Rename bool highp
to a non-reserved keyword.
We can't name our variables after GLSL keywords. This worked in the past because our optimizer was able to optimize away `highp`, as it is always constant. Change-Id: Idbd97cad4f10da72f610701c83b0736e96a06626 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/368419 Commit-Queue: John Stiles <johnstiles@google.com> Commit-Queue: Brian Osman <brianosman@google.com> Auto-Submit: John Stiles <johnstiles@google.com> Reviewed-by: Brian Osman <brianosman@google.com>
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@ -24,11 +24,11 @@
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in fragmentProcessor inputFP;
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in float4 rect;
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layout(key) bool highp = abs(rect.x) > 16000 || abs(rect.y) > 16000 ||
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layout(key) bool highPrecision = abs(rect.x) > 16000 || abs(rect.y) > 16000 ||
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abs(rect.z) > 16000 || abs(rect.w) > 16000;
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layout(when= highp) uniform float4 rectF;
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layout(when=!highp) uniform half4 rectH;
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layout(when= highPrecision) uniform float4 rectF;
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layout(when=!highPrecision) uniform half4 rectH;
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layout(key) in bool applyInvVM;
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layout(when=applyInvVM) in uniform float3x3 invVM;
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@ -193,7 +193,7 @@ half4 main() {
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// computations align the left edge of the integral texture with the inset rect's edge
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// extending outward 6 * sigma from the inset rect.
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half2 xy;
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@if (highp) {
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@if (highPrecision) {
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xy = max(half2(rectF.LT - pos), half2(pos - rectF.RB));
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} else {
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xy = max(half2(rectH.LT - pos), half2(pos - rectH.RB));
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@ -217,7 +217,7 @@ half4 main() {
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// Also, our rect uniform was pre-inset by 3 sigma from the actual rect being blurred,
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// also factored in.
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half4 rect;
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@if (highp) {
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@if (highPrecision) {
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rect.LT = half2(rectF.LT - pos);
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rect.RB = half2(pos - rectF.RB);
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} else {
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@ -234,7 +234,7 @@ half4 main() {
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@setData(pdman) {
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float r[] {rect.fLeft, rect.fTop, rect.fRight, rect.fBottom};
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pdman.set4fv(highp ? rectF : rectH, 1, r);
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pdman.set4fv(highPrecision ? rectF : rectH, 1, r);
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}
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@test(data) {
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@ -32,14 +32,14 @@ public:
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(void)invVM;
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auto isFast = _outer.isFast;
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(void)isFast;
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highp = ((abs(rect.left()) > 16000.0 || abs(rect.top()) > 16000.0) ||
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highPrecision = ((abs(rect.left()) > 16000.0 || abs(rect.top()) > 16000.0) ||
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abs(rect.right()) > 16000.0) ||
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abs(rect.bottom()) > 16000.0;
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if (highp) {
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if (highPrecision) {
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rectFVar = args.fUniformHandler->addUniform(&_outer, kFragment_GrShaderFlag,
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kFloat4_GrSLType, "rectF");
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}
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if (!highp) {
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if (!highPrecision) {
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rectHVar = args.fUniformHandler->addUniform(&_outer, kFragment_GrShaderFlag,
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kHalf4_GrSLType, "rectH");
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}
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@ -48,7 +48,7 @@ public:
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kFloat3x3_GrSLType, "invVM");
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}
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fragBuilder->codeAppendf(
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R"SkSL(/* key */ bool highp = %s;
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R"SkSL(/* key */ bool highPrecision = %s;
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half xCoverage;
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half yCoverage;
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@ -58,12 +58,12 @@ float2 pos = sk_FragCoord.xy;
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}
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@if (%s) {
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half2 xy;
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@if (highp) {
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@if (highPrecision) {
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xy = max(half2(%s.xy - pos), half2(pos - %s.zw));
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} else {
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xy = max(half2(float2(%s.xy) - pos), half2(pos - float2(%s.zw)));
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})SkSL",
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(highp ? "true" : "false"), (_outer.applyInvVM ? "true" : "false"),
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(highPrecision ? "true" : "false"), (_outer.applyInvVM ? "true" : "false"),
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invVMVar.isValid() ? args.fUniformHandler->getUniformCStr(invVMVar) : "float3x3(1)",
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(_outer.isFast ? "true" : "false"),
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rectFVar.isValid() ? args.fUniformHandler->getUniformCStr(rectFVar) : "float4(0)",
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@ -83,7 +83,7 @@ float2 pos = sk_FragCoord.xy;
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yCoverage = %s.w;
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} else {
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half4 rect;
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@if (highp) {
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@if (highPrecision) {
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rect.xy = half2(%s.xy - pos);
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rect.zw = half2(pos - %s.zw);
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} else {
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@ -144,9 +144,9 @@ private:
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(void)isFast;
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float r[]{rect.fLeft, rect.fTop, rect.fRight, rect.fBottom};
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pdman.set4fv(highp ? rectF : rectH, 1, r);
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pdman.set4fv(highPrecision ? rectF : rectH, 1, r);
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}
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bool highp = false;
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bool highPrecision = false;
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UniformHandle rectFVar;
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UniformHandle rectHVar;
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UniformHandle invVMVar;
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@ -156,10 +156,10 @@ GrGLSLFragmentProcessor* GrRectBlurEffect::onCreateGLSLInstance() const {
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}
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void GrRectBlurEffect::onGetGLSLProcessorKey(const GrShaderCaps& caps,
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GrProcessorKeyBuilder* b) const {
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bool highp = ((abs(rect.left()) > 16000.0 || abs(rect.top()) > 16000.0) ||
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bool highPrecision = ((abs(rect.left()) > 16000.0 || abs(rect.top()) > 16000.0) ||
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abs(rect.right()) > 16000.0) ||
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abs(rect.bottom()) > 16000.0;
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b->add32((uint32_t)highp);
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b->add32((uint32_t)highPrecision);
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b->add32((uint32_t)applyInvVM);
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b->add32((uint32_t)isFast);
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}
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