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 -- q“qIqfq qyqoquq qlqoqvqeq qtqhqoqsqeq qwqhqoq qlqoqvqeq qyqoquq,q qwqhqaqtq qcqrqeqdqiqtq qiqsq qtqhqaqtq qtqoq qyqoquq?q qEqvqeqnq qsqiqnqnqeqrqsq qlqoqvqeq qtqhqoqsqeq qwqhqoq qlqoqvqeq qtqhqeqmq.q qAqnqdq qiqfq qyqoquq qdqoq qgqoqoqdq qtqoq qtqhqoqsqeq qwqhqoq qaqrqeq qgqoqoqdq qtqoq qyqoquq,q qwqhqaqtq qcqrqeqdqiqtq qiqsq qtqhqaqtq qtqoq qyqoquq?q qEqvqeqnq qsqiqnqnqeqrqsq qdqoq qtqhqaqtq.q" _______________________________________________ dev-platform mailing list dev-platform@lists.mozilla.org https://lists.mozilla.org/listinfo/dev-platform