blob: ce4fc828fae33c925e0ef1e99b8fa1fb91bfc506 [file] [log] [blame]
// Copyright 2012 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "cc/output/software_renderer.h"
#include "base/trace_event/trace_event.h"
#include "cc/base/math_util.h"
#include "cc/output/compositor_frame.h"
#include "cc/output/compositor_frame_ack.h"
#include "cc/output/compositor_frame_metadata.h"
#include "cc/output/copy_output_request.h"
#include "cc/output/output_surface.h"
#include "cc/output/render_surface_filters.h"
#include "cc/output/software_output_device.h"
#include "cc/quads/debug_border_draw_quad.h"
#include "cc/quads/picture_draw_quad.h"
#include "cc/quads/render_pass_draw_quad.h"
#include "cc/quads/solid_color_draw_quad.h"
#include "cc/quads/texture_draw_quad.h"
#include "cc/quads/tile_draw_quad.h"
#include "skia/ext/opacity_filter_canvas.h"
#include "third_party/skia/include/core/SkCanvas.h"
#include "third_party/skia/include/core/SkColor.h"
#include "third_party/skia/include/core/SkImageFilter.h"
#include "third_party/skia/include/core/SkMatrix.h"
#include "third_party/skia/include/core/SkPath.h"
#include "third_party/skia/include/core/SkPoint.h"
#include "third_party/skia/include/core/SkShader.h"
#include "third_party/skia/include/effects/SkLayerRasterizer.h"
#include "ui/gfx/geometry/rect_conversions.h"
#include "ui/gfx/skia_util.h"
#include "ui/gfx/transform.h"
namespace cc {
namespace {
static inline bool IsScalarNearlyInteger(SkScalar scalar) {
return SkScalarNearlyZero(scalar - SkScalarRoundToScalar(scalar));
}
bool IsScaleAndIntegerTranslate(const SkMatrix& matrix) {
return IsScalarNearlyInteger(matrix[SkMatrix::kMTransX]) &&
IsScalarNearlyInteger(matrix[SkMatrix::kMTransY]) &&
SkScalarNearlyZero(matrix[SkMatrix::kMSkewX]) &&
SkScalarNearlyZero(matrix[SkMatrix::kMSkewY]) &&
SkScalarNearlyZero(matrix[SkMatrix::kMPersp0]) &&
SkScalarNearlyZero(matrix[SkMatrix::kMPersp1]) &&
SkScalarNearlyZero(matrix[SkMatrix::kMPersp2] - 1.0f);
}
static SkShader::TileMode WrapModeToTileMode(GLint wrap_mode) {
switch (wrap_mode) {
case GL_REPEAT:
return SkShader::kRepeat_TileMode;
case GL_CLAMP_TO_EDGE:
return SkShader::kClamp_TileMode;
}
NOTREACHED();
return SkShader::kClamp_TileMode;
}
} // anonymous namespace
scoped_ptr<SoftwareRenderer> SoftwareRenderer::Create(
RendererClient* client,
const RendererSettings* settings,
OutputSurface* output_surface,
ResourceProvider* resource_provider) {
return make_scoped_ptr(new SoftwareRenderer(
client, settings, output_surface, resource_provider));
}
SoftwareRenderer::SoftwareRenderer(RendererClient* client,
const RendererSettings* settings,
OutputSurface* output_surface,
ResourceProvider* resource_provider)
: DirectRenderer(client, settings, output_surface, resource_provider),
is_scissor_enabled_(false),
is_backbuffer_discarded_(false),
output_device_(output_surface->software_device()),
current_canvas_(NULL) {
if (resource_provider_) {
capabilities_.max_texture_size = resource_provider_->max_texture_size();
capabilities_.best_texture_format =
resource_provider_->best_texture_format();
}
// The updater can access bitmaps while the SoftwareRenderer is using them.
