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-rw-r--r--lib/render_widget_host_view_qt_delegate.cpp336
1 files changed, 335 insertions, 1 deletions
diff --git a/lib/render_widget_host_view_qt_delegate.cpp b/lib/render_widget_host_view_qt_delegate.cpp
index 0a3a5106f..3ec9d450a 100644
--- a/lib/render_widget_host_view_qt_delegate.cpp
+++ b/lib/render_widget_host_view_qt_delegate.cpp
@@ -43,9 +43,243 @@
#include "backing_store_qt.h"
#include "render_widget_host_view_qt.h"
+#include "type_conversion.h"
#include "content/browser/renderer_host/render_view_host_impl.h"
-#include <QPainter>
+
+#if (QT_VERSION >= QT_VERSION_CHECK(5, 2, 0))
+#include "cc/quads/draw_quad.h"
+#include "cc/quads/render_pass_draw_quad.h"
+#include "cc/quads/texture_draw_quad.h"
+#include "cc/quads/tile_draw_quad.h"
+#include <QSGNode>
+#include <QSGSimpleTextureNode>
+#include <QSGTexture>
+#include <QtQuick/private/qquickclipnode_p.h>
+#include <QtQuick/private/qquickwindow_p.h>
+#include <QtQuick/private/qsgcontext_p.h>
+#include <QtQuick/private/qsgrenderer_p.h>
+
+class RenderPassTexture : public QSGTexture
+{
+public:
+ RenderPassTexture(const cc::RenderPass::Id &id, QSGContext *context);
+
+ const cc::RenderPass::Id &id() const { return m_id; }
+ void bind();
+
+ int textureId() const { return m_fbo ? m_fbo->texture() : 0; }
+ QSize textureSize() const { return m_rect.size(); }
+ bool hasAlphaChannel() const { return m_format != GL_RGB; }
+ bool hasMipmaps() const { return false; }
+
+ void setRect(const QRect &rect) { m_rect = rect; }
+ void setFormat(GLenum format) { m_format = format; }
+ void setDevicePixelRatio(qreal ratio) { m_device_pixel_ratio = ratio; }
+ QSGNode *rootNode() { return m_rootNode.data(); }
+
+ void grab();
+
+private:
+ cc::RenderPass::Id m_id;
+ QRect m_rect;
+ qreal m_device_pixel_ratio;
+ GLenum m_format;
+
+ QScopedPointer<QSGRootNode> m_rootNode;
+ QScopedPointer<QSGRenderer> m_renderer;
+ QScopedPointer<QOpenGLFramebufferObject> m_fbo;
+
+ QSGContext *m_context;
+};
+
+RenderPassTexture::RenderPassTexture(const cc::RenderPass::Id &id, QSGContext *context)
+ : QSGTexture()
+ , m_id(id)
+ , m_device_pixel_ratio(1)
+ , m_format(GL_RGBA)
+ , m_rootNode(new QSGRootNode)
+ , m_context(context)
+{
+}
+
+void RenderPassTexture::bind()
+{
+ glBindTexture(GL_TEXTURE_2D, m_fbo ? m_fbo->texture() : 0);
+ updateBindOptions();
+}
+
+void RenderPassTexture::grab()
+{
+ if (!m_rootNode->firstChild()) {
+ m_renderer.reset();
+ m_fbo.reset();
+ return;
+ }
+ if (!m_renderer) {
+ m_renderer.reset(m_context->createRenderer());
+ m_renderer->setRootNode(m_rootNode.data());
+ }
+ m_renderer->setDevicePixelRatio(m_device_pixel_ratio);
+
+ if (!m_fbo || m_fbo->size() != m_rect.size() || m_fbo->format().internalTextureFormat() != m_format)
+ {
+ QOpenGLFramebufferObjectFormat format;
+ format.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
+ format.setInternalTextureFormat(m_format);
+
+ m_fbo.reset(new QOpenGLFramebufferObject(m_rect.size(), format));
+ glBindTexture(GL_TEXTURE_2D, m_fbo->texture());
+ updateBindOptions(true);
+ }
+
+ m_rootNode->markDirty(QSGNode::DirtyForceUpdate); // Force matrix, clip and opacity update.
