Exemplo n.º 1
2
	//[-------------------------------------------------------]
	//[ Public methods                                        ]
	//[-------------------------------------------------------]
	TextureBufferDsa::TextureBufferDsa(OpenGLRenderer &openGLRenderer, uint32_t numberOfBytes, Renderer::TextureFormat::Enum textureFormat, const void *data, Renderer::BufferUsage bufferUsage) :
		TextureBuffer(openGLRenderer)
	{
		if (openGLRenderer.getExtensions().isGL_ARB_direct_state_access())
		{
			{ // Buffer part
				// Create the OpenGL texture buffer
				glCreateBuffers(1, &mOpenGLTextureBuffer);

				// Upload the data
				// -> Usage: These constants directly map to "GL_ARB_vertex_buffer_object" and OpenGL ES 2 constants, do not change them
				glNamedBufferData(mOpenGLTextureBuffer, static_cast<GLsizeiptr>(numberOfBytes), data, static_cast<GLenum>(bufferUsage));
			}

			{ // Texture part
				// Create the OpenGL texture instance
				glCreateTextures(GL_TEXTURE_BUFFER_ARB, 1, &mOpenGLTexture);

				// Attach the storage for the buffer object to the buffer texture
				glTextureBuffer(mOpenGLTexture, Mapping::getOpenGLInternalFormat(textureFormat), mOpenGLTextureBuffer);
			}
		}
		else
		{
			// Create the OpenGL texture buffer
			glGenBuffersARB(1, &mOpenGLTextureBuffer);

			// Create the OpenGL texture instance
			glGenTextures(1, &mOpenGLTexture);

			// Buffer part
			// -> Upload the data
			// -> Usage: These constants directly map to "GL_ARB_vertex_buffer_object" and OpenGL ES 2 constants, do not change them
			glNamedBufferDataEXT(mOpenGLTextureBuffer, static_cast<GLsizeiptr>(numberOfBytes), data, static_cast<GLenum>(bufferUsage));

			{ // Texture part
				#ifndef OPENGLRENDERER_NO_STATE_CLEANUP
					// Backup the currently bound OpenGL texture
					GLint openGLTextureBackup = 0;
					glGetIntegerv(GL_TEXTURE_BINDING_BUFFER_ARB, &openGLTextureBackup);
				#endif

				// Make this OpenGL texture instance to the currently used one
				glBindTexture(GL_TEXTURE_BUFFER_ARB, mOpenGLTexture);

				// Attaches the storage for the buffer object to the active buffer texture
				// -> Sadly, there's no direct state access (DSA) function defined for this in "GL_EXT_direct_state_access"
				glTexBufferARB(GL_TEXTURE_BUFFER_ARB, Mapping::getOpenGLInternalFormat(textureFormat), mOpenGLTextureBuffer);

				#ifndef OPENGLRENDERER_NO_STATE_CLEANUP
					// Be polite and restore the previous bound OpenGL texture
					glBindTexture(GL_TEXTURE_BUFFER_ARB, static_cast<GLuint>(openGLTextureBackup));
				#endif
			}
		}
	}
Exemplo n.º 2
0
void Layer::updateLightPosFromRenderer(const OpenGLRenderer& rootRenderer) {
    if (renderer && rendererLightPosDirty) {
        // re-init renderer's light position, based upon last cached location in window
        Vector3 lightPos = rootRenderer.getLightCenter();
        cachedInvTransformInWindow.mapPoint3d(lightPos);
        renderer->initLight(rootRenderer.getLightRadius(),
                rootRenderer.getAmbientShadowAlpha(),
                rootRenderer.getSpotShadowAlpha());
        renderer->setLightCenter(lightPos);
        rendererLightPosDirty = false;
    }
}
Exemplo n.º 3
0
//[-------------------------------------------------------]
//[ Public methods                                        ]
//[-------------------------------------------------------]
VertexArrayNoVao::VertexArrayNoVao(OpenGLRenderer &openGLRenderer, const Renderer::VertexAttributes& vertexAttributes, uint32_t numberOfVertexBuffers, const Renderer::VertexArrayVertexBuffer *vertexBuffers, IndexBuffer *indexBuffer) :
    VertexArray(openGLRenderer, indexBuffer, InternalResourceType::NO_VAO),
    mNumberOfAttributes(vertexAttributes.numberOfAttributes),
    mAttributes(mNumberOfAttributes ? new Renderer::VertexAttribute[mNumberOfAttributes] : nullptr),
    mNumberOfVertexBuffers(numberOfVertexBuffers),
    mVertexBuffers(numberOfVertexBuffers ? new Renderer::VertexArrayVertexBuffer[numberOfVertexBuffers] : nullptr),
    mIsGL_ARB_instanced_arrays(openGLRenderer.getExtensions().isGL_ARB_instanced_arrays())
{
    // Copy over the data
    if (nullptr != mAttributes)
    {
        memcpy(mAttributes, vertexAttributes.attributes, sizeof(Renderer::VertexAttribute) * mNumberOfAttributes);
    }
    if (nullptr != mVertexBuffers)
    {
        memcpy(mVertexBuffers, vertexBuffers, sizeof(Renderer::VertexArrayVertexBuffer) * mNumberOfVertexBuffers);
    }

