Index: cc/layers/delegated_renderer_layer_impl.cc |
diff --git a/cc/layers/delegated_renderer_layer_impl.cc b/cc/layers/delegated_renderer_layer_impl.cc |
index 0fea04e852c895454ce109530640b01069295254..596284f291cc9135094272290be71bfb2e1dda9b 100644 |
--- a/cc/layers/delegated_renderer_layer_impl.cc |
+++ b/cc/layers/delegated_renderer_layer_impl.cc |
@@ -436,9 +436,15 @@ void DelegatedRendererLayerImpl::AppendRenderPassQuads( |
} |
DCHECK(output_shared_quad_state); |
+ gfx::Transform quad_content_to_delegated_target_space = |
+ output_shared_quad_state->content_to_target_transform; |
+ quad_content_to_delegated_target_space.ConcatTransform( |
danakj
2014/08/08 13:45:05
to avoid these matrix mults in most cases, can you
hartmanng
2014/08/08 14:00:02
Done.
|
+ render_pass->transform_to_root_target); |
+ quad_content_to_delegated_target_space.ConcatTransform(draw_transform()); |
+ |
gfx::Rect quad_visible_rect = occlusion_tracker.UnoccludedContentRect( |
- delegated_quad->visible_rect, |
- output_shared_quad_state->content_to_target_transform); |
+ delegated_quad->visible_rect, quad_content_to_delegated_target_space); |
+ |
if (quad_visible_rect.IsEmpty()) |
continue; |