+ m_renderer->nodeChanged(m_rootNode.data(), QSGNode::DirtyForceUpdate); // Force render list update.
+
+ m_renderer->setDeviceRect(m_rect.size());
+ m_renderer->setViewportRect(m_rect.size());
+ QRectF mirrored(m_rect.left(), m_rect.bottom(), m_rect.width(), -m_rect.height());
+ m_renderer->setProjectionMatrixToRect(mirrored);
+ m_renderer->setClearColor(Qt::transparent);
+
+ m_context->renderNextFrame(m_renderer.data(), m_fbo->handle());
+}
+
+class RawTextureNode : public QSGSimpleTextureNode {
+public:
+ RawTextureNode(GLuint textureId, const QSize &textureSize, bool hasAlpha, QQuickWindow *window);
+
+private:
+ QScopedPointer<QSGTexture> m_texture;
+};
+
+RawTextureNode::RawTextureNode(GLuint textureId, const QSize &textureSize, bool hasAlpha, QQuickWindow *window)
+ : m_texture(window->createTextureFromId(textureId, textureSize, QQuickWindow::CreateTextureOption(hasAlpha ? QQuickWindow::TextureHasAlphaChannel : 0)))
+{
+ setTexture(m_texture.data());
+}
+
+class DelegatedFrameNode : public QSGNode {
+public:
+ DelegatedFrameNode();
+ ~DelegatedFrameNode();
+ void preprocess();
+ QList<QSharedPointer<RenderPassTexture> > renderPassTextures;
+
+ const size_t testTexturesSize;
+ GLuint testTextures[Qt::transparent - Qt::red];
+};
+
+DelegatedFrameNode::DelegatedFrameNode()
+ : testTexturesSize(sizeof(testTextures) / sizeof(GLuint))
+{
+ setFlag(UsePreprocess);
+
+ // Generate plain color textures to be used until we can use the real textures from the ResourceProvider.
+ glGenTextures(testTexturesSize, testTextures);
+ for (unsigned i = 0; i < testTexturesSize; ++i) {
+ QImage image(1, 1, QImage::Format_ARGB32_Premultiplied);
+ image.fill(static_cast<Qt::GlobalColor>(i + Qt::red));
+
+ // Swizzle
+ const int width = image.width();
+ const int height = image.height();
+ for (int j = 0; j < height; ++j) {
+ uint *p = (uint *) image.scanLine(j);
+ for (int x = 0; x < width; ++x)
+ p[x] = ((p[x] << 16) & 0xff0000) | ((p[x] >> 16) & 0xff) | (p[x] & 0xff00ff00);
+ }
+
+ glBindTexture(GL_TEXTURE_2D, testTextures[i]);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.width(), image.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, image.constBits() );
+ }
+}
+
+DelegatedFrameNode::~DelegatedFrameNode()
+{
+ glDeleteTextures(testTexturesSize, testTextures);
+}
+
+void DelegatedFrameNode::preprocess()
+{
+ // Render any intermediate RenderPass in order.
+ Q_FOREACH (const QSharedPointer<RenderPassTexture> &texture, renderPassTextures)
+ texture->grab();
+}
+
+static inline QSharedPointer<RenderPassTexture> findRenderPassTexture(const cc::RenderPass::Id &id, const QList<QSharedPointer<RenderPassTexture> > &list)
+{
+ Q_FOREACH (const QSharedPointer<RenderPassTexture> &texture, list)
+ if (texture->id() == id)
+ return texture;
+ return QSharedPointer<RenderPassTexture>();
+}
+
+static QSGNode *buildRenderPassChain(QSGNode *chainParent, const cc::RenderPass *renderPass)
+{
+ // Chromium already ordered the quads from back to front for us, however the
+ // Qt scene graph layers individual geometries in their own z-range and uses
+ // the depth buffer to visually stack nodes according to their item tree order.
+ // This finds the z-span of all layers so that we can z-compress them to fit
+ // them between 0.0 and 1.0 on the z axis.
+ double minZ = 0;
+ double maxZ = 1;
+ double src2[8];
+ double dst4[16];
+ // topleft.x, topleft.y, topRight.y and bottomLeft.x
+ src2[0] = src2[1] = src2[3] = src2[4] = 0;
+
+ // Go through each layer in this pass and find out their transformed rect.
