// Copyright 2019 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "ui/gl/dc_layer_tree.h"
#include <d3d11_1.h>
#include <utility>
#include "base/check_is_test.h"
#include "base/feature_list.h"
#include "base/logging.h"
#include "base/metrics/histogram_functions.h"
#include "base/trace_event/trace_event.h"
#include "ui/gfx/color_space_win.h"
#include "ui/gfx/geometry/rect_conversions.h"
#include "ui/gfx/geometry/transform_util.h"
#include "ui/gl/direct_composition_support.h"
#include "ui/gl/gl_switches.h"
#include "ui/gl/swap_chain_presenter.h"
namespace gl {
namespace {
constexpr size_t kVideoProcessorDimensionsWindowSize = 100;
bool NeedSwapChainPresenter(const DCLayerOverlayParams* overlay) {
return overlay->overlay_image && overlay->overlay_image->type() !=
DCLayerOverlayType::kDCompVisualContent;
}
// Unconditionally get a IDCompositionVisual2 as a IDCompositionVisual3.
//
// |IDCompositionVisual3| should be available since Windows 8.1, but we noticed
// crashes due to unconditionally casting to the interface on the earliest
// versions of Windows 10. This should only be used for features that are
// conditionally run above those versions of Windows.
//
// See: https://crbug.com/1455666
Microsoft::WRL::ComPtr<IDCompositionVisual3> CheckedCastToVisual3(
const Microsoft::WRL::ComPtr<IDCompositionVisual2>& visual2) {
Microsoft::WRL::ComPtr<IDCompositionVisual3> visual3;
HRESULT hr = visual2.As(&visual3);
CHECK_EQ(hr, S_OK);
CHECK(visual3);
return visual3;
}
D2D_MATRIX_3X2_F TransformToD2D_MATRIX_3X2_F(const gfx::Transform& transform) {
DCHECK(transform.Is2dTransform());
// See |TransformToD2D_MATRIX_4X4_F| for notes.
return D2D1::Matrix3x2F(transform.rc(0, 0), transform.rc(1, 0),
transform.rc(0, 1), transform.rc(1, 1),
transform.rc(0, 3), transform.rc(1, 3));
}
D2D_MATRIX_4X4_F TransformToD2D_MATRIX_4X4_F(const gfx::Transform& transform) {
// D2D matrices are stored with the translation portion in the last row,
// whereas Skia matrices are stored with the translation in the last column.
// We need to transpose the matrix during the conversion to account for this
// difference.
const gfx::Transform& t = transform;
return D2D1::Matrix4x4F(t.rc(0, 0), t.rc(1, 0), t.rc(2, 0), t.rc(3, 0),
t.rc(0, 1), t.rc(1, 1), t.rc(2, 1), t.rc(3, 1),
t.rc(0, 2), t.rc(1, 2), t.rc(2, 2), t.rc(3, 2),
t.rc(0, 3), t.rc(1, 3), t.rc(2, 3), t.rc(3, 3));
}
// The size the surfaces in the pool. Used in |VisualSubtree::Update| to
// determine how to scale the background color visual. This can be any size
// since we need a non-empty surface to display the background fill, so 1x1
// is fine.
constexpr gfx::Size kSolidColorSurfaceSize = gfx::Size(1, 1);
#if DCHECK_IS_ON()
bool VisualTreeValid(
std::vector<std::optional<size_t>>& subtree_index_to_overlay,
const std::vector<bool>& prev_subtree_is_attached_to_root) {
for (size_t i = 0; i < subtree_index_to_overlay.size(); i++) {
// Unused subtrees must be removed from the root.
if (!subtree_index_to_overlay[i] && prev_subtree_is_attached_to_root[i]) {
return false;
}
}
return true;
}
#endif // DCHECK_IS_ON()
} // namespace
VideoProcessorWrapper::VideoProcessorWrapper() = default;
VideoProcessorWrapper::~VideoProcessorWrapper() = default;
VideoProcessorWrapper::SizeSmoother::SizeSmoother()
: width_(kVideoProcessorDimensionsWindowSize),
height_(kVideoProcessorDimensionsWindowSize) {}
VideoProcessorWrapper::SizeSmoother::~SizeSmoother() = default;
void VideoProcessorWrapper::SizeSmoother::SizeSmoother::PutSize(
gfx::Size size) {
width_.AddSample(size.width());
height_.AddSample(size.height());
}
gfx::Size VideoProcessorWrapper::SizeSmoother::GetSize() const {
return gfx::Size(width_.Max(), height_.Max());
}
// Owns a |IDCompositionSurface| filled with a solid color.
class SolidColorSurface final {
public:
SolidColorSurface() = delete;
SolidColorSurface(SolidColorSurface&&) = default;
SolidColorSurface& operator=(SolidColorSurface&&) = default;
~SolidColorSurface() = default;
IDCompositionSurface* surface() const { return surface_.Get(); }
private:
friend class SolidColorSurfacePool;
explicit SolidColorSurface(
Microsoft::WRL::ComPtr<IDCompositionSurface> surface)
: surface_(std::move(surface)) {
CHECK(surface_);
}
// Fill the surface with the opaque part of |color|.
bool FillColor(ID3D11Device* d3d11_device, SkColor4f color) {
HRESULT hr = S_OK;
RECT update_rect = D2D1::Rect(0, 0, kSolidColorSurfaceSize.width(),
kSolidColorSurfaceSize.height());
Microsoft::WRL::ComPtr<ID3D11Texture2D> draw_texture;
POINT update_offset;
hr = surface_->BeginDraw(&update_rect, IID_PPV_ARGS(&draw_texture),
&update_offset);
if (FAILED(hr)) {
LOG(ERROR) << "BeginDraw failed: "
<< logging::SystemErrorCodeToString(hr);
return false;
}
Microsoft::WRL::ComPtr<ID3D11RenderTargetView> rtv;
hr =
d3d11_device->CreateRenderTargetView(draw_texture.Get(), nullptr, &rtv);
if (FAILED(hr)) {
LOG(ERROR) << "CreateRenderTargetView failed: "
<< logging::SystemErrorCodeToString(hr);
return false;
}
Microsoft::WRL::ComPtr<ID3D11DeviceContext> immediate_context;
d3d11_device->GetImmediateContext(&immediate_context);
immediate_context->ClearRenderTargetView(rtv.Get(),
color.makeOpaque().vec());
hr = surface_->EndDraw();
if (FAILED(hr)) {
LOG(ERROR) << "EndDraw failed: " << logging::SystemErrorCodeToString(hr);
return false;
}
color_ = color;
return true;
}
// A surface with |DXGI_ALPHA_MODE_IGNORE|, filled with the opaque parts of
// |color_|.
