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/logging.h"
14 #include "base/memory/scoped_ptr.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 "base/trace_event/trace_event.h"
20 #include "cc/base/math_util.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/dynamic_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/output/static_geometry_binding.h"
30 #include "cc/quads/draw_polygon.h"
31 #include "cc/quads/picture_draw_quad.h"
32 #include "cc/quads/render_pass.h"
33 #include "cc/quads/stream_video_draw_quad.h"
34 #include "cc/quads/texture_draw_quad.h"
35 #include "cc/resources/layer_quad.h"
36 #include "cc/resources/scoped_gpu_raster.h"
37 #include "cc/resources/scoped_resource.h"
38 #include "cc/resources/texture_mailbox_deleter.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/skia/include/core/SkBitmap.h"
44 #include "third_party/skia/include/core/SkColor.h"
45 #include "third_party/skia/include/core/SkColorFilter.h"
46 #include "third_party/skia/include/core/SkImage.h"
47 #include "third_party/skia/include/core/SkSurface.h"
48 #include "third_party/skia/include/gpu/GrContext.h"
49 #include "third_party/skia/include/gpu/GrTexture.h"
50 #include "third_party/skia/include/gpu/SkGrTexturePixelRef.h"
51 #include "third_party/skia/include/gpu/gl/GrGLInterface.h"
52 #include "ui/gfx/geometry/quad_f.h"
53 #include "ui/gfx/geometry/rect_conversions.h"
55 using gpu::gles2::GLES2Interface
;
60 bool NeedsIOSurfaceReadbackWorkaround() {
61 #if defined(OS_MACOSX)
62 // This isn't strictly required in DumpRenderTree-mode when Mesa is used,
63 // but it doesn't seem to hurt.
70 Float4
UVTransform(const TextureDrawQuad
* quad
) {
71 gfx::PointF uv0
= quad
->uv_top_left
;
72 gfx::PointF uv1
= quad
->uv_bottom_right
;
73 Float4 xform
= {{uv0
.x(), uv0
.y(), uv1
.x() - uv0
.x(), uv1
.y() - uv0
.y()}};
75 xform
.data
[1] = 1.0f
- xform
.data
[1];
76 xform
.data
[3] = -xform
.data
[3];
81 Float4
PremultipliedColor(SkColor color
) {
82 const float factor
= 1.0f
/ 255.0f
;
83 const float alpha
= SkColorGetA(color
) * factor
;
86 {SkColorGetR(color
) * factor
* alpha
, SkColorGetG(color
) * factor
* alpha
,
87 SkColorGetB(color
) * factor
* alpha
, alpha
}};
91 SamplerType
SamplerTypeFromTextureTarget(GLenum target
) {
94 return SAMPLER_TYPE_2D
;
95 case GL_TEXTURE_RECTANGLE_ARB
:
96 return SAMPLER_TYPE_2D_RECT
;
97 case GL_TEXTURE_EXTERNAL_OES
:
98 return SAMPLER_TYPE_EXTERNAL_OES
;
101 return SAMPLER_TYPE_2D
;
105 BlendMode
BlendModeFromSkXfermode(SkXfermode::Mode mode
) {
107 case SkXfermode::kSrcOver_Mode
:
108 return BLEND_MODE_NORMAL
;
109 case SkXfermode::kScreen_Mode
:
110 return BLEND_MODE_SCREEN
;
111 case SkXfermode::kOverlay_Mode
:
112 return BLEND_MODE_OVERLAY
;
113 case SkXfermode::kDarken_Mode
:
114 return BLEND_MODE_DARKEN
;
115 case SkXfermode::kLighten_Mode
:
116 return BLEND_MODE_LIGHTEN
;
117 case SkXfermode::kColorDodge_Mode
:
118 return BLEND_MODE_COLOR_DODGE
;
119 case SkXfermode::kColorBurn_Mode
:
120 return BLEND_MODE_COLOR_BURN
;
121 case SkXfermode::kHardLight_Mode
:
122 return BLEND_MODE_HARD_LIGHT
;
123 case SkXfermode::kSoftLight_Mode
:
124 return BLEND_MODE_SOFT_LIGHT
;
125 case SkXfermode::kDifference_Mode
:
126 return BLEND_MODE_DIFFERENCE
;
127 case SkXfermode::kExclusion_Mode
:
128 return BLEND_MODE_EXCLUSION
;
129 case SkXfermode::kMultiply_Mode
:
130 return BLEND_MODE_MULTIPLY
;
131 case SkXfermode::kHue_Mode
:
132 return BLEND_MODE_HUE
;
133 case SkXfermode::kSaturation_Mode
:
134 return BLEND_MODE_SATURATION
;
135 case SkXfermode::kColor_Mode
:
136 return BLEND_MODE_COLOR
;
137 case SkXfermode::kLuminosity_Mode
:
138 return BLEND_MODE_LUMINOSITY
;
141 return BLEND_MODE_NONE
;
145 // Smallest unit that impact anti-aliasing output. We use this to
146 // determine when anti-aliasing is unnecessary.
147 const float kAntiAliasingEpsilon
= 1.0f
/ 1024.0f
;
149 // Block or crash if the number of pending sync queries reach this high as
150 // something is seriously wrong on the service side if this happens.
151 const size_t kMaxPendingSyncQueries
= 16;
153 } // anonymous namespace
155 static GLint
GetActiveTextureUnit(GLES2Interface
* gl
) {
156 GLint active_unit
= 0;
157 gl
->GetIntegerv(GL_ACTIVE_TEXTURE
, &active_unit
);
161 class GLRenderer::ScopedUseGrContext
{
163 static scoped_ptr
<ScopedUseGrContext
> Create(GLRenderer
* renderer
,
164 DrawingFrame
* frame
) {
165 return make_scoped_ptr(new ScopedUseGrContext(renderer
, frame
));
168 ~ScopedUseGrContext() {
169 // Pass context control back to GLrenderer.
170 scoped_gpu_raster_
= nullptr;
171 renderer_
->RestoreGLState();
172 renderer_
->RestoreFramebuffer(frame_
);
175 GrContext
* context() const {
176 return renderer_
->output_surface_
->context_provider()->GrContext();
180 ScopedUseGrContext(GLRenderer
* renderer
, DrawingFrame
* frame
)
181 : scoped_gpu_raster_(
182 new ScopedGpuRaster(renderer
->output_surface_
->context_provider())),
185 // scoped_gpu_raster_ passes context control to Skia.
188 scoped_ptr
<ScopedGpuRaster
> scoped_gpu_raster_
;
189 GLRenderer
* renderer_
;
190 DrawingFrame
* frame_
;
192 DISALLOW_COPY_AND_ASSIGN(ScopedUseGrContext
);
195 struct GLRenderer::PendingAsyncReadPixels
{
196 PendingAsyncReadPixels() : buffer(0) {}
198 scoped_ptr
<CopyOutputRequest
> copy_request
;
199 base::CancelableClosure finished_read_pixels_callback
;
203 DISALLOW_COPY_AND_ASSIGN(PendingAsyncReadPixels
);
206 class GLRenderer::SyncQuery
{
208 explicit SyncQuery(gpu::gles2::GLES2Interface
* gl
)
209 : gl_(gl
), query_id_(0u), is_pending_(false), weak_ptr_factory_(this) {
210 gl_
->GenQueriesEXT(1, &query_id_
);
212 virtual ~SyncQuery() { gl_
->DeleteQueriesEXT(1, &query_id_
); }
214 scoped_refptr
<ResourceProvider::Fence
> Begin() {
215 DCHECK(!IsPending());
216 // Invalidate weak pointer held by old fence.
217 weak_ptr_factory_
.InvalidateWeakPtrs();
218 // Note: In case the set of drawing commands issued before End() do not
219 // depend on the query, defer BeginQueryEXT call until Set() is called and
220 // query is required.
221 return make_scoped_refptr
<ResourceProvider::Fence
>(
222 new Fence(weak_ptr_factory_
.GetWeakPtr()));
229 // Note: BeginQueryEXT on GL_COMMANDS_COMPLETED_CHROMIUM is effectively a
230 // noop relative to GL, so it doesn't matter where it happens but we still
231 // make sure to issue this command when Set() is called (prior to issuing
232 // any drawing commands that depend on query), in case some future extension
233 // can take advantage of this.
234 gl_
->BeginQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM
, query_id_
);
242 gl_
->EndQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM
);
249 unsigned result_available
= 1;
250 gl_
->GetQueryObjectuivEXT(
251 query_id_
, GL_QUERY_RESULT_AVAILABLE_EXT
, &result_available
);
252 is_pending_
= !result_available
;
261 gl_
->GetQueryObjectuivEXT(query_id_
, GL_QUERY_RESULT_EXT
, &result
);
266 class Fence
: public ResourceProvider::Fence
{
268 explicit Fence(base::WeakPtr
<GLRenderer::SyncQuery
> query
)
271 // Overridden from ResourceProvider::Fence:
272 void Set() override
{
276 bool HasPassed() override
{ return !query_
|| !query_
->IsPending(); }
277 void Wait() override
{
285 base::WeakPtr
<SyncQuery
> query_
;
287 DISALLOW_COPY_AND_ASSIGN(Fence
);
290 gpu::gles2::GLES2Interface
* gl_
;
293 base::WeakPtrFactory
<SyncQuery
> weak_ptr_factory_
;
295 DISALLOW_COPY_AND_ASSIGN(SyncQuery
);
298 scoped_ptr
<GLRenderer
> GLRenderer::Create(
299 RendererClient
* client
,
300 const RendererSettings
* settings
,
301 OutputSurface
* output_surface
,
302 ResourceProvider
* resource_provider
,
303 TextureMailboxDeleter
* texture_mailbox_deleter
,
304 int highp_threshold_min
) {
305 return make_scoped_ptr(new GLRenderer(client
,
309 texture_mailbox_deleter
,
310 highp_threshold_min
));
313 GLRenderer::GLRenderer(RendererClient
* client
,
314 const RendererSettings
* settings
,
315 OutputSurface
* output_surface
,
316 ResourceProvider
* resource_provider
,
317 TextureMailboxDeleter
* texture_mailbox_deleter
,
318 int highp_threshold_min
)
319 : DirectRenderer(client
, settings
, output_surface
, resource_provider
),
320 offscreen_framebuffer_id_(0),
321 shared_geometry_quad_(QuadVertexRect()),
322 gl_(output_surface
->context_provider()->ContextGL()),
323 context_support_(output_surface
->context_provider()->ContextSupport()),
324 texture_mailbox_deleter_(texture_mailbox_deleter
),
325 is_backbuffer_discarded_(false),
326 is_scissor_enabled_(false),
327 scissor_rect_needs_reset_(true),
328 stencil_shadow_(false),
329 blend_shadow_(false),
330 highp_threshold_min_(highp_threshold_min
),
331 highp_threshold_cache_(0),
332 use_sync_query_(false),
333 on_demand_tile_raster_resource_id_(0),
334 bound_geometry_(NO_BINDING
) {
336 DCHECK(context_support_
);
338 ContextProvider::Capabilities context_caps
=
339 output_surface_
->context_provider()->ContextCapabilities();
341 capabilities_
.using_partial_swap
=
342 settings_
->partial_swap_enabled
&& context_caps
.gpu
.post_sub_buffer
;
344 DCHECK(!context_caps
.gpu
.iosurface
|| context_caps
.gpu
.texture_rectangle
);
346 capabilities_
.using_egl_image
= context_caps
.gpu
.egl_image_external
;
348 capabilities_
.max_texture_size
= resource_provider_
->max_texture_size();
349 capabilities_
.best_texture_format
= resource_provider_
->best_texture_format();
351 // The updater can access textures while the GLRenderer is using them.
352 capabilities_
.allow_partial_texture_updates
= true;
354 capabilities_
.using_image
= context_caps
.gpu
.image
;
356 capabilities_
.using_discard_framebuffer
=
357 context_caps
.gpu
.discard_framebuffer
;
359 capabilities_
.allow_rasterize_on_demand
= true;
361 use_sync_query_
= context_caps
.gpu
.sync_query
;
362 use_blend_equation_advanced_
= context_caps
.gpu
.blend_equation_advanced
;
363 use_blend_equation_advanced_coherent_
=
364 context_caps
.gpu
.blend_equation_advanced_coherent
;
366 InitializeSharedObjects();
369 GLRenderer::~GLRenderer() {
370 while (!pending_async_read_pixels_
.empty()) {
371 PendingAsyncReadPixels
* pending_read
= pending_async_read_pixels_
.back();
372 pending_read
->finished_read_pixels_callback
.Cancel();
373 pending_async_read_pixels_
.pop_back();
376 in_use_overlay_resources_
.clear();
378 CleanupSharedObjects();
381 const RendererCapabilitiesImpl
& GLRenderer::Capabilities() const {
382 return capabilities_
;
385 void GLRenderer::DebugGLCall(GLES2Interface
* gl
,
389 GLuint error
= gl
->GetError();
390 if (error
!= GL_NO_ERROR
)
391 LOG(ERROR
) << "GL command failed: File: " << file
<< "\n\tLine " << line
392 << "\n\tcommand: " << command
<< ", error "
393 << static_cast<int>(error
) << "\n";
396 void GLRenderer::DidChangeVisibility() {
397 EnforceMemoryPolicy();
399 context_support_
->SetSurfaceVisible(visible());
402 void GLRenderer::ReleaseRenderPassTextures() { render_pass_textures_
.clear(); }
404 void GLRenderer::DiscardPixels(bool has_external_stencil_test
,
405 bool draw_rect_covers_full_surface
) {
406 if (has_external_stencil_test
|| !draw_rect_covers_full_surface
||
407 !capabilities_
.using_discard_framebuffer
)
409 bool using_default_framebuffer
=
410 !current_framebuffer_lock_
&&
411 output_surface_
->capabilities().uses_default_gl_framebuffer
;
412 GLenum attachments
[] = {static_cast<GLenum
>(
413 using_default_framebuffer
? GL_COLOR_EXT
: GL_COLOR_ATTACHMENT0_EXT
)};
414 gl_
->DiscardFramebufferEXT(
415 GL_FRAMEBUFFER
, arraysize(attachments
), attachments
);
418 void GLRenderer::ClearFramebuffer(DrawingFrame
* frame
,
419 bool has_external_stencil_test
) {
420 // It's unsafe to clear when we have a stencil test because glClear ignores
422 if (has_external_stencil_test
) {
423 DCHECK(!frame
->current_render_pass
->has_transparent_background
);
427 // On DEBUG builds, opaque render passes are cleared to blue to easily see
428 // regions that were not drawn on the screen.
429 if (frame
->current_render_pass
->has_transparent_background
)
430 GLC(gl_
, gl_
->ClearColor(0, 0, 0, 0));
432 GLC(gl_
, gl_
->ClearColor(0, 0, 1, 1));
434 bool always_clear
= false;
438 if (always_clear
|| frame
->current_render_pass
->has_transparent_background
) {
439 GLbitfield clear_bits
= GL_COLOR_BUFFER_BIT
;
441 clear_bits
|= GL_STENCIL_BUFFER_BIT
;
442 gl_
->Clear(clear_bits
);
446 static ResourceProvider::ResourceId
WaitOnResourceSyncPoints(
447 ResourceProvider
* resource_provider
,
448 ResourceProvider::ResourceId resource_id
) {
449 resource_provider
->WaitSyncPointIfNeeded(resource_id
);
453 void GLRenderer::BeginDrawingFrame(DrawingFrame
* frame
) {
454 TRACE_EVENT0("cc", "GLRenderer::BeginDrawingFrame");
456 scoped_refptr
<ResourceProvider::Fence
> read_lock_fence
;
457 if (use_sync_query_
) {
458 // Block until oldest sync query has passed if the number of pending queries
459 // ever reach kMaxPendingSyncQueries.
460 if (pending_sync_queries_
.size() >= kMaxPendingSyncQueries
) {
461 LOG(ERROR
) << "Reached limit of pending sync queries.";
463 pending_sync_queries_
.front()->Wait();
464 DCHECK(!pending_sync_queries_
.front()->IsPending());
467 while (!pending_sync_queries_
.empty()) {
468 if (pending_sync_queries_
.front()->IsPending())
471 available_sync_queries_
.push_back(pending_sync_queries_
.take_front());
474 current_sync_query_
= available_sync_queries_
.empty()
475 ? make_scoped_ptr(new SyncQuery(gl_
))
476 : available_sync_queries_
.take_front();
478 read_lock_fence
= current_sync_query_
->Begin();
481 make_scoped_refptr(new ResourceProvider::SynchronousFence(gl_
));
483 resource_provider_
->SetReadLockFence(read_lock_fence
.get());
485 // Insert WaitSyncPointCHROMIUM on quad resources prior to drawing the frame,
486 // so that drawing can proceed without GL context switching interruptions.
487 DrawQuad::ResourceIteratorCallback wait_on_resource_syncpoints_callback
=
488 base::Bind(&WaitOnResourceSyncPoints
, resource_provider_
);
490 for (const auto& pass
: *frame
->render_passes_in_draw_order
) {
491 for (const auto& quad
: pass
->quad_list
)
492 quad
->IterateResources(wait_on_resource_syncpoints_callback
);
495 // TODO(enne): Do we need to reinitialize all of this state per frame?
496 ReinitializeGLState();
499 void GLRenderer::DoNoOp() {
500 GLC(gl_
, gl_
->BindFramebuffer(GL_FRAMEBUFFER
, 0));
501 GLC(gl_
, gl_
->Flush());
504 void GLRenderer::DoDrawQuad(DrawingFrame
* frame
,
505 const DrawQuad
* quad
,
506 const gfx::QuadF
* clip_region
) {
507 DCHECK(quad
->rect
.Contains(quad
->visible_rect
));
508 if (quad
->material
!= DrawQuad::TEXTURE_CONTENT
) {
509 FlushTextureQuadCache(SHARED_BINDING
);
512 switch (quad
->material
) {
513 case DrawQuad::INVALID
:
516 case DrawQuad::CHECKERBOARD
:
517 DrawCheckerboardQuad(frame
, CheckerboardDrawQuad::MaterialCast(quad
),
520 case DrawQuad::DEBUG_BORDER
:
521 DrawDebugBorderQuad(frame
, DebugBorderDrawQuad::MaterialCast(quad
));
523 case DrawQuad::IO_SURFACE_CONTENT
:
524 DrawIOSurfaceQuad(frame
, IOSurfaceDrawQuad::MaterialCast(quad
),
527 case DrawQuad::PICTURE_CONTENT
:
528 // PictureDrawQuad should only be used for resourceless software draws.
531 case DrawQuad::RENDER_PASS
:
532 DrawRenderPassQuad(frame
, RenderPassDrawQuad::MaterialCast(quad
),
535 case DrawQuad::SOLID_COLOR
:
536 DrawSolidColorQuad(frame
, SolidColorDrawQuad::MaterialCast(quad
),
539 case DrawQuad::STREAM_VIDEO_CONTENT
:
540 DrawStreamVideoQuad(frame
, StreamVideoDrawQuad::MaterialCast(quad
),
543 case DrawQuad::SURFACE_CONTENT
:
544 // Surface content should be fully resolved to other quad types before
545 // reaching a direct renderer.
