1 // Copyright 2010 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
5 #include "cc/output/gl_renderer.h"
13 #include "base/debug/trace_event.h"
14 #include "base/logging.h"
15 #include "base/strings/string_split.h"
16 #include "base/strings/string_util.h"
17 #include "base/strings/stringprintf.h"
18 #include "build/build_config.h"
19 #include "cc/base/math_util.h"
20 #include "cc/layers/video_layer_impl.h"
21 #include "cc/output/compositor_frame.h"
22 #include "cc/output/compositor_frame_metadata.h"
23 #include "cc/output/context_provider.h"
24 #include "cc/output/copy_output_request.h"
25 #include "cc/output/geometry_binding.h"
26 #include "cc/output/gl_frame_data.h"
27 #include "cc/output/output_surface.h"
28 #include "cc/output/render_surface_filters.h"
29 #include "cc/quads/picture_draw_quad.h"
30 #include "cc/quads/render_pass.h"
31 #include "cc/quads/stream_video_draw_quad.h"
32 #include "cc/quads/texture_draw_quad.h"
33 #include "cc/resources/layer_quad.h"
34 #include "cc/resources/scoped_resource.h"
35 #include "cc/resources/texture_mailbox_deleter.h"
36 #include "cc/trees/damage_tracker.h"
37 #include "cc/trees/proxy.h"
38 #include "cc/trees/single_thread_proxy.h"
39 #include "gpu/GLES2/gl2extchromium.h"
40 #include "gpu/command_buffer/client/context_support.h"
41 #include "gpu/command_buffer/client/gles2_interface.h"
42 #include "gpu/command_buffer/common/gpu_memory_allocation.h"
43 #include "third_party/khronos/GLES2/gl2.h"
44 #include "third_party/khronos/GLES2/gl2ext.h"
45 #include "third_party/skia/include/core/SkBitmap.h"
46 #include "third_party/skia/include/core/SkColor.h"
47 #include "third_party/skia/include/core/SkColorFilter.h"
48 #include "third_party/skia/include/core/SkSurface.h"
49 #include "third_party/skia/include/gpu/GrContext.h"
50 #include "third_party/skia/include/gpu/GrTexture.h"
51 #include "third_party/skia/include/gpu/SkGpuDevice.h"
52 #include "third_party/skia/include/gpu/SkGrTexturePixelRef.h"
53 #include "third_party/skia/include/gpu/gl/GrGLInterface.h"
54 #include "ui/gfx/quad_f.h"
55 #include "ui/gfx/rect_conversions.h"
57 using gpu::gles2::GLES2Interface
;
63 // TODO(epenner): This should probably be moved to output surface.
65 // This implements a simple fence based on client side swaps.
66 // This is to isolate the ResourceProvider from 'frames' which
67 // it shouldn't need to care about, while still allowing us to
68 // enforce good texture recycling behavior strictly throughout
69 // the compositor (don't recycle a texture while it's in use).
70 class SimpleSwapFence
: public ResourceProvider::Fence
{
72 SimpleSwapFence() : has_passed_(false) {}
73 virtual bool HasPassed() OVERRIDE
{ return has_passed_
; }
74 void SetHasPassed() { has_passed_
= true; }
77 virtual ~SimpleSwapFence() {}
81 class OnDemandRasterTaskImpl
: public internal::Task
{
83 OnDemandRasterTaskImpl(PicturePileImpl
* picture_pile
,
85 gfx::Rect content_rect
,
87 : picture_pile_(picture_pile
),
89 content_rect_(content_rect
),
90 contents_scale_(contents_scale
) {
91 DCHECK(picture_pile_
);
95 // Overridden from internal::Task:
96 virtual void RunOnWorkerThread(unsigned thread_index
) OVERRIDE
{
97 TRACE_EVENT0("cc", "OnDemandRasterTaskImpl::RunOnWorkerThread");
98 SkBitmapDevice
device(*bitmap_
);
99 SkCanvas
canvas(&device
);
100 picture_pile_
->RasterToBitmap(
101 &canvas
, content_rect_
, contents_scale_
, NULL
);
105 virtual ~OnDemandRasterTaskImpl() {}
108 PicturePileImpl
* picture_pile_
;
110 const gfx::Rect content_rect_
;
111 const float contents_scale_
;
113 DISALLOW_COPY_AND_ASSIGN(OnDemandRasterTaskImpl
);
116 bool NeedsIOSurfaceReadbackWorkaround() {
117 #if defined(OS_MACOSX)
118 // This isn't strictly required in DumpRenderTree-mode when Mesa is used,
119 // but it doesn't seem to hurt.
126 Float4
UVTransform(const TextureDrawQuad
* quad
) {
127 gfx::PointF uv0
= quad
->uv_top_left
;
128 gfx::PointF uv1
= quad
->uv_bottom_right
;
129 Float4 xform
= {{uv0
.x(), uv0
.y(), uv1
.x() - uv0
.x(), uv1
.y() - uv0
.y()}};
131 xform
.data
[1] = 1.0f
- xform
.data
[1];
132 xform
.data
[3] = -xform
.data
[3];
137 Float4
PremultipliedColor(SkColor color
) {
138 const float factor
= 1.0f
/ 255.0f
;
139 const float alpha
= SkColorGetA(color
) * factor
;
142 {SkColorGetR(color
) * factor
* alpha
, SkColorGetG(color
) * factor
* alpha
,
143 SkColorGetB(color
) * factor
* alpha
, alpha
}};
147 SamplerType
SamplerTypeFromTextureTarget(GLenum target
) {
150 return SamplerType2D
;
151 case GL_TEXTURE_RECTANGLE_ARB
:
152 return SamplerType2DRect
;
153 case GL_TEXTURE_EXTERNAL_OES
:
154 return SamplerTypeExternalOES
;
157 return SamplerType2D
;
161 // Smallest unit that impact anti-aliasing output. We use this to
162 // determine when anti-aliasing is unnecessary.
163 const float kAntiAliasingEpsilon
= 1.0f
/ 1024.0f
;
165 } // anonymous namespace
167 struct GLRenderer::PendingAsyncReadPixels
{
168 PendingAsyncReadPixels() : buffer(0) {}
170 scoped_ptr
<CopyOutputRequest
> copy_request
;
171 base::CancelableClosure finished_read_pixels_callback
;
175 DISALLOW_COPY_AND_ASSIGN(PendingAsyncReadPixels
);
178 scoped_ptr
<GLRenderer
> GLRenderer::Create(
179 RendererClient
* client
,
180 const LayerTreeSettings
* settings
,
181 OutputSurface
* output_surface
,
182 ResourceProvider
* resource_provider
,
183 TextureMailboxDeleter
* texture_mailbox_deleter
,
184 int highp_threshold_min
) {
185 return make_scoped_ptr(new GLRenderer(client
,
189 texture_mailbox_deleter
,
190 highp_threshold_min
));
193 GLRenderer::GLRenderer(RendererClient
* client
,
194 const LayerTreeSettings
* settings
,
195 OutputSurface
* output_surface
,
196 ResourceProvider
* resource_provider
,
197 TextureMailboxDeleter
* texture_mailbox_deleter
,
198 int highp_threshold_min
)
199 : DirectRenderer(client
, settings
, output_surface
, resource_provider
),
200 offscreen_framebuffer_id_(0),
201 shared_geometry_quad_(gfx::RectF(-0.5f
, -0.5f
, 1.0f
, 1.0f
)),
202 gl_(output_surface
->context_provider()->ContextGL()),
203 context_support_(output_surface
->context_provider()->ContextSupport()),
204 texture_mailbox_deleter_(texture_mailbox_deleter
),
205 is_backbuffer_discarded_(false),
207 is_scissor_enabled_(false),
208 scissor_rect_needs_reset_(true),
209 stencil_shadow_(false),
210 blend_shadow_(false),
211 highp_threshold_min_(highp_threshold_min
),
212 highp_threshold_cache_(0),
213 on_demand_tile_raster_resource_id_(0) {
215 DCHECK(context_support_
);
217 ContextProvider::Capabilities context_caps
=
218 output_surface_
->context_provider()->ContextCapabilities();
220 capabilities_
.using_partial_swap
=
221 settings_
->partial_swap_enabled
&& context_caps
.gpu
.post_sub_buffer
;
223 DCHECK(!context_caps
.gpu
.iosurface
|| context_caps
.gpu
.texture_rectangle
);
225 capabilities_
.using_egl_image
= context_caps
.gpu
.egl_image_external
;
227 capabilities_
.max_texture_size
= resource_provider_
->max_texture_size();
228 capabilities_
.best_texture_format
= resource_provider_
->best_texture_format();
230 // The updater can access textures while the GLRenderer is using them.
231 capabilities_
.allow_partial_texture_updates
= true;
233 // Check for texture fast paths. Currently we always use MO8 textures,
234 // so we only need to avoid POT textures if we have an NPOT fast-path.
235 capabilities_
.avoid_pow2_textures
= context_caps
.gpu
.fast_npot_mo8_textures
;
237 capabilities_
.using_offscreen_context3d
= true;
239 capabilities_
.using_map_image
=
240 settings_
->use_map_image
&& context_caps
.gpu
.map_image
;
242 capabilities_
.using_discard_framebuffer
=
243 context_caps
.gpu
.discard_framebuffer
;
245 capabilities_
.allow_rasterize_on_demand
= true;
247 InitializeSharedObjects();
250 GLRenderer::~GLRenderer() {
251 while (!pending_async_read_pixels_
.empty()) {
252 PendingAsyncReadPixels
* pending_read
= pending_async_read_pixels_
.back();
253 pending_read
->finished_read_pixels_callback
.Cancel();
254 pending_async_read_pixels_
.pop_back();
257 CleanupSharedObjects();
260 const RendererCapabilitiesImpl
& GLRenderer::Capabilities() const {
261 return capabilities_
;
264 void GLRenderer::DebugGLCall(GLES2Interface
* gl
,
268 GLuint error
= gl
->GetError();
269 if (error
!= GL_NO_ERROR
)
270 LOG(ERROR
) << "GL command failed: File: " << file
<< "\n\tLine " << line
271 << "\n\tcommand: " << command
<< ", error "
272 << static_cast<int>(error
) << "\n";
275 void GLRenderer::SetVisible(bool visible
) {
276 if (visible_
== visible
)
280 EnforceMemoryPolicy();
282 context_support_
->SetSurfaceVisible(visible
);
285 void GLRenderer::SendManagedMemoryStats(size_t bytes_visible
,
286 size_t bytes_visible_and_nearby
,
287 size_t bytes_allocated
) {
288 gpu::ManagedMemoryStats stats
;
289 stats
.bytes_required
= bytes_visible
;
290 stats
.bytes_nice_to_have
= bytes_visible_and_nearby
;
291 stats
.bytes_allocated
= bytes_allocated
;
292 stats
.backbuffer_requested
= !is_backbuffer_discarded_
;
293 context_support_
->SendManagedMemoryStats(stats
);
296 void GLRenderer::ReleaseRenderPassTextures() { render_pass_textures_
.clear(); }
298 void GLRenderer::DiscardPixels(bool has_external_stencil_test
,
299 bool draw_rect_covers_full_surface
) {
300 if (has_external_stencil_test
|| !draw_rect_covers_full_surface
||
301 !capabilities_
.using_discard_framebuffer
)
303 bool using_default_framebuffer
=
304 !current_framebuffer_lock_
&&
305 output_surface_
->capabilities().uses_default_gl_framebuffer
;
306 GLenum attachments
[] = {static_cast<GLenum
>(
307 using_default_framebuffer
? GL_COLOR_EXT
: GL_COLOR_ATTACHMENT0_EXT
)};
308 gl_
->DiscardFramebufferEXT(
309 GL_FRAMEBUFFER
, arraysize(attachments
), attachments
);
312 void GLRenderer::ClearFramebuffer(DrawingFrame
* frame
,
313 bool has_external_stencil_test
) {
314 // It's unsafe to clear when we have a stencil test because glClear ignores
316 if (has_external_stencil_test
) {
317 DCHECK(!frame
->current_render_pass
->has_transparent_background
);
321 // On DEBUG builds, opaque render passes are cleared to blue to easily see
322 // regions that were not drawn on the screen.
323 if (frame
->current_render_pass
->has_transparent_background
)
324 GLC(gl_
, gl_
->ClearColor(0, 0, 0, 0));
326 GLC(gl_
, gl_
->ClearColor(0, 0, 1, 1));
328 bool always_clear
= false;
332 if (always_clear
|| frame
->current_render_pass
->has_transparent_background
) {
333 GLbitfield clear_bits
= GL_COLOR_BUFFER_BIT
;
335 clear_bits
|= GL_STENCIL_BUFFER_BIT
;
336 gl_
->Clear(clear_bits
);
340 void GLRenderer::BeginDrawingFrame(DrawingFrame
* frame
) {
341 if (frame
->device_viewport_rect
.IsEmpty())
344 TRACE_EVENT0("cc", "GLRenderer::BeginDrawingFrame");
346 // TODO(enne): Do we need to reinitialize all of this state per frame?
347 ReinitializeGLState();
350 void GLRenderer::DoNoOp() {
351 GLC(gl_
, gl_
->BindFramebuffer(GL_FRAMEBUFFER
, 0));
352 GLC(gl_
, gl_
->Flush());
355 void GLRenderer::DoDrawQuad(DrawingFrame
* frame
, const DrawQuad
* quad
) {
356 DCHECK(quad
->rect
.Contains(quad
->visible_rect
));
357 if (quad
->material
!= DrawQuad::TEXTURE_CONTENT
) {
358 FlushTextureQuadCache();
361 switch (quad
->material
) {
362 case DrawQuad::INVALID
:
365 case DrawQuad::CHECKERBOARD
:
366 DrawCheckerboardQuad(frame
, CheckerboardDrawQuad::MaterialCast(quad
));
368 case DrawQuad::DEBUG_BORDER
:
369 DrawDebugBorderQuad(frame
, DebugBorderDrawQuad::MaterialCast(quad
));
371 case DrawQuad::IO_SURFACE_CONTENT
:
372 DrawIOSurfaceQuad(frame
, IOSurfaceDrawQuad::MaterialCast(quad
));
374 case DrawQuad::PICTURE_CONTENT
:
375 DrawPictureQuad(frame
, PictureDrawQuad::MaterialCast(quad
));
377 case DrawQuad::RENDER_PASS
:
378 DrawRenderPassQuad(frame
, RenderPassDrawQuad::MaterialCast(quad
));
380 case DrawQuad::SOLID_COLOR
:
381 DrawSolidColorQuad(frame
, SolidColorDrawQuad::MaterialCast(quad
));
383 case DrawQuad::STREAM_VIDEO_CONTENT
:
384 DrawStreamVideoQuad(frame
, StreamVideoDrawQuad::MaterialCast(quad
));
386 case DrawQuad::SURFACE_CONTENT
:
387 // Surface content should be fully resolved to other quad types before
388 // reaching a direct renderer.
