AHardwareBuffer requests to handle android fences. There are 2 type of fences, release fence and acquire fence. Some ideas were borrowed from b2g's FenceHandle implementation. The release fence is a fence that is used for waiting until usage/composite of AHardwareBuffer is ended. It needs to be delivered from host side to client side. It is delivered via ImageBridge, since some TextureClientd str recycled without recycle callback. The acquire fence is a fence that is used for waiting until rendering to its AHardwareBuffer is completed. It is delivered from client side to host side. Differential Revision: https://phabricator.services.mozilla.com/D87298
530 lines
18 KiB
C++
530 lines
18 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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/* 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
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef MOZILLA_GFX_COMPOSITOROGL_H
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#define MOZILLA_GFX_COMPOSITOROGL_H
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#include <map>
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#include <unordered_map>
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#include <unordered_set>
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#include "gfx2DGlue.h"
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#include "GLContextTypes.h" // for GLContext, etc
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#include "GLDefs.h" // for GLuint, LOCAL_GL_TEXTURE_2D, etc
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#include "OGLShaderConfig.h" // for ShaderConfigOGL
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#include "Units.h" // for ScreenPoint
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#include "mozilla/Assertions.h" // for MOZ_ASSERT, etc
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#include "mozilla/Attributes.h" // for override, final
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#include "mozilla/RefPtr.h" // for already_AddRefed, RefPtr
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#include "mozilla/gfx/2D.h" // for DrawTarget
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#include "mozilla/gfx/BaseSize.h" // for BaseSize
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#include "mozilla/gfx/MatrixFwd.h" // for Matrix4x4
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#include "mozilla/gfx/Point.h" // for IntSize, Point
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#include "mozilla/gfx/Rect.h" // for Rect, IntRect
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#include "mozilla/gfx/Triangle.h" // for Triangle
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#include "mozilla/gfx/Types.h" // for Float, SurfaceFormat, etc
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#include "mozilla/ipc/FileDescriptor.h"
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#include "mozilla/layers/Compositor.h" // for SurfaceInitMode, Compositor, etc
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#include "mozilla/layers/CompositorTypes.h" // for MaskType::MaskType::NumMaskTypes, etc
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#include "mozilla/layers/LayersTypes.h"
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#include "nsCOMPtr.h" // for already_AddRefed
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#include "nsDebug.h" // for NS_ASSERTION, NS_WARNING
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#include "nsISupportsImpl.h" // for MOZ_COUNT_CTOR, etc
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#include "nsTArray.h" // for AutoTArray, nsTArray, etc
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#include "nsThreadUtils.h" // for nsRunnable
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#include "nsXULAppAPI.h" // for XRE_GetProcessType
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#include "nscore.h" // for NS_IMETHOD
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class nsIWidget;
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namespace mozilla {
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namespace layers {
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class CompositingRenderTarget;
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class CompositingRenderTargetOGL;
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class DataTextureSource;
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class ShaderProgramOGL;
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class TextureSource;
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class TextureSourceOGL;
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class BufferTextureHost;
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struct Effect;
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struct EffectChain;
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class GLBlitTextureImageHelper;
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/**
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* Interface for pools of temporary gl textures for the compositor.
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* The textures are fully owned by the pool, so the latter is responsible
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* calling fDeleteTextures accordingly.
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* Users of GetTexture receive a texture that is only valid for the duration
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* of the current frame.
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* This is primarily intended for direct texturing APIs that need to attach
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* shared objects (such as an EGLImage) to a gl texture.
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*/
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class CompositorTexturePoolOGL {
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protected:
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virtual ~CompositorTexturePoolOGL() = default;
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public:
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NS_INLINE_DECL_REFCOUNTING(CompositorTexturePoolOGL)
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virtual void Clear() = 0;
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virtual GLuint GetTexture(GLenum aTarget, GLenum aEnum) = 0;
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virtual void EndFrame() = 0;
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};
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/**
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* Agressively reuses textures. One gl texture per texture unit in total.
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* So far this hasn't shown the best results on b2g.
