revert 9802 breacking tests on some configs
git-svn-id: http://skia.googlecode.com/svn/trunk@9805 2bbb7eff-a529-9590-31e7-b0007b416f81
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@ -61,10 +61,8 @@ public:
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* within the underlying 3D API's context/device/whatever. This call informs
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* the context that the state was modified and it should resend. Shouldn't
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* be called frequently for good performance.
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* The flag bits, state, is dpendent on which backend is used by the
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* context, either GL or D3D (possible in future).
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*/
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void resetContext(uint32_t state = kALL_GrGLBackendState);
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void resetContext();
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/**
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* Callback function to allow classes to cleanup on GrContext destruction.
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@ -600,25 +600,6 @@ struct GrBackendRenderTargetDesc {
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GrBackendObject fRenderTargetHandle;
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};
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/**
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* The GrContext's cache of backend context state can be partially invalidated.
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* These enums are specific to the GL backend and we'd add a new set for an alternative backend.
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*/
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enum GrGLBackendState {
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kRenderTarget_GrGLBackendState = 1 << 0,
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kTextureBinding_GrGLBackendState = 1 << 1,
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// View state stands for scissor and viewport
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kView_GrGLBackendState = 1 << 2,
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kBlend_GrGLBackendState = 1 << 3,
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kAA_GrGLBackendState = 1 << 4,
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kVertex_GrGLBackendState = 1 << 5,
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kStencil_GrGLBackendState = 1 << 6,
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kPixelStore_GrGLBackendState = 1 << 7,
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kProgram_GrGLBackendState = 1 << 8,
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kPathStencil_GrGLBackendState = 1 << 9,
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kMisc_GrGLBackendState = 1 << 10,
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kALL_GrGLBackendState = 0xffff
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};
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///////////////////////////////////////////////////////////////////////////////
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#endif
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@ -204,8 +204,8 @@ void GrContext::contextDestroyed() {
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fGpu->markContextDirty();
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}
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void GrContext::resetContext(uint32_t state) {
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fGpu->markContextDirty(state);
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void GrContext::resetContext() {
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fGpu->markContextDirty();
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}
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void GrContext::freeGpuResources() {
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@ -66,10 +66,7 @@ public:
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* the GrGpu that the state was modified and it shouldn't make assumptions
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* about the state.
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*/
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void markContextDirty(uint32_t state = kALL_GrGLBackendState) {
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fContextIsDirty = true;
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fResetBits |= state;
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}
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void markContextDirty() { fContextIsDirty = true; }
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void unimpl(const char[]);
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@ -429,7 +426,7 @@ private:
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// called when the 3D context state is unknown. Subclass should emit any
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// assumed 3D context state and dirty any state cache.
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virtual void onResetContext(uint32_t resetBits) = 0;
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virtual void onResetContext() = 0;
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// overridden by backend-specific derived class to create objects.
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virtual GrTexture* onCreateTexture(const GrTextureDesc& desc,
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@ -510,8 +507,7 @@ private:
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// stencil buffer. Perhaps we should detect whether it is a
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// internally created stencil buffer and if so skip the invalidate.
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fClipMaskManager.invalidateStencilMask();
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this->onResetContext(fResetBits);
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fResetBits = 0;
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this->onResetContext();
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++fResetTimestamp;
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}
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@ -536,7 +532,6 @@ private:
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// these are mutable so they can be created on-demand
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mutable GrIndexBuffer* fQuadIndexBuffer;
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bool fContextIsDirty;
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uint32_t fResetBits;
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// Used to abandon/release all resources created by this GrGpu. TODO: Move this
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// functionality to GrResourceCache.
