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// Copyright 2012 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"
#include "CCDelegatedRendererLayerImpl.h"
#include "CCAppendQuadsData.h"
#include "CCQuadSink.h"
#include "CCRenderPassDrawQuad.h"
#include "CCRenderPassSink.h"
namespace cc {
CCDelegatedRendererLayerImpl::CCDelegatedRendererLayerImpl(int id)
: CCLayerImpl(id)
{
}
CCDelegatedRendererLayerImpl::~CCDelegatedRendererLayerImpl()
{
clearRenderPasses();
}
bool CCDelegatedRendererLayerImpl::descendantDrawsContent()
{
// FIXME: This could possibly return false even though there are some
// quads present as they could all be from a single layer (or set of
// layers without children). If this happens, then make a test that
// ensures the opacity is being changed on quads in the root RenderPass
// when this layer doesn't own a RenderSurface.
return !m_renderPassesInDrawOrder.isEmpty();
}
bool CCDelegatedRendererLayerImpl::hasContributingDelegatedRenderPasses() const
{
// The root RenderPass for the layer is merged with its target
// RenderPass in each frame. So we only have extra RenderPasses
// to merge when we have a non-root RenderPass present.
return m_renderPassesInDrawOrder.size() > 1;
}
void CCDelegatedRendererLayerImpl::setRenderPasses(ScopedPtrVector<CCRenderPass>& renderPassesInDrawOrder)
{
FloatRect oldRootDamage;
if (!m_renderPassesInDrawOrder.isEmpty())
oldRootDamage = m_renderPassesInDrawOrder.last()->damageRect();
clearRenderPasses();
for (size_t i = 0; i < renderPassesInDrawOrder.size(); ++i) {
m_renderPassesIndexById.insert(std::pair<CCRenderPass::Id, int>(renderPassesInDrawOrder[i]->id(), i));
m_renderPassesInDrawOrder.append(renderPassesInDrawOrder.take(i));
}
renderPassesInDrawOrder.clear();
if (!m_renderPassesInDrawOrder.isEmpty()) {
FloatRect newRootDamage = m_renderPassesInDrawOrder.last()->damageRect();
m_renderPassesInDrawOrder.last()->setDamageRect(unionRect(oldRootDamage, newRootDamage));
}
}
void CCDelegatedRendererLayerImpl::clearRenderPasses()
{
// FIXME: Release the resources back to the nested compositor.
m_renderPassesIndexById.clear();
m_renderPassesInDrawOrder.clear();
}
void CCDelegatedRendererLayerImpl::didLoseContext()
{
clearRenderPasses();
}
static inline int indexToId(int index) { return index + 1; }
static inline int idToIndex(int id) { return id - 1; }
CCRenderPass::Id CCDelegatedRendererLayerImpl::firstContributingRenderPassId() const
{
return CCRenderPass::Id(id(), indexToId(0));
}
CCRenderPass::Id CCDelegatedRendererLayerImpl::nextContributingRenderPassId(CCRenderPass::Id previous) const
{
return CCRenderPass::Id(previous.layerId, previous.index + 1);
}
CCRenderPass::Id CCDelegatedRendererLayerImpl::convertDelegatedRenderPassId(CCRenderPass::Id delegatedRenderPassId) const
{
base::hash_map<CCRenderPass::Id, int>::const_iterator it = m_renderPassesIndexById.find(delegatedRenderPassId);
ASSERT(it != m_renderPassesIndexById.end());
unsigned delegatedRenderPassIndex = it->second;
return CCRenderPass::Id(id(), indexToId(delegatedRenderPassIndex));
}
void CCDelegatedRendererLayerImpl::appendContributingRenderPasses(CCRenderPassSink& renderPassSink)
{
ASSERT(hasContributingDelegatedRenderPasses());
for (size_t i = 0; i < m_renderPassesInDrawOrder.size() - 1; ++i) {
CCRenderPass::Id outputRenderPassId = convertDelegatedRenderPassId(m_renderPassesInDrawOrder[i]->id());
// Don't clash with the RenderPass we generate if we own a RenderSurface.
