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authorGravatar Brian Salomon <bsalomon@google.com>2018-07-10 20:34:16 +0000
committerGravatar Skia Commit-Bot <skia-commit-bot@chromium.org>2018-07-10 20:34:26 +0000
commit1b112cc5604d294427c0d51f194ab7fb3067d9e2 (patch)
treeddf61ad9a83efa733b03ce6970a716f6f68e3566
parentd275ef501c8e6ea6444912e22c29e2d13a3dfb53 (diff)
Revert "Remove interpolants are inaccurate workaround for Adreno 3xx."
This reverts commit a7a278205bb040061cb4ba46839efe18635c7edc. Reason for revert: Chrome change had to be reverted because of new failures on Nexus 9 and 6P. Original change's description: > Remove interpolants are inaccurate workaround for Adreno 3xx. > > The chrome screenshot unit test that led to adding this workaround has > been adjusted to avoid testing AA edges of rendered rectangles. We're > accepting the inaccuracy in favor of increased performance. > > Chrome change: https://chromium-review.googlesource.com/c/chromium/src/+/1129041 > > Bug: chromium:847984 > Change-Id: I9b714ade2a67e956ebb2773ebe3b8632dc3a50c6 > Reviewed-on: https://skia-review.googlesource.com/140180 > Commit-Queue: Brian Salomon <bsalomon@google.com> > Commit-Queue: Brian Osman <brianosman@google.com> > Auto-Submit: Brian Salomon <bsalomon@google.com> > Reviewed-by: Brian Osman <brianosman@google.com> TBR=bsalomon@google.com,brianosman@google.com Change-Id: Ic6b0e5a343556e59d144852f9fa5b561302f9781 No-Presubmit: true No-Tree-Checks: true No-Try: true Bug: chromium:847984 Reviewed-on: https://skia-review.googlesource.com/140380 Reviewed-by: Brian Salomon <bsalomon@google.com> Commit-Queue: Brian Salomon <bsalomon@google.com>
-rw-r--r--src/gpu/GrShaderCaps.cpp3
-rw-r--r--src/gpu/GrShaderCaps.h4
-rw-r--r--src/gpu/gl/GrGLCaps.cpp4
-rw-r--r--src/gpu/ops/GrTextureOp.cpp85
4 files changed, 68 insertions, 28 deletions
diff --git a/src/gpu/GrShaderCaps.cpp b/src/gpu/GrShaderCaps.cpp
index 70c7388f29..486909e028 100644
--- a/src/gpu/GrShaderCaps.cpp
+++ b/src/gpu/GrShaderCaps.cpp
@@ -38,6 +38,7 @@ GrShaderCaps::GrShaderCaps(const GrContextOptions& options) {
fMustObfuscateUniformColor = false;
fMustGuardDivisionEvenAfterExplicitZeroCheck = false;
fCanUseFragCoord = true;
+ fInterpolantsAreInaccurate = false;
fIncompleteShortIntPrecision = false;
fFlatInterpolationSupport = false;
fPreferFlatInterpolation = false;
@@ -111,6 +112,7 @@ void GrShaderCaps::dumpJSON(SkJSONWriter* writer) const {
writer->appendBool("Must guard division even after explicit zero check",
fMustGuardDivisionEvenAfterExplicitZeroCheck);
writer->appendBool("Can use gl_FragCoord", fCanUseFragCoord);
+ writer->appendBool("Interpolants are inaccurate", fInterpolantsAreInaccurate);
writer->appendBool("Incomplete short int precision", fIncompleteShortIntPrecision);
writer->appendBool("Flat interpolation support", fFlatInterpolationSupport);
writer->appendBool("Prefer flat interpolation", fPreferFlatInterpolation);
@@ -146,6 +148,7 @@ void GrShaderCaps::applyOptionsOverrides(const GrContextOptions& options) {
SkASSERT(!fMustObfuscateUniformColor);
SkASSERT(!fMustGuardDivisionEvenAfterExplicitZeroCheck);
SkASSERT(fCanUseFragCoord);
+ SkASSERT(!fInterpolantsAreInaccurate);
SkASSERT(!fIncompleteShortIntPrecision);
}
#if GR_TEST_UTILS
diff --git a/src/gpu/GrShaderCaps.h b/src/gpu/GrShaderCaps.h
index 66c75dfebb..e16c9f6d5b 100644
--- a/src/gpu/GrShaderCaps.h
+++ b/src/gpu/GrShaderCaps.h
@@ -121,6 +121,9 @@ public:
// If false, SkSL uses a workaround so that sk_FragCoord doesn't actually query gl_FragCoord
bool canUseFragCoord() const { return fCanUseFragCoord; }
+ // If true interpolated vertex shader outputs are inaccurate.
