| Index: content/renderer/media/renderer_gpu_video_decoder_factories.cc
|
| diff --git a/content/renderer/media/renderer_gpu_video_decoder_factories.cc b/content/renderer/media/renderer_gpu_video_decoder_factories.cc
|
| index 82d145b46a4f3706f6af679db848eea0898fc838..305ef99e5d5431723c83c131dca4482aa742fa80 100644
|
| --- a/content/renderer/media/renderer_gpu_video_decoder_factories.cc
|
| +++ b/content/renderer/media/renderer_gpu_video_decoder_factories.cc
|
| @@ -75,7 +75,7 @@ void RendererGpuVideoDecoderFactories::AsyncCreateVideoDecodeAccelerator(
|
| bool RendererGpuVideoDecoderFactories::CreateTextures(
|
| int32 count, const gfx::Size& size,
|
| std::vector<uint32>* texture_ids,
|
| - uint32* texture_target) {
|
| + uint32 texture_target) {
|
| DCHECK_NE(MessageLoop::current(), message_loop_);
|
| bool success = false;
|
| base::WaitableEvent waiter(false, false);
|
| @@ -88,8 +88,9 @@ bool RendererGpuVideoDecoderFactories::CreateTextures(
|
|
|
| void RendererGpuVideoDecoderFactories::AsyncCreateTextures(
|
| int32 count, const gfx::Size& size, std::vector<uint32>* texture_ids,
|
| - uint32* texture_target, bool* success, base::WaitableEvent* waiter) {
|
| + uint32 texture_target, bool* success, base::WaitableEvent* waiter) {
|
| DCHECK_EQ(MessageLoop::current(), message_loop_);
|
| + DCHECK(texture_target);
|
| if (!context_) {
|
| *success = false;
|
| waiter->Signal();
|
| @@ -98,16 +99,15 @@ void RendererGpuVideoDecoderFactories::AsyncCreateTextures(
|
| gpu::gles2::GLES2Implementation* gles2 = context_->GetImplementation();
|
| texture_ids->resize(count);
|
| gles2->GenTextures(count, &texture_ids->at(0));
|
| - *texture_target = GL_TEXTURE_2D;
|
| for (int i = 0; i < count; ++i) {
|
| gles2->ActiveTexture(GL_TEXTURE0);
|
| uint32 texture_id = texture_ids->at(i);
|
| - gles2->BindTexture(*texture_target, texture_id);
|
| - gles2->TexParameteri(*texture_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
| - gles2->TexParameteri(*texture_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
| - gles2->TexParameterf(*texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
| - gles2->TexParameterf(*texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
| - gles2->TexImage2D(*texture_target, 0, GL_RGBA, size.width(), size.height(),
|
| + gles2->BindTexture(texture_target, texture_id);
|
| + gles2->TexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
| + gles2->TexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
| + gles2->TexParameterf(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
| + gles2->TexParameterf(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
| + gles2->TexImage2D(texture_target, 0, GL_RGBA, size.width(), size.height(),
|
| 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
| }
|
| // We need a glFlush here to guarantee the decoder (in the GPU process) can
|
|
|