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Optimize render passes with single quads
Many effects (masks, replicas, filters) generate render passes for simplicity in the code. However, in the cases where the pass contains a single quad with a texture, that resulting texture could just be used as the input texture instead of the render pass itself. The complication is mostly that render passes and tile textures are flipped relative to each other (oops) and so some knowledge of this has to leak into drawing render passes. This is done by detecting such render passes inside of DirectRenderer, storing the TileQuad that would have been drawn, skipping allocating the pass and rendering it, and then calling a slightly modified version of DrawRenderPassQuad with the TileQuad's resource. The check for which render passes can be supported is conservative to start. This optimization usually will not be supported on mac because skia does not support textures with texture rectangle targets as input. BUG=254639,606672 CQ_INCLUDE_TRYBOTS=tryserver.blink:linux_blink_rel Review-Url: https://codereview.chromium.org/1960543002 Cr-Commit-Position: refs/heads/master@{#399060}
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