Microsoft::WRL::ComPtr<IDCompositionSurface> surface_;
// Only set if |surface_| was successfully filled to this color.
std::optional<SkColor4f> color_;
};
SolidColorSurfacePool::SolidColorSurfacePool(
Microsoft::WRL::ComPtr<ID3D11Device> d3d11_device,
Microsoft::WRL::ComPtr<IDCompositionDevice3> dcomp_device)
: d3d11_device_(std::move(d3d11_device)),
dcomp_device_(std::move(dcomp_device)) {
CHECK(d3d11_device_);
CHECK(dcomp_device_);
}
SolidColorSurfacePool::~SolidColorSurfacePool() = default;
IDCompositionSurface* SolidColorSurfacePool::GetSolidColorSurface(
const SkColor4f& color) {
stats_since_last_trim_.num_surfaces_requested += 1;
HRESULT hr = S_OK;
auto first_unused_surface_it =
std::next(tracked_surfaces_.begin(), num_used_this_frame_);
if (auto found_color_it = base::ranges::find(tracked_surfaces_, color,
&SolidColorSurface::color_);
found_color_it != tracked_surfaces_.end()) {
// We found an existing surface in the pool that already has the requested
// color.
if (found_color_it >= first_unused_surface_it) {
// If the surface is in the "unused" portion of |tracked_surfaces_|, make
// it be tracked now.
std::swap(*first_unused_surface_it, *found_color_it);
found_color_it = first_unused_surface_it;
num_used_this_frame_++;
} else {
// The surface is already used by another overlay in this frame, so we can
// just share it with no extra work.
}
return found_color_it->surface();
}
// There is no surface that already contains the requested |color|, so we'll
// need to fill one.
auto surface_to_fill_it = first_unused_surface_it;
if (surface_to_fill_it == tracked_surfaces_.end()) {
// If there are no existing allocations, we'll need to create a new one.
Microsoft::WRL::ComPtr<IDCompositionSurface> dcomp_surface;
hr = dcomp_device_->CreateSurface(
kSolidColorSurfaceSize.width(), kSolidColorSurfaceSize.height(),
gfx::ColorSpaceWin::GetDXGIFormat(gfx::ColorSpace::CreateSRGB()),
DXGI_ALPHA_MODE_IGNORE, &dcomp_surface);
if (FAILED(hr)) {
LOG(ERROR) << "CreateSurface failed: "
<< logging::SystemErrorCodeToString(hr);
return nullptr;
}
surface_to_fill_it = tracked_surfaces_.insert(
first_unused_surface_it, SolidColorSurface(std::move(dcomp_surface)));
}
// The surface we want to use doesn't have the right color at this point.
if (!surface_to_fill_it->FillColor(d3d11_device_.Get(), color)) {
LOG(ERROR) << "Failed to fill solid color surface with color.";
return nullptr;
}
// Update the partitioning index after |FillColor| succeeds. In the case of
// failure, |tracked_surfaces_[num_used_this_frame_]| will still have a valid
// surface, just not filled to any color yet.
num_used_this_frame_++;
stats_since_last_trim_.num_surfaces_recolored += 1;
return surface_to_fill_it->surface();
}
void SolidColorSurfacePool::TrimAfterCommit() {
// The is the maximum number of solid color surfaces (both in use and not in
// use) that we will retain between frames. If we are actively using more than
// this, this value will be ignored.
//
// The value is copied from gbm_surfaceless_wayland.cc's
// |kMaxSolidColorBuffers|, which picks this value based on observationally
// seeing max 9 in-flight buffers + some margin. However, this can be any
// value. If the value is smaller than the number of overlays commonly seen
// in a frame, we may thrash on allocations. If the value is too large, we
// will end up wasting space.
static constexpr size_t kMaxSolidColorSurfacesToRetain = 12;
// Preserve up to |kMaxSolidColorSurfacesToRetain| surfaces, even if they
// aren't used this frame.
size_t trim_target_size =
std::max(num_used_this_frame_, kMaxSolidColorSurfacesToRetain);
// Protect against the case where there are fewer tracked surfaces than
// |kMaxSolidColorSurfacesToRetain|.
trim_target_size = std::min(trim_target_size, tracked_surfaces_.size());
DVLOG(3) << "SolidColorSurfacePool stats before trim: " << "requested="
<< stats_since_last_trim_.num_surfaces_requested << ", "
<< "recolored=" << stats_since_last_trim_.num_surfaces_recolored
<< ", " << "in-use/total=" << num_used_this_frame_ << "/"
<< tracked_surfaces_.size()
<< (num_used_this_frame_ > kMaxSolidColorSurfacesToRetain
? " (in-use exceeds kMaxSolidColorSurfacesToRetain)"
: "")
<< ", will trim to " << trim_target_size;
auto first_surface_to_remove =
std::next(tracked_surfaces_.begin(), trim_target_size);
tracked_surfaces_.erase(first_surface_to_remove, tracked_surfaces_.end());
// Reset for the next frame.
num_used_this_frame_ = 0;
stats_since_last_trim_ = {};
}
size_t SolidColorSurfacePool::GetNumSurfacesInPoolForTesting() const {
CHECK_IS_TEST();
return tracked_surfaces_.size();
}
DCLayerTree::DCLayerTree(bool disable_nv12_dynamic_textures,
bool disable_vp_auto_hdr,
bool disable_vp_scaling,
bool disable_vp_super_resolution,
bool force_dcomp_triple_buffer_video_swap_chain,
bool no_downscaled_overlay_promotion)
: disable_nv12_dynamic_textures_(disable_nv12_dynamic_textures),
disable_vp_auto_hdr_(disable_vp_auto_hdr),
disable_vp_scaling_(disable_vp_scaling),
disable_vp_super_resolution_(disable_vp_super_resolution),
force_dcomp_triple_buffer_video_swap_chain_(
force_dcomp_triple_buffer_video_swap_chain),
no_downscaled_overlay_promotion_(no_downscaled_overlay_promotion),
ink_renderer_(std::make_unique<DelegatedInkRenderer>()) {}
DCLayerTree::~DCLayerTree() = default;
void DCLayerTree::Initialize(
HWND window,
Microsoft::WRL::ComPtr<ID3D11Device> d3d11_device) {
window_ = window;
DCHECK(window_);
d3d11_device_ = std::move(d3d11_device);
DCHECK(d3d11_device_);
dcomp_device_ = GetDirectCompositionDevice();
DCHECK(dcomp_device_);
solid_color_surface_pool_ =
std::make_unique<SolidColorSurfacePool>(d3d11_device_, dcomp_device_);
Microsoft::WRL::ComPtr<IDCompositionDesktopDevice> desktop_device;
dcomp_device_.As(&desktop_device);
DCHECK(desktop_device);
HRESULT hr =
desktop_device->CreateTargetForHwnd(window_, TRUE, &dcomp_target_);
// |CreateTargetForHwnd| can fail if |window_| belongs to a different process
// (DCOMPOSITION_ERROR_ACCESS_DENIED) or we have already called
// |CreateTargetForHwnd| for this window
// (DCOMPOSITION_ERROR_WINDOW_ALREADY_COMPOSED). We don't expect either to be
// the case here.
