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gl_renderer.cc
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gl_renderer.cc
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// Copyright 2010 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "cc/output/gl_renderer.h"
#include <algorithm>
#include <limits>
#include <set>
#include <string>
#include <vector>
#include "base/logging.h"
#include "base/memory/scoped_ptr.h"
#include "base/strings/string_split.h"
#include "base/strings/string_util.h"
#include "base/strings/stringprintf.h"
#include "build/build_config.h"
#include "base/trace_event/trace_event.h"
#include "cc/base/container_util.h"
#include "cc/base/math_util.h"
#include "cc/output/compositor_frame.h"
#include "cc/output/compositor_frame_metadata.h"
#include "cc/output/context_provider.h"
#include "cc/output/copy_output_request.h"
#include "cc/output/dynamic_geometry_binding.h"
#include "cc/output/gl_frame_data.h"
#include "cc/output/layer_quad.h"
#include "cc/output/output_surface.h"
#include "cc/output/render_surface_filters.h"
#include "cc/output/static_geometry_binding.h"
#include "cc/output/texture_mailbox_deleter.h"
#include "cc/quads/draw_polygon.h"
#include "cc/quads/picture_draw_quad.h"
#include "cc/quads/render_pass.h"
#include "cc/quads/stream_video_draw_quad.h"
#include "cc/quads/texture_draw_quad.h"
#include "cc/raster/scoped_gpu_raster.h"
#include "cc/resources/scoped_resource.h"
#include "gpu/GLES2/gl2extchromium.h"
#include "gpu/command_buffer/client/context_support.h"
#include "gpu/command_buffer/client/gles2_interface.h"
#include "gpu/command_buffer/common/gpu_memory_allocation.h"
#include "third_party/skia/include/core/SkBitmap.h"
#include "third_party/skia/include/core/SkColor.h"
#include "third_party/skia/include/core/SkColorFilter.h"
#include "third_party/skia/include/core/SkImage.h"
#include "third_party/skia/include/core/SkSurface.h"
#include "third_party/skia/include/gpu/GrContext.h"
#include "third_party/skia/include/gpu/GrTexture.h"
#include "third_party/skia/include/gpu/GrTextureProvider.h"
#include "third_party/skia/include/gpu/SkGrTexturePixelRef.h"
#include "third_party/skia/include/gpu/gl/GrGLInterface.h"
#include "ui/gfx/geometry/quad_f.h"
#include "ui/gfx/geometry/rect_conversions.h"
using gpu::gles2::GLES2Interface;
namespace cc {
namespace {
bool NeedsIOSurfaceReadbackWorkaround() {
#if defined(OS_MACOSX)
// This isn't strictly required in DumpRenderTree-mode when Mesa is used,
// but it doesn't seem to hurt.
return true;
#else
return false;
#endif
}
Float4 UVTransform(const TextureDrawQuad* quad) {
gfx::PointF uv0 = quad->uv_top_left;
gfx::PointF uv1 = quad->uv_bottom_right;
Float4 xform = {{uv0.x(), uv0.y(), uv1.x() - uv0.x(), uv1.y() - uv0.y()}};
if (quad->y_flipped) {
xform.data[1] = 1.0f - xform.data[1];
xform.data[3] = -xform.data[3];
}
return xform;
}
Float4 PremultipliedColor(SkColor color) {
const float factor = 1.0f / 255.0f;
const float alpha = SkColorGetA(color) * factor;
Float4 result = {
{SkColorGetR(color) * factor * alpha, SkColorGetG(color) * factor * alpha,
SkColorGetB(color) * factor * alpha, alpha}};
return result;
}
SamplerType SamplerTypeFromTextureTarget(GLenum target) {
switch (target) {
case GL_TEXTURE_2D:
return SAMPLER_TYPE_2D;
case GL_TEXTURE_RECTANGLE_ARB:
return SAMPLER_TYPE_2D_RECT;
case GL_TEXTURE_EXTERNAL_OES:
return SAMPLER_TYPE_EXTERNAL_OES;
default:
NOTREACHED();
return SAMPLER_TYPE_2D;
}
}
BlendMode BlendModeFromSkXfermode(SkXfermode::Mode mode) {
switch (mode) {
case SkXfermode::kSrcOver_Mode:
return BLEND_MODE_NORMAL;
case SkXfermode::kScreen_Mode:
return BLEND_MODE_SCREEN;
case SkXfermode::kOverlay_Mode:
return BLEND_MODE_OVERLAY;
case SkXfermode::kDarken_Mode:
return BLEND_MODE_DARKEN;
case SkXfermode::kLighten_Mode:
return BLEND_MODE_LIGHTEN;
case SkXfermode::kColorDodge_Mode:
return BLEND_MODE_COLOR_DODGE;
case SkXfermode::kColorBurn_Mode:
return BLEND_MODE_COLOR_BURN;
case SkXfermode::kHardLight_Mode:
return BLEND_MODE_HARD_LIGHT;
case SkXfermode::kSoftLight_Mode:
return BLEND_MODE_SOFT_LIGHT;
case SkXfermode::kDifference_Mode:
return BLEND_MODE_DIFFERENCE;
case SkXfermode::kExclusion_Mode:
return BLEND_MODE_EXCLUSION;
case SkXfermode::kMultiply_Mode:
return BLEND_MODE_MULTIPLY;
case SkXfermode::kHue_Mode:
return BLEND_MODE_HUE;
case SkXfermode::kSaturation_Mode:
return BLEND_MODE_SATURATION;
case SkXfermode::kColor_Mode:
return BLEND_MODE_COLOR;
case SkXfermode::kLuminosity_Mode:
return BLEND_MODE_LUMINOSITY;
default:
NOTREACHED();
return BLEND_MODE_NONE;
}
}
// Smallest unit that impact anti-aliasing output. We use this to
// determine when anti-aliasing is unnecessary.
