Merge "Don't blend transparent pixels when rendering layers." into honeycomb
This commit is contained in:
@@ -27,6 +27,7 @@
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#include "Rect.h"
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#include "Rect.h"
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#include "SkiaColorFilter.h"
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#include "SkiaColorFilter.h"
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#include "Vertex.h"
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namespace android {
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namespace android {
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namespace uirenderer {
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namespace uirenderer {
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@@ -41,6 +42,14 @@ namespace uirenderer {
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struct Layer {
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struct Layer {
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Layer(const uint32_t layerWidth, const uint32_t layerHeight):
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Layer(const uint32_t layerWidth, const uint32_t layerHeight):
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width(layerWidth), height(layerHeight) {
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width(layerWidth), height(layerHeight) {
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mesh = NULL;
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meshIndices = NULL;
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meshElementCount = 0;
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}
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~Layer() {
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if (mesh) delete mesh;
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if (meshIndices) delete meshIndices;
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}
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}
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/**
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/**
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@@ -99,6 +108,13 @@ struct Layer {
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* Color filter used to draw this layer. Optional.
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* Color filter used to draw this layer. Optional.
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*/
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*/
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SkiaColorFilter* colorFilter;
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SkiaColorFilter* colorFilter;
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/**
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* If the layer can be rendered as a mesh, this is non-null.
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*/
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TextureVertex* mesh;
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uint16_t* meshIndices;
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GLsizei meshElementCount;
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}; // struct Layer
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}; // struct Layer
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}; // namespace uirenderer
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}; // namespace uirenderer
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@@ -29,6 +29,10 @@ namespace uirenderer {
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void LayerRenderer::prepare(bool opaque) {
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void LayerRenderer::prepare(bool opaque) {
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LAYER_RENDERER_LOGD("Rendering into layer, fbo = %d", mLayer->fbo);
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LAYER_RENDERER_LOGD("Rendering into layer, fbo = %d", mLayer->fbo);
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#if RENDER_LAYERS_AS_REGIONS
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mLayer->region.clear();
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#endif
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*) &mPreviousFbo);
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*) &mPreviousFbo);
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glBindFramebuffer(GL_FRAMEBUFFER, mLayer->fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, mLayer->fbo);
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@@ -39,11 +43,97 @@ void LayerRenderer::finish() {
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OpenGLRenderer::finish();
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OpenGLRenderer::finish();
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glBindFramebuffer(GL_FRAMEBUFFER, mPreviousFbo);
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glBindFramebuffer(GL_FRAMEBUFFER, mPreviousFbo);
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generateMesh();
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LAYER_RENDERER_LOGD("Finished rendering into layer, fbo = %d", mLayer->mFbo);
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LAYER_RENDERER_LOGD("Finished rendering into layer, fbo = %d", mLayer->mFbo);
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}
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}
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///////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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// Static functions
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// Dirty region tracking
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///////////////////////////////////////////////////////////////////////////////
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bool LayerRenderer::hasLayer() {
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return true;
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}
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Region* LayerRenderer::getRegion() {
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#if RENDER_LAYERS_AS_REGIONS
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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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#else
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return OpenGLRenderer::getRegion();
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#endif
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}
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void LayerRenderer::generateMesh() {
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#if RENDER_LAYERS_AS_REGIONS
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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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return;
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}
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size_t count;
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const android::Rect* rects = mLayer->region.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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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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mLayer->meshElementCount = elementCount;
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}
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const float texX = 1.0f / float(mLayer->width);
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const float texY = 1.0f / float(mLayer->height);
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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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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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#endif
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}
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///////////////////////////////////////////////////////////////////////////////
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// Layers management
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///////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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Layer* LayerRenderer::createLayer(uint32_t width, uint32_t height, bool isOpaque) {
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Layer* LayerRenderer::createLayer(uint32_t width, uint32_t height, bool isOpaque) {
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@@ -49,12 +49,17 @@ public:
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void prepare(bool opaque);
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void prepare(bool opaque);
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void finish();
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void finish();
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bool hasLayer();
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Region* getRegion();
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static Layer* createLayer(uint32_t width, uint32_t height, bool isOpaque = false);
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static Layer* createLayer(uint32_t width, uint32_t height, bool isOpaque = false);
