mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
synced 2024-09-13 09:24:08 -07:00
532 lines
17 KiB
C++
532 lines
17 KiB
C++
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this file,
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* You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "OGLShaderProgram.h"
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#include <stdint.h> // for uint32_t
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#include "gfxMatrix.h" // for gfxMatrix
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#include "gfxPoint.h" // for gfxIntSize, gfxPoint, etc
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#include "gfxRect.h" // for gfxRect
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#include "mozilla/DebugOnly.h" // for DebugOnly
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#include "nsAString.h"
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#include "nsAutoPtr.h" // for nsRefPtr
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#include "nsString.h" // for nsAutoCString
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#include "prenv.h" // for PR_GetEnv
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#include "OGLShaders.h"
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#include "Layers.h"
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#include "GLContext.h"
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struct gfxRGBA;
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namespace mozilla {
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namespace layers {
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typedef ProgramProfileOGL::Argument Argument;
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// helper methods for GetProfileFor
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void
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AddCommonArgs(ProgramProfileOGL& aProfile)
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{
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aProfile.mUniforms.AppendElement(Argument("uLayerTransform"));
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aProfile.mUniforms.AppendElement(Argument("uLayerQuadTransform"));
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aProfile.mUniforms.AppendElement(Argument("uMatrixProj"));
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aProfile.mHasMatrixProj = true;
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aProfile.mUniforms.AppendElement(Argument("uRenderTargetOffset"));
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aProfile.mAttributes.AppendElement(Argument("aVertexCoord"));
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}
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void
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AddCommonTextureArgs(ProgramProfileOGL& aProfile)
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{
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aProfile.mUniforms.AppendElement(Argument("uLayerOpacity"));
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aProfile.mUniforms.AppendElement(Argument("uTexture"));
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aProfile.mUniforms.AppendElement(Argument("uTextureTransform"));
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aProfile.mAttributes.AppendElement(Argument("aTexCoord"));
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}
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/* static */ ProgramProfileOGL
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ProgramProfileOGL::GetProfileFor(ShaderProgramType aType,
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MaskType aMask)
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{
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NS_ASSERTION(ProgramExists(aType, aMask), "Invalid program type.");
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ProgramProfileOGL result;
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switch (aType) {
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case RGBALayerProgramType:
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if (aMask == Mask3d) {
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result.mVertexShaderString = sLayerMask3DVS;
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result.mFragmentShaderString = sRGBATextureLayerMask3DFS;
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} else if (aMask == Mask2d) {
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result.mVertexShaderString = sLayerMaskVS;
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result.mFragmentShaderString = sRGBATextureLayerMaskFS;
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} else {
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result.mVertexShaderString = sLayerVS;
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result.mFragmentShaderString = sRGBATextureLayerFS;
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}
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AddCommonArgs(result);
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AddCommonTextureArgs(result);
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result.mTextureCount = 1;
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break;
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case BGRALayerProgramType:
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if (aMask == Mask2d) {
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result.mVertexShaderString = sLayerMaskVS;
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result.mFragmentShaderString = sBGRATextureLayerMaskFS;
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} else {
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result.mVertexShaderString = sLayerVS;
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result.mFragmentShaderString = sBGRATextureLayerFS;
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}
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AddCommonArgs(result);
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AddCommonTextureArgs(result);
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result.mTextureCount = 1;
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break;
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case RGBXLayerProgramType:
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if (aMask == Mask2d) {
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result.mVertexShaderString = sLayerMaskVS;
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result.mFragmentShaderString = sRGBXTextureLayerMaskFS;
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} else {
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result.mVertexShaderString = sLayerVS;
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result.mFragmentShaderString = sRGBXTextureLayerFS;
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}
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AddCommonArgs(result);
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AddCommonTextureArgs(result);
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result.mTextureCount = 1;
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break;
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case BGRXLayerProgramType:
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if (aMask == Mask2d) {
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result.mVertexShaderString = sLayerMaskVS;
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result.mFragmentShaderString = sBGRXTextureLayerMaskFS;
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} else {
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result.mVertexShaderString = sLayerVS;
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result.mFragmentShaderString = sBGRXTextureLayerFS;
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}
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AddCommonArgs(result);
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AddCommonTextureArgs(result);
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result.mTextureCount = 1;
