Ejemplo n.º 1
0
void CCLayerTreeHost::updateLayers(LayerChromium* rootLayer, CCTextureUpdater& updater)
{
    TRACE_EVENT("CCLayerTreeHost::updateLayers", this, 0);

    if (!rootLayer->renderSurface())
        rootLayer->createRenderSurface();
    rootLayer->renderSurface()->setContentRect(IntRect(IntPoint(0, 0), deviceViewportSize()));

    IntRect rootClipRect(IntPoint(), deviceViewportSize());
    rootLayer->setClipRect(rootClipRect);

    LayerList updateList;
    updateList.append(rootLayer);

    RenderSurfaceChromium* rootRenderSurface = rootLayer->renderSurface();
    rootRenderSurface->clearLayerList();

    {
        TRACE_EVENT("CCLayerTreeHost::updateLayers::calcDrawEtc", this, 0);
        WebTransformationMatrix identityMatrix;
        WebTransformationMatrix deviceScaleTransform;
        deviceScaleTransform.scale(m_deviceScaleFactor);
        CCLayerTreeHostCommon::calculateDrawTransforms(rootLayer, rootLayer, deviceScaleTransform, identityMatrix, updateList, rootRenderSurface->layerList(), layerRendererCapabilities().maxTextureSize);

        FloatRect rootScissorRect(FloatPoint(0, 0), viewportSize());
        CCLayerTreeHostCommon::calculateVisibleAndScissorRects(updateList, rootScissorRect);
    }

    // Reset partial texture update requests.
    m_partialTextureUpdateRequests = 0;

    reserveTextures(updateList);

    paintLayerContents(updateList, PaintVisible, updater);
    if (!m_triggerIdlePaints)
        return;

    size_t preferredLimitBytes = m_contentsTextureManager->preferredMemoryLimitBytes();
    size_t maxLimitBytes = m_contentsTextureManager->maxMemoryLimitBytes();
    m_contentsTextureManager->reduceMemoryToLimit(preferredLimitBytes);
    if (m_contentsTextureManager->currentMemoryUseBytes() >= preferredLimitBytes)
        return;

    // Idle painting should fail when we hit the preferred memory limit,
    // otherwise it will always push us towards the maximum limit.
    m_contentsTextureManager->setMaxMemoryLimitBytes(preferredLimitBytes);
    // The second (idle) paint will be a no-op in layers where painting already occured above.
    paintLayerContents(updateList, PaintIdle, updater);
    m_contentsTextureManager->setMaxMemoryLimitBytes(maxLimitBytes);

    for (size_t i = 0; i < updateList.size(); ++i)
        updateList[i]->clearRenderSurface();
}
Ejemplo n.º 2
0
void CCLayerTreeHost::updateLayers(LayerChromium* rootLayer, CCTextureUpdater& updater)
{
    TRACE_EVENT0("cc", "CCLayerTreeHost::updateLayers");

    if (!rootLayer->renderSurface())
        rootLayer->createRenderSurface();
    rootLayer->renderSurface()->setContentRect(IntRect(IntPoint(0, 0), deviceViewportSize()));

    IntRect rootClipRect(IntPoint(), deviceViewportSize());
    rootLayer->setClipRect(rootClipRect);

    LayerList updateList;
    updateList.append(rootLayer);

    RenderSurfaceChromium* rootRenderSurface = rootLayer->renderSurface();
    rootRenderSurface->clearLayerList();

    {
        TRACE_EVENT0("cc", "CCLayerTreeHost::updateLayers::calcDrawEtc");
        WebTransformationMatrix identityMatrix;
        WebTransformationMatrix deviceScaleTransform;
        deviceScaleTransform.scale(m_deviceScaleFactor);
        CCLayerTreeHostCommon::calculateDrawTransforms(rootLayer, rootLayer, deviceScaleTransform, identityMatrix, updateList, rootRenderSurface->layerList(), layerRendererCapabilities().maxTextureSize);

        FloatRect rootScissorRect(FloatPoint(0, 0), viewportSize());
        CCLayerTreeHostCommon::calculateVisibleAndScissorRects(updateList, rootScissorRect);
    }

