blob: 28f25910ed7b40a6ea3e1530cfdb5a80195297f6 [file] [log] [blame]
// Copyright 2012 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "base/callback.h"
#include "base/containers/scoped_ptr_hash_map.h"
#include "base/macros.h"
#include "cc/base/cc_export.h"
#include "cc/output/ca_layer_overlay.h"
#include "cc/output/overlay_processor.h"
#include "cc/output/renderer.h"
#include "cc/raster/task_graph_runner.h"
#include "cc/resources/resource_provider.h"
#include "cc/resources/scoped_resource.h"
#include "ui/gfx/geometry/quad_f.h"
namespace cc {
class DrawPolygon;
class ResourceProvider;
// This is the base class for code shared between the GL and software
// renderer implementations. "Direct" refers to the fact that it does not
// delegate rendering to another compositor.
class CC_EXPORT DirectRenderer : public Renderer {
~DirectRenderer() override;
void DecideRenderPassAllocationsForFrame(
const RenderPassList& render_passes_in_draw_order) override;
bool HasAllocatedResourcesForTesting(RenderPassId id) const override;
void DrawFrame(RenderPassList* render_passes_in_draw_order,
float device_scale_factor,
const gfx::Rect& device_viewport_rect,
const gfx::Rect& device_clip_rect,
bool disable_picture_quad_image_filtering) override;
struct CC_EXPORT DrawingFrame {
const RenderPassList* render_passes_in_draw_order;
const RenderPass* root_render_pass;
const RenderPass* current_render_pass;
const ScopedResource* current_texture;
gfx::Rect root_damage_rect;
gfx::Rect device_viewport_rect;
gfx::Rect device_clip_rect;
gfx::Transform projection_matrix;
gfx::Transform window_matrix;
bool disable_picture_quad_image_filtering;
OverlayCandidateList overlay_list;
CALayerOverlayList ca_layer_overlay_list;
void SetEnlargePassTextureAmountForTesting(const gfx::Vector2d& amount);
void DoDrawPolygon(const DrawPolygon& poly,
DrawingFrame* frame,
const gfx::Rect& render_pass_scissor,
bool use_render_pass_scissor);
enum SurfaceInitializationMode {
DirectRenderer(RendererClient* client,
const RendererSettings* settings,
OutputSurface* output_surface,
ResourceProvider* resource_provider);
static gfx::RectF QuadVertexRect();
static void QuadRectTransform(gfx::Transform* quad_rect_transform,
const gfx::Transform& quad_transform,
const gfx::RectF& quad_rect);
void InitializeViewport(DrawingFrame* frame,
const gfx::Rect& draw_rect,
const gfx::Rect& viewport_rect,
const gfx::Size& surface_size);
gfx::Rect MoveFromDrawToWindowSpace(const DrawingFrame* frame,
const gfx::Rect& draw_rect) const;
bool NeedDeviceClip(const DrawingFrame* frame) const;
gfx::Rect DeviceClipRectInDrawSpace(const DrawingFrame* frame) const;
gfx::Rect DeviceViewportRectInDrawSpace(const DrawingFrame* frame) const;
gfx::Rect OutputSurfaceRectInDrawSpace(const DrawingFrame* frame) const;
static gfx::Rect ComputeScissorRectForRenderPass(const DrawingFrame* frame);
void SetScissorStateForQuad(const DrawingFrame* frame,
const DrawQuad& quad,
const gfx::Rect& render_pass_scissor,
bool use_render_pass_scissor);
bool ShouldSkipQuad(const DrawQuad& quad,
const gfx::Rect& render_pass_scissor);
void SetScissorTestRectInDrawSpace(const DrawingFrame* frame,
const gfx::Rect& draw_space_rect);
static gfx::Size RenderPassTextureSize(const RenderPass* render_pass);
void FlushPolygons(std::deque<scoped_ptr<DrawPolygon>>* poly_list,
DrawingFrame* frame,
const gfx::Rect& render_pass_scissor,
bool use_render_pass_scissor);
void DrawRenderPass(DrawingFrame* frame, const RenderPass* render_pass);
bool UseRenderPass(DrawingFrame* frame, const RenderPass* render_pass);
virtual void BindFramebufferToOutputSurface(DrawingFrame* frame) = 0;
virtual bool BindFramebufferToTexture(DrawingFrame* frame,
const ScopedResource* resource,
const gfx::Rect& target_rect) = 0;
virtual void SetScissorTestRect(const gfx::Rect& scissor_rect) = 0;
virtual void PrepareSurfaceForPass(
DrawingFrame* frame,
SurfaceInitializationMode initialization_mode,
const gfx::Rect& render_pass_scissor) = 0;
// clip_region is a (possibly null) pointer to a quad in the same
// space as the quad. When non-null only the area of the quad that overlaps
// with clip_region will be drawn.
virtual void DoDrawQuad(DrawingFrame* frame,
const DrawQuad* quad,
const gfx::QuadF* clip_region) = 0;
virtual void BeginDrawingFrame(DrawingFrame* frame) = 0;
virtual void FinishDrawingFrame(DrawingFrame* frame) = 0;
virtual void FinishDrawingQuadList();
virtual bool FlippedFramebuffer(const DrawingFrame* frame) const = 0;
virtual void EnsureScissorTestEnabled() = 0;
virtual void EnsureScissorTestDisabled() = 0;
virtual void DiscardBackbuffer() {}
virtual void EnsureBackbuffer() {}
virtual void CopyCurrentRenderPassToBitmap(
DrawingFrame* frame,
scoped_ptr<CopyOutputRequest> request) = 0;
// TODO(danakj): Just use a vector of pairs here? Hash map is way overkill.
base::ScopedPtrHashMap<RenderPassId, scoped_ptr<ScopedResource>>
OutputSurface* output_surface_;
ResourceProvider* resource_provider_;
scoped_ptr<OverlayProcessor> overlay_processor_;
// For use in coordinate conversion, this stores the output rect, viewport
// rect (= unflipped version of glViewport rect), the size of target
// framebuffer, and the current window space viewport. During a draw, this
// stores the values for the current render pass; in between draws, they
// retain the values for the root render pass of the last draw.
gfx::Rect current_draw_rect_;
gfx::Rect current_viewport_rect_;
gfx::Size current_surface_size_;
gfx::Rect current_window_space_viewport_;
gfx::Vector2d enlarge_pass_texture_amount_;
} // namespace cc