CHECK_EQ(hr, S_OK);
hr = dcomp_device_->CreateVisual(&dcomp_root_visual_);
CHECK_EQ(hr, S_OK);
if (base::FeatureList::IsEnabled(features::kDCompDebugVisualization)) {
Microsoft::WRL::ComPtr<IDCompositionDeviceDebug> debug_device;
hr = dcomp_device_.As(&debug_device);
CHECK_EQ(hr, S_OK);
CHECK(debug_device);
DLOG(WARNING) << "DComp debug counters enabled, visible in the top right.";
DLOG(WARNING) << " - left: The composition engine FPS, averaged over the "
"last 60 composition frames";
DLOG(WARNING) << " - right: The overall CPU usage of the composition "
"thread, in milliseconds";
hr = debug_device->EnableDebugCounters();
CHECK_EQ(hr, S_OK);
Microsoft::WRL::ComPtr<IDCompositionVisualDebug> debug_visual;
hr = dcomp_root_visual_.As(&debug_visual);
CHECK_EQ(hr, S_OK);
CHECK(debug_visual);
hr = debug_visual->EnableRedrawRegions();
CHECK_EQ(hr, S_OK);
}
dcomp_target_->SetRoot(dcomp_root_visual_.Get());
// A visual inherits the interpolation mode of the parent visual by default.
// If no visuals set the interpolation mode, the default for the entire visual
// tree is nearest neighbor interpolation.
// Set the interpolation mode to Linear to get a better upscaling quality.
dcomp_root_visual_->SetBitmapInterpolationMode(
DCOMPOSITION_BITMAP_INTERPOLATION_MODE_LINEAR);
hdr_metadata_helper_ = std::make_unique<HDRMetadataHelperWin>(d3d11_device_);
}
VideoProcessorWrapper* DCLayerTree::InitializeVideoProcessor(
const gfx::Size& input_size,
const gfx::Size& output_size,
bool is_hdr_output,
bool& video_processor_recreated) {
video_processor_recreated = false;
auto& video_processor_wrapper = is_hdr_output ? video_processor_wrapper_hdr_
: video_processor_wrapper_sdr_;
if (!video_processor_wrapper.video_device) {
// This can fail if the D3D device is "Microsoft Basic Display Adapter".
if (FAILED(d3d11_device_.As(&video_processor_wrapper.video_device))) {
DLOG(ERROR) << "Failed to retrieve video device from D3D11 device";
DCHECK(false);
DisableDirectCompositionOverlays();
return nullptr;
}
DCHECK(video_processor_wrapper.video_device);
Microsoft::WRL::ComPtr<ID3D11DeviceContext> context;
d3d11_device_->GetImmediateContext(&context);
DCHECK(context);
context.As(&video_processor_wrapper.video_context);
DCHECK(video_processor_wrapper.video_context);
}
// Calculate input and output size to be maximum in a sliding window.
video_processor_wrapper.input_size_smoother.PutSize(input_size);
video_processor_wrapper.output_size_smoother.PutSize(output_size);
gfx::Size effective_input_size =
video_processor_wrapper.input_size_smoother.GetSize();
gfx::Size effective_output_size =
video_processor_wrapper.output_size_smoother.GetSize();
// Reuse existing video processor only if it has exactly the computed size.
// Even if it may have bigger dimensions and may be reusable for requested
// sizes we will recreate it to reduce resource usage. Sliding window max
// above guarantees that this reduction will only happen after prolonged usage
// with smaller texture sizes.
if (video_processor_wrapper.video_processor &&
video_processor_wrapper.video_input_size == effective_input_size &&
video_processor_wrapper.video_output_size == effective_output_size) {
return &video_processor_wrapper;
}
TRACE_EVENT2("gpu", "DCLayerTree::InitializeVideoProcessor", "input_size",
input_size.ToString(), "output_size", output_size.ToString());
video_processor_wrapper.video_input_size = effective_input_size;
video_processor_wrapper.video_output_size = effective_output_size;
video_processor_wrapper.video_processor.Reset();
video_processor_wrapper.video_processor_enumerator.Reset();
D3D11_VIDEO_PROCESSOR_CONTENT_DESC desc = {};
desc.InputFrameFormat = D3D11_VIDEO_FRAME_FORMAT_PROGRESSIVE;
desc.InputFrameRate.Numerator = 60;
desc.InputFrameRate.Denominator = 1;
desc.InputWidth = input_size.width();
desc.InputHeight = input_size.height();
desc.OutputFrameRate.Numerator = 60;
desc.OutputFrameRate.Denominator = 1;
desc.OutputWidth = output_size.width();
desc.OutputHeight = output_size.height();
desc.Usage = D3D11_VIDEO_USAGE_PLAYBACK_NORMAL;
HRESULT hr =
video_processor_wrapper.video_device->CreateVideoProcessorEnumerator(
&desc, &video_processor_wrapper.video_processor_enumerator);
if (FAILED(hr)) {
DLOG(ERROR) << "CreateVideoProcessorEnumerator failed with error 0x"
<< std::hex << hr;
// It might fail again next time. Disable overlay support so
// overlay processor will stop sending down overlay frames.
DisableDirectCompositionOverlays();
return nullptr;
}
hr = video_processor_wrapper.video_device->CreateVideoProcessor(
video_processor_wrapper.video_processor_enumerator.Get(), 0,
&video_processor_wrapper.video_processor);
if (FAILED(hr)) {
DLOG(ERROR) << "CreateVideoProcessor failed with error 0x" << std::hex
<< hr;
// It might fail again next time. Disable overlay support so
// overlay processor will stop sending down overlay frames.
DisableDirectCompositionOverlays();
return nullptr;
}
// Auto stream processing (the default) can hurt power consumption.
video_processor_wrapper.video_context
->VideoProcessorSetStreamAutoProcessingMode(
video_processor_wrapper.video_processor.Get(), 0, FALSE);
video_processor_recreated = true;
return &video_processor_wrapper;
}
Microsoft::WRL::ComPtr<IDXGISwapChain1>
DCLayerTree::GetLayerSwapChainForTesting(size_t index) const {
CHECK_IS_TEST();
if (index < video_swap_chains_.size())
return video_swap_chains_[index]->swap_chain();
return nullptr;
}
// Return properties of non root swap chain at given index.
void DCLayerTree::GetSwapChainVisualInfoForTesting(size_t index,
gfx::Transform* transform,
gfx::Point* offset,
gfx::Rect* clip_rect) const {
CHECK_IS_TEST();
if (visual_tree_) {
visual_tree_->GetSwapChainVisualInfoForTesting(index, transform, // IN-TEST
offset, clip_rect);
}
}
DCLayerTree::VisualTree::VisualSubtree::VisualSubtree() = default;
DCLayerTree::VisualTree::VisualSubtree::~VisualSubtree() = default;
bool DCLayerTree::VisualTree::VisualSubtree::Update(
IDCompositionDevice3* dcomp_device,
Microsoft::WRL::ComPtr<IUnknown> dcomp_visual_content,
uint64_t dcomp_surface_serial,
const gfx::Size& image_size,
const gfx::RectF& content_rect,
Microsoft::WRL::ComPtr<IDCompositionSurface> background_color_surface,
const SkColor4f& background_color,
const gfx::Rect& quad_rect,
bool nearest_neighbor_filter,
const gfx::Transform& quad_to_root_transform,
const gfx::RRectF& rounded_corner_bounds,
float opacity,
const std::optional<gfx::Rect>& clip_rect_in_root,
bool allow_antialiasing) {
bool needs_commit = false;
// Helper function to set |field| to |parameter| and return whether it
// changed.
