pjs/gfx/layers/opengl/ThebesLayerOGL.cpp

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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "mozilla/layers/PLayers.h"
#include "TiledLayerBuffer.h"
/* This must occur *after* layers/PLayers.h to avoid typedefs conflicts. */
#include "mozilla/Util.h"
#include "mozilla/layers/ShadowLayers.h"
#include "ThebesLayerBuffer.h"
#include "ThebesLayerOGL.h"
#include "gfxUtils.h"
#include "gfxTeeSurface.h"
#include "base/message_loop.h"
namespace mozilla {
namespace layers {
using gl::GLContext;
using gl::TextureImage;
static const int ALLOW_REPEAT = ThebesLayerBuffer::ALLOW_REPEAT;
// BindAndDrawQuadWithTextureRect can work with either GL_REPEAT (preferred)
// or GL_CLAMP_TO_EDGE textures. If ALLOW_REPEAT is set in aFlags, we
// select based on whether REPEAT is valid for non-power-of-two textures --
// if we have NPOT support we use it, otherwise we stick with CLAMP_TO_EDGE and
// decompose.
// If ALLOW_REPEAT is not set, we always use GL_CLAMP_TO_EDGE.
static already_AddRefed<TextureImage>
CreateClampOrRepeatTextureImage(GLContext *aGl,
const nsIntSize& aSize,
TextureImage::ContentType aContentType,
PRUint32 aFlags)
{
GLenum wrapMode = LOCAL_GL_CLAMP_TO_EDGE;
if ((aFlags & ALLOW_REPEAT) &&
(aGl->IsExtensionSupported(GLContext::ARB_texture_non_power_of_two) ||
aGl->IsExtensionSupported(GLContext::OES_texture_npot)))
{
wrapMode = LOCAL_GL_REPEAT;
}
return aGl->CreateTextureImage(aSize, aContentType, wrapMode);
}
static void
SetAntialiasingFlags(Layer* aLayer, gfxContext* aTarget)
{
nsRefPtr<gfxASurface> surface = aTarget->CurrentSurface();
if (surface->GetContentType() != gfxASurface::CONTENT_COLOR_ALPHA) {
// Destination doesn't have alpha channel; no need to set any special flags
return;
}
surface->SetSubpixelAntialiasingEnabled(
!(aLayer->GetContentFlags() & Layer::CONTENT_COMPONENT_ALPHA));
}
class ThebesLayerBufferOGL
{
NS_INLINE_DECL_REFCOUNTING(ThebesLayerBufferOGL)
public:
typedef TextureImage::ContentType ContentType;
typedef ThebesLayerBuffer::PaintState PaintState;
ThebesLayerBufferOGL(ThebesLayer* aLayer, LayerOGL* aOGLLayer)
: mLayer(aLayer)
, mOGLLayer(aOGLLayer)
, mInitialised(true)
{}
virtual ~ThebesLayerBufferOGL() {}
enum { PAINT_WILL_RESAMPLE = ThebesLayerBuffer::PAINT_WILL_RESAMPLE };
virtual PaintState BeginPaint(ContentType aContentType,
PRUint32 aFlags) = 0;
void RenderTo(const nsIntPoint& aOffset, LayerManagerOGL* aManager,
PRUint32 aFlags);
nsIntSize GetSize() {
if (mTexImage)
return mTexImage->GetSize();
return nsIntSize(0, 0);
}
bool Initialised() { return mInitialised; }
protected:
virtual nsIntPoint GetOriginOffset() = 0;
GLContext* gl() const { return mOGLLayer->gl(); }
ThebesLayer* mLayer;
LayerOGL* mOGLLayer;
nsRefPtr<TextureImage> mTexImage;
nsRefPtr<TextureImage> mTexImageOnWhite;
bool mInitialised;
};
void
ThebesLayerBufferOGL::RenderTo(const nsIntPoint& aOffset,
LayerManagerOGL* aManager,
PRUint32 aFlags)
{
NS_ASSERTION(Initialised(), "RenderTo with uninitialised buffer!");
if (!mTexImage || !Initialised())
return;
if (mTexImage->InUpdate()) {
mTexImage->EndUpdate();
}
if (mTexImageOnWhite && mTexImageOnWhite->InUpdate()) {
mTexImageOnWhite->EndUpdate();
}
#ifdef MOZ_DUMP_PAINTING
if (gfxUtils::sDumpPainting) {
nsRefPtr<gfxImageSurface> surf =
gl()->GetTexImage(mTexImage->GetTextureID(), false, mTexImage->GetShaderProgramType());
WriteSnapshotToDumpFile(mLayer, surf);
}
#endif
PRInt32 passes = mTexImageOnWhite ? 2 : 1;
for (PRInt32 pass = 1; pass <= passes; ++pass) {
ShaderProgramOGL *program;
if (passes == 2) {
ShaderProgramOGL* alphaProgram;
if (pass == 1) {
alphaProgram = aManager->GetProgram(gl::ComponentAlphaPass1ProgramType,
mLayer->GetMaskLayer());
gl()->fBlendFuncSeparate(LOCAL_GL_ZERO, LOCAL_GL_ONE_MINUS_SRC_COLOR,
LOCAL_GL_ONE, LOCAL_GL_ONE);
} else {
alphaProgram = aManager->GetProgram(gl::ComponentAlphaPass2ProgramType,
mLayer->GetMaskLayer());
gl()->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE,
LOCAL_GL_ONE, LOCAL_GL_ONE);
}
alphaProgram->Activate();
alphaProgram->SetBlackTextureUnit(0);
alphaProgram->SetWhiteTextureUnit(1);
program = alphaProgram;
} else {
// Note BGR: Cairo's image surfaces are always in what
// OpenGL and our shaders consider BGR format.
