Merge "Fixes boot animation not appearing issue on Oriole." into sc-qpr1-dev am: 3a986bb956 am: 580ae422b6

Original change: https://googleplex-android-review.googlesource.com/c/platform/frameworks/base/+/15779528

Change-Id: I84d1dfbbc337eeea95e53772d95ce2ee694155ee
This commit is contained in:
TreeHugger Robot
2021-09-09 21:11:43 +00:00
committed by Automerger Merge Worker

View File

@@ -127,7 +127,7 @@ static const char VERTEX_SHADER_SOURCE[] = R"(
})"; })";
static const char IMAGE_FRAG_DYNAMIC_COLORING_SHADER_SOURCE[] = R"( static const char IMAGE_FRAG_DYNAMIC_COLORING_SHADER_SOURCE[] = R"(
precision mediump float; precision mediump float;
const float cWhiteMaskThreshold = 0.05f; const float cWhiteMaskThreshold = 0.05;
uniform sampler2D uTexture; uniform sampler2D uTexture;
uniform float uFade; uniform float uFade;
uniform float uColorProgress; uniform float uColorProgress;
@@ -155,7 +155,7 @@ static const char IMAGE_FRAG_DYNAMIC_COLORING_SHADER_SOURCE[] = R"(
+ g * mix(uStartColor1, uEndColor1, uColorProgress) + g * mix(uStartColor1, uEndColor1, uColorProgress)
+ b * mix(uStartColor2, uEndColor2, uColorProgress) + b * mix(uStartColor2, uEndColor2, uColorProgress)
+ a * mix(uStartColor3, uEndColor3, uColorProgress); + a * mix(uStartColor3, uEndColor3, uColorProgress);
color = mix(color, vec4(vec3((r + g + b + a) * 0.25f), 1.0), useWhiteMask); color = mix(color, vec4(vec3((r + g + b + a) * 0.25), 1.0), useWhiteMask);
gl_FragColor = vec4(color.x, color.y, color.z, (1.0 - uFade)) * color.a; gl_FragColor = vec4(color.x, color.y, color.z, (1.0 - uFade)) * color.a;
})"; })";
static const char IMAGE_FRAG_SHADER_SOURCE[] = R"( static const char IMAGE_FRAG_SHADER_SOURCE[] = R"(
@@ -699,6 +699,11 @@ GLuint compileShader(GLenum shaderType, const GLchar *source) {
glGetShaderiv(shader, GL_COMPILE_STATUS, &isCompiled); glGetShaderiv(shader, GL_COMPILE_STATUS, &isCompiled);
if (isCompiled == GL_FALSE) { if (isCompiled == GL_FALSE) {
SLOGE("Compile shader failed. Shader type: %d", shaderType); SLOGE("Compile shader failed. Shader type: %d", shaderType);
GLint maxLength = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
std::vector<GLchar> errorLog(maxLength);
glGetShaderInfoLog(shader, maxLength, &maxLength, &errorLog[0]);
SLOGE("Shader compilation error: %s", &errorLog[0]);
return 0; return 0;
} }
return shader; return shader;