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Unified Diff: src/gpu/gl/GrGLGpu.cpp

Issue 1144433002: Move copy-surface-as-draw fallback to GrGLGpu. (Closed) Base URL: https://skia.googlesource.com/skia.git@vares
Patch Set: more Created 5 years, 7 months ago
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Index: src/gpu/gl/GrGLGpu.cpp
diff --git a/src/gpu/gl/GrGLGpu.cpp b/src/gpu/gl/GrGLGpu.cpp
index d56ccd147d52b64f2d4fbd67afa56d3d4422bd80..3dbc56db4ac9870eb6e0d0a72e252695674eec66 100644
--- a/src/gpu/gl/GrGLGpu.cpp
+++ b/src/gpu/gl/GrGLGpu.cpp
@@ -17,6 +17,7 @@
#include "GrTexturePriv.h"
#include "GrTypes.h"
#include "GrVertices.h"
+#include "builders/GrGLShaderStringBuilder.h"
#include "SkStrokeRec.h"
#include "SkTemplates.h"
@@ -187,6 +188,9 @@ GrGLGpu::GrGLGpu(const GrGLContext& ctx, GrContext* context)
SkDebugf("%s", this->glCaps().dump().c_str());
}
+ // Do this early before we start tracking GL state since this binds GL objects.
+ this->createCopyProgram();
+
fProgramCache = SkNEW_ARGS(ProgramCache, (this));
SkASSERT(this->glCaps().maxVertexAttributes() >= GrGeometryProcessor::kMaxVertexAttribs);
@@ -197,6 +201,7 @@ GrGLGpu::GrGLGpu(const GrGLContext& ctx, GrContext* context)
fTempDstFBOID = 0;
fStencilClearFBOID = 0;
+ this->createCopyProgram();
egdaniel 2015/05/13 19:04:42 you call this twice?
bsalomon 2015/05/15 17:56:31 Done.
if (this->glCaps().shaderCaps()->pathRenderingSupport()) {
fPathRendering.reset(new GrGLPathRendering(this));
}
@@ -220,6 +225,14 @@ GrGLGpu::~GrGLGpu() {
GL_CALL(DeleteFramebuffers(1, &fStencilClearFBOID));
}
+ if (0 != fCopyProgram.fArrayBuffer) {
+ GL_CALL(DeleteBuffers(1, &fCopyProgram.fArrayBuffer));
+ }
+
+ if (0 != fCopyProgram.fProgram) {
+ GL_CALL(DeleteProgram(fCopyProgram.fProgram));
+ }
+
delete fProgramCache;
}
@@ -230,6 +243,8 @@ void GrGLGpu::contextAbandoned() {
fTempSrcFBOID = 0;
fTempDstFBOID = 0;
fStencilClearFBOID = 0;
+ fCopyProgram.fArrayBuffer = 0;
+ fCopyProgram.fProgram = 0;
if (this->glCaps().shaderCaps()->pathRenderingSupport()) {
this->glPathRendering()->abandonGpuResources();
}
@@ -1490,7 +1505,7 @@ void GrGLGpu::setupGeometry(const GrPrimitiveProcessor& primProc,
GrVertexAttribType attribType = attrib.fType;
attribState->set(this,
attribIndex,
- vbuf,
+ vbuf->bufferID(),
GrGLAttribTypeToLayout(attribType).fCount,
GrGLAttribTypeToLayout(attribType).fType,
GrGLAttribTypeToLayout(attribType).fNormalized,
@@ -2618,7 +2633,16 @@ void GrGLGpu::unbindTextureFromFBO(GrGLenum fboTarget) {
}
bool GrGLGpu::initCopySurfaceDstDesc(const GrSurface* src, GrSurfaceDesc* desc) {
- // In here we look for opportunities to use CopyTexSubImage, or fbo blit. If neither are
+ // If the src is a texture, we can implement the blit as a draw assuming the config is
+ // renderable.
+ if (src->asTexture() && this->caps()->isConfigRenderable(src->config(), false)) {
+ desc->fOrigin = kDefault_GrSurfaceOrigin;
+ desc->fFlags = kRenderTarget_GrSurfaceFlag;
+ desc->fConfig = src->config();
+ return true;
+ }
+
+ // We look for opportunities to use CopyTexSubImage, or fbo blit. If neither are
// possible and we return false to fallback to creating a render target dst for render-to-
// texture. This code prefers CopyTexSubImage to fbo blit and avoids triggering temporary fbo
// creation. It isn't clear that avoiding temporary fbo creation is actually optimal.
