1 // Copyright 2010 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
5 #include "cc/output/gl_renderer.h"
13 #include "base/logging.h"
14 #include "base/trace_event/trace_event.h"
15 #include "cc/base/math_util.h"
16 #include "cc/layers/video_layer_impl.h"
17 #include "cc/output/compositor_frame.h"
18 #include "cc/output/compositor_frame_metadata.h"
19 #include "cc/output/context_provider.h"
20 #include "cc/output/copy_output_request.h"
21 #include "cc/output/geometry_binding.h"
22 #include "cc/output/gl_frame_data.h"
23 #include "cc/output/output_surface.h"
24 #include "cc/output/render_surface_filters.h"
25 #include "cc/quads/picture_draw_quad.h"
26 #include "cc/quads/render_pass.h"
27 #include "cc/quads/stream_video_draw_quad.h"
28 #include "cc/quads/texture_draw_quad.h"
29 #include "cc/resources/layer_quad.h"
30 #include "cc/resources/scoped_gpu_raster.h"
31 #include "cc/resources/scoped_resource.h"
32 #include "cc/resources/texture_mailbox_deleter.h"
33 #include "gpu/GLES2/gl2extchromium.h"
34 #include "gpu/command_buffer/client/context_support.h"
35 #include "gpu/command_buffer/client/gles2_interface.h"
36 #include "gpu/command_buffer/common/gpu_memory_allocation.h"
37 #include "third_party/skia/include/core/SkBitmap.h"
38 #include "third_party/skia/include/core/SkColor.h"
39 #include "third_party/skia/include/core/SkColorFilter.h"
40 #include "third_party/skia/include/core/SkImage.h"
41 #include "third_party/skia/include/core/SkSurface.h"
42 #include "third_party/skia/include/gpu/GrContext.h"
43 #include "third_party/skia/include/gpu/GrTexture.h"
44 #include "third_party/skia/include/gpu/SkGrTexturePixelRef.h"
45 #include "third_party/skia/include/gpu/gl/GrGLInterface.h"
46 #include "ui/gfx/geometry/quad_f.h"
47 #include "ui/gfx/geometry/rect_conversions.h"
49 using gpu::gles2::GLES2Interface
;
54 bool NeedsIOSurfaceReadbackWorkaround() {
55 #if defined(OS_MACOSX)
56 // This isn't strictly required in DumpRenderTree-mode when Mesa is used,
57 // but it doesn't seem to hurt.
64 Float4
UVTransform(const TextureDrawQuad
* quad
) {
65 gfx::PointF uv0
= quad
->uv_top_left
;
66 gfx::PointF uv1
= quad
->uv_bottom_right
;
67 Float4 xform
= {{uv0
.x(), uv0
.y(), uv1
.x() - uv0
.x(), uv1
.y() - uv0
.y()}};
69 xform
.data
[1] = 1.0f
- xform
.data
[1];
70 xform
.data
[3] = -xform
.data
[3];
75 Float4
PremultipliedColor(SkColor color
) {
76 const float factor
= 1.0f
/ 255.0f
;
77 const float alpha
= SkColorGetA(color
) * factor
;
80 {SkColorGetR(color
) * factor
* alpha
, SkColorGetG(color
) * factor
* alpha
,
81 SkColorGetB(color
) * factor
* alpha
, alpha
}};
85 SamplerType
SamplerTypeFromTextureTarget(GLenum target
) {
88 return SAMPLER_TYPE_2D
;
89 case GL_TEXTURE_RECTANGLE_ARB
:
90 return SAMPLER_TYPE_2D_RECT
;
91 case GL_TEXTURE_EXTERNAL_OES
:
92 return SAMPLER_TYPE_EXTERNAL_OES
;
95 return SAMPLER_TYPE_2D
;
99 BlendMode
BlendModeFromSkXfermode(SkXfermode::Mode mode
) {
101 case SkXfermode::kSrcOver_Mode
:
102 return BLEND_MODE_NORMAL
;
103 case SkXfermode::kScreen_Mode
:
104 return BLEND_MODE_SCREEN
;
105 case SkXfermode::kOverlay_Mode
:
106 return BLEND_MODE_OVERLAY
;
107 case SkXfermode::kDarken_Mode
:
108 return BLEND_MODE_DARKEN
;
109 case SkXfermode::kLighten_Mode
:
110 return BLEND_MODE_LIGHTEN
;
111 case SkXfermode::kColorDodge_Mode
:
112 return BLEND_MODE_COLOR_DODGE
;
113 case SkXfermode::kColorBurn_Mode
:
114 return BLEND_MODE_COLOR_BURN
;
115 case SkXfermode::kHardLight_Mode
:
116 return BLEND_MODE_HARD_LIGHT
;
117 case SkXfermode::kSoftLight_Mode
:
118 return BLEND_MODE_SOFT_LIGHT
;
119 case SkXfermode::kDifference_Mode
:
120 return BLEND_MODE_DIFFERENCE
;
121 case SkXfermode::kExclusion_Mode
:
122 return BLEND_MODE_EXCLUSION
;
123 case SkXfermode::kMultiply_Mode
:
124 return BLEND_MODE_MULTIPLY
;
125 case SkXfermode::kHue_Mode
:
126 return BLEND_MODE_HUE
;
127 case SkXfermode::kSaturation_Mode
:
128 return BLEND_MODE_SATURATION
;
129 case SkXfermode::kColor_Mode
:
130 return BLEND_MODE_COLOR
;
131 case SkXfermode::kLuminosity_Mode
:
132 return BLEND_MODE_LUMINOSITY
;
135 return BLEND_MODE_NONE
;
139 // Smallest unit that impact anti-aliasing output. We use this to
140 // determine when anti-aliasing is unnecessary.
141 const float kAntiAliasingEpsilon
= 1.0f
/ 1024.0f
;
143 // Block or crash if the number of pending sync queries reach this high as
144 // something is seriously wrong on the service side if this happens.
145 const size_t kMaxPendingSyncQueries
= 16;
147 } // anonymous namespace
149 static GLint
GetActiveTextureUnit(GLES2Interface
* gl
) {
150 GLint active_unit
= 0;
151 gl
->GetIntegerv(GL_ACTIVE_TEXTURE
, &active_unit
);
155 class GLRenderer::ScopedUseGrContext
{
157 static scoped_ptr
<ScopedUseGrContext
> Create(GLRenderer
* renderer
,
158 DrawingFrame
* frame
) {
159 return make_scoped_ptr(new ScopedUseGrContext(renderer
, frame
));
162 ~ScopedUseGrContext() {
163 // Pass context control back to GLrenderer.
164 scoped_gpu_raster_
= nullptr;
165 renderer_
->RestoreGLState();
166 renderer_
->RestoreFramebuffer(frame_
);
169 GrContext
* context() const {
170 return renderer_
->output_surface_
->context_provider()->GrContext();
174 ScopedUseGrContext(GLRenderer
* renderer
, DrawingFrame
* frame
)
175 : scoped_gpu_raster_(
176 new ScopedGpuRaster(renderer
->output_surface_
->context_provider())),
179 // scoped_gpu_raster_ passes context control to Skia.
182 scoped_ptr
<ScopedGpuRaster
> scoped_gpu_raster_
;
183 GLRenderer
* renderer_
;
184 DrawingFrame
* frame_
;
186 DISALLOW_COPY_AND_ASSIGN(ScopedUseGrContext
);
189 struct GLRenderer::PendingAsyncReadPixels
{
190 PendingAsyncReadPixels() : buffer(0) {}
192 scoped_ptr
<CopyOutputRequest
> copy_request
;
193 base::CancelableClosure finished_read_pixels_callback
;
197 DISALLOW_COPY_AND_ASSIGN(PendingAsyncReadPixels
);
200 class GLRenderer::SyncQuery
{
202 explicit SyncQuery(gpu::gles2::GLES2Interface
* gl
)
203 : gl_(gl
), query_id_(0u), is_pending_(false), weak_ptr_factory_(this) {
204 gl_
->GenQueriesEXT(1, &query_id_
);
206 virtual ~SyncQuery() { gl_
->DeleteQueriesEXT(1, &query_id_
); }
208 scoped_refptr
<ResourceProvider::Fence
> Begin() {
209 DCHECK(!IsPending());
210 // Invalidate weak pointer held by old fence.
211 weak_ptr_factory_
.InvalidateWeakPtrs();
212 // Note: In case the set of drawing commands issued before End() do not
213 // depend on the query, defer BeginQueryEXT call until Set() is called and
214 // query is required.
215 return make_scoped_refptr
<ResourceProvider::Fence
>(
216 new Fence(weak_ptr_factory_
.GetWeakPtr()));
223 // Note: BeginQueryEXT on GL_COMMANDS_COMPLETED_CHROMIUM is effectively a
224 // noop relative to GL, so it doesn't matter where it happens but we still
225 // make sure to issue this command when Set() is called (prior to issuing
226 // any drawing commands that depend on query), in case some future extension
227 // can take advantage of this.
228 gl_
->BeginQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM
, query_id_
);
236 gl_
->EndQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM
);
243 unsigned result_available
= 1;
244 gl_
->GetQueryObjectuivEXT(
245 query_id_
, GL_QUERY_RESULT_AVAILABLE_EXT
, &result_available
);
246 is_pending_
= !result_available
;
255 gl_
->GetQueryObjectuivEXT(query_id_
, GL_QUERY_RESULT_EXT
, &result
);
260 class Fence
: public ResourceProvider::Fence
{
262 explicit Fence(base::WeakPtr
<GLRenderer::SyncQuery
> query
)
265 // Overridden from ResourceProvider::Fence:
266 void Set() override
{
270 bool HasPassed() override
{ return !query_
|| !query_
->IsPending(); }
271 void Wait() override
{
279 base::WeakPtr
<SyncQuery
> query_
;
281 DISALLOW_COPY_AND_ASSIGN(Fence
);
284 gpu::gles2::GLES2Interface
* gl_
;
287 base::WeakPtrFactory
<SyncQuery
> weak_ptr_factory_
;
289 DISALLOW_COPY_AND_ASSIGN(SyncQuery
);
292 scoped_ptr
<GLRenderer
> GLRenderer::Create(
293 RendererClient
* client
,
294 const RendererSettings
* settings
,
295 OutputSurface
* output_surface
,
296 ResourceProvider
* resource_provider
,
297 TextureMailboxDeleter
* texture_mailbox_deleter
,
298 int highp_threshold_min
) {
299 return make_scoped_ptr(new GLRenderer(client
,
303 texture_mailbox_deleter
,
304 highp_threshold_min
));
307 GLRenderer::GLRenderer(RendererClient
* client
,
308 const RendererSettings
* settings
,
309 OutputSurface
* output_surface
,
310 ResourceProvider
* resource_provider
,
311 TextureMailboxDeleter
* texture_mailbox_deleter
,
312 int highp_threshold_min
)
313 : DirectRenderer(client
, settings
, output_surface
, resource_provider
),
314 offscreen_framebuffer_id_(0),
315 shared_geometry_quad_(QuadVertexRect()),
316 gl_(output_surface
->context_provider()->ContextGL()),
317 context_support_(output_surface
->context_provider()->ContextSupport()),
318 texture_mailbox_deleter_(texture_mailbox_deleter
),
319 is_backbuffer_discarded_(false),
320 is_scissor_enabled_(false),
321 scissor_rect_needs_reset_(true),
322 stencil_shadow_(false),
323 blend_shadow_(false),
324 highp_threshold_min_(highp_threshold_min
),
325 highp_threshold_cache_(0),
326 use_sync_query_(false),
327 on_demand_tile_raster_resource_id_(0) {
329 DCHECK(context_support_
);
331 ContextProvider::Capabilities context_caps
=
332 output_surface_
->context_provider()->ContextCapabilities();
334 capabilities_
.using_partial_swap
=
335 settings_
->partial_swap_enabled
&& context_caps
.gpu
.post_sub_buffer
;
337 DCHECK(!context_caps
.gpu
.iosurface
|| context_caps
.gpu
.texture_rectangle
);
339 capabilities_
.using_egl_image
= context_caps
.gpu
.egl_image_external
;
341 capabilities_
.max_texture_size
= resource_provider_
->max_texture_size();
342 capabilities_
.best_texture_format
= resource_provider_
->best_texture_format();
344 // The updater can access textures while the GLRenderer is using them.
345 capabilities_
.allow_partial_texture_updates
= true;
347 capabilities_
.using_image
= context_caps
.gpu
.image
;
349 capabilities_
.using_discard_framebuffer
=
350 context_caps
.gpu
.discard_framebuffer
;
352 capabilities_
.allow_rasterize_on_demand
= true;
354 use_sync_query_
= context_caps
.gpu
.sync_query
;
355 use_blend_equation_advanced_
= context_caps
.gpu
.blend_equation_advanced
;
356 use_blend_equation_advanced_coherent_
=
357 context_caps
.gpu
.blend_equation_advanced_coherent
;
359 InitializeSharedObjects();
362 GLRenderer::~GLRenderer() {
363 while (!pending_async_read_pixels_
.empty()) {
364 PendingAsyncReadPixels
* pending_read
= pending_async_read_pixels_
.back();
365 pending_read
->finished_read_pixels_callback
.Cancel();
366 pending_async_read_pixels_
.pop_back();
369 in_use_overlay_resources_
.clear();
371 CleanupSharedObjects();
374 const RendererCapabilitiesImpl
& GLRenderer::Capabilities() const {
375 return capabilities_
;
378 void GLRenderer::DebugGLCall(GLES2Interface
* gl
,
382 GLuint error
= gl
->GetError();
383 if (error
!= GL_NO_ERROR
)
384 LOG(ERROR
) << "GL command failed: File: " << file
<< "\n\tLine " << line
385 << "\n\tcommand: " << command
<< ", error "
386 << static_cast<int>(error
) << "\n";
389 void GLRenderer::DidChangeVisibility() {
390 EnforceMemoryPolicy();
392 context_support_
->SetSurfaceVisible(visible());
395 void GLRenderer::ReleaseRenderPassTextures() { render_pass_textures_
.clear(); }
397 void GLRenderer::DiscardPixels(bool has_external_stencil_test
,
398 bool draw_rect_covers_full_surface
) {
399 if (has_external_stencil_test
|| !draw_rect_covers_full_surface
||
400 !capabilities_
.using_discard_framebuffer
)
402 bool using_default_framebuffer
=
403 !current_framebuffer_lock_
&&
404 output_surface_
->capabilities().uses_default_gl_framebuffer
;
405 GLenum attachments
[] = {static_cast<GLenum
>(
406 using_default_framebuffer
? GL_COLOR_EXT
: GL_COLOR_ATTACHMENT0_EXT
)};
407 gl_
->DiscardFramebufferEXT(
408 GL_FRAMEBUFFER
, arraysize(attachments
), attachments
);
411 void GLRenderer::ClearFramebuffer(DrawingFrame
* frame
,
412 bool has_external_stencil_test
) {
413 // It's unsafe to clear when we have a stencil test because glClear ignores
415 if (has_external_stencil_test
) {
416 DCHECK(!frame
->current_render_pass
->has_transparent_background
);
420 // On DEBUG builds, opaque render passes are cleared to blue to easily see
421 // regions that were not drawn on the screen.
422 if (frame
->current_render_pass
->has_transparent_background
)
423 GLC(gl_
, gl_
->ClearColor(0, 0, 0, 0));
425 GLC(gl_
, gl_
->ClearColor(0, 0, 1, 1));
427 bool always_clear
= false;
431 if (always_clear
|| frame
->current_render_pass
->has_transparent_background
) {
432 GLbitfield clear_bits
= GL_COLOR_BUFFER_BIT
;
434 clear_bits
|= GL_STENCIL_BUFFER_BIT
;
435 gl_
->Clear(clear_bits
);
439 static ResourceProvider::ResourceId
WaitOnResourceSyncPoints(
440 ResourceProvider
* resource_provider
,
441 ResourceProvider::ResourceId resource_id
) {
442 resource_provider
->WaitSyncPointIfNeeded(resource_id
);
446 void GLRenderer::BeginDrawingFrame(DrawingFrame
* frame
) {
447 TRACE_EVENT0("cc", "GLRenderer::BeginDrawingFrame");
449 scoped_refptr
<ResourceProvider::Fence
> read_lock_fence
;
450 if (use_sync_query_
) {
451 // Block until oldest sync query has passed if the number of pending queries
452 // ever reach kMaxPendingSyncQueries.
453 if (pending_sync_queries_
.size() >= kMaxPendingSyncQueries
) {
454 LOG(ERROR
) << "Reached limit of pending sync queries.";
456 pending_sync_queries_
.front()->Wait();
457 DCHECK(!pending_sync_queries_
.front()->IsPending());
460 while (!pending_sync_queries_
.empty()) {
461 if (pending_sync_queries_
.front()->IsPending())
464 available_sync_queries_
.push_back(pending_sync_queries_
.take_front());
467 current_sync_query_
= available_sync_queries_
.empty()
468 ? make_scoped_ptr(new SyncQuery(gl_
))
469 : available_sync_queries_
.take_front();
471 read_lock_fence
= current_sync_query_
->Begin();
474 make_scoped_refptr(new ResourceProvider::SynchronousFence(gl_
));
476 resource_provider_
->SetReadLockFence(read_lock_fence
.get());
478 // Insert WaitSyncPointCHROMIUM on quad resources prior to drawing the frame,
479 // so that drawing can proceed without GL context switching interruptions.
