| Index: cc/output/gl_renderer.cc
|
| diff --git a/cc/output/gl_renderer.cc b/cc/output/gl_renderer.cc
|
| index 71c79e468548e13d8387fc2611a1514812758316..11a4b450a14d98648d64bb4345e0bdcf9eb8d061 100644
|
| --- a/cc/output/gl_renderer.cc
|
| +++ b/cc/output/gl_renderer.cc
|
| @@ -854,7 +854,7 @@ skia::RefPtr<SkImage> GLRenderer::ApplyBackgroundFilters(
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| ScopedResource* background_texture) {
|
| DCHECK(ShouldApplyBackgroundFilters(quad));
|
| skia::RefPtr<SkImageFilter> filter = RenderSurfaceFilters::BuildImageFilter(
|
| - quad->background_filters, background_texture->size());
|
| + quad->background_filters, gfx::SizeF(background_texture->size()));
|
|
|
| skia::RefPtr<SkImage> background_with_filters = ApplyImageFilter(
|
| ScopedUseGrContext::Create(this, frame), resource_provider_, quad->rect,
|
| @@ -970,7 +970,7 @@ void GLRenderer::DrawRenderPassQuad(DrawingFrame* frame,
|
| bool use_color_matrix = false;
|
| if (!quad->filters.IsEmpty()) {
|
| skia::RefPtr<SkImageFilter> filter = RenderSurfaceFilters::BuildImageFilter(
|
| - quad->filters, contents_texture->size());
|
| + quad->filters, gfx::SizeF(contents_texture->size()));
|
| if (filter) {
|
| skia::RefPtr<SkColorFilter> cf;
|
|
|
| @@ -1291,7 +1291,7 @@ static gfx::QuadF GetDeviceQuadWithAntialiasingOnExteriorEdges(
|
| const gfx::QuadF& tile_quad,
|
| const gfx::QuadF* clip_region,
|
| const DrawQuad* quad) {
|
| - gfx::RectF tile_rect = gfx::RectF(quad->visible_rect);
|
| + auto tile_rect = gfx::RectF(quad->visible_rect);
|
|
|
| gfx::PointF bottom_right = tile_quad.p3();
|
| gfx::PointF bottom_left = tile_quad.p4();
|
| @@ -1354,7 +1354,7 @@ float GetTotalQuadError(const gfx::QuadF* clipped_quad,
|
| // correctly. This is necessary because we check the edges of this
|
| // quad against the expected left/right/top/bottom for anti-aliasing.
|
| void AlignQuadToBoundingBox(gfx::QuadF* clipped_quad) {
|
| - gfx::QuadF bounding_quad = gfx::QuadF(clipped_quad->BoundingBox());
|
| + auto bounding_quad = gfx::QuadF(clipped_quad->BoundingBox());
|
| gfx::QuadF best_rotation = *clipped_quad;
|
| float least_error_amount = GetTotalQuadError(clipped_quad, &bounding_quad);
|
| for (size_t i = 1; i < 4; ++i) {
|
| @@ -1533,7 +1533,7 @@ void GLRenderer::DrawSolidColorQuad(const DrawingFrame* frame,
|
| if (!device_transform.IsInvertible())
|
| return;
|
|
|
| - gfx::QuadF local_quad = gfx::QuadF(gfx::RectF(tile_rect));
|
| + auto local_quad = gfx::QuadF(gfx::RectF(tile_rect));
|
|
|
| gfx::QuadF device_layer_quad;
|
| bool use_aa = false;
|
| @@ -1598,7 +1598,7 @@ void GLRenderer::DrawSolidColorQuad(const DrawingFrame* frame,
|
| // quad_rect.
|
| gfx::RectF centered_rect(
|
| gfx::PointF(-0.5f * tile_rect.width(), -0.5f * tile_rect.height()),
|
| - tile_rect.size());
|
| + gfx::SizeF(tile_rect.size()));
|
| DrawQuadGeometry(frame, quad->shared_quad_state->quad_to_target_transform,
|
| centered_rect, uniforms.matrix_location);
|
| } else {
|
| @@ -1729,7 +1729,7 @@ void GLRenderer::DrawContentQuadAA(const DrawingFrame* frame,
|
| TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
|
| gl_, &highp_threshold_cache_, highp_threshold_min_, quad->texture_size);
|
|
|
| - gfx::QuadF local_quad = gfx::QuadF(gfx::RectF(tile_rect));
|
| + auto local_quad = gfx::QuadF(gfx::RectF(tile_rect));
|
| float edge[24];
|
| SetupQuadForClippingAndAntialiasing(device_transform, quad, &aa_quad,
|
| clip_region, &local_quad, edge);
|
| @@ -1797,7 +1797,7 @@ void GLRenderer::DrawContentQuadAA(const DrawingFrame* frame,
|
| // it. This is why this centered rect is used and not the original quad_rect.
|
| gfx::RectF centered_rect(
|
| gfx::PointF(-0.5f * tile_rect.width(), -0.5f * tile_rect.height()),
|
| - tile_rect.size());
|
| + gfx::SizeF(tile_rect.size()));
|
| DrawQuadGeometry(frame, quad->shared_quad_state->quad_to_target_transform,
|
| centered_rect, uniforms.matrix_location);
|
| }
|
| @@ -2110,7 +2110,7 @@ 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 = gfx::RectF(quad->rect);
|
| + auto tile_rect = gfx::RectF(quad->rect);
|
| gl_->UniformMatrix3fv(yuv_matrix_location, 1, 0, yuv_to_rgb);
|
| gl_->Uniform3fv(yuv_adj_location, 1, yuv_adjust);
|
|
|
|
|