Investigate RendererSettings::highp_threshold_min |
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Issue descriptionIt seems highp_theshold_min is only set to non-default value in SurfacesInstance. SurfacesInstance is an Android specific class. Look into what the field does and what the intended values were.
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Aug 9 2017
Mark it as assigned since I'm not actively working on it.
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Aug 9 2017
Assigned? You mean available? Also, remove yourself as owner if you're not working on it. Please hang off the viz layering metabug.
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Aug 9 2017
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Aug 9 2017
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May 25 2018
Looks like this value is used as a "min" as the name says, to clamp the value of highp_threshold in viz's shader.cc. Example:
int highp_threshold = std::max(*highp_threshold_cache, highp_threshold_min);
if (x > highp_threshold || y > highp_threshold)
return TEX_COORD_PRECISION_HIGH;
return TEX_COORD_PRECISION_MEDIUM;
So it can force the value high, causing us to use MEDIUM precision in more cases than we otherwise would. It looks like we only choose to do that on android, which is fine.
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Comment 1 by staraz@chromium.org
, Jun 13 2017