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Bug 593839. Part 2: Remove DESTINED_FOR_SCREEN flag now that it's no longer used. r=vlad a=blocking-betaN
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@ -390,16 +390,6 @@ ClipToContain(gfxContext* aContext, const nsIntRect& aRect)
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aContext->SetMatrix(currentMatrix);
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}
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static void
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InheritContextFlags(gfxContext* aSource, gfxContext* aDest)
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{
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if (aSource->GetFlags() & gfxContext::FLAG_DESTINED_FOR_SCREEN) {
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aDest->SetFlag(gfxContext::FLAG_DESTINED_FOR_SCREEN);
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} else {
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aDest->ClearFlag(gfxContext::FLAG_DESTINED_FOR_SCREEN);
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}
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}
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static PRBool
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ShouldRetainTransparentSurface(PRUint32 aContentFlags,
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gfxASurface* aTargetSurface)
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@ -493,7 +483,6 @@ BasicThebesLayer::Paint(gfxContext* aContext,
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// from RGB to RGBA, because we might need to repaint with
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// subpixel AA)
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state.mRegionToInvalidate.And(state.mRegionToInvalidate, mVisibleRegion);
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InheritContextFlags(target, state.mContext);
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mXResolution = paintXRes;
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mYResolution = paintYRes;
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PaintBuffer(state.mContext,
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@ -1016,7 +1005,6 @@ BasicLayerManager::PushGroupWithCachedSurface(gfxContext *aTarget,
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mCachedSurface.Get(aContent,
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gfxIntSize(clip.size.width, clip.size.height),
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currentSurf);
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InheritContextFlags(aTarget, ctx);
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/* Align our buffer for the original surface */
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ctx->Translate(-clip.pos);
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*aSavedOffset = clip.pos;
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@ -637,15 +637,7 @@ public:
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* When this flag is set, snapping to device pixels is disabled.
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* It simply never does anything.
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*/
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FLAG_DISABLE_SNAPPING = (1 << 1),
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/**
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* When this flag is set, rendering through this context
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* is destined to be (eventually) drawn on the screen. It can be
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* useful to know this, for example so that windowed plugins are
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* not unnecessarily rendered (since they will already appear
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* on the screen, thanks to their windows).
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*/
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FLAG_DESTINED_FOR_SCREEN = (1 << 2)
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FLAG_DISABLE_SNAPPING = (1 << 1)
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};
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void SetFlag(PRInt32 aFlag) { mFlags |= aFlag; }
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@ -2074,7 +2074,6 @@ do {
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nsPaintEvent event(PR_TRUE, NS_PAINT, this);
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InitEvent(event);
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nsRefPtr<gfxContext> thebesContext = new gfxContext(mThebesSurface);
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thebesContext->SetFlag(gfxContext::FLAG_DESTINED_FOR_SCREEN);
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// Intersect the update region with the paint rectangle to clip areas
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// that aren't visible (e.g. offscreen or covered by another window).
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@ -523,7 +523,6 @@ DDRAW_FAILED:
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}
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nsRefPtr<gfxContext> thebesContext = new gfxContext(targetSurface);
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thebesContext->SetFlag(gfxContext::FLAG_DESTINED_FOR_SCREEN);
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if (IsRenderMode(gfxWindowsPlatform::RENDER_DIRECT2D)) {
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const nsIntRect* r;
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for (nsIntRegionRectIterator iter(event.region);
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@ -1045,7 +1044,6 @@ PRBool nsWindow::OnPaintImageDDraw16()
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targetSurfaceImage->SetDeviceOffset(gfxPoint(-brx, -bry));
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thebesContext = new gfxContext(targetSurfaceImage);
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thebesContext->SetFlag(gfxContext::FLAG_DESTINED_FOR_SCREEN);
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thebesContext->SetFlag(gfxContext::FLAG_SIMPLIFY_OPERATORS);
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{
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