Index: cc/output/gl_renderer.cc |
diff --git a/cc/output/gl_renderer.cc b/cc/output/gl_renderer.cc |
index 096bf107b25b283fb5dfb1cdf72eea66113c8b04..7b5cb684a73854dcb26937f41bf2d9b7ce568a34 100644 |
--- a/cc/output/gl_renderer.cc |
+++ b/cc/output/gl_renderer.cc |
@@ -596,8 +596,8 @@ |
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); |
@@ -831,8 +831,8 @@ |
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(), bounding_rect); |
} |
return device_background_texture; |
@@ -2505,7 +2505,7 @@ |
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(); |
@@ -3057,7 +3057,7 @@ |
gl_->BindFramebuffer(GL_FRAMEBUFFER, offscreen_framebuffer_id_); |
current_framebuffer_lock_ = |
base::WrapUnique(new ResourceProvider::ScopedWriteLockGL( |
- resource_provider_, texture->id())); |
+ resource_provider_, texture->id(), false)); |
current_framebuffer_format_ = texture->format(); |
unsigned texture_id = current_framebuffer_lock_->texture_id(); |
gl_->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, |