Name Description Size
AndroidNativeWindow.h 1442
AndroidSurfaceTexture.cpp bpp 5827
AndroidSurfaceTexture.h 873
DecomposeIntoNoRepeatTriangles.cpp = false 5078
DecomposeIntoNoRepeatTriangles.h Helper for DecomposeIntoNoRepeatTriangles 2556
ForceDiscreteGPUHelperCGL.h This RAII helper guarantees that we're on the discrete GPU during its lifetime. As long as any ForceDiscreteGPUHelperCGL object is alive, we're on the discrete GPU. 1196
GfxTexturesReporter.cpp static 2034
GfxTexturesReporter.h 2849
GLBlitHelper.cpp 50811
GLBlitHelper.h Buffer blitting helper 8416
GLBlitHelperD3D.cpp 11236
GLConsts.h GENERATED FILE, DO NOT MODIFY DIRECTLY. This is a file generated directly from the official OpenGL registry xml available http://www.opengl.org/registry/#specfiles. To generate this file, see tutorial in 'GLConsts.py'. 490398
GLConsts.py This script will regenerate and update GLConsts.h. Step 1: Download the last gl.xml, egl.xml, glx.xml and wgl.xml from http://www.opengl.org/registry/#specfiles into some XML_DIR: wget https://www.khronos.org/registry/OpenGL/xml/gl.xml wget https://www.khronos.org/registry/OpenGL/xml/glx.xml wget https://www.khronos.org/registry/OpenGL/xml/wgl.xml wget https://www.khronos.org/registry/EGL/api/egl.xml Step 2: `py ./GLConsts.py <XML_DIR>` Step 3: Do not add the downloaded XML in the patch Step 4: Enjoy =) 4289
GLContext.cpp 101870
GLContext.h Returns true if the context is using ANGLE. This should only be overridden for an ANGLE implementation. 112588
GLContextCGL.h 2217
GLContextEAGL.h 1937
GLContextEGL.h 4777
GLContextFeatures.cpp The (desktop) OpenGL version that provides this feature 21989
GLContextGLX.h 2659
GLContextProvider.h 2888
GLContextProviderCGL.mm static 11725
GLContextProviderEAGL.mm 5801
GLContextProviderEGL.cpp 38718
GLContextProviderGLX.cpp functions that were in GLX 1.0 27944
GLContextProviderImpl.h Create a context that renders to the surface of the widget represented by the compositor widget that is passed in. The context is always created with an RGB pixel format, with no alpha, depth or stencil. If any of those features are needed, either use a framebuffer, or use CreateOffscreen. This context will attempt to share resources with all other window contexts. As such, it's critical that resources allocated that are not needed by other contexts be deleted before the context is destroyed. The GetSharedContext() method will return non-null if sharing was successful. Note: a context created for a widget /must not/ hold a strong reference to the widget; otherwise a cycle can be created through a GL layer manager. @param aCompositorWidget Widget whose surface to create a context for @param aForceAccelerated true if only accelerated contexts are allowed @return Context to use for the window 2291
GLContextProviderNull.cpp namespace gl 946
GLContextProviderWayland.cpp static 2344
GLContextProviderWGL.cpp ScopedWindow::~ScopedWindow() { if (mDC) { MOZ_ALWAYS_TRUE( ReleaseDC(mDC) ); } if (mWindow) { MOZ_ALWAYS_TRUE( DestroyWindow(mWindow) ); } } 17031
GLContextProviderX11.cpp static 1802
GLContextSymbols.h This file should only be included by GLContext.h, and should be autogenerated in the future. 23579
GLContextTypes.h Don't force discrete GPU to be used (if applicable) 1431
GLContextWGL.h 1649
GLDebugUtils.cpp 2111
GLDebugUtils.h 501
GLDefs.h 4282
GLLibraryEGL.cpp 28968
