diff options
-rw-r--r-- | cc/gl_renderer.cc | 23 | ||||
-rw-r--r-- | cc/gl_renderer.h | 5 | ||||
-rw-r--r-- | cc/software_renderer.cc | 1 |
3 files changed, 19 insertions, 10 deletions
diff --git a/cc/gl_renderer.cc b/cc/gl_renderer.cc index 241bcfe..94d8648 100644 --- a/cc/gl_renderer.cc +++ b/cc/gl_renderer.cc @@ -403,7 +403,7 @@ static SkBitmap applyImageFilter(GLRenderer* renderer, SkImageFilter* filter, Sc SkBitmap source; source.setConfig(SkBitmap::kARGB_8888_Config, sourceTexture->size().width(), sourceTexture->size().height()); source.setPixelRef(new SkGrPixelRef(texture.get()))->unref(); - + // Create a scratch texture for backing store. GrTextureDesc desc; desc.fFlags = kRenderTarget_GrTextureFlagBit | kNoStencil_GrTextureFlagBit; @@ -428,7 +428,11 @@ static SkBitmap applyImageFilter(GLRenderer* renderer, SkImageFilter* filter, Sc return device.accessBitmap(false); } -scoped_ptr<ScopedTexture> GLRenderer::drawBackgroundFilters(DrawingFrame& frame, const RenderPassDrawQuad* quad, const WebKit::WebFilterOperations& filters, const WebTransformationMatrix& contentsDeviceTransform) +scoped_ptr<ScopedTexture> GLRenderer::drawBackgroundFilters( + DrawingFrame& frame, const RenderPassDrawQuad* quad, + const WebKit::WebFilterOperations& filters, + const WebTransformationMatrix& contentsDeviceTransform, + const WebTransformationMatrix& contentsDeviceTransformInverse) { // This method draws a background filter, which applies a filter to any pixels behind the quad and seen through its background. // The algorithm works as follows: @@ -487,7 +491,7 @@ scoped_ptr<ScopedTexture> GLRenderer::drawBackgroundFilters(DrawingFrame& frame, WebTransformationMatrix deviceToFramebufferTransform; deviceToFramebufferTransform.translate(quad->quadRect().width() / 2.0, quad->quadRect().height() / 2.0); deviceToFramebufferTransform.scale3d(quad->quadRect().width(), quad->quadRect().height(), 1); - deviceToFramebufferTransform.multiply(contentsDeviceTransform.inverse()); + deviceToFramebufferTransform.multiply(contentsDeviceTransformInverse); copyTextureToFramebuffer(frame, filteredDeviceBackgroundTextureId, deviceRect, deviceToFramebufferTransform); } @@ -517,7 +521,10 @@ void GLRenderer::drawRenderPassQuad(DrawingFrame& frame, const RenderPassDrawQua if (!contentsDeviceTransform.isInvertible()) return; - scoped_ptr<ScopedTexture> backgroundTexture = drawBackgroundFilters(frame, quad, renderPass->backgroundFilters(), contentsDeviceTransform); + WebTransformationMatrix contentsDeviceTransformInverse = contentsDeviceTransform.inverse(); + scoped_ptr<ScopedTexture> backgroundTexture = drawBackgroundFilters( + frame, quad, renderPass->backgroundFilters(), + contentsDeviceTransform, contentsDeviceTransformInverse); // FIXME: Cache this value so that we don't have to do it for both the surface and its replica. // Apply filters to the contents texture. @@ -635,7 +642,7 @@ void GLRenderer::drawRenderPassQuad(DrawingFrame& frame, const RenderPassDrawQua } // Map device space quad to surface space. contentsDeviceTransform has no 3d component since it was generated with to2dTransform() so we don't need to project. - gfx::QuadF surfaceQuad = MathUtil::mapQuad(contentsDeviceTransform.inverse(), deviceLayerEdges.ToQuadF(), clipped); + gfx::QuadF surfaceQuad = MathUtil::mapQuad(contentsDeviceTransformInverse, deviceLayerEdges.ToQuadF(), clipped); DCHECK(!clipped); setShaderOpacity(quad->opacity(), shaderAlphaLocation); @@ -808,9 +815,9 @@ void GLRenderer::drawTileQuad(const DrawingFrame& frame, const TileDrawQuad* qua // Create device space quad. LayerQuad deviceQuad(leftEdge, topEdge, rightEdge, bottomEdge); - // Map device space quad to local space. contentsDeviceTransform has no 3d component since it was generated with to2dTransform() so we don't need to project. - WebTransformationMatrix inverseDeviceTransform = deviceTransform.inverse(); - localQuad = MathUtil::mapQuad(inverseDeviceTransform, deviceQuad.ToQuadF(), clipped); + // Map device space quad to local space. deviceTransform has no 3d component since it was generated with to2dTransform() so we don't need to project. + WebTransformationMatrix deviceTransformInverse = deviceTransform.inverse(); + localQuad = MathUtil::mapQuad(deviceTransformInverse, deviceQuad.ToQuadF(), clipped); // We should not DCHECK(!clipped) here, because anti-aliasing inflation may cause deviceQuad to become // clipped. To our knowledge this scenario does not need to be handled differently than the unclipped case. diff --git a/cc/gl_renderer.h b/cc/gl_renderer.h index c47eefd..512c484 100644 --- a/cc/gl_renderer.h +++ b/cc/gl_renderer.h @@ -91,7 +91,10 @@ private: void drawCheckerboardQuad(const DrawingFrame&, const CheckerboardDrawQuad*); void drawDebugBorderQuad(const DrawingFrame&, const DebugBorderDrawQuad*); - scoped_ptr<ScopedTexture> drawBackgroundFilters(DrawingFrame&, const RenderPassDrawQuad*, const WebKit::WebFilterOperations&, const WebKit::WebTransformationMatrix& deviceTransform); + scoped_ptr<ScopedTexture> drawBackgroundFilters( + DrawingFrame&, const RenderPassDrawQuad*, const WebKit::WebFilterOperations&, + const WebKit::WebTransformationMatrix& contentsDeviceTransform, + const WebKit::WebTransformationMatrix& contentsDeviceTransformInverse); void drawRenderPassQuad(DrawingFrame&, const RenderPassDrawQuad*); void drawSolidColorQuad(const DrawingFrame&, const SolidColorDrawQuad*); void drawStreamVideoQuad(const DrawingFrame&, const StreamVideoDrawQuad*); diff --git a/cc/software_renderer.cc b/cc/software_renderer.cc index a32160d..b2fc6fc 100644 --- a/cc/software_renderer.cc +++ b/cc/software_renderer.cc @@ -258,7 +258,6 @@ void SoftwareRenderer::drawTextureQuad(const DrawingFrame& frame, const TextureD const SkBitmap* bitmap = lock.skBitmap(); gfx::RectF uvRect = gfx::ScaleRect(quad->uvRect(), bitmap->width(), bitmap->height()); SkRect skUvRect = toSkRect(uvRect); - if (quad->flipped()) m_skCurrentCanvas->scale(1, -1); m_skCurrentCanvas->drawBitmapRectToRect(*bitmap, &skUvRect, |