391 case DrawQuad::TEXTURE_CONTENT
:
392 EnqueueTextureQuad(frame
, TextureDrawQuad::MaterialCast(quad
));
394 case DrawQuad::TILED_CONTENT
:
395 DrawTileQuad(frame
, TileDrawQuad::MaterialCast(quad
));
397 case DrawQuad::YUV_VIDEO_CONTENT
:
398 DrawYUVVideoQuad(frame
, YUVVideoDrawQuad::MaterialCast(quad
));
403 void GLRenderer::DrawCheckerboardQuad(const DrawingFrame
* frame
,
404 const CheckerboardDrawQuad
* quad
) {
405 SetBlendEnabled(quad
->ShouldDrawWithBlending());
407 const TileCheckerboardProgram
* program
= GetTileCheckerboardProgram();
408 DCHECK(program
&& (program
->initialized() || IsContextLost()));
409 SetUseProgram(program
->program());
411 SkColor color
= quad
->color
;
413 gl_
->Uniform4f(program
->fragment_shader().color_location(),
414 SkColorGetR(color
) * (1.0f
/ 255.0f
),
415 SkColorGetG(color
) * (1.0f
/ 255.0f
),
416 SkColorGetB(color
) * (1.0f
/ 255.0f
),
419 const int checkerboard_width
= 16;
420 float frequency
= 1.0f
/ checkerboard_width
;
422 gfx::Rect tile_rect
= quad
->rect
;
423 float tex_offset_x
= tile_rect
.x() % checkerboard_width
;
424 float tex_offset_y
= tile_rect
.y() % checkerboard_width
;
425 float tex_scale_x
= tile_rect
.width();
426 float tex_scale_y
= tile_rect
.height();
428 gl_
->Uniform4f(program
->fragment_shader().tex_transform_location(),
435 gl_
->Uniform1f(program
->fragment_shader().frequency_location(),
438 SetShaderOpacity(quad
->opacity(),
439 program
->fragment_shader().alpha_location());
440 DrawQuadGeometry(frame
,
441 quad
->quadTransform(),
443 program
->vertex_shader().matrix_location());
446 void GLRenderer::DrawDebugBorderQuad(const DrawingFrame
* frame
,
447 const DebugBorderDrawQuad
* quad
) {
448 SetBlendEnabled(quad
->ShouldDrawWithBlending());
450 static float gl_matrix
[16];
451 const DebugBorderProgram
* program
= GetDebugBorderProgram();
452 DCHECK(program
&& (program
->initialized() || IsContextLost()));
453 SetUseProgram(program
->program());
455 // Use the full quad_rect for debug quads to not move the edges based on
457 gfx::Rect layer_rect
= quad
->rect
;
458 gfx::Transform render_matrix
= quad
->quadTransform();
459 render_matrix
.Translate(0.5f
* layer_rect
.width() + layer_rect
.x(),
460 0.5f
* layer_rect
.height() + layer_rect
.y());
461 render_matrix
.Scale(layer_rect
.width(), layer_rect
.height());
462 GLRenderer::ToGLMatrix(&gl_matrix
[0],
463 frame
->projection_matrix
* render_matrix
);
465 gl_
->UniformMatrix4fv(
466 program
->vertex_shader().matrix_location(), 1, false, &gl_matrix
[0]));
468 SkColor color
= quad
->color
;
469 float alpha
= SkColorGetA(color
) * (1.0f
/ 255.0f
);
472 gl_
->Uniform4f(program
->fragment_shader().color_location(),
473 (SkColorGetR(color
) * (1.0f
/ 255.0f
)) * alpha
,
474 (SkColorGetG(color
) * (1.0f
/ 255.0f
)) * alpha
,
475 (SkColorGetB(color
) * (1.0f
/ 255.0f
)) * alpha
,
478 GLC(gl_
, gl_
->LineWidth(quad
->width
));
480 // The indices for the line are stored in the same array as the triangle
482 GLC(gl_
, gl_
->DrawElements(GL_LINE_LOOP
, 4, GL_UNSIGNED_SHORT
, 0));
485 static SkBitmap
ApplyImageFilter(GLRenderer
* renderer
,
486 ContextProvider
* offscreen_contexts
,
488 SkImageFilter
* filter
,
489 ScopedResource
* source_texture_resource
) {
493 if (!offscreen_contexts
|| !offscreen_contexts
->GrContext())
496 ResourceProvider::ScopedWriteLockGL
lock(renderer
->resource_provider(),
497 source_texture_resource
->id());
499 // Flush the compositor context to ensure that textures there are available
500 // in the shared context. Do this after locking/creating the compositor
502 renderer
->resource_provider()->Flush();
504 // Wrap the source texture in a Ganesh platform texture.
505 GrBackendTextureDesc backend_texture_description
;
506 backend_texture_description
.fWidth
= source_texture_resource
->size().width();
507 backend_texture_description
.fHeight
=
508 source_texture_resource
->size().height();
509 backend_texture_description
.fConfig
= kSkia8888_GrPixelConfig
;
510 backend_texture_description
.fTextureHandle
= lock
.texture_id();
511 backend_texture_description
.fOrigin
= kBottomLeft_GrSurfaceOrigin
;
512 skia::RefPtr
<GrTexture
> texture
=
513 skia::AdoptRef(offscreen_contexts
->GrContext()->wrapBackendTexture(
514 backend_texture_description
));
517 source_texture_resource
->size().width(),
518 source_texture_resource
->size().height(),
519 kPMColor_SkColorType
,
522 // Place the platform texture inside an SkBitmap.
524 source
.setConfig(info
);
525 skia::RefPtr
<SkGrPixelRef
> pixel_ref
=
526 skia::AdoptRef(new SkGrPixelRef(info
, texture
.get()));
527 source
.setPixelRef(pixel_ref
.get());
529 // Create a scratch texture for backing store.
531 desc
.fFlags
= kRenderTarget_GrTextureFlagBit
| kNoStencil_GrTextureFlagBit
;
533 desc
.fWidth
= source
.width();
534 desc
.fHeight
= source
.height();
535 desc
.fConfig
= kSkia8888_GrPixelConfig
;
536 desc
.fOrigin
= kBottomLeft_GrSurfaceOrigin
;
537 GrAutoScratchTexture
scratch_texture(
538 offscreen_contexts
->GrContext(), desc
, GrContext::kExact_ScratchTexMatch
);
539 skia::RefPtr
<GrTexture
> backing_store
=
540 skia::AdoptRef(scratch_texture
.detach());
542 // Create a device and canvas using that backing store.
543 SkGpuDevice
device(offscreen_contexts
->GrContext(), backing_store
.get());
544 SkCanvas
canvas(&device
);
546 // Draw the source bitmap through the filter to the canvas.
548 paint
.setImageFilter(filter
);
549 canvas
.clear(SK_ColorTRANSPARENT
);
551 // TODO(senorblanco): in addition to the origin translation here, the canvas
552 // should also be scaled to accomodate device pixel ratio and pinch zoom. See
553 // crbug.com/281516 and crbug.com/281518.
554 canvas
.translate(SkIntToScalar(-origin
.x()), SkIntToScalar(-origin
.y()));
555 canvas
.drawSprite(source
, 0, 0, &paint
);
557 // Flush skia context so that all the rendered stuff appears on the
559 offscreen_contexts
->GrContext()->flush();
561 // Flush the GL context so rendering results from this context are
562 // visible in the compositor's context.
563 offscreen_contexts
->ContextGL()->Flush();
565 return device
.accessBitmap(false);
568 static SkBitmap
ApplyBlendModeWithBackdrop(
569 GLRenderer
* renderer
,
570 ContextProvider
* offscreen_contexts
,
571 SkBitmap source_bitmap_with_filters
,
572 ScopedResource
* source_texture_resource
,
573 ScopedResource
* background_texture_resource
,
574 SkXfermode::Mode blend_mode
) {
575 if (!offscreen_contexts
|| !offscreen_contexts
->GrContext())
576 return source_bitmap_with_filters
;
578 DCHECK(background_texture_resource
);
579 DCHECK(source_texture_resource
);
581 gfx::Size source_size
= source_texture_resource
->size();
582 gfx::Size background_size
= background_texture_resource
->size();
584 DCHECK_LE(background_size
.width(), source_size
.width());
585 DCHECK_LE(background_size
.height(), source_size
.height());
587 int source_texture_with_filters_id
;
588 scoped_ptr
<ResourceProvider::ScopedReadLockGL
> lock
;
589 if (source_bitmap_with_filters
.getTexture()) {
590 DCHECK_EQ(source_size
.width(), source_bitmap_with_filters
.width());
591 DCHECK_EQ(source_size
.height(), source_bitmap_with_filters
.height());
593 reinterpret_cast<GrTexture
*>(source_bitmap_with_filters
.getTexture());
594 source_texture_with_filters_id
= texture
->getTextureHandle();
596 lock
.reset(new ResourceProvider::ScopedReadLockGL(
597 renderer
->resource_provider(), source_texture_resource
->id()));
598 source_texture_with_filters_id
= lock
->texture_id();
601 ResourceProvider::ScopedReadLockGL
lock_background(
602 renderer
->resource_provider(), background_texture_resource
->id());
604 // Flush the compositor context to ensure that textures there are available
605 // in the shared context. Do this after locking/creating the compositor
607 renderer
->resource_provider()->Flush();
609 // Wrap the source texture in a Ganesh platform texture.
610 GrBackendTextureDesc backend_texture_description
;
611 backend_texture_description
.fConfig
= kSkia8888_GrPixelConfig
;
612 backend_texture_description
.fOrigin
= kBottomLeft_GrSurfaceOrigin
;
614 backend_texture_description
.fWidth
= source_size
.width();
615 backend_texture_description
.fHeight
= source_size
.height();
616 backend_texture_description
.fTextureHandle
= source_texture_with_filters_id
;
617 skia::RefPtr
<GrTexture
> source_texture
=
618 skia::AdoptRef(offscreen_contexts
->GrContext()->wrapBackendTexture(
619 backend_texture_description
));
621 backend_texture_description
.fWidth
= background_size
.width();
622 backend_texture_description
.fHeight
= background_size
.height();
623 backend_texture_description
.fTextureHandle
= lock_background
.texture_id();
624 skia::RefPtr
<GrTexture
> background_texture
=
625 skia::AdoptRef(offscreen_contexts
->GrContext()->wrapBackendTexture(
626 backend_texture_description
));
628 SkImageInfo source_info
= {
630 source_size
.height(),
631 kPMColor_SkColorType
,
634 // Place the platform texture inside an SkBitmap.
636 source
.setConfig(source_info
);
637 skia::RefPtr
<SkGrPixelRef
> source_pixel_ref
=
638 skia::AdoptRef(new SkGrPixelRef(source_info
, source_texture
.get()));
639 source
.setPixelRef(source_pixel_ref
.get());
641 SkImageInfo background_info
= {
642 background_size
.width(),
643 background_size
.height(),
644 kPMColor_SkColorType
,
649 background
.setConfig(background_info
);
650 skia::RefPtr
<SkGrPixelRef
> background_pixel_ref
=
651 skia::AdoptRef(new SkGrPixelRef(
652 background_info
, background_texture
.get()));
653 background
.setPixelRef(background_pixel_ref
.get());
655 // Create a scratch texture for backing store.
657 desc
.fFlags
= kRenderTarget_GrTextureFlagBit
| kNoStencil_GrTextureFlagBit
;
659 desc
.fWidth
= source
.width();
660 desc
.fHeight
= source
.height();
661 desc
.fConfig
= kSkia8888_GrPixelConfig
;
662 desc
.fOrigin
= kBottomLeft_GrSurfaceOrigin
;
663 GrAutoScratchTexture
scratch_texture(
664 offscreen_contexts
->GrContext(), desc
, GrContext::kExact_ScratchTexMatch
);
665 skia::RefPtr
<GrTexture
> backing_store
=
666 skia::AdoptRef(scratch_texture
.detach());
668 // Create a device and canvas using that backing store.
669 SkGpuDevice
device(offscreen_contexts
->GrContext(), backing_store
.get());
670 SkCanvas
canvas(&device
);
672 // Draw the source bitmap through the filter to the canvas.
673 canvas
.clear(SK_ColorTRANSPARENT
);
674 canvas
.drawSprite(background
, 0, 0);
676 paint
.setXfermodeMode(blend_mode
);
677 canvas
.drawSprite(source
, 0, 0, &paint
);
679 // Flush skia context so that all the rendered stuff appears on the
681 offscreen_contexts
->GrContext()->flush();
683 // Flush the GL context so rendering results from this context are
684 // visible in the compositor's context.
685 offscreen_contexts
->ContextGL()->Flush();
687 return device
.accessBitmap(false);
690 scoped_ptr
<ScopedResource
> GLRenderer::GetBackgroundWithFilters(
692 const RenderPassDrawQuad
* quad
,
693 const gfx::Transform
& contents_device_transform
,
694 const gfx::Transform
& contents_device_transform_inverse
,
695 bool* background_changed
) {
696 // This method draws a background filter, which applies a filter to any pixels
697 // behind the quad and seen through its background. The algorithm works as
699 // 1. Compute a bounding box around the pixels that will be visible through
701 // 2. Read the pixels in the bounding box into a buffer R.
702 // 3. Apply the background filter to R, so that it is applied in the pixels'
704 // 4. Apply the quad's inverse transform to map the pixels in R into the
705 // quad's content space. This implicitly clips R by the content bounds of the
706 // quad since the destination texture has bounds matching the quad's content.
707 // 5. Draw the background texture for the contents using the same transform as
708 // used to draw the contents itself. This is done without blending to replace
709 // the current background pixels with the new filtered background.
710 // 6. Draw the contents of the quad over drop of the new background with
711 // blending, as per usual. The filtered background pixels will show through
712 // any non-opaque pixels in this draws.
714 // Pixel copies in this algorithm occur at steps 2, 3, 4, and 5.
716 // TODO(danakj): When this algorithm changes, update
717 // LayerTreeHost::PrioritizeTextures() accordingly.
719 // TODO(danakj): We only allow background filters on an opaque render surface
720 // because other surfaces may contain translucent pixels, and the contents
721 // behind those translucent pixels wouldn't have the filter applied.
722 bool apply_background_filters
=
723 !frame
->current_render_pass
->has_transparent_background
;
724 DCHECK(!frame
->current_texture
);
726 // TODO(ajuma): Add support for reference filters once
727 // FilterOperations::GetOutsets supports reference filters.
728 if (apply_background_filters
&& quad
->background_filters
.HasReferenceFilter())
729 apply_background_filters
= false;
731 // TODO(danakj): Do a single readback for both the surface and replica and
732 // cache the filtered results (once filter textures are not reused).
733 gfx::Rect window_rect
= gfx::ToEnclosingRect(MathUtil::MapClippedRect(
734 contents_device_transform
, SharedGeometryQuad().BoundingBox()));
736 int top
, right
, bottom
, left
;
737 quad
->background_filters
.GetOutsets(&top
, &right
, &bottom
, &left
);
738 window_rect
.Inset(-left
, -top
, -right
, -bottom
);
740 window_rect
.Intersect(
741 MoveFromDrawToWindowSpace(frame
->current_render_pass
->output_rect
));
743 scoped_ptr
<ScopedResource
> device_background_texture
=
744 ScopedResource::Create(resource_provider_
);
745 // The TextureUsageFramebuffer hint makes ResourceProvider avoid immutable
746 // storage allocation (texStorage2DEXT) for this texture. copyTexImage2D fails
747 // when called on a texture having immutable storage.
748 device_background_texture
->Allocate(
749 window_rect
.size(), ResourceProvider::TextureUsageFramebuffer
, RGBA_8888
);
751 ResourceProvider::ScopedWriteLockGL
lock(resource_provider_
,
752 device_background_texture
->id());
753 GetFramebufferTexture(
754 lock
.texture_id(), device_background_texture
->format(), window_rect
);
757 skia::RefPtr
<SkImageFilter
> filter
= RenderSurfaceFilters::BuildImageFilter(
758 quad
->background_filters
, device_background_texture
->size());
760 SkBitmap filtered_device_background
;
761 if (apply_background_filters
) {
762 filtered_device_background
=
763 ApplyImageFilter(this,
764 frame
->offscreen_context_provider
,
767 device_background_texture
.get());
769 *background_changed
= (filtered_device_background
.getTexture() != NULL
);
771 int filtered_device_background_texture_id
= 0;
772 scoped_ptr
<ResourceProvider::ScopedReadLockGL
> lock
;
773 if (filtered_device_background
.getTexture()) {
775 reinterpret_cast<GrTexture
*>(filtered_device_background
.getTexture());
776 filtered_device_background_texture_id
= texture
->getTextureHandle();
778 lock
.reset(new ResourceProvider::ScopedReadLockGL(
779 resource_provider_
, device_background_texture
->id()));
780 filtered_device_background_texture_id
= lock
->texture_id();
783 scoped_ptr
<ScopedResource
> background_texture
=
784 ScopedResource::Create(resource_provider_
);
785 background_texture
->Allocate(
786 quad
->rect
.size(), ResourceProvider::TextureUsageFramebuffer
, RGBA_8888
);
788 const RenderPass
* target_render_pass
= frame
->current_render_pass
;
789 bool using_background_texture
=
790 UseScopedTexture(frame
, background_texture
.get(), quad
->rect
);
792 if (using_background_texture
) {
793 // Copy the readback pixels from device to the background texture for the
795 gfx::Transform device_to_framebuffer_transform
;
796 device_to_framebuffer_transform
.Translate(
797 quad
->rect
.width() * 0.5f
+ quad
->rect
.x(),
798 quad
->rect
.height() * 0.5f
+ quad
->rect
.y());
799 device_to_framebuffer_transform
.Scale(quad
->rect
.width(),
800 quad
->rect
.height());
801 device_to_framebuffer_transform
.PreconcatTransform(
802 contents_device_transform_inverse
);
805 GLC(gl_
, gl_
->ClearColor(0, 0, 1, 1));
806 gl_
->Clear(GL_COLOR_BUFFER_BIT
);
809 // The filtered_deveice_background_texture is oriented the same as the frame
810 // buffer. The transform we are copying with has a vertical flip, as well as
811 // the |device_to_framebuffer_transform|, which cancel each other out. So do
812 // not flip the contents in the shader to maintain orientation.
