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Unified Diff: cc/output/gl_renderer.h

Issue 23572033: cc: Add test for AA quads due to precision loss (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: danakj review comments Created 7 years, 3 months ago
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Index: cc/output/gl_renderer.h
diff --git a/cc/output/gl_renderer.h b/cc/output/gl_renderer.h
index 6908e1bfe80bcb044ad2f8cba9c923e8ce7f8d1b..030c8636f54504ceb8768444281f361799144f1a 100644
--- a/cc/output/gl_renderer.h
+++ b/cc/output/gl_renderer.h
@@ -124,6 +124,17 @@ class CC_EXPORT GLRenderer : public DirectRenderer {
scoped_ptr<CopyOutputRequest> request) OVERRIDE;
virtual void FinishDrawingQuadList() OVERRIDE;
+ // Check if quad needs antialiasing and if so, inflate the quad and
+ // fill edge array for fragment shader. local_quad is set to
+ // inflated quad if antialiasing is required, otherwise it is left
+ // unchanged. edge array is filled with inflated quad's edge data
+ // if antialiasing is required, otherwise it is left unchanged.
+ // Returns true if quad requires antialiasing and false otherwise.
+ static bool SetupQuadForAntialiasing(const gfx::Transform& device_transform,
+ const DrawQuad* quad,
+ gfx::QuadF* local_quad,
+ float edge[24]);
+
private:
friend class GLRendererShaderPixelTest;
friend class GLRendererShaderTest;
@@ -174,17 +185,6 @@ class CC_EXPORT GLRenderer : public DirectRenderer {
const gfx::Transform& draw_matrix,
bool flip_vertically);
- // Check if quad needs antialiasing and if so, inflate the quad and
- // fill edge array for fragment shader. local_quad is set to
- // inflated quad if antialiasing is required, otherwise it is left
- // unchanged. edge array is filled with inflated quad's edge data
- // if antialiasing is required, otherwise it is left unchanged.
- // Returns true if quad requires antialiasing and false otherwise.
- bool SetupQuadForAntialiasing(const gfx::Transform& device_transform,
- const DrawQuad* quad,
- gfx::QuadF* local_quad,
- float edge[24]) const;
-
bool UseScopedTexture(DrawingFrame* frame,
const ScopedResource* resource,
gfx::Rect viewport_rect);
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