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uniforms are no longer set as single block of bytes where the caller has to know the offset, but instead by the string identfier in the shader. This CL only supports floats, but future expansions of this will provide helpers for ints, colors, and byte[]. Also by storing the shaders and uniforms in the RuntimeShaderBuilder we can more easily copy them. This enables Canvas.drawRipple to not just copy the compiled SkSL effect, but also all the uniforms and other input shaders set on the RuntimeShader. Bug: 177051137 Test: HwAccelerationTest Change-Id: I4733f42ba662546be6bebc37f0b89832778e66ce