shader().v_texture_location();
1951 a_texture_location = program->fragment_shader().a_texture_location();
1952 yuv_matrix_location = program->fragment_shader().yuv_matrix_location();
1953 yuv_adj_location = program->fragment_shader().yuv_adj_location();
1954 ya_clamp_rect_location =
1955 program->fragment_shader().ya_clamp_rect_location();
1956 uv_clamp_rect_location =
1957 program->fragment_shader().uv_clamp_rect_location();
1958 alpha_location = program->fragment_shader().alpha_location();
1959 } else {
1960 const VideoYUVProgram* program = GetVideoYUVProgram(tex_coord_precision);
1961 DCHECK(program && (program->initialized() || IsContextLost()));
1962 SetUseProgram(program->program());
1963 matrix_location = program->vertex_shader().matrix_location();
1964 tex_scale_location = program->vertex_shader().tex_scale_location();
1965 tex_offset_location = program->vertex_shader().tex_offset_location();
1966 y_texture_location = program->fragment_shader().y_texture_location();
1967 u_texture_location = program->fragment_shader().u_texture_location();
1968 v_texture_location = program->fragment_shader().v_texture_location();
1969 yuv_matrix_location = program->fragment_shader().yuv_matrix_location();
1970 yuv_adj_location = program->fragment_shader().yuv_adj_location();
1971 ya_clamp_rect_location =
1972 program->fragment_shader().ya_clamp_rect_location();
1973 uv_clamp_rect_location =
1974 program->fragment_shader().uv_clamp_rect_location();
1975 alpha_location = program->fragment_shader().alpha_location();
1978 gl_->Uniform2f(tex_scale_location, quad->tex_coord_rect.width(),
1979 quad->tex_coord_rect.height());
1980 gl_->Uniform2f(tex_offset_location, quad->tex_coord_rect.x(),
1981 quad->tex_coord_rect.y());
1982 // Clamping to half a texel inside the tex coord rect prevents bilinear
1983 // filtering from filtering outside the tex coord rect.
1984 gfx::RectF ya_clamp_rect(quad->tex_coord_rect);
1985 // Special case: empty texture size implies no clamping.
1986 if (!quad->ya_tex_size.IsEmpty()) {
1987 ya_clamp_rect.Inset(0.5f / quad->ya_tex_size.width(),
1988 0.5f / quad->ya_tex_size.height());
1990 gfx::RectF uv_clamp_rect(quad->tex_coord_rect);
1991 if (!quad->uv_tex_size.IsEmpty()) {
1992 uv_clamp_rect.Inset(0.5f / quad->uv_tex_size.width(),
1993 0.5f / quad->uv_tex_size.height());
1995 gl_->Uniform4f(ya_clamp_rect_location, ya_clamp_rect.x(), ya_clamp_rect.y(),
1996 ya_clamp_rect.right(), ya_clamp_rect.bottom());
1997 gl_->Uniform4f(uv_clamp_rect_location, uv_clamp_rect.x(), uv_clamp_rect.y(),
1998 uv_clamp_rect.right(), uv_clamp_rect.bottom());
2000 gl_->Uniform1i(y_texture_location, 1);
2001 gl_->Uniform1i(u_texture_location, 2);
2002 gl_->Uniform1i(v_texture_location, 3);
2003 if (use_alpha_plane)
2004 gl_->Uniform1i(a_texture_location, 4);
2006 // These values are magic numbers that are used in the transformation from YUV
2007 // to RGB color values. They are taken from the following webpage:
2008 // http://www.fourcc.org/fccyvrgb.php
2009 float yuv_to_rgb_rec601[9] = {
2010 1.164f, 1.164f, 1.164f, 0.0f, -.391f, 2.018f, 1.596f, -.813f, 0.0f,
2012 float yuv_to_rgb_jpeg[9] = {
2013 1.f, 1.f, 1.f, 0.0f, -.34414f, 1.772f, 1.402f, -.71414f, 0.0f,
2015 float yuv_to_rgb_rec709[9] = {
2016 1.164f, 1.164f, 1.164f, 0.0f, -0.213f, 2.112f, 1.793f, -0.533f, 0.0f,
2019 // These values map to 16, 128, and 128 respectively, and are computed
2020 // as a fraction over 256 (e.g. 16 / 256 = 0.0625).
2021 // They are used in the YUV to RGBA conversion formula:
2022 // Y - 16 : Gives 16 values of head and footroom for overshooting
2023 // U - 128 : Turns unsigned U into signed U [-128,127]
2024 // V - 128 : Turns unsigned V into signed V [-128,127]
2025 float yuv_adjust_constrained[3] = {
2026 -0.0625f, -0.5f, -0.5f,
2029 // Same as above, but without the head and footroom.
2030 float yuv_adjust_full[3] = {
2031 0.0f, -0.5f, -0.5f,
2034 float* yuv_to_rgb = NULL;
2035 float* yuv_adjust = NULL;
2037 switch (quad->color_space) {
2038 case YUVVideoDrawQuad::REC_601:
2039 yuv_to_rgb = yuv_to_rgb_rec601;
2040 yuv_adjust = yuv_adjust_constrained;
2041 break;
2042 case YUVVideoDrawQuad::REC_709:
2043 yuv_to_rgb = yuv_to_rgb_rec709;
2044 yuv_adjust = yuv_adjust_constrained;
2045 break;
2046 case YUVVideoDrawQuad::JPEG:
2047 yuv_to_rgb = yuv_to_rgb_jpeg;
2048 yuv_adjust = yuv_adjust_full;
2049 break;
2052 // The transform and vertex data are used to figure out the extents that the
2053 // un-antialiased quad should have and which vertex this is and the float
2054 // quad passed in via uniform is the actual geometry that gets used to draw
2055 // it. This is why this centered rect is used and not the original quad_rect.
2056 gfx::RectF tile_rect = quad->rect;
2057 gl_->UniformMatrix3fv(yuv_matrix_location, 1, 0, yuv_to_rgb);
2058 gl_->Uniform3fv(yuv_adj_location, 1, yuv_adjust);
2060 SetShaderOpacity(quad->opacity(), alpha_location);
2061 if (!clip_region) {
2062 DrawQuadGeometry(frame, quad->quadTransform(), tile_rect, matrix_location);
2063 } else {
2064 float uvs[8] = {0};
2065 GetScaledUVs(quad->visible_rect, clip_region, uvs);
2066 gfx::QuadF region_quad = *clip_region;
2067 region_quad.Scale(1.0f / tile_rect.width(), 1.0f / tile_rect.height());
2068 region_quad -= gfx::Vector2dF(0.5f, 0.5f);
2069 DrawQuadGeometryClippedByQuadF(frame, quad->quadTransform(), tile_rect,
2070 region_quad, matrix_location, uvs);
2074 void GLRenderer::DrawStreamVideoQuad(const DrawingFrame* frame,
2075 const StreamVideoDrawQuad* quad,
2076 const gfx::QuadF* clip_region) {
2077 SetBlendEnabled(quad->ShouldDrawWithBlending());
2079 static float gl_matrix[16];
2081 DCHECK(capabilities_.using_egl_image);
2083 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
2084 gl_,
2085 &highp_threshold_cache_,
2086 highp_threshold_min_,
2087 quad->shared_quad_state->visible_content_rect.bottom_right());
2089 const VideoStreamTextureProgram* program =
2090 GetVideoStreamTextureProgram(tex_coord_precision);
2091 SetUseProgram(program->program());
2093 ToGLMatrix(&gl_matrix[0], quad->matrix);
2094 gl_->UniformMatrix4fv(program->vertex_shader().tex_matrix_location(), 1,
2095 false, gl_matrix);
2097 ResourceProvider::ScopedReadLockGL lock(resource_provider_,
2098 quad->resource_id);
2099 DCHECK_EQ(GL_TEXTURE0, GetActiveTextureUnit(gl_));
2100 gl_->BindTexture(GL_TEXTURE_EXTERNAL_OES, lock.texture_id());
2102 gl_->Uniform1i(program->fragment_shader().sampler_location(), 0);
2104 SetShaderOpacity(quad->opacity(),
2105 program->fragment_shader().alpha_location());
2106 if (!clip_region) {
2107 DrawQuadGeometry(frame, quad->quadTransform(), quad->rect,
2108 program->vertex_shader().matrix_location());
2109 } else {
2110 gfx::QuadF region_quad(*clip_region);
2111 region_quad.Scale(1.0f / quad->rect.width(), 1.0f / quad->rect.height());
2112 region_quad -= gfx::Vector2dF(0.5f, 0.5f);
2113 float uvs[8] = {0};
2114 GetScaledUVs(quad->visible_rect, clip_region, uvs);
2115 DrawQuadGeometryClippedByQuadF(
2116 frame, quad->quadTransform(), quad->rect, region_quad,
2117 program->vertex_shader().matrix_location(), uvs);
2121 struct TextureProgramBinding {
2122 template <class Program>
2123 void Set(Program* program) {
2124 DCHECK(program);
2125 program_id = program->program();
2126 sampler_location = program->fragment_shader().sampler_location();
2127 matrix_location = program->vertex_shader().matrix_location();
2128 background_color_location =
2129 program->fragment_shader().background_color_location();
2131 int program_id;
2132 int sampler_location;
2133 int matrix_location;
2134 int transform_location;
2135 int background_color_location;
2138 struct TexTransformTextureProgramBinding : TextureProgramBinding {
2139 template <class Program>
2140 void Set(Program* program) {
2141 TextureProgramBinding::Set(program);
2142 tex_transform_location = program->vertex_shader().tex_transform_location();
2143 vertex_opacity_location =
2144 program->vertex_shader().vertex_opacity_location();
2146 int tex_transform_location;
2147 int vertex_opacity_location;
2150 void GLRenderer::FlushTextureQuadCache(BoundGeometry flush_binding) {
2151 // Check to see if we have anything to draw.
