8e8eba5091
In cases where SurfaceFlinger is applying a color matrix (usually for
accessibility features), we previously would perform a render-to-
texture for the initial composition, and then apply the matrix during
a copy to the framebuffer. This changes that behavior to just apply the
matrix during composition without a render-to-texture pass.
This may result in a perceived change of the image in cases with alpha
blending, since the blending is performed at a different stage of the
pipeline and the system effectively performs non-linear blends.
However, neither this nor the prior render-to-texture pass is strictly
correct in that regard, and this approach is less error-prone and
likely faster.
Change-Id: I2110ff0374f61d76df7b087dde8a1ed98990440c
(cherry picked from commit f008799d37
)
257 lines
7.6 KiB
C++
257 lines
7.6 KiB
C++
/*
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* Copyright 2013 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 ATRACE_TAG ATRACE_TAG_GRAPHICS
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include <ui/Rect.h>
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#include <utils/String8.h>
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#include <utils/Trace.h>
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#include <cutils/compiler.h>
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#include <gui/ISurfaceComposer.h>
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#include <math.h>
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#include "GLES20RenderEngine.h"
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#include "Program.h"
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#include "ProgramCache.h"
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#include "Description.h"
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#include "Mesh.h"
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#include "Texture.h"
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// ---------------------------------------------------------------------------
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namespace android {
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// ---------------------------------------------------------------------------
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GLES20RenderEngine::GLES20RenderEngine() :
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mVpWidth(0), mVpHeight(0) {
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize);
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glGetIntegerv(GL_MAX_VIEWPORT_DIMS, mMaxViewportDims);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
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glPixelStorei(GL_PACK_ALIGNMENT, 4);
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const uint16_t protTexData[] = { 0 };
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glGenTextures(1, &mProtectedTexName);
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glBindTexture(GL_TEXTURE_2D, mProtectedTexName);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0,
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GL_RGB, GL_UNSIGNED_SHORT_5_6_5, protTexData);
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//mColorBlindnessCorrection = M;
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}
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GLES20RenderEngine::~GLES20RenderEngine() {
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}
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size_t GLES20RenderEngine::getMaxTextureSize() const {
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return mMaxTextureSize;
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}
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size_t GLES20RenderEngine::getMaxViewportDims() const {
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return
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mMaxViewportDims[0] < mMaxViewportDims[1] ?
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mMaxViewportDims[0] : mMaxViewportDims[1];
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}
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void GLES20RenderEngine::setViewportAndProjection(
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size_t vpw, size_t vph, Rect sourceCrop, size_t hwh, bool yswap,
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Transform::orientation_flags rotation) {
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size_t l = sourceCrop.left;
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size_t r = sourceCrop.right;
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// In GL, (0, 0) is the bottom-left corner, so flip y coordinates
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size_t t = hwh - sourceCrop.top;
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size_t b = hwh - sourceCrop.bottom;
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mat4 m;
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if (yswap) {
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m = mat4::ortho(l, r, t, b, 0, 1);
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} else {
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m = mat4::ortho(l, r, b, t, 0, 1);
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}
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// Apply custom rotation to the projection.
