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authorMike Reed <reed@google.com>2009-10-16 10:29:45 -0400
committerMike Reed <reed@google.com>2009-10-16 10:29:45 -0400
commit6623a2fa4116b5764908c6a168e4460b527edad1 (patch)
tree15f0c0b617b1bcfc9ff089505e8653cbe6f84e31 /WebCore
parent734b5134dfb8de1717b5772d41dd8fdcc093980e (diff)
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don't pre-round rects, since we will zoom (arbitrarily) after we record the geometry.
This fixes the funny case of <canvas> elements being scaled twice: once by our scaleFactor() and then again by this roundToDevicePixels method.
Diffstat (limited to 'WebCore')
-rw-r--r--WebCore/platform/graphics/android/GraphicsContextAndroid.cpp21
1 files changed, 13 insertions, 8 deletions
diff --git a/WebCore/platform/graphics/android/GraphicsContextAndroid.cpp b/WebCore/platform/graphics/android/GraphicsContextAndroid.cpp
index 46ac9da..a78c155 100644
--- a/WebCore/platform/graphics/android/GraphicsContextAndroid.cpp
+++ b/WebCore/platform/graphics/android/GraphicsContextAndroid.cpp
@@ -1049,16 +1049,21 @@ void GraphicsContext::concatCTM(const TransformationMatrix& xform)
GC2Canvas(this)->concat((SkMatrix) xform);
}
+/* This is intended to round the rect to device pixels (through the CTM)
+ and then invert the result back into source space, with the hope that when
+ it is drawn (through the matrix), it will land in the "right" place (i.e.
+ on pixel boundaries).
+
+ For android, we record this geometry once and then draw it though various
+ scale factors as the user zooms, without re-recording. Thus this routine
+ should just leave the original geometry alone.
+
+ If we instead draw into bitmap tiles, we should then perform this
+ transform -> round -> inverse step.
+ */
FloatRect GraphicsContext::roundToDevicePixels(const FloatRect& rect)
{
- if (paintingDisabled())
- return FloatRect();
-
- const SkMatrix& matrix = GC2Canvas(this)->getTotalMatrix();
- SkRect r(rect);
- matrix.mapRect(&r);
- FloatRect result(SkScalarToFloat(r.fLeft), SkScalarToFloat(r.fTop), SkScalarToFloat(r.width()), SkScalarToFloat(r.height()));
- return result;
+ return rect;
}
//////////////////////////////////////////////////////////////////////////////////////////////////