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ResourceList fResourceList;
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@ -282,110 +282,88 @@ bool GrGpuGL::fullReadPixelsIsFasterThanPartial() const {
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return SkToBool(GR_GL_FULL_READPIXELS_FASTER_THAN_PARTIAL);
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}
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void GrGpuGL::onResetContext(uint32_t resetBits) {
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void GrGpuGL::onResetContext() {
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// we don't use the zb at all
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if (resetBits & kMisc_GrGLBackendState) {
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GL_CALL(Disable(GR_GL_DEPTH_TEST));
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GL_CALL(DepthMask(GR_GL_FALSE));
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GL_CALL(Disable(GR_GL_DEPTH_TEST));
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GL_CALL(DepthMask(GR_GL_FALSE));
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fHWDrawFace = GrDrawState::kInvalid_DrawFace;
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fHWDitherEnabled = kUnknown_TriState;
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fHWDrawFace = GrDrawState::kInvalid_DrawFace;
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fHWDitherEnabled = kUnknown_TriState;
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if (kDesktop_GrGLBinding == this->glBinding()) {
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// Desktop-only state that we never change
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if (!this->glCaps().isCoreProfile()) {
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GL_CALL(Disable(GR_GL_POINT_SMOOTH));
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GL_CALL(Disable(GR_GL_LINE_SMOOTH));
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GL_CALL(Disable(GR_GL_POLYGON_SMOOTH));
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GL_CALL(Disable(GR_GL_POLYGON_STIPPLE));
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GL_CALL(Disable(GR_GL_COLOR_LOGIC_OP));
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GL_CALL(Disable(GR_GL_INDEX_LOGIC_OP));
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}
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// The windows NVIDIA driver has GL_ARB_imaging in the extension string when using a
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// core profile. This seems like a bug since the core spec removes any mention of
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// GL_ARB_imaging.
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if (this->glCaps().imagingSupport() && !this->glCaps().isCoreProfile()) {
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GL_CALL(Disable(GR_GL_COLOR_TABLE));
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}
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GL_CALL(Disable(GR_GL_POLYGON_OFFSET_FILL));
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// Since ES doesn't support glPointSize at all we always use the VS to
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// set the point size
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GL_CALL(Enable(GR_GL_VERTEX_PROGRAM_POINT_SIZE));
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// We should set glPolygonMode(FRONT_AND_BACK,FILL) here, too. It isn't
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// currently part of our gl interface. There are probably others as
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// well.
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if (kDesktop_GrGLBinding == this->glBinding()) {
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// Desktop-only state that we never change
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if (!this->glCaps().isCoreProfile()) {
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GL_CALL(Disable(GR_GL_POINT_SMOOTH));
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GL_CALL(Disable(GR_GL_LINE_SMOOTH));
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GL_CALL(Disable(GR_GL_POLYGON_SMOOTH));
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GL_CALL(Disable(GR_GL_POLYGON_STIPPLE));
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GL_CALL(Disable(GR_GL_COLOR_LOGIC_OP));
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GL_CALL(Disable(GR_GL_INDEX_LOGIC_OP));
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}
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fHWWriteToColor = kUnknown_TriState;
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// we only ever use lines in hairline mode
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GL_CALL(LineWidth(1));
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}
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// The windows NVIDIA driver has GL_ARB_imaging in the extension string when using a core
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// profile. This seems like a bug since the core spec removes any mention of GL_ARB_imaging.
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if (this->glCaps().imagingSupport() && !this->glCaps().isCoreProfile()) {
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GL_CALL(Disable(GR_GL_COLOR_TABLE));
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}
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GL_CALL(Disable(GR_GL_POLYGON_OFFSET_FILL));
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// Since ES doesn't support glPointSize at all we always use the VS to
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// set the point size
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GL_CALL(Enable(GR_GL_VERTEX_PROGRAM_POINT_SIZE));
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if (resetBits & kAA_GrGLBackendState) {
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fHWAAState.invalidate();
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// We should set glPolygonMode(FRONT_AND_BACK,FILL) here, too. It isn't
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// currently part of our gl interface. There are probably others as
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// well.
