Fix alpha blending and improve fragment shaders performance.
Change-Id: Ib74f6941d25ca6f6a41708e541174eaa7e8d9bc2
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp
index e333060..6d041ae 100644
--- a/libs/hwui/OpenGLRenderer.cpp
+++ b/libs/hwui/OpenGLRenderer.cpp
@@ -469,9 +469,9 @@
// Specify right and bottom as +1.0f from left/top to prevent scaling since the
// patch mesh already defines the final size
- drawTextureMesh(left, top, left + 1.0f, top + 1.0f, texture->id, alpha, mode, texture->blend,
- true, &mesh->vertices[0].position[0], &mesh->vertices[0].texture[0], mesh->indices,
- mesh->indicesCount);
+ drawTextureMesh(left, top, left + 1.0f, top + 1.0f, texture->id, alpha / 255.0f, mode,
+ texture->blend, true, &mesh->vertices[0].position[0],
+ &mesh->vertices[0].texture[0], mesh->indices, mesh->indicesCount);
}
void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
@@ -518,7 +518,7 @@
glEnableVertexAttribArray(mDrawColorShader->position);
glVertexAttribPointer(mDrawColorShader->position, 2, GL_FLOAT, GL_FALSE,
gDrawColorVertexStride, p);
- glVertexAttrib4f(mDrawColorShader->color, r, g, b, a);
+ glUniform4f(mDrawColorShader->color, r, g, b, a);
glDrawArrays(GL_TRIANGLE_STRIP, 0, gDrawColorVertexCount);
@@ -558,6 +558,7 @@
glActiveTexture(GL_TEXTURE0);
glUniform1i(mDrawTextureShader->sampler, 0);
+ glUniform4f(mDrawTextureShader->color, 1.0f, 1.0f, 1.0f, alpha);
glEnableVertexAttribArray(mDrawTextureShader->position);
glVertexAttribPointer(mDrawTextureShader->position, 2, GL_FLOAT, GL_FALSE,
@@ -567,8 +568,6 @@
glVertexAttribPointer(mDrawTextureShader->texCoords, 2, GL_FLOAT, GL_FALSE,
gDrawTextureVertexStride, texCoords);
- glVertexAttrib4f(mDrawTextureShader->color, 1.0f, 1.0f, 1.0f, alpha);
-
if (!indices) {
glDrawArrays(GL_TRIANGLE_STRIP, 0, gDrawTextureVertexCount);
} else {