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C++ LayerComposite::SetShadowVisibleRegion方法代码示例

本文整理汇总了C++中LayerComposite::SetShadowVisibleRegion方法的典型用法代码示例。如果您正苦于以下问题:C++ LayerComposite::SetShadowVisibleRegion方法的具体用法?C++ LayerComposite::SetShadowVisibleRegion怎么用?C++ LayerComposite::SetShadowVisibleRegion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::SetShadowVisibleRegion方法的7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: ApplyOcclusionCulling

void
LayerManagerComposite::ApplyOcclusionCulling(Layer* aLayer, nsIntRegion& aOpaqueRegion)
{
  nsIntRegion localOpaque;
  Matrix transform2d;
  bool isTranslation = false;
  // If aLayer has a simple transform (only an integer translation) then we
  // can easily convert aOpaqueRegion into pre-transform coordinates and include
  // that region.
  if (aLayer->GetLocalTransform().Is2D(&transform2d)) {
    if (transform2d.IsIntegerTranslation()) {
      isTranslation = true;
      localOpaque = aOpaqueRegion;
      localOpaque.MoveBy(-transform2d._31, -transform2d._32);
    }
  }

  // Subtract any areas that we know to be opaque from our
  // visible region.
  LayerComposite *composite = aLayer->AsLayerComposite();
  if (!localOpaque.IsEmpty()) {
    nsIntRegion visible = composite->GetShadowVisibleRegion();
    visible.Sub(visible, localOpaque);
    composite->SetShadowVisibleRegion(visible);
  }

  // Compute occlusions for our descendants (in front-to-back order) and allow them to
  // contribute to localOpaque.
  for (Layer* child = aLayer->GetLastChild(); child; child = child->GetPrevSibling()) {
    ApplyOcclusionCulling(child, localOpaque);
  }

  // If we have a simple transform, then we can add our opaque area into
  // aOpaqueRegion.
  if (isTranslation &&
      !aLayer->HasMaskLayers() &&
      aLayer->GetLocalOpacity() == 1.0f) {
    if (aLayer->GetContentFlags() & Layer::CONTENT_OPAQUE) {
      localOpaque.Or(localOpaque, composite->GetFullyRenderedRegion());
    }
    localOpaque.MoveBy(transform2d._31, transform2d._32);
    const Maybe<ParentLayerIntRect>& clip = aLayer->GetEffectiveClipRect();
    if (clip) {
      localOpaque.And(localOpaque, ParentLayerIntRect::ToUntyped(*clip));
    }
    aOpaqueRegion.Or(aOpaqueRegion, localOpaque);
  }
}
开发者ID:rtrsparq,项目名称:gecko-dev,代码行数:48,代码来源:LayerManagerComposite.cpp

示例2: SetShadowProperties

// Go down the composite layer tree, setting properties to match their
// content-side counterparts.
static void
SetShadowProperties(Layer* aLayer)
{
  // FIXME: Bug 717688 -- Do these updates in LayerTransactionParent::RecvUpdate.
  LayerComposite* layerComposite = aLayer->AsLayerComposite();
  // Set the layerComposite's base transform to the layer's base transform.
  layerComposite->SetShadowTransform(aLayer->GetBaseTransform());
  layerComposite->SetShadowTransformSetByAnimation(false);
  layerComposite->SetShadowVisibleRegion(aLayer->GetVisibleRegion());
  layerComposite->SetShadowClipRect(aLayer->GetClipRect());
  layerComposite->SetShadowOpacity(aLayer->GetOpacity());

  for (Layer* child = aLayer->GetFirstChild();
      child; child = child->GetNextSibling()) {
    SetShadowProperties(child);
  }
}
开发者ID:abotalov,项目名称:gecko-dev,代码行数:19,代码来源:CompositorParent.cpp

