Loading libs/hwui/OpenGLRenderer.cpp +5 −4 Original line number Diff line number Diff line Loading @@ -900,7 +900,7 @@ void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { } void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { float alpha = layer->getAlpha() / 255.0f; float alpha = layer->getAlpha() / 255.0f * mSnapshot->alpha; setupDraw(); if (layer->getRenderTarget() == GL_TEXTURE_2D) { Loading Loading @@ -964,9 +964,10 @@ void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) layer->setFilter(GL_LINEAR, true); } float alpha = layer->getAlpha() / 255.0f * mSnapshot->alpha; bool blend = layer->isBlend() || alpha < 1.0f; drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), layer->getTexture(), layer->getAlpha() / 255.0f, layer->getMode(), layer->isBlend(), layer->getTexture(), alpha, layer->getMode(), blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); Loading Loading @@ -1001,7 +1002,7 @@ void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { rects = safeRegion.getArray(&count); } const float alpha = layer->getAlpha() / 255.0f; const float alpha = layer->getAlpha() / 255.0f * mSnapshot->alpha; const float texX = 1.0f / float(layer->getWidth()); const float texY = 1.0f / float(layer->getHeight()); const float height = rect.getHeight(); Loading Loading
libs/hwui/OpenGLRenderer.cpp +5 −4 Original line number Diff line number Diff line Loading @@ -900,7 +900,7 @@ void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { } void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { float alpha = layer->getAlpha() / 255.0f; float alpha = layer->getAlpha() / 255.0f * mSnapshot->alpha; setupDraw(); if (layer->getRenderTarget() == GL_TEXTURE_2D) { Loading Loading @@ -964,9 +964,10 @@ void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) layer->setFilter(GL_LINEAR, true); } float alpha = layer->getAlpha() / 255.0f * mSnapshot->alpha; bool blend = layer->isBlend() || alpha < 1.0f; drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), layer->getTexture(), layer->getAlpha() / 255.0f, layer->getMode(), layer->isBlend(), layer->getTexture(), alpha, layer->getMode(), blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); Loading Loading @@ -1001,7 +1002,7 @@ void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { rects = safeRegion.getArray(&count); } const float alpha = layer->getAlpha() / 255.0f; const float alpha = layer->getAlpha() / 255.0f * mSnapshot->alpha; const float texX = 1.0f / float(layer->getWidth()); const float texY = 1.0f / float(layer->getHeight()); const float height = rect.getHeight(); Loading