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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.
4 
5 #include "cc/output/gl_renderer.h"
6 
7 #include <algorithm>
8 #include <limits>
9 #include <set>
10 #include <string>
11 #include <vector>
12 
13 #include "base/debug/trace_event.h"
14 #include "base/logging.h"
15 #include "base/strings/string_split.h"
16 #include "base/strings/string_util.h"
17 #include "base/strings/stringprintf.h"
18 #include "build/build_config.h"
19 #include "cc/base/math_util.h"
20 #include "cc/layers/video_layer_impl.h"
21 #include "cc/output/compositor_frame.h"
22 #include "cc/output/compositor_frame_metadata.h"
23 #include "cc/output/context_provider.h"
24 #include "cc/output/copy_output_request.h"
25 #include "cc/output/geometry_binding.h"
26 #include "cc/output/gl_frame_data.h"
27 #include "cc/output/output_surface.h"
28 #include "cc/output/render_surface_filters.h"
29 #include "cc/quads/picture_draw_quad.h"
30 #include "cc/quads/render_pass.h"
31 #include "cc/quads/stream_video_draw_quad.h"
32 #include "cc/quads/texture_draw_quad.h"
33 #include "cc/resources/layer_quad.h"
34 #include "cc/resources/scoped_resource.h"
35 #include "cc/resources/texture_mailbox_deleter.h"
36 #include "cc/trees/damage_tracker.h"
37 #include "cc/trees/proxy.h"
38 #include "cc/trees/single_thread_proxy.h"
39 #include "gpu/GLES2/gl2extchromium.h"
40 #include "gpu/command_buffer/client/context_support.h"
41 #include "gpu/command_buffer/client/gles2_interface.h"
42 #include "gpu/command_buffer/common/gpu_memory_allocation.h"
43 #include "third_party/WebKit/public/platform/WebGraphicsContext3D.h"
44 #include "third_party/khronos/GLES2/gl2.h"
45 #include "third_party/khronos/GLES2/gl2ext.h"
46 #include "third_party/skia/include/core/SkBitmap.h"
47 #include "third_party/skia/include/core/SkColor.h"
48 #include "third_party/skia/include/core/SkColorFilter.h"
49 #include "third_party/skia/include/core/SkSurface.h"
50 #include "third_party/skia/include/gpu/GrContext.h"
51 #include "third_party/skia/include/gpu/GrTexture.h"
52 #include "third_party/skia/include/gpu/SkGpuDevice.h"
53 #include "third_party/skia/include/gpu/SkGrTexturePixelRef.h"
54 #include "third_party/skia/include/gpu/gl/GrGLInterface.h"
55 #include "ui/gfx/quad_f.h"
56 #include "ui/gfx/rect_conversions.h"
57 
58 using blink::WebGraphicsContext3D;
59 using gpu::gles2::GLES2Interface;
60 
61 namespace cc {
62 
63 namespace {
64 
65 // TODO(epenner): This should probably be moved to output surface.
66 //
67 // This implements a simple fence based on client side swaps.
68 // This is to isolate the ResourceProvider from 'frames' which
69 // it shouldn't need to care about, while still allowing us to
70 // enforce good texture recycling behavior strictly throughout
71 // the compositor (don't recycle a texture while it's in use).
72 class SimpleSwapFence : public ResourceProvider::Fence {
73  public:
SimpleSwapFence()74   SimpleSwapFence() : has_passed_(false) {}
HasPassed()75   virtual bool HasPassed() OVERRIDE { return has_passed_; }
SetHasPassed()76   void SetHasPassed() { has_passed_ = true; }
77 
78  private:
~SimpleSwapFence()79   virtual ~SimpleSwapFence() {}
80   bool has_passed_;
81 };
82 
NeedsIOSurfaceReadbackWorkaround()83 bool NeedsIOSurfaceReadbackWorkaround() {
84 #if defined(OS_MACOSX)
85   // This isn't strictly required in DumpRenderTree-mode when Mesa is used,
86   // but it doesn't seem to hurt.
87   return true;
88 #else
89   return false;
90 #endif
91 }
92 
UVTransform(const TextureDrawQuad * quad)93 Float4 UVTransform(const TextureDrawQuad* quad) {
94   gfx::PointF uv0 = quad->uv_top_left;
95   gfx::PointF uv1 = quad->uv_bottom_right;
96   Float4 xform = {{uv0.x(), uv0.y(), uv1.x() - uv0.x(), uv1.y() - uv0.y()}};
97   if (quad->flipped) {
98     xform.data[1] = 1.0f - xform.data[1];
99     xform.data[3] = -xform.data[3];
100   }
101   return xform;
102 }
103 
PremultipliedColor(SkColor color)104 Float4 PremultipliedColor(SkColor color) {
105   const float factor = 1.0f / 255.0f;
106   const float alpha = SkColorGetA(color) * factor;
107 
108   Float4 result = {
109       {SkColorGetR(color) * factor * alpha, SkColorGetG(color) * factor * alpha,
110        SkColorGetB(color) * factor * alpha, alpha}};
111   return result;
112 }
113 
SamplerTypeFromTextureTarget(GLenum target)114 SamplerType SamplerTypeFromTextureTarget(GLenum target) {
115   switch (target) {
116     case GL_TEXTURE_2D:
117       return SamplerType2D;
118     case GL_TEXTURE_RECTANGLE_ARB:
119       return SamplerType2DRect;
120     case GL_TEXTURE_EXTERNAL_OES:
121       return SamplerTypeExternalOES;
122     default:
123       NOTREACHED();
124       return SamplerType2D;
125   }
126 }
127 
128 // Smallest unit that impact anti-aliasing output. We use this to
129 // determine when anti-aliasing is unnecessary.
130 const float kAntiAliasingEpsilon = 1.0f / 1024.0f;
131 
132 }  // anonymous namespace
133 
134 struct GLRenderer::PendingAsyncReadPixels {
PendingAsyncReadPixelscc::GLRenderer::PendingAsyncReadPixels135   PendingAsyncReadPixels() : buffer(0) {}
136 
137   scoped_ptr<CopyOutputRequest> copy_request;
138   base::CancelableClosure finished_read_pixels_callback;
139   unsigned buffer;
140 
141  private:
142   DISALLOW_COPY_AND_ASSIGN(PendingAsyncReadPixels);
143 };
144 
Create(RendererClient * client,const LayerTreeSettings * settings,OutputSurface * output_surface,ResourceProvider * resource_provider,TextureMailboxDeleter * texture_mailbox_deleter,int highp_threshold_min)145 scoped_ptr<GLRenderer> GLRenderer::Create(
146     RendererClient* client,
147     const LayerTreeSettings* settings,
148     OutputSurface* output_surface,
149     ResourceProvider* resource_provider,
150     TextureMailboxDeleter* texture_mailbox_deleter,
151     int highp_threshold_min) {
152   return make_scoped_ptr(new GLRenderer(client,
153                                         settings,
154                                         output_surface,
155                                         resource_provider,
156                                         texture_mailbox_deleter,
157                                         highp_threshold_min));
158 }
159 
GLRenderer(RendererClient * client,const LayerTreeSettings * settings,OutputSurface * output_surface,ResourceProvider * resource_provider,TextureMailboxDeleter * texture_mailbox_deleter,int highp_threshold_min)160 GLRenderer::GLRenderer(RendererClient* client,
161                        const LayerTreeSettings* settings,
162                        OutputSurface* output_surface,
163                        ResourceProvider* resource_provider,
164                        TextureMailboxDeleter* texture_mailbox_deleter,
165                        int highp_threshold_min)
166     : DirectRenderer(client, settings, output_surface, resource_provider),
167       offscreen_framebuffer_id_(0),
168       shared_geometry_quad_(gfx::RectF(-0.5f, -0.5f, 1.0f, 1.0f)),
169       context_(output_surface->context_provider()->Context3d()),
170       gl_(output_surface->context_provider()->ContextGL()),
171       context_support_(output_surface->context_provider()->ContextSupport()),
172       texture_mailbox_deleter_(texture_mailbox_deleter),
173       is_backbuffer_discarded_(false),
174       visible_(true),
175       is_scissor_enabled_(false),
176       scissor_rect_needs_reset_(true),
177       stencil_shadow_(false),
178       blend_shadow_(false),
179       highp_threshold_min_(highp_threshold_min),
180       highp_threshold_cache_(0),
181       on_demand_tile_raster_resource_id_(0) {
182   DCHECK(context_);
183   DCHECK(context_support_);
184 
185   ContextProvider::Capabilities context_caps =
186       output_surface_->context_provider()->ContextCapabilities();
187 
188   capabilities_.using_partial_swap =
189       settings_->partial_swap_enabled && context_caps.post_sub_buffer;
190 
191   DCHECK(!context_caps.iosurface || context_caps.texture_rectangle);
192 
193   capabilities_.using_egl_image = context_caps.egl_image_external;
194 
195   capabilities_.max_texture_size = resource_provider_->max_texture_size();
196   capabilities_.best_texture_format = resource_provider_->best_texture_format();
197 
198   // The updater can access textures while the GLRenderer is using them.
199   capabilities_.allow_partial_texture_updates = true;
200 
201   // Check for texture fast paths. Currently we always use MO8 textures,
202   // so we only need to avoid POT textures if we have an NPOT fast-path.
203   capabilities_.avoid_pow2_textures = context_caps.fast_npot_mo8_textures;
204 
205   capabilities_.using_offscreen_context3d = true;
206 
207   capabilities_.using_map_image =
208       settings_->use_map_image && context_caps.map_image;
209 
210   capabilities_.using_discard_framebuffer = context_caps.discard_framebuffer;
211 
212   InitializeSharedObjects();
213 }
214 
~GLRenderer()215 GLRenderer::~GLRenderer() {
216   while (!pending_async_read_pixels_.empty()) {
217     PendingAsyncReadPixels* pending_read = pending_async_read_pixels_.back();
218     pending_read->finished_read_pixels_callback.Cancel();
219     pending_async_read_pixels_.pop_back();
220   }
221 
222   CleanupSharedObjects();
223 }
224 
Capabilities() const225 const RendererCapabilitiesImpl& GLRenderer::Capabilities() const {
226   return capabilities_;
227 }
228 
Context()229 WebGraphicsContext3D* GLRenderer::Context() { return context_; }
230 
DebugGLCall(GLES2Interface * gl,const char * command,const char * file,int line)231 void GLRenderer::DebugGLCall(GLES2Interface* gl,
232                              const char* command,
233                              const char* file,
234                              int line) {
235   GLuint error = gl->GetError();
236   if (error != GL_NO_ERROR)
237     LOG(ERROR) << "GL command failed: File: " << file << "\n\tLine " << line
238                << "\n\tcommand: " << command << ", error "
239                << static_cast<int>(error) << "\n";
240 }
241 
SetVisible(bool visible)242 void GLRenderer::SetVisible(bool visible) {
243   if (visible_ == visible)
244     return;
245   visible_ = visible;
246 
247   EnforceMemoryPolicy();
248 
249   context_support_->SetSurfaceVisible(visible);
250 }
251 
SendManagedMemoryStats(size_t bytes_visible,size_t bytes_visible_and_nearby,size_t bytes_allocated)252 void GLRenderer::SendManagedMemoryStats(size_t bytes_visible,
253                                         size_t bytes_visible_and_nearby,
254                                         size_t bytes_allocated) {
255   gpu::ManagedMemoryStats stats;
256   stats.bytes_required = bytes_visible;
257   stats.bytes_nice_to_have = bytes_visible_and_nearby;
258   stats.bytes_allocated = bytes_allocated;
259   stats.backbuffer_requested = !is_backbuffer_discarded_;
260   context_support_->SendManagedMemoryStats(stats);
261 }
262 
ReleaseRenderPassTextures()263 void GLRenderer::ReleaseRenderPassTextures() { render_pass_textures_.clear(); }
264 
DiscardPixels(bool has_external_stencil_test,bool draw_rect_covers_full_surface)265 void GLRenderer::DiscardPixels(bool has_external_stencil_test,
266                                bool draw_rect_covers_full_surface) {
267   if (has_external_stencil_test || !draw_rect_covers_full_surface ||
268       !capabilities_.using_discard_framebuffer)
269     return;
270   bool using_default_framebuffer =
271       !current_framebuffer_lock_ &&
272       output_surface_->capabilities().uses_default_gl_framebuffer;
273   GLenum attachments[] = {static_cast<GLenum>(
274       using_default_framebuffer ? GL_COLOR_EXT : GL_COLOR_ATTACHMENT0_EXT)};
275   gl_->DiscardFramebufferEXT(
276       GL_FRAMEBUFFER, arraysize(attachments), attachments);
277 }
278 
ClearFramebuffer(DrawingFrame * frame,bool has_external_stencil_test)279 void GLRenderer::ClearFramebuffer(DrawingFrame* frame,
280                                   bool has_external_stencil_test) {
281   // It's unsafe to clear when we have a stencil test because glClear ignores
282   // stencil.
283   if (has_external_stencil_test) {
284     DCHECK(!frame->current_render_pass->has_transparent_background);
285     return;
286   }
287 
288   // On DEBUG builds, opaque render passes are cleared to blue to easily see
289   // regions that were not drawn on the screen.
290   if (frame->current_render_pass->has_transparent_background)
291     GLC(gl_, gl_->ClearColor(0, 0, 0, 0));
292   else
293     GLC(gl_, gl_->ClearColor(0, 0, 1, 1));
294 
295   bool always_clear = false;
296 #ifndef NDEBUG
297   always_clear = true;
298 #endif
299   if (always_clear || frame->current_render_pass->has_transparent_background) {
300     GLbitfield clear_bits = GL_COLOR_BUFFER_BIT;
301     if (always_clear)
302       clear_bits |= GL_STENCIL_BUFFER_BIT;
303     gl_->Clear(clear_bits);
304   }
305 }
306 
BeginDrawingFrame(DrawingFrame * frame)307 void GLRenderer::BeginDrawingFrame(DrawingFrame* frame) {
308   if (frame->device_viewport_rect.IsEmpty())
309     return;
310 
311   TRACE_EVENT0("cc", "GLRenderer::BeginDrawingFrame");
312 
313   // TODO(enne): Do we need to reinitialize all of this state per frame?
314   ReinitializeGLState();
315 }
316 
DoNoOp()317 void GLRenderer::DoNoOp() {
318   GLC(gl_, gl_->BindFramebuffer(GL_FRAMEBUFFER, 0));
319   GLC(gl_, gl_->Flush());
320 }
321 
DoDrawQuad(DrawingFrame * frame,const DrawQuad * quad)322 void GLRenderer::DoDrawQuad(DrawingFrame* frame, const DrawQuad* quad) {
323   DCHECK(quad->rect.Contains(quad->visible_rect));
324   if (quad->material != DrawQuad::TEXTURE_CONTENT) {
325     FlushTextureQuadCache();
326   }
327 
328   switch (quad->material) {
329     case DrawQuad::INVALID:
330       NOTREACHED();
331       break;
332     case DrawQuad::CHECKERBOARD:
333       DrawCheckerboardQuad(frame, CheckerboardDrawQuad::MaterialCast(quad));
334       break;
335     case DrawQuad::DEBUG_BORDER:
336       DrawDebugBorderQuad(frame, DebugBorderDrawQuad::MaterialCast(quad));
337       break;
338     case DrawQuad::IO_SURFACE_CONTENT:
339       DrawIOSurfaceQuad(frame, IOSurfaceDrawQuad::MaterialCast(quad));
340       break;
341     case DrawQuad::PICTURE_CONTENT:
342       DrawPictureQuad(frame, PictureDrawQuad::MaterialCast(quad));
343       break;
344     case DrawQuad::RENDER_PASS:
345       DrawRenderPassQuad(frame, RenderPassDrawQuad::MaterialCast(quad));
346       break;
347     case DrawQuad::SOLID_COLOR:
348       DrawSolidColorQuad(frame, SolidColorDrawQuad::MaterialCast(quad));
349       break;
350     case DrawQuad::STREAM_VIDEO_CONTENT:
351       DrawStreamVideoQuad(frame, StreamVideoDrawQuad::MaterialCast(quad));
352       break;
353     case DrawQuad::TEXTURE_CONTENT:
354       EnqueueTextureQuad(frame, TextureDrawQuad::MaterialCast(quad));
355       break;
356     case DrawQuad::TILED_CONTENT:
357       DrawTileQuad(frame, TileDrawQuad::MaterialCast(quad));
358       break;
359     case DrawQuad::YUV_VIDEO_CONTENT:
360       DrawYUVVideoQuad(frame, YUVVideoDrawQuad::MaterialCast(quad));
361       break;
362   }
363 }
364 
DrawCheckerboardQuad(const DrawingFrame * frame,const CheckerboardDrawQuad * quad)365 void GLRenderer::DrawCheckerboardQuad(const DrawingFrame* frame,
366                                       const CheckerboardDrawQuad* quad) {
367   SetBlendEnabled(quad->ShouldDrawWithBlending());
368 
369   const TileCheckerboardProgram* program = GetTileCheckerboardProgram();
370   DCHECK(program && (program->initialized() || IsContextLost()));
371   SetUseProgram(program->program());
372 
373   SkColor color = quad->color;
374   GLC(gl_,
375       gl_->Uniform4f(program->fragment_shader().color_location(),
376                      SkColorGetR(color) * (1.0f / 255.0f),
377                      SkColorGetG(color) * (1.0f / 255.0f),
378                      SkColorGetB(color) * (1.0f / 255.0f),
379                      1));
380 
381   const int checkerboard_width = 16;
382   float frequency = 1.0f / checkerboard_width;
383 
384   gfx::Rect tile_rect = quad->rect;
385   float tex_offset_x = tile_rect.x() % checkerboard_width;
386   float tex_offset_y = tile_rect.y() % checkerboard_width;
387   float tex_scale_x = tile_rect.width();
388   float tex_scale_y = tile_rect.height();
389   GLC(gl_,
390       gl_->Uniform4f(program->fragment_shader().tex_transform_location(),
391                      tex_offset_x,
392                      tex_offset_y,
393                      tex_scale_x,
394                      tex_scale_y));
395 
396   GLC(gl_,
397       gl_->Uniform1f(program->fragment_shader().frequency_location(),
398                      frequency));
399 
400   SetShaderOpacity(quad->opacity(),
401                    program->fragment_shader().alpha_location());
402   DrawQuadGeometry(frame,
403                    quad->quadTransform(),
404                    quad->rect,
405                    program->vertex_shader().matrix_location());
406 }
407 
DrawDebugBorderQuad(const DrawingFrame * frame,const DebugBorderDrawQuad * quad)408 void GLRenderer::DrawDebugBorderQuad(const DrawingFrame* frame,
409                                      const DebugBorderDrawQuad* quad) {
410   SetBlendEnabled(quad->ShouldDrawWithBlending());
411 
412   static float gl_matrix[16];
413   const DebugBorderProgram* program = GetDebugBorderProgram();
414   DCHECK(program && (program->initialized() || IsContextLost()));
415   SetUseProgram(program->program());
416 
417   // Use the full quad_rect for debug quads to not move the edges based on
418   // partial swaps.
