Chromium Code Reviews| 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 e3d59d7386ba6309c18ebbdecab2faa4c2608fd1..4948139a33027107faa12b33fb23cfa1810f8c27 100644 |
| --- a/content/common/gpu/media/android_deferred_rendering_backing_strategy.cc |
| +++ b/content/common/gpu/media/android_deferred_rendering_backing_strategy.cc |
| @@ -100,7 +100,23 @@ AndroidDeferredRenderingBackingStrategy::GetSurfaceTexture() const { |
| } |
| uint32_t AndroidDeferredRenderingBackingStrategy::GetTextureTarget() const { |
| - return GL_TEXTURE_EXTERNAL_OES; |
| + // If we're using a surface texture, then we need an external texture target |
| + // to sample from it. If not, then we'll use 2D transparent textures to draw |
| + // a transparent hole through which to see the SurfaceView. This is normally |
| + // needed only for the devtools inspector, since the overlay mechanism handles |
| + // it otherwise. |
| + return surface_texture_ ? GL_TEXTURE_EXTERNAL_OES : GL_TEXTURE_2D; |
| +} |
| + |
| +gfx::Size AndroidDeferredRenderingBackingStrategy::GetPictureBufferSize() |
| + const { |
| + // For SurfaceView, request a 1x1 2D texture to reduce memory during |
| + // initialization. For SurfaceTexture, allocate a picture buffer that is the |
| + // actual frame size. Note that it will be an external texture anyway, so it |
| + // doesn't allocate an image of that size. However, it's still important to |
| + // get the coded size right, so that VideoLayerImpl doesn't try to scale the |
| + // texture when building the quad for it. |
|
liberato (no reviews please)
2016/03/29 17:22:53
as an aside, it currently does not actually scale
|
| + return surface_texture_ ? state_provider_->GetSize() : gfx::Size(1, 1); |
| } |
| AVDACodecImage* AndroidDeferredRenderingBackingStrategy::GetImageForPicture( |
| @@ -178,13 +194,29 @@ void AndroidDeferredRenderingBackingStrategy::UseCodecBufferForPictureBuffer( |
| } |
| void AndroidDeferredRenderingBackingStrategy::AssignOnePictureBuffer( |
| - const media::PictureBuffer& picture_buffer) { |
| + const media::PictureBuffer& picture_buffer, |
| + bool have_context) { |
| // Attach a GLImage to each texture that will use the surface texture. |
| // We use a refptr here in case SetImageForPicture fails. |
| scoped_refptr<gpu::gles2::GLStreamTextureImage> gl_image = |
| new AVDACodecImage(shared_state_, media_codec_, |
| state_provider_->GetGlDecoder(), surface_texture_); |
| SetImageForPicture(picture_buffer, gl_image); |
| + |
| + if (!surface_texture_ && have_context) { |
|
DaleCurtis
2016/03/29 17:38:41
Is this part necessary anymore since you're alloca
liberato (no reviews please)
2016/03/29 20:23:31
yes. it uploads the 1x1 image. the picture buffe
|
| + // To make devtools work, we're using a 2D texture. Make it transparent, |
| + // so that it draws a hole for the SV to show through. This is only |
| + // because devtools draws and reads back, which skips overlay processing. |
| + // It's unclear why devtools renders twice -- once normally, and once |
| + // including a readback layer. The result is that the device screen |
| + // flashes as we alternately draw the overlay hole and this texture, |
| + // unless we make the texture transparent. |
| + static const uint8_t rgba[] = {0, 0, 0, 0}; |
| + const gfx::Size size(1, 1); |
| + glBindTexture(GL_TEXTURE_2D, picture_buffer.texture_id()); |
| + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size.width(), size.height(), 0, |
| + GL_RGBA, GL_UNSIGNED_BYTE, rgba); |
| + } |
| } |
| void AndroidDeferredRenderingBackingStrategy::ReleaseCodecBufferForPicture( |