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Diffstat (limited to 'libs/hwui/renderstate/RenderState.cpp')
-rw-r--r-- | libs/hwui/renderstate/RenderState.cpp | 16 |
1 files changed, 11 insertions, 5 deletions
diff --git a/libs/hwui/renderstate/RenderState.cpp b/libs/hwui/renderstate/RenderState.cpp index 481932dd7967..2c92924cc12c 100644 --- a/libs/hwui/renderstate/RenderState.cpp +++ b/libs/hwui/renderstate/RenderState.cpp @@ -296,14 +296,20 @@ void RenderState::render(const Glop& glop, const Matrix4& orthoMatrix) { // TODO: avoid query, and cache values (or RRCS ptr) in program const RoundRectClipState* state = glop.roundRectClipState; const Rect& innerRect = state->innerRect; - glUniform4f(fill.program->getUniform("roundRectInnerRectLTRB"), - innerRect.left, innerRect.top, - innerRect.right, innerRect.bottom); - glUniformMatrix4fv(fill.program->getUniform("roundRectInvTransform"), - 1, GL_FALSE, &state->matrix.data[0]); // add half pixel to round out integer rect space to cover pixel centers float roundedOutRadius = state->radius + 0.5f; + + // Divide by the radius to simplify the calculations in the fragment shader + // roundRectPos is also passed from vertex shader relative to top/left & radius + glUniform4f(fill.program->getUniform("roundRectInnerRectLTWH"), + innerRect.left / roundedOutRadius, innerRect.top / roundedOutRadius, + (innerRect.right - innerRect.left) / roundedOutRadius, + (innerRect.bottom - innerRect.top) / roundedOutRadius); + + glUniformMatrix4fv(fill.program->getUniform("roundRectInvTransform"), + 1, GL_FALSE, &state->matrix.data[0]); + glUniform1f(fill.program->getUniform("roundRectRadius"), roundedOutRadius); } |