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authorChris Craik <ccraik@google.com>2012-04-20 11:28:59 -0700
committerTeng-Hui Zhu <ztenghui@google.com>2012-04-24 13:17:58 -0700
commit32ce41e0241790f20e63cafea4d3c1db87423eec (patch)
treea72d776306a0a76d099f3997c35a84a4750fa02f /Source/WebCore/platform/graphics/android/rendering/Tile.h
parent492bcfac9fc25b61f44811050fb0cfe827eb6a08 (diff)
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Don't overdraw TileGrids
Given the visible area info, we can just tune the shader and matrix to draw partial tile at the edge of TileGrids. This could save a lot of GPU time. Change-Id: I1a45aa9a3a76ab5894096828bfff83057b1c9272
Diffstat (limited to 'Source/WebCore/platform/graphics/android/rendering/Tile.h')
-rw-r--r--Source/WebCore/platform/graphics/android/rendering/Tile.h4
1 files changed, 3 insertions, 1 deletions
diff --git a/Source/WebCore/platform/graphics/android/rendering/Tile.h b/Source/WebCore/platform/graphics/android/rendering/Tile.h
index fa06892..58ba15b 100644
--- a/Source/WebCore/platform/graphics/android/rendering/Tile.h
+++ b/Source/WebCore/platform/graphics/android/rendering/Tile.h
@@ -29,6 +29,7 @@
#if USE(ACCELERATED_COMPOSITING)
#include "BaseRenderer.h"
+#include "FloatPoint.h"
#include "SkRect.h"
#include "SkRegion.h"
#include "TextureOwner.h"
@@ -102,7 +103,8 @@ public:
// Return false when real draw didn't happen for any reason.
bool drawGL(float opacity, const SkRect& rect, float scale,
const TransformationMatrix* transform,
- bool forceBlending = false, bool usePointSampling = false);
+ bool forceBlending, bool usePointSampling,
+ const FloatPoint& fillPortion);
// the only thread-safe function called by the background thread
void paintBitmap(TilePainter* painter);