Index: cc/gl_renderer.cc |
diff --git a/cc/gl_renderer.cc b/cc/gl_renderer.cc |
index e9f8254a16b5629a6033aeb278a040d58821218d..c98b3e0e6f73578ef3acf707932100624e8a8f6e 100644 |
--- a/cc/gl_renderer.cc |
+++ b/cc/gl_renderer.cc |
@@ -439,7 +439,6 @@ static SkBitmap applyImageFilter(GLRenderer* renderer, SkImageFilter* filter, Sc |
scoped_ptr<ScopedResource> GLRenderer::drawBackgroundFilters( |
DrawingFrame& frame, const RenderPassDrawQuad* quad, |
- const WebKit::WebFilterOperations& filters, |
const gfx::Transform& contentsDeviceTransform, |
const gfx::Transform& contentsDeviceTransformInverse) |
{ |
@@ -459,6 +458,7 @@ scoped_ptr<ScopedResource> GLRenderer::drawBackgroundFilters( |
// FIXME: When this algorithm changes, update LayerTreeHost::prioritizeTextures() accordingly. |
+ const WebKit::WebFilterOperations& filters = quad->background_filters; |
if (filters.isEmpty()) |
return scoped_ptr<ScopedResource>(); |
@@ -517,11 +517,6 @@ void GLRenderer::drawRenderPassQuad(DrawingFrame& frame, const RenderPassDrawQua |
if (!contentsTexture || !contentsTexture->id()) |
return; |
- const RenderPass* renderPass = frame.renderPassesById->get(quad->render_pass_id); |
- DCHECK(renderPass); |
- if (!renderPass) |
- return; |
- |
gfx::Transform quadRectMatrix; |
quadRectTransform(&quadRectMatrix, quad->quadTransform(), quad->rect); |
gfx::Transform contentsDeviceTransform = MathUtil::to2dTransform(frame.windowMatrix * frame.projectionMatrix * quadRectMatrix); |
@@ -532,16 +527,15 @@ void GLRenderer::drawRenderPassQuad(DrawingFrame& frame, const RenderPassDrawQua |
gfx::Transform contentsDeviceTransformInverse = MathUtil::inverse(contentsDeviceTransform); |
scoped_ptr<ScopedResource> backgroundTexture = drawBackgroundFilters( |
- frame, quad, renderPass->background_filters, |
- contentsDeviceTransform, contentsDeviceTransformInverse); |
+ frame, quad, 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.get(), contentsTexture, m_client->hasImplThread()); |
+ if (quad->filter) { |
+ filterBitmap = applyImageFilter(this, quad->filter.get(), contentsTexture, m_client->hasImplThread()); |
} else { |
- filterBitmap = applyFilters(this, renderPass->filters, contentsTexture, m_client->hasImplThread()); |
+ filterBitmap = applyFilters(this, quad->filters, contentsTexture, m_client->hasImplThread()); |
} |
// Draw the background texture if there is one. |