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author Alec Mouri <alecmouri@google.com> 2019-07-26 00:03:07 -0700
committer android-build-merger <android-build-merger@google.com> 2019-07-26 00:03:07 -0700
commit9f5f838a7f9f87a6a1de6b9fd0e91587d0728d7c (patch)
tree87adccb2c22b2438c9c45f2aa11309fbeb501765
parentd6ef51cae82c1bb7be4391e3f74977c2c1c543bf (diff)
parente99a9c03b1cb75561d378ea4196ddd352d28160d (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.cpp9
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__";