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// Copyright 2011 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "cc/layers/texture_layer_impl.h"
#include <stddef.h>
#include <stdint.h>
#include <vector>
#include "base/logging.h"
#include "base/strings/stringprintf.h"
#include "cc/trees/layer_tree_frame_sink.h"
#include "cc/trees/layer_tree_impl.h"
#include "cc/trees/occlusion.h"
#include "components/viz/common/quads/solid_color_draw_quad.h"
#include "components/viz/common/quads/texture_draw_quad.h"
#include "components/viz/common/resources/bitmap_allocation.h"
#include "components/viz/common/resources/platform_color.h"
#include "components/viz/common/resources/single_release_callback.h"
namespace cc {
TextureLayerImpl::TextureLayerImpl(LayerTreeImpl* tree_impl, int id)
: LayerImpl(tree_impl, id) {}
TextureLayerImpl::~TextureLayerImpl() {
FreeTransferableResource();
LayerTreeFrameSink* sink = layer_tree_impl()->layer_tree_frame_sink();
// The LayerTreeFrameSink may be gone, in which case there's no need to
// unregister anything.
if (sink) {
for (const auto& pair : registered_bitmaps_) {
sink->DidDeleteSharedBitmap(pair.first);
}
}
}
std::unique_ptr<LayerImpl> TextureLayerImpl::CreateLayerImpl(
LayerTreeImpl* tree_impl) {
return TextureLayerImpl::Create(tree_impl, id());
}
bool TextureLayerImpl::IsSnappedToPixelGridInTarget() {
// See TextureLayer::IsSnappedToPixelGridInTarget() for explanation of |true|.
return true;
}
void TextureLayerImpl::PushPropertiesTo(LayerImpl* layer) {
LayerImpl::PushPropertiesTo(layer);
TextureLayerImpl* texture_layer = static_cast<TextureLayerImpl*>(layer);
texture_layer->SetFlipped(flipped_);
texture_layer->SetUVTopLeft(uv_top_left_);
texture_layer->SetUVBottomRight(uv_bottom_right_);
texture_layer->SetPremultipliedAlpha(premultiplied_alpha_);
texture_layer->SetBlendBackgroundColor(blend_background_color_);
texture_layer->SetForceTextureToOpaque(force_texture_to_opaque_);
texture_layer->SetNearestNeighbor(nearest_neighbor_);
if (own_resource_) {
texture_layer->SetTransferableResource(transferable_resource_,
std::move(release_callback_));
own_resource_ = false;
}
for (auto& pair : to_register_bitmaps_)
texture_layer->RegisterSharedBitmapId(pair.first, std::move(pair.second));
to_register_bitmaps_.clear();
for (const auto& id : to_unregister_bitmap_ids_)
texture_layer->UnregisterSharedBitmapId(id);
to_unregister_bitmap_ids_.clear();
}
bool TextureLayerImpl::WillDraw(
DrawMode draw_mode,
viz::ClientResourceProvider* resource_provider) {
if (draw_mode == DRAW_MODE_RESOURCELESS_SOFTWARE)
return false;
// These imply some synchronization problem where the compositor is in gpu
// compositing but the client thinks it is in software, or vice versa. These
// should only happen transiently, and should resolve when the client hears
// about the mode switch.
if (draw_mode == DRAW_MODE_HARDWARE && transferable_resource_.is_software) {
DLOG(ERROR) << "Gpu compositor has software resource in TextureLayer";
return false;
}
if (draw_mode == DRAW_MODE_SOFTWARE && !transferable_resource_.is_software) {
DLOG(ERROR) << "Software compositor has gpu resource in TextureLayer";
return false;
}
if (!LayerImpl::WillDraw(draw_mode, resource_provider))
return false;
if (own_resource_) {
DCHECK(!resource_id_);
if (!transferable_resource_.mailbox_holder.mailbox.IsZero()) {
resource_id_ = resource_provider->ImportResource(
transferable_resource_, std::move(release_callback_));
DCHECK(resource_id_);
}
own_resource_ = false;
}
return resource_id_;
}
void TextureLayerImpl::AppendQuads(viz::RenderPass* render_pass,
AppendQuadsData* append_quads_data) {
DCHECK(resource_id_);
LayerTreeFrameSink* sink = layer_tree_impl()->layer_tree_frame_sink();
for (const auto& pair : to_register_bitmaps_) {
sink->DidAllocateSharedBitmap(pair.second->shared_region().Duplicate(),
pair.first);
}
// All |to_register_bitmaps_| have been registered above, so we can move them
// all to the |registered_bitmaps_|.
