Bug 850566 - Part 2: Render gralloc buffer by using image size. r=roc

This commit is contained in:
Sotaro Ikeda 2013-03-28 09:59:48 -04:00
parent acdad56971
commit 4d258d24a3

View File

@ -996,6 +996,7 @@ ShadowImageLayerOGL::RenderLayer(int aPreviousFrameBuffer,
const SurfaceDescriptorGralloc& desc = img->get_SurfaceDescriptor().get_SurfaceDescriptorGralloc();
sp<GraphicBuffer> graphicBuffer = GrallocBufferActor::GetFrom(desc);
mSize = gfxIntSize(graphicBuffer->getWidth(), graphicBuffer->getHeight());
mPictureRect = nsIntRect(0, 0, desc.size().width, desc.size().height);
if (!mExternalBufferTexture.IsAllocated()) {
mExternalBufferTexture.Allocate(gl());
}
@ -1061,14 +1062,17 @@ ShadowImageLayerOGL::RenderLayer(int aPreviousFrameBuffer,
program->Activate();
program->SetLayerQuadRect(nsIntRect(0, 0,
mSize.width, mSize.height));
mPictureRect.width,
mPictureRect.height));
program->SetLayerTransform(GetEffectiveTransform());
program->SetLayerOpacity(GetEffectiveOpacity());
program->SetRenderOffset(aOffset);
program->SetTextureUnit(0);
program->LoadMask(GetMaskLayer());
mOGLManager->BindAndDrawQuad(program);
mOGLManager->BindAndDrawQuadWithTextureRect(program,
mPictureRect,
nsIntSize(mSize.width, mSize.height));
// Make sure that we release the underlying external image
gl()->fActiveTexture(LOCAL_GL_TEXTURE0);