OLD | NEW |
1 // Copyright 2010 The Chromium Authors. All rights reserved. | 1 // Copyright 2010 The Chromium Authors. All rights reserved. |
2 // Use of this source code is governed by a BSD-style license that can be | 2 // Use of this source code is governed by a BSD-style license that can be |
3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
4 | 4 |
5 #include "cc/gl_renderer.h" | 5 #include "cc/gl_renderer.h" |
6 | 6 |
7 #include "base/debug/trace_event.h" | 7 #include "base/debug/trace_event.h" |
8 #include "base/logging.h" | 8 #include "base/logging.h" |
9 #include "base/string_split.h" | 9 #include "base/string_split.h" |
10 #include "base/string_util.h" | 10 #include "base/string_util.h" |
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255 if (quad->ShouldDrawWithBlending()) | 255 if (quad->ShouldDrawWithBlending()) |
256 GLC(m_context, m_context->enable(GL_BLEND)); | 256 GLC(m_context, m_context->enable(GL_BLEND)); |
257 else | 257 else |
258 GLC(m_context, m_context->disable(GL_BLEND)); | 258 GLC(m_context, m_context->disable(GL_BLEND)); |
259 | 259 |
260 switch (quad->material) { | 260 switch (quad->material) { |
261 case DrawQuad::INVALID: | 261 case DrawQuad::INVALID: |
262 NOTREACHED(); | 262 NOTREACHED(); |
263 break; | 263 break; |
264 case DrawQuad::CHECKERBOARD: | 264 case DrawQuad::CHECKERBOARD: |
265 drawCheckerboardQuad(frame, CheckerboardDrawQuad::materialCast(quad)); | 265 drawCheckerboardQuad(frame, CheckerboardDrawQuad::MaterialCast(quad)); |
266 break; | 266 break; |
267 case DrawQuad::DEBUG_BORDER: | 267 case DrawQuad::DEBUG_BORDER: |
268 drawDebugBorderQuad(frame, DebugBorderDrawQuad::materialCast(quad)); | 268 drawDebugBorderQuad(frame, DebugBorderDrawQuad::MaterialCast(quad)); |
269 break; | 269 break; |
270 case DrawQuad::IO_SURFACE_CONTENT: | 270 case DrawQuad::IO_SURFACE_CONTENT: |
271 drawIOSurfaceQuad(frame, IOSurfaceDrawQuad::materialCast(quad)); | 271 drawIOSurfaceQuad(frame, IOSurfaceDrawQuad::MaterialCast(quad)); |
272 break; | 272 break; |
273 case DrawQuad::RENDER_PASS: | 273 case DrawQuad::RENDER_PASS: |
274 drawRenderPassQuad(frame, RenderPassDrawQuad::materialCast(quad)); | 274 drawRenderPassQuad(frame, RenderPassDrawQuad::MaterialCast(quad)); |
275 break; | 275 break; |
276 case DrawQuad::SOLID_COLOR: | 276 case DrawQuad::SOLID_COLOR: |
277 drawSolidColorQuad(frame, SolidColorDrawQuad::materialCast(quad)); | 277 drawSolidColorQuad(frame, SolidColorDrawQuad::MaterialCast(quad)); |
278 break; | 278 break; |
279 case DrawQuad::STREAM_VIDEO_CONTENT: | 279 case DrawQuad::STREAM_VIDEO_CONTENT: |
280 drawStreamVideoQuad(frame, StreamVideoDrawQuad::materialCast(quad)); | 280 drawStreamVideoQuad(frame, StreamVideoDrawQuad::MaterialCast(quad)); |
281 break; | 281 break; |
282 case DrawQuad::TEXTURE_CONTENT: | 282 case DrawQuad::TEXTURE_CONTENT: |
283 drawTextureQuad(frame, TextureDrawQuad::materialCast(quad)); | 283 drawTextureQuad(frame, TextureDrawQuad::MaterialCast(quad)); |
284 break; | 284 break; |
285 case DrawQuad::TILED_CONTENT: | 285 case DrawQuad::TILED_CONTENT: |
286 drawTileQuad(frame, TileDrawQuad::materialCast(quad)); | 286 drawTileQuad(frame, TileDrawQuad::MaterialCast(quad)); |
287 break; | 287 break; |
288 case DrawQuad::YUV_VIDEO_CONTENT: | 288 case DrawQuad::YUV_VIDEO_CONTENT: |
289 drawYUVVideoQuad(frame, YUVVideoDrawQuad::materialCast(quad)); | 289 drawYUVVideoQuad(frame, YUVVideoDrawQuad::MaterialCast(quad)); |
290 break; | 290 break; |
291 } | 291 } |
292 } | 292 } |
293 | 293 |
294 void GLRenderer::drawCheckerboardQuad(const DrawingFrame& frame, const Checkerbo
ardDrawQuad* quad) | 294 void GLRenderer::drawCheckerboardQuad(const DrawingFrame& frame, const Checkerbo
ardDrawQuad* quad) |
295 { | 295 { |
296 const TileCheckerboardProgram* program = tileCheckerboardProgram(); | 296 const TileCheckerboardProgram* program = tileCheckerboardProgram(); |
297 DCHECK(program && (program->initialized() || isContextLost())); | 297 DCHECK(program && (program->initialized() || isContextLost())); |
298 GLC(context(), context()->useProgram(program->program())); | 298 GLC(context(), context()->useProgram(program->program())); |
299 | 299 |
300 SkColor color = quad->color(); | 300 SkColor color = quad->color; |
301 GLC(context(), context()->uniform4f(program->fragmentShader().colorLocation(
), SkColorGetR(color) / 255.0, SkColorGetG(color) / 255.0, SkColorGetB(color) /
255.0, 1)); | 301 GLC(context(), context()->uniform4f(program->fragmentShader().colorLocation(
), SkColorGetR(color) / 255.0, SkColorGetG(color) / 255.0, SkColorGetB(color) /
255.0, 1)); |
302 | 302 |
303 const int checkerboardWidth = 16; | 303 const int checkerboardWidth = 16; |
304 float frequency = 1.0 / checkerboardWidth; | 304 float frequency = 1.0 / checkerboardWidth; |
305 | 305 |
306 gfx::Rect tileRect = quad->rect; | 306 gfx::Rect tileRect = quad->rect; |
307 float texOffsetX = tileRect.x() % checkerboardWidth; | 307 float texOffsetX = tileRect.x() % checkerboardWidth; |
308 float texOffsetY = tileRect.y() % checkerboardWidth; | 308 float texOffsetY = tileRect.y() % checkerboardWidth; |
309 float texScaleX = tileRect.width(); | 309 float texScaleX = tileRect.width(); |