548 case DrawQuad::TEXTURE_CONTENT
:
549 EnqueueTextureQuad(frame
, TextureDrawQuad::MaterialCast(quad
),
552 case DrawQuad::TILED_CONTENT
:
553 DrawTileQuad(frame
, TileDrawQuad::MaterialCast(quad
), clip_region
);
555 case DrawQuad::YUV_VIDEO_CONTENT
:
556 DrawYUVVideoQuad(frame
, YUVVideoDrawQuad::MaterialCast(quad
),
562 void GLRenderer::DrawCheckerboardQuad(const DrawingFrame
* frame
,
563 const CheckerboardDrawQuad
* quad
,
564 const gfx::QuadF
* clip_region
) {
565 // TODO(enne) For now since checkerboards shouldn't be part of a 3D
566 // context, clipping regions aren't supported so we skip drawing them
567 // if this becomes the case.
571 SetBlendEnabled(quad
->ShouldDrawWithBlending());
573 const TileCheckerboardProgram
* program
= GetTileCheckerboardProgram();
574 DCHECK(program
&& (program
->initialized() || IsContextLost()));
575 SetUseProgram(program
->program());
577 SkColor color
= quad
->color
;
579 gl_
->Uniform4f(program
->fragment_shader().color_location(),
580 SkColorGetR(color
) * (1.0f
/ 255.0f
),
581 SkColorGetG(color
) * (1.0f
/ 255.0f
),
582 SkColorGetB(color
) * (1.0f
/ 255.0f
),
585 const int kCheckerboardWidth
= 16;
586 float frequency
= 1.0f
/ kCheckerboardWidth
;
588 gfx::Rect tile_rect
= quad
->rect
;
590 static_cast<int>(tile_rect
.x() / quad
->scale
) % kCheckerboardWidth
;
592 static_cast<int>(tile_rect
.y() / quad
->scale
) % kCheckerboardWidth
;
593 float tex_scale_x
= tile_rect
.width() / quad
->scale
;
594 float tex_scale_y
= tile_rect
.height() / quad
->scale
;
596 gl_
->Uniform4f(program
->fragment_shader().tex_transform_location(),
603 gl_
->Uniform1f(program
->fragment_shader().frequency_location(),
606 SetShaderOpacity(quad
->opacity(),
607 program
->fragment_shader().alpha_location());
608 DrawQuadGeometry(frame
,
609 quad
->quadTransform(),
611 program
->vertex_shader().matrix_location());
614 // This function does not handle 3D sorting right now, since the debug border
615 // quads are just drawn as their original quads and not in split pieces. This
616 // results in some debug border quads drawing over foreground quads.
617 void GLRenderer::DrawDebugBorderQuad(const DrawingFrame
* frame
,
618 const DebugBorderDrawQuad
* quad
) {
619 SetBlendEnabled(quad
->ShouldDrawWithBlending());
621 static float gl_matrix
[16];
622 const DebugBorderProgram
* program
= GetDebugBorderProgram();
623 DCHECK(program
&& (program
->initialized() || IsContextLost()));
624 SetUseProgram(program
->program());
626 // Use the full quad_rect for debug quads to not move the edges based on
628 gfx::Rect layer_rect
= quad
->rect
;
629 gfx::Transform render_matrix
;
630 QuadRectTransform(&render_matrix
, quad
->quadTransform(), layer_rect
);
631 GLRenderer::ToGLMatrix(&gl_matrix
[0],
632 frame
->projection_matrix
* render_matrix
);
634 gl_
->UniformMatrix4fv(
635 program
->vertex_shader().matrix_location(), 1, false, &gl_matrix
[0]));
637 SkColor color
= quad
->color
;
638 float alpha
= SkColorGetA(color
) * (1.0f
/ 255.0f
);
641 gl_
->Uniform4f(program
->fragment_shader().color_location(),
642 (SkColorGetR(color
) * (1.0f
/ 255.0f
)) * alpha
,
643 (SkColorGetG(color
) * (1.0f
/ 255.0f
)) * alpha
,
644 (SkColorGetB(color
) * (1.0f
/ 255.0f
)) * alpha
,
647 GLC(gl_
, gl_
->LineWidth(quad
->width
));
649 // The indices for the line are stored in the same array as the triangle
651 GLC(gl_
, gl_
->DrawElements(GL_LINE_LOOP
, 4, GL_UNSIGNED_SHORT
, 0));
654 static skia::RefPtr
<SkImage
> ApplyImageFilter(
655 scoped_ptr
<GLRenderer::ScopedUseGrContext
> use_gr_context
,
656 ResourceProvider
* resource_provider
,
657 const gfx::Rect
& rect
,
658 const gfx::Vector2dF
& scale
,
659 SkImageFilter
* filter
,
660 ScopedResource
* source_texture_resource
) {
662 return skia::RefPtr
<SkImage
>();
665 return skia::RefPtr
<SkImage
>();
667 ResourceProvider::ScopedReadLockGL
lock(resource_provider
,
668 source_texture_resource
->id());
670 // Wrap the source texture in a Ganesh platform texture.
671 GrBackendTextureDesc backend_texture_description
;
672 backend_texture_description
.fWidth
= source_texture_resource
->size().width();
673 backend_texture_description
.fHeight
=
674 source_texture_resource
->size().height();
675 backend_texture_description
.fConfig
= kSkia8888_GrPixelConfig
;
676 backend_texture_description
.fTextureHandle
= lock
.texture_id();
677 backend_texture_description
.fOrigin
= kBottomLeft_GrSurfaceOrigin
;
678 skia::RefPtr
<GrTexture
> texture
=
679 skia::AdoptRef(use_gr_context
->context()->wrapBackendTexture(
680 backend_texture_description
));
682 TRACE_EVENT_INSTANT0("cc",
683 "ApplyImageFilter wrap background texture failed",
684 TRACE_EVENT_SCOPE_THREAD
);
685 return skia::RefPtr
<SkImage
>();
689 SkImageInfo::MakeN32Premul(source_texture_resource
->size().width(),
690 source_texture_resource
->size().height());
691 // Place the platform texture inside an SkBitmap.
693 source
.setInfo(info
);
694 skia::RefPtr
<SkGrPixelRef
> pixel_ref
=
695 skia::AdoptRef(new SkGrPixelRef(info
, texture
.get()));
696 source
.setPixelRef(pixel_ref
.get());
698 // Create a scratch texture for backing store.
700 desc
.fFlags
= kRenderTarget_GrTextureFlagBit
| kNoStencil_GrTextureFlagBit
;
702 desc
.fWidth
= source
.width();
703 desc
.fHeight
= source
.height();
704 desc
.fConfig
= kSkia8888_GrPixelConfig
;
705 desc
.fOrigin
= kBottomLeft_GrSurfaceOrigin
;
706 skia::RefPtr
<GrTexture
> backing_store
=
707 skia::AdoptRef(use_gr_context
->context()->refScratchTexture(
708 desc
, GrContext::kExact_ScratchTexMatch
));
709 if (!backing_store
) {
710 TRACE_EVENT_INSTANT0("cc",
711 "ApplyImageFilter scratch texture allocation failed",
712 TRACE_EVENT_SCOPE_THREAD
);
713 return skia::RefPtr
<SkImage
>();
716 // Create surface to draw into.
717 skia::RefPtr
<SkSurface
> surface
= skia::AdoptRef(
718 SkSurface::NewRenderTargetDirect(backing_store
->asRenderTarget()));
719 skia::RefPtr
<SkCanvas
> canvas
= skia::SharePtr(surface
->getCanvas());
721 // Draw the source bitmap through the filter to the canvas.
723 paint
.setImageFilter(filter
);
724 canvas
->clear(SK_ColorTRANSPARENT
);
726 // The origin of the filter is top-left and the origin of the source is
727 // bottom-left, but the orientation is the same, so we must translate the
728 // filter so that it renders at the bottom of the texture to avoid
730 int y_translate
= source
.height() - rect
.height() - rect
.origin().y();
731 canvas
->translate(-rect
.origin().x(), y_translate
);
732 canvas
->scale(scale
.x(), scale
.y());
733 canvas
->drawSprite(source
, 0, 0, &paint
);
735 skia::RefPtr
<SkImage
> image
= skia::AdoptRef(surface
->newImageSnapshot());
736 if (!image
|| !image
->getTexture()) {
737 return skia::RefPtr
<SkImage
>();
740 // Flush the GrContext to ensure all buffered GL calls are drawn to the
741 // backing store before we access and return it, and have cc begin using the
748 bool GLRenderer::CanApplyBlendModeUsingBlendFunc(SkXfermode::Mode blend_mode
) {
749 return use_blend_equation_advanced_
||
750 blend_mode
== SkXfermode::kScreen_Mode
||
751 blend_mode
== SkXfermode::kSrcOver_Mode
;
754 void GLRenderer::ApplyBlendModeUsingBlendFunc(SkXfermode::Mode blend_mode
) {
755 DCHECK(CanApplyBlendModeUsingBlendFunc(blend_mode
));
757 // Any modes set here must be reset in RestoreBlendFuncToDefault
758 if (use_blend_equation_advanced_
) {
759 GLenum equation
= GL_FUNC_ADD
;
761 switch (blend_mode
) {
762 case SkXfermode::kScreen_Mode
:
763 equation
= GL_SCREEN_KHR
;
765 case SkXfermode::kOverlay_Mode
:
766 equation
= GL_OVERLAY_KHR
;
768 case SkXfermode::kDarken_Mode
:
769 equation
= GL_DARKEN_KHR
;
771 case SkXfermode::kLighten_Mode
:
772 equation
= GL_LIGHTEN_KHR
;
774 case SkXfermode::kColorDodge_Mode
:
775 equation
= GL_COLORDODGE_KHR
;
777 case SkXfermode::kColorBurn_Mode
:
778 equation
= GL_COLORBURN_KHR
;
780 case SkXfermode::kHardLight_Mode
:
781 equation
= GL_HARDLIGHT_KHR
;
783 case SkXfermode::kSoftLight_Mode
:
784 equation
= GL_SOFTLIGHT_KHR
;
786 case SkXfermode::kDifference_Mode
:
787 equation
= GL_DIFFERENCE_KHR
;
789 case SkXfermode::kExclusion_Mode
:
790 equation
= GL_EXCLUSION_KHR
;
792 case SkXfermode::kMultiply_Mode
:
793 equation
= GL_MULTIPLY_KHR
;
795 case SkXfermode::kHue_Mode
:
796 equation
= GL_HSL_HUE_KHR
;
798 case SkXfermode::kSaturation_Mode
:
799 equation
= GL_HSL_SATURATION_KHR
;
801 case SkXfermode::kColor_Mode
:
802 equation
= GL_HSL_COLOR_KHR
;
804 case SkXfermode::kLuminosity_Mode
:
805 equation
= GL_HSL_LUMINOSITY_KHR
;
811 GLC(gl_
, gl_
->BlendEquation(equation
));
813 if (blend_mode
== SkXfermode::kScreen_Mode
) {
814 GLC(gl_
, gl_
->BlendFunc(GL_ONE_MINUS_DST_COLOR
, GL_ONE
));
819 void GLRenderer::RestoreBlendFuncToDefault(SkXfermode::Mode blend_mode
) {
820 if (blend_mode
== SkXfermode::kSrcOver_Mode
)
823 if (use_blend_equation_advanced_
) {
824 GLC(gl_
, gl_
->BlendEquation(GL_FUNC_ADD
));
826 GLC(gl_
, gl_
->BlendFunc(GL_ONE
, GL_ONE_MINUS_SRC_ALPHA
));
830 bool GLRenderer::ShouldApplyBackgroundFilters(DrawingFrame
* frame
,
831 const RenderPassDrawQuad
* quad
) {
832 if (quad
->background_filters
.IsEmpty())
835 // TODO(danakj): We only allow background filters on an opaque render surface
836 // because other surfaces may contain translucent pixels, and the contents
837 // behind those translucent pixels wouldn't have the filter applied.
838 if (frame
->current_render_pass
->has_transparent_background
)
841 // TODO(ajuma): Add support for reference filters once
842 // FilterOperations::GetOutsets supports reference filters.
843 if (quad
->background_filters
.HasReferenceFilter())
848 // This takes a gfx::Rect and a clip region quad in the same space,
849 // and returns a quad with the same proportions in the space -0.5->0.5.
850 bool GetScaledRegion(const gfx::Rect
& rect
,
851 const gfx::QuadF
* clip
,
852 gfx::QuadF
* scaled_region
) {
856 gfx::PointF
p1(((clip
->p1().x() - rect
.x()) / rect
.width()) - 0.5f
,
857 ((clip
->p1().y() - rect
.y()) / rect
.height()) - 0.5f
);
858 gfx::PointF
p2(((clip
->p2().x() - rect
.x()) / rect
.width()) - 0.5f
,
859 ((clip
->p2().y() - rect
.y()) / rect
.height()) - 0.5f
);
860 gfx::PointF
p3(((clip
->p3().x() - rect
.x()) / rect
.width()) - 0.5f
,
861 ((clip
->p3().y() - rect
.y()) / rect
.height()) - 0.5f
);
862 gfx::PointF
p4(((clip
->p4().x() - rect
.x()) / rect
.width()) - 0.5f
,
863 ((clip
->p4().y() - rect
.y()) / rect
.height()) - 0.5f
);
864 *scaled_region
= gfx::QuadF(p1
, p2
, p3
, p4
);
868 // This takes a gfx::Rect and a clip region quad in the same space,
869 // and returns the proportional uv's in the space 0->1.
870 bool GetScaledUVs(const gfx::Rect
& rect
, const gfx::QuadF
* clip
, float uvs
[8]) {
874 uvs
[0] = ((clip
->p1().x() - rect
.x()) / rect
.width());
875 uvs
[1] = ((clip
->p1().y() - rect
.y()) / rect
.height());
876 uvs
[2] = ((clip
->p2().x() - rect
.x()) / rect
.width());
877 uvs
[3] = ((clip
->p2().y() - rect
.y()) / rect
.height());
878 uvs
[4] = ((clip
->p3().x() - rect
.x()) / rect
.width());
879 uvs
[5] = ((clip
->p3().y() - rect
.y()) / rect
.height());
880 uvs
[6] = ((clip
->p4().x() - rect
.x()) / rect
.width());
881 uvs
[7] = ((clip
->p4().y() - rect
.y()) / rect
.height());
885 gfx::Rect
GLRenderer::GetBackdropBoundingBoxForRenderPassQuad(
887 const RenderPassDrawQuad
* quad
,
888 const gfx::Transform
& contents_device_transform
,
889 const gfx::QuadF
* clip_region
,
891 gfx::QuadF scaled_region
;
892 if (!GetScaledRegion(quad
->rect
, clip_region
, &scaled_region
)) {
893 scaled_region
= SharedGeometryQuad().BoundingBox();
896 gfx::Rect backdrop_rect
= gfx::ToEnclosingRect(MathUtil::MapClippedRect(
897 contents_device_transform
, scaled_region
.BoundingBox()));
899 if (ShouldApplyBackgroundFilters(frame
, quad
)) {
900 int top
, right
, bottom
, left
;
901 quad
->background_filters
.GetOutsets(&top
, &right
, &bottom
, &left
);
902 backdrop_rect
.Inset(-left
, -top
, -right
, -bottom
);
905 if (!backdrop_rect
.IsEmpty() && use_aa
) {
906 const int kOutsetForAntialiasing
= 1;
907 backdrop_rect
.Inset(-kOutsetForAntialiasing
, -kOutsetForAntialiasing
);
910 backdrop_rect
.Intersect(MoveFromDrawToWindowSpace(
911 frame
, frame
->current_render_pass
->output_rect
));
912 return backdrop_rect
;
915 scoped_ptr
<ScopedResource
> GLRenderer::GetBackdropTexture(
916 const gfx::Rect
& bounding_rect
) {
917 scoped_ptr
<ScopedResource
> device_background_texture
=
918 ScopedResource::Create(resource_provider_
);
919 // CopyTexImage2D fails when called on a texture having immutable storage.
920 device_background_texture
->Allocate(
921 bounding_rect
.size(), ResourceProvider::TEXTURE_HINT_DEFAULT
, RGBA_8888
);
923 ResourceProvider::ScopedWriteLockGL
lock(resource_provider_
,
924 device_background_texture
->id());
925 GetFramebufferTexture(
926 lock
.texture_id(), device_background_texture
->format(), bounding_rect
);
928 return device_background_texture
.Pass();
931 skia::RefPtr
<SkImage
> GLRenderer::ApplyBackgroundFilters(
933 const RenderPassDrawQuad
* quad
,
934 ScopedResource
* background_texture
) {
935 DCHECK(ShouldApplyBackgroundFilters(frame
, quad
));
936 skia::RefPtr
<SkImageFilter
> filter
= RenderSurfaceFilters::BuildImageFilter(
937 quad
->background_filters
, background_texture
->size());
939 skia::RefPtr
<SkImage
> background_with_filters
= ApplyImageFilter(
940 ScopedUseGrContext::Create(this, frame
), resource_provider_
, quad
->rect
,
941 quad
->filters_scale
, filter
.get(), background_texture
);
942 return background_with_filters
;
945 void GLRenderer::DrawRenderPassQuad(DrawingFrame
* frame
,
946 const RenderPassDrawQuad
* quad
,
947 const gfx::QuadF
* clip_region
) {
948 ScopedResource
* contents_texture
=
949 render_pass_textures_
.get(quad
->render_pass_id
);
950 if (!contents_texture
|| !contents_texture
->id())
953 gfx::Transform quad_rect_matrix
;
954 QuadRectTransform(&quad_rect_matrix
, quad
->quadTransform(), quad
->rect
);
955 gfx::Transform contents_device_transform
=
956 frame
->window_matrix
* frame
->projection_matrix
* quad_rect_matrix
;
957 contents_device_transform
.FlattenTo2d();
959 // Can only draw surface if device matrix is invertible.
960 if (!contents_device_transform
.IsInvertible())
963 gfx::QuadF surface_quad
= SharedGeometryQuad();
965 bool use_aa
= settings_
->allow_antialiasing
&&
966 ShouldAntialiasQuad(contents_device_transform
, quad
,
967 settings_
->force_antialiasing
);
969 SetupQuadForClippingAndAntialiasing(contents_device_transform
, quad
, use_aa
,
970 clip_region
, &surface_quad
, edge
);
971 SkXfermode::Mode blend_mode
= quad
->shared_quad_state
->blend_mode
;
972 bool use_shaders_for_blending
=
973 !CanApplyBlendModeUsingBlendFunc(blend_mode
) ||
974 ShouldApplyBackgroundFilters(frame
, quad
) ||
975 settings_
->force_blending_with_shaders
;
977 scoped_ptr
<ScopedResource
> background_texture
;
978 skia::RefPtr
<SkImage
> background_image
;
979 gfx::Rect background_rect
;
980 if (use_shaders_for_blending
) {
981 // Compute a bounding box around the pixels that will be visible through
983 background_rect
= GetBackdropBoundingBoxForRenderPassQuad(
984 frame
, quad
, contents_device_transform
, clip_region
, use_aa
);
986 if (!background_rect
.IsEmpty()) {
987 // The pixels from the filtered background should completely replace the
988 // current pixel values.
