75864b09e11a1918f202093d042f23ca0b3c8530 |
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09-Feb-2017 |
csmartdalton <csmartdalton@google.com> |
Add GrGLSLShaderBuilder::declareGlobal BUG=skia: Change-Id: I75eeb7cbd1bf157c463e5e80b4560a953b7883e8 Reviewed-on: https://skia-review.googlesource.com/8245 Reviewed-by: Brian Salomon <bsalomon@google.com> Commit-Queue: Chris Dalton <csmartdalton@google.com>
/external/skia/src/gpu/glsl/GrGLSLShaderBuilder.h
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f9f451213a3951d8a61568998de2ddbd643f6693 |
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29-Nov-2016 |
Brian Salomon <bsalomon@google.com> |
Reland image storage with fixes. Revert "Revert "Initial OpenGL Image support."" This reverts commit 59dc41175d99d0a31c046aec0c26c4d82a3a3574. BUG=skia: Change-Id: Ibe3c87ce7f746f065fdbcc5a518388cc291112f5 Reviewed-on: https://skia-review.googlesource.com/5131 Reviewed-by: Ethan Nicholas <ethannicholas@google.com> Commit-Queue: Brian Salomon <bsalomon@google.com>
/external/skia/src/gpu/glsl/GrGLSLShaderBuilder.h
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59dc41175d99d0a31c046aec0c26c4d82a3a3574 |
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23-Nov-2016 |
Brian Salomon <bsalomon@google.com> |
Revert "Initial OpenGL Image support." This reverts commit be34882042048db096baca32ddf4a8b472529804. Reason for revert: Test failures and shader compilation issues on Android. Original change's description: > Initial OpenGL Image support. > > This change along with recently landed changes is enough to make the new unit test work and not much else. imageLoad is support but not stores or any other image functions (atomics). Barriers in the shading language or the GL API are not yet hooked up. > > GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=4182 > > Change-Id: I5958b7c89e40ae5ee05f7bbaca3b3738162fe5ce > Reviewed-on: https://skia-review.googlesource.com/4182 > Reviewed-by: Greg Daniel <egdaniel@google.com> > Reviewed-by: Chris Dalton <csmartdalton@google.com> > Commit-Queue: Brian Salomon <bsalomon@google.com> > TBR=egdaniel@google.com,bsalomon@google.com,csmartdalton@google.com,reviews@skia.org NOPRESUBMIT=true NOTREECHECKS=true NOTRY=true Change-Id: I29a2502c296ae39ed9a999957800414ae46e6f0f Reviewed-on: https://skia-review.googlesource.com/5129 Commit-Queue: Brian Salomon <bsalomon@google.com> Reviewed-by: Brian Salomon <bsalomon@google.com>
/external/skia/src/gpu/glsl/GrGLSLShaderBuilder.h
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be34882042048db096baca32ddf4a8b472529804 |
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22-Nov-2016 |
Brian Salomon <bsalomon@google.com> |
Initial OpenGL Image support. This change along with recently landed changes is enough to make the new unit test work and not much else. imageLoad is support but not stores or any other image functions (atomics). Barriers in the shading language or the GL API are not yet hooked up. GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=4182 Change-Id: I5958b7c89e40ae5ee05f7bbaca3b3738162fe5ce Reviewed-on: https://skia-review.googlesource.com/4182 Reviewed-by: Greg Daniel <egdaniel@google.com> Reviewed-by: Chris Dalton <csmartdalton@google.com> Commit-Queue: Brian Salomon <bsalomon@google.com>
/external/skia/src/gpu/glsl/GrGLSLShaderBuilder.h
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1fc83b131afa7c29e971dd3ccc7906006bde6c09 |
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22-Nov-2016 |
Ethan Nicholas <ethannicholas@google.com> |
removed appendPrecisionModifier skslc always provides support for precision modifiers (ignoring them if unsupported on the target platform), so the Skia appendPrecisionModifier function was redundant. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=5117 Change-Id: I4bcbd47ef8d1f4f1b055086d4c9050254584b48c Reviewed-on: https://skia-review.googlesource.com/5117 Reviewed-by: Brian Salomon <bsalomon@google.com> Commit-Queue: Ethan Nicholas <ethannicholas@google.com>
