On Wed, May 1, 2013 at 5:28 PM, Andreas Gal <g...@mozilla.com> wrote:

> Should we hide the temporary surface generation (when needed) within the
> API?
>
> GLContext::Composite(Target, Source, EffectChain, Filters)
>
> And if multiple shaders or passes are needed, we create a temporary
> surface on the fly and then do the final composite with the given
> EffectChain.
>

It certainly should be hidden within the GLContext filter implementation.
That probably needs to live somewhere under gfx/gl, since Moz2D will need
access to it and Moz2D doesn't depend on layers.

Rob
-- 
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