Upstream version 10.39.225.0
[platform/framework/web/crosswalk.git] / src / cc / output / gl_renderer.cc
1 // Copyright 2010 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
4
5 #include "cc/output/gl_renderer.h"
6
7 #include <algorithm>
8 #include <limits>
9 #include <set>
10 #include <string>
11 #include <vector>
12
13 #include "base/debug/trace_event.h"
14 #include "base/logging.h"
15 #include "cc/base/math_util.h"
16 #include "cc/layers/video_layer_impl.h"
17 #include "cc/output/compositor_frame.h"
18 #include "cc/output/compositor_frame_metadata.h"
19 #include "cc/output/context_provider.h"
20 #include "cc/output/copy_output_request.h"
21 #include "cc/output/geometry_binding.h"
22 #include "cc/output/gl_frame_data.h"
23 #include "cc/output/output_surface.h"
24 #include "cc/output/render_surface_filters.h"
25 #include "cc/quads/picture_draw_quad.h"
26 #include "cc/quads/render_pass.h"
27 #include "cc/quads/stream_video_draw_quad.h"
28 #include "cc/quads/texture_draw_quad.h"
29 #include "cc/resources/layer_quad.h"
30 #include "cc/resources/scoped_resource.h"
31 #include "cc/resources/texture_mailbox_deleter.h"
32 #include "gpu/GLES2/gl2extchromium.h"
33 #include "gpu/command_buffer/client/context_support.h"
34 #include "gpu/command_buffer/client/gles2_interface.h"
35 #include "gpu/command_buffer/common/gpu_memory_allocation.h"
36 #include "third_party/skia/include/core/SkBitmap.h"
37 #include "third_party/skia/include/core/SkColor.h"
38 #include "third_party/skia/include/core/SkColorFilter.h"
39 #include "third_party/skia/include/core/SkImage.h"
40 #include "third_party/skia/include/core/SkSurface.h"
41 #include "third_party/skia/include/gpu/GrContext.h"
42 #include "third_party/skia/include/gpu/GrTexture.h"
43 #include "third_party/skia/include/gpu/SkGrTexturePixelRef.h"
44 #include "third_party/skia/include/gpu/gl/GrGLInterface.h"
45 #include "ui/gfx/geometry/quad_f.h"
46 #include "ui/gfx/geometry/rect_conversions.h"
47
48 using gpu::gles2::GLES2Interface;
49
50 namespace cc {
51 namespace {
52
53 class FallbackFence : public ResourceProvider::Fence {
54  public:
55   explicit FallbackFence(gpu::gles2::GLES2Interface* gl)
56       : gl_(gl), has_passed_(true) {}
57
58   // Overridden from ResourceProvider::Fence:
59   virtual void Set() OVERRIDE { has_passed_ = false; }
60   virtual bool HasPassed() OVERRIDE {
61     if (!has_passed_) {
62       has_passed_ = true;
63       Synchronize();
64     }
65     return true;
66   }
67
68  private:
69   virtual ~FallbackFence() {}
70
71   void Synchronize() {
72     TRACE_EVENT0("cc", "FallbackFence::Synchronize");
73     gl_->Finish();
74   }
75
76   gpu::gles2::GLES2Interface* gl_;
77   bool has_passed_;
78
79   DISALLOW_COPY_AND_ASSIGN(FallbackFence);
80 };
81
82 bool NeedsIOSurfaceReadbackWorkaround() {
83 #if defined(OS_MACOSX)
84   // This isn't strictly required in DumpRenderTree-mode when Mesa is used,
85   // but it doesn't seem to hurt.
86   return true;
87 #else
88   return false;
89 #endif
90 }
91
92 Float4 UVTransform(const TextureDrawQuad* quad) {
93   gfx::PointF uv0 = quad->uv_top_left;
94   gfx::PointF uv1 = quad->uv_bottom_right;
95   Float4 xform = {{uv0.x(), uv0.y(), uv1.x() - uv0.x(), uv1.y() - uv0.y()}};
96   if (quad->flipped) {
97     xform.data[1] = 1.0f - xform.data[1];
98     xform.data[3] = -xform.data[3];
99   }
100   return xform;
101 }
102
103 Float4 PremultipliedColor(SkColor color) {
104   const float factor = 1.0f / 255.0f;
105   const float alpha = SkColorGetA(color) * factor;
106
107   Float4 result = {
108       {SkColorGetR(color) * factor * alpha, SkColorGetG(color) * factor * alpha,
109        SkColorGetB(color) * factor * alpha, alpha}};
110   return result;
111 }
112
113 SamplerType SamplerTypeFromTextureTarget(GLenum target) {
114   switch (target) {
115     case GL_TEXTURE_2D:
116       return SamplerType2D;
117     case GL_TEXTURE_RECTANGLE_ARB:
118       return SamplerType2DRect;
119     case GL_TEXTURE_EXTERNAL_OES:
120       return SamplerTypeExternalOES;
121     default:
122       NOTREACHED();
123       return SamplerType2D;
124   }
125 }
126
127 // Smallest unit that impact anti-aliasing output. We use this to
128 // determine when anti-aliasing is unnecessary.
129 const float kAntiAliasingEpsilon = 1.0f / 1024.0f;
130
131 // Block or crash if the number of pending sync queries reach this high as
132 // something is seriously wrong on the service side if this happens.
133 const size_t kMaxPendingSyncQueries = 16;
134
135 }  // anonymous namespace
136
137 static GLint GetActiveTextureUnit(GLES2Interface* gl) {
138   GLint active_unit = 0;
139   gl->GetIntegerv(GL_ACTIVE_TEXTURE, &active_unit);
140   return active_unit;
141 }
142
143 class GLRenderer::ScopedUseGrContext {
144  public:
145   static scoped_ptr<ScopedUseGrContext> Create(GLRenderer* renderer,
146                                                DrawingFrame* frame) {
147     if (!renderer->output_surface_->context_provider()->GrContext())
148       return scoped_ptr<ScopedUseGrContext>();
149     return make_scoped_ptr(new ScopedUseGrContext(renderer, frame));
150   }
151
152   ~ScopedUseGrContext() { PassControlToGLRenderer(); }
153
154   GrContext* context() const {
155     return renderer_->output_surface_->context_provider()->GrContext();
156   }
157
158  private:
159   ScopedUseGrContext(GLRenderer* renderer, DrawingFrame* frame)
160       : renderer_(renderer), frame_(frame) {
161     PassControlToSkia();
162   }
163
164   void PassControlToSkia() { context()->resetContext(); }
165
166   void PassControlToGLRenderer() {
167     renderer_->RestoreGLState();
168     renderer_->RestoreFramebuffer(frame_);
169   }
170
171   GLRenderer* renderer_;
172   DrawingFrame* frame_;
173
174   DISALLOW_COPY_AND_ASSIGN(ScopedUseGrContext);
175 };
176
177 struct GLRenderer::PendingAsyncReadPixels {
178   PendingAsyncReadPixels() : buffer(0) {}
179
180   scoped_ptr<CopyOutputRequest> copy_request;
181   base::CancelableClosure finished_read_pixels_callback;
182   unsigned buffer;
183
184  private:
185   DISALLOW_COPY_AND_ASSIGN(PendingAsyncReadPixels);
186 };
187
188 class GLRenderer::SyncQuery {
189  public:
190   explicit SyncQuery(gpu::gles2::GLES2Interface* gl)
191       : gl_(gl), query_id_(0u), is_pending_(false), weak_ptr_factory_(this) {
192     gl_->GenQueriesEXT(1, &query_id_);
193   }
194   virtual ~SyncQuery() { gl_->DeleteQueriesEXT(1, &query_id_); }
195
196   scoped_refptr<ResourceProvider::Fence> Begin() {
197     DCHECK(!IsPending());
198     // Invalidate weak pointer held by old fence.
199     weak_ptr_factory_.InvalidateWeakPtrs();
200     // Note: In case the set of drawing commands issued before End() do not
201     // depend on the query, defer BeginQueryEXT call until Set() is called and
202     // query is required.
203     return make_scoped_refptr<ResourceProvider::Fence>(
204         new Fence(weak_ptr_factory_.GetWeakPtr()));
205   }
206
207   void Set() {
208     if (is_pending_)
209       return;
210
211     // Note: BeginQueryEXT on GL_COMMANDS_COMPLETED_CHROMIUM is effectively a
212     // noop relative to GL, so it doesn't matter where it happens but we still
213     // make sure to issue this command when Set() is called (prior to issuing
214     // any drawing commands that depend on query), in case some future extension
215     // can take advantage of this.
216     gl_->BeginQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM, query_id_);
217     is_pending_ = true;
218   }
219
220   void End() {
221     if (!is_pending_)
222       return;
223
224     gl_->EndQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM);
225   }
226
227   bool IsPending() {
228     if (!is_pending_)
229       return false;
230
231     unsigned result_available = 1;
232     gl_->GetQueryObjectuivEXT(
233         query_id_, GL_QUERY_RESULT_AVAILABLE_EXT, &result_available);
234     is_pending_ = !result_available;
235     return is_pending_;
236   }
237
238   void Wait() {
239     if (!is_pending_)
240       return;
241
242     unsigned result = 0;
243     gl_->GetQueryObjectuivEXT(query_id_, GL_QUERY_RESULT_EXT, &result);
244     is_pending_ = false;
245   }
246
247  private:
248   class Fence : public ResourceProvider::Fence {
249    public:
250     explicit Fence(base::WeakPtr<GLRenderer::SyncQuery> query)
251         : query_(query) {}
252
253     // Overridden from ResourceProvider::Fence:
254     virtual void Set() OVERRIDE {
255       DCHECK(query_);
256       query_->Set();
257     }
258     virtual bool HasPassed() OVERRIDE {
259       return !query_ || !query_->IsPending();
260     }
261
262    private:
263     virtual ~Fence() {}
264
265     base::WeakPtr<SyncQuery> query_;
266
267     DISALLOW_COPY_AND_ASSIGN(Fence);
268   };
269
270   gpu::gles2::GLES2Interface* gl_;
271   unsigned query_id_;
272   bool is_pending_;
273   base::WeakPtrFactory<SyncQuery> weak_ptr_factory_;
274
275   DISALLOW_COPY_AND_ASSIGN(SyncQuery);
276 };
277
278 scoped_ptr<GLRenderer> GLRenderer::Create(
279     RendererClient* client,
280     const LayerTreeSettings* settings,
281     OutputSurface* output_surface,
282     ResourceProvider* resource_provider,
283     TextureMailboxDeleter* texture_mailbox_deleter,
284     int highp_threshold_min) {
285   return make_scoped_ptr(new GLRenderer(client,
286                                         settings,
287                                         output_surface,
288                                         resource_provider,
289                                         texture_mailbox_deleter,
290                                         highp_threshold_min));
291 }
292
293 GLRenderer::GLRenderer(RendererClient* client,
294                        const LayerTreeSettings* settings,
295                        OutputSurface* output_surface,
296                        ResourceProvider* resource_provider,
297                        TextureMailboxDeleter* texture_mailbox_deleter,
298                        int highp_threshold_min)
299     : DirectRenderer(client, settings, output_surface, resource_provider),
300       offscreen_framebuffer_id_(0),
301       shared_geometry_quad_(QuadVertexRect()),
302       gl_(output_surface->context_provider()->ContextGL()),
303       context_support_(output_surface->context_provider()->ContextSupport()),
304       texture_mailbox_deleter_(texture_mailbox_deleter),
305       is_backbuffer_discarded_(false),
306       is_scissor_enabled_(false),
307       scissor_rect_needs_reset_(true),
308       stencil_shadow_(false),
309       blend_shadow_(false),
310       highp_threshold_min_(highp_threshold_min),
311       highp_threshold_cache_(0),
312       use_sync_query_(false),
313       on_demand_tile_raster_resource_id_(0) {
314   DCHECK(gl_);
315   DCHECK(context_support_);
316
317   ContextProvider::Capabilities context_caps =
318       output_surface_->context_provider()->ContextCapabilities();
319
320   capabilities_.using_partial_swap =
321       settings_->partial_swap_enabled && context_caps.gpu.post_sub_buffer;
322
323   DCHECK(!context_caps.gpu.iosurface || context_caps.gpu.texture_rectangle);
324
325   capabilities_.using_egl_image = context_caps.gpu.egl_image_external;
326
327   capabilities_.max_texture_size = resource_provider_->max_texture_size();
328   capabilities_.best_texture_format = resource_provider_->best_texture_format();
329
330   // The updater can access textures while the GLRenderer is using them.
331   capabilities_.allow_partial_texture_updates = true;
332
333   capabilities_.using_map_image = context_caps.gpu.map_image;
334
335   capabilities_.using_discard_framebuffer =
336       context_caps.gpu.discard_framebuffer;
337
338   capabilities_.allow_rasterize_on_demand = true;
339
340   use_sync_query_ = context_caps.gpu.sync_query;
341
342   InitializeSharedObjects();
343 }
344
345 GLRenderer::~GLRenderer() {
346   while (!pending_async_read_pixels_.empty()) {
347     PendingAsyncReadPixels* pending_read = pending_async_read_pixels_.back();
348     pending_read->finished_read_pixels_callback.Cancel();
349     pending_async_read_pixels_.pop_back();
350   }
351
352   in_use_overlay_resources_.clear();
353
354   CleanupSharedObjects();
355 }
356
357 const RendererCapabilitiesImpl& GLRenderer::Capabilities() const {
358   return capabilities_;
359 }
360
361 void GLRenderer::DebugGLCall(GLES2Interface* gl,
362                              const char* command,
363                              const char* file,
364                              int line) {
365   GLuint error = gl->GetError();
366   if (error != GL_NO_ERROR)
367     LOG(ERROR) << "GL command failed: File: " << file << "\n\tLine " << line
368                << "\n\tcommand: " << command << ", error "
369                << static_cast<int>(error) << "\n";
370 }
371
372 void GLRenderer::DidChangeVisibility() {
373   EnforceMemoryPolicy();
374
375   context_support_->SetSurfaceVisible(visible());
376 }
377
378 void GLRenderer::ReleaseRenderPassTextures() { render_pass_textures_.clear(); }
379
380 void GLRenderer::DiscardPixels(bool has_external_stencil_test,
381                                bool draw_rect_covers_full_surface) {
382   if (has_external_stencil_test || !draw_rect_covers_full_surface ||
383       !capabilities_.using_discard_framebuffer)
384     return;
385   bool using_default_framebuffer =
386       !current_framebuffer_lock_ &&
387       output_surface_->capabilities().uses_default_gl_framebuffer;
388   GLenum attachments[] = {static_cast<GLenum>(
389       using_default_framebuffer ? GL_COLOR_EXT : GL_COLOR_ATTACHMENT0_EXT)};
390   gl_->DiscardFramebufferEXT(
391       GL_FRAMEBUFFER, arraysize(attachments), attachments);
392 }
393
394 void GLRenderer::ClearFramebuffer(DrawingFrame* frame,
395                                   bool has_external_stencil_test) {
396   // It's unsafe to clear when we have a stencil test because glClear ignores
397   // stencil.
398   if (has_external_stencil_test) {
399     DCHECK(!frame->current_render_pass->has_transparent_background);
400     return;
401   }
402
403   // On DEBUG builds, opaque render passes are cleared to blue to easily see
404   // regions that were not drawn on the screen.
405   if (frame->current_render_pass->has_transparent_background)
406     GLC(gl_, gl_->ClearColor(0, 0, 0, 0));
407   else
408     GLC(gl_, gl_->ClearColor(0, 0, 1, 1));
409
410   bool always_clear = false;
411 #ifndef NDEBUG
412   always_clear = true;
413 #endif
414   if (always_clear || frame->current_render_pass->has_transparent_background) {
415     GLbitfield clear_bits = GL_COLOR_BUFFER_BIT;
416     if (always_clear)
417       clear_bits |= GL_STENCIL_BUFFER_BIT;
418     gl_->Clear(clear_bits);
419   }
420 }
421
422 static ResourceProvider::ResourceId WaitOnResourceSyncPoints(
423     ResourceProvider* resource_provider,
424     ResourceProvider::ResourceId resource_id) {
425   resource_provider->WaitSyncPointIfNeeded(resource_id);
426   return resource_id;
427 }
428
429 void GLRenderer::BeginDrawingFrame(DrawingFrame* frame) {
430   if (frame->device_viewport_rect.IsEmpty())
431     return;
432
433   TRACE_EVENT0("cc", "GLRenderer::BeginDrawingFrame");
434
435   scoped_refptr<ResourceProvider::Fence> read_lock_fence;
436   if (use_sync_query_) {
437     // Block until oldest sync query has passed if the number of pending queries
438     // ever reach kMaxPendingSyncQueries.
439     if (pending_sync_queries_.size() >= kMaxPendingSyncQueries) {
440       LOG(ERROR) << "Reached limit of pending sync queries.";
441
442       pending_sync_queries_.front()->Wait();
443       DCHECK(!pending_sync_queries_.front()->IsPending());
444     }
445
446     while (!pending_sync_queries_.empty()) {
447       if (pending_sync_queries_.front()->IsPending())
448         break;
449
450       available_sync_queries_.push_back(pending_sync_queries_.take_front());
451     }
452
453     current_sync_query_ = available_sync_queries_.empty()
454                               ? make_scoped_ptr(new SyncQuery(gl_))
455                               : available_sync_queries_.take_front();
456
457     read_lock_fence = current_sync_query_->Begin();
458   } else {
459     read_lock_fence = make_scoped_refptr(new FallbackFence(gl_));
460   }
461   resource_provider_->SetReadLockFence(read_lock_fence.get());
462
463   // Insert WaitSyncPointCHROMIUM on quad resources prior to drawing the frame,
464   // so that drawing can proceed without GL context switching interruptions.
