Loading libs/hwui/Dither.cpp +4 −0 Original line number Diff line number Diff line Loading @@ -38,6 +38,10 @@ void Dither::bindDitherTexture() { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); if (useFloatTexture) { // We use a R16F texture, let's remap the alpha channel to the // red channel to avoid changing the shader sampling code on GL ES 3.0+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_RED); float dither = 1.0f / (255.0f * DITHER_KERNEL_SIZE * DITHER_KERNEL_SIZE); const GLfloat pattern[] = { 0 * dither, 8 * dither, 2 * dither, 10 * dither, Loading libs/hwui/ProgramCache.cpp +1 −1 Original line number Diff line number Diff line Loading @@ -186,7 +186,7 @@ const char* gFS_Main_Dither[2] = { // ES 2.0 "texture2D(ditherSampler, ditherTexCoords).a * " STR(DITHER_KERNEL_SIZE_INV_SQUARE), // ES 3.0 "texture2D(ditherSampler, ditherTexCoords).r" "texture2D(ditherSampler, ditherTexCoords).a" }; const char* gFS_Main_AddDitherToGradient = " gradientColor += %s;\n"; Loading Loading
libs/hwui/Dither.cpp +4 −0 Original line number Diff line number Diff line Loading @@ -38,6 +38,10 @@ void Dither::bindDitherTexture() { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); if (useFloatTexture) { // We use a R16F texture, let's remap the alpha channel to the // red channel to avoid changing the shader sampling code on GL ES 3.0+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_RED); float dither = 1.0f / (255.0f * DITHER_KERNEL_SIZE * DITHER_KERNEL_SIZE); const GLfloat pattern[] = { 0 * dither, 8 * dither, 2 * dither, 10 * dither, Loading
libs/hwui/ProgramCache.cpp +1 −1 Original line number Diff line number Diff line Loading @@ -186,7 +186,7 @@ const char* gFS_Main_Dither[2] = { // ES 2.0 "texture2D(ditherSampler, ditherTexCoords).a * " STR(DITHER_KERNEL_SIZE_INV_SQUARE), // ES 3.0 "texture2D(ditherSampler, ditherTexCoords).r" "texture2D(ditherSampler, ditherTexCoords).a" }; const char* gFS_Main_AddDitherToGradient = " gradientColor += %s;\n"; Loading