shader = layerShader;
}
- FloatRectangle targetSurfaceSource = surface->getTargetSourceRegion();
- FloatRectangle targetSurfaceDestination = surface->getTargetDestinationRegion();
+ // calculate the target destination in each composition, safe step but increase cpu cycless
+ surface->calculateTargetDestination(m_currentLayer->getSourceRegion(),m_currentLayer->getDestinationRegion());
+ FloatRectangle targetSurfaceSource = surface->getTargetSourceRegion();
+ FloatRectangle targetSurfaceDestination = surface->getTargetDestinationRegion();
float textureCoordinates[4];
ViewportTransform::transformRectangleToTextureCoordinates(targetSurfaceSource,
surface->OriginalSourceWidth,