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Issue 210005: Rewrote full-screen support on Windows. O3D now always creates its own... (Closed) Base URL: svn://chrome-svn/chrome/trunk/src/o3d/
Patch Set: '' Created 11 years, 3 months ago
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1 /* 1 /*
2 * Copyright 2009, Google Inc. 2 * Copyright 2009, Google Inc.
3 * All rights reserved. 3 * All rights reserved.
4 * 4 *
5 * Redistribution and use in source and binary forms, with or without 5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are 6 * modification, are permitted provided that the following conditions are
7 * met: 7 * met:
8 * 8 *
9 * * Redistributions of source code must retain the above copyright 9 * * Redistributions of source code must retain the above copyright
10 * notice, this list of conditions and the following disclaimer. 10 * notice, this list of conditions and the following disclaimer.
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120 need_to_render_(true), 120 need_to_render_(true),
121 rendering_(false), 121 rendering_(false),
122 drawing_(false), 122 drawing_(false),
123 width_(0), 123 width_(0),
124 height_(0), 124 height_(0),
125 display_width_(0), 125 display_width_(0),
126 display_height_(0), 126 display_height_(0),
127 dest_x_offset_(0), 127 dest_x_offset_(0),
128 dest_y_offset_(0), 128 dest_y_offset_(0),
129 supports_npot_(false), 129 supports_npot_(false),
130 back_buffer_cleared_(false) { 130 back_buffer_cleared_(false),
131 presented_once_(false) {
131 } 132 }
132 133
133 Renderer::~Renderer() { 134 Renderer::~Renderer() {
134 // Delete all the state handlers. 135 // Delete all the state handlers.
135 while (!state_handler_map_.empty()) { 136 while (!state_handler_map_.empty()) {
136 delete state_handler_map_.begin()->second; 137 delete state_handler_map_.begin()->second;
137 state_handler_map_.erase(state_handler_map_.begin()); 138 state_handler_map_.erase(state_handler_map_.begin());
138 } 139 }
139 } 140 }
140 141
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314 current_render_surface_ = NULL; 315 current_render_surface_ = NULL;
315 current_depth_surface_ = NULL; 316 current_depth_surface_ = NULL;
316 rendering_ = false; 317 rendering_ = false;
317 } 318 }
318 } 319 }
319 320
320 void Renderer::Present() { 321 void Renderer::Present() {
321 DCHECK(!rendering_); 322 DCHECK(!rendering_);
322 DCHECK(!drawing_); 323 DCHECK(!drawing_);
323 PlatformSpecificPresent(); 324 PlatformSpecificPresent();
325 presented_once_ = true;
324 } 326 }
325 327
326 void Renderer::Clear(const Float4 &color, 328 void Renderer::Clear(const Float4 &color,
327 bool color_flag, 329 bool color_flag,
328 float depth, 330 float depth,
329 bool depth_flag, 331 bool depth_flag,
330 int stencil, 332 int stencil,
331 bool stencil_flag) { 333 bool stencil_flag) {
332 // If we are currently rendering to the backbuffer and it has not been cleared 334 // If we are currently rendering to the backbuffer and it has not been cleared
333 // AND if we are not about to clear it entirely then clear it. 335 // AND if we are not about to clear it entirely then clear it.
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818 bool Renderer::SafeToBindTexture(Texture* texture) const { 820 bool Renderer::SafeToBindTexture(Texture* texture) const {
819 if (current_render_surface_ && 821 if (current_render_surface_ &&
820 current_render_surface_->texture() == texture) { 822 current_render_surface_->texture() == texture) {
821 return false; 823 return false;
822 } 824 }
823 825
824 return true; 826 return true;
825 } 827 }
826 828
827 } // namespace o3d 829 } // namespace o3d
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