ShaderProgramOGL* basicProgram =
aManager->GetProgram(mTexImage->GetShaderProgramType(),
mLayer->GetMaskLayer());
basicProgram->Activate();
basicProgram->SetTextureUnit(0);
program = basicProgram;
}
program->SetLayerOpacity(mLayer->GetEffectiveOpacity());
program->SetLayerTransform(mLayer->GetEffectiveTransform());
program->SetRenderOffset(aOffset);
program->LoadMask(mLayer->GetMaskLayer());
const nsIntRegion& visibleRegion = mLayer->GetEffectiveVisibleRegion();
nsIntRegion tmpRegion;
const nsIntRegion* renderRegion;
if (aFlags & PAINT_WILL_RESAMPLE) {
// If we're resampling, then the texture image will contain exactly the
// entire visible region's bounds, and we should draw it all in one quad
// to avoid unexpected aliasing.
tmpRegion = visibleRegion.GetBounds();
renderRegion = &tmpRegion;
} else {
renderRegion = &visibleRegion;
}
nsIntRegion region(*renderRegion);
nsIntPoint origin = GetOriginOffset();
region.MoveBy(-origin); // translate into TexImage space, buffer origin might not be at texture (0,0)
// Figure out the intersecting draw region
nsIntSize texSize = mTexImage->GetSize();
nsIntRect textureRect = nsIntRect(0, 0, texSize.width, texSize.height);
textureRect.MoveBy(region.GetBounds().TopLeft());
nsIntRegion subregion;
subregion.And(region, textureRect);
if (subregion.IsEmpty()) // Region is empty, nothing to draw
return;
nsIntRegion screenRects;
nsIntRegion regionRects;
// Collect texture/screen coordinates for drawing
nsIntRegionRectIterator iter(subregion);
while (const nsIntRect* iterRect = iter.Next()) {
nsIntRect regionRect = *iterRect;
nsIntRect screenRect = regionRect;
screenRect.MoveBy(origin);
screenRects.Or(screenRects, screenRect);
regionRects.Or(regionRects, regionRect);
}
mTexImage->BeginTileIteration();
if (mTexImageOnWhite) {
NS_ASSERTION(mTexImage->GetTileCount() == mTexImageOnWhite->GetTileCount(),
"Tile count mismatch on component alpha texture");
mTexImageOnWhite->BeginTileIteration();
}
bool usingTiles = (mTexImage->GetTileCount() > 1);
do {
if (mTexImageOnWhite) {
NS_ASSERTION(mTexImageOnWhite->GetTileRect() == mTexImage->GetTileRect(), "component alpha textures should be the same size.");
}
nsIntRect tileRect = mTexImage->GetTileRect();
// Bind textures.
TextureImage::ScopedBindTexture texBind(mTexImage, LOCAL_GL_TEXTURE0);
TextureImage::ScopedBindTexture texOnWhiteBind(mTexImageOnWhite, LOCAL_GL_TEXTURE1);
// Draw texture. If we're using tiles, we do repeating manually, as texture
// repeat would cause each individual tile to repeat instead of the
// compound texture as a whole. This involves drawing at most 4 sections,
// 2 for each axis that has texture repeat.
for (int y = 0; y < (usingTiles ? 2 : 1); y++) {
for (int x = 0; x < (usingTiles ? 2 : 1); x++) {
nsIntRect currentTileRect(tileRect);
currentTileRect.MoveBy(x * texSize.width, y * texSize.height);
nsIntRegionRectIterator screenIter(screenRects);
nsIntRegionRectIterator regionIter(regionRects);
const nsIntRect* screenRect;
const nsIntRect* regionRect;
while ((screenRect = screenIter.Next()) &&
(regionRect = regionIter.Next())) {
nsIntRect tileScreenRect(*screenRect);
nsIntRect tileRegionRect(*regionRect);
// When we're using tiles, find the intersection between the tile
// rect and this region rect. Tiling is then handled by the
// outer for-loops and modifying the tile rect.
if (usingTiles) {
tileScreenRect.MoveBy(-origin);
tileScreenRect = tileScreenRect.Intersect(currentTileRect);
tileScreenRect.MoveBy(origin);
if (tileScreenRect.IsEmpty())
continue;
tileRegionRect = regionRect->Intersect(currentTileRect);
tileRegionRect.MoveBy(-currentTileRect.TopLeft());
}
#ifdef ANDROID
// Bug 691354
// Using the LINEAR filter we get unexplained artifacts.
// Use NEAREST when no scaling is required.
gfxMatrix matrix;
bool is2D = mLayer->GetEffectiveTransform().Is2D(&matrix);
if (is2D && !matrix.HasNonTranslationOrFlip()) {
gl()->ApplyFilterToBoundTexture(gfxPattern::FILTER_NEAREST);
} else {
mTexImage->ApplyFilter();
}
#endif
program->SetLayerQuadRect(tileScreenRect);
aManager->BindAndDrawQuadWithTextureRect(program, tileRegionRect,
tileRect.Size(),
mTexImage->GetWrapMode());
}
}
}
if (mTexImageOnWhite)
mTexImageOnWhite->NextTile();
} while (mTexImage->NextTile());
}
if (mTexImageOnWhite) {
// Restore defaults
gl()->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA,
LOCAL_GL_ONE, LOCAL_GL_ONE);
}
}
// This implementation is the fast-path for when our TextureImage is
// permanently backed with a server-side ASurface. We can simply
// reuse the ThebesLayerBuffer logic in its entirety and profit.
class SurfaceBufferOGL : public ThebesLayerBufferOGL, private ThebesLayerBuffer
{
public:
typedef ThebesLayerBufferOGL::ContentType ContentType;
typedef ThebesLayerBufferOGL::PaintState PaintState;
SurfaceBufferOGL(ThebesLayerOGL* aLayer)
: ThebesLayerBufferOGL(aLayer, aLayer)
, ThebesLayerBuffer(SizedToVisibleBounds)
{
}
virtual ~SurfaceBufferOGL() {}
// ThebesLayerBufferOGL interface
virtual PaintState BeginPaint(ContentType aContentType,
PRUint32 aFlags)
{
// Let ThebesLayerBuffer do all the hard work for us! :D
return ThebesLayerBuffer::BeginPaint(mLayer,
aContentType,
aFlags);
}
// ThebesLayerBuffer interface
virtual already_AddRefed<gfxASurface>
CreateBuffer(ContentType aType, const nsIntSize& aSize, PRUint32 aFlags)
{
NS_ASSERTION(gfxASurface::CONTENT_ALPHA != aType,"ThebesBuffer has color");
mTexImage = CreateClampOrRepeatTextureImage(gl(), aSize, aType, aFlags);
return mTexImage ? mTexImage->GetBackingSurface() : nsnull;
}
protected:
virtual nsIntPoint GetOriginOffset() {
return BufferRect().TopLeft() - BufferRotation();
}
};
// This implementation is (currently) the slow-path for when we can't
// implement pixel retaining using thebes. This implementation and
// the above could be unified by abstracting buffer-copy operations
// and implementing them here using GL hacketry.
