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Bug 598538 - Reset the viewport rect when we create a temporary VBO, which can be bigger than the viewport! r=vlad a=b
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@ -169,9 +169,8 @@ ContainerLayerOGL::RenderLayer(int aPreviousFrameBuffer,
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childOffset.x = visibleRect.x;
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childOffset.x = visibleRect.x;
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childOffset.y = visibleRect.y;
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childOffset.y = visibleRect.y;
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// Note that we don't set a new viewport here, even though we're
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gl()->PushViewportRect();
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// about to render to a new FBO -- see the comments in
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mOGLManager->SetupPipeline(visibleRect.width, visibleRect.height);
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// LayerManagerOGL::SetupPipeline.
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gl()->fScissor(0, 0, visibleRect.width, visibleRect.height);
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gl()->fScissor(0, 0, visibleRect.width, visibleRect.height);
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gl()->fClearColor(0.0, 0.0, 0.0, 0.0);
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gl()->fClearColor(0.0, 0.0, 0.0, 0.0);
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@ -214,6 +213,12 @@ ContainerLayerOGL::RenderLayer(int aPreviousFrameBuffer,
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if (needsFramebuffer) {
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if (needsFramebuffer) {
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// Unbind the current framebuffer and rebind the previous one.
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// Unbind the current framebuffer and rebind the previous one.
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// Restore the viewport
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gl()->PopViewportRect();
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nsIntRect viewport = gl()->ViewportRect();
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mOGLManager->SetupPipeline(viewport.width, viewport.height);
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gl()->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, aPreviousFrameBuffer);
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gl()->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, aPreviousFrameBuffer);
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gl()->fDeleteFramebuffers(1, &frameBuffer);
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gl()->fDeleteFramebuffers(1, &frameBuffer);
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@ -671,20 +671,7 @@ LayerManagerOGL::Render()
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void
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void
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LayerManagerOGL::SetupPipeline(int aWidth, int aHeight)
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LayerManagerOGL::SetupPipeline(int aWidth, int aHeight)
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{
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{
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// Set the viewport correctly. Note that his viewport is used
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// Set the viewport correctly.
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// throughout the GL layers rendering pipeline, even when we're
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// rendering to a FBO with different dimensions than the window.
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// This means that we can set the viewMatrix once on every program
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// (below). When we render to a FBO (as in ContainerLayerOGL), we
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// have to pass a correct child offset so that the coordinate system
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// is translated appropriately to start at the origin of the FBO
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// (or, put another way, so that the FBO looks to be at the right
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// spot in the parent).
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//
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// Note: this effectively means that we can't really draw to a FBO
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// that is bigger than the window dimensions. This is fine for now,
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// but might be a problem if we ever start doing GL drawing to
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// retained layer FBOs that happen to retain more than is visible.
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//
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//
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// When we're not double buffering, we use a FBO as our backbuffer.
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// When we're not double buffering, we use a FBO as our backbuffer.
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// We use a normal view transform in that case, meaning that our FBO
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// We use a normal view transform in that case, meaning that our FBO
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@ -314,12 +314,18 @@ public:
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}
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}
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#ifdef MOZ_LAYERS_HAVE_LOG
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#ifdef MOZ_LAYERS_HAVE_LOG
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virtual const char* Name() const { return "OGL"; }
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virtual const char* Name() const { return "OGL"; }
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#endif // MOZ_LAYERS_HAVE_LOG
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#endif // MOZ_LAYERS_HAVE_LOG
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const nsIntSize& GetWigetSize() {
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const nsIntSize& GetWigetSize() {
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return mWidgetSize;
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return mWidgetSize;
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}
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}
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/**
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* Setup the viewport and projection matrix for rendering
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* to a window of the given dimensions.
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*/
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void SetupPipeline(int aWidth, int aHeight);
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private:
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private:
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/** Widget associated with this layer manager */
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/** Widget associated with this layer manager */
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@ -382,15 +388,12 @@ private:
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* Render the current layer tree to the active target.
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* Render the current layer tree to the active target.
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*/
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*/
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void Render();
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void Render();
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/**
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* Setup the viewport and projection matrix for rendering
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* to a window of the given dimensions.
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*/
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void SetupPipeline(int aWidth, int aHeight);
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/**
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/**
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* Setup a backbuffer of the given dimensions.
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* Setup a backbuffer of the given dimensions.
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*/
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*/
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void SetupBackBuffer(int aWidth, int aHeight);
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void SetupBackBuffer(int aWidth, int aHeight);
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/**
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/**
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* Copies the content of our backbuffer to the set transaction target.
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* Copies the content of our backbuffer to the set transaction target.
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*/
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*/
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