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Unified Diff: talk/app/webrtc/java/android/org/webrtc/SurfaceViewRenderer.java

Issue 1441363002: Revert of Android MediaCodecVideoDecoder: Manage lifetime of texture frames (Closed) Base URL: https://chromium.googlesource.com/external/webrtc.git@master
Patch Set: Manual revert. Created 5 years, 1 month ago
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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 c4785c9913f34527a4c09fbddbcaaa9b18e2eecf..d3e6d67290cc7509238685366652d1c2c67670ea 100644
--- a/talk/app/webrtc/java/android/org/webrtc/SurfaceViewRenderer.java
+++ b/talk/app/webrtc/java/android/org/webrtc/SurfaceViewRenderer.java
@@ -30,7 +30,9 @@ 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;
@@ -455,10 +457,25 @@ 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(frame.samplingMatrix, frame.rotationDegree);
+ RendererCommon.rotateTextureMatrix(samplingMatrix, frame.rotationDegree);
final float[] layoutMatrix = RendererCommon.getLayoutMatrix(
mirror, frameAspectRatio(), (float) layoutWidth / layoutHeight);
texMatrix = RendererCommon.multiplyMatrices(rotatedSamplingMatrix, layoutMatrix);

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