diff options
author | Chet Haase <chet@google.com> | 2011-04-26 07:28:09 -0700 |
---|---|---|
committer | Chet Haase <chet@google.com> | 2011-04-27 14:23:29 -0700 |
commit | 8a5cc92a150bae38ec43732d941b38bb381fe153 (patch) | |
tree | 24bf32e7fcc20ab94e64f57e6f72bd8762d3bdf9 /libs/hwui/Program.cpp | |
parent | b4a56f10d875dc62a9c73008f98596c7e32fc249 (diff) |
Fix various hw-accelerated line/point bugs
All accelerated lines are now rendered as quads. Hairlines used to
be rendered as GL_LINES, but these lines don't render the same as our
non-accelerated lines, so we're using quads for everything. Also, fixed
a bug in the way that we were offsetting quads (and not offseting points)
to ensure that our lines/points actuall start on the same pixels as
Skia's.
Change-Id: I51b923cc08a9858444c430ba07bc8aa0c83cbe6a
Diffstat (limited to 'libs/hwui/Program.cpp')
-rw-r--r-- | libs/hwui/Program.cpp | 9 |
1 files changed, 8 insertions, 1 deletions
diff --git a/libs/hwui/Program.cpp b/libs/hwui/Program.cpp index 2187f24e2c83..972dd87a5d71 100644 --- a/libs/hwui/Program.cpp +++ b/libs/hwui/Program.cpp @@ -124,8 +124,15 @@ GLuint Program::buildShader(const char* source, GLenum type) { } void Program::set(const mat4& projectionMatrix, const mat4& modelViewMatrix, - const mat4& transformMatrix) { + const mat4& transformMatrix, bool offset) { mat4 t(projectionMatrix); + if (offset) { + // offset screenspace xy by an amount that compensates for typical precision issues + // in GPU hardware that tends to paint hor/vert lines in pixels shifted up and to the left. + // This offset value is based on an assumption that some hardware may use as little + // as 12.4 precision, so we offset by slightly more than 1/16. + t.translate(.375, .375, 0); + } t.multiply(transformMatrix); t.multiply(modelViewMatrix); |