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authorskyostil@chromium.org <skyostil@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2012-12-04 12:18:30 +0000
committerskyostil@chromium.org <skyostil@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2012-12-04 12:18:30 +0000
commitd1a56f05be296acedfab104659f042395804c0b2 (patch)
tree0f6f04d4e736c79080ade2db6722045b014274ab /cc/test/render_pass_test_common.cc
parent364aaef8112e73e370b759e7a45bb0bd6164ada1 (diff)
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Use nearest neighbor filtering for non-translated quads
Draw tiled layer quads that only have a translation transformation component using nearest neighbor filtering instead of bilinear filtering. This has two advantages: 1. On some GPUs this can reduce memory bandwidth usage due to increased texture cache hit rate. 2. Linear filtering is known to give slightly different results on different GPUs because of differences in the texture sampling hardware. Avoiding bilinear filtering in the common case (i.e., when CSS transformation aren't used) makes WebKit layout test pixel dumps better comparable across different devices. TEST=ResourceProviderTest.ScopedSampler, GLRendererTest2.activeTextureState, manual testing with composited websites. BUG= Review URL: https://chromiumcodereview.appspot.com/11358181 git-svn-id: svn://svn.chromium.org/chrome/trunk/src@170944 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'cc/test/render_pass_test_common.cc')
-rw-r--r--cc/test/render_pass_test_common.cc35
1 files changed, 35 insertions, 0 deletions
diff --git a/cc/test/render_pass_test_common.cc b/cc/test/render_pass_test_common.cc
index 93f2f34..1672039 100644
--- a/cc/test/render_pass_test_common.cc
+++ b/cc/test/render_pass_test_common.cc
@@ -100,6 +100,40 @@ void TestRenderPass::AppendOneOfEveryQuadType(cc::ResourceProvider* resourceProv
false);
AppendQuad(texture_quad.PassAs<DrawQuad>());
+ scoped_ptr<cc::TileDrawQuad> scaled_tile_quad =
+ cc::TileDrawQuad::Create();
+ scaled_tile_quad->SetNew(shared_state.get(),
+ rect,
+ opaque_rect,
+ texture_resource,
+ gfx::RectF(0, 0, 50, 50),
+ gfx::Size(50, 50),
+ false,
+ false,
+ false,
+ false,
+ false);
+ AppendQuad(scaled_tile_quad.PassAs<DrawQuad>());
+
+ scoped_ptr<cc::SharedQuadState> transformed_state = shared_state->Copy();
+ gfx::Transform rotation;
+ rotation.Rotate(45);
+ transformed_state->content_to_target_transform = transformed_state->content_to_target_transform * rotation;
+ scoped_ptr<cc::TileDrawQuad> transformed_tile_quad =
+ cc::TileDrawQuad::Create();
+ transformed_tile_quad->SetNew(transformed_state.get(),
+ rect,
+ opaque_rect,
+ texture_resource,
+ gfx::RectF(0, 0, 100, 100),
+ gfx::Size(100, 100),
+ false,
+ false,
+ false,
+ false,
+ false);
+ AppendQuad(transformed_tile_quad.PassAs<DrawQuad>());
+
scoped_ptr<cc::TileDrawQuad> tile_quad =
cc::TileDrawQuad::Create();
tile_quad->SetNew(shared_state.get(),
@@ -133,6 +167,7 @@ void TestRenderPass::AppendOneOfEveryQuadType(cc::ResourceProvider* resourceProv
planes[2]);
AppendQuad(yuv_quad.PassAs<DrawQuad>());
+ AppendSharedQuadState(transformed_state.Pass());
AppendSharedQuadState(shared_state.Pass());
}