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// Copyright 2017 Google Inc. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "cobalt/renderer/rasterizer/egl/render_tree_node_visitor.h"
#include <algorithm>
#include <cmath>
#include "base/debug/trace_event.h"
#include "cobalt/base/polymorphic_downcast.h"
#include "cobalt/base/type_id.h"
#include "cobalt/math/matrix3_f.h"
#include "cobalt/renderer/rasterizer/egl/draw_poly_color.h"
#include "cobalt/renderer/rasterizer/egl/draw_rect_color_texture.h"
#include "cobalt/renderer/rasterizer/egl/draw_rect_texture.h"
#include "cobalt/renderer/rasterizer/skia/hardware_image.h"
#include "cobalt/renderer/rasterizer/skia/image.h"
namespace cobalt {
namespace renderer {
namespace rasterizer {
namespace egl {
namespace {
math::Rect RoundRectFToInt(const math::RectF& input) {
int left = static_cast<int>(input.x() + 0.5f);
int right = static_cast<int>(input.right() + 0.5f);
int top = static_cast<int>(input.y() + 0.5f);
int bottom = static_cast<int>(input.bottom() + 0.5f);
return math::Rect(left, top, right - left, bottom - top);
}
bool IsOnlyScaleAndTranslate(const math::Matrix3F& matrix) {
return matrix(2, 0) == 0 && matrix(2, 1) == 0 && matrix(2, 2) == 1 &&
matrix(0, 1) == 0 && matrix(1, 0) == 0;
}
} // namespace
RenderTreeNodeVisitor::RenderTreeNodeVisitor(GraphicsState* graphics_state,
DrawObjectManager* draw_object_manager,
const FallbackRasterizeFunction* fallback_rasterize)
: graphics_state_(graphics_state),
draw_object_manager_(draw_object_manager),
fallback_rasterize_(fallback_rasterize) {
// Let the first draw object render in front of the clear depth.
draw_state_.depth = graphics_state_->NextClosestDepth(draw_state_.depth);
draw_state_.scissor.Intersect(graphics_state->GetScissor());
}
void RenderTreeNodeVisitor::Visit(
render_tree::CompositionNode* composition_node) {
const render_tree::CompositionNode::Builder& data = composition_node->data();
draw_state_.transform(0, 2) += data.offset().x();
draw_state_.transform(1, 2) += data.offset().y();
const render_tree::CompositionNode::Children& children =
data.children();
for (render_tree::CompositionNode::Children::const_iterator iter =
children.begin(); iter != children.end(); ++iter) {
(*iter)->Accept(this);
}
draw_state_.transform(0, 2) -= data.offset().x();
draw_state_.transform(1, 2) -= data.offset().y();
}
void RenderTreeNodeVisitor::Visit(
render_tree::MatrixTransform3DNode* transform_3d_node) {
// TODO: Ignore the 3D transform matrix for now.
transform_3d_node->data().source->Accept(this);
}
void RenderTreeNodeVisitor::Visit(
render_tree::MatrixTransformNode* transform_node) {
const render_tree::MatrixTransformNode::Builder& data =
transform_node->data();
math::Matrix3F old_transform = draw_state_.transform;
draw_state_.transform = draw_state_.transform *
data.transform;
data.source->Accept(this);
draw_state_.transform = old_transform;
}
void RenderTreeNodeVisitor::Visit(render_tree::FilterNode* filter_node) {
const render_tree::FilterNode::Builder& data = filter_node->data();
// If this is only a viewport filter w/o rounded edges, and the current
// transform matrix keeps the filter as an orthogonal rect, then collapse
// the node.
if (data.viewport_filter &&
!data.viewport_filter->has_rounded_corners() &&
!data.opacity_filter &&
!data.blur_filter &&
!data.map_to_mesh_filter) {
const math::Matrix3F& transform = draw_state_.transform;
if (IsOnlyScaleAndTranslate(transform)) {
// Transform local viewport to world viewport.