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break;
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case RGBARectLayerProgramType:
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if (aMask == Mask3d) {
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result.mVertexShaderString = sLayerMask3DVS;
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result.mFragmentShaderString = sRGBARectTextureLayerMask3DFS;
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} else if (aMask == Mask2d) {
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result.mVertexShaderString = sLayerMaskVS;
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result.mFragmentShaderString = sRGBARectTextureLayerMaskFS;
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} else {
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result.mVertexShaderString = sLayerVS;
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result.mFragmentShaderString = sRGBARectTextureLayerFS;
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}
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AddCommonArgs(result);
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AddCommonTextureArgs(result);
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result.mTextureCount = 1;
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break;
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case RGBXRectLayerProgramType:
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if (aMask == Mask3d) {
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result.mVertexShaderString = sLayerMask3DVS;
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result.mFragmentShaderString = sRGBXRectTextureLayerMask3DFS;
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} else if (aMask == Mask2d) {
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result.mVertexShaderString = sLayerMaskVS;
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result.mFragmentShaderString = sRGBXRectTextureLayerMaskFS;
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} else {
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result.mVertexShaderString = sLayerVS;
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result.mFragmentShaderString = sRGBXRectTextureLayerFS;
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}
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AddCommonArgs(result);
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AddCommonTextureArgs(result);
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result.mTextureCount = 1;
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break;
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case BGRARectLayerProgramType:
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MOZ_ASSERT(aMask == MaskNone, "BGRARectLayerProgramType can't handle masks.");
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result.mVertexShaderString = sLayerVS;
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result.mFragmentShaderString = sBGRARectTextureLayerFS;
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AddCommonArgs(result);
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AddCommonTextureArgs(result);
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result.mTextureCount = 1;
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break;
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case RGBAExternalLayerProgramType:
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if (aMask == Mask3d) {
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result.mVertexShaderString = sLayerMask3DVS;
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result.mFragmentShaderString = sRGBAExternalTextureLayerMask3DFS;
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} else if (aMask == Mask2d) {
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result.mVertexShaderString = sLayerMaskVS;
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result.mFragmentShaderString = sRGBAExternalTextureLayerMaskFS;
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} else {
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result.mVertexShaderString = sLayerVS;
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result.mFragmentShaderString = sRGBAExternalTextureLayerFS;
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}
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AddCommonArgs(result);
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AddCommonTextureArgs(result);
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result.mTextureCount = 1;
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break;
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case ColorLayerProgramType:
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if (aMask == Mask2d) {
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result.mVertexShaderString = sLayerMaskVS;
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result.mFragmentShaderString = sSolidColorLayerMaskFS;
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} else {
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result.mVertexShaderString = sLayerVS;
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result.mFragmentShaderString = sSolidColorLayerFS;
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}
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AddCommonArgs(result);
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result.mUniforms.AppendElement(Argument("uRenderColor"));
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break;
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case YCbCrLayerProgramType:
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if (aMask == Mask2d) {
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result.mVertexShaderString = sLayerMaskVS;
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result.mFragmentShaderString = sYCbCrTextureLayerMaskFS;
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} else {
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result.mVertexShaderString = sLayerVS;
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result.mFragmentShaderString = sYCbCrTextureLayerFS;
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}
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AddCommonArgs(result);
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result.mUniforms.AppendElement(Argument("uLayerOpacity"));
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result.mUniforms.AppendElement(Argument("uYTexture"));
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result.mUniforms.AppendElement(Argument("uCbTexture"));
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result.mUniforms.AppendElement(Argument("uCrTexture"));
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result.mUniforms.AppendElement(Argument("uTextureTransform"));
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result.mAttributes.AppendElement(Argument("aTexCoord"));
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result.mTextureCount = 3;
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break;
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case ComponentAlphaPass1ProgramType:
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if (aMask == Mask2d) {
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result.mVertexShaderString = sLayerMaskVS;
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result.mFragmentShaderString = sComponentPassMask1FS;
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} else {
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result.mVertexShaderString = sLayerVS;
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result.mFragmentShaderString = sComponentPass1FS;
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}
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AddCommonArgs(result);
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result.mUniforms.AppendElement(Argument("uLayerOpacity"));
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result.mUniforms.AppendElement(Argument("uBlackTexture"));
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result.mUniforms.AppendElement(Argument("uWhiteTexture"));