+ cc::SharedQuadStateList::const_iterator it = renderPass->shared_quad_state_list.begin();
+ cc::SharedQuadStateList::const_iterator sharedStateEnd = renderPass->shared_quad_state_list.end();
+ for (; it != sharedStateEnd; ++it) {
+ gfx::Size &layerSize = (*it)->content_bounds;
+ // topRight.x
+ src2[2] = layerSize.width();
+ // bottomLeft.y
+ src2[5] = layerSize.height();
+ // bottomRight
+ src2[6] = layerSize.width();
+ src2[7] = layerSize.height();
+ (*it)->content_to_target_transform.matrix().map2(src2, 4, dst4);
+ // Check the mapped corner's z value and track the boundaries.
+ minZ = std::min(std::min(std::min(std::min(minZ, dst4[2]), dst4[6]), dst4[10]), dst4[14]);
+ maxZ = std::max(std::max(std::max(std::max(maxZ, dst4[2]), dst4[6]), dst4[10]), dst4[14]);
+ }
+
+ QSGTransformNode *zCompressNode = new QSGTransformNode;
+ QMatrix4x4 zCompressMatrix;
+ zCompressMatrix.scale(1, 1, 1 / (maxZ - minZ));
+ zCompressMatrix.translate(0, 0, -minZ);
+ zCompressNode->setMatrix(zCompressMatrix);
+ chainParent->appendChildNode(zCompressNode);
+ return zCompressNode;
+}
+
+static QSGNode *buildLayerChain(QSGNode *chainParent, const cc::SharedQuadState *layerState)
+{
+ QSGNode *layerChain = chainParent;
+ if (layerState->is_clipped) {
+ QQuickDefaultClipNode *clipNode = new QQuickDefaultClipNode(toQt(layerState->clip_rect));
+ clipNode->update();
+ layerChain->appendChildNode(clipNode);
+ layerChain = clipNode;
+ }
+ if (!layerState->content_to_target_transform.IsIdentity()) {
+ QSGTransformNode *transformNode = new QSGTransformNode;
+ transformNode->setMatrix(toQt(layerState->content_to_target_transform.matrix()));
+ layerChain->appendChildNode(transformNode);
+ layerChain = transformNode;
+ }
+ if (layerState->opacity < 1.0) {
+ QSGOpacityNode *opacityNode = new QSGOpacityNode;
+ opacityNode->setOpacity(layerState->opacity);
+ layerChain->appendChildNode(opacityNode);
+ layerChain = opacityNode;
+ }
+ return layerChain;
+}
+#endif // QT_VERSION
RenderWidgetHostViewQtDelegate::RenderWidgetHostViewQtDelegate()
: m_view(0), m_backingStore(0)
@@ -62,6 +296,106 @@ void RenderWidgetHostViewQtDelegate::paint(QPainter *painter, const QRectF &boun
m_backingStore->paintToTarget(painter, boundingRect);
}
+#if (QT_VERSION >= QT_VERSION_CHECK(5, 2, 0))
+QSGNode *RenderWidgetHostViewQtDelegate::updatePaintNode(QSGNode *oldNode, QQuickWindow *window)
+{
+ cc::DelegatedFrameData *frameData = m_view->pendingDelegatedFrame();
+ if (!frameData) {
+ delete oldNode;
+ return 0;
+ }
+ DelegatedFrameNode *frameNode = static_cast<DelegatedFrameNode *>(oldNode);
+ if (!frameNode)
+ frameNode = new DelegatedFrameNode;
+
+ // Keep the old list around to find the ones we can re-use.
+ QList<QSharedPointer<RenderPassTexture> > oldRenderPassTextures;
+ frameNode->renderPassTextures.swap(oldRenderPassTextures);
+
+ // The RenderPasses list is actually a tree where a parent RenderPass is connected
+ // to its dependencies through a RenderPass::Id reference in one or more RenderPassQuads.
+ // The list is already ordered with intermediate RenderPasses placed before their
+ // parent, with the last one in the list being the root RenderPass, the one
+ // that we displayed to the user.
+ // All RenderPasses except the last one are rendered to an FBO.
