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// Copyright 2010 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef CC_OUTPUT_GL_RENDERER_H_
#define CC_OUTPUT_GL_RENDERER_H_
#include "base/cancelable_callback.h"
#include "cc/base/cc_export.h"
#include "cc/base/scoped_ptr_deque.h"
#include "cc/base/scoped_ptr_vector.h"
#include "cc/output/direct_renderer.h"
#include "cc/output/gl_renderer_draw_cache.h"
#include "cc/output/program_binding.h"
#include "cc/output/renderer.h"
#include "cc/quads/checkerboard_draw_quad.h"
#include "cc/quads/debug_border_draw_quad.h"
#include "cc/quads/io_surface_draw_quad.h"
#include "cc/quads/render_pass_draw_quad.h"
#include "cc/quads/solid_color_draw_quad.h"
#include "cc/quads/tile_draw_quad.h"
#include "cc/quads/yuv_video_draw_quad.h"
#include "ui/gfx/quad_f.h"
class SkBitmap;
namespace gpu {
namespace gles2 {
class GLES2Interface;
}
}
namespace cc {
class GLRendererShaderTest;
class OutputSurface;
class PictureDrawQuad;
class ScopedResource;
class StreamVideoDrawQuad;
class TextureDrawQuad;
class TextureMailboxDeleter;
class GeometryBinding;
class ScopedEnsureFramebufferAllocation;
// Class that handles drawing of composited render layers using GL.
class CC_EXPORT GLRenderer : public DirectRenderer {
public:
class ScopedUseGrContext;
static scoped_ptr<GLRenderer> Create(
RendererClient* client,
const LayerTreeSettings* settings,
OutputSurface* output_surface,
ResourceProvider* resource_provider,
TextureMailboxDeleter* texture_mailbox_deleter,
int highp_threshold_min);
virtual ~GLRenderer();
virtual const RendererCapabilitiesImpl& Capabilities() const OVERRIDE;
// Waits for rendering to finish.
virtual void Finish() OVERRIDE;
virtual void DoNoOp() OVERRIDE;
virtual void SwapBuffers(const CompositorFrameMetadata& metadata) OVERRIDE;
virtual bool IsContextLost() OVERRIDE;
static void DebugGLCall(gpu::gles2::GLES2Interface* gl,
const char* command,
const char* file,
int line);
protected:
GLRenderer(RendererClient* client,
const LayerTreeSettings* settings,
OutputSurface* output_surface,
ResourceProvider* resource_provider,
TextureMailboxDeleter* texture_mailbox_deleter,
int highp_threshold_min);
virtual void DidChangeVisibility() OVERRIDE;
bool IsBackbufferDiscarded() const { return is_backbuffer_discarded_; }
const gfx::QuadF& SharedGeometryQuad() const { return shared_geometry_quad_; }
const GeometryBinding* SharedGeometry() const {
return shared_geometry_.get();
}
void GetFramebufferPixelsAsync(const gfx::Rect& rect,
scoped_ptr<CopyOutputRequest> request);
void GetFramebufferTexture(unsigned texture_id,
ResourceFormat texture_format,
const gfx::Rect& device_rect);
void ReleaseRenderPassTextures();
void SetStencilEnabled(bool enabled);
bool stencil_enabled() const { return stencil_shadow_; }
void SetBlendEnabled(bool enabled);
bool blend_enabled() const { return blend_shadow_; }
virtual void BindFramebufferToOutputSurface(DrawingFrame* frame) OVERRIDE;
virtual bool BindFramebufferToTexture(DrawingFrame* frame,
const ScopedResource* resource,
const gfx::Rect& target_rect) OVERRIDE;
virtual void SetDrawViewport(const gfx::Rect& window_space_viewport) OVERRIDE;
virtual void SetScissorTestRect(const gfx::Rect& scissor_rect) OVERRIDE;
virtual void DiscardPixels(bool has_external_stencil_test,
bool draw_rect_covers_full_surface) OVERRIDE;
virtual void ClearFramebuffer(DrawingFrame* frame,
bool has_external_stencil_test) OVERRIDE;
virtual void DoDrawQuad(DrawingFrame* frame, const class DrawQuad*) OVERRIDE;
virtual void BeginDrawingFrame(DrawingFrame* frame) OVERRIDE;
virtual void FinishDrawingFrame(DrawingFrame* frame) OVERRIDE;
virtual bool FlippedFramebuffer() const OVERRIDE;
virtual void EnsureScissorTestEnabled() OVERRIDE;
virtual void EnsureScissorTestDisabled() OVERRIDE;
virtual void CopyCurrentRenderPassToBitmap(
DrawingFrame* frame,
scoped_ptr<CopyOutputRequest> request) OVERRIDE;
virtual void FinishDrawingQuadList() OVERRIDE;
// Check if quad needs antialiasing and if so, inflate the quad and
// fill edge array for fragment shader. local_quad is set to
// inflated quad if antialiasing is required, otherwise it is left
// unchanged. edge array is filled with inflated quad's edge data
// if antialiasing is required, otherwise it is left unchanged.
