Index: content/common/gpu/media/rendering_helper.cc |
diff --git a/content/common/gpu/media/rendering_helper.cc b/content/common/gpu/media/rendering_helper.cc |
index 45271f10501436cedbe223ccd84d6904ee0b6ccb..c3b2f9ef047db86d30b64387a03ebf0fbf38aa6b 100644 |
--- a/content/common/gpu/media/rendering_helper.cc |
+++ b/content/common/gpu/media/rendering_helper.cc |
@@ -366,7 +366,8 @@ void RenderingHelper::Initialize(const RenderingHelperParams& params, |
CHECK(fb_status == GL_FRAMEBUFFER_COMPLETE) << fb_status; |
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); |
glClear(GL_COLOR_BUFFER_BIT); |
- glBindFramebufferEXT(GL_FRAMEBUFFER, 0); |
+ glBindFramebufferEXT(GL_FRAMEBUFFER, |
+ gl_surface_->GetBackingFrameBufferObject()); |
} |
// These vertices and texture coords. map (0,0) in the texture to the |
@@ -572,7 +573,8 @@ void RenderingHelper::RenderThumbnail(uint32 texture_target, |
glBindFramebufferEXT(GL_FRAMEBUFFER, thumbnails_fbo_id_); |
GLSetViewPort(area); |
RenderTexture(texture_target, texture_id); |
- glBindFramebufferEXT(GL_FRAMEBUFFER, 0); |
+ glBindFramebufferEXT(GL_FRAMEBUFFER, |
+ gl_surface_->GetBackingFrameBufferObject()); |
// Need to flush the GL commands before we return the tnumbnail texture to |
// the decoder. |
@@ -663,7 +665,8 @@ void RenderingHelper::GetThumbnailsAsRGB(std::vector<unsigned char>* rgb, |
GL_RGBA, |
GL_UNSIGNED_BYTE, |
&rgba[0]); |
- glBindFramebufferEXT(GL_FRAMEBUFFER, 0); |
+ glBindFramebufferEXT(GL_FRAMEBUFFER, |
+ gl_surface_->GetBackingFrameBufferObject()); |
rgb->resize(num_pixels * 3); |
// Drop the alpha channel, but check as we go that it is all 0xff. |
bool solid = true; |
@@ -700,7 +703,13 @@ void RenderingHelper::RenderContent() { |
static_cast<base::WaitableEvent*>(NULL))); |
} |
- glUniform1i(glGetUniformLocation(program_, "tex_flip"), 1); |
+ int tex_flip = 1; |
+#if USE_OZONE |
+ // Ozone surfaceless renders flipped from normal GL, so there's no need to |
+ // do an extra flip. |
+ tex_flip = 0; |
spang
2015/02/19 00:49:26
What if it's not surfaceless?
achaulk
2015/02/19 00:54:50
Hmm, I could add a property to GLSurface to indica
|
+#endif |
+ glUniform1i(glGetUniformLocation(program_, "tex_flip"), tex_flip); |
// Frames that will be returned to the client (via the no_longer_needed_cb) |
// after this vector falls out of scope at the end of this method. We need |