Revert "Remove interpolants are inaccurate workaround for Adreno 3xx."

This reverts commit a7a278205b.

Reason for revert: Chrome change had to be reverted because of new failures on Nexus 9 and 6P.

Original change's description:
> Remove interpolants are inaccurate workaround for Adreno 3xx.
> 
> The chrome screenshot unit test that led to adding this workaround has
> been adjusted to avoid testing AA edges of rendered rectangles. We're
> accepting the inaccuracy in favor of increased performance.
> 
> Chrome change: https://chromium-review.googlesource.com/c/chromium/src/+/1129041
> 
> Bug: chromium:847984
> Change-Id: I9b714ade2a67e956ebb2773ebe3b8632dc3a50c6
> Reviewed-on: https://skia-review.googlesource.com/140180
> Commit-Queue: Brian Salomon <bsalomon@google.com>
> Commit-Queue: Brian Osman <brianosman@google.com>
> Auto-Submit: Brian Salomon <bsalomon@google.com>
> Reviewed-by: Brian Osman <brianosman@google.com>

TBR=bsalomon@google.com,brianosman@google.com

Change-Id: Ic6b0e5a343556e59d144852f9fa5b561302f9781
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Bug: chromium:847984
Reviewed-on: https://skia-review.googlesource.com/140380
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
This commit is contained in:
Brian Salomon 2018-07-10 20:34:16 +00:00 committed by Skia Commit-Bot
parent d275ef501c
commit 1b112cc560
4 changed files with 68 additions and 28 deletions

View File

@ -38,6 +38,7 @@ GrShaderCaps::GrShaderCaps(const GrContextOptions& options) {
fMustObfuscateUniformColor = false;
fMustGuardDivisionEvenAfterExplicitZeroCheck = false;
fCanUseFragCoord = true;
fInterpolantsAreInaccurate = false;
fIncompleteShortIntPrecision = false;
fFlatInterpolationSupport = false;
fPreferFlatInterpolation = false;
@ -111,6 +112,7 @@ void GrShaderCaps::dumpJSON(SkJSONWriter* writer) const {
writer->appendBool("Must guard division even after explicit zero check",
fMustGuardDivisionEvenAfterExplicitZeroCheck);
writer->appendBool("Can use gl_FragCoord", fCanUseFragCoord);
writer->appendBool("Interpolants are inaccurate", fInterpolantsAreInaccurate);
writer->appendBool("Incomplete short int precision", fIncompleteShortIntPrecision);
writer->appendBool("Flat interpolation support", fFlatInterpolationSupport);
writer->appendBool("Prefer flat interpolation", fPreferFlatInterpolation);
@ -146,6 +148,7 @@ void GrShaderCaps::applyOptionsOverrides(const GrContextOptions& options) {
SkASSERT(!fMustObfuscateUniformColor);
SkASSERT(!fMustGuardDivisionEvenAfterExplicitZeroCheck);
SkASSERT(fCanUseFragCoord);
SkASSERT(!fInterpolantsAreInaccurate);
SkASSERT(!fIncompleteShortIntPrecision);
}
#if GR_TEST_UTILS

View File

@ -121,6 +121,9 @@ public:
// If false, SkSL uses a workaround so that sk_FragCoord doesn't actually query gl_FragCoord
bool canUseFragCoord() const { return fCanUseFragCoord; }
// If true interpolated vertex shader outputs are inaccurate.
bool interpolantsAreInaccurate() const { return fInterpolantsAreInaccurate; }
// If true, short ints can't represent every integer in the 16-bit two's complement range as
// required by the spec. SKSL will always emit full ints.
bool incompleteShortIntPrecision() const { return fIncompleteShortIntPrecision; }
@ -274,6 +277,7 @@ private:
bool fMustObfuscateUniformColor : 1;
bool fMustGuardDivisionEvenAfterExplicitZeroCheck : 1;
bool fCanUseFragCoord : 1;
bool fInterpolantsAreInaccurate : 1;
bool fIncompleteShortIntPrecision : 1;
const char* fVersionDeclString;

View File

@ -2608,9 +2608,11 @@ void GrGLCaps::applyDriverCorrectnessWorkarounds(const GrGLContextInfo& ctxInfo,
#endif
// We've seen Adreno 3xx devices produce incorrect (flipped) values for gl_FragCoord, in some
// (rare) situations. It's sporadic, and mostly on older drivers.
// (rare) situations. It's sporadic, and mostly on older drivers. It also seems to be the case
// that the interpolation of vertex shader outputs is quite inaccurate.
if (kAdreno3xx_GrGLRenderer == ctxInfo.renderer()) {
shaderCaps->fCanUseFragCoord = false;
shaderCaps->fInterpolantsAreInaccurate = true;
}
// gl_FragCoord has an incorrect subpixel offset on legacy Tegra hardware.