auto SetField = [&needs_commit](auto& field, auto& parameter) -> bool {
const bool changed = field != parameter;
if (changed) {
field = std::move(parameter);
// We assume that any change to the input of |Update| will result in some
// visual property change that requires a commit. If this is not true, an
// input is not needed.
needs_commit = true;
}
return changed;
};
// Fields on |VisualSubtree| should map 1:1 with parameters to |Update| (with
// the exception of the DComp device pointer, DComp visuals, and Z-order). To
// avoid issues with incremental computation, set fields to input parameters
// here with the helper function and read the member fields below only if
// guarded by the corresponding |*_changed| variable.
const bool dcomp_visual_content_changed =
SetField(dcomp_visual_content_, dcomp_visual_content);
const bool dcomp_surface_serial_changed =
SetField(dcomp_surface_serial_, dcomp_surface_serial);
const bool image_size_changed = SetField(image_size_, image_size);
const bool content_rect_changed = SetField(content_rect_, content_rect);
const bool background_color_surface_changed =
SetField(background_color_surface_, background_color_surface);
const bool background_color_changed =
SetField(background_color_, background_color);
const bool quad_rect_changed = SetField(quad_rect_, quad_rect);
const bool nearest_neighbor_filter_changed =
SetField(nearest_neighbor_filter_, nearest_neighbor_filter);
const bool quad_to_root_transform_changed =
SetField(quad_to_root_transform_, quad_to_root_transform);
const bool rounded_corner_bounds_changed =
SetField(rounded_corner_bounds_, rounded_corner_bounds);
const bool opacity_changed = SetField(opacity_, opacity);
const bool clip_rect_in_root_changed =
SetField(clip_rect_in_root_, clip_rect_in_root);
const bool allow_antialiasing_changed =
SetField(allow_antialiasing_, allow_antialiasing);
// Methods that update the visual tree can only fail with OOM. We'll assert
// success in this function to aid in debugging.
HRESULT hr = S_OK;
// All the visual are created together on the first |Update|.
if (!clip_visual_) {
needs_commit = true;
CHECK(!rounded_corners_visual_);
CHECK(!transform_visual_);
CHECK(!background_color_visual_);
CHECK(!content_visual_);
hr = dcomp_device->CreateVisual(&clip_visual_);
CHECK_EQ(hr, S_OK);
hr = dcomp_device->CreateVisual(&rounded_corners_visual_);
CHECK_EQ(hr, S_OK);
hr = dcomp_device->CreateVisual(&transform_visual_);
CHECK_EQ(hr, S_OK);
hr = dcomp_device->CreateVisual(&background_color_visual_);
CHECK_EQ(hr, S_OK);
hr = dcomp_device->CreateVisual(&content_visual_);
CHECK_EQ(hr, S_OK);
hr = clip_visual_->AddVisual(rounded_corners_visual_.Get(), FALSE, nullptr);
CHECK_EQ(hr, S_OK);
hr = rounded_corners_visual_->AddVisual(transform_visual_.Get(), FALSE,
nullptr);
CHECK_EQ(hr, S_OK);
hr = transform_visual_->AddVisual(background_color_visual_.Get(), FALSE,
nullptr);
CHECK_EQ(hr, S_OK);
hr = transform_visual_->AddVisual(content_visual_.Get(), FALSE, nullptr);
CHECK_EQ(hr, S_OK);
// The default state for the border mode is INHERIT, so we need to force it
// to HARD.
hr = transform_visual_->SetBorderMode(DCOMPOSITION_BORDER_MODE_HARD);
CHECK_EQ(hr, S_OK);
}
if (clip_rect_in_root_changed) {
if (clip_rect_in_root_.has_value()) {
// DirectComposition clips happen in the pre-transform visual space, while
// cc/ clips happen post-transform. So the clip needs to go on a separate
// parent visual that's untransformed.
const gfx::Rect& clip_rect = clip_rect_in_root_.value();
hr = clip_visual_->SetClip(D2D1::RectF(
clip_rect.x(), clip_rect.y(), clip_rect.right(), clip_rect.bottom()));
CHECK_EQ(hr, S_OK);
} else {
hr = clip_visual_->SetClip(nullptr);
CHECK_EQ(hr, S_OK);
}
}
if (opacity_changed) {
if (opacity_ != 1) {
hr = CheckedCastToVisual3(clip_visual_)->SetOpacity(opacity_);
CHECK_EQ(hr, S_OK);
// Let all of this subtree's visuals blend as one, instead of
// individually
hr = clip_visual_->SetOpacityMode(DCOMPOSITION_OPACITY_MODE_LAYER);
CHECK_EQ(hr, S_OK);
} else {
hr = CheckedCastToVisual3(clip_visual_)->SetOpacity(1.0);
CHECK_EQ(hr, S_OK);
hr = clip_visual_->SetOpacityMode(DCOMPOSITION_OPACITY_MODE_MULTIPLY);
CHECK_EQ(hr, S_OK);
}
}
if (rounded_corner_bounds_changed) {
if (!rounded_corner_bounds_.IsEmpty()) {
Microsoft::WRL::ComPtr<IDCompositionRectangleClip> clip;
hr = dcomp_device->CreateRectangleClip(&clip);
CHECK_EQ(hr, S_OK);
CHECK(clip);
const gfx::RectF rect = rounded_corner_bounds_.rect();
hr = clip->SetLeft(rect.x());
CHECK_EQ(hr, S_OK);
hr = clip->SetRight(rect.right());
CHECK_EQ(hr, S_OK);
hr = clip->SetBottom(rect.bottom());
CHECK_EQ(hr, S_OK);
hr = clip->SetTop(rect.y());
CHECK_EQ(hr, S_OK);
const gfx::Vector2dF top_left = rounded_corner_bounds_.GetCornerRadii(
gfx::RRectF::Corner::kUpperLeft);
hr = clip->SetTopLeftRadiusX(top_left.x());
CHECK_EQ(hr, S_OK);
hr = clip->SetTopLeftRadiusY(top_left.y());
CHECK_EQ(hr, S_OK);
const gfx::Vector2dF top_right = rounded_corner_bounds_.GetCornerRadii(
gfx::RRectF::Corner::kUpperRight);
hr = clip->SetTopRightRadiusX(top_right.x());
CHECK_EQ(hr, S_OK);
hr = clip->SetTopRightRadiusY(top_right.y());
CHECK_EQ(hr, S_OK);
const gfx::Vector2dF bottom_left = rounded_corner_bounds_.GetCornerRadii(
gfx::RRectF::Corner::kLowerLeft);
hr = clip->SetBottomLeftRadiusX(bottom_left.x());
CHECK_EQ(hr, S_OK);
hr = clip->SetBottomLeftRadiusY(bottom_left.y());
CHECK_EQ(hr, S_OK);
const gfx::Vector2dF bottom_right = rounded_corner_bounds_.GetCornerRadii(
gfx::RRectF::Corner::kLowerRight);
hr = clip->SetBottomRightRadiusX(bottom_right.x());
CHECK_EQ(hr, S_OK);
hr = clip->SetBottomRightRadiusY(bottom_right.y());
CHECK_EQ(hr, S_OK);
hr = rounded_corners_visual_->SetClip(clip.Get());
CHECK_EQ(hr, S_OK);
// Enable anti-aliasing of the rounded corners.