/external/skia/src/gpu/glsl/GrGLSLShaderBuilder.h
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276cc4113a6440b842c0dacb6d668ee3b45a3b7d |
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21-Nov-2016 |
csmartdalton <csmartdalton@google.com> |
Revive geometry shaders Fixes the bit rot that has set in for geometry shaders. They're to a point now that we can use them again for GL experiments. Since SkSL does not support geometry shaders yet, we pass the shader string directly to the GL compiler for now. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=5080 Change-Id: Ie3864e5559c810c682cf5f1709bdab87f033c43b Reviewed-on: https://skia-review.googlesource.com/5080 Reviewed-by: Brian Salomon <bsalomon@google.com> Commit-Queue: Chris Dalton <csmartdalton@google.com>
/external/skia/src/gpu/glsl/GrGLSLShaderBuilder.h
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99938a8ef24e2dd5b39f78638742e9b50ab6d9bf |
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21-Nov-2016 |
Brian Salomon <bsalomon@google.com> |
Merge GrGLSLShaderVar and GrShaderVar GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=5087 Change-Id: Ib8943a1da1ea495554feaf5b0992b94fbb9539ab Reviewed-on: https://skia-review.googlesource.com/5087 Commit-Queue: Brian Salomon <bsalomon@google.com> Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
/external/skia/src/gpu/glsl/GrGLSLShaderBuilder.h
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101b844d6ba031de5c4e95b43f9292f266799237 |
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18-Nov-2016 |
Brian Salomon <bsalomon@google.com> |
Remove GrGLSLSampler type and subclasses GrGLSLUniformManager and GrGLSLProgramDataManager subclasses handle sampler variation across GPU backends. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=5002 Change-Id: I968b006bab978c2fa209d1f7eda710c298d1212f Reviewed-on: https://skia-review.googlesource.com/5002 Reviewed-by: Greg Daniel <egdaniel@google.com> Commit-Queue: Brian Salomon <bsalomon@google.com>
/external/skia/src/gpu/glsl/GrGLSLShaderBuilder.h
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0bbecb21ab82b3d742c491780bcc2e74be03efed |
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17-Nov-2016 |
Brian Salomon <bsalomon@google.com> |
Rename GrTextureAccess to GrProcessor::TextureSampler. Renames vars and methods that used the work "access" to refer to this type. GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=4931 Change-Id: Ibcf488fbd445c5119fc13d190544cd98981bdbee Reviewed-on: https://skia-review.googlesource.com/4931 Commit-Queue: Brian Salomon <bsalomon@google.com> Reviewed-by: Greg Daniel <egdaniel@google.com>
/external/skia/src/gpu/glsl/GrGLSLShaderBuilder.h
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5961bc9278a00e56dacdd9408d0744b5a0a3b493 |
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12-Oct-2016 |
ethannicholas <ethannicholas@google.com> |
Turned on SkSL->GLSL compiler GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2288033003 Committed: https://skia.googlesource.com/skia/+/9b0fe3d125f237d9884732a48414fa85fc71b4e3 Committed: https://skia.googlesource.com/skia/+/b12b3c6908c62c908b3680be01e3b5bfd30de310 Committed: https://skia.googlesource.com/skia/+/f008b0a59f45c0d4bea3e66faf3b01805009ec89 Committed: https://skia.googlesource.com/skia/+/08b2ccf398e2b81bc05d2c105837e5419899469b Committed: https://skia.googlesource.com/skia/+/dcfe6dba4a335e50e86ff68e3252065d4197432c Committed: https://skia.googlesource.com/skia/+/ccb1dd8f267f9d7fe7c9d0ce222ebc81b41853b3 Review-Url: https://codereview.chromium.org/2288033003
/external/skia/src/gpu/glsl/GrGLSLShaderBuilder.h
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9df16b5e85ef37c44e02257e49eb996efca0e173 |
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11-Oct-2016 |
