70850ea258
bug:17702227 Add details useful to developers (such as layer size/View name), and switch away from logging implementation names/details, since they are generally not relevant to developers. Change-Id: Iee605d182f241450f7e75a6d0c283d51fa1312f5
489 lines
16 KiB
C++
489 lines
16 KiB
C++
/*
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* Copyright (C) 2011 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#define LOG_TAG "OpenGLRenderer"
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#define ATRACE_TAG ATRACE_TAG_VIEW
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#include <ui/Rect.h>
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#include <private/hwui/DrawGlInfo.h>
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#include "RenderState.h"
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#include "LayerCache.h"
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#include "LayerRenderer.h"
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#include "Matrix.h"
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#include "Properties.h"
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#include "Rect.h"
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#include "utils/TraceUtils.h"
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namespace android {
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namespace uirenderer {
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///////////////////////////////////////////////////////////////////////////////
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// Rendering
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///////////////////////////////////////////////////////////////////////////////
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LayerRenderer::LayerRenderer(RenderState& renderState, Layer* layer)
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: OpenGLRenderer(renderState)
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, mLayer(layer) {
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}
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LayerRenderer::~LayerRenderer() {
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}
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status_t LayerRenderer::prepareDirty(float left, float top, float right, float bottom,
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bool opaque) {
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LAYER_RENDERER_LOGD("Rendering into layer, fbo = %d", mLayer->getFbo());
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renderState().bindFramebuffer(mLayer->getFbo());
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const float width = mLayer->layer.getWidth();
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const float height = mLayer->layer.getHeight();
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Rect dirty(left, top, right, bottom);
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if (dirty.isEmpty() || (dirty.left <= 0 && dirty.top <= 0 &&
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dirty.right >= width && dirty.bottom >= height)) {
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mLayer->region.clear();
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dirty.set(0.0f, 0.0f, width, height);
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} else {
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dirty.intersect(0.0f, 0.0f, width, height);
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android::Rect r(dirty.left, dirty.top, dirty.right, dirty.bottom);
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mLayer->region.subtractSelf(r);
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}
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mLayer->clipRect.set(dirty);
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return OpenGLRenderer::prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, opaque);
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}
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status_t LayerRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
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if (mLayer->isDirty()) {
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getCaches().disableScissor();
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glClear(GL_COLOR_BUFFER_BIT);
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getCaches().resetScissor();
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mLayer->setDirty(false);
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return DrawGlInfo::kStatusDone;
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}
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return OpenGLRenderer::clear(left, top, right, bottom, opaque);
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}
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void LayerRenderer::finish() {
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OpenGLRenderer::finish();
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generateMesh();
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LAYER_RENDERER_LOGD("Finished rendering into layer, fbo = %d", mLayer->getFbo());
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// No need to unbind our FBO, this will be taken care of by the caller
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// who will invoke OpenGLRenderer::resume()
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}
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GLuint LayerRenderer::getTargetFbo() const {
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return mLayer->getFbo();
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}
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bool LayerRenderer::suppressErrorChecks() const {
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return true;
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}
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///////////////////////////////////////////////////////////////////////////////
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// Layer support
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///////////////////////////////////////////////////////////////////////////////
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bool LayerRenderer::hasLayer() const {
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return true;
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}
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void LayerRenderer::ensureStencilBuffer() {
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attachStencilBufferToLayer(mLayer);
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}
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///////////////////////////////////////////////////////////////////////////////
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// Dirty region tracking
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///////////////////////////////////////////////////////////////////////////////
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Region* LayerRenderer::getRegion() const {
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if (currentSnapshot()->flags & Snapshot::kFlagFboTarget) {
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return OpenGLRenderer::getRegion();
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}
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return &mLayer->region;
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}
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// TODO: This implementation uses a very simple approach to fixing T-junctions which keeps the
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// results as rectangles, and is thus not necessarily efficient in the geometry
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// produced. Eventually, it may be better to develop triangle-based mechanism.
