This change extracts the scale parameters of the current transform to pass then to the font renderer. Rotation and perspective are applied to the generated mesh inside the vertex shader. This limits the number of glyphs we have to create in the font cache and thus reduces memory churn. Change-Id: Ic5b3bae2b2b0e0250a8ee723b071a1709725c749
502 lines
16 KiB
C++
502 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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#include <ui/Rect.h>
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#include <private/hwui/DrawGlInfo.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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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(Layer* layer): mLayer(layer) {
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}
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LayerRenderer::~LayerRenderer() {
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}
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void LayerRenderer::setViewport(int width, int height) {
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initViewport(width, height);
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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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glBindFramebuffer(GL_FRAMEBUFFER, 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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GLint 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 (getSnapshot()->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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delete mLayer->meshIndices;
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mLayer->mesh = NULL;
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mLayer->meshIndices = 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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delete mLayer->meshIndices;
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mLayer->mesh = NULL;
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mLayer->meshIndices = NULL;
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}
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bool rebuildIndices = false;
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if (!mLayer->mesh) {
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mLayer->mesh = new TextureVertex[count * 4];
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mLayer->meshIndices = new uint16_t[elementCount];
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rebuildIndices = true;
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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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uint16_t* indices = mLayer->meshIndices;
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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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if (rebuildIndices) {
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uint16_t quad = i * 4;
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int index = i * 6;
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indices[index ] = quad; // top-left
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indices[index + 1] = quad + 1; // top-right
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indices[index + 2] = quad + 2; // bottom-left
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indices[index + 3] = quad + 2; // bottom-left
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indices[index + 4] = quad + 1; // top-right
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indices[index + 5] = quad + 3; // bottom-right
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}
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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::createLayer(uint32_t width, uint32_t height, bool isOpaque) {
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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(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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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->setBlend(!isOpaque);
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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;
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*) &previousFbo);
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glBindFramebuffer(GL_FRAMEBUFFER, 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(GL_RGBA, GL_UNSIGNED_BYTE);
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if (glGetError() != GL_NO_ERROR) {
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ALOGD("Could not allocate texture for layer (fbo=%d %dx%d)",
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fbo, width, height);
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glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
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Caches::getInstance().resourceCache.decrementRefcount(layer);
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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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glBindFramebuffer(GL_FRAMEBUFFER, 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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Caches::getInstance().resourceCache.decrementRefcount(layer);
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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(bool isOpaque) {
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LAYER_RENDERER_LOGD("Creating new texture layer");
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Layer* layer = new Layer(0, 0);
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layer->setCacheable(false);
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layer->setTextureLayer(true);
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layer->setBlend(!isOpaque);
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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, GLenum renderTarget, float* transform) {
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if (layer) {
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layer->setBlend(!isOpaque);
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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(transform);
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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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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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Caches::getInstance().resourceCache.decrementRefcount(layer);
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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::destroyLayerDeferred(Layer* layer) {
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if (layer) {
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LAYER_RENDERER_LOGD("Deferring layer destruction, fbo = %d", layer->getFbo());
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Caches::getInstance().deleteLayerDeferred(layer);
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}
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}
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void LayerRenderer::flushLayer(Layer* layer) {
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#ifdef GL_EXT_discard_framebuffer
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GLuint fbo = layer->getFbo();
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if (layer && 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;
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*) &previousFbo);
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if (fbo != previousFbo) glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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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) glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
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}
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}
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#endif
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}
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bool LayerRenderer::copyLayer(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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GLuint previousViewport[4];
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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->config()) {
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case SkBitmap::kA8_Config:
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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 SkBitmap::kRGB_565_Config:
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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 SkBitmap::kARGB_4444_Config:
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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 SkBitmap::kARGB_8888_Config:
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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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glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*) &previousFbo);
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glGetIntegerv(GL_VIEWPORT, (GLint*) &previousViewport);
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glBindFramebuffer(GL_FRAMEBUFFER, 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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glBindTexture(GL_TEXTURE_2D, 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(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, 0.0f);
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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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glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
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layer->setAlpha(alpha, mode);
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layer->setFbo(previousLayerFbo);
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glDeleteTextures(1, &texture);
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caches.fboCache.put(fbo);
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glViewport(previousViewport[0], previousViewport[1],
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previousViewport[2], previousViewport[3]);
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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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