813 bool flip_vertically
= false;
815 CopyTextureToFramebuffer(frame
,
816 filtered_device_background_texture_id
,
818 device_to_framebuffer_transform
,
822 UseRenderPass(frame
, target_render_pass
);
824 if (!using_background_texture
)
825 return scoped_ptr
<ScopedResource
>();
826 return background_texture
.Pass();
829 void GLRenderer::DrawRenderPassQuad(DrawingFrame
* frame
,
830 const RenderPassDrawQuad
* quad
) {
831 SetBlendEnabled(quad
->ShouldDrawWithBlending());
833 ScopedResource
* contents_texture
=
834 render_pass_textures_
.get(quad
->render_pass_id
);
835 if (!contents_texture
|| !contents_texture
->id())
838 gfx::Transform quad_rect_matrix
;
839 QuadRectTransform(&quad_rect_matrix
, quad
->quadTransform(), quad
->rect
);
840 gfx::Transform contents_device_transform
=
841 frame
->window_matrix
* frame
->projection_matrix
* quad_rect_matrix
;
842 contents_device_transform
.FlattenTo2d();
844 // Can only draw surface if device matrix is invertible.
845 gfx::Transform
contents_device_transform_inverse(
846 gfx::Transform::kSkipInitialization
);
847 if (!contents_device_transform
.GetInverse(&contents_device_transform_inverse
))
850 bool need_background_texture
=
851 quad
->shared_quad_state
->blend_mode
!= SkXfermode::kSrcOver_Mode
||
852 !quad
->background_filters
.IsEmpty();
853 bool background_changed
= false;
854 scoped_ptr
<ScopedResource
> background_texture
;
855 if (need_background_texture
) {
856 // The pixels from the filtered background should completely replace the
857 // current pixel values.
858 bool disable_blending
= blend_enabled();
859 if (disable_blending
)
860 SetBlendEnabled(false);
863 GetBackgroundWithFilters(frame
,
865 contents_device_transform
,
866 contents_device_transform_inverse
,
867 &background_changed
);
869 if (disable_blending
)
870 SetBlendEnabled(true);
873 // TODO(senorblanco): Cache this value so that we don't have to do it for both
874 // the surface and its replica. Apply filters to the contents texture.
875 SkBitmap filter_bitmap
;
876 SkScalar color_matrix
[20];
877 bool use_color_matrix
= false;
878 // TODO(ajuma): Always use RenderSurfaceFilters::BuildImageFilter, not just
879 // when we have a reference filter.
880 if (!quad
->filters
.IsEmpty()) {
881 skia::RefPtr
<SkImageFilter
> filter
= RenderSurfaceFilters::BuildImageFilter(
882 quad
->filters
, contents_texture
->size());
884 skia::RefPtr
<SkColorFilter
> cf
;
887 SkColorFilter
* colorfilter_rawptr
= NULL
;
888 filter
->asColorFilter(&colorfilter_rawptr
);
889 cf
= skia::AdoptRef(colorfilter_rawptr
);
892 if (cf
&& cf
->asColorMatrix(color_matrix
) && !filter
->getInput(0)) {
893 // We have a single color matrix as a filter; apply it locally
894 // in the compositor.
895 use_color_matrix
= true;
897 filter_bitmap
= ApplyImageFilter(this,
898 frame
->offscreen_context_provider
,
906 if (quad
->shared_quad_state
->blend_mode
!= SkXfermode::kSrcOver_Mode
&&
907 background_texture
) {
909 ApplyBlendModeWithBackdrop(this,
910 frame
->offscreen_context_provider
,
913 background_texture
.get(),
914 quad
->shared_quad_state
->blend_mode
);
917 // Draw the background texture if it has some filters applied.
918 if (background_texture
&& background_changed
) {
919 DCHECK(background_texture
->size() == quad
->rect
.size());
920 ResourceProvider::ScopedReadLockGL
lock(resource_provider_
,
921 background_texture
->id());
923 // The background_texture is oriented the same as the frame buffer. The
924 // transform we are copying with has a vertical flip, so flip the contents
925 // in the shader to maintain orientation
926 bool flip_vertically
= true;
928 CopyTextureToFramebuffer(frame
,
931 quad
->quadTransform(),
935 bool clipped
= false;
936 gfx::QuadF device_quad
= MathUtil::MapQuad(
937 contents_device_transform
, SharedGeometryQuad(), &clipped
);
938 LayerQuad
device_layer_bounds(gfx::QuadF(device_quad
.BoundingBox()));
939 LayerQuad
device_layer_edges(device_quad
);
941 // Use anti-aliasing programs only when necessary.
943 !clipped
&& (!device_quad
.IsRectilinear() ||
944 !gfx::IsNearestRectWithinDistance(device_quad
.BoundingBox(),
945 kAntiAliasingEpsilon
));
947 device_layer_bounds
.InflateAntiAliasingDistance();
948 device_layer_edges
.InflateAntiAliasingDistance();
951 scoped_ptr
<ResourceProvider::ScopedReadLockGL
> mask_resource_lock
;
952 unsigned mask_texture_id
= 0;
953 if (quad
->mask_resource_id
) {
954 mask_resource_lock
.reset(new ResourceProvider::ScopedReadLockGL(
955 resource_provider_
, quad
->mask_resource_id
));
956 mask_texture_id
= mask_resource_lock
->texture_id();
959 // TODO(danakj): use the background_texture and blend the background in with
960 // this draw instead of having a separate copy of the background texture.
962 scoped_ptr
<ResourceProvider::ScopedSamplerGL
> contents_resource_lock
;
963 if (filter_bitmap
.getTexture()) {
965 reinterpret_cast<GrTexture
*>(filter_bitmap
.getTexture());
966 DCHECK_EQ(GL_TEXTURE0
, ResourceProvider::GetActiveTextureUnit(gl_
));
967 gl_
->BindTexture(GL_TEXTURE_2D
, texture
->getTextureHandle());
969 contents_resource_lock
=
970 make_scoped_ptr(new ResourceProvider::ScopedSamplerGL(
971 resource_provider_
, contents_texture
->id(), GL_LINEAR
));
972 DCHECK_EQ(static_cast<GLenum
>(GL_TEXTURE_2D
),
973 contents_resource_lock
->target());
976 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
978 &highp_threshold_cache_
,
979 highp_threshold_min_
,
980 quad
->shared_quad_state
->visible_content_rect
.bottom_right());
982 int shader_quad_location
= -1;
983 int shader_edge_location
= -1;
984 int shader_viewport_location
= -1;
985 int shader_mask_sampler_location
= -1;
986 int shader_mask_tex_coord_scale_location
= -1;
987 int shader_mask_tex_coord_offset_location
= -1;
988 int shader_matrix_location
= -1;
989 int shader_alpha_location
= -1;
990 int shader_color_matrix_location
= -1;
991 int shader_color_offset_location
= -1;
992 int shader_tex_transform_location
= -1;
994 if (use_aa
&& mask_texture_id
&& !use_color_matrix
) {
995 const RenderPassMaskProgramAA
* program
=
996 GetRenderPassMaskProgramAA(tex_coord_precision
);
997 SetUseProgram(program
->program());
998 GLC(gl_
, gl_
->Uniform1i(program
->fragment_shader().sampler_location(), 0));
1000 shader_quad_location
= program
->vertex_shader().quad_location();
1001 shader_edge_location
= program
->vertex_shader().edge_location();
1002 shader_viewport_location
= program
->vertex_shader().viewport_location();
1003 shader_mask_sampler_location
=
1004 program
->fragment_shader().mask_sampler_location();
1005 shader_mask_tex_coord_scale_location
=
1006 program
->fragment_shader().mask_tex_coord_scale_location();
1007 shader_mask_tex_coord_offset_location
=
1008 program
->fragment_shader().mask_tex_coord_offset_location();
1009 shader_matrix_location
= program
->vertex_shader().matrix_location();
1010 shader_alpha_location
= program
->fragment_shader().alpha_location();
1011 shader_tex_transform_location
=
1012 program
->vertex_shader().tex_transform_location();
1013 } else if (!use_aa
&& mask_texture_id
&& !use_color_matrix
) {
1014 const RenderPassMaskProgram
* program
=
1015 GetRenderPassMaskProgram(tex_coord_precision
);
1016 SetUseProgram(program
->program());
1017 GLC(gl_
, gl_
->Uniform1i(program
->fragment_shader().sampler_location(), 0));
1019 shader_mask_sampler_location
=
1020 program
->fragment_shader().mask_sampler_location();
1021 shader_mask_tex_coord_scale_location
=
1022 program
->fragment_shader().mask_tex_coord_scale_location();
1023 shader_mask_tex_coord_offset_location
=
1024 program
->fragment_shader().mask_tex_coord_offset_location();
1025 shader_matrix_location
= program
->vertex_shader().matrix_location();
1026 shader_alpha_location
= program
->fragment_shader().alpha_location();
1027 shader_tex_transform_location
=
1028 program
->vertex_shader().tex_transform_location();
1029 } else if (use_aa
&& !mask_texture_id
&& !use_color_matrix
) {
1030 const RenderPassProgramAA
* program
=
1031 GetRenderPassProgramAA(tex_coord_precision
);
1032 SetUseProgram(program
->program());
1033 GLC(gl_
, gl_
->Uniform1i(program
->fragment_shader().sampler_location(), 0));
1035 shader_quad_location
= program
->vertex_shader().quad_location();
1036 shader_edge_location
= program
->vertex_shader().edge_location();
1037 shader_viewport_location
= program
->vertex_shader().viewport_location();
1038 shader_matrix_location
= program
->vertex_shader().matrix_location();
1039 shader_alpha_location
= program
->fragment_shader().alpha_location();
1040 shader_tex_transform_location
=
1041 program
->vertex_shader().tex_transform_location();
1042 } else if (use_aa
&& mask_texture_id
&& use_color_matrix
) {
1043 const RenderPassMaskColorMatrixProgramAA
* program
=
1044 GetRenderPassMaskColorMatrixProgramAA(tex_coord_precision
);
1045 SetUseProgram(program
->program());
1046 GLC(gl_
, gl_
->Uniform1i(program
->fragment_shader().sampler_location(), 0));
1048 shader_matrix_location
= program
->vertex_shader().matrix_location();
1049 shader_quad_location
= program
->vertex_shader().quad_location();
1050 shader_tex_transform_location
=
1051 program
->vertex_shader().tex_transform_location();
1052 shader_edge_location
= program
->vertex_shader().edge_location();
1053 shader_viewport_location
= program
->vertex_shader().viewport_location();
1054 shader_alpha_location
= program
->fragment_shader().alpha_location();
1055 shader_mask_sampler_location
=
1056 program
->fragment_shader().mask_sampler_location();
1057 shader_mask_tex_coord_scale_location
=
1058 program
->fragment_shader().mask_tex_coord_scale_location();
1059 shader_mask_tex_coord_offset_location
=
1060 program
->fragment_shader().mask_tex_coord_offset_location();
1061 shader_color_matrix_location
=
1062 program
->fragment_shader().color_matrix_location();
1063 shader_color_offset_location
=
1064 program
->fragment_shader().color_offset_location();
1065 } else if (use_aa
&& !mask_texture_id
&& use_color_matrix
) {
1066 const RenderPassColorMatrixProgramAA
* program
=
1067 GetRenderPassColorMatrixProgramAA(tex_coord_precision
);
1068 SetUseProgram(program
->program());
1069 GLC(gl_
, gl_
->Uniform1i(program
->fragment_shader().sampler_location(), 0));
1071 shader_matrix_location
= program
->vertex_shader().matrix_location();
1072 shader_quad_location
= program
->vertex_shader().quad_location();
1073 shader_tex_transform_location
=
1074 program
->vertex_shader().tex_transform_location();
1075 shader_edge_location
= program
->vertex_shader().edge_location();
1076 shader_viewport_location
= program
->vertex_shader().viewport_location();
1077 shader_alpha_location
= program
->fragment_shader().alpha_location();
1078 shader_color_matrix_location
=
1079 program
->fragment_shader().color_matrix_location();
1080 shader_color_offset_location
=
1081 program
->fragment_shader().color_offset_location();
1082 } else if (!use_aa
&& mask_texture_id
&& use_color_matrix
) {
1083 const RenderPassMaskColorMatrixProgram
* program
=
1084 GetRenderPassMaskColorMatrixProgram(tex_coord_precision
);
1085 SetUseProgram(program
->program());
1086 GLC(gl_
, gl_
->Uniform1i(program
->fragment_shader().sampler_location(), 0));
1088 shader_matrix_location
= program
->vertex_shader().matrix_location();
1089 shader_tex_transform_location
=
1090 program
->vertex_shader().tex_transform_location();
1091 shader_mask_sampler_location
=
1092 program
->fragment_shader().mask_sampler_location();
1093 shader_mask_tex_coord_scale_location
=
1094 program
->fragment_shader().mask_tex_coord_scale_location();
1095 shader_mask_tex_coord_offset_location
=
1096 program
->fragment_shader().mask_tex_coord_offset_location();
1097 shader_alpha_location
= program
->fragment_shader().alpha_location();
1098 shader_color_matrix_location
=
1099 program
->fragment_shader().color_matrix_location();
1100 shader_color_offset_location
=
1101 program
->fragment_shader().color_offset_location();
1102 } else if (!use_aa
&& !mask_texture_id
&& use_color_matrix
) {
1103 const RenderPassColorMatrixProgram
* program
=
1104 GetRenderPassColorMatrixProgram(tex_coord_precision
);
1105 SetUseProgram(program
->program());
1106 GLC(gl_
, gl_
->Uniform1i(program
->fragment_shader().sampler_location(), 0));
1108 shader_matrix_location
= program
->vertex_shader().matrix_location();
1109 shader_tex_transform_location
=
1110 program
->vertex_shader().tex_transform_location();
1111 shader_alpha_location
= program
->fragment_shader().alpha_location();
1112 shader_color_matrix_location
=
1113 program
->fragment_shader().color_matrix_location();
1114 shader_color_offset_location
=
1115 program
->fragment_shader().color_offset_location();
1117 const RenderPassProgram
* program
=
1118 GetRenderPassProgram(tex_coord_precision
);
1119 SetUseProgram(program
->program());
1120 GLC(gl_
, gl_
->Uniform1i(program
->fragment_shader().sampler_location(), 0));
1122 shader_matrix_location
= program
->vertex_shader().matrix_location();
1123 shader_alpha_location
= program
->fragment_shader().alpha_location();
1124 shader_tex_transform_location
=
1125 program
->vertex_shader().tex_transform_location();
1128 quad
->rect
.width() / static_cast<float>(contents_texture
->size().width());
1129 float tex_scale_y
= quad
->rect
.height() /
1130 static_cast<float>(contents_texture
->size().height());
1131 DCHECK_LE(tex_scale_x
, 1.0f
);
1132 DCHECK_LE(tex_scale_y
, 1.0f
);
1134 DCHECK(shader_tex_transform_location
!= -1 || IsContextLost());
1135 // Flip the content vertically in the shader, as the RenderPass input
1136 // texture is already oriented the same way as the framebuffer, but the
1137 // projection transform does a flip.
1139 gl_
->Uniform4f(shader_tex_transform_location
,
1145 scoped_ptr
<ResourceProvider::ScopedSamplerGL
> shader_mask_sampler_lock
;
1146 if (shader_mask_sampler_location
!= -1) {
1147 DCHECK_NE(shader_mask_tex_coord_scale_location
, 1);
1148 DCHECK_NE(shader_mask_tex_coord_offset_location
, 1);
1149 GLC(gl_
, gl_
->Uniform1i(shader_mask_sampler_location
, 1));
1151 float mask_tex_scale_x
= quad
->mask_uv_rect
.width() / tex_scale_x
;
1152 float mask_tex_scale_y
= quad
->mask_uv_rect
.height() / tex_scale_y
;
1154 // Mask textures are oriented vertically flipped relative to the framebuffer
1155 // and the RenderPass contents texture, so we flip the tex coords from the
1156 // RenderPass texture to find the mask texture coords.
