blob: e666633cfa09458037c854466a1bdd9dd5f4fb9b [file] [log] [blame]
// Copyright 2010 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.
#ifndef CC_OUTPUT_GL_RENDERER_H_
#define CC_OUTPUT_GL_RENDERER_H_
#include <deque>
#include <vector>
#include "base/cancelable_callback.h"
#include "base/macros.h"
#include "cc/base/cc_export.h"
#include "cc/output/color_lut_cache.h"
#include "cc/output/context_cache_controller.h"
#include "cc/output/direct_renderer.h"
#include "cc/output/gl_renderer_draw_cache.h"
#include "cc/output/program_binding.h"
#include "cc/quads/debug_border_draw_quad.h"
#include "cc/quads/render_pass_draw_quad.h"
#include "cc/quads/solid_color_draw_quad.h"
#include "cc/quads/tile_draw_quad.h"
#include "cc/quads/yuv_video_draw_quad.h"
#include "ui/events/latency_info.h"
#include "ui/gfx/geometry/quad_f.h"
namespace gpu {
namespace gles2 {
class GLES2Interface;
}
}
namespace cc {
class GLRendererShaderTest;
class OutputSurface;
class Resource;
class ResourcePool;
class ScopedResource;
class StreamVideoDrawQuad;
class TextureDrawQuad;
class TextureMailboxDeleter;
class StaticGeometryBinding;
class DynamicGeometryBinding;
struct DrawRenderPassDrawQuadParams;
// Class that handles drawing of composited render layers using GL.
class CC_EXPORT GLRenderer : public DirectRenderer {
public:
class ScopedUseGrContext;
GLRenderer(const RendererSettings* settings,
OutputSurface* output_surface,
ResourceProvider* resource_provider,
TextureMailboxDeleter* texture_mailbox_deleter,
int highp_threshold_min);
~GLRenderer() override;
void SwapBuffers(std::vector<ui::LatencyInfo> latency_info) override;
void SwapBuffersComplete() override;
void DidReceiveTextureInUseResponses(
const gpu::TextureInUseResponses& responses) override;
virtual bool IsContextLost();
protected:
void DidChangeVisibility() override;
const gfx::QuadF& SharedGeometryQuad() const { return shared_geometry_quad_; }
const StaticGeometryBinding* SharedGeometry() const {
return shared_geometry_.get();
}
void GetFramebufferPixelsAsync(const DrawingFrame* frame,
const gfx::Rect& rect,
std::unique_ptr<CopyOutputRequest> request);
void GetFramebufferTexture(unsigned texture_id,
const gfx::Rect& device_rect);
void ReleaseRenderPassTextures();
enum BoundGeometry { NO_BINDING, SHARED_BINDING, CLIPPED_BINDING };
void PrepareGeometry(BoundGeometry geometry_to_bind);
void SetStencilEnabled(bool enabled);
bool stencil_enabled() const { return stencil_shadow_; }
void SetBlendEnabled(bool enabled);
bool blend_enabled() const { return blend_shadow_; }
bool CanPartialSwap() override;
void BindFramebufferToOutputSurface(DrawingFrame* frame) override;
bool BindFramebufferToTexture(DrawingFrame* frame,
const ScopedResource* resource) override;
void SetScissorTestRect(const gfx::Rect& scissor_rect) override;
void PrepareSurfaceForPass(DrawingFrame* frame,
SurfaceInitializationMode initialization_mode,
const gfx::Rect& render_pass_scissor) override;
void DoDrawQuad(DrawingFrame* frame,
const class DrawQuad*,
const gfx::QuadF* draw_region) override;
void BeginDrawingFrame(DrawingFrame* frame) override;
void FinishDrawingFrame(DrawingFrame* frame) override;
bool FlippedFramebuffer(const DrawingFrame* frame) const override;
bool FlippedRootFramebuffer() const;
void EnsureScissorTestEnabled() override;
void EnsureScissorTestDisabled() override;
void CopyCurrentRenderPassToBitmap(
DrawingFrame* frame,
std::unique_ptr<CopyOutputRequest> request) override;
void FinishDrawingQuadList() override;
// Returns true if quad requires antialiasing and false otherwise.
static bool ShouldAntialiasQuad(const gfx::QuadF& device_layer_quad,
bool clipped,
bool force_aa);
// Inflate the quad and fill edge array for fragment shader.
