Overload YCbCrImageDataSerializer.InitializeBufferInfo to take explicit plane
offsets. Make SharedPlanarYCbCrImage::SetDataNoCopy set the offsets based on the
Y, Cb and Cr plane pointers passed by the caller. r=nical
Overload YCbCrImageDataSerializer.InitializeBufferInfo to take explicit plane
offsets. Make SharedPlanarYCbCrImage::SetDataNoCopy set the offsets based on the
Y, Cb and Cr plane pointers passed by the caller.
Forgot an include in the ImageLayerD3D9.cpp file (though I am unable to
reproduce the issue on my own windows installation).
Also seems in my previous attempt to fix the build, I introduced a
breakage for Android. Hopefully this will fix things.
The purpose of this patch is to replace usages of gfxIntSize with
gfx::IntSize in BasicCompositor.
The new class YCbCrUtils has two methods ported from gfxUtils in thebes.
BasicCompositor now uses these methods instead of the ones in gfxUtils.
Also changed gfxIntSize to gfx::IntSize and gfxImageFormat to
gfx::SurfaceFormat.
FlingAnimation was, likely accidentally, creating copies of the axes it was
animating and operating on those, which lead to problems when displayports
were calculated based on the original copies which housed old values.
This adds a new eCSSUnit_SharedList type for nsCSSValue, which is a
reference counted object that contains an nsCSSValueList. We need this
so that nsStyleDisplay::mSpecifiedTransform can hold a strong reference
to a specified transform list value. When 'transform' is specified
using a variable reference, the resulting nsCSSValue does not stick
around in the Declaration object, so we wouldn't be guaranteed that
it lives long enough for nsStyleDisplay to keep referencing it.
Refactored the places where AutoBindTexture::Bind was used. Replaced with a
simplier class that just saves the texture id bound to a texture unit. The
texture is bound directly instead of via the helper.
I didn't eliminate all occurences of AutoBindTexture because I a few places it
was cleaner than using AutoSaveTexture + TextureSourceOGL->BindTexture.
I extracted the cut'n'paste code that bound the mask texture to program into
BindMaskTextureForProgram. I dislike cut'n'paste code in multiple spots.
Extracted methods CreateEGLImageForNativeBuffer and DestroyEGLImage from
GLContext and moved to EGLImageHelpers.[h|cpp]. Renamed to
EGLImageCreateFromNativeBuffer and EGLImageDestroy.