// Returns true if quad requires antialiasing and false otherwise.
static bool SetupQuadForAntialiasing(const gfx::Transform& device_transform,
const DrawQuad* quad,
gfx::QuadF* local_quad,
float edge[24]);
private:
friend class GLRendererShaderPixelTest;
friend class GLRendererShaderTest;
static void ToGLMatrix(float* gl_matrix, const gfx::Transform& transform);
void DrawCheckerboardQuad(const DrawingFrame* frame,
const CheckerboardDrawQuad* quad);
void DrawDebugBorderQuad(const DrawingFrame* frame,
const DebugBorderDrawQuad* quad);
scoped_ptr<ScopedResource> GetBackgroundWithFilters(
DrawingFrame* frame,
const RenderPassDrawQuad* quad,
const gfx::Transform& contents_device_transform,
const gfx::Transform& contents_device_transformInverse,
bool* background_changed);
void DrawRenderPassQuad(DrawingFrame* frame, const RenderPassDrawQuad* quad);
void DrawSolidColorQuad(const DrawingFrame* frame,
const SolidColorDrawQuad* quad);
void DrawStreamVideoQuad(const DrawingFrame* frame,
const StreamVideoDrawQuad* quad);
void EnqueueTextureQuad(const DrawingFrame* frame,
const TextureDrawQuad* quad);
void FlushTextureQuadCache();
void DrawIOSurfaceQuad(const DrawingFrame* frame,
const IOSurfaceDrawQuad* quad);
void DrawTileQuad(const DrawingFrame* frame, const TileDrawQuad* quad);
void DrawContentQuad(const DrawingFrame* frame,
const ContentDrawQuadBase* quad,
ResourceProvider::ResourceId resource_id);
void DrawYUVVideoQuad(const DrawingFrame* frame,
const YUVVideoDrawQuad* quad);
void DrawPictureQuad(const DrawingFrame* frame,
const PictureDrawQuad* quad);
void SetShaderOpacity(float opacity, int alpha_location);
void SetShaderQuadF(const gfx::QuadF& quad, int quad_location);
void DrawQuadGeometry(const DrawingFrame* frame,
const gfx::Transform& draw_transform,
const gfx::RectF& quad_rect,
int matrix_location);
void SetUseProgram(unsigned program);
void CopyTextureToFramebuffer(const DrawingFrame* frame,
int texture_id,
const gfx::Rect& rect,
const gfx::Transform& draw_matrix,
bool flip_vertically);
bool UseScopedTexture(DrawingFrame* frame,
const ScopedResource* resource,
const gfx::Rect& viewport_rect);
bool MakeContextCurrent();
void InitializeSharedObjects();
void CleanupSharedObjects();
typedef base::Callback<void(scoped_ptr<CopyOutputRequest> copy_request,
bool success)>
AsyncGetFramebufferPixelsCleanupCallback;
void FinishedReadback(unsigned source_buffer,
unsigned query,
const gfx::Size& size);
void ReinitializeGLState();
void RestoreGLState();
void RestoreFramebuffer(DrawingFrame* frame);
virtual void DiscardBackbuffer() OVERRIDE;
virtual void EnsureBackbuffer() OVERRIDE;
void EnforceMemoryPolicy();
void ScheduleOverlays(DrawingFrame* frame);
typedef ScopedPtrVector<ResourceProvider::ScopedReadLockGL>
OverlayResourceLockList;
OverlayResourceLockList pending_overlay_resources_;
OverlayResourceLockList in_use_overlay_resources_;
RendererCapabilitiesImpl capabilities_;
unsigned offscreen_framebuffer_id_;
scoped_ptr<GeometryBinding> shared_geometry_;
gfx::QuadF shared_geometry_quad_;
// This block of bindings defines all of the programs used by the compositor
// itself. Add any new programs here to GLRendererShaderTest.
