Index: cc/gl_renderer.cc |
diff --git a/cc/gl_renderer.cc b/cc/gl_renderer.cc |
index 35444b3f88b17a4241e0161d955cc36546dc2a18..016edd5f1b6998dca7b80310fcce2ae2c7902528 100644 |
--- a/cc/gl_renderer.cc |
+++ b/cc/gl_renderer.cc |
@@ -6,7 +6,7 @@ |
#include "cc/gl_renderer.h" |
-#include "FloatQuad.h" |
+#include "FloatRect.h" |
#include "base/debug/trace_event.h" |
#include "base/logging.h" |
#include "base/string_split.h" |
@@ -34,6 +34,7 @@ |
#include "third_party/skia/include/gpu/GrTexture.h" |
#include "third_party/skia/include/gpu/SkGpuDevice.h" |
#include "third_party/skia/include/gpu/SkGrTexturePixelRef.h" |
+#include "ui/gfx/quad_f.h" |
#include "ui/gfx/rect_conversions.h" |
#include <public/WebGraphicsContext3D.h> |
#include <public/WebSharedGraphicsContext3D.h> |
@@ -456,7 +457,7 @@ scoped_ptr<ScopedTexture> GLRenderer::drawBackgroundFilters(DrawingFrame& frame, |
DCHECK(!frame.currentTexture); |
// FIXME: Do a single readback for both the surface and replica and cache the filtered results (once filter textures are not reused). |
- gfx::Rect deviceRect = gfx::ToEnclosingRect(MathUtil::mapClippedRect(contentsDeviceTransform, sharedGeometryQuad().boundingBox())); |
+ gfx::Rect deviceRect = gfx::ToEnclosingRect(MathUtil::mapClippedRect(contentsDeviceTransform, sharedGeometryQuad().BoundingBox())); |
int top, right, bottom, left; |
filters.getOutsets(top, right, bottom, left); |
@@ -545,13 +546,13 @@ void GLRenderer::drawRenderPassQuad(DrawingFrame& frame, const RenderPassDrawQua |
} |
bool clipped = false; |
- FloatQuad deviceQuad = MathUtil::mapQuad(contentsDeviceTransform, sharedGeometryQuad(), clipped); |
+ gfx::QuadF deviceQuad = MathUtil::mapQuad(contentsDeviceTransform, sharedGeometryQuad(), clipped); |
DCHECK(!clipped); |
- LayerQuad deviceLayerBounds = LayerQuad(FloatQuad(deviceQuad.boundingBox())); |
+ LayerQuad deviceLayerBounds = LayerQuad(gfx::QuadF(deviceQuad.BoundingBox())); |
LayerQuad deviceLayerEdges = LayerQuad(deviceQuad); |
// Use anti-aliasing programs only when necessary. |
- bool useAA = (!deviceQuad.isRectilinear() || !cc::FloatRect(deviceQuad.boundingBox()).isExpressibleAsIntRect()); |
+ bool useAA = (!deviceQuad.IsRectilinear() || !cc::FloatRect(deviceQuad.BoundingBox()).isExpressibleAsIntRect()); |
if (useAA) { |
deviceLayerBounds.inflateAntiAliasingDistance(); |
deviceLayerEdges.inflateAntiAliasingDistance(); |
@@ -635,11 +636,11 @@ 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. |
- FloatQuad surfaceQuad = MathUtil::mapQuad(contentsDeviceTransform.inverse(), deviceLayerEdges.floatQuad(), clipped); |
+ gfx::QuadF surfaceQuad = MathUtil::mapQuad(contentsDeviceTransform.inverse(), deviceLayerEdges.ToQuadF(), clipped); |
DCHECK(!clipped); |
setShaderOpacity(quad->opacity(), shaderAlphaLocation); |
- setShaderFloatQuad(surfaceQuad, shaderQuadLocation); |
+ setShaderQuadF(surfaceQuad, shaderQuadLocation); |
drawQuadGeometry(frame, quad->quadTransform(), quad->quadRect(), shaderMatrixLocation); |
} |
@@ -714,13 +715,13 @@ void GLRenderer::drawTileQuad(const DrawingFrame& frame, const TileDrawQuad* qua |
float fragmentTexScaleY = clampRect.height() / textureSize.height(); |
- FloatQuad localQuad; |
+ gfx::QuadF localQuad; |
WebTransformationMatrix deviceTransform = WebTransformationMatrix(frame.windowMatrix * frame.projectionMatrix * quad->quadTransform()).to2dTransform(); |
if (!deviceTransform.isInvertible()) |
return; |
bool clipped = false; |
- FloatQuad deviceLayerQuad = MathUtil::mapQuad(deviceTransform, FloatQuad(quad->visibleContentRect()), clipped); |
+ gfx::QuadF deviceLayerQuad = MathUtil::mapQuad(deviceTransform, gfx::QuadF(quad->visibleContentRect()), clipped); |
DCHECK(!clipped); |
TileProgramUniforms uniforms; |
@@ -755,7 +756,7 @@ void GLRenderer::drawTileQuad(const DrawingFrame& frame, const TileDrawQuad* qua |
bool useAA = !clipped && quad->isAntialiased(); |
if (useAA) { |
- LayerQuad deviceLayerBounds = LayerQuad(FloatQuad(deviceLayerQuad.boundingBox())); |
+ LayerQuad deviceLayerBounds = LayerQuad(gfx::QuadF(deviceLayerQuad.BoundingBox())); |
deviceLayerBounds.inflateAntiAliasingDistance(); |
LayerQuad deviceLayerEdges = LayerQuad(deviceLayerQuad); |
@@ -799,7 +800,7 @@ void GLRenderer::drawTileQuad(const DrawingFrame& frame, const TileDrawQuad* qua |
if (quad->bottomEdgeAA() && tileRect.bottom() == quad->quadRect().bottom()) |
bottomEdge = deviceLayerEdges.bottom(); |
- float sign = FloatQuad(tileRect).isCounterclockwise() ? -1 : 1; |
+ float sign = gfx::QuadF(tileRect).IsCounterClockwise() ? -1 : 1; |
bottomEdge.scale(sign); |
leftEdge.scale(sign); |
topEdge.scale(sign); |
@@ -810,7 +811,7 @@ void GLRenderer::drawTileQuad(const DrawingFrame& frame, const TileDrawQuad* qua |
// 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.floatQuad(), clipped); |
+ localQuad = MathUtil::mapQuad(inverseDeviceTransform, 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. |
@@ -832,10 +833,10 @@ void GLRenderer::drawTileQuad(const DrawingFrame& frame, const TileDrawQuad* qua |
} |
// Normalize to tileRect. |
- localQuad.scale(1.0f / tileRect.width(), 1.0f / tileRect.height()); |
+ localQuad.Scale(1.0f / tileRect.width(), 1.0f / tileRect.height()); |
setShaderOpacity(quad->opacity(), uniforms.alphaLocation); |
- setShaderFloatQuad(localQuad, uniforms.pointLocation); |
+ setShaderQuadF(localQuad, uniforms.pointLocation); |
// The tile quad shader behaves differently compared to all other shaders. |
// The transform and vertex data are used to figure out the extents that the |
@@ -1051,7 +1052,7 @@ void GLRenderer::toGLMatrix(float* flattened, const WebTransformationMatrix& m) |
flattened[15] = m.m44(); |
} |
-void GLRenderer::setShaderFloatQuad(const FloatQuad& quad, int quadLocation) |
+void GLRenderer::setShaderQuadF(const gfx::QuadF& quad, int quadLocation) |
{ |
if (quadLocation == -1) |
return; |