235 lines
7.8 KiB
C++
235 lines
7.8 KiB
C++
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/*
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* Copyright (C) 2007 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 "SurfaceFlinger"
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#include <stdlib.h>
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#include <stdint.h>
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#include <sys/types.h>
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#include <utils/Errors.h>
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#include <utils/Log.h>
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#include <GLES/gl.h>
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#include <GLES/glext.h>
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#include "BlurFilter.h"
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#include "LayerBlur.h"
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#include "SurfaceFlinger.h"
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#include "DisplayHardware/DisplayHardware.h"
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namespace android {
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// ---------------------------------------------------------------------------
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const uint32_t LayerBlur::typeInfo = LayerBaseClient::typeInfo | 8;
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const char* const LayerBlur::typeID = "LayerBlur";
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// ---------------------------------------------------------------------------
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LayerBlur::LayerBlur(SurfaceFlinger* flinger, DisplayID display,
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Client* client, int32_t i)
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: LayerBaseClient(flinger, display, client, i), mCacheDirty(true),
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mRefreshCache(true), mCacheAge(0), mTextureName(-1U)
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{
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}
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LayerBlur::~LayerBlur()
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{
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if (mTextureName != -1U) {
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//glDeleteTextures(1, &mTextureName);
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deletedTextures.add(mTextureName);
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}
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}
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void LayerBlur::setVisibleRegion(const Region& visibleRegion)
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{
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LayerBaseClient::setVisibleRegion(visibleRegion);
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if (visibleRegionScreen.isEmpty()) {
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if (mTextureName != -1U) {
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// We're not visible, free the texture up.
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glBindTexture(GL_TEXTURE_2D, 0);
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glDeleteTextures(1, &mTextureName);
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mTextureName = -1U;
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}
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}
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}
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uint32_t LayerBlur::doTransaction(uint32_t flags)
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{
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// we're doing a transaction, refresh the cache!
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if (!mFlinger->isFrozen()) {
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mRefreshCache = true;
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mCacheDirty = true;
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flags |= eVisibleRegion;
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this->contentDirty = true;
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}
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return LayerBase::doTransaction(flags);
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}
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void LayerBlur::unlockPageFlip(const Transform& planeTransform, Region& outDirtyRegion)
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{
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// this code-path must be as tight as possible, it's called each time
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// the screen is composited.
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if (UNLIKELY(!visibleRegionScreen.isEmpty())) {
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// if anything visible below us is invalidated, the cache becomes dirty
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if (!mCacheDirty &&
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!visibleRegionScreen.intersect(outDirtyRegion).isEmpty()) {
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mCacheDirty = true;
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}
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if (mCacheDirty) {
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if (!mFlinger->isFrozen()) {
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// update everything below us that is visible
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outDirtyRegion.orSelf(visibleRegionScreen);
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nsecs_t now = systemTime();
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if ((now - mCacheAge) >= ms2ns(500)) {
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mCacheAge = now;
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mRefreshCache = true;
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mCacheDirty = false;
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} else {
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if (!mAutoRefreshPending) {
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mFlinger->signalDelayedEvent(ms2ns(500));
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mAutoRefreshPending = true;
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}
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}
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}
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}
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}
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LayerBase::unlockPageFlip(planeTransform, outDirtyRegion);
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}
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void LayerBlur::onDraw(const Region& clip) const
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{
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const DisplayHardware& hw(graphicPlane(0).displayHardware());
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const uint32_t fbHeight = hw.getHeight();
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int x = mTransformedBounds.left;
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int y = mTransformedBounds.top;
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int w = mTransformedBounds.width();
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int h = mTransformedBounds.height();
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GLint X = x;
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GLint Y = fbHeight - (y + h);
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if (X < 0) {
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w += X;
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X = 0;
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}
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if (Y < 0) {
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h += Y;
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Y = 0;
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}
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if (w<0 || h<0) {
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// we're outside of the framebuffer
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return;
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}
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if (mTextureName == -1U) {
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// create the texture name the first time
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// can't do that in the ctor, because it runs in another thread.
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glGenTextures(1, &mTextureName);
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}
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Region::iterator iterator(clip);
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if (iterator) {
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, mTextureName);
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if (mRefreshCache) {
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mRefreshCache = false;
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mAutoRefreshPending = false;
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// allocate enough memory for 4-bytes (2 pixels) aligned data
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const int32_t s = (w + 1) & ~1;
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uint16_t* const pixels = (uint16_t*)malloc(s*h*2);
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// This reads the frame-buffer, so a h/w GL would have to
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// finish() its rendering first. we don't want to do that
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// too often. Read data is 4-bytes aligned.
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glReadPixels(X, Y, w, h, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, pixels);
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// blur that texture.
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GGLSurface bl;
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bl.version = sizeof(GGLSurface);
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bl.width = w;
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bl.height = h;
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bl.stride = s;
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bl.format = GGL_PIXEL_FORMAT_RGB_565;
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bl.data = (GGLubyte*)pixels;
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blurFilter(&bl, 8, 2);
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// NOTE: this works only because we have POT. we'd have to round the
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// texture size up, otherwise.
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0,
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GL_RGB, GL_UNSIGNED_SHORT_5_6_5, pixels);
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free((void*)pixels);
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}
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const State& s = drawingState();
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if (UNLIKELY(s.alpha < 0xFF)) {
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const GGLfixed alpha = (s.alpha << 16)/255;
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glColor4x(0, 0, 0, alpha);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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} else {
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glDisable(GL_BLEND);
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}
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glDisable(GL_DITHER);
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glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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if (UNLIKELY(transformed()
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|| !(mFlags & DisplayHardware::DRAW_TEXTURE_EXTENSION) )) {
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// This is a very rare scenario.
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glScalef(1.0f/w, -1.0f/h, 1);
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glTranslatef(-x, -y, 0);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glVertexPointer(2, GL_FIXED, 0, mVertices);
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glTexCoordPointer(2, GL_FIXED, 0, mVertices);
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Rect r;
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while (iterator.iterate(&r)) {
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const GLint sy = fbHeight - (r.top + r.height());
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glScissor(r.left, sy, r.width(), r.height());
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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}
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} else {
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Region::iterator iterator(clip);
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if (iterator) {
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// NOTE: this is marginally faster with the software gl, because
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// glReadPixels() reads the fb bottom-to-top, however we'll
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// skip all the jaccobian computations.
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Rect r;
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GLint crop[4] = { 0, 0, w, h };
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, crop);
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y = fbHeight - (y + h);
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while (iterator.iterate(&r)) {
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const GLint sy = fbHeight - (r.top + r.height());
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glScissor(r.left, sy, r.width(), r.height());
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glDrawTexiOES(x, y, 0, w, h);
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}
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}
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}
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}
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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// ---------------------------------------------------------------------------
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}; // namespace android
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