mirror of
https://github.com/mozilla/gecko-dev.git
synced 2024-11-07 20:17:37 +00:00
399 lines
13 KiB
C++
399 lines
13 KiB
C++
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this file,
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* You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "LayerManagerOGLProgram.h"
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#include "LayerManagerOGLShaders.h"
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#include "LayerManagerOGL.h"
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namespace mozilla {
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namespace layers {
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typedef ProgramProfileOGL::Argument Argument;
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// helper methods for GetProfileFor
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void
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AddCommonArgs(ProgramProfileOGL& aProfile)
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{
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aProfile.mUniforms.AppendElement(Argument("uLayerTransform"));
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aProfile.mUniforms.AppendElement(Argument("uLayerQuadTransform"));
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aProfile.mUniforms.AppendElement(Argument("uMatrixProj"));
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aProfile.mHasMatrixProj = true;
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aProfile.mUniforms.AppendElement(Argument("uRenderTargetOffset"));
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aProfile.mAttributes.AppendElement(Argument("aVertexCoord"));
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}
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void
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AddCommonTextureArgs(ProgramProfileOGL& aProfile)
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{
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aProfile.mUniforms.AppendElement(Argument("uLayerOpacity"));
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aProfile.mUniforms.AppendElement(Argument("uTexture"));
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aProfile.mAttributes.AppendElement(Argument("aTexCoord"));
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}
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/* static */ ProgramProfileOGL
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ProgramProfileOGL::GetProfileFor(gl::ShaderProgramType aType,
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MaskType aMask)
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{
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NS_ASSERTION(ProgramExists(aType, aMask), "Invalid program type.");
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ProgramProfileOGL result;
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switch (aType) {
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case gl::RGBALayerProgramType:
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if (aMask == Mask3d) {
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result.mVertexShaderString = sLayerMask3DVS;
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result.mFragmentShaderString = sRGBATextureLayerMask3DFS;
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} else if (aMask == Mask2d) {
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result.mVertexShaderString = sLayerMaskVS;
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result.mFragmentShaderString = sRGBATextureLayerMaskFS;
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} else {
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result.mVertexShaderString = sLayerVS;
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result.mFragmentShaderString = sRGBATextureLayerFS;
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}
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AddCommonArgs(result);
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AddCommonTextureArgs(result);
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result.mTextureCount = 1;
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break;
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case gl::RGBALayerExternalProgramType:
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if (aMask == Mask3d) {
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result.mVertexShaderString = sLayerMask3DVS;
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result.mFragmentShaderString = sRGBATextureLayerExternalMask3DFS;
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} else if (aMask == Mask2d) {
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result.mVertexShaderString = sLayerMaskVS;
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result.mFragmentShaderString = sRGBATextureLayerExternalMaskFS;
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} else {
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result.mVertexShaderString = sLayerVS;
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result.mFragmentShaderString = sRGBATextureLayerExternalFS;
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}
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AddCommonArgs(result);
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AddCommonTextureArgs(result);
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result.mUniforms.AppendElement(Argument("uTextureTransform"));
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result.mHasTextureTransform = true;
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result.mTextureCount = 1;
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break;
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case gl::BGRALayerProgramType:
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if (aMask == Mask2d) {
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result.mVertexShaderString = sLayerMaskVS;
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result.mFragmentShaderString = sBGRATextureLayerMaskFS;
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} else {
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result.mVertexShaderString = sLayerVS;
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result.mFragmentShaderString = sBGRATextureLayerFS;
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}
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AddCommonArgs(result);
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AddCommonTextureArgs(result);
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result.mTextureCount = 1;
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break;
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case gl::RGBXLayerProgramType:
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if (aMask == Mask2d) {
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result.mVertexShaderString = sLayerMaskVS;
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result.mFragmentShaderString = sRGBXTextureLayerMaskFS;
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} else {
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result.mVertexShaderString = sLayerVS;
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result.mFragmentShaderString = sRGBXTextureLayerFS;
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}
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AddCommonArgs(result);
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AddCommonTextureArgs(result);