419   gfx::Rect layer_rect = quad->rect;
420   gfx::Transform render_matrix = quad->quadTransform();
421   render_matrix.Translate(0.5f * layer_rect.width() + layer_rect.x(),
422                           0.5f * layer_rect.height() + layer_rect.y());
423   render_matrix.Scale(layer_rect.width(), layer_rect.height());
424   GLRenderer::ToGLMatrix(&gl_matrix[0],
425                          frame->projection_matrix * render_matrix);
426   GLC(gl_,
427       gl_->UniformMatrix4fv(
428           program->vertex_shader().matrix_location(), 1, false, &gl_matrix[0]));
429 
430   SkColor color = quad->color;
431   float alpha = SkColorGetA(color) * (1.0f / 255.0f);
432 
433   GLC(gl_,
434       gl_->Uniform4f(program->fragment_shader().color_location(),
435                      (SkColorGetR(color) * (1.0f / 255.0f)) * alpha,
436                      (SkColorGetG(color) * (1.0f / 255.0f)) * alpha,
437                      (SkColorGetB(color) * (1.0f / 255.0f)) * alpha,
438                      alpha));
439 
440   GLC(gl_, gl_->LineWidth(quad->width));
441 
442   // The indices for the line are stored in the same array as the triangle
443   // indices.
444   GLC(gl_, gl_->DrawElements(GL_LINE_LOOP, 4, GL_UNSIGNED_SHORT, 0));
445 }
446 
ApplyImageFilter(GLRenderer * renderer,ContextProvider * offscreen_contexts,gfx::Point origin,SkImageFilter * filter,ScopedResource * source_texture_resource)447 static SkBitmap ApplyImageFilter(GLRenderer* renderer,
448                                  ContextProvider* offscreen_contexts,
449                                  gfx::Point origin,
450                                  SkImageFilter* filter,
451                                  ScopedResource* source_texture_resource) {
452   if (!filter)
453     return SkBitmap();
454 
455   if (!offscreen_contexts || !offscreen_contexts->GrContext())
456     return SkBitmap();
457 
458   ResourceProvider::ScopedWriteLockGL lock(renderer->resource_provider(),
459                                            source_texture_resource->id());
460 
461   // Flush the compositor context to ensure that textures there are available
462   // in the shared context.  Do this after locking/creating the compositor
463   // texture.
464   renderer->resource_provider()->Flush();
465 
466   // Make sure skia uses the correct GL context.
467   offscreen_contexts->MakeGrContextCurrent();
468 
469   // Wrap the source texture in a Ganesh platform texture.
470   GrBackendTextureDesc backend_texture_description;
471   backend_texture_description.fWidth = source_texture_resource->size().width();
472   backend_texture_description.fHeight =
473       source_texture_resource->size().height();
474   backend_texture_description.fConfig = kSkia8888_GrPixelConfig;
475   backend_texture_description.fTextureHandle = lock.texture_id();
476   backend_texture_description.fOrigin = kBottomLeft_GrSurfaceOrigin;
477   skia::RefPtr<GrTexture> texture =
478       skia::AdoptRef(offscreen_contexts->GrContext()->wrapBackendTexture(
479           backend_texture_description));
480 
481   SkImageInfo info = {
482     source_texture_resource->size().width(),
483     source_texture_resource->size().height(),
484     kPMColor_SkColorType,
485     kPremul_SkAlphaType
486   };
487   // Place the platform texture inside an SkBitmap.
488   SkBitmap source;
489   source.setConfig(info);
490   skia::RefPtr<SkGrPixelRef> pixel_ref =
491       skia::AdoptRef(new SkGrPixelRef(info, texture.get()));
492   source.setPixelRef(pixel_ref.get());
493 
494   // Create a scratch texture for backing store.
495   GrTextureDesc desc;
496   desc.fFlags = kRenderTarget_GrTextureFlagBit | kNoStencil_GrTextureFlagBit;
497   desc.fSampleCnt = 0;
498   desc.fWidth = source.width();
499   desc.fHeight = source.height();
500   desc.fConfig = kSkia8888_GrPixelConfig;
501   desc.fOrigin = kBottomLeft_GrSurfaceOrigin;
502   GrAutoScratchTexture scratch_texture(
503       offscreen_contexts->GrContext(), desc, GrContext::kExact_ScratchTexMatch);
504   skia::RefPtr<GrTexture> backing_store =
505       skia::AdoptRef(scratch_texture.detach());
506 
507   // Create a device and canvas using that backing store.
508   SkGpuDevice device(offscreen_contexts->GrContext(), backing_store.get());
509   SkCanvas canvas(&device);
510 
511   // Draw the source bitmap through the filter to the canvas.
512   SkPaint paint;
513   paint.setImageFilter(filter);
514   canvas.clear(SK_ColorTRANSPARENT);
515 
516   // TODO(senorblanco): in addition to the origin translation here, the canvas
517   // should also be scaled to accomodate device pixel ratio and pinch zoom. See
518   // crbug.com/281516 and crbug.com/281518.
519   canvas.translate(SkIntToScalar(-origin.x()), SkIntToScalar(-origin.y()));
520   canvas.drawSprite(source, 0, 0, &paint);
521 
522   // Flush skia context so that all the rendered stuff appears on the
523   // texture.
524   offscreen_contexts->GrContext()->flush();
525 
526   // Flush the GL context so rendering results from this context are
527   // visible in the compositor's context.
528   offscreen_contexts->Context3d()->flush();
529 
530   return device.accessBitmap(false);
531 }
532 
ApplyBlendModeWithBackdrop(GLRenderer * renderer,ContextProvider * offscreen_contexts,SkBitmap source_bitmap_with_filters,ScopedResource * source_texture_resource,ScopedResource * background_texture_resource,SkXfermode::Mode blend_mode)533 static SkBitmap ApplyBlendModeWithBackdrop(
534     GLRenderer* renderer,
535     ContextProvider* offscreen_contexts,
536     SkBitmap source_bitmap_with_filters,
537     ScopedResource* source_texture_resource,
538     ScopedResource* background_texture_resource,
539     SkXfermode::Mode blend_mode) {
540   if (!offscreen_contexts || !offscreen_contexts->GrContext())
541     return source_bitmap_with_filters;
542 
543   DCHECK(background_texture_resource);
544   DCHECK(source_texture_resource);
545 
546   gfx::Size source_size = source_texture_resource->size();
547   gfx::Size background_size = background_texture_resource->size();
548 
549   DCHECK_LE(background_size.width(), source_size.width());
550   DCHECK_LE(background_size.height(), source_size.height());
551 
552   int source_texture_with_filters_id;
553   scoped_ptr<ResourceProvider::ScopedReadLockGL> lock;
554   if (source_bitmap_with_filters.getTexture()) {
555     DCHECK_EQ(source_size.width(), source_bitmap_with_filters.width());
556     DCHECK_EQ(source_size.height(), source_bitmap_with_filters.height());
557     GrTexture* texture =
558         reinterpret_cast<GrTexture*>(source_bitmap_with_filters.getTexture());
559     source_texture_with_filters_id = texture->getTextureHandle();
560   } else {
561     lock.reset(new ResourceProvider::ScopedReadLockGL(
562         renderer->resource_provider(), source_texture_resource->id()));
563     source_texture_with_filters_id = lock->texture_id();
564   }
565 
566   ResourceProvider::ScopedReadLockGL lock_background(
567       renderer->resource_provider(), background_texture_resource->id());
568 
569   // Flush the compositor context to ensure that textures there are available
570   // in the shared context.  Do this after locking/creating the compositor
571   // texture.
572   renderer->resource_provider()->Flush();
573 
574   // Make sure skia uses the correct GL context.
575   offscreen_contexts->MakeGrContextCurrent();
576 
577   // Wrap the source texture in a Ganesh platform texture.
578   GrBackendTextureDesc backend_texture_description;
579   backend_texture_description.fConfig = kSkia8888_GrPixelConfig;
580   backend_texture_description.fOrigin = kBottomLeft_GrSurfaceOrigin;
581 
582   backend_texture_description.fWidth = source_size.width();
583   backend_texture_description.fHeight = source_size.height();
584   backend_texture_description.fTextureHandle = source_texture_with_filters_id;
585   skia::RefPtr<GrTexture> source_texture =
586       skia::AdoptRef(offscreen_contexts->GrContext()->wrapBackendTexture(
587           backend_texture_description));
588 
589   backend_texture_description.fWidth = background_size.width();
590   backend_texture_description.fHeight = background_size.height();
591   backend_texture_description.fTextureHandle = lock_background.texture_id();
592   skia::RefPtr<GrTexture> background_texture =
593       skia::AdoptRef(offscreen_contexts->GrContext()->wrapBackendTexture(
594           backend_texture_description));
595 
596   SkImageInfo source_info = {
597     source_size.width(),
598     source_size.height(),
599     kPMColor_SkColorType,
600     kPremul_SkAlphaType
601   };
602   // Place the platform texture inside an SkBitmap.
603   SkBitmap source;
604   source.setConfig(source_info);
605   skia::RefPtr<SkGrPixelRef> source_pixel_ref =
606       skia::AdoptRef(new SkGrPixelRef(source_info, source_texture.get()));
607   source.setPixelRef(source_pixel_ref.get());
608 
609   SkImageInfo background_info = {
610     background_size.width(),
611     background_size.height(),
612     kPMColor_SkColorType,
613     kPremul_SkAlphaType
614   };
615 
616   SkBitmap background;
617   background.setConfig(background_info);
618   skia::RefPtr<SkGrPixelRef> background_pixel_ref =
619       skia::AdoptRef(new SkGrPixelRef(
620           background_info, background_texture.get()));
621   background.setPixelRef(background_pixel_ref.get());
622 
623   // Create a scratch texture for backing store.
624   GrTextureDesc desc;
625   desc.fFlags = kRenderTarget_GrTextureFlagBit | kNoStencil_GrTextureFlagBit;
626   desc.fSampleCnt = 0;
627   desc.fWidth = source.width();
628   desc.fHeight = source.height();
629   desc.fConfig = kSkia8888_GrPixelConfig;
630   desc.fOrigin = kBottomLeft_GrSurfaceOrigin;
631   GrAutoScratchTexture scratch_texture(
632       offscreen_contexts->GrContext(), desc, GrContext::kExact_ScratchTexMatch);
633   skia::RefPtr<GrTexture> backing_store =
634       skia::AdoptRef(scratch_texture.detach());
635 
636   // Create a device and canvas using that backing store.
637   SkGpuDevice device(offscreen_contexts->GrContext(), backing_store.get());
638   SkCanvas canvas(&device);
639 
640   // Draw the source bitmap through the filter to the canvas.
641   canvas.clear(SK_ColorTRANSPARENT);
642   canvas.drawSprite(background, 0, 0);
643   SkPaint paint;
644   paint.setXfermodeMode(blend_mode);
645   canvas.drawSprite(source, 0, 0, &paint);
646 
647   // Flush skia context so that all the rendered stuff appears on the
648   // texture.
649   offscreen_contexts->GrContext()->flush();
650 
651   // Flush the GL context so rendering results from this context are
652   // visible in the compositor's context.
653   offscreen_contexts->Context3d()->flush();
654 
655   return device.accessBitmap(false);
656 }
657 
GetBackgroundWithFilters(DrawingFrame * frame,const RenderPassDrawQuad * quad,const gfx::Transform & contents_device_transform,const gfx::Transform & contents_device_transform_inverse,bool * background_changed)658 scoped_ptr<ScopedResource> GLRenderer::GetBackgroundWithFilters(
659     DrawingFrame* frame,
660     const RenderPassDrawQuad* quad,
661     const gfx::Transform& contents_device_transform,
662     const gfx::Transform& contents_device_transform_inverse,
663     bool* background_changed) {
664   // This method draws a background filter, which applies a filter to any pixels
665   // behind the quad and seen through its background.  The algorithm works as
666   // follows:
667   // 1. Compute a bounding box around the pixels that will be visible through
668   // the quad.
669   // 2. Read the pixels in the bounding box into a buffer R.
670   // 3. Apply the background filter to R, so that it is applied in the pixels'
671   // coordinate space.
672   // 4. Apply the quad's inverse transform to map the pixels in R into the
673   // quad's content space. This implicitly clips R by the content bounds of the
674   // quad since the destination texture has bounds matching the quad's content.
675   // 5. Draw the background texture for the contents using the same transform as
676   // used to draw the contents itself. This is done without blending to replace
677   // the current background pixels with the new filtered background.
678   // 6. Draw the contents of the quad over drop of the new background with
679   // blending, as per usual. The filtered background pixels will show through
680   // any non-opaque pixels in this draws.
681   //
682   // Pixel copies in this algorithm occur at steps 2, 3, 4, and 5.
683 
684   // TODO(danakj): When this algorithm changes, update
685   // LayerTreeHost::PrioritizeTextures() accordingly.
686 
687   // TODO(danakj): We only allow background filters on an opaque render surface
688   // because other surfaces may contain translucent pixels, and the contents
689   // behind those translucent pixels wouldn't have the filter applied.
690   bool apply_background_filters =
691       !frame->current_render_pass->has_transparent_background;
692   DCHECK(!frame->current_texture);
693 
694   // TODO(ajuma): Add support for reference filters once
695   // FilterOperations::GetOutsets supports reference filters.
696   if (apply_background_filters && quad->background_filters.HasReferenceFilter())
697     apply_background_filters = false;
698 
699   // TODO(danakj): Do a single readback for both the surface and replica and
700   // cache the filtered results (once filter textures are not reused).
701   gfx::Rect window_rect = gfx::ToEnclosingRect(MathUtil::MapClippedRect(
702       contents_device_transform, SharedGeometryQuad().BoundingBox()));
703 
704   int top, right, bottom, left;
705   quad->background_filters.GetOutsets(&top, &right, &bottom, &left);
706   window_rect.Inset(-left, -top, -right, -bottom);
707 
708   window_rect.Intersect(
709       MoveFromDrawToWindowSpace(frame->current_render_pass->output_rect));
710 
711   scoped_ptr<ScopedResource> device_background_texture =
712       ScopedResource::Create(resource_provider_);
713   // The TextureUsageFramebuffer hint makes ResourceProvider avoid immutable
714   // storage allocation (texStorage2DEXT) for this texture. copyTexImage2D fails
715   // when called on a texture having immutable storage.
716   device_background_texture->Allocate(
717       window_rect.size(), ResourceProvider::TextureUsageFramebuffer, RGBA_8888);
718   {
719     ResourceProvider::ScopedWriteLockGL lock(resource_provider_,
720                                              device_background_texture->id());
721     GetFramebufferTexture(
722         lock.texture_id(), device_background_texture->format(), window_rect);
723   }
724 
725   skia::RefPtr<SkImageFilter> filter = RenderSurfaceFilters::BuildImageFilter(
726       quad->background_filters, device_background_texture->size());
727 
728   SkBitmap filtered_device_background;
729   if (apply_background_filters) {
730     filtered_device_background =
731         ApplyImageFilter(this,
732                          frame->offscreen_context_provider,
733                          quad->rect.origin(),
734                          filter.get(),
735                          device_background_texture.get());
736   }
737   *background_changed = (filtered_device_background.getTexture() != NULL);
738 
739   int filtered_device_background_texture_id = 0;
740   scoped_ptr<ResourceProvider::ScopedReadLockGL> lock;
741   if (filtered_device_background.getTexture()) {
742     GrTexture* texture =
743         reinterpret_cast<GrTexture*>(filtered_device_background.getTexture());
744     filtered_device_background_texture_id = texture->getTextureHandle();
745   } else {
746     lock.reset(new ResourceProvider::ScopedReadLockGL(
747         resource_provider_, device_background_texture->id()));
748     filtered_device_background_texture_id = lock->texture_id();
749   }
750 
751   scoped_ptr<ScopedResource> background_texture =
752       ScopedResource::Create(resource_provider_);
753   background_texture->Allocate(
754       quad->rect.size(), ResourceProvider::TextureUsageFramebuffer, RGBA_8888);
755 
756   const RenderPass* target_render_pass = frame->current_render_pass;
757   bool using_background_texture =
758       UseScopedTexture(frame, background_texture.get(), quad->rect);
759 
760   if (using_background_texture) {
761     // Copy the readback pixels from device to the background texture for the
762     // surface.
763     gfx::Transform device_to_framebuffer_transform;
764     device_to_framebuffer_transform.Translate(
765         quad->rect.width() * 0.5f + quad->rect.x(),
766         quad->rect.height() * 0.5f + quad->rect.y());
767     device_to_framebuffer_transform.Scale(quad->rect.width(),
768                                           quad->rect.height());
769     device_to_framebuffer_transform.PreconcatTransform(
770         contents_device_transform_inverse);
771 
772 #ifndef NDEBUG
773     GLC(gl_, gl_->ClearColor(0, 0, 1, 1));
774     gl_->Clear(GL_COLOR_BUFFER_BIT);
775 #endif
776 
777     // The filtered_deveice_background_texture is oriented the same as the frame
778     // buffer. The transform we are copying with has a vertical flip, as well as
779     // the |device_to_framebuffer_transform|, which cancel each other out. So do
780     // not flip the contents in the shader to maintain orientation.