class BasicBufferOGL : public ThebesLayerBufferOGL
{
public:
BasicBufferOGL(ThebesLayerOGL* aLayer)
: ThebesLayerBufferOGL(aLayer, aLayer)
, mBufferRect(0,0,0,0)
, mBufferRotation(0,0)
{}
virtual ~BasicBufferOGL() {}
virtual PaintState BeginPaint(ContentType aContentType,
PRUint32 aFlags);
protected:
enum XSide {
LEFT, RIGHT
};
enum YSide {
TOP, BOTTOM
};
nsIntRect GetQuadrantRectangle(XSide aXSide, YSide aYSide);
virtual nsIntPoint GetOriginOffset() {
return mBufferRect.TopLeft() - mBufferRotation;
}
private:
nsIntRect mBufferRect;
nsIntPoint mBufferRotation;
};
static void
WrapRotationAxis(PRInt32* aRotationPoint, PRInt32 aSize)
{
if (*aRotationPoint < 0) {
*aRotationPoint += aSize;
} else if (*aRotationPoint >= aSize) {
*aRotationPoint -= aSize;
}
}
nsIntRect
BasicBufferOGL::GetQuadrantRectangle(XSide aXSide, YSide aYSide)
{
// quadrantTranslation is the amount we translate the top-left
// of the quadrant by to get coordinates relative to the layer
nsIntPoint quadrantTranslation = -mBufferRotation;
quadrantTranslation.x += aXSide == LEFT ? mBufferRect.width : 0;
quadrantTranslation.y += aYSide == TOP ? mBufferRect.height : 0;
return mBufferRect + quadrantTranslation;
}
static void
FillSurface(gfxASurface* aSurface, const nsIntRegion& aRegion,
const nsIntPoint& aOffset, const gfxRGBA& aColor)
{
nsRefPtr<gfxContext> ctx = new gfxContext(aSurface);
ctx->Translate(-gfxPoint(aOffset.x, aOffset.y));
gfxUtils::ClipToRegion(ctx, aRegion);
ctx->SetColor(aColor);
ctx->Paint();
}
BasicBufferOGL::PaintState
BasicBufferOGL::BeginPaint(ContentType aContentType,
PRUint32 aFlags)
{
PaintState result;
// We need to disable rotation if we're going to be resampled when
// drawing, because we might sample across the rotation boundary.
bool canHaveRotation = !(aFlags & PAINT_WILL_RESAMPLE);
nsIntRegion validRegion = mLayer->GetValidRegion();
Layer::SurfaceMode mode;
ContentType contentType;
nsIntRegion neededRegion;
bool canReuseBuffer;
nsIntRect destBufferRect;
while (true) {
mode = mLayer->GetSurfaceMode();
contentType = aContentType;
neededRegion = mLayer->GetVisibleRegion();
// If we're going to resample, we need a buffer that's in clamp mode.
canReuseBuffer = neededRegion.GetBounds().Size() <= mBufferRect.Size() &&
mTexImage &&
(!(aFlags & PAINT_WILL_RESAMPLE) ||
mTexImage->GetWrapMode() == LOCAL_GL_CLAMP_TO_EDGE);
if (canReuseBuffer) {
if (mBufferRect.Contains(neededRegion.GetBounds())) {
// We don't need to adjust mBufferRect.
destBufferRect = mBufferRect;
} else {
// The buffer's big enough but doesn't contain everything that's
// going to be visible. We'll move it.
destBufferRect = nsIntRect(neededRegion.GetBounds().TopLeft(), mBufferRect.Size());
}
} else {
destBufferRect = neededRegion.GetBounds();
}
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
#ifdef MOZ_GFX_OPTIMIZE_MOBILE
mode = Layer::SURFACE_SINGLE_CHANNEL_ALPHA;
#else
if (!mLayer->GetParent() || !mLayer->GetParent()->SupportsComponentAlphaChildren()) {
mode = Layer::SURFACE_SINGLE_CHANNEL_ALPHA;
} else {
contentType = gfxASurface::CONTENT_COLOR;
}
#endif
}
if ((aFlags & PAINT_WILL_RESAMPLE) &&
(!neededRegion.GetBounds().IsEqualInterior(destBufferRect) ||
neededRegion.GetNumRects() > 1)) {
// The area we add to neededRegion might not be painted opaquely
if (mode == Layer::SURFACE_OPAQUE) {
contentType = gfxASurface::CONTENT_COLOR_ALPHA;
mode = Layer::SURFACE_SINGLE_CHANNEL_ALPHA;
}
// For component alpha layers, we leave contentType as CONTENT_COLOR.
// We need to validate the entire buffer, to make sure that only valid
// pixels are sampled
neededRegion = destBufferRect;
}
if (mTexImage &&
(mTexImage->GetContentType() != contentType ||
(mode == Layer::SURFACE_COMPONENT_ALPHA) != (mTexImageOnWhite != nsnull))) {
// We're effectively clearing the valid region, so we need to draw
// the entire needed region now.
result.mRegionToInvalidate = mLayer->GetValidRegion();
validRegion.SetEmpty();
mTexImage = nsnull;
mTexImageOnWhite = nsnull;
mBufferRect.SetRect(0, 0, 0, 0);
mBufferRotation.MoveTo(0, 0);
// Restart decision process with the cleared buffer. We can only go
// around the loop one more iteration, since mTexImage is null now.
continue;
}
break;
}
result.mRegionToDraw.Sub(neededRegion, validRegion);
if (result.mRegionToDraw.IsEmpty())
return result;
if (destBufferRect.width > gl()->GetMaxTextureImageSize() ||
destBufferRect.height > gl()->GetMaxTextureImageSize()) {
return result;
}
nsIntRect drawBounds = result.mRegionToDraw.GetBounds();
nsRefPtr<TextureImage> destBuffer;
nsRefPtr<TextureImage> destBufferOnWhite;
PRUint32 bufferFlags = canHaveRotation ? ALLOW_REPEAT : 0;
if (canReuseBuffer) {
nsIntRect keepArea;
if (keepArea.IntersectRect(destBufferRect, mBufferRect)) {
// Set mBufferRotation so that the pixels currently in mBuffer
// will still be rendered in the right place when mBufferRect
// changes to destBufferRect.
