зеркало из https://github.com/mozilla/gecko-dev.git
491 строка
15 KiB
C++
491 строка
15 KiB
C++
/* -*- Mode: C++; tab-width: 8; 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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#include "mozilla/UniquePtr.h"
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#include "GLContext.h"
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#include "ScopedGLHelpers.h"
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namespace mozilla {
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namespace gl {
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/* ScopedGLState - Wraps glEnable/glDisable. **********************************/
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// Use |newState = true| to enable, |false| to disable.
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ScopedGLState::ScopedGLState(GLContext* aGL, GLenum aCapability, bool aNewState)
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: mGL(aGL), mCapability(aCapability) {
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mOldState = mGL->fIsEnabled(mCapability);
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// Early out if we're already in the right state.
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if (aNewState == mOldState) return;
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if (aNewState) {
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mGL->fEnable(mCapability);
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} else {
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mGL->fDisable(mCapability);
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}
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}
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ScopedGLState::ScopedGLState(GLContext* aGL, GLenum aCapability)
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: mGL(aGL), mCapability(aCapability) {
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mOldState = mGL->fIsEnabled(mCapability);
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}
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ScopedGLState::~ScopedGLState() {
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if (mOldState) {
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mGL->fEnable(mCapability);
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} else {
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mGL->fDisable(mCapability);
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}
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}
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/* ScopedBindFramebuffer - Saves and restores with GetUserBoundFB and
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* BindUserFB. */
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void ScopedBindFramebuffer::Init() {
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if (mGL->IsSupported(GLFeature::split_framebuffer)) {
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mOldReadFB = mGL->GetReadFB();
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mOldDrawFB = mGL->GetDrawFB();
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} else {
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mOldReadFB = mOldDrawFB = mGL->GetFB();
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}
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}
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ScopedBindFramebuffer::ScopedBindFramebuffer(GLContext* aGL) : mGL(aGL) {
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Init();
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}
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ScopedBindFramebuffer::ScopedBindFramebuffer(GLContext* aGL, GLuint aNewFB)
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: mGL(aGL) {
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Init();
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mGL->BindFB(aNewFB);
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}
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ScopedBindFramebuffer::~ScopedBindFramebuffer() {
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if (mOldReadFB == mOldDrawFB) {
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mGL->BindFB(mOldDrawFB);
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} else {
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mGL->BindDrawFB(mOldDrawFB);
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mGL->BindReadFB(mOldReadFB);
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}
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}
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/* ScopedBindTextureUnit ******************************************************/
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ScopedBindTextureUnit::ScopedBindTextureUnit(GLContext* aGL, GLenum aTexUnit)
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: mGL(aGL), mOldTexUnit(0) {
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MOZ_ASSERT(aTexUnit >= LOCAL_GL_TEXTURE0);
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mGL->GetUIntegerv(LOCAL_GL_ACTIVE_TEXTURE, &mOldTexUnit);
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mGL->fActiveTexture(aTexUnit);
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}
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ScopedBindTextureUnit::~ScopedBindTextureUnit() {
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mGL->fActiveTexture(mOldTexUnit);
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}
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/* ScopedTexture **************************************************************/
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ScopedTexture::ScopedTexture(GLContext* aGL) : mGL(aGL), mTexture(0) {
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mGL->fGenTextures(1, &mTexture);
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}
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ScopedTexture::~ScopedTexture() { mGL->fDeleteTextures(1, &mTexture); }
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/* ScopedFramebuffer
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* **************************************************************/
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ScopedFramebuffer::ScopedFramebuffer(GLContext* aGL) : mGL(aGL), mFB(0) {
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mGL->fGenFramebuffers(1, &mFB);
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}
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ScopedFramebuffer::~ScopedFramebuffer() { mGL->fDeleteFramebuffers(1, &mFB); }
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/* ScopedRenderbuffer
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* **************************************************************/
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ScopedRenderbuffer::ScopedRenderbuffer(GLContext* aGL) : mGL(aGL), mRB(0) {
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mGL->fGenRenderbuffers(1, &mRB);
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}
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ScopedRenderbuffer::~ScopedRenderbuffer() {
