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authorilevy@chromium.org <ilevy@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2013-01-17 06:40:50 +0000
committerilevy@chromium.org <ilevy@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2013-01-17 06:40:50 +0000
commit3543975945a5667aa3fb48c6d0e1b6312d1ed293 (patch)
treea6ea1e1c640c6e9121a4e2ef066e1f235868099e /cc/texture_draw_quad.h
parent88b2f1aa74e8fe0b4413a4f807681fd427071184 (diff)
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Revert 177288
> 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 This is breaking the android internal chrome build, we need green for a release cut later tonight. Let's reland tomorrow with the corresponding downstream fix. TBR=jscholler@chromium.org Review URL: https://codereview.chromium.org/11959026 git-svn-id: svn://svn.chromium.org/chrome/trunk/src@177360 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'cc/texture_draw_quad.h')
-rw-r--r--cc/texture_draw_quad.h9
1 files changed, 3 insertions, 6 deletions
diff --git a/cc/texture_draw_quad.h b/cc/texture_draw_quad.h
index df50558..6ec2934 100644
--- a/cc/texture_draw_quad.h
+++ b/cc/texture_draw_quad.h
@@ -21,8 +21,7 @@ class CC_EXPORT TextureDrawQuad : public DrawQuad {
gfx::Rect opaque_rect,
unsigned resource_id,
bool premultiplied_alpha,
- gfx::PointF uv_top_left,
- gfx::PointF uv_bottom_right,
+ const gfx::RectF& uv_rect,
const float vertex_opacity[4],
bool flipped);
@@ -33,15 +32,13 @@ class CC_EXPORT TextureDrawQuad : public DrawQuad {
bool needs_blending,
unsigned resource_id,
bool premultiplied_alpha,
- gfx::PointF uv_top_left,
- gfx::PointF uv_bottom_right,
+ const gfx::RectF& uv_rect,
const float vertex_opacity[4],
bool flipped);
unsigned resource_id;
bool premultiplied_alpha;
- gfx::PointF uv_top_left;
- gfx::PointF uv_bottom_right;
+ gfx::RectF uv_rect;
float vertex_opacity[4];
bool flipped;