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Side by Side Diff: ui/gl/yuv_to_rgb_converter.cc

Issue 2268993003: [Command Buffer] Coding style: FrameBuffer -> Framebuffer to be comformant (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: code rebase Created 4 years, 3 months ago
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1 // Copyright 2016 The Chromium Authors. All rights reserved. 1 // Copyright 2016 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 "ui/gl/yuv_to_rgb_converter.h" 5 #include "ui/gl/yuv_to_rgb_converter.h"
6 6
7 #include "base/strings/stringize_macros.h" 7 #include "base/strings/stringize_macros.h"
8 #include "base/strings/stringprintf.h" 8 #include "base/strings/stringprintf.h"
9 #include "ui/gl/gl_helper.h" 9 #include "ui/gl/gl_helper.h"
10 #include "ui/gl/gl_version_info.h" 10 #include "ui/gl/gl_version_info.h"
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136 // Allocate the rgb texture. 136 // Allocate the rgb texture.
137 glBindTexture(target, rgb_texture); 137 glBindTexture(target, rgb_texture);
138 glTexImage2D(target, 0, GL_RGB, size.width(), size.height(), 138 glTexImage2D(target, 0, GL_RGB, size.width(), size.height(),
139 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr); 139 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
140 140
141 // Set up and issue the draw call. 141 // Set up and issue the draw call.
142 glActiveTexture(GL_TEXTURE0); 142 glActiveTexture(GL_TEXTURE0);
143 glBindTexture(GL_TEXTURE_RECTANGLE_ARB, y_texture_); 143 glBindTexture(GL_TEXTURE_RECTANGLE_ARB, y_texture_);
144 glActiveTexture(GL_TEXTURE1); 144 glActiveTexture(GL_TEXTURE1);
145 glBindTexture(GL_TEXTURE_RECTANGLE_ARB, uv_texture_); 145 glBindTexture(GL_TEXTURE_RECTANGLE_ARB, uv_texture_);
146 ScopedFrameBufferBinder framebuffer_binder(framebuffer_); 146 ScopedFramebufferBinder framebuffer_binder(framebuffer_);
147 ScopedViewport viewport(0, 0, size.width(), size.height()); 147 ScopedViewport viewport(0, 0, size.width(), size.height());
148 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, 148 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
149 target, rgb_texture, 0); 149 target, rgb_texture, 0);
150 DCHECK_EQ(static_cast<GLenum>(GL_FRAMEBUFFER_COMPLETE), 150 DCHECK_EQ(static_cast<GLenum>(GL_FRAMEBUFFER_COMPLETE),
151 glCheckFramebufferStatusEXT(GL_FRAMEBUFFER)); 151 glCheckFramebufferStatusEXT(GL_FRAMEBUFFER));
152 ScopedUseProgram use_program(program_); 152 ScopedUseProgram use_program(program_);
153 glUniform2f(size_location_, size.width(), size.height()); 153 glUniform2f(size_location_, size.width(), size.height());
154 GLHelper::DrawQuad(vertex_buffer_); 154 GLHelper::DrawQuad(vertex_buffer_);
155 155
156 // Restore previous state. 156 // Restore previous state.
157 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, 157 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
158 target, 0, 0); 158 target, 0, 0);
159 glActiveTexture(GL_TEXTURE0); 159 glActiveTexture(GL_TEXTURE0);
160 glBindTexture(GL_TEXTURE_RECTANGLE_ARB, old_texture0_binding); 160 glBindTexture(GL_TEXTURE_RECTANGLE_ARB, old_texture0_binding);
161 glActiveTexture(GL_TEXTURE1); 161 glActiveTexture(GL_TEXTURE1);
162 glBindTexture(GL_TEXTURE_RECTANGLE_ARB, old_texture1_binding); 162 glBindTexture(GL_TEXTURE_RECTANGLE_ARB, old_texture1_binding);
163 glActiveTexture(old_active_texture); 163 glActiveTexture(old_active_texture);
164 } 164 }
165 165
166 } // namespace gl 166 } // namespace gl
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