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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 COMPONENTS_VIZ_SERVICE_DISPLAY_GL_RENDERER_H_
#define COMPONENTS_VIZ_SERVICE_DISPLAY_GL_RENDERER_H_
#include <map>
#include <memory>
#include <unordered_map>
#include <vector>
#include "base/cancelable_callback.h"
#include "base/containers/circular_deque.h"
#include "base/macros.h"
#include "components/viz/common/gpu/context_cache_controller.h"
#include "components/viz/common/quads/debug_border_draw_quad.h"
#include "components/viz/common/quads/render_pass_draw_quad.h"
#include "components/viz/common/quads/solid_color_draw_quad.h"
#include "components/viz/common/quads/tile_draw_quad.h"
#include "components/viz/common/quads/yuv_video_draw_quad.h"
#include "components/viz/service/display/color_lut_cache.h"
#include "components/viz/service/display/direct_renderer.h"
#include "components/viz/service/display/gl_renderer_copier.h"
#include "components/viz/service/display/gl_renderer_draw_cache.h"
#include "components/viz/service/display/program_binding.h"
#include "components/viz/service/display/scoped_gpu_memory_buffer_texture.h"
#include "components/viz/service/display/sync_query_collection.h"
#include "components/viz/service/display/texture_deleter.h"
#include "components/viz/service/viz_service_export.h"
#include "ui/gfx/geometry/quad_f.h"
#include "ui/latency/latency_info.h"
namespace base {
class SingleThreadTaskRunner;
}
namespace gpu {
namespace gles2 {
class GLES2Interface;
}
} // namespace gpu
namespace viz {
class DynamicGeometryBinding;
class GLRendererShaderTest;
class OutputSurface;
class ScopedRenderPassTexture;
class StaticGeometryBinding;
class StreamVideoDrawQuad;
class TextureDrawQuad;
// Class that handles drawing of composited render layers using GL.
class VIZ_SERVICE_EXPORT GLRenderer : public DirectRenderer {
public:
class ScopedUseGrContext;
GLRenderer(const RendererSettings* settings,
OutputSurface* output_surface,
DisplayResourceProvider* resource_provider,
scoped_refptr<base::SingleThreadTaskRunner> current_task_runner);
~GLRenderer() override;
bool use_swap_with_bounds() const { return use_swap_with_bounds_; }
void SwapBuffers(std::vector<ui::LatencyInfo> latency_info) override;
void SwapBuffersComplete() override;
void DidReceiveTextureInUseResponses(
const gpu::TextureInUseResponses& responses) override;
virtual bool IsContextLost();
protected:
void DidChangeVisibility() override;
bool stencil_enabled() const { return stencil_shadow_; }
bool CanPartialSwap() override;
void UpdateRenderPassTextures(
const RenderPassList& render_passes_in_draw_order,
const base::flat_map<RenderPassId, RenderPassRequirements>&
render_passes_in_frame) override;
void AllocateRenderPassResourceIfNeeded(
const RenderPassId& render_pass_id,
const RenderPassRequirements& requirements) override;
bool IsRenderPassResourceAllocated(
const RenderPassId& render_pass_id) const override;
gfx::Size GetRenderPassBackingPixelSize(
const RenderPassId& render_pass_id) override;
void BindFramebufferToOutputSurface() override;
void BindFramebufferToTexture(const RenderPassId render_pass_id) override;
void SetScissorTestRect(const gfx::Rect& scissor_rect) override;
void PrepareSurfaceForPass(SurfaceInitializationMode initialization_mode,
const gfx::Rect& render_pass_scissor) override;
void DoDrawQuad(const class DrawQuad*,
const gfx::QuadF* draw_region) override;
void BeginDrawingFrame() override;
void FinishDrawingFrame() override;
bool FlippedFramebuffer() const override;
bool FlippedRootFramebuffer() const;
void EnsureScissorTestEnabled() override;
void EnsureScissorTestDisabled() override;
void CopyDrawnRenderPass(std::unique_ptr<CopyOutputRequest> request) override;
void SetEnableDCLayers(bool enable) override;
void FinishDrawingQuadList() override;
void GenerateMipmap() override;
// Returns true if quad requires antialiasing and false otherwise.
static bool ShouldAntialiasQuad(const gfx::QuadF& device_layer_quad,
bool clipped,
bool force_aa);
// Inflate the quad and fill edge array for fragment shader.
