| // 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 "cc/output/gl_renderer.h" |
| |
| #include <stddef.h> |
| #include <stdint.h> |
| |
| #include <algorithm> |
| #include <limits> |
| #include <memory> |
| #include <set> |
| #include <string> |
| #include <vector> |
| |
| #include "base/feature_list.h" |
| #include "base/logging.h" |
| #include "base/macros.h" |
| #include "base/memory/ptr_util.h" |
| #include "base/strings/string_split.h" |
| #include "base/strings/string_util.h" |
| #include "base/strings/stringprintf.h" |
| #include "base/threading/thread_task_runner_handle.h" |
| #include "base/trace_event/trace_event.h" |
| #include "build/build_config.h" |
| #include "cc/base/container_util.h" |
| #include "cc/base/math_util.h" |
| #include "cc/output/compositor_frame.h" |
| #include "cc/output/compositor_frame_metadata.h" |
| #include "cc/output/context_provider.h" |
| #include "cc/output/copy_output_request.h" |
| #include "cc/output/dynamic_geometry_binding.h" |
| #include "cc/output/layer_quad.h" |
| #include "cc/output/output_surface.h" |
| #include "cc/output/output_surface_frame.h" |
| #include "cc/output/render_surface_filters.h" |
| #include "cc/output/renderer_settings.h" |
| #include "cc/output/static_geometry_binding.h" |
| #include "cc/output/texture_mailbox_deleter.h" |
| #include "cc/quads/draw_polygon.h" |
| #include "cc/quads/picture_draw_quad.h" |
| #include "cc/quads/render_pass.h" |
| #include "cc/quads/stream_video_draw_quad.h" |
| #include "cc/quads/texture_draw_quad.h" |
| #include "cc/raster/scoped_gpu_raster.h" |
| #include "cc/resources/resource_pool.h" |
| #include "cc/resources/scoped_resource.h" |
| #include "gpu/GLES2/gl2extchromium.h" |
| #include "gpu/command_buffer/client/context_support.h" |
| #include "gpu/command_buffer/client/gles2_interface.h" |
| #include "gpu/command_buffer/common/gpu_memory_allocation.h" |
| #include "media/base/media_switches.h" |
| #include "skia/ext/texture_handle.h" |
| #include "third_party/skia/include/core/SkBitmap.h" |
| #include "third_party/skia/include/core/SkColor.h" |
| #include "third_party/skia/include/core/SkColorFilter.h" |
| #include "third_party/skia/include/core/SkImage.h" |
| #include "third_party/skia/include/core/SkSurface.h" |
| #include "third_party/skia/include/gpu/GrContext.h" |
| #include "third_party/skia/include/gpu/gl/GrGLInterface.h" |
| #include "third_party/skia/include/gpu/gl/GrGLTypes.h" |
| #include "ui/gfx/color_space.h" |
| #include "ui/gfx/geometry/quad_f.h" |
| #include "ui/gfx/geometry/rect_conversions.h" |
| #include "ui/gfx/skia_util.h" |
| |
| using gpu::gles2::GLES2Interface; |
| |
| namespace cc { |
| namespace { |
| |
| Float4 UVTransform(const TextureDrawQuad* quad) { |
| gfx::PointF uv0 = quad->uv_top_left; |
| gfx::PointF uv1 = quad->uv_bottom_right; |
| Float4 xform = {{uv0.x(), uv0.y(), uv1.x() - uv0.x(), uv1.y() - uv0.y()}}; |
| if (quad->y_flipped) { |
| xform.data[1] = 1.0f - xform.data[1]; |
| xform.data[3] = -xform.data[3]; |
| } |
| return xform; |
| } |
| |
| Float4 PremultipliedColor(SkColor color) { |
| const float factor = 1.0f / 255.0f; |
| const float alpha = SkColorGetA(color) * factor; |
| |
| Float4 result = { |
| {SkColorGetR(color) * factor * alpha, SkColorGetG(color) * factor * alpha, |
| SkColorGetB(color) * factor * alpha, alpha}}; |
| return result; |
| } |
| |
| SamplerType SamplerTypeFromTextureTarget(GLenum target) { |
| switch (target) { |
| case GL_TEXTURE_2D: |
| return SAMPLER_TYPE_2D; |
| case GL_TEXTURE_RECTANGLE_ARB: |
| return SAMPLER_TYPE_2D_RECT; |
| case GL_TEXTURE_EXTERNAL_OES: |
| return SAMPLER_TYPE_EXTERNAL_OES; |
| default: |
| NOTREACHED(); |
| return SAMPLER_TYPE_2D; |
| } |
| } |
| |
| BlendMode BlendModeFromSkXfermode(SkBlendMode mode) { |
| switch (mode) { |
| case SkBlendMode::kSrcOver: |
| return BLEND_MODE_NORMAL; |
| case SkBlendMode::kScreen: |
| return BLEND_MODE_SCREEN; |
| case SkBlendMode::kOverlay: |
| return BLEND_MODE_OVERLAY; |
| case SkBlendMode::kDarken: |
| return BLEND_MODE_DARKEN; |
| case SkBlendMode::kLighten: |
| return BLEND_MODE_LIGHTEN; |
| case SkBlendMode::kColorDodge: |
| return BLEND_MODE_COLOR_DODGE; |
| case SkBlendMode::kColorBurn: |
| return BLEND_MODE_COLOR_BURN; |
| case SkBlendMode::kHardLight: |
| return BLEND_MODE_HARD_LIGHT; |
| case SkBlendMode::kSoftLight: |
| return BLEND_MODE_SOFT_LIGHT; |
| case SkBlendMode::kDifference: |
| return BLEND_MODE_DIFFERENCE; |
| case SkBlendMode::kExclusion: |
| return BLEND_MODE_EXCLUSION; |
| case SkBlendMode::kMultiply: |
| return BLEND_MODE_MULTIPLY; |
| case SkBlendMode::kHue: |
| return BLEND_MODE_HUE; |
| case SkBlendMode::kSaturation: |
| return BLEND_MODE_SATURATION; |
| case SkBlendMode::kColor: |
| return BLEND_MODE_COLOR; |
| case SkBlendMode::kLuminosity: |
| return BLEND_MODE_LUMINOSITY; |
| default: |
| NOTREACHED(); |
| return BLEND_MODE_NONE; |
| } |
| } |
| |
| // Smallest unit that impact anti-aliasing output. We use this to |
| // determine when anti-aliasing is unnecessary. |
| const float kAntiAliasingEpsilon = 1.0f / 1024.0f; |
| |
| // Block or crash if the number of pending sync queries reach this high as |
| // something is seriously wrong on the service side if this happens. |
| const size_t kMaxPendingSyncQueries = 16; |
| } // anonymous namespace |
| |
| // Parameters needed to draw a RenderPassDrawQuad. |
| struct DrawRenderPassDrawQuadParams { |
| DrawRenderPassDrawQuadParams() {} |
| ~DrawRenderPassDrawQuadParams() {} |
| |
| // Required Inputs. |
| const RenderPassDrawQuad* quad = nullptr; |
| const Resource* contents_texture = nullptr; |
| const gfx::QuadF* clip_region = nullptr; |
| bool flip_texture = false; |
| gfx::Transform window_matrix; |
| gfx::Transform projection_matrix; |
| gfx::Transform quad_to_target_transform; |
| const FilterOperations* filters = nullptr; |
| const FilterOperations* background_filters = nullptr; |
| |
| // |frame| is only used for background effects. |
| DirectRenderer::DrawingFrame* frame = nullptr; |
| |
| // Whether the texture to be sampled from needs to be flipped. |
| bool source_needs_flip = false; |
| |
| float edge[24]; |
| SkScalar color_matrix[20]; |
| |
| // Blending refers to modifications to the backdrop. |
| bool use_shaders_for_blending = false; |
| ShaderLocations locations; |
| |
| bool use_aa = false; |
| |
| // Some filters affect pixels outside the original contents bounds. This |
| // requires translation of the source when texturing, as well as a change in |
| // the bounds of the destination. |
| gfx::Point src_offset; |
| gfx::RectF dst_rect; |
| |
| // A Skia image that should be sampled from instead of the original |
| // contents. |
| sk_sp<SkImage> filter_image; |
| |
| // The original contents, bound for sampling. |
| std::unique_ptr<ResourceProvider::ScopedSamplerGL> contents_resource_lock; |
| |
| // A mask to be applied when drawing the RPDQ. |
| std::unique_ptr<ResourceProvider::ScopedSamplerGL> mask_resource_lock; |
| |
| // Original background texture. |
| std::unique_ptr<ScopedResource> background_texture; |
| std::unique_ptr<ResourceProvider::ScopedSamplerGL> |
| shader_background_sampler_lock; |
| |
| // Backdrop bounding box. |
| gfx::Rect background_rect; |
| |
| // Filtered background texture. |
| sk_sp<SkImage> background_image; |
| GLuint background_image_id = 0; |
| |
| // Whether the original background texture is needed for the mask. |
| bool mask_for_background = false; |
| |
| // Whether a color matrix needs to be applied by the shaders when drawing |
| // the RPDQ. |
| bool use_color_matrix = false; |
| |
| gfx::QuadF surface_quad; |
| |
| gfx::Transform contents_device_transform; |
| }; |
| |
| static GLint GetActiveTextureUnit(GLES2Interface* gl) { |
| GLint active_unit = 0; |
| gl->GetIntegerv(GL_ACTIVE_TEXTURE, &active_unit); |
| return active_unit; |
| } |
| |
| class GLRenderer::ScopedUseGrContext { |
| public: |
| static std::unique_ptr<ScopedUseGrContext> Create(GLRenderer* renderer) { |
| // GrContext for filters is created lazily, and may fail if the context |
| // is lost. |
| // TODO(vmiura,bsalomon): crbug.com/487850 Ensure that |
| // ContextProvider::GrContext() does not return NULL. |
| if (renderer->output_surface_->context_provider()->GrContext()) |
| return base::WrapUnique(new ScopedUseGrContext(renderer)); |
| return nullptr; |
| } |
| |
| ~ScopedUseGrContext() { |
| // Pass context control back to GLrenderer. |
| scoped_gpu_raster_ = nullptr; |
| renderer_->RestoreGLState(); |
| } |
| |
| GrContext* context() const { |
| return renderer_->output_surface_->context_provider()->GrContext(); |
| } |
| |
| private: |
| explicit ScopedUseGrContext(GLRenderer* renderer) |
| : scoped_gpu_raster_( |
| new ScopedGpuRaster(renderer->output_surface_->context_provider())), |
| renderer_(renderer) { |
| // scoped_gpu_raster_ passes context control to Skia. |
| } |
| |
| std::unique_ptr<ScopedGpuRaster> scoped_gpu_raster_; |
| GLRenderer* renderer_; |
| |
| DISALLOW_COPY_AND_ASSIGN(ScopedUseGrContext); |
| }; |
| |
| struct GLRenderer::PendingAsyncReadPixels { |
| PendingAsyncReadPixels() : buffer(0) {} |
| |
| std::unique_ptr<CopyOutputRequest> copy_request; |
| base::CancelableClosure finished_read_pixels_callback; |
| unsigned buffer; |
| |
| private: |
| DISALLOW_COPY_AND_ASSIGN(PendingAsyncReadPixels); |
| }; |
| |
| class GLRenderer::SyncQuery { |
| public: |
| explicit SyncQuery(gpu::gles2::GLES2Interface* gl) |
| : gl_(gl), query_id_(0u), is_pending_(false), weak_ptr_factory_(this) { |
| gl_->GenQueriesEXT(1, &query_id_); |
| } |
| virtual ~SyncQuery() { gl_->DeleteQueriesEXT(1, &query_id_); } |
| |
| scoped_refptr<ResourceProvider::Fence> Begin() { |
| DCHECK(!IsPending()); |
| // Invalidate weak pointer held by old fence. |
| weak_ptr_factory_.InvalidateWeakPtrs(); |
| // Note: In case the set of drawing commands issued before End() do not |
| // depend on the query, defer BeginQueryEXT call until Set() is called and |
| // query is required. |
| return make_scoped_refptr<ResourceProvider::Fence>( |
| new Fence(weak_ptr_factory_.GetWeakPtr())); |
| } |
| |
| void Set() { |
| if (is_pending_) |
| return; |
| |
| // Note: BeginQueryEXT on GL_COMMANDS_COMPLETED_CHROMIUM is effectively a |
| // noop relative to GL, so it doesn't matter where it happens but we still |
| // make sure to issue this command when Set() is called (prior to issuing |
| // any drawing commands that depend on query), in case some future extension |
| // can take advantage of this. |
| gl_->BeginQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM, query_id_); |
| is_pending_ = true; |
| } |
| |
| void End() { |
| if (!is_pending_) |
| return; |
| |
| gl_->EndQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM); |
| } |
| |
| bool IsPending() { |
| if (!is_pending_) |
| return false; |
| |
| unsigned result_available = 1; |
| gl_->GetQueryObjectuivEXT( |
| query_id_, GL_QUERY_RESULT_AVAILABLE_EXT, &result_available); |
| is_pending_ = !result_available; |
| return is_pending_; |
| } |
| |
| void Wait() { |
| if (!is_pending_) |
| return; |
| |
| unsigned result = 0; |
| gl_->GetQueryObjectuivEXT(query_id_, GL_QUERY_RESULT_EXT, &result); |
| is_pending_ = false; |
| } |
| |
| private: |
| class Fence : public ResourceProvider::Fence { |
| public: |
| explicit Fence(base::WeakPtr<GLRenderer::SyncQuery> query) |
| : query_(query) {} |
| |
| // Overridden from ResourceProvider::Fence: |
| void Set() override { |
| DCHECK(query_); |
| query_->Set(); |
| } |
| bool HasPassed() override { return !query_ || !query_->IsPending(); } |
| void Wait() override { |
| if (query_) |
| query_->Wait(); |
| } |
| |
| private: |
| ~Fence() override {} |
| |
| base::WeakPtr<SyncQuery> query_; |
| |
| DISALLOW_COPY_AND_ASSIGN(Fence); |
| }; |
| |
| gpu::gles2::GLES2Interface* gl_; |
| unsigned query_id_; |
| bool is_pending_; |
| base::WeakPtrFactory<SyncQuery> weak_ptr_factory_; |
| |
| DISALLOW_COPY_AND_ASSIGN(SyncQuery); |
| }; |
| |
| GLRenderer::GLRenderer(const RendererSettings* settings, |
| OutputSurface* output_surface, |
| ResourceProvider* resource_provider, |
| TextureMailboxDeleter* texture_mailbox_deleter, |
| int highp_threshold_min) |
| : DirectRenderer(settings, output_surface, resource_provider), |
| offscreen_framebuffer_id_(0), |
| shared_geometry_quad_(QuadVertexRect()), |
| gl_(output_surface->context_provider()->ContextGL()), |
| context_support_(output_surface->context_provider()->ContextSupport()), |
| texture_mailbox_deleter_(texture_mailbox_deleter), |
| is_scissor_enabled_(false), |
| stencil_shadow_(false), |
| blend_shadow_(false), |
| highp_threshold_min_(highp_threshold_min), |
| highp_threshold_cache_(0), |
| use_sync_query_(false), |
| gl_composited_texture_quad_border_( |
| settings->gl_composited_texture_quad_border), |
| bound_geometry_(NO_BINDING), |
| color_lut_cache_(gl_) { |
| DCHECK(gl_); |
| DCHECK(context_support_); |
| |
| const auto& context_caps = |
| output_surface_->context_provider()->ContextCapabilities(); |
| DCHECK(!context_caps.iosurface || context_caps.texture_rectangle); |
| |
| use_discard_framebuffer_ = context_caps.discard_framebuffer; |
| use_sync_query_ = context_caps.sync_query; |
| use_blend_equation_advanced_ = context_caps.blend_equation_advanced; |
| use_blend_equation_advanced_coherent_ = |
| context_caps.blend_equation_advanced_coherent; |
| |
| InitializeSharedObjects(); |
| } |
| |
| GLRenderer::~GLRenderer() { |
| while (!pending_async_read_pixels_.empty()) { |
| PendingAsyncReadPixels* pending_read = |
| pending_async_read_pixels_.back().get(); |
| pending_read->finished_read_pixels_callback.Cancel(); |
| pending_async_read_pixels_.pop_back(); |
| } |
| |
| CleanupSharedObjects(); |
| |
| if (context_visibility_) { |
| auto* context_provider = output_surface_->context_provider(); |
| auto* cache_controller = context_provider->CacheController(); |
| cache_controller->ClientBecameNotVisible(std::move(context_visibility_)); |
| } |
| } |
| |
| bool GLRenderer::CanPartialSwap() { |
| auto* context_provider = output_surface_->context_provider(); |
| return context_provider->ContextCapabilities().post_sub_buffer; |
| } |
| |
| void GLRenderer::DidChangeVisibility() { |
| if (visible_) { |
| output_surface_->EnsureBackbuffer(); |
| } else { |
| TRACE_EVENT0("cc", "GLRenderer::DidChangeVisibility dropping resources"); |
| ReleaseRenderPassTextures(); |
| output_surface_->DiscardBackbuffer(); |
| } |
| |
| PrepareGeometry(NO_BINDING); |
| |
| auto* context_provider = output_surface_->context_provider(); |
| auto* cache_controller = context_provider->CacheController(); |
| if (visible_) { |
| DCHECK(!context_visibility_); |
| context_visibility_ = cache_controller->ClientBecameVisible(); |
| } else { |
| DCHECK(context_visibility_); |
| cache_controller->ClientBecameNotVisible(std::move(context_visibility_)); |
| } |
| } |
| |
| void GLRenderer::ReleaseRenderPassTextures() { render_pass_textures_.clear(); } |
| |
| void GLRenderer::DiscardPixels() { |
| if (!use_discard_framebuffer_) |
| return; |
| bool using_default_framebuffer = |
| !current_framebuffer_lock_ && |
| output_surface_->capabilities().uses_default_gl_framebuffer; |
| GLenum attachments[] = {static_cast<GLenum>( |
| using_default_framebuffer ? GL_COLOR_EXT : GL_COLOR_ATTACHMENT0_EXT)}; |
| gl_->DiscardFramebufferEXT( |
| GL_FRAMEBUFFER, arraysize(attachments), attachments); |
| } |
| |
| void GLRenderer::PrepareSurfaceForPass( |
| DrawingFrame* frame, |
| SurfaceInitializationMode initialization_mode, |
| const gfx::Rect& render_pass_scissor) { |
| SetViewport(); |
| |
| switch (initialization_mode) { |
| case SURFACE_INITIALIZATION_MODE_PRESERVE: |
| EnsureScissorTestDisabled(); |
| return; |
| case SURFACE_INITIALIZATION_MODE_FULL_SURFACE_CLEAR: |
| EnsureScissorTestDisabled(); |
| DiscardPixels(); |
| ClearFramebuffer(frame); |
| break; |
| case SURFACE_INITIALIZATION_MODE_SCISSORED_CLEAR: |
| SetScissorTestRect(render_pass_scissor); |
| ClearFramebuffer(frame); |
| break; |
| } |
| } |
| |
| void GLRenderer::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->current_render_pass->has_transparent_background) |
| gl_->ClearColor(0, 0, 0, 0); |
| else |
| gl_->ClearColor(0, 0, 1, 1); |
| |
| bool always_clear = false; |
| #ifndef NDEBUG |
| always_clear = true; |
| #endif |
| if (always_clear || frame->current_render_pass->has_transparent_background) { |
| GLbitfield clear_bits = GL_COLOR_BUFFER_BIT; |
| if (always_clear) |
| clear_bits |= GL_STENCIL_BUFFER_BIT; |
| gl_->Clear(clear_bits); |
| } |
| } |
| |
| void GLRenderer::BeginDrawingFrame(DrawingFrame* frame) { |
| TRACE_EVENT0("cc", "GLRenderer::BeginDrawingFrame"); |
| |
| scoped_refptr<ResourceProvider::Fence> read_lock_fence; |
| if (use_sync_query_) { |
| // Block until oldest sync query has passed if the number of pending queries |
| // ever reach kMaxPendingSyncQueries. |
| if (pending_sync_queries_.size() >= kMaxPendingSyncQueries) { |
| LOG(ERROR) << "Reached limit of pending sync queries."; |
| |
| pending_sync_queries_.front()->Wait(); |
| DCHECK(!pending_sync_queries_.front()->IsPending()); |
| } |
| |
| while (!pending_sync_queries_.empty()) { |
| if (pending_sync_queries_.front()->IsPending()) |
| break; |
| |
| available_sync_queries_.push_back(PopFront(&pending_sync_queries_)); |
| } |
| |
| current_sync_query_ = available_sync_queries_.empty() |
| ? base::MakeUnique<SyncQuery>(gl_) |
| : PopFront(&available_sync_queries_); |
| |
| read_lock_fence = current_sync_query_->Begin(); |
| } else { |
| read_lock_fence = |
| make_scoped_refptr(new ResourceProvider::SynchronousFence(gl_)); |
| } |
| resource_provider_->SetReadLockFence(read_lock_fence.get()); |
| |
| // Insert WaitSyncTokenCHROMIUM on quad resources prior to drawing the frame, |
| // so that drawing can proceed without GL context switching interruptions. |
| ResourceProvider* resource_provider = resource_provider_; |
| for (const auto& pass : *frame->render_passes_in_draw_order) { |
| for (auto* quad : pass->quad_list) { |
| for (ResourceId resource_id : quad->resources) |
| resource_provider->WaitSyncTokenIfNeeded(resource_id); |
| } |
| } |
| |
| // TODO(enne): Do we need to reinitialize all of this state per frame? |
| ReinitializeGLState(); |
| } |
| |
| void GLRenderer::DoDrawQuad(DrawingFrame* frame, |
| const DrawQuad* quad, |
| const gfx::QuadF* clip_region) { |
| DCHECK(quad->rect.Contains(quad->visible_rect)); |
| if (quad->material != DrawQuad::TEXTURE_CONTENT) { |
| FlushTextureQuadCache(SHARED_BINDING); |
| } |
| |
| switch (quad->material) { |
| case DrawQuad::INVALID: |
| NOTREACHED(); |
| break; |
| case DrawQuad::DEBUG_BORDER: |
| DrawDebugBorderQuad(frame, DebugBorderDrawQuad::MaterialCast(quad)); |
| break; |
| case DrawQuad::PICTURE_CONTENT: |
| // PictureDrawQuad should only be used for resourceless software draws. |
| NOTREACHED(); |
| break; |
| case DrawQuad::RENDER_PASS: |
| DrawRenderPassQuad(frame, RenderPassDrawQuad::MaterialCast(quad), |