480 DrawQuad::ResourceIteratorCallback wait_on_resource_syncpoints_callback
=
481 base::Bind(&WaitOnResourceSyncPoints
, resource_provider_
);
483 for (const auto& pass
: *frame
->render_passes_in_draw_order
) {
484 for (const auto& quad
: pass
->quad_list
)
485 quad
->IterateResources(wait_on_resource_syncpoints_callback
);
488 // TODO(enne): Do we need to reinitialize all of this state per frame?
489 ReinitializeGLState();
492 void GLRenderer::DoNoOp() {
493 GLC(gl_
, gl_
->BindFramebuffer(GL_FRAMEBUFFER
, 0));
494 GLC(gl_
, gl_
->Flush());
497 void GLRenderer::DoDrawQuad(DrawingFrame
* frame
, const DrawQuad
* quad
) {
498 DCHECK(quad
->rect
.Contains(quad
->visible_rect
));
499 if (quad
->material
!= DrawQuad::TEXTURE_CONTENT
) {
500 FlushTextureQuadCache();
503 switch (quad
->material
) {
504 case DrawQuad::INVALID
:
507 case DrawQuad::CHECKERBOARD
:
508 DrawCheckerboardQuad(frame
, CheckerboardDrawQuad::MaterialCast(quad
));
510 case DrawQuad::DEBUG_BORDER
:
511 DrawDebugBorderQuad(frame
, DebugBorderDrawQuad::MaterialCast(quad
));
513 case DrawQuad::IO_SURFACE_CONTENT
:
514 DrawIOSurfaceQuad(frame
, IOSurfaceDrawQuad::MaterialCast(quad
));
516 case DrawQuad::PICTURE_CONTENT
:
517 // PictureDrawQuad should only be used for resourceless software draws.
520 case DrawQuad::RENDER_PASS
:
521 DrawRenderPassQuad(frame
, RenderPassDrawQuad::MaterialCast(quad
));
523 case DrawQuad::SOLID_COLOR
:
524 DrawSolidColorQuad(frame
, SolidColorDrawQuad::MaterialCast(quad
));
526 case DrawQuad::STREAM_VIDEO_CONTENT
:
527 DrawStreamVideoQuad(frame
, StreamVideoDrawQuad::MaterialCast(quad
));
529 case DrawQuad::SURFACE_CONTENT
:
530 // Surface content should be fully resolved to other quad types before
531 // reaching a direct renderer.
534 case DrawQuad::TEXTURE_CONTENT
:
535 EnqueueTextureQuad(frame
, TextureDrawQuad::MaterialCast(quad
));
537 case DrawQuad::TILED_CONTENT
:
538 DrawTileQuad(frame
, TileDrawQuad::MaterialCast(quad
));
540 case DrawQuad::YUV_VIDEO_CONTENT
:
541 DrawYUVVideoQuad(frame
, YUVVideoDrawQuad::MaterialCast(quad
));
546 void GLRenderer::DrawCheckerboardQuad(const DrawingFrame
* frame
,
547 const CheckerboardDrawQuad
* quad
) {
548 SetBlendEnabled(quad
->ShouldDrawWithBlending());
550 const TileCheckerboardProgram
* program
= GetTileCheckerboardProgram();
551 DCHECK(program
&& (program
->initialized() || IsContextLost()));
552 SetUseProgram(program
->program());
554 SkColor color
= quad
->color
;
556 gl_
->Uniform4f(program
->fragment_shader().color_location(),
557 SkColorGetR(color
) * (1.0f
/ 255.0f
),
558 SkColorGetG(color
) * (1.0f
/ 255.0f
),
559 SkColorGetB(color
) * (1.0f
/ 255.0f
),
562 const int checkerboard_width
= 16;
563 float frequency
= 1.0f
/ checkerboard_width
;
565 gfx::Rect tile_rect
= quad
->rect
;
566 float tex_offset_x
= tile_rect
.x() % checkerboard_width
;
567 float tex_offset_y
= tile_rect
.y() % checkerboard_width
;
568 float tex_scale_x
= tile_rect
.width();
569 float tex_scale_y
= tile_rect
.height();
571 gl_
->Uniform4f(program
->fragment_shader().tex_transform_location(),
578 gl_
->Uniform1f(program
->fragment_shader().frequency_location(),
581 SetShaderOpacity(quad
->opacity(),
582 program
->fragment_shader().alpha_location());
583 DrawQuadGeometry(frame
,
584 quad
->quadTransform(),
586 program
->vertex_shader().matrix_location());
589 void GLRenderer::DrawDebugBorderQuad(const DrawingFrame
* frame
,
590 const DebugBorderDrawQuad
* quad
) {
591 SetBlendEnabled(quad
->ShouldDrawWithBlending());
593 static float gl_matrix
[16];
594 const DebugBorderProgram
* program
= GetDebugBorderProgram();
595 DCHECK(program
&& (program
->initialized() || IsContextLost()));
596 SetUseProgram(program
->program());
598 // Use the full quad_rect for debug quads to not move the edges based on
600 gfx::Rect layer_rect
= quad
->rect
;
601 gfx::Transform render_matrix
;
602 QuadRectTransform(&render_matrix
, quad
->quadTransform(), layer_rect
);
603 GLRenderer::ToGLMatrix(&gl_matrix
[0],
604 frame
->projection_matrix
* render_matrix
);
606 gl_
->UniformMatrix4fv(
607 program
->vertex_shader().matrix_location(), 1, false, &gl_matrix
[0]));
609 SkColor color
= quad
->color
;
610 float alpha
= SkColorGetA(color
) * (1.0f
/ 255.0f
);
613 gl_
->Uniform4f(program
->fragment_shader().color_location(),
614 (SkColorGetR(color
) * (1.0f
/ 255.0f
)) * alpha
,
615 (SkColorGetG(color
) * (1.0f
/ 255.0f
)) * alpha
,
616 (SkColorGetB(color
) * (1.0f
/ 255.0f
)) * alpha
,
619 GLC(gl_
, gl_
->LineWidth(quad
->width
));
621 // The indices for the line are stored in the same array as the triangle
623 GLC(gl_
, gl_
->DrawElements(GL_LINE_LOOP
, 4, GL_UNSIGNED_SHORT
, 0));
626 static skia::RefPtr
<SkImage
> ApplyImageFilter(
627 scoped_ptr
<GLRenderer::ScopedUseGrContext
> use_gr_context
,
628 ResourceProvider
* resource_provider
,
629 const gfx::Rect
& rect
,
630 const gfx::Vector2dF
& scale
,
631 SkImageFilter
* filter
,
632 ScopedResource
* source_texture_resource
) {
634 return skia::RefPtr
<SkImage
>();
637 return skia::RefPtr
<SkImage
>();
639 ResourceProvider::ScopedReadLockGL
lock(resource_provider
,
640 source_texture_resource
->id());
642 // Wrap the source texture in a Ganesh platform texture.
643 GrBackendTextureDesc backend_texture_description
;
644 backend_texture_description
.fWidth
= source_texture_resource
->size().width();
645 backend_texture_description
.fHeight
=
646 source_texture_resource
->size().height();
647 backend_texture_description
.fConfig
= kSkia8888_GrPixelConfig
;
648 backend_texture_description
.fTextureHandle
= lock
.texture_id();
649 backend_texture_description
.fOrigin
= kBottomLeft_GrSurfaceOrigin
;
650 skia::RefPtr
<GrTexture
> texture
=
651 skia::AdoptRef(use_gr_context
->context()->wrapBackendTexture(
652 backend_texture_description
));
654 TRACE_EVENT_INSTANT0("cc",
655 "ApplyImageFilter wrap background texture failed",
656 TRACE_EVENT_SCOPE_THREAD
);
657 return skia::RefPtr
<SkImage
>();
661 SkImageInfo::MakeN32Premul(source_texture_resource
->size().width(),
662 source_texture_resource
->size().height());
663 // Place the platform texture inside an SkBitmap.
665 source
.setInfo(info
);
666 skia::RefPtr
<SkGrPixelRef
> pixel_ref
=
667 skia::AdoptRef(new SkGrPixelRef(info
, texture
.get()));
668 source
.setPixelRef(pixel_ref
.get());
670 // Create a scratch texture for backing store.
672 desc
.fFlags
= kRenderTarget_GrTextureFlagBit
| kNoStencil_GrTextureFlagBit
;
674 desc
.fWidth
= source
.width();
675 desc
.fHeight
= source
.height();
676 desc
.fConfig
= kSkia8888_GrPixelConfig
;
677 desc
.fOrigin
= kBottomLeft_GrSurfaceOrigin
;
678 skia::RefPtr
<GrTexture
> backing_store
=
679 skia::AdoptRef(use_gr_context
->context()->refScratchTexture(
680 desc
, GrContext::kExact_ScratchTexMatch
));
681 if (!backing_store
) {
682 TRACE_EVENT_INSTANT0("cc",
683 "ApplyImageFilter scratch texture allocation failed",
684 TRACE_EVENT_SCOPE_THREAD
);
685 return skia::RefPtr
<SkImage
>();
688 // Create surface to draw into.
689 skia::RefPtr
<SkSurface
> surface
= skia::AdoptRef(
690 SkSurface::NewRenderTargetDirect(backing_store
->asRenderTarget()));
691 skia::RefPtr
<SkCanvas
> canvas
= skia::SharePtr(surface
->getCanvas());
693 // Draw the source bitmap through the filter to the canvas.
695 paint
.setImageFilter(filter
);
696 canvas
->clear(SK_ColorTRANSPARENT
);
698 // The origin of the filter is top-left and the origin of the source is
699 // bottom-left, but the orientation is the same, so we must translate the
700 // filter so that it renders at the bottom of the texture to avoid
702 int y_translate
= source
.height() - rect
.height() - rect
.origin().y();
703 canvas
->translate(-rect
.origin().x(), y_translate
);
704 canvas
->scale(scale
.x(), scale
.y());
705 canvas
->drawSprite(source
, 0, 0, &paint
);
707 skia::RefPtr
<SkImage
> image
= skia::AdoptRef(surface
->newImageSnapshot());
708 if (!image
|| !image
->getTexture()) {
709 return skia::RefPtr
<SkImage
>();
712 // Flush the GrContext to ensure all buffered GL calls are drawn to the
713 // backing store before we access and return it, and have cc begin using the
720 bool GLRenderer::CanApplyBlendModeUsingBlendFunc(SkXfermode::Mode blend_mode
) {
721 return use_blend_equation_advanced_
||
722 blend_mode
== SkXfermode::kScreen_Mode
||
723 blend_mode
== SkXfermode::kSrcOver_Mode
;
726 void GLRenderer::ApplyBlendModeUsingBlendFunc(SkXfermode::Mode blend_mode
) {
727 DCHECK(CanApplyBlendModeUsingBlendFunc(blend_mode
));
729 // Any modes set here must be reset in RestoreBlendFuncToDefault
730 if (use_blend_equation_advanced_
) {
731 GLenum equation
= GL_FUNC_ADD
;
733 switch (blend_mode
) {
734 case SkXfermode::kScreen_Mode
:
735 equation
= GL_SCREEN_KHR
;
737 case SkXfermode::kOverlay_Mode
:
738 equation
= GL_OVERLAY_KHR
;
740 case SkXfermode::kDarken_Mode
:
741 equation
= GL_DARKEN_KHR
;
743 case SkXfermode::kLighten_Mode
:
744 equation
= GL_LIGHTEN_KHR
;
746 case SkXfermode::kColorDodge_Mode
:
747 equation
= GL_COLORDODGE_KHR
;
749 case SkXfermode::kColorBurn_Mode
:
750 equation
= GL_COLORBURN_KHR
;
752 case SkXfermode::kHardLight_Mode
:
753 equation
= GL_HARDLIGHT_KHR
;
755 case SkXfermode::kSoftLight_Mode
:
756 equation
= GL_SOFTLIGHT_KHR
;
758 case SkXfermode::kDifference_Mode
:
759 equation
= GL_DIFFERENCE_KHR
;
761 case SkXfermode::kExclusion_Mode
:
762 equation
= GL_EXCLUSION_KHR
;
764 case SkXfermode::kMultiply_Mode
:
765 equation
= GL_MULTIPLY_KHR
;
767 case SkXfermode::kHue_Mode
:
768 equation
= GL_HSL_HUE_KHR
;
770 case SkXfermode::kSaturation_Mode
:
771 equation
= GL_HSL_SATURATION_KHR
;
773 case SkXfermode::kColor_Mode
:
774 equation
= GL_HSL_COLOR_KHR
;
776 case SkXfermode::kLuminosity_Mode
:
777 equation
= GL_HSL_LUMINOSITY_KHR
;
783 GLC(gl_
, gl_
->BlendEquation(equation
));
785 if (blend_mode
== SkXfermode::kScreen_Mode
) {
786 GLC(gl_
, gl_
->BlendFunc(GL_ONE_MINUS_DST_COLOR
, GL_ONE
));
791 void GLRenderer::RestoreBlendFuncToDefault(SkXfermode::Mode blend_mode
) {
792 if (blend_mode
== SkXfermode::kSrcOver_Mode
)
795 if (use_blend_equation_advanced_
) {
796 GLC(gl_
, gl_
->BlendEquation(GL_FUNC_ADD
));
798 GLC(gl_
, gl_
->BlendFunc(GL_ONE
, GL_ONE_MINUS_SRC_ALPHA
));
802 bool GLRenderer::ShouldApplyBackgroundFilters(DrawingFrame
* frame
,
803 const RenderPassDrawQuad
* quad
) {
804 if (quad
->background_filters
.IsEmpty())
807 // TODO(danakj): We only allow background filters on an opaque render surface
808 // because other surfaces may contain translucent pixels, and the contents
809 // behind those translucent pixels wouldn't have the filter applied.
810 if (frame
->current_render_pass
->has_transparent_background
)
813 // TODO(ajuma): Add support for reference filters once
814 // FilterOperations::GetOutsets supports reference filters.
815 if (quad
->background_filters
.HasReferenceFilter())
820 gfx::Rect
GLRenderer::GetBackdropBoundingBoxForRenderPassQuad(
822 const RenderPassDrawQuad
* quad
,
823 const gfx::Transform
& contents_device_transform
,
825 gfx::Rect backdrop_rect
= gfx::ToEnclosingRect(MathUtil::MapClippedRect(
826 contents_device_transform
, SharedGeometryQuad().BoundingBox()));
828 if (ShouldApplyBackgroundFilters(frame
, quad
)) {
829 int top
, right
, bottom
, left
;
830 quad
->background_filters
.GetOutsets(&top
, &right
, &bottom
, &left
);
831 backdrop_rect
.Inset(-left
, -top
, -right
, -bottom
);
834 if (!backdrop_rect
.IsEmpty() && use_aa
) {
835 const int kOutsetForAntialiasing
= 1;
836 backdrop_rect
.Inset(-kOutsetForAntialiasing
, -kOutsetForAntialiasing
);
839 backdrop_rect
.Intersect(MoveFromDrawToWindowSpace(
840 frame
, frame
->current_render_pass
->output_rect
));
841 return backdrop_rect
;
844 scoped_ptr
<ScopedResource
> GLRenderer::GetBackdropTexture(
845 const gfx::Rect
& bounding_rect
) {
846 scoped_ptr
<ScopedResource
> device_background_texture
=
847 ScopedResource::Create(resource_provider_
);
848 // CopyTexImage2D fails when called on a texture having immutable storage.
849 device_background_texture
->Allocate(
850 bounding_rect
.size(), ResourceProvider::TEXTURE_HINT_DEFAULT
, RGBA_8888
);
852 ResourceProvider::ScopedWriteLockGL
lock(resource_provider_
,
853 device_background_texture
->id());
854 GetFramebufferTexture(
855 lock
.texture_id(), device_background_texture
->format(), bounding_rect
);
857 return device_background_texture
.Pass();
860 skia::RefPtr
<SkImage
> GLRenderer::ApplyBackgroundFilters(
862 const RenderPassDrawQuad
* quad
,
863 ScopedResource
* background_texture
) {
864 DCHECK(ShouldApplyBackgroundFilters(frame
, quad
));
865 skia::RefPtr
<SkImageFilter
> filter
= RenderSurfaceFilters::BuildImageFilter(
866 quad
->background_filters
, background_texture
->size());
868 skia::RefPtr
<SkImage
> background_with_filters
= ApplyImageFilter(
869 ScopedUseGrContext::Create(this, frame
), resource_provider_
, quad
->rect
,
870 quad
->filters_scale
, filter
.get(), background_texture
);
871 return background_with_filters
;
874 void GLRenderer::DrawRenderPassQuad(DrawingFrame
* frame
,
875 const RenderPassDrawQuad
* quad
) {
876 ScopedResource
* contents_texture
=
877 render_pass_textures_
.get(quad
->render_pass_id
);
878 if (!contents_texture
|| !contents_texture
->id())
881 gfx::Transform quad_rect_matrix
;
882 QuadRectTransform(&quad_rect_matrix
, quad
->quadTransform(), quad
->rect
);
883 gfx::Transform contents_device_transform
=
884 frame
->window_matrix
* frame
->projection_matrix
* quad_rect_matrix
;
885 contents_device_transform
.FlattenTo2d();
887 // Can only draw surface if device matrix is invertible.
