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Side by Side Diff: src/gpu/gl/GrGLGpu.cpp

Issue 1015223002: Remove recent changes to use temp fbo to do stencil clears. (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: rebase Created 5 years, 9 months ago
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1 /* 1 /*
2 * Copyright 2011 Google Inc. 2 * Copyright 2011 Google Inc.
3 * 3 *
4 * Use of this source code is governed by a BSD-style license that can be 4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file. 5 * found in the LICENSE file.
6 */ 6 */
7 7
8 8
9 #include "GrGLGpu.h" 9 #include "GrGLGpu.h"
10 #include "GrGLStencilBuffer.h" 10 #include "GrGLStencilBuffer.h"
(...skipping 1164 matching lines...) Expand 10 before | Expand all | Expand 10 after
1175 fStats.incStencilBufferCreates(); 1175 fStats.incStencilBufferCreates();
1176 // After sized formats we attempt an unsized format and take 1176 // After sized formats we attempt an unsized format and take
1177 // whatever sizes GL gives us. In that case we query for the size. 1177 // whatever sizes GL gives us. In that case we query for the size.
1178 GrGLStencilBuffer::Format format = sFmt; 1178 GrGLStencilBuffer::Format format = sFmt;
1179 get_stencil_rb_sizes(this->glInterface(), &format); 1179 get_stencil_rb_sizes(this->glInterface(), &format);
1180 SkAutoTUnref<GrGLStencilBuffer> sb(SkNEW_ARGS(GrGLStencilBuffer, 1180 SkAutoTUnref<GrGLStencilBuffer> sb(SkNEW_ARGS(GrGLStencilBuffer,
1181 (this, sbDesc, width, height, samples, format))); 1181 (this, sbDesc, width, height, samples, format)));
1182 if (this->attachStencilBufferToRenderTarget(sb, rt)) { 1182 if (this->attachStencilBufferToRenderTarget(sb, rt)) {
1183 fLastSuccessfulStencilFmtIdx = sIdx; 1183 fLastSuccessfulStencilFmtIdx = sIdx;
1184 rt->renderTargetPriv().didAttachStencilBuffer(sb); 1184 rt->renderTargetPriv().didAttachStencilBuffer(sb);
1185 1185 // This work around is currently breaking on windows 7 hd2000 bot when we bind a color buffer
1186 #if 0
1186 // Clear the stencil buffer. We use a special purpose FBO for th is so that the 1187 // Clear the stencil buffer. We use a special purpose FBO for th is so that the
1187 // entire stencil buffer is cleared, even if it is attached to a n FBO with a 1188 // entire stencil buffer is cleared, even if it is attached to a n FBO with a
1188 // smaller color target. 1189 // smaller color target.
1189 if (0 == fStencilClearFBOID) { 1190 if (0 == fStencilClearFBOID) {
1190 GL_CALL(GenFramebuffers(1, &fStencilClearFBOID)); 1191 GL_CALL(GenFramebuffers(1, &fStencilClearFBOID));
1191 } 1192 }
1192 1193
1193 GL_CALL(BindFramebuffer(GR_GL_FRAMEBUFFER, fStencilClearFBOID)); 1194 GL_CALL(BindFramebuffer(GR_GL_FRAMEBUFFER, fStencilClearFBOID));
1194 fHWBoundRenderTargetUniqueID = SK_InvalidUniqueID; 1195 fHWBoundRenderTargetUniqueID = SK_InvalidUniqueID;
1195 fStats.incRenderTargetBinds(); 1196 fStats.incRenderTargetBinds();
(...skipping 30 matching lines...) Expand all
1226 1227
1227 // Unbind the SB from the FBO so that we don't keep it alive. 1228 // Unbind the SB from the FBO so that we don't keep it alive.
1228 GL_CALL(FramebufferRenderbuffer(GR_GL_FRAMEBUFFER, 1229 GL_CALL(FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
1229 GR_GL_STENCIL_ATTACHMENT, 1230 GR_GL_STENCIL_ATTACHMENT,
1230 GR_GL_RENDERBUFFER, 0)); 1231 GR_GL_RENDERBUFFER, 0));
1231 if (sFmt.fPacked) { 1232 if (sFmt.fPacked) {
1232 GL_CALL(FramebufferRenderbuffer(GR_GL_FRAMEBUFFER, 1233 GL_CALL(FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
1233 GR_GL_DEPTH_ATTACHMENT, 1234 GR_GL_DEPTH_ATTACHMENT,
1234 GR_GL_RENDERBUFFER, 0)); 1235 GR_GL_RENDERBUFFER, 0));
1235 } 1236 }
1236 1237 #endif
1237 return true; 1238 return true;
1238 } 1239 }
1239 // Remove the scratch key from this resource so we don't grab it fro m the cache ever 1240 // Remove the scratch key from this resource so we don't grab it fro m the cache ever
1240 // again. 1241 // again.
1241 sb->resourcePriv().removeScratchKey(); 1242 sb->resourcePriv().removeScratchKey();
1242 // Set this to 0 since we handed the valid ID off to the failed sten cil buffer resource. 1243 // Set this to 0 since we handed the valid ID off to the failed sten cil buffer resource.
1243 sbDesc.fRenderbufferID = 0; 1244 sbDesc.fRenderbufferID = 0;
1244 } 1245 }
1245 } 1246 }
1246 GL_CALL(DeleteRenderbuffers(1, &sbDesc.fRenderbufferID)); 1247 GL_CALL(DeleteRenderbuffers(1, &sbDesc.fRenderbufferID));
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2815 this->setVertexArrayID(gpu, 0); 2816 this->setVertexArrayID(gpu, 0);
2816 } 2817 }
2817 int attrCount = gpu->glCaps().maxVertexAttributes(); 2818 int attrCount = gpu->glCaps().maxVertexAttributes();
2818 if (fDefaultVertexArrayAttribState.count() != attrCount) { 2819 if (fDefaultVertexArrayAttribState.count() != attrCount) {
2819 fDefaultVertexArrayAttribState.resize(attrCount); 2820 fDefaultVertexArrayAttribState.resize(attrCount);
2820 } 2821 }
2821 attribState = &fDefaultVertexArrayAttribState; 2822 attribState = &fDefaultVertexArrayAttribState;
2822 } 2823 }
2823 return attribState; 2824 return attribState;
2824 } 2825 }
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