| clip_region); |
| break; |
| case DrawQuad::SOLID_COLOR: |
| DrawSolidColorQuad(frame, SolidColorDrawQuad::MaterialCast(quad), |
| clip_region); |
| break; |
| case DrawQuad::STREAM_VIDEO_CONTENT: |
| DrawStreamVideoQuad(frame, StreamVideoDrawQuad::MaterialCast(quad), |
| clip_region); |
| break; |
| case DrawQuad::SURFACE_CONTENT: |
| // Surface content should be fully resolved to other quad types before |
| // reaching a direct renderer. |
| NOTREACHED(); |
| break; |
| case DrawQuad::TEXTURE_CONTENT: |
| EnqueueTextureQuad(frame, TextureDrawQuad::MaterialCast(quad), |
| clip_region); |
| break; |
| case DrawQuad::TILED_CONTENT: |
| DrawTileQuad(frame, TileDrawQuad::MaterialCast(quad), clip_region); |
| break; |
| case DrawQuad::YUV_VIDEO_CONTENT: |
| DrawYUVVideoQuad(frame, YUVVideoDrawQuad::MaterialCast(quad), |
| clip_region); |
| break; |
| } |
| } |
| |
| // This function does not handle 3D sorting right now, since the debug border |
| // quads are just drawn as their original quads and not in split pieces. This |
| // results in some debug border quads drawing over foreground quads. |
| void GLRenderer::DrawDebugBorderQuad(const DrawingFrame* frame, |
| const DebugBorderDrawQuad* quad) { |
| SetBlendEnabled(quad->ShouldDrawWithBlending()); |
| |
| static float gl_matrix[16]; |
| const DebugBorderProgram* program = GetDebugBorderProgram(); |
| DCHECK(program && (program->initialized() || IsContextLost())); |
| SetUseProgram(program->program()); |
| |
| // Use the full quad_rect for debug quads to not move the edges based on |
| // partial swaps. |
| gfx::Rect layer_rect = quad->rect; |
| gfx::Transform render_matrix; |
| QuadRectTransform(&render_matrix, |
| quad->shared_quad_state->quad_to_target_transform, |
| gfx::RectF(layer_rect)); |
| GLRenderer::ToGLMatrix(&gl_matrix[0], |
| frame->projection_matrix * render_matrix); |
| gl_->UniformMatrix4fv(program->vertex_shader().matrix_location(), 1, false, |
| &gl_matrix[0]); |
| |
| SkColor color = quad->color; |
| float alpha = SkColorGetA(color) * (1.0f / 255.0f); |
| |
| gl_->Uniform4f(program->fragment_shader().color_location(), |
| (SkColorGetR(color) * (1.0f / 255.0f)) * alpha, |
| (SkColorGetG(color) * (1.0f / 255.0f)) * alpha, |
| (SkColorGetB(color) * (1.0f / 255.0f)) * alpha, alpha); |
| |
| gl_->LineWidth(quad->width); |
| |
| // The indices for the line are stored in the same array as the triangle |
| // indices. |
| gl_->DrawElements(GL_LINE_LOOP, 4, GL_UNSIGNED_SHORT, 0); |
| } |
| |
| static sk_sp<SkImage> WrapTexture( |
| const ResourceProvider::ScopedReadLockGL& lock, |
| GrContext* context, |
| bool flip_texture) { |
| // Wrap a given texture in a Ganesh platform texture. |
| GrBackendTextureDesc backend_texture_description; |
| GrGLTextureInfo texture_info; |
| texture_info.fTarget = lock.target(); |
| texture_info.fID = lock.texture_id(); |
| backend_texture_description.fWidth = lock.size().width(); |
| backend_texture_description.fHeight = lock.size().height(); |
| backend_texture_description.fConfig = kSkia8888_GrPixelConfig; |
| backend_texture_description.fTextureHandle = |
| skia::GrGLTextureInfoToGrBackendObject(texture_info); |
| backend_texture_description.fOrigin = |
| flip_texture ? kBottomLeft_GrSurfaceOrigin : kTopLeft_GrSurfaceOrigin; |
| |
| return SkImage::MakeFromTexture(context, backend_texture_description); |
| } |
| |
| static sk_sp<SkImage> ApplyImageFilter( |
| std::unique_ptr<GLRenderer::ScopedUseGrContext> use_gr_context, |
| ResourceProvider* resource_provider, |
| const gfx::RectF& src_rect, |
| const gfx::RectF& dst_rect, |
| const gfx::Vector2dF& scale, |
| sk_sp<SkImageFilter> filter, |
| const Resource* source_texture_resource, |
| SkIPoint* offset, |
| SkIRect* subset, |
| bool flip_texture, |
| const gfx::PointF& origin) { |
| if (!filter || !use_gr_context) |
| return nullptr; |
| |
| ResourceProvider::ScopedReadLockGL lock(resource_provider, |
| source_texture_resource->id()); |
| |
| sk_sp<SkImage> src_image = |
| WrapTexture(lock, use_gr_context->context(), flip_texture); |
| |
| if (!src_image) { |
| TRACE_EVENT_INSTANT0("cc", |
| "ApplyImageFilter wrap background texture failed", |
| TRACE_EVENT_SCOPE_THREAD); |
| return nullptr; |
| } |
| |
| SkMatrix local_matrix; |
| local_matrix.setTranslate(origin.x(), origin.y()); |
| local_matrix.postScale(scale.x(), scale.y()); |
| local_matrix.postTranslate(-src_rect.x(), -src_rect.y()); |
| |
| SkIRect clip_bounds = gfx::RectFToSkRect(dst_rect).roundOut(); |
| clip_bounds.offset(-src_rect.x(), -src_rect.y()); |
| filter = filter->makeWithLocalMatrix(local_matrix); |
| SkIRect in_subset = SkIRect::MakeWH(src_rect.width(), src_rect.height()); |
| sk_sp<SkImage> image = src_image->makeWithFilter(filter.get(), in_subset, |
| clip_bounds, subset, offset); |
| |
| if (!image || !image->isTextureBacked()) { |
| return nullptr; |
| } |
| |
| // Force a flush of the Skia pipeline before we switch back to the compositor |
| // context. |
| image->getTextureHandle(true); |
| CHECK(image->isTextureBacked()); |
| return image; |
| } |
| |
| bool GLRenderer::CanApplyBlendModeUsingBlendFunc(SkBlendMode blend_mode) { |
| return use_blend_equation_advanced_ || blend_mode == SkBlendMode::kScreen || |
| blend_mode == SkBlendMode::kSrcOver; |
| } |
| |
| void GLRenderer::ApplyBlendModeUsingBlendFunc(SkBlendMode blend_mode) { |
| DCHECK(CanApplyBlendModeUsingBlendFunc(blend_mode)); |
| |
| // Any modes set here must be reset in RestoreBlendFuncToDefault |
| if (use_blend_equation_advanced_) { |
| GLenum equation = GL_FUNC_ADD; |
| |
| switch (blend_mode) { |
| case SkBlendMode::kScreen: |
| equation = GL_SCREEN_KHR; |
| break; |
| case SkBlendMode::kOverlay: |
| equation = GL_OVERLAY_KHR; |
| break; |
| case SkBlendMode::kDarken: |
| equation = GL_DARKEN_KHR; |
| break; |
| case SkBlendMode::kLighten: |
| equation = GL_LIGHTEN_KHR; |
| break; |
| case SkBlendMode::kColorDodge: |
| equation = GL_COLORDODGE_KHR; |
| break; |
| case SkBlendMode::kColorBurn: |
| equation = GL_COLORBURN_KHR; |
| break; |
| case SkBlendMode::kHardLight: |
| equation = GL_HARDLIGHT_KHR; |
| break; |
| case SkBlendMode::kSoftLight: |
| equation = GL_SOFTLIGHT_KHR; |
| break; |
| case SkBlendMode::kDifference: |
| equation = GL_DIFFERENCE_KHR; |
| break; |
| case SkBlendMode::kExclusion: |
| equation = GL_EXCLUSION_KHR; |
| break; |
| case SkBlendMode::kMultiply: |
| equation = GL_MULTIPLY_KHR; |
| break; |
| case SkBlendMode::kHue: |
| equation = GL_HSL_HUE_KHR; |
| break; |
| case SkBlendMode::kSaturation: |
| equation = GL_HSL_SATURATION_KHR; |
| break; |
| case SkBlendMode::kColor: |
| equation = GL_HSL_COLOR_KHR; |
| break; |
| case SkBlendMode::kLuminosity: |
| equation = GL_HSL_LUMINOSITY_KHR; |
| break; |
| default: |
| return; |
| } |
| |
| gl_->BlendEquation(equation); |
| } else { |
| if (blend_mode == SkBlendMode::kScreen) { |
| gl_->BlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ONE); |
| } |
| } |
| } |
| |
| void GLRenderer::RestoreBlendFuncToDefault(SkBlendMode blend_mode) { |
| if (blend_mode == SkBlendMode::kSrcOver) |
| return; |
| |
| if (use_blend_equation_advanced_) { |
| gl_->BlendEquation(GL_FUNC_ADD); |
| } else { |
| gl_->BlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); |
| } |
| } |
| |
| bool GLRenderer::ShouldApplyBackgroundFilters( |
| const RenderPassDrawQuad* quad, |
| const FilterOperations* background_filters) { |
| if (!background_filters) |
| return false; |
| DCHECK(!background_filters->IsEmpty()); |
| |
| // TODO(hendrikw): Look into allowing background filters to see pixels from |
| // other render targets. See crbug.com/314867. |
| |
| return true; |
| } |
| |
| // This takes a gfx::Rect and a clip region quad in the same space, |
| // and returns a quad with the same proportions in the space -0.5->0.5. |
| bool GetScaledRegion(const gfx::Rect& rect, |
| const gfx::QuadF* clip, |
| gfx::QuadF* scaled_region) { |
| if (!clip) |
| return false; |
| |
| gfx::PointF p1(((clip->p1().x() - rect.x()) / rect.width()) - 0.5f, |
| ((clip->p1().y() - rect.y()) / rect.height()) - 0.5f); |
| gfx::PointF p2(((clip->p2().x() - rect.x()) / rect.width()) - 0.5f, |
| ((clip->p2().y() - rect.y()) / rect.height()) - 0.5f); |
| gfx::PointF p3(((clip->p3().x() - rect.x()) / rect.width()) - 0.5f, |
| ((clip->p3().y() - rect.y()) / rect.height()) - 0.5f); |
| gfx::PointF p4(((clip->p4().x() - rect.x()) / rect.width()) - 0.5f, |
| ((clip->p4().y() - rect.y()) / rect.height()) - 0.5f); |
| *scaled_region = gfx::QuadF(p1, p2, p3, p4); |
| return true; |
| } |
| |
| // This takes a gfx::Rect and a clip region quad in the same space, |
| // and returns the proportional uv's in the space 0->1. |
| bool GetScaledUVs(const gfx::Rect& rect, const gfx::QuadF* clip, float uvs[8]) { |
| if (!clip) |
| return false; |
| |
| uvs[0] = ((clip->p1().x() - rect.x()) / rect.width()); |
| uvs[1] = ((clip->p1().y() - rect.y()) / rect.height()); |
| uvs[2] = ((clip->p2().x() - rect.x()) / rect.width()); |
| uvs[3] = ((clip->p2().y() - rect.y()) / rect.height()); |
| uvs[4] = ((clip->p3().x() - rect.x()) / rect.width()); |
| uvs[5] = ((clip->p3().y() - rect.y()) / rect.height()); |
| uvs[6] = ((clip->p4().x() - rect.x()) / rect.width()); |
| uvs[7] = ((clip->p4().y() - rect.y()) / rect.height()); |
| return true; |
| } |
| |
| gfx::Rect GLRenderer::GetBackdropBoundingBoxForRenderPassQuad( |
| DrawingFrame* frame, |
| const RenderPassDrawQuad* quad, |
| const gfx::Transform& contents_device_transform, |
| const FilterOperations* filters, |
| const FilterOperations* background_filters, |
| const gfx::QuadF* clip_region, |
| bool use_aa, |
| gfx::Rect* unclipped_rect) { |
| gfx::QuadF scaled_region; |
| if (!GetScaledRegion(quad->rect, clip_region, &scaled_region)) { |
| scaled_region = SharedGeometryQuad().BoundingBox(); |
| } |
| |
| gfx::Rect backdrop_rect = gfx::ToEnclosingRect(MathUtil::MapClippedRect( |
| contents_device_transform, scaled_region.BoundingBox())); |
| |
| if (ShouldApplyBackgroundFilters(quad, background_filters)) { |
| SkMatrix matrix; |
| matrix.setScale(quad->filters_scale.x(), quad->filters_scale.y()); |
| if (FlippedFramebuffer(frame)) { |
| // TODO(jbroman): This probably isn't the right way to account for this. |
| // Probably some combination of frame->projection_matrix, |
| // frame->window_matrix and contents_device_transform? |
| matrix.postScale(1, -1); |
| } |
| backdrop_rect = background_filters->MapRectReverse(backdrop_rect, matrix); |
| } |
| |
| if (!backdrop_rect.IsEmpty() && use_aa) { |
| const int kOutsetForAntialiasing = 1; |
| backdrop_rect.Inset(-kOutsetForAntialiasing, -kOutsetForAntialiasing); |
| } |
| |
| if (filters) { |
| DCHECK(!filters->IsEmpty()); |
| // If we have filters, grab an extra one-pixel border around the |
| // background, so texture edge clamping gives us a transparent border |
| // in case the filter expands the result. |
| backdrop_rect.Inset(-1, -1, -1, -1); |
| } |
| |
| *unclipped_rect = backdrop_rect; |
| backdrop_rect.Intersect(MoveFromDrawToWindowSpace( |
| frame, frame->current_render_pass->output_rect)); |
| return backdrop_rect; |
| } |
| |
| std::unique_ptr<ScopedResource> GLRenderer::GetBackdropTexture( |
| DrawingFrame* frame, |
| const gfx::Rect& bounding_rect) { |
| std::unique_ptr<ScopedResource> device_background_texture = |
| ScopedResource::Create(resource_provider_); |
| // CopyTexImage2D fails when called on a texture having immutable storage. |
| device_background_texture->Allocate( |
| bounding_rect.size(), ResourceProvider::TEXTURE_HINT_DEFAULT, |
| resource_provider_->best_texture_format(), frame->device_color_space); |
| { |
| ResourceProvider::ScopedWriteLockGL lock( |
| resource_provider_, device_background_texture->id(), false); |
| GetFramebufferTexture(lock.texture_id(), bounding_rect); |
| } |
| return device_background_texture; |
| } |
| |
| sk_sp<SkImage> GLRenderer::ApplyBackgroundFilters( |
| const RenderPassDrawQuad* quad, |
| const FilterOperations& background_filters, |
| ScopedResource* background_texture, |
| const gfx::RectF& rect, |
| const gfx::RectF& unclipped_rect) { |
| DCHECK(ShouldApplyBackgroundFilters(quad, &background_filters)); |
| auto use_gr_context = ScopedUseGrContext::Create(this); |
| |
| gfx::Vector2dF clipping_offset = |
| (rect.top_right() - unclipped_rect.top_right()) + |
| (rect.bottom_left() - unclipped_rect.bottom_left()); |
| sk_sp<SkImageFilter> filter = RenderSurfaceFilters::BuildImageFilter( |
| background_filters, gfx::SizeF(background_texture->size()), |
| clipping_offset); |
| |
| // TODO(senorblanco): background filters should be moved to the |
| // makeWithFilter fast-path, and go back to calling ApplyImageFilter(). |
| // See http://crbug.com/613233. |
| if (!filter || !use_gr_context) |
| return nullptr; |
| |
| ResourceProvider::ScopedReadLockGL lock(resource_provider_, |
| background_texture->id()); |
| |
| bool flip_texture = true; |
| sk_sp<SkImage> src_image = |
| WrapTexture(lock, use_gr_context->context(), flip_texture); |
| if (!src_image) { |
| TRACE_EVENT_INSTANT0( |
| "cc", "ApplyBackgroundFilters wrap background texture failed", |
| TRACE_EVENT_SCOPE_THREAD); |
| return nullptr; |
| } |
| |
| // Create surface to draw into. |
| SkImageInfo dst_info = |
| SkImageInfo::MakeN32Premul(rect.width(), rect.height()); |
| sk_sp<SkSurface> surface = SkSurface::MakeRenderTarget( |
| use_gr_context->context(), SkBudgeted::kYes, dst_info); |
| if (!surface) { |
| TRACE_EVENT_INSTANT0("cc", |
| "ApplyBackgroundFilters surface allocation failed", |
| TRACE_EVENT_SCOPE_THREAD); |
| return nullptr; |
| } |
| |
| SkMatrix local_matrix; |
| local_matrix.setScale(quad->filters_scale.x(), quad->filters_scale.y()); |
| |
| SkPaint paint; |
| paint.setImageFilter(filter->makeWithLocalMatrix(local_matrix)); |
| surface->getCanvas()->translate(-rect.x(), -rect.y()); |
| surface->getCanvas()->drawImage(src_image, rect.x(), rect.y(), &paint); |
| // Flush the drawing before source texture read lock goes out of scope. |
| // Skia API does not guarantee that when the SkImage goes out of scope, |
| // its externally referenced resources would force the rendering to be |
| // flushed. |
| surface->getCanvas()->flush(); |
| sk_sp<SkImage> image = surface->makeImageSnapshot(); |
| if (!image || !image->isTextureBacked()) { |
| return nullptr; |
| } |
| |
| return image; |
| } |
| |
| // Map device space quad to local space. Device_transform has no 3d |
| // component since it was flattened, so we don't need to project. We should |
| // have already checked that the transform was uninvertible before this call. |
| gfx::QuadF MapQuadToLocalSpace(const gfx::Transform& device_transform, |
| const gfx::QuadF& device_quad) { |
| gfx::Transform inverse_device_transform(gfx::Transform::kSkipInitialization); |
| DCHECK(device_transform.IsInvertible()); |
| bool did_invert = device_transform.GetInverse(&inverse_device_transform); |
| DCHECK(did_invert); |
| bool clipped = false; |
| gfx::QuadF local_quad = |
| MathUtil::MapQuad(inverse_device_transform, device_quad, &clipped); |
| // We should not DCHECK(!clipped) here, because anti-aliasing inflation may |
| // cause device_quad to become clipped. To our knowledge this scenario does |
| // not need to be handled differently than the unclipped case. |
| return local_quad; |
| } |
| |
| const TileDrawQuad* GLRenderer::CanPassBeDrawnDirectly(const RenderPass* pass) { |
| // Can only collapse a single tile quad. |
| if (pass->quad_list.size() != 1) |
| return nullptr; |
| // If we need copy requests, then render pass has to exist. |
| if (!pass->copy_requests.empty()) |
| return nullptr; |
| |
| const DrawQuad* quad = *pass->quad_list.BackToFrontBegin(); |
| // Hack: this could be supported by concatenating transforms, but |
| // in practice if there is one quad, it is at the origin of the render pass |
| // and has the same size as the pass. |
| if (!quad->shared_quad_state->quad_to_target_transform.IsIdentity() || |
| quad->rect != pass->output_rect) |
| return nullptr; |
| // The quad is expected to be the entire layer so that AA edges are correct. |
| if (gfx::Rect(quad->shared_quad_state->quad_layer_bounds) != quad->rect) |
| return nullptr; |
| if (quad->material != DrawQuad::TILED_CONTENT) |
| return nullptr; |
| |
| const TileDrawQuad* tile_quad = TileDrawQuad::MaterialCast(quad); |
| // Hack: this could be supported by passing in a subrectangle to draw |
| // render pass, although in practice if there is only one quad there |
| // will be no border texels on the input. |
| if (tile_quad->tex_coord_rect != gfx::RectF(tile_quad->rect)) |
| return nullptr; |
| // Tile quad features not supported in render pass shaders. |
| if (tile_quad->swizzle_contents || tile_quad->nearest_neighbor) |
| return nullptr; |
| // BUG=skia:3868, Skia currently doesn't support texture rectangle inputs. |
| // See also the DCHECKs about GL_TEXTURE_2D in DrawRenderPassQuad. |
| GLenum target = |
| resource_provider_->GetResourceTextureTarget(tile_quad->resource_id()); |
| if (target != GL_TEXTURE_2D) |
| return nullptr; |
| #if defined(OS_MACOSX) |
| // On Macs, this path can sometimes lead to all black output. |
| // TODO(enne): investigate this and remove this hack. |
| return nullptr; |
| #endif |
| |
| return tile_quad; |
| } |
| |
| void GLRenderer::DrawRenderPassQuad(DrawingFrame* frame, |
| const RenderPassDrawQuad* quad, |
| const gfx::QuadF* clip_region) { |
| auto bypass = render_pass_bypass_quads_.find(quad->render_pass_id); |
| DrawRenderPassDrawQuadParams params; |
| params.quad = quad; |
| params.frame = frame; |
| params.clip_region = clip_region; |
| params.window_matrix = frame->window_matrix; |
| params.projection_matrix = frame->projection_matrix; |
| if (bypass != render_pass_bypass_quads_.end()) { |
| TileDrawQuad* tile_quad = &bypass->second; |
| // RGBA_8888 here is arbitrary and unused. |
| Resource tile_resource(tile_quad->resource_id(), tile_quad->texture_size, |
| ResourceFormat::RGBA_8888, |
| frame->device_color_space); |
| // The projection matrix used by GLRenderer has a flip. As tile texture |
| // inputs are oriented opposite to framebuffer outputs, don't flip via |
| // texture coords and let the projection matrix naturallyd o it. |
| params.flip_texture = false; |
| params.contents_texture = &tile_resource; |
| DrawRenderPassQuadInternal(¶ms); |
| } else { |
| ScopedResource* contents_texture = |
| render_pass_textures_[quad->render_pass_id].get(); |
| DCHECK(contents_texture); |
| DCHECK(contents_texture->id()); |
| // See above comments about texture flipping. When the input is a |
| // render pass, it needs to an extra flip to be oriented correctly. |
| params.flip_texture = true; |
| params.contents_texture = contents_texture; |
| DrawRenderPassQuadInternal(¶ms); |
| } |
| } |
| |
| void GLRenderer::DrawRenderPassQuadInternal( |
| DrawRenderPassDrawQuadParams* params) { |
| params->quad_to_target_transform = |
