Bug 1276359 - Fix D3D11 Shader Compile Failure
MozReview-Commit-ID: 6t02t473FFg
--- a/gfx/layers/d3d11/CompositorD3D11.hlsl
+++ b/gfx/layers/d3d11/CompositorD3D11.hlsl
@@ -316,17 +316,17 @@ float4 ComputeBlendSourceColor(const VS_
if (iBlendConfig.x == PS_LAYER_RGB) {
return RGBShader(tmp);
} else if (iBlendConfig.x == PS_LAYER_RGBA) {
return RGBAShader(tmp);
} else if (iBlendConfig.x == PS_LAYER_YCBCR) {
return YCbCrShader(tmp);
}
return SolidColorShader(tmp);
- } else if (iBlendConfig.y == PS_MASK_2D) {
+ } else if (iBlendConfig.y == PS_MASK) {
VS_MASK_OUTPUT tmp;
tmp.vPosition = aVertex.vPosition;
tmp.vTexCoords = aVertex.vTexCoords;
tmp.vMaskCoords = aVertex.vMaskCoords;
if (iBlendConfig.x == PS_LAYER_RGB) {
return RGBShaderMask(tmp);
} else if (iBlendConfig.x == PS_LAYER_RGBA) {