本文整理汇总了C++中nsIntRegion::MovedBy方法的典型用法代码示例。如果您正苦于以下问题:C++ nsIntRegion::MovedBy方法的具体用法?C++ nsIntRegion::MovedBy怎么用?C++ nsIntRegion::MovedBy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::MovedBy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:
TileHost
TiledLayerBufferComposite::ValidateTile(TileHost aTile,
const nsIntPoint& aTileOrigin,
const nsIntRegion& aDirtyRect)
{
if (aTile.IsPlaceholderTile()) {
NS_WARNING("Placeholder tile encountered in painted region");
return aTile;
}
#ifdef GFX_TILEDLAYER_PREF_WARNINGS
printf_stderr("Upload tile %i, %i\n", aTileOrigin.x, aTileOrigin.y);
long start = PR_IntervalNow();
#endif
MOZ_ASSERT(aTile.mTextureHost->GetFlags() & TextureFlags::IMMEDIATE_UPLOAD);
#ifdef MOZ_GFX_OPTIMIZE_MOBILE
MOZ_ASSERT(!aTile.mTextureHostOnWhite);
// We possibly upload the entire texture contents here. This is a purposeful
// decision, as sub-image upload can often be slow and/or unreliable, but
// we may want to reevaluate this in the future.
// For !HasInternalBuffer() textures, this is likely a no-op.
aTile.mTextureHost->Updated(nullptr);
#else
nsIntRegion tileUpdated = aDirtyRect.MovedBy(-aTileOrigin);
aTile.mTextureHost->Updated(&tileUpdated);
if (aTile.mTextureHostOnWhite) {
aTile.mTextureHostOnWhite->Updated(&tileUpdated);
}
#endif
#ifdef GFX_TILEDLAYER_PREF_WARNINGS
if (PR_IntervalNow() - start > 1) {
printf_stderr("Tile Time to upload %i\n", PR_IntervalNow() - start);
}
#endif
return aTile;
}
示例2: PaintThebes
void ClientSingleTiledLayerBuffer::PaintThebes(
const nsIntRegion& aNewValidRegion, const nsIntRegion& aPaintRegion,
const nsIntRegion& aDirtyRegion,
LayerManager::DrawPaintedLayerCallback aCallback, void* aCallbackData,
TilePaintFlags aFlags) {
mWasLastPaintProgressive = !!(aFlags & TilePaintFlags::Progressive);
bool asyncPaint = !!(aFlags & TilePaintFlags::Async);
// Compare layer valid region size to current backbuffer size, discard if not
// matching.
gfx::IntSize size = aNewValidRegion.GetBounds().Size();
gfx::IntPoint origin = aNewValidRegion.GetBounds().TopLeft();
nsIntRegion paintRegion = aPaintRegion;
RefPtr<TextureClient> discardedFrontBuffer = nullptr;
RefPtr<TextureClient> discardedFrontBufferOnWhite = nullptr;
nsIntRegion discardedValidRegion;
if (mSize != size || mTilingOrigin != origin) {
discardedFrontBuffer = mTile.mFrontBuffer;
discardedFrontBufferOnWhite = mTile.mFrontBufferOnWhite;
discardedValidRegion = mValidRegion;
TILING_LOG(
"TILING %p: Single-tile valid region changed. Discarding buffers.\n",
&mPaintedLayer);
ResetPaintedAndValidState();
mSize = size;
mTilingOrigin = origin;
paintRegion = aNewValidRegion;
}
SurfaceMode mode;
gfxContentType content = GetContentType(&mode);
mFormat = gfxPlatform::GetPlatform()->OptimalFormatForContent(content);
if (mTile.IsPlaceholderTile()) {
mTile.SetTextureAllocator(this);
}
if (mManager->AsShadowForwarder()->SupportsTextureDirectMapping()) {
AutoTArray<uint64_t, 2> syncTextureSerials;
mTile.GetSyncTextureSerials(mode, syncTextureSerials);
if (syncTextureSerials.Length() > 0) {
mManager->AsShadowForwarder()->SyncTextures(syncTextureSerials);
}
}
// The dirty region relative to the top-left of the tile.
nsIntRegion tileVisibleRegion = aNewValidRegion.MovedBy(-mTilingOrigin);
nsIntRegion tileDirtyRegion = paintRegion.MovedBy(-mTilingOrigin);
Maybe<AcquiredBackBuffer> backBuffer =
mTile.AcquireBackBuffer(mCompositableClient, tileDirtyRegion,
tileVisibleRegion, content, mode, aFlags);
if (!backBuffer) {
return;
}
// Mark the area we need to paint in the back buffer as invalid in the
// front buffer as they will become out of sync.
mTile.mInvalidFront.OrWith(tileDirtyRegion);
// Add backbuffer's invalid region to the dirty region to be painted.