@@ -2664,129 +2688,275 @@ bool GrGLGpu::copySurface(GrSurface* dst,
GrSurface* src,
const SkIRect& srcRect,
const SkIPoint& dstPoint) {
- bool copied = false;
- if (can_copy_texsubimage(dst, src, this)) {
- GrGLuint srcFBO;
- GrGLIRect srcVP;
- srcFBO = this->bindSurfaceAsFBO(src, GR_GL_FRAMEBUFFER, &srcVP, kSrc_TempFBOTarget);
- GrGLTexture* dstTex = static_cast<GrGLTexture*>(dst->asTexture());
- SkASSERT(dstTex);
- // We modified the bound FBO
- fHWBoundRenderTargetUniqueID = SK_InvalidUniqueID;
- GrGLIRect srcGLRect;
- srcGLRect.setRelativeTo(srcVP,
- srcRect.fLeft,
- srcRect.fTop,
- srcRect.width(),
- srcRect.height(),
- src->origin());
-
- this->setScratchTextureUnit();
- GL_CALL(BindTexture(GR_GL_TEXTURE_2D, dstTex->textureID()));
- GrGLint dstY;
- if (kBottomLeft_GrSurfaceOrigin == dst->origin()) {
- dstY = dst->height() - (dstPoint.fY + srcGLRect.fHeight);
- } else {
- dstY = dstPoint.fY;
- }
- GL_CALL(CopyTexSubImage2D(GR_GL_TEXTURE_2D, 0,
- dstPoint.fX, dstY,
- srcGLRect.fLeft, srcGLRect.fBottom,
- srcGLRect.fWidth, srcGLRect.fHeight));
- copied = true;
- if (srcFBO) {
- this->unbindTextureFromFBO(GR_GL_FRAMEBUFFER);
- }
- } else if (can_blit_framebuffer(dst, src, this)) {
- SkIRect dstRect = SkIRect::MakeXYWH(dstPoint.fX, dstPoint.fY,
- srcRect.width(), srcRect.height());
- bool selfOverlap = false;
- if (dst == src) {
- selfOverlap = SkIRect::IntersectsNoEmptyCheck(dstRect, srcRect);
- }
-
- if (!selfOverlap) {
- GrGLuint dstFBO;
- GrGLuint srcFBO;
- GrGLIRect dstVP;
- GrGLIRect srcVP;
- dstFBO = this->bindSurfaceAsFBO(dst, GR_GL_DRAW_FRAMEBUFFER, &dstVP,
- kDst_TempFBOTarget);
- srcFBO = this->bindSurfaceAsFBO(src, GR_GL_READ_FRAMEBUFFER, &srcVP,
- kSrc_TempFBOTarget);
- // We modified the bound FBO
- fHWBoundRenderTargetUniqueID = SK_InvalidUniqueID;
- GrGLIRect srcGLRect;
- GrGLIRect dstGLRect;
- srcGLRect.setRelativeTo(srcVP,
- srcRect.fLeft,
- srcRect.fTop,
- srcRect.width(),
- srcRect.height(),
- src->origin());
- dstGLRect.setRelativeTo(dstVP,
- dstRect.fLeft,
- dstRect.fTop,
- dstRect.width(),
- dstRect.height(),
- dst->origin());
-
- // BlitFrameBuffer respects the scissor, so disable it.
- this->disableScissor();
-
- GrGLint srcY0;
- GrGLint srcY1;
- // Does the blit need to y-mirror or not?