2152 if (draw_cache_.program_id == -1)
2153 return;
2155 PrepareGeometry(flush_binding);
2157 // Set the correct blending mode.
2158 SetBlendEnabled(draw_cache_.needs_blending);
2160 // Bind the program to the GL state.
2161 SetUseProgram(draw_cache_.program_id);
2163 // Bind the correct texture sampler location.
2164 gl_->Uniform1i(draw_cache_.sampler_location, 0);
2166 // Assume the current active textures is 0.
2167 ResourceProvider::ScopedSamplerGL locked_quad(
2168 resource_provider_,
2169 draw_cache_.resource_id,
2170 draw_cache_.nearest_neighbor ? GL_NEAREST : GL_LINEAR);
2171 DCHECK_EQ(GL_TEXTURE0, GetActiveTextureUnit(gl_));
2172 gl_->BindTexture(GL_TEXTURE_2D, locked_quad.texture_id());
2174 static_assert(sizeof(Float4) == 4 * sizeof(float),
2175 "Float4 struct should be densely packed");
2176 static_assert(sizeof(Float16) == 16 * sizeof(float),
2177 "Float16 struct should be densely packed");
2179 // Upload the tranforms for both points and uvs.
2180 gl_->UniformMatrix4fv(
2181 static_cast<int>(draw_cache_.matrix_location),
2182 static_cast<int>(draw_cache_.matrix_data.size()), false,
2183 reinterpret_cast<float*>(&draw_cache_.matrix_data.front()));
2184 gl_->Uniform4fv(static_cast<int>(draw_cache_.uv_xform_location),
2185 static_cast<int>(draw_cache_.uv_xform_data.size()),
2186 reinterpret_cast<float*>(&draw_cache_.uv_xform_data.front()));
2188 if (draw_cache_.background_color != SK_ColorTRANSPARENT) {
2189 Float4 background_color = PremultipliedColor(draw_cache_.background_color);
2190 gl_->Uniform4fv(draw_cache_.background_color_location, 1,
2191 background_color.data);
2194 gl_->Uniform1fv(
2195 static_cast<int>(draw_cache_.vertex_opacity_location),
2196 static_cast<int>(draw_cache_.vertex_opacity_data.size()),
2197 static_cast<float*>(&draw_cache_.vertex_opacity_data.front()));
2199 // Draw the quads!
2200 gl_->DrawElements(GL_TRIANGLES, 6 * draw_cache_.matrix_data.size(),
2201 GL_UNSIGNED_SHORT, 0);
2203 // Clear the cache.
2204 draw_cache_.program_id = -1;
2205 draw_cache_.uv_xform_data.resize(0);
2206 draw_cache_.vertex_opacity_data.resize(0);
2207 draw_cache_.matrix_data.resize(0);
2209 // If we had a clipped binding, prepare the shared binding for the
2210 // next inserts.
2211 if (flush_binding == CLIPPED_BINDING) {
2212 PrepareGeometry(SHARED_BINDING);
2216 void GLRenderer::EnqueueTextureQuad(const DrawingFrame* frame,
2217 const TextureDrawQuad* quad,
2218 const gfx::QuadF* clip_region) {
2219 // If we have a clip_region then we have to render the next quad
2220 // with dynamic geometry, therefore we must flush all pending
2221 // texture quads.
2222 if (clip_region) {
2223 // We send in false here because we want to flush what's currently in the
2224 // queue using the shared_geometry and not clipped_geometry
2225 FlushTextureQuadCache(SHARED_BINDING);
2228 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
2229 gl_,
2230 &highp_threshold_cache_,
2231 highp_threshold_min_,
2232 quad->shared_quad_state->visible_content_rect.bottom_right());
2234 // Choose the correct texture program binding
2235 TexTransformTextureProgramBinding binding;
2236 if (quad->premultiplied_alpha) {
2237 if (quad->background_color == SK_ColorTRANSPARENT) {
2238 binding.Set(GetTextureProgram(tex_coord_precision));
2239 } else {
2240 binding.Set(GetTextureBackgroundProgram(tex_coord_precision));
2242 } else {
2243 if (quad->background_color == SK_ColorTRANSPARENT) {
2244 binding.Set(GetNonPremultipliedTextureProgram(tex_coord_precision));
2245 } else {
2246 binding.Set(
2247 GetNonPremultipliedTextureBackgroundProgram(tex_coord_precision));
2251 int resource_id = quad->resource_id;
2253 if (draw_cache_.program_id != binding.program_id ||
2254 draw_cache_.resource_id != resource_id ||
2255 draw_cache_.needs_blending != quad->ShouldDrawWithBlending() ||
2256 draw_cache_.nearest_neighbor != quad->nearest_neighbor ||
2257 draw_cache_.background_color != quad->background_color ||
2258 draw_cache_.matrix_data.size() >= 8) {
2259 FlushTextureQuadCache(SHARED_BINDING);
2260 draw_cache_.program_id = binding.program_id;
2261 draw_cache_.resource_id = resource_id;
2262 draw_cache_.needs_blending = quad->ShouldDrawWithBlending();
2263 draw_cache_.nearest_neighbor = quad->nearest_neighbor;
2264 draw_cache_.background_color = quad->background_color;
2266 draw_cache_.uv_xform_location = binding.tex_transform_location;
2267 draw_cache_.background_color_location = binding.background_color_location;
2268 draw_cache_.vertex_opacity_location = binding.vertex_opacity_location;
2269 draw_cache_.matrix_location = binding.matrix_location;
2270 draw_cache_.sampler_location = binding.sampler_location;
2273 // Generate the uv-transform
2274 if (!clip_region) {
2275 draw_cache_.uv_xform_data.push_back(UVTransform(quad));
2276 } else {
2277 Float4 uv_transform = {{0.0f, 0.0f, 1.0f, 1.0f}};
2278 draw_cache_.uv_xform_data.push_back(uv_transform);
2281 // Generate the vertex opacity
2282 const float opacity = quad->opacity();
2283 draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[0] * opacity);
2284 draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[1] * opacity);
2285 draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[2] * opacity);
2286 draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[3] * opacity);
2288 // Generate the transform matrix
2289 gfx::Transform quad_rect_matrix;
2290 QuadRectTransform(&quad_rect_matrix, quad->quadTransform(), quad->rect);
2291 quad_rect_matrix = frame->projection_matrix * quad_rect_matrix;
2293 Float16 m;
2294 quad_rect_matrix.matrix().asColMajorf(m.data);
2295 draw_cache_.matrix_data.push_back(m);
2297 if (clip_region) {
2298 gfx::QuadF scaled_region;
2299 if (!GetScaledRegion(quad->rect, clip_region, &scaled_region)) {
2300 scaled_region = SharedGeometryQuad().BoundingBox();
2302 // Both the scaled region and the SharedGeomtryQuad are in the space
2303 // -0.5->0.5. We need to move that to the space 0->1.
