本文整理汇总了C++中gfx::IntRect类的典型用法代码示例。如果您正苦于以下问题:C++ IntRect类的具体用法?C++ IntRect怎么用?C++ IntRect使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了IntRect类的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: SubRectMat3
Mat3
SubRectMat3(const gfx::IntRect& subrect, const gfx::IntSize& size)
{
return SubRectMat3(float(subrect.X()) / size.width,
float(subrect.Y()) / size.height,
float(subrect.Width()) / size.width,
float(subrect.Height()) / size.height);
}
示例2: desc
TemporaryRef<CompositingRenderTarget>
CompositorD3D11::CreateRenderTargetFromSource(const gfx::IntRect &aRect,
const CompositingRenderTarget* aSource,
const gfx::IntPoint &aSourcePoint)
{
MOZ_ASSERT(aRect.width != 0 && aRect.height != 0);
if (aRect.width * aRect.height == 0) {
return nullptr;
}
CD3D11_TEXTURE2D_DESC desc(DXGI_FORMAT_B8G8R8A8_UNORM,
aRect.width, aRect.height, 1, 1,
D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET);
RefPtr<ID3D11Texture2D> texture;
HRESULT hr = mDevice->CreateTexture2D(&desc, nullptr, byRef(texture));
NS_ASSERTION(texture, "Could not create texture");
if (Failed(hr) || !texture) {
return nullptr;
}
if (aSource) {
const CompositingRenderTargetD3D11* sourceD3D11 =
static_cast<const CompositingRenderTargetD3D11*>(aSource);
D3D11_BOX srcBox;
srcBox.left = aSourcePoint.x;
srcBox.top = aSourcePoint.y;
srcBox.front = 0;
srcBox.right = aSourcePoint.x + aRect.width;
srcBox.bottom = aSourcePoint.y + aRect.height;
srcBox.back = 1;
const IntSize& srcSize = sourceD3D11->GetSize();
MOZ_ASSERT(srcSize.width >= 0 && srcSize.height >= 0,
"render targets should have nonnegative sizes");
if (srcBox.left >= 0 &&
srcBox.top >= 0 &&
srcBox.left < srcBox.right &&
srcBox.top < srcBox.bottom &&
srcBox.right <= static_cast<uint32_t>(srcSize.width) &&
srcBox.bottom <= static_cast<uint32_t>(srcSize.height)) {
mContext->CopySubresourceRegion(texture, 0,
0, 0, 0,
sourceD3D11->GetD3D11Texture(), 0,
&srcBox);
} else {
NS_WARNING("Could not copy render target - source rect out of bounds");
}
}
RefPtr<CompositingRenderTargetD3D11> rt =
new CompositingRenderTargetD3D11(texture, aRect.TopLeft());
rt->SetSize(aRect.Size());
return rt;
}
示例3: device
TemporaryRef<CompositingRenderTarget>
CompositorD3D9::CreateRenderTargetFromSource(const gfx::IntRect &aRect,
const CompositingRenderTarget *aSource)
{
RefPtr<IDirect3DTexture9> texture;
HRESULT hr = device()->CreateTexture(aRect.width, aRect.height, 1,
D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8,
D3DPOOL_DEFAULT, byRef(texture),
NULL);
if (FAILED(hr)) {
ReportFailure(NS_LITERAL_CSTRING("CompositorD3D9::CreateRenderTargetFromSource: Failed to create texture"),
hr);
return nullptr;
}
if (aSource) {
nsRefPtr<IDirect3DSurface9> sourceSurface =
static_cast<const CompositingRenderTargetD3D9*>(aSource)->GetD3D9Surface();
nsRefPtr<IDirect3DSurface9> destSurface;
hr = texture->GetSurfaceLevel(0, getter_AddRefs(destSurface));
if (FAILED(hr)) {
NS_WARNING("Failed to get texture surface level for dest.");
}
if (sourceSurface && destSurface) {
RECT sourceRect;
sourceRect.left = aRect.x;
sourceRect.right = aRect.XMost();
sourceRect.top = aRect.y;
sourceRect.bottom = aRect.YMost();
RECT destRect;
destRect.left = 0;
