// Copyright 2014 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "cc/surfaces/surface_aggregator.h"
#include "base/containers/hash_tables.h"
#include "base/logging.h"
#include "cc/output/compositor_frame.h"
#include "cc/output/delegated_frame_data.h"
#include "cc/quads/draw_quad.h"
#include "cc/quads/render_pass_draw_quad.h"
#include "cc/quads/shared_quad_state.h"
#include "cc/quads/surface_draw_quad.h"
#include "cc/surfaces/surface.h"
#include "cc/surfaces/surface_manager.h"
namespace cc {
SurfaceAggregator::SurfaceAggregator(SurfaceManager* manager)
: manager_(manager) {
DCHECK(manager_);
}
SurfaceAggregator::~SurfaceAggregator() {}
DelegatedFrameData* SurfaceAggregator::GetReferencedDataForSurfaceId(
SurfaceId surface_id) {
Surface* referenced_surface = manager_->GetSurfaceForId(surface_id);
if (!referenced_surface)
return NULL; // Invalid surface id, skip this quad.
CompositorFrame* referenced_frame = referenced_surface->GetEligibleFrame();
if (!referenced_frame)
return NULL;
return referenced_frame->delegated_frame_data.get();
}
class SurfaceAggregator::RenderPassIdAllocator {
public:
explicit RenderPassIdAllocator(int surface_id)
: surface_id_(surface_id), next_index_(1) {}
~RenderPassIdAllocator() {}
void AddKnownPass(RenderPass::Id id) {
if (id_to_index_map_.find(id) != id_to_index_map_.end())
return;
id_to_index_map_[id] = next_index_++;
}
RenderPass::Id Remap(RenderPass::Id id) {
DCHECK(id_to_index_map_.find(id) != id_to_index_map_.end());
return RenderPass::Id(surface_id_, id_to_index_map_[id]);
}
private:
base::hash_map<RenderPass::Id, int> id_to_index_map_;
int surface_id_;
int next_index_;
DISALLOW_COPY_AND_ASSIGN(RenderPassIdAllocator);
};
RenderPass::Id SurfaceAggregator::RemapPassId(
RenderPass::Id surface_local_pass_id,
int surface_id) {
RenderPassIdAllocator* allocator = render_pass_allocator_map_.get(surface_id);
if (!allocator) {
allocator = new RenderPassIdAllocator(surface_id);
render_pass_allocator_map_.set(surface_id, make_scoped_ptr(allocator));
}
allocator->AddKnownPass(surface_local_pass_id);
return allocator->Remap(surface_local_pass_id);
}
void SurfaceAggregator::HandleSurfaceQuad(const SurfaceDrawQuad* surface_quad,
RenderPass* dest_pass) {
SurfaceId surface_id = surface_quad->surface_id;
// If this surface's id is already in our referenced set then it creates
// a cycle in the graph and should be dropped.
if (referenced_surfaces_.count(surface_id.id))
return;
DelegatedFrameData* referenced_data =
GetReferencedDataForSurfaceId(surface_id);
if (!referenced_data)
return;
std::set<int>::iterator it = referenced_surfaces_.insert(surface_id.id).first;
const RenderPassList& referenced_passes = referenced_data->render_pass_list;
for (size_t j = 0; j + 1 < referenced_passes.size(); ++j) {
const RenderPass& source = *referenced_passes[j];
scoped_ptr<RenderPass> copy_pass(RenderPass::Create());
RenderPass::Id remapped_pass_id = RemapPassId(source.id, surface_id.id);
copy_pass->SetAll(remapped_pass_id,
source.output_rect,
source.damage_rect,
source.transform_to_root_target,
source.has_transparent_background);
// Contributing passes aggregated in to the pass list need to take the
// transform of the surface quad into account to update their transform to
// the root surface.
// TODO(jamesr): Make sure this is sufficient for surfaces nested several
// levels deep and add tests.
copy_pass->transform_to_root_target.ConcatTransform(
surface_quad->quadTransform());
CopyQuadsToPass(source.quad_list,
source.shared_quad_state_list,
gfx::Transform(),
copy_pass.get(),
surface_id.id);
dest_pass_list_->push_back(copy_pass.Pass());
}
// TODO(jamesr): Clean up last pass special casing.
const RenderPass& last_pass = *referenced_data->render_pass_list.back();
const QuadList& quads = last_pass.quad_list;
// TODO(jamesr): Make sure clipping is enforced.
