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Bug 922942 - Clean up some no longer used ShadowLayers code from BasicLayers. r=roc
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@ -598,14 +598,8 @@ BasicLayerManager::EndTransactionInternal(DrawThebesLayerCallback aCallback,
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if (mTarget && mRoot && !(aFlags & END_NO_IMMEDIATE_REDRAW)) {
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nsIntRect clipRect;
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if (HasShadowManager()) {
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// If this has a shadow manager, the clip extents of mTarget are meaningless.
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// So instead just use the root layer's visible region bounds.
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const nsIntRect& bounds = mRoot->GetVisibleRegion().GetBounds();
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gfxRect deviceRect =
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mTarget->UserToDevice(gfxRect(bounds.x, bounds.y, bounds.width, bounds.height));
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clipRect = ToOutsideIntRect(deviceRect);
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} else {
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{
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gfxContextMatrixAutoSaveRestore save(mTarget);
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mTarget->SetMatrix(gfxMatrix());
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clipRect = ToOutsideIntRect(mTarget->GetClipExtents());
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@ -854,14 +848,6 @@ BasicLayerManager::PaintSelfOrChildren(PaintLayerContext& aPaintContext,
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{
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BasicImplData* data = ToData(aPaintContext.mLayer);
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if (aPaintContext.mLayer->GetFirstChild() &&
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aPaintContext.mLayer->GetMaskLayer() &&
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HasShadowManager()) {
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// 'paint' the mask so that it gets sent to the shadow layer tree
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static_cast<BasicImplData*>(aPaintContext.mLayer->GetMaskLayer()->ImplData())
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->Paint(nullptr, nullptr);
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}
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/* Only paint ourself, or our children - This optimization relies on this! */
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Layer* child = aPaintContext.mLayer->GetFirstChild();
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if (!child) {
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@ -910,7 +896,7 @@ BasicLayerManager::FlushGroup(PaintLayerContext& aPaintContext, bool aNeedsClipT
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BasicContainerLayer* container = static_cast<BasicContainerLayer*>(aPaintContext.mLayer);
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AutoSetOperator setOperator(aPaintContext.mTarget, container->GetOperator());
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PaintWithMask(aPaintContext.mTarget, aPaintContext.mLayer->GetEffectiveOpacity(),
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HasShadowManager() ? nullptr : aPaintContext.mLayer->GetMaskLayer());
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aPaintContext.mLayer->GetMaskLayer());
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}
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}
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@ -97,7 +97,7 @@ public:
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virtual void EndTransaction(DrawThebesLayerCallback aCallback,
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void* aCallbackData,
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EndTransactionFlags aFlags = END_DEFAULT);
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virtual bool AreComponentAlphaLayersEnabled() { return HasShadowManager() || !IsWidgetLayerManager(); }
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virtual bool AreComponentAlphaLayersEnabled() { return !IsWidgetLayerManager(); }
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void AbortTransaction();
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@ -145,7 +145,6 @@ public:
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virtual bool IsCompositingCheap() { return false; }
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virtual int32_t GetMaxTextureSize() const { return INT32_MAX; }
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bool CompositorMightResample() { return mCompositorMightResample; }
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bool HasShadowTarget() { return !!mShadowTarget; }
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protected:
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enum TransactionPhase {
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@ -187,15 +186,6 @@ protected:
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nsRefPtr<gfxContext> mDefaultTarget;
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// The context to draw into.
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nsRefPtr<gfxContext> mTarget;
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// When we're doing a transaction in order to draw to a non-default
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// target, the layers transaction is only performed in order to send
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// a PLayerTransaction:Update. We save the original non-default target to
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// mShadowTarget, and then perform the transaction using
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// mDummyTarget as the render target. After the transaction ends,
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// we send a message to our remote side to capture the actual pixels
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// being drawn to the default target, and then copy those pixels
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// back to mShadowTarget.
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nsRefPtr<gfxContext> mShadowTarget;
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nsRefPtr<gfxContext> mDummyTarget;
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// Image factory we use.
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nsRefPtr<ImageFactory> mFactory;
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@ -100,10 +100,6 @@ BasicThebesLayer::PaintThebes(gfxContext* aContext,
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if (aReadback && UsedForReadback()) {
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aReadback->GetThebesLayerUpdates(this, &readbackUpdates);
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}
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//TODO: This is going to copy back pixels that we might end up
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// drawing over anyway. It would be nice if we could avoid
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// this duplication.
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mContentClient->SyncFrontBufferToBackBuffer();
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bool canUseOpaqueSurface = CanUseOpaqueSurface();
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ContentType contentType =
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