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// Copyright 2011 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "cc/layers/texture_layer_impl.h"
#include <stddef.h>
#include <stdint.h>
#include <memory>
#include <utility>
#include <vector>
#include "base/containers/contains.h"
#include "base/feature_list.h"
#include "base/functional/callback_forward.h"
#include "base/logging.h"
#include "cc/base/features.h"
#include "cc/trees/layer_tree_frame_sink.h"
#include "cc/trees/layer_tree_impl.h"
#include "cc/trees/occlusion.h"
#include "components/viz/client/client_resource_provider.h"
#include "components/viz/common/features.h"
#include "components/viz/common/quads/solid_color_draw_quad.h"
#include "components/viz/common/quads/texture_draw_quad.h"
#include "components/viz/common/resources/platform_color.h"
namespace cc {
TextureLayerImpl::TextureLayerImpl(LayerTreeImpl* tree_impl, int id)
: LayerImpl(tree_impl, id) {}
TextureLayerImpl::~TextureLayerImpl() {
FreeTransferableResource();
}
mojom::LayerType TextureLayerImpl::GetLayerType() const {
return mojom::LayerType::kTexture;
}
std::unique_ptr<LayerImpl> TextureLayerImpl::CreateLayerImpl(
LayerTreeImpl* tree_impl) const {
return TextureLayerImpl::Create(tree_impl, id());
}
bool TextureLayerImpl::IsSnappedToPixelGridInTarget() {
// See TextureLayer::IsSnappedToPixelGridInTarget() for explanation of |true|.
return true;
}
void TextureLayerImpl::PushPropertiesTo(LayerImpl* layer) {
LayerImpl::PushPropertiesTo(layer);
TextureLayerImpl* texture_layer = static_cast<TextureLayerImpl*>(layer);
texture_layer->SetUVTopLeft(uv_top_left_);
texture_layer->SetUVBottomRight(uv_bottom_right_);
texture_layer->SetBlendBackgroundColor(blend_background_color_);
texture_layer->SetForceTextureToOpaque(force_texture_to_opaque_);
if (needs_set_resource_push_) {
texture_layer->SetTransferableResource(transferable_resource_,
std::move(release_callback_));
needs_set_resource_push_ = false;
}
}
bool TextureLayerImpl::WillDraw(
DrawMode draw_mode,
viz::ClientResourceProvider* resource_provider) {
if (draw_mode == DRAW_MODE_RESOURCELESS_SOFTWARE)
return false;
// These imply some synchronization problem where the compositor is in gpu
// compositing but the client thinks it is in software, or vice versa. These
// should only happen transiently, and should resolve when the client hears
// about the mode switch.
if (draw_mode == DRAW_MODE_HARDWARE && transferable_resource_.is_software) {
DLOG(ERROR) << "Gpu compositor has software resource in TextureLayer";
return false;
}
if (draw_mode == DRAW_MODE_SOFTWARE && !transferable_resource_.is_software) {
DLOG(ERROR) << "Software compositor has gpu resource in TextureLayer";
return false;
}
if (!LayerImpl::WillDraw(draw_mode, resource_provider))
return false;
if (own_resource_) {
DCHECK(!resource_id_);
if (!transferable_resource_.is_empty()) {
// Currently only Canvas supports releases resources in response to
// eviction. Other sources will be add once they can support this. Some
// complexity arises here from WebGL/WebGPU textures, as they do not
// necessarily maintain the data needed to rebuild the resources.
base::OnceClosure evicted_cb = viz::ResourceEvictedCallback();
if (base::FeatureList::IsEnabled(features::kEvictionUnlocksResources) &&
transferable_resource_.resource_source ==
viz::TransferableResource::ResourceSource::kCanvas) {
evicted_cb = base::BindOnce(&TextureLayerImpl::OnResourceEvicted,
base::Unretained(this));
DCHECK(MayEvictResourceInBackground(
transferable_resource_.resource_source));
}
resource_id_ = resource_provider->ImportResource(
transferable_resource_,
/* impl_thread_release_callback= */ viz::ReleaseCallback(),
/* main_thread_release_callback= */ std::move(release_callback_),
/* evicted_callback= */ std::move(evicted_cb));
DCHECK(resource_id_);
// Mark the layer to push its resource to viz.
// Under TreesInViz, SerializeTextureLayerExtra() sends the resource only
// if |needs_set_resource_push_| is true and |resource_id_| is valid.
// Since the resource is imported here in WillDraw() to generate a valid
// |resource_id_|, we must set this flag to ensure the resource gets
// serialized to Viz on the next frame. Without this, the layer may appear
// blank when it first becomes visible.
