void LayerManagerOGL::SetWorldTransform(const gfxMatrix& aMatrix) { NS_ASSERTION(aMatrix.PreservesAxisAlignedRectangles(), "SetWorldTransform only accepts matrices that satisfy PreservesAxisAlignedRectangles"); NS_ASSERTION(!aMatrix.HasNonIntegerScale(), "SetWorldTransform only accepts matrices with integer scale"); mWorldMatrix = aMatrix; }
bool HwcComposer2D::TryRender(Layer* aRoot, const gfxMatrix& aGLWorldTransform) { if (!aGLWorldTransform.PreservesAxisAlignedRectangles()) { LOGD("Render aborted. World transform has non-square angle rotation"); return false; } MOZ_ASSERT(Initialized()); if (mList) { mList->numHwLayers = 0; mHwcLayerMap.Clear(); } if (mPrepared) { Reset(); } // XXX: The clear() below means all rect vectors will be have to be // reallocated. We may want to avoid this if possible mVisibleRegions.clear(); MOZ_ASSERT(mHwcLayerMap.IsEmpty()); if (!PrepareLayerList(aRoot, mScreenRect, gfxMatrix(), aGLWorldTransform)) { LOGD("Render aborted. Nothing was drawn to the screen"); return false; } if (!TryHwComposition()) { LOGD("H/W Composition failed"); return false; } LOGD("Frame rendered"); return true; }