// |local_quad| is set to inflated quad. |edge| array is filled with
// inflated quad's edge data.
static void SetupQuadForClippingAndAntialiasing(
const gfx::Transform& device_transform,
const DrawQuad* quad,
const gfx::QuadF* device_layer_quad,
const gfx::QuadF* clip_region,
gfx::QuadF* local_quad,
float edge[24]);
static void SetupRenderPassQuadForClippingAndAntialiasing(
const gfx::Transform& device_transform,
const RenderPassDrawQuad* quad,
const gfx::QuadF* device_layer_quad,
const gfx::QuadF* clip_region,
gfx::QuadF* local_quad,
float edge[24]);
private:
friend class GLRendererCopierPixelTest;
friend class GLRendererShaderPixelTest;
friend class GLRendererShaderTest;
friend class GLRendererTest;
using OverlayResourceLock =
std::unique_ptr<DisplayResourceProvider::ScopedReadLockGL>;
using OverlayResourceLockList = std::vector<OverlayResourceLock>;
// If a RenderPass is used as an overlay, we render the RenderPass with any
// effects into a texture for overlay use. We must keep the texture alive past
// the execution of SwapBuffers, and such textures are more expensive to make
// so we want to reuse them.
struct OverlayTexture {
RenderPassId render_pass_id;
ScopedGpuMemoryBufferTexture texture;
int frames_waiting_for_reuse = 0;
};
struct DrawRenderPassDrawQuadParams;
// Returns the format to use for storage if copying from the current
// framebuffer. If the root renderpass is current, it uses the best matching
// format from the OutputSurface, otherwise it uses the best matching format
// from the texture being drawn to as the backbuffer.
GLenum GetFramebufferCopyTextureFormat();
void ReleaseRenderPassTextures();
enum BoundGeometry { NO_BINDING, SHARED_BINDING, CLIPPED_BINDING };
void PrepareGeometry(BoundGeometry geometry_to_bind);
void SetStencilEnabled(bool enabled);
void SetBlendEnabled(bool enabled);
bool blend_enabled() const { return blend_shadow_; }
// If any of the following functions returns false, then it means that drawing
// is not possible.
bool InitializeRPDQParameters(DrawRenderPassDrawQuadParams* params);
void UpdateRPDQShadersForBlending(DrawRenderPassDrawQuadParams* params);
bool UpdateRPDQWithSkiaFilters(DrawRenderPassDrawQuadParams* params);
void UpdateRPDQTexturesForSampling(DrawRenderPassDrawQuadParams* params);
void UpdateRPDQBlendMode(DrawRenderPassDrawQuadParams* params);
void ChooseRPDQProgram(DrawRenderPassDrawQuadParams* params,
const gfx::ColorSpace& target_color_space);
void UpdateRPDQUniforms(DrawRenderPassDrawQuadParams* params);
void DrawRPDQ(const DrawRenderPassDrawQuadParams& params);
static void ToGLMatrix(float* gl_matrix, const gfx::Transform& transform);
void DiscardPixels();
void ClearFramebuffer();
void SetViewport();
void DrawDebugBorderQuad(const DebugBorderDrawQuad* quad);
static bool IsDefaultBlendMode(SkBlendMode blend_mode) {
return blend_mode == SkBlendMode::kSrcOver;
}
bool CanApplyBlendModeUsingBlendFunc(SkBlendMode blend_mode);
void ApplyBlendModeUsingBlendFunc(SkBlendMode blend_mode);
void RestoreBlendFuncToDefault(SkBlendMode blend_mode);
gfx::Rect GetBackdropBoundingBoxForRenderPassQuad(
const RenderPassDrawQuad* quad,
const gfx::Transform& contents_device_transform,
const cc::FilterOperations* filters,
const cc::FilterOperations* backdrop_filters,
const gfx::QuadF* clip_region,
bool use_aa,
gfx::Rect* unclipped_rect);
// Allocates and returns a texture id that contains a copy of the contents
// of the current RenderPass being drawn.
uint32_t GetBackdropTexture(const gfx::Rect& window_rect);
static bool ShouldApplyBackgroundFilters(
const RenderPassDrawQuad* quad,
const cc::FilterOperations* backdrop_filters);
// Applies the backdrop filters to the backdrop that has been painted to this
// point, and returns it as an SkImage. Any opacity and/or "regular"
// (non-backdrop) filters will also be applied directly to the backdrop-
// filtered image at this point, so that the final result is as if the
// filtered backdrop image was painted as the starting point for this new
// stacking context, which would then be painted into its parent with opacity
// and filters applied. This is an approximation, but it should be close
// enough.