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mGL->fDeleteRenderbuffers(1, &mRB);
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}
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/* ScopedBindTexture **********************************************************/
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static GLuint GetBoundTexture(GLContext* gl, GLenum texTarget) {
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GLenum bindingTarget;
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switch (texTarget) {
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case LOCAL_GL_TEXTURE_2D:
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bindingTarget = LOCAL_GL_TEXTURE_BINDING_2D;
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break;
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case LOCAL_GL_TEXTURE_CUBE_MAP:
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bindingTarget = LOCAL_GL_TEXTURE_BINDING_CUBE_MAP;
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break;
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case LOCAL_GL_TEXTURE_3D:
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bindingTarget = LOCAL_GL_TEXTURE_BINDING_3D;
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break;
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case LOCAL_GL_TEXTURE_2D_ARRAY:
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bindingTarget = LOCAL_GL_TEXTURE_BINDING_2D_ARRAY;
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break;
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case LOCAL_GL_TEXTURE_RECTANGLE_ARB:
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bindingTarget = LOCAL_GL_TEXTURE_BINDING_RECTANGLE_ARB;
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break;
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case LOCAL_GL_TEXTURE_EXTERNAL:
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bindingTarget = LOCAL_GL_TEXTURE_BINDING_EXTERNAL;
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break;
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default:
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MOZ_CRASH("bad texTarget");
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}
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GLuint ret = 0;
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gl->GetUIntegerv(bindingTarget, &ret);
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return ret;
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}
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ScopedBindTexture::ScopedBindTexture(GLContext* aGL, GLuint aNewTex,
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GLenum aTarget)
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: mGL(aGL), mTarget(aTarget), mOldTex(GetBoundTexture(aGL, aTarget)) {
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mGL->fBindTexture(mTarget, aNewTex);
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}
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ScopedBindTexture::~ScopedBindTexture() { mGL->fBindTexture(mTarget, mOldTex); }
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/* ScopedBindRenderbuffer *****************************************************/
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void ScopedBindRenderbuffer::Init() {
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mOldRB = 0;
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mGL->GetUIntegerv(LOCAL_GL_RENDERBUFFER_BINDING, &mOldRB);
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}
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ScopedBindRenderbuffer::ScopedBindRenderbuffer(GLContext* aGL) : mGL(aGL) {
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Init();
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}
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ScopedBindRenderbuffer::ScopedBindRenderbuffer(GLContext* aGL, GLuint aNewRB)
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: mGL(aGL) {
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Init();
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mGL->fBindRenderbuffer(LOCAL_GL_RENDERBUFFER, aNewRB);
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}
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ScopedBindRenderbuffer::~ScopedBindRenderbuffer() {
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mGL->fBindRenderbuffer(LOCAL_GL_RENDERBUFFER, mOldRB);
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}
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/* ScopedFramebufferForTexture ************************************************/
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ScopedFramebufferForTexture::ScopedFramebufferForTexture(GLContext* aGL,
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GLuint aTexture,
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GLenum aTarget)
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: mGL(aGL), mComplete(false), mFB(0) {
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mGL->fGenFramebuffers(1, &mFB);
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ScopedBindFramebuffer autoFB(aGL, mFB);
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mGL->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0,
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aTarget, aTexture, 0);
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GLenum status = mGL->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
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if (status == LOCAL_GL_FRAMEBUFFER_COMPLETE) {
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mComplete = true;
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} else {
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mGL->fDeleteFramebuffers(1, &mFB);
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mFB = 0;
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}
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}
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ScopedFramebufferForTexture::~ScopedFramebufferForTexture() {
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if (!mFB) return;
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mGL->fDeleteFramebuffers(1, &mFB);
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mFB = 0;
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}
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/* ScopedFramebufferForRenderbuffer *******************************************/
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ScopedFramebufferForRenderbuffer::ScopedFramebufferForRenderbuffer(
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GLContext* aGL, GLuint aRB)
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: mGL(aGL), mComplete(false), mFB(0) {
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mGL->fGenFramebuffers(1, &mFB);
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ScopedBindFramebuffer autoFB(aGL, mFB);
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mGL->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER,
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LOCAL_GL_COLOR_ATTACHMENT0,
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LOCAL_GL_RENDERBUFFER, aRB);
