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Unified Diff: gpu/command_buffer/service/gles2_cmd_decoder.cc

Issue 245923008: Optimize GLES2DecoderImpl::ApplyDirtyState. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Rebase on refactored gles2_cmd_decoder_unittest.cc Created 6 years, 8 months ago
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Index: gpu/command_buffer/service/gles2_cmd_decoder.cc
diff --git a/gpu/command_buffer/service/gles2_cmd_decoder.cc b/gpu/command_buffer/service/gles2_cmd_decoder.cc
index 18248470bab706b54b060907a36e703ce74f1af0..5df36745ff3313717bc76a9447b5e6f38fe9fdd0 100644
--- a/gpu/command_buffer/service/gles2_cmd_decoder.cc
+++ b/gpu/command_buffer/service/gles2_cmd_decoder.cc
@@ -278,15 +278,6 @@ static bool StringIsValidForGLES(const char* str) {
return true;
}
-// Wrapper for glEnable/glDisable that doesn't suck.
-static void EnableDisable(GLenum pname, bool enable) {
- if (enable) {
- glEnable(pname);
- } else {
- glDisable(pname);
- }
-}
-
// This class prevents any GL errors that occur when it is in scope from
// being reported to the client.
class ScopedGLErrorSuppressor {
@@ -661,6 +652,7 @@ class GLES2DecoderImpl : public GLES2Decoder,
virtual void ResetAsyncPixelTransferManagerForTest() OVERRIDE;
virtual void SetAsyncPixelTransferManagerForTest(
AsyncPixelTransferManager* manager) OVERRIDE;
+ virtual void SetIgnoreCachedStateForTest(bool ignore) OVERRIDE;
void ProcessFinishedAsyncTransfers();
virtual bool GetServiceTextureId(uint32 client_texture_id,
@@ -1929,7 +1921,7 @@ ScopedResolvedFrameBufferBinder::ScopedResolvedFrameBufferBinder(
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, targetid);
const int width = decoder_->offscreen_size_.width();
const int height = decoder_->offscreen_size_.height();
- glDisable(GL_SCISSOR_TEST);
+ decoder->state_.SetDeviceCapabilityState(GL_SCISSOR_TEST, false);
decoder->BlitFramebufferHelper(0,
0,
width,
@@ -1951,7 +1943,7 @@ ScopedResolvedFrameBufferBinder::~ScopedResolvedFrameBufferBinder() {
"ScopedResolvedFrameBufferBinder::dtor", decoder_->GetErrorState());
decoder_->RestoreCurrentFramebufferBindings();
if (decoder_->state_.enable_flags.scissor_test) {
- glEnable(GL_SCISSOR_TEST);
+ decoder_->state_.SetDeviceCapabilityState(GL_SCISSOR_TEST, true);
}
}
@@ -3059,12 +3051,12 @@ bool GLES2DecoderImpl::CheckFramebufferValid(
if (backbuffer_needs_clear_bits_) {
glClearColor(0, 0, 0, (GLES2Util::GetChannelsForFormat(
offscreen_target_color_format_) & 0x0008) != 0 ? 0 : 1);
- glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ state_.SetDeviceColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClearStencil(0);
glStencilMask(-1);
glClearDepth(1.0f);
- glDepthMask(true);
- glDisable(GL_SCISSOR_TEST);
+ state_.SetDeviceDepthMask(GL_TRUE);
+ state_.SetDeviceCapabilityState(GL_SCISSOR_TEST, false);
glClear(backbuffer_needs_clear_bits_);
backbuffer_needs_clear_bits_ = 0;
RestoreClearState();
@@ -3567,13 +3559,13 @@ bool GLES2DecoderImpl::ResizeOffscreenFrameBuffer(const gfx::Size& size) {
ScopedFrameBufferBinder binder(this, offscreen_target_frame_buffer_->id());
glClearColor(0, 0, 0, (GLES2Util::GetChannelsForFormat(
