commit | a1d12dd619c86c9ac121a3095ff5e5633c11e876 | [log] [tgz] |
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author | Chet Haase <chet@google.com> | Fri Sep 21 14:50:14 2012 -0700 |
committer | Chet Haase <chet@google.com> | Fri Sep 21 16:20:57 2012 -0700 |
tree | 3e53e0a133aeaf86ec84b13a952c6aa6be3dbee7 | |
parent | 537d47f510ce49acee09516ed5dde680d910ff94 [diff] |
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