const math::RectF& filter_viewport = data.viewport_filter->viewport();
math::RectF transformed_viewport(
filter_viewport.x() * transform(0, 0) + transform(0, 2),
filter_viewport.y() * transform(1, 1) + transform(1, 2),
filter_viewport.width() * transform(0, 0),
filter_viewport.height() * transform(1, 1));
// Ensure transformed viewport data is sane (in case global transform
// flipped any axis).
if (transformed_viewport.width() < 0) {
transformed_viewport.set_x(transformed_viewport.right());
transformed_viewport.set_width(-transformed_viewport.width());
}
if (transformed_viewport.height() < 0) {
transformed_viewport.set_y(transformed_viewport.bottom());
transformed_viewport.set_height(-transformed_viewport.height());
}
// Combine the new viewport filter with existing viewport filter.
math::Rect old_scissor = draw_state_.scissor;
draw_state_.scissor.Intersect(RoundRectFToInt(transformed_viewport));
if (!draw_state_.scissor.IsEmpty()) {
data.source->Accept(this);
}
draw_state_.scissor = old_scissor;
return;
}
}
// Handle opacity-only filter.
if (data.opacity_filter &&
!data.viewport_filter &&
!data.blur_filter &&
!data.map_to_mesh_filter) {
float old_opacity = draw_state_.opacity;
draw_state_.opacity *= data.opacity_filter->opacity();
data.source->Accept(this);
draw_state_.opacity = old_opacity;
return;
}
// Use the fallback rasterizer to handle everything else.
FallbackRasterize(filter_node, DrawObjectManager::kOffscreenSkiaFilter);
}
void RenderTreeNodeVisitor::Visit(render_tree::ImageNode* image_node) {
const render_tree::ImageNode::Builder& data = image_node->data();
// The image node may contain nothing. For example, when it represents a video
// element before any frame is decoded.
if (!data.source) {
return;
}
if (!IsVisible(image_node->GetBounds())) {
return;
}
skia::Image* skia_image =
base::polymorphic_downcast<skia::Image*>(data.source.get());
// Ensure any required backend processing is done to create the necessary
// GPU resource.
skia_image->EnsureInitialized();
// Calculate matrix to transform texture coordinates according to the local
// transform.
math::Matrix3F texcoord_transform(math::Matrix3F::Identity());
if (IsOnlyScaleAndTranslate(data.local_transform)) {
texcoord_transform(0, 0) = data.local_transform(0, 0) != 0 ?
1.0f / data.local_transform(0, 0) : 0;
texcoord_transform(1, 1) = data.local_transform(1, 1) != 0 ?
1.0f / data.local_transform(1, 1) : 0;
texcoord_transform(0, 2) = -texcoord_transform(0, 0) *
data.local_transform(0, 2);
texcoord_transform(1, 2) = -texcoord_transform(1, 1) *
data.local_transform(1, 2);
} else {
texcoord_transform = data.local_transform.Inverse();
}
// Different shaders are used depending on whether the image has a single
// plane or multiple planes.
