gfx/layers/opengl/OGLShaderProgram.h

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/gfx/layers/opengl/OGLShaderProgram.h	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,518 @@
     1.4 +/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
     1.5 +/* This Source Code Form is subject to the terms of the Mozilla Public
     1.6 + * License, v. 2.0. If a copy of the MPL was not distributed with this
     1.7 + * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
     1.8 +
     1.9 +#ifndef GFX_OGLSHADERPROGRAM_H
    1.10 +#define GFX_OGLSHADERPROGRAM_H
    1.11 +
    1.12 +#include "GLContext.h"                  // for fast inlines of glUniform*
    1.13 +#include "gfx3DMatrix.h"                // for gfx3DMatrix
    1.14 +#include "gfxTypes.h"
    1.15 +#include "mozilla/Assertions.h"         // for MOZ_ASSERT, etc
    1.16 +#include "mozilla/RefPtr.h"             // for RefPtr
    1.17 +#include "mozilla/gfx/Matrix.h"         // for Matrix4x4
    1.18 +#include "mozilla/gfx/Rect.h"           // for Rect
    1.19 +#include "mozilla/gfx/Types.h"
    1.20 +#include "nsDebug.h"                    // for NS_ASSERTION
    1.21 +#include "nsPoint.h"                    // for nsIntPoint
    1.22 +#include "nsTArray.h"                   // for nsTArray
    1.23 +#include "mozilla/layers/CompositorTypes.h"
    1.24 +
    1.25 +#include <string>
    1.26 +
    1.27 +struct gfxRGBA;
    1.28 +struct nsIntRect;
    1.29 +
    1.30 +namespace mozilla {
    1.31 +namespace layers {
    1.32 +
    1.33 +class Layer;
    1.34 +
    1.35 +enum ShaderFeatures {
    1.36 +  ENABLE_RENDER_COLOR=0x01,
    1.37 +  ENABLE_TEXTURE_RECT=0x02,
    1.38 +  ENABLE_TEXTURE_EXTERNAL=0x04,
    1.39 +  ENABLE_TEXTURE_YCBCR=0x08,
    1.40 +  ENABLE_TEXTURE_COMPONENT_ALPHA=0x10,
    1.41 +  ENABLE_TEXTURE_NO_ALPHA=0x20,
    1.42 +  ENABLE_TEXTURE_RB_SWAP=0x40,
    1.43 +  ENABLE_OPACITY=0x80,
    1.44 +  ENABLE_BLUR=0x100,
    1.45 +  ENABLE_COLOR_MATRIX=0x200,
    1.46 +  ENABLE_MASK_2D=0x400,
    1.47 +  ENABLE_MASK_3D=0x800
    1.48 +};
    1.49 +
    1.50 +class KnownUniform {
    1.51 +public:
    1.52 +  enum KnownUniformName {
    1.53 +    NotAKnownUniform = -1,
    1.54 +
    1.55 +    LayerTransform = 0,
    1.56 +    MaskQuadTransform,
    1.57 +    LayerQuadTransform,
    1.58 +    MatrixProj,
    1.59 +    TextureTransform,
    1.60 +    RenderTargetOffset,
    1.61 +    LayerOpacity,
    1.62 +    Texture,
    1.63 +    YTexture,
    1.64 +    CbTexture,
    1.65 +    CrTexture,
    1.66 +    BlackTexture,
    1.67 +    WhiteTexture,
    1.68 +    MaskTexture,
    1.69 +    RenderColor,
    1.70 +    TexCoordMultiplier,
    1.71 +    TexturePass2,
    1.72 +
    1.73 +    KnownUniformCount
    1.74 +  };
    1.75 +
    1.76 +  KnownUniform()
    1.77 +  {
    1.78 +    mName = NotAKnownUniform;
    1.79 +    mNameString = nullptr;
    1.80 +    mLocation = -1;
    1.81 +    memset(&mValue, 0, sizeof(mValue));
    1.82 +  }
    1.83 +
    1.84 +  bool UpdateUniform(int32_t i1) {
    1.85 +    if (mLocation == -1) return false;
    1.86 +    if (mValue.i1 != i1) {
    1.87 +      mValue.i1 = i1;
    1.88 +      return true;
    1.89 +    }
    1.90 +    return false;
    1.91 +  }
    1.92 +
    1.93 +  bool UpdateUniform(float f1) {
    1.94 +    if (mLocation == -1) return false;
    1.95 +    if (mValue.f1 != f1) {
    1.96 +      mValue.f1 = f1;
    1.97 +      return true;
    1.98 +    }
    1.99 +    return false;
   1.100 +  }
   1.101 +
   1.102 +  bool UpdateUniform(float f1, float f2) {
   1.103 +    if (mLocation == -1) return false;
