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Unified Diff: cc/gl_renderer.cc

Issue 11366199: Avoid redundantly setting tex parameters (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: removes now-dead textureFilter code, tests that we don't call texParameteri during draw Created 8 years, 1 month ago
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Index: cc/gl_renderer.cc
diff --git a/cc/gl_renderer.cc b/cc/gl_renderer.cc
index dd46db21109d1019ef303135675b3a2022906741..8490d82feb70682934eeb6e5879a878e50bd81e1 100644
--- a/cc/gl_renderer.cc
+++ b/cc/gl_renderer.cc
@@ -760,8 +760,6 @@ void GLRenderer::drawTileQuad(const DrawingFrame& frame, const TileDrawQuad* qua
GLC(context(), context()->uniform1i(uniforms.samplerLocation, 0));
ResourceProvider::ScopedReadLockGL quadResourceLock(m_resourceProvider, quad->resourceId());
GLC(context(), context()->bindTexture(GL_TEXTURE_2D, quadResourceLock.textureId()));
- GLC(context(), context()->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, quad->textureFilter()));
- GLC(context(), context()->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, quad->textureFilter()));
bool useAA = !clipped && quad->isAntialiased();
if (useAA) {
@@ -970,13 +968,6 @@ void GLRenderer::drawTextureQuad(const DrawingFrame& frame, const TextureDrawQua
ResourceProvider::ScopedReadLockGL quadResourceLock(m_resourceProvider, quad->resourceId());
GLC(context(), context()->bindTexture(GL_TEXTURE_2D, quadResourceLock.textureId()));
- // FIXME: setting the texture parameters every time is redundant. Move this code somewhere
- // where it will only happen once per texture.
- GLC(context(), context()->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
- GLC(context(), context()->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
- GLC(context(), context()->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
- GLC(context(), context()->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
-
if (!quad->premultipliedAlpha()) {
// As it turns out, the premultiplied alpha blending function (ONE, ONE_MINUS_SRC_ALPHA)
// will never cause the alpha channel to be set to anything less than 1.0 if it is
@@ -1088,10 +1079,6 @@ void GLRenderer::copyTextureToFramebuffer(const DrawingFrame& frame, int texture
const RenderPassProgram* program = renderPassProgram();
GLC(context(), context()->bindTexture(GL_TEXTURE_2D, textureId));
- GLC(context(), context()->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
- GLC(context(), context()->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
- GLC(context(), context()->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
- GLC(context(), context()->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
GLC(context(), context()->useProgram(program->program()));
GLC(context(), context()->uniform1i(program->fragmentShader().samplerLocation(), 0));
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