Index: content/renderer/media/renderer_gpu_video_decoder_factories.cc |
diff --git a/content/renderer/media/renderer_gpu_video_decoder_factories.cc b/content/renderer/media/renderer_gpu_video_decoder_factories.cc |
index 82d145b46a4f3706f6af679db848eea0898fc838..305ef99e5d5431723c83c131dca4482aa742fa80 100644 |
--- a/content/renderer/media/renderer_gpu_video_decoder_factories.cc |
+++ b/content/renderer/media/renderer_gpu_video_decoder_factories.cc |
@@ -75,7 +75,7 @@ void RendererGpuVideoDecoderFactories::AsyncCreateVideoDecodeAccelerator( |
bool RendererGpuVideoDecoderFactories::CreateTextures( |
int32 count, const gfx::Size& size, |
std::vector<uint32>* texture_ids, |
- uint32* texture_target) { |
+ uint32 texture_target) { |
DCHECK_NE(MessageLoop::current(), message_loop_); |
bool success = false; |
base::WaitableEvent waiter(false, false); |
@@ -88,8 +88,9 @@ bool RendererGpuVideoDecoderFactories::CreateTextures( |
void RendererGpuVideoDecoderFactories::AsyncCreateTextures( |
int32 count, const gfx::Size& size, std::vector<uint32>* texture_ids, |
- uint32* texture_target, bool* success, base::WaitableEvent* waiter) { |
+ uint32 texture_target, bool* success, base::WaitableEvent* waiter) { |
DCHECK_EQ(MessageLoop::current(), message_loop_); |
+ DCHECK(texture_target); |
if (!context_) { |
*success = false; |
waiter->Signal(); |
@@ -98,16 +99,15 @@ void RendererGpuVideoDecoderFactories::AsyncCreateTextures( |
gpu::gles2::GLES2Implementation* gles2 = context_->GetImplementation(); |
texture_ids->resize(count); |
gles2->GenTextures(count, &texture_ids->at(0)); |
- *texture_target = GL_TEXTURE_2D; |
for (int i = 0; i < count; ++i) { |
gles2->ActiveTexture(GL_TEXTURE0); |
uint32 texture_id = texture_ids->at(i); |
- gles2->BindTexture(*texture_target, texture_id); |
- gles2->TexParameteri(*texture_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
- gles2->TexParameteri(*texture_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
- gles2->TexParameterf(*texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
- gles2->TexParameterf(*texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
- gles2->TexImage2D(*texture_target, 0, GL_RGBA, size.width(), size.height(), |
+ gles2->BindTexture(texture_target, texture_id); |
+ gles2->TexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
+ gles2->TexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
+ gles2->TexParameterf(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
+ gles2->TexParameterf(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
+ gles2->TexImage2D(texture_target, 0, GL_RGBA, size.width(), size.height(), |
0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); |
} |
// We need a glFlush here to guarantee the decoder (in the GPU process) can |