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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 |
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CanvasLayerD3D9.cpp | ||
CanvasLayerD3D9.h | ||
ColorLayerD3D9.cpp | ||
ColorLayerD3D9.h | ||
CompositorD3D9.cpp | ||
CompositorD3D9.h | ||
ContainerLayerD3D9.cpp | ||
ContainerLayerD3D9.h | ||
DeviceManagerD3D9.cpp | ||
DeviceManagerD3D9.h | ||
genshaders.sh | ||
ImageLayerD3D9.cpp | ||
ImageLayerD3D9.h | ||
LayerManagerD3D9.cpp | ||
LayerManagerD3D9.h | ||
LayerManagerD3D9Shaders.h | ||
LayerManagerD3D9Shaders.hlsl | ||
Nv3DVUtils.cpp | ||
Nv3DVUtils.h | ||
ReadbackLayerD3D9.h | ||
TextureD3D9.cpp | ||
TextureD3D9.h | ||
ThebesLayerD3D9.cpp | ||
ThebesLayerD3D9.h |