| params->quad->shared_quad_state->quad_to_target_transform; |
| if (!InitializeRPDQParameters(params)) |
| return; |
| UpdateRPDQShadersForBlending(params); |
| if (!UpdateRPDQWithSkiaFilters(params)) |
| return; |
| UseRenderPass(params->frame, params->frame->current_render_pass); |
| SetViewport(); |
| UpdateRPDQTexturesForSampling(params); |
| UpdateRPDQBlendMode(params); |
| ChooseRPDQProgram(params); |
| UpdateRPDQUniforms(params); |
| DrawRPDQ(*params); |
| } |
| |
| bool GLRenderer::InitializeRPDQParameters( |
| DrawRenderPassDrawQuadParams* params) { |
| const RenderPassDrawQuad* quad = params->quad; |
| SkMatrix local_matrix; |
| local_matrix.setTranslate(quad->filters_origin.x(), quad->filters_origin.y()); |
| local_matrix.postScale(quad->filters_scale.x(), quad->filters_scale.y()); |
| params->filters = FiltersForPass(quad->render_pass_id); |
| params->background_filters = BackgroundFiltersForPass(quad->render_pass_id); |
| gfx::Rect dst_rect = params->filters |
| ? params->filters->MapRect(quad->rect, local_matrix) |
| : quad->rect; |
| params->dst_rect.SetRect(static_cast<float>(dst_rect.x()), |
| static_cast<float>(dst_rect.y()), |
| static_cast<float>(dst_rect.width()), |
| static_cast<float>(dst_rect.height())); |
| gfx::Transform quad_rect_matrix; |
| QuadRectTransform(&quad_rect_matrix, params->quad_to_target_transform, |
| params->dst_rect); |
| params->contents_device_transform = |
| params->window_matrix * params->projection_matrix * quad_rect_matrix; |
| params->contents_device_transform.FlattenTo2d(); |
| |
| // Can only draw surface if device matrix is invertible. |
| if (!params->contents_device_transform.IsInvertible()) |
| return false; |
| |
| params->surface_quad = SharedGeometryQuad(); |
| |
| gfx::QuadF device_layer_quad; |
| if (settings_->allow_antialiasing) { |
| bool clipped = false; |
| device_layer_quad = MathUtil::MapQuad(params->contents_device_transform, |
| params->surface_quad, &clipped); |
| params->use_aa = ShouldAntialiasQuad(device_layer_quad, clipped, |
| settings_->force_antialiasing); |
| } |
| |
| const gfx::QuadF* aa_quad = params->use_aa ? &device_layer_quad : nullptr; |
| SetupRenderPassQuadForClippingAndAntialiasing( |
| params->contents_device_transform, quad, aa_quad, params->clip_region, |
| ¶ms->surface_quad, params->edge); |
| |
| return true; |
| } |
| |
| void GLRenderer::UpdateRPDQShadersForBlending( |
| DrawRenderPassDrawQuadParams* params) { |
| const RenderPassDrawQuad* quad = params->quad; |
| SkBlendMode blend_mode = quad->shared_quad_state->blend_mode; |
| params->use_shaders_for_blending = |
| !CanApplyBlendModeUsingBlendFunc(blend_mode) || |
| ShouldApplyBackgroundFilters(quad, params->background_filters) || |
| settings_->force_blending_with_shaders; |
| |
| if (params->use_shaders_for_blending) { |
| DCHECK(params->frame); |
| // Compute a bounding box around the pixels that will be visible through |
| // the quad. |
| gfx::Rect unclipped_rect; |
| params->background_rect = GetBackdropBoundingBoxForRenderPassQuad( |
| params->frame, quad, params->contents_device_transform, params->filters, |
| params->background_filters, params->clip_region, params->use_aa, |
| &unclipped_rect); |
| |
| if (!params->background_rect.IsEmpty()) { |
| // The pixels from the filtered background should completely replace the |
| // current pixel values. |
| if (blend_enabled()) |
| SetBlendEnabled(false); |
| |
| // Read the pixels in the bounding box into a buffer R. |
| // This function allocates a texture, which should contribute to the |
| // amount of memory used by render surfaces: |
| // LayerTreeHost::CalculateMemoryForRenderSurfaces. |
| params->background_texture = |
| GetBackdropTexture(params->frame, params->background_rect); |
| |
| if (ShouldApplyBackgroundFilters(quad, params->background_filters) && |
| params->background_texture) { |
| // Apply the background filters to R, so that it is applied in the |
| // pixels' coordinate space. |
| params->background_image = ApplyBackgroundFilters( |
| quad, *params->background_filters, params->background_texture.get(), |
| gfx::RectF(params->background_rect), gfx::RectF(unclipped_rect)); |
| if (params->background_image) { |
| params->background_image_id = |
| skia::GrBackendObjectToGrGLTextureInfo( |
| params->background_image->getTextureHandle(true)) |
| ->fID; |
| DCHECK(params->background_image_id); |
| } |
| } |
| } |
| |
| if (!params->background_texture) { |
| // Something went wrong with reading the backdrop. |
| DCHECK(!params->background_image_id); |
| params->use_shaders_for_blending = false; |
| } else if (params->background_image_id) { |
| // Reset original background texture if there is not any mask |
| if (!quad->mask_resource_id()) |
| params->background_texture.reset(); |
| } else if (CanApplyBlendModeUsingBlendFunc(blend_mode) && |
| ShouldApplyBackgroundFilters(quad, params->background_filters)) { |
| // Something went wrong with applying background filters to the backdrop. |
| params->use_shaders_for_blending = false; |
| params->background_texture.reset(); |
| } |
| } |
| // Need original background texture for mask? |
| params->mask_for_background = |
| params->background_texture && // Have original background texture |
| params->background_image_id && // Have filtered background texture |
| quad->mask_resource_id(); // Have mask texture |
| DCHECK_EQ(params->background_texture || params->background_image_id, |
| params->use_shaders_for_blending); |
| } |
| |
| bool GLRenderer::UpdateRPDQWithSkiaFilters( |
| DrawRenderPassDrawQuadParams* params) { |
| const RenderPassDrawQuad* quad = params->quad; |
| // Apply filters to the contents texture. |
| if (params->filters) { |
| DCHECK(!params->filters->IsEmpty()); |
| sk_sp<SkImageFilter> filter = RenderSurfaceFilters::BuildImageFilter( |
| *params->filters, gfx::SizeF(params->contents_texture->size())); |
| if (filter) { |
| SkColorFilter* colorfilter_rawptr = NULL; |
| filter->asColorFilter(&colorfilter_rawptr); |
| sk_sp<SkColorFilter> cf(colorfilter_rawptr); |
| |
| if (cf && cf->asColorMatrix(params->color_matrix)) { |
| // We have a color matrix at the root of the filter DAG; apply it |
| // locally in the compositor and process the rest of the DAG (if any) |
| // in Skia. |
| params->use_color_matrix = true; |
| filter = sk_ref_sp(filter->getInput(0)); |
| } |
| if (filter) { |
| gfx::Rect clip_rect = quad->shared_quad_state->clip_rect; |
| if (clip_rect.IsEmpty()) { |
| clip_rect = current_draw_rect_; |
| } |
| gfx::Transform transform = params->quad_to_target_transform; |
| gfx::QuadF clip_quad = gfx::QuadF(gfx::RectF(clip_rect)); |
| gfx::QuadF local_clip = MapQuadToLocalSpace(transform, clip_quad); |
| params->dst_rect.Intersect(local_clip.BoundingBox()); |
| // If we've been fully clipped out (by crop rect or clipping), there's |
| // nothing to draw. |
| if (params->dst_rect.IsEmpty()) { |
| return false; |
| } |
| SkIPoint offset; |
| SkIRect subset; |
| gfx::RectF src_rect(quad->rect); |
| params->filter_image = ApplyImageFilter( |
| ScopedUseGrContext::Create(this), resource_provider_, src_rect, |
| params->dst_rect, quad->filters_scale, std::move(filter), |
| params->contents_texture, &offset, &subset, params->flip_texture, |
| quad->filters_origin); |
| if (!params->filter_image) |
| return false; |
| params->dst_rect = |
| gfx::RectF(src_rect.x() + offset.fX, src_rect.y() + offset.fY, |
| subset.width(), subset.height()); |
| params->src_offset.SetPoint(subset.x(), subset.y()); |
| } |
| } |
| } |
| return true; |
| } |
| |
| void GLRenderer::UpdateRPDQTexturesForSampling( |
| DrawRenderPassDrawQuadParams* params) { |
| if (params->quad->mask_resource_id()) { |
| params->mask_resource_lock.reset(new ResourceProvider::ScopedSamplerGL( |
| resource_provider_, params->quad->mask_resource_id(), GL_TEXTURE1, |
| GL_LINEAR)); |
| } |
| |
| if (params->filter_image) { |
| GLuint filter_image_id = skia::GrBackendObjectToGrGLTextureInfo( |
| params->filter_image->getTextureHandle(true)) |
| ->fID; |
| DCHECK(filter_image_id); |
| DCHECK_EQ(GL_TEXTURE0, GetActiveTextureUnit(gl_)); |
| gl_->BindTexture(GL_TEXTURE_2D, filter_image_id); |
| gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| |
| params->source_needs_flip = params->filter_image->getTexture()->origin() == |
| kBottomLeft_GrSurfaceOrigin; |
| } else { |
| params->contents_resource_lock = |
| base::MakeUnique<ResourceProvider::ScopedSamplerGL>( |
| resource_provider_, params->contents_texture->id(), GL_LINEAR); |
| DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D), |
| params->contents_resource_lock->target()); |
| params->source_needs_flip = params->flip_texture; |
| } |
| } |
| |
| void GLRenderer::UpdateRPDQBlendMode(DrawRenderPassDrawQuadParams* params) { |
| SkBlendMode blend_mode = params->quad->shared_quad_state->blend_mode; |
| SetBlendEnabled(!params->use_shaders_for_blending && |
| (params->quad->ShouldDrawWithBlending() || |
| !IsDefaultBlendMode(blend_mode))); |
| if (!params->use_shaders_for_blending) { |
| if (!use_blend_equation_advanced_coherent_ && use_blend_equation_advanced_) |
| gl_->BlendBarrierKHR(); |
| |
| ApplyBlendModeUsingBlendFunc(blend_mode); |
| } |
| } |
| |
| void GLRenderer::ChooseRPDQProgram(DrawRenderPassDrawQuadParams* params) { |
| TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired( |
| gl_, &highp_threshold_cache_, highp_threshold_min_, |
| params->quad->shared_quad_state->visible_quad_layer_rect.bottom_right()); |
| |
| BlendMode shader_blend_mode = |
| params->use_shaders_for_blending |
| ? BlendModeFromSkXfermode(params->quad->shared_quad_state->blend_mode) |
| : BLEND_MODE_NONE; |
| |
| unsigned mask_texture_id = 0; |
| SamplerType mask_sampler = SAMPLER_TYPE_NA; |
| if (params->mask_resource_lock) { |
| mask_texture_id = params->mask_resource_lock->texture_id(); |
| mask_sampler = |
| SamplerTypeFromTextureTarget(params->mask_resource_lock->target()); |
| } |
| bool mask_for_background = params->mask_for_background; |
| |
| if (params->use_aa && mask_texture_id && !params->use_color_matrix) { |
| const RenderPassMaskProgramAA* program = GetRenderPassMaskProgramAA( |
| tex_coord_precision, mask_sampler, |
| shader_blend_mode, mask_for_background); |
| SetUseProgram(program->program()); |
| program->vertex_shader().FillLocations(¶ms->locations); |
| program->fragment_shader().FillLocations(¶ms->locations); |
| gl_->Uniform1i(params->locations.sampler, 0); |
| } else if (!params->use_aa && mask_texture_id && !params->use_color_matrix) { |
| const RenderPassMaskProgram* program = GetRenderPassMaskProgram( |
| tex_coord_precision, mask_sampler, |
| shader_blend_mode, mask_for_background); |
| SetUseProgram(program->program()); |
| program->vertex_shader().FillLocations(¶ms->locations); |
| program->fragment_shader().FillLocations(¶ms->locations); |
| gl_->Uniform1i(params->locations.sampler, 0); |
| } else if (params->use_aa && !mask_texture_id && !params->use_color_matrix) { |
| const RenderPassProgramAA* program = |
| GetRenderPassProgramAA(tex_coord_precision, shader_blend_mode); |
| SetUseProgram(program->program()); |
| program->vertex_shader().FillLocations(¶ms->locations); |
| program->fragment_shader().FillLocations(¶ms->locations); |
| gl_->Uniform1i(params->locations.sampler, 0); |
| } else if (params->use_aa && mask_texture_id && params->use_color_matrix) { |
| const RenderPassMaskColorMatrixProgramAA* program = |
| GetRenderPassMaskColorMatrixProgramAA( |
| tex_coord_precision, mask_sampler, |
| shader_blend_mode, mask_for_background); |
| SetUseProgram(program->program()); |
| program->vertex_shader().FillLocations(¶ms->locations); |
| program->fragment_shader().FillLocations(¶ms->locations); |
| gl_->Uniform1i(params->locations.sampler, 0); |
| } else if (params->use_aa && !mask_texture_id && params->use_color_matrix) { |
| const RenderPassColorMatrixProgramAA* program = |
| GetRenderPassColorMatrixProgramAA(tex_coord_precision, |
| shader_blend_mode); |
| SetUseProgram(program->program()); |
| program->vertex_shader().FillLocations(¶ms->locations); |
| program->fragment_shader().FillLocations(¶ms->locations); |
| gl_->Uniform1i(params->locations.sampler, 0); |
| } else if (!params->use_aa && mask_texture_id && params->use_color_matrix) { |
| const RenderPassMaskColorMatrixProgram* program = |
| GetRenderPassMaskColorMatrixProgram( |
| tex_coord_precision, mask_sampler, |
| shader_blend_mode, mask_for_background); |
| SetUseProgram(program->program()); |
| program->vertex_shader().FillLocations(¶ms->locations); |
| program->fragment_shader().FillLocations(¶ms->locations); |
| gl_->Uniform1i(params->locations.sampler, 0); |
| } else if (!params->use_aa && !mask_texture_id && params->use_color_matrix) { |
| const RenderPassColorMatrixProgram* program = |
| GetRenderPassColorMatrixProgram(tex_coord_precision, shader_blend_mode); |
| SetUseProgram(program->program()); |
| program->vertex_shader().FillLocations(¶ms->locations); |
| program->fragment_shader().FillLocations(¶ms->locations); |
| gl_->Uniform1i(params->locations.sampler, 0); |
| } else { |
| const RenderPassProgram* program = |
| GetRenderPassProgram(tex_coord_precision, shader_blend_mode); |
| SetUseProgram(program->program()); |
| program->vertex_shader().FillLocations(¶ms->locations); |
| program->fragment_shader().FillLocations(¶ms->locations); |
| gl_->Uniform1i(params->locations.sampler, 0); |
| } |
| } |
| |
| void GLRenderer::UpdateRPDQUniforms(DrawRenderPassDrawQuadParams* params) { |
| ShaderLocations& locations = params->locations; |
| gfx::RectF tex_rect(params->src_offset.x(), params->src_offset.y(), |
| params->dst_rect.width(), params->dst_rect.height()); |
| gfx::Size texture_size; |
| if (params->filter_image) { |
| texture_size.set_width(params->filter_image->width()); |
| texture_size.set_height(params->filter_image->height()); |
| } else { |
| texture_size = params->contents_texture->size(); |
| } |
| tex_rect.Scale(1.0f / texture_size.width(), 1.0f / texture_size.height()); |
| |
| DCHECK(locations.tex_transform != -1 || IsContextLost()); |
| if (params->source_needs_flip) { |
| // Flip the content vertically in the shader, as the RenderPass input |
| // texture is already oriented the same way as the framebuffer, but the |
| // projection transform does a flip. |
| gl_->Uniform4f(locations.tex_transform, tex_rect.x(), 1.0f - tex_rect.y(), |
| tex_rect.width(), -tex_rect.height()); |
| } else { |
| // Tile textures are oriented opposite the framebuffer, so can use |
| // the projection transform to do the flip. |
| gl_->Uniform4f(locations.tex_transform, tex_rect.x(), tex_rect.y(), |
| tex_rect.width(), tex_rect.height()); |
| } |
| |
| GLint last_texture_unit = 0; |
| if (locations.mask_sampler != -1) { |
| DCHECK(params->mask_resource_lock); |
| DCHECK_NE(locations.mask_tex_coord_scale, 1); |
| DCHECK_NE(locations.mask_tex_coord_offset, 1); |
| gl_->Uniform1i(locations.mask_sampler, 1); |
| |
| gfx::RectF mask_uv_rect = params->quad->MaskUVRect(); |
| if (SamplerTypeFromTextureTarget(params->mask_resource_lock->target()) != |
| SAMPLER_TYPE_2D) { |
| mask_uv_rect.Scale(params->quad->mask_texture_size.width(), |
| params->quad->mask_texture_size.height()); |
| } |
| if (params->source_needs_flip) { |
| // Mask textures are oriented vertically flipped relative to the |
| // framebuffer and the RenderPass contents texture, so we flip the tex |
| // coords from the RenderPass texture to find the mask texture coords. |
| gl_->Uniform2f( |
| locations.mask_tex_coord_offset, mask_uv_rect.x(), |
| mask_uv_rect.height() / tex_rect.height() + mask_uv_rect.y()); |
| gl_->Uniform2f(locations.mask_tex_coord_scale, |
| mask_uv_rect.width() / tex_rect.width(), |
| -mask_uv_rect.height() / tex_rect.height()); |
| } else { |
| // Tile textures are oriented the same way as mask textures. |
| gl_->Uniform2f(locations.mask_tex_coord_offset, mask_uv_rect.x(), |
| mask_uv_rect.y()); |
| gl_->Uniform2f(locations.mask_tex_coord_scale, |
| mask_uv_rect.width() / tex_rect.width(), |
| mask_uv_rect.height() / tex_rect.height()); |
| } |
| |
| last_texture_unit = 1; |
| } |
| |
| if (locations.edge != -1) |
| gl_->Uniform3fv(locations.edge, 8, params->edge); |
| |
| if (locations.viewport != -1) { |
| float viewport[4] = { |
| static_cast<float>(current_window_space_viewport_.x()), |
| static_cast<float>(current_window_space_viewport_.y()), |
| static_cast<float>(current_window_space_viewport_.width()), |
| static_cast<float>(current_window_space_viewport_.height()), |
| }; |
| gl_->Uniform4fv(locations.viewport, 1, viewport); |
| } |
| |
| if (locations.color_matrix != -1) { |
| float matrix[16]; |
| for (int i = 0; i < 4; ++i) { |
| for (int j = 0; j < 4; ++j) |
| matrix[i * 4 + j] = SkScalarToFloat(params->color_matrix[j * 5 + i]); |
| } |
| gl_->UniformMatrix4fv(locations.color_matrix, 1, false, matrix); |
| } |
| static const float kScale = 1.0f / 255.0f; |
| if (locations.color_offset != -1) { |
| float offset[4]; |
| for (int i = 0; i < 4; ++i) |
| offset[i] = SkScalarToFloat(params->color_matrix[i * 5 + 4]) * kScale; |
| |
| gl_->Uniform4fv(locations.color_offset, 1, offset); |
| } |
| |
| if (locations.backdrop != -1) { |
| DCHECK(params->background_texture || params->background_image_id); |
| DCHECK_NE(locations.backdrop, 0); |
| DCHECK_NE(locations.backdrop_rect, 0); |
| |
| gl_->Uniform1i(locations.backdrop, ++last_texture_unit); |
| |
| gl_->Uniform4f(locations.backdrop_rect, params->background_rect.x(), |
| params->background_rect.y(), params->background_rect.width(), |
| params->background_rect.height()); |
| |
| if (params->background_image_id) { |
| gl_->ActiveTexture(GL_TEXTURE0 + last_texture_unit); |
| gl_->BindTexture(GL_TEXTURE_2D, params->background_image_id); |
| gl_->ActiveTexture(GL_TEXTURE0); |
| if (params->mask_for_background) |
| gl_->Uniform1i(locations.original_backdrop, ++last_texture_unit); |
| } |
| if (params->background_texture) { |
| params->shader_background_sampler_lock = |
| base::MakeUnique<ResourceProvider::ScopedSamplerGL>( |
| resource_provider_, params->background_texture->id(), |
| GL_TEXTURE0 + last_texture_unit, GL_LINEAR); |
| DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D), |
| params->shader_background_sampler_lock->target()); |
| } |
| } |
| |
| SetShaderOpacity(params->quad->shared_quad_state->opacity, locations.alpha); |
| SetShaderQuadF(params->surface_quad, locations.quad); |
| } |
| |
| void GLRenderer::DrawRPDQ(const DrawRenderPassDrawQuadParams& params) { |
| DrawQuadGeometry(params.projection_matrix, params.quad_to_target_transform, |
| params.dst_rect, params.locations.matrix); |
| |
| // Flush the compositor context before the filter bitmap goes out of |
| // scope, so the draw gets processed before the filter texture gets deleted. |
| if (params.filter_image) |
| gl_->Flush(); |
| |
| if (!params.use_shaders_for_blending) |
| RestoreBlendFuncToDefault(params.quad->shared_quad_state->blend_mode); |
