diff options
Diffstat (limited to 'lib/render_widget_host_view_qt_delegate.cpp')
-rw-r--r-- | lib/render_widget_host_view_qt_delegate.cpp | 336 |
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); |