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Diffstat (limited to 'src/gl/SkGLDevice.cpp')
-rw-r--r-- | src/gl/SkGLDevice.cpp | 761 |
1 files changed, 761 insertions, 0 deletions
diff --git a/src/gl/SkGLDevice.cpp b/src/gl/SkGLDevice.cpp new file mode 100644 index 0000000..70968e2 --- /dev/null +++ b/src/gl/SkGLDevice.cpp @@ -0,0 +1,761 @@ +#include "SkGLDevice.h" +#include "SkGL.h" +#include "SkDrawProcs.h" +#include "SkRegion.h" +#include "SkThread.h" + +static void TRACE_DRAW(const char func[], SkGLDevice* device, + const SkDraw& draw) { + // SkDebugf("--- <%s> %p %p\n", func, canvas, draw.fDevice); +} + +struct SkGLDrawProcs : public SkDrawProcs { +public: + void init(const SkRegion* clip, int height) { + fCurrQuad = 0; + fCurrTexture = 0; + fClip = clip; + fViewportHeight = height; + + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + glTexCoordPointer(2, SK_TextGLType, 0, fTexs); + glDisableClientState(GL_COLOR_ARRAY); + glVertexPointer(2, SK_TextGLType, 0, fVerts); + } + + GLenum texture() const { return fCurrTexture; } + + void flush() { + if (fCurrQuad && fCurrTexture) { + this->drawQuads(); + } + fCurrQuad = 0; + } + + void addQuad(GLuint texture, int x, int y, const SkGlyph& glyph, + SkFixed left, SkFixed right, SkFixed bottom) { + SkASSERT((size_t)fCurrQuad <= SK_ARRAY_COUNT(fVerts)); + + if (fCurrTexture != texture || fCurrQuad == SK_ARRAY_COUNT(fVerts)) { + if (fCurrQuad && fCurrTexture) { + this->drawQuads(); + } + fCurrQuad = 0; + fCurrTexture = texture; + } + + fVerts[fCurrQuad].setIRectFan(x, y, + x + glyph.fWidth, y + glyph.fHeight); + fTexs[fCurrQuad].setXRectFan(left, 0, right, bottom); + fCurrQuad += 4; + } + + void drawQuads(); + +private: + enum { + MAX_QUADS = 32 + }; + + SkGLTextVertex fVerts[MAX_QUADS * 4]; + SkGLTextVertex fTexs[MAX_QUADS * 4]; + + // these are initialized in setupForText + GLuint fCurrTexture; + int fCurrQuad; + int fViewportHeight; + const SkRegion* fClip; +}; + +/////////////////////////////////////////////////////////////////////////////// + +SkGLDevice::SkGLDevice(const SkBitmap& bitmap, bool offscreen) + : SkDevice(bitmap), fClipIter(bitmap.height()) { + fDrawProcs = NULL; +} + +SkGLDevice::~SkGLDevice() { + if (fDrawProcs) { + SkDELETE(fDrawProcs); + } +} + +void SkGLDevice::setMatrixClip(const SkMatrix& matrix, const SkRegion& clip) { + this->INHERITED::setMatrixClip(matrix, clip); + + fGLMatrix.set(matrix); + fMatrix = matrix; + fClip = clip; + fDirty = true; +} + +SkGLDevice::TexOrientation SkGLDevice::bindDeviceAsTexture() { + return kNo_TexOrientation; +} + +void SkGLDevice::gainFocus(SkCanvas* canvas) { + this->INHERITED::gainFocus(canvas); + + const int w = this->width(); + const int h = this->height(); + glViewport(0, 0, w, h); + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + SkGL::Ortho(0, w, h, 0, -1, 1); + glMatrixMode(GL_MODELVIEW); + fDirty = true; +} + +SkGLClipIter* SkGLDevice::updateMatrixClip() { + bool useIter = false; + + // first handle the clip + if (fDirty || !fClip.isRect()) { + fClipIter.reset(fClip); + useIter = true; + } else if (fDirty) { + // no iter means caller is not respecting complex clips :( + SkGL::Scissor(fClip.getBounds(), this->height()); + } + // else we're just a rect, and we've already call scissor + + // now handle the matrix + if (fDirty) { + MAKE_GL(glLoadMatrix)(fGLMatrix.fMat); +#if 0 + SkDebugf("--- gldevice