Index: android_webview/browser/scoped_app_gl_state_restore.cc |
diff --git a/android_webview/browser/scoped_app_gl_state_restore.cc b/android_webview/browser/scoped_app_gl_state_restore.cc |
index 70e5075c1b637c4b5545a3ee8d0aaec5919ad2d2..49284643a9cd60370c04b38571f4ea7c943df8d0 100644 |
--- a/android_webview/browser/scoped_app_gl_state_restore.cc |
+++ b/android_webview/browser/scoped_app_gl_state_restore.cc |
@@ -4,6 +4,7 @@ |
#include "android_webview/browser/scoped_app_gl_state_restore.h" |
+#include "base/debug/trace_event.h" |
#include "base/lazy_instance.h" |
#include "ui/gl/gl_context.h" |
#include "ui/gl/gl_surface_stub.h" |
@@ -40,15 +41,23 @@ void MakeAppContextCurrent() { |
g_app_context_surface.Get().MakeCurrent(); |
} |
+void GLEnableDisable(GLenum cap, bool enable) { |
+ if (enable) |
+ glEnable(cap); |
+ else |
+ glDisable(cap); |
+} |
+ |
} // namespace |
-ScopedAppGLStateRestore::ScopedAppGLStateRestore(CallMode mode) { |
+ScopedAppGLStateRestore::ScopedAppGLStateRestore(CallMode mode) : mode_(mode) { |
+ TRACE_EVENT0("android_webview", "AppGLStateSave"); |
MakeAppContextCurrent(); |
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &vertex_array_buffer_binding_); |
glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &index_array_buffer_binding_); |
- switch(mode) { |
+ switch(mode_) { |
case MODE_DRAW: |
// TODO(boliu): These should always be 0 in draw case. When we have |
// guarantee that we are no longer making GL calls outside of draw, DCHECK |
@@ -64,6 +73,15 @@ ScopedAppGLStateRestore::ScopedAppGLStateRestore(CallMode mode) { |
index_array_buffer_binding_ = 0; |
break; |
case MODE_DETACH_FROM_WINDOW: |
+ glGetBooleanv(GL_BLEND, &blend_enabled_); |
+ glGetIntegerv(GL_BLEND_SRC_RGB, &blend_src_rgb_); |
+ glGetIntegerv(GL_BLEND_SRC_ALPHA, &blend_src_alpha_); |
+ glGetIntegerv(GL_BLEND_DST_RGB, &blend_dest_rgb_); |
+ glGetIntegerv(GL_BLEND_DST_ALPHA, &blend_dest_alpha_); |
+ glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture_); |
+ glGetIntegerv(GL_VIEWPORT, viewport_); |
+ glGetBooleanv(GL_SCISSOR_TEST, &scissor_test_); |
+ glGetIntegerv(GL_SCISSOR_BOX, scissor_box_); |
break; |
} |
@@ -89,20 +107,32 @@ ScopedAppGLStateRestore::ScopedAppGLStateRestore(CallMode mode) { |
glGetBooleanv(GL_DEPTH_TEST, &depth_test_); |
glGetBooleanv(GL_CULL_FACE, &cull_face_); |
+ glGetIntegerv(GL_CULL_FACE_MODE, &cull_face_mode_); |
glGetBooleanv(GL_COLOR_WRITEMASK, color_mask_); |
- glGetBooleanv(GL_BLEND, &blend_enabled_); |
- glGetIntegerv(GL_BLEND_SRC_RGB, &blend_src_rgb_); |
- glGetIntegerv(GL_BLEND_SRC_ALPHA, &blend_src_alpha_); |
- glGetIntegerv(GL_BLEND_DST_RGB, &blend_dest_rgb_); |
- glGetIntegerv(GL_BLEND_DST_ALPHA, &blend_dest_alpha_); |
- glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture_); |
- glGetIntegerv(GL_VIEWPORT, viewport_); |
- glGetBooleanv(GL_SCISSOR_TEST, &scissor_test_); |
- glGetIntegerv(GL_SCISSOR_BOX, scissor_box_); |
glGetIntegerv(GL_CURRENT_PROGRAM, ¤t_program_); |
+ glGetFloatv(GL_COLOR_CLEAR_VALUE, color_clear_); |
+ glGetFloatv(GL_DEPTH_CLEAR_VALUE, &depth_clear_); |
+ glGetIntegerv(GL_DEPTH_FUNC, &depth_func_); |
+ glGetBooleanv(GL_DEPTH_WRITEMASK, &depth_mask_); |
+ glGetFloatv(GL_DEPTH_RANGE, depth_rage_); |
+ glGetIntegerv(GL_FRONT_FACE, &front_face_); |
+ glGetIntegerv(GL_GENERATE_MIPMAP_HINT, &hint_generate_mipmap_); |