1158 gl_
->Uniform2f(shader_mask_tex_coord_offset_location
,
1159 quad
->mask_uv_rect
.x(),
1160 quad
->mask_uv_rect
.y() + quad
->mask_uv_rect
.height()));
1162 gl_
->Uniform2f(shader_mask_tex_coord_scale_location
,
1164 -mask_tex_scale_y
));
1165 shader_mask_sampler_lock
= make_scoped_ptr(
1166 new ResourceProvider::ScopedSamplerGL(resource_provider_
,
1167 quad
->mask_resource_id
,
1170 DCHECK_EQ(static_cast<GLenum
>(GL_TEXTURE_2D
),
1171 shader_mask_sampler_lock
->target());
1174 if (shader_edge_location
!= -1) {
1176 device_layer_edges
.ToFloatArray(edge
);
1177 device_layer_bounds
.ToFloatArray(&edge
[12]);
1178 GLC(gl_
, gl_
->Uniform3fv(shader_edge_location
, 8, edge
));
1181 if (shader_viewport_location
!= -1) {
1182 float viewport
[4] = {static_cast<float>(viewport_
.x()),
1183 static_cast<float>(viewport_
.y()),
1184 static_cast<float>(viewport_
.width()),
1185 static_cast<float>(viewport_
.height()), };
1186 GLC(gl_
, gl_
->Uniform4fv(shader_viewport_location
, 1, viewport
));
1189 if (shader_color_matrix_location
!= -1) {
1191 for (int i
= 0; i
< 4; ++i
) {
1192 for (int j
= 0; j
< 4; ++j
)
1193 matrix
[i
* 4 + j
] = SkScalarToFloat(color_matrix
[j
* 5 + i
]);
1196 gl_
->UniformMatrix4fv(shader_color_matrix_location
, 1, false, matrix
));
1198 static const float kScale
= 1.0f
/ 255.0f
;
1199 if (shader_color_offset_location
!= -1) {
1201 for (int i
= 0; i
< 4; ++i
)
1202 offset
[i
] = SkScalarToFloat(color_matrix
[i
* 5 + 4]) * kScale
;
1204 GLC(gl_
, gl_
->Uniform4fv(shader_color_offset_location
, 1, offset
));
1207 // Map device space quad to surface space. contents_device_transform has no 3d
1208 // component since it was flattened, so we don't need to project.
1209 gfx::QuadF surface_quad
= MathUtil::MapQuad(contents_device_transform_inverse
,
1210 device_layer_edges
.ToQuadF(),
1213 SetShaderOpacity(quad
->opacity(), shader_alpha_location
);
1214 SetShaderQuadF(surface_quad
, shader_quad_location
);
1216 frame
, quad
->quadTransform(), quad
->rect
, shader_matrix_location
);
1218 // Flush the compositor context before the filter bitmap goes out of
1219 // scope, so the draw gets processed before the filter texture gets deleted.
1220 if (filter_bitmap
.getTexture())
1221 GLC(gl_
, gl_
->Flush());
1224 struct SolidColorProgramUniforms
{
1226 unsigned matrix_location
;
1227 unsigned viewport_location
;
1228 unsigned quad_location
;
1229 unsigned edge_location
;
1230 unsigned color_location
;
1234 static void SolidColorUniformLocation(T program
,
1235 SolidColorProgramUniforms
* uniforms
) {
1236 uniforms
->program
= program
->program();
1237 uniforms
->matrix_location
= program
->vertex_shader().matrix_location();
1238 uniforms
->viewport_location
= program
->vertex_shader().viewport_location();
1239 uniforms
->quad_location
= program
->vertex_shader().quad_location();
1240 uniforms
->edge_location
= program
->vertex_shader().edge_location();
1241 uniforms
->color_location
= program
->fragment_shader().color_location();
1245 bool GLRenderer::SetupQuadForAntialiasing(
1246 const gfx::Transform
& device_transform
,
1247 const DrawQuad
* quad
,
1248 gfx::QuadF
* local_quad
,
1250 gfx::Rect tile_rect
= quad
->visible_rect
;
1252 bool clipped
= false;
1253 gfx::QuadF device_layer_quad
= MathUtil::MapQuad(
1254 device_transform
, gfx::QuadF(quad
->visibleContentRect()), &clipped
);
1256 bool is_axis_aligned_in_target
= device_layer_quad
.IsRectilinear();
1257 bool is_nearest_rect_within_epsilon
=
1258 is_axis_aligned_in_target
&&
1259 gfx::IsNearestRectWithinDistance(device_layer_quad
.BoundingBox(),
1260 kAntiAliasingEpsilon
);
1261 // AAing clipped quads is not supported by the code yet.
1262 bool use_aa
= !clipped
&& !is_nearest_rect_within_epsilon
&& quad
->IsEdge();
1266 LayerQuad
device_layer_bounds(gfx::QuadF(device_layer_quad
.BoundingBox()));
1267 device_layer_bounds
.InflateAntiAliasingDistance();
1269 LayerQuad
device_layer_edges(device_layer_quad
);
1270 device_layer_edges
.InflateAntiAliasingDistance();
1272 device_layer_edges
.ToFloatArray(edge
);
1273 device_layer_bounds
.ToFloatArray(&edge
[12]);
1275 gfx::PointF bottom_right
= tile_rect
.bottom_right();
1276 gfx::PointF bottom_left
= tile_rect
.bottom_left();
1277 gfx::PointF top_left
= tile_rect
.origin();
1278 gfx::PointF top_right
= tile_rect
.top_right();
1280 // Map points to device space.
1281 bottom_right
= MathUtil::MapPoint(device_transform
, bottom_right
, &clipped
);
1283 bottom_left
= MathUtil::MapPoint(device_transform
, bottom_left
, &clipped
);
1285 top_left
= MathUtil::MapPoint(device_transform
, top_left
, &clipped
);
1287 top_right
= MathUtil::MapPoint(device_transform
, top_right
, &clipped
);
1290 LayerQuad::Edge
bottom_edge(bottom_right
, bottom_left
);
1291 LayerQuad::Edge
left_edge(bottom_left
, top_left
);
1292 LayerQuad::Edge
top_edge(top_left
, top_right
);
1293 LayerQuad::Edge
right_edge(top_right
, bottom_right
);
1295 // Only apply anti-aliasing to edges not clipped by culling or scissoring.
1296 if (quad
->IsTopEdge() && tile_rect
.y() == quad
->rect
.y())
1297 top_edge
= device_layer_edges
.top();
1298 if (quad
->IsLeftEdge() && tile_rect
.x() == quad
->rect
.x())
1299 left_edge
= device_layer_edges
.left();
1300 if (quad
->IsRightEdge() && tile_rect
.right() == quad
->rect
.right())
1301 right_edge
= device_layer_edges
.right();
1302 if (quad
->IsBottomEdge() && tile_rect
.bottom() == quad
->rect
.bottom())
1303 bottom_edge
= device_layer_edges
.bottom();
1305 float sign
= gfx::QuadF(tile_rect
).IsCounterClockwise() ? -1 : 1;
1306 bottom_edge
.scale(sign
);
1307 left_edge
.scale(sign
);
1308 top_edge
.scale(sign
);
1309 right_edge
.scale(sign
);
1311 // Create device space quad.
1312 LayerQuad
device_quad(left_edge
, top_edge
, right_edge
, bottom_edge
);
1314 // Map device space quad to local space. device_transform has no 3d
1315 // component since it was flattened, so we don't need to project. We should
1316 // have already checked that the transform was uninvertible above.
1317 gfx::Transform
inverse_device_transform(gfx::Transform::kSkipInitialization
);
1318 bool did_invert
= device_transform
.GetInverse(&inverse_device_transform
);
1320 *local_quad
= MathUtil::MapQuad(
1321 inverse_device_transform
, device_quad
.ToQuadF(), &clipped
);
1322 // We should not DCHECK(!clipped) here, because anti-aliasing inflation may
1323 // cause device_quad to become clipped. To our knowledge this scenario does
1324 // not need to be handled differently than the unclipped case.
1329 void GLRenderer::DrawSolidColorQuad(const DrawingFrame
* frame
,
1330 const SolidColorDrawQuad
* quad
) {
1331 gfx::Rect tile_rect
= quad
->visible_rect
;
1333 SkColor color
= quad
->color
;
1334 float opacity
= quad
->opacity();
1335 float alpha
= (SkColorGetA(color
) * (1.0f
/ 255.0f
)) * opacity
;
1337 // Early out if alpha is small enough that quad doesn't contribute to output.
1338 if (alpha
< std::numeric_limits
<float>::epsilon() &&
1339 quad
->ShouldDrawWithBlending())
1342 gfx::Transform device_transform
=
1343 frame
->window_matrix
* frame
->projection_matrix
* quad
->quadTransform();
1344 device_transform
.FlattenTo2d();
1345 if (!device_transform
.IsInvertible())
1348 gfx::QuadF local_quad
= gfx::QuadF(gfx::RectF(tile_rect
));
1351 settings_
->allow_antialiasing
&& !quad
->force_anti_aliasing_off
&&
1352 SetupQuadForAntialiasing(device_transform
, quad
, &local_quad
, edge
);
1354 SolidColorProgramUniforms uniforms
;
1356 SolidColorUniformLocation(GetSolidColorProgramAA(), &uniforms
);
1358 SolidColorUniformLocation(GetSolidColorProgram(), &uniforms
);
1359 SetUseProgram(uniforms
.program
);
1362 gl_
->Uniform4f(uniforms
.color_location
,
1363 (SkColorGetR(color
) * (1.0f
/ 255.0f
)) * alpha
,
1364 (SkColorGetG(color
) * (1.0f
/ 255.0f
)) * alpha
,
1365 (SkColorGetB(color
) * (1.0f
/ 255.0f
)) * alpha
,
1368 float viewport
[4] = {static_cast<float>(viewport_
.x()),
1369 static_cast<float>(viewport_
.y()),
1370 static_cast<float>(viewport_
.width()),
1371 static_cast<float>(viewport_
.height()), };
1372 GLC(gl_
, gl_
->Uniform4fv(uniforms
.viewport_location
, 1, viewport
));
1373 GLC(gl_
, gl_
->Uniform3fv(uniforms
.edge_location
, 8, edge
));
1376 // Enable blending when the quad properties require it or if we decided
1377 // to use antialiasing.
1378 SetBlendEnabled(quad
->ShouldDrawWithBlending() || use_aa
);
1380 // Normalize to tile_rect.
1381 local_quad
.Scale(1.0f
/ tile_rect
.width(), 1.0f
/ tile_rect
.height());
1383 SetShaderQuadF(local_quad
, uniforms
.quad_location
);
1385 // The transform and vertex data are used to figure out the extents that the
1386 // un-antialiased quad should have and which vertex this is and the float
1387 // quad passed in via uniform is the actual geometry that gets used to draw
1388 // it. This is why this centered rect is used and not the original quad_rect.
1389 gfx::RectF
centered_rect(
1390 gfx::PointF(-0.5f
* tile_rect
.width(), -0.5f
* tile_rect
.height()),
1393 frame
, quad
->quadTransform(), centered_rect
, uniforms
.matrix_location
);
1396 struct TileProgramUniforms
{
1398 unsigned matrix_location
;
1399 unsigned viewport_location
;
1400 unsigned quad_location
;
1401 unsigned edge_location
;
1402 unsigned vertex_tex_transform_location
;
1403 unsigned sampler_location
;
1404 unsigned fragment_tex_transform_location
;
1405 unsigned alpha_location
;
1409 static void TileUniformLocation(T program
, TileProgramUniforms
* uniforms
) {
1410 uniforms
->program
= program
->program();
1411 uniforms
->matrix_location
= program
->vertex_shader().matrix_location();
1412 uniforms
->viewport_location
= program
->vertex_shader().viewport_location();
1413 uniforms
->quad_location
= program
->vertex_shader().quad_location();
1414 uniforms
->edge_location
= program
->vertex_shader().edge_location();
1415 uniforms
->vertex_tex_transform_location
=
1416 program
->vertex_shader().vertex_tex_transform_location();
1418 uniforms
->sampler_location
= program
->fragment_shader().sampler_location();
1419 uniforms
->alpha_location
= program
->fragment_shader().alpha_location();
1420 uniforms
->fragment_tex_transform_location
=
1421 program
->fragment_shader().fragment_tex_transform_location();
1424 void GLRenderer::DrawTileQuad(const DrawingFrame
* frame
,
1425 const TileDrawQuad
* quad
) {
1426 DrawContentQuad(frame
, quad
, quad
->resource_id
);
1429 void GLRenderer::DrawContentQuad(const DrawingFrame
* frame
,
1430 const ContentDrawQuadBase
* quad
,
1431 ResourceProvider::ResourceId resource_id
) {
1432 gfx::Rect tile_rect
= quad
->visible_rect
;
1434 gfx::RectF tex_coord_rect
= MathUtil::ScaleRectProportional(
1435 quad
->tex_coord_rect
, quad
->rect
, tile_rect
);
1436 float tex_to_geom_scale_x
= quad
->rect
.width() / quad
->tex_coord_rect
.width();
1437 float tex_to_geom_scale_y
=
1438 quad
->rect
.height() / quad
->tex_coord_rect
.height();
1440 gfx::RectF
clamp_geom_rect(tile_rect
);
1441 gfx::RectF
clamp_tex_rect(tex_coord_rect
);
1442 // Clamp texture coordinates to avoid sampling outside the layer
1443 // by deflating the tile region half a texel or half a texel
1444 // minus epsilon for one pixel layers. The resulting clamp region
1445 // is mapped to the unit square by the vertex shader and mapped
1446 // back to normalized texture coordinates by the fragment shader
1447 // after being clamped to 0-1 range.
1449 std::min(0.5f
, 0.5f
* clamp_tex_rect
.width() - kAntiAliasingEpsilon
);
1451 std::min(0.5f
, 0.5f
* clamp_tex_rect
.height() - kAntiAliasingEpsilon
);
1452 float geom_clamp_x
=
1453 std::min(tex_clamp_x
* tex_to_geom_scale_x
,
1454 0.5f
* clamp_geom_rect
.width() - kAntiAliasingEpsilon
);
1455 float geom_clamp_y
=
1456 std::min(tex_clamp_y
* tex_to_geom_scale_y
,
1457 0.5f
* clamp_geom_rect
.height() - kAntiAliasingEpsilon
);
1458 clamp_geom_rect
.Inset(geom_clamp_x
, geom_clamp_y
, geom_clamp_x
, geom_clamp_y
);
1459 clamp_tex_rect
.Inset(tex_clamp_x
, tex_clamp_y
, tex_clamp_x
, tex_clamp_y
);
1461 // Map clamping rectangle to unit square.
1462 float vertex_tex_translate_x
= -clamp_geom_rect
.x() / clamp_geom_rect
.width();
1463 float vertex_tex_translate_y
=
1464 -clamp_geom_rect
.y() / clamp_geom_rect
.height();
1465 float vertex_tex_scale_x
= tile_rect
.width() / clamp_geom_rect
.width();
1466 float vertex_tex_scale_y
= tile_rect
.height() / clamp_geom_rect
.height();
1468 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1469 gl_
, &highp_threshold_cache_
, highp_threshold_min_
, quad
->texture_size
);
1471 gfx::Transform device_transform
=
1472 frame
->window_matrix
* frame
->projection_matrix
* quad
->quadTransform();
1473 device_transform
.FlattenTo2d();
1474 if (!device_transform
.IsInvertible())
1477 gfx::QuadF local_quad
= gfx::QuadF(gfx::RectF(tile_rect
));
1480 settings_
->allow_antialiasing
&&
1481 SetupQuadForAntialiasing(device_transform
, quad
, &local_quad
, edge
);
1483 bool scaled
= (tex_to_geom_scale_x
!= 1.f
|| tex_to_geom_scale_y
!= 1.f
);
1484 GLenum filter
= (use_aa
|| scaled
||
1485 !quad
->quadTransform().IsIdentityOrIntegerTranslation())
1488 ResourceProvider::ScopedSamplerGL
quad_resource_lock(
1489 resource_provider_
, resource_id
, filter
);
1490 SamplerType sampler
=
1491 SamplerTypeFromTextureTarget(quad_resource_lock
.target());
1493 float fragment_tex_translate_x
= clamp_tex_rect
.x();
1494 float fragment_tex_translate_y
= clamp_tex_rect
.y();
1495 float fragment_tex_scale_x
= clamp_tex_rect
.width();
1496 float fragment_tex_scale_y
= clamp_tex_rect
.height();
1498 // Map to normalized texture coordinates.