2304 float uv[8];
2305 uv[0] = scaled_region.p1().x() + 0.5f;
2306 uv[1] = scaled_region.p1().y() + 0.5f;
2307 uv[2] = scaled_region.p2().x() + 0.5f;
2308 uv[3] = scaled_region.p2().y() + 0.5f;
2309 uv[4] = scaled_region.p3().x() + 0.5f;
2310 uv[5] = scaled_region.p3().y() + 0.5f;
2311 uv[6] = scaled_region.p4().x() + 0.5f;
2312 uv[7] = scaled_region.p4().y() + 0.5f;
2313 PrepareGeometry(CLIPPED_BINDING);
2314 clipped_geometry_->InitializeCustomQuadWithUVs(scaled_region, uv);
2315 FlushTextureQuadCache(CLIPPED_BINDING);
2319 void GLRenderer::DrawIOSurfaceQuad(const DrawingFrame* frame,
2320 const IOSurfaceDrawQuad* quad,
2321 const gfx::QuadF* clip_region) {
2322 SetBlendEnabled(quad->ShouldDrawWithBlending());
2324 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
2325 gl_,
2326 &highp_threshold_cache_,
2327 highp_threshold_min_,
2328 quad->shared_quad_state->visible_content_rect.bottom_right());
2330 TexTransformTextureProgramBinding binding;
2331 binding.Set(GetTextureIOSurfaceProgram(tex_coord_precision));
2333 SetUseProgram(binding.program_id);
2334 gl_->Uniform1i(binding.sampler_location, 0);
2335 if (quad->orientation == IOSurfaceDrawQuad::FLIPPED) {
2336 gl_->Uniform4f(
2337 binding.tex_transform_location, 0, quad->io_surface_size.height(),
2338 quad->io_surface_size.width(), quad->io_surface_size.height() * -1.0f);
2339 } else {
2340 gl_->Uniform4f(binding.tex_transform_location, 0, 0,
2341 quad->io_surface_size.width(),
2342 quad->io_surface_size.height());
2345 const float vertex_opacity[] = {quad->opacity(), quad->opacity(),
2346 quad->opacity(), quad->opacity()};
2347 gl_->Uniform1fv(binding.vertex_opacity_location, 4, vertex_opacity);
2349 ResourceProvider::ScopedReadLockGL lock(resource_provider_,
2350 quad->io_surface_resource_id);
2351 DCHECK_EQ(GL_TEXTURE0, GetActiveTextureUnit(gl_));
2352 gl_->BindTexture(GL_TEXTURE_RECTANGLE_ARB, lock.texture_id());
2354 if (!clip_region) {
2355 DrawQuadGeometry(frame, quad->quadTransform(), quad->rect,
2356 binding.matrix_location);
2357 } else {
2358 float uvs[8] = {0};
2359 GetScaledUVs(quad->visible_rect, clip_region, uvs);
2360 DrawQuadGeometryClippedByQuadF(frame, quad->quadTransform(), quad->rect,
2361 *clip_region, binding.matrix_location, uvs);
2364 gl_->BindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
2367 void GLRenderer::FinishDrawingFrame(DrawingFrame* frame) {
2368 if (use_sync_query_) {
2369 DCHECK(current_sync_query_);
2370 current_sync_query_->End();
2371 pending_sync_queries_.push_back(current_sync_query_.Pass());
2374 current_framebuffer_lock_ = nullptr;
2375 swap_buffer_rect_.Union(gfx::ToEnclosingRect(frame->root_damage_rect));
2377 gl_->Disable(GL_BLEND);
2378 blend_shadow_ = false;
2380 ScheduleOverlays(frame);
2383 void GLRenderer::FinishDrawingQuadList() {
2384 FlushTextureQuadCache(SHARED_BINDING);
2387 bool GLRenderer::FlippedFramebuffer(const DrawingFrame* frame) const {
2388 if (frame->current_render_pass != frame->root_render_pass)
2389 return true;
2390 return FlippedRootFramebuffer();
2393 bool GLRenderer::FlippedRootFramebuffer() const {
2394 // GL is normally flipped, so a flipped output results in an unflipping.
2395 return !output_surface_->capabilities().flipped_output_surface;
2398 void GLRenderer::EnsureScissorTestEnabled() {
2399 if (is_scissor_enabled_)
2400 return;
2402 FlushTextureQuadCache(SHARED_BINDING);
2403 gl_->Enable(GL_SCISSOR_TEST);
2404 is_scissor_enabled_ = true;
2407 void GLRenderer::EnsureScissorTestDisabled() {
2408 if (!is_scissor_enabled_)
2409 return;
2411 FlushTextureQuadCache(SHARED_BINDING);
2412 gl_->Disable(GL_SCISSOR_TEST);
2413 is_scissor_enabled_ = false;
2416 void GLRenderer::CopyCurrentRenderPassToBitmap(
2417 DrawingFrame* frame,
2418 scoped_ptr<CopyOutputRequest> request) {
2419 TRACE_EVENT0("cc", "GLRenderer::CopyCurrentRenderPassToBitmap");
2420 gfx::Rect copy_rect = frame->current_render_pass->output_rect;
2421 if (request->has_area())
2422 copy_rect.Intersect(request->area());
2423 GetFramebufferPixelsAsync(frame, copy_rect, request.Pass());
2426 void GLRenderer::ToGLMatrix(float* gl_matrix, const gfx::Transform& transform) {
2427 transform.matrix().asColMajorf(gl_matrix);
2430 void GLRenderer::SetShaderQuadF(const gfx::QuadF& quad, int quad_location) {
2431 if (quad_location == -1)
2432 return;
2434 float gl_quad[8];
2435 gl_quad[0] = quad.p1().x();
2436 gl_quad[1] = quad.p1().y();
2437 gl_quad[2] = quad.p2().x();
2438 gl_quad[3] = quad.p2().y();
2439 gl_quad[4] = quad.p3().x();
2440 gl_quad[5] = quad.p3().y();
2441 gl_quad[6] = quad.p4().x();
2442 gl_quad[7] = quad.p4().y();
2443 gl_->Uniform2fv(quad_location, 4, gl_quad);
2446 void GLRenderer::SetShaderOpacity(float opacity, int alpha_location) {
2447 if (alpha_location != -1)
2448 gl_->Uniform1f(alpha_location, opacity);
2451 void GLRenderer::SetStencilEnabled(bool enabled) {
2452 if (enabled == stencil_shadow_)
2453 return;
2455 if (enabled)
2456 gl_->Enable(GL_STENCIL_TEST);
2457 else
2458 gl_->Disable(GL_STENCIL_TEST);
2459 stencil_shadow_ = enabled;
2462 void GLRenderer::SetBlendEnabled(bool enabled) {
2463 if (enabled == blend_shadow_)
2464 return;
2466 if (enabled)
2467 gl_->Enable(GL_BLEND);
2468 else
2469 gl_->Disable(GL_BLEND);
2470 blend_shadow_ = enabled;
2473 void GLRenderer::SetUseProgram(unsigned program) {
2474 if (program == program_shadow_)
2475 return;
2476 gl_->UseProgram(program);
2477 program_shadow_ = program;
2480 void GLRenderer::DrawQuadGeometryClippedByQuadF(
2481 const DrawingFrame* frame,
2482 const gfx::Transform& draw_transform,
2483 const gfx::RectF& quad_rect,
2484 const gfx::QuadF& clipping_region_quad,
2485 int matrix_location,
2486 const float* uvs) {
2487 PrepareGeometry(CLIPPED_BINDING);
2488 if (uvs) {
2489 clipped_geometry_->InitializeCustomQuadWithUVs(clipping_region_quad, uvs);
2490 } else {
2491 clipped_geometry_->InitializeCustomQuad(clipping_region_quad);
2493 gfx::Transform quad_rect_matrix;
2494 QuadRectTransform(&quad_rect_matrix, draw_transform, quad_rect);
2495 static float gl_matrix[16];
2496 ToGLMatrix(&gl_matrix[0], frame->projection_matrix * quad_rect_matrix);
2497 gl_->UniformMatrix4fv(matrix_location, 1, false, &gl_matrix[0]);
2499 gl_->DrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT,
2500 reinterpret_cast<const void*>(0));
2503 void GLRenderer::DrawQuadGeometry(const DrawingFrame* frame,
2504 const gfx::Transform& draw_transform,
2505 const gfx::RectF& quad_rect,
2506 int matrix_location) {
2507 PrepareGeometry(SHARED_BINDING);
2508 gfx::Transform quad_rect_matrix;
2509 QuadRectTransform(&quad_rect_matrix, draw_transform, quad_rect);
2510 static float gl_matrix[16];
2511 ToGLMatrix(&gl_matrix[0], frame->projection_matrix * quad_rect_matrix);
2512 gl_->UniformMatrix4fv(matrix_location, 1, false, &gl_matrix[0]);
2514 gl_->DrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
2517 void GLRenderer::Finish() {
2518 TRACE_EVENT0("cc", "GLRenderer::Finish");
2519 gl_->Finish();
2522 void GLRenderer::SwapBuffers(const CompositorFrameMetadata& metadata) {
2523 DCHECK(!is_backbuffer_discarded_);
2525 TRACE_EVENT0("cc,benchmark", "GLRenderer::SwapBuffers");
2526 // We're done! Time to swapbuffers!
