Pack float array uniforms into vec4 arrays
BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1756583002 Review URL: https://codereview.chromium.org/1756583002
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@ -46,9 +46,12 @@ void GrGLConvolutionEffect::emitCode(EmitArgs& args) {
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int width = Gr1DKernelEffect::WidthFromRadius(ce.radius());
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int arrayCount = (width + 3) / 4;
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SkASSERT(4 * arrayCount >= width);
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fKernelUni = uniformHandler->addUniformArray(kFragment_GrShaderFlag,
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kFloat_GrSLType, kDefault_GrSLPrecision,
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"Kernel", width);
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kVec4f_GrSLType, kDefault_GrSLPrecision,
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"Kernel", arrayCount);
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GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
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SkString coords2D = fragBuilder->ensureFSCoords2D(args.fCoords, 0);
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@ -61,11 +64,13 @@ void GrGLConvolutionEffect::emitCode(EmitArgs& args) {
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fragBuilder->codeAppendf("vec2 coord = %s - %d.0 * %s;", coords2D.c_str(), ce.radius(), imgInc);
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// Manually unroll loop because some drivers don't; yields 20-30% speedup.
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const char* kVecSuffix[4] = { ".x", ".y", ".z", ".w" };
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for (int i = 0; i < width; i++) {
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SkString index;
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SkString kernelIndex;
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index.appendS32(i);
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index.appendS32(i/4);
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kernel.appendArrayAccess(index.c_str(), &kernelIndex);
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kernelIndex.append(kVecSuffix[i & 0x3]);
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if (ce.useBounds()) {
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// We used to compute a bool indicating whether we're in bounds or not, cast it to a
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@ -119,7 +124,9 @@ void GrGLConvolutionEffect::onSetData(const GrGLSLProgramDataManager& pdman,
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}
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int width = Gr1DKernelEffect::WidthFromRadius(conv.radius());
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pdman.set1fv(fKernelUni, width, conv.kernel());
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int arrayCount = (width + 3) / 4;
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SkASSERT(4 * arrayCount >= width);
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pdman.set4fv(fKernelUni, arrayCount, conv.kernel());
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}
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void GrGLConvolutionEffect::GenKey(const GrProcessor& processor, const GrGLSLCaps&,
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@ -39,14 +39,17 @@ void GrGLMatrixConvolutionEffect::emitCode(EmitArgs& args) {
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int kWidth = mce.kernelSize().width();
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int kHeight = mce.kernelSize().height();
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int arrayCount = (kWidth + 3) / 4;
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SkASSERT(4 * arrayCount >= kWidth);
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GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
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fImageIncrementUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
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kVec2f_GrSLType, kDefault_GrSLPrecision,
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"ImageIncrement");
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fKernelUni = uniformHandler->addUniformArray(kFragment_GrShaderFlag,
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kFloat_GrSLType, kDefault_GrSLPrecision,
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kVec4f_GrSLType, kDefault_GrSLPrecision,
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"Kernel",
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kWidth * kHeight);
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arrayCount);
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fKernelOffsetUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
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kVec2f_GrSLType, kDefault_GrSLPrecision,
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"KernelOffset");
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@ -67,10 +70,14 @@ void GrGLMatrixConvolutionEffect::emitCode(EmitArgs& args) {
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fragBuilder->codeAppendf("vec2 coord = %s - %s * %s;", coords2D.c_str(), kernelOffset, imgInc);
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fragBuilder->codeAppend("vec4 c;");
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const char* kVecSuffix[4] = { ".x", ".y", ".z", ".w" };
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for (int y = 0; y < kHeight; y++) {
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for (int x = 0; x < kWidth; x++) {
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GrGLSLShaderBuilder::ShaderBlock block(fragBuilder);
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fragBuilder->codeAppendf("float k = %s[%d * %d + %d];", kernel, y, kWidth, x);
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int offset = y*kWidth + x;
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fragBuilder->codeAppendf("float k = %s[%d]%s;", kernel, offset / 4,
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kVecSuffix[offset & 0x3]);
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SkString coord;
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coord.printf("coord + vec2(%d, %d) * %s", x, y, imgInc);
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fDomain.sampleTexture(fragBuilder,
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@ -130,7 +137,10 @@ void GrGLMatrixConvolutionEffect::onSetData(const GrGLSLProgramDataManager& pdma
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imageIncrement[1] = ySign / texture.height();
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pdman.set2fv(fImageIncrementUni, 1, imageIncrement);
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pdman.set2fv(fKernelOffsetUni, 1, conv.kernelOffset());
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pdman.set1fv(fKernelUni, conv.kernelSize().width() * conv.kernelSize().height(), conv.kernel());
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int kernelCount = conv.kernelSize().width() * conv.kernelSize().height();
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int arrayCount = (kernelCount + 3) / 4;
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SkASSERT(4 * arrayCount >= kernelCount);
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pdman.set4fv(fKernelUni, arrayCount, conv.kernel());
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pdman.set1f(fGainUni, conv.gain());
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pdman.set1f(fBiasUni, conv.bias());
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fDomain.setData(pdman, conv.domain(), texture.origin());
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