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Side by Side Diff: src/gpu/glsl/GrGLSLVertexShaderBuilder.cpp

Issue 1500393002: Always use high precision on NDS transform (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Created 5 years ago
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1 /* 1 /*
2 * Copyright 2014 Google Inc. 2 * Copyright 2014 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 #include "GrGLSLVertexShaderBuilder.h" 8 #include "GrGLSLVertexShaderBuilder.h"
9 #include "glsl/GrGLSLProgramBuilder.h" 9 #include "glsl/GrGLSLProgramBuilder.h"
10 #include "glsl/GrGLSLUniformHandler.h" 10 #include "glsl/GrGLSLUniformHandler.h"
11 #include "glsl/GrGLSLVarying.h" 11 #include "glsl/GrGLSLVarying.h"
12 12
13 GrGLSLVertexBuilder::GrGLSLVertexBuilder(GrGLSLProgramBuilder* program) 13 GrGLSLVertexBuilder::GrGLSLVertexBuilder(GrGLSLProgramBuilder* program)
14 : INHERITED(program) 14 : INHERITED(program)
15 , fRtAdjustName(nullptr) { 15 , fRtAdjustName(nullptr) {
16 } 16 }
17 17
18 void GrGLSLVertexBuilder::transformToNormalizedDeviceSpace(const GrShaderVar& po sVar) { 18 void GrGLSLVertexBuilder::transformToNormalizedDeviceSpace(const GrShaderVar& po sVar) {
19 SkASSERT(!fRtAdjustName); 19 SkASSERT(!fRtAdjustName);
20 20
21 GrSLPrecision precision = kDefault_GrSLPrecision;
22 if (fProgramBuilder->glslCaps()->forceHighPrecisionNDSTransform()) {
23 precision = kHigh_GrSLPrecision;
24 }
25
26 // setup RT Uniform 21 // setup RT Uniform
27 fProgramBuilder->addRTAdjustmentUniform(precision, 22 fProgramBuilder->addRTAdjustmentUniform(kHigh_GrSLPrecision,
28 fProgramBuilder->rtAdjustment(), 23 fProgramBuilder->rtAdjustment(),
29 &fRtAdjustName); 24 &fRtAdjustName);
30 if (this->getProgramBuilder()->desc().header().fSnapVerticesToPixelCenters) { 25 if (this->getProgramBuilder()->desc().header().fSnapVerticesToPixelCenters) {
31 if (kVec3f_GrSLType == posVar.getType()) { 26 if (kVec3f_GrSLType == posVar.getType()) {
32 const char* p = posVar.c_str(); 27 const char* p = posVar.c_str();
33 this->codeAppendf("{vec2 _posTmp = vec2(%s.x/%s.z, %s.y/%s.z);", p, p, p, p); 28 this->codeAppendf("{vec2 _posTmp = vec2(%s.x/%s.z, %s.y/%s.z);", p, p, p, p);
34 } else { 29 } else {
35 SkASSERT(kVec2f_GrSLType == posVar.getType()); 30 SkASSERT(kVec2f_GrSLType == posVar.getType());
36 this->codeAppendf("{vec2 _posTmp = %s;", posVar.c_str()); 31 this->codeAppendf("{vec2 _posTmp = %s;", posVar.c_str());
37 } 32 }
(...skipping 14 matching lines...) Expand all
52 } 47 }
53 // We could have the GrGeometryProcessor do this, but its just easier to hav e it performed 48 // We could have the GrGeometryProcessor do this, but its just easier to hav e it performed
54 // here. If we ever need to set variable pointsize, then we can reinvestigat e 49 // here. If we ever need to set variable pointsize, then we can reinvestigat e
55 this->codeAppend("gl_PointSize = 1.0;"); 50 this->codeAppend("gl_PointSize = 1.0;");
56 } 51 }
57 52
58 void GrGLSLVertexBuilder::onFinalize() { 53 void GrGLSLVertexBuilder::onFinalize() {
59 fProgramBuilder->varyingHandler()->getVertexDecls(&this->inputs(), &this->ou tputs()); 54 fProgramBuilder->varyingHandler()->getVertexDecls(&this->inputs(), &this->ou tputs());
60 } 55 }
61 56
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