- if (src->origin() == dst->origin()) {
- srcY0 = srcGLRect.fBottom;
- srcY1 = srcGLRect.fBottom + srcGLRect.fHeight;
- } else {
- srcY0 = srcGLRect.fBottom + srcGLRect.fHeight;
- srcY1 = srcGLRect.fBottom;
- }
- GL_CALL(BlitFramebuffer(srcGLRect.fLeft,
- srcY0,
- srcGLRect.fLeft + srcGLRect.fWidth,
- srcY1,
- dstGLRect.fLeft,
- dstGLRect.fBottom,
- dstGLRect.fLeft + dstGLRect.fWidth,
- dstGLRect.fBottom + dstGLRect.fHeight,
- GR_GL_COLOR_BUFFER_BIT, GR_GL_NEAREST));
- if (dstFBO) {
- this->unbindTextureFromFBO(GR_GL_DRAW_FRAMEBUFFER);
- }
- if (srcFBO) {
- this->unbindTextureFromFBO(GR_GL_READ_FRAMEBUFFER);
- }
- copied = true;
- }
+ if (src->asTexture() && dst->asRenderTarget()) {
+ this->copySurfaceAsDraw(dst, src, srcRect, dstPoint);
+ return true;
}
- return copied;
-}
-
-bool GrGLGpu::canCopySurface(const GrSurface* dst,
- const GrSurface* src,
- const SkIRect& srcRect,
- const SkIPoint& dstPoint) {
- // This mirrors the logic in onCopySurface.
+
if (can_copy_texsubimage(dst, src, this)) {
+ this->copySurfaceAsCopyTexSubImage(dst, src, srcRect, dstPoint);
return true;
}
+
if (can_blit_framebuffer(dst, src, this)) {
- if (dst == src) {
- SkIRect dstRect = SkIRect::MakeXYWH(dstPoint.fX, dstPoint.fY,
- srcRect.width(), srcRect.height());
- if(!SkIRect::IntersectsNoEmptyCheck(dstRect, srcRect)) {
- return true;
- }
- } else {
- return true;
- }
+ return this->copySurfaceAsBlitFramebuffer(dst, src, srcRect, dstPoint);
}
+
return false;
}
+
+void GrGLGpu::createCopyProgram() {
+ SkString vshaderTxt(
+ "attribute vec2 a_vertex;"
+ "uniform vec4 u_texCoordXform;"
+ "uniform vec4 u_posXform;"
+ "varying vec2 v_texCoord;"
+ "void main() {"
joshualitt 2015/05/13 19:23:17 Add comment to vshader and fshader so we know when
bsalomon 2015/05/15 17:56:31 Done.
+ " v_texCoord = a_vertex.xy * u_texCoordXform.xy + u_texCoordXform.zw;"
+ " gl_Position.xy = a_vertex * u_posXform.xy + u_posXform.zw;"
+ " gl_Position.zw = vec2(0, 1);"
+ "}"
+ );
+
+ SkString fshaderTxt(
+ "varying vec2 v_texCoord;"
+ "uniform sampler2D u_texture;"
+ "void main() {"
+ " gl_FragColor = texture2D(u_texture, v_texCoord);"
+ "}"
+ );
+
+ const char* fsHeader;
+ const char* vsHeader;
+ if (kGLES_GrGLStandard == this->glStandard()) {
+ vsHeader = "#version 100\n";
+ fsHeader = "#version 100\nprecision mediump float;\n";
+ } else {
+ vsHeader = fsHeader = "#version 110\n";
+ }
+
+ vshaderTxt.prepend(vsHeader);
+ fshaderTxt.prepend(fsHeader);
+
+
+ GL_CALL_RET(fCopyProgram.fProgram, CreateProgram());
+ const char* str;
+ GrGLint length;
+
+ str = vshaderTxt.c_str();
+ length = SkToInt(vshaderTxt.size());
+ GrGLuint vshader = GrGLCompileAndAttachShader(fGLContext, fCopyProgram.fProgram,
+ GR_GL_VERTEX_SHADER, &str, &length, 1, &fStats);
+
+ str = fshaderTxt.c_str();
+ length = SkToInt(fshaderTxt.size());
+ GrGLuint fshader = GrGLCompileAndAttachShader(fGLContext, fCopyProgram.fProgram,