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float rot90InRadians = 2.0f * static_cast<float>(M_PI) / 4.0f;
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switch (rotation) {
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case Transform::ROT_0:
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break;
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case Transform::ROT_90:
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m = mat4::rotate(rot90InRadians, vec3(0,0,1)) * m;
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break;
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case Transform::ROT_180:
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m = mat4::rotate(rot90InRadians * 2.0f, vec3(0,0,1)) * m;
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break;
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case Transform::ROT_270:
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m = mat4::rotate(rot90InRadians * 3.0f, vec3(0,0,1)) * m;
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break;
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default:
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break;
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}
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glViewport(0, 0, vpw, vph);
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mState.setProjectionMatrix(m);
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mVpWidth = vpw;
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mVpHeight = vph;
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}
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void GLES20RenderEngine::setupLayerBlending(
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bool premultipliedAlpha, bool opaque, int alpha) {
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mState.setPremultipliedAlpha(premultipliedAlpha);
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mState.setOpaque(opaque);
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mState.setPlaneAlpha(alpha / 255.0f);
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if (alpha < 0xFF || !opaque) {
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glEnable(GL_BLEND);
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glBlendFunc(premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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} else {
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glDisable(GL_BLEND);
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}
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}
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void GLES20RenderEngine::setupDimLayerBlending(int alpha) {
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mState.setPlaneAlpha(1.0f);
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mState.setPremultipliedAlpha(true);
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mState.setOpaque(false);
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mState.setColor(0, 0, 0, alpha/255.0f);
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mState.disableTexture();
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if (alpha == 0xFF) {
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glDisable(GL_BLEND);
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} else {
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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}
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}
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void GLES20RenderEngine::setupLayerTexturing(const Texture& texture) {
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GLuint target = texture.getTextureTarget();
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glBindTexture(target, texture.getTextureName());
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GLenum filter = GL_NEAREST;
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if (texture.getFiltering()) {
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filter = GL_LINEAR;
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}
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glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(target, GL_TEXTURE_MAG_FILTER, filter);
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glTexParameteri(target, GL_TEXTURE_MIN_FILTER, filter);
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mState.setTexture(texture);
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}
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void GLES20RenderEngine::setupLayerBlackedOut() {
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glBindTexture(GL_TEXTURE_2D, mProtectedTexName);
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Texture texture(Texture::TEXTURE_2D, mProtectedTexName);
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texture.setDimensions(1, 1); // FIXME: we should get that from somewhere
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mState.setTexture(texture);
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}
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mat4 GLES20RenderEngine::setupColorTransform(const mat4& colorTransform) {
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mat4 oldTransform = mState.getColorMatrix();
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mState.setColorMatrix(colorTransform);
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return oldTransform;
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}
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void GLES20RenderEngine::disableTexturing() {
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mState.disableTexture();
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}
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void GLES20RenderEngine::disableBlending() {
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glDisable(GL_BLEND);
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}
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void GLES20RenderEngine::bindImageAsFramebuffer(EGLImageKHR image,
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uint32_t* texName, uint32_t* fbName, uint32_t* status) {
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GLuint tname, name;
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// turn our EGLImage into a texture
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glGenTextures(1, &tname);
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glBindTexture(GL_TEXTURE_2D, tname);
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glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)image);
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// create a Framebuffer Object to render into
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glGenFramebuffers(1, &name);
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glBindFramebuffer(GL_FRAMEBUFFER, name);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tname, 0);
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*status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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*texName = tname;
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*fbName = name;
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}
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void GLES20RenderEngine::unbindFramebuffer(uint32_t texName, uint32_t fbName) {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glDeleteFramebuffers(1, &fbName);
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glDeleteTextures(1, &texName);
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}
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void GLES20RenderEngine::setupFillWithColor(float r, float g, float b, float a) {
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mState.setPlaneAlpha(1.0f);
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mState.setPremultipliedAlpha(true);
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mState.setOpaque(false);
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mState.setColor(r, g, b, a);
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mState.disableTexture();
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glDisable(GL_BLEND);
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}
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void GLES20RenderEngine::drawMesh(const Mesh& mesh) {
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ProgramCache::getInstance().useProgram(mState);
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if (mesh.getTexCoordsSize()) {
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glEnableVertexAttribArray(Program::texCoords);
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glVertexAttribPointer(Program::texCoords,
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mesh.getTexCoordsSize(),
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GL_FLOAT, GL_FALSE,
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mesh.getByteStride(),
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mesh.getTexCoords());
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}
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glVertexAttribPointer(Program::position,
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mesh.getVertexSize(),
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GL_FLOAT, GL_FALSE,
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mesh.getByteStride(),
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mesh.getPositions());
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glDrawArrays(mesh.getPrimitive(), 0, mesh.getVertexCount());
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if (mesh.getTexCoordsSize()) {
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glDisableVertexAttribArray(Program::texCoords);
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}
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}
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void GLES20RenderEngine::dump(String8& result) {
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RenderEngine::dump(result);
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}
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// ---------------------------------------------------------------------------
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}; // namespace android
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// ---------------------------------------------------------------------------
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#if defined(__gl_h_)
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#error "don't include gl/gl.h in this file"
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#endif
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