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); |