310 float texScaleY = tileRect.height(); | 310 float texScaleY = tileRect.height(); |
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324 GLC(context(), context()->useProgram(program->program())); | 324 GLC(context(), context()->useProgram(program->program())); |
325 | 325 |
326 // Use the full quadRect for debug quads to not move the edges based on part
ial swaps. | 326 // Use the full quadRect for debug quads to not move the edges based on part
ial swaps. |
327 const gfx::Rect& layerRect = quad->rect; | 327 const gfx::Rect& layerRect = quad->rect; |
328 WebTransformationMatrix renderMatrix = quad->quadTransform(); | 328 WebTransformationMatrix renderMatrix = quad->quadTransform(); |
329 renderMatrix.translate(0.5 * layerRect.width() + layerRect.x(), 0.5 * layerR
ect.height() + layerRect.y()); | 329 renderMatrix.translate(0.5 * layerRect.width() + layerRect.x(), 0.5 * layerR
ect.height() + layerRect.y()); |
330 renderMatrix.scaleNonUniform(layerRect.width(), layerRect.height()); | 330 renderMatrix.scaleNonUniform(layerRect.width(), layerRect.height()); |
331 GLRenderer::toGLMatrix(&glMatrix[0], frame.projectionMatrix * renderMatrix); | 331 GLRenderer::toGLMatrix(&glMatrix[0], frame.projectionMatrix * renderMatrix); |
332 GLC(context(), context()->uniformMatrix4fv(program->vertexShader().matrixLoc
ation(), 1, false, &glMatrix[0])); | 332 GLC(context(), context()->uniformMatrix4fv(program->vertexShader().matrixLoc
ation(), 1, false, &glMatrix[0])); |
333 | 333 |
334 SkColor color = quad->color(); | 334 SkColor color = quad->color; |
335 float alpha = SkColorGetA(color) / 255.0; | 335 float alpha = SkColorGetA(color) / 255.0; |
336 | 336 |
337 GLC(context(), context()->uniform4f(program->fragmentShader().colorLocation(
), (SkColorGetR(color) / 255.0) * alpha, (SkColorGetG(color) / 255.0) * alpha, (
SkColorGetB(color) / 255.0) * alpha, alpha)); | 337 GLC(context(), context()->uniform4f(program->fragmentShader().colorLocation(
), (SkColorGetR(color) / 255.0) * alpha, (SkColorGetG(color) / 255.0) * alpha, (
SkColorGetB(color) / 255.0) * alpha, alpha)); |
338 | 338 |
339 GLC(context(), context()->lineWidth(quad->width())); | 339 GLC(context(), context()->lineWidth(quad->width)); |
340 | 340 |
341 // The indices for the line are stored in the same array as the triangle ind
ices. | 341 // The indices for the line are stored in the same array as the triangle ind
ices. |
342 GLC(context(), context()->drawElements(GL_LINE_LOOP, 4, GL_UNSIGNED_SHORT, 6
* sizeof(unsigned short))); | 342 GLC(context(), context()->drawElements(GL_LINE_LOOP, 4, GL_UNSIGNED_SHORT, 6
* sizeof(unsigned short))); |
343 } | 343 } |
344 | 344 |
345 static WebGraphicsContext3D* getFilterContext(bool hasImplThread) | 345 static WebGraphicsContext3D* getFilterContext(bool hasImplThread) |
346 { | 346 { |
347 if (hasImplThread) | 347 if (hasImplThread) |
348 return WebSharedGraphicsContext3D::compositorThreadContext(); | 348 return WebSharedGraphicsContext3D::compositorThreadContext(); |
349 else | 349 else |
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497 | 497 |
498 useRenderPass(frame, targetRenderPass); | 498 useRenderPass(frame, targetRenderPass); |
499 | 499 |
500 if (!usingBackgroundTexture) | 500 if (!usingBackgroundTexture) |
501 return scoped_ptr<ScopedResource>(); | 501 return scoped_ptr<ScopedResource>(); |
502 return backgroundTexture.Pass(); | 502 return backgroundTexture.Pass(); |
503 } | 503 } |
504 | 504 |
505 void GLRenderer::drawRenderPassQuad(DrawingFrame& frame, const RenderPassDrawQua
d* quad) | 505 void GLRenderer::drawRenderPassQuad(DrawingFrame& frame, const RenderPassDrawQua
d* quad) |
506 { | 506 { |
507 CachedResource* contentsTexture = m_renderPassTextures.get(quad->renderPassI
d()); | 507 CachedResource* contentsTexture = m_renderPassTextures.get(quad->render_pass
_id); |
508 if (!contentsTexture || !contentsTexture->id()) | 508 if (!contentsTexture || !contentsTexture->id()) |
509 return; | 509 return; |
510 | 510 |
511 const RenderPass* renderPass = frame.renderPassesById->get(quad->renderPassI
d()); | 511 const RenderPass* renderPass = frame.renderPassesById->get(quad->render_pass
_id); |
512 DCHECK(renderPass); | 512 DCHECK(renderPass); |
513 if (!renderPass) | 513 if (!renderPass) |
514 return; | 514 return; |
515 | 515 |
516 WebTransformationMatrix quadRectMatrix; | 516 WebTransformationMatrix quadRectMatrix; |
517 quadRectTransform(&quadRectMatrix, quad->quadTransform(), quad->rect); | 517 quadRectTransform(&quadRectMatrix, quad->quadTransform(), quad->rect); |
518 WebTransformationMatrix contentsDeviceTransform = (frame.windowMatrix * fram
e.projectionMatrix * quadRectMatrix).to2dTransform(); | 518 WebTransformationMatrix contentsDeviceTransform = (frame.windowMatrix * fram
e.projectionMatrix * quadRectMatrix).to2dTransform(); |
519 | 519 |
520 // Can only draw surface if device matrix is invertible. | 520 // Can only draw surface if device matrix is invertible. |
521 if (!contentsDeviceTransform.isInvertible()) | 521 if (!contentsDeviceTransform.isInvertible()) |
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559 | 559 |
560 // Use anti-aliasing programs only when necessary. | 560 // Use anti-aliasing programs only when necessary. |