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}
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fHWAAState.invalidate();
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fHWWriteToColor = kUnknown_TriState;
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// we only ever use lines in hairline mode
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GL_CALL(LineWidth(1));
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// invalid
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if (resetBits & kTextureBinding_GrGLBackendState) {
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fHWActiveTextureUnitIdx = -1;
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for (int s = 0; s < fHWBoundTextures.count(); ++s) {
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fHWBoundTextures[s] = NULL;
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}
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fHWActiveTextureUnitIdx = -1;
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fHWBlendState.invalidate();
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for (int s = 0; s < fHWBoundTextures.count(); ++s) {
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fHWBoundTextures[s] = NULL;
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}
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if (resetBits & kBlend_GrGLBackendState) {
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fHWBlendState.invalidate();
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}
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fHWScissorSettings.invalidate();
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if (resetBits & kView_GrGLBackendState) {
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fHWScissorSettings.invalidate();
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fHWViewport.invalidate();
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}
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fHWViewport.invalidate();
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if (resetBits & kStencil_GrGLBackendState) {
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fHWStencilSettings.invalidate();
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fHWStencilTestEnabled = kUnknown_TriState;
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}
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fHWStencilSettings.invalidate();
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fHWStencilTestEnabled = kUnknown_TriState;
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// Vertex
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if (resetBits & kVertex_GrGLBackendState) {
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fHWGeometryState.invalidate();
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}
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fHWGeometryState.invalidate();
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if (resetBits & kRenderTarget_GrGLBackendState) {
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fHWBoundRenderTarget = NULL;
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}
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fHWBoundRenderTarget = NULL;
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if (resetBits & kPathStencil_GrGLBackendState) {
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fHWPathStencilMatrixState.invalidate();
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if (this->caps()->pathStencilingSupport()) {
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// we don't use the model view matrix.
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GL_CALL(MatrixMode(GR_GL_MODELVIEW));
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GL_CALL(LoadIdentity());
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}
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fHWPathStencilMatrixState.invalidate();
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if (this->caps()->pathStencilingSupport()) {
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// we don't use the model view matrix.
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GL_CALL(MatrixMode(GR_GL_MODELVIEW));
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GL_CALL(LoadIdentity());
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}
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// we assume these values
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if (resetBits & kPixelStore_GrGLBackendState) {
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if (this->glCaps().unpackRowLengthSupport()) {
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GL_CALL(PixelStorei(GR_GL_UNPACK_ROW_LENGTH, 0));
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}
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if (this->glCaps().packRowLengthSupport()) {
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GL_CALL(PixelStorei(GR_GL_PACK_ROW_LENGTH, 0));
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}
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if (this->glCaps().unpackFlipYSupport()) {
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GL_CALL(PixelStorei(GR_GL_UNPACK_FLIP_Y, GR_GL_FALSE));
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}
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if (this->glCaps().packFlipYSupport()) {
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GL_CALL(PixelStorei(GR_GL_PACK_REVERSE_ROW_ORDER, GR_GL_FALSE));
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}
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if (this->glCaps().unpackRowLengthSupport()) {
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GL_CALL(PixelStorei(GR_GL_UNPACK_ROW_LENGTH, 0));
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}
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if (this->glCaps().packRowLengthSupport()) {
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GL_CALL(PixelStorei(GR_GL_PACK_ROW_LENGTH, 0));
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}
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if (this->glCaps().unpackFlipYSupport()) {
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GL_CALL(PixelStorei(GR_GL_UNPACK_FLIP_Y, GR_GL_FALSE));
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}
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if (this->glCaps().packFlipYSupport()) {
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GL_CALL(PixelStorei(GR_GL_PACK_REVERSE_ROW_ORDER, GR_GL_FALSE));
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}
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if (resetBits & kProgram_GrGLBackendState) {
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fHWProgramID = 0;
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fSharedGLProgramState.invalidate();
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}
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fHWProgramID = 0;
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fSharedGLProgramState.invalidate();
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}
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namespace {
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@ -102,7 +102,7 @@ protected:
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private:
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// GrGpu overrides
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virtual void onResetContext(uint32_t resetBits) SK_OVERRIDE;
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virtual void onResetContext() SK_OVERRIDE;
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virtual GrTexture* onCreateTexture(const GrTextureDesc& desc,
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const void* srcData,
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