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Side by Side Diff: src/gpu/effects/GrDistanceFieldTextureEffect.cpp

Issue 951003002: Use highp for distance field texture coord varyings. (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Add highp to other DF shaders Created 5 years, 10 months ago
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1 /* 1 /*
2 * Copyright 2013 Google Inc. 2 * Copyright 2013 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 "GrDistanceFieldTextureEffect.h" 8 #include "GrDistanceFieldTextureEffect.h"
9 #include "GrFontAtlasSizes.h" 9 #include "GrFontAtlasSizes.h"
10 #include "GrInvariantOutput.h" 10 #include "GrInvariantOutput.h"
(...skipping 32 matching lines...) Expand 10 before | Expand all | Expand 10 after
43 GrGLGPFragmentBuilder* fsBuilder = args.fPB->getFragmentShaderBuilder(); 43 GrGLGPFragmentBuilder* fsBuilder = args.fPB->getFragmentShaderBuilder();
44 SkAssertResult(fsBuilder->enableFeature( 44 SkAssertResult(fsBuilder->enableFeature(
45 GrGLFragmentShaderBuilder::kStandardDerivatives_GLSLFeature)); 45 GrGLFragmentShaderBuilder::kStandardDerivatives_GLSLFeature));
46 46
47 GrGLVertexBuilder* vsBuilder = args.fPB->getVertexShaderBuilder(); 47 GrGLVertexBuilder* vsBuilder = args.fPB->getVertexShaderBuilder();
48 48
49 // emit attributes 49 // emit attributes
50 vsBuilder->emitAttributes(dfTexEffect); 50 vsBuilder->emitAttributes(dfTexEffect);
51 51
52 GrGLVertToFrag st(kVec2f_GrSLType); 52 GrGLVertToFrag st(kVec2f_GrSLType);
53 args.fPB->addVarying("IntTextureCoords", &st); 53 args.fPB->addVarying("IntTextureCoords", &st, kHigh_GrSLPrecision);
54 vsBuilder->codeAppendf("%s = %s;", st.vsOut(), dfTexEffect.inTextureCoor ds()->fName); 54 vsBuilder->codeAppendf("%s = %s;", st.vsOut(), dfTexEffect.inTextureCoor ds()->fName);
55 55
56 GrGLVertToFrag uv(kVec2f_GrSLType); 56 GrGLVertToFrag uv(kVec2f_GrSLType);
57 args.fPB->addVarying("TextureCoords", &uv); 57 args.fPB->addVarying("TextureCoords", &uv, kHigh_GrSLPrecision);
58 // this is only used with text, so our texture bounds always match the g lyph atlas 58 // this is only used with text, so our texture bounds always match the g lyph atlas
59 vsBuilder->codeAppendf("%s = vec2(" GR_FONT_ATLAS_RECIP_WIDTH ", " 59 vsBuilder->codeAppendf("%s = vec2(" GR_FONT_ATLAS_RECIP_WIDTH ", "
60 GR_FONT_ATLAS_RECIP_HEIGHT ")*%s;", uv.vsOut(), 60 GR_FONT_ATLAS_RECIP_HEIGHT ")*%s;", uv.vsOut(),
61 dfTexEffect.inTextureCoords()->fName); 61 dfTexEffect.inTextureCoords()->fName);
62 62
63 // Setup pass through color 63 // Setup pass through color
64 this->setupColorPassThrough(pb, local.fInputColorType, args.fOutputColor , 64 this->setupColorPassThrough(pb, local.fInputColorType, args.fOutputColor ,
65 dfTexEffect.inColor(), &fColorUniform); 65 dfTexEffect.inColor(), &fColorUniform);
66 66
67 // Setup position 67 // Setup position
(...skipping 260 matching lines...) Expand 10 before | Expand all | Expand 10 after
328 GrGLGPFragmentBuilder* fsBuilder = args.fPB->getFragmentShaderBuilder(); 328 GrGLGPFragmentBuilder* fsBuilder = args.fPB->getFragmentShaderBuilder();
329 SkAssertResult(fsBuilder->enableFeature( 329 SkAssertResult(fsBuilder->enableFeature(
330 GrGLFragmentShaderBuilder::kStandardDerivat ives_GLSLFeature)); 330 GrGLFragmentShaderBuilder::kStandardDerivat ives_GLSLFeature));
331 331
332 GrGLVertexBuilder* vsBuilder = args.fPB->getVertexShaderBuilder(); 332 GrGLVertexBuilder* vsBuilder = args.fPB->getVertexShaderBuilder();
333 333
334 // emit attributes 334 // emit attributes
335 vsBuilder->emitAttributes(dfTexEffect); 335 vsBuilder->emitAttributes(dfTexEffect);
336 336
337 GrGLVertToFrag v(kVec2f_GrSLType); 337 GrGLVertToFrag v(kVec2f_GrSLType);
338 args.fPB->addVarying("TextureCoords", &v); 338 args.fPB->addVarying("TextureCoords", &v, kHigh_GrSLPrecision);
339 339
340 // setup pass through color 340 // setup pass through color
