本文整理汇总了C++中nsIntRegion::IsEmpty方法的典型用法代码示例。如果您正苦于以下问题:C++ nsIntRegion::IsEmpty方法的具体用法?C++ nsIntRegion::IsEmpty怎么用?C++ nsIntRegion::IsEmpty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nsIntRegion
的用法示例。
在下文中一共展示了nsIntRegion::IsEmpty方法的11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: Stringify
bool
ClientTiledThebesLayer::RenderLowPrecision(nsIntRegion& aInvalidRegion,
const nsIntRegion& aVisibleRegion,
LayerManager::DrawThebesLayerCallback aCallback,
void* aCallbackData)
{
// Render the low precision buffer, if the visible region is larger than the
// critical display port.
if (!nsIntRegion(LayerIntRect::ToUntyped(mPaintData.mCriticalDisplayPort)).Contains(aVisibleRegion)) {
nsIntRegion oldValidRegion = mContentClient->mLowPrecisionTiledBuffer.GetValidRegion();
oldValidRegion.And(oldValidRegion, aVisibleRegion);
bool updatedBuffer = false;
// If the frame resolution or format have changed, invalidate the buffer
if (mContentClient->mLowPrecisionTiledBuffer.GetFrameResolution() != mPaintData.mResolution ||
mContentClient->mLowPrecisionTiledBuffer.HasFormatChanged()) {
if (!mLowPrecisionValidRegion.IsEmpty()) {
updatedBuffer = true;
}
oldValidRegion.SetEmpty();
mLowPrecisionValidRegion.SetEmpty();
mContentClient->mLowPrecisionTiledBuffer.SetFrameResolution(mPaintData.mResolution);
aInvalidRegion = aVisibleRegion;
}
// Invalidate previously valid content that is no longer visible
if (mPaintData.mLowPrecisionPaintCount == 1) {
mLowPrecisionValidRegion.And(mLowPrecisionValidRegion, aVisibleRegion);
}
mPaintData.mLowPrecisionPaintCount++;
// Remove the valid high-precision region from the invalid low-precision
// region. We don't want to spend time drawing things twice.
aInvalidRegion.Sub(aInvalidRegion, mValidRegion);
TILING_LOG("TILING %p: Progressive paint: low-precision invalid region is %s\n", this, Stringify(aInvalidRegion).c_str());
TILING_LOG("TILING %p: Progressive paint: low-precision old valid region is %s\n", this, Stringify(oldValidRegion).c_str());
if (!aInvalidRegion.IsEmpty()) {
updatedBuffer = mContentClient->mLowPrecisionTiledBuffer.ProgressiveUpdate(
mLowPrecisionValidRegion, aInvalidRegion, oldValidRegion,
&mPaintData, aCallback, aCallbackData);
}
TILING_LOG("TILING %p: Progressive paint: low-precision new valid region is %s\n", this, Stringify(mLowPrecisionValidRegion).c_str());
return updatedBuffer;
}
if (!mLowPrecisionValidRegion.IsEmpty()) {
TILING_LOG("TILING %p: Clearing low-precision buffer\n", this);
// Clear the low precision tiled buffer.
mLowPrecisionValidRegion.SetEmpty();
mContentClient->mLowPrecisionTiledBuffer.ResetPaintedAndValidState();
// Return true here so we send a Painted callback after clearing the valid
// region of the low precision buffer. This allows the shadow buffer's valid
// region to be updated and the associated resources to be freed.
return true;
}
return false;
}
示例2: UseProgressiveDraw
bool
ClientTiledPaintedLayer::RenderHighPrecision(const nsIntRegion& aInvalidRegion,
const nsIntRegion& aVisibleRegion,
LayerManager::DrawPaintedLayerCallback aCallback,
void* aCallbackData)
{
// If we have started drawing low-precision already, then we
// shouldn't do anything there.
if (mPaintData.mLowPrecisionPaintCount != 0) {
return false;
}
// Only draw progressively when there is something to paint and the
// resolution is unchanged
if (!aInvalidRegion.IsEmpty() &&
UseProgressiveDraw() &&
mContentClient->GetTiledBuffer()->GetFrameResolution() == mPaintData.mResolution) {
// Store the old valid region, then clear it before painting.
