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author | nick@chromium.org <nick@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98> | 2013-04-25 17:32:20 +0000 |
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committer | nick@chromium.org <nick@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98> | 2013-04-25 17:32:20 +0000 |
commit | f088145ace0e944476074c58114aba217f9438e3 (patch) | |
tree | ceb320ec1f4f7b682743ac13fd5bbd850b5b28a8 /cc/output/gl_renderer.cc | |
parent | 51a5a9dfd1dc14e4bbccbb2cb661f84df495b2fe (diff) | |
download | chromium_src-f088145ace0e944476074c58114aba217f9438e3.zip chromium_src-f088145ace0e944476074c58114aba217f9438e3.tar.gz chromium_src-f088145ace0e944476074c58114aba217f9438e3.tar.bz2 |
Revert 196423 "cc: Fix anti-aliasing of axis-aligned quads."
[Reason for revert: AxisAligned unit test is failing on some of the Mac bots.]
> cc: Fix anti-aliasing of axis-aligned quads.
>
> Axis-aligned quads with edges not aligned to pixel boundaries
> are rendered incorrectly. These quads need anti-aliasing but
> current code that determines if anti-aliasing is needed thinks
> that no axis-aligned quads need it.
>
> This fixes the problem by adding alignment to pixel boundaries
> as an additional requirement to avoid anti-aliasing.
>
> BUG=169374
> TEST=GLRendererPixelTest.AxisAligned,GLRendererShaderTest.DrawSolidColorShad
>
> Review URL: https://chromiumcodereview.appspot.com/12538005
TBR=reveman@chromium.org
Review URL: https://codereview.chromium.org/14465006
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@196427 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'cc/output/gl_renderer.cc')
-rw-r--r-- | cc/output/gl_renderer.cc | 32 |
1 files changed, 12 insertions, 20 deletions
diff --git a/cc/output/gl_renderer.cc b/cc/output/gl_renderer.cc index 19b215b..cf7b64b 100644 --- a/cc/output/gl_renderer.cc +++ b/cc/output/gl_renderer.cc @@ -81,10 +81,6 @@ bool NeedsIOSurfaceReadbackWorkaround() { #endif } -// Smallest unit that impact anti-aliasing output. We use this to -// determine when anti-aliasing is unnecessary. -const float kAntiAliasingEpsilon = 1.0f / 1024.0f; - } // anonymous namespace scoped_ptr<GLRenderer> GLRenderer::Create(RendererClient* client, @@ -719,8 +715,7 @@ void GLRenderer::DrawRenderPassQuad(DrawingFrame* frame, // Use anti-aliasing programs only when necessary. bool use_aa = (!device_quad.IsRectilinear() || - !gfx::IsNearestRectWithinDistance(device_quad.BoundingBox(), - kAntiAliasingEpsilon)); + !device_quad.BoundingBox().IsExpressibleAsRect()); if (use_aa) { device_layer_bounds.InflateAntiAliasingDistance(); device_layer_edges.InflateAntiAliasingDistance(); @@ -1016,11 +1011,11 @@ bool GLRenderer::SetupQuadForAntialiasing( device_transform, gfx::QuadF(quad->visibleContentRect()), &clipped); DCHECK(!clipped); + // TODO(reveman): Axis-aligned is not enough to avoid anti-aliasing. + // Bounding rectangle for quad also needs to be expressible as an integer + // rectangle. crbug.com/169374 bool is_axis_aligned_in_target = device_layer_quad.IsRectilinear(); - bool is_nearest_rect_within_epsilon = is_axis_aligned_in_target && - gfx::IsNearestRectWithinDistance(device_layer_quad.BoundingBox(), - kAntiAliasingEpsilon); - bool use_aa = !clipped && !is_nearest_rect_within_epsilon && quad->IsEdge(); + bool use_aa = !clipped && !is_axis_aligned_in_target && quad->IsEdge(); if (!use_aa) return false; @@ -1205,16 +1200,13 @@ void GLRenderer::DrawContentQuad(const DrawingFrame* frame, // is mapped to the unit square by the vertex shader and mapped // back to normalized texture coordinates by the fragment shader // after being clamped to 0-1 range. - float tex_clamp_x = std::min( - 0.5f, 0.5f * clamp_tex_rect.width() - kAntiAliasingEpsilon); - float tex_clamp_y = std::min( - 0.5f, 0.5f * clamp_tex_rect.height() - kAntiAliasingEpsilon); - float geom_clamp_x = std::min( - tex_clamp_x * tex_to_geom_scale_x, - 0.5f * clamp_geom_rect.width() - kAntiAliasingEpsilon); - float geom_clamp_y = std::min( - tex_clamp_y * tex_to_geom_scale_y, - 0.5f * clamp_geom_rect.height() - kAntiAliasingEpsilon); + const float epsilon = 1.0f / 1024.0f; + float tex_clamp_x = std::min(0.5f, 0.5f * clamp_tex_rect.width() - epsilon); + float tex_clamp_y = std::min(0.5f, 0.5f * clamp_tex_rect.height() - epsilon); + float geom_clamp_x = std::min(tex_clamp_x * tex_to_geom_scale_x, + 0.5f * clamp_geom_rect.width() - epsilon); + float geom_clamp_y = std::min(tex_clamp_y * tex_to_geom_scale_y, + 0.5f * clamp_geom_rect.height() - epsilon); clamp_geom_rect.Inset(geom_clamp_x, geom_clamp_y, geom_clamp_x, geom_clamp_y); clamp_tex_rect.Inset(tex_clamp_x, tex_clamp_y, tex_clamp_x, tex_clamp_y); |