| Index: cc/output/gl_renderer.cc
|
| diff --git a/cc/output/gl_renderer.cc b/cc/output/gl_renderer.cc
|
| index 1c33fe663f15adfcab6193ea2b8b2809165fce21..437dfa8fdd549b417b19eb8c501953be2f64ee4e 100644
|
| --- a/cc/output/gl_renderer.cc
|
| +++ b/cc/output/gl_renderer.cc
|
| @@ -394,7 +394,6 @@ GLRenderer::~GLRenderer() {
|
| pending_async_read_pixels_.pop_back();
|
| }
|
|
|
| - swapped_overlay_resources_.clear();
|
| CleanupSharedObjects();
|
| }
|
|
|
| @@ -2717,23 +2716,51 @@ void GLRenderer::SwapBuffers(const CompositorFrameMetadata& metadata) {
|
| }
|
| compositor_frame.gl_frame_data->sub_buffer_rect = swap_buffer_rect_;
|
| }
|
| - output_surface_->SwapBuffers(&compositor_frame);
|
| +
|
| + swapping_overlay_resources_.push_back(std::move(pending_overlay_resources_));
|
| + pending_overlay_resources_.clear();
|
|
|
| // We always hold onto resources until an extra frame has swapped, to make
|
| // sure we don't update the buffer while it's being scanned out.
|
| - swapped_overlay_resources_.push_back(std::move(pending_overlay_resources_));
|
| - pending_overlay_resources_.clear();
|
| if (!settings_->release_overlay_resources_on_swap_complete &&
|
| - swapped_overlay_resources_.size() > 2) {
|
| - swapped_overlay_resources_.pop_front();
|
| + swapping_overlay_resources_.size() > 2) {
|
| + swapping_overlay_resources_.pop_front();
|
| }
|
| +
|
| + output_surface_->SwapBuffers(&compositor_frame);
|
| +
|
| swap_buffer_rect_ = gfx::Rect();
|
| }
|
|
|
| void GLRenderer::SwapBuffersComplete() {
|
| - if (settings_->release_overlay_resources_on_swap_complete &&
|
| - !swapped_overlay_resources_.empty()) {
|
| - swapped_overlay_resources_.pop_front();
|
| + // On OS X, the logic in this block moves resources into
|
| + // |swapped_and_acked_overlay_resources_|, and then erases resources from
|
| + // |swapped_and_acked_overlay_resources_| that are no longer in use by the
|
| + // Window Server. On other platforms, since resources are never in use by the
|
| + // Window Server, this is equivalent to just erasing all resources from the
|
| + // first element of |swapping_overlay_resources_|.
|
| + if (settings_->release_overlay_resources_on_swap_complete) {
|
| + // Move resources known to be acked into
|
| + // |swapped_and_acked_overlay_resources_|.
|
| + if (!swapping_overlay_resources_.empty()) {
|
| + for (OverlayResourceLock& lock : swapping_overlay_resources_.front()) {
|
| + swapped_and_acked_overlay_resources_[lock->GetResourceId()] =
|
| + std::move(lock);
|
| + }
|
| + swapping_overlay_resources_.pop_front();
|
| + }
|
| +
|
| + // Release resources that are no longer in use by the Window Server.
|
| + auto it = swapped_and_acked_overlay_resources_.begin();
|
| + while (it != swapped_and_acked_overlay_resources_.end()) {
|
| + if (it->second->GetGpuMemoryBuffer() &&
|
| + it->second->GetGpuMemoryBuffer()->IsInUseByMacOSWindowServer()) {
|
| + ++it;
|
| + continue;
|
| + }
|
| +
|
| + it = swapped_and_acked_overlay_resources_.erase(it);
|
| + }
|
| }
|
| }
|
|
|
| @@ -3604,9 +3631,9 @@ void GLRenderer::ScheduleCALayers(DrawingFrame* frame) {
|
| unsigned texture_id = 0;
|
| if (ca_layer_overlay.contents_resource_id) {
|
| pending_overlay_resources_.push_back(
|
| - base::WrapUnique(new ResourceProvider::ScopedReadLockGL(
|
| + base::WrapUnique(new ResourceProvider::ScopedReadLockGpuMemoryBuffer(
|
| resource_provider_, ca_layer_overlay.contents_resource_id)));
|
| - texture_id = pending_overlay_resources_.back()->texture_id();
|
| + texture_id = pending_overlay_resources_.back()->GetTextureId();
|
| }
|
| GLfloat contents_rect[4] = {
|
| ca_layer_overlay.contents_rect.x(), ca_layer_overlay.contents_rect.y(),
|
| @@ -3647,9 +3674,9 @@ void GLRenderer::ScheduleOverlays(DrawingFrame* frame) {
|
| DCHECK(texture_id || IsContextLost());
|
| } else {
|
| pending_overlay_resources_.push_back(
|
| - base::WrapUnique(new ResourceProvider::ScopedReadLockGL(
|
| + base::WrapUnique(new ResourceProvider::ScopedReadLockGpuMemoryBuffer(
|
| resource_provider_, overlay.resource_id)));
|
| - texture_id = pending_overlay_resources_.back()->texture_id();
|
| + texture_id = pending_overlay_resources_.back()->GetTextureId();
|
| }
|
|
|
| context_support_->ScheduleOverlayPlane(
|
|
|