| Commit message (Collapse) | Author | Age |
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The idea here is that we will pass GrTextureProxys in (where we're currently passing GrTextures) and defer the normalization until the texture is actually instantiated (and possibly move it to the GPU entirely)
This CL does (intentionally) change the texturedomaineffect GM but I believe the new behavior is more correct.
Change-Id: I4e0510b3dfb65ff0d0ee5921f9a6f94151e602d3
Reviewed-on: https://skia-review.googlesource.com/6807
Commit-Queue: Robert Phillips <robertphillips@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
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Overlooked this in a recent CL
BUG=skia:
Change-Id: I050f8843cc2a8caadc2a46f1ea833b74b47f76b7
Reviewed-on: https://skia-review.googlesource.com/6341
Reviewed-by: Robert Phillips <robertphillips@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
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Forgot that this was plumbed in, but not being used. From local testing,
fixes color correctness in a variety of real world content.
BUG=skia:
Change-Id: Iad4cdf38da03719d1af144a9094c16d545139114
Reviewed-on: https://skia-review.googlesource.com/6296
Commit-Queue: Brian Osman <brianosman@google.com>
Reviewed-by: Robert Phillips <robertphillips@google.com>
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Change-Id: I34d226d866dd4ba8e5f33f95cb8cbf01292f9314
Reviewed-on: https://skia-review.googlesource.com/5312
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
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GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=5121
Change-Id: If8d13638f80f42161cbc766a2666c5789e5772c8
Reviewed-on: https://skia-review.googlesource.com/5121
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
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skslc always provides support for precision modifiers (ignoring them if
unsupported on the target platform), so the Skia appendPrecisionModifier
function was redundant.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=5117
Change-Id: I4bcbd47ef8d1f4f1b055086d4c9050254584b48c
Reviewed-on: https://skia-review.googlesource.com/5117
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Ethan Nicholas <ethannicholas@google.com>
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GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=5087
Change-Id: Ib8943a1da1ea495554feaf5b0992b94fbb9539ab
Reviewed-on: https://skia-review.googlesource.com/5087
Commit-Queue: Brian Salomon <bsalomon@google.com>
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
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GrGLSLUniformManager and GrGLSLProgramDataManager subclasses handle sampler variation across GPU backends.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=5002
Change-Id: I968b006bab978c2fa209d1f7eda710c298d1212f
Reviewed-on: https://skia-review.googlesource.com/5002
Reviewed-by: Greg Daniel <egdaniel@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
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GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=4965
Change-Id: I7d52e81c670e92ca96117284f44b274ce3cc3671
Reviewed-on: https://skia-review.googlesource.com/4965
Reviewed-by: Greg Daniel <egdaniel@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
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GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=4962
Change-Id: I55e7f8d1b6e1097fdbe411e9989dd42a03dd5f33
Reviewed-on: https://skia-review.googlesource.com/4962
Reviewed-by: Greg Daniel <egdaniel@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
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The base class already performs this comparison.
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=4960
Change-Id: Ic2a46e05f05ba36b291c05e324aa29b4aad15c23
Reviewed-on: https://skia-review.googlesource.com/4960
Reviewed-by: Greg Daniel <egdaniel@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
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Renames vars and methods that used the work "access" to refer to this type.
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=4931
Change-Id: Ibcf488fbd445c5119fc13d190544cd98981bdbee
Reviewed-on: https://skia-review.googlesource.com/4931
Commit-Queue: Brian Salomon <bsalomon@google.com>
Reviewed-by: Greg Daniel <egdaniel@google.com>
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Adds a device space texture decal effect to use for clipping.
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2870
Change-Id: Ifcc7617ea87f5a86e301995cba9dfc30a4b0e2c5
Reviewed-on: https://skia-review.googlesource.com/2870
Commit-Queue: Brian Salomon <bsalomon@google.com>
Reviewed-by: Robert Phillips <robertphillips@google.com>
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Added helper to create random GrColorSpaceXforms in unit tests, and
hooked it up for the FPs that currently accept one.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2873
Change-Id: Iaf93e379e405fbf745f5e0fd23b4daf017355966
Reviewed-on: https://skia-review.googlesource.com/2873
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
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Rename GrGLSLFragmentBuilder::ensureFSCoords2D to ensureCoords2D and make it take an arbitrary GrShaderVar.
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2324663004
Review-Url: https://codereview.chromium.org/2324663004
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GrTextureAccess optionally includes an instance, computed from the src
and dst color spaces. In all common cases (no color space for either src
or dst, or same color space for both), no object is allocated.
This change is orthogonal to my attempts to get color space attached to
render targets - regardless of how we choose to do that, this will give
us the source color space at all points where we are connecting src to
dst.
