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Bug 1016086 - Part 3: Setup attribute configuration when we start compositing instead of for every draw command (r=Bas)
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@ -766,6 +766,16 @@ CompositorOGL::BeginFrame(const nsIntRegion& aInvalidRegion,
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mGLContext->fClearColor(0.0, 0.0, 0.0, 0.0);
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mGLContext->fClear(LOCAL_GL_COLOR_BUFFER_BIT | LOCAL_GL_DEPTH_BUFFER_BIT);
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#endif
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// Every shader uses a single attribute that we bind to mQuadVBO, which
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// contains the four (0,0)(1,1) quads we set up above.
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const GLuint coordAttribIndex = 0;
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mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mQuadVBO);
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mGLContext->fVertexAttribPointer(coordAttribIndex, 4,
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LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0,
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(GLvoid*) 0);
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mGLContext->fEnableVertexAttribArray(coordAttribIndex);
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}
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void
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@ -1506,14 +1516,6 @@ CompositorOGL::BindAndDrawQuads(ShaderProgramOGL *aProg,
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{
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NS_ASSERTION(aProg->HasInitialized(), "Shader program not correctly initialized");
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const GLuint coordAttribIndex = 0;
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mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mQuadVBO);
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mGLContext->fVertexAttribPointer(coordAttribIndex, 4,
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LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0,
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(GLvoid*) 0);
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mGLContext->fEnableVertexAttribArray(coordAttribIndex);
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aProg->SetLayerRects(aLayerRects);
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if (aProg->GetTextureCount() > 0) {
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aProg->SetTextureRects(aTextureRects);
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