// We clip the old valid region to the visible region, as it only gets
// used to decide stale content (currently valid and previously visible)
nsIntRegion oldValidRegion = mContentClient->GetTiledBuffer()->GetValidRegion();
oldValidRegion.And(oldValidRegion, aVisibleRegion);
if (mPaintData.mCriticalDisplayPort) {
oldValidRegion.And(oldValidRegion, mPaintData.mCriticalDisplayPort->ToUnknownRect());
}
TILING_LOG("TILING %p: Progressive update with old valid region %s\n", this, Stringify(oldValidRegion).c_str());
nsIntRegion drawnRegion;
bool updatedBuffer =
mContentClient->GetTiledBuffer()->ProgressiveUpdate(GetValidRegion(), aInvalidRegion,
oldValidRegion, drawnRegion, &mPaintData, aCallback, aCallbackData);
AddToValidRegion(drawnRegion);
return updatedBuffer;
}
// Otherwise do a non-progressive paint. We must do this even when
// the region to paint is empty as the valid region may have shrunk.
nsIntRegion validRegion = aVisibleRegion;
if (mPaintData.mCriticalDisplayPort) {
validRegion.AndWith(mPaintData.mCriticalDisplayPort->ToUnknownRect());
}
SetValidRegion(validRegion);
TILING_LOG("TILING %p: Non-progressive paint invalid region %s\n", this, Stringify(aInvalidRegion).c_str());
TILING_LOG("TILING %p: Non-progressive paint new valid region %s\n", this, Stringify(GetValidRegion()).c_str());
mContentClient->GetTiledBuffer()->SetFrameResolution(mPaintData.mResolution);
mContentClient->GetTiledBuffer()->PaintThebes(GetValidRegion(), aInvalidRegion, aInvalidRegion,
aCallback, aCallbackData);
mPaintData.mPaintFinished = true;
return true;
}
示例3: Stringify
bool
ClientTiledPaintedLayer::RenderHighPrecision(nsIntRegion& aInvalidRegion,
const nsIntRegion& aVisibleRegion,
LayerManager::DrawPaintedLayerCallback aCallback,
void* aCallbackData)
{
// If we have no high-precision stuff to draw, or we have started drawing low-precision
// already, then we shouldn't do anything there.
if (aInvalidRegion.IsEmpty() || mPaintData.mLowPrecisionPaintCount != 0) {
return false;
}
// Only draw progressively when the resolution is unchanged, and we're not
// in a reftest scenario (that's what the HasShadowManager() check is for).
if (gfxPlatform::GetPlatform()->UseProgressivePaint() &&
!ClientManager()->HasShadowTarget() &&
mContentClient->mTiledBuffer.GetFrameResolution() == mPaintData.mResolution) {
// Store the old valid region, then clear it before painting.
// We clip the old valid region to the visible region, as it only gets
// used to decide stale content (currently valid and previously visible)
nsIntRegion oldValidRegion = mContentClient->mTiledBuffer.GetValidRegion();
oldValidRegion.And(oldValidRegion, aVisibleRegion);
if (!mPaintData.mCriticalDisplayPort.IsEmpty()) {
oldValidRegion.And(oldValidRegion, LayerIntRect::ToUntyped(mPaintData.mCriticalDisplayPort));
}
TILING_LOG("TILING %p: Progressive update with old valid region %s\n", this, Stringify(oldValidRegion).c_str());
return mContentClient->mTiledBuffer.ProgressiveUpdate(mValidRegion, aInvalidRegion,
oldValidRegion, &mPaintData, aCallback, aCallbackData);
}
// Otherwise do a non-progressive paint
mValidRegion = aVisibleRegion;
if (!mPaintData.mCriticalDisplayPort.IsEmpty()) {
mValidRegion.And(mValidRegion, LayerIntRect::ToUntyped(mPaintData.mCriticalDisplayPort));
}
TILING_LOG("TILING %p: Non-progressive paint invalid region %s\n", this, Stringify(aInvalidRegion).c_str());
TILING_LOG("TILING %p: Non-progressive paint new valid region %s\n", this, Stringify(mValidRegion).c_str());
mContentClient->mTiledBuffer.SetFrameResolution(mPaintData.mResolution);
mContentClient->mTiledBuffer.PaintThebes(mValidRegion, aInvalidRegion, aCallback, aCallbackData);
return true;
}
示例4: PaintWindow
bool nsViewManager::PaintWindow(nsIWidget* aWidget, nsIntRegion aRegion)
{
if (!aWidget || !mContext)
return false;
NS_ASSERTION(IsPaintingAllowed(),
"shouldn't be receiving paint events while painting is disallowed!");
// Get the view pointer here since NS_WILL_PAINT might have
// destroyed it during CallWillPaintOnObservers (bug 378273).
