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// 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/direct_renderer.h"
#include <stddef.h>
#include <unordered_map>
#include <utility>
#include <vector>
#include "base/metrics/histogram.h"
#include "base/numerics/safe_conversions.h"
#include "base/trace_event/trace_event.h"
#include "cc/base/math_util.h"
#include "cc/output/bsp_tree.h"
#include "cc/output/bsp_walk_action.h"
#include "cc/output/copy_output_request.h"
#include "cc/quads/draw_quad.h"
#include "ui/gfx/geometry/quad_f.h"
#include "ui/gfx/geometry/rect_conversions.h"
#include "ui/gfx/transform.h"
static gfx::Transform OrthoProjectionMatrix(float left,
float right,
float bottom,
float top) {
// Use the standard formula to map the clipping frustum to the cube from
// [-1, -1, -1] to [1, 1, 1].
float delta_x = right - left;
float delta_y = top - bottom;
gfx::Transform proj;
if (!delta_x || !delta_y)
return proj;
proj.matrix().set(0, 0, 2.0f / delta_x);
proj.matrix().set(0, 3, -(right + left) / delta_x);
proj.matrix().set(1, 1, 2.0f / delta_y);
proj.matrix().set(1, 3, -(top + bottom) / delta_y);
// Z component of vertices is always set to zero as we don't use the depth
// buffer while drawing.
proj.matrix().set(2, 2, 0);
return proj;
}
static gfx::Transform window_matrix(int x, int y, int width, int height) {
gfx::Transform canvas;
// Map to window position and scale up to pixel coordinates.
canvas.Translate3d(x, y, 0);
canvas.Scale3d(width, height, 0);
// Map from ([-1, -1] to [1, 1]) -> ([0, 0] to [1, 1])
canvas.Translate3d(0.5, 0.5, 0.5);
canvas.Scale3d(0.5, 0.5, 0.5);
return canvas;
}
namespace cc {
DirectRenderer::DrawingFrame::DrawingFrame()
: root_render_pass(NULL), current_render_pass(NULL), current_texture(NULL) {
}
DirectRenderer::DrawingFrame::~DrawingFrame() {}
//
// static
gfx::RectF DirectRenderer::QuadVertexRect() {
return gfx::RectF(-0.5f, -0.5f, 1.f, 1.f);
}
// static
void DirectRenderer::QuadRectTransform(gfx::Transform* quad_rect_transform,
const gfx::Transform& quad_transform,
const gfx::RectF& quad_rect) {
*quad_rect_transform = quad_transform;
quad_rect_transform->Translate(0.5 * quad_rect.width() + quad_rect.x(),
0.5 * quad_rect.height() + quad_rect.y());
quad_rect_transform->Scale(quad_rect.width(), quad_rect.height());
}
void DirectRenderer::InitializeViewport(DrawingFrame* frame,
const gfx::Rect& draw_rect,
const gfx::Rect& viewport_rect,
const gfx::Size& surface_size) {
DCHECK_GE(viewport_rect.x(), 0);
DCHECK_GE(viewport_rect.y(), 0);
DCHECK_LE(viewport_rect.right(), surface_size.width());
DCHECK_LE(viewport_rect.bottom(), surface_size.height());
bool flip_y = FlippedFramebuffer(frame);
if (flip_y) {
frame->projection_matrix = OrthoProjectionMatrix(draw_rect.x(),
draw_rect.right(),
draw_rect.bottom(),
draw_rect.y());
} else {
frame->projection_matrix = OrthoProjectionMatrix(draw_rect.x(),
draw_rect.right(),
draw_rect.y(),
draw_rect.bottom());
}
gfx::Rect window_rect = viewport_rect;
if (flip_y)
window_rect.set_y(surface_size.height() - viewport_rect.bottom());
frame->window_matrix = window_matrix(window_rect.x(),
window_rect.y(),
window_rect.width(),
window_rect.height());
current_draw_rect_ = draw_rect;
current_viewport_rect_ = viewport_rect;
current_surface_size_ = surface_size;
current_window_space_viewport_ = window_rect;
}
gfx::Rect DirectRenderer::MoveFromDrawToWindowSpace(
const DrawingFrame* frame,
const gfx::Rect& draw_rect) const {
gfx::Rect window_rect = draw_rect;
window_rect -= current_draw_rect_.OffsetFromOrigin();
window_rect += current_viewport_rect_.OffsetFromOrigin();
if (FlippedFramebuffer(frame))
