void DeprecatedPaintLayerPainter::paintFragmentByApplyingTransform(GraphicsContext* context, const DeprecatedPaintLayerPaintingInfo& paintingInfo, PaintLayerFlags paintFlags, const LayoutPoint& fragmentTranslation) { // This involves subtracting out the position of the layer in our current coordinate space, but preserving // the accumulated error for sub-pixel layout. LayoutPoint delta; m_paintLayer.convertToLayerCoords(paintingInfo.rootLayer, delta); delta.moveBy(fragmentTranslation); TransformationMatrix transform(m_paintLayer.renderableTransform(paintingInfo.globalPaintFlags())); IntPoint roundedDelta = roundedIntPoint(delta); transform.translateRight(roundedDelta.x(), roundedDelta.y()); LayoutSize adjustedSubPixelAccumulation = paintingInfo.subPixelAccumulation + (delta - roundedDelta); Transform3DRecorder transform3DRecorder(*context, *m_paintLayer.layoutObject(), DisplayItem::Transform3DElementTransform, transform); // Now do a paint with the root layer shifted to be us. DeprecatedPaintLayerPaintingInfo transformedPaintingInfo(&m_paintLayer, LayoutRect(enclosingIntRect(transform.inverse().mapRect(paintingInfo.paintDirtyRect))), paintingInfo.globalPaintFlags(), adjustedSubPixelAccumulation, paintingInfo.paintingRoot); paintLayerContentsAndReflection(context, transformedPaintingInfo, paintFlags, ForceSingleFragment); }
PaintLayerPainter::PaintResult PaintLayerPainter::paintFragmentByApplyingTransform(GraphicsContext& context, const PaintLayerPaintingInfo& paintingInfo, PaintLayerFlags paintFlags, const LayoutPoint& fragmentTranslation) { // This involves subtracting out the position of the layer in our current coordinate space, but preserving // the accumulated error for sub-pixel layout. LayoutPoint delta; m_paintLayer.convertToLayerCoords(paintingInfo.rootLayer, delta); delta.moveBy(fragmentTranslation); TransformationMatrix transform(m_paintLayer.renderableTransform(paintingInfo.globalPaintFlags())); IntPoint roundedDelta = roundedIntPoint(delta); transform.translateRight(roundedDelta.x(), roundedDelta.y()); LayoutSize adjustedSubPixelAccumulation = paintingInfo.subPixelAccumulation + (delta - roundedDelta); // TODO(jbroman): Put the real transform origin here, instead of using a // matrix with the origin baked in. FloatPoint3D transformOrigin; Transform3DRecorder transform3DRecorder(context, *m_paintLayer.layoutObject(), DisplayItem::Transform3DElementTransform, transform, transformOrigin); // Now do a paint with the root layer shifted to be us. PaintLayerPaintingInfo transformedPaintingInfo(&m_paintLayer, LayoutRect(enclosingIntRect(transform.inverse().mapRect(paintingInfo.paintDirtyRect))), paintingInfo.globalPaintFlags(), adjustedSubPixelAccumulation); transformedPaintingInfo.ancestorHasClipPathClipping = paintingInfo.ancestorHasClipPathClipping; return paintLayerContentsAndReflection(context, transformedPaintingInfo, paintFlags, ForceSingleFragment); }