Index: ui/gl/gl_context.cc |
diff --git a/ui/gl/gl_context.cc b/ui/gl/gl_context.cc |
index 496ed964e5e0f4f491556d4fe97f20169c8b32af..9229bb34c8cc39475d8492dbb8967cf9d8dcb4ed 100644 |
--- a/ui/gl/gl_context.cc |
+++ b/ui/gl/gl_context.cc |
@@ -20,6 +20,9 @@ namespace gfx { |
namespace { |
base::LazyInstance<base::ThreadLocalPointer<GLContext> >::Leaky |
current_context_ = LAZY_INSTANCE_INITIALIZER; |
+ |
+base::LazyInstance<base::ThreadLocalPointer<GLContext> >::Leaky |
+ current_real_context_ = LAZY_INSTANCE_INITIALIZER; |
} // namespace |
GLContext::GLContext(GLShareGroup* share_group) : share_group_(share_group) { |
@@ -90,7 +93,16 @@ GLContext* GLContext::GetCurrent() { |
return current_context_.Pointer()->Get(); |
} |
+GLContext* GLContext::GetRealCurrent() { |
+ return current_real_context_.Pointer()->Get(); |
+} |
+ |
void GLContext::SetCurrent(GLContext* context, GLSurface* surface) { |
+ DCHECK_EQ(!context, !surface); |
+ if (!context || !context->IsVirtualContext()) { |
greggman
2013/05/31 21:13:38
I feel like the suggestion of GLRealContext vs GLV
jonathan.backer
2013/06/03 14:57:23
Done with some slight modifications. Mostly used G
|
+ current_real_context_.Pointer()->Set(context); |
+ GLSurface::SetRealCurrent(surface); |
+ } |
current_context_.Pointer()->Set(context); |
GLSurface::SetCurrent(surface); |
} |
@@ -128,7 +140,10 @@ void GLContext::SetupForVirtualization() { |
bool GLContext::MakeVirtuallyCurrent( |
GLContext* virtual_context, GLSurface* surface) { |
DCHECK(virtual_gl_api_); |
- return virtual_gl_api_->MakeCurrent(virtual_context, surface); |
+ bool result = virtual_gl_api_->MakeCurrent(virtual_context, surface); |
+ if (result) |
+ SetCurrent(virtual_context, surface); |
+ return result; |
} |
void GLContext::OnReleaseVirtuallyCurrent(GLContext* virtual_context) { |
@@ -140,4 +155,8 @@ void GLContext::SetRealGLApi() { |
SetGLToRealGLApi(); |
} |
+bool GLContext::IsVirtualContext() { |
+ return false; |
+} |
+ |
} // namespace gfx |