Avoid putting adding vertex buffers to the pool when setting the complex clip.
Review URL: http://codereview.appspot.com/4180058/ git-svn-id: http://skia.googlecode.com/svn/trunk@817 2bbb7eff-a529-9590-31e7-b0007b416f81
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@ -24,7 +24,8 @@
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#include "GrBufferAllocPool.h"
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// probably makes no sense for this to be less than a page
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static size_t VERTEX_POOL_VB_SIZE = 1 << 12;
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static const size_t VERTEX_POOL_VB_SIZE = 1 << 12;
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static const int VERTEX_POOL_VB_COUNT = 1;
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///////////////////////////////////////////////////////////////////////////////
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@ -197,7 +198,11 @@ bool GrGpu::setupClipAndFlushState(PrimitiveType type) {
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fVertexPool = new GrVertexBufferAllocPool(this,
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true,
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VERTEX_POOL_VB_SIZE,
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1);
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VERTEX_POOL_VB_COUNT);
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} else if (kBuffer_GeometrySrcType == fGeometrySrc.fVertexSrc) {
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// we can't reset if vertex source is array or reserved
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// because then the client data is in the pool!
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fVertexPool->reset();
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}
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const GrVertexBuffer* vertexBuffer;
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int vStart;
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@ -309,7 +314,9 @@ void GrGpu::finalizeReservedIndices() {
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void GrGpu::prepareVertexPool() {
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if (NULL == fVertexPool) {
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fVertexPool = new GrVertexBufferAllocPool(this, true, VERTEX_POOL_VB_SIZE, 1);
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fVertexPool = new GrVertexBufferAllocPool(this, true,
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VERTEX_POOL_VB_SIZE,
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VERTEX_POOL_VB_COUNT);
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} else {
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fVertexPool->reset();
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}
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