Remove tessellation backdoor in GrGeometryProcessor

Bug: skia:13263, skia:12198
Change-Id: I70988b765dc21e7c8728ea614c0974f9696eac33
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/534203
Commit-Queue: Michael Ludwig <michaelludwig@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
This commit is contained in:
Michael Ludwig 2022-05-04 10:13:25 -04:00 committed by SkCQ
parent 2e1cc9a946
commit 7ace65de40
8 changed files with 13 additions and 541 deletions

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@ -404,7 +404,6 @@ filegroup(
"swizzle.cpp",
"tablecolorfilter.cpp",
"tallstretchedbitmaps.cpp",
"tessellation.cpp",
"testgradient.cpp",
"texelsubset.cpp",
"text_scale_skew.cpp",
@ -8658,32 +8657,6 @@ generated_cc_atom(
],
)
generated_cc_atom(
name = "tessellation_src",
srcs = ["tessellation.cpp"],
visibility = ["//:__subpackages__"],
deps = [
":gm_hdr",
"//src/core:SkCanvasPriv_hdr",
"//src/gpu/ganesh:GrCaps_hdr",
"//src/gpu/ganesh:GrDirectContextPriv_hdr",
"//src/gpu/ganesh:GrGeometryProcessor_hdr",
"//src/gpu/ganesh:GrMemoryPool_hdr",
"//src/gpu/ganesh:GrOpFlushState_hdr",
"//src/gpu/ganesh:GrOpsRenderPass_hdr",
"//src/gpu/ganesh:GrPipeline_hdr",
"//src/gpu/ganesh:GrProgramInfo_hdr",
"//src/gpu/ganesh:GrRecordingContextPriv_hdr",
"//src/gpu/ganesh:GrShaderCaps_hdr",
"//src/gpu/ganesh:GrShaderVar_hdr",
"//src/gpu/ganesh/glsl:GrGLSLFragmentShaderBuilder_hdr",
"//src/gpu/ganesh/glsl:GrGLSLVarying_hdr",
"//src/gpu/ganesh/glsl:GrGLSLVertexGeoBuilder_hdr",
"//src/gpu/ganesh/ops:GrDrawOp_hdr",
"//src/gpu/ganesh/v1:SurfaceDrawContext_v1_hdr",
],
)
generated_cc_atom(
name = "testgradient_src",
srcs = ["testgradient.cpp"],

View File

@ -1,414 +0,0 @@
/*
* Copyright 2019 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "gm/gm.h"
#include "src/core/SkCanvasPriv.h"
#include "src/gpu/ganesh/GrCaps.h"
#include "src/gpu/ganesh/GrDirectContextPriv.h"
#include "src/gpu/ganesh/GrGeometryProcessor.h"
#include "src/gpu/ganesh/GrMemoryPool.h"
#include "src/gpu/ganesh/GrOpFlushState.h"
#include "src/gpu/ganesh/GrOpsRenderPass.h"
#include "src/gpu/ganesh/GrPipeline.h"
#include "src/gpu/ganesh/GrProgramInfo.h"
#include "src/gpu/ganesh/GrRecordingContextPriv.h"
#include "src/gpu/ganesh/GrShaderCaps.h"
#include "src/gpu/ganesh/GrShaderVar.h"
#include "src/gpu/ganesh/glsl/GrGLSLFragmentShaderBuilder.h"
#include "src/gpu/ganesh/glsl/GrGLSLVarying.h"
#include "src/gpu/ganesh/glsl/GrGLSLVertexGeoBuilder.h"
#include "src/gpu/ganesh/ops/GrDrawOp.h"
#include "src/gpu/ganesh/v1/SurfaceDrawContext_v1.h"
namespace skiagm {
constexpr static GrGeometryProcessor::Attribute kPositionAttrib =
{"position", kFloat3_GrVertexAttribType, SkSLType::kFloat3};
constexpr static std::array<float, 3> kTri1[3] = {
{20.5f,20.5f,1}, {170.5f,280.5f,4}, {320.5f,20.5f,1}};
constexpr static std::array<float, 3> kTri2[3] = {
{640.5f,280.5f,3}, {490.5f,20.5f,1}, {340.5f,280.5f,6}};
constexpr static SkRect kRect = {20.5f, 340.5f, 640.5f, 480.5f};
constexpr static int kWidth = (int)kRect.fRight + 21;
constexpr static int kHeight = (int)kRect.fBottom + 21;
/**
* This is a GPU-backend specific test. It ensures that tessellation works as expected by drawing
* several triangles. The test passes as long as the triangle tessellations match the reference
* images on gold.
