Name Description Size Coverage
CompositingRenderTargetOGL.cpp 4119 0 %
CompositingRenderTargetOGL.h Create a render target around the default FBO, for rendering straight to the window. 7642 0 %
CompositorOGL.cpp 59950 0 %
CompositorOGL.h Interface for pools of temporary gl textures for the compositor. The textures are fully owned by the pool, so the latter is responsible calling fDeleteTextures accordingly. Users of GetTexture receive a texture that is only valid for the duration of the current frame. This is primarily intended for direct texturing APIs that need to attach shared objects (such as an EGLImage) to a gl texture. 15753 0 %
DMABUFTextureClientOGL.cpp 1753 0 %
DMABUFTextureClientOGL.h 1474 0 %
DMABUFTextureHostOGL.cpp aNormalizedUvs 9461 0 %
DMABUFTextureHostOGL.h A TextureHost for shared class DMABufSurface; 2209 0 %
EGLImageHelpers.cpp 1575 -
EGLImageHelpers.h 678 -
MacIOSurfaceTextureClientOGL.cpp 3988 -
MacIOSurfaceTextureClientOGL.h 1792 -
MacIOSurfaceTextureHostOGL.cpp aNormalizedUvs 11736 -
MacIOSurfaceTextureHostOGL.h A TextureHost for shared MacIOSurface Most of the logic actually happens in MacIOSurfaceTextureSourceOGL. 2797 -
OGLShaderConfig.h 6665 0 %
OGLShaderProgram.cpp 41335 0 %
OGLShaderProgram.h This struct represents the shaders that make up a program and the uniform and attribute parmeters that those shaders take. It is used by ShaderProgramOGL. Use the factory method GetProfileFor to create instances. 12653 0 %
TextureClientOGL.cpp single-buffer mode 10712 -
TextureClientOGL.h 4915 -
TextureHostOGL.cpp 39504 0 %
TextureHostOGL.h TextureHost implementations for the OpenGL backend. Note that it is important to be careful about the ownership model with the OpenGL backend, due to some widget limitation on Linux: before the nsIWidget associated with our OpenGL context has been completely deleted, every resource belonging to the OpenGL context MUST have been released. At the moment the teardown sequence happens in the middle of the nsIWidget's destructor, meaning that at a given moment we must be able to easily find and release all the GL resources. The point is: be careful about the ownership model and limit the number of objects sharing references to GL resources to make the tear down sequence as simple as possible. 21722 0 %