blob: 50fed7abcf40c750d65b5087d4ec73b8e9b4c65e [file] [log] [blame]
// 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)