void LayerRendererChromium::paintLayerContents(const LayerList& renderSurfaceLayerList) { for (int surfaceIndex = renderSurfaceLayerList.size() - 1; surfaceIndex >= 0 ; --surfaceIndex) { CCLayerImpl* renderSurfaceLayer = renderSurfaceLayerList[surfaceIndex].get(); RenderSurfaceChromium* renderSurface = renderSurfaceLayer->renderSurface(); ASSERT(renderSurface); // Make sure any renderSurfaceLayer is associated with this layerRenderer. // This is a defensive assignment in case the owner of this layer hasn't // set the layerRenderer on this layer already. renderSurfaceLayer->setLayerRenderer(this); // Render surfaces whose drawable area has zero width or height // will have no layers associated with them and should be skipped. if (!renderSurface->m_layerList.size()) continue; LayerList& layerList = renderSurface->m_layerList; ASSERT(layerList.size()); for (unsigned layerIndex = 0; layerIndex < layerList.size(); ++layerIndex) { CCLayerImpl* ccLayerImpl = layerList[layerIndex].get(); // Layers that start a new render surface will be painted when the render // surface's list is processed. if (ccLayerImpl->renderSurface() && ccLayerImpl->renderSurface() != renderSurface) continue; LayerChromium* layer = ccLayerImpl->owner(); layer->setLayerRenderer(this); if (layer->maskLayer()) layer->maskLayer()->setLayerRenderer(this); if (layer->replicaLayer()) { layer->replicaLayer()->setLayerRenderer(this); if (layer->replicaLayer()->maskLayer()) layer->replicaLayer()->maskLayer()->setLayerRenderer(this); } if (layer->bounds().isEmpty()) continue; IntRect targetSurfaceRect = ccLayerImpl->targetRenderSurface() ? ccLayerImpl->targetRenderSurface()->contentRect() : m_defaultRenderSurface->contentRect(); IntRect scissorRect = layer->ccLayerImpl()->scissorRect(); if (!scissorRect.isEmpty()) targetSurfaceRect.intersect(scissorRect); if (layer->drawsContent()) layer->paintContentsIfDirty(targetSurfaceRect); if (layer->maskLayer() && layer->maskLayer()->drawsContent()) layer->maskLayer()->paintContentsIfDirty(targetSurfaceRect); if (layer->replicaLayer() && layer->replicaLayer()->drawsContent()) layer->replicaLayer()->paintContentsIfDirty(targetSurfaceRect); if (layer->replicaLayer() && layer->replicaLayer()->maskLayer() && layer->replicaLayer()->maskLayer()->drawsContent()) layer->replicaLayer()->maskLayer()->paintContentsIfDirty(targetSurfaceRect); } } }
void CCLayerTreeHostImpl::trackDamageForAllSurfaces(CCLayerImpl* rootDrawLayer, const CCLayerList& renderSurfaceLayerList) { // For now, we use damage tracking to compute a global scissor. To do this, we must // compute all damage tracking before drawing anything, so that we know the root // damage rect. The root damage rect is then used to scissor each surface. for (int surfaceIndex = renderSurfaceLayerList.size() - 1; surfaceIndex >= 0 ; --surfaceIndex) { CCLayerImpl* renderSurfaceLayer = renderSurfaceLayerList[surfaceIndex]; CCRenderSurface* renderSurface = renderSurfaceLayer->renderSurface(); ASSERT(renderSurface); renderSurface->damageTracker()->updateDamageTrackingState(renderSurface->layerList(), renderSurfaceLayer->id(), renderSurfaceLayer->maskLayer()); } }
void LayerRendererChromium::updateCompositorResourcesRecursive(LayerChromium* layer) { const Vector<RefPtr<LayerChromium> >& children = layer->children(); for (size_t i = 0; i < children.size(); ++i) updateCompositorResourcesRecursive(children[i].get()); if (layer->bounds().isEmpty()) return; if (layer->maskLayer()) updateCompositorResourcesRecursive(layer->maskLayer()); if (layer->replicaLayer()) updateCompositorResourcesRecursive(layer->replicaLayer()); CCLayerImpl* drawLayer = layer->ccLayerImpl(); if (drawLayer->drawsContent()) drawLayer->updateCompositorResources(); layer->pushPropertiesTo(drawLayer); }
