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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.
#include "components/viz/common/quads/render_pass.h"
#include <stddef.h>
#include <algorithm>
#include "base/memory/ptr_util.h"
#include "base/numerics/safe_conversions.h"
#include "base/trace_event/trace_event.h"
#include "base/trace_event/trace_event_argument.h"
#include "base/values.h"
#include "cc/base/math_util.h"
#include "components/viz/common/frame_sinks/copy_output_request.h"
#include "components/viz/common/quads/debug_border_draw_quad.h"
#include "components/viz/common/quads/draw_quad.h"
#include "components/viz/common/quads/largest_draw_quad.h"
#include "components/viz/common/quads/picture_draw_quad.h"
#include "components/viz/common/quads/render_pass_draw_quad.h"
#include "components/viz/common/quads/shared_quad_state.h"
#include "components/viz/common/quads/solid_color_draw_quad.h"
#include "components/viz/common/quads/stream_video_draw_quad.h"
#include "components/viz/common/quads/surface_draw_quad.h"
#include "components/viz/common/quads/texture_draw_quad.h"
#include "components/viz/common/quads/tile_draw_quad.h"
#include "components/viz/common/quads/yuv_video_draw_quad.h"
#include "components/viz/common/traced_value.h"
namespace {
const size_t kDefaultNumSharedQuadStatesToReserve = 32;
const size_t kDefaultNumQuadsToReserve = 128;
} // namespace
namespace viz {
QuadList::QuadList()
: ListContainer<DrawQuad>(LargestDrawQuadAlignment(),
LargestDrawQuadSize(),
kDefaultNumSharedQuadStatesToReserve) {}
QuadList::QuadList(size_t default_size_to_reserve)
: ListContainer<DrawQuad>(LargestDrawQuadAlignment(),
LargestDrawQuadSize(),
default_size_to_reserve) {}
void QuadList::ReplaceExistingQuadWithOpaqueTransparentSolidColor(Iterator at) {
// In order to fill the backbuffer with transparent black, the replacement
// solid color quad needs to set |needs_blending| to false, and
// ShouldDrawWithBlending() returns false so it is drawn without blending.
const gfx::Rect rect = at->rect;
bool needs_blending = false;
const SharedQuadState* shared_quad_state = at->shared_quad_state;
auto* replacement = QuadList::ReplaceExistingElement<SolidColorDrawQuad>(at);
replacement->SetAll(shared_quad_state, rect, rect /* visible_rect */,
needs_blending, SK_ColorTRANSPARENT, true);
}
std::unique_ptr<RenderPass> RenderPass::Create() {
return base::WrapUnique(new RenderPass());
}
std::unique_ptr<RenderPass> RenderPass::Create(size_t num_layers) {
return base::WrapUnique(new RenderPass(num_layers));
}
std::unique_ptr<RenderPass> RenderPass::Create(
size_t shared_quad_state_list_size,
size_t quad_list_size) {
return base::WrapUnique(
new RenderPass(shared_quad_state_list_size, quad_list_size));
}
RenderPass::RenderPass()
: quad_list(kDefaultNumQuadsToReserve),
shared_quad_state_list(alignof(SharedQuadState),
sizeof(SharedQuadState),
kDefaultNumSharedQuadStatesToReserve) {}
// Each layer usually produces one shared quad state, so the number of layers
// is a good hint for what to reserve here.
