Index: gpu/command_buffer/service/gles2_cmd_decoder.cc |
diff --git a/gpu/command_buffer/service/gles2_cmd_decoder.cc b/gpu/command_buffer/service/gles2_cmd_decoder.cc |
index 542d3776531a4dd1212291ca54b655899a919831..2b5a562407f831e678338f617335d971489b1108 100644 |
--- a/gpu/command_buffer/service/gles2_cmd_decoder.cc |
+++ b/gpu/command_buffer/service/gles2_cmd_decoder.cc |
@@ -3078,8 +3078,7 @@ bool GLES2DecoderImpl::Initialize( |
state_.indexed_uniform_buffer_bindings = new IndexedBufferBindingHost( |
group_->max_uniform_buffer_bindings(), needs_emulation); |
- state_.InitGenericAttribBaseType(group_->max_vertex_attribs()); |
- state_.attrib_values.resize(group_->max_vertex_attribs()); |
+ state_.InitGenericAttribs(group_->max_vertex_attribs()); |
vertex_array_manager_.reset(new VertexArrayManager()); |
GLuint default_vertex_attrib_service_id = 0; |
@@ -9137,21 +9136,34 @@ void GLES2DecoderImpl::RestoreStateForSimulatedFixedAttribs() { |
} |
bool GLES2DecoderImpl::AttribsTypeMatch() { |
- for (uint32_t index = 0; index < group_->max_vertex_attribs(); index += 16) { |
- uint32_t shader_attrib_written_mask = |
- state_.current_program->vertex_input_type_written_mask(index); |
- uint32_t vao_attrib_enabled_mask = |
- state_.vertex_attrib_manager->attrib_enabled_mask(index); |
- |
- uint32_t vertex_attrib_base_type_mask = |
- (~vao_attrib_enabled_mask & |
- state_.GetGenericVertexAttribBaseTypeMask(index)) | |
- (vao_attrib_enabled_mask & |
- state_.vertex_attrib_manager->attrib_base_type_mask(index)); |
- |
- if ((state_.current_program->vertex_input_base_type_mask(index) |
- & shader_attrib_written_mask) != |
- (vertex_attrib_base_type_mask & shader_attrib_written_mask)) { |
+ if (!state_.current_program.get()) |
+ return true; |
Zhenyao Mo
2016/07/23 16:10:40
This is actually the crash fix. Everything else i
yunchao
2016/07/24 04:52:13
I see...
|
+ const std::vector<uint32_t>& shader_attrib_active_mask = |
+ state_.current_program->vertex_input_active_mask(); |
+ const std::vector<uint32_t>& shader_attrib_type_mask = |
+ state_.current_program->vertex_input_base_type_mask(); |
+ const std::vector<uint32_t>& generic_vertex_attrib_type_mask = |
+ state_.generic_attrib_base_type_mask(); |
+ const std::vector<uint32_t>& vertex_attrib_array_enabled_mask = |
+ state_.vertex_attrib_manager->attrib_enabled_mask(); |
+ const std::vector<uint32_t>& vertex_attrib_array_type_mask = |
+ state_.vertex_attrib_manager->attrib_base_type_mask(); |
+ DCHECK_EQ(shader_attrib_active_mask.size(), |
+ shader_attrib_type_mask.size()); |
+ DCHECK_EQ(shader_attrib_active_mask.size(), |
+ generic_vertex_attrib_type_mask.size()); |
+ DCHECK_EQ(shader_attrib_active_mask.size(), |
+ vertex_attrib_array_enabled_mask.size()); |
+ DCHECK_EQ(shader_attrib_active_mask.size(), |
+ vertex_attrib_array_type_mask.size()); |
+ for (size_t ii = 0; ii < shader_attrib_active_mask.size(); ++ii) { |
Zhenyao Mo
2016/07/23 16:10:40
This is a minor optimization. We can just query th
|
+ uint32_t vertex_attrib_source_type_mask = |
+ (~vertex_attrib_array_enabled_mask[ii] & |
+ generic_vertex_attrib_type_mask[ii]) | |
+ (vertex_attrib_array_enabled_mask[ii] & |
+ vertex_attrib_array_type_mask[ii]); |
+ if ((shader_attrib_type_mask[ii] & shader_attrib_active_mask[ii]) != |
+ (vertex_attrib_source_type_mask & shader_attrib_active_mask[ii])) { |
return false; |
} |
} |