Revert "Revert "Added SkSL workaround for devices which cannot safely access gl_FragCoord""
This reverts commit9d6929cccf
. Reason for revert: Re-landing, backfill reveals none of the red was related to this CL. Original change's description: > Revert "Added SkSL workaround for devices which cannot safely access gl_FragCoord" > > This reverts commit1001f843a4
. > > Reason for revert: Many failures. > > Original change's description: > > Added SkSL workaround for devices which cannot safely access gl_FragCoord > > > > This is the root cause of https://github.com/flutter/flutter/issues/13216 > > I've got a GM that demonstrates the bug, but only in Viewer. > > > > Bug: skia:7410 > > Change-Id: Iaa1f27b10166aa09e4dc5949e5a6ca1bd14c99ac > > Reviewed-on: https://skia-review.googlesource.com/93920 > > Reviewed-by: Brian Salomon <bsalomon@google.com> > > Commit-Queue: Brian Osman <brianosman@google.com> > > TBR=bsalomon@google.com,brianosman@google.com,ethannicholas@google.com > > Change-Id: I2a2edc0a8fa11fe9dac1045dc79ae91106518b02 > No-Presubmit: true > No-Tree-Checks: true > No-Try: true > Bug: skia:7410 > Reviewed-on: https://skia-review.googlesource.com/94281 > Reviewed-by: Brian Osman <brianosman@google.com> > Commit-Queue: Brian Osman <brianosman@google.com> TBR=bsalomon@google.com,brianosman@google.com,ethannicholas@google.com # Not skipping CQ checks because original CL landed > 1 day ago. Bug: skia:7410 Change-Id: Ib22bda7ff25bb7c8630cc6fa6dc809bf628ea853 Reviewed-on: https://skia-review.googlesource.com/94800 Reviewed-by: Brian Osman <brianosman@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
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@ -121,6 +121,9 @@ public:
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// the shader.
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bool mustDoOpBetweenFloorAndAbs() const { return fMustDoOpBetweenFloorAndAbs; }
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// If false, SkSL uses a workaround so that sk_FragCoord doesn't actually query gl_FragCoord
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bool canUseFragCoord() const { return fCanUseFragCoord; }
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bool requiresLocalOutputColorForFBFetch() const { return fRequiresLocalOutputColorForFBFetch; }
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bool mustObfuscateUniformColor() const { return fMustObfuscateUniformColor; }
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@ -275,6 +278,7 @@ private:
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bool fRequiresLocalOutputColorForFBFetch : 1;
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bool fMustObfuscateUniformColor : 1;
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bool fMustGuardDivisionEvenAfterExplicitZeroCheck : 1;
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bool fCanUseFragCoord : 1;
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const char* fVersionDeclString;
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@ -38,6 +38,7 @@ GrShaderCaps::GrShaderCaps(const GrContextOptions& options) {
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fRequiresLocalOutputColorForFBFetch = false;
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fMustObfuscateUniformColor = false;
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fMustGuardDivisionEvenAfterExplicitZeroCheck = false;
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fCanUseFragCoord = true;
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fFlatInterpolationSupport = false;
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fPreferFlatInterpolation = false;
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fNoPerspectiveInterpolationSupport = false;
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@ -113,6 +114,7 @@ void GrShaderCaps::dumpJSON(SkJSONWriter* writer) const {
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writer->appendBool("Must obfuscate uniform color", fMustObfuscateUniformColor);
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writer->appendBool("Must guard division even after explicit zero check",
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fMustGuardDivisionEvenAfterExplicitZeroCheck);
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writer->appendBool("Can use gl_FragCoord", fCanUseFragCoord);
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writer->appendBool("Flat interpolation support", fFlatInterpolationSupport);
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writer->appendBool("Prefer flat interpolation", fPreferFlatInterpolation);
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writer->appendBool("No perspective interpolation support", fNoPerspectiveInterpolationSupport);
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@ -1048,6 +1048,12 @@ void GrGLCaps::initGLSL(const GrGLContextInfo& ctxInfo, const GrGLInterface* gli
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shaderCaps->fMustGuardDivisionEvenAfterExplicitZeroCheck = true;
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}
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#endif
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// We've seen Adreno 3xx devices produce incorrect (flipped) values for gl_FragCoord, in some
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// (rare) situations. It's sporadic, and mostly on older drviers.
