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Issue 2150993002: Revert of Always apply UniformMatrix4fvStreamTextureMatrixCHROMIUM matrix argument. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Created 4 years, 5 months ago
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1 // Copyright 2010 The Chromium Authors. All rights reserved. 1 // Copyright 2010 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be 2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file. 3 // found in the LICENSE file.
4 4
5 #include "cc/output/gl_renderer.h" 5 #include "cc/output/gl_renderer.h"
6 6
7 #include <stddef.h> 7 #include <stddef.h>
8 #include <stdint.h> 8 #include <stdint.h>
9 9
10 #include <algorithm> 10 #include <algorithm>
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2310 SetUseProgram(program->program()); 2310 SetUseProgram(program->program());
2311 2311
2312 ToGLMatrix(&gl_matrix[0], quad->matrix); 2312 ToGLMatrix(&gl_matrix[0], quad->matrix);
2313 2313
2314 ResourceProvider::ScopedReadLockGL lock(resource_provider_, 2314 ResourceProvider::ScopedReadLockGL lock(resource_provider_,
2315 quad->resource_id()); 2315 quad->resource_id());
2316 2316
2317 DCHECK_EQ(GL_TEXTURE0, GetActiveTextureUnit(gl_)); 2317 DCHECK_EQ(GL_TEXTURE0, GetActiveTextureUnit(gl_));
2318 gl_->BindTexture(GL_TEXTURE_EXTERNAL_OES, lock.texture_id()); 2318 gl_->BindTexture(GL_TEXTURE_EXTERNAL_OES, lock.texture_id());
2319 2319
2320 // TODO(liberato): stream_texture_android should stop sending |gl_matrix| to
2321 // the video frame provider with this change (and to us), but it should
2322 // start reporting the current matrix via
2323 // GLStreamTextureImage::GetTextureMatrix. Until then, though, this will use
2324 // the matrix that we provide to it, unless the GLStreamTextureImage
2325 // overrides it. This lets it also work with AVDACodecImage, which provides
2326 // the correct custom matrix and supplies a default one to us.
2320 gl_->UniformMatrix4fvStreamTextureMatrixCHROMIUM( 2327 gl_->UniformMatrix4fvStreamTextureMatrixCHROMIUM(
2321 program->vertex_shader().tex_matrix_location(), false, gl_matrix); 2328 program->vertex_shader().tex_matrix_location(), false, gl_matrix);
2322 2329
2323 gl_->Uniform1i(program->fragment_shader().sampler_location(), 0); 2330 gl_->Uniform1i(program->fragment_shader().sampler_location(), 0);
2324 2331
2325 SetShaderOpacity(quad->shared_quad_state->opacity, 2332 SetShaderOpacity(quad->shared_quad_state->opacity,
2326 program->fragment_shader().alpha_location()); 2333 program->fragment_shader().alpha_location());
2327 if (!clip_region) { 2334 if (!clip_region) {
2328 DrawQuadGeometry(frame, quad->shared_quad_state->quad_to_target_transform, 2335 DrawQuadGeometry(frame, quad->shared_quad_state->quad_to_target_transform,
2329 gfx::RectF(quad->rect), 2336 gfx::RectF(quad->rect),
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3679 texture_id = pending_overlay_resources_.back()->texture_id(); 3686 texture_id = pending_overlay_resources_.back()->texture_id();
3680 } 3687 }
3681 3688
3682 context_support_->ScheduleOverlayPlane( 3689 context_support_->ScheduleOverlayPlane(
3683 overlay.plane_z_order, overlay.transform, texture_id, 3690 overlay.plane_z_order, overlay.transform, texture_id,
3684 ToNearestRect(overlay.display_rect), overlay.uv_rect); 3691 ToNearestRect(overlay.display_rect), overlay.uv_rect);
3685 } 3692 }
3686 } 3693 }
3687 3694
3688 } // namespace cc 3695 } // namespace cc
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