   1.104 +    if (mValue.f16v[0] != f1 ||
   1.105 +        mValue.f16v[1] != f2)
   1.106 +    {
   1.107 +      mValue.f16v[0] = f1;
   1.108 +      mValue.f16v[1] = f2;
   1.109 +      return true;
   1.110 +    }
   1.111 +    return false;
   1.112 +  }
   1.113 +
   1.114 +  bool UpdateUniform(float f1, float f2, float f3, float f4) {
   1.115 +    if (mLocation == -1) return false;
   1.116 +    if (mValue.f16v[0] != f1 ||
   1.117 +        mValue.f16v[1] != f2 ||
   1.118 +        mValue.f16v[2] != f3 ||
   1.119 +        mValue.f16v[3] != f4)
   1.120 +    {
   1.121 +      mValue.f16v[0] = f1;
   1.122 +      mValue.f16v[1] = f2;
   1.123 +      mValue.f16v[2] = f3;
   1.124 +      mValue.f16v[3] = f4;
   1.125 +      return true;
   1.126 +    }
   1.127 +    return false;
   1.128 +  }
   1.129 +
   1.130 +  bool UpdateUniform(int cnt, const float *fp) {
   1.131 +    if (mLocation == -1) return false;
   1.132 +    switch (cnt) {
   1.133 +    case 1:
   1.134 +    case 2:
   1.135 +    case 3:
   1.136 +    case 4:
   1.137 +    case 16:
   1.138 +      if (memcmp(mValue.f16v, fp, sizeof(float) * cnt) != 0) {
   1.139 +        memcpy(mValue.f16v, fp, sizeof(float) * cnt);
   1.140 +        return true;
   1.141 +      }
   1.142 +      return false;
   1.143 +    }
   1.144 +
   1.145 +    NS_NOTREACHED("cnt must be 1 2 3 4 or 16");
   1.146 +    return false;
   1.147 +  }
   1.148 +
   1.149 +  KnownUniformName mName;
   1.150 +  const char *mNameString;
   1.151 +  int32_t mLocation;
   1.152 +
   1.153 +  union {
   1.154 +    int i1;
   1.155 +    float f1;
   1.156 +    float f16v[16];
   1.157 +  } mValue;
   1.158 +};
   1.159 +
   1.160 +class ShaderConfigOGL
   1.161 +{
   1.162 +public:
   1.163 +  ShaderConfigOGL() :
   1.164 +    mFeatures(0) {}
   1.165 +
   1.166 +  void SetRenderColor(bool aEnabled);
   1.167 +  void SetTextureTarget(GLenum aTarget);
   1.168 +  void SetRBSwap(bool aEnabled);
   1.169 +  void SetNoAlpha(bool aEnabled);
   1.170 +  void SetOpacity(bool aEnabled);
   1.171 +  void SetYCbCr(bool aEnabled);
   1.172 +  void SetComponentAlpha(bool aEnabled);
   1.173 +  void SetColorMatrix(bool aEnabled);
   1.174 +  void SetBlur(bool aEnabled);
   1.175 +  void SetMask2D(bool aEnabled);
   1.176 +  void SetMask3D(bool aEnabled);
   1.177 +
   1.178 +  bool operator< (const ShaderConfigOGL& other) const {
   1.179 +    return mFeatures < other.mFeatures;
   1.180 +  }
   1.181 +
   1.182 +public:
   1.183 +  void SetFeature(int aBitmask, bool aState) {
   1.184 +    if (aState)
   1.185 +      mFeatures |= aBitmask;
   1.186 +    else
   1.187 +      mFeatures &= (~aBitmask);
   1.188 +  }
   1.189 +
   1.190 +  int mFeatures;
   1.191 +};
   1.192 +
   1.193 +static inline ShaderConfigOGL
   1.194 +ShaderConfigFromTargetAndFormat(GLenum aTarget,
   1.195 +                                gfx::SurfaceFormat aFormat)
   1.196 +{
   1.197 +  ShaderConfigOGL config;
   1.198 +  config.SetTextureTarget(aTarget);
   1.199 +  config.SetRBSwap(aFormat == gfx::SurfaceFormat::B8G8R8A8 ||
   1.200 +                   aFormat == gfx::SurfaceFormat::B8G8R8X8);
   1.201 +  config.SetNoAlpha(aFormat == gfx::SurfaceFormat::B8G8R8X8 ||
   1.202 +                    aFormat == gfx::SurfaceFormat::R8G8B8X8 ||
   1.203 +                    aFormat == gfx::SurfaceFormat::R5G6B5);
   1.204 +  return config;
   1.205 +}
   1.206 +
   1.207 +/**
   1.208 + * This struct represents the shaders that make up a program and the uniform
   1.209 + * and attribute parmeters that those shaders take.
