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Issue 224233003: Move vertex and fragment shader uniform vector workarounds to gpu driver bug list. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: formatting.. Created 6 years, 8 months ago
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1 // Copyright (c) 2012 The Chromium Authors. All rights reserved. 1 // Copyright (c) 2012 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be 2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file. 3 // found in the LICENSE file.
4 4
5 #include "gpu/command_buffer/service/context_group.h" 5 #include "gpu/command_buffer/service/context_group.h"
6 6
7 #include <algorithm> 7 #include <algorithm>
8 #include <string> 8 #include <string>
9 9
10 #include "base/command_line.h" 10 #include "base/command_line.h"
(...skipping 205 matching lines...) Expand 10 before | Expand all | Expand 10 after
216 if (!CheckGLFeatureU( 216 if (!CheckGLFeatureU(
217 kMinFragmentUniformVectors, &max_fragment_uniform_vectors_) || 217 kMinFragmentUniformVectors, &max_fragment_uniform_vectors_) ||
218 !CheckGLFeatureU(kMinVaryingVectors, &max_varying_vectors_) || 218 !CheckGLFeatureU(kMinVaryingVectors, &max_varying_vectors_) ||
219 !CheckGLFeatureU( 219 !CheckGLFeatureU(
220 kMinVertexUniformVectors, &max_vertex_uniform_vectors_)) { 220 kMinVertexUniformVectors, &max_vertex_uniform_vectors_)) {
221 LOG(ERROR) << "ContextGroup::Initialize failed because too few " 221 LOG(ERROR) << "ContextGroup::Initialize failed because too few "
222 << "uniforms or varyings supported."; 222 << "uniforms or varyings supported.";
223 return false; 223 return false;
224 } 224 }
225 225
226 // TODO(gman): Use workarounds similar to max_texture_size above to implement. 226 // Some shaders in Skia need more than the min available vertex and
227 if (gfx::GetGLImplementation() == gfx::kGLImplementationOSMesaGL) { 227 // fragment shader uniform vectors in case of OSMesa GL Implementation
228 // Some shaders in Skia needed more than the min. 228 if (feature_info_->workarounds().max_fragment_uniform_vectors) {
229 max_fragment_uniform_vectors_ = 229 max_fragment_uniform_vectors_ = std::min(
230 std::min(static_cast<uint32>(kMinFragmentUniformVectors * 2), 230 max_fragment_uniform_vectors_,
231 max_fragment_uniform_vectors_); 231 static_cast<uint32>(
232 max_varying_vectors_ = 232 feature_info_->workarounds().max_fragment_uniform_vectors));
233 std::min(static_cast<uint32>(kMinVaryingVectors * 2), 233 }
234 max_varying_vectors_); 234 if (feature_info_->workarounds().max_varying_vectors) {
235 max_varying_vectors_ = std::min(
236 max_varying_vectors_,
237 static_cast<uint32>(feature_info_->workarounds().max_varying_vectors));
238 }
239 if (feature_info_->workarounds().max_vertex_uniform_vectors) {
235 max_vertex_uniform_vectors_ = 240 max_vertex_uniform_vectors_ =
236 std::min(static_cast<uint32>(kMinVertexUniformVectors * 2), 241 std::min(max_vertex_uniform_vectors_,
237 max_vertex_uniform_vectors_); 242 static_cast<uint32>(
243 feature_info_->workarounds().max_vertex_uniform_vectors));
238 } 244 }
239 245
240 program_manager_.reset(new ProgramManager( 246 program_manager_.reset(new ProgramManager(
241 program_cache_, max_varying_vectors_)); 247 program_cache_, max_varying_vectors_));
242 248
243 if (!texture_manager_->Initialize()) { 249 if (!texture_manager_->Initialize()) {
244 LOG(ERROR) << "Context::Group::Initialize failed because texture manager " 250 LOG(ERROR) << "Context::Group::Initialize failed because texture manager "
245 << "failed to initialize."; 251 << "failed to initialize.";
246 return false; 252 return false;
247 } 253 }
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381 GLenum pname, GLint min_required, uint32* v) { 387 GLenum pname, GLint min_required, uint32* v) {
382 uint32 value = 0; 388 uint32 value = 0;
383 GetIntegerv(pname, &value); 389 GetIntegerv(pname, &value);
384 bool result = CheckGLFeatureU(min_required, &value); 390 bool result = CheckGLFeatureU(min_required, &value);
385 *v = value; 391 *v = value;
386 return result; 392 return result;
387 } 393 }
388 394
389 } // namespace gles2 395 } // namespace gles2
390 } // namespace gpu 396 } // namespace gpu
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