CopyQuadsToPass(quads,
last_pass.shared_quad_state_list,
surface_quad->quadTransform(),
dest_pass,
surface_id.id);
referenced_surfaces_.erase(it);
}
void SurfaceAggregator::CopySharedQuadState(
const SharedQuadState* source_sqs,
const gfx::Transform& content_to_target_transform,
RenderPass* dest_render_pass) {
SharedQuadState* copy_shared_quad_state =
dest_render_pass->CreateAndAppendSharedQuadState();
copy_shared_quad_state->CopyFrom(source_sqs);
// content_to_target_transform contains any transformation that may exist
// between the context that these quads are being copied from (i.e. the
// surface's draw transform when aggregated from within a surface) to the
// target space of the pass. This will be identity except when copying the
// root draw pass from a surface into a pass when the surface draw quad's
// transform is not identity.
copy_shared_quad_state->content_to_target_transform.ConcatTransform(
content_to_target_transform);
}
void SurfaceAggregator::CopyQuadsToPass(
const QuadList& source_quad_list,
const SharedQuadStateList& source_shared_quad_state_list,
const gfx::Transform& content_to_target_transform,
RenderPass* dest_pass,
int surface_id) {
const SharedQuadState* last_copied_source_shared_quad_state = NULL;
for (size_t i = 0, sqs_i = 0; i < source_quad_list.size(); ++i) {
DrawQuad* quad = source_quad_list[i];
while (quad->shared_quad_state != source_shared_quad_state_list[sqs_i]) {
++sqs_i;
DCHECK_LT(sqs_i, source_shared_quad_state_list.size());
}
DCHECK_EQ(quad->shared_quad_state, source_shared_quad_state_list[sqs_i]);
if (quad->material == DrawQuad::SURFACE_CONTENT) {
const SurfaceDrawQuad* surface_quad = SurfaceDrawQuad::MaterialCast(quad);
HandleSurfaceQuad(surface_quad, dest_pass);
} else {
if (quad->shared_quad_state != last_copied_source_shared_quad_state) {
CopySharedQuadState(
quad->shared_quad_state, content_to_target_transform, dest_pass);
last_copied_source_shared_quad_state = quad->shared_quad_state;
}
if (quad->material == DrawQuad::RENDER_PASS) {
const RenderPassDrawQuad* pass_quad =
RenderPassDrawQuad::MaterialCast(quad);
RenderPass::Id original_pass_id = pass_quad->render_pass_id;
RenderPass::Id remapped_pass_id =
RemapPassId(original_pass_id, surface_id);
dest_pass->quad_list.push_back(
pass_quad->Copy(dest_pass->shared_quad_state_list.back(),
remapped_pass_id).PassAs<DrawQuad>());
} else {
dest_pass->quad_list.push_back(
quad->Copy(dest_pass->shared_quad_state_list.back()));
}
}
}
}
void SurfaceAggregator::CopyPasses(const RenderPassList& source_pass_list,
int surface_id) {
for (size_t i = 0; i < source_pass_list.size(); ++i) {
const RenderPass& source = *source_pass_list[i];
scoped_ptr<RenderPass> copy_pass(RenderPass::Create());
RenderPass::Id remapped_pass_id = RemapPassId(source.id, surface_id);
copy_pass->SetAll(remapped_pass_id,
source.output_rect,
source.damage_rect,
source.transform_to_root_target,
source.has_transparent_background);
CopyQuadsToPass(source.quad_list,
source.shared_quad_state_list,
gfx::Transform(),
copy_pass.get(),
surface_id);
dest_pass_list_->push_back(copy_pass.Pass());
}
}
scoped_ptr<CompositorFrame> SurfaceAggregator::Aggregate(SurfaceId surface_id) {
Surface* surface = manager_->GetSurfaceForId(surface_id);
if (!surface)
return scoped_ptr<CompositorFrame>();
CompositorFrame* root_surface_frame = surface->GetEligibleFrame();
if (!root_surface_frame)
return scoped_ptr<CompositorFrame>();
scoped_ptr<CompositorFrame> frame(new CompositorFrame);
frame->delegated_frame_data = make_scoped_ptr(new DelegatedFrameData);
DCHECK(root_surface_frame->delegated_frame_data);
const RenderPassList& source_pass_list =
root_surface_frame->delegated_frame_data->render_pass_list;
std::set<int>::iterator it = referenced_surfaces_.insert(surface_id.id).first;
dest_pass_list_ = &frame->delegated_frame_data->render_pass_list;
CopyPasses(source_pass_list, surface_id.id);
referenced_surfaces_.erase(it);
DCHECK(referenced_surfaces_.empty());
dest_pass_list_ = NULL;
// TODO(jamesr): Aggregate all resource references into the returned frame's
// resource list.
return frame.Pass();
}
} // namespace cc