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C++ LayerComposite::RenderLayer方法代码示例

本文整理汇总了C++中LayerComposite::RenderLayer方法的典型用法代码示例。如果您正苦于以下问题:C++ LayerComposite::RenderLayer方法的具体用法?C++ LayerComposite::RenderLayer怎么用?C++ LayerComposite::RenderLayer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LayerComposite的用法示例。


在下文中一共展示了LayerComposite::RenderLayer方法的3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: aRect


//.........这里部分代码省略.........
        }

        compositor->SetRenderTarget(surface);
    } else {
        surface = previousTarget;
        aContainer->mSupportsComponentAlphaChildren = (aContainer->GetContentFlags() & Layer::CONTENT_OPAQUE) ||
                (aContainer->GetParent() && aContainer->GetParent()->SupportsComponentAlphaChildren());
    }

    nsAutoTArray<Layer*, 12> children;
    aContainer->SortChildrenBy3DZOrder(children);

    /**
     * Render this container's contents.
     */
    for (uint32_t i = 0; i < children.Length(); i++) {
        LayerComposite* layerToRender = static_cast<LayerComposite*>(children.ElementAt(i)->ImplData());

        if (layerToRender->GetLayer()->GetEffectiveVisibleRegion().IsEmpty() &&
                !layerToRender->GetLayer()->AsContainerLayer()) {
            continue;
        }

        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()) {
                nsIntRegion visibleRegion;
                visibleRegion.Sub(layerToRender->GetShadowVisibleRegion(), nextLayerOpaqueRect);
                layerToRender->SetShadowVisibleRegion(visibleRegion);
                if (visibleRegion.IsEmpty()) {
                    continue;
                }
            }
        }

        nsIntRect clipRect = layerToRender->GetLayer()->
                             CalculateScissorRect(aClipRect, &aManager->GetWorldTransform());
        if (clipRect.IsEmpty()) {
            continue;
        }

        if (layerToRender->HasLayerBeenComposited()) {
            // Composer2D will compose this layer so skip GPU composition
            // this time & reset composition flag for next composition phase
            layerToRender->SetLayerComposited(false);
            if (layerToRender->GetClearFB()) {
                // Clear layer's visible rect on FrameBuffer with transparent pixels
                gfx::Rect aRect(clipRect.x, clipRect.y, clipRect.width, clipRect.height);
                compositor->clearFBRect(&aRect);
                layerToRender->SetClearFB(false);
            }
        } else {
            layerToRender->RenderLayer(clipRect);
        }

        if (gfxPlatform::GetPrefLayersScrollGraph()) {
            DrawVelGraph(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.
#ifdef MOZ_DUMP_PAINTING
        if (gfxUtils::sDumpPainting) {
            RefPtr<gfx::DataSourceSurface> surf = surface->Dump(aManager->GetCompositor());
            WriteSnapshotToDumpFile(aContainer, surf);
        }
#endif

        compositor->SetRenderTarget(previousTarget);
        EffectChain effectChain;
        LayerManagerComposite::AutoAddMaskEffect autoMaskEffect(aContainer->GetMaskLayer(),
                effectChain,
                !aContainer->GetTransform().CanDraw2D());

        effectChain.mPrimaryEffect = new EffectRenderTarget(surface);

        gfx::Rect rect(visibleRect.x, visibleRect.y, visibleRect.width, visibleRect.height);
        gfx::Rect clipRect(aClipRect.x, aClipRect.y, aClipRect.width, aClipRect.height);
        aManager->GetCompositor()->DrawQuad(rect, clipRect, effectChain, opacity,
                                            aContainer->GetEffectiveTransform());
    }

    if (aContainer->GetFrameMetrics().IsScrollable()) {
        const FrameMetrics& frame = aContainer->GetFrameMetrics();
        LayerRect layerBounds = ScreenRect(frame.mCompositionBounds) * ScreenToLayerScale(1.0);
        gfx::Rect rect(layerBounds.x, layerBounds.y, layerBounds.width, layerBounds.height);
        gfx::Rect clipRect(aClipRect.x, aClipRect.y, aClipRect.width, aClipRect.height);
        aManager->GetCompositor()->DrawDiagnostics(DIAGNOSTIC_CONTAINER,
                rect, clipRect,
                aContainer->GetEffectiveTransform());
    }
}
开发者ID:,项目名称:,代码行数:101,代码来源:

示例2: childOffset

template<class ContainerT> void
ContainerRender(ContainerT* aContainer,
                const nsIntPoint& aOffset,
                LayerManagerComposite* aManager,
                const nsIntRect& aClipRect)
{
  /**
   * Setup our temporary surface for rendering the contents of this container.
   */
  RefPtr<CompositingRenderTarget> surface;

  Compositor* compositor = aManager->GetCompositor();

