7f4307668b10467ee39d41c7ea29cf1ff238a835 |
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13-Jun-2013 |
Romain Guy <romainguy@google.com> |
Add new Query class for debugging This class can be used to perform occlusion queries. An occlusion query can be used to test whether an object is entirely hidden or not. Change-Id: Ida456df81dbe008a64d3ff4cb7879340785c6abf
/frameworks/base/libs/hwui/Dither.cpp
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be1b127c7bec252e0c6ab0e06ed6babed07d496f |
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06-Jun-2013 |
Romain Guy <romainguy@google.com> |
Assume a texture is unbound after deleting it Bug #9316260 The GL specification indicates that deleting a bound texture has the side effect of binding the default texture (name=0). This change replaces all calls to glDeleteTextures() by Caches::deleteTexture() to properly keep track of texture bindings. Change-Id: Ifbc60ef433e0f9776a668dd5bd5f0adbc65a77a0
/frameworks/base/libs/hwui/Dither.cpp
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8aa195d7081b889f3a7b1f426cbd8556377aae5e |
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05-Jun-2013 |
Romain Guy <romainguy@google.com> |
Introduce Caches::bindTexture() to reduce glBindTexture calls Change-Id: Ic345422567c020c0a9035ff51dcf2ae2a1fc59f4
/frameworks/base/libs/hwui/Dither.cpp
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4abab937bf3f168763a7c029275bf1de151ec1ae |
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13-Apr-2013 |
Romain Guy <romainguy@google.com> |
There should be a mandatory coder's license. Bug #8586560 And I don't deserve to pass the test. Change-Id: Ic7886205511f16145a925fc860e4a03dfaf473d5
/frameworks/base/libs/hwui/Dither.cpp
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032d47af737d803e841ab79f38ac9068a46c9aeb |
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09-Apr-2013 |
Romain Guy <romainguy@google.com> |
Change the dither texture's swizzling This is a more elegant way to sample from a float alpha texture. Instead of sampling from the red channel in the fragment shader we can set the alpha channel swizzle to redirect it to the red channel. This lets us sample from the alpha channel in the fragment shader and get the correct value. Change-Id: I95bbf7a82964e1bf42c0fee1b782b6bdbbcef618
/frameworks/base/libs/hwui/Dither.cpp
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b48800428906ae455c2b63acacd44e390e1fee49 |
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05-Apr-2013 |
Romain Guy <romainguy@google.com> |
Use float textures to render gradients when possible Float textures offer better precision for dithering. In addition this change removes two uniforms from gradient shaders. These uniforms were used to dither gradients but their value is a build time constant. Instead we hardcode the value directly in the shader source at compile time. Change-Id: I05e9fd3eef93771843bbd91b453274452dfaefee
/frameworks/base/libs/hwui/Dither.cpp
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3e4a3ea2ff03a6a1f1f7a2bebac9a86fe6555754 |
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27-Mar-2013 |
Chirayu Desai <cdesai@cyanogenmod.org> |
Correct executable bit for source files [Take 2] Change Ieb51bafb46c895a21d2e83696f5a901ba752b2c5 left out some files, this fixes them. Change-Id: Ia949a8581668836ea0251602e048f09c852f5169
/frameworks/base/libs/hwui/Dither.cpp
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a1d12dd619c86c9ac121a3095ff5e5633c11e876 |
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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
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211efea7376371ee755edd2ad03e83ef6eea464e |
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01-Aug-2012 |
Romain Guy <romainguy@google.com> |
Add dithering to gradients Change-Id: Ic1208855bde3a254eca2fd7cef43e0f1318ce419
/frameworks/base/libs/hwui/Dither.cpp
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