| } |
| |
| struct SolidColorProgramUniforms { |
| unsigned program; |
| unsigned matrix_location; |
| unsigned viewport_location; |
| unsigned quad_location; |
| unsigned edge_location; |
| unsigned color_location; |
| }; |
| |
| template <class T> |
| static void SolidColorUniformLocation(T program, |
| SolidColorProgramUniforms* uniforms) { |
| uniforms->program = program->program(); |
| uniforms->matrix_location = program->vertex_shader().matrix_location(); |
| uniforms->viewport_location = program->vertex_shader().viewport_location(); |
| uniforms->quad_location = program->vertex_shader().quad_location(); |
| uniforms->edge_location = program->vertex_shader().edge_location(); |
| uniforms->color_location = program->fragment_shader().color_location(); |
| } |
| |
| namespace { |
| // These functions determine if a quad, clipped by a clip_region contains |
| // the entire {top|bottom|left|right} edge. |
| bool is_top(const gfx::QuadF* clip_region, const DrawQuad* quad) { |
| if (!quad->IsTopEdge()) |
| return false; |
| if (!clip_region) |
| return true; |
| |
| return std::abs(clip_region->p1().y()) < kAntiAliasingEpsilon && |
| std::abs(clip_region->p2().y()) < kAntiAliasingEpsilon; |
| } |
| |
| bool is_bottom(const gfx::QuadF* clip_region, const DrawQuad* quad) { |
| if (!quad->IsBottomEdge()) |
| return false; |
| if (!clip_region) |
| return true; |
| |
| return std::abs(clip_region->p3().y() - |
| quad->shared_quad_state->quad_layer_bounds.height()) < |
| kAntiAliasingEpsilon && |
| std::abs(clip_region->p4().y() - |
| quad->shared_quad_state->quad_layer_bounds.height()) < |
| kAntiAliasingEpsilon; |
| } |
| |
| bool is_left(const gfx::QuadF* clip_region, const DrawQuad* quad) { |
| if (!quad->IsLeftEdge()) |
| return false; |
| if (!clip_region) |
| return true; |
| |
| return std::abs(clip_region->p1().x()) < kAntiAliasingEpsilon && |
| std::abs(clip_region->p4().x()) < kAntiAliasingEpsilon; |
| } |
| |
| bool is_right(const gfx::QuadF* clip_region, const DrawQuad* quad) { |
| if (!quad->IsRightEdge()) |
| return false; |
| if (!clip_region) |
| return true; |
| |
| return std::abs(clip_region->p2().x() - |
| quad->shared_quad_state->quad_layer_bounds.width()) < |
| kAntiAliasingEpsilon && |
| std::abs(clip_region->p3().x() - |
| quad->shared_quad_state->quad_layer_bounds.width()) < |
| kAntiAliasingEpsilon; |
| } |
| } // anonymous namespace |
| |
| static gfx::QuadF GetDeviceQuadWithAntialiasingOnExteriorEdges( |
| const LayerQuad& device_layer_edges, |
| const gfx::Transform& device_transform, |
| const gfx::QuadF& tile_quad, |
| const gfx::QuadF* clip_region, |
| const DrawQuad* quad) { |
| auto tile_rect = gfx::RectF(quad->visible_rect); |
| |
| gfx::PointF bottom_right = tile_quad.p3(); |
| gfx::PointF bottom_left = tile_quad.p4(); |
| gfx::PointF top_left = tile_quad.p1(); |
| gfx::PointF top_right = tile_quad.p2(); |
| bool clipped = false; |
| |
| // Map points to device space. We ignore |clipped|, since the result of |
| // |MapPoint()| still produces a valid point to draw the quad with. When |
| // clipped, the point will be outside of the viewport. See crbug.com/416367. |
| bottom_right = MathUtil::MapPoint(device_transform, bottom_right, &clipped); |
| bottom_left = MathUtil::MapPoint(device_transform, bottom_left, &clipped); |
| top_left = MathUtil::MapPoint(device_transform, top_left, &clipped); |
| top_right = MathUtil::MapPoint(device_transform, top_right, &clipped); |
| |
| LayerQuad::Edge bottom_edge(bottom_right, bottom_left); |
| LayerQuad::Edge left_edge(bottom_left, top_left); |
| LayerQuad::Edge top_edge(top_left, top_right); |
| LayerQuad::Edge right_edge(top_right, bottom_right); |
| |
| // Only apply anti-aliasing to edges not clipped by culling or scissoring. |
| // If an edge is degenerate we do not want to replace it with a "proper" edge |
| // as that will cause the quad to possibly expand is strange ways. |
| if (!top_edge.degenerate() && is_top(clip_region, quad) && |
| tile_rect.y() == quad->rect.y()) { |
| top_edge = device_layer_edges.top(); |
| } |
| if (!left_edge.degenerate() && is_left(clip_region, quad) && |
| tile_rect.x() == quad->rect.x()) { |
| left_edge = device_layer_edges.left(); |
| } |
| if (!right_edge.degenerate() && is_right(clip_region, quad) && |
| tile_rect.right() == quad->rect.right()) { |
| right_edge = device_layer_edges.right(); |
| } |
| if (!bottom_edge.degenerate() && is_bottom(clip_region, quad) && |
| tile_rect.bottom() == quad->rect.bottom()) { |
| bottom_edge = device_layer_edges.bottom(); |
| } |
| |
| float sign = tile_quad.IsCounterClockwise() ? -1 : 1; |
| bottom_edge.scale(sign); |
| left_edge.scale(sign); |
| top_edge.scale(sign); |
| right_edge.scale(sign); |
| |
| // Create device space quad. |
| return LayerQuad(left_edge, top_edge, right_edge, bottom_edge).ToQuadF(); |
| } |
| |
| float GetTotalQuadError(const gfx::QuadF* clipped_quad, |
| const gfx::QuadF* ideal_rect) { |
| return (clipped_quad->p1() - ideal_rect->p1()).LengthSquared() + |
| (clipped_quad->p2() - ideal_rect->p2()).LengthSquared() + |
| (clipped_quad->p3() - ideal_rect->p3()).LengthSquared() + |
| (clipped_quad->p4() - ideal_rect->p4()).LengthSquared(); |
| } |
| |
| // Attempt to rotate the clipped quad until it lines up the most |
| // correctly. This is necessary because we check the edges of this |
| // quad against the expected left/right/top/bottom for anti-aliasing. |
| void AlignQuadToBoundingBox(gfx::QuadF* clipped_quad) { |
| auto bounding_quad = gfx::QuadF(clipped_quad->BoundingBox()); |
| gfx::QuadF best_rotation = *clipped_quad; |
| float least_error_amount = GetTotalQuadError(clipped_quad, &bounding_quad); |
| for (size_t i = 1; i < 4; ++i) { |
| clipped_quad->Realign(1); |
| float new_error = GetTotalQuadError(clipped_quad, &bounding_quad); |
| if (new_error < least_error_amount) { |
| least_error_amount = new_error; |
| best_rotation = *clipped_quad; |
| } |
| } |
| *clipped_quad = best_rotation; |
| } |
| |
| void InflateAntiAliasingDistances(const gfx::QuadF& quad, |
| LayerQuad* device_layer_edges, |
| float edge[24]) { |
| DCHECK(!quad.BoundingBox().IsEmpty()); |
| LayerQuad device_layer_bounds(gfx::QuadF(quad.BoundingBox())); |
| |
| device_layer_edges->InflateAntiAliasingDistance(); |
| device_layer_edges->ToFloatArray(edge); |
| |
| device_layer_bounds.InflateAntiAliasingDistance(); |
| device_layer_bounds.ToFloatArray(&edge[12]); |
| } |
| |
| // static |
| bool GLRenderer::ShouldAntialiasQuad(const gfx::QuadF& device_layer_quad, |
| bool clipped, |
| bool force_aa) { |
| // AAing clipped quads is not supported by the code yet. |
| if (clipped) |
| return false; |
| if (device_layer_quad.BoundingBox().IsEmpty()) |
| return false; |
| if (force_aa) |
| return true; |
| |
| bool is_axis_aligned_in_target = device_layer_quad.IsRectilinear(); |
| bool is_nearest_rect_within_epsilon = |
| is_axis_aligned_in_target && |
| gfx::IsNearestRectWithinDistance(device_layer_quad.BoundingBox(), |
| kAntiAliasingEpsilon); |
| return !is_nearest_rect_within_epsilon; |
| } |
| |
| // static |
| void GLRenderer::SetupQuadForClippingAndAntialiasing( |
| const gfx::Transform& device_transform, |
| const DrawQuad* quad, |
| const gfx::QuadF* aa_quad, |
| const gfx::QuadF* clip_region, |
| gfx::QuadF* local_quad, |
| float edge[24]) { |
| gfx::QuadF rotated_clip; |
| const gfx::QuadF* local_clip_region = clip_region; |
| if (local_clip_region) { |
| rotated_clip = *clip_region; |
| AlignQuadToBoundingBox(&rotated_clip); |
| local_clip_region = &rotated_clip; |
| } |
| |
| if (!aa_quad) { |
| if (local_clip_region) |
| *local_quad = *local_clip_region; |
| return; |
| } |
| |
| LayerQuad device_layer_edges(*aa_quad); |
| InflateAntiAliasingDistances(*aa_quad, &device_layer_edges, edge); |
| |
| // If we have a clip region then we are split, and therefore |
| // by necessity, at least one of our edges is not an external |
| // one. |
| bool is_full_rect = quad->visible_rect == quad->rect; |
| |
| bool region_contains_all_outside_edges = |
| is_full_rect && |
| (is_top(local_clip_region, quad) && is_left(local_clip_region, quad) && |
| is_bottom(local_clip_region, quad) && is_right(local_clip_region, quad)); |
| |
| bool use_aa_on_all_four_edges = |
| !local_clip_region && region_contains_all_outside_edges; |
| |
| gfx::QuadF device_quad; |
| if (use_aa_on_all_four_edges) { |
| device_quad = device_layer_edges.ToQuadF(); |
| } else { |
| gfx::QuadF tile_quad(local_clip_region |
| ? *local_clip_region |
| : gfx::QuadF(gfx::RectF(quad->visible_rect))); |
| device_quad = GetDeviceQuadWithAntialiasingOnExteriorEdges( |
| device_layer_edges, device_transform, tile_quad, local_clip_region, |
| quad); |
| } |
| |
| *local_quad = MapQuadToLocalSpace(device_transform, device_quad); |
| } |
| |
| // static |
| void GLRenderer::SetupRenderPassQuadForClippingAndAntialiasing( |
| const gfx::Transform& device_transform, |
| const RenderPassDrawQuad* quad, |
| const gfx::QuadF* aa_quad, |
| const gfx::QuadF* clip_region, |
| gfx::QuadF* local_quad, |
| float edge[24]) { |
| gfx::QuadF rotated_clip; |
| const gfx::QuadF* local_clip_region = clip_region; |
| if (local_clip_region) { |
| rotated_clip = *clip_region; |
| AlignQuadToBoundingBox(&rotated_clip); |
| local_clip_region = &rotated_clip; |
| } |
| |
| if (!aa_quad) { |
| GetScaledRegion(quad->rect, local_clip_region, local_quad); |
| return; |
| } |
| |
| LayerQuad device_layer_edges(*aa_quad); |
| InflateAntiAliasingDistances(*aa_quad, &device_layer_edges, edge); |
| |
| gfx::QuadF device_quad; |
| |
| // Apply anti-aliasing only to the edges that are not being clipped |
| if (local_clip_region) { |
| gfx::QuadF tile_quad(gfx::RectF(quad->visible_rect)); |
| GetScaledRegion(quad->rect, local_clip_region, &tile_quad); |
| device_quad = GetDeviceQuadWithAntialiasingOnExteriorEdges( |
| device_layer_edges, device_transform, tile_quad, local_clip_region, |
| quad); |
| } else { |
| device_quad = device_layer_edges.ToQuadF(); |
| } |
| |
| *local_quad = MapQuadToLocalSpace(device_transform, device_quad); |
| } |
| |
| void GLRenderer::DrawSolidColorQuad(const DrawingFrame* frame, |
| const SolidColorDrawQuad* quad, |
| const gfx::QuadF* clip_region) { |
| gfx::Rect tile_rect = quad->visible_rect; |
| |
| SkColor color = quad->color; |
| float opacity = quad->shared_quad_state->opacity; |
| float alpha = (SkColorGetA(color) * (1.0f / 255.0f)) * opacity; |
| |
| // Early out if alpha is small enough that quad doesn't contribute to output. |
| if (alpha < std::numeric_limits<float>::epsilon() && |
| quad->ShouldDrawWithBlending()) |
| return; |
| |
| gfx::Transform device_transform = |
| frame->window_matrix * frame->projection_matrix * |
| quad->shared_quad_state->quad_to_target_transform; |
| device_transform.FlattenTo2d(); |
| if (!device_transform.IsInvertible()) |
| return; |
| |
| auto local_quad = gfx::QuadF(gfx::RectF(tile_rect)); |
| |
| gfx::QuadF device_layer_quad; |
| bool use_aa = false; |
| bool allow_aa = settings_->allow_antialiasing && |
| !quad->force_anti_aliasing_off && quad->IsEdge(); |
| |
| if (allow_aa) { |
| bool clipped = false; |
| bool force_aa = false; |
| device_layer_quad = MathUtil::MapQuad( |
| device_transform, |
| gfx::QuadF( |
| gfx::RectF(quad->shared_quad_state->visible_quad_layer_rect)), |
| &clipped); |
| use_aa = ShouldAntialiasQuad(device_layer_quad, clipped, force_aa); |
| } |
| |
| float edge[24]; |
| const gfx::QuadF* aa_quad = use_aa ? &device_layer_quad : nullptr; |
| SetupQuadForClippingAndAntialiasing(device_transform, quad, aa_quad, |
| clip_region, &local_quad, edge); |
| |
| SolidColorProgramUniforms uniforms; |
| if (use_aa) { |
| SolidColorUniformLocation(GetSolidColorProgramAA(), &uniforms); |
| } else { |
| SolidColorUniformLocation(GetSolidColorProgram(), &uniforms); |
| } |
| SetUseProgram(uniforms.program); |
| |
| gl_->Uniform4f(uniforms.color_location, |
| (SkColorGetR(color) * (1.0f / 255.0f)) * alpha, |
| (SkColorGetG(color) * (1.0f / 255.0f)) * alpha, |
| (SkColorGetB(color) * (1.0f / 255.0f)) * alpha, alpha); |
| if (use_aa) { |
| float viewport[4] = { |
| static_cast<float>(current_window_space_viewport_.x()), |
| static_cast<float>(current_window_space_viewport_.y()), |
| static_cast<float>(current_window_space_viewport_.width()), |
| static_cast<float>(current_window_space_viewport_.height()), |
| }; |
| gl_->Uniform4fv(uniforms.viewport_location, 1, viewport); |
| gl_->Uniform3fv(uniforms.edge_location, 8, edge); |
| } |
| |
| // Enable blending when the quad properties require it or if we decided |
| // to use antialiasing. |
| SetBlendEnabled(quad->ShouldDrawWithBlending() || use_aa); |
| |
| // Antialising requires a normalized quad, but this could lead to floating |
| // point precision errors, so only normalize when antialising is on. |
| if (use_aa) { |
| // Normalize to tile_rect. |
| local_quad.Scale(1.0f / tile_rect.width(), 1.0f / tile_rect.height()); |
| |
| SetShaderQuadF(local_quad, uniforms.quad_location); |
| |
| // 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 |
| // quad_rect. |
| gfx::RectF centered_rect( |
| gfx::PointF(-0.5f * tile_rect.width(), -0.5f * tile_rect.height()), |
| gfx::SizeF(tile_rect.size())); |
| DrawQuadGeometry(frame->projection_matrix, |
| quad->shared_quad_state->quad_to_target_transform, |
| centered_rect, uniforms.matrix_location); |
| } else { |
| PrepareGeometry(SHARED_BINDING); |
| SetShaderQuadF(local_quad, uniforms.quad_location); |
| static float gl_matrix[16]; |
| ToGLMatrix(&gl_matrix[0], |
| frame->projection_matrix * |
| quad->shared_quad_state->quad_to_target_transform); |
| gl_->UniformMatrix4fv(uniforms.matrix_location, 1, false, &gl_matrix[0]); |
| |
| gl_->DrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0); |
| } |
| } |
| |
| struct TileProgramUniforms { |
| unsigned program; |
| unsigned matrix_location; |
| unsigned viewport_location; |
| unsigned quad_location; |
| unsigned edge_location; |
| unsigned vertex_tex_transform_location; |
| unsigned sampler_location; |
| unsigned fragment_tex_transform_location; |
| unsigned alpha_location; |
| }; |
| |
| template <class T> |
| static void TileUniformLocation(T program, TileProgramUniforms* uniforms) { |
| uniforms->program = program->program(); |
| uniforms->matrix_location = program->vertex_shader().matrix_location(); |
| uniforms->viewport_location = program->vertex_shader().viewport_location(); |
| uniforms->quad_location = program->vertex_shader().quad_location(); |
| uniforms->edge_location = program->vertex_shader().edge_location(); |
| uniforms->vertex_tex_transform_location = |
| program->vertex_shader().vertex_tex_transform_location(); |
| |
| uniforms->sampler_location = program->fragment_shader().sampler_location(); |
| uniforms->alpha_location = program->fragment_shader().alpha_location(); |
| uniforms->fragment_tex_transform_location = |
| program->fragment_shader().fragment_tex_transform_location(); |
| } |
| |
| void GLRenderer::DrawTileQuad(const DrawingFrame* frame, |
| const TileDrawQuad* quad, |
| const gfx::QuadF* clip_region) { |
| DrawContentQuad(frame, quad, quad->resource_id(), clip_region); |
| } |
| |
| void GLRenderer::DrawContentQuad(const DrawingFrame* frame, |
| const ContentDrawQuadBase* quad, |
| ResourceId resource_id, |
| const gfx::QuadF* clip_region) { |
| gfx::Transform device_transform = |
| frame->window_matrix * frame->projection_matrix * |
| quad->shared_quad_state->quad_to_target_transform; |
| device_transform.FlattenTo2d(); |
| |
| gfx::QuadF device_layer_quad; |
| bool use_aa = false; |
| bool allow_aa = settings_->allow_antialiasing && quad->IsEdge(); |
| if (allow_aa) { |
| bool clipped = false; |
| bool force_aa = false; |
| device_layer_quad = MathUtil::MapQuad( |
| device_transform, |
| gfx::QuadF( |
| gfx::RectF(quad->shared_quad_state->visible_quad_layer_rect)), |
| &clipped); |
| use_aa = ShouldAntialiasQuad(device_layer_quad, clipped, force_aa); |
| } |
| |
| // TODO(timav): simplify coordinate transformations in DrawContentQuadAA |
| // similar to the way DrawContentQuadNoAA works and then consider |
| // combining DrawContentQuadAA and DrawContentQuadNoAA into one method. |
| if (use_aa) |
| DrawContentQuadAA(frame, quad, resource_id, device_transform, |
| device_layer_quad, clip_region); |
| else |
| DrawContentQuadNoAA(frame, quad, resource_id, clip_region); |
| } |
| |
| void GLRenderer::DrawContentQuadAA(const DrawingFrame* frame, |
| const ContentDrawQuadBase* quad, |
| ResourceId resource_id, |
| const gfx::Transform& device_transform, |
| const gfx::QuadF& aa_quad, |
| const gfx::QuadF* clip_region) { |
| if (!device_transform.IsInvertible()) |
| return; |
| |
| gfx::Rect tile_rect = quad->visible_rect; |
| |
| gfx::RectF tex_coord_rect = MathUtil::ScaleRectProportional( |
| quad->tex_coord_rect, gfx::RectF(quad->rect), gfx::RectF(tile_rect)); |
| float tex_to_geom_scale_x = quad->rect.width() / quad->tex_coord_rect.width(); |
| float tex_to_geom_scale_y = |
| quad->rect.height() / quad->tex_coord_rect.height(); |
| |
| gfx::RectF clamp_geom_rect(tile_rect); |
| gfx::RectF clamp_tex_rect(tex_coord_rect); |
| // 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. |
| float tex_clamp_x = |
| std::min(0.5f, 0.5f * clamp_tex_rect.width() - kAntiAliasingEpsilon); |
| float tex_clamp_y = |
| std::min(0.5f, 0.5f * clamp_tex_rect.height() - kAntiAliasingEpsilon); |
| float geom_clamp_x = |
| std::min(tex_clamp_x * tex_to_geom_scale_x, |
| 0.5f * clamp_geom_rect.width() - kAntiAliasingEpsilon); |
| float geom_clamp_y = |
| std::min(tex_clamp_y * tex_to_geom_scale_y, |
| 0.5f * clamp_geom_rect.height() - kAntiAliasingEpsilon); |
| clamp_geom_rect.Inset(geom_clamp_x, geom_clamp_y, geom_clamp_x, geom_clamp_y); |
| clamp_tex_rect.Inset(tex_clamp_x, tex_clamp_y, tex_clamp_x, tex_clamp_y); |
| |
| // Map clamping rectangle to unit square. |
| float vertex_tex_translate_x = -clamp_geom_rect.x() / clamp_geom_rect.width(); |
| float vertex_tex_translate_y = |
| -clamp_geom_rect.y() / clamp_geom_rect.height(); |
| float vertex_tex_scale_x = tile_rect.width() / clamp_geom_rect.width(); |
| float vertex_tex_scale_y = tile_rect.height() / clamp_geom_rect.height(); |
| |
| TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired( |
| gl_, &highp_threshold_cache_, highp_threshold_min_, quad->texture_size); |
| |
| auto local_quad = gfx::QuadF(gfx::RectF(tile_rect)); |
| float edge[24]; |
| SetupQuadForClippingAndAntialiasing(device_transform, quad, &aa_quad, |
| clip_region, &local_quad, edge); |
| ResourceProvider::ScopedSamplerGL quad_resource_lock( |
| resource_provider_, resource_id, |
| quad->nearest_neighbor ? GL_NEAREST : GL_LINEAR); |
| SamplerType sampler = |
| SamplerTypeFromTextureTarget(quad_resource_lock.target()); |
| |
| float fragment_tex_translate_x = clamp_tex_rect.x(); |
| float fragment_tex_translate_y = clamp_tex_rect.y(); |
| float fragment_tex_scale_x = clamp_tex_rect.width(); |
