Index: gpu/command_buffer/service/gles2_cmd_decoder.cc |
diff --git a/gpu/command_buffer/service/gles2_cmd_decoder.cc b/gpu/command_buffer/service/gles2_cmd_decoder.cc |
index c2b08e722741834f3e8ec84954d9708f6e05b3a3..f120f39bf54a13090479978fb77dc03c940ee54a 100644 |
--- a/gpu/command_buffer/service/gles2_cmd_decoder.cc |
+++ b/gpu/command_buffer/service/gles2_cmd_decoder.cc |
@@ -58,7 +58,6 @@ |
#include "gpu/command_buffer/service/vertex_array_manager.h" |
#include "gpu/command_buffer/service/vertex_attrib_manager.h" |
#include "third_party/smhasher/src/City.h" |
-#include "ui/gl/gl_bindings.h" |
#include "ui/gl/gl_fence.h" |
#include "ui/gl/gl_image.h" |
#include "ui/gl/gl_implementation.h" |
@@ -556,6 +555,8 @@ class AsyncUploadTokenCompletionObserver |
// } // anonymous namespace. |
+static const GLuint kDefaultStencilMask = static_cast<GLuint>(-1); |
+ |
bool GLES2Decoder::GetServiceTextureId(uint32 client_texture_id, |
uint32* service_texture_id) { |
return false; |
@@ -3107,8 +3108,8 @@ bool GLES2DecoderImpl::CheckFramebufferValid( |
offscreen_target_color_format_) & 0x0008) != 0 ? 0 : 1); |
state_.SetDeviceColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
glClearStencil(0); |
- state_.SetDeviceStencilMaskSeparate(GL_FRONT, -1); |
- state_.SetDeviceStencilMaskSeparate(GL_BACK, -1); |
+ state_.SetDeviceStencilMaskSeparate(GL_FRONT, kDefaultStencilMask); |
+ state_.SetDeviceStencilMaskSeparate(GL_BACK, kDefaultStencilMask); |
glClearDepth(1.0f); |
state_.SetDeviceDepthMask(GL_TRUE); |
state_.SetDeviceCapabilityState(GL_SCISSOR_TEST, false); |
@@ -3629,8 +3630,8 @@ bool GLES2DecoderImpl::ResizeOffscreenFrameBuffer(const gfx::Size& size) { |
offscreen_target_color_format_) & 0x0008) != 0 ? 0 : 1); |
state_.SetDeviceColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
glClearStencil(0); |
- state_.SetDeviceStencilMaskSeparate(GL_FRONT, -1); |
- state_.SetDeviceStencilMaskSeparate(GL_BACK, -1); |
+ state_.SetDeviceStencilMaskSeparate(GL_FRONT, kDefaultStencilMask); |
+ state_.SetDeviceStencilMaskSeparate(GL_BACK, kDefaultStencilMask); |
glClearDepth(0); |
state_.SetDeviceDepthMask(GL_TRUE); |
state_.SetDeviceCapabilityState(GL_SCISSOR_TEST, false); |
@@ -5060,8 +5061,8 @@ void GLES2DecoderImpl::ClearUnclearedAttachments( |
if (framebuffer->HasUnclearedAttachment(GL_STENCIL_ATTACHMENT) || |
framebuffer->HasUnclearedAttachment(GL_DEPTH_STENCIL_ATTACHMENT)) { |
glClearStencil(0); |
- state_.SetDeviceStencilMaskSeparate(GL_FRONT, -1); |
- state_.SetDeviceStencilMaskSeparate(GL_BACK, -1); |
+ state_.SetDeviceStencilMaskSeparate(GL_FRONT, kDefaultStencilMask); |
+ state_.SetDeviceStencilMaskSeparate(GL_BACK, kDefaultStencilMask); |
clear_bits |= GL_STENCIL_BUFFER_BIT; |
} |
@@ -7860,8 +7861,8 @@ bool GLES2DecoderImpl::ClearLevel( |
return false; |
} |
glClearStencil(0); |
- state_.SetDeviceStencilMaskSeparate(GL_FRONT, -1); |
- state_.SetDeviceStencilMaskSeparate(GL_BACK, -1); |
+ state_.SetDeviceStencilMaskSeparate(GL_FRONT, kDefaultStencilMask); |
+ state_.SetDeviceStencilMaskSeparate(GL_BACK, kDefaultStencilMask); |
glClearDepth(1.0f); |
state_.SetDeviceDepthMask(GL_TRUE); |
state_.SetDeviceCapabilityState(GL_SCISSOR_TEST, false); |
@@ -10005,8 +10006,8 @@ void GLES2DecoderImpl::DoCopyTextureCHROMIUM( |
return; |
} |
- GLenum dest_type_previous; |
- GLenum dest_internal_format; |
+ GLenum dest_type_previous = dest_type; |
+ GLenum dest_internal_format = internal_format; |
bool dest_level_defined = dest_texture->GetLevelSize( |
GL_TEXTURE_2D, level, &dest_width, &dest_height); |