   1.210 + * It is used by ShaderProgramOGL.
   1.211 + * Use the factory method GetProfileFor to create instances.
   1.212 + */
   1.213 +struct ProgramProfileOGL
   1.214 +{
   1.215 +  /**
   1.216 +   * Factory method; creates an instance of this class for the given
   1.217 +   * ShaderConfigOGL
   1.218 +   */
   1.219 +  static ProgramProfileOGL GetProfileFor(ShaderConfigOGL aConfig);
   1.220 +
   1.221 +  /**
   1.222 +   * These two methods lookup the location of a uniform and attribute,
   1.223 +   * respectively. Returns -1 if the named uniform/attribute does not
   1.224 +   * have a location for the shaders represented by this profile.
   1.225 +   */
   1.226 +  GLint LookupAttributeLocation(const char* aName)
   1.227 +  {
   1.228 +    for (uint32_t i = 0; i < mAttributes.Length(); ++i) {
   1.229 +      if (strcmp(mAttributes[i].mName, aName) == 0) {
   1.230 +        return mAttributes[i].mLocation;
   1.231 +      }
   1.232 +    }
   1.233 +
   1.234 +    return -1;
   1.235 +  }
   1.236 +
   1.237 +  // represents the name and location of a uniform or attribute
   1.238 +  struct Argument
   1.239 +  {
   1.240 +    Argument(const char* aName) :
   1.241 +      mName(aName) {}
   1.242 +    const char* mName;
   1.243 +    GLint mLocation;
   1.244 +  };
   1.245 +
   1.246 +  // the source code for the program's shaders
   1.247 +  std::string mVertexShaderString;
   1.248 +  std::string mFragmentShaderString;
   1.249 +
   1.250 +  KnownUniform mUniforms[KnownUniform::KnownUniformCount];
   1.251 +  nsTArray<Argument> mAttributes;
   1.252 +  nsTArray<const char *> mDefines;
   1.253 +  uint32_t mTextureCount;
   1.254 +
   1.255 +  ProgramProfileOGL() :
   1.256 +    mTextureCount(0)
   1.257 +  {}
   1.258 +};
   1.259 +
   1.260 +
   1.261 +#if defined(DEBUG)
   1.262 +#define CHECK_CURRENT_PROGRAM 1
   1.263 +#define ASSERT_THIS_PROGRAM                                             \
   1.264 +  do {                                                                  \
   1.265 +    GLuint currentProgram;                                              \
   1.266 +    mGL->GetUIntegerv(LOCAL_GL_CURRENT_PROGRAM, &currentProgram);       \
   1.267 +    NS_ASSERTION(currentProgram == mProgram,                            \
   1.268 +                 "SetUniform with wrong program active!");              \
   1.269 +  } while (0)
   1.270 +#else
   1.271 +#define ASSERT_THIS_PROGRAM                                             \
   1.272 +  do { } while (0)
   1.273 +#endif
   1.274 +
   1.275 +/**
   1.276 + * Represents an OGL shader program. The details of a program are represented
   1.277 + * by a ProgramProfileOGL
   1.278 + */
   1.279 +class ShaderProgramOGL
   1.280 +{
   1.281 +public:
   1.282 +  typedef mozilla::gl::GLContext GLContext;
   1.283 +
   1.284 +  ShaderProgramOGL(GLContext* aGL, const ProgramProfileOGL& aProfile);
   1.285 +
   1.286 +  ~ShaderProgramOGL();
   1.287 +
   1.288 +  bool HasInitialized() {
   1.289 +    NS_ASSERTION(mProgramState != STATE_OK || mProgram > 0, "Inconsistent program state");
   1.290 +    return mProgramState == STATE_OK;
   1.291 +  }
   1.292 +
   1.293 +  void Activate();
   1.294 +
   1.295 +  bool Initialize();
   1.296 +
   1.297 +  GLint CreateShader(GLenum aShaderType, const char *aShaderSource);
   1.298 +
   1.299 +  /**
   1.300 +   * Creates a program and stores its id.