1499 if (sampler
!= SamplerType2DRect
) {
1500 gfx::Size texture_size
= quad
->texture_size
;
1501 DCHECK(!texture_size
.IsEmpty());
1502 fragment_tex_translate_x
/= texture_size
.width();
1503 fragment_tex_translate_y
/= texture_size
.height();
1504 fragment_tex_scale_x
/= texture_size
.width();
1505 fragment_tex_scale_y
/= texture_size
.height();
1508 TileProgramUniforms uniforms
;
1510 if (quad
->swizzle_contents
) {
1511 TileUniformLocation(GetTileProgramSwizzleAA(tex_coord_precision
, sampler
),
1514 TileUniformLocation(GetTileProgramAA(tex_coord_precision
, sampler
),
1518 if (quad
->ShouldDrawWithBlending()) {
1519 if (quad
->swizzle_contents
) {
1520 TileUniformLocation(GetTileProgramSwizzle(tex_coord_precision
, sampler
),
1523 TileUniformLocation(GetTileProgram(tex_coord_precision
, sampler
),
1527 if (quad
->swizzle_contents
) {
1528 TileUniformLocation(
1529 GetTileProgramSwizzleOpaque(tex_coord_precision
, sampler
),
1532 TileUniformLocation(GetTileProgramOpaque(tex_coord_precision
, sampler
),
1538 SetUseProgram(uniforms
.program
);
1539 GLC(gl_
, gl_
->Uniform1i(uniforms
.sampler_location
, 0));
1542 float viewport
[4] = {static_cast<float>(viewport_
.x()),
1543 static_cast<float>(viewport_
.y()),
1544 static_cast<float>(viewport_
.width()),
1545 static_cast<float>(viewport_
.height()), };
1546 GLC(gl_
, gl_
->Uniform4fv(uniforms
.viewport_location
, 1, viewport
));
1547 GLC(gl_
, gl_
->Uniform3fv(uniforms
.edge_location
, 8, edge
));
1550 gl_
->Uniform4f(uniforms
.vertex_tex_transform_location
,
1551 vertex_tex_translate_x
,
1552 vertex_tex_translate_y
,
1554 vertex_tex_scale_y
));
1556 gl_
->Uniform4f(uniforms
.fragment_tex_transform_location
,
1557 fragment_tex_translate_x
,
1558 fragment_tex_translate_y
,
1559 fragment_tex_scale_x
,
1560 fragment_tex_scale_y
));
1562 // Move fragment shader transform to vertex shader. We can do this while
1563 // still producing correct results as fragment_tex_transform_location
1564 // should always be non-negative when tiles are transformed in a way
1565 // that could result in sampling outside the layer.
1566 vertex_tex_scale_x
*= fragment_tex_scale_x
;
1567 vertex_tex_scale_y
*= fragment_tex_scale_y
;
1568 vertex_tex_translate_x
*= fragment_tex_scale_x
;
1569 vertex_tex_translate_y
*= fragment_tex_scale_y
;
1570 vertex_tex_translate_x
+= fragment_tex_translate_x
;
1571 vertex_tex_translate_y
+= fragment_tex_translate_y
;
1574 gl_
->Uniform4f(uniforms
.vertex_tex_transform_location
,
1575 vertex_tex_translate_x
,
1576 vertex_tex_translate_y
,
1578 vertex_tex_scale_y
));
1581 // Enable blending when the quad properties require it or if we decided
1582 // to use antialiasing.
1583 SetBlendEnabled(quad
->ShouldDrawWithBlending() || use_aa
);
1585 // Normalize to tile_rect.
1586 local_quad
.Scale(1.0f
/ tile_rect
.width(), 1.0f
/ tile_rect
.height());
1588 SetShaderOpacity(quad
->opacity(), uniforms
.alpha_location
);
1589 SetShaderQuadF(local_quad
, uniforms
.quad_location
);
1591 // The transform and vertex data are used to figure out the extents that the
1592 // un-antialiased quad should have and which vertex this is and the float
1593 // quad passed in via uniform is the actual geometry that gets used to draw
1594 // it. This is why this centered rect is used and not the original quad_rect.
1595 gfx::RectF
centered_rect(
1596 gfx::PointF(-0.5f
* tile_rect
.width(), -0.5f
* tile_rect
.height()),
1599 frame
, quad
->quadTransform(), centered_rect
, uniforms
.matrix_location
);
1602 void GLRenderer::DrawYUVVideoQuad(const DrawingFrame
* frame
,
1603 const YUVVideoDrawQuad
* quad
) {
1604 SetBlendEnabled(quad
->ShouldDrawWithBlending());
1606 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1608 &highp_threshold_cache_
,
1609 highp_threshold_min_
,
1610 quad
->shared_quad_state
->visible_content_rect
.bottom_right());
1612 bool use_alpha_plane
= quad
->a_plane_resource_id
!= 0;
1614 ResourceProvider::ScopedSamplerGL
y_plane_lock(
1615 resource_provider_
, quad
->y_plane_resource_id
, GL_TEXTURE1
, GL_LINEAR
);
1616 DCHECK_EQ(static_cast<GLenum
>(GL_TEXTURE_2D
), y_plane_lock
.target());
1617 ResourceProvider::ScopedSamplerGL
u_plane_lock(
1618 resource_provider_
, quad
->u_plane_resource_id
, GL_TEXTURE2
, GL_LINEAR
);
1619 DCHECK_EQ(static_cast<GLenum
>(GL_TEXTURE_2D
), u_plane_lock
.target());
1620 ResourceProvider::ScopedSamplerGL
v_plane_lock(
1621 resource_provider_
, quad
->v_plane_resource_id
, GL_TEXTURE3
, GL_LINEAR
);
1622 DCHECK_EQ(static_cast<GLenum
>(GL_TEXTURE_2D
), v_plane_lock
.target());
1623 scoped_ptr
<ResourceProvider::ScopedSamplerGL
> a_plane_lock
;
1624 if (use_alpha_plane
) {
1625 a_plane_lock
.reset(new ResourceProvider::ScopedSamplerGL(
1626 resource_provider_
, quad
->a_plane_resource_id
, GL_TEXTURE4
, GL_LINEAR
));
1627 DCHECK_EQ(static_cast<GLenum
>(GL_TEXTURE_2D
), a_plane_lock
->target());
1630 int tex_scale_location
= -1;
1631 int matrix_location
= -1;
1632 int y_texture_location
= -1;
1633 int u_texture_location
= -1;
1634 int v_texture_location
= -1;
1635 int a_texture_location
= -1;
1636 int yuv_matrix_location
= -1;
1637 int yuv_adj_location
= -1;
1638 int alpha_location
= -1;
1639 if (use_alpha_plane
) {
1640 const VideoYUVAProgram
* program
= GetVideoYUVAProgram(tex_coord_precision
);
1641 DCHECK(program
&& (program
->initialized() || IsContextLost()));
1642 SetUseProgram(program
->program());
1643 tex_scale_location
= program
->vertex_shader().tex_scale_location();
1644 matrix_location
= program
->vertex_shader().matrix_location();
1645 y_texture_location
= program
->fragment_shader().y_texture_location();
1646 u_texture_location
= program
->fragment_shader().u_texture_location();
1647 v_texture_location
= program
->fragment_shader().v_texture_location();
1648 a_texture_location
= program
->fragment_shader().a_texture_location();
1649 yuv_matrix_location
= program
->fragment_shader().yuv_matrix_location();
1650 yuv_adj_location
= program
->fragment_shader().yuv_adj_location();
1651 alpha_location
= program
->fragment_shader().alpha_location();
1653 const VideoYUVProgram
* program
= GetVideoYUVProgram(tex_coord_precision
);
1654 DCHECK(program
&& (program
->initialized() || IsContextLost()));
1655 SetUseProgram(program
->program());
1656 tex_scale_location
= program
->vertex_shader().tex_scale_location();
1657 matrix_location
= program
->vertex_shader().matrix_location();
1658 y_texture_location
= program
->fragment_shader().y_texture_location();
1659 u_texture_location
= program
->fragment_shader().u_texture_location();
1660 v_texture_location
= program
->fragment_shader().v_texture_location();
1661 yuv_matrix_location
= program
->fragment_shader().yuv_matrix_location();
1662 yuv_adj_location
= program
->fragment_shader().yuv_adj_location();
1663 alpha_location
= program
->fragment_shader().alpha_location();
1667 gl_
->Uniform2f(tex_scale_location
,
1668 quad
->tex_scale
.width(),
1669 quad
->tex_scale
.height()));
1670 GLC(gl_
, gl_
->Uniform1i(y_texture_location
, 1));
1671 GLC(gl_
, gl_
->Uniform1i(u_texture_location
, 2));
1672 GLC(gl_
, gl_
->Uniform1i(v_texture_location
, 3));
1673 if (use_alpha_plane
)
1674 GLC(gl_
, gl_
->Uniform1i(a_texture_location
, 4));
1676 // These values are magic numbers that are used in the transformation from YUV
1677 // to RGB color values. They are taken from the following webpage:
1678 // http://www.fourcc.org/fccyvrgb.php
1679 float yuv_to_rgb
[9] = {1.164f
, 1.164f
, 1.164f
, 0.0f
, -.391f
,
1680 2.018f
, 1.596f
, -.813f
, 0.0f
, };
1681 GLC(gl_
, gl_
->UniformMatrix3fv(yuv_matrix_location
, 1, 0, yuv_to_rgb
));
1683 // These values map to 16, 128, and 128 respectively, and are computed
1684 // as a fraction over 256 (e.g. 16 / 256 = 0.0625).
1685 // They are used in the YUV to RGBA conversion formula:
1686 // Y - 16 : Gives 16 values of head and footroom for overshooting
1687 // U - 128 : Turns unsigned U into signed U [-128,127]
1688 // V - 128 : Turns unsigned V into signed V [-128,127]
1689 float yuv_adjust
[3] = {-0.0625f
, -0.5f
, -0.5f
, };
1690 GLC(gl_
, gl_
->Uniform3fv(yuv_adj_location
, 1, yuv_adjust
));
1692 SetShaderOpacity(quad
->opacity(), alpha_location
);
1693 DrawQuadGeometry(frame
, quad
->quadTransform(), quad
->rect
, matrix_location
);
1696 void GLRenderer::DrawStreamVideoQuad(const DrawingFrame
* frame
,
1697 const StreamVideoDrawQuad
* quad
) {
1698 SetBlendEnabled(quad
->ShouldDrawWithBlending());
1700 static float gl_matrix
[16];
1702 DCHECK(capabilities_
.using_egl_image
);
1704 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1706 &highp_threshold_cache_
,
1707 highp_threshold_min_
,
1708 quad
->shared_quad_state
->visible_content_rect
.bottom_right());
1710 const VideoStreamTextureProgram
* program
=
1711 GetVideoStreamTextureProgram(tex_coord_precision
);
1712 SetUseProgram(program
->program());
1714 ToGLMatrix(&gl_matrix
[0], quad
->matrix
);
1716 gl_
->UniformMatrix4fv(
1717 program
->vertex_shader().tex_matrix_location(), 1, false, gl_matrix
));
1719 ResourceProvider::ScopedReadLockGL
lock(resource_provider_
,
1721 DCHECK_EQ(GL_TEXTURE0
, ResourceProvider::GetActiveTextureUnit(gl_
));
1722 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_EXTERNAL_OES
, lock
.texture_id()));
1724 GLC(gl_
, gl_
->Uniform1i(program
->fragment_shader().sampler_location(), 0));
1726 SetShaderOpacity(quad
->opacity(),
1727 program
->fragment_shader().alpha_location());
1728 DrawQuadGeometry(frame
,
1729 quad
->quadTransform(),
1731 program
->vertex_shader().matrix_location());
1734 void GLRenderer::DrawPictureQuad(const DrawingFrame
* frame
,
1735 const PictureDrawQuad
* quad
) {
1736 if (on_demand_tile_raster_bitmap_
.width() != quad
->texture_size
.width() ||
1737 on_demand_tile_raster_bitmap_
.height() != quad
->texture_size
.height()) {
1738 on_demand_tile_raster_bitmap_
.setConfig(SkBitmap::kARGB_8888_Config
,
1739 quad
->texture_size
.width(),
1740 quad
->texture_size
.height());
1741 on_demand_tile_raster_bitmap_
.allocPixels();
1743 if (on_demand_tile_raster_resource_id_
)
1744 resource_provider_
->DeleteResource(on_demand_tile_raster_resource_id_
);
1746 on_demand_tile_raster_resource_id_
=
1747 resource_provider_
->CreateGLTexture(quad
->texture_size
,
1749 GL_TEXTURE_POOL_UNMANAGED_CHROMIUM
,
1751 ResourceProvider::TextureUsageAny
,
1752 quad
->texture_format
);
1755 // Create and run on-demand raster task for tile.
1756 scoped_refptr
<internal::Task
> on_demand_raster_task(
1757 new OnDemandRasterTaskImpl(quad
->picture_pile
,
1758 &on_demand_tile_raster_bitmap_
,
1760 quad
->contents_scale
));
1761 RunOnDemandRasterTask(on_demand_raster_task
.get());
1763 uint8_t* bitmap_pixels
= NULL
;
1764 SkBitmap on_demand_tile_raster_bitmap_dest
;
1765 SkBitmap::Config config
= SkBitmapConfig(quad
->texture_format
);
1766 if (on_demand_tile_raster_bitmap_
.getConfig() != config
) {
1767 on_demand_tile_raster_bitmap_
.copyTo(&on_demand_tile_raster_bitmap_dest
,
1769 // TODO(kaanb): The GL pipeline assumes a 4-byte alignment for the
1770 // bitmap data. This check will be removed once crbug.com/293728 is fixed.
1771 CHECK_EQ(0u, on_demand_tile_raster_bitmap_dest
.rowBytes() % 4);
1772 bitmap_pixels
= reinterpret_cast<uint8_t*>(
1773 on_demand_tile_raster_bitmap_dest
.getPixels());
1776 reinterpret_cast<uint8_t*>(on_demand_tile_raster_bitmap_
.getPixels());
1779 resource_provider_
->SetPixels(on_demand_tile_raster_resource_id_
,
1781 gfx::Rect(quad
->texture_size
),
1782 gfx::Rect(quad
->texture_size
),
1785 DrawContentQuad(frame
, quad
, on_demand_tile_raster_resource_id_
);
1788 struct TextureProgramBinding
{
1789 template <class Program
>
1790 void Set(Program
* program
) {
1792 program_id
= program
->program();
1793 sampler_location
= program
->fragment_shader().sampler_location();
1794 matrix_location
= program
->vertex_shader().matrix_location();
1795 background_color_location
=
1796 program
->fragment_shader().background_color_location();
1799 int sampler_location
;
1800 int matrix_location
;
1801 int background_color_location
;
1804 struct TexTransformTextureProgramBinding
: TextureProgramBinding
{
1805 template <class Program
>
1806 void Set(Program
* program
) {
1807 TextureProgramBinding::Set(program
);
1808 tex_transform_location
= program
->vertex_shader().tex_transform_location();
1809 vertex_opacity_location
=
1810 program
->vertex_shader().vertex_opacity_location();
1812 int tex_transform_location
;
1813 int vertex_opacity_location
;
1816 void GLRenderer::FlushTextureQuadCache() {
1817 // Check to see if we have anything to draw.
1818 if (draw_cache_
.program_id
== 0)
1821 // Set the correct blending mode.
1822 SetBlendEnabled(draw_cache_
.needs_blending
);
1824 // Bind the program to the GL state.
1825 SetUseProgram(draw_cache_
.program_id
);
1827 // Bind the correct texture sampler location.
1828 GLC(gl_
, gl_
->Uniform1i(draw_cache_
.sampler_location
, 0));
1830 // Assume the current active textures is 0.
1831 ResourceProvider::ScopedReadLockGL
locked_quad(resource_provider_
,
1832 draw_cache_
.resource_id
);
1833 DCHECK_EQ(GL_TEXTURE0
, ResourceProvider::GetActiveTextureUnit(gl_
));
1834 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_2D
, locked_quad
.texture_id()));
1836 COMPILE_ASSERT(sizeof(Float4
) == 4 * sizeof(float), // NOLINT(runtime/sizeof)
1837 struct_is_densely_packed
);
1839 sizeof(Float16
) == 16 * sizeof(float), // NOLINT(runtime/sizeof)
1840 struct_is_densely_packed
);
1842 // Upload the tranforms for both points and uvs.