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static bool resizeLayer(Layer* layer, uint32_t width, uint32_t height);
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static bool resizeLayer(Layer* layer, uint32_t width, uint32_t height);
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static void destroyLayer(Layer* layer);
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static void destroyLayer(Layer* layer);
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static void destroyLayerDeferred(Layer* layer);
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static void destroyLayerDeferred(Layer* layer);
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private:
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private:
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void generateMesh();
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Layer* mLayer;
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Layer* mLayer;
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GLuint mPreviousFbo;
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GLuint mPreviousFbo;
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@@ -615,6 +615,7 @@ void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
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const float alpha = layer->alpha / 255.0f;
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const float alpha = layer->alpha / 255.0f;
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const float texX = 1.0f / float(layer->width);
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const float texX = 1.0f / float(layer->width);
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const float texY = 1.0f / float(layer->height);
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const float texY = 1.0f / float(layer->height);
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const float height = rect.getHeight();
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TextureVertex* mesh = mCaches.getRegionMesh();
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TextureVertex* mesh = mCaches.getRegionMesh();
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GLsizei numQuads = 0;
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GLsizei numQuads = 0;
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@@ -636,9 +637,9 @@ void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
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const android::Rect* r = &rects[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 u1 = r->left * texX;
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const float v1 = (rect.getHeight() - r->top) * texY;
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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 u2 = r->right * texX;
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const float v2 = (rect.getHeight() - r->bottom) * texY;
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const float v2 = (height - r->bottom) * texY;
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// TODO: Reject quads outside of the clip
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// TODO: Reject quads outside of the clip
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TextureVertex::set(mesh++, r->left, r->top, u1, v1);
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TextureVertex::set(mesh++, r->left, r->top, u1, v1);
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@@ -694,10 +695,10 @@ void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
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void OpenGLRenderer::dirtyLayer(const float left, const float top,
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void OpenGLRenderer::dirtyLayer(const float left, const float top,
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const float right, const float bottom, const mat4 transform) {
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const float right, const float bottom, const mat4 transform) {
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#if RENDER_LAYERS_AS_REGIONS
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#if RENDER_LAYERS_AS_REGIONS
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if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region) {
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if (hasLayer()) {
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Rect bounds(left, top, right, bottom);
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Rect bounds(left, top, right, bottom);
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transform.mapRect(bounds);
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transform.mapRect(bounds);
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dirtyLayerUnchecked(bounds, mSnapshot->region);
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dirtyLayerUnchecked(bounds, getRegion());
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}
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}
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#endif
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#endif
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}
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}
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@@ -705,9 +706,9 @@ void OpenGLRenderer::dirtyLayer(const float left, const float top,
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void OpenGLRenderer::dirtyLayer(const float left, const float top,
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void OpenGLRenderer::dirtyLayer(const float left, const float top,
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const float right, const float bottom) {
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const float right, const float bottom) {
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#if RENDER_LAYERS_AS_REGIONS
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#if RENDER_LAYERS_AS_REGIONS
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if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region) {
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if (hasLayer()) {
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Rect bounds(left, top, right, bottom);
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Rect bounds(left, top, right, bottom);
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dirtyLayerUnchecked(bounds, mSnapshot->region);
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dirtyLayerUnchecked(bounds, getRegion());
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}
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}
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#endif
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#endif
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}
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}
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@@ -1419,24 +1420,20 @@ void OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
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Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
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Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
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#if RENDER_LAYERS_AS_REGIONS
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#if RENDER_LAYERS_AS_REGIONS
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bool hasLayer = (mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region;
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bool hasActiveLayer = hasLayer();
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#else
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#else
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bool hasLayer = false;
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bool hasActiveLayer = false;
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#endif
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#endif
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mCaches.unbindMeshBuffer();
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mCaches.unbindMeshBuffer();
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if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y,
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if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y,
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hasLayer ? &bounds : NULL)) {
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hasActiveLayer ? &bounds : NULL)) {
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#if RENDER_LAYERS_AS_REGIONS
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#if RENDER_LAYERS_AS_REGIONS
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if (hasLayer) {
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if (hasActiveLayer) {
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if (!pureTranslate) {
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if (!pureTranslate) {
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mSnapshot->transform->mapRect(bounds);
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mSnapshot->transform->mapRect(bounds);
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}
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}
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bounds.intersect(*mSnapshot->clipRect);
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dirtyLayerUnchecked(bounds, getRegion());