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result.mTextureCount = 1;
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break;
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case gl::BGRXLayerProgramType:
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if (aMask == Mask2d) {
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result.mVertexShaderString = sLayerMaskVS;
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result.mFragmentShaderString = sBGRXTextureLayerMaskFS;
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} else {
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result.mVertexShaderString = sLayerVS;
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result.mFragmentShaderString = sBGRXTextureLayerFS;
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}
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AddCommonArgs(result);
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AddCommonTextureArgs(result);
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result.mTextureCount = 1;
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break;
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case gl::RGBARectLayerProgramType:
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if (aMask == Mask3d) {
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result.mVertexShaderString = sLayerMask3DVS;
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result.mFragmentShaderString = sRGBARectTextureLayerMask3DFS;
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} else if (aMask == Mask2d) {
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result.mVertexShaderString = sLayerMaskVS;
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result.mFragmentShaderString = sRGBARectTextureLayerMaskFS;
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} else {
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result.mVertexShaderString = sLayerVS;
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result.mFragmentShaderString = sRGBARectTextureLayerFS;
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}
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AddCommonArgs(result);
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AddCommonTextureArgs(result);
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result.mTextureCount = 1;
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break;
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case gl::RGBAExternalLayerProgramType:
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if (aMask == Mask3d) {
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result.mVertexShaderString = sLayerMask3DVS;
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result.mFragmentShaderString = sRGBAExternalTextureLayerMask3DFS;
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} else if (aMask == Mask2d) {
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result.mVertexShaderString = sLayerMaskVS;
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result.mFragmentShaderString = sRGBAExternalTextureLayerMaskFS;
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} else {
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result.mVertexShaderString = sLayerVS;
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result.mFragmentShaderString = sRGBAExternalTextureLayerFS;
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}
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AddCommonArgs(result);
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AddCommonTextureArgs(result);
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result.mTextureCount = 1;
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break;
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case gl::ColorLayerProgramType:
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if (aMask == Mask2d) {
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result.mVertexShaderString = sLayerMaskVS;
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result.mFragmentShaderString = sSolidColorLayerMaskFS;
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} else {
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result.mVertexShaderString = sLayerVS;
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result.mFragmentShaderString = sSolidColorLayerFS;
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}
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AddCommonArgs(result);
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result.mUniforms.AppendElement(Argument("uRenderColor"));
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break;
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case gl::YCbCrLayerProgramType:
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if (aMask == Mask2d) {
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result.mVertexShaderString = sLayerMaskVS;
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result.mFragmentShaderString = sYCbCrTextureLayerMaskFS;
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} else {
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result.mVertexShaderString = sLayerVS;
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result.mFragmentShaderString = sYCbCrTextureLayerFS;
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}
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AddCommonArgs(result);
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result.mUniforms.AppendElement(Argument("uLayerOpacity"));
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result.mUniforms.AppendElement(Argument("uYTexture"));
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result.mUniforms.AppendElement(Argument("uCbTexture"));
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result.mUniforms.AppendElement(Argument("uCrTexture"));
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result.mAttributes.AppendElement(Argument("aTexCoord"));
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result.mTextureCount = 3;
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break;
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case gl::ComponentAlphaPass1ProgramType:
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if (aMask == Mask2d) {
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result.mVertexShaderString = sLayerMaskVS;
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result.mFragmentShaderString = sComponentPassMask1FS;
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} else {
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result.mVertexShaderString = sLayerVS;
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result.mFragmentShaderString = sComponentPass1FS;
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}
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AddCommonArgs(result);
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result.mUniforms.AppendElement(Argument("uLayerOpacity"));
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result.mUniforms.AppendElement(Argument("uBlackTexture"));
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result.mUniforms.AppendElement(Argument("uWhiteTexture"));
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result.mAttributes.AppendElement(Argument("aTexCoord"));
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result.mTextureCount = 2;
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break;
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case gl::ComponentAlphaPass2ProgramType:
