Name Description Size
CompositingRenderTargetOGL.cpp 4240
CompositingRenderTargetOGL.h Create a render target around the default FBO, for rendering straight to the window. 7819
CompositorOGL.cpp 63219
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. 15946
DMABUFTextureClientOGL.cpp static 3862
DMABUFTextureClientOGL.h 2146
DMABUFTextureHostOGL.cpp aNormalizedUvs 7396
DMABUFTextureHostOGL.h A TextureHost for shared class DMABufSurface; 2268
EGLImageHelpers.cpp 1696
EGLImageHelpers.h 799
MacIOSurfaceTextureClientOGL.cpp 4031
MacIOSurfaceTextureClientOGL.h 1913
MacIOSurfaceTextureHostOGL.cpp aNormalizedUvs 10848
MacIOSurfaceTextureHostOGL.h A TextureHost for shared MacIOSurface Most of the logic actually happens in MacIOSurfaceTextureSourceOGL. 2843
OGLShaderConfig.h 6672
OGLShaderProgram.cpp 39811
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. 12254
TextureClientOGL.cpp single-buffer mode 10848
TextureClientOGL.h 5099
TextureHostOGL.cpp 39025
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 nsBaseWidget 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 nsBaseWidget'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. 22078