bool SVGImage::dataChanged(bool allDataReceived)
{
    TRACE_EVENT0("blink", "SVGImage::dataChanged");

    // Don't do anything if is an empty image.
    if (!data()->size())
        return true;

    if (allDataReceived) {
        // SVGImage will fire events (and the default C++ handlers run) but doesn't
        // actually allow script to run so it's fine to call into it. We allow this
        // since it means an SVG data url can synchronously load like other image
        // types.
        EventDispatchForbiddenScope::AllowUserAgentEvents allowUserAgentEvents;

        DEFINE_STATIC_LOCAL(OwnPtrWillBePersistent<FrameLoaderClient>, dummyFrameLoaderClient, (EmptyFrameLoaderClient::create()));

        if (m_page) {
            toLocalFrame(m_page->mainFrame())->loader().load(FrameLoadRequest(0, blankURL(), SubstituteData(data(), AtomicString("image/svg+xml", AtomicString::ConstructFromLiteral),
                AtomicString("UTF-8", AtomicString::ConstructFromLiteral), KURL(), ForceSynchronousLoad)));
            return true;
        }

        Page::PageClients pageClients;
        fillWithEmptyClients(pageClients);
        m_chromeClient = SVGImageChromeClient::create(this);
        pageClients.chromeClient = m_chromeClient.get();

        // FIXME: If this SVG ends up loading itself, we might leak the world.
        // The Cache code does not know about ImageResources holding Frames and
        // won't know to break the cycle.
        // This will become an issue when SVGImage will be able to load other
        // SVGImage objects, but we're safe now, because SVGImage can only be
        // loaded by a top-level document.
        OwnPtrWillBeRawPtr<Page> page;
        {
            TRACE_EVENT0("blink", "SVGImage::dataChanged::createPage");
            page = adoptPtrWillBeNoop(new Page(pageClients));
            page->settings().setScriptEnabled(false);
            page->settings().setPluginsEnabled(false);
            page->settings().setAcceleratedCompositingEnabled(false);

            // Because this page is detached, it can't get default font settings
            // from the embedder. Copy over font settings so we have sensible
            // defaults. These settings are fixed and will not update if changed.
            if (!Page::ordinaryPages().isEmpty()) {
                Settings& defaultSettings = (*Page::ordinaryPages().begin())->settings();
                page->settings().genericFontFamilySettings() = defaultSettings.genericFontFamilySettings();
                page->settings().setMinimumFontSize(defaultSettings.minimumFontSize());
                page->settings().setMinimumLogicalFontSize(defaultSettings.minimumLogicalFontSize());
                page->settings().setDefaultFontSize(defaultSettings.defaultFontSize());
                page->settings().setDefaultFixedFontSize(defaultSettings.defaultFixedFontSize());
            }
        }

        RefPtrWillBeRawPtr<LocalFrame> frame = nullptr;
        {
            TRACE_EVENT0("blink", "SVGImage::dataChanged::createFrame");
            frame = LocalFrame::create(dummyFrameLoaderClient.get(), &page->frameHost(), 0);
            frame->setView(FrameView::create(frame.get()));
            frame->init();
        }

        FrameLoader& loader = frame->loader();
        loader.forceSandboxFlags(SandboxAll);

        frame->view()->setScrollbarsSuppressed(true);
        frame->view()->setCanHaveScrollbars(false); // SVG Images will always synthesize a viewBox, if it's not available, and thus never see scrollbars.
        frame->view()->setTransparent(true); // SVG Images are transparent.

        m_page = page.release();

        TRACE_EVENT0("blink", "SVGImage::dataChanged::load");
        loader.load(FrameLoadRequest(0, blankURL(), SubstituteData(data(), AtomicString("image/svg+xml", AtomicString::ConstructFromLiteral),
            AtomicString("UTF-8", AtomicString::ConstructFromLiteral), KURL(), ForceSynchronousLoad)));

        // Set the intrinsic size before a container size is available.
        m_intrinsicSize = containerSize();
    }

    return m_page;
}
Beispiel #2
0
void SwapChain11::initPassThroughResources()
{
    TRACE_EVENT0("gpu.angle", "SwapChain11::initPassThroughResources");

    if (mRenderToBackBuffer)
    {
        // The passthrough resources aren't needed if we're rendering directly to the back buffer.
        return;
    }

    ID3D11Device *device = mRenderer->getDevice();

    ASSERT(device != NULL);

    // Make sure our resources are all not allocated, when we create
    ASSERT(mQuadVB == NULL && mPassThroughSampler == NULL);
    ASSERT(mPassThroughIL == NULL && mPassThroughVS == NULL && mPassThroughPS == NULL);

    D3D11_BUFFER_DESC vbDesc;
    vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
    vbDesc.Usage = D3D11_USAGE_DYNAMIC;
    vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
    vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
    vbDesc.MiscFlags = 0;
    vbDesc.StructureByteStride = 0;

    HRESULT result = device->CreateBuffer(&vbDesc, NULL, &mQuadVB);
    ASSERT(SUCCEEDED(result));
    d3d11::SetDebugName(mQuadVB, "Swap chain quad vertex buffer");

    D3D11_SAMPLER_DESC samplerDesc;
    samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
    samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
    samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
    samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
    samplerDesc.MipLODBias = 0.0f;
    samplerDesc.MaxAnisotropy = 0;
    samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
    samplerDesc.BorderColor[0] = 0.0f;
    samplerDesc.BorderColor[1] = 0.0f;
    samplerDesc.BorderColor[2] = 0.0f;
    samplerDesc.BorderColor[3] = 0.0f;
    samplerDesc.MinLOD = 0;
    samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;

    result = device->CreateSamplerState(&samplerDesc, &mPassThroughSampler);
    ASSERT(SUCCEEDED(result));
    d3d11::SetDebugName(mPassThroughSampler, "Swap chain pass through sampler");

    D3D11_INPUT_ELEMENT_DESC quadLayout[] =
    {
        { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
        { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
    };

    result = device->CreateInputLayout(quadLayout, 2, g_VS_Passthrough2D, sizeof(g_VS_Passthrough2D), &mPassThroughIL);
    ASSERT(SUCCEEDED(result));
    d3d11::SetDebugName(mPassThroughIL, "Swap chain pass through layout");

    result = device->CreateVertexShader(g_VS_Passthrough2D, sizeof(g_VS_Passthrough2D), NULL, &mPassThroughVS);
    ASSERT(SUCCEEDED(result));
    d3d11::SetDebugName(mPassThroughVS, "Swap chain pass through vertex shader");

    result = device->CreatePixelShader(g_PS_PassthroughRGBA2D, sizeof(g_PS_PassthroughRGBA2D), NULL, &mPassThroughPS);
    ASSERT(SUCCEEDED(result));
    d3d11::SetDebugName(mPassThroughPS, "Swap chain pass through pixel shader");
}
Beispiel #3
0
bool GrVkCopyManager::createCopyProgram(GrVkGpu* gpu) {
    TRACE_EVENT0("skia", TRACE_FUNC);

    const GrShaderCaps* shaderCaps = gpu->caps()->shaderCaps();
    const char* version = shaderCaps->versionDeclString();
    SkSL::String vertShaderText(version);
    vertShaderText.append(
        "#extension GL_ARB_separate_shader_objects : enable\n"
        "#extension GL_ARB_shading_language_420pack : enable\n"

        "layout(set = 0, binding = 0) uniform vertexUniformBuffer {"
            "half4 uPosXform;"
            "half4 uTexCoordXform;"
        "};"
        "layout(location = 0) in float2 inPosition;"
        "layout(location = 1) out half2 vTexCoord;"

        "// Copy Program VS\n"
        "void main() {"
            "vTexCoord = half2(inPosition * uTexCoordXform.xy + uTexCoordXform.zw);"
            "sk_Position.xy = inPosition * uPosXform.xy + uPosXform.zw;"
            "sk_Position.zw = half2(0, 1);"
        "}"
    );

    SkSL::String fragShaderText(version);
    fragShaderText.append(
        "#extension GL_ARB_separate_shader_objects : enable\n"
        "#extension GL_ARB_shading_language_420pack : enable\n"

        "layout(set = 1, binding = 0) uniform sampler2D uTextureSampler;"
        "layout(location = 1) in half2 vTexCoord;"

        "// Copy Program FS\n"
        "void main() {"
            "sk_FragColor = texture(uTextureSampler, vTexCoord);"
        "}"
    );

    SkSL::Program::Settings settings;
    SkSL::String spirv;
    SkSL::Program::Inputs inputs;
    if (!GrCompileVkShaderModule(gpu, vertShaderText, VK_SHADER_STAGE_VERTEX_BIT,
                                 &fVertShaderModule, &fShaderStageInfo[0], settings, &spirv,
                                 &inputs)) {
        this->destroyResources(gpu);
        return false;
    }
    SkASSERT(inputs.isEmpty());

    if (!GrCompileVkShaderModule(gpu, fragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT,
                                 &fFragShaderModule, &fShaderStageInfo[1], settings, &spirv,
                                 &inputs)) {
        this->destroyResources(gpu);
        return false;
    }
    SkASSERT(inputs.isEmpty());