RenderPass::RenderPass(size_t num_layers)
: has_transparent_background(true),
cache_render_pass(false),
has_damage_from_contributing_content(false),
quad_list(kDefaultNumQuadsToReserve),
shared_quad_state_list(alignof(SharedQuadState),
sizeof(SharedQuadState),
num_layers) {}
RenderPass::RenderPass(size_t shared_quad_state_list_size,
size_t quad_list_size)
: has_transparent_background(true),
cache_render_pass(false),
has_damage_from_contributing_content(false),
quad_list(quad_list_size),
shared_quad_state_list(alignof(SharedQuadState),
sizeof(SharedQuadState),
shared_quad_state_list_size) {}
RenderPass::~RenderPass() {
TRACE_EVENT_OBJECT_DELETED_WITH_ID(TRACE_DISABLED_BY_DEFAULT("viz.quads"),
"RenderPass", reinterpret_cast<void*>(id));
}
std::unique_ptr<RenderPass> RenderPass::Copy(int new_id) const {
std::unique_ptr<RenderPass> copy_pass(
Create(shared_quad_state_list.size(), quad_list.size()));
copy_pass->SetAll(new_id, output_rect, damage_rect, transform_to_root_target,
filters, background_filters, color_space,
has_transparent_background, cache_render_pass,
has_damage_from_contributing_content, generate_mipmap);
return copy_pass;
}
std::unique_ptr<RenderPass> RenderPass::DeepCopy() const {
// Since we can't copy these, it's wrong to use DeepCopy in a situation where
// you may have copy_requests present.
DCHECK_EQ(copy_requests.size(), 0u);
std::unique_ptr<RenderPass> copy_pass(
Create(shared_quad_state_list.size(), quad_list.size()));
copy_pass->SetAll(id, output_rect, damage_rect, transform_to_root_target,
filters, background_filters, color_space,
has_transparent_background, cache_render_pass,
has_damage_from_contributing_content, generate_mipmap);
if (shared_quad_state_list.empty()) {
DCHECK(quad_list.empty());
return copy_pass;
}
SharedQuadStateList::ConstIterator sqs_iter = shared_quad_state_list.begin();
SharedQuadState* copy_shared_quad_state =
copy_pass->CreateAndAppendSharedQuadState();
*copy_shared_quad_state = **sqs_iter;
for (auto* quad : quad_list) {
while (quad->shared_quad_state != *sqs_iter) {
++sqs_iter;
DCHECK(sqs_iter != shared_quad_state_list.end());
copy_shared_quad_state = copy_pass->CreateAndAppendSharedQuadState();
*copy_shared_quad_state = **sqs_iter;
}
DCHECK(quad->shared_quad_state == *sqs_iter);
if (quad->material == DrawQuad::RENDER_PASS) {
const RenderPassDrawQuad* pass_quad =
RenderPassDrawQuad::MaterialCast(quad);
copy_pass->CopyFromAndAppendRenderPassDrawQuad(pass_quad,
pass_quad->render_pass_id);
} else {
copy_pass->CopyFromAndAppendDrawQuad(quad);
}
}
return copy_pass;
}
// static
void RenderPass::CopyAll(const std::vector<std::unique_ptr<RenderPass>>& in,
std::vector<std::unique_ptr<RenderPass>>* out) {
for (const auto& source : in)
out->push_back(source->DeepCopy());
}
void RenderPass::SetNew(uint64_t id,
const gfx::Rect& output_rect,
const gfx::Rect& damage_rect,
const gfx::Transform& transform_to_root_target) {
DCHECK(id);
DCHECK(damage_rect.IsEmpty() || output_rect.Contains(damage_rect))
<< "damage_rect: " << damage_rect.ToString()
<< " output_rect: " << output_rect.ToString();
this->id = id;
this->output_rect = output_rect;
this->damage_rect = damage_rect;
this->transform_to_root_target = transform_to_root_target;
DCHECK(quad_list.empty());
DCHECK(shared_quad_state_list.empty());
}
void RenderPass::SetAll(uint64_t 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) {
DCHECK(id);
this->id = id;
this->output_rect = output_rect;
this->damage_rect = damage_rect;
this->transform_to_root_target = transform_to_root_target;
