| // Copyright 2010 The Chromium Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| |
| |
| #include "config.h" |
| |
| #if USE(ACCELERATED_COMPOSITING) |
| #include "CCRendererGL.h" |
| |
| #include "CCDamageTracker.h" |
| #include "CCLayerQuad.h" |
| #include "CCMathUtil.h" |
| #include "CCProxy.h" |
| #include "CCRenderPass.h" |
| #include "CCRenderSurfaceFilters.h" |
| #include "CCScopedTexture.h" |
| #include "CCSettings.h" |
| #include "CCSingleThreadProxy.h" |
| #include "CCVideoLayerImpl.h" |
| #include "Extensions3D.h" |
| #include "FloatQuad.h" |
| #include "GeometryBinding.h" |
| #include "GrTexture.h" |
| #include "NotImplemented.h" |
| #include "PlatformColor.h" |
| #include "SkBitmap.h" |
| #include "SkColor.h" |
| #include "TraceEvent.h" |
| #ifdef LOG |
| #undef LOG |
| #endif |
| #include "base/string_split.h" |
| #include "base/string_util.h" |
| #include <public/WebGraphicsContext3D.h> |
| #include <public/WebSharedGraphicsContext3D.h> |
| #include <public/WebVideoFrame.h> |
| #include <set> |
| #include <string> |
| #include <vector> |
| #include <wtf/CurrentTime.h> |
| #include <wtf/OwnArrayPtr.h> |
| |
| using namespace std; |
| using WebKit::WebGraphicsContext3D; |
| using WebKit::WebGraphicsMemoryAllocation; |
| using WebKit::WebSharedGraphicsContext3D; |
| using WebKit::WebTransformationMatrix; |
| |
| namespace cc { |
| |
| namespace { |
| |
| bool needsIOSurfaceReadbackWorkaround() |
| { |
| #if OS(DARWIN) |
| return true; |
| #else |
| return false; |
| #endif |
| } |
| |
| } // anonymous namespace |
| |
| PassOwnPtr<CCRendererGL> CCRendererGL::create(CCRendererClient* client, CCResourceProvider* resourceProvider) |
| { |
| OwnPtr<CCRendererGL> renderer(adoptPtr(new CCRendererGL(client, resourceProvider))); |
| if (!renderer->initialize()) |
| return nullptr; |
| |
| return renderer.release(); |
| } |
| |
| CCRendererGL::CCRendererGL(CCRendererClient* client, |
| CCResourceProvider* resourceProvider) |
| : CCDirectRenderer(client, resourceProvider) |
| , m_offscreenFramebufferId(0) |
| , m_sharedGeometryQuad(FloatRect(-0.5f, -0.5f, 1.0f, 1.0f)) |
| , m_context(resourceProvider->graphicsContext3D()) |
| , m_isViewportChanged(false) |
| , m_isFramebufferDiscarded(false) |
| , m_isUsingBindUniform(false) |
| , m_visible(true) |
| { |
| ASSERT(m_context); |
| } |
| |
| bool CCRendererGL::initialize() |
| { |
| if (!m_context->makeContextCurrent()) |
| return false; |
| |
| m_context->setContextLostCallback(this); |
| m_context->pushGroupMarkerEXT("CompositorContext"); |
| |
| std::string extensionsString = UTF16ToASCII(m_context->getString(GraphicsContext3D::EXTENSIONS)); |
| std::vector<std::string> extensionsList; |
| base::SplitString(extensionsString, ' ', &extensionsList); |
| std::set<string> extensions(extensionsList.begin(), extensionsList.end()); |
| |
| if (settings().acceleratePainting && extensions.count("GL_EXT_texture_format_BGRA8888") |
| && extensions.count("GL_EXT_read_format_bgra")) |
| m_capabilities.usingAcceleratedPainting = true; |
| else |
| m_capabilities.usingAcceleratedPainting = false; |
| |
| |
| m_capabilities.contextHasCachedFrontBuffer = extensions.count("GL_CHROMIUM_front_buffer_cached"); |
| |
| m_capabilities.usingPartialSwap = CCSettings::partialSwapEnabled() && extensions.count("GL_CHROMIUM_post_sub_buffer"); |
| |
| // Use the swapBuffers callback only with the threaded proxy. |
| if (CCProxy::hasImplThread()) |
| m_capabilities.usingSwapCompleteCallback = extensions.count("GL_CHROMIUM_swapbuffers_complete_callback"); |
| if (m_capabilities.usingSwapCompleteCallback) |
| m_context->setSwapBuffersCompleteCallbackCHROMIUM(this); |
| |
| m_capabilities.usingSetVisibility = extensions.count("GL_CHROMIUM_set_visibility"); |
| |
| if (extensions.count("GL_CHROMIUM_iosurface")) |
| ASSERT(extensions.count("GL_ARB_texture_rectangle")); |
| |
| m_capabilities.usingGpuMemoryManager = extensions.count("GL_CHROMIUM_gpu_memory_manager"); |
| if (m_capabilities.usingGpuMemoryManager) |
| m_context->setMemoryAllocationChangedCallbackCHROMIUM(this); |
| |
| m_capabilities.usingDiscardFramebuffer = extensions.count("GL_CHROMIUM_discard_framebuffer"); |
| |
| m_capabilities.usingEglImage = extensions.count("GL_OES_EGL_image_external"); |
| |
| GLC(m_context, m_context->getIntegerv(GraphicsContext3D::MAX_TEXTURE_SIZE, &m_capabilities.maxTextureSize)); |
| m_capabilities.bestTextureFormat = PlatformColor::bestTextureFormat(m_context, extensions.count("GL_EXT_texture_format_BGRA8888")); |
| |
| m_isUsingBindUniform = extensions.count("GL_CHROMIUM_bind_uniform_location"); |
| |
| if (!initializeSharedObjects()) |
| return false; |
| |
| // Make sure the viewport and context gets initialized, even if it is to zero. |
| viewportChanged(); |
| return true; |
| } |
| |
| CCRendererGL::~CCRendererGL() |
| { |
| ASSERT(CCProxy::isImplThread()); |
| m_context->setSwapBuffersCompleteCallbackCHROMIUM(0); |
| m_context->setMemoryAllocationChangedCallbackCHROMIUM(0); |
| m_context->setContextLostCallback(0); |
| cleanupSharedObjects(); |
| } |
| |
| const RendererCapabilities& CCRendererGL::capabilities() const |
| { |
| return m_capabilities; |
| } |
| |
| WebGraphicsContext3D* CCRendererGL::context() |
| { |
| return m_context; |
| } |
| |
| void CCRendererGL::debugGLCall(WebGraphicsContext3D* context, const char* command, const char* file, int line) |
| { |
| unsigned long error = context->getError(); |
| if (error != GraphicsContext3D::NO_ERROR) |
| LOG_ERROR("GL command failed: File: %s\n\tLine %d\n\tcommand: %s, error %x\n", file, line, command, static_cast<int>(error)); |
| } |
| |
| void CCRendererGL::setVisible(bool visible) |
| { |
| if (m_visible == visible) |
| return; |
| m_visible = visible; |
| |
| // TODO: Replace setVisibilityCHROMIUM with an extension to explicitly manage front/backbuffers |
| // crbug.com/116049 |
| if (m_capabilities.usingSetVisibility) |
| m_context->setVisibilityCHROMIUM(visible); |
| } |
| |
| void CCRendererGL::releaseRenderPassTextures() |
| { |
| m_renderPassTextures.clear(); |
| } |
| |
| void CCRendererGL::viewportChanged() |
| { |
| m_isViewportChanged = true; |
| } |
| |
| void CCRendererGL::clearFramebuffer(DrawingFrame& frame) |
| { |
| // On DEBUG builds, opaque render passes are cleared to blue to easily see regions that were not drawn on the screen. |
| if (frame.currentRenderPass->hasTransparentBackground()) |
| GLC(m_context, m_context->clearColor(0, 0, 0, 0)); |
| else |
| GLC(m_context, m_context->clearColor(0, 0, 1, 1)); |
| |
| #if defined(NDEBUG) |
| if (frame.currentRenderPass->hasTransparentBackground()) |
| #endif |
| m_context->clear(GraphicsContext3D::COLOR_BUFFER_BIT); |
| } |
| |
| void CCRendererGL::beginDrawingFrame(DrawingFrame& frame) |
| { |
| // FIXME: Remove this once framebuffer is automatically recreated on first use |
| ensureFramebuffer(); |
| |
| if (viewportSize().isEmpty()) |
| return; |
| |
| TRACE_EVENT0("cc", "CCRendererGL::drawLayers"); |
| if (m_isViewportChanged) { |
| // Only reshape when we know we are going to draw. Otherwise, the reshape |
| // can leave the window at the wrong size if we never draw and the proper |
| // viewport size is never set. |
| m_isViewportChanged = false; |
| m_context->reshape(viewportWidth(), viewportHeight()); |
| } |
| |
| makeContextCurrent(); |
| // Bind the common vertex attributes used for drawing all the layers. |
| m_sharedGeometry->prepareForDraw(); |
| |
| GLC(m_context, m_context->disable(GraphicsContext3D::DEPTH_TEST)); |
| GLC(m_context, m_context->disable(GraphicsContext3D::CULL_FACE)); |
| GLC(m_context, m_context->colorMask(true, true, true, true)); |
| GLC(m_context, m_context->enable(GraphicsContext3D::BLEND)); |
| GLC(m_context, m_context->blendFunc(GraphicsContext3D::ONE, GraphicsContext3D::ONE_MINUS_SRC_ALPHA)); |
| } |
| |
| void CCRendererGL::doNoOp() |
| { |
| GLC(m_context, m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, 0)); |
| GLC(m_context, m_context->flush()); |
| } |
| |
| void CCRendererGL::drawQuad(DrawingFrame& frame, const CCDrawQuad* quad) |
| { |
| if (quad->needsBlending()) |
| GLC(m_context, m_context->enable(GraphicsContext3D::BLEND)); |
| else |
| GLC(m_context, m_context->disable(GraphicsContext3D::BLEND)); |
| |
| switch (quad->material()) { |
| case CCDrawQuad::Invalid: |
| ASSERT_NOT_REACHED(); |
| break; |