465   DrawQuad::ResourceIteratorCallback wait_on_resource_syncpoints_callback =
466       base::Bind(&WaitOnResourceSyncPoints, resource_provider_);
467
468   for (size_t i = 0; i < frame->render_passes_in_draw_order->size(); ++i) {
469     RenderPass* pass = frame->render_passes_in_draw_order->at(i);
470     for (QuadList::Iterator iter = pass->quad_list.begin();
471          iter != pass->quad_list.end();
472          ++iter) {
473       iter->IterateResources(wait_on_resource_syncpoints_callback);
474     }
475   }
476
477   // TODO(enne): Do we need to reinitialize all of this state per frame?
478   ReinitializeGLState();
479 }
480
481 void GLRenderer::DoNoOp() {
482   GLC(gl_, gl_->BindFramebuffer(GL_FRAMEBUFFER, 0));
483   GLC(gl_, gl_->Flush());
484 }
485
486 void GLRenderer::DoDrawQuad(DrawingFrame* frame, const DrawQuad* quad) {
487   DCHECK(quad->rect.Contains(quad->visible_rect));
488   if (quad->material != DrawQuad::TEXTURE_CONTENT) {
489     FlushTextureQuadCache();
490   }
491
492   switch (quad->material) {
493     case DrawQuad::INVALID:
494       NOTREACHED();
495       break;
496     case DrawQuad::CHECKERBOARD:
497       DrawCheckerboardQuad(frame, CheckerboardDrawQuad::MaterialCast(quad));
498       break;
499     case DrawQuad::DEBUG_BORDER:
500       DrawDebugBorderQuad(frame, DebugBorderDrawQuad::MaterialCast(quad));
501       break;
502     case DrawQuad::IO_SURFACE_CONTENT:
503       DrawIOSurfaceQuad(frame, IOSurfaceDrawQuad::MaterialCast(quad));
504       break;
505     case DrawQuad::PICTURE_CONTENT:
506       DrawPictureQuad(frame, PictureDrawQuad::MaterialCast(quad));
507       break;
508     case DrawQuad::RENDER_PASS:
509       DrawRenderPassQuad(frame, RenderPassDrawQuad::MaterialCast(quad));
510       break;
511     case DrawQuad::SOLID_COLOR:
512       DrawSolidColorQuad(frame, SolidColorDrawQuad::MaterialCast(quad));
513       break;
514     case DrawQuad::STREAM_VIDEO_CONTENT:
515       DrawStreamVideoQuad(frame, StreamVideoDrawQuad::MaterialCast(quad));
516       break;
517     case DrawQuad::SURFACE_CONTENT:
518       // Surface content should be fully resolved to other quad types before
519       // reaching a direct renderer.
520       NOTREACHED();
521       break;
522     case DrawQuad::TEXTURE_CONTENT:
523       EnqueueTextureQuad(frame, TextureDrawQuad::MaterialCast(quad));
524       break;
525     case DrawQuad::TILED_CONTENT:
526       DrawTileQuad(frame, TileDrawQuad::MaterialCast(quad));
527       break;
528     case DrawQuad::YUV_VIDEO_CONTENT:
529       DrawYUVVideoQuad(frame, YUVVideoDrawQuad::MaterialCast(quad));
530       break;
531   }
532 }
533
534 void GLRenderer::DrawCheckerboardQuad(const DrawingFrame* frame,
535                                       const CheckerboardDrawQuad* quad) {
536   SetBlendEnabled(quad->ShouldDrawWithBlending());
537
538   const TileCheckerboardProgram* program = GetTileCheckerboardProgram();
539   DCHECK(program && (program->initialized() || IsContextLost()));
540   SetUseProgram(program->program());
541
542   SkColor color = quad->color;
543   GLC(gl_,
544       gl_->Uniform4f(program->fragment_shader().color_location(),
545                      SkColorGetR(color) * (1.0f / 255.0f),
546                      SkColorGetG(color) * (1.0f / 255.0f),
547                      SkColorGetB(color) * (1.0f / 255.0f),
548                      1));
549
550   const int checkerboard_width = 16;
551   float frequency = 1.0f / checkerboard_width;
552
553   gfx::Rect tile_rect = quad->rect;
554   float tex_offset_x = tile_rect.x() % checkerboard_width;
555   float tex_offset_y = tile_rect.y() % checkerboard_width;
556   float tex_scale_x = tile_rect.width();
557   float tex_scale_y = tile_rect.height();
558   GLC(gl_,
559       gl_->Uniform4f(program->fragment_shader().tex_transform_location(),
560                      tex_offset_x,
561                      tex_offset_y,
562                      tex_scale_x,
563                      tex_scale_y));
564
565   GLC(gl_,
566       gl_->Uniform1f(program->fragment_shader().frequency_location(),
567                      frequency));
568
569   SetShaderOpacity(quad->opacity(),
570                    program->fragment_shader().alpha_location());
571   DrawQuadGeometry(frame,
572                    quad->quadTransform(),
573                    quad->rect,
574                    program->vertex_shader().matrix_location());
575 }
576
577 void GLRenderer::DrawDebugBorderQuad(const DrawingFrame* frame,
578                                      const DebugBorderDrawQuad* quad) {
579   SetBlendEnabled(quad->ShouldDrawWithBlending());
580
581   static float gl_matrix[16];
582   const DebugBorderProgram* program = GetDebugBorderProgram();
583   DCHECK(program && (program->initialized() || IsContextLost()));
584   SetUseProgram(program->program());
585
586   // Use the full quad_rect for debug quads to not move the edges based on
587   // partial swaps.
588   gfx::Rect layer_rect = quad->rect;
589   gfx::Transform render_matrix;
590   QuadRectTransform(&render_matrix, quad->quadTransform(), layer_rect);
591   GLRenderer::ToGLMatrix(&gl_matrix[0],
592                          frame->projection_matrix * render_matrix);
593   GLC(gl_,
594       gl_->UniformMatrix4fv(
595           program->vertex_shader().matrix_location(), 1, false, &gl_matrix[0]));
596
597   SkColor color = quad->color;
598   float alpha = SkColorGetA(color) * (1.0f / 255.0f);
599
600   GLC(gl_,
601       gl_->Uniform4f(program->fragment_shader().color_location(),
602                      (SkColorGetR(color) * (1.0f / 255.0f)) * alpha,
603                      (SkColorGetG(color) * (1.0f / 255.0f)) * alpha,
604                      (SkColorGetB(color) * (1.0f / 255.0f)) * alpha,
605                      alpha));
606
607   GLC(gl_, gl_->LineWidth(quad->width));
608
609   // The indices for the line are stored in the same array as the triangle
610   // indices.
611   GLC(gl_, gl_->DrawElements(GL_LINE_LOOP, 4, GL_UNSIGNED_SHORT, 0));
612 }
613
614 static skia::RefPtr<SkImage> ApplyImageFilter(
615     scoped_ptr<GLRenderer::ScopedUseGrContext> use_gr_context,
616     ResourceProvider* resource_provider,
617     const gfx::Point& origin,
618     const gfx::Vector2dF& scale,
619     SkImageFilter* filter,
620     ScopedResource* source_texture_resource) {
621   if (!filter)
622     return skia::RefPtr<SkImage>();
623
624   if (!use_gr_context)
625     return skia::RefPtr<SkImage>();
626
627   ResourceProvider::ScopedReadLockGL lock(resource_provider,
628                                           source_texture_resource->id());
629
630   // Wrap the source texture in a Ganesh platform texture.
631   GrBackendTextureDesc backend_texture_description;
632   backend_texture_description.fWidth = source_texture_resource->size().width();
633   backend_texture_description.fHeight =
634       source_texture_resource->size().height();
635   backend_texture_description.fConfig = kSkia8888_GrPixelConfig;
636   backend_texture_description.fTextureHandle = lock.texture_id();
637   backend_texture_description.fOrigin = kBottomLeft_GrSurfaceOrigin;
638   skia::RefPtr<GrTexture> texture =
639       skia::AdoptRef(use_gr_context->context()->wrapBackendTexture(
640           backend_texture_description));
641   if (!texture) {
642     TRACE_EVENT_INSTANT0("cc",
643                          "ApplyImageFilter wrap background texture failed",
644                          TRACE_EVENT_SCOPE_THREAD);
645     return skia::RefPtr<SkImage>();
646   }
647
648   SkImageInfo info =
649       SkImageInfo::MakeN32Premul(source_texture_resource->size().width(),
650                                  source_texture_resource->size().height());
651   // Place the platform texture inside an SkBitmap.
652   SkBitmap source;
653   source.setInfo(info);
654   skia::RefPtr<SkGrPixelRef> pixel_ref =
655       skia::AdoptRef(new SkGrPixelRef(info, texture.get()));
656   source.setPixelRef(pixel_ref.get());
657
658   // Create a scratch texture for backing store.
659   GrTextureDesc desc;
660   desc.fFlags = kRenderTarget_GrTextureFlagBit | kNoStencil_GrTextureFlagBit;
661   desc.fSampleCnt = 0;
662   desc.fWidth = source.width();
663   desc.fHeight = source.height();
664   desc.fConfig = kSkia8888_GrPixelConfig;
665   desc.fOrigin = kBottomLeft_GrSurfaceOrigin;
666   GrAutoScratchTexture scratch_texture(
667       use_gr_context->context(), desc, GrContext::kExact_ScratchTexMatch);
668   skia::RefPtr<GrTexture> backing_store =
669       skia::AdoptRef(scratch_texture.detach());
670   if (!backing_store) {
671     TRACE_EVENT_INSTANT0("cc",
672                          "ApplyImageFilter scratch texture allocation failed",
673                          TRACE_EVENT_SCOPE_THREAD);
674     return skia::RefPtr<SkImage>();
675   }
676
677   // Create surface to draw into.
678   skia::RefPtr<SkSurface> surface = skia::AdoptRef(
679       SkSurface::NewRenderTargetDirect(backing_store->asRenderTarget()));
680   skia::RefPtr<SkCanvas> canvas = skia::SharePtr(surface->getCanvas());
681
682   // Draw the source bitmap through the filter to the canvas.
683   SkPaint paint;
684   paint.setImageFilter(filter);
685   canvas->clear(SK_ColorTRANSPARENT);
686
687   canvas->translate(SkIntToScalar(-origin.x()), SkIntToScalar(-origin.y()));
688   canvas->scale(scale.x(), scale.y());
689   canvas->drawSprite(source, 0, 0, &paint);
690
691   skia::RefPtr<SkImage> image = skia::AdoptRef(surface->newImageSnapshot());
692   if (!image || !image->getTexture()) {
693     return skia::RefPtr<SkImage>();
694   }
695
696   // Flush the GrContext to ensure all buffered GL calls are drawn to the
697   // backing store before we access and return it, and have cc begin using the
698   // GL context again.
699   canvas->flush();
700
701   return image;
702 }
703
704 static skia::RefPtr<SkImage> ApplyBlendModeWithBackdrop(
705     scoped_ptr<GLRenderer::ScopedUseGrContext> use_gr_context,
706     ResourceProvider* resource_provider,
707     skia::RefPtr<SkImage> source_bitmap_with_filters,
708     ScopedResource* source_texture_resource,
709     ScopedResource* background_texture_resource,
710     SkXfermode::Mode blend_mode) {
711   if (!use_gr_context)
712     return source_bitmap_with_filters;
713
714   DCHECK(background_texture_resource);
715   DCHECK(source_texture_resource);
716
717   gfx::Size source_size = source_texture_resource->size();
718   gfx::Size background_size = background_texture_resource->size();
719
720   DCHECK_LE(background_size.width(), source_size.width());
721   DCHECK_LE(background_size.height(), source_size.height());
722
723   int source_texture_with_filters_id;
724   scoped_ptr<ResourceProvider::ScopedReadLockGL> lock;
725   if (source_bitmap_with_filters) {
726     DCHECK_EQ(source_size.width(), source_bitmap_with_filters->width());
727     DCHECK_EQ(source_size.height(), source_bitmap_with_filters->height());
728     GrTexture* texture =
729         reinterpret_cast<GrTexture*>(source_bitmap_with_filters->getTexture());
730     source_texture_with_filters_id = texture->getTextureHandle();
731   } else {
732     lock.reset(new ResourceProvider::ScopedReadLockGL(
733         resource_provider, source_texture_resource->id()));
734     source_texture_with_filters_id = lock->texture_id();
735   }
736
737   ResourceProvider::ScopedReadLockGL lock_background(
738       resource_provider, background_texture_resource->id());
739
740   // Wrap the source texture in a Ganesh platform texture.
741   GrBackendTextureDesc backend_texture_description;
742   backend_texture_description.fConfig = kSkia8888_GrPixelConfig;
743   backend_texture_description.fOrigin = kBottomLeft_GrSurfaceOrigin;
744
745   backend_texture_description.fWidth = source_size.width();
746   backend_texture_description.fHeight = source_size.height();
747   backend_texture_description.fTextureHandle = source_texture_with_filters_id;
748   skia::RefPtr<GrTexture> source_texture =
749       skia::AdoptRef(use_gr_context->context()->wrapBackendTexture(
750           backend_texture_description));
751   if (!source_texture) {
752     TRACE_EVENT_INSTANT0(
753         "cc",
754         "ApplyBlendModeWithBackdrop wrap source texture failed",
755         TRACE_EVENT_SCOPE_THREAD);
756     return skia::RefPtr<SkImage>();
757   }
758
759   backend_texture_description.fWidth = background_size.width();
760   backend_texture_description.fHeight = background_size.height();
761   backend_texture_description.fTextureHandle = lock_background.texture_id();
762   skia::RefPtr<GrTexture> background_texture =
763       skia::AdoptRef(use_gr_context->context()->wrapBackendTexture(
764           backend_texture_description));
765   if (!background_texture) {
766     TRACE_EVENT_INSTANT0(
767         "cc",
768         "ApplyBlendModeWithBackdrop wrap background texture failed",
769         TRACE_EVENT_SCOPE_THREAD);
770     return skia::RefPtr<SkImage>();
771   }
772
773   SkImageInfo source_info =
774       SkImageInfo::MakeN32Premul(source_size.width(), source_size.height());
775   // Place the platform texture inside an SkBitmap.
776   SkBitmap source;
777   source.setInfo(source_info);
778   skia::RefPtr<SkGrPixelRef> source_pixel_ref =
779       skia::AdoptRef(new SkGrPixelRef(source_info, source_texture.get()));
780   source.setPixelRef(source_pixel_ref.get());
781
782   SkImageInfo background_info = SkImageInfo::MakeN32Premul(
783       background_size.width(), background_size.height());
784
785   SkBitmap background;
786   background.setInfo(background_info);
787   skia::RefPtr<SkGrPixelRef> background_pixel_ref =
788       skia::AdoptRef(new SkGrPixelRef(
789           background_info, background_texture.get()));
790   background.setPixelRef(background_pixel_ref.get());
791
792   // Create a scratch texture for backing store.
793   GrTextureDesc desc;
794   desc.fFlags = kRenderTarget_GrTextureFlagBit | kNoStencil_GrTextureFlagBit;
795   desc.fSampleCnt = 0;
796   desc.fWidth = source.width();
797   desc.fHeight = source.height();
798   desc.fConfig = kSkia8888_GrPixelConfig;
799   desc.fOrigin = kBottomLeft_GrSurfaceOrigin;
800   GrAutoScratchTexture scratch_texture(
801       use_gr_context->context(), desc, GrContext::kExact_ScratchTexMatch);
802   skia::RefPtr<GrTexture> backing_store =
803       skia::AdoptRef(scratch_texture.detach());
804   if (!backing_store) {
805     TRACE_EVENT_INSTANT0(
806         "cc",
807         "ApplyBlendModeWithBackdrop scratch texture allocation failed",
808         TRACE_EVENT_SCOPE_THREAD);
809     return source_bitmap_with_filters;
810   }
811
812   // Create a device and canvas using that backing store.
813   skia::RefPtr<SkSurface> surface = skia::AdoptRef(
814       SkSurface::NewRenderTargetDirect(backing_store->asRenderTarget()));
815   if (!surface)
816     return skia::RefPtr<SkImage>();
817   skia::RefPtr<SkCanvas> canvas = skia::SharePtr(surface->getCanvas());
818
819   // Draw the source bitmap through the filter to the canvas.
820   canvas->clear(SK_ColorTRANSPARENT);
821   canvas->drawSprite(background, 0, 0);
822   SkPaint paint;
823   paint.setXfermodeMode(blend_mode);
824   canvas->drawSprite(source, 0, 0, &paint);
825
826   skia::RefPtr<SkImage> image = skia::AdoptRef(surface->newImageSnapshot());
827   if (!image || !image->getTexture()) {
828     return skia::RefPtr<SkImage>();
829   }
830
831   // Flush the GrContext to ensure all buffered GL calls are drawn to the
832   // backing store before we access and return it, and have cc begin using the
833   // GL context again.
834   canvas->flush();
835
836   return image;
837 }
838
839 scoped_ptr<ScopedResource> GLRenderer::GetBackgroundWithFilters(
840     DrawingFrame* frame,
841     const RenderPassDrawQuad* quad,
842     const gfx::Transform& contents_device_transform,
843     const gfx::Transform& contents_device_transform_inverse,
844     bool* background_changed) {
845   // This method draws a background filter, which applies a filter to any pixels
846   // behind the quad and seen through its background.  The algorithm works as
847   // follows:
848   // 1. Compute a bounding box around the pixels that will be visible through
849   // the quad.
850   // 2. Read the pixels in the bounding box into a buffer R.
851   // 3. Apply the background filter to R, so that it is applied in the pixels'
852   // coordinate space.
853   // 4. Apply the quad's inverse transform to map the pixels in R into the
854   // quad's content space. This implicitly clips R by the content bounds of the
855   // quad since the destination texture has bounds matching the quad's content.
856   // 5. Draw the background texture for the contents using the same transform as
857   // used to draw the contents itself. This is done without blending to replace
858   // the current background pixels with the new filtered background.
859   // 6. Draw the contents of the quad over drop of the new background with
860   // blending, as per usual. The filtered background pixels will show through
861   // any non-opaque pixels in this draws.