561 bool useAA = (!deviceQuad.IsRectilinear() || !deviceQuad.BoundingBox().IsExp
ressibleAsRect()); | 561 bool useAA = (!deviceQuad.IsRectilinear() || !deviceQuad.BoundingBox().IsExp
ressibleAsRect()); |
562 if (useAA) { | 562 if (useAA) { |
563 deviceLayerBounds.inflateAntiAliasingDistance(); | 563 deviceLayerBounds.inflateAntiAliasingDistance(); |
564 deviceLayerEdges.inflateAntiAliasingDistance(); | 564 deviceLayerEdges.inflateAntiAliasingDistance(); |
565 } | 565 } |
566 | 566 |
567 scoped_ptr<ResourceProvider::ScopedReadLockGL> maskResourceLock; | 567 scoped_ptr<ResourceProvider::ScopedReadLockGL> maskResourceLock; |
568 unsigned maskTextureId = 0; | 568 unsigned maskTextureId = 0; |
569 if (quad->maskResourceId()) { | 569 if (quad->mask_resource_id) { |
570 maskResourceLock.reset(new ResourceProvider::ScopedReadLockGL(m_resource
Provider, quad->maskResourceId())); | 570 maskResourceLock.reset(new ResourceProvider::ScopedReadLockGL(m_resource
Provider, quad->mask_resource_id)); |
571 maskTextureId = maskResourceLock->textureId(); | 571 maskTextureId = maskResourceLock->textureId(); |
572 } | 572 } |
573 | 573 |
574 // FIXME: use the backgroundTexture and blend the background in with this dr
aw instead of having a separate copy of the background texture. | 574 // FIXME: use the backgroundTexture and blend the background in with this dr
aw instead of having a separate copy of the background texture. |
575 | 575 |
576 context()->bindTexture(GL_TEXTURE_2D, contentsTextureId); | 576 context()->bindTexture(GL_TEXTURE_2D, contentsTextureId); |
577 | 577 |
578 int shaderQuadLocation = -1; | 578 int shaderQuadLocation = -1; |
579 int shaderEdgeLocation = -1; | 579 int shaderEdgeLocation = -1; |
580 int shaderMaskSamplerLocation = -1; | 580 int shaderMaskSamplerLocation = -1; |
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620 | 620 |
621 shaderMatrixLocation = program->vertexShader().matrixLocation(); | 621 shaderMatrixLocation = program->vertexShader().matrixLocation(); |
622 shaderAlphaLocation = program->fragmentShader().alphaLocation(); | 622 shaderAlphaLocation = program->fragmentShader().alphaLocation(); |
623 } | 623 } |
624 | 624 |
625 if (shaderMaskSamplerLocation != -1) { | 625 if (shaderMaskSamplerLocation != -1) { |
626 DCHECK(shaderMaskTexCoordScaleLocation != 1); | 626 DCHECK(shaderMaskTexCoordScaleLocation != 1); |
627 DCHECK(shaderMaskTexCoordOffsetLocation != 1); | 627 DCHECK(shaderMaskTexCoordOffsetLocation != 1); |
628 GLC(context(), context()->activeTexture(GL_TEXTURE1)); | 628 GLC(context(), context()->activeTexture(GL_TEXTURE1)); |
629 GLC(context(), context()->uniform1i(shaderMaskSamplerLocation, 1)); | 629 GLC(context(), context()->uniform1i(shaderMaskSamplerLocation, 1)); |
630 GLC(context(), context()->uniform2f(shaderMaskTexCoordScaleLocation, qua
d->maskTexCoordScaleX(), quad->maskTexCoordScaleY())); | 630 GLC(context(), context()->uniform2f(shaderMaskTexCoordScaleLocation, qua
d->mask_tex_coord_scale_x, quad->mask_tex_coord_scale_y)); |
631 GLC(context(), context()->uniform2f(shaderMaskTexCoordOffsetLocation, qu
ad->maskTexCoordOffsetX(), quad->maskTexCoordOffsetY())); | 631 GLC(context(), context()->uniform2f(shaderMaskTexCoordOffsetLocation, qu
ad->mask_tex_coord_offset_x, quad->mask_tex_coord_offset_y)); |
632 context()->bindTexture(GL_TEXTURE_2D, maskTextureId); | 632 context()->bindTexture(GL_TEXTURE_2D, maskTextureId); |
633 GLC(context(), context()->activeTexture(GL_TEXTURE0)); | 633 GLC(context(), context()->activeTexture(GL_TEXTURE0)); |
634 } | 634 } |
635 | 635 |
636 if (shaderEdgeLocation != -1) { | 636 if (shaderEdgeLocation != -1) { |
637 float edge[24]; | 637 float edge[24]; |
638 deviceLayerEdges.toFloatArray(edge); | 638 deviceLayerEdges.toFloatArray(edge); |
639 deviceLayerBounds.toFloatArray(&edge[12]); | 639 deviceLayerBounds.toFloatArray(&edge[12]); |
640 GLC(context(), context()->uniform3fv(shaderEdgeLocation, 8, edge)); | 640 GLC(context(), context()->uniform3fv(shaderEdgeLocation, 8, edge)); |
641 } | 641 } |
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652 // scope, so the draw gets processed before the filter texture gets deleted. | 652 // scope, so the draw gets processed before the filter texture gets deleted. |
653 if (filterBitmap.getTexture()) | 653 if (filterBitmap.getTexture()) |
654 m_context->flush(); | 654 m_context->flush(); |
655 } | 655 } |
656 | 656 |
657 void GLRenderer::drawSolidColorQuad(const DrawingFrame& frame, const SolidColorD
rawQuad* quad) | 657 void GLRenderer::drawSolidColorQuad(const DrawingFrame& frame, const SolidColorD
rawQuad* quad) |
658 { | 658 { |
659 const SolidColorProgram* program = solidColorProgram(); | 659 const SolidColorProgram* program = solidColorProgram(); |
660 GLC(context(), context()->useProgram(program->program())); | 660 GLC(context(), context()->useProgram(program->program())); |
661 | 661 |
662 SkColor color = quad->color(); | 662 SkColor color = quad->color; |
663 float opacity = quad->opacity(); | 663 float opacity = quad->opacity(); |
664 float alpha = (SkColorGetA(color) / 255.0) * opacity; | 664 float alpha = (SkColorGetA(color) / 255.0) * opacity; |