    VkDescriptorSetLayout dsLayout[2];

    GrVkResourceProvider& resourceProvider = gpu->resourceProvider();

    dsLayout[GrVkUniformHandler::kUniformBufferDescSet] = resourceProvider.getUniformDSLayout();

    uint32_t samplerVisibility = kFragment_GrShaderFlag;
    SkTArray<uint32_t> visibilityArray(&samplerVisibility, 1);

    resourceProvider.getSamplerDescriptorSetHandle(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
                                                   visibilityArray, &fSamplerDSHandle);
    dsLayout[GrVkUniformHandler::kSamplerDescSet] =
        resourceProvider.getSamplerDSLayout(fSamplerDSHandle);

    // Create the VkPipelineLayout
    VkPipelineLayoutCreateInfo layoutCreateInfo;
    memset(&layoutCreateInfo, 0, sizeof(VkPipelineLayoutCreateFlags));
    layoutCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
    layoutCreateInfo.pNext = 0;
    layoutCreateInfo.flags = 0;
    layoutCreateInfo.setLayoutCount = 2;
    layoutCreateInfo.pSetLayouts = dsLayout;
    layoutCreateInfo.pushConstantRangeCount = 0;
    layoutCreateInfo.pPushConstantRanges = nullptr;

    VkPipelineLayout pipelineLayout;
    VkResult err = GR_VK_CALL(gpu->vkInterface(), CreatePipelineLayout(gpu->device(),
                                                                       &layoutCreateInfo,
                                                                       nullptr,
                                                                       &pipelineLayout));
    if (err) {
        this->destroyResources(gpu);
        return false;
    }

    fPipelineLayout = new GrVkPipelineLayout(pipelineLayout);

    static const float vdata[] = {
        0, 0,
        0, 1,
        1, 0,
        1, 1
    };
    fVertexBuffer = GrVkVertexBuffer::Make(gpu, sizeof(vdata), false);
    SkASSERT(fVertexBuffer.get());
    fVertexBuffer->updateData(vdata, sizeof(vdata));

    // We use 2 float4's for uniforms
    fUniformBuffer.reset(GrVkUniformBuffer::Create(gpu, 8 * sizeof(float)));
    SkASSERT(fUniformBuffer.get());

    return true;
}
void CompositorMutatorImpl::registerProxyClient(CompositorProxyClientImpl* client)
{
    TRACE_EVENT0("compositor-worker", "CompositorMutatorImpl::registerClient");
    m_proxyClients.add(client);
    setNeedsMutate();
}
Beispiel #5
0
EGLint SwapChain11::reset(int backbufferWidth, int backbufferHeight, EGLint swapInterval)
{
    TRACE_EVENT0("gpu.angle", "SwapChain11::reset");
    ID3D11Device *device = mRenderer->getDevice();

    if (device == NULL)
    {
        return EGL_BAD_ACCESS;
    }

    // Release specific resources to free up memory for the new render target, while the
    // old render target still exists for the purpose of preserving its contents.
    SafeRelease(mSwapChain1);
    SafeRelease(mSwapChain);
    SafeRelease(mBackBufferTexture);
    SafeRelease(mBackBufferRTView);

    mSwapInterval = static_cast<unsigned int>(swapInterval);
    if (mSwapInterval > 4)
    {
        // IDXGISwapChain::Present documentation states that valid sync intervals are in the [0,4] range
        return EGL_BAD_PARAMETER;
    }

    // EGL allows creating a surface with 0x0 dimension, however, DXGI does not like 0x0 swapchains
    if (backbufferWidth < 1 || backbufferHeight < 1)
    {
        releaseOffscreenTexture();
        return EGL_SUCCESS;
    }

    if (mNativeWindow.getNativeWindow())
    {
        const d3d11::TextureFormat &backbufferFormatInfo = d3d11::GetTextureFormatInfo(mBackBufferFormat, mRenderer->getRenderer11DeviceCaps(), true);

        HRESULT result = mNativeWindow.createSwapChain(device, mRenderer->getDxgiFactory(),
                                               backbufferFormatInfo.texFormat,
                                               backbufferWidth, backbufferHeight, &mSwapChain);

        if (FAILED(result))
        {
            ERR("Could not create additional swap chains or offscreen surfaces: %08lX", result);
            release();

            if (d3d11::isDeviceLostError(result))
            {
                return EGL_CONTEXT_LOST;
            }
            else
            {
                return EGL_BAD_ALLOC;
            }
        }

        if (mRenderer->getRenderer11DeviceCaps().supportsDXGI1_2)
        {
            mSwapChain1 = d3d11::DynamicCastComObject<IDXGISwapChain1>(mSwapChain);
        }

        result = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBufferTexture);
        ASSERT(SUCCEEDED(result));
        d3d11::SetDebugName(mBackBufferTexture, "Back buffer texture");

        result = device->CreateRenderTargetView(mBackBufferTexture, NULL, &mBackBufferRTView);
        ASSERT(SUCCEEDED(result));
        d3d11::SetDebugName(mBackBufferRTView, "Back buffer render target");
    }

    // If we are resizing the swap chain, we don't wish to recreate all the static resources
    if (!mPassThroughResourcesInit)
    {
        mPassThroughResourcesInit = true;
        initPassThroughResources();
    }

    return resetOffscreenTexture(backbufferWidth, backbufferHeight);
}
EGLint SwapChain11::resetOffscreenColorBuffer(int backbufferWidth, int backbufferHeight)
{
    ASSERT(mNeedsOffscreenTexture);

    TRACE_EVENT0("gpu.angle", "SwapChain11::resetOffscreenTexture");
    ID3D11Device *device = mRenderer->getDevice();

    ASSERT(device != NULL);

    // D3D11 does not allow zero size textures
    ASSERT(backbufferWidth >= 1);
    ASSERT(backbufferHeight >= 1);

    // Preserve the render target content
    ID3D11Texture2D *previousOffscreenTexture = mOffscreenTexture;
    if (previousOffscreenTexture)
    {
        previousOffscreenTexture->AddRef();
    }
    const int previousWidth = mWidth;
    const int previousHeight = mHeight;

    releaseOffscreenColorBuffer();

    const d3d11::Format &backbufferFormatInfo =
        d3d11::Format::Get(mOffscreenRenderTargetFormat, mRenderer->getRenderer11DeviceCaps());

    // If the app passed in a share handle, open the resource
    // See EGL_ANGLE_d3d_share_handle_client_buffer
    if (mAppCreatedShareHandle)
    {
        ID3D11Resource *tempResource11;
        HRESULT result = device->OpenSharedResource(mShareHandle, __uuidof(ID3D11Resource), (void**)&tempResource11);

        if (FAILED(result))
        {
            ERR("Failed to open the swap chain pbuffer share handle: %08lX", result);
            release();
            return EGL_BAD_PARAMETER;
        }

        result = tempResource11->QueryInterface(__uuidof(ID3D11Texture2D), (void**)&mOffscreenTexture);
        SafeRelease(tempResource11);

        if (FAILED(result))
        {
            ERR("Failed to query texture2d interface in pbuffer share handle: %08lX", result);
            release();
            return EGL_BAD_PARAMETER;
        }

        // Validate offscreen texture parameters
        D3D11_TEXTURE2D_DESC offscreenTextureDesc = {0};
        mOffscreenTexture->GetDesc(&offscreenTextureDesc);

        if (offscreenTextureDesc.Width != (UINT)backbufferWidth ||
            offscreenTextureDesc.Height != (UINT)backbufferHeight ||
            offscreenTextureDesc.Format != backbufferFormatInfo.texFormat ||
            offscreenTextureDesc.MipLevels != 1 || offscreenTextureDesc.ArraySize != 1)
        {
            ERR("Invalid texture parameters in the shared offscreen texture pbuffer");
            release();
            return EGL_BAD_PARAMETER;
        }
    }
    else
    {
        const bool useSharedResource =
            !mNativeWindow->getNativeWindow() && mRenderer->getShareHandleSupport();

        D3D11_TEXTURE2D_DESC offscreenTextureDesc = {0};
        offscreenTextureDesc.Width = backbufferWidth;
        offscreenTextureDesc.Height = backbufferHeight;
        offscreenTextureDesc.Format               = backbufferFormatInfo.texFormat;
        offscreenTextureDesc.MipLevels = 1;
        offscreenTextureDesc.ArraySize = 1;
        offscreenTextureDesc.SampleDesc.Count = 1;
        offscreenTextureDesc.SampleDesc.Quality = 0;
        offscreenTextureDesc.Usage = D3D11_USAGE_DEFAULT;
        offscreenTextureDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
        offscreenTextureDesc.CPUAccessFlags = 0;
        offscreenTextureDesc.MiscFlags = useSharedResource ? ANGLE_RESOURCE_SHARE_TYPE : 0;

