Use uniform color/coverage inputs when path rendering.
BUG=skia:2954
R=egdaniel@google.com
Author: bsalomon@google.com
Review URL: https://codereview.chromium.org/600483002
diff --git a/src/gpu/gl/GrGLProgramDesc.cpp b/src/gpu/gl/GrGLProgramDesc.cpp
index c356a8c..5eef81b 100644
--- a/src/gpu/gl/GrGLProgramDesc.cpp
+++ b/src/gpu/gl/GrGLProgramDesc.cpp
@@ -180,8 +180,6 @@
// bindings in use or other descriptor field settings) it should be set
// to a canonical value to avoid duplicate programs with different keys.
- bool requiresColorAttrib = optState.hasColorVertexAttribute();
- bool requiresCoverageAttrib = optState.hasCoverageVertexAttribute();
bool requiresLocalCoordAttrib = optState.requiresLocalCoordAttrib();
int numStages = optState.numTotalStages();
@@ -260,10 +258,6 @@
// Because header is a pointer into the dynamic array, we can't push any new data into the key
// below here.
- header->fUseFragShaderOnly = gpu->caps()->pathRenderingSupport() &&
- GrGpu::IsPathRenderingDrawType(drawType) &&
- gpu->glPathRendering()->texturingMode() == GrGLPathRendering::FixedFunction_TexturingMode;
- SkASSERT(!header->fUseFragShaderOnly || !optState.hasGeometryProcessor());
header->fEmitsPointSize = GrGpu::kDrawPoints_DrawType == drawType;
@@ -276,26 +270,38 @@
header->fExperimentalGS = false;
#endif
#endif
- bool defaultToUniformInputs = GR_GL_NO_CONSTANT_ATTRIBUTES || header->fUseFragShaderOnly;
- if (!inputColorIsUsed) {
- header->fColorInput = kAllOnes_ColorInput;
- } else if (defaultToUniformInputs && !requiresColorAttrib) {
- header->fColorInput = kUniform_ColorInput;
+ if (gpu->caps()->pathRenderingSupport() &&
+ GrGpu::IsPathRenderingDrawType(drawType) &&
+ gpu->glPathRendering()->texturingMode() == GrGLPathRendering::FixedFunction_TexturingMode) {
+ header->fUseFragShaderOnly = true;
+ SkASSERT(!optState.hasGeometryProcessor());
} else {
- header->fColorInput = kAttribute_ColorInput;
header->fUseFragShaderOnly = false;
}
- bool covIsSolidWhite = !requiresCoverageAttrib && 0xffffffff == optState.getCoverageColor();
+ bool defaultToUniformInputs = GrGpu::IsPathRenderingDrawType(drawType) ||
+ GR_GL_NO_CONSTANT_ATTRIBUTES;
+
+ if (!inputColorIsUsed) {
+ header->fColorInput = kAllOnes_ColorInput;
+ } else if (defaultToUniformInputs && !optState.hasColorVertexAttribute()) {
+ header->fColorInput = kUniform_ColorInput;
+ } else {
+ header->fColorInput = kAttribute_ColorInput;
+ SkASSERT(!header->fUseFragShaderOnly);
+ }
+
+ bool covIsSolidWhite = !optState.hasCoverageVertexAttribute() &&
+ 0xffffffff == optState.getCoverageColor();
if (covIsSolidWhite || !inputCoverageIsUsed) {
header->fCoverageInput = kAllOnes_ColorInput;
- } else if (defaultToUniformInputs && !requiresCoverageAttrib) {
+ } else if (defaultToUniformInputs && !optState.hasCoverageVertexAttribute()) {
header->fCoverageInput = kUniform_ColorInput;
} else {
header->fCoverageInput = kAttribute_ColorInput;
- header->fUseFragShaderOnly = false;
+ SkASSERT(!header->fUseFragShaderOnly);
}
if (optState.readsDst()) {
@@ -324,7 +330,7 @@
// For constant color and coverage we need an attribute with an index beyond those already set
int availableAttributeIndex = optState.getVertexAttribCount();
- if (requiresColorAttrib) {
+ if (optState.hasColorVertexAttribute()) {
header->fColorAttributeIndex = optState.colorVertexAttributeIndex();
} else if (GrGLProgramDesc::kAttribute_ColorInput == header->fColorInput) {
SkASSERT(availableAttributeIndex < GrDrawState::kMaxVertexAttribCnt);
@@ -334,7 +340,7 @@
header->fColorAttributeIndex = -1;
}
- if (requiresCoverageAttrib) {
+ if (optState.hasCoverageVertexAttribute()) {
header->fCoverageAttributeIndex = optState.coverageVertexAttributeIndex();
} else if (GrGLProgramDesc::kAttribute_ColorInput == header->fCoverageInput) {
SkASSERT(availableAttributeIndex < GrDrawState::kMaxVertexAttribCnt);