    // Add a reference to the used vertex buffers
    const Renderer::VertexArrayVertexBuffer *vertexBufferEnd = mVertexBuffers + mNumberOfVertexBuffers;
    for (const Renderer::VertexArrayVertexBuffer *vertexBuffer = mVertexBuffers; vertexBuffer < vertexBufferEnd; ++vertexBuffer)
    {
        vertexBuffer->vertexBuffer->addReference();
    }
}
Exemplo n.º 4
0
void MainWidgetPrivate::paintGL()
{
    OpenGLProfiler::BeginFrame();
    if (m_sceneManager.activeScene())
    {
        m_renderer.render(*m_sceneManager.currentScene());
    }
    OpenGLProfiler::EndFrame();
}
void DisplayList::iterate(OpenGLRenderer& renderer, T& handler, const int level) {
    if (CC_UNLIKELY(mDestroyed)) { // temporary debug logging
        ALOGW("Error: %s is drawing after destruction, size %d", getName(), mSize);
        CRASH();
    }
    if (mSize == 0 || mAlpha <= 0) {
        DISPLAY_LIST_LOGD("%*sEmpty display list (%p, %s)", level * 2, "", this, mName.string());
        return;
    }

#if DEBUG_DISPLAY_LIST
    Rect* clipRect = renderer.getClipRect();
    DISPLAY_LIST_LOGD("%*sStart display list (%p, %s), clipRect: %.0f, %.0f, %.0f, %.0f",
            level * 2, "", this, mName.string(), clipRect->left, clipRect->top,
            clipRect->right, clipRect->bottom);
#endif

    int restoreTo = renderer.getSaveCount();
    handler(mSaveOp->reinit(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag),
            PROPERTY_SAVECOUNT, mClipToBounds);

    DISPLAY_LIST_LOGD("%*sSave %d %d", (level + 1) * 2, "",
            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag, restoreTo);

    setViewProperties<T>(renderer, handler, level + 1);

    if (mClipToBounds && renderer.quickRejectNoScissor(0, 0, mWidth, mHeight)) {
        DISPLAY_LIST_LOGD("%*sRestoreToCount %d", (level + 1) * 2, "", restoreTo);
        handler(mRestoreToCountOp->reinit(restoreTo), PROPERTY_SAVECOUNT, mClipToBounds);
        renderer.restoreToCount(restoreTo);
        renderer.setOverrideLayerAlpha(1.0f);
        return;
    }

    DisplayListLogBuffer& logBuffer = DisplayListLogBuffer::getInstance();
    int saveCount = renderer.getSaveCount() - 1;
    for (unsigned int i = 0; i < mDisplayListData->displayListOps.size(); i++) {
        DisplayListOp *op = mDisplayListData->displayListOps[i];

#if DEBUG_DISPLAY_LIST
        op->output(level + 1);
#endif

        logBuffer.writeCommand(level, op->name());
        handler(op, saveCount, mClipToBounds);
    }

    DISPLAY_LIST_LOGD("%*sRestoreToCount %d", (level + 1) * 2, "", restoreTo);
    handler(mRestoreToCountOp->reinit(restoreTo), PROPERTY_SAVECOUNT, mClipToBounds);
    renderer.restoreToCount(restoreTo);
    renderer.setOverrideLayerAlpha(1.0f);
}
Exemplo n.º 6
0
void MainWidgetPrivate::initializeGL()
{
    // Global Setup (Rarely Changed)
    GL::glEnable(GL_CULL_FACE);
    GL::glEnable(GL_DEPTH_TEST);
    GL::glClearDepthf(1.0f);
    GL::glDepthFunc(GL_LEQUAL);

    // Create Renderer
    m_renderer.create();
    m_renderer.bind();
    m_renderer.addPass<GBufferPass>();                      // => Nothing (Constructs Globals)
    m_renderer.addPass<ScreenSpaceAmbientOcclusion>();      // => SSAO Buffer
    m_renderer.addPass<PreparePresentationPass>();          // => RenderBuffer
    m_renderer.addPass<EnvironmentPass>();                  // => Ambient Term
    m_renderer.addPass<LightAccumulationPass>();            // => Non-Shadowed Lights
    m_renderer.addPass<ShadowedLightAccumulationPass>();    // => RenderBuffer
    m_renderer.addPass<MotionBlurPass>();                   // => RenderBuffer
    m_renderer.addPass<ViewportPresentationPass>();         // => Nothing (Displays RenderBuffer)