needs_set_resource_push_ = true;
}
own_resource_ = false;
}
return resource_id_ != viz::kInvalidResourceId;
}
void TextureLayerImpl::AppendQuads(const AppendQuadsContext& context,
viz::CompositorRenderPass* render_pass,
AppendQuadsData* append_quads_data) {
DCHECK(resource_id_);
SkColor4f bg_color =
blend_background_color_ ? background_color() : SkColors::kTransparent;
if (force_texture_to_opaque_) {
bg_color = SkColors::kBlack;
}
bool are_contents_opaque = contents_opaque() || bg_color.isOpaque();
viz::SharedQuadState* shared_quad_state =
render_pass->CreateAndAppendSharedQuadState();
PopulateSharedQuadState(shared_quad_state, are_contents_opaque);
AppendDebugBorderQuad(render_pass, gfx::Rect(bounds()), shared_quad_state,
append_quads_data);
gfx::Rect quad_rect(bounds());
gfx::Rect visible_quad_rect =
draw_properties().occlusion_in_content_space.GetUnoccludedContentRect(
quad_rect);
const bool needs_blending = !are_contents_opaque;
if (visible_quad_rect.IsEmpty())
return;
const bool nearest_neighbor =
GetFilterQuality() == PaintFlags::FilterQuality::kNone;
auto* quad = render_pass->CreateAndAppendDrawQuad<viz::TextureDrawQuad>();
quad->SetNew(shared_quad_state, quad_rect, visible_quad_rect, needs_blending,
resource_id_, uv_top_left_, uv_bottom_right_, bg_color,
nearest_neighbor,
/*secure_output=*/false, gfx::ProtectedVideoType::kClear);
quad->dynamic_range_limit = GetDynamicRangeLimit();
ValidateQuadResources(quad);
}
SimpleEnclosedRegion TextureLayerImpl::VisibleOpaqueRegion() const {
if (transferable_resource_.is_empty()) {
return SimpleEnclosedRegion();
}
if (contents_opaque())
return SimpleEnclosedRegion(visible_layer_rect());
if (force_texture_to_opaque_)
return SimpleEnclosedRegion(visible_layer_rect());
if (blend_background_color_ && background_color().isOpaque())
return SimpleEnclosedRegion(visible_layer_rect());
return SimpleEnclosedRegion();
}
void TextureLayerImpl::OnPurgeMemory() {
// Do nothing here intentionally as the LayerTreeFrameSink isn't lost.
}
void TextureLayerImpl::ReleaseResources() {
// Gpu resources are lost when the LayerTreeFrameSink is lost. But software
// resources are still valid, and we can keep them here in that case.
if (!transferable_resource_.is_software)
FreeTransferableResource();
}
gfx::ContentColorUsage TextureLayerImpl::GetContentColorUsage() const {
if (transferable_resource_.hdr_metadata.extended_range.has_value()) {
return gfx::ContentColorUsage::kHDR;
}
return transferable_resource_.color_space.GetContentColorUsage();
}
void TextureLayerImpl::SetBlendBackgroundColor(bool blend) {
blend_background_color_ = blend;
}
void TextureLayerImpl::SetForceTextureToOpaque(bool opaque) {
force_texture_to_opaque_ = opaque;
}
void TextureLayerImpl::SetUVTopLeft(const gfx::PointF& top_left) {
uv_top_left_ = top_left;
}
void TextureLayerImpl::SetUVBottomRight(const gfx::PointF& bottom_right) {
uv_bottom_right_ = bottom_right;
}
void TextureLayerImpl::SetTransferableResource(
const viz::TransferableResource& resource,
viz::ReleaseCallback release_callback) {
DCHECK_EQ(resource.is_empty(), !release_callback);
FreeTransferableResource();
transferable_resource_ = resource;
release_callback_ = std::move(release_callback);
own_resource_ = true;
needs_set_resource_push_ = true;
}
void TextureLayerImpl::FreeTransferableResource() {
if (own_resource_) {
DCHECK(!resource_id_);
if (release_callback_) {
// We didn't use the resource, but the client might need the SyncToken
// before it can use the resource with its own GL context.
std::move(release_callback_)
.Run(transferable_resource_.sync_token(), false);
}
transferable_resource_ = viz::TransferableResource();
} else if (resource_id_) {
DCHECK(!own_resource_);
auto* resource_provider = layer_tree_impl()->resource_provider();
resource_provider->RemoveImportedResource(resource_id_);
resource_id_ = viz::kInvalidResourceId;
}
}
void TextureLayerImpl::OnResourceEvicted() {
// Once we are evicted we want to remove it to unlock the memory. This will
// allow it to be released upon the next return. We also clear out the
// `resource_id_` so we don't attempt to delete it a second time when any
// future resource is pushed and ready to be imported.
if (resource_id_) {
auto* resource_provider = layer_tree_impl()->resource_provider();
resource_provider->RemoveImportedResource(resource_id_);
}
resource_id_ = viz::kInvalidResourceId;
}
void TextureLayerImpl::SetInInvisibleLayerTree() {
// With canvas hibernation, main will release the resource, which will be
// recreated once visibility changes. Don't hold onto it.
//
// Only do it when the resource has not been imported, meaning that it's not
// visible.
//
// In this case, main is responsible for giving us the transferable resource
// (and making sure that the layer properties are pushed) next time the tree
// becomes visible. See Canvas2DLayerBridge::PageVisibilityChanged().
if (base::FeatureList::IsEnabled(
features::kClearCanvasResourcesInBackground) &&
transferable_resource_.resource_source ==
viz::TransferableResource::ResourceSource::kCanvas &&
own_resource_) {
DCHECK(
MayEvictResourceInBackground(transferable_resource_.resource_source));
if (!transferable_resource_.is_software) {
FreeTransferableResource();
}
}
}
// static
bool TextureLayerImpl::MayEvictResourceInBackground(
viz::TransferableResource::ResourceSource source) {
return source == viz::TransferableResource::ResourceSource::kCanvas &&
(base::FeatureList::IsEnabled(
features::kClearCanvasResourcesInBackground) ||
base::FeatureList::IsEnabled(features::kEvictionUnlocksResources));
}
} // namespace cc