0a91775c4d
This will allow us to support YUV surfaces. Change-Id: I2d4da75f1006a5285bdc552695d4caeecccf2183
248 lines
8.2 KiB
C++
248 lines
8.2 KiB
C++
/*
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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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#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 "clz.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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LayerBlur::LayerBlur(SurfaceFlinger* flinger, DisplayID display,
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const sp<Client>& client)
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: LayerBaseClient(flinger, display, client), mCacheDirty(true),
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mRefreshCache(true), mCacheAge(0), mTextureName(-1U),
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mWidthScale(1.0f), mHeightScale(1.0f),
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mBlurFormat(GGL_PIXEL_FORMAT_RGB_565)
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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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}
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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->postMessageAsync(
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new MessageBase(MessageQueue::INVALIDATE),
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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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glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES, &mReadFormat);
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glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE_OES, &mReadType);
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if (mReadFormat != GL_RGB || mReadType != GL_UNSIGNED_SHORT_5_6_5) {
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mReadFormat = GL_RGBA;
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mReadType = GL_UNSIGNED_BYTE;
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mBlurFormat = GGL_PIXEL_FORMAT_RGBX_8888;
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}
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}
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Region::const_iterator it = clip.begin();
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Region::const_iterator const end = clip.end();
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if (it != end) {
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#if defined(GL_OES_texture_external)
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glDisable(GL_TEXTURE_EXTERNAL_OES);
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#endif
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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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int32_t pixelSize = 4;
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int32_t s = w;
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if (mReadType == GL_UNSIGNED_SHORT_5_6_5) {
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// allocate enough memory for 4-bytes (2 pixels) aligned data
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s = (w + 1) & ~1;
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pixelSize = 2;
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}
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uint16_t* const pixels = (uint16_t*)malloc(s*h*pixelSize);
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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, mReadFormat, mReadType, 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 = mBlurFormat;
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bl.data = (GGLubyte*)pixels;
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blurFilter(&bl, 8, 2);
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if (mFlags & (DisplayHardware::NPOT_EXTENSION)) {
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glTexImage2D(GL_TEXTURE_2D, 0, mReadFormat, w, h, 0,
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mReadFormat, mReadType, pixels);
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mWidthScale = 1.0f / w;
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mHeightScale =-1.0f / h;
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mYOffset = 0;
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} else {
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GLuint tw = 1 << (31 - clz(w));
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GLuint th = 1 << (31 - clz(h));
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if (tw < GLuint(w)) tw <<= 1;
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if (th < GLuint(h)) th <<= 1;
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glTexImage2D(GL_TEXTURE_2D, 0, mReadFormat, tw, th, 0,
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mReadFormat, mReadType, NULL);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h,
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mReadFormat, mReadType, pixels);
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mWidthScale = 1.0f / tw;
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mHeightScale =-1.0f / th;
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mYOffset = th-h;
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}
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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 GLfloat alpha = s.alpha * (1.0f/255.0f);
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glColor4f(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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if (mFlags & DisplayHardware::SLOW_CONFIG) {
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glDisable(GL_DITHER);
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} else {
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glEnable(GL_DITHER);
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}
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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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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glScalef(mWidthScale, mHeightScale, 1);
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glTranslatef(-x, mYOffset - y, 0);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glVertexPointer(2, GL_FLOAT, 0, mVertices);
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glTexCoordPointer(2, GL_FLOAT, 0, mVertices);
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while (it != end) {
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const Rect& r = *it++;
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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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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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}
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// ---------------------------------------------------------------------------
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}; // namespace android
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