1844 gl_
->UniformMatrix4fv(
1845 static_cast<int>(draw_cache_
.matrix_location
),
1846 static_cast<int>(draw_cache_
.matrix_data
.size()),
1848 reinterpret_cast<float*>(&draw_cache_
.matrix_data
.front())));
1851 static_cast<int>(draw_cache_
.uv_xform_location
),
1852 static_cast<int>(draw_cache_
.uv_xform_data
.size()),
1853 reinterpret_cast<float*>(&draw_cache_
.uv_xform_data
.front())));
1855 if (draw_cache_
.background_color
!= SK_ColorTRANSPARENT
) {
1856 Float4 background_color
= PremultipliedColor(draw_cache_
.background_color
);
1859 draw_cache_
.background_color_location
, 1, background_color
.data
));
1864 static_cast<int>(draw_cache_
.vertex_opacity_location
),
1865 static_cast<int>(draw_cache_
.vertex_opacity_data
.size()),
1866 static_cast<float*>(&draw_cache_
.vertex_opacity_data
.front())));
1870 gl_
->DrawElements(GL_TRIANGLES
,
1871 6 * draw_cache_
.matrix_data
.size(),
1876 draw_cache_
.program_id
= 0;
1877 draw_cache_
.uv_xform_data
.resize(0);
1878 draw_cache_
.vertex_opacity_data
.resize(0);
1879 draw_cache_
.matrix_data
.resize(0);
1882 void GLRenderer::EnqueueTextureQuad(const DrawingFrame
* frame
,
1883 const TextureDrawQuad
* quad
) {
1884 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1886 &highp_threshold_cache_
,
1887 highp_threshold_min_
,
1888 quad
->shared_quad_state
->visible_content_rect
.bottom_right());
1890 // Choose the correct texture program binding
1891 TexTransformTextureProgramBinding binding
;
1892 if (quad
->premultiplied_alpha
) {
1893 if (quad
->background_color
== SK_ColorTRANSPARENT
) {
1894 binding
.Set(GetTextureProgram(tex_coord_precision
));
1896 binding
.Set(GetTextureBackgroundProgram(tex_coord_precision
));
1899 if (quad
->background_color
== SK_ColorTRANSPARENT
) {
1900 binding
.Set(GetNonPremultipliedTextureProgram(tex_coord_precision
));
1903 GetNonPremultipliedTextureBackgroundProgram(tex_coord_precision
));
1907 int resource_id
= quad
->resource_id
;
1909 if (draw_cache_
.program_id
!= binding
.program_id
||
1910 draw_cache_
.resource_id
!= resource_id
||
1911 draw_cache_
.needs_blending
!= quad
->ShouldDrawWithBlending() ||
1912 draw_cache_
.background_color
!= quad
->background_color
||
1913 draw_cache_
.matrix_data
.size() >= 8) {
1914 FlushTextureQuadCache();
1915 draw_cache_
.program_id
= binding
.program_id
;
1916 draw_cache_
.resource_id
= resource_id
;
1917 draw_cache_
.needs_blending
= quad
->ShouldDrawWithBlending();
1918 draw_cache_
.background_color
= quad
->background_color
;
1920 draw_cache_
.uv_xform_location
= binding
.tex_transform_location
;
1921 draw_cache_
.background_color_location
= binding
.background_color_location
;
1922 draw_cache_
.vertex_opacity_location
= binding
.vertex_opacity_location
;
1923 draw_cache_
.matrix_location
= binding
.matrix_location
;
1924 draw_cache_
.sampler_location
= binding
.sampler_location
;
1927 // Generate the uv-transform
1928 draw_cache_
.uv_xform_data
.push_back(UVTransform(quad
));
1930 // Generate the vertex opacity
1931 const float opacity
= quad
->opacity();
1932 draw_cache_
.vertex_opacity_data
.push_back(quad
->vertex_opacity
[0] * opacity
);
1933 draw_cache_
.vertex_opacity_data
.push_back(quad
->vertex_opacity
[1] * opacity
);
1934 draw_cache_
.vertex_opacity_data
.push_back(quad
->vertex_opacity
[2] * opacity
);
1935 draw_cache_
.vertex_opacity_data
.push_back(quad
->vertex_opacity
[3] * opacity
);
1937 // Generate the transform matrix
1938 gfx::Transform quad_rect_matrix
;
1939 QuadRectTransform(&quad_rect_matrix
, quad
->quadTransform(), quad
->rect
);
1940 quad_rect_matrix
= frame
->projection_matrix
* quad_rect_matrix
;
1943 quad_rect_matrix
.matrix().asColMajorf(m
.data
);
1944 draw_cache_
.matrix_data
.push_back(m
);
1947 void GLRenderer::DrawIOSurfaceQuad(const DrawingFrame
* frame
,
1948 const IOSurfaceDrawQuad
* quad
) {
1949 SetBlendEnabled(quad
->ShouldDrawWithBlending());
1951 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1953 &highp_threshold_cache_
,
1954 highp_threshold_min_
,
1955 quad
->shared_quad_state
->visible_content_rect
.bottom_right());
1957 TexTransformTextureProgramBinding binding
;
1958 binding
.Set(GetTextureIOSurfaceProgram(tex_coord_precision
));
1960 SetUseProgram(binding
.program_id
);
1961 GLC(gl_
, gl_
->Uniform1i(binding
.sampler_location
, 0));
1962 if (quad
->orientation
== IOSurfaceDrawQuad::FLIPPED
) {
1964 gl_
->Uniform4f(binding
.tex_transform_location
,
1966 quad
->io_surface_size
.height(),
1967 quad
->io_surface_size
.width(),
1968 quad
->io_surface_size
.height() * -1.0f
));
1971 gl_
->Uniform4f(binding
.tex_transform_location
,
1974 quad
->io_surface_size
.width(),
1975 quad
->io_surface_size
.height()));
1978 const float vertex_opacity
[] = {quad
->opacity(), quad
->opacity(),
1979 quad
->opacity(), quad
->opacity()};
1980 GLC(gl_
, gl_
->Uniform1fv(binding
.vertex_opacity_location
, 4, vertex_opacity
));
1982 ResourceProvider::ScopedReadLockGL
lock(resource_provider_
,
1983 quad
->io_surface_resource_id
);
1984 DCHECK_EQ(GL_TEXTURE0
, ResourceProvider::GetActiveTextureUnit(gl_
));
1985 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_RECTANGLE_ARB
, lock
.texture_id()));
1988 frame
, quad
->quadTransform(), quad
->rect
, binding
.matrix_location
);
1990 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_RECTANGLE_ARB
, 0));
1993 void GLRenderer::FinishDrawingFrame(DrawingFrame
* frame
) {
1994 current_framebuffer_lock_
.reset();
1995 swap_buffer_rect_
.Union(gfx::ToEnclosingRect(frame
->root_damage_rect
));
1997 GLC(gl_
, gl_
->Disable(GL_BLEND
));
1998 blend_shadow_
= false;
2001 void GLRenderer::FinishDrawingQuadList() { FlushTextureQuadCache(); }
2003 bool GLRenderer::FlippedFramebuffer() const { return true; }
2005 void GLRenderer::EnsureScissorTestEnabled() {
2006 if (is_scissor_enabled_
)
2009 FlushTextureQuadCache();
2010 GLC(gl_
, gl_
->Enable(GL_SCISSOR_TEST
));
2011 is_scissor_enabled_
= true;
2014 void GLRenderer::EnsureScissorTestDisabled() {
2015 if (!is_scissor_enabled_
)
2018 FlushTextureQuadCache();
2019 GLC(gl_
, gl_
->Disable(GL_SCISSOR_TEST
));
2020 is_scissor_enabled_
= false;
2023 void GLRenderer::CopyCurrentRenderPassToBitmap(
2024 DrawingFrame
* frame
,
2025 scoped_ptr
<CopyOutputRequest
> request
) {
2026 gfx::Rect copy_rect
= frame
->current_render_pass
->output_rect
;
2027 if (request
->has_area())
2028 copy_rect
.Intersect(request
->area());
2029 GetFramebufferPixelsAsync(copy_rect
, request
.Pass());
2032 void GLRenderer::ToGLMatrix(float* gl_matrix
, const gfx::Transform
& transform
) {
2033 transform
.matrix().asColMajorf(gl_matrix
);
2036 void GLRenderer::SetShaderQuadF(const gfx::QuadF
& quad
, int quad_location
) {
2037 if (quad_location
== -1)
2041 gl_quad
[0] = quad
.p1().x();
2042 gl_quad
[1] = quad
.p1().y();
2043 gl_quad
[2] = quad
.p2().x();
2044 gl_quad
[3] = quad
.p2().y();
2045 gl_quad
[4] = quad
.p3().x();
2046 gl_quad
[5] = quad
.p3().y();
2047 gl_quad
[6] = quad
.p4().x();
2048 gl_quad
[7] = quad
.p4().y();
2049 GLC(gl_
, gl_
->Uniform2fv(quad_location
, 4, gl_quad
));
2052 void GLRenderer::SetShaderOpacity(float opacity
, int alpha_location
) {
2053 if (alpha_location
!= -1)
2054 GLC(gl_
, gl_
->Uniform1f(alpha_location
, opacity
));
2057 void GLRenderer::SetStencilEnabled(bool enabled
) {
2058 if (enabled
== stencil_shadow_
)
2062 GLC(gl_
, gl_
->Enable(GL_STENCIL_TEST
));
2064 GLC(gl_
, gl_
->Disable(GL_STENCIL_TEST
));
2065 stencil_shadow_
= enabled
;
2068 void GLRenderer::SetBlendEnabled(bool enabled
) {
2069 if (enabled
== blend_shadow_
)
2073 GLC(gl_
, gl_
->Enable(GL_BLEND
));
2075 GLC(gl_
, gl_
->Disable(GL_BLEND
));
2076 blend_shadow_
= enabled
;
2079 void GLRenderer::SetUseProgram(unsigned program
) {
2080 if (program
== program_shadow_
)
2082 gl_
->UseProgram(program
);
2083 program_shadow_
= program
;
2086 void GLRenderer::DrawQuadGeometry(const DrawingFrame
* frame
,
2087 const gfx::Transform
& draw_transform
,
2088 const gfx::RectF
& quad_rect
,
2089 int matrix_location
) {
2090 gfx::Transform quad_rect_matrix
;
2091 QuadRectTransform(&quad_rect_matrix
, draw_transform
, quad_rect
);
2092 static float gl_matrix
[16];
2093 ToGLMatrix(&gl_matrix
[0], frame
->projection_matrix
* quad_rect_matrix
);
2094 GLC(gl_
, gl_
->UniformMatrix4fv(matrix_location
, 1, false, &gl_matrix
[0]));
2096 GLC(gl_
, gl_
->DrawElements(GL_TRIANGLES
, 6, GL_UNSIGNED_SHORT
, 0));
2099 void GLRenderer::CopyTextureToFramebuffer(const DrawingFrame
* frame
,
2101 const gfx::Rect
& rect
,
2102 const gfx::Transform
& draw_matrix
,
2103 bool flip_vertically
) {
2104 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
2105 gl_
, &highp_threshold_cache_
, highp_threshold_min_
, rect
.bottom_right());
2107 const RenderPassProgram
* program
= GetRenderPassProgram(tex_coord_precision
);
2108 SetUseProgram(program
->program());
2110 GLC(gl_
, gl_
->Uniform1i(program
->fragment_shader().sampler_location(), 0));
2112 if (flip_vertically
) {
2114 gl_
->Uniform4f(program
->vertex_shader().tex_transform_location(),
2121 gl_
->Uniform4f(program
->vertex_shader().tex_transform_location(),
2128 SetShaderOpacity(1.f
, program
->fragment_shader().alpha_location());
2129 DCHECK_EQ(GL_TEXTURE0
, ResourceProvider::GetActiveTextureUnit(gl_
));
2130 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_2D
, texture_id
));
2132 frame
, draw_matrix
, rect
, program
->vertex_shader().matrix_location());
2135 void GLRenderer::Finish() {
2136 TRACE_EVENT0("cc", "GLRenderer::Finish");
2137 GLC(gl_
, gl_
->Finish());
2140 void GLRenderer::SwapBuffers(const CompositorFrameMetadata
& metadata
) {
2141 DCHECK(!is_backbuffer_discarded_
);
2143 TRACE_EVENT0("cc", "GLRenderer::SwapBuffers");
2144 // We're done! Time to swapbuffers!
2146 gfx::Size surface_size
= output_surface_
->SurfaceSize();
2148 CompositorFrame compositor_frame
;
2149 compositor_frame
.metadata
= metadata
;
2150 compositor_frame
.gl_frame_data
= make_scoped_ptr(new GLFrameData
);
2151 compositor_frame
.gl_frame_data
->size
= surface_size
;
2152 if (capabilities_
.using_partial_swap
) {
2153 // If supported, we can save significant bandwidth by only swapping the
2154 // damaged/scissored region (clamped to the viewport).
2155 swap_buffer_rect_
.Intersect(gfx::Rect(surface_size
));
2156 int flipped_y_pos_of_rect_bottom
= surface_size
.height() -
2157 swap_buffer_rect_
.y() -
2158 swap_buffer_rect_
.height();
2159 compositor_frame
.gl_frame_data
->sub_buffer_rect
=
2160 gfx::Rect(swap_buffer_rect_
.x(),
2161 flipped_y_pos_of_rect_bottom
,
2162 swap_buffer_rect_
.width(),
2163 swap_buffer_rect_
.height());
2165 compositor_frame
.gl_frame_data
->sub_buffer_rect
=
2166 gfx::Rect(output_surface_
->SurfaceSize());
2168 output_surface_
->SwapBuffers(&compositor_frame
);
2170 swap_buffer_rect_
= gfx::Rect();
2172 // We don't have real fences, so we mark read fences as passed
2173 // assuming a double-buffered GPU pipeline. A texture can be
2174 // written to after one full frame has past since it was last read.
2175 if (last_swap_fence_
.get())
2176 static_cast<SimpleSwapFence
*>(last_swap_fence_
.get())->SetHasPassed();
2177 last_swap_fence_
= resource_provider_
->GetReadLockFence();
2178 resource_provider_
->SetReadLockFence(new SimpleSwapFence());
2181 void GLRenderer::EnforceMemoryPolicy() {
2183 TRACE_EVENT0("cc", "GLRenderer::EnforceMemoryPolicy dropping resources");
2184 ReleaseRenderPassTextures();
2185 DiscardBackbuffer();
2186 resource_provider_
->ReleaseCachedData();
2187 GLC(gl_
, gl_
->Flush());
2191 void GLRenderer::DiscardBackbuffer() {
2192 if (is_backbuffer_discarded_
)
2195 output_surface_
->DiscardBackbuffer();
2197 is_backbuffer_discarded_
= true;
2199 // Damage tracker needs a full reset every time framebuffer is discarded.
2200 client_
->SetFullRootLayerDamage();
2203 void GLRenderer::EnsureBackbuffer() {
2204 if (!is_backbuffer_discarded_
)
2207 output_surface_
->EnsureBackbuffer();
2208 is_backbuffer_discarded_
= false;
2211 void GLRenderer::GetFramebufferPixels(void* pixels
, const gfx::Rect
& rect
) {
2212 if (!pixels
|| rect
.IsEmpty())
2215 // This function assumes that it is reading the root frame buffer.
2216 DCHECK(!current_framebuffer_lock_
);
2218 scoped_ptr
<PendingAsyncReadPixels
> pending_read(new PendingAsyncReadPixels
);
2219 pending_async_read_pixels_
.insert(pending_async_read_pixels_
.begin(),
2220 pending_read
.Pass());
2222 // This is a syncronous call since the callback is null.
