void CCRenderSurface::appendRenderPasses(CCRenderPassSink& passSink)
{
    OwnPtr<CCRenderPass> pass = CCRenderPass::create(renderPassId(), m_contentRect, m_screenSpaceTransform);
    pass->setDamageRect(m_damageTracker->currentDamageRect());
    pass->setFilters(m_owningLayer->filters());
    pass->setBackgroundFilters(m_owningLayer->backgroundFilters());
    passSink.appendRenderPass(pass.release());
}
Example #2
0
void CCDelegatedRendererLayerImpl::appendContributingRenderPasses(CCRenderPassSink& renderPassSink)
{
    ASSERT(hasContributingDelegatedRenderPasses());

    for (size_t i = 0; i < m_renderPassesInDrawOrder.size() - 1; ++i) {
        CCRenderPass::Id outputRenderPassId = convertDelegatedRenderPassId(m_renderPassesInDrawOrder[i]->id());

        // Don't clash with the RenderPass we generate if we own a RenderSurface.
        ASSERT(outputRenderPassId.index > 0);

        renderPassSink.appendRenderPass(m_renderPassesInDrawOrder[i]->copy(outputRenderPassId));
    }
}