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C++ nsIntRegion::Contains方法代码示例

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


在下文中一共展示了nsIntRegion::Contains方法的4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: autoFront

void
TileClient::ValidateBackBufferFromFront(const nsIntRegion& aDirtyRegion,
                                        bool aCanRerasterizeValidRegion)
{
  if (mBackBuffer && mFrontBuffer) {
    const nsIntRect tileRect = nsIntRect(0, 0, TILEDLAYERBUFFER_TILE_SIZE, TILEDLAYERBUFFER_TILE_SIZE);

    if (aDirtyRegion.Contains(tileRect)) {
      // The dirty region means that we no longer need the front buffer, so
      // discard it.
      DiscardFrontBuffer();
    } else {
      // Region that needs copying.
      nsIntRegion regionToCopy = mInvalidBack;

      regionToCopy.Sub(regionToCopy, aDirtyRegion);

      if (regionToCopy.IsEmpty() ||
          (aCanRerasterizeValidRegion &&
           regionToCopy.Area() < MINIMUM_TILE_COPY_AREA)) {
        // Just redraw it all.
        return;
      }

      if (!mFrontBuffer->Lock(OPEN_READ)) {
        NS_WARNING("Failed to lock the tile's front buffer");
        return;
      }
      TextureClientAutoUnlock autoFront(mFrontBuffer);

      if (!mBackBuffer->Lock(OPEN_WRITE)) {
        NS_WARNING("Failed to lock the tile's back buffer");
        return;
      }
      TextureClientAutoUnlock autoBack(mBackBuffer);

      // Copy the bounding rect of regionToCopy. As tiles are quite small, it
      // is unlikely that we'd save much by copying each individual rect of the
      // region, but we can reevaluate this if it becomes an issue.
      const nsIntRect rectToCopy = regionToCopy.GetBounds();
      gfx::IntRect gfxRectToCopy(rectToCopy.x, rectToCopy.y, rectToCopy.width, rectToCopy.height);
      gfx::IntPoint gfxRectToCopyTopLeft = gfxRectToCopy.TopLeft();
      mFrontBuffer->CopyToTextureClient(mBackBuffer, &gfxRectToCopy, &gfxRectToCopyTopLeft);

      mInvalidBack.SetEmpty();
    }
  }
}
开发者ID:hitdream2002,项目名称:gecko-dev,代码行数:48,代码来源:TiledContentClient.cpp

示例2: transformOffset

static Layer*
FindBackgroundLayer(ReadbackLayer* aLayer, nsIntPoint* aOffset)
{
  gfx::Matrix transform;
  if (!aLayer->GetTransform().Is2D(&transform) ||
      transform.HasNonIntegerTranslation())
    return nullptr;
  nsIntPoint transformOffset(int32_t(transform._31), int32_t(transform._32));

  for (Layer* l = aLayer->GetPrevSibling(); l; l = l->GetPrevSibling()) {
    gfx::Matrix backgroundTransform;
    if (!l->GetTransform().Is2D(&backgroundTransform) ||
        gfx::ThebesMatrix(backgroundTransform).HasNonIntegerTranslation())
      return nullptr;

    nsIntPoint backgroundOffset(int32_t(backgroundTransform._31), int32_t(backgroundTransform._32));
    IntRect rectInBackground(transformOffset - backgroundOffset, aLayer->GetSize());
    const nsIntRegion visibleRegion = l->GetEffectiveVisibleRegion().ToUnknownRegion();
    if (!visibleRegion.Intersects(rectInBackground))
      continue;
    // Since l is present in the background, from here on we either choose l
    // or nothing.
    if (!visibleRegion.Contains(rectInBackground))
      return nullptr;

    if (l->GetEffectiveOpacity() != 1.0 ||
        l->HasMaskLayers() ||
        !(l->GetContentFlags() & Layer::CONTENT_OPAQUE))
    {
      return nullptr;
    }