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GLenum status = mGL->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
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if (status == LOCAL_GL_FRAMEBUFFER_COMPLETE) {
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mComplete = true;
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} else {
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mGL->fDeleteFramebuffers(1, &mFB);
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mFB = 0;
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}
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}
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ScopedFramebufferForRenderbuffer::~ScopedFramebufferForRenderbuffer() {
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if (!mFB) return;
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mGL->fDeleteFramebuffers(1, &mFB);
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mFB = 0;
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}
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/* ScopedViewportRect *********************************************************/
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ScopedViewportRect::ScopedViewportRect(GLContext* aGL, GLint x, GLint y,
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GLsizei width, GLsizei height)
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: mGL(aGL) {
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mGL->fGetIntegerv(LOCAL_GL_VIEWPORT, mSavedViewportRect);
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mGL->fViewport(x, y, width, height);
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}
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ScopedViewportRect::~ScopedViewportRect() {
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mGL->fViewport(mSavedViewportRect[0], mSavedViewportRect[1],
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mSavedViewportRect[2], mSavedViewportRect[3]);
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}
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/* ScopedScissorRect **********************************************************/
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ScopedScissorRect::ScopedScissorRect(GLContext* aGL, GLint x, GLint y,
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GLsizei width, GLsizei height)
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: mGL(aGL) {
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mGL->fGetIntegerv(LOCAL_GL_SCISSOR_BOX, mSavedScissorRect);
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mGL->fScissor(x, y, width, height);
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}
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ScopedScissorRect::ScopedScissorRect(GLContext* aGL) : mGL(aGL) {
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mGL->fGetIntegerv(LOCAL_GL_SCISSOR_BOX, mSavedScissorRect);
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}
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ScopedScissorRect::~ScopedScissorRect() {
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mGL->fScissor(mSavedScissorRect[0], mSavedScissorRect[1],
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mSavedScissorRect[2], mSavedScissorRect[3]);
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}
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/* ScopedVertexAttribPointer **************************************************/
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ScopedVertexAttribPointer::ScopedVertexAttribPointer(
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GLContext* aGL, GLuint index, GLint size, GLenum type,
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realGLboolean normalized, GLsizei stride, GLuint buffer,
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const GLvoid* pointer)
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: mGL(aGL),
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mAttribEnabled(0),
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mAttribSize(0),
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mAttribStride(0),
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mAttribType(0),
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mAttribNormalized(0),
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mAttribBufferBinding(0),
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mAttribPointer(nullptr),
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mBoundBuffer(0) {
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WrapImpl(index);
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mGL->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, buffer);
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mGL->fVertexAttribPointer(index, size, type, normalized, stride, pointer);
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mGL->fEnableVertexAttribArray(index);
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}
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ScopedVertexAttribPointer::ScopedVertexAttribPointer(GLContext* aGL,
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GLuint index)
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: mGL(aGL),
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mAttribEnabled(0),
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mAttribSize(0),
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mAttribStride(0),
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mAttribType(0),
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mAttribNormalized(0),
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mAttribBufferBinding(0),
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mAttribPointer(nullptr),
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mBoundBuffer(0) {
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WrapImpl(index);
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}
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void ScopedVertexAttribPointer::WrapImpl(GLuint index) {
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mAttribIndex = index;
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/*
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* mGL->fGetVertexAttribiv takes:
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* VERTEX_ATTRIB_ARRAY_ENABLED
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* VERTEX_ATTRIB_ARRAY_SIZE,
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* VERTEX_ATTRIB_ARRAY_STRIDE,
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* VERTEX_ATTRIB_ARRAY_TYPE,
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* VERTEX_ATTRIB_ARRAY_NORMALIZED,
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* VERTEX_ATTRIB_ARRAY_BUFFER_BINDING,
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* CURRENT_VERTEX_ATTRIB
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*
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* CURRENT_VERTEX_ATTRIB is vertex shader state. \o/
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* Others appear to be vertex array state,
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* or alternatively in the internal vertex array state
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* for a buffer object.
