diff options
author | 2017-04-05 09:26:15 -0400 | |
---|---|---|
committer | 2017-04-05 14:00:50 +0000 | |
commit | 33aa2c7b5c351c17a11ce2bf7d7cd70a3d86cecc (patch) | |
tree | 6fbc30a47986750570d00026ddb3c89a0c3a55df /src/gpu/glsl | |
parent | bf17eecf46b246d354b926aacc41e9ea882df49d (diff) |
Allow FPs to elevate default precision for the entire fragment program
Currently, GrConfigConversionEffect is able to round-trip on many
mobile GPUs because it uses highp for all intermediate variables
(including the texture fetch result). Separating the texture sample
into a different processor breaks that.
This is a blunt instrument, not to be used lightly.
This reverts commit dffe9827b18444d1426859d9035f9f0087201f44.
Bug: skia:
Change-Id: I940af3256c47e6672a008d516db9e55669672ca3
Reviewed-on: https://skia-review.googlesource.com/11345
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
Diffstat (limited to 'src/gpu/glsl')
-rw-r--r-- | src/gpu/glsl/GrGLSLFragmentShaderBuilder.cpp | 9 | ||||
-rw-r--r-- | src/gpu/glsl/GrGLSLFragmentShaderBuilder.h | 23 | ||||
-rw-r--r-- | src/gpu/glsl/GrGLSLVarying.cpp | 2 |
3 files changed, 24 insertions, 10 deletions
diff --git a/src/gpu/glsl/GrGLSLFragmentShaderBuilder.cpp b/src/gpu/glsl/GrGLSLFragmentShaderBuilder.cpp index a1f5173436..484bd78211 100644 --- a/src/gpu/glsl/GrGLSLFragmentShaderBuilder.cpp +++ b/src/gpu/glsl/GrGLSLFragmentShaderBuilder.cpp @@ -85,7 +85,8 @@ GrGLSLFragmentShaderBuilder::GrGLSLFragmentShaderBuilder(GrGLSLProgramBuilder* p , fCustomColorOutputIndex(-1) , fHasSecondaryOutput(false) , fUsedSampleOffsetArrays(0) - , fHasInitializedSampleMask(false) { + , fHasInitializedSampleMask(false) + , fDefaultPrecision(kMedium_GrSLPrecision) { fSubstageIndices.push_back(0); #ifdef SK_DEBUG fUsedProcessorFeatures = GrProcessor::kNone_RequiredFeatures; @@ -178,6 +179,10 @@ void GrGLSLFragmentShaderBuilder::overrideSampleCoverage(const char* mask) { fHasInitializedSampleMask = true; } +void GrGLSLFragmentShaderBuilder::elevateDefaultPrecision(GrSLPrecision precision) { + fDefaultPrecision = SkTMax(fDefaultPrecision, precision); +} + const char* GrGLSLFragmentShaderBuilder::dstColor() { SkDEBUGCODE(fHasReadDstColor = true;) @@ -279,7 +284,7 @@ GrSurfaceOrigin GrGLSLFragmentShaderBuilder::getSurfaceOrigin() const { void GrGLSLFragmentShaderBuilder::onFinalize() { fProgramBuilder->varyingHandler()->getFragDecls(&this->inputs(), &this->outputs()); - GrGLSLAppendDefaultFloatPrecisionDeclaration(kDefault_GrSLPrecision, + GrGLSLAppendDefaultFloatPrecisionDeclaration(fDefaultPrecision, *fProgramBuilder->shaderCaps(), &this->precisionQualifier()); if (fUsedSampleOffsetArrays & (1 << kSkiaDevice_Coordinates)) { diff --git a/src/gpu/glsl/GrGLSLFragmentShaderBuilder.h b/src/gpu/glsl/GrGLSLFragmentShaderBuilder.h index 764f3bd812..65bcb8dae6 100644 --- a/src/gpu/glsl/GrGLSLFragmentShaderBuilder.h +++ b/src/gpu/glsl/GrGLSLFragmentShaderBuilder.h @@ -94,6 +94,13 @@ public: virtual const char* distanceVectorName() const = 0; /** + * Overrides the default precision for the entire fragment program. Processors that require + * high precision input (eg from incoming texture samples) may use this. For calculations that + * are limited to a single processor's code, it is better to annotate individual declarations. + */ + virtual void elevateDefaultPrecision(GrSLPrecision) = 0; + + /** * Fragment procs with child procs should call these functions before/after calling emitCode * on a child proc. */ @@ -167,6 +174,7 @@ public: void appendOffsetToSample(const char* sampleIdx, Coordinates) override; void maskSampleCoverage(const char* mask, bool invert = false) override; void overrideSampleCoverage(const char* mask) override; + void elevateDefaultPrecision(GrSLPrecision) override; const SkString& getMangleString() const override { return fMangleString; } void onBeforeChildProcEmitCode() override; void onAfterChildProcEmitCode() override; @@ -225,13 +233,14 @@ private: */ SkString fMangleString; - bool fSetupFragPosition; - bool fHasCustomColorOutput; - int fCustomColorOutputIndex; - bool fHasSecondaryOutput; - uint8_t fUsedSampleOffsetArrays; - bool fHasInitializedSampleMask; - SkString fDistanceVectorOutput; + bool fSetupFragPosition; + bool fHasCustomColorOutput; + int fCustomColorOutputIndex; + bool fHasSecondaryOutput; + uint8_t fUsedSampleOffsetArrays; + bool fHasInitializedSampleMask; + SkString fDistanceVectorOutput; + GrSLPrecision fDefaultPrecision; #ifdef SK_DEBUG // some state to verify shaders and effects are consistent, this is reset between effects by diff --git a/src/gpu/glsl/GrGLSLVarying.cpp b/src/gpu/glsl/GrGLSLVarying.cpp index 7d841f5417..ef3fe8af23 100644 --- a/src/gpu/glsl/GrGLSLVarying.cpp +++ b/src/gpu/glsl/GrGLSLVarying.cpp @@ -42,7 +42,7 @@ void GrGLSLVaryingHandler::internalAddVarying(const char* name, SkASSERT(varying); v.fType = varying->fType; - v.fPrecision = precision; + v.fPrecision = (kDefault_GrSLPrecision == precision) ? kMedium_GrSLPrecision : precision; v.fIsFlat = flat; fProgramBuilder->nameVariable(&v.fVsOut, 'v', name); v.fVisibility = kNone_GrShaderFlags; |