this->filters = filters;
this->background_filters = background_filters;
this->color_space = color_space;
this->has_transparent_background = has_transparent_background;
this->cache_render_pass = cache_render_pass;
this->has_damage_from_contributing_content =
has_damage_from_contributing_content;
this->generate_mipmap = generate_mipmap;
DCHECK(quad_list.empty());
DCHECK(shared_quad_state_list.empty());
DCHECK(color_space.IsValid());
}
void RenderPass::AsValueInto(base::trace_event::TracedValue* value) const {
cc::MathUtil::AddToTracedValue("output_rect", output_rect, value);
cc::MathUtil::AddToTracedValue("damage_rect", damage_rect, value);
value->SetBoolean("has_transparent_background", has_transparent_background);
value->SetBoolean("cache_render_pass", cache_render_pass);
value->SetBoolean("has_damage_from_contributing_content",
has_damage_from_contributing_content);
value->SetBoolean("generate_mipmap", generate_mipmap);
value->SetInteger("copy_requests",
base::saturated_cast<int>(copy_requests.size()));
value->BeginArray("filters");
filters.AsValueInto(value);
value->EndArray();
value->BeginArray("background_filters");
background_filters.AsValueInto(value);
value->EndArray();
value->BeginArray("shared_quad_state_list");
for (auto* shared_quad_state : shared_quad_state_list) {
value->BeginDictionary();
shared_quad_state->AsValueInto(value);
value->EndDictionary();
}
value->EndArray();
value->BeginArray("quad_list");
for (auto* quad : quad_list) {
value->BeginDictionary();
quad->AsValueInto(value);
value->EndDictionary();
}
value->EndArray();
TracedValue::MakeDictIntoImplicitSnapshotWithCategory(
TRACE_DISABLED_BY_DEFAULT("viz.quads"), value, "RenderPass",
reinterpret_cast<void*>(id));
}
SharedQuadState* RenderPass::CreateAndAppendSharedQuadState() {
return shared_quad_state_list.AllocateAndConstruct<SharedQuadState>();
}
RenderPassDrawQuad* RenderPass::CopyFromAndAppendRenderPassDrawQuad(
const RenderPassDrawQuad* quad,
RenderPassId render_pass_id) {
DCHECK(!shared_quad_state_list.empty());
auto* copy_quad = CopyFromAndAppendTypedDrawQuad<RenderPassDrawQuad>(quad);
copy_quad->shared_quad_state = shared_quad_state_list.back();
copy_quad->render_pass_id = render_pass_id;
return copy_quad;
}
DrawQuad* RenderPass::CopyFromAndAppendDrawQuad(const DrawQuad* quad) {
DCHECK(!shared_quad_state_list.empty());
switch (quad->material) {
case DrawQuad::DEBUG_BORDER:
CopyFromAndAppendTypedDrawQuad<DebugBorderDrawQuad>(quad);
break;
case DrawQuad::PICTURE_CONTENT:
CopyFromAndAppendTypedDrawQuad<PictureDrawQuad>(quad);
break;
case DrawQuad::TEXTURE_CONTENT:
CopyFromAndAppendTypedDrawQuad<TextureDrawQuad>(quad);
break;
case DrawQuad::SOLID_COLOR:
CopyFromAndAppendTypedDrawQuad<SolidColorDrawQuad>(quad);
break;
case DrawQuad::TILED_CONTENT:
CopyFromAndAppendTypedDrawQuad<TileDrawQuad>(quad);
break;
case DrawQuad::STREAM_VIDEO_CONTENT:
CopyFromAndAppendTypedDrawQuad<StreamVideoDrawQuad>(quad);
break;
case DrawQuad::SURFACE_CONTENT:
CopyFromAndAppendTypedDrawQuad<SurfaceDrawQuad>(quad);
break;
case DrawQuad::YUV_VIDEO_CONTENT:
CopyFromAndAppendTypedDrawQuad<YUVVideoDrawQuad>(quad);
break;
// RenderPass quads need to use specific CopyFrom function.
case DrawQuad::RENDER_PASS:
case DrawQuad::INVALID:
// TODO(danakj): Why is this a check instead of dcheck, and validate from
// IPC?
CHECK(false); // Invalid DrawQuad material.
break;
}
quad_list.back()->shared_quad_state = shared_quad_state_list.back();
return quad_list.back();
}
} // namespace viz