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Side by Side Diff: src/gpu/gl/GrGLCaps.cpp

Issue 1268953002: Make ANGLE perf decisions be runtime rather than compile time (Closed) Base URL: https://skia.googlesource.com/skia.git@fixrpspeed
Patch Set: Address comments Created 5 years, 4 months ago
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1 /* 1 /*
2 * Copyright 2012 Google Inc. 2 * Copyright 2012 Google Inc.
3 * 3 *
4 * Use of this source code is governed by a BSD-style license that can be 4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file. 5 * found in the LICENSE file.
6 */ 6 */
7 7
8 8
9 #include "GrGLCaps.h" 9 #include "GrGLCaps.h"
10 10
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43 fInstancedDrawingSupport = false; 43 fInstancedDrawingSupport = false;
44 fDirectStateAccessSupport = false; 44 fDirectStateAccessSupport = false;
45 fDebugSupport = false; 45 fDebugSupport = false;
46 fES2CompatibilitySupport = false; 46 fES2CompatibilitySupport = false;
47 fMultisampleDisableSupport = false; 47 fMultisampleDisableSupport = false;
48 fUseNonVBOVertexAndIndexDynamicData = false; 48 fUseNonVBOVertexAndIndexDynamicData = false;
49 fIsCoreProfile = false; 49 fIsCoreProfile = false;
50 fFullClearIsFree = false; 50 fFullClearIsFree = false;
51 fBindFragDataLocationSupport = false; 51 fBindFragDataLocationSupport = false;
52 fSRGBWriteControl = false; 52 fSRGBWriteControl = false;
53 fRGBA8888PixelsOpsAreSlow = false;
54 fPartialFBOReadIsSlow = false;
53 55
54 fReadPixelsSupportedCache.reset(); 56 fReadPixelsSupportedCache.reset();
55 57
56 fShaderCaps.reset(SkNEW_ARGS(GrGLSLCaps, (contextOptions))); 58 fShaderCaps.reset(SkNEW_ARGS(GrGLSLCaps, (contextOptions)));
57 59
58 this->init(contextOptions, ctxInfo, glInterface); 60 this->init(contextOptions, ctxInfo, glInterface);
59 } 61 }
60 62
61 void GrGLCaps::init(const GrContextOptions& contextOptions, 63 void GrGLCaps::init(const GrContextOptions& contextOptions,
62 const GrGLContextInfo& ctxInfo, 64 const GrGLContextInfo& ctxInfo,
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297 if (kGL_GrGLStandard == standard) { 299 if (kGL_GrGLStandard == standard) {
298 if (version >= GR_GL_VER(3, 0)) { 300 if (version >= GR_GL_VER(3, 0)) {
299 fBindFragDataLocationSupport = true; 301 fBindFragDataLocationSupport = true;
300 } 302 }
301 } else { 303 } else {
302 if (version >= GR_GL_VER(3, 0) && ctxInfo.hasExtension("GL_EXT_blend_fun c_extended")) { 304 if (version >= GR_GL_VER(3, 0) && ctxInfo.hasExtension("GL_EXT_blend_fun c_extended")) {
303 fBindFragDataLocationSupport = true; 305 fBindFragDataLocationSupport = true;
304 } 306 }
305 } 307 }
306 308
309 #ifdef SK_BUILD_FOR_WIN
310 // We're assuming that on Windows Chromium we're using ANGLE.
311 bool isANGLE = kANGLE_GrGLDriver == ctxInfo.driver() ||
312 kChromium_GrGLDriver == ctxInfo.driver();
313 // Angle has slow read/write pixel paths for 32bit RGBA (but fast for BGRA).
314 fRGBA8888PixelsOpsAreSlow = isANGLE;
315 // On DX9 ANGLE reading a partial FBO is slow. TODO: Check whether this is s till true and
316 // check DX11 ANGLE.
