Index: media/gpu/android_video_decode_accelerator.cc |
diff --git a/media/gpu/android_video_decode_accelerator.cc b/media/gpu/android_video_decode_accelerator.cc |
index 39bfd4b9d944996acdb09486324d49bf3d111722..d9e9b48d3c9d8ce6d2adfdaf018734fe17d8b5a8 100644 |
--- a/media/gpu/android_video_decode_accelerator.cc |
+++ b/media/gpu/android_video_decode_accelerator.cc |
@@ -497,19 +497,10 @@ void AndroidVideoDecodeAccelerator::InitializePictureBufferManager() { |
// TODO(liberato): it doesn't make sense anymore for the PictureBufferManager |
// to create the surface texture. We can probably make an overlay impl out |
// of it, and provide the surface texture to |picture_buffer_manager_|. |
- if (incoming_bundle_->overlay) { |
- picture_buffer_manager_.InitializeForOverlay(); |
- } else { |
- incoming_bundle_->surface_texture_surface = |
- picture_buffer_manager_.InitializeForSurfaceTexture(); |
- incoming_bundle_->surface_texture = |
- picture_buffer_manager_.surface_texture(); |
- |
- if (!incoming_bundle_->surface_texture) { |
- NOTIFY_ERROR(PLATFORM_FAILURE, "Could not allocate surface texture"); |
- incoming_bundle_ = nullptr; |
- return; |
- } |
+ if (!picture_buffer_manager_.Initialize(incoming_bundle_)) { |
+ NOTIFY_ERROR(PLATFORM_FAILURE, "Could not allocate surface texture"); |
+ incoming_bundle_ = nullptr; |
+ return; |
} |
// If we have a media codec, then SetSurface. If that doesn't work, then we |