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Unified Diff: cc/gl_renderer.cc

Issue 11361129: Don't invert contentsDeviceTransform twice when rendering render passes. (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: Created 8 years, 1 month ago
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Index: cc/gl_renderer.cc
diff --git a/cc/gl_renderer.cc b/cc/gl_renderer.cc
index 241bcfe246709b8d72ae27e9233dd55eaab4ac8e..89bdb05e5d401a7a70c0529dd708125c101aa462 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& deviceMatrix,
+ const WebTransformationMatrix& deviceMatrixInv)
{
// 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:
@@ -456,7 +460,7 @@ 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(deviceMatrix, sharedGeometryQuad().BoundingBox()));
int top, right, bottom, left;
filters.getOutsets(top, right, bottom, left);
@@ -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(deviceMatrixInv);
copyTextureToFramebuffer(frame, filteredDeviceBackgroundTextureId, deviceRect, deviceToFramebufferTransform);
}
@@ -511,13 +515,16 @@ void GLRenderer::drawRenderPassQuad(DrawingFrame& frame, const RenderPassDrawQua
WebTransformationMatrix quadRectMatrix;
quadRectTransform(&quadRectMatrix, quad->quadTransform(), quad->quadRect());
- WebTransformationMatrix contentsDeviceTransform = (frame.windowMatrix * frame.projectionMatrix * quadRectMatrix).to2dTransform();
+ WebTransformationMatrix deviceMatrix = (frame.windowMatrix * frame.projectionMatrix * quadRectMatrix).to2dTransform();
jamesr 2012/11/06 23:53:43 what's the reason for the rename?
// Can only draw surface if device matrix is invertible.
- if (!contentsDeviceTransform.isInvertible())
+ if (!deviceMatrix.isInvertible())
return;
- scoped_ptr<ScopedTexture> backgroundTexture = drawBackgroundFilters(frame, quad, renderPass->backgroundFilters(), contentsDeviceTransform);
+ WebTransformationMatrix deviceMatrixInv = deviceMatrix.inverse();
+ scoped_ptr<ScopedTexture> backgroundTexture = drawBackgroundFilters(
+ frame, quad, renderPass->backgroundFilters(),
+ deviceMatrix, deviceMatrixInv);
// 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.
@@ -545,7 +552,7 @@ void GLRenderer::drawRenderPassQuad(DrawingFrame& frame, const RenderPassDrawQua
}
bool clipped = false;
- gfx::QuadF deviceQuad = MathUtil::mapQuad(contentsDeviceTransform, sharedGeometryQuad(), clipped);
+ gfx::QuadF deviceQuad = MathUtil::mapQuad(deviceMatrix, sharedGeometryQuad(), clipped);
DCHECK(!clipped);
LayerQuad deviceLayerBounds = LayerQuad(gfx::QuadF(deviceQuad.BoundingBox()));
LayerQuad deviceLayerEdges = LayerQuad(deviceQuad);
@@ -634,8 +641,8 @@ void GLRenderer::drawRenderPassQuad(DrawingFrame& frame, const RenderPassDrawQua
GLC(context(), context()->uniform3fv(shaderEdgeLocation, 8, edge));
}
- // 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);
+ // Map device space quad to surface space. deviceMatrix has no 3d component since it was generated with to2dTransform() so we don't need to project.
+ gfx::QuadF surfaceQuad = MathUtil::mapQuad(deviceMatrixInv, deviceLayerEdges.ToQuadF(), clipped);
DCHECK(!clipped);
setShaderOpacity(quad->opacity(), shaderAlphaLocation);
@@ -715,12 +722,12 @@ void GLRenderer::drawTileQuad(const DrawingFrame& frame, const TileDrawQuad* qua
gfx::QuadF localQuad;
- WebTransformationMatrix deviceTransform = WebTransformationMatrix(frame.windowMatrix * frame.projectionMatrix * quad->quadTransform()).to2dTransform();
- if (!deviceTransform.isInvertible())
+ WebTransformationMatrix deviceMatrix = WebTransformationMatrix(frame.windowMatrix * frame.projectionMatrix * quad->quadTransform()).to2dTransform();
jamesr 2012/11/06 23:53:43 this rename seems somewhat arbitrary
+ if (!deviceMatrix.isInvertible())
return;
bool clipped = false;
- gfx::QuadF deviceLayerQuad = MathUtil::mapQuad(deviceTransform, gfx::QuadF(quad->visibleContentRect()), clipped);
+ gfx::QuadF deviceLayerQuad = MathUtil::mapQuad(deviceMatrix, gfx::QuadF(quad->visibleContentRect()), clipped);
DCHECK(!clipped);
TileProgramUniforms uniforms;
@@ -775,13 +782,13 @@ void GLRenderer::drawTileQuad(const DrawingFrame& frame, const TileDrawQuad* qua
gfx::PointF topRight(tileRect.right(), tileRect.y());
// Map points to device space.
- bottomRight = MathUtil::mapPoint(deviceTransform, bottomRight, clipped);
+ bottomRight = MathUtil::mapPoint(deviceMatrix, bottomRight, clipped);
DCHECK(!clipped);
- bottomLeft = MathUtil::mapPoint(deviceTransform, bottomLeft, clipped);
+ bottomLeft = MathUtil::mapPoint(deviceMatrix, bottomLeft, clipped);
DCHECK(!clipped);
- topLeft = MathUtil::mapPoint(deviceTransform, topLeft, clipped);
+ topLeft = MathUtil::mapPoint(deviceMatrix, topLeft, clipped);
DCHECK(!clipped);
- topRight = MathUtil::mapPoint(deviceTransform, topRight, clipped);
+ topRight = MathUtil::mapPoint(deviceMatrix, topRight, clipped);
DCHECK(!clipped);
LayerQuad::Edge bottomEdge(bottomRight, bottomLeft);
@@ -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. deviceMatrix has no 3d component since it was generated with to2dTransform() so we don't need to project.
+ WebTransformationMatrix deviceMatrixInv = deviceMatrix.inverse();
+ localQuad = MathUtil::mapQuad(deviceMatrixInv, 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.
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