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authorskaslev@chromium.org <skaslev@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2012-11-08 02:21:47 +0000
committerskaslev@chromium.org <skaslev@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2012-11-08 02:21:47 +0000
commit7d345d73fdd82277da714b0359785f8e7abb73a8 (patch)
tree856bd1d510e65d65f0b5849fa566c4f3803efdb2 /cc/gl_renderer.cc
parent9faada102162601ba0a91a85ea82432309a0ca7a (diff)
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Don't invert contentsDeviceTransform twice when rendering render passes.
Review URL: https://chromiumcodereview.appspot.com/11361129 git-svn-id: svn://svn.chromium.org/chrome/trunk/src@166586 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'cc/gl_renderer.cc')
-rw-r--r--cc/gl_renderer.cc23
1 files changed, 15 insertions, 8 deletions
diff --git a/cc/gl_renderer.cc b/cc/gl_renderer.cc
index 241bcfe..94d8648 100644
--- a/cc/gl_renderer.cc
+++ b/cc/gl_renderer.cc
@@ -403,7 +403,7 @@ static SkBitmap applyImageFilter(GLRenderer* renderer, SkImageFilter* filter, Sc
SkBitmap source;
source.setConfig(SkBitmap::kARGB_8888_Config, sourceTexture->size().width(), sourceTexture->size().height());
source.setPixelRef(new SkGrPixelRef(texture.get()))->unref();
-
+
// Create a scratch texture for backing store.
GrTextureDesc desc;
desc.fFlags = kRenderTarget_GrTextureFlagBit | kNoStencil_GrTextureFlagBit;
@@ -428,7 +428,11 @@ static SkBitmap applyImageFilter(GLRenderer* renderer, SkImageFilter* filter, Sc
return device.accessBitmap(false);
}
-scoped_ptr<ScopedTexture> GLRenderer::drawBackgroundFilters(DrawingFrame& frame, const RenderPassDrawQuad* quad, const WebKit::WebFilterOperations& filters, const WebTransformationMatrix& contentsDeviceTransform)
+scoped_ptr<ScopedTexture> GLRenderer::drawBackgroundFilters(
+ DrawingFrame& frame, const RenderPassDrawQuad* quad,
+ const WebKit::WebFilterOperations& filters,
+ const WebTransformationMatrix& contentsDeviceTransform,
+ const WebTransformationMatrix& contentsDeviceTransformInverse)
{
// This method draws a background filter, which applies a filter to any pixels behind the quad and seen through its background.
// The algorithm works as follows:
@@ -487,7 +491,7 @@ scoped_ptr<ScopedTexture> GLRenderer::drawBackgroundFilters(DrawingFrame& frame,
WebTransformationMatrix deviceToFramebufferTransform;
deviceToFramebufferTransform.translate(quad->quadRect().width() / 2.0, quad->quadRect().height() / 2.0);
deviceToFramebufferTransform.scale3d(quad->quadRect().width(), quad->quadRect().height(), 1);
- deviceToFramebufferTransform.multiply(contentsDeviceTransform.inverse());
+ deviceToFramebufferTransform.multiply(contentsDeviceTransformInverse);
copyTextureToFramebuffer(frame, filteredDeviceBackgroundTextureId, deviceRect, deviceToFramebufferTransform);
}
@@ -517,7 +521,10 @@ void GLRenderer::drawRenderPassQuad(DrawingFrame& frame, const RenderPassDrawQua
if (!contentsDeviceTransform.isInvertible())
return;
- scoped_ptr<ScopedTexture> backgroundTexture = drawBackgroundFilters(frame, quad, renderPass->backgroundFilters(), contentsDeviceTransform);
+ WebTransformationMatrix contentsDeviceTransformInverse = contentsDeviceTransform.inverse();
+ scoped_ptr<ScopedTexture> backgroundTexture = drawBackgroundFilters(
+ frame, quad, renderPass->backgroundFilters(),
+ contentsDeviceTransform, contentsDeviceTransformInverse);
// FIXME: Cache this value so that we don't have to do it for both the surface and its replica.
// Apply filters to the contents texture.
@@ -635,7 +642,7 @@ void GLRenderer::drawRenderPassQuad(DrawingFrame& frame, const RenderPassDrawQua
}
// Map device space quad to surface space. contentsDeviceTransform has no 3d component since it was generated with to2dTransform() so we don't need to project.
- gfx::QuadF surfaceQuad = MathUtil::mapQuad(contentsDeviceTransform.inverse(), deviceLayerEdges.ToQuadF(), clipped);
+ gfx::QuadF surfaceQuad = MathUtil::mapQuad(contentsDeviceTransformInverse, deviceLayerEdges.ToQuadF(), clipped);
DCHECK(!clipped);
setShaderOpacity(quad->opacity(), shaderAlphaLocation);
@@ -808,9 +815,9 @@ void GLRenderer::drawTileQuad(const DrawingFrame& frame, const TileDrawQuad* qua
// Create device space quad.
LayerQuad deviceQuad(leftEdge, topEdge, rightEdge, bottomEdge);
- // Map device space quad to local space. contentsDeviceTransform has no 3d component since it was generated with to2dTransform() so we don't need to project.
- WebTransformationMatrix inverseDeviceTransform = deviceTransform.inverse();
- localQuad = MathUtil::mapQuad(inverseDeviceTransform, deviceQuad.ToQuadF(), clipped);
+ // Map device space quad to local space. deviceTransform has no 3d component since it was generated with to2dTransform() so we don't need to project.
+ WebTransformationMatrix deviceTransformInverse = deviceTransform.inverse();
+ localQuad = MathUtil::mapQuad(deviceTransformInverse, deviceQuad.ToQuadF(), clipped);
// We should not DCHECK(!clipped) here, because anti-aliasing inflation may cause deviceQuad to become
// clipped. To our knowledge this scenario does not need to be handled differently than the unclipped case.