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_); |