jvanverth <jvanverth@google.com> |
Revert of Turned on SkSL->GLSL compiler (patchset #49 id:1240001 of https://codereview.chromium.org/2288033003/ ) Reason for revert: Pre-emptive revert. Sorry, but we're getting back up on our roll and Chrome reverted our last one for apparently no reason. Original issue's description: > Turned on SkSL->GLSL compiler > GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2288033003 > > Committed: https://skia.googlesource.com/skia/+/9b0fe3d125f237d9884732a48414fa85fc71b4e3 > Committed: https://skia.googlesource.com/skia/+/b12b3c6908c62c908b3680be01e3b5bfd30de310 > Committed: https://skia.googlesource.com/skia/+/f008b0a59f45c0d4bea3e66faf3b01805009ec89 > Committed: https://skia.googlesource.com/skia/+/08b2ccf398e2b81bc05d2c105837e5419899469b > Committed: https://skia.googlesource.com/skia/+/dcfe6dba4a335e50e86ff68e3252065d4197432c > Committed: https://skia.googlesource.com/skia/+/ccb1dd8f267f9d7fe7c9d0ce222ebc81b41853b3 TBR=benjaminwagner@google.com,bsalomon@google.com,egdaniel@google.com,ethannicholas@google.com # Skipping CQ checks because original CL landed less than 1 days ago. NOPRESUBMIT=true NOTREECHECKS=true NOTRY=true Review-Url: https://codereview.chromium.org/2408193002
/external/skia/src/gpu/glsl/GrGLSLShaderBuilder.h
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ccb1dd8f267f9d7fe7c9d0ce222ebc81b41853b3 |
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11-Oct-2016 |
ethannicholas <ethannicholas@google.com> |
Turned on SkSL->GLSL compiler GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2288033003 Committed: https://skia.googlesource.com/skia/+/9b0fe3d125f237d9884732a48414fa85fc71b4e3 Committed: https://skia.googlesource.com/skia/+/b12b3c6908c62c908b3680be01e3b5bfd30de310 Committed: https://skia.googlesource.com/skia/+/f008b0a59f45c0d4bea3e66faf3b01805009ec89 Committed: https://skia.googlesource.com/skia/+/08b2ccf398e2b81bc05d2c105837e5419899469b Committed: https://skia.googlesource.com/skia/+/dcfe6dba4a335e50e86ff68e3252065d4197432c Review-Url: https://codereview.chromium.org/2288033003
/external/skia/src/gpu/glsl/GrGLSLShaderBuilder.h
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4824cf4c1ef991fe9b0dcd1536e83b37907d3fcf |
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11-Oct-2016 |
mtklein <mtklein@google.com> |
Revert of Turned on SkSL->GLSL compiler (patchset #48 id:1220001 of https://codereview.chromium.org/2288033003/ ) Reason for revert: https://build.chromium.org/p/chromium/builders/Linux%20x64/builds/26798 Original issue's description: > Turned on SkSL->GLSL compiler > GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2288033003 > > Committed: https://skia.googlesource.com/skia/+/9b0fe3d125f237d9884732a48414fa85fc71b4e3 > Committed: https://skia.googlesource.com/skia/+/b12b3c6908c62c908b3680be01e3b5bfd30de310 > Committed: https://skia.googlesource.com/skia/+/f008b0a59f45c0d4bea3e66faf3b01805009ec89 > Committed: https://skia.googlesource.com/skia/+/08b2ccf398e2b81bc05d2c105837e5419899469b > Committed: https://skia.googlesource.com/skia/+/dcfe6dba4a335e50e86ff68e3252065d4197432c TBR=benjaminwagner@google.com,bsalomon@google.com,egdaniel@google.com,ethannicholas@google.com # Skipping CQ checks because original CL landed less than 1 days ago. NOPRESUBMIT=true NOTREECHECKS=true NOTRY=true Review-Url: https://codereview.chromium.org/2408053002
/external/skia/src/gpu/glsl/GrGLSLShaderBuilder.h
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dcfe6dba4a335e50e86ff68e3252065d4197432c |
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10-Oct-2016 |
ethannicholas <ethannicholas@google.com> |