        HRESULT result = device->CreateTexture2D(&offscreenTextureDesc, NULL, &mOffscreenTexture);

        if (FAILED(result))
        {
            ERR("Could not create offscreen texture: %08lX", result);
            release();

            if (d3d11::isDeviceLostError(result))
            {
                return EGL_CONTEXT_LOST;
            }
            else
            {
                return EGL_BAD_ALLOC;
            }
        }

        d3d11::SetDebugName(mOffscreenTexture, "Offscreen back buffer texture");

        // EGL_ANGLE_surface_d3d_texture_2d_share_handle requires that we store a share handle for the client
        if (useSharedResource)
        {
            IDXGIResource *offscreenTextureResource = NULL;
            result = mOffscreenTexture->QueryInterface(__uuidof(IDXGIResource), (void**)&offscreenTextureResource);

            // Fall back to no share handle on failure
            if (FAILED(result))
            {
                ERR("Could not query offscreen texture resource: %08lX", result);
            }
            else
            {
                result = offscreenTextureResource->GetSharedHandle(&mShareHandle);
                SafeRelease(offscreenTextureResource);

                if (FAILED(result))
                {
                    mShareHandle = NULL;
                    ERR("Could not get offscreen texture shared handle: %08lX", result);
                }
            }
        }
    }

    // This may return null if the original texture was created without a keyed mutex.
    mKeyedMutex = d3d11::DynamicCastComObject<IDXGIKeyedMutex>(mOffscreenTexture);

    D3D11_RENDER_TARGET_VIEW_DESC offscreenRTVDesc;
    offscreenRTVDesc.Format             = backbufferFormatInfo.rtvFormat;
    offscreenRTVDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
    offscreenRTVDesc.Texture2D.MipSlice = 0;

    HRESULT result = device->CreateRenderTargetView(mOffscreenTexture, &offscreenRTVDesc, &mOffscreenRTView);
    ASSERT(SUCCEEDED(result));
    d3d11::SetDebugName(mOffscreenRTView, "Offscreen back buffer render target");

    D3D11_SHADER_RESOURCE_VIEW_DESC offscreenSRVDesc;
    offscreenSRVDesc.Format                    = backbufferFormatInfo.srvFormat;
    offscreenSRVDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
    offscreenSRVDesc.Texture2D.MostDetailedMip = 0;
    offscreenSRVDesc.Texture2D.MipLevels = static_cast<UINT>(-1);

    result = device->CreateShaderResourceView(mOffscreenTexture, &offscreenSRVDesc, &mOffscreenSRView);
    ASSERT(SUCCEEDED(result));
    d3d11::SetDebugName(mOffscreenSRView, "Offscreen back buffer shader resource");

    if (previousOffscreenTexture != nullptr)
    {
        D3D11_BOX sourceBox = {0};
        sourceBox.left      = 0;
        sourceBox.right     = std::min(previousWidth, backbufferWidth);
        sourceBox.top       = std::max(previousHeight - backbufferHeight, 0);
        sourceBox.bottom    = previousHeight;
        sourceBox.front     = 0;
        sourceBox.back      = 1;

        ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
        const int yoffset = std::max(backbufferHeight - previousHeight, 0);
        deviceContext->CopySubresourceRegion(mOffscreenTexture, 0, 0, yoffset, 0,
                                             previousOffscreenTexture, 0, &sourceBox);

        SafeRelease(previousOffscreenTexture);

        if (mSwapChain)
        {
            swapRect(0, 0, backbufferWidth, backbufferHeight);
        }
    }

    return EGL_SUCCESS;
}
EGLint SwapChain11::reset(EGLint backbufferWidth, EGLint backbufferHeight, EGLint swapInterval)
{
    mSwapInterval = static_cast<unsigned int>(swapInterval);
    if (mSwapInterval > 4)
    {
        // IDXGISwapChain::Present documentation states that valid sync intervals are in the [0,4]
        // range
        return EGL_BAD_PARAMETER;
    }

    // If the swap chain already exists, just resize
    if (mSwapChain != nullptr)
    {
        return resize(backbufferWidth, backbufferHeight);
    }

    TRACE_EVENT0("gpu.angle", "SwapChain11::reset");
    ID3D11Device *device = mRenderer->getDevice();

    if (device == NULL)
    {
        return EGL_BAD_ACCESS;
    }

    // Release specific resources to free up memory for the new render target, while the
    // old render target still exists for the purpose of preserving its contents.
    SafeRelease(mSwapChain1);
    SafeRelease(mSwapChain);
    SafeRelease(mBackBufferTexture);
    SafeRelease(mBackBufferRTView);

    // EGL allows creating a surface with 0x0 dimension, however, DXGI does not like 0x0 swapchains
    if (backbufferWidth < 1 || backbufferHeight < 1)
    {
        releaseOffscreenColorBuffer();
        return EGL_SUCCESS;
    }

    if (mNativeWindow->getNativeWindow())
    {
        HRESULT result = mNativeWindow->createSwapChain(device, mRenderer->getDxgiFactory(),
                                                        getSwapChainNativeFormat(), backbufferWidth,
                                                        backbufferHeight, &mSwapChain);

        if (FAILED(result))
        {
            ERR("Could not create additional swap chains or offscreen surfaces: %08lX", result);
            release();

            if (d3d11::isDeviceLostError(result))
            {
                return EGL_CONTEXT_LOST;
            }
            else
            {
                return EGL_BAD_ALLOC;
            }
        }

        if (mRenderer->getRenderer11DeviceCaps().supportsDXGI1_2)
        {
            mSwapChain1 = d3d11::DynamicCastComObject<IDXGISwapChain1>(mSwapChain);
        }

        result = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBufferTexture);
        ASSERT(SUCCEEDED(result));
        d3d11::SetDebugName(mBackBufferTexture, "Back buffer texture");

        result = device->CreateRenderTargetView(mBackBufferTexture, NULL, &mBackBufferRTView);
        ASSERT(SUCCEEDED(result));
        d3d11::SetDebugName(mBackBufferRTView, "Back buffer render target");

        result = device->CreateShaderResourceView(mBackBufferTexture, nullptr, &mBackBufferSRView);
        ASSERT(SUCCEEDED(result));
        d3d11::SetDebugName(mBackBufferSRView, "Back buffer shader resource view");
    }

    mFirstSwap = true;

    return resetOffscreenBuffers(backbufferWidth, backbufferHeight);
}
Beispiel #8
0
ResourcePtr<Resource> ResourceFetcher::requestResource(Resource::Type type, FetchRequest& request)
{
    ASSERT(request.options().synchronousPolicy == RequestAsynchronously || type == Resource::Raw);

    TRACE_EVENT0("blink", "ResourceFetcher::requestResource");

    KURL url = request.resourceRequest().url();

    WTF_LOG(ResourceLoading, "ResourceFetcher::requestResource '%s', charset '%s', priority=%d, type=%s", url.elidedString().latin1().data(), request.charset().latin1().data(), request.priority(), ResourceTypeName(type));

    // If only the fragment identifiers differ, it is the same resource.
    url = MemoryCache::removeFragmentIdentifierIfNeeded(url);

    if (!url.isValid())
        return 0;

    if (!canRequest(type, url, request.options(), request.originRestriction()))
        return 0;

    if (LocalFrame* f = frame())
        f->loaderClient()->dispatchWillRequestResource(&request);

    // See if we can use an existing resource from the cache.
    ResourcePtr<Resource> resource = memoryCache()->resourceForURL(url);

    const RevalidationPolicy policy = determineRevalidationPolicy(type, request, resource.get());
    switch (policy) {
    case Reload:
        memoryCache()->remove(resource.get());
        // Fall through
    case Load:
        resource = createResourceForLoading(type, request, request.charset());
        break;
    case Revalidate:
        resource = createResourceForRevalidation(request, resource.get());
        break;
    case Use:
        memoryCache()->updateForAccess(resource.get());
        break;
    }

    if (!resource)
        return 0;

    if (!resource->hasClients())
        m_deadStatsRecorder.update(policy);

    if (policy != Use)
        resource->setIdentifier(createUniqueIdentifier());

    ResourceLoadPriority priority = loadPriority(type, request);
    if (priority != resource->resourceRequest().priority()) {
        resource->mutableResourceRequest().setPriority(priority);
        resource->didChangePriority(priority, 0);
    }

    if (resourceNeedsLoad(resource.get(), request, policy)) {
        if (!shouldLoadNewResource(type)) {
            if (memoryCache()->contains(resource.get()))
                memoryCache()->remove(resource.get());
            return 0;
        }

        resource->load(this, request.options());

        // For asynchronous loads that immediately fail, it's sufficient to return a
        // null Resource, as it indicates that something prevented the load from starting.
        // If there's a network error, that failure will happen asynchronously. However, if
        // a sync load receives a network error, it will have already happened by this point.
        // In that case, the requester should have access to the relevant ResourceError, so
        // we need to return a non-null Resource.
        if (resource->errorOccurred()) {
            if (memoryCache()->contains(resource.get()))
                memoryCache()->remove(resource.get());
            return 0;
        }
    }

    requestLoadStarted(resource.get(), request, policy == Use ? ResourceLoadingFromCache : ResourceLoadingFromNetwork);

