| Index: cc/gl_renderer.cc
|
| diff --git a/cc/gl_renderer.cc b/cc/gl_renderer.cc
|
| index e9f8254a16b5629a6033aeb278a040d58821218d..c98b3e0e6f73578ef3acf707932100624e8a8f6e 100644
|
| --- a/cc/gl_renderer.cc
|
| +++ b/cc/gl_renderer.cc
|
| @@ -439,7 +439,6 @@ static SkBitmap applyImageFilter(GLRenderer* renderer, SkImageFilter* filter, Sc
|
|
|
| scoped_ptr<ScopedResource> GLRenderer::drawBackgroundFilters(
|
| DrawingFrame& frame, const RenderPassDrawQuad* quad,
|
| - const WebKit::WebFilterOperations& filters,
|
| const gfx::Transform& contentsDeviceTransform,
|
| const gfx::Transform& contentsDeviceTransformInverse)
|
| {
|
| @@ -459,6 +458,7 @@ scoped_ptr<ScopedResource> GLRenderer::drawBackgroundFilters(
|
|
|
| // FIXME: When this algorithm changes, update LayerTreeHost::prioritizeTextures() accordingly.
|
|
|
| + const WebKit::WebFilterOperations& filters = quad->background_filters;
|
| if (filters.isEmpty())
|
| return scoped_ptr<ScopedResource>();
|
|
|
| @@ -517,11 +517,6 @@ void GLRenderer::drawRenderPassQuad(DrawingFrame& frame, const RenderPassDrawQua
|
| if (!contentsTexture || !contentsTexture->id())
|
| return;
|
|
|
| - const RenderPass* renderPass = frame.renderPassesById->get(quad->render_pass_id);
|
| - DCHECK(renderPass);
|
| - if (!renderPass)
|
| - return;
|
| -
|
| gfx::Transform quadRectMatrix;
|
| quadRectTransform(&quadRectMatrix, quad->quadTransform(), quad->rect);
|
| gfx::Transform contentsDeviceTransform = MathUtil::to2dTransform(frame.windowMatrix * frame.projectionMatrix * quadRectMatrix);
|
| @@ -532,16 +527,15 @@ void GLRenderer::drawRenderPassQuad(DrawingFrame& frame, const RenderPassDrawQua
|
|
|
| gfx::Transform contentsDeviceTransformInverse = MathUtil::inverse(contentsDeviceTransform);
|
| scoped_ptr<ScopedResource> backgroundTexture = drawBackgroundFilters(
|
| - frame, quad, renderPass->background_filters,
|
| - contentsDeviceTransform, contentsDeviceTransformInverse);
|
| + frame, quad, 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.get(), contentsTexture, m_client->hasImplThread());
|
| + if (quad->filter) {
|
| + filterBitmap = applyImageFilter(this, quad->filter.get(), contentsTexture, m_client->hasImplThread());
|
| } else {
|
| - filterBitmap = applyFilters(this, renderPass->filters, contentsTexture, m_client->hasImplThread());
|
| + filterBitmap = applyFilters(this, quad->filters, contentsTexture, m_client->hasImplThread());
|
| }
|
|
|
| // Draw the background texture if there is one.
|
|
|