capabilities_.allow_partial_texture_updates = true;
capabilities_.using_partial_swap = true;
capabilities_.using_shared_memory_resources = true;
capabilities_.allow_rasterize_on_demand = true;
}
SoftwareRenderer::~SoftwareRenderer() {}
const RendererCapabilitiesImpl& SoftwareRenderer::Capabilities() const {
return capabilities_;
}
void SoftwareRenderer::BeginDrawingFrame(DrawingFrame* frame) {
TRACE_EVENT0("cc", "SoftwareRenderer::BeginDrawingFrame");
root_canvas_ = output_device_->BeginPaint(
gfx::ToEnclosingRect(frame->root_damage_rect));
}
void SoftwareRenderer::FinishDrawingFrame(DrawingFrame* frame) {
TRACE_EVENT0("cc", "SoftwareRenderer::FinishDrawingFrame");
current_framebuffer_lock_ = nullptr;
current_framebuffer_canvas_.clear();
current_canvas_ = NULL;
root_canvas_ = NULL;
output_device_->EndPaint();
}
void SoftwareRenderer::SwapBuffers(const CompositorFrameMetadata& metadata) {
TRACE_EVENT0("cc,benchmark", "SoftwareRenderer::SwapBuffers");
CompositorFrame compositor_frame;
compositor_frame.metadata = metadata;
output_surface_->SwapBuffers(&compositor_frame);
}
bool SoftwareRenderer::FlippedFramebuffer(const DrawingFrame* frame) const {
return false;
}
void SoftwareRenderer::EnsureScissorTestEnabled() {
is_scissor_enabled_ = true;
SetClipRect(scissor_rect_);
}
void SoftwareRenderer::EnsureScissorTestDisabled() {
// There is no explicit notion of enabling/disabling scissoring in software
// rendering, but the underlying effect we want is to clear any existing
// clipRect on the current SkCanvas. This is done by setting clipRect to
// the viewport's dimensions.
if (!current_canvas_)
return;
is_scissor_enabled_ = false;
SkISize size = current_canvas_->getDeviceSize();
SetClipRect(gfx::Rect(size.width(), size.height()));
}
void SoftwareRenderer::Finish() {}
void SoftwareRenderer::BindFramebufferToOutputSurface(DrawingFrame* frame) {
DCHECK(!output_surface_->HasExternalStencilTest());
current_framebuffer_lock_ = nullptr;
current_framebuffer_canvas_.clear();
current_canvas_ = root_canvas_;
}
bool SoftwareRenderer::BindFramebufferToTexture(
DrawingFrame* frame,
const ScopedResource* texture,
const gfx::Rect& target_rect) {
DCHECK(texture->id());
// Explicitly release lock, otherwise we can crash when try to lock
// same texture again.
current_framebuffer_lock_ = nullptr;
current_framebuffer_lock_ = make_scoped_ptr(
new ResourceProvider::ScopedWriteLockSoftware(
resource_provider_, texture->id()));
current_framebuffer_canvas_ =
skia::AdoptRef(new SkCanvas(current_framebuffer_lock_->sk_bitmap()));
current_canvas_ = current_framebuffer_canvas_.get();
return true;
}
void SoftwareRenderer::SetScissorTestRect(const gfx::Rect& scissor_rect) {
is_scissor_enabled_ = true;
scissor_rect_ = scissor_rect;
SetClipRect(scissor_rect);
}
void SoftwareRenderer::SetClipRect(const gfx::Rect& rect) {
if (!current_canvas_)
return;
// Skia applies the current matrix to clip rects so we reset it temporary.
SkMatrix current_matrix = current_canvas_->getTotalMatrix();
current_canvas_->resetMatrix();
current_canvas_->clipRect(gfx::RectToSkRect(rect), SkRegion::kReplace_Op);
current_canvas_->setMatrix(current_matrix);
}
void SoftwareRenderer::ClearCanvas(SkColor color) {
if (!current_canvas_)
return;
// SkCanvas::clear doesn't respect the current clipping region
// so we SkCanvas::drawColor instead if scissoring is active.
if (is_scissor_enabled_)
current_canvas_->drawColor(color, SkXfermode::kSrc_Mode);
else
current_canvas_->clear(color);
}
void SoftwareRenderer::ClearFramebuffer(DrawingFrame* frame) {
if (frame->current_render_pass->has_transparent_background) {
ClearCanvas(SkColorSetARGB(0, 0, 0, 0));
} else {
#ifndef NDEBUG
// On DEBUG builds, opaque render passes are cleared to blue
// to easily see regions that were not drawn on the screen.