990 SetBlendEnabled(false);
992 // Read the pixels in the bounding box into a buffer R.
993 // This function allocates a texture, which should contribute to the
994 // amount of memory used by render surfaces:
995 // LayerTreeHost::CalculateMemoryForRenderSurfaces.
996 background_texture
= GetBackdropTexture(background_rect
);
998 if (ShouldApplyBackgroundFilters(frame
, quad
) && background_texture
) {
999 // Apply the background filters to R, so that it is applied in the
1000 // pixels' coordinate space.
1002 ApplyBackgroundFilters(frame
, quad
, background_texture
.get());
1006 if (!background_texture
) {
1007 // Something went wrong with reading the backdrop.
1008 DCHECK(!background_image
);
1009 use_shaders_for_blending
= false;
1010 } else if (background_image
) {
1011 // Reset original background texture if there is not any mask
1012 if (!quad
->mask_resource_id
)
1013 background_texture
.reset();
1014 } else if (CanApplyBlendModeUsingBlendFunc(blend_mode
) &&
1015 ShouldApplyBackgroundFilters(frame
, quad
)) {
1016 // Something went wrong with applying background filters to the backdrop.
1017 use_shaders_for_blending
= false;
1018 background_texture
.reset();
1021 // Need original background texture for mask?
1022 bool mask_for_background
=
1023 background_texture
&& // Have original background texture
1024 background_image
&& // Have filtered background texture
1025 quad
->mask_resource_id
; // Have mask texture
1027 !use_shaders_for_blending
&&
1028 (quad
->ShouldDrawWithBlending() || !IsDefaultBlendMode(blend_mode
)));
1030 // TODO(senorblanco): Cache this value so that we don't have to do it for both
1031 // the surface and its replica. Apply filters to the contents texture.
1032 skia::RefPtr
<SkImage
> filter_image
;
1033 SkScalar color_matrix
[20];
1034 bool use_color_matrix
= false;
1035 if (!quad
->filters
.IsEmpty()) {
1036 skia::RefPtr
<SkImageFilter
> filter
= RenderSurfaceFilters::BuildImageFilter(
1037 quad
->filters
, contents_texture
->size());
1039 skia::RefPtr
<SkColorFilter
> cf
;
1042 SkColorFilter
* colorfilter_rawptr
= NULL
;
1043 filter
->asColorFilter(&colorfilter_rawptr
);
1044 cf
= skia::AdoptRef(colorfilter_rawptr
);
1047 if (cf
&& cf
->asColorMatrix(color_matrix
) && !filter
->getInput(0)) {
1048 // We have a single color matrix as a filter; apply it locally
1049 // in the compositor.
1050 use_color_matrix
= true;
1052 filter_image
= ApplyImageFilter(
1053 ScopedUseGrContext::Create(this, frame
), resource_provider_
,
1054 quad
->rect
, quad
->filters_scale
, filter
.get(), contents_texture
);
1059 scoped_ptr
<ResourceProvider::ScopedSamplerGL
> mask_resource_lock
;
1060 unsigned mask_texture_id
= 0;
1061 SamplerType mask_sampler
= SAMPLER_TYPE_NA
;
1062 if (quad
->mask_resource_id
) {
1063 mask_resource_lock
.reset(new ResourceProvider::ScopedSamplerGL(
1064 resource_provider_
, quad
->mask_resource_id
, GL_TEXTURE1
, GL_LINEAR
));
1065 mask_texture_id
= mask_resource_lock
->texture_id();
1066 mask_sampler
= SamplerTypeFromTextureTarget(mask_resource_lock
->target());
1069 scoped_ptr
<ResourceProvider::ScopedSamplerGL
> contents_resource_lock
;
1071 GrTexture
* texture
= filter_image
->getTexture();
1072 DCHECK_EQ(GL_TEXTURE0
, GetActiveTextureUnit(gl_
));
1073 gl_
->BindTexture(GL_TEXTURE_2D
, texture
->getTextureHandle());
1075 contents_resource_lock
=
1076 make_scoped_ptr(new ResourceProvider::ScopedSamplerGL(
1077 resource_provider_
, contents_texture
->id(), GL_LINEAR
));
1078 DCHECK_EQ(static_cast<GLenum
>(GL_TEXTURE_2D
),
1079 contents_resource_lock
->target());
1082 if (!use_shaders_for_blending
) {
1083 if (!use_blend_equation_advanced_coherent_
&& use_blend_equation_advanced_
)
1084 GLC(gl_
, gl_
->BlendBarrierKHR());
1086 ApplyBlendModeUsingBlendFunc(blend_mode
);
1089 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1091 &highp_threshold_cache_
,
1092 highp_threshold_min_
,
1093 quad
->shared_quad_state
->visible_content_rect
.bottom_right());
1095 ShaderLocations locations
;
1097 DCHECK_EQ(background_texture
|| background_image
, use_shaders_for_blending
);
1098 BlendMode shader_blend_mode
= use_shaders_for_blending
1099 ? BlendModeFromSkXfermode(blend_mode
)
1102 if (use_aa
&& mask_texture_id
&& !use_color_matrix
) {
1103 const RenderPassMaskProgramAA
* program
= GetRenderPassMaskProgramAA(
1104 tex_coord_precision
, mask_sampler
,
1105 shader_blend_mode
, mask_for_background
);
1106 SetUseProgram(program
->program());
1107 program
->vertex_shader().FillLocations(&locations
);
1108 program
->fragment_shader().FillLocations(&locations
);
1109 GLC(gl_
, gl_
->Uniform1i(locations
.sampler
, 0));
1110 } else if (!use_aa
&& mask_texture_id
&& !use_color_matrix
) {
1111 const RenderPassMaskProgram
* program
= GetRenderPassMaskProgram(
1112 tex_coord_precision
, mask_sampler
,
1113 shader_blend_mode
, mask_for_background
);
1114 SetUseProgram(program
->program());
1115 program
->vertex_shader().FillLocations(&locations
);
1116 program
->fragment_shader().FillLocations(&locations
);
1117 GLC(gl_
, gl_
->Uniform1i(locations
.sampler
, 0));
1118 } else if (use_aa
&& !mask_texture_id
&& !use_color_matrix
) {
1119 const RenderPassProgramAA
* program
=
1120 GetRenderPassProgramAA(tex_coord_precision
, shader_blend_mode
);
1121 SetUseProgram(program
->program());
1122 program
->vertex_shader().FillLocations(&locations
);
1123 program
->fragment_shader().FillLocations(&locations
);
1124 GLC(gl_
, gl_
->Uniform1i(locations
.sampler
, 0));
1125 } else if (use_aa
&& mask_texture_id
&& use_color_matrix
) {
1126 const RenderPassMaskColorMatrixProgramAA
* program
=
1127 GetRenderPassMaskColorMatrixProgramAA(
1128 tex_coord_precision
, mask_sampler
,
1129 shader_blend_mode
, mask_for_background
);
1130 SetUseProgram(program
->program());
1131 program
->vertex_shader().FillLocations(&locations
);
1132 program
->fragment_shader().FillLocations(&locations
);
1133 GLC(gl_
, gl_
->Uniform1i(locations
.sampler
, 0));
1134 } else if (use_aa
&& !mask_texture_id
&& use_color_matrix
) {
1135 const RenderPassColorMatrixProgramAA
* program
=
1136 GetRenderPassColorMatrixProgramAA(tex_coord_precision
,
1138 SetUseProgram(program
->program());
1139 program
->vertex_shader().FillLocations(&locations
);
1140 program
->fragment_shader().FillLocations(&locations
);
1141 GLC(gl_
, gl_
->Uniform1i(locations
.sampler
, 0));
1142 } else if (!use_aa
&& mask_texture_id
&& use_color_matrix
) {
1143 const RenderPassMaskColorMatrixProgram
* program
=
1144 GetRenderPassMaskColorMatrixProgram(
1145 tex_coord_precision
, mask_sampler
,
1146 shader_blend_mode
, mask_for_background
);
1147 SetUseProgram(program
->program());
1148 program
->vertex_shader().FillLocations(&locations
);
1149 program
->fragment_shader().FillLocations(&locations
);
1150 GLC(gl_
, gl_
->Uniform1i(locations
.sampler
, 0));
1151 } else if (!use_aa
&& !mask_texture_id
&& use_color_matrix
) {
1152 const RenderPassColorMatrixProgram
* program
=
1153 GetRenderPassColorMatrixProgram(tex_coord_precision
, shader_blend_mode
);
1154 SetUseProgram(program
->program());
1155 program
->vertex_shader().FillLocations(&locations
);
1156 program
->fragment_shader().FillLocations(&locations
);
1157 GLC(gl_
, gl_
->Uniform1i(locations
.sampler
, 0));
1159 const RenderPassProgram
* program
=
1160 GetRenderPassProgram(tex_coord_precision
, shader_blend_mode
);
1161 SetUseProgram(program
->program());
1162 program
->vertex_shader().FillLocations(&locations
);
1163 program
->fragment_shader().FillLocations(&locations
);
1164 GLC(gl_
, gl_
->Uniform1i(locations
.sampler
, 0));
1167 quad
->rect
.width() / static_cast<float>(contents_texture
->size().width());
1168 float tex_scale_y
= quad
->rect
.height() /
1169 static_cast<float>(contents_texture
->size().height());
1170 DCHECK_LE(tex_scale_x
, 1.0f
);
1171 DCHECK_LE(tex_scale_y
, 1.0f
);
1173 DCHECK(locations
.tex_transform
!= -1 || IsContextLost());
1174 // Flip the content vertically in the shader, as the RenderPass input
1175 // texture is already oriented the same way as the framebuffer, but the
1176 // projection transform does a flip.
1178 gl_
->Uniform4f(locations
.tex_transform
,
1184 GLint last_texture_unit
= 0;
1185 if (locations
.mask_sampler
!= -1) {
1186 DCHECK_NE(locations
.mask_tex_coord_scale
, 1);
1187 DCHECK_NE(locations
.mask_tex_coord_offset
, 1);
1188 GLC(gl_
, gl_
->Uniform1i(locations
.mask_sampler
, 1));
1190 gfx::RectF mask_uv_rect
= quad
->MaskUVRect();
1191 if (mask_sampler
!= SAMPLER_TYPE_2D
) {
1192 mask_uv_rect
.Scale(quad
->mask_texture_size
.width(),
1193 quad
->mask_texture_size
.height());
1196 // Mask textures are oriented vertically flipped relative to the framebuffer
1197 // and the RenderPass contents texture, so we flip the tex coords from the
1198 // RenderPass texture to find the mask texture coords.
1200 gl_
->Uniform2f(locations
.mask_tex_coord_offset
,
1202 mask_uv_rect
.bottom()));
1204 gl_
->Uniform2f(locations
.mask_tex_coord_scale
,
1205 mask_uv_rect
.width() / tex_scale_x
,
1206 -mask_uv_rect
.height() / tex_scale_y
));
1208 last_texture_unit
= 1;
1211 if (locations
.edge
!= -1)
1212 GLC(gl_
, gl_
->Uniform3fv(locations
.edge
, 8, edge
));
1214 if (locations
.viewport
!= -1) {
1215 float viewport
[4] = {static_cast<float>(viewport_
.x()),
1216 static_cast<float>(viewport_
.y()),
1217 static_cast<float>(viewport_
.width()),
1218 static_cast<float>(viewport_
.height()), };
1219 GLC(gl_
, gl_
->Uniform4fv(locations
.viewport
, 1, viewport
));
1222 if (locations
.color_matrix
!= -1) {
1224 for (int i
= 0; i
< 4; ++i
) {
1225 for (int j
= 0; j
< 4; ++j
)
1226 matrix
[i
* 4 + j
] = SkScalarToFloat(color_matrix
[j
* 5 + i
]);
1229 gl_
->UniformMatrix4fv(locations
.color_matrix
, 1, false, matrix
));
1231 static const float kScale
= 1.0f
/ 255.0f
;
1232 if (locations
.color_offset
!= -1) {
1234 for (int i
= 0; i
< 4; ++i
)
1235 offset
[i
] = SkScalarToFloat(color_matrix
[i
* 5 + 4]) * kScale
;
1237 GLC(gl_
, gl_
->Uniform4fv(locations
.color_offset
, 1, offset
));
1240 scoped_ptr
<ResourceProvider::ScopedSamplerGL
> shader_background_sampler_lock
;
1241 if (locations
.backdrop
!= -1) {
1242 DCHECK(background_texture
|| background_image
);
1243 DCHECK_NE(locations
.backdrop
, 0);
1244 DCHECK_NE(locations
.backdrop_rect
, 0);
1246 GLC(gl_
, gl_
->Uniform1i(locations
.backdrop
, ++last_texture_unit
));
1249 gl_
->Uniform4f(locations
.backdrop_rect
,
1250 background_rect
.x(),
1251 background_rect
.y(),
1252 background_rect
.width(),
1253 background_rect
.height()));
1255 if (background_image
) {
1256 GrTexture
* texture
= background_image
->getTexture();
1257 GLC(gl_
, gl_
->ActiveTexture(GL_TEXTURE0
+ last_texture_unit
));
1258 gl_
->BindTexture(GL_TEXTURE_2D
, texture
->getTextureHandle());
1259 GLC(gl_
, gl_
->ActiveTexture(GL_TEXTURE0
));
1260 if (mask_for_background
)
1261 GLC(gl_
, gl_
->Uniform1i(locations
.original_backdrop
,
1262 ++last_texture_unit
));
1264 if (background_texture
) {
1265 shader_background_sampler_lock
= make_scoped_ptr(
1266 new ResourceProvider::ScopedSamplerGL(resource_provider_
,
1267 background_texture
->id(),
1268 GL_TEXTURE0
+ last_texture_unit
,
1270 DCHECK_EQ(static_cast<GLenum
>(GL_TEXTURE_2D
),
1271 shader_background_sampler_lock
->target());
1275 SetShaderOpacity(quad
->opacity(), locations
.alpha
);
1276 SetShaderQuadF(surface_quad
, locations
.quad
);
1278 frame
, quad
->quadTransform(), quad
->rect
, locations
.matrix
);
1280 // Flush the compositor context before the filter bitmap goes out of
1281 // scope, so the draw gets processed before the filter texture gets deleted.
1283 GLC(gl_
, gl_
->Flush());
1285 if (!use_shaders_for_blending
)
1286 RestoreBlendFuncToDefault(blend_mode
);
1289 struct SolidColorProgramUniforms
{
1291 unsigned matrix_location
;
1292 unsigned viewport_location
;
1293 unsigned quad_location
;
1294 unsigned edge_location
;
1295 unsigned color_location
;
1299 static void SolidColorUniformLocation(T program
,
1300 SolidColorProgramUniforms
* uniforms
) {
1301 uniforms
->program
= program
->program();
1302 uniforms
->matrix_location
= program
->vertex_shader().matrix_location();
1303 uniforms
->viewport_location
= program
->vertex_shader().viewport_location();
1304 uniforms
->quad_location
= program
->vertex_shader().quad_location();
1305 uniforms
->edge_location
= program
->vertex_shader().edge_location();
1306 uniforms
->color_location
= program
->fragment_shader().color_location();
1310 // These functions determine if a quad, clipped by a clip_region contains
1311 // the entire {top|bottom|left|right} edge.
1312 bool is_top(const gfx::QuadF
* clip_region
, const DrawQuad
* quad
) {
1313 if (!quad
->IsTopEdge())
1318 return std::abs(clip_region
->p1().y()) < kAntiAliasingEpsilon
&&
1319 std::abs(clip_region
->p2().y()) < kAntiAliasingEpsilon
;
1322 bool is_bottom(const gfx::QuadF
* clip_region
, const DrawQuad
* quad
) {
1323 if (!quad
->IsBottomEdge())
1328 return std::abs(clip_region
->p3().y() -
1329 quad
->shared_quad_state
->content_bounds
.height()) <
1330 kAntiAliasingEpsilon
&&
1331 std::abs(clip_region
->p4().y() -
1332 quad
->shared_quad_state
->content_bounds
.height()) <
1333 kAntiAliasingEpsilon
;
1336 bool is_left(const gfx::QuadF
* clip_region
, const DrawQuad
* quad
) {
1337 if (!quad
->IsLeftEdge())
1342 return std::abs(clip_region
->p1().x()) < kAntiAliasingEpsilon
&&
1343 std::abs(clip_region
->p4().x()) < kAntiAliasingEpsilon
;
1346 bool is_right(const gfx::QuadF
* clip_region
, const DrawQuad
* quad
) {
1347 if (!quad
->IsRightEdge())
1352 return std::abs(clip_region
->p2().x() -
1353 quad
->shared_quad_state
->content_bounds
.width()) <
1354 kAntiAliasingEpsilon
&&
1355 std::abs(clip_region
->p3().x() -
1356 quad
->shared_quad_state
->content_bounds
.width()) <
1357 kAntiAliasingEpsilon
;
1359 } // anonymous namespace
1361 static gfx::QuadF
GetDeviceQuadWithAntialiasingOnExteriorEdges(
1362 const LayerQuad
& device_layer_edges
,
1363 const gfx::Transform
& device_transform
,
1364 const gfx::QuadF
* clip_region
,
1365 const DrawQuad
* quad
) {
1366 gfx::RectF tile_rect
= quad
->visible_rect
;
1367 gfx::QuadF
tile_quad(tile_rect
);
1370 if (quad
->material
!= DrawQuad::RENDER_PASS
) {
1371 tile_quad
= *clip_region
;
1373 GetScaledRegion(quad
->rect
, clip_region
, &tile_quad
);
1377 gfx::PointF bottom_right
= tile_quad
.p3();
1378 gfx::PointF bottom_left
= tile_quad
.p4();
1379 gfx::PointF top_left
= tile_quad
.p1();
1380 gfx::PointF top_right
= tile_quad
.p2();
1381 bool clipped
= false;
1383 // Map points to device space. We ignore |clipped|, since the result of
1384 // |MapPoint()| still produces a valid point to draw the quad with. When
1385 // clipped, the point will be outside of the viewport. See crbug.com/416367.