665 | 665 |
666 GLC(context(), context()->uniform4f(program->fragmentShader().colorLocation(
), (SkColorGetR(color) / 255.0) * alpha, (SkColorGetG(color) / 255.0) * alpha, (
SkColorGetB(color) / 255.0) * alpha, alpha)); | 666 GLC(context(), context()->uniform4f(program->fragmentShader().colorLocation(
), (SkColorGetR(color) / 255.0) * alpha, (SkColorGetG(color) / 255.0) * alpha, (
SkColorGetB(color) / 255.0) * alpha, alpha)); |
667 | 667 |
668 drawQuadGeometry(frame, quad->quadTransform(), quad->rect, program->vertexSh
ader().matrixLocation()); | 668 drawQuadGeometry(frame, quad->quadTransform(), quad->rect, program->vertexSh
ader().matrixLocation()); |
669 } | 669 } |
670 | 670 |
671 struct TileProgramUniforms { | 671 struct TileProgramUniforms { |
672 unsigned program; | 672 unsigned program; |
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690 uniforms.samplerLocation = program->fragmentShader().samplerLocation(); | 690 uniforms.samplerLocation = program->fragmentShader().samplerLocation(); |
691 uniforms.alphaLocation = program->fragmentShader().alphaLocation(); | 691 uniforms.alphaLocation = program->fragmentShader().alphaLocation(); |
692 uniforms.fragmentTexTransformLocation = program->fragmentShader().fragmentTe
xTransformLocation(); | 692 uniforms.fragmentTexTransformLocation = program->fragmentShader().fragmentTe
xTransformLocation(); |
693 uniforms.edgeLocation = program->fragmentShader().edgeLocation(); | 693 uniforms.edgeLocation = program->fragmentShader().edgeLocation(); |
694 } | 694 } |
695 | 695 |
696 void GLRenderer::drawTileQuad(const DrawingFrame& frame, const TileDrawQuad* qua
d) | 696 void GLRenderer::drawTileQuad(const DrawingFrame& frame, const TileDrawQuad* qua
d) |
697 { | 697 { |
698 gfx::Rect tileRect = quad->visible_rect; | 698 gfx::Rect tileRect = quad->visible_rect; |
699 | 699 |
700 gfx::RectF texCoordRect = quad->texCoordRect(); | 700 gfx::RectF texCoordRect = quad->tex_coord_rect; |
701 float texToGeomScaleX = quad->rect.width() / texCoordRect.width(); | 701 float texToGeomScaleX = quad->rect.width() / texCoordRect.width(); |
702 float texToGeomScaleY = quad->rect.height() / texCoordRect.height(); | 702 float texToGeomScaleY = quad->rect.height() / texCoordRect.height(); |
703 | 703 |
704 // texCoordRect corresponds to quadRect, but quadVisibleRect may be | 704 // texCoordRect corresponds to quadRect, but quadVisibleRect may be |
705 // smaller than quadRect due to occlusion or clipping. Adjust | 705 // smaller than quadRect due to occlusion or clipping. Adjust |
706 // texCoordRect to match. | 706 // texCoordRect to match. |
707 gfx::Vector2d topLeftDiff = tileRect.origin() - quad->rect.origin(); | 707 gfx::Vector2d topLeftDiff = tileRect.origin() - quad->rect.origin(); |
708 gfx::Vector2d bottomRightDiff = | 708 gfx::Vector2d bottomRightDiff = |
709 tileRect.bottom_right() - quad->rect.bottom_right(); | 709 tileRect.bottom_right() - quad->rect.bottom_right(); |
710 texCoordRect.Inset(topLeftDiff.x() / texToGeomScaleX, | 710 texCoordRect.Inset(topLeftDiff.x() / texToGeomScaleX, |
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730 clampGeomRect.Inset(geomClampX, geomClampY, geomClampX, geomClampY); | 730 clampGeomRect.Inset(geomClampX, geomClampY, geomClampX, geomClampY); |
731 clampTexRect.Inset(texClampX, texClampY, texClampX, texClampY); | 731 clampTexRect.Inset(texClampX, texClampY, texClampX, texClampY); |
732 | 732 |
733 // Map clamping rectangle to unit square. | 733 // Map clamping rectangle to unit square. |
734 float vertexTexTranslateX = -clampGeomRect.x() / clampGeomRect.width(); | 734 float vertexTexTranslateX = -clampGeomRect.x() / clampGeomRect.width(); |
735 float vertexTexTranslateY = -clampGeomRect.y() / clampGeomRect.height(); | 735 float vertexTexTranslateY = -clampGeomRect.y() / clampGeomRect.height(); |
736 float vertexTexScaleX = tileRect.width() / clampGeomRect.width(); | 736 float vertexTexScaleX = tileRect.width() / clampGeomRect.width(); |
737 float vertexTexScaleY = tileRect.height() / clampGeomRect.height(); | 737 float vertexTexScaleY = tileRect.height() / clampGeomRect.height(); |
738 | 738 |
739 // Map to normalized texture coordinates. | 739 // Map to normalized texture coordinates. |
740 const gfx::Size& textureSize = quad->textureSize(); | 740 const gfx::Size& textureSize = quad->texture_size; |
741 float fragmentTexTranslateX = clampTexRect.x() / textureSize.width(); | 741 float fragmentTexTranslateX = clampTexRect.x() / textureSize.width(); |
742 float fragmentTexTranslateY = clampTexRect.y() / textureSize.height(); | 742 float fragmentTexTranslateY = clampTexRect.y() / textureSize.height(); |
743 float fragmentTexScaleX = clampTexRect.width() / textureSize.width(); | 743 float fragmentTexScaleX = clampTexRect.width() / textureSize.width(); |
744 float fragmentTexScaleY = clampTexRect.height() / textureSize.height(); | 744 float fragmentTexScaleY = clampTexRect.height() / textureSize.height(); |
745 | 745 |
746 | 746 |
747 gfx::QuadF localQuad; | 747 gfx::QuadF localQuad; |
748 WebTransformationMatrix deviceTransform = WebTransformationMatrix(frame.wind
