blob: baf88805628c85d3199aa0baba7ed01e308e7554 [file] [log] [blame]
// Copyright 2016 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 "chrome/browser/android/vr/gvr_graphics_delegate.h"
#include <algorithm>
#include "base/time/time.h"
#include "base/trace_event/traced_value.h"
#include "chrome/browser/android/vr/gl_browser_interface.h"
#include "chrome/browser/android/vr/gvr_util.h"
#include "chrome/browser/vr/gl_texture_location.h"
#include "chrome/browser/vr/vr_geometry_util.h"
#include "chrome/browser/vr/vr_gl_util.h"
#include "third_party/skia/include/core/SkImageEncoder.h"
#include "third_party/skia/include/core/SkPixmap.h"
#include "ui/gfx/geometry/angle_conversions.h"
#include "ui/gl/android/scoped_java_surface.h"
#include "ui/gl/android/surface_texture.h"
#include "ui/gl/gl_bindings.h"
#include "ui/gl/gl_context.h"
#include "ui/gl/gl_fence_egl.h"
#include "ui/gl/gl_surface.h"
#include "ui/gl/init/gl_factory.h"
namespace vr {
namespace {
constexpr float kZNear = 0.1f;
constexpr float kZFar = 10000.0f;
// GVR buffer indices for use with viewport->SetSourceBufferIndex
// or frame.BindBuffer. We use one for multisampled contents (Browser UI), and
// one for non-multisampled content (webVR or quad layer).
constexpr int kMultiSampleBuffer = 0;
constexpr int kNoMultiSampleBuffer = 1;
constexpr float kDefaultRenderTargetSizeScale = 0.75f;
constexpr float kLowDpiDefaultRenderTargetSizeScale = 0.9f;
// When display UI on top of WebVR, we use a separate buffer. Normally, the
// buffer is set to recommended size to get best visual (i.e the buffer for
// rendering ChromeVR). We divide the recommended buffer size by this number to
// improve performance.
// We calculate a smaller FOV and UV per frame which includes all visible
// elements. This allows us rendering UI at the same quality with a smaller
// buffer.
// Use 2 for now, we can probably make the buffer even smaller.
constexpr float kWebVrBrowserUiSizeFactor = 2.f;
// Taken from the GVR source code, this is the default vignette border fraction.
constexpr float kContentVignetteBorder = 0.04;
constexpr float kContentVignetteScale = 1.0 + (kContentVignetteBorder * 2.0);
// Add a 4 pixel border to avoid aliasing issues at the edge of the texture.
constexpr int kContentBorderPixels = 4;
constexpr gvr::Rectf kContentUv = {0, 1.0, 0, 1.0};
// If we're not using the SurfaceTexture, use this matrix instead of
// webvr_surface_texture_uv_transform_ for drawing to GVR.
constexpr float kWebVrIdentityUvTransform[16] = {1, 0, 0, 0, 0, 1, 0, 0,
0, 0, 1, 0, 0, 0, 0, 1};
// TODO(mthiesse, https://crbug.com/834985): We should be reading this transform
// from the surface, but it appears to be wrong for a few frames and the content
// window ends up upside-down for a few frames...
constexpr float kContentUvTransform[16] = {1, 0, 0, 0, 0, -1, 0, 0,
0, 0, 1, 0, 0, 1, 0, 1};
gfx::Transform PerspectiveMatrixFromView(const gvr::Rectf& fov,
float z_near,
float z_far) {
gfx::Transform result;
const float x_left = -std::tan(gfx::DegToRad(fov.left)) * z_near;
const float x_right = std::tan(gfx::DegToRad(fov.right)) * z_near;
const float y_bottom = -std::tan(gfx::DegToRad(fov.bottom)) * z_near;
const float y_top = std::tan(gfx::DegToRad(fov.top)) * z_near;
DCHECK(x_left < x_right && y_bottom < y_top && z_near < z_far &&
z_near > 0.0f && z_far > 0.0f);
const float X = (2 * z_near) / (x_right - x_left);
const float Y = (2 * z_near) / (y_top - y_bottom);
const float A = (x_right + x_left) / (x_right - x_left);
const float B = (y_top + y_bottom) / (y_top - y_bottom);
const float C = (z_near + z_far) / (z_near - z_far);
const float D = (2 * z_near * z_far) / (z_near - z_far);
// The gfx::Transform default ctor initializes the transform to the identity,
// so we must zero out a few values along the diagonal here.