ClearCanvas(SkColorSetARGB(255, 0, 0, 255));
#endif
}
}
void SoftwareRenderer::PrepareSurfaceForPass(
DrawingFrame* frame,
SurfaceInitializationMode initialization_mode,
const gfx::Rect& render_pass_scissor) {
switch (initialization_mode) {
case SURFACE_INITIALIZATION_MODE_PRESERVE:
EnsureScissorTestDisabled();
return;
case SURFACE_INITIALIZATION_MODE_FULL_SURFACE_CLEAR:
EnsureScissorTestDisabled();
ClearFramebuffer(frame);
break;
case SURFACE_INITIALIZATION_MODE_SCISSORED_CLEAR:
SetScissorTestRect(render_pass_scissor);
ClearFramebuffer(frame);
break;
}
}
bool SoftwareRenderer::IsSoftwareResource(ResourceId resource_id) const {
switch (resource_provider_->GetResourceType(resource_id)) {
case ResourceProvider::RESOURCE_TYPE_GL_TEXTURE:
return false;
case ResourceProvider::RESOURCE_TYPE_BITMAP:
return true;
}
LOG(FATAL) << "Invalid resource type.";
return false;
}
void SoftwareRenderer::DoDrawQuad(DrawingFrame* frame,
const DrawQuad* quad,
const gfx::QuadF* draw_region) {
if (!current_canvas_)
return;
if (draw_region) {
current_canvas_->save();
}
TRACE_EVENT0("cc", "SoftwareRenderer::DoDrawQuad");
gfx::Transform quad_rect_matrix;
QuadRectTransform(&quad_rect_matrix,
quad->shared_quad_state->quad_to_target_transform,
quad->rect);
gfx::Transform contents_device_transform =
frame->window_matrix * frame->projection_matrix * quad_rect_matrix;
contents_device_transform.FlattenTo2d();
SkMatrix sk_device_matrix;
gfx::TransformToFlattenedSkMatrix(contents_device_transform,
&sk_device_matrix);
current_canvas_->setMatrix(sk_device_matrix);
current_paint_.reset();
if (settings_->force_antialiasing ||
!IsScaleAndIntegerTranslate(sk_device_matrix)) {
// TODO(danakj): Until we can enable AA only on exterior edges of the
// layer, disable AA if any interior edges are present. crbug.com/248175
bool all_four_edges_are_exterior = quad->IsTopEdge() &&
quad->IsLeftEdge() &&
quad->IsBottomEdge() &&
quad->IsRightEdge();
if (settings_->allow_antialiasing &&
(settings_->force_antialiasing || all_four_edges_are_exterior))
current_paint_.setAntiAlias(true);
current_paint_.setFilterQuality(kLow_SkFilterQuality);
}
if (quad->ShouldDrawWithBlending() ||
quad->shared_quad_state->blend_mode != SkXfermode::kSrcOver_Mode) {
current_paint_.setAlpha(quad->shared_quad_state->opacity * 255);
current_paint_.setXfermodeMode(quad->shared_quad_state->blend_mode);
} else {
current_paint_.setXfermodeMode(SkXfermode::kSrc_Mode);
}
if (draw_region) {
gfx::QuadF local_draw_region(*draw_region);
SkPath draw_region_clip_path;
local_draw_region -=
gfx::Vector2dF(quad->visible_rect.x(), quad->visible_rect.y());
local_draw_region.Scale(1.0f / quad->visible_rect.width(),
1.0f / quad->visible_rect.height());
local_draw_region -= gfx::Vector2dF(0.5f, 0.5f);
SkPoint clip_points[4];
QuadFToSkPoints(local_draw_region, clip_points);
draw_region_clip_path.addPoly(clip_points, 4, true);
current_canvas_->clipPath(draw_region_clip_path, SkRegion::kIntersect_Op,
false);
}
switch (quad->material) {
case DrawQuad::DEBUG_BORDER:
DrawDebugBorderQuad(frame, DebugBorderDrawQuad::MaterialCast(quad));
break;
case DrawQuad::PICTURE_CONTENT:
DrawPictureQuad(frame, PictureDrawQuad::MaterialCast(quad));
break;
case DrawQuad::RENDER_PASS:
DrawRenderPassQuad(frame, RenderPassDrawQuad::MaterialCast(quad));
break;
case DrawQuad::SOLID_COLOR:
DrawSolidColorQuad(frame, SolidColorDrawQuad::MaterialCast(quad));
break;
case DrawQuad::TEXTURE_CONTENT:
DrawTextureQuad(frame, TextureDrawQuad::MaterialCast(quad));
break;
case DrawQuad::TILED_CONTENT:
DrawTileQuad(frame, TileDrawQuad::MaterialCast(quad));
break;
case DrawQuad::SURFACE_CONTENT:
// Surface content should be fully resolved to other quad types before
// reaching a direct renderer.
