зеркало из https://github.com/mozilla/moz-skia.git
308 строки
8.7 KiB
C
308 строки
8.7 KiB
C
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#ifndef SkGL_DEFINED
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#define SkGL_DEFINED
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#if defined(SK_BUILD_FOR_MAC) || defined(SK_BUILD_FOR_SDL)
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#include <OpenGL/gl.h>
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#include <OpenGL/glext.h>
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#include <AGL/agl.h>
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// use FBOs for devices
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#define SK_GL_DEVICE_FBO
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#elif defined(ANDROID)
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#include <GLES/gl.h>
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#include <EGL/egl.h>
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#include <GLES/glext.h>
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#endif
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#include "SkColor.h"
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#include "SkMatrix.h"
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#include "SkShader.h"
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class SkPaint;
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class SkPath;
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class SkGLClipIter;
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//#define TRACE_TEXTURE_CREATE
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static void SkGL_unimpl(const char str[]) {
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SkDebugf("SkGL unimplemented: %s\n", str);
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}
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///////////////////////////////////////////////////////////////////////////////
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#if GL_OES_compressed_paletted_texture
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#define SK_GL_SUPPORT_COMPRESSEDTEXIMAGE2D
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#endif
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#if GL_OES_fixed_point && defined(SK_SCALAR_IS_FIXED)
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#define SK_GLType GL_FIXED
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#else
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#define SK_GLType GL_FLOAT
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#endif
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#if SK_GLType == GL_FIXED
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typedef SkFixed SkGLScalar;
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#define SkIntToGL(n) SkIntToFixed(n)
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#define SkScalarToGL(x) SkScalarToFixed(x)
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#define SK_GLScalar1 SK_Fixed1
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#define SkGLScalarMul(a, b) SkFixedMul(a, b)
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#define MAKE_GL(name) name ## x
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#ifdef SK_SCALAR_IS_FIXED
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#define GLSCALAR_IS_SCALAR 1
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#define SkPerspToGL(x) SkFractToFixed(x)
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#else
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#define GLSCALAR_IS_SCALAR 0
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#define SkPerspToGL(x) SkFractToFloat(x)
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#endif
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#else
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typedef float SkGLScalar;
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#define SkIntToGL(n) (n)
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#define SkScalarToGL(x) SkScalarToFloat(x)
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#define SK_GLScalar1 (1.f)
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#define SkGLScalarMul(a, b) ((a) * (b))
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#define MAKE_GL(name) name ## f
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#ifdef SK_SCALAR_IS_FLOAT
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#define GLSCALAR_IS_SCALAR 1
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#define SkPerspToGL(x) (x)
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#else
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#define GLSCALAR_IS_SCALAR 0
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#define SkPerspToGL(x) SkFractToFloat(x)
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#endif
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#endif
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#if GL_OES_fixed_point
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typedef SkFixed SkGLTextScalar;
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#define SK_TextGLType GL_FIXED
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#define SkIntToTextGL(n) SkIntToFixed(n)
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#define SkFixedToTextGL(x) (x)
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#define SK_glTexParameteri(target, pname, param) \
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glTexParameterx(target, pname, param)
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#else
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typedef float SkGLTextScalar;
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#define SK_TextGLType SK_GLType
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#define SK_GL_HAS_COLOR4UB
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#define SkIntToTextGL(n) SkIntToGL(n)
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#define SkFixedToTextGL(x) SkFixedToFloat(x)
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#define SK_glTexParameteri(target, pname, param) \
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glTexParameteri(target, pname, param)
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#endif
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///////////////////////////////////////////////////////////////////////////////
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// text has its own vertex class, since it may want to be in fixed point (given)
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// that it starts with all integers) even when the default vertices are floats
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struct SkGLTextVertex {
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SkGLTextScalar fX;
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SkGLTextScalar fY;
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void setI(int x, int y) {
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fX = SkIntToTextGL(x);
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fY = SkIntToTextGL(y);
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}
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void setX(SkFixed x, SkFixed y) {
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fX = SkFixedToTextGL(x);
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fY = SkFixedToTextGL(y);
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}
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// counter-clockwise fan
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void setIRectFan(int l, int t, int r, int b) {
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SkGLTextVertex* SK_RESTRICT v = this;
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v[0].setI(l, t);
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v[1].setI(l, b);
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v[2].setI(r, b);
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v[3].setI(r, t);
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}
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// counter-clockwise fan
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void setXRectFan(SkFixed l, SkFixed t, SkFixed r, SkFixed b) {
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SkGLTextVertex* SK_RESTRICT v = this;
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v[0].setX(l, t);
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v[1].setX(l, b);
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v[2].setX(r, b);
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v[3].setX(r, t);
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}
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};
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struct SkGLVertex {
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SkGLScalar fX;
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SkGLScalar fY;
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void setGL(SkGLScalar x, SkGLScalar y) {
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fX = x;
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fY = y;
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}
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void setScalars(SkScalar x, SkScalar y) {
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fX = SkScalarToGL(x);
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fY = SkScalarToGL(y);
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}
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void setPoint(const SkPoint& pt) {
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fX = SkScalarToGL(pt.fX);
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fY = SkScalarToGL(pt.fY);
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}
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void setPoints(const SkPoint* SK_RESTRICT pts, int count) {
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const SkScalar* SK_RESTRICT src = (const SkScalar*)pts;
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SkGLScalar* SK_RESTRICT dst = (SkGLScalar*)this;
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for (int i = 0; i < count; i++) {
