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( |
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); |