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 |