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authorccameron <ccameron@chromium.org>2015-11-04 09:25:34 -0800
committerCommit bot <commit-bot@chromium.org>2015-11-04 17:26:54 +0000
commit404362c1148574a61c40c87a1d1f4c4a51b6b619 (patch)
tree155edc1e4c86e44b0e872e84c94fbd893d35fe63 /cc/output
parentb3743799b83f5fa3807d2980d68e7eeaed2ecee9 (diff)
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cc: Remove instances of RGBA where best_texture_format should be used
Mac with GMBs really cares about this distinction, because there is limited support for RGBA IOSurfaces, but wide support for BGRA IOSurfaces. BUG=533677 CQ_INCLUDE_TRYBOTS=tryserver.blink:linux_blink_rel Review URL: https://codereview.chromium.org/1430053002 Cr-Commit-Position: refs/heads/master@{#357839}
Diffstat (limited to 'cc/output')
-rw-r--r--cc/output/direct_renderer.cc5
-rw-r--r--cc/output/gl_renderer.cc6
2 files changed, 6 insertions, 5 deletions
diff --git a/cc/output/direct_renderer.cc b/cc/output/direct_renderer.cc
index 0083427..03425cf 100644
--- a/cc/output/direct_renderer.cc
+++ b/cc/output/direct_renderer.cc
@@ -516,8 +516,9 @@ bool DirectRenderer::UseRenderPass(DrawingFrame* frame,
size.Enlarge(enlarge_pass_texture_amount_.x(),
enlarge_pass_texture_amount_.y());
if (!texture->id()) {
- texture->Allocate(
- size, ResourceProvider::TEXTURE_HINT_IMMUTABLE_FRAMEBUFFER, RGBA_8888);
+ texture->Allocate(size,
+ ResourceProvider::TEXTURE_HINT_IMMUTABLE_FRAMEBUFFER,
+ resource_provider_->best_texture_format());
}
DCHECK(texture->id());
diff --git a/cc/output/gl_renderer.cc b/cc/output/gl_renderer.cc
index 8d28b2c..22fea9e 100644
--- a/cc/output/gl_renderer.cc
+++ b/cc/output/gl_renderer.cc
@@ -838,12 +838,12 @@ scoped_ptr<ScopedResource> GLRenderer::GetBackdropTexture(
ScopedResource::Create(resource_provider_);
// CopyTexImage2D fails when called on a texture having immutable storage.
device_background_texture->Allocate(
- bounding_rect.size(), ResourceProvider::TEXTURE_HINT_DEFAULT, RGBA_8888);
+ bounding_rect.size(), ResourceProvider::TEXTURE_HINT_DEFAULT,
+ resource_provider_->best_texture_format());
{
ResourceProvider::ScopedWriteLockGL lock(resource_provider_,
device_background_texture->id());
- GetFramebufferTexture(
- lock.texture_id(), device_background_texture->format(), bounding_rect);
+ GetFramebufferTexture(lock.texture_id(), RGBA_8888, bounding_rect);
}
return device_background_texture.Pass();
}