| case CCDrawQuad::Checkerboard: |
| drawCheckerboardQuad(frame, CCCheckerboardDrawQuad::materialCast(quad)); |
| break; |
| case CCDrawQuad::DebugBorder: |
| drawDebugBorderQuad(frame, CCDebugBorderDrawQuad::materialCast(quad)); |
| break; |
| case CCDrawQuad::IOSurfaceContent: |
| drawIOSurfaceQuad(frame, CCIOSurfaceDrawQuad::materialCast(quad)); |
| break; |
| case CCDrawQuad::RenderPass: |
| drawRenderPassQuad(frame, CCRenderPassDrawQuad::materialCast(quad)); |
| break; |
| case CCDrawQuad::SolidColor: |
| drawSolidColorQuad(frame, CCSolidColorDrawQuad::materialCast(quad)); |
| break; |
| case CCDrawQuad::StreamVideoContent: |
| drawStreamVideoQuad(frame, CCStreamVideoDrawQuad::materialCast(quad)); |
| break; |
| case CCDrawQuad::TextureContent: |
| drawTextureQuad(frame, CCTextureDrawQuad::materialCast(quad)); |
| break; |
| case CCDrawQuad::TiledContent: |
| drawTileQuad(frame, CCTileDrawQuad::materialCast(quad)); |
| break; |
| case CCDrawQuad::YUVVideoContent: |
| drawYUVVideoQuad(frame, CCYUVVideoDrawQuad::materialCast(quad)); |
| break; |
| } |
| } |
| |
| void CCRendererGL::drawCheckerboardQuad(const DrawingFrame& frame, const CCCheckerboardDrawQuad* quad) |
| { |
| const TileCheckerboardProgram* program = tileCheckerboardProgram(); |
| ASSERT(program && program->initialized()); |
| GLC(context(), context()->useProgram(program->program())); |
| |
| IntRect tileRect = quad->quadRect(); |
| float texOffsetX = tileRect.x(); |
| float texOffsetY = tileRect.y(); |
| float texScaleX = tileRect.width(); |
| float texScaleY = tileRect.height(); |
| GLC(context(), context()->uniform4f(program->fragmentShader().texTransformLocation(), texOffsetX, texOffsetY, texScaleX, texScaleY)); |
| |
| const int checkerboardWidth = 16; |
| float frequency = 1.0 / checkerboardWidth; |
| |
| GLC(context(), context()->uniform1f(program->fragmentShader().frequencyLocation(), frequency)); |
| |
| setShaderOpacity(quad->opacity(), program->fragmentShader().alphaLocation()); |
| drawQuadGeometry(frame, quad->quadTransform(), quad->quadRect(), program->vertexShader().matrixLocation()); |
| } |
| |
| void CCRendererGL::drawDebugBorderQuad(const DrawingFrame& frame, const CCDebugBorderDrawQuad* quad) |
| { |
| static float glMatrix[16]; |
| const SolidColorProgram* program = solidColorProgram(); |
| ASSERT(program && program->initialized()); |
| GLC(context(), context()->useProgram(program->program())); |
| |
| // Use the full quadRect for debug quads to not move the edges based on partial swaps. |
| const IntRect& layerRect = quad->quadRect(); |
| WebTransformationMatrix renderMatrix = quad->quadTransform(); |
| renderMatrix.translate(0.5 * layerRect.width() + layerRect.x(), 0.5 * layerRect.height() + layerRect.y()); |
| renderMatrix.scaleNonUniform(layerRect.width(), layerRect.height()); |
| CCRendererGL::toGLMatrix(&glMatrix[0], frame.projectionMatrix * renderMatrix); |
| GLC(context(), context()->uniformMatrix4fv(program->vertexShader().matrixLocation(), 1, false, &glMatrix[0])); |
| |
| SkColor color = quad->color(); |
| float alpha = SkColorGetA(color) / 255.0; |
| |
| GLC(context(), context()->uniform4f(program->fragmentShader().colorLocation(), (SkColorGetR(color) / 255.0) * alpha, (SkColorGetG(color) / 255.0) * alpha, (SkColorGetB(color) / 255.0) * alpha, alpha)); |
| |
| GLC(context(), context()->lineWidth(quad->width())); |
| |
| // The indices for the line are stored in the same array as the triangle indices. |
| GLC(context(), context()->drawElements(GraphicsContext3D::LINE_LOOP, 4, GraphicsContext3D::UNSIGNED_SHORT, 6 * sizeof(unsigned short))); |
| } |
| |
| static inline SkBitmap applyFilters(CCRendererGL* renderer, const WebKit::WebFilterOperations& filters, CCScopedTexture* sourceTexture) |
| { |
| if (filters.isEmpty()) |
| return SkBitmap(); |
| |
| WebGraphicsContext3D* filterContext = CCProxy::hasImplThread() ? WebSharedGraphicsContext3D::compositorThreadContext() : WebSharedGraphicsContext3D::mainThreadContext(); |
| GrContext* filterGrContext = CCProxy::hasImplThread() ? WebSharedGraphicsContext3D::compositorThreadGrContext() : WebSharedGraphicsContext3D::mainThreadGrContext(); |
| |
| if (!filterContext || !filterGrContext) |
| return SkBitmap(); |
| |
| renderer->context()->flush(); |
| |
| CCResourceProvider::ScopedWriteLockGL lock(renderer->resourceProvider(), sourceTexture->id()); |
| SkBitmap source = CCRenderSurfaceFilters::apply(filters, lock.textureId(), sourceTexture->size(), filterContext, filterGrContext); |
| return source; |
| } |
| |
| PassOwnPtr<CCScopedTexture> CCRendererGL::drawBackgroundFilters(DrawingFrame& frame, const CCRenderPassDrawQuad* quad, const WebKit::WebFilterOperations& filters, const WebTransformationMatrix& contentsDeviceTransform) |
| { |
| // This method draws a background filter, which applies a filter to any pixels behind the quad and seen through its background. |
| // The algorithm works as follows: |
| // 1. Compute a bounding box around the pixels that will be visible through the quad. |
| // 2. Read the pixels in the bounding box into a buffer R. |
| // 3. Apply the background filter to R, so that it is applied in the pixels' coordinate space. |
| // 4. Apply the quad's inverse transform to map the pixels in R into the quad's content space. This implicitly |
| // clips R by the content bounds of the quad since the destination texture has bounds matching the quad's content. |
| // 5. Draw the background texture for the contents using the same transform as used to draw the contents itself. This is done |
| // without blending to replace the current background pixels with the new filtered background. |
| // 6. Draw the contents of the quad over drop of the new background with blending, as per usual. The filtered background |
| // pixels will show through any non-opaque pixels in this draws. |
| // |
| // Pixel copies in this algorithm occur at steps 2, 3, 4, and 5. |
| |
| // FIXME: When this algorithm changes, update CCLayerTreeHost::prioritizeTextures() accordingly. |
| |
| if (filters.isEmpty()) |
| return nullptr; |
| |
| // FIXME: We only allow background filters on an opaque render surface because other surfaces may contain |
| // translucent pixels, and the contents behind those translucent pixels wouldn't have the filter applied. |
| if (frame.currentRenderPass->hasTransparentBackground()) |
| return nullptr; |
| ASSERT(!frame.currentTexture); |
| |
| // FIXME: Do a single readback for both the surface and replica and cache the filtered results (once filter textures are not reused). |
| IntRect deviceRect = enclosingIntRect(CCMathUtil::mapClippedRect(contentsDeviceTransform, sharedGeometryQuad().boundingBox())); |
| |
| int top, right, bottom, left; |
| filters.getOutsets(top, right, bottom, left); |
| deviceRect.move(-left, -top); |
| deviceRect.expand(left + right, top + bottom); |
| |
| deviceRect.intersect(frame.currentRenderPass->outputRect()); |
| |
| OwnPtr<CCScopedTexture> deviceBackgroundTexture = CCScopedTexture::create(m_resourceProvider); |
| if (!getFramebufferTexture(deviceBackgroundTexture.get(), deviceRect)) |
| return nullptr; |
| |
| SkBitmap filteredDeviceBackground = applyFilters(this, filters, deviceBackgroundTexture.get()); |
| if (!filteredDeviceBackground.getTexture()) |
| return nullptr; |
| |
| GrTexture* texture = reinterpret_cast<GrTexture*>(filteredDeviceBackground.getTexture()); |
| int filteredDeviceBackgroundTextureId = texture->getTextureHandle(); |
| |
| OwnPtr<CCScopedTexture> backgroundTexture = CCScopedTexture::create(m_resourceProvider); |
| if (!backgroundTexture->allocate(CCRenderer::ImplPool, quad->quadRect().size(), GraphicsContext3D::RGBA, CCResourceProvider::TextureUsageFramebuffer)) |
| return nullptr; |
| |
| const CCRenderPass* targetRenderPass = frame.currentRenderPass; |
| bool usingBackgroundTexture = useScopedTexture(frame, backgroundTexture.get(), quad->quadRect()); |
| |
| if (usingBackgroundTexture) { |
| // Copy the readback pixels from device to the background texture for the surface. |
| WebTransformationMatrix deviceToFramebufferTransform; |
| deviceToFramebufferTransform.translate(quad->quadRect().width() / 2.0, quad->quadRect().height() / 2.0); |
| deviceToFramebufferTransform.scale3d(quad->quadRect().width(), quad->quadRect().height(), 1); |
| deviceToFramebufferTransform.multiply(contentsDeviceTransform.inverse()); |