317 fPartialFBOReadIsSlow = isANGLE;
318 #endif
319
307 /************************************************************************** 320 /**************************************************************************
308 * GrShaderCaps fields 321 * GrShaderCaps fields
309 **************************************************************************/ 322 **************************************************************************/
310 323
311 glslCaps->fPathRenderingSupport = this->hasPathRenderingSupport(ctxInfo, gli ); 324 glslCaps->fPathRenderingSupport = this->hasPathRenderingSupport(ctxInfo, gli );
312 325
313 // For now these two are equivalent but we could have dst read in shader via some other method 326 // For now these two are equivalent but we could have dst read in shader via some other method
314 glslCaps->fDstReadInShaderSupport = glslCaps->fFBFetchSupport; 327 glslCaps->fDstReadInShaderSupport = glslCaps->fFBFetchSupport;
315 328
316 // Enable supported shader-related caps 329 // Enable supported shader-related caps
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1125 (fFragCoordsConventionSupport ? "YES": "NO")); 1138 (fFragCoordsConventionSupport ? "YES": "NO"));
1126 r.appendf("Vertex array object support: %s\n", (fVertexArrayObjectSupport ? "YES": "NO")); 1139 r.appendf("Vertex array object support: %s\n", (fVertexArrayObjectSupport ? "YES": "NO"));
1127 r.appendf("Instanced drawing support: %s\n", (fInstancedDrawingSupport ? "YE S": "NO")); 1140 r.appendf("Instanced drawing support: %s\n", (fInstancedDrawingSupport ? "YE S": "NO"));
1128 r.appendf("Direct state access support: %s\n", (fDirectStateAccessSupport ? "YES": "NO")); 1141 r.appendf("Direct state access support: %s\n", (fDirectStateAccessSupport ? "YES": "NO"));
1129 r.appendf("Debug support: %s\n", (fDebugSupport ? "YES": "NO")); 1142 r.appendf("Debug support: %s\n", (fDebugSupport ? "YES": "NO"));
1130 r.appendf("Multisample disable support: %s\n", (fMultisampleDisableSupport ? "YES" : "NO")); 1143 r.appendf("Multisample disable support: %s\n", (fMultisampleDisableSupport ? "YES" : "NO"));
1131 r.appendf("Use non-VBO for dynamic data: %s\n", 1144 r.appendf("Use non-VBO for dynamic data: %s\n",
1132 (fUseNonVBOVertexAndIndexDynamicData ? "YES" : "NO")); 1145 (fUseNonVBOVertexAndIndexDynamicData ? "YES" : "NO"));
1133 r.appendf("Full screen clear is free: %s\n", (fFullClearIsFree ? "YES" : "NO ")); 1146 r.appendf("Full screen clear is free: %s\n", (fFullClearIsFree ? "YES" : "NO "));
1134 r.appendf("SRGB write contol: %s\n", (fSRGBWriteControl ? "YES" : "NO")); 1147 r.appendf("SRGB write contol: %s\n", (fSRGBWriteControl ? "YES" : "NO"));
1148 r.appendf("RGBA 8888 pixel ops are slow: %s\n", (fRGBA8888PixelsOpsAreSlow? "YES" : "NO"));
1149 r.appendf("Partial FBO read is slow: %s\n", (fPartialFBOReadIsSlow? "YES" : "NO"));
1135 return r; 1150 return r;
1136 } 1151 }
1137 1152
1138 static GrGLenum precision_to_gl_float_type(GrSLPrecision p) { 1153 static GrGLenum precision_to_gl_float_type(GrSLPrecision p) {
1139 switch (p) { 1154 switch (p) {
1140 case kLow_GrSLPrecision: 1155 case kLow_GrSLPrecision:
1141 return GR_GL_LOW_FLOAT; 1156 return GR_GL_LOW_FLOAT;
1142 case kMedium_GrSLPrecision: 1157 case kMedium_GrSLPrecision:
1143 return GR_GL_MEDIUM_FLOAT; 1158 return GR_GL_MEDIUM_FLOAT;
1144 case kHigh_GrSLPrecision: 1159 case kHigh_GrSLPrecision:
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1215 for (int p = 0; p < kGrSLPrecisionCount; ++p) { 1230 for (int p = 0; p < kGrSLPrecisionCount; ++p) {
1216 glslCaps->fFloatPrecisions[kGeometry_GrShaderType][p] = 1231 glslCaps->fFloatPrecisions[kGeometry_GrShaderType][p] =
1217 glslCaps->fFloatPrecisions[kVerte x_GrShaderType][p]; 1232 glslCaps->fFloatPrecisions[kVerte x_GrShaderType][p];
1218 } 1233 }
1219 } 1234 }
1220 } 1235 }
1221 1236
1222 1237
1223 1238
1224 1239
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