#include "cc/base/math_util.h"
#include "cc/quads/texture_draw_quad.h"
#include "cc/trees/layer_tree_impl.h"
-#include "cc/trees/occlusion_tracker.h"
-#include "ui/gfx/rect_f.h"
+#include "cc/trees/occlusion.h"
+#include "ui/gfx/geometry/rect_f.h"
namespace cc {
scoped_ptr<LayerImpl> NinePatchLayerImpl::CreateLayerImpl(
LayerTreeImpl* tree_impl) {
- return NinePatchLayerImpl::Create(tree_impl, id()).PassAs<LayerImpl>();
+ return NinePatchLayerImpl::Create(tree_impl, id());
}
void NinePatchLayerImpl::PushPropertiesTo(LayerImpl* layer) {
void NinePatchLayerImpl::AppendQuads(
RenderPass* render_pass,
- const OcclusionTracker<LayerImpl>& occlusion_tracker,
+ const Occlusion& occlusion_in_content_space,
AppendQuadsData* append_quads_data) {
CheckGeometryLimitations();
SharedQuadState* shared_quad_state =
gfx::Rect visible_rect;
const float vertex_opacity[] = {1.0f, 1.0f, 1.0f, 1.0f};
- Occlusion occlusion =
- occlusion_tracker.GetCurrentOcclusionForLayer(draw_transform());
-
- visible_rect = occlusion.GetUnoccludedContentRect(layer_top_left);
+ visible_rect =
+ occlusion_in_content_space.GetUnoccludedContentRect(layer_top_left);
if (!visible_rect.IsEmpty()) {
TextureDrawQuad* quad =
render_pass->CreateAndAppendDrawQuad<TextureDrawQuad>();
flipped);
}
- visible_rect = occlusion.GetUnoccludedContentRect(layer_top_right);
+ visible_rect =
+ occlusion_in_content_space.GetUnoccludedContentRect(layer_top_right);
if (!visible_rect.IsEmpty()) {
TextureDrawQuad* quad =
render_pass->CreateAndAppendDrawQuad<TextureDrawQuad>();
flipped);
}
- visible_rect = occlusion.GetUnoccludedContentRect(layer_bottom_left);
+ visible_rect =
+ occlusion_in_content_space.GetUnoccludedContentRect(layer_bottom_left);
if (!visible_rect.IsEmpty()) {
TextureDrawQuad* quad =
render_pass->CreateAndAppendDrawQuad<TextureDrawQuad>();
flipped);
}
- visible_rect = occlusion.GetUnoccludedContentRect(layer_bottom_right);
+ visible_rect =
+ occlusion_in_content_space.GetUnoccludedContentRect(layer_bottom_right);
if (!visible_rect.IsEmpty()) {
TextureDrawQuad* quad =
render_pass->CreateAndAppendDrawQuad<TextureDrawQuad>();
flipped);
}
- visible_rect = occlusion.GetUnoccludedContentRect(layer_top);
+ visible_rect = occlusion_in_content_space.GetUnoccludedContentRect(layer_top);
if (!visible_rect.IsEmpty()) {
TextureDrawQuad* quad =
render_pass->CreateAndAppendDrawQuad<TextureDrawQuad>();
flipped);
}
- visible_rect = occlusion.GetUnoccludedContentRect(layer_left);
+ visible_rect =
+ occlusion_in_content_space.GetUnoccludedContentRect(layer_left);
if (!visible_rect.IsEmpty()) {
TextureDrawQuad* quad =
render_pass->CreateAndAppendDrawQuad<TextureDrawQuad>();
flipped);
}
- visible_rect = occlusion.GetUnoccludedContentRect(layer_right);
+ visible_rect =
+ occlusion_in_content_space.GetUnoccludedContentRect(layer_right);
if (!visible_rect.IsEmpty()) {
TextureDrawQuad* quad =
render_pass->CreateAndAppendDrawQuad<TextureDrawQuad>();
flipped);
}
- visible_rect = occlusion.GetUnoccludedContentRect(layer_bottom);
+ visible_rect =
+ occlusion_in_content_space.GetUnoccludedContentRect(layer_bottom);
if (!visible_rect.IsEmpty()) {
TextureDrawQuad* quad =
render_pass->CreateAndAppendDrawQuad<TextureDrawQuad>();
}
if (fill_center_) {
- visible_rect = occlusion.GetUnoccludedContentRect(layer_center);
+ visible_rect =
+ occlusion_in_content_space.GetUnoccludedContentRect(layer_center);
if (!visible_rect.IsEmpty()) {
TextureDrawQuad* quad =
render_pass->CreateAndAppendDrawQuad<TextureDrawQuad>();