Merge "changing vec4 to vec2 for perf reasons."
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Android (Google) Code Review
commit
38d509697c
@@ -104,7 +104,7 @@ public class ProgramFragment extends Program {
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private void buildShaderString() {
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mShader = "//rs_shader_internal\n";
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mShader += "varying lowp vec4 varColor;\n";
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mShader += "varying vec4 varTex0;\n";
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mShader += "varying vec2 varTex0;\n";
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mShader += "void main() {\n";
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if (mVaryingColorEnable) {
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@@ -101,7 +101,7 @@ public class ProgramVertex extends Program {
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mShader = "//rs_shader_internal\n";
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mShader += "varying vec4 varColor;\n";
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mShader += "varying vec4 varTex0;\n";
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mShader += "varying vec2 varTex0;\n";
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mShader += "void main() {\n";
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mShader += " gl_Position = UNI_MVP * ATTRIB_position;\n";
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@@ -109,7 +109,7 @@ public class ProgramVertex extends Program {
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mShader += " varColor = ATTRIB_color;\n";
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if (mTextureMatrixEnable) {
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mShader += " varTex0 = UNI_TexMatrix * ATTRIB_texture0;\n";
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mShader += " varTex0 = (UNI_TexMatrix * vec4(ATTRIB_texture0, 0.0, 1.0)).xy;\n";
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} else {
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mShader += " varTex0 = ATTRIB_texture0;\n";
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}
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@@ -126,7 +126,7 @@ public class ProgramVertex extends Program {
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b.add(Element.F32_4(mRS), "position");
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b.add(Element.F32_4(mRS), "color");
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b.add(Element.F32_3(mRS), "normal");
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b.add(Element.F32_4(mRS), "texture0");
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b.add(Element.F32_2(mRS), "texture0");
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addInput(b.create());
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return super.create();
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@@ -1,4 +1,4 @@
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varying vec4 varTex0;
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varying vec2 varTex0;
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void main() {
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vec2 t0 = varTex0.xy;
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@@ -497,7 +497,7 @@ bool FontState::cacheBitmap(FT_Bitmap *bitmap, uint32_t *retOriginX, uint32_t *r
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void FontState::initRenderState()
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{
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String8 shaderString("varying vec4 varTex0;\n");
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String8 shaderString("varying vec2 varTex0;\n");
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shaderString.append("void main() {\n");
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shaderString.append(" lowp vec4 col = UNI_Color;\n");
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shaderString.append(" col.a = texture2D(UNI_Tex0, varTex0.xy).a;\n");
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@@ -190,7 +190,7 @@ void ProgramFragmentState::init(Context *rsc)
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{
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String8 shaderString(RS_SHADER_INTERNAL);
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shaderString.append("varying lowp vec4 varColor;\n");
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shaderString.append("varying vec4 varTex0;\n");
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shaderString.append("varying vec2 varTex0;\n");
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shaderString.append("void main() {\n");
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shaderString.append(" lowp vec4 col = UNI_Color;\n");
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shaderString.append(" gl_FragColor = col;\n");
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@@ -242,6 +242,7 @@ ProgramVertexState::~ProgramVertexState()
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void ProgramVertexState::init(Context *rsc)
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{
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const Element *matrixElem = Element::create(rsc, RS_TYPE_MATRIX_4X4, RS_KIND_USER, false, 1);
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const Element *f2Elem = Element::create(rsc, RS_TYPE_FLOAT_32, RS_KIND_USER, false, 2);
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const Element *f3Elem = Element::create(rsc, RS_TYPE_FLOAT_32, RS_KIND_USER, false, 3);
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const Element *f4Elem = Element::create(rsc, RS_TYPE_FLOAT_32, RS_KIND_USER, false, 4);
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@@ -256,7 +257,7 @@ void ProgramVertexState::init(Context *rsc)
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rsc->mStateElement.elementBuilderAdd(f4Elem, "position", 1);
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rsc->mStateElement.elementBuilderAdd(f4Elem, "color", 1);
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rsc->mStateElement.elementBuilderAdd(f3Elem, "normal", 1);
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rsc->mStateElement.elementBuilderAdd(f4Elem, "texture0", 1);
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rsc->mStateElement.elementBuilderAdd(f2Elem, "texture0", 1);
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const Element *attrElem = rsc->mStateElement.elementBuilderCreate(rsc);
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Type *inputType = new Type(rsc);
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@@ -266,7 +267,7 @@ void ProgramVertexState::init(Context *rsc)
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String8 shaderString(RS_SHADER_INTERNAL);
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shaderString.append("varying vec4 varColor;\n");
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shaderString.append("varying vec4 varTex0;\n");
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shaderString.append("varying vec2 varTex0;\n");
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shaderString.append("void main() {\n");
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shaderString.append(" gl_Position = UNI_MVP * ATTRIB_position;\n");
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shaderString.append(" gl_PointSize = 1.0;\n");
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