*/
class TessellationGM : public GpuGM {
SkString onShortName() override { return SkString("tessellation"); }
SkISize onISize() override { return {kWidth, kHeight}; }
DrawResult onDraw(GrRecordingContext*, SkCanvas*, SkString*) override;
};
class TessellationTestTriShader : public GrGeometryProcessor {
public:
TessellationTestTriShader(const SkMatrix& viewMatrix)
: GrGeometryProcessor(kTessellationTestTriShader_ClassID), fViewMatrix(viewMatrix) {
this->setVertexAttributesWithImplicitOffsets(&kPositionAttrib, 1);
this->setWillUseTessellationShaders();
}
private:
const char* name() const final { return "TessellationTestTriShader"; }
void addToKey(const GrShaderCaps&, skgpu::KeyBuilder*) const final {}
class Impl : public ProgramImpl {
public:
void setData(const GrGLSLProgramDataManager& pdman,
const GrShaderCaps&,
const GrGeometryProcessor& geomProc) override {
pdman.setSkMatrix(fViewMatrixUniform,
geomProc.cast<TessellationTestTriShader>().fViewMatrix);
}
private:
void onEmitCode(EmitArgs& args, GrGPArgs*) override {
args.fVaryingHandler->emitAttributes(args.fGeomProc.cast<TessellationTestTriShader>());
const char* viewMatrix;
fViewMatrixUniform = args.fUniformHandler->addUniform(
nullptr, kVertex_GrShaderFlag, SkSLType::kFloat3x3, "view_matrix", &viewMatrix);
args.fVertBuilder->declareGlobal(
GrShaderVar("P_", SkSLType::kFloat3, GrShaderVar::TypeModifier::Out));
args.fVertBuilder->codeAppendf(R"(
P_.xy = (%s * float3(position.xy, 1)).xy;
P_.z = position.z;)", viewMatrix);
// GrGLProgramBuilder will call writeTess*ShaderGLSL when it is compiling.
this->writeFragmentShader(args.fFragBuilder, args.fOutputColor, args.fOutputCoverage);
}
SkString getTessControlShaderGLSL(const GrGeometryProcessor&,
const char* versionAndExtensionDecls,
const GrGLSLUniformHandler&,
const GrShaderCaps&) const override {
SkString code(versionAndExtensionDecls);
code.append(R"(
layout(vertices = 3) out;
in vec3 P_[];
out vec3 P[];
void main() {
P[gl_InvocationID] = P_[gl_InvocationID];
gl_TessLevelOuter[gl_InvocationID] = P_[gl_InvocationID].z;
gl_TessLevelInner[0] = 2.0;
})");
return code;
}
SkString getTessEvaluationShaderGLSL(const GrGeometryProcessor&,
const char* versionAndExtensionDecls,
const GrGLSLUniformHandler&,
const GrShaderCaps&) const override {
SkString code(versionAndExtensionDecls);
code.append(R"(
layout(triangles, equal_spacing, cw) in;
uniform vec4 sk_RTAdjust;
in vec3 P[];
out vec3 barycentric_coord;
void main() {
vec2 devcoord = mat3x2(P[0].xy, P[1].xy, P[2].xy) * gl_TessCoord.xyz;
devcoord = round(devcoord - .5) + .5; // Make horz and vert lines on px bounds.