1386 bottom_right
= MathUtil::MapPoint(device_transform
, bottom_right
, &clipped
);
1387 bottom_left
= MathUtil::MapPoint(device_transform
, bottom_left
, &clipped
);
1388 top_left
= MathUtil::MapPoint(device_transform
, top_left
, &clipped
);
1389 top_right
= MathUtil::MapPoint(device_transform
, top_right
, &clipped
);
1391 LayerQuad::Edge
bottom_edge(bottom_right
, bottom_left
);
1392 LayerQuad::Edge
left_edge(bottom_left
, top_left
);
1393 LayerQuad::Edge
top_edge(top_left
, top_right
);
1394 LayerQuad::Edge
right_edge(top_right
, bottom_right
);
1396 // Only apply anti-aliasing to edges not clipped by culling or scissoring.
1397 // If an edge is degenerate we do not want to replace it with a "proper" edge
1398 // as that will cause the quad to possibly expand is strange ways.
1399 if (!top_edge
.degenerate() && is_top(clip_region
, quad
) &&
1400 tile_rect
.y() == quad
->rect
.y()) {
1401 top_edge
= device_layer_edges
.top();
1403 if (!left_edge
.degenerate() && is_left(clip_region
, quad
) &&
1404 tile_rect
.x() == quad
->rect
.x()) {
1405 left_edge
= device_layer_edges
.left();
1407 if (!right_edge
.degenerate() && is_right(clip_region
, quad
) &&
1408 tile_rect
.right() == quad
->rect
.right()) {
1409 right_edge
= device_layer_edges
.right();
1411 if (!bottom_edge
.degenerate() && is_bottom(clip_region
, quad
) &&
1412 tile_rect
.bottom() == quad
->rect
.bottom()) {
1413 bottom_edge
= device_layer_edges
.bottom();
1416 float sign
= tile_quad
.IsCounterClockwise() ? -1 : 1;
1417 bottom_edge
.scale(sign
);
1418 left_edge
.scale(sign
);
1419 top_edge
.scale(sign
);
1420 right_edge
.scale(sign
);
1422 // Create device space quad.
1423 return LayerQuad(left_edge
, top_edge
, right_edge
, bottom_edge
).ToQuadF();
1426 float GetTotalQuadError(const gfx::QuadF
* clipped_quad
,
1427 const gfx::QuadF
* ideal_rect
) {
1428 return (clipped_quad
->p1() - ideal_rect
->p1()).LengthSquared() +
1429 (clipped_quad
->p2() - ideal_rect
->p2()).LengthSquared() +
1430 (clipped_quad
->p3() - ideal_rect
->p3()).LengthSquared() +
1431 (clipped_quad
->p4() - ideal_rect
->p4()).LengthSquared();
1434 // Attempt to rotate the clipped quad until it lines up the most
1435 // correctly. This is necessary because we check the edges of this
1436 // quad against the expected left/right/top/bottom for anti-aliasing.
1437 void AlignQuadToBoundingBox(gfx::QuadF
* clipped_quad
) {
1438 gfx::QuadF bounding_quad
= gfx::QuadF(clipped_quad
->BoundingBox());
1439 gfx::QuadF best_rotation
= *clipped_quad
;
1440 float least_error_amount
= GetTotalQuadError(clipped_quad
, &bounding_quad
);
1441 for (size_t i
= 1; i
< 4; ++i
) {
1442 clipped_quad
->Realign(1);
1443 float new_error
= GetTotalQuadError(clipped_quad
, &bounding_quad
);
1444 if (new_error
< least_error_amount
) {
1445 least_error_amount
= new_error
;
1446 best_rotation
= *clipped_quad
;
1449 *clipped_quad
= best_rotation
;
1453 bool GLRenderer::ShouldAntialiasQuad(const gfx::Transform
& device_transform
,
1454 const DrawQuad
* quad
,
1455 bool force_antialiasing
) {
1456 bool is_render_pass_quad
= (quad
->material
== DrawQuad::RENDER_PASS
);
1457 // For render pass quads, |device_transform| already contains quad's rect.
1458 // TODO(rosca@adobe.com): remove branching on is_render_pass_quad
1460 if (!is_render_pass_quad
&& !quad
->IsEdge())
1462 gfx::RectF content_rect
=
1463 is_render_pass_quad
? QuadVertexRect() : quad
->visibleContentRect();
1465 bool clipped
= false;
1466 gfx::QuadF device_layer_quad
=
1467 MathUtil::MapQuad(device_transform
, gfx::QuadF(content_rect
), &clipped
);
1469 if (device_layer_quad
.BoundingBox().IsEmpty())
1472 bool is_axis_aligned_in_target
= device_layer_quad
.IsRectilinear();
1473 bool is_nearest_rect_within_epsilon
=
1474 is_axis_aligned_in_target
&&
1475 gfx::IsNearestRectWithinDistance(device_layer_quad
.BoundingBox(),
1476 kAntiAliasingEpsilon
);
1477 // AAing clipped quads is not supported by the code yet.
1478 bool use_aa
= !clipped
&& !is_nearest_rect_within_epsilon
;
1479 return use_aa
|| force_antialiasing
;
1483 void GLRenderer::SetupQuadForClippingAndAntialiasing(
1484 const gfx::Transform
& device_transform
,
1485 const DrawQuad
* quad
,
1487 const gfx::QuadF
* clip_region
,
1488 gfx::QuadF
* local_quad
,
1490 bool is_render_pass_quad
= (quad
->material
== DrawQuad::RENDER_PASS
);
1491 gfx::QuadF rotated_clip
;
1492 const gfx::QuadF
* local_clip_region
= clip_region
;
1493 if (local_clip_region
) {
1494 rotated_clip
= *clip_region
;
1495 AlignQuadToBoundingBox(&rotated_clip
);
1496 local_clip_region
= &rotated_clip
;
1499 gfx::QuadF content_rect
= is_render_pass_quad
1500 ? gfx::QuadF(QuadVertexRect())
1501 : gfx::QuadF(quad
->visibleContentRect());
1503 if (local_clip_region
) {
1504 if (!is_render_pass_quad
) {
1505 content_rect
= *local_clip_region
;
1507 GetScaledRegion(quad
->rect
, local_clip_region
, &content_rect
);
1509 *local_quad
= content_rect
;
1513 bool clipped
= false;
1514 gfx::QuadF device_layer_quad
=
1515 MathUtil::MapQuad(device_transform
, content_rect
, &clipped
);
1517 LayerQuad
device_layer_bounds(gfx::QuadF(device_layer_quad
.BoundingBox()));
1518 device_layer_bounds
.InflateAntiAliasingDistance();
1520 LayerQuad
device_layer_edges(device_layer_quad
);
1521 device_layer_edges
.InflateAntiAliasingDistance();
1523 device_layer_edges
.ToFloatArray(edge
);
1524 device_layer_bounds
.ToFloatArray(&edge
[12]);
1526 // If we have a clip region then we are split, and therefore
1527 // by necessity, at least one of our edges is not an external
1529 bool is_full_rect
= quad
->visible_rect
== quad
->rect
;
1531 bool region_contains_all_outside_edges
=
1533 (is_top(local_clip_region
, quad
) && is_left(local_clip_region
, quad
) &&
1534 is_bottom(local_clip_region
, quad
) && is_right(local_clip_region
, quad
));
1536 bool use_aa_on_all_four_edges
=
1537 !local_clip_region
&&
1538 (is_render_pass_quad
|| region_contains_all_outside_edges
);
1540 gfx::QuadF device_quad
=
1541 use_aa_on_all_four_edges
1542 ? device_layer_edges
.ToQuadF()
1543 : GetDeviceQuadWithAntialiasingOnExteriorEdges(
1544 device_layer_edges
, device_transform
, local_clip_region
, quad
);
1546 // Map device space quad to local space. device_transform has no 3d
1547 // component since it was flattened, so we don't need to project. We should
1548 // have already checked that the transform was uninvertible above.
1549 gfx::Transform
inverse_device_transform(gfx::Transform::kSkipInitialization
);
1550 bool did_invert
= device_transform
.GetInverse(&inverse_device_transform
);
1553 MathUtil::MapQuad(inverse_device_transform
, device_quad
, &clipped
);
1554 // We should not DCHECK(!clipped) here, because anti-aliasing inflation may
1555 // cause device_quad to become clipped. To our knowledge this scenario does
1556 // not need to be handled differently than the unclipped case.
1559 void GLRenderer::DrawSolidColorQuad(const DrawingFrame
* frame
,
1560 const SolidColorDrawQuad
* quad
,
1561 const gfx::QuadF
* clip_region
) {
1562 gfx::Rect tile_rect
= quad
->visible_rect
;
1564 SkColor color
= quad
->color
;
1565 float opacity
= quad
->opacity();
1566 float alpha
= (SkColorGetA(color
) * (1.0f
/ 255.0f
)) * opacity
;
1568 // Early out if alpha is small enough that quad doesn't contribute to output.
1569 if (alpha
< std::numeric_limits
<float>::epsilon() &&
1570 quad
->ShouldDrawWithBlending())
1573 gfx::Transform device_transform
=
1574 frame
->window_matrix
* frame
->projection_matrix
* quad
->quadTransform();
1575 device_transform
.FlattenTo2d();
1576 if (!device_transform
.IsInvertible())
1579 bool force_aa
= false;
1580 gfx::QuadF local_quad
= gfx::QuadF(gfx::RectF(tile_rect
));
1582 bool use_aa
= settings_
->allow_antialiasing
&&
1583 !quad
->force_anti_aliasing_off
&&
1584 ShouldAntialiasQuad(device_transform
, quad
, force_aa
);
1585 SetupQuadForClippingAndAntialiasing(device_transform
, quad
, use_aa
,
1586 clip_region
, &local_quad
, edge
);
1588 SolidColorProgramUniforms uniforms
;
1590 SolidColorUniformLocation(GetSolidColorProgramAA(), &uniforms
);
1592 SolidColorUniformLocation(GetSolidColorProgram(), &uniforms
);
1594 SetUseProgram(uniforms
.program
);
1597 gl_
->Uniform4f(uniforms
.color_location
,
1598 (SkColorGetR(color
) * (1.0f
/ 255.0f
)) * alpha
,
1599 (SkColorGetG(color
) * (1.0f
/ 255.0f
)) * alpha
,
1600 (SkColorGetB(color
) * (1.0f
/ 255.0f
)) * alpha
,
1603 float viewport
[4] = {static_cast<float>(viewport_
.x()),
1604 static_cast<float>(viewport_
.y()),
1605 static_cast<float>(viewport_
.width()),
1606 static_cast<float>(viewport_
.height()), };
1607 GLC(gl_
, gl_
->Uniform4fv(uniforms
.viewport_location
, 1, viewport
));
1608 GLC(gl_
, gl_
->Uniform3fv(uniforms
.edge_location
, 8, edge
));
1611 // Enable blending when the quad properties require it or if we decided
1612 // to use antialiasing.
1613 SetBlendEnabled(quad
->ShouldDrawWithBlending() || use_aa
);
1615 // Normalize to tile_rect.
1616 local_quad
.Scale(1.0f
/ tile_rect
.width(), 1.0f
/ tile_rect
.height());
1618 SetShaderQuadF(local_quad
, uniforms
.quad_location
);
1620 // The transform and vertex data are used to figure out the extents that the
1621 // un-antialiased quad should have and which vertex this is and the float
1622 // quad passed in via uniform is the actual geometry that gets used to draw
1623 // it. This is why this centered rect is used and not the original quad_rect.
1624 gfx::RectF
centered_rect(
1625 gfx::PointF(-0.5f
* tile_rect
.width(), -0.5f
* tile_rect
.height()),
1628 frame
, quad
->quadTransform(), centered_rect
, uniforms
.matrix_location
);
1631 struct TileProgramUniforms
{
1633 unsigned matrix_location
;
1634 unsigned viewport_location
;
1635 unsigned quad_location
;
1636 unsigned edge_location
;
1637 unsigned vertex_tex_transform_location
;
1638 unsigned sampler_location
;
1639 unsigned fragment_tex_transform_location
;
1640 unsigned alpha_location
;
1644 static void TileUniformLocation(T program
, TileProgramUniforms
* uniforms
) {
1645 uniforms
->program
= program
->program();
1646 uniforms
->matrix_location
= program
->vertex_shader().matrix_location();
1647 uniforms
->viewport_location
= program
->vertex_shader().viewport_location();
1648 uniforms
->quad_location
= program
->vertex_shader().quad_location();
1649 uniforms
->edge_location
= program
->vertex_shader().edge_location();
1650 uniforms
->vertex_tex_transform_location
=
1651 program
->vertex_shader().vertex_tex_transform_location();
1653 uniforms
->sampler_location
= program
->fragment_shader().sampler_location();
1654 uniforms
->alpha_location
= program
->fragment_shader().alpha_location();
1655 uniforms
->fragment_tex_transform_location
=
1656 program
->fragment_shader().fragment_tex_transform_location();
1659 void GLRenderer::DrawTileQuad(const DrawingFrame
* frame
,
1660 const TileDrawQuad
* quad
,
1661 const gfx::QuadF
* clip_region
) {
1662 DrawContentQuad(frame
, quad
, quad
->resource_id
, clip_region
);
1665 void GLRenderer::DrawContentQuad(const DrawingFrame
* frame
,
1666 const ContentDrawQuadBase
* quad
,
1667 ResourceProvider::ResourceId resource_id
,
1668 const gfx::QuadF
* clip_region
) {
1669 gfx::Transform device_transform
=
1670 frame
->window_matrix
* frame
->projection_matrix
* quad
->quadTransform();
1671 device_transform
.FlattenTo2d();
1673 bool use_aa
= settings_
->allow_antialiasing
&&
1674 ShouldAntialiasQuad(device_transform
, quad
, false);
1676 // TODO(timav): simplify coordinate transformations in DrawContentQuadAA
1677 // similar to the way DrawContentQuadNoAA works and then consider
1678 // combining DrawContentQuadAA and DrawContentQuadNoAA into one method.
1680 DrawContentQuadAA(frame
, quad
, resource_id
, device_transform
, clip_region
);
1682 DrawContentQuadNoAA(frame
, quad
, resource_id
, clip_region
);
1685 void GLRenderer::DrawContentQuadAA(const DrawingFrame
* frame
,
1686 const ContentDrawQuadBase
* quad
,
1687 ResourceProvider::ResourceId resource_id
,
1688 const gfx::Transform
& device_transform
,
1689 const gfx::QuadF
* clip_region
) {
1690 if (!device_transform
.IsInvertible())
1693 gfx::Rect tile_rect
= quad
->visible_rect
;
1695 gfx::RectF tex_coord_rect
= MathUtil::ScaleRectProportional(
1696 quad
->tex_coord_rect
, quad
->rect
, tile_rect
);
1697 float tex_to_geom_scale_x
= quad
->rect
.width() / quad
->tex_coord_rect
.width();
1698 float tex_to_geom_scale_y
=
1699 quad
->rect
.height() / quad
->tex_coord_rect
.height();
1701 gfx::RectF
clamp_geom_rect(tile_rect
);
1702 gfx::RectF
clamp_tex_rect(tex_coord_rect
);
1703 // Clamp texture coordinates to avoid sampling outside the layer
1704 // by deflating the tile region half a texel or half a texel
1705 // minus epsilon for one pixel layers. The resulting clamp region
1706 // is mapped to the unit square by the vertex shader and mapped
1707 // back to normalized texture coordinates by the fragment shader
1708 // after being clamped to 0-1 range.
1710 std::min(0.5f
, 0.5f
* clamp_tex_rect
.width() - kAntiAliasingEpsilon
);
1712 std::min(0.5f
, 0.5f
* clamp_tex_rect
.height() - kAntiAliasingEpsilon
);
1713 float geom_clamp_x
=
1714 std::min(tex_clamp_x
* tex_to_geom_scale_x
,
1715 0.5f
* clamp_geom_rect
.width() - kAntiAliasingEpsilon
);
1716 float geom_clamp_y
=
1717 std::min(tex_clamp_y
* tex_to_geom_scale_y
,
1718 0.5f
* clamp_geom_rect
.height() - kAntiAliasingEpsilon
);
1719 clamp_geom_rect
.Inset(geom_clamp_x
, geom_clamp_y
, geom_clamp_x
, geom_clamp_y
);
1720 clamp_tex_rect
.Inset(tex_clamp_x
, tex_clamp_y
, tex_clamp_x
, tex_clamp_y
);
1722 // Map clamping rectangle to unit square.
1723 float vertex_tex_translate_x
= -clamp_geom_rect
.x() / clamp_geom_rect
.width();
1724 float vertex_tex_translate_y
=
1725 -clamp_geom_rect
.y() / clamp_geom_rect
.height();
1726 float vertex_tex_scale_x
= tile_rect
.width() / clamp_geom_rect
.width();
1727 float vertex_tex_scale_y
= tile_rect
.height() / clamp_geom_rect
.height();
1729 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1730 gl_
, &highp_threshold_cache_
, highp_threshold_min_
, quad
->texture_size
);
1732 gfx::QuadF local_quad
= gfx::QuadF(gfx::RectF(tile_rect
));
1734 SetupQuadForClippingAndAntialiasing(device_transform
, quad
, true, clip_region
,
1736 ResourceProvider::ScopedSamplerGL
quad_resource_lock(
1737 resource_provider_
, resource_id
,
1738 quad
->nearest_neighbor
? GL_NEAREST
: GL_LINEAR
);
1739 SamplerType sampler
=
1740 SamplerTypeFromTextureTarget(quad_resource_lock
.target());
1742 float fragment_tex_translate_x
= clamp_tex_rect
.x();
1743 float fragment_tex_translate_y
= clamp_tex_rect
.y();
1744 float fragment_tex_scale_x
= clamp_tex_rect
.width();
1745 float fragment_tex_scale_y
= clamp_tex_rect
.height();
1747 // Map to normalized texture coordinates.
1748 if (sampler
!= SAMPLER_TYPE_2D_RECT
) {
1749 gfx::Size texture_size
= quad
->texture_size
;
1750 DCHECK(!texture_size
.IsEmpty());
1751 fragment_tex_translate_x
/= texture_size
.width();
1752 fragment_tex_translate_y
/= texture_size
.height();
1753 fragment_tex_scale_x
/= texture_size
.width();
1754 fragment_tex_scale_y
/= texture_size
.height();
1757 TileProgramUniforms uniforms
;
1758 if (quad
->swizzle_contents
) {
1759 TileUniformLocation(GetTileProgramSwizzleAA(tex_coord_precision
, sampler
),
1762 TileUniformLocation(GetTileProgramAA(tex_coord_precision
, sampler
),
1766 SetUseProgram(uniforms
.program
);
1767 GLC(gl_
, gl_
->Uniform1i(uniforms
.sampler_location
, 0));
1769 float viewport
[4] = {
1770 static_cast<float>(viewport_
.x()),
1771 static_cast<float>(viewport_
.y()),
1772 static_cast<float>(viewport_
.width()),
1773 static_cast<float>(viewport_
.height()),
1775 GLC(gl_
, gl_
->Uniform4fv(uniforms
.viewport_location
, 1, viewport
));
1776 GLC(gl_
, gl_
->Uniform3fv(uniforms
.edge_location
, 8, edge
));
1779 gl_
->Uniform4f(uniforms
.vertex_tex_transform_location
,
1780 vertex_tex_translate_x
,
1781 vertex_tex_translate_y
,
1783 vertex_tex_scale_y
));
1785 gl_
->Uniform4f(uniforms
.fragment_tex_transform_location
,
1786 fragment_tex_translate_x
,
1787 fragment_tex_translate_y
,
1788 fragment_tex_scale_x
,
1789 fragment_tex_scale_y
));
1791 // Blending is required for antialiasing.