2223 gfx::Rect window_rect
= MoveFromDrawToWindowSpace(rect
);
2224 DoGetFramebufferPixels(static_cast<uint8
*>(pixels
),
2226 AsyncGetFramebufferPixelsCleanupCallback());
2229 void GLRenderer::GetFramebufferPixelsAsync(
2230 const gfx::Rect
& rect
,
2231 scoped_ptr
<CopyOutputRequest
> request
) {
2232 DCHECK(!request
->IsEmpty());
2233 if (request
->IsEmpty())
2238 gfx::Rect window_rect
= MoveFromDrawToWindowSpace(rect
);
2240 if (!request
->force_bitmap_result()) {
2241 bool own_mailbox
= !request
->has_texture_mailbox();
2243 GLuint texture_id
= 0;
2244 gl_
->GenTextures(1, &texture_id
);
2246 gpu::Mailbox mailbox
;
2248 GLC(gl_
, gl_
->GenMailboxCHROMIUM(mailbox
.name
));
2249 if (mailbox
.IsZero()) {
2250 gl_
->DeleteTextures(1, &texture_id
);
2251 request
->SendEmptyResult();
2255 mailbox
= request
->texture_mailbox().mailbox();
2256 DCHECK_EQ(static_cast<unsigned>(GL_TEXTURE_2D
),
2257 request
->texture_mailbox().target());
2258 DCHECK(!mailbox
.IsZero());
2259 unsigned incoming_sync_point
= request
->texture_mailbox().sync_point();
2260 if (incoming_sync_point
)
2261 GLC(gl_
, gl_
->WaitSyncPointCHROMIUM(incoming_sync_point
));
2264 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_2D
, texture_id
));
2267 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
));
2269 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
));
2272 GL_TEXTURE_2D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
));
2275 GL_TEXTURE_2D
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
));
2276 GLC(gl_
, gl_
->ProduceTextureCHROMIUM(GL_TEXTURE_2D
, mailbox
.name
));
2278 GLC(gl_
, gl_
->ConsumeTextureCHROMIUM(GL_TEXTURE_2D
, mailbox
.name
));
2280 GetFramebufferTexture(texture_id
, RGBA_8888
, window_rect
);
2281 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_2D
, 0));
2283 unsigned sync_point
= gl_
->InsertSyncPointCHROMIUM();
2284 TextureMailbox
texture_mailbox(mailbox
, GL_TEXTURE_2D
, sync_point
);
2286 scoped_ptr
<SingleReleaseCallback
> release_callback
;
2288 release_callback
= texture_mailbox_deleter_
->GetReleaseCallback(
2289 output_surface_
->context_provider(), texture_id
);
2291 gl_
->DeleteTextures(1, &texture_id
);
2294 request
->SendTextureResult(
2295 window_rect
.size(), texture_mailbox
, release_callback
.Pass());
2299 DCHECK(request
->force_bitmap_result());
2301 scoped_ptr
<SkBitmap
> bitmap(new SkBitmap
);
2303 SkBitmap::kARGB_8888_Config
, window_rect
.width(), window_rect
.height());
2304 bitmap
->allocPixels();
2306 scoped_ptr
<SkAutoLockPixels
> lock(new SkAutoLockPixels(*bitmap
));
2308 // Save a pointer to the pixels, the bitmap is owned by the cleanup_callback.
2309 uint8
* pixels
= static_cast<uint8
*>(bitmap
->getPixels());
2311 AsyncGetFramebufferPixelsCleanupCallback cleanup_callback
=
2312 base::Bind(&GLRenderer::PassOnSkBitmap
,
2313 base::Unretained(this),
2314 base::Passed(&bitmap
),
2315 base::Passed(&lock
));
2317 scoped_ptr
<PendingAsyncReadPixels
> pending_read(new PendingAsyncReadPixels
);
2318 pending_read
->copy_request
= request
.Pass();
2319 pending_async_read_pixels_
.insert(pending_async_read_pixels_
.begin(),
2320 pending_read
.Pass());
2322 // This is an asyncronous call since the callback is not null.
2323 DoGetFramebufferPixels(pixels
, window_rect
, cleanup_callback
);
2326 void GLRenderer::DoGetFramebufferPixels(
2328 const gfx::Rect
& window_rect
,
2329 const AsyncGetFramebufferPixelsCleanupCallback
& cleanup_callback
) {
2330 DCHECK_GE(window_rect
.x(), 0);
2331 DCHECK_GE(window_rect
.y(), 0);
2332 DCHECK_LE(window_rect
.right(), current_surface_size_
.width());
2333 DCHECK_LE(window_rect
.bottom(), current_surface_size_
.height());
2335 bool is_async
= !cleanup_callback
.is_null();
2337 bool do_workaround
= NeedsIOSurfaceReadbackWorkaround();
2339 unsigned temporary_texture
= 0;
2340 unsigned temporary_fbo
= 0;
2342 if (do_workaround
) {
2343 // On Mac OS X, calling glReadPixels() against an FBO whose color attachment
2344 // is an IOSurface-backed texture causes corruption of future glReadPixels()
2345 // calls, even those on different OpenGL contexts. It is believed that this
2346 // is the root cause of top crasher
2347 // http://crbug.com/99393. <rdar://problem/10949687>
2349 gl_
->GenTextures(1, &temporary_texture
);
2350 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_2D
, temporary_texture
));
2352 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
));
2354 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
));
2356 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
));
2358 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
));
2359 // Copy the contents of the current (IOSurface-backed) framebuffer into a
2360 // temporary texture.
2361 GetFramebufferTexture(
2362 temporary_texture
, RGBA_8888
, gfx::Rect(current_surface_size_
));
2363 gl_
->GenFramebuffers(1, &temporary_fbo
);
2364 // Attach this texture to an FBO, and perform the readback from that FBO.
2365 GLC(gl_
, gl_
->BindFramebuffer(GL_FRAMEBUFFER
, temporary_fbo
));
2367 gl_
->FramebufferTexture2D(GL_FRAMEBUFFER
,
2368 GL_COLOR_ATTACHMENT0
,
2373 DCHECK_EQ(static_cast<unsigned>(GL_FRAMEBUFFER_COMPLETE
),
2374 gl_
->CheckFramebufferStatus(GL_FRAMEBUFFER
));
2378 gl_
->GenBuffers(1, &buffer
);
2379 GLC(gl_
, gl_
->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
, buffer
));
2381 gl_
->BufferData(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
,
2382 4 * window_rect
.size().GetArea(),
2388 gl_
->GenQueriesEXT(1, &query
);
2389 GLC(gl_
, gl_
->BeginQueryEXT(GL_ASYNC_PIXEL_PACK_COMPLETED_CHROMIUM
, query
));
2393 gl_
->ReadPixels(window_rect
.x(),
2395 window_rect
.width(),
2396 window_rect
.height(),
2401 GLC(gl_
, gl_
->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
, 0));
2403 if (do_workaround
) {
2405 GLC(gl_
, gl_
->BindFramebuffer(GL_FRAMEBUFFER
, 0));
2406 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_2D
, 0));
2407 GLC(gl_
, gl_
->DeleteFramebuffers(1, &temporary_fbo
));
2408 GLC(gl_
, gl_
->DeleteTextures(1, &temporary_texture
));
2411 base::Closure finished_callback
= base::Bind(&GLRenderer::FinishedReadback
,
2412 base::Unretained(this),
2417 window_rect
.size());
2418 // Save the finished_callback so it can be cancelled.
2419 pending_async_read_pixels_
.front()->finished_read_pixels_callback
.Reset(
2421 base::Closure cancelable_callback
=
2422 pending_async_read_pixels_
.front()->
2423 finished_read_pixels_callback
.callback();
2425 // Save the buffer to verify the callbacks happen in the expected order.
2426 pending_async_read_pixels_
.front()->buffer
= buffer
;
2429 GLC(gl_
, gl_
->EndQueryEXT(GL_ASYNC_PIXEL_PACK_COMPLETED_CHROMIUM
));
2430 context_support_
->SignalQuery(query
, cancelable_callback
);
2432 resource_provider_
->Finish();
2433 finished_callback
.Run();
2436 EnforceMemoryPolicy();
2439 void GLRenderer::FinishedReadback(
2440 const AsyncGetFramebufferPixelsCleanupCallback
& cleanup_callback
,
2441 unsigned source_buffer
,
2444 const gfx::Size
& size
) {
2445 DCHECK(!pending_async_read_pixels_
.empty());
2448 GLC(gl_
, gl_
->DeleteQueriesEXT(1, &query
));
2451 PendingAsyncReadPixels
* current_read
= pending_async_read_pixels_
.back();
2452 // Make sure we service the readbacks in order.
2453 DCHECK_EQ(source_buffer
, current_read
->buffer
);
2455 uint8
* src_pixels
= NULL
;
2457 if (source_buffer
!= 0) {
2459 gl_
->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
, source_buffer
));
2460 src_pixels
= static_cast<uint8
*>(gl_
->MapBufferCHROMIUM(
2461 GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
, GL_READ_ONLY
));
2464 size_t row_bytes
= size
.width() * 4;
2465 int num_rows
= size
.height();
2466 size_t total_bytes
= num_rows
* row_bytes
;
2467 for (size_t dest_y
= 0; dest_y
< total_bytes
; dest_y
+= row_bytes
) {
2469 size_t src_y
= total_bytes
- dest_y
- row_bytes
;
2470 // Swizzle OpenGL -> Skia byte order.
2471 for (size_t x
= 0; x
< row_bytes
; x
+= 4) {
2472 dest_pixels
[dest_y
+ x
+ SK_R32_SHIFT
/ 8] =
2473 src_pixels
[src_y
+ x
+ 0];
2474 dest_pixels
[dest_y
+ x
+ SK_G32_SHIFT
/ 8] =
2475 src_pixels
[src_y
+ x
+ 1];
2476 dest_pixels
[dest_y
+ x
+ SK_B32_SHIFT
/ 8] =
2477 src_pixels
[src_y
+ x
+ 2];
2478 dest_pixels
[dest_y
+ x
+ SK_A32_SHIFT
/ 8] =
2479 src_pixels
[src_y
+ x
+ 3];
2484 gl_
->UnmapBufferCHROMIUM(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
));
2486 GLC(gl_
, gl_
->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
, 0));
2487 GLC(gl_
, gl_
->DeleteBuffers(1, &source_buffer
));
2490 // TODO(danakj): This can go away when synchronous readback is no more and its
2491 // contents can just move here.
2492 if (!cleanup_callback
.is_null())
2493 cleanup_callback
.Run(current_read
->copy_request
.Pass(), src_pixels
!= NULL
);
2495 pending_async_read_pixels_
.pop_back();
2498 void GLRenderer::PassOnSkBitmap(scoped_ptr
<SkBitmap
> bitmap
,
2499 scoped_ptr
<SkAutoLockPixels
> lock
,
2500 scoped_ptr
<CopyOutputRequest
> request
,
2502 DCHECK(request
->force_bitmap_result());
2506 request
->SendBitmapResult(bitmap
.Pass());
2509 void GLRenderer::GetFramebufferTexture(unsigned texture_id
,
2510 ResourceFormat texture_format
,
2511 const gfx::Rect
& window_rect
) {
2513 DCHECK_GE(window_rect
.x(), 0);
2514 DCHECK_GE(window_rect
.y(), 0);
2515 DCHECK_LE(window_rect
.right(), current_surface_size_
.width());
2516 DCHECK_LE(window_rect
.bottom(), current_surface_size_
.height());
2518 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_2D
, texture_id
));
2520 gl_
->CopyTexImage2D(GL_TEXTURE_2D
,
2522 GLDataFormat(texture_format
),
2525 window_rect
.width(),
2526 window_rect
.height(),
2528 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_2D
, 0));
2531 bool GLRenderer::UseScopedTexture(DrawingFrame
* frame
,
2532 const ScopedResource
* texture
,
2533 const gfx::Rect
& viewport_rect
) {
2534 DCHECK(texture
->id());
2535 frame
->current_render_pass
= NULL
;
2536 frame
->current_texture
= texture
;
2538 return BindFramebufferToTexture(frame
, texture
, viewport_rect
);
2541 void GLRenderer::BindFramebufferToOutputSurface(DrawingFrame
* frame
) {
2542 current_framebuffer_lock_
.reset();
2543 output_surface_
->BindFramebuffer();
2545 if (output_surface_
->HasExternalStencilTest()) {
2546 SetStencilEnabled(true);
2547 GLC(gl_
, gl_
->StencilFunc(GL_EQUAL
, 1, 1));
2549 SetStencilEnabled(false);
2553 bool GLRenderer::BindFramebufferToTexture(DrawingFrame
* frame
,
2554 const ScopedResource
* texture
,
2555 const gfx::Rect
& target_rect
) {
2556 DCHECK(texture
->id());
2558 current_framebuffer_lock_
.reset();
2560 SetStencilEnabled(false);
2561 GLC(gl_
, gl_
->BindFramebuffer(GL_FRAMEBUFFER
, offscreen_framebuffer_id_
));
2562 current_framebuffer_lock_
=
2563 make_scoped_ptr(new ResourceProvider::ScopedWriteLockGL(
2564 resource_provider_
, texture
->id()));
2565 unsigned texture_id
= current_framebuffer_lock_
->texture_id();
2567 gl_
->FramebufferTexture2D(
2568 GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
, GL_TEXTURE_2D
, texture_id
, 0));
2570 DCHECK(gl_
->CheckFramebufferStatus(GL_FRAMEBUFFER
) ==
2571 GL_FRAMEBUFFER_COMPLETE
||
2575 frame
, target_rect
, gfx::Rect(target_rect
.size()), target_rect
.size());
2579 void GLRenderer::SetScissorTestRect(const gfx::Rect
& scissor_rect
) {
2580 EnsureScissorTestEnabled();
2582 // Don't unnecessarily ask the context to change the scissor, because it
2583 // may cause undesired GPU pipeline flushes.
2584 if (scissor_rect
== scissor_rect_
&& !scissor_rect_needs_reset_
)
2587 scissor_rect_
= scissor_rect
;
2588 FlushTextureQuadCache();
2590 gl_
->Scissor(scissor_rect
.x(),
2592 scissor_rect
.width(),
2593 scissor_rect
.height()));
2595 scissor_rect_needs_reset_
= false;
2598 void GLRenderer::SetDrawViewport(const gfx::Rect
& window_space_viewport
) {
2599 viewport_
= window_space_viewport
;
2601 gl_
->Viewport(window_space_viewport
.x(),
2602 window_space_viewport
.y(),
2603 window_space_viewport
.width(),
2604 window_space_viewport
.height()));
2607 void GLRenderer::InitializeSharedObjects() {
2608 TRACE_EVENT0("cc", "GLRenderer::InitializeSharedObjects");
2610 // Create an FBO for doing offscreen rendering.