if (skia_image->GetTypeId() == base::GetTypeId<skia::SinglePlaneImage>()) {
skia::HardwareFrontendImage* hardware_image =
base::polymorphic_downcast<skia::HardwareFrontendImage*>(skia_image);
if (hardware_image->IsOpaque() && draw_state_.opacity == 1.0f) {
scoped_ptr<DrawObject> draw(new DrawRectTexture(graphics_state_,
draw_state_, data.destination_rect,
hardware_image->GetTextureEGL(), texcoord_transform));
AddOpaqueDraw(draw.Pass(), DrawObjectManager::kOnscreenRectTexture,
DrawObjectManager::kOffscreenNone);
} else {
scoped_ptr<DrawObject> draw(new DrawRectColorTexture(graphics_state_,
draw_state_, data.destination_rect,
render_tree::ColorRGBA(1.0f, 1.0f, 1.0f, 1.0f),
hardware_image->GetTextureEGL(), texcoord_transform));
AddTransparentDraw(draw.Pass(),
DrawObjectManager::kOnscreenRectColorTexture,
DrawObjectManager::kOffscreenNone, image_node->GetBounds());
}
} else if (skia_image->GetTypeId() ==
base::GetTypeId<skia::MultiPlaneImage>()) {
FallbackRasterize(image_node,
DrawObjectManager::kOffscreenSkiaMultiPlaneImage);
} else {
NOTREACHED();
}
}
void RenderTreeNodeVisitor::Visit(
render_tree::PunchThroughVideoNode* video_node) {
if (!IsVisible(video_node->GetBounds())) {
return;
}
const render_tree::PunchThroughVideoNode::Builder& data = video_node->data();
math::RectF mapped_rect = draw_state_.transform.MapRect(data.rect);
data.set_bounds_cb.Run(
math::Rect(static_cast<int>(mapped_rect.x()),
static_cast<int>(mapped_rect.y()),
static_cast<int>(mapped_rect.width()),
static_cast<int>(mapped_rect.height())));
scoped_ptr<DrawObject> draw(new DrawPolyColor(graphics_state_,
draw_state_, data.rect, render_tree::ColorRGBA(0.0f, 0.0f, 0.0f, 0.0f)));
AddOpaqueDraw(draw.Pass(), DrawObjectManager::kOnscreenPolyColor,
DrawObjectManager::kOffscreenNone);
}
void RenderTreeNodeVisitor::Visit(render_tree::RectNode* rect_node) {
if (!IsVisible(rect_node->GetBounds())) {
return;
}
const render_tree::RectNode::Builder& data = rect_node->data();
const scoped_ptr<render_tree::Brush>& brush = data.background_brush;
// Only solid color brushes are supported at this time.
const bool brush_supported = !brush || brush->GetTypeId() ==
base::GetTypeId<render_tree::SolidColorBrush>();
// Borders are not supported natively by this rasterizer at this time. The
// difficulty lies in getting anti-aliased borders and minimizing state
// switches (due to anti-aliased borders requiring transparency). However,
// by using the fallback rasterizer, both can be accomplished -- sort to
// minimize state switches while rendering anti-aliased borders to the
// offscreen target, then use a single shader to render those.
const bool border_supported = !data.border;
if (data.rounded_corners) {
FallbackRasterize(rect_node, DrawObjectManager::kOffscreenSkiaRectRounded);
} else if (!brush_supported) {
FallbackRasterize(rect_node, DrawObjectManager::kOffscreenSkiaRectBrush);
} else if (!border_supported) {
FallbackRasterize(rect_node, DrawObjectManager::kOffscreenSkiaRectBorder);
} else {
DCHECK(!data.border);
const math::RectF& content_rect(data.rect);
// Handle drawing the content.
if (brush) {
const render_tree::SolidColorBrush* solid_brush =
base::polymorphic_downcast<const render_tree::SolidColorBrush*>
(brush.get());
const render_tree::ColorRGBA& brush_color(solid_brush->color());
render_tree::ColorRGBA content_color(
brush_color.r() * brush_color.a(),
brush_color.g() * brush_color.a(),
brush_color.b() * brush_color.a(),
brush_color.a());
scoped_ptr<DrawObject> draw(new DrawPolyColor(graphics_state_,
draw_state_, content_rect, content_color));
if (draw_state_.opacity * content_color.a() == 1.0f) {
AddOpaqueDraw(draw.Pass(), DrawObjectManager::kOnscreenPolyColor,
DrawObjectManager::kOffscreenNone);
} else {
AddTransparentDraw(draw.Pass(), DrawObjectManager::kOnscreenPolyColor,
DrawObjectManager::kOffscreenNone, rect_node->GetBounds());
}
}
}
}
void RenderTreeNodeVisitor::Visit(render_tree::RectShadowNode* shadow_node) {
if (!IsVisible(shadow_node->GetBounds())) {
return;
}
FallbackRasterize(shadow_node, DrawObjectManager::kOffscreenSkiaShadow);
}
void RenderTreeNodeVisitor::Visit(render_tree::TextNode* text_node) {
if (!IsVisible(text_node->GetBounds())) {
return;
}
FallbackRasterize(text_node, DrawObjectManager::kOffscreenSkiaText);
}
void RenderTreeNodeVisitor::FallbackRasterize(render_tree::Node* node,
DrawObjectManager::OffscreenType offscreen_type) {
DCHECK_NE(offscreen_type, DrawObjectManager::kOffscreenNone);
// Use fallback_rasterize_ to render to an offscreen target. Add a small
// buffer to allow anti-aliased edges (e.g. rendered text).
