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Issue 14705008: cc: Cache highp_threshold in TexCoordPrecisionRequired (Closed) Base URL: http://git.chromium.org/chromium/src.git@master
Patch Set: Use local cache rather than global cache to avoid thread hazards. Created 7 years, 7 months ago
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1 // Copyright 2011 The Chromium Authors. All rights reserved. 1 // Copyright 2011 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be 2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file. 3 // found in the LICENSE file.
4 4
5 #include "cc/output/shader.h" 5 #include "cc/output/shader.h"
6 6
7 #include <algorithm> 7 #include <algorithm>
8 8
9 #include "base/basictypes.h" 9 #include "base/basictypes.h"
10 #include "base/logging.h" 10 #include "base/logging.h"
(...skipping 61 matching lines...) Expand 10 before | Expand all | Expand 10 after
72 static std::string SetVertexTexCoordPrecision(const char* shader_string) { 72 static std::string SetVertexTexCoordPrecision(const char* shader_string) {
73 // We unconditionally use highp in the vertex shader since 73 // We unconditionally use highp in the vertex shader since
74 // we are unlikely to be vertex shader bound when drawing large quads. 74 // we are unlikely to be vertex shader bound when drawing large quads.
75 // Also, some vertex shaders mutate the texture coordinate in such a 75 // Also, some vertex shaders mutate the texture coordinate in such a
76 // way that the effective precision might be lower than expected. 76 // way that the effective precision might be lower than expected.
77 return "#define TexCoordPrecision highp\n" + 77 return "#define TexCoordPrecision highp\n" +
78 std::string(shader_string); 78 std::string(shader_string);
79 } 79 }
80 80
81 TexCoordPrecision TexCoordPrecisionRequired(WebGraphicsContext3D* context, 81 TexCoordPrecision TexCoordPrecisionRequired(WebGraphicsContext3D* context,
82 int *highp_threshold_cache,
82 int highp_threshold_min, 83 int highp_threshold_min,
83 int x, int y) { 84 int x, int y) {
84 // Initialize range and precision with minimum spec values for when 85 if (*highp_threshold_cache == 0) {
vangelis 2013/05/03 22:08:33 I think you'll need to add: || *highp_threashold_
85 // GetShaderPrecisionFormat is a test stub. 86 // Initialize range and precision with minimum spec values for when
86 // TODO(brianderson): Implement better stubs of GetShaderPrecisionFormat 87 // GetShaderPrecisionFormat is a test stub.
87 // everywhere. 88 // TODO(brianderson): Implement better stubs of GetShaderPrecisionFormat
88 GLint range[2] = { 14, 14 }; 89 // everywhere.
89 GLint precision = 10; 90 static GLint range[2] = { 14, 14 };
90 GLC(context, context->getShaderPrecisionFormat(GL_FRAGMENT_SHADER, 91 static GLint precision = 10;
vangelis 2013/05/03 22:08:33 Do these need to be static?
91 GL_MEDIUM_FLOAT, 92 GLC(context, context->getShaderPrecisionFormat(GL_FRAGMENT_SHADER,
92 range, &precision)); 93 GL_MEDIUM_FLOAT,
93 int highp_threshold = std::max(1 << precision, highp_threshold_min); 94 range, &precision));
94 if (x > highp_threshold || y > highp_threshold) 95 *highp_threshold_cache = std::max(1 << precision, highp_threshold_min);
96 }
97
98 if (x > *highp_threshold_cache || y > *highp_threshold_cache)
95 return TexCoordPrecisionHigh; 99 return TexCoordPrecisionHigh;
96 return TexCoordPrecisionMedium; 100 return TexCoordPrecisionMedium;
97 } 101 }
98 102
99 } // namespace 103 } // namespace
100 104
101 TexCoordPrecision TexCoordPrecisionRequired(WebGraphicsContext3D* context, 105 TexCoordPrecision TexCoordPrecisionRequired(WebGraphicsContext3D* context,
106 int *highp_threshold_cache,
102 int highp_threshold_min, 107 int highp_threshold_min,
103 gfx::Point max_coordinate) { 108 gfx::Point max_coordinate) {
104 return TexCoordPrecisionRequired(context, highp_threshold_min, 109 return TexCoordPrecisionRequired(context,
110 highp_threshold_cache, highp_threshold_min,
105 max_coordinate.x(), max_coordinate.y()); 111 max_coordinate.x(), max_coordinate.y());
106 } 112 }
107 113
108 TexCoordPrecision TexCoordPrecisionRequired(WebGraphicsContext3D* context, 114 TexCoordPrecision TexCoordPrecisionRequired(WebGraphicsContext3D* context,
115 int *highp_threshold_cache,
109 int highp_threshold_min, 116 int highp_threshold_min,
110 gfx::Size max_size) { 117 gfx::Size max_size) {
111 return TexCoordPrecisionRequired(context, highp_threshold_min, 118 return TexCoordPrecisionRequired(context,
119 highp_threshold_cache, highp_threshold_min,
112 max_size.width(), max_size.height()); 120 max_size.width(), max_size.height());
113 } 121 }
114 122
115 VertexShaderPosTex::VertexShaderPosTex() 123 VertexShaderPosTex::VertexShaderPosTex()
116 : matrix_location_(-1) {} 124 : matrix_location_(-1) {}
117 125
118 void VertexShaderPosTex::Init(WebGraphicsContext3D* context, 126 void VertexShaderPosTex::Init(WebGraphicsContext3D* context,
119 unsigned program, 127 unsigned program,
120 bool using_bind_uniform, 128 bool using_bind_uniform,
121 int* base_uniform_index) { 129 int* base_uniform_index) {
(...skipping 1307 matching lines...) Expand 10 before | Expand all | Expand 10 after
1429 vec2 texCoord = 1437 vec2 texCoord =
1430 clamp(v_texCoord, 0.0, 1.0) * texTransform.zw + texTransform.xy; 1438 clamp(v_texCoord, 0.0, 1.0) * texTransform.zw + texTransform.xy;
1431 vec2 coord = mod(floor(texCoord * frequency * 2.0), 2.0); 1439 vec2 coord = mod(floor(texCoord * frequency * 2.0), 2.0);
1432 float picker = abs(coord.x - coord.y); 1440 float picker = abs(coord.x - coord.y);
1433 gl_FragColor = mix(color1, color2, picker) * alpha; 1441 gl_FragColor = mix(color1, color2, picker) * alpha;
1434 } 1442 }
1435 ); // NOLINT(whitespace/parens) 1443 ); // NOLINT(whitespace/parens)
1436 } 1444 }
1437 1445
1438 } // namespace cc 1446 } // namespace cc
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