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In addition to exposing the API to the SDK this CL expands the number and type of APIs available to modify the uniforms. For uniforms that resolve to the primitive types of 'float' or 'int' there are five different entry points for each whose purpose is twofold. First, these entry points map directly to the GLSL types (e.g. float, vec2, vec3, vec4, float[]) that these uniforms are bound to. Second, for animations these uniforms can be updated every frame and avoid unnecessary java array allocations was also motivation for using this pattern instead of varargs. Bug: 189102731 Test: atest CtsUiRenderingTestCases:RuntimeShaderTests Change-Id: I4870acd7656095c9d413e708a3150c10134e8afd