    // Reset partial texture update requests.
    m_partialTextureUpdateRequests = 0;

    prioritizeTextures(updateList);

    bool needMoreUpdates = paintLayerContents(updateList, updater);
    if (m_triggerIdleUpdates && needMoreUpdates)
        setNeedsCommit();

    for (size_t i = 0; i < updateList.size(); ++i)
        updateList[i]->clearRenderSurface();
}
void LayerRendererChromium::updateLayers(LayerList& renderSurfaceLayerList)
{
    TRACE_EVENT("LayerRendererChromium::updateLayers", this, 0);
    CCLayerImpl* rootDrawLayer = m_rootLayer->ccLayerImpl();

    if (!rootDrawLayer->renderSurface())
        rootDrawLayer->createRenderSurface();
    ASSERT(rootDrawLayer->renderSurface());

    rootDrawLayer->renderSurface()->m_contentRect = IntRect(IntPoint(0, 0), m_viewportVisibleRect.size());

    IntRect rootScissorRect(m_viewportVisibleRect);
    // The scissorRect should not include the scroll offset.
    rootScissorRect.move(-m_viewportScrollPosition.x(), -m_viewportScrollPosition.y());
    rootDrawLayer->setScissorRect(rootScissorRect);

    m_defaultRenderSurface = rootDrawLayer->renderSurface();

    renderSurfaceLayerList.append(rootDrawLayer);

    TransformationMatrix identityMatrix;
    m_defaultRenderSurface->m_layerList.clear();
    // Unfortunately, updatePropertiesAndRenderSurfaces() currently both updates the layers and updates the draw state
    // (transforms, etc). It'd be nicer if operations on the presentation layers happened later, but the draw
    // transforms are needed by large layers to determine visibility. Tiling will fix this by eliminating the
    // concept of a large content layer.
    updatePropertiesAndRenderSurfaces(rootDrawLayer, identityMatrix, renderSurfaceLayerList, m_defaultRenderSurface->m_layerList);

#ifndef NDEBUG
    s_inPaintLayerContents = true;
#endif
    paintLayerContents(renderSurfaceLayerList);
#ifndef NDEBUG
    s_inPaintLayerContents = false;
#endif

    // FIXME: Before updateCompositorResourcesRecursive, when the compositor runs in
    // its own thread, and when the copyTexImage2D bug is fixed, insert
    // a glWaitLatch(Compositor->Offscreen) on all child contexts here instead
    // of after updateCompositorResourcesRecursive.
    // Also uncomment the glSetLatch(Compositor->Offscreen) code in addChildContext.
//  if (hardwareCompositing() && m_contextSupportsLatch) {
//      // For each child context:
//      //   glWaitLatch(Compositor->Offscreen);
//      ChildContextMap::iterator i = m_childContexts.begin();
//      for (; i != m_childContexts.end(); ++i) {
//          Extensions3DChromium* ext = static_cast<Extensions3DChromium*>(i->first->getExtensions());
//          GC3Duint childToParentLatchId, parentToChildLatchId;
//          ext->getParentToChildLatchCHROMIUM(&parentToChildLatchId);
//          ext->waitLatchCHROMIUM(parentToChildLatchId);
//      }
//  }

    updateCompositorResourcesRecursive(m_rootLayer.get());

    // After updateCompositorResourcesRecursive, set/wait latches for all child
    // contexts. This will prevent the compositor from using any of the child
    // parent textures while WebGL commands are executing from javascript *and*
    // while the final parent texture is being blit'd. copyTexImage2D
    // uses the parent texture as a temporary resolve buffer, so that's why the
    // waitLatch is below, to block the compositor from using the parent texture
    // until the next WebGL SwapBuffers (or copyTextureToParentTexture for
    // Canvas2D).
    if (hardwareCompositing() && m_contextSupportsLatch) {
        m_childContextsWereCopied = true;
        // For each child context:
        //   glSetLatch(Offscreen->Compositor);
        //   glWaitLatch(Compositor->Offscreen);
        ChildContextMap::iterator i = m_childContexts.begin();
        for (; i != m_childContexts.end(); ++i) {
            Extensions3DChromium* ext = static_cast<Extensions3DChromium*>(i->first->getExtensions());
            GC3Duint childToParentLatchId, parentToChildLatchId;
            ext->getParentToChildLatchCHROMIUM(&parentToChildLatchId);
            ext->getChildToParentLatchCHROMIUM(&childToParentLatchId);
            ext->setLatchCHROMIUM(childToParentLatchId);
            ext->waitLatchCHROMIUM(parentToChildLatchId);
        }
    }
}