| copyTextureToFramebuffer(frame, filteredDeviceBackgroundTextureId, deviceRect, deviceToFramebufferTransform); |
| } |
| |
| useRenderPass(frame, targetRenderPass); |
| |
| if (!usingBackgroundTexture) |
| return nullptr; |
| return backgroundTexture.release(); |
| } |
| |
| void CCRendererGL::drawRenderPassQuad(DrawingFrame& frame, const CCRenderPassDrawQuad* quad) |
| { |
| CachedTexture* contentsTexture = m_renderPassTextures.get(quad->renderPassId()); |
| if (!contentsTexture || !contentsTexture->id()) |
| return; |
| |
| const CCRenderPass* renderPass = frame.renderPassesById->get(quad->renderPassId()); |
| ASSERT(renderPass); |
| if (!renderPass) |
| return; |
| |
| WebTransformationMatrix renderMatrix = quad->quadTransform(); |
| renderMatrix.translate(0.5 * quad->quadRect().width() + quad->quadRect().x(), 0.5 * quad->quadRect().height() + quad->quadRect().y()); |
| WebTransformationMatrix deviceMatrix = renderMatrix; |
| deviceMatrix.scaleNonUniform(quad->quadRect().width(), quad->quadRect().height()); |
| WebTransformationMatrix contentsDeviceTransform = WebTransformationMatrix(frame.windowMatrix * frame.projectionMatrix * deviceMatrix).to2dTransform(); |
| |
| // Can only draw surface if device matrix is invertible. |
| if (!contentsDeviceTransform.isInvertible()) |
| return; |
| |
| OwnPtr<CCScopedTexture> backgroundTexture = drawBackgroundFilters(frame, quad, renderPass->backgroundFilters(), contentsDeviceTransform); |
| |
| // FIXME: Cache this value so that we don't have to do it for both the surface and its replica. |
| // Apply filters to the contents texture. |
| SkBitmap filterBitmap = applyFilters(this, renderPass->filters(), contentsTexture); |
| OwnPtr<CCResourceProvider::ScopedReadLockGL> contentsResourceLock; |
| unsigned contentsTextureId = 0; |
| if (filterBitmap.getTexture()) { |
| GrTexture* texture = reinterpret_cast<GrTexture*>(filterBitmap.getTexture()); |
| contentsTextureId = texture->getTextureHandle(); |
| } else { |
| contentsResourceLock = adoptPtr(new CCResourceProvider::ScopedReadLockGL(m_resourceProvider, contentsTexture->id())); |
| contentsTextureId = contentsResourceLock->textureId(); |
| } |
| |
| // Draw the background texture if there is one. |
| if (backgroundTexture) { |
| ASSERT(backgroundTexture->size() == quad->quadRect().size()); |
| CCResourceProvider::ScopedReadLockGL lock(m_resourceProvider, backgroundTexture->id()); |
| copyTextureToFramebuffer(frame, lock.textureId(), quad->quadRect(), quad->quadTransform()); |
| } |
| |
| bool clipped = false; |
| FloatQuad deviceQuad = CCMathUtil::mapQuad(contentsDeviceTransform, sharedGeometryQuad(), clipped); |
| ASSERT(!clipped); |
| CCLayerQuad deviceLayerBounds = CCLayerQuad(FloatQuad(deviceQuad.boundingBox())); |
| CCLayerQuad deviceLayerEdges = CCLayerQuad(deviceQuad); |
| |
| // Use anti-aliasing programs only when necessary. |
| bool useAA = (!deviceQuad.isRectilinear() || !deviceQuad.boundingBox().isExpressibleAsIntRect()); |
| if (useAA) { |
| deviceLayerBounds.inflateAntiAliasingDistance(); |
| deviceLayerEdges.inflateAntiAliasingDistance(); |
| } |
| |
| OwnPtr<CCResourceProvider::ScopedReadLockGL> maskResourceLock; |
| unsigned maskTextureId = 0; |
| if (quad->maskResourceId()) { |
| maskResourceLock = adoptPtr(new CCResourceProvider::ScopedReadLockGL(m_resourceProvider, quad->maskResourceId())); |
| maskTextureId = maskResourceLock->textureId(); |
| } |
| |
| // FIXME: use the backgroundTexture and blend the background in with this draw instead of having a separate copy of the background texture. |
| |
| GLC(context(), context()->activeTexture(GraphicsContext3D::TEXTURE0)); |
| context()->bindTexture(GraphicsContext3D::TEXTURE_2D, contentsTextureId); |
| |
| int shaderQuadLocation = -1; |
| int shaderEdgeLocation = -1; |
| int shaderMaskSamplerLocation = -1; |
| int shaderMaskTexCoordScaleLocation = -1; |
| int shaderMaskTexCoordOffsetLocation = -1; |
| int shaderMatrixLocation = -1; |
| int shaderAlphaLocation = -1; |
| if (useAA && maskTextureId) { |
| const RenderPassMaskProgramAA* program = renderPassMaskProgramAA(); |
| GLC(context(), context()->useProgram(program->program())); |
| GLC(context(), context()->uniform1i(program->fragmentShader().samplerLocation(), 0)); |
| |
| shaderQuadLocation = program->vertexShader().pointLocation(); |
| shaderEdgeLocation = program->fragmentShader().edgeLocation(); |
| shaderMaskSamplerLocation = program->fragmentShader().maskSamplerLocation(); |
| shaderMaskTexCoordScaleLocation = program->fragmentShader().maskTexCoordScaleLocation(); |
| shaderMaskTexCoordOffsetLocation = program->fragmentShader().maskTexCoordOffsetLocation(); |
| shaderMatrixLocation = program->vertexShader().matrixLocation(); |
| shaderAlphaLocation = program->fragmentShader().alphaLocation(); |
| } else if (!useAA && maskTextureId) { |
| const RenderPassMaskProgram* program = renderPassMaskProgram(); |
| GLC(context(), context()->useProgram(program->program())); |
| GLC(context(), context()->uniform1i(program->fragmentShader().samplerLocation(), 0)); |
| |
| shaderMaskSamplerLocation = program->fragmentShader().maskSamplerLocation(); |
| shaderMaskTexCoordScaleLocation = program->fragmentShader().maskTexCoordScaleLocation(); |
| shaderMaskTexCoordOffsetLocation = program->fragmentShader().maskTexCoordOffsetLocation(); |
| shaderMatrixLocation = program->vertexShader().matrixLocation(); |
| shaderAlphaLocation = program->fragmentShader().alphaLocation(); |
| } else if (useAA && !maskTextureId) { |
| const RenderPassProgramAA* program = renderPassProgramAA(); |
| GLC(context(), context()->useProgram(program->program())); |
| GLC(context(), context()->uniform1i(program->fragmentShader().samplerLocation(), 0)); |
| |
| shaderQuadLocation = program->vertexShader().pointLocation(); |
| shaderEdgeLocation = program->fragmentShader().edgeLocation(); |
| shaderMatrixLocation = program->vertexShader().matrixLocation(); |
| shaderAlphaLocation = program->fragmentShader().alphaLocation(); |
| } else { |
| const RenderPassProgram* program = renderPassProgram(); |
| GLC(context(), context()->useProgram(program->program())); |
| GLC(context(), context()->uniform1i(program->fragmentShader().samplerLocation(), 0)); |
| |
| shaderMatrixLocation = program->vertexShader().matrixLocation(); |
| shaderAlphaLocation = program->fragmentShader().alphaLocation(); |
| } |
| |
| if (shaderMaskSamplerLocation != -1) { |
| ASSERT(shaderMaskTexCoordScaleLocation != 1); |
| ASSERT(shaderMaskTexCoordOffsetLocation != 1); |
| GLC(context(), context()->activeTexture(GraphicsContext3D::TEXTURE1)); |
| GLC(context(), context()->uniform1i(shaderMaskSamplerLocation, 1)); |
| GLC(context(), context()->uniform2f(shaderMaskTexCoordScaleLocation, quad->maskTexCoordScaleX(), quad->maskTexCoordScaleY())); |
| GLC(context(), context()->uniform2f(shaderMaskTexCoordOffsetLocation, quad->maskTexCoordOffsetX(), quad->maskTexCoordOffsetY())); |
| context()->bindTexture(GraphicsContext3D::TEXTURE_2D, maskTextureId); |
| GLC(context(), context()->activeTexture(GraphicsContext3D::TEXTURE0)); |
| } |
| |
| if (shaderEdgeLocation != -1) { |
| float edge[24]; |
| deviceLayerEdges.toFloatArray(edge); |
| deviceLayerBounds.toFloatArray(&edge[12]); |
| GLC(context(), context()->uniform3fv(shaderEdgeLocation, 8, edge)); |
| } |
| |
| // Map device space quad to surface space. contentsDeviceTransform has no 3d component since it was generated with to2dTransform() so we don't need to project. |
| FloatQuad surfaceQuad = CCMathUtil::mapQuad(contentsDeviceTransform.inverse(), deviceLayerEdges.floatQuad(), clipped); |
| ASSERT(!clipped); |
| |
| setShaderOpacity(quad->opacity(), shaderAlphaLocation); |
| setShaderFloatQuad(surfaceQuad, shaderQuadLocation); |
| drawQuadGeometry(frame, quad->quadTransform(), quad->quadRect(), shaderMatrixLocation); |
| } |
| |
| void CCRendererGL::drawSolidColorQuad(const DrawingFrame& frame, const CCSolidColorDrawQuad* quad) |
| { |
| const SolidColorProgram* program = solidColorProgram(); |
| GLC(context(), context()->useProgram(program->program())); |
| |
| SkColor color = quad->color(); |
| float opacity = quad->opacity(); |
| float alpha = (SkColorGetA(color) / 255.0) * opacity; |
| |
