diff options
Diffstat (limited to 'src/3rdparty/webkit/WebCore/platform/graphics/qt/GraphicsLayerQt.cpp')
-rw-r--r-- | src/3rdparty/webkit/WebCore/platform/graphics/qt/GraphicsLayerQt.cpp | 45 |
1 files changed, 28 insertions, 17 deletions
diff --git a/src/3rdparty/webkit/WebCore/platform/graphics/qt/GraphicsLayerQt.cpp b/src/3rdparty/webkit/WebCore/platform/graphics/qt/GraphicsLayerQt.cpp index 1c4c275e08..ad2ec9c2d1 100644 --- a/src/3rdparty/webkit/WebCore/platform/graphics/qt/GraphicsLayerQt.cpp +++ b/src/3rdparty/webkit/WebCore/platform/graphics/qt/GraphicsLayerQt.cpp @@ -43,6 +43,7 @@ namespace WebCore { +#ifndef QT_NO_GRAPHICSEFFECT class MaskEffectQt : public QGraphicsEffect { public: MaskEffectQt(QObject* parent, QGraphicsItem* maskLayer) @@ -57,7 +58,12 @@ public: // It's more efficient to do it this way because // (a) we don't need the QBrush abstraction - we always end up using QGraphicsItem::paint from the mask layer // (b) QGraphicsOpacityEffect detaches the pixmap, which is inefficient on OpenGL. - QPixmap maskPixmap(sourceBoundingRect().toAlignedRect().size()); + const QSize maskSize = sourceBoundingRect().toAlignedRect().size(); + if (!maskSize.isValid() || maskSize.isEmpty()) { + drawSource(painter); + return; + } + QPixmap maskPixmap(maskSize); // we need to do this so the pixmap would have hasAlpha() maskPixmap.fill(Qt::transparent); @@ -91,6 +97,7 @@ public: QGraphicsItem* m_maskLayer; }; +#endif // QT_NO_GRAPHICSEFFECT class GraphicsLayerQtImpl : public QGraphicsObject { Q_OBJECT @@ -179,7 +186,9 @@ public: TransformationMatrix m_transformRelativeToRootLayer; bool m_transformAnimationRunning; bool m_opacityAnimationRunning; +#ifndef QT_NO_GRAPHICSEFFECT QWeakPointer<MaskEffectQt> m_maskEffect; +#endif struct ContentData { QPixmap pixmap; @@ -294,7 +303,7 @@ const GraphicsLayerQtImpl* GraphicsLayerQtImpl::rootLayer() const QPixmap GraphicsLayerQtImpl::recache(const QRegion& regionToUpdate) { - if (!m_layer->drawsContent()) + if (!m_layer->drawsContent() || m_size.isEmpty() ||!m_size.isValid()) return QPixmap(); QRegion region = regionToUpdate; @@ -321,6 +330,7 @@ QPixmap GraphicsLayerQtImpl::recache(const QRegion& regionToUpdate) // Render the actual contents into the cache painter.setCompositionMode(QPainter::CompositionMode_SourceOver); m_layer->paintGraphicsLayerContents(gc, region.boundingRect()); + painter.end(); m_backingStoreKey = QPixmapCache::insert(pixmap); return pixmap; @@ -357,14 +367,6 @@ void GraphicsLayerQtImpl::updateTransform() return; } - // Simplistic depth test - we stack the item behind its parent if its computed z is lower than the parent's computed z at the item's center point. - if (parent) { - const QPointF centerPointMappedToRoot = rootLayer()->mapFromItem(this, m_size.width() / 2, m_size.height() / 2); - setFlag(ItemStacksBehindParent, - m_transformRelativeToRootLayer.mapPoint(FloatPoint3D(centerPointMappedToRoot.x(), centerPointMappedToRoot.y(), 0)).z() < - parent->m_transformRelativeToRootLayer.mapPoint(FloatPoint3D(centerPointMappedToRoot.x(), centerPointMappedToRoot.y(), 0)).z()); - } - // The item is front-facing or backface-visibility is on. setVisible(true); @@ -523,6 +525,7 @@ void GraphicsLayerQtImpl::flushChanges(bool recursive, bool forceUpdateTransform // we can't paint here, because we don't know if the mask layer // itself is ready... we'll have to wait till this layer tries to paint setFlag(ItemClipsChildrenToShape, m_layer->maskLayer() || m_layer->masksToBounds()); +#ifndef QT_NO_GRAPHICSEFFECT setGraphicsEffect(0); if (m_layer->maskLayer()) { if (GraphicsLayerQtImpl* mask = qobject_cast<GraphicsLayerQtImpl*>(m_layer->maskLayer()->platformLayer()->toGraphicsObject())) { @@ -530,6 +533,7 @@ void GraphicsLayerQtImpl::flushChanges(bool recursive, bool forceUpdateTransform setGraphicsEffect(mask->m_maskEffect.data()); } } +#endif } if (m_changeMask & SizeChange) { @@ -604,11 +608,17 @@ void GraphicsLayerQtImpl::flushChanges(bool recursive, bool forceUpdateTransform if ((m_changeMask & ContentsOpaqueChange) && m_state.contentsOpaque != m_layer->contentsOpaque()) prepareGeometryChange(); +#ifndef QT_NO_GRAPHICSEFFECT if (m_maskEffect) m_maskEffect.data()->update(); - else if (m_changeMask & DisplayChange) { + else +#endif + if (m_changeMask & DisplayChange) { // Recache now: all the content is ready and we don't want to wait until the paint event. - recache(m_pendingContent.regionToUpdate); + // We only need to do this for HTML content, there's no point in caching directly composited + // content like images or solid rectangles. + if (m_pendingContent.contentType == HTMLContentType) + recache(m_pendingContent.regionToUpdate); update(m_pendingContent.regionToUpdate.boundingRect()); m_pendingContent.regionToUpdate = QRegion(); } @@ -1197,9 +1207,9 @@ public: transformMatrix.blend(m_sourceMatrix, progress); } + m_layer.data()->m_layer->setTransform(transformMatrix); + // We force the actual opacity change, otherwise it would be ignored because of the animation. m_layer.data()->setBaseTransform(transformMatrix); - if (m_fillsForwards) - m_layer.data()->m_layer->setTransform(m_layer.data()->m_baseTransform); } virtual void updateState(QAbstractAnimation::State newState, QAbstractAnimation::State oldState) @@ -1237,18 +1247,19 @@ public: if (m_fillsForwards) setCurrentTime(1); } + virtual void applyFrame(const qreal& fromValue, const qreal& toValue, qreal progress) { qreal opacity = qBound(qreal(0), fromValue + (toValue-fromValue)*progress, qreal(1)); // FIXME: this is a hack, due to a probable QGraphicsScene bug. // Without this the opacity change doesn't always have immediate effect. - if (!m_layer.data()->opacity() && opacity) + if (m_layer.data()->scene() && !m_layer.data()->opacity() && opacity) m_layer.data()->scene()->update(); + m_layer.data()->m_layer->setOpacity(opacity); + // We force the actual opacity change, otherwise it would be ignored because of the animation. m_layer.data()->setOpacity(opacity); - if (m_fillsForwards) - m_layer.data()->m_layer->setOpacity(opacity); } virtual void updateState(QAbstractAnimation::State newState, QAbstractAnimation::State oldState) |