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1 // Copyright 2010 The Chromium Authors. All rights reserved. | 1 // Copyright 2010 The Chromium Authors. All rights reserved. |
2 // Use of this source code is governed by a BSD-style license that can be | 2 // Use of this source code is governed by a BSD-style license that can be |
3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
4 | 4 |
5 #include "config.h" | 5 #include "config.h" |
6 | 6 |
7 #include "cc/gl_renderer.h" | 7 #include "cc/gl_renderer.h" |
8 | 8 |
9 #include "FloatQuad.h" | 9 #include "FloatQuad.h" |
10 #include "NotImplemented.h" | 10 #include "NotImplemented.h" |
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686 // Clamp texture coordinates to avoid sampling outside the layer | 686 // Clamp texture coordinates to avoid sampling outside the layer |
687 // by deflating the tile region half a texel or half a texel | 687 // by deflating the tile region half a texel or half a texel |
688 // minus epsilon for one pixel layers. The resulting clamp region | 688 // minus epsilon for one pixel layers. The resulting clamp region |
689 // is mapped to the unit square by the vertex shader and mapped | 689 // is mapped to the unit square by the vertex shader and mapped |
690 // back to normalized texture coordinates by the fragment shader | 690 // back to normalized texture coordinates by the fragment shader |
691 // after being clamped to 0-1 range. | 691 // after being clamped to 0-1 range. |
692 const float epsilon = 1 / 1024.0f; | 692 const float epsilon = 1 / 1024.0f; |
693 float clampX = min(0.5, clampRect.width() / 2.0 - epsilon); | 693 float clampX = min(0.5, clampRect.width() / 2.0 - epsilon); |
694 float clampY = min(0.5, clampRect.height() / 2.0 - epsilon); | 694 float clampY = min(0.5, clampRect.height() / 2.0 - epsilon); |
695 clampRect.Inset(clampX, clampY, clampX, clampY); | 695 clampRect.Inset(clampX, clampY, clampX, clampY); |
696 gfx::PointF clampOffset = clampRect.origin() - tileRect.origin(); | 696 gfx::Vector2dF clampOffset = clampRect.origin() - tileRect.origin(); |
Peter Kasting
2012/10/27 01:01:39
Nit: If you inline into next statement, the tileRe
danakj
2012/10/29 19:17:20
Done.
| |
697 | 697 |
698 gfx::PointF textureOffset = quad->textureOffset() + clampOffset + | 698 gfx::PointF textureOffset = quad->textureOffset() + clampOffset + |
699 (tileRect.origin() - quad->quadRect().origin()); | 699 (tileRect.origin() - quad->quadRect().origin()); |
700 | 700 |
701 // Map clamping rectangle to unit square. | 701 // Map clamping rectangle to unit square. |
702 float vertexTexTranslateX = -clampRect.x() / clampRect.width(); | 702 float vertexTexTranslateX = -clampRect.x() / clampRect.width(); |
703 float vertexTexTranslateY = -clampRect.y() / clampRect.height(); | 703 float vertexTexTranslateY = -clampRect.y() / clampRect.height(); |
704 float vertexTexScaleX = tileRect.width() / clampRect.width(); | 704 float vertexTexScaleX = tileRect.width() / clampRect.width(); |
705 float vertexTexScaleY = tileRect.height() / clampRect.height(); | 705 float vertexTexScaleY = tileRect.height() / clampRect.height(); |
706 | 706 |
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1593 | 1593 |
1594 releaseRenderPassTextures(); | 1594 releaseRenderPassTextures(); |
1595 } | 1595 } |
1596 | 1596 |
1597 bool GLRenderer::isContextLost() | 1597 bool GLRenderer::isContextLost() |
1598 { | 1598 { |
1599 return (m_context->getGraphicsResetStatusARB() != GL_NO_ERROR); | 1599 return (m_context->getGraphicsResetStatusARB() != GL_NO_ERROR); |
1600 } | 1600 } |
1601 | 1601 |
1602 } // namespace cc | 1602 } // namespace cc |
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