owMatrix * frame.projectionMatrix * quad->quadTransform()).to2dTransform(); | 748 WebTransformationMatrix deviceTransform = WebTransformationMatrix(frame.wind
owMatrix * frame.projectionMatrix * quad->quadTransform()).to2dTransform(); |
749 if (!deviceTransform.isInvertible()) | 749 if (!deviceTransform.isInvertible()) |
750 return; | 750 return; |
751 | 751 |
752 bool clipped = false; | 752 bool clipped = false; |
753 gfx::QuadF deviceLayerQuad = MathUtil::mapQuad(deviceTransform, gfx::QuadF(q
uad->visibleContentRect()), clipped); | 753 gfx::QuadF deviceLayerQuad = MathUtil::mapQuad(deviceTransform, gfx::QuadF(q
uad->visibleContentRect()), clipped); |
754 DCHECK(!clipped); | 754 DCHECK(!clipped); |
755 | 755 |
756 TileProgramUniforms uniforms; | 756 TileProgramUniforms uniforms; |
757 // For now, we simply skip anti-aliasing with the quad is clipped. This only
happens | 757 // For now, we simply skip anti-aliasing with the quad is clipped. This only
happens |
758 // on perspective transformed layers that go partially behind the camera. | 758 // on perspective transformed layers that go partially behind the camera. |
759 if (quad->isAntialiased() && !clipped) { | 759 if (quad->IsAntialiased() && !clipped) { |
760 if (quad->swizzleContents()) | 760 if (quad->swizzle_contents) |
761 tileUniformLocation(tileProgramSwizzleAA(), uniforms); | 761 tileUniformLocation(tileProgramSwizzleAA(), uniforms); |
762 else | 762 else |
763 tileUniformLocation(tileProgramAA(), uniforms); | 763 tileUniformLocation(tileProgramAA(), uniforms); |
764 } else { | 764 } else { |
765 if (quad->ShouldDrawWithBlending()) { | 765 if (quad->ShouldDrawWithBlending()) { |
766 if (quad->swizzleContents()) | 766 if (quad->swizzle_contents) |
767 tileUniformLocation(tileProgramSwizzle(), uniforms); | 767 tileUniformLocation(tileProgramSwizzle(), uniforms); |
768 else | 768 else |
769 tileUniformLocation(tileProgram(), uniforms); | 769 tileUniformLocation(tileProgram(), uniforms); |
770 } else { | 770 } else { |
771 if (quad->swizzleContents()) | 771 if (quad->swizzle_contents) |
772 tileUniformLocation(tileProgramSwizzleOpaque(), uniforms); | 772 tileUniformLocation(tileProgramSwizzleOpaque(), uniforms); |
773 else | 773 else |
774 tileUniformLocation(tileProgramOpaque(), uniforms); | 774 tileUniformLocation(tileProgramOpaque(), uniforms); |
775 } | 775 } |
776 } | 776 } |
777 | 777 |
778 GLC(context(), context()->useProgram(uniforms.program)); | 778 GLC(context(), context()->useProgram(uniforms.program)); |
779 GLC(context(), context()->uniform1i(uniforms.samplerLocation, 0)); | 779 GLC(context(), context()->uniform1i(uniforms.samplerLocation, 0)); |
780 ResourceProvider::ScopedReadLockGL quadResourceLock(m_resourceProvider, quad
->resourceId()); | 780 ResourceProvider::ScopedReadLockGL quadResourceLock(m_resourceProvider, quad
->resource_id); |
781 GLC(context(), context()->bindTexture(GL_TEXTURE_2D, quadResourceLock.textur
eId())); | 781 GLC(context(), context()->bindTexture(GL_TEXTURE_2D, quadResourceLock.textur
eId())); |
782 | 782 |
783 bool useAA = !clipped && quad->isAntialiased(); | 783 bool useAA = !clipped && quad->IsAntialiased(); |
784 if (useAA) { | 784 if (useAA) { |
785 LayerQuad deviceLayerBounds = LayerQuad(gfx::QuadF(deviceLayerQuad.Bound
ingBox())); | 785 LayerQuad deviceLayerBounds = LayerQuad(gfx::QuadF(deviceLayerQuad.Bound
ingBox())); |
786 deviceLayerBounds.inflateAntiAliasingDistance(); | 786 deviceLayerBounds.inflateAntiAliasingDistance(); |
787 | 787 |
788 LayerQuad deviceLayerEdges = LayerQuad(deviceLayerQuad); | 788 LayerQuad deviceLayerEdges = LayerQuad(deviceLayerQuad); |
789 deviceLayerEdges.inflateAntiAliasingDistance(); | 789 deviceLayerEdges.inflateAntiAliasingDistance(); |
790 | 790 |
791 float edge[24]; | 791 float edge[24]; |
792 deviceLayerEdges.toFloatArray(edge); | 792 deviceLayerEdges.toFloatArray(edge); |
793 deviceLayerBounds.toFloatArray(&edge[12]); | 793 deviceLayerBounds.toFloatArray(&edge[12]); |
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810 DCHECK(!clipped); | 810 DCHECK(!clipped); |
811 topRight = MathUtil::mapPoint(deviceTransform, topRight, clipped); | 811 topRight = MathUtil::mapPoint(deviceTransform, topRight, clipped); |
812 DCHECK(!clipped); | 812 DCHECK(!clipped); |
813 | 813 |
814 LayerQuad::Edge bottomEdge(bottomRight, bottomLeft); | 814 LayerQuad::Edge bottomEdge(bottomRight, bottomLeft); |
815 LayerQuad::Edge leftEdge(bottomLeft, topLeft); | 815 LayerQuad::Edge leftEdge(bottomLeft, topLeft); |
816 LayerQuad::Edge topEdge(topLeft, topRight); | 816 LayerQuad::Edge topEdge(topLeft, topRight); |
817 LayerQuad::Edge rightEdge(topRight, bottomRight); | 817 LayerQuad::Edge rightEdge(topRight, bottomRight); |
818 | 818 |
819 // Only apply anti-aliasing to edges not clipped by culling or scissorin
g. | 819 // Only apply anti-aliasing to edges not clipped by culling or scissorin
g. |
820 if (quad->topEdgeAA() && tileRect.y() == quad->rect.y()) | 820 if (quad->top_edge_aa && tileRect.y() == quad->rect.y()) |
821 topEdge = deviceLayerEdges.top(); | 821 topEdge = deviceLayerEdges.top(); |
822 if (quad->leftEdgeAA() && tileRect.x() == quad->rect.x()) | 822 if (quad->left_edge_aa && tileRect.x() == quad->rect.x()) |
