Remove binding framebuffer from GlTextureFrameBuffer.setSize.
There shouldn't be a need to bind the framebuffer to modify the texture size. Binding the framebuffer causes a crash on Samsung Galaxy S3 mini for some reason. BUG=webrtc:6470 Review-Url: https://codereview.webrtc.org/2524003002 Cr-Commit-Position: refs/heads/master@{#15210}
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@ -75,25 +75,13 @@ public class GlTextureFrameBuffer {
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this.width = width;
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this.height = height;
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// Bind our framebuffer.
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GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, frameBufferId);
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GlUtil.checkNoGLES2Error("glBindFramebuffer");
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// Allocate texture.
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GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
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GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);
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GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, pixelFormat, width, height, 0, pixelFormat,
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GLES20.GL_UNSIGNED_BYTE, null);
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// Check that the framebuffer is in a good state.
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final int status = GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER);
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if (status != GLES20.GL_FRAMEBUFFER_COMPLETE) {
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throw new IllegalStateException("Framebuffer not complete, status: " + status);
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}
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// Restore normal framebuffer.
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GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
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GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
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GlUtil.checkNoGLES2Error("GlTextureFrameBuffer setSize");
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}
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public int getWidth() {
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