зеркало из https://github.com/mozilla/gecko-dev.git
34032eed5e
Currently we use a world transform on the LayerManager. This gets passed to the screen render target which adjusts the gl transform to accomplish the rotation. This causes a lot of the system to have to know about the transform. Instead we can just bake the transform into the root layer's shadow transform. Everything now mostly just works. --HG-- extra : rebase_source : e0e170d191eef5887a2e6b17f71ac79037033006 |
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.. | ||
CompositorD3D11.cpp | ||
CompositorD3D11.fx | ||
CompositorD3D11.h | ||
CompositorD3D11Shaders.h | ||
ReadbackManagerD3D11.cpp | ||
ReadbackManagerD3D11.h | ||
TextureD3D11.cpp | ||
TextureD3D11.h | ||
genshaders.sh |