зеркало из https://github.com/mozilla/gecko-dev.git
220 строки
7.5 KiB
C++
220 строки
7.5 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef THEBESLAYERBUFFER_H_
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#define THEBESLAYERBUFFER_H_
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#include "gfxContext.h"
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#include "gfxASurface.h"
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#include "nsRegion.h"
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namespace mozilla {
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namespace layers {
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class ThebesLayer;
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/**
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* This class encapsulates the buffer used to retain ThebesLayer contents,
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* i.e., the contents of the layer's GetVisibleRegion().
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*
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* This is a cairo/Thebes surface, but with a literal twist. Scrolling
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* causes the layer's visible region to move. We want to keep
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* reusing the same surface if the region size hasn't changed, but we don't
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* want to keep moving the contents of the surface around in memory. So
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* we use a trick.
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* Consider just the vertical case, and suppose the buffer is H pixels
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* high and we're scrolling down by N pixels. Instead of copying the
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* buffer contents up by N pixels, we leave the buffer contents in place,
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* and paint content rows H to H+N-1 into rows 0 to N-1 of the buffer.
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* Then we can refresh the screen by painting rows N to H-1 of the buffer
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* at row 0 on the screen, and then painting rows 0 to N-1 of the buffer
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* at row H-N on the screen.
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* mBufferRotation.y would be N in this example.
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*/
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class ThebesLayerBuffer {
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public:
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typedef gfxASurface::gfxContentType ContentType;
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/**
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* Controls the size of the backing buffer of this.
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* - SizedToVisibleBounds: the backing buffer is exactly the same
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* size as the bounds of ThebesLayer's visible region
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* - ContainsVisibleBounds: the backing buffer is large enough to
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* fit visible bounds. May be larger.
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*/
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enum BufferSizePolicy {
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SizedToVisibleBounds,
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ContainsVisibleBounds
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};
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ThebesLayerBuffer(BufferSizePolicy aBufferSizePolicy)
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: mBufferRotation(0,0)
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, mBufferSizePolicy(aBufferSizePolicy)
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{
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MOZ_COUNT_CTOR(ThebesLayerBuffer);
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}
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virtual ~ThebesLayerBuffer()
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{
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MOZ_COUNT_DTOR(ThebesLayerBuffer);
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}
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/**
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* Wipe out all retained contents. Call this when the entire
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* buffer becomes invalid.
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*/
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void Clear()
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{
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mBuffer = nullptr;
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mBufferRect.SetEmpty();
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}
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/**
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* This is returned by BeginPaint. The caller should draw into mContext.
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* mRegionToDraw must be drawn. mRegionToInvalidate has been invalidated
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* by ThebesLayerBuffer and must be redrawn on the screen.
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* mRegionToInvalidate is set when the buffer has changed from
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* opaque to transparent or vice versa, since the details of rendering can
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* depend on the buffer type. mDidSelfCopy is true if we kept our buffer
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* but used MovePixels() to shift its content.
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*/
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struct PaintState {
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PaintState()
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: mDidSelfCopy(false)
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{}
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nsRefPtr<gfxContext> mContext;
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nsIntRegion mRegionToDraw;
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nsIntRegion mRegionToInvalidate;
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bool mDidSelfCopy;
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};
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enum {
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PAINT_WILL_RESAMPLE = 0x01,
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PAINT_NO_ROTATION = 0x02
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};
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/**
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* Start a drawing operation. This returns a PaintState describing what
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* needs to be drawn to bring the buffer up to date in the visible region.
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* This queries aLayer to get the currently valid and visible regions.
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* The returned mContext may be null if mRegionToDraw is empty.
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* Otherwise it must not be null.
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* mRegionToInvalidate will contain mRegionToDraw.
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* @param aFlags when PAINT_WILL_RESAMPLE is passed, this indicates that
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* buffer will be resampled when rendering (i.e the effective transform
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* combined with the scale for the resolution is not just an integer
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* translation). This will disable buffer rotation (since we don't want
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* to resample across the rotation boundary) and will ensure that we
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* make the entire buffer contents valid (since we don't want to sample
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* invalid pixels outside the visible region, if the visible region doesn't
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* fill the buffer bounds).