destRect.right = aRect.width;
destRect.top = 0;
destRect.bottom = aRect.height;
// copy the source to the dest
hr = device()->StretchRect(sourceSurface,
&sourceRect,
destSurface,
&destRect,
D3DTEXF_NONE);
if (FAILED(hr)) {
ReportFailure(NS_LITERAL_CSTRING("CompositorD3D9::CreateRenderTargetFromSource: Failed to update texture"),
hr);
}
}
}
RefPtr<CompositingRenderTargetD3D9> rt =
new CompositingRenderTargetD3D9(texture,
INIT_MODE_NONE,
IntSize(aRect.width, aRect.height));
return rt;
}
示例4: CalculatePluginClip
static void CalculatePluginClip(const gfx::IntRect& aBounds,
const nsTArray<gfx::IntRect>& aPluginClipRects,
const nsIntPoint& aContentOffset,
const nsIntRegion& aParentLayerVisibleRegion,
nsTArray<gfx::IntRect>& aResult,
gfx::IntRect& aVisibleBounds,
bool& aPluginIsVisible)
{
aPluginIsVisible = true;
// aBounds (content origin)
nsIntRegion contentVisibleRegion(aBounds);
// aPluginClipRects (plugin widget origin)
for (uint32_t idx = 0; idx < aPluginClipRects.Length(); idx++) {
gfx::IntRect rect = aPluginClipRects[idx];
// shift to content origin
rect.MoveBy(aBounds.x, aBounds.y);
contentVisibleRegion.AndWith(rect);
}
// apply layers clip (window origin)
nsIntRegion region = aParentLayerVisibleRegion;
region.MoveBy(-aContentOffset.x, -aContentOffset.y);
contentVisibleRegion.AndWith(region);
if (contentVisibleRegion.IsEmpty()) {
aPluginIsVisible = false;
return;
}
// shift to plugin widget origin
contentVisibleRegion.MoveBy(-aBounds.x, -aBounds.y);
nsIntRegionRectIterator iter(contentVisibleRegion);
for (const gfx::IntRect* rgnRect = iter.Next(); rgnRect; rgnRect = iter.Next()) {
aResult.AppendElement(*rgnRect);
aVisibleBounds.UnionRect(aVisibleBounds, *rgnRect);
}
}
示例5: desc
TemporaryRef<CompositingRenderTarget>
CompositorD3D11::CreateRenderTargetFromSource(const gfx::IntRect &aRect,
const CompositingRenderTarget* aSource)
{
CD3D11_TEXTURE2D_DESC desc(DXGI_FORMAT_B8G8R8A8_UNORM,
aRect.width, aRect.height, 1, 1,
D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET);
RefPtr<ID3D11Texture2D> texture;
mDevice->CreateTexture2D(&desc, nullptr, byRef(texture));
NS_ASSERTION(texture, "Could not create texture");
if (!texture) {
return nullptr;
}
if (aSource) {
const CompositingRenderTargetD3D11* sourceD3D11 =
static_cast<const CompositingRenderTargetD3D11*>(aSource);
D3D11_BOX srcBox;
srcBox.left = aRect.x;
srcBox.top = aRect.y;
srcBox.front = 0;
srcBox.right = aRect.XMost();
srcBox.bottom = aRect.YMost();
srcBox.back = 0;
const IntSize& srcSize = sourceD3D11->GetSize();
if (srcBox.right <= srcSize.width &&
srcBox.bottom <= srcSize.height) {
mContext->CopySubresourceRegion(texture, 0,
0, 0, 0,
sourceD3D11->GetD3D11Texture(), 0,
&srcBox);
} else {
NS_WARNING("Could not copy render target - source rect out of bounds");
}
}
RefPtr<CompositingRenderTargetD3D11> rt =
new CompositingRenderTargetD3D11(texture);
rt->SetSize(IntSize(aRect.width, aRect.height));
return rt;
}
示例6: ComputeBackdropCopyRect
gfx::IntRect
ComputeBackdropCopyRect(const gfx::Rect& aRect,
const gfx::IntRect& aClipRect,
const gfx::Matrix4x4& aTransform,
const gfx::IntRect& aRenderTargetRect,
gfx::Matrix4x4* aOutTransform,
gfx::Rect* aOutLayerQuad)
{
// Compute the clip.