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if (aMask == Mask2d) {
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result.mVertexShaderString = sLayerMaskVS;
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result.mFragmentShaderString = sComponentPassMask2FS;
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} else {
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result.mVertexShaderString = sLayerVS;
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result.mFragmentShaderString = sComponentPass2FS;
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}
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AddCommonArgs(result);
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result.mUniforms.AppendElement(Argument("uLayerOpacity"));
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result.mUniforms.AppendElement(Argument("uBlackTexture"));
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result.mUniforms.AppendElement(Argument("uWhiteTexture"));
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result.mAttributes.AppendElement(Argument("aTexCoord"));
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result.mTextureCount = 2;
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break;
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case gl::Copy2DProgramType:
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NS_ASSERTION(!aMask, "Program does not have masked variant.");
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result.mVertexShaderString = sCopyVS;
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result.mFragmentShaderString = sCopy2DFS;
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result.mUniforms.AppendElement(Argument("uTexture"));
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result.mAttributes.AppendElement(Argument("aVertexCoord"));
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result.mAttributes.AppendElement(Argument("aTexCoord"));
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result.mTextureCount = 1;
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break;
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case gl::Copy2DRectProgramType:
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NS_ASSERTION(!aMask, "Program does not have masked variant.");
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result.mVertexShaderString = sCopyVS;
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result.mFragmentShaderString = sCopy2DRectFS;
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result.mUniforms.AppendElement(Argument("uTexture"));
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result.mAttributes.AppendElement(Argument("aVertexCoord"));
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result.mAttributes.AppendElement(Argument("aTexCoord"));
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result.mTextureCount = 1;
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break;
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default:
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NS_NOTREACHED("Unknown shader program type.");
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}
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if (aMask > MaskNone) {
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result.mUniforms.AppendElement(Argument("uMaskTexture"));
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result.mUniforms.AppendElement(Argument("uMaskQuadTransform"));
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result.mTextureCount += 1;
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}
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return result;
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}
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const char* const ShaderProgramOGL::VertexCoordAttrib = "aVertexCoord";
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const char* const ShaderProgramOGL::TexCoordAttrib = "aTexCoord";
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bool
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ShaderProgramOGL::Initialize()
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{
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NS_ASSERTION(mProgramState == STATE_NEW, "Shader program has already been initialised");
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if (!CreateProgram(mProfile.mVertexShaderString,
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mProfile.mFragmentShaderString)) {
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mProgramState = STATE_ERROR;
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return false;
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}
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mProgramState = STATE_OK;
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for (uint32_t i = 0; i < mProfile.mUniforms.Length(); ++i) {
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mProfile.mUniforms[i].mLocation =
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mGL->fGetUniformLocation(mProgram, mProfile.mUniforms[i].mName);
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NS_ASSERTION(mProfile.mUniforms[i].mLocation >= 0, "Bad uniform location.");
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}
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for (uint32_t i = 0; i < mProfile.mAttributes.Length(); ++i) {
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mProfile.mAttributes[i].mLocation =
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mGL->fGetAttribLocation(mProgram, mProfile.mAttributes[i].mName);
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NS_ASSERTION(mProfile.mAttributes[i].mLocation >= 0, "Bad attribute location.");
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}
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// this is a one-off that's present in the 2DRect versions of some shaders.
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mTexCoordMultiplierUniformLocation =
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mGL->fGetUniformLocation(mProgram, "uTexCoordMultiplier");
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return true;
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}
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GLint
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ShaderProgramOGL::CreateShader(GLenum aShaderType, const char *aShaderSource)
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{
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GLint success, len = 0;
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GLint sh = mGL->fCreateShader(aShaderType);
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mGL->fShaderSource(sh, 1, (const GLchar**)&aShaderSource, NULL);
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mGL->fCompileShader(sh);
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mGL->fGetShaderiv(sh, LOCAL_GL_COMPILE_STATUS, &success);
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mGL->fGetShaderiv(sh, LOCAL_GL_INFO_LOG_LENGTH, (GLint*) &len);
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/* Even if compiling is successful, there may still be warnings. Print them
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* in a debug build. The > 10 is to catch silly compilers that might put
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* some whitespace in the log but otherwise leave it empty.