// |local_quad| is set to inflated quad. |edge| array is filled with
// inflated quad's edge data.
static void SetupQuadForClippingAndAntialiasing(
const gfx::Transform& device_transform,
const DrawQuad* quad,
const gfx::QuadF* device_layer_quad,
const gfx::QuadF* clip_region,
gfx::QuadF* local_quad,
float edge[24]);
static void SetupRenderPassQuadForClippingAndAntialiasing(
const gfx::Transform& device_transform,
const RenderPassDrawQuad* quad,
const gfx::QuadF* device_layer_quad,
const gfx::QuadF* clip_region,
gfx::QuadF* local_quad,
float edge[24]);
private:
friend class GLRendererShaderPixelTest;
friend class GLRendererShaderTest;
// If any of the following functions returns false, then it means that drawing
// is not possible.
bool InitializeRPDQParameters(DrawRenderPassDrawQuadParams* params);
void UpdateRPDQShadersForBlending(DrawRenderPassDrawQuadParams* params);
bool UpdateRPDQWithSkiaFilters(DrawRenderPassDrawQuadParams* params);
void UpdateRPDQTexturesForSampling(DrawRenderPassDrawQuadParams* params);
void UpdateRPDQBlendMode(DrawRenderPassDrawQuadParams* params);
void ChooseRPDQProgram(DrawRenderPassDrawQuadParams* params);
void UpdateRPDQUniforms(DrawRenderPassDrawQuadParams* params);
void DrawRPDQ(const DrawRenderPassDrawQuadParams& params);
static void ToGLMatrix(float* gl_matrix, const gfx::Transform& transform);
void DiscardPixels();
void ClearFramebuffer(DrawingFrame* frame);
void SetViewport();
void DrawDebugBorderQuad(const DrawingFrame* frame,
const DebugBorderDrawQuad* quad);
static bool IsDefaultBlendMode(SkXfermode::Mode blend_mode) {
return blend_mode == SkXfermode::kSrcOver_Mode;
}
bool CanApplyBlendModeUsingBlendFunc(SkXfermode::Mode blend_mode);
void ApplyBlendModeUsingBlendFunc(SkXfermode::Mode blend_mode);
void RestoreBlendFuncToDefault(SkXfermode::Mode blend_mode);
gfx::Rect GetBackdropBoundingBoxForRenderPassQuad(
DrawingFrame* frame,
const RenderPassDrawQuad* quad,
const gfx::Transform& contents_device_transform,
const gfx::QuadF* clip_region,
bool use_aa,
gfx::Rect* unclipped_rect);
std::unique_ptr<ScopedResource> GetBackdropTexture(
DrawingFrame* frame,
const gfx::Rect& bounding_rect);
static bool ShouldApplyBackgroundFilters(const RenderPassDrawQuad* quad);
sk_sp<SkImage> ApplyBackgroundFilters(const RenderPassDrawQuad* quad,
ScopedResource* background_texture,
const gfx::RectF& rect,
const gfx::RectF& unclipped_rect);
const TileDrawQuad* CanPassBeDrawnDirectly(const RenderPass* pass) override;
void DrawRenderPassQuad(DrawingFrame* frame,
const RenderPassDrawQuad* quadi,
const gfx::QuadF* clip_region);
void DrawRenderPassQuadInternal(DrawRenderPassDrawQuadParams* params);
void DrawSolidColorQuad(const DrawingFrame* frame,
const SolidColorDrawQuad* quad,
const gfx::QuadF* clip_region);
void DrawStreamVideoQuad(const DrawingFrame* frame,
const StreamVideoDrawQuad* quad,
const gfx::QuadF* clip_region);
void DrawTextureQuad(const DrawingFrame* frame,
const TextureDrawQuad* quad,
const gfx::QuadF* clip_region);
void EnqueueTextureQuad(const DrawingFrame* frame,
const TextureDrawQuad* quad,
const gfx::QuadF* clip_region);
void FlushTextureQuadCache(BoundGeometry flush_binding);
void DrawTileQuad(const DrawingFrame* frame,