update matrix %p %p\n", this, fFBO); + for (int y = 0; y < 4; y++) { + SkDebugf(" [ "); + for (int x = 0; x < 4; x++) { + SkDebugf("%g ", fGLMatrix.fMat[y*4 + x]); + } + SkDebugf("]\n"); + } +#endif + fDirty = false; + } + + return useIter ? &fClipIter : NULL; +} + +/////////////////////////////////////////////////////////////////////////////// + +// must be in the same order as SkXfermode::Coeff in SkXfermode.h +SkGLDevice::AutoPaintShader::AutoPaintShader(SkGLDevice* device, + const SkPaint& paint) { + fDevice = device; + fTexCache = device->setupGLPaintShader(paint); +} + +SkGLDevice::AutoPaintShader::~AutoPaintShader() { + if (fTexCache) { + SkGLDevice::UnlockTexCache(fTexCache); + } +} + +SkGLDevice::TexCache* SkGLDevice::setupGLPaintShader(const SkPaint& paint) { + SkGL::SetPaint(paint); + + SkShader* shader = paint.getShader(); + if (NULL == shader) { + return NULL; + } + + if (!shader->setContext(this->accessBitmap(false), paint, this->matrix())) { + return NULL; + } + + SkBitmap bitmap; + SkMatrix matrix; + SkShader::TileMode tileModes[2]; + if (!shader->asABitmap(&bitmap, &matrix, tileModes)) { + return NULL; + } + + bitmap.lockPixels(); + if (!bitmap.readyToDraw()) { + return NULL; + } + + // see if we've already cached the bitmap from the shader + SkPoint max; + GLuint name; + TexCache* cache = SkGLDevice::LockTexCache(bitmap, &name, &max); + // the lock has already called glBindTexture for us + SkGL::SetTexParams(paint.isFilterBitmap(), tileModes[0], tileModes[1]); + + // since our texture coords will be in local space, we wack the texture + // matrix to map them back into 0...1 before we load it + SkMatrix localM; + if (shader->getLocalMatrix(&localM)) { + SkMatrix inverse; + if (localM.invert(&inverse)) { + matrix.preConcat(inverse); + } + } + + matrix.postScale(max.fX / bitmap.width(), max.fY / bitmap.height()); + glMatrixMode(GL_TEXTURE); + SkGL::LoadMatrix(matrix); + glMatrixMode(GL_MODELVIEW); + + // since we're going to use a shader/texture, we don't want the color, + // just its alpha + SkGL::SetAlpha(paint.getAlpha()); + // report that we have setup the texture + return cache; +} + +/////////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////// + +void SkGLDevice::drawPaint(const SkDraw& draw, const SkPaint& paint) { + TRACE_DRAW("coreDrawPaint", this, draw); + + AutoPaintShader shader(this, paint); + SkGLVertex vertex[4]; + const SkGLVertex* texs = shader.useTex() ? vertex : NULL; + + // set vert to be big enough to fill the space, but not super-huge, to we + // don't overflow fixed-point implementations + { + SkRect r; + r.set(this->clip().getBounds()); + SkMatrix inverse; + if (draw.fMatrix->invert(&inverse)) { + inverse.mapRect(&r); + } + vertex->setRectFan(r); + } + + SkGL::DrawVertices(4, GL_TRIANGLE_FAN, vertex, texs, NULL, NULL, + this->updateMatrixClip()); +} + +static const GLenum gPointMode2GL[] = { + GL_POINTS, + GL_LINES, + GL_LINE_STRIP +}; + +void SkGLDevice::drawPoints(const SkDraw& draw, SkCanvas::PointMode mode, + size_t count, const SkPoint pts[], const SkPaint& paint) { + TRACE_DRAW("coreDrawPoints", this, draw); + + SkScalar width = paint.getStrokeWidth(); + if (width < 0) { + return; + } + + /* We should really only use drawverts for hairlines, since gl and skia + treat the thickness differently... + */ + + AutoPaintShader shader(this, paint); + + if (width <= 