    ASSERT(resource->url() == url.string());
    m_documentResources.set(resource->url(), resource);
    return resource;
}
Beispiel #9
0
void Image::paintSkBitmap(GraphicsContext* context, const NativeImageSkia& bitmap, const SkRect& srcRect, const SkRect& destRect, const SkXfermode::Mode& compOp)
{
    TRACE_EVENT0("skia", "paintSkBitmap");
    SkPaint paint;
    paint.setXfermodeMode(compOp);
    paint.setAlpha(context->getNormalizedAlpha());
    paint.setLooper(context->drawLooper());
    // only antialias if we're rotated or skewed
    paint.setAntiAlias(hasNon90rotation(context));

    ResamplingMode resampling;
    if (context->isAccelerated())
        resampling = RESAMPLE_LINEAR;
    else if (context->printing())
        resampling = RESAMPLE_NONE;
    else {
        // Take into account scale applied to the canvas when computing sampling mode (e.g. CSS scale or page scale).
        SkRect destRectTarget = destRect;
        if (!(context->getTotalMatrix().getType() & (SkMatrix::kAffine_Mask | SkMatrix::kPerspective_Mask)))
            context->getTotalMatrix().mapRect(&destRectTarget, destRect);

        resampling = computeResamplingMode(context->getTotalMatrix(), bitmap,
            SkScalarToFloat(srcRect.width()), SkScalarToFloat(srcRect.height()),
            SkScalarToFloat(destRectTarget.width()), SkScalarToFloat(destRectTarget.height()));
    }

    if (resampling == RESAMPLE_NONE) {
        // FIXME: This is to not break tests (it results in the filter bitmap flag
        // being set to true). We need to decide if we respect RESAMPLE_NONE
        // being returned from computeResamplingMode.
        resampling = RESAMPLE_LINEAR;
    }
    resampling = limitResamplingMode(context, resampling);
    paint.setFilterBitmap(resampling == RESAMPLE_LINEAR);
    if (resampling == RESAMPLE_AWESOME)
        drawResampledBitmap(context, paint, bitmap, srcRect, destRect);
    else {
        // No resampling necessary, we can just draw the bitmap. We want to
        // filter it if we decided to do linear interpolation above, or if there
        // is something interesting going on with the matrix (like a rotation).
        // Note: for serialization, we will want to subset the bitmap first so
        // we don't send extra pixels.
        SkIRect enclosingSrcRect;
        SkRect enclosingDestRect;
        SkISize bitmapSize = SkISize::Make(bitmap.bitmap().width(), bitmap.bitmap().height());
        bool needsClipping = computeBitmapDrawRects(bitmapSize, srcRect, destRect, &enclosingSrcRect, &enclosingDestRect);

        if (enclosingSrcRect.isEmpty() || enclosingDestRect.isEmpty())
            return;

        // If destination is enlarged because source rectangle didn't align to
        // integer boundaries then we draw a slightly larger rectangle and clip
        // to the original destination rectangle.
        // See http://crbug.com/145540.
        if (needsClipping) {
            context->save();
            context->clipRect(destRect);
        }

        context->drawBitmapRect(bitmap.bitmap(), &enclosingSrcRect, enclosingDestRect, &paint);

        if (needsClipping)
            context->restore();
    }
    context->didDrawRect(destRect, paint, &bitmap.bitmap());
}
Beispiel #10
0
void ThreadState::visitStackRoots(Visitor* visitor)
{
    TRACE_EVENT0("blink_gc", "ThreadState::visitStackRoots");
    for (ThreadState* state : attachedThreads())
        state->visitStack(visitor);
}
void NativeImageSkia::draw(GraphicsContext* context, const SkRect& srcRect, const SkRect& destRect, PassRefPtr<SkXfermode> compOp) const
{
    TRACE_EVENT0("skia", "NativeImageSkia::draw");
    SkPaint paint;
    paint.setXfermode(compOp.get());
    paint.setColorFilter(context->colorFilter());
    paint.setAlpha(context->getNormalizedAlpha());
    paint.setLooper(context->drawLooper());
    // only antialias if we're rotated or skewed
    paint.setAntiAlias(hasNon90rotation(context));

    ResamplingMode resampling;
    if (context->isAccelerated()) {
        resampling = LinearResampling;
    } else if (context->printing()) {
        resampling = NoResampling;
    } else {
        // Take into account scale applied to the canvas when computing sampling mode (e.g. CSS scale or page scale).
        SkRect destRectTarget = destRect;
        SkMatrix totalMatrix = context->getTotalMatrix();
        if (!(totalMatrix.getType() & (SkMatrix::kAffine_Mask | SkMatrix::kPerspective_Mask)))
            totalMatrix.mapRect(&destRectTarget, destRect);

        resampling = computeResamplingMode(totalMatrix,
            SkScalarToFloat(srcRect.width()), SkScalarToFloat(srcRect.height()),
            SkScalarToFloat(destRectTarget.width()), SkScalarToFloat(destRectTarget.height()));
    }

    if (resampling == NoResampling) {
        // FIXME: This is to not break tests (it results in the filter bitmap flag
        // being set to true). We need to decide if we respect NoResampling
        // being returned from computeResamplingMode.
        resampling = LinearResampling;
    }
    resampling = limitResamplingMode(context, resampling);
    paint.setFilterBitmap(resampling == LinearResampling);

    bool isLazyDecoded = DeferredImageDecoder::isLazyDecoded(bitmap());
    // FIXME: Bicubic filtering in Skia is only applied to defer-decoded images
    // as an experiment. Once this filtering code path becomes stable we should
    // turn this on for all cases, including non-defer-decoded images.
    bool useBicubicFilter = resampling == AwesomeResampling && isLazyDecoded;

    if (useBicubicFilter)
        paint.setFilterLevel(SkPaint::kHigh_FilterLevel);

    if (resampling == AwesomeResampling && !useBicubicFilter) {
        // Resample the image and then draw the result to canvas with bilinear
        // filtering.
        drawResampledBitmap(context, paint, srcRect, destRect);
    } else {
        // We want to filter it if we decided to do interpolation above, or if
        // there is something interesting going on with the matrix (like a rotation).
        // Note: for serialization, we will want to subset the bitmap first so we
        // don't send extra pixels.
        context->drawBitmapRect(bitmap(), &srcRect, destRect, &paint);
    }
    if (isLazyDecoded)
        PlatformInstrumentation::didDrawLazyPixelRef(bitmap().getGenerationID());
    context->didDrawRect(destRect, paint, &bitmap());
}
Beispiel #12
0
Clear11::Clear11(Renderer11 *renderer)
    : mRenderer(renderer),
      mClearBlendStates(StructLessThan<ClearBlendInfo>),
      mFloatClearShader(nullptr),
      mUintClearShader(nullptr),
      mIntClearShader(nullptr),
      mClearDepthStencilStates(StructLessThan<ClearDepthStencilInfo>),
      mVertexBuffer(nullptr),
      mRasterizerState(nullptr)
{
    TRACE_EVENT0("gpu.angle", "Clear11::Clear11");

    HRESULT result;
    ID3D11Device *device = renderer->getDevice();

    D3D11_BUFFER_DESC vbDesc;
    vbDesc.ByteWidth           = sizeof(d3d11::PositionDepthColorVertex<float>) * 4;
    vbDesc.Usage               = D3D11_USAGE_DYNAMIC;
    vbDesc.BindFlags           = D3D11_BIND_VERTEX_BUFFER;
    vbDesc.CPUAccessFlags      = D3D11_CPU_ACCESS_WRITE;
    vbDesc.MiscFlags           = 0;
    vbDesc.StructureByteStride = 0;

    result = device->CreateBuffer(&vbDesc, nullptr, &mVertexBuffer);
    ASSERT(SUCCEEDED(result));
    d3d11::SetDebugName(mVertexBuffer, "Clear11 masked clear vertex buffer");

