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/*
* Copyright (c) 2010, Google Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following disclaimer
* in the documentation and/or other materials provided with the
* distribution.
* * Neither the name of Google Inc. nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "config.h"
#include "DrawingBuffer.h"
#include "CanvasRenderingContext.h"
#include "Extensions3DChromium.h"
#include "GraphicsContext3D.h"
#include "GraphicsContext3DPrivate.h"
#include "GraphicsLayerChromium.h"
#include "TraceEvent.h"
#include <algorithm>
#include <public/Platform.h>
#include <public/WebCompositorSupport.h>
#include <public/WebExternalTextureLayer.h>
#include <public/WebExternalTextureLayerClient.h>
#include <public/WebGraphicsContext3D.h>
using namespace std;
namespace WebCore {
static unsigned generateColorTexture(GraphicsContext3D* context, const IntSize& size)
{
unsigned offscreenColorTexture = context->createTexture();
if (!offscreenColorTexture)
return 0;
context->bindTexture(GraphicsContext3D::TEXTURE_2D, offscreenColorTexture);
context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MAG_FILTER, GraphicsContext3D::LINEAR);
context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MIN_FILTER, GraphicsContext3D::LINEAR);
context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_S, GraphicsContext3D::CLAMP_TO_EDGE);
context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_T, GraphicsContext3D::CLAMP_TO_EDGE);
context->texImage2DResourceSafe(GraphicsContext3D::TEXTURE_2D, 0, GraphicsContext3D::RGBA, size.width(), size.height(), 0, GraphicsContext3D::RGBA, GraphicsContext3D::UNSIGNED_BYTE);
return offscreenColorTexture;
}
DrawingBuffer::DrawingBuffer(GraphicsContext3D* context,
const IntSize& size,
bool multisampleExtensionSupported,
bool packedDepthStencilExtensionSupported,
PreserveDrawingBuffer preserve,
AlphaRequirement alpha)
: m_preserveDrawingBuffer(preserve)
, m_alpha(alpha)
, m_scissorEnabled(false)
, m_texture2DBinding(0)
, m_framebufferBinding(0)
, m_activeTextureUnit(GraphicsContext3D::TEXTURE0)
, m_context(context)
, m_size(-1, -1)
, m_multisampleExtensionSupported(multisampleExtensionSupported)
, m_packedDepthStencilExtensionSupported(packedDepthStencilExtensionSupported)
, m_fbo(0)
, m_colorBuffer(0)
, m_frontColorBuffer(0)
, m_depthStencilBuffer(0)
, m_depthBuffer(0)
, m_stencilBuffer(0)
, m_multisampleFBO(0)
, m_multisampleColorBuffer(0)
, m_contentsChanged(true)
{
// Used by browser tests to detect the use of a DrawingBuffer.
TRACE_EVENT_INSTANT0("test_gpu", "DrawingBufferCreation");
// We need a separate front and back textures if ...
m_separateFrontTexture = m_preserveDrawingBuffer == Preserve // ... we have to preserve contents after compositing, which is done with a copy or ...
|| WebKit::Platform::current()->compositorSupport()->isThreadingEnabled(); // ... if we're in threaded mode and need to double buffer.
initialize(size);
}
DrawingBuffer::~DrawingBuffer()
{
if (!m_context)
return;
clear();
}
void DrawingBuffer::initialize(const IntSize& size)
{
m_fbo = m_context->createFramebuffer();
if (m_separateFrontTexture)
m_frontColorBuffer = generateColorTexture(m_context.get(), size);
m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_fbo);
m_colorBuffer = generateColorTexture(m_context.get(), size);
m_context->framebufferTexture2D(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::COLOR_ATTACHMENT0, GraphicsContext3D::TEXTURE_2D, m_colorBuffer, 0);
createSecondaryBuffers();
if (!reset(size)) {
m_context.clear();
return;
}
}
#if USE(ACCELERATED_COMPOSITING)
void DrawingBuffer::prepareBackBuffer()
{
if (!m_contentsChanged)
return;
m_context->makeContextCurrent();
if (multisample())
commit();
if (m_preserveDrawingBuffer == Discard && m_separateFrontTexture) {
swap(m_frontColorBuffer, m_colorBuffer);
// It appears safe to overwrite the context's framebuffer binding in the Discard case since there will always be a
// WebGLRenderingContext::clearIfComposited() call made before the next draw call which restores the framebuffer binding.