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void LayerRenderer::generateMesh() {
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if (mLayer->region.isRect() || mLayer->region.isEmpty()) {
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if (mLayer->mesh) {
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delete[] mLayer->mesh;
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mLayer->mesh = NULL;
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mLayer->meshElementCount = 0;
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}
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mLayer->setRegionAsRect();
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return;
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}
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// avoid T-junctions as they cause artifacts in between the resultant
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// geometry when complex transforms occur.
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// TODO: generate the safeRegion only if necessary based on drawing transform (see
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// OpenGLRenderer::composeLayerRegion())
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Region safeRegion = Region::createTJunctionFreeRegion(mLayer->region);
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size_t count;
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const android::Rect* rects = safeRegion.getArray(&count);
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GLsizei elementCount = count * 6;
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if (mLayer->mesh && mLayer->meshElementCount < elementCount) {
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delete[] mLayer->mesh;
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mLayer->mesh = NULL;
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}
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if (!mLayer->mesh) {
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mLayer->mesh = new TextureVertex[count * 4];
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}
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mLayer->meshElementCount = elementCount;
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const float texX = 1.0f / float(mLayer->getWidth());
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const float texY = 1.0f / float(mLayer->getHeight());
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const float height = mLayer->layer.getHeight();
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TextureVertex* mesh = mLayer->mesh;
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for (size_t i = 0; i < count; i++) {
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const android::Rect* r = &rects[i];
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const float u1 = r->left * texX;
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const float v1 = (height - r->top) * texY;
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const float u2 = r->right * texX;
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const float v2 = (height - r->bottom) * texY;
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TextureVertex::set(mesh++, r->left, r->top, u1, v1);
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TextureVertex::set(mesh++, r->right, r->top, u2, v1);
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TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
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TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
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}
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}
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///////////////////////////////////////////////////////////////////////////////
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// Layers management
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///////////////////////////////////////////////////////////////////////////////
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Layer* LayerRenderer::createRenderLayer(RenderState& renderState, uint32_t width, uint32_t height) {
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ATRACE_FORMAT("Allocate %ux%u HW Layer", width, height);
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LAYER_RENDERER_LOGD("Requesting new render layer %dx%d", width, height);
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Caches& caches = Caches::getInstance();
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GLuint fbo = caches.fboCache.get();
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if (!fbo) {
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ALOGW("Could not obtain an FBO");
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return NULL;
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}
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caches.activeTexture(0);
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Layer* layer = caches.layerCache.get(renderState, width, height);
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if (!layer) {
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ALOGW("Could not obtain a layer");
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return NULL;
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}
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// We first obtain a layer before comparing against the max texture size
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// because layers are not allocated at the exact desired size. They are
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// always created slighly larger to improve recycling
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const uint32_t maxTextureSize = caches.maxTextureSize;
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if (layer->getWidth() > maxTextureSize || layer->getHeight() > maxTextureSize) {
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ALOGW("Layer exceeds max. dimensions supported by the GPU (%dx%d, max=%dx%d)",
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width, height, maxTextureSize, maxTextureSize);
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// Creating a new layer always increment its refcount by 1, this allows
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// us to destroy the layer object if one was created for us
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layer->decStrong(0);
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return NULL;
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}
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layer->setFbo(fbo);
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layer->layer.set(0.0f, 0.0f, width, height);
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layer->texCoords.set(0.0f, height / float(layer->getHeight()),
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width / float(layer->getWidth()), 0.0f);
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layer->setAlpha(255, SkXfermode::kSrcOver_Mode);
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layer->setColorFilter(NULL);
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layer->setDirty(true);
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layer->region.clear();
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GLuint previousFbo = renderState.getFramebuffer();
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renderState.bindFramebuffer(layer->getFbo());
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layer->bindTexture();
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// Initialize the texture if needed
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if (layer->isEmpty()) {
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layer->setEmpty(false);
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layer->allocateTexture();
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// This should only happen if we run out of memory
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if (glGetError() != GL_NO_ERROR) {