GLLibraryEGL.h Known GL extensions that can be queried by IsExtensionSupported. The results of this are cached, and as such it's safe to use this even in performance critical code. If you add to this array, remember to add to the string names in GLLibraryEGL.cpp. 32235
GLLibraryLoader.cpp 1606
GLLibraryLoader.h 1315
GLReadTexImageHelper.cpp This might be overkill, but assure that we don't access out-of-bounds 19505
GLReadTexImageHelper.h Read the image data contained in aTexture, and return it as an ImageSurface. If GL_RGBA is given as the format, a SurfaceFormat::A8R8G8B8_UINT32 surface is returned. Not implemented yet: If GL_RGB is given as the format, a SurfaceFormat::X8R8G8B8_UINT32 surface is returned. If GL_LUMINANCE is given as the format, a SurfaceFormat::A8 surface is returned. THIS IS EXPENSIVE. It is ridiculously expensive. Only do this if you absolutely positively must, and never in any performance critical path. NOTE: aShaderProgram is really mozilla::layers::ShaderProgramType. It is passed as int to eliminate including LayerManagerOGLProgram.h here. 2812
GLScreenBuffer.cpp 2906
GLScreenBuffer.h GLScreenBuffer is the abstraction for the "default framebuffer" used by an offscreen GLContext. Since it's only for offscreen GLContext's, it's only useful for things like WebGL, and is NOT used by the compositor's GLContext. Remember that GLContext provides an abstraction so that even if you want to draw to the 'screen', even if that's not actually the screen, just draw to 0. This GLScreenBuffer class takes the logic handling out of GLContext. 2065
GLTextureImage.cpp = gfx::IntPoint(0, 0) 15588
GLTextureImage.h A TextureImage provides a mechanism to synchronize data from a surface to a texture in the server. TextureImages are associated with one and only one GLContext. 9953
GLTypes.h #if !defined(__gltypes_h_) && !defined(__gl_h_) 2758
GLUploadHelpers.cpp 20463
GLUploadHelpers.h Uploads image data to an OpenGL texture, initializing the texture first if necessary. \param gl The GL Context to use. \param aData Start of image data of surface to upload. Corresponds to the first pixel of the texture. \param aDataSize The image data's size. \param aStride The image data's stride. \param aFormat The image data's format. \param aDstRegion Region of the texture to upload. \param aTexture The OpenGL texture to use. Must refer to a valid texture. \param aSize The full size of the texture. \param aOutUploadSize If set, the number of bytes the texture requires will be returned here. \param aNeedInit Indicates whether a new texture must be allocated. \param aTextureUnit The texture unit used temporarily to upload the surface. This may be overridden, so clients should not rely on the aTexture being bound to aTextureUnit after this call, or even on aTextureUnit being active. \param aTextureTarget The texture target to use. \return Surface format of this texture. 2976
GLXLibrary.h GLX 1.3 and later 10105
HeapCopyOfStackArray.h 1400
moz.build 4642
MozFramebuffer.cpp static 7351
MozFramebuffer.h 3722
ScopedGLHelpers.cpp ScopedGLState - Wraps glEnable/glDisable. ********************************* 15298
ScopedGLHelpers.h 5807
SharedSurface.cpp static 3686
SharedSurface.h SharedSurface abstracts an actual surface (can be a GL texture, but not necessarily) that handles sharing. Its specializations are: SharedSurface_Basic (client-side bitmap, does readback) SharedSurface_GLTexture SharedSurface_EGLImage SharedSurface_ANGLEShareHandle 4666
SharedSurfaceAndroidHardwareBuffer.cpp static 5718