2528 gfx::Size surface_size = output_surface_->SurfaceSize();
2530 CompositorFrame compositor_frame;
2531 compositor_frame.metadata = metadata;
2532 compositor_frame.gl_frame_data = make_scoped_ptr(new GLFrameData);
2533 compositor_frame.gl_frame_data->size = surface_size;
2534 if (capabilities_.using_partial_swap) {
2535 // If supported, we can save significant bandwidth by only swapping the
2536 // damaged/scissored region (clamped to the viewport).
2537 swap_buffer_rect_.Intersect(gfx::Rect(surface_size));
2538 int flipped_y_pos_of_rect_bottom = surface_size.height() -
2539 swap_buffer_rect_.y() -
2540 swap_buffer_rect_.height();
2541 compositor_frame.gl_frame_data->sub_buffer_rect =
2542 gfx::Rect(swap_buffer_rect_.x(),
2543 FlippedRootFramebuffer() ? flipped_y_pos_of_rect_bottom
2544 : swap_buffer_rect_.y(),
2545 swap_buffer_rect_.width(),
2546 swap_buffer_rect_.height());
2547 } else {
2548 compositor_frame.gl_frame_data->sub_buffer_rect =
2549 gfx::Rect(output_surface_->SurfaceSize());
2551 output_surface_->SwapBuffers(&compositor_frame);
2553 // Release previously used overlay resources and hold onto the pending ones
2554 // until the next swap buffers.
2555 in_use_overlay_resources_.clear();
2556 in_use_overlay_resources_.swap(pending_overlay_resources_);
2558 swap_buffer_rect_ = gfx::Rect();
2561 void GLRenderer::EnforceMemoryPolicy() {
2562 if (!visible()) {
2563 TRACE_EVENT0("cc", "GLRenderer::EnforceMemoryPolicy dropping resources");
2564 ReleaseRenderPassTextures();
2565 DiscardBackbuffer();
2566 resource_provider_->ReleaseCachedData();
2567 output_surface_->context_provider()->DeleteCachedResources();
2568 gl_->Flush();
2570 PrepareGeometry(NO_BINDING);
2573 void GLRenderer::DiscardBackbuffer() {
2574 if (is_backbuffer_discarded_)
2575 return;
2577 output_surface_->DiscardBackbuffer();
2579 is_backbuffer_discarded_ = true;
2581 // Damage tracker needs a full reset every time framebuffer is discarded.
2582 client_->SetFullRootLayerDamage();
2585 void GLRenderer::EnsureBackbuffer() {
2586 if (!is_backbuffer_discarded_)
2587 return;
2589 output_surface_->EnsureBackbuffer();
2590 is_backbuffer_discarded_ = false;
2593 void GLRenderer::GetFramebufferPixelsAsync(
2594 const DrawingFrame* frame,
2595 const gfx::Rect& rect,
2596 scoped_ptr<CopyOutputRequest> request) {
2597 DCHECK(!request->IsEmpty());
2598 if (request->IsEmpty())
2599 return;
2600 if (rect.IsEmpty())
2601 return;
2603 gfx::Rect window_rect = MoveFromDrawToWindowSpace(frame, rect);
2604 DCHECK_GE(window_rect.x(), 0);
2605 DCHECK_GE(window_rect.y(), 0);
2606 DCHECK_LE(window_rect.right(), current_surface_size_.width());
2607 DCHECK_LE(window_rect.bottom(), current_surface_size_.height());
2609 if (!request->force_bitmap_result()) {
2610 bool own_mailbox = !request->has_texture_mailbox();
2612 GLuint texture_id = 0;
2613 gpu::Mailbox mailbox;
2614 if (own_mailbox) {
2615 gl_->GenMailboxCHROMIUM(mailbox.name);
2616 gl_->GenTextures(1, &texture_id);
2617 gl_->BindTexture(GL_TEXTURE_2D, texture_id);
2619 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
2620 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2621 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2622 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2623 gl_->ProduceTextureCHROMIUM(GL_TEXTURE_2D, mailbox.name);
2624 } else {
2625 mailbox = request->texture_mailbox().mailbox();
2626 DCHECK_EQ(static_cast<unsigned>(GL_TEXTURE_2D),
2627 request->texture_mailbox().target());
2628 DCHECK(!mailbox.IsZero());
2629 unsigned incoming_sync_point = request->texture_mailbox().sync_point();
2630 if (incoming_sync_point)
2631 gl_->WaitSyncPointCHROMIUM(incoming_sync_point);
2633 texture_id =
2634 gl_->CreateAndConsumeTextureCHROMIUM(GL_TEXTURE_2D, mailbox.name);
2636 GetFramebufferTexture(texture_id, RGBA_8888, window_rect);
2638 unsigned sync_point = gl_->InsertSyncPointCHROMIUM();
2639 TextureMailbox texture_mailbox(mailbox, GL_TEXTURE_2D, sync_point);
2641 scoped_ptr<SingleReleaseCallback> release_callback;
2642 if (own_mailbox) {
2643 gl_->BindTexture(GL_TEXTURE_2D, 0);
2644 release_callback = texture_mailbox_deleter_->GetReleaseCallback(
2645 output_surface_->context_provider(), texture_id);
2646 } else {
2647 gl_->DeleteTextures(1, &texture_id);
2650 request->SendTextureResult(
2651 window_rect.size(), texture_mailbox, release_callback.Pass());
2652 return;
2655 DCHECK(request->force_bitmap_result());
2657 scoped_ptr<PendingAsyncReadPixels> pending_read(new PendingAsyncReadPixels);
2658 pending_read->copy_request = request.Pass();
2659 pending_async_read_pixels_.insert(pending_async_read_pixels_.begin(),
2660 pending_read.Pass());
2662 bool do_workaround = NeedsIOSurfaceReadbackWorkaround();
2664 unsigned temporary_texture = 0;
2665 unsigned temporary_fbo = 0;
2667 if (do_workaround) {
2668 // On Mac OS X, calling glReadPixels() against an FBO whose color attachment
2669 // is an IOSurface-backed texture causes corruption of future glReadPixels()
2670 // calls, even those on different OpenGL contexts. It is believed that this
2671 // is the root cause of top crasher
2672 // http://crbug.com/99393. <rdar://problem/10949687>
2674 gl_->GenTextures(1, &temporary_texture);
2675 gl_->BindTexture(GL_TEXTURE_2D, temporary_texture);
2676 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
2677 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2678 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2679 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2680 // Copy the contents of the current (IOSurface-backed) framebuffer into a
2681 // temporary texture.
2682 GetFramebufferTexture(
2683 temporary_texture, RGBA_8888, gfx::Rect(current_surface_size_));
2684 gl_->GenFramebuffers(1, &temporary_fbo);
2685 // Attach this texture to an FBO, and perform the readback from that FBO.