888 if (!contents_device_transform
.IsInvertible())
891 gfx::QuadF surface_quad
= SharedGeometryQuad();
893 bool use_aa
= settings_
->allow_antialiasing
&&
894 ShouldAntialiasQuad(contents_device_transform
, quad
,
895 settings_
->force_antialiasing
);
898 SetupQuadForAntialiasing(contents_device_transform
, quad
,
899 &surface_quad
, edge
);
901 SkXfermode::Mode blend_mode
= quad
->shared_quad_state
->blend_mode
;
902 bool use_shaders_for_blending
=
903 !CanApplyBlendModeUsingBlendFunc(blend_mode
) ||
904 ShouldApplyBackgroundFilters(frame
, quad
) ||
905 settings_
->force_blending_with_shaders
;
907 scoped_ptr
<ScopedResource
> background_texture
;
908 skia::RefPtr
<SkImage
> background_image
;
909 gfx::Rect background_rect
;
910 if (use_shaders_for_blending
) {
911 // Compute a bounding box around the pixels that will be visible through
913 background_rect
= GetBackdropBoundingBoxForRenderPassQuad(
914 frame
, quad
, contents_device_transform
, use_aa
);
916 if (!background_rect
.IsEmpty()) {
917 // The pixels from the filtered background should completely replace the
918 // current pixel values.
920 SetBlendEnabled(false);
922 // Read the pixels in the bounding box into a buffer R.
923 // This function allocates a texture, which should contribute to the
924 // amount of memory used by render surfaces:
925 // LayerTreeHost::CalculateMemoryForRenderSurfaces.
926 background_texture
= GetBackdropTexture(background_rect
);
928 if (ShouldApplyBackgroundFilters(frame
, quad
) && background_texture
) {
929 // Apply the background filters to R, so that it is applied in the
930 // pixels' coordinate space.
932 ApplyBackgroundFilters(frame
, quad
, background_texture
.get());
936 if (!background_texture
) {
937 // Something went wrong with reading the backdrop.
938 DCHECK(!background_image
);
939 use_shaders_for_blending
= false;
940 } else if (background_image
) {
941 background_texture
.reset();
942 } else if (CanApplyBlendModeUsingBlendFunc(blend_mode
) &&
943 ShouldApplyBackgroundFilters(frame
, quad
)) {
944 // Something went wrong with applying background filters to the backdrop.
945 use_shaders_for_blending
= false;
946 background_texture
.reset();
951 !use_shaders_for_blending
&&
952 (quad
->ShouldDrawWithBlending() || !IsDefaultBlendMode(blend_mode
)));
954 // TODO(senorblanco): Cache this value so that we don't have to do it for both
955 // the surface and its replica. Apply filters to the contents texture.
956 skia::RefPtr
<SkImage
> filter_image
;
957 SkScalar color_matrix
[20];
958 bool use_color_matrix
= false;
959 if (!quad
->filters
.IsEmpty()) {
960 skia::RefPtr
<SkImageFilter
> filter
= RenderSurfaceFilters::BuildImageFilter(
961 quad
->filters
, contents_texture
->size());
963 skia::RefPtr
<SkColorFilter
> cf
;
966 SkColorFilter
* colorfilter_rawptr
= NULL
;
967 filter
->asColorFilter(&colorfilter_rawptr
);
968 cf
= skia::AdoptRef(colorfilter_rawptr
);
971 if (cf
&& cf
->asColorMatrix(color_matrix
) && !filter
->getInput(0)) {
972 // We have a single color matrix as a filter; apply it locally
973 // in the compositor.
974 use_color_matrix
= true;
976 filter_image
= ApplyImageFilter(
977 ScopedUseGrContext::Create(this, frame
), resource_provider_
,
978 quad
->rect
, quad
->filters_scale
, filter
.get(), contents_texture
);
983 scoped_ptr
<ResourceProvider::ScopedSamplerGL
> mask_resource_lock
;
984 unsigned mask_texture_id
= 0;
985 SamplerType mask_sampler
= SAMPLER_TYPE_NA
;
986 if (quad
->mask_resource_id
) {
987 mask_resource_lock
.reset(new ResourceProvider::ScopedSamplerGL(
988 resource_provider_
, quad
->mask_resource_id
, GL_TEXTURE1
, GL_LINEAR
));
989 mask_texture_id
= mask_resource_lock
->texture_id();
990 mask_sampler
= SamplerTypeFromTextureTarget(mask_resource_lock
->target());
993 scoped_ptr
<ResourceProvider::ScopedSamplerGL
> contents_resource_lock
;
995 GrTexture
* texture
= filter_image
->getTexture();
996 DCHECK_EQ(GL_TEXTURE0
, GetActiveTextureUnit(gl_
));
997 gl_
->BindTexture(GL_TEXTURE_2D
, texture
->getTextureHandle());
999 contents_resource_lock
=
1000 make_scoped_ptr(new ResourceProvider::ScopedSamplerGL(
1001 resource_provider_
, contents_texture
->id(), GL_LINEAR
));
1002 DCHECK_EQ(static_cast<GLenum
>(GL_TEXTURE_2D
),
1003 contents_resource_lock
->target());
1006 if (!use_shaders_for_blending
) {
1007 if (!use_blend_equation_advanced_coherent_
&& use_blend_equation_advanced_
)
1008 GLC(gl_
, gl_
->BlendBarrierKHR());
1010 ApplyBlendModeUsingBlendFunc(blend_mode
);
1013 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1015 &highp_threshold_cache_
,
1016 highp_threshold_min_
,
1017 quad
->shared_quad_state
->visible_content_rect
.bottom_right());
1019 int shader_quad_location
= -1;
1020 int shader_edge_location
= -1;
1021 int shader_viewport_location
= -1;
1022 int shader_mask_sampler_location
= -1;
1023 int shader_mask_tex_coord_scale_location
= -1;
1024 int shader_mask_tex_coord_offset_location
= -1;
1025 int shader_matrix_location
= -1;
1026 int shader_alpha_location
= -1;
1027 int shader_color_matrix_location
= -1;
1028 int shader_color_offset_location
= -1;
1029 int shader_tex_transform_location
= -1;
1030 int shader_backdrop_location
= -1;
1031 int shader_backdrop_rect_location
= -1;
1033 DCHECK_EQ(background_texture
|| background_image
, use_shaders_for_blending
);
1034 BlendMode shader_blend_mode
= use_shaders_for_blending
1035 ? BlendModeFromSkXfermode(blend_mode
)
1038 if (use_aa
&& mask_texture_id
&& !use_color_matrix
) {
1039 const RenderPassMaskProgramAA
* program
= GetRenderPassMaskProgramAA(
1040 tex_coord_precision
, mask_sampler
, shader_blend_mode
);
1041 SetUseProgram(program
->program());
1042 GLC(gl_
, gl_
->Uniform1i(program
->fragment_shader().sampler_location(), 0));
1044 shader_quad_location
= program
->vertex_shader().quad_location();
1045 shader_edge_location
= program
->vertex_shader().edge_location();
1046 shader_viewport_location
= program
->vertex_shader().viewport_location();
1047 shader_mask_sampler_location
=
1048 program
->fragment_shader().mask_sampler_location();
1049 shader_mask_tex_coord_scale_location
=
1050 program
->fragment_shader().mask_tex_coord_scale_location();
1051 shader_mask_tex_coord_offset_location
=
1052 program
->fragment_shader().mask_tex_coord_offset_location();
1053 shader_matrix_location
= program
->vertex_shader().matrix_location();
1054 shader_alpha_location
= program
->fragment_shader().alpha_location();
1055 shader_tex_transform_location
=
1056 program
->vertex_shader().tex_transform_location();
1057 shader_backdrop_location
= program
->fragment_shader().backdrop_location();
1058 shader_backdrop_rect_location
=
1059 program
->fragment_shader().backdrop_rect_location();
1060 } else if (!use_aa
&& mask_texture_id
&& !use_color_matrix
) {
1061 const RenderPassMaskProgram
* program
= GetRenderPassMaskProgram(
1062 tex_coord_precision
, mask_sampler
, shader_blend_mode
);
1063 SetUseProgram(program
->program());
1064 GLC(gl_
, gl_
->Uniform1i(program
->fragment_shader().sampler_location(), 0));
1066 shader_mask_sampler_location
=
1067 program
->fragment_shader().mask_sampler_location();
1068 shader_mask_tex_coord_scale_location
=
1069 program
->fragment_shader().mask_tex_coord_scale_location();
1070 shader_mask_tex_coord_offset_location
=
1071 program
->fragment_shader().mask_tex_coord_offset_location();
1072 shader_matrix_location
= program
->vertex_shader().matrix_location();
1073 shader_alpha_location
= program
->fragment_shader().alpha_location();
1074 shader_tex_transform_location
=
1075 program
->vertex_shader().tex_transform_location();
1076 shader_backdrop_location
= program
->fragment_shader().backdrop_location();
1077 shader_backdrop_rect_location
=
1078 program
->fragment_shader().backdrop_rect_location();
1079 } else if (use_aa
&& !mask_texture_id
&& !use_color_matrix
) {
1080 const RenderPassProgramAA
* program
=
1081 GetRenderPassProgramAA(tex_coord_precision
, shader_blend_mode
);
1082 SetUseProgram(program
->program());
1083 GLC(gl_
, gl_
->Uniform1i(program
->fragment_shader().sampler_location(), 0));
1085 shader_quad_location
= program
->vertex_shader().quad_location();
1086 shader_edge_location
= program
->vertex_shader().edge_location();
1087 shader_viewport_location
= program
->vertex_shader().viewport_location();
1088 shader_matrix_location
= program
->vertex_shader().matrix_location();
1089 shader_alpha_location
= program
->fragment_shader().alpha_location();
1090 shader_tex_transform_location
=
1091 program
->vertex_shader().tex_transform_location();
1092 shader_backdrop_location
= program
->fragment_shader().backdrop_location();
1093 shader_backdrop_rect_location
=
1094 program
->fragment_shader().backdrop_rect_location();
1095 } else if (use_aa
&& mask_texture_id
&& use_color_matrix
) {
1096 const RenderPassMaskColorMatrixProgramAA
* program
=
1097 GetRenderPassMaskColorMatrixProgramAA(
1098 tex_coord_precision
, mask_sampler
, shader_blend_mode
);
1099 SetUseProgram(program
->program());
1100 GLC(gl_
, gl_
->Uniform1i(program
->fragment_shader().sampler_location(), 0));
1102 shader_matrix_location
= program
->vertex_shader().matrix_location();
1103 shader_quad_location
= program
->vertex_shader().quad_location();
1104 shader_tex_transform_location
=
1105 program
->vertex_shader().tex_transform_location();
1106 shader_edge_location
= program
->vertex_shader().edge_location();
1107 shader_viewport_location
= program
->vertex_shader().viewport_location();
1108 shader_alpha_location
= program
->fragment_shader().alpha_location();
1109 shader_mask_sampler_location
=
1110 program
->fragment_shader().mask_sampler_location();
1111 shader_mask_tex_coord_scale_location
=
1112 program
->fragment_shader().mask_tex_coord_scale_location();
1113 shader_mask_tex_coord_offset_location
=
1114 program
->fragment_shader().mask_tex_coord_offset_location();
1115 shader_color_matrix_location
=
1116 program
->fragment_shader().color_matrix_location();
1117 shader_color_offset_location
=
1118 program
->fragment_shader().color_offset_location();
1119 shader_backdrop_location
= program
->fragment_shader().backdrop_location();
1120 shader_backdrop_rect_location
=
1121 program
->fragment_shader().backdrop_rect_location();
1122 } else if (use_aa
&& !mask_texture_id
&& use_color_matrix
) {
1123 const RenderPassColorMatrixProgramAA
* program
=
1124 GetRenderPassColorMatrixProgramAA(tex_coord_precision
,
1126 SetUseProgram(program
->program());
1127 GLC(gl_
, gl_
->Uniform1i(program
->fragment_shader().sampler_location(), 0));
1129 shader_matrix_location
= program
->vertex_shader().matrix_location();
1130 shader_quad_location
= program
->vertex_shader().quad_location();
1131 shader_tex_transform_location
=
1132 program
->vertex_shader().tex_transform_location();
1133 shader_edge_location
= program
->vertex_shader().edge_location();
1134 shader_viewport_location
= program
->vertex_shader().viewport_location();
1135 shader_alpha_location
= program
->fragment_shader().alpha_location();
1136 shader_color_matrix_location
=
1137 program
->fragment_shader().color_matrix_location();
1138 shader_color_offset_location
=
1139 program
->fragment_shader().color_offset_location();
1140 shader_backdrop_location
= program
->fragment_shader().backdrop_location();
1141 shader_backdrop_rect_location
=
1142 program
->fragment_shader().backdrop_rect_location();
1143 } else if (!use_aa
&& mask_texture_id
&& use_color_matrix
) {
1144 const RenderPassMaskColorMatrixProgram
* program
=
1145 GetRenderPassMaskColorMatrixProgram(
1146 tex_coord_precision
, mask_sampler
, shader_blend_mode
);
1147 SetUseProgram(program
->program());
1148 GLC(gl_
, gl_
->Uniform1i(program
->fragment_shader().sampler_location(), 0));
1150 shader_matrix_location
= program
->vertex_shader().matrix_location();
1151 shader_tex_transform_location
=
1152 program
->vertex_shader().tex_transform_location();
1153 shader_mask_sampler_location
=
1154 program
->fragment_shader().mask_sampler_location();
1155 shader_mask_tex_coord_scale_location
=
1156 program
->fragment_shader().mask_tex_coord_scale_location();
1157 shader_mask_tex_coord_offset_location
=
1158 program
->fragment_shader().mask_tex_coord_offset_location();
1159 shader_alpha_location
= program
->fragment_shader().alpha_location();
1160 shader_color_matrix_location
=
1161 program
->fragment_shader().color_matrix_location();
1162 shader_color_offset_location
=
1163 program
->fragment_shader().color_offset_location();
1164 shader_backdrop_location
= program
->fragment_shader().backdrop_location();
1165 shader_backdrop_rect_location
=
1166 program
->fragment_shader().backdrop_rect_location();
1167 } else if (!use_aa
&& !mask_texture_id
&& use_color_matrix
) {
1168 const RenderPassColorMatrixProgram
* program
=
1169 GetRenderPassColorMatrixProgram(tex_coord_precision
, shader_blend_mode
);
1170 SetUseProgram(program
->program());
1171 GLC(gl_
, gl_
->Uniform1i(program
->fragment_shader().sampler_location(), 0));
1173 shader_matrix_location
= program
->vertex_shader().matrix_location();
1174 shader_tex_transform_location
=
1175 program
->vertex_shader().tex_transform_location();
1176 shader_alpha_location
= program
->fragment_shader().alpha_location();
1177 shader_color_matrix_location
=
1178 program
->fragment_shader().color_matrix_location();
1179 shader_color_offset_location
=
1180 program
->fragment_shader().color_offset_location();
1181 shader_backdrop_location
= program
->fragment_shader().backdrop_location();
1182 shader_backdrop_rect_location
=
1183 program
->fragment_shader().backdrop_rect_location();
1185 const RenderPassProgram
* program
=
1186 GetRenderPassProgram(tex_coord_precision
, shader_blend_mode
);
1187 SetUseProgram(program
->program());
1188 GLC(gl_
, gl_
->Uniform1i(program
->fragment_shader().sampler_location(), 0));
1190 shader_matrix_location
= program
->vertex_shader().matrix_location();
1191 shader_alpha_location
= program
->fragment_shader().alpha_location();
1192 shader_tex_transform_location
=
1193 program
->vertex_shader().tex_transform_location();
1194 shader_backdrop_location
= program
->fragment_shader().backdrop_location();
1195 shader_backdrop_rect_location
=
1196 program
->fragment_shader().backdrop_rect_location();
1199 quad
->rect
.width() / static_cast<float>(contents_texture
->size().width());
1200 float tex_scale_y
= quad
->rect
.height() /
1201 static_cast<float>(contents_texture
->size().height());
1202 DCHECK_LE(tex_scale_x
, 1.0f
);
1203 DCHECK_LE(tex_scale_y
, 1.0f
);
1205 DCHECK(shader_tex_transform_location
!= -1 || IsContextLost());
1206 // Flip the content vertically in the shader, as the RenderPass input
1207 // texture is already oriented the same way as the framebuffer, but the
1208 // projection transform does a flip.
1210 gl_
->Uniform4f(shader_tex_transform_location
,
1216 GLint last_texture_unit
= 0;
1217 if (shader_mask_sampler_location
!= -1) {
1218 DCHECK_NE(shader_mask_tex_coord_scale_location
, 1);
1219 DCHECK_NE(shader_mask_tex_coord_offset_location
, 1);
1220 GLC(gl_
, gl_
->Uniform1i(shader_mask_sampler_location
, 1));
1222 gfx::RectF mask_uv_rect
= quad
->MaskUVRect();
1223 if (mask_sampler
!= SAMPLER_TYPE_2D
) {
1224 mask_uv_rect
.Scale(quad
->mask_texture_size
.width(),
1225 quad
->mask_texture_size
.height());
1228 // Mask textures are oriented vertically flipped relative to the framebuffer
1229 // and the RenderPass contents texture, so we flip the tex coords from the
1230 // RenderPass texture to find the mask texture coords.
