Index: cc/output/direct_renderer.cc |
diff --git a/cc/output/direct_renderer.cc b/cc/output/direct_renderer.cc |
index 5339f829c2b2b0af105efb910e636f5b47907b0c..213a14be838256eaeb6ae5b1a92cdad3c8270408 100644 |
--- a/cc/output/direct_renderer.cc |
+++ b/cc/output/direct_renderer.cc |
@@ -624,6 +624,12 @@ bool DirectRenderer::UseRenderPass(const RenderPass* render_pass) { |
texture->Allocate( |
size, ResourceProvider::TEXTURE_HINT_IMMUTABLE_FRAMEBUFFER, |
BackbufferFormat(), current_frame()->current_render_pass->color_space); |
+ } else { |
+ if (render_pass->force_render_surface && |
jbauman
2017/06/07 22:05:34
Could we instead set the damage rectangle to empty
wutao
2017/06/09 02:31:32
Sounds good and thanks for your sample cl.
The da
|
+ !(render_pass->has_property_change_on_contributing_render_surface || |
+ render_pass->has_damage_on_surface_quad)) { |
jbauman
2017/05/30 22:04:07
What exactly does it mean if there's damage on a s
wutao
2017/05/30 23:12:52
The surface_quad damage is accumulated during surf
|
+ return false; |
+ } |
} |
DCHECK(texture->id()); |