nsView* view = nsView::GetViewFor(aWidget);
if (view && !aRegion.IsEmpty()) {
Refresh(view, aRegion);
}
return true;
}
示例5: Stringify
bool
ClientTiledPaintedLayer::RenderHighPrecision(nsIntRegion& aInvalidRegion,
const nsIntRegion& aVisibleRegion,
LayerManager::DrawPaintedLayerCallback aCallback,
void* aCallbackData)
{
// If we have no high-precision stuff to draw, or we have started drawing low-precision
// already, then we shouldn't do anything there.
if (aInvalidRegion.IsEmpty() || mPaintData.mLowPrecisionPaintCount != 0) {
return false;
}
// Only draw progressively when the resolution is unchanged
if (UseProgressiveDraw() &&
mContentClient->GetTiledBuffer()->GetFrameResolution() == mPaintData.mResolution) {
// Store the old valid region, then clear it before painting.
// We clip the old valid region to the visible region, as it only gets
// used to decide stale content (currently valid and previously visible)
nsIntRegion oldValidRegion = mContentClient->GetTiledBuffer()->GetValidRegion();
oldValidRegion.And(oldValidRegion, aVisibleRegion);
if (!mPaintData.mCriticalDisplayPort.IsEmpty()) {
oldValidRegion.And(oldValidRegion, mPaintData.mCriticalDisplayPort.ToUnknownRect());
}
TILING_LOG("TILING %p: Progressive update with old valid region %s\n", this, Stringify(oldValidRegion).c_str());
return mContentClient->GetTiledBuffer()->ProgressiveUpdate(mValidRegion, aInvalidRegion,
oldValidRegion, &mPaintData, aCallback, aCallbackData);
}
// Otherwise do a non-progressive paint
mValidRegion = aVisibleRegion;
if (!mPaintData.mCriticalDisplayPort.IsEmpty()) {
mValidRegion.And(mValidRegion, mPaintData.mCriticalDisplayPort.ToUnknownRect());
}
TILING_LOG("TILING %p: Non-progressive paint invalid region %s\n", this, Stringify(aInvalidRegion).c_str());
TILING_LOG("TILING %p: Non-progressive paint new valid region %s\n", this, Stringify(mValidRegion).c_str());
mContentClient->GetTiledBuffer()->SetFrameResolution(mPaintData.mResolution);
mContentClient->GetTiledBuffer()->PaintThebes(mValidRegion, aInvalidRegion, aInvalidRegion,
aCallback, aCallbackData);
mPaintData.mPaintFinished = true;
return true;
}
示例6: nsIntRect
nsIntRegion
nsSVGIntegrationUtils::AdjustInvalidAreaForSVGEffects(nsIFrame* aFrame,
const nsPoint& aToReferenceFrame,
const nsIntRegion& aInvalidRegion)
{
if (aInvalidRegion.IsEmpty()) {
return nsIntRect();
}
// Don't bother calling GetEffectProperties; the filter property should
// already have been set up during reflow/ComputeFrameEffectsRect
nsIFrame* firstFrame =
nsLayoutUtils::FirstContinuationOrIBSplitSibling(aFrame);
nsSVGFilterProperty *prop = nsSVGEffects::GetFilterProperty(firstFrame);
if (!prop || !prop->IsInObserverLists()) {
return aInvalidRegion;
}
int32_t appUnitsPerDevPixel = aFrame->PresContext()->AppUnitsPerDevPixel();
if (!prop || !prop->ReferencesValidResources()) {
// The frame is either not there or not currently available,
// perhaps because we're in the middle of tearing stuff down.
