Loading graphics/java/android/graphics/RuntimeShader.java +0 −30 Original line number Diff line number Diff line Loading @@ -178,36 +178,6 @@ public class RuntimeShader extends Shader { setUniform(uniformName, values, false); } /** * Old method signature used by some callers within the platform code * @hide * @deprecated use setFloatUniform instead */ @Deprecated public void setUniform(@NonNull String uniformName, float[] values) { setFloatUniform(uniformName, values); } /** * Old method signature used by some callers within the platform code * @hide * @deprecated use setFloatUniform instead */ @Deprecated public void setUniform(@NonNull String uniformName, float value) { setFloatUniform(uniformName, value); } /** * Old method signature used by some callers within the platform code * @hide * @deprecated use setFloatUniform instead */ @Deprecated public void setUniform(@NonNull String uniformName, float value1, float value2) { setFloatUniform(uniformName, value1, value2); } private void setFloatUniform(@NonNull String uniformName, float value1, float value2, float value3, float value4, int count) { if (uniformName == null) { Loading graphics/java/android/graphics/drawable/RippleShader.java +25 −36 Original line number Diff line number Diff line Loading @@ -17,7 +17,6 @@ package android.graphics.drawable; import android.annotation.ColorInt; import android.graphics.Color; import android.graphics.RuntimeShader; import android.graphics.Shader; Loading @@ -37,8 +36,8 @@ final class RippleShader extends RuntimeShader { + "uniform vec2 in_tRotation1;\n" + "uniform vec2 in_tRotation2;\n" + "uniform vec2 in_tRotation3;\n" + "uniform vec4 in_color;\n" + "uniform vec4 in_sparkleColor;\n" + "layout(color) uniform vec4 in_color;\n" + "layout(color) uniform vec4 in_sparkleColor;\n" + "uniform shader in_shader;\n"; private static final String SHADER_LIB = "float triangleNoise(vec2 n) {\n" Loading Loading @@ -134,78 +133,68 @@ final class RippleShader extends RuntimeShader { if (shader != null) { setInputShader("in_shader", shader); } setUniform("in_hasMask", shader == null ? 0 : 1); setFloatUniform("in_hasMask", shader == null ? 0 : 1); } public void setRadius(float radius) { setUniform("in_maxRadius", radius * 2.3f); setFloatUniform("in_maxRadius", radius * 2.3f); } public void setOrigin(float x, float y) { setUniform("in_origin", new float[] {x, y}); setFloatUniform("in_origin", x, y); } public void setTouch(float x, float y) { setUniform("in_touch", new float[] {x, y}); setFloatUniform("in_touch", x, y); } public void setProgress(float progress) { setUniform("in_progress", progress); setFloatUniform("in_progress", progress); } /** * Continuous offset used as noise phase. */ public void setNoisePhase(float phase) { setUniform("in_noisePhase", phase * 0.001f); setFloatUniform("in_noisePhase", phase * 0.001f); // // Keep in sync with: frameworks/base/libs/hwui/pipeline/skia/AnimatedDrawables.h // final float turbulencePhase = phase; setUniform("in_turbulencePhase", turbulencePhase); setFloatUniform("in_turbulencePhase", turbulencePhase); final float scale = 1.5f; setUniform("in_tCircle1", new float[]{ setFloatUniform("in_tCircle1", (float) (scale * 0.5 + (turbulencePhase * 0.01 * Math.cos(scale * 0.55))), (float) (scale * 0.5 + (turbulencePhase * 0.01 * Math.sin(scale * 0.55))) }); setUniform("in_tCircle2", new float[]{ (float) (scale * 0.5 + (turbulencePhase * 0.01 * Math.sin(scale * 0.55)))); setFloatUniform("in_tCircle2", (float) (scale * 0.2 + (turbulencePhase * -0.0066 * Math.cos(scale * 0.45))), (float) (scale * 0.2 + (turbulencePhase * -0.0066 * Math.sin(scale * 