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| author | 2019-07-26 00:03:07 -0700 | |
|---|---|---|
| committer | 2019-07-26 00:03:07 -0700 | |
| commit | 9f5f838a7f9f87a6a1de6b9fd0e91587d0728d7c (patch) | |
| tree | 87adccb2c22b2438c9c45f2aa11309fbeb501765 | |
| parent | d6ef51cae82c1bb7be4391e3f74977c2c1c543bf (diff) | |
| parent | e99a9c03b1cb75561d378ea4196ddd352d28160d (diff) | |
Merge "[RenderEngine] Allow rounded corners shader to use lower precision." into qt-r1-dev
am: e99a9c03b1
Change-Id: Ibe2901ba7431f49d699130bd96f5ab52c46e1c48
| -rw-r--r-- | libs/renderengine/gl/ProgramCache.cpp | 9 |
1 files changed, 5 insertions, 4 deletions
diff --git a/libs/renderengine/gl/ProgramCache.cpp b/libs/renderengine/gl/ProgramCache.cpp index 086a324999..d242677f0c 100644 --- a/libs/renderengine/gl/ProgramCache.cpp +++ b/libs/renderengine/gl/ProgramCache.cpp @@ -575,10 +575,11 @@ String8 ProgramCache::generateFragmentShader(const Key& needs) { float applyCornerRadius(vec2 cropCoords) { vec2 position = cropCoords - cropCenter; - // Increase precision here so that a large corner radius doesn't - // cause floating point error - highp vec2 dist = abs(position) + vec2(cornerRadius) - cropCenter; - float plane = length(max(dist, vec2(0.0))); + // Scale down the dist vector here, as otherwise large corner + // radii can cause floating point issues when computing the norm + vec2 dist = (abs(position) - cropCenter + vec2(cornerRadius)) / 16.0; + // Once we've found the norm, then scale back up. + float plane = length(max(dist, vec2(0.0))) * 16.0; return 1.0 - clamp(plane - cornerRadius, 0.0, 1.0); } )__SHADER__"; |