Commit 56d59063 authored by Rafael Cintron's avatar Rafael Cintron Committed by Commit Bot

Remove unnecessary device access in GLImageDXGI::ReleaseTexImage

GLImageDXGI::ReleaseTexImage was querying the D3D device from ANGLE,
turning it into a D3D11Device1 and then doing nothing with either
pointer.

This change removes the unnecessary code from ReleaseTexImage.

Bug: 776010
Change-Id: I561acb741134194df4cc76852449411830c7bc1e
Reviewed-on: https://chromium-review.googlesource.com/c/chromium/src/+/1636552
Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com>
Reviewed-by: default avatarZhenyao Mo <zmo@chromium.org>
Cr-Commit-Position: refs/heads/master@{#664625}
parent a82751ef
...@@ -222,11 +222,6 @@ void GLImageDXGI::ReleaseTexImage(unsigned target) { ...@@ -222,11 +222,6 @@ void GLImageDXGI::ReleaseTexImage(unsigned target) {
DCHECK(texture_); DCHECK(texture_);
DCHECK(keyed_mutex_); DCHECK(keyed_mutex_);
Microsoft::WRL::ComPtr<ID3D11Device> device =
QueryD3D11DeviceObjectFromANGLE();
Microsoft::WRL::ComPtr<ID3D11Device1> device1;
device.CopyTo(device1.GetAddressOf());
keyed_mutex_->ReleaseSync(KEY_RELEASE); keyed_mutex_->ReleaseSync(KEY_RELEASE);
eglReleaseTexImage(gl::GLSurfaceEGL::GetHardwareDisplay(), surface_, eglReleaseTexImage(gl::GLSurfaceEGL::GetHardwareDisplay(), surface_,
......
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