void
ThebesLayerBuffer::DrawBufferWithRotation(gfxContext* aTarget, float aOpacity)
{
  // Draw four quadrants. We could use REPEAT_, but it's probably better
  // not to, to be performance-safe.
  DrawBufferQuadrant(aTarget, LEFT, TOP, aOpacity);
  DrawBufferQuadrant(aTarget, RIGHT, TOP, aOpacity);
  DrawBufferQuadrant(aTarget, LEFT, BOTTOM, aOpacity);
  DrawBufferQuadrant(aTarget, RIGHT, BOTTOM, aOpacity);
}
Пример #2
0
void
ThebesLayerBuffer::DrawBufferWithRotation(gfxContext* aTarget, float aOpacity,
                                          gfxASurface* aMask,
                                          const gfxMatrix* aMaskTransform)
{
  SAMPLE_LABEL("ThebesLayerBuffer", "DrawBufferWithRotation");
  // Draw four quadrants. We could use REPEAT_, but it's probably better
  // not to, to be performance-safe.
  DrawBufferQuadrant(aTarget, LEFT, TOP, aOpacity, aMask, aMaskTransform);
  DrawBufferQuadrant(aTarget, RIGHT, TOP, aOpacity, aMask, aMaskTransform);
  DrawBufferQuadrant(aTarget, LEFT, BOTTOM, aOpacity, aMask, aMaskTransform);
  DrawBufferQuadrant(aTarget, RIGHT, BOTTOM, aOpacity, aMask, aMaskTransform);
}
Пример #3
0
void
RotatedBuffer::DrawBufferWithRotation(gfx::DrawTarget *aTarget, ContextSource aSource,
                                      float aOpacity,
                                      gfx::CompositionOp aOperator,
                                      gfx::SourceSurface* aMask,
                                      const gfx::Matrix* aMaskTransform) const
{
  PROFILER_LABEL("RotatedBuffer", "DrawBufferWithRotation");
  // See above, in Azure Repeat should always be a safe, even faster choice
  // though! Particularly on D2D Repeat should be a lot faster, need to look
  // into that. TODO[Bas]
  DrawBufferQuadrant(aTarget, LEFT, TOP, aSource, aOpacity, aOperator, aMask, aMaskTransform);
  DrawBufferQuadrant(aTarget, RIGHT, TOP, aSource, aOpacity, aOperator, aMask, aMaskTransform);
  DrawBufferQuadrant(aTarget, LEFT, BOTTOM, aSource, aOpacity, aOperator, aMask, aMaskTransform);
  DrawBufferQuadrant(aTarget, RIGHT, BOTTOM, aSource, aOpacity, aOperator,aMask, aMaskTransform);
}