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Bug 726951: Correctly use height to normalize mask v-texture coordinate. r=jrmuizel
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@ -633,7 +633,7 @@ DrawTargetD2D::DrawSurfaceWithShadow(SourceSurface *aSurface,
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if (mPushedClips.size()) {
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mPrivateData->mEffect->GetVariableByName("mask")->AsShaderResource()->SetResource(maskSRView);
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mPrivateData->mEffect->GetVariableByName("MaskTexCoords")->AsVector()->
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SetFloatVector(ShaderConstantRectD3D10(shadowDest.x / mSize.width, shadowDest.y / mSize.width,
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SetFloatVector(ShaderConstantRectD3D10(shadowDest.x / mSize.width, shadowDest.y / mSize.height,
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Float(aSurface->GetSize().width) / mSize.width,
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Float(aSurface->GetSize().height) / mSize.height));
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mPrivateData->mEffect->GetTechniqueByName("SampleTextureWithShadow")->
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@ -658,7 +658,7 @@ DrawTargetD2D::DrawSurfaceWithShadow(SourceSurface *aSurface,
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if (mPushedClips.size()) {
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mPrivateData->mEffect->GetVariableByName("MaskTexCoords")->AsVector()->
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SetFloatVector(ShaderConstantRectD3D10(aDest.x / mSize.width, aDest.y / mSize.width,
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SetFloatVector(ShaderConstantRectD3D10(aDest.x / mSize.width, aDest.y / mSize.height,
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Float(aSurface->GetSize().width) / mSize.width,
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Float(aSurface->GetSize().height) / mSize.height));
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mPrivateData->mEffect->GetTechniqueByName("SampleMaskedTexture")->
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