   1.301 +   */
   1.302 +  bool CreateProgram(const char *aVertexShaderString,
   1.303 +                     const char *aFragmentShaderString);
   1.304 +
   1.305 +  /**
   1.306 +   * Lookup the location of an attribute
   1.307 +   */
   1.308 +  GLint AttribLocation(const char* aName) {
   1.309 +    return mProfile.LookupAttributeLocation(aName);
   1.310 +  }
   1.311 +
   1.312 +  /**
   1.313 +   * The following set of methods set a uniform argument to the shader program.
   1.314 +   * Not all uniforms may be set for all programs, and such uses will throw
   1.315 +   * an assertion.
   1.316 +   */
   1.317 +  void SetLayerTransform(const gfx::Matrix4x4& aMatrix) {
   1.318 +    SetMatrixUniform(KnownUniform::LayerTransform, aMatrix);
   1.319 +  }
   1.320 +
   1.321 +  void SetMaskLayerTransform(const gfx::Matrix4x4& aMatrix) {
   1.322 +    SetMatrixUniform(KnownUniform::MaskQuadTransform, aMatrix);
   1.323 +  }
   1.324 +
   1.325 +  void SetLayerQuadRect(const nsIntRect& aRect) {
   1.326 +    gfx3DMatrix m;
   1.327 +    m._11 = float(aRect.width);
   1.328 +    m._22 = float(aRect.height);
   1.329 +    m._41 = float(aRect.x);
   1.330 +    m._42 = float(aRect.y);
   1.331 +    SetMatrixUniform(KnownUniform::LayerQuadTransform, m);
   1.332 +  }
   1.333 +
   1.334 +  void SetLayerQuadRect(const gfx::Rect& aRect) {
   1.335 +    gfx3DMatrix m;
   1.336 +    m._11 = aRect.width;
   1.337 +    m._22 = aRect.height;
   1.338 +    m._41 = aRect.x;
   1.339 +    m._42 = aRect.y;
   1.340 +    SetMatrixUniform(KnownUniform::LayerQuadTransform, m);
   1.341 +  }
   1.342 +
   1.343 +  void SetProjectionMatrix(const gfx::Matrix4x4& aMatrix) {
   1.344 +    SetMatrixUniform(KnownUniform::MatrixProj, aMatrix);
   1.345 +  }
   1.346 +
   1.347 +  // sets this program's texture transform, if it uses one
   1.348 +  void SetTextureTransform(const gfx::Matrix4x4& aMatrix) {
   1.349 +    SetMatrixUniform(KnownUniform::TextureTransform, aMatrix);
   1.350 +  }
   1.351 +
   1.352 +  void SetRenderOffset(const nsIntPoint& aOffset) {
   1.353 +    float vals[4] = { float(aOffset.x), float(aOffset.y), 0.0f, 0.0f };
   1.354 +    SetUniform(KnownUniform::RenderTargetOffset, 4, vals);
   1.355 +  }
   1.356 +
   1.357 +  void SetRenderOffset(float aX, float aY) {
   1.358 +    float vals[4] = { aX, aY, 0.0f, 0.0f };
   1.359 +    SetUniform(KnownUniform::RenderTargetOffset, 4, vals);
   1.360 +  }
   1.361 +
   1.362 +  void SetLayerOpacity(float aOpacity) {
   1.363 +    SetUniform(KnownUniform::LayerOpacity, aOpacity);
   1.364 +  }
   1.365 +
   1.366 +  void SetTextureUnit(GLint aUnit) {
   1.367 +    SetUniform(KnownUniform::Texture, aUnit);
   1.368 +  }
   1.369 +  void SetYTextureUnit(GLint aUnit) {
   1.370 +    SetUniform(KnownUniform::YTexture, aUnit);
   1.371 +  }
   1.372 +
   1.373 +  void SetCbTextureUnit(GLint aUnit) {
   1.374 +    SetUniform(KnownUniform::CbTexture, aUnit);
   1.375 +  }
   1.376 +
   1.377 +  void SetCrTextureUnit(GLint aUnit) {
   1.378 +    SetUniform(KnownUniform::CrTexture, aUnit);
   1.379 +  }