hr =
rounded_corners_visual_->SetBorderMode(DCOMPOSITION_BORDER_MODE_SOFT);
CHECK_EQ(hr, S_OK);
} else {
hr = rounded_corners_visual_->SetClip(nullptr);
CHECK_EQ(hr, S_OK);
hr = rounded_corners_visual_->SetBorderMode(
DCOMPOSITION_BORDER_MODE_INHERIT);
CHECK_EQ(hr, S_OK);
}
}
if (quad_to_root_transform_changed) {
if (quad_to_root_transform_.Is2dTransform()) {
const D2D_MATRIX_3X2_F matrix =
TransformToD2D_MATRIX_3X2_F(quad_to_root_transform_);
hr = Microsoft::WRL::ComPtr<IDCompositionVisual>(transform_visual_)
->SetTransform(matrix);
CHECK_EQ(hr, S_OK);
} else {
const D2D_MATRIX_4X4_F matrix =
TransformToD2D_MATRIX_4X4_F(quad_to_root_transform_);
hr = CheckedCastToVisual3(transform_visual_)->SetTransform(matrix);
CHECK_EQ(hr, S_OK);
}
}
if (nearest_neighbor_filter_changed) {
hr = transform_visual_->SetBitmapInterpolationMode(
nearest_neighbor_filter_
? DCOMPOSITION_BITMAP_INTERPOLATION_MODE_NEAREST_NEIGHBOR
: DCOMPOSITION_BITMAP_INTERPOLATION_MODE_LINEAR);
CHECK_EQ(hr, S_OK);
}
if (image_size_changed || content_rect_changed || quad_rect_changed) {
if (content_rect_.Contains(gfx::RectF(image_size_))) {
// No need to set clip to content if the whole image is inside the content
// rect region.
hr = content_visual_->SetClip(nullptr);
CHECK_EQ(hr, S_OK);
} else {
// Exclude content outside the content rect region.
const auto content_clip =
D2D1::RectF(content_rect_.x(), content_rect_.y(),
content_rect_.right(), content_rect_.bottom());
hr = content_visual_->SetClip(content_clip);
CHECK_EQ(hr, S_OK);
}
// Transform the (clipped) content so that it fills |quad_rect_|'s bounds.
// |quad_rect_|'s offset is handled below, so we exclude it from the matrix.
const bool needs_offset = !content_rect_.OffsetFromOrigin().IsZero();
const bool needs_scale =
static_cast<float>(quad_rect_.width()) != content_rect_.width() ||
static_cast<float>(quad_rect_.height()) != content_rect_.height();
if (needs_offset || needs_scale) {
const float scale_x =
static_cast<float>(quad_rect_.width()) / content_rect_.width();
const float scale_y =
static_cast<float>(quad_rect_.height()) / content_rect_.height();
const D2D_MATRIX_3X2_F matrix =
D2D1::Matrix3x2F::Translation(-content_rect_.x(),
-content_rect_.y()) *
D2D1::Matrix3x2F::Scale(scale_x, scale_y);
hr = Microsoft::WRL::ComPtr<IDCompositionVisual>(content_visual_)
->SetTransform(matrix);
CHECK_EQ(hr, S_OK);
} else {
hr = content_visual_->SetTransform(nullptr);
CHECK_EQ(hr, S_OK);
}
// Visual offset is applied after transform so it is affected by the
// transform, which is consistent with how the compositor maps quad rects to
// their target space.
hr = content_visual_->SetOffsetX(quad_rect_.x());
CHECK_EQ(hr, S_OK);
hr = content_visual_->SetOffsetY(quad_rect_.y());
CHECK_EQ(hr, S_OK);
}
if (dcomp_visual_content_changed) {
hr = content_visual_->SetContent(dcomp_visual_content_.Get());
CHECK_EQ(hr, S_OK);
}
if (dcomp_surface_serial_changed) {
// The DComp surface has been drawn to and needs a commit to show its
// update. No visual changes are needed in this case.
}
if (quad_rect_changed || background_color_surface_changed ||
background_color_changed) {
if (!background_color_surface_ || background_color.fA == 0.0) {
// A fully transparent color is the same as no background fill.
hr = background_color_visual_->SetContent(nullptr);
CHECK_EQ(hr, S_OK);
} else {
const D2D_MATRIX_3X2_F matrix =
TransformToD2D_MATRIX_3X2_F(gfx::TransformBetweenRects(
gfx::RectF(kSolidColorSurfaceSize), gfx::RectF(quad_rect_)));
hr = Microsoft::WRL::ComPtr<IDCompositionVisual>(background_color_visual_)
->SetTransform(matrix);
CHECK_EQ(hr, S_OK);
hr =
background_color_visual_->SetContent(background_color_surface_.Get());
CHECK_EQ(hr, S_OK);
hr = CheckedCastToVisual3(background_color_visual_)
->SetOpacity(background_color.fA);
CHECK_EQ(hr, S_OK);
}
}
if (quad_to_root_transform_changed || quad_rect_changed ||
allow_antialiasing_changed) {
const float kNeedsSoftBorderTolerance = 0.001;
const bool content_soft_borders =
allow_antialiasing_ &&
(!quad_to_root_transform_.Preserves2dAxisAlignment() ||
!gfx::IsNearestRectWithinDistance(
quad_to_root_transform_.MapRect(gfx::RectF(quad_rect_)),
kNeedsSoftBorderTolerance));
// The border mode of the transform visual is set (instead of the content
// visual), so this setting can affect both the content and the background
// color, since both are are children of the transform visual.
hr = transform_visual_->SetBorderMode(content_soft_borders
? DCOMPOSITION_BORDER_MODE_SOFT
: DCOMPOSITION_BORDER_MODE_HARD);
CHECK_EQ(hr, S_OK);
}
return needs_commit;
}
void DCLayerTree::VisualTree::VisualSubtree::GetSwapChainVisualInfoForTesting(
gfx::Transform* transform,
gfx::Point* offset,
gfx::Rect* clip_rect) const {
CHECK_IS_TEST();
*transform = quad_to_root_transform_;
*offset = quad_rect_.origin();
*clip_rect = clip_rect_in_root_.value_or(gfx::Rect());
}
DCLayerTree::VisualTree::VisualTree(DCLayerTree* dc_layer_tree)
: dc_layer_tree_(dc_layer_tree) {}
DCLayerTree::VisualTree::~VisualTree() = default;
bool DCLayerTree::VisualTree::BuildTree(
const std::vector<std::unique_ptr<DCLayerOverlayParams>>& overlays) {
// Index into the subtree from the previous frame that is being reused in the
// current frame for the given overlay index.
