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e0e54098e9
It looks like a big patch but it's mostly just moved code, with some duplication: - Layer creation and destruction moves to LayerManagerComposite and RendererOGL. - BasicCompositor IOSurface setup code moves to BasicCompositor.cpp. - OpenGL IOSurface setup code moves to CompositorOGL and RenderCompositorOGL. The duplication is a bit unfortunate but the LayerManagerComposite code will diverge from the WebRender code soon. BeginFrame gets a new argument aNativeLayer. This argument will go away again over the course of this patch queue. But for now, BeginFrame is the best place to do the layer setup because it's a very close place to PreRender which is where that code was previously. I wasn't able to think of a nice way to give CompositorOGL and BasicCompositor platform-specific behavior without #ifdefs. So now LayerManagerComposite uses the "cross-platform" NativeLayer interface, but CompositorOGL and BasicCompositor use NativeLayerCA because they actually need the IOSurface, and they do that in #ifdef'd code. Luckily, NativeLayerCA.h can be included in both .cpp files and in .mm files. Differential Revision: https://phabricator.services.mozilla.com/D42402 --HG-- extra : moz-landing-system : lando |
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.. | ||
mlgshaders | ||
BlendingHelpers.hlslh | ||
BlendShaderConstants.h | ||
CompositorD3D11.cpp | ||
CompositorD3D11.h | ||
CompositorD3D11.hlsl | ||
DeviceAttachmentsD3D11.cpp | ||
DeviceAttachmentsD3D11.h | ||
DiagnosticsD3D11.cpp | ||
DiagnosticsD3D11.h | ||
genshaders.py | ||
HelpersD3D11.h | ||
MLGDeviceD3D11.cpp | ||
MLGDeviceD3D11.h | ||
ReadbackManagerD3D11.cpp | ||
ReadbackManagerD3D11.h | ||
ShaderDefinitionsD3D11.h | ||
shaders.manifest | ||
TextureD3D11.cpp | ||
TextureD3D11.h |