result.matrix().set(0, 0, X);
result.matrix().set(0, 2, A);
result.matrix().set(1, 1, Y);
result.matrix().set(1, 2, B);
result.matrix().set(2, 2, C);
result.matrix().set(2, 3, D);
result.matrix().set(3, 2, -1);
result.matrix().set(3, 3, 0);
return result;
}
gvr::Rectf UVFromGfxRect(gfx::RectF rect) {
return {rect.x(), rect.x() + rect.width(), 1.0f - rect.bottom(),
1.0f - rect.y()};
}
gfx::RectF GfxRectFromUV(gvr::Rectf rect) {
return gfx::RectF(rect.left, 1.0 - rect.top, rect.right - rect.left,
rect.top - rect.bottom);
}
gfx::RectF ClampRect(gfx::RectF bounds) {
bounds.AdjustToFit(gfx::RectF(0, 0, 1, 1));
return bounds;
}
gvr::Rectf ToGvrRectf(const FovRectangle& rect) {
return gvr::Rectf{rect.left, rect.right, rect.bottom, rect.top};
}
FovRectangle ToUiFovRect(const gvr::Rectf& rect) {
return FovRectangle{rect.left, rect.right, rect.bottom, rect.top};
}
} // namespace
GvrGraphicsDelegate::GvrGraphicsDelegate(
GlBrowserInterface* browser,
TexturesInitializedCallback textures_initialized_callback,
gvr::GvrApi* gvr_api,
bool reprojected_rendering,
bool pause_content,
bool low_density,
size_t sliding_time_size)
: gvr_api_(gvr_api),
low_density_(low_density),
surfaceless_rendering_(reprojected_rendering),
content_paused_(pause_content),
browser_(browser),
textures_initialized_callback_(std::move(textures_initialized_callback)),
webvr_acquire_time_(sliding_time_size),
webvr_submit_time_(sliding_time_size),
weak_ptr_factory_(this) {}
GvrGraphicsDelegate::~GvrGraphicsDelegate() = default;
void GvrGraphicsDelegate::Init(
base::WaitableEvent* gl_surface_created_event,
base::OnceCallback<gfx::AcceleratedWidget()> callback,
bool start_in_webxr_mode) {
if (surfaceless_rendering_) {
InitializeGl(nullptr, start_in_webxr_mode);
} else {
gl_surface_created_event->Wait();
InitializeGl(std::move(callback).Run(), start_in_webxr_mode);
}
}
void GvrGraphicsDelegate::InitializeGl(gfx::AcceleratedWidget window,
bool start_in_webxr_mode) {
if (gl::GetGLImplementation() == gl::kGLImplementationNone &&
!gl::init::InitializeGLOneOff()) {
LOG(ERROR) << "gl::init::InitializeGLOneOff failed";
browser_->ForceExitVr();
return;
}
scoped_refptr<gl::GLSurface> surface;
if (window) {
DCHECK(!surfaceless_rendering_);
surface = gl::init::CreateViewGLSurface(window);
} else {
DCHECK(surfaceless_rendering_);
surface = gl::init::CreateOffscreenGLSurface(gfx::Size());
}
if (!surface.get()) {
LOG(ERROR) << "gl::init::CreateOffscreenGLSurface failed";
browser_->ForceExitVr();
return;
}
if (!BaseGraphicsDelegate::Initialize(surface)) {
browser_->ForceExitVr();
return;
}
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
unsigned int textures[4];
glGenTextures(4, textures);
webvr_texture_id_ = textures[0];
unsigned int content_texture_id = textures[1];
unsigned int content_overlay_texture_id = textures[2];
unsigned int platform_ui_texture_id = textures[3];
content_surface_texture_ = gl::SurfaceTexture::Create(content_texture_id);
content_overlay_surface_texture_ =
gl::SurfaceTexture::Create(content_overlay_texture_id);
ui_surface_texture_ = gl::SurfaceTexture::Create(platform_ui_texture_id);
content_surface_ =
std::make_unique<gl::ScopedJavaSurface>(content_surface_texture_.get());