window_rect.set_y(current_surface_size_.height() - window_rect.bottom());
return window_rect;
}
DirectRenderer::DirectRenderer(RendererClient* client,
const RendererSettings* settings,
OutputSurface* output_surface,
ResourceProvider* resource_provider)
: Renderer(client, settings),
output_surface_(output_surface),
resource_provider_(resource_provider),
overlay_processor_(new OverlayProcessor(output_surface)) {
overlay_processor_->Initialize();
}
DirectRenderer::~DirectRenderer() {}
const TileDrawQuad* DirectRenderer::CanPassBeDrawnDirectly(
const RenderPass* pass) {
return nullptr;
}
void DirectRenderer::DecideRenderPassAllocationsForFrame(
const RenderPassList& render_passes_in_draw_order) {
render_pass_bypass_quads_.clear();
std::unordered_map<RenderPassId, gfx::Size, RenderPassIdHash>
render_passes_in_frame;
RenderPass* root_render_pass = render_passes_in_draw_order.back().get();
for (size_t i = 0; i < render_passes_in_draw_order.size(); ++i) {
RenderPass* pass = render_passes_in_draw_order[i].get();
if (pass != root_render_pass) {
if (const TileDrawQuad* tile_quad = CanPassBeDrawnDirectly(pass)) {
render_pass_bypass_quads_[pass->id] = *tile_quad;
continue;
}
}
render_passes_in_frame.insert(std::pair<RenderPassId, gfx::Size>(
pass->id, RenderPassTextureSize(pass)));
}
std::vector<RenderPassId> passes_to_delete;
for (auto pass_iter = render_pass_textures_.begin();
pass_iter != render_pass_textures_.end(); ++pass_iter) {
auto it = render_passes_in_frame.find(pass_iter->first);
if (it == render_passes_in_frame.end()) {
passes_to_delete.push_back(pass_iter->first);
continue;
}
gfx::Size required_size = it->second;
ScopedResource* texture = pass_iter->second.get();
DCHECK(texture);
bool size_appropriate = texture->size().width() >= required_size.width() &&
texture->size().height() >= required_size.height();
if (texture->id() && !size_appropriate)
texture->Free();
}
// Delete RenderPass textures from the previous frame that will not be used
// again.
for (size_t i = 0; i < passes_to_delete.size(); ++i)
render_pass_textures_.erase(passes_to_delete[i]);
for (auto& pass : render_passes_in_draw_order) {
auto& resource = render_pass_textures_[pass->id];
if (!resource)
resource = ScopedResource::Create(resource_provider_);
}
}
void DirectRenderer::DrawFrame(RenderPassList* render_passes_in_draw_order,
float device_scale_factor,
const gfx::ColorSpace& device_color_space,
const gfx::Rect& device_viewport_rect,
const gfx::Rect& device_clip_rect) {
TRACE_EVENT0("cc", "DirectRenderer::DrawFrame");
UMA_HISTOGRAM_COUNTS(
"Renderer4.renderPassCount",
base::saturated_cast<int>(render_passes_in_draw_order->size()));
RenderPass* root_render_pass = render_passes_in_draw_order->back().get();
DCHECK(root_render_pass);
DrawingFrame frame;
frame.render_passes_in_draw_order = render_passes_in_draw_order;
frame.root_render_pass = root_render_pass;
frame.root_damage_rect = root_render_pass->damage_rect;
frame.root_damage_rect.Union(overlay_processor_->GetAndResetOverlayDamage());
frame.root_damage_rect.Intersect(gfx::Rect(device_viewport_rect.size()));
frame.device_viewport_rect = device_viewport_rect;
frame.device_clip_rect = device_clip_rect;
EnsureBackbuffer();
// Only reshape when we know we are going to draw. Otherwise, the reshape
// can leave the window at the wrong size if we never draw and the proper
// viewport size is never set.
output_surface_->Reshape(device_viewport_rect.size(), device_scale_factor,
device_color_space,
frame.root_render_pass->has_transparent_background);
BeginDrawingFrame(&frame);
// Draw all non-root render passes except for the root render pass.