2686 gl_->BindFramebuffer(GL_FRAMEBUFFER, temporary_fbo);
2687 gl_->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
2688 GL_TEXTURE_2D, temporary_texture, 0);
2690 DCHECK_EQ(static_cast<unsigned>(GL_FRAMEBUFFER_COMPLETE),
2691 gl_->CheckFramebufferStatus(GL_FRAMEBUFFER));
2694 GLuint buffer = 0;
2695 gl_->GenBuffers(1, &buffer);
2696 gl_->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, buffer);
2697 gl_->BufferData(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM,
2698 4 * window_rect.size().GetArea(), NULL, GL_STREAM_READ);
2700 GLuint query = 0;
2701 gl_->GenQueriesEXT(1, &query);
2702 gl_->BeginQueryEXT(GL_ASYNC_PIXEL_PACK_COMPLETED_CHROMIUM, query);
2704 gl_->ReadPixels(window_rect.x(), window_rect.y(), window_rect.width(),
2705 window_rect.height(), GL_RGBA, GL_UNSIGNED_BYTE, NULL);
2707 gl_->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, 0);
2709 if (do_workaround) {
2710 // Clean up.
2711 gl_->BindFramebuffer(GL_FRAMEBUFFER, 0);
2712 gl_->BindTexture(GL_TEXTURE_2D, 0);
2713 gl_->DeleteFramebuffers(1, &temporary_fbo);
2714 gl_->DeleteTextures(1, &temporary_texture);
2717 base::Closure finished_callback = base::Bind(&GLRenderer::FinishedReadback,
2718 base::Unretained(this),
2719 buffer,
2720 query,
2721 window_rect.size());
2722 // Save the finished_callback so it can be cancelled.
2723 pending_async_read_pixels_.front()->finished_read_pixels_callback.Reset(
2724 finished_callback);
2725 base::Closure cancelable_callback =
2726 pending_async_read_pixels_.front()->
2727 finished_read_pixels_callback.callback();
2729 // Save the buffer to verify the callbacks happen in the expected order.
2730 pending_async_read_pixels_.front()->buffer = buffer;
2732 gl_->EndQueryEXT(GL_ASYNC_PIXEL_PACK_COMPLETED_CHROMIUM);
2733 context_support_->SignalQuery(query, cancelable_callback);
2735 EnforceMemoryPolicy();
2738 void GLRenderer::FinishedReadback(unsigned source_buffer,
2739 unsigned query,
2740 const gfx::Size& size) {
2741 DCHECK(!pending_async_read_pixels_.empty());
2743 if (query != 0) {
2744 gl_->DeleteQueriesEXT(1, &query);
2747 PendingAsyncReadPixels* current_read = pending_async_read_pixels_.back();
2748 // Make sure we service the readbacks in order.
2749 DCHECK_EQ(source_buffer, current_read->buffer);
2751 uint8* src_pixels = NULL;
2752 scoped_ptr<SkBitmap> bitmap;
2754 if (source_buffer != 0) {
2755 gl_->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, source_buffer);
2756 src_pixels = static_cast<uint8*>(gl_->MapBufferCHROMIUM(
2757 GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, GL_READ_ONLY));
2759 if (src_pixels) {
2760 bitmap.reset(new SkBitmap);
2761 bitmap->allocN32Pixels(size.width(), size.height());
2762 scoped_ptr<SkAutoLockPixels> lock(new SkAutoLockPixels(*bitmap));
2763 uint8* dest_pixels = static_cast<uint8*>(bitmap->getPixels());
2765 size_t row_bytes = size.width() * 4;
2766 int num_rows = size.height();
2767 size_t total_bytes = num_rows * row_bytes;
2768 for (size_t dest_y = 0; dest_y < total_bytes; dest_y += row_bytes) {
2769 // Flip Y axis.
2770 size_t src_y = total_bytes - dest_y - row_bytes;
2771 // Swizzle OpenGL -> Skia byte order.
2772 for (size_t x = 0; x < row_bytes; x += 4) {
2773 dest_pixels[dest_y + x + SK_R32_SHIFT / 8] =
2774 src_pixels[src_y + x + 0];
2775 dest_pixels[dest_y + x + SK_G32_SHIFT / 8] =
2776 src_pixels[src_y + x + 1];
2777 dest_pixels[dest_y + x + SK_B32_SHIFT / 8] =
2778 src_pixels[src_y + x + 2];
2779 dest_pixels[dest_y + x + SK_A32_SHIFT / 8] =
2780 src_pixels[src_y + x + 3];
2784 gl_->UnmapBufferCHROMIUM(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM);
2786 gl_->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, 0);
2787 gl_->DeleteBuffers(1, &source_buffer);
2790 if (bitmap)
2791 current_read->copy_request->SendBitmapResult(bitmap.Pass());
2792 pending_async_read_pixels_.pop_back();
2795 void GLRenderer::GetFramebufferTexture(unsigned texture_id,
2796 ResourceFormat texture_format,
2797 const gfx::Rect& window_rect) {
2798 DCHECK(texture_id);
2799 DCHECK_GE(window_rect.x(), 0);
2800 DCHECK_GE(window_rect.y(), 0);
2801 DCHECK_LE(window_rect.right(), current_surface_size_.width());
2802 DCHECK_LE(window_rect.bottom(), current_surface_size_.height());
2804 gl_->BindTexture(GL_TEXTURE_2D, texture_id);
2805 gl_->CopyTexImage2D(GL_TEXTURE_2D, 0, GLDataFormat(texture_format),
2806 window_rect.x(), window_rect.y(), window_rect.width(),
2807 window_rect.height(), 0);
2808 gl_->BindTexture(GL_TEXTURE_2D, 0);
2811 bool GLRenderer::UseScopedTexture(DrawingFrame* frame,
2812 const ScopedResource* texture,
2813 const gfx::Rect& viewport_rect) {
2814 DCHECK(texture->id());
2815 frame->current_render_pass = NULL;
2816 frame->current_texture = texture;
2818 return BindFramebufferToTexture(frame, texture, viewport_rect);
2821 void GLRenderer::BindFramebufferToOutputSurface(DrawingFrame* frame) {
2822 current_framebuffer_lock_ = nullptr;
2823 output_surface_->BindFramebuffer();
2825 if (output_surface_->HasExternalStencilTest()) {
2826 SetStencilEnabled(true);
2827 gl_->StencilFunc(GL_EQUAL, 1, 1);
2828 } else {
2829 SetStencilEnabled(false);
2833 bool GLRenderer::BindFramebufferToTexture(DrawingFrame* frame,
2834 const ScopedResource* texture,
2835 const gfx::Rect& target_rect) {
2836 DCHECK(texture->id());
2838 // Explicitly release lock, otherwise we can crash when try to lock
2839 // same texture again.
2840 current_framebuffer_lock_ = nullptr;
2842 SetStencilEnabled(false);
2843 gl_->BindFramebuffer(GL_FRAMEBUFFER, offscreen_framebuffer_id_);
2844 current_framebuffer_lock_ =
2845 make_scoped_ptr(new ResourceProvider::ScopedWriteLockGL(
2846 resource_provider_, texture->id()));
2847 unsigned texture_id = current_framebuffer_lock_->texture_id();
2848 gl_->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
2849 texture_id, 0);
2851 DCHECK(gl_->CheckFramebufferStatus(GL_FRAMEBUFFER) ==
2852 GL_FRAMEBUFFER_COMPLETE ||
2853 IsContextLost());
2854 return true;
2857 void GLRenderer::SetScissorTestRect(const gfx::Rect& scissor_rect) {
2858 EnsureScissorTestEnabled();
2860 // Don't unnecessarily ask the context to change the scissor, because it
2861 // may cause undesired GPU pipeline flushes.
2862 if (scissor_rect == scissor_rect_ && !scissor_rect_needs_reset_)
2863 return;
2865 scissor_rect_ = scissor_rect;
2866 FlushTextureQuadCache(SHARED_BINDING);
2867 gl_->Scissor(scissor_rect.x(), scissor_rect.y(), scissor_rect.width(),
2868 scissor_rect.height());
2870 scissor_rect_needs_reset_ = false;
2873 void GLRenderer::SetViewport() {
2874 gl_->Viewport(current_window_space_viewport_.x(),
2875 current_window_space_viewport_.y(),
2876 current_window_space_viewport_.width(),
2877 current_window_space_viewport_.height());
2880 void GLRenderer::InitializeSharedObjects() {
2881 TRACE_EVENT0("cc", "GLRenderer::InitializeSharedObjects");
2883 // Create an FBO for doing offscreen rendering.