781     bool flip_vertically = false;
782 
783     CopyTextureToFramebuffer(frame,
784                              filtered_device_background_texture_id,
785                              window_rect,
786                              device_to_framebuffer_transform,
787                              flip_vertically);
788   }
789 
790   UseRenderPass(frame, target_render_pass);
791 
792   if (!using_background_texture)
793     return scoped_ptr<ScopedResource>();
794   return background_texture.Pass();
795 }
796 
DrawRenderPassQuad(DrawingFrame * frame,const RenderPassDrawQuad * quad)797 void GLRenderer::DrawRenderPassQuad(DrawingFrame* frame,
798                                     const RenderPassDrawQuad* quad) {
799   SetBlendEnabled(quad->ShouldDrawWithBlending());
800 
801   ScopedResource* contents_texture =
802       render_pass_textures_.get(quad->render_pass_id);
803   if (!contents_texture || !contents_texture->id())
804     return;
805 
806   gfx::Transform quad_rect_matrix;
807   QuadRectTransform(&quad_rect_matrix, quad->quadTransform(), quad->rect);
808   gfx::Transform contents_device_transform =
809       frame->window_matrix * frame->projection_matrix * quad_rect_matrix;
810   contents_device_transform.FlattenTo2d();
811 
812   // Can only draw surface if device matrix is invertible.
813   gfx::Transform contents_device_transform_inverse(
814       gfx::Transform::kSkipInitialization);
815   if (!contents_device_transform.GetInverse(&contents_device_transform_inverse))
816     return;
817 
818   bool need_background_texture =
819       quad->shared_quad_state->blend_mode != SkXfermode::kSrcOver_Mode ||
820       !quad->background_filters.IsEmpty();
821   bool background_changed = false;
822   scoped_ptr<ScopedResource> background_texture;
823   if (need_background_texture) {
824     // The pixels from the filtered background should completely replace the
825     // current pixel values.
826     bool disable_blending = blend_enabled();
827     if (disable_blending)
828       SetBlendEnabled(false);
829 
830     background_texture =
831         GetBackgroundWithFilters(frame,
832                                  quad,
833                                  contents_device_transform,
834                                  contents_device_transform_inverse,
835                                  &background_changed);
836 
837     if (disable_blending)
838       SetBlendEnabled(true);
839   }
840 
841   // TODO(senorblanco): Cache this value so that we don't have to do it for both
842   // the surface and its replica.  Apply filters to the contents texture.
843   SkBitmap filter_bitmap;
844   SkScalar color_matrix[20];
845   bool use_color_matrix = false;
846   // TODO(ajuma): Always use RenderSurfaceFilters::BuildImageFilter, not just
847   // when we have a reference filter.
848   if (!quad->filters.IsEmpty()) {
849     skia::RefPtr<SkImageFilter> filter = RenderSurfaceFilters::BuildImageFilter(
850         quad->filters, contents_texture->size());
851     if (filter) {
852       skia::RefPtr<SkColorFilter> cf;
853 
854       {
855         SkColorFilter* colorfilter_rawptr = NULL;
856         filter->asColorFilter(&colorfilter_rawptr);
857         cf = skia::AdoptRef(colorfilter_rawptr);
858       }
859 
860       if (cf && cf->asColorMatrix(color_matrix) && !filter->getInput(0)) {
861         // We have a single color matrix as a filter; apply it locally
862         // in the compositor.
863         use_color_matrix = true;
864       } else {
865         filter_bitmap = ApplyImageFilter(this,
866                                          frame->offscreen_context_provider,
867                                          quad->rect.origin(),
868                                          filter.get(),
869                                          contents_texture);
870       }
871     }
872   }
873 
874   if (quad->shared_quad_state->blend_mode != SkXfermode::kSrcOver_Mode &&
875       background_texture) {
876     filter_bitmap =
877         ApplyBlendModeWithBackdrop(this,
878                                    frame->offscreen_context_provider,
879                                    filter_bitmap,
880                                    contents_texture,
881                                    background_texture.get(),
882                                    quad->shared_quad_state->blend_mode);
883   }
884 
885   // Draw the background texture if it has some filters applied.
886   if (background_texture && background_changed) {
887     DCHECK(background_texture->size() == quad->rect.size());
888     ResourceProvider::ScopedReadLockGL lock(resource_provider_,
889                                             background_texture->id());
890 
891     // The background_texture is oriented the same as the frame buffer. The
892     // transform we are copying with has a vertical flip, so flip the contents
893     // in the shader to maintain orientation
894     bool flip_vertically = true;
895 
896     CopyTextureToFramebuffer(frame,
897                              lock.texture_id(),
898                              quad->rect,
899                              quad->quadTransform(),
900                              flip_vertically);
901   }
902 
903   bool clipped = false;
904   gfx::QuadF device_quad = MathUtil::MapQuad(
905       contents_device_transform, SharedGeometryQuad(), &clipped);
906   LayerQuad device_layer_bounds(gfx::QuadF(device_quad.BoundingBox()));
907   LayerQuad device_layer_edges(device_quad);
908 
909   // Use anti-aliasing programs only when necessary.
910   bool use_aa =
911       !clipped && (!device_quad.IsRectilinear() ||
912                    !gfx::IsNearestRectWithinDistance(device_quad.BoundingBox(),
913                                                      kAntiAliasingEpsilon));
914   if (use_aa) {
915     device_layer_bounds.InflateAntiAliasingDistance();
916     device_layer_edges.InflateAntiAliasingDistance();
917   }
918 
919   scoped_ptr<ResourceProvider::ScopedReadLockGL> mask_resource_lock;
920   unsigned mask_texture_id = 0;
921   if (quad->mask_resource_id) {
922     mask_resource_lock.reset(new ResourceProvider::ScopedReadLockGL(
923         resource_provider_, quad->mask_resource_id));
924     mask_texture_id = mask_resource_lock->texture_id();
925   }
926 
927   // TODO(danakj): use the background_texture and blend the background in with
928   // this draw instead of having a separate copy of the background texture.
929 
930   scoped_ptr<ResourceProvider::ScopedSamplerGL> contents_resource_lock;
931   if (filter_bitmap.getTexture()) {
932     GrTexture* texture =
933         reinterpret_cast<GrTexture*>(filter_bitmap.getTexture());
934     DCHECK_EQ(GL_TEXTURE0, ResourceProvider::GetActiveTextureUnit(gl_));
935     gl_->BindTexture(GL_TEXTURE_2D, texture->getTextureHandle());
936   } else {
937     contents_resource_lock =
938         make_scoped_ptr(new ResourceProvider::ScopedSamplerGL(
939             resource_provider_, contents_texture->id(), GL_LINEAR));
940     DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D),
941               contents_resource_lock->target());
942   }
943 
944   TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
945       gl_,
946       &highp_threshold_cache_,
947       highp_threshold_min_,
948       quad->shared_quad_state->visible_content_rect.bottom_right());
949 
950   int shader_quad_location = -1;
951   int shader_edge_location = -1;
952   int shader_viewport_location = -1;
953   int shader_mask_sampler_location = -1;
954   int shader_mask_tex_coord_scale_location = -1;
955   int shader_mask_tex_coord_offset_location = -1;
956   int shader_matrix_location = -1;
957   int shader_alpha_location = -1;
958   int shader_color_matrix_location = -1;
959   int shader_color_offset_location = -1;
960   int shader_tex_transform_location = -1;
961 
962   if (use_aa && mask_texture_id && !use_color_matrix) {
963     const RenderPassMaskProgramAA* program =
964         GetRenderPassMaskProgramAA(tex_coord_precision);
965     SetUseProgram(program->program());
966     GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
967 
968     shader_quad_location = program->vertex_shader().quad_location();
969     shader_edge_location = program->vertex_shader().edge_location();
970     shader_viewport_location = program->vertex_shader().viewport_location();
971     shader_mask_sampler_location =
972         program->fragment_shader().mask_sampler_location();
973     shader_mask_tex_coord_scale_location =
974         program->fragment_shader().mask_tex_coord_scale_location();
975     shader_mask_tex_coord_offset_location =
976         program->fragment_shader().mask_tex_coord_offset_location();
977     shader_matrix_location = program->vertex_shader().matrix_location();
978     shader_alpha_location = program->fragment_shader().alpha_location();
979     shader_tex_transform_location =
980         program->vertex_shader().tex_transform_location();
981   } else if (!use_aa && mask_texture_id && !use_color_matrix) {
982     const RenderPassMaskProgram* program =
983         GetRenderPassMaskProgram(tex_coord_precision);
984     SetUseProgram(program->program());
985     GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
986 
987     shader_mask_sampler_location =
988         program->fragment_shader().mask_sampler_location();
989     shader_mask_tex_coord_scale_location =
990         program->fragment_shader().mask_tex_coord_scale_location();
991     shader_mask_tex_coord_offset_location =
992         program->fragment_shader().mask_tex_coord_offset_location();
993     shader_matrix_location = program->vertex_shader().matrix_location();
994     shader_alpha_location = program->fragment_shader().alpha_location();
995     shader_tex_transform_location =
996         program->vertex_shader().tex_transform_location();
997   } else if (use_aa && !mask_texture_id && !use_color_matrix) {
998     const RenderPassProgramAA* program =
999         GetRenderPassProgramAA(tex_coord_precision);
1000     SetUseProgram(program->program());
1001     GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
1002 
1003     shader_quad_location = program->vertex_shader().quad_location();
1004     shader_edge_location = program->vertex_shader().edge_location();
1005     shader_viewport_location = program->vertex_shader().viewport_location();
1006     shader_matrix_location = program->vertex_shader().matrix_location();
1007     shader_alpha_location = program->fragment_shader().alpha_location();
1008     shader_tex_transform_location =
1009         program->vertex_shader().tex_transform_location();
1010   } else if (use_aa && mask_texture_id && use_color_matrix) {
1011     const RenderPassMaskColorMatrixProgramAA* program =
1012         GetRenderPassMaskColorMatrixProgramAA(tex_coord_precision);
1013     SetUseProgram(program->program());
1014     GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
1015 
1016     shader_matrix_location = program->vertex_shader().matrix_location();
1017     shader_quad_location = program->vertex_shader().quad_location();
1018     shader_tex_transform_location =
1019         program->vertex_shader().tex_transform_location();
1020     shader_edge_location = program->vertex_shader().edge_location();
1021     shader_viewport_location = program->vertex_shader().viewport_location();
1022     shader_alpha_location = program->fragment_shader().alpha_location();
1023     shader_mask_sampler_location =
1024         program->fragment_shader().mask_sampler_location();
1025     shader_mask_tex_coord_scale_location =
1026         program->fragment_shader().mask_tex_coord_scale_location();
1027     shader_mask_tex_coord_offset_location =
1028         program->fragment_shader().mask_tex_coord_offset_location();
1029     shader_color_matrix_location =
1030         program->fragment_shader().color_matrix_location();
1031     shader_color_offset_location =
1032         program->fragment_shader().color_offset_location();
1033   } else if (use_aa && !mask_texture_id && use_color_matrix) {
1034     const RenderPassColorMatrixProgramAA* program =
1035         GetRenderPassColorMatrixProgramAA(tex_coord_precision);
1036     SetUseProgram(program->program());
1037     GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
1038 
1039     shader_matrix_location = program->vertex_shader().matrix_location();
1040     shader_quad_location = program->vertex_shader().quad_location();
1041     shader_tex_transform_location =
1042         program->vertex_shader().tex_transform_location();
1043     shader_edge_location = program->vertex_shader().edge_location();
1044     shader_viewport_location = program->vertex_shader().viewport_location();
1045     shader_alpha_location = program->fragment_shader().alpha_location();
1046     shader_color_matrix_location =
1047         program->fragment_shader().color_matrix_location();
1048     shader_color_offset_location =
1049         program->fragment_shader().color_offset_location();
1050   } else if (!use_aa && mask_texture_id && use_color_matrix) {
1051     const RenderPassMaskColorMatrixProgram* program =
1052         GetRenderPassMaskColorMatrixProgram(tex_coord_precision);
1053     SetUseProgram(program->program());
1054     GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
1055 
1056     shader_matrix_location = program->vertex_shader().matrix_location();
1057     shader_tex_transform_location =
1058         program->vertex_shader().tex_transform_location();
1059     shader_mask_sampler_location =
1060         program->fragment_shader().mask_sampler_location();
1061     shader_mask_tex_coord_scale_location =
1062         program->fragment_shader().mask_tex_coord_scale_location();
1063     shader_mask_tex_coord_offset_location =
1064         program->fragment_shader().mask_tex_coord_offset_location();
1065     shader_alpha_location = program->fragment_shader().alpha_location();
1066     shader_color_matrix_location =
1067         program->fragment_shader().color_matrix_location();
1068     shader_color_offset_location =
1069         program->fragment_shader().color_offset_location();
1070   } else if (!use_aa && !mask_texture_id && use_color_matrix) {
1071     const RenderPassColorMatrixProgram* program =
1072         GetRenderPassColorMatrixProgram(tex_coord_precision);
1073     SetUseProgram(program->program());
1074     GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
1075 
1076     shader_matrix_location = program->vertex_shader().matrix_location();
1077     shader_tex_transform_location =
1078         program->vertex_shader().tex_transform_location();
1079     shader_alpha_location = program->fragment_shader().alpha_location();
1080     shader_color_matrix_location =
1081         program->fragment_shader().color_matrix_location();
1082     shader_color_offset_location =
1083         program->fragment_shader().color_offset_location();
1084   } else {
1085     const RenderPassProgram* program =
1086         GetRenderPassProgram(tex_coord_precision);
1087     SetUseProgram(program->program());
1088     GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
1089 
1090     shader_matrix_location = program->vertex_shader().matrix_location();
1091     shader_alpha_location = program->fragment_shader().alpha_location();
1092     shader_tex_transform_location =
1093         program->vertex_shader().tex_transform_location();
1094   }
1095   float tex_scale_x =
1096       quad->rect.width() / static_cast<float>(contents_texture->size().width());
1097   float tex_scale_y = quad->rect.height() /
1098                       static_cast<float>(contents_texture->size().height());
1099   DCHECK_LE(tex_scale_x, 1.0f);
1100   DCHECK_LE(tex_scale_y, 1.0f);
1101 
1102   DCHECK(shader_tex_transform_location != -1 || IsContextLost());
1103   // Flip the content vertically in the shader, as the RenderPass input
1104   // texture is already oriented the same way as the framebuffer, but the
1105   // projection transform does a flip.
1106   GLC(gl_,
1107       gl_->Uniform4f(shader_tex_transform_location,
1108                      0.0f,
1109                      tex_scale_y,
1110                      tex_scale_x,
1111                      -tex_scale_y));
1112 
1113   scoped_ptr<ResourceProvider::ScopedSamplerGL> shader_mask_sampler_lock;
1114   if (shader_mask_sampler_location != -1) {
1115     DCHECK_NE(shader_mask_tex_coord_scale_location, 1);
1116     DCHECK_NE(shader_mask_tex_coord_offset_location, 1);
1117     GLC(gl_, gl_->Uniform1i(shader_mask_sampler_location, 1));
1118 
1119     float mask_tex_scale_x = quad->mask_uv_rect.width() / tex_scale_x;
1120     float mask_tex_scale_y = quad->mask_uv_rect.height() / tex_scale_y;
1121 
1122     // Mask textures are oriented vertically flipped relative to the framebuffer
1123     // and the RenderPass contents texture, so we flip the tex coords from the
1124     // RenderPass texture to find the mask texture coords.
1125     GLC(gl_,
1126         gl_->Uniform2f(shader_mask_tex_coord_offset_location,
1127                        quad->mask_uv_rect.x(),
1128                        quad->mask_uv_rect.y() + quad->mask_uv_rect.height()));
1129     GLC(gl_,
1130         gl_->Uniform2f(shader_mask_tex_coord_scale_location,
1131                        mask_tex_scale_x,
1132                        -mask_tex_scale_y));
1133     shader_mask_sampler_lock = make_scoped_ptr(
1134         new ResourceProvider::ScopedSamplerGL(resource_provider_,
1135                                               quad->mask_resource_id,
1136                                               GL_TEXTURE1,
1137                                               GL_LINEAR));
1138     DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D),
1139               shader_mask_sampler_lock->target());
1140   }
1141 
1142   if (shader_edge_location != -1) {
1143     float edge[24];
1144     device_layer_edges.ToFloatArray(edge);
1145     device_layer_bounds.ToFloatArray(&edge[12]);
1146     GLC(gl_, gl_->Uniform3fv(shader_edge_location, 8, edge));
1147   }
1148 
1149   if (shader_viewport_location != -1) {
1150     float viewport[4] = {static_cast<float>(viewport_.x()),
1151                          static_cast<float>(viewport_.y()),
1152                          static_cast<float>(viewport_.width()),
1153                          static_cast<float>(viewport_.height()), };
1154     GLC(gl_, gl_->Uniform4fv(shader_viewport_location, 1, viewport));
1155   }
1156 
1157   if (shader_color_matrix_location != -1) {
1158     float matrix[16];
1159     for (int i = 0; i < 4; ++i) {
1160       for (int j = 0; j < 4; ++j)
1161         matrix[i * 4 + j] = SkScalarToFloat(color_matrix[j * 5 + i]);
1162     }
1163     GLC(gl_,
1164         gl_->UniformMatrix4fv(shader_color_matrix_location, 1, false, matrix));
1165   }
1166   static const float kScale = 1.0f / 255.0f;
1167   if (shader_color_offset_location != -1) {
1168     float offset[4];
1169     for (int i = 0; i < 4; ++i)
1170       offset[i] = SkScalarToFloat(color_matrix[i * 5 + 4]) * kScale;
1171 
1172     GLC(gl_, gl_->Uniform4fv(shader_color_offset_location, 1, offset));
1173   }
1174 
1175   // Map device space quad to surface space. contents_device_transform has no 3d
1176   // component since it was flattened, so we don't need to project.
