本文整理匯總了C++中DrawTarget::IsValid方法的典型用法代碼示例。如果您正苦於以下問題:C++ DrawTarget::IsValid方法的具體用法?C++ DrawTarget::IsValid怎麽用?C++ DrawTarget::IsValid使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類DrawTarget
的用法示例。
在下文中一共展示了DrawTarget::IsValid方法的2個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的C++代碼示例。
示例1: ContentClientBasic
void
BasicPaintedLayer::Validate(LayerManager::DrawPaintedLayerCallback aCallback,
void* aCallbackData,
ReadbackProcessor* aReadback)
{
if (!mContentClient) {
// This client will have a null Forwarder, which means it will not have
// a ContentHost on the other side.
mContentClient = new ContentClientBasic(mBackend);
}
if (!BasicManager()->IsRetained()) {
return;
}
nsTArray<ReadbackProcessor::Update> readbackUpdates;
if (aReadback && UsedForReadback()) {
aReadback->GetPaintedLayerUpdates(this, &readbackUpdates);
}
uint32_t flags = 0;
#ifndef MOZ_WIDGET_ANDROID
if (BasicManager()->CompositorMightResample()) {
flags |= RotatedContentBuffer::PAINT_WILL_RESAMPLE;
}
if (!(flags & RotatedContentBuffer::PAINT_WILL_RESAMPLE)) {
if (MayResample()) {
flags |= RotatedContentBuffer::PAINT_WILL_RESAMPLE;
}
}
#endif
if (mDrawAtomically) {
flags |= RotatedContentBuffer::PAINT_NO_ROTATION;
}
PaintState state =
mContentClient->BeginPaintBuffer(this, flags);
SubtractFromValidRegion(state.mRegionToInvalidate);
DrawTarget* target = mContentClient->BorrowDrawTargetForPainting(state);
if (target && target->IsValid()) {
// The area that became invalid and is visible needs to be repainted
// (this could be the whole visible area if our buffer switched
// from RGB to RGBA, because we might need to repaint with
// subpixel AA)
state.mRegionToInvalidate.And(state.mRegionToInvalidate,
GetLocalVisibleRegion().ToUnknownRegion());
SetAntialiasingFlags(this, target);
RenderTraceInvalidateStart(this, "FFFF00", state.mRegionToDraw.GetBounds());
RefPtr<gfxContext> ctx = gfxContext::CreatePreservingTransformOrNull(target);
MOZ_ASSERT(ctx); // already checked the target above
PaintBuffer(ctx,
state.mRegionToDraw, state.mRegionToDraw, state.mRegionToInvalidate,
state.mDidSelfCopy,
state.mClip,
aCallback, aCallbackData);
MOZ_LAYERS_LOG_IF_SHADOWABLE(this, ("Layer::Mutated(%p) PaintThebes", this));
Mutated();
ctx = nullptr;
mContentClient->ReturnDrawTargetToBuffer(target);
target = nullptr;
RenderTraceInvalidateEnd(this, "FFFF00");
} else {
if (target) {
mContentClient->ReturnDrawTargetToBuffer(target);
target = nullptr;
}
// It's possible that state.mRegionToInvalidate is nonempty here,
// if we are shrinking the valid region to nothing. So use mRegionToDraw
// instead.
NS_WARNING_ASSERTION(
state.mRegionToDraw.IsEmpty(),
"No context when we have something to draw, resource exhaustion?");
}
for (uint32_t i = 0; i < readbackUpdates.Length(); ++i) {
ReadbackProcessor::Update& update = readbackUpdates[i];
nsIntPoint offset = update.mLayer->GetBackgroundLayerOffset();
RefPtr<DrawTarget> dt =
update.mLayer->GetSink()->BeginUpdate(update.mUpdateRect + offset,
update.mSequenceCounter);
if (dt) {
NS_ASSERTION(GetEffectiveOpacity() == 1.0, "Should only read back opaque layers");
NS_ASSERTION(!GetMaskLayer(), "Should only read back layers without masks");
dt->SetTransform(dt->GetTransform().PreTranslate(offset.x, offset.y));
mContentClient->DrawTo(this, dt, 1.0, CompositionOp::OP_OVER,
nullptr, nullptr);
update.mLayer->GetSink()->EndUpdate(update.mUpdateRect + offset);
}
}
}
示例2: GetPaintFlags
/***
* If we can, let's paint this ClientPaintedLayer's contents off the main thread.
* The essential idea is that we ask the ContentClient for a DrawTarget and record
* the moz2d commands. On the Paint Thread, we replay those commands to the
* destination draw target. There are a couple of lifetime issues here though:
*
* 1) TextureClient owns the underlying buffer and DrawTarget. Because of this
* we have to keep the TextureClient and DrawTarget alive but trick the
* TextureClient into thinking it's already returned the DrawTarget
* since we iterate through different Rects to get DrawTargets*. If
* the TextureClient goes away, the DrawTarget and thus buffer can too.
* 2) When ContentClient::EndPaint happens, it flushes the DrawTarget. We have
* to Reflush on the Paint Thread
* 3) DrawTarget API is NOT thread safe. We get around this by recording
* on the main thread and painting on the paint thread. Logically,
* ClientLayerManager will force a flushed paint and block the main thread
* if we have another transaction. Thus we have a gap between when the main
* thread records, the paint thread paints, and we block the main thread
* from trying to paint again. The underlying API however is NOT thread safe.
* 4) We have both "sync" and "async" OMTP. Sync OMTP means we paint on the main thread
* but block the main thread while the paint thread paints. Async OMTP doesn't block
* the main thread. Sync OMTP is only meant to be used as a debugging tool.
*/
bool
ClientPaintedLayer::PaintOffMainThread()
{
mContentClient->BeginAsyncPaint();
uint32_t flags = GetPaintFlags();
PaintState state = mContentClient->BeginPaintBuffer(this, flags);
if (!UpdatePaintRegion(state)) {
return false;
}
bool didUpdate = false;
RotatedContentBuffer::DrawIterator iter;
// Debug Protip: Change to BorrowDrawTargetForPainting if using sync OMTP.
while (RefPtr<CapturedPaintState> captureState =
mContentClient->BorrowDrawTargetForRecording(state, &iter))
{
DrawTarget* target = captureState->mTarget;
if (!target || !target->IsValid()) {
if (target) {
mContentClient->ReturnDrawTargetToBuffer(target);
}
continue;
}
RefPtr<DrawTargetCapture> captureDT =
Factory::CreateCaptureDrawTarget(target->GetBackendType(),
target->GetSize(),
target->GetFormat());
captureDT->SetTransform(captureState->mTargetTransform);
SetAntialiasingFlags(this, captureDT);
RefPtr<gfxContext> ctx = gfxContext::CreatePreservingTransformOrNull(captureDT);
MOZ_ASSERT(ctx); // already checked the target above
ClientManager()->GetPaintedLayerCallback()(this,
ctx,
iter.mDrawRegion,
iter.mDrawRegion,
state.mClip,
state.mRegionToInvalidate,
ClientManager()->GetPaintedLayerCallbackData());
ctx = nullptr;
captureState->mCapture = captureDT.forget();
PaintThread::Get()->PaintContents(captureState,
RotatedContentBuffer::PrepareDrawTargetForPainting);
mContentClient->ReturnDrawTargetToBuffer(target);
didUpdate = true;
}
mContentClient->EndPaint(nullptr);
if (didUpdate) {
UpdateContentClient(state);
}
return true;
}