browser_->ContentSurfaceCreated(content_surface_->j_surface().obj(),
content_surface_texture_.get());
content_overlay_surface_ = std::make_unique<gl::ScopedJavaSurface>(
content_overlay_surface_texture_.get());
browser_->ContentOverlaySurfaceCreated(
content_overlay_surface_->j_surface().obj(),
content_overlay_surface_texture_.get());
ui_surface_ =
std::make_unique<gl::ScopedJavaSurface>(ui_surface_texture_.get());
browser_->DialogSurfaceCreated(ui_surface_->j_surface().obj(),
ui_surface_texture_.get());
content_surface_texture_->SetFrameAvailableCallback(
base::BindRepeating(&GvrGraphicsDelegate::OnContentFrameAvailable,
weak_ptr_factory_.GetWeakPtr()));
content_overlay_surface_texture_->SetFrameAvailableCallback(
base::BindRepeating(&GvrGraphicsDelegate::OnContentOverlayFrameAvailable,
weak_ptr_factory_.GetWeakPtr()));
ui_surface_texture_->SetFrameAvailableCallback(
base::BindRepeating(&GvrGraphicsDelegate::OnUiFrameAvailable,
weak_ptr_factory_.GetWeakPtr()));
content_surface_texture_->SetDefaultBufferSize(
content_tex_buffer_size_.width(), content_tex_buffer_size_.height());
content_overlay_surface_texture_->SetDefaultBufferSize(
content_tex_buffer_size_.width(), content_tex_buffer_size_.height());
// InitializeRenderer calls GvrDelegateReady which triggers actions such as
// responding to RequestPresent.
InitializeRenderer(start_in_webxr_mode);
DCHECK(textures_initialized_callback_);
std::move(textures_initialized_callback_)
.Run(kGlTextureLocationExternal, content_texture_id,
content_overlay_texture_id, platform_ui_texture_id);
}
bool GvrGraphicsDelegate::CreateOrResizeWebXrSurface(
const gfx::Size& size,
base::RepeatingClosure on_webxr_frame_available) {
DVLOG(2) << __func__ << ": size=" << size.width() << "x" << size.height();
if (webxr_use_shared_buffer_draw_) {
DCHECK(!webxr_surface_texture_);
// We don't have a surface in SharedBuffer mode, just update the size.
webxr_surface_size_ = size;
return true;
}
if (!webxr_surface_texture_) {
DCHECK(on_webxr_frame_available)
<< "A callback must be provided to create the surface texture";
webxr_surface_texture_ = gl::SurfaceTexture::Create(webvr_texture_id_);
webxr_surface_texture_->SetFrameAvailableCallback(
std::move(on_webxr_frame_available));
}
// ContentPhysicalBoundsChanged is getting called twice with
// identical sizes? Avoid thrashing the existing context.
if (webxr_->mailbox_bridge_ready() && size == webxr_surface_size_) {
DVLOG(1) << "Ignore resize, size is unchanged";
return false;
}
if (size.IsEmpty()) {
// Defer until a new size arrives on a future bounds update.
DVLOG(1) << "Ignore resize, invalid size";
return false;
}
webxr_surface_texture_->SetDefaultBufferSize(size.width(), size.height());
webxr_surface_size_ = size;
return true;
}
base::TimeDelta GvrGraphicsDelegate::GetAcquireTimeAverage() const {
return webvr_acquire_time_.GetAverage();
}
int GvrGraphicsDelegate::GetContentBufferWidth() {
return content_tex_buffer_size_.width();
}
void GvrGraphicsDelegate::ResumeContentRendering() {
if (!content_paused_)
return;
content_paused_ = false;
// Note that we have to UpdateTexImage here because OnContentFrameAvailable
// won't be fired again until we've updated.