View File

@ -203,38 +203,69 @@ public:
}
args.fFragBuilder->codeAppend(";");
if (textureGP.usesCoverageEdgeAA()) {
const char* aaDistName = nullptr;
bool mulByFragCoordW = false;
GrGLSLVarying aaDistVarying(kFloat4_GrSLType,
GrGLSLVarying::Scope::kVertToFrag);
if (kFloat3_GrVertexAttribType == textureGP.fPositions.type()) {
args.fVaryingHandler->addVarying("aaDists", &aaDistVarying);
// The distance from edge equation e to homogenous point p=sk_Position
// is e.x*p.x/p.wx + e.y*p.y/p.w + e.z. However, we want screen space
// interpolation of this distance. We can do this by multiplying the
// varying in the VS by p.w and then multiplying by sk_FragCoord.w in
// the FS. So we output e.x*p.x + e.y*p.y + e.z * p.w
args.fVertBuilder->codeAppendf(
R"(%s = float4(dot(aaEdge0, %s), dot(aaEdge1, %s),
dot(aaEdge2, %s), dot(aaEdge3, %s));)",
aaDistVarying.vsOut(), textureGP.fPositions.name(),
textureGP.fPositions.name(), textureGP.fPositions.name(),
textureGP.fPositions.name());
mulByFragCoordW = true;
// When interpolation is inaccurate we perform the evaluation of the edge
// equations in the fragment shader rather than interpolating values computed
// in the vertex shader.
if (!args.fShaderCaps->interpolantsAreInaccurate()) {
GrGLSLVarying aaDistVarying(kFloat4_GrSLType,
GrGLSLVarying::Scope::kVertToFrag);
if (kFloat3_GrVertexAttribType == textureGP.fPositions.type()) {
args.fVaryingHandler->addVarying("aaDists", &aaDistVarying);
// The distance from edge equation e to homogenous point p=sk_Position
// is e.x*p.x/p.wx + e.y*p.y/p.w + e.z. However, we want screen space
// interpolation of this distance. We can do this by multiplying the
// varying in the VS by p.w and then multiplying by sk_FragCoord.w in
// the FS. So we output e.x*p.x + e.y*p.y + e.z * p.w
args.fVertBuilder->codeAppendf(
R"(%s = float4(dot(aaEdge0, %s), dot(aaEdge1, %s),
dot(aaEdge2, %s), dot(aaEdge3, %s));)",
aaDistVarying.vsOut(), textureGP.fPositions.name(),
textureGP.fPositions.name(), textureGP.fPositions.name(),
textureGP.fPositions.name());
mulByFragCoordW = true;
} else {
args.fVaryingHandler->addVarying("aaDists", &aaDistVarying);
args.fVertBuilder->codeAppendf(
R"(%s = float4(dot(aaEdge0.xy, %s.xy) + aaEdge0.z,
dot(aaEdge1.xy, %s.xy) + aaEdge1.z,
dot(aaEdge2.xy, %s.xy) + aaEdge2.z,
dot(aaEdge3.xy, %s.xy) + aaEdge3.z);)",
aaDistVarying.vsOut(), textureGP.fPositions.name(),
textureGP.fPositions.name(), textureGP.fPositions.name(),
textureGP.fPositions.name());
}
aaDistName = aaDistVarying.fsIn();
} else {
args.fVaryingHandler->addVarying("aaDists", &aaDistVarying);
args.fVertBuilder->codeAppendf(
R"(%s = float4(dot(aaEdge0.xy, %s.xy) + aaEdge0.z,
dot(aaEdge1.xy, %s.xy) + aaEdge1.z,
dot(aaEdge2.xy, %s.xy) + aaEdge2.z,
dot(aaEdge3.xy, %s.xy) + aaEdge3.z);)",
aaDistVarying.vsOut(), textureGP.fPositions.name(),
textureGP.fPositions.name(), textureGP.fPositions.name(),
textureGP.fPositions.name());
GrGLSLVarying aaEdgeVarying[4]{
{kFloat3_GrSLType, GrGLSLVarying::Scope::kVertToFrag},
{kFloat3_GrSLType, GrGLSLVarying::Scope::kVertToFrag},
{kFloat3_GrSLType, GrGLSLVarying::Scope::kVertToFrag},
{kFloat3_GrSLType, GrGLSLVarying::Scope::kVertToFrag}
};
for (int i = 0; i < 4; ++i) {
SkString name;
name.printf("aaEdge%d", i);
args.fVaryingHandler->addVarying(name.c_str(), &aaEdgeVarying[i],
Interpolation::kCanBeFlat);
args.fVertBuilder->codeAppendf(
"%s = aaEdge%d;", aaEdgeVarying[i].vsOut(), i);
}
args.fFragBuilder->codeAppendf(
R"(float4 aaDists = float4(dot(%s.xy, sk_FragCoord.xy) + %s.z,
dot(%s.xy, sk_FragCoord.xy) + %s.z,
dot(%s.xy, sk_FragCoord.xy) + %s.z,
dot(%s.xy, sk_FragCoord.xy) + %s.z);)",
aaEdgeVarying[0].fsIn(), aaEdgeVarying[0].fsIn(),
aaEdgeVarying[1].fsIn(), aaEdgeVarying[1].fsIn(),
aaEdgeVarying[2].fsIn(), aaEdgeVarying[2].fsIn(),
aaEdgeVarying[3].fsIn(), aaEdgeVarying[3].fsIn());
aaDistName = "aaDists";
}
args.fFragBuilder->codeAppendf(
"float mindist = min(min(%s.x, %s.y), min(%s.z, %s.w));",
aaDistVarying.fsIn(), aaDistVarying.fsIn(), aaDistVarying.fsIn(),
aaDistVarying.fsIn());
aaDistName, aaDistName, aaDistName, aaDistName);
if (mulByFragCoordW) {
args.fFragBuilder->codeAppend("mindist *= sk_FragCoord.w;");
}