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[Impeller] Provide fragment uniform data through varyings for solid color, glyph atlas, texture shaders. #43838
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378b293
[Impeller] try removing uniform computation from some shaders.
bb9b411
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8c5db90
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ea2e4a8
malioc
eaf3086
Merge branch 'main' of github.com:flutter/engine into testo123123123
3e5e8e5
rename to IMPELLER_MAYBE_FLAT
2467ac8
++
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
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@@ -12,11 +12,11 @@ uniform f16sampler2D texture_sampler; | |
| uniform FragInfo { | ||
| float16_t x_tile_mode; | ||
| float16_t y_tile_mode; | ||
|
Contributor
Author
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. We don't used the tiled texture shader on vulkan, but we still need to move the alpha so that this can share the same vertex shader as texture.frag. |
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| float16_t alpha; | ||
| } | ||
| frag_info; | ||
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| in highp vec2 v_texture_coords; | ||
| IMPELLER_FLAT in float16_t v_alpha; | ||
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| out f16vec4 frag_color; | ||
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@@ -27,5 +27,5 @@ void main() { | |
| frag_info.x_tile_mode, // x tile mode | ||
| frag_info.y_tile_mode // y tile mode | ||
| ) * | ||
| frag_info.alpha; | ||
| v_alpha; | ||
| } | ||
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We should call thin
IMPELLER_MAYBE_FLAT. Right now, we only use flat as an optimization to reduce load on the varying unit. But someone might actually start using it in the future to disregard non-provoking vertices and will be confused as to why it doesn't work on OpenGL ES.There was a problem hiding this comment.
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Done