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result.mUniforms.AppendElement(Argument("uTextureTransform"));
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result.mAttributes.AppendElement(Argument("aTexCoord"));
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result.mTextureCount = 2;
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break;
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case ComponentAlphaPass1RGBProgramType:
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if (aMask == Mask2d) {
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result.mVertexShaderString = sLayerMaskVS;
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result.mFragmentShaderString = sComponentPassMask1RGBFS;
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} else {
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result.mVertexShaderString = sLayerVS;
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result.mFragmentShaderString = sComponentPass1RGBFS;
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}
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AddCommonArgs(result);
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result.mUniforms.AppendElement(Argument("uLayerOpacity"));
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result.mUniforms.AppendElement(Argument("uBlackTexture"));
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result.mUniforms.AppendElement(Argument("uWhiteTexture"));
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result.mUniforms.AppendElement(Argument("uTextureTransform"));
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result.mAttributes.AppendElement(Argument("aTexCoord"));
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result.mTextureCount = 2;
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break;
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case ComponentAlphaPass2ProgramType:
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if (aMask == Mask2d) {
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result.mVertexShaderString = sLayerMaskVS;
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result.mFragmentShaderString = sComponentPassMask2FS;
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} else {
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result.mVertexShaderString = sLayerVS;
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result.mFragmentShaderString = sComponentPass2FS;
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}
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AddCommonArgs(result);
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result.mUniforms.AppendElement(Argument("uLayerOpacity"));
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result.mUniforms.AppendElement(Argument("uBlackTexture"));
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result.mUniforms.AppendElement(Argument("uWhiteTexture"));
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result.mUniforms.AppendElement(Argument("uTextureTransform"));
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result.mAttributes.AppendElement(Argument("aTexCoord"));
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result.mTextureCount = 2;
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break;
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case ComponentAlphaPass2RGBProgramType:
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if (aMask == Mask2d) {
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result.mVertexShaderString = sLayerMaskVS;
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result.mFragmentShaderString = sComponentPassMask2RGBFS;
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} else {
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result.mVertexShaderString = sLayerVS;
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result.mFragmentShaderString = sComponentPass2RGBFS;
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}
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AddCommonArgs(result);
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result.mUniforms.AppendElement(Argument("uLayerOpacity"));
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result.mUniforms.AppendElement(Argument("uBlackTexture"));
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result.mUniforms.AppendElement(Argument("uWhiteTexture"));
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result.mUniforms.AppendElement(Argument("uTextureTransform"));
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result.mAttributes.AppendElement(Argument("aTexCoord"));
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result.mTextureCount = 2;
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break;
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case Copy2DProgramType:
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NS_ASSERTION(!aMask, "Program does not have masked variant.");
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result.mVertexShaderString = sCopyVS;
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result.mFragmentShaderString = sCopy2DFS;
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result.mUniforms.AppendElement(Argument("uTexture"));
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result.mUniforms.AppendElement(Argument("uTextureTransform"));
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result.mAttributes.AppendElement(Argument("aVertexCoord"));
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result.mAttributes.AppendElement(Argument("aTexCoord"));
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result.mTextureCount = 1;
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break;
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case Copy2DRectProgramType:
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NS_ASSERTION(!aMask, "Program does not have masked variant.");
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result.mVertexShaderString = sCopyVS;
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result.mFragmentShaderString = sCopy2DRectFS;
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result.mUniforms.AppendElement(Argument("uTexture"));
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result.mUniforms.AppendElement(Argument("uTextureTransform"));
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result.mAttributes.AppendElement(Argument("aVertexCoord"));
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result.mAttributes.AppendElement(Argument("aTexCoord"));
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result.mTextureCount = 1;
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break;
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default:
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NS_NOTREACHED("Unknown shader program type.");
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}
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if (aMask > MaskNone) {
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result.mUniforms.AppendElement(Argument("uMaskTexture"));
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result.mUniforms.AppendElement(Argument("uMaskQuadTransform"));
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result.mTextureCount += 1;
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}
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return result;
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}
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const char* const ShaderProgramOGL::VertexCoordAttrib = "aVertexCoord";
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const char* const ShaderProgramOGL::TexCoordAttrib = "aTexCoord";
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ShaderProgramOGL::ShaderProgramOGL(GLContext* aGL, const ProgramProfileOGL& aProfile)
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: mIsProjectionMatrixStale(false)
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, mGL(aGL)
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, mProgram(0)
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, mProfile(aProfile)