nsIntPoint newRotation = mBufferRotation +
(destBufferRect.TopLeft() - mBufferRect.TopLeft());
WrapRotationAxis(&newRotation.x, mBufferRect.width);
WrapRotationAxis(&newRotation.y, mBufferRect.height);
NS_ASSERTION(nsIntRect(nsIntPoint(0,0), mBufferRect.Size()).Contains(newRotation),
"newRotation out of bounds");
PRInt32 xBoundary = destBufferRect.XMost() - newRotation.x;
PRInt32 yBoundary = destBufferRect.YMost() - newRotation.y;
if ((drawBounds.x < xBoundary && xBoundary < drawBounds.XMost()) ||
(drawBounds.y < yBoundary && yBoundary < drawBounds.YMost()) ||
(newRotation != nsIntPoint(0,0) && !canHaveRotation)) {
// The stuff we need to redraw will wrap around an edge of the
// buffer, so we will need to do a self-copy
// If mBufferRotation == nsIntPoint(0,0) we could do a real
// self-copy but we're not going to do that in GL yet.
// We can't do a real self-copy because the buffer is rotated.
// So allocate a new buffer for the destination.
destBufferRect = neededRegion.GetBounds();
destBuffer = CreateClampOrRepeatTextureImage(gl(), destBufferRect.Size(), contentType, bufferFlags);
if (!destBuffer)
return result;
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
destBufferOnWhite =
CreateClampOrRepeatTextureImage(gl(), destBufferRect.Size(), contentType, bufferFlags);
if (!destBufferOnWhite)
return result;
}
} else {
mBufferRect = destBufferRect;
mBufferRotation = newRotation;
}
} else {
// No pixels are going to be kept. The whole visible region
// will be redrawn, so we don't need to copy anything, so we don't
// set destBuffer.
mBufferRect = destBufferRect;
mBufferRotation = nsIntPoint(0,0);
}
} else {
// The buffer's not big enough, so allocate a new one
destBuffer = CreateClampOrRepeatTextureImage(gl(), destBufferRect.Size(), contentType, bufferFlags);
if (!destBuffer)
return result;
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
destBufferOnWhite =
CreateClampOrRepeatTextureImage(gl(), destBufferRect.Size(), contentType, bufferFlags);
if (!destBufferOnWhite)
return result;
}
}
NS_ASSERTION(!(aFlags & PAINT_WILL_RESAMPLE) || destBufferRect == neededRegion.GetBounds(),
"If we're resampling, we need to validate the entire buffer");
if (!destBuffer && !mTexImage) {
return result;
}
if (destBuffer) {
if (mTexImage && (mode != Layer::SURFACE_COMPONENT_ALPHA || mTexImageOnWhite)) {
// BlitTextureImage depends on the FBO texture target being
// TEXTURE_2D. This isn't the case on some older X1600-era Radeons.
if (mOGLLayer->OGLManager()->FBOTextureTarget() == LOCAL_GL_TEXTURE_2D) {
nsIntRect overlap;
overlap.IntersectRect(mBufferRect, destBufferRect);
nsIntRect srcRect(overlap), dstRect(overlap);
srcRect.MoveBy(- mBufferRect.TopLeft() + mBufferRotation);
dstRect.MoveBy(- destBufferRect.TopLeft());
if (mBufferRotation != nsIntPoint(0, 0)) {
// If mBuffer is rotated, then BlitTextureImage will only be copying the bottom-right section
// of the buffer. We need to invalidate the remaining sections so that they get redrawn too.
// Alternatively we could teach BlitTextureImage to rearrange the rotated segments onto
// the new buffer.
// When the rotated buffer is reorganised, the bottom-right section will be drawn in the top left.
// Find the point where this content ends.
nsIntPoint rotationPoint(mBufferRect.x + mBufferRect.width - mBufferRotation.x,
mBufferRect.y + mBufferRect.height - mBufferRotation.y);
// The buffer looks like:
// ______
// |1 |2 | Where the center point is offset by mBufferRotation from the top-left corner.
// |___|__|
// |3 |4 |
// |___|__|
//
// This is drawn to the screen as:
// ______
// |4 |3 | Where the center point is { width - mBufferRotation.x, height - mBufferRotation.y } from
// |___|__| from the top left corner - rotationPoint. Since only quadrant 4 will actually be copied,
// |2 |1 | we need to invalidate the others.
// |___|__|
//
// Quadrants 2 and 1
nsIntRect bottom(mBufferRect.x, rotationPoint.y, mBufferRect.width, mBufferRotation.y);
// Quadrant 3
nsIntRect topright(rotationPoint.x, mBufferRect.y, mBufferRotation.x, rotationPoint.y - mBufferRect.y);
if (!bottom.IsEmpty()) {
nsIntRegion temp;
temp.And(destBufferRect, bottom);
result.mRegionToDraw.Or(result.mRegionToDraw, temp);
}
if (!topright.IsEmpty()) {
nsIntRegion temp;
temp.And(destBufferRect, topright);
result.mRegionToDraw.Or(result.mRegionToDraw, temp);
}
}
destBuffer->Resize(destBufferRect.Size());
gl()->BlitTextureImage(mTexImage, srcRect,
destBuffer, dstRect);
destBuffer->MarkValid();
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
destBufferOnWhite->Resize(destBufferRect.Size());
gl()->BlitTextureImage(mTexImageOnWhite, srcRect,
destBufferOnWhite, dstRect);
destBufferOnWhite->MarkValid();
}
} else {
// can't blit, just draw everything
destBuffer = CreateClampOrRepeatTextureImage(gl(), destBufferRect.Size(), contentType, bufferFlags);
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
destBufferOnWhite =
CreateClampOrRepeatTextureImage(gl(), destBufferRect.Size(), contentType, bufferFlags);
}
}
}
mTexImage = destBuffer.forget();
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
mTexImageOnWhite = destBufferOnWhite.forget();
}
mBufferRect = destBufferRect;
mBufferRotation = nsIntPoint(0,0);
}
NS_ASSERTION(canHaveRotation || mBufferRotation == nsIntPoint(0,0),
"Rotation disabled, but we have nonzero rotation?");
nsIntRegion invalidate;
invalidate.Sub(mLayer->GetValidRegion(), destBufferRect);
result.mRegionToInvalidate.Or(result.mRegionToInvalidate, invalidate);
// Figure out which quadrant to draw in
PRInt32 xBoundary = mBufferRect.XMost() - mBufferRotation.x;
PRInt32 yBoundary = mBufferRect.YMost() - mBufferRotation.y;
XSide sideX = drawBounds.XMost() <= xBoundary ? RIGHT : LEFT;
YSide sideY = drawBounds.YMost() <= yBoundary ? BOTTOM : TOP;
nsIntRect quadrantRect = GetQuadrantRectangle(sideX, sideY);
NS_ASSERTION(quadrantRect.Contains(drawBounds), "Messed up quadrants");
nsIntPoint offset = -nsIntPoint(quadrantRect.x, quadrantRect.y);
// Make the region to draw relative to the buffer, before
// passing to BeginUpdate.