| float fragment_tex_scale_y = clamp_tex_rect.height(); |
| |
| // Map to normalized texture coordinates. |
| if (sampler != SAMPLER_TYPE_2D_RECT) { |
| gfx::Size texture_size = quad->texture_size; |
| DCHECK(!texture_size.IsEmpty()); |
| fragment_tex_translate_x /= texture_size.width(); |
| fragment_tex_translate_y /= texture_size.height(); |
| fragment_tex_scale_x /= texture_size.width(); |
| fragment_tex_scale_y /= texture_size.height(); |
| } |
| |
| TileProgramUniforms uniforms; |
| if (quad->swizzle_contents) { |
| TileUniformLocation(GetTileProgramSwizzleAA(tex_coord_precision, sampler), |
| &uniforms); |
| } else { |
| TileUniformLocation(GetTileProgramAA(tex_coord_precision, sampler), |
| &uniforms); |
| } |
| |
| SetUseProgram(uniforms.program); |
| gl_->Uniform1i(uniforms.sampler_location, 0); |
| |
| float viewport[4] = { |
| static_cast<float>(current_window_space_viewport_.x()), |
| static_cast<float>(current_window_space_viewport_.y()), |
| static_cast<float>(current_window_space_viewport_.width()), |
| static_cast<float>(current_window_space_viewport_.height()), |
| }; |
| gl_->Uniform4fv(uniforms.viewport_location, 1, viewport); |
| gl_->Uniform3fv(uniforms.edge_location, 8, edge); |
| |
| gl_->Uniform4f(uniforms.vertex_tex_transform_location, vertex_tex_translate_x, |
| vertex_tex_translate_y, vertex_tex_scale_x, |
| vertex_tex_scale_y); |
| gl_->Uniform4f(uniforms.fragment_tex_transform_location, |
| fragment_tex_translate_x, fragment_tex_translate_y, |
| fragment_tex_scale_x, fragment_tex_scale_y); |
| |
| // Blending is required for antialiasing. |
| SetBlendEnabled(true); |
| |
| // Normalize to tile_rect. |
| local_quad.Scale(1.0f / tile_rect.width(), 1.0f / tile_rect.height()); |
| |
| SetShaderOpacity(quad->shared_quad_state->opacity, uniforms.alpha_location); |
| SetShaderQuadF(local_quad, uniforms.quad_location); |
| |
| // 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 quad_rect. |
| gfx::RectF centered_rect( |
| gfx::PointF(-0.5f * tile_rect.width(), -0.5f * tile_rect.height()), |
| gfx::SizeF(tile_rect.size())); |
| DrawQuadGeometry(frame->projection_matrix, |
| quad->shared_quad_state->quad_to_target_transform, |
| centered_rect, uniforms.matrix_location); |
| } |
| |
| void GLRenderer::DrawContentQuadNoAA(const DrawingFrame* frame, |
| const ContentDrawQuadBase* quad, |
| ResourceId resource_id, |
| const gfx::QuadF* clip_region) { |
| gfx::RectF tex_coord_rect = MathUtil::ScaleRectProportional( |
| quad->tex_coord_rect, gfx::RectF(quad->rect), |
| gfx::RectF(quad->visible_rect)); |
| float tex_to_geom_scale_x = quad->rect.width() / quad->tex_coord_rect.width(); |
| float tex_to_geom_scale_y = |
| quad->rect.height() / quad->tex_coord_rect.height(); |
| |
| bool scaled = (tex_to_geom_scale_x != 1.f || tex_to_geom_scale_y != 1.f); |
| GLenum filter = (scaled || |
| !quad->shared_quad_state->quad_to_target_transform |
| .IsIdentityOrIntegerTranslation()) && |
| !quad->nearest_neighbor |
| ? GL_LINEAR |
| : GL_NEAREST; |
| |
| ResourceProvider::ScopedSamplerGL quad_resource_lock( |
| resource_provider_, resource_id, filter); |
| SamplerType sampler = |
| SamplerTypeFromTextureTarget(quad_resource_lock.target()); |
| |
| float vertex_tex_translate_x = tex_coord_rect.x(); |
| float vertex_tex_translate_y = tex_coord_rect.y(); |
| float vertex_tex_scale_x = tex_coord_rect.width(); |
| float vertex_tex_scale_y = tex_coord_rect.height(); |
| |
| // Map to normalized texture coordinates. |
| if (sampler != SAMPLER_TYPE_2D_RECT) { |
| gfx::Size texture_size = quad->texture_size; |
| DCHECK(!texture_size.IsEmpty()); |
| vertex_tex_translate_x /= texture_size.width(); |
| vertex_tex_translate_y /= texture_size.height(); |
| vertex_tex_scale_x /= texture_size.width(); |
| vertex_tex_scale_y /= texture_size.height(); |
| } |
| |
| TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired( |
| gl_, &highp_threshold_cache_, highp_threshold_min_, quad->texture_size); |
| |
| TileProgramUniforms uniforms; |
| if (quad->ShouldDrawWithBlending()) { |
| if (quad->swizzle_contents) { |
| TileUniformLocation(GetTileProgramSwizzle(tex_coord_precision, sampler), |
| &uniforms); |
| } else { |
| TileUniformLocation(GetTileProgram(tex_coord_precision, sampler), |
| &uniforms); |
| } |
| } else { |
| if (quad->swizzle_contents) { |
| TileUniformLocation( |
| GetTileProgramSwizzleOpaque(tex_coord_precision, sampler), &uniforms); |
| } else { |
| TileUniformLocation(GetTileProgramOpaque(tex_coord_precision, sampler), |
| &uniforms); |
| } |
| } |
| |
| SetUseProgram(uniforms.program); |
| gl_->Uniform1i(uniforms.sampler_location, 0); |
| |
| gl_->Uniform4f(uniforms.vertex_tex_transform_location, vertex_tex_translate_x, |
| vertex_tex_translate_y, vertex_tex_scale_x, |
| vertex_tex_scale_y); |
| |
| SetBlendEnabled(quad->ShouldDrawWithBlending()); |
| |
| SetShaderOpacity(quad->shared_quad_state->opacity, uniforms.alpha_location); |
| |
| // Pass quad coordinates to the uniform in the same order as GeometryBinding |
| // does, then vertices will match the texture mapping in the vertex buffer. |
| // The method SetShaderQuadF() changes the order of vertices and so it's |
| // not used here. |
| auto tile_quad = gfx::QuadF(gfx::RectF(quad->visible_rect)); |
| float width = quad->visible_rect.width(); |
| float height = quad->visible_rect.height(); |
| auto top_left = gfx::PointF(quad->visible_rect.origin()); |
| if (clip_region) { |
| tile_quad = *clip_region; |
| float gl_uv[8] = { |
| (tile_quad.p4().x() - top_left.x()) / width, |
| (tile_quad.p4().y() - top_left.y()) / height, |
| (tile_quad.p1().x() - top_left.x()) / width, |
| (tile_quad.p1().y() - top_left.y()) / height, |
| (tile_quad.p2().x() - top_left.x()) / width, |
| (tile_quad.p2().y() - top_left.y()) / height, |
| (tile_quad.p3().x() - top_left.x()) / width, |
| (tile_quad.p3().y() - top_left.y()) / height, |
| }; |
| PrepareGeometry(CLIPPED_BINDING); |
| clipped_geometry_->InitializeCustomQuadWithUVs( |
| gfx::QuadF(gfx::RectF(quad->visible_rect)), gl_uv); |
| } else { |
| PrepareGeometry(SHARED_BINDING); |
| } |
| float gl_quad[8] = { |
| tile_quad.p4().x(), tile_quad.p4().y(), tile_quad.p1().x(), |
| tile_quad.p1().y(), tile_quad.p2().x(), tile_quad.p2().y(), |
| tile_quad.p3().x(), tile_quad.p3().y(), |
| }; |
| gl_->Uniform2fv(uniforms.quad_location, 4, gl_quad); |
| |
| static float gl_matrix[16]; |
| ToGLMatrix(&gl_matrix[0], |
| frame->projection_matrix * |
| quad->shared_quad_state->quad_to_target_transform); |
| gl_->UniformMatrix4fv(uniforms.matrix_location, 1, false, &gl_matrix[0]); |
| |
| gl_->DrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0); |
| } |
| |
| void GLRenderer::DrawYUVVideoQuad(const DrawingFrame* frame, |
| const YUVVideoDrawQuad* quad, |
| const gfx::QuadF* clip_region) { |
| SetBlendEnabled(quad->ShouldDrawWithBlending()); |
| |
| TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired( |
| gl_, &highp_threshold_cache_, highp_threshold_min_, |
| quad->shared_quad_state->visible_quad_layer_rect.bottom_right()); |
| |
| bool use_alpha_plane = quad->a_plane_resource_id() != 0; |
| bool use_nv12 = quad->v_plane_resource_id() == quad->u_plane_resource_id(); |
| bool use_color_lut = |
| base::FeatureList::IsEnabled(media::kVideoColorManagement); |
| DCHECK(!(use_nv12 && use_alpha_plane)); |
| |
| ResourceProvider::ScopedSamplerGL y_plane_lock( |
| resource_provider_, quad->y_plane_resource_id(), GL_TEXTURE1, GL_LINEAR); |
| ResourceProvider::ScopedSamplerGL u_plane_lock( |
| resource_provider_, quad->u_plane_resource_id(), GL_TEXTURE2, GL_LINEAR); |
| DCHECK_EQ(y_plane_lock.target(), u_plane_lock.target()); |
| // TODO(jbauman): Use base::Optional when available. |
| std::unique_ptr<ResourceProvider::ScopedSamplerGL> v_plane_lock; |
| if (!use_nv12) { |
| v_plane_lock.reset(new ResourceProvider::ScopedSamplerGL( |
| resource_provider_, quad->v_plane_resource_id(), GL_TEXTURE3, |
| GL_LINEAR)); |
| DCHECK_EQ(y_plane_lock.target(), v_plane_lock->target()); |
| } |
| std::unique_ptr<ResourceProvider::ScopedSamplerGL> a_plane_lock; |
| if (use_alpha_plane) { |
| a_plane_lock.reset(new ResourceProvider::ScopedSamplerGL( |
| resource_provider_, quad->a_plane_resource_id(), GL_TEXTURE4, |
| GL_LINEAR)); |
| DCHECK_EQ(y_plane_lock.target(), a_plane_lock->target()); |
| } |
| |
| // All planes must have the same sampler type. |
| SamplerType sampler = SamplerTypeFromTextureTarget(y_plane_lock.target()); |
| |
| int matrix_location = -1; |
| int ya_tex_scale_location = -1; |
| int ya_tex_offset_location = -1; |
| int uv_tex_scale_location = -1; |
| int uv_tex_offset_location = -1; |
| int ya_clamp_rect_location = -1; |
| int uv_clamp_rect_location = -1; |
| int y_texture_location = -1; |
| int u_texture_location = -1; |
| int v_texture_location = -1; |
| int uv_texture_location = -1; |
| int a_texture_location = -1; |
| int lut_texture_location = -1; |
| int yuv_matrix_location = -1; |
| int yuv_adj_location = -1; |
| int alpha_location = -1; |
| int resource_multiplier_location = -1; |
| int resource_offset_location = -1; |
| const VideoYUVProgram* program = GetVideoYUVProgram( |
| tex_coord_precision, sampler, use_alpha_plane, use_nv12, use_color_lut); |
| DCHECK(program && (program->initialized() || IsContextLost())); |
| SetUseProgram(program->program()); |
| matrix_location = program->vertex_shader().matrix_location(); |
| ya_tex_scale_location = program->vertex_shader().ya_tex_scale_location(); |
| ya_tex_offset_location = program->vertex_shader().ya_tex_offset_location(); |
| uv_tex_scale_location = program->vertex_shader().uv_tex_scale_location(); |
| uv_tex_offset_location = program->vertex_shader().uv_tex_offset_location(); |
| y_texture_location = program->fragment_shader().y_texture_location(); |
| u_texture_location = program->fragment_shader().u_texture_location(); |
| v_texture_location = program->fragment_shader().v_texture_location(); |
| uv_texture_location = program->fragment_shader().uv_texture_location(); |
| a_texture_location = program->fragment_shader().a_texture_location(); |
| lut_texture_location = program->fragment_shader().lut_texture_location(); |
| yuv_matrix_location = program->fragment_shader().yuv_matrix_location(); |
| yuv_adj_location = program->fragment_shader().yuv_adj_location(); |
| ya_clamp_rect_location = program->fragment_shader().ya_clamp_rect_location(); |
| uv_clamp_rect_location = program->fragment_shader().uv_clamp_rect_location(); |
| alpha_location = program->fragment_shader().alpha_location(); |
| resource_multiplier_location = |
| program->fragment_shader().resource_multiplier_location(); |
| resource_offset_location = |
| program->fragment_shader().resource_offset_location(); |
| |
| gfx::SizeF ya_tex_scale(1.0f, 1.0f); |
| gfx::SizeF uv_tex_scale(1.0f, 1.0f); |
| if (sampler != SAMPLER_TYPE_2D_RECT) { |
| DCHECK(!quad->ya_tex_size.IsEmpty()); |
| DCHECK(!quad->uv_tex_size.IsEmpty()); |
| ya_tex_scale = gfx::SizeF(1.0f / quad->ya_tex_size.width(), |
| 1.0f / quad->ya_tex_size.height()); |
| uv_tex_scale = gfx::SizeF(1.0f / quad->uv_tex_size.width(), |
| 1.0f / quad->uv_tex_size.height()); |
| } |
| |
| float ya_vertex_tex_translate_x = |
| quad->ya_tex_coord_rect.x() * ya_tex_scale.width(); |
| float ya_vertex_tex_translate_y = |
| quad->ya_tex_coord_rect.y() * ya_tex_scale.height(); |
| float ya_vertex_tex_scale_x = |
| quad->ya_tex_coord_rect.width() * ya_tex_scale.width(); |
| float ya_vertex_tex_scale_y = |
| quad->ya_tex_coord_rect.height() * ya_tex_scale.height(); |
| |
| float uv_vertex_tex_translate_x = |
| quad->uv_tex_coord_rect.x() * uv_tex_scale.width(); |
| float uv_vertex_tex_translate_y = |
| quad->uv_tex_coord_rect.y() * uv_tex_scale.height(); |
| float uv_vertex_tex_scale_x = |
| quad->uv_tex_coord_rect.width() * uv_tex_scale.width(); |
| float uv_vertex_tex_scale_y = |
| quad->uv_tex_coord_rect.height() * uv_tex_scale.height(); |
| |
| gl_->Uniform2f(ya_tex_scale_location, ya_vertex_tex_scale_x, |
| ya_vertex_tex_scale_y); |
| gl_->Uniform2f(ya_tex_offset_location, ya_vertex_tex_translate_x, |
| ya_vertex_tex_translate_y); |
| gl_->Uniform2f(uv_tex_scale_location, uv_vertex_tex_scale_x, |
| uv_vertex_tex_scale_y); |
| gl_->Uniform2f(uv_tex_offset_location, uv_vertex_tex_translate_x, |
| uv_vertex_tex_translate_y); |
| |
| gfx::RectF ya_clamp_rect(ya_vertex_tex_translate_x, ya_vertex_tex_translate_y, |
| ya_vertex_tex_scale_x, ya_vertex_tex_scale_y); |
| ya_clamp_rect.Inset(0.5f * ya_tex_scale.width(), |
| 0.5f * ya_tex_scale.height()); |
| gfx::RectF uv_clamp_rect(uv_vertex_tex_translate_x, uv_vertex_tex_translate_y, |
| uv_vertex_tex_scale_x, uv_vertex_tex_scale_y); |
| uv_clamp_rect.Inset(0.5f * uv_tex_scale.width(), |
| 0.5f * uv_tex_scale.height()); |
| gl_->Uniform4f(ya_clamp_rect_location, ya_clamp_rect.x(), ya_clamp_rect.y(), |
| ya_clamp_rect.right(), ya_clamp_rect.bottom()); |
| gl_->Uniform4f(uv_clamp_rect_location, uv_clamp_rect.x(), uv_clamp_rect.y(), |
| uv_clamp_rect.right(), uv_clamp_rect.bottom()); |
| |
| gl_->Uniform1i(y_texture_location, 1); |
| if (use_nv12) { |
| gl_->Uniform1i(uv_texture_location, 2); |
| } else { |
| gl_->Uniform1i(u_texture_location, 2); |
| gl_->Uniform1i(v_texture_location, 3); |
| } |
| if (use_alpha_plane) |
| gl_->Uniform1i(a_texture_location, 4); |
| |
| // 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 yuv_to_rgb_rec601[9] = { |
| 1.164f, 1.164f, 1.164f, 0.0f, -.391f, 2.018f, 1.596f, -.813f, 0.0f, |
| }; |
| float yuv_to_rgb_jpeg[9] = { |
| 1.f, 1.f, 1.f, 0.0f, -.34414f, 1.772f, 1.402f, -.71414f, 0.0f, |
| }; |
| float yuv_to_rgb_rec709[9] = { |
| 1.164f, 1.164f, 1.164f, 0.0f, -0.213f, 2.112f, 1.793f, -0.533f, 0.0f, |
| }; |
| |
| // 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 yuv_adjust_constrained[3] = { |
| -16.f, -128.f, -128.f, |
| }; |
| |
| // Same as above, but without the head and footroom. |
| float yuv_adjust_full[3] = { |
| 0.0f, -128.f, -128.f, |
| }; |
| |
| float* yuv_to_rgb = NULL; |
| float* yuv_adjust = NULL; |
| |
| switch (quad->color_space) { |
| case YUVVideoDrawQuad::REC_601: |
| yuv_to_rgb = yuv_to_rgb_rec601; |
| yuv_adjust = yuv_adjust_constrained; |
| break; |
| case YUVVideoDrawQuad::REC_709: |
| yuv_to_rgb = yuv_to_rgb_rec709; |
| yuv_adjust = yuv_adjust_constrained; |
| break; |
| case YUVVideoDrawQuad::JPEG: |
| yuv_to_rgb = yuv_to_rgb_jpeg; |
| yuv_adjust = yuv_adjust_full; |
| break; |
| } |
| |
| float yuv_to_rgb_multiplied[9]; |
| float yuv_adjust_with_offset[3]; |
| |
| // Formula according to BT.601-7 section 2.5.3. |
| DCHECK_LE(YUVVideoDrawQuad::kMinBitsPerChannel, quad->bits_per_channel); |
| DCHECK_LE(quad->bits_per_channel, YUVVideoDrawQuad::kMaxBitsPerChannel); |
| float adjustment_multiplier = (1 << (quad->bits_per_channel - 8)) * 1.0f / |
| ((1 << quad->bits_per_channel) - 1); |
| |
| for (int i = 0; i < 9; ++i) |
| yuv_to_rgb_multiplied[i] = yuv_to_rgb[i] * quad->resource_multiplier; |
| |
| for (int i = 0; i < 3; ++i) { |
| yuv_adjust_with_offset[i] = |
| yuv_adjust[i] * adjustment_multiplier / quad->resource_multiplier - |
| quad->resource_offset; |
| } |
| |
| if (lut_texture_location != -1) { |
| unsigned int lut_texture = color_lut_cache_.GetLUT( |
| quad->video_color_space, frame->device_color_space, 17); |
| gl_->ActiveTexture(GL_TEXTURE5); |
| gl_->BindTexture(GL_TEXTURE_2D, lut_texture); |
| gl_->Uniform1i(lut_texture_location, 5); |
| gl_->ActiveTexture(GL_TEXTURE0); |
| } |
| |
| if (resource_multiplier_location != -1) { |
| gl_->Uniform1f(resource_multiplier_location, quad->resource_multiplier); |
| } |
| |
| if (resource_offset_location != -1) { |
| gl_->Uniform1f(resource_offset_location, quad->resource_offset); |
| } |
| |
| // 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 quad_rect. |
| auto tile_rect = gfx::RectF(quad->rect); |
| if (yuv_matrix_location != -1) { |
| gl_->UniformMatrix3fv(yuv_matrix_location, 1, 0, yuv_to_rgb_multiplied); |
| } |
| |
| if (yuv_adj_location) { |
| gl_->Uniform3fv(yuv_adj_location, 1, yuv_adjust_with_offset); |
| } |
| |
| SetShaderOpacity(quad->shared_quad_state->opacity, alpha_location); |
| if (!clip_region) { |
| DrawQuadGeometry(frame->projection_matrix, |
| quad->shared_quad_state->quad_to_target_transform, |
| tile_rect, matrix_location); |
| } else { |
| float uvs[8] = {0}; |
| GetScaledUVs(quad->visible_rect, clip_region, uvs); |
| gfx::QuadF region_quad = *clip_region; |
| region_quad.Scale(1.0f / tile_rect.width(), 1.0f / tile_rect.height()); |
| region_quad -= gfx::Vector2dF(0.5f, 0.5f); |
| DrawQuadGeometryClippedByQuadF( |
| frame, quad->shared_quad_state->quad_to_target_transform, tile_rect, |
| region_quad, matrix_location, uvs); |
| } |
| } |
| |
| void GLRenderer::DrawStreamVideoQuad(const DrawingFrame* frame, |
| const StreamVideoDrawQuad* quad, |
| const gfx::QuadF* clip_region) { |
| SetBlendEnabled(quad->ShouldDrawWithBlending()); |
| |
| static float gl_matrix[16]; |
| |
| DCHECK(output_surface_->context_provider() |
| ->ContextCapabilities() |
| .egl_image_external); |
| |
| TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired( |
| gl_, &highp_threshold_cache_, highp_threshold_min_, |
| quad->shared_quad_state->visible_quad_layer_rect.bottom_right()); |
| |
| const VideoStreamTextureProgram* program = |
| GetVideoStreamTextureProgram(tex_coord_precision); |
| SetUseProgram(program->program()); |
| |
| ToGLMatrix(&gl_matrix[0], quad->matrix); |
| |
| ResourceProvider::ScopedReadLockGL lock(resource_provider_, |
| quad->resource_id()); |
| |
| DCHECK_EQ(GL_TEXTURE0, GetActiveTextureUnit(gl_)); |
| gl_->BindTexture(GL_TEXTURE_EXTERNAL_OES, lock.texture_id()); |
| |
| gl_->UniformMatrix4fvStreamTextureMatrixCHROMIUM( |
| program->vertex_shader().tex_matrix_location(), false, gl_matrix); |
| |
| gl_->Uniform1i(program->fragment_shader().sampler_location(), 0); |
| |
| SetShaderOpacity(quad->shared_quad_state->opacity, |
| program->fragment_shader().alpha_location()); |
| if (!clip_region) { |
| DrawQuadGeometry(frame->projection_matrix, |
| quad->shared_quad_state->quad_to_target_transform, |
| gfx::RectF(quad->rect), |
| program->vertex_shader().matrix_location()); |
| } else { |
| gfx::QuadF region_quad(*clip_region); |
| region_quad.Scale(1.0f / quad->rect.width(), 1.0f / quad->rect.height()); |
| region_quad -= gfx::Vector2dF(0.5f, 0.5f); |
| float uvs[8] = {0}; |
| GetScaledUVs(quad->visible_rect, clip_region, uvs); |
| DrawQuadGeometryClippedByQuadF( |
| frame, quad->shared_quad_state->quad_to_target_transform, |
| gfx::RectF(quad->rect), region_quad, |
| program->vertex_shader().matrix_location(), uvs); |
| } |
| } |
| |
| struct TextureProgramBinding { |
| template <class Program> |
| void Set(Program* program) { |
| DCHECK(program); |
| program_id = program->program(); |
| sampler_location = program->fragment_shader().sampler_location(); |
| matrix_location = program->vertex_shader().matrix_location(); |
| background_color_location = |
