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Bug 593618 - Because we always paint the whole texture we're drawing to, we need to validate and draw the _bounds_ of the visible region, not just the visible region's subrectangles. r=bas a=blocking2.0:beta6+
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@ -200,13 +200,19 @@ ThebesLayerD3D9::RenderLayer()
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mValidRegion.SetEmpty();
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}
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if (!mValidRegion.IsEqual(mVisibleRegion)) {
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if (!mValidRegion.IsEqual(mVisibleRegion.GetBounds())) {
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/* We use the bounds of the visible region because we draw the bounds of
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* this region when we draw this entire texture. We have to make sure that
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* the areas that aren't filled with content get their background drawn.
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* This is an issue for opaque surfaces, which otherwise won't get their
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* background painted.
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*/
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nsIntRegion region;
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region.Sub(mVisibleRegion, mValidRegion);
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region.Sub(mVisibleRegion.GetBounds(), mValidRegion);
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DrawRegion(region);
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mValidRegion = mVisibleRegion;
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mValidRegion = mVisibleRegion.GetBounds();
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}
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float quadTransform[4][4];
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