result.mRegionToDraw.MoveBy(offset);
// BeginUpdate is allowed to modify the given region,
// if it wants more to be repainted than we request.
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
nsIntRegion drawRegionCopy = result.mRegionToDraw;
gfxASurface *onBlack = mTexImage->BeginUpdate(drawRegionCopy);
gfxASurface *onWhite = mTexImageOnWhite->BeginUpdate(result.mRegionToDraw);
NS_ASSERTION(result.mRegionToDraw == drawRegionCopy,
"BeginUpdate should always modify the draw region in the same way!");
FillSurface(onBlack, result.mRegionToDraw, nsIntPoint(0,0), gfxRGBA(0.0, 0.0, 0.0, 1.0));
FillSurface(onWhite, result.mRegionToDraw, nsIntPoint(0,0), gfxRGBA(1.0, 1.0, 1.0, 1.0));
gfxASurface* surfaces[2] = { onBlack, onWhite };
nsRefPtr<gfxTeeSurface> surf = new gfxTeeSurface(surfaces, ArrayLength(surfaces));
// XXX If the device offset is set on the individual surfaces instead of on
// the tee surface, we render in the wrong place. Why?
gfxPoint deviceOffset = onBlack->GetDeviceOffset();
onBlack->SetDeviceOffset(gfxPoint(0, 0));
onWhite->SetDeviceOffset(gfxPoint(0, 0));
surf->SetDeviceOffset(deviceOffset);
// Using this surface as a source will likely go horribly wrong, since
// only the onBlack surface will really be used, so alpha information will
// be incorrect.
surf->SetAllowUseAsSource(false);
result.mContext = new gfxContext(surf);
} else {
result.mContext = new gfxContext(mTexImage->BeginUpdate(result.mRegionToDraw));
if (mTexImage->GetContentType() == gfxASurface::CONTENT_COLOR_ALPHA) {
gfxUtils::ClipToRegion(result.mContext, result.mRegionToDraw);
result.mContext->SetOperator(gfxContext::OPERATOR_CLEAR);
result.mContext->Paint();
result.mContext->SetOperator(gfxContext::OPERATOR_OVER);
}
}
if (!result.mContext) {
NS_WARNING("unable to get context for update");
return result;
}
result.mContext->Translate(-gfxPoint(quadrantRect.x, quadrantRect.y));
// Move rgnToPaint back into position so that the thebes callback
// gets the right coordintes.
result.mRegionToDraw.MoveBy(-offset);
// If we do partial updates, we have to clip drawing to the regionToDraw.
// If we don't clip, background images will be fillrect'd to the region correctly,
// while text or lines will paint outside of the regionToDraw. This becomes apparent
// with concave regions. Right now the scrollbars invalidate a narrow strip of the awesomebar
// although they never cover it. This leads to two draw rects, the narow strip and the actually
// newly exposed area. It would be wise to fix this glitch in any way to have simpler
// clip and draw regions.
gfxUtils::ClipToRegion(result.mContext, result.mRegionToDraw);
return result;
}
ThebesLayerOGL::ThebesLayerOGL(LayerManagerOGL *aManager)
: ThebesLayer(aManager, nsnull)
, LayerOGL(aManager)
, mBuffer(nsnull)
{
mImplData = static_cast<LayerOGL*>(this);
}
ThebesLayerOGL::~ThebesLayerOGL()
{
Destroy();
}
void
ThebesLayerOGL::Destroy()
{
if (!mDestroyed) {
mBuffer = nsnull;
mDestroyed = true;
}
}
bool
ThebesLayerOGL::CreateSurface()
{
NS_ASSERTION(!mBuffer, "buffer already created?");
if (mVisibleRegion.IsEmpty()) {
return false;
}
if (gl()->TextureImageSupportsGetBackingSurface()) {
// use the ThebesLayerBuffer fast-path
mBuffer = new SurfaceBufferOGL(this);
} else {
mBuffer = new BasicBufferOGL(this);
}
return true;
}
void
ThebesLayerOGL::SetVisibleRegion(const nsIntRegion &aRegion)
{
if (aRegion.IsEqual(mVisibleRegion))
return;
ThebesLayer::SetVisibleRegion(aRegion);
}
void
ThebesLayerOGL::InvalidateRegion(const nsIntRegion &aRegion)
{
mValidRegion.Sub(mValidRegion, aRegion);
}
void
ThebesLayerOGL::RenderLayer(int aPreviousFrameBuffer,
const nsIntPoint& aOffset)
{
if (!mBuffer && !CreateSurface()) {
return;
}
NS_ABORT_IF_FALSE(mBuffer, "should have a buffer here");
mOGLManager->MakeCurrent();
gl()->fActiveTexture(LOCAL_GL_TEXTURE0);
TextureImage::ContentType contentType =
CanUseOpaqueSurface() ? gfxASurface::CONTENT_COLOR :
gfxASurface::CONTENT_COLOR_ALPHA;
PRUint32 flags = 0;
#ifndef MOZ_GFX_OPTIMIZE_MOBILE
gfxMatrix transform2d;
if (GetEffectiveTransform().Is2D(&transform2d)) {
if (transform2d.HasNonIntegerTranslation()) {
flags |= ThebesLayerBufferOGL::PAINT_WILL_RESAMPLE;
}
} else {
flags |= ThebesLayerBufferOGL::PAINT_WILL_RESAMPLE;
}
#endif
Buffer::PaintState state = mBuffer->BeginPaint(contentType, flags);
mValidRegion.Sub(mValidRegion, state.mRegionToInvalidate);
if (state.mContext) {
state.mRegionToInvalidate.And(state.mRegionToInvalidate, mVisibleRegion);
LayerManager::DrawThebesLayerCallback callback =
mOGLManager->GetThebesLayerCallback();
if (!callback) {
NS_ERROR("GL should never need to update ThebesLayers in an empty transaction");
} else {
void* callbackData = mOGLManager->GetThebesLayerCallbackData();
SetAntialiasingFlags(this, state.mContext);
callback(this, state.mContext, state.mRegionToDraw,
state.mRegionToInvalidate, callbackData);
// Everything that's visible has been validated. Do this instead of just
// OR-ing with aRegionToDraw, since that can lead to a very complex region
// here (OR doesn't automatically simplify to the simplest possible
// representation of a region.)
