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Unified Diff: cc/gl_renderer.cc

Issue 11308153: Migrate most of cc/ from WebKit::WebTransformationMatrix to gfx::Transform (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: Patch for landing 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 e8454ccbf19edba2721f2f2b13abc6cf23992a5d..94f8d83124f945b5118af3f5b1d07a7bbcdc5fba 100644
--- a/cc/gl_renderer.cc
+++ b/cc/gl_renderer.cc
@@ -43,7 +43,6 @@ using namespace std;
using WebKit::WebGraphicsContext3D;
using WebKit::WebGraphicsMemoryAllocation;
using WebKit::WebSharedGraphicsContext3D;
-using WebKit::WebTransformationMatrix;
namespace cc {
@@ -329,9 +328,9 @@ void GLRenderer::drawDebugBorderQuad(const DrawingFrame& frame, const DebugBorde
// Use the full quadRect for debug quads to not move the edges based on partial swaps.
const gfx::Rect& layerRect = quad->rect;
- WebTransformationMatrix renderMatrix = quad->quadTransform();
- renderMatrix.translate(0.5 * layerRect.width() + layerRect.x(), 0.5 * layerRect.height() + layerRect.y());
- renderMatrix.scaleNonUniform(layerRect.width(), layerRect.height());
+ gfx::Transform renderMatrix = quad->quadTransform();
+ renderMatrix.Translate(0.5 * layerRect.width() + layerRect.x(), 0.5 * layerRect.height() + layerRect.y());
+ renderMatrix.Scale(layerRect.width(), layerRect.height());
GLRenderer::toGLMatrix(&glMatrix[0], frame.projectionMatrix * renderMatrix);
GLC(context(), context()->uniformMatrix4fv(program->vertexShader().matrixLocation(), 1, false, &glMatrix[0]));
@@ -435,8 +434,8 @@ static SkBitmap applyImageFilter(GLRenderer* renderer, SkImageFilter* filter, Sc
scoped_ptr<ScopedResource> GLRenderer::drawBackgroundFilters(
DrawingFrame& frame, const RenderPassDrawQuad* quad,
const WebKit::WebFilterOperations& filters,
- const WebTransformationMatrix& contentsDeviceTransform,
- const WebTransformationMatrix& contentsDeviceTransformInverse)
+ const gfx::Transform& contentsDeviceTransform,
+ const gfx::Transform& 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:
@@ -492,10 +491,10 @@ scoped_ptr<ScopedResource> GLRenderer::drawBackgroundFilters(
if (usingBackgroundTexture) {
// Copy the readback pixels from device to the background texture for the surface.
- WebTransformationMatrix deviceToFramebufferTransform;
- deviceToFramebufferTransform.translate(quad->rect.width() / 2.0, quad->rect.height() / 2.0);
- deviceToFramebufferTransform.scale3d(quad->rect.width(), quad->rect.height(), 1);
- deviceToFramebufferTransform.multiply(contentsDeviceTransformInverse);
+ gfx::Transform deviceToFramebufferTransform;
+ deviceToFramebufferTransform.Translate(quad->rect.width() / 2.0, quad->rect.height() / 2.0);
+ deviceToFramebufferTransform.Scale3d(quad->rect.width(), quad->rect.height(), 1);
+ deviceToFramebufferTransform.PreconcatTransform(contentsDeviceTransformInverse);
copyTextureToFramebuffer(frame, filteredDeviceBackgroundTextureId, deviceRect, deviceToFramebufferTransform);
}
@@ -517,15 +516,15 @@ void GLRenderer::drawRenderPassQuad(DrawingFrame& frame, const RenderPassDrawQua
if (!renderPass)
return;
- WebTransformationMatrix quadRectMatrix;
+ gfx::Transform quadRectMatrix;
quadRectTransform(&quadRectMatrix, quad->quadTransform(), quad->rect);
- WebTransformationMatrix contentsDeviceTransform = (frame.windowMatrix * frame.projectionMatrix * quadRectMatrix).to2dTransform();
+ gfx::Transform contentsDeviceTransform = MathUtil::to2dTransform(frame.windowMatrix * frame.projectionMatrix * quadRectMatrix);
// Can only draw surface if device matrix is invertible.
