| 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;
|
| +#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
|
|
|