void CCRenderSurface::appendQuads(CCQuadSink& quadSink, CCAppendQuadsData& appendQuadsData, bool forReplica, CCRenderPass::Id renderPassId) { ASSERT(!forReplica || m_owningLayer->hasReplica()); IntRect clippedRectInTarget = computeClippedRectInTarget(m_owningLayer); bool isOpaque = false; const WebTransformationMatrix& drawTransform = forReplica ? m_replicaDrawTransform : m_drawTransform; CCSharedQuadState* sharedQuadState = quadSink.useSharedQuadState(CCSharedQuadState::create(drawTransform, m_contentRect, clippedRectInTarget, m_drawOpacity, isOpaque)); if (m_owningLayer->hasDebugBorders()) { int red = forReplica ? debugReplicaBorderColorRed : debugSurfaceBorderColorRed; int green = forReplica ? debugReplicaBorderColorGreen : debugSurfaceBorderColorGreen; int blue = forReplica ? debugReplicaBorderColorBlue : debugSurfaceBorderColorBlue; SkColor color = SkColorSetARGB(debugSurfaceBorderAlpha, red, green, blue); quadSink.append(CCDebugBorderDrawQuad::create(sharedQuadState, contentRect(), color, debugSurfaceBorderWidth), appendQuadsData); } // FIXME: By using the same RenderSurface for both the content and its reflection, // it's currently not possible to apply a separate mask to the reflection layer // or correctly handle opacity in reflections (opacity must be applied after drawing // both the layer and its reflection). The solution is to introduce yet another RenderSurface // to draw the layer and its reflection in. For now we only apply a separate reflection // mask if the contents don't have a mask of their own. CCLayerImpl* maskLayer = m_owningLayer->maskLayer(); if (maskLayer && (!maskLayer->drawsContent() || maskLayer->bounds().isEmpty())) maskLayer = 0; if (!maskLayer && forReplica) { maskLayer = m_owningLayer->replicaLayer()->maskLayer(); if (maskLayer && (!maskLayer->drawsContent() || maskLayer->bounds().isEmpty())) maskLayer = 0; } float maskTexCoordScaleX = 1; float maskTexCoordScaleY = 1; float maskTexCoordOffsetX = 1; float maskTexCoordOffsetY = 1; if (maskLayer) { maskTexCoordScaleX = static_cast<float>(contentRect().width()) / maskLayer->contentBounds().width(); maskTexCoordScaleY = static_cast<float>(contentRect().height()) / maskLayer->contentBounds().height(); maskTexCoordOffsetX = static_cast<float>(contentRect().x()) / contentRect().width() * maskTexCoordScaleX; maskTexCoordOffsetY = static_cast<float>(contentRect().y()) / contentRect().height() * maskTexCoordScaleY; } CCResourceProvider::ResourceId maskResourceId = maskLayer ? maskLayer->contentsResourceId() : 0; IntRect contentsChangedSinceLastFrame = contentsChanged() ? m_contentRect : IntRect(); quadSink.append(CCRenderPassDrawQuad::create(sharedQuadState, contentRect(), renderPassId, forReplica, maskResourceId, contentsChangedSinceLastFrame, maskTexCoordScaleX, maskTexCoordScaleY, maskTexCoordOffsetX, maskTexCoordOffsetY), appendQuadsData); }
void CCLayerTreeHostImpl::calculateRenderPasses(CCRenderPassList& passes, CCLayerList& renderSurfaceLayerList) { renderSurfaceLayerList.append(rootLayer()); if (!rootLayer()->renderSurface()) rootLayer()->createRenderSurface(); rootLayer()->renderSurface()->clearLayerList(); rootLayer()->renderSurface()->setContentRect(IntRect(IntPoint(), viewportSize())); rootLayer()->setClipRect(IntRect(IntPoint(), viewportSize())); { TransformationMatrix identityMatrix; TRACE_EVENT("CCLayerTreeHostImpl::calcDrawEtc", this, 0); CCLayerTreeHostCommon::calculateDrawTransformsAndVisibility(rootLayer(), rootLayer(), identityMatrix, identityMatrix, renderSurfaceLayerList, rootLayer()->renderSurface()->layerList(), &m_layerSorter, layerRendererCapabilities().maxTextureSize); } if (layerRendererCapabilities().usingPartialSwap) trackDamageForAllSurfaces(rootLayer(), renderSurfaceLayerList); m_rootDamageRect = rootLayer()->renderSurface()->damageTracker()->currentDamageRect(); for (int surfaceIndex = renderSurfaceLayerList.size() - 1; surfaceIndex >= 0 ; --surfaceIndex) { CCLayerImpl* renderSurfaceLayer = renderSurfaceLayerList[surfaceIndex]; CCRenderSurface* renderSurface = renderSurfaceLayer->renderSurface(); OwnPtr<CCRenderPass> pass = CCRenderPass::create(renderSurface); FloatRect surfaceDamageRect; if (layerRendererCapabilities().usingPartialSwap) surfaceDamageRect = damageInSurfaceSpace(renderSurfaceLayer, m_rootDamageRect); pass->setSurfaceDamageRect(surfaceDamageRect); const CCLayerList& layerList = renderSurface->layerList(); for (unsigned layerIndex = 0; layerIndex < layerList.size(); ++layerIndex) { CCLayerImpl* layer = layerList[layerIndex]; if (layer->visibleLayerRect().isEmpty()) continue; if (CCLayerTreeHostCommon::renderSurfaceContributesToTarget(layer, renderSurfaceLayer->id())) { pass->appendQuadsForRenderSurfaceLayer(layer); continue; } layer->willDraw(m_layerRenderer.get()); pass->appendQuadsForLayer(layer); } passes.append(pass.release()); } }
