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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 cc::BufferToTextureTargetMap GetBufferToTextureTargetMap() { | |
| 22 cc::BufferToTextureTargetMap image_targets; | |
| 23 for (int usage_idx = 0; usage_idx <= static_cast<int>(gfx::BufferUsage::LAST); | |
| 24 ++usage_idx) { | |
| 25 gfx::BufferUsage usage = static_cast<gfx::BufferUsage>(usage_idx); | |
| 26 for (int format_idx = 0; | |
| 27 format_idx <= static_cast<int>(gfx::BufferFormat::LAST); | |
| 28 ++format_idx) { | |
| 29 gfx::BufferFormat format = static_cast<gfx::BufferFormat>(format_idx); | |
| 30 image_targets[std::make_pair(usage, format)] = GL_TEXTURE_2D; | |
| 31 } | |
| 32 } | |
| 33 return image_targets; | |
| 34 } | |
| 35 | |
| 21 MusContextFactory::MusContextFactory(ui::Gpu* gpu) | 36 MusContextFactory::MusContextFactory(ui::Gpu* gpu) |
| 22 : gpu_(gpu), | 37 : gpu_(gpu), |
| 23 renderer_settings_(ui::CreateRendererSettings( | 38 renderer_settings_( |
| 24 [](gfx::BufferFormat format, gfx::BufferUsage usage) -> uint32_t { | 39 ui::CreateRendererSettings(GetBufferToTextureTargetMap())), |
| 25 // TODO(sad): http://crbug.com/675431 | |
|
danakj
2017/06/28 17:00:19
Keep this TODO where we set them to GL_TEXTURE_2D
sujith
2017/06/29 06:21:50
Done.
| |
| 26 return GL_TEXTURE_2D; | |
| 27 })), | |
| 28 weak_ptr_factory_(this) {} | 40 weak_ptr_factory_(this) {} |
| 29 | 41 |
| 30 MusContextFactory::~MusContextFactory() {} | 42 MusContextFactory::~MusContextFactory() {} |
| 31 | 43 |
| 32 void MusContextFactory::OnEstablishedGpuChannel( | 44 void MusContextFactory::OnEstablishedGpuChannel( |
| 33 base::WeakPtr<ui::Compositor> compositor, | 45 base::WeakPtr<ui::Compositor> compositor, |
| 34 scoped_refptr<gpu::GpuChannelHost> gpu_channel) { | 46 scoped_refptr<gpu::GpuChannelHost> gpu_channel) { |
| 35 if (!compositor) | 47 if (!compositor) |
| 36 return; | 48 return; |
| 37 WindowTreeHost* host = | 49 WindowTreeHost* host = |
| (...skipping 41 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... | |
| 79 | 91 |
| 80 cc::TaskGraphRunner* MusContextFactory::GetTaskGraphRunner() { | 92 cc::TaskGraphRunner* MusContextFactory::GetTaskGraphRunner() { |
| 81 return raster_thread_helper_.task_graph_runner(); | 93 return raster_thread_helper_.task_graph_runner(); |
| 82 } | 94 } |
| 83 | 95 |
| 84 const cc::ResourceSettings& MusContextFactory::GetResourceSettings() const { | 96 const cc::ResourceSettings& MusContextFactory::GetResourceSettings() const { |
| 85 return renderer_settings_.resource_settings; | 97 return renderer_settings_.resource_settings; |
| 86 } | 98 } |
| 87 | 99 |
| 88 } // namespace aura | 100 } // namespace aura |
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