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*/
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mGL->fGetVertexAttribiv(mAttribIndex, LOCAL_GL_VERTEX_ATTRIB_ARRAY_ENABLED,
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&mAttribEnabled);
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mGL->fGetVertexAttribiv(mAttribIndex, LOCAL_GL_VERTEX_ATTRIB_ARRAY_SIZE,
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&mAttribSize);
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mGL->fGetVertexAttribiv(mAttribIndex, LOCAL_GL_VERTEX_ATTRIB_ARRAY_STRIDE,
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&mAttribStride);
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mGL->fGetVertexAttribiv(mAttribIndex, LOCAL_GL_VERTEX_ATTRIB_ARRAY_TYPE,
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&mAttribType);
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mGL->fGetVertexAttribiv(mAttribIndex, LOCAL_GL_VERTEX_ATTRIB_ARRAY_NORMALIZED,
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&mAttribNormalized);
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mGL->fGetVertexAttribiv(mAttribIndex,
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LOCAL_GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING,
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&mAttribBufferBinding);
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mGL->fGetVertexAttribPointerv(
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mAttribIndex, LOCAL_GL_VERTEX_ATTRIB_ARRAY_POINTER, &mAttribPointer);
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// Note that uniform values are program state, so we don't need to rebind
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// those.
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mGL->GetUIntegerv(LOCAL_GL_ARRAY_BUFFER_BINDING, &mBoundBuffer);
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}
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ScopedVertexAttribPointer::~ScopedVertexAttribPointer() {
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mGL->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mAttribBufferBinding);
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mGL->fVertexAttribPointer(mAttribIndex, mAttribSize, mAttribType,
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mAttribNormalized, mAttribStride, mAttribPointer);
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if (mAttribEnabled)
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mGL->fEnableVertexAttribArray(mAttribIndex);
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else
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mGL->fDisableVertexAttribArray(mAttribIndex);
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mGL->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mBoundBuffer);
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}
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////////////////////////////////////////////////////////////////////////
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// ScopedPackState
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ScopedPackState::ScopedPackState(GLContext* gl)
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: mGL(gl),
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mAlignment(0),
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mPixelBuffer(0),
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mRowLength(0),
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mSkipPixels(0),
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mSkipRows(0) {
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mGL->fGetIntegerv(LOCAL_GL_PACK_ALIGNMENT, &mAlignment);
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if (mAlignment != 4) mGL->fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, 4);
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if (!mGL->HasPBOState()) return;
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mGL->fGetIntegerv(LOCAL_GL_PIXEL_PACK_BUFFER_BINDING, (GLint*)&mPixelBuffer);
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mGL->fGetIntegerv(LOCAL_GL_PACK_ROW_LENGTH, &mRowLength);
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mGL->fGetIntegerv(LOCAL_GL_PACK_SKIP_PIXELS, &mSkipPixels);
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mGL->fGetIntegerv(LOCAL_GL_PACK_SKIP_ROWS, &mSkipRows);
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if (mPixelBuffer != 0) mGL->fBindBuffer(LOCAL_GL_PIXEL_PACK_BUFFER, 0);
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if (mRowLength != 0) mGL->fPixelStorei(LOCAL_GL_PACK_ROW_LENGTH, 0);
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if (mSkipPixels != 0) mGL->fPixelStorei(LOCAL_GL_PACK_SKIP_PIXELS, 0);
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if (mSkipRows != 0) mGL->fPixelStorei(LOCAL_GL_PACK_SKIP_ROWS, 0);
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}
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bool ScopedPackState::SetForWidthAndStrideRGBA(GLsizei aWidth,
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GLsizei aStride) {
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MOZ_ASSERT(aStride % 4 == 0, "RGBA data should always be 4-byte aligned");
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MOZ_ASSERT(aStride / 4 >= aWidth, "Stride too small");
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if (aStride / 4 == aWidth) {
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// No special handling needed.
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return true;
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}
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if (mGL->HasPBOState()) {
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// HasPBOState implies support for GL_PACK_ROW_LENGTH.
