Chromium Code Reviews| Index: cc/output/overlay_candidate.cc |
| diff --git a/cc/output/overlay_candidate.cc b/cc/output/overlay_candidate.cc |
| index 0cbd3deefa8de361f4b9273c8d705a8743d9445e..db3bbc5a5528008abab6f066688885d218c6a4be 100644 |
| --- a/cc/output/overlay_candidate.cc |
| +++ b/cc/output/overlay_candidate.cc |
| @@ -6,10 +6,37 @@ |
| #include <algorithm> |
| #include "base/logging.h" |
| +#include "ui/gfx/geometry/point3_f.h" |
| #include "ui/gfx/geometry/rect_conversions.h" |
| namespace cc { |
| +namespace { |
| +// Taken from SkMatrix44. |
|
danakj
2015/05/11 16:58:04
can you TODO pointing to a bug to make this consta
Ian Vollick
2015/05/12 01:24:15
I believe that this from transform.cc (which also
halliwell
2015/05/12 01:57:09
Correct, I just copied this comment from Transform
hendrikw
2015/05/12 02:12:29
Perhaps even replace it with std::numeric_limits<f
halliwell
2015/05/12 15:11:31
Definitely not that :) numeric_limits::epsilon is
hendrikw
2015/05/12 16:12:39
If accuracy isn't important for your use case, the
halliwell
2015/05/12 22:22:19
Well ... this number is actually smaller than std:
|
| +const SkMScalar kEpsilon = 1e-8f; |
| + |
| +enum Axis { |
| + AXIS_POS_X, |
| + AXIS_NEG_X, |
| + AXIS_POS_Y, |
| + AXIS_NEG_Y, |
| + NONE, |
|
danakj
2015/05/11 16:58:04
usually NONE would go first so it's 0
halliwell
2015/05/12 15:11:31
Done.
|
| +}; |
| + |
| +Axis PointToAxis(const gfx::Point3F& point) { |
| + if (std::abs(point.z()) > kEpsilon) |
| + return NONE; |
| + const bool x_zero = (std::abs(point.x()) <= kEpsilon); |
| + const bool y_zero = (std::abs(point.y()) <= kEpsilon); |
| + if (x_zero && !y_zero) |
| + return (point.y() > 0) ? AXIS_POS_Y : AXIS_NEG_Y; |
| + else if (y_zero && !x_zero) |
| + return (point.x() > 0) ? AXIS_POS_X : AXIS_NEG_X; |
| + else |
| + return NONE; |
| +} |
| +} // namespace |
| + |
| OverlayCandidate::OverlayCandidate() |
| : transform(gfx::OVERLAY_TRANSFORM_NONE), |
| format(RGBA_8888), |
| @@ -24,11 +51,40 @@ OverlayCandidate::~OverlayCandidate() {} |
| gfx::OverlayTransform OverlayCandidate::GetOverlayTransform( |
| const gfx::Transform& quad_transform, |
| bool flipped) { |
|
hendrikw
2015/05/12 02:12:29
rename to flipped_over_y_axis?
halliwell
2015/05/12 15:11:31
I agree this isn't super clear, especially when "F
hendrikw
2015/05/12 16:12:39
I don't know, I would probably start the rename he
danakj
2015/05/12 16:54:32
+1 Feel free to improve the name elsewhere
halliwell
2015/05/12 22:22:20
Ok, renamed here and in TextureDrawQuad.
|
| - if (!quad_transform.IsPositiveScaleOrTranslation()) |
| + if (!quad_transform.Preserves2dAxisAlignment()) { |
| return gfx::OVERLAY_TRANSFORM_INVALID; |
| + } |
| - return flipped ? gfx::OVERLAY_TRANSFORM_FLIP_VERTICAL |
| - : gfx::OVERLAY_TRANSFORM_NONE; |
| + gfx::Transform transform = quad_transform; |
| + transform.matrix().set(0, 3, 0); |
| + transform.matrix().set(1, 3, 0); |
| + transform.matrix().set(2, 3, 0); |
| + if (flipped) { |
| + transform.Scale(0, -1); |
| + } |
|
hendrikw
2015/05/12 02:12:29
Should probably have GetXAxis() and GetYAxis() fun
halliwell
2015/05/12 15:11:31
Yep, GetXAxis/GetYAxis seem like a clear way to ex
danakj
2015/05/12 16:54:32
You could put it in cc/base/math_util if cc is the
halliwell
2015/05/12 22:22:19
Moved to cc::MathUtil.
|
| + |
| + gfx::Point3F x_axis(1, 0, 0); |
| + gfx::Point3F y_axis(0, 1, 0); |
| + transform.TransformPoint(&x_axis); |
| + transform.TransformPoint(&y_axis); |
|
Ian Vollick
2015/05/12 01:24:15
Regarding Dana's question about whether we could d
halliwell
2015/05/12 15:11:31
Indeed, not a huge perf hit, but seems silly to be
|
| + |
| + Axis x_to = PointToAxis(x_axis); |
| + Axis y_to = PointToAxis(y_axis); |
|
hendrikw
2015/05/12 02:12:29
your PointToAxis functions ignores scale, is that
halliwell
2015/05/12 15:11:31
Correct. TRANSFORM_NONE doesn't mean 'no transfor
|
| + |
| + if (x_to == AXIS_POS_X && y_to == AXIS_POS_Y) |
| + return gfx::OVERLAY_TRANSFORM_NONE; |
| + else if (x_to == AXIS_NEG_X && y_to == AXIS_POS_Y) |
| + return gfx::OVERLAY_TRANSFORM_FLIP_HORIZONTAL; |
| + else if (x_to == AXIS_POS_X && y_to == AXIS_NEG_Y) |
| + return gfx::OVERLAY_TRANSFORM_FLIP_VERTICAL; |
| + else if (x_to == AXIS_NEG_Y && y_to == AXIS_POS_X) |
| + return gfx::OVERLAY_TRANSFORM_ROTATE_270; |
| + else if (x_to == AXIS_NEG_X && y_to == AXIS_NEG_Y) |
| + return gfx::OVERLAY_TRANSFORM_ROTATE_180; |
| + else if (x_to == AXIS_POS_Y && y_to == AXIS_NEG_X) |
| + return gfx::OVERLAY_TRANSFORM_ROTATE_90; |
| + else |
| + return gfx::OVERLAY_TRANSFORM_INVALID; |
| } |
| // static |
| @@ -131,7 +187,7 @@ gfx::OverlayTransform OverlayCandidate::ModifyTransform( |
| gfx::RectF OverlayCandidate::GetOverlayRect( |
| const gfx::Transform& quad_transform, |
| const gfx::Rect& rect) { |
| - DCHECK(quad_transform.IsPositiveScaleOrTranslation()); |
| + DCHECK(quad_transform.Preserves2dAxisAlignment()); |
| gfx::RectF float_rect(rect); |
| quad_transform.TransformRect(&float_rect); |