Use uniform color/coverage inputs when path rendering.
BUG=skia:2954 R=egdaniel@google.com Author: bsalomon@google.com Review URL: https://codereview.chromium.org/600483002
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@ -180,8 +180,6 @@ bool GrGLProgramDesc::Build(const GrOptDrawState& optState,
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// bindings in use or other descriptor field settings) it should be set
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// to a canonical value to avoid duplicate programs with different keys.
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bool requiresColorAttrib = optState.hasColorVertexAttribute();
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bool requiresCoverageAttrib = optState.hasCoverageVertexAttribute();
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bool requiresLocalCoordAttrib = optState.requiresLocalCoordAttrib();
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int numStages = optState.numTotalStages();
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@ -260,10 +258,6 @@ bool GrGLProgramDesc::Build(const GrOptDrawState& optState,
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// Because header is a pointer into the dynamic array, we can't push any new data into the key
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// below here.
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header->fUseFragShaderOnly = gpu->caps()->pathRenderingSupport() &&
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GrGpu::IsPathRenderingDrawType(drawType) &&
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gpu->glPathRendering()->texturingMode() == GrGLPathRendering::FixedFunction_TexturingMode;
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SkASSERT(!header->fUseFragShaderOnly || !optState.hasGeometryProcessor());
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header->fEmitsPointSize = GrGpu::kDrawPoints_DrawType == drawType;
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@ -276,26 +270,38 @@ bool GrGLProgramDesc::Build(const GrOptDrawState& optState,
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header->fExperimentalGS = false;
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#endif
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#endif
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bool defaultToUniformInputs = GR_GL_NO_CONSTANT_ATTRIBUTES || header->fUseFragShaderOnly;
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if (!inputColorIsUsed) {
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header->fColorInput = kAllOnes_ColorInput;
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} else if (defaultToUniformInputs && !requiresColorAttrib) {
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header->fColorInput = kUniform_ColorInput;
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if (gpu->caps()->pathRenderingSupport() &&
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GrGpu::IsPathRenderingDrawType(drawType) &&
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gpu->glPathRendering()->texturingMode() == GrGLPathRendering::FixedFunction_TexturingMode) {
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header->fUseFragShaderOnly = true;
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SkASSERT(!optState.hasGeometryProcessor());
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} else {
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header->fColorInput = kAttribute_ColorInput;
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header->fUseFragShaderOnly = false;
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}
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bool covIsSolidWhite = !requiresCoverageAttrib && 0xffffffff == optState.getCoverageColor();
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bool defaultToUniformInputs = GrGpu::IsPathRenderingDrawType(drawType) ||
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GR_GL_NO_CONSTANT_ATTRIBUTES;
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if (!inputColorIsUsed) {
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header->fColorInput = kAllOnes_ColorInput;
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} else if (defaultToUniformInputs && !optState.hasColorVertexAttribute()) {
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header->fColorInput = kUniform_ColorInput;
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} else {
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header->fColorInput = kAttribute_ColorInput;
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SkASSERT(!header->fUseFragShaderOnly);
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}
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bool covIsSolidWhite = !optState.hasCoverageVertexAttribute() &&
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0xffffffff == optState.getCoverageColor();
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if (covIsSolidWhite || !inputCoverageIsUsed) {
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header->fCoverageInput = kAllOnes_ColorInput;
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} else if (defaultToUniformInputs && !requiresCoverageAttrib) {
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} else if (defaultToUniformInputs && !optState.hasCoverageVertexAttribute()) {
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header->fCoverageInput = kUniform_ColorInput;
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} else {
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header->fCoverageInput = kAttribute_ColorInput;
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header->fUseFragShaderOnly = false;
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SkASSERT(!header->fUseFragShaderOnly);
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}
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if (optState.readsDst()) {
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@ -324,7 +330,7 @@ bool GrGLProgramDesc::Build(const GrOptDrawState& optState,
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// For constant color and coverage we need an attribute with an index beyond those already set
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int availableAttributeIndex = optState.getVertexAttribCount();
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if (requiresColorAttrib) {
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if (optState.hasColorVertexAttribute()) {
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header->fColorAttributeIndex = optState.colorVertexAttributeIndex();
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} else if (GrGLProgramDesc::kAttribute_ColorInput == header->fColorInput) {
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SkASSERT(availableAttributeIndex < GrDrawState::kMaxVertexAttribCnt);
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@ -334,7 +340,7 @@ bool GrGLProgramDesc::Build(const GrOptDrawState& optState,
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header->fColorAttributeIndex = -1;
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}
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if (requiresCoverageAttrib) {
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if (optState.hasCoverageVertexAttribute()) {
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header->fCoverageAttributeIndex = optState.coverageVertexAttributeIndex();
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} else if (GrGLProgramDesc::kAttribute_ColorInput == header->fCoverageInput) {
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SkASSERT(availableAttributeIndex < GrDrawState::kMaxVertexAttribCnt);
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