+ GR_GL_FRAGMENT_SHADER, &str, &length, 1, &fStats);
+
+ GL_CALL(LinkProgram(fCopyProgram.fProgram));
+
+ GL_CALL_RET(fCopyProgram.fTextureUniform, GetUniformLocation(fCopyProgram.fProgram,
+ "u_texture"));
+ GL_CALL_RET(fCopyProgram.fPosXformUniform, GetUniformLocation(fCopyProgram.fProgram,
+ "u_posXform"));
+ GL_CALL_RET(fCopyProgram.fTexCoordXformUniform, GetUniformLocation(fCopyProgram.fProgram,
+ "u_texCoordXform"));
+
+ GL_CALL(BindAttribLocation(fCopyProgram.fProgram, 0, "a_vertex"));
+
+ GL_CALL(DeleteShader(vshader));
+ GL_CALL(DeleteShader(fshader));
+
+ GL_CALL(GenBuffers(1, &fCopyProgram.fArrayBuffer));
+ GL_CALL(BindBuffer(GR_GL_ARRAY_BUFFER, fCopyProgram.fArrayBuffer));
+ static const GrGLfloat vdata[] = {
+ 0, 0,
+ 0, 1,
+ 1, 0,
+ 1, 1
+ };
+ GL_ALLOC_CALL(this->glInterface(),
+ BufferData(GR_GL_ARRAY_BUFFER,
+ (GrGLsizeiptr) sizeof(vdata),
+ vdata, // data ptr
+ GR_GL_STATIC_DRAW));
+}
+
+void GrGLGpu::copySurfaceAsDraw(GrSurface* dst,
+ GrSurface* src,
+ const SkIRect& srcRect,
+ const SkIPoint& dstPoint) {
+ int w = srcRect.width();
+ int h = srcRect.height();
+
+ GrGLTexture* srcTex = static_cast<GrGLTexture*>(src->asTexture());
+ GrTextureParams params(SkShader::kClamp_TileMode, GrTextureParams::kNone_FilterMode);
+ this->bindTexture(0, params, srcTex);
+
+ GrGLRenderTarget* dstRT = static_cast<GrGLRenderTarget*>(dst->asRenderTarget());
+ SkIRect dstRect = SkIRect::MakeXYWH(dstPoint.fX, dstPoint.fY, w, h);
+ this->flushRenderTarget(dstRT, &dstRect);
+
+ GL_CALL(UseProgram(fCopyProgram.fProgram));
+ fHWProgramID = fCopyProgram.fProgram;
+
+ fHWGeometryState.setVertexArrayID(this, 0);
+
+ auto attribs = fHWGeometryState.bindArrayAndBufferToDraw(this, fCopyProgram.fArrayBuffer);
egdaniel 2015/05/13 19:04:42 I think this is not the best use case for auto sin
bsalomon 2015/05/15 17:56:31 Done.
+ attribs->set(this, 0, fCopyProgram.fArrayBuffer, 2, GR_GL_FLOAT, false,
+ 2 * sizeof(GrGLfloat), 0);
+
+
+ // dst rect edges in NDC
+ int dw = dst->width();
+ int dh = dst->height();
+ GrGLfloat dx0 = 2.f * dstPoint.fX / dw - 1.f;
egdaniel 2015/05/13 19:04:42 little confused at what these equations are doing
bsalomon 2015/05/15 17:56:31 Done.
+ GrGLfloat dx1 = 2.f * (dstPoint.fX + w) / dw - 1.f;
+ GrGLfloat dy0 = 2.f * dstPoint.fY / dh - 1.f;
+ GrGLfloat dy1 = 2.f * (dstPoint.fY + h) / dh - 1.f;
+ if (kBottomLeft_GrSurfaceOrigin == dst->origin()) {
+ dy0 = -dy0;
+ dy1 = -dy1;
+ }
+
+ // src rect edges in normalized texture space
+ int sw = src->width();
+ int sh = src->height();
+ GrGLfloat sx0 = (GrGLfloat)srcRect.fLeft / sw;
+ GrGLfloat sx1 = (GrGLfloat)(srcRect.fLeft + w) / sw;
+ GrGLfloat sy0 = (GrGLfloat)srcRect.fTop / sh;
+ GrGLfloat sy1 = (GrGLfloat)(srcRect.fTop + h) / sh;
+ if (kBottomLeft_GrSurfaceOrigin == src->origin()) {
+ sy0 = 1.f - sy0;
+ sy1 = 1.f - sy1;
+ }
+
+ GL_CALL(Uniform4f(fCopyProgram.fPosXformUniform, dx1 - dx0, dy1 - dy0, dx0, dy0));