    D3D11_RASTERIZER_DESC rsDesc;
    rsDesc.FillMode              = D3D11_FILL_SOLID;
    rsDesc.CullMode              = D3D11_CULL_NONE;
    rsDesc.FrontCounterClockwise = FALSE;
    rsDesc.DepthBias             = 0;
    rsDesc.DepthBiasClamp        = 0.0f;
    rsDesc.SlopeScaledDepthBias  = 0.0f;
    rsDesc.DepthClipEnable       = TRUE;
    rsDesc.ScissorEnable         = FALSE;
    rsDesc.MultisampleEnable     = FALSE;
    rsDesc.AntialiasedLineEnable = FALSE;

    result = device->CreateRasterizerState(&rsDesc, &mRasterizerState);
    ASSERT(SUCCEEDED(result));
    d3d11::SetDebugName(mRasterizerState, "Clear11 masked clear rasterizer state");

    if (mRenderer->getRenderer11DeviceCaps().featureLevel <= D3D_FEATURE_LEVEL_9_3)
    {
        mFloatClearShader =
            new ClearShader(DXGI_FORMAT_R32G32B32A32_FLOAT, "Clear11 Float IL", g_VS_ClearFloat,
                            ArraySize(g_VS_ClearFloat), "Clear11 Float VS", g_PS_ClearFloat_FL9,
                            ArraySize(g_PS_ClearFloat_FL9), "Clear11 Float PS");
    }
    else
    {
        mFloatClearShader =
            new ClearShader(DXGI_FORMAT_R32G32B32A32_FLOAT, "Clear11 Float IL", g_VS_ClearFloat,
                            ArraySize(g_VS_ClearFloat), "Clear11 Float VS", g_PS_ClearFloat,
                            ArraySize(g_PS_ClearFloat), "Clear11 Float PS");
    }

    if (renderer->isES3Capable())
    {
        mUintClearShader =
            new ClearShader(DXGI_FORMAT_R32G32B32A32_UINT, "Clear11 UINT IL", g_VS_ClearUint,
                            ArraySize(g_VS_ClearUint), "Clear11 UINT VS", g_PS_ClearUint,
                            ArraySize(g_PS_ClearUint), "Clear11 UINT PS");
        mIntClearShader =
            new ClearShader(DXGI_FORMAT_R32G32B32A32_UINT, "Clear11 SINT IL", g_VS_ClearSint,
                            ArraySize(g_VS_ClearSint), "Clear11 SINT VS", g_PS_ClearSint,
                            ArraySize(g_PS_ClearSint), "Clear11 SINT PS");
    }
}
void PaintLayerCompositor::updateIfNeeded()
{
    CompositingUpdateType updateType = m_pendingUpdateType;
    m_pendingUpdateType = CompositingUpdateNone;

    if (!hasAcceleratedCompositing()) {
        updateWithoutAcceleratedCompositing(updateType);
        return;
    }

    if (updateType == CompositingUpdateNone)
        return;

    PaintLayer* updateRoot = rootLayer();

    Vector<PaintLayer*> layersNeedingPaintInvalidation;

    if (updateType >= CompositingUpdateAfterCompositingInputChange) {
        CompositingInputsUpdater(updateRoot).update();

#if ENABLE(ASSERT)
        // FIXME: Move this check to the end of the compositing update.
        CompositingInputsUpdater::assertNeedsCompositingInputsUpdateBitsCleared(updateRoot);
#endif

        CompositingRequirementsUpdater(m_layoutView, m_compositingReasonFinder).update(updateRoot);

        CompositingLayerAssigner layerAssigner(this);
        layerAssigner.assign(updateRoot, layersNeedingPaintInvalidation);

        bool layersChanged = layerAssigner.layersChanged();

        {
            TRACE_EVENT0("blink", "PaintLayerCompositor::updateAfterCompositingChange");
            if (const FrameView::ScrollableAreaSet* scrollableAreas = m_layoutView.frameView()->scrollableAreas()) {
                for (ScrollableArea* scrollableArea : *scrollableAreas)
                    layersChanged |= scrollableArea->updateAfterCompositingChange();
            }
        }

        if (layersChanged) {
            updateType = std::max(updateType, CompositingUpdateRebuildTree);
            if (ScrollingCoordinator* scrollingCoordinator = this->scrollingCoordinator())
                scrollingCoordinator->notifyGeometryChanged();
        }
    }

    if (updateType != CompositingUpdateNone) {
        if (RuntimeEnabledFeatures::compositorWorkerEnabled() && m_scrollLayer) {
            if (Element* scrollingElement = m_layoutView.document().scrollingElement()) {
                uint64_t elementId = 0;
                uint32_t mutableProperties = WebCompositorMutablePropertyNone;
                if (scrollingElement->hasCompositorProxy()) {
                    elementId = DOMNodeIds::idForNode(scrollingElement);
                    mutableProperties = (WebCompositorMutablePropertyScrollLeft | WebCompositorMutablePropertyScrollTop) & scrollingElement->compositorMutableProperties();
                }
                m_scrollLayer->setElementId(elementId);
                m_scrollLayer->setCompositorMutableProperties(mutableProperties);
            }
        }

        GraphicsLayerUpdater updater;
        updater.update(*updateRoot, layersNeedingPaintInvalidation);

        if (updater.needsRebuildTree())
            updateType = std::max(updateType, CompositingUpdateRebuildTree);

#if ENABLE(ASSERT)
        // FIXME: Move this check to the end of the compositing update.
        GraphicsLayerUpdater::assertNeedsToUpdateGraphicsLayerBitsCleared(*updateRoot);
#endif
    }

    if (updateType >= CompositingUpdateRebuildTree) {
        GraphicsLayerTreeBuilder::AncestorInfo ancestorInfo;
        GraphicsLayerVector childList;
        ancestorInfo.childLayersOfEnclosingCompositedLayer = &childList;
        {
            TRACE_EVENT0("blink", "GraphicsLayerTreeBuilder::rebuild");
            GraphicsLayerTreeBuilder().rebuild(*updateRoot, ancestorInfo);
        }

        if (childList.isEmpty())
            destroyRootLayer();
        else
            m_rootContentLayer->setChildren(childList);

        applyOverlayFullscreenVideoAdjustmentIfNeeded();
    }

    if (m_needsUpdateFixedBackground) {
        rootFixedBackgroundsChanged();
        m_needsUpdateFixedBackground = false;
    }

    for (unsigned i = 0; i < layersNeedingPaintInvalidation.size(); i++)
        forceRecomputePaintInvalidationRectsIncludingNonCompositingDescendants(layersNeedingPaintInvalidation[i]->layoutObject());

    m_layoutView.frameView()->setFrameTimingRequestsDirty(true);

    // Inform the inspector that the layer tree has changed.
    if (m_layoutView.frame()->isMainFrame())
        InspectorInstrumentation::layerTreeDidChange(m_layoutView.frame());
}
void CompositorMutatorImpl::setNeedsMutate()
{
    TRACE_EVENT0("compositor-worker", "CompositorMutatorImpl::setNeedsMutate");
    m_client->setNeedsMutate();
}
gl::Error HLSLCompiler::compileToBinary(gl::InfoLog &infoLog, const std::string &hlsl, const std::string &profile,
                                        const std::vector<CompileConfig> &configs, const D3D_SHADER_MACRO *overrideMacros,
                                        ID3DBlob **outCompiledBlob, std::string *outDebugInfo)
{
    ASSERT(mInitialized);

#if !defined(ANGLE_ENABLE_WINDOWS_STORE)
    ASSERT(mD3DCompilerModule);
#endif
    ASSERT(mD3DCompileFunc);

#if !defined(ANGLE_ENABLE_WINDOWS_STORE)
    if (gl::DebugAnnotationsActive())
    {
        std::string sourcePath = getTempPath();
        std::string sourceText = FormatString("#line 2 \"%s\"\n\n%s", sourcePath.c_str(), hlsl.c_str());
        writeFile(sourcePath.c_str(), sourceText.c_str(), sourceText.size());
    }
#endif

    const D3D_SHADER_MACRO *macros = overrideMacros ? overrideMacros : nullptr;

    for (size_t i = 0; i < configs.size(); ++i)
    {
        ID3DBlob *errorMessage = nullptr;
        ID3DBlob *binary = nullptr;
        HRESULT result         = S_OK;

        {
            TRACE_EVENT0("gpu.angle", "D3DCompile");
            SCOPED_ANGLE_HISTOGRAM_TIMER("GPU.ANGLE.D3DCompileMS");
            result = mD3DCompileFunc(hlsl.c_str(), hlsl.length(), gl::g_fakepath, macros, nullptr,
                                     "main", profile.c_str(), configs[i].flags, 0, &binary,
                                     &errorMessage);
        }

        if (errorMessage)
        {
            std::string message = reinterpret_cast<const char*>(errorMessage->GetBufferPointer());
            SafeRelease(errorMessage);

            infoLog.appendSanitized(message.c_str());
            TRACE("\n%s", hlsl.c_str());
            TRACE("\n%s", message.c_str());

            if ((message.find("error X3531:") != std::string::npos ||  // "can't unroll loops marked with loop attribute"
                 message.find("error X4014:") != std::string::npos) && // "cannot have gradient operations inside loops with divergent flow control",
                                                                       // even though it is counter-intuitive to disable unrolling for this error,
                                                                       // some very long shaders have trouble deciding which loops to unroll and
                                                                       // turning off forced unrolls allows them to compile properly.
                macros != nullptr)
            {
                macros = nullptr;   // Disable [loop] and [flatten]

                // Retry without changing compiler flags
                i--;
                continue;
            }
        }

        if (SUCCEEDED(result))
        {
            *outCompiledBlob = binary;

            (*outDebugInfo) += "// COMPILER INPUT HLSL BEGIN\n\n" + hlsl + "\n// COMPILER INPUT HLSL END\n";

