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author Romain Guy <romainguy@google.com> 2013-04-05 11:17:55 -0700
committer Romain Guy <romainguy@google.com> 2013-04-05 14:17:17 -0700
commitb48800428906ae455c2b63acacd44e390e1fee49 (patch)
treebc0de8c6f51eb5c9cac2d5fe1d5a41fede6d727a /libs/hwui/ProgramCache.h
parent80fdc9624e6d53a78031bf99d34e7c01d53ad66e (diff)
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
Diffstat (limited to 'libs/hwui/ProgramCache.h')
-rw-r--r--libs/hwui/ProgramCache.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/libs/hwui/ProgramCache.h b/libs/hwui/ProgramCache.h
index 1ca148dbfd32..38f6f99f8996 100644
--- a/libs/hwui/ProgramCache.h
+++ b/libs/hwui/ProgramCache.h
@@ -57,6 +57,8 @@ private:
void printLongString(const String8& shader) const;
KeyedVector<programid, Program*> mCache;
+
+ const bool mHasES3;
}; // class ProgramCache
}; // namespace uirenderer