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Unified Diff: src/gpu/glsl/GrGLSLVarying.cpp

Issue 1673093002: Use noperspective interpolation for 2D draws (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: formatting Created 4 years, 10 months ago
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Index: src/gpu/glsl/GrGLSLVarying.cpp
diff --git a/src/gpu/glsl/GrGLSLVarying.cpp b/src/gpu/glsl/GrGLSLVarying.cpp
index 279dd5937e92a911b67891012a93cde96895b4f3..0e98c37013e479d5b2db94450db51a91d54219ff 100644
--- a/src/gpu/glsl/GrGLSLVarying.cpp
+++ b/src/gpu/glsl/GrGLSLVarying.cpp
@@ -9,11 +9,47 @@
#include "glsl/GrGLSLProgramBuilder.h"
+void GrGLSLVaryingHandler::setNoPerspective() {
+ const GrGLSLCaps& caps = *fProgramBuilder->glslCaps();
+ if (!caps.noperspectiveInterpolationSupport()) {
+ return;
+ }
+ if (fNoPerspective) {
+ return; // This method has already been called previously.
+ }
+ if (const char* extension = caps.noperspectiveInterpolationExtensionString()) {
+ int bit = 1 << GrGLSLFragmentShaderBuilder::kNoPerspectiveInterpolation_GLSLPrivateFeature;
+ fProgramBuilder->fVS.addFeature(bit, extension);
+ fProgramBuilder->fGS.addFeature(bit, extension);
+ fProgramBuilder->fFS.addFeature(bit, extension);
+ }
+ for (int i = 0; i < fVaryingShaderVars.count(); ++i) {
+ if (!fVaryingShaderVars[i].fIsFlat) {
+ fVaryingShaderVars[i].addModifier("noperspective");
egdaniel 2016/02/10 14:23:44 I recently added a finalize method to GrGLSLVaryin
Chris Dalton 2016/02/10 15:29:30 Ok that sounds great. onFinalize does sound like a
+ }
+ }
+ fNoPerspective = true;
+}
+
void GrGLSLVaryingHandler::addPassThroughAttribute(const GrGeometryProcessor::Attribute* input,
- const char* output) {
+ const char* output, GrSLPrecision precision) {
GrSLType type = GrVertexAttribTypeToSLType(input->fType);
GrGLSLVertToFrag v(type);
- this->addVarying(input->fName, &v);
+ this->addVarying(input->fName, &v, precision);
+ this->writePassThroughAttribute(input, output, v);
+}
+
+void GrGLSLVaryingHandler::addFlatPassThroughAttribute(const GrGeometryProcessor::Attribute* input,
+ const char* output,
+ GrSLPrecision precision) {
+ GrSLType type = GrVertexAttribTypeToSLType(input->fType);
+ GrGLSLVertToFrag v(type);
+ this->addFlatVarying(input->fName, &v, precision);
+ this->writePassThroughAttribute(input, output, v);
+}
+
+void GrGLSLVaryingHandler::writePassThroughAttribute(const GrGeometryProcessor::Attribute* input,
+ const char* output, const GrGLSLVarying& v) {
fProgramBuilder->fVS.codeAppendf("%s = %s;", v.vsOut(), input->fName);
if (fProgramBuilder->primitiveProcessor().willUseGeoShader()) {
@@ -23,64 +59,55 @@ void GrGLSLVaryingHandler::addPassThroughAttribute(const GrGeometryProcessor::At
fProgramBuilder->fFS.codeAppendf("%s = %s;", output, v.fsIn());
}
-void GrGLSLVaryingHandler::addVarying(const char* name,
- GrGLSLVarying* varying,
- GrSLPrecision precision) {
+void GrGLSLVaryingHandler::internalAddVarying(const char* name,
+ GrGLSLVarying* varying,
+ GrSLPrecision precision,
+ bool flat) {
SkASSERT(varying);
+ VaryingShaderVars& v = fVaryingShaderVars.push_back();
+
if (varying->vsVarying()) {
- this->addVertexVarying(name, precision, varying);
- }
- if (fProgramBuilder->primitiveProcessor().willUseGeoShader()) {
- this->addGeomVarying(name, precision, varying);
+ v.fVertexOutput.setType(varying->fType);
+ v.fVertexOutput.setTypeModifier(GrGLSLShaderVar::kVaryingOut_TypeModifier);
+ v.fVertexOutput.setPrecision(precision);
+ fProgramBuilder->nameVariable(v.fVertexOutput.accessName(), 'v', name);
+ varying->fVsOut = v.fVertexOutput.getName().c_str();
+
+ if (fProgramBuilder->primitiveProcessor().willUseGeoShader()) {
+ v.fGeomInput.setType(varying->fType);
+ v.fGeomInput.setTypeModifier(GrGLSLShaderVar::kVaryingIn_TypeModifier);
+ v.fGeomInput.setPrecision(precision);
+ v.fGeomInput.setUnsizedArray();
+ *v.fGeomInput.accessName() = varying->fVsOut;
+ varying->fGsIn = varying->fVsOut;
+ }
}
+
if (varying->fsVarying()) {
- this->addFragVarying(precision, varying);
- }
-}
+ if (fProgramBuilder->primitiveProcessor().willUseGeoShader()) {
+ v.fGeomOutput.setType(varying->fType);
+ v.fGeomOutput.setTypeModifier(GrGLSLShaderVar::kVaryingOut_TypeModifier);
+ v.fGeomOutput.setPrecision(precision);
+ fProgramBuilder->nameVariable(v.fGeomOutput.accessName(), 'g', name);
+ varying->fFsIn = varying->fGsOut = v.fGeomOutput.getName().c_str();
+ } else {
+ varying->fFsIn = varying->fVsOut;
+ }
-void GrGLSLVaryingHandler::addVertexVarying(const char* name,
- GrSLPrecision precision,
- GrGLSLVarying* v) {
- fVertexOutputs.push_back();
- fVertexOutputs.back().setType(v->fType);
- fVertexOutputs.back().setTypeModifier(GrGLSLShaderVar::kVaryingOut_TypeModifier);
- fVertexOutputs.back().setPrecision(precision);
- fProgramBuilder->nameVariable(fVertexOutputs.back().accessName(), 'v', name);
- v->fVsOut = fVertexOutputs.back().getName().c_str();
-}
-void GrGLSLVaryingHandler::addGeomVarying(const char* name,
- GrSLPrecision precision,
- GrGLSLVarying* v) {
- // if we have a GS take each varying in as an array
- // and output as non-array.
