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Unified Diff: third_party/WebKit/Source/platform/graphics/gpu/DrawingBuffer.cpp

Issue 2391943002: Rewrap comments to 80 columns in platform/graphics/{compositing,cpu,gpu,skia}/. (Closed)
Patch Set: One space Created 4 years, 2 months ago
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Index: third_party/WebKit/Source/platform/graphics/gpu/DrawingBuffer.cpp
diff --git a/third_party/WebKit/Source/platform/graphics/gpu/DrawingBuffer.cpp b/third_party/WebKit/Source/platform/graphics/gpu/DrawingBuffer.cpp
index 8f39aba0c4cd451a1368f9e802ff74ab607a4351..d5f2fe7387d81e90e828bf51832487a7ce01e17e 100644
--- a/third_party/WebKit/Source/platform/graphics/gpu/DrawingBuffer.cpp
+++ b/third_party/WebKit/Source/platform/graphics/gpu/DrawingBuffer.cpp
@@ -357,7 +357,8 @@ bool DrawingBuffer::prepareTextureMailboxInternal(
attachColorBufferToReadFramebuffer();
if (m_discardFramebufferSupported) {
- // Explicitly discard framebuffer to save GPU memory bandwidth for tile-based GPU arch.
+ // Explicitly discard the framebuffer to save GPU memory bandwidth for
+ // tile-based GPU arch.
const GLenum attachments[3] = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT,
GL_STENCIL_ATTACHMENT};
m_gl->BindFramebuffer(GL_FRAMEBUFFER, m_fbo);
@@ -439,7 +440,8 @@ void DrawingBuffer::softwareMailboxReleased(
}
PassRefPtr<StaticBitmapImage> DrawingBuffer::transferToStaticBitmapImage() {
- // This can be null if the context is lost before the first call to grContext().
+ // This can be null if the context is lost before the first call to
+ // grContext().
GrContext* grContext = m_contextProvider->grContext();
cc::TextureMailbox textureMailbox;
@@ -452,7 +454,9 @@ PassRefPtr<StaticBitmapImage> DrawingBuffer::transferToStaticBitmapImage() {
}
if (!success) {
// If we can't get a mailbox, return an transparent black ImageBitmap.
- // The only situation this could happen is when two or more calls to transferToImageBitmap are made back-to-back, or when the context gets lost.
+ // The only situation in which this could happen is when two or more calls
+ // to transferToImageBitmap are made back-to-back, or when the context gets
+ // lost.
sk_sp<SkSurface> surface =
SkSurface::MakeRasterN32Premul(m_size.width(), m_size.height());
return StaticBitmapImage::create(surface->makeImageSnapshot());
@@ -461,18 +465,20 @@ PassRefPtr<StaticBitmapImage> DrawingBuffer::transferToStaticBitmapImage() {
DCHECK_EQ(m_size.width(), textureMailbox.size_in_pixels().width());
DCHECK_EQ(m_size.height(), textureMailbox.size_in_pixels().height());
- // Make our own textureId that is a reference on the same texture backing being used as the front
- // buffer (which was returned from PrepareTextureMailbox()).
- // We do not need to wait on the sync token in |textureMailbox| since the mailbox was produced on
- // the same |m_gl| context that we are using here. Similarly, the |releaseCallback| will run on
- // the same context so we don't need to send a sync token for this consume action back to it.
- // TODO(danakj): Instead of using PrepareTextureMailbox(), we could just use the actual texture id and
- // avoid needing to produce/consume a mailbox.
+ // Make our own textureId that is a reference on the same texture backing
+ // being used as the front buffer (which was returned from
+ // PrepareTextureMailbox()). We do not need to wait on the sync token in
+ // |textureMailbox| since the mailbox was produced on the same |m_gl| context
+ // that we are using here. Similarly, the |releaseCallback| will run on the
+ // same context so we don't need to send a sync token for this consume action
+ // back to it.
+ // TODO(danakj): Instead of using PrepareTextureMailbox(), we could just use
+ // the actual texture id and avoid needing to produce/consume a mailbox.
GLuint textureId = m_gl->CreateAndConsumeTextureCHROMIUM(
GL_TEXTURE_2D, textureMailbox.name());
- // Return the mailbox but report that the resource is lost to prevent trying to use
- // the backing for future frames. We keep it alive with our own reference to the
- // backing via our |textureId|.
+ // Return the mailbox but report that the resource is lost to prevent trying
+ // to use the backing for future frames. We keep it alive with our own
+ // reference to the backing via our |textureId|.
releaseCallback->Run(gpu::SyncToken(), true /* lostResource */);
// Store that texture id as the backing for an SkImage.
@@ -489,16 +495,19 @@ PassRefPtr<StaticBitmapImage> DrawingBuffer::transferToStaticBitmapImage() {
sk_sp<SkImage> skImage =
SkImage::MakeFromAdoptedTexture(grContext, backendTexture);
- // We reuse the same mailbox name from above since our texture id was consumed from it.
