Bug 738158, part 1: Remove unnecessary settings from InitTexture(). UploadSurfaceToTexture() and SetFilter/ApplyFilter() do these now. r=ajuma

This commit is contained in:
Chris Jones 2012-03-22 01:02:29 -07:00
parent f4ce7cd7f7
commit 9ac0f342f8

View File

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