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authorTreeHugger Robot <treehugger-gerrit@google.com>2016-05-04 01:03:40 +0000
committerAndroid (Google) Code Review <android-gerrit@google.com>2016-05-04 01:03:42 +0000
commitb2e36d7939610de538a6ec95a821b61b365b3073 (patch)
tree353f2081b27993d54e7a7dd8f682ae9eec11e474 /libs/hwui/renderstate/RenderState.cpp
parent976b9b04e4b38c3be2f91d6955e53874ad52cb10 (diff)
parent138c21fbec12bead3c7ca1f181c3fd35542ccb00 (diff)
Merge "Use LUT for computing final shadow alpha" into nyc-dev
Diffstat (limited to 'libs/hwui/renderstate/RenderState.cpp')
-rw-r--r--libs/hwui/renderstate/RenderState.cpp12
1 files changed, 8 insertions, 4 deletions
diff --git a/libs/hwui/renderstate/RenderState.cpp b/libs/hwui/renderstate/RenderState.cpp
index ea4391b87006..e78cd7296f42 100644
--- a/libs/hwui/renderstate/RenderState.cpp
+++ b/libs/hwui/renderstate/RenderState.cpp
@@ -298,7 +298,8 @@ void RenderState::render(const Glop& glop, const Matrix4& orthoMatrix) {
// indices
meshState().bindIndicesBuffer(indices.bufferObject);
- if (vertices.attribFlags & VertexAttribFlags::TextureCoord) {
+ // texture
+ if (fill.texture.texture != nullptr) {
const Glop::Fill::TextureData& texture = fill.texture;
// texture always takes slot 0, shader samplers increment from there
mCaches->textureState().activateTexture(0);
@@ -311,13 +312,16 @@ void RenderState::render(const Glop& glop, const Matrix4& orthoMatrix) {
texture.texture->setFilter(texture.filter, false, false, texture.target);
}
- meshState().enableTexCoordsVertexArray();
- meshState().bindTexCoordsVertexPointer(vertices.texCoord, vertices.stride);
-
if (texture.textureTransform) {
glUniformMatrix4fv(fill.program->getUniform("mainTextureTransform"), 1,
GL_FALSE, &texture.textureTransform->data[0]);
}
+ }
+
+ // vertex attributes (tex coord, color, alpha)
+ if (vertices.attribFlags & VertexAttribFlags::TextureCoord) {
+ meshState().enableTexCoordsVertexArray();
+ meshState().bindTexCoordsVertexPointer(vertices.texCoord, vertices.stride);
} else {
meshState().disableTexCoordsVertexArray();
}