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; |