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

Issue 1376293003: Fix for 2056 (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: feedback incorporated Created 5 years, 2 months ago
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1 /* 1 /*
2 * Copyright 2012 Google Inc. 2 * Copyright 2012 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 "GrGLCaps.h" 9 #include "GrGLCaps.h"
10 10
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297 if (kGL_GrGLStandard == standard) { 297 if (kGL_GrGLStandard == standard) {
298 if (version >= GR_GL_VER(3, 0)) { 298 if (version >= GR_GL_VER(3, 0)) {
299 fBindFragDataLocationSupport = true; 299 fBindFragDataLocationSupport = true;
300 } 300 }
301 } else { 301 } else {
302 if (version >= GR_GL_VER(3, 0) && ctxInfo.hasExtension("GL_EXT_blend_fun c_extended")) { 302 if (version >= GR_GL_VER(3, 0) && ctxInfo.hasExtension("GL_EXT_blend_fun c_extended")) {
303 fBindFragDataLocationSupport = true; 303 fBindFragDataLocationSupport = true;
304 } 304 }
305 } 305 }
306 306
307 fBindUniformLocationSupport = ctxInfo.hasExtension("GL_CHROMIUM_bind_uniform _location");
308
307 #ifdef SK_BUILD_FOR_WIN 309 #ifdef SK_BUILD_FOR_WIN
308 // We're assuming that on Windows Chromium we're using ANGLE. 310 // We're assuming that on Windows Chromium we're using ANGLE.
309 bool isANGLE = kANGLE_GrGLDriver == ctxInfo.driver() || 311 bool isANGLE = kANGLE_GrGLDriver == ctxInfo.driver() ||
310 kChromium_GrGLDriver == ctxInfo.driver(); 312 kChromium_GrGLDriver == ctxInfo.driver();
311 // Angle has slow read/write pixel paths for 32bit RGBA (but fast for BGRA). 313 // Angle has slow read/write pixel paths for 32bit RGBA (but fast for BGRA).
312 fRGBA8888PixelsOpsAreSlow = isANGLE; 314 fRGBA8888PixelsOpsAreSlow = isANGLE;
313 // On DX9 ANGLE reading a partial FBO is slow. TODO: Check whether this is s till true and 315 // On DX9 ANGLE reading a partial FBO is slow. TODO: Check whether this is s till true and
314 // check DX11 ANGLE. 316 // check DX11 ANGLE.
315 fPartialFBOReadIsSlow = isANGLE; 317 fPartialFBOReadIsSlow = isANGLE;
316 #endif 318 #endif
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1102 r.appendf("Vertex array object support: %s\n", (fVertexArrayObjectSupport ? "YES": "NO")); 1104 r.appendf("Vertex array object support: %s\n", (fVertexArrayObjectSupport ? "YES": "NO"));
1103 r.appendf("Instanced drawing support: %s\n", (fInstancedDrawingSupport ? "YE S": "NO")); 1105 r.appendf("Instanced drawing support: %s\n", (fInstancedDrawingSupport ? "YE S": "NO"));
1104 r.appendf("Direct state access support: %s\n", (fDirectStateAccessSupport ? "YES": "NO")); 1106 r.appendf("Direct state access support: %s\n", (fDirectStateAccessSupport ? "YES": "NO"));
1105 r.appendf("Debug support: %s\n", (fDebugSupport ? "YES": "NO")); 1107 r.appendf("Debug support: %s\n", (fDebugSupport ? "YES": "NO"));
1106 r.appendf("Multisample disable support: %s\n", (fMultisampleDisableSupport ? "YES" : "NO")); 1108 r.appendf("Multisample disable support: %s\n", (fMultisampleDisableSupport ? "YES" : "NO"));
1107 r.appendf("Use non-VBO for dynamic data: %s\n", 1109 r.appendf("Use non-VBO for dynamic data: %s\n",
1108 (fUseNonVBOVertexAndIndexDynamicData ? "YES" : "NO")); 1110 (fUseNonVBOVertexAndIndexDynamicData ? "YES" : "NO"));
1109 r.appendf("SRGB write contol: %s\n", (fSRGBWriteControl ? "YES" : "NO")); 1111 r.appendf("SRGB write contol: %s\n", (fSRGBWriteControl ? "YES" : "NO"));
1110 r.appendf("RGBA 8888 pixel ops are slow: %s\n", (fRGBA8888PixelsOpsAreSlow ? "YES" : "NO")); 1112 r.appendf("RGBA 8888 pixel ops are slow: %s\n", (fRGBA8888PixelsOpsAreSlow ? "YES" : "NO"));
1111 r.appendf("Partial FBO read is slow: %s\n", (fPartialFBOReadIsSlow ? "YES" : "NO")); 1113 r.appendf("Partial FBO read is slow: %s\n", (fPartialFBOReadIsSlow ? "YES" : "NO"));
1114 r.appendf("Bind uniform location support: %s\n", (fBindUniformLocationSuppor t ? "YES" : "NO"));
1112 return r; 1115 return r;
1113 } 1116 }
1114 1117
1115 static GrGLenum precision_to_gl_float_type(GrSLPrecision p) { 1118 static GrGLenum precision_to_gl_float_type(GrSLPrecision p) {
1116 switch (p) { 1119 switch (p) {
1117 case kLow_GrSLPrecision: 1120 case kLow_GrSLPrecision:
1118 return GR_GL_LOW_FLOAT; 1121 return GR_GL_LOW_FLOAT;
1119 case kMedium_GrSLPrecision: 1122 case kMedium_GrSLPrecision:
1120 return GR_GL_MEDIUM_FLOAT; 1123 return GR_GL_MEDIUM_FLOAT;
1121 case kHigh_GrSLPrecision: 1124 case kHigh_GrSLPrecision:
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1192 for (int p = 0; p < kGrSLPrecisionCount; ++p) { 1195 for (int p = 0; p < kGrSLPrecisionCount; ++p) {
1193 glslCaps->fFloatPrecisions[kGeometry_GrShaderType][p] = 1196 glslCaps->fFloatPrecisions[kGeometry_GrShaderType][p] =
1194 glslCaps->fFloatPrecisions[kVerte x_GrShaderType][p]; 1197 glslCaps->fFloatPrecisions[kVerte x_GrShaderType][p];
1195 } 1198 }
1196 } 1199 }
1197 } 1200 }
1198 1201
1199 1202
1200 1203
1201 1204
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