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path: root/libs/hwui/Dither.cpp
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* Glop ColorFilter & VertexBuffer support, initial enableChris Craik2015-02-061-3/+1
| | | | | | | Enables Glop rendering for supported Rects and VertexBuffers Also removes unused Query object Change-Id: Ibe227bc362685a153159f75077664f0947764e06
* Refactoring of Program ownership/lifecycle, and WIP Glop rendering pathChris Craik2015-02-021-2/+2
| | | | Change-Id: I2549032790bddbc048b0bccc224ed8f386b4517c
* Refactor blending and texture gl stateChris Craik2015-01-301-7/+8
| | | | Change-Id: Ia6b3c8b2afd3dfcee7f3ce401d846b789612054a
* Add overrides and switch to nullptr keyword for all filesChris Craik2015-01-051-1/+1
| | | | | | | Adds remaining missing overrides and nullptr usages, missed due to an extreme failure in tool usage. Change-Id: I56abd72975a3999ad13330003c348db40f59aebf
* Add new Query class for debuggingRomain Guy2013-06-131-1/+1
| | | | | | | This class can be used to perform occlusion queries. An occlusion query can be used to test whether an object is entirely hidden or not. Change-Id: Ida456df81dbe008a64d3ff4cb7879340785c6abf
* Assume a texture is unbound after deleting itRomain Guy2013-06-061-1/+1
| | | | | | | | | | | Bug #9316260 The GL specification indicates that deleting a bound texture has the side effect of binding the default texture (name=0). This change replaces all calls to glDeleteTextures() by Caches::deleteTexture() to properly keep track of texture bindings. Change-Id: Ifbc60ef433e0f9776a668dd5bd5f0adbc65a77a0
* Introduce Caches::bindTexture() to reduce glBindTexture callsRomain Guy2013-06-041-3/+8
| | | | Change-Id: Ic345422567c020c0a9035ff51dcf2ae2a1fc59f4
* There should be a mandatory coder's license.Romain Guy2013-04-121-0/+1
| | | | | | | | Bug #8586560 And I don't deserve to pass the test. Change-Id: Ic7886205511f16145a925fc860e4a03dfaf473d5
* Change the dither texture's swizzlingRomain Guy2013-04-091-0/+4
| | | | | | | | | | This is a more elegant way to sample from a float alpha texture. Instead of sampling from the red channel in the fragment shader we can set the alpha channel swizzle to redirect it to the red channel. This lets us sample from the alpha channel in the fragment shader and get the correct value. Change-Id: I95bbf7a82964e1bf42c0fee1b782b6bdbbcef618
* Use float textures to render gradients when possibleRomain Guy2013-04-051-20/+25
| | | | | | | | | | | Float textures offer better precision for dithering. In addition this change removes two uniforms from gradient shaders. These uniforms were used to dither gradients but their value is a build time constant. Instead we hardcode the value directly in the shader source at compile time. Change-Id: I05e9fd3eef93771843bbd91b453274452dfaefee
* Correct executable bit for source files [Take 2]Chirayu Desai2013-03-271-0/+0
| | | | | | | Change Ieb51bafb46c895a21d2e83696f5a901ba752b2c5 left out some files, this fixes them. Change-Id: Ia949a8581668836ea0251602e048f09c852f5169
* Optimize shaders for dithered gradientsChet Haase2012-09-211-1/+3
| | | | | | | | | | | It's faster to compute a dither calculation in the vertex shader and use a varying (letting the GPU interpolate the fragment values) than to perform that calculation in the fragment shader as part of a texture lookup. Issue #7207600 Prime mr1 shader performance issues Issue #7158326 Bad framerates on MR1 (Mako, Manta, Prime) Change-Id: I15789582a6e9e2d8b9dd22aa5b0f72f0ba1cce7f
* Add dithering to gradientsRomain Guy2012-08-011-0/+84
Change-Id: Ic1208855bde3a254eca2fd7cef43e0f1318ce419