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| author | Jason Sams <rjsams@android.com> | 2009-12-23 14:35:29 -0800 |
|---|---|---|
| committer | Jason Sams <rjsams@android.com> | 2009-12-23 14:35:29 -0800 |
| commit | d01d970cf5973aa5186cc02c80fb2c143a69b0b1 (patch) | |
| tree | 11bd70da878edadb4ab3166006a7de5c83e661c1 /rsProgramFragment.cpp | |
| parent | 7dad9c30a59c99b57269e1b498807b6f034d56e9 (diff) | |
| download | android_frameworks_rs-d01d970cf5973aa5186cc02c80fb2c143a69b0b1.tar.gz android_frameworks_rs-d01d970cf5973aa5186cc02c80fb2c143a69b0b1.tar.bz2 android_frameworks_rs-d01d970cf5973aa5186cc02c80fb2c143a69b0b1.zip | |
Element restructuring. Add support for new basic Element types including the RS objects and vectors(2-4). In theory this paves the way for maintaining type info for RS objects, passing elements for GLSL uiforms/attribs/varyings, and supporting nested structures.
This will break some apps, checkings for other projects will follow to unbreak them.
Diffstat (limited to 'rsProgramFragment.cpp')
| -rw-r--r-- | rsProgramFragment.cpp | 36 |
1 files changed, 31 insertions, 5 deletions
diff --git a/rsProgramFragment.cpp b/rsProgramFragment.cpp index 05672e5c..f7394a61 100644 --- a/rsProgramFragment.cpp +++ b/rsProgramFragment.cpp @@ -213,9 +213,9 @@ void ProgramFragment::createShader() if (mTextureEnableMask) { if (mPointSpriteEnable) { - mShader.append(" vec2 tex0 = gl_PointCoord;\n"); + mShader.append(" vec2 t0 = gl_PointCoord;\n"); } else { - mShader.append(" vec2 tex0 = varTex0.xy;\n"); + mShader.append(" vec2 t0 = varTex0.xy;\n"); } } @@ -228,13 +228,39 @@ void ProgramFragment::createShader() rsAssert(0); break; case RS_TEX_ENV_MODE_REPLACE: - mShader.append(" col = texture2D(uni_Tex0, tex0);\n"); + switch(mTextureFormats[texNum]) { + case 1: + mShader.append(" col.a = texture2D(uni_Tex0, t0).a;\n"); + break; + case 2: + mShader.append(" col.rgba = texture2D(uni_Tex0, t0).rgba;\n"); + break; + case 3: + mShader.append(" col.rgb = texture2D(uni_Tex0, t0).rgb;\n"); + break; + case 4: + mShader.append(" col.rgba = texture2D(uni_Tex0, t0).rgba;\n"); + break; + } break; case RS_TEX_ENV_MODE_MODULATE: - mShader.append(" col *= texture2D(uni_Tex0, tex0);\n"); + switch(mTextureFormats[texNum]) { + case 1: + mShader.append(" col.a *= texture2D(uni_Tex0, t0).a;\n"); + break; + case 2: + mShader.append(" col.rgba *= texture2D(uni_Tex0, t0).rgba;\n"); + break; + case 3: + mShader.append(" col.rgb *= texture2D(uni_Tex0, t0).rgb;\n"); + break; + case 4: + mShader.append(" col.rgba *= texture2D(uni_Tex0, t0).rgba;\n"); + break; + } break; case RS_TEX_ENV_MODE_DECAL: - mShader.append(" col = texture2D(uni_Tex0, tex0);\n"); + mShader.append(" col = texture2D(uni_Tex0, t0);\n"); break; } |
