diff options
author | Chris Dalton <csmartdalton@google.com> | 2017-11-15 18:27:09 -0700 |
---|---|---|
committer | Skia Commit-Bot <skia-commit-bot@chromium.org> | 2017-11-16 03:31:45 +0000 |
commit | e42180022720f2fcfd3c634cad855506a7940591 (patch) | |
tree | 76fb7187cd7dd509da717a221b3c309f9b703d3b /src/gpu/mtl/GrMtlCaps.mm | |
parent | ae9d6189ec03c4a188e67b42d755c42024397f44 (diff) |
Fix precision caps and rrect/ellipse effect precisions
Replaces all the complex precision caps with a single flag that says
whether "float" == fp32. Updates the ellipse and rrect effects to
use float coords, and use the scale workaround when float != fp32.
Bug: skia:7190
Change-Id: Ieccff9f38acd05e5cec78fe90d01a5da901a9307
Reviewed-on: https://skia-review.googlesource.com/70961
Commit-Queue: Chris Dalton <csmartdalton@google.com>
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
Diffstat (limited to 'src/gpu/mtl/GrMtlCaps.mm')
-rw-r--r-- | src/gpu/mtl/GrMtlCaps.mm | 17 |
1 files changed, 3 insertions, 14 deletions
diff --git a/src/gpu/mtl/GrMtlCaps.mm b/src/gpu/mtl/GrMtlCaps.mm index d431f0a1e1..2354b85e64 100644 --- a/src/gpu/mtl/GrMtlCaps.mm +++ b/src/gpu/mtl/GrMtlCaps.mm @@ -229,21 +229,10 @@ void GrMtlCaps::initShaderCaps() { shaderCaps->fTexelFetchSupport = false; shaderCaps->fVertexIDSupport = false; shaderCaps->fImageLoadStoreSupport = false; - shaderCaps->fShaderPrecisionVaries = false; // ??? - // Metal uses IEEE float and half floats so using those values here. - for (int s = 0; s < kGrShaderTypeCount; ++s) { - auto& highp = shaderCaps->fFloatPrecisions[s][kHigh_GrSLPrecision]; - highp.fLogRangeLow = highp.fLogRangeHigh = 127; - highp.fBits = 23; - - auto& mediump = shaderCaps->fFloatPrecisions[s][kMedium_GrSLPrecision]; - mediump.fLogRangeLow = mediump.fLogRangeHigh = 15; - mediump.fBits = 10; - - shaderCaps->fFloatPrecisions[s][kLow_GrSLPrecision] = mediump; - } - shaderCaps->initSamplerPrecisionTable(); + // Metal uses IEEE float and half floats so assuming those values here. + shaderCaps->fFloatIs32Bits = true; + shaderCaps->fHalfIs32Bits = false; shaderCaps->fMaxVertexSamplers = shaderCaps->fMaxFragmentSamplers = 16; |