Reduce gradients textures size whenever possible
Change-Id: Ifd58625ee62edac3b5d20b77553cb98b6fa2b46e
diff --git a/libs/hwui/ProgramCache.cpp b/libs/hwui/ProgramCache.cpp
index 0e77cb2..d67bfbe 100644
--- a/libs/hwui/ProgramCache.cpp
+++ b/libs/hwui/ProgramCache.cpp
@@ -69,12 +69,10 @@
"varying highp vec2 outBitmapTexCoords;\n";
const char* gVS_Header_Varyings_PointHasBitmap =
"varying highp vec2 outPointBitmapTexCoords;\n";
-// TODO: These values are used to sample from textures,
-// they may need to be highp
const char* gVS_Header_Varyings_HasGradient[6] = {
// Linear
"varying highp vec2 linear;\n",
- "varying highp float linear;\n",
+ "varying float linear;\n",
// Circular
"varying highp vec2 circular;\n",
@@ -268,21 +266,21 @@
};
const char* gFS_Main_FetchGradient[6] = {
// Linear
- " highp vec4 gradientColor = texture2D(gradientSampler, linear);\n",
+ " vec4 gradientColor = texture2D(gradientSampler, linear);\n",
- " highp vec4 gradientColor = mix(startColor, endColor, clamp(linear, 0.0, 1.0));\n",
+ " vec4 gradientColor = mix(startColor, endColor, clamp(linear, 0.0, 1.0));\n",
// Circular
- " highp vec4 gradientColor = texture2D(gradientSampler, vec2(length(circular), 0.5));\n",
+ " vec4 gradientColor = texture2D(gradientSampler, vec2(length(circular), 0.5));\n",
- " highp vec4 gradientColor = mix(startColor, endColor, clamp(length(circular), 0.0, 1.0));\n",
+ " vec4 gradientColor = mix(startColor, endColor, clamp(length(circular), 0.0, 1.0));\n",
// Sweep
" highp float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n"
- " highp vec4 gradientColor = texture2D(gradientSampler, vec2(index - floor(index), 0.5));\n",
+ " vec4 gradientColor = texture2D(gradientSampler, vec2(index - floor(index), 0.5));\n",
" highp float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n"
- " highp vec4 gradientColor = mix(startColor, endColor, clamp(index - floor(index), 0.0, 1.0));\n"
+ " vec4 gradientColor = mix(startColor, endColor, clamp(index - floor(index), 0.0, 1.0));\n"
};
const char* gFS_Main_FetchBitmap =
" vec4 bitmapColor = texture2D(bitmapSampler, outBitmapTexCoords);\n";