const float kAntiAliasingEpsilon = 1.0f / 1024.0f;
// Block or crash if the number of pending sync queries reach this high as
// something is seriously wrong on the service side if this happens.
const size_t kMaxPendingSyncQueries = 16;
} // anonymous namespace
static GLint GetActiveTextureUnit(GLES2Interface* gl) {
GLint active_unit = 0;
gl->GetIntegerv(GL_ACTIVE_TEXTURE, &active_unit);
return active_unit;
}
class GLRenderer::ScopedUseGrContext {
public:
static scoped_ptr<ScopedUseGrContext> Create(GLRenderer* renderer,
DrawingFrame* frame) {
// GrContext for filters is created lazily, and may fail if the context
// is lost.
// TODO(vmiura,bsalomon): crbug.com/487850 Ensure that
// ContextProvider::GrContext() does not return NULL.
if (renderer->output_surface_->context_provider()->GrContext())
return make_scoped_ptr(new ScopedUseGrContext(renderer, frame));
return nullptr;
}
~ScopedUseGrContext() {
// Pass context control back to GLrenderer.
scoped_gpu_raster_ = nullptr;
renderer_->RestoreGLState();
renderer_->RestoreFramebuffer(frame_);
}
GrContext* context() const {
return renderer_->output_surface_->context_provider()->GrContext();
}
private:
ScopedUseGrContext(GLRenderer* renderer, DrawingFrame* frame)
: scoped_gpu_raster_(
new ScopedGpuRaster(renderer->output_surface_->context_provider())),
renderer_(renderer),
frame_(frame) {
// scoped_gpu_raster_ passes context control to Skia.
}
scoped_ptr<ScopedGpuRaster> scoped_gpu_raster_;
GLRenderer* renderer_;
DrawingFrame* frame_;
DISALLOW_COPY_AND_ASSIGN(ScopedUseGrContext);
};
struct GLRenderer::PendingAsyncReadPixels {
PendingAsyncReadPixels() : buffer(0) {}
scoped_ptr<CopyOutputRequest> copy_request;
base::CancelableClosure finished_read_pixels_callback;
unsigned buffer;
private:
DISALLOW_COPY_AND_ASSIGN(PendingAsyncReadPixels);
};
class GLRenderer::SyncQuery {
public:
explicit SyncQuery(gpu::gles2::GLES2Interface* gl)
: gl_(gl), query_id_(0u), is_pending_(false), weak_ptr_factory_(this) {
gl_->GenQueriesEXT(1, &query_id_);
}
virtual ~SyncQuery() { gl_->DeleteQueriesEXT(1, &query_id_); }
scoped_refptr<ResourceProvider::Fence> Begin() {
DCHECK(!IsPending());
// Invalidate weak pointer held by old fence.
weak_ptr_factory_.InvalidateWeakPtrs();
// Note: In case the set of drawing commands issued before End() do not
// depend on the query, defer BeginQueryEXT call until Set() is called and
// query is required.
return make_scoped_refptr<ResourceProvider::Fence>(
new Fence(weak_ptr_factory_.GetWeakPtr()));
}
void Set() {
if (is_pending_)
return;
// Note: BeginQueryEXT on GL_COMMANDS_COMPLETED_CHROMIUM is effectively a
// noop relative to GL, so it doesn't matter where it happens but we still
// make sure to issue this command when Set() is called (prior to issuing
// any drawing commands that depend on query), in case some future extension
// can take advantage of this.