Turned on SkSL->GLSL compiler GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2288033003 Committed: https://skia.googlesource.com/skia/+/9b0fe3d125f237d9884732a48414fa85fc71b4e3 Committed: https://skia.googlesource.com/skia/+/b12b3c6908c62c908b3680be01e3b5bfd30de310 Committed: https://skia.googlesource.com/skia/+/f008b0a59f45c0d4bea3e66faf3b01805009ec89 Committed: https://skia.googlesource.com/skia/+/08b2ccf398e2b81bc05d2c105837e5419899469b Review-Url: https://codereview.chromium.org/2288033003
/external/skia/src/gpu/glsl/GrGLSLShaderBuilder.h
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15341a284e78651d2b47b89753044f8d6e7eda0a |
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10-Oct-2016 |
jvanverth <jvanverth@google.com> |
Revert of Turned on SkSL->GLSL compiler (patchset #47 id:1200001 of https://codereview.chromium.org/2288033003/ ) Reason for revert: Looks like it introduces new static initializers, and it's failing the Chrome roll. Original issue's description: > Turned on SkSL->GLSL compiler > GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2288033003 > > Committed: https://skia.googlesource.com/skia/+/9b0fe3d125f237d9884732a48414fa85fc71b4e3 > Committed: https://skia.googlesource.com/skia/+/b12b3c6908c62c908b3680be01e3b5bfd30de310 > Committed: https://skia.googlesource.com/skia/+/f008b0a59f45c0d4bea3e66faf3b01805009ec89 > Committed: https://skia.googlesource.com/skia/+/08b2ccf398e2b81bc05d2c105837e5419899469b TBR=benjaminwagner@google.com,bsalomon@google.com,egdaniel@google.com,ethannicholas@google.com # Skipping CQ checks because original CL landed less than 1 days ago. NOPRESUBMIT=true NOTREECHECKS=true NOTRY=true Review-Url: https://codereview.chromium.org/2403083002
/external/skia/src/gpu/glsl/GrGLSLShaderBuilder.h
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08b2ccf398e2b81bc05d2c105837e5419899469b |
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10-Oct-2016 |
ethannicholas <ethannicholas@google.com> |
Turned on SkSL->GLSL compiler GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2288033003 Committed: https://skia.googlesource.com/skia/+/9b0fe3d125f237d9884732a48414fa85fc71b4e3 Committed: https://skia.googlesource.com/skia/+/b12b3c6908c62c908b3680be01e3b5bfd30de310 Committed: https://skia.googlesource.com/skia/+/f008b0a59f45c0d4bea3e66faf3b01805009ec89 Review-Url: https://codereview.chromium.org/2288033003
/external/skia/src/gpu/glsl/GrGLSLShaderBuilder.h
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d214d6ae69c1dd9ef49fdce8fac699d00bffcdcd |
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30-Sep-2016 |
fmalita <fmalita@google.com> |
Revert of Turned on SkSL->GLSL compiler (patchset #41 id:880001 of https://codereview.chromium.org/2288033003/ ) Reason for revert: 1) Chromium roll failures: https://build.chromium.org/p/tryserver.chromium.linux/builders/linux_chromium_rel_ng/builds/307297/steps/screenshot_sync_tests%20on%20NVIDIA%20GPU%20on%20Linux%20%28with%20patch%29%20on%20Linux/logs/stdio 2) G3 roll failures 3) iOS failures: https://uberchromegw.corp.google.com/i/client.skia/builders/Perf-iOS-Clang-iPad4-GPU-SGX554-Arm7-Release/builds/7177/steps/perf_skia%20on%20iOS-9.2/logs/stdio Original issue's description: > Turned on SkSL->GLSL compiler > GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2288033003 > > Committed: https://skia.googlesource.com/skia/+/9b0fe3d125f237d9884732a48414fa85fc71b4e3 > Committed: https://skia.googlesource.com/skia/+/b12b3c6908c62c908b3680be01e3b5bfd30de310 > Committed: https://skia.googlesource.com/skia/+/f008b0a59f45c0d4bea3e66faf3b01805009ec89 TBR=benjaminwagner@google.com,bsalomon@google.com,egdaniel@google.com,ethannicholas@google.com # Skipping CQ checks because original CL landed less than 1 days ago. NOPRESUBMIT=true NOTREECHECKS=true NOTRY=true Review-Url: https://codereview.chromium.org/2387643003
/external/skia/src/gpu/glsl/GrGLSLShaderBuilder.h
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f008b0a59f45c0d4bea3e66faf3b01805009ec89 |
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30-Sep-2016 |
ethannicholas <ethannicholas@google.com> |