IntPoint rtOffset = aRenderTargetRect.TopLeft();
IntSize rtSize = aRenderTargetRect.Size();
gfx::IntRect renderBounds(0, 0, rtSize.width, rtSize.height);
renderBounds.IntersectRect(renderBounds, aClipRect);
renderBounds.MoveBy(rtOffset);
// Apply the layer transform.
RectDouble dest = aTransform.TransformAndClipBounds(
RectDouble(aRect.x, aRect.y, aRect.width, aRect.height),
RectDouble(renderBounds.x, renderBounds.y, renderBounds.width, renderBounds.height));
dest -= rtOffset;
// Ensure we don't round out to -1, which trips up Direct3D.
dest.IntersectRect(dest, RectDouble(0, 0, rtSize.width, rtSize.height));
if (aOutLayerQuad) {
*aOutLayerQuad = Rect(dest.x, dest.y, dest.width, dest.height);
}
// Round out to integer.
IntRect result;
dest.RoundOut();
dest.ToIntRect(&result);
// Create a transform from adjusted clip space to render target space,
// translate it for the backdrop rect, then transform it into the backdrop's
// uv-space.
Matrix4x4 transform;
transform.PostScale(rtSize.width, rtSize.height, 1.0);
transform.PostTranslate(-result.x, -result.y, 0.0);
transform.PostScale(1 / float(result.width), 1 / float(result.height), 1.0);
*aOutTransform = transform;
return result;
}
示例7: ThebesMatrix
bool
BasicContainerLayer::ChildrenPartitionVisibleRegion(const gfx::IntRect& aInRect)
{
Matrix transform;
if (!GetEffectiveTransform().CanDraw2D(&transform) ||
ThebesMatrix(transform).HasNonIntegerTranslation())
return false;
nsIntPoint offset(int32_t(transform._31), int32_t(transform._32));
gfx::IntRect rect = aInRect.Intersect(GetEffectiveVisibleRegion().GetBounds() + offset);
nsIntRegion covered;
for (Layer* l = mFirstChild; l; l = l->GetNextSibling()) {
if (ToData(l)->IsHidden())
continue;
Matrix childTransform;
if (!l->GetEffectiveTransform().CanDraw2D(&childTransform) ||
ThebesMatrix(childTransform).HasNonIntegerTranslation() ||
l->GetEffectiveOpacity() != 1.0)
return false;
nsIntRegion childRegion = l->GetEffectiveVisibleRegion();
childRegion.MoveBy(int32_t(childTransform._31), int32_t(childTransform._32));
childRegion.And(childRegion, rect);
if (l->GetClipRect()) {
childRegion.And(childRegion, ParentLayerIntRect::ToUntyped(*l->GetClipRect()) + offset);
}
nsIntRegion intersection;
intersection.And(covered, childRegion);
if (!intersection.IsEmpty())
return false;
covered.Or(covered, childRegion);
}
return covered.Contains(rect);
}
示例8: DecomposeIntoNoRepeatTriangles
void
DecomposeIntoNoRepeatTriangles(const gfx::IntRect& aTexCoordRect,
const gfx::IntSize& aTexSize,
RectTriangles& aRects,
bool aFlipY /* = false */)
{
// normalize this
gfx::IntRect tcr(aTexCoordRect);
while (tcr.x >= aTexSize.width)
tcr.x -= aTexSize.width;
while (tcr.y >= aTexSize.height)
tcr.y -= aTexSize.height;
// Compute top left and bottom right tex coordinates
GLfloat tl[2] =
{ GLfloat(tcr.x) / GLfloat(aTexSize.width),
GLfloat(tcr.y) / GLfloat(aTexSize.height) };
GLfloat br[2] =
{ GLfloat(tcr.XMost()) / GLfloat(aTexSize.width),
GLfloat(tcr.YMost()) / GLfloat(aTexSize.height) };
// then check if we wrap in either the x or y axis; if we do,
// then also use fmod to figure out the "true" non-wrapping
// texture coordinates.