gl_->BeginQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM, query_id_);
is_pending_ = true;
}
void End() {
if (!is_pending_)
return;
gl_->EndQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM);
}
bool IsPending() {
if (!is_pending_)
return false;
unsigned result_available = 1;
gl_->GetQueryObjectuivEXT(
query_id_, GL_QUERY_RESULT_AVAILABLE_EXT, &result_available);
is_pending_ = !result_available;
return is_pending_;
}
void Wait() {
if (!is_pending_)
return;
unsigned result = 0;
gl_->GetQueryObjectuivEXT(query_id_, GL_QUERY_RESULT_EXT, &result);
is_pending_ = false;
}
private:
class Fence : public ResourceProvider::Fence {
public:
explicit Fence(base::WeakPtr<GLRenderer::SyncQuery> query)
: query_(query) {}
// Overridden from ResourceProvider::Fence:
void Set() override {
DCHECK(query_);
query_->Set();
}
bool HasPassed() override { return !query_ || !query_->IsPending(); }
void Wait() override {
if (query_)
query_->Wait();
}
private:
~Fence() override {}
base::WeakPtr<SyncQuery> query_;
DISALLOW_COPY_AND_ASSIGN(Fence);
};
gpu::gles2::GLES2Interface* gl_;
unsigned query_id_;
bool is_pending_;
base::WeakPtrFactory<SyncQuery> weak_ptr_factory_;
DISALLOW_COPY_AND_ASSIGN(SyncQuery);
};
scoped_ptr<GLRenderer> GLRenderer::Create(
RendererClient* client,
const RendererSettings* settings,
OutputSurface* output_surface,
ResourceProvider* resource_provider,
TextureMailboxDeleter* texture_mailbox_deleter,
int highp_threshold_min) {
return make_scoped_ptr(new GLRenderer(client,
settings,
output_surface,
resource_provider,
texture_mailbox_deleter,
highp_threshold_min));
}
GLRenderer::GLRenderer(RendererClient* client,
const RendererSettings* settings,
OutputSurface* output_surface,
ResourceProvider* resource_provider,
TextureMailboxDeleter* texture_mailbox_deleter,
int highp_threshold_min)
: DirectRenderer(client, settings, output_surface, resource_provider),
offscreen_framebuffer_id_(0),
shared_geometry_quad_(QuadVertexRect()),
gl_(output_surface->context_provider()->ContextGL()),
context_support_(output_surface->context_provider()->ContextSupport()),
texture_mailbox_deleter_(texture_mailbox_deleter),
is_backbuffer_discarded_(false),
is_scissor_enabled_(false),
scissor_rect_needs_reset_(true),
stencil_shadow_(false),
blend_shadow_(false),
highp_threshold_min_(highp_threshold_min),
highp_threshold_cache_(0),
use_sync_query_(false),
on_demand_tile_raster_resource_id_(0),
bound_geometry_(NO_BINDING) {
DCHECK(gl_);
DCHECK(context_support_);
ContextProvider::Capabilities context_caps =
output_surface_->context_provider()->ContextCapabilities();
capabilities_.using_partial_swap =
settings_->partial_swap_enabled && context_caps.gpu.post_sub_buffer;
DCHECK(!context_caps.gpu.iosurface || context_caps.gpu.texture_rectangle);
capabilities_.using_egl_image = context_caps.gpu.egl_image_external;
capabilities_.max_texture_size = resource_provider_->max_texture_size();
capabilities_.best_texture_format = resource_provider_->best_texture_format();
// The updater can access textures while the GLRenderer is using them.
capabilities_.allow_partial_texture_updates = true;
capabilities_.using_image = context_caps.gpu.image;
capabilities_.using_discard_framebuffer =
context_caps.gpu.discard_framebuffer;
capabilities_.allow_rasterize_on_demand = true;
capabilities_.max_msaa_samples = context_caps.gpu.max_samples;
use_sync_query_ = context_caps.gpu.sync_query;
use_blend_equation_advanced_ = context_caps.gpu.blend_equation_advanced;
use_blend_equation_advanced_coherent_ =
context_caps.gpu.blend_equation_advanced_coherent;
InitializeSharedObjects();
}
GLRenderer::~GLRenderer() {
while (!pending_async_read_pixels_.empty()) {
PendingAsyncReadPixels* pending_read =
pending_async_read_pixels_.back().get();
pending_read->finished_read_pixels_callback.Cancel();
pending_async_read_pixels_.pop_back();
}
previous_swap_overlay_resources_.clear();
in_use_overlay_resources_.clear();
CleanupSharedObjects();
}
const RendererCapabilitiesImpl& GLRenderer::Capabilities() const {
return capabilities_;
}
void GLRenderer::DidChangeVisibility() {
EnforceMemoryPolicy();
context_support_->SetSurfaceVisible(visible());
// If we are not visible, we ask the context to aggressively free resources.