    m_initialized = true;
}
Exemplo n.º 7
0
void DisplayList::setViewProperties(OpenGLRenderer& renderer, T& handler,
        const int level) {
#if DEBUG_DISPLAY_LIST
    if (g_HWUI_debug_display_list) {
        outputViewProperties(level);
    }
#endif
    updateMatrix();
    if (mLeft != 0 || mTop != 0) {
        renderer.translate(mLeft, mTop);
    }
    if (mStaticMatrix) {
        renderer.concatMatrix(mStaticMatrix);
    } else if (mAnimationMatrix) {
        renderer.concatMatrix(mAnimationMatrix);
    }
    if (mMatrixFlags != 0) {
        if (mMatrixFlags == TRANSLATION) {
            renderer.translate(mTranslationX, mTranslationY);
        } else {
            renderer.concatMatrix(mTransformMatrix);
        }
    }

    /// M: [ALPS01255047] rollback google changelist
    /// don't disable the clip in case texture layer has transform
    bool clipToBoundsNeeded = mClipToBounds;
    if (mAlpha < 1) {
        if (mCaching) {
            renderer.setOverrideLayerAlpha(mAlpha);
            clipToBoundsNeeded = false; // clipping done by layer
        } else if (!mHasOverlappingRendering) {
            renderer.scaleAlpha(mAlpha);
        } else {
            // TODO: should be able to store the size of a DL at record time and not
            // have to pass it into this call. In fact, this information might be in the
            // location/size info that we store with the new native transform data.
            int saveFlags = SkCanvas::kHasAlphaLayer_SaveFlag;
            if (clipToBoundsNeeded) {
                saveFlags |= SkCanvas::kClipToLayer_SaveFlag;
                clipToBoundsNeeded = false; // clipping done by saveLayer
            }
            handler(mSaveLayerOp->reinit(0, 0, mRight - mLeft, mBottom - mTop,
                    mAlpha * 255, SkXfermode::kSrcOver_Mode, saveFlags), PROPERTY_SAVECOUNT,
                    mClipToBounds);
        }
    }
    if (clipToBoundsNeeded) {
        handler(mClipRectOp->reinit(0, 0, mRight - mLeft, mBottom - mTop, SkRegion::kIntersect_Op),
                PROPERTY_SAVECOUNT, mClipToBounds);
    }
}
void RenderNode::issueOperationsOfProjectedChildren(OpenGLRenderer& renderer, T& handler) {
    DISPLAY_LIST_LOGD("%*s%d projected children:", (handler.level() + 1) * 2, "", mProjectedNodes.size());
    const SkPath* projectionReceiverOutline = properties().getOutline().getPath();
    int restoreTo = renderer.getSaveCount();

    LinearAllocator& alloc = handler.allocator();
    handler(new (alloc) SaveOp(SaveFlags::MatrixClip),
            PROPERTY_SAVECOUNT, properties().getClipToBounds());

    // Transform renderer to match background we're projecting onto
    // (by offsetting canvas by translationX/Y of background rendernode, since only those are set)
    const DisplayListOp* op =
#if HWUI_NEW_OPS
            nullptr;
    LOG_ALWAYS_FATAL("unsupported");
#else
            (mDisplayList->getOps()[mDisplayList->projectionReceiveIndex]);
#endif
    const DrawRenderNodeOp* backgroundOp = reinterpret_cast<const DrawRenderNodeOp*>(op);
    const RenderProperties& backgroundProps = backgroundOp->renderNode->properties();
    renderer.translate(backgroundProps.getTranslationX(), backgroundProps.getTranslationY());

    // If the projection receiver has an outline, we mask projected content to it
    // (which we know, apriori, are all tessellated paths)
    renderer.setProjectionPathMask(alloc, projectionReceiverOutline);

    // draw projected nodes
    for (size_t i = 0; i < mProjectedNodes.size(); i++) {
        renderNodeOp_t* childOp = mProjectedNodes[i];

        // matrix save, concat, and restore can be done safely without allocating operations
        int restoreTo = renderer.save(SaveFlags::Matrix);
        renderer.concatMatrix(childOp->transformFromCompositingAncestor);
        childOp->skipInOrderDraw = false; // this is horrible, I'm so sorry everyone
        handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds());
        childOp->skipInOrderDraw = true;
        renderer.restoreToCount(restoreTo);
    }

    handler(new (alloc) RestoreToCountOp(restoreTo),
            PROPERTY_SAVECOUNT, properties().getClipToBounds());
}
Exemplo n.º 9
0
void MainWidgetPrivate::resizeGL(int width, int height)
{
    m_renderer.resize(width, height);
}
Exemplo n.º 10
0
void MainWidgetPrivate::teardownGL()
{
    m_renderer.teardown();
}
Exemplo n.º 11
0
int main(int argc, char **argv)
{
	if (!InitKinect())
		return -1;