1177   gfx::QuadF surface_quad = MathUtil::MapQuad(contents_device_transform_inverse,
1178                                               device_layer_edges.ToQuadF(),
1179                                               &clipped);
1180 
1181   SetShaderOpacity(quad->opacity(), shader_alpha_location);
1182   SetShaderQuadF(surface_quad, shader_quad_location);
1183   DrawQuadGeometry(
1184       frame, quad->quadTransform(), quad->rect, shader_matrix_location);
1185 
1186   // Flush the compositor context before the filter bitmap goes out of
1187   // scope, so the draw gets processed before the filter texture gets deleted.
1188   if (filter_bitmap.getTexture())
1189     GLC(gl_, gl_->Flush());
1190 }
1191 
1192 struct SolidColorProgramUniforms {
1193   unsigned program;
1194   unsigned matrix_location;
1195   unsigned viewport_location;
1196   unsigned quad_location;
1197   unsigned edge_location;
1198   unsigned color_location;
1199 };
1200 
1201 template <class T>
SolidColorUniformLocation(T program,SolidColorProgramUniforms * uniforms)1202 static void SolidColorUniformLocation(T program,
1203                                       SolidColorProgramUniforms* uniforms) {
1204   uniforms->program = program->program();
1205   uniforms->matrix_location = program->vertex_shader().matrix_location();
1206   uniforms->viewport_location = program->vertex_shader().viewport_location();
1207   uniforms->quad_location = program->vertex_shader().quad_location();
1208   uniforms->edge_location = program->vertex_shader().edge_location();
1209   uniforms->color_location = program->fragment_shader().color_location();
1210 }
1211 
1212 // static
SetupQuadForAntialiasing(const gfx::Transform & device_transform,const DrawQuad * quad,gfx::QuadF * local_quad,float edge[24])1213 bool GLRenderer::SetupQuadForAntialiasing(
1214     const gfx::Transform& device_transform,
1215     const DrawQuad* quad,
1216     gfx::QuadF* local_quad,
1217     float edge[24]) {
1218   gfx::Rect tile_rect = quad->visible_rect;
1219 
1220   bool clipped = false;
1221   gfx::QuadF device_layer_quad = MathUtil::MapQuad(
1222       device_transform, gfx::QuadF(quad->visibleContentRect()), &clipped);
1223 
1224   bool is_axis_aligned_in_target = device_layer_quad.IsRectilinear();
1225   bool is_nearest_rect_within_epsilon =
1226       is_axis_aligned_in_target &&
1227       gfx::IsNearestRectWithinDistance(device_layer_quad.BoundingBox(),
1228                                        kAntiAliasingEpsilon);
1229   // AAing clipped quads is not supported by the code yet.
1230   bool use_aa = !clipped && !is_nearest_rect_within_epsilon && quad->IsEdge();
1231   if (!use_aa)
1232     return false;
1233 
1234   LayerQuad device_layer_bounds(gfx::QuadF(device_layer_quad.BoundingBox()));
1235   device_layer_bounds.InflateAntiAliasingDistance();
1236 
1237   LayerQuad device_layer_edges(device_layer_quad);
1238   device_layer_edges.InflateAntiAliasingDistance();
1239 
1240   device_layer_edges.ToFloatArray(edge);
1241   device_layer_bounds.ToFloatArray(&edge[12]);
1242 
1243   gfx::PointF bottom_right = tile_rect.bottom_right();
1244   gfx::PointF bottom_left = tile_rect.bottom_left();
1245   gfx::PointF top_left = tile_rect.origin();
1246   gfx::PointF top_right = tile_rect.top_right();
1247 
1248   // Map points to device space.
1249   bottom_right = MathUtil::MapPoint(device_transform, bottom_right, &clipped);
1250   DCHECK(!clipped);
1251   bottom_left = MathUtil::MapPoint(device_transform, bottom_left, &clipped);
1252   DCHECK(!clipped);
1253   top_left = MathUtil::MapPoint(device_transform, top_left, &clipped);
1254   DCHECK(!clipped);
1255   top_right = MathUtil::MapPoint(device_transform, top_right, &clipped);
1256   DCHECK(!clipped);
1257 
1258   LayerQuad::Edge bottom_edge(bottom_right, bottom_left);
1259   LayerQuad::Edge left_edge(bottom_left, top_left);
1260   LayerQuad::Edge top_edge(top_left, top_right);
1261   LayerQuad::Edge right_edge(top_right, bottom_right);
1262 
1263   // Only apply anti-aliasing to edges not clipped by culling or scissoring.
1264   if (quad->IsTopEdge() && tile_rect.y() == quad->rect.y())
1265     top_edge = device_layer_edges.top();
1266   if (quad->IsLeftEdge() && tile_rect.x() == quad->rect.x())
1267     left_edge = device_layer_edges.left();
1268   if (quad->IsRightEdge() && tile_rect.right() == quad->rect.right())
1269     right_edge = device_layer_edges.right();
1270   if (quad->IsBottomEdge() && tile_rect.bottom() == quad->rect.bottom())
1271     bottom_edge = device_layer_edges.bottom();
1272 
1273   float sign = gfx::QuadF(tile_rect).IsCounterClockwise() ? -1 : 1;
1274   bottom_edge.scale(sign);
1275   left_edge.scale(sign);
1276   top_edge.scale(sign);
1277   right_edge.scale(sign);
1278 
1279   // Create device space quad.
1280   LayerQuad device_quad(left_edge, top_edge, right_edge, bottom_edge);
1281 
1282   // Map device space quad to local space. device_transform has no 3d
1283   // component since it was flattened, so we don't need to project.  We should
1284   // have already checked that the transform was uninvertible above.
1285   gfx::Transform inverse_device_transform(gfx::Transform::kSkipInitialization);
1286   bool did_invert = device_transform.GetInverse(&inverse_device_transform);
1287   DCHECK(did_invert);
1288   *local_quad = MathUtil::MapQuad(
1289       inverse_device_transform, device_quad.ToQuadF(), &clipped);
1290   // We should not DCHECK(!clipped) here, because anti-aliasing inflation may
1291   // cause device_quad to become clipped. To our knowledge this scenario does
1292   // not need to be handled differently than the unclipped case.
1293 
1294   return true;
1295 }
1296 
DrawSolidColorQuad(const DrawingFrame * frame,const SolidColorDrawQuad * quad)1297 void GLRenderer::DrawSolidColorQuad(const DrawingFrame* frame,
1298                                     const SolidColorDrawQuad* quad) {
1299   gfx::Rect tile_rect = quad->visible_rect;
1300 
1301   SkColor color = quad->color;
1302   float opacity = quad->opacity();
1303   float alpha = (SkColorGetA(color) * (1.0f / 255.0f)) * opacity;
1304 
1305   // Early out if alpha is small enough that quad doesn't contribute to output.
1306   if (alpha < std::numeric_limits<float>::epsilon() &&
1307       quad->ShouldDrawWithBlending())
1308     return;
1309 
1310   gfx::Transform device_transform =
1311       frame->window_matrix * frame->projection_matrix * quad->quadTransform();
1312   device_transform.FlattenTo2d();
1313   if (!device_transform.IsInvertible())
1314     return;
1315 
1316   gfx::QuadF local_quad = gfx::QuadF(gfx::RectF(tile_rect));
1317   float edge[24];
1318   bool use_aa =
1319       settings_->allow_antialiasing && !quad->force_anti_aliasing_off &&
1320       SetupQuadForAntialiasing(device_transform, quad, &local_quad, edge);
1321 
1322   SolidColorProgramUniforms uniforms;
1323   if (use_aa)
1324     SolidColorUniformLocation(GetSolidColorProgramAA(), &uniforms);
1325   else
1326     SolidColorUniformLocation(GetSolidColorProgram(), &uniforms);
1327   SetUseProgram(uniforms.program);
1328 
1329   GLC(gl_,
1330       gl_->Uniform4f(uniforms.color_location,
1331                      (SkColorGetR(color) * (1.0f / 255.0f)) * alpha,
1332                      (SkColorGetG(color) * (1.0f / 255.0f)) * alpha,
1333                      (SkColorGetB(color) * (1.0f / 255.0f)) * alpha,
1334                      alpha));
1335   if (use_aa) {
1336     float viewport[4] = {static_cast<float>(viewport_.x()),
1337                          static_cast<float>(viewport_.y()),
1338                          static_cast<float>(viewport_.width()),
1339                          static_cast<float>(viewport_.height()), };
1340     GLC(gl_, gl_->Uniform4fv(uniforms.viewport_location, 1, viewport));
1341     GLC(gl_, gl_->Uniform3fv(uniforms.edge_location, 8, edge));
1342   }
1343 
1344   // Enable blending when the quad properties require it or if we decided
1345   // to use antialiasing.
1346   SetBlendEnabled(quad->ShouldDrawWithBlending() || use_aa);
1347 
1348   // Normalize to tile_rect.
1349   local_quad.Scale(1.0f / tile_rect.width(), 1.0f / tile_rect.height());
1350 
1351   SetShaderQuadF(local_quad, uniforms.quad_location);
1352 
1353   // The transform and vertex data are used to figure out the extents that the
1354   // un-antialiased quad should have and which vertex this is and the float
1355   // quad passed in via uniform is the actual geometry that gets used to draw
1356   // it. This is why this centered rect is used and not the original quad_rect.
1357   gfx::RectF centered_rect(
1358       gfx::PointF(-0.5f * tile_rect.width(), -0.5f * tile_rect.height()),
1359       tile_rect.size());
1360   DrawQuadGeometry(
1361       frame, quad->quadTransform(), centered_rect, uniforms.matrix_location);
1362 }
1363 
1364 struct TileProgramUniforms {
1365   unsigned program;
1366   unsigned matrix_location;
1367   unsigned viewport_location;
1368   unsigned quad_location;
1369   unsigned edge_location;
1370   unsigned vertex_tex_transform_location;
1371   unsigned sampler_location;
1372   unsigned fragment_tex_transform_location;
1373   unsigned alpha_location;
1374 };
1375 
1376 template <class T>
TileUniformLocation(T program,TileProgramUniforms * uniforms)1377 static void TileUniformLocation(T program, TileProgramUniforms* uniforms) {
1378   uniforms->program = program->program();
1379   uniforms->matrix_location = program->vertex_shader().matrix_location();
1380   uniforms->viewport_location = program->vertex_shader().viewport_location();
1381   uniforms->quad_location = program->vertex_shader().quad_location();
1382   uniforms->edge_location = program->vertex_shader().edge_location();
1383   uniforms->vertex_tex_transform_location =
1384       program->vertex_shader().vertex_tex_transform_location();
1385 
1386   uniforms->sampler_location = program->fragment_shader().sampler_location();
1387   uniforms->alpha_location = program->fragment_shader().alpha_location();
1388   uniforms->fragment_tex_transform_location =
1389       program->fragment_shader().fragment_tex_transform_location();
1390 }
1391 
DrawTileQuad(const DrawingFrame * frame,const TileDrawQuad * quad)1392 void GLRenderer::DrawTileQuad(const DrawingFrame* frame,
1393                               const TileDrawQuad* quad) {
1394   DrawContentQuad(frame, quad, quad->resource_id);
1395 }
1396 
DrawContentQuad(const DrawingFrame * frame,const ContentDrawQuadBase * quad,ResourceProvider::ResourceId resource_id)1397 void GLRenderer::DrawContentQuad(const DrawingFrame* frame,
1398                                  const ContentDrawQuadBase* quad,
1399                                  ResourceProvider::ResourceId resource_id) {
1400   gfx::Rect tile_rect = quad->visible_rect;
1401 
1402   gfx::RectF tex_coord_rect = MathUtil::ScaleRectProportional(
1403       quad->tex_coord_rect, quad->rect, tile_rect);
1404   float tex_to_geom_scale_x = quad->rect.width() / quad->tex_coord_rect.width();
1405   float tex_to_geom_scale_y =
1406       quad->rect.height() / quad->tex_coord_rect.height();
1407 
1408   gfx::RectF clamp_geom_rect(tile_rect);
1409   gfx::RectF clamp_tex_rect(tex_coord_rect);
1410   // Clamp texture coordinates to avoid sampling outside the layer
1411   // by deflating the tile region half a texel or half a texel
1412   // minus epsilon for one pixel layers. The resulting clamp region
1413   // is mapped to the unit square by the vertex shader and mapped
1414   // back to normalized texture coordinates by the fragment shader
1415   // after being clamped to 0-1 range.
1416   float tex_clamp_x =
1417       std::min(0.5f, 0.5f * clamp_tex_rect.width() - kAntiAliasingEpsilon);
1418   float tex_clamp_y =
1419       std::min(0.5f, 0.5f * clamp_tex_rect.height() - kAntiAliasingEpsilon);
1420   float geom_clamp_x =
1421       std::min(tex_clamp_x * tex_to_geom_scale_x,
1422                0.5f * clamp_geom_rect.width() - kAntiAliasingEpsilon);
1423   float geom_clamp_y =
1424       std::min(tex_clamp_y * tex_to_geom_scale_y,
1425                0.5f * clamp_geom_rect.height() - kAntiAliasingEpsilon);
1426   clamp_geom_rect.Inset(geom_clamp_x, geom_clamp_y, geom_clamp_x, geom_clamp_y);
1427   clamp_tex_rect.Inset(tex_clamp_x, tex_clamp_y, tex_clamp_x, tex_clamp_y);
1428 
1429   // Map clamping rectangle to unit square.
1430   float vertex_tex_translate_x = -clamp_geom_rect.x() / clamp_geom_rect.width();
1431   float vertex_tex_translate_y =
1432       -clamp_geom_rect.y() / clamp_geom_rect.height();
1433   float vertex_tex_scale_x = tile_rect.width() / clamp_geom_rect.width();
1434   float vertex_tex_scale_y = tile_rect.height() / clamp_geom_rect.height();
1435 
1436   TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
1437       gl_, &highp_threshold_cache_, highp_threshold_min_, quad->texture_size);
1438 
1439   gfx::Transform device_transform =
1440       frame->window_matrix * frame->projection_matrix * quad->quadTransform();
1441   device_transform.FlattenTo2d();
1442   if (!device_transform.IsInvertible())
1443     return;
1444 
1445   gfx::QuadF local_quad = gfx::QuadF(gfx::RectF(tile_rect));
1446   float edge[24];
1447   bool use_aa =
1448       settings_->allow_antialiasing &&
1449       SetupQuadForAntialiasing(device_transform, quad, &local_quad, edge);
1450 
1451   bool scaled = (tex_to_geom_scale_x != 1.f || tex_to_geom_scale_y != 1.f);
1452   GLenum filter = (use_aa || scaled ||
1453                    !quad->quadTransform().IsIdentityOrIntegerTranslation())
1454                       ? GL_LINEAR
1455                       : GL_NEAREST;
1456   ResourceProvider::ScopedSamplerGL quad_resource_lock(
1457       resource_provider_, resource_id, filter);
1458   SamplerType sampler =
1459       SamplerTypeFromTextureTarget(quad_resource_lock.target());
1460 
1461   float fragment_tex_translate_x = clamp_tex_rect.x();
1462   float fragment_tex_translate_y = clamp_tex_rect.y();
1463   float fragment_tex_scale_x = clamp_tex_rect.width();
1464   float fragment_tex_scale_y = clamp_tex_rect.height();
1465 
1466   // Map to normalized texture coordinates.
1467   if (sampler != SamplerType2DRect) {
1468     gfx::Size texture_size = quad->texture_size;
1469     DCHECK(!texture_size.IsEmpty());
1470     fragment_tex_translate_x /= texture_size.width();
1471     fragment_tex_translate_y /= texture_size.height();
1472     fragment_tex_scale_x /= texture_size.width();
1473     fragment_tex_scale_y /= texture_size.height();
1474   }
1475 
1476   TileProgramUniforms uniforms;
1477   if (use_aa) {
1478     if (quad->swizzle_contents) {
1479       TileUniformLocation(GetTileProgramSwizzleAA(tex_coord_precision, sampler),
1480                           &uniforms);
1481     } else {
1482       TileUniformLocation(GetTileProgramAA(tex_coord_precision, sampler),
1483                           &uniforms);
1484     }
1485   } else {
1486     if (quad->ShouldDrawWithBlending()) {
1487       if (quad->swizzle_contents) {
1488         TileUniformLocation(GetTileProgramSwizzle(tex_coord_precision, sampler),
1489                             &uniforms);
1490       } else {
1491         TileUniformLocation(GetTileProgram(tex_coord_precision, sampler),
1492                             &uniforms);
1493       }
1494     } else {
1495       if (quad->swizzle_contents) {
1496         TileUniformLocation(
1497             GetTileProgramSwizzleOpaque(tex_coord_precision, sampler),
1498             &uniforms);
1499       } else {
1500         TileUniformLocation(GetTileProgramOpaque(tex_coord_precision, sampler),
1501                             &uniforms);
1502       }
1503     }
1504   }
1505 
1506   SetUseProgram(uniforms.program);
1507   GLC(gl_, gl_->Uniform1i(uniforms.sampler_location, 0));
1508 
1509   if (use_aa) {
1510     float viewport[4] = {static_cast<float>(viewport_.x()),
1511                          static_cast<float>(viewport_.y()),
1512                          static_cast<float>(viewport_.width()),
1513                          static_cast<float>(viewport_.height()), };
1514     GLC(gl_, gl_->Uniform4fv(uniforms.viewport_location, 1, viewport));
1515     GLC(gl_, gl_->Uniform3fv(uniforms.edge_location, 8, edge));
1516 
1517     GLC(gl_,
1518         gl_->Uniform4f(uniforms.vertex_tex_transform_location,
1519                        vertex_tex_translate_x,
1520                        vertex_tex_translate_y,
1521                        vertex_tex_scale_x,
1522                        vertex_tex_scale_y));
1523     GLC(gl_,
1524         gl_->Uniform4f(uniforms.fragment_tex_transform_location,
1525                        fragment_tex_translate_x,
1526                        fragment_tex_translate_y,
1527                        fragment_tex_scale_x,
1528                        fragment_tex_scale_y));
1529   } else {
1530     // Move fragment shader transform to vertex shader. We can do this while
1531     // still producing correct results as fragment_tex_transform_location
1532     // should always be non-negative when tiles are transformed in a way
1533     // that could result in sampling outside the layer.