There are many dangling injection points where I've been inserting
nullptr, but I have a record of all of them. Additionally, there are now
three places (the most common simple paths for bitmap/image rendering)
where things are plumbed enough that I expect to have access to the dst
color space (all marked with XFORMTODO).
In addition to getting the dst color space, I need to inject shader code
and uniform uploading for appendTextureLookup and friends.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2154753003
Review-Url: https://codereview.chromium.org/2154753003
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Convert use of GrFragmentProcessor, GrGeometryProcessor, and
GrXPFactory to sk_sp. This clarifies ownership and should
reduce reference count churn by moving ownership.
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2041113004
Review-Url: https://codereview.chromium.org/2041113004
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The main goal of this refactorization is to allow Vulkan to use separate
sampler and texture objects in the shader and descriptor sets and combine
them into a sampler2d in the shader where needed.
A large part of this is separating how we store samplers and uniforms in the
UniformHandler. We no longer need to store handles to samplers besides when
we are initially emitting code. After we emit code all we ever do is loop over
all samplers and do some processor independent work on them, so we have no need
for direct access to individual samplers.
In the GLProgram all we ever do is set the sampler uniforms in the ctor and never
touch them again, so no need to save sampler info there. The texture access on
program reuse just assume that they come in the same order as we set the texture
units for the samplers
For Vulkan, it is a similar story. We create the descriptor set layouts with the samplers,
then when we get new textures, we just assume they come in in the same order as we
set the samplers on the descriptor sets. Thus no need to save direct vulkan info.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1885863004
Committed: https://skia.googlesource.com/skia/+/45b61a1c4c0be896e7b12fd1405abfece799114f
Review URL: https://codereview.chromium.org/1885863004
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id:120001 of https://codereview.chromium.org/1885863004/ )
Reason for revert:
breaking bots
Original issue's description:
> Refactor how we store and use samplers in Ganesh
>
> The main goal of this refactorization is to allow Vulkan to use separate
> sampler and texture objects in the shader and descriptor sets and combine
> them into a sampler2d in the shader where needed.
>
> A large part of this is separating how we store samplers and uniforms in the
> UniformHandler. We no longer need to store handles to samplers besides when
> we are initially emitting code. After we emit code all we ever do is loop over
> all samplers and do some processor independent work on them, so we have no need
> for direct access to individual samplers.
>
> In the GLProgram all we ever do is set the sampler uniforms in the ctor and never
> touch them again, so no need to save sampler info there. The texture access on
> program reuse just assume that they come in the same order as we set the texture
> units for the samplers
>
> For Vulkan, it is a similar story. We create the descriptor set layouts with the samplers,
> then when we get new textures, we just assume they come in in the same order as we
> set the samplers on the descriptor sets. Thus no need to save direct vulkan info.
>
> BUG=skia:
> GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1885863004
>
> Committed: https://skia.googlesource.com/skia/+/45b61a1c4c0be896e7b12fd1405abfece799114f
TBR=bsalomon@google.com,jvanverth@google.com,cdalton@nvidia.com
# Skipping CQ checks because original CL landed less than 1 days ago.
NOPRESUBMIT=true
NOTREECHECKS=true
NOTRY=true
BUG=skia:
Review URL: https://codereview.chromium.org/1896013003
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The main goal of this refactorization is to allow Vulkan to use separate
sampler and texture objects in the shader and descriptor sets and combine
them into a sampler2d in the shader where needed.
A large part of this is separating how we store samplers and uniforms in the
UniformHandler. We no longer need to store handles to samplers besides when
we are initially emitting code. After we emit code all we ever do is loop over
all samplers and do some processor independent work on them, so we have no need
for direct access to individual samplers.
In the GLProgram all we ever do is set the sampler uniforms in the ctor and never
touch them again, so no need to save sampler info there. The texture access on
program reuse just assume that they come in the same order as we set the texture
units for the samplers
For Vulkan, it is a similar story. We create the descriptor set layouts with the samplers,
then when we get new textures, we just assume they come in in the same order as we
set the samplers on the descriptor sets. Thus no need to save direct vulkan info.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1885863004
Review URL: https://codereview.chromium.org/1885863004
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Renames fSamplers to fTexSamplers in GrProcessor EmitArgs, and renames
GrGLSLTextureSampler to GrGLSLSampler. This will allow us to add a
second array of buffer samplers.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1862373003
Review URL: https://codereview.chromium.org/1862373003
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BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1881513002
Review URL: https://codereview.chromium.org/1881513002
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GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1842753002
Review URL: https://codereview.chromium.org/1842753002
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Adds specialized fragment builders for primitive and fragment
processors. Removes fragment-specific functionality from the Xfer
fragment builder.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1709153002
Review URL: https://codereview.chromium.org/1709153002
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Replaces GrGLSLUniformHandler::ShaderVisibility with GrShaderFlags.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1684063006
Review URL: https://codereview.chromium.org/1684063006
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In some other patches it was observed that many of the GrGLSLFragmentProcessor-derived classes needlessly pass a parameter to their constructors.
