Add debug code, unapply me later

This commit is contained in:
Benoit Girard 2012-02-02 16:34:23 -05:00
Родитель a0d8718e27
Коммит 71fe29a342
4 изменённых файлов: 17 добавлений и 2 удалений

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@ -244,6 +244,7 @@ CompositorParent::AsyncRender()
void
CompositorParent::ShadowLayersUpdated()
{
printf_stderr("ShadowLayersUpdated\n");
const nsTArray<PLayersParent*>& shadowParents = ManagedPLayersParent();
NS_ABORT_IF_FALSE(shadowParents.Length() <= 1,
"can only support at most 1 ShadowLayersParent");

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@ -564,6 +564,7 @@ bool LayerManagerOGL::sDrawFPS = false;
void
LayerManagerOGL::FPSState::DrawFPS(GLContext* context, CopyProgram* copyprog)
{
printf_stderr("draw fps\n");
fcount++;
int rate = 30;
@ -760,7 +761,6 @@ LayerManagerOGL::BindAndDrawQuadWithTextureRect(LayerProgram *aProg,
void
LayerManagerOGL::Render()
{
printf_stderr("render\n");
SAMPLE_LABEL("LayerManagerOGL", "Render");
if (mDestroyed) {
NS_WARNING("Call on destroyed layer manager");
@ -779,6 +779,8 @@ LayerManagerOGL::Render()
if (width == 0 || height == 0)
return;
printf_stderr("render %i, %i\n", width, height);
// If the widget size changed, we have to force a MakeCurrent
// to make sure that GL sees the updated widget size.
if (mWidgetSize.width != width ||
@ -812,7 +814,18 @@ LayerManagerOGL::Render()
mGLContext->fEnable(LOCAL_GL_SCISSOR_TEST);
static int i = 0;
i++;
i=i%3;
if( i == 0 ) {
mGLContext->fClearColor(1.0, 0.0, 0.0, 0.0);
} else if( i == 1 ) {
mGLContext->fClearColor(0.0, 0.0, 0.0, 0.0);
} else if( i == 2 ) {
mGLContext->fClearColor(1.0, 1.0, 0.0, 0.0);
} else {
mGLContext->fClearColor(0.0, 1.0, 0.0, 0.0);
}
mGLContext->fClear(LOCAL_GL_COLOR_BUFFER_BIT | LOCAL_GL_DEPTH_BUFFER_BIT);
// Render our layers.

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@ -907,6 +907,7 @@ ShadowThebesLayerOGL::Swap(const ThebesBuffer& aNewFront,
OptionalThebesBuffer* aReadOnlyFront,
nsIntRegion* aFrontUpdatedRegion)
{
printf_stderr("Thebes Swap\n");
if (!mDestroyed) {
if (!mBuffer) {
mBuffer = new ShadowBufferOGL(this);

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@ -3328,7 +3328,7 @@ pref("layers.acceleration.disabled", false);
// Whether to force acceleration on, ignoring blacklists.
pref("layers.acceleration.force-enabled", false);
pref("layers.acceleration.draw-fps", false);
pref("layers.acceleration.draw-fps", true);
pref("layers.offmainthreadcomposition.enabled", false);