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ALOGE("Could not allocate texture for layer (fbo=%d %dx%d)", fbo, width, height);
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renderState.bindFramebuffer(previousFbo);
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layer->decStrong(0);
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return NULL;
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}
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}
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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layer->getTexture(), 0);
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renderState.bindFramebuffer(previousFbo);
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return layer;
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}
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bool LayerRenderer::resizeLayer(Layer* layer, uint32_t width, uint32_t height) {
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if (layer) {
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LAYER_RENDERER_LOGD("Resizing layer fbo = %d to %dx%d", layer->getFbo(), width, height);
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if (layer->resize(width, height)) {
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layer->layer.set(0.0f, 0.0f, width, height);
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layer->texCoords.set(0.0f, height / float(layer->getHeight()),
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width / float(layer->getWidth()), 0.0f);
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} else {
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return false;
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}
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}
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return true;
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}
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Layer* LayerRenderer::createTextureLayer(RenderState& renderState) {
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LAYER_RENDERER_LOGD("Creating new texture layer");
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Layer* layer = new Layer(Layer::kType_Texture, renderState, 0, 0);
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layer->setCacheable(false);
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layer->setEmpty(true);
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layer->setFbo(0);
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layer->setAlpha(255, SkXfermode::kSrcOver_Mode);
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layer->layer.set(0.0f, 0.0f, 0.0f, 0.0f);
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layer->texCoords.set(0.0f, 1.0f, 1.0f, 0.0f);
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layer->region.clear();
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layer->setRenderTarget(GL_NONE); // see ::updateTextureLayer()
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Caches::getInstance().activeTexture(0);
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layer->generateTexture();
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return layer;
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}
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void LayerRenderer::updateTextureLayer(Layer* layer, uint32_t width, uint32_t height,
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bool isOpaque, bool forceFilter, GLenum renderTarget, float* textureTransform) {
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if (layer) {
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layer->setBlend(!isOpaque);
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layer->setForceFilter(forceFilter);
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layer->setSize(width, height);
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layer->layer.set(0.0f, 0.0f, width, height);
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layer->region.set(width, height);
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layer->regionRect.set(0.0f, 0.0f, width, height);
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layer->getTexTransform().load(textureTransform);
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if (renderTarget != layer->getRenderTarget()) {
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layer->setRenderTarget(renderTarget);
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layer->bindTexture();
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layer->setFilter(GL_NEAREST, false, true);
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layer->setWrap(GL_CLAMP_TO_EDGE, false, true);
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}
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}
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}
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void LayerRenderer::destroyLayer(Layer* layer) {
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if (layer) {
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ATRACE_FORMAT("Destroy %ux%u HW Layer", layer->getWidth(), layer->getHeight());
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LAYER_RENDERER_LOGD("Recycling layer, %dx%d fbo = %d",
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layer->getWidth(), layer->getHeight(), layer->getFbo());
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if (!Caches::getInstance().layerCache.put(layer)) {
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LAYER_RENDERER_LOGD(" Destroyed!");
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layer->decStrong(0);
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} else {
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LAYER_RENDERER_LOGD(" Cached!");
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#if DEBUG_LAYER_RENDERER
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Caches::getInstance().layerCache.dump();
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#endif
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layer->removeFbo();
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layer->region.clear();
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}
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}
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}
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void LayerRenderer::flushLayer(RenderState& renderState, Layer* layer) {
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#ifdef GL_EXT_discard_framebuffer
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if (!layer) return;
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GLuint fbo = layer->getFbo();
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if (fbo) {
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// If possible, discard any enqueud operations on deferred
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// rendering architectures
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if (Extensions::getInstance().hasDiscardFramebuffer()) {
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GLuint previousFbo = renderState.getFramebuffer();
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if (fbo != previousFbo) {
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renderState.bindFramebuffer(fbo);
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}
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const GLenum attachments[] = { GL_COLOR_ATTACHMENT0 };
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glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
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if (fbo != previousFbo) {
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renderState.bindFramebuffer(previousFbo);
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}
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}
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}
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#endif
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}
