Reland of Android GlDrawer: Add frame size as argument to draw functions (patchset #1 id:1 of https://codereview.webrtc.org/1950953002/ )
Reason for revert: I was too quick to judge, this CL does not cause the problem. Original issue's description: > Revert of Android GlDrawer: Add frame size as argument to draw functions (patchset #2 id:20001 of https://codereview.webrtc.org/1948473002/ ) > > Reason for revert: > Causes errors on Google3 import. > > Original issue's description: > > Android GlDrawer: Add frame size as argument to draw functions > > > > BUG=b/28544933 > > > > Committed: https://crrev.com/71af75dc3ca8516017dca9de2ebe582145ecad14 > > Cr-Commit-Position: refs/heads/master@{#12623} > > TBR=glaznev@webrtc.org,magjed@webrtc.org > # Skipping CQ checks because original CL landed less than 1 days ago. > NOPRESUBMIT=true > NOTREECHECKS=true > NOTRY=true > BUG=b/28544933 > > Committed: https://crrev.com/172683173dd84a72659ad494962245445eb2a353 > Cr-Commit-Position: refs/heads/master@{#12627} TBR=glaznev@webrtc.org,magjed@webrtc.org # Skipping CQ checks because original CL landed less than 1 days ago. NOPRESUBMIT=true NOTREECHECKS=true NOTRY=true BUG=b/28544933 Review-Url: https://codereview.webrtc.org/1947073002 Cr-Commit-Position: refs/heads/master@{#12628}
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@ -40,9 +40,12 @@ public class RendererCommon {
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* implied by the current EGL context of the calling thread and requires no explicit argument.
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* The coordinates specify the viewport location on the surface target.
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*/
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void drawOes(int oesTextureId, float[] texMatrix, int x, int y, int width, int height);
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void drawRgb(int textureId, float[] texMatrix, int x, int y, int width, int height);
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void drawYuv(int[] yuvTextures, float[] texMatrix, int x, int y, int width, int height);
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void drawOes(int oesTextureId, float[] texMatrix, int frameWidth, int frameHeight,
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int viewportX, int viewportY, int viewportWidth, int viewportHeight);
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void drawRgb(int textureId, float[] texMatrix, int frameWidth, int frameHeight,
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int viewportX, int viewportY, int viewportWidth, int viewportHeight);
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void drawYuv(int[] yuvTextures, float[] texMatrix, int frameWidth, int frameHeight,
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int viewportX, int viewportY, int viewportWidth, int viewportHeight);
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/**
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* Release all GL resources. This needs to be done manually, otherwise resources may leak.
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