+ glGetFloatv(GL_LINE_WIDTH, &line_width_); |
+ glGetFloatv(GL_POLYGON_OFFSET_FACTOR, &polygon_offset_factor_); |
+ glGetFloatv(GL_POLYGON_OFFSET_UNITS, &polygon_offset_units_); |
+ glGetFloatv(GL_SAMPLE_COVERAGE_VALUE, &sample_coverage_value_); |
+ glGetBooleanv(GL_SAMPLE_COVERAGE_INVERT, &sample_coverage_invert_); |
+ |
+ glGetBooleanv(GL_DITHER, &enable_dither_); |
+ glGetBooleanv(GL_POLYGON_OFFSET_FILL, &enable_polygon_offset_fill_); |
+ glGetBooleanv(GL_SAMPLE_ALPHA_TO_COVERAGE, &enable_sample_alpha_to_coverage_); |
+ glGetBooleanv(GL_SAMPLE_COVERAGE, &enable_sample_coverage_); |
+ |
+ // Intentionally not saving/restoring stencil related state. |
} |
ScopedAppGLStateRestore::~ScopedAppGLStateRestore() { |
+ TRACE_EVENT0("android_webview", "AppGLStateRestore"); |
MakeAppContextCurrent(); |
glBindBuffer(GL_ARRAY_BUFFER, vertex_array_buffer_binding_); |
@@ -127,42 +157,47 @@ ScopedAppGLStateRestore::~ScopedAppGLStateRestore() { |
} |
} |
- if (depth_test_) { |
- glEnable(GL_DEPTH_TEST); |
- } else { |
- glDisable(GL_DEPTH_TEST); |
- } |
+ GLEnableDisable(GL_DEPTH_TEST, depth_test_); |
- if (cull_face_) { |
- glEnable(GL_CULL_FACE); |
- } else { |
- glDisable(GL_CULL_FACE); |
- } |
+ GLEnableDisable(GL_CULL_FACE, cull_face_); |
+ glCullFace(cull_face_mode_); |
glColorMask(color_mask_[0], color_mask_[1], color_mask_[2], color_mask_[3]); |
- if (blend_enabled_) { |
- glEnable(GL_BLEND); |
- } else { |
- glDisable(GL_BLEND); |
- } |
- |
- glBlendFuncSeparate( |
- blend_src_rgb_, blend_dest_rgb_, blend_src_alpha_, blend_dest_alpha_); |
- glActiveTexture(active_texture_); |
- |
- glViewport(viewport_[0], viewport_[1], viewport_[2], viewport_[3]); |
+ glUseProgram(current_program_); |
- if (scissor_test_) { |
- glEnable(GL_SCISSOR_TEST); |
- } else { |
- glDisable(GL_SCISSOR_TEST); |
+ glClearColor( |
+ color_clear_[0], color_clear_[1], color_clear_[2], color_clear_[3]); |
+ glClearDepth(depth_clear_); |
+ glDepthFunc(depth_func_); |
+ glDepthMask(depth_mask_); |
+ glDepthRange(depth_rage_[0], depth_rage_[1]); |
+ glFrontFace(front_face_); |
+ glHint(GL_GENERATE_MIPMAP_HINT, hint_generate_mipmap_); |
+ // TODO(boliu): GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES ?? |
+ glLineWidth(line_width_); |
+ glPolygonOffset(polygon_offset_factor_, polygon_offset_units_); |
+ glSampleCoverage(sample_coverage_value_, sample_coverage_invert_); |
+ |
+ GLEnableDisable(GL_DITHER, enable_dither_); |
+ GLEnableDisable(GL_POLYGON_OFFSET_FILL, enable_polygon_offset_fill_); |
+ GLEnableDisable(GL_SAMPLE_ALPHA_TO_COVERAGE, |
+ enable_sample_alpha_to_coverage_); |
+ GLEnableDisable(GL_SAMPLE_COVERAGE, enable_sample_coverage_); |
+ |
+ if (mode_ == MODE_DETACH_FROM_WINDOW) { |
+ GLEnableDisable(GL_BLEND, blend_enabled_); |
+ glBlendFuncSeparate( |
+ blend_src_rgb_, blend_dest_rgb_, blend_src_alpha_, blend_dest_alpha_); |
+ glActiveTexture(active_texture_); |
+ |
+ glViewport(viewport_[0], viewport_[1], viewport_[2], viewport_[3]); |
+ |
+ GLEnableDisable(GL_SCISSOR_TEST, scissor_test_); |
+ |
+ glScissor( |
+ scissor_box_[0], scissor_box_[1], scissor_box_[2], scissor_box_[3]); |
} |
- |
- glScissor( |
- scissor_box_[0], scissor_box_[1], scissor_box_[2], scissor_box_[3]); |
- |
- glUseProgram(current_program_); |
} |
} // namespace android_webview |