context_support_->SetAggressivelyFreeResources(!visible());
}
void GLRenderer::ReleaseRenderPassTextures() { render_pass_textures_.clear(); }
void GLRenderer::DiscardPixels() {
if (!capabilities_.using_discard_framebuffer)
return;
bool using_default_framebuffer =
!current_framebuffer_lock_ &&
output_surface_->capabilities().uses_default_gl_framebuffer;
GLenum attachments[] = {static_cast<GLenum>(
using_default_framebuffer ? GL_COLOR_EXT : GL_COLOR_ATTACHMENT0_EXT)};
gl_->DiscardFramebufferEXT(
GL_FRAMEBUFFER, arraysize(attachments), attachments);
}
void GLRenderer::PrepareSurfaceForPass(
DrawingFrame* frame,
SurfaceInitializationMode initialization_mode,
const gfx::Rect& render_pass_scissor) {
SetViewport();
switch (initialization_mode) {
case SURFACE_INITIALIZATION_MODE_PRESERVE:
EnsureScissorTestDisabled();
return;
case SURFACE_INITIALIZATION_MODE_FULL_SURFACE_CLEAR:
EnsureScissorTestDisabled();
DiscardPixels();
ClearFramebuffer(frame);
break;
case SURFACE_INITIALIZATION_MODE_SCISSORED_CLEAR:
SetScissorTestRect(render_pass_scissor);
ClearFramebuffer(frame);
break;
}
}
void GLRenderer::ClearFramebuffer(DrawingFrame* frame) {
// On DEBUG builds, opaque render passes are cleared to blue to easily see
// regions that were not drawn on the screen.
if (frame->current_render_pass->has_transparent_background)
gl_->ClearColor(0, 0, 0, 0);
else
gl_->ClearColor(0, 0, 1, 1);
bool always_clear = false;
#ifndef NDEBUG
always_clear = true;
#endif
if (always_clear || frame->current_render_pass->has_transparent_background) {
GLbitfield clear_bits = GL_COLOR_BUFFER_BIT;
if (always_clear)
clear_bits |= GL_STENCIL_BUFFER_BIT;
gl_->Clear(clear_bits);
}
}
void GLRenderer::BeginDrawingFrame(DrawingFrame* frame) {
TRACE_EVENT0("cc", "GLRenderer::BeginDrawingFrame");
scoped_refptr<ResourceProvider::Fence> read_lock_fence;
if (use_sync_query_) {
// Block until oldest sync query has passed if the number of pending queries
// ever reach kMaxPendingSyncQueries.
if (pending_sync_queries_.size() >= kMaxPendingSyncQueries) {
LOG(ERROR) << "Reached limit of pending sync queries.";
pending_sync_queries_.front()->Wait();
DCHECK(!pending_sync_queries_.front()->IsPending());
}
while (!pending_sync_queries_.empty()) {
if (pending_sync_queries_.front()->IsPending())
break;
available_sync_queries_.push_back(PopFront(&pending_sync_queries_));
}
current_sync_query_ = available_sync_queries_.empty()
? make_scoped_ptr(new SyncQuery(gl_))
: PopFront(&available_sync_queries_);
read_lock_fence = current_sync_query_->Begin();
} else {
read_lock_fence =
make_scoped_refptr(new ResourceProvider::SynchronousFence(gl_));
}
resource_provider_->SetReadLockFence(read_lock_fence.get());
// Insert WaitSyncTokenCHROMIUM on quad resources prior to drawing the frame,
// so that drawing can proceed without GL context switching interruptions.
ResourceProvider* resource_provider = resource_provider_;
for (const auto& pass : *frame->render_passes_in_draw_order) {
for (const auto& quad : pass->quad_list) {
for (ResourceId resource_id : quad->resources)
resource_provider->WaitSyncTokenIfNeeded(resource_id);
}
}
// TODO(enne): Do we need to reinitialize all of this state per frame?
ReinitializeGLState();
}
void GLRenderer::DoDrawQuad(DrawingFrame* frame,
const DrawQuad* quad,
const gfx::QuadF* clip_region) {
DCHECK(quad->rect.Contains(quad->visible_rect));
if (quad->material != DrawQuad::TEXTURE_CONTENT) {
FlushTextureQuadCache(SHARED_BINDING);
}
switch (quad->material) {
case DrawQuad::INVALID:
NOTREACHED();
break;
case DrawQuad::DEBUG_BORDER:
DrawDebugBorderQuad(frame, DebugBorderDrawQuad::MaterialCast(quad));
break;
case DrawQuad::IO_SURFACE_CONTENT:
DrawIOSurfaceQuad(frame, IOSurfaceDrawQuad::MaterialCast(quad),
clip_region);
break;
case DrawQuad::PICTURE_CONTENT:
// PictureDrawQuad should only be used for resourceless software draws.
