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      1 /*
      2  * Copyright (C) 2010 Google Inc. All rights reserved.
      3  *
      4  * Redistribution and use in source and binary forms, with or without
      5  * modification, are permitted provided that the following conditions
      6  * are met:
      7  *
      8  * 1.  Redistributions of source code must retain the above copyright
      9  *     notice, this list of conditions and the following disclaimer.
     10  * 2.  Redistributions in binary form must reproduce the above copyright
     11  *     notice, this list of conditions and the following disclaimer in the
     12  *     documentation and/or other materials provided with the distribution.
     13  *
     14  * THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY
     15  * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
     16  * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
     17  * DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY
     18  * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
     19  * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
     20  * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
     21  * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
     22  * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
     23  * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
     24  */
     25 
     26 #include "config.h"
     27 
     28 #if USE(ACCELERATED_COMPOSITING)
     29 
     30 #include "RenderSurfaceChromium.h"
     31 
     32 #include "cc/CCLayerImpl.h"
     33 #include "GraphicsContext3D.h"
     34 #include "LayerChromium.h"
     35 #include "LayerRendererChromium.h"
     36 #include "LayerTexture.h"
     37 #include "TextStream.h"
     38 #include <wtf/text/CString.h>
     39 
     40 namespace WebCore {
     41 
     42 RenderSurfaceChromium::RenderSurfaceChromium(CCLayerImpl* owningLayer)
     43     : m_owningLayer(owningLayer)
     44     , m_maskLayer(0)
     45     , m_skipsDraw(false)
     46 {
     47 }
     48 
     49 RenderSurfaceChromium::~RenderSurfaceChromium()
     50 {
     51     cleanupResources();
     52 }
     53 
     54 void RenderSurfaceChromium::cleanupResources()
     55 {
     56     if (!m_contentsTexture)
     57         return;
     58 
     59     ASSERT(layerRenderer());
     60 
     61     m_contentsTexture.clear();
     62 }
     63 
     64 LayerRendererChromium* RenderSurfaceChromium::layerRenderer()
     65 {
     66     ASSERT(m_owningLayer);
     67     return m_owningLayer->layerRenderer();
     68 }
     69 
     70 FloatRect RenderSurfaceChromium::drawableContentRect() const
     71 {
     72     FloatRect localContentRect(-0.5 * m_contentRect.width(), -0.5 * m_contentRect.height(),
     73                                m_contentRect.width(), m_contentRect.height());
     74     FloatRect drawableContentRect = m_drawTransform.mapRect(localContentRect);
     75     if (m_owningLayer->replicaLayer())
     76         drawableContentRect.unite(m_replicaDrawTransform.mapRect(localContentRect));
     77 
     78     return drawableContentRect;
     79 }
     80 
     81 bool RenderSurfaceChromium::prepareContentsTexture()
     82 {
     83     IntSize requiredSize(m_contentRect.size());
     84     TextureManager* textureManager = layerRenderer()->textureManager();
     85 
     86     if (!m_contentsTexture)
     87         m_contentsTexture = LayerTexture::create(layerRenderer()->context(), textureManager);
     88 
     89     if (m_contentsTexture->isReserved())
     90         return true;
     91 
     92     if (!m_contentsTexture->reserve(requiredSize, GraphicsContext3D::RGBA)) {
     93         m_skipsDraw = true;
     94         return false;
     95     }
     96 
     97     m_skipsDraw = false;
     98     return true;
     99 }
    100 
    101 void RenderSurfaceChromium::drawSurface(CCLayerImpl* maskLayer, const TransformationMatrix& drawTransform)
    102 {
    103     GraphicsContext3D* context3D = layerRenderer()->context();
    104 
    105     int shaderMatrixLocation = -1;
    106     int shaderAlphaLocation = -1;
    107     const RenderSurfaceChromium::Program* program = layerRenderer()->renderSurfaceProgram();