- if (v->vsVarying()) {
- fGeomInputs.push_back();
- fGeomInputs.back().setType(v->fType);
- fGeomInputs.back().setTypeModifier(GrGLSLShaderVar::kVaryingIn_TypeModifier);
- fGeomInputs.back().setPrecision(precision);
- fGeomInputs.back().setUnsizedArray();
- *fGeomInputs.back().accessName() = v->fVsOut;
- v->fGsIn = v->fVsOut;
+ v.fFragInput.set(varying->fType,
+ GrGLSLShaderVar::kVaryingIn_TypeModifier,
+ varying->fFsIn,
+ precision);
}
- if (v->fsVarying()) {
- fGeomOutputs.push_back();
- fGeomOutputs.back().setType(v->fType);
- fGeomOutputs.back().setTypeModifier(GrGLSLShaderVar::kVaryingOut_TypeModifier);
- fGeomOutputs.back().setPrecision(precision);
- fProgramBuilder->nameVariable(fGeomOutputs.back().accessName(), 'g', name);
- v->fGsOut = fGeomOutputs.back().getName().c_str();
+ v.fIsFlat = flat;
+ if (v.fIsFlat) {
+ v.addModifier("flat");
+ } else if (fNoPerspective) {
+ v.addModifier("noperspective");
}
}
-void GrGLSLVaryingHandler::addFragVarying(GrSLPrecision precision, GrGLSLVarying* v) {
- v->fFsIn = v->fGsOut ? v->fGsOut : v->fVsOut;
- fFragInputs.push_back().set(v->fType,
- GrGLSLShaderVar::kVaryingIn_TypeModifier,
- v->fFsIn,
- precision);
-}
-
void GrGLSLVaryingHandler::emitAttributes(const GrGeometryProcessor& gp) {
int vaCount = gp.numAttribs();
for (int i = 0; i < vaCount; i++) {
@@ -105,7 +132,7 @@ void GrGLSLVaryingHandler::addAttribute(const GrShaderVar& var) {
fVertexInputs.push_back(var);
}
-void GrGLSLVaryingHandler::appendDecls(const VarArray& vars, SkString* out) const {
+void GrGLSLVaryingHandler::appendDecls(const ShaderVarList& vars, SkString* out) const {
for (int i = 0; i < vars.count(); ++i) {
vars[i].appendDecl(fProgramBuilder->glslCaps(), out);
out->append(";");
@@ -114,19 +141,29 @@ void GrGLSLVaryingHandler::appendDecls(const VarArray& vars, SkString* out) cons
void GrGLSLVaryingHandler::getVertexDecls(SkString* inputDecls, SkString* outputDecls) const {
this->appendDecls(fVertexInputs, inputDecls);
- this->appendDecls(fVertexOutputs, outputDecls);
+ for (int i = 0; i < fVaryingShaderVars.count(); ++i) {
+ fVaryingShaderVars[i].fVertexOutput.appendDecl(fProgramBuilder->glslCaps(), outputDecls);
+ outputDecls->append(";");
+ }
}
void GrGLSLVaryingHandler::getGeomDecls(SkString* inputDecls, SkString* outputDecls) const {
- this->appendDecls(fGeomInputs, inputDecls);
- this->appendDecls(fGeomOutputs, outputDecls);
+ for (int i = 0; i < fVaryingShaderVars.count(); ++i) {
+ fVaryingShaderVars[i].fGeomInput.appendDecl(fProgramBuilder->glslCaps(), outputDecls);
+ outputDecls->append(";");
+ fVaryingShaderVars[i].fGeomOutput.appendDecl(fProgramBuilder->glslCaps(), outputDecls);
+ outputDecls->append(";");
+ }
}
void GrGLSLVaryingHandler::getFragDecls(SkString* inputDecls, SkString* outputDecls) const {
// We should not have any outputs in the fragment shader when using version 1.10
SkASSERT(k110_GrGLSLGeneration != fProgramBuilder->glslCaps()->generation() ||
fFragOutputs.empty());
- this->appendDecls(fFragInputs, inputDecls);
+ for (int i = 0; i < fVaryingShaderVars.count(); ++i) {
+ fVaryingShaderVars[i].fFragInput.appendDecl(fProgramBuilder->glslCaps(), outputDecls);
+ outputDecls->append(";");
+ }
this->appendDecls(fFragOutputs, outputDecls);
}
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