void CCDamageTracker::extendDamageForRenderSurface(CCLayerImpl* layer, FloatRect& targetDamageRect) { // There are two ways a "descendant surface" can damage regions of the "target surface": // 1. Property change: // - a surface's geometry can change because of // - changes to descendants (i.e. the subtree) that affect the surface's content rect // - changes to ancestor layers that propagate their property changes to their entire subtree. // - just like layers, both the old surface rect and new surface rect will // damage the target surface in this case. // // 2. Damage rect: This surface may have been damaged by its own layerList as well, and that damage // should propagate to the target surface. // CCRenderSurface* renderSurface = layer->renderSurface(); bool surfaceIsNew = false; FloatRect oldSurfaceRect = removeRectFromCurrentFrame(layer->id(), surfaceIsNew); FloatRect surfaceRectInTargetSpace = renderSurface->drawableContentRect(); // already includes replica if it exists. saveRectForNextFrame(layer->id(), surfaceRectInTargetSpace); FloatRect damageRectInLocalSpace; if (surfaceIsNew || renderSurface->surfacePropertyChanged() || layer->layerSurfacePropertyChanged()) { // The entire surface contributes damage. damageRectInLocalSpace = renderSurface->contentRect(); // The surface's old region is now exposed on the target surface, too. targetDamageRect.uniteIfNonZero(oldSurfaceRect); } else { // Only the surface's damageRect will damage the target surface. damageRectInLocalSpace = renderSurface->damageTracker()->currentDamageRect(); } // If there was damage, transform it to target space, and possibly contribute its reflection if needed. if (!damageRectInLocalSpace.isEmpty()) { const WebTransformationMatrix& drawTransform = renderSurface->drawTransform(); FloatRect damageRectInTargetSpace = CCMathUtil::mapClippedRect(drawTransform, damageRectInLocalSpace); targetDamageRect.uniteIfNonZero(damageRectInTargetSpace); if (layer->replicaLayer()) { const WebTransformationMatrix& replicaDrawTransform = renderSurface->replicaDrawTransform(); targetDamageRect.uniteIfNonZero(CCMathUtil::mapClippedRect(replicaDrawTransform, damageRectInLocalSpace)); } } // If there was damage on the replica's mask, then the target surface receives that damage as well. if (layer->replicaLayer() && layer->replicaLayer()->maskLayer()) { CCLayerImpl* replicaMaskLayer = layer->replicaLayer()->maskLayer(); bool replicaIsNew = false; removeRectFromCurrentFrame(replicaMaskLayer->id(), replicaIsNew); const WebTransformationMatrix& replicaDrawTransform = renderSurface->replicaDrawTransform(); FloatRect replicaMaskLayerRect = CCMathUtil::mapClippedRect(replicaDrawTransform, FloatRect(FloatPoint::zero(), FloatSize(replicaMaskLayer->bounds().width(), replicaMaskLayer->bounds().height()))); saveRectForNextFrame(replicaMaskLayer->id(), replicaMaskLayerRect); // In the current implementation, a change in the replica mask damages the entire replica region. if (replicaIsNew || replicaMaskLayer->layerPropertyChanged() || !replicaMaskLayer->updateRect().isEmpty()) targetDamageRect.uniteIfNonZero(replicaMaskLayerRect); } // If the layer has a background filter, this may cause pixels in our surface to be expanded, so we will need to expand any damage // at or below this layer. We expand the damage from this layer too, as we need to readback those pixels from the surface with only // the contents of layers below this one in them. This means we need to redraw any pixels in the surface being used for the blur in // this layer this frame. if (layer->backgroundFilters().hasFilterThatMovesPixels()) expandDamageRectInsideRectWithFilters(targetDamageRect, surfaceRectInTargetSpace, layer->backgroundFilters()); }