for (const auto& pass : *render_passes_in_draw_order) {
if (pass.get() == root_render_pass)
break;
DrawRenderPassAndExecuteCopyRequests(&frame, pass.get());
}
// Create the overlay candidate for the output surface, and mark it as
// always handled.
if (output_surface_->IsDisplayedAsOverlayPlane()) {
OverlayCandidate output_surface_plane;
output_surface_plane.display_rect =
gfx::RectF(root_render_pass->output_rect);
output_surface_plane.quad_rect_in_target_space =
root_render_pass->output_rect;
output_surface_plane.use_output_surface_for_resource = true;
output_surface_plane.overlay_handled = true;
frame.overlay_list.push_back(output_surface_plane);
}
// Attempt to replace some or all of the quads of the root render pass with
// overlays.
overlay_processor_->ProcessForOverlays(
resource_provider_, root_render_pass, &frame.overlay_list,
&frame.ca_layer_overlay_list, &frame.root_damage_rect);
// We can skip all drawing if the damage rect is now empty.
bool skip_drawing_root_render_pass =
frame.root_damage_rect.IsEmpty() && Capabilities().allow_empty_swap;
// If we have to draw but don't support partial swap, the whole output should
// be considered damaged.
if (!skip_drawing_root_render_pass && !Capabilities().using_partial_swap)
frame.root_damage_rect = root_render_pass->output_rect;
if (skip_drawing_root_render_pass) {
// If any of the overlays is the output surface, then ensure that the
// backbuffer be allocated (allocation of the backbuffer is a side-effect
// of BindFramebufferToOutputSurface).
for (auto& overlay : frame.overlay_list) {
if (overlay.use_output_surface_for_resource) {
BindFramebufferToOutputSurface(&frame);
break;
}
}
} else {
DrawRenderPassAndExecuteCopyRequests(&frame, root_render_pass);
}
FinishDrawingFrame(&frame);
render_passes_in_draw_order->clear();
}
gfx::Rect DirectRenderer::ComputeScissorRectForRenderPass(
const DrawingFrame* frame) {
if (frame->current_render_pass == frame->root_render_pass)
return frame->root_damage_rect;
// If the root damage rect has been expanded due to overlays, all the other
// damage rect calculations are incorrect.
if (!frame->root_render_pass->damage_rect.Contains(frame->root_damage_rect))
return frame->current_render_pass->output_rect;
DCHECK(frame->current_render_pass->copy_requests.empty() ||
(frame->current_render_pass->damage_rect ==
frame->current_render_pass->output_rect));
return frame->current_render_pass->damage_rect;
}
bool DirectRenderer::NeedDeviceClip(const DrawingFrame* frame) const {
if (frame->current_render_pass != frame->root_render_pass)
return false;
return !frame->device_clip_rect.Contains(frame->device_viewport_rect);
}
gfx::Rect DirectRenderer::DeviceClipRectInDrawSpace(
const DrawingFrame* frame) const {
gfx::Rect device_clip_rect = frame->device_clip_rect;
device_clip_rect -= current_viewport_rect_.OffsetFromOrigin();
device_clip_rect += current_draw_rect_.OffsetFromOrigin();
return device_clip_rect;
}
gfx::Rect DirectRenderer::DeviceViewportRectInDrawSpace(
const DrawingFrame* frame) const {
gfx::Rect device_viewport_rect = frame->device_viewport_rect;
device_viewport_rect -= current_viewport_rect_.OffsetFromOrigin();
device_viewport_rect += current_draw_rect_.OffsetFromOrigin();
return device_viewport_rect;
}
gfx::Rect DirectRenderer::OutputSurfaceRectInDrawSpace(
const DrawingFrame* frame) const {
if (frame->current_render_pass == frame->root_render_pass) {
gfx::Rect output_surface_rect(output_surface_->SurfaceSize());
output_surface_rect -= current_viewport_rect_.OffsetFromOrigin();
output_surface_rect += current_draw_rect_.OffsetFromOrigin();
return output_surface_rect;
} else {
return frame->current_render_pass->output_rect;
}
}
bool DirectRenderer::ShouldSkipQuad(const DrawQuad& quad,
const gfx::Rect& render_pass_scissor) {
if (render_pass_scissor.IsEmpty())
return true;
if (quad.shared_quad_state->is_clipped) {
