Index: cc/gl_renderer.cc |
diff --git a/cc/gl_renderer.cc b/cc/gl_renderer.cc |
index 54eef96e72702b364769cb97a438d2a338211053..b0f42e2f076c63bef92cdb9f6d7f73372713248e 100644 |
--- a/cc/gl_renderer.cc |
+++ b/cc/gl_renderer.cc |
@@ -41,6 +41,7 @@ |
#include "third_party/skia/include/gpu/SkGrTexturePixelRef.h" |
#include "ui/gfx/quad_f.h" |
#include "ui/gfx/rect_conversions.h" |
+#include "ui/gfx/transform_util.h" |
using WebKit::WebGraphicsContext3D; |
using WebKit::WebGraphicsMemoryAllocation; |
@@ -518,7 +519,7 @@ void GLRenderer::drawRenderPassQuad(DrawingFrame& frame, const RenderPassDrawQua |
gfx::Transform quadRectMatrix; |
quadRectTransform(&quadRectMatrix, quad->quadTransform(), quad->rect); |
- gfx::Transform contentsDeviceTransform = MathUtil::to2dTransform(frame.windowMatrix * frame.projectionMatrix * quadRectMatrix); |
+ gfx::Transform contentsDeviceTransform = gfx::CreateFlattenedTransform(frame.windowMatrix * frame.projectionMatrix * quadRectMatrix); |
// Can only draw surface if device matrix is invertible. |
gfx::Transform contentsDeviceTransformInverse(gfx::Transform::kSkipInitialization); |
@@ -664,7 +665,7 @@ void GLRenderer::drawRenderPassQuad(DrawingFrame& frame, const RenderPassDrawQua |
GLC(context(), context()->uniform3fv(shaderEdgeLocation, 8, edge)); |
} |
- // 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. |
+ // Map device space quad to surface space. contentsDeviceTransform has no 3d component since it was flattened, so we don't need to project. |
gfx::QuadF surfaceQuad = MathUtil::mapQuad(contentsDeviceTransformInverse, deviceLayerEdges.ToQuadF(), clipped); |
DCHECK(!clipped); |
@@ -769,7 +770,7 @@ void GLRenderer::drawTileQuad(const DrawingFrame& frame, const TileDrawQuad* qua |
gfx::QuadF localQuad; |
- gfx::Transform deviceTransform = MathUtil::to2dTransform(frame.windowMatrix * frame.projectionMatrix * quad->quadTransform()); |
+ gfx::Transform deviceTransform = gfx::CreateFlattenedTransform(frame.windowMatrix * frame.projectionMatrix * quad->quadTransform()); |
if (!deviceTransform.IsInvertible()) |
return; |
@@ -860,7 +861,7 @@ void GLRenderer::drawTileQuad(const DrawingFrame& frame, const TileDrawQuad* qua |
// Create device space quad. |
LayerQuad deviceQuad(leftEdge, topEdge, rightEdge, bottomEdge); |
- // Map device space quad to local space. deviceTransform has no 3d component since it was generated with to2dTransform() so we don't need to project. |
+ // Map device space quad to local space. deviceTransform has no 3d component since it was flattened, so we don't need to project. |
// We should have already checked that the transform was uninvertible above. |
gfx::Transform inverseDeviceTransform(gfx::Transform::kSkipInitialization); |
bool didInvert = deviceTransform.GetInverse(&inverseDeviceTransform); |