862   //
863   // Pixel copies in this algorithm occur at steps 2, 3, 4, and 5.
864
865   // TODO(danakj): When this algorithm changes, update
866   // LayerTreeHost::PrioritizeTextures() accordingly.
867
868   // TODO(danakj): We only allow background filters on an opaque render surface
869   // because other surfaces may contain translucent pixels, and the contents
870   // behind those translucent pixels wouldn't have the filter applied.
871   bool apply_background_filters =
872       !frame->current_render_pass->has_transparent_background;
873   DCHECK(!frame->current_texture);
874
875   // TODO(ajuma): Add support for reference filters once
876   // FilterOperations::GetOutsets supports reference filters.
877   if (apply_background_filters && quad->background_filters.HasReferenceFilter())
878     apply_background_filters = false;
879
880   // TODO(danakj): Do a single readback for both the surface and replica and
881   // cache the filtered results (once filter textures are not reused).
882   gfx::Rect window_rect = gfx::ToEnclosingRect(MathUtil::MapClippedRect(
883       contents_device_transform, SharedGeometryQuad().BoundingBox()));
884
885   int top, right, bottom, left;
886   quad->background_filters.GetOutsets(&top, &right, &bottom, &left);
887   window_rect.Inset(-left, -top, -right, -bottom);
888
889   window_rect.Intersect(
890       MoveFromDrawToWindowSpace(frame->current_render_pass->output_rect));
891
892   scoped_ptr<ScopedResource> device_background_texture =
893       ScopedResource::Create(resource_provider_);
894   // CopyTexImage2D fails when called on a texture having immutable storage.
895   device_background_texture->Allocate(
896       window_rect.size(), ResourceProvider::TextureHintDefault, RGBA_8888);
897   {
898     ResourceProvider::ScopedWriteLockGL lock(resource_provider_,
899                                              device_background_texture->id());
900     GetFramebufferTexture(
901         lock.texture_id(), device_background_texture->format(), window_rect);
902   }
903
904   skia::RefPtr<SkImageFilter> filter = RenderSurfaceFilters::BuildImageFilter(
905       quad->background_filters, device_background_texture->size());
906
907   skia::RefPtr<SkImage> filtered_device_background;
908   if (apply_background_filters) {
909     filtered_device_background =
910         ApplyImageFilter(ScopedUseGrContext::Create(this, frame),
911                          resource_provider_,
912                          quad->rect.origin(),
913                          quad->filters_scale,
914                          filter.get(),
915                          device_background_texture.get());
916   }
917   *background_changed = (filtered_device_background != NULL);
918
919   int filtered_device_background_texture_id = 0;
920   scoped_ptr<ResourceProvider::ScopedReadLockGL> lock;
921   if (filtered_device_background) {
922     GrTexture* texture = filtered_device_background->getTexture();
923     filtered_device_background_texture_id = texture->getTextureHandle();
924   } else {
925     lock.reset(new ResourceProvider::ScopedReadLockGL(
926         resource_provider_, device_background_texture->id()));
927     filtered_device_background_texture_id = lock->texture_id();
928   }
929
930   scoped_ptr<ScopedResource> background_texture =
931       ScopedResource::Create(resource_provider_);
932   background_texture->Allocate(
933       quad->rect.size(),
934       ResourceProvider::TextureHintImmutableFramebuffer,
935       RGBA_8888);
936
937   const RenderPass* target_render_pass = frame->current_render_pass;
938   bool using_background_texture =
939       UseScopedTexture(frame, background_texture.get(), quad->rect);
940
941   if (using_background_texture) {
942     // Copy the readback pixels from device to the background texture for the
943     // surface.
944     gfx::Transform device_to_framebuffer_transform;
945     QuadRectTransform(
946         &device_to_framebuffer_transform, gfx::Transform(), quad->rect);
947     device_to_framebuffer_transform.PreconcatTransform(
948         contents_device_transform_inverse);
949
950 #ifndef NDEBUG
951     GLC(gl_, gl_->ClearColor(0, 0, 1, 1));
952     gl_->Clear(GL_COLOR_BUFFER_BIT);
953 #endif
954
955     // The filtered_deveice_background_texture is oriented the same as the frame
956     // buffer. The transform we are copying with has a vertical flip, as well as
957     // the |device_to_framebuffer_transform|, which cancel each other out. So do
958     // not flip the contents in the shader to maintain orientation.
959     bool flip_vertically = false;
960
961     CopyTextureToFramebuffer(frame,
962                              filtered_device_background_texture_id,
963                              window_rect,
964                              device_to_framebuffer_transform,
965                              flip_vertically);
966   }
967
968   UseRenderPass(frame, target_render_pass);
969
970   if (!using_background_texture)
971     return scoped_ptr<ScopedResource>();
972   return background_texture.Pass();
973 }
974
975 void GLRenderer::DrawRenderPassQuad(DrawingFrame* frame,
976                                     const RenderPassDrawQuad* quad) {
977   SetBlendEnabled(quad->ShouldDrawWithBlending());
978
979   ScopedResource* contents_texture =
980       render_pass_textures_.get(quad->render_pass_id);
981   if (!contents_texture || !contents_texture->id())
982     return;
983
984   gfx::Transform quad_rect_matrix;
985   QuadRectTransform(&quad_rect_matrix, quad->quadTransform(), quad->rect);
986   gfx::Transform contents_device_transform =
987       frame->window_matrix * frame->projection_matrix * quad_rect_matrix;
988   contents_device_transform.FlattenTo2d();
989
990   // Can only draw surface if device matrix is invertible.
991   gfx::Transform contents_device_transform_inverse(
992       gfx::Transform::kSkipInitialization);
993   if (!contents_device_transform.GetInverse(&contents_device_transform_inverse))
994     return;
995
996   bool need_background_texture =
997       quad->shared_quad_state->blend_mode != SkXfermode::kSrcOver_Mode ||
998       !quad->background_filters.IsEmpty();
999   bool background_changed = false;
1000   scoped_ptr<ScopedResource> background_texture;
1001   if (need_background_texture) {
1002     // The pixels from the filtered background should completely replace the
1003     // current pixel values.
1004     bool disable_blending = blend_enabled();
1005     if (disable_blending)
1006       SetBlendEnabled(false);
1007
1008     background_texture =
1009         GetBackgroundWithFilters(frame,
1010                                  quad,
1011                                  contents_device_transform,
1012                                  contents_device_transform_inverse,
1013                                  &background_changed);
1014
1015     if (disable_blending)
1016       SetBlendEnabled(true);
1017   }
1018
1019   // TODO(senorblanco): Cache this value so that we don't have to do it for both
1020   // the surface and its replica.  Apply filters to the contents texture.
1021   skia::RefPtr<SkImage> filter_bitmap;
1022   SkScalar color_matrix[20];
1023   bool use_color_matrix = false;
1024   if (!quad->filters.IsEmpty()) {
1025     skia::RefPtr<SkImageFilter> filter = RenderSurfaceFilters::BuildImageFilter(
1026         quad->filters, contents_texture->size());
1027     if (filter) {
1028       skia::RefPtr<SkColorFilter> cf;
1029
1030       {
1031         SkColorFilter* colorfilter_rawptr = NULL;
1032         filter->asColorFilter(&colorfilter_rawptr);
1033         cf = skia::AdoptRef(colorfilter_rawptr);
1034       }
1035
1036       if (cf && cf->asColorMatrix(color_matrix) && !filter->getInput(0)) {
1037         // We have a single color matrix as a filter; apply it locally
1038         // in the compositor.
1039         use_color_matrix = true;
1040       } else {
1041         filter_bitmap =
1042             ApplyImageFilter(ScopedUseGrContext::Create(this, frame),
1043                              resource_provider_,
1044                              quad->rect.origin(),
1045                              quad->filters_scale,
1046                              filter.get(),
1047                              contents_texture);
1048       }
1049     }
1050   }
1051
1052   if (quad->shared_quad_state->blend_mode != SkXfermode::kSrcOver_Mode &&
1053       background_texture) {
1054     filter_bitmap =
1055         ApplyBlendModeWithBackdrop(ScopedUseGrContext::Create(this, frame),
1056                                    resource_provider_,
1057                                    filter_bitmap,
1058                                    contents_texture,
1059                                    background_texture.get(),
1060                                    quad->shared_quad_state->blend_mode);
1061   }
1062
1063   // Draw the background texture if it has some filters applied.
1064   if (background_texture && background_changed) {
1065     DCHECK(background_texture->size() == quad->rect.size());
1066     ResourceProvider::ScopedReadLockGL lock(resource_provider_,
1067                                             background_texture->id());
1068
1069     // The background_texture is oriented the same as the frame buffer. The
1070     // transform we are copying with has a vertical flip, so flip the contents
1071     // in the shader to maintain orientation
1072     bool flip_vertically = true;
1073
1074     CopyTextureToFramebuffer(frame,
1075                              lock.texture_id(),
1076                              quad->rect,
1077                              quad->quadTransform(),
1078                              flip_vertically);
1079   }
1080
1081   bool clipped = false;
1082   gfx::QuadF device_quad = MathUtil::MapQuad(
1083       contents_device_transform, SharedGeometryQuad(), &clipped);
1084   LayerQuad device_layer_bounds(gfx::QuadF(device_quad.BoundingBox()));
1085   LayerQuad device_layer_edges(device_quad);
1086
1087   // Use anti-aliasing programs only when necessary.
1088   bool use_aa =
1089       !clipped && (!device_quad.IsRectilinear() ||
1090                    !gfx::IsNearestRectWithinDistance(device_quad.BoundingBox(),
1091                                                      kAntiAliasingEpsilon));
1092   if (use_aa) {
1093     device_layer_bounds.InflateAntiAliasingDistance();
1094     device_layer_edges.InflateAntiAliasingDistance();
1095   }
1096
1097   scoped_ptr<ResourceProvider::ScopedReadLockGL> mask_resource_lock;
1098   unsigned mask_texture_id = 0;
1099   if (quad->mask_resource_id) {
1100     mask_resource_lock.reset(new ResourceProvider::ScopedReadLockGL(
1101         resource_provider_, quad->mask_resource_id));
1102     mask_texture_id = mask_resource_lock->texture_id();
1103   }
1104
1105   // TODO(danakj): use the background_texture and blend the background in with
1106   // this draw instead of having a separate copy of the background texture.
1107
1108   scoped_ptr<ResourceProvider::ScopedSamplerGL> contents_resource_lock;
1109   if (filter_bitmap) {
1110     GrTexture* texture = filter_bitmap->getTexture();
1111     DCHECK_EQ(GL_TEXTURE0, GetActiveTextureUnit(gl_));
1112     gl_->BindTexture(GL_TEXTURE_2D, texture->getTextureHandle());
1113   } else {
1114     contents_resource_lock =
1115         make_scoped_ptr(new ResourceProvider::ScopedSamplerGL(
1116             resource_provider_, contents_texture->id(), GL_LINEAR));
1117     DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D),
1118               contents_resource_lock->target());
1119   }
1120
1121   TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
1122       gl_,
1123       &highp_threshold_cache_,
1124       highp_threshold_min_,
1125       quad->shared_quad_state->visible_content_rect.bottom_right());
1126
1127   int shader_quad_location = -1;
1128   int shader_edge_location = -1;
1129   int shader_viewport_location = -1;
1130   int shader_mask_sampler_location = -1;
1131   int shader_mask_tex_coord_scale_location = -1;
1132   int shader_mask_tex_coord_offset_location = -1;
1133   int shader_matrix_location = -1;
1134   int shader_alpha_location = -1;
1135   int shader_color_matrix_location = -1;
1136   int shader_color_offset_location = -1;
1137   int shader_tex_transform_location = -1;
1138
1139   if (use_aa && mask_texture_id && !use_color_matrix) {
1140     const RenderPassMaskProgramAA* program =
1141         GetRenderPassMaskProgramAA(tex_coord_precision);
1142     SetUseProgram(program->program());
1143     GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
1144
1145     shader_quad_location = program->vertex_shader().quad_location();
1146     shader_edge_location = program->vertex_shader().edge_location();
1147     shader_viewport_location = program->vertex_shader().viewport_location();
1148     shader_mask_sampler_location =
1149         program->fragment_shader().mask_sampler_location();
1150     shader_mask_tex_coord_scale_location =
1151         program->fragment_shader().mask_tex_coord_scale_location();
1152     shader_mask_tex_coord_offset_location =
1153         program->fragment_shader().mask_tex_coord_offset_location();
1154     shader_matrix_location = program->vertex_shader().matrix_location();
1155     shader_alpha_location = program->fragment_shader().alpha_location();
1156     shader_tex_transform_location =
1157         program->vertex_shader().tex_transform_location();
1158   } else if (!use_aa && mask_texture_id && !use_color_matrix) {
1159     const RenderPassMaskProgram* program =
1160         GetRenderPassMaskProgram(tex_coord_precision);
1161     SetUseProgram(program->program());
1162     GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
1163
1164     shader_mask_sampler_location =
1165         program->fragment_shader().mask_sampler_location();
1166     shader_mask_tex_coord_scale_location =
1167         program->fragment_shader().mask_tex_coord_scale_location();
1168     shader_mask_tex_coord_offset_location =
1169         program->fragment_shader().mask_tex_coord_offset_location();
1170     shader_matrix_location = program->vertex_shader().matrix_location();
1171     shader_alpha_location = program->fragment_shader().alpha_location();
1172     shader_tex_transform_location =
1173         program->vertex_shader().tex_transform_location();
1174   } else if (use_aa && !mask_texture_id && !use_color_matrix) {
1175     const RenderPassProgramAA* program =
1176         GetRenderPassProgramAA(tex_coord_precision);
1177     SetUseProgram(program->program());
1178     GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
1179
1180     shader_quad_location = program->vertex_shader().quad_location();
1181     shader_edge_location = program->vertex_shader().edge_location();
1182     shader_viewport_location = program->vertex_shader().viewport_location();
1183     shader_matrix_location = program->vertex_shader().matrix_location();
1184     shader_alpha_location = program->fragment_shader().alpha_location();
1185     shader_tex_transform_location =
1186         program->vertex_shader().tex_transform_location();
1187   } else if (use_aa && mask_texture_id && use_color_matrix) {
1188     const RenderPassMaskColorMatrixProgramAA* program =
1189         GetRenderPassMaskColorMatrixProgramAA(tex_coord_precision);
1190     SetUseProgram(program->program());
1191     GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
1192
1193     shader_matrix_location = program->vertex_shader().matrix_location();
1194     shader_quad_location = program->vertex_shader().quad_location();
1195     shader_tex_transform_location =
1196         program->vertex_shader().tex_transform_location();
1197     shader_edge_location = program->vertex_shader().edge_location();
1198     shader_viewport_location = program->vertex_shader().viewport_location();
1199     shader_alpha_location = program->fragment_shader().alpha_location();
1200     shader_mask_sampler_location =
1201         program->fragment_shader().mask_sampler_location();
1202     shader_mask_tex_coord_scale_location =
1203         program->fragment_shader().mask_tex_coord_scale_location();
1204     shader_mask_tex_coord_offset_location =
1205         program->fragment_shader().mask_tex_coord_offset_location();
1206     shader_color_matrix_location =
1207         program->fragment_shader().color_matrix_location();
1208     shader_color_offset_location =
1209         program->fragment_shader().color_offset_location();
1210   } else if (use_aa && !mask_texture_id && use_color_matrix) {
1211     const RenderPassColorMatrixProgramAA* program =
1212         GetRenderPassColorMatrixProgramAA(tex_coord_precision);
1213     SetUseProgram(program->program());
1214     GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
1215
1216     shader_matrix_location = program->vertex_shader().matrix_location();
1217     shader_quad_location = program->vertex_shader().quad_location();
1218     shader_tex_transform_location =
1219         program->vertex_shader().tex_transform_location();
1220     shader_edge_location = program->vertex_shader().edge_location();
1221     shader_viewport_location = program->vertex_shader().viewport_location();
1222     shader_alpha_location = program->fragment_shader().alpha_location();
1223     shader_color_matrix_location =
1224         program->fragment_shader().color_matrix_location();
1225     shader_color_offset_location =
1226         program->fragment_shader().color_offset_location();
1227   } else if (!use_aa && mask_texture_id && use_color_matrix) {
1228     const RenderPassMaskColorMatrixProgram* program =
1229         GetRenderPassMaskColorMatrixProgram(tex_coord_precision);
1230     SetUseProgram(program->program());
1231     GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
1232
1233     shader_matrix_location = program->vertex_shader().matrix_location();
1234     shader_tex_transform_location =
1235         program->vertex_shader().tex_transform_location();
1236     shader_mask_sampler_location =
1237         program->fragment_shader().mask_sampler_location();
1238     shader_mask_tex_coord_scale_location =
1239         program->fragment_shader().mask_tex_coord_scale_location();
1240     shader_mask_tex_coord_offset_location =
1241         program->fragment_shader().mask_tex_coord_offset_location();
1242     shader_alpha_location = program->fragment_shader().alpha_location();
1243     shader_color_matrix_location =
1244         program->fragment_shader().color_matrix_location();
1245     shader_color_offset_location =
1246         program->fragment_shader().color_offset_location();
1247   } else if (!use_aa && !mask_texture_id && use_color_matrix) {
1248     const RenderPassColorMatrixProgram* program =
1249         GetRenderPassColorMatrixProgram(tex_coord_precision);
1250     SetUseProgram(program->program());
1251     GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
1252
1253     shader_matrix_location = program->vertex_shader().matrix_location();
1254     shader_tex_transform_location =
1255         program->vertex_shader().tex_transform_location();
1256     shader_alpha_location = program->fragment_shader().alpha_location();
1257     shader_color_matrix_location =
1258         program->fragment_shader().color_matrix_location();
1259     shader_color_offset_location =
1260         program->fragment_shader().color_offset_location();
1261   } else {
1262     const RenderPassProgram* program =
1263         GetRenderPassProgram(tex_coord_precision);
1264     SetUseProgram(program->program());
1265     GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
1266
1267     shader_matrix_location = program->vertex_shader().matrix_location();
1268     shader_alpha_location = program->fragment_shader().alpha_location();
1269     shader_tex_transform_location =
1270         program->vertex_shader().tex_transform_location();
1271   }
1272   float tex_scale_x =
1273       quad->rect.width() / static_cast<float>(contents_texture->size().width());
1274   float tex_scale_y = quad->rect.height() /
1275                       static_cast<float>(contents_texture->size().height());
1276   DCHECK_LE(tex_scale_x, 1.0f);
1277   DCHECK_LE(tex_scale_y, 1.0f);
1278
1279   DCHECK(shader_tex_transform_location != -1 || IsContextLost());
1280   // Flip the content vertically in the shader, as the RenderPass input
1281   // texture is already oriented the same way as the framebuffer, but the
1282   // projection transform does a flip.
