Correctly initialize the noise phase
To make it move smoothly throughout the animation
Fixes: 186130728
Test: manual
Change-Id: I78bb220f72238f13b21055c5874ce8b829171b5d
diff --git a/libs/hwui/pipeline/skia/AnimatedDrawables.h b/libs/hwui/pipeline/skia/AnimatedDrawables.h
index 10889e7..d173782 100644
--- a/libs/hwui/pipeline/skia/AnimatedDrawables.h
+++ b/libs/hwui/pipeline/skia/AnimatedDrawables.h
@@ -77,6 +77,7 @@
setUniform(effectBuilder, "in_radius", params.radius);
setUniform(effectBuilder, "in_progress", params.progress);
setUniform(effectBuilder, "in_turbulencePhase", params.turbulencePhase);
+ setUniform(effectBuilder, "in_noisePhase", params.turbulencePhase->value * 0.001);
SkRuntimeShaderBuilder::BuilderUniform uniform = effectBuilder.uniform("in_color");
if (uniform.fVar != nullptr) {
@@ -120,17 +121,24 @@
static constexpr float PI_ROTATE_LEFT = PI * -0.0078125;
static constexpr float SCALE = 1.5;
- static void setUniform(SkRuntimeShaderBuilder& effectBuilder, std::string name,
+ static void setUniform(SkRuntimeShaderBuilder& effectBuilder, const char* name,
sp<uirenderer::CanvasPropertyPrimitive> property) {
- SkRuntimeShaderBuilder::BuilderUniform uniform = effectBuilder.uniform(name.c_str());
+ SkRuntimeShaderBuilder::BuilderUniform uniform = effectBuilder.uniform(name);
if (uniform.fVar != nullptr) {
uniform = property->value;
}
}
- static void setUniform2f(SkRuntimeShaderBuilder& effectBuilder, std::string name, float a,
+ static void setUniform(SkRuntimeShaderBuilder& effectBuilder, const char* name, float value) {
+ SkRuntimeShaderBuilder::BuilderUniform uniform = effectBuilder.uniform(name);
+ if (uniform.fVar != nullptr) {
+ uniform = value;
+ }
+ }
+
+ static void setUniform2f(SkRuntimeShaderBuilder& effectBuilder, const char* name, float a,
float b) {
- SkRuntimeShaderBuilder::BuilderUniform uniform = effectBuilder.uniform(name.c_str());
+ SkRuntimeShaderBuilder::BuilderUniform uniform = effectBuilder.uniform(name);
if (uniform.fVar != nullptr) {
uniform = SkV2{a, b};
}