Chromium Code Reviews
chromiumcodereview-hr@appspot.gserviceaccount.com (chromiumcodereview-hr) | Please choose your nickname with Settings | Help | Chromium Project | Gerrit Changes | Sign out
(3660)

Unified Diff: cc/output/gl_renderer.cc

Issue 1314943008: cc: Remove implicit conversions from Rect to RectF in src/cc/. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: rectfconvert-cc: rebase-and-sandwich-strategy Created 5 years, 3 months ago
Use n/p to move between diff chunks; N/P to move between comments. Draft comments are only viewable by you.
Jump to:
View side-by-side diff with in-line comments
Download patch
« no previous file with comments | « cc/output/direct_renderer.cc ('k') | cc/output/gl_renderer_unittest.cc » ('j') | no next file with comments »
Expand Comments ('e') | Collapse Comments ('c') | Show Comments Hide Comments ('s')
Index: cc/output/gl_renderer.cc
diff --git a/cc/output/gl_renderer.cc b/cc/output/gl_renderer.cc
index 7f3e8bf87e26f3cf084d236546705ab8b6f691a3..14a48bfe7c3ef466cff693ad7fd2ffb131964cbf 100644
--- a/cc/output/gl_renderer.cc
+++ b/cc/output/gl_renderer.cc
@@ -579,7 +579,7 @@ void GLRenderer::DrawDebugBorderQuad(const DrawingFrame* frame,
gfx::Transform render_matrix;
QuadRectTransform(&render_matrix,
quad->shared_quad_state->quad_to_target_transform,
- layer_rect);
+ gfx::RectF(layer_rect));
GLRenderer::ToGLMatrix(&gl_matrix[0],
frame->projection_matrix * render_matrix);
gl_->UniformMatrix4fv(program->vertex_shader().matrix_location(), 1, false,
@@ -878,7 +878,7 @@ void GLRenderer::DrawRenderPassQuad(DrawingFrame* frame,
gfx::Transform quad_rect_matrix;
QuadRectTransform(&quad_rect_matrix,
quad->shared_quad_state->quad_to_target_transform,
- quad->rect);
+ gfx::RectF(quad->rect));
gfx::Transform contents_device_transform =
frame->window_matrix * frame->projection_matrix * quad_rect_matrix;
contents_device_transform.FlattenTo2d();
@@ -1207,7 +1207,7 @@ void GLRenderer::DrawRenderPassQuad(DrawingFrame* frame,
SetShaderOpacity(quad->shared_quad_state->opacity, locations.alpha);
SetShaderQuadF(surface_quad, locations.quad);
DrawQuadGeometry(frame, quad->shared_quad_state->quad_to_target_transform,
- quad->rect, locations.matrix);
+ gfx::RectF(quad->rect), locations.matrix);
// Flush the compositor context before the filter bitmap goes out of
// scope, so the draw gets processed before the filter texture gets deleted.
@@ -1296,7 +1296,7 @@ static gfx::QuadF GetDeviceQuadWithAntialiasingOnExteriorEdges(
const gfx::QuadF& tile_quad,
const gfx::QuadF* clip_region,
const DrawQuad* quad) {
- gfx::RectF tile_rect = quad->visible_rect;
+ gfx::RectF tile_rect = gfx::RectF(quad->visible_rect);
gfx::PointF bottom_right = tile_quad.p3();
gfx::PointF bottom_left = tile_quad.p4();
@@ -1466,8 +1466,9 @@ void GLRenderer::SetupQuadForClippingAndAntialiasing(
if (use_aa_on_all_four_edges) {
device_quad = device_layer_edges.ToQuadF();
} else {
- gfx::QuadF tile_quad(local_clip_region ? *local_clip_region
- : gfx::QuadF(quad->visible_rect));
+ gfx::QuadF tile_quad(local_clip_region
+ ? *local_clip_region
+ : gfx::QuadF(gfx::RectF(quad->visible_rect)));
device_quad = GetDeviceQuadWithAntialiasingOnExteriorEdges(
device_layer_edges, device_transform, tile_quad, local_clip_region,
quad);
@@ -1504,7 +1505,7 @@ void GLRenderer::SetupRenderPassQuadForClippingAndAntialiasing(
// Apply anti-aliasing only to the edges that are not being clipped
if (local_clip_region) {
- gfx::QuadF tile_quad(quad->visible_rect);
+ gfx::QuadF tile_quad(gfx::RectF(quad->visible_rect));
GetScaledRegion(quad->rect, local_clip_region, &tile_quad);
device_quad = GetDeviceQuadWithAntialiasingOnExteriorEdges(
device_layer_edges, device_transform, tile_quad, local_clip_region,
@@ -1549,7 +1550,9 @@ void GLRenderer::DrawSolidColorQuad(const DrawingFrame* frame,
bool force_aa = false;
device_layer_quad = MathUtil::MapQuad(
device_transform,