gl_Position = vec4(devcoord.xy * sk_RTAdjust.xz + sk_RTAdjust.yw, 0.0, 1.0);
float i = 0.0;
if (gl_TessCoord.y == 0.0) {
i += gl_TessCoord.z * P[1].z;
} else {
i += P[1].z;
if (gl_TessCoord.x == 0.0) {
i += gl_TessCoord.y * P[0].z;
} else {
i += P[0].z;
if (gl_TessCoord.z == 0.0) {
i += gl_TessCoord.x * P[2].z;
} else {
barycentric_coord = vec3(0, 1, 0);
return;
}
}
}
i = abs(mod(i, 2.0) - 1.0);
barycentric_coord = vec3(i, 0, 1.0 - i);
})");
return code;
}
void writeFragmentShader(GrGLSLFPFragmentBuilder* f, const char* color,
const char* coverage) {
f->declareGlobal(GrShaderVar("barycentric_coord", SkSLType::kFloat3,
GrShaderVar::TypeModifier::In));
f->codeAppendf(R"(
half3 d = half3(1 - barycentric_coord/fwidth(barycentric_coord));
half coverage = max(max(d.x, d.y), d.z);
half4 %s = half4(0, coverage, coverage, 1);
const half4 %s = half4(1);)", color, coverage);
}
GrGLSLUniformHandler::UniformHandle fViewMatrixUniform;
};
std::unique_ptr<ProgramImpl> makeProgramImpl(const GrShaderCaps&) const final {
return std::make_unique<Impl>();
}
const SkMatrix fViewMatrix;
};
class TessellationTestRectShader : public GrGeometryProcessor {
public:
TessellationTestRectShader(const SkMatrix& viewMatrix)
: GrGeometryProcessor(kTessellationTestTriShader_ClassID), fViewMatrix(viewMatrix) {
this->setWillUseTessellationShaders();
}
const char* name() const final { return "TessellationTestRectShader"; }
void addToKey(const GrShaderCaps&, skgpu::KeyBuilder*) const final {}
private:
class Impl : public ProgramImpl {
public:
void setData(const GrGLSLProgramDataManager& pdman,
const GrShaderCaps&,
const GrGeometryProcessor& geomProc) override {
pdman.setSkMatrix(fViewMatrixUniform,
geomProc.cast<TessellationTestRectShader>().fViewMatrix);
}
private:
void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
const char* viewMatrix;
fViewMatrixUniform = args.fUniformHandler->addUniform(
nullptr, kVertex_GrShaderFlag, SkSLType::kFloat3x3, "view_matrix", &viewMatrix);
args.fVertBuilder->declareGlobal(
GrShaderVar("M_", SkSLType::kFloat3x3, GrShaderVar::TypeModifier::Out));
args.fVertBuilder->codeAppendf("M_ = %s;", viewMatrix);
// GrGLProgramBuilder will call writeTess*ShaderGLSL when it is compiling.
this->writeFragmentShader(args.fFragBuilder, args.fOutputColor, args.fOutputCoverage);
}
SkString getTessControlShaderGLSL(const GrGeometryProcessor&,
const char* versionAndExtensionDecls,
const GrGLSLUniformHandler&,
const GrShaderCaps&) const override {
SkString code(versionAndExtensionDecls);
code.append(R"(
layout(vertices = 1) out;
in mat3 M_[];
out mat3 M[];
void main() {
M[gl_InvocationID] = M_[gl_InvocationID];
gl_TessLevelInner[0] = 8.0;
gl_TessLevelInner[1] = 2.0;
gl_TessLevelOuter[0] = 2.0;
gl_TessLevelOuter[1] = 8.0;
gl_TessLevelOuter[2] = 2.0;
gl_TessLevelOuter[3] = 8.0;
})");
return code;
}
SkString getTessEvaluationShaderGLSL(const GrGeometryProcessor&,
const char* versionAndExtensionDecls,
const GrGLSLUniformHandler&,
const GrShaderCaps&) const override {
SkString code(versionAndExtensionDecls);
code.appendf(R"(
layout(quads, equal_spacing, cw) in;
uniform vec4 sk_RTAdjust;
in mat3 M[];
out vec4 barycentric_coord;
void main() {
vec4 R = vec4(%f, %f, %f, %f);
vec2 localcoord = mix(R.xy, R.zw, gl_TessCoord.xy);
vec2 devcoord = (M[0] * vec3(localcoord, 1)).xy;
devcoord = round(devcoord - .5) + .5; // Make horz and vert lines on px bounds.