| program->fragment_shader().background_color_location(); |
| } |
| int program_id; |
| int sampler_location; |
| int matrix_location; |
| int transform_location; |
| int background_color_location; |
| }; |
| |
| struct TexTransformTextureProgramBinding : TextureProgramBinding { |
| template <class Program> |
| void Set(Program* program) { |
| TextureProgramBinding::Set(program); |
| tex_transform_location = program->vertex_shader().tex_transform_location(); |
| vertex_opacity_location = |
| program->vertex_shader().vertex_opacity_location(); |
| } |
| int tex_transform_location; |
| int vertex_opacity_location; |
| }; |
| |
| void GLRenderer::FlushTextureQuadCache(BoundGeometry flush_binding) { |
| // Check to see if we have anything to draw. |
| if (draw_cache_.program_id == -1) |
| return; |
| |
| PrepareGeometry(flush_binding); |
| |
| // Set the correct blending mode. |
| SetBlendEnabled(draw_cache_.needs_blending); |
| |
| // Bind the program to the GL state. |
| SetUseProgram(draw_cache_.program_id); |
| |
| // Bind the correct texture sampler location. |
| gl_->Uniform1i(draw_cache_.sampler_location, 0); |
| |
| // Assume the current active textures is 0. |
| ResourceProvider::ScopedSamplerGL locked_quad( |
| resource_provider_, |
| draw_cache_.resource_id, |
| draw_cache_.nearest_neighbor ? GL_NEAREST : GL_LINEAR); |
| DCHECK_EQ(GL_TEXTURE0, GetActiveTextureUnit(gl_)); |
| gl_->BindTexture(locked_quad.target(), locked_quad.texture_id()); |
| |
| static_assert(sizeof(Float4) == 4 * sizeof(float), |
| "Float4 struct should be densely packed"); |
| static_assert(sizeof(Float16) == 16 * sizeof(float), |
| "Float16 struct should be densely packed"); |
| |
| // Upload the tranforms for both points and uvs. |
| gl_->UniformMatrix4fv( |
| static_cast<int>(draw_cache_.matrix_location), |
| static_cast<int>(draw_cache_.matrix_data.size()), false, |
| reinterpret_cast<float*>(&draw_cache_.matrix_data.front())); |
| gl_->Uniform4fv(static_cast<int>(draw_cache_.uv_xform_location), |
| static_cast<int>(draw_cache_.uv_xform_data.size()), |
| reinterpret_cast<float*>(&draw_cache_.uv_xform_data.front())); |
| |
| if (draw_cache_.background_color != SK_ColorTRANSPARENT) { |
| Float4 background_color = PremultipliedColor(draw_cache_.background_color); |
| gl_->Uniform4fv(draw_cache_.background_color_location, 1, |
| background_color.data); |
| } |
| |
| gl_->Uniform1fv( |
| static_cast<int>(draw_cache_.vertex_opacity_location), |
| static_cast<int>(draw_cache_.vertex_opacity_data.size()), |
| static_cast<float*>(&draw_cache_.vertex_opacity_data.front())); |
| |
| DCHECK_LE(draw_cache_.matrix_data.size(), |
| static_cast<size_t>(std::numeric_limits<int>::max()) / 6u); |
| // Draw the quads! |
| gl_->DrawElements(GL_TRIANGLES, |
| 6 * static_cast<int>(draw_cache_.matrix_data.size()), |
| GL_UNSIGNED_SHORT, 0); |
| |
| // Draw the border if requested. |
| if (gl_composited_texture_quad_border_) { |
| // When we draw the composited borders we have one flush per quad. |
| DCHECK_EQ(1u, draw_cache_.matrix_data.size()); |
| SetBlendEnabled(false); |
| const DebugBorderProgram* program = GetDebugBorderProgram(); |
| DCHECK(program && (program->initialized() || IsContextLost())); |
| SetUseProgram(program->program()); |
| |
| gl_->UniformMatrix4fv( |
| program->vertex_shader().matrix_location(), 1, false, |
| reinterpret_cast<float*>(&draw_cache_.matrix_data.front())); |
| |
| gl_->Uniform4f(program->fragment_shader().color_location(), 0.0f, 1.0f, |
| 0.0f, 1.0f); |
| |
| gl_->LineWidth(3.0f); |
| // The indices for the line are stored in the same array as the triangle |
| // indices. |
| gl_->DrawElements(GL_LINE_LOOP, 4, GL_UNSIGNED_SHORT, 0); |
| } |
| |
| // Clear the cache. |
| draw_cache_.program_id = -1; |
| draw_cache_.uv_xform_data.resize(0); |
| draw_cache_.vertex_opacity_data.resize(0); |
| draw_cache_.matrix_data.resize(0); |
| |
| // If we had a clipped binding, prepare the shared binding for the |
| // next inserts. |
| if (flush_binding == CLIPPED_BINDING) { |
| PrepareGeometry(SHARED_BINDING); |
| } |
| } |
| |
| void GLRenderer::EnqueueTextureQuad(const DrawingFrame* frame, |
| const TextureDrawQuad* quad, |
| const gfx::QuadF* clip_region) { |
| // If we have a clip_region then we have to render the next quad |
| // with dynamic geometry, therefore we must flush all pending |
| // texture quads. |
| if (clip_region) { |
| // We send in false here because we want to flush what's currently in the |
| // queue using the shared_geometry and not clipped_geometry |
| FlushTextureQuadCache(SHARED_BINDING); |
| } |
| |
| TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired( |
| gl_, &highp_threshold_cache_, highp_threshold_min_, |
| quad->shared_quad_state->visible_quad_layer_rect.bottom_right()); |
| |
| ResourceProvider::ScopedReadLockGL lock(resource_provider_, |
| quad->resource_id()); |
| const SamplerType sampler = SamplerTypeFromTextureTarget(lock.target()); |
| // Choose the correct texture program binding |
| TexTransformTextureProgramBinding binding; |
| if (quad->premultiplied_alpha) { |
| if (quad->background_color == SK_ColorTRANSPARENT) { |
| binding.Set(GetTextureProgram(tex_coord_precision, sampler)); |
| } else { |
| binding.Set(GetTextureBackgroundProgram(tex_coord_precision, sampler)); |
| } |
| } else { |
| if (quad->background_color == SK_ColorTRANSPARENT) { |
| binding.Set( |
| GetNonPremultipliedTextureProgram(tex_coord_precision, sampler)); |
| } else { |
| binding.Set(GetNonPremultipliedTextureBackgroundProgram( |
| tex_coord_precision, sampler)); |
| } |
| } |
| |
| int resource_id = quad->resource_id(); |
| |
| size_t max_quads = StaticGeometryBinding::NUM_QUADS; |
| if (draw_cache_.program_id != binding.program_id || |
| draw_cache_.resource_id != resource_id || |
| draw_cache_.needs_blending != quad->ShouldDrawWithBlending() || |
| draw_cache_.nearest_neighbor != quad->nearest_neighbor || |
| draw_cache_.background_color != quad->background_color || |
| draw_cache_.matrix_data.size() >= max_quads) { |
| FlushTextureQuadCache(SHARED_BINDING); |
| draw_cache_.program_id = binding.program_id; |
| draw_cache_.resource_id = resource_id; |
| draw_cache_.needs_blending = quad->ShouldDrawWithBlending(); |
| draw_cache_.nearest_neighbor = quad->nearest_neighbor; |
| draw_cache_.background_color = quad->background_color; |
| |
| draw_cache_.uv_xform_location = binding.tex_transform_location; |
| draw_cache_.background_color_location = binding.background_color_location; |
| draw_cache_.vertex_opacity_location = binding.vertex_opacity_location; |
| draw_cache_.matrix_location = binding.matrix_location; |
| draw_cache_.sampler_location = binding.sampler_location; |
| } |
| |
| // Generate the uv-transform |
| Float4 uv_transform = {{0.0f, 0.0f, 1.0f, 1.0f}}; |
| if (!clip_region) |
| uv_transform = UVTransform(quad); |
| if (sampler == SAMPLER_TYPE_2D_RECT) { |
| // Un-normalize the texture coordiantes for rectangle targets. |
| gfx::Size texture_size = lock.size(); |
| uv_transform.data[0] *= texture_size.width(); |
| uv_transform.data[2] *= texture_size.width(); |
| uv_transform.data[1] *= texture_size.height(); |
| uv_transform.data[3] *= texture_size.height(); |
| } |
| draw_cache_.uv_xform_data.push_back(uv_transform); |
| |
| // Generate the vertex opacity |
| const float opacity = quad->shared_quad_state->opacity; |
| draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[0] * opacity); |
| draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[1] * opacity); |
| draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[2] * opacity); |
| draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[3] * opacity); |
| |
| // Generate the transform matrix |
| gfx::Transform quad_rect_matrix; |
| QuadRectTransform(&quad_rect_matrix, |
| quad->shared_quad_state->quad_to_target_transform, |
| gfx::RectF(quad->rect)); |
| quad_rect_matrix = frame->projection_matrix * quad_rect_matrix; |
| |
| Float16 m; |
| quad_rect_matrix.matrix().asColMajorf(m.data); |
| draw_cache_.matrix_data.push_back(m); |
| |
| if (clip_region) { |
| gfx::QuadF scaled_region; |
| if (!GetScaledRegion(quad->rect, clip_region, &scaled_region)) { |
| scaled_region = SharedGeometryQuad().BoundingBox(); |
| } |
| // Both the scaled region and the SharedGeomtryQuad are in the space |
| // -0.5->0.5. We need to move that to the space 0->1. |
| float uv[8]; |
| uv[0] = scaled_region.p1().x() + 0.5f; |
| uv[1] = scaled_region.p1().y() + 0.5f; |
| uv[2] = scaled_region.p2().x() + 0.5f; |
| uv[3] = scaled_region.p2().y() + 0.5f; |
| uv[4] = scaled_region.p3().x() + 0.5f; |
| uv[5] = scaled_region.p3().y() + 0.5f; |
| uv[6] = scaled_region.p4().x() + 0.5f; |
| uv[7] = scaled_region.p4().y() + 0.5f; |
| PrepareGeometry(CLIPPED_BINDING); |
| clipped_geometry_->InitializeCustomQuadWithUVs(scaled_region, uv); |
| FlushTextureQuadCache(CLIPPED_BINDING); |
| } else if (gl_composited_texture_quad_border_) { |
| FlushTextureQuadCache(SHARED_BINDING); |
| } |
| } |
| |
| void GLRenderer::FinishDrawingFrame(DrawingFrame* frame) { |
| if (use_sync_query_) { |
| DCHECK(current_sync_query_); |
| current_sync_query_->End(); |
| pending_sync_queries_.push_back(std::move(current_sync_query_)); |
| } |
| |
| current_framebuffer_lock_ = nullptr; |
| swap_buffer_rect_.Union(frame->root_damage_rect); |
| |
| gl_->Disable(GL_BLEND); |
| blend_shadow_ = false; |
| |
| ScheduleCALayers(frame); |
| ScheduleOverlays(frame); |
| } |
| |
| void GLRenderer::FinishDrawingQuadList() { |
| FlushTextureQuadCache(SHARED_BINDING); |
| } |
| |
| bool GLRenderer::FlippedFramebuffer(const DrawingFrame* frame) const { |
| if (force_drawing_frame_framebuffer_unflipped_) |
| return false; |
| if (frame->current_render_pass != frame->root_render_pass) |
| return true; |
| return FlippedRootFramebuffer(); |
| } |
| |
| bool GLRenderer::FlippedRootFramebuffer() const { |
| // GL is normally flipped, so a flipped output results in an unflipping. |
| return !output_surface_->capabilities().flipped_output_surface; |
| } |
| |
| void GLRenderer::EnsureScissorTestEnabled() { |
| if (is_scissor_enabled_) |
| return; |
| |
| FlushTextureQuadCache(SHARED_BINDING); |
| gl_->Enable(GL_SCISSOR_TEST); |
| is_scissor_enabled_ = true; |
| } |
| |
| void GLRenderer::EnsureScissorTestDisabled() { |
| if (!is_scissor_enabled_) |
| return; |
| |
| FlushTextureQuadCache(SHARED_BINDING); |
| gl_->Disable(GL_SCISSOR_TEST); |
| is_scissor_enabled_ = false; |
| } |
| |
| void GLRenderer::CopyCurrentRenderPassToBitmap( |
| DrawingFrame* frame, |
| std::unique_ptr<CopyOutputRequest> request) { |
| TRACE_EVENT0("cc", "GLRenderer::CopyCurrentRenderPassToBitmap"); |
| gfx::Rect copy_rect = frame->current_render_pass->output_rect; |
| if (request->has_area()) |
| copy_rect.Intersect(request->area()); |
| GetFramebufferPixelsAsync(frame, copy_rect, std::move(request)); |
| } |
| |
| void GLRenderer::ToGLMatrix(float* gl_matrix, const gfx::Transform& transform) { |
| transform.matrix().asColMajorf(gl_matrix); |
| } |
| |
| void GLRenderer::SetShaderQuadF(const gfx::QuadF& quad, int quad_location) { |
| if (quad_location == -1) |
| return; |
| |
| float gl_quad[8]; |
| gl_quad[0] = quad.p1().x(); |
| gl_quad[1] = quad.p1().y(); |
| gl_quad[2] = quad.p2().x(); |
| gl_quad[3] = quad.p2().y(); |
| gl_quad[4] = quad.p3().x(); |
| gl_quad[5] = quad.p3().y(); |
| gl_quad[6] = quad.p4().x(); |
| gl_quad[7] = quad.p4().y(); |
| gl_->Uniform2fv(quad_location, 4, gl_quad); |
| } |
| |
| void GLRenderer::SetShaderOpacity(float opacity, int alpha_location) { |
| if (alpha_location != -1) |
| gl_->Uniform1f(alpha_location, opacity); |
| } |
| |
| void GLRenderer::SetStencilEnabled(bool enabled) { |
| if (enabled == stencil_shadow_) |
| return; |
| |
| if (enabled) |
| gl_->Enable(GL_STENCIL_TEST); |
| else |
| gl_->Disable(GL_STENCIL_TEST); |
| stencil_shadow_ = enabled; |
| } |
| |
| void GLRenderer::SetBlendEnabled(bool enabled) { |
| if (enabled == blend_shadow_) |
| return; |
| |
| if (enabled) |
| gl_->Enable(GL_BLEND); |
| else |
| gl_->Disable(GL_BLEND); |
| blend_shadow_ = enabled; |
| } |
| |
| void GLRenderer::SetUseProgram(unsigned program) { |
| if (program == program_shadow_) |
| return; |
| gl_->UseProgram(program); |
| program_shadow_ = program; |
| } |
| |
| void GLRenderer::DrawQuadGeometryClippedByQuadF( |
| const DrawingFrame* frame, |
| const gfx::Transform& draw_transform, |
| const gfx::RectF& quad_rect, |
| const gfx::QuadF& clipping_region_quad, |
| int matrix_location, |
| const float* uvs) { |
| PrepareGeometry(CLIPPED_BINDING); |
| if (uvs) { |
| clipped_geometry_->InitializeCustomQuadWithUVs(clipping_region_quad, uvs); |
| } else { |
| clipped_geometry_->InitializeCustomQuad(clipping_region_quad); |
| } |
| gfx::Transform quad_rect_matrix; |
| QuadRectTransform(&quad_rect_matrix, draw_transform, quad_rect); |
| static float gl_matrix[16]; |
| ToGLMatrix(&gl_matrix[0], frame->projection_matrix * quad_rect_matrix); |
| gl_->UniformMatrix4fv(matrix_location, 1, false, &gl_matrix[0]); |
| |
| gl_->DrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, |
| reinterpret_cast<const void*>(0)); |
| } |
| |
| void GLRenderer::DrawQuadGeometry(const gfx::Transform& projection_matrix, |
| const gfx::Transform& draw_transform, |
| const gfx::RectF& quad_rect, |
| int matrix_location) { |
| PrepareGeometry(SHARED_BINDING); |
| gfx::Transform quad_rect_matrix; |
| QuadRectTransform(&quad_rect_matrix, draw_transform, quad_rect); |
| static float gl_matrix[16]; |
| ToGLMatrix(&gl_matrix[0], projection_matrix * quad_rect_matrix); |
| gl_->UniformMatrix4fv(matrix_location, 1, false, &gl_matrix[0]); |
| |
| gl_->DrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0); |
| } |
| |
| void GLRenderer::SwapBuffers(std::vector<ui::LatencyInfo> latency_info) { |
| DCHECK(visible_); |
| |
| TRACE_EVENT0("cc", "GLRenderer::SwapBuffers"); |
| // We're done! Time to swapbuffers! |
| |
| gfx::Size surface_size = surface_size_for_swap_buffers(); |
| |
| OutputSurfaceFrame output_frame; |
| output_frame.latency_info = std::move(latency_info); |
| output_frame.size = surface_size; |
| if (use_partial_swap_) { |
| // If supported, we can save significant bandwidth by only swapping the |
| // damaged/scissored region (clamped to the viewport). |
| swap_buffer_rect_.Intersect(gfx::Rect(surface_size)); |
| int flipped_y_pos_of_rect_bottom = surface_size.height() - |
| swap_buffer_rect_.y() - |
| swap_buffer_rect_.height(); |
| output_frame.sub_buffer_rect = |
| gfx::Rect(swap_buffer_rect_.x(), |
| FlippedRootFramebuffer() ? flipped_y_pos_of_rect_bottom |
| : swap_buffer_rect_.y(), |
| swap_buffer_rect_.width(), swap_buffer_rect_.height()); |
| } else { |
| // Expand the swap rect to the full surface unless it's empty, and empty |
| // swap is allowed. |
| if (!swap_buffer_rect_.IsEmpty() || !allow_empty_swap_) { |
| swap_buffer_rect_ = gfx::Rect(surface_size); |
| } |
| output_frame.sub_buffer_rect = swap_buffer_rect_; |
| } |
| |
| swapping_overlay_resources_.push_back(std::move(pending_overlay_resources_)); |
| pending_overlay_resources_.clear(); |
| |
| output_surface_->SwapBuffers(std::move(output_frame)); |
| |
| swap_buffer_rect_ = gfx::Rect(); |
| } |
| |
| void GLRenderer::SwapBuffersComplete() { |
| if (settings_->release_overlay_resources_after_gpu_query) { |
| // Once a resource has been swap-ACKed, send a query to the GPU process to |
| // ask if the resource is no longer being consumed by the system compositor. |
| // The response will come with the next swap-ACK. |
| if (!swapping_overlay_resources_.empty()) { |
| for (OverlayResourceLock& lock : swapping_overlay_resources_.front()) { |
| unsigned texture = lock->texture_id(); |
| if (swapped_and_acked_overlay_resources_.find(texture) == |
| swapped_and_acked_overlay_resources_.end()) { |
| swapped_and_acked_overlay_resources_[texture] = std::move(lock); |
| } |
| } |
| swapping_overlay_resources_.pop_front(); |
| } |
| |
| if (!swapped_and_acked_overlay_resources_.empty()) { |
| std::vector<unsigned> textures; |
| textures.reserve(swapped_and_acked_overlay_resources_.size()); |
| for (auto& pair : swapped_and_acked_overlay_resources_) { |
| textures.push_back(pair.first); |
| } |
| gl_->ScheduleCALayerInUseQueryCHROMIUM(textures.size(), textures.data()); |
| } |
| } else if (swapping_overlay_resources_.size() > 1) { |
| // If a query is not needed to release the overlay buffers, we can assume |
| // that once a swap buffer has completed we can remove the oldest buffers |
| // from the queue. |
| swapping_overlay_resources_.pop_front(); |
| } |
| } |
| |
| void GLRenderer::DidReceiveTextureInUseResponses( |
| const gpu::TextureInUseResponses& responses) { |
| DCHECK(settings_->release_overlay_resources_after_gpu_query); |
| for (const gpu::TextureInUseResponse& response : responses) { |
| if (!response.in_use) { |
| swapped_and_acked_overlay_resources_.erase(response.texture); |
| } |
| } |
| color_lut_cache_.Swap(); |
| } |
| |
| void GLRenderer::GetFramebufferPixelsAsync( |
| const DrawingFrame* frame, |
| const gfx::Rect& rect, |
| std::unique_ptr<CopyOutputRequest> request) { |
| DCHECK(!request->IsEmpty()); |
| if (request->IsEmpty()) |
| return; |
| if (rect.IsEmpty()) |
| return; |
| |
| gfx::Rect window_rect = MoveFromDrawToWindowSpace(frame, rect); |
| DCHECK_GE(window_rect.x(), 0); |
| DCHECK_GE(window_rect.y(), 0); |
| DCHECK_LE(window_rect.right(), current_surface_size_.width()); |
| DCHECK_LE(window_rect.bottom(), current_surface_size_.height()); |
| |
| if (!request->force_bitmap_result()) { |
| bool own_mailbox = !request->has_texture_mailbox(); |
| |
| GLuint texture_id = 0; |
| gpu::Mailbox mailbox; |
| if (own_mailbox) { |
| gl_->GenMailboxCHROMIUM(mailbox.name); |
| gl_->GenTextures(1, &texture_id); |
| gl_->BindTexture(GL_TEXTURE_2D, texture_id); |
| |
| gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| gl_->ProduceTextureCHROMIUM(GL_TEXTURE_2D, mailbox.name); |
| } else { |
| mailbox = request->texture_mailbox().mailbox(); |
| DCHECK_EQ(static_cast<unsigned>(GL_TEXTURE_2D), |
| request->texture_mailbox().target()); |
| DCHECK(!mailbox.IsZero()); |
| const gpu::SyncToken& incoming_sync_token = |
| request->texture_mailbox().sync_token(); |
| if (incoming_sync_token.HasData()) |
| gl_->WaitSyncTokenCHROMIUM(incoming_sync_token.GetConstData()); |
| |
| texture_id = |
| gl_->CreateAndConsumeTextureCHROMIUM(GL_TEXTURE_2D, mailbox.name); |
| } |
| GetFramebufferTexture(texture_id, window_rect); |
| |
| const GLuint64 fence_sync = gl_->InsertFenceSyncCHROMIUM(); |
| gl_->ShallowFlushCHROMIUM(); |
| |
| gpu::SyncToken sync_token; |
| gl_->GenSyncTokenCHROMIUM(fence_sync, sync_token.GetData()); |
| |
| TextureMailbox texture_mailbox(mailbox, sync_token, GL_TEXTURE_2D); |
| |
| std::unique_ptr<SingleReleaseCallback> release_callback; |
| if (own_mailbox) { |
| gl_->BindTexture(GL_TEXTURE_2D, 0); |
| release_callback = texture_mailbox_deleter_->GetReleaseCallback( |
