GL: Remove redundant use() call.
This is already called in GlUtil.Program(). Tested by confirming that the demo-gl target still runs as expected. Refactoring change only. No intended functional changes. PiperOrigin-RevId: 412308564
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@ -42,7 +42,7 @@ import java.util.HashMap;
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import java.util.Map;
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import javax.microedition.khronos.egl.EGL10;
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/** GL utilities. */
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/** OpenGL ES 2.0 utilities. */
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@UnstableApi
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public final class GlUtil {
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@ -86,7 +86,10 @@ public final class GlUtil {
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}
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/**
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* Compiles a GL shader program from vertex and fragment shader GLSL GLES20 code.
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* Creates a GL shader program from vertex and fragment shader GLSL GLES20 code.
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*
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* <p>This involves slow steps, like compiling, linking, and switching the GL program, so do not
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* call this in fast rendering loops.
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*
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* @param vertexShaderGlsl The vertex shader program.
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* @param fragmentShaderGlsl The fragment shader program.
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@ -129,8 +132,14 @@ public final class GlUtil {
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checkGlError();
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}
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/** Uses the program. */
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/**
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* Uses the program.
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*
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* <p>Call this in the rendering loop to switch between different programs.
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*/
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public void use() {
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// TODO(http://b/205002913): When multiple GL programs are supported by Transformer, make sure
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// to call use() to switch between programs.
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GLES20.glUseProgram(programId);
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checkGlError();
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}
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@ -168,7 +168,6 @@ public final class VideoDecoderGLSurfaceView extends GLSurfaceView
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@Override
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public void onSurfaceCreated(GL10 unused, EGLConfig config) {
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program = new GlUtil.Program(VERTEX_SHADER, FRAGMENT_SHADER);
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program.use();
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int posLocation = program.getAttributeArrayLocationAndEnable("in_pos");
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GLES20.glVertexAttribPointer(
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posLocation,
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@ -15,7 +15,6 @@
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*/
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package androidx.media3.exoplayer.video.spherical;
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import static androidx.media3.common.util.Assertions.checkNotNull;
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import static androidx.media3.common.util.GlUtil.checkGlError;
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import android.opengl.GLES11Ext;
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@ -139,9 +138,6 @@ import org.checkerframework.checker.nullness.qual.MonotonicNonNull;
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}
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// Configure shader.
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checkNotNull(program).use();
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checkGlError();
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float[] texMatrix;
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if (stereoMode == C.STEREO_MODE_TOP_BOTTOM) {
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texMatrix = rightEye ? TEX_MATRIX_BOTTOM : TEX_MATRIX_TOP;
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