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 dffe9827b1.

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>
This commit is contained in:
Brian Osman 2017-04-05 09:26:15 -04:00 committed by Skia Commit-Bot
parent bf17eecf46
commit 33aa2c7b5c
12 changed files with 47 additions and 24 deletions

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@ -133,7 +133,7 @@ GrGLuint GLCpuPosInstancedArraysBench::setupShader(const GrGLContext* ctx) {
// setup fragment shader
GrShaderVar oFragColor("o_FragColor", kVec4f_GrSLType, GrShaderVar::kOut_TypeModifier);
SkString fshaderTxt(version);
GrGLSLAppendDefaultFloatPrecisionDeclaration(kDefault_GrSLPrecision, *shaderCaps, &fshaderTxt);
GrGLSLAppendDefaultFloatPrecisionDeclaration(kMedium_GrSLPrecision, *shaderCaps, &fshaderTxt);
oColor.setTypeModifier(GrShaderVar::kIn_TypeModifier);
oColor.appendDecl(shaderCaps, &fshaderTxt);
fshaderTxt.append(";\n");

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@ -131,7 +131,7 @@ GrGLuint GLVec4ScalarBench::setupShader(const GrGLContext* ctx) {
// next stage.
GrShaderVar oFragColor("o_FragColor", kVec4f_GrSLType, GrShaderVar::kOut_TypeModifier);
SkString fshaderTxt(version);
GrGLSLAppendDefaultFloatPrecisionDeclaration(kDefault_GrSLPrecision, *shaderCaps, &fshaderTxt);
GrGLSLAppendDefaultFloatPrecisionDeclaration(kMedium_GrSLPrecision, *shaderCaps, &fshaderTxt);
oPosition.setTypeModifier(GrShaderVar::kIn_TypeModifier);
oPosition.appendDecl(shaderCaps, &fshaderTxt);
fshaderTxt.append(";\n");

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@ -117,7 +117,7 @@ GrGLuint GLVertexAttributesBench::setupShader(const GrGLContext* ctx, uint32_t a
// setup fragment shader
GrShaderVar oFragColor("o_FragColor", kVec4f_GrSLType, GrShaderVar::kOut_TypeModifier);
SkString fshaderTxt(version);
GrGLSLAppendDefaultFloatPrecisionDeclaration(kDefault_GrSLPrecision, *shaderCaps, &fshaderTxt);
GrGLSLAppendDefaultFloatPrecisionDeclaration(kMedium_GrSLPrecision, *shaderCaps, &fshaderTxt);
const char* fsOutName;
if (shaderCaps->mustDeclareFragmentShaderOutput()) {

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@ -116,11 +116,14 @@ enum GrSLPrecision {
kMedium_GrSLPrecision,
kHigh_GrSLPrecision,
// Default precision is medium. This is because on OpenGL ES 2 highp support is not
// guaranteed. On (non-ES) OpenGL the specifiers have no effect on precision.
kDefault_GrSLPrecision = kMedium_GrSLPrecision,
// Default precision is a special tag that means "whatever the default for the program/type
// combination is". In other words, it maps to the empty string in shader code. There are some
// scenarios where kDefault is not allowed (as the default precision for a program, or for
// varyings, for example).
kDefault_GrSLPrecision,
kLast_GrSLPrecision = kHigh_GrSLPrecision
// We only consider the "real" precisions here
kLast_GrSLPrecision = kHigh_GrSLPrecision,
};
static const int kGrSLPrecisionCount = kLast_GrSLPrecision + 1;

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@ -74,6 +74,8 @@ static inline const char* GrGLSLPrecisionString(GrSLPrecision p) {
return "mediump";
case kHigh_GrSLPrecision:
return "highp";
case kDefault_GrSLPrecision:
return "";
default:
SkFAIL("Unexpected precision type.");
return "";

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@ -51,6 +51,7 @@ protected:
*/
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();

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@ -32,8 +32,10 @@ static const char* precision_to_string(GrSLPrecision p) {
return "medium";
case kHigh_GrSLPrecision:
return "high";
default:
SkFAIL("Unexpected precision type.");
return "";
}
return "";
}
GrShaderCaps::GrShaderCaps(const GrContextOptions& options) {
@ -201,7 +203,7 @@ void GrShaderCaps::initSamplerPrecisionTable() {
}
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;

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@ -1257,9 +1257,10 @@ static GrGLenum precision_to_gl_float_type(GrSLPrecision p) {
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) {

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@ -3578,7 +3578,7 @@ bool GrGLGpu::createCopyProgram(GrTexture* srcTex) {
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 @@ bool GrGLGpu::createMipmapProgram(int progIdx) {
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 @@ bool GrGLGpu::createWireRectProgram() {
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);

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@ -85,7 +85,8 @@ GrGLSLFragmentShaderBuilder::GrGLSLFragmentShaderBuilder(GrGLSLProgramBuilder* p
, 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 @@ void GrGLSLFragmentShaderBuilder::overrideSampleCoverage(const char* mask) {
fHasInitializedSampleMask = true;
}
void GrGLSLFragmentShaderBuilder::elevateDefaultPrecision(GrSLPrecision precision) {
fDefaultPrecision = SkTMax(fDefaultPrecision, precision);
}
const char* GrGLSLFragmentShaderBuilder::dstColor() {
SkDEBUGCODE(fHasReadDstColor = true;)
@ -279,7 +284,7 @@ GrSurfaceOrigin GrGLSLFragmentShaderBuilder::getSurfaceOrigin() const {
void GrGLSLFragmentShaderBuilder::onFinalize() {
fProgramBuilder->varyingHandler()->getFragDecls(&this->inputs(), &this->outputs());
GrGLSLAppendDefaultFloatPrecisionDeclaration(kDefault_GrSLPrecision,
GrGLSLAppendDefaultFloatPrecisionDeclaration(fDefaultPrecision,
*fProgramBuilder->shaderCaps(),
&this->precisionQualifier());
if (fUsedSampleOffsetArrays & (1 << kSkiaDevice_Coordinates)) {

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@ -93,6 +93,13 @@ public:
space coordinates. */
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 @@ public:
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 @@ private:
*/
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

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@ -42,7 +42,7 @@ void GrGLSLVaryingHandler::internalAddVarying(const char* name,
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;