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); |