a1d12dd619c86c9ac121a3095ff5e5633c11e876 |
|
21-Sep-2012 |
Chet Haase <chet@google.com> |
Optimize shaders for dithered gradients It's faster to compute a dither calculation in the vertex shader and use a varying (letting the GPU interpolate the fragment values) than to perform that calculation in the fragment shader as part of a texture lookup. Issue #7207600 Prime mr1 shader performance issues Issue #7158326 Bad framerates on MR1 (Mako, Manta, Prime) Change-Id: I15789582a6e9e2d8b9dd22aa5b0f72f0ba1cce7f
/frameworks/base/libs/hwui/Dither.cpp
|