mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
synced 2024-09-13 09:24:08 -07:00
0ee07ef4d0
Currently we use a world transform on the LayerManager. This gets passed to the screen render target which adjusts the gl transform to accomplish the rotation. This causes a lot of the system to have to know about the transform. Instead we can just bake the transform into the root layer's shadow transform. Everything now mostly just works. --HG-- extra : rebase_source : e0e170d191eef5887a2e6b17f71ac79037033006 |
||
---|---|---|
.. | ||
CanvasLayerD3D10.cpp | ||
CanvasLayerD3D10.h | ||
ColorLayerD3D10.cpp | ||
ColorLayerD3D10.h | ||
ContainerLayerD3D10.cpp | ||
ContainerLayerD3D10.h | ||
genshaders.sh | ||
ImageLayerD3D10.cpp | ||
ImageLayerD3D10.h | ||
LayerManagerD3D10.cpp | ||
LayerManagerD3D10.fx | ||
LayerManagerD3D10.h | ||
LayerManagerD3D10Effect.h | ||
ReadbackLayerD3D10.h | ||
ReadbackManagerD3D10.cpp | ||
ReadbackManagerD3D10.h | ||
ThebesLayerD3D10.cpp | ||
ThebesLayerD3D10.h |