const TileDrawQuad* quad,
const gfx::QuadF* clip_region);
void DrawContentQuad(const DrawingFrame* frame,
const ContentDrawQuadBase* quad,
ResourceId resource_id,
const gfx::QuadF* clip_region);
void DrawContentQuadAA(const DrawingFrame* frame,
const ContentDrawQuadBase* quad,
ResourceId resource_id,
const gfx::Transform& device_transform,
const gfx::QuadF& aa_quad,
const gfx::QuadF* clip_region);
void DrawContentQuadNoAA(const DrawingFrame* frame,
const ContentDrawQuadBase* quad,
ResourceId resource_id,
const gfx::QuadF* clip_region);
void DrawYUVVideoQuad(const DrawingFrame* frame,
const YUVVideoDrawQuad* quad,
const gfx::QuadF* clip_region);
void SetShaderOpacity(float opacity, int alpha_location);
void SetShaderQuadF(const gfx::QuadF& quad, int quad_location);
void DrawQuadGeometryClippedByQuadF(const DrawingFrame* frame,
const gfx::Transform& draw_transform,
const gfx::RectF& quad_rect,
const gfx::QuadF& clipping_region_quad,
int matrix_location,
const float uv[8]);
void DrawQuadGeometry(const gfx::Transform& projection_matrix,
const gfx::Transform& draw_transform,
const gfx::RectF& quad_rect,
int matrix_location);
void SetUseProgram(unsigned program);
bool MakeContextCurrent();
void InitializeSharedObjects();
void CleanupSharedObjects();
typedef base::Callback<void(std::unique_ptr<CopyOutputRequest> copy_request,
bool success)>
AsyncGetFramebufferPixelsCleanupCallback;
void FinishedReadback(unsigned source_buffer,
unsigned query,
const gfx::Size& size);
void ReinitializeGLState();
void RestoreGLState();
void ScheduleCALayers(DrawingFrame* frame);
void ScheduleOverlays(DrawingFrame* frame);
// Copies the contents of the render pass draw quad, including filter effects,
// to an overlay resource, returned in |resource|. The resource is allocated
// from |overlay_resource_pool_|.
// The resulting Resource may be larger than the original quad. The new size
// and position is placed in |new_bounds|.
void CopyRenderPassDrawQuadToOverlayResource(
const CALayerOverlay* ca_layer_overlay,
Resource** resource,
DrawingFrame* frame,
gfx::RectF* new_bounds);
// Schedules the |ca_layer_overlay|, which is guaranteed to have a non-null
// |rpdq| parameter.
void ScheduleRenderPassDrawQuad(const CALayerOverlay* ca_layer_overlay,
DrawingFrame* external_frame);
using OverlayResourceLock =
std::unique_ptr<ResourceProvider::ScopedReadLockGL>;
using OverlayResourceLockList = std::vector<OverlayResourceLock>;
// Resources that have been sent to the GPU process, but not yet swapped.
OverlayResourceLockList pending_overlay_resources_;
// Resources that should be shortly swapped by the GPU process.
std::deque<OverlayResourceLockList> swapping_overlay_resources_;
// Resources that the GPU process has finished swapping. The key is the
// texture id of the resource.
std::map<unsigned, OverlayResourceLock> swapped_and_acked_overlay_resources_;
unsigned offscreen_framebuffer_id_;
std::unique_ptr<StaticGeometryBinding> shared_geometry_;
std::unique_ptr<DynamicGeometryBinding> clipped_geometry_;
gfx::QuadF shared_geometry_quad_;
// This block of bindings defines all of the programs used by the compositor
// itself. Add any new programs here to GLRendererShaderTest.