| output_surface_->context_provider(), texture_id); |
| } else { |
| gl_->DeleteTextures(1, &texture_id); |
| } |
| |
| request->SendTextureResult(window_rect.size(), texture_mailbox, |
| std::move(release_callback)); |
| return; |
| } |
| |
| DCHECK(request->force_bitmap_result()); |
| |
| std::unique_ptr<PendingAsyncReadPixels> pending_read( |
| new PendingAsyncReadPixels); |
| pending_read->copy_request = std::move(request); |
| pending_async_read_pixels_.insert(pending_async_read_pixels_.begin(), |
| std::move(pending_read)); |
| |
| GLuint buffer = 0; |
| gl_->GenBuffers(1, &buffer); |
| gl_->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, buffer); |
| gl_->BufferData(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, |
| 4 * window_rect.size().GetArea(), NULL, GL_STREAM_READ); |
| |
| GLuint query = 0; |
| gl_->GenQueriesEXT(1, &query); |
| gl_->BeginQueryEXT(GL_ASYNC_PIXEL_PACK_COMPLETED_CHROMIUM, query); |
| |
| gl_->ReadPixels(window_rect.x(), window_rect.y(), window_rect.width(), |
| window_rect.height(), GL_RGBA, GL_UNSIGNED_BYTE, NULL); |
| |
| gl_->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, 0); |
| |
| base::Closure finished_callback = base::Bind(&GLRenderer::FinishedReadback, |
| base::Unretained(this), |
| buffer, |
| query, |
| window_rect.size()); |
| // Save the finished_callback so it can be cancelled. |
| pending_async_read_pixels_.front()->finished_read_pixels_callback.Reset( |
| finished_callback); |
| base::Closure cancelable_callback = |
| pending_async_read_pixels_.front()-> |
| finished_read_pixels_callback.callback(); |
| |
| // Save the buffer to verify the callbacks happen in the expected order. |
| pending_async_read_pixels_.front()->buffer = buffer; |
| |
| gl_->EndQueryEXT(GL_ASYNC_PIXEL_PACK_COMPLETED_CHROMIUM); |
| context_support_->SignalQuery(query, cancelable_callback); |
| } |
| |
| void GLRenderer::FinishedReadback(unsigned source_buffer, |
| unsigned query, |
| const gfx::Size& size) { |
| DCHECK(!pending_async_read_pixels_.empty()); |
| |
| if (query != 0) { |
| gl_->DeleteQueriesEXT(1, &query); |
| } |
| |
| // Make sure we are servicing the right readback. There is no guarantee that |
| // callbacks to this function are in the same order as we post the copy |
| // requests. |
| // Nevertheless, it is very likely that the order is preserved, and thus |
| // start searching from back to the front. |
| auto iter = pending_async_read_pixels_.rbegin(); |
| const auto& reverse_end = pending_async_read_pixels_.rend(); |
| while (iter != reverse_end && (*iter)->buffer != source_buffer) |
| ++iter; |
| |
| DCHECK(iter != reverse_end); |
| PendingAsyncReadPixels* current_read = iter->get(); |
| |
| uint8_t* src_pixels = NULL; |
| std::unique_ptr<SkBitmap> bitmap; |
| |
| if (source_buffer != 0) { |
| gl_->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, source_buffer); |
| src_pixels = static_cast<uint8_t*>(gl_->MapBufferCHROMIUM( |
| GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, GL_READ_ONLY)); |
| |
| if (src_pixels) { |
| bitmap.reset(new SkBitmap); |
| bitmap->allocN32Pixels(size.width(), size.height()); |
| std::unique_ptr<SkAutoLockPixels> lock(new SkAutoLockPixels(*bitmap)); |
| uint8_t* dest_pixels = static_cast<uint8_t*>(bitmap->getPixels()); |
| |
| size_t row_bytes = size.width() * 4; |
| int num_rows = size.height(); |
| size_t total_bytes = num_rows * row_bytes; |
| for (size_t dest_y = 0; dest_y < total_bytes; dest_y += row_bytes) { |
| // Flip Y axis. |
| size_t src_y = total_bytes - dest_y - row_bytes; |
| // Swizzle OpenGL -> Skia byte order. |
| for (size_t x = 0; x < row_bytes; x += 4) { |
| dest_pixels[dest_y + x + SK_R32_SHIFT / 8] = |
| src_pixels[src_y + x + 0]; |
| dest_pixels[dest_y + x + SK_G32_SHIFT / 8] = |
| src_pixels[src_y + x + 1]; |
| dest_pixels[dest_y + x + SK_B32_SHIFT / 8] = |
| src_pixels[src_y + x + 2]; |
| dest_pixels[dest_y + x + SK_A32_SHIFT / 8] = |
| src_pixels[src_y + x + 3]; |
| } |
| } |
| |
| gl_->UnmapBufferCHROMIUM(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM); |
| } |
| gl_->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, 0); |
| gl_->DeleteBuffers(1, &source_buffer); |
| } |
| |
| if (bitmap) |
| current_read->copy_request->SendBitmapResult(std::move(bitmap)); |
| |
| // Conversion from reverse iterator to iterator: |
| // Iterator |iter.base() - 1| points to the same element with reverse iterator |
| // |iter|. The difference |-1| is due to the fact of correspondence of end() |
| // with rbegin(). |
| pending_async_read_pixels_.erase(iter.base() - 1); |
| } |
| |
| void GLRenderer::GetFramebufferTexture(unsigned texture_id, |
| const gfx::Rect& window_rect) { |
| DCHECK(texture_id); |
| DCHECK_GE(window_rect.x(), 0); |
| DCHECK_GE(window_rect.y(), 0); |
| DCHECK_LE(window_rect.right(), current_surface_size_.width()); |
| DCHECK_LE(window_rect.bottom(), current_surface_size_.height()); |
| |
| // If copying a non-root renderpass then use the format of the bound |
| // texture. Otherwise, we use the format of the default framebuffer. |
| GLenum format = current_framebuffer_lock_ |
| ? GLCopyTextureInternalFormat(current_framebuffer_format_) |
| : output_surface_->GetFramebufferCopyTextureFormat(); |
| // Verify the format is valid for GLES2's glCopyTexImage2D. |
| DCHECK(format == GL_ALPHA || format == GL_LUMINANCE || |
| format == GL_LUMINANCE_ALPHA || format == GL_RGB || format == GL_RGBA) |
| << format; |
| |
| gl_->BindTexture(GL_TEXTURE_2D, texture_id); |
| gl_->CopyTexImage2D(GL_TEXTURE_2D, 0, format, window_rect.x(), |
| window_rect.y(), window_rect.width(), |
| window_rect.height(), 0); |
| gl_->BindTexture(GL_TEXTURE_2D, 0); |
| } |
| |
| void GLRenderer::BindFramebufferToOutputSurface(DrawingFrame* frame) { |
| current_framebuffer_lock_ = nullptr; |
| output_surface_->BindFramebuffer(); |
| |
| if (output_surface_->HasExternalStencilTest()) { |
| output_surface_->ApplyExternalStencil(); |
| SetStencilEnabled(true); |
| } else { |
| SetStencilEnabled(false); |
| } |
| } |
| |
| bool GLRenderer::BindFramebufferToTexture(DrawingFrame* frame, |
| const ScopedResource* texture) { |
| DCHECK(texture->id()); |
| |
| // Explicitly release lock, otherwise we can crash when try to lock |
| // same texture again. |
| current_framebuffer_lock_ = nullptr; |
| |
| SetStencilEnabled(false); |
| gl_->BindFramebuffer(GL_FRAMEBUFFER, offscreen_framebuffer_id_); |
| current_framebuffer_lock_ = |
| base::MakeUnique<ResourceProvider::ScopedWriteLockGL>( |
| resource_provider_, texture->id(), false); |
| current_framebuffer_format_ = texture->format(); |
| unsigned texture_id = current_framebuffer_lock_->texture_id(); |
| gl_->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, |
| texture_id, 0); |
| |
| DCHECK(gl_->CheckFramebufferStatus(GL_FRAMEBUFFER) == |
| GL_FRAMEBUFFER_COMPLETE || |
| IsContextLost()); |
| return true; |
| } |
| |
| void GLRenderer::SetScissorTestRect(const gfx::Rect& scissor_rect) { |
| EnsureScissorTestEnabled(); |
| |
| // Don't unnecessarily ask the context to change the scissor, because it |
| // may cause undesired GPU pipeline flushes. |
| if (scissor_rect == scissor_rect_) |
| return; |
| |
| scissor_rect_ = scissor_rect; |
| FlushTextureQuadCache(SHARED_BINDING); |
| gl_->Scissor(scissor_rect.x(), scissor_rect.y(), scissor_rect.width(), |
| scissor_rect.height()); |
| } |
| |
| void GLRenderer::SetViewport() { |
| gl_->Viewport(current_window_space_viewport_.x(), |
| current_window_space_viewport_.y(), |
| current_window_space_viewport_.width(), |
| current_window_space_viewport_.height()); |
| } |
| |
| void GLRenderer::InitializeSharedObjects() { |
| TRACE_EVENT0("cc", "GLRenderer::InitializeSharedObjects"); |
| |
| // Create an FBO for doing offscreen rendering. |
| gl_->GenFramebuffers(1, &offscreen_framebuffer_id_); |
| |
| shared_geometry_ = |
| base::MakeUnique<StaticGeometryBinding>(gl_, QuadVertexRect()); |
| clipped_geometry_ = base::MakeUnique<DynamicGeometryBinding>(gl_); |
| } |
| |
| void GLRenderer::PrepareGeometry(BoundGeometry binding) { |
| if (binding == bound_geometry_) { |
| return; |
| } |
| |
| switch (binding) { |
| case SHARED_BINDING: |
| shared_geometry_->PrepareForDraw(); |
| break; |
| case CLIPPED_BINDING: |
| clipped_geometry_->PrepareForDraw(); |
| break; |
| case NO_BINDING: |
| break; |
| } |
| bound_geometry_ = binding; |
| } |
| |
| const GLRenderer::DebugBorderProgram* GLRenderer::GetDebugBorderProgram() { |
| if (!debug_border_program_.initialized()) { |
| TRACE_EVENT0("cc", "GLRenderer::debugBorderProgram::initialize"); |
| debug_border_program_.Initialize(output_surface_->context_provider(), |
| TEX_COORD_PRECISION_NA, SAMPLER_TYPE_NA); |
| } |
| return &debug_border_program_; |
| } |
| |
| const GLRenderer::SolidColorProgram* GLRenderer::GetSolidColorProgram() { |
| if (!solid_color_program_.initialized()) { |
| TRACE_EVENT0("cc", "GLRenderer::solidColorProgram::initialize"); |
| solid_color_program_.Initialize(output_surface_->context_provider(), |
| TEX_COORD_PRECISION_NA, SAMPLER_TYPE_NA); |
| } |
| return &solid_color_program_; |
| } |
| |
| const GLRenderer::SolidColorProgramAA* GLRenderer::GetSolidColorProgramAA() { |
| if (!solid_color_program_aa_.initialized()) { |
| TRACE_EVENT0("cc", "GLRenderer::solidColorProgramAA::initialize"); |
| solid_color_program_aa_.Initialize(output_surface_->context_provider(), |
| TEX_COORD_PRECISION_NA, SAMPLER_TYPE_NA); |
| } |
| return &solid_color_program_aa_; |
| } |
| |
| const GLRenderer::RenderPassProgram* GLRenderer::GetRenderPassProgram( |
| TexCoordPrecision precision, |
| BlendMode blend_mode) { |
| DCHECK_GE(precision, 0); |
| DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
| DCHECK_GE(blend_mode, 0); |
| DCHECK_LE(blend_mode, LAST_BLEND_MODE); |
| RenderPassProgram* program = &render_pass_program_[precision][blend_mode]; |
| if (!program->initialized()) { |
| TRACE_EVENT0("cc", "GLRenderer::renderPassProgram::initialize"); |
| program->Initialize(output_surface_->context_provider(), precision, |
| SAMPLER_TYPE_2D, blend_mode); |
| } |
| return program; |
| } |
| |
| const GLRenderer::RenderPassProgramAA* GLRenderer::GetRenderPassProgramAA( |
| TexCoordPrecision precision, |
| BlendMode blend_mode) { |
| DCHECK_GE(precision, 0); |
| DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
| DCHECK_GE(blend_mode, 0); |
| DCHECK_LE(blend_mode, LAST_BLEND_MODE); |
| RenderPassProgramAA* program = |
| &render_pass_program_aa_[precision][blend_mode]; |
| if (!program->initialized()) { |
| TRACE_EVENT0("cc", "GLRenderer::renderPassProgramAA::initialize"); |
| program->Initialize(output_surface_->context_provider(), precision, |
| SAMPLER_TYPE_2D, blend_mode); |
| } |
| return program; |
| } |
| |
| const GLRenderer::RenderPassMaskProgram* GLRenderer::GetRenderPassMaskProgram( |
| TexCoordPrecision precision, |
| SamplerType sampler, |
| BlendMode blend_mode, |
| bool mask_for_background) { |
| DCHECK_GE(precision, 0); |
| DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
| DCHECK_GE(sampler, 0); |
| DCHECK_LE(sampler, LAST_SAMPLER_TYPE); |
| DCHECK_GE(blend_mode, 0); |
| DCHECK_LE(blend_mode, LAST_BLEND_MODE); |
| RenderPassMaskProgram* program = |
| &render_pass_mask_program_[precision][sampler][blend_mode] |
| [mask_for_background ? HAS_MASK : NO_MASK]; |
| if (!program->initialized()) { |
| TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgram::initialize"); |
| program->Initialize( |
| output_surface_->context_provider(), precision, |
| sampler, blend_mode, mask_for_background); |
| } |
| return program; |
| } |
| |
| const GLRenderer::RenderPassMaskProgramAA* |
| GLRenderer::GetRenderPassMaskProgramAA(TexCoordPrecision precision, |
| SamplerType sampler, |
| BlendMode blend_mode, |
| bool mask_for_background) { |
| DCHECK_GE(precision, 0); |
| DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
| DCHECK_GE(sampler, 0); |
| DCHECK_LE(sampler, LAST_SAMPLER_TYPE); |
| DCHECK_GE(blend_mode, 0); |
| DCHECK_LE(blend_mode, LAST_BLEND_MODE); |
| RenderPassMaskProgramAA* program = |
| &render_pass_mask_program_aa_[precision][sampler][blend_mode] |
| [mask_for_background ? HAS_MASK : NO_MASK]; |
| if (!program->initialized()) { |
| TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgramAA::initialize"); |
| program->Initialize( |
| output_surface_->context_provider(), precision, |
| sampler, blend_mode, mask_for_background); |
| } |
| return program; |
| } |
| |
| const GLRenderer::RenderPassColorMatrixProgram* |
| GLRenderer::GetRenderPassColorMatrixProgram(TexCoordPrecision precision, |
| BlendMode blend_mode) { |
| DCHECK_GE(precision, 0); |
| DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
| DCHECK_GE(blend_mode, 0); |
| DCHECK_LE(blend_mode, LAST_BLEND_MODE); |
| RenderPassColorMatrixProgram* program = |
| &render_pass_color_matrix_program_[precision][blend_mode]; |
| if (!program->initialized()) { |
| TRACE_EVENT0("cc", "GLRenderer::renderPassColorMatrixProgram::initialize"); |
| program->Initialize(output_surface_->context_provider(), precision, |
| SAMPLER_TYPE_2D, blend_mode); |
| } |
| return program; |
| } |
| |
| const GLRenderer::RenderPassColorMatrixProgramAA* |
| GLRenderer::GetRenderPassColorMatrixProgramAA(TexCoordPrecision precision, |
| BlendMode blend_mode) { |
| DCHECK_GE(precision, 0); |
| DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
| DCHECK_GE(blend_mode, 0); |
| DCHECK_LE(blend_mode, LAST_BLEND_MODE); |
| RenderPassColorMatrixProgramAA* program = |
| &render_pass_color_matrix_program_aa_[precision][blend_mode]; |
| if (!program->initialized()) { |
| TRACE_EVENT0("cc", |
| "GLRenderer::renderPassColorMatrixProgramAA::initialize"); |
| program->Initialize(output_surface_->context_provider(), precision, |
| SAMPLER_TYPE_2D, blend_mode); |
| } |
| return program; |
| } |
| |
| const GLRenderer::RenderPassMaskColorMatrixProgram* |
| GLRenderer::GetRenderPassMaskColorMatrixProgram( |
| TexCoordPrecision precision, |
| SamplerType sampler, |
| BlendMode blend_mode, |
| bool mask_for_background) { |
| DCHECK_GE(precision, 0); |
| DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
| DCHECK_GE(sampler, 0); |
| DCHECK_LE(sampler, LAST_SAMPLER_TYPE); |
| DCHECK_GE(blend_mode, 0); |
| DCHECK_LE(blend_mode, LAST_BLEND_MODE); |
| RenderPassMaskColorMatrixProgram* program = |
| &render_pass_mask_color_matrix_program_[precision][sampler][blend_mode] |
| [mask_for_background ? HAS_MASK : NO_MASK]; |
| if (!program->initialized()) { |
| TRACE_EVENT0("cc", |
| "GLRenderer::renderPassMaskColorMatrixProgram::initialize"); |
| program->Initialize( |
| output_surface_->context_provider(), precision, |
| sampler, blend_mode, mask_for_background); |
| } |
| return program; |
| } |
| |
| const GLRenderer::RenderPassMaskColorMatrixProgramAA* |
| GLRenderer::GetRenderPassMaskColorMatrixProgramAA( |
| TexCoordPrecision precision, |
| SamplerType sampler, |
| BlendMode blend_mode, |
| bool mask_for_background) { |
| DCHECK_GE(precision, 0); |
| DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
| DCHECK_GE(sampler, 0); |
| DCHECK_LE(sampler, LAST_SAMPLER_TYPE); |
| DCHECK_GE(blend_mode, 0); |
| DCHECK_LE(blend_mode, LAST_BLEND_MODE); |
| RenderPassMaskColorMatrixProgramAA* program = |
| &render_pass_mask_color_matrix_program_aa_[precision][sampler][blend_mode] |
| [mask_for_background ? HAS_MASK : NO_MASK]; |
| if (!program->initialized()) { |
| TRACE_EVENT0("cc", |
| "GLRenderer::renderPassMaskColorMatrixProgramAA::initialize"); |
| program->Initialize( |
| output_surface_->context_provider(), precision, |
| sampler, blend_mode, mask_for_background); |
| } |
| return program; |
| } |
| |
| const GLRenderer::TileProgram* GLRenderer::GetTileProgram( |
| TexCoordPrecision precision, |
| SamplerType sampler) { |
| DCHECK_GE(precision, 0); |
| DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
| DCHECK_GE(sampler, 0); |
| DCHECK_LE(sampler, LAST_SAMPLER_TYPE); |
| TileProgram* program = &tile_program_[precision][sampler]; |
| if (!program->initialized()) { |
| TRACE_EVENT0("cc", "GLRenderer::tileProgram::initialize"); |
| program->Initialize( |
| output_surface_->context_provider(), precision, sampler); |
| } |
| return program; |
| } |
| |
| const GLRenderer::TileProgramOpaque* GLRenderer::GetTileProgramOpaque( |
| TexCoordPrecision precision, |
| SamplerType sampler) { |
| DCHECK_GE(precision, 0); |
| DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
| DCHECK_GE(sampler, 0); |
| DCHECK_LE(sampler, LAST_SAMPLER_TYPE); |
| TileProgramOpaque* program = &tile_program_opaque_[precision][sampler]; |
| if (!program->initialized()) { |
| TRACE_EVENT0("cc", "GLRenderer::tileProgramOpaque::initialize"); |
| program->Initialize( |
| output_surface_->context_provider(), precision, sampler); |
| } |
| return program; |
| } |
| |
| const GLRenderer::TileProgramAA* GLRenderer::GetTileProgramAA( |
| TexCoordPrecision precision, |
| SamplerType sampler) { |
| DCHECK_GE(precision, 0); |
| DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
| DCHECK_GE(sampler, 0); |
| DCHECK_LE(sampler, LAST_SAMPLER_TYPE); |
| TileProgramAA* program = &tile_program_aa_[precision][sampler]; |
| if (!program->initialized()) { |
| TRACE_EVENT0("cc", "GLRenderer::tileProgramAA::initialize"); |
| program->Initialize( |
| output_surface_->context_provider(), precision, sampler); |
| } |
| return program; |
| } |
| |
| const GLRenderer::TileProgramSwizzle* GLRenderer::GetTileProgramSwizzle( |
| TexCoordPrecision precision, |
| SamplerType sampler) { |
| DCHECK_GE(precision, 0); |
| DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
| DCHECK_GE(sampler, 0); |
| DCHECK_LE(sampler, LAST_SAMPLER_TYPE); |
| TileProgramSwizzle* program = &tile_program_swizzle_[precision][sampler]; |
| if (!program->initialized()) { |
| TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzle::initialize"); |
| program->Initialize( |
| output_surface_->context_provider(), precision, sampler); |
| } |
| return program; |
| } |
| |
| const GLRenderer::TileProgramSwizzleOpaque* |
| GLRenderer::GetTileProgramSwizzleOpaque(TexCoordPrecision precision, |
| SamplerType sampler) { |
| DCHECK_GE(precision, 0); |
| DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
| DCHECK_GE(sampler, 0); |
| DCHECK_LE(sampler, LAST_SAMPLER_TYPE); |
| TileProgramSwizzleOpaque* program = |
| &tile_program_swizzle_opaque_[precision][sampler]; |
| if (!program->initialized()) { |
| TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleOpaque::initialize"); |
| program->Initialize( |
| output_surface_->context_provider(), precision, sampler); |
| } |
| return program; |
| } |
| |
| const GLRenderer::TileProgramSwizzleAA* GLRenderer::GetTileProgramSwizzleAA( |
| TexCoordPrecision precision, |
| SamplerType sampler) { |
| DCHECK_GE(precision, 0); |
| DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
| DCHECK_GE(sampler, 0); |
| DCHECK_LE(sampler, LAST_SAMPLER_TYPE); |
| TileProgramSwizzleAA* program = &tile_program_swizzle_aa_[precision][sampler]; |