+ bool interpolantsAreInaccurate() const { return fInterpolantsAreInaccurate; }
+
// If true, short ints can't represent every integer in the 16-bit two's complement range as
// required by the spec. SKSL will always emit full ints.
bool incompleteShortIntPrecision() const { return fIncompleteShortIntPrecision; }
@@ -274,6 +277,7 @@ private:
bool fMustObfuscateUniformColor : 1;
bool fMustGuardDivisionEvenAfterExplicitZeroCheck : 1;
bool fCanUseFragCoord : 1;
+ bool fInterpolantsAreInaccurate : 1;
bool fIncompleteShortIntPrecision : 1;
const char* fVersionDeclString;
diff --git a/src/gpu/gl/GrGLCaps.cpp b/src/gpu/gl/GrGLCaps.cpp
index 2b923fa4ac..5cb23427c5 100644
--- a/src/gpu/gl/GrGLCaps.cpp
+++ b/src/gpu/gl/GrGLCaps.cpp
@@ -2608,9 +2608,11 @@ void GrGLCaps::applyDriverCorrectnessWorkarounds(const GrGLContextInfo& ctxInfo,
#endif
// We've seen Adreno 3xx devices produce incorrect (flipped) values for gl_FragCoord, in some
- // (rare) situations. It's sporadic, and mostly on older drivers.
+ // (rare) situations. It's sporadic, and mostly on older drivers. It also seems to be the case
+ // that the interpolation of vertex shader outputs is quite inaccurate.
if (kAdreno3xx_GrGLRenderer == ctxInfo.renderer()) {
shaderCaps->fCanUseFragCoord = false;
+ shaderCaps->fInterpolantsAreInaccurate = true;
}
// gl_FragCoord has an incorrect subpixel offset on legacy Tegra hardware.
diff --git a/src/gpu/ops/GrTextureOp.cpp b/src/gpu/ops/GrTextureOp.cpp
index 2fe8bb0ab4..bced31dbc5 100644
--- a/src/gpu/ops/GrTextureOp.cpp
+++ b/src/gpu/ops/GrTextureOp.cpp
@@ -203,38 +203,69 @@ public:
}
args.fFragBuilder->codeAppend(";");
if (textureGP.usesCoverageEdgeAA()) {
+ const char* aaDistName = nullptr;
bool mulByFragCoordW = false;
- GrGLSLVarying aaDistVarying(kFloat4_GrSLType,
- GrGLSLVarying::Scope::kVertToFrag);
- if (kFloat3_GrVertexAttribType == textureGP.fPositions.type()) {
- args.fVaryingHandler->addVarying("aaDists", &aaDistVarying);
- // The distance from edge equation e to homogenous point p=sk_Position
- // is e.x*p.x/p.wx + e.y*p.y/p.w + e.z. However, we want screen space
- // interpolation of this distance. We can do this by multiplying the
- // varying in the VS by p.w and then multiplying by sk_FragCoord.w in
- // the FS. So we output e.x*p.x + e.y*p.y + e.z * p.w
- args.fVertBuilder->codeAppendf(
- R"(%s = float4(dot(aaEdge0, %s), dot(aaEdge1, %s),
- dot(aaEdge2, %s), dot(aaEdge3, %s));)",
- aaDistVarying.vsOut(), textureGP.fPositions.name(),
- textureGP.fPositions.name(), textureGP.fPositions.name(),
- textureGP.fPositions.name());
- mulByFragCoordW = true;
+ // When interpolation is inaccurate we perform the evaluation of the edge
+ // equations in the fragment shader rather than interpolating values computed
+ // in the vertex shader.