void CCDamageTracker::extendDamageForRenderSurface(CCLayerImpl* layer, FloatRect& targetDamageRect) { // There are two ways a "descendant surface" can damage regions of the "target surface": // 1. Property change: // - a surface's geometry can change because of // - changes to descendants (i.e. the subtree) that affect the surface's content rect // - changes to ancestor layers that propagate their property changes to their entire subtree. // - just like layers, both the old surface rect and new surface rect will // damage the target surface in this case. // // 2. Damage rect: This surface may have been damaged by its own layerList as well, and that damage // should propagate to the target surface. // CCRenderSurface* renderSurface = layer->renderSurface(); bool surfaceIsNew = false; FloatRect oldSurfaceRect = removeRectFromCurrentFrame(layer->id(), surfaceIsNew); FloatRect surfaceRectInTargetSpace = renderSurface->drawableContentRect(); // already includes replica if it exists. saveRectForNextFrame(layer->id(), surfaceRectInTargetSpace); FloatRect damageRectInLocalSpace; if (surfaceIsNew || renderSurface->surfacePropertyChanged()) { // The entire surface contributes damage. damageRectInLocalSpace = renderSurface->contentRect(); // The surface's old region is now exposed on the target surface, too. targetDamageRect.uniteIfNonZero(oldSurfaceRect); } else { // Only the surface's damageRect will damage the target surface. damageRectInLocalSpace = renderSurface->damageTracker()->currentDamageRect(); } // If there was damage, transform it to target space, and possibly contribute its reflection if needed. if (!damageRectInLocalSpace.isEmpty()) { const TransformationMatrix& originTransform = renderSurface->originTransform(); FloatRect damageRectInTargetSpace = CCMathUtil::mapClippedRect(originTransform, damageRectInLocalSpace); targetDamageRect.uniteIfNonZero(damageRectInTargetSpace); if (layer->replicaLayer()) { const TransformationMatrix& replicaOriginTransform = renderSurface->replicaOriginTransform(); targetDamageRect.uniteIfNonZero(CCMathUtil::mapClippedRect(replicaOriginTransform, damageRectInLocalSpace)); } } // If there was damage on the replica's mask, then the target surface receives that damage as well. if (layer->replicaLayer() && layer->replicaLayer()->maskLayer()) { CCLayerImpl* replicaMaskLayer = layer->replicaLayer()->maskLayer(); bool replicaIsNew = false; removeRectFromCurrentFrame(replicaMaskLayer->id(), replicaIsNew); // Compute the replica's "originTransform" that maps from the replica's origin space to the target surface origin space. const TransformationMatrix& replicaOriginTransform = renderSurface->replicaOriginTransform(); FloatRect replicaMaskLayerRect = CCMathUtil::mapClippedRect(replicaOriginTransform, FloatRect(FloatPoint::zero(), FloatSize(replicaMaskLayer->bounds().width(), replicaMaskLayer->bounds().height()))); saveRectForNextFrame(replicaMaskLayer->id(), replicaMaskLayerRect); // In the current implementation, a change in the replica mask damages the entire replica region. if (replicaIsNew || replicaMaskLayer->layerPropertyChanged() || !replicaMaskLayer->updateRect().isEmpty()) targetDamageRect.uniteIfNonZero(replicaMaskLayerRect); } }
void LayerRendererChromium::drawLayersInternal() { if (viewportSize().isEmpty() || !rootLayer()) return; TRACE_EVENT("LayerRendererChromium::drawLayers", this, 0); CCLayerImpl* rootDrawLayer = rootLayer(); makeContextCurrent(); if (!rootDrawLayer->renderSurface()) rootDrawLayer->createRenderSurface(); rootDrawLayer->renderSurface()->setContentRect(IntRect(IntPoint(), viewportSize())); rootDrawLayer->setScissorRect(IntRect(IntPoint(), viewportSize())); CCLayerList renderSurfaceLayerList; renderSurfaceLayerList.append(rootDrawLayer); m_defaultRenderSurface = rootDrawLayer->renderSurface(); m_defaultRenderSurface->clearLayerList(); { TRACE_EVENT("LayerRendererChromium::drawLayersInternal::calcDrawEtc", this, 0); CCLayerTreeHostCommon::calculateDrawTransformsAndVisibility(rootDrawLayer, rootDrawLayer, m_zoomAnimatorTransform, m_zoomAnimatorTransform, renderSurfaceLayerList, m_defaultRenderSurface->layerList(), &m_layerSorter, m_capabilities.maxTextureSize); } // The GL viewport covers the entire visible area, including the scrollbars. GLC(m_context.get(), m_context->viewport(0, 0, viewportWidth(), viewportHeight())); m_windowMatrix = screenMatrix(0, 0, viewportWidth(), viewportHeight()); // Bind the common vertex attributes used for drawing all the layers. m_sharedGeometry->prepareForDraw(); GLC(m_context.get(), m_context->disable(GraphicsContext3D::SCISSOR_TEST)); GLC(m_context.get(), m_context->disable(GraphicsContext3D::DEPTH_TEST)); GLC(m_context.get(), m_context->disable(GraphicsContext3D::CULL_FACE)); useRenderSurface(m_defaultRenderSurface); if (m_zoomAnimatorTransform.isIdentity()) // Clear to blue to make it easier to spot unrendered regions. m_context->clearColor(0, 0, 1, 1); else // Clear to grey, as zoom animation may leave unrendered regions. // FIXME(wjmaclean): Render some interesting texture in unrendered regions. m_context->clearColor(0.25, 0.25, 0.25, 1); m_context->colorMask(true, true, true, true); m_context->clear(GraphicsContext3D::COLOR_BUFFER_BIT); GLC(m_context.get(), m_context->enable(GraphicsContext3D::BLEND)); GLC(m_context.get(), m_context->blendFunc(GraphicsContext3D::ONE, GraphicsContext3D::ONE_MINUS_SRC_ALPHA)); GLC(m_context.get(), m_context->enable(GraphicsContext3D::SCISSOR_TEST)); // Update the contents of the render surfaces. We traverse the array from // back to front to guarantee that nested render surfaces get rendered in the // correct order. for (int surfaceIndex = renderSurfaceLayerList.size() - 1; surfaceIndex >= 0 ; --surfaceIndex) { CCLayerImpl* renderSurfaceLayer = renderSurfaceLayerList[surfaceIndex].get(); CCRenderSurface* renderSurface = renderSurfaceLayer->renderSurface(); ASSERT(renderSurface); renderSurface->setSkipsDraw(true); // Render surfaces whose drawable area has zero width or height // will have no layers associated with them and should be skipped. if (!renderSurface->layerList().size()) continue; // Skip completely transparent render surfaces. if (!renderSurface->drawOpacity()) continue; if (useRenderSurface(renderSurface)) { renderSurface->setSkipsDraw(false); if (renderSurfaceLayer != rootDrawLayer) { GLC(m_context.get(), m_context->disable(GraphicsContext3D::SCISSOR_TEST)); GLC(m_context.get(), m_context->clearColor(0, 0, 0, 0)); GLC(m_context.get(), m_context->clear(GraphicsContext3D::COLOR_BUFFER_BIT)); GLC(m_context.get(), m_context->enable(GraphicsContext3D::SCISSOR_TEST)); } const CCLayerList& layerList = renderSurface->layerList(); for (unsigned layerIndex = 0; layerIndex < layerList.size(); ++layerIndex) drawLayer(layerList[layerIndex].get(), renderSurface); } } if (m_headsUpDisplay->enabled()) { GLC(m_context.get(), m_context->enable(GraphicsContext3D::BLEND)); GLC(m_context.get(), m_context->blendFunc(GraphicsContext3D::ONE, GraphicsContext3D::ONE_MINUS_SRC_ALPHA)); GLC(m_context.get(), m_context->disable(GraphicsContext3D::SCISSOR_TEST)); useRenderSurface(m_defaultRenderSurface); m_headsUpDisplay->draw(); } GLC(m_context.get(), m_context->disable(GraphicsContext3D::SCISSOR_TEST)); GLC(m_context.get(), m_context->disable(GraphicsContext3D::BLEND)); }
// Recursively walks the layer tree starting at the given node and computes all the // necessary transformations, scissor rectangles, render surfaces, etc. void LayerRendererChromium::updatePropertiesAndRenderSurfaces(CCLayerImpl* layer, const TransformationMatrix& parentMatrix, LayerList& renderSurfaceLayerList, LayerList& layerList) { // Compute the new matrix transformation that will be applied to this layer and // all its children. It's important to remember that the layer's position // is the position of the layer's anchor point. Also, the coordinate system used // assumes that the origin is at the lower left even though the coordinates the browser // gives us for the layers are for the upper left corner. The Y flip happens via // the orthographic projection applied at render time. // The transformation chain for the layer is (using the Matrix x Vector order): // M = M[p] * Tr[l] * M[l] * Tr[c] // Where M[p] is the parent matrix passed down to the function // Tr[l] is the translation matrix locating the layer's anchor point // Tr[c] is the translation offset between the anchor point and the center of the layer // M[l] is the layer's matrix (applied at the anchor point) // This transform creates a coordinate system whose origin is the center of the layer. // Note that the final matrix used by the shader for the layer is P * M * S . This final product // is computed in drawTexturedQuad(). // Where: P is the projection matrix // M is the layer's matrix computed above // S is the scale adjustment (to scale up to the layer size) IntSize bounds = layer->bounds(); FloatPoint anchorPoint = layer->anchorPoint(); FloatPoint