nsIntRegion tmp;
tmp.Or(mVisibleRegion, state.mRegionToDraw);
mValidRegion.Or(mValidRegion, tmp);
}
}
// Drawing thebes layers can change the current context, reset it.
gl()->MakeCurrent();
gl()->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, aPreviousFrameBuffer);
mBuffer->RenderTo(aOffset, mOGLManager, flags);
}
Layer*
ThebesLayerOGL::GetLayer()
{
return this;
}
bool
ThebesLayerOGL::IsEmpty()
{
return !mBuffer;
}
void
ThebesLayerOGL::CleanupResources()
{
mBuffer = nsnull;
}
class ShadowBufferOGL : public ThebesLayerBufferOGL
{
public:
ShadowBufferOGL(ShadowThebesLayerOGL* aLayer)
: ThebesLayerBufferOGL(aLayer, aLayer)
{
mInitialised = false;
}
virtual PaintState BeginPaint(ContentType aContentType, PRUint32) {
NS_RUNTIMEABORT("can't BeginPaint for a shadow layer");
return PaintState();
}
void EnsureTexture(gfxIntSize aSize, ContentType aContentType);
void DirectUpdate(gfxASurface* aUpdate, nsIntRegion& aRegion);
void Upload(gfxASurface* aUpdate, const nsIntRegion& aUpdated,
const nsIntRect& aRect, const nsIntPoint& aRotation,
bool aDelayUpload, nsIntRegion& aPendingUploadRegion);
nsRefPtr<TextureImage> GetTextureImage() { return mTexImage; }
protected:
virtual nsIntPoint GetOriginOffset() {
return mBufferRect.TopLeft() - mBufferRotation;
}
private:
nsIntRect mBufferRect;
nsIntPoint mBufferRotation;
};
void
ShadowBufferOGL::EnsureTexture(gfxIntSize aSize, ContentType aContentType)
{
if (!mTexImage ||
GetSize() != nsIntSize(aSize.width, aSize.height) ||
mTexImage->GetContentType() != aContentType) {
// XXX we should do something here to decide whether to use REPEAT or not,
// but I'm not sure what
mTexImage = CreateClampOrRepeatTextureImage(gl(),
nsIntSize(aSize.width, aSize.height), aContentType, ALLOW_REPEAT);
mInitialised = false;
}
}
void
ShadowBufferOGL::DirectUpdate(gfxASurface* aUpdate, nsIntRegion& aRegion)
{
EnsureTexture(aUpdate->GetSize(), aUpdate->GetContentType());
mInitialised = true;
mTexImage->DirectUpdate(aUpdate, aRegion);
}
void
ShadowBufferOGL::Upload(gfxASurface* aUpdate, const nsIntRegion& aUpdated,
const nsIntRect& aRect, const nsIntPoint& aRotation,
bool aDelayUpload, nsIntRegion& aPendingUploadRegion)
{
// aUpdated is in screen coordinates. Move it so that the layer's
// top-left is 0,0
nsIntRegion destRegion(aUpdated);
nsIntPoint visTopLeft = mLayer->GetVisibleRegion().GetBounds().TopLeft();
destRegion.MoveBy(-visTopLeft);
// Correct for rotation
destRegion.MoveBy(aRotation);
gfxIntSize size = aUpdate->GetSize();
nsIntRect destBounds = destRegion.GetBounds();
destRegion.MoveBy((destBounds.x >= size.width) ? -size.width : 0,
(destBounds.y >= size.height) ? -size.height : 0);
// There's code to make sure that updated regions don't cross rotation
// boundaries, so assert here that this is the case
NS_ASSERTION(((destBounds.x % size.width) + destBounds.width <= size.width) &&
((destBounds.y % size.height) + destBounds.height <= size.height),
"Updated region lies across rotation boundaries!");
if (aDelayUpload) {
// Record the region that needs to be updated, and clip it to the size of
// the texture.
aPendingUploadRegion.Or(aPendingUploadRegion, destRegion).
And(aPendingUploadRegion, nsIntRect(0, 0, size.width, size.height));
} else {
// NB: this gfxContext must not escape EndUpdate() below
DirectUpdate(aUpdate, destRegion);
aPendingUploadRegion.Sub(aPendingUploadRegion, destRegion);
}
mBufferRect = aRect;
mBufferRotation = aRotation;
}
ShadowThebesLayerOGL::ShadowThebesLayerOGL(LayerManagerOGL *aManager)
: ShadowThebesLayer(aManager, nsnull)
, LayerOGL(aManager)
, mUploadTask(nsnull)
{
#ifdef FORCE_BASICTILEDTHEBESLAYER
NS_ABORT();
#endif
mImplData = static_cast<LayerOGL*>(this);
}
ShadowThebesLayerOGL::~ShadowThebesLayerOGL()
{}
bool
ShadowThebesLayerOGL::ShouldDoubleBuffer()
{
#ifdef ANDROID
/* Enable double-buffering on Android so that we don't block for as long
* when uploading textures. This is a work-around for the lack of an
* asynchronous texture upload facility.
*
* As the progressive upload relies on tile size, doing this when large
* tiles are in use is harder to justify.
*
* XXX When bug 730718 is fixed, we will likely want this only to apply for
* Adreno-equipped devices (which have broken sub-image texture updates,
* and no threaded texture upload capability).