NOTREACHED();
break;
case DrawQuad::RENDER_PASS:
DrawRenderPassQuad(frame, RenderPassDrawQuad::MaterialCast(quad),
clip_region);
break;
case DrawQuad::SOLID_COLOR:
DrawSolidColorQuad(frame, SolidColorDrawQuad::MaterialCast(quad),
clip_region);
break;
case DrawQuad::STREAM_VIDEO_CONTENT:
DrawStreamVideoQuad(frame, StreamVideoDrawQuad::MaterialCast(quad),
clip_region);
break;
case DrawQuad::SURFACE_CONTENT:
// Surface content should be fully resolved to other quad types before
// reaching a direct renderer.
NOTREACHED();
break;
case DrawQuad::TEXTURE_CONTENT:
EnqueueTextureQuad(frame, TextureDrawQuad::MaterialCast(quad),
clip_region);
break;
case DrawQuad::TILED_CONTENT:
DrawTileQuad(frame, TileDrawQuad::MaterialCast(quad), clip_region);
break;
case DrawQuad::YUV_VIDEO_CONTENT:
DrawYUVVideoQuad(frame, YUVVideoDrawQuad::MaterialCast(quad),
clip_region);
break;
}
}
// This function does not handle 3D sorting right now, since the debug border
// quads are just drawn as their original quads and not in split pieces. This
// results in some debug border quads drawing over foreground quads.
void GLRenderer::DrawDebugBorderQuad(const DrawingFrame* frame,
const DebugBorderDrawQuad* quad) {
SetBlendEnabled(quad->ShouldDrawWithBlending());
static float gl_matrix[16];
const DebugBorderProgram* program = GetDebugBorderProgram();
DCHECK(program && (program->initialized() || IsContextLost()));
SetUseProgram(program->program());
// Use the full quad_rect for debug quads to not move the edges based on
// partial swaps.
gfx::Rect layer_rect = quad->rect;
gfx::Transform render_matrix;
QuadRectTransform(&render_matrix,
quad->shared_quad_state->quad_to_target_transform,
gfx::RectF(layer_rect));
GLRenderer::ToGLMatrix(&gl_matrix[0],
frame->projection_matrix * render_matrix);
gl_->UniformMatrix4fv(program->vertex_shader().matrix_location(), 1, false,
&gl_matrix[0]);
SkColor color = quad->color;
float alpha = SkColorGetA(color) * (1.0f / 255.0f);
gl_->Uniform4f(program->fragment_shader().color_location(),
(SkColorGetR(color) * (1.0f / 255.0f)) * alpha,
(SkColorGetG(color) * (1.0f / 255.0f)) * alpha,
(SkColorGetB(color) * (1.0f / 255.0f)) * alpha, alpha);
gl_->LineWidth(quad->width);
// The indices for the line are stored in the same array as the triangle
// indices.
gl_->DrawElements(GL_LINE_LOOP, 4, GL_UNSIGNED_SHORT, 0);
}
static skia::RefPtr<SkImage> ApplyImageFilter(
scoped_ptr<GLRenderer::ScopedUseGrContext> use_gr_context,
ResourceProvider* resource_provider,
const gfx::Rect& rect,
const gfx::Vector2dF& scale,
SkImageFilter* filter,
ScopedResource* source_texture_resource) {
if (!filter)
return skia::RefPtr<SkImage>();
if (!use_gr_context)
return skia::RefPtr<SkImage>();
ResourceProvider::ScopedReadLockGL lock(resource_provider,
source_texture_resource->id());
// Wrap the source texture in a Ganesh platform texture.
GrBackendTextureDesc backend_texture_description;
backend_texture_description.fWidth = source_texture_resource->size().width();
backend_texture_description.fHeight =
source_texture_resource->size().height();
backend_texture_description.fConfig = kSkia8888_GrPixelConfig;
backend_texture_description.fTextureHandle = lock.texture_id();
backend_texture_description.fOrigin = kBottomLeft_GrSurfaceOrigin;
skia::RefPtr<GrTexture> texture = skia::AdoptRef(
use_gr_context->context()->textureProvider()->wrapBackendTexture(
backend_texture_description));
if (!texture) {
TRACE_EVENT_INSTANT0("cc",
"ApplyImageFilter wrap background texture failed",
TRACE_EVENT_SCOPE_THREAD);
return skia::RefPtr<SkImage>();
}
SkImageInfo src_info =
SkImageInfo::MakeN32Premul(source_texture_resource->size().width(),
source_texture_resource->size().height());
// Place the platform texture inside an SkBitmap.
SkBitmap source;
source.setInfo(src_info);
skia::RefPtr<SkGrPixelRef> pixel_ref =
skia::AdoptRef(new SkGrPixelRef(src_info, texture.get()));
source.setPixelRef(pixel_ref.get());
// Create surface to draw into.
