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authorzmo <zmo@chromium.org>2016-03-25 14:23:37 -0700
committerCommit bot <commit-bot@chromium.org>2016-03-25 21:25:51 +0000
commit39a22dc8028987efa3ca24135922841d2d2d387c (patch)
tree4f35e319e393b275aa492dacee0ab40303bcc1af
parent54502dc10d4a4cf3be8d9fb89db3d2927c7bbaf9 (diff)
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Turn on seamless cubemap by default on Desktop GL for ES3.
BUG=597794 TEST=deqp/texturefiltering_cube_* R=piman@chromium.org CQ_INCLUDE_TRYBOTS=tryserver.chromium.win:win_optional_gpu_tests_rel Review URL: https://codereview.chromium.org/1831833006 Cr-Commit-Position: refs/heads/master@{#383362}
-rw-r--r--gpu/command_buffer/service/gles2_cmd_decoder.cc9
-rw-r--r--gpu/command_buffer/service/gles2_cmd_decoder_unittest_base.cc6
2 files changed, 15 insertions, 0 deletions
diff --git a/gpu/command_buffer/service/gles2_cmd_decoder.cc b/gpu/command_buffer/service/gles2_cmd_decoder.cc
index 7ecd8d5..0e471a1 100644
--- a/gpu/command_buffer/service/gles2_cmd_decoder.cc
+++ b/gpu/command_buffer/service/gles2_cmd_decoder.cc
@@ -3018,6 +3018,15 @@ bool GLES2DecoderImpl::Initialize(const scoped_refptr<gfx::GLSurface>& surface,
glEnable(GL_PROGRAM_POINT_SIZE);
}
+ // ES3 requires seamless cubemap. ES2 does not.
+ // However, when ES2 is implemented on top of DX11, seamless cubemap is
+ // always enabled and there is no way to disable it.
+ // Therefore, it seems OK to also always enable it on top of Desktop GL for
+ // both ES2 and ES3 contexts.
+ if (feature_info_->gl_version_info().IsAtLeastGL(3, 2)) {
+ glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
+ }
+
has_robustness_extension_ =
context->HasExtension("GL_ARB_robustness") ||
context->HasExtension("GL_KHR_robustness") ||
diff --git a/gpu/command_buffer/service/gles2_cmd_decoder_unittest_base.cc b/gpu/command_buffer/service/gles2_cmd_decoder_unittest_base.cc
index e3c0627..cbe3112 100644
--- a/gpu/command_buffer/service/gles2_cmd_decoder_unittest_base.cc
+++ b/gpu/command_buffer/service/gles2_cmd_decoder_unittest_base.cc
@@ -351,6 +351,12 @@ void GLES2DecoderTestBase::InitDecoderWithCommandLine(
.RetiresOnSaturation();
}
+ if (group_->feature_info()->gl_version_info().IsAtLeastGL(3, 2)) {
+ EXPECT_CALL(*gl_, Enable(GL_TEXTURE_CUBE_MAP_SEAMLESS))
+ .Times(1)
+ .RetiresOnSaturation();
+ }
+
static GLint max_viewport_dims[] = {
kMaxViewportWidth,
kMaxViewportHeight