1283   GLC(gl_,
1284       gl_->Uniform4f(shader_tex_transform_location,
1285                      0.0f,
1286                      tex_scale_y,
1287                      tex_scale_x,
1288                      -tex_scale_y));
1289
1290   scoped_ptr<ResourceProvider::ScopedSamplerGL> shader_mask_sampler_lock;
1291   if (shader_mask_sampler_location != -1) {
1292     DCHECK_NE(shader_mask_tex_coord_scale_location, 1);
1293     DCHECK_NE(shader_mask_tex_coord_offset_location, 1);
1294     GLC(gl_, gl_->Uniform1i(shader_mask_sampler_location, 1));
1295
1296     float mask_tex_scale_x = quad->mask_uv_rect.width() / tex_scale_x;
1297     float mask_tex_scale_y = quad->mask_uv_rect.height() / tex_scale_y;
1298
1299     // Mask textures are oriented vertically flipped relative to the framebuffer
1300     // and the RenderPass contents texture, so we flip the tex coords from the
1301     // RenderPass texture to find the mask texture coords.
1302     GLC(gl_,
1303         gl_->Uniform2f(shader_mask_tex_coord_offset_location,
1304                        quad->mask_uv_rect.x(),
1305                        quad->mask_uv_rect.y() + quad->mask_uv_rect.height()));
1306     GLC(gl_,
1307         gl_->Uniform2f(shader_mask_tex_coord_scale_location,
1308                        mask_tex_scale_x,
1309                        -mask_tex_scale_y));
1310     shader_mask_sampler_lock = make_scoped_ptr(
1311         new ResourceProvider::ScopedSamplerGL(resource_provider_,
1312                                               quad->mask_resource_id,
1313                                               GL_TEXTURE1,
1314                                               GL_LINEAR));
1315     DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D),
1316               shader_mask_sampler_lock->target());
1317   }
1318
1319   if (shader_edge_location != -1) {
1320     float edge[24];
1321     device_layer_edges.ToFloatArray(edge);
1322     device_layer_bounds.ToFloatArray(&edge[12]);
1323     GLC(gl_, gl_->Uniform3fv(shader_edge_location, 8, edge));
1324   }
1325
1326   if (shader_viewport_location != -1) {
1327     float viewport[4] = {static_cast<float>(viewport_.x()),
1328                          static_cast<float>(viewport_.y()),
1329                          static_cast<float>(viewport_.width()),
1330                          static_cast<float>(viewport_.height()), };
1331     GLC(gl_, gl_->Uniform4fv(shader_viewport_location, 1, viewport));
1332   }
1333
1334   if (shader_color_matrix_location != -1) {
1335     float matrix[16];
1336     for (int i = 0; i < 4; ++i) {
1337       for (int j = 0; j < 4; ++j)
1338         matrix[i * 4 + j] = SkScalarToFloat(color_matrix[j * 5 + i]);
1339     }
1340     GLC(gl_,
1341         gl_->UniformMatrix4fv(shader_color_matrix_location, 1, false, matrix));
1342   }
1343   static const float kScale = 1.0f / 255.0f;
1344   if (shader_color_offset_location != -1) {
1345     float offset[4];
1346     for (int i = 0; i < 4; ++i)
1347       offset[i] = SkScalarToFloat(color_matrix[i * 5 + 4]) * kScale;
1348
1349     GLC(gl_, gl_->Uniform4fv(shader_color_offset_location, 1, offset));
1350   }
1351
1352   // Map device space quad to surface space. contents_device_transform has no 3d
1353   // component since it was flattened, so we don't need to project.
1354   gfx::QuadF surface_quad = MathUtil::MapQuad(contents_device_transform_inverse,
1355                                               device_layer_edges.ToQuadF(),
1356                                               &clipped);
1357
1358   SetShaderOpacity(quad->opacity(), shader_alpha_location);
1359   SetShaderQuadF(surface_quad, shader_quad_location);
1360   DrawQuadGeometry(
1361       frame, quad->quadTransform(), quad->rect, shader_matrix_location);
1362
1363   // Flush the compositor context before the filter bitmap goes out of
1364   // scope, so the draw gets processed before the filter texture gets deleted.
1365   if (filter_bitmap)
1366     GLC(gl_, gl_->Flush());
1367 }
1368
1369 struct SolidColorProgramUniforms {
1370   unsigned program;
1371   unsigned matrix_location;
1372   unsigned viewport_location;
1373   unsigned quad_location;
1374   unsigned edge_location;
1375   unsigned color_location;
1376 };
1377
1378 template <class T>
1379 static void SolidColorUniformLocation(T program,
1380                                       SolidColorProgramUniforms* uniforms) {
1381   uniforms->program = program->program();
1382   uniforms->matrix_location = program->vertex_shader().matrix_location();
1383   uniforms->viewport_location = program->vertex_shader().viewport_location();
1384   uniforms->quad_location = program->vertex_shader().quad_location();
1385   uniforms->edge_location = program->vertex_shader().edge_location();
1386   uniforms->color_location = program->fragment_shader().color_location();
1387 }
1388
1389 // static
1390 bool GLRenderer::SetupQuadForAntialiasing(
1391     const gfx::Transform& device_transform,
1392     const DrawQuad* quad,
1393     gfx::QuadF* local_quad,
1394     float edge[24]) {
1395   gfx::Rect tile_rect = quad->visible_rect;
1396
1397   bool clipped = false;
1398   gfx::QuadF device_layer_quad = MathUtil::MapQuad(
1399       device_transform, gfx::QuadF(quad->visibleContentRect()), &clipped);
1400
1401   bool is_axis_aligned_in_target = device_layer_quad.IsRectilinear();
1402   bool is_nearest_rect_within_epsilon =
1403       is_axis_aligned_in_target &&
1404       gfx::IsNearestRectWithinDistance(device_layer_quad.BoundingBox(),
1405                                        kAntiAliasingEpsilon);
1406   // AAing clipped quads is not supported by the code yet.
1407   bool use_aa = !clipped && !is_nearest_rect_within_epsilon && quad->IsEdge();
1408   if (!use_aa)
1409     return false;
1410
1411   LayerQuad device_layer_bounds(gfx::QuadF(device_layer_quad.BoundingBox()));
1412   device_layer_bounds.InflateAntiAliasingDistance();
1413
1414   LayerQuad device_layer_edges(device_layer_quad);
1415   device_layer_edges.InflateAntiAliasingDistance();
1416
1417   device_layer_edges.ToFloatArray(edge);
1418   device_layer_bounds.ToFloatArray(&edge[12]);
1419
1420   gfx::PointF bottom_right = tile_rect.bottom_right();
1421   gfx::PointF bottom_left = tile_rect.bottom_left();
1422   gfx::PointF top_left = tile_rect.origin();
1423   gfx::PointF top_right = tile_rect.top_right();
1424
1425   // Map points to device space.
1426   bottom_right = MathUtil::MapPoint(device_transform, bottom_right, &clipped);
1427   DCHECK(!clipped);
1428   bottom_left = MathUtil::MapPoint(device_transform, bottom_left, &clipped);
1429   DCHECK(!clipped);
1430   top_left = MathUtil::MapPoint(device_transform, top_left, &clipped);
1431   DCHECK(!clipped);
1432   top_right = MathUtil::MapPoint(device_transform, top_right, &clipped);
1433   DCHECK(!clipped);
1434
1435   LayerQuad::Edge bottom_edge(bottom_right, bottom_left);
1436   LayerQuad::Edge left_edge(bottom_left, top_left);
1437   LayerQuad::Edge top_edge(top_left, top_right);
1438   LayerQuad::Edge right_edge(top_right, bottom_right);
1439
1440   // Only apply anti-aliasing to edges not clipped by culling or scissoring.
1441   if (quad->IsTopEdge() && tile_rect.y() == quad->rect.y())
1442     top_edge = device_layer_edges.top();
1443   if (quad->IsLeftEdge() && tile_rect.x() == quad->rect.x())
1444     left_edge = device_layer_edges.left();
1445   if (quad->IsRightEdge() && tile_rect.right() == quad->rect.right())
1446     right_edge = device_layer_edges.right();
1447   if (quad->IsBottomEdge() && tile_rect.bottom() == quad->rect.bottom())
1448     bottom_edge = device_layer_edges.bottom();
1449
1450   float sign = gfx::QuadF(tile_rect).IsCounterClockwise() ? -1 : 1;
1451   bottom_edge.scale(sign);
1452   left_edge.scale(sign);
1453   top_edge.scale(sign);
1454   right_edge.scale(sign);
1455
1456   // Create device space quad.
1457   LayerQuad device_quad(left_edge, top_edge, right_edge, bottom_edge);
1458
1459   // Map device space quad to local space. device_transform has no 3d
1460   // component since it was flattened, so we don't need to project.  We should
1461   // have already checked that the transform was uninvertible above.
1462   gfx::Transform inverse_device_transform(gfx::Transform::kSkipInitialization);
1463   bool did_invert = device_transform.GetInverse(&inverse_device_transform);
1464   DCHECK(did_invert);
1465   *local_quad = MathUtil::MapQuad(
1466       inverse_device_transform, device_quad.ToQuadF(), &clipped);
1467   // We should not DCHECK(!clipped) here, because anti-aliasing inflation may
1468   // cause device_quad to become clipped. To our knowledge this scenario does
1469   // not need to be handled differently than the unclipped case.
1470
1471   return true;
1472 }
1473
1474 void GLRenderer::DrawSolidColorQuad(const DrawingFrame* frame,
1475                                     const SolidColorDrawQuad* quad) {
1476   gfx::Rect tile_rect = quad->visible_rect;
1477
1478   SkColor color = quad->color;
1479   float opacity = quad->opacity();
1480   float alpha = (SkColorGetA(color) * (1.0f / 255.0f)) * opacity;
1481
1482   // Early out if alpha is small enough that quad doesn't contribute to output.
1483   if (alpha < std::numeric_limits<float>::epsilon() &&
1484       quad->ShouldDrawWithBlending())
1485     return;
1486
1487   gfx::Transform device_transform =
1488       frame->window_matrix * frame->projection_matrix * quad->quadTransform();
1489   device_transform.FlattenTo2d();
1490   if (!device_transform.IsInvertible())
1491     return;
1492
1493   gfx::QuadF local_quad = gfx::QuadF(gfx::RectF(tile_rect));
1494   float edge[24];
1495   bool use_aa =
1496       settings_->allow_antialiasing && !quad->force_anti_aliasing_off &&
1497       SetupQuadForAntialiasing(device_transform, quad, &local_quad, edge);
1498
1499   SolidColorProgramUniforms uniforms;
1500   if (use_aa)
1501     SolidColorUniformLocation(GetSolidColorProgramAA(), &uniforms);
1502   else
1503     SolidColorUniformLocation(GetSolidColorProgram(), &uniforms);
1504   SetUseProgram(uniforms.program);
1505
1506   GLC(gl_,
1507       gl_->Uniform4f(uniforms.color_location,
1508                      (SkColorGetR(color) * (1.0f / 255.0f)) * alpha,
1509                      (SkColorGetG(color) * (1.0f / 255.0f)) * alpha,
1510                      (SkColorGetB(color) * (1.0f / 255.0f)) * alpha,
1511                      alpha));
1512   if (use_aa) {
1513     float viewport[4] = {static_cast<float>(viewport_.x()),
1514                          static_cast<float>(viewport_.y()),
1515                          static_cast<float>(viewport_.width()),
1516                          static_cast<float>(viewport_.height()), };
1517     GLC(gl_, gl_->Uniform4fv(uniforms.viewport_location, 1, viewport));
1518     GLC(gl_, gl_->Uniform3fv(uniforms.edge_location, 8, edge));
1519   }
1520
1521   // Enable blending when the quad properties require it or if we decided
1522   // to use antialiasing.
1523   SetBlendEnabled(quad->ShouldDrawWithBlending() || use_aa);
1524
1525   // Normalize to tile_rect.
1526   local_quad.Scale(1.0f / tile_rect.width(), 1.0f / tile_rect.height());
1527
1528   SetShaderQuadF(local_quad, uniforms.quad_location);
1529
1530   // The transform and vertex data are used to figure out the extents that the
1531   // un-antialiased quad should have and which vertex this is and the float
1532   // quad passed in via uniform is the actual geometry that gets used to draw
1533   // it. This is why this centered rect is used and not the original quad_rect.
1534   gfx::RectF centered_rect(
1535       gfx::PointF(-0.5f * tile_rect.width(), -0.5f * tile_rect.height()),
1536       tile_rect.size());
1537   DrawQuadGeometry(
1538       frame, quad->quadTransform(), centered_rect, uniforms.matrix_location);
1539 }
1540
1541 struct TileProgramUniforms {
1542   unsigned program;
1543   unsigned matrix_location;
1544   unsigned viewport_location;
1545   unsigned quad_location;
1546   unsigned edge_location;
1547   unsigned vertex_tex_transform_location;
1548   unsigned sampler_location;
1549   unsigned fragment_tex_transform_location;
1550   unsigned alpha_location;
1551 };
1552
1553 template <class T>
1554 static void TileUniformLocation(T program, TileProgramUniforms* uniforms) {
1555   uniforms->program = program->program();
1556   uniforms->matrix_location = program->vertex_shader().matrix_location();
1557   uniforms->viewport_location = program->vertex_shader().viewport_location();
1558   uniforms->quad_location = program->vertex_shader().quad_location();
1559   uniforms->edge_location = program->vertex_shader().edge_location();
1560   uniforms->vertex_tex_transform_location =
1561       program->vertex_shader().vertex_tex_transform_location();
1562
1563   uniforms->sampler_location = program->fragment_shader().sampler_location();
1564   uniforms->alpha_location = program->fragment_shader().alpha_location();
1565   uniforms->fragment_tex_transform_location =
1566       program->fragment_shader().fragment_tex_transform_location();
1567 }
1568
1569 void GLRenderer::DrawTileQuad(const DrawingFrame* frame,
1570                               const TileDrawQuad* quad) {
1571   DrawContentQuad(frame, quad, quad->resource_id);
1572 }
1573
1574 void GLRenderer::DrawContentQuad(const DrawingFrame* frame,
1575                                  const ContentDrawQuadBase* quad,
1576                                  ResourceProvider::ResourceId resource_id) {
1577   gfx::Rect tile_rect = quad->visible_rect;
1578
1579   gfx::RectF tex_coord_rect = MathUtil::ScaleRectProportional(
1580       quad->tex_coord_rect, quad->rect, tile_rect);
1581   float tex_to_geom_scale_x = quad->rect.width() / quad->tex_coord_rect.width();
1582   float tex_to_geom_scale_y =
1583       quad->rect.height() / quad->tex_coord_rect.height();
1584
1585   gfx::RectF clamp_geom_rect(tile_rect);
1586   gfx::RectF clamp_tex_rect(tex_coord_rect);
1587   // Clamp texture coordinates to avoid sampling outside the layer
1588   // by deflating the tile region half a texel or half a texel
1589   // minus epsilon for one pixel layers. The resulting clamp region
1590   // is mapped to the unit square by the vertex shader and mapped
1591   // back to normalized texture coordinates by the fragment shader
1592   // after being clamped to 0-1 range.
1593   float tex_clamp_x =
1594       std::min(0.5f, 0.5f * clamp_tex_rect.width() - kAntiAliasingEpsilon);
1595   float tex_clamp_y =
1596       std::min(0.5f, 0.5f * clamp_tex_rect.height() - kAntiAliasingEpsilon);
1597   float geom_clamp_x =
1598       std::min(tex_clamp_x * tex_to_geom_scale_x,
1599                0.5f * clamp_geom_rect.width() - kAntiAliasingEpsilon);
1600   float geom_clamp_y =
1601       std::min(tex_clamp_y * tex_to_geom_scale_y,
1602                0.5f * clamp_geom_rect.height() - kAntiAliasingEpsilon);
1603   clamp_geom_rect.Inset(geom_clamp_x, geom_clamp_y, geom_clamp_x, geom_clamp_y);
1604   clamp_tex_rect.Inset(tex_clamp_x, tex_clamp_y, tex_clamp_x, tex_clamp_y);
1605
1606   // Map clamping rectangle to unit square.