823 leftEdge = deviceLayerEdges.left(); | 823 leftEdge = deviceLayerEdges.left(); |
824 if (quad->rightEdgeAA() && tileRect.right() == quad->rect.right()) | 824 if (quad->right_edge_aa && tileRect.right() == quad->rect.right()) |
825 rightEdge = deviceLayerEdges.right(); | 825 rightEdge = deviceLayerEdges.right(); |
826 if (quad->bottomEdgeAA() && tileRect.bottom() == quad->rect.bottom()) | 826 if (quad->bottom_edge_aa && tileRect.bottom() == quad->rect.bottom()) |
827 bottomEdge = deviceLayerEdges.bottom(); | 827 bottomEdge = deviceLayerEdges.bottom(); |
828 | 828 |
829 float sign = gfx::QuadF(tileRect).IsCounterClockwise() ? -1 : 1; | 829 float sign = gfx::QuadF(tileRect).IsCounterClockwise() ? -1 : 1; |
830 bottomEdge.scale(sign); | 830 bottomEdge.scale(sign); |
831 leftEdge.scale(sign); | 831 leftEdge.scale(sign); |
832 topEdge.scale(sign); | 832 topEdge.scale(sign); |
833 rightEdge.scale(sign); | 833 rightEdge.scale(sign); |
834 | 834 |
835 // Create device space quad. | 835 // Create device space quad. |
836 LayerQuad deviceQuad(leftEdge, topEdge, rightEdge, bottomEdge); | 836 LayerQuad deviceQuad(leftEdge, topEdge, rightEdge, bottomEdge); |
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871 // it. This is why this centered rect is used and not the original quadRect. | 871 // it. This is why this centered rect is used and not the original quadRect. |
872 gfx::RectF centeredRect(gfx::PointF(-0.5 * tileRect.width(), -0.5 * tileRect
.height()), tileRect.size()); | 872 gfx::RectF centeredRect(gfx::PointF(-0.5 * tileRect.width(), -0.5 * tileRect
.height()), tileRect.size()); |
873 drawQuadGeometry(frame, quad->quadTransform(), centeredRect, uniforms.matrix
Location); | 873 drawQuadGeometry(frame, quad->quadTransform(), centeredRect, uniforms.matrix
Location); |
874 } | 874 } |
875 | 875 |
876 void GLRenderer::drawYUVVideoQuad(const DrawingFrame& frame, const YUVVideoDrawQ
uad* quad) | 876 void GLRenderer::drawYUVVideoQuad(const DrawingFrame& frame, const YUVVideoDrawQ
uad* quad) |
877 { | 877 { |
878 const VideoYUVProgram* program = videoYUVProgram(); | 878 const VideoYUVProgram* program = videoYUVProgram(); |
879 DCHECK(program && (program->initialized() || isContextLost())); | 879 DCHECK(program && (program->initialized() || isContextLost())); |
880 | 880 |
881 const VideoLayerImpl::FramePlane& yPlane = quad->yPlane(); | 881 const VideoLayerImpl::FramePlane& yPlane = quad->y_plane; |
882 const VideoLayerImpl::FramePlane& uPlane = quad->uPlane(); | 882 const VideoLayerImpl::FramePlane& uPlane = quad->u_plane; |
883 const VideoLayerImpl::FramePlane& vPlane = quad->vPlane(); | 883 const VideoLayerImpl::FramePlane& vPlane = quad->v_plane; |
884 | 884 |
885 ResourceProvider::ScopedReadLockGL yPlaneLock(m_resourceProvider, yPlane.res
ourceId); | 885 ResourceProvider::ScopedReadLockGL yPlaneLock(m_resourceProvider, yPlane.res
ourceId); |
886 ResourceProvider::ScopedReadLockGL uPlaneLock(m_resourceProvider, uPlane.res
ourceId); | 886 ResourceProvider::ScopedReadLockGL uPlaneLock(m_resourceProvider, uPlane.res
ourceId); |
887 ResourceProvider::ScopedReadLockGL vPlaneLock(m_resourceProvider, vPlane.res
ourceId); | 887 ResourceProvider::ScopedReadLockGL vPlaneLock(m_resourceProvider, vPlane.res
ourceId); |
888 GLC(context(), context()->activeTexture(GL_TEXTURE1)); | 888 GLC(context(), context()->activeTexture(GL_TEXTURE1)); |
889 GLC(context(), context()->bindTexture(GL_TEXTURE_2D, yPlaneLock.textureId())
); | 889 GLC(context(), context()->bindTexture(GL_TEXTURE_2D, yPlaneLock.textureId())
); |
890 GLC(context(), context()->activeTexture(GL_TEXTURE2)); | 890 GLC(context(), context()->activeTexture(GL_TEXTURE2)); |
891 GLC(context(), context()->bindTexture(GL_TEXTURE_2D, uPlaneLock.textureId())
); | 891 GLC(context(), context()->bindTexture(GL_TEXTURE_2D, uPlaneLock.textureId())
); |
892 GLC(context(), context()->activeTexture(GL_TEXTURE3)); | 892 GLC(context(), context()->activeTexture(GL_TEXTURE3)); |
893 GLC(context(), context()->bindTexture(GL_TEXTURE_2D, vPlaneLock.textureId())
); | 893 GLC(context(), context()->bindTexture(GL_TEXTURE_2D, vPlaneLock.textureId())
); |
894 | 894 |
895 GLC(context(), context()->useProgram(program->program())); | 895 GLC(context(), context()->useProgram(program->program())); |
896 | 896 |
897 GLC(context(), context()->uniform2f(program->vertexShader().texScaleLocation
(), quad->texScale().width(), quad->texScale().height())); | 897 GLC(context(), context()->uniform2f(program->vertexShader().texScaleLocation
(), quad->tex_scale.width(), quad->tex_scale.height())); |
898 GLC(context(), context()->uniform1i(program->fragmentShader().yTextureLocati
on(), 1)); | 898 GLC(context(), context()->uniform1i(program->fragmentShader().yTextureLocati
on(), 1)); |
899 GLC(context(), context()->uniform1i(program->fragmentShader().uTextureLocati
on(), 2)); | 899 GLC(context(), context()->uniform1i(program->fragmentShader().uTextureLocati
on(), 2)); |
900 GLC(context(), context()->uniform1i(program->fragmentShader().vTextureLocati
on(), 3)); | 900 GLC(context(), context()->uniform1i(program->fragmentShader().vTextureLocati
on(), 3)); |
901 | 901 |
