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// Copyright 2014 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 "content/browser/compositor/buffer_queue.h"
#include "base/containers/adapters.h"
#include "build/build_config.h"
#include "content/browser/compositor/image_transport_factory.h"
#include "content/browser/gpu/browser_gpu_memory_buffer_manager.h"
#include "content/common/gpu/client/context_provider_command_buffer.h"
#include "content/common/gpu/client/gl_helper.h"
#include "gpu/GLES2/gl2extchromium.h"
#include "gpu/command_buffer/client/gles2_interface.h"
#include "gpu/command_buffer/service/image_factory.h"
#include "third_party/skia/include/core/SkRect.h"
#include "third_party/skia/include/core/SkRegion.h"
#include "ui/gfx/gpu_memory_buffer.h"
#include "ui/gfx/skia_util.h"
namespace content {
BufferQueue::BufferQueue(
scoped_refptr<cc::ContextProvider> context_provider,
unsigned int texture_target,
unsigned int internalformat,
GLHelper* gl_helper,
BrowserGpuMemoryBufferManager* gpu_memory_buffer_manager,
int surface_id)
: context_provider_(context_provider),
fbo_(0),
allocated_count_(0),
texture_target_(texture_target),
internal_format_(internalformat),
gl_helper_(gl_helper),
gpu_memory_buffer_manager_(gpu_memory_buffer_manager),
surface_id_(surface_id) {}
BufferQueue::~BufferQueue() {
FreeAllSurfaces();
gpu::gles2::GLES2Interface* gl = context_provider_->ContextGL();
if (fbo_)
gl->DeleteFramebuffers(1, &fbo_);
}
void BufferQueue::Initialize() {
gpu::gles2::GLES2Interface* gl = context_provider_->ContextGL();
gl->GenFramebuffers(1, &fbo_);
}
void BufferQueue::BindFramebuffer() {
gpu::gles2::GLES2Interface* gl = context_provider_->ContextGL();
gl->BindFramebuffer(GL_FRAMEBUFFER, fbo_);
if (!current_surface_)
current_surface_ = GetNextSurface();
if (current_surface_) {
gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
texture_target_, current_surface_->texture, 0);
}
}
void BufferQueue::CopyBufferDamage(int texture,
int source_texture,
const gfx::Rect& new_damage,
const gfx::Rect& old_damage) {
gl_helper_->CopySubBufferDamage(
texture_target_, texture, source_texture,
SkRegion(gfx::RectToSkIRect(new_damage)),
SkRegion(gfx::RectToSkIRect(old_damage)));
}
void BufferQueue::UpdateBufferDamage(const gfx::Rect& damage) {
if (displayed_surface_)
displayed_surface_->damage.Union(damage);
for (auto& surface : available_surfaces_)
surface->damage.Union(damage);
for (auto& surface : in_flight_surfaces_) {
if (surface)
surface->damage.Union(damage);
}
}
void BufferQueue::SwapBuffers(const gfx::Rect& damage) {
if (current_surface_) {
if (!damage.IsEmpty() && damage != gfx::Rect(size_)) {
// Copy damage from the most recently swapped buffer. In the event that
// the buffer was destroyed and failed to recreate, pick from the most
// recently available buffer.
unsigned int texture_id = 0;
for (auto& surface : base::Reversed(in_flight_surfaces_)) {
if (surface) {
texture_id = surface->texture;
break;
}
}
if (!texture_id && displayed_surface_)
texture_id = displayed_surface_->texture;
if (texture_id) {
CopyBufferDamage(current_surface_->texture, texture_id, damage,
current_surface_->damage);
}
}
current_surface_->damage = gfx::Rect();
}
UpdateBufferDamage(damage);
in_flight_surfaces_.push_back(std::move(current_surface_));
// Some things reset the framebuffer (CopySubBufferDamage, some GLRenderer
// paths), so ensure we restore it here.
context_provider_->ContextGL()->BindFramebuffer(GL_FRAMEBUFFER, fbo_);
}
void BufferQueue::Reshape(const gfx::Size& size, float scale_factor) {
if (size == size_)
return;
// TODO(ccameron): This assert is being hit on Mac try jobs. Determine if that
// is cause for concern or if it is benign.
// http://crbug.com/524624
#if !defined(OS_MACOSX)
DCHECK(!current_surface_);
#endif
size_ = size;
// TODO: add stencil buffer when needed.
gpu::gles2::GLES2Interface* gl = context_provider_->ContextGL();
gl->BindFramebuffer(GL_FRAMEBUFFER, fbo_);
gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
texture_target_, 0, 0);
FreeAllSurfaces();
}
void BufferQueue::RecreateBuffers() {
// We need to recreate the buffers, for whatever reason the old ones are not
// presentable on the device anymore.