	OpenGLRenderer *renderer = new OpenGLRenderer();


	IplImage* rgbImg;
	IplImage* depthImg;
	rgbImg = cvCreateImage(cvSize(640,480), IPL_DEPTH_8U, 3);
	depthImg = cvCreateImage(cvSize(640,480), IPL_DEPTH_8U, 3);
	IplImage* rgbCopy = cvCreateImage( cvSize(640,480),IPL_DEPTH_8U, 3);
	IplImage* depthCopy = cvCreateImage(cvSize(640,480), IPL_DEPTH_8U, 3);

	IplImage* rgbOut = cvCreateImage( cvSize(640,480),IPL_DEPTH_8U, 1);

	enum TrackingState
	{
		TRACK_HEAD,
		TRACKING
	};
	TrackingState state = TRACK_HEAD;
	while (true)
	{
		ProcessInput();
		if (!SynchronizeDrawingData())
			continue;


		switch (state)
		{
		case TRACK_HEAD:
		{
			cvSetData(rgbImg, GetKinectRgbData(), 640*3);
			cvSetData(depthImg, GetKinectDepthData(), 640*3);
			cvCopy( rgbImg, rgbCopy, 0 );
			//cvCopy( rgbImg, rgbOut, 0 );
			cvCopy( depthImg, depthCopy, 0 );

			if(IsKeyUp(306)) { //left ctrl

				state = TRACKING;
				printf("start tracking!\n");
			}
			const CvRect &selection = ProcessSelection();
			if ((selection.x + selection.y + selection.width + selection.height)!=0) {
				cvRectangle( rgbImg, cvPoint(selection.x, selection.y),
						cvPoint(selection.x+selection.width, selection.y+selection.height),
						cvScalar(255, 0, 0));


			}
			renderer->Render((uint8_t*)rgbCopy->imageData, (uint8_t*)depthImg->imageData);
		}
			break;
		case TRACKING:

			cvSetData(rgbImg, GetKinectRgbData(), 640*3);
			cvSetData(depthImg, GetKinectDepthData(), 640*3);

			printf("compare!\n");

			cvCmp( rgbImg, rgbCopy, rgbOut, CV_CMP_EQ  );
			printf("endcompare!\n");
			fflush(stdout);
			//ProcessSelection();
			//renderer->RenderExtra((uint8_t*)backproject->imageData, 640,480, 1);
			//renderer->RenderExtra((uint8_t*)mask->imageData, 640,480, 1);
			//renderer->RenderExtra((uint8_t*)hue->imageData, 640,480, 1);
			//renderer->RenderExtra((uint8_t*)rgbOut->imageData, 640,480, 1);
			//renderer->RenderExtra((uint8_t*)histimg->imageData, 320,200, 3);
			printf("1!\n");
			renderer->Render((uint8_t*)rgbCopy->imageData, (uint8_t*)depthImg->imageData);

			break;
		}

		if (!renderer->Update())
			return 1;

		sleep(0);
	}
	delete renderer;


	return 0;
}
Exemplo n.º 12
0
	//[-------------------------------------------------------]
	//[ Public methods                                        ]
	//[-------------------------------------------------------]
	VertexArrayVaoDsa::VertexArrayVaoDsa(OpenGLRenderer &openGLRenderer, const Renderer::VertexAttributes& vertexAttributes, uint32_t numberOfVertexBuffers, const Renderer::VertexArrayVertexBuffer *vertexBuffers, IndexBuffer *indexBuffer) :
		VertexArrayVao(openGLRenderer, numberOfVertexBuffers, vertexBuffers, indexBuffer)
	{
		// Vertex buffer reference handling is done within the base class "VertexArrayVao"
		const bool isARB_DSA = openGLRenderer.getExtensions().isGL_ARB_direct_state_access();
		if (isARB_DSA)
		{
			// Create the OpenGL vertex array
			glCreateVertexArrays(1, &mOpenGLVertexArray);
		}
		else
		{
			// Create the OpenGL vertex array
			glGenVertexArrays(1, &mOpenGLVertexArray);
		}

		// Loop through all attributes
		// -> We're using "glBindAttribLocationARB()" when linking the program so we have known attribute locations (the vertex array can't know about the program)
		GLuint attributeLocation = 0;
		const Renderer::VertexAttribute *attributeEnd = vertexAttributes.attributes + vertexAttributes.numberOfAttributes;
		for (const Renderer::VertexAttribute *attribute = vertexAttributes.attributes; attribute < attributeEnd; ++attribute, ++attributeLocation)
		{
			// Set the OpenGL vertex attribute pointer
			// TODO(co) Add security check: Is the given resource one of the currently used renderer?
			const Renderer::VertexArrayVertexBuffer& vertexArrayVertexBuffer = vertexBuffers[attribute->inputSlot];

			if (isARB_DSA)
			{
				// Enable attribute
				glEnableVertexArrayAttrib(mOpenGLVertexArray, attributeLocation);

