Chromium Code Reviews| 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; |
| } |
| } |