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Bug 756601 - Use NS_roundf so that it compiles on windows. CLOSED TREE
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@ -24,6 +24,8 @@
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#include "gfxCrashReporterUtils.h"
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#include "nsMathUtils.h"
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#include "GeckoProfiler.h"
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#include <algorithm>
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@ -546,10 +548,10 @@ CompositorOGL::BindAndDrawQuadWithTextureRect(ShaderProgramOGL *aProg,
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// We need to convert back to actual texels here to get proper behaviour with
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// our GL helper functions. Should fix this sometime.
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// I want to vomit.
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IntRect texCoordRect = IntRect(roundf(aTexCoordRect.x * aTexture->GetSize().width),
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roundf(aTexCoordRect.y * aTexture->GetSize().height),
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roundf(aTexCoordRect.width * aTexture->GetSize().width),
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roundf(aTexCoordRect.height * aTexture->GetSize().height));
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IntRect texCoordRect = IntRect(NS_roundf(aTexCoordRect.x * aTexture->GetSize().width),
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NS_roundf(aTexCoordRect.y * aTexture->GetSize().height),
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NS_roundf(aTexCoordRect.width * aTexture->GetSize().width),
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NS_roundf(aTexCoordRect.height * aTexture->GetSize().height));
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// This is fairly disgusting - if the texture should be flipped it will have a
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// negative height, in which case we un-invert the texture coords and pass the
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