/* static */ bool
LayerManagerComposite::AddMaskEffect(Layer* aMaskLayer, EffectChain& aEffects, bool aIs3D)
{
  if (!aMaskLayer) {
    return false;
  }
  LayerComposite* maskLayerComposite = static_cast<LayerComposite*>(aMaskLayer->ImplData());
  if (!maskLayerComposite->GetCompositableHost()) {
    NS_WARNING("Mask layer with no compositable host");
    return false;
  }

  gfx::Matrix4x4 transform;
  ToMatrix4x4(aMaskLayer->GetEffectiveTransform(), transform);
  return maskLayerComposite->GetCompositableHost()->AddMaskEffect(aEffects, transform, aIs3D);
}
Ejemplo n.º 2
0
/* 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);
    }
  }
}