Enable RenderEngine blur testing on more devices.
Test: atest renderengine_test
Bug: 176903027
Change-Id: I85e3a561548506bd9cab1a6c8f7e15c47fbff960
diff --git a/libs/renderengine/gl/GLESRenderEngine.h b/libs/renderengine/gl/GLESRenderEngine.h
index 64d6c6b..7496b74 100644
--- a/libs/renderengine/gl/GLESRenderEngine.h
+++ b/libs/renderengine/gl/GLESRenderEngine.h
@@ -72,6 +72,7 @@
base::unique_fd&& bufferFence, base::unique_fd* drawFence) override;
bool cleanupPostRender(CleanupMode mode) override;
int getContextPriority() override;
+ bool supportsBackgroundBlur() override { return mBlurFilter != nullptr; }
EGLDisplay getEGLDisplay() const { return mEGLDisplay; }
// Creates an output image for rendering to
diff --git a/libs/renderengine/gl/filters/BlurFilter.cpp b/libs/renderengine/gl/filters/BlurFilter.cpp
index 19f18c0..3455e08 100644
--- a/libs/renderengine/gl/filters/BlurFilter.cpp
+++ b/libs/renderengine/gl/filters/BlurFilter.cpp
@@ -207,7 +207,7 @@
}
string BlurFilter::getVertexShader() const {
- return R"SHADER(#version 310 es
+ return R"SHADER(#version 300 es
precision mediump float;
in vec2 aPosition;
@@ -222,7 +222,7 @@
}
string BlurFilter::getFragmentShader() const {
- return R"SHADER(#version 310 es
+ return R"SHADER(#version 300 es
precision mediump float;
uniform sampler2D uTexture;
@@ -244,7 +244,7 @@
}
string BlurFilter::getMixFragShader() const {
- string shader = R"SHADER(#version 310 es
+ string shader = R"SHADER(#version 300 es
precision mediump float;
in highp vec2 vUV;