Make GrGLShaderBuilder::fragmentPosition() return a vec4, with 1.0 as the zw components when in the y-flip case. This works around an Adreno driver bug.

Revert "Stop referencing gl_FragCoord z and w components."

This reverts commit 160a52ba21.

R=jvanverth@google.com

Author: bsalomon@google.com

Review URL: https://codereview.chromium.org/354663002
This commit is contained in:
bsalomon 2014-06-24 11:16:52 -07:00 committed by Commit bot
parent 8a243376d6
commit 22900008fb
6 changed files with 17 additions and 14 deletions

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@ -1015,7 +1015,7 @@ void GrGLRRectBlurEffect::emitCode(GrGLShaderBuilder* builder,
// warp the fragment position to the appropriate part of the 9patch blur texture // warp the fragment position to the appropriate part of the 9patch blur texture
builder->fsCodeAppendf("\t\tvec2 rectCenter = (%s.xy + %s.zw)/2.0;\n", rectName, rectName); builder->fsCodeAppendf("\t\tvec2 rectCenter = (%s.xy + %s.zw)/2.0;\n", rectName, rectName);
builder->fsCodeAppendf("\t\tvec2 translatedFragPos = %s - %s.xy;\n", fragmentPos, rectName); builder->fsCodeAppendf("\t\tvec2 translatedFragPos = %s.xy - %s.xy;\n", fragmentPos, rectName);
builder->fsCodeAppendf("\t\tfloat threshold = %s + 2.0*%s;\n", cornerRadiusName, blurRadiusName ); builder->fsCodeAppendf("\t\tfloat threshold = %s + 2.0*%s;\n", cornerRadiusName, blurRadiusName );
builder->fsCodeAppendf("\t\tvec2 middle = %s.zw - %s.xy - 2.0*threshold;\n", rectName, rectName ); builder->fsCodeAppendf("\t\tvec2 middle = %s.zw - %s.xy - 2.0*threshold;\n", rectName, rectName );

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@ -200,7 +200,7 @@ public:
builder->fsCodeAppend("\tfloat scaleH = min(1.0, 2.0*insetH/spanH);\n"); builder->fsCodeAppend("\tfloat scaleH = min(1.0, 2.0*insetH/spanH);\n");
// Compute the coverage for the rect's width // Compute the coverage for the rect's width
builder->fsCodeAppendf("\tvec2 offset = %s - %s.xy;\n", builder->fsCodeAppendf("\tvec2 offset = %s.xy - %s.xy;\n",
builder->fragmentPosition(), fsRectEdgeName); builder->fragmentPosition(), fsRectEdgeName);
builder->fsCodeAppendf("\tfloat perpDot = abs(offset.x * %s.w - offset.y * %s.z);\n", builder->fsCodeAppendf("\tfloat perpDot = abs(offset.x * %s.w - offset.y * %s.z);\n",
fsRectEdgeName, fsRectEdgeName); fsRectEdgeName, fsRectEdgeName);

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@ -102,7 +102,7 @@ void GLDitherEffect::emitCode(GrGLShaderBuilder* builder,
// For each channel c, add the random offset to the pixel to either bump // For each channel c, add the random offset to the pixel to either bump
// it up or let it remain constant during quantization. // it up or let it remain constant during quantization.
builder->fsCodeAppendf("\t\tfloat r = " builder->fsCodeAppendf("\t\tfloat r = "
"fract(sin(dot(%s ,vec2(12.9898,78.233))) * 43758.5453);\n", "fract(sin(dot(%s.xy ,vec2(12.9898,78.233))) * 43758.5453);\n",
builder->fragmentPosition()); builder->fragmentPosition());
builder->fsCodeAppendf("\t\t%s = (1.0/255.0) * vec4(r, r, r, r) + %s;\n", builder->fsCodeAppendf("\t\t%s = (1.0/255.0) * vec4(r, r, r, r) + %s;\n",
outputColor, GrGLSLExpr4(inputColor).c_str()); outputColor, GrGLSLExpr4(inputColor).c_str());