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*dst++ = SkScalarToGL(*src++);
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*dst++ = SkScalarToGL(*src++);
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}
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}
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// counter-clockwise fan
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void setRectFan(SkScalar l, SkScalar t, SkScalar r, SkScalar b) {
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SkGLVertex* v = this;
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v[0].setScalars(l, t);
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v[1].setScalars(l, b);
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v[2].setScalars(r, b);
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v[3].setScalars(r, t);
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}
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// counter-clockwise fan
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void setIRectFan(int l, int t, int r, int b) {
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SkGLVertex* v = this;
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v[0].setGL(SkIntToGL(l), SkIntToGL(t));
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v[1].setGL(SkIntToGL(l), SkIntToGL(b));
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v[2].setGL(SkIntToGL(r), SkIntToGL(b));
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v[3].setGL(SkIntToGL(r), SkIntToGL(t));
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}
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// counter-clockwise fan
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void setRectFan(const SkRect& r) {
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this->setRectFan(r.fLeft, r.fTop, r.fRight, r.fBottom);
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}
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// counter-clockwise fan
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void setIRectFan(const SkIRect& r) {
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this->setIRectFan(r.fLeft, r.fTop, r.fRight, r.fBottom);
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}
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};
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struct SkGLMatrix {
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SkGLScalar fMat[16];
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void reset() {
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sk_bzero(fMat, sizeof(fMat));
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fMat[0] = fMat[5] = fMat[10] = fMat[15] = SK_GLScalar1;
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}
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void set(const SkMatrix& m) {
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sk_bzero(fMat, sizeof(fMat));
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fMat[0] = SkScalarToGL(m[SkMatrix::kMScaleX]);
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fMat[4] = SkScalarToGL(m[SkMatrix::kMSkewX]);
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fMat[12] = SkScalarToGL(m[SkMatrix::kMTransX]);
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fMat[1] = SkScalarToGL(m[SkMatrix::kMSkewY]);
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fMat[5] = SkScalarToGL(m[SkMatrix::kMScaleY]);
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fMat[13] = SkScalarToGL(m[SkMatrix::kMTransY]);
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fMat[3] = SkPerspToGL(m[SkMatrix::kMPersp0]);
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fMat[7] = SkPerspToGL(m[SkMatrix::kMPersp1]);
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fMat[15] = SkPerspToGL(m[SkMatrix::kMPersp2]);
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fMat[10] = SK_GLScalar1; // z-scale
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}
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};
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class SkGL {
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public:
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static void SetColor(SkColor c);
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static void SetAlpha(U8CPU alpha);
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static void SetPaint(const SkPaint&, bool isPremul = true,
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bool justAlpha = false);
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static void SetPaintAlpha(const SkPaint& paint, bool isPremul = true) {
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SetPaint(paint, isPremul, true);
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}
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static void SetRGBA(uint8_t rgba[], const SkColor src[], int count);
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static void DumpError(const char caller[]);
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static void Ortho(float left, float right, float bottom, float top,
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float near, float far);
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static inline void Translate(SkScalar dx, SkScalar dy) {
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MAKE_GL(glTranslate)(SkScalarToGL(dx), SkScalarToGL(dy), 0);
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}
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static inline void Scale(SkScalar sx, SkScalar sy) {
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MAKE_GL(glScale)(SkScalarToGL(sx), SkScalarToGL(sy), SK_GLScalar1);
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}
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static inline void Rotate(SkScalar angle) {
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MAKE_GL(glRotate)(SkScalarToGL(angle), 0, 0, SK_GLScalar1);
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}
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static inline void MultMatrix(const SkMatrix& m) {
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SkGLMatrix glm;
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glm.set(m);
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MAKE_GL(glMultMatrix)(glm.fMat);
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}
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static inline void LoadMatrix(const SkMatrix& m) {
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SkGLMatrix glm;
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glm.set(m);
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MAKE_GL(glLoadMatrix)(glm.fMat);
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}
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static void Scissor(const SkIRect&, int viewportHeight);
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// return the byte size for the associated texture memory. This doesn't
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// always == bitmap.getSize(), since on a given port we may have to change
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// the format when the bitmap's pixels are copied over to GL
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static size_t ComputeTextureMemorySize(const SkBitmap&);
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// return 0 on failure
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static GLuint BindNewTexture(const SkBitmap&, SkPoint* dimension);
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static void SetTexParams(bool filter,
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SkShader::TileMode tx, SkShader::TileMode ty);
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static void SetTexParamsClamp(bool filter);
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static void DrawVertices(int count, GLenum mode,
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const SkGLVertex* SK_RESTRICT vertex,
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const SkGLVertex* SK_RESTRICT texCoords,
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const uint8_t* SK_RESTRICT colorArray,
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const uint16_t* SK_RESTRICT indexArray,
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SkGLClipIter*);
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static void PrepareForFillPath(SkPaint* paint);
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static void FillPath(const SkPath& path, const SkPaint& paint, bool useTex,
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SkGLClipIter*);
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static void DrawPath(const SkPath& path, bool useTex, SkGLClipIter*);
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};
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#include "SkRegion.h"
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class SkGLClipIter : public SkRegion::Iterator {
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public:
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SkGLClipIter(int viewportHeight) : fViewportHeight(viewportHeight) {}
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// call rewind only if this is non-null
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void safeRewind() {
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if (this) {
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this->rewind();
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}
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}
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void scissor() {
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SkASSERT(!this->done());
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SkGL::Scissor(this->rect(), fViewportHeight);
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}
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private:
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const int fViewportHeight;
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};
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#endif
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