1534     vertex_tex_scale_x *= fragment_tex_scale_x;
1535     vertex_tex_scale_y *= fragment_tex_scale_y;
1536     vertex_tex_translate_x *= fragment_tex_scale_x;
1537     vertex_tex_translate_y *= fragment_tex_scale_y;
1538     vertex_tex_translate_x += fragment_tex_translate_x;
1539     vertex_tex_translate_y += fragment_tex_translate_y;
1540 
1541     GLC(gl_,
1542         gl_->Uniform4f(uniforms.vertex_tex_transform_location,
1543                        vertex_tex_translate_x,
1544                        vertex_tex_translate_y,
1545                        vertex_tex_scale_x,
1546                        vertex_tex_scale_y));
1547   }
1548 
1549   // Enable blending when the quad properties require it or if we decided
1550   // to use antialiasing.
1551   SetBlendEnabled(quad->ShouldDrawWithBlending() || use_aa);
1552 
1553   // Normalize to tile_rect.
1554   local_quad.Scale(1.0f / tile_rect.width(), 1.0f / tile_rect.height());
1555 
1556   SetShaderOpacity(quad->opacity(), uniforms.alpha_location);
1557   SetShaderQuadF(local_quad, uniforms.quad_location);
1558 
1559   // The transform and vertex data are used to figure out the extents that the
1560   // un-antialiased quad should have and which vertex this is and the float
1561   // quad passed in via uniform is the actual geometry that gets used to draw
1562   // it. This is why this centered rect is used and not the original quad_rect.
1563   gfx::RectF centered_rect(
1564       gfx::PointF(-0.5f * tile_rect.width(), -0.5f * tile_rect.height()),
1565       tile_rect.size());
1566   DrawQuadGeometry(
1567       frame, quad->quadTransform(), centered_rect, uniforms.matrix_location);
1568 }
1569 
DrawYUVVideoQuad(const DrawingFrame * frame,const YUVVideoDrawQuad * quad)1570 void GLRenderer::DrawYUVVideoQuad(const DrawingFrame* frame,
1571                                   const YUVVideoDrawQuad* quad) {
1572   SetBlendEnabled(quad->ShouldDrawWithBlending());
1573 
1574   TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
1575       gl_,
1576       &highp_threshold_cache_,
1577       highp_threshold_min_,
1578       quad->shared_quad_state->visible_content_rect.bottom_right());
1579 
1580   bool use_alpha_plane = quad->a_plane_resource_id != 0;
1581 
1582   ResourceProvider::ScopedSamplerGL y_plane_lock(
1583       resource_provider_, quad->y_plane_resource_id, GL_TEXTURE1, GL_LINEAR);
1584   DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D), y_plane_lock.target());
1585   ResourceProvider::ScopedSamplerGL u_plane_lock(
1586       resource_provider_, quad->u_plane_resource_id, GL_TEXTURE2, GL_LINEAR);
1587   DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D), u_plane_lock.target());
1588   ResourceProvider::ScopedSamplerGL v_plane_lock(
1589       resource_provider_, quad->v_plane_resource_id, GL_TEXTURE3, GL_LINEAR);
1590   DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D), v_plane_lock.target());
1591   scoped_ptr<ResourceProvider::ScopedSamplerGL> a_plane_lock;
1592   if (use_alpha_plane) {
1593     a_plane_lock.reset(new ResourceProvider::ScopedSamplerGL(
1594         resource_provider_, quad->a_plane_resource_id, GL_TEXTURE4, GL_LINEAR));
1595     DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D), a_plane_lock->target());
1596   }
1597 
1598   int tex_scale_location = -1;
1599   int matrix_location = -1;
1600   int y_texture_location = -1;
1601   int u_texture_location = -1;
1602   int v_texture_location = -1;
1603   int a_texture_location = -1;
1604   int yuv_matrix_location = -1;
1605   int yuv_adj_location = -1;
1606   int alpha_location = -1;
1607   if (use_alpha_plane) {
1608     const VideoYUVAProgram* program = GetVideoYUVAProgram(tex_coord_precision);
1609     DCHECK(program && (program->initialized() || IsContextLost()));
1610     SetUseProgram(program->program());
1611     tex_scale_location = program->vertex_shader().tex_scale_location();
1612     matrix_location = program->vertex_shader().matrix_location();
1613     y_texture_location = program->fragment_shader().y_texture_location();
1614     u_texture_location = program->fragment_shader().u_texture_location();
1615     v_texture_location = program->fragment_shader().v_texture_location();
1616     a_texture_location = program->fragment_shader().a_texture_location();
1617     yuv_matrix_location = program->fragment_shader().yuv_matrix_location();
1618     yuv_adj_location = program->fragment_shader().yuv_adj_location();
1619     alpha_location = program->fragment_shader().alpha_location();
1620   } else {
1621     const VideoYUVProgram* program = GetVideoYUVProgram(tex_coord_precision);
1622     DCHECK(program && (program->initialized() || IsContextLost()));
1623     SetUseProgram(program->program());
1624     tex_scale_location = program->vertex_shader().tex_scale_location();
1625     matrix_location = program->vertex_shader().matrix_location();
1626     y_texture_location = program->fragment_shader().y_texture_location();
1627     u_texture_location = program->fragment_shader().u_texture_location();
1628     v_texture_location = program->fragment_shader().v_texture_location();
1629     yuv_matrix_location = program->fragment_shader().yuv_matrix_location();
1630     yuv_adj_location = program->fragment_shader().yuv_adj_location();
1631     alpha_location = program->fragment_shader().alpha_location();
1632   }
1633 
1634   GLC(gl_,
1635       gl_->Uniform2f(tex_scale_location,
1636                      quad->tex_scale.width(),
1637                      quad->tex_scale.height()));
1638   GLC(gl_, gl_->Uniform1i(y_texture_location, 1));
1639   GLC(gl_, gl_->Uniform1i(u_texture_location, 2));
1640   GLC(gl_, gl_->Uniform1i(v_texture_location, 3));
1641   if (use_alpha_plane)
1642     GLC(gl_, gl_->Uniform1i(a_texture_location, 4));
1643 
1644   // These values are magic numbers that are used in the transformation from YUV
1645   // to RGB color values.  They are taken from the following webpage:
1646   // http://www.fourcc.org/fccyvrgb.php
1647   float yuv_to_rgb[9] = {1.164f, 1.164f, 1.164f, 0.0f, -.391f,
1648                          2.018f, 1.596f, -.813f, 0.0f, };
1649   GLC(gl_, gl_->UniformMatrix3fv(yuv_matrix_location, 1, 0, yuv_to_rgb));
1650 
1651   // These values map to 16, 128, and 128 respectively, and are computed
1652   // as a fraction over 256 (e.g. 16 / 256 = 0.0625).
1653   // They are used in the YUV to RGBA conversion formula:
1654   //   Y - 16   : Gives 16 values of head and footroom for overshooting
1655   //   U - 128  : Turns unsigned U into signed U [-128,127]
1656   //   V - 128  : Turns unsigned V into signed V [-128,127]
1657   float yuv_adjust[3] = {-0.0625f, -0.5f, -0.5f, };
1658   GLC(gl_, gl_->Uniform3fv(yuv_adj_location, 1, yuv_adjust));
1659 
1660   SetShaderOpacity(quad->opacity(), alpha_location);
1661   DrawQuadGeometry(frame, quad->quadTransform(), quad->rect, matrix_location);
1662 }
1663 
DrawStreamVideoQuad(const DrawingFrame * frame,const StreamVideoDrawQuad * quad)1664 void GLRenderer::DrawStreamVideoQuad(const DrawingFrame* frame,
1665                                      const StreamVideoDrawQuad* quad) {
1666   SetBlendEnabled(quad->ShouldDrawWithBlending());
1667 
1668   static float gl_matrix[16];
1669 
1670   DCHECK(capabilities_.using_egl_image);
1671 
1672   TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
1673       gl_,
1674       &highp_threshold_cache_,
1675       highp_threshold_min_,
1676       quad->shared_quad_state->visible_content_rect.bottom_right());
1677 
1678   const VideoStreamTextureProgram* program =
1679       GetVideoStreamTextureProgram(tex_coord_precision);
1680   SetUseProgram(program->program());
1681 
1682   ToGLMatrix(&gl_matrix[0], quad->matrix);
1683   GLC(gl_,
1684       gl_->UniformMatrix4fv(
1685           program->vertex_shader().tex_matrix_location(), 1, false, gl_matrix));
1686 
1687   ResourceProvider::ScopedReadLockGL lock(resource_provider_,
1688                                           quad->resource_id);
1689   DCHECK_EQ(GL_TEXTURE0, ResourceProvider::GetActiveTextureUnit(gl_));
1690   GLC(gl_, gl_->BindTexture(GL_TEXTURE_EXTERNAL_OES, lock.texture_id()));
1691 
1692   GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
1693 
1694   SetShaderOpacity(quad->opacity(),
1695                    program->fragment_shader().alpha_location());
1696   DrawQuadGeometry(frame,
1697                    quad->quadTransform(),
1698                    quad->rect,
1699                    program->vertex_shader().matrix_location());
1700 }
1701 
DrawPictureQuad(const DrawingFrame * frame,const PictureDrawQuad * quad)1702 void GLRenderer::DrawPictureQuad(const DrawingFrame* frame,
1703                                  const PictureDrawQuad* quad) {
1704   if (on_demand_tile_raster_bitmap_.width() != quad->texture_size.width() ||
1705       on_demand_tile_raster_bitmap_.height() != quad->texture_size.height()) {
1706     on_demand_tile_raster_bitmap_.setConfig(SkBitmap::kARGB_8888_Config,
1707                                             quad->texture_size.width(),
1708                                             quad->texture_size.height());
1709     on_demand_tile_raster_bitmap_.allocPixels();
1710 
1711     if (on_demand_tile_raster_resource_id_)
1712       resource_provider_->DeleteResource(on_demand_tile_raster_resource_id_);
1713 
1714     on_demand_tile_raster_resource_id_ =
1715         resource_provider_->CreateGLTexture(quad->texture_size,
1716                                             GL_TEXTURE_2D,
1717                                             GL_TEXTURE_POOL_UNMANAGED_CHROMIUM,
1718                                             GL_CLAMP_TO_EDGE,
1719                                             ResourceProvider::TextureUsageAny,
1720                                             quad->texture_format);
1721   }
1722 
1723   SkBitmapDevice device(on_demand_tile_raster_bitmap_);
1724   SkCanvas canvas(&device);
1725 
1726   quad->picture_pile->RasterToBitmap(
1727       &canvas, quad->content_rect, quad->contents_scale, NULL);
1728 
1729   uint8_t* bitmap_pixels = NULL;
1730   SkBitmap on_demand_tile_raster_bitmap_dest;
1731   SkBitmap::Config config = SkBitmapConfig(quad->texture_format);
1732   if (on_demand_tile_raster_bitmap_.getConfig() != config) {
1733     on_demand_tile_raster_bitmap_.copyTo(&on_demand_tile_raster_bitmap_dest,
1734                                          config);
1735     // TODO(kaanb): The GL pipeline assumes a 4-byte alignment for the
1736     // bitmap data. This check will be removed once crbug.com/293728 is fixed.
1737     CHECK_EQ(0u, on_demand_tile_raster_bitmap_dest.rowBytes() % 4);
1738     bitmap_pixels = reinterpret_cast<uint8_t*>(
1739         on_demand_tile_raster_bitmap_dest.getPixels());
1740   } else {
1741     bitmap_pixels =
1742         reinterpret_cast<uint8_t*>(on_demand_tile_raster_bitmap_.getPixels());
1743   }
1744 
1745   resource_provider_->SetPixels(on_demand_tile_raster_resource_id_,
1746                                 bitmap_pixels,
1747                                 gfx::Rect(quad->texture_size),
1748                                 gfx::Rect(quad->texture_size),
1749                                 gfx::Vector2d());
1750 
1751   DrawContentQuad(frame, quad, on_demand_tile_raster_resource_id_);
1752 }
1753 
1754 struct TextureProgramBinding {
1755   template <class Program>
Setcc::TextureProgramBinding1756   void Set(Program* program) {
1757     DCHECK(program);
1758     program_id = program->program();
1759     sampler_location = program->fragment_shader().sampler_location();
1760     matrix_location = program->vertex_shader().matrix_location();
1761     background_color_location =
1762         program->fragment_shader().background_color_location();
1763   }
1764   int program_id;
1765   int sampler_location;
1766   int matrix_location;
1767   int background_color_location;
1768 };
1769 
1770 struct TexTransformTextureProgramBinding : TextureProgramBinding {
1771   template <class Program>
Setcc::TexTransformTextureProgramBinding1772   void Set(Program* program) {
1773     TextureProgramBinding::Set(program);
1774     tex_transform_location = program->vertex_shader().tex_transform_location();
1775     vertex_opacity_location =
1776         program->vertex_shader().vertex_opacity_location();
1777   }
1778   int tex_transform_location;
1779   int vertex_opacity_location;
1780 };
1781 
FlushTextureQuadCache()1782 void GLRenderer::FlushTextureQuadCache() {
1783   // Check to see if we have anything to draw.
1784   if (draw_cache_.program_id == 0)
1785     return;
1786 
1787   // Set the correct blending mode.
1788   SetBlendEnabled(draw_cache_.needs_blending);
1789 
1790   // Bind the program to the GL state.
1791   SetUseProgram(draw_cache_.program_id);
1792 
1793   // Bind the correct texture sampler location.
1794   GLC(gl_, gl_->Uniform1i(draw_cache_.sampler_location, 0));
1795 
1796   // Assume the current active textures is 0.
1797   ResourceProvider::ScopedReadLockGL locked_quad(resource_provider_,
1798                                                  draw_cache_.resource_id);
1799   DCHECK_EQ(GL_TEXTURE0, ResourceProvider::GetActiveTextureUnit(gl_));
1800   GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, locked_quad.texture_id()));
1801 
1802   COMPILE_ASSERT(sizeof(Float4) == 4 * sizeof(float),  // NOLINT(runtime/sizeof)
1803                  struct_is_densely_packed);
1804   COMPILE_ASSERT(
1805       sizeof(Float16) == 16 * sizeof(float),  // NOLINT(runtime/sizeof)
1806       struct_is_densely_packed);
1807 
1808   // Upload the tranforms for both points and uvs.
1809   GLC(gl_,
1810       gl_->UniformMatrix4fv(
1811           static_cast<int>(draw_cache_.matrix_location),
1812           static_cast<int>(draw_cache_.matrix_data.size()),
1813           false,
1814           reinterpret_cast<float*>(&draw_cache_.matrix_data.front())));
1815   GLC(gl_,
1816       gl_->Uniform4fv(
1817           static_cast<int>(draw_cache_.uv_xform_location),
1818           static_cast<int>(draw_cache_.uv_xform_data.size()),
1819           reinterpret_cast<float*>(&draw_cache_.uv_xform_data.front())));
1820 
1821   if (draw_cache_.background_color != SK_ColorTRANSPARENT) {
1822     Float4 background_color = PremultipliedColor(draw_cache_.background_color);
1823     GLC(gl_,
1824         gl_->Uniform4fv(
1825             draw_cache_.background_color_location, 1, background_color.data));
1826   }
1827 
1828   GLC(gl_,
1829       gl_->Uniform1fv(
1830           static_cast<int>(draw_cache_.vertex_opacity_location),
1831           static_cast<int>(draw_cache_.vertex_opacity_data.size()),
1832           static_cast<float*>(&draw_cache_.vertex_opacity_data.front())));
1833 
1834   // Draw the quads!
1835   GLC(gl_,
1836       gl_->DrawElements(GL_TRIANGLES,
1837                         6 * draw_cache_.matrix_data.size(),
1838                         GL_UNSIGNED_SHORT,
1839                         0));
1840 
1841   // Clear the cache.