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bool LayerRenderer::copyLayer(RenderState& renderState, Layer* layer, SkBitmap* bitmap) {
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Caches& caches = Caches::getInstance();
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if (layer && bitmap->width() <= caches.maxTextureSize &&
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bitmap->height() <= caches.maxTextureSize) {
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GLuint fbo = caches.fboCache.get();
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if (!fbo) {
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ALOGW("Could not obtain an FBO");
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return false;
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}
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SkAutoLockPixels alp(*bitmap);
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GLuint texture;
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GLuint previousFbo;
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GLsizei previousViewportWidth;
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GLsizei previousViewportHeight;
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GLenum format;
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GLenum type;
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GLenum error = GL_NO_ERROR;
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bool status = false;
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switch (bitmap->colorType()) {
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case kAlpha_8_SkColorType:
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format = GL_ALPHA;
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type = GL_UNSIGNED_BYTE;
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break;
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case kRGB_565_SkColorType:
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format = GL_RGB;
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type = GL_UNSIGNED_SHORT_5_6_5;
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break;
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case kARGB_4444_SkColorType:
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format = GL_RGBA;
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type = GL_UNSIGNED_SHORT_4_4_4_4;
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break;
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case kN32_SkColorType:
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default:
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format = GL_RGBA;
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type = GL_UNSIGNED_BYTE;
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break;
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}
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float alpha = layer->getAlpha();
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SkXfermode::Mode mode = layer->getMode();
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GLuint previousLayerFbo = layer->getFbo();
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layer->setAlpha(255, SkXfermode::kSrc_Mode);
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layer->setFbo(fbo);
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previousFbo = renderState.getFramebuffer();
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renderState.getViewport(&previousViewportWidth, &previousViewportHeight);
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renderState.bindFramebuffer(fbo);
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glGenTextures(1, &texture);
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if ((error = glGetError()) != GL_NO_ERROR) goto error;
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caches.activeTexture(0);
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caches.bindTexture(texture);
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glPixelStorei(GL_PACK_ALIGNMENT, bitmap->bytesPerPixel());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, format, bitmap->width(), bitmap->height(),
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0, format, type, NULL);
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if ((error = glGetError()) != GL_NO_ERROR) goto error;
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D, texture, 0);
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if ((error = glGetError()) != GL_NO_ERROR) goto error;
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{
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LayerRenderer renderer(renderState, layer);
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renderer.setViewport(bitmap->width(), bitmap->height());
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renderer.OpenGLRenderer::prepareDirty(0.0f, 0.0f,
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bitmap->width(), bitmap->height(), !layer->isBlend());
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caches.disableScissor();
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renderer.translate(0.0f, bitmap->height());
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renderer.scale(1.0f, -1.0f);
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mat4 texTransform(layer->getTexTransform());
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mat4 invert;
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invert.translate(0.0f, 1.0f);
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invert.scale(1.0f, -1.0f, 1.0f);
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layer->getTexTransform().multiply(invert);
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if ((error = glGetError()) != GL_NO_ERROR) goto error;
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{
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Rect bounds;
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bounds.set(0.0f, 0.0f, bitmap->width(), bitmap->height());
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renderer.drawTextureLayer(layer, bounds);
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glReadPixels(0, 0, bitmap->width(), bitmap->height(), format,
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type, bitmap->getPixels());
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if ((error = glGetError()) != GL_NO_ERROR) goto error;
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}
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layer->getTexTransform().load(texTransform);
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status = true;
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}
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error:
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#if DEBUG_OPENGL
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if (error != GL_NO_ERROR) {
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ALOGD("GL error while copying layer into bitmap = 0x%x", error);
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}
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#endif
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renderState.bindFramebuffer(previousFbo);
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layer->setAlpha(alpha, mode);
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layer->setFbo(previousLayerFbo);
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caches.deleteTexture(texture);
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caches.fboCache.put(fbo);
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renderState.setViewport(previousViewportWidth, previousViewportHeight);
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return status;
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}
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return false;
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}
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}; // namespace uirenderer
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}; // namespace android
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