/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ /* ***** BEGIN LICENSE BLOCK ***** * Version: MPL 1.1/GPL 2.0/LGPL 2.1 * * The contents of this file are subject to the Mozilla Public License Version * 1.1 (the "License"); you may not use this file except in compliance with * the License. You may obtain a copy of the License at * http://www.mozilla.org/MPL/ * * Software distributed under the License is distributed on an "AS IS" basis, * WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License * for the specific language governing rights and limitations under the * License. * * The Original Code is Mozilla Corporation code. * * The Initial Developer of the Original Code is Mozilla Foundation. * Portions created by the Initial Developer are Copyright (C) 2009 * the Initial Developer. All Rights Reserved. * * Contributor(s): * Robert O'Callahan * Vladimir Vukicevic * * Alternatively, the contents of this file may be used under the terms of * either the GNU General Public License Version 2 or later (the "GPL"), or * the GNU Lesser General Public License Version 2.1 or later (the "LGPL"), * in which case the provisions of the GPL or the LGPL are applicable instead * of those above. If you wish to allow use of your version of this file only * under the terms of either the GPL or the LGPL, and not to allow others to * use your version of this file under the terms of the MPL, indicate your * decision by deleting the provisions above and replace them with the notice * and other provisions required by the GPL or the LGPL. If you do not delete * the provisions above, a recipient may use your version of this file under * the terms of any one of the MPL, the GPL or the LGPL. * * ***** END LICENSE BLOCK ***** */ #include "ColorLayerOGL.h" namespace mozilla { namespace layers { static void RenderColorLayer(ColorLayer* aLayer, LayerManagerOGL *aManager, const nsIntPoint& aOffset) { aManager->MakeCurrent(); // XXX we might be able to improve performance by using glClear nsIntRect visibleRect = aLayer->GetEffectiveVisibleRegion().GetBounds(); /* Multiply color by the layer opacity, as the shader * ignores layer opacity and expects a final color to * write to the color buffer. This saves a needless * multiply in the fragment shader. */ float opacity = aLayer->GetOpacity(); gfxRGBA color(aLayer->GetColor()); color.r *= opacity; color.g *= opacity; color.b *= opacity; color.a *= opacity; SolidColorLayerProgram *program = aManager->GetColorLayerProgram(); program->Activate(); program->SetLayerQuadRect(visibleRect); program->SetLayerTransform(aLayer->GetEffectiveTransform()); program->SetRenderOffset(aOffset); program->SetRenderColor(color); aManager->BindAndDrawQuad(program); DEBUG_GL_ERROR_CHECK(aManager->gl()); } void ColorLayerOGL::RenderLayer(int, const nsIntPoint& aOffset) { return RenderColorLayer(this, mOGLManager, aOffset); } #ifdef MOZ_IPC void ShadowColorLayerOGL::RenderLayer(int, const nsIntPoint& aOffset) { return RenderColorLayer(this, mOGLManager, aOffset); } #endif // MOZ_IPC } /* layers */ } /* mozilla */