// Tiled layer shaders.
typedef ProgramBinding<VertexShaderTile, FragmentShaderRGBATexAlpha>
TileProgram;
typedef ProgramBinding<VertexShaderTileAA, FragmentShaderRGBATexClampAlphaAA>
TileProgramAA;
typedef ProgramBinding<VertexShaderTileAA,
FragmentShaderRGBATexClampSwizzleAlphaAA>
TileProgramSwizzleAA;
typedef ProgramBinding<VertexShaderTile, FragmentShaderRGBATexOpaque>
TileProgramOpaque;
typedef ProgramBinding<VertexShaderTile, FragmentShaderRGBATexSwizzleAlpha>
TileProgramSwizzle;
typedef ProgramBinding<VertexShaderTile, FragmentShaderRGBATexSwizzleOpaque>
TileProgramSwizzleOpaque;
// Texture shaders.
typedef ProgramBinding<VertexShaderPosTexTransform,
FragmentShaderRGBATexVaryingAlpha> TextureProgram;
typedef ProgramBinding<VertexShaderPosTexTransform,
FragmentShaderRGBATexPremultiplyAlpha>
NonPremultipliedTextureProgram;
typedef ProgramBinding<VertexShaderPosTexTransform,
FragmentShaderTexBackgroundVaryingAlpha>
TextureBackgroundProgram;
typedef ProgramBinding<VertexShaderPosTexTransform,
FragmentShaderTexBackgroundPremultiplyAlpha>
NonPremultipliedTextureBackgroundProgram;
// Render surface shaders.
typedef ProgramBinding<VertexShaderPosTexTransform,
FragmentShaderRGBATexAlpha> RenderPassProgram;
typedef ProgramBinding<VertexShaderPosTexTransform,
FragmentShaderRGBATexAlphaMask> RenderPassMaskProgram;
typedef ProgramBinding<VertexShaderQuadTexTransformAA,
FragmentShaderRGBATexAlphaAA> RenderPassProgramAA;
typedef ProgramBinding<VertexShaderQuadTexTransformAA,
FragmentShaderRGBATexAlphaMaskAA>
RenderPassMaskProgramAA;
typedef ProgramBinding<VertexShaderPosTexTransform,
FragmentShaderRGBATexColorMatrixAlpha>
RenderPassColorMatrixProgram;
typedef ProgramBinding<VertexShaderQuadTexTransformAA,
FragmentShaderRGBATexAlphaMaskColorMatrixAA>
RenderPassMaskColorMatrixProgramAA;
typedef ProgramBinding<VertexShaderQuadTexTransformAA,
FragmentShaderRGBATexAlphaColorMatrixAA>
RenderPassColorMatrixProgramAA;
typedef ProgramBinding<VertexShaderPosTexTransform,
FragmentShaderRGBATexAlphaMaskColorMatrix>
RenderPassMaskColorMatrixProgram;
// Video shaders.
typedef ProgramBinding<VertexShaderVideoTransform, FragmentShaderRGBATex>
VideoStreamTextureProgram;
typedef ProgramBinding<VertexShaderPosTexYUVStretchOffset,
FragmentShaderYUVVideo> VideoYUVProgram;
// Special purpose / effects shaders.
typedef ProgramBinding<VertexShaderPos, FragmentShaderColor>
DebugBorderProgram;
typedef ProgramBinding<VertexShaderQuad, FragmentShaderColor>
SolidColorProgram;
typedef ProgramBinding<VertexShaderQuadAA, FragmentShaderColorAA>
SolidColorProgramAA;
const TileProgram* GetTileProgram(
TexCoordPrecision precision, SamplerType sampler);
const TileProgramOpaque* GetTileProgramOpaque(
TexCoordPrecision precision, SamplerType sampler);
const TileProgramAA* GetTileProgramAA(
TexCoordPrecision precision, SamplerType sampler);
const TileProgramSwizzle* GetTileProgramSwizzle(
TexCoordPrecision precision, SamplerType sampler);
const TileProgramSwizzleOpaque* GetTileProgramSwizzleOpaque(
TexCoordPrecision precision, SamplerType sampler);
const TileProgramSwizzleAA* GetTileProgramSwizzleAA(
TexCoordPrecision precision, SamplerType sampler);
