+struct RenderPassId {
+ int32 layer_id;
+ int32 index;
+};
+
+struct RenderPassQuadState {
+ RenderPassId render_pass_id;
+
+ // If nonzero, resource id of mask to use when drawing this pass.
+ uint32 mask_resource_id;
+ RectF mask_uv_rect;
+
+ // Post-processing filters, applied to the pixels in the render pass' texture.
+ // TODO(jamesr): Support
+ // FilterOperations filters;
+
+ // The scale from layer space of the root layer of the render pass to
+ // the render pass physical pixels. This scale is applied to the filter
+ // parameters for pixel-moving filters. This scale should include
+ // content-to-target-space scale, and device pixel ratio.
+ PointF filters_scale;
+
+ // Post-processing filters, applied to the pixels showing through the
+ // background of the render pass, from behind it.
+ // TODO(jamesr): Support
+ // FilterOperations background_filters;
+};