Use unorm shorts for texture coordinates when rendering text.
There are a couple of reasons for this:
- Vulkan does not guarantee conversions from integral vertex attributes
to floating point shader variables
- This may be faster and more precise on some platforms, as it avoids
the aforementioned conversion and changes a multiply by a very small
value to a multiply by a medium-sized value.
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1713693002
TBR=bsalomon@google.com
Review URL: https://codereview.chromium.org/1713693002
diff --git a/src/gpu/effects/GrDistanceFieldGeoProc.cpp b/src/gpu/effects/GrDistanceFieldGeoProc.cpp
index 50e78cc..dc01b62 100644
--- a/src/gpu/effects/GrDistanceFieldGeoProc.cpp
+++ b/src/gpu/effects/GrDistanceFieldGeoProc.cpp
@@ -78,23 +78,20 @@
// add varyings
GrGLSLVertToFrag recipScale(kFloat_GrSLType);
- GrGLSLVertToFrag st(kVec2f_GrSLType);
+ GrGLSLVertToFrag uv(kVec2f_GrSLType);
bool isSimilarity = SkToBool(dfTexEffect.getFlags() & kSimilarity_DistanceFieldEffectFlag);
- varyingHandler->addVarying("IntTextureCoords", &st, kHigh_GrSLPrecision);
- vertBuilder->codeAppendf("%s = %s;", st.vsOut(), dfTexEffect.inTextureCoords()->fName);
+ varyingHandler->addVarying("TextureCoords", &uv, kHigh_GrSLPrecision);
+ vertBuilder->codeAppendf("%s = %s;", uv.vsOut(), dfTexEffect.inTextureCoords()->fName);
// compute numbers to be hardcoded to convert texture coordinates from int to float
SkASSERT(dfTexEffect.numTextures() == 1);
GrTexture* atlas = dfTexEffect.textureAccess(0).getTexture();
SkASSERT(atlas && SkIsPow2(atlas->width()) && SkIsPow2(atlas->height()));
- SkScalar recipWidth = 1.0f / atlas->width();
- SkScalar recipHeight = 1.0f / atlas->height();
- GrGLSLVertToFrag uv(kVec2f_GrSLType);
- varyingHandler->addVarying("TextureCoords", &uv, kHigh_GrSLPrecision);
- vertBuilder->codeAppendf("%s = vec2(%.*f, %.*f) * %s;", uv.vsOut(),
- GR_SIGNIFICANT_POW2_DECIMAL_DIG, recipWidth,
- GR_SIGNIFICANT_POW2_DECIMAL_DIG, recipHeight,
+ GrGLSLVertToFrag st(kVec2f_GrSLType);
+ varyingHandler->addVarying("IntTextureCoords", &st, kHigh_GrSLPrecision);
+ vertBuilder->codeAppendf("%s = vec2(%d, %d) * %s;", st.vsOut(),
+ atlas->width(), atlas->height(),
dfTexEffect.inTextureCoords()->fName);
// Use highp to work around aliasing issues
@@ -224,7 +221,7 @@
kHigh_GrSLPrecision));
fInColor = &this->addVertexAttrib(Attribute("inColor", kVec4ub_GrVertexAttribType));
fInTextureCoords = &this->addVertexAttrib(Attribute("inTextureCoords",
- kVec2s_GrVertexAttribType));
+ kVec2us_GrVertexAttribType));
this->addTextureAccess(&fTextureAccess);
}
@@ -522,22 +519,19 @@
// set up varyings
bool isUniformScale = SkToBool(dfTexEffect.getFlags() & kUniformScale_DistanceFieldEffectMask);
GrGLSLVertToFrag recipScale(kFloat_GrSLType);
- GrGLSLVertToFrag st(kVec2f_GrSLType);
- varyingHandler->addVarying("IntTextureCoords", &st, kHigh_GrSLPrecision);
- vertBuilder->codeAppendf("%s = %s;", st.vsOut(), dfTexEffect.inTextureCoords()->fName);
+ GrGLSLVertToFrag uv(kVec2f_GrSLType);
+ varyingHandler->addVarying("TextureCoords", &uv, kHigh_GrSLPrecision);
+ vertBuilder->codeAppendf("%s = %s;", uv.vsOut(), dfTexEffect.inTextureCoords()->fName);
// compute numbers to be hardcoded to convert texture coordinates from int to float
SkASSERT(dfTexEffect.numTextures() == 1);
GrTexture* atlas = dfTexEffect.textureAccess(0).getTexture();
SkASSERT(atlas && SkIsPow2(atlas->width()) && SkIsPow2(atlas->height()));
- SkScalar recipWidth = 1.0f / atlas->width();
- SkScalar recipHeight = 1.0f / atlas->height();
- GrGLSLVertToFrag uv(kVec2f_GrSLType);
- varyingHandler->addVarying("TextureCoords", &uv, kHigh_GrSLPrecision);
- vertBuilder->codeAppendf("%s = vec2(%.*f, %.*f) * %s;", uv.vsOut(),
- GR_SIGNIFICANT_POW2_DECIMAL_DIG, recipWidth,
- GR_SIGNIFICANT_POW2_DECIMAL_DIG, recipHeight,
+ GrGLSLVertToFrag st(kVec2f_GrSLType);
+ varyingHandler->addVarying("IntTextureCoords", &st, kHigh_GrSLPrecision);
+ vertBuilder->codeAppendf("%s = vec2(%d, %d) * %s;", st.vsOut(),
+ atlas->width(), atlas->height(),
dfTexEffect.inTextureCoords()->fName);
// add frag shader code
@@ -708,7 +702,7 @@
kHigh_GrSLPrecision));
fInColor = &this->addVertexAttrib(Attribute("inColor", kVec4ub_GrVertexAttribType));
fInTextureCoords = &this->addVertexAttrib(Attribute("inTextureCoords",
- kVec2s_GrVertexAttribType));
+ kVec2us_GrVertexAttribType));
this->addTextureAccess(&fTextureAccess);
}