0) { + width = SK_Scalar1; + } + + if (SkCanvas::kPoints_PointMode == mode) { + glPointSize(SkScalarToFloat(width)); + } else { + glLineWidth(SkScalarToFloat(width)); + } + + const SkGLVertex* verts; + +#if GLSCALAR_IS_SCALAR + verts = (const SkGLVertex*)pts; +#else + SkAutoSTMalloc<32, SkGLVertex> storage(count); + SkGLVertex* v = storage.get(); + + v->setPoints(pts, count); + verts = v; +#endif + + const SkGLVertex* texs = shader.useTex() ? verts : NULL; + + SkGL::DrawVertices(count, gPointMode2GL[mode], verts, texs, NULL, NULL, + this->updateMatrixClip()); +} + +void SkGLDevice::drawRect(const SkDraw& draw, const SkRect& rect, + const SkPaint& paint) { + TRACE_DRAW("coreDrawRect", this, draw); + + if (paint.getStyle() == SkPaint::kStroke_Style) { + return; + } + + if (paint.getStrokeJoin() != SkPaint::kMiter_Join) { + SkPath path; + path.addRect(rect); + this->drawPath(draw, path, paint); + return; + } + + AutoPaintShader shader(this, paint); + + SkGLVertex vertex[4]; + vertex->setRectFan(rect); + const SkGLVertex* texs = shader.useTex() ? vertex : NULL; + + SkGL::DrawVertices(4, GL_TRIANGLE_FAN, vertex, texs, NULL, NULL, + this->updateMatrixClip()); +} + +void SkGLDevice::drawPath(const SkDraw& draw, const SkPath& path, + const SkPaint& paint) { + TRACE_DRAW("coreDrawPath", this, draw); + if (paint.getStyle() == SkPaint::kStroke_Style) { + return; + } + + AutoPaintShader shader(this, paint); + + SkGL::FillPath(path, paint, shader.useTex(), this->updateMatrixClip()); +} + +void SkGLDevice::drawBitmap(const SkDraw& draw, const SkBitmap& bitmap, + const SkMatrix& m, const SkPaint& paint) { + TRACE_DRAW("coreDrawBitmap", this, draw); + + SkAutoLockPixels alp(bitmap); + if (!bitmap.readyToDraw()) { + return; + } + + SkGLClipIter* iter = this->updateMatrixClip(); + + SkPoint max; + GLenum name; + SkAutoLockTexCache(bitmap, &name, &max); + // the lock has already called glBindTexture for us + SkGL::SetTexParamsClamp(paint.isFilterBitmap()); + + glMatrixMode(GL_TEXTURE); + glLoadIdentity(); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + SkGL::MultMatrix(m); + + SkGLVertex pts[4], tex[4]; + + pts->setIRectFan(0, 0, bitmap.width(), bitmap.height()); + tex->setRectFan(0, 0, max.fX, max.fY); + + // now draw the mesh + SkGL::SetPaintAlpha(paint); + glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + + SkGL::DrawVertices(4, GL_TRIANGLE_FAN, pts, tex, NULL, NULL, iter); + + glPopMatrix(); +} + +// move this guy into SkGL, so we can call it from SkGLDevice +static void gl_drawSprite(int x, int y, int w, int h, const SkPoint& max, + const SkPaint& paint, SkGLClipIter* iter) { + SkGL::SetTexParamsClamp(false); + + glMatrixMode(GL_TEXTURE); + glLoadIdentity(); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + + SkGLVertex pts[4], tex[4]; + + // if h < 0, then the texture is bottom-to-top, but since our projection + // matrix always inverts Y, we have to re-invert our texture coord here + if (h < 0) { + h = -h; + tex->setRectFan(0, max.fY, max.fX, 0); + } else { + tex->setRectFan(0, 0, max.fX, max.fY); + } + pts->setIRectFan(x, y, x + w, y + h); + + SkGL::SetPaintAlpha(paint); + glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + + // should look to use glDrawTexi() has we do for text... + SkGL::DrawVertices(4, GL_TRIANGLE_FAN, pts, tex, NULL, NULL, iter); + + glPopMatrix(); +} + +void SkGLDevice::drawSprite(const