offscreen_target_color_format_) & 0x0008) != 0 ? 0 : 1);
- glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ state_.SetDeviceColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClearStencil(0);
- glStencilMaskSeparate(GL_FRONT, -1);
- glStencilMaskSeparate(GL_BACK, -1);
+ state_.SetDeviceStencilMaskSeparate(GL_FRONT, -1);
+ state_.SetDeviceStencilMaskSeparate(GL_BACK, -1);
glClearDepth(0);
- glDepthMask(GL_TRUE);
- glDisable(GL_SCISSOR_TEST);
+ state_.SetDeviceDepthMask(GL_TRUE);
+ state_.SetDeviceCapabilityState(GL_SCISSOR_TEST, false);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
RestoreClearState();
}
@@ -3836,23 +3828,25 @@ bool GLES2DecoderImpl::BoundFramebufferHasStencilAttachment() {
void GLES2DecoderImpl::ApplyDirtyState() {
if (framebuffer_state_.clear_state_dirty) {
- glColorMask(
- state_.color_mask_red, state_.color_mask_green, state_.color_mask_blue,
- state_.color_mask_alpha &&
- BoundFramebufferHasColorAttachmentWithAlpha(true));
+ bool have_alpha = BoundFramebufferHasColorAttachmentWithAlpha(true);
+ state_.SetDeviceColorMask(state_.color_mask_red,
+ state_.color_mask_green,
+ state_.color_mask_blue,
+ state_.color_mask_alpha && have_alpha);
+
bool have_depth = BoundFramebufferHasDepthAttachment();
- glDepthMask(state_.depth_mask && have_depth);
- EnableDisable(GL_DEPTH_TEST, state_.enable_flags.depth_test && have_depth);
+ state_.SetDeviceDepthMask(state_.depth_mask && have_depth);
+
bool have_stencil = BoundFramebufferHasStencilAttachment();
- glStencilMaskSeparate(
+ state_.SetDeviceStencilMaskSeparate(
GL_FRONT, have_stencil ? state_.stencil_front_writemask : 0);
- glStencilMaskSeparate(
+ state_.SetDeviceStencilMaskSeparate(
GL_BACK, have_stencil ? state_.stencil_back_writemask : 0);
- EnableDisable(
+
+ state_.SetDeviceCapabilityState(
+ GL_DEPTH_TEST, state_.enable_flags.depth_test && have_depth);
+ state_.SetDeviceCapabilityState(
GL_STENCIL_TEST, state_.enable_flags.stencil_test && have_stencil);
- EnableDisable(GL_CULL_FACE, state_.enable_flags.cull_face);
- EnableDisable(GL_SCISSOR_TEST, state_.enable_flags.scissor_test);
- EnableDisable(GL_BLEND, state_.enable_flags.blend);
framebuffer_state_.clear_state_dirty = false;
}
}
@@ -3925,6 +3919,10 @@ void GLES2DecoderImpl::RestoreAllAttributes() const {
state_.RestoreVertexAttribs();
}
+void GLES2DecoderImpl::SetIgnoreCachedStateForTest(bool ignore) {
+ state_.SetIgnoreCachedStateForTest(ignore);
+}
+
void GLES2DecoderImpl::OnFboChanged() const {
if (workarounds().restore_scissor_on_fbo_change)
state_.fbo_binding_for_scissor_workaround_dirty_ = true;
@@ -5018,7 +5016,7 @@ void GLES2DecoderImpl::ClearUnclearedAttachments(
(GLES2Util::GetChannelsForFormat(
framebuffer->GetColorAttachmentFormat()) & 0x0008) != 0 ? 0.0f :
1.0f);
- glColorMask(true, true, true, true);
+ state_.SetDeviceColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
clear_bits |= GL_COLOR_BUFFER_BIT;
}
@@ -5032,11 +5030,11 @@ void GLES2DecoderImpl::ClearUnclearedAttachments(
if (framebuffer->HasUnclearedAttachment(GL_DEPTH_ATTACHMENT) ||
framebuffer->HasUnclearedAttachment(GL_DEPTH_STENCIL_ATTACHMENT)) {