const RenderPassProgram* GetRenderPassProgram(TexCoordPrecision precision,
BlendMode blend_mode);
const RenderPassProgramAA* GetRenderPassProgramAA(TexCoordPrecision precision,
BlendMode blend_mode);
const RenderPassMaskProgram* GetRenderPassMaskProgram(
TexCoordPrecision precision,
SamplerType sampler,
BlendMode blend_mode,
bool mask_for_background);
const RenderPassMaskProgramAA* GetRenderPassMaskProgramAA(
TexCoordPrecision precision,
SamplerType sampler,
BlendMode blend_mode,
bool mask_for_background);
const RenderPassColorMatrixProgram* GetRenderPassColorMatrixProgram(
TexCoordPrecision precision,
BlendMode blend_mode);
const RenderPassColorMatrixProgramAA* GetRenderPassColorMatrixProgramAA(
TexCoordPrecision precision,
BlendMode blend_mode);
const RenderPassMaskColorMatrixProgram* GetRenderPassMaskColorMatrixProgram(
TexCoordPrecision precision,
SamplerType sampler,
BlendMode blend_mode,
bool mask_for_background);
const RenderPassMaskColorMatrixProgramAA*
GetRenderPassMaskColorMatrixProgramAA(TexCoordPrecision precision,
SamplerType sampler,
BlendMode blend_mode,
bool mask_for_background);
const TextureProgram* GetTextureProgram(TexCoordPrecision precision,
SamplerType sampler);
const NonPremultipliedTextureProgram* GetNonPremultipliedTextureProgram(
TexCoordPrecision precision,
SamplerType sampler);
const TextureBackgroundProgram* GetTextureBackgroundProgram(
TexCoordPrecision precision,
SamplerType sampler);
const NonPremultipliedTextureBackgroundProgram*
GetNonPremultipliedTextureBackgroundProgram(TexCoordPrecision precision,
SamplerType sampler);
const VideoYUVProgram* GetVideoYUVProgram(TexCoordPrecision precision,
SamplerType sampler,
bool use_alpha_texture,
bool use_nv12,
bool use_color_lut);
const VideoStreamTextureProgram* GetVideoStreamTextureProgram(
TexCoordPrecision precision);
const DebugBorderProgram* GetDebugBorderProgram();
const SolidColorProgram* GetSolidColorProgram();
const SolidColorProgramAA* GetSolidColorProgramAA();
TileProgram
tile_program_[LAST_TEX_COORD_PRECISION + 1][LAST_SAMPLER_TYPE + 1];
TileProgramOpaque
tile_program_opaque_[LAST_TEX_COORD_PRECISION + 1][LAST_SAMPLER_TYPE + 1];
TileProgramAA
tile_program_aa_[LAST_TEX_COORD_PRECISION + 1][LAST_SAMPLER_TYPE + 1];
TileProgramSwizzle tile_program_swizzle_[LAST_TEX_COORD_PRECISION +
1][LAST_SAMPLER_TYPE + 1];
TileProgramSwizzleOpaque
tile_program_swizzle_opaque_[LAST_TEX_COORD_PRECISION +
1][LAST_SAMPLER_TYPE + 1];
TileProgramSwizzleAA tile_program_swizzle_aa_[LAST_TEX_COORD_PRECISION +
1][LAST_SAMPLER_TYPE + 1];
TextureProgram
texture_program_[LAST_TEX_COORD_PRECISION + 1][LAST_SAMPLER_TYPE + 1];
NonPremultipliedTextureProgram
nonpremultiplied_texture_program_[LAST_TEX_COORD_PRECISION +
1][LAST_SAMPLER_TYPE + 1];
TextureBackgroundProgram
texture_background_program_[LAST_TEX_COORD_PRECISION +
1][LAST_SAMPLER_TYPE + 1];
NonPremultipliedTextureBackgroundProgram
nonpremultiplied_texture_background_program_[LAST_TEX_COORD_PRECISION +
1][LAST_SAMPLER_TYPE + 1];
RenderPassProgram
render_pass_program_[LAST_TEX_COORD_PRECISION + 1][LAST_BLEND_MODE + 1];
RenderPassProgramAA render_pass_program_aa_[LAST_TEX_COORD_PRECISION +
1][LAST_BLEND_MODE + 1];