content_surface_texture_->UpdateTexImage();
}
void GvrGraphicsDelegate::SetFrameDumpFilepathBase(std::string& filepath_base) {
frame_buffer_dump_filepath_base_ = filepath_base;
}
void GvrGraphicsDelegate::OnContentFrameAvailable() {
if (content_paused_)
return;
content_surface_texture_->UpdateTexImage();
}
void GvrGraphicsDelegate::OnContentOverlayFrameAvailable() {
content_overlay_surface_texture_->UpdateTexImage();
}
void GvrGraphicsDelegate::OnUiFrameAvailable() {
ui_surface_texture_->UpdateTexImage();
}
void GvrGraphicsDelegate::OnWebXrFrameAvailable() {
webxr_surface_texture_->UpdateTexImage();
// The usual transform matrix we get for the Surface flips Y, so we need to
// apply it in the copy shader to get the correct image orientation:
// {1, 0, 0, 0,
// 0, -1, 0, 0,
// 0, 0, 1, 0,
// 0, 1, 0, 1}
webxr_surface_texture_->GetTransformMatrix(
&webvr_surface_texture_uv_transform_[0]);
}
void GvrGraphicsDelegate::InitializeRenderer(bool start_in_webxr_mode) {
gvr_api_->InitializeGl();
std::vector<gvr::BufferSpec> specs;
// Create multisampled and non-multisampled buffers.
specs.push_back(gvr_api_->CreateBufferSpec());
specs.push_back(gvr_api_->CreateBufferSpec());
gvr::Sizei max_size = gvr_api_->GetMaximumEffectiveRenderTargetSize();
float scale = low_density_ ? kLowDpiDefaultRenderTargetSizeScale
: kDefaultRenderTargetSizeScale;
render_size_default_ = {max_size.width * scale, max_size.height * scale};
render_size_webvr_ui_ = {max_size.width / kWebVrBrowserUiSizeFactor,
max_size.height / kWebVrBrowserUiSizeFactor};
specs[kMultiSampleBuffer].SetSamples(2);
specs[kMultiSampleBuffer].SetDepthStencilFormat(
GVR_DEPTH_STENCIL_FORMAT_NONE);
if (start_in_webxr_mode) {
specs[kMultiSampleBuffer].SetSize(render_size_webvr_ui_.width(),
render_size_webvr_ui_.height());
} else {
specs[kMultiSampleBuffer].SetSize(render_size_default_.width(),
render_size_default_.height());
}
specs[kNoMultiSampleBuffer].SetSamples(1);
specs[kNoMultiSampleBuffer].SetDepthStencilFormat(
GVR_DEPTH_STENCIL_FORMAT_NONE);
specs[kNoMultiSampleBuffer].SetSize(render_size_default_.width(),
render_size_default_.height());
swap_chain_ = gvr_api_->CreateSwapChain(specs);
UpdateViewports();
browser_->GvrDelegateReady(gvr_api_->GetViewerType());
}
void GvrGraphicsDelegate::UpdateViewports() {
if (!viewports_need_updating_)
return;
viewports_need_updating_ = false;
gvr::BufferViewportList viewport_list =
gvr_api_->CreateEmptyBufferViewportList();
// Set up main content viewports. The list has two elements, 0=left eye and
// 1=right eye.
viewport_list.SetToRecommendedBufferViewports();
viewport_list.GetBufferViewport(0, &main_viewport_.left);
viewport_list.GetBufferViewport(1, &main_viewport_.right);
// Save copies of the first two viewport items for use by WebVR, it sets its
// own UV bounds.
viewport_list.GetBufferViewport(0, &webvr_viewport_.left);
viewport_list.GetBufferViewport(1, &webvr_viewport_.right);
webvr_viewport_.left.SetSourceUv(
UVFromGfxRect(ClampRect(current_webvr_frame_bounds_.left_bounds)));
webvr_viewport_.right.SetSourceUv(
UVFromGfxRect(ClampRect(current_webvr_frame_bounds_.right_bounds)));
// Set up Content UI viewports. Content will be shown as a quad layer to get
// the best possible quality.
