| Index: cc/output/gl_renderer.cc
|
| diff --git a/cc/output/gl_renderer.cc b/cc/output/gl_renderer.cc
|
| index 93fbe3ddb239135438d25e13a4f04ef1992bfa12..5e6af9fb3580d4e0212475123434e620246eaebb 100644
|
| --- a/cc/output/gl_renderer.cc
|
| +++ b/cc/output/gl_renderer.cc
|
| @@ -529,7 +529,7 @@ void GLRenderer::BeginDrawingFrame(DrawingFrame* frame) {
|
| }
|
|
|
| current_sync_query_ = available_sync_queries_.empty()
|
| - ? base::WrapUnique(new SyncQuery(gl_))
|
| + ? base::MakeUnique<SyncQuery>(gl_)
|
| : PopFront(&available_sync_queries_);
|
|
|
| read_lock_fence = current_sync_query_->Begin();
|
| @@ -1259,8 +1259,8 @@ void GLRenderer::UpdateRPDQTexturesForSampling(
|
| kBottomLeft_GrSurfaceOrigin;
|
| } else {
|
| params->contents_resource_lock =
|
| - base::WrapUnique(new ResourceProvider::ScopedSamplerGL(
|
| - resource_provider_, params->contents_texture->id(), GL_LINEAR));
|
| + base::MakeUnique<ResourceProvider::ScopedSamplerGL>(
|
| + resource_provider_, params->contents_texture->id(), GL_LINEAR);
|
| DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D),
|
| params->contents_resource_lock->target());
|
| params->source_needs_flip = params->flip_texture;
|
| @@ -1477,9 +1477,9 @@ void GLRenderer::UpdateRPDQUniforms(DrawRenderPassDrawQuadParams* params) {
|
| }
|
| if (params->background_texture) {
|
| params->shader_background_sampler_lock =
|
| - base::WrapUnique(new ResourceProvider::ScopedSamplerGL(
|
| + base::MakeUnique<ResourceProvider::ScopedSamplerGL>(
|
| resource_provider_, params->background_texture->id(),
|
| - GL_TEXTURE0 + last_texture_unit, GL_LINEAR));
|
| + GL_TEXTURE0 + last_texture_unit, GL_LINEAR);
|
| DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D),
|
| params->shader_background_sampler_lock->target());
|
| }
|
| @@ -3195,8 +3195,8 @@ bool GLRenderer::BindFramebufferToTexture(DrawingFrame* frame,
|
| SetStencilEnabled(false);
|
| gl_->BindFramebuffer(GL_FRAMEBUFFER, offscreen_framebuffer_id_);
|
| current_framebuffer_lock_ =
|
| - base::WrapUnique(new ResourceProvider::ScopedWriteLockGL(
|
| - resource_provider_, texture->id(), false));
|
| + base::MakeUnique<ResourceProvider::ScopedWriteLockGL>(
|
| + 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,
|
| @@ -3238,8 +3238,8 @@ void GLRenderer::InitializeSharedObjects() {
|
| gl_->GenFramebuffers(1, &offscreen_framebuffer_id_);
|
|
|
| shared_geometry_ =
|
| - base::WrapUnique(new StaticGeometryBinding(gl_, QuadVertexRect()));
|
| - clipped_geometry_ = base::WrapUnique(new DynamicGeometryBinding(gl_));
|
| + base::MakeUnique<StaticGeometryBinding>(gl_, QuadVertexRect());
|
| + clipped_geometry_ = base::MakeUnique<DynamicGeometryBinding>(gl_);
|
| }
|
|
|
| void GLRenderer::PrepareGeometry(BoundGeometry binding) {
|
| @@ -3777,8 +3777,8 @@ void GLRenderer::ScheduleCALayers(DrawingFrame* frame) {
|
| unsigned texture_id = 0;
|
| if (contents_resource_id) {
|
| pending_overlay_resources_.push_back(
|
| - base::WrapUnique(new ResourceProvider::ScopedReadLockGL(
|
| - resource_provider_, contents_resource_id)));
|
| + base::MakeUnique<ResourceProvider::ScopedReadLockGL>(
|
| + resource_provider_, contents_resource_id));
|
| texture_id = pending_overlay_resources_.back()->texture_id();
|
| }
|
| GLfloat contents_rect[4] = {
|
| @@ -3833,8 +3833,8 @@ void GLRenderer::ScheduleOverlays(DrawingFrame* frame) {
|
| DCHECK(texture_id || IsContextLost());
|
| } else {
|
| pending_overlay_resources_.push_back(
|
| - base::WrapUnique(new ResourceProvider::ScopedReadLockGL(
|
| - resource_provider_, overlay.resource_id)));
|
| + base::MakeUnique<ResourceProvider::ScopedReadLockGL>(
|
| + resource_provider_, overlay.resource_id));
|
| texture_id = pending_overlay_resources_.back()->texture_id();
|
| }
|
|
|
| @@ -4005,8 +4005,8 @@ void GLRenderer::ScheduleRenderPassDrawQuad(
|
| return;
|
|
|
| pending_overlay_resources_.push_back(
|
| - base::WrapUnique(new ResourceProvider::ScopedReadLockGL(
|
| - resource_provider_, resource->id())));
|
| + base::MakeUnique<ResourceProvider::ScopedReadLockGL>(resource_provider_,
|
| + resource->id()));
|
| unsigned texture_id = pending_overlay_resources_.back()->texture_id();
|
|
|
| // Once a resource is released, it is marked as "busy". It will be
|
|
|