SkImageInfo dst_info =
SkImageInfo::MakeN32Premul(source.width(), source.height());
skia::RefPtr<SkSurface> surface = skia::AdoptRef(SkSurface::NewRenderTarget(
use_gr_context->context(), SkSurface::kYes_Budgeted, dst_info, 0));
if (!surface) {
TRACE_EVENT_INSTANT0("cc", "ApplyImageFilter surface allocation failed",
TRACE_EVENT_SCOPE_THREAD);
return skia::RefPtr<SkImage>();
}
skia::RefPtr<SkCanvas> canvas = skia::SharePtr(surface->getCanvas());
// Draw the source bitmap through the filter to the canvas.
SkPaint paint;
paint.setImageFilter(filter);
canvas->clear(SK_ColorTRANSPARENT);
// The origin of the filter is top-left and the origin of the source is
// bottom-left, but the orientation is the same, so we must translate the
// filter so that it renders at the bottom of the texture to avoid
// misregistration.
int y_translate = source.height() - rect.height() - rect.origin().y();
canvas->translate(-rect.origin().x(), y_translate);
canvas->scale(scale.x(), scale.y());
canvas->drawSprite(source, 0, 0, &paint);
skia::RefPtr<SkImage> image = skia::AdoptRef(surface->newImageSnapshot());
if (!image || !image->isTextureBacked()) {
return skia::RefPtr<SkImage>();
}
return image;
}
bool GLRenderer::CanApplyBlendModeUsingBlendFunc(SkXfermode::Mode blend_mode) {
return use_blend_equation_advanced_ ||
blend_mode == SkXfermode::kScreen_Mode ||
blend_mode == SkXfermode::kSrcOver_Mode;
}
void GLRenderer::ApplyBlendModeUsingBlendFunc(SkXfermode::Mode blend_mode) {
DCHECK(CanApplyBlendModeUsingBlendFunc(blend_mode));
// Any modes set here must be reset in RestoreBlendFuncToDefault
if (use_blend_equation_advanced_) {
GLenum equation = GL_FUNC_ADD;
switch (blend_mode) {
case SkXfermode::kScreen_Mode:
equation = GL_SCREEN_KHR;
break;
case SkXfermode::kOverlay_Mode:
equation = GL_OVERLAY_KHR;
break;
case SkXfermode::kDarken_Mode:
equation = GL_DARKEN_KHR;
break;
case SkXfermode::kLighten_Mode:
equation = GL_LIGHTEN_KHR;
break;
case SkXfermode::kColorDodge_Mode:
equation = GL_COLORDODGE_KHR;
break;
case SkXfermode::kColorBurn_Mode:
equation = GL_COLORBURN_KHR;
break;
case SkXfermode::kHardLight_Mode:
equation = GL_HARDLIGHT_KHR;
break;
case SkXfermode::kSoftLight_Mode:
equation = GL_SOFTLIGHT_KHR;
break;
case SkXfermode::kDifference_Mode:
equation = GL_DIFFERENCE_KHR;
break;
case SkXfermode::kExclusion_Mode:
equation = GL_EXCLUSION_KHR;
break;
case SkXfermode::kMultiply_Mode:
equation = GL_MULTIPLY_KHR;
break;
case SkXfermode::kHue_Mode:
equation = GL_HSL_HUE_KHR;
break;
case SkXfermode::kSaturation_Mode:
equation = GL_HSL_SATURATION_KHR;
break;
case SkXfermode::kColor_Mode:
equation = GL_HSL_COLOR_KHR;
break;
case SkXfermode::kLuminosity_Mode:
equation = GL_HSL_LUMINOSITY_KHR;
break;
default:
return;
}
gl_->BlendEquation(equation);
} else {
if (blend_mode == SkXfermode::kScreen_Mode) {
gl_->BlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ONE);
}
}
}
void GLRenderer::RestoreBlendFuncToDefault(SkXfermode::Mode blend_mode) {
if (blend_mode == SkXfermode::kSrcOver_Mode)
return;
if (use_blend_equation_advanced_) {
gl_->BlendEquation(GL_FUNC_ADD);
} else {
gl_->BlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
}
}
bool GLRenderer::ShouldApplyBackgroundFilters(const RenderPassDrawQuad* quad) {
if (quad->background_filters.IsEmpty())
return false;
// TODO(hendrikw): Look into allowing background filters to see pixels from
// other render targets. See crbug.com/314867.
return true;
}
// This takes a gfx::Rect and a clip region quad in the same space,
// and returns a quad with the same proportions in the space -0.5->0.5.