bool xwrap = false, ywrap = false;
if (tcr.x < 0 || tcr.x > aTexSize.width ||
tcr.XMost() < 0 || tcr.XMost() > aTexSize.width)
{
xwrap = true;
tl[0] = WrapTexCoord(tl[0]);
br[0] = WrapTexCoord(br[0]);
}
if (tcr.y < 0 || tcr.y > aTexSize.height ||
tcr.YMost() < 0 || tcr.YMost() > aTexSize.height)
{
ywrap = true;
tl[1] = WrapTexCoord(tl[1]);
br[1] = WrapTexCoord(br[1]);
}
NS_ASSERTION(tl[0] >= 0.0f && tl[0] <= 1.0f &&
tl[1] >= 0.0f && tl[1] <= 1.0f &&
br[0] >= 0.0f && br[0] <= 1.0f &&
br[1] >= 0.0f && br[1] <= 1.0f,
"Somehow generated invalid texture coordinates");
// If xwrap is false, the texture will be sampled from tl[0]
// .. br[0]. If xwrap is true, then it will be split into tl[0]
// .. 1.0, and 0.0 .. br[0]. Same for the Y axis. The
// destination rectangle is also split appropriately, according
// to the calculated xmid/ymid values.
// There isn't a 1:1 mapping between tex coords and destination coords;
// when computing midpoints, we have to take that into account. We
// need to map the texture coords, which are (in the wrap case):
// |tl->1| and |0->br| to the |0->1| range of the vertex coords. So
// we have the length (1-tl)+(br) that needs to map into 0->1.
// These are only valid if there is wrap involved, they won't be used
// otherwise.
GLfloat xlen = (1.0f - tl[0]) + br[0];
GLfloat ylen = (1.0f - tl[1]) + br[1];
NS_ASSERTION(!xwrap || xlen > 0.0f, "xlen isn't > 0, what's going on?");
NS_ASSERTION(!ywrap || ylen > 0.0f, "ylen isn't > 0, what's going on?");
NS_ASSERTION(aTexCoordRect.Width() <= aTexSize.width &&
aTexCoordRect.Height() <= aTexSize.height, "tex coord rect would cause tiling!");
if (!xwrap && !ywrap) {
aRects.addRect(0.0f, 0.0f,
1.0f, 1.0f,
tl[0], tl[1],
br[0], br[1],
aFlipY);
} else if (!xwrap && ywrap) {
GLfloat ymid = (1.0f - tl[1]) / ylen;
aRects.addRect(0.0f, 0.0f,
1.0f, ymid,
tl[0], tl[1],
br[0], 1.0f,
aFlipY);
aRects.addRect(0.0f, ymid,
1.0f, 1.0f,
tl[0], 0.0f,
br[0], br[1],
aFlipY);
} else if (xwrap && !ywrap) {
GLfloat xmid = (1.0f - tl[0]) / xlen;
aRects.addRect(0.0f, 0.0f,
xmid, 1.0f,
tl[0], tl[1],
1.0f, br[1],
aFlipY);
aRects.addRect(xmid, 0.0f,
1.0f, 1.0f,
0.0f, tl[1],
br[0], br[1],
aFlipY);
} else {
//.........这里部分代码省略.........