#if ANGLE_APPEND_ASSEMBLY_TO_SHADER_DEBUG_INFO == ANGLE_ENABLED
            (*outDebugInfo) += "\n\n// ASSEMBLY BEGIN\n\n";
            (*outDebugInfo) += "// Compiler configuration: " + configs[i].name + "\n// Flags:\n";
            for (size_t fIx = 0; fIx < ArraySize(CompilerFlagInfos); ++fIx)
            {
                if (IsCompilerFlagSet(configs[i].flags, CompilerFlagInfos[fIx].mFlag))
                {
                    (*outDebugInfo) += std::string("// ") + CompilerFlagInfos[fIx].mName + "\n";
                }
            }

            (*outDebugInfo) += "// Macros:\n";
            if (macros == nullptr)
            {
                (*outDebugInfo) += "// - : -\n";
            }
            else
            {
                for (const D3D_SHADER_MACRO *mIt = macros; mIt->Name != nullptr; ++mIt)
                {
                    (*outDebugInfo) += std::string("// ") + mIt->Name + " : " + mIt->Definition + "\n";
                }
            }

            std::string disassembly;
            ANGLE_TRY(disassembleBinary(binary, &disassembly));
            (*outDebugInfo) += "\n" + disassembly + "\n// ASSEMBLY END\n";
#endif  // ANGLE_APPEND_ASSEMBLY_TO_SHADER_DEBUG_INFO == ANGLE_ENABLED
            return gl::NoError();
        }

        if (result == E_OUTOFMEMORY)
        {
            *outCompiledBlob = nullptr;
            return gl::Error(GL_OUT_OF_MEMORY, "HLSL compiler had an unexpected failure, result: 0x%X.", result);
        }

        infoLog << "Warning: D3D shader compilation failed with " << configs[i].name << " flags. ("
                << profile << ")";

        if (i + 1 < configs.size())
        {
            infoLog << " Retrying with " << configs[i + 1].name;
        }
    }

    // None of the configurations succeeded in compiling this shader but the compiler is still intact
    *outCompiledBlob = nullptr;
    return gl::NoError();
}
Beispiel #16
0
void Image::drawPattern(GraphicsContext* context,
                        const FloatRect& floatSrcRect,
                        const AffineTransform& patternTransform,
                        const FloatPoint& phase,
                        ColorSpace styleColorSpace,
                        CompositeOperator compositeOp,
                        const FloatRect& destRect,
                        BlendMode blendMode)
{
    TRACE_EVENT0("skia", "Image::drawPattern");
    RefPtr<NativeImageSkia> bitmap = nativeImageForCurrentFrame();
    if (!bitmap)
        return;

    FloatRect normSrcRect = adjustForNegativeSize(floatSrcRect);
    normSrcRect.intersect(FloatRect(0, 0, bitmap->bitmap().width(), bitmap->bitmap().height()));
    if (destRect.isEmpty() || normSrcRect.isEmpty())
        return; // nothing to draw

    SkMatrix ctm = context->getTotalMatrix();
    SkMatrix totalMatrix;
    totalMatrix.setConcat(ctm, patternTransform);

    // Figure out what size the bitmap will be in the destination. The
    // destination rect is the bounds of the pattern, we need to use the
    // matrix to see how big it will be.
    SkRect destRectTarget;
    totalMatrix.mapRect(&destRectTarget, normSrcRect);

    float destBitmapWidth = SkScalarToFloat(destRectTarget.width());
    float destBitmapHeight = SkScalarToFloat(destRectTarget.height());

    // Compute the resampling mode.
    ResamplingMode resampling;
    if (context->isAccelerated() || context->printing())
        resampling = RESAMPLE_LINEAR;
    else
        resampling = computeResamplingMode(totalMatrix, *bitmap, normSrcRect.width(), normSrcRect.height(), destBitmapWidth, destBitmapHeight);
    resampling = limitResamplingMode(context, resampling);

    // Load the transform WebKit requested.
    SkMatrix matrix(patternTransform);

    SkShader* shader;
    if (resampling == RESAMPLE_AWESOME) {
        // Do nice resampling.
        float scaleX = destBitmapWidth / normSrcRect.width();
        float scaleY = destBitmapHeight / normSrcRect.height();
        SkRect scaledSrcRect;
        SkIRect enclosingScaledSrcRect;

        // The image fragment generated here is not exactly what is
        // requested. The scale factor used is approximated and image
        // fragment is slightly larger to align to integer
        // boundaries.
        SkBitmap resampled = extractScaledImageFragment(*bitmap, normSrcRect, scaleX, scaleY, &scaledSrcRect, &enclosingScaledSrcRect);
        shader = SkShader::CreateBitmapShader(resampled, SkShader::kRepeat_TileMode, SkShader::kRepeat_TileMode);

        // Since we just resized the bitmap, we need to remove the scale
        // applied to the pixels in the bitmap shader. This means we need
        // CTM * patternTransform to have identity scale. Since we
        // can't modify CTM (or the rectangle will be drawn in the wrong
        // place), we must set patternTransform's scale to the inverse of
        // CTM scale.
        matrix.setScaleX(ctm.getScaleX() ? 1 / ctm.getScaleX() : 1);
        matrix.setScaleY(ctm.getScaleY() ? 1 / ctm.getScaleY() : 1);
    } else {
        // No need to do nice resampling.
        SkBitmap srcSubset;
        bitmap->bitmap().extractSubset(&srcSubset, enclosingIntRect(normSrcRect));
        shader = SkShader::CreateBitmapShader(srcSubset, SkShader::kRepeat_TileMode, SkShader::kRepeat_TileMode);
    }

    // We also need to translate it such that the origin of the pattern is the
    // origin of the destination rect, which is what WebKit expects. Skia uses
    // the coordinate system origin as the base for the patter. If WebKit wants
    // a shifted image, it will shift it from there using the patternTransform.
    float adjustedX = phase.x() + normSrcRect.x() *
                      narrowPrecisionToFloat(patternTransform.a());
    float adjustedY = phase.y() + normSrcRect.y() *
                      narrowPrecisionToFloat(patternTransform.d());
    matrix.postTranslate(SkFloatToScalar(adjustedX),
                         SkFloatToScalar(adjustedY));
    shader->setLocalMatrix(matrix);

    SkPaint paint;
    paint.setShader(shader)->unref();
    paint.setXfermodeMode(WebCoreCompositeToSkiaComposite(compositeOp, blendMode));

    paint.setFilterBitmap(resampling == RESAMPLE_LINEAR);

    context->drawRect(destRect, paint);
}
Beispiel #17
0
GrGLProgram* GrGLProgramBuilder::finalize() {
    TRACE_EVENT0("skia", TRACE_FUNC);

    // verify we can get a program id
    GrGLuint programID;
    GL_CALL_RET(programID, CreateProgram());
    if (0 == programID) {
        this->cleanupFragmentProcessors();
        return nullptr;
    }

    if (this->gpu()->glCaps().programBinarySupport() &&
        this->gpu()->getContext()->contextPriv().getPersistentCache()) {
        GL_CALL(ProgramParameteri(programID, GR_GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GR_GL_TRUE));
    }

    this->finalizeShaders();

    // compile shaders and bind attributes / uniforms
    const GrPrimitiveProcessor& primProc = this->primitiveProcessor();
    SkSL::Program::Settings settings;
    settings.fCaps = this->gpu()->glCaps().shaderCaps();
    settings.fFlipY = this->pipeline().proxy()->origin() != kTopLeft_GrSurfaceOrigin;
    settings.fSharpenTextures = this->gpu()->getContext()->contextPriv().sharpenMipmappedTextures();
    settings.fFragColorIsInOut = this->fragColorIsInOut();

    SkSL::Program::Inputs inputs;
    SkTDArray<GrGLuint> shadersToDelete;
    bool cached = fGpu->glCaps().programBinarySupport() && nullptr != fCached.get();
    if (cached) {
        this->bindProgramResourceLocations(programID);
        // cache hit, just hand the binary to GL
        const uint8_t* bytes = fCached->bytes();
        size_t offset = 0;
        memcpy(&inputs, bytes + offset, sizeof(inputs));
        offset += sizeof(inputs);
        int binaryFormat;
        memcpy(&binaryFormat, bytes + offset, sizeof(binaryFormat));
        offset += sizeof(binaryFormat);
        GrGLClearErr(this->gpu()->glInterface());
        GR_GL_CALL_NOERRCHECK(this->gpu()->glInterface(),
                              ProgramBinary(programID, binaryFormat, (void*) (bytes + offset),
                                            fCached->size() - offset));
        if (GR_GL_GET_ERROR(this->gpu()->glInterface()) == GR_GL_NO_ERROR) {
            if (inputs.fRTHeight) {
                this->addRTHeightUniform(SKSL_RTHEIGHT_NAME);
            }
            cached = this->checkLinkStatus(programID);
        } else {
            cached = false;
        }
    }
    if (!cached) {
        // cache miss, compile shaders
        if (fFS.fForceHighPrecision) {
            settings.fForceHighPrecision = true;
        }
        SkSL::String glsl;
        std::unique_ptr<SkSL::Program> fs = GrSkSLtoGLSL(gpu()->glContext(),
                                                         GR_GL_FRAGMENT_SHADER,
                                                         fFS.fCompilerStrings.begin(),
                                                         fFS.fCompilerStringLengths.begin(),
                                                         fFS.fCompilerStrings.count(),
                                                         settings,
                                                         &glsl);
        inputs = fs->fInputs;
        if (inputs.fRTHeight) {
            this->addRTHeightUniform(SKSL_RTHEIGHT_NAME);
        }
        if (!this->compileAndAttachShaders(glsl.c_str(), glsl.size(), programID,
                                           GR_GL_FRAGMENT_SHADER, &shadersToDelete, settings,
                                           inputs)) {
            this->cleanupProgram(programID, shadersToDelete);
            return nullptr;
        }

        std::unique_ptr<SkSL::Program> vs = GrSkSLtoGLSL(gpu()->glContext(),
                                                         GR_GL_VERTEX_SHADER,
                                                         fVS.fCompilerStrings.begin(),
                                                         fVS.fCompilerStringLengths.begin(),
                                                         fVS.fCompilerStrings.count(),
                                                         settings,
                                                         &glsl);
        if (!this->compileAndAttachShaders(glsl.c_str(), glsl.size(), programID,
                                           GR_GL_VERTEX_SHADER, &shadersToDelete, settings,
                                           inputs)) {
            this->cleanupProgram(programID, shadersToDelete);
            return nullptr;
        }

