本文整理汇总了C++中SharedSurface::LockProd方法的典型用法代码示例。如果您正苦于以下问题:C++ SharedSurface::LockProd方法的具体用法?C++ SharedSurface::LockProd怎么用?C++ SharedSurface::LockProd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SharedSurface
的用法示例。
在下文中一共展示了SharedSurface::LockProd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: ProdCopy
/*static*/ void
SharedSurface::ProdCopy(SharedSurface* src, SharedSurface* dest,
SurfaceFactory* factory)
{
GLContext* gl = src->mGL;
// If `src` begins locked, it must end locked, though we may
// temporarily unlock it if we need to.
MOZ_ASSERT((src == gl->GetLockedSurface()) == src->IsLocked());
gl->MakeCurrent();
if (src->mAttachType == AttachmentType::Screen &&
dest->mAttachType == AttachmentType::Screen)
{
// Here, we actually need to blit through a temp surface, so let's make one.
nsAutoPtr<SharedSurface_GLTexture> tempSurf;
tempSurf = SharedSurface_GLTexture::Create(gl,
gl,
factory->mFormats,
src->mSize,
factory->mCaps.alpha);
ProdCopy(src, tempSurf, factory);
ProdCopy(tempSurf, dest, factory);
return;
}
if (src->mAttachType == AttachmentType::Screen) {
SharedSurface* origLocked = gl->GetLockedSurface();
bool srcNeedsUnlock = false;
bool origNeedsRelock = false;
if (origLocked != src) {
if (origLocked) {
origLocked->UnlockProd();
origNeedsRelock = true;
}
src->LockProd();
srcNeedsUnlock = true;
}
if (dest->mAttachType == AttachmentType::GLTexture) {
GLuint destTex = dest->ProdTexture();
GLenum destTarget = dest->ProdTextureTarget();
gl->BlitHelper()->BlitFramebufferToTexture(0, destTex, src->mSize, dest->mSize, destTarget);
} else if (dest->mAttachType == AttachmentType::GLRenderbuffer) {
GLuint destRB = dest->ProdRenderbuffer();
ScopedFramebufferForRenderbuffer destWrapper(gl, destRB);
gl->BlitHelper()->BlitFramebufferToFramebuffer(0, destWrapper.FB(),
src->mSize, dest->mSize);
} else {
MOZ_CRASH("Unhandled dest->mAttachType.");
}
if (srcNeedsUnlock)
src->UnlockProd();
if (origNeedsRelock)
origLocked->LockProd();
return;
}
if (dest->mAttachType == AttachmentType::Screen) {
SharedSurface* origLocked = gl->GetLockedSurface();
bool destNeedsUnlock = false;
bool origNeedsRelock = false;
if (origLocked != dest) {
if (origLocked) {
origLocked->UnlockProd();
origNeedsRelock = true;
}
dest->LockProd();
destNeedsUnlock = true;
}
if (src->mAttachType == AttachmentType::GLTexture) {
GLuint srcTex = src->ProdTexture();
GLenum srcTarget = src->ProdTextureTarget();
gl->BlitHelper()->BlitTextureToFramebuffer(srcTex, 0, src->mSize, dest->mSize, srcTarget);
} else if (src->mAttachType == AttachmentType::GLRenderbuffer) {
GLuint srcRB = src->ProdRenderbuffer();
ScopedFramebufferForRenderbuffer srcWrapper(gl, srcRB);
gl->BlitHelper()->BlitFramebufferToFramebuffer(srcWrapper.FB(), 0,
src->mSize, dest->mSize);
} else {
MOZ_CRASH("Unhandled src->mAttachType.");
}
if (destNeedsUnlock)
dest->UnlockProd();
if (origNeedsRelock)
origLocked->LockProd();
//.........这里部分代码省略.........
示例2: tempSurf
// |src| must begin and end locked, though we may
// temporarily unlock it if we need to.
void
SharedSurface_GL::Copy(SharedSurface_GL* src, SharedSurface_GL* dest,
SurfaceFactory_GL* factory)
{
GLContext* gl = src->GL();
if (src->AttachType() == AttachmentType::Screen &&
dest->AttachType() == AttachmentType::Screen)
{
// Here, we actually need to blit through a temp surface, so let's make one.
nsAutoPtr<SharedSurface_GLTexture> tempSurf(
SharedSurface_GLTexture::Create(gl, gl,
factory->Formats(),
src->Size(),
factory->Caps().alpha));
Copy(src, tempSurf, factory);
Copy(tempSurf, dest, factory);
return;
}
if (src->AttachType() == AttachmentType::Screen) {
SharedSurface* origLocked = gl->GetLockedSurface();
bool srcNeedsUnlock = false;
bool origNeedsRelock = false;
if (origLocked != src) {
if (origLocked) {
origLocked->UnlockProd();
origNeedsRelock = true;
}
src->LockProd();
srcNeedsUnlock = true;
}
if (dest->AttachType() == AttachmentType::GLTexture) {
GLuint destTex = dest->Texture();
GLenum destTarget = dest->TextureTarget();
gl->BlitFramebufferToTexture(0, destTex, src->Size(), dest->Size(), destTarget);
} else if (dest->AttachType() == AttachmentType::GLRenderbuffer) {
GLuint destRB = dest->Renderbuffer();
ScopedFramebufferForRenderbuffer destWrapper(gl, destRB);
gl->BlitFramebufferToFramebuffer(0, destWrapper.FB(),
src->Size(), dest->Size());
} else {
MOZ_CRASH("Unhandled dest->AttachType().");
}
if (srcNeedsUnlock)
src->UnlockProd();
if (origNeedsRelock)
origLocked->LockProd();
return;
}
if (dest->AttachType() == AttachmentType::Screen) {
SharedSurface* origLocked = gl->GetLockedSurface();
bool destNeedsUnlock = false;
bool origNeedsRelock = false;
if (origLocked != dest) {
if (origLocked) {
origLocked->UnlockProd();
origNeedsRelock = true;
}
dest->LockProd();
destNeedsUnlock = true;
}
if (src->AttachType() == AttachmentType::GLTexture) {
GLuint srcTex = src->Texture();
GLenum srcTarget = src->TextureTarget();
gl->BlitTextureToFramebuffer(srcTex, 0, src->Size(), dest->Size(), srcTarget);
} else if (src->AttachType() == AttachmentType::GLRenderbuffer) {
GLuint srcRB = src->Renderbuffer();
ScopedFramebufferForRenderbuffer srcWrapper(gl, srcRB);
gl->BlitFramebufferToFramebuffer(srcWrapper.FB(), 0,
src->Size(), dest->Size());
} else {
MOZ_CRASH("Unhandled src->AttachType().");
}
if (destNeedsUnlock)
dest->UnlockProd();
if (origNeedsRelock)
origLocked->LockProd();
return;
}
// Alright, done with cases involving Screen types.
//.........这里部分代码省略.........