本文整理汇总了C++中LayerComposite::GetClearRect方法的典型用法代码示例。如果您正苦于以下问题:C++ LayerComposite::GetClearRect方法的具体用法?C++ LayerComposite::GetClearRect怎么用?C++ LayerComposite::GetClearRect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类LayerComposite
的用法示例。
在下文中一共展示了LayerComposite::GetClearRect方法的1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: effectChain
//.........这里部分代码省略.........
}
nsIntRect clipRect = layerToRender->GetLayer()->
CalculateScissorRect(aClipRect, &aManager->GetWorldTransform());
if (clipRect.IsEmpty()) {
continue;
}
nsIntRegion savedVisibleRegion;
bool restoreVisibleRegion = false;
if (i + 1 < children.Length() &&
layerToRender->GetLayer()->GetEffectiveTransform().IsIdentity()) {
LayerComposite* nextLayer = static_cast<LayerComposite*>(children.ElementAt(i + 1)->ImplData());
nsIntRect nextLayerOpaqueRect;
if (nextLayer && nextLayer->GetLayer()) {
nextLayerOpaqueRect = GetOpaqueRect(nextLayer->GetLayer());
}
if (!nextLayerOpaqueRect.IsEmpty()) {
savedVisibleRegion = layerToRender->GetShadowVisibleRegion();
nsIntRegion visibleRegion;
visibleRegion.Sub(savedVisibleRegion, nextLayerOpaqueRect);
if (visibleRegion.IsEmpty()) {
continue;
}
layerToRender->SetShadowVisibleRegion(visibleRegion);
restoreVisibleRegion = true;
}
}
if (layerToRender->HasLayerBeenComposited()) {
// Composer2D will compose this layer so skip GPU composition
// this time & reset composition flag for next composition phase
layerToRender->SetLayerComposited(false);
nsIntRect clearRect = layerToRender->GetClearRect();
if (!clearRect.IsEmpty()) {
// Clear layer's visible rect on FrameBuffer with transparent pixels
gfx::Rect fbRect(clearRect.x, clearRect.y, clearRect.width, clearRect.height);
compositor->ClearRect(fbRect);
layerToRender->SetClearRect(nsIntRect(0, 0, 0, 0));
}
} else {
layerToRender->RenderLayer(clipRect);
}
if (restoreVisibleRegion) {
// Restore the region in case it's not covered by opaque content next time
layerToRender->SetShadowVisibleRegion(savedVisibleRegion);
}
if (gfxPrefs::LayersScrollGraph()) {
DrawVelGraph(clipRect, aManager, layerToRender->GetLayer());
}
if (gfxPrefs::UniformityInfo()) {
PrintUniformityInfo(layerToRender->GetLayer());
}
if (gfxPrefs::DrawLayerInfo()) {
DrawLayerInfo(clipRect, aManager, layerToRender->GetLayer());
}
// invariant: our GL context should be current here, I don't think we can
// assert it though
}
if (needsSurface) {
// Unbind the current surface and rebind the previous one.