void TextureMapperLayer::computeOverlapRegions(Region& overlapRegion, Region& nonOverlapRegion, ResolveSelfOverlapMode mode) { if (!m_state.visible || !m_state.contentsVisible) return; FloatRect boundingRect; if (m_backingStore || m_state.masksToBounds || m_state.maskLayer || hasFilters()) boundingRect = layerRect(); else if (m_contentsLayer || m_state.solidColor.alpha()) boundingRect = m_state.contentsRect; if (m_currentFilters.hasOutsets()) { FilterOutsets outsets = m_currentFilters.outsets(); IntRect unfilteredTargetRect(boundingRect); boundingRect.move(std::max(0, -outsets.left()), std::max(0, -outsets.top())); boundingRect.expand(outsets.left() + outsets.right(), outsets.top() + outsets.bottom()); boundingRect.unite(unfilteredTargetRect); } TransformationMatrix replicaMatrix; if (m_state.replicaLayer) { replicaMatrix = replicaTransform(); boundingRect.unite(replicaMatrix.mapRect(boundingRect)); } boundingRect = m_currentTransform.combined().mapRect(boundingRect); // Count all masks and filters as overlap layers. if (hasFilters() || m_state.maskLayer || (m_state.replicaLayer && m_state.replicaLayer->m_state.maskLayer)) { Region newOverlapRegion(enclosingIntRect(boundingRect)); nonOverlapRegion.subtract(newOverlapRegion); overlapRegion.unite(newOverlapRegion); return; } Region newOverlapRegion; Region newNonOverlapRegion(enclosingIntRect(boundingRect)); if (!m_state.masksToBounds) { for (auto* child : m_children) child->computeOverlapRegions(newOverlapRegion, newNonOverlapRegion, ResolveSelfOverlapIfNeeded); } if (m_state.replicaLayer) { newOverlapRegion.unite(replicaMatrix.mapRect(newOverlapRegion.bounds())); Region replicaRegion(replicaMatrix.mapRect(newNonOverlapRegion.bounds())); resolveOverlaps(replicaRegion, newOverlapRegion, newNonOverlapRegion); } if ((mode != ResolveSelfOverlapAlways) && shouldBlend()) { newNonOverlapRegion.unite(newOverlapRegion); newOverlapRegion = Region(); } overlapRegion.unite(newOverlapRegion); resolveOverlaps(newNonOverlapRegion, overlapRegion, nonOverlapRegion); }
bool toWebFilterOperations(const FilterOperations& inOperations, WebFilterOperations* outOperations) { SkiaImageFilterBuilder builder; FilterOutsets outsets = inOperations.outsets(); builder.setCropOffset(FloatSize(outsets.left(), outsets.top())); return builder.buildFilterOperations(inOperations, outOperations); }
void GraphicsLayer::setFilters(const FilterOperations& filters) { SkiaImageFilterBuilder builder; OwnPtr<WebFilterOperations> webFilters = adoptPtr(Platform::current()->compositorSupport()->createFilterOperations()); FilterOutsets outsets = filters.outsets(); builder.setCropOffset(FloatSize(outsets.left(), outsets.top())); builder.buildFilterOperations(filters, webFilters.get()); m_layer->layer()->setFilters(*webFilters); }
bool GraphicsLayer::setFilters(const FilterOperations& filters) { SkiaImageFilterBuilder builder; OwnPtr<WebFilterOperations> webFilters = adoptPtr(Platform::current()->compositorSupport()->createFilterOperations()); FilterOutsets outsets = filters.outsets(); builder.setCropOffset(FloatSize(outsets.left(), outsets.top())); if (!builder.buildFilterOperations(filters, webFilters.get())) { // Make sure the filters are removed from the platform layer, as they are // going to fallback to software mode. webFilters->clear(); m_layer->layer()->setFilters(*webFilters); m_filters = FilterOperations(); return false; } m_layer->layer()->setFilters(*webFilters); m_filters = filters; return true; }