// Be conservative, return our visual overflow rect relative
// to the reference frame.
nsRect overflow = aFrame->GetVisualOverflowRect() + aToReferenceFrame;
return overflow.ToOutsidePixels(appUnitsPerDevPixel);
}
// Convert aInvalidRegion into bounding box frame space in app units:
nsPoint toBoundingBox =
aFrame->GetOffsetTo(firstFrame) + GetOffsetToBoundingBox(firstFrame);
// The initial rect was relative to the reference frame, so we need to
// remove that offset to get a rect relative to the current frame.
toBoundingBox -= aToReferenceFrame;
nsRegion preEffectsRegion = aInvalidRegion.ToAppUnits(appUnitsPerDevPixel).MovedBy(toBoundingBox);
// Adjust the dirty area for effects, and shift it back to being relative to
// the reference frame.
nsRegion result = nsFilterInstance::GetPostFilterDirtyArea(firstFrame,
preEffectsRegion).MovedBy(-toBoundingBox);
// Return the result, in pixels relative to the reference frame.
return result.ToOutsidePixels(appUnitsPerDevPixel);
}
示例7: it
static void
SubtractTransformedRegion(nsIntRegion& aRegion,
const nsIntRegion& aRegionToSubtract,
const Matrix4x4& aTransform)
{
if (aRegionToSubtract.IsEmpty()) {
return;
}
// For each rect in the region, find out its bounds in screen space and
// subtract it from the screen region.
nsIntRegionRectIterator it(aRegionToSubtract);
while (const IntRect* rect = it.Next()) {
Rect incompleteRect = aTransform.TransformBounds(ToRect(*rect));
aRegion.Sub(aRegion, IntRect(incompleteRect.x,
incompleteRect.y,
incompleteRect.width,
incompleteRect.height));
}
}
示例8: PaintWindow
bool nsViewManager::PaintWindow(nsIWidget* aWidget, nsIntRegion aRegion,
uint32_t aFlags)
{
if (!aWidget || !mContext)
return false;
NS_ASSERTION(IsPaintingAllowed(),
"shouldn't be receiving paint events while painting is disallowed!");
if (!(aFlags & nsIWidgetListener::SENT_WILL_PAINT) && !IsRefreshDriverPaintingEnabled()) {
WillPaintWindow(aWidget, (aFlags & nsIWidgetListener::WILL_SEND_DID_PAINT));
}
// Get the view pointer here since NS_WILL_PAINT might have
// destroyed it during CallWillPaintOnObservers (bug 378273).
nsView* view = nsView::GetViewFor(aWidget);
if (view && !aRegion.IsEmpty()) {
Refresh(view, aRegion, (aFlags & nsIWidgetListener::WILL_SEND_DID_PAINT));
}
return true;
}
示例9: ComputeRenderIntegrityInternal
/* static */ void
LayerManagerComposite::ComputeRenderIntegrityInternal(Layer* aLayer,
nsIntRegion& aScreenRegion,
nsIntRegion& aLowPrecisionScreenRegion,
const Matrix4x4& aTransform)
{
if (aLayer->GetOpacity() <= 0.f ||
(aScreenRegion.IsEmpty() && aLowPrecisionScreenRegion.IsEmpty())) {
return;
}
// If the layer's a container, recurse into all of its children
ContainerLayer* container = aLayer->AsContainerLayer();
if (container) {
// Accumulate the transform of intermediate surfaces
Matrix4x4 transform = aTransform;
if (container->UseIntermediateSurface()) {
transform = aLayer->GetEffectiveTransform();
transform = aTransform * transform;
}
for (Layer* child = aLayer->GetFirstChild(); child;
child = child->GetNextSibling()) {
ComputeRenderIntegrityInternal(child, aScreenRegion, aLowPrecisionScreenRegion, transform);
}
return;
}
// Only painted layers can be incomplete
PaintedLayer* paintedLayer = aLayer->AsPaintedLayer();
if (!paintedLayer) {
return;
}
// See if there's any incomplete rendering
nsIntRegion incompleteRegion = aLayer->GetEffectiveVisibleRegion();
incompleteRegion.Sub(incompleteRegion, paintedLayer->GetValidRegion());
if (!incompleteRegion.IsEmpty()) {
// Calculate the transform to get between screen and layer space
Matrix4x4 transformToScreen = aLayer->GetEffectiveTransform();
transformToScreen = aTransform * transformToScreen;
SubtractTransformedRegion(aScreenRegion, incompleteRegion, transformToScreen);
// See if there's any incomplete low-precision rendering
TiledContentHost* composer = nullptr;
LayerComposite* shadow = aLayer->AsLayerComposite();
if (shadow) {
composer = shadow->GetCompositableHost()->AsTiledContentHost();
if (composer) {
incompleteRegion.Sub(incompleteRegion, composer->GetValidLowPrecisionRegion());
if (!incompleteRegion.IsEmpty()) {
SubtractTransformedRegion(aLowPrecisionScreenRegion, incompleteRegion, transformToScreen);
}
}
}
// If we can't get a valid low precision region, assume it's the same as
// the high precision region.