SharedSurfaceAndroidHardwareBuffer.h namespace mozilla 2008
SharedSurfaceANGLE.cpp static 7562
SharedSurfaceANGLE.h namespace mozilla 2079
SharedSurfaceD3D11Interop.cpp Sample Code for WGL_NV_DX_interop2: Example: Render to Direct3D 11 backbuffer with openGL: // create D3D11 device, context and swap chain. ID3D11Device *device; ID3D11DeviceContext *devCtx; IDXGISwapChain *swapChain; DXGI_SWAP_CHAIN_DESC scd; <set appropriate swap chain parameters in scd> hr = D3D11CreateDeviceAndSwapChain( NULL, // pAdapter D3D_DRIVER_TYPE_HARDWARE, // DriverType NULL, // Software 0, // Flags (Do not set // D3D11_CREATE_DEVICE_SINGLETHREADED) NULL, // pFeatureLevels 0, // FeatureLevels D3D11_SDK_VERSION, // SDKVersion &scd, // pSwapChainDesc &swapChain, // ppSwapChain &device, // ppDevice NULL, // pFeatureLevel &devCtx); // ppImmediateContext // Fetch the swapchain backbuffer ID3D11Texture2D *dxColorbuffer; swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID *)&dxColorbuffer); // Create depth stencil texture ID3D11Texture2D *dxDepthBuffer; D3D11_TEXTURE2D_DESC depthDesc; depthDesc.Usage = D3D11_USAGE_DEFAULT; <set other depthDesc parameters appropriately> // Create Views ID3D11RenderTargetView *colorBufferView; D3D11_RENDER_TARGET_VIEW_DESC rtd; <set rtd parameters appropriately> device->CreateRenderTargetView(dxColorbuffer, &rtd, &colorBufferView); ID3D11DepthStencilView *depthBufferView; D3D11_DEPTH_STENCIL_VIEW_DESC dsd; <set dsd parameters appropriately> device->CreateDepthStencilView(dxDepthBuffer, &dsd, &depthBufferView); // Attach back buffer and depth texture to redertarget for the device. devCtx->OMSetRenderTargets(1, &colorBufferView, depthBufferView); // Register D3D11 device with GL HANDLE gl_handleD3D; gl_handleD3D = wglDXOpenDeviceNV(device); // register the Direct3D color and depth/stencil buffers as // renderbuffers in opengl GLuint gl_names[2]; HANDLE gl_handles[2]; glGenRenderbuffers(2, gl_names); gl_handles[0] = wglDXRegisterObjectNV(gl_handleD3D, dxColorBuffer, gl_names[0], GL_RENDERBUFFER, WGL_ACCESS_READ_WRITE_NV); gl_handles[1] = wglDXRegisterObjectNV(gl_handleD3D, dxDepthBuffer, gl_names[1], GL_RENDERBUFFER, WGL_ACCESS_READ_WRITE_NV); // attach the Direct3D buffers to an FBO glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, gl_names[0]); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, gl_names[1]); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, gl_names[1]); while (!done) { <direct3d renders to the render targets> // lock the render targets for GL access wglDXLockObjectsNVX(gl_handleD3D, 2, gl_handles); <opengl renders to the render targets> // unlock the render targets wglDXUnlockObjectsNVX(gl_handleD3D, 2, gl_handles); <direct3d renders to the render targets and presents the results on the screen> } 15865
SharedSurfaceD3D11Interop.h namespace gl 2144
SharedSurfaceDMABUF.cpp static 2628
SharedSurfaceDMABUF.h SHARED_SURFACE_DMABUF_H_ 2034
SharedSurfaceEGL.cpp static 8670
SharedSurfaceEGL.h namespace mozilla 3370
SharedSurfaceGL.cpp static 1391
SharedSurfaceGL.h 1156
SharedSurfaceIO.cpp static 3388
SharedSurfaceIO.h namespace mozilla 1732
SurfaceTypes.h 771
WGLLibrary.h struct ScopedDC { const HDC mDC; ScopedDC() = delete; virtual ~ScopedDC() = 0; }; struct WindowDC final : public ScopedDC { const HWND mWindow; WindowDC() = delete; ~WindowDC(); }; struct PBufferDC final : public ScopedDC { const HWND mWindow; PBufferDC() = delete; ~PBufferDC(); }; 3802