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>
diff --git a/src/gpu/GrGeometryProcessor.h b/src/gpu/GrGeometryProcessor.h
index 2711b9a..e5222bf 100644
--- a/src/gpu/GrGeometryProcessor.h
+++ b/src/gpu/GrGeometryProcessor.h
@@ -51,6 +51,7 @@
*/
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 e3e6b07..636b955 100644
--- a/src/gpu/GrShaderCaps.cpp
+++ b/src/gpu/GrShaderCaps.cpp
@@ -32,8 +32,10 @@
return "medium";
case kHigh_GrSLPrecision:
return "high";
+ default:
+ SkFAIL("Unexpected precision type.");
+ return "";
}
- return "";
}
GrShaderCaps::GrShaderCaps(const GrContextOptions& options) {
@@ -201,7 +203,7 @@
}
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 1a41a5b..6b3e3a7 100644
--- a/src/gpu/gl/GrGLCaps.cpp
+++ b/src/gpu/gl/GrGLCaps.cpp
@@ -1257,9 +1257,10 @@
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 3af3ed2..714ded0 100644
--- a/src/gpu/gl/GrGLGpu.cpp
+++ b/src/gpu/gl/GrGLGpu.cpp
@@ -3578,7 +3578,7 @@
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);
@@ -3716,7 +3716,7 @@
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);
@@ -3831,7 +3831,7 @@
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 a1f5173..484bd78 100644
--- a/src/gpu/glsl/GrGLSLFragmentShaderBuilder.cpp
+++ b/src/gpu/glsl/GrGLSLFragmentShaderBuilder.cpp
@@ -85,7 +85,8 @@
, 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 @@
fHasInitializedSampleMask = true;
}
+void GrGLSLFragmentShaderBuilder::elevateDefaultPrecision(GrSLPrecision precision) {
+ fDefaultPrecision = SkTMax(fDefaultPrecision, precision);
+}
+
const char* GrGLSLFragmentShaderBuilder::dstColor() {
SkDEBUGCODE(fHasReadDstColor = true;)
@@ -279,7 +284,7 @@
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 764f3bd..65bcb8d 100644
--- a/src/gpu/glsl/GrGLSLFragmentShaderBuilder.h
+++ b/src/gpu/glsl/GrGLSLFragmentShaderBuilder.h
@@ -94,6 +94,13 @@
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 @@
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 @@
*/
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 7d841f5..ef3fe8a 100644
--- a/src/gpu/glsl/GrGLSLVarying.cpp
+++ b/src/gpu/glsl/GrGLSLVarying.cpp
@@ -42,7 +42,7 @@
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;