1232 gl_
->Uniform2f(shader_mask_tex_coord_offset_location
,
1234 mask_uv_rect
.bottom()));
1236 gl_
->Uniform2f(shader_mask_tex_coord_scale_location
,
1237 mask_uv_rect
.width() / tex_scale_x
,
1238 -mask_uv_rect
.height() / tex_scale_y
));
1240 last_texture_unit
= 1;
1243 if (shader_edge_location
!= -1)
1244 GLC(gl_
, gl_
->Uniform3fv(shader_edge_location
, 8, edge
));
1246 if (shader_viewport_location
!= -1) {
1247 float viewport
[4] = {static_cast<float>(viewport_
.x()),
1248 static_cast<float>(viewport_
.y()),
1249 static_cast<float>(viewport_
.width()),
1250 static_cast<float>(viewport_
.height()), };
1251 GLC(gl_
, gl_
->Uniform4fv(shader_viewport_location
, 1, viewport
));
1254 if (shader_color_matrix_location
!= -1) {
1256 for (int i
= 0; i
< 4; ++i
) {
1257 for (int j
= 0; j
< 4; ++j
)
1258 matrix
[i
* 4 + j
] = SkScalarToFloat(color_matrix
[j
* 5 + i
]);
1261 gl_
->UniformMatrix4fv(shader_color_matrix_location
, 1, false, matrix
));
1263 static const float kScale
= 1.0f
/ 255.0f
;
1264 if (shader_color_offset_location
!= -1) {
1266 for (int i
= 0; i
< 4; ++i
)
1267 offset
[i
] = SkScalarToFloat(color_matrix
[i
* 5 + 4]) * kScale
;
1269 GLC(gl_
, gl_
->Uniform4fv(shader_color_offset_location
, 1, offset
));
1272 scoped_ptr
<ResourceProvider::ScopedSamplerGL
> shader_background_sampler_lock
;
1273 if (shader_backdrop_location
!= -1) {
1274 DCHECK(background_texture
|| background_image
);
1275 DCHECK_NE(shader_backdrop_location
, 0);
1276 DCHECK_NE(shader_backdrop_rect_location
, 0);
1278 GLC(gl_
, gl_
->Uniform1i(shader_backdrop_location
, ++last_texture_unit
));
1281 gl_
->Uniform4f(shader_backdrop_rect_location
,
1282 background_rect
.x(),
1283 background_rect
.y(),
1284 background_rect
.width(),
1285 background_rect
.height()));
1287 if (background_image
) {
1288 GrTexture
* texture
= background_image
->getTexture();
1289 GLC(gl_
, gl_
->ActiveTexture(GL_TEXTURE0
+ last_texture_unit
));
1290 gl_
->BindTexture(GL_TEXTURE_2D
, texture
->getTextureHandle());
1291 GLC(gl_
, gl_
->ActiveTexture(GL_TEXTURE0
));
1293 shader_background_sampler_lock
= make_scoped_ptr(
1294 new ResourceProvider::ScopedSamplerGL(resource_provider_
,
1295 background_texture
->id(),
1296 GL_TEXTURE0
+ last_texture_unit
,
1298 DCHECK_EQ(static_cast<GLenum
>(GL_TEXTURE_2D
),
1299 shader_background_sampler_lock
->target());
1303 SetShaderOpacity(quad
->opacity(), shader_alpha_location
);
1304 SetShaderQuadF(surface_quad
, shader_quad_location
);
1306 frame
, quad
->quadTransform(), quad
->rect
, shader_matrix_location
);
1308 // Flush the compositor context before the filter bitmap goes out of
1309 // scope, so the draw gets processed before the filter texture gets deleted.
1311 GLC(gl_
, gl_
->Flush());
1313 if (!use_shaders_for_blending
)
1314 RestoreBlendFuncToDefault(blend_mode
);
1317 struct SolidColorProgramUniforms
{
1319 unsigned matrix_location
;
1320 unsigned viewport_location
;
1321 unsigned quad_location
;
1322 unsigned edge_location
;
1323 unsigned color_location
;
1327 static void SolidColorUniformLocation(T program
,
1328 SolidColorProgramUniforms
* uniforms
) {
1329 uniforms
->program
= program
->program();
1330 uniforms
->matrix_location
= program
->vertex_shader().matrix_location();
1331 uniforms
->viewport_location
= program
->vertex_shader().viewport_location();
1332 uniforms
->quad_location
= program
->vertex_shader().quad_location();
1333 uniforms
->edge_location
= program
->vertex_shader().edge_location();
1334 uniforms
->color_location
= program
->fragment_shader().color_location();
1337 static gfx::QuadF
GetDeviceQuadWithAntialiasingOnExteriorEdges(
1338 const LayerQuad
& device_layer_edges
,
1339 const gfx::Transform
& device_transform
,
1340 const DrawQuad
* quad
) {
1341 gfx::Rect tile_rect
= quad
->visible_rect
;
1342 gfx::PointF bottom_right
= tile_rect
.bottom_right();
1343 gfx::PointF bottom_left
= tile_rect
.bottom_left();
1344 gfx::PointF top_left
= tile_rect
.origin();
1345 gfx::PointF top_right
= tile_rect
.top_right();
1346 bool clipped
= false;
1348 // Map points to device space. We ignore |clipped|, since the result of
1349 // |MapPoint()| still produces a valid point to draw the quad with. When
1350 // clipped, the point will be outside of the viewport. See crbug.com/416367.
1351 bottom_right
= MathUtil::MapPoint(device_transform
, bottom_right
, &clipped
);
1352 bottom_left
= MathUtil::MapPoint(device_transform
, bottom_left
, &clipped
);
1353 top_left
= MathUtil::MapPoint(device_transform
, top_left
, &clipped
);
1354 top_right
= MathUtil::MapPoint(device_transform
, top_right
, &clipped
);
1356 LayerQuad::Edge
bottom_edge(bottom_right
, bottom_left
);
1357 LayerQuad::Edge
left_edge(bottom_left
, top_left
);
1358 LayerQuad::Edge
top_edge(top_left
, top_right
);
1359 LayerQuad::Edge
right_edge(top_right
, bottom_right
);
1361 // Only apply anti-aliasing to edges not clipped by culling or scissoring.
1362 if (quad
->IsTopEdge() && tile_rect
.y() == quad
->rect
.y())
1363 top_edge
= device_layer_edges
.top();
1364 if (quad
->IsLeftEdge() && tile_rect
.x() == quad
->rect
.x())
1365 left_edge
= device_layer_edges
.left();
1366 if (quad
->IsRightEdge() && tile_rect
.right() == quad
->rect
.right())
1367 right_edge
= device_layer_edges
.right();
1368 if (quad
->IsBottomEdge() && tile_rect
.bottom() == quad
->rect
.bottom())
1369 bottom_edge
= device_layer_edges
.bottom();
1371 float sign
= gfx::QuadF(tile_rect
).IsCounterClockwise() ? -1 : 1;
1372 bottom_edge
.scale(sign
);
1373 left_edge
.scale(sign
);
1374 top_edge
.scale(sign
);
1375 right_edge
.scale(sign
);
1377 // Create device space quad.
1378 return LayerQuad(left_edge
, top_edge
, right_edge
, bottom_edge
).ToQuadF();
1382 bool GLRenderer::ShouldAntialiasQuad(const gfx::Transform
& device_transform
,
1383 const DrawQuad
* quad
,
1384 bool force_antialiasing
) {
1385 bool is_render_pass_quad
= (quad
->material
== DrawQuad::RENDER_PASS
);
1386 // For render pass quads, |device_transform| already contains quad's rect.
1387 // TODO(rosca@adobe.com): remove branching on is_render_pass_quad
1389 if (!is_render_pass_quad
&& !quad
->IsEdge())
1391 gfx::RectF content_rect
=
1392 is_render_pass_quad
? QuadVertexRect() : quad
->visibleContentRect();
1394 bool clipped
= false;
1395 gfx::QuadF device_layer_quad
=
1396 MathUtil::MapQuad(device_transform
, gfx::QuadF(content_rect
), &clipped
);
1398 if (device_layer_quad
.BoundingBox().IsEmpty())
1401 bool is_axis_aligned_in_target
= device_layer_quad
.IsRectilinear();
1402 bool is_nearest_rect_within_epsilon
=
1403 is_axis_aligned_in_target
&&
1404 gfx::IsNearestRectWithinDistance(device_layer_quad
.BoundingBox(),
1405 kAntiAliasingEpsilon
);
1406 // AAing clipped quads is not supported by the code yet.
1407 bool use_aa
= !clipped
&& !is_nearest_rect_within_epsilon
;
1408 return use_aa
|| force_antialiasing
;
1412 void GLRenderer::SetupQuadForAntialiasing(
1413 const gfx::Transform
& device_transform
,
1414 const DrawQuad
* quad
,
1415 gfx::QuadF
* local_quad
,
1417 bool is_render_pass_quad
= (quad
->material
== DrawQuad::RENDER_PASS
);
1418 gfx::RectF content_rect
=
1419 is_render_pass_quad
? QuadVertexRect() : quad
->visibleContentRect();
1421 bool clipped
= false;
1422 gfx::QuadF device_layer_quad
=
1423 MathUtil::MapQuad(device_transform
, gfx::QuadF(content_rect
), &clipped
);
1425 LayerQuad
device_layer_bounds(gfx::QuadF(device_layer_quad
.BoundingBox()));
1426 device_layer_bounds
.InflateAntiAliasingDistance();
1428 LayerQuad
device_layer_edges(device_layer_quad
);
1429 device_layer_edges
.InflateAntiAliasingDistance();
1431 device_layer_edges
.ToFloatArray(edge
);
1432 device_layer_bounds
.ToFloatArray(&edge
[12]);
1434 bool use_aa_on_all_four_edges
=
1435 is_render_pass_quad
||
1436 (quad
->IsTopEdge() && quad
->IsLeftEdge() && quad
->IsBottomEdge() &&
1437 quad
->IsRightEdge() && quad
->visible_rect
== quad
->rect
);
1439 gfx::QuadF device_quad
=
1440 use_aa_on_all_four_edges
1441 ? device_layer_edges
.ToQuadF()
1442 : GetDeviceQuadWithAntialiasingOnExteriorEdges(
1443 device_layer_edges
, device_transform
, quad
);
1445 // Map device space quad to local space. device_transform has no 3d
1446 // component since it was flattened, so we don't need to project. We should
1447 // have already checked that the transform was uninvertible above.
1448 gfx::Transform
inverse_device_transform(gfx::Transform::kSkipInitialization
);
1449 bool did_invert
= device_transform
.GetInverse(&inverse_device_transform
);
1452 MathUtil::MapQuad(inverse_device_transform
, device_quad
, &clipped
);
1453 // We should not DCHECK(!clipped) here, because anti-aliasing inflation may
1454 // cause device_quad to become clipped. To our knowledge this scenario does
1455 // not need to be handled differently than the unclipped case.
1458 void GLRenderer::DrawSolidColorQuad(const DrawingFrame
* frame
,
1459 const SolidColorDrawQuad
* quad
) {
1460 gfx::Rect tile_rect
= quad
->visible_rect
;
1462 SkColor color
= quad
->color
;
1463 float opacity
= quad
->opacity();
1464 float alpha
= (SkColorGetA(color
) * (1.0f
/ 255.0f
)) * opacity
;
1466 // Early out if alpha is small enough that quad doesn't contribute to output.
1467 if (alpha
< std::numeric_limits
<float>::epsilon() &&
1468 quad
->ShouldDrawWithBlending())
1471 gfx::Transform device_transform
=
1472 frame
->window_matrix
* frame
->projection_matrix
* quad
->quadTransform();
1473 device_transform
.FlattenTo2d();
1474 if (!device_transform
.IsInvertible())
1477 bool force_aa
= false;
1478 gfx::QuadF local_quad
= gfx::QuadF(gfx::RectF(tile_rect
));
1480 bool use_aa
= settings_
->allow_antialiasing
&&
1481 !quad
->force_anti_aliasing_off
&&
1482 ShouldAntialiasQuad(device_transform
, quad
, force_aa
);
1484 SolidColorProgramUniforms uniforms
;
1486 SetupQuadForAntialiasing(device_transform
, quad
, &local_quad
, edge
);
1487 SolidColorUniformLocation(GetSolidColorProgramAA(), &uniforms
);
1489 SolidColorUniformLocation(GetSolidColorProgram(), &uniforms
);
1491 SetUseProgram(uniforms
.program
);
1494 gl_
->Uniform4f(uniforms
.color_location
,
1495 (SkColorGetR(color
) * (1.0f
/ 255.0f
)) * alpha
,
1496 (SkColorGetG(color
) * (1.0f
/ 255.0f
)) * alpha
,
1497 (SkColorGetB(color
) * (1.0f
/ 255.0f
)) * alpha
,
1500 float viewport
[4] = {static_cast<float>(viewport_
.x()),
1501 static_cast<float>(viewport_
.y()),
1502 static_cast<float>(viewport_
.width()),
1503 static_cast<float>(viewport_
.height()), };
1504 GLC(gl_
, gl_
->Uniform4fv(uniforms
.viewport_location
, 1, viewport
));
1505 GLC(gl_
, gl_
->Uniform3fv(uniforms
.edge_location
, 8, edge
));
1508 // Enable blending when the quad properties require it or if we decided
1509 // to use antialiasing.
1510 SetBlendEnabled(quad
->ShouldDrawWithBlending() || use_aa
);
1512 // Normalize to tile_rect.
1513 local_quad
.Scale(1.0f
/ tile_rect
.width(), 1.0f
/ tile_rect
.height());
1515 SetShaderQuadF(local_quad
, uniforms
.quad_location
);
1517 // The transform and vertex data are used to figure out the extents that the
1518 // un-antialiased quad should have and which vertex this is and the float
1519 // quad passed in via uniform is the actual geometry that gets used to draw
1520 // it. This is why this centered rect is used and not the original quad_rect.
1521 gfx::RectF
centered_rect(
1522 gfx::PointF(-0.5f
* tile_rect
.width(), -0.5f
* tile_rect
.height()),
1525 frame
, quad
->quadTransform(), centered_rect
, uniforms
.matrix_location
);
1528 struct TileProgramUniforms
{
1530 unsigned matrix_location
;
1531 unsigned viewport_location
;
1532 unsigned quad_location
;
1533 unsigned edge_location
;
1534 unsigned vertex_tex_transform_location
;
1535 unsigned sampler_location
;
1536 unsigned fragment_tex_transform_location
;
1537 unsigned alpha_location
;
1541 static void TileUniformLocation(T program
, TileProgramUniforms
* uniforms
) {
1542 uniforms
->program
= program
->program();
1543 uniforms
->matrix_location
= program
->vertex_shader().matrix_location();
1544 uniforms
->viewport_location
= program
->vertex_shader().viewport_location();
1545 uniforms
->quad_location
= program
->vertex_shader().quad_location();
1546 uniforms
->edge_location
= program
->vertex_shader().edge_location();
1547 uniforms
->vertex_tex_transform_location
=
1548 program
->vertex_shader().vertex_tex_transform_location();
1550 uniforms
->sampler_location
= program
->fragment_shader().sampler_location();
1551 uniforms
->alpha_location
= program
->fragment_shader().alpha_location();
1552 uniforms
->fragment_tex_transform_location
=
1553 program
->fragment_shader().fragment_tex_transform_location();
1556 void GLRenderer::DrawTileQuad(const DrawingFrame
* frame
,
1557 const TileDrawQuad
* quad
) {
1558 DrawContentQuad(frame
, quad
, quad
->resource_id
);
1561 void GLRenderer::DrawContentQuad(const DrawingFrame
* frame
,
1562 const ContentDrawQuadBase
* quad
,
1563 ResourceProvider::ResourceId resource_id
) {
1564 gfx::Transform device_transform
=
1565 frame
->window_matrix
* frame
->projection_matrix
* quad
->quadTransform();
1566 device_transform
.FlattenTo2d();
1568 bool use_aa
= settings_
->allow_antialiasing
&&
1569 ShouldAntialiasQuad(device_transform
, quad
, false);
1571 // TODO(timav): simplify coordinate transformations in DrawContentQuadAA
1572 // similar to the way DrawContentQuadNoAA works and then consider
1573 // combining DrawContentQuadAA and DrawContentQuadNoAA into one method.
1575 DrawContentQuadAA(frame
, quad
, resource_id
, device_transform
);
1577 DrawContentQuadNoAA(frame
, quad
, resource_id
);
1580 void GLRenderer::DrawContentQuadAA(const DrawingFrame
* frame
,
1581 const ContentDrawQuadBase
* quad
,
1582 ResourceProvider::ResourceId resource_id
,
1583 const gfx::Transform
& device_transform
) {
1584 if (!device_transform
.IsInvertible())
1587 gfx::Rect tile_rect
= quad
->visible_rect
;
1589 gfx::RectF tex_coord_rect
= MathUtil::ScaleRectProportional(
1590 quad
->tex_coord_rect
, quad
->rect
, tile_rect
);
1591 float tex_to_geom_scale_x
= quad
->rect
.width() / quad
->tex_coord_rect
.width();
1592 float tex_to_geom_scale_y
=
1593 quad
->rect
.height() / quad
->tex_coord_rect
.height();
1595 gfx::RectF
clamp_geom_rect(tile_rect
);
1596 gfx::RectF
clamp_tex_rect(tex_coord_rect
);
1597 // Clamp texture coordinates to avoid sampling outside the layer
1598 // by deflating the tile region half a texel or half a texel
1599 // minus epsilon for one pixel layers. The resulting clamp region
1600 // is mapped to the unit square by the vertex shader and mapped
1601 // back to normalized texture coordinates by the fragment shader
1602 // after being clamped to 0-1 range.
1604 std::min(0.5f
, 0.5f
* clamp_tex_rect
.width() - kAntiAliasingEpsilon
);
1606 std::min(0.5f
, 0.5f
* clamp_tex_rect
.height() - kAntiAliasingEpsilon
);
1607 float geom_clamp_x
=
1608 std::min(tex_clamp_x
* tex_to_geom_scale_x
,
1609 0.5f
* clamp_geom_rect
.width() - kAntiAliasingEpsilon
);
1610 float geom_clamp_y
=
1611 std::min(tex_clamp_y
* tex_to_geom_scale_y
,
1612 0.5f
* clamp_geom_rect
.height() - kAntiAliasingEpsilon
);
1613 clamp_geom_rect
.Inset(geom_clamp_x
, geom_clamp_y
, geom_clamp_x
, geom_clamp_y
);
1614 clamp_tex_rect
.Inset(tex_clamp_x
, tex_clamp_y
, tex_clamp_x
, tex_clamp_y
);
1616 // Map clamping rectangle to unit square.