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*/
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class PerUnitTexturePoolOGL : public CompositorTexturePoolOGL {
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public:
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explicit PerUnitTexturePoolOGL(gl::GLContext* aGL);
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virtual ~PerUnitTexturePoolOGL();
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void Clear() override { DestroyTextures(); }
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GLuint GetTexture(GLenum aTarget, GLenum aUnit) override;
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void EndFrame() override {}
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protected:
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void DestroyTextures();
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GLenum mTextureTarget;
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nsTArray<GLuint> mTextures;
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RefPtr<gl::GLContext> mGL;
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};
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// If you want to make this class not final, first remove calls to virtual
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// methods (Destroy) that are made in the destructor.
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class CompositorOGL final : public Compositor {
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typedef mozilla::gl::GLContext GLContext;
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friend class CompositingRenderTargetOGL;
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std::map<ShaderConfigOGL, ShaderProgramOGL*> mPrograms;
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public:
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CompositorOGL(CompositorBridgeParent* aParent,
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widget::CompositorWidget* aWidget, int aSurfaceWidth = -1,
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int aSurfaceHeight = -1, bool aUseExternalSurfaceSize = false);
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protected:
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virtual ~CompositorOGL();
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public:
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CompositorOGL* AsCompositorOGL() override { return this; }
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already_AddRefed<DataTextureSource> CreateDataTextureSource(
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TextureFlags aFlags = TextureFlags::NO_FLAGS) override;
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already_AddRefed<DataTextureSource> CreateDataTextureSourceAroundYCbCr(
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TextureHost* aTexture) override;
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already_AddRefed<DataTextureSource> CreateDataTextureSourceAround(
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gfx::DataSourceSurface* aSurface) override;
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bool Initialize(nsCString* const out_failureReason) override;
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void Destroy() override;
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TextureFactoryIdentifier GetTextureFactoryIdentifier() override {
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TextureFactoryIdentifier result = TextureFactoryIdentifier(
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LayersBackend::LAYERS_OPENGL, XRE_GetProcessType(), GetMaxTextureSize(),
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SupportsTextureDirectMapping(), false,
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mFBOTextureTarget == LOCAL_GL_TEXTURE_2D,
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SupportsPartialTextureUpdate());
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return result;
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}
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// Returns a render target for the native layer.
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// aInvalidRegion is in window coordinates, i.e. in the same space as
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// aNativeLayer->GetPosition().
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already_AddRefed<CompositingRenderTargetOGL> RenderTargetForNativeLayer(
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NativeLayer* aNativeLayer, const gfx::IntRegion& aInvalidRegion);
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already_AddRefed<CompositingRenderTarget> CreateRenderTarget(
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const gfx::IntRect& aRect, SurfaceInitMode aInit) override;
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already_AddRefed<CompositingRenderTarget> CreateRenderTargetFromSource(
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const gfx::IntRect& aRect, const CompositingRenderTarget* aSource,
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const gfx::IntPoint& aSourcePoint) override;
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void SetRenderTarget(CompositingRenderTarget* aSurface) override;
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already_AddRefed<CompositingRenderTarget> GetCurrentRenderTarget()
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const override;
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already_AddRefed<CompositingRenderTarget> GetWindowRenderTarget()
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const override;
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bool ReadbackRenderTarget(CompositingRenderTarget* aSource,
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AsyncReadbackBuffer* aDest) override;
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already_AddRefed<AsyncReadbackBuffer> CreateAsyncReadbackBuffer(
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const gfx::IntSize& aSize) override;
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bool BlitRenderTarget(CompositingRenderTarget* aSource,
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const gfx::IntSize& aSourceSize,
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const gfx::IntSize& aDestSize) override;
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void DrawQuad(const gfx::Rect& aRect, const gfx::IntRect& aClipRect,
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const EffectChain& aEffectChain, gfx::Float aOpacity,
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const gfx::Matrix4x4& aTransform,
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const gfx::Rect& aVisibleRect) override;
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void DrawTriangles(const nsTArray<gfx::TexturedTriangle>& aTriangles,
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const gfx::Rect& aRect, const gfx::IntRect& aClipRect,
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const EffectChain& aEffectChain, gfx::Float aOpacity,
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const gfx::Matrix4x4& aTransform,
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const gfx::Rect& aVisibleRect) override;
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bool SupportsLayerGeometry() const override;
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void NormalDrawingDone() override;
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void EndFrame() override;
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void WaitForGPU() override;
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RefPtr<SurfacePoolHandle> GetSurfacePoolHandle() override;
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bool SupportsPartialTextureUpdate() override;
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bool CanUseCanvasLayerForSize(const gfx::IntSize& aSize) override {
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if (!mGLContext) return false;
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int32_t maxSize = GetMaxTextureSize();
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return aSize <= gfx::IntSize(maxSize, maxSize);
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}
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int32_t GetMaxTextureSize() const override;
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/**
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* Set the size of the EGL surface we're rendering to, if we're rendering to
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* an EGL surface.
