| Index: media/gpu/android_deferred_rendering_backing_strategy.cc
|
| diff --git a/media/gpu/android_deferred_rendering_backing_strategy.cc b/media/gpu/android_deferred_rendering_backing_strategy.cc
|
| index 69ff60dc923af49710d3a393bd02525d8f6ad7b7..cd3ed0edf1ba96e547a6bdb48d806a79432c7440 100644
|
| --- a/media/gpu/android_deferred_rendering_backing_strategy.cc
|
| +++ b/media/gpu/android_deferred_rendering_backing_strategy.cc
|
| @@ -49,7 +49,7 @@ gl::ScopedJavaSurface AndroidDeferredRenderingBackingStrategy::Initialize(
|
| UMA_HISTOGRAM_BOOLEAN("Media.AVDA.VirtualContext", using_virtual_context);
|
|
|
| // Acquire the SurfaceView surface if given a valid id.
|
| - if (surface_view_id != media::VideoDecodeAccelerator::Config::kNoSurfaceID) {
|
| + if (surface_view_id != VideoDecodeAccelerator::Config::kNoSurfaceID) {
|
| return gpu::GpuSurfaceLookup::GetInstance()->AcquireJavaSurface(
|
| surface_view_id);
|
| }
|
| @@ -97,7 +97,7 @@ gfx::Size AndroidDeferredRenderingBackingStrategy::GetPictureBufferSize()
|
| }
|
|
|
| void AndroidDeferredRenderingBackingStrategy::SetImageForPicture(
|
| - const media::PictureBuffer& picture_buffer,
|
| + const PictureBuffer& picture_buffer,
|
| const scoped_refptr<gpu::gles2::GLStreamTextureImage>& image) {
|
| gpu::gles2::TextureRef* texture_ref =
|
| state_provider_->GetTextureForPicture(picture_buffer);
|
| @@ -145,7 +145,7 @@ void AndroidDeferredRenderingBackingStrategy::SetImageForPicture(
|
|
|
| void AndroidDeferredRenderingBackingStrategy::UseCodecBufferForPictureBuffer(
|
| int32_t codec_buf_index,
|
| - const media::PictureBuffer& picture_buffer) {
|
| + const PictureBuffer& picture_buffer) {
|
| // Make sure that the decoder is available.
|
| RETURN_IF_NULL(state_provider_->GetGlDecoder());
|
|
|
| @@ -165,7 +165,7 @@ void AndroidDeferredRenderingBackingStrategy::UseCodecBufferForPictureBuffer(
|
| }
|
|
|
| void AndroidDeferredRenderingBackingStrategy::AssignOnePictureBuffer(
|
| - const media::PictureBuffer& picture_buffer,
|
| + const PictureBuffer& picture_buffer,
|
| bool have_context) {
|
| // Attach a GLImage to each texture that will use the surface texture.
|
| // We use a refptr here in case SetImageForPicture fails.
|
| @@ -192,7 +192,7 @@ void AndroidDeferredRenderingBackingStrategy::AssignOnePictureBuffer(
|
| }
|
|
|
| void AndroidDeferredRenderingBackingStrategy::ReleaseCodecBufferForPicture(
|
| - const media::PictureBuffer& picture_buffer) {
|
| + const PictureBuffer& picture_buffer) {
|
| AVDACodecImage* avda_image =
|
| shared_state_->GetImageForPicture(picture_buffer.id());
|
| RETURN_IF_NULL(avda_image);
|
| @@ -200,7 +200,7 @@ void AndroidDeferredRenderingBackingStrategy::ReleaseCodecBufferForPicture(
|
| }
|
|
|
| void AndroidDeferredRenderingBackingStrategy::ReuseOnePictureBuffer(
|
| - const media::PictureBuffer& picture_buffer) {
|
| + const PictureBuffer& picture_buffer) {
|
| pictures_out_for_display_.erase(
|
| std::remove(pictures_out_for_display_.begin(),
|
| pictures_out_for_display_.end(), picture_buffer.id()),
|
| @@ -216,7 +216,7 @@ void AndroidDeferredRenderingBackingStrategy::ReuseOnePictureBuffer(
|
|
|
| void AndroidDeferredRenderingBackingStrategy::ReleaseCodecBuffers(
|
| const AndroidVideoDecodeAccelerator::OutputBufferMap& buffers) {
|
| - for (const std::pair<int, media::PictureBuffer>& entry : buffers)
|
| + for (const std::pair<int, PictureBuffer>& entry : buffers)
|
| ReleaseCodecBufferForPicture(entry.second);
|
| }
|
|
|
| @@ -276,7 +276,7 @@ void AndroidDeferredRenderingBackingStrategy::MaybeRenderEarly() {
|
| }
|
|
|
| void AndroidDeferredRenderingBackingStrategy::CodecChanged(
|
| - media::VideoCodecBridge* codec) {
|
| + VideoCodecBridge* codec) {
|
| media_codec_ = codec;
|
| shared_state_->CodecChanged(codec);
|
| }
|
| @@ -292,7 +292,7 @@ bool AndroidDeferredRenderingBackingStrategy::ArePicturesOverlayable() {
|
| }
|
|
|
| void AndroidDeferredRenderingBackingStrategy::UpdatePictureBufferSize(
|
| - media::PictureBuffer* picture_buffer,
|
| + PictureBuffer* picture_buffer,
|
| const gfx::Size& new_size) {
|
| // This strategy uses EGL images which manage the texture size for us. We
|
| // simply update the PictureBuffer meta-data and leave the texture as-is.
|
|
|