1617 float vertex_tex_translate_x
= -clamp_geom_rect
.x() / clamp_geom_rect
.width();
1618 float vertex_tex_translate_y
=
1619 -clamp_geom_rect
.y() / clamp_geom_rect
.height();
1620 float vertex_tex_scale_x
= tile_rect
.width() / clamp_geom_rect
.width();
1621 float vertex_tex_scale_y
= tile_rect
.height() / clamp_geom_rect
.height();
1623 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1624 gl_
, &highp_threshold_cache_
, highp_threshold_min_
, quad
->texture_size
);
1626 gfx::QuadF local_quad
= gfx::QuadF(gfx::RectF(tile_rect
));
1628 SetupQuadForAntialiasing(device_transform
, quad
, &local_quad
, edge
);
1630 ResourceProvider::ScopedSamplerGL
quad_resource_lock(
1631 resource_provider_
, resource_id
,
1632 quad
->nearest_neighbor
? GL_NEAREST
: GL_LINEAR
);
1633 SamplerType sampler
=
1634 SamplerTypeFromTextureTarget(quad_resource_lock
.target());
1636 float fragment_tex_translate_x
= clamp_tex_rect
.x();
1637 float fragment_tex_translate_y
= clamp_tex_rect
.y();
1638 float fragment_tex_scale_x
= clamp_tex_rect
.width();
1639 float fragment_tex_scale_y
= clamp_tex_rect
.height();
1641 // Map to normalized texture coordinates.
1642 if (sampler
!= SAMPLER_TYPE_2D_RECT
) {
1643 gfx::Size texture_size
= quad
->texture_size
;
1644 DCHECK(!texture_size
.IsEmpty());
1645 fragment_tex_translate_x
/= texture_size
.width();
1646 fragment_tex_translate_y
/= texture_size
.height();
1647 fragment_tex_scale_x
/= texture_size
.width();
1648 fragment_tex_scale_y
/= texture_size
.height();
1651 TileProgramUniforms uniforms
;
1652 if (quad
->swizzle_contents
) {
1653 TileUniformLocation(GetTileProgramSwizzleAA(tex_coord_precision
, sampler
),
1656 TileUniformLocation(GetTileProgramAA(tex_coord_precision
, sampler
),
1660 SetUseProgram(uniforms
.program
);
1661 GLC(gl_
, gl_
->Uniform1i(uniforms
.sampler_location
, 0));
1663 float viewport
[4] = {
1664 static_cast<float>(viewport_
.x()),
1665 static_cast<float>(viewport_
.y()),
1666 static_cast<float>(viewport_
.width()),
1667 static_cast<float>(viewport_
.height()),
1669 GLC(gl_
, gl_
->Uniform4fv(uniforms
.viewport_location
, 1, viewport
));
1670 GLC(gl_
, gl_
->Uniform3fv(uniforms
.edge_location
, 8, edge
));
1673 gl_
->Uniform4f(uniforms
.vertex_tex_transform_location
,
1674 vertex_tex_translate_x
,
1675 vertex_tex_translate_y
,
1677 vertex_tex_scale_y
));
1679 gl_
->Uniform4f(uniforms
.fragment_tex_transform_location
,
1680 fragment_tex_translate_x
,
1681 fragment_tex_translate_y
,
1682 fragment_tex_scale_x
,
1683 fragment_tex_scale_y
));
1685 // Blending is required for antialiasing.
1686 SetBlendEnabled(true);
1688 // Normalize to tile_rect.
1689 local_quad
.Scale(1.0f
/ tile_rect
.width(), 1.0f
/ tile_rect
.height());
1691 SetShaderOpacity(quad
->opacity(), uniforms
.alpha_location
);
1692 SetShaderQuadF(local_quad
, uniforms
.quad_location
);
1694 // The transform and vertex data are used to figure out the extents that the
1695 // un-antialiased quad should have and which vertex this is and the float
1696 // quad passed in via uniform is the actual geometry that gets used to draw
1697 // it. This is why this centered rect is used and not the original quad_rect.
1698 gfx::RectF
centered_rect(
1699 gfx::PointF(-0.5f
* tile_rect
.width(), -0.5f
* tile_rect
.height()),
1702 frame
, quad
->quadTransform(), centered_rect
, uniforms
.matrix_location
);
1705 void GLRenderer::DrawContentQuadNoAA(const DrawingFrame
* frame
,
1706 const ContentDrawQuadBase
* quad
,
1707 ResourceProvider::ResourceId resource_id
) {
1708 gfx::RectF tex_coord_rect
= MathUtil::ScaleRectProportional(
1709 quad
->tex_coord_rect
, quad
->rect
, quad
->visible_rect
);
1710 float tex_to_geom_scale_x
= quad
->rect
.width() / quad
->tex_coord_rect
.width();
1711 float tex_to_geom_scale_y
=
1712 quad
->rect
.height() / quad
->tex_coord_rect
.height();
1714 bool scaled
= (tex_to_geom_scale_x
!= 1.f
|| tex_to_geom_scale_y
!= 1.f
);
1716 (scaled
|| !quad
->quadTransform().IsIdentityOrIntegerTranslation()) &&
1717 !quad
->nearest_neighbor
1721 ResourceProvider::ScopedSamplerGL
quad_resource_lock(
1722 resource_provider_
, resource_id
, filter
);
1723 SamplerType sampler
=
1724 SamplerTypeFromTextureTarget(quad_resource_lock
.target());
1726 float vertex_tex_translate_x
= tex_coord_rect
.x();
1727 float vertex_tex_translate_y
= tex_coord_rect
.y();
1728 float vertex_tex_scale_x
= tex_coord_rect
.width();
1729 float vertex_tex_scale_y
= tex_coord_rect
.height();
1731 // Map to normalized texture coordinates.
1732 if (sampler
!= SAMPLER_TYPE_2D_RECT
) {
1733 gfx::Size texture_size
= quad
->texture_size
;
1734 DCHECK(!texture_size
.IsEmpty());
1735 vertex_tex_translate_x
/= texture_size
.width();
1736 vertex_tex_translate_y
/= texture_size
.height();
1737 vertex_tex_scale_x
/= texture_size
.width();
1738 vertex_tex_scale_y
/= texture_size
.height();
1741 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1742 gl_
, &highp_threshold_cache_
, highp_threshold_min_
, quad
->texture_size
);
1744 TileProgramUniforms uniforms
;
1745 if (quad
->ShouldDrawWithBlending()) {
1746 if (quad
->swizzle_contents
) {
1747 TileUniformLocation(GetTileProgramSwizzle(tex_coord_precision
, sampler
),
1750 TileUniformLocation(GetTileProgram(tex_coord_precision
, sampler
),
1754 if (quad
->swizzle_contents
) {
1755 TileUniformLocation(
1756 GetTileProgramSwizzleOpaque(tex_coord_precision
, sampler
), &uniforms
);
1758 TileUniformLocation(GetTileProgramOpaque(tex_coord_precision
, sampler
),
1763 SetUseProgram(uniforms
.program
);
1764 GLC(gl_
, gl_
->Uniform1i(uniforms
.sampler_location
, 0));
1767 gl_
->Uniform4f(uniforms
.vertex_tex_transform_location
,
1768 vertex_tex_translate_x
,
1769 vertex_tex_translate_y
,
1771 vertex_tex_scale_y
));
1773 SetBlendEnabled(quad
->ShouldDrawWithBlending());
1775 SetShaderOpacity(quad
->opacity(), uniforms
.alpha_location
);
1777 // Pass quad coordinates to the uniform in the same order as GeometryBinding
1778 // does, then vertices will match the texture mapping in the vertex buffer.
1779 // The method SetShaderQuadF() changes the order of vertices and so it's
1782 gfx::RectF tile_rect
= quad
->visible_rect
;
1783 float gl_quad
[8] = {
1793 GLC(gl_
, gl_
->Uniform2fv(uniforms
.quad_location
, 4, gl_quad
));
1795 static float gl_matrix
[16];
1796 ToGLMatrix(&gl_matrix
[0], frame
->projection_matrix
* quad
->quadTransform());
1798 gl_
->UniformMatrix4fv(uniforms
.matrix_location
, 1, false, &gl_matrix
[0]));
1800 GLC(gl_
, gl_
->DrawElements(GL_TRIANGLES
, 6, GL_UNSIGNED_SHORT
, 0));
1803 void GLRenderer::DrawYUVVideoQuad(const DrawingFrame
* frame
,
1804 const YUVVideoDrawQuad
* quad
) {
1805 SetBlendEnabled(quad
->ShouldDrawWithBlending());
1807 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1809 &highp_threshold_cache_
,
1810 highp_threshold_min_
,
1811 quad
->shared_quad_state
->visible_content_rect
.bottom_right());
1813 bool use_alpha_plane
= quad
->a_plane_resource_id
!= 0;
1815 ResourceProvider::ScopedSamplerGL
y_plane_lock(
1816 resource_provider_
, quad
->y_plane_resource_id
, GL_TEXTURE1
, GL_LINEAR
);
1817 DCHECK_EQ(static_cast<GLenum
>(GL_TEXTURE_2D
), y_plane_lock
.target());
1818 ResourceProvider::ScopedSamplerGL
u_plane_lock(
1819 resource_provider_
, quad
->u_plane_resource_id
, GL_TEXTURE2
, GL_LINEAR
);
1820 DCHECK_EQ(static_cast<GLenum
>(GL_TEXTURE_2D
), u_plane_lock
.target());
1821 ResourceProvider::ScopedSamplerGL
v_plane_lock(
1822 resource_provider_
, quad
->v_plane_resource_id
, GL_TEXTURE3
, GL_LINEAR
);
1823 DCHECK_EQ(static_cast<GLenum
>(GL_TEXTURE_2D
), v_plane_lock
.target());
1824 scoped_ptr
<ResourceProvider::ScopedSamplerGL
> a_plane_lock
;
1825 if (use_alpha_plane
) {
1826 a_plane_lock
.reset(new ResourceProvider::ScopedSamplerGL(
1827 resource_provider_
, quad
->a_plane_resource_id
, GL_TEXTURE4
, GL_LINEAR
));
1828 DCHECK_EQ(static_cast<GLenum
>(GL_TEXTURE_2D
), a_plane_lock
->target());
1831 int matrix_location
= -1;
1832 int tex_scale_location
= -1;
1833 int tex_offset_location
= -1;
1834 int clamp_rect_location
= -1;
1835 int y_texture_location
= -1;
1836 int u_texture_location
= -1;
1837 int v_texture_location
= -1;
1838 int a_texture_location
= -1;
1839 int yuv_matrix_location
= -1;
1840 int yuv_adj_location
= -1;
1841 int alpha_location
= -1;
1842 if (use_alpha_plane
) {
1843 const VideoYUVAProgram
* program
= GetVideoYUVAProgram(tex_coord_precision
);
1844 DCHECK(program
&& (program
->initialized() || IsContextLost()));
1845 SetUseProgram(program
->program());
1846 matrix_location
= program
->vertex_shader().matrix_location();
1847 tex_scale_location
= program
->vertex_shader().tex_scale_location();
1848 tex_offset_location
= program
->vertex_shader().tex_offset_location();
1849 y_texture_location
= program
->fragment_shader().y_texture_location();
1850 u_texture_location
= program
->fragment_shader().u_texture_location();
1851 v_texture_location
= program
->fragment_shader().v_texture_location();
1852 a_texture_location
= program
->fragment_shader().a_texture_location();
1853 yuv_matrix_location
= program
->fragment_shader().yuv_matrix_location();
1854 yuv_adj_location
= program
->fragment_shader().yuv_adj_location();
1855 clamp_rect_location
= program
->fragment_shader().clamp_rect_location();
1856 alpha_location
= program
->fragment_shader().alpha_location();
1858 const VideoYUVProgram
* program
= GetVideoYUVProgram(tex_coord_precision
);
1859 DCHECK(program
&& (program
->initialized() || IsContextLost()));
1860 SetUseProgram(program
->program());
1861 matrix_location
= program
->vertex_shader().matrix_location();
1862 tex_scale_location
= program
->vertex_shader().tex_scale_location();
1863 tex_offset_location
= program
->vertex_shader().tex_offset_location();
1864 y_texture_location
= program
->fragment_shader().y_texture_location();
1865 u_texture_location
= program
->fragment_shader().u_texture_location();
1866 v_texture_location
= program
->fragment_shader().v_texture_location();
1867 yuv_matrix_location
= program
->fragment_shader().yuv_matrix_location();
1868 yuv_adj_location
= program
->fragment_shader().yuv_adj_location();
1869 clamp_rect_location
= program
->fragment_shader().clamp_rect_location();
1870 alpha_location
= program
->fragment_shader().alpha_location();
1874 gl_
->Uniform2f(tex_scale_location
,
1875 quad
->tex_coord_rect
.width(),
1876 quad
->tex_coord_rect
.height()));
1878 gl_
->Uniform2f(tex_offset_location
,
1879 quad
->tex_coord_rect
.x(),
1880 quad
->tex_coord_rect
.y()));
1881 // Clamping to half a texel inside the tex coord rect prevents bilinear
1882 // filtering from filtering outside the tex coord rect.
1883 gfx::RectF
clamp_rect(quad
->tex_coord_rect
);
1884 // Special case: empty texture size implies no clamping.
1885 if (!quad
->tex_size
.IsEmpty()) {
1886 clamp_rect
.Inset(0.5f
/ quad
->tex_size
.width(),
1887 0.5f
/ quad
->tex_size
.height());
1889 GLC(gl_
, gl_
->Uniform4f(clamp_rect_location
, clamp_rect
.x(), clamp_rect
.y(),
1890 clamp_rect
.right(), clamp_rect
.bottom()));
1892 GLC(gl_
, gl_
->Uniform1i(y_texture_location
, 1));
1893 GLC(gl_
, gl_
->Uniform1i(u_texture_location
, 2));
1894 GLC(gl_
, gl_
->Uniform1i(v_texture_location
, 3));
1895 if (use_alpha_plane
)
1896 GLC(gl_
, gl_
->Uniform1i(a_texture_location
, 4));
1898 // These values are magic numbers that are used in the transformation from YUV
1899 // to RGB color values. They are taken from the following webpage:
1900 // http://www.fourcc.org/fccyvrgb.php
1901 float yuv_to_rgb_rec601
[9] = {
1902 1.164f
, 1.164f
, 1.164f
, 0.0f
, -.391f
, 2.018f
, 1.596f
, -.813f
, 0.0f
,
1904 float yuv_to_rgb_jpeg
[9] = {
1905 1.f
, 1.f
, 1.f
, 0.0f
, -.34414f
, 1.772f
, 1.402f
, -.71414f
, 0.0f
,
1907 float yuv_to_rgb_rec709
[9] = {
1908 1.164f
, 1.164f
, 1.164f
, 0.0f
, -0.213f
, 2.112f
, 1.793f
, -0.533f
, 0.0f
,
1911 // These values map to 16, 128, and 128 respectively, and are computed
1912 // as a fraction over 256 (e.g. 16 / 256 = 0.0625).
1913 // They are used in the YUV to RGBA conversion formula:
1914 // Y - 16 : Gives 16 values of head and footroom for overshooting
1915 // U - 128 : Turns unsigned U into signed U [-128,127]
1916 // V - 128 : Turns unsigned V into signed V [-128,127]
1917 float yuv_adjust_constrained
[3] = {
1918 -0.0625f
, -0.5f
, -0.5f
,
1921 // Same as above, but without the head and footroom.
1922 float yuv_adjust_full
[3] = {
1926 float* yuv_to_rgb
= NULL
;
1927 float* yuv_adjust
= NULL
;
1929 switch (quad
->color_space
) {
1930 case YUVVideoDrawQuad::REC_601
:
1931 yuv_to_rgb
= yuv_to_rgb_rec601
;
1932 yuv_adjust
= yuv_adjust_constrained
;
1934 case YUVVideoDrawQuad::REC_709
:
1935 yuv_to_rgb
= yuv_to_rgb_rec709
;
1936 yuv_adjust
= yuv_adjust_constrained
;
1938 case YUVVideoDrawQuad::JPEG
:
1939 yuv_to_rgb
= yuv_to_rgb_jpeg
;
1940 yuv_adjust
= yuv_adjust_full
;
1944 GLC(gl_
, gl_
->UniformMatrix3fv(yuv_matrix_location
, 1, 0, yuv_to_rgb
));
1945 GLC(gl_
, gl_
->Uniform3fv(yuv_adj_location
, 1, yuv_adjust
));
1947 SetShaderOpacity(quad
->opacity(), alpha_location
);
1948 DrawQuadGeometry(frame
, quad
->quadTransform(), quad
->rect
, matrix_location
);
1951 void GLRenderer::DrawStreamVideoQuad(const DrawingFrame
* frame
,
1952 const StreamVideoDrawQuad
* quad
) {
1953 SetBlendEnabled(quad
->ShouldDrawWithBlending());
1955 static float gl_matrix
[16];
1957 DCHECK(capabilities_
.using_egl_image
);
1959 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1961 &highp_threshold_cache_
,
1962 highp_threshold_min_
,
1963 quad
->shared_quad_state
->visible_content_rect
.bottom_right());
1965 const VideoStreamTextureProgram
* program
=
1966 GetVideoStreamTextureProgram(tex_coord_precision
);
1967 SetUseProgram(program
->program());
1969 ToGLMatrix(&gl_matrix
[0], quad
->matrix
);
1971 gl_
->UniformMatrix4fv(
1972 program
->vertex_shader().tex_matrix_location(), 1, false, gl_matrix
));
1974 ResourceProvider::ScopedReadLockGL
lock(resource_provider_
,
1976 DCHECK_EQ(GL_TEXTURE0
, GetActiveTextureUnit(gl_
));
1977 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_EXTERNAL_OES
, lock
.texture_id()));
1979 GLC(gl_
, gl_
->Uniform1i(program
->fragment_shader().sampler_location(), 0));
1981 SetShaderOpacity(quad
->opacity(),
1982 program
->fragment_shader().alpha_location());
1983 DrawQuadGeometry(frame
,
1984 quad
->quadTransform(),
1986 program
->vertex_shader().matrix_location());
1989 struct TextureProgramBinding
{
1990 template <class Program
>
1991 void Set(Program
* program
) {
1993 program_id
= program
->program();
1994 sampler_location
= program
->fragment_shader().sampler_location();
1995 matrix_location
= program
->vertex_shader().matrix_location();
1996 background_color_location
=
1997 program
->fragment_shader().background_color_location();
2000 int sampler_location
;
2001 int matrix_location
;
2002 int background_color_location
;
2005 struct TexTransformTextureProgramBinding
: TextureProgramBinding
{
2006 template <class Program
>
2007 void Set(Program
* program
) {
2008 TextureProgramBinding::Set(program
);
2009 tex_transform_location
= program
->vertex_shader().tex_transform_location();
2010 vertex_opacity_location
=
2011 program
->vertex_shader().vertex_opacity_location();
2013 int tex_transform_location
;
2014 int vertex_opacity_location
;
2017 void GLRenderer::FlushTextureQuadCache() {
2018 // Check to see if we have anything to draw.