| GLC(context(), context()->uniform4f(program->fragmentShader().colorLocation(), (SkColorGetR(color) / 255.0) * alpha, (SkColorGetG(color) / 255.0) * alpha, (SkColorGetB(color) / 255.0) * alpha, alpha)); |
| |
| drawQuadGeometry(frame, quad->quadTransform(), quad->quadRect(), program->vertexShader().matrixLocation()); |
| } |
| |
| struct TileProgramUniforms { |
| unsigned program; |
| unsigned samplerLocation; |
| unsigned vertexTexTransformLocation; |
| unsigned fragmentTexTransformLocation; |
| unsigned edgeLocation; |
| unsigned matrixLocation; |
| unsigned alphaLocation; |
| unsigned pointLocation; |
| }; |
| |
| template<class T> |
| static void tileUniformLocation(T program, TileProgramUniforms& uniforms) |
| { |
| uniforms.program = program->program(); |
| uniforms.vertexTexTransformLocation = program->vertexShader().vertexTexTransformLocation(); |
| uniforms.matrixLocation = program->vertexShader().matrixLocation(); |
| uniforms.pointLocation = program->vertexShader().pointLocation(); |
| |
| uniforms.samplerLocation = program->fragmentShader().samplerLocation(); |
| uniforms.alphaLocation = program->fragmentShader().alphaLocation(); |
| uniforms.fragmentTexTransformLocation = program->fragmentShader().fragmentTexTransformLocation(); |
| uniforms.edgeLocation = program->fragmentShader().edgeLocation(); |
| } |
| |
| void CCRendererGL::drawTileQuad(const DrawingFrame& frame, const CCTileDrawQuad* quad) |
| { |
| IntRect tileRect = quad->quadVisibleRect(); |
| |
| FloatRect clampRect(tileRect); |
| // Clamp texture coordinates to avoid sampling outside the layer |
| // by deflating the tile region half a texel or half a texel |
| // minus epsilon for one pixel layers. The resulting clamp region |
| // is mapped to the unit square by the vertex shader and mapped |
| // back to normalized texture coordinates by the fragment shader |
| // after being clamped to 0-1 range. |
| const float epsilon = 1 / 1024.0f; |
| float clampX = min(0.5, clampRect.width() / 2.0 - epsilon); |
| float clampY = min(0.5, clampRect.height() / 2.0 - epsilon); |
| clampRect.inflateX(-clampX); |
| clampRect.inflateY(-clampY); |
| FloatSize clampOffset = clampRect.minXMinYCorner() - FloatRect(tileRect).minXMinYCorner(); |
| |
| FloatPoint textureOffset = quad->textureOffset() + clampOffset + |
| IntPoint(tileRect.location() - quad->quadRect().location()); |
| |
| // Map clamping rectangle to unit square. |
| float vertexTexTranslateX = -clampRect.x() / clampRect.width(); |
| float vertexTexTranslateY = -clampRect.y() / clampRect.height(); |
| float vertexTexScaleX = tileRect.width() / clampRect.width(); |
| float vertexTexScaleY = tileRect.height() / clampRect.height(); |
| |
| // Map to normalized texture coordinates. |
| const IntSize& textureSize = quad->textureSize(); |
| float fragmentTexTranslateX = textureOffset.x() / textureSize.width(); |
| float fragmentTexTranslateY = textureOffset.y() / textureSize.height(); |
| float fragmentTexScaleX = clampRect.width() / textureSize.width(); |
| float fragmentTexScaleY = clampRect.height() / textureSize.height(); |
| |
| |
| FloatQuad localQuad; |
| WebTransformationMatrix deviceTransform = WebTransformationMatrix(frame.windowMatrix * frame.projectionMatrix * quad->quadTransform()).to2dTransform(); |
| if (!deviceTransform.isInvertible()) |
| return; |
| |
| bool clipped = false; |
| FloatQuad deviceLayerQuad = CCMathUtil::mapQuad(deviceTransform, FloatQuad(quad->visibleContentRect()), clipped); |
| ASSERT(!clipped); |
| |
| TileProgramUniforms uniforms; |
| // For now, we simply skip anti-aliasing with the quad is clipped. This only happens |
| // on perspective transformed layers that go partially behind the camera. |
| if (quad->isAntialiased() && !clipped) { |
| if (quad->swizzleContents()) |
| tileUniformLocation(tileProgramSwizzleAA(), uniforms); |
| else |
| tileUniformLocation(tileProgramAA(), uniforms); |
| } else { |
| if (quad->needsBlending()) { |
| if (quad->swizzleContents()) |
| tileUniformLocation(tileProgramSwizzle(), uniforms); |
| else |
| tileUniformLocation(tileProgram(), uniforms); |
| } else { |
| if (quad->swizzleContents()) |
| tileUniformLocation(tileProgramSwizzleOpaque(), uniforms); |
| else |
| tileUniformLocation(tileProgramOpaque(), uniforms); |
| } |
| } |
| |
| GLC(context(), context()->useProgram(uniforms.program)); |
| GLC(context(), context()->uniform1i(uniforms.samplerLocation, 0)); |
| GLC(context(), context()->activeTexture(GraphicsContext3D::TEXTURE0)); |
| CCResourceProvider::ScopedReadLockGL quadResourceLock(m_resourceProvider, quad->resourceId()); |
| GLC(context(), context()->bindTexture(GraphicsContext3D::TEXTURE_2D, quadResourceLock.textureId())); |
| GLC(context(), context()->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MIN_FILTER, quad->textureFilter())); |
| GLC(context(), context()->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MAG_FILTER, quad->textureFilter())); |
| |
| bool useAA = !clipped && quad->isAntialiased(); |
| if (useAA) { |
| CCLayerQuad deviceLayerBounds = CCLayerQuad(FloatQuad(deviceLayerQuad.boundingBox())); |
| deviceLayerBounds.inflateAntiAliasingDistance(); |
| |
| CCLayerQuad deviceLayerEdges = CCLayerQuad(deviceLayerQuad); |
| deviceLayerEdges.inflateAntiAliasingDistance(); |
| |
| float edge[24]; |
| deviceLayerEdges.toFloatArray(edge); |
| deviceLayerBounds.toFloatArray(&edge[12]); |
| GLC(context(), context()->uniform3fv(uniforms.edgeLocation, 8, edge)); |
| |
| GLC(context(), context()->uniform4f(uniforms.vertexTexTransformLocation, vertexTexTranslateX, vertexTexTranslateY, vertexTexScaleX, vertexTexScaleY)); |
| GLC(context(), context()->uniform4f(uniforms.fragmentTexTransformLocation, fragmentTexTranslateX, fragmentTexTranslateY, fragmentTexScaleX, fragmentTexScaleY)); |
| |
| FloatPoint bottomRight(tileRect.maxX(), tileRect.maxY()); |
| FloatPoint bottomLeft(tileRect.x(), tileRect.maxY()); |
| FloatPoint topLeft(tileRect.x(), tileRect.y()); |
| FloatPoint topRight(tileRect.maxX(), tileRect.y()); |
| |
| // Map points to device space. |
| bottomRight = CCMathUtil::mapPoint(deviceTransform, bottomRight, clipped); |
| ASSERT(!clipped); |
| bottomLeft = CCMathUtil::mapPoint(deviceTransform, bottomLeft, clipped); |
| ASSERT(!clipped); |
| topLeft = CCMathUtil::mapPoint(deviceTransform, topLeft, clipped); |
| ASSERT(!clipped); |
| topRight = CCMathUtil::mapPoint(deviceTransform, topRight, clipped); |
| ASSERT(!clipped); |
| |
| CCLayerQuad::Edge bottomEdge(bottomRight, bottomLeft); |
| CCLayerQuad::Edge leftEdge(bottomLeft, topLeft); |
| CCLayerQuad::Edge topEdge(topLeft, topRight); |
| CCLayerQuad::Edge rightEdge(topRight, bottomRight); |
| |
| // Only apply anti-aliasing to edges not clipped by culling or scissoring. |
| if (quad->topEdgeAA() && tileRect.y() == quad->quadRect().y()) |
| topEdge = deviceLayerEdges.top(); |
| if (quad->leftEdgeAA() && tileRect.x() == quad->quadRect().x()) |
| leftEdge = deviceLayerEdges.left(); |
| if (quad->rightEdgeAA() && tileRect.maxX() == quad->quadRect().maxX()) |
| rightEdge = deviceLayerEdges.right(); |
| if (quad->bottomEdgeAA() && tileRect.maxY() == quad->quadRect().maxY()) |
| bottomEdge = deviceLayerEdges.bottom(); |
| |
| float sign = FloatQuad(tileRect).isCounterclockwise() ? -1 : 1; |
| bottomEdge.scale(sign); |
| leftEdge.scale(sign); |
| topEdge.scale(sign); |
| rightEdge.scale(sign); |
| |
| // Create device space quad. |
| CCLayerQuad deviceQuad(leftEdge, topEdge, rightEdge, bottomEdge); |
| |
| // Map device space quad to local space. contentsDeviceTransform has no 3d component since it was generated with to2dTransform() so we don't need to project. |
| WebTransformationMatrix inverseDeviceTransform = deviceTransform.inverse(); |
| localQuad = CCMathUtil::mapQuad(inverseDeviceTransform, deviceQuad.floatQuad(), clipped); |
| |
| // We should not ASSERT(!clipped) here, because anti-aliasing inflation may cause deviceQuad to become |
| // clipped. To our knowledge this scenario does not need to be handled differently than the unclipped case. |
| } else { |
| // Move fragment shader transform to vertex shader. We can do this while |
| // still producing correct results as fragmentTexTransformLocation |
| // should always be non-negative when tiles are transformed in a way |
| // that could result in sampling outside the layer. |
| vertexTexScaleX *= fragmentTexScaleX; |
| vertexTexScaleY *= fragmentTexScaleY; |
| vertexTexTranslateX *= fragmentTexScaleX; |