1607   float vertex_tex_translate_x = -clamp_geom_rect.x() / clamp_geom_rect.width();
1608   float vertex_tex_translate_y =
1609       -clamp_geom_rect.y() / clamp_geom_rect.height();
1610   float vertex_tex_scale_x = tile_rect.width() / clamp_geom_rect.width();
1611   float vertex_tex_scale_y = tile_rect.height() / clamp_geom_rect.height();
1612
1613   TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
1614       gl_, &highp_threshold_cache_, highp_threshold_min_, quad->texture_size);
1615
1616   gfx::Transform device_transform =
1617       frame->window_matrix * frame->projection_matrix * quad->quadTransform();
1618   device_transform.FlattenTo2d();
1619   if (!device_transform.IsInvertible())
1620     return;
1621
1622   gfx::QuadF local_quad = gfx::QuadF(gfx::RectF(tile_rect));
1623   float edge[24];
1624   bool use_aa =
1625       settings_->allow_antialiasing &&
1626       SetupQuadForAntialiasing(device_transform, quad, &local_quad, edge);
1627
1628   bool scaled = (tex_to_geom_scale_x != 1.f || tex_to_geom_scale_y != 1.f);
1629   GLenum filter = (use_aa || scaled ||
1630                    !quad->quadTransform().IsIdentityOrIntegerTranslation())
1631                       ? GL_LINEAR
1632                       : GL_NEAREST;
1633   ResourceProvider::ScopedSamplerGL quad_resource_lock(
1634       resource_provider_, resource_id, filter);
1635   SamplerType sampler =
1636       SamplerTypeFromTextureTarget(quad_resource_lock.target());
1637
1638   float fragment_tex_translate_x = clamp_tex_rect.x();
1639   float fragment_tex_translate_y = clamp_tex_rect.y();
1640   float fragment_tex_scale_x = clamp_tex_rect.width();
1641   float fragment_tex_scale_y = clamp_tex_rect.height();
1642
1643   // Map to normalized texture coordinates.
1644   if (sampler != SamplerType2DRect) {
1645     gfx::Size texture_size = quad->texture_size;
1646     DCHECK(!texture_size.IsEmpty());
1647     fragment_tex_translate_x /= texture_size.width();
1648     fragment_tex_translate_y /= texture_size.height();
1649     fragment_tex_scale_x /= texture_size.width();
1650     fragment_tex_scale_y /= texture_size.height();
1651   }
1652
1653   TileProgramUniforms uniforms;
1654   if (use_aa) {
1655     if (quad->swizzle_contents) {
1656       TileUniformLocation(GetTileProgramSwizzleAA(tex_coord_precision, sampler),
1657                           &uniforms);
1658     } else {
1659       TileUniformLocation(GetTileProgramAA(tex_coord_precision, sampler),
1660                           &uniforms);
1661     }
1662   } else {
1663     if (quad->ShouldDrawWithBlending()) {
1664       if (quad->swizzle_contents) {
1665         TileUniformLocation(GetTileProgramSwizzle(tex_coord_precision, sampler),
1666                             &uniforms);
1667       } else {
1668         TileUniformLocation(GetTileProgram(tex_coord_precision, sampler),
1669                             &uniforms);
1670       }
1671     } else {
1672       if (quad->swizzle_contents) {
1673         TileUniformLocation(
1674             GetTileProgramSwizzleOpaque(tex_coord_precision, sampler),
1675             &uniforms);
1676       } else {
1677         TileUniformLocation(GetTileProgramOpaque(tex_coord_precision, sampler),
1678                             &uniforms);
1679       }
1680     }
1681   }
1682
1683   SetUseProgram(uniforms.program);
1684   GLC(gl_, gl_->Uniform1i(uniforms.sampler_location, 0));
1685
1686   if (use_aa) {
1687     float viewport[4] = {static_cast<float>(viewport_.x()),
1688                          static_cast<float>(viewport_.y()),
1689                          static_cast<float>(viewport_.width()),
1690                          static_cast<float>(viewport_.height()), };
1691     GLC(gl_, gl_->Uniform4fv(uniforms.viewport_location, 1, viewport));
1692     GLC(gl_, gl_->Uniform3fv(uniforms.edge_location, 8, edge));
1693
1694     GLC(gl_,
1695         gl_->Uniform4f(uniforms.vertex_tex_transform_location,
1696                        vertex_tex_translate_x,
1697                        vertex_tex_translate_y,
1698                        vertex_tex_scale_x,
1699                        vertex_tex_scale_y));
1700     GLC(gl_,
1701         gl_->Uniform4f(uniforms.fragment_tex_transform_location,
1702                        fragment_tex_translate_x,
1703                        fragment_tex_translate_y,
1704                        fragment_tex_scale_x,
1705                        fragment_tex_scale_y));
1706   } else {
1707     // Move fragment shader transform to vertex shader. We can do this while
1708     // still producing correct results as fragment_tex_transform_location
1709     // should always be non-negative when tiles are transformed in a way
1710     // that could result in sampling outside the layer.
1711     vertex_tex_scale_x *= fragment_tex_scale_x;
1712     vertex_tex_scale_y *= fragment_tex_scale_y;
1713     vertex_tex_translate_x *= fragment_tex_scale_x;
1714     vertex_tex_translate_y *= fragment_tex_scale_y;
1715     vertex_tex_translate_x += fragment_tex_translate_x;
1716     vertex_tex_translate_y += fragment_tex_translate_y;
1717
1718     GLC(gl_,
1719         gl_->Uniform4f(uniforms.vertex_tex_transform_location,
1720                        vertex_tex_translate_x,
1721                        vertex_tex_translate_y,
1722                        vertex_tex_scale_x,
1723                        vertex_tex_scale_y));
1724   }
1725
1726   // Enable blending when the quad properties require it or if we decided
1727   // to use antialiasing.
1728   SetBlendEnabled(quad->ShouldDrawWithBlending() || use_aa);
1729
1730   // Normalize to tile_rect.
1731   local_quad.Scale(1.0f / tile_rect.width(), 1.0f / tile_rect.height());
1732
1733   SetShaderOpacity(quad->opacity(), uniforms.alpha_location);
1734   SetShaderQuadF(local_quad, uniforms.quad_location);
1735
1736   // The transform and vertex data are used to figure out the extents that the
1737   // un-antialiased quad should have and which vertex this is and the float
1738   // quad passed in via uniform is the actual geometry that gets used to draw
1739   // it. This is why this centered rect is used and not the original quad_rect.
1740   gfx::RectF centered_rect(
1741       gfx::PointF(-0.5f * tile_rect.width(), -0.5f * tile_rect.height()),
1742       tile_rect.size());
1743   DrawQuadGeometry(
1744       frame, quad->quadTransform(), centered_rect, uniforms.matrix_location);
1745 }
1746
1747 void GLRenderer::DrawYUVVideoQuad(const DrawingFrame* frame,
1748                                   const YUVVideoDrawQuad* quad) {
1749   SetBlendEnabled(quad->ShouldDrawWithBlending());
1750
1751   TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
1752       gl_,
1753       &highp_threshold_cache_,
1754       highp_threshold_min_,
1755       quad->shared_quad_state->visible_content_rect.bottom_right());
1756
1757   bool use_alpha_plane = quad->a_plane_resource_id != 0;
1758
1759   ResourceProvider::ScopedSamplerGL y_plane_lock(
1760       resource_provider_, quad->y_plane_resource_id, GL_TEXTURE1, GL_LINEAR);
1761   DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D), y_plane_lock.target());
1762   ResourceProvider::ScopedSamplerGL u_plane_lock(
1763       resource_provider_, quad->u_plane_resource_id, GL_TEXTURE2, GL_LINEAR);
1764   DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D), u_plane_lock.target());
1765   ResourceProvider::ScopedSamplerGL v_plane_lock(
1766       resource_provider_, quad->v_plane_resource_id, GL_TEXTURE3, GL_LINEAR);
1767   DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D), v_plane_lock.target());
1768   scoped_ptr<ResourceProvider::ScopedSamplerGL> a_plane_lock;
1769   if (use_alpha_plane) {
1770     a_plane_lock.reset(new ResourceProvider::ScopedSamplerGL(
1771         resource_provider_, quad->a_plane_resource_id, GL_TEXTURE4, GL_LINEAR));
1772     DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D), a_plane_lock->target());
1773   }
1774
1775   int matrix_location = -1;
1776   int tex_scale_location = -1;
1777   int tex_offset_location = -1;
1778   int y_texture_location = -1;
1779   int u_texture_location = -1;
1780   int v_texture_location = -1;
1781   int a_texture_location = -1;
1782   int yuv_matrix_location = -1;
1783   int yuv_adj_location = -1;
1784   int alpha_location = -1;
1785   if (use_alpha_plane) {
1786     const VideoYUVAProgram* program = GetVideoYUVAProgram(tex_coord_precision);
1787     DCHECK(program && (program->initialized() || IsContextLost()));
1788     SetUseProgram(program->program());
1789     matrix_location = program->vertex_shader().matrix_location();
1790     tex_scale_location = program->vertex_shader().tex_scale_location();
1791     tex_offset_location = program->vertex_shader().tex_offset_location();
1792     y_texture_location = program->fragment_shader().y_texture_location();
1793     u_texture_location = program->fragment_shader().u_texture_location();
1794     v_texture_location = program->fragment_shader().v_texture_location();
1795     a_texture_location = program->fragment_shader().a_texture_location();
1796     yuv_matrix_location = program->fragment_shader().yuv_matrix_location();
1797     yuv_adj_location = program->fragment_shader().yuv_adj_location();
1798     alpha_location = program->fragment_shader().alpha_location();
1799   } else {
1800     const VideoYUVProgram* program = GetVideoYUVProgram(tex_coord_precision);
1801     DCHECK(program && (program->initialized() || IsContextLost()));
1802     SetUseProgram(program->program());
1803     matrix_location = program->vertex_shader().matrix_location();
1804     tex_scale_location = program->vertex_shader().tex_scale_location();
1805     tex_offset_location = program->vertex_shader().tex_offset_location();
1806     y_texture_location = program->fragment_shader().y_texture_location();
1807     u_texture_location = program->fragment_shader().u_texture_location();
1808     v_texture_location = program->fragment_shader().v_texture_location();
1809     yuv_matrix_location = program->fragment_shader().yuv_matrix_location();
1810     yuv_adj_location = program->fragment_shader().yuv_adj_location();
1811     alpha_location = program->fragment_shader().alpha_location();
1812   }
1813
1814   GLC(gl_,
1815       gl_->Uniform2f(tex_scale_location,
1816                      quad->tex_coord_rect.width(),
1817                      quad->tex_coord_rect.height()));
1818   GLC(gl_,
1819       gl_->Uniform2f(tex_offset_location,
1820                      quad->tex_coord_rect.x(),
1821                      quad->tex_coord_rect.y()));
1822   GLC(gl_, gl_->Uniform1i(y_texture_location, 1));
1823   GLC(gl_, gl_->Uniform1i(u_texture_location, 2));
1824   GLC(gl_, gl_->Uniform1i(v_texture_location, 3));
1825   if (use_alpha_plane)
1826     GLC(gl_, gl_->Uniform1i(a_texture_location, 4));
1827
1828   // These values are magic numbers that are used in the transformation from YUV
1829   // to RGB color values.  They are taken from the following webpage:
1830   // http://www.fourcc.org/fccyvrgb.php
1831   float yuv_to_rgb_rec601[9] = {
1832       1.164f, 1.164f, 1.164f, 0.0f, -.391f, 2.018f, 1.596f, -.813f, 0.0f,
1833   };
1834   float yuv_to_rgb_rec601_jpeg[9] = {
1835       1.f, 1.f, 1.f, 0.0f, -.34414f, 1.772f, 1.402f, -.71414f, 0.0f,
1836   };
1837
1838   // These values map to 16, 128, and 128 respectively, and are computed
1839   // as a fraction over 256 (e.g. 16 / 256 = 0.0625).
1840   // They are used in the YUV to RGBA conversion formula:
1841   //   Y - 16   : Gives 16 values of head and footroom for overshooting
1842   //   U - 128  : Turns unsigned U into signed U [-128,127]
1843   //   V - 128  : Turns unsigned V into signed V [-128,127]
1844   float yuv_adjust_rec601[3] = {
1845       -0.0625f, -0.5f, -0.5f,
1846   };
1847
1848   // Same as above, but without the head and footroom.
1849   float yuv_adjust_rec601_jpeg[3] = {
1850       0.0f, -0.5f, -0.5f,
1851   };
1852
1853   float* yuv_to_rgb = NULL;
1854   float* yuv_adjust = NULL;
1855
1856   switch (quad->color_space) {
1857     case YUVVideoDrawQuad::REC_601:
1858       yuv_to_rgb = yuv_to_rgb_rec601;
1859       yuv_adjust = yuv_adjust_rec601;
1860       break;
1861     case YUVVideoDrawQuad::REC_601_JPEG:
1862       yuv_to_rgb = yuv_to_rgb_rec601_jpeg;
1863       yuv_adjust = yuv_adjust_rec601_jpeg;
1864       break;
1865   }
1866
1867   GLC(gl_, gl_->UniformMatrix3fv(yuv_matrix_location, 1, 0, yuv_to_rgb));
1868   GLC(gl_, gl_->Uniform3fv(yuv_adj_location, 1, yuv_adjust));
1869
1870   SetShaderOpacity(quad->opacity(), alpha_location);
1871   DrawQuadGeometry(frame, quad->quadTransform(), quad->rect, matrix_location);
1872 }
1873
1874 void GLRenderer::DrawStreamVideoQuad(const DrawingFrame* frame,
1875                                      const StreamVideoDrawQuad* quad) {
1876   SetBlendEnabled(quad->ShouldDrawWithBlending());
1877
1878   static float gl_matrix[16];
1879
1880   DCHECK(capabilities_.using_egl_image);
1881
1882   TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
1883       gl_,
1884       &highp_threshold_cache_,
1885       highp_threshold_min_,
1886       quad->shared_quad_state->visible_content_rect.bottom_right());
1887
1888   const VideoStreamTextureProgram* program =
1889       GetVideoStreamTextureProgram(tex_coord_precision);
1890   SetUseProgram(program->program());
1891
1892   ToGLMatrix(&gl_matrix[0], quad->matrix);
1893   GLC(gl_,
1894       gl_->UniformMatrix4fv(
1895           program->vertex_shader().tex_matrix_location(), 1, false, gl_matrix));
1896
1897   ResourceProvider::ScopedReadLockGL lock(resource_provider_,
1898                                           quad->resource_id);
1899   DCHECK_EQ(GL_TEXTURE0, GetActiveTextureUnit(gl_));
1900   GLC(gl_, gl_->BindTexture(GL_TEXTURE_EXTERNAL_OES, lock.texture_id()));
1901
1902   GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
1903
1904   SetShaderOpacity(quad->opacity(),
1905                    program->fragment_shader().alpha_location());
1906   DrawQuadGeometry(frame,
1907                    quad->quadTransform(),
1908                    quad->rect,
1909                    program->vertex_shader().matrix_location());
1910 }
1911
1912 void GLRenderer::DrawPictureQuad(const DrawingFrame* frame,
1913                                  const PictureDrawQuad* quad) {
1914   if (on_demand_tile_raster_bitmap_.width() != quad->texture_size.width() ||
1915       on_demand_tile_raster_bitmap_.height() != quad->texture_size.height()) {
1916     on_demand_tile_raster_bitmap_.allocN32Pixels(quad->texture_size.width(),
1917                                                  quad->texture_size.height());
1918
1919     if (on_demand_tile_raster_resource_id_)
1920       resource_provider_->DeleteResource(on_demand_tile_raster_resource_id_);
1921
1922     on_demand_tile_raster_resource_id_ = resource_provider_->CreateGLTexture(
1923         quad->texture_size,
1924         GL_TEXTURE_2D,
1925         GL_TEXTURE_POOL_UNMANAGED_CHROMIUM,
1926         GL_CLAMP_TO_EDGE,
1927         ResourceProvider::TextureHintImmutable,
1928         quad->texture_format);
1929   }
1930
1931   SkCanvas canvas(on_demand_tile_raster_bitmap_);
1932   quad->picture_pile->RasterToBitmap(
1933       &canvas, quad->content_rect, quad->contents_scale, NULL);
1934
1935   uint8_t* bitmap_pixels = NULL;
1936   SkBitmap on_demand_tile_raster_bitmap_dest;
1937   SkColorType colorType = ResourceFormatToSkColorType(quad->texture_format);
1938   if (on_demand_tile_raster_bitmap_.colorType() != colorType) {
1939     on_demand_tile_raster_bitmap_.copyTo(&on_demand_tile_raster_bitmap_dest,
1940                                          colorType);
1941     // TODO(kaanb): The GL pipeline assumes a 4-byte alignment for the
1942     // bitmap data. This check will be removed once crbug.com/293728 is fixed.
1943     CHECK_EQ(0u, on_demand_tile_raster_bitmap_dest.rowBytes() % 4);
1944     bitmap_pixels = reinterpret_cast<uint8_t*>(
1945         on_demand_tile_raster_bitmap_dest.getPixels());
1946   } else {
1947     bitmap_pixels =
1948         reinterpret_cast<uint8_t*>(on_demand_tile_raster_bitmap_.getPixels());
1949   }
1950
1951   resource_provider_->SetPixels(on_demand_tile_raster_resource_id_,
1952                                 bitmap_pixels,
1953                                 gfx::Rect(quad->texture_size),
1954                                 gfx::Rect(quad->texture_size),
1955                                 gfx::Vector2d());
1956
1957   DrawContentQuad(frame, quad, on_demand_tile_raster_resource_id_);
1958 }
1959
1960 struct TextureProgramBinding {
1961   template <class Program>
1962   void Set(Program* program) {
1963     DCHECK(program);
1964     program_id = program->program();
1965     sampler_location = program->fragment_shader().sampler_location();
1966     matrix_location = program->vertex_shader().matrix_location();
1967     background_color_location =
1968         program->fragment_shader().background_color_location();
1969   }
1970   int program_id;
1971   int sampler_location;
1972   int matrix_location;
1973   int background_color_location;
1974 };
1975
1976 struct TexTransformTextureProgramBinding : TextureProgramBinding {
1977   template <class Program>
1978   void Set(Program* program) {
1979     TextureProgramBinding::Set(program);
1980     tex_transform_location = program->vertex_shader().tex_transform_location();
1981     vertex_opacity_location =
1982         program->vertex_shader().vertex_opacity_location();
1983   }
1984   int tex_transform_location;
1985   int vertex_opacity_location;
1986 };
1987
1988 void GLRenderer::FlushTextureQuadCache() {
1989   // Check to see if we have anything to draw.
1990   if (draw_cache_.program_id == 0)
1991     return;
1992
1993   // Set the correct blending mode.
1994   SetBlendEnabled(draw_cache_.needs_blending);
1995
1996   // Bind the program to the GL state.