*/
return gl()->WantsSmallTiles();
#else
return false;
#endif
}
void
ShadowThebesLayerOGL::EnsureTextureUpdated()
{
if (mRegionPendingUpload.IsEmpty() || !IsSurfaceDescriptorValid(mFrontBufferDescriptor))
return;
mBuffer->DirectUpdate(mFrontBuffer.Buffer(), mRegionPendingUpload);
mRegionPendingUpload.SetEmpty();
}
static bool
EnsureTextureUpdatedCallback(gl::TextureImage* aImage, int aTileNumber,
void *aData)
{
// If this tile intersects with the region we asked to update, it will be
// entirely updated - so add it to the update region so that our pending-
// upload region will be correctly updated after the iteration finishes.
nsIntRegion* updateRegion = (nsIntRegion*)aData;
nsIntRect tileRect = aImage->GetTileRect();
if (updateRegion->Intersects(tileRect))
updateRegion->Or(*updateRegion, tileRect);
return true;
}
void
ShadowThebesLayerOGL::EnsureTextureUpdated(nsIntRegion& aRegion)
{
if (mRegionPendingUpload.IsEmpty() || !IsSurfaceDescriptorValid(mFrontBufferDescriptor))
return;
// Do this in possibly 4 chunks, to account for rotation boundaries
nsIntRegion updateRegion;
nsIntRect bufferRect = mFrontBuffer.Rect();
for (int i = 0; i < 4; i++) {
switch(i) {
case 0:
// The given region is in unrotated texture space, so alter the
// update region to account for buffer rotation on first iteration.
aRegion.MoveBy(mFrontBuffer.Rotation());
break;
case 1:
case 3:
// On the 2nd and 4th iteration, move the region left, to make sure
// texture is updated on both sides of the x-axis rotation boundary.
aRegion.MoveBy(-bufferRect.width, 0);
break;
case 2:
// On the 3rd iteration, move the region up to make sure the texture
// is updated no both sides of the y-axis rotation boundary.
aRegion.MoveBy(bufferRect.width, -bufferRect.height);
}
// Check if any part of the texture that's pending upload intersects with
// this region.
updateRegion.And(aRegion, mRegionPendingUpload);
if (updateRegion.IsEmpty())
continue;
nsRefPtr<TextureImage> texImage;
if (!gl()->CanUploadSubTextures()) {
// When sub-textures are unsupported, TiledTextureImage expands the
// boundaries of DirectUpdate to tile boundaries. So that we don't
// re-upload texture data, use the tile iteration to monitor how much
// of the texture was actually uploaded.
gfxASurface* surface = mFrontBuffer.Buffer();
gfxIntSize size = surface->GetSize();
mBuffer->EnsureTexture(size, surface->GetContentType());
texImage = mBuffer->GetTextureImage().get();
if (texImage->GetTileCount() > 1)
texImage->SetIterationCallback(EnsureTextureUpdatedCallback, (void *)&updateRegion);
else
updateRegion = nsIntRect(0, 0, size.width, size.height);
}
// Upload this quadrant of the region.
mBuffer->DirectUpdate(mFrontBuffer.Buffer(), updateRegion);
if (!gl()->CanUploadSubTextures())
texImage->SetIterationCallback(nsnull, nsnull);
// Remove the updated region from the pending-upload region.
mRegionPendingUpload.Sub(mRegionPendingUpload, updateRegion);
}
}
static bool
ProgressiveUploadCallback(gl::TextureImage* aImage, int aTileNumber,
void *aData)
{
nsIntRegion* regionPendingUpload = (nsIntRegion*)aData;
// Continue iteration if nothing was uploaded
nsIntRect tileRect = aImage->GetTileRect();
if (!regionPendingUpload->Intersects(tileRect))
return true;
regionPendingUpload->Sub(*regionPendingUpload, tileRect);
// XXX If there was a function on MessageLoop to see if there were pending
// tasks, we could return true here depending on that. As it is, always return
// false and schedule another upload immediately after this one.
return false;
}
void
ShadowThebesLayerOGL::ProgressiveUpload()
{
// Mark the task as completed
mUploadTask = nsnull;
if (mRegionPendingUpload.IsEmpty() || mBuffer == nsnull)
return;
// Set a tile iteration callback so we can cancel the upload after a tile
// has been uploaded and subtract it from mRegionPendingUpload
mBuffer->EnsureTexture(mFrontBuffer.Buffer()->GetSize(),
mFrontBuffer.Buffer()->GetContentType());
nsRefPtr<gl::TextureImage> tiledImage = mBuffer->GetTextureImage().get();
if (tiledImage->GetTileCount() > 1)
tiledImage->SetIterationCallback(ProgressiveUploadCallback, (void *)&mRegionPendingUpload);
else
mRegionPendingUpload.SetEmpty();
// Upload a tile
mBuffer->DirectUpdate(mFrontBuffer.Buffer(), mRegionPendingUpload);
// Remove the iteration callback
tiledImage->SetIterationCallback(nsnull, nsnull);
if (!mRegionPendingUpload.IsEmpty()) {
// Schedule another upload task
mUploadTask = NewRunnableMethod(this, &ShadowThebesLayerOGL::ProgressiveUpload);
// Post a delayed task to complete more of the upload - give a reasonable delay to allow
// for events to be processed.
MessageLoop::current()->PostDelayedTask(FROM_HERE, mUploadTask, 5);
}
}
void
ShadowThebesLayerOGL::Swap(const ThebesBuffer& aNewFront,
const nsIntRegion& aUpdatedRegion,
OptionalThebesBuffer* aNewBack,
nsIntRegion* aNewBackValidRegion,
OptionalThebesBuffer* aReadOnlyFront,
nsIntRegion* aFrontUpdatedRegion)
{
// The double-buffer path is copied and adapted from BasicLayers.cpp
if (ShouldDoubleBuffer()) {
nsRefPtr<gfxASurface> newFrontBuffer =
ShadowLayerForwarder::OpenDescriptor(aNewFront.buffer());
if (IsSurfaceDescriptorValid(mFrontBufferDescriptor)) {
nsRefPtr<gfxASurface> currentFront =
ShadowLayerForwarder::OpenDescriptor(mFrontBufferDescriptor);
if (currentFront->GetSize() != newFrontBuffer->GetSize()) {
// Current front buffer is obsolete
DestroyFrontBuffer();
}
}
// This code relies on Swap() arriving *after* attribute mutations.
if (IsSurfaceDescriptorValid(mFrontBufferDescriptor)) {
*aNewBack = ThebesBuffer();
aNewBack->get_ThebesBuffer().buffer() = mFrontBufferDescriptor;
} else {
*aNewBack = null_t();
}
// We have to invalidate the pixels painted into the new buffer.