// Unused buffers can be freed directly, they will be re-allocated as needed.
// Any in flight, current or displayed surface must be replaced.
available_surfaces_.clear();
// Recreate all in-flight surfaces and put the recreated copies in the queue.
for (auto& surface : in_flight_surfaces_)
surface = RecreateBuffer(std::move(surface));
current_surface_ = RecreateBuffer(std::move(current_surface_));
displayed_surface_ = RecreateBuffer(std::move(displayed_surface_));
if (current_surface_) {
// If we have a texture bound, we will need to re-bind it.
gpu::gles2::GLES2Interface* gl = context_provider_->ContextGL();
gl->BindFramebuffer(GL_FRAMEBUFFER, fbo_);
gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
texture_target_, current_surface_->texture, 0);
}
}
scoped_ptr<BufferQueue::AllocatedSurface> BufferQueue::RecreateBuffer(
scoped_ptr<AllocatedSurface> surface) {
if (!surface)
return nullptr;
scoped_ptr<AllocatedSurface> new_surface(GetNextSurface());
if (!new_surface)
return nullptr;
new_surface->damage = surface->damage;
// Copy the entire texture.
CopyBufferDamage(new_surface->texture, surface->texture, gfx::Rect(),
gfx::Rect(size_));
return new_surface;
}
void BufferQueue::PageFlipComplete() {
DCHECK(!in_flight_surfaces_.empty());
if (displayed_surface_)
available_surfaces_.push_back(std::move(displayed_surface_));
displayed_surface_ = std::move(in_flight_surfaces_.front());
in_flight_surfaces_.pop_front();
}
void BufferQueue::FreeAllSurfaces() {
displayed_surface_.reset();
current_surface_.reset();
// This is intentionally not emptied since the swap buffers acks are still
// expected to arrive.
for (auto& surface : in_flight_surfaces_)
surface = nullptr;
available_surfaces_.clear();
}
void BufferQueue::FreeSurfaceResources(AllocatedSurface* surface) {
if (!surface->texture)
return;
gpu::gles2::GLES2Interface* gl = context_provider_->ContextGL();
gl->BindTexture(texture_target_, surface->texture);
gl->ReleaseTexImage2DCHROMIUM(texture_target_, surface->image);
gl->DeleteTextures(1, &surface->texture);
gl->DestroyImageCHROMIUM(surface->image);
surface->buffer.reset();
allocated_count_--;
}
scoped_ptr<BufferQueue::AllocatedSurface> BufferQueue::GetNextSurface() {
if (!available_surfaces_.empty()) {
scoped_ptr<AllocatedSurface> surface =
std::move(available_surfaces_.back());
available_surfaces_.pop_back();
return surface;
}
unsigned int texture = 0;
gpu::gles2::GLES2Interface* gl = context_provider_->ContextGL();
gl->GenTextures(1, &texture);
if (!texture)
return nullptr;
// We don't want to allow anything more than triple buffering.
DCHECK_LT(allocated_count_, 4U);
scoped_ptr<gfx::GpuMemoryBuffer> buffer(
gpu_memory_buffer_manager_->AllocateGpuMemoryBufferForScanout(
size_, gpu::ImageFactory::DefaultBufferFormatForImageFormat(
internal_format_),
surface_id_));
if (!buffer.get()) {
gl->DeleteTextures(1, &texture);
DLOG(ERROR) << "Failed to allocate GPU memory buffer";
return nullptr;
}
unsigned int id = gl->CreateImageCHROMIUM(
buffer->AsClientBuffer(), size_.width(), size_.height(),
internal_format_);
if (!id) {
LOG(ERROR) << "Failed to allocate backing image surface";
gl->DeleteTextures(1, &texture);
return nullptr;
}
allocated_count_++;
gl->BindTexture(texture_target_, texture);
gl->BindTexImage2DCHROMIUM(texture_target_, id);
return make_scoped_ptr(new AllocatedSurface(this, std::move(buffer), texture,
id, gfx::Rect(size_)));
}
BufferQueue::AllocatedSurface::AllocatedSurface(
BufferQueue* buffer_queue,
scoped_ptr<gfx::GpuMemoryBuffer> buffer,
unsigned int texture,
unsigned int image,
const gfx::Rect& rect)
: buffer_queue(buffer_queue),
buffer(buffer.release()),
texture(texture),
image(image),
damage(rect) {}
BufferQueue::AllocatedSurface::~AllocatedSurface() {
buffer_queue->FreeSurfaceResources(this);
}
} // namespace content