Bug 756601 - Use NS_roundf so that it compiles on windows. CLOSED TREE

This commit is contained in:
Matt Woodrow 2013-05-10 09:50:33 +12:00
parent 02621b8e5d
commit 9b421cc198

View File

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