registered_bitmaps_.insert(
std::make_move_iterator(to_register_bitmaps_.begin()),
std::make_move_iterator(to_register_bitmaps_.end()));
to_register_bitmaps_.clear();
SkColor bg_color =
blend_background_color_ ? background_color() : SK_ColorTRANSPARENT;
if (force_texture_to_opaque_) {
bg_color = SK_ColorBLACK;
}
bool are_contents_opaque =
contents_opaque() || (SkColorGetA(bg_color) == 0xFF);
viz::SharedQuadState* shared_quad_state =
render_pass->CreateAndAppendSharedQuadState();
PopulateSharedQuadState(shared_quad_state, are_contents_opaque);
AppendDebugBorderQuad(render_pass, gfx::Rect(bounds()), shared_quad_state,
append_quads_data);
gfx::Rect quad_rect(bounds());
gfx::Rect visible_quad_rect =
draw_properties().occlusion_in_content_space.GetUnoccludedContentRect(
quad_rect);
bool needs_blending = !are_contents_opaque;
if (visible_quad_rect.IsEmpty())
return;
float vertex_opacity[] = {1.0f, 1.0f, 1.0f, 1.0f};
auto* quad = render_pass->CreateAndAppendDrawQuad<viz::TextureDrawQuad>();
quad->SetNew(shared_quad_state, quad_rect, visible_quad_rect, needs_blending,
resource_id_, premultiplied_alpha_, uv_top_left_,
uv_bottom_right_, bg_color, vertex_opacity, flipped_,
nearest_neighbor_, /*secure_output_only=*/false,
gfx::ProtectedVideoType::kClear);
quad->set_resource_size_in_pixels(transferable_resource_.size);
ValidateQuadResources(quad);
}
SimpleEnclosedRegion TextureLayerImpl::VisibleOpaqueRegion() const {
if (contents_opaque())
return SimpleEnclosedRegion(visible_layer_rect());
if (force_texture_to_opaque_)
return SimpleEnclosedRegion(visible_layer_rect());
if (blend_background_color_ && (SkColorGetA(background_color()) == 0xFF))
return SimpleEnclosedRegion(visible_layer_rect());
return SimpleEnclosedRegion();
}
void TextureLayerImpl::OnPurgeMemory() {
// Do nothing here intentionally as the LayerTreeFrameSink isn't lost.
// Unregistering SharedBitmapIds with the LayerTreeFrameSink wouldn't free
// the shared memory, as the TextureLayer and/or TextureLayerClient will still
// have a reference to it.
}
void TextureLayerImpl::ReleaseResources() {
// Gpu resources are lost when the LayerTreeFrameSink is lost. But software
// resources are still valid, and we can keep them here in that case.
if (!transferable_resource_.is_software)
FreeTransferableResource();
// The LayerTreeFrameSink is gone and being replaced, so we will have to
// re-register all SharedBitmapIds on the new LayerTreeFrameSink. We don't
// need to do that until the SharedBitmapIds will be used, in AppendQuads(),
// but we mark them all as to be registered here.
to_register_bitmaps_.insert(
std::make_move_iterator(registered_bitmaps_.begin()),
std::make_move_iterator(registered_bitmaps_.end()));
registered_bitmaps_.clear();
// The |to_unregister_bitmap_ids_| are kept since the active layer will re-
// register its SharedBitmapIds with a new LayerTreeFrameSink in the future,
// so we must remember that we want to unregister it (or avoid registering at
// all) instead.
