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Issue 12676029: cc: Fix capitalization style in chromified files. (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: Created 7 years, 9 months ago
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1 // Copyright 2012 The Chromium Authors. All rights reserved. 1 // Copyright 2012 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/output/delegating_renderer.h" 5 #include "cc/output/delegating_renderer.h"
6 6
7 #include <set> 7 #include <set>
8 #include <string> 8 #include <string>
9 #include <vector> 9 #include <vector>
10 10
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66 // Software compositing. 66 // Software compositing.
67 return true; 67 return true;
68 } 68 }
69 69
70 if (!context3d->makeContextCurrent()) 70 if (!context3d->makeContextCurrent())
71 return false; 71 return false;
72 72
73 context3d->setContextLostCallback(this); 73 context3d->setContextLostCallback(this);
74 context3d->pushGroupMarkerEXT("CompositorContext"); 74 context3d->pushGroupMarkerEXT("CompositorContext");
75 75
76 std::string extensionsString = 76 std::string extensions_string =
77 UTF16ToASCII(context3d->getString(GL_EXTENSIONS)); 77 UTF16ToASCII(context3d->getString(GL_EXTENSIONS));
78 78
79 std::vector<std::string> extensions; 79 std::vector<std::string> extensions;
80 base::SplitString(extensionsString, ' ', &extensions); 80 base::SplitString(extensions_string, ' ', &extensions);
81 81
82 // TODO(danakj): We need non-GPU-specific paths for these things. This 82 // TODO(danakj): We need non-GPU-specific paths for these things. This
83 // renderer shouldn't need to use context3d extensions directly. 83 // renderer shouldn't need to use context3d extensions directly.
84 bool hasReadBGRA = true; 84 bool has_read_bgra = true;
85 bool hasSetVisibility = true; 85 bool has_set_visibility = true;
86 bool hasIOSurface = true; 86 bool has_io_surface = true;
87 bool hasARBTextureRect = true; 87 bool has_arb_texture_rect = true;
88 bool hasGpuMemoryManager = true; 88 bool has_gpu_memory_manager = true;
89 bool hasEGLImage = true; 89 bool has_egl_image = true;
90 for (size_t i = 0; i < extensions.size(); ++i) { 90 for (size_t i = 0; i < extensions.size(); ++i) {
91 if (extensions[i] == "GL_EXT_read_format_bgra") 91 if (extensions[i] == "GL_EXT_read_format_bgra")
92 hasReadBGRA = true; 92 has_read_bgra = true;
93 else if (extensions[i] == "GL_CHROMIUM_set_visibility") 93 else if (extensions[i] == "GL_CHROMIUM_set_visibility")
94 hasSetVisibility = true; 94 has_set_visibility = true;
95 else if (extensions[i] == "GL_CHROMIUM_iosurface") 95 else if (extensions[i] == "GL_CHROMIUM_iosurface")
96 hasIOSurface = true; 96 has_io_surface = true;
97 else if (extensions[i] == "GL_ARB_texture_rectangle") 97 else if (extensions[i] == "GL_ARB_texture_rectangle")
98 hasARBTextureRect = true; 98 has_arb_texture_rect = true;
99 else if (extensions[i] == "GL_CHROMIUM_gpu_memory_manager") 99 else if (extensions[i] == "GL_CHROMIUM_gpu_memory_manager")
100 hasGpuMemoryManager = true; 100 has_gpu_memory_manager = true;
101 else if (extensions[i] == "GL_OES_EGL_image_external") 101 else if (extensions[i] == "GL_OES_EGL_image_external")
102 hasEGLImage = true; 102 has_egl_image = true;
103 } 103 }
104 104
105 if (hasIOSurface) 105 if (has_io_surface)
106 DCHECK(hasARBTextureRect); 106 DCHECK(has_arb_texture_rect);
107 107
108 capabilities_.using_accelerated_painting = 108 capabilities_.using_accelerated_painting =
109 Settings().accelerate_painting && 109 Settings().accelerate_painting &&
110 capabilities_.best_texture_format == GL_BGRA_EXT && 110 capabilities_.best_texture_format == GL_BGRA_EXT &&
111 hasReadBGRA; 111 has_read_bgra;
112 112
113 // TODO(piman): loop visibility to GPU process? 113 // TODO(piman): loop visibility to GPU process?
