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authorChet Haase <chet@google.com>2011-04-26 07:28:09 -0700
committerChet Haase <chet@google.com>2011-04-27 14:23:29 -0700
commit8a5cc92a150bae38ec43732d941b38bb381fe153 (patch)
tree24bf32e7fcc20ab94e64f57e6f72bd8762d3bdf9 /libs/hwui/Program.cpp
parentb4a56f10d875dc62a9c73008f98596c7e32fc249 (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.cpp9
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);