0.45))) }); setUniform("in_tCircle3", new float[]{ (float) (scale * 0.2 + (turbulencePhase * -0.0066 * Math.sin(scale * 0.45)))); setFloatUniform("in_tCircle3", (float) (scale + (turbulencePhase * -0.0066 * Math.cos(scale * 0.35))), (float) (scale + (turbulencePhase * -0.0066 * Math.sin(scale * 0.35))) }); (float) (scale + (turbulencePhase * -0.0066 * Math.sin(scale * 0.35)))); final double rotation1 = turbulencePhase * PI_ROTATE_RIGHT + 1.7 * Math.PI; setUniform("in_tRotation1", new float[]{ (float) Math.cos(rotation1), (float) Math.sin(rotation1) }); setFloatUniform("in_tRotation1", (float) Math.cos(rotation1), (float) Math.sin(rotation1)); final double rotation2 = turbulencePhase * PI_ROTATE_LEFT + 2 * Math.PI; setUniform("in_tRotation2", new float[]{ (float) Math.cos(rotation2), (float) Math.sin(rotation2) }); setFloatUniform("in_tRotation2", (float) Math.cos(rotation2), (float) Math.sin(rotation2)); final double rotation3 = turbulencePhase * PI_ROTATE_RIGHT + 2.75 * Math.PI; setUniform("in_tRotation3", new float[]{ (float) Math.cos(rotation3), (float) Math.sin(rotation3) }); setFloatUniform("in_tRotation3", (float) Math.cos(rotation3), (float) Math.sin(rotation3)); } /** * Color of the circle that's under the sparkles. Sparkles will always be white. */ public void setColor(@ColorInt int colorInt, @ColorInt int sparkleColorInt) { Color color = Color.valueOf(colorInt); Color sparkleColor = Color.valueOf(sparkleColorInt); setUniform("in_color", new float[] {color.red(), color.green(), color.blue(), color.alpha()}); setUniform("in_sparkleColor", new float[] {sparkleColor.red(), sparkleColor.green(), sparkleColor.blue(), sparkleColor.alpha()}); setColorUniform("in_color", colorInt); setColorUniform("in_sparkleColor", sparkleColorInt); } public void setResolution(float w, float h) { final float densityScale = 2.1f; setUniform("in_resolutionScale", new float[] {1f / w, 1f / h}); setUniform("in_noiseScale", new float[] {densityScale / w, densityScale / h}); setFloatUniform("in_resolutionScale", 1f / w, 1f / h); setFloatUniform("in_noiseScale", densityScale / w, densityScale / h); } } packages/SystemUI/src/com/android/systemui/statusbar/charging/DwellRippleShader.kt +9 −12 Original line number Diff line number Diff line Loading @@ -16,7 +16,6 @@ package com.android.systemui.statusbar.charging import android.graphics.Color import android.graphics.PointF import android.graphics.RuntimeShader import android.util.MathUtils Loading @@ -40,7 +39,7 @@ class DwellRippleShader internal constructor() : RuntimeShader(SHADER, false) { uniform float in_time; uniform float in_radius; uniform float in_blur; uniform vec4 in_color; layout(color) uniform vec4 in_color; uniform float in_phase1; uniform float in_phase2; uniform float in_distortion_strength;""" Loading Loading @@ -98,7 +97,7 @@ class DwellRippleShader internal constructor() : RuntimeShader(SHADER, false) { var origin: PointF = PointF() set(value) { field = value setUniform("in_origin", floatArrayOf(value.x, value.y)) setFloatUniform("in_origin", value.x, value.y) } /** Loading @@ -107,9 +106,9 @@ class DwellRippleShader internal constructor() : RuntimeShader(SHADER, false) { var progress: Float = 0.0f set(value) { field = value setUniform("in_radius", setFloatUniform("in_radius", (1 - (1 - value) * (1 - value) * (1 - value))* maxRadius) setUniform("in_blur", MathUtils.lerp(1f, 0.7f, value)) setFloatUniform("in_blur", MathUtils.lerp(1f, 0.7f, value)) } /** Loading @@ -118,7 +117,7 @@ class DwellRippleShader internal constructor() : RuntimeShader(SHADER, false) { var distortionStrength: Float = 0.0f set(value) { field = value