// Tiled layer shaders.
typedef ProgramBinding<VertexShaderTile, FragmentShaderRGBATexAlpha>
TileProgram;
typedef ProgramBinding<VertexShaderTileAA, FragmentShaderRGBATexClampAlphaAA>
TileProgramAA;
typedef ProgramBinding<VertexShaderTileAA,
FragmentShaderRGBATexClampSwizzleAlphaAA>
TileProgramSwizzleAA;
typedef ProgramBinding<VertexShaderTile, FragmentShaderRGBATexOpaque>
TileProgramOpaque;
typedef ProgramBinding<VertexShaderTile, FragmentShaderRGBATexSwizzleAlpha>
TileProgramSwizzle;
typedef ProgramBinding<VertexShaderTile, FragmentShaderRGBATexSwizzleOpaque>
TileProgramSwizzleOpaque;
typedef ProgramBinding<VertexShaderPosTex, FragmentShaderCheckerboard>
TileCheckerboardProgram;
// Texture shaders.
typedef ProgramBinding<VertexShaderPosTexTransform,
FragmentShaderRGBATexVaryingAlpha> TextureProgram;
typedef ProgramBinding<VertexShaderPosTexTransform,
FragmentShaderRGBATexPremultiplyAlpha>
NonPremultipliedTextureProgram;
typedef ProgramBinding<VertexShaderPosTexTransform,
FragmentShaderTexBackgroundVaryingAlpha>
TextureBackgroundProgram;
typedef ProgramBinding<VertexShaderPosTexTransform,
FragmentShaderTexBackgroundPremultiplyAlpha>
NonPremultipliedTextureBackgroundProgram;
// Render surface shaders.
typedef ProgramBinding<VertexShaderPosTexTransform,
FragmentShaderRGBATexAlpha> RenderPassProgram;
typedef ProgramBinding<VertexShaderPosTexTransform,
FragmentShaderRGBATexAlphaMask> RenderPassMaskProgram;
typedef ProgramBinding<VertexShaderQuadTexTransformAA,
FragmentShaderRGBATexAlphaAA> RenderPassProgramAA;
typedef ProgramBinding<VertexShaderQuadTexTransformAA,
FragmentShaderRGBATexAlphaMaskAA>
RenderPassMaskProgramAA;
typedef ProgramBinding<VertexShaderPosTexTransform,
FragmentShaderRGBATexColorMatrixAlpha>
RenderPassColorMatrixProgram;
typedef ProgramBinding<VertexShaderQuadTexTransformAA,
FragmentShaderRGBATexAlphaMaskColorMatrixAA>
RenderPassMaskColorMatrixProgramAA;
typedef ProgramBinding<VertexShaderQuadTexTransformAA,
FragmentShaderRGBATexAlphaColorMatrixAA>
RenderPassColorMatrixProgramAA;
typedef ProgramBinding<VertexShaderPosTexTransform,
FragmentShaderRGBATexAlphaMaskColorMatrix>
RenderPassMaskColorMatrixProgram;
// Video shaders.
