gecko/gfx/layers/opengl/ColorLayerOGL.cpp

66 lines
1.8 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "ColorLayerOGL.h"
namespace mozilla {
namespace layers {
static void
RenderColorLayer(ColorLayer* aLayer, LayerManagerOGL *aManager,
const nsIntPoint& aOffset)
{
if (aManager->CompositingDisabled()) {
return;
}
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.
*/
gfxRGBA color(aLayer->GetColor());
float opacity = aLayer->GetEffectiveOpacity() * color.a;
color.r *= opacity;
color.g *= opacity;
color.b *= opacity;
color.a = opacity;
ShaderProgramOGL *program = aManager->GetProgram(gl::ColorLayerProgramType,
aLayer->GetMaskLayer());
program->Activate();
program->SetLayerQuadRect(visibleRect);
program->SetLayerTransform(aLayer->GetEffectiveTransform());
program->SetRenderOffset(aOffset);
program->SetRenderColor(color);
program->LoadMask(aLayer->GetMaskLayer());
aManager->BindAndDrawQuad(program);
}
void
ColorLayerOGL::RenderLayer(int,
const nsIntPoint& aOffset)
{
RenderColorLayer(this, mOGLManager, aOffset);
}
void
ShadowColorLayerOGL::RenderLayer(int,
const nsIntPoint& aOffset)
{
RenderColorLayer(this, mOGLManager, aOffset);
}
} /* layers */
} /* mozilla */