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C++ GrClip::isEmpty方法代码示例

本文整理汇总了C++中GrClip::isEmpty方法的典型用法代码示例。如果您正苦于以下问题:C++ GrClip::isEmpty方法的具体用法?C++ GrClip::isEmpty怎么用?C++ GrClip::isEmpty使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在GrClip的用法示例。


在下文中一共展示了GrClip::isEmpty方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: createClipMask

////////////////////////////////////////////////////////////////////////////////
// sort out what kind of clip mask needs to be created: alpha, stencil,
// scissor, or entirely software
bool GrClipMaskManager::createClipMask(GrGpu* gpu, 
                                       const GrClip& clipIn,
                                       ScissoringSettings* scissorSettings) {

    GrAssert(scissorSettings);

    scissorSettings->fEnableScissoring = false;
    fClipMaskInStencil = false;
    fClipMaskInAlpha = false;

    GrDrawState* drawState = gpu->drawState();
    if (!drawState->isClipState()) {
        return true;
    }

    GrRenderTarget* rt = drawState->getRenderTarget();

    // GrDrawTarget should have filtered this for us
    GrAssert(NULL != rt);

#if GR_SW_CLIP
    if (create_mask_in_sw()) {
        // The clip geometry is complex enough that it will be more
        // efficient to create it entirely in software
        GrTexture* result = NULL;
        GrIRect bound;
        if (this->createSoftwareClipMask(gpu, clipIn, &result, &bound)) {
            fClipMaskInAlpha = true;

            setup_drawstate_aaclip(gpu, result, bound);
            return true;
        }
    }
#endif

#if GR_AA_CLIP
    // If MSAA is enabled use the (faster) stencil path for AA clipping
    // otherwise the alpha clip mask is our only option
    if (clipIn.requiresAA() && 0 == rt->numSamples()) {
        // Since we are going to create a destination texture of the correct
        // size for the mask (rather than being bound by the size of the
        // render target) we aren't going to use scissoring like the stencil
        // path does (see scissorSettings below)
        GrTexture* result = NULL;
        GrIRect bound;
        if (this->createAlphaClipMask(gpu, clipIn, &result, &bound)) {
            fClipMaskInAlpha = true;

            setup_drawstate_aaclip(gpu, result, bound);
            return true;
        }

        // if alpha clip mask creation fails fall through to the stencil
        // buffer method
    }
#endif // GR_AA_CLIP

    GrRect bounds;
    GrRect rtRect;
    rtRect.setLTRB(0, 0,
                    GrIntToScalar(rt->width()), GrIntToScalar(rt->height()));
    if (clipIn.hasConservativeBounds()) {
        bounds = clipIn.getConservativeBounds();
        if (!bounds.intersect(rtRect)) {
            bounds.setEmpty();
        }
    } else {
        bounds = rtRect;
    }

    bounds.roundOut(&scissorSettings->fScissorRect);
    if  (scissorSettings->fScissorRect.isEmpty()) {
        scissorSettings->fScissorRect.setLTRB(0,0,0,0);
        // TODO: I think we can do an early exit here - after refactoring try:
        //  set fEnableScissoring to true but leave fClipMaskInStencil false
        //  and return - everything is going to be scissored away anyway!
    }
    scissorSettings->fEnableScissoring = true;

    // use the stencil clip if we can't represent the clip as a rectangle.
    fClipMaskInStencil = !clipIn.isRect() && !clipIn.isEmpty() &&
                         !bounds.isEmpty();

    if (fClipMaskInStencil) {
        return this->createStencilClipMask(gpu, clipIn, bounds, scissorSettings);
    }

    return true;
}
开发者ID:Beifeng,项目名称:WTL-DUI,代码行数:92,代码来源:GrClipMaskManager.cpp

示例2: createClipMask

////////////////////////////////////////////////////////////////////////////////
// sort out what kind of clip mask needs to be created: alpha, stencil,
// scissor, or entirely software
bool GrClipMaskManager::createClipMask(GrGpu* gpu, 
                                       const GrClip& clipIn,
                                       ScissoringSettings* scissorSettings) {