2884 gl_->GenFramebuffers(1, &offscreen_framebuffer_id_);
2886 shared_geometry_ =
2887 make_scoped_ptr(new StaticGeometryBinding(gl_, QuadVertexRect()));
2888 clipped_geometry_ = make_scoped_ptr(new DynamicGeometryBinding(gl_));
2891 void GLRenderer::PrepareGeometry(BoundGeometry binding) {
2892 if (binding == bound_geometry_) {
2893 return;
2896 switch (binding) {
2897 case SHARED_BINDING:
2898 shared_geometry_->PrepareForDraw();
2899 break;
2900 case CLIPPED_BINDING:
2901 clipped_geometry_->PrepareForDraw();
2902 break;
2903 case NO_BINDING:
2904 break;
2906 bound_geometry_ = binding;
2909 const GLRenderer::TileCheckerboardProgram*
2910 GLRenderer::GetTileCheckerboardProgram() {
2911 if (!tile_checkerboard_program_.initialized()) {
2912 TRACE_EVENT0("cc", "GLRenderer::checkerboardProgram::initalize");
2913 tile_checkerboard_program_.Initialize(output_surface_->context_provider(),
2914 TEX_COORD_PRECISION_NA,
2915 SAMPLER_TYPE_NA);
2917 return &tile_checkerboard_program_;
2920 const GLRenderer::DebugBorderProgram* GLRenderer::GetDebugBorderProgram() {
2921 if (!debug_border_program_.initialized()) {
2922 TRACE_EVENT0("cc", "GLRenderer::debugBorderProgram::initialize");
2923 debug_border_program_.Initialize(output_surface_->context_provider(),
2924 TEX_COORD_PRECISION_NA, SAMPLER_TYPE_NA);
2926 return &debug_border_program_;
2929 const GLRenderer::SolidColorProgram* GLRenderer::GetSolidColorProgram() {
2930 if (!solid_color_program_.initialized()) {
2931 TRACE_EVENT0("cc", "GLRenderer::solidColorProgram::initialize");
2932 solid_color_program_.Initialize(output_surface_->context_provider(),
2933 TEX_COORD_PRECISION_NA, SAMPLER_TYPE_NA);
2935 return &solid_color_program_;
2938 const GLRenderer::SolidColorProgramAA* GLRenderer::GetSolidColorProgramAA() {
2939 if (!solid_color_program_aa_.initialized()) {
2940 TRACE_EVENT0("cc", "GLRenderer::solidColorProgramAA::initialize");
2941 solid_color_program_aa_.Initialize(output_surface_->context_provider(),
2942 TEX_COORD_PRECISION_NA, SAMPLER_TYPE_NA);
2944 return &solid_color_program_aa_;
2947 const GLRenderer::RenderPassProgram* GLRenderer::GetRenderPassProgram(
2948 TexCoordPrecision precision,
2949 BlendMode blend_mode) {
2950 DCHECK_GE(precision, 0);
2951 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
2952 DCHECK_GE(blend_mode, 0);
2953 DCHECK_LE(blend_mode, LAST_BLEND_MODE);
2954 RenderPassProgram* program = &render_pass_program_[precision][blend_mode];
2955 if (!program->initialized()) {
2956 TRACE_EVENT0("cc", "GLRenderer::renderPassProgram::initialize");
2957 program->Initialize(output_surface_->context_provider(), precision,
2958 SAMPLER_TYPE_2D, blend_mode);
2960 return program;
2963 const GLRenderer::RenderPassProgramAA* GLRenderer::GetRenderPassProgramAA(
2964 TexCoordPrecision precision,
2965 BlendMode blend_mode) {
2966 DCHECK_GE(precision, 0);
2967 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
2968 DCHECK_GE(blend_mode, 0);
2969 DCHECK_LE(blend_mode, LAST_BLEND_MODE);
2970 RenderPassProgramAA* program =
2971 &render_pass_program_aa_[precision][blend_mode];
2972 if (!program->initialized()) {
2973 TRACE_EVENT0("cc", "GLRenderer::renderPassProgramAA::initialize");
2974 program->Initialize(output_surface_->context_provider(), precision,
2975 SAMPLER_TYPE_2D, blend_mode);
2977 return program;
2980 const GLRenderer::RenderPassMaskProgram* GLRenderer::GetRenderPassMaskProgram(
2981 TexCoordPrecision precision,
2982 SamplerType sampler,
2983 BlendMode blend_mode,
2984 bool mask_for_background) {
2985 DCHECK_GE(precision, 0);
2986 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
2987 DCHECK_GE(sampler, 0);
2988 DCHECK_LE(sampler, LAST_SAMPLER_TYPE);
2989 DCHECK_GE(blend_mode, 0);
2990 DCHECK_LE(blend_mode, LAST_BLEND_MODE);
2991 RenderPassMaskProgram* program =
2992 &render_pass_mask_program_[precision][sampler][blend_mode]
2993 [mask_for_background ? HAS_MASK : NO_MASK];
2994 if (!program->initialized()) {
2995 TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgram::initialize");
2996 program->Initialize(
2997 output_surface_->context_provider(), precision,
2998 sampler, blend_mode, mask_for_background);
3000 return program;
3003 const GLRenderer::RenderPassMaskProgramAA*
3004 GLRenderer::GetRenderPassMaskProgramAA(TexCoordPrecision precision,
3005 SamplerType sampler,
3006 BlendMode blend_mode,
3007 bool mask_for_background) {
3008 DCHECK_GE(precision, 0);
3009 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3010 DCHECK_GE(sampler, 0);
3011 DCHECK_LE(sampler, LAST_SAMPLER_TYPE);
3012 DCHECK_GE(blend_mode, 0);
3013 DCHECK_LE(blend_mode, LAST_BLEND_MODE);
3014 RenderPassMaskProgramAA* program =
3015 &render_pass_mask_program_aa_[precision][sampler][blend_mode]
3016 [mask_for_background ? HAS_MASK : NO_MASK];
3017 if (!program->initialized()) {
3018 TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgramAA::initialize");
3019 program->Initialize(
3020 output_surface_->context_provider(), precision,
3021 sampler, blend_mode, mask_for_background);
3023 return program;
3026 const GLRenderer::RenderPassColorMatrixProgram*
3027 GLRenderer::GetRenderPassColorMatrixProgram(TexCoordPrecision precision,
3028 BlendMode blend_mode) {
3029 DCHECK_GE(precision, 0);
3030 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3031 DCHECK_GE(blend_mode, 0);
3032 DCHECK_LE(blend_mode, LAST_BLEND_MODE);
3033 RenderPassColorMatrixProgram* program =
3034 &render_pass_color_matrix_program_[precision][blend_mode];
3035 if (!program->initialized()) {
3036 TRACE_EVENT0("cc", "GLRenderer::renderPassColorMatrixProgram::initialize");
3037 program->Initialize(output_surface_->context_provider(), precision,
3038 SAMPLER_TYPE_2D, blend_mode);
3040 return program;
3043 const GLRenderer::RenderPassColorMatrixProgramAA*
3044 GLRenderer::GetRenderPassColorMatrixProgramAA(TexCoordPrecision precision,
3045 BlendMode blend_mode) {
3046 DCHECK_GE(precision, 0);
3047 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3048 DCHECK_GE(blend_mode, 0);
3049 DCHECK_LE(blend_mode, LAST_BLEND_MODE);
3050 RenderPassColorMatrixProgramAA* program =
3051 &render_pass_color_matrix_program_aa_[precision][blend_mode];
3052 if (!program->initialized()) {
3053 TRACE_EVENT0("cc",
3054 "GLRenderer::renderPassColorMatrixProgramAA::initialize");
3055 program->Initialize(output_surface_->context_provider(), precision,
3056 SAMPLER_TYPE_2D, blend_mode);
3058 return program;
3061 const GLRenderer::RenderPassMaskColorMatrixProgram*
3062 GLRenderer::GetRenderPassMaskColorMatrixProgram(
3063 TexCoordPrecision precision,
3064 SamplerType sampler,
3065 BlendMode blend_mode,
3066 bool mask_for_background) {
3067 DCHECK_GE(precision, 0);
3068 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3069 DCHECK_GE(sampler, 0);
3070 DCHECK_LE(sampler, LAST_SAMPLER_TYPE);