viewport_list.GetBufferViewport(0, &content_underlay_viewport_.left);
viewport_list.GetBufferViewport(1, &content_underlay_viewport_.right);
viewport_list.GetBufferViewport(0, &webvr_overlay_viewport_.left);
viewport_list.GetBufferViewport(1, &webvr_overlay_viewport_.right);
main_viewport_.SetSourceBufferIndex(kMultiSampleBuffer);
webvr_overlay_viewport_.SetSourceBufferIndex(kMultiSampleBuffer);
webvr_viewport_.SetSourceBufferIndex(kNoMultiSampleBuffer);
content_underlay_viewport_.SetSourceBufferIndex(kNoMultiSampleBuffer);
content_underlay_viewport_.SetSourceUv(kContentUv);
}
void GvrGraphicsDelegate::SetWebXrBounds(const WebVrBounds& bounds) {
webvr_viewport_.left.SetSourceUv(UVFromGfxRect(bounds.left_bounds));
webvr_viewport_.right.SetSourceUv(UVFromGfxRect(bounds.right_bounds));
current_webvr_frame_bounds_ =
bounds; // If we recreate the viewports, keep these bounds.
}
bool GvrGraphicsDelegate::ResizeForWebXr() {
// Resize the webvr overlay buffer, which may have been used by the content
// quad buffer previously.
gvr::Sizei size = swap_chain_.GetBufferSize(kMultiSampleBuffer);
gfx::Size target_size = render_size_webvr_ui_;
if (size.width != target_size.width() ||
size.height != target_size.height()) {
swap_chain_.ResizeBuffer(kMultiSampleBuffer,
{target_size.width(), target_size.height()});
}
size = swap_chain_.GetBufferSize(kNoMultiSampleBuffer);
target_size = webxr_surface_size_;
if (!target_size.width()) {
// Don't try to resize to 0x0 pixels, drop frames until we get a valid
// size.
return false;
}
if (size.width != target_size.width() ||
size.height != target_size.height()) {
swap_chain_.ResizeBuffer(kNoMultiSampleBuffer,
{target_size.width(), target_size.height()});
}
return true;
}
void GvrGraphicsDelegate::ResizeForBrowser() {
gvr::Sizei size = swap_chain_.GetBufferSize(kMultiSampleBuffer);
gfx::Size target_size = render_size_default_;
if (size.width != target_size.width() ||
size.height != target_size.height()) {
swap_chain_.ResizeBuffer(kMultiSampleBuffer,
{target_size.width(), target_size.height()});
}
size = swap_chain_.GetBufferSize(kNoMultiSampleBuffer);
target_size = {content_tex_buffer_size_.width() * kContentVignetteScale,
content_tex_buffer_size_.height() * kContentVignetteScale};
if (size.width != target_size.width() ||
size.height != target_size.height()) {
swap_chain_.ResizeBuffer(kNoMultiSampleBuffer,
{target_size.width(), target_size.height()});
}
}
void GvrGraphicsDelegate::UpdateEyeInfos(const gfx::Transform& head_pose,
const Viewport& viewport,
const gfx::Size& render_size,
RenderInfo* out_render_info) {
for (auto eye : {GVR_LEFT_EYE, GVR_RIGHT_EYE}) {
CameraModel& eye_info = (eye == GVR_LEFT_EYE)
? out_render_info->left_eye_model
: out_render_info->right_eye_model;
eye_info.eye_type =
(eye == GVR_LEFT_EYE) ? EyeType::kLeftEye : EyeType::kRightEye;
const gvr::BufferViewport& vp =
(eye == GVR_LEFT_EYE) ? viewport.left : viewport.right;
gfx::Transform eye_matrix;
GvrMatToTransform(gvr_api_->GetEyeFromHeadMatrix(eye), &eye_matrix);
eye_info.view_matrix = eye_matrix * head_pose;
const gfx::RectF& rect = GfxRectFromUV(vp.GetSourceUv());
eye_info.viewport = vr::CalculatePixelSpaceRect(render_size, rect);
eye_info.proj_matrix =
PerspectiveMatrixFromView(vp.GetSourceFov(), kZNear, kZFar);
eye_info.view_proj_matrix = eye_info.proj_matrix * eye_info.view_matrix;
}
}
void GvrGraphicsDelegate::UpdateContentViewportTransforms(
const gfx::Transform& quad_transform) {
// The Texture Quad renderer draws quads that extend from -0.5 to 0.5 in X and
// Y, while Daydream's quad layers are implicitly -1.0 to 1.0. Thus to ensure
// things line up we have to scale by 0.5.