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*/
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void SetDestinationSurfaceSize(const gfx::IntSize& aSize) override;
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void MakeCurrent(MakeCurrentFlags aFlags = 0) override;
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#ifdef MOZ_DUMP_PAINTING
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const char* Name() const override { return "OGL"; }
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#endif // MOZ_DUMP_PAINTING
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LayersBackend GetBackendType() const override {
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return LayersBackend::LAYERS_OPENGL;
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}
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void Pause() override;
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bool Resume() override;
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GLContext* gl() const { return mGLContext; }
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GLContext* GetGLContext() const override { return mGLContext; }
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#ifdef XP_DARWIN
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void MaybeUnlockBeforeNextComposition(TextureHost* aTextureHost) override;
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void TryUnlockTextures() override;
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#endif
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/**
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* Clear the program state. This must be called
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* before operating on the GLContext directly. */
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void ResetProgram();
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gfx::SurfaceFormat GetFBOFormat() const {
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return gfx::SurfaceFormat::R8G8B8A8;
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}
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GLBlitTextureImageHelper* BlitTextureImageHelper();
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/**
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* The compositor provides with temporary textures for use with direct
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* textruing.
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*/
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GLuint GetTemporaryTexture(GLenum aTarget, GLenum aUnit);
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const gfx::IntSize GetDestinationSurfaceSize() const {
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return gfx::IntSize(mSurfaceSize.width, mSurfaceSize.height);
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}
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/**
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* Allow the origin of the surface to be offset so that content does not
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* start at (0, 0) on the surface.
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*/
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void SetSurfaceOrigin(const ScreenIntPoint& aOrigin) {
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mSurfaceOrigin = aOrigin;
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}
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// Register TextureSource which own device data that have to be deleted before
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// destroying this CompositorOGL.
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void RegisterTextureSource(TextureSource* aTextureSource);
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void UnregisterTextureSource(TextureSource* aTextureSource);
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ipc::FileDescriptor GetReleaseFence();
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private:
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template <typename Geometry>
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void DrawGeometry(const Geometry& aGeometry, const gfx::Rect& aRect,
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const gfx::IntRect& aClipRect,
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const EffectChain& aEffectChain, gfx::Float aOpacity,
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const gfx::Matrix4x4& aTransform,
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const gfx::Rect& aVisibleRect);
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void PrepareViewport(CompositingRenderTargetOGL* aRenderTarget);
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bool SupportsTextureDirectMapping();
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void InsertFrameDoneSync();
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bool NeedToRecreateFullWindowRenderTarget() const;
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/** Widget associated with this compositor */
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LayoutDeviceIntSize mWidgetSize;
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RefPtr<GLContext> mGLContext;
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RefPtr<SurfacePoolHandle> mSurfacePoolHandle;
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UniquePtr<GLBlitTextureImageHelper> mBlitTextureImageHelper;
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gfx::Matrix4x4 mProjMatrix;
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bool mCanRenderToDefaultFramebuffer = true;
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#ifdef XP_DARWIN
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nsTArray<RefPtr<BufferTextureHost>> mMaybeUnlockBeforeNextComposition;
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#endif
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/** The size of the surface we are rendering to */
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gfx::IntSize mSurfaceSize;
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/** The origin of the content on the surface */
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ScreenIntPoint mSurfaceOrigin;
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already_AddRefed<mozilla::gl::GLContext> CreateContext();
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/** Texture target to use for FBOs */
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GLenum mFBOTextureTarget;
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/** Currently bound render target */
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RefPtr<CompositingRenderTargetOGL> mCurrentRenderTarget;
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// The 1x1 dummy render target that's the "current" render target between
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// BeginFrameForNativeLayers and EndFrame but outside pairs of
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// Begin/EndRenderingToNativeLayer. Created on demand.
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RefPtr<CompositingRenderTarget> mNativeLayersReferenceRT;
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// The render target that profiler screenshots / frame recording read from.
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// This will be the actual window framebuffer when rendering to a window, and
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// it will be mFullWindowRenderTarget when rendering to native layers.