				// Set up the format for my attribute
				glVertexArrayAttribFormat(mOpenGLVertexArray, attributeLocation, Mapping::getOpenGLSize(attribute->vertexAttributeFormat), Mapping::getOpenGLType(attribute->vertexAttributeFormat), static_cast<GLboolean>(Mapping::isOpenGLVertexAttributeFormatNormalized(attribute->vertexAttributeFormat)), static_cast<GLuint>(attribute->alignedByteOffset));

				// Bind vertex buffer to buffer point
				glVertexArrayVertexBuffer(mOpenGLVertexArray,
										  attributeLocation,
										  static_cast<VertexBuffer*>(vertexArrayVertexBuffer.vertexBuffer)->getOpenGLArrayBuffer(),
										  0,	// No offset to the first element of the buffer
										  static_cast<GLsizei>(vertexArrayVertexBuffer.strideInBytes));

				// Per-instance instead of per-vertex requires "GL_ARB_instanced_arrays"
				if (attribute->instancesPerElement > 0 && openGLRenderer.getExtensions().isGL_ARB_instanced_arrays())
				{
					glVertexArrayBindingDivisor(mOpenGLVertexArray, attributeLocation, attribute->instancesPerElement);
				}
			}
			else
			{
				glVertexArrayVertexAttribOffsetEXT(mOpenGLVertexArray,
												  static_cast<VertexBuffer*>(vertexArrayVertexBuffer.vertexBuffer)->getOpenGLArrayBuffer(),
												  attributeLocation, Mapping::getOpenGLSize(attribute->vertexAttributeFormat),
												  Mapping::getOpenGLType(attribute->vertexAttributeFormat),
												  static_cast<GLboolean>(Mapping::isOpenGLVertexAttributeFormatNormalized(attribute->vertexAttributeFormat)),
												  static_cast<GLsizei>(vertexArrayVertexBuffer.strideInBytes),
												  static_cast<GLintptr>(attribute->alignedByteOffset));

				// Per-instance instead of per-vertex requires "GL_ARB_instanced_arrays"
				if (attribute->instancesPerElement > 0 && openGLRenderer.getExtensions().isGL_ARB_instanced_arrays())
				{
					// Sadly, DSA has no support for "GL_ARB_instanced_arrays", so, we have to use the bind way
					// -> Keep the bind-horror as local as possible

					#ifndef OPENGLRENDERER_NO_STATE_CLEANUP
						// Backup the currently bound OpenGL vertex array
						GLint openGLVertexArrayBackup = 0;
						glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &openGLVertexArrayBackup);
					#endif

					// Bind this OpenGL vertex array
					glBindVertexArray(mOpenGLVertexArray);

					// Set divisor
					glVertexAttribDivisorARB(attributeLocation, attribute->instancesPerElement);

					#ifndef OPENGLRENDERER_NO_STATE_CLEANUP
						// Be polite and restore the previous bound OpenGL vertex array
						glBindVertexArray(static_cast<GLuint>(openGLVertexArrayBackup));
					#endif
				}

				// Enable OpenGL vertex attribute array
				glEnableVertexArrayAttribEXT(mOpenGLVertexArray, attributeLocation);
			}
		}

		// Check the used index buffer
		// -> In case of no index buffer we don't bind buffer 0, there's not really a point in it
		if (nullptr != indexBuffer)
		{
			if (isARB_DSA)
			{
				// Bind the index buffer
				glVertexArrayElementBuffer(mOpenGLVertexArray, indexBuffer->getOpenGLElementArrayBuffer());
			}
			else
			{
				// Sadly, EXT DSA has no support for element array buffer, so, we have to use the bind way
				// -> Keep the bind-horror as local as possible

				#ifndef OPENGLRENDERER_NO_STATE_CLEANUP
					// Backup the currently bound OpenGL vertex array
					GLint openGLVertexArrayBackup = 0;
					glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &openGLVertexArrayBackup);

					// Backup the currently bound OpenGL element array buffer
					GLint openGLElementArrayBufferBackup = 0;
					glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB, &openGLElementArrayBufferBackup);
				#endif

				// Bind this OpenGL vertex array
				glBindVertexArray(mOpenGLVertexArray);

				// Bind OpenGL element array buffer
				glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, indexBuffer->getOpenGLElementArrayBuffer());

				#ifndef OPENGLRENDERER_NO_STATE_CLEANUP
					// Be polite and restore the previous bound OpenGL vertex array
					glBindVertexArray(static_cast<GLuint>(openGLVertexArrayBackup));