| vertexTexTranslateY *= fragmentTexScaleY; |
| vertexTexTranslateX += fragmentTexTranslateX; |
| vertexTexTranslateY += fragmentTexTranslateY; |
| |
| GLC(context(), context()->uniform4f(uniforms.vertexTexTransformLocation, vertexTexTranslateX, vertexTexTranslateY, vertexTexScaleX, vertexTexScaleY)); |
| |
| localQuad = FloatRect(tileRect); |
| } |
| |
| // Normalize to tileRect. |
| localQuad.scale(1.0f / tileRect.width(), 1.0f / tileRect.height()); |
| |
| setShaderOpacity(quad->opacity(), uniforms.alphaLocation); |
| setShaderFloatQuad(localQuad, uniforms.pointLocation); |
| |
| // The tile quad shader behaves differently compared to all other shaders. |
| // The transform and vertex data are used to figure out the extents that the |
| // un-antialiased quad should have and which vertex this is and the float |
| // quad passed in via uniform is the actual geometry that gets used to draw |
| // it. This is why this centered rect is used and not the original quadRect. |
| FloatRect centeredRect(FloatPoint(-0.5 * tileRect.width(), -0.5 * tileRect.height()), tileRect.size()); |
| drawQuadGeometry(frame, quad->quadTransform(), centeredRect, uniforms.matrixLocation); |
| } |
| |
| void CCRendererGL::drawYUVVideoQuad(const DrawingFrame& frame, const CCYUVVideoDrawQuad* quad) |
| { |
| const VideoYUVProgram* program = videoYUVProgram(); |
| ASSERT(program && program->initialized()); |
| |
| const CCVideoLayerImpl::FramePlane& yPlane = quad->yPlane(); |
| const CCVideoLayerImpl::FramePlane& uPlane = quad->uPlane(); |
| const CCVideoLayerImpl::FramePlane& vPlane = quad->vPlane(); |
| |
| CCResourceProvider::ScopedReadLockGL yPlaneLock(m_resourceProvider, yPlane.resourceId); |
| CCResourceProvider::ScopedReadLockGL uPlaneLock(m_resourceProvider, uPlane.resourceId); |
| CCResourceProvider::ScopedReadLockGL vPlaneLock(m_resourceProvider, vPlane.resourceId); |
| GLC(context(), context()->activeTexture(GraphicsContext3D::TEXTURE1)); |
| GLC(context(), context()->bindTexture(GraphicsContext3D::TEXTURE_2D, yPlaneLock.textureId())); |
| GLC(context(), context()->activeTexture(GraphicsContext3D::TEXTURE2)); |
| GLC(context(), context()->bindTexture(GraphicsContext3D::TEXTURE_2D, uPlaneLock.textureId())); |
| GLC(context(), context()->activeTexture(GraphicsContext3D::TEXTURE3)); |
| GLC(context(), context()->bindTexture(GraphicsContext3D::TEXTURE_2D, vPlaneLock.textureId())); |
| |
| GLC(context(), context()->useProgram(program->program())); |
| |
| float yWidthScaleFactor = static_cast<float>(yPlane.visibleSize.width()) / yPlane.size.width(); |
| // Arbitrarily take the u sizes because u and v dimensions are identical. |
| float uvWidthScaleFactor = static_cast<float>(uPlane.visibleSize.width()) / uPlane.size.width(); |
| GLC(context(), context()->uniform1f(program->vertexShader().yWidthScaleFactorLocation(), yWidthScaleFactor)); |
| GLC(context(), context()->uniform1f(program->vertexShader().uvWidthScaleFactorLocation(), uvWidthScaleFactor)); |
| |
| GLC(context(), context()->uniform1i(program->fragmentShader().yTextureLocation(), 1)); |
| GLC(context(), context()->uniform1i(program->fragmentShader().uTextureLocation(), 2)); |
| GLC(context(), context()->uniform1i(program->fragmentShader().vTextureLocation(), 3)); |
| |
| // These values are magic numbers that are used in the transformation from YUV to RGB color values. |
| // They are taken from the following webpage: http://www.fourcc.org/fccyvrgb.php |
| float yuv2RGB[9] = { |
| 1.164f, 1.164f, 1.164f, |
| 0.f, -.391f, 2.018f, |
| 1.596f, -.813f, 0.f, |
| }; |
| GLC(context(), context()->uniformMatrix3fv(program->fragmentShader().ccMatrixLocation(), 1, 0, yuv2RGB)); |
| |
| // These values map to 16, 128, and 128 respectively, and are computed |
| // as a fraction over 256 (e.g. 16 / 256 = 0.0625). |
| // They are used in the YUV to RGBA conversion formula: |
| // Y - 16 : Gives 16 values of head and footroom for overshooting |
| // U - 128 : Turns unsigned U into signed U [-128,127] |
| // V - 128 : Turns unsigned V into signed V [-128,127] |
| float yuvAdjust[3] = { |
| -0.0625f, |
| -0.5f, |
| -0.5f, |
| }; |
| GLC(context(), context()->uniform3fv(program->fragmentShader().yuvAdjLocation(), 1, yuvAdjust)); |
| |
| setShaderOpacity(quad->opacity(), program->fragmentShader().alphaLocation()); |
| drawQuadGeometry(frame, quad->quadTransform(), quad->quadRect(), program->vertexShader().matrixLocation()); |
| |
| // Reset active texture back to texture 0. |
| GLC(context(), context()->activeTexture(GraphicsContext3D::TEXTURE0)); |
| } |
| |
| void CCRendererGL::drawStreamVideoQuad(const DrawingFrame& frame, const CCStreamVideoDrawQuad* quad) |
| { |
| static float glMatrix[16]; |
| |
| ASSERT(m_capabilities.usingEglImage); |
| |
| const VideoStreamTextureProgram* program = videoStreamTextureProgram(); |
| GLC(context(), context()->useProgram(program->program())); |
| |
| toGLMatrix(&glMatrix[0], quad->matrix()); |
| GLC(context(), context()->uniformMatrix4fv(program->vertexShader().texMatrixLocation(), 1, false, glMatrix)); |
| |
| GLC(context(), context()->activeTexture(GraphicsContext3D::TEXTURE0)); |
| GLC(context(), context()->bindTexture(Extensions3DChromium::GL_TEXTURE_EXTERNAL_OES, quad->textureId())); |
| |
| GLC(context(), context()->uniform1i(program->fragmentShader().samplerLocation(), 0)); |
| |
| setShaderOpacity(quad->opacity(), program->fragmentShader().alphaLocation()); |
| drawQuadGeometry(frame, quad->quadTransform(), quad->quadRect(), program->vertexShader().matrixLocation()); |
| } |
| |
| struct TextureProgramBinding { |
| template<class Program> void set(Program* program) |
| { |
| ASSERT(program && program->initialized()); |
| programId = program->program(); |
| samplerLocation = program->fragmentShader().samplerLocation(); |
| matrixLocation = program->vertexShader().matrixLocation(); |
| alphaLocation = program->fragmentShader().alphaLocation(); |
| } |
| int programId; |
| int samplerLocation; |
| int matrixLocation; |
| int alphaLocation; |
| }; |
| |
| struct TexTransformTextureProgramBinding : TextureProgramBinding { |
| template<class Program> void set(Program* program) |
| { |
| TextureProgramBinding::set(program); |
| texTransformLocation = program->vertexShader().texTransformLocation(); |
| } |
| int texTransformLocation; |
| }; |
| |
| void CCRendererGL::drawTextureQuad(const DrawingFrame& frame, const CCTextureDrawQuad* quad) |
| { |
| ASSERT(CCProxy::isImplThread()); |
| |
| TexTransformTextureProgramBinding binding; |
| if (quad->flipped()) |
| binding.set(textureProgramFlip()); |
| else |
| binding.set(textureProgram()); |
| GLC(context(), context()->useProgram(binding.programId)); |
| GLC(context(), context()->uniform1i(binding.samplerLocation, 0)); |
| const FloatRect& uvRect = quad->uvRect(); |
| GLC(context(), context()->uniform4f(binding.texTransformLocation, uvRect.x(), uvRect.y(), uvRect.width(), uvRect.height())); |
| |
| GLC(context(), context()->activeTexture(GraphicsContext3D::TEXTURE0)); |
| CCResourceProvider::ScopedReadLockGL quadResourceLock(m_resourceProvider, quad->resourceId()); |
| GLC(context(), context()->bindTexture(GraphicsContext3D::TEXTURE_2D, quadResourceLock.textureId())); |
| |
| // FIXME: setting the texture parameters every time is redundant. Move this code somewhere |
| // where it will only happen once per texture. |
| GLC(context(), context()->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MIN_FILTER, GraphicsContext3D::LINEAR)); |
| GLC(context(), context()->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MAG_FILTER, GraphicsContext3D::LINEAR)); |
| GLC(context(), context()->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_S, GraphicsContext3D::CLAMP_TO_EDGE)); |
| GLC(context(), context()->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_T, GraphicsContext3D::CLAMP_TO_EDGE)); |
| |
| if (!quad->premultipliedAlpha()) { |
| // As it turns out, the premultiplied alpha blending function (ONE, ONE_MINUS_SRC_ALPHA) |
| // will never cause the alpha channel to be set to anything less than 1.0 if it is |
| // initialized to that value! Therefore, premultipliedAlpha being false is the first |
| // situation we can generally see an alpha channel less than 1.0 coming out of the |
| // compositor. This is causing platform differences in some layout tests (see |
