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Side by Side Diff: WebCore/platform/graphics/chromium/DrawingBufferChromium.cpp

Issue 14588004: Merge https://codereview.chromium.org/14896002/ to M27: Always use a separate front texture on Mac … (Closed) Base URL: svn://svn.chromium.org/blink/branches/chromium/1453/Source/
Patch Set: Created 7 years, 7 months ago
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1 /* 1 /*
2 * Copyright (c) 2010, Google Inc. All rights reserved. 2 * Copyright (c) 2010, Google Inc. All rights reserved.
3 * 3 *
4 * Redistribution and use in source and binary forms, with or without 4 * Redistribution and use in source and binary forms, with or without
5 * modification, are permitted provided that the following conditions are 5 * modification, are permitted provided that the following conditions are
6 * met: 6 * met:
7 * 7 *
8 * * Redistributions of source code must retain the above copyright 8 * * Redistributions of source code must retain the above copyright
9 * notice, this list of conditions and the following disclaimer. 9 * notice, this list of conditions and the following disclaimer.
10 * * Redistributions in binary form must reproduce the above 10 * * Redistributions in binary form must reproduce the above
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90 , m_multisampleFBO(0) 90 , m_multisampleFBO(0)
91 , m_multisampleColorBuffer(0) 91 , m_multisampleColorBuffer(0)
92 , m_contentsChanged(true) 92 , m_contentsChanged(true)
93 { 93 {
94 // Used by browser tests to detect the use of a DrawingBuffer. 94 // Used by browser tests to detect the use of a DrawingBuffer.
95 TRACE_EVENT_INSTANT0("test_gpu", "DrawingBufferCreation"); 95 TRACE_EVENT_INSTANT0("test_gpu", "DrawingBufferCreation");
96 96
97 // We need a separate front and back textures if ... 97 // We need a separate front and back textures if ...
98 m_separateFrontTexture = m_preserveDrawingBuffer == Preserve // ... we have to preserve contents after compositing, which is done with a copy or ... 98 m_separateFrontTexture = m_preserveDrawingBuffer == Preserve // ... we have to preserve contents after compositing, which is done with a copy or ...
99 || WebKit::Platform::current()->isThreadedCompositi ngEnabled(); // ... if we're in threaded mode and need to double buffer. 99 || WebKit::Platform::current()->isThreadedCompositi ngEnabled(); // ... if we're in threaded mode and need to double buffer.
100 #if OS(DARWIN)
101 // http://crbug.com/234428 : always use a separate front texture
102 // on Mac OS. Doing this on all GPUs, not just NVIDIA GPUs,
103 // ensures consistent behavior and is much less code.
104 m_separateFrontTexture = true;
105 #endif
106
100 initialize(size); 107 initialize(size);
101 } 108 }
102 109
103 DrawingBuffer::~DrawingBuffer() 110 DrawingBuffer::~DrawingBuffer()
104 { 111 {
105 if (!m_context) 112 if (!m_context)
106 return; 113 return;
107 114
108 clear(); 115 clear();
109 } 116 }
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254 void DrawingBuffer::clearPlatformLayer() 261 void DrawingBuffer::clearPlatformLayer()
255 { 262 {
256 if (m_private) 263 if (m_private)
257 m_private->clearTextureId(); 264 m_private->clearTextureId();
258 265
259 m_context->flush(); 266 m_context->flush();
260 } 267 }
261 #endif 268 #endif
262 269
263 } 270 }
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