/* -*- 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): * Bas Schouten * 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 ***** */ #ifdef MOZ_IPC # include "mozilla/layers/PLayers.h" # include "mozilla/layers/ShadowLayers.h" #endif #include "ThebesLayerBuffer.h" #include "ThebesLayerOGL.h" namespace mozilla { namespace layers { using gl::GLContext; using gl::TextureImage; // BindAndDrawQuadWithTextureRect can work with either GL_REPEAT (preferred) // or GL_CLAMP_TO_EDGE textures. We select based on whether REPEAT is // valid for non-power-of-two textures -- if we have NPOT support we use it, // otherwise we stick with CLAMP_TO_EDGE and decompose. static already_AddRefed CreateClampOrRepeatTextureImage(GLContext *aGl, const nsIntSize& aSize, TextureImage::ContentType aContentType) { GLenum wrapMode = LOCAL_GL_CLAMP_TO_EDGE; if (aGl->IsExtensionSupported(GLContext::ARB_texture_non_power_of_two) || aGl->IsExtensionSupported(GLContext::OES_texture_npot)) { wrapMode = LOCAL_GL_REPEAT; } return aGl->CreateTextureImage(aSize, aContentType, wrapMode); } // |aTexCoordRect| is the rectangle from the texture that we want to // draw using the given program. The program already has a necessary // offset and scale, so the geometry that needs to be drawn is a unit // square from 0,0 to 1,1. // // |aTexSize| is the actual size of the texture, as it can be larger // than the rectangle given by |aTexCoordRect|. static void BindAndDrawQuadWithTextureRect(GLContext* aGl, LayerProgram *aProg, const nsIntRect& aTexCoordRect, const nsIntSize& aTexSize, GLenum aWrapMode) { GLuint vertAttribIndex = aProg->AttribLocation(LayerProgram::VertexAttrib); GLuint texCoordAttribIndex = aProg->AttribLocation(LayerProgram::TexCoordAttrib); NS_ASSERTION(texCoordAttribIndex != GLuint(-1), "no texture coords?"); // clear any bound VBO so that glVertexAttribPointer() goes back to // "pointer mode" aGl->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0); // Given what we know about these textures and coordinates, we can // compute fmod(t, 1.0f) to get the same texture coordinate out. If // the texCoordRect dimension is < 0 or > width/height, then we have // wraparound that we need to deal with by drawing multiple quads, // because we can't rely on full non-power-of-two texture support // (which is required for the REPEAT wrap mode). GLContext::RectTriangles rects; if (aWrapMode == LOCAL_GL_REPEAT) { rects.addRect(/* dest rectangle */ 0.0f, 0.0f, 1.0f, 1.0f, /* tex coords */ aTexCoordRect.x / GLfloat(aTexSize.width), aTexCoordRect.y / GLfloat(aTexSize.height), aTexCoordRect.XMost() / GLfloat(aTexSize.width), aTexCoordRect.YMost() / GLfloat(aTexSize.height)); } else { GLContext::DecomposeIntoNoRepeatTriangles(aTexCoordRect, aTexSize, rects); } aGl->fVertexAttribPointer(vertAttribIndex, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, rects.vertexCoords); aGl->fVertexAttribPointer(texCoordAttribIndex, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, rects.texCoords); DEBUG_GL_ERROR_CHECK(aGl); { aGl->fEnableVertexAttribArray(texCoordAttribIndex); { aGl->fEnableVertexAttribArray(vertAttribIndex); aGl->fDrawArrays(LOCAL_GL_TRIANGLES, 0, rects.numRects * 6); DEBUG_GL_ERROR_CHECK(aGl); aGl->fDisableVertexAttribArray(vertAttribIndex); } aGl->fDisableVertexAttribArray(texCoordAttribIndex); } DEBUG_GL_ERROR_CHECK(aGl); } class ThebesLayerBufferOGL { NS_INLINE_DECL_REFCOUNTING(ThebesLayerBufferOGL) public: typedef TextureImage::ContentType ContentType; typedef ThebesLayerBuffer::PaintState PaintState; ThebesLayerBufferOGL(ThebesLayer* aLayer, LayerOGL* aOGLLayer) : mLayer(aLayer) , mOGLLayer(aOGLLayer) {} virtual ~ThebesLayerBufferOGL() {} virtual PaintState BeginPaint(ContentType aContentType) = 0; void RenderTo(const nsIntPoint& aOffset, LayerManagerOGL* aManager); nsIntSize GetSize() { if (mTexImage) return mTexImage->GetSize(); return nsIntSize(0, 0); } protected: virtual nsIntPoint GetOriginOffset() = 0; GLContext* gl() const { return mOGLLayer->gl(); } ThebesLayer* mLayer; LayerOGL* mOGLLayer; nsRefPtr mTexImage; }; void ThebesLayerBufferOGL::RenderTo(const nsIntPoint& aOffset, LayerManagerOGL* aManager) { if (!mTexImage) return; gl()->fActiveTexture(LOCAL_GL_TEXTURE0); if (!mTexImage->InUpdate() || !mTexImage->EndUpdate()) { gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexImage->Texture()); } // Note BGR: Cairo's image surfaces are always in what // OpenGL and our shaders consider BGR format. ColorTextureLayerProgram *program = aManager->GetColorTextureLayerProgram(mTexImage->GetShaderProgramType()); float xres = mLayer->GetXResolution(); float yres = mLayer->GetYResolution(); nsIntRegionRectIterator iter(mLayer->GetEffectiveVisibleRegion()); while (const nsIntRect *iterRect = iter.Next()) { nsIntRect quadRect = *iterRect; program->Activate(); program->SetLayerQuadRect(quadRect); program->SetLayerOpacity(mLayer->GetEffectiveOpacity()); program->SetLayerTransform(mLayer->GetEffectiveTransform()); program->SetRenderOffset(aOffset); program->SetTextureUnit(0); DEBUG_GL_ERROR_CHECK(gl()); quadRect.MoveBy(-GetOriginOffset()); // The buffer rect and rotation are resolution-neutral; with a // non-1.0 resolution, only the texture size is scaled by the // resolution. So map the quadrent rect into the space scaled to // the texture size and let GL do the rest. gfxRect sqr(quadRect.x, quadRect.y, quadRect.width, quadRect.height); sqr.Scale(xres, yres); sqr.RoundOut(); nsIntRect scaledQuadRect(sqr.pos.x, sqr.pos.y, sqr.size.width, sqr.size.height); BindAndDrawQuadWithTextureRect(gl(), program, scaledQuadRect, mTexImage->GetSize(), mTexImage->GetWrapMode()); DEBUG_GL_ERROR_CHECK(gl()); } } // This implementation is the fast-path for when our TextureImage is // permanently backed with a server-side ASurface. We can simply // reuse the ThebesLayerBuffer logic in its entirety and profit. class SurfaceBufferOGL : public ThebesLayerBufferOGL, private ThebesLayerBuffer { public: typedef ThebesLayerBufferOGL::ContentType ContentType; typedef ThebesLayerBufferOGL::PaintState PaintState; SurfaceBufferOGL(ThebesLayerOGL* aLayer) : ThebesLayerBufferOGL(aLayer, aLayer) , ThebesLayerBuffer(SizedToVisibleBounds) { } virtual ~SurfaceBufferOGL() {} // ThebesLayerBufferOGL interface virtual PaintState BeginPaint(ContentType aContentType) { // Let ThebesLayerBuffer do all the hard work for us! :D return ThebesLayerBuffer::BeginPaint(mLayer, aContentType, 1.0, 1.0); } // ThebesLayerBuffer interface virtual already_AddRefed CreateBuffer(ContentType aType, const nsIntSize& aSize) { NS_ASSERTION(gfxASurface::CONTENT_ALPHA != aType,"ThebesBuffer has color"); mTexImage = CreateClampOrRepeatTextureImage(gl(), aSize, aType); return mTexImage ? mTexImage->GetBackingSurface() : nsnull; } protected: virtual nsIntPoint