if (!composer) {
SubtractTransformedRegion(aLowPrecisionScreenRegion, incompleteRegion, transformToScreen);
}
}
}
示例10: Commit
bool
HwcComposer2D::PrepareLayerList(Layer* aLayer,
const nsIntRect& aClip,
const Matrix& aParentTransform,
bool aFindSidebandStreams)
{
// NB: we fall off this path whenever there are container layers
// that require intermediate surfaces. That means all the
// GetEffective*() coordinates are relative to the framebuffer.
bool fillColor = false;
const nsIntRegion visibleRegion = aLayer->GetLocalVisibleRegion().ToUnknownRegion();
if (visibleRegion.IsEmpty()) {
return true;
}
uint8_t opacity = std::min(0xFF, (int)(aLayer->GetEffectiveOpacity() * 256.0));
if (opacity == 0) {
LOGD("%s Layer has zero opacity; skipping", aLayer->Name());
return true;
}
if (!mHal->SupportTransparency() && opacity < 0xFF && !aFindSidebandStreams) {
LOGD("%s Layer has planar semitransparency which is unsupported by hwcomposer", aLayer->Name());
return false;
}
if (aLayer->GetMaskLayer() && !aFindSidebandStreams) {
LOGD("%s Layer has MaskLayer which is unsupported by hwcomposer", aLayer->Name());
return false;
}
nsIntRect clip;
nsIntRect layerClip = aLayer->GetLocalClipRect().valueOr(ParentLayerIntRect()).ToUnknownRect();
nsIntRect* layerClipPtr = aLayer->GetLocalClipRect() ? &layerClip : nullptr;
if (!HwcUtils::CalculateClipRect(aParentTransform,
layerClipPtr,
aClip,
&clip))
{
LOGD("%s Clip rect is empty. Skip layer", aLayer->Name());
return true;
}
// HWC supports only the following 2D transformations:
//
// Scaling via the sourceCrop and displayFrame in HwcLayer
// Translation via the sourceCrop and displayFrame in HwcLayer
// Rotation (in square angles only) via the HWC_TRANSFORM_ROT_* flags
// Reflection (horizontal and vertical) via the HWC_TRANSFORM_FLIP_* flags
//
// A 2D transform with PreservesAxisAlignedRectangles() has all the attributes
// above
Matrix layerTransform;
if (!aLayer->GetEffectiveTransform().Is2D(&layerTransform) ||
!layerTransform.PreservesAxisAlignedRectangles()) {
LOGD("Layer EffectiveTransform has a 3D transform or a non-square angle rotation");
return false;
}
Matrix layerBufferTransform;
if (!aLayer->GetEffectiveTransformForBuffer().Is2D(&layerBufferTransform) ||
!layerBufferTransform.PreservesAxisAlignedRectangles()) {
LOGD("Layer EffectiveTransformForBuffer has a 3D transform or a non-square angle rotation");
return false;
}
if (ContainerLayer* container = aLayer->AsContainerLayer()) {
if (container->UseIntermediateSurface() && !aFindSidebandStreams) {
LOGD("Container layer needs intermediate surface");
return false;
}
AutoTArray<Layer*, 12> children;
container->SortChildrenBy3DZOrder(children);
for (uint32_t i = 0; i < children.Length(); i++) {
if (!PrepareLayerList(children[i], clip, layerTransform, aFindSidebandStreams) &&
!aFindSidebandStreams) {
return false;
}
}
return true;
}
LayerRenderState state = aLayer->GetRenderState();
#if ANDROID_VERSION >= 21
if (!state.GetGrallocBuffer() && !state.GetSidebandStream().IsValid()) {
#else
if (!state.GetGrallocBuffer()) {
#endif
if (aLayer->AsColorLayer() && mColorFill) {
fillColor = true;
} else {
LOGD("%s Layer doesn't have a gralloc buffer", aLayer->Name());
return false;
}
}
//.........这里部分代码省略.........
示例11: 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.........