Element restructuring. Add support for new basic Element types including the RS objects and vectors(2-4). In theory this paves the way for maintaining type info for RS objects, passing elements for GLSL uiforms/attribs/varyings, and supporting nested structures.
This will break some apps, checkings for other projects will follow to unbreak them.
diff --git a/libs/rs/rsProgramFragment.cpp b/libs/rs/rsProgramFragment.cpp
index 05672e5c..f7394a6 100644
--- a/libs/rs/rsProgramFragment.cpp
+++ b/libs/rs/rsProgramFragment.cpp
@@ -213,9 +213,9 @@
if (mTextureEnableMask) {
if (mPointSpriteEnable) {
- mShader.append(" vec2 tex0 = gl_PointCoord;\n");
+ mShader.append(" vec2 t0 = gl_PointCoord;\n");
} else {
- mShader.append(" vec2 tex0 = varTex0.xy;\n");
+ mShader.append(" vec2 t0 = varTex0.xy;\n");
}
}
@@ -228,13 +228,39 @@
rsAssert(0);
break;
case RS_TEX_ENV_MODE_REPLACE:
- mShader.append(" col = texture2D(uni_Tex0, tex0);\n");
+ switch(mTextureFormats[texNum]) {
+ case 1:
+ mShader.append(" col.a = texture2D(uni_Tex0, t0).a;\n");
+ break;
+ case 2:
+ mShader.append(" col.rgba = texture2D(uni_Tex0, t0).rgba;\n");
+ break;
+ case 3:
+ mShader.append(" col.rgb = texture2D(uni_Tex0, t0).rgb;\n");
+ break;
+ case 4:
+ mShader.append(" col.rgba = texture2D(uni_Tex0, t0).rgba;\n");
+ break;
+ }
break;
case RS_TEX_ENV_MODE_MODULATE:
- mShader.append(" col *= texture2D(uni_Tex0, tex0);\n");
+ switch(mTextureFormats[texNum]) {
+ case 1:
+ mShader.append(" col.a *= texture2D(uni_Tex0, t0).a;\n");
+ break;
+ case 2:
+ mShader.append(" col.rgba *= texture2D(uni_Tex0, t0).rgba;\n");
+ break;
+ case 3:
+ mShader.append(" col.rgb *= texture2D(uni_Tex0, t0).rgb;\n");
+ break;
+ case 4:
+ mShader.append(" col.rgba *= texture2D(uni_Tex0, t0).rgba;\n");
+ break;
+ }
break;
case RS_TEX_ENV_MODE_DECAL:
- mShader.append(" col = texture2D(uni_Tex0, tex0);\n");
+ mShader.append(" col = texture2D(uni_Tex0, t0);\n");
break;
}