// |overlay_index_to_reused_subtree| has an entry for every overlay in the
// current frame. Each entry indexes into |visual_subtrees_|, which are the
// subtrees for the previous frame. Initialized with std::nullopt,
// meaning not reused.
std::vector<std::optional<size_t>> overlay_index_to_reused_subtree(
overlays.size(), std::nullopt);
// Index into the current frame overlay that uses the subtree of the previous
// frame for the given subtree index. |subtree_index_to_overlay| has an entry
// for every subtree in the previous frame. Each entry indexes into |overlays|
// of the current frame. Initialized with std::nullopt, meaning the subtree
// is not being reused in the current frame.
std::vector<std::optional<size_t>> subtree_index_to_overlay(
visual_subtrees_.size(), std::nullopt);
// |visual_subtrees| will become |visual_subtrees_| of the current frame;
std::vector<std::unique_ptr<VisualSubtree>> visual_subtrees;
visual_subtrees.resize(overlays.size());
// Populate the map with visual content and assign matching subtrees to the
// overlays.
VisualSubtreeMap subtree_map = BuildMapAndAssignMatchingSubtrees(
overlays, visual_subtrees, overlay_index_to_reused_subtree,
subtree_index_to_overlay);
// Assign unused subtrees to the overlays that don't have a match.
const size_t first_prev_frame_subtree_unused_index =
ReuseUnmatchedSubtrees(visual_subtrees, overlay_index_to_reused_subtree,
subtree_index_to_overlay);
// Status for each subtree of the previous frame if it's attached to the root.
// Initialized with true, meaning attached.
std::vector<bool> prev_subtree_is_attached_to_root(visual_subtrees_.size(),
true);
bool needs_commit = DetachUnusedSubtreesFromRoot(
first_prev_frame_subtree_unused_index, prev_subtree_is_attached_to_root);
// Remove unused subtrees from the root that need repositioning.
needs_commit |= DetachReusedSubtreesThatNeedRepositioningFromRoot(
visual_subtrees, overlay_index_to_reused_subtree,
subtree_index_to_overlay, prev_subtree_is_attached_to_root);
#if DCHECK_IS_ON()
VisualTreeValid(subtree_index_to_overlay, prev_subtree_is_attached_to_root);
#endif // DCHECK_IS_ON()
IDCompositionVisual2* left_sibling_visual = nullptr;
base::flat_set<uint64_t> layers_with_multiple_overlays;
for (size_t i = 1; i < overlays.size(); i++) {
if (overlays[i]->aggregated_layer_id == 0) {
// A layer ID of 0 is invalid and implies no explicit layer, which should
// be treated as different from every other layer ID, including 0 itself.
continue;
}
if (overlays[i]->aggregated_layer_id ==
overlays[i - 1]->aggregated_layer_id) {
// There were at least two contiguous quads in the same layer.
layers_with_multiple_overlays.emplace(overlays[i]->aggregated_layer_id);
}
}
// This loop walks the overlays and builds or updates the visual subtree for
// each overlay. |left_sibling_visual| is required to properly stack visual
// subtrees that are detached from the root visual.
for (unsigned int i = 0; i < overlays.size(); i++) {
bool subtree_attached_to_root = false;
if (visual_subtrees[i]) {
DCHECK(overlay_index_to_reused_subtree[i]);
subtree_attached_to_root =
prev_subtree_is_attached_to_root[overlay_index_to_reused_subtree[i]
.value()];
} else {
// This overlay does not reuse a subtree from the previous frame.
// Instantiate a new one.
visual_subtrees[i] = std::make_unique<VisualSubtree>();
}
const uint64_t dcomp_surface_serial =
overlays[i]->overlay_image.has_value()
? overlays[i]->overlay_image->dcomp_surface_serial()
: 0;
const gfx::Size image_size = overlays[i]->overlay_image.has_value()
? overlays[i]->overlay_image->size()
: gfx::Size();
// Only get a background color surface if we have a non-transparent
// background color.
IDCompositionSurface* background_color_surface = nullptr;
if (overlays[i]->background_color &&
overlays[i]->background_color->fA != 0.0) {
background_color_surface =
dc_layer_tree_->solid_color_surface_pool_->GetSolidColorSurface(
overlays[i]->background_color.value());
if (!background_color_surface) {
DLOG(ERROR) << "Could not get solid color surface.";
// TODO(http://crbug.com/1380822): Refactor to remove early exits. They
// may leave visual_subtrees_ corrupted.
return false;
}
}
VisualSubtree* visual_subtree = visual_subtrees[i].get();
visual_subtree->set_z_order(overlays[i]->z_order);
IUnknown* dcomp_visual_content =
overlays[i]->overlay_image
? overlays[i]->overlay_image->dcomp_visual_content()
: nullptr;
// TODO(crbug.com/324460866): We turn off overlay edge antialiasing when
// there are multiple overlays in the same layer. This is a workaround to
// avoid seams when there is e.g. a complex transform applied to the layer.
// This works for partial delegation because we only expect non-trivial
// transforms in ephemeral (i.e. animation) states. To support arbitrary
// content in full delegation, we'll need to parent overlays in the same
// layer under the same transform visual.
const bool allow_antialiasing = !layers_with_multiple_overlays.contains(
overlays[i]->aggregated_layer_id);
needs_commit |= visual_subtrees[i]->Update(
dc_layer_tree_->dcomp_device_.Get(), dcomp_visual_content,
dcomp_surface_serial, image_size, overlays[i]->content_rect,
background_color_surface,
overlays[i]->background_color.value_or(SkColors::kTransparent),
overlays[i]->quad_rect, overlays[i]->nearest_neighbor_filter,
overlays[i]->transform, overlays[i]->rounded_corner_bounds,
overlays[i]->opacity, overlays[i]->clip_rect, allow_antialiasing);
if (!subtree_attached_to_root) {
HRESULT hr = dc_layer_tree_->dcomp_root_visual_.Get()->AddVisual(
visual_subtree->container_visual(), TRUE, left_sibling_visual);
CHECK_EQ(hr, S_OK);
needs_commit = true;
}
left_sibling_visual = visual_subtree->container_visual();
}
// Update subtree_map_ and visual_subtrees_ with new values.