gfx::Rect r = quad.shared_quad_state->clip_rect;
r.Intersect(render_pass_scissor);
return r.IsEmpty();
}
return false;
}
void DirectRenderer::SetScissorStateForQuad(
const DrawingFrame* frame,
const DrawQuad& quad,
const gfx::Rect& render_pass_scissor,
bool use_render_pass_scissor) {
if (use_render_pass_scissor) {
gfx::Rect quad_scissor_rect = render_pass_scissor;
if (quad.shared_quad_state->is_clipped)
quad_scissor_rect.Intersect(quad.shared_quad_state->clip_rect);
SetScissorTestRectInDrawSpace(frame, quad_scissor_rect);
return;
} else if (quad.shared_quad_state->is_clipped) {
SetScissorTestRectInDrawSpace(frame, quad.shared_quad_state->clip_rect);
return;
}
EnsureScissorTestDisabled();
}
void DirectRenderer::SetScissorTestRectInDrawSpace(
const DrawingFrame* frame,
const gfx::Rect& draw_space_rect) {
gfx::Rect window_space_rect =
MoveFromDrawToWindowSpace(frame, draw_space_rect);
SetScissorTestRect(window_space_rect);
}
void DirectRenderer::FinishDrawingQuadList() {}
void DirectRenderer::DoDrawPolygon(const DrawPolygon& poly,
DrawingFrame* frame,
const gfx::Rect& render_pass_scissor,
bool use_render_pass_scissor) {
SetScissorStateForQuad(frame, *poly.original_ref(), render_pass_scissor,
use_render_pass_scissor);
// If the poly has not been split, then it is just a normal DrawQuad,
// and we should save any extra processing that would have to be done.
if (!poly.is_split()) {
DoDrawQuad(frame, poly.original_ref(), NULL);
return;
}
std::vector<gfx::QuadF> quads;
poly.ToQuads2D(&quads);
for (size_t i = 0; i < quads.size(); ++i) {
DoDrawQuad(frame, poly.original_ref(), &quads[i]);
}
}
void DirectRenderer::FlushPolygons(
std::deque<std::unique_ptr<DrawPolygon>>* poly_list,
DrawingFrame* frame,
const gfx::Rect& render_pass_scissor,
bool use_render_pass_scissor) {
if (poly_list->empty()) {
return;
}
BspTree bsp_tree(poly_list);
BspWalkActionDrawPolygon action_handler(this, frame, render_pass_scissor,
use_render_pass_scissor);
bsp_tree.TraverseWithActionHandler(&action_handler);
DCHECK(poly_list->empty());
}
void DirectRenderer::DrawRenderPassAndExecuteCopyRequests(
DrawingFrame* frame,
RenderPass* render_pass) {
if (render_pass_bypass_quads_.find(render_pass->id) !=
render_pass_bypass_quads_.end()) {
return;
}
DrawRenderPass(frame, render_pass);
bool first_request = true;
for (auto& copy_request : render_pass->copy_requests) {
// Doing a readback is destructive of our state on Mac, so make sure
// we restore the state between readbacks. http://crbug.com/99393.
if (!first_request)
UseRenderPass(frame, render_pass);
CopyCurrentRenderPassToBitmap(frame, std::move(copy_request));
first_request = false;
}
}
void DirectRenderer::DrawRenderPass(DrawingFrame* frame,
const RenderPass* render_pass) {
TRACE_EVENT0("cc", "DirectRenderer::DrawRenderPass");
if (!UseRenderPass(frame, render_pass))
return;
const gfx::Rect surface_rect_in_draw_space =
OutputSurfaceRectInDrawSpace(frame);
gfx::Rect render_pass_scissor_in_draw_space = surface_rect_in_draw_space;
if (frame->current_render_pass == frame->root_render_pass) {
render_pass_scissor_in_draw_space.Intersect(
DeviceViewportRectInDrawSpace(frame));
}
if (Capabilities().using_partial_swap) {
render_pass_scissor_in_draw_space.Intersect(
ComputeScissorRectForRenderPass(frame));
}
if (NeedDeviceClip(frame)) {
render_pass_scissor_in_draw_space.Intersect(
DeviceClipRectInDrawSpace(frame));
}
bool render_pass_is_clipped =
!render_pass_scissor_in_draw_space.Contains(surface_rect_in_draw_space);
bool is_root_render_pass =
frame->current_render_pass == frame->root_render_pass;
bool has_external_stencil_test =
is_root_render_pass && output_surface_->HasExternalStencilTest();
bool should_clear_surface =
!has_external_stencil_test &&
(!is_root_render_pass || settings_->should_clear_root_render_pass);
// If |has_external_stencil_test| we can't discard or clear. Make sure we
// don't need to.