114 capabilities_.using_set_visibility = hasSetVisibility; 114 capabilities_.using_set_visibility = has_set_visibility;
115 115
116 // TODO(danakj): Support GpuMemoryManager. 116 // TODO(danakj): Support GpuMemoryManager.
117 capabilities_.using_gpu_memory_manager = false; 117 capabilities_.using_gpu_memory_manager = false;
118 118
119 capabilities_.using_egl_image = hasEGLImage; 119 capabilities_.using_egl_image = has_egl_image;
120 120
121 return true; 121 return true;
122 } 122 }
123 123
124 DelegatingRenderer::~DelegatingRenderer() { 124 DelegatingRenderer::~DelegatingRenderer() {
125 WebGraphicsContext3D* context3d = resource_provider_->GraphicsContext3D(); 125 WebGraphicsContext3D* context3d = resource_provider_->GraphicsContext3D();
126 if (context3d) 126 if (context3d)
127 context3d->setContextLostCallback(NULL); 127 context3d->setContextLostCallback(NULL);
128 } 128 }
129 129
130 const RendererCapabilities& DelegatingRenderer::Capabilities() const { 130 const RendererCapabilities& DelegatingRenderer::Capabilities() const {
131 return capabilities_; 131 return capabilities_;
132 } 132 }
133 133
134 static ResourceProvider::ResourceId AppendToArray( 134 static ResourceProvider::ResourceId AppendToArray(
135 ResourceProvider::ResourceIdArray* array, 135 ResourceProvider::ResourceIdArray* array,
136 ResourceProvider::ResourceId id) { 136 ResourceProvider::ResourceId id) {
137 array->push_back(id); 137 array->push_back(id);
138 return id; 138 return id;
139 } 139 }
140 140
141 void DelegatingRenderer::DrawFrame( 141 void DelegatingRenderer::DrawFrame(
142 RenderPassList& render_passes_in_draw_order) { 142 RenderPassList& render_passes_in_draw_order) {
143 TRACE_EVENT0("cc", "DelegatingRenderer::drawFrame"); 143 TRACE_EVENT0("cc", "DelegatingRenderer::DrawFrame");
144 144
145 CompositorFrame out_frame; 145 CompositorFrame out_frame;
146 out_frame.metadata = client_->MakeCompositorFrameMetadata(); 146 out_frame.metadata = client_->MakeCompositorFrameMetadata();
147 147
148 out_frame.delegated_frame_data = make_scoped_ptr(new DelegatedFrameData); 148 out_frame.delegated_frame_data = make_scoped_ptr(new DelegatedFrameData);
149 149
150 // Collect all resource ids in the render passes into a ResourceIdArray. 150 // Collect all resource ids in the render passes into a ResourceIdArray.
151 ResourceProvider::ResourceIdArray resources; 151 ResourceProvider::ResourceIdArray resources;
152 DrawQuad::ResourceIteratorCallback append_to_array = 152 DrawQuad::ResourceIteratorCallback append_to_array =
153 base::Bind(&AppendToArray, &resources); 153 base::Bind(&AppendToArray, &resources);
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190 190
191 void DelegatingRenderer::SetVisible(bool visible) { 191 void DelegatingRenderer::SetVisible(bool visible) {
192 visible_ = visible; 192 visible_ = visible;
193 } 193 }
194 194
195 void DelegatingRenderer::onContextLost() { 195 void DelegatingRenderer::onContextLost() {
196 client_->DidLoseOutputSurface(); 196 client_->DidLoseOutputSurface();
197 } 197 }
198 198
199 } // namespace cc 199 } // namespace cc
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