SkDraw& draw, const SkBitmap& bitmap, + int left, int top, const SkPaint& paint) { + TRACE_DRAW("coreDrawSprite", this, draw); + + SkAutoLockPixels alp(bitmap); + if (!bitmap.readyToDraw()) { + return; + } + + SkGLClipIter* iter = this->updateMatrixClip(); + + SkPoint max; + GLuint name; + SkAutoLockTexCache(bitmap, &name, &max); + + gl_drawSprite(left, top, bitmap.width(), bitmap.height(), max, paint, iter); +} + +void SkGLDevice::drawDevice(const SkDraw& draw, SkDevice* dev, + int x, int y, const SkPaint& paint) { + TRACE_DRAW("coreDrawDevice", this, draw); + + SkGLDevice::TexOrientation to = ((SkGLDevice*)dev)->bindDeviceAsTexture(); + if (SkGLDevice::kNo_TexOrientation != to) { + SkGLClipIter* iter = this->updateMatrixClip(); + + const SkBitmap& bm = dev->accessBitmap(false); + int w = bm.width(); + int h = bm.height(); + SkPoint max; + + max.set(SkFixedToScalar(w << (16 - SkNextLog2(bm.rowBytesAsPixels()))), + SkFixedToScalar(h << (16 - SkNextLog2(h)))); + + if (SkGLDevice::kBottomToTop_TexOrientation == to) { + h = -h; + } + gl_drawSprite(x, y, w, h, max, paint, iter); + } +} + +/////////////////////////////////////////////////////////////////////////////// + +static const GLenum gVertexModeToGL[] = { + GL_TRIANGLES, // kTriangles_VertexMode, + GL_TRIANGLE_STRIP, // kTriangleStrip_VertexMode, + GL_TRIANGLE_FAN // kTriangleFan_VertexMode +}; + +#include "SkShader.h" + +void SkGLDevice::drawVertices(const SkDraw& draw, SkCanvas::VertexMode vmode, + int vertexCount, const SkPoint vertices[], + const SkPoint texs[], const SkColor colors[], + SkXfermode* xmode, + const uint16_t indices[], int indexCount, + const SkPaint& paint) { + + if (false) { + SkRect bounds; + SkIRect ibounds; + + bounds.set(vertices, vertexCount); + bounds.round(&ibounds); + + SkDebugf("---- drawverts: %d pts, texs=%d colors=%d indices=%d bounds [%d %d]\n", + vertexCount, texs!=0, colors!=0, indexCount, ibounds.width(), ibounds.height()); + } + + SkGLClipIter* iter = this->updateMatrixClip(); + + SkGL::SetPaint(paint); + + const SkGLVertex* glVerts; + const SkGLVertex* glTexs = NULL; + +#if GLSCALAR_IS_SCALAR + glVerts = (const SkGLVertex*)vertices; +#else + SkAutoSTMalloc<32, SkGLVertex> storage(vertexCount); + storage.get()->setPoints(vertices, vertexCount); + glVerts = storage.get(); +#endif + + uint8_t* colorArray = NULL; + if (colors) { + colorArray = (uint8_t*)sk_malloc_throw(vertexCount*4); + SkGL::SetRGBA(colorArray, colors, vertexCount); + } + SkAutoFree afca(colorArray); + + SkGLVertex* texArray = NULL; + TexCache* cache = NULL; + + if (texs && paint.getShader()) { + SkShader* shader = paint.getShader(); + + // if (!shader->setContext(this->accessBitmap(), paint, *draw.fMatrix)) { + if (!shader->setContext(*draw.fBitmap, paint, *draw.fMatrix)) { + goto DONE; + } + + SkBitmap bitmap; + SkMatrix matrix; + SkShader::TileMode tileModes[2]; + if (shader->asABitmap(&bitmap, &matrix, tileModes)) { + SkPoint max; + GLuint name; + cache = SkGLDevice::LockTexCache(bitmap, &name, &max); + if (NULL == cache) { + return; + } + + matrix.postScale(max.fX / bitmap.width(), max.fY / bitmap.height()); + glMatrixMode(GL_TEXTURE); + SkGL::LoadMatrix(matrix); + glMatrixMode(GL_MODELVIEW); + +#if GLSCALAR_IS_SCALAR + glTexs = (const SkGLVertex*)texs; +#else + texArray = (SkGLVertex*)sk_malloc_throw(vertexCount * sizeof(SkGLVertex)); + texArray->setPoints(texs, vertexCount); + glTexs = texArray; +#endif + + SkGL::SetPaintAlpha(paint); + SkGL::SetTexParams(paint.isFilterBitmap(), + tileModes[0], tileModes[1]); + } + } +DONE: + SkAutoFree aftex(texArray); + + SkGL::DrawVertices(indices ? indexCount : vertexCount, + gVertexModeToGL[vmode], + glVerts, glTexs, colorArray, indices, iter); + + if (cache) { + SkGLDevice::UnlockTexCache(cache); + } +} + +/////////////////////////////////////////////////////////////////////////////// + +#include "SkGlyphCache.h" +#include "SkGLTextCache.h" + +void SkGLDevice::GlyphCacheAuxProc(void* data) { + SkDebugf("-------------- delete text texture cache\n"); + SkDELETE((SkGLTextCache*)data); +} + +#ifdef SK_SCALAR_IS_FIXED +#define SkDiv16ToScalar(numer, denom) (SkIntToFixed(numer) / (denom)) +#else +#define SkDiv16ToScalar(numer, denom) SkScalarDiv(numer, denom) +#endif + +// stolen from SkDraw.cpp - D1G_NoBounder_RectClip +static void SkGL_Draw1Glyph(const SkDraw1Glyph& state, const SkGlyph& glyph, + int x, int y) { + SkASSERT(glyph.fWidth > 0 && glyph.fHeight > 0); + + SkGLDrawProcs* procs = (SkGLDrawProcs*)state.fDraw->fProcs; + + x += glyph.fLeft; + y += glyph.fTop; + + // check if we're clipped out (nothing to draw) + SkIRect bounds; + bounds.set(x, y, x + glyph.fWidth, y + glyph.fHeight); + if (!SkIRect::Intersects(state.fClip->getBounds(), bounds)) { + return; + } + + // now dig up our texture cache + + SkGlyphCache* gcache = state.fCache; + void* auxData; + SkGLTextCache* textCache = NULL; + + if (gcache->getAuxProcData(SkGLDevice::GlyphCacheAuxProc, &auxData)) { + textCache = (SkGLTextCache*)auxData; + } + if (NULL == textCache) { + // need to create one + textCache = SkNEW(SkGLTextCache); + gcache->setAuxProc(SkGLDevice::GlyphCacheAuxProc, textCache); + } + + int offset; + SkGLTextCache::Strike* strike = textCache->findGlyph(glyph, &offset); + if (NULL == strike) { + // make sure the glyph has an image + uint8_t* aa = (uint8_t*)glyph.fImage; + if (NULL == aa) { + aa = (uint8_t*)gcache->findImage(glyph); + if (NULL == aa) { + return; // can't rasterize glyph + } + } + strike = textCache->addGlyphAndBind(glyph, aa, &offset); + if (NULL == strike) { + // too big to cache, need to draw as is... + return; + } + } + + const int shiftW = strike->widthShift(); + const int shiftH = strike->heightShift(); + + SkFixed left = offset << (16 - shiftW); + SkFixed right = (offset + glyph.fWidth) << (16 - shiftW); + SkFixed bottom = glyph.fHeight << (16 - shiftH); + + procs->addQuad(strike->texture(), x, y, glyph, left, right, bottom); +} + +#if 1 +// matches the orientation used in SkGL::setRectFan. Too bad we can't rely on +// QUADS in android's GL +static const uint8_t gQuadIndices[] = { + 0, 1, 2, 0, 2, 3, + 4, 5, 6, 4, 6, 7, + 8, 9, 10, 8, 10, 11, + 12, 13, 14, 12, 14, 15, + 16, 17, 18, 16, 18, 19, + 20, 21, 22, 20, 22, 23, + 24, 25, 26, 24, 26, 27, + 28, 29, 30, 28, 30, 31, + 32, 33, 34, 32, 34, 35, + 36, 37, 38, 36, 38, 39, + 40, 41, 42, 40, 42, 43, + 44, 45, 46, 44, 46, 47, + 48, 49, 50, 48, 50, 51, + 52, 53, 54, 52, 54, 55, + 56, 57, 58, 56, 58, 59, + 60, 61, 62, 60, 62, 63, + 64, 65, 66, 64, 66, 67, + 68, 69, 70, 68, 70, 71, + 72, 73, 74, 72, 74, 75, + 76, 77, 78, 76, 78, 79, + 80, 81, 82, 80, 82, 83, + 84, 85, 86, 84, 86, 87, + 88, 89, 90, 88, 90, 91, + 92, 93, 94, 92, 94, 95, + 96, 97, 98, 96, 98, 99, + 100, 101, 102, 100, 102, 