// If this stops being true at some point, we should track the current framebuffer binding in the DrawingBuffer and restore
// it after attaching the new back buffer here.
m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_fbo);
m_context->framebufferTexture2D(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::COLOR_ATTACHMENT0, GraphicsContext3D::TEXTURE_2D, m_colorBuffer, 0);
}
if (multisample() && !m_framebufferBinding)
bind();
else
restoreFramebufferBinding();
m_contentsChanged = false;
}
bool DrawingBuffer::requiresCopyFromBackToFrontBuffer() const
{
return m_separateFrontTexture && m_preserveDrawingBuffer == Preserve;
}
unsigned DrawingBuffer::frontColorBuffer() const
{
return m_separateFrontTexture ? m_frontColorBuffer : m_colorBuffer;
}
#endif
class DrawingBufferPrivate : public WebKit::WebExternalTextureLayerClient {
WTF_MAKE_NONCOPYABLE(DrawingBufferPrivate);
public:
explicit DrawingBufferPrivate(DrawingBuffer* drawingBuffer)
: m_drawingBuffer(drawingBuffer)
, m_layer(adoptPtr(WebKit::Platform::current()->compositorSupport()->createExternalTextureLayer(this)))
{
GraphicsContext3D::Attributes attributes = m_drawingBuffer->graphicsContext3D()->getContextAttributes();
m_layer->setOpaque(!attributes.alpha);
m_layer->setPremultipliedAlpha(attributes.premultipliedAlpha);
GraphicsLayerChromium::registerContentsLayer(m_layer->layer());
}
virtual ~DrawingBufferPrivate()
{
GraphicsLayerChromium::unregisterContentsLayer(m_layer->layer());
}
virtual unsigned prepareTexture(WebKit::WebTextureUpdater& updater) OVERRIDE
{
m_drawingBuffer->prepareBackBuffer();
m_drawingBuffer->graphicsContext3D()->flush();
m_drawingBuffer->graphicsContext3D()->markLayerComposited();
unsigned textureId = m_drawingBuffer->frontColorBuffer();
if (m_drawingBuffer->requiresCopyFromBackToFrontBuffer())
updater.appendCopy(m_drawingBuffer->colorBuffer(), textureId, m_drawingBuffer->size());
return textureId;
}
virtual WebKit::WebGraphicsContext3D* context() OVERRIDE
{
return GraphicsContext3DPrivate::extractWebGraphicsContext3D(m_drawingBuffer->graphicsContext3D());
}
WebKit::WebLayer* layer() { return m_layer->layer(); }
private:
DrawingBuffer* m_drawingBuffer;
OwnPtr<WebKit::WebExternalTextureLayer> m_layer;
};
#if USE(ACCELERATED_COMPOSITING)
PlatformLayer* DrawingBuffer::platformLayer()
{
if (!m_private)
m_private = adoptPtr(new DrawingBufferPrivate(this));
return m_private->layer();
}
#endif
Platform3DObject DrawingBuffer::framebuffer() const
{
return m_fbo;
}
#if USE(ACCELERATED_COMPOSITING)
void DrawingBuffer::paintCompositedResultsToCanvas(ImageBuffer* imageBuffer)
{
if (!m_context->makeContextCurrent() || m_context->getExtensions()->getGraphicsResetStatusARB() != GraphicsContext3D::NO_ERROR)
return;
IntSize framebufferSize = m_context->getInternalFramebufferSize();
// Since we're using the same context as WebGL, we have to restore any state we change (in this case, just the framebuffer binding).
// FIXME: The WebGLRenderingContext tracks the current framebuffer binding, it would be slightly more efficient to use this value
// rather than querying it off of the context.
GC3Dint previousFramebuffer = 0;
m_context->getIntegerv(GraphicsContext3D::FRAMEBUFFER_BINDING, &previousFramebuffer);
Platform3DObject framebuffer = m_context->createFramebuffer();
m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, framebuffer);
m_context->framebufferTexture2D(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::COLOR_ATTACHMENT0, GraphicsContext3D::TEXTURE_2D, frontColorBuffer(), 0);
Extensions3DChromium* extensions = static_cast<Extensions3DChromium*>(m_context->getExtensions());
extensions->paintFramebufferToCanvas(framebuffer, framebufferSize.width(), framebufferSize.height(), !m_context->getContextAttributes().premultipliedAlpha, imageBuffer);
m_context->deleteFramebuffer(framebuffer);
m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, previousFramebuffer);
}
#endif
}