| Index: cc/output/gl_renderer.cc
|
| diff --git a/cc/output/gl_renderer.cc b/cc/output/gl_renderer.cc
|
| index 3ffc676a66d18bced61279012515b50aa7ea7df0..a89c33d140c8eab3123b0ae65c0b3a6aaa344f50 100644
|
| --- a/cc/output/gl_renderer.cc
|
| +++ b/cc/output/gl_renderer.cc
|
| @@ -518,10 +518,6 @@ void GLRenderer::DoDrawQuad(DrawingFrame* frame,
|
| case DrawQuad::INVALID:
|
| NOTREACHED();
|
| break;
|
| - case DrawQuad::CHECKERBOARD:
|
| - DrawCheckerboardQuad(frame, CheckerboardDrawQuad::MaterialCast(quad),
|
| - clip_region);
|
| - break;
|
| case DrawQuad::DEBUG_BORDER:
|
| DrawDebugBorderQuad(frame, DebugBorderDrawQuad::MaterialCast(quad));
|
| break;
|
| @@ -564,48 +560,6 @@ void GLRenderer::DoDrawQuad(DrawingFrame* frame,
|
| }
|
| }
|
|
|
| -void GLRenderer::DrawCheckerboardQuad(const DrawingFrame* frame,
|
| - const CheckerboardDrawQuad* quad,
|
| - const gfx::QuadF* clip_region) {
|
| - // TODO(enne) For now since checkerboards shouldn't be part of a 3D
|
| - // context, clipping regions aren't supported so we skip drawing them
|
| - // if this becomes the case.
|
| - if (clip_region) {
|
| - return;
|
| - }
|
| - SetBlendEnabled(quad->ShouldDrawWithBlending());
|
| -
|
| - const TileCheckerboardProgram* program = GetTileCheckerboardProgram();
|
| - DCHECK(program && (program->initialized() || IsContextLost()));
|
| - SetUseProgram(program->program());
|
| -
|
| - SkColor color = quad->color;
|
| - gl_->Uniform4f(program->fragment_shader().color_location(),
|
| - SkColorGetR(color) * (1.0f / 255.0f),
|
| - SkColorGetG(color) * (1.0f / 255.0f),
|
| - SkColorGetB(color) * (1.0f / 255.0f), 1);
|
| -
|
| - const int kCheckerboardWidth = 16;
|
| - float frequency = 1.0f / kCheckerboardWidth;
|
| -
|
| - gfx::Rect tile_rect = quad->rect;
|
| - float tex_offset_x =
|
| - static_cast<int>(tile_rect.x() / quad->scale) % kCheckerboardWidth;
|
| - float tex_offset_y =
|
| - static_cast<int>(tile_rect.y() / quad->scale) % kCheckerboardWidth;
|
| - float tex_scale_x = tile_rect.width() / quad->scale;
|
| - float tex_scale_y = tile_rect.height() / quad->scale;
|
| - gl_->Uniform4f(program->fragment_shader().tex_transform_location(),
|
| - tex_offset_x, tex_offset_y, tex_scale_x, tex_scale_y);
|
| -
|
| - gl_->Uniform1f(program->fragment_shader().frequency_location(), frequency);
|
| -
|
| - SetShaderOpacity(quad->shared_quad_state->opacity,
|
| - program->fragment_shader().alpha_location());
|
| - DrawQuadGeometry(frame, quad->shared_quad_state->quad_to_target_transform,
|
| - quad->rect, program->vertex_shader().matrix_location());
|
| -}
|
| -
|
| // This function does not handle 3D sorting right now, since the debug border
|
| // quads are just drawn as their original quads and not in split pieces. This
|
| // results in some debug border quads drawing over foreground quads.
|
| @@ -3027,17 +2981,6 @@ void GLRenderer::PrepareGeometry(BoundGeometry binding) {
|
| bound_geometry_ = binding;
|
| }
|
|
|
| -const GLRenderer::TileCheckerboardProgram*
|
| -GLRenderer::GetTileCheckerboardProgram() {
|
| - if (!tile_checkerboard_program_.initialized()) {
|
| - TRACE_EVENT0("cc", "GLRenderer::checkerboardProgram::initalize");
|
| - tile_checkerboard_program_.Initialize(output_surface_->context_provider(),
|
| - TEX_COORD_PRECISION_NA,
|
| - SAMPLER_TYPE_NA);
|
| - }
|
| - return &tile_checkerboard_program_;
|
| -}
|
| -
|
| const GLRenderer::DebugBorderProgram* GLRenderer::GetDebugBorderProgram() {
|
| if (!debug_border_program_.initialized()) {
|
| TRACE_EVENT0("cc", "GLRenderer::debugBorderProgram::initialize");
|
| @@ -3499,8 +3442,6 @@ void GLRenderer::CleanupSharedObjects() {
|
| video_stream_texture_program_[i].Cleanup(gl_);
|
| }
|
|
|
| - tile_checkerboard_program_.Cleanup(gl_);
|
| -
|
| debug_border_program_.Cleanup(gl_);
|
| solid_color_program_.Cleanup(gl_);
|
| solid_color_program_aa_.Cleanup(gl_);
|
|
|