   1.380 +
   1.381 +  void SetYCbCrTextureUnits(GLint aYUnit, GLint aCbUnit, GLint aCrUnit) {
   1.382 +    SetUniform(KnownUniform::YTexture, aYUnit);
   1.383 +    SetUniform(KnownUniform::CbTexture, aCbUnit);
   1.384 +    SetUniform(KnownUniform::CrTexture, aCrUnit);
   1.385 +  }
   1.386 +
   1.387 +  void SetBlackTextureUnit(GLint aUnit) {
   1.388 +    SetUniform(KnownUniform::BlackTexture, aUnit);
   1.389 +  }
   1.390 +
   1.391 +  void SetWhiteTextureUnit(GLint aUnit) {
   1.392 +    SetUniform(KnownUniform::WhiteTexture, aUnit);
   1.393 +  }
   1.394 +
   1.395 +  void SetMaskTextureUnit(GLint aUnit) {
   1.396 +    SetUniform(KnownUniform::MaskTexture, aUnit);
   1.397 +  }
   1.398 +
   1.399 +  void SetRenderColor(const gfxRGBA& aColor) {
   1.400 +    SetUniform(KnownUniform::RenderColor, aColor);
   1.401 +  }
   1.402 +
   1.403 +  void SetRenderColor(const gfx::Color& aColor) {
   1.404 +    SetUniform(KnownUniform::RenderColor, aColor);
   1.405 +  }
   1.406 +
   1.407 +  void SetTexCoordMultiplier(float aWidth, float aHeight) {
   1.408 +    float f[] = {aWidth, aHeight};
   1.409 +    SetUniform(KnownUniform::TexCoordMultiplier, 2, f);
   1.410 +  }
   1.411 +
   1.412 +  // Set whether we want the component alpha shader to return the color
   1.413 +  // vector (pass 1, false) or the alpha vector (pass2, true). With support
   1.414 +  // for multiple render targets we wouldn't need two passes here.
   1.415 +  void SetTexturePass2(bool aFlag) {
   1.416 +    SetUniform(KnownUniform::TexturePass2, aFlag ? 1 : 0);
   1.417 +  }
   1.418 +
   1.419 +  // the names of attributes
   1.420 +  static const char* const VertexCoordAttrib;
   1.421 +  static const char* const TexCoordAttrib;
   1.422 +
   1.423 +protected:
   1.424 +  RefPtr<GLContext> mGL;
   1.425 +  // the OpenGL id of the program
   1.426 +  GLuint mProgram;
   1.427 +  ProgramProfileOGL mProfile;
   1.428 +  enum {
   1.429 +    STATE_NEW,
   1.430 +    STATE_OK,
   1.431 +    STATE_ERROR
   1.432 +  } mProgramState;
   1.433 +
   1.434 +#ifdef CHECK_CURRENT_PROGRAM
   1.435 +  static int sCurrentProgramKey;
   1.436 +#endif
   1.437 +
   1.438 +  void SetUniform(KnownUniform::KnownUniformName aKnownUniform, float aFloatValue)
   1.439 +  {
   1.440 +    ASSERT_THIS_PROGRAM;
   1.441 +    NS_ASSERTION(aKnownUniform >= 0 && aKnownUniform < KnownUniform::KnownUniformCount, "Invalid known uniform");
   1.442 +
   1.443 +    KnownUniform& ku(mProfile.mUniforms[aKnownUniform]);
   1.444 +    if (ku.UpdateUniform(aFloatValue)) {
   1.445 +      mGL->fUniform1f(ku.mLocation, aFloatValue);
   1.446 +    }
   1.447 +  }
   1.448 +
   1.449 +  void SetUniform(KnownUniform::KnownUniformName aKnownUniform, const gfxRGBA& aColor)
   1.450 +  {
   1.451 +    ASSERT_THIS_PROGRAM;
   1.452 +    NS_ASSERTION(aKnownUniform >= 0 && aKnownUniform < KnownUniform::KnownUniformCount, "Invalid known uniform");
   1.453 +
   1.454 +    KnownUniform& ku(mProfile.mUniforms[aKnownUniform]);
   1.455 +    if (ku.UpdateUniform(aColor.r, aColor.g, aColor.b, aColor.a)) {