glClearDepth(1.0f);
- glDepthMask(true);
+ state_.SetDeviceDepthMask(GL_TRUE);
clear_bits |= GL_DEPTH_BUFFER_BIT;
}
- glDisable(GL_SCISSOR_TEST);
+ state_.SetDeviceCapabilityState(GL_SCISSOR_TEST, false);
glClear(clear_bits);
framebuffer_manager()->MarkAttachmentsAsCleared(
@@ -5062,7 +5060,7 @@ void GLES2DecoderImpl::RestoreClearState() {
glClearStencil(state_.stencil_clear);
glClearDepth(state_.depth_clear);
if (state_.enable_flags.scissor_test) {
- glEnable(GL_SCISSOR_TEST);
+ state_.SetDeviceCapabilityState(GL_SCISSOR_TEST, true);
}
}
@@ -5239,10 +5237,11 @@ void GLES2DecoderImpl::DoBlitFramebufferCHROMIUM(
return;
}
- glDisable(GL_SCISSOR_TEST);
+ state_.SetDeviceCapabilityState(GL_SCISSOR_TEST, false);
BlitFramebufferHelper(
srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
- EnableDisable(GL_SCISSOR_TEST, state_.enable_flags.scissor_test);
+ state_.SetDeviceCapabilityState(GL_SCISSOR_TEST,
+ state_.enable_flags.scissor_test);
}
void GLES2DecoderImpl::RenderbufferStorageMultisampleHelper(
@@ -5481,11 +5480,11 @@ bool GLES2DecoderImpl::VerifyMultisampleRenderbufferIntegrity(
GLboolean scissor_enabled = false;
glGetBooleanv(GL_SCISSOR_TEST, &scissor_enabled);
if (scissor_enabled)
- glDisable(GL_SCISSOR_TEST);
+ state_.SetDeviceCapabilityState(GL_SCISSOR_TEST, false);
- GLboolean color_mask[4] = {true, true, true, true};
+ GLboolean color_mask[4] = {GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE};
glGetBooleanv(GL_COLOR_WRITEMASK, color_mask);
- glColorMask(true, true, true, true);
+ state_.SetDeviceColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
GLfloat clear_color[4] = {0.0f, 0.0f, 0.0f, 0.0f};
glGetFloatv(GL_COLOR_CLEAR_VALUE, clear_color);
@@ -5514,9 +5513,10 @@ bool GLES2DecoderImpl::VerifyMultisampleRenderbufferIntegrity(
// Restore cached state.
if (scissor_enabled)
- glEnable(GL_SCISSOR_TEST);
+ state_.SetDeviceCapabilityState(GL_SCISSOR_TEST, true);
- glColorMask(color_mask[0], color_mask[1], color_mask[2], color_mask[3]);
+ state_.SetDeviceColorMask(
+ color_mask[0], color_mask[1], color_mask[2], color_mask[3]);
glClearColor(clear_color[0], clear_color[1], clear_color[2], clear_color[3]);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER, draw_framebuffer);
glBindFramebufferEXT(GL_READ_FRAMEBUFFER, read_framebuffer);
@@ -7832,8 +7832,8 @@ bool GLES2DecoderImpl::ClearLevel(
glClearStencil(0);
glStencilMask(-1);
glClearDepth(1.0f);
- glDepthMask(true);
- glDisable(GL_SCISSOR_TEST);
+ state_.SetDeviceDepthMask(GL_TRUE);
+ state_.SetDeviceCapabilityState(GL_SCISSOR_TEST, false);
glClear(GL_DEPTH_BUFFER_BIT | (have_stencil ? GL_STENCIL_BUFFER_BIT : 0));
RestoreClearState();
@@ -9159,8 +9159,8 @@ void GLES2DecoderImpl::DoSwapBuffers() {
ScopedFrameBufferBinder binder(this,
offscreen_saved_frame_buffer_->id());
glClearColor(0, 0, 0, 0);
- glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
- glDisable(GL_SCISSOR_TEST);
+ state_.SetDeviceColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ state_.SetDeviceCapabilityState(GL_SCISSOR_TEST, false);
glClear(GL_COLOR_BUFFER_BIT);
RestoreClearState();
}
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