subtree_map_ = std::move(subtree_map);
visual_subtrees_ = std::move(visual_subtrees);
if (needs_commit) {
TRACE_EVENT0("gpu", "DCLayerTree::CommitAndClearPendingOverlays::Commit");
HRESULT hr = dc_layer_tree_->dcomp_device_->Commit();
if (FAILED(hr)) {
DLOG(ERROR) << "Commit failed with error 0x" << std::hex << hr;
return false;
}
}
return true;
}
DCLayerTree::VisualTree::VisualSubtreeMap
DCLayerTree::VisualTree::BuildMapAndAssignMatchingSubtrees(
const std::vector<std::unique_ptr<DCLayerOverlayParams>>& overlays,
std::vector<std::unique_ptr<VisualSubtree>>& new_visual_subtrees,
std::vector<std::optional<size_t>>& overlay_index_to_reused_subtree,
std::vector<std::optional<size_t>>& subtree_index_to_overlay) {
CHECK_EQ(overlay_index_to_reused_subtree.size(), overlays.size());
CHECK_EQ(new_visual_subtrees.size(), overlays.size());
CHECK_EQ(subtree_index_to_overlay.size(), visual_subtrees_.size());
// Contains {visual content, overlay index} pairs for this frame overlays.
// This structure has entries for overlays that have visual content.
// No entry is inserted for the overlays with no visual content.
std::vector<std::pair<raw_ptr<IUnknown>, size_t>> map_results;
// For each overlay populate |map_results| with visual content and indices
// of overlays from this frame and find the matching subtree from the
// previous frame.
for (size_t i = 0; i < overlays.size(); i++) {
if (!overlays[i]->overlay_image) {
continue;
}
IUnknown* dcomp_visual_content =
overlays[i]->overlay_image->dcomp_visual_content();
if (!dcomp_visual_content) {
continue;
}
map_results.emplace_back(dcomp_visual_content, i);
// Find matching visual content from the previous frame.
auto it = subtree_map_.find(dcomp_visual_content);
if (it == subtree_map_.end()) {
continue;
}
size_t matched_index = it->second;
if (visual_subtrees_[matched_index]) {
// Assign the matched index to the corresponding overlay.
overlay_index_to_reused_subtree[i] = matched_index;
// Assign overlay index to the matched subtree.
subtree_index_to_overlay[matched_index] = i;
// Move visual subtree from the old subtrees to new subtrees.
new_visual_subtrees[i] = std::move(visual_subtrees_[matched_index]);
}
}
// This converts to a flat_map on returning. We're doing this on purpose to
// go from O(N^2) to O(N*logN) for building the map.
return map_results;
}
size_t DCLayerTree::VisualTree::ReuseUnmatchedSubtrees(
std::vector<std::unique_ptr<VisualSubtree>>& new_visual_subtrees,
std::vector<std::optional<size_t>>& overlay_index_to_reused_subtree,
std::vector<std::optional<size_t>>& subtree_index_to_overlay) {
CHECK_EQ(new_visual_subtrees.size(), overlay_index_to_reused_subtree.size());
CHECK_EQ(subtree_index_to_overlay.size(), visual_subtrees_.size());
// No further actions are needed if the previous frame is empty.
if (visual_subtrees_.empty()) {
return 0;
}
// Index into |visual_subtrees_|.
size_t prev_frame_subtree_index = 0;
// Assign unused subtrees from previous frames to overlays that don't have
// a match.
for (size_t i = 0; i < new_visual_subtrees.size() &&
prev_frame_subtree_index < visual_subtrees_.size();
i++) {
if (new_visual_subtrees[i]) {
// Skip overlay that has a match.
continue;
}
// Find next unused subtree and assign it to the overlay at index |i|.
for (; prev_frame_subtree_index < visual_subtrees_.size();
prev_frame_subtree_index++) {
if (!visual_subtrees_[prev_frame_subtree_index]) {
continue;
}
// Assign the found index to the corresponding overlay.
overlay_index_to_reused_subtree[i] = prev_frame_subtree_index;
// Assign the overlay index to the found subtree.
subtree_index_to_overlay[prev_frame_subtree_index] = i;
// Move visual subtree from the old subtrees to new subtrees.
new_visual_subtrees[i] =
std::move(visual_subtrees_[prev_frame_subtree_index]);
prev_frame_subtree_index++;
break;
}
}
return prev_frame_subtree_index;
}
bool DCLayerTree::VisualTree::DetachUnusedSubtreesFromRoot(
size_t first_prev_frame_subtree_unused_index,
std::vector<bool>& prev_subtree_is_attached_to_root) {
CHECK_EQ(prev_subtree_is_attached_to_root.size(), visual_subtrees_.size());
bool needs_commit = false;
// Detach the remaining unused subtrees from the root.
for (size_t i = first_prev_frame_subtree_unused_index;
i < visual_subtrees_.size(); i++) {
if (!visual_subtrees_[i]) {
continue;
}
DetachSubtreeFromRoot(visual_subtrees_[i].get());
prev_subtree_is_attached_to_root[i] = false;
needs_commit = true;
}
return needs_commit;
}
bool DCLayerTree::VisualTree::DetachReusedSubtreesThatNeedRepositioningFromRoot(
const std::vector<std::unique_ptr<VisualSubtree>>& new_visual_subtrees,
const std::vector<std::optional<size_t>>& overlay_index_to_reused_subtree,
const std::vector<std::optional<size_t>>& subtree_index_to_overlay,
std::vector<bool>& prev_subtree_is_attached_to_root) {
CHECK_EQ(new_visual_subtrees.size(), overlay_index_to_reused_subtree.size());
CHECK_EQ(subtree_index_to_overlay.size(), visual_subtrees_.size());
CHECK_EQ(prev_subtree_is_attached_to_root.size(), visual_subtrees_.size());
// No further actions are needed if the previous frame is empty.
if (visual_subtrees_.empty()) {
return false;
}
bool needs_commit = false;
// Index into |visual_subtrees_|.
size_t prev_frame_subtree_index = 0;
// This loop walks the overlay indices and detaches from the root any
// subtrees that need repositioning in the current frame.
for (size_t i = 0; i < overlay_index_to_reused_subtree.size(); i++) {
if (!overlay_index_to_reused_subtree[i]) {
continue;
}
size_t reused_subtree_index = overlay_index_to_reused_subtree[i].value();
DCHECK_EQ(i, subtree_index_to_overlay[reused_subtree_index].value());
// If the overlay at index |i| has a match, detach from the root any
// subtrees that appear before the matching subtree and the previous match.