1792 SetBlendEnabled(true);
1794 // Normalize to tile_rect.
1795 local_quad
.Scale(1.0f
/ tile_rect
.width(), 1.0f
/ tile_rect
.height());
1797 SetShaderOpacity(quad
->opacity(), uniforms
.alpha_location
);
1798 SetShaderQuadF(local_quad
, uniforms
.quad_location
);
1800 // The transform and vertex data are used to figure out the extents that the
1801 // un-antialiased quad should have and which vertex this is and the float
1802 // quad passed in via uniform is the actual geometry that gets used to draw
1803 // it. This is why this centered rect is used and not the original quad_rect.
1804 gfx::RectF
centered_rect(
1805 gfx::PointF(-0.5f
* tile_rect
.width(), -0.5f
* tile_rect
.height()),
1808 frame
, quad
->quadTransform(), centered_rect
, uniforms
.matrix_location
);
1811 void GLRenderer::DrawContentQuadNoAA(const DrawingFrame
* frame
,
1812 const ContentDrawQuadBase
* quad
,
1813 ResourceProvider::ResourceId resource_id
,
1814 const gfx::QuadF
* clip_region
) {
1815 gfx::RectF tex_coord_rect
= MathUtil::ScaleRectProportional(
1816 quad
->tex_coord_rect
, quad
->rect
, quad
->visible_rect
);
1817 float tex_to_geom_scale_x
= quad
->rect
.width() / quad
->tex_coord_rect
.width();
1818 float tex_to_geom_scale_y
=
1819 quad
->rect
.height() / quad
->tex_coord_rect
.height();
1821 bool scaled
= (tex_to_geom_scale_x
!= 1.f
|| tex_to_geom_scale_y
!= 1.f
);
1823 (scaled
|| !quad
->quadTransform().IsIdentityOrIntegerTranslation()) &&
1824 !quad
->nearest_neighbor
1828 ResourceProvider::ScopedSamplerGL
quad_resource_lock(
1829 resource_provider_
, resource_id
, filter
);
1830 SamplerType sampler
=
1831 SamplerTypeFromTextureTarget(quad_resource_lock
.target());
1833 float vertex_tex_translate_x
= tex_coord_rect
.x();
1834 float vertex_tex_translate_y
= tex_coord_rect
.y();
1835 float vertex_tex_scale_x
= tex_coord_rect
.width();
1836 float vertex_tex_scale_y
= tex_coord_rect
.height();
1838 // Map to normalized texture coordinates.
1839 if (sampler
!= SAMPLER_TYPE_2D_RECT
) {
1840 gfx::Size texture_size
= quad
->texture_size
;
1841 DCHECK(!texture_size
.IsEmpty());
1842 vertex_tex_translate_x
/= texture_size
.width();
1843 vertex_tex_translate_y
/= texture_size
.height();
1844 vertex_tex_scale_x
/= texture_size
.width();
1845 vertex_tex_scale_y
/= texture_size
.height();
1848 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1849 gl_
, &highp_threshold_cache_
, highp_threshold_min_
, quad
->texture_size
);
1851 TileProgramUniforms uniforms
;
1852 if (quad
->ShouldDrawWithBlending()) {
1853 if (quad
->swizzle_contents
) {
1854 TileUniformLocation(GetTileProgramSwizzle(tex_coord_precision
, sampler
),
1857 TileUniformLocation(GetTileProgram(tex_coord_precision
, sampler
),
1861 if (quad
->swizzle_contents
) {
1862 TileUniformLocation(
1863 GetTileProgramSwizzleOpaque(tex_coord_precision
, sampler
), &uniforms
);
1865 TileUniformLocation(GetTileProgramOpaque(tex_coord_precision
, sampler
),
1870 SetUseProgram(uniforms
.program
);
1871 GLC(gl_
, gl_
->Uniform1i(uniforms
.sampler_location
, 0));
1874 gl_
->Uniform4f(uniforms
.vertex_tex_transform_location
,
1875 vertex_tex_translate_x
,
1876 vertex_tex_translate_y
,
1878 vertex_tex_scale_y
));
1880 SetBlendEnabled(quad
->ShouldDrawWithBlending());
1882 SetShaderOpacity(quad
->opacity(), uniforms
.alpha_location
);
1884 // Pass quad coordinates to the uniform in the same order as GeometryBinding
1885 // does, then vertices will match the texture mapping in the vertex buffer.
1886 // The method SetShaderQuadF() changes the order of vertices and so it's
1888 gfx::QuadF
tile_rect(quad
->visible_rect
);
1889 float width
= quad
->visible_rect
.width();
1890 float height
= quad
->visible_rect
.height();
1891 gfx::PointF top_left
= quad
->visible_rect
.origin();
1893 tile_rect
= *clip_region
;
1895 (tile_rect
.p4().x() - top_left
.x()) / width
,
1896 (tile_rect
.p4().y() - top_left
.y()) / height
,
1897 (tile_rect
.p1().x() - top_left
.x()) / width
,
1898 (tile_rect
.p1().y() - top_left
.y()) / height
,
1899 (tile_rect
.p2().x() - top_left
.x()) / width
,
1900 (tile_rect
.p2().y() - top_left
.y()) / height
,
1901 (tile_rect
.p3().x() - top_left
.x()) / width
,
1902 (tile_rect
.p3().y() - top_left
.y()) / height
,
1904 PrepareGeometry(CLIPPED_BINDING
);
1905 clipped_geometry_
->InitializeCustomQuadWithUVs(
1906 gfx::QuadF(quad
->visible_rect
), gl_uv
);
1908 PrepareGeometry(SHARED_BINDING
);
1910 float gl_quad
[8] = {
1920 GLC(gl_
, gl_
->Uniform2fv(uniforms
.quad_location
, 4, gl_quad
));
1922 static float gl_matrix
[16];
1923 ToGLMatrix(&gl_matrix
[0], frame
->projection_matrix
* quad
->quadTransform());
1925 gl_
->UniformMatrix4fv(uniforms
.matrix_location
, 1, false, &gl_matrix
[0]));
1927 GLC(gl_
, gl_
->DrawElements(GL_TRIANGLES
, 6, GL_UNSIGNED_SHORT
, 0));
1930 void GLRenderer::DrawYUVVideoQuad(const DrawingFrame
* frame
,
1931 const YUVVideoDrawQuad
* quad
,
1932 const gfx::QuadF
* clip_region
) {
1933 SetBlendEnabled(quad
->ShouldDrawWithBlending());
1935 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
1937 &highp_threshold_cache_
,
1938 highp_threshold_min_
,
1939 quad
->shared_quad_state
->visible_content_rect
.bottom_right());
1941 bool use_alpha_plane
= quad
->a_plane_resource_id
!= 0;
1943 ResourceProvider::ScopedSamplerGL
y_plane_lock(
1944 resource_provider_
, quad
->y_plane_resource_id
, GL_TEXTURE1
, GL_LINEAR
);
1945 DCHECK_EQ(static_cast<GLenum
>(GL_TEXTURE_2D
), y_plane_lock
.target());
1946 ResourceProvider::ScopedSamplerGL
u_plane_lock(
1947 resource_provider_
, quad
->u_plane_resource_id
, GL_TEXTURE2
, GL_LINEAR
);
1948 DCHECK_EQ(static_cast<GLenum
>(GL_TEXTURE_2D
), u_plane_lock
.target());
1949 ResourceProvider::ScopedSamplerGL
v_plane_lock(
1950 resource_provider_
, quad
->v_plane_resource_id
, GL_TEXTURE3
, GL_LINEAR
);
1951 DCHECK_EQ(static_cast<GLenum
>(GL_TEXTURE_2D
), v_plane_lock
.target());
1952 scoped_ptr
<ResourceProvider::ScopedSamplerGL
> a_plane_lock
;
1953 if (use_alpha_plane
) {
1954 a_plane_lock
.reset(new ResourceProvider::ScopedSamplerGL(
1955 resource_provider_
, quad
->a_plane_resource_id
, GL_TEXTURE4
, GL_LINEAR
));
1956 DCHECK_EQ(static_cast<GLenum
>(GL_TEXTURE_2D
), a_plane_lock
->target());
1959 int matrix_location
= -1;
1960 int tex_scale_location
= -1;
1961 int tex_offset_location
= -1;
1962 int clamp_rect_location
= -1;
1963 int y_texture_location
= -1;
1964 int u_texture_location
= -1;
1965 int v_texture_location
= -1;
1966 int a_texture_location
= -1;
1967 int yuv_matrix_location
= -1;
1968 int yuv_adj_location
= -1;
1969 int alpha_location
= -1;
1970 if (use_alpha_plane
) {
1971 const VideoYUVAProgram
* program
= GetVideoYUVAProgram(tex_coord_precision
);
1972 DCHECK(program
&& (program
->initialized() || IsContextLost()));
1973 SetUseProgram(program
->program());
1974 matrix_location
= program
->vertex_shader().matrix_location();
1975 tex_scale_location
= program
->vertex_shader().tex_scale_location();
1976 tex_offset_location
= program
->vertex_shader().tex_offset_location();
1977 y_texture_location
= program
->fragment_shader().y_texture_location();
1978 u_texture_location
= program
->fragment_shader().u_texture_location();
1979 v_texture_location
= program
->fragment_shader().v_texture_location();
1980 a_texture_location
= program
->fragment_shader().a_texture_location();
1981 yuv_matrix_location
= program
->fragment_shader().yuv_matrix_location();
1982 yuv_adj_location
= program
->fragment_shader().yuv_adj_location();
1983 clamp_rect_location
= program
->fragment_shader().clamp_rect_location();
1984 alpha_location
= program
->fragment_shader().alpha_location();
1986 const VideoYUVProgram
* program
= GetVideoYUVProgram(tex_coord_precision
);
1987 DCHECK(program
&& (program
->initialized() || IsContextLost()));
1988 SetUseProgram(program
->program());
1989 matrix_location
= program
->vertex_shader().matrix_location();
1990 tex_scale_location
= program
->vertex_shader().tex_scale_location();
1991 tex_offset_location
= program
->vertex_shader().tex_offset_location();
1992 y_texture_location
= program
->fragment_shader().y_texture_location();
1993 u_texture_location
= program
->fragment_shader().u_texture_location();
1994 v_texture_location
= program
->fragment_shader().v_texture_location();
1995 yuv_matrix_location
= program
->fragment_shader().yuv_matrix_location();
1996 yuv_adj_location
= program
->fragment_shader().yuv_adj_location();
1997 clamp_rect_location
= program
->fragment_shader().clamp_rect_location();
1998 alpha_location
= program
->fragment_shader().alpha_location();
2002 gl_
->Uniform2f(tex_scale_location
,
2003 quad
->tex_coord_rect
.width(),
2004 quad
->tex_coord_rect
.height()));
2006 gl_
->Uniform2f(tex_offset_location
,
2007 quad
->tex_coord_rect
.x(),
2008 quad
->tex_coord_rect
.y()));
2009 // Clamping to half a texel inside the tex coord rect prevents bilinear
2010 // filtering from filtering outside the tex coord rect.
2011 gfx::RectF
clamp_rect(quad
->tex_coord_rect
);
2012 // Special case: empty texture size implies no clamping.
2013 if (!quad
->tex_size
.IsEmpty()) {
2014 clamp_rect
.Inset(0.5f
/ quad
->tex_size
.width(),
2015 0.5f
/ quad
->tex_size
.height());
2017 GLC(gl_
, gl_
->Uniform4f(clamp_rect_location
, clamp_rect
.x(), clamp_rect
.y(),
2018 clamp_rect
.right(), clamp_rect
.bottom()));
2020 GLC(gl_
, gl_
->Uniform1i(y_texture_location
, 1));
2021 GLC(gl_
, gl_
->Uniform1i(u_texture_location
, 2));
2022 GLC(gl_
, gl_
->Uniform1i(v_texture_location
, 3));
2023 if (use_alpha_plane
)
2024 GLC(gl_
, gl_
->Uniform1i(a_texture_location
, 4));
2026 // These values are magic numbers that are used in the transformation from YUV
2027 // to RGB color values. They are taken from the following webpage:
2028 // http://www.fourcc.org/fccyvrgb.php
2029 float yuv_to_rgb_rec601
[9] = {
2030 1.164f
, 1.164f
, 1.164f
, 0.0f
, -.391f
, 2.018f
, 1.596f
, -.813f
, 0.0f
,
2032 float yuv_to_rgb_jpeg
[9] = {
2033 1.f
, 1.f
, 1.f
, 0.0f
, -.34414f
, 1.772f
, 1.402f
, -.71414f
, 0.0f
,
2035 float yuv_to_rgb_rec709
[9] = {
2036 1.164f
, 1.164f
, 1.164f
, 0.0f
, -0.213f
, 2.112f
, 1.793f
, -0.533f
, 0.0f
,
2039 // These values map to 16, 128, and 128 respectively, and are computed
2040 // as a fraction over 256 (e.g. 16 / 256 = 0.0625).
2041 // They are used in the YUV to RGBA conversion formula:
2042 // Y - 16 : Gives 16 values of head and footroom for overshooting
2043 // U - 128 : Turns unsigned U into signed U [-128,127]
2044 // V - 128 : Turns unsigned V into signed V [-128,127]
2045 float yuv_adjust_constrained
[3] = {
2046 -0.0625f
, -0.5f
, -0.5f
,
2049 // Same as above, but without the head and footroom.
2050 float yuv_adjust_full
[3] = {
2054 float* yuv_to_rgb
= NULL
;
2055 float* yuv_adjust
= NULL
;
2057 switch (quad
->color_space
) {
2058 case YUVVideoDrawQuad::REC_601
:
2059 yuv_to_rgb
= yuv_to_rgb_rec601
;
2060 yuv_adjust
= yuv_adjust_constrained
;
2062 case YUVVideoDrawQuad::REC_709
:
2063 yuv_to_rgb
= yuv_to_rgb_rec709
;
2064 yuv_adjust
= yuv_adjust_constrained
;
2066 case YUVVideoDrawQuad::JPEG
:
2067 yuv_to_rgb
= yuv_to_rgb_jpeg
;
2068 yuv_adjust
= yuv_adjust_full
;
2072 // The transform and vertex data are used to figure out the extents that the
2073 // un-antialiased quad should have and which vertex this is and the float
2074 // quad passed in via uniform is the actual geometry that gets used to draw
2075 // it. This is why this centered rect is used and not the original quad_rect.
2076 gfx::RectF tile_rect
= quad
->rect
;
2077 GLC(gl_
, gl_
->UniformMatrix3fv(yuv_matrix_location
, 1, 0, yuv_to_rgb
));
2078 GLC(gl_
, gl_
->Uniform3fv(yuv_adj_location
, 1, yuv_adjust
));
2080 SetShaderOpacity(quad
->opacity(), alpha_location
);
2082 DrawQuadGeometry(frame
, quad
->quadTransform(), tile_rect
, matrix_location
);
2085 GetScaledUVs(quad
->visible_rect
, clip_region
, uvs
);
2086 gfx::QuadF region_quad
= *clip_region
;
2087 region_quad
.Scale(1.0f
/ tile_rect
.width(), 1.0f
/ tile_rect
.height());
2088 region_quad
-= gfx::Vector2dF(0.5f
, 0.5f
);
2089 DrawQuadGeometryClippedByQuadF(frame
, quad
->quadTransform(), tile_rect
,
2090 region_quad
, matrix_location
, uvs
);
2094 void GLRenderer::DrawStreamVideoQuad(const DrawingFrame
* frame
,
2095 const StreamVideoDrawQuad
* quad
,
2096 const gfx::QuadF
* clip_region
) {
2097 SetBlendEnabled(quad
->ShouldDrawWithBlending());
2099 static float gl_matrix
[16];
2101 DCHECK(capabilities_
.using_egl_image
);
2103 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
2105 &highp_threshold_cache_
,
2106 highp_threshold_min_
,
2107 quad
->shared_quad_state
->visible_content_rect
.bottom_right());
2109 const VideoStreamTextureProgram
* program
=
2110 GetVideoStreamTextureProgram(tex_coord_precision
);
2111 SetUseProgram(program
->program());
2113 ToGLMatrix(&gl_matrix
[0], quad
->matrix
);
2115 gl_
->UniformMatrix4fv(
2116 program
->vertex_shader().tex_matrix_location(), 1, false, gl_matrix
));
2118 ResourceProvider::ScopedReadLockGL
lock(resource_provider_
,
2120 DCHECK_EQ(GL_TEXTURE0
, GetActiveTextureUnit(gl_
));
2121 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_EXTERNAL_OES
, lock
.texture_id()));
2123 GLC(gl_
, gl_
->Uniform1i(program
->fragment_shader().sampler_location(), 0));
2125 SetShaderOpacity(quad
->opacity(),
2126 program
->fragment_shader().alpha_location());
2128 DrawQuadGeometry(frame
, quad
->quadTransform(), quad
->rect
,
2129 program
->vertex_shader().matrix_location());
2131 gfx::QuadF
region_quad(*clip_region
);
2132 region_quad
.Scale(1.0f
/ quad
->rect
.width(), 1.0f
/ quad
->rect
.height());
2133 region_quad
-= gfx::Vector2dF(0.5f
, 0.5f
);
2135 GetScaledUVs(quad
->visible_rect
, clip_region
, uvs
);
2136 DrawQuadGeometryClippedByQuadF(
2137 frame
, quad
->quadTransform(), quad
->rect
, region_quad
,
2138 program
->vertex_shader().matrix_location(), uvs
);
2142 struct TextureProgramBinding
{
2143 template <class Program
>
2144 void Set(Program
* program
) {
2146 program_id
= program
->program();
2147 sampler_location
= program
->fragment_shader().sampler_location();
2148 matrix_location
= program
->vertex_shader().matrix_location();
2149 background_color_location
=
2150 program
->fragment_shader().background_color_location();
2153 int sampler_location
;
2154 int matrix_location
;
2155 int transform_location
;
2156 int background_color_location
;
2159 struct TexTransformTextureProgramBinding
: TextureProgramBinding
{
2160 template <class Program
>
2161 void Set(Program
* program
) {
2162 TextureProgramBinding::Set(program
);
2163 tex_transform_location
= program
->vertex_shader().tex_transform_location();
2164 vertex_opacity_location
=
2165 program
->vertex_shader().vertex_opacity_location();
2167 int tex_transform_location
;
2168 int vertex_opacity_location
;
2171 void GLRenderer::FlushTextureQuadCache(BoundGeometry flush_binding
) {
2172 // Check to see if we have anything to draw.