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@ -147,10 +147,10 @@ void GLCircleEffect::emitCode(GrGLShaderBuilder* builder,
SkASSERT(kHairlineAA_GrEffectEdgeType != ce.getEdgeType()); SkASSERT(kHairlineAA_GrEffectEdgeType != ce.getEdgeType());
if (GrEffectEdgeTypeIsInverseFill(ce.getEdgeType())) { if (GrEffectEdgeTypeIsInverseFill(ce.getEdgeType())) {
builder->fsCodeAppendf("\t\tfloat d = length(%s.xy - %s) - %s.z;\n", builder->fsCodeAppendf("\t\tfloat d = length(%s.xy - %s.xy) - %s.z;\n",
circleName, fragmentPos, circleName); circleName, fragmentPos, circleName);
} else { } else {
builder->fsCodeAppendf("\t\tfloat d = %s.z - length(%s - %s.xy);\n", builder->fsCodeAppendf("\t\tfloat d = %s.z - length(%s.xy - %s.xy);\n",
circleName, fragmentPos, circleName); circleName, fragmentPos, circleName);
} }
if (GrEffectEdgeTypeIsAA(ce.getEdgeType())) { if (GrEffectEdgeTypeIsAA(ce.getEdgeType())) {
@ -318,7 +318,7 @@ void GLEllipseEffect::emitCode(GrGLShaderBuilder* builder,
const char* fragmentPos = builder->fragmentPosition(); const char* fragmentPos = builder->fragmentPosition();
// d is the offset to the ellipse center // d is the offset to the ellipse center
builder->fsCodeAppendf("\t\tvec2 d = %s - %s.xy;\n", fragmentPos, ellipseName); builder->fsCodeAppendf("\t\tvec2 d = %s.xy - %s.xy;\n", fragmentPos, ellipseName);
builder->fsCodeAppendf("\t\tvec2 Z = d * %s.zw;\n", ellipseName); builder->fsCodeAppendf("\t\tvec2 Z = d * %s.zw;\n", ellipseName);
// implicit is the evaluation of (x/rx)^2 + (y/ry)^2 - 1. // implicit is the evaluation of (x/rx)^2 + (y/ry)^2 - 1.
builder->fsCodeAppend("\t\tfloat implicit = dot(Z, d) - 1.0;\n"); builder->fsCodeAppend("\t\tfloat implicit = dot(Z, d) - 1.0;\n");

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@ -199,8 +199,8 @@ void GLCircularRRectEffect::emitCode(GrGLShaderBuilder* builder,
// alphas together. // alphas together.
switch (crre.getCircularCornerFlags()) { switch (crre.getCircularCornerFlags()) {
case CircularRRectEffect::kAll_CornerFlags: case CircularRRectEffect::kAll_CornerFlags:
builder->fsCodeAppendf("\t\tvec2 dxy0 = %s.xy - %s;\n", rectName, fragmentPos); builder->fsCodeAppendf("\t\tvec2 dxy0 = %s.xy - %s.xy;\n", rectName, fragmentPos);
builder->fsCodeAppendf("\t\tvec2 dxy1 = %s - %s.zw;\n", fragmentPos, rectName); builder->fsCodeAppendf("\t\tvec2 dxy1 = %s.xy - %s.zw;\n", fragmentPos, rectName);
builder->fsCodeAppend("\t\tvec2 dxy = max(max(dxy0, dxy1), 0.0);\n"); builder->fsCodeAppend("\t\tvec2 dxy = max(max(dxy0, dxy1), 0.0);\n");
builder->fsCodeAppendf("\t\tfloat alpha = clamp(%s - length(dxy), 0.0, 1.0);\n", builder->fsCodeAppendf("\t\tfloat alpha = clamp(%s - length(dxy), 0.0, 1.0);\n",
radiusPlusHalfName); radiusPlusHalfName);
@ -537,8 +537,8 @@ void GLEllipticalRRectEffect::emitCode(GrGLShaderBuilder* builder,
// The code below is a simplified version of the above that performs maxs on the vector // The code below is a simplified version of the above that performs maxs on the vector
// components before computing distances and alpha values so that only one distance computation // components before computing distances and alpha values so that only one distance computation
// need be computed to determine the min alpha. // need be computed to determine the min alpha.
builder->fsCodeAppendf("\t\tvec2 dxy0 = %s.xy - %s;\n", rectName, fragmentPos); builder->fsCodeAppendf("\t\tvec2 dxy0 = %s.xy - %s.xy;\n", rectName, fragmentPos);
builder->fsCodeAppendf("\t\tvec2 dxy1 = %s - %s.zw;\n", fragmentPos, rectName); builder->fsCodeAppendf("\t\tvec2 dxy1 = %s.xy - %s.zw;\n", fragmentPos, rectName);
switch (erre.getRRect().getType()) { switch (erre.getRRect().getType()) {
case SkRRect::kSimple_Type: { case SkRRect::kSimple_Type: {
const char *invRadiiXYSqdName; const char *invRadiiXYSqdName;