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bounds.snapToPixelBoundaries();
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android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
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mSnapshot->region->orSelf(dirty);
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}
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}
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#endif
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#endif
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}
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}
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@@ -1501,8 +1498,36 @@ void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) {
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layer->alpha = alpha;
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layer->alpha = alpha;
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layer->mode = mode;
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layer->mode = mode;
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#if RENDER_LAYERS_AS_REGIONS
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if (layer->region.isRect()) {
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const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight());
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composeLayerRect(layer, r);
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} else if (!layer->region.isEmpty() && layer->mesh) {
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const Rect& rect = layer->layer;
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setupDraw();
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setupDrawWithTexture();
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setupDrawColor(alpha, alpha, alpha, alpha);
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setupDrawColorFilter();
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setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false);
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setupDrawProgram();
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setupDrawDirtyRegionsDisabled();
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setupDrawPureColorUniforms();
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setupDrawColorFilterUniforms();
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setupDrawTexture(layer->texture);
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setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
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setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
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glDrawElements(GL_TRIANGLES, layer->meshElementCount,
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GL_UNSIGNED_SHORT, layer->meshIndices);
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finishDrawTexture();
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}
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#else
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const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight());
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const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight());
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composeLayerRect(layer, r);
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composeLayerRect(layer, r);
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#endif
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}
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}
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///////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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@@ -133,19 +133,24 @@ protected:
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virtual void composeLayer(sp<Snapshot> current, sp<Snapshot> previous);
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virtual void composeLayer(sp<Snapshot> current, sp<Snapshot> previous);
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/**
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/**
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* Mark the layer as dirty at the specified coordinates. The coordinates
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* Marks the specified region as dirty at the specified bounds.
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* are transformed with the supplied matrix.
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*/
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*/
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virtual void dirtyLayer(const float left, const float top,
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void dirtyLayerUnchecked(Rect& bounds, Region* region);
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const float right, const float bottom, const mat4 transform);
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/**
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/**
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* Mark the layer as dirty at the specified coordinates.
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* Returns the current snapshot.
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*/
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*/
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virtual void dirtyLayer(const float left, const float top,
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sp<Snapshot> getSnapshot() {
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const float right, const float bottom);
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return mSnapshot;
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}
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void dirtyLayerUnchecked(Rect& bounds, Region* region);
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virtual Region* getRegion() {
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return mSnapshot->region;
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}
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virtual bool hasLayer() {
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return (mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region;
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}
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private:
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private:
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/**
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/**
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@@ -224,6 +229,19 @@ private:
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*/
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*/
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void clearLayerRegions();
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void clearLayerRegions();
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/**
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* Mark the layer as dirty at the specified coordinates. The coordinates
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* are transformed with the supplied matrix.
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*/
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void dirtyLayer(const float left, const float top,
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const float right, const float bottom, const mat4 transform);
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/**
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* Mark the layer as dirty at the specified coordinates.
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*/
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void dirtyLayer(const float left, const float top,
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const float right, const float bottom);
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/**
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/**
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* Draws a colored rectangle with the specified color. The specified coordinates
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* Draws a colored rectangle with the specified color. The specified coordinates
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* are transformed by the current snapshot's transform matrix.
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* are transformed by the current snapshot's transform matrix.
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@@ -268,7 +268,7 @@ public:
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Rect* clipRect;
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Rect* clipRect;
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/**
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/**
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* The ancestor layer's dirty region..
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* The ancestor layer's dirty region.
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*/
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*/
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Region* region;
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Region* region;
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Reference in New Issue
Block a user