Romain Guy b488004289 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
2013-04-05 14:17:17 -07:00

58 lines
1.5 KiB
C++

/*
* Copyright (C) 2012 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef ANDROID_HWUI_DITHER_H
#define ANDROID_HWUI_DITHER_H
#include <GLES3/gl3.h>
#include "Program.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Defines
///////////////////////////////////////////////////////////////////////////////
// Must be a power of two
#define DITHER_KERNEL_SIZE 4
// These must not use the .0f notation as they are used from GLSL
#define DITHER_KERNEL_SIZE_INV (1.0 / 4.0)
#define DITHER_KERNEL_SIZE_INV_SQUARE (1.0 / 16.0)
/**
* Handles dithering for programs.
*/
class Dither {
public:
Dither(): mInitialized(false), mDitherTexture(0) { }
void clear();
void setupProgram(Program* program, GLuint* textureUnit);
private:
void bindDitherTexture();
bool mInitialized;
GLuint mDitherTexture;
};
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_DITHER_H