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authorGravatar Brian Osman <brianosman@google.com>2017-03-31 20:39:56 +0000
committerGravatar Skia Commit-Bot <skia-commit-bot@chromium.org>2017-03-31 20:40:05 +0000
commitec53c636b781830cb6146bb32106d4ee44651fcc (patch)
tree4ad7ff25758ae1d34e2f643d759256fca86e8384 /src
parentc6f5e10709649708e4c5e6fff7ccf633e1c7bd10 (diff)
Revert "Revert "Allow FPs to elevate default precision for the entire fragment program""
This reverts commit 903c3f70400462e191ccbca63393b2df3fe2dd11. Reason for revert: Vulkan issue fixed in compiler. Original change's description: > Revert "Allow FPs to elevate default precision for the entire fragment program" > > This reverts commit 92d7ccafdf896cf19764e025873d13315a76842d. > > Reason for revert: Vulkan errors. > > Original change's description: > > 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. > > > > Bug: skia: > > Change-Id: I2ab365e3da79628069e2eb727c43c2bf45bfd789 > > Reviewed-on: https://skia-review.googlesource.com/10162 > > Reviewed-by: Brian Salomon <bsalomon@google.com> > > Commit-Queue: Brian Osman <brianosman@google.com> > > > > TBR=bsalomon@google.com,robertphillips@google.com,brianosman@google.com,ethannicholas@google.com,reviews@skia.org > NOPRESUBMIT=true > NOTREECHECKS=true > NOTRY=true > > Change-Id: Iee5bb409f86a9cabecc76bd1273a5b3cef6af179 > Reviewed-on: https://skia-review.googlesource.com/10967 > Reviewed-by: Brian Osman <brianosman@google.com> > Commit-Queue: Brian Osman <brianosman@google.com> > TBR=bsalomon@google.com,robertphillips@google.com,reviews@skia.org,brianosman@google.com,ethannicholas@google.com NOPRESUBMIT=true NOTREECHECKS=true NOTRY=true Change-Id: I733a0ecc40b58d8727f0259b5498c8e6610cedce Reviewed-on: https://skia-review.googlesource.com/11010 Reviewed-by: Brian Osman <brianosman@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
Diffstat (limited to 'src')
-rw-r--r--src/gpu/GrCoordTransform.cpp4
-rw-r--r--src/gpu/GrGeometryProcessor.h1
-rw-r--r--src/gpu/GrShaderCaps.cpp6
-rw-r--r--src/gpu/gl/GrGLCaps.cpp5
-rw-r--r--src/gpu/gl/GrGLGpu.cpp6
-rw-r--r--src/gpu/glsl/GrGLSLFragmentShaderBuilder.cpp9
-rw-r--r--src/gpu/glsl/GrGLSLFragmentShaderBuilder.h23
-rw-r--r--src/gpu/glsl/GrGLSLVarying.cpp2
8 files changed, 37 insertions, 19 deletions
diff --git a/src/gpu/GrCoordTransform.cpp b/src/gpu/GrCoordTransform.cpp
index b22f3258fc..9c6815ec84 100644
--- a/src/gpu/GrCoordTransform.cpp
+++ b/src/gpu/GrCoordTransform.cpp
@@ -15,13 +15,13 @@
static GrSLPrecision compute_precision(const GrShaderCaps* caps,
int width, int height,
GrSamplerParams::FilterMode filter) {
- // Always start at kDefault. Then if precisions differ we see if the precision needs to be
+ // Always start at kMedium. Then if precisions differ we see if the precision needs to be
// increased. Our rule is that we want at least 4 subpixel values in the representation for
// coords between 0 to 1 when bi- or tri-lerping and 1 value when nearest filtering. Note that
// this still might not be enough when drawing with repeat or mirror-repeat modes but that case
// can be arbitrarily bad.