Turned on SkSL->GLSL compiler GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2288033003 Committed: https://skia.googlesource.com/skia/+/9b0fe3d125f237d9884732a48414fa85fc71b4e3 Committed: https://skia.googlesource.com/skia/+/b12b3c6908c62c908b3680be01e3b5bfd30de310 Review-Url: https://codereview.chromium.org/2288033003
/external/skia/src/gpu/glsl/GrGLSLShaderBuilder.h
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29111a3e71f59b26c1feebf6b30db5c68a27d5a9 |
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26-Sep-2016 |
ethannicholas <ethannicholas@google.com> |
Revert of Turned on SkSL->GLSL compiler (patchset #37 id:800001 of https://codereview.chromium.org/2288033003/ ) Reason for revert: Gold image breakage Original issue's description: > Turned on SkSL->GLSL compiler > GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2288033003 > > Committed: https://skia.googlesource.com/skia/+/9b0fe3d125f237d9884732a48414fa85fc71b4e3 > Committed: https://skia.googlesource.com/skia/+/b12b3c6908c62c908b3680be01e3b5bfd30de310 TBR=benjaminwagner@google.com,bsalomon@google.com,egdaniel@google.com # Skipping CQ checks because original CL landed less than 1 days ago. NOPRESUBMIT=true NOTREECHECKS=true NOTRY=true Review-Url: https://codereview.chromium.org/2372773002
/external/skia/src/gpu/glsl/GrGLSLShaderBuilder.h
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b12b3c6908c62c908b3680be01e3b5bfd30de310 |
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26-Sep-2016 |
ethannicholas <ethannicholas@google.com> |
Turned on SkSL->GLSL compiler GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2288033003 Committed: https://skia.googlesource.com/skia/+/9b0fe3d125f237d9884732a48414fa85fc71b4e3 Review-Url: https://codereview.chromium.org/2288033003
/external/skia/src/gpu/glsl/GrGLSLShaderBuilder.h
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77320dbabcddf05c0a1489eaf1f496729dc8de0e |
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07-Sep-2016 |
brianosman <brianosman@google.com> |
Add color gamut xform helpers to GrGLSLShaderBuilder New helper functions inject the necessary shader function. Texture lookup functions can now insert the gamut xform at the appropriate place, too. As written, could be used to transform non-texture colors (e.g. vertex colors) as well. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2180803005 Review-Url: https://codereview.chromium.org/2180803005
/external/skia/src/gpu/glsl/GrGLSLShaderBuilder.h
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09aa1fce69b214714171db12c341aebd78dd29ea |
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20-Apr-2016 |
egdaniel <egdaniel@google.com> |
Refactor how we store and use samplers in Ganesh The main goal of this refactorization is to allow Vulkan to use separate sampler and texture objects in the shader and descriptor sets and combine them into a sampler2d in the shader where needed. A large part of this is separating how we store samplers and uniforms in the UniformHandler. We no longer need to store handles to samplers besides when we are initially emitting code. After we emit code all we ever do is loop over all samplers and do some processor independent work on them, so we have no need for direct access to individual samplers. In the GLProgram all we ever do is set the sampler uniforms in the ctor and never touch them again, so no need to save sampler info there. The texture access on program reuse just assume that they come in the same order as we set the texture units for the samplers For Vulkan, it is a similar story. We create the descriptor set layouts with the samplers, then when we get new textures, we just assume they come in in the same order as we set the samplers on the descriptor sets. Thus no need to save direct vulkan info. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1885863004 Committed: https://skia.googlesource.com/skia/+/45b61a1c4c0be896e7b12fd1405abfece799114f Review URL: https://codereview.chromium.org/1885863004
