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-rw-r--r--src/3rdparty/webkit/WebCore/platform/graphics/qt/GraphicsLayerQt.cpp45
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)