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Bug 738158, part 1: Remove unnecessary settings from InitTexture(). UploadSurfaceToTexture() and SetFilter/ApplyFilter() do these now. r=ajuma
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@ -458,23 +458,11 @@ ImageLayerOGL::RenderLayer(int,
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}
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static void
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InitTexture(GLContext* aGL, GLuint aTexture, GLenum aFormat, const gfxIntSize& aSize)
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SetClamping(GLContext* aGL, GLuint aTexture)
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{
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aGL->fBindTexture(LOCAL_GL_TEXTURE_2D, aTexture);
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aGL->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MIN_FILTER, LOCAL_GL_LINEAR);
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aGL->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MAG_FILTER, LOCAL_GL_LINEAR);
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aGL->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_S, LOCAL_GL_CLAMP_TO_EDGE);
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aGL->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_T, LOCAL_GL_CLAMP_TO_EDGE);
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aGL->fTexImage2D(LOCAL_GL_TEXTURE_2D,
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0,
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aFormat,
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aSize.width,
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aSize.height,
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0,
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aFormat,
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LOCAL_GL_UNSIGNED_BYTE,
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NULL);
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}
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static void
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@ -529,13 +517,13 @@ ImageLayerOGL::AllocateTexturesYCbCr(PlanarYCbCrImage *aImage)
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gl()->MakeCurrent();
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mTextureRecycleBin->GetTexture(TextureRecycleBin::TEXTURE_Y, data.mYSize, gl(), &backendData->mTextures[0]);
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InitTexture(gl(), backendData->mTextures[0].GetTextureID(), LOCAL_GL_LUMINANCE, data.mYSize);
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SetClamping(gl(), backendData->mTextures[0].GetTextureID());
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mTextureRecycleBin->GetTexture(TextureRecycleBin::TEXTURE_C, data.mCbCrSize, gl(), &backendData->mTextures[1]);
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InitTexture(gl(), backendData->mTextures[1].GetTextureID(), LOCAL_GL_LUMINANCE, data.mCbCrSize);
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SetClamping(gl(), backendData->mTextures[1].GetTextureID());
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mTextureRecycleBin->GetTexture(TextureRecycleBin::TEXTURE_C, data.mCbCrSize, gl(), &backendData->mTextures[2]);
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InitTexture(gl(), backendData->mTextures[2].GetTextureID(), LOCAL_GL_LUMINANCE, data.mCbCrSize);
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SetClamping(gl(), backendData->mTextures[2].GetTextureID());
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UploadYUVToTexture(gl(), aImage->mData,
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&backendData->mTextures[0],
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@ -636,9 +624,9 @@ ShadowImageLayerOGL::Init(const SharedImage& aFront)
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"Texture allocation failed!");
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gl()->MakeCurrent();
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InitTexture(gl(), mYUVTexture[0].GetTextureID(), LOCAL_GL_LUMINANCE, mSize);
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InitTexture(gl(), mYUVTexture[1].GetTextureID(), LOCAL_GL_LUMINANCE, mCbCrSize);
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InitTexture(gl(), mYUVTexture[2].GetTextureID(), LOCAL_GL_LUMINANCE, mCbCrSize);
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SetClamping(gl(), mYUVTexture[0].GetTextureID());
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SetClamping(gl(), mYUVTexture[1].GetTextureID());
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SetClamping(gl(), mYUVTexture[2].GetTextureID());
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return true;
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}
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return false;
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