sk_sp<SkImage> ApplyBackgroundFilters(
const RenderPassDrawQuad* quad,
const cc::FilterOperations* backdrop_filters,
const cc::FilterOperations* regular_filters,
uint32_t background_texture,
const gfx::Rect& rect,
const gfx::Rect& unclipped_rect,
const float backdrop_filter_quality);
const TileDrawQuad* CanPassBeDrawnDirectly(const RenderPass* pass) override;
void DrawRenderPassQuad(const RenderPassDrawQuad* quadi,
const gfx::QuadF* clip_region);
void DrawRenderPassQuadInternal(DrawRenderPassDrawQuadParams* params);
void DrawSolidColorQuad(const SolidColorDrawQuad* quad,
const gfx::QuadF* clip_region);
void DrawStreamVideoQuad(const StreamVideoDrawQuad* quad,
const gfx::QuadF* clip_region);
void EnqueueTextureQuad(const TextureDrawQuad* quad,
const gfx::QuadF* clip_region);
void FlushTextureQuadCache(BoundGeometry flush_binding);
void DrawTileQuad(const TileDrawQuad* quad, const gfx::QuadF* clip_region);
void DrawContentQuad(const ContentDrawQuadBase* quad,
ResourceId resource_id,
const gfx::QuadF* clip_region);
void DrawContentQuadAA(const ContentDrawQuadBase* quad,
ResourceId resource_id,
const gfx::Transform& device_transform,
const gfx::QuadF& aa_quad,
const gfx::QuadF* clip_region);
void DrawContentQuadNoAA(const ContentDrawQuadBase* quad,
ResourceId resource_id,
const gfx::QuadF* clip_region);
void DrawYUVVideoQuad(const YUVVideoDrawQuad* quad,
const gfx::QuadF* clip_region);
void SetShaderOpacity(float opacity);
void SetShaderQuadF(const gfx::QuadF& quad);
void SetShaderMatrix(const gfx::Transform& transform);
void SetShaderColor(SkColor color, float opacity);
void DrawQuadGeometryClippedByQuadF(const gfx::Transform& draw_transform,
const gfx::RectF& quad_rect,
const gfx::QuadF& clipping_region_quad,
const float uv[8]);
void DrawQuadGeometry(const gfx::Transform& projection_matrix,
const gfx::Transform& draw_transform,
const gfx::RectF& quad_rect);
void DrawQuadGeometryWithAA(const DrawQuad* quad,
gfx::QuadF* local_quad,
const gfx::Rect& tile_rect);
const gfx::QuadF& SharedGeometryQuad() const { return shared_geometry_quad_; }
const StaticGeometryBinding* SharedGeometry() const {
return shared_geometry_.get();
}
// If |dst_color_space| is invalid, then no color conversion (apart from
// YUV to RGB conversion) is performed. This explicit argument is available
// so that video color conversion can be enabled separately from general color
// conversion.
void SetUseProgram(const ProgramKey& program_key,
const gfx::ColorSpace& src_color_space,
const gfx::ColorSpace& dst_color_space);
bool MakeContextCurrent();
void InitializeSharedObjects();
void CleanupSharedObjects();
void ReinitializeGLState();
void RestoreGLState();
void ScheduleCALayers();
void ScheduleDCLayers();
void ScheduleOverlays();
// Copies the contents of the render pass draw quad, including filter effects,
// to a GL texture, returned in |overlay_texture|. The resulting texture may
// be larger than the RenderPassDrawQuad's output, in order to reuse existing
// textures. The new size and position is placed in |new_bounds|.
void CopyRenderPassDrawQuadToOverlayResource(
const CALayerOverlay* ca_layer_overlay,
std::unique_ptr<OverlayTexture>* overlay_texture,
gfx::RectF* new_bounds);
std::unique_ptr<OverlayTexture> FindOrCreateOverlayTexture(
const RenderPassId& render_pass_id,
int width,
int height,
const gfx::ColorSpace& color_space);
void ReduceAvailableOverlayTextures();
// Schedules the |ca_layer_overlay|, which is guaranteed to have a non-null
// |rpdq| parameter. Returns ownership of a GL texture that contains the
// output of the RenderPassDrawQuad.
std::unique_ptr<OverlayTexture> ScheduleRenderPassDrawQuad(
const CALayerOverlay* ca_layer_overlay);
// Setup/flush all pending overdraw feedback to framebuffer.
void SetupOverdrawFeedback();
void FlushOverdrawFeedback(const gfx::Rect& output_rect);
// Process overdraw feedback from query.