+ // We reuse the same mailbox name from above since our texture id was consumed
+ // from it.
const auto& skImageMailbox = textureMailbox.mailbox();
- // Use the sync token generated after producing the mailbox. Waiting for this before trying to use
- // the mailbox with some other context will ensure it is valid. We wouldn't need to wait for the
- // consume done in this function because the texture id it generated would only be valid for the
+ // Use the sync token generated after producing the mailbox. Waiting for this
+ // before trying to use the mailbox with some other context will ensure it is
+ // valid. We wouldn't need to wait for the consume done in this function
+ // because the texture id it generated would only be valid for the
// DrawingBuffer's context anyways.
const auto& skImageSyncToken = textureMailbox.sync_token();
- // TODO(xidachen): Create a small pool of recycled textures from ImageBitmapRenderingContext's
- // transferFromImageBitmap, and try to use them in DrawingBuffer.
+ // TODO(xidachen): Create a small pool of recycled textures from
+ // ImageBitmapRenderingContext's transferFromImageBitmap, and try to use them
+ // in DrawingBuffer.
return AcceleratedStaticBitmapImage::createFromWebGLContextImage(
std::move(skImage), skImageMailbox, skImageSyncToken);
}
@@ -640,10 +649,11 @@ bool DrawingBuffer::initialize(const IntSize& size, bool useMultisampling) {
m_antiAliasingMode = ScreenSpaceAntialiasing;
}
}
- // TODO(dshwang): enable storage texture on all platform. crbug.com/557848
- // Linux ATI bot fails WebglConformance.conformance_textures_misc_tex_image_webgl
- // So use storage texture only if ScreenSpaceAntialiasing is enabled,
- // because ScreenSpaceAntialiasing is much faster with storage texture.
+ // TODO(dshwang): Enable storage textures on all platforms. crbug.com/557848
+ // The Linux ATI bot fails
+ // WebglConformance.conformance_textures_misc_tex_image_webgl, so use storage
+ // textures only if ScreenSpaceAntialiasing is enabled, because
+ // ScreenSpaceAntialiasing is much faster with storage textures.
m_storageTextureSupported =
(m_webGLVersion > WebGL1 ||
m_extensionsUtil->supportsExtension("GL_EXT_texture_storage")) &&
@@ -666,7 +676,8 @@ bool DrawingBuffer::initialize(const IntSize& size, bool useMultisampling) {
}
if (m_gl->GetGraphicsResetStatusKHR() != GL_NO_ERROR) {
- // It's possible that the drawing buffer allocation provokes a context loss, so check again just in case. http://crbug.com/512302
+ // It's possible that the drawing buffer allocation provokes a context loss,
+ // so check again just in case. http://crbug.com/512302
return false;
}
@@ -694,7 +705,8 @@ bool DrawingBuffer::copyToPlatformTexture(gpu::gles2::GLES2Interface* gl,
GL_TEXTURE_2D, internalFormat, destType, level))
return false;
- // Contexts may be in a different share group. We must transfer the texture through a mailbox first
+ // Contexts may be in a different share group. We must transfer the texture
+ // through a mailbox first.
GLint textureId = 0;
GLenum target = 0;
gpu::Mailbox mailbox;
@@ -851,8 +863,8 @@ void DrawingBuffer::resizeDepthStencil(const IntSize& size) {
else
m_gl->RenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES,
size.width(), size.height());
- // For ES 2.0 contexts DEPTH_STENCIL is not available natively, so we emulate it
- // at the command buffer level for WebGL contexts.
+ // For ES 2.0 contexts DEPTH_STENCIL is not available natively, so we emulate
+ // it at the command buffer level for WebGL contexts.
m_gl->FramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, m_depthStencilBuffer);
m_gl->BindRenderbuffer(GL_RENDERBUFFER, 0);
@@ -888,7 +900,8 @@ bool DrawingBuffer::resizeDefaultFramebuffer(const IntSize& size) {
}
void DrawingBuffer::clearFramebuffers(GLbitfield clearMask) {
- // We will clear the multisample FBO, but we also need to clear the non-multisampled buffer.
+ // We will clear the multisample FBO, but we also need to clear the
+ // non-multisampled buffer.
if (m_multisampleFBO) {
m_gl->BindFramebuffer(GL_FRAMEBUFFER, m_fbo);
m_gl->Clear(GL_COLOR_BUFFER_BIT);
@@ -911,7 +924,8 @@ IntSize DrawingBuffer::adjustSize(const IntSize& desiredSize,
int maxTextureSize) {
IntSize adjustedSize = desiredSize;
- // Clamp if the desired size is greater than the maximum texture size for the device.
+ // Clamp if the desired size is greater than the maximum texture size for the
+ // device.
if (adjustedSize.height() > maxTextureSize)
adjustedSize.setHeight(maxTextureSize);

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