Index: third_party/WebKit/Source/modules/vr/VRDisplay.cpp |
diff --git a/third_party/WebKit/Source/modules/vr/VRDisplay.cpp b/third_party/WebKit/Source/modules/vr/VRDisplay.cpp |
index 8cab7bf6b5992028d69c81bdc05eb5494ef2e37f..9b7cf37834a63020273488d0700a791500d14fe6 100644 |
--- a/third_party/WebKit/Source/modules/vr/VRDisplay.cpp |
+++ b/third_party/WebKit/Source/modules/vr/VRDisplay.cpp |
@@ -8,6 +8,7 @@ |
#include "core/dom/Fullscreen.h" |
#include "core/frame/UseCounter.h" |
#include "core/inspector/ConsoleMessage.h" |
+#include "gpu/command_buffer/client/gles2_interface.h" |
#include "modules/vr/NavigatorVR.h" |
#include "modules/vr/VRController.h" |
#include "modules/vr/VRDisplayCapabilities.h" |
@@ -204,6 +205,9 @@ ScriptPromise VRDisplay::requestPresent(ScriptState* scriptState, |
return promise; |
} |
+ // Save the GL context for use by submitFrame(). |
+ m_contextGL = toWebGLRenderingContextBase(renderingContext)->contextGL(); |
+ |
if ((m_layer.leftBounds().size() != 0 && m_layer.leftBounds().size() != 4) || |
(m_layer.rightBounds().size() != 0 && |
m_layer.rightBounds().size() != 4)) { |
@@ -343,6 +347,33 @@ HeapVector<VRLayer> VRDisplay::getLayers() { |
} |
void VRDisplay::submitFrame() { |
+ // Write the frame number for the pose used into a bottom left pixel block. |
+ // It is read by chrome/browser/android/vr_shell/vr_shell.cc to associate |
+ // the correct corresponding pose for submission. |
+ auto gl = m_contextGL; |
+ int frame = m_framePose->poseNum; |
+ |
+ // We must ensure that the WebGL app's GL state is preserved. We do this by |
+ // calling low-level GL commands directly so that the rendering context's |
+ // saved parameters don't get overwritten. When compositing, the rendering |
+ // context restores the saved parameters in clearIfComposited(). |
+ |
+ gl->Enable(GL_SCISSOR_TEST); |
+ // Use a few pixels to ensure we get a clean color. The resolution for the |
+ // WebGL buffer may not match the final rendered destination size, and |
+ // texture filtering could interfere for single pixels. This isn't visible |
+ // since the final rendering hides the edges via a vignette effect. |
+ gl->Scissor(0, 0, 4, 4); |
+ gl->ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
+ // Careful with the arithmetic here. Float color 1.f is equivalent to int 255. |
+ gl->ClearColor((frame & 255) / 255.0f, ((frame >> 8) & 255) / 255.0f, |
+ ((frame >> 16) & 255) / 255.0f, 1.0f); |
+ gl->Clear(GL_COLOR_BUFFER_BIT); |
+ |
+ // TODO(klausw): If/when we end up bypassing the compositor, we'll likely |
+ // need to call ctx->restoreStateAfterClear() or equivalent manually here |
+ // since we'd be bypassing its clearIfComposited() method. |
bajones
2016/10/04 06:33:57
I'd prefer that we explicitly call restoreStateAft
klausw
2016/10/04 06:47:04
I can do that. restoreStateAfterClear() is a prote
klausw
2016/10/04 17:52:47
I've added a new public method to the rendering co
|
+ |
controller()->submitFrame(m_displayId, m_framePose.Clone()); |
m_canUpdateFramePose = true; |
} |