- gfx::QuadF(quad->shared_quad_state->visible_quad_layer_rect), &clipped);
+ gfx::QuadF(
+ gfx::RectF(quad->shared_quad_state->visible_quad_layer_rect)),
+ &clipped);
use_aa = ShouldAntialiasQuad(device_layer_quad, clipped, force_aa);
}
@@ -1667,7 +1670,9 @@ void GLRenderer::DrawContentQuad(const DrawingFrame* frame,
bool force_aa = false;
device_layer_quad = MathUtil::MapQuad(
device_transform,
- gfx::QuadF(quad->shared_quad_state->visible_quad_layer_rect), &clipped);
+ gfx::QuadF(
+ gfx::RectF(quad->shared_quad_state->visible_quad_layer_rect)),
+ &clipped);
use_aa = ShouldAntialiasQuad(device_layer_quad, clipped, force_aa);
}
@@ -1693,7 +1698,7 @@ void GLRenderer::DrawContentQuadAA(const DrawingFrame* frame,
gfx::Rect tile_rect = quad->visible_rect;
gfx::RectF tex_coord_rect = MathUtil::ScaleRectProportional(
- quad->tex_coord_rect, quad->rect, tile_rect);
+ quad->tex_coord_rect, gfx::RectF(quad->rect), gfx::RectF(tile_rect));
float tex_to_geom_scale_x = quad->rect.width() / quad->tex_coord_rect.width();
float tex_to_geom_scale_y =
quad->rect.height() / quad->tex_coord_rect.height();
@@ -1807,7 +1812,8 @@ void GLRenderer::DrawContentQuadNoAA(const DrawingFrame* frame,
ResourceId resource_id,
const gfx::QuadF* clip_region) {
gfx::RectF tex_coord_rect = MathUtil::ScaleRectProportional(
- quad->tex_coord_rect, quad->rect, quad->visible_rect);
+ quad->tex_coord_rect, gfx::RectF(quad->rect),
+ gfx::RectF(quad->visible_rect));
float tex_to_geom_scale_x = quad->rect.width() / quad->tex_coord_rect.width();
float tex_to_geom_scale_y =
quad->rect.height() / quad->tex_coord_rect.height();
@@ -1877,37 +1883,32 @@ void GLRenderer::DrawContentQuadNoAA(const DrawingFrame* frame,
// does, then vertices will match the texture mapping in the vertex buffer.
// The method SetShaderQuadF() changes the order of vertices and so it's
// not used here.
- gfx::QuadF tile_rect(quad->visible_rect);
+ gfx::QuadF tile_quad(gfx::RectF(quad->visible_rect));
float width = quad->visible_rect.width();
float height = quad->visible_rect.height();
gfx::PointF top_left = quad->visible_rect.origin();
if (clip_region) {
- tile_rect = *clip_region;
+ tile_quad = *clip_region;
float gl_uv[8] = {
- (tile_rect.p4().x() - top_left.x()) / width,
- (tile_rect.p4().y() - top_left.y()) / height,
- (tile_rect.p1().x() - top_left.x()) / width,
- (tile_rect.p1().y() - top_left.y()) / height,
- (tile_rect.p2().x() - top_left.x()) / width,
- (tile_rect.p2().y() - top_left.y()) / height,
- (tile_rect.p3().x() - top_left.x()) / width,
- (tile_rect.p3().y() - top_left.y()) / height,
+ (tile_quad.p4().x() - top_left.x()) / width,
+ (tile_quad.p4().y() - top_left.y()) / height,
+ (tile_quad.p1().x() - top_left.x()) / width,
+ (tile_quad.p1().y() - top_left.y()) / height,
+ (tile_quad.p2().x() - top_left.x()) / width,
+ (tile_quad.p2().y() - top_left.y()) / height,
+ (tile_quad.p3().x() - top_left.x()) / width,
+ (tile_quad.p3().y() - top_left.y()) / height,
};
PrepareGeometry(CLIPPED_BINDING);
clipped_geometry_->InitializeCustomQuadWithUVs(
- gfx::QuadF(quad->visible_rect), gl_uv);
+ gfx::QuadF(gfx::RectF(quad->visible_rect)), gl_uv);
} else {
PrepareGeometry(SHARED_BINDING);
}
float gl_quad[8] = {
- tile_rect.p4().x(),
- tile_rect.p4().y(),
- tile_rect.p1().x(),
- tile_rect.p1().y(),
- tile_rect.p2().x(),
- tile_rect.p2().y(),
- tile_rect.p3().x(),
- tile_rect.p3().y(),
+ tile_quad.p4().x(), tile_quad.p4().y(), tile_quad.p1().x(),
+ tile_quad.p1().y(), tile_quad.p2().x(), tile_quad.p2().y(),
+ tile_quad.p3().x(), tile_quad.p3().y(),
};
gl_->Uniform2fv(uniforms.quad_location, 4, gl_quad);
@@ -2114,7 +2115,7 @@ void GLRenderer::DrawYUVVideoQuad(const DrawingFrame* frame,
// un-antialiased quad should have and which vertex this is and the float
// quad passed in via uniform is the actual geometry that gets used to draw
// it. This is why this centered rect is used and not the original quad_rect.
