Index: cc/output/gl_renderer.cc |
diff --git a/cc/output/gl_renderer.cc b/cc/output/gl_renderer.cc |
index a302f7e783f1027647364793efbb580468b6473c..2b298e19e258cfae0edd9ebdb3d85962a2b411e4 100644 |
--- a/cc/output/gl_renderer.cc |
+++ b/cc/output/gl_renderer.cc |
@@ -466,9 +466,6 @@ static ResourceProvider::ResourceId WaitOnResourceSyncPoints( |
} |
void GLRenderer::BeginDrawingFrame(DrawingFrame* frame) { |
- if (frame->device_viewport_rect.IsEmpty()) |
- return; |
- |
TRACE_EVENT0("cc", "GLRenderer::BeginDrawingFrame"); |
scoped_refptr<ResourceProvider::Fence> read_lock_fence; |
@@ -499,6 +496,9 @@ void GLRenderer::BeginDrawingFrame(DrawingFrame* frame) { |
} |
resource_provider_->SetReadLockFence(read_lock_fence.get()); |
+ if (frame->device_viewport_rect.IsEmpty()) |
danakj
2014/10/29 15:18:26
If there's an empty viewport can you not just make
reveman
2014/10/29 16:14:52
Maybe. It would assume that we're not performing a
danakj
2014/10/29 17:04:38
ie make DirectRenderer check this? That sounds goo
|
+ return; |
+ |
// Insert WaitSyncPointCHROMIUM on quad resources prior to drawing the frame, |
// so that drawing can proceed without GL context switching interruptions. |
DrawQuad::ResourceIteratorCallback wait_on_resource_syncpoints_callback = |