зеркало из https://github.com/mozilla/gecko-dev.git
Convert tabs to spaces
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9414ed4148
Коммит
9c0abdceee
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@ -655,9 +655,9 @@ public class LayerRenderer implements GLSurfaceView.Renderer {
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if (mShowFrameRate) {
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updateDroppedFrames(mFrameStartTime);
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GLES20.glEnable(GLES20.GL_BLEND);
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GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
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mFrameRateLayer.draw(mScreenContext);
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GLES20.glEnable(GLES20.GL_BLEND);
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GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
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mFrameRateLayer.draw(mScreenContext);
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}
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}
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@ -68,8 +68,8 @@ public class NinePatchTileLayer extends TileLayer {
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GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
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GLES20.glEnable(GLES20.GL_BLEND);
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GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, getTextureID());
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drawPatches(context);
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GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, getTextureID());
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drawPatches(context);
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}
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private void drawPatches(RenderContext context) {
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@ -74,7 +74,7 @@ public class SurfaceTextureLayer extends Layer implements SurfaceTexture.OnFrame
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private boolean mBlend;
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private boolean mNewBlend;
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private FloatBuffer textureBuffer;
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private FloatBuffer textureBuffer;
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private FloatBuffer textureBufferInverted;
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public SurfaceTextureLayer(int textureId) {
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@ -95,19 +95,19 @@ public class SurfaceTextureLayer extends Layer implements SurfaceTexture.OnFrame
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mSurface = tmp;
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float textureMap[] = {
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0.0f, 1.0f, // top left
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0.0f, 0.0f, // bottom left
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1.0f, 1.0f, // top right
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1.0f, 0.0f, // bottom right
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0.0f, 1.0f, // top left
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0.0f, 0.0f, // bottom left
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1.0f, 1.0f, // top right
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1.0f, 0.0f, // bottom right
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};
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textureBuffer = createBuffer(textureMap);
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float textureMapInverted[] = {
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0.0f, 0.0f, // bottom left
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0.0f, 1.0f, // top left
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1.0f, 0.0f, // bottom right
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1.0f, 1.0f, // top right
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0.0f, 0.0f, // bottom left
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0.0f, 1.0f, // top left
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1.0f, 0.0f, // bottom right
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1.0f, 1.0f, // top right
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};
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textureBufferInverted = createBuffer(textureMapInverted);
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@ -130,12 +130,12 @@ public class SurfaceTextureLayer extends Layer implements SurfaceTexture.OnFrame
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private FloatBuffer createBuffer(float[] input) {
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// a float has 4 bytes so we allocate for each coordinate 4 bytes
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ByteBuffer byteBuffer = ByteBuffer.allocateDirect(input.length * 4);
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byteBuffer.order(ByteOrder.nativeOrder());
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ByteBuffer byteBuffer = ByteBuffer.allocateDirect(input.length * 4);
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byteBuffer.order(ByteOrder.nativeOrder());
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FloatBuffer floatBuffer = byteBuffer.asFloatBuffer();
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floatBuffer.put(input);
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floatBuffer.position(0);
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floatBuffer.position(0);
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return floatBuffer;
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}
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