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if (kAdreno3xx_GrGLRenderer == ctxInfo.renderer()) {
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shaderCaps->fCanUseFragCoord = false;
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}
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}
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bool GrGLCaps::hasPathRenderingSupport(const GrGLContextInfo& ctxInfo, const GrGLInterface* gli) {
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@ -597,6 +597,12 @@ void GLSLCodeGenerator::writeConstructor(const Constructor& c, Precedence parent
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}
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void GLSLCodeGenerator::writeFragCoord() {
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if (!fProgram.fSettings.fCaps->canUseFragCoord()) {
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this->write("vec4(sk_FragCoord_Workaround.xyz / sk_FragCoord_Workaround.w, "
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"1.0 / sk_FragCoord_Workaround.w)");
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return;
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}
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// We only declare "gl_FragCoord" when we're in the case where we want to use layout qualifiers
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// to reverse y. Otherwise it isn't necessary and whether the "in" qualifier appears in the
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// declaration varies in earlier GLSL specs. So it is simpler to omit it.
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@ -619,7 +625,7 @@ void GLSLCodeGenerator::writeFragCoord() {
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// The Adreno compiler seems to be very touchy about access to "gl_FragCoord".
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// Accessing glFragCoord.zw can cause a program to fail to link. Additionally,
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// depending on the surrounding code, accessing .xy with a uniform involved can
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// do the same thing. Copying gl_FragCoord.xy into a temp float2beforehand
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// do the same thing. Copying gl_FragCoord.xy into a temp float2 beforehand
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// (and only accessing .xy) seems to "fix" things.
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const char* precision = usesPrecisionModifiers() ? "highp " : "";
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fHeader.writeText("uniform ");
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@ -640,7 +646,6 @@ void GLSLCodeGenerator::writeFragCoord() {
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}
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}
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void GLSLCodeGenerator::writeVariableReference(const VariableReference& ref) {
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switch (ref.fVariable.fModifiers.fLayout.fBuiltin) {
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case SK_FRAGCOLOR_BUILTIN:
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@ -680,6 +685,10 @@ void GLSLCodeGenerator::writeIndexExpression(const IndexExpression& expr) {
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this->write("]");
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}
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bool is_sk_position(const FieldAccess& f) {
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return "sk_Position" == f.fBase->fType.fields()[f.fFieldIndex].fName;
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}
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void GLSLCodeGenerator::writeFieldAccess(const FieldAccess& f) {
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if (f.fOwnerKind == FieldAccess::kDefault_OwnerKind) {
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this->writeExpression(*f.fBase, kPostfix_Precedence);
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@ -755,11 +764,22 @@ void GLSLCodeGenerator::writeBinaryExpression(const BinaryExpression& b,
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if (precedence >= parentPrecedence) {
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this->write("(");
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}
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bool positionWorkaround = Compiler::IsAssignment(b.fOperator) &&
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Expression::kFieldAccess_Kind == b.fLeft->fKind &&
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is_sk_position((FieldAccess&) *b.fLeft) &&
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!strstr(b.fRight->description().c_str(), "sk_RTAdjust") &&
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!fProgram.fSettings.fCaps->canUseFragCoord();
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if (positionWorkaround) {
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this->write("sk_FragCoord_Workaround = (");
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}
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this->writeExpression(*b.fLeft, precedence);
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this->write(" ");
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this->write(Compiler::OperatorName(b.fOperator));
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this->write(" ");
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this->writeExpression(*b.fRight, precedence);
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if (positionWorkaround) {
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this->write(")");
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}
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if (precedence >= parentPrecedence) {
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this->write(")");
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}
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@ -1188,6 +1208,25 @@ void GLSLCodeGenerator::writeHeader() {
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this->writeExtension((Extension&) *e);
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}
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}
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if (!fProgram.fSettings.fCaps->canUseFragCoord()) {
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Layout layout;