2173 if (draw_cache_
.program_id
== -1)
2176 PrepareGeometry(flush_binding
);
2178 // Set the correct blending mode.
2179 SetBlendEnabled(draw_cache_
.needs_blending
);
2181 // Bind the program to the GL state.
2182 SetUseProgram(draw_cache_
.program_id
);
2184 // Bind the correct texture sampler location.
2185 GLC(gl_
, gl_
->Uniform1i(draw_cache_
.sampler_location
, 0));
2187 // Assume the current active textures is 0.
2188 ResourceProvider::ScopedSamplerGL
locked_quad(
2190 draw_cache_
.resource_id
,
2191 draw_cache_
.nearest_neighbor
? GL_NEAREST
: GL_LINEAR
);
2192 DCHECK_EQ(GL_TEXTURE0
, GetActiveTextureUnit(gl_
));
2193 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_2D
, locked_quad
.texture_id()));
2195 static_assert(sizeof(Float4
) == 4 * sizeof(float),
2196 "Float4 struct should be densely packed");
2197 static_assert(sizeof(Float16
) == 16 * sizeof(float),
2198 "Float16 struct should be densely packed");
2200 // Upload the tranforms for both points and uvs.
2202 gl_
->UniformMatrix4fv(
2203 static_cast<int>(draw_cache_
.matrix_location
),
2204 static_cast<int>(draw_cache_
.matrix_data
.size()),
2206 reinterpret_cast<float*>(&draw_cache_
.matrix_data
.front())));
2209 static_cast<int>(draw_cache_
.uv_xform_location
),
2210 static_cast<int>(draw_cache_
.uv_xform_data
.size()),
2211 reinterpret_cast<float*>(&draw_cache_
.uv_xform_data
.front())));
2213 if (draw_cache_
.background_color
!= SK_ColorTRANSPARENT
) {
2214 Float4 background_color
= PremultipliedColor(draw_cache_
.background_color
);
2217 draw_cache_
.background_color_location
, 1, background_color
.data
));
2222 static_cast<int>(draw_cache_
.vertex_opacity_location
),
2223 static_cast<int>(draw_cache_
.vertex_opacity_data
.size()),
2224 static_cast<float*>(&draw_cache_
.vertex_opacity_data
.front())));
2228 gl_
->DrawElements(GL_TRIANGLES
,
2229 6 * draw_cache_
.matrix_data
.size(),
2234 draw_cache_
.program_id
= -1;
2235 draw_cache_
.uv_xform_data
.resize(0);
2236 draw_cache_
.vertex_opacity_data
.resize(0);
2237 draw_cache_
.matrix_data
.resize(0);
2239 // If we had a clipped binding, prepare the shared binding for the
2241 if (flush_binding
== CLIPPED_BINDING
) {
2242 PrepareGeometry(SHARED_BINDING
);
2246 void GLRenderer::EnqueueTextureQuad(const DrawingFrame
* frame
,
2247 const TextureDrawQuad
* quad
,
2248 const gfx::QuadF
* clip_region
) {
2249 // If we have a clip_region then we have to render the next quad
2250 // with dynamic geometry, therefore we must flush all pending
2253 // We send in false here because we want to flush what's currently in the
2254 // queue using the shared_geometry and not clipped_geometry
2255 FlushTextureQuadCache(SHARED_BINDING
);
2258 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
2260 &highp_threshold_cache_
,
2261 highp_threshold_min_
,
2262 quad
->shared_quad_state
->visible_content_rect
.bottom_right());
2264 // Choose the correct texture program binding
2265 TexTransformTextureProgramBinding binding
;
2266 if (quad
->premultiplied_alpha
) {
2267 if (quad
->background_color
== SK_ColorTRANSPARENT
) {
2268 binding
.Set(GetTextureProgram(tex_coord_precision
));
2270 binding
.Set(GetTextureBackgroundProgram(tex_coord_precision
));
2273 if (quad
->background_color
== SK_ColorTRANSPARENT
) {
2274 binding
.Set(GetNonPremultipliedTextureProgram(tex_coord_precision
));
2277 GetNonPremultipliedTextureBackgroundProgram(tex_coord_precision
));
2281 int resource_id
= quad
->resource_id
;
2283 if (draw_cache_
.program_id
!= binding
.program_id
||
2284 draw_cache_
.resource_id
!= resource_id
||
2285 draw_cache_
.needs_blending
!= quad
->ShouldDrawWithBlending() ||
2286 draw_cache_
.nearest_neighbor
!= quad
->nearest_neighbor
||
2287 draw_cache_
.background_color
!= quad
->background_color
||
2288 draw_cache_
.matrix_data
.size() >= 8) {
2289 FlushTextureQuadCache(SHARED_BINDING
);
2290 draw_cache_
.program_id
= binding
.program_id
;
2291 draw_cache_
.resource_id
= resource_id
;
2292 draw_cache_
.needs_blending
= quad
->ShouldDrawWithBlending();
2293 draw_cache_
.nearest_neighbor
= quad
->nearest_neighbor
;
2294 draw_cache_
.background_color
= quad
->background_color
;
2296 draw_cache_
.uv_xform_location
= binding
.tex_transform_location
;
2297 draw_cache_
.background_color_location
= binding
.background_color_location
;
2298 draw_cache_
.vertex_opacity_location
= binding
.vertex_opacity_location
;
2299 draw_cache_
.matrix_location
= binding
.matrix_location
;
2300 draw_cache_
.sampler_location
= binding
.sampler_location
;
2303 // Generate the uv-transform
2305 draw_cache_
.uv_xform_data
.push_back(UVTransform(quad
));
2307 Float4 uv_transform
= {{0.0f
, 0.0f
, 1.0f
, 1.0f
}};
2308 draw_cache_
.uv_xform_data
.push_back(uv_transform
);
2311 // Generate the vertex opacity
2312 const float opacity
= quad
->opacity();
2313 draw_cache_
.vertex_opacity_data
.push_back(quad
->vertex_opacity
[0] * opacity
);
2314 draw_cache_
.vertex_opacity_data
.push_back(quad
->vertex_opacity
[1] * opacity
);
2315 draw_cache_
.vertex_opacity_data
.push_back(quad
->vertex_opacity
[2] * opacity
);
2316 draw_cache_
.vertex_opacity_data
.push_back(quad
->vertex_opacity
[3] * opacity
);
2318 // Generate the transform matrix
2319 gfx::Transform quad_rect_matrix
;
2320 QuadRectTransform(&quad_rect_matrix
, quad
->quadTransform(), quad
->rect
);
2321 quad_rect_matrix
= frame
->projection_matrix
* quad_rect_matrix
;
2324 quad_rect_matrix
.matrix().asColMajorf(m
.data
);
2325 draw_cache_
.matrix_data
.push_back(m
);
2328 gfx::QuadF scaled_region
;
2329 if (!GetScaledRegion(quad
->rect
, clip_region
, &scaled_region
)) {
2330 scaled_region
= SharedGeometryQuad().BoundingBox();
2332 // Both the scaled region and the SharedGeomtryQuad are in the space
2333 // -0.5->0.5. We need to move that to the space 0->1.
2335 uv
[0] = scaled_region
.p1().x() + 0.5f
;
2336 uv
[1] = scaled_region
.p1().y() + 0.5f
;
2337 uv
[2] = scaled_region
.p2().x() + 0.5f
;
2338 uv
[3] = scaled_region
.p2().y() + 0.5f
;
2339 uv
[4] = scaled_region
.p3().x() + 0.5f
;
2340 uv
[5] = scaled_region
.p3().y() + 0.5f
;
2341 uv
[6] = scaled_region
.p4().x() + 0.5f
;
2342 uv
[7] = scaled_region
.p4().y() + 0.5f
;
2343 PrepareGeometry(CLIPPED_BINDING
);
2344 clipped_geometry_
->InitializeCustomQuadWithUVs(scaled_region
, uv
);
2345 FlushTextureQuadCache(CLIPPED_BINDING
);
2349 void GLRenderer::DrawIOSurfaceQuad(const DrawingFrame
* frame
,
2350 const IOSurfaceDrawQuad
* quad
,
2351 const gfx::QuadF
* clip_region
) {
2352 SetBlendEnabled(quad
->ShouldDrawWithBlending());
2354 TexCoordPrecision tex_coord_precision
= TexCoordPrecisionRequired(
2356 &highp_threshold_cache_
,
2357 highp_threshold_min_
,
2358 quad
->shared_quad_state
->visible_content_rect
.bottom_right());
2360 TexTransformTextureProgramBinding binding
;
2361 binding
.Set(GetTextureIOSurfaceProgram(tex_coord_precision
));
2363 SetUseProgram(binding
.program_id
);
2364 GLC(gl_
, gl_
->Uniform1i(binding
.sampler_location
, 0));
2365 if (quad
->orientation
== IOSurfaceDrawQuad::FLIPPED
) {
2367 gl_
->Uniform4f(binding
.tex_transform_location
,
2369 quad
->io_surface_size
.height(),
2370 quad
->io_surface_size
.width(),
2371 quad
->io_surface_size
.height() * -1.0f
));
2374 gl_
->Uniform4f(binding
.tex_transform_location
,
2377 quad
->io_surface_size
.width(),
2378 quad
->io_surface_size
.height()));
2381 const float vertex_opacity
[] = {quad
->opacity(), quad
->opacity(),
2382 quad
->opacity(), quad
->opacity()};
2383 GLC(gl_
, gl_
->Uniform1fv(binding
.vertex_opacity_location
, 4, vertex_opacity
));
2385 ResourceProvider::ScopedReadLockGL
lock(resource_provider_
,
2386 quad
->io_surface_resource_id
);
2387 DCHECK_EQ(GL_TEXTURE0
, GetActiveTextureUnit(gl_
));
2388 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_RECTANGLE_ARB
, lock
.texture_id()));
2391 DrawQuadGeometry(frame
, quad
->quadTransform(), quad
->rect
,
2392 binding
.matrix_location
);
2395 GetScaledUVs(quad
->visible_rect
, clip_region
, uvs
);
2396 DrawQuadGeometryClippedByQuadF(frame
, quad
->quadTransform(), quad
->rect
,
2397 *clip_region
, binding
.matrix_location
, uvs
);
2400 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_RECTANGLE_ARB
, 0));
2403 void GLRenderer::FinishDrawingFrame(DrawingFrame
* frame
) {
2404 if (use_sync_query_
) {
2405 DCHECK(current_sync_query_
);
2406 current_sync_query_
->End();
2407 pending_sync_queries_
.push_back(current_sync_query_
.Pass());
2410 current_framebuffer_lock_
= nullptr;
2411 swap_buffer_rect_
.Union(gfx::ToEnclosingRect(frame
->root_damage_rect
));
2413 GLC(gl_
, gl_
->Disable(GL_BLEND
));
2414 blend_shadow_
= false;
2416 ScheduleOverlays(frame
);
2419 void GLRenderer::FinishDrawingQuadList() {
2420 FlushTextureQuadCache(SHARED_BINDING
);
2423 bool GLRenderer::FlippedFramebuffer(const DrawingFrame
* frame
) const {
2424 if (frame
->current_render_pass
!= frame
->root_render_pass
)
2426 return FlippedRootFramebuffer();
2429 bool GLRenderer::FlippedRootFramebuffer() const {
2430 // GL is normally flipped, so a flipped output results in an unflipping.
2431 return !output_surface_
->capabilities().flipped_output_surface
;
2434 void GLRenderer::EnsureScissorTestEnabled() {
2435 if (is_scissor_enabled_
)
2438 FlushTextureQuadCache(SHARED_BINDING
);
2439 GLC(gl_
, gl_
->Enable(GL_SCISSOR_TEST
));
2440 is_scissor_enabled_
= true;
2443 void GLRenderer::EnsureScissorTestDisabled() {
2444 if (!is_scissor_enabled_
)
2447 FlushTextureQuadCache(SHARED_BINDING
);
2448 GLC(gl_
, gl_
->Disable(GL_SCISSOR_TEST
));
2449 is_scissor_enabled_
= false;
2452 void GLRenderer::CopyCurrentRenderPassToBitmap(
2453 DrawingFrame
* frame
,
2454 scoped_ptr
<CopyOutputRequest
> request
) {
2455 TRACE_EVENT0("cc", "GLRenderer::CopyCurrentRenderPassToBitmap");
2456 gfx::Rect copy_rect
= frame
->current_render_pass
->output_rect
;
2457 if (request
->has_area())
2458 copy_rect
.Intersect(request
->area());
2459 GetFramebufferPixelsAsync(frame
, copy_rect
, request
.Pass());
2462 void GLRenderer::ToGLMatrix(float* gl_matrix
, const gfx::Transform
& transform
) {
2463 transform
.matrix().asColMajorf(gl_matrix
);
2466 void GLRenderer::SetShaderQuadF(const gfx::QuadF
& quad
, int quad_location
) {
2467 if (quad_location
== -1)
2471 gl_quad
[0] = quad
.p1().x();
2472 gl_quad
[1] = quad
.p1().y();
2473 gl_quad
[2] = quad
.p2().x();
2474 gl_quad
[3] = quad
.p2().y();
2475 gl_quad
[4] = quad
.p3().x();
2476 gl_quad
[5] = quad
.p3().y();
2477 gl_quad
[6] = quad
.p4().x();
2478 gl_quad
[7] = quad
.p4().y();
2479 GLC(gl_
, gl_
->Uniform2fv(quad_location
, 4, gl_quad
));
2482 void GLRenderer::SetShaderOpacity(float opacity
, int alpha_location
) {
2483 if (alpha_location
!= -1)
2484 GLC(gl_
, gl_
->Uniform1f(alpha_location
, opacity
));
2487 void GLRenderer::SetStencilEnabled(bool enabled
) {
2488 if (enabled
== stencil_shadow_
)
2492 GLC(gl_
, gl_
->Enable(GL_STENCIL_TEST
));
2494 GLC(gl_
, gl_
->Disable(GL_STENCIL_TEST
));
2495 stencil_shadow_
= enabled
;
2498 void GLRenderer::SetBlendEnabled(bool enabled
) {
2499 if (enabled
== blend_shadow_
)
2503 GLC(gl_
, gl_
->Enable(GL_BLEND
));
2505 GLC(gl_
, gl_
->Disable(GL_BLEND
));
2506 blend_shadow_
= enabled
;
2509 void GLRenderer::SetUseProgram(unsigned program
) {
2510 if (program
== program_shadow_
)
2512 gl_
->UseProgram(program
);
2513 program_shadow_
= program
;
2516 void GLRenderer::DrawQuadGeometryClippedByQuadF(
2517 const DrawingFrame
* frame
,
2518 const gfx::Transform
& draw_transform
,
2519 const gfx::RectF
& quad_rect
,
2520 const gfx::QuadF
& clipping_region_quad
,
2521 int matrix_location
,
2523 PrepareGeometry(CLIPPED_BINDING
);
2525 clipped_geometry_
->InitializeCustomQuadWithUVs(clipping_region_quad
, uvs
);
2527 clipped_geometry_
->InitializeCustomQuad(clipping_region_quad
);
2529 gfx::Transform quad_rect_matrix
;
2530 QuadRectTransform(&quad_rect_matrix
, draw_transform
, quad_rect
);
2531 static float gl_matrix
[16];
2532 ToGLMatrix(&gl_matrix
[0], frame
->projection_matrix
* quad_rect_matrix
);
2533 GLC(gl_
, gl_
->UniformMatrix4fv(matrix_location
, 1, false, &gl_matrix
[0]));
2535 GLC(gl_
, gl_
->DrawElements(GL_TRIANGLES
, 6, GL_UNSIGNED_SHORT
,
2536 reinterpret_cast<const void*>(0)));
2539 void GLRenderer::DrawQuadGeometry(const DrawingFrame
* frame
,
2540 const gfx::Transform
& draw_transform
,
2541 const gfx::RectF
& quad_rect
,
2542 int matrix_location
) {
2543 PrepareGeometry(SHARED_BINDING
);
2544 gfx::Transform quad_rect_matrix
;
2545 QuadRectTransform(&quad_rect_matrix
, draw_transform
, quad_rect
);
2546 static float gl_matrix
[16];
2547 ToGLMatrix(&gl_matrix
[0], frame
->projection_matrix
* quad_rect_matrix
);
2548 GLC(gl_
, gl_
->UniformMatrix4fv(matrix_location
, 1, false, &gl_matrix
[0]));
2550 GLC(gl_
, gl_
->DrawElements(GL_TRIANGLES
, 6, GL_UNSIGNED_SHORT
, 0));
2553 void GLRenderer::Finish() {
2554 TRACE_EVENT0("cc", "GLRenderer::Finish");
2555 GLC(gl_
, gl_
->Finish());
2558 void GLRenderer::SwapBuffers(const CompositorFrameMetadata
& metadata
) {
2559 DCHECK(!is_backbuffer_discarded_
);
2561 TRACE_EVENT0("cc,benchmark", "GLRenderer::SwapBuffers");
2562 // We're done! Time to swapbuffers!
2564 gfx::Size surface_size
= output_surface_
->SurfaceSize();
2566 CompositorFrame compositor_frame
;
2567 compositor_frame
.metadata
= metadata
;
2568 compositor_frame
.gl_frame_data
= make_scoped_ptr(new GLFrameData
);
2569 compositor_frame
.gl_frame_data
->size
= surface_size
;
2570 if (capabilities_
.using_partial_swap
) {
2571 // If supported, we can save significant bandwidth by only swapping the
2572 // damaged/scissored region (clamped to the viewport).
2573 swap_buffer_rect_
.Intersect(gfx::Rect(surface_size
));
2574 int flipped_y_pos_of_rect_bottom
= surface_size
.height() -
2575 swap_buffer_rect_
.y() -
2576 swap_buffer_rect_
.height();
2577 compositor_frame
.gl_frame_data
->sub_buffer_rect
=
2578 gfx::Rect(swap_buffer_rect_
.x(),
2579 FlippedRootFramebuffer() ? flipped_y_pos_of_rect_bottom
2580 : swap_buffer_rect_
.y(),
2581 swap_buffer_rect_
.width(),
2582 swap_buffer_rect_
.height());
2584 compositor_frame
.gl_frame_data
->sub_buffer_rect
=
2585 gfx::Rect(output_surface_
->SurfaceSize());
2587 output_surface_
->SwapBuffers(&compositor_frame
);
2589 // Release previously used overlay resources and hold onto the pending ones
2590 // until the next swap buffers.
