| // 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 "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" |
| |
| namespace content { |
| |
| BufferQueue::BufferQueue( |
| scoped_refptr<cc::ContextProvider> context_provider, |
| unsigned int internalformat, |
| GLHelper* gl_helper, |
| BrowserGpuMemoryBufferManager* gpu_memory_buffer_manager, |
| int surface_id) |
| : context_provider_(context_provider), |
| fbo_(0), |
| allocated_count_(0), |
| internalformat_(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_); |
| } |
| |
| bool BufferQueue::Initialize() { |
| gpu::gles2::GLES2Interface* gl = context_provider_->ContextGL(); |
| gl->GenFramebuffers(1, &fbo_); |
| return fbo_ != 0; |
| } |
| |
| void BufferQueue::BindFramebuffer() { |
| gpu::gles2::GLES2Interface* gl = context_provider_->ContextGL(); |
| gl->BindFramebuffer(GL_FRAMEBUFFER, fbo_); |
| |
| if (!current_surface_.texture) { |
| current_surface_ = GetNextSurface(); |
| gl->FramebufferTexture2D(GL_FRAMEBUFFER, |
| GL_COLOR_ATTACHMENT0, |
| GL_TEXTURE_2D, |
| 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, |
| source_texture, |
| SkRegion(SkIRect::MakeXYWH(new_damage.x(), |
| new_damage.y(), |
| new_damage.width(), |
| new_damage.height())), |
| SkRegion(SkIRect::MakeXYWH(old_damage.x(), |
| old_damage.y(), |
| old_damage.width(), |
| old_damage.height()))); |
| } |
| |
| void BufferQueue::UpdateBufferDamage(const gfx::Rect& damage) { |
| for (size_t i = 0; i < available_surfaces_.size(); i++) |
| available_surfaces_[i].damage.Union(damage); |
| for (std::deque<AllocatedSurface>::iterator it = |
| in_flight_surfaces_.begin(); |
| it != in_flight_surfaces_.end(); |
| ++it) |
| it->damage.Union(damage); |
| } |
| |
| void BufferQueue::SwapBuffers(const gfx::Rect& damage) { |
| if (damage != gfx::Rect(size_)) { |
| // We must have a frame available to copy from. |
| DCHECK(!in_flight_surfaces_.empty()); |
| CopyBufferDamage(current_surface_.texture, |
| in_flight_surfaces_.back().texture, |
| damage, |
| current_surface_.damage); |
| } |
| UpdateBufferDamage(damage); |
| current_surface_.damage = gfx::Rect(); |
| in_flight_surfaces_.push_back(current_surface_); |
| current_surface_.texture = 0; |
| current_surface_.image = 0; |
| // 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) { |
| DCHECK(!current_surface_.texture); |
| if (size == size_) |
| return; |
| 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, GL_TEXTURE_2D, 0, 0); |
| |
| FreeAllSurfaces(); |
| } |
| |
| void BufferQueue::PageFlipComplete() { |
| if (in_flight_surfaces_.size() > 1) { |
| available_surfaces_.push_back(in_flight_surfaces_.front()); |
| in_flight_surfaces_.pop_front(); |
| } |
| } |
| |
| void BufferQueue::FreeAllSurfaces() { |
| FreeSurface(¤t_surface_); |
| while (!in_flight_surfaces_.empty()) { |
| FreeSurface(&in_flight_surfaces_.front()); |
| in_flight_surfaces_.pop_front(); |
| } |
| for (size_t i = 0; i < available_surfaces_.size(); i++) |
| FreeSurface(&available_surfaces_[i]); |
| available_surfaces_.clear(); |
| } |
| |
| void BufferQueue::FreeSurface(AllocatedSurface* surface) { |
| if (surface->texture) { |
| gpu::gles2::GLES2Interface* gl = context_provider_->ContextGL(); |
| gl->BindTexture(GL_TEXTURE_2D, surface->texture); |
| gl->ReleaseTexImage2DCHROMIUM(GL_TEXTURE_2D, surface->image); |
| gl->DeleteTextures(1, &surface->texture); |
| gl->DestroyImageCHROMIUM(surface->image); |
| surface->image = 0; |
| surface->texture = 0; |
| allocated_count_--; |
| } |
| } |
| |
| BufferQueue::AllocatedSurface BufferQueue::GetNextSurface() { |
| if (!available_surfaces_.empty()) { |
| AllocatedSurface surface = 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 AllocatedSurface(); |
| |
| // 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::ImageFormatToGpuMemoryBufferFormat( |
| internalformat_), |
| surface_id_)); |
| |
| unsigned int id = gl->CreateImageCHROMIUM( |
| buffer->AsClientBuffer(), size_.width(), size_.height(), internalformat_); |
| |
| if (!id) { |
| LOG(ERROR) << "Failed to allocate backing image surface"; |
| gl->DeleteTextures(1, &texture); |
| return AllocatedSurface(); |
| } |
| allocated_count_++; |
| gl->BindTexture(GL_TEXTURE_2D, texture); |
| gl->BindTexImage2DCHROMIUM(GL_TEXTURE_2D, id); |
| return AllocatedSurface(texture, id, gfx::Rect(size_)); |
| } |
| |
| } // namespace content |