					// Be polite and restore the previous bound OpenGL element array buffer
					glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, static_cast<GLuint>(openGLElementArrayBufferBackup));
				#endif
			}
		}
	}
Exemplo n.º 13
0
	//[-------------------------------------------------------]
	//[ Public methods                                        ]
	//[-------------------------------------------------------]
	Texture2DArrayDsa::Texture2DArrayDsa(OpenGLRenderer &openGLRenderer, uint32_t width, uint32_t height, uint32_t numberOfSlices, Renderer::TextureFormat::Enum textureFormat, const void *data, uint32_t flags) :
		Texture2DArray(openGLRenderer, width, height, numberOfSlices)
	{
		#ifndef OPENGLRENDERER_NO_STATE_CLEANUP
			// Backup the currently set alignment
			GLint openGLAlignmentBackup = 0;
			glGetIntegerv(GL_UNPACK_ALIGNMENT, &openGLAlignmentBackup);
		#endif

		// Set correct alignment
		glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

		// Create the OpenGL texture instance
		const bool isARB_DSA = openGLRenderer.getExtensions().isGL_ARB_direct_state_access();
		if (isARB_DSA)
		{
			glCreateTextures(GL_TEXTURE_2D_ARRAY_EXT, 1, &mOpenGLTexture);
		}
		else
		{
			glGenTextures(1, &mOpenGLTexture);
		}

		// Upload the base map of the texture (mipmaps are automatically created as soon as the base map is changed)
		if (isARB_DSA)
		{
			glTextureStorage3D(mOpenGLTexture, 1, Mapping::getOpenGLInternalFormat(textureFormat), static_cast<GLsizei>(width), static_cast<GLsizei>(height), static_cast<GLsizei>(numberOfSlices));
			if (nullptr != data)
			{
				glTextureSubImage3D(mOpenGLTexture, 0, 0, 0, 0, static_cast<GLsizei>(width), static_cast<GLsizei>(height), static_cast<GLsizei>(numberOfSlices), Mapping::getOpenGLFormat(textureFormat), Mapping::getOpenGLType(textureFormat), data);
			}
		}
		else
		{
			glTextureImage3DEXT(mOpenGLTexture, GL_TEXTURE_2D_ARRAY_EXT, 0, static_cast<GLint>(Mapping::getOpenGLInternalFormat(textureFormat)), static_cast<GLsizei>(width), static_cast<GLsizei>(height), static_cast<GLsizei>(numberOfSlices), 0, Mapping::getOpenGLFormat(textureFormat), Mapping::getOpenGLType(textureFormat), data);
		}

		// Build mipmaps automatically on the GPU? (or GPU driver)
		if (flags & Renderer::TextureFlag::GENERATE_MIPMAPS)
		{
			if (isARB_DSA)
			{
				glGenerateTextureMipmap(mOpenGLTexture);
				glTextureParameteri(mOpenGLTexture, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
			}
			else
			{
				glGenerateTextureMipmapEXT(mOpenGLTexture, GL_TEXTURE_2D_ARRAY_EXT);
				glTextureParameteriEXT(mOpenGLTexture, GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
			}
		}
		else
		{
			if (isARB_DSA)
			{
				glTextureParameteri(mOpenGLTexture, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
			}
			else
			{
				glTextureParameteriEXT(mOpenGLTexture, GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
			}
		}

		if (isARB_DSA)
		{
			glTextureParameteri(mOpenGLTexture, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
		}
		else
		{
			glTextureParameteriEXT(mOpenGLTexture, GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
		}

		#ifndef OPENGLRENDERER_NO_STATE_CLEANUP
			// Restore previous alignment
			glPixelStorei(GL_UNPACK_ALIGNMENT, openGLAlignmentBackup);
		#endif
	}
void RenderNode::issueOperationsOf3dChildren(ChildrenSelectMode mode,
        const Matrix4& initialTransform, const std::vector<ZDrawRenderNodeOpPair>& zTranslatedNodes,
        OpenGLRenderer& renderer, T& handler) {
    const int size = zTranslatedNodes.size();
    if (size == 0
            || (mode == ChildrenSelectMode::NegativeZChildren && zTranslatedNodes[0].key > 0.0f)
            || (mode == ChildrenSelectMode::PositiveZChildren && zTranslatedNodes[size - 1].key < 0.0f)) {
        // no 3d children to draw
        return;
    }

    // Apply the base transform of the parent of the 3d children. This isolates
    // 3d children of the current chunk from transformations made in previous chunks.
    int rootRestoreTo = renderer.save(SaveFlags::Matrix);
    renderer.setGlobalMatrix(initialTransform);

    /**
     * Draw shadows and (potential) casters mostly in order, but allow the shadows of casters
     * with very similar Z heights to draw together.
     *
     * This way, if Views A & B have the same Z height and are both casting shadows, the shadows are
     * underneath both, and neither's shadow is drawn on top of the other.
     */
    const size_t nonNegativeIndex = findNonNegativeIndex(zTranslatedNodes);
    size_t drawIndex, shadowIndex, endIndex;
    if (mode == ChildrenSelectMode::NegativeZChildren) {
        drawIndex = 0;
        endIndex = nonNegativeIndex;
        shadowIndex = endIndex; // draw no shadows
    } else {
        drawIndex = nonNegativeIndex;
        endIndex = size;
        shadowIndex = drawIndex; // potentially draw shadow for each pos Z child
    }

