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author | Teng-Hui Zhu <ztenghui@google.com> | 2011-06-21 13:02:13 -0700 |
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committer | Android (Google) Code Review <android-gerrit@google.com> | 2011-06-21 13:02:13 -0700 |
commit | f46157c6d35b0fbc5eeb73f44a5553057d219013 (patch) | |
tree | b05e2d8c99ddda273a5d3bbd57e5a5da4d51d64b | |
parent | 5d018ea3485ed308d18e1b1f231d88d3f71c3a79 (diff) | |
parent | 5c1199e7a7ad05f8f26e595ddb355dabe7f93e88 (diff) | |
download | external_webkit-f46157c6d35b0fbc5eeb73f44a5553057d219013.zip external_webkit-f46157c6d35b0fbc5eeb73f44a5553057d219013.tar.gz external_webkit-f46157c6d35b0fbc5eeb73f44a5553057d219013.tar.bz2 |
Merge "Fix the Surface Texture Issue on the phones"
-rw-r--r-- | Source/WebCore/platform/graphics/android/ShaderProgram.cpp | 1 | ||||
-rw-r--r-- | Source/WebCore/platform/graphics/android/SharedTexture.cpp | 2 |
2 files changed, 3 insertions, 0 deletions
diff --git a/Source/WebCore/platform/graphics/android/ShaderProgram.cpp b/Source/WebCore/platform/graphics/android/ShaderProgram.cpp index f2b2dc8..635130b 100644 --- a/Source/WebCore/platform/graphics/android/ShaderProgram.cpp +++ b/Source/WebCore/platform/graphics/android/ShaderProgram.cpp @@ -51,6 +51,7 @@ static const char gVertexShader[] = "}\n"; static const char gFragmentShader[] = + "#extension GL_OES_EGL_image_external : require\n" "precision mediump float;\n" "varying vec2 v_texCoord; \n" "uniform float alpha; \n" diff --git a/Source/WebCore/platform/graphics/android/SharedTexture.cpp b/Source/WebCore/platform/graphics/android/SharedTexture.cpp index 5f1cd77..ecd9f54 100644 --- a/Source/WebCore/platform/graphics/android/SharedTexture.cpp +++ b/Source/WebCore/platform/graphics/android/SharedTexture.cpp @@ -203,6 +203,8 @@ TextureInfo* SharedTexture::lockTarget() glBindTexture(GL_TEXTURE_2D, m_sourceTexture->m_textureId); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); return m_sourceTexture; } |