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| 1 // Copyright (c) 2012 The Chromium Authors. All rights reserved. | 1 // Copyright (c) 2012 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 "gpu/command_buffer/service/gles2_cmd_decoder.h" | 5 #include "gpu/command_buffer/service/gles2_cmd_decoder.h" |
| 6 | 6 |
| 7 #include <stdio.h> | 7 #include <stdio.h> |
| 8 | 8 |
| 9 #include <algorithm> | 9 #include <algorithm> |
| 10 #include <list> | 10 #include <list> |
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| 113 if (gfx::GetGLImplementation() == gfx::kGLImplementationEGLGLES2 && | 113 if (gfx::GetGLImplementation() == gfx::kGLImplementationEGLGLES2 && |
| 114 gfx::g_driver_gl.fn.glGetShaderPrecisionFormatFn) { | 114 gfx::g_driver_gl.fn.glGetShaderPrecisionFormatFn) { |
| 115 // This function is sometimes defined even though it's really just | 115 // This function is sometimes defined even though it's really just |
| 116 // a stub, so we need to set range and precision as if it weren't | 116 // a stub, so we need to set range and precision as if it weren't |
| 117 // defined before calling it. | 117 // defined before calling it. |
| 118 // On Mac OS with some GPUs, calling this generates a | 118 // On Mac OS with some GPUs, calling this generates a |
| 119 // GL_INVALID_OPERATION error. Avoid calling it on non-GLES2 | 119 // GL_INVALID_OPERATION error. Avoid calling it on non-GLES2 |
| 120 // platforms. | 120 // platforms. |
| 121 glGetShaderPrecisionFormat(shader_type, precision_type, | 121 glGetShaderPrecisionFormat(shader_type, precision_type, |
| 122 range, precision); | 122 range, precision); |
| 123 | |
| 124 // Some drivers have bugs where they report the ranges as a negative number. | |
| 125 // Taking the absolute value here shouldn't hurt because negative numbers | |
| 126 // aren't expected anyway. | |
| 127 range[0] = abs(range[0]); | |
| 128 range[1] = abs(range[1]); | |
| 129 | |
| 130 // If the driver reports a precision for highp float that isn't actually | |
| 131 // highp, don't pretend like it's supported because shader compilation will | |
| 132 // fail anyway. | |
| 133 if (precision_type == GL_HIGH_FLOAT && | |
| 134 (range[0] < 62 || range[1] < 62 || *precision < 16)) { | |
|
Ken Russell (switch to Gerrit)
2013/06/11 20:01:27
Can the duplicate logic here and in GLES2DecoderIm
brianderson
2013/06/11 23:35:46
Done.
| |
| 135 range[0] = 0; | |
| 136 range[1] = 0; | |
| 137 *precision = 0; | |
| 138 } | |
| 123 } | 139 } |
| 124 } | 140 } |
| 125 | 141 |
| 126 } // namespace | 142 } // namespace |
| 127 | 143 |
| 128 class GLES2DecoderImpl; | 144 class GLES2DecoderImpl; |
| 129 | 145 |
| 130 // Local versions of the SET_GL_ERROR macros | 146 // Local versions of the SET_GL_ERROR macros |
| 131 #define LOCAL_SET_GL_ERROR(error, function_name, msg) \ | 147 #define LOCAL_SET_GL_ERROR(error, function_name, msg) \ |
| 132 ERRORSTATE_SET_GL_ERROR(state_.GetErrorState(), error, function_name, msg) | 148 ERRORSTATE_SET_GL_ERROR(state_.GetErrorState(), error, function_name, msg) |
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| 2500 group_->max_vertex_texture_image_units(); | 2516 group_->max_vertex_texture_image_units(); |
| 2501 resources.MaxCombinedTextureImageUnits = group_->max_texture_units(); | 2517 resources.MaxCombinedTextureImageUnits = group_->max_texture_units(); |
| 2502 resources.MaxTextureImageUnits = group_->max_texture_image_units(); | 2518 resources.MaxTextureImageUnits = group_->max_texture_image_units(); |
| 2503 resources.MaxFragmentUniformVectors = | 2519 resources.MaxFragmentUniformVectors = |
| 2504 group_->max_fragment_uniform_vectors(); | 2520 group_->max_fragment_uniform_vectors(); |
| 2505 resources.MaxDrawBuffers = group_->max_draw_buffers(); | 2521 resources.MaxDrawBuffers = group_->max_draw_buffers(); |
| 2506 resources.MaxExpressionComplexity = 256; | 2522 resources.MaxExpressionComplexity = 256; |
| 2507 resources.MaxCallStackDepth = 256; | 2523 resources.MaxCallStackDepth = 256; |
| 2508 | 2524 |
| 2509 #if (ANGLE_SH_VERSION >= 110) | 2525 #if (ANGLE_SH_VERSION >= 110) |
| 2510 GLint range[2] = { 0, 0 }; | 2526 GLint range[2] = { 0, 0 }; |
|
greggman
2013/06/11 21:58:50
What kbr said, should this code have the same work
brianderson
2013/06/11 23:35:46
The workaround is in GetShaderPrecisionFormatImpl
| |
| 2511 GLint precision = 0; | 2527 GLint precision = 0; |
| 2512 GetShaderPrecisionFormatImpl(GL_FRAGMENT_SHADER, GL_HIGH_FLOAT, | 2528 GetShaderPrecisionFormatImpl(GL_FRAGMENT_SHADER, GL_HIGH_FLOAT, |
| 2513 range, &precision); | 2529 range, &precision); |
| 2514 resources.FragmentPrecisionHigh = ((range[0] >= 62) && | 2530 resources.FragmentPrecisionHigh = ((range[0] >= 62) && |
| 2515 (range[1] >= 62) && | 2531 (range[1] >= 62) && |
| 2516 (precision >= 16)); | 2532 (precision >= 16)); |
| 2517 #endif | 2533 #endif |
| 2518 | 2534 |
| 2519 if (force_webgl_glsl_validation_) { | 2535 if (force_webgl_glsl_validation_) { |
| 2520 resources.OES_standard_derivatives = derivatives_explicitly_enabled_; | 2536 resources.OES_standard_derivatives = derivatives_explicitly_enabled_; |
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| 10320 return error::kNoError; | 10336 return error::kNoError; |
| 10321 } | 10337 } |
| 10322 | 10338 |
| 10323 // Include the auto-generated part of this file. We split this because it means | 10339 // Include the auto-generated part of this file. We split this because it means |
| 10324 // we can easily edit the non-auto generated parts right here in this file | 10340 // we can easily edit the non-auto generated parts right here in this file |
| 10325 // instead of having to edit some template or the code generator. | 10341 // instead of having to edit some template or the code generator. |
| 10326 #include "gpu/command_buffer/service/gles2_cmd_decoder_autogen.h" | 10342 #include "gpu/command_buffer/service/gles2_cmd_decoder_autogen.h" |
| 10327 | 10343 |
| 10328 } // namespace gles2 | 10344 } // namespace gles2 |
| 10329 } // namespace gpu | 10345 } // namespace gpu |
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