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-rw-r--r--cc/output/gl_renderer.cc20
1 files changed, 10 insertions, 10 deletions
diff --git a/cc/output/gl_renderer.cc b/cc/output/gl_renderer.cc
index b88e1b1..dc1d1c8 100644
--- a/cc/output/gl_renderer.cc
+++ b/cc/output/gl_renderer.cc
@@ -213,8 +213,8 @@ void GLRenderer::SetVisible(bool visible) {
EnforceMemoryPolicy();
- // TODO: Replace setVisibilityCHROMIUM with an extension to explicitly manage
- // front/backbuffers
+ // TODO: Replace setVisibilityCHROMIUM() with an extension to explicitly
+ // manage front/backbuffers
// crbug.com/116049
if (capabilities_.using_set_visibility)
context_->setVisibilityCHROMIUM(visible);
@@ -256,7 +256,7 @@ void GLRenderer::BeginDrawingFrame(DrawingFrame& frame) {
if (ViewportSize().IsEmpty())
return;
- TRACE_EVENT0("cc", "GLRenderer::drawLayers");
+ TRACE_EVENT0("cc", "GLRenderer::DrawLayers");
if (is_viewport_changed_) {
// Only reshape when we know we are going to draw. Otherwise, the reshape
// can leave the window at the wrong size if we never draw and the proper
@@ -1339,7 +1339,7 @@ void GLRenderer::FlushTextureQuadCache() {
// causing platform differences in some layout tests (see
// https://bugs.webkit.org/show_bug.cgi?id=82412), so in this situation, use
// a separate blend function for the alpha channel to avoid modifying it.
- // Don't use colorMask for this as it has performance implications on some
+ // Don't use colorMask() for this as it has performance implications on some
// platforms.
GLC(Context(),
Context()->blendFuncSeparate(
@@ -1471,7 +1471,7 @@ void GLRenderer::DrawTextureQuad(const DrawingFrame& frame,
// causing platform differences in some layout tests (see
// https://bugs.webkit.org/show_bug.cgi?id=82412), so in this situation, use
// a separate blend function for the alpha channel to avoid modifying it.
- // Don't use colorMask for this as it has performance implications on some
+ // Don't use colorMask() for this as it has performance implications on some
// platforms.
GLC(Context(),
Context()->blendFuncSeparate(
@@ -1650,7 +1650,7 @@ bool GLRenderer::SwapBuffers() {
DCHECK(visible_);
DCHECK(!is_backbuffer_discarded_);
- TRACE_EVENT0("cc", "GLRenderer::swapBuffers");
+ TRACE_EVENT0("cc", "GLRenderer::SwapBuffers");
// We're done! Time to swapbuffers!
if (capabilities_.using_partial_swap) {
@@ -1734,7 +1734,7 @@ ManagedMemoryPolicy::PriorityCutoff GLRenderer::PriorityCutoff(
void GLRenderer::EnforceMemoryPolicy() {
if (!visible_) {
- TRACE_EVENT0("cc", "GLRenderer::enforceMemoryPolicy dropping resources");
+ TRACE_EVENT0("cc", "GLRenderer::EnforceMemoryPolicy dropping resources");
ReleaseRenderPassTextures();
if (discard_backbuffer_when_not_visible_)
DiscardBackbuffer();
@@ -1780,8 +1780,8 @@ void GLRenderer::GetFramebufferPixels(void* pixels, gfx::Rect rect) {
GLuint temporary_fbo = 0;
if (do_workaround) {
- // On Mac OS X, calling glReadPixels against an FBO whose color attachment
- // is an IOSurface-backed texture causes corruption of future glReadPixels
+ // On Mac OS X, calling glReadPixels() against an FBO whose color attachment
+ // is an IOSurface-backed texture causes corruption of future glReadPixels()
// calls, even those on different OpenGL contexts. It is believed that this
// is the root cause of top crasher
// http://crbug.com/99393. <rdar://problem/10949687>
@@ -1951,7 +1951,7 @@ void GLRenderer::SetDrawViewportSize(gfx::Size viewport_size) {
bool GLRenderer::MakeContextCurrent() { return context_->makeContextCurrent(); }
bool GLRenderer::InitializeSharedObjects() {
- TRACE_EVENT0("cc", "GLRenderer::initializeSharedObjects");
+ TRACE_EVENT0("cc", "GLRenderer::InitializeSharedObjects");
MakeContextCurrent();
// Create an FBO for doing offscreen rendering.