}
gfx::ContentColorUsage TextureLayerImpl::GetContentColorUsage() const {
return transferable_resource_.color_space.GetContentColorUsage();
}
void TextureLayerImpl::SetPremultipliedAlpha(bool premultiplied_alpha) {
premultiplied_alpha_ = premultiplied_alpha;
}
void TextureLayerImpl::SetBlendBackgroundColor(bool blend) {
blend_background_color_ = blend;
}
void TextureLayerImpl::SetForceTextureToOpaque(bool opaque) {
force_texture_to_opaque_ = opaque;
}
void TextureLayerImpl::SetFlipped(bool flipped) {
flipped_ = flipped;
}
void TextureLayerImpl::SetNearestNeighbor(bool nearest_neighbor) {
nearest_neighbor_ = nearest_neighbor;
}
void TextureLayerImpl::SetUVTopLeft(const gfx::PointF& top_left) {
uv_top_left_ = top_left;
}
void TextureLayerImpl::SetUVBottomRight(const gfx::PointF& bottom_right) {
uv_bottom_right_ = bottom_right;
}
void TextureLayerImpl::SetTransferableResource(
const viz::TransferableResource& resource,
std::unique_ptr<viz::SingleReleaseCallback> release_callback) {
DCHECK_EQ(resource.mailbox_holder.mailbox.IsZero(), !release_callback);
FreeTransferableResource();
transferable_resource_ = resource;
release_callback_ = std::move(release_callback);
own_resource_ = true;
}
void TextureLayerImpl::RegisterSharedBitmapId(
viz::SharedBitmapId id,
scoped_refptr<CrossThreadSharedBitmap> bitmap) {
// If a TextureLayer leaves and rejoins a tree without the TextureLayerImpl
// being destroyed, then it will re-request registration of ids that are still
// registered on the impl side, so we can just ignore these requests.
if (registered_bitmaps_.find(id) == registered_bitmaps_.end()) {
// If this is a pending layer, these will be moved to the active layer when
// we PushPropertiesTo(). Otherwise, we don't need to notify these to the
// LayerTreeFrameSink until we're going to use them, so defer it until
// AppendQuads().
to_register_bitmaps_[id] = std::move(bitmap);
}
base::Erase(to_unregister_bitmap_ids_, id);
}
void TextureLayerImpl::UnregisterSharedBitmapId(viz::SharedBitmapId id) {
if (IsActive()) {
LayerTreeFrameSink* sink = layer_tree_impl()->layer_tree_frame_sink();
if (sink && registered_bitmaps_.find(id) != registered_bitmaps_.end())
sink->DidDeleteSharedBitmap(id);
to_register_bitmaps_.erase(id);
registered_bitmaps_.erase(id);
} else {
// The active layer will unregister. We do this because it may be using the
// SharedBitmapId, so we should remove the SharedBitmapId only after we've
// had a chance to replace it with activation.
to_unregister_bitmap_ids_.push_back(id);
}
}
const char* TextureLayerImpl::LayerTypeAsString() const {
return "cc::TextureLayerImpl";
}
void TextureLayerImpl::FreeTransferableResource() {
if (own_resource_) {
DCHECK(!resource_id_);
if (release_callback_) {
// We didn't use the resource, but the client might need the SyncToken
// before it can use the resource with its own GL context.
release_callback_->Run(transferable_resource_.mailbox_holder.sync_token,
false);
}
transferable_resource_ = viz::TransferableResource();
release_callback_ = nullptr;
} else if (resource_id_) {
DCHECK(!own_resource_);
auto* resource_provider = layer_tree_impl()->resource_provider();
resource_provider->RemoveImportedResource(resource_id_);
resource_id_ = 0;
}
}
} // namespace cc
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