| // https://bugs.webkit.org/show_bug.cgi?id=82412), so in this situation, use a separate |
| // blend function for the alpha channel to avoid modifying it. Don't use colorMask for this |
| // as it has performance implications on some platforms. |
| GLC(context(), context()->blendFuncSeparate(GraphicsContext3D::SRC_ALPHA, GraphicsContext3D::ONE_MINUS_SRC_ALPHA, GraphicsContext3D::ZERO, GraphicsContext3D::ONE)); |
| } |
| |
| setShaderOpacity(quad->opacity(), binding.alphaLocation); |
| drawQuadGeometry(frame, quad->quadTransform(), quad->quadRect(), binding.matrixLocation); |
| |
| if (!quad->premultipliedAlpha()) |
| GLC(m_context, m_context->blendFunc(GraphicsContext3D::ONE, GraphicsContext3D::ONE_MINUS_SRC_ALPHA)); |
| } |
| |
| void CCRendererGL::drawIOSurfaceQuad(const DrawingFrame& frame, const CCIOSurfaceDrawQuad* quad) |
| { |
| ASSERT(CCProxy::isImplThread()); |
| TexTransformTextureProgramBinding binding; |
| binding.set(textureIOSurfaceProgram()); |
| |
| GLC(context(), context()->useProgram(binding.programId)); |
| GLC(context(), context()->uniform1i(binding.samplerLocation, 0)); |
| if (quad->orientation() == CCIOSurfaceDrawQuad::Flipped) |
| GLC(context(), context()->uniform4f(binding.texTransformLocation, 0, quad->ioSurfaceSize().height(), quad->ioSurfaceSize().width(), quad->ioSurfaceSize().height() * -1.0)); |
| else |
| GLC(context(), context()->uniform4f(binding.texTransformLocation, 0, 0, quad->ioSurfaceSize().width(), quad->ioSurfaceSize().height())); |
| |
| GLC(context(), context()->activeTexture(GraphicsContext3D::TEXTURE0)); |
| GLC(context(), context()->bindTexture(Extensions3D::TEXTURE_RECTANGLE_ARB, quad->ioSurfaceTextureId())); |
| |
| setShaderOpacity(quad->opacity(), binding.alphaLocation); |
| drawQuadGeometry(frame, quad->quadTransform(), quad->quadRect(), binding.matrixLocation); |
| |
| GLC(context(), context()->bindTexture(Extensions3D::TEXTURE_RECTANGLE_ARB, 0)); |
| } |
| |
| void CCRendererGL::finishDrawingFrame(DrawingFrame& frame) |
| { |
| m_currentFramebufferLock.clear(); |
| m_swapBufferRect.unite(enclosingIntRect(frame.rootDamageRect)); |
| |
| GLC(m_context, m_context->disable(GraphicsContext3D::SCISSOR_TEST)); |
| GLC(m_context, m_context->disable(GraphicsContext3D::BLEND)); |
| } |
| |
| bool CCRendererGL::flippedFramebuffer() const |
| { |
| return true; |
| } |
| |
| void CCRendererGL::toGLMatrix(float* flattened, const WebTransformationMatrix& m) |
| { |
| flattened[0] = m.m11(); |
| flattened[1] = m.m12(); |
| flattened[2] = m.m13(); |
| flattened[3] = m.m14(); |
| flattened[4] = m.m21(); |
| flattened[5] = m.m22(); |
| flattened[6] = m.m23(); |
| flattened[7] = m.m24(); |
| flattened[8] = m.m31(); |
| flattened[9] = m.m32(); |
| flattened[10] = m.m33(); |
| flattened[11] = m.m34(); |
| flattened[12] = m.m41(); |
| flattened[13] = m.m42(); |
| flattened[14] = m.m43(); |
| flattened[15] = m.m44(); |
| } |
| |
| void CCRendererGL::setShaderFloatQuad(const FloatQuad& quad, int quadLocation) |
| { |
| if (quadLocation == -1) |
| return; |
| |
| float point[8]; |
| point[0] = quad.p1().x(); |
| point[1] = quad.p1().y(); |
| point[2] = quad.p2().x(); |
| point[3] = quad.p2().y(); |
| point[4] = quad.p3().x(); |
| point[5] = quad.p3().y(); |
| point[6] = quad.p4().x(); |
| point[7] = quad.p4().y(); |
| GLC(m_context, m_context->uniform2fv(quadLocation, 4, point)); |
| } |
| |
| void CCRendererGL::setShaderOpacity(float opacity, int alphaLocation) |
| { |
| if (alphaLocation != -1) |
| GLC(m_context, m_context->uniform1f(alphaLocation, opacity)); |
| } |
| |
| void CCRendererGL::drawQuadGeometry(const DrawingFrame& frame, const WebKit::WebTransformationMatrix& drawTransform, const FloatRect& quadRect, int matrixLocation) |
| { |
| WebTransformationMatrix quadRectMatrix; |
| quadRectTransform(&quadRectMatrix, drawTransform, quadRect); |
| static float glMatrix[16]; |
| toGLMatrix(&glMatrix[0], frame.projectionMatrix * quadRectMatrix); |
| GLC(m_context, m_context->uniformMatrix4fv(matrixLocation, 1, false, &glMatrix[0])); |
| |
| GLC(m_context, m_context->drawElements(GraphicsContext3D::TRIANGLES, 6, GraphicsContext3D::UNSIGNED_SHORT, 0)); |
| } |
| |
| void CCRendererGL::copyTextureToFramebuffer(const DrawingFrame& frame, int textureId, const IntRect& rect, const WebTransformationMatrix& drawMatrix) |
| { |
| const RenderPassProgram* program = renderPassProgram(); |
| |
| GLC(context(), context()->activeTexture(GraphicsContext3D::TEXTURE0)); |
| GLC(context(), context()->bindTexture(GraphicsContext3D::TEXTURE_2D, textureId)); |
| GLC(context(), context()->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MIN_FILTER, GraphicsContext3D::LINEAR)); |
| GLC(context(), context()->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MAG_FILTER, GraphicsContext3D::LINEAR)); |
| GLC(context(), context()->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_S, GraphicsContext3D::CLAMP_TO_EDGE)); |
| GLC(context(), context()->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_T, GraphicsContext3D::CLAMP_TO_EDGE)); |
| |
| GLC(context(), context()->useProgram(program->program())); |
| GLC(context(), context()->uniform1i(program->fragmentShader().samplerLocation(), 0)); |
| setShaderOpacity(1, program->fragmentShader().alphaLocation()); |
| drawQuadGeometry(frame, drawMatrix, rect, program->vertexShader().matrixLocation()); |
| } |
| |
| void CCRendererGL::finish() |
| { |
| TRACE_EVENT0("cc", "CCRendererGL::finish"); |
| m_context->finish(); |
| } |
| |
| bool CCRendererGL::swapBuffers() |
| { |
| ASSERT(m_visible); |
| ASSERT(!m_isFramebufferDiscarded); |
| |
| TRACE_EVENT0("cc", "CCRendererGL::swapBuffers"); |
| // We're done! Time to swapbuffers! |
| |
| if (m_capabilities.usingPartialSwap) { |
| // If supported, we can save significant bandwidth by only swapping the damaged/scissored region (clamped to the viewport) |
| m_swapBufferRect.intersect(IntRect(IntPoint(), viewportSize())); |
| int flippedYPosOfRectBottom = viewportHeight() - m_swapBufferRect.y() - m_swapBufferRect.height(); |
| m_context->postSubBufferCHROMIUM(m_swapBufferRect.x(), flippedYPosOfRectBottom, m_swapBufferRect.width(), m_swapBufferRect.height()); |
| } else { |
| // Note that currently this has the same effect as swapBuffers; we should |
| // consider exposing a different entry point on WebGraphicsContext3D. |
| m_context->prepareTexture(); |
| } |
| |
| m_swapBufferRect = IntRect(); |
| |
| return true; |
| } |
| |
| void CCRendererGL::onSwapBuffersComplete() |
| { |
| m_client->onSwapBuffersComplete(); |
| } |
| |
| void CCRendererGL::onMemoryAllocationChanged(WebGraphicsMemoryAllocation allocation) |
| { |
| // FIXME: This is called on the main thread in single threaded mode, but we expect it on the impl thread. |
| if (!CCProxy::hasImplThread()) { |
| ASSERT(CCProxy::isMainThread()); |
| DebugScopedSetImplThread impl; |
| onMemoryAllocationChangedOnImplThread(allocation); |
| } else { |
| ASSERT(CCProxy::isImplThread()); |
| onMemoryAllocationChangedOnImplThread(allocation); |
| } |
| } |
| |
| void CCRendererGL::onMemoryAllocationChangedOnImplThread(WebKit::WebGraphicsMemoryAllocation allocation) |
| { |
| if (m_visible && !allocation.gpuResourceSizeInBytes) |
| return; |
| |
| if (!allocation.suggestHaveBackbuffer && !m_visible) |
| discardFramebuffer(); |
| |
| if (!allocation.gpuResourceSizeInBytes) { |
| releaseRenderPassTextures(); |
| m_client->releaseContentsTextures(); |
| GLC(m_context, m_context->flush()); |
| } else |
| m_client->setMemoryAllocationLimitBytes(allocation.gpuResourceSizeInBytes); |
| } |
| |
| void CCRendererGL::discardFramebuffer() |
| { |
| if (m_isFramebufferDiscarded) |
| return; |
| |
| if (!m_capabilities.usingDiscardFramebuffer) |
| return; |
| |
| // FIXME: Update attachments argument to appropriate values once they are no longer ignored. |
| m_context->discardFramebufferEXT(GraphicsContext3D::TEXTURE_2D, 0, 0); |
| m_isFramebufferDiscarded = true; |
| |
| // Damage tracker needs a full reset every time framebuffer is discarded. |
| m_client->setFullRootLayerDamage(); |
| } |
| |
| void CCRendererGL::ensureFramebuffer() |
| { |
| if (!m_isFramebufferDiscarded) |
| return; |
| |
| if (!m_capabilities.usingDiscardFramebuffer) |
| return; |
| |
| m_context->ensureFramebufferCHROMIUM(); |
| m_isFramebufferDiscarded = false; |
| } |
| |
