From b48800428906ae455c2b63acacd44e390e1fee49 Mon Sep 17 00:00:00 2001 From: Romain Guy Date: Fri, 5 Apr 2013 11:17:55 -0700 Subject: 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 --- libs/hwui/ProgramCache.h | 2 ++ 1 file changed, 2 insertions(+) (limited to 'libs/hwui/ProgramCache.h') 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 mCache; + + const bool mHasES3; }; // class ProgramCache }; // namespace uirenderer -- cgit v1.2.3-59-g8ed1b