bool GetScaledRegion(const gfx::Rect& rect,
const gfx::QuadF* clip,
gfx::QuadF* scaled_region) {
if (!clip)
return false;
gfx::PointF p1(((clip->p1().x() - rect.x()) / rect.width()) - 0.5f,
((clip->p1().y() - rect.y()) / rect.height()) - 0.5f);
gfx::PointF p2(((clip->p2().x() - rect.x()) / rect.width()) - 0.5f,
((clip->p2().y() - rect.y()) / rect.height()) - 0.5f);
gfx::PointF p3(((clip->p3().x() - rect.x()) / rect.width()) - 0.5f,
((clip->p3().y() - rect.y()) / rect.height()) - 0.5f);
gfx::PointF p4(((clip->p4().x() - rect.x()) / rect.width()) - 0.5f,
((clip->p4().y() - rect.y()) / rect.height()) - 0.5f);
*scaled_region = gfx::QuadF(p1, p2, p3, p4);
return true;
}
// This takes a gfx::Rect and a clip region quad in the same space,
// and returns the proportional uv's in the space 0->1.
bool GetScaledUVs(const gfx::Rect& rect, const gfx::QuadF* clip, float uvs[8]) {
if (!clip)
return false;
uvs[0] = ((clip->p1().x() - rect.x()) / rect.width());
uvs[1] = ((clip->p1().y() - rect.y()) / rect.height());
uvs[2] = ((clip->p2().x() - rect.x()) / rect.width());
uvs[3] = ((clip->p2().y() - rect.y()) / rect.height());
uvs[4] = ((clip->p3().x() - rect.x()) / rect.width());
uvs[5] = ((clip->p3().y() - rect.y()) / rect.height());
uvs[6] = ((clip->p4().x() - rect.x()) / rect.width());
uvs[7] = ((clip->p4().y() - rect.y()) / rect.height());
return true;
}
gfx::Rect GLRenderer::GetBackdropBoundingBoxForRenderPassQuad(
DrawingFrame* frame,
const RenderPassDrawQuad* quad,
const gfx::Transform& contents_device_transform,
const gfx::QuadF* clip_region,
bool use_aa) {
gfx::QuadF scaled_region;
if (!GetScaledRegion(quad->rect, clip_region, &scaled_region)) {
scaled_region = SharedGeometryQuad().BoundingBox();
}
gfx::Rect backdrop_rect = gfx::ToEnclosingRect(MathUtil::MapClippedRect(
contents_device_transform, scaled_region.BoundingBox()));
if (ShouldApplyBackgroundFilters(quad)) {
int top, right, bottom, left;
quad->background_filters.GetOutsets(&top, &right, &bottom, &left);
backdrop_rect.Inset(-left, -top, -right, -bottom);
}
if (!backdrop_rect.IsEmpty() && use_aa) {
const int kOutsetForAntialiasing = 1;
backdrop_rect.Inset(-kOutsetForAntialiasing, -kOutsetForAntialiasing);
}
backdrop_rect.Intersect(MoveFromDrawToWindowSpace(
frame, frame->current_render_pass->output_rect));
return backdrop_rect;
}
scoped_ptr<ScopedResource> GLRenderer::GetBackdropTexture(
const gfx::Rect& bounding_rect) {
scoped_ptr<ScopedResource> device_background_texture =
ScopedResource::Create(resource_provider_);
// CopyTexImage2D fails when called on a texture having immutable storage.
device_background_texture->Allocate(
bounding_rect.size(), ResourceProvider::TEXTURE_HINT_DEFAULT,
resource_provider_->best_texture_format());
{
ResourceProvider::ScopedWriteLockGL lock(resource_provider_,
device_background_texture->id());
GetFramebufferTexture(lock.texture_id(), RGBA_8888, bounding_rect);
}
return device_background_texture;
}
skia::RefPtr<SkImage> GLRenderer::ApplyBackgroundFilters(
DrawingFrame* frame,
const RenderPassDrawQuad* quad,
ScopedResource* background_texture) {
DCHECK(ShouldApplyBackgroundFilters(quad));
skia::RefPtr<SkImageFilter> filter = RenderSurfaceFilters::BuildImageFilter(
quad->background_filters, gfx::SizeF(background_texture->size()));
skia::RefPtr<SkImage> background_with_filters = ApplyImageFilter(
ScopedUseGrContext::Create(this, frame), resource_provider_, quad->rect,
quad->filters_scale, filter.get(), background_texture);
return background_with_filters;
}
void GLRenderer::DrawRenderPassQuad(DrawingFrame* frame,
const RenderPassDrawQuad* quad,
const gfx::QuadF* clip_region) {
ScopedResource* contents_texture =
render_pass_textures_.get(quad->render_pass_id);
DCHECK(contents_texture);
DCHECK(contents_texture->id());
gfx::Transform quad_rect_matrix;
QuadRectTransform(&quad_rect_matrix,
quad->shared_quad_state->quad_to_target_transform,
gfx::RectF(quad->rect));
gfx::Transform contents_device_transform =
frame->window_matrix * frame->projection_matrix * quad_rect_matrix;
contents_device_transform.FlattenTo2d();
// Can only draw surface if device matrix is invertible.
