diff options
author | 2017-03-31 20:39:56 +0000 | |
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committer | 2017-03-31 20:40:05 +0000 | |
commit | ec53c636b781830cb6146bb32106d4ee44651fcc (patch) | |
tree | 4ad7ff25758ae1d34e2f643d759256fca86e8384 /src | |
parent | c6f5e10709649708e4c5e6fff7ccf633e1c7bd10 (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.cpp | 4 | ||||
-rw-r--r-- | src/gpu/GrGeometryProcessor.h | 1 | ||||
-rw-r--r-- | src/gpu/GrShaderCaps.cpp | 6 | ||||
-rw-r--r-- | src/gpu/gl/GrGLCaps.cpp | 5 | ||||
-rw-r--r-- | src/gpu/gl/GrGLGpu.cpp | 6 | ||||
-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 |
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; |