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mGL->fPixelStorei(LOCAL_GL_PACK_ROW_LENGTH, aStride / 4);
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return true;
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}
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return false;
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}
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ScopedPackState::~ScopedPackState() {
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mGL->fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, mAlignment);
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if (!mGL->HasPBOState()) return;
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mGL->fBindBuffer(LOCAL_GL_PIXEL_PACK_BUFFER, mPixelBuffer);
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mGL->fPixelStorei(LOCAL_GL_PACK_ROW_LENGTH, mRowLength);
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mGL->fPixelStorei(LOCAL_GL_PACK_SKIP_PIXELS, mSkipPixels);
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mGL->fPixelStorei(LOCAL_GL_PACK_SKIP_ROWS, mSkipRows);
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}
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////////////////////////////////////////////////////////////////////////
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// ResetUnpackState
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ResetUnpackState::ResetUnpackState(GLContext* gl)
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: mGL(gl),
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mAlignment(0),
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mPBO(0),
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mRowLength(0),
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mImageHeight(0),
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mSkipPixels(0),
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mSkipRows(0),
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mSkipImages(0) {
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const auto fnReset = [&](GLenum pname, GLuint val, GLuint* const out_old) {
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mGL->GetUIntegerv(pname, out_old);
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if (*out_old != val) {
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mGL->fPixelStorei(pname, val);
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}
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};
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// Default is 4, but 1 is more useful.
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fnReset(LOCAL_GL_UNPACK_ALIGNMENT, 1, &mAlignment);
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if (!mGL->HasPBOState()) return;
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mGL->GetUIntegerv(LOCAL_GL_PIXEL_UNPACK_BUFFER_BINDING, &mPBO);
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if (mPBO != 0) mGL->fBindBuffer(LOCAL_GL_PIXEL_UNPACK_BUFFER, 0);
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fnReset(LOCAL_GL_UNPACK_ROW_LENGTH, 0, &mRowLength);
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fnReset(LOCAL_GL_UNPACK_IMAGE_HEIGHT, 0, &mImageHeight);
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fnReset(LOCAL_GL_UNPACK_SKIP_PIXELS, 0, &mSkipPixels);
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fnReset(LOCAL_GL_UNPACK_SKIP_ROWS, 0, &mSkipRows);
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fnReset(LOCAL_GL_UNPACK_SKIP_IMAGES, 0, &mSkipImages);
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}
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ResetUnpackState::~ResetUnpackState() {
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mGL->fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT, mAlignment);
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if (!mGL->HasPBOState()) return;
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mGL->fBindBuffer(LOCAL_GL_PIXEL_UNPACK_BUFFER, mPBO);
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mGL->fPixelStorei(LOCAL_GL_UNPACK_ROW_LENGTH, mRowLength);
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mGL->fPixelStorei(LOCAL_GL_UNPACK_IMAGE_HEIGHT, mImageHeight);
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mGL->fPixelStorei(LOCAL_GL_UNPACK_SKIP_PIXELS, mSkipPixels);
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mGL->fPixelStorei(LOCAL_GL_UNPACK_SKIP_ROWS, mSkipRows);
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mGL->fPixelStorei(LOCAL_GL_UNPACK_SKIP_IMAGES, mSkipImages);
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}
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////////////////////////////////////////////////////////////////////////
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// ScopedBindPBO
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static GLuint GetPBOBinding(GLContext* gl, GLenum target) {
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if (!gl->HasPBOState()) return 0;
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GLenum targetBinding;
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switch (target) {
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case LOCAL_GL_PIXEL_PACK_BUFFER:
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targetBinding = LOCAL_GL_PIXEL_PACK_BUFFER_BINDING;
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break;
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case LOCAL_GL_PIXEL_UNPACK_BUFFER:
|
|
targetBinding = LOCAL_GL_PIXEL_UNPACK_BUFFER_BINDING;
|
|
break;
|
|
|
|
default:
|
|
MOZ_CRASH();
|
|
}
|
|
|
|
return gl->GetIntAs<GLuint>(targetBinding);
|
|
}
|
|
|
|
ScopedBindPBO::ScopedBindPBO(GLContext* gl, GLenum target)
|
|
: mGL(gl), mTarget(target), mPBO(GetPBOBinding(mGL, mTarget)) {}
|
|
|
|
ScopedBindPBO::~ScopedBindPBO() {
|
|
if (!mGL->HasPBOState()) return;
|
|
|
|
mGL->fBindBuffer(mTarget, mPBO);
|
|
}
|
|
|
|
} /* namespace gl */
|
|
} /* namespace mozilla */
|