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1666773002
Review URL: https://codereview.chromium.org/1666773002
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BUG=skia:
Review URL: https://codereview.chromium.org/1490283004
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BUG=skia:
Review URL: https://codereview.chromium.org/1453623003
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BUG=skia:
Review URL: https://codereview.chromium.org/1457543003
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TBR=bsalomon@google.com
BUG=skia:
Review URL: https://codereview.chromium.org/1443743002
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TBR=bsalomon@google.com
BUG=skia:
Review URL: https://codereview.chromium.org/1434313002
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BUG=skia:
Review URL: https://codereview.chromium.org/1438003003
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This CL still keeps the weird diamond shape we have for all our ProgramBuilders.
However, the GrGLSL base class will allow us to pull multiple other parts
of our program setup away from GL which will eventually allow us to break up
the diamond.
As part of this all ShaderBuilder subclass have been made gl independent,
however I will move them to GLSL files/class names in a follow on CL.
BUG=skia:
Review URL: https://codereview.chromium.org/1416423003
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Part ??? of separating glsl and gl
BUG=skia:
Review URL: https://codereview.chromium.org/1425013003
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BUG=skia:
Review URL: https://codereview.chromium.org/1428543003
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This also include the use of any() in the shaders.
BUG=skia:
Committed: https://skia.googlesource.com/skia/+/cef4bce8e260b49bf3417eadbac806cf7d39cdc8
Review URL: https://codereview.chromium.org/1417993004
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(patchset #3 id:40001 of https://codereview.chromium.org/1417993004/ )
Reason for revert:
breaking bots
Original issue's description:
> Add version string and force highp NDS transfrom to GLSLCaps
>
> This also include the use of any() in the shaders.
>
> BUG=skia:
>
> Committed: https://skia.googlesource.com/skia/+/cef4bce8e260b49bf3417eadbac806cf7d39cdc8
TBR=bsalomon@google.com,jvanverth@google.com
NOPRESUBMIT=true
NOTREECHECKS=true
NOTRY=true
BUG=skia:
Review URL: https://codereview.chromium.org/1420033002
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This also include the use of any() in the shaders.
BUG=skia:
Review URL: https://codereview.chromium.org/1417993004
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BUG=skia:
Review URL: https://codereview.chromium.org/1417123002
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BUG=skia:
Review URL: https://codereview.chromium.org/1414373002
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Review URL: https://codereview.chromium.org/1393553002
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Review URL: https://codereview.chromium.org/1388113002
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Committed: https://skia.googlesource.com/skia/+/ecfdc251be71f3d634e76afdd6375bf55fc061aa
Review URL: https://codereview.chromium.org/1316513002
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skpaint\grcolor* (patchset #8 id:140001 of https://codereview.chromium.org/1316513002/ )
Reason for revert:
Primary suspect in failing DEPS rolls:
* https://codereview.chromium.org/1315753006
* https://codereview.chromium.org/1308323006
* https://codereview.chromium.org/1320903004
Primary suspect because the failing win bots did not fail in https://codereview.chromium.org/1315753005
Original issue's description:
> Change SkShader;asFragmentProcessor signature to no longer take skpaint\grcolor*
>
> Committed: https://skia.googlesource.com/skia/+/ecfdc251be71f3d634e76afdd6375bf55fc061aa
TBR=joshualitt@google.com,wangyix@google.com,robertphillips@google.com,bsalomon@google.com
NOPRESUBMIT=true
NOTREECHECKS=true
NOTRY=true
Review URL: https://codereview.chromium.org/1313573005
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Review URL: https://codereview.chromium.org/1316513002
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DOCS_PREVIEW= https://skia.org/?cl=1316123003
Review URL: https://codereview.chromium.org/1316123003
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BUG=524094
Review URL: https://codereview.chromium.org/1320433002
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GrGLFragmentProcessor will be the root of a tree of GrGLFragmentProcessors that mirrors the GrFragmentProcessor's tree. This allows setData() to be called recursively (removing the responsibility from compose shader) and allows gl instances direct access to their children gl instances so they can emit their code.
BUG=skia:4182
Review URL: https://codereview.chromium.org/1287023009
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BUG=skia:
Review URL: https://codereview.chromium.org/1266633003
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BUG=skia:
Review URL: https://codereview.chromium.org/1251173002
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