gl_Position = vec4(devcoord.xy * sk_RTAdjust.xz + sk_RTAdjust.yw, 0.0, 1.0);
float i = gl_TessCoord.x * 8.0;
i = abs(mod(i, 2.0) - 1.0);
if (gl_TessCoord.y == 0.0 || gl_TessCoord.y == 1.0) {
barycentric_coord = vec4(i, 1.0 - i, 0, 0);
} else {
barycentric_coord = vec4(0, 0, i, 1.0 - i);
}
})", kRect.left(), kRect.top(), kRect.right(), kRect.bottom());
return code;
}
void writeFragmentShader(GrGLSLFPFragmentBuilder* f, const char* color,
const char* coverage) {
f->declareGlobal(GrShaderVar("barycentric_coord", SkSLType::kFloat4,
GrShaderVar::TypeModifier::In));
f->codeAppendf(R"(
float4 fwidths = fwidth(barycentric_coord);
half coverage = 0;
for (int i = 0; i < 4; ++i) {
if (fwidths[i] != 0) {
coverage = half(max(coverage, 1 - barycentric_coord[i]/fwidths[i]));
}
}
half4 %s = half4(coverage, 0, coverage, 1);
const half4 %s = half4(1);)", color, coverage);
}
GrGLSLUniformHandler::UniformHandle fViewMatrixUniform;
};
std::unique_ptr<ProgramImpl> makeProgramImpl(const GrShaderCaps&) const final {
return std::make_unique<Impl>();
}
const SkMatrix fViewMatrix;
};
class TessellationTestOp : public GrDrawOp {
DEFINE_OP_CLASS_ID
public:
TessellationTestOp(const SkMatrix& viewMatrix, const std::array<float, 3>* triPositions)
: GrDrawOp(ClassID()), fViewMatrix(viewMatrix), fTriPositions(triPositions) {
this->setBounds(SkRect::MakeIWH(kWidth, kHeight), HasAABloat::kNo, IsHairline::kNo);
}
private:
const char* name() const override { return "TessellationTestOp"; }
FixedFunctionFlags fixedFunctionFlags() const override { return FixedFunctionFlags::kNone; }
GrProcessorSet::Analysis finalize(const GrCaps&, const GrAppliedClip*, GrClampType) override {
return GrProcessorSet::EmptySetAnalysis();
}
void onPrePrepare(GrRecordingContext*,
const GrSurfaceProxyView& writeView,
GrAppliedClip*,
const GrDstProxyView&,
GrXferBarrierFlags renderPassXferBarriers,
GrLoadOp colorLoadOp) override {}
void onPrepare(GrOpFlushState* flushState) override {
if (fTriPositions) {
if (void* vertexData = flushState->makeVertexSpace(sizeof(float) * 3, 3, &fVertexBuffer,
&fBaseVertex)) {
memcpy(vertexData, fTriPositions, sizeof(float) * 3 * 3);
}
}
}
void onExecute(GrOpFlushState* state, const SkRect& chainBounds) override {
GrPipeline pipeline(GrScissorTest::kDisabled, SkBlendMode::kSrc,
state->drawOpArgs().writeView().swizzle());
int tessellationPatchVertexCount;
std::unique_ptr<GrGeometryProcessor> shader;
if (fTriPositions) {
if (!fVertexBuffer) {
return;
}
tessellationPatchVertexCount = 3;
shader = std::make_unique<TessellationTestTriShader>(fViewMatrix);
} else {
// Use a mismatched number of vertices in the input patch vs output.
