diff --git a/src/gpu/effects/GrRectBlurEffect.fp b/src/gpu/effects/GrRectBlurEffect.fp index bec574c75a..8111c77f8f 100644 --- a/src/gpu/effects/GrRectBlurEffect.fp +++ b/src/gpu/effects/GrRectBlurEffect.fp @@ -24,11 +24,11 @@ in fragmentProcessor inputFP; in float4 rect; -layout(key) bool highp = abs(rect.x) > 16000 || abs(rect.y) > 16000 || - abs(rect.z) > 16000 || abs(rect.w) > 16000; +layout(key) bool highPrecision = abs(rect.x) > 16000 || abs(rect.y) > 16000 || + abs(rect.z) > 16000 || abs(rect.w) > 16000; -layout(when= highp) uniform float4 rectF; -layout(when=!highp) uniform half4 rectH; +layout(when= highPrecision) uniform float4 rectF; +layout(when=!highPrecision) uniform half4 rectH; layout(key) in bool applyInvVM; layout(when=applyInvVM) in uniform float3x3 invVM; @@ -193,7 +193,7 @@ half4 main() { // computations align the left edge of the integral texture with the inset rect's edge // extending outward 6 * sigma from the inset rect. half2 xy; - @if (highp) { + @if (highPrecision) { xy = max(half2(rectF.LT - pos), half2(pos - rectF.RB)); } else { xy = max(half2(rectH.LT - pos), half2(pos - rectH.RB)); @@ -217,7 +217,7 @@ half4 main() { // Also, our rect uniform was pre-inset by 3 sigma from the actual rect being blurred, // also factored in. half4 rect; - @if (highp) { + @if (highPrecision) { rect.LT = half2(rectF.LT - pos); rect.RB = half2(pos - rectF.RB); } else { @@ -234,7 +234,7 @@ half4 main() { @setData(pdman) { float r[] {rect.fLeft, rect.fTop, rect.fRight, rect.fBottom}; - pdman.set4fv(highp ? rectF : rectH, 1, r); + pdman.set4fv(highPrecision ? rectF : rectH, 1, r); } @test(data) { diff --git a/src/gpu/effects/generated/GrRectBlurEffect.cpp b/src/gpu/effects/generated/GrRectBlurEffect.cpp index 1d7d4cef61..31bf19b4be 100644 --- a/src/gpu/effects/generated/GrRectBlurEffect.cpp +++ b/src/gpu/effects/generated/GrRectBlurEffect.cpp @@ -32,14 +32,14 @@ public: (void)invVM; auto isFast = _outer.isFast; (void)isFast; - highp = ((abs(rect.left()) > 16000.0 || abs(rect.top()) > 16000.0) || - abs(rect.right()) > 16000.0) || - abs(rect.bottom()) > 16000.0; - if (highp) { + highPrecision = ((abs(rect.left()) > 16000.0 || abs(rect.top()) > 16000.0) || + abs(rect.right()) > 16000.0) || + abs(rect.bottom()) > 16000.0; + if (highPrecision) { rectFVar = args.fUniformHandler->addUniform(&_outer, kFragment_GrShaderFlag, kFloat4_GrSLType, "rectF"); } - if (!highp) { + if (!highPrecision) { rectHVar = args.fUniformHandler->addUniform(&_outer, kFragment_GrShaderFlag, kHalf4_GrSLType, "rectH"); } @@ -48,7 +48,7 @@ public: kFloat3x3_GrSLType, "invVM"); } fragBuilder->codeAppendf( - R"SkSL(/* key */ bool highp = %s; + R"SkSL(/* key */ bool highPrecision = %s; half xCoverage; half yCoverage; @@ -58,12 +58,12 @@ float2 pos = sk_FragCoord.xy; } @if (%s) { half2 xy; - @if (highp) { + @if (highPrecision) { xy = max(half2(%s.xy - pos), half2(pos - %s.zw)); } else { xy = max(half2(float2(%s.xy) - pos), half2(pos - float2(%s.zw))); })SkSL", - (highp ? "true" : "false"), (_outer.applyInvVM ? "true" : "false"), + (highPrecision ? "true" : "false"), (_outer.applyInvVM ? "true" : "false"), invVMVar.isValid() ? args.fUniformHandler->getUniformCStr(invVMVar) : "float3x3(1)", (_outer.isFast ? "true" : "false"), rectFVar.isValid() ? args.fUniformHandler->getUniformCStr(rectFVar) : "float4(0)", @@ -83,7 +83,7 @@ float2 pos = sk_FragCoord.xy; yCoverage = %s.w; } else { half4 rect; - @if (highp) { + @if (highPrecision) { rect.xy = half2(%s.xy - pos); rect.zw = half2(pos - %s.zw); } else { @@ -144,9 +144,9 @@ private: (void)isFast; float r[]{rect.fLeft, rect.fTop, rect.fRight, rect.fBottom}; - pdman.set4fv(highp ? rectF : rectH, 1, r); + pdman.set4fv(highPrecision ? rectF : rectH, 1, r); } - bool highp = false; + bool highPrecision = false; UniformHandle rectFVar; UniformHandle rectHVar; UniformHandle invVMVar; @@ -156,10 +156,10 @@ GrGLSLFragmentProcessor* GrRectBlurEffect::onCreateGLSLInstance() const { } void GrRectBlurEffect::onGetGLSLProcessorKey(const GrShaderCaps& caps, GrProcessorKeyBuilder* b) const { - bool highp = ((abs(rect.left()) > 16000.0 || abs(rect.top()) > 16000.0) || - abs(rect.right()) > 16000.0) || - abs(rect.bottom()) > 16000.0; - b->add32((uint32_t)highp); + bool highPrecision = ((abs(rect.left()) > 16000.0 || abs(rect.top()) > 16000.0) || + abs(rect.right()) > 16000.0) || + abs(rect.bottom()) > 16000.0; + b->add32((uint32_t)highPrecision); b->add32((uint32_t)applyInvVM); b->add32((uint32_t)isFast); }