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