+ cc::RenderPass *rootRenderPass = frameData->render_pass_list.back();
+
+ for (unsigned i = 0; i < frameData->render_pass_list.size(); ++i) {
+ cc::RenderPass *pass = frameData->render_pass_list.at(i);
+
+ QSGNode *renderPassParent = 0;
+ if (pass != rootRenderPass) {
+ QSharedPointer<RenderPassTexture> rpTexture = findRenderPassTexture(pass->id, oldRenderPassTextures);
+ if (!rpTexture) {
+ QSGContext *sgContext = QQuickWindowPrivate::get(window)->context;
+ rpTexture = QSharedPointer<RenderPassTexture>(new RenderPassTexture(pass->id, sgContext));
+ }
+ frameNode->renderPassTextures.append(rpTexture);
+ rpTexture->setDevicePixelRatio(window->devicePixelRatio());
+ rpTexture->setRect(toQt(pass->output_rect));
+ rpTexture->setFormat(pass->has_transparent_background ? GL_RGBA : GL_RGB);
+ renderPassParent = rpTexture->rootNode();
+ } else
+ renderPassParent = frameNode;
+
+ // There is currently no way to know which and how quads changed since the last frame.
+ // We have to reconstruct the node chain with their geometries on every update.
+ while (QSGNode *oldChain = renderPassParent->firstChild())
+ delete oldChain;
+
+ QSGNode *renderPassChain = buildRenderPassChain(renderPassParent, pass);
+ const cc::SharedQuadState *currentLayerState = 0;
+ QSGNode *currentLayerChain = 0;
+
+ cc::QuadList::ConstBackToFrontIterator it = pass->quad_list.BackToFrontBegin();
+ cc::QuadList::ConstBackToFrontIterator end = pass->quad_list.BackToFrontEnd();
+ for (; it != end; ++it) {
+ cc::DrawQuad *quad = *it;
+
+ if (currentLayerState != quad->shared_quad_state) {
+ currentLayerState = quad->shared_quad_state;
+ currentLayerChain = buildLayerChain(renderPassChain, currentLayerState);
+ }
+
+ QSGSimpleTextureNode *textureNode = 0;
+ switch (quad->material) {
+ case cc::DrawQuad::RENDER_PASS: {
+ const cc::RenderPassDrawQuad *renderPassQuad = cc::RenderPassDrawQuad::MaterialCast(quad);
+ QSGTexture *texture = findRenderPassTexture(renderPassQuad->render_pass_id, frameNode->renderPassTextures).data();
+ if (texture) {
+ textureNode = new QSGSimpleTextureNode;
+ textureNode->setTexture(texture);
+ } else {
+ qWarning("Unknown RenderPass layer: Id %d", renderPassQuad->render_pass_id.layer_id);
+ textureNode = new RawTextureNode(0, QSize(1, 1), false, window);
+ }
+ break;
+ } case cc::DrawQuad::TEXTURE_CONTENT: {
+ uint32 resourceId = cc::TextureDrawQuad::MaterialCast(quad)->resource_id;
+ textureNode = new RawTextureNode(frameNode->testTextures[resourceId % frameNode->testTexturesSize], QSize(1, 1), false, window);
+ break;
+ } case cc::DrawQuad::TILED_CONTENT: {
+ uint32 resourceId = cc::TileDrawQuad::MaterialCast(quad)->resource_id;
+ textureNode = new RawTextureNode(frameNode->testTextures[resourceId % frameNode->testTexturesSize], QSize(1, 1), false, window);
+ break;
+ } default:
+ qWarning("Unimplemented quad material: %d", quad->material);
+ textureNode = new RawTextureNode(0, QSize(1, 1), false, window);
+ }
+
+ textureNode->setRect(toQt(quad->rect));
+ textureNode->setFiltering(QSGTexture::Linear);
+ currentLayerChain->appendChildNode(textureNode);
+ }
+ }
+
+ content::BrowserThread::PostTask(content::BrowserThread::UI, FROM_HERE,
+ base::Bind(&RenderWidgetHostViewQt::releaseAndAckDelegatedFrame, m_view->AsWeakPtr()));
+
+ return frameNode;
+}
+#endif // QT_VERSION
+
void RenderWidgetHostViewQtDelegate::fetchBackingStore()
{
Q_ASSERT(m_view);