void CCRenderSurface::appendRenderPasses(CCRenderPassSink& passSink) { OwnPtr<CCRenderPass> pass = CCRenderPass::create(renderPassId(), m_contentRect, m_screenSpaceTransform); pass->setDamageRect(m_damageTracker->currentDamageRect()); pass->setFilters(m_owningLayer->filters()); pass->setBackgroundFilters(m_owningLayer->backgroundFilters()); passSink.appendRenderPass(pass.release()); }
void CCDelegatedRendererLayerImpl::appendContributingRenderPasses(CCRenderPassSink& renderPassSink) { ASSERT(hasContributingDelegatedRenderPasses()); for (size_t i = 0; i < m_renderPassesInDrawOrder.size() - 1; ++i) { CCRenderPass::Id outputRenderPassId = convertDelegatedRenderPassId(m_renderPassesInDrawOrder[i]->id()); // Don't clash with the RenderPass we generate if we own a RenderSurface. ASSERT(outputRenderPassId.index > 0); renderPassSink.appendRenderPass(m_renderPassesInDrawOrder[i]->copy(outputRenderPassId)); } }