/** * @param aXSide LEFT means we draw from the left side of the buffer (which * is drawn on the right side of mBufferRect). RIGHT means we draw from * the right side of the buffer (which is drawn on the left side of * mBufferRect). * @param aYSide TOP means we draw from the top side of the buffer (which * is drawn on the bottom side of mBufferRect). BOTTOM means we draw from * the bottom side of the buffer (which is drawn on the top side of * mBufferRect). */ void ThebesLayerBuffer::DrawBufferQuadrant(gfxContext* aTarget, XSide aXSide, YSide aYSide, float aOpacity, gfxASurface* aMask, const gfxMatrix* aMaskTransform) { // The rectangle that we're going to fill. Basically we're going to // render the buffer at mBufferRect + quadrantTranslation to get the // pixels in the right place, but we're only going to paint within // mBufferRect nsIntRect quadrantRect = GetQuadrantRectangle(aXSide, aYSide); nsIntRect fillRect; if (!fillRect.IntersectRect(mBufferRect, quadrantRect)) return; aTarget->NewPath(); aTarget->Rectangle(gfxRect(fillRect.x, fillRect.y, fillRect.width, fillRect.height), true); gfxPoint quadrantTranslation(quadrantRect.x, quadrantRect.y); nsRefPtr<gfxPattern> pattern = new gfxPattern(mBuffer); #ifdef MOZ_GFX_OPTIMIZE_MOBILE gfxPattern::GraphicsFilter filter = gfxPattern::FILTER_NEAREST; pattern->SetFilter(filter); #endif gfxContextMatrixAutoSaveRestore saveMatrix(aTarget); // Transform from user -> buffer space. gfxMatrix transform; transform.Translate(-quadrantTranslation); pattern->SetMatrix(transform); aTarget->SetPattern(pattern); if (aMask) { if (aOpacity == 1.0) { aTarget->SetMatrix(*aMaskTransform); aTarget->Mask(aMask); } else { aTarget->PushGroup(gfxASurface::CONTENT_COLOR_ALPHA); aTarget->Paint(aOpacity); aTarget->PopGroupToSource(); aTarget->SetMatrix(*aMaskTransform); aTarget->Mask(aMask); } } else { if (aOpacity == 1.0) { aTarget->Fill(); } else { aTarget->Save(); aTarget->Clip(); aTarget->Paint(aOpacity); aTarget->Restore(); } } }
/** * @param aXSide LEFT means we draw from the left side of the buffer (which * is drawn on the right side of mBufferRect). RIGHT means we draw from * the right side of the buffer (which is drawn on the left side of * mBufferRect). * @param aYSide TOP means we draw from the top side of the buffer (which * is drawn on the bottom side of mBufferRect). BOTTOM means we draw from * the bottom side of the buffer (which is drawn on the top side of * mBufferRect). */ void RotatedBuffer::DrawBufferQuadrant(gfx::DrawTarget* aTarget, XSide aXSide, YSide aYSide, ContextSource aSource, float aOpacity, gfx::CompositionOp aOperator, gfx::SourceSurface* aMask, const gfx::Matrix* aMaskTransform) const { // The rectangle that we're going to fill. Basically we're going to // render the buffer at mBufferRect + quadrantTranslation to get the // pixels in the right place, but we're only going to paint within // mBufferRect nsIntRect quadrantRect = GetQuadrantRectangle(aXSide, aYSide); nsIntRect fillRect; if (!fillRect.IntersectRect(mBufferRect, quadrantRect)) return; gfx::Point quadrantTranslation(quadrantRect.x, quadrantRect.y); MOZ_ASSERT(aOperator == OP_OVER || aOperator == OP_SOURCE); // direct2d is much slower when using OP_SOURCE so use OP_OVER and // (maybe) a clear instead. Normally we need to draw in a single operation // (to avoid flickering) but direct2d is ok since it defers rendering. // We should try abstract this logic in a helper when we have other use // cases. if (aTarget->GetType() == BACKEND_DIRECT2D && aOperator == OP_SOURCE) { aOperator = OP_OVER; if (mDTBuffer->GetFormat() == FORMAT_B8G8R8A8) { aTarget->ClearRect(ToRect(fillRect)); } } RefPtr<gfx::SourceSurface> snapshot; if (aSource == BUFFER_BLACK) { snapshot = mDTBuffer->Snapshot(); } else { MOZ_ASSERT(aSource == BUFFER_WHITE); snapshot = mDTBufferOnWhite->Snapshot(); } if (aOperator == OP_SOURCE) { // OP_SOURCE is unbounded in Azure, and we really don't want that behaviour here. // We also can't do a ClearRect+FillRect since we need the drawing to happen // as an atomic operation (to prevent flickering). aTarget->PushClipRect(gfx::Rect(fillRect.x, fillRect.y, fillRect.width, fillRect.height)); } if (aMask) { // Transform from user -> buffer space. Matrix transform; transform.Translate(quadrantTranslation.x, quadrantTranslation.y); #ifdef MOZ_GFX_OPTIMIZE_MOBILE SurfacePattern source(snapshot, EXTEND_CLAMP, transform, FILTER_POINT); #else SurfacePattern source(snapshot, EXTEND_CLAMP, transform); #endif Matrix oldTransform = aTarget->GetTransform(); aTarget->SetTransform(*aMaskTransform); aTarget->MaskSurface(source, aMask, Point(0, 0), DrawOptions(aOpacity, aOperator)); aTarget->SetTransform(oldTransform); } else { #ifdef MOZ_GFX_OPTIMIZE_MOBILE DrawSurfaceOptions options(FILTER_POINT); #else DrawSurfaceOptions options; #endif aTarget->DrawSurface(snapshot, ToRect(fillRect), GetSourceRectangle(aXSide, aYSide), options, DrawOptions(aOpacity, aOperator)); } if (aOperator == OP_SOURCE) { aTarget->PopClip(); } aTarget->Flush(); }