LCOV - code coverage report
Current view: top level - gfx/layers/mlgpu - RenderPassMLGPU-inl.h (source / functions) Hit Total Coverage
Test: output.info Lines: 0 26 0.0 %
Date: 2017-07-14 16:53:18 Functions: 0 4 0.0 %
Legend: Lines: hit not hit

          Line data    Source code
       1             : /* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
       2             :  *
       3             :  * This Source Code Form is subject to the terms of the Mozilla Public
       4             :  * License, v. 2.0. If a copy of the MPL was not distributed with this
       5             :  * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
       6             : 
       7             : #ifndef mozilla_gfx_layers_mlgpu_RenderPassMLGPU_inl_h
       8             : #define mozilla_gfx_layers_mlgpu_RenderPassMLGPU_inl_h
       9             : 
      10             : namespace mozilla {
      11             : namespace layers {
      12             : 
      13             : template <typename Traits>
      14             : static inline bool
      15           0 : AddShaderTriangles(VertexStagingBuffer* aBuffer,
      16             :                    const Traits& aTraits,
      17             :                    const gfx::Polygon* aGeometry = nullptr)
      18             : {
      19             :   typedef typename Traits::TriangleVertices TriangleVertices;
      20             :   typedef typename Traits::FirstTriangle FirstTriangle;
      21             :   typedef typename Traits::SecondTriangle SecondTriangle;
      22             : 
      23           0 :   if (!aGeometry) {
      24           0 :     TriangleVertices base1 = aTraits.MakeVertex(FirstTriangle());
      25           0 :     TriangleVertices base2 = aTraits.MakeVertex(SecondTriangle());
      26           0 :     auto data1 = aTraits.MakeVertexData(FirstTriangle());
      27           0 :     auto data2 = aTraits.MakeVertexData(SecondTriangle());
      28           0 :     return aBuffer->PrependItem(base1, data1) && aBuffer->PrependItem(base2, data2);
      29             :   }
      30             : 
      31           0 :   auto triangles = aTraits.GenerateTriangles(*aGeometry);
      32           0 :   for (const auto& triangle : triangles) {
      33           0 :     TriangleVertices base = aTraits.MakeVertex(triangle);
      34           0 :     auto data = aTraits.MakeVertexData(triangle);
      35           0 :     if (!aBuffer->PrependItem(base, data)) {
      36           0 :       return false;
      37             :     }
      38             :   }
      39           0 :   return true;
      40             : }
      41             : 
      42             : template <typename Traits>
      43             : inline bool
      44           0 : BatchRenderPass<Traits>::Txn::AddImpl(const Traits& aTraits)
      45             : {
      46           0 :   VertexStagingBuffer* instances = mPass->GetInstances();
      47             : 
      48           0 :   if (mPass->mGeometry == GeometryMode::Polygon) {
      49           0 :     if (const Maybe<gfx::Polygon>& geometry = aTraits.geometry()) {
      50           0 :       gfx::Polygon polygon = geometry->ClipPolygon(aTraits.rect());
      51           0 :       if (polygon.IsEmpty()) {
      52           0 :         return true;
      53             :       }
      54           0 :       return AddShaderTriangles(instances, aTraits, &polygon);
      55             :     }
      56           0 :     return AddShaderTriangles(instances, aTraits);
      57             :   }
      58             : 
      59             :   typedef typename Traits::UnitQuadVertex UnitQuadVertex;
      60             :   typedef typename Traits::UnitQuad UnitQuad;
      61             : 
      62           0 :   UnitQuadVertex base = aTraits.MakeUnitQuadVertex();
      63           0 :   auto data = aTraits.MakeVertexData(UnitQuad());
      64           0 :   return instances->AddItem(base, data);
      65             : }
      66             : 
      67             : } // namespace layers
      68             : } // namespace mozilla
      69             : 
      70             : #endif // mozilla_gfx_layers_mlgpu_RenderPassMLGPU_inl_h

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