- if (!contentsDeviceTransform.isInvertible())
+ if (!contentsDeviceTransform.IsInvertible())
return;
- WebTransformationMatrix contentsDeviceTransformInverse = contentsDeviceTransform.inverse();
+ gfx::Transform contentsDeviceTransformInverse = MathUtil::inverse(contentsDeviceTransform);
scoped_ptr<ScopedResource> backgroundTexture = drawBackgroundFilters(
frame, quad, renderPass->background_filters,
contentsDeviceTransform, contentsDeviceTransformInverse);
@@ -749,8 +748,8 @@ 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())
+ gfx::Transform deviceTransform = MathUtil::to2dTransform(frame.windowMatrix * frame.projectionMatrix * quad->quadTransform());
+ if (!deviceTransform.IsInvertible())
return;
bool clipped = false;
@@ -840,7 +839,7 @@ void GLRenderer::drawTileQuad(const DrawingFrame& frame, const TileDrawQuad* qua
LayerQuad deviceQuad(leftEdge, topEdge, rightEdge, bottomEdge);
// 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();
+ gfx::Transform deviceTransformInverse = MathUtil::inverse(deviceTransform);
localQuad = MathUtil::mapQuad(deviceTransformInverse, deviceQuad.ToQuadF(), clipped);
// We should not DCHECK(!clipped) here, because anti-aliasing inflation may cause deviceQuad to become
@@ -1063,24 +1062,9 @@ void GLRenderer::ensureScissorTestDisabled()
m_isScissorEnabled = false;
}
-void GLRenderer::toGLMatrix(float* flattened, const WebTransformationMatrix& m)
+void GLRenderer::toGLMatrix(float* glMatrix, const gfx::Transform& transform)
{
- flattened[0] = m.m11();
- flattened[1] = m.m12();
- flattened[2] = m.m13();
- flattened[3] = m.m14();
- flattened[4] = m.m21();
- flattened[5] = m.m22();
- flattened[6] = m.m23();
- flattened[7] = m.m24();
- flattened[8] = m.m31();
- flattened[9] = m.m32();
- flattened[10] = m.m33();
- flattened[11] = m.m34();
- flattened[12] = m.m41();
- flattened[13] = m.m42();
- flattened[14] = m.m43();
- flattened[15] = m.m44();
+ transform.matrix().asColMajorf(glMatrix);
}
void GLRenderer::setShaderQuadF(const gfx::QuadF& quad, int quadLocation)
@@ -1106,9 +1090,9 @@ void GLRenderer::setShaderOpacity(float opacity, int alphaLocation)
GLC(m_context, m_context->uniform1f(alphaLocation, opacity));
}
-void GLRenderer::drawQuadGeometry(const DrawingFrame& frame, const WebKit::WebTransformationMatrix& drawTransform, const gfx::RectF& quadRect, int matrixLocation)
+void GLRenderer::drawQuadGeometry(const DrawingFrame& frame, const gfx::Transform& drawTransform, const gfx::RectF& quadRect, int matrixLocation)
{
- WebTransformationMatrix quadRectMatrix;
+ gfx::Transform quadRectMatrix;
quadRectTransform(&quadRectMatrix, drawTransform, quadRect);
static float glMatrix[16];
toGLMatrix(&glMatrix[0], frame.projectionMatrix * quadRectMatrix);
@@ -1117,7 +1101,7 @@ void GLRenderer::drawQuadGeometry(const DrawingFrame& frame, const WebKit::WebTr
GLC(m_context, m_context->drawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0));
}
-void GLRenderer::copyTextureToFramebuffer(const DrawingFrame& frame, int textureId, const gfx::Rect& rect, const WebTransformationMatrix& drawMatrix)
+void GLRenderer::copyTextureToFramebuffer(const DrawingFrame& frame, int textureId, const gfx::Rect& rect, const gfx::Transform& drawMatrix)
{
const RenderPassProgram* program = renderPassProgram();
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