diff options
Diffstat (limited to 'cc/gl_renderer.cc')
-rw-r--r-- | cc/gl_renderer.cc | 31 |
1 files changed, 16 insertions, 15 deletions
diff --git a/cc/gl_renderer.cc b/cc/gl_renderer.cc index 35444b3..016edd5 100644 --- a/cc/gl_renderer.cc +++ b/cc/gl_renderer.cc @@ -6,7 +6,7 @@ #include "cc/gl_renderer.h" -#include "FloatQuad.h" +#include "FloatRect.h" #include "base/debug/trace_event.h" #include "base/logging.h" #include "base/string_split.h" @@ -34,6 +34,7 @@ #include "third_party/skia/include/gpu/GrTexture.h" #include "third_party/skia/include/gpu/SkGpuDevice.h" #include "third_party/skia/include/gpu/SkGrTexturePixelRef.h" +#include "ui/gfx/quad_f.h" #include "ui/gfx/rect_conversions.h" #include <public/WebGraphicsContext3D.h> #include <public/WebSharedGraphicsContext3D.h> @@ -456,7 +457,7 @@ scoped_ptr<ScopedTexture> GLRenderer::drawBackgroundFilters(DrawingFrame& frame, DCHECK(!frame.currentTexture); // FIXME: Do a single readback for both the surface and replica and cache the filtered results (once filter textures are not reused). - gfx::Rect deviceRect = gfx::ToEnclosingRect(MathUtil::mapClippedRect(contentsDeviceTransform, sharedGeometryQuad().boundingBox())); + gfx::Rect deviceRect = gfx::ToEnclosingRect(MathUtil::mapClippedRect(contentsDeviceTransform, sharedGeometryQuad().BoundingBox())); int top, right, bottom, left; filters.getOutsets(top, right, bottom, left); @@ -545,13 +546,13 @@ void GLRenderer::drawRenderPassQuad(DrawingFrame& frame, const RenderPassDrawQua } bool clipped = false; - FloatQuad deviceQuad = MathUtil::mapQuad(contentsDeviceTransform, sharedGeometryQuad(), clipped); + gfx::QuadF deviceQuad = MathUtil::mapQuad(contentsDeviceTransform, sharedGeometryQuad(), clipped); DCHECK(!clipped); - LayerQuad deviceLayerBounds = LayerQuad(FloatQuad(deviceQuad.boundingBox())); + LayerQuad deviceLayerBounds = LayerQuad(gfx::QuadF(deviceQuad.BoundingBox())); LayerQuad deviceLayerEdges = LayerQuad(deviceQuad); // Use anti-aliasing programs only when necessary. - bool useAA = (!deviceQuad.isRectilinear() || !cc::FloatRect(deviceQuad.boundingBox()).isExpressibleAsIntRect()); + bool useAA = (!deviceQuad.IsRectilinear() || !cc::FloatRect(deviceQuad.BoundingBox()).isExpressibleAsIntRect()); if (useAA) { deviceLayerBounds.inflateAntiAliasingDistance(); deviceLayerEdges.inflateAntiAliasingDistance(); @@ -635,11 +636,11 @@ 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. - FloatQuad surfaceQuad = MathUtil::mapQuad(contentsDeviceTransform.inverse(), deviceLayerEdges.floatQuad(), clipped); + gfx::QuadF surfaceQuad = MathUtil::mapQuad(contentsDeviceTransform.inverse(), deviceLayerEdges.ToQuadF(), clipped); DCHECK(!clipped); setShaderOpacity(quad->opacity(), shaderAlphaLocation); - setShaderFloatQuad(surfaceQuad, shaderQuadLocation); + setShaderQuadF(surfaceQuad, shaderQuadLocation); drawQuadGeometry(frame, quad->quadTransform(), quad->quadRect(), shaderMatrixLocation); } @@ -714,13 +715,13 @@ void GLRenderer::drawTileQuad(const DrawingFrame& frame, const TileDrawQuad* qua float fragmentTexScaleY = clampRect.height() / textureSize.height(); - FloatQuad localQuad; + gfx::QuadF localQuad; WebTransformationMatrix deviceTransform = WebTransformationMatrix(frame.windowMatrix * frame.projectionMatrix * quad->quadTransform()).to2dTransform(); if (!deviceTransform.isInvertible()) return; bool clipped = false; - FloatQuad deviceLayerQuad = MathUtil::mapQuad(deviceTransform, FloatQuad(quad->visibleContentRect()), clipped); + gfx::QuadF deviceLayerQuad = MathUtil::mapQuad(deviceTransform, gfx::QuadF(quad->visibleContentRect()), clipped); DCHECK(!clipped); TileProgramUniforms uniforms; @@ -755,7 +756,7 @@ void GLRenderer::drawTileQuad(const DrawingFrame& frame, const TileDrawQuad* qua bool useAA = !clipped && quad->isAntialiased(); if (useAA) { - LayerQuad deviceLayerBounds = LayerQuad(FloatQuad(deviceLayerQuad.boundingBox())); + LayerQuad deviceLayerBounds = LayerQuad(gfx::QuadF(deviceLayerQuad.BoundingBox())); deviceLayerBounds.inflateAntiAliasingDistance(); LayerQuad deviceLayerEdges = LayerQuad(deviceLayerQuad); @@ -799,7 +800,7 @@ void GLRenderer::drawTileQuad(const DrawingFrame& frame, const TileDrawQuad* qua if (quad->bottomEdgeAA() && tileRect.bottom() == quad->quadRect().bottom()) bottomEdge = deviceLayerEdges.bottom(); - float sign = FloatQuad(tileRect).isCounterclockwise() ? -1 : 1; + float sign = gfx::QuadF(tileRect).IsCounterClockwise() ? -1 : 1; bottomEdge.scale(sign); leftEdge.scale(sign); topEdge.scale(sign); @@ -810,7 +811,7 @@ void GLRenderer::drawTileQuad(const DrawingFrame& frame, const TileDrawQuad* qua // 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.floatQuad(), clipped); + localQuad = MathUtil::mapQuad(inverseDeviceTransform, 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. @@ -832,10 +833,10 @@ void GLRenderer::drawTileQuad(const DrawingFrame& frame, const TileDrawQuad* qua } // Normalize to tileRect. - localQuad.scale(1.0f / tileRect.width(), 1.0f / tileRect.height()); + localQuad.Scale(1.0f / tileRect.width(), 1.0f / tileRect.height()); setShaderOpacity(quad->opacity(), uniforms.alphaLocation); - setShaderFloatQuad(localQuad, uniforms.pointLocation); + setShaderQuadF(localQuad, uniforms.pointLocation); // The tile quad shader behaves differently compared to all other shaders. // The transform and vertex data are used to figure out the extents that the @@ -1051,7 +1052,7 @@ void GLRenderer::toGLMatrix(float* flattened, const WebTransformationMatrix& m) flattened[15] = m.m44(); } -void GLRenderer::setShaderFloatQuad(const FloatQuad& quad, int quadLocation) +void GLRenderer::setShaderQuadF(const gfx::QuadF& quad, int quadLocation) { if (quadLocation == -1) return; |