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Side by Side Diff: ui/aura/mus/mus_context_factory.cc

Issue 2895273002: Unified the use of BufferToTextureTargetMap for all the Processes (Closed)
Patch Set: Unified BufferToTextureTargetMap for all the Processes Created 3 years, 6 months ago
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1 // Copyright 2015 The Chromium Authors. All rights reserved. 1 // Copyright 2015 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be 2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file. 3 // found in the LICENSE file.
4 4
5 #include "ui/aura/mus/mus_context_factory.h" 5 #include "ui/aura/mus/mus_context_factory.h"
6 6
7 #include "base/command_line.h" 7 #include "base/command_line.h"
8 #include "base/memory/ptr_util.h" 8 #include "base/memory/ptr_util.h"
9 #include "cc/base/switches.h" 9 #include "cc/base/switches.h"
10 #include "services/ui/public/cpp/gpu/gpu.h" 10 #include "services/ui/public/cpp/gpu/gpu.h"
11 #include "ui/aura/mus/window_port_mus.h" 11 #include "ui/aura/mus/window_port_mus.h"
12 #include "ui/aura/window_tree_host.h" 12 #include "ui/aura/window_tree_host.h"
13 #include "ui/compositor/compositor_switches.h" 13 #include "ui/compositor/compositor_switches.h"
14 #include "ui/compositor/compositor_util.h" 14 #include "ui/compositor/compositor_util.h"
15 #include "ui/display/display_switches.h" 15 #include "ui/display/display_switches.h"
16 #include "ui/gfx/switches.h" 16 #include "ui/gfx/switches.h"
17 #include "ui/gl/gl_bindings.h" 17 #include "ui/gl/gl_bindings.h"
18 18
19 namespace aura { 19 namespace aura {
20 20
21 MusContextFactory::MusContextFactory(ui::Gpu* gpu) 21 MusContextFactory::MusContextFactory(ui::Gpu* gpu)
22 : gpu_(gpu), 22 : gpu_(gpu),
23 renderer_settings_(ui::CreateRendererSettings( 23 renderer_settings_(ui::CreateRendererSettings(
24 [](gfx::BufferFormat format, gfx::BufferUsage usage) -> uint32_t { 24 content::GetBufferToTextureTargetMap()),
boliu 2017/06/12 16:31:39 ui can't depend on content. does this even compile
sujith 2017/06/14 10:30:18 i was building for android, so it doesn't throw an
25 // TODO(sad): http://crbug.com/675431
26 return GL_TEXTURE_2D;
27 })),
28 weak_ptr_factory_(this) {} 25 weak_ptr_factory_(this) {}
29 26
30 MusContextFactory::~MusContextFactory() {} 27 MusContextFactory::~MusContextFactory() {}
31 28
32 void MusContextFactory::OnEstablishedGpuChannel( 29 void MusContextFactory::OnEstablishedGpuChannel(
33 base::WeakPtr<ui::Compositor> compositor, 30 base::WeakPtr<ui::Compositor> compositor,
34 scoped_refptr<gpu::GpuChannelHost> gpu_channel) { 31 scoped_refptr<gpu::GpuChannelHost> gpu_channel) {
35 if (!compositor) 32 if (!compositor)
36 return; 33 return;
37 WindowTreeHost* host = 34 WindowTreeHost* host =
(...skipping 41 matching lines...) Expand 10 before | Expand all | Expand 10 after
79 76
80 cc::TaskGraphRunner* MusContextFactory::GetTaskGraphRunner() { 77 cc::TaskGraphRunner* MusContextFactory::GetTaskGraphRunner() {
81 return raster_thread_helper_.task_graph_runner(); 78 return raster_thread_helper_.task_graph_runner();
82 } 79 }
83 80
84 const cc::ResourceSettings& MusContextFactory::GetResourceSettings() const { 81 const cc::ResourceSettings& MusContextFactory::GetResourceSettings() const {
85 return renderer_settings_.resource_settings; 82 return renderer_settings_.resource_settings;
86 } 83 }
87 84
88 } // namespace aura 85 } // namespace aura
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