本文整理汇总了C++中gfx::IntRect::YMost方法的典型用法代码示例。如果您正苦于以下问题:C++ IntRect::YMost方法的具体用法?C++ IntRect::YMost怎么用?C++ IntRect::YMost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gfx::IntRect
的用法示例。
在下文中一共展示了IntRect::YMost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: 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2: 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3: 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.........