Bug 716439; using mask layers in OGL. r=BenWa

This commit is contained in:
Nicholas Cameron
2012-03-19 09:08:53 +13:00
parent 7d0c43e3f3
commit 02609626e6
4 changed files with 30 additions and 7 deletions

View File

@@ -275,7 +275,8 @@ ImageLayerOGL::RenderLayer(int,
gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, data->mTextures[0].GetTextureID());
gl()->ApplyFilterToBoundTexture(mFilter);
ShaderProgramOGL *program = mOGLManager->GetProgram(YCbCrLayerProgramType);
ShaderProgramOGL *program = mOGLManager->GetProgram(YCbCrLayerProgramType,
GetMaskLayer());
program->Activate();
program->SetLayerQuadRect(nsIntRect(0, 0,
@@ -285,6 +286,7 @@ ImageLayerOGL::RenderLayer(int,
program->SetLayerOpacity(GetEffectiveOpacity());
program->SetRenderOffset(aOffset);
program->SetYCbCrTextureUnits(0, 1, 2);
program->LoadMask(GetMaskLayer());
mOGLManager->BindAndDrawQuadWithTextureRect(program,
yuvImage->mData.GetPictureRect(),
@@ -342,7 +344,7 @@ ImageLayerOGL::RenderLayer(int,
#endif
ShaderProgramOGL *program =
mOGLManager->GetProgram(data->mLayerProgram);
mOGLManager->GetProgram(data->mLayerProgram, GetMaskLayer());
gl()->ApplyFilterToBoundTexture(mFilter);
@@ -355,6 +357,7 @@ ImageLayerOGL::RenderLayer(int,
program->SetLayerOpacity(GetEffectiveOpacity());
program->SetRenderOffset(aOffset);
program->SetTextureUnit(0);
program->LoadMask(GetMaskLayer());
nsIntRect rect = GetVisibleRegion().GetBounds();
@@ -430,7 +433,8 @@ ImageLayerOGL::RenderLayer(int,
gl()->fActiveTexture(LOCAL_GL_TEXTURE0);
gl()->fBindTexture(LOCAL_GL_TEXTURE_RECTANGLE_ARB, data->mTexture.GetTextureID());
ShaderProgramOGL *program = mOGLManager->GetProgram(gl::RGBARectLayerProgramType);
ShaderProgramOGL *program =
mOGLManager->GetProgram(gl::RGBARectLayerProgramType, GetMaskLayer());
program->Activate();
if (program->GetTexCoordMultiplierUniformLocation() != -1) {
@@ -447,6 +451,7 @@ ImageLayerOGL::RenderLayer(int,
program->SetLayerOpacity(GetEffectiveOpacity());
program->SetRenderOffset(aOffset);
program->SetTextureUnit(0);
program->LoadMask(GetMaskLayer());
mOGLManager->BindAndDrawQuad(program);
gl()->fBindTexture(LOCAL_GL_TEXTURE_RECTANGLE_ARB, 0);
@@ -800,6 +805,7 @@ ShadowImageLayerOGL::RenderLayer(int aPreviousFrameBuffer,
mOGLManager->MakeCurrent();
if (mTexImage) {
//TODO[nrc] shadow layer masking?
ShaderProgramOGL *colorProgram =
mOGLManager->GetProgram(mTexImage->GetShaderProgramType());
@@ -842,6 +848,7 @@ ShadowImageLayerOGL::RenderLayer(int aPreviousFrameBuffer,
gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, mYUVTexture[2].GetTextureID());
gl()->ApplyFilterToBoundTexture(mFilter);
//TODO[nrc] shadow layer masking?
ShaderProgramOGL *yuvProgram = mOGLManager->GetProgram(YCbCrLayerProgramType);
yuvProgram->Activate();