Index: cc/output/gl_renderer.cc |
diff --git a/cc/output/gl_renderer.cc b/cc/output/gl_renderer.cc |
index f2029f3a50d60dd1db9d4e65015c310ebe783a28..45d98b638859e2cadc76d4257740ee844ab2fcbc 100644 |
--- a/cc/output/gl_renderer.cc |
+++ b/cc/output/gl_renderer.cc |
@@ -1832,6 +1832,7 @@ void GLRenderer::DrawYUVVideoQuad(const DrawingFrame* frame, |
int matrix_location = -1; |
int tex_scale_location = -1; |
int tex_offset_location = -1; |
+ int clamp_rect_location = -1; |
int y_texture_location = -1; |
int u_texture_location = -1; |
int v_texture_location = -1; |
@@ -1852,6 +1853,7 @@ void GLRenderer::DrawYUVVideoQuad(const DrawingFrame* frame, |
a_texture_location = program->fragment_shader().a_texture_location(); |
yuv_matrix_location = program->fragment_shader().yuv_matrix_location(); |
yuv_adj_location = program->fragment_shader().yuv_adj_location(); |
+ clamp_rect_location = program->fragment_shader().clamp_rect_location(); |
alpha_location = program->fragment_shader().alpha_location(); |
} else { |
const VideoYUVProgram* program = GetVideoYUVProgram(tex_coord_precision); |
@@ -1865,6 +1867,7 @@ void GLRenderer::DrawYUVVideoQuad(const DrawingFrame* frame, |
v_texture_location = program->fragment_shader().v_texture_location(); |
yuv_matrix_location = program->fragment_shader().yuv_matrix_location(); |
yuv_adj_location = program->fragment_shader().yuv_adj_location(); |
+ clamp_rect_location = program->fragment_shader().clamp_rect_location(); |
alpha_location = program->fragment_shader().alpha_location(); |
} |
@@ -1876,6 +1879,17 @@ void GLRenderer::DrawYUVVideoQuad(const DrawingFrame* frame, |
gl_->Uniform2f(tex_offset_location, |
quad->tex_coord_rect.x(), |
quad->tex_coord_rect.y())); |
+ // Clamping to half a texel inside the tex coord rect prevents bilinear |
+ // filtering from filtering outside the tex coord rect. |
+ gfx::RectF clamp_rect(quad->tex_coord_rect); |
+ // Special case: empty texture size implies no clamping. |
+ if (!quad->tex_size.IsEmpty()) { |
+ clamp_rect.Inset(0.5f / quad->tex_size.width(), |
+ 0.5f / quad->tex_size.height()); |
+ } |
+ GLC(gl_, gl_->Uniform4f(clamp_rect_location, clamp_rect.x(), clamp_rect.y(), |
+ clamp_rect.right(), clamp_rect.bottom())); |
+ |
GLC(gl_, gl_->Uniform1i(y_texture_location, 1)); |
GLC(gl_, gl_->Uniform1i(u_texture_location, 2)); |
GLC(gl_, gl_->Uniform1i(v_texture_location, 3)); |