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 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 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)); }