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, mProgramState(STATE_NEW)
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{}
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ShaderProgramOGL::~ShaderProgramOGL()
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{
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if (mProgram <= 0) {
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return;
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}
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nsRefPtr<GLContext> ctx = mGL->GetSharedContext();
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if (!ctx) {
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ctx = mGL;
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}
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ctx->MakeCurrent();
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ctx->fDeleteProgram(mProgram);
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}
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bool
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ShaderProgramOGL::Initialize()
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{
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NS_ASSERTION(mProgramState == STATE_NEW, "Shader program has already been initialised");
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if (!CreateProgram(mProfile.mVertexShaderString,
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mProfile.mFragmentShaderString)) {
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mProgramState = STATE_ERROR;
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return false;
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}
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mProgramState = STATE_OK;
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for (uint32_t i = 0; i < mProfile.mUniforms.Length(); ++i) {
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mProfile.mUniforms[i].mLocation =
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mGL->fGetUniformLocation(mProgram, mProfile.mUniforms[i].mName);
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NS_ASSERTION(mProfile.mUniforms[i].mLocation >= 0, "Bad uniform location.");
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}
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for (uint32_t i = 0; i < mProfile.mAttributes.Length(); ++i) {
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mProfile.mAttributes[i].mLocation =
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mGL->fGetAttribLocation(mProgram, mProfile.mAttributes[i].mName);
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NS_ASSERTION(mProfile.mAttributes[i].mLocation >= 0, "Bad attribute location.");
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}
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// this is a one-off that's present in the 2DRect versions of some shaders.
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mTexCoordMultiplierUniformLocation =
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mGL->fGetUniformLocation(mProgram, "uTexCoordMultiplier");
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return true;
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}
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GLint
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ShaderProgramOGL::CreateShader(GLenum aShaderType, const char *aShaderSource)
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{
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GLint success, len = 0;
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GLint sh = mGL->fCreateShader(aShaderType);
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mGL->fShaderSource(sh, 1, (const GLchar**)&aShaderSource, nullptr);
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mGL->fCompileShader(sh);
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mGL->fGetShaderiv(sh, LOCAL_GL_COMPILE_STATUS, &success);
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mGL->fGetShaderiv(sh, LOCAL_GL_INFO_LOG_LENGTH, (GLint*) &len);
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/* Even if compiling is successful, there may still be warnings. Print them
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* in a debug build. The > 10 is to catch silly compilers that might put
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* some whitespace in the log but otherwise leave it empty.
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*/
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if (!success
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#ifdef DEBUG
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|| (len > 10 && PR_GetEnv("MOZ_DEBUG_SHADERS"))
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#endif
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)
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{
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nsAutoCString log;
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log.SetCapacity(len);
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mGL->fGetShaderInfoLog(sh, len, (GLint*) &len, (char*) log.BeginWriting());
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log.SetLength(len);
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if (!success) {
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printf_stderr("=== SHADER COMPILATION FAILED ===\n");
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} else {
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printf_stderr("=== SHADER COMPILATION WARNINGS ===\n");
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}
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printf_stderr("=== Source:\n%s\n", aShaderSource);
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printf_stderr("=== Log:\n%s\n", log.get());
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printf_stderr("============\n");
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if (!success) {
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mGL->fDeleteShader(sh);
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return 0;
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}
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}
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return sh;
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}
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bool
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ShaderProgramOGL::CreateProgram(const char *aVertexShaderString,
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const char *aFragmentShaderString)
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{
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GLuint vertexShader = CreateShader(LOCAL_GL_VERTEX_SHADER, aVertexShaderString);
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GLuint fragmentShader = CreateShader(LOCAL_GL_FRAGMENT_SHADER, aFragmentShaderString);
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if (!vertexShader || !fragmentShader)
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return false;
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GLint result = mGL->fCreateProgram();
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mGL->fAttachShader(result, vertexShader);
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mGL->fAttachShader(result, fragmentShader);
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mGL->fLinkProgram(result);
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GLint success, len;
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mGL->fGetProgramiv(result, LOCAL_GL_LINK_STATUS, &success);
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mGL->fGetProgramiv(result, LOCAL_GL_INFO_LOG_LENGTH, (GLint*) &len);
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/* Even if linking is successful, there may still be warnings. Print them
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* in a debug build. The > 10 is to catch silly compilers that might put
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* some whitespace in the log but otherwise leave it empty.