        // NVPR actually requires a vertex shader to compile
        bool useNvpr = primProc.isPathRendering();
        if (!useNvpr) {
            int vaCount = primProc.numAttribs();
            for (int i = 0; i < vaCount; i++) {
                GL_CALL(BindAttribLocation(programID, i, primProc.getAttrib(i).fName));
            }
        }

        if (primProc.willUseGeoShader()) {
            std::unique_ptr<SkSL::Program> gs;
            gs = GrSkSLtoGLSL(gpu()->glContext(),
                              GR_GL_GEOMETRY_SHADER,
                              fGS.fCompilerStrings.begin(),
                              fGS.fCompilerStringLengths.begin(),
                              fGS.fCompilerStrings.count(),
                              settings,
                              &glsl);
            if (!this->compileAndAttachShaders(glsl.c_str(), glsl.size(), programID,
                                               GR_GL_GEOMETRY_SHADER, &shadersToDelete, settings,
                                               inputs)) {
                this->cleanupProgram(programID, shadersToDelete);
                return nullptr;
            }

        }
        this->bindProgramResourceLocations(programID);

        GL_CALL(LinkProgram(programID));
    }
    // Calling GetProgramiv is expensive in Chromium. Assume success in release builds.
    bool checkLinked = kChromium_GrGLDriver != fGpu->ctxInfo().driver();
#ifdef SK_DEBUG
    checkLinked = true;
#endif
    if (checkLinked) {
        if (!this->checkLinkStatus(programID)) {
            SkDebugf("VS:\n");
            GrGLPrintShader(fGpu->glContext(), GR_GL_VERTEX_SHADER, fVS.fCompilerStrings.begin(),
                            fVS.fCompilerStringLengths.begin(), fVS.fCompilerStrings.count(),
                            settings);
            if (primProc.willUseGeoShader()) {
                SkDebugf("\nGS:\n");
                GrGLPrintShader(fGpu->glContext(), GR_GL_GEOMETRY_SHADER,
                                fGS.fCompilerStrings.begin(), fGS.fCompilerStringLengths.begin(),
                                fGS.fCompilerStrings.count(), settings);
            }
            SkDebugf("\nFS:\n");
            GrGLPrintShader(fGpu->glContext(), GR_GL_FRAGMENT_SHADER, fFS.fCompilerStrings.begin(),
                            fFS.fCompilerStringLengths.begin(), fFS.fCompilerStrings.count(),
                            settings);
            SkDEBUGFAIL("");
            return nullptr;
        }
    }
    this->resolveProgramResourceLocations(programID);

    this->cleanupShaders(shadersToDelete);
    if (!cached && this->gpu()->getContext()->contextPriv().getPersistentCache() &&
        fGpu->glCaps().programBinarySupport()) {
        GrGLsizei length = 0;
        GL_CALL(GetProgramiv(programID, GL_PROGRAM_BINARY_LENGTH, &length));
        if (length > 0) {
            // store shader in cache
            sk_sp<SkData> key = SkData::MakeWithoutCopy(desc()->asKey(), desc()->keyLength());
            GrGLenum binaryFormat;
            std::unique_ptr<char[]> binary(new char[length]);
            GL_CALL(GetProgramBinary(programID, length, &length, &binaryFormat, binary.get()));
            size_t dataLength = sizeof(inputs) + sizeof(binaryFormat) + length;
            std::unique_ptr<uint8_t[]> data(new uint8_t[dataLength]);
            size_t offset = 0;
            memcpy(data.get() + offset, &inputs, sizeof(inputs));
            offset += sizeof(inputs);
            memcpy(data.get() + offset, &binaryFormat, sizeof(binaryFormat));
            offset += sizeof(binaryFormat);
            memcpy(data.get() + offset, binary.get(), length);
            this->gpu()->getContext()->contextPriv().getPersistentCache()->store(
                                            *key, *SkData::MakeWithoutCopy(data.get(), dataLength));
        }
    }
    return this->createProgram(programID);
}
Beispiel #18
0
void sortLayers(Vector<CCLayerImpl*>::iterator first, Vector<CCLayerImpl*>::iterator end, CCLayerSorter* layerSorter)
{
    TRACE_EVENT0("cc", "LayerRendererChromium::sortLayers");
    layerSorter->sort(first, end);
}
Beispiel #19
0
EGLint SwapChain11::resize(EGLint backbufferWidth, EGLint backbufferHeight)
{
    TRACE_EVENT0("gpu.angle", "SwapChain11::resize");
    ID3D11Device *device = mRenderer->getDevice();

    if (device == NULL)
    {
        return EGL_BAD_ACCESS;
    }

    // EGL allows creating a surface with 0x0 dimension, however, DXGI does not like 0x0 swapchains
    if (backbufferWidth < 1 || backbufferHeight < 1)
    {
        return EGL_SUCCESS;
    }

    // Don't resize unnecessarily
    if (mWidth == backbufferWidth && mHeight == backbufferHeight)
    {
        return EGL_SUCCESS;
    }

    // Can only call resize if we have already created our swap buffer and resources
    ASSERT(mSwapChain && mBackBufferTexture && mBackBufferRTView && mBackBufferSRView);

    SafeRelease(mBackBufferTexture);
    SafeRelease(mBackBufferRTView);
    SafeRelease(mBackBufferSRView);

    // Resize swap chain
    DXGI_SWAP_CHAIN_DESC desc;
    HRESULT result = mSwapChain->GetDesc(&desc);
    if (FAILED(result))
    {
        ERR("Error reading swap chain description: 0x%08X", result);
        release();
        return EGL_BAD_ALLOC;
    }

    result = mSwapChain->ResizeBuffers(desc.BufferCount, backbufferWidth, backbufferHeight, getSwapChainNativeFormat(), 0);

    if (FAILED(result))
    {
        ERR("Error resizing swap chain buffers: 0x%08X", result);
        release();

        if (d3d11::isDeviceLostError(result))
        {
            return EGL_CONTEXT_LOST;
        }
        else
        {
            return EGL_BAD_ALLOC;
        }
    }

    result = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBufferTexture);
    ASSERT(SUCCEEDED(result));
    if (SUCCEEDED(result))
    {
        d3d11::SetDebugName(mBackBufferTexture, "Back buffer texture");
        result = device->CreateRenderTargetView(mBackBufferTexture, NULL, &mBackBufferRTView);
        ASSERT(SUCCEEDED(result));
        if (SUCCEEDED(result))
        {
            d3d11::SetDebugName(mBackBufferRTView, "Back buffer render target");
        }

        result = device->CreateShaderResourceView(mBackBufferTexture, nullptr, &mBackBufferSRView);
        ASSERT(SUCCEEDED(result));
        if (SUCCEEDED(result))
        {
            d3d11::SetDebugName(mBackBufferSRView, "Back buffer shader resource");
        }
    }

    mFirstSwap = true;

    return resetOffscreenBuffers(backbufferWidth, backbufferHeight);
}
Beispiel #20
0
// Create a new environment and setup the global object.
//
// The global object corresponds to a DOMWindow instance. However, to
// allow properties of the JS DOMWindow instance to be shadowed, we
// use a shadow object as the global object and use the JS DOMWindow
// instance as the prototype for that shadow object. The JS DOMWindow
// instance is undetectable from JavaScript code because the __proto__
// accessors skip that object.
//
// The shadow object and the DOMWindow instance are seen as one object
// from JavaScript. The JavaScript object that corresponds to a
// DOMWindow instance is the shadow object. When mapping a DOMWindow
// instance to a V8 object, we return the shadow object.
//
// To implement split-window, see
//   1) https://bugs.webkit.org/show_bug.cgi?id=17249
//   2) https://wiki.mozilla.org/Gecko:SplitWindow
//   3) https://bugzilla.mozilla.org/show_bug.cgi?id=296639
// we need to split the shadow object further into two objects:
// an outer window and an inner window. The inner window is the hidden
// prototype of the outer window. The inner window is the default
// global object of the context. A variable declared in the global
// scope is a property of the inner window.
//
// The outer window sticks to a Frame, it is exposed to JavaScript
// via window.window, window.self, window.parent, etc. The outer window
// has a security token which is the domain. The outer window cannot
// have its own properties. window.foo = 'x' is delegated to the
// inner window.
//
// When a frame navigates to a new page, the inner window is cut off
// the outer window, and the outer window identify is preserved for
// the frame. However, a new inner window is created for the new page.
// If there are JS code holds a closure to the old inner window,
// it won't be able to reach the outer window via its global object.
bool V8WindowShell::initializeIfNeeded()
{
    if (m_contextHolder)
        return true;