2591 in_use_overlay_resources_
.clear();
2592 in_use_overlay_resources_
.swap(pending_overlay_resources_
);
2594 swap_buffer_rect_
= gfx::Rect();
2597 void GLRenderer::EnforceMemoryPolicy() {
2599 TRACE_EVENT0("cc", "GLRenderer::EnforceMemoryPolicy dropping resources");
2600 ReleaseRenderPassTextures();
2601 DiscardBackbuffer();
2602 resource_provider_
->ReleaseCachedData();
2603 output_surface_
->context_provider()->DeleteCachedResources();
2604 GLC(gl_
, gl_
->Flush());
2606 PrepareGeometry(NO_BINDING
);
2609 void GLRenderer::DiscardBackbuffer() {
2610 if (is_backbuffer_discarded_
)
2613 output_surface_
->DiscardBackbuffer();
2615 is_backbuffer_discarded_
= true;
2617 // Damage tracker needs a full reset every time framebuffer is discarded.
2618 client_
->SetFullRootLayerDamage();
2621 void GLRenderer::EnsureBackbuffer() {
2622 if (!is_backbuffer_discarded_
)
2625 output_surface_
->EnsureBackbuffer();
2626 is_backbuffer_discarded_
= false;
2629 void GLRenderer::GetFramebufferPixelsAsync(
2630 const DrawingFrame
* frame
,
2631 const gfx::Rect
& rect
,
2632 scoped_ptr
<CopyOutputRequest
> request
) {
2633 DCHECK(!request
->IsEmpty());
2634 if (request
->IsEmpty())
2639 gfx::Rect window_rect
= MoveFromDrawToWindowSpace(frame
, rect
);
2640 DCHECK_GE(window_rect
.x(), 0);
2641 DCHECK_GE(window_rect
.y(), 0);
2642 DCHECK_LE(window_rect
.right(), current_surface_size_
.width());
2643 DCHECK_LE(window_rect
.bottom(), current_surface_size_
.height());
2645 if (!request
->force_bitmap_result()) {
2646 bool own_mailbox
= !request
->has_texture_mailbox();
2648 GLuint texture_id
= 0;
2649 gpu::Mailbox mailbox
;
2651 GLC(gl_
, gl_
->GenMailboxCHROMIUM(mailbox
.name
));
2652 gl_
->GenTextures(1, &texture_id
);
2653 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_2D
, texture_id
));
2656 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
));
2658 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
));
2661 GL_TEXTURE_2D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
));
2664 GL_TEXTURE_2D
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
));
2665 GLC(gl_
, gl_
->ProduceTextureCHROMIUM(GL_TEXTURE_2D
, mailbox
.name
));
2667 mailbox
= request
->texture_mailbox().mailbox();
2668 DCHECK_EQ(static_cast<unsigned>(GL_TEXTURE_2D
),
2669 request
->texture_mailbox().target());
2670 DCHECK(!mailbox
.IsZero());
2671 unsigned incoming_sync_point
= request
->texture_mailbox().sync_point();
2672 if (incoming_sync_point
)
2673 GLC(gl_
, gl_
->WaitSyncPointCHROMIUM(incoming_sync_point
));
2677 gl_
->CreateAndConsumeTextureCHROMIUM(GL_TEXTURE_2D
, mailbox
.name
));
2679 GetFramebufferTexture(texture_id
, RGBA_8888
, window_rect
);
2681 unsigned sync_point
= gl_
->InsertSyncPointCHROMIUM();
2682 TextureMailbox
texture_mailbox(mailbox
, GL_TEXTURE_2D
, sync_point
);
2684 scoped_ptr
<SingleReleaseCallback
> release_callback
;
2686 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_2D
, 0));
2687 release_callback
= texture_mailbox_deleter_
->GetReleaseCallback(
2688 output_surface_
->context_provider(), texture_id
);
2690 gl_
->DeleteTextures(1, &texture_id
);
2693 request
->SendTextureResult(
2694 window_rect
.size(), texture_mailbox
, release_callback
.Pass());
2698 DCHECK(request
->force_bitmap_result());
2700 scoped_ptr
<PendingAsyncReadPixels
> pending_read(new PendingAsyncReadPixels
);
2701 pending_read
->copy_request
= request
.Pass();
2702 pending_async_read_pixels_
.insert(pending_async_read_pixels_
.begin(),
2703 pending_read
.Pass());
2705 bool do_workaround
= NeedsIOSurfaceReadbackWorkaround();
2707 unsigned temporary_texture
= 0;
2708 unsigned temporary_fbo
= 0;
2710 if (do_workaround
) {
2711 // On Mac OS X, calling glReadPixels() against an FBO whose color attachment
2712 // is an IOSurface-backed texture causes corruption of future glReadPixels()
2713 // calls, even those on different OpenGL contexts. It is believed that this
2714 // is the root cause of top crasher
2715 // http://crbug.com/99393. <rdar://problem/10949687>
2717 gl_
->GenTextures(1, &temporary_texture
);
2718 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_2D
, temporary_texture
));
2720 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
));
2722 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
));
2724 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
));
2726 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
));
2727 // Copy the contents of the current (IOSurface-backed) framebuffer into a
2728 // temporary texture.
2729 GetFramebufferTexture(
2730 temporary_texture
, RGBA_8888
, gfx::Rect(current_surface_size_
));
2731 gl_
->GenFramebuffers(1, &temporary_fbo
);
2732 // Attach this texture to an FBO, and perform the readback from that FBO.
2733 GLC(gl_
, gl_
->BindFramebuffer(GL_FRAMEBUFFER
, temporary_fbo
));
2735 gl_
->FramebufferTexture2D(GL_FRAMEBUFFER
,
2736 GL_COLOR_ATTACHMENT0
,
2741 DCHECK_EQ(static_cast<unsigned>(GL_FRAMEBUFFER_COMPLETE
),
2742 gl_
->CheckFramebufferStatus(GL_FRAMEBUFFER
));
2746 gl_
->GenBuffers(1, &buffer
);
2747 GLC(gl_
, gl_
->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
, buffer
));
2749 gl_
->BufferData(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
,
2750 4 * window_rect
.size().GetArea(),
2755 gl_
->GenQueriesEXT(1, &query
);
2756 GLC(gl_
, gl_
->BeginQueryEXT(GL_ASYNC_PIXEL_PACK_COMPLETED_CHROMIUM
, query
));
2759 gl_
->ReadPixels(window_rect
.x(),
2761 window_rect
.width(),
2762 window_rect
.height(),
2767 GLC(gl_
, gl_
->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
, 0));
2769 if (do_workaround
) {
2771 GLC(gl_
, gl_
->BindFramebuffer(GL_FRAMEBUFFER
, 0));
2772 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_2D
, 0));
2773 GLC(gl_
, gl_
->DeleteFramebuffers(1, &temporary_fbo
));
2774 GLC(gl_
, gl_
->DeleteTextures(1, &temporary_texture
));
2777 base::Closure finished_callback
= base::Bind(&GLRenderer::FinishedReadback
,
2778 base::Unretained(this),
2781 window_rect
.size());
2782 // Save the finished_callback so it can be cancelled.
2783 pending_async_read_pixels_
.front()->finished_read_pixels_callback
.Reset(
2785 base::Closure cancelable_callback
=
2786 pending_async_read_pixels_
.front()->
2787 finished_read_pixels_callback
.callback();
2789 // Save the buffer to verify the callbacks happen in the expected order.
2790 pending_async_read_pixels_
.front()->buffer
= buffer
;
2792 GLC(gl_
, gl_
->EndQueryEXT(GL_ASYNC_PIXEL_PACK_COMPLETED_CHROMIUM
));
2793 context_support_
->SignalQuery(query
, cancelable_callback
);
2795 EnforceMemoryPolicy();
2798 void GLRenderer::FinishedReadback(unsigned source_buffer
,
2800 const gfx::Size
& size
) {
2801 DCHECK(!pending_async_read_pixels_
.empty());
2804 GLC(gl_
, gl_
->DeleteQueriesEXT(1, &query
));
2807 PendingAsyncReadPixels
* current_read
= pending_async_read_pixels_
.back();
2808 // Make sure we service the readbacks in order.
2809 DCHECK_EQ(source_buffer
, current_read
->buffer
);
2811 uint8
* src_pixels
= NULL
;
2812 scoped_ptr
<SkBitmap
> bitmap
;
2814 if (source_buffer
!= 0) {
2816 gl_
->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
, source_buffer
));
2817 src_pixels
= static_cast<uint8
*>(gl_
->MapBufferCHROMIUM(
2818 GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
, GL_READ_ONLY
));
2821 bitmap
.reset(new SkBitmap
);
2822 bitmap
->allocN32Pixels(size
.width(), size
.height());
2823 scoped_ptr
<SkAutoLockPixels
> lock(new SkAutoLockPixels(*bitmap
));
2824 uint8
* dest_pixels
= static_cast<uint8
*>(bitmap
->getPixels());
2826 size_t row_bytes
= size
.width() * 4;
2827 int num_rows
= size
.height();
2828 size_t total_bytes
= num_rows
* row_bytes
;
2829 for (size_t dest_y
= 0; dest_y
< total_bytes
; dest_y
+= row_bytes
) {
2831 size_t src_y
= total_bytes
- dest_y
- row_bytes
;
2832 // Swizzle OpenGL -> Skia byte order.
2833 for (size_t x
= 0; x
< row_bytes
; x
+= 4) {
2834 dest_pixels
[dest_y
+ x
+ SK_R32_SHIFT
/ 8] =
2835 src_pixels
[src_y
+ x
+ 0];
2836 dest_pixels
[dest_y
+ x
+ SK_G32_SHIFT
/ 8] =
2837 src_pixels
[src_y
+ x
+ 1];
2838 dest_pixels
[dest_y
+ x
+ SK_B32_SHIFT
/ 8] =
2839 src_pixels
[src_y
+ x
+ 2];
2840 dest_pixels
[dest_y
+ x
+ SK_A32_SHIFT
/ 8] =
2841 src_pixels
[src_y
+ x
+ 3];
2846 gl_
->UnmapBufferCHROMIUM(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
));
2848 GLC(gl_
, gl_
->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM
, 0));
2849 GLC(gl_
, gl_
->DeleteBuffers(1, &source_buffer
));
2853 current_read
->copy_request
->SendBitmapResult(bitmap
.Pass());
2854 pending_async_read_pixels_
.pop_back();
2857 void GLRenderer::GetFramebufferTexture(unsigned texture_id
,
2858 ResourceFormat texture_format
,
2859 const gfx::Rect
& window_rect
) {
2861 DCHECK_GE(window_rect
.x(), 0);
2862 DCHECK_GE(window_rect
.y(), 0);
2863 DCHECK_LE(window_rect
.right(), current_surface_size_
.width());
2864 DCHECK_LE(window_rect
.bottom(), current_surface_size_
.height());
2866 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_2D
, texture_id
));
2868 gl_
->CopyTexImage2D(GL_TEXTURE_2D
,
2870 GLDataFormat(texture_format
),
2873 window_rect
.width(),
2874 window_rect
.height(),
2876 GLC(gl_
, gl_
->BindTexture(GL_TEXTURE_2D
, 0));
2879 bool GLRenderer::UseScopedTexture(DrawingFrame
* frame
,
2880 const ScopedResource
* texture
,
2881 const gfx::Rect
& viewport_rect
) {
2882 DCHECK(texture
->id());
2883 frame
->current_render_pass
= NULL
;
2884 frame
->current_texture
= texture
;
2886 return BindFramebufferToTexture(frame
, texture
, viewport_rect
);
2889 void GLRenderer::BindFramebufferToOutputSurface(DrawingFrame
* frame
) {
2890 current_framebuffer_lock_
= nullptr;
2891 output_surface_
->BindFramebuffer();
2893 if (output_surface_
->HasExternalStencilTest()) {
2894 SetStencilEnabled(true);
2895 GLC(gl_
, gl_
->StencilFunc(GL_EQUAL
, 1, 1));
2897 SetStencilEnabled(false);
2901 bool GLRenderer::BindFramebufferToTexture(DrawingFrame
* frame
,
2902 const ScopedResource
* texture
,
2903 const gfx::Rect
& target_rect
) {
2904 DCHECK(texture
->id());
2906 // Explicitly release lock, otherwise we can crash when try to lock
2907 // same texture again.
2908 current_framebuffer_lock_
= nullptr;
2910 SetStencilEnabled(false);
2911 GLC(gl_
, gl_
->BindFramebuffer(GL_FRAMEBUFFER
, offscreen_framebuffer_id_
));
2912 current_framebuffer_lock_
=
2913 make_scoped_ptr(new ResourceProvider::ScopedWriteLockGL(
2914 resource_provider_
, texture
->id()));
2915 unsigned texture_id
= current_framebuffer_lock_
->texture_id();
2917 gl_
->FramebufferTexture2D(
2918 GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
, GL_TEXTURE_2D
, texture_id
, 0));
2920 DCHECK(gl_
->CheckFramebufferStatus(GL_FRAMEBUFFER
) ==
2921 GL_FRAMEBUFFER_COMPLETE
||
2925 frame
, target_rect
, gfx::Rect(target_rect
.size()), target_rect
.size());
2929 void GLRenderer::SetScissorTestRect(const gfx::Rect
& scissor_rect
) {
2930 EnsureScissorTestEnabled();
2932 // Don't unnecessarily ask the context to change the scissor, because it
2933 // may cause undesired GPU pipeline flushes.
2934 if (scissor_rect
== scissor_rect_
&& !scissor_rect_needs_reset_
)
2937 scissor_rect_
= scissor_rect
;
2938 FlushTextureQuadCache(SHARED_BINDING
);
2940 gl_
->Scissor(scissor_rect
.x(),
2942 scissor_rect
.width(),
2943 scissor_rect
.height()));
2945 scissor_rect_needs_reset_
= false;
2948 void GLRenderer::SetDrawViewport(const gfx::Rect
& window_space_viewport
) {
2949 viewport_
= window_space_viewport
;
2951 gl_
->Viewport(window_space_viewport
.x(),
2952 window_space_viewport
.y(),
2953 window_space_viewport
.width(),
2954 window_space_viewport
.height()));
2957 void GLRenderer::InitializeSharedObjects() {
2958 TRACE_EVENT0("cc", "GLRenderer::InitializeSharedObjects");
2960 // Create an FBO for doing offscreen rendering.
