SkiaRenderer: Support texture quads bypassing RenderPasses
In the most common case, texture draw quads are just images and can be bypassed very much like tiles or video quads. When it has a background blend, we can still apply the RPDQ parameters but it's no longer appropriate to merge the background alpha with the layer's opacity. Unfortunately, it starts getting really tricky to sort out the proper order of operations for per-vertex opacity, layer opacity, and other forms of masking. This seems like a pretty rare corner case for texture quad usage (I only found unit tests and one place in Chrome that uses it), so CanPassBeDrawnDirectly just prevents quads with per-vertex opacities form being bypassed. Bug: 1013735 Change-Id: I504d9492f5261c4930776c8d91504c9b71e1df70 Reviewed-on: https://chromium-review.googlesource.com/c/chromium/src/+/1863590 Commit-Queue: Michael Ludwig <michaelludwig@google.com> Reviewed-by:weiliangc <weiliangc@chromium.org> Cr-Commit-Position: refs/heads/master@{#709897}
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