ASSERT(outputRenderPassId.index > 0);
renderPassSink.appendRenderPass(m_renderPassesInDrawOrder[i]->copy(outputRenderPassId));
}
}
void CCDelegatedRendererLayerImpl::appendQuads(CCQuadSink& quadSink, CCAppendQuadsData& appendQuadsData)
{
if (m_renderPassesInDrawOrder.isEmpty())
return;
CCRenderPass::Id targetRenderPassId = appendQuadsData.renderPassId;
// If the index of the renderPassId is 0, then it is a renderPass generated for a layer
// in this compositor, not the delegated renderer. Then we want to merge our root renderPass with
// the target renderPass. Otherwise, it is some renderPass which we added from the delegated
// renderer.
bool shouldMergeRootRenderPassWithTarget = !targetRenderPassId.index;
if (shouldMergeRootRenderPassWithTarget) {
// Verify that the renderPass we are appending to is created our renderTarget.
ASSERT(targetRenderPassId.layerId == renderTarget()->id());
CCRenderPass* rootDelegatedRenderPass = m_renderPassesInDrawOrder.last();
appendRenderPassQuads(quadSink, appendQuadsData, rootDelegatedRenderPass);
} else {
// Verify that the renderPass we are appending to was created by us.
ASSERT(targetRenderPassId.layerId == id());
int renderPassIndex = idToIndex(targetRenderPassId.index);
CCRenderPass* delegatedRenderPass = m_renderPassesInDrawOrder[renderPassIndex];
appendRenderPassQuads(quadSink, appendQuadsData, delegatedRenderPass);
}
}
void CCDelegatedRendererLayerImpl::appendRenderPassQuads(CCQuadSink& quadSink, CCAppendQuadsData& appendQuadsData, CCRenderPass* delegatedRenderPass) const
{
const CCSharedQuadState* currentSharedQuadState = 0;
CCSharedQuadState* copiedSharedQuadState = 0;
for (size_t i = 0; i < delegatedRenderPass->quadList().size(); ++i) {
CCDrawQuad* quad = delegatedRenderPass->quadList()[i];
if (quad->sharedQuadState() != currentSharedQuadState) {
currentSharedQuadState = quad->sharedQuadState();
copiedSharedQuadState = quadSink.useSharedQuadState(currentSharedQuadState->copy());
}
ASSERT(copiedSharedQuadState);
bool targetIsFromDelegatedRendererLayer = appendQuadsData.renderPassId.layerId == id();
if (!targetIsFromDelegatedRendererLayer) {
// Should be the root render pass.
ASSERT(delegatedRenderPass == m_renderPassesInDrawOrder.last());
// This layer must be drawing to a renderTarget other than itself.
ASSERT(renderTarget() != this);
copiedSharedQuadState->quadTransform = copiedSharedQuadState->quadTransform * drawTransform();
copiedSharedQuadState->opacity *= drawOpacity();
}
OwnPtr<CCDrawQuad> copyQuad;
if (quad->material() != CCDrawQuad::RenderPass)
copyQuad = quad->copy(copiedSharedQuadState);
else {
CCRenderPass::Id contributingDelegatedRenderPassId = CCRenderPassDrawQuad::materialCast(quad)->renderPassId();
CCRenderPass::Id contributingRenderPassId = convertDelegatedRenderPassId(contributingDelegatedRenderPassId);
ASSERT(contributingRenderPassId != appendQuadsData.renderPassId);
copyQuad = CCRenderPassDrawQuad::materialCast(quad)->copy(copiedSharedQuadState, contributingRenderPassId);
}
ASSERT(copyQuad);
quadSink.append(copyQuad.release(), appendQuadsData);
}
}
const char* CCDelegatedRendererLayerImpl::layerTypeAsString() const
{
return "DelegatedRendererLayer";
}
}