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*/
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if (!success
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#ifdef DEBUG
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|| (len > 10 && PR_GetEnv("MOZ_DEBUG_SHADERS"))
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#endif
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)
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{
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nsAutoCString log;
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log.SetCapacity(len);
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mGL->fGetShaderInfoLog(sh, len, (GLint*) &len, (char*) log.BeginWriting());
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log.SetLength(len);
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if (!success) {
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printf_stderr("=== SHADER COMPILATION FAILED ===\n");
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} else {
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printf_stderr("=== SHADER COMPILATION WARNINGS ===\n");
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}
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printf_stderr("=== Source:\n%s\n", aShaderSource);
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printf_stderr("=== Log:\n%s\n", log.get());
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printf_stderr("============\n");
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if (!success) {
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mGL->fDeleteShader(sh);
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return 0;
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}
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}
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return sh;
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}
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bool
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ShaderProgramOGL::CreateProgram(const char *aVertexShaderString,
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const char *aFragmentShaderString)
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{
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GLuint vertexShader = CreateShader(LOCAL_GL_VERTEX_SHADER, aVertexShaderString);
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GLuint fragmentShader = CreateShader(LOCAL_GL_FRAGMENT_SHADER, aFragmentShaderString);
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if (!vertexShader || !fragmentShader)
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return false;
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GLint result = mGL->fCreateProgram();
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mGL->fAttachShader(result, vertexShader);
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mGL->fAttachShader(result, fragmentShader);
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mGL->fLinkProgram(result);
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GLint success, len;
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mGL->fGetProgramiv(result, LOCAL_GL_LINK_STATUS, &success);
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mGL->fGetProgramiv(result, LOCAL_GL_INFO_LOG_LENGTH, (GLint*) &len);
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/* Even if linking is successful, there may still be warnings. Print them
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* in a debug build. The > 10 is to catch silly compilers that might put
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* some whitespace in the log but otherwise leave it empty.
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*/
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if (!success
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#ifdef DEBUG
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|| (len > 10 && PR_GetEnv("MOZ_DEBUG_SHADERS"))
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#endif
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)
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{
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nsAutoCString log;
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log.SetCapacity(len);
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mGL->fGetProgramInfoLog(result, len, (GLint*) &len, (char*) log.BeginWriting());
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log.SetLength(len);
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if (!success) {
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printf_stderr("=== PROGRAM LINKING FAILED ===\n");
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} else {
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printf_stderr("=== PROGRAM LINKING WARNINGS ===\n");
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}
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printf_stderr("=== Log:\n%s\n", log.get());
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printf_stderr("============\n");
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}
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// We can mark the shaders for deletion; they're attached to the program
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// and will remain attached.
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mGL->fDeleteShader(vertexShader);
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mGL->fDeleteShader(fragmentShader);
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if (!success) {
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mGL->fDeleteProgram(result);
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return false;
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}
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mProgram = result;
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return true;
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}
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bool
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ShaderProgramOGL::LoadMask(Layer* aMaskLayer)
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{
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if (!aMaskLayer) {
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return false;
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}
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gfxIntSize size;
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if (!static_cast<LayerOGL*>(aMaskLayer->ImplData())
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->LoadAsTexture(LOCAL_GL_TEXTURE0 + mProfile.mTextureCount - 1, &size)){
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return false;
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}
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SetUniform(mProfile.LookupUniformLocation("uMaskTexture"),
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(GLint)(mProfile.mTextureCount - 1));
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gfxMatrix maskTransform;
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mozilla::DebugOnly<bool> isMask2D =
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aMaskLayer->GetEffectiveTransform().CanDraw2D(&maskTransform);
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NS_ASSERTION(isMask2D, "How did we end up with a 3D transform here?!");
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gfxRect bounds = gfxRect(gfxPoint(), size);
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bounds = maskTransform.TransformBounds(bounds);
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gfx3DMatrix m;
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m._11 = 1.0f/bounds.width;
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m._22 = 1.0f/bounds.height;
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m._41 = float(-bounds.x)/bounds.width;
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m._42 = float(-bounds.y)/bounds.height;
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SetMatrixUniform(mProfile.LookupUniformLocation("uMaskQuadTransform"), m);
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return true;
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}
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} /* layers */
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} /* mozilla */
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