| Index: cc/gl_renderer.cc
|
| diff --git a/cc/gl_renderer.cc b/cc/gl_renderer.cc
|
| index 241bcfe246709b8d72ae27e9233dd55eaab4ac8e..94d86481bd5b1ba2153ffeea560d084361b11326 100644
|
| --- a/cc/gl_renderer.cc
|
| +++ b/cc/gl_renderer.cc
|
| @@ -403,7 +403,7 @@ static SkBitmap applyImageFilter(GLRenderer* renderer, SkImageFilter* filter, Sc
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| SkBitmap source;
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| 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.
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| 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.
|
|
|