| Index: cc/output/gl_renderer.cc
|
| diff --git a/cc/output/gl_renderer.cc b/cc/output/gl_renderer.cc
|
| index e1020caf4def2e10973e8c65449ed1ea1a6b3b37..c1937fd9d314f3883b208b7239ad4e06d802166c 100644
|
| --- a/cc/output/gl_renderer.cc
|
| +++ b/cc/output/gl_renderer.cc
|
| @@ -1405,17 +1405,17 @@ void GLRenderer::UpdateRPDQUniforms(DrawRenderPassDrawQuadParams* params) {
|
| }
|
| tex_rect.Scale(1.0f / texture_size.width(), 1.0f / texture_size.height());
|
|
|
| - DCHECK(locations.tex_transform != -1 || IsContextLost());
|
| + DCHECK(locations.vertex_tex_transform != -1 || IsContextLost());
|
| if (params->source_needs_flip) {
|
| // Flip the content vertically in the shader, as the RenderPass input
|
| // texture is already oriented the same way as the framebuffer, but the
|
| // projection transform does a flip.
|
| - gl_->Uniform4f(locations.tex_transform, tex_rect.x(), 1.0f - tex_rect.y(),
|
| - tex_rect.width(), -tex_rect.height());
|
| + gl_->Uniform4f(locations.vertex_tex_transform, tex_rect.x(),
|
| + 1.0f - tex_rect.y(), tex_rect.width(), -tex_rect.height());
|
| } else {
|
| // Tile textures are oriented opposite the framebuffer, so can use
|
| // the projection transform to do the flip.
|
| - gl_->Uniform4f(locations.tex_transform, tex_rect.x(), tex_rect.y(),
|
| + gl_->Uniform4f(locations.vertex_tex_transform, tex_rect.x(), tex_rect.y(),
|
| tex_rect.width(), tex_rect.height());
|
| }
|
|
|
| @@ -2541,11 +2541,12 @@ struct TexTransformTextureProgramBinding : TextureProgramBinding {
|
| template <class Program>
|
| void Set(Program* program) {
|
| TextureProgramBinding::Set(program);
|
| - tex_transform_location = program->vertex_shader().tex_transform_location();
|
| + vertex_tex_transform_location =
|
| + program->vertex_shader().vertex_tex_transform_location();
|
| vertex_opacity_location =
|
| program->vertex_shader().vertex_opacity_location();
|
| }
|
| - int tex_transform_location;
|
| + int vertex_tex_transform_location;
|
| int vertex_opacity_location;
|
| };
|
|
|
| @@ -2693,7 +2694,7 @@ void GLRenderer::EnqueueTextureQuad(const DrawingFrame* frame,
|
| draw_cache_.nearest_neighbor = quad->nearest_neighbor;
|
| draw_cache_.background_color = quad->background_color;
|
|
|
| - draw_cache_.uv_xform_location = binding.tex_transform_location;
|
| + draw_cache_.uv_xform_location = binding.vertex_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;
|
|
|