1842   draw_cache_.program_id = 0;
1843   draw_cache_.uv_xform_data.resize(0);
1844   draw_cache_.vertex_opacity_data.resize(0);
1845   draw_cache_.matrix_data.resize(0);
1846 }
1847 
EnqueueTextureQuad(const DrawingFrame * frame,const TextureDrawQuad * quad)1848 void GLRenderer::EnqueueTextureQuad(const DrawingFrame* frame,
1849                                     const TextureDrawQuad* quad) {
1850   TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
1851       gl_,
1852       &highp_threshold_cache_,
1853       highp_threshold_min_,
1854       quad->shared_quad_state->visible_content_rect.bottom_right());
1855 
1856   // Choose the correct texture program binding
1857   TexTransformTextureProgramBinding binding;
1858   if (quad->premultiplied_alpha) {
1859     if (quad->background_color == SK_ColorTRANSPARENT) {
1860       binding.Set(GetTextureProgram(tex_coord_precision));
1861     } else {
1862       binding.Set(GetTextureBackgroundProgram(tex_coord_precision));
1863     }
1864   } else {
1865     if (quad->background_color == SK_ColorTRANSPARENT) {
1866       binding.Set(GetNonPremultipliedTextureProgram(tex_coord_precision));
1867     } else {
1868       binding.Set(
1869           GetNonPremultipliedTextureBackgroundProgram(tex_coord_precision));
1870     }
1871   }
1872 
1873   int resource_id = quad->resource_id;
1874 
1875   if (draw_cache_.program_id != binding.program_id ||
1876       draw_cache_.resource_id != resource_id ||
1877       draw_cache_.needs_blending != quad->ShouldDrawWithBlending() ||
1878       draw_cache_.background_color != quad->background_color ||
1879       draw_cache_.matrix_data.size() >= 8) {
1880     FlushTextureQuadCache();
1881     draw_cache_.program_id = binding.program_id;
1882     draw_cache_.resource_id = resource_id;
1883     draw_cache_.needs_blending = quad->ShouldDrawWithBlending();
1884     draw_cache_.background_color = quad->background_color;
1885 
1886     draw_cache_.uv_xform_location = binding.tex_transform_location;
1887     draw_cache_.background_color_location = binding.background_color_location;
1888     draw_cache_.vertex_opacity_location = binding.vertex_opacity_location;
1889     draw_cache_.matrix_location = binding.matrix_location;
1890     draw_cache_.sampler_location = binding.sampler_location;
1891   }
1892 
1893   // Generate the uv-transform
1894   draw_cache_.uv_xform_data.push_back(UVTransform(quad));
1895 
1896   // Generate the vertex opacity
1897   const float opacity = quad->opacity();
1898   draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[0] * opacity);
1899   draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[1] * opacity);
1900   draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[2] * opacity);
1901   draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[3] * opacity);
1902 
1903   // Generate the transform matrix
1904   gfx::Transform quad_rect_matrix;
1905   QuadRectTransform(&quad_rect_matrix, quad->quadTransform(), quad->rect);
1906   quad_rect_matrix = frame->projection_matrix * quad_rect_matrix;
1907 
1908   Float16 m;
1909   quad_rect_matrix.matrix().asColMajorf(m.data);
1910   draw_cache_.matrix_data.push_back(m);
1911 }
1912 
DrawIOSurfaceQuad(const DrawingFrame * frame,const IOSurfaceDrawQuad * quad)1913 void GLRenderer::DrawIOSurfaceQuad(const DrawingFrame* frame,
1914                                    const IOSurfaceDrawQuad* quad) {
1915   SetBlendEnabled(quad->ShouldDrawWithBlending());
1916 
1917   TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
1918       gl_,
1919       &highp_threshold_cache_,
1920       highp_threshold_min_,
1921       quad->shared_quad_state->visible_content_rect.bottom_right());
1922 
1923   TexTransformTextureProgramBinding binding;
1924   binding.Set(GetTextureIOSurfaceProgram(tex_coord_precision));
1925 
1926   SetUseProgram(binding.program_id);
1927   GLC(gl_, gl_->Uniform1i(binding.sampler_location, 0));
1928   if (quad->orientation == IOSurfaceDrawQuad::FLIPPED) {
1929     GLC(gl_,
1930         gl_->Uniform4f(binding.tex_transform_location,
1931                        0,
1932                        quad->io_surface_size.height(),
1933                        quad->io_surface_size.width(),
1934                        quad->io_surface_size.height() * -1.0f));
1935   } else {
1936     GLC(gl_,
1937         gl_->Uniform4f(binding.tex_transform_location,
1938                        0,
1939                        0,
1940                        quad->io_surface_size.width(),
1941                        quad->io_surface_size.height()));
1942   }
1943 
1944   const float vertex_opacity[] = {quad->opacity(), quad->opacity(),
1945                                   quad->opacity(), quad->opacity()};
1946   GLC(gl_, gl_->Uniform1fv(binding.vertex_opacity_location, 4, vertex_opacity));
1947 
1948   ResourceProvider::ScopedReadLockGL lock(resource_provider_,
1949                                           quad->io_surface_resource_id);
1950   DCHECK_EQ(GL_TEXTURE0, ResourceProvider::GetActiveTextureUnit(gl_));
1951   GLC(gl_, gl_->BindTexture(GL_TEXTURE_RECTANGLE_ARB, lock.texture_id()));
1952 
1953   DrawQuadGeometry(
1954       frame, quad->quadTransform(), quad->rect, binding.matrix_location);
1955 
1956   GLC(gl_, gl_->BindTexture(GL_TEXTURE_RECTANGLE_ARB, 0));
1957 }
1958 
FinishDrawingFrame(DrawingFrame * frame)1959 void GLRenderer::FinishDrawingFrame(DrawingFrame* frame) {
1960   current_framebuffer_lock_.reset();
1961   swap_buffer_rect_.Union(gfx::ToEnclosingRect(frame->root_damage_rect));
1962 
1963   GLC(gl_, gl_->Disable(GL_BLEND));
1964   blend_shadow_ = false;
1965 }
1966 
FinishDrawingQuadList()1967 void GLRenderer::FinishDrawingQuadList() { FlushTextureQuadCache(); }
1968 
FlippedFramebuffer() const1969 bool GLRenderer::FlippedFramebuffer() const { return true; }
1970 
EnsureScissorTestEnabled()1971 void GLRenderer::EnsureScissorTestEnabled() {
1972   if (is_scissor_enabled_)
1973     return;
1974 
1975   FlushTextureQuadCache();
1976   GLC(gl_, gl_->Enable(GL_SCISSOR_TEST));
1977   is_scissor_enabled_ = true;
1978 }
1979 
EnsureScissorTestDisabled()1980 void GLRenderer::EnsureScissorTestDisabled() {
1981   if (!is_scissor_enabled_)
1982     return;
1983 
1984   FlushTextureQuadCache();
1985   GLC(gl_, gl_->Disable(GL_SCISSOR_TEST));
1986   is_scissor_enabled_ = false;
1987 }
1988 
CopyCurrentRenderPassToBitmap(DrawingFrame * frame,scoped_ptr<CopyOutputRequest> request)1989 void GLRenderer::CopyCurrentRenderPassToBitmap(
1990     DrawingFrame* frame,
1991     scoped_ptr<CopyOutputRequest> request) {
1992   gfx::Rect copy_rect = frame->current_render_pass->output_rect;
1993   if (request->has_area())
1994     copy_rect.Intersect(request->area());
1995   GetFramebufferPixelsAsync(copy_rect, request.Pass());
1996 }
1997 
ToGLMatrix(float * gl_matrix,const gfx::Transform & transform)1998 void GLRenderer::ToGLMatrix(float* gl_matrix, const gfx::Transform& transform) {
1999   transform.matrix().asColMajorf(gl_matrix);
2000 }
2001 
SetShaderQuadF(const gfx::QuadF & quad,int quad_location)2002 void GLRenderer::SetShaderQuadF(const gfx::QuadF& quad, int quad_location) {
2003   if (quad_location == -1)
2004     return;
2005 
2006   float gl_quad[8];
2007   gl_quad[0] = quad.p1().x();
2008   gl_quad[1] = quad.p1().y();
2009   gl_quad[2] = quad.p2().x();
2010   gl_quad[3] = quad.p2().y();
2011   gl_quad[4] = quad.p3().x();
2012   gl_quad[5] = quad.p3().y();
2013   gl_quad[6] = quad.p4().x();
2014   gl_quad[7] = quad.p4().y();
2015   GLC(gl_, gl_->Uniform2fv(quad_location, 4, gl_quad));
2016 }
2017 
SetShaderOpacity(float opacity,int alpha_location)2018 void GLRenderer::SetShaderOpacity(float opacity, int alpha_location) {
2019   if (alpha_location != -1)
2020     GLC(gl_, gl_->Uniform1f(alpha_location, opacity));
2021 }
2022 
SetStencilEnabled(bool enabled)2023 void GLRenderer::SetStencilEnabled(bool enabled) {
2024   if (enabled == stencil_shadow_)
2025     return;
2026 
2027   if (enabled)
2028     GLC(gl_, gl_->Enable(GL_STENCIL_TEST));
2029   else
2030     GLC(gl_, gl_->Disable(GL_STENCIL_TEST));
2031   stencil_shadow_ = enabled;
2032 }
2033 
SetBlendEnabled(bool enabled)2034 void GLRenderer::SetBlendEnabled(bool enabled) {
2035   if (enabled == blend_shadow_)
2036     return;
2037 
2038   if (enabled)
2039     GLC(gl_, gl_->Enable(GL_BLEND));
2040   else
2041     GLC(gl_, gl_->Disable(GL_BLEND));
2042   blend_shadow_ = enabled;
2043 }
2044 
SetUseProgram(unsigned program)2045 void GLRenderer::SetUseProgram(unsigned program) {
2046   if (program == program_shadow_)
2047     return;
2048   gl_->UseProgram(program);
2049   program_shadow_ = program;
2050 }
2051 
DrawQuadGeometry(const DrawingFrame * frame,const gfx::Transform & draw_transform,const gfx::RectF & quad_rect,int matrix_location)2052 void GLRenderer::DrawQuadGeometry(const DrawingFrame* frame,
2053                                   const gfx::Transform& draw_transform,
2054                                   const gfx::RectF& quad_rect,
2055                                   int matrix_location) {
2056   gfx::Transform quad_rect_matrix;
2057   QuadRectTransform(&quad_rect_matrix, draw_transform, quad_rect);
2058   static float gl_matrix[16];
2059   ToGLMatrix(&gl_matrix[0], frame->projection_matrix * quad_rect_matrix);
2060   GLC(gl_, gl_->UniformMatrix4fv(matrix_location, 1, false, &gl_matrix[0]));
2061 
2062   GLC(gl_, gl_->DrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0));
2063 }
2064 
CopyTextureToFramebuffer(const DrawingFrame * frame,int texture_id,gfx::Rect rect,const gfx::Transform & draw_matrix,bool flip_vertically)2065 void GLRenderer::CopyTextureToFramebuffer(const DrawingFrame* frame,
2066                                           int texture_id,
2067                                           gfx::Rect rect,
2068                                           const gfx::Transform& draw_matrix,
2069                                           bool flip_vertically) {
2070   TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
2071       gl_, &highp_threshold_cache_, highp_threshold_min_, rect.bottom_right());
2072 
2073   const RenderPassProgram* program = GetRenderPassProgram(tex_coord_precision);
2074   SetUseProgram(program->program());
2075 
2076   GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
2077 
2078   if (flip_vertically) {
2079     GLC(gl_,
2080         gl_->Uniform4f(program->vertex_shader().tex_transform_location(),
2081                        0.f,
2082                        1.f,
2083                        1.f,
2084                        -1.f));
2085   } else {
2086     GLC(gl_,
2087         gl_->Uniform4f(program->vertex_shader().tex_transform_location(),
2088                        0.f,
2089                        0.f,
2090                        1.f,
2091                        1.f));
2092   }
2093 
2094   SetShaderOpacity(1.f, program->fragment_shader().alpha_location());
2095   DCHECK_EQ(GL_TEXTURE0, ResourceProvider::GetActiveTextureUnit(gl_));
2096   GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, texture_id));
2097   DrawQuadGeometry(
2098       frame, draw_matrix, rect, program->vertex_shader().matrix_location());
2099 }
2100 
Finish()2101 void GLRenderer::Finish() {
2102   TRACE_EVENT0("cc", "GLRenderer::Finish");
2103   GLC(gl_, gl_->Finish());
2104 }
2105 
SwapBuffers(const CompositorFrameMetadata & metadata)2106 void GLRenderer::SwapBuffers(const CompositorFrameMetadata& metadata) {
2107   DCHECK(!is_backbuffer_discarded_);
2108 
2109   TRACE_EVENT0("cc", "GLRenderer::SwapBuffers");
2110   // We're done! Time to swapbuffers!
2111 
2112   gfx::Size surface_size = output_surface_->SurfaceSize();
2113 
2114   CompositorFrame compositor_frame;
2115   compositor_frame.metadata = metadata;
2116   compositor_frame.gl_frame_data = make_scoped_ptr(new GLFrameData);
2117   compositor_frame.gl_frame_data->size = surface_size;
2118   if (capabilities_.using_partial_swap) {
2119     // If supported, we can save significant bandwidth by only swapping the
2120     // damaged/scissored region (clamped to the viewport).
2121     swap_buffer_rect_.Intersect(gfx::Rect(surface_size));
2122     int flipped_y_pos_of_rect_bottom = surface_size.height() -
2123                                        swap_buffer_rect_.y() -
2124                                        swap_buffer_rect_.height();
2125     compositor_frame.gl_frame_data->sub_buffer_rect =
2126         gfx::Rect(swap_buffer_rect_.x(),
2127                   flipped_y_pos_of_rect_bottom,
2128                   swap_buffer_rect_.width(),
2129                   swap_buffer_rect_.height());
2130   } else {
2131     compositor_frame.gl_frame_data->sub_buffer_rect =
2132         gfx::Rect(output_surface_->SurfaceSize());
2133   }
2134   output_surface_->SwapBuffers(&compositor_frame);
2135 
2136   swap_buffer_rect_ = gfx::Rect();
2137 
2138   // We don't have real fences, so we mark read fences as passed
2139   // assuming a double-buffered GPU pipeline. A texture can be
2140   // written to after one full frame has past since it was last read.
2141   if (last_swap_fence_.get())
2142     static_cast<SimpleSwapFence*>(last_swap_fence_.get())->SetHasPassed();
2143   last_swap_fence_ = resource_provider_->GetReadLockFence();
2144   resource_provider_->SetReadLockFence(new SimpleSwapFence());
2145 }
2146 
EnforceMemoryPolicy()2147 void GLRenderer::EnforceMemoryPolicy() {
2148   if (!visible_) {
2149     TRACE_EVENT0("cc", "GLRenderer::EnforceMemoryPolicy dropping resources");
2150     ReleaseRenderPassTextures();
2151     DiscardBackbuffer();
2152     resource_provider_->ReleaseCachedData();
2153     GLC(gl_, gl_->Flush());
2154   }
2155 }
2156 
DiscardBackbuffer()2157 void GLRenderer::DiscardBackbuffer() {
2158   if (is_backbuffer_discarded_)
2159     return;
2160 
2161   output_surface_->DiscardBackbuffer();
2162 
2163   is_backbuffer_discarded_ = true;
2164 
2165   // Damage tracker needs a full reset every time framebuffer is discarded.
2166   client_->SetFullRootLayerDamage();
2167 }
2168 
EnsureBackbuffer()2169 void GLRenderer::EnsureBackbuffer() {
2170   if (!is_backbuffer_discarded_)
2171     return;
2172 
2173   output_surface_->EnsureBackbuffer();
2174   is_backbuffer_discarded_ = false;
2175 }
2176 
GetFramebufferPixels(void * pixels,gfx::Rect rect)2177 void GLRenderer::GetFramebufferPixels(void* pixels, gfx::Rect rect) {
2178   if (!pixels || rect.IsEmpty())
2179     return;
2180 
2181   // This function assumes that it is reading the root frame buffer.
2182   DCHECK(!current_framebuffer_lock_);
2183 
2184   scoped_ptr<PendingAsyncReadPixels> pending_read(new PendingAsyncReadPixels);
2185   pending_async_read_pixels_.insert(pending_async_read_pixels_.begin(),
2186                                     pending_read.Pass());
2187 
2188   // This is a syncronous call since the callback is null.
2189   gfx::Rect window_rect = MoveFromDrawToWindowSpace(rect);
2190   DoGetFramebufferPixels(static_cast<uint8*>(pixels),
2191                          window_rect,
2192                          AsyncGetFramebufferPixelsCleanupCallback());
2193 }
2194 
GetFramebufferPixelsAsync(gfx::Rect rect,scoped_ptr<CopyOutputRequest> request)2195 void GLRenderer::GetFramebufferPixelsAsync(
2196     gfx::Rect rect,
2197     scoped_ptr<CopyOutputRequest> request) {
2198   DCHECK(!request->IsEmpty());
2199   if (request->IsEmpty())
2200     return;
2201   if (rect.IsEmpty())
2202     return;
2203 
2204   gfx::Rect window_rect = MoveFromDrawToWindowSpace(rect);
2205 
2206   if (!request->force_bitmap_result()) {
2207     bool own_mailbox = !request->has_texture_mailbox();
2208 
2209     GLuint texture_id = 0;
2210     gl_->GenTextures(1, &texture_id);
2211 
2212     gpu::Mailbox mailbox;
2213     if (own_mailbox) {
2214       GLC(gl_, gl_->GenMailboxCHROMIUM(mailbox.name));
2215       if (mailbox.IsZero()) {
2216         gl_->DeleteTextures(1, &texture_id);
2217         request->SendEmptyResult();
2218         return;
2219       }
2220     } else {
2221       mailbox = request->texture_mailbox().name();
2222       DCHECK_EQ(static_cast<unsigned>(GL_TEXTURE_2D),
2223                 request->texture_mailbox().target());
2224       DCHECK(!mailbox.IsZero());
2225       unsigned incoming_sync_point = request->texture_mailbox().sync_point();
2226       if (incoming_sync_point)
2227         GLC(gl_, gl_->WaitSyncPointCHROMIUM(incoming_sync_point));
2228     }
2229 
2230     GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, texture_id));
2231     if (own_mailbox) {
2232       GLC(gl_,
2233           gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
2234       GLC(gl_,
2235           gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
2236       GLC(gl_,
2237           gl_->TexParameteri(
2238               GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
2239       GLC(gl_,
2240           gl_->TexParameteri(
2241               GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
2242       GLC(gl_, gl_->ProduceTextureCHROMIUM(GL_TEXTURE_2D, mailbox.name));
2243     } else {
2244       GLC(gl_, gl_->ConsumeTextureCHROMIUM(GL_TEXTURE_2D, mailbox.name));
2245     }
2246     GetFramebufferTexture(texture_id, RGBA_8888, window_rect);
2247     GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, 0));
2248 
2249     unsigned sync_point = gl_->InsertSyncPointCHROMIUM();
2250     TextureMailbox texture_mailbox(mailbox, GL_TEXTURE_2D, sync_point);
2251 
2252     scoped_ptr<SingleReleaseCallback> release_callback;
2253     if (own_mailbox) {
2254       release_callback = texture_mailbox_deleter_->GetReleaseCallback(
2255           output_surface_->context_provider(), texture_id);
2256     } else {
2257       gl_->DeleteTextures(1, &texture_id);
2258     }
2259 
2260     request->SendTextureResult(
2261         window_rect.size(), texture_mailbox, release_callback.Pass());
2262     return;
2263   }
2264 
2265   DCHECK(request->force_bitmap_result());
2266 
2267   scoped_ptr<SkBitmap> bitmap(new SkBitmap);
2268   bitmap->setConfig(
2269       SkBitmap::kARGB_8888_Config, window_rect.width(), window_rect.height());
2270   bitmap->allocPixels();
2271 
2272   scoped_ptr<SkAutoLockPixels> lock(new SkAutoLockPixels(*bitmap));
2273 
2274   // Save a pointer to the pixels, the bitmap is owned by the cleanup_callback.