position = layer->position(); // Offset between anchor point and the center of the quad. float centerOffsetX = (0.5 - anchorPoint.x()) * bounds.width(); float centerOffsetY = (0.5 - anchorPoint.y()) * bounds.height(); TransformationMatrix layerLocalTransform; // LT = Tr[l] layerLocalTransform.translate3d(position.x(), position.y(), layer->anchorPointZ()); // LT = Tr[l] * M[l] layerLocalTransform.multiply(layer->transform()); // LT = Tr[l] * M[l] * Tr[c] layerLocalTransform.translate3d(centerOffsetX, centerOffsetY, -layer->anchorPointZ()); TransformationMatrix combinedTransform = parentMatrix; combinedTransform = combinedTransform.multiply(layerLocalTransform); FloatRect layerRect(-0.5 * layer->bounds().width(), -0.5 * layer->bounds().height(), layer->bounds().width(), layer->bounds().height()); IntRect transformedLayerRect; // The layer and its descendants render on a new RenderSurface if any of // these conditions hold: // 1. The layer clips its descendants and its transform is not a simple translation. // 2. If the layer has opacity != 1 and does not have a preserves-3d transform style. // 3. The layer uses a mask // 4. The layer has a replica (used for reflections) // 5. The layer doesn't preserve-3d but is the child of a layer which does. // If a layer preserves-3d then we don't create a RenderSurface for it to avoid flattening // out its children. The opacity value of the children layers is multiplied by the opacity // of their parent. bool useSurfaceForClipping = layer->masksToBounds() && !isScaleOrTranslation(combinedTransform); bool useSurfaceForOpacity = layer->opacity() != 1 && !layer->preserves3D(); bool useSurfaceForMasking = layer->maskLayer(); bool useSurfaceForReflection = layer->replicaLayer(); bool useSurfaceForFlatDescendants = layer->parent() && layer->parent()->preserves3D() && !layer->preserves3D() && layer->descendantsDrawsContent(); if (useSurfaceForMasking || useSurfaceForReflection || useSurfaceForFlatDescendants || ((useSurfaceForClipping || useSurfaceForOpacity) && layer->descendantsDrawsContent())) { RenderSurfaceChromium* renderSurface = layer->renderSurface(); if (!renderSurface) renderSurface = layer->createRenderSurface(); // The origin of the new surface is the upper left corner of the layer. TransformationMatrix drawTransform; drawTransform.translate3d(0.5 * bounds.width(), 0.5 * bounds.height(), 0); layer->setDrawTransform(drawTransform); transformedLayerRect = IntRect(0, 0, bounds.width(), bounds.height()); // Layer's opacity will be applied when drawing the render surface. renderSurface->m_drawOpacity = layer->opacity(); if (layer->parent() && layer->parent()->preserves3D()) renderSurface->m_drawOpacity *= layer->parent()->drawOpacity(); layer->setDrawOpacity(1); TransformationMatrix layerOriginTransform = combinedTransform; layerOriginTransform.translate3d(-0.5 * bounds.width(), -0.5 * bounds.height(), 0); renderSurface->m_originTransform = layerOriginTransform; layer->setScissorRect(IntRect()); // The render surface scissor rect is the scissor rect that needs to // be applied before drawing the render surface onto its containing // surface and is therefore expressed in the parent's coordinate system. renderSurface->m_scissorRect = layer->parent() ? layer->parent()->scissorRect() : layer->scissorRect(); renderSurface->m_layerList.clear(); if (layer->maskLayer()) { renderSurface->m_maskLayer = layer->maskLayer(); layer->maskLayer()->setTargetRenderSurface(renderSurface); } else renderSurface->m_maskLayer = 0; if (layer->replicaLayer() && layer->replicaLayer()->maskLayer()) layer->replicaLayer()->maskLayer()->setTargetRenderSurface(renderSurface); renderSurfaceLayerList.append(layer); } else { // DT = M[p] * LT layer->setDrawTransform(combinedTransform); transformedLayerRect = enclosingIntRect(layer->drawTransform().mapRect(layerRect)); layer->setDrawOpacity(layer->opacity()); if (layer->parent()) { if (layer->parent()->preserves3D()) layer->setDrawOpacity(layer->drawOpacity() * layer->parent()->drawOpacity()); // Layers inherit the scissor rect from their parent. layer->setScissorRect(layer->parent()->scissorRect()); layer->setTargetRenderSurface(layer->parent()->targetRenderSurface()); } if (layer != m_rootCCLayerImpl.get()) layer->clearRenderSurface(); if (layer->masksToBounds()) { IntRect scissor = transformedLayerRect; if (!layer->scissorRect().isEmpty()) scissor.intersect(layer->scissorRect()); layer->setScissorRect(scissor); } } if (layer->renderSurface()) layer->setTargetRenderSurface(layer->renderSurface()); else { ASSERT(layer->parent()); layer->setTargetRenderSurface(layer->parent()->targetRenderSurface()); } // drawableContentRect() is always stored in the coordinate system of the // RenderSurface the layer draws into. if (layer->drawsContent()) layer->setDrawableContentRect(transformedLayerRect); else layer->setDrawableContentRect(IntRect()); TransformationMatrix sublayerMatrix = layer->drawTransform(); // Flatten to 2D if the layer doesn't preserve 3D. if (!layer->preserves3D()) { sublayerMatrix.setM13(0); sublayerMatrix.setM23(0); sublayerMatrix.setM31(0); sublayerMatrix.setM32(0); sublayerMatrix.setM33(1); sublayerMatrix.setM34(0); sublayerMatrix.setM43(0); } // Apply the sublayer transform at the center of the layer. sublayerMatrix.multiply(layer->sublayerTransform()); // The origin of the children is the top left corner of the layer, not the // center. The matrix passed down to the children is therefore: // M[s] = M * Tr[-center] sublayerMatrix.translate3d(-bounds.width() * 0.5, -bounds.height() * 0.5, 0); LayerList& descendants = (layer->renderSurface() ? layer->renderSurface()->m_layerList : layerList); descendants.append(layer); unsigned thisLayerIndex = descendants.size() - 1; for (size_t i = 0; i < layer->children().size(); ++i) { CCLayerImpl* child = layer->children()[i].get(); updatePropertiesAndRenderSurfaces(child, sublayerMatrix, renderSurfaceLayerList, descendants); if (child->renderSurface()) { RenderSurfaceChromium* childRenderSurface = child->renderSurface(); IntRect drawableContentRect = layer->drawableContentRect(); drawableContentRect.unite(enclosingIntRect(childRenderSurface->drawableContentRect())); layer->setDrawableContentRect(drawableContentRect); descendants.append(child); } else { IntRect drawableContentRect = layer->drawableContentRect(); drawableContentRect.unite(child->drawableContentRect()); layer->setDrawableContentRect(drawableContentRect); } } if (layer->masksToBounds() || useSurfaceForMasking) { IntRect drawableContentRect = layer->drawableContentRect(); drawableContentRect.intersect(transformedLayerRect); layer->setDrawableContentRect(drawableContentRect); } if (layer->renderSurface() && layer != m_rootCCLayerImpl.get()) { RenderSurfaceChromium* renderSurface = layer->renderSurface(); renderSurface->m_contentRect = layer->drawableContentRect(); FloatPoint surfaceCenter = renderSurface->contentRectCenter(); // Restrict the RenderSurface size to the portion that's visible. FloatSize centerOffsetDueToClipping; // Don't clip if the layer is reflected as the reflection shouldn't be // clipped. if (!layer->replicaLayer()) { if (!layer->scissorRect().isEmpty()) renderSurface->m_contentRect.intersect(layer->scissorRect()); FloatPoint clippedSurfaceCenter = renderSurface->contentRectCenter(); centerOffsetDueToClipping = clippedSurfaceCenter - surfaceCenter; } // The RenderSurface backing texture cannot exceed the maximum supported // texture size. renderSurface->m_contentRect.setWidth(std::min(renderSurface->m_contentRect.width(), m_maxTextureSize)); renderSurface->m_contentRect.setHeight(std::min(renderSurface->m_contentRect.height(), m_maxTextureSize)); if (renderSurface->m_contentRect.isEmpty()) renderSurface->m_layerList.clear(); // Since the layer starts a new render surface we need to adjust its // scissor rect to be expressed in the new surface's coordinate system. layer->setScissorRect(layer->drawableContentRect()); // Adjust the origin of the transform to be the center of the render surface. renderSurface->m_drawTransform = renderSurface->m_originTransform; renderSurface->m_drawTransform.translate3d(surfaceCenter.x() + centerOffsetDueToClipping.width(), surfaceCenter.y() + centerOffsetDueToClipping.height(), 0); // Compute the transformation matrix used to draw the replica of the render // surface. if (layer->replicaLayer()) { renderSurface->m_replicaDrawTransform = renderSurface->m_originTransform; renderSurface->m_replicaDrawTransform.translate3d(layer->replicaLayer()->position().x(), layer->replicaLayer()->position().y(), 