  RefPtr<CompositingRenderTarget> previousTarget = compositor->GetCurrentRenderTarget();

  nsIntPoint childOffset(aOffset);
  nsIntRect visibleRect = aContainer->GetEffectiveVisibleRegion().GetBounds();

  aContainer->mSupportsComponentAlphaChildren = false;

  float opacity = aContainer->GetEffectiveOpacity();

  bool needsSurface = aContainer->UseIntermediateSurface();
  if (needsSurface) {
    SurfaceInitMode mode = INIT_MODE_CLEAR;
    bool surfaceCopyNeeded = false;
    gfx::IntRect surfaceRect = gfx::IntRect(visibleRect.x, visibleRect.y,
                                            visibleRect.width, visibleRect.height);
    // we're about to create a framebuffer backed by textures to use as an intermediate
    // surface. What to do if its size (as given by framebufferRect) would exceed the
    // maximum texture size supported by the GL? The present code chooses the compromise
    // of just clamping the framebuffer's size to the max supported size.
    // This gives us a lower resolution rendering of the intermediate surface (children layers).
    // See bug 827170 for a discussion.
    int32_t maxTextureSize = compositor->GetMaxTextureSize();
    surfaceRect.width = std::min(maxTextureSize, surfaceRect.width);
    surfaceRect.height = std::min(maxTextureSize, surfaceRect.height);
    if (aContainer->GetEffectiveVisibleRegion().GetNumRects() == 1 &&
        (aContainer->GetContentFlags() & Layer::CONTENT_OPAQUE))
    {
      // don't need a background, we're going to paint all opaque stuff
      aContainer->mSupportsComponentAlphaChildren = true;
      mode = INIT_MODE_NONE;
    } else {
      const gfx3DMatrix& transform3D = aContainer->GetEffectiveTransform();
      gfxMatrix transform;
      // If we have an opaque ancestor layer, then we can be sure that
      // all the pixels we draw into are either opaque already or will be
      // covered by something opaque. Otherwise copying up the background is
      // not safe.
      if (HasOpaqueAncestorLayer(aContainer) &&
          transform3D.Is2D(&transform) && !transform.HasNonIntegerTranslation()) {
        mode = gfxPlatform::GetPlatform()->UsesSubpixelAATextRendering() ?
                                            INIT_MODE_COPY : INIT_MODE_CLEAR;
        surfaceCopyNeeded = (mode == INIT_MODE_COPY);
        surfaceRect.x += transform.x0;
        surfaceRect.y += transform.y0;
        aContainer->mSupportsComponentAlphaChildren
          = gfxPlatform::GetPlatform()->UsesSubpixelAATextRendering();
      }
    }

    surfaceRect -= gfx::IntPoint(aOffset.x, aOffset.y);
    if (surfaceCopyNeeded) {
      surface = compositor->CreateRenderTargetFromSource(surfaceRect, previousTarget);
    } else {
      surface = compositor->CreateRenderTarget(surfaceRect, mode);
    }
    compositor->SetRenderTarget(surface);
    childOffset.x = visibleRect.x;
    childOffset.y = visibleRect.y;
  } else {
    surface = previousTarget;
    aContainer->mSupportsComponentAlphaChildren = (aContainer->GetContentFlags() & Layer::CONTENT_OPAQUE) ||
      (aContainer->GetParent() && aContainer->GetParent()->SupportsComponentAlphaChildren());
  }

  nsAutoTArray<Layer*, 12> children;
  aContainer->SortChildrenBy3DZOrder(children);

  /**
   * Render this container's contents.
   */
  for (uint32_t i = 0; i < children.Length(); i++) {
    LayerComposite* layerToRender = static_cast<LayerComposite*>(children.ElementAt(i)->ImplData());

    if (layerToRender->GetLayer()->GetEffectiveVisibleRegion().IsEmpty() &&
        !layerToRender->GetLayer()->AsContainerLayer()) {
      continue;
    }

    nsIntRect clipRect = layerToRender->GetLayer()->
        CalculateScissorRect(aClipRect, &aManager->GetWorldTransform());
    if (clipRect.IsEmpty()) {
      continue;
    }

    layerToRender->RenderLayer(childOffset, clipRect);
    // invariant: our GL context should be current here, I don't think we can
    // assert it though
//.........这里部分代码省略.........
开发者ID:birtles,项目名称:mozilla-central,代码行数:101,代码来源:ContainerLayerComposite.cpp

示例3: 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.
#ifdef MOZ_DUMP_PAINTING
    if (gfxUtils::sDumpPainting) {
      RefPtr<gfx::DataSourceSurface> surf = surface->Dump(aManager->GetCompositor());
      if (surf) {
        WriteSnapshotToDumpFile(aContainer, surf);
      }
    }
#endif

    compositor->SetRenderTarget(previousTarget);
    EffectChain effectChain(aContainer);
    LayerManagerComposite::AutoAddMaskEffect autoMaskEffect(aContainer->GetMaskLayer(),
                                                            effectChain,
                                                            !aContainer->GetTransform().CanDraw2D());

    aContainer->AddBlendModeEffect(effectChain);
    effectChain.mPrimaryEffect = new EffectRenderTarget(surface);

    gfx::Rect rect(visibleRect.x, visibleRect.y, visibleRect.width, visibleRect.height);
    gfx::Rect clipRect(aClipRect.x, aClipRect.y, aClipRect.width, aClipRect.height);
    aManager->GetCompositor()->DrawQuad(rect, clipRect, effectChain, opacity,
                                        aContainer->GetEffectiveTransform());
  }

  if (aContainer->GetFrameMetrics().IsScrollable()) {
    const FrameMetrics& frame = aContainer->GetFrameMetrics();
    LayerRect layerBounds = ParentLayerRect(frame.mCompositionBounds) * ParentLayerToLayerScale(1.0);
    gfx::Rect rect(layerBounds.x, layerBounds.y, layerBounds.width, layerBounds.height);
    gfx::Rect clipRect(aClipRect.x, aClipRect.y, aClipRect.width, aClipRect.height);
    aManager->GetCompositor()->DrawDiagnostics(DiagnosticFlags::CONTAINER,
                                               rect, clipRect,
                                               aContainer->GetEffectiveTransform());
  }
}
开发者ID:franzks,项目名称:gecko-dev,代码行数:101,代码来源:ContainerLayerComposite.cpp


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