- gfx::RectF tile_rect = quad->rect;
+ gfx::RectF tile_rect = gfx::RectF(quad->rect);
gl_->UniformMatrix3fv(yuv_matrix_location, 1, 0, yuv_to_rgb);
gl_->Uniform3fv(yuv_adj_location, 1, yuv_adjust);
@@ -2166,7 +2167,8 @@ void GLRenderer::DrawStreamVideoQuad(const DrawingFrame* frame,
program->fragment_shader().alpha_location());
if (!clip_region) {
DrawQuadGeometry(frame, quad->shared_quad_state->quad_to_target_transform,
- quad->rect, program->vertex_shader().matrix_location());
+ gfx::RectF(quad->rect),
+ program->vertex_shader().matrix_location());
} else {
gfx::QuadF region_quad(*clip_region);
region_quad.Scale(1.0f / quad->rect.width(), 1.0f / quad->rect.height());
@@ -2174,8 +2176,9 @@ void GLRenderer::DrawStreamVideoQuad(const DrawingFrame* frame,
float uvs[8] = {0};
GetScaledUVs(quad->visible_rect, clip_region, uvs);
DrawQuadGeometryClippedByQuadF(
- frame, quad->shared_quad_state->quad_to_target_transform, quad->rect,
- region_quad, program->vertex_shader().matrix_location(), uvs);
+ frame, quad->shared_quad_state->quad_to_target_transform,
+ gfx::RectF(quad->rect), region_quad,
+ program->vertex_shader().matrix_location(), uvs);
}
}
@@ -2355,7 +2358,7 @@ void GLRenderer::EnqueueTextureQuad(const DrawingFrame* frame,
gfx::Transform quad_rect_matrix;
QuadRectTransform(&quad_rect_matrix,
quad->shared_quad_state->quad_to_target_transform,
- quad->rect);
+ gfx::RectF(quad->rect));
quad_rect_matrix = frame->projection_matrix * quad_rect_matrix;
Float16 m;
@@ -2421,13 +2424,13 @@ void GLRenderer::DrawIOSurfaceQuad(const DrawingFrame* frame,
if (!clip_region) {
DrawQuadGeometry(frame, quad->shared_quad_state->quad_to_target_transform,
- quad->rect, binding.matrix_location);
+ gfx::RectF(quad->rect), binding.matrix_location);
} else {
float uvs[8] = {0};
GetScaledUVs(quad->visible_rect, clip_region, uvs);
DrawQuadGeometryClippedByQuadF(
- frame, quad->shared_quad_state->quad_to_target_transform, quad->rect,
- *clip_region, binding.matrix_location, uvs);
+ frame, quad->shared_quad_state->quad_to_target_transform,
+ gfx::RectF(quad->rect), *clip_region, binding.matrix_location, uvs);
}
gl_->BindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
@@ -2441,7 +2444,7 @@ void GLRenderer::FinishDrawingFrame(DrawingFrame* frame) {
}
current_framebuffer_lock_ = nullptr;
- swap_buffer_rect_.Union(gfx::ToEnclosingRect(frame->root_damage_rect));
+ swap_buffer_rect_.Union(frame->root_damage_rect);
gl_->Disable(GL_BLEND);
blend_shadow_ = false;
« no previous file with comments | « cc/output/direct_renderer.cc ('k') | cc/output/gl_renderer_unittest.cc » ('j') | no next file with comments »

Powered by Google App Engine
This is Rietveld 408576698