RenderPassMaskProgram
render_pass_mask_program_[LAST_TEX_COORD_PRECISION + 1]
[LAST_SAMPLER_TYPE + 1]
[LAST_BLEND_MODE + 1]
[LAST_MASK_VALUE + 1];
RenderPassMaskProgramAA
render_pass_mask_program_aa_[LAST_TEX_COORD_PRECISION + 1]
[LAST_SAMPLER_TYPE + 1]
[LAST_BLEND_MODE + 1]
[LAST_MASK_VALUE + 1];
RenderPassColorMatrixProgram
render_pass_color_matrix_program_[LAST_TEX_COORD_PRECISION +
1][LAST_BLEND_MODE + 1];
RenderPassColorMatrixProgramAA
render_pass_color_matrix_program_aa_[LAST_TEX_COORD_PRECISION +
1][LAST_BLEND_MODE + 1];
RenderPassMaskColorMatrixProgram
render_pass_mask_color_matrix_program_[LAST_TEX_COORD_PRECISION + 1]
[LAST_SAMPLER_TYPE + 1]
[LAST_BLEND_MODE + 1]
[LAST_MASK_VALUE + 1];
RenderPassMaskColorMatrixProgramAA
render_pass_mask_color_matrix_program_aa_[LAST_TEX_COORD_PRECISION + 1]
[LAST_SAMPLER_TYPE + 1]
[LAST_BLEND_MODE + 1]
[LAST_MASK_VALUE + 1];
VideoYUVProgram video_yuv_program_[LAST_TEX_COORD_PRECISION + 1]
[LAST_SAMPLER_TYPE + 1][2][2][2];
VideoStreamTextureProgram
video_stream_texture_program_[LAST_TEX_COORD_PRECISION + 1];
DebugBorderProgram debug_border_program_;
SolidColorProgram solid_color_program_;
SolidColorProgramAA solid_color_program_aa_;
gpu::gles2::GLES2Interface* gl_;
gpu::ContextSupport* context_support_;
std::unique_ptr<ContextCacheController::ScopedVisibility> context_visibility_;
TextureMailboxDeleter* texture_mailbox_deleter_;
gfx::Rect swap_buffer_rect_;
gfx::Rect scissor_rect_;
bool is_using_bind_uniform_;
bool is_scissor_enabled_;
bool scissor_rect_needs_reset_;
bool stencil_shadow_;
bool blend_shadow_;
unsigned program_shadow_;
TexturedQuadDrawCache draw_cache_;
int highp_threshold_min_;
int highp_threshold_cache_;
struct PendingAsyncReadPixels;
std::vector<std::unique_ptr<PendingAsyncReadPixels>>
pending_async_read_pixels_;
std::unique_ptr<ResourceProvider::ScopedWriteLockGL>
current_framebuffer_lock_;
// This is valid when current_framebuffer_lock_ is not null.
ResourceFormat current_framebuffer_format_;
class SyncQuery;
std::deque<std::unique_ptr<SyncQuery>> pending_sync_queries_;
std::deque<std::unique_ptr<SyncQuery>> available_sync_queries_;
std::unique_ptr<SyncQuery> current_sync_query_;
bool use_discard_framebuffer_;
bool use_sync_query_;
bool use_blend_equation_advanced_;
bool use_blend_equation_advanced_coherent_;
// Some overlays require that content is copied from a render pass into an
// overlay resource. This means the GLRenderer needs its own ResourcePool.
std::unique_ptr<ResourcePool> overlay_resource_pool_;
// If true, draw a green border after compositing a texture quad using GL.
bool gl_composited_texture_quad_border_;
// The method FlippedFramebuffer determines whether the framebuffer associated
// with a DrawingFrame is flipped. It makes the assumption that the
// DrawingFrame is being used as part of a render pass. If a DrawingFrame is
// not being used as part of a render pass, setting it here forces
// FlippedFramebuffer to return |true|.
bool force_drawing_frame_framebuffer_unflipped_ = false;
BoundGeometry bound_geometry_;
ColorLUTCache color_lut_cache_;
DISALLOW_COPY_AND_ASSIGN(GLRenderer);
};
} // namespace cc
#endif // CC_OUTPUT_GL_RENDERER_H_