0); renderSurface->m_replicaDrawTransform.multiply(layer->replicaLayer()->transform()); renderSurface->m_replicaDrawTransform.translate3d(surfaceCenter.x() - anchorPoint.x() * bounds.width(), surfaceCenter.y() - anchorPoint.y() * bounds.height(), 0); } } // If preserves-3d then sort all the descendants in 3D so that they can be // drawn from back to front. If the preserves-3d property is also set on the parent then // skip the sorting as the parent will sort all the descendants anyway. if (layer->preserves3D() && (!layer->parent() || !layer->parent()->preserves3D())) m_layerSorter.sort(&descendants.at(thisLayerIndex), descendants.end()); }
void LayerRendererChromium::drawLayers(const LayerList& renderSurfaceLayerList) { TRACE_EVENT("LayerRendererChromium::drawLayers", this, 0); CCLayerImpl* rootDrawLayer = m_rootLayer->ccLayerImpl(); makeContextCurrent(); // The GL viewport covers the entire visible area, including the scrollbars. GLC(m_context.get(), m_context->viewport(0, 0, m_viewportVisibleRect.width(), m_viewportVisibleRect.height())); // Bind the common vertex attributes used for drawing all the layers. m_sharedGeometry->prepareForDraw(); // FIXME: These calls can be made once, when the compositor context is initialized. GLC(m_context.get(), m_context->disable(GraphicsContext3D::DEPTH_TEST)); GLC(m_context.get(), m_context->disable(GraphicsContext3D::CULL_FACE)); // Blending disabled by default. Root layer alpha channel on Windows is incorrect when Skia uses ClearType. GLC(m_context.get(), m_context->disable(GraphicsContext3D::BLEND)); useRenderSurface(m_defaultRenderSurface); // Clear to blue to make it easier to spot unrendered regions. m_context->clearColor(0, 0, 1, 1); m_context->colorMask(true, true, true, true); m_context->clear(GraphicsContext3D::COLOR_BUFFER_BIT); // Mask out writes to alpha channel: subpixel antialiasing via Skia results in invalid // zero alpha values on text glyphs. The root layer is always opaque. m_context->colorMask(true, true, true, false); drawRootLayer(); // Re-enable color writes to layers, which may be partially transparent. m_context->colorMask(true, true, true, true); GLC(m_context.get(), m_context->enable(GraphicsContext3D::BLEND)); GLC(m_context.get(), m_context->blendFunc(GraphicsContext3D::ONE, GraphicsContext3D::ONE_MINUS_SRC_ALPHA)); GLC(m_context.get(), m_context->enable(GraphicsContext3D::SCISSOR_TEST)); // Update the contents of the render surfaces. We traverse the array from // back to front to guarantee that nested render surfaces get rendered in the // correct order. for (int surfaceIndex = renderSurfaceLayerList.size() - 1; surfaceIndex >= 0 ; --surfaceIndex) { CCLayerImpl* renderSurfaceLayer = renderSurfaceLayerList[surfaceIndex].get(); ASSERT(renderSurfaceLayer->renderSurface()); // Render surfaces whose drawable area has zero width or height // will have no layers associated with them and should be skipped. if (!renderSurfaceLayer->renderSurface()->m_layerList.size()) continue; if (useRenderSurface(renderSurfaceLayer->renderSurface())) { if (renderSurfaceLayer != rootDrawLayer) { GLC(m_context.get(), m_context->disable(GraphicsContext3D::SCISSOR_TEST)); GLC(m_context.get(), m_context->clearColor(0, 0, 0, 0)); GLC(m_context.get(), m_context->clear(GraphicsContext3D::COLOR_BUFFER_BIT)); GLC(m_context.get(), m_context->enable(GraphicsContext3D::SCISSOR_TEST)); } LayerList& layerList = renderSurfaceLayer->renderSurface()->m_layerList; ASSERT(layerList.size()); for (unsigned layerIndex = 0; layerIndex < layerList.size(); ++layerIndex) drawLayer(layerList[layerIndex].get(), renderSurfaceLayer->renderSurface()); } } if (m_headsUpDisplay->enabled()) { GLC(m_context.get(), m_context->enable(GraphicsContext3D::BLEND)); GLC(m_context.get(), m_context->blendFunc(GraphicsContext3D::ONE, GraphicsContext3D::ONE_MINUS_SRC_ALPHA)); GLC(m_context.get(), m_context->disable(GraphicsContext3D::SCISSOR_TEST)); useRenderSurface(m_defaultRenderSurface); m_headsUpDisplay->draw(); } GLC(m_context.get(), m_context->disable(GraphicsContext3D::SCISSOR_TEST)); GLC(m_context.get(), m_context->disable(GraphicsContext3D::BLEND)); }
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); } } }