    // cliprects are post-transform
    const Maybe<ParentLayerIntRect>& clipRect = l->GetEffectiveClipRect();
    if (clipRect && !clipRect->Contains(ViewAs<ParentLayerPixel>(IntRect(transformOffset, aLayer->GetSize()))))
      return nullptr;

    Layer::LayerType type = l->GetType();
    if (type != Layer::TYPE_COLOR && type != Layer::TYPE_PAINTED)
      return nullptr;

    *aOffset = backgroundOffset - transformOffset;
    return l;
  }

  return nullptr;
}
开发者ID:bolt-dev,项目名称:gecko-dev,代码行数:47,代码来源:ReadbackProcessor.cpp

示例3: Commit


//.........这里部分代码省略.........

    // Buffer rotation is not to be confused with the angled rotation done by a transform matrix
    // It's a fancy PaintedLayer feature used for scrolling
    if (state.BufferRotated()) {
        LOGD("%s Layer has a rotated buffer", aLayer->Name());
        return false;
    }

    const bool needsYFlip = state.OriginBottomLeft() ? true
                                                     : false;

    hwc_rect_t sourceCrop, displayFrame;
    if(!HwcUtils::PrepareLayerRects(visibleRect,
                          layerTransform,
                          layerBufferTransform,
                          clip,
                          bufferRect,
                          needsYFlip,
                          &(sourceCrop),
                          &(displayFrame)))
    {
        return true;
    }

    // OK!  We can compose this layer with hwc.
    int current = mList ? mList->numHwLayers : 0;

    // Do not compose any layer below full-screen Opaque layer
    // Note: It can be generalized to non-fullscreen Opaque layers.
    bool isOpaque = opacity == 0xFF &&
        (state.mFlags & LayerRenderStateFlags::OPAQUE);
    // Currently we perform opacity calculation using the *bounds* of the layer.
    // We can only make this assumption if we're not dealing with a complex visible region.
    bool isSimpleVisibleRegion = visibleRegion.Contains(visibleRect);
    if (current && isOpaque && isSimpleVisibleRegion) {
        nsIntRect displayRect = nsIntRect(displayFrame.left, displayFrame.top,
            displayFrame.right - displayFrame.left, displayFrame.bottom - displayFrame.top);
        if (displayRect.Contains(mScreenRect)) {
            // In z-order, all previous layers are below
            // the current layer. We can ignore them now.
            mList->numHwLayers = current = 0;
            mHwcLayerMap.Clear();
        }
    }

    if (!mList || current >= mMaxLayerCount) {
        if (!ReallocLayerList() || current >= mMaxLayerCount) {
            LOGE("PrepareLayerList failed! Could not increase the maximum layer count");
            return false;
        }
    }

    HwcLayer& hwcLayer = mList->hwLayers[current];
    hwcLayer.displayFrame = displayFrame;
    mHal->SetCrop(hwcLayer, sourceCrop);
    buffer_handle_t handle = nullptr;
#if ANDROID_VERSION >= 21
    if (state.GetSidebandStream().IsValid()) {
        handle = state.GetSidebandStream().GetRawNativeHandle();
    } else if (state.GetGrallocBuffer()) {
        handle = state.GetGrallocBuffer()->getNativeBuffer()->handle;
    }
#else
    if (state.GetGrallocBuffer()) {
        handle = state.GetGrallocBuffer()->getNativeBuffer()->handle;
    }
开发者ID:MichaelKohler,项目名称:gecko-dev,代码行数:67,代码来源:HwcComposer2D.cpp

示例4: tileBounds

bool
ClientTiledLayerBuffer::ComputeProgressiveUpdateRegion(const nsIntRegion& aInvalidRegion,
                                                      const nsIntRegion& aOldValidRegion,
                                                      nsIntRegion& aRegionToPaint,
                                                      BasicTiledLayerPaintData* aPaintData,
                                                      bool aIsRepeated)
{
  aRegionToPaint = aInvalidRegion;