    TRACE_EVENT0("v8", "V8WindowShell::initializeIfNeeded");

    v8::HandleScope handleScope(m_isolate);

    createContext();
    if (!m_contextHolder)
        return false;

    v8::Handle<v8::Context> context = m_contextHolder->context();

    V8PerContextDataHolder::install(context);

    m_world->setIsolatedWorldField(context);

    bool isMainWorld = m_world->isMainWorld();

    v8::Context::Scope contextScope(context);

    if (m_global.isEmpty()) {
        m_global.set(m_isolate, context->Global());
        if (m_global.isEmpty()) {
            disposeContext(DoNotDetachGlobal);
            return false;
        }
    }

    if (!isMainWorld) {
        V8WindowShell* mainWindow = m_frame->script().existingWindowShell(mainThreadNormalWorld());
        if (mainWindow && !mainWindow->context().IsEmpty())
            setInjectedScriptContextDebugId(context, m_frame->script().contextDebugId(mainWindow->context()));
    }

    m_perContextData = V8PerContextData::create(context);
    if (!m_perContextData->init()) {
        disposeContext(DoNotDetachGlobal);
        return false;
    }
    m_perContextData->setActivityLogger(DOMWrapperWorld::activityLogger(m_world->worldId()));
    if (!installDOMWindow()) {
        disposeContext(DoNotDetachGlobal);
        return false;
    }

    if (isMainWorld) {
        updateDocument();
        setSecurityToken();
        if (m_frame->document()) {
            ContentSecurityPolicy* csp = m_frame->document()->contentSecurityPolicy();
            context->AllowCodeGenerationFromStrings(csp->allowEval(0, ContentSecurityPolicy::SuppressReport));
            context->SetErrorMessageForCodeGenerationFromStrings(v8String(m_isolate, csp->evalDisabledErrorMessage()));
        }
    } else {
        // Using the default security token means that the canAccess is always
        // called, which is slow.
        // FIXME: Use tokens where possible. This will mean keeping track of all
        //        created contexts so that they can all be updated when the
        //        document domain
        //        changes.
        context->UseDefaultSecurityToken();

        SecurityOrigin* origin = m_world->isolatedWorldSecurityOrigin();
        if (origin && InspectorInstrumentation::hasFrontends()) {
            ScriptState* scriptState = ScriptState::forContext(v8::Local<v8::Context>::New(m_isolate, context));
            InspectorInstrumentation::didCreateIsolatedContext(m_frame, scriptState, origin);
        }
    }
    m_frame->loader().client()->didCreateScriptContext(context, m_world->extensionGroup(), m_world->worldId());
    return true;
}
Beispiel #21
0
void SwapChain11::initPassThroughResources()
{
    if (mPassThroughResourcesInit)
    {
        return;
    }

    TRACE_EVENT0("gpu.angle", "SwapChain11::initPassThroughResources");
    ID3D11Device *device = mRenderer->getDevice();

    ASSERT(device != NULL);

    // Make sure our resources are all not allocated, when we create
    ASSERT(mQuadVB == NULL && mPassThroughSampler == NULL);
    ASSERT(mPassThroughIL == NULL && mPassThroughVS == NULL && mPassThroughPS == NULL);

    D3D11_BUFFER_DESC vbDesc;
    vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
    vbDesc.Usage = D3D11_USAGE_DYNAMIC;
    vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
    vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
    vbDesc.MiscFlags = 0;
    vbDesc.StructureByteStride = 0;

    HRESULT result = device->CreateBuffer(&vbDesc, NULL, &mQuadVB);
    ASSERT(SUCCEEDED(result));
    d3d11::SetDebugName(mQuadVB, "Swap chain quad vertex buffer");

    D3D11_SAMPLER_DESC samplerDesc;
    samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
    samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
    samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
    samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
    samplerDesc.MipLODBias = 0.0f;
    samplerDesc.MaxAnisotropy = 0;
    samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
    samplerDesc.BorderColor[0] = 0.0f;
    samplerDesc.BorderColor[1] = 0.0f;
    samplerDesc.BorderColor[2] = 0.0f;
    samplerDesc.BorderColor[3] = 0.0f;
    samplerDesc.MinLOD = 0;
    samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;

    result = device->CreateSamplerState(&samplerDesc, &mPassThroughSampler);
    ASSERT(SUCCEEDED(result));
    d3d11::SetDebugName(mPassThroughSampler, "Swap chain pass through sampler");

    D3D11_INPUT_ELEMENT_DESC quadLayout[] =
    {
        { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
        { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
    };

    result = device->CreateInputLayout(quadLayout, 2, g_VS_Passthrough2D, sizeof(g_VS_Passthrough2D), &mPassThroughIL);
    ASSERT(SUCCEEDED(result));
    d3d11::SetDebugName(mPassThroughIL, "Swap chain pass through layout");

    result = device->CreateVertexShader(g_VS_Passthrough2D, sizeof(g_VS_Passthrough2D), NULL, &mPassThroughVS);
    ASSERT(SUCCEEDED(result));
    d3d11::SetDebugName(mPassThroughVS, "Swap chain pass through vertex shader");

    result = device->CreatePixelShader(g_PS_PassthroughRGBA2D, sizeof(g_PS_PassthroughRGBA2D), NULL, &mPassThroughPS);
    ASSERT(SUCCEEDED(result));
    d3d11::SetDebugName(mPassThroughPS, "Swap chain pass through pixel shader");

    // Use the default rasterizer state but without culling
    D3D11_RASTERIZER_DESC rasterizerDesc;
    rasterizerDesc.FillMode              = D3D11_FILL_SOLID;
    rasterizerDesc.CullMode              = D3D11_CULL_NONE;
    rasterizerDesc.FrontCounterClockwise = FALSE;
    rasterizerDesc.DepthBias             = 0;
    rasterizerDesc.SlopeScaledDepthBias  = 0.0f;
    rasterizerDesc.DepthBiasClamp        = 0.0f;
    rasterizerDesc.DepthClipEnable       = TRUE;
    rasterizerDesc.ScissorEnable         = FALSE;
    rasterizerDesc.MultisampleEnable     = FALSE;
    rasterizerDesc.AntialiasedLineEnable = FALSE;
    result = device->CreateRasterizerState(&rasterizerDesc, &mPassThroughRS);
    ASSERT(SUCCEEDED(result));
    d3d11::SetDebugName(mPassThroughRS, "Swap chain pass through rasterizer state");

    mPassThroughResourcesInit = true;
}
Beispiel #22
0
Error Display::initialize()
{
    // Re-initialize default platform if it's needed
    InitDefaultPlatformImpl();

    SCOPED_ANGLE_HISTOGRAM_TIMER("GPU.ANGLE.DisplayInitializeMS");
    TRACE_EVENT0("gpu.angle", "egl::Display::initialize");

    ASSERT(mImplementation != nullptr);

    if (isInitialized())
    {
        return Error(EGL_SUCCESS);
    }

    Error error = mImplementation->initialize(this);
    if (error.isError())
    {
        // Log extended error message here
        std::stringstream errorStream;
        errorStream << "ANGLE Display::initialize error " << error.getID() << ": "
                    << error.getMessage();
        ANGLEPlatformCurrent()->logError(errorStream.str().c_str());
        return error;
    }

    mCaps = mImplementation->getCaps();

    mConfigSet = mImplementation->generateConfigs();
    if (mConfigSet.size() == 0)
    {
        mImplementation->terminate();
        return Error(EGL_NOT_INITIALIZED);
    }

    initDisplayExtensions();
    initVendorString();

    // Populate the Display's EGLDeviceEXT if the Display wasn't created using one
    if (mPlatform != EGL_PLATFORM_DEVICE_EXT)
    {
        if (mDisplayExtensions.deviceQuery)
        {
            rx::DeviceImpl *impl = nullptr;
            error = mImplementation->getDevice(&impl);
            if (error.isError())
            {
                return error;
            }

            error = Device::CreateDevice(this, impl, &mDevice);
            if (error.isError())
            {
                return error;
            }
        }
        else
        {
            mDevice = nullptr;
        }
    }
    else
    {
        // For EGL_PLATFORM_DEVICE_EXT, mDevice should always be populated using
        // an external device
        ASSERT(mDevice != nullptr);
    }

    mInitialized = true;

    return Error(EGL_SUCCESS);
}