1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141
|
// Copyright 2020 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "components/viz/common/quads/render_pass_internal.h"
#include <stddef.h>
#include "base/trace_event/traced_value.h"
#include "cc/base/math_util.h"
#include "components/viz/common/frame_sinks/copy_output_request.h"
#include "components/viz/common/quads/solid_color_draw_quad.h"
#include "components/viz/common/traced_value.h"
namespace viz {
namespace {
const size_t kDefaultNumSharedQuadStatesToReserve = 32;
const size_t kDefaultNumQuadsToReserve = 128;
} // namespace
RenderPassInternal::RenderPassInternal()
: RenderPassInternal(kDefaultNumSharedQuadStatesToReserve,
kDefaultNumQuadsToReserve) {}
// Each layer usually produces one shared quad state, so the number of layers
// is a good hint for what to reserve here.
RenderPassInternal::RenderPassInternal(size_t num_layers)
: RenderPassInternal(num_layers, kDefaultNumQuadsToReserve) {}
RenderPassInternal::RenderPassInternal(size_t shared_quad_state_list_size,
size_t quad_list_size)
: quad_list(quad_list_size),
shared_quad_state_list(alignof(SharedQuadState),
sizeof(SharedQuadState),
shared_quad_state_list_size) {}
RenderPassInternal::~RenderPassInternal() = default;
SharedQuadState* RenderPassInternal::CreateAndAppendSharedQuadState() {
return shared_quad_state_list.AllocateAndConstruct<SharedQuadState>();
}
void RenderPassInternal::ReplaceExistingQuadWithSolidColor(
QuadList::Iterator at,
SkColor4f color,
SkBlendMode blend_mode) {
const SharedQuadState* shared_quad_state = at->shared_quad_state;
if (shared_quad_state->are_contents_opaque ||
shared_quad_state->blend_mode != blend_mode) {
auto* new_shared_quad_state =
shared_quad_state_list.AllocateAndCopyFrom(shared_quad_state);
new_shared_quad_state->are_contents_opaque = false;
new_shared_quad_state->blend_mode = blend_mode;
shared_quad_state = new_shared_quad_state;
}
const gfx::Rect rect = at->rect;
// TODO(crbug.com/40219248) This function should be called with an SkColor4f
quad_list.ReplaceExistingElement<SolidColorDrawQuad>(at)->SetAll(
shared_quad_state, rect, /*visible_rect=*/rect,
/*needs_blending=*/false, color,
/*force_anti_aliasing_off=*/true);
}
void RenderPassInternal::ReplaceExistingQuadWithHolePunch(
QuadList::Iterator quad,
bool* quad_was_opaque) {
// If the `quad` is translucent and uses SrcOver blend mode, we can achieve
// the same result as compositing with `quad` on top, if we replace `quad`
// with a solid color quad with DstOut blend mode, and rely on SrcOver
// blending of the root surface with video on bottom. Essentially,
//
// SrcOver_quad(V, B, V_alpha) = SrcOver_premul(DstOut(BLACK, B, V_alpha), V)
// where
// V is the video quad
// B is the background
// SrcOver_quad uses opacity of source quad (V_alpha)
// SrcOver_premul uses alpha channel and assumes premultipled alpha
//
// This also applies to quads with a mask filter for rounded corners.
if (quad->ShouldDrawWithBlending() &&
quad->shared_quad_state->blend_mode == SkBlendMode::kSrcOver) {
ReplaceExistingQuadWithSolidColor(quad, SkColors::kBlack,
SkBlendMode::kDstOut);
if (quad_was_opaque) {
*quad_was_opaque = false;
}
} else {
// When the opacity == 1.0, drawing with transparent will be done without
// blending and will have the proper effect of completely clearing the
// layer.
ReplaceExistingQuadWithSolidColor(quad, SkColors::kTransparent,
SkBlendMode::kSrcOver);
if (quad_was_opaque) {
*quad_was_opaque = true;
}
}
}
void RenderPassInternal::AsValueInto(
base::trace_event::TracedValue* value) const {
cc::MathUtil::AddToTracedValue("output_rect", output_rect, value);
cc::MathUtil::AddToTracedValue("damage_rect", damage_rect, value);
value->SetBoolean("has_transparent_background", has_transparent_background);
value->SetBoolean("cache_render_pass", cache_render_pass);
value->SetBoolean("has_damage_from_contributing_content",
has_damage_from_contributing_content);
value->SetBoolean("generate_mipmap", generate_mipmap);
value->SetInteger("copy_requests",
base::saturated_cast<int>(copy_requests.size()));
value->BeginArray("filters");
filters.AsValueInto(value);
value->EndArray();
value->BeginArray("backdrop_filters");
backdrop_filters.AsValueInto(value);
value->EndArray();
if (backdrop_filter_bounds.has_value()) {
cc::MathUtil::AddToTracedValue("backdrop_filter_bounds",
*backdrop_filter_bounds, value);
}
value->BeginArray("shared_quad_state_list");
for (auto* shared_quad_state : shared_quad_state_list) {
value->BeginDictionary();
shared_quad_state->AsValueInto(value);
value->EndDictionary();
}
value->EndArray();
value->BeginArray("quad_list");
for (auto* quad : quad_list) {
value->BeginDictionary();
quad->AsValueInto(value);
value->EndDictionary();
}
value->EndArray();
}
} // namespace viz
|