DCHECK(!has_external_stencil_test ||
!frame->current_render_pass->has_transparent_background);
SurfaceInitializationMode mode;
if (should_clear_surface && render_pass_is_clipped) {
mode = SURFACE_INITIALIZATION_MODE_SCISSORED_CLEAR;
} else if (should_clear_surface) {
mode = SURFACE_INITIALIZATION_MODE_FULL_SURFACE_CLEAR;
} else {
mode = SURFACE_INITIALIZATION_MODE_PRESERVE;
}
PrepareSurfaceForPass(
frame, mode,
MoveFromDrawToWindowSpace(frame, render_pass_scissor_in_draw_space));
const QuadList& quad_list = render_pass->quad_list;
std::deque<std::unique_ptr<DrawPolygon>> poly_list;
int next_polygon_id = 0;
int last_sorting_context_id = 0;
for (auto it = quad_list.BackToFrontBegin(); it != quad_list.BackToFrontEnd();
++it) {
const DrawQuad& quad = **it;
if (render_pass_is_clipped &&
ShouldSkipQuad(quad, render_pass_scissor_in_draw_space)) {
continue;
}
if (last_sorting_context_id != quad.shared_quad_state->sorting_context_id) {
last_sorting_context_id = quad.shared_quad_state->sorting_context_id;
FlushPolygons(&poly_list, frame, render_pass_scissor_in_draw_space,
render_pass_is_clipped);
}
// This layer is in a 3D sorting context so we add it to the list of
// polygons to go into the BSP tree.
if (quad.shared_quad_state->sorting_context_id != 0) {
std::unique_ptr<DrawPolygon> new_polygon(new DrawPolygon(
*it, gfx::RectF(quad.visible_rect),
quad.shared_quad_state->quad_to_target_transform, next_polygon_id++));
if (new_polygon->points().size() > 2u) {
poly_list.push_back(std::move(new_polygon));
}
continue;
}
// We are not in a 3d sorting context, so we should draw the quad normally.
SetScissorStateForQuad(frame, quad, render_pass_scissor_in_draw_space,
render_pass_is_clipped);
DoDrawQuad(frame, &quad, nullptr);
}
FlushPolygons(&poly_list, frame, render_pass_scissor_in_draw_space,
render_pass_is_clipped);
FinishDrawingQuadList();
}
bool DirectRenderer::UseRenderPass(DrawingFrame* frame,
const RenderPass* render_pass) {
frame->current_render_pass = render_pass;
frame->current_texture = NULL;
if (render_pass == frame->root_render_pass) {
BindFramebufferToOutputSurface(frame);
InitializeViewport(frame,
render_pass->output_rect,
frame->device_viewport_rect,
output_surface_->SurfaceSize());
return true;
}
ScopedResource* texture = render_pass_textures_[render_pass->id].get();
DCHECK(texture);
gfx::Size size = RenderPassTextureSize(render_pass);
size.Enlarge(enlarge_pass_texture_amount_.width(),
enlarge_pass_texture_amount_.height());
if (!texture->id()) {
texture->Allocate(size,
ResourceProvider::TEXTURE_HINT_IMMUTABLE_FRAMEBUFFER,
resource_provider_->best_texture_format(),
output_surface_->device_color_space());
}
DCHECK(texture->id());
if (BindFramebufferToTexture(frame, texture)) {
InitializeViewport(frame, render_pass->output_rect,
gfx::Rect(render_pass->output_rect.size()),
texture->size());
return true;
}
return false;
}
bool DirectRenderer::HasAllocatedResourcesForTesting(RenderPassId id) const {
auto iter = render_pass_textures_.find(id);
return iter != render_pass_textures_.end() && iter->second->id();
}
// static
gfx::Size DirectRenderer::RenderPassTextureSize(const RenderPass* render_pass) {
return render_pass->output_rect.size();
}
} // namespace cc