Index: cc/output/gl_renderer.cc |
diff --git a/cc/output/gl_renderer.cc b/cc/output/gl_renderer.cc |
index a80feac4ecc9f97f3fd5e731d99a43cc7ea98a99..d2df0b31c310e6851aeb0295b7aac568992ed20f 100644 |
--- a/cc/output/gl_renderer.cc |
+++ b/cc/output/gl_renderer.cc |
@@ -1131,11 +1131,12 @@ static void SolidColorUniformLocation(T program, |
uniforms->color_location = program->fragment_shader().color_location(); |
} |
+// static |
bool GLRenderer::SetupQuadForAntialiasing( |
const gfx::Transform& device_transform, |
const DrawQuad* quad, |
gfx::QuadF* local_quad, |
- float edge[24]) const { |
+ float edge[24]) { |
gfx::Rect tile_rect = quad->visible_rect; |
bool clipped = false; |
@@ -1146,11 +1147,8 @@ bool GLRenderer::SetupQuadForAntialiasing( |
bool is_nearest_rect_within_epsilon = is_axis_aligned_in_target && |
gfx::IsNearestRectWithinDistance(device_layer_quad.BoundingBox(), |
kAntiAliasingEpsilon); |
- |
- bool use_aa = Settings().allow_antialiasing && |
- !clipped && // code can't handle clipped quads |
- !is_nearest_rect_within_epsilon && |
- quad->IsEdge(); |
+ // AAing clipped quads is not supported by the code yet. |
+ bool use_aa = !clipped && !is_nearest_rect_within_epsilon && quad->IsEdge(); |
if (!use_aa) |
return false; |
@@ -1239,8 +1237,9 @@ void GLRenderer::DrawSolidColorQuad(const DrawingFrame* frame, |
gfx::QuadF local_quad = gfx::QuadF(gfx::RectF(tile_rect)); |
float edge[24]; |
- bool use_aa = !quad->force_anti_aliasing_off && SetupQuadForAntialiasing( |
- device_transform, quad, &local_quad, edge); |
+ bool use_aa = |
+ Settings().allow_antialiasing && !quad->force_anti_aliasing_off && |
+ SetupQuadForAntialiasing(device_transform, quad, &local_quad, edge); |
SolidColorProgramUniforms uniforms; |
if (use_aa) |
@@ -1378,7 +1377,7 @@ void GLRenderer::DrawContentQuad(const DrawingFrame* frame, |
gfx::QuadF local_quad = gfx::QuadF(gfx::RectF(tile_rect)); |
float edge[24]; |
- bool use_aa = SetupQuadForAntialiasing( |
+ bool use_aa = Settings().allow_antialiasing && SetupQuadForAntialiasing( |
device_transform, quad, &local_quad, edge); |
TileProgramUniforms uniforms; |