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danakj authored
If GL image textures are supported, and we can find the image texture target for the desired format, then use TexStorage2DImageCHROMIUM to allocate the texture so that it may be used for scanout. From the original patch this fixes layout tests which were trying to use overlays but can't. Now this asks the RenderThreadImpl if Gpu memory buffers should be used at all before trying to use the map to determine targets. Also noticed that we are not resetting the composited_output_modified_ bool for damage in the gpu texture upload path, which means we'll submit more frames than we used to without purpose. So resetting that bool to false now on the gpu compositing path. R=ccameron TBR=piman@chromium.org Bug: 786140 Cq-Include-Trybots: master.tryserver.chromium.android:android_optional_gpu_tests_rel;master.tryserver.chromium.linux:linux_optional_gpu_tests_rel;master.tryserver.chromium.mac:mac_optional_gpu_tests_rel;master.tryserver.chromium.win:win_optional_gpu_tests_rel Change-Id: I1ad318f45143f8587f5f99775afbe23a0a9eafc4 Reviewed-on: https://chromium-review.googlesource.com/783851 Commit-Queue: danakj <danakj@chromium.org> Reviewed-by:
ccameron <ccameron@chromium.org> Cr-Commit-Position: refs/heads/master@{#518809}
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