gfx::Transform transform = quad_transform;
transform.Scale3d(0.5f * kContentVignetteScale, 0.5f * kContentVignetteScale,
1.0f);
for (auto eye : {GVR_LEFT_EYE, GVR_RIGHT_EYE}) {
CameraModel camera = (eye == GVR_LEFT_EYE) ? render_info_.left_eye_model
: render_info_.right_eye_model;
gvr::Mat4f viewport_transform;
TransformToGvrMat(camera.view_matrix * transform, &viewport_transform);
gvr::BufferViewport& viewport = (eye == GVR_LEFT_EYE)
? content_underlay_viewport_.left
: content_underlay_viewport_.right;
viewport.SetTransform(viewport_transform);
}
}
bool GvrGraphicsDelegate::AcquireGvrFrame(int frame_index) {
TRACE_EVENT0("gpu", "Vr.AcquireGvrFrame");
DCHECK(!acquired_frame_);
base::TimeTicks acquire_start = base::TimeTicks::Now();
acquired_frame_ = swap_chain_.AcquireFrame();
webvr_acquire_time_.AddSample(base::TimeTicks::Now() - acquire_start);
return !!acquired_frame_;
}
RenderInfo GvrGraphicsDelegate::GetRenderInfo(FrameType frame_type,
const gfx::Transform& head_pose) {
gfx::Size render_size =
frame_type == kWebXrFrame ? render_size_webvr_ui_ : render_size_default_;
UpdateEyeInfos(head_pose, main_viewport_, render_size, &render_info_);
render_info_.head_pose = head_pose;
return render_info_;
}
void GvrGraphicsDelegate::InitializeBuffers() {
viewport_list_ = gvr_api_->CreateEmptyBufferViewportList();
}
void GvrGraphicsDelegate::PrepareBufferForWebXr() {
DCHECK_EQ(viewport_list_.GetSize(), 0U);
viewport_list_.SetBufferViewport(0, webvr_viewport_.left);
viewport_list_.SetBufferViewport(1, webvr_viewport_.right);
acquired_frame_.BindBuffer(kNoMultiSampleBuffer);
if (webxr_use_shared_buffer_draw_) {
WebVrWaitForServerFence();
CHECK(webxr_->HaveProcessingFrame());
}
// We're redrawing over the entire viewport, but it's generally more
// efficient on mobile tiling GPUs to clear anyway as a hint that
// we're done with the old content. TODO(klausw, https://crbug.com/700389):
// investigate using glDiscardFramebufferEXT here since that's more
// efficient on desktop, but it would need a capability check since
// it's not supported on older devices such as Nexus 5X.
glClear(GL_COLOR_BUFFER_BIT);
// Don't need face culling, depth testing, blending, etc. Turn it all off.
glDisable(GL_CULL_FACE);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_BLEND);
glDisable(GL_POLYGON_OFFSET_FILL);
glViewport(0, 0, webxr_surface_size_.width(), webxr_surface_size_.height());
if (!frame_buffer_dump_filepath_base_.empty()) {
frame_buffer_dump_filepath_suffix_ = "_WebXrContent";
last_bound_buffer_index_ = kNoMultiSampleBuffer;
}
}
void GvrGraphicsDelegate::PrepareBufferForWebXrOverlayElements() {
// WebVR content may use an arbitrary size buffer. We need to draw browser
// UI on a different buffer to make sure that our UI has enough resolution.
acquired_frame_.BindBuffer(kMultiSampleBuffer);
DCHECK_EQ(viewport_list_.GetSize(), 2U);
viewport_list_.SetBufferViewport(2, webvr_overlay_viewport_.left);
viewport_list_.SetBufferViewport(3, webvr_overlay_viewport_.right);
glClear(GL_COLOR_BUFFER_BIT);
if (!frame_buffer_dump_filepath_base_.empty()) {
frame_buffer_dump_filepath_suffix_ = "_WebXrOverlay";
last_bound_buffer_index_ = kMultiSampleBuffer;
}
}
void GvrGraphicsDelegate::PrepareBufferForContentQuadLayer(
const gfx::Transform& quad_transform) {
DCHECK_EQ(viewport_list_.GetSize(), 0U);
UpdateContentViewportTransforms(quad_transform);
viewport_list_.SetBufferViewport(viewport_list_.GetSize(),
content_underlay_viewport_.left);
viewport_list_.SetBufferViewport(viewport_list_.GetSize(),
content_underlay_viewport_.right);
// Draw the main browser content to a quad layer.