| void CCRendererGL::onContextLost() |
| { |
| m_client->didLoseContext(); |
| } |
| |
| |
| void CCRendererGL::getFramebufferPixels(void *pixels, const IntRect& rect) |
| { |
| ASSERT(rect.maxX() <= viewportWidth() && rect.maxY() <= viewportHeight()); |
| |
| if (!pixels) |
| return; |
| |
| makeContextCurrent(); |
| |
| bool doWorkaround = needsIOSurfaceReadbackWorkaround(); |
| |
| Platform3DObject temporaryTexture = 0; |
| Platform3DObject temporaryFBO = 0; |
| |
| if (doWorkaround) { |
| // On Mac OS X, calling glReadPixels against an FBO whose color attachment is an |
| // IOSurface-backed texture causes corruption of future glReadPixels calls, even those on |
| // different OpenGL contexts. It is believed that this is the root cause of top crasher |
| // http://crbug.com/99393. <rdar://problem/10949687> |
| |
| temporaryTexture = m_context->createTexture(); |
| GLC(m_context, m_context->bindTexture(GraphicsContext3D::TEXTURE_2D, temporaryTexture)); |
| GLC(m_context, m_context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MIN_FILTER, GraphicsContext3D::LINEAR)); |
| GLC(m_context, m_context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MAG_FILTER, GraphicsContext3D::LINEAR)); |
| GLC(m_context, m_context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_S, GraphicsContext3D::CLAMP_TO_EDGE)); |
| GLC(m_context, m_context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_T, GraphicsContext3D::CLAMP_TO_EDGE)); |
| // Copy the contents of the current (IOSurface-backed) framebuffer into a temporary texture. |
| GLC(m_context, m_context->copyTexImage2D(GraphicsContext3D::TEXTURE_2D, 0, GraphicsContext3D::RGBA, 0, 0, viewportSize().width(), viewportSize().height(), 0)); |
| temporaryFBO = m_context->createFramebuffer(); |
| // Attach this texture to an FBO, and perform the readback from that FBO. |
| GLC(m_context, m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, temporaryFBO)); |
| GLC(m_context, m_context->framebufferTexture2D(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::COLOR_ATTACHMENT0, GraphicsContext3D::TEXTURE_2D, temporaryTexture, 0)); |
| |
| ASSERT(m_context->checkFramebufferStatus(GraphicsContext3D::FRAMEBUFFER) == GraphicsContext3D::FRAMEBUFFER_COMPLETE); |
| } |
| |
| OwnArrayPtr<uint8_t> srcPixels = adoptArrayPtr(new uint8_t[rect.width() * rect.height() * 4]); |
| GLC(m_context, m_context->readPixels(rect.x(), viewportSize().height() - rect.maxY(), rect.width(), rect.height(), |
| GraphicsContext3D::RGBA, GraphicsContext3D::UNSIGNED_BYTE, srcPixels.get())); |
| |
| uint8_t* destPixels = static_cast<uint8_t*>(pixels); |
| size_t rowBytes = rect.width() * 4; |
| int numRows = rect.height(); |
| size_t totalBytes = numRows * rowBytes; |
| for (size_t destY = 0; destY < totalBytes; destY += rowBytes) { |
| // Flip Y axis. |
| size_t srcY = totalBytes - destY - rowBytes; |
| // Swizzle BGRA -> RGBA. |
| for (size_t x = 0; x < rowBytes; x += 4) { |
| destPixels[destY + (x+0)] = srcPixels.get()[srcY + (x+2)]; |
| destPixels[destY + (x+1)] = srcPixels.get()[srcY + (x+1)]; |
| destPixels[destY + (x+2)] = srcPixels.get()[srcY + (x+0)]; |
| destPixels[destY + (x+3)] = srcPixels.get()[srcY + (x+3)]; |
| } |
| } |
| |
| if (doWorkaround) { |
| // Clean up. |
| GLC(m_context, m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, 0)); |
| GLC(m_context, m_context->bindTexture(GraphicsContext3D::TEXTURE_2D, 0)); |
| GLC(m_context, m_context->deleteFramebuffer(temporaryFBO)); |
| GLC(m_context, m_context->deleteTexture(temporaryTexture)); |
| } |
| |
| if (!m_visible) { |
| TRACE_EVENT0("cc", "CCRendererGL::getFramebufferPixels dropping resources after readback"); |
| discardFramebuffer(); |
| releaseRenderPassTextures(); |
| m_client->releaseContentsTextures(); |
| GLC(m_context, m_context->flush()); |
| } |
| } |
| |
| bool CCRendererGL::getFramebufferTexture(CCScopedTexture* texture, const IntRect& deviceRect) |
| { |
| ASSERT(!texture->id() || (texture->size() == deviceRect.size() && texture->format() == GraphicsContext3D::RGB)); |
| |
| if (!texture->id() && !texture->allocate(CCRenderer::ImplPool, deviceRect.size(), GraphicsContext3D::RGB, CCResourceProvider::TextureUsageAny)) |
| return false; |
| |
| CCResourceProvider::ScopedWriteLockGL lock(m_resourceProvider, texture->id()); |
| GLC(m_context, m_context->bindTexture(GraphicsContext3D::TEXTURE_2D, lock.textureId())); |
| GLC(m_context, m_context->copyTexImage2D(GraphicsContext3D::TEXTURE_2D, 0, texture->format(), |
| deviceRect.x(), deviceRect.y(), deviceRect.width(), deviceRect.height(), 0)); |
| return true; |
| } |
| |
| bool CCRendererGL::useScopedTexture(DrawingFrame& frame, const CCScopedTexture* texture, const IntRect& viewportRect) |
| { |
| ASSERT(texture->id()); |
| frame.currentRenderPass = 0; |
| frame.currentTexture = texture; |
| |
| return bindFramebufferToTexture(frame, texture, viewportRect); |
| } |
| |
| void CCRendererGL::bindFramebufferToOutputSurface(DrawingFrame& frame) |
| { |
| m_currentFramebufferLock.clear(); |
| GLC(m_context, m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, 0)); |
| } |
| |
| bool CCRendererGL::bindFramebufferToTexture(DrawingFrame& frame, const CCScopedTexture* texture, const IntRect& framebufferRect) |
| { |
| ASSERT(texture->id()); |
| |
| GLC(m_context, m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_offscreenFramebufferId)); |
| m_currentFramebufferLock = adoptPtr(new CCResourceProvider::ScopedWriteLockGL(m_resourceProvider, texture->id())); |
| unsigned textureId = m_currentFramebufferLock->textureId(); |
| GLC(m_context, m_context->framebufferTexture2D(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::COLOR_ATTACHMENT0, GraphicsContext3D::TEXTURE_2D, textureId, 0)); |
| |
| #if !defined ( NDEBUG ) |
| if (m_context->checkFramebufferStatus(GraphicsContext3D::FRAMEBUFFER) != GraphicsContext3D::FRAMEBUFFER_COMPLETE) { |
| ASSERT_NOT_REACHED(); |
| return false; |
| } |
| #endif |
| |
| initializeMatrices(frame, framebufferRect, false); |
| setDrawViewportSize(framebufferRect.size()); |
| |
| return true; |
| } |
| |
| void CCRendererGL::enableScissorTestRect(const IntRect& scissorRect) |
| { |
| GLC(m_context, m_context->enable(GraphicsContext3D::SCISSOR_TEST)); |
| GLC(m_context, m_context->scissor(scissorRect.x(), scissorRect.y(), scissorRect.width(), scissorRect.height())); |
| } |
| |
| void CCRendererGL::disableScissorTest() |
| { |
| GLC(m_context, m_context->disable(GraphicsContext3D::SCISSOR_TEST)); |
| } |
| |
| void CCRendererGL::setDrawViewportSize(const IntSize& viewportSize) |
| { |
| GLC(m_context, m_context->viewport(0, 0, viewportSize.width(), viewportSize.height())); |
| } |
| |
| bool CCRendererGL::makeContextCurrent() |
| { |
| return m_context->makeContextCurrent(); |
| } |
| |
| bool CCRendererGL::initializeSharedObjects() |
| { |
| TRACE_EVENT0("cc", "CCRendererGL::initializeSharedObjects"); |
| makeContextCurrent(); |
| |
| // Create an FBO for doing offscreen rendering. |
| GLC(m_context, m_offscreenFramebufferId = m_context->createFramebuffer()); |
| |
| // We will always need these programs to render, so create the programs eagerly so that the shader compilation can |
| // start while we do other work. Other programs are created lazily on first access. |
| m_sharedGeometry = adoptPtr(new GeometryBinding(m_context, quadVertexRect())); |
| m_renderPassProgram = adoptPtr(new RenderPassProgram(m_context)); |
| m_tileProgram = adoptPtr(new TileProgram(m_context)); |
| m_tileProgramOpaque = adoptPtr(new TileProgramOpaque(m_context)); |
| |
| GLC(m_context, m_context->flush()); |
| |
| return true; |
| } |
| |
| const CCRendererGL::TileCheckerboardProgram* CCRendererGL::tileCheckerboardProgram() |
| { |
| if (!m_tileCheckerboardProgram) |
| m_tileCheckerboardProgram = adoptPtr(new TileCheckerboardProgram(m_context)); |
| if (!m_tileCheckerboardProgram->initialized()) { |
| TRACE_EVENT0("cc", "CCRendererGL::checkerboardProgram::initalize"); |
| m_tileCheckerboardProgram->initialize(m_context, m_isUsingBindUniform); |
| } |
| return m_tileCheckerboardProgram.get(); |
| } |
| |
| const CCRendererGL::SolidColorProgram* CCRendererGL::solidColorProgram() |
| { |
| if (!m_solidColorProgram) |
| m_solidColorProgram = adoptPtr(new SolidColorProgram(m_context)); |
| if (!m_solidColorProgram->initialized()) { |
| TRACE_EVENT0("cc", "CCRendererGL::solidColorProgram::initialize"); |