902 // These values are magic numbers that are used in the transformation from Y
UV to RGB color values. | 902 // These values are magic numbers that are used in the transformation from Y
UV to RGB color values. |
903 // They are taken from the following webpage: http://www.fourcc.org/fccyvrgb
.php | 903 // They are taken from the following webpage: http://www.fourcc.org/fccyvrgb
.php |
904 float yuv2RGB[9] = { | 904 float yuv2RGB[9] = { |
905 1.164f, 1.164f, 1.164f, | 905 1.164f, 1.164f, 1.164f, |
906 0.f, -.391f, 2.018f, | 906 0.f, -.391f, 2.018f, |
907 1.596f, -.813f, 0.f, | 907 1.596f, -.813f, 0.f, |
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930 | 930 |
931 void GLRenderer::drawStreamVideoQuad(const DrawingFrame& frame, const StreamVide
oDrawQuad* quad) | 931 void GLRenderer::drawStreamVideoQuad(const DrawingFrame& frame, const StreamVide
oDrawQuad* quad) |
932 { | 932 { |
933 static float glMatrix[16]; | 933 static float glMatrix[16]; |
934 | 934 |
935 DCHECK(m_capabilities.usingEglImage); | 935 DCHECK(m_capabilities.usingEglImage); |
936 | 936 |
937 const VideoStreamTextureProgram* program = videoStreamTextureProgram(); | 937 const VideoStreamTextureProgram* program = videoStreamTextureProgram(); |
938 GLC(context(), context()->useProgram(program->program())); | 938 GLC(context(), context()->useProgram(program->program())); |
939 | 939 |
940 toGLMatrix(&glMatrix[0], quad->matrix()); | 940 toGLMatrix(&glMatrix[0], quad->matrix); |
941 GLC(context(), context()->uniformMatrix4fv(program->vertexShader().texMatrix
Location(), 1, false, glMatrix)); | 941 GLC(context(), context()->uniformMatrix4fv(program->vertexShader().texMatrix
Location(), 1, false, glMatrix)); |
942 | 942 |
943 GLC(context(), context()->bindTexture(GL_TEXTURE_EXTERNAL_OES, quad->texture
Id())); | 943 GLC(context(), context()->bindTexture(GL_TEXTURE_EXTERNAL_OES, quad->texture
_id)); |
944 | 944 |
945 GLC(context(), context()->uniform1i(program->fragmentShader().samplerLocatio
n(), 0)); | 945 GLC(context(), context()->uniform1i(program->fragmentShader().samplerLocatio
n(), 0)); |
946 | 946 |
947 setShaderOpacity(quad->opacity(), program->fragmentShader().alphaLocation())
; | 947 setShaderOpacity(quad->opacity(), program->fragmentShader().alphaLocation())
; |
948 drawQuadGeometry(frame, quad->quadTransform(), quad->rect, program->vertexSh
ader().matrixLocation()); | 948 drawQuadGeometry(frame, quad->quadTransform(), quad->rect, program->vertexSh
ader().matrixLocation()); |
949 } | 949 } |
950 | 950 |
951 struct TextureProgramBinding { | 951 struct TextureProgramBinding { |
952 template<class Program> void set( | 952 template<class Program> void set( |
953 Program* program, WebKit::WebGraphicsContext3D* context) | 953 Program* program, WebKit::WebGraphicsContext3D* context) |
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970 { | 970 { |
971 TextureProgramBinding::set(program, context); | 971 TextureProgramBinding::set(program, context); |
972 texTransformLocation = program->vertexShader().texTransformLocation(); | 972 texTransformLocation = program->vertexShader().texTransformLocation(); |
973 } | 973 } |
974 int texTransformLocation; | 974 int texTransformLocation; |
975 }; | 975 }; |
976 | 976 |
977 void GLRenderer::drawTextureQuad(const DrawingFrame& frame, const TextureDrawQua
d* quad) | 977 void GLRenderer::drawTextureQuad(const DrawingFrame& frame, const TextureDrawQua
d* quad) |
978 { | 978 { |
979 TexTransformTextureProgramBinding binding; | 979 TexTransformTextureProgramBinding binding; |
980 if (quad->flipped()) | 980 if (quad->flipped) |
981 binding.set(textureProgramFlip(), context()); | 981 binding.set(textureProgramFlip(), context()); |
982 else | 982 else |
983 binding.set(textureProgram(), context()); | 983 binding.set(textureProgram(), context()); |
984 GLC(context(), context()->useProgram(binding.programId)); | 984 GLC(context(), context()->useProgram(binding.programId)); |
985 GLC(context(), context()->uniform1i(binding.samplerLocation, 0)); | 985 GLC(context(), context()->uniform1i(binding.samplerLocation, 0)); |
986 const gfx::RectF& uvRect = quad->uvRect(); | 986 const gfx::RectF& uvRect = quad->uv_rect; |
987 GLC(context(), context()->uniform4f(binding.texTransformLocation, uvRect.x()
, uvRect.y(), uvRect.width(), uvRect.height())); | 987 GLC(context(), context()->uniform4f(binding.texTransformLocation, uvRect.x()
, uvRect.y(), uvRect.width(), uvRect.height())); |
988 | 988 |
989 ResourceProvider::ScopedReadLockGL quadResourceLock(m_resourceProvider, quad
->resourceId()); | 989 ResourceProvider::ScopedReadLockGL quadResourceLock(m_resourceProvider, quad
->resource_id); |
990 GLC(context(), context()->bindTexture(GL_TEXTURE_2D, quadResourceLock.textur
eId())); | 990 GLC(context(), context()->bindTexture(GL_TEXTURE_2D, quadResourceLock.textur
eId())); |
991 | 991 |
992 if (!quad->premultipliedAlpha()) { | 992 if (!quad->premultiplied_alpha) { |
993 // As it turns out, the premultiplied alpha blending function (ONE, ONE_
MINUS_SRC_ALPHA) | 993 // As it turns out, the premultiplied alpha blending function (ONE, ONE_
MINUS_SRC_ALPHA) |
994 // will never cause the alpha channel to be set to anything less than 1.