3071 DCHECK_GE(blend_mode, 0);
3072 DCHECK_LE(blend_mode, LAST_BLEND_MODE);
3073 RenderPassMaskColorMatrixProgram* program =
3074 &render_pass_mask_color_matrix_program_[precision][sampler][blend_mode]
3075 [mask_for_background ? HAS_MASK : NO_MASK];
3076 if (!program->initialized()) {
3077 TRACE_EVENT0("cc",
3078 "GLRenderer::renderPassMaskColorMatrixProgram::initialize");
3079 program->Initialize(
3080 output_surface_->context_provider(), precision,
3081 sampler, blend_mode, mask_for_background);
3083 return program;
3086 const GLRenderer::RenderPassMaskColorMatrixProgramAA*
3087 GLRenderer::GetRenderPassMaskColorMatrixProgramAA(
3088 TexCoordPrecision precision,
3089 SamplerType sampler,
3090 BlendMode blend_mode,
3091 bool mask_for_background) {
3092 DCHECK_GE(precision, 0);
3093 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3094 DCHECK_GE(sampler, 0);
3095 DCHECK_LE(sampler, LAST_SAMPLER_TYPE);
3096 DCHECK_GE(blend_mode, 0);
3097 DCHECK_LE(blend_mode, LAST_BLEND_MODE);
3098 RenderPassMaskColorMatrixProgramAA* program =
3099 &render_pass_mask_color_matrix_program_aa_[precision][sampler][blend_mode]
3100 [mask_for_background ? HAS_MASK : NO_MASK];
3101 if (!program->initialized()) {
3102 TRACE_EVENT0("cc",
3103 "GLRenderer::renderPassMaskColorMatrixProgramAA::initialize");
3104 program->Initialize(
3105 output_surface_->context_provider(), precision,
3106 sampler, blend_mode, mask_for_background);
3108 return program;
3111 const GLRenderer::TileProgram* GLRenderer::GetTileProgram(
3112 TexCoordPrecision precision,
3113 SamplerType sampler) {
3114 DCHECK_GE(precision, 0);
3115 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3116 DCHECK_GE(sampler, 0);
3117 DCHECK_LE(sampler, LAST_SAMPLER_TYPE);
3118 TileProgram* program = &tile_program_[precision][sampler];
3119 if (!program->initialized()) {
3120 TRACE_EVENT0("cc", "GLRenderer::tileProgram::initialize");
3121 program->Initialize(
3122 output_surface_->context_provider(), precision, sampler);
3124 return program;
3127 const GLRenderer::TileProgramOpaque* GLRenderer::GetTileProgramOpaque(
3128 TexCoordPrecision precision,
3129 SamplerType sampler) {
3130 DCHECK_GE(precision, 0);
3131 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3132 DCHECK_GE(sampler, 0);
3133 DCHECK_LE(sampler, LAST_SAMPLER_TYPE);
3134 TileProgramOpaque* program = &tile_program_opaque_[precision][sampler];
3135 if (!program->initialized()) {
3136 TRACE_EVENT0("cc", "GLRenderer::tileProgramOpaque::initialize");
3137 program->Initialize(
3138 output_surface_->context_provider(), precision, sampler);
3140 return program;
3143 const GLRenderer::TileProgramAA* GLRenderer::GetTileProgramAA(
3144 TexCoordPrecision precision,
3145 SamplerType sampler) {
3146 DCHECK_GE(precision, 0);
3147 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3148 DCHECK_GE(sampler, 0);
3149 DCHECK_LE(sampler, LAST_SAMPLER_TYPE);
3150 TileProgramAA* program = &tile_program_aa_[precision][sampler];
3151 if (!program->initialized()) {
3152 TRACE_EVENT0("cc", "GLRenderer::tileProgramAA::initialize");
3153 program->Initialize(
3154 output_surface_->context_provider(), precision, sampler);
3156 return program;
3159 const GLRenderer::TileProgramSwizzle* GLRenderer::GetTileProgramSwizzle(
3160 TexCoordPrecision precision,
3161 SamplerType sampler) {
3162 DCHECK_GE(precision, 0);
3163 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3164 DCHECK_GE(sampler, 0);
3165 DCHECK_LE(sampler, LAST_SAMPLER_TYPE);
3166 TileProgramSwizzle* program = &tile_program_swizzle_[precision][sampler];
3167 if (!program->initialized()) {
3168 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzle::initialize");
3169 program->Initialize(
3170 output_surface_->context_provider(), precision, sampler);
3172 return program;
3175 const GLRenderer::TileProgramSwizzleOpaque*
3176 GLRenderer::GetTileProgramSwizzleOpaque(TexCoordPrecision precision,
3177 SamplerType sampler) {
3178 DCHECK_GE(precision, 0);
3179 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3180 DCHECK_GE(sampler, 0);
3181 DCHECK_LE(sampler, LAST_SAMPLER_TYPE);
3182 TileProgramSwizzleOpaque* program =
3183 &tile_program_swizzle_opaque_[precision][sampler];
3184 if (!program->initialized()) {
3185 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleOpaque::initialize");
3186 program->Initialize(
3187 output_surface_->context_provider(), precision, sampler);
3189 return program;
3192 const GLRenderer::TileProgramSwizzleAA* GLRenderer::GetTileProgramSwizzleAA(
3193 TexCoordPrecision precision,
3194 SamplerType sampler) {
3195 DCHECK_GE(precision, 0);
3196 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3197 DCHECK_GE(sampler, 0);
3198 DCHECK_LE(sampler, LAST_SAMPLER_TYPE);
3199 TileProgramSwizzleAA* program = &tile_program_swizzle_aa_[precision][sampler];
3200 if (!program->initialized()) {
3201 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleAA::initialize");
3202 program->Initialize(
3203 output_surface_->context_provider(), precision, sampler);
3205 return program;
3208 const GLRenderer::TextureProgram* GLRenderer::GetTextureProgram(
3209 TexCoordPrecision precision) {
3210 DCHECK_GE(precision, 0);
3211 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3212 TextureProgram* program = &texture_program_[precision];
3213 if (!program->initialized()) {
3214 TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize");
3215 program->Initialize(output_surface_->context_provider(), precision,
3216 SAMPLER_TYPE_2D);
3218 return program;
3221 const GLRenderer::NonPremultipliedTextureProgram*
3222 GLRenderer::GetNonPremultipliedTextureProgram(TexCoordPrecision precision) {
3223 DCHECK_GE(precision, 0);
3224 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3225 NonPremultipliedTextureProgram* program =
3226 &nonpremultiplied_texture_program_[precision];
3227 if (!program->initialized()) {
3228 TRACE_EVENT0("cc",
3229 "GLRenderer::NonPremultipliedTextureProgram::Initialize");
3230 program->Initialize(output_surface_->context_provider(), precision,
3231 SAMPLER_TYPE_2D);
3233 return program;
3236 const GLRenderer::TextureBackgroundProgram*
3237 GLRenderer::GetTextureBackgroundProgram(TexCoordPrecision precision) {
3238 DCHECK_GE(precision, 0);
3239 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3240 TextureBackgroundProgram* program = &texture_background_program_[precision];
3241 if (!program->initialized()) {
3242 TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize");
3243 program->Initialize(output_surface_->context_provider(), precision,
3244 SAMPLER_TYPE_2D);
3246 return program;
3249 const GLRenderer::NonPremultipliedTextureBackgroundProgram*
3250 GLRenderer::GetNonPremultipliedTextureBackgroundProgram(
3251 TexCoordPrecision precision) {
3252 DCHECK_GE(precision, 0);