+ GL_CALL(Uniform4f(fCopyProgram.fTexCoordXformUniform, sx1 - sx0, sy1 - sy0, sx0, sy0));
+ GL_CALL(Uniform1i(fCopyProgram.fTextureUniform, 0));
+
+ GrXferProcessor::BlendInfo blendInfo;
+ blendInfo.reset();
+ this->flushBlend(blendInfo);
+ this->flushColorWrite(true);
+ this->flushDither(false);
+ this->flushDrawFace(GrPipelineBuilder::kBoth_DrawFace);
+ this->flushHWAAState(dstRT, false);
+ this->disableScissor();
+ GrStencilSettings stencil;
+ stencil.setDisabled();
+ this->flushStencil(stencil);
+
+ GL_CALL(DrawArrays(GR_GL_TRIANGLE_STRIP, 0, 4));
+}
+
+void GrGLGpu::copySurfaceAsCopyTexSubImage(GrSurface* dst,
+ GrSurface* src,
+ const SkIRect& srcRect,
+ const SkIPoint& dstPoint) {
+ SkASSERT(can_copy_texsubimage(dst, src, this));
+ GrGLuint srcFBO;
+ GrGLIRect srcVP;
+ srcFBO = this->bindSurfaceAsFBO(src, GR_GL_FRAMEBUFFER, &srcVP, kSrc_TempFBOTarget);
+ GrGLTexture* dstTex = static_cast<GrGLTexture*>(dst->asTexture());
+ SkASSERT(dstTex);
+ // We modified the bound FBO
+ fHWBoundRenderTargetUniqueID = SK_InvalidUniqueID;
+ GrGLIRect srcGLRect;
+ srcGLRect.setRelativeTo(srcVP,
+ srcRect.fLeft,
+ srcRect.fTop,
+ srcRect.width(),
+ srcRect.height(),
+ src->origin());
+
+ this->setScratchTextureUnit();
+ GL_CALL(BindTexture(GR_GL_TEXTURE_2D, dstTex->textureID()));
+ GrGLint dstY;
+ if (kBottomLeft_GrSurfaceOrigin == dst->origin()) {
+ dstY = dst->height() - (dstPoint.fY + srcGLRect.fHeight);
+ } else {
+ dstY = dstPoint.fY;
+ }
+ GL_CALL(CopyTexSubImage2D(GR_GL_TEXTURE_2D, 0,
+ dstPoint.fX, dstY,
+ srcGLRect.fLeft, srcGLRect.fBottom,
+ srcGLRect.fWidth, srcGLRect.fHeight));
+ if (srcFBO) {
+ this->unbindTextureFromFBO(GR_GL_FRAMEBUFFER);
+ }
+}
+
+bool GrGLGpu::copySurfaceAsBlitFramebuffer(GrSurface* dst,
+ GrSurface* src,
+ const SkIRect& srcRect,
+ const SkIPoint& dstPoint) {
+ SkASSERT(can_blit_framebuffer(dst, src, this));
+ SkIRect dstRect = SkIRect::MakeXYWH(dstPoint.fX, dstPoint.fY,
+ srcRect.width(), srcRect.height());
+ if (dst == src) {
+ if (SkIRect::IntersectsNoEmptyCheck(dstRect, srcRect)) {
+ return false;
+ }
+ }
+
+ GrGLuint dstFBO;
+ GrGLuint srcFBO;
+ GrGLIRect dstVP;
+ GrGLIRect srcVP;
+ dstFBO = this->bindSurfaceAsFBO(dst, GR_GL_DRAW_FRAMEBUFFER, &dstVP,
+ kDst_TempFBOTarget);
+ srcFBO = this->bindSurfaceAsFBO(src, GR_GL_READ_FRAMEBUFFER, &srcVP,
+ kSrc_TempFBOTarget);
+ // We modified the bound FBO
+ fHWBoundRenderTargetUniqueID = SK_InvalidUniqueID;
+ GrGLIRect srcGLRect;
+ GrGLIRect dstGLRect;
+ srcGLRect.setRelativeTo(srcVP,
+ srcRect.fLeft,
+ srcRect.fTop,
+ srcRect.width(),
+ srcRect.height(),
+ src->origin());
+ dstGLRect.setRelativeTo(dstVP,
+ dstRect.fLeft,
+ dstRect.fTop,
+ dstRect.width(),
+ dstRect.height(),
+ dst->origin());
+
+ // BlitFrameBuffer respects the scissor, so disable it.
+ this->disableScissor();
+
+ GrGLint srcY0;
+ GrGLint srcY1;
+ // Does the blit need to y-mirror or not?
