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Bug 850566 - Part 2: Render gralloc buffer by using image size. r=roc
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@ -996,6 +996,7 @@ ShadowImageLayerOGL::RenderLayer(int aPreviousFrameBuffer,
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const SurfaceDescriptorGralloc& desc = img->get_SurfaceDescriptor().get_SurfaceDescriptorGralloc();
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sp<GraphicBuffer> graphicBuffer = GrallocBufferActor::GetFrom(desc);
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mSize = gfxIntSize(graphicBuffer->getWidth(), graphicBuffer->getHeight());
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mPictureRect = nsIntRect(0, 0, desc.size().width, desc.size().height);
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if (!mExternalBufferTexture.IsAllocated()) {
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mExternalBufferTexture.Allocate(gl());
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}
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@ -1061,14 +1062,17 @@ ShadowImageLayerOGL::RenderLayer(int aPreviousFrameBuffer,
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program->Activate();
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program->SetLayerQuadRect(nsIntRect(0, 0,
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mSize.width, mSize.height));
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mPictureRect.width,
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mPictureRect.height));
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program->SetLayerTransform(GetEffectiveTransform());
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program->SetLayerOpacity(GetEffectiveOpacity());
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program->SetRenderOffset(aOffset);
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program->SetTextureUnit(0);
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program->LoadMask(GetMaskLayer());
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mOGLManager->BindAndDrawQuad(program);
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mOGLManager->BindAndDrawQuadWithTextureRect(program,
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mPictureRect,
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nsIntSize(mSize.width, mSize.height));
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// Make sure that we release the underlying external image
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gl()->fActiveTexture(LOCAL_GL_TEXTURE0);
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