示例3: transformedClipRect

// Go down shadow layer tree and apply transformations for scrollable layers.
static void
TransformShadowTree(nsDisplayListBuilder* aBuilder, nsFrameLoader* aFrameLoader,
                    nsIFrame* aFrame, Layer* aLayer,
                    const ViewTransform& aTransform,
                    float aTempScaleDiffX = 1.0,
                    float aTempScaleDiffY = 1.0)
{
  LayerComposite* shadow = aLayer->AsLayerComposite();
  shadow->SetShadowClipRect(aLayer->GetClipRect());
  shadow->SetShadowVisibleRegion(aLayer->GetVisibleRegion());
  shadow->SetShadowOpacity(aLayer->GetOpacity());

  const FrameMetrics* metrics = GetFrameMetrics(aLayer);

  gfx3DMatrix shadowTransform = aLayer->GetTransform();
  ViewTransform layerTransform = aTransform;

  if (metrics && metrics->IsScrollable()) {
    const ViewID scrollId = metrics->mScrollId;
    const nsContentView* view =
      aFrameLoader->GetCurrentRemoteFrame()->GetContentView(scrollId);
    NS_ABORT_IF_FALSE(view, "Array of views should be consistent with layer tree");
    const gfx3DMatrix& currentTransform = aLayer->GetTransform();

    const ViewConfig& config = view->GetViewConfig();
    // With temporary scale we should compensate translation
    // using temporary scale value
    aTempScaleDiffX *= GetXScale(shadowTransform) * config.mXScale;
    aTempScaleDiffY *= GetYScale(shadowTransform) * config.mYScale;
    ViewTransform viewTransform = ComputeShadowTreeTransform(
      aFrame, aFrameLoader, metrics, view->GetViewConfig(),
      aTempScaleDiffX, aTempScaleDiffY
    );

    // Apply the layer's own transform *before* the view transform
    shadowTransform = gfx3DMatrix(viewTransform) * currentTransform;

    layerTransform = viewTransform;
    if (metrics->IsRootScrollable()) {
      // Apply the translation *before* we do the rest of the transforms.
      nsIntPoint offset = GetContentRectLayerOffset(aFrame, aBuilder);
      shadowTransform = shadowTransform *
          gfx3DMatrix::Translation(float(offset.x), float(offset.y), 0.0);
    }
  }

  if (aLayer->GetIsFixedPosition() &&
      !aLayer->GetParent()->GetIsFixedPosition()) {
    // Alter the shadow transform of fixed position layers in the situation
    // that the view transform's scroll position doesn't match the actual
    // scroll position, due to asynchronous layer scrolling.
    float offsetX = layerTransform.mTranslation.x;
    float offsetY = layerTransform.mTranslation.y;
    ReverseTranslate(shadowTransform, gfxPoint(offsetX, offsetY));
    const nsIntRect* clipRect = shadow->GetShadowClipRect();
    if (clipRect) {
      nsIntRect transformedClipRect(*clipRect);
      transformedClipRect.MoveBy(-offsetX, -offsetY);
      shadow->SetShadowClipRect(&transformedClipRect);
    }
  }

  // The transform already takes the resolution scale into account.  Since we
  // will apply the resolution scale again when computing the effective
  // transform, we must apply the inverse resolution scale here.
  if (ContainerLayer* c = aLayer->AsContainerLayer()) {
    shadowTransform.Scale(1.0f/c->GetPreXScale(),
                          1.0f/c->GetPreYScale(),
                          1);
  }
  shadowTransform.ScalePost(1.0f/aLayer->GetPostXScale(),
                            1.0f/aLayer->GetPostYScale(),
                            1);

  shadow->SetShadowTransform(shadowTransform);
  for (Layer* child = aLayer->GetFirstChild();
       child; child = child->GetNextSibling()) {
    TransformShadowTree(aBuilder, aFrameLoader, aFrame, child, layerTransform,
                        aTempScaleDiffX, aTempScaleDiffY);
  }
}
开发者ID:,项目名称:,代码行数:82,代码来源:

示例4: autoMaskEffect


//.........这里部分代码省略.........
    }

    if (!surface) {
      return;
    }

    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);
    } else {
      layerToRender->RenderLayer(clipRect);
    }
    // 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) {
      nsRefPtr<gfxImageSurface> 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::Matrix4x4 transform;
    ToMatrix4x4(aContainer->GetEffectiveTransform(), transform);

    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,
                                        transform);
  }

  if (aContainer->GetFrameMetrics().IsScrollable()) {
    gfx::Matrix4x4 transform;
    ToMatrix4x4(aContainer->GetEffectiveTransform(), transform);

