- const DrawQuad* candidate_quad = quad_list.front();
- if (candidate_quad->material != DrawQuad::TEXTURE_CONTENT)
- return false;
-
- const TextureDrawQuad& quad = *TextureDrawQuad::MaterialCast(candidate_quad);
- if (!resource_provider_->AllowOverlay(quad.resource_id))
+ QuadList::iterator candidate_iterator = quad_list.end();
+ for (QuadList::iterator it = quad_list.begin(); it != quad_list.end(); ++it) {
+ const DrawQuad* draw_quad = *it;
+ if (draw_quad->material == DrawQuad::TEXTURE_CONTENT) {
+ const TextureDrawQuad& quad = *TextureDrawQuad::MaterialCast(draw_quad);
+ if (!resource_provider_->AllowOverlay(quad.resource_id)) {
+ continue;
+ }
+ // Check that no prior quads overlap it.
+ bool intersects = false;
+ gfx::RectF rect = draw_quad->rect;
+ draw_quad->quadTransform().TransformRect(&rect);
+ for (QuadList::iterator overlap_iter = quad_list.begin();
+ overlap_iter != it;
+ ++overlap_iter) {
+ gfx::RectF overlap_rect = (*overlap_iter)->rect;
+ (*overlap_iter)->quadTransform().TransformRect(&overlap_rect);
+ if (rect.Intersects(overlap_rect)) {
+ intersects = true;
+ break;
+ }
+ }
+ if (intersects)
+ continue;
+ candidate_iterator = it;
+ break;
+ }
+ }
+ if (candidate_iterator == quad_list.end())