Index: cc/gl_renderer.cc |
diff --git a/cc/gl_renderer.cc b/cc/gl_renderer.cc |
index e4e8034efc5a75be0578379476d47a17076ae35a..850b8c2931628acc80be4d2ef78700f2cd55e03b 100644 |
--- a/cc/gl_renderer.cc |
+++ b/cc/gl_renderer.cc |
@@ -201,13 +201,13 @@ void GLRenderer::viewportChanged() |
void GLRenderer::clearFramebuffer(DrawingFrame& frame) |
{ |
// On DEBUG builds, opaque render passes are cleared to blue to easily see regions that were not drawn on the screen. |
- if (frame.currentRenderPass->hasTransparentBackground()) |
+ if (frame.currentRenderPass->has_transparent_background) |
GLC(m_context, m_context->clearColor(0, 0, 0, 0)); |
else |
GLC(m_context, m_context->clearColor(0, 0, 1, 1)); |
#ifdef NDEBUG |
- if (frame.currentRenderPass->hasTransparentBackground()) |
+ if (frame.currentRenderPass->has_transparent_background) |
#endif |
m_context->clear(GL_COLOR_BUFFER_BIT); |
} |
@@ -455,7 +455,7 @@ scoped_ptr<ScopedResource> GLRenderer::drawBackgroundFilters( |
// FIXME: We only allow background filters on an opaque render surface because other surfaces may contain |
// translucent pixels, and the contents behind those translucent pixels wouldn't have the filter applied. |
- if (frame.currentRenderPass->hasTransparentBackground()) |
+ if (frame.currentRenderPass->has_transparent_background) |
return scoped_ptr<ScopedResource>(); |
DCHECK(!frame.currentTexture); |
@@ -466,7 +466,7 @@ scoped_ptr<ScopedResource> GLRenderer::drawBackgroundFilters( |
filters.getOutsets(top, right, bottom, left); |
deviceRect.Inset(-left, -top, -right, -bottom); |
- deviceRect.Intersect(frame.currentRenderPass->outputRect()); |
+ deviceRect.Intersect(frame.currentRenderPass->output_rect); |
scoped_ptr<ScopedResource> deviceBackgroundTexture = ScopedResource::create(m_resourceProvider); |
if (!getFramebufferTexture(deviceBackgroundTexture.get(), deviceRect)) |
@@ -523,16 +523,16 @@ void GLRenderer::drawRenderPassQuad(DrawingFrame& frame, const RenderPassDrawQua |
WebTransformationMatrix contentsDeviceTransformInverse = contentsDeviceTransform.inverse(); |
scoped_ptr<ScopedResource> backgroundTexture = drawBackgroundFilters( |
- frame, quad, renderPass->backgroundFilters(), |
+ frame, quad, renderPass->background_filters, |
contentsDeviceTransform, contentsDeviceTransformInverse); |
// FIXME: Cache this value so that we don't have to do it for both the surface and its replica. |
// Apply filters to the contents texture. |
SkBitmap filterBitmap; |
- if (renderPass->filter()) { |
- filterBitmap = applyImageFilter(this, renderPass->filter(), contentsTexture, m_client->hasImplThread()); |
+ if (renderPass->filter) { |
+ filterBitmap = applyImageFilter(this, renderPass->filter, contentsTexture, m_client->hasImplThread()); |
} else { |
- filterBitmap = applyFilters(this, renderPass->filters(), contentsTexture, m_client->hasImplThread()); |
+ filterBitmap = applyFilters(this, renderPass->filters, contentsTexture, m_client->hasImplThread()); |
} |
scoped_ptr<ResourceProvider::ScopedReadLockGL> contentsResourceLock; |
unsigned contentsTextureId = 0; |