gfx::Point offset() { return offset_; }
gfx::Rect widget_rect() const { return widget_rect_; }
gfx::Rect original_screen_rect() const { return original_view_screen_rect_; }
+ const WebScreenInfo& original_screen_info() { return original_screen_info_; }
void ChangeEmulationParams(
const gfx::Rect& device_rect,
popup_screen_origin_for_emulation_ = gfx::Point(
emulator->original_screen_rect().origin().x() + emulator->offset().x(),
emulator->original_screen_rect().origin().y() + emulator->offset().y());
+ screen_info_ = emulator->original_screen_info();
+ device_scale_factor_ = screen_info_.deviceScaleFactor;
}
void RenderWidget::SetScreenMetricsEmulationParameters(
scoped_refptr<ContextProviderCommandBuffer> context_provider;
if (!use_software) {
- // Explicitly disable antialiasing for the compositor. As of the time of
- // this writing, the only platform that supported antialiasing for the
- // compositor was Mac OS X, because the on-screen OpenGL context creation
- // code paths on Windows and Linux didn't yet have multisampling support.
- // Mac OS X essentially always behaves as though it's rendering offscreen.
- // Multisampling has a heavy cost especially on devices with relatively low
- // fill rate like most notebooks, and the Mac implementation would need to
- // be optimized to resolve directly into the IOSurface shared between the
- // GPU and browser processes. For these reasons and to avoid platform
- // disparities we explicitly disable antialiasing.
- blink::WebGraphicsContext3D::Attributes attributes;
- attributes.antialias = false;
- attributes.shareResources = true;
- attributes.noAutomaticFlushes = true;
- attributes.depth = false;
- attributes.stencil = false;
context_provider = ContextProviderCommandBuffer::Create(
- CreateGraphicsContext3D(attributes),
- "RenderCompositor");
+ CreateGraphicsContext3D(), "RenderCompositor");
if (!context_provider.get()) {
// Cause the compositor to wait and try again.
return scoped_ptr<cc::OutputSurface>();
}
scoped_ptr<WebGraphicsContext3DCommandBufferImpl>
-RenderWidget::CreateGraphicsContext3D(
- const blink::WebGraphicsContext3D::Attributes& attributes) {
+RenderWidget::CreateGraphicsContext3D() {
if (!webwidget_)
return scoped_ptr<WebGraphicsContext3DCommandBufferImpl>();
if (CommandLine::ForCurrentProcess()->HasSwitch(
if (!gpu_channel_host)
return scoped_ptr<WebGraphicsContext3DCommandBufferImpl>();
+ // Explicitly disable antialiasing for the compositor. As of the time of
+ // this writing, the only platform that supported antialiasing for the
+ // compositor was Mac OS X, because the on-screen OpenGL context creation
+ // code paths on Windows and Linux didn't yet have multisampling support.
+ // Mac OS X essentially always behaves as though it's rendering offscreen.
+ // Multisampling has a heavy cost especially on devices with relatively low
+ // fill rate like most notebooks, and the Mac implementation would need to
+ // be optimized to resolve directly into the IOSurface shared between the
+ // GPU and browser processes. For these reasons and to avoid platform
+ // disparities we explicitly disable antialiasing.
+ blink::WebGraphicsContext3D::Attributes attributes;
+ attributes.antialias = false;
+ attributes.shareResources = true;
+ attributes.noAutomaticFlushes = true;
+ attributes.depth = false;
+ attributes.stencil = false;
+#if !defined(OS_CHROMEOS)
+ bool bind_generates_resources = false;
+#endif
+ bool lose_context_when_out_of_memory = true;
WebGraphicsContext3DCommandBufferImpl::SharedMemoryLimits limits;
#if defined(OS_ANDROID)
// If we raster too fast we become upload bound, and pending
#endif
scoped_ptr<WebGraphicsContext3DCommandBufferImpl> context(
- new WebGraphicsContext3DCommandBufferImpl(
- surface_id(),
- GetURLForGraphicsContext3D(),
- gpu_channel_host.get(),
- attributes,
- false /* bind generates resources */,
- limits,
- NULL));
+ new WebGraphicsContext3DCommandBufferImpl(surface_id(),
+ GetURLForGraphicsContext3D(),
+ gpu_channel_host.get(),
+ attributes,
+#if !defined(OS_CHROMEOS)
+ bind_generates_resources,
+#endif
+ lose_context_when_out_of_memory,
+ limits,
+ NULL));
return context.Pass();
}