3253 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3254 NonPremultipliedTextureBackgroundProgram* program =
3255 &nonpremultiplied_texture_background_program_[precision];
3256 if (!program->initialized()) {
3257 TRACE_EVENT0("cc",
3258 "GLRenderer::NonPremultipliedTextureProgram::Initialize");
3259 program->Initialize(output_surface_->context_provider(), precision,
3260 SAMPLER_TYPE_2D);
3262 return program;
3265 const GLRenderer::TextureProgram* GLRenderer::GetTextureIOSurfaceProgram(
3266 TexCoordPrecision precision) {
3267 DCHECK_GE(precision, 0);
3268 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3269 TextureProgram* program = &texture_io_surface_program_[precision];
3270 if (!program->initialized()) {
3271 TRACE_EVENT0("cc", "GLRenderer::textureIOSurfaceProgram::initialize");
3272 program->Initialize(output_surface_->context_provider(), precision,
3273 SAMPLER_TYPE_2D_RECT);
3275 return program;
3278 const GLRenderer::VideoYUVProgram* GLRenderer::GetVideoYUVProgram(
3279 TexCoordPrecision precision) {
3280 DCHECK_GE(precision, 0);
3281 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3282 VideoYUVProgram* program = &video_yuv_program_[precision];
3283 if (!program->initialized()) {
3284 TRACE_EVENT0("cc", "GLRenderer::videoYUVProgram::initialize");
3285 program->Initialize(output_surface_->context_provider(), precision,
3286 SAMPLER_TYPE_2D);
3288 return program;
3291 const GLRenderer::VideoYUVAProgram* GLRenderer::GetVideoYUVAProgram(
3292 TexCoordPrecision precision) {
3293 DCHECK_GE(precision, 0);
3294 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3295 VideoYUVAProgram* program = &video_yuva_program_[precision];
3296 if (!program->initialized()) {
3297 TRACE_EVENT0("cc", "GLRenderer::videoYUVAProgram::initialize");
3298 program->Initialize(output_surface_->context_provider(), precision,
3299 SAMPLER_TYPE_2D);
3301 return program;
3304 const GLRenderer::VideoStreamTextureProgram*
3305 GLRenderer::GetVideoStreamTextureProgram(TexCoordPrecision precision) {
3306 if (!Capabilities().using_egl_image)
3307 return NULL;
3308 DCHECK_GE(precision, 0);
3309 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION);
3310 VideoStreamTextureProgram* program =
3311 &video_stream_texture_program_[precision];
3312 if (!program->initialized()) {
3313 TRACE_EVENT0("cc", "GLRenderer::streamTextureProgram::initialize");
3314 program->Initialize(output_surface_->context_provider(), precision,
3315 SAMPLER_TYPE_EXTERNAL_OES);
3317 return program;
3320 void GLRenderer::CleanupSharedObjects() {
3321 shared_geometry_ = nullptr;
3323 for (int i = 0; i <= LAST_TEX_COORD_PRECISION; ++i) {
3324 for (int j = 0; j <= LAST_SAMPLER_TYPE; ++j) {
3325 tile_program_[i][j].Cleanup(gl_);
3326 tile_program_opaque_[i][j].Cleanup(gl_);
3327 tile_program_swizzle_[i][j].Cleanup(gl_);
3328 tile_program_swizzle_opaque_[i][j].Cleanup(gl_);
3329 tile_program_aa_[i][j].Cleanup(gl_);
3330 tile_program_swizzle_aa_[i][j].Cleanup(gl_);
3332 for (int k = 0; k <= LAST_BLEND_MODE; k++) {
3333 for (int l = 0; l <= LAST_MASK_VALUE; ++l) {
3334 render_pass_mask_program_[i][j][k][l].Cleanup(gl_);
3335 render_pass_mask_program_aa_[i][j][k][l].Cleanup(gl_);
3336 render_pass_mask_color_matrix_program_aa_[i][j][k][l].Cleanup(gl_);
3337 render_pass_mask_color_matrix_program_[i][j][k][l].Cleanup(gl_);
3341 for (int j = 0; j <= LAST_BLEND_MODE; j++) {
3342 render_pass_program_[i][j].Cleanup(gl_);
3343 render_pass_program_aa_[i][j].Cleanup(gl_);
3344 render_pass_color_matrix_program_[i][j].Cleanup(gl_);
3345 render_pass_color_matrix_program_aa_[i][j].Cleanup(gl_);
3348 texture_program_[i].Cleanup(gl_);
3349 nonpremultiplied_texture_program_[i].Cleanup(gl_);
3350 texture_background_program_[i].Cleanup(gl_);
3351 nonpremultiplied_texture_background_program_[i].Cleanup(gl_);
3352 texture_io_surface_program_[i].Cleanup(gl_);
3354 video_yuv_program_[i].Cleanup(gl_);
3355 video_yuva_program_[i].Cleanup(gl_);
3356 video_stream_texture_program_[i].Cleanup(gl_);
3359 tile_checkerboard_program_.Cleanup(gl_);
3361 debug_border_program_.Cleanup(gl_);
3362 solid_color_program_.Cleanup(gl_);
3363 solid_color_program_aa_.Cleanup(gl_);
3365 if (offscreen_framebuffer_id_)
3366 gl_->DeleteFramebuffers(1, &offscreen_framebuffer_id_);
3368 if (on_demand_tile_raster_resource_id_)
3369 resource_provider_->DeleteResource(on_demand_tile_raster_resource_id_);
3371 ReleaseRenderPassTextures();
3374 void GLRenderer::ReinitializeGLState() {
3375 is_scissor_enabled_ = false;
3376 scissor_rect_needs_reset_ = true;
3377 stencil_shadow_ = false;
3378 blend_shadow_ = true;
3379 program_shadow_ = 0;
3381 RestoreGLState();
3384 void GLRenderer::RestoreGLState() {
3385 // This restores the current GLRenderer state to the GL context.
3386 bound_geometry_ = NO_BINDING;
3387 PrepareGeometry(SHARED_BINDING);
3389 gl_->Disable(GL_DEPTH_TEST);
3390 gl_->Disable(GL_CULL_FACE);
3391 gl_->ColorMask(true, true, true, true);
3392 gl_->BlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
3393 gl_->ActiveTexture(GL_TEXTURE0);
3395 if (program_shadow_)
3396 gl_->UseProgram(program_shadow_);
3398 if (stencil_shadow_)
3399 gl_->Enable(GL_STENCIL_TEST);
3400 else
3401 gl_->Disable(GL_STENCIL_TEST);
3403 if (blend_shadow_)
3404 gl_->Enable(GL_BLEND);
3405 else
3406 gl_->Disable(GL_BLEND);
3408 if (is_scissor_enabled_) {
3409 gl_->Enable(GL_SCISSOR_TEST);
3410 gl_->Scissor(scissor_rect_.x(), scissor_rect_.y(), scissor_rect_.width(),
3411 scissor_rect_.height());
3412 } else {
3413 gl_->Disable(GL_SCISSOR_TEST);
3417 void GLRenderer::RestoreFramebuffer(DrawingFrame* frame) {
3418 UseRenderPass(frame, frame->current_render_pass);
3420 // Call SetViewport directly, rather than through PrepareSurfaceForPass.
3421 // PrepareSurfaceForPass also clears the surface, which is not desired when
3422 // restoring.
3423 SetViewport();
3426 bool GLRenderer::IsContextLost() {
3427 return output_surface_->context_provider()->IsContextLost();
3430 void GLRenderer::ScheduleOverlays(DrawingFrame* frame) {
3431 if (!frame->overlay_list.size())
3432 return;
3434 ResourceProvider::ResourceIdArray resources;
3435 OverlayCandidateList& overlays = frame->overlay_list;
3436 OverlayCandidateList::iterator it;
3437 for (it = overlays.begin(); it != overlays.end(); ++it) {
3438 const OverlayCandidate& overlay = *it;
3439 // Skip primary plane.
3440 if (overlay.plane_z_order == 0)
3441 continue;
3443 pending_overlay_resources_.push_back(
3444 make_scoped_ptr(new ResourceProvider::ScopedReadLockGL(
3445 resource_provider_, overlay.resource_id)));
3447 context_support_->ScheduleOverlayPlane(
3448 overlay.plane_z_order,
3449 overlay.transform,
3450 pending_overlay_resources_.back()->texture_id(),
3451 overlay.display_rect,
3452 overlay.uv_rect);
3456 } // namespace cc