typedef ProgramBinding<VertexShaderVideoTransform, FragmentShaderRGBATex>
VideoStreamTextureProgram;
typedef ProgramBinding<VertexShaderPosTexYUVStretchOffset,
FragmentShaderYUVVideo> VideoYUVProgram;
typedef ProgramBinding<VertexShaderPosTexYUVStretchOffset,
FragmentShaderYUVAVideo> VideoYUVAProgram;
// Special purpose / effects shaders.
typedef ProgramBinding<VertexShaderPos, FragmentShaderColor>
DebugBorderProgram;
typedef ProgramBinding<VertexShaderQuad, FragmentShaderColor>
SolidColorProgram;
typedef ProgramBinding<VertexShaderQuadAA, FragmentShaderColorAA>
SolidColorProgramAA;
const TileProgram* GetTileProgram(
TexCoordPrecision precision, SamplerType sampler);
const TileProgramOpaque* GetTileProgramOpaque(
TexCoordPrecision precision, SamplerType sampler);
const TileProgramAA* GetTileProgramAA(
TexCoordPrecision precision, SamplerType sampler);
const TileProgramSwizzle* GetTileProgramSwizzle(
TexCoordPrecision precision, SamplerType sampler);
const TileProgramSwizzleOpaque* GetTileProgramSwizzleOpaque(
TexCoordPrecision precision, SamplerType sampler);
const TileProgramSwizzleAA* GetTileProgramSwizzleAA(
TexCoordPrecision precision, SamplerType sampler);
const TileCheckerboardProgram* GetTileCheckerboardProgram();
const RenderPassProgram* GetRenderPassProgram(
TexCoordPrecision precision);
const RenderPassProgramAA* GetRenderPassProgramAA(
TexCoordPrecision precision);
const RenderPassMaskProgram* GetRenderPassMaskProgram(
TexCoordPrecision precision);
const RenderPassMaskProgramAA* GetRenderPassMaskProgramAA(
TexCoordPrecision precision);
const RenderPassColorMatrixProgram* GetRenderPassColorMatrixProgram(
TexCoordPrecision precision);
const RenderPassColorMatrixProgramAA* GetRenderPassColorMatrixProgramAA(
TexCoordPrecision precision);
const RenderPassMaskColorMatrixProgram* GetRenderPassMaskColorMatrixProgram(
TexCoordPrecision precision);
const RenderPassMaskColorMatrixProgramAA*
GetRenderPassMaskColorMatrixProgramAA(TexCoordPrecision precision);
const TextureProgram* GetTextureProgram(
TexCoordPrecision precision);
const NonPremultipliedTextureProgram* GetNonPremultipliedTextureProgram(
TexCoordPrecision precision);
const TextureBackgroundProgram* GetTextureBackgroundProgram(
TexCoordPrecision precision);
const NonPremultipliedTextureBackgroundProgram*
GetNonPremultipliedTextureBackgroundProgram(TexCoordPrecision precision);
const TextureProgram* GetTextureIOSurfaceProgram(
TexCoordPrecision precision);
const VideoYUVProgram* GetVideoYUVProgram(
TexCoordPrecision precision);
const VideoYUVAProgram* GetVideoYUVAProgram(
TexCoordPrecision precision);
const VideoStreamTextureProgram* GetVideoStreamTextureProgram(
TexCoordPrecision precision);
const DebugBorderProgram* GetDebugBorderProgram();
const SolidColorProgram* GetSolidColorProgram();
const SolidColorProgramAA* GetSolidColorProgramAA();
TileProgram tile_program_[NumTexCoordPrecisions][NumSamplerTypes];
TileProgramOpaque
tile_program_opaque_[NumTexCoordPrecisions][NumSamplerTypes];
TileProgramAA tile_program_aa_[NumTexCoordPrecisions][NumSamplerTypes];
TileProgramSwizzle
tile_program_swizzle_[NumTexCoordPrecisions][NumSamplerTypes];