for (; prev_frame_subtree_index < reused_subtree_index;
prev_frame_subtree_index++) {
if (!prev_subtree_is_attached_to_root[prev_frame_subtree_index]) {
continue;
}
VisualSubtree* subtree =
new_visual_subtrees[subtree_index_to_overlay[prev_frame_subtree_index]
.value()]
.get();
DetachSubtreeFromRoot(subtree);
prev_subtree_is_attached_to_root[prev_frame_subtree_index] = false;
needs_commit = true;
}
if (reused_subtree_index == prev_frame_subtree_index) {
++prev_frame_subtree_index;
}
#if DCHECK_IS_ON()
new_visual_subtrees[i]->attached_to_root_from_previous_frame_ =
prev_subtree_is_attached_to_root[reused_subtree_index];
#endif // DCHECK_IS_ON()
}
return needs_commit;
}
void DCLayerTree::VisualTree::DetachSubtreeFromRoot(VisualSubtree* subtree) {
HRESULT hr = dc_layer_tree_->dcomp_root_visual_.Get()->RemoveVisual(
subtree->container_visual());
CHECK_EQ(hr, S_OK);
}
void DCLayerTree::VisualTree::GetSwapChainVisualInfoForTesting(
size_t index,
gfx::Transform* transform,
gfx::Point* offset,
gfx::Rect* clip_rect) const {
CHECK_IS_TEST();
for (size_t i = 0, swapchain_i = 0; i < visual_subtrees_.size(); ++i) {
// Skip root layer.
if (visual_subtrees_[i]->z_order() == 0) {
continue;
}
if (swapchain_i == index) {
visual_subtrees_[i]->GetSwapChainVisualInfoForTesting( // IN-TEST
transform, offset, clip_rect);
return;
}
swapchain_i++;
}
}
bool DCLayerTree::CommitAndClearPendingOverlays(
std::vector<std::unique_ptr<DCLayerOverlayParams>> overlays) {
TRACE_EVENT1("gpu", "DCLayerTree::CommitAndClearPendingOverlays",
"num_overlays", overlays.size());
Microsoft::WRL::ComPtr<IDXGISwapChain1> root_swap_chain;
auto it = base::ranges::find(overlays, 0, &DCLayerOverlayParams::z_order);
if (it != overlays.end() && (*it)->overlay_image) {
Microsoft::WRL::ComPtr<IUnknown> root_visual_content =
(*it)->overlay_image->dcomp_visual_content();
CHECK(root_visual_content);
HRESULT hr = root_visual_content.As(&root_swap_chain);
if (hr == E_NOINTERFACE) {
DCHECK_EQ(root_swap_chain, nullptr);
} else {
CHECK_EQ(S_OK, hr);
CHECK_NE(root_swap_chain, nullptr);
}
}
// If delegated ink metadata exists for this frame, attempt to make an overlay
// so that a visual subtree can be created for a delegated ink visual.
// TODO(crbug.com/335553727) Consider clearing ink_renderer_ when there's no
// metadata.
if (pending_delegated_ink_metadata_) {
if (auto ink_layer = ink_renderer_->MakeDelegatedInkOverlay(
dcomp_device_.Get(), root_swap_chain.Get(),
std::move(pending_delegated_ink_metadata_))) {
overlays.push_back(std::move(ink_layer));
}
}
// Grow or shrink list of swap chain presenters to match pending overlays.
const size_t num_swap_chain_presenters =
std::count_if(overlays.begin(), overlays.end(), [](const auto& overlay) {
return NeedSwapChainPresenter(overlay.get());
});
// Grow or shrink list of swap chain presenters to match pending overlays.
if (video_swap_chains_.size() != num_swap_chain_presenters) {
video_swap_chains_.resize(num_swap_chain_presenters);
// If we need to grow or shrink swap chain presenters, we'll need to add or
// remove visuals.
}
// Sort layers by z-order.
std::sort(overlays.begin(), overlays.end(),
[](const auto& a, const auto& b) -> bool {
return a->z_order < b->z_order;
});
// |overlays| and |video_swap_chains_| do not have a 1:1 mapping because the
// root surface placeholder overlay does not have SwapChainPresenter, so there
// is one less element in |video_swap_chains_| than |overlays|.
auto video_swap_iter = video_swap_chains_.begin();
// Populate |overlays| with information required to build dcomp visual tree.
for (auto& overlay : overlays) {
if (NeedSwapChainPresenter(overlay.get())) {
// Present to swap chain and update the overlay with transform, clip
// and content.
auto& video_swap_chain = *(video_swap_iter++);
if (!video_swap_chain) {
// TODO(sunnyps): Try to find a matching swap chain based on size, type
// of swap chain, gl image, etc.
video_swap_chain = std::make_unique<SwapChainPresenter>(
this, d3d11_device_, dcomp_device_);
if (frame_rate_ > 0) {
video_swap_chain->SetFrameRate(frame_rate_);
}
}
gfx::Transform transform;
gfx::Rect clip_rect;
if (!video_swap_chain->PresentToSwapChain(*overlay, &transform,
&clip_rect)) {
DLOG(ERROR) << "PresentToSwapChain failed";
return false;
}
// |SwapChainPresenter| may have changed the size of the overlay's quad
// rect, e.g. to present to a swap chain exactly the size of the display
// rect when the source video is larger.
overlay->transform = transform;
overlay->quad_rect.set_size(video_swap_chain->content_size());
if (overlay->clip_rect.has_value()) {
overlay->clip_rect = clip_rect;
}
overlay->overlay_image = DCLayerOverlayImage(
video_swap_chain->content_size(), video_swap_chain->content());
overlay->content_rect = gfx::RectF(video_swap_chain->content_size());
}
}
if (!visual_tree_) {
visual_tree_ = std::make_unique<VisualTree>(this);
}
const bool status = visual_tree_->BuildTree(overlays);
ink_renderer_->ReportPointsDrawn();
// Clean up excess surfaces so the pool will not grow unbounded.
solid_color_surface_pool_->TrimAfterCommit();
return status;
}
size_t DCLayerTree::GetNumSurfacesInPoolForTesting() const {
CHECK_IS_TEST();
return solid_color_surface_pool_
->GetNumSurfacesInPoolForTesting(); // IN-TEST
}
#if DCHECK_IS_ON()
bool DCLayerTree::GetAttachedToRootFromPreviousFrameForTesting(
size_t index) const {
CHECK_IS_TEST();
return visual_tree_
? visual_tree_
->GetAttachedToRootFromPreviousFrameForTesting( // IN-TEST
index)
: false;
}
#endif // DCHECK_IS_ON()
void DCLayerTree::SetFrameRate(float frame_rate) {
frame_rate_ = frame_rate;
for (size_t ii = 0; ii < video_swap_chains_.size(); ++ii)
video_swap_chains_[ii]->SetFrameRate(frame_rate);
}
bool DCLayerTree::SupportsDelegatedInk() {
return ink_renderer_->DelegatedInkIsSupported(dcomp_device_);
}
void DCLayerTree::SetDelegatedInkTrailStartPoint(
std::unique_ptr<gfx::DelegatedInkMetadata> metadata) {
DCHECK(SupportsDelegatedInk());
pending_delegated_ink_metadata_ = std::move(metadata);
}
void DCLayerTree::InitDelegatedInkPointRendererReceiver(
mojo::PendingReceiver<gfx::mojom::DelegatedInkPointRenderer>
pending_receiver) {
DCHECK(SupportsDelegatedInk());
ink_renderer_->InitMessagePipeline(std::move(pending_receiver));
}
} // namespace gl