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author | Chet Haase <chet@google.com> | 2012-09-21 14:50:14 -0700 |
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committer | Chet Haase <chet@google.com> | 2012-09-21 16:20:57 -0700 |
commit | a1d12dd619c86c9ac121a3095ff5e5633c11e876 (patch) | |
tree | 3e53e0a133aeaf86ec84b13a952c6aa6be3dbee7 /rs/java/android/renderscript/ProgramFragmentFixedFunction.java | |
parent | 537d47f510ce49acee09516ed5dde680d910ff94 (diff) |
Optimize shaders for dithered gradients
It's faster to compute a dither calculation in the vertex shader and use
a varying (letting the GPU interpolate the fragment values) than to perform
that calculation in the fragment shader as part of a texture lookup.
Issue #7207600 Prime mr1 shader performance issues
Issue #7158326 Bad framerates on MR1 (Mako, Manta, Prime)
Change-Id: I15789582a6e9e2d8b9dd22aa5b0f72f0ba1cce7f
Diffstat (limited to 'rs/java/android/renderscript/ProgramFragmentFixedFunction.java')
0 files changed, 0 insertions, 0 deletions