Index: ui/gl/gl_bindings_autogen_gl.cc |
diff --git a/ui/gl/gl_bindings_autogen_gl.cc b/ui/gl/gl_bindings_autogen_gl.cc |
index c2493db892feb9a76e8314a3efbb9a06bfe0e0db..2917d993b9680bd9362a4032d7fb3a1218dba030 100644 |
--- a/ui/gl/gl_bindings_autogen_gl.cc |
+++ b/ui/gl/gl_bindings_autogen_gl.cc |
@@ -26,6 +26,7 @@ DriverGL g_driver_gl; |
void DriverGL::InitializeStaticBindings() { |
fn.glActiveTextureFn = reinterpret_cast<glActiveTextureProc>( |
GetGLProcAddress("glActiveTexture")); |
+ fn.glApplyFramebufferAttachmentCMAAINTELFn = 0; |
fn.glAttachShaderFn = |
reinterpret_cast<glAttachShaderProc>(GetGLProcAddress("glAttachShader")); |
fn.glBeginQueryFn = 0; |
@@ -528,6 +529,8 @@ void DriverGL::InitializeDynamicBindings(GLContext* context) { |
ext.b_GL_IMG_multisampled_render_to_texture = |
extensions.find("GL_IMG_multisampled_render_to_texture ") != |
std::string::npos; |
+ ext.b_GL_INTEL_framebuffer_CMAA = |
+ extensions.find("GL_INTEL_framebuffer_CMAA ") != std::string::npos; |
ext.b_GL_KHR_blend_equation_advanced = |
extensions.find("GL_KHR_blend_equation_advanced ") != std::string::npos; |
ext.b_GL_KHR_robustness = |
@@ -546,6 +549,14 @@ void DriverGL::InitializeDynamicBindings(GLContext* context) { |
ext.b_GL_OES_vertex_array_object = |
extensions.find("GL_OES_vertex_array_object ") != std::string::npos; |
+ debug_fn.glApplyFramebufferAttachmentCMAAINTELFn = 0; |
+ if (ext.b_GL_INTEL_framebuffer_CMAA) { |
+ fn.glApplyFramebufferAttachmentCMAAINTELFn = |
+ reinterpret_cast<glApplyFramebufferAttachmentCMAAINTELProc>( |
+ GetGLProcAddress("glApplyFramebufferAttachmentCMAAINTEL")); |
+ DCHECK(fn.glApplyFramebufferAttachmentCMAAINTELFn); |
+ } |
+ |
debug_fn.glBeginQueryFn = 0; |
if (!ver->is_es || ver->IsAtLeastGLES(3u, 0u)) { |
fn.glBeginQueryFn = |
@@ -2120,6 +2131,13 @@ static void GL_BINDING_CALL Debug_glActiveTexture(GLenum texture) { |
g_driver_gl.debug_fn.glActiveTextureFn(texture); |
} |
+static void GL_BINDING_CALL Debug_glApplyFramebufferAttachmentCMAAINTEL(void) { |
+ GL_SERVICE_LOG("glApplyFramebufferAttachmentCMAAINTEL" |
+ << "(" |
+ << ")"); |
+ g_driver_gl.debug_fn.glApplyFramebufferAttachmentCMAAINTELFn(); |
+} |
+ |
static void GL_BINDING_CALL Debug_glAttachShader(GLuint program, |
GLuint shader) { |
GL_SERVICE_LOG("glAttachShader" |
@@ -5022,6 +5040,12 @@ void DriverGL::InitializeDebugBindings() { |
debug_fn.glActiveTextureFn = fn.glActiveTextureFn; |
fn.glActiveTextureFn = Debug_glActiveTexture; |
} |
+ if (!debug_fn.glApplyFramebufferAttachmentCMAAINTELFn) { |
+ debug_fn.glApplyFramebufferAttachmentCMAAINTELFn = |
+ fn.glApplyFramebufferAttachmentCMAAINTELFn; |
+ fn.glApplyFramebufferAttachmentCMAAINTELFn = |
+ Debug_glApplyFramebufferAttachmentCMAAINTEL; |
+ } |
if (!debug_fn.glAttachShaderFn) { |
debug_fn.glAttachShaderFn = fn.glAttachShaderFn; |
fn.glAttachShaderFn = Debug_glAttachShader; |
@@ -6252,6 +6276,10 @@ void GLApiBase::glActiveTextureFn(GLenum texture) { |
driver_->fn.glActiveTextureFn(texture); |
} |
+void GLApiBase::glApplyFramebufferAttachmentCMAAINTELFn(void) { |
+ driver_->fn.glApplyFramebufferAttachmentCMAAINTELFn(); |
+} |
+ |
void GLApiBase::glAttachShaderFn(GLuint program, GLuint shader) { |
driver_->fn.glAttachShaderFn(program, shader); |
} |
@@ -7989,6 +8017,12 @@ void TraceGLApi::glActiveTextureFn(GLenum texture) { |
gl_api_->glActiveTextureFn(texture); |
} |
+void TraceGLApi::glApplyFramebufferAttachmentCMAAINTELFn(void) { |
+ TRACE_EVENT_BINARY_EFFICIENT0( |
+ "gpu", "TraceGLAPI::glApplyFramebufferAttachmentCMAAINTEL") |
+ gl_api_->glApplyFramebufferAttachmentCMAAINTELFn(); |
+} |
+ |
void TraceGLApi::glAttachShaderFn(GLuint program, GLuint shader) { |
TRACE_EVENT_BINARY_EFFICIENT0("gpu", "TraceGLAPI::glAttachShader") |
gl_api_->glAttachShaderFn(program, shader); |
@@ -10049,6 +10083,13 @@ void NoContextGLApi::glActiveTextureFn(GLenum texture) { |
LOG(ERROR) << "Trying to call glActiveTexture() without current GL context"; |
} |
+void NoContextGLApi::glApplyFramebufferAttachmentCMAAINTELFn(void) { |
+ NOTREACHED() << "Trying to call glApplyFramebufferAttachmentCMAAINTEL() " |
+ "without current GL context"; |
+ LOG(ERROR) << "Trying to call glApplyFramebufferAttachmentCMAAINTEL() " |
+ "without current GL context"; |
+} |
+ |
void NoContextGLApi::glAttachShaderFn(GLuint program, GLuint shader) { |
NOTREACHED() << "Trying to call glAttachShader() without current GL context"; |
LOG(ERROR) << "Trying to call glAttachShader() without current GL context"; |