| Index: content/common/gpu/media/avda_codec_image.cc
|
| diff --git a/content/common/gpu/media/avda_codec_image.cc b/content/common/gpu/media/avda_codec_image.cc
|
| index 062b39b9ef0bafef5ed8ed79a08dcca1a608e3ea..6009597416e67fd1464647b88e07995876d45457 100644
|
| --- a/content/common/gpu/media/avda_codec_image.cc
|
| +++ b/content/common/gpu/media/avda_codec_image.cc
|
| @@ -5,6 +5,7 @@
|
| #include "content/common/gpu/media/avda_codec_image.h"
|
|
|
| #include "content/common/gpu/media/avda_shared_state.h"
|
| +#include "gpu/command_buffer/service/context_group.h"
|
| #include "gpu/command_buffer/service/context_state.h"
|
| #include "gpu/command_buffer/service/gles2_cmd_decoder.h"
|
| #include "gpu/command_buffer/service/texture_manager.h"
|
| @@ -50,18 +51,15 @@ unsigned AVDACodecImage::GetInternalFormat() {
|
| }
|
|
|
| bool AVDACodecImage::BindTexImage(unsigned target) {
|
| - return true;
|
| + return false;
|
| }
|
|
|
| void AVDACodecImage::ReleaseTexImage(unsigned target) {}
|
|
|
| -bool AVDACodecImage::CopyTexSubImage(unsigned target,
|
| - const gfx::Point& offset,
|
| - const gfx::Rect& rect) {
|
| - return false;
|
| -}
|
| +bool AVDACodecImage::CopyTexImage(unsigned target) {
|
| + if (target != GL_TEXTURE_EXTERNAL_OES)
|
| + return false;
|
|
|
| -void AVDACodecImage::WillUseTexImage() {
|
| // Have we bound the SurfaceTexture's texture handle to the active
|
| // texture unit yet?
|
| bool bound_texture = false;
|
| @@ -75,29 +73,38 @@ void AVDACodecImage::WillUseTexImage() {
|
| // Make sure that we have the right image in the front buffer.
|
| bound_texture |= UpdateSurfaceTexture();
|
|
|
| - // TODO(liberato): Handle the texture matrix properly.
|
| - // Either we can update the shader with it or we can move all of the logic
|
| - // to updateTexImage() to the right place in the cc to send it to the shader.
|
| - // For now, we just skip it. crbug.com/530681
|
| -
|
| // Sneakily bind the ST texture handle in the real GL context.
|
| // If we called UpdateTexImage() to update the ST front buffer, then we can
|
| // skip this. Since one draw/frame is the common case, we optimize for it.
|
| if (!bound_texture)
|
| glBindTexture(GL_TEXTURE_EXTERNAL_OES,
|
| shared_state_->surface_texture_service_id());
|
| +
|
| + // TODO(liberato): Handle the texture matrix properly.
|
| + // Either we can update the shader with it or we can move all of the logic
|
| + // to updateTexImage() to the right place in the cc to send it to the shader.
|
| + // For now, we just skip it. crbug.com/530681
|
| +
|
| + gpu::gles2::TextureManager* texture_manager =
|
| + decoder_->GetContextGroup()->texture_manager();
|
| + gpu::gles2::Texture* texture =
|
| + texture_manager->GetTextureForServiceId(
|
| + shared_state_->surface_texture_service_id());
|
| + if (texture) {
|
| + // By setting image state to UNBOUND instead of COPIED we ensure that
|
| + // CopyTexImage() is called each time the surface texture is used for
|
| + // drawing.
|
| + texture->SetLevelImage(GL_TEXTURE_EXTERNAL_OES, 0, this,
|
| + gpu::gles2::Texture::UNBOUND);
|
| + }
|
| +
|
| + return true;
|
| }
|
|
|
| -void AVDACodecImage::DidUseTexImage() {
|
| - // Unbind the ST's service_id in the real GL context in favor of whatever
|
| - // the decoder thinks is bound there.
|
| - const gpu::gles2::ContextState* state = decoder_->GetContextState();
|
| - const gpu::gles2::TextureUnit& active_unit =
|
| - state->texture_units[state->active_texture_unit];
|
| - glBindTexture(GL_TEXTURE_EXTERNAL_OES,
|
| - active_unit.bound_texture_external_oes.get()
|
| - ? active_unit.bound_texture_external_oes->service_id()
|
| - : 0);
|
| +bool AVDACodecImage::CopyTexSubImage(unsigned target,
|
| + const gfx::Point& offset,
|
| + const gfx::Rect& rect) {
|
| + return false;
|
| }
|
|
|
| bool AVDACodecImage::ScheduleOverlayPlane(gfx::AcceleratedWidget widget,
|
|
|