/external/skia/src/gpu/glsl/GrGLSLShaderBuilder.h
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b800248c73c75b02ab808c5bdb53e19e6abc3adc |
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20-Apr-2016 |
egdaniel <egdaniel@google.com> |
Revert of Refactor how we store and use samplers in Ganesh (patchset #7 id:120001 of https://codereview.chromium.org/1885863004/ ) Reason for revert: breaking bots Original issue's description: > Refactor how we store and use samplers in Ganesh > > The main goal of this refactorization is to allow Vulkan to use separate > sampler and texture objects in the shader and descriptor sets and combine > them into a sampler2d in the shader where needed. > > A large part of this is separating how we store samplers and uniforms in the > UniformHandler. We no longer need to store handles to samplers besides when > we are initially emitting code. After we emit code all we ever do is loop over > all samplers and do some processor independent work on them, so we have no need > for direct access to individual samplers. > > In the GLProgram all we ever do is set the sampler uniforms in the ctor and never > touch them again, so no need to save sampler info there. The texture access on > program reuse just assume that they come in the same order as we set the texture > units for the samplers > > For Vulkan, it is a similar story. We create the descriptor set layouts with the samplers, > then when we get new textures, we just assume they come in in the same order as we > set the samplers on the descriptor sets. Thus no need to save direct vulkan info. > > BUG=skia: > GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1885863004 > > Committed: https://skia.googlesource.com/skia/+/45b61a1c4c0be896e7b12fd1405abfece799114f TBR=bsalomon@google.com,jvanverth@google.com,cdalton@nvidia.com # Skipping CQ checks because original CL landed less than 1 days ago. NOPRESUBMIT=true NOTREECHECKS=true NOTRY=true BUG=skia: Review URL: https://codereview.chromium.org/1896013003
/external/skia/src/gpu/glsl/GrGLSLShaderBuilder.h
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45b61a1c4c0be896e7b12fd1405abfece799114f |
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19-Apr-2016 |
egdaniel <egdaniel@google.com> |
Refactor how we store and use samplers in Ganesh The main goal of this refactorization is to allow Vulkan to use separate sampler and texture objects in the shader and descriptor sets and combine them into a sampler2d in the shader where needed. A large part of this is separating how we store samplers and uniforms in the UniformHandler. We no longer need to store handles to samplers besides when we are initially emitting code. After we emit code all we ever do is loop over all samplers and do some processor independent work on them, so we have no need for direct access to individual samplers. In the GLProgram all we ever do is set the sampler uniforms in the ctor and never touch them again, so no need to save sampler info there. The texture access on program reuse just assume that they come in the same order as we set the texture units for the samplers For Vulkan, it is a similar story. We create the descriptor set layouts with the samplers, then when we get new textures, we just assume they come in in the same order as we set the samplers on the descriptor sets. Thus no need to save direct vulkan info. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1885863004 Review URL: https://codereview.chromium.org/1885863004
/external/skia/src/gpu/glsl/GrGLSLShaderBuilder.h
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74b8d323323c8533e3e5cc7719e0bd127aacd829 |
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11-Apr-2016 |
cdalton <cdalton@nvidia.com> |