// (The tessellation control shader will output one vertex per patch.)
tessellationPatchVertexCount = 5;
shader = std::make_unique<TessellationTestRectShader>(fViewMatrix);
}
GrProgramInfo programInfo(state->caps(), state->writeView(), state->usesMSAASurface(),
&pipeline, &GrUserStencilSettings::kUnused,
shader.get(), GrPrimitiveType::kPatches,
tessellationPatchVertexCount, state->renderPassBarriers(),
state->colorLoadOp());
state->bindPipeline(programInfo, SkRect::MakeIWH(kWidth, kHeight));
state->bindBuffers(nullptr, nullptr, std::move(fVertexBuffer));
state->draw(tessellationPatchVertexCount, fBaseVertex);
}
const SkMatrix fViewMatrix;
const std::array<float, 3>* const fTriPositions;
sk_sp<const GrBuffer> fVertexBuffer;
int fBaseVertex = 0;
};
static SkPath build_outset_triangle(const std::array<float, 3>* tri) {
SkPath outset;
for (int i = 0; i < 3; ++i) {
SkPoint p = {tri[i][0], tri[i][1]};
SkPoint left = {tri[(i + 2) % 3][0], tri[(i + 2) % 3][1]};
SkPoint right = {tri[(i + 1) % 3][0], tri[(i + 1) % 3][1]};
SkPoint n0, n1;
n0.setNormalize(left.y() - p.y(), p.x() - left.x());
n1.setNormalize(p.y() - right.y(), right.x() - p.x());
p += (n0 + n1) * 3;
if (0 == i) {
outset.moveTo(p);
} else {
outset.lineTo(p);
}
}
return outset;
}
DrawResult TessellationGM::onDraw(GrRecordingContext* rContext,
SkCanvas* canvas,
SkString* errorMsg) {
auto sdc = SkCanvasPriv::TopDeviceSurfaceDrawContext(canvas);
if (!sdc) {
*errorMsg = kErrorMsg_DrawSkippedGpuOnly;
return DrawResult::kSkip;
}
if (!rContext->priv().caps()->shaderCaps()->tessellationSupport()) {
*errorMsg = "Requires GPU tessellation support.";
return DrawResult::kSkip;
}
if (!rContext->priv().caps()->shaderCaps()->shaderDerivativeSupport()) {
*errorMsg = "Requires shader derivatives."
"(These are expected to always be present when there is tessellation!!)";
return DrawResult::kFail;
}
canvas->clear(SK_ColorBLACK);
SkPaint borderPaint;
borderPaint.setColor4f({0,1,1,1});
borderPaint.setAntiAlias(true);
canvas->drawPath(build_outset_triangle(kTri1), borderPaint);
canvas->drawPath(build_outset_triangle(kTri2), borderPaint);
borderPaint.setColor4f({1,0,1,1});
canvas->drawRect(kRect.makeOutset(1.5f, 1.5f), borderPaint);
sdc->addDrawOp(GrOp::Make<TessellationTestOp>(rContext, canvas->getTotalMatrix(), kTri1));
sdc->addDrawOp(GrOp::Make<TessellationTestOp>(rContext, canvas->getTotalMatrix(), kTri2));
sdc->addDrawOp(GrOp::Make<TessellationTestOp>(rContext, canvas->getTotalMatrix(), nullptr));
return skiagm::DrawResult::kOk;
}
DEF_GM( return new TessellationGM(); )
} // namespace skiagm

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@ -428,7 +428,6 @@ skgpu_v1_gm_sources = [
"$_gm/lazytiling.cpp",
"$_gm/preservefillrule.cpp",
"$_gm/rrects.cpp",
"$_gm/tessellation.cpp",
"$_gm/texelsubset.cpp",
"$_gm/widebuttcaps.cpp",
"$_gm/yuvtorgbsubset.cpp",

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@ -79,32 +79,24 @@ ProgramImpl::emitCode(EmitArgs& args, const GrPipeline& pipeline) {
GrGPArgs gpArgs;
this->onEmitCode(args, &gpArgs);
GrShaderVar positionVar = gpArgs.fPositionVar;
// skia:12198
if (args.fGeomProc.willUseTessellationShaders()) {
positionVar = {};
}
FPCoordsMap transformMap = this->collectTransforms(args.fVertBuilder,
args.fVaryingHandler,
args.fUniformHandler,
gpArgs.fLocalCoordShader,
gpArgs.fLocalCoordVar,
positionVar,
gpArgs.fPositionVar,
pipeline);
// Tessellation shaders are temporarily responsible for integrating their own code strings
// while we work out full support.