341 this->setupColorPassThrough(pb, local.fInputColorType, args.fOutputColor , 341 this->setupColorPassThrough(pb, local.fInputColorType, args.fOutputColor ,
342 dfTexEffect.inColor(), &fColorUniform); 342 dfTexEffect.inColor(), &fColorUniform);
343 343
344 vsBuilder->codeAppendf("%s = %s;", v.vsOut(), dfTexEffect.inTextureCoord s()->fName); 344 vsBuilder->codeAppendf("%s = %s;", v.vsOut(), dfTexEffect.inTextureCoord s()->fName);
345 345
346 // Setup position 346 // Setup position
347 this->setupPosition(pb, gpArgs, dfTexEffect.inPosition()->fName, dfTexEf fect.viewMatrix()); 347 this->setupPosition(pb, gpArgs, dfTexEffect.inPosition()->fName, dfTexEf fect.viewMatrix());
348 348
(...skipping 220 matching lines...) Expand 10 before | Expand all | Expand 10 after
569 args.fGP.cast<GrDistanceFieldLCDTextureEffect>(); 569 args.fGP.cast<GrDistanceFieldLCDTextureEffect>();
570 const DistanceFieldLCDBatchTracker& local = args.fBT.cast<DistanceFieldL CDBatchTracker>(); 570 const DistanceFieldLCDBatchTracker& local = args.fBT.cast<DistanceFieldL CDBatchTracker>();
571 GrGLGPBuilder* pb = args.fPB; 571 GrGLGPBuilder* pb = args.fPB;
572 572
573 GrGLVertexBuilder* vsBuilder = args.fPB->getVertexShaderBuilder(); 573 GrGLVertexBuilder* vsBuilder = args.fPB->getVertexShaderBuilder();
574 574
575 // emit attributes 575 // emit attributes
576 vsBuilder->emitAttributes(dfTexEffect); 576 vsBuilder->emitAttributes(dfTexEffect);
577 577
578 GrGLVertToFrag st(kVec2f_GrSLType); 578 GrGLVertToFrag st(kVec2f_GrSLType);
579 args.fPB->addVarying("IntTextureCoords", &st); 579 args.fPB->addVarying("IntTextureCoords", &st, kHigh_GrSLPrecision);
580 vsBuilder->codeAppendf("%s = %s;", st.vsOut(), dfTexEffect.inTextureCoor ds()->fName); 580 vsBuilder->codeAppendf("%s = %s;", st.vsOut(), dfTexEffect.inTextureCoor ds()->fName);
581 581
582 GrGLVertToFrag uv(kVec2f_GrSLType); 582 GrGLVertToFrag uv(kVec2f_GrSLType);
583 args.fPB->addVarying("TextureCoords", &uv); 583 args.fPB->addVarying("TextureCoords", &uv, kHigh_GrSLPrecision);
584 // this is only used with text, so our texture bounds always match the g lyph atlas 584 // this is only used with text, so our texture bounds always match the g lyph atlas
585 vsBuilder->codeAppendf("%s = vec2(" GR_FONT_ATLAS_RECIP_WIDTH ", " 585 vsBuilder->codeAppendf("%s = vec2(" GR_FONT_ATLAS_RECIP_WIDTH ", "
586 GR_FONT_ATLAS_RECIP_HEIGHT ")*%s;", uv.vsOut(), 586 GR_FONT_ATLAS_RECIP_HEIGHT ")*%s;", uv.vsOut(),
587 dfTexEffect.inTextureCoords()->fName); 587 dfTexEffect.inTextureCoords()->fName);
588 588
589 // setup pass through color 589 // setup pass through color
590 this->setupColorPassThrough(pb, local.fInputColorType, args.fOutputColor , NULL, 590 this->setupColorPassThrough(pb, local.fInputColorType, args.fOutputColor , NULL,
591 &fColorUniform); 591 &fColorUniform);
592 592
593 // Setup position 593 // Setup position
(...skipping 262 matching lines...) Expand 10 before | Expand all | Expand 10 after
856 uint32_t flags = kUseLCD_DistanceFieldEffectFlag; 856 uint32_t flags = kUseLCD_DistanceFieldEffectFlag;
857 flags |= random->nextBool() ? kUniformScale_DistanceFieldEffectMask : 0; 857 flags |= random->nextBool() ? kUniformScale_DistanceFieldEffectMask : 0;
858 flags |= random->nextBool() ? kBGR_DistanceFieldEffectFlag : 0; 858 flags |= random->nextBool() ? kBGR_DistanceFieldEffectFlag : 0;
859 return GrDistanceFieldLCDTextureEffect::Create(GrRandomColor(random), 859 return GrDistanceFieldLCDTextureEffect::Create(GrRandomColor(random),
860 GrProcessorUnitTest::TestMatr ix(random), 860 GrProcessorUnitTest::TestMatr ix(random),
861 textures[texIdx], params, 861 textures[texIdx], params,
862 textures[texIdx2], params2, 862 textures[texIdx2], params2,
863 textColor, 863 textColor,
864 flags); 864 flags);
865 } 865 }
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