1997   SetUseProgram(draw_cache_.program_id);
1998
1999   // Bind the correct texture sampler location.
2000   GLC(gl_, gl_->Uniform1i(draw_cache_.sampler_location, 0));
2001
2002   // Assume the current active textures is 0.
2003   ResourceProvider::ScopedReadLockGL locked_quad(resource_provider_,
2004                                                  draw_cache_.resource_id);
2005   DCHECK_EQ(GL_TEXTURE0, GetActiveTextureUnit(gl_));
2006   GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, locked_quad.texture_id()));
2007
2008   COMPILE_ASSERT(sizeof(Float4) == 4 * sizeof(float), struct_is_densely_packed);
2009   COMPILE_ASSERT(sizeof(Float16) == 16 * sizeof(float),
2010                  struct_is_densely_packed);
2011
2012   // Upload the tranforms for both points and uvs.
2013   GLC(gl_,
2014       gl_->UniformMatrix4fv(
2015           static_cast<int>(draw_cache_.matrix_location),
2016           static_cast<int>(draw_cache_.matrix_data.size()),
2017           false,
2018           reinterpret_cast<float*>(&draw_cache_.matrix_data.front())));
2019   GLC(gl_,
2020       gl_->Uniform4fv(
2021           static_cast<int>(draw_cache_.uv_xform_location),
2022           static_cast<int>(draw_cache_.uv_xform_data.size()),
2023           reinterpret_cast<float*>(&draw_cache_.uv_xform_data.front())));
2024
2025   if (draw_cache_.background_color != SK_ColorTRANSPARENT) {
2026     Float4 background_color = PremultipliedColor(draw_cache_.background_color);
2027     GLC(gl_,
2028         gl_->Uniform4fv(
2029             draw_cache_.background_color_location, 1, background_color.data));
2030   }
2031
2032   GLC(gl_,
2033       gl_->Uniform1fv(
2034           static_cast<int>(draw_cache_.vertex_opacity_location),
2035           static_cast<int>(draw_cache_.vertex_opacity_data.size()),
2036           static_cast<float*>(&draw_cache_.vertex_opacity_data.front())));
2037
2038   // Draw the quads!
2039   GLC(gl_,
2040       gl_->DrawElements(GL_TRIANGLES,
2041                         6 * draw_cache_.matrix_data.size(),
2042                         GL_UNSIGNED_SHORT,
2043                         0));
2044
2045   // Clear the cache.
2046   draw_cache_.program_id = 0;
2047   draw_cache_.uv_xform_data.resize(0);
2048   draw_cache_.vertex_opacity_data.resize(0);
2049   draw_cache_.matrix_data.resize(0);
2050 }
2051
2052 void GLRenderer::EnqueueTextureQuad(const DrawingFrame* frame,
2053                                     const TextureDrawQuad* quad) {
2054   TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
2055       gl_,
2056       &highp_threshold_cache_,
2057       highp_threshold_min_,
2058       quad->shared_quad_state->visible_content_rect.bottom_right());
2059
2060   // Choose the correct texture program binding
2061   TexTransformTextureProgramBinding binding;
2062   if (quad->premultiplied_alpha) {
2063     if (quad->background_color == SK_ColorTRANSPARENT) {
2064       binding.Set(GetTextureProgram(tex_coord_precision));
2065     } else {
2066       binding.Set(GetTextureBackgroundProgram(tex_coord_precision));
2067     }
2068   } else {
2069     if (quad->background_color == SK_ColorTRANSPARENT) {
2070       binding.Set(GetNonPremultipliedTextureProgram(tex_coord_precision));
2071     } else {
2072       binding.Set(
2073           GetNonPremultipliedTextureBackgroundProgram(tex_coord_precision));
2074     }
2075   }
2076
2077   int resource_id = quad->resource_id;
2078
2079   if (draw_cache_.program_id != binding.program_id ||
2080       draw_cache_.resource_id != resource_id ||
2081       draw_cache_.needs_blending != quad->ShouldDrawWithBlending() ||
2082       draw_cache_.background_color != quad->background_color ||
2083       draw_cache_.matrix_data.size() >= 8) {
2084     FlushTextureQuadCache();
2085     draw_cache_.program_id = binding.program_id;
2086     draw_cache_.resource_id = resource_id;
2087     draw_cache_.needs_blending = quad->ShouldDrawWithBlending();
2088     draw_cache_.background_color = quad->background_color;
2089
2090     draw_cache_.uv_xform_location = binding.tex_transform_location;
2091     draw_cache_.background_color_location = binding.background_color_location;
2092     draw_cache_.vertex_opacity_location = binding.vertex_opacity_location;
2093     draw_cache_.matrix_location = binding.matrix_location;
2094     draw_cache_.sampler_location = binding.sampler_location;
2095   }
2096
2097   // Generate the uv-transform
2098   draw_cache_.uv_xform_data.push_back(UVTransform(quad));
2099
2100   // Generate the vertex opacity
2101   const float opacity = quad->opacity();
2102   draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[0] * opacity);
2103   draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[1] * opacity);
2104   draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[2] * opacity);
2105   draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[3] * opacity);
2106
2107   // Generate the transform matrix
2108   gfx::Transform quad_rect_matrix;
2109   QuadRectTransform(&quad_rect_matrix, quad->quadTransform(), quad->rect);
2110   quad_rect_matrix = frame->projection_matrix * quad_rect_matrix;
2111
2112   Float16 m;
2113   quad_rect_matrix.matrix().asColMajorf(m.data);
2114   draw_cache_.matrix_data.push_back(m);
2115 }
2116
2117 void GLRenderer::DrawIOSurfaceQuad(const DrawingFrame* frame,
2118                                    const IOSurfaceDrawQuad* quad) {
2119   SetBlendEnabled(quad->ShouldDrawWithBlending());
2120
2121   TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
2122       gl_,
2123       &highp_threshold_cache_,
2124       highp_threshold_min_,
2125       quad->shared_quad_state->visible_content_rect.bottom_right());
2126
2127   TexTransformTextureProgramBinding binding;
2128   binding.Set(GetTextureIOSurfaceProgram(tex_coord_precision));
2129
2130   SetUseProgram(binding.program_id);
2131   GLC(gl_, gl_->Uniform1i(binding.sampler_location, 0));
2132   if (quad->orientation == IOSurfaceDrawQuad::FLIPPED) {
2133     GLC(gl_,
2134         gl_->Uniform4f(binding.tex_transform_location,
2135                        0,
2136                        quad->io_surface_size.height(),
2137                        quad->io_surface_size.width(),
2138                        quad->io_surface_size.height() * -1.0f));
2139   } else {
2140     GLC(gl_,
2141         gl_->Uniform4f(binding.tex_transform_location,
2142                        0,
2143                        0,
2144                        quad->io_surface_size.width(),
2145                        quad->io_surface_size.height()));
2146   }
2147
2148   const float vertex_opacity[] = {quad->opacity(), quad->opacity(),
2149                                   quad->opacity(), quad->opacity()};
2150   GLC(gl_, gl_->Uniform1fv(binding.vertex_opacity_location, 4, vertex_opacity));
2151
2152   ResourceProvider::ScopedReadLockGL lock(resource_provider_,
2153                                           quad->io_surface_resource_id);
2154   DCHECK_EQ(GL_TEXTURE0, GetActiveTextureUnit(gl_));
2155   GLC(gl_, gl_->BindTexture(GL_TEXTURE_RECTANGLE_ARB, lock.texture_id()));
2156
2157   DrawQuadGeometry(
2158       frame, quad->quadTransform(), quad->rect, binding.matrix_location);
2159
2160   GLC(gl_, gl_->BindTexture(GL_TEXTURE_RECTANGLE_ARB, 0));
2161 }
2162
2163 void GLRenderer::FinishDrawingFrame(DrawingFrame* frame) {
2164   if (use_sync_query_) {
2165     DCHECK(current_sync_query_);
2166     current_sync_query_->End();
2167     pending_sync_queries_.push_back(current_sync_query_.Pass());
2168   }
2169
2170   current_framebuffer_lock_.reset();
2171   swap_buffer_rect_.Union(gfx::ToEnclosingRect(frame->root_damage_rect));
2172
2173   GLC(gl_, gl_->Disable(GL_BLEND));
2174   blend_shadow_ = false;
2175
2176   ScheduleOverlays(frame);
2177 }
2178
2179 void GLRenderer::FinishDrawingQuadList() { FlushTextureQuadCache(); }
2180
2181 bool GLRenderer::FlippedFramebuffer() const { return true; }
2182
2183 void GLRenderer::EnsureScissorTestEnabled() {
2184   if (is_scissor_enabled_)
2185     return;
2186
2187   FlushTextureQuadCache();
2188   GLC(gl_, gl_->Enable(GL_SCISSOR_TEST));
2189   is_scissor_enabled_ = true;
2190 }
2191
2192 void GLRenderer::EnsureScissorTestDisabled() {
2193   if (!is_scissor_enabled_)
2194     return;
2195
2196   FlushTextureQuadCache();
2197   GLC(gl_, gl_->Disable(GL_SCISSOR_TEST));
2198   is_scissor_enabled_ = false;
2199 }
2200
2201 void GLRenderer::CopyCurrentRenderPassToBitmap(
2202     DrawingFrame* frame,
2203     scoped_ptr<CopyOutputRequest> request) {
2204   TRACE_EVENT0("cc", "GLRenderer::CopyCurrentRenderPassToBitmap");
2205   gfx::Rect copy_rect = frame->current_render_pass->output_rect;
2206   if (request->has_area())
2207     copy_rect.Intersect(request->area());
2208   GetFramebufferPixelsAsync(copy_rect, request.Pass());
2209 }
2210
2211 void GLRenderer::ToGLMatrix(float* gl_matrix, const gfx::Transform& transform) {
2212   transform.matrix().asColMajorf(gl_matrix);
2213 }
2214
2215 void GLRenderer::SetShaderQuadF(const gfx::QuadF& quad, int quad_location) {
2216   if (quad_location == -1)
2217     return;
2218
2219   float gl_quad[8];
2220   gl_quad[0] = quad.p1().x();
2221   gl_quad[1] = quad.p1().y();
2222   gl_quad[2] = quad.p2().x();
2223   gl_quad[3] = quad.p2().y();
2224   gl_quad[4] = quad.p3().x();
2225   gl_quad[5] = quad.p3().y();
2226   gl_quad[6] = quad.p4().x();
2227   gl_quad[7] = quad.p4().y();
2228   GLC(gl_, gl_->Uniform2fv(quad_location, 4, gl_quad));
2229 }
2230
2231 void GLRenderer::SetShaderOpacity(float opacity, int alpha_location) {
2232   if (alpha_location != -1)
2233     GLC(gl_, gl_->Uniform1f(alpha_location, opacity));
2234 }
2235
2236 void GLRenderer::SetStencilEnabled(bool enabled) {
2237   if (enabled == stencil_shadow_)
2238     return;
2239
2240   if (enabled)
2241     GLC(gl_, gl_->Enable(GL_STENCIL_TEST));
2242   else
2243     GLC(gl_, gl_->Disable(GL_STENCIL_TEST));
2244   stencil_shadow_ = enabled;
2245 }
2246
2247 void GLRenderer::SetBlendEnabled(bool enabled) {
2248   if (enabled == blend_shadow_)
2249     return;
2250
2251   if (enabled)
2252     GLC(gl_, gl_->Enable(GL_BLEND));
2253   else
2254     GLC(gl_, gl_->Disable(GL_BLEND));
2255   blend_shadow_ = enabled;
2256 }
2257
2258 void GLRenderer::SetUseProgram(unsigned program) {
2259   if (program == program_shadow_)
2260     return;
2261   gl_->UseProgram(program);
2262   program_shadow_ = program;
2263 }
2264
2265 void GLRenderer::DrawQuadGeometry(const DrawingFrame* frame,
2266                                   const gfx::Transform& draw_transform,
2267                                   const gfx::RectF& quad_rect,
2268                                   int matrix_location) {
2269   gfx::Transform quad_rect_matrix;
2270   QuadRectTransform(&quad_rect_matrix, draw_transform, quad_rect);
2271   static float gl_matrix[16];
2272   ToGLMatrix(&gl_matrix[0], frame->projection_matrix * quad_rect_matrix);
2273   GLC(gl_, gl_->UniformMatrix4fv(matrix_location, 1, false, &gl_matrix[0]));
2274
2275   GLC(gl_, gl_->DrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0));
2276 }
2277
2278 void GLRenderer::CopyTextureToFramebuffer(const DrawingFrame* frame,
2279                                           int texture_id,
2280                                           const gfx::Rect& rect,
2281                                           const gfx::Transform& draw_matrix,
2282                                           bool flip_vertically) {
2283   TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
2284       gl_, &highp_threshold_cache_, highp_threshold_min_, rect.bottom_right());
2285
2286   const RenderPassProgram* program = GetRenderPassProgram(tex_coord_precision);
2287   SetUseProgram(program->program());
2288
2289   GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
2290
2291   if (flip_vertically) {
2292     GLC(gl_,
2293         gl_->Uniform4f(program->vertex_shader().tex_transform_location(),
2294                        0.f,
2295                        1.f,
2296                        1.f,
2297                        -1.f));
2298   } else {
2299     GLC(gl_,
2300         gl_->Uniform4f(program->vertex_shader().tex_transform_location(),
2301                        0.f,
2302                        0.f,
2303                        1.f,
2304                        1.f));
2305   }
2306
2307   SetShaderOpacity(1.f, program->fragment_shader().alpha_location());
2308   DCHECK_EQ(GL_TEXTURE0, GetActiveTextureUnit(gl_));
2309   GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, texture_id));
2310   DrawQuadGeometry(
2311       frame, draw_matrix, rect, program->vertex_shader().matrix_location());
2312 }
2313
2314 void GLRenderer::Finish() {
2315   TRACE_EVENT0("cc", "GLRenderer::Finish");
2316   GLC(gl_, gl_->Finish());
2317 }
2318
2319 void GLRenderer::SwapBuffers(const CompositorFrameMetadata& metadata) {
2320   DCHECK(!is_backbuffer_discarded_);
2321
2322   TRACE_EVENT0("cc,benchmark", "GLRenderer::SwapBuffers");
2323   // We're done! Time to swapbuffers!
2324
2325   gfx::Size surface_size = output_surface_->SurfaceSize();
2326
2327   CompositorFrame compositor_frame;
2328   compositor_frame.metadata = metadata;
2329   compositor_frame.gl_frame_data = make_scoped_ptr(new GLFrameData);
2330   compositor_frame.gl_frame_data->size = surface_size;
2331   if (capabilities_.using_partial_swap) {
2332     // If supported, we can save significant bandwidth by only swapping the
2333     // damaged/scissored region (clamped to the viewport).
2334     swap_buffer_rect_.Intersect(gfx::Rect(surface_size));
2335     int flipped_y_pos_of_rect_bottom = surface_size.height() -
2336                                        swap_buffer_rect_.y() -
2337                                        swap_buffer_rect_.height();
2338     compositor_frame.gl_frame_data->sub_buffer_rect =
2339         gfx::Rect(swap_buffer_rect_.x(),
2340                   flipped_y_pos_of_rect_bottom,
2341                   swap_buffer_rect_.width(),
2342                   swap_buffer_rect_.height());
2343   } else {
2344     compositor_frame.gl_frame_data->sub_buffer_rect =
2345         gfx::Rect(output_surface_->SurfaceSize());
2346   }
2347   output_surface_->SwapBuffers(&compositor_frame);
2348
2349   // Release previously used overlay resources and hold onto the pending ones
2350   // until the next swap buffers.
2351   in_use_overlay_resources_.clear();
2352   in_use_overlay_resources_.swap(pending_overlay_resources_);
2353
2354   swap_buffer_rect_ = gfx::Rect();
2355 }
2356
2357 void GLRenderer::EnforceMemoryPolicy() {
2358   if (!visible()) {
2359     TRACE_EVENT0("cc", "GLRenderer::EnforceMemoryPolicy dropping resources");
2360     ReleaseRenderPassTextures();
2361     DiscardBackbuffer();
2362     resource_provider_->ReleaseCachedData();
2363     output_surface_->context_provider()->DeleteCachedResources();
2364     GLC(gl_, gl_->Flush());
2365   }
2366 }
2367
2368 void GLRenderer::DiscardBackbuffer() {
2369   if (is_backbuffer_discarded_)
2370     return;
2371
2372   output_surface_->DiscardBackbuffer();
2373
2374   is_backbuffer_discarded_ = true;
2375
2376   // Damage tracker needs a full reset every time framebuffer is discarded.