2019 if (draw_cache_
.program_id
== -1)
2022 // Set the correct blending mode.
2023 SetBlendEnabled(draw_cache_
.needs_blending
);
2025 // Bind the program to the GL state.
2026 SetUseProgram(draw_cache_
.program_id
);
2028 // Bind the correct texture sampler location.
2029 GLC(gl_
, gl_
->Uniform1i(draw_cache_
.sampler_location
, 0));
2031 // Assume the current active textures is 0.
2032 ResourceProvider::ScopedSamplerGL
locked_quad(
2034 draw_cache_
.resource_id
,
2035 draw_cache_
.nearest_neighbor
? GL_NEAREST
: GL_LINEAR
);
2036 DCHECK_EQ(GL_TEXTURE0
, GetActiveTextureUnit(gl_
));
2037 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_2D
, locked_quad
.texture_id()));
2039 static_assert(sizeof(Float4
) == 4 * sizeof(float),
2040 "Float4 struct should be densely packed");
2041 static_assert(sizeof(Float16
) == 16 * sizeof(float),
2042 "Float16 struct should be densely packed");
2044 // Upload the tranforms for both points and uvs.
2046 gl_
->UniformMatrix4fv(
2047 static_cast<int>(draw_cache_
.matrix_location
),
2048 static_cast<int>(draw_cache_
.matrix_data
.size()),
2050 reinterpret_cast<float*>(&draw_cache_
.matrix_data
.front())));
2053 static_cast<int>(draw_cache_
.uv_xform_location
),
2054 static_cast<int>(draw_cache_
.uv_xform_data
.size()),
2055 reinterpret_cast<float*>(&draw_cache_
.uv_xform_data
.front())));
2057 if (draw_cache_
.background_color
!= SK_ColorTRANSPARENT
) {
2058 Float4 background_color
= PremultipliedColor(draw_cache_
.background_color
);
2061 draw_cache_
.background_color_location
, 1, background_color
.data
));
2066 static_cast<int>(draw_cache_
.vertex_opacity_location
),
2067 static_cast<int>(draw_cache_
.vertex_opacity_data
.size()),
2068 static_cast<float*>(&draw_cache_
.vertex_opacity_data
.front())));
2072 gl_
->DrawElements(GL_TRIANGLES
,
2073 6 * draw_cache_
.matrix_data
.size(),
2078 draw_cache_
.program_id
= -1;
2079 draw_cache_
.uv_xform_data
.resize(0);
2080 draw_cache_
.vertex_opacity_data
.resize(0);
2081 draw_cache_
.matrix_data
.resize(0);
2084 void GLRenderer::EnqueueTextureQuad(const DrawingFrame
* frame
,
2085 const TextureDrawQuad
* quad
) {
2086 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
2088 &highp_threshold_cache_
,
2089 highp_threshold_min_
,
2090 quad
->shared_quad_state
->visible_content_rect
.bottom_right());
2092 // Choose the correct texture program binding
2093 TexTransformTextureProgramBinding binding
;
2094 if (quad
->premultiplied_alpha
) {
2095 if (quad
->background_color
== SK_ColorTRANSPARENT
) {
2096 binding
.Set(GetTextureProgram(tex_coord_precision
));
2098 binding
.Set(GetTextureBackgroundProgram(tex_coord_precision
));
2101 if (quad
->background_color
== SK_ColorTRANSPARENT
) {
2102 binding
.Set(GetNonPremultipliedTextureProgram(tex_coord_precision
));
2105 GetNonPremultipliedTextureBackgroundProgram(tex_coord_precision
));
2109 int resource_id
= quad
->resource_id
;
2111 if (draw_cache_
.program_id
!= binding
.program_id
||
2112 draw_cache_
.resource_id
!= resource_id
||
2113 draw_cache_
.needs_blending
!= quad
->ShouldDrawWithBlending() ||
2114 draw_cache_
.nearest_neighbor
!= quad
->nearest_neighbor
||
2115 draw_cache_
.background_color
!= quad
->background_color
||
2116 draw_cache_
.matrix_data
.size() >= 8) {
2117 FlushTextureQuadCache();
2118 draw_cache_
.program_id
= binding
.program_id
;
2119 draw_cache_
.resource_id
= resource_id
;
2120 draw_cache_
.needs_blending
= quad
->ShouldDrawWithBlending();
2121 draw_cache_
.nearest_neighbor
= quad
->nearest_neighbor
;
2122 draw_cache_
.background_color
= quad
->background_color
;
2124 draw_cache_
.uv_xform_location
= binding
.tex_transform_location
;
2125 draw_cache_
.background_color_location
= binding
.background_color_location
;
2126 draw_cache_
.vertex_opacity_location
= binding
.vertex_opacity_location
;
2127 draw_cache_
.matrix_location
= binding
.matrix_location
;
2128 draw_cache_
.sampler_location
= binding
.sampler_location
;
2131 // Generate the uv-transform
2132 draw_cache_
.uv_xform_data
.push_back(UVTransform(quad
));
2134 // Generate the vertex opacity
2135 const float opacity
= quad
->opacity();
2136 draw_cache_
.vertex_opacity_data
.push_back(quad
->vertex_opacity
[0] * opacity
);
2137 draw_cache_
.vertex_opacity_data
.push_back(quad
->vertex_opacity
[1] * opacity
);
2138 draw_cache_
.vertex_opacity_data
.push_back(quad
->vertex_opacity
[2] * opacity
);
2139 draw_cache_
.vertex_opacity_data
.push_back(quad
->vertex_opacity
[3] * opacity
);
2141 // Generate the transform matrix
2142 gfx::Transform quad_rect_matrix
;
2143 QuadRectTransform(&quad_rect_matrix
, quad
->quadTransform(), quad
->rect
);
2144 quad_rect_matrix
= frame
->projection_matrix
* quad_rect_matrix
;
2147 quad_rect_matrix
.matrix().asColMajorf(m
.data
);
2148 draw_cache_
.matrix_data
.push_back(m
);
2151 void GLRenderer::DrawIOSurfaceQuad(const DrawingFrame
* frame
,
2152 const IOSurfaceDrawQuad
* quad
) {
2153 SetBlendEnabled(quad
->ShouldDrawWithBlending());
2155 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
2157 &highp_threshold_cache_
,
2158 highp_threshold_min_
,
2159 quad
->shared_quad_state
->visible_content_rect
.bottom_right());
2161 TexTransformTextureProgramBinding binding
;
2162 binding
.Set(GetTextureIOSurfaceProgram(tex_coord_precision
));
2164 SetUseProgram(binding
.program_id
);
2165 GLC(gl_
, gl_
->Uniform1i(binding
.sampler_location
, 0));
2166 if (quad
->orientation
== IOSurfaceDrawQuad::FLIPPED
) {
2168 gl_
->Uniform4f(binding
.tex_transform_location
,
2170 quad
->io_surface_size
.height(),
2171 quad
->io_surface_size
.width(),
2172 quad
->io_surface_size
.height() * -1.0f
));
2175 gl_
->Uniform4f(binding
.tex_transform_location
,
2178 quad
->io_surface_size
.width(),
2179 quad
->io_surface_size
.height()));
2182 const float vertex_opacity
[] = {quad
->opacity(), quad
->opacity(),
2183 quad
->opacity(), quad
->opacity()};
2184 GLC(gl_
, gl_
->Uniform1fv(binding
.vertex_opacity_location
, 4, vertex_opacity
));
2186 ResourceProvider::ScopedReadLockGL
lock(resource_provider_
,
2187 quad
->io_surface_resource_id
);
2188 DCHECK_EQ(GL_TEXTURE0
, GetActiveTextureUnit(gl_
));
2189 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_RECTANGLE_ARB
, lock
.texture_id()));
2192 frame
, quad
->quadTransform(), quad
->rect
, binding
.matrix_location
);
2194 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_RECTANGLE_ARB
, 0));
2197 void GLRenderer::FinishDrawingFrame(DrawingFrame
* frame
) {
2198 if (use_sync_query_
) {
2199 DCHECK(current_sync_query_
);
2200 current_sync_query_
->End();
2201 pending_sync_queries_
.push_back(current_sync_query_
.Pass());
2204 current_framebuffer_lock_
= nullptr;
2205 swap_buffer_rect_
.Union(gfx::ToEnclosingRect(frame
->root_damage_rect
));
2207 GLC(gl_
, gl_
->Disable(GL_BLEND
));
2208 blend_shadow_
= false;
2210 ScheduleOverlays(frame
);
2213 void GLRenderer::FinishDrawingQuadList() { FlushTextureQuadCache(); }
2215 bool GLRenderer::FlippedFramebuffer(const DrawingFrame
* frame
) const {
2216 if (frame
->current_render_pass
!= frame
->root_render_pass
)
2218 return FlippedRootFramebuffer();
2221 bool GLRenderer::FlippedRootFramebuffer() const {
2222 // GL is normally flipped, so a flipped output results in an unflipping.
2223 return !output_surface_
->capabilities().flipped_output_surface
;
2226 void GLRenderer::EnsureScissorTestEnabled() {
2227 if (is_scissor_enabled_
)
2230 FlushTextureQuadCache();
2231 GLC(gl_
, gl_
->Enable(GL_SCISSOR_TEST
));
2232 is_scissor_enabled_
= true;
2235 void GLRenderer::EnsureScissorTestDisabled() {
2236 if (!is_scissor_enabled_
)
2239 FlushTextureQuadCache();
2240 GLC(gl_
, gl_
->Disable(GL_SCISSOR_TEST
));
2241 is_scissor_enabled_
= false;
2244 void GLRenderer::CopyCurrentRenderPassToBitmap(
2245 DrawingFrame
* frame
,
2246 scoped_ptr
<CopyOutputRequest
> request
) {
2247 TRACE_EVENT0("cc", "GLRenderer::CopyCurrentRenderPassToBitmap");
2248 gfx::Rect copy_rect
= frame
->current_render_pass
->output_rect
;
2249 if (request
->has_area())
2250 copy_rect
.Intersect(request
->area());
2251 GetFramebufferPixelsAsync(frame
, copy_rect
, request
.Pass());
2254 void GLRenderer::ToGLMatrix(float* gl_matrix
, const gfx::Transform
& transform
) {
2255 transform
.matrix().asColMajorf(gl_matrix
);
2258 void GLRenderer::SetShaderQuadF(const gfx::QuadF
& quad
, int quad_location
) {
2259 if (quad_location
== -1)
2263 gl_quad
[0] = quad
.p1().x();
2264 gl_quad
[1] = quad
.p1().y();
2265 gl_quad
[2] = quad
.p2().x();
2266 gl_quad
[3] = quad
.p2().y();
2267 gl_quad
[4] = quad
.p3().x();
2268 gl_quad
[5] = quad
.p3().y();
2269 gl_quad
[6] = quad
.p4().x();
2270 gl_quad
[7] = quad
.p4().y();
2271 GLC(gl_
, gl_
->Uniform2fv(quad_location
, 4, gl_quad
));
2274 void GLRenderer::SetShaderOpacity(float opacity
, int alpha_location
) {
2275 if (alpha_location
!= -1)
2276 GLC(gl_
, gl_
->Uniform1f(alpha_location
, opacity
));
2279 void GLRenderer::SetStencilEnabled(bool enabled
) {
2280 if (enabled
== stencil_shadow_
)
2284 GLC(gl_
, gl_
->Enable(GL_STENCIL_TEST
));
2286 GLC(gl_
, gl_
->Disable(GL_STENCIL_TEST
));
2287 stencil_shadow_
= enabled
;
2290 void GLRenderer::SetBlendEnabled(bool enabled
) {
2291 if (enabled
== blend_shadow_
)
2295 GLC(gl_
, gl_
->Enable(GL_BLEND
));
2297 GLC(gl_
, gl_
->Disable(GL_BLEND
));
2298 blend_shadow_
= enabled
;
2301 void GLRenderer::SetUseProgram(unsigned program
) {
2302 if (program
== program_shadow_
)
2304 gl_
->UseProgram(program
);
2305 program_shadow_
= program
;
2308 void GLRenderer::DrawQuadGeometry(const DrawingFrame
* frame
,
2309 const gfx::Transform
& draw_transform
,
2310 const gfx::RectF
& quad_rect
,
2311 int matrix_location
) {
2312 gfx::Transform quad_rect_matrix
;
2313 QuadRectTransform(&quad_rect_matrix
, draw_transform
, quad_rect
);
2314 static float gl_matrix
[16];
2315 ToGLMatrix(&gl_matrix
[0], frame
->projection_matrix
* quad_rect_matrix
);
2316 GLC(gl_
, gl_
->UniformMatrix4fv(matrix_location
, 1, false, &gl_matrix
[0]));
2318 GLC(gl_
, gl_
->DrawElements(GL_TRIANGLES
, 6, GL_UNSIGNED_SHORT
, 0));
2321 void GLRenderer::Finish() {
2322 TRACE_EVENT0("cc", "GLRenderer::Finish");
2323 GLC(gl_
, gl_
->Finish());
2326 void GLRenderer::SwapBuffers(const CompositorFrameMetadata
& metadata
) {
2327 DCHECK(!is_backbuffer_discarded_
);
2329 TRACE_EVENT0("cc,benchmark", "GLRenderer::SwapBuffers");
2330 // We're done! Time to swapbuffers!
2332 gfx::Size surface_size
= output_surface_
->SurfaceSize();
2334 CompositorFrame compositor_frame
;
2335 compositor_frame
.metadata
= metadata
;
2336 compositor_frame
.gl_frame_data
= make_scoped_ptr(new GLFrameData
);
2337 compositor_frame
.gl_frame_data
->size
= surface_size
;
2338 if (capabilities_
.using_partial_swap
) {
2339 // If supported, we can save significant bandwidth by only swapping the
2340 // damaged/scissored region (clamped to the viewport).
2341 swap_buffer_rect_
.Intersect(gfx::Rect(surface_size
));
2342 int flipped_y_pos_of_rect_bottom
= surface_size
.height() -
2343 swap_buffer_rect_
.y() -
2344 swap_buffer_rect_
.height();
2345 compositor_frame
.gl_frame_data
->sub_buffer_rect
=
2346 gfx::Rect(swap_buffer_rect_
.x(),
2347 FlippedRootFramebuffer() ? flipped_y_pos_of_rect_bottom
2348 : swap_buffer_rect_
.y(),
2349 swap_buffer_rect_
.width(),
2350 swap_buffer_rect_
.height());
2352 compositor_frame
.gl_frame_data
->sub_buffer_rect
=
2353 gfx::Rect(output_surface_
->SurfaceSize());
2355 output_surface_
->SwapBuffers(&compositor_frame
);
2357 // Release previously used overlay resources and hold onto the pending ones
2358 // until the next swap buffers.
2359 in_use_overlay_resources_
.clear();
2360 in_use_overlay_resources_
.swap(pending_overlay_resources_
);
2362 swap_buffer_rect_
= gfx::Rect();
2365 void GLRenderer::EnforceMemoryPolicy() {
2367 TRACE_EVENT0("cc", "GLRenderer::EnforceMemoryPolicy dropping resources");
2368 ReleaseRenderPassTextures();
2369 DiscardBackbuffer();
2370 resource_provider_
->ReleaseCachedData();
2371 output_surface_
->context_provider()->DeleteCachedResources();
2372 GLC(gl_
, gl_
->Flush());
2376 void GLRenderer::DiscardBackbuffer() {
2377 if (is_backbuffer_discarded_
)
2380 output_surface_
->DiscardBackbuffer();
2382 is_backbuffer_discarded_
= true;
2384 // Damage tracker needs a full reset every time framebuffer is discarded.