    DISPLAY_LIST_LOGD("%*s%d %s 3d children:", (handler.level() + 1) * 2, "",
            endIndex - drawIndex, mode == kNegativeZChildren ? "negative" : "positive");

    float lastCasterZ = 0.0f;
    while (shadowIndex < endIndex || drawIndex < endIndex) {
        if (shadowIndex < endIndex) {
            DrawRenderNodeOp* casterOp = zTranslatedNodes[shadowIndex].value;
            RenderNode* caster = casterOp->renderNode;
            const float casterZ = zTranslatedNodes[shadowIndex].key;
            // attempt to render the shadow if the caster about to be drawn is its caster,
            // OR if its caster's Z value is similar to the previous potential caster
            if (shadowIndex == drawIndex || casterZ - lastCasterZ < SHADOW_DELTA) {
                caster->issueDrawShadowOperation(casterOp->localMatrix, handler);

                lastCasterZ = casterZ; // must do this even if current caster not casting a shadow
                shadowIndex++;
                continue;
            }
        }

        // only the actual child DL draw needs to be in save/restore,
        // since it modifies the renderer's matrix
        int restoreTo = renderer.save(SaveFlags::Matrix);

        DrawRenderNodeOp* childOp = zTranslatedNodes[drawIndex].value;

        renderer.concatMatrix(childOp->localMatrix);
        childOp->skipInOrderDraw = false; // this is horrible, I'm so sorry everyone
        handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds());
        childOp->skipInOrderDraw = true;

        renderer.restoreToCount(restoreTo);
        drawIndex++;
    }
    renderer.restoreToCount(rootRestoreTo);
}
void RenderNode::setViewProperties(OpenGLRenderer& renderer, T& handler) {
#if DEBUG_DISPLAY_LIST
    properties().debugOutputProperties(handler.level() + 1);
#endif
    if (properties().getLeft() != 0 || properties().getTop() != 0) {
        renderer.translate(properties().getLeft(), properties().getTop());
    }
    if (properties().getStaticMatrix()) {
        renderer.concatMatrix(*properties().getStaticMatrix());
    } else if (properties().getAnimationMatrix()) {
        renderer.concatMatrix(*properties().getAnimationMatrix());
    }
    if (properties().hasTransformMatrix()) {
        if (properties().isTransformTranslateOnly()) {
            renderer.translate(properties().getTranslationX(), properties().getTranslationY());
        } else {
            renderer.concatMatrix(*properties().getTransformMatrix());
        }
    }
    const bool isLayer = properties().effectiveLayerType() != LayerType::None;
    int clipFlags = properties().getClippingFlags();
    if (properties().getAlpha() < 1) {
        if (isLayer) {
            clipFlags &= ~CLIP_TO_BOUNDS; // bounds clipping done by layer
        }
        if (CC_LIKELY(isLayer || !properties().getHasOverlappingRendering())) {
            // simply scale rendering content's alpha
            renderer.scaleAlpha(properties().getAlpha());
        } else {
            // savelayer needed to create an offscreen buffer
            Rect layerBounds(0, 0, getWidth(), getHeight());
            if (clipFlags) {
                properties().getClippingRectForFlags(clipFlags, &layerBounds);
                clipFlags = 0; // all clipping done by savelayer
            }
            SaveLayerOp* op = new (handler.allocator()) SaveLayerOp(
                    layerBounds.left, layerBounds.top,
                    layerBounds.right, layerBounds.bottom,
                    (int) (properties().getAlpha() * 255),
                    SaveFlags::HasAlphaLayer | SaveFlags::ClipToLayer);
            handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds());
        }

        if (CC_UNLIKELY(ATRACE_ENABLED() && properties().promotedToLayer())) {
            // pretend alpha always causes savelayer to warn about
            // performance problem affecting old versions
            ATRACE_FORMAT("%s alpha caused saveLayer %dx%d", getName(),
                    static_cast<int>(getWidth()),
                    static_cast<int>(getHeight()));
        }
    }
    if (clipFlags) {
        Rect clipRect;
        properties().getClippingRectForFlags(clipFlags, &clipRect);
        ClipRectOp* op = new (handler.allocator()) ClipRectOp(
                clipRect.left, clipRect.top, clipRect.right, clipRect.bottom,
                SkRegion::kIntersect_Op);
        handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds());
    }

