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path: root/Source/WebCore/platform/graphics/android/rendering/ShaderProgram.cpp
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* Correctly handle preserve-3d layer orderingChris Craik2012-08-151-0/+5
| | | | | | | | bug:6843244 Current implementation only works for HW acceleration. Change-Id: I009090132a8f3859ab9e57e609c1754f9021d4d7
* Reset cached opacity on shader swapChris Craik2012-08-071-0/+1
| | | | | | | | | bug:6947623 Multiple shaders share the opacity variable, so reset the cache when swapping programs. Change-Id: I752575d6089077aa8034c171c5c016e5e4e80606
* Cache gl operations to avoid redundancyChris Craik2012-07-161-22/+57
| | | | Change-Id: I1e8f607a94685f3aa8f63e40fe2a265bca8a084e
* Add fast drawing path for repeat background image.Teng-Hui Zhu2012-06-071-15/+94
| | | | | | | | | In the slow draw path, we are drawing the small background image one by one. Now in the fast path, we can use the GL shader to repeat the iamges. bug:6579681 Change-Id: I8ab413bdd073cb867002b77b36d4a1361290ecb2
* Unify the naming of rectangles used for draw.Teng-Hui Zhu2012-05-031-65/+73
| | | | | | | | | The rects are referring to the same rect under different coordinates, so we just prefix the coordinates' name to differentiate the rects. This is pure refactor, no functional change. bug:6338456 Change-Id: Ic072a4f5aa56a25751e0151a697c0e31bca94ef5
* Fix the clipping issue when webview has offset on X axis.Teng-Hui Zhu2012-05-011-7/+40
| | | | | | | | Add more comments to clarify the coordinate system. bug:6338952 Change-Id: Ia257c287040e638c3fa644a83ca1e97847bca70a
* Merge "Support partial draw in terms of a rect." into jb-devTeng-Hui Zhu2012-04-261-8/+12
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| * Support partial draw in terms of a rect.Teng-Hui Zhu2012-04-261-8/+12
| | | | | | | | | | | | | | | | In this way, we can cover any internal rect area of the tiles. bug:6338952 Change-Id: If236a7f6ad82a3f9126a692ca5b08240a3631f88
* | DO NOT MERGE: Fix clipping issue due to webview animation(scaling)Teng-Hui Zhu2012-04-251-17/+3
|/ | | | | | | | | | | | | Our visibleRect didn't respect the webview animation scaling before. Get rid of the old code about scaling for ortho projection, we don't need it any more since we moved onto the clip info. Rename the viewport to visibleRect which is used more often. bug:5684832 Change-Id: I8f49cbfd776a95073414ecc31e2fb40642e1ae0d cherry-pick the master change: https://android-git.corp.google.com/g/#/c/183080/
* Don't overdraw TileGridsChris Craik2012-04-241-12/+19
| | | | | | | Given the visible area info, we can just tune the shader and matrix to draw partial tile at the edge of TileGrids. This could save a lot of GPU time. Change-Id: I1a45aa9a3a76ab5894096828bfff83057b1c9272
* Enable point sample when the texel and pixel is 1:1 mapping.Teng-Hui Zhu2012-04-171-0/+32
| | | | Change-Id: I532ad6b038d3b141bd212c8c408533fec0e9616e
* Move the common matrix computation to higher levelTeng-Hui Zhu2012-04-161-14/+29
| | | | | | | | Now we don't need to compute the same thing for each tile any more. bug:6338456 Change-Id: I68e744ab7af2bb55a67047bc16aeb8659b26daf2
* Move the matrix support to rely on the new framework clip infoTeng-Hui Zhu2012-04-131-48/+92
| | | | | | | | | | In this new way, we don't need to worry about the animation offset, b/c it is in the clip rect. Also add the matrix support for video layer. bug:5684832 Change-Id: I08e22ca042e425f8f7af935b60e04f2a4dbc52df
* Reorganize platform/graphics/androidNicolas Roard2012-04-061-0/+730
Change-Id: Idc67155cfa99784dcd931e705336bfa063ecae46