2385 client_
->SetFullRootLayerDamage();
2388 void GLRenderer::EnsureBackbuffer() {
2389 if (!is_backbuffer_discarded_
)
2392 output_surface_
->EnsureBackbuffer();
2393 is_backbuffer_discarded_
= false;
2396 void GLRenderer::GetFramebufferPixelsAsync(
2397 const DrawingFrame
* frame
,
2398 const gfx::Rect
& rect
,
2399 scoped_ptr
<CopyOutputRequest
> request
) {
2400 DCHECK(!request
->IsEmpty());
2401 if (request
->IsEmpty())
2406 gfx::Rect window_rect
= MoveFromDrawToWindowSpace(frame
, rect
);
2407 DCHECK_GE(window_rect
.x(), 0);
2408 DCHECK_GE(window_rect
.y(), 0);
2409 DCHECK_LE(window_rect
.right(), current_surface_size_
.width());
2410 DCHECK_LE(window_rect
.bottom(), current_surface_size_
.height());
2412 if (!request
->force_bitmap_result()) {
2413 bool own_mailbox
= !request
->has_texture_mailbox();
2415 GLuint texture_id
= 0;
2416 gpu::Mailbox mailbox
;
2418 GLC(gl_
, gl_
->GenMailboxCHROMIUM(mailbox
.name
));
2419 gl_
->GenTextures(1, &texture_id
);
2420 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_2D
, texture_id
));
2423 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
));
2425 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
));
2428 GL_TEXTURE_2D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
));
2431 GL_TEXTURE_2D
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
));
2432 GLC(gl_
, gl_
->ProduceTextureCHROMIUM(GL_TEXTURE_2D
, mailbox
.name
));
2434 mailbox
= request
->texture_mailbox().mailbox();
2435 DCHECK_EQ(static_cast<unsigned>(GL_TEXTURE_2D
),
2436 request
->texture_mailbox().target());
2437 DCHECK(!mailbox
.IsZero());
2438 unsigned incoming_sync_point
= request
->texture_mailbox().sync_point();
2439 if (incoming_sync_point
)
2440 GLC(gl_
, gl_
->WaitSyncPointCHROMIUM(incoming_sync_point
));
2444 gl_
->CreateAndConsumeTextureCHROMIUM(GL_TEXTURE_2D
, mailbox
.name
));
2446 GetFramebufferTexture(texture_id
, RGBA_8888
, window_rect
);
2448 unsigned sync_point
= gl_
->InsertSyncPointCHROMIUM();
2449 TextureMailbox
texture_mailbox(mailbox
, GL_TEXTURE_2D
, sync_point
);
2451 scoped_ptr
<SingleReleaseCallback
> release_callback
;
2453 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_2D
, 0));
2454 release_callback
= texture_mailbox_deleter_
->GetReleaseCallback(
2455 output_surface_
->context_provider(), texture_id
);
2457 gl_
->DeleteTextures(1, &texture_id
);
2460 request
->SendTextureResult(
2461 window_rect
.size(), texture_mailbox
, release_callback
.Pass());
2465 DCHECK(request
->force_bitmap_result());
2467 scoped_ptr
<PendingAsyncReadPixels
> pending_read(new PendingAsyncReadPixels
);
2468 pending_read
->copy_request
= request
.Pass();
2469 pending_async_read_pixels_
.insert(pending_async_read_pixels_
.begin(),
2470 pending_read
.Pass());
2472 bool do_workaround
= NeedsIOSurfaceReadbackWorkaround();
2474 unsigned temporary_texture
= 0;
2475 unsigned temporary_fbo
= 0;
2477 if (do_workaround
) {
2478 // On Mac OS X, calling glReadPixels() against an FBO whose color attachment
2479 // is an IOSurface-backed texture causes corruption of future glReadPixels()
2480 // calls, even those on different OpenGL contexts. It is believed that this
2481 // is the root cause of top crasher
2482 // http://crbug.com/99393. <rdar://problem/10949687>
2484 gl_
->GenTextures(1, &temporary_texture
);
2485 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_2D
, temporary_texture
));
2487 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
));
2489 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
));
2491 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
));
2493 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
));
2494 // Copy the contents of the current (IOSurface-backed) framebuffer into a
2495 // temporary texture.
2496 GetFramebufferTexture(
2497 temporary_texture
, RGBA_8888
, gfx::Rect(current_surface_size_
));
2498 gl_
->GenFramebuffers(1, &temporary_fbo
);
2499 // Attach this texture to an FBO, and perform the readback from that FBO.
2500 GLC(gl_
, gl_
->BindFramebuffer(GL_FRAMEBUFFER
, temporary_fbo
));
2502 gl_
->FramebufferTexture2D(GL_FRAMEBUFFER
,
2503 GL_COLOR_ATTACHMENT0
,
2508 DCHECK_EQ(static_cast<unsigned>(GL_FRAMEBUFFER_COMPLETE
),
2509 gl_
->CheckFramebufferStatus(GL_FRAMEBUFFER
));
2513 gl_
->GenBuffers(1, &buffer
);
2514 GLC(gl_
, gl_
->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
, buffer
));
2516 gl_
->BufferData(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
,
2517 4 * window_rect
.size().GetArea(),
2522 gl_
->GenQueriesEXT(1, &query
);
2523 GLC(gl_
, gl_
->BeginQueryEXT(GL_ASYNC_PIXEL_PACK_COMPLETED_CHROMIUM
, query
));
2526 gl_
->ReadPixels(window_rect
.x(),
2528 window_rect
.width(),
2529 window_rect
.height(),
2534 GLC(gl_
, gl_
->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
, 0));
2536 if (do_workaround
) {
2538 GLC(gl_
, gl_
->BindFramebuffer(GL_FRAMEBUFFER
, 0));
2539 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_2D
, 0));
2540 GLC(gl_
, gl_
->DeleteFramebuffers(1, &temporary_fbo
));
2541 GLC(gl_
, gl_
->DeleteTextures(1, &temporary_texture
));
2544 base::Closure finished_callback
= base::Bind(&GLRenderer::FinishedReadback
,
2545 base::Unretained(this),
2548 window_rect
.size());
2549 // Save the finished_callback so it can be cancelled.
2550 pending_async_read_pixels_
.front()->finished_read_pixels_callback
.Reset(
2552 base::Closure cancelable_callback
=
2553 pending_async_read_pixels_
.front()->
2554 finished_read_pixels_callback
.callback();
2556 // Save the buffer to verify the callbacks happen in the expected order.
2557 pending_async_read_pixels_
.front()->buffer
= buffer
;
2559 GLC(gl_
, gl_
->EndQueryEXT(GL_ASYNC_PIXEL_PACK_COMPLETED_CHROMIUM
));
2560 context_support_
->SignalQuery(query
, cancelable_callback
);
2562 EnforceMemoryPolicy();
2565 void GLRenderer::FinishedReadback(unsigned source_buffer
,
2567 const gfx::Size
& size
) {
2568 DCHECK(!pending_async_read_pixels_
.empty());
2571 GLC(gl_
, gl_
->DeleteQueriesEXT(1, &query
));
2574 PendingAsyncReadPixels
* current_read
= pending_async_read_pixels_
.back();
2575 // Make sure we service the readbacks in order.
2576 DCHECK_EQ(source_buffer
, current_read
->buffer
);
2578 uint8
* src_pixels
= NULL
;
2579 scoped_ptr
<SkBitmap
> bitmap
;
2581 if (source_buffer
!= 0) {
2583 gl_
->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
, source_buffer
));
2584 src_pixels
= static_cast<uint8
*>(gl_
->MapBufferCHROMIUM(
2585 GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
, GL_READ_ONLY
));
2588 bitmap
.reset(new SkBitmap
);
2589 bitmap
->allocN32Pixels(size
.width(), size
.height());
2590 scoped_ptr
<SkAutoLockPixels
> lock(new SkAutoLockPixels(*bitmap
));
2591 uint8
* dest_pixels
= static_cast<uint8
*>(bitmap
->getPixels());
2593 size_t row_bytes
= size
.width() * 4;
2594 int num_rows
= size
.height();
2595 size_t total_bytes
= num_rows
* row_bytes
;
2596 for (size_t dest_y
= 0; dest_y
< total_bytes
; dest_y
+= row_bytes
) {
2598 size_t src_y
= total_bytes
- dest_y
- row_bytes
;
2599 // Swizzle OpenGL -> Skia byte order.
2600 for (size_t x
= 0; x
< row_bytes
; x
+= 4) {
2601 dest_pixels
[dest_y
+ x
+ SK_R32_SHIFT
/ 8] =
2602 src_pixels
[src_y
+ x
+ 0];
2603 dest_pixels
[dest_y
+ x
+ SK_G32_SHIFT
/ 8] =
2604 src_pixels
[src_y
+ x
+ 1];
2605 dest_pixels
[dest_y
+ x
+ SK_B32_SHIFT
/ 8] =
2606 src_pixels
[src_y
+ x
+ 2];
2607 dest_pixels
[dest_y
+ x
+ SK_A32_SHIFT
/ 8] =
2608 src_pixels
[src_y
+ x
+ 3];
2613 gl_
->UnmapBufferCHROMIUM(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
));
2615 GLC(gl_
, gl_
->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
, 0));
2616 GLC(gl_
, gl_
->DeleteBuffers(1, &source_buffer
));
2620 current_read
->copy_request
->SendBitmapResult(bitmap
.Pass());
2621 pending_async_read_pixels_
.pop_back();
2624 void GLRenderer::GetFramebufferTexture(unsigned texture_id
,
2625 ResourceFormat texture_format
,
2626 const gfx::Rect
& window_rect
) {
2628 DCHECK_GE(window_rect
.x(), 0);
2629 DCHECK_GE(window_rect
.y(), 0);
2630 DCHECK_LE(window_rect
.right(), current_surface_size_
.width());
2631 DCHECK_LE(window_rect
.bottom(), current_surface_size_
.height());
2633 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_2D
, texture_id
));
2635 gl_
->CopyTexImage2D(GL_TEXTURE_2D
,
2637 GLDataFormat(texture_format
),
2640 window_rect
.width(),
2641 window_rect
.height(),
2643 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_2D
, 0));
2646 bool GLRenderer::UseScopedTexture(DrawingFrame
* frame
,
2647 const ScopedResource
* texture
,
2648 const gfx::Rect
& viewport_rect
) {
2649 DCHECK(texture
->id());
2650 frame
->current_render_pass
= NULL
;
2651 frame
->current_texture
= texture
;
2653 return BindFramebufferToTexture(frame
, texture
, viewport_rect
);
2656 void GLRenderer::BindFramebufferToOutputSurface(DrawingFrame
* frame
) {
2657 current_framebuffer_lock_
= nullptr;
2658 output_surface_
->BindFramebuffer();
2660 if (output_surface_
->HasExternalStencilTest()) {
2661 SetStencilEnabled(true);
2662 GLC(gl_
, gl_
->StencilFunc(GL_EQUAL
, 1, 1));
2664 SetStencilEnabled(false);
2668 bool GLRenderer::BindFramebufferToTexture(DrawingFrame
* frame
,
2669 const ScopedResource
* texture
,
2670 const gfx::Rect
& target_rect
) {
2671 DCHECK(texture
->id());
2673 // Explicitly release lock, otherwise we can crash when try to lock
2674 // same texture again.
2675 current_framebuffer_lock_
= nullptr;
2677 SetStencilEnabled(false);
2678 GLC(gl_
, gl_
->BindFramebuffer(GL_FRAMEBUFFER
, offscreen_framebuffer_id_
));
2679 current_framebuffer_lock_
=
2680 make_scoped_ptr(new ResourceProvider::ScopedWriteLockGL(
2681 resource_provider_
, texture
->id()));
2682 unsigned texture_id
= current_framebuffer_lock_
->texture_id();
2684 gl_
->FramebufferTexture2D(
2685 GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
, GL_TEXTURE_2D
, texture_id
, 0));
2687 DCHECK(gl_
->CheckFramebufferStatus(GL_FRAMEBUFFER
) ==
2688 GL_FRAMEBUFFER_COMPLETE
||
2692 frame
, target_rect
, gfx::Rect(target_rect
.size()), target_rect
.size());
2696 void GLRenderer::SetScissorTestRect(const gfx::Rect
& scissor_rect
) {
2697 EnsureScissorTestEnabled();
2699 // Don't unnecessarily ask the context to change the scissor, because it
2700 // may cause undesired GPU pipeline flushes.
2701 if (scissor_rect
== scissor_rect_
&& !scissor_rect_needs_reset_
)
2704 scissor_rect_
= scissor_rect
;
2705 FlushTextureQuadCache();
2707 gl_
->Scissor(scissor_rect
.x(),
2709 scissor_rect
.width(),
2710 scissor_rect
.height()));
2712 scissor_rect_needs_reset_
= false;
2715 void GLRenderer::SetDrawViewport(const gfx::Rect
& window_space_viewport
) {
2716 viewport_
= window_space_viewport
;
2718 gl_
->Viewport(window_space_viewport
.x(),
2719 window_space_viewport
.y(),
2720 window_space_viewport
.width(),
2721 window_space_viewport
.height()));
2724 void GLRenderer::InitializeSharedObjects() {
2725 TRACE_EVENT0("cc", "GLRenderer::InitializeSharedObjects");
2727 // Create an FBO for doing offscreen rendering.