    // TODO: support nesting round rect clips
    if (mProperties.getRevealClip().willClip()) {
        Rect bounds;
        mProperties.getRevealClip().getBounds(&bounds);
        renderer.setClippingRoundRect(handler.allocator(), bounds, mProperties.getRevealClip().getRadius());
    } else if (mProperties.getOutline().willClip()) {
        renderer.setClippingOutline(handler.allocator(), &(mProperties.getOutline()));
    }
}
void RenderNode::issueOperations(OpenGLRenderer& renderer, T& handler) {
    if (mDisplayList->isEmpty()) {
        DISPLAY_LIST_LOGD("%*sEmpty display list (%p, %s)", handler.level() * 2, "",
                this, getName());
        return;
    }

#if HWUI_NEW_OPS
    const bool drawLayer = false;
#else
    const bool drawLayer = (mLayer && (&renderer != mLayer->renderer.get()));
#endif
    // If we are updating the contents of mLayer, we don't want to apply any of
    // the RenderNode's properties to this issueOperations pass. Those will all
    // be applied when the layer is drawn, aka when this is true.
    const bool useViewProperties = (!mLayer || drawLayer);
    if (useViewProperties) {
        const Outline& outline = properties().getOutline();
        if (properties().getAlpha() <= 0
                || (outline.getShouldClip() && outline.isEmpty())
                || properties().getScaleX() == 0
                || properties().getScaleY() == 0) {
            DISPLAY_LIST_LOGD("%*sRejected display list (%p, %s)", handler.level() * 2, "",
                    this, getName());
            return;
        }
    }

    handler.startMark(getName());

#if DEBUG_DISPLAY_LIST
    const Rect& clipRect = renderer.getLocalClipBounds();
    DISPLAY_LIST_LOGD("%*sStart display list (%p, %s), localClipBounds: %.0f, %.0f, %.0f, %.0f",
            handler.level() * 2, "", this, getName(),
            clipRect.left, clipRect.top, clipRect.right, clipRect.bottom);
#endif

    LinearAllocator& alloc = handler.allocator();
    int restoreTo = renderer.getSaveCount();
    handler(new (alloc) SaveOp(SaveFlags::MatrixClip),
            PROPERTY_SAVECOUNT, properties().getClipToBounds());

    DISPLAY_LIST_LOGD("%*sSave %d %d", (handler.level() + 1) * 2, "",
            SaveFlags::MatrixClip, restoreTo);

    if (useViewProperties) {
        setViewProperties<T>(renderer, handler);
    }

#if HWUI_NEW_OPS
    LOG_ALWAYS_FATAL("legacy op traversal not supported");
#else
    bool quickRejected = properties().getClipToBounds()
            && renderer.quickRejectConservative(0, 0, properties().getWidth(), properties().getHeight());
    if (!quickRejected) {
        Matrix4 initialTransform(*(renderer.currentTransform()));
        renderer.setBaseTransform(initialTransform);

        if (drawLayer) {
            handler(new (alloc) DrawLayerOp(mLayer),
                    renderer.getSaveCount() - 1, properties().getClipToBounds());
        } else {
            const int saveCountOffset = renderer.getSaveCount() - 1;
            const int projectionReceiveIndex = mDisplayList->projectionReceiveIndex;
            for (size_t chunkIndex = 0; chunkIndex < mDisplayList->getChunks().size(); chunkIndex++) {
                const DisplayList::Chunk& chunk = mDisplayList->getChunks()[chunkIndex];

                std::vector<ZDrawRenderNodeOpPair> zTranslatedNodes;
                buildZSortedChildList(chunk, zTranslatedNodes);

                issueOperationsOf3dChildren(ChildrenSelectMode::NegativeZChildren,
                        initialTransform, zTranslatedNodes, renderer, handler);

                for (size_t opIndex = chunk.beginOpIndex; opIndex < chunk.endOpIndex; opIndex++) {
                    DisplayListOp *op = mDisplayList->getOps()[opIndex];
#if DEBUG_DISPLAY_LIST
                    op->output(handler.level() + 1);
#endif
                    handler(op, saveCountOffset, properties().getClipToBounds());

                    if (CC_UNLIKELY(!mProjectedNodes.empty() && projectionReceiveIndex >= 0 &&
                        opIndex == static_cast<size_t>(projectionReceiveIndex))) {
                        issueOperationsOfProjectedChildren(renderer, handler);
                    }
                }

                issueOperationsOf3dChildren(ChildrenSelectMode::PositiveZChildren,
                        initialTransform, zTranslatedNodes, renderer, handler);
            }
        }
    }
#endif

    DISPLAY_LIST_LOGD("%*sRestoreToCount %d", (handler.level() + 1) * 2, "", restoreTo);
    handler(new (alloc) RestoreToCountOp(restoreTo),
            PROPERTY_SAVECOUNT, properties().getClipToBounds());

    DISPLAY_LIST_LOGD("%*sDone (%p, %s)", handler.level() * 2, "", this, getName());
    handler.endMark();
}