setUniform("in_distortion_strength", value) setFloatUniform("in_distortion_strength", value) } /** Loading @@ -127,9 +126,9 @@ class DwellRippleShader internal constructor() : RuntimeShader(SHADER, false) { var time: Float = 0.0f set(value) { field = value * 0.001f setUniform("in_time", field) setUniform("in_phase1", field * 3f + 0.367f) setUniform("in_phase2", field * 7.2f * 1.531f) setFloatUniform("in_time", field) setFloatUniform("in_phase1", field * 3f + 0.367f) setFloatUniform("in_phase2", field * 7.2f * 1.531f) } /** Loading @@ -138,8 +137,6 @@ class DwellRippleShader internal constructor() : RuntimeShader(SHADER, false) { var color: Int = 0xffffff.toInt() set(value) { field = value val color = Color.valueOf(value) setUniform("in_color", floatArrayOf(color.red(), color.green(), color.blue(), color.alpha())) setColorUniform("in_color", value) } } packages/SystemUI/src/com/android/systemui/statusbar/charging/RippleShader.kt +15 −18 Original line number Diff line number Diff line Loading @@ -15,7 +15,6 @@ */ package com.android.systemui.statusbar.charging import android.graphics.Color import android.graphics.PointF import android.graphics.RuntimeShader import android.util.MathUtils Loading Loading @@ -43,7 +42,7 @@ class RippleShader internal constructor() : RuntimeShader(SHADER, false) { uniform float in_fadeRing; uniform float in_blur; uniform float in_pixelDensity; uniform vec4 in_color; layout(color) uniform vec4 in_color; uniform float in_sparkle_strength;""" private const val SHADER_LIB = """float triangleNoise(vec2 n) { n = fract(n * vec2(5.3987, 5.4421)); Loading Loading @@ -122,7 +121,7 @@ class RippleShader internal constructor() : RuntimeShader(SHADER, false) { var radius: Float = 0.0f set(value) { field = value setUniform("in_maxRadius", value) setFloatUniform("in_maxRadius", value) } /** Loading @@ -131,7 +130,7 @@ class RippleShader internal constructor() : RuntimeShader(SHADER, false) { var origin: PointF = PointF() set(value) { field = value setUniform("in_origin", floatArrayOf(value.x, value.y)) setFloatUniform("in_origin", value.x, value.y) } /** Loading @@ -140,10 +139,10 @@ class RippleShader internal constructor() : RuntimeShader(SHADER, false) { var progress: Float = 0.0f set(value) { field = value setUniform("in_progress", value) setUniform("in_radius", setFloatUniform("in_progress", value) setFloatUniform("in_radius", (1 - (1 - value) * (1 - value) * (1 - value))* radius) setUniform("in_blur", MathUtils.lerp(1.25f, 0.5f, value)) setFloatUniform("in_blur", MathUtils.lerp(1.25f, 0.5f, value)) val fadeIn = subProgress(0f, 0.1f, value) val fadeOutNoise = subProgress(0.4f, 1f, value) Loading @@ -153,9 +152,9 @@ class RippleShader internal constructor() : RuntimeShader(SHADER, false) { fadeCircle = subProgress(0f, 0.2f, value) fadeOutRipple = subProgress(0.3f, 1f, value) } setUniform("in_fadeSparkle", Math.min(fadeIn, 1 - fadeOutNoise)) setUniform("in_fadeCircle", 1 - fadeCircle) setUniform("in_fadeRing", Math.min(fadeIn, 1 - fadeOutRipple)) setFloatUniform("in_fadeSparkle", Math.min(fadeIn, 1 - fadeOutNoise)) setFloatUniform("in_fadeCircle", 1 - fadeCircle) setFloatUniform("in_fadeRing", Math.min(fadeIn, 1 - fadeOutRipple)) } /** Loading @@ -164,7 +163,7 @@ class RippleShader internal constructor() : RuntimeShader(SHADER, false) { var time: Float = 0.0f set(value) { field = value setUniform("in_time", value) setFloatUniform("in_time", value) } /** Loading @@ -173,9 +172,7 @@ class RippleShader internal constructor() : RuntimeShader(SHADER, false) { var color: Int = 0xffffff.toInt() set(value) { field = value val color = Color.valueOf(value) setUniform("in_color", floatArrayOf(color.red(), color.green(), color.blue(), color.alpha())) setColorUniform("in_color", value) } /** Loading @@ -186,7 +183,7 @@ class RippleShader internal constructor() : RuntimeShader(SHADER, false) { var sparkleStrength: Float = 0.0f set(value) { field = value setUniform("in_sparkle_strength", value) setFloatUniform("in_sparkle_strength", value) } /** Loading @@ -195,14 +192,14 @@ class RippleShader internal constructor() : RuntimeShader(SHADER, false) { var distortionStrength: Float = 0.0f set(value) { field = value setUniform("in_distort_radial", 75 * progress * value) setUniform("in_distort_xy", 75 * value) setFloatUniform("in_distort_radial", 75 * progress * value) setFloatUniform("in_distort_xy", 75 * value) } var pixelDensity: Float = 1.0f set(value) { field = value setUniform("in_pixelDensity", value) setFloatUniform("in_pixelDensity", value) } var shouldFadeOutRipple: Boolean = true Loading tests/HwAccelerationTest/src/com/android/test/hwui/ColorFiltersMutateActivity.java +2 −2 Original line number Diff line number Diff line Loading @@ -84,7 +84,7 @@ public class ColorFiltersMutateActivity extends Activity { mBlendPaint.setColorFilter(new PorterDuffColorFilter(0, PorterDuff.Mode.SRC_OVER)); mRuntimeShader = new RuntimeShader(sSkSL, false); mRuntimeShader.setUniform("param1", mShaderParam1); mRuntimeShader.setFloatUniform("param1", mShaderParam1); mRuntimeShader.setInputShader("bitmapShader", new BitmapShader(mBitmap1, Shader.TileMode.CLAMP, Shader.TileMode.CLAMP)); Loading Loading @@ -177,7 +177,7 @@ public class ColorFiltersMutateActivity extends Activity { public void setShaderParam1(float value) { mShaderParam1 = value; mRuntimeShader.setUniform("param1", mShaderParam1); mRuntimeShader.setFloatUniform("param1", mShaderParam1); invalidate(); } Loading Loading
graphics/java/android/graphics/RuntimeShader.java +0 −30 Original line number Diff line number Diff line Loading @@ -178,36 +178,6 @@ public class RuntimeShader extends Shader { setUniform(uniformName, values, false); } /** * Old method signature used by some callers within the platform code * @hide * @deprecated use setFloatUniform instead */ @Deprecated public void setUniform(@NonNull String uniformName, float[] values) { setFloatUniform(uniformName, values); } /** * Old method signature used by some callers within the platform code * @hide * @deprecated use setFloatUniform instead */ @Deprecated public void setUniform(@NonNull String uniformName, float value) { setFloatUniform(uniformName, value); } /** * Old method signature used by some callers within the platform code * @hide * @deprecated use setFloatUniform instead */ @Deprecated public void setUniform(@NonNull String uniformName, float value1, float value2) { setFloatUniform(uniformName, value1, value2); } private void setFloatUniform(@NonNull String uniformName, float value1, float value2, float value3, float value4, int count) { if (uniformName == null) { Loading
graphics/java/android/graphics/drawable/RippleShader.java +25 −36 Original line number Diff line number Diff line Loading @@ -17,7 +17,6 @@ package android.graphics.drawable; import android.annotation.ColorInt; import android.graphics.Color; import android.graphics.RuntimeShader; import android.graphics.Shader; Loading @@ -37,8 +36,8 @@ final class RippleShader extends RuntimeShader { + "uniform vec2 in_tRotation1;\n" + "uniform vec2 in_tRotation2;\n" + "uniform vec2 in_tRotation3;\n" + "uniform vec4 in_color;\n" + "uniform vec4 in_sparkleColor;\n" + "layout(color) uniform vec4 in_color;\n" + "layout(color) uniform vec4 in_sparkleColor;\n" + "uniform shader in_shader;\n"; private static final String SHADER_LIB = "float triangleNoise(vec2 n) {\n" Loading Loading @@ -134,78 +133,68 @@ final class RippleShader extends RuntimeShader { if (shader != null) { setInputShader("in_shader", shader); } setUniform("in_hasMask", shader == null ? 