NOTREACHED();
break;
case DrawQuad::INVALID:
case DrawQuad::IO_SURFACE_CONTENT:
case DrawQuad::YUV_VIDEO_CONTENT:
case DrawQuad::STREAM_VIDEO_CONTENT:
DrawUnsupportedQuad(frame, quad);
NOTREACHED();
break;
}
current_canvas_->resetMatrix();
if (draw_region) {
current_canvas_->restore();
}
}
void SoftwareRenderer::DrawDebugBorderQuad(const DrawingFrame* frame,
const DebugBorderDrawQuad* quad) {
// We need to apply the matrix manually to have pixel-sized stroke width.
SkPoint vertices[4];
gfx::RectFToSkRect(QuadVertexRect()).toQuad(vertices);
SkPoint transformed_vertices[4];
current_canvas_->getTotalMatrix().mapPoints(transformed_vertices,
vertices,
4);
current_canvas_->resetMatrix();
current_paint_.setColor(quad->color);
current_paint_.setAlpha(quad->shared_quad_state->opacity *
SkColorGetA(quad->color));
current_paint_.setStyle(SkPaint::kStroke_Style);
current_paint_.setStrokeWidth(quad->width);
current_canvas_->drawPoints(SkCanvas::kPolygon_PointMode,
4, transformed_vertices, current_paint_);
}
void SoftwareRenderer::DrawPictureQuad(const DrawingFrame* frame,
const PictureDrawQuad* quad) {
SkMatrix content_matrix;
content_matrix.setRectToRect(
gfx::RectFToSkRect(quad->tex_coord_rect),
gfx::RectFToSkRect(QuadVertexRect()),
SkMatrix::kFill_ScaleToFit);
current_canvas_->concat(content_matrix);
const bool needs_transparency =
SkScalarRoundToInt(quad->shared_quad_state->opacity * 255) < 255;
const bool disable_image_filtering =
frame->disable_picture_quad_image_filtering || quad->nearest_neighbor;
TRACE_EVENT0("cc", "SoftwareRenderer::DrawPictureQuad");
if (needs_transparency || disable_image_filtering) {
// TODO(aelias): This isn't correct in all cases. We should detect these
// cases and fall back to a persistent bitmap backing
// (http://crbug.com/280374).
skia::OpacityFilterCanvas filtered_canvas(current_canvas_,
quad->shared_quad_state->opacity,
disable_image_filtering);
quad->raster_source->PlaybackToSharedCanvas(
&filtered_canvas, quad->content_rect, quad->contents_scale);
} else {
quad->raster_source->PlaybackToSharedCanvas(
current_canvas_, quad->content_rect, quad->contents_scale);
}
}
void SoftwareRenderer::DrawSolidColorQuad(const DrawingFrame* frame,
const SolidColorDrawQuad* quad) {
gfx::RectF visible_quad_vertex_rect = MathUtil::ScaleRectProportional(
QuadVertexRect(), quad->rect, quad->visible_rect);
current_paint_.setColor(quad->color);
current_paint_.setAlpha(quad->shared_quad_state->opacity *
SkColorGetA(quad->color));
current_canvas_->drawRect(gfx::RectFToSkRect(visible_quad_vertex_rect),
current_paint_);
}
void SoftwareRenderer::DrawTextureQuad(const DrawingFrame* frame,
const TextureDrawQuad* quad) {
if (!IsSoftwareResource(quad->resource_id())) {
DrawUnsupportedQuad(frame, quad);
return;
}
// TODO(skaslev): Add support for non-premultiplied alpha.
