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// Copyright 2011 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.
#ifndef COMPONENTS_VIZ_COMMON_QUADS_RENDER_PASS_H_
#define COMPONENTS_VIZ_COMMON_QUADS_RENDER_PASS_H_
#include <stddef.h>
#include <utility>
#include <vector>
#include "base/callback.h"
#include "base/hash.h"
#include "base/macros.h"
#include "cc/base/list_container.h"
#include "cc/paint/filter_operations.h"
#include "components/viz/common/quads/draw_quad.h"
#include "components/viz/common/quads/largest_draw_quad.h"
#include "components/viz/common/viz_common_export.h"
#include "ui/gfx/color_space.h"
#include "ui/gfx/geometry/rect.h"
#include "ui/gfx/geometry/rect_f.h"
#include "ui/gfx/transform.h"
namespace base {
namespace trace_event {
class TracedValue;
}
} // namespace base
namespace viz {
class CopyOutputRequest;
class DrawQuad;
class RenderPassDrawQuad;
class SharedQuadState;
// A list of DrawQuad objects, sorted internally in front-to-back order.
class VIZ_COMMON_EXPORT QuadList : public cc::ListContainer<DrawQuad> {
public:
QuadList();
explicit QuadList(size_t default_size_to_reserve);
typedef QuadList::ReverseIterator BackToFrontIterator;
typedef QuadList::ConstReverseIterator ConstBackToFrontIterator;
inline BackToFrontIterator BackToFrontBegin() { return rbegin(); }
inline BackToFrontIterator BackToFrontEnd() { return rend(); }
inline ConstBackToFrontIterator BackToFrontBegin() const { return rbegin(); }
inline ConstBackToFrontIterator BackToFrontEnd() const { return rend(); }
// This function is used by overlay algorithm to fill the backbuffer with
// transparent black.
void ReplaceExistingQuadWithOpaqueTransparentSolidColor(Iterator at);
};
using SharedQuadStateList = cc::ListContainer<SharedQuadState>;
using RenderPassId = uint64_t;
class VIZ_COMMON_EXPORT RenderPass {
public:
~RenderPass();
static std::unique_ptr<RenderPass> Create();
static std::unique_ptr<RenderPass> Create(size_t num_layers);
static std::unique_ptr<RenderPass> Create(size_t shared_quad_state_list_size,
size_t quad_list_size);
// A shallow copy of the render pass, which does not include its quads or copy
// requests.
std::unique_ptr<RenderPass> Copy(int new_id) const;
// A deep copy of the render pass that includes quads.
std::unique_ptr<RenderPass> DeepCopy() const;
// A deep copy of the render passes in the list including the quads.
static void CopyAll(const std::vector<std::unique_ptr<RenderPass>>& in,
std::vector<std::unique_ptr<RenderPass>>* out);
void SetNew(RenderPassId id,
const gfx::Rect& output_rect,
const gfx::Rect& damage_rect,
const gfx::Transform& transform_to_root_target);
void SetAll(RenderPassId id,
const gfx::Rect& output_rect,
const gfx::Rect& damage_rect,
const gfx::Transform& transform_to_root_target,
const cc::FilterOperations& filters,
const cc::FilterOperations& background_filters,
const gfx::ColorSpace& color_space,
bool has_transparent_background,
bool cache_render_pass,
bool has_damage_from_contributing_content,
bool generate_mipmap);
void AsValueInto(base::trace_event::TracedValue* dict) const;
SharedQuadState* CreateAndAppendSharedQuadState();
template <typename DrawQuadType>
DrawQuadType* CreateAndAppendDrawQuad() {
return quad_list.AllocateAndConstruct<DrawQuadType>();
}
RenderPassDrawQuad* CopyFromAndAppendRenderPassDrawQuad(
const RenderPassDrawQuad* quad,
RenderPassId render_pass_id);
DrawQuad* CopyFromAndAppendDrawQuad(const DrawQuad* quad);
// Uniquely identifies the render pass in the compositor's current frame.
RenderPassId id = 0;
// These are in the space of the render pass' physical pixels.
gfx::Rect output_rect;
gfx::Rect damage_rect;
// Transforms from the origin of the |output_rect| to the origin of the root
// render pass' |output_rect|.
gfx::Transform transform_to_root_target;
// Post-processing filters, applied to the pixels in the render pass' texture.
cc::FilterOperations filters;
// Post-processing filters, applied to the pixels showing through the
// background of the render pass, from behind it.
cc::FilterOperations background_filters;
// The color space into which content will be rendered for this render pass.
gfx::ColorSpace color_space = gfx::ColorSpace::CreateSRGB();
// If false, the pixels in the render pass' texture are all opaque.
bool has_transparent_background = true;
// If true we might reuse the texture if there is no damage.
bool cache_render_pass = false;
// Indicates whether there is accumulated damage from contributing render
// surface or layer or surface quad. Not including property changes on itself.
bool has_damage_from_contributing_content = false;
// Generate mipmap for trilinear filtering, applied to render pass' texture.
bool generate_mipmap = false;
// If non-empty, the renderer should produce a copy of the render pass'
// contents as a bitmap, and give a copy of the bitmap to each callback in
// this list. This property should not be serialized between compositors, as
// it only makes sense in the root compositor.
std::vector<std::unique_ptr<CopyOutputRequest>> copy_requests;
QuadList quad_list;
SharedQuadStateList shared_quad_state_list;
protected:
explicit RenderPass(size_t num_layers);
RenderPass();
RenderPass(size_t shared_quad_state_list_size, size_t quad_list_size);
private:
template <typename DrawQuadType>
DrawQuadType* CopyFromAndAppendTypedDrawQuad(const DrawQuad* quad) {
return quad_list.AllocateAndCopyFrom(DrawQuadType::MaterialCast(quad));
}
DISALLOW_COPY_AND_ASSIGN(RenderPass);
};
using RenderPassList = std::vector<std::unique_ptr<RenderPass>>;
} // namespace viz
#endif // COMPONENTS_VIZ_COMMON_QUADS_RENDER_PASS_H_