GetOriginOffset() { return BufferRect().TopLeft() - BufferRotation(); } }; // This implementation is (currently) the slow-path for when we can't // implement pixel retaining using thebes. This implementation and // the above could be unified by abstracting buffer-copy operations // and implementing them here using GL hacketry. class BasicBufferOGL : public ThebesLayerBufferOGL { public: BasicBufferOGL(ThebesLayerOGL* aLayer) : ThebesLayerBufferOGL(aLayer, aLayer) , mBufferRect(0,0,0,0) , mBufferRotation(0,0) {} virtual ~BasicBufferOGL() {} virtual PaintState BeginPaint(ContentType aContentType); protected: enum XSide { LEFT, RIGHT }; enum YSide { TOP, BOTTOM }; nsIntRect GetQuadrantRectangle(XSide aXSide, YSide aYSide); virtual nsIntPoint GetOriginOffset() { return mBufferRect.TopLeft() - mBufferRotation; } private: nsIntRect mBufferRect; nsIntPoint mBufferRotation; }; static void WrapRotationAxis(PRInt32* aRotationPoint, PRInt32 aSize) { if (*aRotationPoint < 0) { *aRotationPoint += aSize; } else if (*aRotationPoint >= aSize) { *aRotationPoint -= aSize; } } nsIntRect BasicBufferOGL::GetQuadrantRectangle(XSide aXSide, YSide aYSide) { // quadrantTranslation is the amount we translate the top-left // of the quadrant by to get coordinates relative to the layer nsIntPoint quadrantTranslation = -mBufferRotation; quadrantTranslation.x += aXSide == LEFT ? mBufferRect.width : 0; quadrantTranslation.y += aYSide == TOP ? mBufferRect.height : 0; return mBufferRect + quadrantTranslation; } BasicBufferOGL::PaintState BasicBufferOGL::BeginPaint(ContentType aContentType) { PaintState result; result.mRegionToDraw.Sub(mLayer->GetVisibleRegion(), mLayer->GetValidRegion()); if (!mTexImage || mTexImage->GetContentType() != aContentType) { // We're effectively clearing the valid region, so we need to draw // the entire visible region now. // // XXX/cjones: a possibly worthwhile optimization to keep in mind // is to re-use buffers when the resolution and visible region // have changed in such a way that the buffer size stays the same. // It might make even more sense to allocate buffers from a // recyclable pool, so that we could keep this logic simple and // still get back the same buffer. result.mRegionToDraw = mLayer->GetVisibleRegion(); result.mRegionToInvalidate = mLayer->GetValidRegion(); mTexImage = nsnull; mBufferRect.SetRect(0, 0, 0, 0); mBufferRotation.MoveTo(0, 0); } if (result.mRegionToDraw.IsEmpty()) return result; nsIntRect drawBounds = result.mRegionToDraw.GetBounds(); nsIntRect visibleBounds = mLayer->GetVisibleRegion().GetBounds(); nsRefPtr destBuffer; nsIntRect destBufferRect; if (visibleBounds.Size() <= mBufferRect.Size()) { // The current buffer is big enough to hold the visible area. if (mBufferRect.Contains(visibleBounds)) { // We don't need to adjust mBufferRect. destBufferRect = mBufferRect; } else { // The buffer's big enough but doesn't contain everything that's // going to be visible. We'll move it. destBufferRect = nsIntRect(visibleBounds.TopLeft(), mBufferRect.Size()); } nsIntRect keepArea; if (keepArea.IntersectRect(destBufferRect, mBufferRect)) { // Set mBufferRotation so that the pixels currently in mBuffer // will still be rendered in the right place when mBufferRect // changes to destBufferRect. nsIntPoint newRotation = mBufferRotation + (destBufferRect.TopLeft() - mBufferRect.TopLeft()); WrapRotationAxis(&newRotation.x, mBufferRect.width); WrapRotationAxis(&newRotation.y, mBufferRect.height); NS_ASSERTION(nsIntRect(nsIntPoint(0,0), mBufferRect.Size()).Contains(newRotation), "newRotation out of bounds"); PRInt32 xBoundary = destBufferRect.XMost() - newRotation.x; PRInt32 yBoundary = destBufferRect.YMost() - newRotation.y; if ((drawBounds.x < xBoundary && xBoundary < drawBounds.XMost()) || (drawBounds.y < yBoundary && yBoundary < drawBounds.YMost())) { // The stuff we need to redraw will wrap around an edge of the // buffer, so we will need to do a self-copy // If mBufferRotation == nsIntPoint(0,0) we could do a real // self-copy but we're not going to do that in GL yet. // We can't do a real self-copy because the buffer is rotated. // So allocate a new buffer for the destination. destBufferRect = visibleBounds; destBuffer = CreateClampOrRepeatTextureImage(gl(), visibleBounds.Size(), aContentType); DEBUG_GL_ERROR_CHECK(gl()); if (!destBuffer) return result; } else { mBufferRect = destBufferRect; mBufferRotation = newRotation; } } else { // No pixels are going to be kept. The whole visible region // will be redrawn, so we don't need to copy anything, so we don't // set destBuffer. mBufferRect = destBufferRect; mBufferRotation = nsIntPoint(0,0); } } else { // The buffer's not big enough, so allocate a new one destBufferRect = visibleBounds; destBuffer = CreateClampOrRepeatTextureImage(gl(), visibleBounds.Size(), aContentType); DEBUG_GL_ERROR_CHECK(gl()); if (!destBuffer) return result; } if (!destBuffer && !mTexImage) { return result; } if (destBuffer) { if (mTexImage) { // BlitTextureImage depends on the FBO texture target being // TEXTURE_2D. This isn't the case on some older X1600-era Radeons. if (mOGLLayer->OGLManager()->FBOTextureTarget() == LOCAL_GL_TEXTURE_2D) { nsIntRect overlap; overlap.IntersectRect(mBufferRect, destBufferRect); nsIntRect srcRect(overlap), dstRect(overlap); srcRect.MoveBy(- mBufferRect.TopLeft() + mBufferRotation); dstRect.MoveBy(- destBufferRect.TopLeft()); destBuffer->Resize(destBufferRect.Size()); gl()->BlitTextureImage(mTexImage, srcRect, destBuffer, dstRect); } else { // can't blit, just draw everything destBufferRect = visibleBounds; destBuffer = CreateClampOrRepeatTextureImage(gl(), visibleBounds.Size(), aContentType); } } mTexImage = destBuffer.forget(); mBufferRect = destBufferRect; mBufferRotation = nsIntPoint(0,0); } nsIntRegion invalidate; invalidate.Sub(mLayer->GetValidRegion(), destBufferRect); result.mRegionToInvalidate.Or(result.mRegionToInvalidate, invalidate); // Figure out which quadrant to draw in PRInt32 xBoundary = mBufferRect.XMost() - mBufferRotation.x; PRInt32 yBoundary = mBufferRect.YMost() - mBufferRotation.y; XSide sideX = drawBounds.XMost() <= xBoundary ? RIGHT : LEFT; YSide sideY = drawBounds.YMost() <= yBoundary ? BOTTOM : TOP; nsIntRect quadrantRect = GetQuadrantRectangle(sideX, sideY); NS_ASSERTION(quadrantRect.Contains(drawBounds), "Messed up quadrants"); nsIntPoint offset = -nsIntPoint(quadrantRect.x, quadrantRect.y); // Make the region to draw relative to the buffer, before // passing to BeginUpdate. result.mRegionToDraw.MoveBy(offset); // BeginUpdate is allowed to modify the given region, // if it wants more to be repainted than we request. result.mContext = mTexImage->BeginUpdate(result.mRegionToDraw); result.mContext->Translate(-gfxPoint(quadrantRect.x, quadrantRect.y)); if (!result.mContext) { NS_WARNING("unable to get context for update"); return result; } // Move rgnToPaint back into position so that the thebes callback // gets the right coordintes. result.mRegionToDraw.MoveBy(-offset); return result; } ThebesLayerOGL::ThebesLayerOGL(LayerManagerOGL *aManager) : ThebesLayer(aManager, nsnull) , LayerOGL(aManager) , mBuffer(nsnull) { mImplData = static_cast(this); } ThebesLayerOGL::~ThebesLayerOGL() { Destroy(); } void ThebesLayerOGL::Destroy() { if (!mDestroyed) { mBuffer = nsnull; DEBUG_GL_ERROR_CHECK(gl()); mDestroyed = PR_TRUE; } } PRBool ThebesLayerOGL::CreateSurface() { NS_ASSERTION(!mBuffer, "buffer already created?"); if (mVisibleRegion.IsEmpty()) { return PR_FALSE; } if (gl()->TextureImageSupportsGetBackingSurface()) { // use the ThebesLayerBuffer fast-path mBuffer = new SurfaceBufferOGL(this); } else { mBuffer = new BasicBufferOGL(this); } return PR_TRUE; } void ThebesLayerOGL::SetVisibleRegion(const nsIntRegion &aRegion) { if (aRegion.IsEqual(mVisibleRegion)) return; ThebesLayer::SetVisibleRegion(aRegion); } void ThebesLayerOGL::InvalidateRegion(const nsIntRegion &aRegion) { mValidRegion.Sub(mValidRegion, aRegion); } void ThebesLayerOGL::RenderLayer(int aPreviousFrameBuffer, const nsIntPoint& aOffset) { if (!mBuffer && !CreateSurface()) { return; } NS_ABORT_IF_FALSE(mBuffer, "should have a buffer here"); mOGLManager->MakeCurrent(); gl()->fActiveTexture(LOCAL_GL_TEXTURE0); TextureImage::ContentType contentType = CanUseOpaqueSurface() ? gfxASurface::CONTENT_COLOR : gfxASurface::CONTENT_COLOR_ALPHA; Buffer::PaintState state = mBuffer->BeginPaint(contentType); mValidRegion.Sub(mValidRegion, state.mRegionToInvalidate); if (state.mContext) { state.mRegionToInvalidate.And(state.mRegionToInvalidate, mVisibleRegion); LayerManager::DrawThebesLayerCallback callback = mOGLManager->GetThebesLayerCallback(); void* callbackData = mOGLManager->GetThebesLayerCallbackData(); callback(this, state.mContext, state.mRegionToDraw, state.mRegionToInvalidate, callbackData); mValidRegion.Or(mValidRegion, state.mRegionToDraw); } DEBUG_GL_ERROR_CHECK(gl()); gl()->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, aPreviousFrameBuffer); mBuffer->RenderTo(aOffset, mOGLManager); DEBUG_GL_ERROR_CHECK(gl()); } Layer* ThebesLayerOGL::GetLayer() { return this; } PRBool ThebesLayerOGL::IsEmpty() { return !mBuffer; } #ifdef MOZ_IPC class ShadowBufferOGL : public ThebesLayerBufferOGL { public: ShadowBufferOGL(ShadowThebesLayerOGL* aLayer) : ThebesLayerBufferOGL(aLayer, aLayer) {} virtual PaintState BeginPaint(ContentType aContentType) { NS_RUNTIMEABORT("can't BeginPaint for a shadow layer"); return PaintState(); } void CreateTexture(ContentType aType, const nsIntSize& aSize) { NS_ASSERTION(gfxASurface::CONTENT_ALPHA != aType,"ThebesBuffer has color"); mTexImage = CreateClampOrRepeatTextureImage(gl(), aSize, aType); } void Upload(gfxASurface* aUpdate, const nsIntRegion& aUpdated, const nsIntRect& aRect, const nsIntPoint& aRotation); protected: virtual nsIntPoint GetOriginOffset() { return mBufferRect.TopLeft() - mBufferRotation; } private: nsIntRect mBufferRect; nsIntPoint mBufferRotation; }; void ShadowBufferOGL::Upload(gfxASurface* aUpdate, const nsIntRegion& aUpdated, const nsIntRect& aRect, const nsIntPoint& aRotation) { nsIntRegion destRegion(aUpdated); // aUpdated is in screen coordinates. Move it so that the layer's // top-left is 0,0 