    108     const RenderSurfaceChromium::MaskProgram* maskProgram = layerRenderer()->renderSurfaceMaskProgram();
    109     ASSERT(program && program->initialized());
    110     bool useMask = false;
    111     if (maskLayer && maskLayer->drawsContent()) {
    112         if (!maskLayer->bounds().isEmpty()) {
    113             context3D->makeContextCurrent();
    114             layerRenderer()->useShader(maskProgram->program());
    115             GLC(context3D, context3D->activeTexture(GraphicsContext3D::TEXTURE0));
    116             GLC(context3D, context3D->uniform1i(maskProgram->fragmentShader().samplerLocation(), 0));
    117             m_contentsTexture->bindTexture();
    118             GLC(context3D, context3D->activeTexture(GraphicsContext3D::TEXTURE1));
    119             GLC(context3D, context3D->uniform1i(maskProgram->fragmentShader().maskSamplerLocation(), 1));
    120             maskLayer->bindContentsTexture();
    121             GLC(context3D, context3D->activeTexture(GraphicsContext3D::TEXTURE0));
    122             shaderMatrixLocation = maskProgram->vertexShader().matrixLocation();
    123             shaderAlphaLocation = maskProgram->fragmentShader().alphaLocation();
    124             useMask = true;
    125         }
    126     }
    127 
    128     if (!useMask) {
    129         layerRenderer()->useShader(program->program());
    130         m_contentsTexture->bindTexture();
    131         GLC(context3D, context3D->uniform1i(program->fragmentShader().samplerLocation(), 0));
    132         shaderMatrixLocation = program->vertexShader().matrixLocation();
    133         shaderAlphaLocation = program->fragmentShader().alphaLocation();
    134     }
    135 
    136     LayerChromium::drawTexturedQuad(layerRenderer()->context(), layerRenderer()->projectionMatrix(), drawTransform,
    137                                         m_contentRect.width(), m_contentRect.height(), m_drawOpacity,
    138                                         shaderMatrixLocation, shaderAlphaLocation);
    139 }
    140 
    141 void RenderSurfaceChromium::draw(const IntRect&)
    142 {
    143     if (m_skipsDraw || !m_contentsTexture)
    144         return;
    145     // FIXME: By using the same RenderSurface for both the content and its reflection,
    146     // it's currently not possible to apply a separate mask to the reflection layer
    147     // or correctly handle opacity in reflections (opacity must be applied after drawing
    148     // both the layer and its reflection). The solution is to introduce yet another RenderSurface
    149     // to draw the layer and its reflection in. For now we only apply a separate reflection
    150     // mask if the contents don't have a mask of their own.
    151     CCLayerImpl* replicaMaskLayer = m_maskLayer;
    152     if (!m_maskLayer && m_owningLayer->replicaLayer())
    153         replicaMaskLayer = m_owningLayer->replicaLayer()->maskLayer();
    154 
    155     layerRenderer()->setScissorToRect(m_scissorRect);
    156 
    157     // Reflection draws before the layer.
    158     if (m_owningLayer->replicaLayer())
    159         drawSurface(replicaMaskLayer, m_replicaDrawTransform);
    160 
    161     drawSurface(m_maskLayer, m_drawTransform);
    162 }
    163 
    164 String RenderSurfaceChromium::name() const
    165 {
    166 #ifndef NDEBUG
    167     return String::format("RenderSurface(id=%i,owner=%s)", m_owningLayer->debugID(), m_owningLayer->name().utf8().data());
    168 #else
    169     return String::format("RenderSurface(owner=%s)", m_owningLayer->name().utf8().data());
    170 #endif
    171 }
    172 
    173 static void writeIndent(TextStream& ts, int indent)
    174 {
    175     for (int i = 0; i != indent; ++i)
    176         ts << "  ";
    177 }
    178 
    179 void RenderSurfaceChromium::dumpSurface(TextStream& ts, int indent) const
    180 {
    181     writeIndent(ts, indent);
    182     ts << name() << "\n";
    183 
    184     writeIndent(ts, indent+1);
    185     ts << "contentRect: (" << m_contentRect.x() << ", " << m_contentRect.y() << ", " << m_contentRect.width() << ", " << m_contentRect.height() << "\n";
    186 }
    187 
    188 }
    189 #endif // USE(ACCELERATED_COMPOSITING)
    190