| if (!program->initialized()) { |
| TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleAA::initialize"); |
| program->Initialize( |
| output_surface_->context_provider(), precision, sampler); |
| } |
| return program; |
| } |
| |
| const GLRenderer::TextureProgram* GLRenderer::GetTextureProgram( |
| TexCoordPrecision precision, |
| SamplerType sampler) { |
| DCHECK_GE(precision, 0); |
| DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
| DCHECK_GE(sampler, 0); |
| DCHECK_LE(sampler, LAST_SAMPLER_TYPE); |
| TextureProgram* program = &texture_program_[precision][sampler]; |
| if (!program->initialized()) { |
| TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize"); |
| program->Initialize(output_surface_->context_provider(), precision, |
| sampler); |
| } |
| return program; |
| } |
| |
| const GLRenderer::NonPremultipliedTextureProgram* |
| GLRenderer::GetNonPremultipliedTextureProgram(TexCoordPrecision precision, |
| SamplerType sampler) { |
| DCHECK_GE(precision, 0); |
| DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
| DCHECK_GE(sampler, 0); |
| DCHECK_LE(sampler, LAST_SAMPLER_TYPE); |
| NonPremultipliedTextureProgram* program = |
| &nonpremultiplied_texture_program_[precision][sampler]; |
| if (!program->initialized()) { |
| TRACE_EVENT0("cc", |
| "GLRenderer::NonPremultipliedTextureProgram::Initialize"); |
| program->Initialize(output_surface_->context_provider(), precision, |
| sampler); |
| } |
| return program; |
| } |
| |
| const GLRenderer::TextureBackgroundProgram* |
| GLRenderer::GetTextureBackgroundProgram(TexCoordPrecision precision, |
| SamplerType sampler) { |
| DCHECK_GE(precision, 0); |
| DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
| DCHECK_GE(sampler, 0); |
| DCHECK_LE(sampler, LAST_SAMPLER_TYPE); |
| TextureBackgroundProgram* program = |
| &texture_background_program_[precision][sampler]; |
| if (!program->initialized()) { |
| TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize"); |
| program->Initialize(output_surface_->context_provider(), precision, |
| sampler); |
| } |
| return program; |
| } |
| |
| const GLRenderer::NonPremultipliedTextureBackgroundProgram* |
| GLRenderer::GetNonPremultipliedTextureBackgroundProgram( |
| TexCoordPrecision precision, |
| SamplerType sampler) { |
| DCHECK_GE(precision, 0); |
| DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
| DCHECK_GE(sampler, 0); |
| DCHECK_LE(sampler, LAST_SAMPLER_TYPE); |
| NonPremultipliedTextureBackgroundProgram* program = |
| &nonpremultiplied_texture_background_program_[precision][sampler]; |
| if (!program->initialized()) { |
| TRACE_EVENT0("cc", |
| "GLRenderer::NonPremultipliedTextureProgram::Initialize"); |
| program->Initialize(output_surface_->context_provider(), precision, |
| sampler); |
| } |
| return program; |
| } |
| |
| const GLRenderer::VideoYUVProgram* GLRenderer::GetVideoYUVProgram( |
| TexCoordPrecision precision, |
| SamplerType sampler, |
| bool use_alpha_plane, |
| bool use_nv12, |
| bool use_color_lut) { |
| DCHECK_GE(precision, 0); |
| DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
| DCHECK_GE(sampler, 0); |
| DCHECK_LE(sampler, LAST_SAMPLER_TYPE); |
| VideoYUVProgram* program = |
| &video_yuv_program_[precision][sampler][use_alpha_plane][use_nv12] |
| [use_color_lut]; |
| if (!program->initialized()) { |
| TRACE_EVENT0("cc", "GLRenderer::videoYUVProgram::initialize"); |
| program->mutable_fragment_shader()->SetFeatures(use_alpha_plane, use_nv12, |
| use_color_lut); |
| program->Initialize(output_surface_->context_provider(), precision, |
| sampler); |
| } |
| return program; |
| } |
| |
| const GLRenderer::VideoStreamTextureProgram* |
| GLRenderer::GetVideoStreamTextureProgram(TexCoordPrecision precision) { |
| DCHECK_GE(precision, 0); |
| DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
| VideoStreamTextureProgram* program = |
| &video_stream_texture_program_[precision]; |
| if (!program->initialized()) { |
| TRACE_EVENT0("cc", "GLRenderer::streamTextureProgram::initialize"); |
| program->Initialize(output_surface_->context_provider(), precision, |
| SAMPLER_TYPE_EXTERNAL_OES); |
| } |
| return program; |
| } |
| |
| void GLRenderer::CleanupSharedObjects() { |
| shared_geometry_ = nullptr; |
| |
| for (int i = 0; i <= LAST_TEX_COORD_PRECISION; ++i) { |
| for (int j = 0; j <= LAST_SAMPLER_TYPE; ++j) { |
| tile_program_[i][j].Cleanup(gl_); |
| tile_program_opaque_[i][j].Cleanup(gl_); |
| tile_program_swizzle_[i][j].Cleanup(gl_); |
| tile_program_swizzle_opaque_[i][j].Cleanup(gl_); |
| tile_program_aa_[i][j].Cleanup(gl_); |
| tile_program_swizzle_aa_[i][j].Cleanup(gl_); |
| |
| for (int k = 0; k <= LAST_BLEND_MODE; k++) { |
| for (int l = 0; l <= LAST_MASK_VALUE; ++l) { |
| render_pass_mask_program_[i][j][k][l].Cleanup(gl_); |
| render_pass_mask_program_aa_[i][j][k][l].Cleanup(gl_); |
| render_pass_mask_color_matrix_program_aa_[i][j][k][l].Cleanup(gl_); |
| render_pass_mask_color_matrix_program_[i][j][k][l].Cleanup(gl_); |
| } |
| } |
| |
| for (int k = 0; k < 2; k++) { |
| for (int l = 0; l < 2; l++) { |
| for (int m = 0; m < 2; m++) { |
| video_yuv_program_[i][j][k][l][m].Cleanup(gl_); |
| } |
| } |
| } |
| } |
| for (int j = 0; j <= LAST_BLEND_MODE; j++) { |
| render_pass_program_[i][j].Cleanup(gl_); |
| render_pass_program_aa_[i][j].Cleanup(gl_); |
| render_pass_color_matrix_program_[i][j].Cleanup(gl_); |
| render_pass_color_matrix_program_aa_[i][j].Cleanup(gl_); |
| } |
| |
| for (int j = 0; j <= LAST_SAMPLER_TYPE; ++j) { |
| texture_program_[i][j].Cleanup(gl_); |
| nonpremultiplied_texture_program_[i][j].Cleanup(gl_); |
| texture_background_program_[i][j].Cleanup(gl_); |
| nonpremultiplied_texture_background_program_[i][j].Cleanup(gl_); |
| } |
| |
| video_stream_texture_program_[i].Cleanup(gl_); |
| } |
| |
| debug_border_program_.Cleanup(gl_); |
| solid_color_program_.Cleanup(gl_); |
| solid_color_program_aa_.Cleanup(gl_); |
| |
| if (offscreen_framebuffer_id_) |
| gl_->DeleteFramebuffers(1, &offscreen_framebuffer_id_); |
| |
| ReleaseRenderPassTextures(); |
| } |
| |
| void GLRenderer::ReinitializeGLState() { |
| is_scissor_enabled_ = false; |
| scissor_rect_ = gfx::Rect(); |
| stencil_shadow_ = false; |
| blend_shadow_ = true; |
| program_shadow_ = 0; |
| |
| RestoreGLState(); |
| } |
| |
| void GLRenderer::RestoreGLState() { |
| // This restores the current GLRenderer state to the GL context. |
| bound_geometry_ = NO_BINDING; |
| PrepareGeometry(SHARED_BINDING); |
| |
| gl_->Disable(GL_DEPTH_TEST); |
| gl_->Disable(GL_CULL_FACE); |
| gl_->ColorMask(true, true, true, true); |
| gl_->BlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); |
| gl_->ActiveTexture(GL_TEXTURE0); |
| |
| if (program_shadow_) |
| gl_->UseProgram(program_shadow_); |
| |
| if (stencil_shadow_) |
| gl_->Enable(GL_STENCIL_TEST); |
| else |
| gl_->Disable(GL_STENCIL_TEST); |
| |
| if (blend_shadow_) |
| gl_->Enable(GL_BLEND); |
| else |
| gl_->Disable(GL_BLEND); |
| |
| if (is_scissor_enabled_) |
| gl_->Enable(GL_SCISSOR_TEST); |
| else |
| gl_->Disable(GL_SCISSOR_TEST); |
| |
| gl_->Scissor(scissor_rect_.x(), scissor_rect_.y(), scissor_rect_.width(), |
| scissor_rect_.height()); |
| } |
| |
| bool GLRenderer::IsContextLost() { |
| return gl_->GetGraphicsResetStatusKHR() != GL_NO_ERROR; |
| } |
| |
| void GLRenderer::ScheduleCALayers(DrawingFrame* frame) { |
| if (overlay_resource_pool_) { |
| overlay_resource_pool_->CheckBusyResources(); |
| } |
| |
| scoped_refptr<CALayerOverlaySharedState> shared_state; |
| size_t copied_render_pass_count = 0; |
| for (const CALayerOverlay& ca_layer_overlay : frame->ca_layer_overlay_list) { |
| if (ca_layer_overlay.rpdq) { |
| ScheduleRenderPassDrawQuad(&ca_layer_overlay, frame); |
| shared_state = nullptr; |
| ++copied_render_pass_count; |
| continue; |
| } |
| |
| ResourceId contents_resource_id = ca_layer_overlay.contents_resource_id; |
| unsigned texture_id = 0; |
| if (contents_resource_id) { |
| pending_overlay_resources_.push_back( |
| base::MakeUnique<ResourceProvider::ScopedReadLockGL>( |
| resource_provider_, contents_resource_id)); |
| texture_id = pending_overlay_resources_.back()->texture_id(); |
| } |
| GLfloat contents_rect[4] = { |
| ca_layer_overlay.contents_rect.x(), ca_layer_overlay.contents_rect.y(), |
| ca_layer_overlay.contents_rect.width(), |
| ca_layer_overlay.contents_rect.height(), |
| }; |
| GLfloat bounds_rect[4] = { |
| ca_layer_overlay.bounds_rect.x(), ca_layer_overlay.bounds_rect.y(), |
| ca_layer_overlay.bounds_rect.width(), |
| ca_layer_overlay.bounds_rect.height(), |
| }; |
| GLboolean is_clipped = ca_layer_overlay.shared_state->is_clipped; |
| GLfloat clip_rect[4] = {ca_layer_overlay.shared_state->clip_rect.x(), |
| ca_layer_overlay.shared_state->clip_rect.y(), |
| ca_layer_overlay.shared_state->clip_rect.width(), |
| ca_layer_overlay.shared_state->clip_rect.height()}; |
| GLint sorting_context_id = |
| ca_layer_overlay.shared_state->sorting_context_id; |
| GLfloat transform[16]; |
| ca_layer_overlay.shared_state->transform.asColMajorf(transform); |
| unsigned filter = ca_layer_overlay.filter; |
| |
| if (ca_layer_overlay.shared_state != shared_state) { |
| shared_state = ca_layer_overlay.shared_state; |
| gl_->ScheduleCALayerSharedStateCHROMIUM( |
| ca_layer_overlay.shared_state->opacity, is_clipped, clip_rect, |
| sorting_context_id, transform); |
| } |
| gl_->ScheduleCALayerCHROMIUM( |
| texture_id, contents_rect, ca_layer_overlay.background_color, |
| ca_layer_overlay.edge_aa_mask, bounds_rect, filter); |
| } |
| |
| // Take the number of copied render passes in this frame, and use 3 times that |
| // amount as the cache limit. |
| if (overlay_resource_pool_) { |
| overlay_resource_pool_->SetResourceUsageLimits( |
| std::numeric_limits<std::size_t>::max(), copied_render_pass_count * 5); |
| } |
| } |
| |
| void GLRenderer::ScheduleOverlays(DrawingFrame* frame) { |
| if (frame->overlay_list.empty()) |
| return; |
| |
| OverlayCandidateList& overlays = frame->overlay_list; |
| for (const OverlayCandidate& overlay : overlays) { |
| unsigned texture_id = 0; |
| if (overlay.use_output_surface_for_resource) { |
| texture_id = output_surface_->GetOverlayTextureId(); |
| DCHECK(texture_id || IsContextLost()); |
| } else { |
| pending_overlay_resources_.push_back( |
| base::MakeUnique<ResourceProvider::ScopedReadLockGL>( |
| resource_provider_, overlay.resource_id)); |
| texture_id = pending_overlay_resources_.back()->texture_id(); |
| } |
| |
| context_support_->ScheduleOverlayPlane( |
| overlay.plane_z_order, overlay.transform, texture_id, |
| ToNearestRect(overlay.display_rect), overlay.uv_rect); |
| } |
| } |
| |
| // This function draws the RenderPassDrawQuad into a temporary |
| // texture/framebuffer, and then copies the result into an IOSurface. The |
| // inefficient (but simple) way to do this would be to: |
| // 1. Allocate a framebuffer the size of the screen. |
| // 2. Draw using all the normal RPDQ draw logic. |
| // |
| // Instead, this method does the following: |
| // 1. Configure parameters as if drawing to a framebuffer the size of the |
| // screen. This reuses most of the RPDQ draw logic. |
| // 2. Update parameters to draw into a framebuffer only as large as needed. |
| // 3. Fix shader uniforms that were broken by (2). |
| // |
| // Then: |
| // 4. Allocate an IOSurface as the drawing destination. |
| // 5. Draw the RPDQ. |
| void GLRenderer::CopyRenderPassDrawQuadToOverlayResource( |
| const CALayerOverlay* ca_layer_overlay, |
| Resource** resource, |
| DrawingFrame* external_frame, |
| gfx::RectF* new_bounds) { |
| // Don't carry over any GL state from previous RenderPass draw operations. |
| ReinitializeGLState(); |
| |
| ScopedResource* contents_texture = |
| render_pass_textures_[ca_layer_overlay->rpdq->render_pass_id].get(); |
| DCHECK(contents_texture); |
| |
| // Configure parameters as if drawing to a framebuffer the size of the |
| // screen. |
| DrawRenderPassDrawQuadParams params; |
| params.quad = ca_layer_overlay->rpdq; |
| params.flip_texture = true; |
| params.contents_texture = contents_texture; |
| params.quad_to_target_transform = |
| params.quad->shared_quad_state->quad_to_target_transform; |
| |
| // Calculate projection and window matrices using InitializeViewport(). This |
| // requires creating a dummy DrawingFrame. |
| { |
| DrawingFrame frame; |
| gfx::Rect frame_rect(external_frame->device_viewport_size); |
| force_drawing_frame_framebuffer_unflipped_ = true; |
| InitializeViewport(&frame, frame_rect, frame_rect, frame_rect.size()); |
| force_drawing_frame_framebuffer_unflipped_ = false; |
| params.projection_matrix = frame.projection_matrix; |
| params.window_matrix = frame.window_matrix; |
| } |
| |
| // Perform basic initialization with the screen-sized viewport. |
| if (!InitializeRPDQParameters(¶ms)) |
| return; |
| |
| if (!UpdateRPDQWithSkiaFilters(¶ms)) |
| return; |
| |
| // |params.dst_rect| now contain values that reflect a potentially increased |
| // size quad. |
| gfx::RectF updated_dst_rect = params.dst_rect; |
| |
| // Round the size of the IOSurface to a multiple of 64 pixels. This reduces |
| // memory fragmentation. https://crbug.com/146070. This also allows IOSurfaces |
| // to be more easily reused during a resize operation. |
| uint32_t iosurface_multiple = 64; |
| uint32_t iosurface_width = MathUtil::UncheckedRoundUp( |
| static_cast<uint32_t>(updated_dst_rect.width()), iosurface_multiple); |
| uint32_t iosurface_height = MathUtil::UncheckedRoundUp( |
| static_cast<uint32_t>(updated_dst_rect.height()), iosurface_multiple); |
| |
| *resource = overlay_resource_pool_->AcquireResource( |
| gfx::Size(iosurface_width, iosurface_height), ResourceFormat::RGBA_8888, |
| external_frame->device_color_space); |
| *new_bounds = |
| gfx::RectF(updated_dst_rect.x(), updated_dst_rect.y(), |
| (*resource)->size().width(), (*resource)->size().height()); |
| |
| // Calculate new projection and window matrices for a minimally sized viewport |
| // using InitializeViewport(). This requires creating a dummy DrawingFrame. |
| { |
| DrawingFrame frame; |
| force_drawing_frame_framebuffer_unflipped_ = true; |
| gfx::Rect frame_rect = |
| gfx::Rect(0, 0, updated_dst_rect.width(), updated_dst_rect.height()); |
| InitializeViewport(&frame, frame_rect, frame_rect, frame_rect.size()); |
| force_drawing_frame_framebuffer_unflipped_ = false; |
| params.projection_matrix = frame.projection_matrix; |
| params.window_matrix = frame.window_matrix; |
| } |
| |
| // Calculate a new quad_to_target_transform. |
| params.quad_to_target_transform = gfx::Transform(); |
| params.quad_to_target_transform.Translate(-updated_dst_rect.x(), |
| -updated_dst_rect.y()); |
| |
| // Antialiasing works by fading out content that is close to the edge of the |
| // viewport. All of these values need to be recalculated. |
| if (params.use_aa) { |
| current_window_space_viewport_ = |
| gfx::Rect(0, 0, updated_dst_rect.width(), updated_dst_rect.height()); |
| gfx::Transform quad_rect_matrix; |
| QuadRectTransform(&quad_rect_matrix, params.quad_to_target_transform, |
| updated_dst_rect); |
| params.contents_device_transform = |
| params.window_matrix * params.projection_matrix * quad_rect_matrix; |
| bool clipped = false; |
| params.contents_device_transform.FlattenTo2d(); |
| gfx::QuadF device_layer_quad = MathUtil::MapQuad( |
| params.contents_device_transform, SharedGeometryQuad(), &clipped); |
| LayerQuad device_layer_edges(device_layer_quad); |
| InflateAntiAliasingDistances(device_layer_quad, &device_layer_edges, |
| params.edge); |
| } |
| |
| // Establish destination texture. |
| ResourceProvider::ScopedWriteLockGL destination(resource_provider_, |
| (*resource)->id(), false); |
| GLuint temp_fbo; |
| |
| gl_->GenFramebuffers(1, &temp_fbo); |
| gl_->BindFramebuffer(GL_FRAMEBUFFER, temp_fbo); |
| gl_->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, |
| destination.target(), destination.texture_id(), 0); |
| DCHECK(gl_->CheckFramebufferStatus(GL_FRAMEBUFFER) == |
| GL_FRAMEBUFFER_COMPLETE); |
| |
| // Clear to 0 to ensure the background is transparent. |
| gl_->ClearColor(0, 0, 0, 0); |
| gl_->Clear(GL_COLOR_BUFFER_BIT); |
| |
| UpdateRPDQTexturesForSampling(¶ms); |
| UpdateRPDQBlendMode(¶ms); |
| ChooseRPDQProgram(¶ms); |
| UpdateRPDQUniforms(¶ms); |
| |
| // Prior to drawing, set up the destination framebuffer and viewport. |
| gl_->BindFramebuffer(GL_FRAMEBUFFER, temp_fbo); |
| gl_->Viewport(0, 0, updated_dst_rect.width(), updated_dst_rect.height()); |
| |
| DrawRPDQ(params); |
| gl_->DeleteFramebuffers(1, &temp_fbo); |
| } |
| |
| void GLRenderer::ScheduleRenderPassDrawQuad( |
| const CALayerOverlay* ca_layer_overlay, |
| DrawingFrame* external_frame) { |
| DCHECK(ca_layer_overlay->rpdq); |
| |
| if (!overlay_resource_pool_) { |
| overlay_resource_pool_ = ResourcePool::CreateForGpuMemoryBufferResources( |
| resource_provider_, base::ThreadTaskRunnerHandle::Get().get(), |
| gfx::BufferUsage::SCANOUT, base::TimeDelta::FromSeconds(3)); |
| } |
| |
| Resource* resource = nullptr; |
| gfx::RectF new_bounds; |
| CopyRenderPassDrawQuadToOverlayResource(ca_layer_overlay, &resource, |
| external_frame, &new_bounds); |
| if (!resource || !resource->id()) |
| return; |
| |
| pending_overlay_resources_.push_back( |
| base::MakeUnique<ResourceProvider::ScopedReadLockGL>(resource_provider_, |
| resource->id())); |
| unsigned texture_id = pending_overlay_resources_.back()->texture_id(); |
| |
| // Once a resource is released, it is marked as "busy". It will be |
| // available for reuse after the ScopedReadLockGL is destroyed. |
| overlay_resource_pool_->ReleaseResource(resource); |
| |
| GLfloat contents_rect[4] = { |
| ca_layer_overlay->contents_rect.x(), ca_layer_overlay->contents_rect.y(), |
| ca_layer_overlay->contents_rect.width(), |
| ca_layer_overlay->contents_rect.height(), |
| }; |
| GLfloat bounds_rect[4] = { |
| new_bounds.x(), new_bounds.y(), new_bounds.width(), new_bounds.height(), |
| }; |
| GLboolean is_clipped = ca_layer_overlay->shared_state->is_clipped; |
| GLfloat clip_rect[4] = {ca_layer_overlay->shared_state->clip_rect.x(), |
| ca_layer_overlay->shared_state->clip_rect.y(), |
| ca_layer_overlay->shared_state->clip_rect.width(), |
| ca_layer_overlay->shared_state->clip_rect.height()}; |
| GLint sorting_context_id = ca_layer_overlay->shared_state->sorting_context_id; |
| SkMatrix44 transform = ca_layer_overlay->shared_state->transform; |
| GLfloat gl_transform[16]; |
| transform.asColMajorf(gl_transform); |
| unsigned filter = ca_layer_overlay->filter; |
| |
| // The alpha has already been applied when copying the RPDQ to an IOSurface. |
| GLfloat alpha = 1; |
| gl_->ScheduleCALayerSharedStateCHROMIUM(alpha, is_clipped, clip_rect, |
| sorting_context_id, gl_transform); |
| gl_->ScheduleCALayerCHROMIUM( |
| texture_id, contents_rect, ca_layer_overlay->background_color, |
| ca_layer_overlay->edge_aa_mask, bounds_rect, filter); |
| } |
| |
| } // namespace cc |