fune/gfx/layers/mlgpu/RenderPassMLGPU-inl.h
Daniel Holbert 126bd9e1a4 Bug 1412427 part 8: (automated patch) Switch a bunch of C++ files in gfx to use our standard mode lines. r=jrmuizel
This patch was generated automatically by the "modeline.py" script, available
here: https://github.com/amccreight/moz-source-tools/blob/master/modeline.py

For every file that is modified in this patch, the changes are as follows:
 (1) The patch changes the file to use the exact C++ mode lines from the
     Mozilla coding style guide, available here:
https://developer.mozilla.org/en-US/docs/Mozilla/Developer_guide/Coding_Style#Mode_Line

 (2) The patch deletes any blank lines between the mode line & the MPL
     boilerplate comment.

 (3) If the file previously had the mode lines and MPL boilerplate in a
     single contiguous C++ comment, then the patch splits them into
     separate C++ comments, to match the boilerplate in the coding style.

MozReview-Commit-ID: 77D61xpSmIl

--HG--
extra : rebase_source : c6162fa3cf539a07177a19838324bf368faa162b
2017-10-27 16:10:06 -07:00

70 lines
2.3 KiB
C++

/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef mozilla_gfx_layers_mlgpu_RenderPassMLGPU_inl_h
#define mozilla_gfx_layers_mlgpu_RenderPassMLGPU_inl_h
namespace mozilla {
namespace layers {
template <typename Traits>
static inline bool
AddShaderTriangles(VertexStagingBuffer* aBuffer,
const Traits& aTraits,
const gfx::Polygon* aGeometry = nullptr)
{
typedef typename Traits::TriangleVertices TriangleVertices;
typedef typename Traits::FirstTriangle FirstTriangle;
typedef typename Traits::SecondTriangle SecondTriangle;
if (!aGeometry) {
TriangleVertices base1 = aTraits.MakeVertex(FirstTriangle());
TriangleVertices base2 = aTraits.MakeVertex(SecondTriangle());
auto data1 = aTraits.MakeVertexData(FirstTriangle());
auto data2 = aTraits.MakeVertexData(SecondTriangle());
return aBuffer->PrependItem(base1, data1) && aBuffer->PrependItem(base2, data2);
}
auto triangles = aTraits.GenerateTriangles(*aGeometry);
for (const auto& triangle : triangles) {
TriangleVertices base = aTraits.MakeVertex(triangle);
auto data = aTraits.MakeVertexData(triangle);
if (!aBuffer->PrependItem(base, data)) {
return false;
}
}
return true;
}
template <typename Traits>
inline bool
BatchRenderPass<Traits>::Txn::AddImpl(const Traits& aTraits)
{
VertexStagingBuffer* instances = mPass->GetInstances();
if (mPass->mGeometry == GeometryMode::Polygon) {
if (const Maybe<gfx::Polygon>& geometry = aTraits.geometry()) {
gfx::Polygon polygon = geometry->ClipPolygon(aTraits.rect());
if (polygon.IsEmpty()) {
return true;
}
return AddShaderTriangles(instances, aTraits, &polygon);
}
return AddShaderTriangles(instances, aTraits);
}
typedef typename Traits::UnitQuadVertex UnitQuadVertex;
typedef typename Traits::UnitQuad UnitQuad;
UnitQuadVertex base = aTraits.MakeUnitQuadVertex();
auto data = aTraits.MakeVertexData(UnitQuad());
return instances->AddItem(base, data);
}
} // namespace layers
} // namespace mozilla
#endif // mozilla_gfx_layers_mlgpu_RenderPassMLGPU_inl_h