+ if (src->origin() == dst->origin()) {
+ srcY0 = srcGLRect.fBottom;
+ srcY1 = srcGLRect.fBottom + srcGLRect.fHeight;
+ } else {
+ srcY0 = srcGLRect.fBottom + srcGLRect.fHeight;
+ srcY1 = srcGLRect.fBottom;
+ }
+ GL_CALL(BlitFramebuffer(srcGLRect.fLeft,
+ srcY0,
+ srcGLRect.fLeft + srcGLRect.fWidth,
+ srcY1,
+ dstGLRect.fLeft,
+ dstGLRect.fBottom,
+ dstGLRect.fLeft + dstGLRect.fWidth,
+ dstGLRect.fBottom + dstGLRect.fHeight,
+ GR_GL_COLOR_BUFFER_BIT, GR_GL_NEAREST));
+ if (dstFBO) {
+ this->unbindTextureFromFBO(GR_GL_DRAW_FRAMEBUFFER);
+ }
+ if (srcFBO) {
+ this->unbindTextureFromFBO(GR_GL_READ_FRAMEBUFFER);
+ }
+ return true;
+}
+
void GrGLGpu::xferBarrier(GrXferBarrierType type) {
switch (type) {
case kTexture_GrXferBarrierType:
@@ -2824,26 +2994,54 @@ void GrGLGpu::didRemoveGpuTraceMarker() {
}
///////////////////////////////////////////////////////////////////////////////
-
GrGLAttribArrayState* GrGLGpu::HWGeometryState::bindArrayAndBuffersToDraw(
GrGLGpu* gpu,
const GrGLVertexBuffer* vbuffer,
const GrGLIndexBuffer* ibuffer) {
SkASSERT(vbuffer);
+ GrGLuint vbufferID = vbuffer->bufferID();
+ GrGLuint* ibufferIDPtr = NULL;
+ GrGLuint ibufferID;
+ if (ibuffer) {
+ ibufferID = ibuffer->bufferID();
+ ibufferIDPtr = &ibufferID;
+ }
+ return this->internalBind(gpu, vbufferID, ibufferIDPtr);
+}
+
+GrGLAttribArrayState* GrGLGpu::HWGeometryState::bindArrayAndBufferToDraw(GrGLGpu* gpu,
+ GrGLuint vbufferID) {
+ return this->internalBind(gpu, vbufferID, NULL);
+}
+
+GrGLAttribArrayState* GrGLGpu::HWGeometryState::bindArrayAndBuffersToDraw(GrGLGpu* gpu,
+ GrGLuint vbufferID,
+ GrGLuint ibufferID) {
+ return this->internalBind(gpu, vbufferID, &ibufferID);
+}
+
+GrGLAttribArrayState* GrGLGpu::HWGeometryState::internalBind(GrGLGpu* gpu,
+ GrGLuint vbufferID,
+ GrGLuint* ibufferID) {
GrGLAttribArrayState* attribState;
- // We use a vertex array if we're on a core profile and the verts are in a VBO.
- if (gpu->glCaps().isCoreProfile() && !vbuffer->isCPUBacked()) {
+ // If one buffer is a client-side array, so must the other.
+ SkASSERT(!ibufferID || SkToBool(vbufferID) == SkToBool(*ibufferID));
+ if (gpu->glCaps().isCoreProfile() && 0 != vbufferID) {
if (!fVBOVertexArray) {
GrGLuint arrayID;
GR_GL_CALL(gpu->glInterface(), GenVertexArrays(1, &arrayID));
int attrCount = gpu->glCaps().maxVertexAttributes();
fVBOVertexArray = SkNEW_ARGS(GrGLVertexArray, (arrayID, attrCount));
}
- attribState = fVBOVertexArray->bindWithIndexBuffer(gpu, ibuffer);
+ if (ibufferID) {
+ attribState = fVBOVertexArray->bindWithIndexBuffer(gpu, *ibufferID);
+ } else {
+ attribState = fVBOVertexArray->bind(gpu);
+ }
} else {
- if (ibuffer) {
- this->setIndexBufferIDOnDefaultVertexArray(gpu, ibuffer->bufferID());
+ if (ibufferID) {
+ this->setIndexBufferIDOnDefaultVertexArray(gpu, *ibufferID);
} else {
this->setVertexArrayID(gpu, 0);
}
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