ResourceProvider::ScopedReadLockSoftware lock(resource_provider_,
quad->resource_id());
if (!lock.valid())
return;
const SkBitmap* bitmap = lock.sk_bitmap();
gfx::RectF uv_rect = gfx::ScaleRect(gfx::BoundingRect(quad->uv_top_left,
quad->uv_bottom_right),
bitmap->width(),
bitmap->height());
gfx::RectF visible_uv_rect =
MathUtil::ScaleRectProportional(uv_rect, quad->rect, quad->visible_rect);
SkRect sk_uv_rect = gfx::RectFToSkRect(visible_uv_rect);
gfx::RectF visible_quad_vertex_rect = MathUtil::ScaleRectProportional(
QuadVertexRect(), quad->rect, quad->visible_rect);
SkRect quad_rect = gfx::RectFToSkRect(visible_quad_vertex_rect);
if (quad->y_flipped)
current_canvas_->scale(1, -1);
bool blend_background = quad->background_color != SK_ColorTRANSPARENT &&
!bitmap->isOpaque();
bool needs_layer = blend_background && (current_paint_.getAlpha() != 0xFF);
if (needs_layer) {
current_canvas_->saveLayerAlpha(&quad_rect, current_paint_.getAlpha());
current_paint_.setAlpha(0xFF);
}
if (blend_background) {
SkPaint background_paint;
background_paint.setColor(quad->background_color);
current_canvas_->drawRect(quad_rect, background_paint);
}
current_paint_.setFilterQuality(
quad->nearest_neighbor ? kNone_SkFilterQuality : kLow_SkFilterQuality);
SkShader::TileMode tile_mode = WrapModeToTileMode(lock.wrap_mode());
if (tile_mode != SkShader::kClamp_TileMode) {
SkMatrix matrix;
matrix.setRectToRect(sk_uv_rect, quad_rect, SkMatrix::kFill_ScaleToFit);
skia::RefPtr<SkShader> shader = skia::AdoptRef(
SkShader::CreateBitmapShader(*bitmap, tile_mode, tile_mode, &matrix));
SkPaint paint;
paint.setStyle(SkPaint::kFill_Style);
paint.setShader(shader.get());
current_canvas_->drawRect(quad_rect, paint);
} else {
current_canvas_->drawBitmapRect(*bitmap, sk_uv_rect, quad_rect,
&current_paint_);
}
if (needs_layer)
current_canvas_->restore();
}
void SoftwareRenderer::DrawTileQuad(const DrawingFrame* frame,
const TileDrawQuad* quad) {
// |resource_provider_| can be NULL in resourceless software draws, which
// should never produce tile quads in the first place.
DCHECK(resource_provider_);
DCHECK(IsSoftwareResource(quad->resource_id()));
ResourceProvider::ScopedReadLockSoftware lock(resource_provider_,
quad->resource_id());
if (!lock.valid())
return;
DCHECK_EQ(GL_CLAMP_TO_EDGE, lock.wrap_mode());
gfx::RectF visible_tex_coord_rect = MathUtil::ScaleRectProportional(
quad->tex_coord_rect, quad->rect, quad->visible_rect);
gfx::RectF visible_quad_vertex_rect = MathUtil::ScaleRectProportional(
QuadVertexRect(), quad->rect, quad->visible_rect);
SkRect uv_rect = gfx::RectFToSkRect(visible_tex_coord_rect);
current_paint_.setFilterQuality(
quad->nearest_neighbor ? kNone_SkFilterQuality : kLow_SkFilterQuality);
current_canvas_->drawBitmapRect(*lock.sk_bitmap(), uv_rect,
gfx::RectFToSkRect(visible_quad_vertex_rect),
&current_paint_);
}
void SoftwareRenderer::DrawRenderPassQuad(const DrawingFrame* frame,
const RenderPassDrawQuad* quad) {
ScopedResource* content_texture =
render_pass_textures_.get(quad->render_pass_id);
DCHECK(content_texture);
DCHECK(content_texture->id());
DCHECK(IsSoftwareResource(content_texture->id()));
ResourceProvider::ScopedReadLockSoftware lock(resource_provider_,
content_texture->id());
if (!lock.valid())
return;
SkShader::TileMode content_tile_mode = WrapModeToTileMode(lock.wrap_mode());
SkRect dest_rect = gfx::RectFToSkRect(QuadVertexRect());
SkRect dest_visible_rect = gfx::RectFToSkRect(MathUtil::ScaleRectProportional(
QuadVertexRect(), quad->rect, quad->visible_rect));
SkRect content_rect = SkRect::MakeWH(quad->rect.width(), quad->rect.height());
SkMatrix content_mat;
content_mat.setRectToRect(content_rect, dest_rect,
SkMatrix::kFill_ScaleToFit);
const SkBitmap* content = lock.sk_bitmap();
SkBitmap filter_bitmap;
if (!quad->filters.IsEmpty()) {
skia::RefPtr<SkImageFilter> filter = RenderSurfaceFilters::BuildImageFilter(
quad->filters, content_texture->size());
// TODO(ajuma): Apply the filter in the same pass as the content where
// possible (e.g. when there's no origin offset). See crbug.com/308201.