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*/
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PaintState BeginPaint(ThebesLayer* aLayer, ContentType aContentType,
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uint32_t aFlags);
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enum {
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ALLOW_REPEAT = 0x01
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};
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/**
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* Return a new surface of |aSize| and |aType|.
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* @param aFlags if ALLOW_REPEAT is set, then the buffer should be configured
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* to allow repeat-mode, otherwise it should be in pad (clamp) mode
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*/
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virtual already_AddRefed<gfxASurface>
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CreateBuffer(ContentType aType, const nsIntSize& aSize, uint32_t aFlags) = 0;
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/**
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* Get the underlying buffer, if any. This is useful because we can pass
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* in the buffer as the default "reference surface" if there is one.
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* Don't use it for anything else!
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*/
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gfxASurface* GetBuffer() { return mBuffer; }
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protected:
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enum XSide {
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LEFT, RIGHT
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};
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enum YSide {
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TOP, BOTTOM
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};
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nsIntRect GetQuadrantRectangle(XSide aXSide, YSide aYSide);
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/*
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* If aMask is non-null, then it is used as an alpha mask for rendering this
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* buffer. aMaskTransform must be non-null if aMask is non-null, and is used
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* to adjust the coordinate space of the mask.
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*/
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void DrawBufferQuadrant(gfxContext* aTarget, XSide aXSide, YSide aYSide,
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float aOpacity,
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gfxASurface* aMask,
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const gfxMatrix* aMaskTransform);
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void DrawBufferWithRotation(gfxContext* aTarget, float aOpacity,
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gfxASurface* aMask = nullptr,
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const gfxMatrix* aMaskTransform = nullptr);
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/**
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* |BufferRect()| is the rect of device pixels that this
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* ThebesLayerBuffer covers. That is what DrawBufferWithRotation()
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* will paint when it's called.
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*/
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const nsIntRect& BufferRect() const { return mBufferRect; }
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const nsIntPoint& BufferRotation() const { return mBufferRotation; }
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already_AddRefed<gfxASurface>
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SetBuffer(gfxASurface* aBuffer,
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const nsIntRect& aBufferRect, const nsIntPoint& aBufferRotation)
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{
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nsRefPtr<gfxASurface> tmp = mBuffer.forget();
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mBuffer = aBuffer;
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mBufferRect = aBufferRect;
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mBufferRotation = aBufferRotation;
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return tmp.forget();
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}
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/**
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* Set the buffer only. This is intended to be used with the
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* shadow-layer Open/CloseDescriptor interface, to ensure we don't
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* accidentally touch a buffer when it's not mapped.
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*/
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void SetBuffer(gfxASurface* aBuffer)
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{
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mBuffer = aBuffer;
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}
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/**
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* Get a context at the specified resolution for updating |aBounds|,
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* which must be contained within a single quadrant.
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*/
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already_AddRefed<gfxContext>
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GetContextForQuadrantUpdate(const nsIntRect& aBounds);
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private:
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bool BufferSizeOkFor(const nsIntSize& aSize)
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{
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return (aSize == mBufferRect.Size() ||
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(SizedToVisibleBounds != mBufferSizePolicy &&
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aSize < mBufferRect.Size()));
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}
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nsRefPtr<gfxASurface> mBuffer;
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/** The area of the ThebesLayer that is covered by the buffer as a whole */
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nsIntRect mBufferRect;
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/**
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* The x and y rotation of the buffer. Conceptually the buffer
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* has its origin translated to mBufferRect.TopLeft() - mBufferRotation,
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* is tiled to fill the plane, and the result is clipped to mBufferRect.
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* So the pixel at mBufferRotation within the buffer is what gets painted at
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* mBufferRect.TopLeft().
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* This is "rotation" in the sense of rotating items in a linear buffer,
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* where items falling off the end of the buffer are returned to the
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* buffer at the other end, not 2D rotation!
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*/
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nsIntPoint mBufferRotation;
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BufferSizePolicy mBufferSizePolicy;
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};
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}
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}
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#endif /* THEBESLAYERBUFFER_H_ */
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