2275   uint8* pixels = static_cast<uint8*>(bitmap->getPixels());
2276 
2277   AsyncGetFramebufferPixelsCleanupCallback cleanup_callback =
2278       base::Bind(&GLRenderer::PassOnSkBitmap,
2279                  base::Unretained(this),
2280                  base::Passed(&bitmap),
2281                  base::Passed(&lock));
2282 
2283   scoped_ptr<PendingAsyncReadPixels> pending_read(new PendingAsyncReadPixels);
2284   pending_read->copy_request = request.Pass();
2285   pending_async_read_pixels_.insert(pending_async_read_pixels_.begin(),
2286                                     pending_read.Pass());
2287 
2288   // This is an asyncronous call since the callback is not null.
2289   DoGetFramebufferPixels(pixels, window_rect, cleanup_callback);
2290 }
2291 
DoGetFramebufferPixels(uint8 * dest_pixels,gfx::Rect window_rect,const AsyncGetFramebufferPixelsCleanupCallback & cleanup_callback)2292 void GLRenderer::DoGetFramebufferPixels(
2293     uint8* dest_pixels,
2294     gfx::Rect window_rect,
2295     const AsyncGetFramebufferPixelsCleanupCallback& cleanup_callback) {
2296   DCHECK_GE(window_rect.x(), 0);
2297   DCHECK_GE(window_rect.y(), 0);
2298   DCHECK_LE(window_rect.right(), current_surface_size_.width());
2299   DCHECK_LE(window_rect.bottom(), current_surface_size_.height());
2300 
2301   bool is_async = !cleanup_callback.is_null();
2302 
2303   bool do_workaround = NeedsIOSurfaceReadbackWorkaround();
2304 
2305   unsigned temporary_texture = 0;
2306   unsigned temporary_fbo = 0;
2307 
2308   if (do_workaround) {
2309     // On Mac OS X, calling glReadPixels() against an FBO whose color attachment
2310     // is an IOSurface-backed texture causes corruption of future glReadPixels()
2311     // calls, even those on different OpenGL contexts. It is believed that this
2312     // is the root cause of top crasher
2313     // http://crbug.com/99393. <rdar://problem/10949687>
2314 
2315     gl_->GenTextures(1, &temporary_texture);
2316     GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, temporary_texture));
2317     GLC(gl_,
2318         gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
2319     GLC(gl_,
2320         gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
2321     GLC(gl_,
2322         gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
2323     GLC(gl_,
2324         gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
2325     // Copy the contents of the current (IOSurface-backed) framebuffer into a
2326     // temporary texture.
2327     GetFramebufferTexture(
2328         temporary_texture, RGBA_8888, gfx::Rect(current_surface_size_));
2329     gl_->GenFramebuffers(1, &temporary_fbo);
2330     // Attach this texture to an FBO, and perform the readback from that FBO.
2331     GLC(gl_, gl_->BindFramebuffer(GL_FRAMEBUFFER, temporary_fbo));
2332     GLC(gl_,
2333         gl_->FramebufferTexture2D(GL_FRAMEBUFFER,
2334                                   GL_COLOR_ATTACHMENT0,
2335                                   GL_TEXTURE_2D,
2336                                   temporary_texture,
2337                                   0));
2338 
2339     DCHECK_EQ(static_cast<unsigned>(GL_FRAMEBUFFER_COMPLETE),
2340               gl_->CheckFramebufferStatus(GL_FRAMEBUFFER));
2341   }
2342 
2343   GLuint buffer = 0;
2344   gl_->GenBuffers(1, &buffer);
2345   GLC(gl_, gl_->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, buffer));
2346   GLC(gl_,
2347       gl_->BufferData(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM,
2348                       4 * window_rect.size().GetArea(),
2349                       NULL,
2350                       GL_STREAM_READ));
2351 
2352   GLuint query = 0;
2353   if (is_async) {
2354     gl_->GenQueriesEXT(1, &query);
2355     GLC(gl_, gl_->BeginQueryEXT(GL_ASYNC_PIXEL_PACK_COMPLETED_CHROMIUM, query));
2356   }
2357 
2358   GLC(gl_,
2359       gl_->ReadPixels(window_rect.x(),
2360                       window_rect.y(),
2361                       window_rect.width(),
2362                       window_rect.height(),
2363                       GL_RGBA,
2364                       GL_UNSIGNED_BYTE,
2365                       NULL));
2366 
2367   GLC(gl_, gl_->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, 0));
2368 
2369   if (do_workaround) {
2370     // Clean up.
2371     GLC(gl_, gl_->BindFramebuffer(GL_FRAMEBUFFER, 0));
2372     GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, 0));
2373     GLC(gl_, gl_->DeleteFramebuffers(1, &temporary_fbo));
2374     GLC(gl_, gl_->DeleteTextures(1, &temporary_texture));
2375   }
2376 
2377   base::Closure finished_callback = base::Bind(&GLRenderer::FinishedReadback,
2378                                                base::Unretained(this),
2379                                                cleanup_callback,
2380                                                buffer,
2381                                                query,
2382                                                dest_pixels,
2383                                                window_rect.size());
2384   // Save the finished_callback so it can be cancelled.
2385   pending_async_read_pixels_.front()->finished_read_pixels_callback.Reset(
2386       finished_callback);
2387 
2388   // Save the buffer to verify the callbacks happen in the expected order.
2389   pending_async_read_pixels_.front()->buffer = buffer;
2390 
2391   if (is_async) {
2392     GLC(gl_, gl_->EndQueryEXT(GL_ASYNC_PIXEL_PACK_COMPLETED_CHROMIUM));
2393     context_support_->SignalQuery(query, finished_callback);
2394   } else {
2395     resource_provider_->Finish();
2396     finished_callback.Run();
2397   }
2398 
2399   EnforceMemoryPolicy();
2400 }
2401 
FinishedReadback(const AsyncGetFramebufferPixelsCleanupCallback & cleanup_callback,unsigned source_buffer,unsigned query,uint8 * dest_pixels,gfx::Size size)2402 void GLRenderer::FinishedReadback(
2403     const AsyncGetFramebufferPixelsCleanupCallback& cleanup_callback,
2404     unsigned source_buffer,
2405     unsigned query,
2406     uint8* dest_pixels,
2407     gfx::Size size) {
2408   DCHECK(!pending_async_read_pixels_.empty());
2409 
2410   if (query != 0) {
2411     GLC(gl_, gl_->DeleteQueriesEXT(1, &query));
2412   }
2413 
2414   PendingAsyncReadPixels* current_read = pending_async_read_pixels_.back();
2415   // Make sure we service the readbacks in order.
2416   DCHECK_EQ(source_buffer, current_read->buffer);
2417 
2418   uint8* src_pixels = NULL;
2419 
2420   if (source_buffer != 0) {
2421     GLC(gl_,
2422         gl_->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, source_buffer));
2423     src_pixels = static_cast<uint8*>(gl_->MapBufferCHROMIUM(
2424         GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, GL_READ_ONLY));
2425 
2426     if (src_pixels) {
2427       size_t row_bytes = size.width() * 4;
2428       int num_rows = size.height();
2429       size_t total_bytes = num_rows * row_bytes;
2430       for (size_t dest_y = 0; dest_y < total_bytes; dest_y += row_bytes) {
2431         // Flip Y axis.
2432         size_t src_y = total_bytes - dest_y - row_bytes;
2433         // Swizzle OpenGL -> Skia byte order.
2434         for (size_t x = 0; x < row_bytes; x += 4) {
2435           dest_pixels[dest_y + x + SK_R32_SHIFT / 8] =
2436               src_pixels[src_y + x + 0];
2437           dest_pixels[dest_y + x + SK_G32_SHIFT / 8] =
2438               src_pixels[src_y + x + 1];
2439           dest_pixels[dest_y + x + SK_B32_SHIFT / 8] =
2440               src_pixels[src_y + x + 2];
2441           dest_pixels[dest_y + x + SK_A32_SHIFT / 8] =
2442               src_pixels[src_y + x + 3];
2443         }
2444       }
2445 
2446       GLC(gl_,
2447           gl_->UnmapBufferCHROMIUM(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM));
2448     }
2449     GLC(gl_, gl_->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, 0));
2450     GLC(gl_, gl_->DeleteBuffers(1, &source_buffer));
2451   }
2452 
2453   // TODO(danakj): This can go away when synchronous readback is no more and its
2454   // contents can just move here.
2455   if (!cleanup_callback.is_null())
2456     cleanup_callback.Run(current_read->copy_request.Pass(), src_pixels != NULL);
2457 
2458   pending_async_read_pixels_.pop_back();
2459 }
2460 
PassOnSkBitmap(scoped_ptr<SkBitmap> bitmap,scoped_ptr<SkAutoLockPixels> lock,scoped_ptr<CopyOutputRequest> request,bool success)2461 void GLRenderer::PassOnSkBitmap(scoped_ptr<SkBitmap> bitmap,
2462                                 scoped_ptr<SkAutoLockPixels> lock,
2463                                 scoped_ptr<CopyOutputRequest> request,
2464                                 bool success) {
2465   DCHECK(request->force_bitmap_result());
2466 
2467   lock.reset();
2468   if (success)
2469     request->SendBitmapResult(bitmap.Pass());
2470 }
2471 
GetFramebufferTexture(unsigned texture_id,ResourceFormat texture_format,gfx::Rect window_rect)2472 void GLRenderer::GetFramebufferTexture(unsigned texture_id,
2473                                        ResourceFormat texture_format,
2474                                        gfx::Rect window_rect) {
2475   DCHECK(texture_id);
2476   DCHECK_GE(window_rect.x(), 0);
2477   DCHECK_GE(window_rect.y(), 0);
2478   DCHECK_LE(window_rect.right(), current_surface_size_.width());
2479   DCHECK_LE(window_rect.bottom(), current_surface_size_.height());
2480 
2481   GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, texture_id));
2482   GLC(gl_,
2483       gl_->CopyTexImage2D(GL_TEXTURE_2D,
2484                           0,
2485                           GLDataFormat(texture_format),
2486                           window_rect.x(),
2487                           window_rect.y(),
2488                           window_rect.width(),
2489                           window_rect.height(),
2490                           0));
2491   GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, 0));
2492 }
2493 
UseScopedTexture(DrawingFrame * frame,const ScopedResource * texture,gfx::Rect viewport_rect)2494 bool GLRenderer::UseScopedTexture(DrawingFrame* frame,
2495                                   const ScopedResource* texture,
2496                                   gfx::Rect viewport_rect) {
2497   DCHECK(texture->id());
2498   frame->current_render_pass = NULL;
2499   frame->current_texture = texture;
2500 
2501   return BindFramebufferToTexture(frame, texture, viewport_rect);
2502 }
2503 
BindFramebufferToOutputSurface(DrawingFrame * frame)2504 void GLRenderer::BindFramebufferToOutputSurface(DrawingFrame* frame) {
2505   current_framebuffer_lock_.reset();
2506   output_surface_->BindFramebuffer();
2507 
2508   if (output_surface_->HasExternalStencilTest()) {
2509     SetStencilEnabled(true);
2510     GLC(gl_, gl_->StencilFunc(GL_EQUAL, 1, 1));
2511   } else {
2512     SetStencilEnabled(false);
2513   }
2514 }
2515 
BindFramebufferToTexture(DrawingFrame * frame,const ScopedResource * texture,gfx::Rect target_rect)2516 bool GLRenderer::BindFramebufferToTexture(DrawingFrame* frame,
2517                                           const ScopedResource* texture,
2518                                           gfx::Rect target_rect) {
2519   DCHECK(texture->id());
2520 
2521   current_framebuffer_lock_.reset();
2522 
2523   SetStencilEnabled(false);
2524   GLC(gl_, gl_->BindFramebuffer(GL_FRAMEBUFFER, offscreen_framebuffer_id_));
2525   current_framebuffer_lock_ =
2526       make_scoped_ptr(new ResourceProvider::ScopedWriteLockGL(
2527           resource_provider_, texture->id()));
2528   unsigned texture_id = current_framebuffer_lock_->texture_id();
2529   GLC(gl_,
2530       gl_->FramebufferTexture2D(
2531           GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_id, 0));
2532 
2533   DCHECK(gl_->CheckFramebufferStatus(GL_FRAMEBUFFER) ==
2534              GL_FRAMEBUFFER_COMPLETE ||
2535          IsContextLost());
2536 
2537   InitializeViewport(
2538       frame, target_rect, gfx::Rect(target_rect.size()), target_rect.size());
2539   return true;
2540 }
2541 
SetScissorTestRect(gfx::Rect scissor_rect)2542 void GLRenderer::SetScissorTestRect(gfx::Rect scissor_rect) {
2543   EnsureScissorTestEnabled();
2544 
2545   // Don't unnecessarily ask the context to change the scissor, because it
2546   // may cause undesired GPU pipeline flushes.
2547   if (scissor_rect == scissor_rect_ && !scissor_rect_needs_reset_)
2548     return;
2549 
2550   scissor_rect_ = scissor_rect;
2551   FlushTextureQuadCache();
2552   GLC(gl_,
2553       gl_->Scissor(scissor_rect.x(),
2554                    scissor_rect.y(),
2555                    scissor_rect.width(),
2556                    scissor_rect.height()));
2557 
2558   scissor_rect_needs_reset_ = false;
2559 }
2560 
SetDrawViewport(gfx::Rect window_space_viewport)2561 void GLRenderer::SetDrawViewport(gfx::Rect window_space_viewport) {
2562   viewport_ = window_space_viewport;
2563   GLC(gl_,
2564       gl_->Viewport(window_space_viewport.x(),
2565                     window_space_viewport.y(),
2566                     window_space_viewport.width(),
2567                     window_space_viewport.height()));
2568 }
2569 
InitializeSharedObjects()2570 void GLRenderer::InitializeSharedObjects() {
2571   TRACE_EVENT0("cc", "GLRenderer::InitializeSharedObjects");
2572 
2573   // Create an FBO for doing offscreen rendering.