+ if (!args.fShaderCaps->interpolantsAreInaccurate()) {
+ GrGLSLVarying aaDistVarying(kFloat4_GrSLType,
+ GrGLSLVarying::Scope::kVertToFrag);
+ if (kFloat3_GrVertexAttribType == textureGP.fPositions.type()) {
+ args.fVaryingHandler->addVarying("aaDists", &aaDistVarying);
+ // The distance from edge equation e to homogenous point p=sk_Position
+ // is e.x*p.x/p.wx + e.y*p.y/p.w + e.z. However, we want screen space
+ // interpolation of this distance. We can do this by multiplying the
+ // varying in the VS by p.w and then multiplying by sk_FragCoord.w in
+ // the FS. So we output e.x*p.x + e.y*p.y + e.z * p.w
+ args.fVertBuilder->codeAppendf(
+ R"(%s = float4(dot(aaEdge0, %s), dot(aaEdge1, %s),
+ dot(aaEdge2, %s), dot(aaEdge3, %s));)",
+ aaDistVarying.vsOut(), textureGP.fPositions.name(),
+ textureGP.fPositions.name(), textureGP.fPositions.name(),
+ textureGP.fPositions.name());
+ mulByFragCoordW = true;
+ } else {
+ args.fVaryingHandler->addVarying("aaDists", &aaDistVarying);
+ args.fVertBuilder->codeAppendf(
+ R"(%s = float4(dot(aaEdge0.xy, %s.xy) + aaEdge0.z,
+ dot(aaEdge1.xy, %s.xy) + aaEdge1.z,
+ dot(aaEdge2.xy, %s.xy) + aaEdge2.z,
+ dot(aaEdge3.xy, %s.xy) + aaEdge3.z);)",
+ aaDistVarying.vsOut(), textureGP.fPositions.name(),
+ textureGP.fPositions.name(), textureGP.fPositions.name(),
+ textureGP.fPositions.name());
+ }
+ aaDistName = aaDistVarying.fsIn();
} else {
- args.fVaryingHandler->addVarying("aaDists", &aaDistVarying);
- args.fVertBuilder->codeAppendf(
- R"(%s = float4(dot(aaEdge0.xy, %s.xy) + aaEdge0.z,
- dot(aaEdge1.xy, %s.xy) + aaEdge1.z,
- dot(aaEdge2.xy, %s.xy) + aaEdge2.z,
- dot(aaEdge3.xy, %s.xy) + aaEdge3.z);)",
- aaDistVarying.vsOut(), textureGP.fPositions.name(),
- textureGP.fPositions.name(), textureGP.fPositions.name(),
- textureGP.fPositions.name());
+ GrGLSLVarying aaEdgeVarying[4]{
+ {kFloat3_GrSLType, GrGLSLVarying::Scope::kVertToFrag},
+ {kFloat3_GrSLType, GrGLSLVarying::Scope::kVertToFrag},
+ {kFloat3_GrSLType, GrGLSLVarying::Scope::kVertToFrag},
+ {kFloat3_GrSLType, GrGLSLVarying::Scope::kVertToFrag}
+ };
+ for (int i = 0; i < 4; ++i) {
+ SkString name;
+ name.printf("aaEdge%d", i);
+ args.fVaryingHandler->addVarying(name.c_str(), &aaEdgeVarying[i],
+ Interpolation::kCanBeFlat);
+ args.fVertBuilder->codeAppendf(
+ "%s = aaEdge%d;", aaEdgeVarying[i].vsOut(), i);
+ }
+ args.fFragBuilder->codeAppendf(
+ R"(float4 aaDists = float4(dot(%s.xy, sk_FragCoord.xy) + %s.z,
+ dot(%s.xy, sk_FragCoord.xy) + %s.z,
+ dot(%s.xy, sk_FragCoord.xy) + %s.z,
+ dot(%s.xy, sk_FragCoord.xy) + %s.z);)",
+ aaEdgeVarying[0].fsIn(), aaEdgeVarying[0].fsIn(),
+ aaEdgeVarying[1].fsIn(), aaEdgeVarying[1].fsIn(),
+ aaEdgeVarying[2].fsIn(), aaEdgeVarying[2].fsIn(),
+ aaEdgeVarying[3].fsIn(), aaEdgeVarying[3].fsIn());
+ aaDistName = "aaDists";
}
args.fFragBuilder->codeAppendf(
"float mindist = min(min(%s.x, %s.y), min(%s.z, %s.w));",
- aaDistVarying.fsIn(), aaDistVarying.fsIn(), aaDistVarying.fsIn(),
- aaDistVarying.fsIn());
+ aaDistName, aaDistName, aaDistName, aaDistName);
if (mulByFragCoordW) {
args.fFragBuilder->codeAppend("mindist *= sk_FragCoord.w;");
}