Loading services/surfaceflinger/RenderEngine/ProgramCache.cpp +0 −2 Original line number Diff line number Diff line Loading @@ -199,10 +199,8 @@ String8 ProgramCache::generateFragmentShader(const Key& needs) { // un-premultiply if needed before linearization fs << "gl_FragColor.rgb = gl_FragColor.rgb/gl_FragColor.a;"; } fs << "gl_FragColor.rgb = pow(gl_FragColor.rgb, vec3(2.2));"; fs << "vec4 transformed = colorMatrix * vec4(gl_FragColor.rgb, 1);"; fs << "gl_FragColor.rgb = transformed.rgb/transformed.a;"; fs << "gl_FragColor.rgb = pow(gl_FragColor.rgb, vec3(1.0 / 2.2));"; if (!needs.isOpaque() && needs.isPremultiplied()) { // and re-premultiply if needed after gamma correction fs << "gl_FragColor.rgb = gl_FragColor.rgb*gl_FragColor.a;"; Loading Loading
services/surfaceflinger/RenderEngine/ProgramCache.cpp +0 −2 Original line number Diff line number Diff line Loading @@ -199,10 +199,8 @@ String8 ProgramCache::generateFragmentShader(const Key& needs) { // un-premultiply if needed before linearization fs << "gl_FragColor.rgb = gl_FragColor.rgb/gl_FragColor.a;"; } fs << "gl_FragColor.rgb = pow(gl_FragColor.rgb, vec3(2.2));"; fs << "vec4 transformed = colorMatrix * vec4(gl_FragColor.rgb, 1);"; fs << "gl_FragColor.rgb = transformed.rgb/transformed.a;"; fs << "gl_FragColor.rgb = pow(gl_FragColor.rgb, vec3(1.0 / 2.2));"; if (!needs.isOpaque() && needs.isPremultiplied()) { // and re-premultiply if needed after gamma correction fs << "gl_FragColor.rgb = gl_FragColor.rgb*gl_FragColor.a;"; Loading