0 : 1); setFloatUniform("in_hasMask", shader == null ? 0 : 1); } public void setRadius(float radius) { setUniform("in_maxRadius", radius * 2.3f); setFloatUniform("in_maxRadius", radius * 2.3f); } public void setOrigin(float x, float y) { setUniform("in_origin", new float[] {x, y}); setFloatUniform("in_origin", x, y); } public void setTouch(float x, float y) { setUniform("in_touch", new float[] {x, y}); setFloatUniform("in_touch", x, y); } public void setProgress(float progress) { setUniform("in_progress", progress); setFloatUniform("in_progress", progress); } /** * Continuous offset used as noise phase. */ public void setNoisePhase(float phase) { setUniform("in_noisePhase", phase * 0.001f); setFloatUniform("in_noisePhase", phase * 0.001f); // // Keep in sync with: frameworks/base/libs/hwui/pipeline/skia/AnimatedDrawables.h // final float turbulencePhase = phase; setUniform("in_turbulencePhase", turbulencePhase); setFloatUniform("in_turbulencePhase", turbulencePhase); final float scale = 1.5f; setUniform("in_tCircle1", new float[]{ setFloatUniform("in_tCircle1", (float) (scale * 0.5 + (turbulencePhase * 0.01 * Math.cos(scale * 0.55))), (float) (scale * 0.5 + (turbulencePhase * 0.01 * Math.sin(scale * 0.55))) }); setUniform("in_tCircle2", new float[]{ (float) (scale * 0.5 + (turbulencePhase * 0.01 * Math.sin(scale * 0.55)))); setFloatUniform("in_tCircle2", (float) (scale * 0.2 + (turbulencePhase * -0.0066 * Math.cos(scale * 0.45))), (float) (scale * 0.2 + (turbulencePhase * -0.0066 * Math.sin(scale * 0.45))) }); setUniform("in_tCircle3", new float[]{ (float) (scale * 0.2 + (turbulencePhase * -0.0066 * Math.sin(scale * 0.45)))); setFloatUniform("in_tCircle3", (float) (scale + (turbulencePhase * -0.0066 * Math.cos(scale * 0.35))), (float) (scale + (turbulencePhase * -0.0066 * Math.sin(scale * 0.35))) }); (float) (scale + (turbulencePhase * -0.0066 * Math.sin(scale * 0.35)))); final double rotation1 = turbulencePhase * PI_ROTATE_RIGHT + 1.7 * Math.PI; setUniform("in_tRotation1", new float[]{ (float) Math.cos(rotation1), (float) Math.sin(rotation1) }); setFloatUniform("in_tRotation1", (float) Math.cos(rotation1), (float) Math.sin(rotation1)); final double rotation2 = turbulencePhase * PI_ROTATE_LEFT + 2 * Math.PI; setUniform("in_tRotation2", new float[]{ (float) Math.cos(rotation2), (float) Math.sin(rotation2) }); setFloatUniform("in_tRotation2", (float) Math.cos(rotation2), (float) Math.sin(rotation2)); final double rotation3 = turbulencePhase * PI_ROTATE_RIGHT + 2.75 * Math.PI; setUniform("in_tRotation3", new float[]{ (float) Math.cos(rotation3), (float) Math.sin(rotation3) }); setFloatUniform("in_tRotation3", (float) Math.cos(rotation3), (float) Math.sin(rotation3)); } /** * Color of the circle that's under the sparkles. Sparkles will always be white. */ public void setColor(@ColorInt int colorInt, @ColorInt int sparkleColorInt) { Color color = Color.valueOf(colorInt); Color sparkleColor = Color.valueOf(sparkleColorInt); setUniform("in_color", new float[] {color.red(), color.green(), color.blue(), color.alpha()}); setUniform("in_sparkleColor", new float[] {sparkleColor.red(), sparkleColor.green(), sparkleColor.blue(), sparkleColor.alpha()}); setColorUniform("in_color", colorInt); setColorUniform("in_sparkleColor", sparkleColorInt); } public void setResolution(float w, float h) { final float densityScale = 2.1f; setUniform("in_resolutionScale", new float[] {1f / w, 1f / h}); setUniform("in_noiseScale", new float[] {densityScale / w, densityScale / h}); setFloatUniform("in_resolutionScale", 1f / w, 1f / h); setFloatUniform("in_noiseScale", densityScale / w, densityScale / h); } }
