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author Derek Sollenberger <djsollen@google.com> 2021-10-22 14:45:36 +0000
committer Derek Sollenberger <djsollen@google.com> 2021-12-16 13:33:31 +0000
commite09fbeed9a421ee60c9c6a01d01db12f8b59bb54 (patch)
tree5663aa8e5aa6a68b5decbcd96978314177f5949f /libs/androidfw/StringPool.cpp
parenta933cf1b94c6cce02ff5b22afb20c70fe8ee947c (diff)
Expose android.graphics.RuntimeShader API
In addition to exposing the API to the SDK this CL expands the number and type of APIs available to modify the uniforms. For uniforms that resolve to the primitive types of 'float' or 'int' there are five different entry points for each whose purpose is twofold. First, these entry points map directly to the GLSL types (e.g. float, vec2, vec3, vec4, float[]) that these uniforms are bound to. Second, for animations these uniforms can be updated every frame and avoid unnecessary java array allocations was also motivation for using this pattern instead of varargs. Bug: 189102731 Test: atest CtsUiRenderingTestCases:RuntimeShaderTests Change-Id: I4870acd7656095c9d413e708a3150c10134e8afd
Diffstat (limited to 'libs/androidfw/StringPool.cpp')
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