Chromium Code Reviews| Index: cc/output/gl_renderer.cc |
| diff --git a/cc/output/gl_renderer.cc b/cc/output/gl_renderer.cc |
| index 3813e1ddb31b824a2d46234bd7f1a043aac6c281..b49ac8eefec9d79361aab1583bbc9e807bc61d0a 100644 |
| --- a/cc/output/gl_renderer.cc |
| +++ b/cc/output/gl_renderer.cc |
| @@ -2073,7 +2073,7 @@ void GLRenderer::DrawYUVVideoQuad(const DrawingFrame* frame, |
| // un-antialiased quad should have and which vertex this is and the float |
| // quad passed in via uniform is the actual geometry that gets used to draw |
| // it. This is why this centered rect is used and not the original quad_rect. |
| - gfx::RectF tile_rect = quad->visible_rect; |
| + gfx::RectF tile_rect = quad->rect; |
|
danakj
2015/03/16 23:08:49
This means we overdraw when the video is occluded
awoloszyn
2015/03/16 23:15:54
This matches the original behavior before my split
enne (OOO)
2015/03/16 23:16:55
I think this is fine as-is.
You'd have to scale b
|
| GLC(gl_, gl_->UniformMatrix3fv(yuv_matrix_location, 1, 0, yuv_to_rgb)); |
| GLC(gl_, gl_->Uniform3fv(yuv_adj_location, 1, yuv_adjust)); |