acquired_frame_.BindBuffer(kNoMultiSampleBuffer);
// Don't need face culling, depth testing, blending, etc. Turn it all off.
glDisable(GL_CULL_FACE);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_POLYGON_OFFSET_FILL);
glDisable(GL_BLEND);
glClear(GL_COLOR_BUFFER_BIT);
DCHECK(!content_tex_buffer_size_.IsEmpty());
glViewport(content_tex_buffer_size_.width() * kContentVignetteBorder -
kContentBorderPixels,
content_tex_buffer_size_.height() * kContentVignetteBorder -
kContentBorderPixels,
content_tex_buffer_size_.width() + 2 * kContentBorderPixels,
content_tex_buffer_size_.height() + 2 * kContentBorderPixels);
if (!frame_buffer_dump_filepath_base_.empty()) {
frame_buffer_dump_filepath_suffix_ = "_BrowserContent";
last_bound_buffer_index_ = kNoMultiSampleBuffer;
}
}
void GvrGraphicsDelegate::PrepareBufferForBrowserUi() {
DCHECK_LE(viewport_list_.GetSize(), 2U);
viewport_list_.SetBufferViewport(viewport_list_.GetSize(),
main_viewport_.left);
viewport_list_.SetBufferViewport(viewport_list_.GetSize(),
main_viewport_.right);
acquired_frame_.BindBuffer(kMultiSampleBuffer);
glClear(GL_COLOR_BUFFER_BIT);
if (!frame_buffer_dump_filepath_base_.empty()) {
frame_buffer_dump_filepath_suffix_ = "_BrowserUi";
last_bound_buffer_index_ = kMultiSampleBuffer;
}
}
FovRectangles GvrGraphicsDelegate::GetRecommendedFovs() {
return {ToUiFovRect(main_viewport_.left.GetSourceFov()),
ToUiFovRect(main_viewport_.right.GetSourceFov())};
}
float GvrGraphicsDelegate::GetZNear() {
return kZNear;
}
RenderInfo GvrGraphicsDelegate::GetOptimizedRenderInfoForFovs(
const FovRectangles& fovs) {
webvr_overlay_viewport_.left.SetSourceFov(ToGvrRectf(fovs.first));
webvr_overlay_viewport_.right.SetSourceFov(ToGvrRectf(fovs.second));
// Set render info to recommended setting. It will be used as our base for
// optimization.
RenderInfo render_info_webxr_overlay;
render_info_webxr_overlay.head_pose = render_info_.head_pose;
UpdateEyeInfos(render_info_webxr_overlay.head_pose, webvr_overlay_viewport_,
render_size_webvr_ui_, &render_info_webxr_overlay);
return render_info_webxr_overlay;
}
void GvrGraphicsDelegate::OnFinishedDrawingBuffer() {
MaybeDumpFrameBufferToDisk();
acquired_frame_.Unbind();
}
bool GvrGraphicsDelegate::IsContentQuadReady() {
return !content_tex_buffer_size_.IsEmpty();
}
void GvrGraphicsDelegate::GetContentQuadDrawParams(Transform* uv_transform,
float* border_x,
float* border_y) {
std::copy(kContentUvTransform,
kContentUvTransform + base::size(kContentUvTransform),
*uv_transform);
DCHECK(!content_tex_buffer_size_.IsEmpty());
*border_x = kContentBorderPixels / content_tex_buffer_size_.width();
*border_y = kContentBorderPixels / content_tex_buffer_size_.height();
}
void GvrGraphicsDelegate::GetWebXrDrawParams(int* texture_id,
Transform* uv_transform) {
if (webxr_use_shared_buffer_draw_) {
WebXrSharedBuffer* buffer =
webxr_->GetProcessingFrame()->shared_buffer.get();
CHECK(buffer);
*texture_id = buffer->local_texture;
// Use an identity UV transform, the image is already oriented correctly.
