diff options
| author | 2021-09-09 21:34:16 +0000 | |
|---|---|---|
| committer | 2021-09-09 21:34:16 +0000 | |
| commit | 03c37591265606e34e390d61d7bf08e42a5bac67 (patch) | |
| tree | e23460b85e9db7865cfb42933486eef4f47b835e /cmds/bootanimation/BootAnimation.cpp | |
| parent | 5c492a16388c02c18076824640ad43327e358797 (diff) | |
| parent | 8dbf247294c0894306573c3207882bc6321fd6ab (diff) | |
Merge "Fixes boot animation not appearing issue on Oriole." into sc-qpr1-dev am: 3a986bb956 am: 580ae422b6 am: 8dbf247294
Original change: https://googleplex-android-review.googlesource.com/c/platform/frameworks/base/+/15779528
Change-Id: I4501403e20e0a3b50af1629a3d01b8a20d0cefaa
Diffstat (limited to 'cmds/bootanimation/BootAnimation.cpp')
| -rw-r--r-- | cmds/bootanimation/BootAnimation.cpp | 9 |
1 files changed, 7 insertions, 2 deletions
diff --git a/cmds/bootanimation/BootAnimation.cpp b/cmds/bootanimation/BootAnimation.cpp index 54fd4307814c..8c39b7140828 100644 --- a/cmds/bootanimation/BootAnimation.cpp +++ b/cmds/bootanimation/BootAnimation.cpp @@ -127,7 +127,7 @@ static const char VERTEX_SHADER_SOURCE[] = R"( })"; static const char IMAGE_FRAG_DYNAMIC_COLORING_SHADER_SOURCE[] = R"( precision mediump float; - const float cWhiteMaskThreshold = 0.05f; + const float cWhiteMaskThreshold = 0.05; uniform sampler2D uTexture; uniform float uFade; uniform float uColorProgress; @@ -155,7 +155,7 @@ static const char IMAGE_FRAG_DYNAMIC_COLORING_SHADER_SOURCE[] = R"( + g * mix(uStartColor1, uEndColor1, uColorProgress) + b * mix(uStartColor2, uEndColor2, uColorProgress) + a * mix(uStartColor3, uEndColor3, uColorProgress); - color = mix(color, vec4(vec3((r + g + b + a) * 0.25f), 1.0), useWhiteMask); + color = mix(color, vec4(vec3((r + g + b + a) * 0.25), 1.0), useWhiteMask); gl_FragColor = vec4(color.x, color.y, color.z, (1.0 - uFade)) * color.a; })"; static const char IMAGE_FRAG_SHADER_SOURCE[] = R"( @@ -698,6 +698,11 @@ GLuint compileShader(GLenum shaderType, const GLchar *source) { glGetShaderiv(shader, GL_COMPILE_STATUS, &isCompiled); if (isCompiled == GL_FALSE) { SLOGE("Compile shader failed. Shader type: %d", shaderType); + GLint maxLength = 0; + glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength); + std::vector<GLchar> errorLog(maxLength); + glGetShaderInfoLog(shader, maxLength, &maxLength, &errorLog[0]); + SLOGE("Shader compilation error: %s", &errorLog[0]); return 0; } return shader; |