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RefPtr<CompositingRenderTargetOGL> mWindowRenderTarget;
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// Non-null when using native layers and frame recording is requested.
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// EndNormalDrawing() maintains a copy of the entire window contents in this
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// render target, by copying from the native layer render targets.
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RefPtr<CompositingRenderTargetOGL> mFullWindowRenderTarget;
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/**
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* VBO that has some basics in it for a textured quad, including vertex
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* coords and texcoords.
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*/
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GLuint mQuadVBO;
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/**
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* VBO that stores dynamic triangle geometry.
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*/
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GLuint mTriangleVBO;
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// Used to apply back-pressure in WaitForPreviousFrameDoneSync().
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GLsync mPreviousFrameDoneSync;
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GLsync mThisFrameDoneSync;
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bool mHasBGRA;
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/**
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* When rendering to some EGL surfaces (e.g. on Android), we rely on being
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* told about size changes (via SetSurfaceSize) rather than pulling this
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* information from the widget.
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*/
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bool mUseExternalSurfaceSize;
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/**
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* Have we had DrawQuad calls since the last frame was rendered?
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*/
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bool mFrameInProgress;
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// Only true between BeginFromeForNativeLayers and EndFrame, and only if the
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// full window render target needed to be recreated in the current frame.
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bool mShouldInvalidateWindow = false;
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/*
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* Clear aRect on current render target.
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*/
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void ClearRect(const gfx::Rect& aRect) override;
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/* Start a new frame.
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*/
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Maybe<gfx::IntRect> BeginFrameForWindow(
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const nsIntRegion& aInvalidRegion, const Maybe<gfx::IntRect>& aClipRect,
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const gfx::IntRect& aRenderBounds,
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const nsIntRegion& aOpaqueRegion) override;
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Maybe<gfx::IntRect> BeginFrameForTarget(
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const nsIntRegion& aInvalidRegion, const Maybe<gfx::IntRect>& aClipRect,
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const gfx::IntRect& aRenderBounds, const nsIntRegion& aOpaqueRegion,
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gfx::DrawTarget* aTarget, const gfx::IntRect& aTargetBounds) override;
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void BeginFrameForNativeLayers() override;
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Maybe<gfx::IntRect> BeginRenderingToNativeLayer(
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const nsIntRegion& aInvalidRegion, const Maybe<gfx::IntRect>& aClipRect,
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const nsIntRegion& aOpaqueRegion, NativeLayer* aNativeLayer) override;
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void EndRenderingToNativeLayer() override;
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Maybe<gfx::IntRect> BeginFrame(const nsIntRegion& aInvalidRegion,
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const Maybe<gfx::IntRect>& aClipRect,
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const gfx::IntRect& aRenderBounds,
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const nsIntRegion& aOpaqueRegion);
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ShaderConfigOGL GetShaderConfigFor(
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Effect* aEffect, TextureSourceOGL* aSourceMask = nullptr,
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gfx::CompositionOp aOp = gfx::CompositionOp::OP_OVER,
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bool aColorMatrix = false, bool aDEAAEnabled = false) const;
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ShaderProgramOGL* GetShaderProgramFor(const ShaderConfigOGL& aConfig);
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void ApplyPrimitiveConfig(ShaderConfigOGL& aConfig, const gfx::Rect&) {
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aConfig.SetDynamicGeometry(false);
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}
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void ApplyPrimitiveConfig(ShaderConfigOGL& aConfig,
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const nsTArray<gfx::TexturedTriangle>&) {
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aConfig.SetDynamicGeometry(true);
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}
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/**
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* Create a FBO backed by a texture.
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* Note that the texture target type will be
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* of the type returned by FBOTextureTarget; different
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* shaders are required to sample from the different
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* texture types.