   1.456 +      mGL->fUniform4fv(ku.mLocation, 1, ku.mValue.f16v);
   1.457 +    }
   1.458 +  }
   1.459 +
   1.460 +  void SetUniform(KnownUniform::KnownUniformName aKnownUniform, const gfx::Color& aColor) {
   1.461 +    ASSERT_THIS_PROGRAM;
   1.462 +    NS_ASSERTION(aKnownUniform >= 0 && aKnownUniform < KnownUniform::KnownUniformCount, "Invalid known uniform");
   1.463 +
   1.464 +    KnownUniform& ku(mProfile.mUniforms[aKnownUniform]);
   1.465 +    if (ku.UpdateUniform(aColor.r, aColor.g, aColor.b, aColor.a)) {
   1.466 +      mGL->fUniform4fv(ku.mLocation, 1, ku.mValue.f16v);
   1.467 +    }
   1.468 +  }
   1.469 +
   1.470 +  void SetUniform(KnownUniform::KnownUniformName aKnownUniform, int aLength, float *aFloatValues)
   1.471 +  {
   1.472 +    ASSERT_THIS_PROGRAM;
   1.473 +    NS_ASSERTION(aKnownUniform >= 0 && aKnownUniform < KnownUniform::KnownUniformCount, "Invalid known uniform");
   1.474 +
   1.475 +    KnownUniform& ku(mProfile.mUniforms[aKnownUniform]);
   1.476 +    if (ku.UpdateUniform(aLength, aFloatValues)) {
   1.477 +      switch (aLength) {
   1.478 +      case 1: mGL->fUniform1fv(ku.mLocation, 1, ku.mValue.f16v); break;
   1.479 +      case 2: mGL->fUniform2fv(ku.mLocation, 1, ku.mValue.f16v); break;
   1.480 +      case 3: mGL->fUniform3fv(ku.mLocation, 1, ku.mValue.f16v); break;
   1.481 +      case 4: mGL->fUniform4fv(ku.mLocation, 1, ku.mValue.f16v); break;
   1.482 +      default:
   1.483 +        NS_NOTREACHED("Bogus aLength param");
   1.484 +      }
   1.485 +    }
   1.486 +  }
   1.487 +
   1.488 +  void SetUniform(KnownUniform::KnownUniformName aKnownUniform, GLint aIntValue) {
   1.489 +    ASSERT_THIS_PROGRAM;
   1.490 +    NS_ASSERTION(aKnownUniform >= 0 && aKnownUniform < KnownUniform::KnownUniformCount, "Invalid known uniform");
   1.491 +
   1.492 +    KnownUniform& ku(mProfile.mUniforms[aKnownUniform]);
   1.493 +    if (ku.UpdateUniform(aIntValue)) {
   1.494 +      mGL->fUniform1i(ku.mLocation, aIntValue);
   1.495 +    }
   1.496 +  }
   1.497 +
   1.498 +  void SetMatrixUniform(KnownUniform::KnownUniformName aKnownUniform, const float *aFloatValues) {
   1.499 +    ASSERT_THIS_PROGRAM;
   1.500 +    NS_ASSERTION(aKnownUniform >= 0 && aKnownUniform < KnownUniform::KnownUniformCount, "Invalid known uniform");
   1.501 +
   1.502 +    KnownUniform& ku(mProfile.mUniforms[aKnownUniform]);
   1.503 +    if (ku.UpdateUniform(16, aFloatValues)) {
   1.504 +      mGL->fUniformMatrix4fv(ku.mLocation, 1, false, ku.mValue.f16v);
   1.505 +    }
   1.506 +  }
   1.507 +
   1.508 +  void SetMatrixUniform(KnownUniform::KnownUniformName aKnownUniform, const gfx3DMatrix& aMatrix) {
   1.509 +    SetMatrixUniform(aKnownUniform, &aMatrix._11);
   1.510 +  }
   1.511 +
   1.512 +  void SetMatrixUniform(KnownUniform::KnownUniformName aKnownUniform, const gfx::Matrix4x4& aMatrix) {
   1.513 +    SetMatrixUniform(aKnownUniform, &aMatrix._11);
   1.514 +  }
   1.515 +};
   1.516 +
   1.517 +
   1.518 +} /* layers */
   1.519 +} /* mozilla */
   1.520 +
   1.521 +#endif /* GFX_OGLSHADERPROGRAM_H */

mercurial