103, + 104, 105, 106, 104, 106, 107, + 108, 109, 110, 108, 110, 111, + 112, 113, 114, 112, 114, 115, + 116, 117, 118, 116, 118, 119, + 120, 121, 122, 120, 122, 123, + 124, 125, 126, 124, 126, 127 +}; +#else +static void generateQuadIndices(int n) { + int index = 0; + for (int i = 0; i < n; i++) { + SkDebugf(" %3d, %3d, %3d, %3d, %3d, %3d,\n", + index, index + 1, index + 2, index, index + 2, index + 3); + index += 4; + } +} +#endif + +void SkGLDrawProcs::drawQuads() { + SkASSERT(SK_ARRAY_COUNT(gQuadIndices) == MAX_QUADS * 6); + + glBindTexture(GL_TEXTURE_2D, fCurrTexture); + +#if 0 + static bool gOnce; + if (!gOnce) { + generateQuadIndices(MAX_QUADS); + gOnce = true; + } +#endif + + // convert from quad vertex count to triangle vertex count + // 6/4 * n == n + (n >> 1) since n is always a multiple of 4 + SkASSERT((fCurrQuad & 3) == 0); + int count = fCurrQuad + (fCurrQuad >> 1); + + if (fClip->isComplex()) { + SkGLClipIter iter(fViewportHeight); + iter.reset(*fClip); + while (!iter.done()) { + iter.scissor(); + glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_BYTE, gQuadIndices); + iter.next(); + } + } else { + glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_BYTE, gQuadIndices); + } +} + +void SkGLDevice::setupForText(SkDraw* draw, const SkPaint& paint) { + // we handle complex clips in the SkDraw common code, so we don't check + // for it here + this->updateMatrixClip(); + + SkGL::SetPaint(paint, false); + + glMatrixMode(GL_TEXTURE); + glLoadIdentity(); + + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + + // deferred allocation + if (NULL == fDrawProcs) { + fDrawProcs = SkNEW(SkGLDrawProcs); + fDrawProcs->fD1GProc = SkGL_Draw1Glyph; + } + + // init our (and GL's) state + fDrawProcs->init(draw->fClip, this->height()); + // assign to the caller's SkDraw + draw->fProcs = fDrawProcs; + + glEnable(GL_TEXTURE_2D); + glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + glShadeModel(GL_FLAT); +} + +void SkGLDevice::drawText(const SkDraw& draw, const void* text, + size_t byteLength, SkScalar x, SkScalar y, + const SkPaint& paint) { + /* Currently, perspective text is draw via paths, invoked directly by + SkDraw. This can't work for us, since the bitmap that our draw points + to has no pixels, so we just abort if we're in perspective. + + Better fix would be to... + - have a callback inside draw to handle path drawing + - option to have draw call the font cache, which we could patch (?) + */ + if (draw.fMatrix->getType() & SkMatrix::kPerspective_Mask) { + return; + } + + SkDraw myDraw(draw); + this->setupForText(&myDraw, paint); + this->INHERITED::drawText(myDraw, text, byteLength, x, y, paint); + fDrawProcs->flush(); + glPopMatrix(); // GL_MODELVIEW +} + +void SkGLDevice::drawPosText(const SkDraw& draw, const void* text, + size_t byteLength, const SkScalar pos[], + SkScalar constY, int scalarsPerPos, + const SkPaint& paint) { + if (draw.fMatrix->getType() & SkMatrix::kPerspective_Mask) { + return; + } + + SkDraw myDraw(draw); + this->setupForText(&myDraw, paint); + this->INHERITED::drawPosText(myDraw, text, byteLength, pos, constY, + scalarsPerPos, paint); + fDrawProcs->flush(); + glPopMatrix(); // GL_MODELVIEW +} + +void SkGLDevice::drawTextOnPath(const SkDraw& draw, const void* text, + size_t byteLength, const SkPath& path, + const SkMatrix* m, const SkPaint& paint) { + // not supported yet +} + |