2728 GLC(gl_
, gl_
->GenFramebuffers(1, &offscreen_framebuffer_id_
));
2730 shared_geometry_
= make_scoped_ptr(
2731 new GeometryBinding(gl_
, QuadVertexRect()));
2734 const GLRenderer::TileCheckerboardProgram
*
2735 GLRenderer::GetTileCheckerboardProgram() {
2736 if (!tile_checkerboard_program_
.initialized()) {
2737 TRACE_EVENT0("cc", "GLRenderer::checkerboardProgram::initalize");
2738 tile_checkerboard_program_
.Initialize(output_surface_
->context_provider(),
2739 TEX_COORD_PRECISION_NA
,
2742 return &tile_checkerboard_program_
;
2745 const GLRenderer::DebugBorderProgram
* GLRenderer::GetDebugBorderProgram() {
2746 if (!debug_border_program_
.initialized()) {
2747 TRACE_EVENT0("cc", "GLRenderer::debugBorderProgram::initialize");
2748 debug_border_program_
.Initialize(output_surface_
->context_provider(),
2749 TEX_COORD_PRECISION_NA
, SAMPLER_TYPE_NA
);
2751 return &debug_border_program_
;
2754 const GLRenderer::SolidColorProgram
* GLRenderer::GetSolidColorProgram() {
2755 if (!solid_color_program_
.initialized()) {
2756 TRACE_EVENT0("cc", "GLRenderer::solidColorProgram::initialize");
2757 solid_color_program_
.Initialize(output_surface_
->context_provider(),
2758 TEX_COORD_PRECISION_NA
, SAMPLER_TYPE_NA
);
2760 return &solid_color_program_
;
2763 const GLRenderer::SolidColorProgramAA
* GLRenderer::GetSolidColorProgramAA() {
2764 if (!solid_color_program_aa_
.initialized()) {
2765 TRACE_EVENT0("cc", "GLRenderer::solidColorProgramAA::initialize");
2766 solid_color_program_aa_
.Initialize(output_surface_
->context_provider(),
2767 TEX_COORD_PRECISION_NA
, SAMPLER_TYPE_NA
);
2769 return &solid_color_program_aa_
;
2772 const GLRenderer::RenderPassProgram
* GLRenderer::GetRenderPassProgram(
2773 TexCoordPrecision precision
,
2774 BlendMode blend_mode
) {
2775 DCHECK_GE(precision
, 0);
2776 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
2777 DCHECK_GE(blend_mode
, 0);
2778 DCHECK_LE(blend_mode
, LAST_BLEND_MODE
);
2779 RenderPassProgram
* program
= &render_pass_program_
[precision
][blend_mode
];
2780 if (!program
->initialized()) {
2781 TRACE_EVENT0("cc", "GLRenderer::renderPassProgram::initialize");
2782 program
->Initialize(output_surface_
->context_provider(), precision
,
2783 SAMPLER_TYPE_2D
, blend_mode
);
2788 const GLRenderer::RenderPassProgramAA
* GLRenderer::GetRenderPassProgramAA(
2789 TexCoordPrecision precision
,
2790 BlendMode blend_mode
) {
2791 DCHECK_GE(precision
, 0);
2792 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
2793 DCHECK_GE(blend_mode
, 0);
2794 DCHECK_LE(blend_mode
, LAST_BLEND_MODE
);
2795 RenderPassProgramAA
* program
=
2796 &render_pass_program_aa_
[precision
][blend_mode
];
2797 if (!program
->initialized()) {
2798 TRACE_EVENT0("cc", "GLRenderer::renderPassProgramAA::initialize");
2799 program
->Initialize(output_surface_
->context_provider(), precision
,
2800 SAMPLER_TYPE_2D
, blend_mode
);
2805 const GLRenderer::RenderPassMaskProgram
* GLRenderer::GetRenderPassMaskProgram(
2806 TexCoordPrecision precision
,
2807 SamplerType sampler
,
2808 BlendMode blend_mode
) {
2809 DCHECK_GE(precision
, 0);
2810 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
2811 DCHECK_GE(sampler
, 0);
2812 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
2813 DCHECK_GE(blend_mode
, 0);
2814 DCHECK_LE(blend_mode
, LAST_BLEND_MODE
);
2815 RenderPassMaskProgram
* program
=
2816 &render_pass_mask_program_
[precision
][sampler
][blend_mode
];
2817 if (!program
->initialized()) {
2818 TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgram::initialize");
2819 program
->Initialize(
2820 output_surface_
->context_provider(), precision
, sampler
, blend_mode
);
2825 const GLRenderer::RenderPassMaskProgramAA
*
2826 GLRenderer::GetRenderPassMaskProgramAA(TexCoordPrecision precision
,
2827 SamplerType sampler
,
2828 BlendMode blend_mode
) {
2829 DCHECK_GE(precision
, 0);
2830 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
2831 DCHECK_GE(sampler
, 0);
2832 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
2833 DCHECK_GE(blend_mode
, 0);
2834 DCHECK_LE(blend_mode
, LAST_BLEND_MODE
);
2835 RenderPassMaskProgramAA
* program
=
2836 &render_pass_mask_program_aa_
[precision
][sampler
][blend_mode
];
2837 if (!program
->initialized()) {
2838 TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgramAA::initialize");
2839 program
->Initialize(
2840 output_surface_
->context_provider(), precision
, sampler
, blend_mode
);
2845 const GLRenderer::RenderPassColorMatrixProgram
*
2846 GLRenderer::GetRenderPassColorMatrixProgram(TexCoordPrecision precision
,
2847 BlendMode blend_mode
) {
2848 DCHECK_GE(precision
, 0);
2849 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
2850 DCHECK_GE(blend_mode
, 0);
2851 DCHECK_LE(blend_mode
, LAST_BLEND_MODE
);
2852 RenderPassColorMatrixProgram
* program
=
2853 &render_pass_color_matrix_program_
[precision
][blend_mode
];
2854 if (!program
->initialized()) {
2855 TRACE_EVENT0("cc", "GLRenderer::renderPassColorMatrixProgram::initialize");
2856 program
->Initialize(output_surface_
->context_provider(), precision
,
2857 SAMPLER_TYPE_2D
, blend_mode
);
2862 const GLRenderer::RenderPassColorMatrixProgramAA
*
2863 GLRenderer::GetRenderPassColorMatrixProgramAA(TexCoordPrecision precision
,
2864 BlendMode blend_mode
) {
2865 DCHECK_GE(precision
, 0);
2866 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
2867 DCHECK_GE(blend_mode
, 0);
2868 DCHECK_LE(blend_mode
, LAST_BLEND_MODE
);
2869 RenderPassColorMatrixProgramAA
* program
=
2870 &render_pass_color_matrix_program_aa_
[precision
][blend_mode
];
2871 if (!program
->initialized()) {
2873 "GLRenderer::renderPassColorMatrixProgramAA::initialize");
2874 program
->Initialize(output_surface_
->context_provider(), precision
,
2875 SAMPLER_TYPE_2D
, blend_mode
);
2880 const GLRenderer::RenderPassMaskColorMatrixProgram
*
2881 GLRenderer::GetRenderPassMaskColorMatrixProgram(TexCoordPrecision precision
,
2882 SamplerType sampler
,
2883 BlendMode blend_mode
) {
2884 DCHECK_GE(precision
, 0);
2885 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
2886 DCHECK_GE(sampler
, 0);
2887 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
2888 DCHECK_GE(blend_mode
, 0);
2889 DCHECK_LE(blend_mode
, LAST_BLEND_MODE
);
2890 RenderPassMaskColorMatrixProgram
* program
=
2891 &render_pass_mask_color_matrix_program_
[precision
][sampler
][blend_mode
];
2892 if (!program
->initialized()) {
2894 "GLRenderer::renderPassMaskColorMatrixProgram::initialize");
2895 program
->Initialize(
2896 output_surface_
->context_provider(), precision
, sampler
, blend_mode
);
2901 const GLRenderer::RenderPassMaskColorMatrixProgramAA
*
2902 GLRenderer::GetRenderPassMaskColorMatrixProgramAA(TexCoordPrecision precision
,
2903 SamplerType sampler
,
2904 BlendMode blend_mode
) {
2905 DCHECK_GE(precision
, 0);
2906 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
2907 DCHECK_GE(sampler
, 0);
2908 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
2909 DCHECK_GE(blend_mode
, 0);
2910 DCHECK_LE(blend_mode
, LAST_BLEND_MODE
);
2911 RenderPassMaskColorMatrixProgramAA
* program
=
2912 &render_pass_mask_color_matrix_program_aa_
[precision
][sampler
]
2914 if (!program
->initialized()) {
2916 "GLRenderer::renderPassMaskColorMatrixProgramAA::initialize");
2917 program
->Initialize(
2918 output_surface_
->context_provider(), precision
, sampler
, blend_mode
);
2923 const GLRenderer::TileProgram
* GLRenderer::GetTileProgram(
2924 TexCoordPrecision precision
,
2925 SamplerType sampler
) {
2926 DCHECK_GE(precision
, 0);
2927 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
2928 DCHECK_GE(sampler
, 0);
2929 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
2930 TileProgram
* program
= &tile_program_
[precision
][sampler
];
2931 if (!program
->initialized()) {
2932 TRACE_EVENT0("cc", "GLRenderer::tileProgram::initialize");
2933 program
->Initialize(
2934 output_surface_
->context_provider(), precision
, sampler
);
2939 const GLRenderer::TileProgramOpaque
* GLRenderer::GetTileProgramOpaque(
2940 TexCoordPrecision precision
,
2941 SamplerType sampler
) {
2942 DCHECK_GE(precision
, 0);
2943 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
2944 DCHECK_GE(sampler
, 0);
2945 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
2946 TileProgramOpaque
* program
= &tile_program_opaque_
[precision
][sampler
];
2947 if (!program
->initialized()) {
2948 TRACE_EVENT0("cc", "GLRenderer::tileProgramOpaque::initialize");
2949 program
->Initialize(
2950 output_surface_
->context_provider(), precision
, sampler
);
2955 const GLRenderer::TileProgramAA
* GLRenderer::GetTileProgramAA(
2956 TexCoordPrecision precision
,
2957 SamplerType sampler
) {
2958 DCHECK_GE(precision
, 0);
2959 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
2960 DCHECK_GE(sampler
, 0);
2961 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
2962 TileProgramAA
* program
= &tile_program_aa_
[precision
][sampler
];
2963 if (!program
->initialized()) {
2964 TRACE_EVENT0("cc", "GLRenderer::tileProgramAA::initialize");
2965 program
->Initialize(
2966 output_surface_
->context_provider(), precision
, sampler
);
2971 const GLRenderer::TileProgramSwizzle
* GLRenderer::GetTileProgramSwizzle(
2972 TexCoordPrecision precision
,
2973 SamplerType sampler
) {
2974 DCHECK_GE(precision
, 0);
2975 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
2976 DCHECK_GE(sampler
, 0);
2977 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
2978 TileProgramSwizzle
* program
= &tile_program_swizzle_
[precision
][sampler
];
2979 if (!program
->initialized()) {
2980 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzle::initialize");
2981 program
->Initialize(
2982 output_surface_
->context_provider(), precision
, sampler
);
2987 const GLRenderer::TileProgramSwizzleOpaque
*
2988 GLRenderer::GetTileProgramSwizzleOpaque(TexCoordPrecision precision
,
2989 SamplerType sampler
) {
2990 DCHECK_GE(precision
, 0);
2991 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
2992 DCHECK_GE(sampler
, 0);
2993 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
2994 TileProgramSwizzleOpaque
* program
=
2995 &tile_program_swizzle_opaque_
[precision
][sampler
];
2996 if (!program
->initialized()) {
2997 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleOpaque::initialize");
2998 program
->Initialize(
2999 output_surface_
->context_provider(), precision
, sampler
);
3004 const GLRenderer::TileProgramSwizzleAA
* GLRenderer::GetTileProgramSwizzleAA(
3005 TexCoordPrecision precision
,
3006 SamplerType sampler
) {
3007 DCHECK_GE(precision
, 0);
3008 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3009 DCHECK_GE(sampler
, 0);
3010 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3011 TileProgramSwizzleAA
* program
= &tile_program_swizzle_aa_
[precision
][sampler
];
3012 if (!program
->initialized()) {
3013 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleAA::initialize");
3014 program
->Initialize(
3015 output_surface_
->context_provider(), precision
, sampler
);
3020 const GLRenderer::TextureProgram
* GLRenderer::GetTextureProgram(
3021 TexCoordPrecision precision
) {
3022 DCHECK_GE(precision
, 0);
3023 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3024 TextureProgram
* program
= &texture_program_
[precision
];
3025 if (!program
->initialized()) {
3026 TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize");
3027 program
->Initialize(output_surface_
->context_provider(), precision
,
3033 const GLRenderer::NonPremultipliedTextureProgram
*
3034 GLRenderer::GetNonPremultipliedTextureProgram(TexCoordPrecision precision
) {
3035 DCHECK_GE(precision
, 0);
3036 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3037 NonPremultipliedTextureProgram
* program
=
3038 &nonpremultiplied_texture_program_
[precision
];
3039 if (!program
->initialized()) {
3041 "GLRenderer::NonPremultipliedTextureProgram::Initialize");
3042 program
->Initialize(output_surface_
->context_provider(), precision
,
3048 const GLRenderer::TextureBackgroundProgram
*
3049 GLRenderer::GetTextureBackgroundProgram(TexCoordPrecision precision
) {
3050 DCHECK_GE(precision
, 0);
3051 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3052 TextureBackgroundProgram
* program
= &texture_background_program_
[precision
];
3053 if (!program
->initialized()) {
3054 TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize");
3055 program
->Initialize(output_surface_
->context_provider(), precision
,
3061 const GLRenderer::NonPremultipliedTextureBackgroundProgram
*
3062 GLRenderer::GetNonPremultipliedTextureBackgroundProgram(
3063 TexCoordPrecision precision
) {
3064 DCHECK_GE(precision
, 0);
3065 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3066 NonPremultipliedTextureBackgroundProgram
* program
=
3067 &nonpremultiplied_texture_background_program_
[precision
];
3068 if (!program
->initialized()) {
3070 "GLRenderer::NonPremultipliedTextureProgram::Initialize");
3071 program
->Initialize(output_surface_
->context_provider(), precision
,
3077 const GLRenderer::TextureProgram
* GLRenderer::GetTextureIOSurfaceProgram(
3078 TexCoordPrecision precision
) {
3079 DCHECK_GE(precision
, 0);
3080 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3081 TextureProgram
* program
= &texture_io_surface_program_
[precision
];
3082 if (!program
->initialized()) {
3083 TRACE_EVENT0("cc", "GLRenderer::textureIOSurfaceProgram::initialize");
3084 program
->Initialize(output_surface_
->context_provider(), precision
,
3085 SAMPLER_TYPE_2D_RECT
);
3090 const GLRenderer::VideoYUVProgram
* GLRenderer::GetVideoYUVProgram(
3091 TexCoordPrecision precision
) {
3092 DCHECK_GE(precision
, 0);
3093 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3094 VideoYUVProgram
* program
= &video_yuv_program_
[precision
];
3095 if (!program
->initialized()) {
3096 TRACE_EVENT0("cc", "GLRenderer::videoYUVProgram::initialize");
3097 program
->Initialize(output_surface_
->context_provider(), precision
,
3103 const GLRenderer::VideoYUVAProgram
* GLRenderer::GetVideoYUVAProgram(
3104 TexCoordPrecision precision
) {
3105 DCHECK_GE(precision
, 0);
3106 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3107 VideoYUVAProgram
* program
= &video_yuva_program_
[precision
];
3108 if (!program
->initialized()) {
3109 TRACE_EVENT0("cc", "GLRenderer::videoYUVAProgram::initialize");
3110 program
->Initialize(output_surface_
->context_provider(), precision
,
3116 const GLRenderer::VideoStreamTextureProgram
*
3117 GLRenderer::GetVideoStreamTextureProgram(TexCoordPrecision precision
) {
3118 if (!Capabilities().using_egl_image
)
3120 DCHECK_GE(precision
, 0);
3121 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3122 VideoStreamTextureProgram
* program
=
3123 &video_stream_texture_program_
[precision
];
3124 if (!program
->initialized()) {
3125 TRACE_EVENT0("cc", "GLRenderer::streamTextureProgram::initialize");
3126 program
->Initialize(output_surface_
->context_provider(), precision
,
3127 SAMPLER_TYPE_EXTERNAL_OES
);
3132 void GLRenderer::CleanupSharedObjects() {
3133 shared_geometry_
= nullptr;
3135 for (int i
= 0; i
<= LAST_TEX_COORD_PRECISION
; ++i
) {
3136 for (int j
= 0; j
<= LAST_SAMPLER_TYPE
; ++j
) {
3137 tile_program_
[i
][j
].Cleanup(gl_
);
3138 tile_program_opaque_
[i
][j
].Cleanup(gl_
);
3139 tile_program_swizzle_
[i
][j
].Cleanup(gl_
);
3140 tile_program_swizzle_opaque_
[i
][j
].Cleanup(gl_
);
3141 tile_program_aa_
[i
][j
].Cleanup(gl_
);
3142 tile_program_swizzle_aa_
[i
][j
].Cleanup(gl_
);
3144 for (int k
= 0; k
<= LAST_BLEND_MODE
; k
++) {
3145 render_pass_mask_program_
[i
][j
][k
].Cleanup(gl_
);
3146 render_pass_mask_program_aa_
[i
][j
][k
].Cleanup(gl_
);
3147 render_pass_mask_color_matrix_program_aa_
[i
][j
][k
].Cleanup(gl_
);
3148 render_pass_mask_color_matrix_program_
[i
][j
][k
].Cleanup(gl_
);
3151 for (int j
= 0; j
<= LAST_BLEND_MODE
; j
++) {
3152 render_pass_program_
[i
][j
].Cleanup(gl_
);
3153 render_pass_program_aa_
[i
][j
].Cleanup(gl_
);
3154 render_pass_color_matrix_program_
[i
][j
].Cleanup(gl_
);
3155 render_pass_color_matrix_program_aa_
[i
][j
].Cleanup(gl_
);
3158 texture_program_
[i
].Cleanup(gl_
);
3159 nonpremultiplied_texture_program_
[i
].Cleanup(gl_
);
3160 texture_background_program_
[i
].Cleanup(gl_
);
3161 nonpremultiplied_texture_background_program_
[i
].Cleanup(gl_
);
3162 texture_io_surface_program_
[i
].Cleanup(gl_
);
3164 video_yuv_program_
[i
].Cleanup(gl_
);
3165 video_yuva_program_
[i
].Cleanup(gl_
);
3166 video_stream_texture_program_
[i
].Cleanup(gl_
);
3169 tile_checkerboard_program_
.Cleanup(gl_
);
3171 debug_border_program_
.Cleanup(gl_
);
3172 solid_color_program_
.Cleanup(gl_
);
3173 solid_color_program_aa_
.Cleanup(gl_
);
3175 if (offscreen_framebuffer_id_
)
3176 GLC(gl_
, gl_
->DeleteFramebuffers(1, &offscreen_framebuffer_id_
));
3178 if (on_demand_tile_raster_resource_id_
)
3179 resource_provider_
->DeleteResource(on_demand_tile_raster_resource_id_
);
3181 ReleaseRenderPassTextures();
3184 void GLRenderer::ReinitializeGLState() {
3185 is_scissor_enabled_
= false;
3186 scissor_rect_needs_reset_
= true;
3187 stencil_shadow_
= false;
3188 blend_shadow_
= true;
3189 program_shadow_
= 0;
3194 void GLRenderer::RestoreGLState() {
3195 // This restores the current GLRenderer state to the GL context.
3197 shared_geometry_
->PrepareForDraw();
3199 GLC(gl_
, gl_
->Disable(GL_DEPTH_TEST
));
3200 GLC(gl_
, gl_
->Disable(GL_CULL_FACE
));
3201 GLC(gl_
, gl_
->ColorMask(true, true, true, true));
3202 GLC(gl_
, gl_
->BlendFunc(GL_ONE
, GL_ONE_MINUS_SRC_ALPHA
));
3203 GLC(gl_
, gl_
->ActiveTexture(GL_TEXTURE0
));
3205 if (program_shadow_
)
3206 gl_
->UseProgram(program_shadow_
);
3208 if (stencil_shadow_
)
3209 GLC(gl_
, gl_
->Enable(GL_STENCIL_TEST
));
3211 GLC(gl_
, gl_
->Disable(GL_STENCIL_TEST
));
3214 GLC(gl_
, gl_
->Enable(GL_BLEND
));
3216 GLC(gl_
, gl_
->Disable(GL_BLEND
));
3218 if (is_scissor_enabled_
) {
3219 GLC(gl_
, gl_
->Enable(GL_SCISSOR_TEST
));
3221 gl_
->Scissor(scissor_rect_
.x(),
3223 scissor_rect_
.width(),
3224 scissor_rect_
.height()));
3226 GLC(gl_
, gl_
->Disable(GL_SCISSOR_TEST
));
3230 void GLRenderer::RestoreFramebuffer(DrawingFrame
* frame
) {
3231 UseRenderPass(frame
, frame
->current_render_pass
);
3234 bool GLRenderer::IsContextLost() {
3235 return output_surface_
->context_provider()->IsContextLost();
3238 void GLRenderer::ScheduleOverlays(DrawingFrame
* frame
) {
3239 if (!frame
->overlay_list
.size())
3242 ResourceProvider::ResourceIdArray resources
;
3243 OverlayCandidateList
& overlays
= frame
->overlay_list
;
3244 OverlayCandidateList::iterator it
;
3245 for (it
= overlays
.begin(); it
!= overlays
.end(); ++it
) {
3246 const OverlayCandidate
& overlay
= *it
;
3247 // Skip primary plane.
3248 if (overlay
.plane_z_order
== 0)
3251 pending_overlay_resources_
.push_back(
3252 make_scoped_ptr(new ResourceProvider::ScopedReadLockGL(
3253 resource_provider_
, overlay
.resource_id
)));
3255 context_support_
->ScheduleOverlayPlane(
3256 overlay
.plane_z_order
,
3258 pending_overlay_resources_
.back()->texture_id(),
3259 overlay
.display_rect
,