Index: content/common/gpu/media/android_deferred_rendering_backing_strategy.cc |
diff --git a/content/common/gpu/media/android_deferred_rendering_backing_strategy.cc b/content/common/gpu/media/android_deferred_rendering_backing_strategy.cc |
index a76c98dece8b5c4c7e32e9d3d3812996963a2929..1fc85da766fcba674723cc3178ba17140b6efe1f 100644 |
--- a/content/common/gpu/media/android_deferred_rendering_backing_strategy.cc |
+++ b/content/common/gpu/media/android_deferred_rendering_backing_strategy.cc |
@@ -13,6 +13,7 @@ |
#include "content/common/gpu/media/avda_codec_image.h" |
#include "content/common/gpu/media/avda_return_on_failure.h" |
#include "content/common/gpu/media/avda_shared_state.h" |
+#include "gpu/command_buffer/service/gl_stream_texture_image.h" |
#include "gpu/command_buffer/service/texture_manager.h" |
#include "ui/gl/android/surface_texture.h" |
#include "ui/gl/gl_bindings.h" |
@@ -105,7 +106,7 @@ AVDACodecImage* AndroidDeferredRenderingBackingStrategy::GetImageForPicture( |
void AndroidDeferredRenderingBackingStrategy::SetImageForPicture( |
const media::PictureBuffer& picture_buffer, |
- const scoped_refptr<gl::GLImage>& image) { |
+ const scoped_refptr<gpu::gles2::GLStreamTextureImage>& image) { |
gpu::gles2::TextureRef* texture_ref = GetTextureForPicture(picture_buffer); |
RETURN_IF_NULL(texture_ref); |
@@ -145,8 +146,8 @@ void AndroidDeferredRenderingBackingStrategy::SetImageForPicture( |
const gpu::gles2::Texture::ImageState image_state = |
surface_texture_ ? gpu::gles2::Texture::UNBOUND |
: gpu::gles2::Texture::BOUND; |
- texture_manager->SetLevelImage(texture_ref, GetTextureTarget(), 0, |
- image.get(), image_state); |
+ texture_manager->SetLevelStreamTextureImage(texture_ref, GetTextureTarget(), |
+ 0, image.get(), image_state); |
} |
void AndroidDeferredRenderingBackingStrategy::UseCodecBufferForPictureBuffer( |
@@ -170,7 +171,7 @@ void AndroidDeferredRenderingBackingStrategy::AssignOnePictureBuffer( |
const media::PictureBuffer& picture_buffer) { |
// Attach a GLImage to each texture that will use the surface texture. |
// We use a refptr here in case SetImageForPicture fails. |
- scoped_refptr<gl::GLImage> gl_image = |
+ scoped_refptr<gpu::gles2::GLStreamTextureImage> gl_image = |
new AVDACodecImage(shared_state_, media_codec_, |
state_provider_->GetGlDecoder(), surface_texture_); |
SetImageForPicture(picture_buffer, gl_image); |