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| author | Android (Google) Code Review <android-gerrit@google.com> | 2009-12-23 14:55:24 -0800 |
|---|---|---|
| committer | Android (Google) Code Review <android-gerrit@google.com> | 2009-12-23 14:55:24 -0800 |
| commit | 218b8984a4a3c06bb1147276b4d937a974ca48cd (patch) | |
| tree | 9fcdcc943f634c35af71d7b2744933351f6345ff /libs/rs/rsProgramFragment.cpp | |
| parent | ea84a5559fa80003ff7b083bcf0718095169aa7c (diff) | |
| parent | 718cd1f322ee5b62b6a49cb36195bcb18a5ab711 (diff) | |
| download | frameworks_base-218b8984a4a3c06bb1147276b4d937a974ca48cd.zip frameworks_base-218b8984a4a3c06bb1147276b4d937a974ca48cd.tar.gz frameworks_base-218b8984a4a3c06bb1147276b4d937a974ca48cd.tar.bz2 | |
Merge change I718cd1f3
* changes:
Element restructuring. Add support for new basic Element types including the RS objects and vectors(2-4). In theory this paves the way for maintaining type info for RS objects, passing elements for GLSL uiforms/attribs/varyings, and supporting nested structures.
Diffstat (limited to 'libs/rs/rsProgramFragment.cpp')
| -rw-r--r-- | libs/rs/rsProgramFragment.cpp | 36 |
1 files changed, 31 insertions, 5 deletions
diff --git a/libs/rs/rsProgramFragment.cpp b/libs/rs/rsProgramFragment.cpp index 05672e5..f7394a6 100644 --- a/libs/rs/rsProgramFragment.cpp +++ b/libs/rs/rsProgramFragment.cpp @@ -213,9 +213,9 @@ void ProgramFragment::createShader() if (mTextureEnableMask) { if (mPointSpriteEnable) { - mShader.append(" vec2 tex0 = gl_PointCoord;\n"); + mShader.append(" vec2 t0 = gl_PointCoord;\n"); } else { - mShader.append(" vec2 tex0 = varTex0.xy;\n"); + mShader.append(" vec2 t0 = varTex0.xy;\n"); } } @@ -228,13 +228,39 @@ void ProgramFragment::createShader() rsAssert(0); break; case RS_TEX_ENV_MODE_REPLACE: - mShader.append(" col = texture2D(uni_Tex0, tex0);\n"); + switch(mTextureFormats[texNum]) { + case 1: + mShader.append(" col.a = texture2D(uni_Tex0, t0).a;\n"); + break; + case 2: + mShader.append(" col.rgba = texture2D(uni_Tex0, t0).rgba;\n"); + break; + case 3: + mShader.append(" col.rgb = texture2D(uni_Tex0, t0).rgb;\n"); + break; + case 4: + mShader.append(" col.rgba = texture2D(uni_Tex0, t0).rgba;\n"); + break; + } break; case RS_TEX_ENV_MODE_MODULATE: - mShader.append(" col *= texture2D(uni_Tex0, tex0);\n"); + switch(mTextureFormats[texNum]) { + case 1: + mShader.append(" col.a *= texture2D(uni_Tex0, t0).a;\n"); + break; + case 2: + mShader.append(" col.rgba *= texture2D(uni_Tex0, t0).rgba;\n"); + break; + case 3: + mShader.append(" col.rgb *= texture2D(uni_Tex0, t0).rgb;\n"); + break; + case 4: + mShader.append(" col.rgba *= texture2D(uni_Tex0, t0).rgba;\n"); + break; + } break; case RS_TEX_ENV_MODE_DECAL: - mShader.append(" col = texture2D(uni_Tex0, tex0);\n"); + mShader.append(" col = texture2D(uni_Tex0, t0);\n"); break; } |