if (!contents_device_transform.IsInvertible())
return;
gfx::QuadF surface_quad = SharedGeometryQuad();
gfx::QuadF device_layer_quad;
bool use_aa = false;
if (settings_->allow_antialiasing) {
bool clipped = false;
device_layer_quad =
MathUtil::MapQuad(contents_device_transform, surface_quad, &clipped);
use_aa = ShouldAntialiasQuad(device_layer_quad, clipped,
settings_->force_antialiasing);
}
float edge[24];
const gfx::QuadF* aa_quad = use_aa ? &device_layer_quad : nullptr;
SetupRenderPassQuadForClippingAndAntialiasing(contents_device_transform, quad,
aa_quad, clip_region,
&surface_quad, edge);
SkXfermode::Mode blend_mode = quad->shared_quad_state->blend_mode;
bool use_shaders_for_blending =
!CanApplyBlendModeUsingBlendFunc(blend_mode) ||
ShouldApplyBackgroundFilters(quad) ||
settings_->force_blending_with_shaders;
scoped_ptr<ScopedResource> background_texture;
skia::RefPtr<SkImage> background_image;
GLuint background_image_id = 0;
gfx::Rect background_rect;
if (use_shaders_for_blending) {
// Compute a bounding box around the pixels that will be visible through
// the quad.
background_rect = GetBackdropBoundingBoxForRenderPassQuad(
frame, quad, contents_device_transform, clip_region, use_aa);
if (!background_rect.IsEmpty()) {
// The pixels from the filtered background should completely replace the
// current pixel values.
if (blend_enabled())
SetBlendEnabled(false);
// Read the pixels in the bounding box into a buffer R.
// This function allocates a texture, which should contribute to the
// amount of memory used by render surfaces:
// LayerTreeHost::CalculateMemoryForRenderSurfaces.
background_texture = GetBackdropTexture(background_rect);
if (ShouldApplyBackgroundFilters(quad) && background_texture) {
// Apply the background filters to R, so that it is applied in the
// pixels' coordinate space.
background_image =
ApplyBackgroundFilters(frame, quad, background_texture.get());
if (background_image)
background_image_id = background_image->getTextureHandle(true);
DCHECK(background_image_id);
}
}
if (!background_texture) {
// Something went wrong with reading the backdrop.
DCHECK(!background_image_id);
use_shaders_for_blending = false;
} else if (background_image_id) {
// Reset original background texture if there is not any mask
if (!quad->mask_resource_id())
background_texture.reset();
} else if (CanApplyBlendModeUsingBlendFunc(blend_mode) &&
ShouldApplyBackgroundFilters(quad)) {
// Something went wrong with applying background filters to the backdrop.
use_shaders_for_blending = false;
background_texture.reset();
}
}
// Need original background texture for mask?
bool mask_for_background =
background_texture && // Have original background texture
background_image_id && // Have filtered background texture
quad->mask_resource_id(); // Have mask texture
SetBlendEnabled(
!use_shaders_for_blending &&
(quad->ShouldDrawWithBlending() || !IsDefaultBlendMode(blend_mode)));
// TODO(senorblanco): Cache this value so that we don't have to do it for both
// the surface and its replica. Apply filters to the contents texture.
skia::RefPtr<SkImage> filter_image;
GLuint filter_image_id = 0;
SkScalar color_matrix[20];
bool use_color_matrix = false;
if (!quad->filters.IsEmpty()) {
skia::RefPtr<SkImageFilter> filter = RenderSurfaceFilters::BuildImageFilter(
quad->filters, gfx::SizeF(contents_texture->size()));
if (filter) {
skia::RefPtr<SkColorFilter> cf;
{
SkColorFilter* colorfilter_rawptr = NULL;
filter->asColorFilter(&colorfilter_rawptr);
cf = skia::AdoptRef(colorfilter_rawptr);
}
if (cf && cf->asColorMatrix(color_matrix) && !filter->getInput(0)) {
// We have a single color matrix as a filter; apply it locally
// in the compositor.
use_color_matrix = true;
} else {
filter_image = ApplyImageFilter(
ScopedUseGrContext::Create(this, frame), resource_provider_,
quad->rect, quad->filters_scale, filter.get(), contents_texture);
if (filter_image) {
filter_image_id = filter_image->getTextureHandle(true);
DCHECK(filter_image_id);
}
}
}
}