int subPixelThresh = filter > GrSamplerParams::kNone_FilterMode ? 4 : 1;
- GrSLPrecision precision = kDefault_GrSLPrecision;
+ GrSLPrecision precision = kMedium_GrSLPrecision;
if (caps) {
if (caps->floatPrecisionVaries()) {
int maxD = SkTMax(width, height);
diff --git a/src/gpu/GrGeometryProcessor.h b/src/gpu/GrGeometryProcessor.h
index 2711b9a608..e5222bf80a 100644
--- a/src/gpu/GrGeometryProcessor.h
+++ b/src/gpu/GrGeometryProcessor.h
@@ -51,6 +51,7 @@ protected:
*/
const Attribute& addVertexAttrib(const char* name, GrVertexAttribType type,
GrSLPrecision precision = kDefault_GrSLPrecision) {
+ precision = (kDefault_GrSLPrecision == precision) ? kMedium_GrSLPrecision : precision;
fAttribs.emplace_back(name, type, precision);
fVertexStride += fAttribs.back().fOffset;
return fAttribs.back();
diff --git a/src/gpu/GrShaderCaps.cpp b/src/gpu/GrShaderCaps.cpp
index e3e6b07361..636b955ab7 100644
--- a/src/gpu/GrShaderCaps.cpp
+++ b/src/gpu/GrShaderCaps.cpp
@@ -32,8 +32,10 @@ static const char* precision_to_string(GrSLPrecision p) {
return "medium";
case kHigh_GrSLPrecision:
return "high";
+ default:
+ SkFAIL("Unexpected precision type.");
+ return "";
}
- return "";
}
GrShaderCaps::GrShaderCaps(const GrContextOptions& options) {
@@ -201,7 +203,7 @@ void GrShaderCaps::initSamplerPrecisionTable() {
}
uint8_t* table = fSamplerPrecisions[visibility];
- table[kUnknown_GrPixelConfig] = kDefault_GrSLPrecision;
+ table[kUnknown_GrPixelConfig] = lowp;
table[kAlpha_8_GrPixelConfig] = lowp;
table[kGray_8_GrPixelConfig] = lowp;
table[kRGB_565_GrPixelConfig] = lowp;
diff --git a/src/gpu/gl/GrGLCaps.cpp b/src/gpu/gl/GrGLCaps.cpp
index 2ec95347f8..06085b5e86 100644
--- a/src/gpu/gl/GrGLCaps.cpp
+++ b/src/gpu/gl/GrGLCaps.cpp
@@ -1255,9 +1255,10 @@ static GrGLenum precision_to_gl_float_type(GrSLPrecision p) {
return GR_GL_MEDIUM_FLOAT;
case kHigh_GrSLPrecision:
return GR_GL_HIGH_FLOAT;
+ default:
+ SkFAIL("Unexpected precision type.");
+ return -1;
}
- SkFAIL("Unknown precision.");
- return -1;
}
static GrGLenum shader_type_to_gl_shader(GrShaderType type) {
diff --git a/src/gpu/gl/GrGLGpu.cpp b/src/gpu/gl/GrGLGpu.cpp
index 6cdda0672a..17572a9bb3 100644
--- a/src/gpu/gl/GrGLGpu.cpp
+++ b/src/gpu/gl/GrGLGpu.cpp
@@ -3569,7 +3569,7 @@ bool GrGLGpu::createCopyProgram(GrTexture* srcTex) {
fshaderTxt.appendf("#extension %s : require\n",
shaderCaps->externalTextureExtensionString());
}
- GrGLSLAppendDefaultFloatPrecisionDeclaration(kDefault_GrSLPrecision, *shaderCaps,
+ GrGLSLAppendDefaultFloatPrecisionDeclaration(kMedium_GrSLPrecision, *shaderCaps,
&fshaderTxt);
vTexCoord.setTypeModifier(GrShaderVar::kIn_TypeModifier);
vTexCoord.appendDecl(shaderCaps, &fshaderTxt);
@@ -3707,7 +3707,7 @@ bool GrGLGpu::createMipmapProgram(int progIdx) {
fshaderTxt.appendf("#extension %s : require\n", extension);
}
}
- GrGLSLAppendDefaultFloatPrecisionDeclaration(kDefault_GrSLPrecision, *shaderCaps,
+ GrGLSLAppendDefaultFloatPrecisionDeclaration(kMedium_GrSLPrecision, *shaderCaps,
&fshaderTxt);
for (int i = 0; i < numTaps; ++i) {
vTexCoords[i].setTypeModifier(GrShaderVar::kIn_TypeModifier);
@@ -3822,7 +3822,7 @@ bool GrGLGpu::createWireRectProgram() {
GrShaderVar oFragColor("o_FragColor", kVec4f_GrSLType, GrShaderVar::kOut_TypeModifier);
SkString fshaderTxt(version);
- GrGLSLAppendDefaultFloatPrecisionDeclaration(kDefault_GrSLPrecision,
+ GrGLSLAppendDefaultFloatPrecisionDeclaration(kMedium_GrSLPrecision,
*this->caps()->shaderCaps(),
&fshaderTxt);
uColor.appendDecl(this->caps()->shaderCaps(), &fshaderTxt);
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;