示例9: dt
already_AddRefed<gfx::DrawTarget>
PersistentBufferProviderShared::BorrowDrawTarget(const gfx::IntRect& aPersistedRect)
{
if (!mFwd->GetTextureForwarder()->IPCOpen()) {
return nullptr;
}
MOZ_ASSERT(!mSnapshot);
if (IsActivityTracked()) {
mFwd->GetActiveResourceTracker().MarkUsed(this);
} else {
mFwd->GetActiveResourceTracker().AddObject(this);
}
if (mDrawTarget) {
RefPtr<gfx::DrawTarget> dt(mDrawTarget);
return dt.forget();
}
mFront = Nothing();
auto previousBackBuffer = mBack;
TextureClient* tex = GetTexture(mBack);
// First try to reuse the current back buffer. If we can do that it means
// we can skip copying its content to the new back buffer.
if (tex && tex->IsReadLocked()) {
// The back buffer is currently used by the compositor, we can't draw
// into it.
tex = nullptr;
}
if (!tex) {
// Try to grab an already allocated texture if any is available.
for (uint32_t i = 0; i < mTextures.length(); ++i) {
if (!mTextures[i]->IsReadLocked()) {
mBack = Some(i);
tex = mTextures[i];
break;
}
}
}
if (!tex) {
// We have to allocate a new texture.
if (mTextures.length() >= 4) {
// We should never need to buffer that many textures, something's wrong.
MOZ_ASSERT(false);
// In theory we throttle the main thread when the compositor can't keep up,
// so we shoud never get in a situation where we sent 4 textures to the
// compositor and the latter as not released any of them.
// This seems to happen, however, in some edge cases such as just after a
// device reset (cf. Bug 1291163).
// It would be pretty bad to keep piling textures up at this point so we
// call NotifyInactive to remove some of our textures.
NotifyInactive();
// Give up now. The caller can fall-back to a non-shared buffer provider.
return nullptr;
}
RefPtr<TextureClient> newTexture = TextureClient::CreateForDrawing(
mFwd, mFormat, mSize,
BackendSelector::Canvas,
TextureFlags::DEFAULT,
TextureAllocationFlags::ALLOC_DEFAULT
);
MOZ_ASSERT(newTexture);
if (newTexture) {
if (mTextures.append(newTexture)) {
tex = newTexture;
mBack = Some<uint32_t>(mTextures.length() - 1);
}
}
}
if (!tex || !tex->Lock(OpenMode::OPEN_READ_WRITE)) {
return nullptr;
}
if (mBack != previousBackBuffer && !aPersistedRect.IsEmpty()) {
TextureClient* previous = GetTexture(previousBackBuffer);
if (previous && previous->Lock(OpenMode::OPEN_READ)) {
DebugOnly<bool> success = previous->CopyToTextureClient(tex, &aPersistedRect, nullptr);
MOZ_ASSERT(success);
previous->Unlock();
}
}
mDrawTarget = tex->BorrowDrawTarget();
RefPtr<gfx::DrawTarget> dt(mDrawTarget);
return dt.forget();
}
示例10: backdropLock
void
CompositorD3D9::FinishMixBlend(const gfx::IntRect& aBackdropRect,
const gfx::Rect& aBackdropDest,
const gfx::Matrix4x4& aBackdropTransform,
RefPtr<IDirect3DTexture9> aBackdrop,
gfx::CompositionOp aBlendMode)
{
HRESULT hr;
RefPtr<IDirect3DTexture9> source =
CreateTexture(aBackdropRect, mCurrentRT, aBackdropRect.TopLeft());
if (!source) {
return;
}
// Slow path - do everything in software. Unfortunately this requires
// a lot of copying, since we have to readback the source and backdrop,
// then upload the blended result, then blit it back.
IDirect3DDevice9* d3d9Device = device();
// Query geometry/format of the two surfaces.