TileProgramSwizzleOpaque
tile_program_swizzle_opaque_[NumTexCoordPrecisions][NumSamplerTypes];
TileProgramSwizzleAA
tile_program_swizzle_aa_[NumTexCoordPrecisions][NumSamplerTypes];
TileCheckerboardProgram tile_checkerboard_program_;
TextureProgram texture_program_[NumTexCoordPrecisions];
NonPremultipliedTextureProgram
nonpremultiplied_texture_program_[NumTexCoordPrecisions];
TextureBackgroundProgram texture_background_program_[NumTexCoordPrecisions];
NonPremultipliedTextureBackgroundProgram
nonpremultiplied_texture_background_program_[NumTexCoordPrecisions];
TextureProgram texture_io_surface_program_[NumTexCoordPrecisions];
RenderPassProgram render_pass_program_[NumTexCoordPrecisions];
RenderPassProgramAA render_pass_program_aa_[NumTexCoordPrecisions];
RenderPassMaskProgram render_pass_mask_program_[NumTexCoordPrecisions];
RenderPassMaskProgramAA render_pass_mask_program_aa_[NumTexCoordPrecisions];
RenderPassColorMatrixProgram
render_pass_color_matrix_program_[NumTexCoordPrecisions];
RenderPassColorMatrixProgramAA
render_pass_color_matrix_program_aa_[NumTexCoordPrecisions];
RenderPassMaskColorMatrixProgram
render_pass_mask_color_matrix_program_[NumTexCoordPrecisions];
RenderPassMaskColorMatrixProgramAA
render_pass_mask_color_matrix_program_aa_[NumTexCoordPrecisions];
VideoYUVProgram video_yuv_program_[NumTexCoordPrecisions];
VideoYUVAProgram video_yuva_program_[NumTexCoordPrecisions];
VideoStreamTextureProgram
video_stream_texture_program_[NumTexCoordPrecisions];
DebugBorderProgram debug_border_program_;
SolidColorProgram solid_color_program_;
SolidColorProgramAA solid_color_program_aa_;
gpu::gles2::GLES2Interface* gl_;
gpu::ContextSupport* context_support_;
skia::RefPtr<GrContext> gr_context_;
skia::RefPtr<SkCanvas> sk_canvas_;
TextureMailboxDeleter* texture_mailbox_deleter_;
gfx::Rect swap_buffer_rect_;
gfx::Rect scissor_rect_;
gfx::Rect viewport_;
bool is_backbuffer_discarded_;
bool is_using_bind_uniform_;
bool is_scissor_enabled_;
bool scissor_rect_needs_reset_;
bool stencil_shadow_;
bool blend_shadow_;
unsigned program_shadow_;
TexturedQuadDrawCache draw_cache_;
int highp_threshold_min_;
int highp_threshold_cache_;
struct PendingAsyncReadPixels;
ScopedPtrVector<PendingAsyncReadPixels> pending_async_read_pixels_;
scoped_ptr<ResourceProvider::ScopedWriteLockGL> current_framebuffer_lock_;
class SyncQuery;
ScopedPtrDeque<SyncQuery> pending_sync_queries_;
ScopedPtrDeque<SyncQuery> available_sync_queries_;
scoped_ptr<SyncQuery> current_sync_query_;
bool use_sync_query_;
SkBitmap on_demand_tile_raster_bitmap_;
ResourceProvider::ResourceId on_demand_tile_raster_resource_id_;
DISALLOW_COPY_AND_ASSIGN(GLRenderer);
};
// Setting DEBUG_GL_CALLS to 1 will call glGetError() after almost every GL
// call made by the compositor. Useful for debugging rendering issues but
// will significantly degrade performance.
#define DEBUG_GL_CALLS 0
#if DEBUG_GL_CALLS && !defined(NDEBUG)
#define GLC(context, x) \
(x, GLRenderer::DebugGLCall(&* context, #x, __FILE__, __LINE__))
#else
#define GLC(context, x) (x)
#endif
} // namespace cc
#endif // CC_OUTPUT_GL_RENDERER_H_