2574   GLC(gl_, gl_->GenFramebuffers(1, &offscreen_framebuffer_id_));
2575 
2576   shared_geometry_ = make_scoped_ptr(
2577       new GeometryBinding(gl_, QuadVertexRect()));
2578 }
2579 
2580 const GLRenderer::TileCheckerboardProgram*
GetTileCheckerboardProgram()2581 GLRenderer::GetTileCheckerboardProgram() {
2582   if (!tile_checkerboard_program_.initialized()) {
2583     TRACE_EVENT0("cc", "GLRenderer::checkerboardProgram::initalize");
2584     tile_checkerboard_program_.Initialize(output_surface_->context_provider(),
2585                                           TexCoordPrecisionNA,
2586                                           SamplerTypeNA);
2587   }
2588   return &tile_checkerboard_program_;
2589 }
2590 
GetDebugBorderProgram()2591 const GLRenderer::DebugBorderProgram* GLRenderer::GetDebugBorderProgram() {
2592   if (!debug_border_program_.initialized()) {
2593     TRACE_EVENT0("cc", "GLRenderer::debugBorderProgram::initialize");
2594     debug_border_program_.Initialize(output_surface_->context_provider(),
2595                                      TexCoordPrecisionNA,
2596                                      SamplerTypeNA);
2597   }
2598   return &debug_border_program_;
2599 }
2600 
GetSolidColorProgram()2601 const GLRenderer::SolidColorProgram* GLRenderer::GetSolidColorProgram() {
2602   if (!solid_color_program_.initialized()) {
2603     TRACE_EVENT0("cc", "GLRenderer::solidColorProgram::initialize");
2604     solid_color_program_.Initialize(output_surface_->context_provider(),
2605                                     TexCoordPrecisionNA,
2606                                     SamplerTypeNA);
2607   }
2608   return &solid_color_program_;
2609 }
2610 
GetSolidColorProgramAA()2611 const GLRenderer::SolidColorProgramAA* GLRenderer::GetSolidColorProgramAA() {
2612   if (!solid_color_program_aa_.initialized()) {
2613     TRACE_EVENT0("cc", "GLRenderer::solidColorProgramAA::initialize");
2614     solid_color_program_aa_.Initialize(output_surface_->context_provider(),
2615                                        TexCoordPrecisionNA,
2616                                        SamplerTypeNA);
2617   }
2618   return &solid_color_program_aa_;
2619 }
2620 
GetRenderPassProgram(TexCoordPrecision precision)2621 const GLRenderer::RenderPassProgram* GLRenderer::GetRenderPassProgram(
2622     TexCoordPrecision precision) {
2623   DCHECK_GE(precision, 0);
2624   DCHECK_LT(precision, NumTexCoordPrecisions);
2625   RenderPassProgram* program = &render_pass_program_[precision];
2626   if (!program->initialized()) {
2627     TRACE_EVENT0("cc", "GLRenderer::renderPassProgram::initialize");
2628     program->Initialize(
2629         output_surface_->context_provider(), precision, SamplerType2D);
2630   }
2631   return program;
2632 }
2633 
GetRenderPassProgramAA(TexCoordPrecision precision)2634 const GLRenderer::RenderPassProgramAA* GLRenderer::GetRenderPassProgramAA(
2635     TexCoordPrecision precision) {
2636   DCHECK_GE(precision, 0);
2637   DCHECK_LT(precision, NumTexCoordPrecisions);
2638   RenderPassProgramAA* program = &render_pass_program_aa_[precision];
2639   if (!program->initialized()) {
2640     TRACE_EVENT0("cc", "GLRenderer::renderPassProgramAA::initialize");
2641     program->Initialize(
2642         output_surface_->context_provider(), precision, SamplerType2D);
2643   }
2644   return program;
2645 }
2646 
GetRenderPassMaskProgram(TexCoordPrecision precision)2647 const GLRenderer::RenderPassMaskProgram* GLRenderer::GetRenderPassMaskProgram(
2648     TexCoordPrecision precision) {
2649   DCHECK_GE(precision, 0);
2650   DCHECK_LT(precision, NumTexCoordPrecisions);
2651   RenderPassMaskProgram* program = &render_pass_mask_program_[precision];
2652   if (!program->initialized()) {
2653     TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgram::initialize");
2654     program->Initialize(
2655         output_surface_->context_provider(), precision, SamplerType2D);
2656   }
2657   return program;
2658 }
2659 
2660 const GLRenderer::RenderPassMaskProgramAA*
GetRenderPassMaskProgramAA(TexCoordPrecision precision)2661 GLRenderer::GetRenderPassMaskProgramAA(TexCoordPrecision precision) {
2662   DCHECK_GE(precision, 0);
2663   DCHECK_LT(precision, NumTexCoordPrecisions);
2664   RenderPassMaskProgramAA* program = &render_pass_mask_program_aa_[precision];
2665   if (!program->initialized()) {
2666     TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgramAA::initialize");
2667     program->Initialize(
2668         output_surface_->context_provider(), precision, SamplerType2D);
2669   }
2670   return program;
2671 }
2672 
2673 const GLRenderer::RenderPassColorMatrixProgram*
GetRenderPassColorMatrixProgram(TexCoordPrecision precision)2674 GLRenderer::GetRenderPassColorMatrixProgram(TexCoordPrecision precision) {
2675   DCHECK_GE(precision, 0);
2676   DCHECK_LT(precision, NumTexCoordPrecisions);
2677   RenderPassColorMatrixProgram* program =
2678       &render_pass_color_matrix_program_[precision];
2679   if (!program->initialized()) {
2680     TRACE_EVENT0("cc", "GLRenderer::renderPassColorMatrixProgram::initialize");
2681     program->Initialize(
2682         output_surface_->context_provider(), precision, SamplerType2D);
2683   }
2684   return program;
2685 }
2686 
2687 const GLRenderer::RenderPassColorMatrixProgramAA*
GetRenderPassColorMatrixProgramAA(TexCoordPrecision precision)2688 GLRenderer::GetRenderPassColorMatrixProgramAA(TexCoordPrecision precision) {
2689   DCHECK_GE(precision, 0);
2690   DCHECK_LT(precision, NumTexCoordPrecisions);
2691   RenderPassColorMatrixProgramAA* program =
2692       &render_pass_color_matrix_program_aa_[precision];
2693   if (!program->initialized()) {
2694     TRACE_EVENT0("cc",
2695                  "GLRenderer::renderPassColorMatrixProgramAA::initialize");
2696     program->Initialize(
2697         output_surface_->context_provider(), precision, SamplerType2D);
2698   }
2699   return program;
2700 }
2701 
2702 const GLRenderer::RenderPassMaskColorMatrixProgram*
GetRenderPassMaskColorMatrixProgram(TexCoordPrecision precision)2703 GLRenderer::GetRenderPassMaskColorMatrixProgram(TexCoordPrecision precision) {
2704   DCHECK_GE(precision, 0);
2705   DCHECK_LT(precision, NumTexCoordPrecisions);
2706   RenderPassMaskColorMatrixProgram* program =
2707       &render_pass_mask_color_matrix_program_[precision];
2708   if (!program->initialized()) {
2709     TRACE_EVENT0("cc",
2710                  "GLRenderer::renderPassMaskColorMatrixProgram::initialize");
2711     program->Initialize(
2712         output_surface_->context_provider(), precision, SamplerType2D);
2713   }
2714   return program;
2715 }
2716 
2717 const GLRenderer::RenderPassMaskColorMatrixProgramAA*
GetRenderPassMaskColorMatrixProgramAA(TexCoordPrecision precision)2718 GLRenderer::GetRenderPassMaskColorMatrixProgramAA(TexCoordPrecision precision) {
2719   DCHECK_GE(precision, 0);
2720   DCHECK_LT(precision, NumTexCoordPrecisions);
2721   RenderPassMaskColorMatrixProgramAA* program =
2722       &render_pass_mask_color_matrix_program_aa_[precision];
2723   if (!program->initialized()) {
2724     TRACE_EVENT0("cc",
2725                  "GLRenderer::renderPassMaskColorMatrixProgramAA::initialize");
2726     program->Initialize(
2727         output_surface_->context_provider(), precision, SamplerType2D);
2728   }
2729   return program;
2730 }
2731 
GetTileProgram(TexCoordPrecision precision,SamplerType sampler)2732 const GLRenderer::TileProgram* GLRenderer::GetTileProgram(
2733     TexCoordPrecision precision,
2734     SamplerType sampler) {
2735   DCHECK_GE(precision, 0);
2736   DCHECK_LT(precision, NumTexCoordPrecisions);
2737   DCHECK_GE(sampler, 0);
2738   DCHECK_LT(sampler, NumSamplerTypes);
2739   TileProgram* program = &tile_program_[precision][sampler];
2740   if (!program->initialized()) {
2741     TRACE_EVENT0("cc", "GLRenderer::tileProgram::initialize");
2742     program->Initialize(
2743         output_surface_->context_provider(), precision, sampler);
2744   }
2745   return program;
2746 }
2747 
GetTileProgramOpaque(TexCoordPrecision precision,SamplerType sampler)2748 const GLRenderer::TileProgramOpaque* GLRenderer::GetTileProgramOpaque(
2749     TexCoordPrecision precision,
2750     SamplerType sampler) {
2751   DCHECK_GE(precision, 0);
2752   DCHECK_LT(precision, NumTexCoordPrecisions);
2753   DCHECK_GE(sampler, 0);
2754   DCHECK_LT(sampler, NumSamplerTypes);
2755   TileProgramOpaque* program = &tile_program_opaque_[precision][sampler];
2756   if (!program->initialized()) {
2757     TRACE_EVENT0("cc", "GLRenderer::tileProgramOpaque::initialize");
2758     program->Initialize(
2759         output_surface_->context_provider(), precision, sampler);
2760   }
2761   return program;
2762 }
2763 
GetTileProgramAA(TexCoordPrecision precision,SamplerType sampler)2764 const GLRenderer::TileProgramAA* GLRenderer::GetTileProgramAA(
2765     TexCoordPrecision precision,
2766     SamplerType sampler) {
2767   DCHECK_GE(precision, 0);
2768   DCHECK_LT(precision, NumTexCoordPrecisions);
2769   DCHECK_GE(sampler, 0);
2770   DCHECK_LT(sampler, NumSamplerTypes);
2771   TileProgramAA* program = &tile_program_aa_[precision][sampler];
2772   if (!program->initialized()) {
2773     TRACE_EVENT0("cc", "GLRenderer::tileProgramAA::initialize");
2774     program->Initialize(
2775         output_surface_->context_provider(), precision, sampler);
2776   }
2777   return program;
2778 }
2779 
GetTileProgramSwizzle(TexCoordPrecision precision,SamplerType sampler)2780 const GLRenderer::TileProgramSwizzle* GLRenderer::GetTileProgramSwizzle(
2781     TexCoordPrecision precision,
2782     SamplerType sampler) {
2783   DCHECK_GE(precision, 0);
2784   DCHECK_LT(precision, NumTexCoordPrecisions);
2785   DCHECK_GE(sampler, 0);
2786   DCHECK_LT(sampler, NumSamplerTypes);
2787   TileProgramSwizzle* program = &tile_program_swizzle_[precision][sampler];
2788   if (!program->initialized()) {
2789     TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzle::initialize");
2790     program->Initialize(
2791         output_surface_->context_provider(), precision, sampler);
2792   }
2793   return program;
2794 }
2795 
2796 const GLRenderer::TileProgramSwizzleOpaque*
GetTileProgramSwizzleOpaque(TexCoordPrecision precision,SamplerType sampler)2797 GLRenderer::GetTileProgramSwizzleOpaque(TexCoordPrecision precision,
2798                                         SamplerType sampler) {
2799   DCHECK_GE(precision, 0);
2800   DCHECK_LT(precision, NumTexCoordPrecisions);
2801   DCHECK_GE(sampler, 0);
2802   DCHECK_LT(sampler, NumSamplerTypes);
2803   TileProgramSwizzleOpaque* program =
2804       &tile_program_swizzle_opaque_[precision][sampler];
2805   if (!program->initialized()) {
2806     TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleOpaque::initialize");
2807     program->Initialize(
2808         output_surface_->context_provider(), precision, sampler);
2809   }
2810   return program;
2811 }
2812 
GetTileProgramSwizzleAA(TexCoordPrecision precision,SamplerType sampler)2813 const GLRenderer::TileProgramSwizzleAA* GLRenderer::GetTileProgramSwizzleAA(
2814     TexCoordPrecision precision,
2815     SamplerType sampler) {
2816   DCHECK_GE(precision, 0);
2817   DCHECK_LT(precision, NumTexCoordPrecisions);
2818   DCHECK_GE(sampler, 0);
2819   DCHECK_LT(sampler, NumSamplerTypes);
2820   TileProgramSwizzleAA* program = &tile_program_swizzle_aa_[precision][sampler];
2821   if (!program->initialized()) {
2822     TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleAA::initialize");
2823     program->Initialize(
2824         output_surface_->context_provider(), precision, sampler);
2825   }
2826   return program;
2827 }
2828 
GetTextureProgram(TexCoordPrecision precision)2829 const GLRenderer::TextureProgram* GLRenderer::GetTextureProgram(
2830     TexCoordPrecision precision) {
2831   DCHECK_GE(precision, 0);
2832   DCHECK_LT(precision, NumTexCoordPrecisions);
2833   TextureProgram* program = &texture_program_[precision];
2834   if (!program->initialized()) {
2835     TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize");
2836     program->Initialize(
2837         output_surface_->context_provider(), precision, SamplerType2D);
2838   }
2839   return program;
2840 }
2841 
2842 const GLRenderer::NonPremultipliedTextureProgram*
GetNonPremultipliedTextureProgram(TexCoordPrecision precision)2843 GLRenderer::GetNonPremultipliedTextureProgram(TexCoordPrecision precision) {
2844   DCHECK_GE(precision, 0);
2845   DCHECK_LT(precision, NumTexCoordPrecisions);
2846   NonPremultipliedTextureProgram* program =
2847       &nonpremultiplied_texture_program_[precision];
2848   if (!program->initialized()) {
2849     TRACE_EVENT0("cc",
2850                  "GLRenderer::NonPremultipliedTextureProgram::Initialize");
2851     program->Initialize(
2852         output_surface_->context_provider(), precision, SamplerType2D);
2853   }
2854   return program;
2855 }
2856 
2857 const GLRenderer::TextureBackgroundProgram*
GetTextureBackgroundProgram(TexCoordPrecision precision)2858 GLRenderer::GetTextureBackgroundProgram(TexCoordPrecision precision) {
2859   DCHECK_GE(precision, 0);
2860   DCHECK_LT(precision, NumTexCoordPrecisions);
2861   TextureBackgroundProgram* program = &texture_background_program_[precision];
2862   if (!program->initialized()) {
2863     TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize");
2864     program->Initialize(
2865         output_surface_->context_provider(), precision, SamplerType2D);
2866   }
2867   return program;
2868 }
2869 
2870 const GLRenderer::NonPremultipliedTextureBackgroundProgram*
GetNonPremultipliedTextureBackgroundProgram(TexCoordPrecision precision)2871 GLRenderer::GetNonPremultipliedTextureBackgroundProgram(
2872     TexCoordPrecision precision) {
2873   DCHECK_GE(precision, 0);
2874   DCHECK_LT(precision, NumTexCoordPrecisions);
2875   NonPremultipliedTextureBackgroundProgram* program =
2876       &nonpremultiplied_texture_background_program_[precision];
2877   if (!program->initialized()) {
2878     TRACE_EVENT0("cc",
2879                  "GLRenderer::NonPremultipliedTextureProgram::Initialize");
2880     program->Initialize(
2881         output_surface_->context_provider(), precision, SamplerType2D);
2882   }
2883   return program;
2884 }
2885 
GetTextureIOSurfaceProgram(TexCoordPrecision precision)2886 const GLRenderer::TextureProgram* GLRenderer::GetTextureIOSurfaceProgram(
2887     TexCoordPrecision precision) {
2888   DCHECK_GE(precision, 0);
2889   DCHECK_LT(precision, NumTexCoordPrecisions);
2890   TextureProgram* program = &texture_io_surface_program_[precision];
2891   if (!program->initialized()) {
2892     TRACE_EVENT0("cc", "GLRenderer::textureIOSurfaceProgram::initialize");
2893     program->Initialize(
2894         output_surface_->context_provider(), precision, SamplerType2DRect);
2895   }
2896   return program;
2897 }
2898 
GetVideoYUVProgram(TexCoordPrecision precision)2899 const GLRenderer::VideoYUVProgram* GLRenderer::GetVideoYUVProgram(
2900     TexCoordPrecision precision) {
2901   DCHECK_GE(precision, 0);
2902   DCHECK_LT(precision, NumTexCoordPrecisions);
2903   VideoYUVProgram* program = &video_yuv_program_[precision];
2904   if (!program->initialized()) {
2905     TRACE_EVENT0("cc", "GLRenderer::videoYUVProgram::initialize");
2906     program->Initialize(
2907         output_surface_->context_provider(), precision, SamplerType2D);
2908   }
2909   return program;
2910 }
2911 
GetVideoYUVAProgram(TexCoordPrecision precision)2912 const GLRenderer::VideoYUVAProgram* GLRenderer::GetVideoYUVAProgram(
2913     TexCoordPrecision precision) {
2914   DCHECK_GE(precision, 0);
2915   DCHECK_LT(precision, NumTexCoordPrecisions);
2916   VideoYUVAProgram* program = &video_yuva_program_[precision];
2917   if (!program->initialized()) {
2918     TRACE_EVENT0("cc", "GLRenderer::videoYUVAProgram::initialize");
2919     program->Initialize(
2920         output_surface_->context_provider(), precision, SamplerType2D);
2921   }
2922   return program;
2923 }
2924 
2925 const GLRenderer::VideoStreamTextureProgram*
GetVideoStreamTextureProgram(TexCoordPrecision precision)2926 GLRenderer::GetVideoStreamTextureProgram(TexCoordPrecision precision) {
2927   if (!Capabilities().using_egl_image)
2928     return NULL;
2929   DCHECK_GE(precision, 0);
2930   DCHECK_LT(precision, NumTexCoordPrecisions);
2931   VideoStreamTextureProgram* program =
2932       &video_stream_texture_program_[precision];
2933   if (!program->initialized()) {
2934     TRACE_EVENT0("cc", "GLRenderer::streamTextureProgram::initialize");
2935     program->Initialize(
2936         output_surface_->context_provider(), precision, SamplerTypeExternalOES);
2937   }
2938   return program;
2939 }
2940 
CleanupSharedObjects()2941 void GLRenderer::CleanupSharedObjects() {
2942   shared_geometry_.reset();
2943 
2944   for (int i = 0; i < NumTexCoordPrecisions; ++i) {
2945     for (int j = 0; j < NumSamplerTypes; ++j) {
2946       tile_program_[i][j].Cleanup(gl_);
2947       tile_program_opaque_[i][j].Cleanup(gl_);
2948       tile_program_swizzle_[i][j].Cleanup(gl_);
2949       tile_program_swizzle_opaque_[i][j].Cleanup(gl_);
2950       tile_program_aa_[i][j].Cleanup(gl_);
2951       tile_program_swizzle_aa_[i][j].Cleanup(gl_);
2952     }
2953 
2954     render_pass_mask_program_[i].Cleanup(gl_);
2955     render_pass_program_[i].Cleanup(gl_);
2956     render_pass_mask_program_aa_[i].Cleanup(gl_);
2957     render_pass_program_aa_[i].Cleanup(gl_);
2958     render_pass_color_matrix_program_[i].Cleanup(gl_);
2959     render_pass_mask_color_matrix_program_aa_[i].Cleanup(gl_);
2960     render_pass_color_matrix_program_aa_[i].Cleanup(gl_);
2961     render_pass_mask_color_matrix_program_[i].Cleanup(gl_);
2962 
2963     texture_program_[i].Cleanup(gl_);
2964     nonpremultiplied_texture_program_[i].Cleanup(gl_);
2965     texture_background_program_[i].Cleanup(gl_);
2966     nonpremultiplied_texture_background_program_[i].Cleanup(gl_);
2967     texture_io_surface_program_[i].Cleanup(gl_);
2968 
2969     video_yuv_program_[i].Cleanup(gl_);
2970     video_yuva_program_[i].Cleanup(gl_);
2971     video_stream_texture_program_[i].Cleanup(gl_);
2972   }
2973 
2974   tile_checkerboard_program_.Cleanup(gl_);
2975 
2976   debug_border_program_.Cleanup(gl_);
2977   solid_color_program_.Cleanup(gl_);
2978   solid_color_program_aa_.Cleanup(gl_);
2979 
2980   if (offscreen_framebuffer_id_)
2981     GLC(gl_, gl_->DeleteFramebuffers(1, &offscreen_framebuffer_id_));
2982 
2983   if (on_demand_tile_raster_resource_id_)
2984     resource_provider_->DeleteResource(on_demand_tile_raster_resource_id_);
2985 
2986   ReleaseRenderPassTextures();
2987 }
2988 
ReinitializeGLState()2989 void GLRenderer::ReinitializeGLState() {
2990   // Bind the common vertex attributes used for drawing all the layers.
2991   shared_geometry_->PrepareForDraw();
2992 
2993   GLC(gl_, gl_->Disable(GL_DEPTH_TEST));
2994   GLC(gl_, gl_->Disable(GL_CULL_FACE));
2995   GLC(gl_, gl_->ColorMask(true, true, true, true));
2996   GLC(gl_, gl_->Disable(GL_STENCIL_TEST));
2997   stencil_shadow_ = false;
2998   GLC(gl_, gl_->Enable(GL_BLEND));
2999   blend_shadow_ = true;
3000   GLC(gl_, gl_->BlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA));
3001   GLC(gl_, gl_->ActiveTexture(GL_TEXTURE0));
3002   program_shadow_ = 0;
3003 
3004   // Make sure scissoring starts as disabled.
3005   is_scissor_enabled_ = false;
3006   GLC(gl_, gl_->Disable(GL_SCISSOR_TEST));
3007   scissor_rect_needs_reset_ = true;
3008 }
3009 
IsContextLost()3010 bool GLRenderer::IsContextLost() {
3011   return output_surface_->context_provider()->IsContextLost();
3012 }
3013 
3014 }  // namespace cc
3015