nsIntPoint visTopLeft = mLayer->GetVisibleRegion().GetBounds().TopLeft(); destRegion.MoveBy(-visTopLeft); // |aUpdated|, |aRect|, and |aRotation| are in thebes-layer space, // unadjusted for resolution. The texture is in device space, so // first we need to map the update params to device space. // // XXX this prematurely commits us to updating rects instead of // regions here. This will be a perf penalty on platforms that // support region updates. This is OK for now because the // TextureImage backends we care about need to update contiguous // rects anyway, and would do this conversion internally. To fix // this, we would need to scale the region instead of its bounds // here. nsIntRect destBounds = destRegion.GetBounds(); gfxRect destRect(destBounds.x, destBounds.y, destBounds.width, destBounds.height); destRect.Scale(mLayer->GetXResolution(), mLayer->GetYResolution()); destRect.RoundOut(); // NB: this gfxContext must not escape EndUpdate() below nsIntRegion scaledDestRegion(nsIntRect(destRect.pos.x, destRect.pos.y, destRect.size.width, destRect.size.height)); mTexImage->DirectUpdate(aUpdate, scaledDestRegion); mBufferRect = aRect; mBufferRotation = aRotation; } ShadowThebesLayerOGL::ShadowThebesLayerOGL(LayerManagerOGL *aManager) : ShadowThebesLayer(aManager, nsnull) , LayerOGL(aManager) { mImplData = static_cast(this); } ShadowThebesLayerOGL::~ShadowThebesLayerOGL() {} void ShadowThebesLayerOGL::SetFrontBuffer(const ThebesBuffer& aNewFront, const nsIntRegion& aValidRegion, float aXResolution, float aYResolution) { if (mDestroyed) { return; } if (!mBuffer) { mBuffer = new ShadowBufferOGL(this); } nsRefPtr surf = ShadowLayerForwarder::OpenDescriptor(aNewFront.buffer()); gfxIntSize size = surf->GetSize(); mBuffer->CreateTexture(surf->GetContentType(), nsIntSize(size.width, size.height)); mDeadweight = aNewFront.buffer(); } void ShadowThebesLayerOGL::Swap(const ThebesBuffer& aNewFront, const nsIntRegion& aUpdatedRegion, ThebesBuffer* aNewBack, nsIntRegion* aNewBackValidRegion, float* aNewXResolution, float* aNewYResolution, OptionalThebesBuffer* aReadOnlyFront, nsIntRegion* aFrontUpdatedRegion) { if (!mDestroyed && mBuffer) { nsRefPtr surf = ShadowLayerForwarder::OpenDescriptor(aNewFront.buffer()); mBuffer->Upload(surf, aUpdatedRegion, aNewFront.rect(), aNewFront.rotation()); } *aNewBack = aNewFront; *aNewBackValidRegion = mValidRegion; *aNewXResolution = mXResolution; *aNewYResolution = mYResolution; *aReadOnlyFront = null_t(); aFrontUpdatedRegion->SetEmpty(); } void ShadowThebesLayerOGL::DestroyFrontBuffer() { mBuffer = nsnull; if (SurfaceDescriptor::T__None != mDeadweight.type()) { mOGLManager->DestroySharedSurface(&mDeadweight, mAllocator); } } void ShadowThebesLayerOGL::Destroy() { if (!mDestroyed) { mDestroyed = PR_TRUE; mBuffer = nsnull; } } Layer* ShadowThebesLayerOGL::GetLayer() { return this; } PRBool ShadowThebesLayerOGL::IsEmpty() { return !mBuffer; } void ShadowThebesLayerOGL::RenderLayer(int aPreviousFrameBuffer, const nsIntPoint& aOffset) { if (!mBuffer) { return; } NS_ABORT_IF_FALSE(mBuffer, "should have a buffer here"); mOGLManager->MakeCurrent(); gl()->fActiveTexture(LOCAL_GL_TEXTURE0); DEBUG_GL_ERROR_CHECK(gl()); gl()->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, aPreviousFrameBuffer); mBuffer->RenderTo(aOffset, mOGLManager); DEBUG_GL_ERROR_CHECK(gl()); } #endif // MOZ_IPC } /* layers */ } /* mozilla */