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}
This commit is contained in:
ivoc
2016-05-04 07:14:14 -07:00
committed by Commit bot
parent 172683173d
commit 1aa435c6db
7 changed files with 36 additions and 21 deletions

View File

@ -40,9 +40,12 @@ public class RendererCommon {
* implied by the current EGL context of the calling thread and requires no explicit argument.
* The coordinates specify the viewport location on the surface target.
*/
void drawOes(int oesTextureId, float[] texMatrix, int x, int y, int width, int height);
void drawRgb(int textureId, float[] texMatrix, int x, int y, int width, int height);
void drawYuv(int[] yuvTextures, float[] texMatrix, int x, int y, int width, int height);
void drawOes(int oesTextureId, float[] texMatrix, int frameWidth, int frameHeight,
int viewportX, int viewportY, int viewportWidth, int viewportHeight);
void drawRgb(int textureId, float[] texMatrix, int frameWidth, int frameHeight,
int viewportX, int viewportY, int viewportWidth, int viewportHeight);
void drawYuv(int[] yuvTextures, float[] texMatrix, int frameWidth, int frameHeight,
int viewportX, int viewportY, int viewportWidth, int viewportHeight);
/**
* Release all GL resources. This needs to be done manually, otherwise resources may leak.