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@ -499,7 +499,7 @@ const char* GrGLShaderBuilder::fragmentPosition() {
// declaration varies in earlier GLSL specs. So it is simpler to omit it. // declaration varies in earlier GLSL specs. So it is simpler to omit it.
if (fTopLeftFragPosRead) { if (fTopLeftFragPosRead) {
fSetupFragPosition = true; fSetupFragPosition = true;
return "(gl_FragCoord.xy)"; return "gl_FragCoord";
} else if (fGpu->glCaps().fragCoordConventionsSupport()) { } else if (fGpu->glCaps().fragCoordConventionsSupport()) {
if (!fSetupFragPosition) { if (!fSetupFragPosition) {
SkAssertResult(this->enablePrivateFeature(kFragCoordConventions_GLSLPrivateFeature)); SkAssertResult(this->enablePrivateFeature(kFragCoordConventions_GLSLPrivateFeature));
@ -510,7 +510,7 @@ const char* GrGLShaderBuilder::fragmentPosition() {
GrGLShaderVar::kUpperLeft_Origin); GrGLShaderVar::kUpperLeft_Origin);
fSetupFragPosition = true; fSetupFragPosition = true;
} }
return "(gl_FragCoord.xy)"; return "gl_FragCoord";
} else { } else {
static const char* kCoordName = "fragCoordYDown"; static const char* kCoordName = "fragCoordYDown";
if (!fSetupFragPosition) { if (!fSetupFragPosition) {
@ -523,8 +523,11 @@ const char* GrGLShaderBuilder::fragmentPosition() {
fOutput.fUniformHandles.fRTHeightUni = fOutput.fUniformHandles.fRTHeightUni =
this->addUniform(kFragment_Visibility, kFloat_GrSLType, "RTHeight", &rtHeightName); this->addUniform(kFragment_Visibility, kFloat_GrSLType, "RTHeight", &rtHeightName);
this->fFSCode.prependf("\tvec2 %s = vec2(gl_FragCoord.x, %s - gl_FragCoord.y);\n", // Using glFragCoord.zw for the last two components tickles an Adreno driver bug that
kCoordName, rtHeightName); // causes programs to fail to link. Making this function return a vec2() didn't fix the
// problem but using 1.0 for the last two components does.
this->fFSCode.prependf("\tvec4 %s = vec4(gl_FragCoord.x, %s - gl_FragCoord.y, 1.0, "
"1.0);\n", kCoordName, rtHeightName);
fSetupFragPosition = true; fSetupFragPosition = true;
} }
SkASSERT(fOutput.fUniformHandles.fRTHeightUni.isValid()); SkASSERT(fOutput.fUniformHandles.fRTHeightUni.isValid());