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switch (fProgram.fKind) {
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case Program::kVertex_Kind: {
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Modifiers modifiers(layout, Modifiers::kOut_Flag | Modifiers::kHighp_Flag);
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this->writeModifiers(modifiers, true);
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this->write("vec4 sk_FragCoord_Workaround;\n");
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break;
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}
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case Program::kFragment_Kind: {
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Modifiers modifiers(layout, Modifiers::kIn_Flag | Modifiers::kHighp_Flag);
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this->writeModifiers(modifiers, true);
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this->write("vec4 sk_FragCoord_Workaround;\n");
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break;
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}
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default:
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break;
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}
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}
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}
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void GLSLCodeGenerator::writeProgramElement(const ProgramElement& e) {
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@ -174,6 +174,10 @@ public:
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bool canUseFractForNegativeValues() const {
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return true;
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}
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bool canUseFragCoord() const {
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return true;
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}
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};
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extern StandaloneShaderCaps standaloneCaps;
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@ -300,6 +304,13 @@ public:
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result->fCanUseAnyFunctionInShader = false;
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return result;
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}
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static sk_sp<GrShaderCaps> CannotUseFragCoord() {
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sk_sp<GrShaderCaps> result = sk_make_sp<GrShaderCaps>(GrContextOptions());
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result->fVersionDeclString = "#version 400";
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result->fCanUseFragCoord = false;
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return result;
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}
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};
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#endif
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@ -1059,6 +1059,42 @@ DEF_TEST(SkSLFragCoord, r) {
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"}\n",
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&inputs);
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REPORTER_ASSERT(r, !inputs.fRTHeight);
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test(r,
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"in float4 pos; void main() { sk_Position = pos; }",
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*SkSL::ShaderCapsFactory::CannotUseFragCoord(),
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"#version 400\n"
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"out vec4 sk_FragCoord_Workaround;\n"
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"in vec4 pos;\n"
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"void main() {\n"
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" sk_FragCoord_Workaround = (gl_Position = pos);\n"
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"}\n",
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SkSL::Program::kVertex_Kind);
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test(r,
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"in uniform float4 sk_RTAdjust; in float4 pos; void main() { sk_Position = pos; }",
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*SkSL::ShaderCapsFactory::CannotUseFragCoord(),
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"#version 400\n"
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"out vec4 sk_FragCoord_Workaround;\n"
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"in uniform vec4 sk_RTAdjust;\n"
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"in vec4 pos;\n"
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"void main() {\n"
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" sk_FragCoord_Workaround = (gl_Position = pos);\n"
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" gl_Position = vec4(gl_Position.x * sk_RTAdjust.x + gl_Position.w * sk_RTAdjust.y, "
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"gl_Position.y * sk_RTAdjust.z + gl_Position.w * sk_RTAdjust.w, 0, gl_Position.w);\n"
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"}\n",
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SkSL::Program::kVertex_Kind);
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test(r,
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"void main() { sk_FragColor.xy = sk_FragCoord.xy; }",
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*SkSL::ShaderCapsFactory::CannotUseFragCoord(),
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"#version 400\n"
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"in vec4 sk_FragCoord_Workaround;\n"
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"out vec4 sk_FragColor;\n"
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"void main() {\n"
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" sk_FragColor.xy = vec4(sk_FragCoord_Workaround.xyz / sk_FragCoord_Workaround.w, "
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"1.0 / sk_FragCoord_Workaround.w).xy;\n"
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"}\n");
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}
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DEF_TEST(SkSLVertexID, r) {
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