| Index: cc/gl_renderer.cc
|
| diff --git a/cc/gl_renderer.cc b/cc/gl_renderer.cc
|
| index de6cfc169e3ee1571ba0c8f3119cc7d3354b15fa..b3bad726fbef27b43eb65f2414cddf9aa8695f15 100644
|
| --- a/cc/gl_renderer.cc
|
| +++ b/cc/gl_renderer.cc
|
| @@ -873,18 +873,8 @@ void GLRenderer::drawTileQuad(const DrawingFrame& frame, const TileDrawQuad* qua
|
| // 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.
|
| } else {
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| - // Move fragment shader transform to vertex shader. We can do this while
|
| - // still producing correct results as fragmentTexTransformLocation
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| - // should always be non-negative when tiles are transformed in a way
|
| - // that could result in sampling outside the layer.
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| - vertexTexScaleX *= fragmentTexScaleX;
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| - vertexTexScaleY *= fragmentTexScaleY;
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| - vertexTexTranslateX *= fragmentTexScaleX;
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| - vertexTexTranslateY *= fragmentTexScaleY;
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| - vertexTexTranslateX += fragmentTexTranslateX;
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| - vertexTexTranslateY += fragmentTexTranslateY;
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| -
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| GLC(context(), context()->uniform4f(uniforms.vertexTexTransformLocation, vertexTexTranslateX, vertexTexTranslateY, vertexTexScaleX, vertexTexScaleY));
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| + GLC(context(), context()->uniform4f(uniforms.fragmentTexTransformLocation, fragmentTexTranslateX, fragmentTexTranslateY, fragmentTexScaleX, fragmentTexScaleY));
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|
|
| localQuad = gfx::RectF(tileRect);
|
| }
|
|
|