Implement texel buffers Adds a mechanism for processors to add buffer accesses and implements them in the GL backend. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1870893002 Review URL: https://codereview.chromium.org/1870893002
/external/skia/src/gpu/glsl/GrGLSLShaderBuilder.h
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f8a6ce8d8c54cab5456d3099fa07e460c889c2e6 |
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11-Apr-2016 |
cdalton <cdalton@nvidia.com> |
Add GLSL support for texelFetch Adds a cap and builder methods for texelFetch. This is required for texel buffers. Also moves the texel buffer cap into the general shader caps, and adds glTexBufferRange to the GL interface. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1869063005 Review URL: https://codereview.chromium.org/1869063005
/external/skia/src/gpu/glsl/GrGLSLShaderBuilder.h
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3f6f76f98b6b37d17d1492791ff0feb1b7586bd6 |
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11-Apr-2016 |
cdalton <cdalton@nvidia.com> |
Rename EmitArgs::fSamplers to fTexSamplers Renames fSamplers to fTexSamplers in GrProcessor EmitArgs, and renames GrGLSLTextureSampler to GrGLSLSampler. This will allow us to add a second array of buffer samplers. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1862373003 Review URL: https://codereview.chromium.org/1862373003
/external/skia/src/gpu/glsl/GrGLSLShaderBuilder.h
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1f50acff0dc09e50cc207846508d8e6459334b2a |
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11-Apr-2016 |
cdalton <cdalton@nvidia.com> |
Add appendPrecisionModifier method to GrGLSLShaderBuilder BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1881513002 Review URL: https://codereview.chromium.org/1881513002
/external/skia/src/gpu/glsl/GrGLSLShaderBuilder.h
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22281c13a13c4b4e275516e9fe02185a53a7e5aa |
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23-Mar-2016 |
egdaniel <egdaniel@google.com> |
Set up cache in vulkan to reuse GrVkPrograms (aka VkPipelines) BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1816153002 Review URL: https://codereview.chromium.org/1816153002
/external/skia/src/gpu/glsl/GrGLSLShaderBuilder.h
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9c3f14327a38e79ab7d0cf30dfd9bf89676fde06 |
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11-Mar-2016 |
cdalton <cdalton@nvidia.com> |
Add support for vertex and geometry shader textures Adds a visibility bitfield to GrTextureAccess that controls in which shaders the texture should be accessible. Also adds caps and validation to ensure we don't exceed texture limits. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1782583002 Review URL: https://codereview.chromium.org/1782583002
/external/skia/src/gpu/glsl/GrGLSLShaderBuilder.h
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33ad701bc30387127c427fb1e38c781d5de33491 |
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22-Feb-2016 |
cdalton <cdalton@nvidia.com> |
Add gl_SampleMask functionality to fragment builders Adds methods for overriding and masking a fragment's sample mask. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1690963003 Committed: https://skia.googlesource.com/skia/+/533cefe5b9c7cec2592fc7ca00ee4cf69a26c094 Review URL: https://codereview.chromium.org/1690963003
/external/skia/src/gpu/glsl/GrGLSLShaderBuilder.h
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1751dc74f95a409fdb8cdc5c4efae20b1c39509a |
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13-Feb-2016 |
benjaminwagner <benjaminwagner@google.com> |
