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 9ef68e89fa767622c7ce5050cbebedfffa133aaf..4a8cc2d0ab188405820f13083fcb2b61b2fe6c03 100644 |
--- a/content/renderer/media/renderer_gpu_video_decoder_factories.cc |
+++ b/content/renderer/media/renderer_gpu_video_decoder_factories.cc |
@@ -175,22 +175,32 @@ void RendererGpuVideoDecoderFactories::AsyncReadPixels( |
gpu::gles2::GLES2Implementation* gles2 = context_->GetImplementation(); |
- gles2->ActiveTexture(GL_TEXTURE0); |
- gles2->BindTexture(texture_target, texture_id); |
- gles2->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
- gles2->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
- gles2->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
- gles2->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
+ GLuint tmp_texture; |
+ gles2->GenTextures(1, &tmp_texture); |
+ gles2->BindTexture(texture_target, tmp_texture); |
+ gles2->TexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
+ gles2->TexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
+ gles2->TexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
+ gles2->TexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
+ context_->copyTextureCHROMIUM( |
+ texture_target, texture_id, tmp_texture, 0, GL_RGBA); |
GLuint fb; |
gles2->GenFramebuffers(1, &fb); |
gles2->BindFramebuffer(GL_FRAMEBUFFER, fb); |
gles2->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, |
- texture_target, texture_id, 0); |
+ texture_target, tmp_texture, 0); |
gles2->PixelStorei(GL_PACK_ALIGNMENT, 4); |
+#if defined(OS_WIN) |
+ // DXVA on Windows replaces our precious RGBA with BGRA. Undo that here. |
+ gles2->ReadPixels(0, 0, size.width(), size.height(), GL_BGRA_EXT, |
+ GL_UNSIGNED_BYTE, pixels); |
piman
2012/10/02 19:38:50
Shouldn't that be fixed in the GPU process? It loo
Ami GONE FROM CHROMIUM
2012/10/02 19:49:23
Agreed with the "should" there, but not sure how.
|
+#else |
gles2->ReadPixels(0, 0, size.width(), size.height(), GL_RGBA, |
GL_UNSIGNED_BYTE, pixels); |
+#endif |
gles2->DeleteFramebuffers(1, &fb); |
+ gles2->DeleteTextures(1, &tmp_texture); |
DCHECK_EQ(gles2->GetError(), static_cast<GLenum>(GL_NO_ERROR)); |
waiter->Signal(); |
} |