    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,
                                               transform);
  }
}
开发者ID:Gabuzo,项目名称:mozilla-central,代码行数:101,代码来源:ContainerLayerComposite.cpp

示例5: IntersectMaybeRects


//.........这里部分代码省略.........
  // from our ancestors.
  LayerComposite* composite = static_cast<LayerComposite*>(aLayer->AsHostLayer());
  Maybe<ParentLayerIntRect> layerClip = composite->GetShadowClipRect();
  MOZ_ASSERT(!layerClip || !aLayer->Combines3DTransformWithAncestors(),
             "The layer with a clip should not participate "
             "a 3D rendering context");
  Maybe<ParentLayerIntRect> outsideClip =
    IntersectMaybeRects(layerClip, aClipFromAncestors);

  // Convert the combined clip into our pre-transform coordinate space, so
  // that it can later be intersected with our visible region.
  // If our transform is a perspective, there's no meaningful insideClip rect
  // we can compute (it would need to be a cone).
  Maybe<LayerIntRect> insideClip;
  if (outsideClip && !transform.HasPerspectiveComponent()) {
    Matrix4x4 inverse = transform;
    if (inverse.Invert()) {
      Maybe<LayerRect> insideClipFloat =
        UntransformBy(ViewAs<ParentLayerToLayerMatrix4x4>(inverse),
                      ParentLayerRect(*outsideClip),
                      LayerRect::MaxIntRect());
      if (insideClipFloat) {
        insideClipFloat->RoundOut();
        LayerIntRect insideClipInt;
        if (insideClipFloat->ToIntRect(&insideClipInt)) {
          insideClip = Some(insideClipInt);
        }
      }
    }
  }

  Maybe<ParentLayerIntRect> ancestorClipForChildren;
  if (insideClip) {
    ancestorClipForChildren =
      Some(ViewAs<ParentLayerPixel>(*insideClip, PixelCastJustification::MovingDownToChildren));
  }

  // Save the value of localOpaque, which currently stores the region obscured
  // by siblings (and uncles and such), before our descendants contribute to it.
  nsIntRegion obscured = localOpaque;

  // Recurse on our descendants, in front-to-back order. In this process:
  //  - Occlusions are computed for them, and they contribute to localOpaque.
  //  - They recalculate their visible regions, taking ancestorClipForChildren
  //    into account, and accumulate them into descendantsVisibleRegion.
  LayerIntRegion descendantsVisibleRegion;
  bool hasPreserve3DChild = false;
  for (Layer* child = aLayer->GetLastChild(); child; child = child->GetPrevSibling()) {
    PostProcessLayers(child, localOpaque, descendantsVisibleRegion, ancestorClipForChildren);
    if (child->Extend3DContext()) {
      hasPreserve3DChild = true;
    }
  }

  // Recalculate our visible region.
  LayerIntRegion visible = composite->GetShadowVisibleRegion();

  // If we have descendants, throw away the visible region stored on this
  // layer, and use the region accumulated by our descendants instead.
  if (aLayer->GetFirstChild() && !hasPreserve3DChild) {
    visible = descendantsVisibleRegion;
  }

  // Subtract any areas that we know to be opaque.
  if (!obscured.IsEmpty()) {
    visible.SubOut(LayerIntRegion::FromUnknownRegion(obscured));
  }

  // Clip the visible region using the combined clip.
  if (insideClip) {
    visible.AndWith(*insideClip);
  }
  composite->SetShadowVisibleRegion(visible);

  // Transform the newly calculated visible region into our parent's space,
  // apply our clip to it (if any), and accumulate it into |aVisibleRegion|
  // for the caller to use.
  ParentLayerIntRegion visibleParentSpace = TransformBy(
      ViewAs<LayerToParentLayerMatrix4x4>(transform), visible);
  if (const Maybe<ParentLayerIntRect>& clipRect = composite->GetShadowClipRect()) {
    visibleParentSpace.AndWith(*clipRect);
  }
  aVisibleRegion.OrWith(ViewAs<LayerPixel>(visibleParentSpace,
      PixelCastJustification::MovingDownToChildren));