  // If the composition bounds rect is empty, we can't make any sensible
  // decision about how to update coherently. In this case, just update
  // everything in one transaction.
  if (aPaintData->mCompositionBounds.IsEmpty()) {
    aPaintData->mPaintFinished = true;
    return false;
  }

  // If this is a low precision buffer, we force progressive updates. The
  // assumption is that the contents is less important, so visual coherency
  // is lower priority than speed.
  bool drawingLowPrecision = IsLowPrecision();

  // Find out if we have any non-stale content to update.
  nsIntRegion staleRegion;
  staleRegion.And(aInvalidRegion, aOldValidRegion);

  // Find out the current view transform to determine which tiles to draw
  // first, and see if we should just abort this paint. Aborting is usually
  // caused by there being an incoming, more relevant paint.
  ParentLayerRect compositionBounds;
  CSSToParentLayerScale zoom;
#if defined(MOZ_WIDGET_ANDROID)
  bool abortPaint = mManager->ProgressiveUpdateCallback(!staleRegion.Contains(aInvalidRegion),
                                                        compositionBounds, zoom,
                                                        !drawingLowPrecision);
#else
  MOZ_ASSERT(mSharedFrameMetricsHelper);

  ContainerLayer* parent = mThebesLayer->AsLayer()->GetParent();

  bool abortPaint =
    mSharedFrameMetricsHelper->UpdateFromCompositorFrameMetrics(
      parent,
      !staleRegion.Contains(aInvalidRegion),
      drawingLowPrecision,
      compositionBounds,
      zoom);
#endif

  if (abortPaint) {
    // We ignore if front-end wants to abort if this is the first,
    // non-low-precision paint, as in that situation, we're about to override
    // front-end's page/viewport metrics.
    if (!aPaintData->mFirstPaint || drawingLowPrecision) {
      PROFILER_LABEL("ContentClient", "Abort painting");
      aRegionToPaint.SetEmpty();
      return aIsRepeated;
    }
  }

  // Transform the screen coordinates into transformed layout device coordinates.
  LayoutDeviceRect transformedCompositionBounds =
    TransformCompositionBounds(compositionBounds, zoom, aPaintData->mScrollOffset,
                               aPaintData->mResolution, aPaintData->mTransformParentLayerToLayout);

  // Paint tiles that have stale content or that intersected with the screen
  // at the time of issuing the draw command in a single transaction first.
  // This is to avoid rendering glitches on animated page content, and when
  // layers change size/shape.
  LayoutDeviceRect coherentUpdateRect =
    transformedCompositionBounds.Intersect(aPaintData->mCompositionBounds);

  nsIntRect roundedCoherentUpdateRect =
    LayoutDeviceIntRect::ToUntyped(RoundedOut(coherentUpdateRect));

  aRegionToPaint.And(aInvalidRegion, roundedCoherentUpdateRect);
  aRegionToPaint.Or(aRegionToPaint, staleRegion);
  bool drawingStale = !aRegionToPaint.IsEmpty();
  if (!drawingStale) {
    aRegionToPaint = aInvalidRegion;
  }

  // Prioritise tiles that are currently visible on the screen.
  bool paintVisible = false;
  if (aRegionToPaint.Intersects(roundedCoherentUpdateRect)) {
    aRegionToPaint.And(aRegionToPaint, roundedCoherentUpdateRect);
    paintVisible = true;
  }

  // Paint area that's visible and overlaps previously valid content to avoid
  // visible glitches in animated elements, such as gifs.
  bool paintInSingleTransaction = paintVisible && (drawingStale || aPaintData->mFirstPaint);

  // The following code decides what order to draw tiles in, based on the
  // current scroll direction of the primary scrollable layer.
  NS_ASSERTION(!aRegionToPaint.IsEmpty(), "Unexpectedly empty paint region!");
  nsIntRect paintBounds = aRegionToPaint.GetBounds();

  int startX, incX, startY, incY;
  int tileLength = GetScaledTileLength();
//.........这里部分代码省略.........
开发者ID:hitdream2002,项目名称:gecko-dev,代码行数:101,代码来源:TiledContentClient.cpp


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