filter_bitmap = ApplyImageFilter(filter.get(), quad, content);
}
skia::RefPtr<SkShader> shader;
if (filter_bitmap.isNull()) {
shader = skia::AdoptRef(SkShader::CreateBitmapShader(
*content, content_tile_mode, content_tile_mode, &content_mat));
} else {
shader = skia::AdoptRef(SkShader::CreateBitmapShader(
filter_bitmap, content_tile_mode, content_tile_mode, &content_mat));
}
scoped_ptr<ResourceProvider::ScopedReadLockSoftware> mask_lock;
if (quad->mask_resource_id()) {
mask_lock = scoped_ptr<ResourceProvider::ScopedReadLockSoftware>(
new ResourceProvider::ScopedReadLockSoftware(resource_provider_,
quad->mask_resource_id()));
if (!mask_lock->valid())
return;
SkShader::TileMode mask_tile_mode =
WrapModeToTileMode(mask_lock->wrap_mode());
const SkBitmap* mask = mask_lock->sk_bitmap();
// Scale normalized uv rect into absolute texel coordinates.
SkRect mask_rect =
gfx::RectFToSkRect(gfx::ScaleRect(quad->MaskUVRect(),
quad->mask_texture_size.width(),
quad->mask_texture_size.height()));
SkMatrix mask_mat;
mask_mat.setRectToRect(mask_rect, dest_rect, SkMatrix::kFill_ScaleToFit);
skia::RefPtr<SkShader> mask_shader =
skia::AdoptRef(SkShader::CreateBitmapShader(
*mask, mask_tile_mode, mask_tile_mode, &mask_mat));
SkPaint mask_paint;
mask_paint.setShader(mask_shader.get());
SkLayerRasterizer::Builder builder;
builder.addLayer(mask_paint);
skia::RefPtr<SkLayerRasterizer> mask_rasterizer =
skia::AdoptRef(builder.detachRasterizer());
current_paint_.setRasterizer(mask_rasterizer.get());
}
// If we have a background filter shader, render its results first.
skia::RefPtr<SkShader> background_filter_shader =
GetBackgroundFilterShader(frame, quad, content_tile_mode);
if (background_filter_shader) {
current_paint_.setShader(background_filter_shader.get());
current_canvas_->drawRect(dest_visible_rect, current_paint_);
}
current_paint_.setShader(shader.get());
current_canvas_->drawRect(dest_visible_rect, current_paint_);
}
void SoftwareRenderer::DrawUnsupportedQuad(const DrawingFrame* frame,
const DrawQuad* quad) {
#ifdef NDEBUG
current_paint_.setColor(SK_ColorWHITE);
#else
current_paint_.setColor(SK_ColorMAGENTA);
#endif
current_paint_.setAlpha(quad->shared_quad_state->opacity * 255);
current_canvas_->drawRect(gfx::RectFToSkRect(QuadVertexRect()),
current_paint_);
}
void SoftwareRenderer::CopyCurrentRenderPassToBitmap(
DrawingFrame* frame,
scoped_ptr<CopyOutputRequest> request) {
gfx::Rect copy_rect = frame->current_render_pass->output_rect;
if (request->has_area())
copy_rect.Intersect(request->area());
gfx::Rect window_copy_rect = MoveFromDrawToWindowSpace(frame, copy_rect);
scoped_ptr<SkBitmap> bitmap(new SkBitmap);
bitmap->setInfo(SkImageInfo::MakeN32Premul(window_copy_rect.width(),
window_copy_rect.height()));
current_canvas_->readPixels(
bitmap.get(), window_copy_rect.x(), window_copy_rect.y());
request->SendBitmapResult(bitmap.Pass());
}
void SoftwareRenderer::DiscardBackbuffer() {
if (is_backbuffer_discarded_)
return;
output_surface_->DiscardBackbuffer();
is_backbuffer_discarded_ = true;
// Damage tracker needs a full reset every time framebuffer is discarded.