  // If we have a simple transform, then we can add our opaque area into
  // aOpaqueRegion.
  if (integerTranslation &&
      !aLayer->HasMaskLayers() &&
      aLayer->IsOpaqueForVisibility()) {
    if (aLayer->IsOpaque()) {
      localOpaque.OrWith(composite->GetFullyRenderedRegion());
    }
    localOpaque.MoveBy(*integerTranslation);
    if (layerClip) {
      localOpaque.AndWith(layerClip->ToUnknownRect());
    }
    aOpaqueRegion.OrWith(localOpaque);
  }
}
开发者ID:ollie314,项目名称:gecko-dev,代码行数:101,代码来源:LayerManagerComposite.cpp

示例6: effectChain


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

    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());
    }
开发者ID:franzks,项目名称:gecko-dev,代码行数:66,代码来源:ContainerLayerComposite.cpp

示例7: Some

void
LayerManagerComposite::PostProcessLayers(Layer* aLayer,
                                         nsIntRegion& aOpaqueRegion,
                                         LayerIntRegion& aVisibleRegion)
{
  nsIntRegion localOpaque;
  Matrix transform2d;
  Maybe<nsIntPoint> integerTranslation;
  // If aLayer has a simple transform (only an integer translation) then we
  // can easily convert aOpaqueRegion into pre-transform coordinates and include
  // that region.
  if (aLayer->GetLocalTransform().Is2D(&transform2d)) {
    if (transform2d.IsIntegerTranslation()) {
      integerTranslation = Some(TruncatedToInt(transform2d.GetTranslation()));
      localOpaque = aOpaqueRegion;
      localOpaque.MoveBy(-*integerTranslation);
    }
  }

  // Save the value of localOpaque, which currently stores the region obscured
  // by siblings (and uncles and such), before our descendants contribute to it.
  nsIntRegion obscured = localOpaque;

  // Recurse on our descendants, in front-to-back order. In this process:
  //  - Occlusions are computed for them, and they contribute to localOpaque.
  //  - They recalculate their visible regions, and accumulate them into
  //    descendantsVisibleRegion.
  LayerIntRegion descendantsVisibleRegion;
  for (Layer* child = aLayer->GetLastChild(); child; child = child->GetPrevSibling()) {
    PostProcessLayers(child, localOpaque, descendantsVisibleRegion);
  }

  // Recalculate our visible region.
  LayerComposite* composite = aLayer->AsLayerComposite();
  LayerIntRegion visible = composite->GetShadowVisibleRegion();

  // If we have descendants, throw away the visible region stored on this
  // layer, and use the region accumulated by our descendants instead.
  if (aLayer->GetFirstChild()) {
    visible = descendantsVisibleRegion;
  }

  // Subtract any areas that we know to be opaque.
  if (!obscured.IsEmpty()) {
    visible.SubOut(LayerIntRegion::FromUnknownRegion(obscured));
  }

  composite->SetShadowVisibleRegion(visible);

  // Transform the newly calculated visible region into our parent's space,
  // apply our clip to it (if any), and accumulate it into |aVisibleRegion|
  // for the caller to use.
  ParentLayerIntRegion visibleParentSpace = TransformTo<ParentLayerPixel>(
      aLayer->GetLocalTransform(), visible);
  if (const Maybe<ParentLayerIntRect>& clipRect = composite->GetShadowClipRect()) {
    visibleParentSpace.AndWith(*clipRect);
  }
  aVisibleRegion.OrWith(ViewAs<LayerPixel>(visibleParentSpace,
      PixelCastJustification::MovingDownToChildren));

  // If we have a simple transform, then we can add our opaque area into
  // aOpaqueRegion.
  if (integerTranslation &&
      !aLayer->HasMaskLayers() &&
      aLayer->IsOpaqueForVisibility()) {
    if (aLayer->GetContentFlags() & Layer::CONTENT_OPAQUE) {
      localOpaque.OrWith(composite->GetFullyRenderedRegion());
    }
    localOpaque.MoveBy(*integerTranslation);
    const Maybe<ParentLayerIntRect>& clip = aLayer->GetEffectiveClipRect();
    if (clip) {
      localOpaque.AndWith(clip->ToUnknownRect());
    }
    aOpaqueRegion.OrWith(localOpaque);
  }
}
开发者ID:valenting,项目名称:gecko-dev,代码行数:76,代码来源:LayerManagerComposite.cpp


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