// They might overlap with our old pixels.
aNewBackValidRegion->Sub(mOldValidRegion, aUpdatedRegion);
nsRefPtr<gfxASurface> unused;
nsIntRect backRect;
nsIntPoint backRotation;
mFrontBuffer.Swap(
newFrontBuffer, aNewFront.rect(), aNewFront.rotation(),
getter_AddRefs(unused), &backRect, &backRotation);
if (aNewBack->type() != OptionalThebesBuffer::Tnull_t) {
aNewBack->get_ThebesBuffer().rect() = backRect;
aNewBack->get_ThebesBuffer().rotation() = backRotation;
}
mFrontBufferDescriptor = aNewFront.buffer();
// Upload new front-buffer to texture
if (!mDestroyed) {
if (!mBuffer) {
mBuffer = new ShadowBufferOGL(this);
}
nsRefPtr<gfxASurface> surf = ShadowLayerForwarder::OpenDescriptor(mFrontBufferDescriptor);
mBuffer->Upload(surf, aUpdatedRegion, aNewFront.rect(), aNewFront.rotation(), true, mRegionPendingUpload);
// Schedule a task to progressively upload the texture
if (!mUploadTask) {
mUploadTask = NewRunnableMethod(this, &ShadowThebesLayerOGL::ProgressiveUpload);
MessageLoop::current()->PostDelayedTask(FROM_HERE, mUploadTask, 5);
}
}
*aReadOnlyFront = aNewFront;
*aFrontUpdatedRegion = aUpdatedRegion;
return;
}
// Single-buffer path
if (!mDestroyed) {
if (!mBuffer) {
mBuffer = new ShadowBufferOGL(this);
}
nsRefPtr<gfxASurface> surf = ShadowLayerForwarder::OpenDescriptor(aNewFront.buffer());
mBuffer->Upload(surf, aUpdatedRegion, aNewFront.rect(), aNewFront.rotation(), false, mRegionPendingUpload);
}
*aNewBack = aNewFront;
*aNewBackValidRegion = mValidRegion;
*aReadOnlyFront = null_t();
aFrontUpdatedRegion->SetEmpty();
}
void
ShadowThebesLayerOGL::DestroyFrontBuffer()
{
if (ShouldDoubleBuffer()) {
// Cancel the progressive upload task, if it's running
if (mUploadTask) {
mUploadTask->Cancel();
mUploadTask = nsnull;
}
mFrontBuffer.Clear();
mOldValidRegion.SetEmpty();
if (IsSurfaceDescriptorValid(mFrontBufferDescriptor)) {
mAllocator->DestroySharedSurface(&mFrontBufferDescriptor);
}
}
mBuffer = nsnull;
}
void
ShadowThebesLayerOGL::Disconnect()
{
Destroy();
}
void
ShadowThebesLayerOGL::Destroy()
{
if (!mDestroyed) {
mDestroyed = true;
DestroyFrontBuffer();
}
}
Layer*
ShadowThebesLayerOGL::GetLayer()
{
return this;
}
bool
ShadowThebesLayerOGL::IsEmpty()
{
return !mBuffer;
}
void
ShadowThebesLayerOGL::RenderLayer(int aPreviousFrameBuffer,
const nsIntPoint& aOffset)
{
if (!mBuffer) {
return;
}
NS_ABORT_IF_FALSE(mBuffer, "should have a buffer here");
mOGLManager->MakeCurrent();
if (ShouldDoubleBuffer()) {
// Find out what part of the screen this layer intersects with
gfxMatrix transform2d;
const gfx3DMatrix& transform = GetLayer()->GetEffectiveTransform();
if (transform.Is2D(&transform2d) && transform2d.PreservesAxisAlignedRectangles()) {
// Find out the layer rect in screen coordinates and store this in layerRect.
// Derived from ThebesLayerBufferOGL::RenderTo.
nsIntRect bufferRect = mFrontBuffer.Rect();
gfxRect layerRect = transform2d.Transform(gfxRect(bufferRect));
layerRect.MoveBy(gfxPoint(aOffset));
// Find how much of this rect will be visible taking into account the size
// of the widget being rendered to.
nsIntSize widgetSize = mOGLManager->GetWidgetSize();
gfxRect clippedLayerRect = layerRect.Intersect(gfxRect(0, 0, widgetSize.width, widgetSize.height));
// Now derive the area of the texture that will be visible to make sure
// it's updated.
gfxPoint scaleFactor = gfxPoint(bufferRect.width / (float)layerRect.width,
bufferRect.height / (float)layerRect.height);
float x1 = (clippedLayerRect.x - layerRect.x) * scaleFactor.x;
float y1 = (clippedLayerRect.y - layerRect.y) * scaleFactor.y;
float x2 = (clippedLayerRect.XMost() - layerRect.x) * scaleFactor.x;
float y2 = (clippedLayerRect.YMost() - layerRect.y) * scaleFactor.y;
// No need to clamp x2, y2, EnsureTextureUpdated will do that for us
nsIntRect updateRect = nsIntRect(NS_MAX(0.0f, x1), NS_MAX(0.0f, y1),
NS_MAX(0.0f, x2 - x1), NS_MAX(0.0f, y2 - y1));
nsIntRegion updateRegion = updateRect;
EnsureTextureUpdated(updateRegion);
} else {
// 3D or rotation transform, just give up and upload the whole thing.
// XXX It's not hard to find the intersecting rect given a 3D transform, but
// it's more expensive and, I expect, less likely to give benefit.
EnsureTextureUpdated();
}
}
gl()->fActiveTexture(LOCAL_GL_TEXTURE0);
gl()->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, aPreviousFrameBuffer);
mBuffer->RenderTo(aOffset, mOGLManager, 0);
}
void
ShadowThebesLayerOGL::CleanupResources()
{
DestroyFrontBuffer();
}
} /* layers */
} /* mozilla */