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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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AutoMaskData.h | ||
BasicCanvasLayer.cpp | ||
BasicCanvasLayer.h | ||
BasicColorLayer.cpp | ||
BasicCompositor.cpp | ||
BasicCompositor.h | ||
BasicContainerLayer.cpp | ||
BasicContainerLayer.h | ||
BasicImageLayer.cpp | ||
BasicImages.cpp | ||
BasicImplData.h | ||
BasicLayerManager.cpp | ||
BasicLayers.h | ||
BasicLayersImpl.cpp | ||
BasicLayersImpl.h | ||
BasicThebesLayer.cpp | ||
BasicThebesLayer.h | ||
MacIOSurfaceTextureHostBasic.cpp | ||
MacIOSurfaceTextureHostBasic.h | ||
TextureClientX11.cpp | ||
TextureClientX11.h | ||
TextureHostBasic.cpp | ||
TextureHostBasic.h | ||
X11BasicCompositor.cpp | ||
X11BasicCompositor.h | ||
X11TextureSourceBasic.cpp | ||
X11TextureSourceBasic.h |