Index: cc/output/gl_renderer.cc |
diff --git a/cc/output/gl_renderer.cc b/cc/output/gl_renderer.cc |
index 1528703751654f7e2f5a07605c0e74b97320465c..b2b58177a737f0d43ed2ed0626a8fd395b22d283 100644 |
--- a/cc/output/gl_renderer.cc |
+++ b/cc/output/gl_renderer.cc |
@@ -98,6 +98,19 @@ Float4 UVTransform(const TextureDrawQuad* quad) { |
return xform; |
} |
+Float4 PremultipliedColor(SkColor color) { |
+ const float factor = 1.0f / 255.0f; |
+ const float alpha = SkColorGetA(color) * factor; |
+ |
+ Float4 result = { { |
+ SkColorGetR(color) * factor * alpha, |
+ SkColorGetG(color) * factor * alpha, |
+ SkColorGetB(color) * factor * alpha, |
+ alpha |
+ } }; |
+ return result; |
+} |
+ |
// Smallest unit that impact anti-aliasing output. We use this to |
// determine when anti-aliasing is unnecessary. |
const float kAntiAliasingEpsilon = 1.0f / 1024.0f; |
@@ -1651,12 +1664,13 @@ struct TextureProgramBinding { |
program_id = program->program(); |
sampler_location = program->fragment_shader().sampler_location(); |
matrix_location = program->vertex_shader().matrix_location(); |
- alpha_location = program->fragment_shader().alpha_location(); |
+ background_color_location = |
+ program->fragment_shader().background_color_location(); |
} |
int program_id; |
int sampler_location; |
int matrix_location; |
- int alpha_location; |
+ int background_color_location; |
}; |
struct TexTransformTextureProgramBinding : TextureProgramBinding { |
@@ -1711,6 +1725,12 @@ void GLRenderer::FlushTextureQuadCache() { |
static_cast<int>(draw_cache_.uv_xform_data.size()), |
reinterpret_cast<float*>(&draw_cache_.uv_xform_data.front()))); |
GLC(context_, |
+ context_->uniform4fv( |
+ static_cast<int>(draw_cache_.background_color_location), |
+ static_cast<int>(draw_cache_.background_color_data.size()), |
+ reinterpret_cast<float*>( |
+ &draw_cache_.background_color_data.front()))); |
+ GLC(context_, |
context_->uniform1fv( |
static_cast<int>(draw_cache_.vertex_opacity_location), |
static_cast<int>(draw_cache_.vertex_opacity_data.size()), |
@@ -1726,6 +1746,7 @@ void GLRenderer::FlushTextureQuadCache() { |
// Clear the cache. |
draw_cache_.program_id = 0; |
draw_cache_.uv_xform_data.resize(0); |
+ draw_cache_.background_color_data.resize(0); |
draw_cache_.vertex_opacity_data.resize(0); |
draw_cache_.matrix_data.resize(0); |
} |
@@ -1757,6 +1778,7 @@ void GLRenderer::EnqueueTextureQuad(const DrawingFrame* frame, |
draw_cache_.needs_blending = quad->ShouldDrawWithBlending(); |
draw_cache_.uv_xform_location = binding.tex_transform_location; |
+ draw_cache_.background_color_location = binding.background_color_location; |
draw_cache_.vertex_opacity_location = binding.vertex_opacity_location; |
draw_cache_.matrix_location = binding.matrix_location; |
draw_cache_.sampler_location = binding.sampler_location; |
@@ -1765,6 +1787,9 @@ void GLRenderer::EnqueueTextureQuad(const DrawingFrame* frame, |
// Generate the uv-transform |
draw_cache_.uv_xform_data.push_back(UVTransform(quad)); |
+ draw_cache_.background_color_data.push_back( |
enne (OOO)
2013/07/02 01:27:22
I don't think the draw cache should support per-qu
alokp
2013/07/02 22:03:54
Done.
|
+ PremultipliedColor(quad->background_color)); |
+ |
// Generate the vertex opacity |
const float opacity = quad->opacity(); |
draw_cache_.vertex_opacity_data.push_back(quad->vertex_opacity[0] * opacity); |
@@ -1805,6 +1830,11 @@ void GLRenderer::DrawTextureQuad(const DrawingFrame* frame, |
uv_xform.data[2], |
uv_xform.data[3])); |
+ Float4 background_color = PremultipliedColor(quad->background_color); |
+ GLC(Context(), |
+ Context()->uniform4fv( |
+ binding.background_color_location, 4, background_color.data)); |
+ |
GLC(Context(), |
Context()->uniform1fv( |
binding.vertex_opacity_location, 4, quad->vertex_opacity)); |