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Unified Diff: cc/output/gl_renderer.cc

Issue 2769573002: Return overlay resources to renderers in larger batches. (Closed)
Patch Set: rename Created 3 years, 9 months ago
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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(),

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