const int kBorderWidth = 1;
math::RectF node_bounds(node->GetBounds());
math::RectF viewport(kBorderWidth, kBorderWidth,
node_bounds.right() + 2 * kBorderWidth,
node_bounds.bottom() + 2 * kBorderWidth);
// Adjust the draw rect to accomodate the extra border and align texels with
// pixels. Perform the smallest fractional pixel shift for alignment.
float trans_x = std::floor(draw_state_.transform(0, 2) + 0.5f) -
draw_state_.transform(0, 2);
float trans_y = std::floor(draw_state_.transform(1, 2) + 0.5f) -
draw_state_.transform(1, 2);
math::RectF draw_rect(-kBorderWidth + trans_x, -kBorderWidth + trans_y,
viewport.width(), viewport.height());
if (draw_state_.opacity == 1.0f) {
scoped_ptr<DrawObject> draw(new DrawRectTexture(graphics_state_,
draw_state_, draw_rect, base::Bind(*fallback_rasterize_,
scoped_refptr<render_tree::Node>(node), viewport)));
AddTransparentDraw(draw.Pass(), DrawObjectManager::kOnscreenRectTexture,
offscreen_type, draw_rect);
} else {
scoped_ptr<DrawObject> draw(new DrawRectColorTexture(graphics_state_,
draw_state_, draw_rect, render_tree::ColorRGBA(1.0f, 1.0f, 1.0f, 1.0f),
base::Bind(*fallback_rasterize_,
scoped_refptr<render_tree::Node>(node), viewport)));
AddTransparentDraw(draw.Pass(),
DrawObjectManager::kOnscreenRectColorTexture, offscreen_type,
draw_rect);
}
}
bool RenderTreeNodeVisitor::IsVisible(const math::RectF& bounds) {
math::RectF intersection = IntersectRects(
draw_state_.transform.MapRect(bounds), draw_state_.scissor);
return !intersection.IsEmpty();
}
void RenderTreeNodeVisitor::AddOpaqueDraw(scoped_ptr<DrawObject> object,
DrawObjectManager::OnscreenType onscreen_type,
DrawObjectManager::OffscreenType offscreen_type) {
draw_object_manager_->AddOpaqueDraw(object.Pass(), onscreen_type,
offscreen_type);
draw_state_.depth = graphics_state_->NextClosestDepth(draw_state_.depth);
}
void RenderTreeNodeVisitor::AddTransparentDraw(scoped_ptr<DrawObject> object,
DrawObjectManager::OnscreenType onscreen_type,
DrawObjectManager::OffscreenType offscreen_type,
const math::RectF& local_bounds) {
draw_object_manager_->AddTransparentDraw(object.Pass(), onscreen_type,
offscreen_type, draw_state_.transform.MapRect(local_bounds));
draw_state_.depth = graphics_state_->NextClosestDepth(draw_state_.depth);
}
} // namespace egl
} // namespace rasterizer
} // namespace renderer
} // namespace cobalt