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author | danakj@chromium.org <danakj@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98> | 2012-11-01 18:15:58 +0000 |
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committer | danakj@chromium.org <danakj@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98> | 2012-11-01 18:15:58 +0000 |
commit | aad0a007e1cd343892d7b13ce5ea8d90e8ef7f53 (patch) | |
tree | 24c9af166977bbf8f25aa5b129defb35f3f8ec05 /cc/render_pass.cc | |
parent | 33432d8c37e3b929c60097c1eb7a53b13f364fb5 (diff) | |
download | chromium_src-aad0a007e1cd343892d7b13ce5ea8d90e8ef7f53.zip chromium_src-aad0a007e1cd343892d7b13ce5ea8d90e8ef7f53.tar.gz chromium_src-aad0a007e1cd343892d7b13ce5ea8d90e8ef7f53.tar.bz2 |
cc: Use gfx:: Geometry types for positions, bounds, and related things.
This covers layers, layer tree hosts, and related classes. *phew*
I intentionally avoided anything to do with scrolling or page scale. Those
should be changed to be Vectors and need a bit more thought. This change
should be pretty mindless.
It converts to gfx Rect, Size, Vector, and Point classes. No change is
made for FloatPoint3D or FloatQuad yet.
I've added cc/geometry.h as a place for free functions that don't exist
on gfx types yet, and that we should port over in the future.
No change in behaviour; covered by existing tests.
BUG=147395
R=enne
Review URL: https://codereview.chromium.org/11264056
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@165434 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'cc/render_pass.cc')
-rw-r--r-- | cc/render_pass.cc | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/cc/render_pass.cc b/cc/render_pass.cc index 57f9829..935458a 100644 --- a/cc/render_pass.cc +++ b/cc/render_pass.cc @@ -92,7 +92,7 @@ void RenderPass::appendQuadsToFillScreen(LayerImpl* rootLayer, SkColor screenBac // Manually create the quad state for the gutter quads, as the root layer // doesn't have any bounds and so can't generate this itself. // FIXME: Make the gutter quads generated by the solid color layer (make it smarter about generating quads to fill unoccluded areas). - IntRect rootTargetRect = rootLayer->renderSurface()->contentRect(); + gfx::Rect rootTargetRect = rootLayer->renderSurface()->contentRect(); float opacity = 1; bool opaque = true; SharedQuadState* sharedQuadState = quadCuller.useSharedQuadState(SharedQuadState::create(rootLayer->drawTransform(), rootTargetRect, rootTargetRect, opacity, opaque)); @@ -101,7 +101,7 @@ void RenderPass::appendQuadsToFillScreen(LayerImpl* rootLayer, SkColor screenBac Vector<WebCore::IntRect> fillRects = fillRegion.rects(); for (size_t i = 0; i < fillRects.size(); ++i) { // The root layer transform is composed of translations and scales only, no perspective, so mapping is sufficient. - IntRect layerRect = MathUtil::mapClippedRect(transformToLayerSpace, cc::IntRect(fillRects[i])); + gfx::Rect layerRect = MathUtil::mapClippedRect(transformToLayerSpace, cc::IntRect(fillRects[i])); // Skip the quad culler and just append the quads directly to avoid occlusion checks. m_quadList.append(SolidColorDrawQuad::create(sharedQuadState, layerRect, screenBackgroundColor).PassAs<DrawQuad>()); } |