Revert of Add infastructure for gl_SampleMask (patchset #6 id:100001 of https://codereview.chromium.org/1690963003/ ) Reason for revert: Several bots failing with error 'invalid profile "es" for version 320'. Original issue's description: > Add infastructure for gl_SampleMask > > BUG=skia: > GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1690963003 > > Committed: https://skia.googlesource.com/skia/+/533cefe5b9c7cec2592fc7ca00ee4cf69a26c094 TBR=egdaniel@google.com,bsalomon@google.com,cdalton@nvidia.com # Skipping CQ checks because original CL landed less than 1 days ago. NOPRESUBMIT=true NOTREECHECKS=true NOTRY=true BUG=skia: Review URL: https://codereview.chromium.org/1693113002
/external/skia/src/gpu/glsl/GrGLSLShaderBuilder.h
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533cefe5b9c7cec2592fc7ca00ee4cf69a26c094 |
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12-Feb-2016 |
cdalton <cdalton@nvidia.com> |
Add infastructure for gl_SampleMask BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1690963003 Review URL: https://codereview.chromium.org/1690963003
/external/skia/src/gpu/glsl/GrGLSLShaderBuilder.h
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c08f196648463d44eb85e17c5815dbf8f709a42a |
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12-Feb-2016 |
cdalton <cdalton@nvidia.com> |
Use noperspective interpolation for 2D draws Adds a mechanism to notify GrGLSLVaryingHandler that a shader will not emit geometry in perspective. This gives it a chance to use the noperspective keyword if it is supported. Updates the existing processors to notify the varying handler when there is no perspective. Begins using the noperspective keyword in GrGLGpu internal shaders. Web scenes with observable benefit (Pixel C, gpu config): tabl_nofolo.skp 4.62 -> 3.33 ms 28% desk_tigersvg.skp 26.5 -> 24 ms 9% desk_pokemonwiki.skp 16.1 -> 14.9 ms 7% tabl_deviantart.skp 3.97 -> 3.7 ms 7% desk_gws.skp 3.85 -> 3.65 ms 5% Also adds new methods for creating varyings with flat interpolation. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1673093002 Review URL: https://codereview.chromium.org/1673093002
/external/skia/src/gpu/glsl/GrGLSLShaderBuilder.h
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d36f2c4bc047c2c531d73eee08daa5926e8cdaf2 |
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11-Feb-2016 |
cdalton <cdalton@nvidia.com> |
Add #define directives to GrGLSLShaderBuilder BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1660813002 Review URL: https://codereview.chromium.org/1660813002
/external/skia/src/gpu/glsl/GrGLSLShaderBuilder.h
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fa8963252e122c5288c8e92b5ecc25a8fea21c3b |
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13-Jan-2016 |
egdaniel <egdaniel@google.com> |
Move some program building utils from GL to GLSL BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1535603006 Review URL: https://codereview.chromium.org/1535603006
/external/skia/src/gpu/glsl/GrGLSLShaderBuilder.h
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0eafe79f42e3c675f3c504aed4a41abf511df2b7 |
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20-Nov-2015 |
egdaniel <egdaniel@google.com> |
Create GrGLSLVaryingHandler class for program building BUG=skia: Review URL: https://codereview.chromium.org/1462123003
/external/skia/src/gpu/glsl/GrGLSLShaderBuilder.h
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57d3b039c635945e1dc2fcbac3462ed8bfedb068 |
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13-Nov-2015 |
egdaniel <egdaniel@google.com> |
Rename some processor functions from GL to GLSL TBR=bsalomon@google.com BUG=skia: Review URL: https://codereview.chromium.org/1443743002
/external/skia/src/gpu/glsl/GrGLSLShaderBuilder.h
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2d721d33aad192cc8a7a1321504b39bdca2a57ce |
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11-Nov-2015 |
egdaniel <egdaniel@google.com> |
Move all ShaderBuilder files to GLSL BUG=skia: Review URL: https://codereview.chromium.org/1438003003
/external/skia/src/gpu/glsl/GrGLSLShaderBuilder.h
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