Chromium Code Reviews| Index: cc/output/gl_renderer.cc |
| diff --git a/cc/output/gl_renderer.cc b/cc/output/gl_renderer.cc |
| index d249a2f472054b60ac0151cc12d55f93c1e7e43f..7e2666b97057311efb8eb4be04b219494c96105d 100644 |
| --- a/cc/output/gl_renderer.cc |
| +++ b/cc/output/gl_renderer.cc |
| @@ -1066,7 +1066,7 @@ void GLRenderer::DrawRenderPassQuad(DrawingFrame* frame, |
| if (filter_bitmap.getTexture()) { |
| GrTexture* texture = |
| reinterpret_cast<GrTexture*>(filter_bitmap.getTexture()); |
| - DCHECK_EQ(GL_TEXTURE0, ResourceProvider::GetActiveTextureUnit(gl_)); |
| + DCHECK_EQ(GL_TEXTURE0, ResourceHelper::GetActiveTextureUnit(gl_)); |
|
danakj
2014/07/09 16:01:33
This function is super simple I don't think we nee
sohanjg
2014/07/10 15:11:06
Done.
|
| gl_->BindTexture(GL_TEXTURE_2D, texture->getTextureHandle()); |
| } else { |
| contents_resource_lock = |
| @@ -1854,7 +1854,7 @@ void GLRenderer::DrawStreamVideoQuad(const DrawingFrame* frame, |
| ResourceProvider::ScopedReadLockGL lock(resource_provider_, |
| quad->resource_id); |
| - DCHECK_EQ(GL_TEXTURE0, ResourceProvider::GetActiveTextureUnit(gl_)); |
| + DCHECK_EQ(GL_TEXTURE0, ResourceHelper::GetActiveTextureUnit(gl_)); |
| GLC(gl_, gl_->BindTexture(GL_TEXTURE_EXTERNAL_OES, lock.texture_id())); |
| GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0)); |
| @@ -1964,7 +1964,7 @@ void GLRenderer::FlushTextureQuadCache() { |
| // Assume the current active textures is 0. |
| ResourceProvider::ScopedReadLockGL locked_quad(resource_provider_, |
| draw_cache_.resource_id); |
| - DCHECK_EQ(GL_TEXTURE0, ResourceProvider::GetActiveTextureUnit(gl_)); |
| + DCHECK_EQ(GL_TEXTURE0, ResourceHelper::GetActiveTextureUnit(gl_)); |
| GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, locked_quad.texture_id())); |
| COMPILE_ASSERT(sizeof(Float4) == 4 * sizeof(float), struct_is_densely_packed); |
| @@ -2113,7 +2113,7 @@ void GLRenderer::DrawIOSurfaceQuad(const DrawingFrame* frame, |
| ResourceProvider::ScopedReadLockGL lock(resource_provider_, |
| quad->io_surface_resource_id); |
| - DCHECK_EQ(GL_TEXTURE0, ResourceProvider::GetActiveTextureUnit(gl_)); |
| + DCHECK_EQ(GL_TEXTURE0, ResourceHelper::GetActiveTextureUnit(gl_)); |
| GLC(gl_, gl_->BindTexture(GL_TEXTURE_RECTANGLE_ARB, lock.texture_id())); |
| DrawQuadGeometry( |
| @@ -2266,7 +2266,7 @@ void GLRenderer::CopyTextureToFramebuffer(const DrawingFrame* frame, |
| } |
| SetShaderOpacity(1.f, program->fragment_shader().alpha_location()); |
| - DCHECK_EQ(GL_TEXTURE0, ResourceProvider::GetActiveTextureUnit(gl_)); |
| + DCHECK_EQ(GL_TEXTURE0, ResourceHelper::GetActiveTextureUnit(gl_)); |
| GLC(gl_, gl_->BindTexture(GL_TEXTURE_2D, texture_id)); |
| DrawQuadGeometry( |
| frame, draw_matrix, rect, program->vertex_shader().matrix_location()); |