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*/
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if (!success
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#ifdef DEBUG
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|| (len > 10 && PR_GetEnv("MOZ_DEBUG_SHADERS"))
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#endif
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)
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{
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nsAutoCString log;
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log.SetCapacity(len);
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mGL->fGetProgramInfoLog(result, len, (GLint*) &len, (char*) log.BeginWriting());
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log.SetLength(len);
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if (!success) {
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printf_stderr("=== PROGRAM LINKING FAILED ===\n");
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} else {
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printf_stderr("=== PROGRAM LINKING WARNINGS ===\n");
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}
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printf_stderr("=== Log:\n%s\n", log.get());
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printf_stderr("============\n");
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}
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// We can mark the shaders for deletion; they're attached to the program
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// and will remain attached.
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mGL->fDeleteShader(vertexShader);
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mGL->fDeleteShader(fragmentShader);
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if (!success) {
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mGL->fDeleteProgram(result);
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return false;
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}
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mProgram = result;
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return true;
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}
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void
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ShaderProgramOGL::Activate()
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{
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if (mProgramState == STATE_NEW) {
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if (!Initialize()) {
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NS_WARNING("Shader could not be initialised");
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return;
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}
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}
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NS_ASSERTION(HasInitialized(), "Attempting to activate a program that's not in use!");
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mGL->fUseProgram(mProgram);
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// check and set the projection matrix
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if (mIsProjectionMatrixStale) {
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SetProjectionMatrix(mProjectionMatrix);
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}
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}
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void
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ShaderProgramOGL::SetUniform(GLint aLocation, float aFloatValue)
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{
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ASSERT_THIS_PROGRAM;
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NS_ASSERTION(aLocation >= 0, "Invalid location");
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mGL->fUniform1f(aLocation, aFloatValue);
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}
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void
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ShaderProgramOGL::SetUniform(GLint aLocation, const gfxRGBA& aColor)
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{
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ASSERT_THIS_PROGRAM;
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NS_ASSERTION(aLocation >= 0, "Invalid location");
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mGL->fUniform4f(aLocation, float(aColor.r), float(aColor.g), float(aColor.b), float(aColor.a));
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}
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void
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ShaderProgramOGL::SetUniform(GLint aLocation, int aLength, float *aFloatValues)
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{
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ASSERT_THIS_PROGRAM;
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NS_ASSERTION(aLocation >= 0, "Invalid location");
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if (aLength == 1) {
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mGL->fUniform1fv(aLocation, 1, aFloatValues);
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} else if (aLength == 2) {
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mGL->fUniform2fv(aLocation, 1, aFloatValues);
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} else if (aLength == 3) {
|
|
mGL->fUniform3fv(aLocation, 1, aFloatValues);
|
|
} else if (aLength == 4) {
|
|
mGL->fUniform4fv(aLocation, 1, aFloatValues);
|
|
} else {
|
|
NS_NOTREACHED("Bogus aLength param");
|
|
}
|
|
}
|
|
|
|
void
|
|
ShaderProgramOGL::SetUniform(GLint aLocation, GLint aIntValue)
|
|
{
|
|
ASSERT_THIS_PROGRAM;
|
|
NS_ASSERTION(aLocation >= 0, "Invalid location");
|
|
|
|
mGL->fUniform1i(aLocation, aIntValue);
|
|
}
|
|
|
|
void
|
|
ShaderProgramOGL::SetMatrixUniform(GLint aLocation, const gfx3DMatrix& aMatrix)
|
|
{
|
|
SetMatrixUniform(aLocation, &aMatrix._11);
|
|
}
|
|
|
|
void
|
|
ShaderProgramOGL::SetMatrixUniform(GLint aLocation, const float *aFloatValues)
|
|
{
|
|
ASSERT_THIS_PROGRAM;
|
|
NS_ASSERTION(aLocation >= 0, "Invalid location");
|
|
|
|
mGL->fUniformMatrix4fv(aLocation, 1, false, aFloatValues);
|
|
}
|
|
|
|
void
|
|
ShaderProgramOGL::SetUniform(GLint aLocation, const gfx::Color& aColor) {
|
|
ASSERT_THIS_PROGRAM;
|
|
NS_ASSERTION(aLocation >= 0, "Invalid location");
|
|
|
|
mGL->fUniform4f(aLocation, float(aColor.r), float(aColor.g), float(aColor.b), float(aColor.a));
|
|
}
|
|
|
|
|
|
} /* layers */
|
|
} /* mozilla */
|