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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_layer.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_layer.h')
-rw-r--r--cc/texture_layer.h7
1 files changed, 3 insertions, 4 deletions
diff --git a/cc/texture_layer.h b/cc/texture_layer.h
index bf6ac46..36aa866 100644
--- a/cc/texture_layer.h
+++ b/cc/texture_layer.h
@@ -39,8 +39,8 @@ public:
// Sets whether this texture should be Y-flipped at draw time. Defaults to true.
void setFlipped(bool);
- // Sets a UV transform to be used at draw time. Defaults to (0, 0) and (1, 1).
- void setUV(gfx::PointF topLeft, gfx::PointF bottomRight);
+ // Sets a UV transform to be used at draw time. Defaults to (0, 0, 1, 1).
+ void setUVRect(const gfx::RectF&);
// Sets an opacity value per vertex. It will be multiplied by the layer opacity value.
void setVertexOpacity(float bottomLeft, float topLeft, float topRight, float bottomRight);
@@ -81,8 +81,7 @@ private:
MailboxCallback m_mailboxReleaseCallback;
bool m_flipped;
- gfx::PointF m_uvTopLeft;
- gfx::PointF m_uvBottomRight;
+ gfx::RectF m_uvRect;
// [bottom left, top left, top right, bottom right]
float m_vertexOpacity[4];
bool m_premultipliedAlpha;