Index: cc/output/gl_renderer.cc |
diff --git a/cc/output/gl_renderer.cc b/cc/output/gl_renderer.cc |
index d3d4851682aee72852ed50da25067c24651b6f58..c1c5f70a0aa43d233a5c3e7a8931767b64971154 100644 |
--- a/cc/output/gl_renderer.cc |
+++ b/cc/output/gl_renderer.cc |
@@ -2660,21 +2660,26 @@ void GLRenderer::SwapBuffersComplete() { |
gl_->ScheduleCALayerInUseQueryCHROMIUM(textures.size(), textures.data()); |
} |
} else if (swapping_overlay_resources_.size() > 1) { |
+ resource_provider_->SetBatchReturnResources(true); |
Daniele Castagna
2017/03/24 01:44:43
Should we have something like ScopedBacthReturnRes
|
+ |
// If a query is not needed to release the overlay buffers, we can assume |
// that once a swap buffer has completed we can remove the oldest buffers |
// from the queue. |
swapping_overlay_resources_.pop_front(); |
+ resource_provider_->SetBatchReturnResources(false); |
} |
} |
void GLRenderer::DidReceiveTextureInUseResponses( |
const gpu::TextureInUseResponses& responses) { |
DCHECK(settings_->release_overlay_resources_after_gpu_query); |
+ resource_provider_->SetBatchReturnResources(true); |
for (const gpu::TextureInUseResponse& response : responses) { |
if (!response.in_use) { |
swapped_and_acked_overlay_resources_.erase(response.texture); |
} |
} |
+ resource_provider_->SetBatchReturnResources(false); |
color_lut_cache_.Swap(); |
} |
@@ -3214,13 +3219,15 @@ void GLRenderer::ScheduleDCLayers() { |
current_frame()->dc_layer_overlay_list) { |
DCHECK(!dc_layer_overlay.rpdq); |
- ResourceId contents_resource_id = dc_layer_overlay.contents_resource_id; |
unsigned texture_id = 0; |
- if (contents_resource_id) { |
- pending_overlay_resources_.push_back( |
- base::MakeUnique<ResourceProvider::ScopedReadLockGL>( |
- resource_provider_, contents_resource_id)); |
- texture_id = pending_overlay_resources_.back()->texture_id(); |
+ for (const auto& contents_resource_id : dc_layer_overlay.resources) { |
+ if (contents_resource_id) { |
+ pending_overlay_resources_.push_back( |
+ base::MakeUnique<ResourceProvider::ScopedReadLockGL>( |
+ resource_provider_, contents_resource_id)); |
+ if (!texture_id) |
+ texture_id = pending_overlay_resources_.back()->texture_id(); |
+ } |
} |
GLfloat contents_rect[4] = { |
dc_layer_overlay.contents_rect.x(), dc_layer_overlay.contents_rect.y(), |