0 if it is | 994 // will never cause the alpha channel to be set to anything less than 1.
0 if it is |
995 // initialized to that value! Therefore, premultipliedAlpha being false
is the first | 995 // initialized to that value! Therefore, premultipliedAlpha being false
is the first |
996 // situation we can generally see an alpha channel less than 1.0 coming
out of the | 996 // situation we can generally see an alpha channel less than 1.0 coming
out of the |
997 // compositor. This is causing platform differences in some layout tests
(see | 997 // compositor. This is causing platform differences in some layout tests
(see |
998 // https://bugs.webkit.org/show_bug.cgi?id=82412), so in this situation,
use a separate | 998 // https://bugs.webkit.org/show_bug.cgi?id=82412), so in this situation,
use a separate |
999 // blend function for the alpha channel to avoid modifying it. Don't use
colorMask for this | 999 // blend function for the alpha channel to avoid modifying it. Don't use
colorMask for this |
1000 // as it has performance implications on some platforms. | 1000 // as it has performance implications on some platforms. |
1001 GLC(context(), context()->blendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_S
RC_ALPHA, GL_ZERO, GL_ONE)); | 1001 GLC(context(), context()->blendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_S
RC_ALPHA, GL_ZERO, GL_ONE)); |
1002 } | 1002 } |
1003 | 1003 |
1004 setShaderOpacity(quad->opacity(), binding.alphaLocation); | 1004 setShaderOpacity(quad->opacity(), binding.alphaLocation); |
1005 drawQuadGeometry(frame, quad->quadTransform(), quad->rect, binding.matrixLoc
ation); | 1005 drawQuadGeometry(frame, quad->quadTransform(), quad->rect, binding.matrixLoc
ation); |
1006 | 1006 |
1007 if (!quad->premultipliedAlpha()) | 1007 if (!quad->premultiplied_alpha) |
1008 GLC(m_context, m_context->blendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)); | 1008 GLC(m_context, m_context->blendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)); |
1009 } | 1009 } |
1010 | 1010 |
1011 void GLRenderer::drawIOSurfaceQuad(const DrawingFrame& frame, const IOSurfaceDra
wQuad* quad) | 1011 void GLRenderer::drawIOSurfaceQuad(const DrawingFrame& frame, const IOSurfaceDra
wQuad* quad) |
1012 { | 1012 { |
1013 TexTransformTextureProgramBinding binding; | 1013 TexTransformTextureProgramBinding binding; |
1014 binding.set(textureIOSurfaceProgram(), context()); | 1014 binding.set(textureIOSurfaceProgram(), context()); |
1015 | 1015 |
1016 GLC(context(), context()->useProgram(binding.programId)); | 1016 GLC(context(), context()->useProgram(binding.programId)); |
1017 GLC(context(), context()->uniform1i(binding.samplerLocation, 0)); | 1017 GLC(context(), context()->uniform1i(binding.samplerLocation, 0)); |
1018 if (quad->orientation() == IOSurfaceDrawQuad::Flipped) | 1018 if (quad->orientation == IOSurfaceDrawQuad::FLIPPED) |
1019 GLC(context(), context()->uniform4f(binding.texTransformLocation, 0, qua
d->ioSurfaceSize().height(), quad->ioSurfaceSize().width(), quad->ioSurfaceSize(
).height() * -1.0)); | 1019 GLC(context(), context()->uniform4f(binding.texTransformLocation, 0, qua
d->io_surface_size.height(), quad->io_surface_size.width(), quad->io_surface_siz
e.height() * -1.0)); |
1020 else | 1020 else |
1021 GLC(context(), context()->uniform4f(binding.texTransformLocation, 0, 0,
quad->ioSurfaceSize().width(), quad->ioSurfaceSize().height())); | 1021 GLC(context(), context()->uniform4f(binding.texTransformLocation, 0, 0,
quad->io_surface_size.width(), quad->io_surface_size.height())); |
1022 | 1022 |
1023 GLC(context(), context()->bindTexture(GL_TEXTURE_RECTANGLE_ARB, quad->ioSurf
aceTextureId())); | 1023 GLC(context(), context()->bindTexture(GL_TEXTURE_RECTANGLE_ARB, quad->io_sur
face_texture_id)); |
1024 | 1024 |
1025 setShaderOpacity(quad->opacity(), binding.alphaLocation); | 1025 setShaderOpacity(quad->opacity(), binding.alphaLocation); |
1026 drawQuadGeometry(frame, quad->quadTransform(), quad->rect, binding.matrixLoc
ation); | 1026 drawQuadGeometry(frame, quad->quadTransform(), quad->rect, binding.matrixLoc
ation); |
1027 | 1027 |
1028 GLC(context(), context()->bindTexture(GL_TEXTURE_RECTANGLE_ARB, 0)); | 1028 GLC(context(), context()->bindTexture(GL_TEXTURE_RECTANGLE_ARB, 0)); |
1029 } | 1029 } |
1030 | 1030 |
1031 void GLRenderer::finishDrawingFrame(DrawingFrame& frame) | 1031 void GLRenderer::finishDrawingFrame(DrawingFrame& frame) |
1032 { | 1032 { |
1033 m_currentFramebufferLock.reset(); | 1033 m_currentFramebufferLock.reset(); |
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1611 | 1611 |
1612 releaseRenderPassTextures(); | 1612 releaseRenderPassTextures(); |
1613 } | 1613 } |
1614 | 1614 |
1615 bool GLRenderer::isContextLost() | 1615 bool GLRenderer::isContextLost() |
1616 { | 1616 { |
1617 return (m_context->getGraphicsResetStatusARB() != GL_NO_ERROR); | 1617 return (m_context->getGraphicsResetStatusARB() != GL_NO_ERROR); |
1618 } | 1618 } |
1619 | 1619 |
1620 } // namespace cc | 1620 } // namespace cc |
OLD | NEW |