D3DSURFACE_DESC backdropDesc, sourceDesc;
if (FAILED(aBackdrop->GetLevelDesc(0, &backdropDesc)) ||
FAILED(source->GetLevelDesc(0, &sourceDesc)))
{
gfxCriticalNote << "Failed to query mix-blend texture descriptor";
return;
}
MOZ_ASSERT(backdropDesc.Format == D3DFMT_A8R8G8B8);
MOZ_ASSERT(sourceDesc.Format == D3DFMT_A8R8G8B8);
// Acquire a temporary data surface for the backdrop texture.
RefPtr<IDirect3DSurface9> backdropSurface = GetSurfaceOfTexture(aBackdrop);
if (!backdropSurface) {
return;
}
RefPtr<IDirect3DSurface9> tmpBackdrop =
CreateDataSurfaceForTexture(d3d9Device, backdropSurface, backdropDesc);
if (!tmpBackdrop) {
return;
}
// New scope for locks and temporary surfaces.
{
// Acquire a temporary data surface for the source texture.
RefPtr<IDirect3DSurface9> sourceSurface = GetSurfaceOfTexture(source);
if (!sourceSurface) {
return;
}
RefPtr<IDirect3DSurface9> tmpSource =
CreateDataSurfaceForTexture(d3d9Device, sourceSurface, sourceDesc);
if (!tmpSource) {
return;
}
// Perform the readback and blend in software.
AutoSurfaceLock backdropLock(tmpBackdrop);
AutoSurfaceLock sourceLock(tmpSource, D3DLOCK_READONLY);
if (!backdropLock.Okay() || !sourceLock.Okay()) {
return;
}
RefPtr<DataSourceSurface> source = Factory::CreateWrappingDataSourceSurface(
sourceLock.Bits(), sourceLock.Pitch(),
gfx::IntSize(sourceDesc.Width, sourceDesc.Height),
SurfaceFormat::B8G8R8A8);
RefPtr<DrawTarget> dest = Factory::CreateDrawTargetForData(
BackendType::CAIRO,
backdropLock.Bits(),
gfx::IntSize(backdropDesc.Width, backdropDesc.Height),
backdropLock.Pitch(),
SurfaceFormat::B8G8R8A8);
// The backdrop rect is rounded out - account for any difference between
// it and the actual destination.
gfx::Rect destRect(
aBackdropDest.x - aBackdropRect.x,
aBackdropDest.y - aBackdropRect.y,
aBackdropDest.width,
aBackdropDest.height);
dest->DrawSurface(
source, destRect, destRect,
gfx::DrawSurfaceOptions(),
gfx::DrawOptions(1.0f, aBlendMode));
}
// Upload the new blended surface to the backdrop texture.
d3d9Device->UpdateSurface(tmpBackdrop, nullptr, backdropSurface, nullptr);
// Finally, drop in the new backdrop. We don't need to do another
// DrawPrimitive() since the software blend will have included the
// final OP_OVER step for us.
RECT destRect = {
aBackdropRect.x, aBackdropRect.y,
aBackdropRect.XMost(), aBackdropRect.YMost()
};
//.........这里部分代码省略.........
示例11: scopedScissorTestState
void
GLBlitTextureImageHelper::BlitTextureImage(TextureImage *aSrc, const gfx::IntRect& aSrcRect,
TextureImage *aDst, const gfx::IntRect& aDstRect)
{
GLContext *gl = mCompositor->gl();
if (!aSrc || !aDst || aSrcRect.IsEmpty() || aDstRect.IsEmpty())
return;
int savedFb = 0;
gl->fGetIntegerv(LOCAL_GL_FRAMEBUFFER_BINDING, &savedFb);
ScopedGLState scopedScissorTestState(gl, LOCAL_GL_SCISSOR_TEST, false);
ScopedGLState scopedBlendState(gl, LOCAL_GL_BLEND, false);
// 2.0 means scale up by two
float blitScaleX = float(aDstRect.width) / float(aSrcRect.width);
float blitScaleY = float(aDstRect.height) / float(aSrcRect.height);
// We start iterating over all destination tiles
aDst->BeginBigImageIteration();
do {
// calculate portion of the tile that is going to be painted to
gfx::IntRect dstSubRect;
gfx::IntRect dstTextureRect = aDst->GetTileRect();
dstSubRect.IntersectRect(aDstRect, dstTextureRect);
// this tile is not part of the destination rectangle aDstRect
if (dstSubRect.IsEmpty())
continue;
// (*) transform the rect of this tile into the rectangle defined by aSrcRect...
