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Side by Side Diff: gpu/command_buffer/service/gles2_cmd_decoder.cc

Issue 12213073: Re-land: Mark async texture uploads as completed from the upload thread. (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: Avoid unnecessary polling by GpuCommandBufferStub. Created 7 years, 10 months ago
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1 // Copyright (c) 2012 The Chromium Authors. All rights reserved. 1 // Copyright (c) 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 "gpu/command_buffer/service/gles2_cmd_decoder.h" 5 #include "gpu/command_buffer/service/gles2_cmd_decoder.h"
6 6
7 #include <stdio.h> 7 #include <stdio.h>
8 8
9 #include <algorithm> 9 #include <algorithm>
10 #include <list> 10 #include <list>
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2712 2712
2713 bool GLES2DecoderImpl::MakeCurrent() { 2713 bool GLES2DecoderImpl::MakeCurrent() {
2714 if (!context_.get() || !context_->MakeCurrent(surface_.get())) 2714 if (!context_.get() || !context_->MakeCurrent(surface_.get()))
2715 return false; 2715 return false;
2716 2716
2717 if (WasContextLost()) { 2717 if (WasContextLost()) {
2718 LOG(ERROR) << " GLES2DecoderImpl: Context lost during MakeCurrent."; 2718 LOG(ERROR) << " GLES2DecoderImpl: Context lost during MakeCurrent.";
2719 return false; 2719 return false;
2720 } 2720 }
2721 2721
2722 if (query_manager_.get())
2723 query_manager_->ProcessPendingTransferQueries();
2724
2722 // TODO(epenner): Is there a better place to do this? Transfers 2725 // TODO(epenner): Is there a better place to do this? Transfers
2723 // can complete any time we yield the main thread. So we *must* 2726 // can complete any time we yield the main thread. So we *must*
2724 // process transfers after any such yield, before resuming. 2727 // process transfers after any such yield, before resuming.
2725 bool frame_buffer_dirty = false; 2728 bool frame_buffer_dirty = false;
2726 bool texture_dirty = false; 2729 bool texture_dirty = false;
2727 texture_manager()->BindFinishedAsyncPixelTransfers( 2730 texture_manager()->BindFinishedAsyncPixelTransfers(
2728 &texture_dirty, &frame_buffer_dirty); 2731 &texture_dirty, &frame_buffer_dirty);
2729 // Texture unit zero might be stomped. 2732 // Texture unit zero might be stomped.
2730 if (texture_dirty) 2733 if (texture_dirty)
2731 RestoreCurrentTexture2DBindings(); 2734 RestoreCurrentTexture2DBindings();
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9109 if (state_.current_query->target() != target) { 9112 if (state_.current_query->target() != target) {
9110 SetGLError(GL_INVALID_OPERATION, 9113 SetGLError(GL_INVALID_OPERATION,
9111 "glEndQueryEXT", "target does not match active query"); 9114 "glEndQueryEXT", "target does not match active query");
9112 return error::kNoError; 9115 return error::kNoError;
9113 } 9116 }
9114 9117
9115 if (!query_manager_->EndQuery(state_.current_query, submit_count)) { 9118 if (!query_manager_->EndQuery(state_.current_query, submit_count)) {
9116 return error::kOutOfBounds; 9119 return error::kOutOfBounds;
9117 } 9120 }
9118 9121
9122 query_manager_->ProcessPendingTransferQueries();
9123
9119 state_.current_query = NULL; 9124 state_.current_query = NULL;
9120 return error::kNoError; 9125 return error::kNoError;
9121 } 9126 }
9122 9127
9123 bool GLES2DecoderImpl::GenVertexArraysOESHelper( 9128 bool GLES2DecoderImpl::GenVertexArraysOESHelper(
9124 GLsizei n, const GLuint* client_ids) { 9129 GLsizei n, const GLuint* client_ids) {
9125 for (GLsizei ii = 0; ii < n; ++ii) { 9130 for (GLsizei ii = 0; ii < n; ++ii) {
9126 if (GetVertexAttribManager(client_ids[ii])) { 9131 if (GetVertexAttribManager(client_ids[ii])) {
9127 return false; 9132 return false;
9128 } 9133 }
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10077 return error::kNoError; 10082 return error::kNoError;
10078 } 10083 }
10079 10084
10080 // Include the auto-generated part of this file. We split this because it means 10085 // Include the auto-generated part of this file. We split this because it means
10081 // we can easily edit the non-auto generated parts right here in this file 10086 // we can easily edit the non-auto generated parts right here in this file
10082 // instead of having to edit some template or the code generator. 10087 // instead of having to edit some template or the code generator.
10083 #include "gpu/command_buffer/service/gles2_cmd_decoder_autogen.h" 10088 #include "gpu/command_buffer/service/gles2_cmd_decoder_autogen.h"
10084 10089
10085 } // namespace gles2 10090 } // namespace gles2
10086 } // namespace gpu 10091 } // namespace gpu
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