// This will be empty if we were able to copy from the front in to the back.
nsIntRegion tileInvalidRegion = mTile.mInvalidBack;
tileInvalidRegion.AndWith(tileVisibleRegion);
paintRegion.OrWith(tileInvalidRegion.MovedBy(mTilingOrigin));
tileDirtyRegion.OrWith(tileInvalidRegion);
// Mark the region we will be painting and the region we copied from the front
// buffer as needing to be uploaded to the compositor
mTile.mUpdateRect =
tileDirtyRegion.GetBounds().Union(backBuffer->mUpdatedRect);
// If the old frontbuffer was discarded then attempt to copy what we
// can from it to the new backbuffer.
if (discardedFrontBuffer) {
nsIntRegion copyableRegion;
copyableRegion.And(aNewValidRegion, discardedValidRegion);
copyableRegion.SubOut(aDirtyRegion);
OpenMode readMode =
asyncPaint ? OpenMode::OPEN_READ_ASYNC : OpenMode::OPEN_READ;
DualTextureClientAutoLock discardedBuffer(
discardedFrontBuffer, discardedFrontBufferOnWhite, readMode);
if (discardedBuffer.Succeeded()) {
RefPtr<gfx::SourceSurface> discardedSurface = discardedBuffer->Snapshot();
for (auto iter = copyableRegion.RectIter(); !iter.Done(); iter.Next()) {
const gfx::IntRect src =
iter.Get() - discardedValidRegion.GetBounds().TopLeft();
const gfx::IntPoint dest = iter.Get().TopLeft() - mTilingOrigin;
backBuffer->mTarget->CopySurface(discardedSurface, src, dest);
}
//.........这里部分代码省略.........
示例3: it
TileClient
ClientTiledLayerBuffer::ValidateTile(TileClient aTile,
const nsIntPoint& aTileOrigin,
const nsIntRegion& aDirtyRegion)
{
PROFILER_LABEL("ClientTiledLayerBuffer", "ValidateTile");
#ifdef GFX_TILEDLAYER_PREF_WARNINGS
if (aDirtyRegion.IsComplex()) {
printf_stderr("Complex region\n");
}
#endif
if (aTile.IsPlaceholderTile()) {
aTile.SetLayerManager(mManager);
}
// Discard our front and backbuffers if our contents changed. In this case
// the calling code will already have taken care of invalidating the entire
// layer.
if (HasFormatChanged()) {
aTile.DiscardBackBuffer();
aTile.DiscardFrontBuffer();
}
bool createdTextureClient = false;
nsIntRegion offsetDirtyRegion = aDirtyRegion.MovedBy(-aTileOrigin);
bool usingSinglePaintBuffer = !!mSinglePaintDrawTarget;
RefPtr<TextureClient> backBuffer =
aTile.GetBackBuffer(offsetDirtyRegion,
mManager->GetTexturePool(gfxPlatform::GetPlatform()->Optimal2DFormatForContent(GetContentType())),
&createdTextureClient, !usingSinglePaintBuffer);
if (!backBuffer->Lock(OPEN_READ_WRITE)) {
NS_WARNING("Failed to lock tile TextureClient for updating.");
aTile.DiscardFrontBuffer();
return aTile;
}
// We must not keep a reference to the DrawTarget after it has been unlocked,
// make sure these are null'd before unlocking as destruction of the context
// may cause the target to be flushed.
RefPtr<DrawTarget> drawTarget = backBuffer->AsTextureClientDrawTarget()->GetAsDrawTarget();
drawTarget->SetTransform(Matrix());
RefPtr<gfxContext> ctxt = new gfxContext(drawTarget);
if (usingSinglePaintBuffer) {
// XXX Perhaps we should just copy the bounding rectangle here?
RefPtr<gfx::SourceSurface> source = mSinglePaintDrawTarget->Snapshot();
nsIntRegionRectIterator it(aDirtyRegion);
for (const nsIntRect* dirtyRect = it.Next(); dirtyRect != nullptr; dirtyRect = it.Next()) {
#ifdef GFX_TILEDLAYER_PREF_WARNINGS
printf_stderr(" break into subdirtyRect %i, %i, %i, %i\n",
dirtyRect->x, dirtyRect->y, dirtyRect->width, dirtyRect->height);
#endif
gfx::Rect drawRect(dirtyRect->x - aTileOrigin.x,
dirtyRect->y - aTileOrigin.y,
dirtyRect->width,
dirtyRect->height);
drawRect.Scale(mResolution);
gfx::IntRect copyRect(NS_roundf((dirtyRect->x - mSinglePaintBufferOffset.x) * mResolution),
NS_roundf((dirtyRect->y - mSinglePaintBufferOffset.y) * mResolution),
drawRect.width,
drawRect.height);
gfx::IntPoint copyTarget(NS_roundf(drawRect.x), NS_roundf(drawRect.y));
drawTarget->CopySurface(source, copyRect, copyTarget);
// Mark the newly updated area as invalid in the front buffer
aTile.mInvalidFront.Or(aTile.mInvalidFront, nsIntRect(copyTarget.x, copyTarget.y, copyRect.width, copyRect.height));
}
// The new buffer is now validated, remove the dirty region from it.
aTile.mInvalidBack.Sub(nsIntRect(0, 0, TILEDLAYERBUFFER_TILE_SIZE, TILEDLAYERBUFFER_TILE_SIZE),
offsetDirtyRegion);
} else {
// Area of the full tile...
nsIntRegion tileRegion = nsIntRect(aTileOrigin.x, aTileOrigin.y, TILEDLAYERBUFFER_TILE_SIZE, TILEDLAYERBUFFER_TILE_SIZE);
// Intersect this area with the portion that's dirty.
tileRegion = tileRegion.Intersect(aDirtyRegion);
// Move invalid areas into layer space.
aTile.mInvalidFront.MoveBy(aTileOrigin);
aTile.mInvalidBack.MoveBy(aTileOrigin);
// Add the area that's going to be redrawn to the invalid area of the
// front region.
aTile.mInvalidFront.Or(aTile.mInvalidFront, tileRegion);
// Add invalid areas of the backbuffer to the area to redraw.
tileRegion.Or(tileRegion, aTile.mInvalidBack);
// Move invalid areas back into tile space.
aTile.mInvalidFront.MoveBy(-aTileOrigin);
// This will be validated now.
aTile.mInvalidBack.SetEmpty();
//.........这里部分代码省略.........