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Unified Diff: cc/gl_renderer.cc

Issue 11618026: Move filters to RenderPassDrawQuad (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: rebase Created 8 years ago
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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.
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