Chromium Code Reviews| 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; |
| } |