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*/
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void CreateFBOWithTexture(const gfx::IntRect& aRect, bool aCopyFromSource,
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GLuint aSourceFrameBuffer, GLuint* aFBO,
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GLuint* aTexture,
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gfx::IntSize* aAllocSize = nullptr);
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GLuint CreateTexture(const gfx::IntRect& aRect, bool aCopyFromSource,
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GLuint aSourceFrameBuffer,
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gfx::IntSize* aAllocSize = nullptr);
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gfx::Point3D GetLineCoefficients(const gfx::Point& aPoint1,
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const gfx::Point& aPoint2);
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void ActivateProgram(ShaderProgramOGL* aProg);
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void CleanupResources();
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void BindAndDrawQuads(ShaderProgramOGL* aProg, int aQuads,
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const gfx::Rect* aLayerRect,
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const gfx::Rect* aTextureRect);
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void BindAndDrawQuad(ShaderProgramOGL* aProg, const gfx::Rect& aLayerRect,
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const gfx::Rect& aTextureRect = gfx::Rect(0.0f, 0.0f,
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1.0f, 1.0f)) {
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gfx::Rect layerRects[4];
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gfx::Rect textureRects[4];
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layerRects[0] = aLayerRect;
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textureRects[0] = aTextureRect;
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BindAndDrawQuads(aProg, 1, layerRects, textureRects);
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}
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void BindAndDrawGeometry(ShaderProgramOGL* aProgram, const gfx::Rect& aRect);
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void BindAndDrawGeometry(ShaderProgramOGL* aProgram,
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const nsTArray<gfx::TexturedTriangle>& aTriangles);
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void BindAndDrawGeometryWithTextureRect(ShaderProgramOGL* aProg,
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const gfx::Rect& aRect,
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const gfx::Rect& aTexCoordRect,
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TextureSource* aTexture);
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void BindAndDrawGeometryWithTextureRect(
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ShaderProgramOGL* aProg,
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const nsTArray<gfx::TexturedTriangle>& aTriangles,
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const gfx::Rect& aTexCoordRect, TextureSource* aTexture);
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void InitializeVAO(const GLuint aAttribIndex, const GLint aComponents,
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const GLsizei aStride, const size_t aOffset);
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gfx::Rect GetTextureCoordinates(gfx::Rect textureRect,
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TextureSource* aTexture);
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/**
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* Bind the texture behind the current render target as the backdrop for a
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* mix-blend shader.
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*/
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void BindBackdrop(ShaderProgramOGL* aProgram, GLuint aBackdrop,
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GLenum aTexUnit);
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/**
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* Copies the content of the current render target to the set transaction
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* target.
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*/
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void CopyToTarget(gfx::DrawTarget* aTarget, const nsIntPoint& aTopLeft,
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const gfx::Matrix& aWorldMatrix);
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/**
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* Implements the flipping of the y-axis to convert from layers/compositor
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* coordinates to OpenGL coordinates.
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*
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* Indeed, the only coordinate system that OpenGL knows has the y-axis
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* pointing upwards, but the layers/compositor coordinate system has the
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* y-axis pointing downwards, for good reason as Web pages are typically
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* scrolled downwards. So, some flipping has to take place; FlippedY does it.
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*/
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GLint FlipY(GLint y) const { return mViewportSize.height - y; }
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// The DrawTarget from BeginFrameForTarget, which EndFrame needs to copy the
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// window contents into.
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// Only non-null between BeginFrameForTarget and EndFrame.
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RefPtr<gfx::DrawTarget> mTarget;
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gfx::IntRect mTargetBounds;
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RefPtr<CompositorTexturePoolOGL> mTexturePool;
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// The native layer that we're currently rendering to, if any.
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// Non-null only between BeginFrame and EndFrame if BeginFrame has been called
|
|
// with a non-null aNativeLayer.
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|
RefPtr<NativeLayer> mCurrentNativeLayer;
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#ifdef MOZ_WIDGET_GTK
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// Hold TextureSources which own device data that have to be deleted before
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|
// destroying this CompositorOGL.
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|
std::unordered_set<TextureSource*> mRegisteredTextureSources;
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#endif
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// FileDescriptor of release fence.
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|
// Release fence is a fence that is used for waiting until usage/composite of
|
|
// AHardwareBuffer is ended. The fence is delivered to client side via
|
|
// ImageBridge. It is used only on android.
|
|
ipc::FileDescriptor mReleaseFenceFd;
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bool mDestroyed;
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/**
|
|
* Size of the OpenGL context's primary framebuffer in pixels. Used by
|
|
* FlipY for the y-flipping calculation and by the DEAA shader.
|
|
*/
|
|
gfx::IntSize mViewportSize;
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|
|
|
gfx::IntRegion mCurrentFrameInvalidRegion;
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|
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ShaderProgramOGL* mCurrentProgram;
|
|
};
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} // namespace layers
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} // namespace mozilla
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#endif /* MOZILLA_GFX_COMPOSITOROGL_H */
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