Chromium Code Reviews| Index: gpu/command_buffer/service/gles2_cmd_clear_framebuffer.cc |
| diff --git a/gpu/command_buffer/service/gles2_cmd_clear_framebuffer.cc b/gpu/command_buffer/service/gles2_cmd_clear_framebuffer.cc |
| index b0fcd5f61958e38bde5bfcde865ee18c8d8a9735..9e6eccebc4b92bfde846db72d6b00636ff4ed795 100644 |
| --- a/gpu/command_buffer/service/gles2_cmd_clear_framebuffer.cc |
| +++ b/gpu/command_buffer/service/gles2_cmd_clear_framebuffer.cc |
| @@ -7,6 +7,7 @@ |
| #include "gpu/command_buffer/service/gl_utils.h" |
| #include "gpu/command_buffer/service/gles2_cmd_decoder.h" |
| #include "ui/gfx/geometry/size.h" |
| +#include "ui/gl/gl_version_info.h" |
| namespace { |
| @@ -34,8 +35,16 @@ const char* g_fragment_shader_source = { |
| ), |
| }; |
| -void CompileShader(GLuint shader, const char* shader_source) { |
| - glShaderSource(shader, 1, &shader_source, 0); |
| +void CompileShader(GLuint shader, |
| + const char* shader_source, |
| + bool is_desktop_core_profile) { |
| + if (is_desktop_core_profile) { |
| + const char* version = "#version 150\n"; |
| + const char* shader_sources[2] = {version, shader_source}; |
| + glShaderSource(shader, 2, shader_sources, 0); |
| + } else { |
| + glShaderSource(shader, 1, &shader_source, 0); |
| + } |
| glCompileShader(shader); |
| #if DCHECK_IS_ON() |
| GLint compile_status = GL_FALSE; |
| @@ -57,8 +66,13 @@ namespace gpu { |
| namespace gles2 { |
| ClearFramebufferResourceManager::ClearFramebufferResourceManager( |
| - const gles2::GLES2Decoder* decoder) |
| - : initialized_(false), program_(0u), buffer_id_(0u) { |
| + const gles2::GLES2Decoder* decoder, |
| + const gl::GLVersionInfo& gl_version_info) |
| + : initialized_(false), |
| + is_desktop_core_profile_(gl_version_info.is_desktop_core_profile), |
| + program_(0u), |
| + vao_(0), |
|
Zhenyao Mo
2017/03/23 17:11:40
nit: 0u to be consistent with above and below
|
| + buffer_id_(0u) { |
| Initialize(decoder); |
| } |
| @@ -82,6 +96,15 @@ void ClearFramebufferResourceManager::Initialize( |
| -1.0f, 1.0f}; |
| glBufferData( |
| GL_ARRAY_BUFFER, sizeof(kQuadVertices), kQuadVertices, GL_STATIC_DRAW); |
| + |
| + if (is_desktop_core_profile_) { |
| + glGenVertexArraysOES(1, &vao_); |
| + glBindVertexArrayOES(vao_); |
| + glEnableVertexAttribArray(kVertexPositionAttrib); |
| + glVertexAttribPointer(kVertexPositionAttrib, 2, GL_FLOAT, GL_FALSE, 0, 0); |
| + decoder->RestoreAllAttributes(); |
| + } |
| + |
| decoder->RestoreBufferBindings(); |
| initialized_ = true; |
| } |
| @@ -91,6 +114,10 @@ void ClearFramebufferResourceManager::Destroy() { |
| return; |
| glDeleteProgram(program_); |
| + if (vao_ != 0) { |
| + glDeleteVertexArraysOES(1, &vao_); |
| + vao_ = 0; |
| + } |
| glDeleteBuffersARB(1, &buffer_id_); |
| buffer_id_ = 0; |
| } |
| @@ -113,10 +140,12 @@ void ClearFramebufferResourceManager::ClearFramebuffer( |
| if (!program_) { |
| program_ = glCreateProgram(); |
| GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER); |
| - CompileShader(vertex_shader, g_vertex_shader_source); |
| + CompileShader(vertex_shader, g_vertex_shader_source, |
| + is_desktop_core_profile_); |
| glAttachShader(program_, vertex_shader); |
| GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); |
| - CompileShader(fragment_shader, g_fragment_shader_source); |
| + CompileShader(fragment_shader, g_fragment_shader_source, |
| + is_desktop_core_profile_); |
| glAttachShader(program_, fragment_shader); |
| glBindAttribLocation(program_, kVertexPositionAttrib, "a_position"); |
| glLinkProgram(program_); |
| @@ -141,11 +170,15 @@ void ClearFramebufferResourceManager::ClearFramebuffer( |
| DLOG(ERROR) << "Invalid shader."; |
| #endif |
| - decoder->ClearAllAttributes(); |
| - glEnableVertexAttribArray(kVertexPositionAttrib); |
| + if (vao_) { |
| + glBindVertexArrayOES(vao_); |
| + } else { |
| + decoder->ClearAllAttributes(); |
| + glEnableVertexAttribArray(kVertexPositionAttrib); |
| - glBindBuffer(GL_ARRAY_BUFFER, buffer_id_); |
| - glVertexAttribPointer(kVertexPositionAttrib, 2, GL_FLOAT, GL_FALSE, 0, 0); |
| + glBindBuffer(GL_ARRAY_BUFFER, buffer_id_); |
| + glVertexAttribPointer(kVertexPositionAttrib, 2, GL_FLOAT, GL_FALSE, 0, 0); |
| + } |
| glUniform1f(depth_handle_, clear_depth_value); |
| glUniform4f(color_handle_, clear_color_red, clear_color_green, |
| @@ -180,9 +213,11 @@ void ClearFramebufferResourceManager::ClearFramebuffer( |
| glViewport(0, 0, framebuffer_size.width(), framebuffer_size.height()); |
| glDrawArrays(GL_TRIANGLE_FAN, 0, 4); |
| + if (vao_ == 0) { |
| + decoder->RestoreBufferBindings(); |
| + } |
| decoder->RestoreAllAttributes(); |
| decoder->RestoreProgramBindings(); |
| - decoder->RestoreBufferBindings(); |
| decoder->RestoreGlobalState(); |
| } |