Index: cc/output/gl_renderer.cc |
diff --git a/cc/output/gl_renderer.cc b/cc/output/gl_renderer.cc |
index 7cf5a00face44d5bfa4fdf49f6e805ae4d5b209c..7bb9cfea4397c7c2a01a9da35034adbad379afd7 100644 |
--- a/cc/output/gl_renderer.cc |
+++ b/cc/output/gl_renderer.cc |
@@ -595,8 +595,8 @@ static sk_sp<SkImage> WrapTexture( |
GrGLTextureInfo texture_info; |
texture_info.fTarget = lock.target(); |
texture_info.fID = lock.texture_id(); |
- backend_texture_description.fWidth = lock.texture_size().width(); |
- backend_texture_description.fHeight = lock.texture_size().height(); |
+ backend_texture_description.fWidth = lock.size().width(); |
+ backend_texture_description.fHeight = lock.size().height(); |
backend_texture_description.fConfig = kSkia8888_GrPixelConfig; |
backend_texture_description.fTextureHandle = |
skia::GrGLTextureInfoToGrBackendObject(texture_info); |
@@ -826,8 +826,8 @@ std::unique_ptr<ScopedResource> GLRenderer::GetBackdropTexture( |
bounding_rect.size(), ResourceProvider::TEXTURE_HINT_DEFAULT, |
resource_provider_->best_texture_format()); |
{ |
- ResourceProvider::ScopedWriteLockGL lock(resource_provider_, |
- device_background_texture->id()); |
+ ResourceProvider::ScopedWriteLockGL lock( |
+ resource_provider_, device_background_texture->id(), false); |
GetFramebufferTexture(lock.texture_id(), RGBA_8888, bounding_rect); |
} |
return device_background_texture; |
@@ -2459,7 +2459,7 @@ void GLRenderer::EnqueueTextureQuad(const DrawingFrame* frame, |
uv_transform = UVTransform(quad); |
if (sampler == SAMPLER_TYPE_2D_RECT) { |
// Un-normalize the texture coordiantes for rectangle targets. |
- gfx::Size texture_size = lock.texture_size(); |
+ gfx::Size texture_size = lock.size(); |
uv_transform.data[0] *= texture_size.width(); |
uv_transform.data[2] *= texture_size.width(); |
uv_transform.data[1] *= texture_size.height(); |
@@ -2723,7 +2723,7 @@ void GLRenderer::SwapBuffersComplete() { |
// |swapped_and_acked_overlay_resources_|. |
if (!swapping_overlay_resources_.empty()) { |
for (OverlayResourceLock& lock : swapping_overlay_resources_.front()) { |
- swapped_and_acked_overlay_resources_[lock->GetResourceId()] = |
+ swapped_and_acked_overlay_resources_[lock->resource_id()] = |
std::move(lock); |
} |
swapping_overlay_resources_.pop_front(); |
@@ -2732,8 +2732,8 @@ void GLRenderer::SwapBuffersComplete() { |
// Release resources that are no longer in use by the Window Server. |
auto it = swapped_and_acked_overlay_resources_.begin(); |
while (it != swapped_and_acked_overlay_resources_.end()) { |
- if (it->second->GetGpuMemoryBuffer() && |
- it->second->GetGpuMemoryBuffer()->IsInUseByMacOSWindowServer()) { |
+ if (it->second->gpu_memory_buffer() && |
+ it->second->gpu_memory_buffer()->IsInUseByMacOSWindowServer()) { |
++it; |
continue; |
} |
@@ -2997,7 +2997,7 @@ bool GLRenderer::BindFramebufferToTexture(DrawingFrame* frame, |
gl_->BindFramebuffer(GL_FRAMEBUFFER, offscreen_framebuffer_id_); |
current_framebuffer_lock_ = |
base::WrapUnique(new ResourceProvider::ScopedWriteLockGL( |
- resource_provider_, texture->id())); |
+ resource_provider_, texture->id(), false)); |
unsigned texture_id = current_framebuffer_lock_->texture_id(); |
gl_->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, |
texture_id, 0); |
@@ -3598,7 +3598,7 @@ void GLRenderer::ScheduleCALayers(DrawingFrame* frame) { |
pending_overlay_resources_.push_back( |
base::WrapUnique(new ResourceProvider::ScopedReadLockGpuMemoryBuffer( |
resource_provider_, ca_layer_overlay.contents_resource_id))); |
- texture_id = pending_overlay_resources_.back()->GetTextureId(); |
+ texture_id = pending_overlay_resources_.back()->texture_id(); |
} |
GLfloat contents_rect[4] = { |
ca_layer_overlay.contents_rect.x(), ca_layer_overlay.contents_rect.y(), |
@@ -3641,7 +3641,7 @@ void GLRenderer::ScheduleOverlays(DrawingFrame* frame) { |
pending_overlay_resources_.push_back( |
base::WrapUnique(new ResourceProvider::ScopedReadLockGpuMemoryBuffer( |
resource_provider_, overlay.resource_id))); |
- texture_id = pending_overlay_resources_.back()->GetTextureId(); |
+ texture_id = pending_overlay_resources_.back()->texture_id(); |
} |
context_support_->ScheduleOverlayPlane( |