std::copy(kWebVrIdentityUvTransform,
kWebVrIdentityUvTransform + base::size(kWebVrIdentityUvTransform),
*uv_transform);
} else {
*texture_id = webvr_texture_id_;
// Apply the UV transform from the SurfaceTexture, that's usually a Y flip.
std::copy(webvr_surface_texture_uv_transform_,
webvr_surface_texture_uv_transform_ +
base::size(webvr_surface_texture_uv_transform_),
*uv_transform);
}
}
void GvrGraphicsDelegate::WebVrWaitForServerFence() {
DCHECK(webxr_->HaveProcessingFrame());
std::unique_ptr<gl::GLFence> gpu_fence(
webxr_->GetProcessingFrame()->gvr_handoff_fence.release());
DCHECK(gpu_fence);
// IMPORTANT: wait as late as possible to insert the server wait. Doing so
// blocks the server from doing any further work on this GL context until
// the fence signals, this prevents any older fences such as the ones we
// may be using for other synchronization from signaling.
gpu_fence->ServerWait();
// Fence will be destroyed on going out of scope here.
return;
}
void GvrGraphicsDelegate::MaybeDumpFrameBufferToDisk() {
if (frame_buffer_dump_filepath_base_.empty())
return;
// Create buffer
std::unique_ptr<SkBitmap> bitmap = std::make_unique<SkBitmap>();
int width = swap_chain_.GetBufferSize(last_bound_buffer_index_).width;
int height = swap_chain_.GetBufferSize(last_bound_buffer_index_).height;
CHECK(bitmap->tryAllocN32Pixels(width, height, false));
// Read pixels from frame buffer
SkPixmap pixmap;
CHECK(bitmap->peekPixels(&pixmap));
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE,
pixmap.writable_addr());
DCHECK(glGetError() == GL_NO_ERROR);
// Flip image vertically since SkBitmap expects the pixels in a different
// order.
for (int col = 0; col < width; ++col) {
for (int row = 0; row < height / 2; ++row) {
std::swap(*pixmap.writable_addr32(col, row),
*pixmap.writable_addr32(col, height - row - 1));
}
}
std::string filename = frame_buffer_dump_filepath_base_ +
frame_buffer_dump_filepath_suffix_ + ".png";
SkFILEWStream stream(filename.c_str());
DCHECK(stream.isValid());
CHECK(SkEncodeImage(&stream, *bitmap, SkEncodedImageFormat::kPNG, 100));
}
void GvrGraphicsDelegate::SubmitToGvr(const gfx::Transform& head_pose) {
TRACE_EVENT0("gpu", __func__);
gvr::Mat4f mat;
TransformToGvrMat(head_pose, &mat);
base::TimeTicks submit_start = base::TimeTicks::Now();
acquired_frame_.Submit(viewport_list_, mat);
base::TimeTicks submit_done = base::TimeTicks::Now();
webvr_submit_time_.AddSample(submit_done - submit_start);
CHECK(!acquired_frame_);
// No need to swap buffers for surfaceless rendering.
if (!surfaceless_rendering_) {
// TODO(mthiesse): Support asynchronous SwapBuffers.
SwapSurfaceBuffers();
}
}
void GvrGraphicsDelegate::BufferBoundsChanged(
const gfx::Size& content_buffer_size,
const gfx::Size& overlay_buffer_size) {
content_tex_buffer_size_ = content_buffer_size;
}
base::WeakPtr<GvrGraphicsDelegate> GvrGraphicsDelegate::GetWeakPtr() {
return weak_ptr_factory_.GetWeakPtr();
}
bool GvrGraphicsDelegate::DoesSurfacelessRendering() const {
return surfaceless_rendering_;
}
void GvrGraphicsDelegate::RecordFrameTimeTraces() const {
TRACE_COUNTER2("gpu", "GVR frame time (ms)", "acquire",
webvr_acquire_time_.GetAverage().InMilliseconds(), "submit",
webvr_submit_time_.GetAverage().InMilliseconds());
}
} // namespace vr