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Unified Diff: cc/output/shader.cc

Issue 14705008: cc: Cache highp_threshold in TexCoordPrecisionRequired (Closed) Base URL: http://git.chromium.org/chromium/src.git@master
Patch Set: Created 7 years, 8 months ago
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Index: cc/output/shader.cc
diff --git a/cc/output/shader.cc b/cc/output/shader.cc
index 2226192d9af9a6840e64be959452c9df71154193..be0c3c02a20eb42ab24de70f11da8abce6f8dd6b 100644
--- a/cc/output/shader.cc
+++ b/cc/output/shader.cc
@@ -81,17 +81,27 @@ static std::string SetVertexTexCoordPrecision(const char* shader_string) {
TexCoordPrecision TexCoordPrecisionRequired(WebGraphicsContext3D* context,
int highp_threshold_min,
int x, int y) {
- // Initialize range and precision with minimum spec values for when
- // GetShaderPrecisionFormat is a test stub.
- // TODO(brianderson): Implement better stubs of GetShaderPrecisionFormat
- // everywhere.
- GLint range[2] = { 14, 14 };
- GLint precision = 10;
- GLC(context, context->getShaderPrecisionFormat(GL_FRAGMENT_SHADER,
- GL_MEDIUM_FLOAT,
- range, &precision));
- int highp_threshold = std::max(1 << precision, highp_threshold_min);
- if (x > highp_threshold || y > highp_threshold)
+ static int s_highp_threshold = 0;
+ static WebGraphicsContext3D* s_cached_context = NULL;
+
+ if (!s_cached_context) {
+ // Initialize range and precision with minimum spec values for when
+ // GetShaderPrecisionFormat is a test stub.
+ // TODO(brianderson): Implement better stubs of GetShaderPrecisionFormat
+ // everywhere.
+ static GLint range[2] = { 14, 14 };
+ static GLint precision = 10;
+ GLC(context, context->getShaderPrecisionFormat(GL_FRAGMENT_SHADER,
+ GL_MEDIUM_FLOAT,
+ range, &precision));
+ s_highp_threshold = std::max(1 << precision, highp_threshold_min);
+ s_cached_context = context;
+ }
+
+ // If we are using multiple contexts, we need smarter caching logic.
+ DCHECK_EQ(s_cached_context, context);
vangelis 2013/05/03 19:13:27 It's not uncommon for one renderer to have multipl
+
+ if (x > s_highp_threshold || y > s_highp_threshold)
return TexCoordPrecisionHigh;
return TexCoordPrecisionMedium;
}
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