gecko/gfx/layers/opengl/ThebesLayerOGL.cpp

719 lines
22 KiB
C++

/* -*- 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 <bschouten@mozilla.org>
* Vladimir Vukicevic <vladimir@pobox.com>
*
* 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;
// |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(LayerProgram *aProg,
const nsIntRect& aTexCoordRect,
const nsIntSize& aTexSize,
GLContext* aGl)
{
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);
// NB: quadVertices and texCoords vertices must match
GLfloat quadVertices[] = {
0.0f, 0.0f, // bottom left
1.0f, 0.0f, // bottom right
0.0f, 1.0f, // top left
1.0f, 1.0f // top right
};
aGl->fVertexAttribPointer(vertAttribIndex, 2,
LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0,
quadVertices);
DEBUG_GL_ERROR_CHECK(aGl);
GLfloat xleft = GLfloat(aTexCoordRect.x) / GLfloat(aTexSize.width);
GLfloat ytop = GLfloat(aTexCoordRect.y) / GLfloat(aTexSize.height);
GLfloat w = GLfloat(aTexCoordRect.width) / GLfloat(aTexSize.width);
GLfloat h = GLfloat(aTexCoordRect.height) / GLfloat(aTexSize.height);
GLfloat texCoords[] = {
xleft, ytop,
w + xleft, ytop,
xleft, h + ytop,
w + xleft, h + ytop,
};
aGl->fVertexAttribPointer(texCoordAttribIndex, 2,
LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0,
texCoords);
DEBUG_GL_ERROR_CHECK(aGl);
{
aGl->fEnableVertexAttribArray(texCoordAttribIndex);
{
aGl->fEnableVertexAttribArray(vertAttribIndex);
aGl->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4);
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<TextureImage> mTexImage;
};
void
ThebesLayerBufferOGL::RenderTo(const nsIntPoint& aOffset,
LayerManagerOGL* aManager)
{
if (!mTexImage)
return;
// Note BGR: Cairo's image surfaces are always in what
// OpenGL and our shaders consider BGR format.
ColorTextureLayerProgram *program =
aManager->GetBasicLayerProgram(mLayer->CanUseOpaqueSurface(),
mTexImage->IsRGB());
gl()->fActiveTexture(LOCAL_GL_TEXTURE0);
if (!mTexImage->InUpdate() || !mTexImage->EndUpdate()) {
gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexImage->Texture());
}
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->GetOpacity());
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(program, scaledQuadRect, mTexImage->GetSize(), gl());
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<gfxASurface>
CreateBuffer(ContentType aType, const nsIntSize& aSize)
{
NS_ASSERTION(gfxASurface::CONTENT_ALPHA != aType,"ThebesBuffer has color");
mTexImage = gl()->CreateTextureImage(aSize, aType, LOCAL_GL_REPEAT);
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<TextureImage> 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 = gl()->CreateTextureImage(visibleBounds.Size(), aContentType,
LOCAL_GL_REPEAT);
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 = gl()->CreateTextureImage(visibleBounds.Size(), aContentType,
LOCAL_GL_REPEAT);
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 = gl()->CreateTextureImage(visibleBounds.Size(), aContentType,
LOCAL_GL_REPEAT);
}
}
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<LayerOGL*>(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 = gl()->CreateTextureImage(aSize, aType, LOCAL_GL_REPEAT);
}
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);
// NB: this gfxContext must not escape EndUpdate() below
nsRefPtr<gfxContext> dest = mTexImage->BeginUpdate(destRegion);
dest->SetOperator(gfxContext::OPERATOR_SOURCE);
dest->DrawSurface(aUpdate, aUpdate->GetSize());
mTexImage->EndUpdate();
mBufferRect = aRect;
mBufferRotation = aRotation;
}
ShadowThebesLayerOGL::ShadowThebesLayerOGL(LayerManagerOGL *aManager)
: ShadowThebesLayer(aManager, nsnull)
, LayerOGL(aManager)
{
mImplData = static_cast<LayerOGL*>(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<gfxASurface> 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)
{
if (!mDestroyed && mBuffer) {
nsRefPtr<gfxASurface> surf = ShadowLayerForwarder::OpenDescriptor(aNewFront.buffer());
mBuffer->Upload(surf, aUpdatedRegion, aNewFront.rect(), aNewFront.rotation());
}
*aNewBack = aNewFront;
*aNewBackValidRegion = mValidRegion;
*aNewXResolution = 1.0;
*aNewYResolution = 1.0;
}
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 */