| m_solidColorProgram->initialize(m_context, m_isUsingBindUniform); |
| } |
| return m_solidColorProgram.get(); |
| } |
| |
| const CCRendererGL::RenderPassProgram* CCRendererGL::renderPassProgram() |
| { |
| ASSERT(m_renderPassProgram); |
| if (!m_renderPassProgram->initialized()) { |
| TRACE_EVENT0("cc", "CCRendererGL::renderPassProgram::initialize"); |
| m_renderPassProgram->initialize(m_context, m_isUsingBindUniform); |
| } |
| return m_renderPassProgram.get(); |
| } |
| |
| const CCRendererGL::RenderPassProgramAA* CCRendererGL::renderPassProgramAA() |
| { |
| if (!m_renderPassProgramAA) |
| m_renderPassProgramAA = adoptPtr(new RenderPassProgramAA(m_context)); |
| if (!m_renderPassProgramAA->initialized()) { |
| TRACE_EVENT0("cc", "CCRendererGL::renderPassProgramAA::initialize"); |
| m_renderPassProgramAA->initialize(m_context, m_isUsingBindUniform); |
| } |
| return m_renderPassProgramAA.get(); |
| } |
| |
| const CCRendererGL::RenderPassMaskProgram* CCRendererGL::renderPassMaskProgram() |
| { |
| if (!m_renderPassMaskProgram) |
| m_renderPassMaskProgram = adoptPtr(new RenderPassMaskProgram(m_context)); |
| if (!m_renderPassMaskProgram->initialized()) { |
| TRACE_EVENT0("cc", "CCRendererGL::renderPassMaskProgram::initialize"); |
| m_renderPassMaskProgram->initialize(m_context, m_isUsingBindUniform); |
| } |
| return m_renderPassMaskProgram.get(); |
| } |
| |
| const CCRendererGL::RenderPassMaskProgramAA* CCRendererGL::renderPassMaskProgramAA() |
| { |
| if (!m_renderPassMaskProgramAA) |
| m_renderPassMaskProgramAA = adoptPtr(new RenderPassMaskProgramAA(m_context)); |
| if (!m_renderPassMaskProgramAA->initialized()) { |
| TRACE_EVENT0("cc", "CCRendererGL::renderPassMaskProgramAA::initialize"); |
| m_renderPassMaskProgramAA->initialize(m_context, m_isUsingBindUniform); |
| } |
| return m_renderPassMaskProgramAA.get(); |
| } |
| |
| const CCRendererGL::TileProgram* CCRendererGL::tileProgram() |
| { |
| ASSERT(m_tileProgram); |
| if (!m_tileProgram->initialized()) { |
| TRACE_EVENT0("cc", "CCRendererGL::tileProgram::initialize"); |
| m_tileProgram->initialize(m_context, m_isUsingBindUniform); |
| } |
| return m_tileProgram.get(); |
| } |
| |
| const CCRendererGL::TileProgramOpaque* CCRendererGL::tileProgramOpaque() |
| { |
| ASSERT(m_tileProgramOpaque); |
| if (!m_tileProgramOpaque->initialized()) { |
| TRACE_EVENT0("cc", "CCRendererGL::tileProgramOpaque::initialize"); |
| m_tileProgramOpaque->initialize(m_context, m_isUsingBindUniform); |
| } |
| return m_tileProgramOpaque.get(); |
| } |
| |
| const CCRendererGL::TileProgramAA* CCRendererGL::tileProgramAA() |
| { |
| if (!m_tileProgramAA) |
| m_tileProgramAA = adoptPtr(new TileProgramAA(m_context)); |
| if (!m_tileProgramAA->initialized()) { |
| TRACE_EVENT0("cc", "CCRendererGL::tileProgramAA::initialize"); |
| m_tileProgramAA->initialize(m_context, m_isUsingBindUniform); |
| } |
| return m_tileProgramAA.get(); |
| } |
| |
| const CCRendererGL::TileProgramSwizzle* CCRendererGL::tileProgramSwizzle() |
| { |
| if (!m_tileProgramSwizzle) |
| m_tileProgramSwizzle = adoptPtr(new TileProgramSwizzle(m_context)); |
| if (!m_tileProgramSwizzle->initialized()) { |
| TRACE_EVENT0("cc", "CCRendererGL::tileProgramSwizzle::initialize"); |
| m_tileProgramSwizzle->initialize(m_context, m_isUsingBindUniform); |
| } |
| return m_tileProgramSwizzle.get(); |
| } |
| |
| const CCRendererGL::TileProgramSwizzleOpaque* CCRendererGL::tileProgramSwizzleOpaque() |
| { |
| if (!m_tileProgramSwizzleOpaque) |
| m_tileProgramSwizzleOpaque = adoptPtr(new TileProgramSwizzleOpaque(m_context)); |
| if (!m_tileProgramSwizzleOpaque->initialized()) { |
| TRACE_EVENT0("cc", "CCRendererGL::tileProgramSwizzleOpaque::initialize"); |
| m_tileProgramSwizzleOpaque->initialize(m_context, m_isUsingBindUniform); |
| } |
| return m_tileProgramSwizzleOpaque.get(); |
| } |
| |
| const CCRendererGL::TileProgramSwizzleAA* CCRendererGL::tileProgramSwizzleAA() |
| { |
| if (!m_tileProgramSwizzleAA) |
| m_tileProgramSwizzleAA = adoptPtr(new TileProgramSwizzleAA(m_context)); |
| if (!m_tileProgramSwizzleAA->initialized()) { |
| TRACE_EVENT0("cc", "CCRendererGL::tileProgramSwizzleAA::initialize"); |
| m_tileProgramSwizzleAA->initialize(m_context, m_isUsingBindUniform); |
| } |
| return m_tileProgramSwizzleAA.get(); |
| } |
| |
| const CCRendererGL::TextureProgram* CCRendererGL::textureProgram() |
| { |
| if (!m_textureProgram) |
| m_textureProgram = adoptPtr(new TextureProgram(m_context)); |
| if (!m_textureProgram->initialized()) { |
| TRACE_EVENT0("cc", "CCRendererGL::textureProgram::initialize"); |
| m_textureProgram->initialize(m_context, m_isUsingBindUniform); |
| } |
| return m_textureProgram.get(); |
| } |
| |
| const CCRendererGL::TextureProgramFlip* CCRendererGL::textureProgramFlip() |
| { |
| if (!m_textureProgramFlip) |
| m_textureProgramFlip = adoptPtr(new TextureProgramFlip(m_context)); |
| if (!m_textureProgramFlip->initialized()) { |
| TRACE_EVENT0("cc", "CCRendererGL::textureProgramFlip::initialize"); |
| m_textureProgramFlip->initialize(m_context, m_isUsingBindUniform); |
| } |
| return m_textureProgramFlip.get(); |
| } |
| |
| const CCRendererGL::TextureIOSurfaceProgram* CCRendererGL::textureIOSurfaceProgram() |
| { |
| if (!m_textureIOSurfaceProgram) |
| m_textureIOSurfaceProgram = adoptPtr(new TextureIOSurfaceProgram(m_context)); |
| if (!m_textureIOSurfaceProgram->initialized()) { |
| TRACE_EVENT0("cc", "CCRendererGL::textureIOSurfaceProgram::initialize"); |
| m_textureIOSurfaceProgram->initialize(m_context, m_isUsingBindUniform); |
| } |
| return m_textureIOSurfaceProgram.get(); |
| } |
| |
| const CCRendererGL::VideoYUVProgram* CCRendererGL::videoYUVProgram() |
| { |
| if (!m_videoYUVProgram) |
| m_videoYUVProgram = adoptPtr(new VideoYUVProgram(m_context)); |
| if (!m_videoYUVProgram->initialized()) { |
| TRACE_EVENT0("cc", "CCRendererGL::videoYUVProgram::initialize"); |
| m_videoYUVProgram->initialize(m_context, m_isUsingBindUniform); |
| } |
| return m_videoYUVProgram.get(); |
| } |
| |
| const CCRendererGL::VideoStreamTextureProgram* CCRendererGL::videoStreamTextureProgram() |
| { |
| if (!m_videoStreamTextureProgram) |
| m_videoStreamTextureProgram = adoptPtr(new VideoStreamTextureProgram(m_context)); |
| if (!m_videoStreamTextureProgram->initialized()) { |
| TRACE_EVENT0("cc", "CCRendererGL::streamTextureProgram::initialize"); |
| m_videoStreamTextureProgram->initialize(m_context, m_isUsingBindUniform); |
| } |
| return m_videoStreamTextureProgram.get(); |
| } |
| |
| void CCRendererGL::cleanupSharedObjects() |
| { |
| makeContextCurrent(); |
| |
| m_sharedGeometry.clear(); |
| |
| if (m_tileProgram) |
| m_tileProgram->cleanup(m_context); |
| if (m_tileProgramOpaque) |
| m_tileProgramOpaque->cleanup(m_context); |
| if (m_tileProgramSwizzle) |
| m_tileProgramSwizzle->cleanup(m_context); |
| if (m_tileProgramSwizzleOpaque) |
| m_tileProgramSwizzleOpaque->cleanup(m_context); |
| if (m_tileProgramAA) |
| m_tileProgramAA->cleanup(m_context); |
| if (m_tileProgramSwizzleAA) |
| m_tileProgramSwizzleAA->cleanup(m_context); |
| if (m_tileCheckerboardProgram) |
| m_tileCheckerboardProgram->cleanup(m_context); |
| |
| if (m_renderPassMaskProgram) |
| m_renderPassMaskProgram->cleanup(m_context); |
| if (m_renderPassProgram) |
| m_renderPassProgram->cleanup(m_context); |
| if (m_renderPassMaskProgramAA) |
| m_renderPassMaskProgramAA->cleanup(m_context); |
| if (m_renderPassProgramAA) |
| m_renderPassProgramAA->cleanup(m_context); |
| |
| if (m_textureProgram) |
| m_textureProgram->cleanup(m_context); |
| if (m_textureProgramFlip) |
| m_textureProgramFlip->cleanup(m_context); |
| if (m_textureIOSurfaceProgram) |
| m_textureIOSurfaceProgram->cleanup(m_context); |
| |
| if (m_videoYUVProgram) |
| m_videoYUVProgram->cleanup(m_context); |
| if (m_videoStreamTextureProgram) |
| m_videoStreamTextureProgram->cleanup(m_context); |
| |
| if (m_solidColorProgram) |
| m_solidColorProgram->cleanup(m_context); |
| |
| if (m_offscreenFramebufferId) |
| GLC(m_context, m_context->deleteFramebuffer(m_offscreenFramebufferId)); |
| |
| releaseRenderPassTextures(); |
| } |
| |
| bool CCRendererGL::isContextLost() |
| { |
| return (m_context->getGraphicsResetStatusARB() != GraphicsContext3D::NO_ERROR); |
| } |
| |
| } // namespace cc |
| |
| #endif // USE(ACCELERATED_COMPOSITING) |