if (!args.fGeomProc.willUseTessellationShaders()) {
GrGLSLVertexBuilder* vBuilder = args.fVertBuilder;
// Emit the vertex position to the hardware in the normalized window coordinates it expects.
SkASSERT(SkSLType::kFloat2 == gpArgs.fPositionVar.getType() ||
SkSLType::kFloat3 == gpArgs.fPositionVar.getType());
vBuilder->emitNormalizedSkPosition(gpArgs.fPositionVar.c_str(),
gpArgs.fPositionVar.getType());
if (SkSLType::kFloat2 == gpArgs.fPositionVar.getType()) {
args.fVaryingHandler->setNoPerspective();
}
GrGLSLVertexBuilder* vBuilder = args.fVertBuilder;
// Emit the vertex position to the hardware in the normalized window coordinates it expects.
SkASSERT(SkSLType::kFloat2 == gpArgs.fPositionVar.getType() ||
SkSLType::kFloat3 == gpArgs.fPositionVar.getType());
vBuilder->emitNormalizedSkPosition(gpArgs.fPositionVar.c_str(),
gpArgs.fPositionVar.getType());
if (SkSLType::kFloat2 == gpArgs.fPositionVar.getType()) {
args.fVaryingHandler->setNoPerspective();
}
return {transformMap, gpArgs.fLocalCoordVar};
}

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@ -194,10 +194,6 @@ public:
size_t vertexStride() const { return fVertexAttributes.stride(); }
size_t instanceStride() const { return fInstanceAttributes.stride(); }
bool willUseTessellationShaders() const {
return fShaders & (kTessControl_GrShaderFlag | kTessEvaluation_GrShaderFlag);
}
/**
* Computes a key for the transforms owned by an FP based on the shader code that will be
* emitted by the primitive processor to implement them.
@ -243,9 +239,6 @@ protected:
SkASSERT(attrCount >= 0);
fInstanceAttributes.initImplicit(attrs, attrCount);
}
void setWillUseTessellationShaders() {
fShaders |= kTessControl_GrShaderFlag | kTessEvaluation_GrShaderFlag;
}
void setTextureSamplerCnt(int cnt) {
SkASSERT(cnt >= 0);
fTextureSamplerCnt = cnt;
@ -348,21 +341,6 @@ public:
const GrShaderCaps&,
const GrGeometryProcessor&) = 0;
// We use these methods as a temporary back door to inject OpenGL tessellation code. Once
// tessellation is supported by SkSL we can remove these.
virtual SkString getTessControlShaderGLSL(const GrGeometryProcessor&,
const char* versionAndExtensionDecls,
const GrGLSLUniformHandler&,
const GrShaderCaps&) const {
SK_ABORT("Not implemented.");
}
virtual SkString getTessEvaluationShaderGLSL(const GrGeometryProcessor&,
const char* versionAndExtensionDecls,
const GrGLSLUniformHandler&,
const GrShaderCaps&) const {
SK_ABORT("Not implemented.");
}
// GPs that use writeOutputPosition and/or writeLocalCoord must incorporate the matrix type
// into their key, and should use this function or one of the other related helpers.
static uint32_t ComputeMatrixKey(const GrShaderCaps& caps, const SkMatrix& mat) {

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@ -97,13 +97,6 @@ struct GrShaderCaps : SkSL::ShaderCaps {
return fSampleVariablesExtensionString;
}
// NOTE: This is never called since tessellationSupport() always returns false; it will be
// removed as more HW tessellation code is deleted.
const char* tessellationExtensionString() const {
SkASSERT(this->tessellationSupport());
return "";
}
int maxFragmentSamplers() const { return fMaxFragmentSamplers; }
// Maximum number of segments a tessellation edge can be divided into.