using OverdrawFeedbackCallback = base::Callback<void(unsigned, int)>;
void ProcessOverdrawFeedback(std::vector<int>* overdraw,
size_t num_expected_results,
int max_result,
unsigned query,
int multiplier);
ResourceFormat BackbufferFormat() const;
// A map from RenderPass id to the texture used to draw the RenderPass from.
base::flat_map<RenderPassId, ScopedRenderPassTexture> render_pass_textures_;
// OverlayTextures that are free to be used in the next frame.
std::vector<std::unique_ptr<OverlayTexture>> available_overlay_textures_;
// OverlayTextures that have been set up for use but are waiting for
// SwapBuffers.
std::vector<std::unique_ptr<OverlayTexture>> awaiting_swap_overlay_textures_;
// OverlayTextures that have been swapped for display on the gpu. Each vector
// represents a single frame, and may be empty if none were used in that
// frame. Ordered from oldest to most recent frame.
std::vector<std::vector<std::unique_ptr<OverlayTexture>>>
displayed_overlay_textures_;
// OverlayTextures that we have replaced on the gpu but are awaiting
// confirmation that we can reuse them.
std::vector<std::unique_ptr<OverlayTexture>>
awaiting_release_overlay_textures_;
// Resources that have been sent to the GPU process, but not yet swapped.
OverlayResourceLockList pending_overlay_resources_;
// Resources that should be shortly swapped by the GPU process.
base::circular_deque<OverlayResourceLockList> swapping_overlay_resources_;
// Resources that the GPU process has finished swapping. The key is the
// texture id of the resource.
std::map<unsigned, OverlayResourceLock> swapped_and_acked_overlay_resources_;
unsigned offscreen_framebuffer_id_ = 0u;
std::unique_ptr<StaticGeometryBinding> shared_geometry_;
std::unique_ptr<DynamicGeometryBinding> clipped_geometry_;
gfx::QuadF shared_geometry_quad_;
// This will return nullptr if the requested program has not yet been
// initialized.
const Program* GetProgramIfInitialized(const ProgramKey& key) const;
std::unordered_map<ProgramKey, std::unique_ptr<Program>, ProgramKeyHash>
program_cache_;
const gfx::ColorTransform* GetColorTransform(const gfx::ColorSpace& src,
const gfx::ColorSpace& dst);
std::map<gfx::ColorSpace,
std::map<gfx::ColorSpace, std::unique_ptr<gfx::ColorTransform>>>
color_transform_cache_;
gpu::gles2::GLES2Interface* gl_;
gpu::ContextSupport* context_support_;
std::unique_ptr<ContextCacheController::ScopedVisibility> context_visibility_;
TextureDeleter texture_deleter_;
GLRendererCopier copier_;
gfx::Rect swap_buffer_rect_;
std::vector<gfx::Rect> swap_content_bounds_;
gfx::Rect scissor_rect_;
bool is_scissor_enabled_ = false;
bool stencil_shadow_ = false;
bool blend_shadow_ = false;
const Program* current_program_ = nullptr;
TexturedQuadDrawCache draw_cache_;
int highp_threshold_cache_ = 0;
ScopedRenderPassTexture* current_framebuffer_texture_;
SyncQueryCollection sync_queries_;
bool use_discard_framebuffer_ = false;
bool use_sync_query_ = false;
bool use_blend_equation_advanced_ = false;
bool use_blend_equation_advanced_coherent_ = false;
bool use_occlusion_query_ = false;
bool use_swap_with_bounds_ = false;
// If true, tints all the composited content to red.
bool tint_gl_composited_content_ = true;
// The method FlippedFramebuffer determines whether the framebuffer associated
// with a DrawingFrame is flipped. It makes the assumption that the
// DrawingFrame is being used as part of a render pass. If a DrawingFrame is
// not being used as part of a render pass, setting it here forces
// FlippedFramebuffer to return |true|.
bool force_drawing_frame_framebuffer_unflipped_ = false;
BoundGeometry bound_geometry_;
ColorLUTCache color_lut_cache_;
unsigned offscreen_stencil_renderbuffer_id_ = 0;
gfx::Size offscreen_stencil_renderbuffer_size_;
unsigned num_triangles_drawn_ = 0;
// This may be null if the compositor is run on a thread without a
// MessageLoop.
scoped_refptr<base::SingleThreadTaskRunner> current_task_runner_;
base::WeakPtrFactory<GLRenderer> weak_ptr_factory_;
DISALLOW_COPY_AND_ASSIGN(GLRenderer);
};
} // namespace viz
#endif // COMPONENTS_VIZ_SERVICE_DISPLAY_GL_RENDERER_H_