packages/SystemUI/src/com/android/systemui/statusbar/charging/DwellRippleShader.kt +9 −12 Original line number Diff line number Diff line Loading @@ -16,7 +16,6 @@ package com.android.systemui.statusbar.charging import android.graphics.Color import android.graphics.PointF import android.graphics.RuntimeShader import android.util.MathUtils Loading @@ -40,7 +39,7 @@ class DwellRippleShader internal constructor() : RuntimeShader(SHADER, false) { uniform float in_time; uniform float in_radius; uniform float in_blur; uniform vec4 in_color; layout(color) uniform vec4 in_color; uniform float in_phase1; uniform float in_phase2; uniform float in_distortion_strength;""" Loading Loading @@ -98,7 +97,7 @@ class DwellRippleShader internal constructor() : RuntimeShader(SHADER, false) { var origin: PointF = PointF() set(value) { field = value setUniform("in_origin", floatArrayOf(value.x, value.y)) setFloatUniform("in_origin", value.x, value.y) } /** Loading @@ -107,9 +106,9 @@ class DwellRippleShader internal constructor() : RuntimeShader(SHADER, false) { var progress: Float = 0.0f set(value) { field = value setUniform("in_radius", setFloatUniform("in_radius", (1 - (1 - value) * (1 - value) * (1 - value))* maxRadius) setUniform("in_blur", MathUtils.lerp(1f, 0.7f, value)) setFloatUniform("in_blur", MathUtils.lerp(1f, 0.7f, value)) } /** Loading @@ -118,7 +117,7 @@ class DwellRippleShader internal constructor() : RuntimeShader(SHADER, false) { var distortionStrength: Float = 0.0f set(value) { field = value setUniform("in_distortion_strength", value) setFloatUniform("in_distortion_strength", value) } /** Loading @@ -127,9 +126,9 @@ class DwellRippleShader internal constructor() : RuntimeShader(SHADER, false) { var time: Float = 0.0f set(value) { field = value * 0.001f setUniform("in_time", field) setUniform("in_phase1", field * 3f + 0.367f) setUniform("in_phase2", field * 7.2f * 1.531f) setFloatUniform("in_time", field) setFloatUniform("in_phase1", field * 3f + 0.367f) setFloatUniform("in_phase2", field * 7.2f * 1.531f) } /** Loading @@ -138,8 +137,6 @@ class DwellRippleShader internal constructor() : RuntimeShader(SHADER, false) { var color: Int = 0xffffff.toInt() set(value) { field = value val color = Color.valueOf(value) setUniform("in_color", floatArrayOf(color.red(), color.green(), color.blue(), color.alpha())) setColorUniform("in_color", value) } }
packages/SystemUI/src/com/android/systemui/statusbar/charging/RippleShader.kt +15 −18 Original line number Diff line number Diff line Loading @@ -15,7 +15,6 @@ */ package com.android.systemui.statusbar.charging import android.graphics.Color import android.graphics.PointF import android.graphics.RuntimeShader import android.util.MathUtils Loading Loading @@ -43,7 +42,7 @@ class RippleShader internal constructor() : RuntimeShader(SHADER, false) { uniform float in_fadeRing; uniform float in_blur; uniform float in_pixelDensity; uniform vec4 in_color; layout(color) uniform vec4 in_color; uniform float in_sparkle_strength;""" private const val SHADER_LIB = """float triangleNoise(vec2 n) { n = fract(n * vec2(5.3987, 5.4421)); Loading Loading @@ -122,7 +121,7 @@ class RippleShader internal constructor() : RuntimeShader(SHADER, false) { var radius: Float = 0.0f set(value) { field = value setUniform("in_maxRadius", value) setFloatUniform("in_maxRadius", value) } /** Loading @@ -131,7 +130,7 @@ class RippleShader internal constructor() : RuntimeShader(SHADER, false) { var origin: PointF = PointF() set(value) { field = value setUniform("in_origin", floatArrayOf(value.x, value.y)) setFloatUniform("in_origin", value.x, value.y) } /** Loading @@ -140,10 +139,10 @@ class RippleShader internal constructor() : RuntimeShader(SHADER, false) { var progress: Float = 0.0f set(value) { field = value setUniform("in_progress", value) setUniform("in_radius", setFloatUniform("in_progress", value) setFloatUniform("in_radius", (1 - (1 - value) * (1 - value) * (1 - value))* radius) setUniform("in_blur", MathUtils.lerp(1.25f, 0.5f, value)) setFloatUniform("in_blur", MathUtils.lerp(1.25f, 0.5f, value)) val fadeIn = subProgress(0f, 0.1f, value) val fadeOutNoise = subProgress(0.4f, 1f, value) Loading @@ -153,9 +152,9 @@ class RippleShader internal constructor() : RuntimeShader(SHADER, false) { fadeCircle = subProgress(0f, 0.2f, value) fadeOutRipple = subProgress(0.3f, 1f, value) } setUniform("in_fadeSparkle", Math.min(fadeIn, 1 - fadeOutNoise)) setUniform("in_fadeCircle", 1 - fadeCircle) setUniform("in_fadeRing", Math.min(fadeIn, 1 - fadeOutRipple)) setFloatUniform("in_fadeSparkle", Math.min(fadeIn, 1 - fadeOutNoise)) setFloatUniform("in_fadeCircle", 1 - fadeCircle) setFloatUniform("in_fadeRing", Math.min(fadeIn, 1 - fadeOutRipple)) } /** Loading @@ -164,7 +163,7 @@ class RippleShader internal constructor() : RuntimeShader(SHADER, false) { var time: Float = 0.0f set(value) { field = value setUniform("in_time", value) setFloatUniform("in_time", value) } /** Loading @@ -173,9 +172,7 @@ class RippleShader internal constructor() : RuntimeShader(SHADER, false) { var color: Int = 0xffffff.toInt() set(value) { field = value val color = Color.valueOf(value) setUniform("in_color", floatArrayOf(color.red(), color.green(), color.blue(), color.alpha())) setColorUniform("in_color", value) } /** Loading @@ -186,7 +183,7 @@ class RippleShader internal constructor() : RuntimeShader(SHADER, false) { var sparkleStrength: Float = 0.0f set(value) { field = value setUniform("in_sparkle_strength", value) setFloatUniform("in_sparkle_strength", value) } /** Loading @@ -195,14 +192,14 @@ class RippleShader internal constructor() : RuntimeShader(SHADER, false) { var distortionStrength: Float = 0.0f set(value) { field = value setUniform("in_distort_radial", 75 * progress * value) setUniform("in_distort_xy", 75 * value) setFloatUniform("in_distort_radial", 75 * progress * value) setFloatUniform("in_distort_xy", 75 * value) } var pixelDensity: Float = 1.0f set(value) { field = value setUniform("in_pixelDensity", value) setFloatUniform("in_pixelDensity", value) } var shouldFadeOutRipple: Boolean = true Loading
tests/HwAccelerationTest/src/com/android/test/hwui/ColorFiltersMutateActivity.java +2 −2 Original line number Diff line number Diff line Loading @@ -84,7 +84,7 @@ public class ColorFiltersMutateActivity extends Activity { mBlendPaint.setColorFilter(new PorterDuffColorFilter(0, PorterDuff.Mode.SRC_OVER)); mRuntimeShader = new RuntimeShader(sSkSL, false); mRuntimeShader.setUniform("param1", mShaderParam1); mRuntimeShader.setFloatUniform("param1", mShaderParam1); mRuntimeShader.setInputShader("bitmapShader", new BitmapShader(mBitmap1, Shader.TileMode.CLAMP, Shader.TileMode.CLAMP)); Loading Loading @@ -177,7 +177,7 @@ public class ColorFiltersMutateActivity extends Activity { public void setShaderParam1(float value) { mShaderParam1 = value; mRuntimeShader.setUniform("param1", mShaderParam1); mRuntimeShader.setFloatUniform("param1", mShaderParam1); invalidate(); } Loading