2961 GLC(gl_
, gl_
->GenFramebuffers(1, &offscreen_framebuffer_id_
));
2964 make_scoped_ptr(new StaticGeometryBinding(gl_
, QuadVertexRect()));
2965 clipped_geometry_
= make_scoped_ptr(new DynamicGeometryBinding(gl_
));
2968 void GLRenderer::PrepareGeometry(BoundGeometry binding
) {
2969 if (binding
== bound_geometry_
) {
2974 case SHARED_BINDING
:
2975 shared_geometry_
->PrepareForDraw();
2977 case CLIPPED_BINDING
:
2978 clipped_geometry_
->PrepareForDraw();
2983 bound_geometry_
= binding
;
2986 const GLRenderer::TileCheckerboardProgram
*
2987 GLRenderer::GetTileCheckerboardProgram() {
2988 if (!tile_checkerboard_program_
.initialized()) {
2989 TRACE_EVENT0("cc", "GLRenderer::checkerboardProgram::initalize");
2990 tile_checkerboard_program_
.Initialize(output_surface_
->context_provider(),
2991 TEX_COORD_PRECISION_NA
,
2994 return &tile_checkerboard_program_
;
2997 const GLRenderer::DebugBorderProgram
* GLRenderer::GetDebugBorderProgram() {
2998 if (!debug_border_program_
.initialized()) {
2999 TRACE_EVENT0("cc", "GLRenderer::debugBorderProgram::initialize");
3000 debug_border_program_
.Initialize(output_surface_
->context_provider(),
3001 TEX_COORD_PRECISION_NA
, SAMPLER_TYPE_NA
);
3003 return &debug_border_program_
;
3006 const GLRenderer::SolidColorProgram
* GLRenderer::GetSolidColorProgram() {
3007 if (!solid_color_program_
.initialized()) {
3008 TRACE_EVENT0("cc", "GLRenderer::solidColorProgram::initialize");
3009 solid_color_program_
.Initialize(output_surface_
->context_provider(),
3010 TEX_COORD_PRECISION_NA
, SAMPLER_TYPE_NA
);
3012 return &solid_color_program_
;
3015 const GLRenderer::SolidColorProgramAA
* GLRenderer::GetSolidColorProgramAA() {
3016 if (!solid_color_program_aa_
.initialized()) {
3017 TRACE_EVENT0("cc", "GLRenderer::solidColorProgramAA::initialize");
3018 solid_color_program_aa_
.Initialize(output_surface_
->context_provider(),
3019 TEX_COORD_PRECISION_NA
, SAMPLER_TYPE_NA
);
3021 return &solid_color_program_aa_
;
3024 const GLRenderer::RenderPassProgram
* GLRenderer::GetRenderPassProgram(
3025 TexCoordPrecision precision
,
3026 BlendMode blend_mode
) {
3027 DCHECK_GE(precision
, 0);
3028 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3029 DCHECK_GE(blend_mode
, 0);
3030 DCHECK_LE(blend_mode
, LAST_BLEND_MODE
);
3031 RenderPassProgram
* program
= &render_pass_program_
[precision
][blend_mode
];
3032 if (!program
->initialized()) {
3033 TRACE_EVENT0("cc", "GLRenderer::renderPassProgram::initialize");
3034 program
->Initialize(output_surface_
->context_provider(), precision
,
3035 SAMPLER_TYPE_2D
, blend_mode
);
3040 const GLRenderer::RenderPassProgramAA
* GLRenderer::GetRenderPassProgramAA(
3041 TexCoordPrecision precision
,
3042 BlendMode blend_mode
) {
3043 DCHECK_GE(precision
, 0);
3044 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3045 DCHECK_GE(blend_mode
, 0);
3046 DCHECK_LE(blend_mode
, LAST_BLEND_MODE
);
3047 RenderPassProgramAA
* program
=
3048 &render_pass_program_aa_
[precision
][blend_mode
];
3049 if (!program
->initialized()) {
3050 TRACE_EVENT0("cc", "GLRenderer::renderPassProgramAA::initialize");
3051 program
->Initialize(output_surface_
->context_provider(), precision
,
3052 SAMPLER_TYPE_2D
, blend_mode
);
3057 const GLRenderer::RenderPassMaskProgram
* GLRenderer::GetRenderPassMaskProgram(
3058 TexCoordPrecision precision
,
3059 SamplerType sampler
,
3060 BlendMode blend_mode
,
3061 bool mask_for_background
) {
3062 DCHECK_GE(precision
, 0);
3063 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3064 DCHECK_GE(sampler
, 0);
3065 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3066 DCHECK_GE(blend_mode
, 0);
3067 DCHECK_LE(blend_mode
, LAST_BLEND_MODE
);
3068 RenderPassMaskProgram
* program
=
3069 &render_pass_mask_program_
[precision
][sampler
][blend_mode
]
3070 [mask_for_background
? HAS_MASK
: NO_MASK
];
3071 if (!program
->initialized()) {
3072 TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgram::initialize");
3073 program
->Initialize(
3074 output_surface_
->context_provider(), precision
,
3075 sampler
, blend_mode
, mask_for_background
);
3080 const GLRenderer::RenderPassMaskProgramAA
*
3081 GLRenderer::GetRenderPassMaskProgramAA(TexCoordPrecision precision
,
3082 SamplerType sampler
,
3083 BlendMode blend_mode
,
3084 bool mask_for_background
) {
3085 DCHECK_GE(precision
, 0);
3086 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3087 DCHECK_GE(sampler
, 0);
3088 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3089 DCHECK_GE(blend_mode
, 0);
3090 DCHECK_LE(blend_mode
, LAST_BLEND_MODE
);
3091 RenderPassMaskProgramAA
* program
=
3092 &render_pass_mask_program_aa_
[precision
][sampler
][blend_mode
]
3093 [mask_for_background
? HAS_MASK
: NO_MASK
];
3094 if (!program
->initialized()) {
3095 TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgramAA::initialize");
3096 program
->Initialize(
3097 output_surface_
->context_provider(), precision
,
3098 sampler
, blend_mode
, mask_for_background
);
3103 const GLRenderer::RenderPassColorMatrixProgram
*
3104 GLRenderer::GetRenderPassColorMatrixProgram(TexCoordPrecision precision
,
3105 BlendMode blend_mode
) {
3106 DCHECK_GE(precision
, 0);
3107 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3108 DCHECK_GE(blend_mode
, 0);
3109 DCHECK_LE(blend_mode
, LAST_BLEND_MODE
);
3110 RenderPassColorMatrixProgram
* program
=
3111 &render_pass_color_matrix_program_
[precision
][blend_mode
];
3112 if (!program
->initialized()) {
3113 TRACE_EVENT0("cc", "GLRenderer::renderPassColorMatrixProgram::initialize");
3114 program
->Initialize(output_surface_
->context_provider(), precision
,
3115 SAMPLER_TYPE_2D
, blend_mode
);
3120 const GLRenderer::RenderPassColorMatrixProgramAA
*
3121 GLRenderer::GetRenderPassColorMatrixProgramAA(TexCoordPrecision precision
,
3122 BlendMode blend_mode
) {
3123 DCHECK_GE(precision
, 0);
3124 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3125 DCHECK_GE(blend_mode
, 0);
3126 DCHECK_LE(blend_mode
, LAST_BLEND_MODE
);
3127 RenderPassColorMatrixProgramAA
* program
=
3128 &render_pass_color_matrix_program_aa_
[precision
][blend_mode
];
3129 if (!program
->initialized()) {
3131 "GLRenderer::renderPassColorMatrixProgramAA::initialize");
3132 program
->Initialize(output_surface_
->context_provider(), precision
,
3133 SAMPLER_TYPE_2D
, blend_mode
);
3138 const GLRenderer::RenderPassMaskColorMatrixProgram
*
3139 GLRenderer::GetRenderPassMaskColorMatrixProgram(
3140 TexCoordPrecision precision
,
3141 SamplerType sampler
,
3142 BlendMode blend_mode
,
3143 bool mask_for_background
) {
3144 DCHECK_GE(precision
, 0);
3145 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3146 DCHECK_GE(sampler
, 0);
3147 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3148 DCHECK_GE(blend_mode
, 0);
3149 DCHECK_LE(blend_mode
, LAST_BLEND_MODE
);
3150 RenderPassMaskColorMatrixProgram
* program
=
3151 &render_pass_mask_color_matrix_program_
[precision
][sampler
][blend_mode
]
3152 [mask_for_background
? HAS_MASK
: NO_MASK
];
3153 if (!program
->initialized()) {
3155 "GLRenderer::renderPassMaskColorMatrixProgram::initialize");
3156 program
->Initialize(
3157 output_surface_
->context_provider(), precision
,
3158 sampler
, blend_mode
, mask_for_background
);
3163 const GLRenderer::RenderPassMaskColorMatrixProgramAA
*
3164 GLRenderer::GetRenderPassMaskColorMatrixProgramAA(
3165 TexCoordPrecision precision
,
3166 SamplerType sampler
,
3167 BlendMode blend_mode
,
3168 bool mask_for_background
) {
3169 DCHECK_GE(precision
, 0);
3170 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3171 DCHECK_GE(sampler
, 0);
3172 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3173 DCHECK_GE(blend_mode
, 0);
3174 DCHECK_LE(blend_mode
, LAST_BLEND_MODE
);
3175 RenderPassMaskColorMatrixProgramAA
* program
=
3176 &render_pass_mask_color_matrix_program_aa_
[precision
][sampler
][blend_mode
]
3177 [mask_for_background
? HAS_MASK
: NO_MASK
];
3178 if (!program
->initialized()) {
3180 "GLRenderer::renderPassMaskColorMatrixProgramAA::initialize");
3181 program
->Initialize(
3182 output_surface_
->context_provider(), precision
,
3183 sampler
, blend_mode
, mask_for_background
);
3188 const GLRenderer::TileProgram
* GLRenderer::GetTileProgram(
3189 TexCoordPrecision precision
,
3190 SamplerType sampler
) {
3191 DCHECK_GE(precision
, 0);
3192 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3193 DCHECK_GE(sampler
, 0);
3194 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3195 TileProgram
* program
= &tile_program_
[precision
][sampler
];
3196 if (!program
->initialized()) {
3197 TRACE_EVENT0("cc", "GLRenderer::tileProgram::initialize");
3198 program
->Initialize(
3199 output_surface_
->context_provider(), precision
, sampler
);
3204 const GLRenderer::TileProgramOpaque
* GLRenderer::GetTileProgramOpaque(
3205 TexCoordPrecision precision
,
3206 SamplerType sampler
) {
3207 DCHECK_GE(precision
, 0);
3208 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3209 DCHECK_GE(sampler
, 0);
3210 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3211 TileProgramOpaque
* program
= &tile_program_opaque_
[precision
][sampler
];
3212 if (!program
->initialized()) {
3213 TRACE_EVENT0("cc", "GLRenderer::tileProgramOpaque::initialize");
3214 program
->Initialize(
3215 output_surface_
->context_provider(), precision
, sampler
);
3220 const GLRenderer::TileProgramAA
* GLRenderer::GetTileProgramAA(
3221 TexCoordPrecision precision
,
3222 SamplerType sampler
) {
3223 DCHECK_GE(precision
, 0);
3224 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3225 DCHECK_GE(sampler
, 0);
3226 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3227 TileProgramAA
* program
= &tile_program_aa_
[precision
][sampler
];
3228 if (!program
->initialized()) {
3229 TRACE_EVENT0("cc", "GLRenderer::tileProgramAA::initialize");
3230 program
->Initialize(
3231 output_surface_
->context_provider(), precision
, sampler
);
3236 const GLRenderer::TileProgramSwizzle
* GLRenderer::GetTileProgramSwizzle(
3237 TexCoordPrecision precision
,
3238 SamplerType sampler
) {
3239 DCHECK_GE(precision
, 0);
3240 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3241 DCHECK_GE(sampler
, 0);
3242 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3243 TileProgramSwizzle
* program
= &tile_program_swizzle_
[precision
][sampler
];
3244 if (!program
->initialized()) {
3245 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzle::initialize");
3246 program
->Initialize(
3247 output_surface_
->context_provider(), precision
, sampler
);
3252 const GLRenderer::TileProgramSwizzleOpaque
*
3253 GLRenderer::GetTileProgramSwizzleOpaque(TexCoordPrecision precision
,
3254 SamplerType sampler
) {
3255 DCHECK_GE(precision
, 0);
3256 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3257 DCHECK_GE(sampler
, 0);
3258 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3259 TileProgramSwizzleOpaque
* program
=
3260 &tile_program_swizzle_opaque_
[precision
][sampler
];
3261 if (!program
->initialized()) {
3262 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleOpaque::initialize");
3263 program
->Initialize(
3264 output_surface_
->context_provider(), precision
, sampler
);
3269 const GLRenderer::TileProgramSwizzleAA
* GLRenderer::GetTileProgramSwizzleAA(
3270 TexCoordPrecision precision
,
3271 SamplerType sampler
) {
3272 DCHECK_GE(precision
, 0);
3273 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3274 DCHECK_GE(sampler
, 0);
3275 DCHECK_LE(sampler
, LAST_SAMPLER_TYPE
);
3276 TileProgramSwizzleAA
* program
= &tile_program_swizzle_aa_
[precision
][sampler
];
3277 if (!program
->initialized()) {
3278 TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleAA::initialize");
3279 program
->Initialize(
3280 output_surface_
->context_provider(), precision
, sampler
);
3285 const GLRenderer::TextureProgram
* GLRenderer::GetTextureProgram(
3286 TexCoordPrecision precision
) {
3287 DCHECK_GE(precision
, 0);
3288 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3289 TextureProgram
* program
= &texture_program_
[precision
];
3290 if (!program
->initialized()) {
3291 TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize");
3292 program
->Initialize(output_surface_
->context_provider(), precision
,
3298 const GLRenderer::NonPremultipliedTextureProgram
*
3299 GLRenderer::GetNonPremultipliedTextureProgram(TexCoordPrecision precision
) {
3300 DCHECK_GE(precision
, 0);
3301 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3302 NonPremultipliedTextureProgram
* program
=
3303 &nonpremultiplied_texture_program_
[precision
];
3304 if (!program
->initialized()) {
3306 "GLRenderer::NonPremultipliedTextureProgram::Initialize");
3307 program
->Initialize(output_surface_
->context_provider(), precision
,
3313 const GLRenderer::TextureBackgroundProgram
*
3314 GLRenderer::GetTextureBackgroundProgram(TexCoordPrecision precision
) {
3315 DCHECK_GE(precision
, 0);
3316 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3317 TextureBackgroundProgram
* program
= &texture_background_program_
[precision
];
3318 if (!program
->initialized()) {
3319 TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize");
3320 program
->Initialize(output_surface_
->context_provider(), precision
,
3326 const GLRenderer::NonPremultipliedTextureBackgroundProgram
*
3327 GLRenderer::GetNonPremultipliedTextureBackgroundProgram(
3328 TexCoordPrecision precision
) {
3329 DCHECK_GE(precision
, 0);
3330 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3331 NonPremultipliedTextureBackgroundProgram
* program
=
3332 &nonpremultiplied_texture_background_program_
[precision
];
3333 if (!program
->initialized()) {
3335 "GLRenderer::NonPremultipliedTextureProgram::Initialize");
3336 program
->Initialize(output_surface_
->context_provider(), precision
,
3342 const GLRenderer::TextureProgram
* GLRenderer::GetTextureIOSurfaceProgram(
3343 TexCoordPrecision precision
) {
3344 DCHECK_GE(precision
, 0);
3345 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3346 TextureProgram
* program
= &texture_io_surface_program_
[precision
];
3347 if (!program
->initialized()) {
3348 TRACE_EVENT0("cc", "GLRenderer::textureIOSurfaceProgram::initialize");
3349 program
->Initialize(output_surface_
->context_provider(), precision
,
3350 SAMPLER_TYPE_2D_RECT
);
3355 const GLRenderer::VideoYUVProgram
* GLRenderer::GetVideoYUVProgram(
3356 TexCoordPrecision precision
) {
3357 DCHECK_GE(precision
, 0);
3358 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3359 VideoYUVProgram
* program
= &video_yuv_program_
[precision
];
3360 if (!program
->initialized()) {
3361 TRACE_EVENT0("cc", "GLRenderer::videoYUVProgram::initialize");
3362 program
->Initialize(output_surface_
->context_provider(), precision
,
3368 const GLRenderer::VideoYUVAProgram
* GLRenderer::GetVideoYUVAProgram(
3369 TexCoordPrecision precision
) {
3370 DCHECK_GE(precision
, 0);
3371 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3372 VideoYUVAProgram
* program
= &video_yuva_program_
[precision
];
3373 if (!program
->initialized()) {
3374 TRACE_EVENT0("cc", "GLRenderer::videoYUVAProgram::initialize");
3375 program
->Initialize(output_surface_
->context_provider(), precision
,
3381 const GLRenderer::VideoStreamTextureProgram
*
3382 GLRenderer::GetVideoStreamTextureProgram(TexCoordPrecision precision
) {
3383 if (!Capabilities().using_egl_image
)
3385 DCHECK_GE(precision
, 0);
3386 DCHECK_LE(precision
, LAST_TEX_COORD_PRECISION
);
3387 VideoStreamTextureProgram
* program
=
3388 &video_stream_texture_program_
[precision
];
3389 if (!program
->initialized()) {
3390 TRACE_EVENT0("cc", "GLRenderer::streamTextureProgram::initialize");
3391 program
->Initialize(output_surface_
->context_provider(), precision
,
3392 SAMPLER_TYPE_EXTERNAL_OES
);
3397 void GLRenderer::CleanupSharedObjects() {
3398 shared_geometry_
= nullptr;
3400 for (int i
= 0; i
<= LAST_TEX_COORD_PRECISION
; ++i
) {
3401 for (int j
= 0; j
<= LAST_SAMPLER_TYPE
; ++j
) {
3402 tile_program_
[i
][j
].Cleanup(gl_
);
3403 tile_program_opaque_
[i
][j
].Cleanup(gl_
);
3404 tile_program_swizzle_
[i
][j
].Cleanup(gl_
);
3405 tile_program_swizzle_opaque_
[i
][j
].Cleanup(gl_
);
3406 tile_program_aa_
[i
][j
].Cleanup(gl_
);
3407 tile_program_swizzle_aa_
[i
][j
].Cleanup(gl_
);
3409 for (int k
= 0; k
<= LAST_BLEND_MODE
; k
++) {
3410 for (int l
= 0; l
<= LAST_MASK_VALUE
; ++l
) {
3411 render_pass_mask_program_
[i
][j
][k
][l
].Cleanup(gl_
);
3412 render_pass_mask_program_aa_
[i
][j
][k
][l
].Cleanup(gl_
);
3413 render_pass_mask_color_matrix_program_aa_
[i
][j
][k
][l
].Cleanup(gl_
);
3414 render_pass_mask_color_matrix_program_
[i
][j
][k
][l
].Cleanup(gl_
);
3418 for (int j
= 0; j
<= LAST_BLEND_MODE
; j
++) {
3419 render_pass_program_
[i
][j
].Cleanup(gl_
);
3420 render_pass_program_aa_
[i
][j
].Cleanup(gl_
);
3421 render_pass_color_matrix_program_
[i
][j
].Cleanup(gl_
);
3422 render_pass_color_matrix_program_aa_
[i
][j
].Cleanup(gl_
);
3425 texture_program_
[i
].Cleanup(gl_
);
3426 nonpremultiplied_texture_program_
[i
].Cleanup(gl_
);
3427 texture_background_program_
[i
].Cleanup(gl_
);
3428 nonpremultiplied_texture_background_program_
[i
].Cleanup(gl_
);
3429 texture_io_surface_program_
[i
].Cleanup(gl_
);
3431 video_yuv_program_
[i
].Cleanup(gl_
);
3432 video_yuva_program_
[i
].Cleanup(gl_
);
3433 video_stream_texture_program_
[i
].Cleanup(gl_
);
3436 tile_checkerboard_program_
.Cleanup(gl_
);
3438 debug_border_program_
.Cleanup(gl_
);
3439 solid_color_program_
.Cleanup(gl_
);
3440 solid_color_program_aa_
.Cleanup(gl_
);
3442 if (offscreen_framebuffer_id_
)
3443 GLC(gl_
, gl_
->DeleteFramebuffers(1, &offscreen_framebuffer_id_
));
3445 if (on_demand_tile_raster_resource_id_
)
3446 resource_provider_
->DeleteResource(on_demand_tile_raster_resource_id_
);
3448 ReleaseRenderPassTextures();
3451 void GLRenderer::ReinitializeGLState() {
3452 is_scissor_enabled_
= false;
3453 scissor_rect_needs_reset_
= true;
3454 stencil_shadow_
= false;
3455 blend_shadow_
= true;
3456 program_shadow_
= 0;
3461 void GLRenderer::RestoreGLState() {
3462 // This restores the current GLRenderer state to the GL context.
3463 bound_geometry_
= NO_BINDING
;
3464 PrepareGeometry(SHARED_BINDING
);
3466 GLC(gl_
, gl_
->Disable(GL_DEPTH_TEST
));
3467 GLC(gl_
, gl_
->Disable(GL_CULL_FACE
));
3468 GLC(gl_
, gl_
->ColorMask(true, true, true, true));
3469 GLC(gl_
, gl_
->BlendFunc(GL_ONE
, GL_ONE_MINUS_SRC_ALPHA
));
3470 GLC(gl_
, gl_
->ActiveTexture(GL_TEXTURE0
));
3472 if (program_shadow_
)
3473 gl_
->UseProgram(program_shadow_
);
3475 if (stencil_shadow_
)
3476 GLC(gl_
, gl_
->Enable(GL_STENCIL_TEST
));
3478 GLC(gl_
, gl_
->Disable(GL_STENCIL_TEST
));
3481 GLC(gl_
, gl_
->Enable(GL_BLEND
));
3483 GLC(gl_
, gl_
->Disable(GL_BLEND
));
3485 if (is_scissor_enabled_
) {
3486 GLC(gl_
, gl_
->Enable(GL_SCISSOR_TEST
));
3488 gl_
->Scissor(scissor_rect_
.x(),
3490 scissor_rect_
.width(),
3491 scissor_rect_
.height()));
3493 GLC(gl_
, gl_
->Disable(GL_SCISSOR_TEST
));
3497 void GLRenderer::RestoreFramebuffer(DrawingFrame
* frame
) {
3498 UseRenderPass(frame
, frame
->current_render_pass
);
3501 bool GLRenderer::IsContextLost() {
3502 return output_surface_
->context_provider()->IsContextLost();
3505 void GLRenderer::ScheduleOverlays(DrawingFrame
* frame
) {
3506 if (!frame
->overlay_list
.size())
3509 ResourceProvider::ResourceIdArray resources
;
3510 OverlayCandidateList
& overlays
= frame
->overlay_list
;
3511 OverlayCandidateList::iterator it
;
3512 for (it
= overlays
.begin(); it
!= overlays
.end(); ++it
) {
3513 const OverlayCandidate
& overlay
= *it
;
3514 // Skip primary plane.
3515 if (overlay
.plane_z_order
== 0)
3518 pending_overlay_resources_
.push_back(
3519 make_scoped_ptr(new ResourceProvider::ScopedReadLockGL(
3520 resource_provider_
, overlay
.resource_id
)));
3522 context_support_
->ScheduleOverlayPlane(
3523 overlay
.plane_z_order
,
3525 pending_overlay_resources_
.back()->texture_id(),
3526 overlay
.display_rect
,