| Index: talk/app/webrtc/java/android/org/webrtc/SurfaceViewRenderer.java
|
| diff --git a/talk/app/webrtc/java/android/org/webrtc/SurfaceViewRenderer.java b/talk/app/webrtc/java/android/org/webrtc/SurfaceViewRenderer.java
|
| index 59ec415f8d7ff2577719f7cbf102a405b3079095..f45d53b2a1b57685ee390bed340474f8a5f96270 100644
|
| --- a/talk/app/webrtc/java/android/org/webrtc/SurfaceViewRenderer.java
|
| +++ b/talk/app/webrtc/java/android/org/webrtc/SurfaceViewRenderer.java
|
| @@ -30,9 +30,7 @@ package org.webrtc;
|
| import android.content.Context;
|
| import android.content.res.Resources.NotFoundException;
|
| import android.graphics.Point;
|
| -import android.graphics.SurfaceTexture;
|
| import android.opengl.GLES20;
|
| -import android.opengl.Matrix;
|
| import android.os.Handler;
|
| import android.os.HandlerThread;
|
| import android.util.AttributeSet;
|
| @@ -459,25 +457,10 @@ public class SurfaceViewRenderer extends SurfaceView
|
| }
|
|
|
| final long startTimeNs = System.nanoTime();
|
| - final float[] samplingMatrix;
|
| - if (frame.yuvFrame) {
|
| - // The convention in WebRTC is that the first element in a ByteBuffer corresponds to the
|
| - // top-left corner of the image, but in glTexImage2D() the first element corresponds to the
|
| - // bottom-left corner. We correct this discrepancy by setting a vertical flip as sampling
|
| - // matrix.
|
| - samplingMatrix = RendererCommon.verticalFlipMatrix();
|
| - } else {
|
| - // TODO(magjed): Move updateTexImage() to the video source instead.
|
| - SurfaceTexture surfaceTexture = (SurfaceTexture) frame.textureObject;
|
| - surfaceTexture.updateTexImage();
|
| - samplingMatrix = new float[16];
|
| - surfaceTexture.getTransformMatrix(samplingMatrix);
|
| - }
|
| -
|
| final float[] texMatrix;
|
| synchronized (layoutLock) {
|
| final float[] rotatedSamplingMatrix =
|
| - RendererCommon.rotateTextureMatrix(samplingMatrix, frame.rotationDegree);
|
| + RendererCommon.rotateTextureMatrix(frame.samplingMatrix, frame.rotationDegree);
|
| final float[] layoutMatrix = RendererCommon.getLayoutMatrix(
|
| mirror, frameAspectRatio(), (float) layoutWidth / layoutHeight);
|
| texMatrix = RendererCommon.multiplyMatrices(rotatedSamplingMatrix, layoutMatrix);
|
|
|