commit | f2896093c0fa2bd2e7b2d8f65e8acf4ce95191d0 | [log] [tgz] |
---|---|---|
author | Yurii Zubrytskyi <zyy@google.com> | Thu Nov 17 13:11:03 2016 -0800 |
committer | Yurii Zubrytskyi <zyy@google.com> | Thu Nov 17 13:14:30 2016 -0800 |
tree | 2dbb957f786f9e9cc0a42728bc832616606d165b | |
parent | 37206d5b1cc0f837ef8b60890fe97a9f2dbd2361 [diff] |
[gl] Increase the color precision in TextureResize My previous CL changed the texture data type used for resizing to int instead of float. This caused noticable loss of color precision in scaled textures. Current CL deals with SwiftShader's refusal to draw into GL_FLOAT texture in a different way - we use GL_HALF_FLOAT_OES extension which is supported even in GLESv2; GL_HALF_FLOAT is GLESv3-only. Change-Id: I92688118393042bf106efa02b66a69967bf34530