2611 GLC(gl_
, gl_
->GenFramebuffers(1, &offscreen_framebuffer_id_
));
2613 shared_geometry_
= make_scoped_ptr(
2614 new GeometryBinding(gl_
, QuadVertexRect()));
2617 const GLRenderer::TileCheckerboardProgram
*
2618 GLRenderer::GetTileCheckerboardProgram() {
2619 if (!tile_checkerboard_program_
.initialized()) {
2620 TRACE_EVENT0("cc", "GLRenderer::checkerboardProgram::initalize");
2621 tile_checkerboard_program_
.Initialize(output_surface_
->context_provider(),
2622 TexCoordPrecisionNA
,
2625 return &tile_checkerboard_program_
;
2628 const GLRenderer::DebugBorderProgram
* GLRenderer::GetDebugBorderProgram() {
2629 if (!debug_border_program_
.initialized()) {
2630 TRACE_EVENT0("cc", "GLRenderer::debugBorderProgram::initialize");
2631 debug_border_program_
.Initialize(output_surface_
->context_provider(),
2632 TexCoordPrecisionNA
,
2635 return &debug_border_program_
;
2638 const GLRenderer::SolidColorProgram
* GLRenderer::GetSolidColorProgram() {
2639 if (!solid_color_program_
.initialized()) {
2640 TRACE_EVENT0("cc", "GLRenderer::solidColorProgram::initialize");
2641 solid_color_program_
.Initialize(output_surface_
->context_provider(),
2642 TexCoordPrecisionNA
,
2645 return &solid_color_program_
;
2648 const GLRenderer::SolidColorProgramAA
* GLRenderer::GetSolidColorProgramAA() {
2649 if (!solid_color_program_aa_
.initialized()) {
2650 TRACE_EVENT0("cc", "GLRenderer::solidColorProgramAA::initialize");
2651 solid_color_program_aa_
.Initialize(output_surface_
->context_provider(),
2652 TexCoordPrecisionNA
,
2655 return &solid_color_program_aa_
;
2658 const GLRenderer::RenderPassProgram
* GLRenderer::GetRenderPassProgram(
2659 TexCoordPrecision precision
) {
2660 DCHECK_GE(precision
, 0);
2661 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2662 RenderPassProgram
* program
= &render_pass_program_
[precision
];
2663 if (!program
->initialized()) {
2664 TRACE_EVENT0("cc", "GLRenderer::renderPassProgram::initialize");
2665 program
->Initialize(
2666 output_surface_
->context_provider(), precision
, SamplerType2D
);
2671 const GLRenderer::RenderPassProgramAA
* GLRenderer::GetRenderPassProgramAA(
2672 TexCoordPrecision precision
) {
2673 DCHECK_GE(precision
, 0);
2674 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2675 RenderPassProgramAA
* program
= &render_pass_program_aa_
[precision
];
2676 if (!program
->initialized()) {
2677 TRACE_EVENT0("cc", "GLRenderer::renderPassProgramAA::initialize");
2678 program
->Initialize(
2679 output_surface_
->context_provider(), precision
, SamplerType2D
);
2684 const GLRenderer::RenderPassMaskProgram
* GLRenderer::GetRenderPassMaskProgram(
2685 TexCoordPrecision precision
) {
2686 DCHECK_GE(precision
, 0);
2687 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2688 RenderPassMaskProgram
* program
= &render_pass_mask_program_
[precision
];
2689 if (!program
->initialized()) {
2690 TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgram::initialize");
2691 program
->Initialize(
2692 output_surface_
->context_provider(), precision
, SamplerType2D
);
2697 const GLRenderer::RenderPassMaskProgramAA
*
2698 GLRenderer::GetRenderPassMaskProgramAA(TexCoordPrecision precision
) {
2699 DCHECK_GE(precision
, 0);
2700 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2701 RenderPassMaskProgramAA
* program
= &render_pass_mask_program_aa_
[precision
];
2702 if (!program
->initialized()) {
2703 TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgramAA::initialize");
2704 program
->Initialize(
2705 output_surface_
->context_provider(), precision
, SamplerType2D
);
2710 const GLRenderer::RenderPassColorMatrixProgram
*
2711 GLRenderer::GetRenderPassColorMatrixProgram(TexCoordPrecision precision
) {
2712 DCHECK_GE(precision
, 0);
2713 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2714 RenderPassColorMatrixProgram
* program
=
2715 &render_pass_color_matrix_program_
[precision
];
2716 if (!program
->initialized()) {
2717 TRACE_EVENT0("cc", "GLRenderer::renderPassColorMatrixProgram::initialize");
2718 program
->Initialize(
2719 output_surface_
->context_provider(), precision
, SamplerType2D
);
2724 const GLRenderer::RenderPassColorMatrixProgramAA
*
2725 GLRenderer::GetRenderPassColorMatrixProgramAA(TexCoordPrecision precision
) {
2726 DCHECK_GE(precision
, 0);
2727 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2728 RenderPassColorMatrixProgramAA
* program
=
2729 &render_pass_color_matrix_program_aa_
[precision
];
2730 if (!program
->initialized()) {
2732 "GLRenderer::renderPassColorMatrixProgramAA::initialize");
2733 program
->Initialize(
2734 output_surface_
->context_provider(), precision
, SamplerType2D
);
2739 const GLRenderer::RenderPassMaskColorMatrixProgram
*
2740 GLRenderer::GetRenderPassMaskColorMatrixProgram(TexCoordPrecision precision
) {
2741 DCHECK_GE(precision
, 0);
2742 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2743 RenderPassMaskColorMatrixProgram
* program
=
2744 &render_pass_mask_color_matrix_program_
[precision
];
2745 if (!program
->initialized()) {
2747 "GLRenderer::renderPassMaskColorMatrixProgram::initialize");
2748 program
->Initialize(
2749 output_surface_
->context_provider(), precision
, SamplerType2D
);
2754 const GLRenderer::RenderPassMaskColorMatrixProgramAA
*
2755 GLRenderer::GetRenderPassMaskColorMatrixProgramAA(TexCoordPrecision precision
) {
2756 DCHECK_GE(precision
, 0);
2757 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2758 RenderPassMaskColorMatrixProgramAA
* program
=
2759 &render_pass_mask_color_matrix_program_aa_
[precision
];
2760 if (!program
->initialized()) {
2762 "GLRenderer::renderPassMaskColorMatrixProgramAA::initialize");
2763 program
->Initialize(
2764 output_surface_
->context_provider(), precision
, SamplerType2D
);
2769 const GLRenderer::TileProgram
* GLRenderer::GetTileProgram(
2770 TexCoordPrecision precision
,
2771 SamplerType sampler
) {
2772 DCHECK_GE(precision
, 0);
2773 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2774 DCHECK_GE(sampler
, 0);
2775 DCHECK_LT(sampler
, NumSamplerTypes
);
2776 TileProgram
* program
= &tile_program_
[precision
][sampler
];
2777 if (!program
->initialized()) {
2778 TRACE_EVENT0("cc", "GLRenderer::tileProgram::initialize");
2779 program
->Initialize(
2780 output_surface_
->context_provider(), precision
, sampler
);
2785 const GLRenderer::TileProgramOpaque
* GLRenderer::GetTileProgramOpaque(
2786 TexCoordPrecision precision
,
2787 SamplerType sampler
) {
2788 DCHECK_GE(precision
, 0);
2789 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2790 DCHECK_GE(sampler
, 0);
2791 DCHECK_LT(sampler
, NumSamplerTypes
);
2792 TileProgramOpaque
* program
= &tile_program_opaque_
[precision
][sampler
];
2793 if (!program
->initialized()) {
2794 TRACE_EVENT0("cc", "GLRenderer::tileProgramOpaque::initialize");
2795 program
->Initialize(
2796 output_surface_
->context_provider(), precision
, sampler
);
2801 const GLRenderer::TileProgramAA
* GLRenderer::GetTileProgramAA(
2802 TexCoordPrecision precision
,
2803 SamplerType sampler
) {
2804 DCHECK_GE(precision
, 0);
2805 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2806 DCHECK_GE(sampler
, 0);
2807 DCHECK_LT(sampler
, NumSamplerTypes
);
2808 TileProgramAA
* program
= &tile_program_aa_
[precision
][sampler
];
2809 if (!program
->initialized()) {
2810 TRACE_EVENT0("cc", "GLRenderer::tileProgramAA::initialize");
2811 program
->Initialize(
2812 output_surface_
->context_provider(), precision
, sampler
);
2817 const GLRenderer::TileProgramSwizzle
* GLRenderer::GetTileProgramSwizzle(
2818 TexCoordPrecision precision
,
2819 SamplerType sampler
) {
2820 DCHECK_GE(precision
, 0);
2821 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2822 DCHECK_GE(sampler
, 0);
2823 DCHECK_LT(sampler
, NumSamplerTypes
);
2824 TileProgramSwizzle
* program
= &tile_program_swizzle_
[precision
][sampler
];
2825 if (!program
->initialized()) {
2826 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzle::initialize");
2827 program
->Initialize(
2828 output_surface_
->context_provider(), precision
, sampler
);
2833 const GLRenderer::TileProgramSwizzleOpaque
*
2834 GLRenderer::GetTileProgramSwizzleOpaque(TexCoordPrecision precision
,
2835 SamplerType sampler
) {
2836 DCHECK_GE(precision
, 0);
2837 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2838 DCHECK_GE(sampler
, 0);
2839 DCHECK_LT(sampler
, NumSamplerTypes
);
2840 TileProgramSwizzleOpaque
* program
=
2841 &tile_program_swizzle_opaque_
[precision
][sampler
];
2842 if (!program
->initialized()) {
2843 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleOpaque::initialize");
2844 program
->Initialize(
2845 output_surface_
->context_provider(), precision
, sampler
);
2850 const GLRenderer::TileProgramSwizzleAA
* GLRenderer::GetTileProgramSwizzleAA(
2851 TexCoordPrecision precision
,
2852 SamplerType sampler
) {
2853 DCHECK_GE(precision
, 0);
2854 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2855 DCHECK_GE(sampler
, 0);
2856 DCHECK_LT(sampler
, NumSamplerTypes
);
2857 TileProgramSwizzleAA
* program
= &tile_program_swizzle_aa_
[precision
][sampler
];
2858 if (!program
->initialized()) {
2859 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleAA::initialize");
2860 program
->Initialize(
2861 output_surface_
->context_provider(), precision
, sampler
);
2866 const GLRenderer::TextureProgram
* GLRenderer::GetTextureProgram(
2867 TexCoordPrecision precision
) {
2868 DCHECK_GE(precision
, 0);
2869 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2870 TextureProgram
* program
= &texture_program_
[precision
];
2871 if (!program
->initialized()) {
2872 TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize");
2873 program
->Initialize(
2874 output_surface_
->context_provider(), precision
, SamplerType2D
);
2879 const GLRenderer::NonPremultipliedTextureProgram
*
2880 GLRenderer::GetNonPremultipliedTextureProgram(TexCoordPrecision precision
) {
2881 DCHECK_GE(precision
, 0);
2882 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2883 NonPremultipliedTextureProgram
* program
=
2884 &nonpremultiplied_texture_program_
[precision
];
2885 if (!program
->initialized()) {
2887 "GLRenderer::NonPremultipliedTextureProgram::Initialize");
2888 program
->Initialize(
2889 output_surface_
->context_provider(), precision
, SamplerType2D
);
2894 const GLRenderer::TextureBackgroundProgram
*
2895 GLRenderer::GetTextureBackgroundProgram(TexCoordPrecision precision
) {
2896 DCHECK_GE(precision
, 0);
2897 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2898 TextureBackgroundProgram
* program
= &texture_background_program_
[precision
];
2899 if (!program
->initialized()) {
2900 TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize");
2901 program
->Initialize(
2902 output_surface_
->context_provider(), precision
, SamplerType2D
);
2907 const GLRenderer::NonPremultipliedTextureBackgroundProgram
*
2908 GLRenderer::GetNonPremultipliedTextureBackgroundProgram(
2909 TexCoordPrecision precision
) {
2910 DCHECK_GE(precision
, 0);
2911 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2912 NonPremultipliedTextureBackgroundProgram
* program
=
2913 &nonpremultiplied_texture_background_program_
[precision
];
2914 if (!program
->initialized()) {
2916 "GLRenderer::NonPremultipliedTextureProgram::Initialize");
2917 program
->Initialize(
2918 output_surface_
->context_provider(), precision
, SamplerType2D
);
2923 const GLRenderer::TextureProgram
* GLRenderer::GetTextureIOSurfaceProgram(
2924 TexCoordPrecision precision
) {
2925 DCHECK_GE(precision
, 0);
2926 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2927 TextureProgram
* program
= &texture_io_surface_program_
[precision
];
2928 if (!program
->initialized()) {
2929 TRACE_EVENT0("cc", "GLRenderer::textureIOSurfaceProgram::initialize");
2930 program
->Initialize(
2931 output_surface_
->context_provider(), precision
, SamplerType2DRect
);
2936 const GLRenderer::VideoYUVProgram
* GLRenderer::GetVideoYUVProgram(
2937 TexCoordPrecision precision
) {
2938 DCHECK_GE(precision
, 0);
2939 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2940 VideoYUVProgram
* program
= &video_yuv_program_
[precision
];
2941 if (!program
->initialized()) {
2942 TRACE_EVENT0("cc", "GLRenderer::videoYUVProgram::initialize");
2943 program
->Initialize(
2944 output_surface_
->context_provider(), precision
, SamplerType2D
);
2949 const GLRenderer::VideoYUVAProgram
* GLRenderer::GetVideoYUVAProgram(
2950 TexCoordPrecision precision
) {
2951 DCHECK_GE(precision
, 0);
2952 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2953 VideoYUVAProgram
* program
= &video_yuva_program_
[precision
];
2954 if (!program
->initialized()) {
2955 TRACE_EVENT0("cc", "GLRenderer::videoYUVAProgram::initialize");
2956 program
->Initialize(
2957 output_surface_
->context_provider(), precision
, SamplerType2D
);
2962 const GLRenderer::VideoStreamTextureProgram
*
2963 GLRenderer::GetVideoStreamTextureProgram(TexCoordPrecision precision
) {
2964 if (!Capabilities().using_egl_image
)
2966 DCHECK_GE(precision
, 0);
2967 DCHECK_LT(precision
, NumTexCoordPrecisions
);
2968 VideoStreamTextureProgram
* program
=
2969 &video_stream_texture_program_
[precision
];
2970 if (!program
->initialized()) {
2971 TRACE_EVENT0("cc", "GLRenderer::streamTextureProgram::initialize");
2972 program
->Initialize(
2973 output_surface_
->context_provider(), precision
, SamplerTypeExternalOES
);
2978 void GLRenderer::CleanupSharedObjects() {
2979 shared_geometry_
.reset();
2981 for (int i
= 0; i
< NumTexCoordPrecisions
; ++i
) {
2982 for (int j
= 0; j
< NumSamplerTypes
; ++j
) {
2983 tile_program_
[i
][j
].Cleanup(gl_
);
2984 tile_program_opaque_
[i
][j
].Cleanup(gl_
);
2985 tile_program_swizzle_
[i
][j
].Cleanup(gl_
);
2986 tile_program_swizzle_opaque_
[i
][j
].Cleanup(gl_
);
2987 tile_program_aa_
[i
][j
].Cleanup(gl_
);
2988 tile_program_swizzle_aa_
[i
][j
].Cleanup(gl_
);
2991 render_pass_mask_program_
[i
].Cleanup(gl_
);
2992 render_pass_program_
[i
].Cleanup(gl_
);
2993 render_pass_mask_program_aa_
[i
].Cleanup(gl_
);
2994 render_pass_program_aa_
[i
].Cleanup(gl_
);
2995 render_pass_color_matrix_program_
[i
].Cleanup(gl_
);
2996 render_pass_mask_color_matrix_program_aa_
[i
].Cleanup(gl_
);
2997 render_pass_color_matrix_program_aa_
[i
].Cleanup(gl_
);
2998 render_pass_mask_color_matrix_program_
[i
].Cleanup(gl_
);
3000 texture_program_
[i
].Cleanup(gl_
);
3001 nonpremultiplied_texture_program_
[i
].Cleanup(gl_
);
3002 texture_background_program_
[i
].Cleanup(gl_
);
3003 nonpremultiplied_texture_background_program_
[i
].Cleanup(gl_
);
3004 texture_io_surface_program_
[i
].Cleanup(gl_
);
3006 video_yuv_program_
[i
].Cleanup(gl_
);
3007 video_yuva_program_
[i
].Cleanup(gl_
);
3008 video_stream_texture_program_
[i
].Cleanup(gl_
);
3011 tile_checkerboard_program_
.Cleanup(gl_
);
3013 debug_border_program_
.Cleanup(gl_
);
3014 solid_color_program_
.Cleanup(gl_
);
3015 solid_color_program_aa_
.Cleanup(gl_
);
3017 if (offscreen_framebuffer_id_
)
3018 GLC(gl_
, gl_
->DeleteFramebuffers(1, &offscreen_framebuffer_id_
));
3020 if (on_demand_tile_raster_resource_id_
)
3021 resource_provider_
->DeleteResource(on_demand_tile_raster_resource_id_
);
3023 ReleaseRenderPassTextures();
3026 void GLRenderer::ReinitializeGLState() {
3027 // Bind the common vertex attributes used for drawing all the layers.
3028 shared_geometry_
->PrepareForDraw();
3030 GLC(gl_
, gl_
->Disable(GL_DEPTH_TEST
));
3031 GLC(gl_
, gl_
->Disable(GL_CULL_FACE
));
3032 GLC(gl_
, gl_
->ColorMask(true, true, true, true));
3033 GLC(gl_
, gl_
->Disable(GL_STENCIL_TEST
));
3034 stencil_shadow_
= false;
3035 GLC(gl_
, gl_
->Enable(GL_BLEND
));
3036 blend_shadow_
= true;
3037 GLC(gl_
, gl_
->BlendFunc(GL_ONE
, GL_ONE_MINUS_SRC_ALPHA
));
3038 GLC(gl_
, gl_
->ActiveTexture(GL_TEXTURE0
));
3039 program_shadow_
= 0;
3041 // Make sure scissoring starts as disabled.
3042 is_scissor_enabled_
= false;
3043 GLC(gl_
, gl_
->Disable(GL_SCISSOR_TEST
));
3044 scissor_rect_needs_reset_
= true;
3047 bool GLRenderer::IsContextLost() {
3048 return output_surface_
->context_provider()->IsContextLost();