Android GlDrawer: Add frame size as argument to draw functions

BUG=b/28544933

Review-Url: https://codereview.webrtc.org/1948473002
Cr-Commit-Position: refs/heads/master@{#12623}
This commit is contained in:
magjed
2016-05-04 02:02:11 -07:00
committed by Commit bot
parent c6c00b32da
commit 71af75dc3c
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.