Commit 39bb0136 authored by Dan Sanders's avatar Dan Sanders Committed by Commit Bot

[media] Do not configure mipmaps in gles2_decoder_helper.

This fails on Mac when run in a headless content_shell.

Also fixes an incorrect thread post bug in VdaVideoDecoder.

Bug: 522298
Cq-Include-Trybots: luci.chromium.try:android_optional_gpu_tests_rel;luci.chromium.try:linux_optional_gpu_tests_rel;luci.chromium.try:mac_optional_gpu_tests_rel;luci.chromium.try:win_optional_gpu_tests_rel
Change-Id: I09d397ee108920fc35e8aadc45d9b47840eb8686
Reviewed-on: https://chromium-review.googlesource.com/1033834Reviewed-by: default avatarDale Curtis <dalecurtis@chromium.org>
Reviewed-by: default avatarFrank Liberato <liberato@chromium.org>
Commit-Queue: Dan Sanders <sandersd@chromium.org>
Cr-Commit-Position: refs/heads/master@{#554555}
parent 087ef223
...@@ -53,8 +53,8 @@ class MEDIA_GPU_EXPORT CommandBufferHelper ...@@ -53,8 +53,8 @@ class MEDIA_GPU_EXPORT CommandBufferHelper
// See glTexImage2D() for argument definitions. // See glTexImage2D() for argument definitions.
// //
// The texture will be configured as a video frame: linear filtering, clamp to // The texture will be configured as a video frame: linear filtering, clamp to
// edge, no mipmaps. If |target| is GL_TEXTURE_2D, storage will be allocated // edge. If |target| is GL_TEXTURE_2D, storage will be allocated but not
// but not initialized. // initialized.
// //
// The context must be current. // The context must be current.
// //
......
...@@ -89,12 +89,6 @@ class GLES2DecoderHelperImpl : public GLES2DecoderHelper { ...@@ -89,12 +89,6 @@ class GLES2DecoderHelperImpl : public GLES2DecoderHelper {
texture_ref.get(), GL_TEXTURE_WRAP_T, texture_ref.get(), GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE); GL_CLAMP_TO_EDGE);
texture_manager_->SetParameteri(__func__, decoder_->GetErrorState(),
texture_ref.get(), GL_TEXTURE_BASE_LEVEL,
0);
texture_manager_->SetParameteri(__func__, decoder_->GetErrorState(),
texture_ref.get(), GL_TEXTURE_MAX_LEVEL, 0);
// TODO(sandersd): Do we always want to allocate for GL_TEXTURE_2D? // TODO(sandersd): Do we always want to allocate for GL_TEXTURE_2D?
if (target == GL_TEXTURE_2D) { if (target == GL_TEXTURE_2D) {
glTexImage2D(target, // target glTexImage2D(target, // target
......
...@@ -42,7 +42,7 @@ class MEDIA_GPU_EXPORT GLES2DecoderHelper { ...@@ -42,7 +42,7 @@ class MEDIA_GPU_EXPORT GLES2DecoderHelper {
virtual bool MakeContextCurrent() = 0; virtual bool MakeContextCurrent() = 0;
// Creates a texture and configures it as a video frame (linear filtering, // Creates a texture and configures it as a video frame (linear filtering,
// clamp to edge, no mipmaps). The context must be current. // clamp to edge). The context must be current.
// //
// See glTexImage2D() for parameter definitions. // See glTexImage2D() for parameter definitions.
// //
......
...@@ -253,8 +253,8 @@ void VdaVideoDecoder::Initialize( ...@@ -253,8 +253,8 @@ void VdaVideoDecoder::Initialize(
config_ = config; config_ = config;
if (reinitializing) { if (reinitializing) {
gpu_task_runner_->PostTask(FROM_HERE, parent_task_runner_->PostTask(
base::BindOnce(&VdaVideoDecoder::InitializeDone, FROM_HERE, base::BindOnce(&VdaVideoDecoder::InitializeDone,
parent_weak_this_, true)); parent_weak_this_, true));
return; return;
} }
......
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