Index: content/renderer/render_widget.cc |
diff --git a/content/renderer/render_widget.cc b/content/renderer/render_widget.cc |
index 85558ef99e3a9d45a0e55648c4370cd0085fa236..ba54a00e21bd2614cee901ec2bdc611b608b6bac 100644 |
--- a/content/renderer/render_widget.cc |
+++ b/content/renderer/render_widget.cc |
@@ -916,8 +916,25 @@ |
scoped_refptr<ContextProviderCommandBuffer> context_provider; |
if (!use_software) { |
+ // Explicitly disable antialiasing for the compositor. As of the time of |
+ // this writing, the only platform that supported antialiasing for the |
+ // compositor was Mac OS X, because the on-screen OpenGL context creation |
+ // code paths on Windows and Linux didn't yet have multisampling support. |
+ // Mac OS X essentially always behaves as though it's rendering offscreen. |
+ // Multisampling has a heavy cost especially on devices with relatively low |
+ // fill rate like most notebooks, and the Mac implementation would need to |
+ // be optimized to resolve directly into the IOSurface shared between the |
+ // GPU and browser processes. For these reasons and to avoid platform |
+ // disparities we explicitly disable antialiasing. |
+ blink::WebGraphicsContext3D::Attributes attributes; |
+ attributes.antialias = false; |
+ attributes.shareResources = true; |
+ attributes.noAutomaticFlushes = true; |
+ attributes.depth = false; |
+ attributes.stencil = false; |
context_provider = ContextProviderCommandBuffer::Create( |
- CreateGraphicsContext3D(), "RenderCompositor"); |
+ CreateGraphicsContext3D(attributes), |
+ "RenderCompositor"); |
if (!context_provider.get()) { |
// Cause the compositor to wait and try again. |
return scoped_ptr<cc::OutputSurface>(); |
@@ -2817,7 +2834,8 @@ |
} |
scoped_ptr<WebGraphicsContext3DCommandBufferImpl> |
-RenderWidget::CreateGraphicsContext3D() { |
+RenderWidget::CreateGraphicsContext3D( |
+ const blink::WebGraphicsContext3D::Attributes& attributes) { |
if (!webwidget_) |
return scoped_ptr<WebGraphicsContext3DCommandBufferImpl>(); |
if (CommandLine::ForCurrentProcess()->HasSwitch( |
@@ -2832,24 +2850,6 @@ |
if (!gpu_channel_host) |
return scoped_ptr<WebGraphicsContext3DCommandBufferImpl>(); |
- // Explicitly disable antialiasing for the compositor. As of the time of |
- // this writing, the only platform that supported antialiasing for the |
- // compositor was Mac OS X, because the on-screen OpenGL context creation |
- // code paths on Windows and Linux didn't yet have multisampling support. |
- // Mac OS X essentially always behaves as though it's rendering offscreen. |
- // Multisampling has a heavy cost especially on devices with relatively low |
- // fill rate like most notebooks, and the Mac implementation would need to |
- // be optimized to resolve directly into the IOSurface shared between the |
- // GPU and browser processes. For these reasons and to avoid platform |
- // disparities we explicitly disable antialiasing. |
- blink::WebGraphicsContext3D::Attributes attributes; |
- attributes.antialias = false; |
- attributes.shareResources = true; |
- attributes.noAutomaticFlushes = true; |
- attributes.depth = false; |
- attributes.stencil = false; |
- bool bind_generates_resources = false; |
- bool lose_context_when_out_of_memory = true; |
WebGraphicsContext3DCommandBufferImpl::SharedMemoryLimits limits; |
#if defined(OS_ANDROID) |
// If we raster too fast we become upload bound, and pending |
@@ -2875,14 +2875,14 @@ |
#endif |
scoped_ptr<WebGraphicsContext3DCommandBufferImpl> context( |
- new WebGraphicsContext3DCommandBufferImpl(surface_id(), |
- GetURLForGraphicsContext3D(), |
- gpu_channel_host.get(), |
- attributes, |
- bind_generates_resources, |
- lose_context_when_out_of_memory, |
- limits, |
- NULL)); |
+ new WebGraphicsContext3DCommandBufferImpl( |
+ surface_id(), |
+ GetURLForGraphicsContext3D(), |
+ gpu_channel_host.get(), |
+ attributes, |
+ false /* bind generates resources */, |
+ limits, |
+ NULL)); |
return context.Pass(); |
} |