    GrAssert(scissorSettings);

    scissorSettings->fEnableScissoring = false;
    fClipMaskInStencil = false;
    fClipMaskInAlpha = false;

    GrDrawState* drawState = gpu->drawState();
    if (!drawState->isClipState()) {
        return true;
    }

    GrRenderTarget* rt = drawState->getRenderTarget();

    // GrDrawTarget should have filtered this for us
    GrAssert(NULL != rt);

#if GR_SW_CLIP
    // If MSAA is enabled we can do everything in the stencil buffer.
    // Otherwise check if we should just create the entire clip mask 
    // in software (this will only happen if the clip mask is anti-aliased
    // and too complex for the gpu to handle in its entirety)
    if (0 == rt->numSamples() && useSWOnlyPath(gpu, clipIn)) {
        // The clip geometry is complex enough that it will be more
        // efficient to create it entirely in software
        GrTexture* result = NULL;
        GrIRect bound;
        if (this->createSoftwareClipMask(gpu, clipIn, &result, &bound)) {
            fClipMaskInAlpha = true;

            setup_drawstate_aaclip(gpu, result, bound);
            return true;
        }

        // if SW clip mask creation fails fall through to the other
        // two possible methods (bottoming out at stencil clipping)
    }
#endif // GR_SW_CLIP

#if GR_AA_CLIP
    // If MSAA is enabled use the (faster) stencil path for AA clipping
    // otherwise the alpha clip mask is our only option
    if (0 == rt->numSamples() && clipIn.requiresAA()) {
        // Since we are going to create a destination texture of the correct
        // size for the mask (rather than being bound by the size of the
        // render target) we aren't going to use scissoring like the stencil
        // path does (see scissorSettings below)
        GrTexture* result = NULL;
        GrIRect bound;
        if (this->createAlphaClipMask(gpu, clipIn, &result, &bound)) {
            fClipMaskInAlpha = true;

            setup_drawstate_aaclip(gpu, result, bound);
            return true;
        }

        // if alpha clip mask creation fails fall through to the stencil
        // buffer method
    }
#endif // GR_AA_CLIP

    // Either a hard (stencil buffer) clip was explicitly requested or 
    // an antialiased clip couldn't be created. In either case, free up
    // the texture in the antialiased mask cache.
    // TODO: this may require more investigation. Ganesh performs a lot of
    // utility draws (e.g., clears, InOrderDrawBuffer playbacks) that hit
    // the stencil buffer path. These may be "incorrectly" clearing the 
    // AA cache.
    fAACache.reset();

    GrRect bounds;
    GrRect rtRect;
    rtRect.setLTRB(0, 0,
                   GrIntToScalar(rt->width()), GrIntToScalar(rt->height()));
    if (clipIn.hasConservativeBounds()) {
        bounds = clipIn.getConservativeBounds();
        if (!bounds.intersect(rtRect)) {
            bounds.setEmpty();
        }
    } else {
        bounds = rtRect;
    }

    bounds.roundOut(&scissorSettings->fScissorRect);
    if  (scissorSettings->fScissorRect.isEmpty()) {
        scissorSettings->fScissorRect.setLTRB(0,0,0,0);
        // TODO: I think we can do an early exit here - after refactoring try:
        //  set fEnableScissoring to true but leave fClipMaskInStencil false
        //  and return - everything is going to be scissored away anyway!
    }
    scissorSettings->fEnableScissoring = true;

    // use the stencil clip if we can't represent the clip as a rectangle.
    fClipMaskInStencil = !clipIn.isRect() && !clipIn.isEmpty() &&
//.........这里部分代码省略.........
开发者ID:FunkyVerb,项目名称:devtools-window,代码行数:101,代码来源:GrClipMaskManager.cpp


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