| Index: cc/gl_renderer.cc
|
| diff --git a/cc/gl_renderer.cc b/cc/gl_renderer.cc
|
| index e4e8034efc5a75be0578379476d47a17076ae35a..850b8c2931628acc80be4d2ef78700f2cd55e03b 100644
|
| --- a/cc/gl_renderer.cc
|
| +++ b/cc/gl_renderer.cc
|
| @@ -201,13 +201,13 @@ void GLRenderer::viewportChanged()
|
| void GLRenderer::clearFramebuffer(DrawingFrame& frame)
|
| {
|
| // On DEBUG builds, opaque render passes are cleared to blue to easily see regions that were not drawn on the screen.
|
| - if (frame.currentRenderPass->hasTransparentBackground())
|
| + if (frame.currentRenderPass->has_transparent_background)
|
| GLC(m_context, m_context->clearColor(0, 0, 0, 0));
|
| else
|
| GLC(m_context, m_context->clearColor(0, 0, 1, 1));
|
|
|
| #ifdef NDEBUG
|
| - if (frame.currentRenderPass->hasTransparentBackground())
|
| + if (frame.currentRenderPass->has_transparent_background)
|
| #endif
|
| m_context->clear(GL_COLOR_BUFFER_BIT);
|
| }
|
| @@ -455,7 +455,7 @@ scoped_ptr<ScopedResource> GLRenderer::drawBackgroundFilters(
|
|
|
| // FIXME: We only allow background filters on an opaque render surface because other surfaces may contain
|
| // translucent pixels, and the contents behind those translucent pixels wouldn't have the filter applied.
|
| - if (frame.currentRenderPass->hasTransparentBackground())
|
| + if (frame.currentRenderPass->has_transparent_background)
|
| return scoped_ptr<ScopedResource>();
|
| DCHECK(!frame.currentTexture);
|
|
|
| @@ -466,7 +466,7 @@ scoped_ptr<ScopedResource> GLRenderer::drawBackgroundFilters(
|
| filters.getOutsets(top, right, bottom, left);
|
| deviceRect.Inset(-left, -top, -right, -bottom);
|
|
|
| - deviceRect.Intersect(frame.currentRenderPass->outputRect());
|
| + deviceRect.Intersect(frame.currentRenderPass->output_rect);
|
|
|
| scoped_ptr<ScopedResource> deviceBackgroundTexture = ScopedResource::create(m_resourceProvider);
|
| if (!getFramebufferTexture(deviceBackgroundTexture.get(), deviceRect))
|
| @@ -523,16 +523,16 @@ void GLRenderer::drawRenderPassQuad(DrawingFrame& frame, const RenderPassDrawQua
|
|
|
| WebTransformationMatrix contentsDeviceTransformInverse = contentsDeviceTransform.inverse();
|
| scoped_ptr<ScopedResource> backgroundTexture = drawBackgroundFilters(
|
| - frame, quad, renderPass->backgroundFilters(),
|
| + frame, quad, renderPass->background_filters,
|
| contentsDeviceTransform, contentsDeviceTransformInverse);
|
|
|
| // FIXME: Cache this value so that we don't have to do it for both the surface and its replica.
|
| // Apply filters to the contents texture.
|
| SkBitmap filterBitmap;
|
| - if (renderPass->filter()) {
|
| - filterBitmap = applyImageFilter(this, renderPass->filter(), contentsTexture, m_client->hasImplThread());
|
| + if (renderPass->filter) {
|
| + filterBitmap = applyImageFilter(this, renderPass->filter, contentsTexture, m_client->hasImplThread());
|
| } else {
|
| - filterBitmap = applyFilters(this, renderPass->filters(), contentsTexture, m_client->hasImplThread());
|
| + filterBitmap = applyFilters(this, renderPass->filters, contentsTexture, m_client->hasImplThread());
|
| }
|
| scoped_ptr<ResourceProvider::ScopedReadLockGL> contentsResourceLock;
|
| unsigned contentsTextureId = 0;
|
|
|