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@ -373,44 +373,6 @@ sk_sp<GrGLProgram> GrGLProgramBuilder::finalize(const GrGLPrecompiledProgram* pr
// This also binds vertex attribute locations.
this->computeCountsAndStrides(programID, geomProc, true);
/*
Tessellation Shaders
*/
if (fProgramInfo.geomProc().willUseTessellationShaders()) {
// Tessellation shaders are not currently supported by SkSL. So here, we temporarily
// generate GLSL strings directly using back door methods on GrGeometryProcessor, and
// pass those raw strings on to the driver.
SkString versionAndExtensionDecls;
versionAndExtensionDecls.appendf("%s\n", this->shaderCaps()->versionDeclString());
if (const char* extensionString = this->shaderCaps()->tessellationExtensionString()) {
versionAndExtensionDecls.appendf("#extension %s : require\n", extensionString);
}
SkString tessControlShader =
fGPImpl->getTessControlShaderGLSL(geomProc,
versionAndExtensionDecls.c_str(),
fUniformHandler,
*this->shaderCaps());
if (!this->compileAndAttachShaders(tessControlShader.c_str(), programID,
GR_GL_TESS_CONTROL_SHADER, &shadersToDelete,
errorHandler)) {
cleanup_program(fGpu, programID, shadersToDelete);
return nullptr;
}
SkString tessEvaluationShader =
fGPImpl->getTessEvaluationShaderGLSL(geomProc,
versionAndExtensionDecls.c_str(),
fUniformHandler,
*this->shaderCaps());
if (!this->compileAndAttachShaders(tessEvaluationShader.c_str(), programID,
GR_GL_TESS_EVALUATION_SHADER, &shadersToDelete,
errorHandler)) {
cleanup_program(fGpu, programID, shadersToDelete);
return nullptr;
}
}
this->bindProgramResourceLocations(programID);
{
@ -428,14 +390,9 @@ sk_sp<GrGLProgram> GrGLProgramBuilder::finalize(const GrGLPrecompiledProgram* pr
cleanup_shaders(fGpu, shadersToDelete);
// We temporarily can't cache tessellation shaders while using back door GLSL.
//
// We also can't cache SkSL or GLSL if we were given a precompiled program, but there's not
// We can't cache SkSL or GLSL if we were given a precompiled program, but there's not
// much point in doing so.
if (!cached && !geomProc.willUseTessellationShaders() && !precompiledProgram) {
// FIXME: Remove the check for tessellation shaders in the above 'if' once the back door
// GLSL mechanism is removed.
(void)&GrGeometryProcessor::ProgramImpl::getTessControlShaderGLSL;
if (!cached && !precompiledProgram) {
bool isSkSL = false;
if (fGpu->getContext()->priv().options().fShaderCacheStrategy ==
GrContextOptions::ShaderCacheStrategy::kSkSL) {

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@ -79,14 +79,8 @@ bool GrGLSLProgramBuilder::emitAndInstallPrimProc(SkString* outputColor, SkStrin
this->nameExpression(outputCoverage, "outputCoverage");
SkASSERT(!fUniformHandles.fRTAdjustmentUni.isValid());
GrShaderFlags rtAdjustVisibility;
if (geomProc.willUseTessellationShaders()) {
rtAdjustVisibility = kTessEvaluation_GrShaderFlag;
} else {
rtAdjustVisibility = kVertex_GrShaderFlag;
}
fUniformHandles.fRTAdjustmentUni = this->uniformHandler()->addUniform(
nullptr, rtAdjustVisibility, SkSLType::kFloat4, SkSL::Compiler::RTADJUST_NAME);
nullptr, kVertex_GrShaderFlag, SkSLType::kFloat4, SkSL::Compiler::RTADJUST_NAME);
fFS.codeAppendf("// Stage %d, %s\n", fStageIndex, geomProc.name());
fVS.codeAppendf("// Primitive Processor %s\n", geomProc.name());