client_->SetFullRootLayerDamage();
}
void SoftwareRenderer::EnsureBackbuffer() {
if (!is_backbuffer_discarded_)
return;
output_surface_->EnsureBackbuffer();
is_backbuffer_discarded_ = false;
}
void SoftwareRenderer::DidChangeVisibility() {
if (visible())
EnsureBackbuffer();
else
DiscardBackbuffer();
}
bool SoftwareRenderer::ShouldApplyBackgroundFilters(
const RenderPassDrawQuad* quad) const {
if (quad->background_filters.IsEmpty())
return false;
// TODO(hendrikw): Look into allowing background filters to see pixels from
// other render targets. See crbug.com/314867.
return true;
}
SkBitmap SoftwareRenderer::ApplyImageFilter(SkImageFilter* filter,
const RenderPassDrawQuad* quad,
const SkBitmap* to_filter) const {
if (!filter)
return SkBitmap();
SkBitmap filter_bitmap;
if (filter_bitmap.tryAllocPixels(SkImageInfo::MakeN32Premul(
to_filter->width(), to_filter->height()))) {
SkCanvas canvas(filter_bitmap);
SkPaint paint;
paint.setImageFilter(filter);
canvas.clear(SK_ColorTRANSPARENT);
canvas.translate(SkIntToScalar(-quad->rect.origin().x()),
SkIntToScalar(-quad->rect.origin().y()));
canvas.scale(quad->filters_scale.x(), quad->filters_scale.y());
canvas.drawSprite(*to_filter, 0, 0, &paint);
}
return filter_bitmap;
}
SkBitmap SoftwareRenderer::GetBackdropBitmap(
const gfx::Rect& bounding_rect) const {
SkBitmap bitmap;
bitmap.setInfo(SkImageInfo::MakeN32Premul(bounding_rect.width(),
bounding_rect.height()));
current_canvas_->readPixels(&bitmap, bounding_rect.x(), bounding_rect.y());
return bitmap;
}
gfx::Rect SoftwareRenderer::GetBackdropBoundingBoxForRenderPassQuad(
const DrawingFrame* frame,
const RenderPassDrawQuad* quad,
const gfx::Transform& contents_device_transform) const {
DCHECK(ShouldApplyBackgroundFilters(quad));
gfx::Rect backdrop_rect = gfx::ToEnclosingRect(
MathUtil::MapClippedRect(contents_device_transform, QuadVertexRect()));
int top, right, bottom, left;
quad->background_filters.GetOutsets(&top, &right, &bottom, &left);
backdrop_rect.Inset(-left, -top, -right, -bottom);
backdrop_rect.Intersect(MoveFromDrawToWindowSpace(
frame, frame->current_render_pass->output_rect));
return backdrop_rect;
}
skia::RefPtr<SkShader> SoftwareRenderer::GetBackgroundFilterShader(
const DrawingFrame* frame,
const RenderPassDrawQuad* quad,
SkShader::TileMode content_tile_mode) const {
if (!ShouldApplyBackgroundFilters(quad))
return skia::RefPtr<SkShader>();
gfx::Transform quad_rect_matrix;
QuadRectTransform(&quad_rect_matrix,
quad->shared_quad_state->quad_to_target_transform,
quad->rect);
gfx::Transform contents_device_transform =
frame->window_matrix * frame->projection_matrix * quad_rect_matrix;
contents_device_transform.FlattenTo2d();
gfx::Rect backdrop_rect = GetBackdropBoundingBoxForRenderPassQuad(
frame, quad, contents_device_transform);
// Figure out the transformations to move it back to pixel space.
gfx::Transform contents_device_transform_inverse;
if (!contents_device_transform.GetInverse(&contents_device_transform_inverse))
return skia::RefPtr<SkShader>();
SkMatrix filter_backdrop_transform =
contents_device_transform_inverse.matrix();
filter_backdrop_transform.preTranslate(backdrop_rect.x(), backdrop_rect.y());
// Draw what's behind, and apply the filter to it.
SkBitmap backdrop_bitmap = GetBackdropBitmap(backdrop_rect);
skia::RefPtr<SkImageFilter> filter = RenderSurfaceFilters::BuildImageFilter(
quad->background_filters,
gfx::Size(backdrop_bitmap.width(), backdrop_bitmap.height()));
SkBitmap filter_backdrop_bitmap =
ApplyImageFilter(filter.get(), quad, &backdrop_bitmap);
if (filter_backdrop_bitmap.empty())
return skia::RefPtr<SkShader>();
return skia::AdoptRef(SkShader::CreateBitmapShader(
filter_backdrop_bitmap, content_tile_mode, content_tile_mode,
&filter_backdrop_transform));
}
} // namespace cc