2377   client_->SetFullRootLayerDamage();
2378 }
2379
2380 void GLRenderer::EnsureBackbuffer() {
2381   if (!is_backbuffer_discarded_)
2382     return;
2383
2384   output_surface_->EnsureBackbuffer();
2385   is_backbuffer_discarded_ = false;
2386 }
2387
2388 void GLRenderer::GetFramebufferPixelsAsync(
2389     const gfx::Rect& rect,
2390     scoped_ptr<CopyOutputRequest> request) {
2391   DCHECK(!request->IsEmpty());
2392   if (request->IsEmpty())
2393     return;
2394   if (rect.IsEmpty())
2395     return;
2396
2397   gfx::Rect window_rect = MoveFromDrawToWindowSpace(rect);
2398   DCHECK_GE(window_rect.x(), 0);
2399   DCHECK_GE(window_rect.y(), 0);
2400   DCHECK_LE(window_rect.right(), current_surface_size_.width());
2401   DCHECK_LE(window_rect.bottom(), current_surface_size_.height());
2402
2403   if (!request->force_bitmap_result()) {
2404     bool own_mailbox = !request->has_texture_mailbox();
2405
2406     GLuint texture_id = 0;
2407     gpu::Mailbox mailbox;
2408     if (own_mailbox) {
2409       GLC(gl_, gl_->GenMailboxCHROMIUM(mailbox.name));
2410       gl_->GenTextures(1, &texture_id);
2411       GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, texture_id));
2412
2413       GLC(gl_,
2414           gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
2415       GLC(gl_,
2416           gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
2417       GLC(gl_,
2418           gl_->TexParameteri(
2419               GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
2420       GLC(gl_,
2421           gl_->TexParameteri(
2422               GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
2423       GLC(gl_, gl_->ProduceTextureCHROMIUM(GL_TEXTURE_2D, mailbox.name));
2424     } else {
2425       mailbox = request->texture_mailbox().mailbox();
2426       DCHECK_EQ(static_cast<unsigned>(GL_TEXTURE_2D),
2427                 request->texture_mailbox().target());
2428       DCHECK(!mailbox.IsZero());
2429       unsigned incoming_sync_point = request->texture_mailbox().sync_point();
2430       if (incoming_sync_point)
2431         GLC(gl_, gl_->WaitSyncPointCHROMIUM(incoming_sync_point));
2432
2433       texture_id = GLC(
2434           gl_,
2435           gl_->CreateAndConsumeTextureCHROMIUM(GL_TEXTURE_2D, mailbox.name));
2436     }
2437     GetFramebufferTexture(texture_id, RGBA_8888, window_rect);
2438
2439     unsigned sync_point = gl_->InsertSyncPointCHROMIUM();
2440     TextureMailbox texture_mailbox(mailbox, GL_TEXTURE_2D, sync_point);
2441
2442     scoped_ptr<SingleReleaseCallback> release_callback;
2443     if (own_mailbox) {
2444       GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, 0));
2445       release_callback = texture_mailbox_deleter_->GetReleaseCallback(
2446           output_surface_->context_provider(), texture_id);
2447     } else {
2448       gl_->DeleteTextures(1, &texture_id);
2449     }
2450
2451     request->SendTextureResult(
2452         window_rect.size(), texture_mailbox, release_callback.Pass());
2453     return;
2454   }
2455
2456   DCHECK(request->force_bitmap_result());
2457
2458   scoped_ptr<PendingAsyncReadPixels> pending_read(new PendingAsyncReadPixels);
2459   pending_read->copy_request = request.Pass();
2460   pending_async_read_pixels_.insert(pending_async_read_pixels_.begin(),
2461                                     pending_read.Pass());
2462
2463   bool do_workaround = NeedsIOSurfaceReadbackWorkaround();
2464
2465   unsigned temporary_texture = 0;
2466   unsigned temporary_fbo = 0;
2467
2468   if (do_workaround) {
2469     // On Mac OS X, calling glReadPixels() against an FBO whose color attachment
2470     // is an IOSurface-backed texture causes corruption of future glReadPixels()
2471     // calls, even those on different OpenGL contexts. It is believed that this
2472     // is the root cause of top crasher
2473     // http://crbug.com/99393. <rdar://problem/10949687>
2474
2475     gl_->GenTextures(1, &temporary_texture);
2476     GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, temporary_texture));
2477     GLC(gl_,
2478         gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
2479     GLC(gl_,
2480         gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
2481     GLC(gl_,
2482         gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
2483     GLC(gl_,
2484         gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
2485     // Copy the contents of the current (IOSurface-backed) framebuffer into a
2486     // temporary texture.
2487     GetFramebufferTexture(
2488         temporary_texture, RGBA_8888, gfx::Rect(current_surface_size_));
2489     gl_->GenFramebuffers(1, &temporary_fbo);
2490     // Attach this texture to an FBO, and perform the readback from that FBO.
2491     GLC(gl_, gl_->BindFramebuffer(GL_FRAMEBUFFER, temporary_fbo));
2492     GLC(gl_,
2493         gl_->FramebufferTexture2D(GL_FRAMEBUFFER,
2494                                   GL_COLOR_ATTACHMENT0,
2495                                   GL_TEXTURE_2D,
2496                                   temporary_texture,
2497                                   0));
2498
2499     DCHECK_EQ(static_cast<unsigned>(GL_FRAMEBUFFER_COMPLETE),
2500               gl_->CheckFramebufferStatus(GL_FRAMEBUFFER));
2501   }
2502
2503   GLuint buffer = 0;
2504   gl_->GenBuffers(1, &buffer);
2505   GLC(gl_, gl_->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, buffer));
2506   GLC(gl_,
2507       gl_->BufferData(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM,
2508                       4 * window_rect.size().GetArea(),
2509                       NULL,
2510                       GL_STREAM_READ));
2511
2512   GLuint query = 0;
2513   gl_->GenQueriesEXT(1, &query);
2514   GLC(gl_, gl_->BeginQueryEXT(GL_ASYNC_PIXEL_PACK_COMPLETED_CHROMIUM, query));
2515
2516   GLC(gl_,
2517       gl_->ReadPixels(window_rect.x(),
2518                       window_rect.y(),
2519                       window_rect.width(),
2520                       window_rect.height(),
2521                       GL_RGBA,
2522                       GL_UNSIGNED_BYTE,
2523                       NULL));
2524
2525   GLC(gl_, gl_->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, 0));
2526
2527   if (do_workaround) {
2528     // Clean up.
2529     GLC(gl_, gl_->BindFramebuffer(GL_FRAMEBUFFER, 0));
2530     GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, 0));
2531     GLC(gl_, gl_->DeleteFramebuffers(1, &temporary_fbo));
2532     GLC(gl_, gl_->DeleteTextures(1, &temporary_texture));
2533   }
2534
2535   base::Closure finished_callback = base::Bind(&GLRenderer::FinishedReadback,
2536                                                base::Unretained(this),
2537                                                buffer,
2538                                                query,
2539                                                window_rect.size());
2540   // Save the finished_callback so it can be cancelled.
2541   pending_async_read_pixels_.front()->finished_read_pixels_callback.Reset(
2542       finished_callback);
2543   base::Closure cancelable_callback =
2544       pending_async_read_pixels_.front()->
2545           finished_read_pixels_callback.callback();
2546
2547   // Save the buffer to verify the callbacks happen in the expected order.
2548   pending_async_read_pixels_.front()->buffer = buffer;
2549
2550   GLC(gl_, gl_->EndQueryEXT(GL_ASYNC_PIXEL_PACK_COMPLETED_CHROMIUM));
2551   context_support_->SignalQuery(query, cancelable_callback);
2552
2553   EnforceMemoryPolicy();
2554 }
2555
2556 void GLRenderer::FinishedReadback(unsigned source_buffer,
2557                                   unsigned query,
2558                                   const gfx::Size& size) {
2559   DCHECK(!pending_async_read_pixels_.empty());
2560
2561   if (query != 0) {
2562     GLC(gl_, gl_->DeleteQueriesEXT(1, &query));
2563   }
2564
2565   PendingAsyncReadPixels* current_read = pending_async_read_pixels_.back();
2566   // Make sure we service the readbacks in order.
2567   DCHECK_EQ(source_buffer, current_read->buffer);
2568
2569   uint8* src_pixels = NULL;
2570   scoped_ptr<SkBitmap> bitmap;
2571
2572   if (source_buffer != 0) {
2573     GLC(gl_,
2574         gl_->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, source_buffer));
2575     src_pixels = static_cast<uint8*>(gl_->MapBufferCHROMIUM(
2576         GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, GL_READ_ONLY));
2577
2578     if (src_pixels) {
2579       bitmap.reset(new SkBitmap);
2580       bitmap->allocN32Pixels(size.width(), size.height());
2581       scoped_ptr<SkAutoLockPixels> lock(new SkAutoLockPixels(*bitmap));
2582       uint8* dest_pixels = static_cast<uint8*>(bitmap->getPixels());
2583
2584       size_t row_bytes = size.width() * 4;
2585       int num_rows = size.height();
2586       size_t total_bytes = num_rows * row_bytes;
2587       for (size_t dest_y = 0; dest_y < total_bytes; dest_y += row_bytes) {
2588         // Flip Y axis.
2589         size_t src_y = total_bytes - dest_y - row_bytes;
2590         // Swizzle OpenGL -> Skia byte order.
2591         for (size_t x = 0; x < row_bytes; x += 4) {
2592           dest_pixels[dest_y + x + SK_R32_SHIFT / 8] =
2593               src_pixels[src_y + x + 0];
2594           dest_pixels[dest_y + x + SK_G32_SHIFT / 8] =
2595               src_pixels[src_y + x + 1];
2596           dest_pixels[dest_y + x + SK_B32_SHIFT / 8] =
2597               src_pixels[src_y + x + 2];
2598           dest_pixels[dest_y + x + SK_A32_SHIFT / 8] =
2599               src_pixels[src_y + x + 3];
2600         }
2601       }
2602
2603       GLC(gl_,
2604           gl_->UnmapBufferCHROMIUM(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM));
2605     }
2606     GLC(gl_, gl_->BindBuffer(GL_PIXEL_PACK_TRANSFER_BUFFER_CHROMIUM, 0));
2607     GLC(gl_, gl_->DeleteBuffers(1, &source_buffer));
2608   }
2609
2610   if (bitmap)
2611     current_read->copy_request->SendBitmapResult(bitmap.Pass());
2612   pending_async_read_pixels_.pop_back();
2613 }
2614
2615 void GLRenderer::GetFramebufferTexture(unsigned texture_id,
2616                                        ResourceFormat texture_format,
2617                                        const gfx::Rect& window_rect) {
2618   DCHECK(texture_id);
2619   DCHECK_GE(window_rect.x(), 0);
2620   DCHECK_GE(window_rect.y(), 0);
2621   DCHECK_LE(window_rect.right(), current_surface_size_.width());
2622   DCHECK_LE(window_rect.bottom(), current_surface_size_.height());
2623
2624   GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, texture_id));
2625   GLC(gl_,
2626       gl_->CopyTexImage2D(GL_TEXTURE_2D,
2627                           0,
2628                           GLDataFormat(texture_format),
2629                           window_rect.x(),
2630                           window_rect.y(),
2631                           window_rect.width(),
2632                           window_rect.height(),
2633                           0));
2634   GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, 0));
2635 }
2636
2637 bool GLRenderer::UseScopedTexture(DrawingFrame* frame,
2638                                   const ScopedResource* texture,
2639                                   const gfx::Rect& viewport_rect) {
2640   DCHECK(texture->id());
2641   frame->current_render_pass = NULL;
2642   frame->current_texture = texture;
2643
2644   return BindFramebufferToTexture(frame, texture, viewport_rect);
2645 }
2646
2647 void GLRenderer::BindFramebufferToOutputSurface(DrawingFrame* frame) {
2648   current_framebuffer_lock_.reset();
2649   output_surface_->BindFramebuffer();
2650
2651   if (output_surface_->HasExternalStencilTest()) {
2652     SetStencilEnabled(true);
2653     GLC(gl_, gl_->StencilFunc(GL_EQUAL, 1, 1));
2654   } else {
2655     SetStencilEnabled(false);
2656   }
2657 }
2658
2659 bool GLRenderer::BindFramebufferToTexture(DrawingFrame* frame,
2660                                           const ScopedResource* texture,
2661                                           const gfx::Rect& target_rect) {
2662   DCHECK(texture->id());
2663
2664   current_framebuffer_lock_.reset();
2665
2666   SetStencilEnabled(false);
2667   GLC(gl_, gl_->BindFramebuffer(GL_FRAMEBUFFER, offscreen_framebuffer_id_));
2668   current_framebuffer_lock_ =
2669       make_scoped_ptr(new ResourceProvider::ScopedWriteLockGL(
2670           resource_provider_, texture->id()));
2671   unsigned texture_id = current_framebuffer_lock_->texture_id();
2672   GLC(gl_,
2673       gl_->FramebufferTexture2D(
2674           GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_id, 0));
2675
2676   DCHECK(gl_->CheckFramebufferStatus(GL_FRAMEBUFFER) ==
2677              GL_FRAMEBUFFER_COMPLETE ||
2678          IsContextLost());
2679
2680   InitializeViewport(
2681       frame, target_rect, gfx::Rect(target_rect.size()), target_rect.size());
2682   return true;
2683 }
2684
2685 void GLRenderer::SetScissorTestRect(const gfx::Rect& scissor_rect) {
2686   EnsureScissorTestEnabled();
2687
2688   // Don't unnecessarily ask the context to change the scissor, because it
2689   // may cause undesired GPU pipeline flushes.
2690   if (scissor_rect == scissor_rect_ && !scissor_rect_needs_reset_)
2691     return;
2692
2693   scissor_rect_ = scissor_rect;
2694   FlushTextureQuadCache();
2695   GLC(gl_,
2696       gl_->Scissor(scissor_rect.x(),
2697                    scissor_rect.y(),
2698                    scissor_rect.width(),
2699                    scissor_rect.height()));
2700
2701   scissor_rect_needs_reset_ = false;
2702 }
2703
2704 void GLRenderer::SetDrawViewport(const gfx::Rect& window_space_viewport) {
2705   viewport_ = window_space_viewport;
2706   GLC(gl_,
2707       gl_->Viewport(window_space_viewport.x(),
2708                     window_space_viewport.y(),
2709                     window_space_viewport.width(),
2710                     window_space_viewport.height()));
2711 }
2712
2713 void GLRenderer::InitializeSharedObjects() {
2714   TRACE_EVENT0("cc", "GLRenderer::InitializeSharedObjects");
2715
2716   // Create an FBO for doing offscreen rendering.