gfx::IntRect dstInSrcRect(dstSubRect);
dstInSrcRect.MoveBy(-aDstRect.TopLeft());
// ...which might be of different size, hence scale accordingly
dstInSrcRect.ScaleRoundOut(1.0f / blitScaleX, 1.0f / blitScaleY);
dstInSrcRect.MoveBy(aSrcRect.TopLeft());
SetBlitFramebufferForDestTexture(aDst->GetTextureID());
UseBlitProgram();
aSrc->BeginBigImageIteration();
// now iterate over all tiles in the source Image...
do {
// calculate portion of the source tile that is in the source rect
gfx::IntRect srcSubRect;
gfx::IntRect srcTextureRect = aSrc->GetTileRect();
srcSubRect.IntersectRect(aSrcRect, srcTextureRect);
// this tile is not part of the source rect
if (srcSubRect.IsEmpty()) {
continue;
}
// calculate intersection of source rect with destination rect
srcSubRect.IntersectRect(srcSubRect, dstInSrcRect);
// this tile does not overlap the current destination tile
if (srcSubRect.IsEmpty()) {
continue;
}
// We now have the intersection of
// the current source tile
// and the desired source rectangle
// and the destination tile
// and the desired destination rectange
// in destination space.
// We need to transform this back into destination space, inverting the transform from (*)
gfx::IntRect srcSubInDstRect(srcSubRect);
srcSubInDstRect.MoveBy(-aSrcRect.TopLeft());
srcSubInDstRect.ScaleRoundOut(blitScaleX, blitScaleY);
srcSubInDstRect.MoveBy(aDstRect.TopLeft());
// we transform these rectangles to be relative to the current src and dst tiles, respectively
gfx::IntSize srcSize = srcTextureRect.Size();
gfx::IntSize dstSize = dstTextureRect.Size();
srcSubRect.MoveBy(-srcTextureRect.x, -srcTextureRect.y);
srcSubInDstRect.MoveBy(-dstTextureRect.x, -dstTextureRect.y);
float dx0 = 2.0f * float(srcSubInDstRect.x) / float(dstSize.width) - 1.0f;
float dy0 = 2.0f * float(srcSubInDstRect.y) / float(dstSize.height) - 1.0f;
float dx1 = 2.0f * float(srcSubInDstRect.x + srcSubInDstRect.width) / float(dstSize.width) - 1.0f;
float dy1 = 2.0f * float(srcSubInDstRect.y + srcSubInDstRect.height) / float(dstSize.height) - 1.0f;
ScopedViewportRect autoViewportRect(gl, 0, 0, dstSize.width, dstSize.height);
RectTriangles rects;
gfx::IntSize realTexSize = srcSize;
if (!CanUploadNonPowerOfTwo(gl)) {
realTexSize = gfx::IntSize(RoundUpPow2(srcSize.width),
RoundUpPow2(srcSize.height));
}
if (aSrc->GetWrapMode() == LOCAL_GL_REPEAT) {
rects.addRect(/* dest rectangle */
dx0, dy0, dx1, dy1,
/* tex coords */
srcSubRect.x / float(realTexSize.width),
srcSubRect.y / float(realTexSize.height),
srcSubRect.XMost() / float(realTexSize.width),
srcSubRect.YMost() / float(realTexSize.height));
} else {
//.........这里部分代码省略.........