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authorjscholler@chromium.org <jscholler@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2013-01-17 00:39:42 +0000
committerjscholler@chromium.org <jscholler@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2013-01-17 00:39:42 +0000
commite692f68f27275e4573c4cf8ec23a731dd3e33ffd (patch)
tree996a5b80696cd6a0822defff3b4c1637d618a1c9 /cc/gl_renderer.cc
parent14c0a073c3beef1eb6c72c011e8456a18d95810b (diff)
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cc: Add point-based UV coordinate on TextureLayer
Previously, the uv coordinates was using gfx::RectF as a struct. This was limitating because it could not handle negative width and heights. Soring them as 2 gfx::PointF for the Top-Left and Bottom-Right points aleviate that restriction. The current implementation of the phone UI rely on this feature. BUG=168927 Review URL: https://chromiumcodereview.appspot.com/11783094 git-svn-id: svn://svn.chromium.org/chrome/trunk/src@177288 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'cc/gl_renderer.cc')
-rw-r--r--cc/gl_renderer.cc10
1 files changed, 6 insertions, 4 deletions
diff --git a/cc/gl_renderer.cc b/cc/gl_renderer.cc
index 9bb2fde..219d60f 100644
--- a/cc/gl_renderer.cc
+++ b/cc/gl_renderer.cc
@@ -1087,8 +1087,9 @@ void GLRenderer::enqueueTextureQuad(const DrawingFrame& frame, const TextureDraw
}
// Generate the uv-transform
- const gfx::RectF& uvRect = quad->uv_rect;
- Float4 uv = {uvRect.x(), uvRect.y(), uvRect.width(), uvRect.height()};
+ const gfx::PointF& uv0 = quad->uv_top_left;
+ const gfx::PointF& uv1 = quad->uv_bottom_right;
+ Float4 uv = {uv0.x(), uv0.y(), uv1.x() - uv0.x(), uv1.y() - uv0.y()};
m_drawCache.uv_xform_data.push_back(uv);
// Generate the vertex opacity
@@ -1117,8 +1118,9 @@ void GLRenderer::drawTextureQuad(const DrawingFrame& frame, const TextureDrawQua
binding.set(textureProgram(), context());
setUseProgram(binding.programId);
GLC(context(), context()->uniform1i(binding.samplerLocation, 0));
- const gfx::RectF& uvRect = quad->uv_rect;
- GLC(context(), context()->uniform4f(binding.texTransformLocation, uvRect.x(), uvRect.y(), uvRect.width(), uvRect.height()));
+ const gfx::PointF& uv0 = quad->uv_top_left;
+ const gfx::PointF& uv1 = quad->uv_bottom_right;
+ GLC(context(), context()->uniform4f(binding.texTransformLocation, uv0.x(), uv0.y(), uv1.x() - uv0.x(), uv1.y() - uv0.y()));
GLC(context(), context()->uniform1fv(binding.vertexOpacityLocation, 4, quad->vertex_opacity));