2717   GLC(gl_, gl_->GenFramebuffers(1, &offscreen_framebuffer_id_));
2718
2719   shared_geometry_ = make_scoped_ptr(
2720       new GeometryBinding(gl_, QuadVertexRect()));
2721 }
2722
2723 const GLRenderer::TileCheckerboardProgram*
2724 GLRenderer::GetTileCheckerboardProgram() {
2725   if (!tile_checkerboard_program_.initialized()) {
2726     TRACE_EVENT0("cc", "GLRenderer::checkerboardProgram::initalize");
2727     tile_checkerboard_program_.Initialize(output_surface_->context_provider(),
2728                                           TexCoordPrecisionNA,
2729                                           SamplerTypeNA);
2730   }
2731   return &tile_checkerboard_program_;
2732 }
2733
2734 const GLRenderer::DebugBorderProgram* GLRenderer::GetDebugBorderProgram() {
2735   if (!debug_border_program_.initialized()) {
2736     TRACE_EVENT0("cc", "GLRenderer::debugBorderProgram::initialize");
2737     debug_border_program_.Initialize(output_surface_->context_provider(),
2738                                      TexCoordPrecisionNA,
2739                                      SamplerTypeNA);
2740   }
2741   return &debug_border_program_;
2742 }
2743
2744 const GLRenderer::SolidColorProgram* GLRenderer::GetSolidColorProgram() {
2745   if (!solid_color_program_.initialized()) {
2746     TRACE_EVENT0("cc", "GLRenderer::solidColorProgram::initialize");
2747     solid_color_program_.Initialize(output_surface_->context_provider(),
2748                                     TexCoordPrecisionNA,
2749                                     SamplerTypeNA);
2750   }
2751   return &solid_color_program_;
2752 }
2753
2754 const GLRenderer::SolidColorProgramAA* GLRenderer::GetSolidColorProgramAA() {
2755   if (!solid_color_program_aa_.initialized()) {
2756     TRACE_EVENT0("cc", "GLRenderer::solidColorProgramAA::initialize");
2757     solid_color_program_aa_.Initialize(output_surface_->context_provider(),
2758                                        TexCoordPrecisionNA,
2759                                        SamplerTypeNA);
2760   }
2761   return &solid_color_program_aa_;
2762 }
2763
2764 const GLRenderer::RenderPassProgram* GLRenderer::GetRenderPassProgram(
2765     TexCoordPrecision precision) {
2766   DCHECK_GE(precision, 0);
2767   DCHECK_LT(precision, NumTexCoordPrecisions);
2768   RenderPassProgram* program = &render_pass_program_[precision];
2769   if (!program->initialized()) {
2770     TRACE_EVENT0("cc", "GLRenderer::renderPassProgram::initialize");
2771     program->Initialize(
2772         output_surface_->context_provider(), precision, SamplerType2D);
2773   }
2774   return program;
2775 }
2776
2777 const GLRenderer::RenderPassProgramAA* GLRenderer::GetRenderPassProgramAA(
2778     TexCoordPrecision precision) {
2779   DCHECK_GE(precision, 0);
2780   DCHECK_LT(precision, NumTexCoordPrecisions);
2781   RenderPassProgramAA* program = &render_pass_program_aa_[precision];
2782   if (!program->initialized()) {
2783     TRACE_EVENT0("cc", "GLRenderer::renderPassProgramAA::initialize");
2784     program->Initialize(
2785         output_surface_->context_provider(), precision, SamplerType2D);
2786   }
2787   return program;
2788 }
2789
2790 const GLRenderer::RenderPassMaskProgram* GLRenderer::GetRenderPassMaskProgram(
2791     TexCoordPrecision precision) {
2792   DCHECK_GE(precision, 0);
2793   DCHECK_LT(precision, NumTexCoordPrecisions);
2794   RenderPassMaskProgram* program = &render_pass_mask_program_[precision];
2795   if (!program->initialized()) {
2796     TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgram::initialize");
2797     program->Initialize(
2798         output_surface_->context_provider(), precision, SamplerType2D);
2799   }
2800   return program;
2801 }
2802
2803 const GLRenderer::RenderPassMaskProgramAA*
2804 GLRenderer::GetRenderPassMaskProgramAA(TexCoordPrecision precision) {
2805   DCHECK_GE(precision, 0);
2806   DCHECK_LT(precision, NumTexCoordPrecisions);
2807   RenderPassMaskProgramAA* program = &render_pass_mask_program_aa_[precision];
2808   if (!program->initialized()) {
2809     TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgramAA::initialize");
2810     program->Initialize(
2811         output_surface_->context_provider(), precision, SamplerType2D);
2812   }
2813   return program;
2814 }
2815
2816 const GLRenderer::RenderPassColorMatrixProgram*
2817 GLRenderer::GetRenderPassColorMatrixProgram(TexCoordPrecision precision) {
2818   DCHECK_GE(precision, 0);
2819   DCHECK_LT(precision, NumTexCoordPrecisions);
2820   RenderPassColorMatrixProgram* program =
2821       &render_pass_color_matrix_program_[precision];
2822   if (!program->initialized()) {
2823     TRACE_EVENT0("cc", "GLRenderer::renderPassColorMatrixProgram::initialize");
2824     program->Initialize(
2825         output_surface_->context_provider(), precision, SamplerType2D);
2826   }
2827   return program;
2828 }
2829
2830 const GLRenderer::RenderPassColorMatrixProgramAA*
2831 GLRenderer::GetRenderPassColorMatrixProgramAA(TexCoordPrecision precision) {
2832   DCHECK_GE(precision, 0);
2833   DCHECK_LT(precision, NumTexCoordPrecisions);
2834   RenderPassColorMatrixProgramAA* program =
2835       &render_pass_color_matrix_program_aa_[precision];
2836   if (!program->initialized()) {
2837     TRACE_EVENT0("cc",
2838                  "GLRenderer::renderPassColorMatrixProgramAA::initialize");
2839     program->Initialize(
2840         output_surface_->context_provider(), precision, SamplerType2D);
2841   }
2842   return program;
2843 }
2844
2845 const GLRenderer::RenderPassMaskColorMatrixProgram*
2846 GLRenderer::GetRenderPassMaskColorMatrixProgram(TexCoordPrecision precision) {
2847   DCHECK_GE(precision, 0);
2848   DCHECK_LT(precision, NumTexCoordPrecisions);
2849   RenderPassMaskColorMatrixProgram* program =
2850       &render_pass_mask_color_matrix_program_[precision];
2851   if (!program->initialized()) {
2852     TRACE_EVENT0("cc",
2853                  "GLRenderer::renderPassMaskColorMatrixProgram::initialize");
2854     program->Initialize(
2855         output_surface_->context_provider(), precision, SamplerType2D);
2856   }
2857   return program;
2858 }
2859
2860 const GLRenderer::RenderPassMaskColorMatrixProgramAA*
2861 GLRenderer::GetRenderPassMaskColorMatrixProgramAA(TexCoordPrecision precision) {
2862   DCHECK_GE(precision, 0);
2863   DCHECK_LT(precision, NumTexCoordPrecisions);
2864   RenderPassMaskColorMatrixProgramAA* program =
2865       &render_pass_mask_color_matrix_program_aa_[precision];
2866   if (!program->initialized()) {
2867     TRACE_EVENT0("cc",
2868                  "GLRenderer::renderPassMaskColorMatrixProgramAA::initialize");
2869     program->Initialize(
2870         output_surface_->context_provider(), precision, SamplerType2D);
2871   }
2872   return program;
2873 }
2874
2875 const GLRenderer::TileProgram* GLRenderer::GetTileProgram(
2876     TexCoordPrecision precision,
2877     SamplerType sampler) {
2878   DCHECK_GE(precision, 0);
2879   DCHECK_LT(precision, NumTexCoordPrecisions);
2880   DCHECK_GE(sampler, 0);
2881   DCHECK_LT(sampler, NumSamplerTypes);
2882   TileProgram* program = &tile_program_[precision][sampler];
2883   if (!program->initialized()) {
2884     TRACE_EVENT0("cc", "GLRenderer::tileProgram::initialize");
2885     program->Initialize(
2886         output_surface_->context_provider(), precision, sampler);
2887   }
2888   return program;
2889 }
2890
2891 const GLRenderer::TileProgramOpaque* GLRenderer::GetTileProgramOpaque(
2892     TexCoordPrecision precision,
2893     SamplerType sampler) {
2894   DCHECK_GE(precision, 0);
2895   DCHECK_LT(precision, NumTexCoordPrecisions);
2896   DCHECK_GE(sampler, 0);
2897   DCHECK_LT(sampler, NumSamplerTypes);
2898   TileProgramOpaque* program = &tile_program_opaque_[precision][sampler];
2899   if (!program->initialized()) {
2900     TRACE_EVENT0("cc", "GLRenderer::tileProgramOpaque::initialize");
2901     program->Initialize(
2902         output_surface_->context_provider(), precision, sampler);
2903   }
2904   return program;
2905 }
2906
2907 const GLRenderer::TileProgramAA* GLRenderer::GetTileProgramAA(
2908     TexCoordPrecision precision,
2909     SamplerType sampler) {
2910   DCHECK_GE(precision, 0);
2911   DCHECK_LT(precision, NumTexCoordPrecisions);
2912   DCHECK_GE(sampler, 0);
2913   DCHECK_LT(sampler, NumSamplerTypes);
2914   TileProgramAA* program = &tile_program_aa_[precision][sampler];
2915   if (!program->initialized()) {
2916     TRACE_EVENT0("cc", "GLRenderer::tileProgramAA::initialize");
2917     program->Initialize(
2918         output_surface_->context_provider(), precision, sampler);
2919   }
2920   return program;
2921 }
2922
2923 const GLRenderer::TileProgramSwizzle* GLRenderer::GetTileProgramSwizzle(
2924     TexCoordPrecision precision,
2925     SamplerType sampler) {
2926   DCHECK_GE(precision, 0);
2927   DCHECK_LT(precision, NumTexCoordPrecisions);
2928   DCHECK_GE(sampler, 0);
2929   DCHECK_LT(sampler, NumSamplerTypes);
2930   TileProgramSwizzle* program = &tile_program_swizzle_[precision][sampler];
2931   if (!program->initialized()) {
2932     TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzle::initialize");
2933     program->Initialize(
2934         output_surface_->context_provider(), precision, sampler);
2935   }
2936   return program;
2937 }
2938
2939 const GLRenderer::TileProgramSwizzleOpaque*
2940 GLRenderer::GetTileProgramSwizzleOpaque(TexCoordPrecision precision,
2941                                         SamplerType sampler) {
2942   DCHECK_GE(precision, 0);
2943   DCHECK_LT(precision, NumTexCoordPrecisions);
2944   DCHECK_GE(sampler, 0);
2945   DCHECK_LT(sampler, NumSamplerTypes);
2946   TileProgramSwizzleOpaque* program =
2947       &tile_program_swizzle_opaque_[precision][sampler];
2948   if (!program->initialized()) {
2949     TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleOpaque::initialize");
2950     program->Initialize(
2951         output_surface_->context_provider(), precision, sampler);
2952   }
2953   return program;
2954 }
2955
2956 const GLRenderer::TileProgramSwizzleAA* GLRenderer::GetTileProgramSwizzleAA(
2957     TexCoordPrecision precision,
2958     SamplerType sampler) {
2959   DCHECK_GE(precision, 0);
2960   DCHECK_LT(precision, NumTexCoordPrecisions);
2961   DCHECK_GE(sampler, 0);
2962   DCHECK_LT(sampler, NumSamplerTypes);
2963   TileProgramSwizzleAA* program = &tile_program_swizzle_aa_[precision][sampler];
2964   if (!program->initialized()) {
2965     TRACE_EVENT0("cc", "GLRenderer::tileProgramSwizzleAA::initialize");
2966     program->Initialize(
2967         output_surface_->context_provider(), precision, sampler);
2968   }
2969   return program;
2970 }
2971
2972 const GLRenderer::TextureProgram* GLRenderer::GetTextureProgram(
2973     TexCoordPrecision precision) {
2974   DCHECK_GE(precision, 0);
2975   DCHECK_LT(precision, NumTexCoordPrecisions);
2976   TextureProgram* program = &texture_program_[precision];
2977   if (!program->initialized()) {
2978     TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize");
2979     program->Initialize(
2980         output_surface_->context_provider(), precision, SamplerType2D);
2981   }
2982   return program;
2983 }
2984
2985 const GLRenderer::NonPremultipliedTextureProgram*
2986 GLRenderer::GetNonPremultipliedTextureProgram(TexCoordPrecision precision) {
2987   DCHECK_GE(precision, 0);
2988   DCHECK_LT(precision, NumTexCoordPrecisions);
2989   NonPremultipliedTextureProgram* program =
2990       &nonpremultiplied_texture_program_[precision];
2991   if (!program->initialized()) {
2992     TRACE_EVENT0("cc",
2993                  "GLRenderer::NonPremultipliedTextureProgram::Initialize");
2994     program->Initialize(
2995         output_surface_->context_provider(), precision, SamplerType2D);
2996   }
2997   return program;
2998 }
2999
3000 const GLRenderer::TextureBackgroundProgram*
3001 GLRenderer::GetTextureBackgroundProgram(TexCoordPrecision precision) {
3002   DCHECK_GE(precision, 0);
3003   DCHECK_LT(precision, NumTexCoordPrecisions);
3004   TextureBackgroundProgram* program = &texture_background_program_[precision];
3005   if (!program->initialized()) {
3006     TRACE_EVENT0("cc", "GLRenderer::textureProgram::initialize");
3007     program->Initialize(
3008         output_surface_->context_provider(), precision, SamplerType2D);
3009   }
3010   return program;
3011 }
3012
3013 const GLRenderer::NonPremultipliedTextureBackgroundProgram*
3014 GLRenderer::GetNonPremultipliedTextureBackgroundProgram(
3015     TexCoordPrecision precision) {
3016   DCHECK_GE(precision, 0);
3017   DCHECK_LT(precision, NumTexCoordPrecisions);
3018   NonPremultipliedTextureBackgroundProgram* program =
3019       &nonpremultiplied_texture_background_program_[precision];
3020   if (!program->initialized()) {
3021     TRACE_EVENT0("cc",
3022                  "GLRenderer::NonPremultipliedTextureProgram::Initialize");
3023     program->Initialize(
3024         output_surface_->context_provider(), precision, SamplerType2D);
3025   }
3026   return program;
3027 }
3028
3029 const GLRenderer::TextureProgram* GLRenderer::GetTextureIOSurfaceProgram(
3030     TexCoordPrecision precision) {
3031   DCHECK_GE(precision, 0);
3032   DCHECK_LT(precision, NumTexCoordPrecisions);
3033   TextureProgram* program = &texture_io_surface_program_[precision];
3034   if (!program->initialized()) {
3035     TRACE_EVENT0("cc", "GLRenderer::textureIOSurfaceProgram::initialize");
3036     program->Initialize(
3037         output_surface_->context_provider(), precision, SamplerType2DRect);
3038   }
3039   return program;
3040 }
3041
3042 const GLRenderer::VideoYUVProgram* GLRenderer::GetVideoYUVProgram(
3043     TexCoordPrecision precision) {
3044   DCHECK_GE(precision, 0);
3045   DCHECK_LT(precision, NumTexCoordPrecisions);
3046   VideoYUVProgram* program = &video_yuv_program_[precision];
3047   if (!program->initialized()) {
3048     TRACE_EVENT0("cc", "GLRenderer::videoYUVProgram::initialize");
3049     program->Initialize(
3050         output_surface_->context_provider(), precision, SamplerType2D);
3051   }
3052   return program;
3053 }
3054
3055 const GLRenderer::VideoYUVAProgram* GLRenderer::GetVideoYUVAProgram(
3056     TexCoordPrecision precision) {
3057   DCHECK_GE(precision, 0);
3058   DCHECK_LT(precision, NumTexCoordPrecisions);
3059   VideoYUVAProgram* program = &video_yuva_program_[precision];
3060   if (!program->initialized()) {
3061     TRACE_EVENT0("cc", "GLRenderer::videoYUVAProgram::initialize");
3062     program->Initialize(
3063         output_surface_->context_provider(), precision, SamplerType2D);
3064   }
3065   return program;
3066 }
3067
3068 const GLRenderer::VideoStreamTextureProgram*
3069 GLRenderer::GetVideoStreamTextureProgram(TexCoordPrecision precision) {
3070   if (!Capabilities().using_egl_image)
3071     return NULL;
3072   DCHECK_GE(precision, 0);
3073   DCHECK_LT(precision, NumTexCoordPrecisions);
3074   VideoStreamTextureProgram* program =
3075       &video_stream_texture_program_[precision];
3076   if (!program->initialized()) {
3077     TRACE_EVENT0("cc", "GLRenderer::streamTextureProgram::initialize");
3078     program->Initialize(
3079         output_surface_->context_provider(), precision, SamplerTypeExternalOES);
3080   }
3081   return program;
3082 }
3083
3084 void GLRenderer::CleanupSharedObjects() {
3085   shared_geometry_.reset();
3086
3087   for (int i = 0; i < NumTexCoordPrecisions; ++i) {
3088     for (int j = 0; j < NumSamplerTypes; ++j) {
3089       tile_program_[i][j].Cleanup(gl_);
3090       tile_program_opaque_[i][j].Cleanup(gl_);
3091       tile_program_swizzle_[i][j].Cleanup(gl_);
3092       tile_program_swizzle_opaque_[i][j].Cleanup(gl_);
3093       tile_program_aa_[i][j].Cleanup(gl_);
3094       tile_program_swizzle_aa_[i][j].Cleanup(gl_);
3095     }
3096
3097     render_pass_mask_program_[i].Cleanup(gl_);
3098     render_pass_program_[i].Cleanup(gl_);
3099     render_pass_mask_program_aa_[i].Cleanup(gl_);
3100     render_pass_program_aa_[i].Cleanup(gl_);
3101     render_pass_color_matrix_program_[i].Cleanup(gl_);
3102     render_pass_mask_color_matrix_program_aa_[i].Cleanup(gl_);
3103     render_pass_color_matrix_program_aa_[i].Cleanup(gl_);
3104     render_pass_mask_color_matrix_program_[i].Cleanup(gl_);
3105
3106     texture_program_[i].Cleanup(gl_);
3107     nonpremultiplied_texture_program_[i].Cleanup(gl_);
3108     texture_background_program_[i].Cleanup(gl_);
3109     nonpremultiplied_texture_background_program_[i].Cleanup(gl_);
3110     texture_io_surface_program_[i].Cleanup(gl_);
3111
3112     video_yuv_program_[i].Cleanup(gl_);
3113     video_yuva_program_[i].Cleanup(gl_);
3114     video_stream_texture_program_[i].Cleanup(gl_);
3115   }
3116
3117   tile_checkerboard_program_.Cleanup(gl_);
3118
3119   debug_border_program_.Cleanup(gl_);
3120   solid_color_program_.Cleanup(gl_);
3121   solid_color_program_aa_.Cleanup(gl_);
3122
3123   if (offscreen_framebuffer_id_)
3124     GLC(gl_, gl_->DeleteFramebuffers(1, &offscreen_framebuffer_id_));
3125
3126   if (on_demand_tile_raster_resource_id_)
3127     resource_provider_->DeleteResource(on_demand_tile_raster_resource_id_);
3128
3129   ReleaseRenderPassTextures();
3130 }
3131
3132 void GLRenderer::ReinitializeGLState() {
3133   is_scissor_enabled_ = false;
3134   scissor_rect_needs_reset_ = true;
3135   stencil_shadow_ = false;
3136   blend_shadow_ = true;
3137   program_shadow_ = 0;
3138
3139   RestoreGLState();
3140 }
3141
3142 void GLRenderer::RestoreGLState() {
3143   // This restores the current GLRenderer state to the GL context.
3144
3145   shared_geometry_->PrepareForDraw();
3146
3147   GLC(gl_, gl_->Disable(GL_DEPTH_TEST));
3148   GLC(gl_, gl_->Disable(GL_CULL_FACE));
3149   GLC(gl_, gl_->ColorMask(true, true, true, true));
3150   GLC(gl_, gl_->BlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA));
3151   GLC(gl_, gl_->ActiveTexture(GL_TEXTURE0));
3152
3153   if (program_shadow_)
3154     gl_->UseProgram(program_shadow_);
3155
3156   if (stencil_shadow_)
3157     GLC(gl_, gl_->Enable(GL_STENCIL_TEST));
3158   else
3159     GLC(gl_, gl_->Disable(GL_STENCIL_TEST));
3160
3161   if (blend_shadow_)
3162     GLC(gl_, gl_->Enable(GL_BLEND));
3163   else
3164     GLC(gl_, gl_->Disable(GL_BLEND));
3165
3166   if (is_scissor_enabled_) {
3167     GLC(gl_, gl_->Enable(GL_SCISSOR_TEST));
3168     GLC(gl_,
3169         gl_->Scissor(scissor_rect_.x(),
3170                      scissor_rect_.y(),
3171                      scissor_rect_.width(),
3172                      scissor_rect_.height()));
3173   } else {
3174     GLC(gl_, gl_->Disable(GL_SCISSOR_TEST));
3175   }
3176 }
3177
3178 void GLRenderer::RestoreFramebuffer(DrawingFrame* frame) {
3179   UseRenderPass(frame, frame->current_render_pass);
3180 }
3181
3182 bool GLRenderer::IsContextLost() {
3183   return output_surface_->context_provider()->IsContextLost();
3184 }
3185
3186 void GLRenderer::ScheduleOverlays(DrawingFrame* frame) {
3187   if (!frame->overlay_list.size())
3188     return;
3189
3190   ResourceProvider::ResourceIdArray resources;
3191   OverlayCandidateList& overlays = frame->overlay_list;
3192   OverlayCandidateList::iterator it;
3193   for (it = overlays.begin(); it != overlays.end(); ++it) {
3194     const OverlayCandidate& overlay = *it;
3195     // Skip primary plane.
3196     if (overlay.plane_z_order == 0)
3197       continue;
3198
3199     pending_overlay_resources_.push_back(
3200         make_scoped_ptr(new ResourceProvider::ScopedReadLockGL(
3201             resource_provider_, overlay.resource_id)));
3202
3203     context_support_->ScheduleOverlayPlane(
3204         overlay.plane_z_order,
3205         overlay.transform,
3206         pending_overlay_resources_.back()->texture_id(),
3207         overlay.display_rect,
3208         overlay.uv_rect);
3209   }
3210 }
3211
3212 }  // namespace cc